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Re: Djinni | Djinni https://elementscommunity.org/forum/index.php?topic=22471.msg285844#msg285844
« Reply #12 on: March 08, 2011, 12:54:12 am »
^^
oh.. nm then
what about rage pot... (on the upped version)
Have you ever seen a fire nymph? Yeah, one card, mono element, much more powerful in every way. Insanely rare, but still balanced.

Growth with blessing, still three elements that don't synergise especially well, and even then, not that much more powerful than the other cards of the game, which are mono/duo/one card/harder to counter.

You guys seem to forget that every one of these can be countered by simply casting another spell on it (although here, the opponent may be able to use it, they should always have the right type of quanta at least)

The only combination that is OP in my eyes is this and Nightmare. That is a problem. Still a trio, and to pull off effectively you would probably need 5-6 of both nightmare and Djinni in there. Hard to get damage in. Not much more of a lockdown than pestal IMO. (Advantage here is that the elements are same as UG for damage, only direct time that link would be used - that I can see)

Plus, this is adding a much needed game of thought into the game itself, rather than just the deckbuilding.
The process is: Spell Effect ---> New Ability If possible (if the creature is dead/rewound/ect clearly not possible), and if the new one cancels the old one, then that happens. Just how it works.

One of my favourite ideas with this is the quinted repeatable Fire Bolt. Fire bolt creature early so it doesn't die. Quint it. Wrong, it just learned quint and can't be changed back. Quint a different Djinn. Grant immortality to the original one. So many things that can go wrong. Trio, complicated, dependant. Awesome. Love this card as much as I do, please.

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Re: Djinni | Djinni https://elementscommunity.org/forum/index.php?topic=22471.msg285847#msg285847
« Reply #13 on: March 08, 2011, 01:00:33 am »
Cost probably needs to increase by at least 1 due to immunity from spell CC and soft AoE shielding for other creatures.
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Re: Djinni | Djinni https://elementscommunity.org/forum/index.php?topic=22471.msg286760#msg286760
« Reply #14 on: March 09, 2011, 04:49:45 am »
It is not immune to any spell it simply learns the spell that targets it (if it survives).
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Re: Djinni | Djinni https://elementscommunity.org/forum/index.php?topic=22471.msg286805#msg286805
« Reply #15 on: March 09, 2011, 06:36:25 am »
It is not immune to any spell it simply learns the spell that targets it (if it survives).
Maybe I am missing some text somewhere but I do not see it needing to survive. All I see is that instead of the usual effect Djinni will learn the spell as a skill. That is a powerful protection.
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Re: Djinni | Djinni https://elementscommunity.org/forum/index.php?topic=22471.msg286836#msg286836
« Reply #16 on: March 09, 2011, 08:20:32 am »
Momentum, quintessence, rain of fire, pandemonium on a stick. This looks quite abusable but interesting. Let see what will happen with it.

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Re: Djinni | Djinni https://elementscommunity.org/forum/index.php?topic=22471.msg286927#msg286927
« Reply #17 on: March 09, 2011, 02:40:59 pm »
Quote
When djinni is targeted by a spell, the spell will become Djinni's active ability. Costs :fire equivalent to the original spell
Rewording: Learning: Djinni learns any spell that targets it, if survived.
New active skill cost :fire equal to spell cost.
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Re: Djinni | Djinni https://elementscommunity.org/forum/index.php?topic=22471.msg288068#msg288068
« Reply #18 on: March 11, 2011, 06:08:13 am »
Momentum, quintessence, rain of fire, pandemonium on a stick. This looks quite abusable but interesting. Let see what will happen with it.
Momentum, Yes. Powerful, useful. Trio.
Quintessence, yes. However, heard of Anubis? Yeah...cheaper even with the buff I'm thinking about. Tro.
Rain of Fire doesn't target it directly, so it won't learn anything at all, just taking 3 damage like every other creature.
Pandemonium will affect it as normally as pandemonium can affect a creature.

I don't see it as abuseable, nightmare may be the exception, but honestly? For it to be effective, 6-4x Djinni, 6-4x Nightmare, Quanta for Fire, Air and Darkness.

It is not immune to any spell it simply learns the spell that targets it (if it survives).
Maybe I am missing some text somewhere but I do not see it needing to survive. All I see is that instead of the usual effect Djinni will learn the spell as a skill. That is a powerful protection.
When Djinni is targeted. AoE spells act as normal. If you read through my responses throughout the thread, I always reffered to djinn needing to be in fit state to learn and use the spell. (Basilisk Blood will become useable in 6 turns). Djinni is normally affected by the card, it will just learn it if it is a targetable spell. (If it gives it an active ability, it will be replaced with the skill.)

In fact, it is almost more suceptible. You will be giving your opponent a weapon if you cast a spell on an opponents djinn, but they had their ideal spell, and it will not work as well. Lots of thought needed for this magic card :)


Quote
When djinni is targeted by a spell, the spell will become Djinni's active ability. Costs :fire equivalent to the original spell
Rewording: Learning: Djinni learns any spell that targets it, if survived.
New active skill cost :fire equal to spell cost.
I like my wording slightly better. I'll try to find a middle ground that still sounds good. In life, if you deliver anything well enough, it works. If this sounds good, it will make me happier. :)

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Re: Djinni | Djinni https://elementscommunity.org/forum/index.php?topic=22471.msg288091#msg288091
« Reply #19 on: March 11, 2011, 07:39:38 am »
Rain of Fire doesn't target it directly, so it won't learn anything at all, just taking 3 damage like every other creature.
Pandemonium will affect it as normally as pandemonium can affect a creature.
Ok - I hadn't understood that one. It works only with a spell that is directly targeting the djinn. Therefore it doesn't work with mass CC (which is good). No RoF, Pandemonium, Plague, Luminescence and thunderstorm. Immolation and Reverse time obviously do not work. Would liquid shadow, butterfly effect or mitosis work?

However, it can still do some very good spell on a stick: shockwave, Rage potion (only for the upped version), fire bolt (in the early game), Lightning (also upped), ice bolt (also early), freeze, congeal, basilik blood (after the adequat delay), adrenaline, momentum, Chaos power, Chaos seed, Twin universe, Blessing, acceleration, antimatter, drain life (also early), nightmare and more. Ok you'll tell me that for each of these (except the 2 first) it would be a trio. first, I'm pretty sure you can do some terrific trio (e.g. TU and quintessence on a stick). Second you also the well known rainbow solution. Here you can just pact 6 of these djinns and a nice assortment of spells.

It looks very powerful. It costs less than nymph tears, opens new access to equivalent of the best nymph and creatures (like squid) and creates new monsters that could be devastating (TU and lightning on a stick or nightmare and bolts). As I said it looks interesting but abusable. My biggest problem with it is that, because of its duo nature, it favours rainbows over duos. I would make it mono air, automatically killed by shock-wave and more expensive (6 :air - like nymph tears). This way you could principally use it in duos. I would prefer.

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Re: Djinni | Djinni https://elementscommunity.org/forum/index.php?topic=22471.msg288209#msg288209
« Reply #20 on: March 11, 2011, 03:03:09 pm »
Djinni looks like it may be the next Crusader.
It is not immune to any spell it simply learns the spell that targets it (if it survives).
Maybe I am missing some text somewhere but I do not see it needing to survive. All I see is that instead of the usual effect Djinni will learn the spell as a skill. That is a powerful protection.
When Djinni is targeted. AoE spells act as normal. If you read through my responses throughout the thread, I always reffered to djinn needing to be in fit state to learn and use the spell. (Basilisk Blood will become useable in 6 turns). Djinni is normally affected by the card, it will just learn it if it is a targetable spell. (If it gives it an active ability, it will be replaced with the skill.)

In fact, it is almost more suceptible. You will be giving your opponent a weapon if you cast a spell on an opponents djinn, but they had their ideal spell, and it will not work as well. Lots of thought needed for this magic card :)
Thanks. I thought I was missing something. Please add it to the notes.
Also I am curious about why not collapse this to a duo. If the ability works like endow (variable activation cost) then it might work as a duo. This would make using 1 combo easier and make using the rainbow strategy have better quanta distribution.

I am also concerned that when a beneficial spell is cast it results in both the beneficial effect and the new skill. This makes Djinni + Quint faster than Anubis as if there was no summoning sickness.

Also if I Twin Universe a Shockwave Djinni I get a Shockwave and a Twinuniverse Djinni right?
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Re: Djinni | Djinni https://elementscommunity.org/forum/index.php?topic=22471.msg288232#msg288232
« Reply #21 on: March 11, 2011, 04:40:45 pm »
I think that it should have a 1 time immunity to the negative effect of spells (a passive ability) and once it had learnt a spell it can't learn a new one (loses its passive). So the 1st Rewind will not rewind Djinni but the 2nd will (and 1 quint won't quint it). This might sound OP , just give it low HP 1|2  unupped|upped

Re: Djinni | Djinni https://elementscommunity.org/forum/index.php?topic=22471.msg288335#msg288335
« Reply #22 on: March 11, 2011, 08:31:37 pm »
Thanks for the relation to Crusader, open ended cards are always the best. Crusader opened up light synergies with every other element, I'm not sure if this will do it too, but it definetely couldn't hurt.

Nightmare and Twin Universe are the worries here. On the plus side, this is such a useless, weedy card that at least you won't be Twin Universing yourself, the attack is minimal, just enough so it's effected by most shields.

The rainbow is a worry. I /love/ duos, trios, but I've been wrong before. I figured the :fire activation costs would help make sure that they would be more focussed around one element, at least. I've been wrong before.

It looks very powerful. It costs less than nymph tears, opens new access to equivalent of the best nymph and creatures (like squid) and creates new monsters that could be devastating (TU and lightning on a stick or nightmare and bolts). As I said it looks interesting but abusable. My biggest problem with it is that, because of its duo nature, it favours rainbows over duos. I would make it mono air, automatically killed by shock-wave and more expensive (6 :air - like nymph tears). This way you could principally use it in duos. I would prefer.
Duos are cool too. And, yeah, favouring rainbows is not something I want at all. I guess Increase cost, make mono is the way to go then? Lightning on a stick...whatever IMO. Fire Nymph does that (kindof), and Otyugh debateably does something like that too. Weakness is bad here, because it restricts what you can do with it, I want offensive spells added as well as defensive, but I perhaps that can be made up for with cost.

Djinni looks like it may be the next Crusader.

Also I am curious about why not collapse this to a duo. If the ability works like endow (variable activation cost) then it might work as a duo. This would make using 1 combo easier and make using the rainbow strategy have better quanta distribution.

I am also concerned that when a beneficial spell is cast it results in both the beneficial effect and the new skill. This makes Djinni + Quint faster than Anubis as if there was no summoning sickness.

Also if I Twin Universe a Shockwave Djinni I get a Shockwave and a Twinuniverse Djinni right?
Yes, the Parallel universe will first give you a shockwave Djinni, and then the original will learn Parallell universe.

As a trio it always seemed worse than Anubis, but since everything seems to be pointing towards duo, this may turn out to be a problem.

I think that it should have a 1 time immunity to the negative effect of spells (a passive ability) and once it had learnt a spell it can't learn a new one (loses its passive). So the 1st Rewind will not rewind Djinni but the 2nd will (and 1 quint won't quint it). This might sound OP , just give it low HP 1|2  unupped|upped
I like the fact that it's vunerable. And that every action has an opposite reaction. Makes you think about every move and ect.

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Re: Djinni | Djinni https://elementscommunity.org/forum/index.php?topic=22471.msg288363#msg288363
« Reply #23 on: March 11, 2011, 09:20:55 pm »
By referenceing Crusader I was hoping for a Duo card rather than a trio card. (If targeted by Nightmare it costs :darkness, Freeze :water, Lightning :aether ...)
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