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Offline rageingnonsense

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Re: [Official] Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg1191135#msg1191135
« Reply #264 on: May 30, 2015, 01:44:11 am »
You could run with SoR instead of SoSe, thus removing the 1 turn delay and get double creatures. Of course this would require a completely different deck...

I used to play this deck, and it was so much fun! I play SoSe now simply because it is so random, I get to try zany stuff out that would be nearly impossible otherwise. Lots of fun. Sometimes you get screwed by bad luck, but it is worth it.
« Last Edit: May 30, 2015, 04:23:38 pm by Treldon »

Offline ratcharmer

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Re: [Official] Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg1213963#msg1213963
« Reply #265 on: November 07, 2015, 08:13:57 pm »
The big problem I see with Fate Egg is that even without considering the one turn spent as an Oty snack, Fate Egg is one of the least efficient cards in the game. If it introduces such a huge cc vulnerability then it should be more efficient to make up for it, not less.

Mechanics wise, I really don't think anything needs changed--the card is a lot of fun the way it is. I'd just recommend lowering the summon cost to  :time and then raising the hatch cost to  :time :time

The lower total cost would make it a more viable option, and moving some of the cost to the hatch would make cc a little less brutal.

Offline tereret

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Re: [Official] Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg1215594#msg1215594
« Reply #266 on: November 20, 2015, 05:52:40 pm »
what about to making it free to play 3 :time to evolve? 1 :time less and funnier to play, it also would boost the soR combo and of course 3 hp unupgraded 5 upgraded
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Offline Zyardran

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Re: [Official] Fate Egg | Fate Egg https://elementscommunity.org/forum/index.php?topic=10314.msg1215596#msg1215596
« Reply #267 on: November 20, 2015, 05:58:47 pm »
imo Fate egg should cost 2 :time with an active ability of 1 :time
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