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kilava

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Re: Dark Cavern/Depths https://elementscommunity.org/forum/index.php?topic=2963.msg25046#msg25046
« Reply #12 on: February 11, 2010, 02:01:39 am »
Isn't it easier to make it summon both elites and non-elites and make the upgraded card cost less?

Offline teffy

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Re: Dark Cavern/Depths https://elementscommunity.org/forum/index.php?topic=2963.msg25058#msg25058
« Reply #13 on: February 11, 2010, 02:10:33 am »
If it spams death creatures, too,  darkness would become more versatile and it´s still better than FFQ.
New creature control (virus) , darkness gets a nice mixture of creatures.. damage dealers, healers, creature control, denial.
And permanent control was never a problem of darkness.

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ScytherLoL

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Re: Dark Cavern/Depths https://elementscommunity.org/forum/index.php?topic=2963.msg25061#msg25061
« Reply #14 on: February 11, 2010, 02:12:22 am »
Or other options to stop it getting too OP

 1. Have it summon a creature with less than 3 hp
 2. Have it only summon normal creatures and cost less on upgrade
 3. Summon any creature from any deck (this I don't like at all)
 4. Summon a creature up to X quanta cost

just some more ideas

Scyther

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Re: Dark Cavern/Depths https://elementscommunity.org/forum/index.php?topic=2963.msg25063#msg25063
« Reply #15 on: February 11, 2010, 02:14:34 am »
Have the creature die at the end of the turn.

That would help balance it more, and make the dark/death synergy (I love this word, thanks for it Scyther!) even more brutal.

ScytherLoL

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Re: Dark Cavern/Depths https://elementscommunity.org/forum/index.php?topic=2963.msg25071#msg25071
« Reply #16 on: February 11, 2010, 02:23:14 am »
There you got it in one,

 1. Summoned creatures survive for one turn
or
 2. Possibly survive for X turns where X is there HP/3: So a Dragon would last 2 turns but almost everything else only one.

Just ideas but I think between us all we are getting to the crux of it.

Scyther

ivalmian

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Re: Dark Cavern/Depths https://elementscommunity.org/forum/index.php?topic=2963.msg25073#msg25073
« Reply #17 on: February 11, 2010, 02:26:11 am »
Have the creature die at the end of the turn.

That would help balance it more, and make the dark/death synergy (I love this word, thanks for it Scyther!) even more brutal.
awesome idea! +1 karma glitch (edit: since i gave +1 karma already in past hour to someone, i can't quite give it to you now.. but i will later!)! This totally works with the whole idea of them being called out and crawling out (and then crawling back into cavern/depths)

Here is how I think it can work.. 7 as summon cost, then pay 2 dark quanta to have a random death or darkness creature come on the field however it will have only 2hp and have 1 poison counter (aka, it will normally die after turn 2). This will be enough for it to use it's active ability once  but you won't aggregate a huge army of devourers/etc :p

Thanks glitch/scyther!

Offline Glitch

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Re: Dark Cavern/Depths https://elementscommunity.org/forum/index.php?topic=2963.msg25075#msg25075
« Reply #18 on: February 11, 2010, 02:28:45 am »
Cool beans!

I'm glad we found a balance for it =D

ScytherLoL

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Re: Dark Cavern/Depths https://elementscommunity.org/forum/index.php?topic=2963.msg25268#msg25268
« Reply #19 on: February 11, 2010, 10:09:58 pm »
Thats the idead not only do we find Synergy in our cards but between us as well to develop the cards we like.

Thanks both of you.

Scyther

 

anything
blarg: