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Offline eljoemoTopic starter

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Re: Disease Carrier | Infested Carrier https://elementscommunity.org/forum/index.php?topic=53888.msg1128119#msg1128119
« Reply #12 on: February 28, 2014, 10:47:45 pm »
Just for reference, I intended for the poison to be added AFTER the attacking phase and HP reduction, like it does with thorn carapace. I'm not sure if it makes more/less sense but that's how I imagined it. Below is a nifty table to demonstrate.

Spoiler for Nifty Table:
Left Completely AloneUse Ability Every Turn
TurnPoison Given AwayTotal Damage DealtEnd HPEnd Poison
10776
201417
3021DEADDEAD
TurnPoison Given AwayTotal Damage DealtEnd HPEnd Poison
10776
231444
322123
4128DEADDEAD

Of course, healing can prolong its life indefinitely so go do that for the win. And the upped will be different yet again (Plus 2 turns if you use ability).

So the Attack probably is a bit steep and should be around 4/5? Lowered, specially since you can spread some CC around.

And thanks Odin for the art, I'll update it I change the stats (which I probably will)
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Offline Chapuz

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Re: Disease Carrier | Infested Carrier https://elementscommunity.org/forum/index.php?topic=53888.msg1128170#msg1128170
« Reply #13 on: March 01, 2014, 10:39:29 am »
Massive useless attack for a Death creature. If you want heavy damage, you already have spiders and dragons. Make it 0-2 attack and reduce its cost a lot, to 2-3. That's the only way to use it as cheap single and strong CC with -at least- a delay turn before the target dies (something EtG doesn't have atm).
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Offline OdinVanguard

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Re: Disease Carrier | Infested Carrier https://elementscommunity.org/forum/index.php?topic=53888.msg1128234#msg1128234
« Reply #14 on: March 01, 2014, 05:33:23 pm »
Could be amusing with a voodoo-pult combo.
Lowering the cost would make that much more feasible.
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
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Offline Chapuz

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Re: Disease Carrier | Infested Carrier https://elementscommunity.org/forum/index.php?topic=53888.msg1128257#msg1128257
« Reply #15 on: March 01, 2014, 06:37:27 pm »
Massive useless attack for a Death creature. If you want heavy damage, you already have spiders and dragons. Make it 0-2 attack and reduce its cost a lot, to 2-3. That's the only way to use it as cheap single and strong CC with -at least- a delay turn before the target dies (something EtG doesn't have atm).
Could be amusing with a voodoo-pult combo.
Lowering the cost would make that much more feasible.
Indeed. With BB and considering the 2x poison damage from Voodoos it can get pretty strong.
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Offline eljoemoTopic starter

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Re: Disease Carrier | Infested Carrier https://elementscommunity.org/forum/index.php?topic=53888.msg1129371#msg1129371
« Reply #16 on: March 13, 2014, 02:53:42 am »
Sorry it took so long for me to reply to this. Kinda forgot about it, which is unfortunate

This card was a originally conceived as a strong hitter that would die before too long. Then I realized I could add the contract ability. As such, I think it would be best if the attack was still pretty decent, so you can get some damage in before it dies. Yes it is a good CC card but you have only limited uses. As my nifty table shows, you can only infect 3 times for 3, 2, 1 poison each time without healing. So you'd want it to do some decent damage before it inevitable dies.

Considering that 4|12 for 5 :death and 4|16 for 5 :death upped?? Or is more nerfing in order?
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