*Author

timewaesther

  • Guest
Health Stash | Health Supply https://elementscommunity.org/forum/index.php?topic=6372.msg66003#msg66003
« on: May 09, 2010, 06:32:25 pm »
[/img]
NAME:
Health Stash
ELEMENT:
:life
COST:
2 :life
TYPE:
Permanent
ATK|HP:
n/a
ABILITY:
Sacrifice Health Capsule: Gain HP equal to the number of health capsules you have sacrificed this turn.
NAME:
Health Supply
ELEMENT:
:life
COST:
1 :life
TYPE:
Permanent
ATK|HP:
n/a
ABILITY:
Sacrifice Health Supply: Gain HP equal to the number of health capsules you have sacrificed this turn.
ART:
n/a
IDEA:
Timewaesther
NOTES:
If you can't really see what I was trying to do, it would work like this:
Sac 1: Gain 3
Sac 2: Gain 9
Sac 3: Gain 18
Sac 4: Gain 30
Sac 5: Gain 45
Sac 6: Gain 63
SERIES:
n/a

Lanidrak

  • Guest
Re: Health Stash | Health Supply https://elementscommunity.org/forum/index.php?topic=6372.msg66114#msg66114
« Reply #1 on: May 09, 2010, 09:00:02 pm »
It is a bit too complicated / weak.

6 Heals, will heal you by 120hp if you play them all in one turn.
6 of these, will heal you 63hp, and you have to wait one turn.

Another thing, :life already has a Permanent which heals (a ridiculous amount). Feral / Empathic Bonds heal +1 for every creature in play. That is an insane ~120hp every turn with a full board of creatures and 6 bonds.

I do like the on-death/sacrifice to heal feature though... Maybe make the card have an aggressive or defensive ability, and then on-death or stealing you gain hitpoints?


Here's my thoughts on a version, taking into account what I have said above.

Name: Vine Barrier / Vine Wall (Upgraded)
Cost: 2 :life / 1 :life
Ability (Passive): Attacking creatures have a chance to become entangled.
Ability (On Death): You gain 15 health / 30 health (upgraded)
Notes: Entangled is exactly like 'Time Bubble', except for :life.
Notes (continued): The chance to entangle is 10% for every Barrier or Wall in play.

What do you think?

timewaesther

  • Guest
Re: Health Stash | Health Supply https://elementscommunity.org/forum/index.php?topic=6372.msg66122#msg66122
« Reply #2 on: May 09, 2010, 09:09:44 pm »
Yeah, that sound like a good idea. I was hoping to keep the idea of getting HP for each one you sacrificed, because it forces the player to think about when to sacrifice. I like the extra thinking involved, maybe I could make it more, like 7 regular/8 upgraded?
That would be:
1:8
2:24
3:48
4:80
5:120
Maybe I could also make it:
 :time :time: Sacrifice Health Supply: Draw a card for each Health Supply you have sacrificed this turn. Then gain 7 life for each Health Supply you have sacrificed this turn.
That would certainly be stronger than heal, maybe it would need to cost more.

 

anything
blarg: