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ScytherLoL

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Dark Wizards https://elementscommunity.org/forum/index.php?topic=2463.msg19972#msg19972
« on: January 26, 2010, 12:30:17 am »
I have worked on some ideas for a few cards to add to the mono dark deck that I usually run with.

This is what I have come up with so far but will hopefully be adding more over the next little while.

Please feel free to critique and let me know any thoughts on the cards that you have.








Thankyou for your time.

Scyther

icybraker

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Re: Dark Wizards https://elementscommunity.org/forum/index.php?topic=2463.msg19978#msg19978
« Reply #1 on: January 26, 2010, 12:37:24 am »
Good ideas. Ghoul needs to have a quanta cost: 2 or 3 Darkness quanta should be good.

Nice cards! The art is awesome, too. You don't need to have the description of the Ghoul in the card description of the wizards. Infernal Wizard should summon Elite Ghouls, though. And the term "Infernal" reminds me too much of fire; try "Abyssal" or something.

Great job!

Offline coinich

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Re: Dark Wizards https://elementscommunity.org/forum/index.php?topic=2463.msg19989#msg19989
« Reply #2 on: January 26, 2010, 01:13:54 am »
Last I checked, if a card summons creatures (eg FFQ), its stats and playing price don't change if the ability cost changes.  I think.

ScytherLoL

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Re: Dark Wizards https://elementscommunity.org/forum/index.php?topic=2463.msg19991#msg19991
« Reply #3 on: January 26, 2010, 01:17:04 am »
Thankyou for your help and words.

The only reason I didn't put a Quanta cost on the Ghoul was because they can only be summoned by the Wizards, they are not a normal card to purchase. Although that could be rectified relatively easily as the card could be useful as a normal creature.

I will change the Infernal to Abyssmal as I agree with you after spending time looking at the cards.

Also I am tossing up putting their defence up as I think they should at least be able to survive most of the casting spells against creatures (the Wizards that is) so I am thinking of 4 for the Apprentice and 6 for the Wizard.

I will look into making an ELite GHoul as well but am unsure as to the level they would acheive.

Thanks again

Coinich I am unsure as to exactly what you mean by that statement, sorry. Is there any chance you could elaborate for me.

Thankyou

Scaredgirl

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Re: Dark Wizards https://elementscommunity.org/forum/index.php?topic=2463.msg19994#msg19994
« Reply #4 on: January 26, 2010, 01:27:40 am »
Very nice.

I love those images. Especially the fact that elite wizard guy has more details in the image.

I also like the ability. I like everything.

Hmm.. maybe upgraded version is too strong compared to the regular one. Also "Necromancer" would have been a better name imo. They always do that ghoul/undead thing. Wizards are more about fire balls and magic missiles.

icybraker

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Re: Dark Wizards https://elementscommunity.org/forum/index.php?topic=2463.msg19996#msg19996
« Reply #5 on: January 26, 2010, 01:29:36 am »
It's true that they may not be able to be played as monsters, but once they get Reverse Time'd they should have a cost to resummon.

Increasing their defense is a good thing, but remember, you don't have to make a card epic powerful. If you raise their defense, better raise their cost, too; after all, Firefly Queen costs 6 upgraded and it's about as useful as this thing.

ScytherLoL

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Re: Dark Wizards https://elementscommunity.org/forum/index.php?topic=2463.msg20015#msg20015
« Reply #6 on: January 26, 2010, 02:04:26 am »
OK so I'm thinking that they should go only +1 to hp, so Apprentice is 3/3 and  Wizard is 4/5 as well as adding another Quantum to the cost so Apprentice would be 6, Wizard would be 5. This way it may balance it out a bit without making them too powerful.

I agree with the Necromancer idea, funny it never occured to me. Thankyou.

I will be making the Ghoul cost 3 Quanta to play if it is reversed.

Thanks for all the help.

Scyther


Delreich

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Re: Dark Wizards https://elementscommunity.org/forum/index.php?topic=2463.msg20080#msg20080
« Reply #7 on: January 26, 2010, 05:32:10 am »
The upgrade gains way too much (reduced casting cost, lowered ability cost, improved stats). Pick one and leave the others as is, or leave all as is and improve the summoned critter (like the queen).
I'd say lower the ability cost to 2 :darkness, maybe bump it to a 3/3, and keep casting cost at 5 :darkness.

