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Offline iDaireTopic starter

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Desert Rose | Sand Dune Rose https://elementscommunity.org/forum/index.php?topic=58462.msg1190644#msg1190644
« on: May 26, 2015, 02:02:00 am »
NAME:
Desert Rose
ELEMENT:
Time
COST:
4 :time
TYPE:
Creature
ATK|HP:
2 | 3
TEXT:
Every spell or spell-like effect activated will heal the owner of this card for 4 HP.
NAME:
Sand Dune Rose
ELEMENT:
Time
COST:
4 :time
TYPE:
Creature
ATK|HP:
2 | 2
TEXT:
Every spell or spell-like effect activated will heal the owner of this card for 4 HP and an additional 2 HP if it was :time .

ART:
http://miriadna.com/preview/delicate-orange-rose
IDEA:
iDaire
NOTES:
Desert Rose | Sand Dune Rose

Explanation: Every spell you or your opponent plays will heal you for 4 HP, and if it was a time spell, you are healed for 6 HP instead. If you don't know what spell-like effects mean, here is a list of all of them:
- All nymph skills
- All quanta generation skills, passive or not (No longer in effect)
- Parasite's Infection | Bloodsucker's Infection
- Gargoyle's Stone Form
- Pulverizer's Shatter
- Armagio's Gravity Pull | Elite Armagio's Gravity Pull
- Lycanthrope's Lycanthropy | Werewolf's Lycanthropy
- Fallen Elf's Mutation | Fallen Druid's Mutation
- Seraph's Divine Shield
- Chrysaora's Poison | Physalia's Poison
- Toadfish's Inflate
- Mindflayer's Psionic Wave | Ulitharid's Psionic Wave
- Arctic Squid's Freeze | Arctic Octopus's Freeze
- Trident's Skill | Poseidon's Skill
- Arsenic's Poison
- Fate Egg's Hatch
- Deja Vu's Skill
- Anubis's Immortality | Elite Anubis's Immortality
- Eternity's Skill

Usage: Can be incredibly useful for stalling and is great in combination with other cards and/or creatures.

Balance Notes:

Update Notes:

Information: Yet another card where the effect of the card doesn't match the thematic. Oddly enough, the effect of the card doesn't match :time that well either. Well, this effect could match any element really, especially :life. The thing is, I'm reserving life for a bigger card in the series, so I can't put the card in life. So, I figured I would put it in an Element that would benefit from healing and look what it is! Time was chosen! The rest of the cards in the series can be found here.
SERIES:
Flower
« Last Edit: May 27, 2015, 03:36:54 am by iDaire »

Offline OldTrees

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Re: Desert Rose | Sand Dune Rose https://elementscommunity.org/forum/index.php?topic=58462.msg1190727#msg1190727
« Reply #1 on: May 26, 2015, 06:22:14 pm »
Interesting. I always thought EtG needed more triggered abilities and multipliers. Personally I prefer the unupped's simplicity and elegance over the additional clause the upgraded one gets.

You noted that Time does not seem like the correct choice for this effect. I would offer the advice of "A series does not need 1 and exactly 1 card per element. Some elements can have 0 or more than 1."
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Offline iDaireTopic starter

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Re: Desert Rose | Sand Dune Rose https://elementscommunity.org/forum/index.php?topic=58462.msg1190738#msg1190738
« Reply #2 on: May 26, 2015, 08:55:31 pm »
I would offer the advice of "A series does not need 1 and exactly 1 card per element. Some elements can have 0 or more than 1."
Yeah, but that would bug me. Some of the Elements having more cards than the others. I like to keep things even.

Offline OldTrees

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Re: Desert Rose | Sand Dune Rose https://elementscommunity.org/forum/index.php?topic=58462.msg1190742#msg1190742
« Reply #3 on: May 26, 2015, 09:10:18 pm »
I would offer the advice of "A series does not need 1 and exactly 1 card per element. Some elements can have 0 or more than 1."
Yeah, but that would bug me. Some of the Elements having more cards than the others. I like to keep things even.
I guess the question is: Will the ideas suffer for the series sake or will the series suffer for the ideas' sake?
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Offline Basman-1453

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Re: Desert Rose | Sand Dune Rose https://elementscommunity.org/forum/index.php?topic=58462.msg1190767#msg1190767
« Reply #4 on: May 27, 2015, 02:01:22 am »
Explanation: Every spell you or your opponent plays will heal you for 4 HP, and if it was a time spell, you are healed for 6 HP instead. If you don't know what spell-like effects mean, here is a list of all of them:
- All nymph skills
- All quanta generation skills, passive or not
- Parasite's Infection | Bloodsucker's Infection
- Gargoyle's Stone Form
- Pulverizer's Shatter
- Armagio's Gravity Pull | Elite Armagio's Gravity Pull
- Lycanthrope's Lycanthropy | Werewolf's Lycanthropy
- Fallen Elf's Mutation | Fallen Druid's Mutation
- Seraph's Divine Shield
- Chrysaora's Poison | Physalia's Poison
- Toadfish's Inflate
- Mindflayer's Psionic Wave | Ulitharid's Psionic Wave
- Arctic Squid's Freeze | Arctic Octopus's Freeze
- Trident's Skill | Poseidon's Skill
- Arsenic's Poison
- Fate Egg's Hatch
- Deja Vu's Skill
- Anubis's Immortality | Elite Anubis's Immortality
- Eternity's Skill

At this rate, unless I caught that incorrectly, Hope decks are going to have a pretty hefty heal per turn with this thing, even out of one of this un-upped.
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Offline foxrain4

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Re: Desert Rose | Sand Dune Rose https://elementscommunity.org/forum/index.php?topic=58462.msg1190768#msg1190768
« Reply #5 on: May 27, 2015, 02:11:42 am »
desert rose that can attacks seems a bit weird, how about venus fly trap?

Offline iDaireTopic starter

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Re: Desert Rose | Sand Dune Rose https://elementscommunity.org/forum/index.php?topic=58462.msg1190774#msg1190774
« Reply #6 on: May 27, 2015, 02:32:47 am »
Venus Fly Trap?
Well, to be honest I was thinking of doing something like that for life, but then the only skill I see it having is something devour-related, and there's no need for a pseudo-Otyugh. Of course, I'm not going to completely ignore that idea. I'm probably going to do something related. Devour is basically destroying smaller creatures with the benefit of the owner. I'm going to make a flower like that in the future.

At this rate, unless I caught that incorrectly, Hope decks are going to have a pretty hefty heal per turn with this thing, even out of one of this un-upped.

I don't think there's a way to nerf that part of the card without nerfing the card as a whole.

Offline OldTrees

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Re: Desert Rose | Sand Dune Rose https://elementscommunity.org/forum/index.php?topic=58462.msg1190795#msg1190795
« Reply #7 on: May 27, 2015, 03:34:39 am »
At this rate, unless I caught that incorrectly, Hope decks are going to have a pretty hefty heal per turn with this thing, even out of one of this un-upped.

I don't think there's a way to nerf that part of the card without nerfing the card as a whole.

Not count quanta generating creatures? A relatively minor nerf to the card but removes the troublesome combo.
(Not to mention "Generate :light" is not like any spell.)
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Offline iDaireTopic starter

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Re: Desert Rose | Sand Dune Rose https://elementscommunity.org/forum/index.php?topic=58462.msg1190799#msg1190799
« Reply #8 on: May 27, 2015, 03:36:15 am »

Nevertheless, the nerf is coming.

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Re: Desert Rose | Sand Dune Rose https://elementscommunity.org/forum/index.php?topic=58462.msg1190822#msg1190822
« Reply #9 on: May 27, 2015, 08:07:24 am »
Now that you mentioned it, I personally would limit the effect to spells, at most plus active abilities that costs some quanta to activate (you know its ability costs some quanta when you can zero its cost with a SoRea).
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Offline OldTrees

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Re: Desert Rose | Sand Dune Rose https://elementscommunity.org/forum/index.php?topic=58462.msg1190853#msg1190853
« Reply #10 on: May 27, 2015, 03:12:25 pm »

I don't see that as "Generate  :light". I see that as Luciferin (the White Nymph ability).
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anything
blarg: