Elements the Game Forum - Free Online Fantasy Card Game

Elements the Game => Card Ideas and Art => Topic started by: AnnaMall on June 26, 2012, 06:28:53 pm

Title: Caterpillar Wand | Moth wand
Post by: AnnaMall on June 26, 2012, 06:28:53 pm
(http://i.imgur.com/9euPd.png)
(http://i.imgur.com/ScItg.png)
NAME:
Caterpillar Wand
ELEMENT:
Life
COST:
3  :life
TYPE:
Weapon
ATK|HP:
4|0
TEXT:
Weapon: Deals 4 damage and destroys an opponents deck card.
NAME:
Moth Wand
ELEMENT:
Life
COST:
3  :life
TYPE:
Weapon
ATK|HP:
6|0
TEXT:
Weapon: Deals 6 damage and destroys an opponents deck card.

ART:
123RF modded  by AnnaMall
IDEA:
AnnaMall
NOTES:
A new form of denial. Each attack will substract 1 card from the opponent's stack.
Caterpillar/Moth are known for their devouring abilities ranging from plant tissues to fabrics. Life seems a fitting place for such a harmless creature, even the if the mechanics are not new to life.
This card provides another win condition for stalls, which can be matched only by SoBe until now. Splashed in a rush gives life some damage that the jade staff could not provide.

After some much appreciated feedback removed immaterial and made flown HP 0.  Thank you all for contributing in my first CIA creating and especially Oldtrees
SERIES:
none
Title: Re: Caterpillar Wand | Moth wand
Post by: Rutarete on June 26, 2012, 06:52:32 pm
Not sure how balanced it is, (even with the no-animation-clause) but it sure looks fun! If it's OP as is, then my proposed change would be to have a  less than 100% chance to destroy a card
Title: Re: Caterpillar Wand | Moth wand
Post by: harry88 on June 26, 2012, 06:54:51 pm
I like the idea! Does look like it could be a bit OP, a 50% chance to destroy would certainly help!
Title: Re: Caterpillar Wand | Moth wand
Post by: AnnaMall on June 26, 2012, 07:08:32 pm
Maybe make it devour a card "on hit" not every turn?

The way I imagine this: 23 card stack for a 30 card deck. Majority of games end by turn 15 or so. 2-3 turns to put it on board. It starts to make a difference around round 12-13. Does this sound a bit on the OP side?
Title: Re: Caterpillar Wand | Moth wand
Post by: n00b on June 26, 2012, 07:13:03 pm
I think being 'on hit' makes it more balanced, though a better option (at least, imo) might be what Rut said... give it a percentage to discard a card, even if it's as high as like 75%, it should still balance it out a bit more

On the other hand, an interesting form of denial plus the first weapon not  able to be flown, good job
Title: Re: Caterpillar Wand | Moth wand
Post by: RRQJ on June 26, 2012, 07:25:09 pm
why immaterial?
Title: Re: Caterpillar Wand | Moth wand
Post by: AnnaMall on June 26, 2012, 07:39:18 pm
why immaterial?

I think of it as a card that needs a deck to be built around it in order to work, so a PC would totally destroy that deck. Secondly needs to be in field for multiple turns in order to make a difference. So it seemed reasonable to make it untargetable.

Title: Re: Caterpillar Wand | Moth wand
Post by: Drake_XIV on June 26, 2012, 07:43:45 pm
Maybe make it destroy card in-deck for every 10 damage it does?

Immaterial prevents Endow.
Title: Re: Caterpillar Wand | Moth wand
Post by: AnnaMall on June 26, 2012, 07:54:12 pm
Maybe make it destroy card in-deck for every 10 damage it does?

Immaterial prevents Endow.

Then dmg need to be upped. Destroy a card every 3 turns for unupped not including damage reduction seems UP.

Another thought was using the life quanta pool, eg destroy ala fahrenheit but that can spiral out of control easier.
Title: Re: Caterpillar Wand | Moth wand
Post by: esran on June 26, 2012, 09:07:18 pm
raise the cost to 5/5 or lower the damage to blockable by shield imo
Title: Re: Caterpillar Wand | Moth wand
Post by: OldTrees on June 26, 2012, 09:17:23 pm
why immaterial?

I think of it as a card that needs a deck to be built around it in order to work, so a PC would totally destroy that deck. Secondly needs to be in field for multiple turns in order to make a difference. So it seemed reasonable to make it untargetable.

PC would slow but not stop such a deck. Immaterial is unnecessary. (It is good to see decent reasons for the oft overused immaterial though. Well thought out.)
I also find it strange that a Life weapon would not be able to be animated. I do see balance issues arising if animated though. Is there another mechanic that can be used to solve those issues instead?

Otherwise it looks fairly balanced.
Title: Re: Caterpillar Wand | Moth wand
Post by: esran on June 26, 2012, 09:19:07 pm
well i actually like immaterial to prevent crusader abuse.
Title: Re: Caterpillar Wand | Moth wand
Post by: OldTrees on June 26, 2012, 09:20:16 pm
well i actually like immaterial to prevent crusader abuse.
Crusader abuse would be expensive enough not to be a problem.
Title: Re: Caterpillar Wand | Moth wand
Post by: manaboy100 on June 27, 2012, 04:27:10 pm
Immaterial to prevent ADRENALINE abuse :\
Title: Re: Caterpillar Wand | Moth wand
Post by: Drake_XIV on June 27, 2012, 04:37:52 pm
Immaterial to prevent ADRENALINE abuse :\

Well, the flying prevention effectively stops that before immaterial...
Title: Re: Caterpillar Wand | Moth wand
Post by: AnnaMall on June 28, 2012, 04:52:42 am
Quick calculations: lose immaterial, light life duo, light mark, unupped, 30 vs 30 cards decks, with 2 pend start

Turn 3 wand, turn 3 crusader, turn 4 endow. So in 12 turns assuming no CC and  PC (endowed crusader is prety CC resistant at 5/6), wand and crusader would have destroyed 17 opponents cards and another 12 normally drawn. A win in round 12-13 by deckout depending on coin toss.

A more PC proof play style: turn 7 2x crusaders, turn 8 wand and endow both . So in 13 turns assuming no CC and  PC (endowed crusader is prety CC resistant 5/6), wand and crusader would have destroyed 18 opponents cards and another 12 normally drawn. A win in round 13-14 by deckout depending on coin toss.

If my calculations are correct this looks a bit on the OP zone. IMO imaterial has to stay for the above reasons. Even vs PC a deckout is possible in 15-ish rounds.

What do you think?
Title: Re: Caterpillar Wand | Moth wand
Post by: OldTrees on June 28, 2012, 05:31:08 am
quick calculations: lose immaterial, light life duo, unupped, 30 vs 30 cards decks.

If my calculations are correct this looks a bit on the OP zone. What do you think?

How fast does Crusader + a damage focused 3 cost weapon win?
Title: Re: Caterpillar Wand | Moth wand
Post by: eaglgenes101 on June 28, 2012, 06:02:11 am
What about having 0 (or negative) flying HP? That would force another card into an adrenamoth combo, weakening it enough to make it balanced without the current restrictions.
Title: Re: Caterpillar Wand | Moth wand
Post by: esran on June 28, 2012, 06:32:52 am
this card might actually be good for the meta, encouraging large decks that dont depend on singular cards. these days every deck is a 30 card deck.
Title: Re: Caterpillar Wand | Moth wand
Post by: AnnaMall on June 28, 2012, 05:18:08 pm
What about having 0 (or negative) flying HP? That would force another card into an adrenamoth combo, weakening it enough to make it balanced without the current restrictions.

Hmm good and simple idea for going around "can not be animated".
Title: Re: Caterpillar Wand | Moth wand
Post by: OldTrees on June 28, 2012, 07:41:54 pm
Quick calculations: lose immaterial, light life duo, light mark, unupped, 30 vs 30 cards decks, with 2 pend start

Turn 3 wand, turn 3 crusader, turn 4 endow. So in 12 turns assuming no CC and  PC (endowed crusader is prety CC resistant at 5/6), wand and crusader would have destroyed 17 opponents cards and another 12 normally drawn. A win in round 12-13 by deckout depending on coin toss.

A more PC proof play style: turn 7 2x crusaders, turn 8 wand and endow both . So in 13 turns assuming no CC and  PC (endowed crusader is prety CC resistant 5/6), wand and crusader would have destroyed 18 opponents cards and another 12 normally drawn. A win in round 13-14 by deckout depending on coin toss.

If my calculations are correct this looks a bit on the OP zone. IMO imaterial has to stay for the above reasons. Even vs PC a deckout is possible in 15-ish rounds.

What do you think?

Let's compare to a 3 cost Arsenic (aka +1 cost +1 attack)

Turn 3 Arsenic+, turn 3 Crusader, turn 4 endow
By turn 12/13 Arsenic will have dealt 30/33 damage + 45/55 damage from poison. Crusader will have dealt 47/52 damage + 36/45 from poison. Total: 158/185 damage

Turn 7 2 Crusaders, Turn 8 Arsenic+ and endow both
By turn 13/14 each Crusader will have dealt 32/37 damage + 15/21 damage from poison. Arsenic+ will have dealt 18/21 damage +15/21 from poison. Total: 127/158 damage
Title: Re: Caterpillar Wand | Moth wand
Post by: esran on June 28, 2012, 07:48:06 pm
given oldtrees calculations and me actually stopping to think about it, i see no reason why this should be immaterial, or why it shouldnt be flyable.
Title: Re: Caterpillar Wand | Moth wand
Post by: OldTrees on June 28, 2012, 08:00:03 pm
given oldtrees calculations and me actually stopping to think about it, i see no reason why this should be immaterial, or why it shouldnt be flyable.
I am still worried about adrenaline. (Even with the assumption that it would be like Venom)
Title: Re: Caterpillar Wand | Moth wand
Post by: esran on June 28, 2012, 08:01:09 pm
adrenaline seems problematic given that this weapon is life element. simple solution is to mill on first succesful attack each turn
Title: Re: Caterpillar Wand | Moth wand
Post by: eaglgenes101 on June 28, 2012, 09:50:05 pm
What about having 0 (or negative) flying HP? That would force another card into an adrenamoth combo, weakening it enough to make it balanced without the current restrictions.
Thematics: you need to hold the insect on the wand for it to work. You release it, the insect crawls away.
Title: Re: Caterpillar Wand | Moth wand
Post by: AnnaMall on June 29, 2012, 03:32:18 pm
Since the consencus is that the crusader combo is not OP and only the adrenaline is causing problems, eaglgenes101 idea seems to make stuff less complacated.

Lose immaterial, make flown HP 0. Crusader combo is viable but PC prone, adrenawand needs a 3 card combo, just animate weapon becomes pointless to try.

Can the wand+blessing/momentum/chaos seed+adreanline be so OP in order to bring back the "can not be animated"?
Title: Re: Caterpillar Wand | Moth wand
Post by: OldTrees on June 29, 2012, 04:51:33 pm
Wand = 3 :life + 1 card
= 3 quanta + mono + weapon slot + 1 card
1 per turn

Wand + Crusader = 3 :life + 8|7 :light + 2 card
= 11|10 quanta + duo + weapon slot + 2 cards
2 per turn

2x Wand + Flying Weapon + Plate Armor|Momentum = 6 :life + 1 :air|1 :rainbow + 1 :earth|1 :gravity + 4 cards
= 8 quanta + trio|duo + 4 cards.
2 per turn

Wand + Flying Weapon + Plate Armor|Momentum + Adrenaline = 3 :life + 1 :air|1 :rainbow + 1 :earth|1 :gravity + 4 :life|3 :life + 4 cards
= 9|8 quanta + trio|duo + 4 cards.
2 per turn

2x Wand + Flying Weapon + Plate Armor|Momentum + Adrenaline = 6 :life + 1 :air|1 :rainbow + 1 :earth|1 :gravity + 4 :life|3 :life + 5 cards
= 12|11 quanta + trio|duo + weapon slot + 5 cards.
3 per turn

Wand + 2x Crusader = 3 :life + 16|14 :light + 3 card
= 19|17 quanta + duo + weapon slot + 3 cards
3 per turn

Thoughts?
Title: Re: Caterpillar Wand | Moth wand
Post by: AnnaMall on June 29, 2012, 05:36:31 pm
Wand = 3 :life + 1 card
= 3 quanta + mono + weapon slot + 1 card
1 per turn

Wand + Crusader = 3 :life + 8|7 :light + 2 card
= 11|10 quanta + duo + weapon slot + 2 cards
2 per turn

2x Wand + Flying Weapon + Plate Armor|Momentum = 6 :life + 1 :air|1 :rainbow + 1 :earth|1 :gravity + 4 cards
= 8 quanta + trio|duo + 4 cards.
2 per turn

Wand + Flying Weapon + Plate Armor|Momentum + Adrenaline = 3 :life + 1 :air|1 :rainbow + 1 :earth|1 :gravity + 4 :life|3 :life + 4 cards
= 9|8 quanta + trio|duo + 4 cards.
2 per turn

2x Wand + Flying Weapon + Plate Armor|Momentum + Adrenaline = 6 :life + 1 :air|1 :rainbow + 1 :earth|1 :gravity + 4 :life|3 :life + 5 cards
= 12|11 quanta + trio|duo + weapon slot + 5 cards.
3 per turn

Wand + 2x Crusader = 3 :life + 16|14 :light + 3 card
= 19|17 quanta + duo + weapon slot + 3 cards
3 per turn

Thoughts?

Adrena senarios seem too clumpsy to be reliable/worth building. The crusader senarios proove the light-life duo to be the strongest but not OP.

I will give it a days thought before changing Wand to material, flyable
Title: Re: Caterpillar Wand | Moth wand
Post by: AnnaMall on July 02, 2012, 05:22:34 pm
Updated the Original Post. Thank you all for the very constructive imput.
Title: Re: Caterpillar Wand | Moth wand
Post by: Drake_XIV on July 06, 2012, 04:57:50 am
Hm, 0 HP when flown.  Interesting...
Title: Re: Caterpillar Wand | Moth wand
Post by: Hyroen on July 10, 2012, 07:23:56 pm
CURATOR COMMENT

This card will not be permitted into the Crucible due to one or more of the following errors:


Correct these errors as soon as possible and feel free to submit again when ready.

Thank you. ^_^


Whether a Weapon or a Shield, the type of a card is only one of 3 (Creature, Permanent, or Spell), always. The card image should inform us if it's a Weapon or a Shield, as the in-game cards do.
Title: Re: Caterpillar Wand | Moth wand
Post by: eaglgenes101 on July 11, 2012, 05:08:11 am
Hm, 0 HP when flown.  Interesting...
It's to prevent adrenamoth from being OP. Compare to dune scorpion needing an attack buff card to apply neurotoxin.

Simple rushy adrenamoth (replace marks with moth wands):
Hover over cards for details, click for permalink
Deck import code : [Select]
6r7 6r7 6r7 6r7 6r7 6r7 77d 77d 77d 77d 77d 77d 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7an 7an 7an 7an 7an 7an 7n2 7n2 7n2 7n2 7n2 7n2 8pm
Title: Re: Caterpillar Wand | Moth wand
Post by: AnnaMall on July 11, 2012, 08:51:39 pm
New card art added before re-submiting to crucible. Anyone who wants to improove my poor attempt is welcome to do so  :-[
Title: Re: Caterpillar Wand | Moth wand
Post by: Annele on July 19, 2012, 11:20:20 pm
CURATOR COMMENT

This card will not be permitted into the Crucible due to one or more of the following errors:


Correct these errors as soon as possible and feel free to submit again when ready.

Thank you. ^_^


Make sure the attack in the table matches the card image. Also, if there is no series, the "SERIES" section should be left blank. Thanks.
Title: Re: Caterpillar Wand | Moth wand
Post by: odideph on July 20, 2012, 11:58:19 am
Am i the only one worried about the fact that this Wand coming straight from the unholy forges of Hell actually destroys the opponent's cards?!

Let's take a step back here. I mean you have to build your deck with serious restrictions already:
-30->60 cards, no less no more.
-max 6 copies of a card.
-a certain amount of quanta-generating cards, Or free cards (generally weaker).
-little control over what you'll get in the first hand.

This Wand can majorly screw up every deck for the following reasons:
-destroys immaterial cards such as Emerald Shield or Phase Dragon
-destroys pillars, if you had a bad hand, it makes it just worse
-increases your deck-out speed by a factor of 100% for every instance of the Wand.
-incredibly brutal combo with a flown Eternity or Crusaders
-may just destroy all (up to 6) copies of a type of card (or multiple types) you desperately needed but didn't get in first hand.

Someone had to point that out... now that it's done are you sure you still find it that balanced?

I'm not against the concept itself, i'm against this installment as it is right now. Proposed fixes:
-Damage lowered to 2, so that many types of shield can entirely block it.
-Effect happening on hit instead of every turn, so that blocking the hit cancels the destruction.
-0 HP when flown was a smart idea, now make it immaterial Aswell, so that Crusaders can't merrily annihilate 1/3 of someone's deck every turn.
Title: Re: Caterpillar Wand | Moth wand
Post by: OldTrees on July 20, 2012, 12:09:05 pm
@odideph
Yes.

Here is something you should understand about milling:
With the exception of the Rewind synergy, destroying the top card of a deck is the same as destroying the bottom card of a deck.
Destroying the bottom card of a deck does not weaken the deck at all unless the game is long enough to deck them out.

Crusader and the Animate + Buff tactics were shown to have a reasonable cost if the first Wand has a reasonable cost.

I agree that changing it to on a successful attack would be a good idea. (I had assumed that was the case so I did not check.)
Title: Re: Caterpillar Wand | Moth wand
Post by: odideph on July 20, 2012, 02:16:06 pm
Well i can't help being worried with the fact that this gives creates a whole new field for the RNG to screw games up:
I wouldn't want my 3 (or more) Miracles/Dim Shields/Nymphs/Dials/Hourglasses/Sosacs/Moth Wands to just never get to my hand even when i'm about to deck out just because they were basically removed of future existence.
Title: Re: Caterpillar Wand | Moth wand
Post by: thispersonisagenius on July 20, 2012, 02:19:21 pm
Is it just me, or do the upped and unupped versions have everything on the card (except for shiny art and name) in common? Shouldn't the upgrade get something better? Or maybe I'm just missing something.
Title: Re: Caterpillar Wand | Moth wand
Post by: odideph on July 20, 2012, 02:55:05 pm
Upped probably deals 6 damage according to table.
Title: Re: Caterpillar Wand | Moth wand
Post by: OldTrees on July 20, 2012, 03:35:27 pm
Well i can't help being worried with the fact that this gives creates a whole new field for the RNG to screw games up:
I wouldn't want my 3 (or more) Miracles/Dim Shields/Nymphs/Dials/Hourglasses/Sosacs/Moth Wands to just never get to my hand even when i'm about to deck out just because they were basically removed of future existence.
You can say the same for decks that lose to rush decks. Milling does not do anything to remove key cards that normal shuffling doesn't unless the opponent is decked out.
Title: Re: Caterpillar Wand | Moth wand
Post by: AnnaMall on July 20, 2012, 10:12:27 pm
Is it just me, or do the upped and unupped versions have everything on the card (except for shiny art and name) in common? Shouldn't the upgrade get something better? Or maybe I'm just missing something.

Upped image need fixing, table is correct, need to make some time for fixing it

Quote from: odideph
Am i the only one worried about the fact that this Wand coming straight from the unholy forges of Hell actually destroys the opponent's cards?!

Let's take a step back here. I mean you have to build your deck with serious restrictions already:
-30->60 cards, no less no more.
-max 6 copies of a card.
-a certain amount of quanta-generating cards, Or free cards (generally weaker).
-little control over what you'll get in the first hand.

This Wand can majorly screw up every deck for the following reasons:
-destroys immaterial cards such as Emerald Shield or Phase Dragon
-destroys pillars, if you had a bad hand, it makes it just worse
-increases your deck-out speed by a factor of 100% for every instance of the Wand.
-incredibly brutal combo with a flown Eternity or Crusaders
-may just destroy all (up to 6) copies of a type of card (or multiple types) you desperately needed but didn't get in first hand.

Someone had to point that out... now that it's done are you sure you still find it that balanced?

I'm not against the concept itself, i'm against this installment as it is right now. Proposed fixes:
-Damage lowered to 2, so that many types of shield can entirely block it.
-Effect happening on hit instead of every turn, so that blocking the hit cancels the destruction.
-0 HP when flown was a smart idea, now make it immaterial Aswell, so that Crusaders can't merrily annihilate 1/3 of someone's deck every turn.

Some quick hypothetical calculations time. A deck with 4 wands/4 PA/6 sosac/6 dials/4 life pend/6 novae or any other stall mechanism you seem fit. It is clearly a deck that has only deckout as win condition. Opponent has a 30 card deck

Turn 1 PA/wand out (best case senario using upped life pend/nova split), from this point on you have 12 turns to deal with sosac/dials. Seems something upped decks will achieve easily, unnuped decks will be around there more or less.

More realistically using the same deck: turn 2-3 PA/wand (2 novae or pend and mark) from this point on you will have 11-12 turns to deal with sosac/dials, which is about the same as above if not a turn or 2 slower.

List of counters: basicaly whatever counters the stall mechanism (PC, purify, SoP for the above example), the wand itself PC protected is unstoppable

Take out wand and put arsenic in its place: you need 11 rounds to go through 100 HP.

List of counter: heal, stall mechanism counters (PC,purify, SoP), dim shield, diss shield, wing, tit shield (unnuped wand)

In that comparison it seems to me that wand is borderline powerful/OP in the unnuped setting, while powerfull in the upped. Some balancing issues come to mind though.
1.the wand cannot be used in a deck that is not designed to work around it, how that is weighted in balancing?
2.the bypass dmg is what makes it usefull, so an "on hit" clause seems too crippling, maybe a % chance as Rutarete suggested?
3.a point that odideph brought up, how does the destroyed cards weight in the balancing? In the example above maybe the opponent has 2 purifies not drawn, what if first 2 hits both are gone? How do you take that into the balancing account?
Title: Re: Caterpillar Wand | Moth wand
Post by: OldTrees on July 20, 2012, 11:02:41 pm
In that comparison it seems to me that wand is borderline powerful/OP in the unnuped setting, while powerfull in the upped. Some balancing issues come to mind though.
1.the wand cannot be used in a deck that is not designed to work around it, how that is weighted in balancing?
2.the bypass dmg is what makes it usefull, so an "on hit" clause seems too crippling, maybe a % chance as Rutarete suggested?
3.a point that odideph brought up, how does the destroyed cards weight in the balancing? In the example above maybe the opponent has 2 purifies not drawn, what if first 2 hits both are gone? How do you take that into the balancing account?
1. It limits the synergies. This has no impact on balancing unless all available synergies are subpar.
2. I think it would be fine with an "on hit" clause.

3. Milling (destroying from the deck) 2 purifies is the same as if the shuffling RNG put the 2 purifies at the bottom of the deck. Aka no effect on balance except when exploited with Reverse Time or Mindgate.
Title: Re: Caterpillar Wand | Moth wand
Post by: Joseph7 on July 21, 2012, 06:29:48 pm
I like this card and the idea of effecting the opponent's deck cards. I don't think immaterial is necessary nor fits this card- in fact, caterpillars are very easy to kill normally. I like that you can't animate this card- it prevents too large of damage to the opponent's deck.
Title: Re: Caterpillar Wand | Moth wand
Post by: AnnaMall on July 23, 2012, 03:46:34 pm
Fixed OP image/table mistakes. Added "on hit" clause.
Title: Re: Caterpillar Wand | Moth wand
Post by: odideph on July 24, 2012, 12:43:57 am
I like this card and the idea of effecting the opponent's deck cards. I don't think immaterial is necessary nor fits this card- in fact, caterpillars are very easy to kill normally. I like that you can't animate this card- it prevents too large of damage to the opponent's deck.
Note that you can animate it with a buff card that gives health (like  :earth's Heavy Armor, or  :light's Blessing), after which i imagine you could Adrenaline it probably. And then Parallel Universe the result. Oh god.
Title: Re: Caterpillar Wand | Moth wand
Post by: Anarook on July 24, 2012, 03:45:48 am
After my recent submission of Sabotage, I really can't find myself liking this, we need to discuss what the skill is worth because imho this card either doesn't work or needs a serious limiter.

At the very least a substantial cost increase.
Title: Re: Caterpillar Wand | Moth wand
Post by: furballdn on July 24, 2012, 04:17:37 am
After my recent submission of Sabotage, I really can't find myself liking this, we need to discuss what the skill is worth because imho this card either doesn't work or needs a serious limiter.

At the very least a substantial cost increase.
Both these ideas remind me of this (http://elementscommunity.org/forum/index.php/topic,35704.0.html) :U
and this (http://elementscommunity.org/forum/index.php/topic,40573.msg502507.html#msg502507)
Title: Re: Caterpillar Wand | Moth wand
Post by: AnnaMall on July 31, 2012, 07:25:32 pm
After my recent submission of Sabotage, I really can't find myself liking this, we need to discuss what the skill is worth because imho this card either doesn't work or needs a serious limiter.

At the very least a substantial cost increase.

Do you have a reasoning for the cost increase? More than happy to elaborate over it as I still ain't sure for its balance.
Title: Re: Caterpillar Wand | Moth wand
Post by: OdinVanguard on July 31, 2012, 07:55:00 pm
After my recent submission of Sabotage, I really can't find myself liking this, we need to discuss what the skill is worth because imho this card either doesn't work or needs a serious limiter.

At the very least a substantial cost increase.
Both these ideas remind me of this (http://elementscommunity.org/forum/index.php/topic,35704.0.html) :U
and this (http://elementscommunity.org/forum/index.php/topic,40573.msg502507.html#msg502507)
I see the similarity, but there is an important difference. Those two you mentioned actually give you a new card whereas this one just destroys cards. Its like the difference between deflagrate and steal.
Title: Re: Caterpillar Wand | Moth wand
Post by: OldTrees on July 31, 2012, 08:15:43 pm
After my recent submission of Sabotage, I really can't find myself liking this, we need to discuss what the skill is worth because imho this card either doesn't work or needs a serious limiter.

At the very least a substantial cost increase.
Both these ideas remind me of this (http://elementscommunity.org/forum/index.php/topic,35704.0.html) :U
and this (http://elementscommunity.org/forum/index.php/topic,40573.msg502507.html#msg502507)
I see the similarity, but there is an important difference. Those two you mentioned actually give you a new card whereas this one just destroys cards. Its like the difference between deflagrate and steal.
That is not the relevant difference. This wand is meant as a win condition. Those cards are meant as card advantage. Additionally neither can fill the role of the other.
Title: Re: Caterpillar Wand | Moth wand
Post by: AnnaMall on August 16, 2012, 07:21:56 pm
Bumping for 3rd time, attempting crucible submition.
Title: Re: Caterpillar Wand | Moth wand
Post by: Annele on August 18, 2012, 12:16:30 am
CURATOR COMMENT

This card will not be permitted into the Crucible due to one or more of the following errors:


Correct these errors as soon as possible and feel free to submit again when ready.

Thank you. ^_^


If a card is in a series, it requires a hyperlink to the series topic. If there is no series topic thread, or it is not in a series, it must be left blank. Also, a link to the art source, unless you made it yourself.
Title: Re: Caterpillar Wand | Moth wand
Post by: Annele on September 01, 2012, 12:15:01 am
I just rediscovered this. (http://elementscommunity.org/forum/index.php/topic,21563.0.html)
blarg: