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Offline killsdazombiesTopic starter

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animate permanent https://elementscommunity.org/forum/index.php?topic=5223.msg52507#msg52507
« on: April 13, 2010, 02:19:35 am »
animate permanent.
1 :air turn target permanent into a creature.
flying permanent.
1 any. turn target permanent into a creature.

Any suggestions for art because i SUCK at card art :D

This is pretty much like flying weapon for your permanents, like SoG would be a 0/3 creature will heal, graveyard would be a 0/7 creature with graveyard ability. Idk but when im using a rainbow deck i hate not having enough slots to put 6 emp bonds 6 SoGs 6 graveyards or steal a perm but with this along with animate weapon you could (in theory) make a deck based on animating weapons and perms.


Belthazar666

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Re: animate permanent https://elementscommunity.org/forum/index.php?topic=5223.msg52521#msg52521
« Reply #1 on: April 13, 2010, 03:29:49 am »
So, it's basically just a card that keeps your permanents safe from steal/pulvy/etc, instead making it weak to creature control? I doubt the damage any permanent would have would be significant enough to make a difference alone, seems like it wouldn't be used at all, unless you know you're going against a darkness deck before hand.


Offline killsdazombiesTopic starter

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Re: animate permanent https://elementscommunity.org/forum/index.php?topic=5223.msg52605#msg52605
« Reply #2 on: April 13, 2010, 10:39:13 am »
in my rainbow deck i heavily use perms, and lots of times i cant put my other SoG or emp bond out and I loss and thats annoying :/

Offline coinich

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Re: animate permanent https://elementscommunity.org/forum/index.php?topic=5223.msg52614#msg52614
« Reply #3 on: April 13, 2010, 11:03:30 am »
But why the heck would it be Entropy anyway?  Even then, I just can't see much of a use beyond getting around the hardcoded permanent limit, and even then just make a better deck.

Offline killsdazombiesTopic starter

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Re: animate permanent https://elementscommunity.org/forum/index.php?topic=5223.msg52620#msg52620
« Reply #4 on: April 13, 2010, 11:12:30 am »
oh i meant for it to be air lol, and i win alot of the time with it, this is just a suggestion.

Ghoststalker

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Re: animate permanent https://elementscommunity.org/forum/index.php?topic=5223.msg52636#msg52636
« Reply #5 on: April 13, 2010, 12:32:50 pm »
Despite the fact, that you could play more permanents then intendet, the ability to let permaments fly would be a strong power against certain false god/decks, that use heavy permanent control but little or none creature control... the real question is, would you be able to let pillars flying? I dont think this will work out, its way to complicated and it would either change a lot of the game or would be pretty much useless. either you are able to save all you permanents, which would be OP, or you cant risk to play them on the field.

but anyhow, why would you need more than the possible 13? permanent slots? if you have 6 SoGs, 2 boneyards, 2 different pillars and 3 Bonds out, and the opponent cant kill them, you are already owning the game. adding flying permanent cards would just kill your deck...

Offline chuckles4me

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Re: animate permanent https://elementscommunity.org/forum/index.php?topic=5223.msg52721#msg52721
« Reply #6 on: April 13, 2010, 04:44:52 pm »
Would this also work on shields?  If so I believe it would be very OP.  Although it could be a lot of fun.

miniwally

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Re: animate permanent https://elementscommunity.org/forum/index.php?topic=5223.msg52759#msg52759
« Reply #7 on: April 13, 2010, 05:56:47 pm »
Was thinking about this idea earlier but decided against it as it seems rare that the permanent area gets full and it'll just end up that your creature side is full also it makes me wonder if there would be any point in having allocated areas if in the end they're just going to be using the same areas with this card.

Also make sure it doesn't work on shields as that would be greatly over-powered.

Offline killsdazombiesTopic starter

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Re: animate permanent https://elementscommunity.org/forum/index.php?topic=5223.msg52838#msg52838
« Reply #8 on: April 13, 2010, 08:53:05 pm »
well a shield would just have gravity pull, like permafrost shield would have 20 hp, active gravity pull and could cast freeze. fair?

Offline Xinef

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Re: animate permanent https://elementscommunity.org/forum/index.php?topic=5223.msg52851#msg52851
« Reply #9 on: April 13, 2010, 09:11:45 pm »
The idea of gravity pull seems nice, but I guess this card would require just too much work from Zanz to make a card used by only a few people...
I mean there are so many kinds of permanents... what do you say about flying sundials? flying phase shields? you need to design stats for each, you need to decide if their ability needs to be changed anyhow, you need to code all this, balance it, and yet I guess it would be used less often...

I use a FG deck with 6 SoGs, 6 Hourglasses, 6 sundials, 2 bonds and 2 kinds of pillars and I simply do not play more than 3 hourglasses so that I can play other cards when I need and so that after permanent destruction hits 1 or 2 houglasses I can play another one in that place, and if I play against a FG without permanent destruction I discard additional hourglasses or keep them in my hand till the very end :P
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Offline killsdazombiesTopic starter

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Re: animate permanent https://elementscommunity.org/forum/index.php?topic=5223.msg52853#msg52853
« Reply #10 on: April 13, 2010, 09:20:19 pm »
well ill post them here.

sundial. 0/1 pay 1 hp to stop all attacks for 1 turn

SoG. 0/5 heal 5 hp to owner every turn

blah blah blah basically non would have attack.

 

anything
blarg: