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NAME: | Blade of Justice
| ELEMENT: | Light
| COST: | 2
| TYPE: | Permanent
| ATK|HP: | 3N+1|8
| TEXT: | Weapon: Deal 3N+1 damage. : Heal target instead of attacking. N=# allies damaged by enemies since last attack.
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| NAME: | Sword Of Retribution
| ELEMENT: | Light
| COST: | 3
| TYPE: | Permanent
| ATK|HP: | 4N+2|8
| TEXT: | Weapon: Deal 4N+2 damage. : Redirect next attack at target. N=# allies damaged by enemies since last attack.
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ART: | OdinVanguard
| IDEA: | OdinVanguard
| NOTES: | "Today will be enlightening, even ILLUMINATING"
"The light provides warmth and guidance to the just, but its wrath burns hotter than a thousand suns against the iniquity of the wicked. Tread lightly."
Provides a powerful anti-CC measure for
The value of N is set to 0 when this weapon first enters play. It is reset after each attack that the weapon makes. If an effect (such as delay or freeze) prevents the weapon from attacking, the value of N will continue to accrue. Evasion, absorption, block, and other similar effects will not stop N from resetting since the weapon still made an attack. E.g. it attacked and missed. The value of N only accrues if the effect which causes damage to an ally creature originates from your opponent or an enemy creature or card. This is necessary to prevent abuse with dryspell and unstable gas. Poison is also ignored since it would become excessively complex to keep track of which counts of poison came from which side.
For the unupgraded version, using the ability prevents the weapon's attack for 1 turn. This means that the unupgraded version will continue to store up power as long as you keep using its ability.
Example1: Your opponent has a fire shield out. You have 3 rays of light and a sword of justice in play. At the end of your turn, your rays of light attack and are killed by the fire shield. When your sword of justice attacks, it will then have N=3 and will thus cause 10 damage.
Example 2: Same set up as example 1, but you use the ability on yourself before ending your turn. The sword now heals you for 10 HPs instead of attacking. You play 3 more rays of light and activate the sword again. As before, they attack and die on the fire shield. Leaving N=6. Your sword now heals you for 19 damage.
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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