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Offline AnonymousRevivalTopic starter

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Dead Marshes | Dead Marshes https://elementscommunity.org/forum/index.php?topic=13416.msg169117#msg169117
« on: October 02, 2010, 03:40:49 pm »
NAME:
Dead Marshes
ELEMENT:
Death
COST:
6 :death
TYPE:
Permanent
ATK|HP:
None
TEXT:
When a creature dies, a virus is generated.
NAME:
Dead Marshes
ELEMENT:
Death
COST:
7 :death
TYPE:
Permanent
ATK|HP:
None
TEXT:
When a creature dies, a retrovirus is generated.
ART:
http://images3.wikia.nocookie.net/__cb20070614162011/lotr/images/2/29/Dead-marshes.jpg
IDEA:
Anonymous
NOTES:
None
SERIES:
Elemental Grounds (coming soon)
Ignotum venit retro vivere. :aether :light

Offline coinich

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Re: Dead Marshes | Dead Marshes https://elementscommunity.org/forum/index.php?topic=13416.msg169224#msg169224
« Reply #1 on: October 02, 2010, 07:04:12 pm »
I think its actually a bit costly.  Is it self-perpetuating though?

Offline OldTrees

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Re: Dead Marshes | Dead Marshes https://elementscommunity.org/forum/index.php?topic=13416.msg169522#msg169522
« Reply #2 on: October 03, 2010, 05:39:07 am »
Even with a wait period of one turn before generational death triggers, it is too powerful at its cost.

Think of it as "For each creature that dies or is sacrificed, gain 1 death trigger and 1 infection per turn"

Example
[1 :death] Virus
[3 :death] Boneyard
[6 :death] Dead Marshes
Total: [10 :death] 1+X Infection and 1+X Skeleton per turn (X=creatures that die due to infection)

With just that 10 :death investment you would have exponential growth [2^T to be precise] just by infecting your skeletons.

Also I am not sure if the upgrade is truly an improvement. Retrovirus cannot target your side which would be beneficial.


I see two possible ways to fix the above problem.
1) Make it so either boneyard and/or Dead Marshes does not count the deaths of generated viruses as death triggers.

2) Leave the exponential growth but add a cost (absorb quanta, higher cost, sacrifice a creature without death trigger as tribute, you lose life)
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Offline AnonymousRevivalTopic starter

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Re: Dead Marshes | Dead Marshes https://elementscommunity.org/forum/index.php?topic=13416.msg169609#msg169609
« Reply #3 on: October 03, 2010, 12:29:06 pm »
Even with a wait period of one turn before generational death triggers, it is too powerful at its cost.

Think of it as "For each creature that dies or is sacrificed, gain 1 death trigger and 1 infection per turn"

Example
[1 :death] Virus
[3 :death] Boneyard
[6 :death] Dead Marshes
Total: [10 :death] 1+X Infection and 1+X Skeleton per turn (X=creatures that die due to infection)

With just that 10 :death investment you would have exponential growth [2^T to be precise] just by infecting your skeletons.

Also I am not sure if the upgrade is truly an improvement. Retrovirus cannot target your side which would be beneficial.


I see two possible ways to fix the above problem.
1) Make it so either boneyard and/or Dead Marshes does not count the deaths of generated viruses as death triggers.

2) Leave the exponential growth but add a cost (absorb quanta, higher cost, sacrifice a creature without death trigger as tribute, you lose life)
Wait, so how much it would cost then?
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Offline OldTrees

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Re: Dead Marshes | Dead Marshes https://elementscommunity.org/forum/index.php?topic=13416.msg169822#msg169822
« Reply #4 on: October 03, 2010, 05:50:07 pm »
I do not know what the cost would need to be raised to.

I would start with one of
1) 10 :death
2) 6 :death Absorb 2 :death
3) 8 :death Tribute 1 (tribute would be coded as the Dead Marshes targeting the tribute)
4) 6 :death 20hp
5) 8 :death Self Plagued (your side is inflicted with a plague spell)
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Re: Dead Marshes | Dead Marshes https://elementscommunity.org/forum/index.php?topic=13416.msg169894#msg169894
« Reply #5 on: October 03, 2010, 07:39:12 pm »
This would create a circle effect. For example: 1 deat = 1 retrovirus, which next turn uses ability, dies and creates a new retrovirus. Plus poisoning all enemies, and triggering death effects.

So... I'd advice you to make it like graveyard, dead viruses don't generate viruses.

Offline AnonymousRevivalTopic starter

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Re: Dead Marshes | Dead Marshes https://elementscommunity.org/forum/index.php?topic=13416.msg170266#msg170266
« Reply #6 on: October 04, 2010, 04:49:28 am »
Oh, okay then, how about poisoning the enemy by one counter when something dies then?
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Krahhl

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Re: Dead Marshes | Dead Marshes https://elementscommunity.org/forum/index.php?topic=13416.msg170284#msg170284
« Reply #7 on: October 04, 2010, 05:12:00 am »
Just make it so that it only activates when anything other than a virus/retrovirus dies.

Offline Higurashi

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Re: Dead Marshes | Dead Marshes https://elementscommunity.org/forum/index.php?topic=13416.msg170330#msg170330
« Reply #8 on: October 04, 2010, 07:22:48 am »
I've said this in the past: generating Retroviruses is too strong. Viruses are fine, which means you can just lower the cost for the upped card. I wouldn't suggest lowering it by more than 1 though. This is all assuming a Virus generated this way does not trigger death effects.
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Offline AnonymousRevivalTopic starter

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Re: Dead Marshes | Dead Marshes https://elementscommunity.org/forum/index.php?topic=13416.msg170393#msg170393
« Reply #9 on: October 04, 2010, 10:14:17 am »
I've said this in the past: generating Retroviruses is too strong. Viruses are fine, which means you can just lower the cost for the upped card. I wouldn't suggest lowering it by more than 1 though. This is all assuming a Virus generated this way does not trigger death effects.
Yeah I thought of that too, but normally an upped card relates to an elite card too, like fate egg and fallen druid.
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Re: Dead Marshes | Dead Marshes https://elementscommunity.org/forum/index.php?topic=13416.msg170420#msg170420
« Reply #10 on: October 04, 2010, 11:10:52 am »
Hatch and Improved Mutation produces random results. This does not. Since the mechanisms that Virus and Retrovirus work by are so different, you can't make that correlation. A Retrovirus can be worth an infinite number of Viruses. The upgrade is possibly the most extreme one, proportionally speaking.
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Re: Dead Marshes | Dead Marshes https://elementscommunity.org/forum/index.php?topic=13416.msg170612#msg170612
« Reply #11 on: October 04, 2010, 06:32:38 pm »
I would not be so quick to assume that generating retroviruses is better than viruses.
When virus generation is combined with a boneyard you get a more synergistic effect than if the upgraded cards were used
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anything
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