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why immaterial?
Maybe make it destroy card in-deck for every 10 damage it does?
Immaterial prevents Endow.
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.
well i actually like immaterial to prevent crusader abuse.Crusader abuse would be expensive enough not to be a problem.
Immaterial to prevent ADRENALINE abuse :\
quick calculations: lose immaterial, light life duo, unupped, 30 vs 30 cards decks.How fast does Crusader + a damage focused 3 cost weapon win?
If my calculations are correct this looks a bit on the OP zone. What do you think?
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.
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?
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)
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.
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?
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.
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: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.
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.
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.
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.
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. It limits the synergies. This has no impact on balancing unless all available synergies are subpar.
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?
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.
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.Both these ideas remind me of this (http://elementscommunity.org/forum/index.php/topic,35704.0.html) :U
At the very least a substantial cost increase.
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.
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.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.Both these ideas remind me of this (http://elementscommunity.org/forum/index.php/topic,35704.0.html) :U
At the very least a substantial cost increase.
and this (http://elementscommunity.org/forum/index.php/topic,40573.msg502507.html#msg502507)
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.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.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.Both these ideas remind me of this (http://elementscommunity.org/forum/index.php/topic,35704.0.html) :U
At the very least a substantial cost increase.
and this (http://elementscommunity.org/forum/index.php/topic,40573.msg502507.html#msg502507)