The Ghoul should be OK with a 3 :darkness casting cost, if I've understood it correctly. It consumes one of your own quanta, right? If it's like a Devourer it's too strong.
An Elite Ghoul could have a 2 :darkness casting cost, to match the ability cost of the wizard (or necromancer, or whatever you end up calling it).

the fury

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Re: Dark Wizards https://elementscommunity.org/forum/index.php?topic=2463.msg20135#msg20135
« Reply #8 on: January 26, 2010, 11:53:11 am »
nice card ;)

bobcamel

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Re: Dark Wizards https://elementscommunity.org/forum/index.php?topic=2463.msg20165#msg20165
« Reply #9 on: January 26, 2010, 02:43:11 pm »
The upgrade gains way too much (reduced casting cost, lowered ability cost, improved stats). Pick one and leave the others as is
Agreed here. I'd keep the stat boost and improve nothing else.
Quote
The Ghoul should be OK with a 3 :darkness casting cost, if I've understood it correctly. It consumes one of your own quanta, right? If it's like a Devourer it's too strong.
What? It's perfectly fine with draining the enemoy. Especially that it can't be summoned as a standalone.

Lanidrak

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Re: Dark Wizards https://elementscommunity.org/forum/index.php?topic=2463.msg20294#msg20294
« Reply #10 on: January 26, 2010, 11:18:39 pm »
Very nice ideas, again. You've set the bar pretty high, ScytherLoL - I'm going to be expecting this level of ingenuity and artwork every time you set foot in this part of the forums! :) hehe just kiddin'.

But yeah, few things I'd change if it was my idea (or what I think will make this a better addition to Elements.)

Abyssal Apprentice
Cost: 5 Darkness
Stats: 2/4
Ability: 2 Darkness: Summon Ghoul

Abyssal Wizard
Cost: 6 Darkness
Stats: 4/6
Ability: 2 Darkness: Summon Elite Ghoul

Ghoul:
Cost: 2 Darkness
Stats: 2/1
Ability: Absorb Quanta: On each successful attack the Ghoul gains +0/+1 and steals 1 random quanta from your opponent, adding it to your Darkness Quanta.

Elite Ghoul:
Cost: 3 Darkness
Stats: 3/2
Ability: Absorb Quanta: On each successful attack the Elite Ghoul gains +0/+1 and steals 1 random quanta from your opponent, adding it to your Darkness Quanta.

Simply put, these changes balance it a bit more (in my opinion).
1. Less offense, more defense on the summoners - their offense comes from summoning.
2. Reduced cost of summoning Ghouls.
3. Added an ability name for the Ghouls, it can't just be blank! :)
4. Added an elite ghoul, basically a +1/+1 Ghoul.

An alternative idea I just had while re-thinking this a bit, would be to make the ghouls start off with a high offense and a low-ish defense, such as 3/2 normal, and 5/3 upgraded. When summoned they start off with 1 poison counter on them, so normal attacks 3 times, and the upgraded one attacks 4 times before dying. They gain +1/+0 per turn and steal quanta from your opponent. So a normal ghoul will be 6/0 on it's last attack, and the upgraded will be 9/0 on its final hit.

I think this idea is a bit too similar to Firefly Queen - in that, the only major difference is the Fireflies get stronger each turn and that they steal quanta. I would keep this as a template, but alter it so that it has more synergy with Death cards - Death and Darkness go hand in hand, happily ever after... :)... This way, Boneyards and Bonewalls as well as Vultures can also benefit from the Ghouls automatic death.

Just my two cents :)

Delreich

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Re: Dark Wizards https://elementscommunity.org/forum/index.php?topic=2463.msg20449#msg20449
« Reply #11 on: January 27, 2010, 10:00:50 am »
Way overpowered, I'd say. With 6 Devourers and a couple of those a mono-dark deck could shut down just about anything without even leaving an opening...

 

anything
blarg: