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NAME: | Acolyte of Purity
| ELEMENT: | Light
| COST: | 1
| TYPE: | Creature
| ATK|HP: | 1|4
| TEXT: | Cleanse Spirit: Target gets -1 poison or +1 healing per round. Will also reduce sacrifice duration by 1
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| NAME: | Chaplain of Purity
| ELEMENT: | Light
| COST: | 2
| TYPE: | Creature
| ATK|HP: | 2|6
| TEXT: | Cleanse Spirit: Target gets -1 poison or +1 healing per round. Will also reduce sacrifice duration by 1
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ART: | Artwork taken from EmeraldTiger's Free Art for Card Ideas Forum Topic: ]http://elementscommunity.org/forum/index.php/topic,34339.0.html]
| IDEA: | OdinVanguard
| NOTES: | I don't know if this has been made before or not. If you know of an exact (or almost exact) card posted earlier let me know, particularly if it is floating in one of the upper level archives.
Ability is essentially a nerfed purify on a stick. It should add some new utility to the game since there are a number of creatures that can poison either players or other creatures over time, but only a single card that provides a counter (short of attempting to out heal it). This should provide a slightly softer alternative to the purify card itself and expand the mechanic's role to make it more useful as a form of healing. When a creature or player is targeted: 1) If they are poisoned, the poison status is reduced by 1 point 2) If a player with the sacrifice (damage reverse) status up is targeted, that status is reduced by 1 (instead of poison reduction or healing) 3) If the player or creature has neither poison nor damage reverse status, they gain +1 healing per turn (same mechanic as purify here, but only 1 point per use instead of 2)
The major differences here are that unlike the spell, this ability only removes a single poison or status effect at a time but is reusable. It also will only reduce sacrifice duration by 1 turn when targeting an opponent that has used the shard. These small changes in mechanic makes a fairly large difference in usage though. 1) It helps keep it from being to heavy of an anti-poison card (so people won't scream about elemental hate mechanics) 2) As a reusable ability, the mechanic will be quite useful as a "soft" anti CC and it can be applied to multiple targets over several turns without the cost of additional cards in your deck. 3) As a reusable ability it makes the mechanic more viable as a form of player healing.
This card and purify should therefore share complementary, but slightly different roles. -Purify is a one shot hard anti poison, but can only give slight healing. (heavy anti-poison, one-shot light healing over time) -This card provides gradual poison and damage mitigation but can build continuously higher healing over time. (soft anti-poison, gradual buildup from light to heavy healing over time)
Thematically this seems to fit both the light and water element quite well as both tend to serve rolls as healing elements. The forced duo will also help to balance impact, but the relatively low casting cost makes it viable in non-light decks via nova, immolation, or luciferin
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Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky