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Offline storytellerTopic starter

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Healing Salve : Healing Balm https://elementscommunity.org/forum/index.php?topic=24555.msg312820#msg312820
« on: April 16, 2011, 08:40:15 am »
new version
in dev.

old version
(http://art under development)
(http://art under development)
NAME:
Healing Salve
ELEMENT:
:life or  :light
COST:
2
TYPE:
spell
ATK|HP:
n/a
TEXT:
Restore max hp to it normal value (remove all Wound markers)
NAME:
Healing Balm
ELEMENT:
:life or  :light
COST:
1
TYPE:
type
ATK|HP:
n/a
TEXT:
Restore max hp to it normal value (remove all Wound markers) and raise max hp by 5.
ART:
tbd
IDEA:
lord midnight
NOTES:
so its a counter to the max hp theme going around. im not sure if it should be life or light or if they should play ff each other somehow, maybe if your mark is either you get extra max hp
SERIES:

Offline YoungSot

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Re: Healing Salve : Healing Balm https://elementscommunity.org/forum/index.php?topic=24555.msg313037#msg313037
« Reply #1 on: April 16, 2011, 06:24:25 pm »
I think it might be nice if it had some other small benefit, in addition to being a counter to Max HP reduction. As is, it is an even harder counter to wounds than purify is to poison, but it has no use whatsoever outside of foiling those decks. I'm not saying it's imbalanced, just that it might be a more fun card (and get more use) if it was a slightly softer counter while having some additional benefit if you're not facing a max hp reducing deck.

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Re: Healing Salve : Healing Balm https://elementscommunity.org/forum/index.php?topic=24555.msg313049#msg313049
« Reply #2 on: April 16, 2011, 07:06:20 pm »
This would render wound counter based cards obsolete.
Without wound counter based cards it would be obsoleted by Shard of Divinity.

Verdict: Not a beneficial suggestion.

Remember Max hp reducers would have to repeat all their previous work whenever Healing Balm was played. Hence Healing Balm is the anti Wound Counter Miracle not the anti Wound Counter purify.
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Offline storytellerTopic starter

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Re: Healing Salve : Healing Balm https://elementscommunity.org/forum/index.php?topic=24555.msg313082#msg313082
« Reply #3 on: April 16, 2011, 07:40:10 pm »
ok, i was looking at cards that cause max hp loss in large amounts, like the void dragon that can reduce it by 8 per turn, thats really is like 8 poison per turn when you look at the end of combat and all damage has been dealt. i do think it needs a further benefit, like +5 max hp or something. if there are many cards that apply major max hp loss like the void dragon, it should remove all the way purify does, if there are only a few or most are low amounts of max hp loss, then maybe a permanent card that is activated to restore 'some' max hp each turn and maybe give a few when brought into play. i think it will really depend on the metagame once max hp draining/wounding is more established, ill make alternates for a few different ways this could work.

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Re: Healing Salve : Healing Balm https://elementscommunity.org/forum/index.php?topic=24555.msg313088#msg313088
« Reply #4 on: April 16, 2011, 07:45:23 pm »
Don't forget Shard of Divinity and Stone Skin as preexisting counters to Wound.
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Offline storytellerTopic starter

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Re: Healing Salve : Healing Balm https://elementscommunity.org/forum/index.php?topic=24555.msg313130#msg313130
« Reply #5 on: April 16, 2011, 08:39:39 pm »
that is a good point, my only concern is large amounts of hp reduction each turn, if the void Dragon was like the biggest thing ever that reduced max hp, if most everything else were much lower, in terms of repeat max hp loss, it would give me a very good understanding of where to balance it.

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Re: Healing Salve : Healing Balm https://elementscommunity.org/forum/index.php?topic=24555.msg313134#msg313134
« Reply #6 on: April 16, 2011, 08:45:45 pm »
that is a good point, my only concern is large amounts of hp reduction each turn, if the void Dragon was like the biggest thing ever that reduced max hp, if most everything else were much lower, in terms of repeat max hp loss, it would give me a very good understanding of where to balance it.
I would suggest balancing Void Dragon in the absence of any direct counters other than SoD.
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Offline storytellerTopic starter

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Re: Healing Salve : Healing Balm https://elementscommunity.org/forum/index.php?topic=24555.msg313171#msg313171
« Reply #7 on: April 16, 2011, 09:41:43 pm »
ok, all 6 SoD is 120, plus all 6 Granite Skin is 450 plus the base 100. thats 670 maximum hp that can exist right?

6 void dragons is 48 hp per turn is 13 or 14 turns one can live, this goes down quick when you add in the fire Reaver card i saw, and add in voidstalker for 5 each thats 30,  it gets to be just a few turns quick. balance normal creatures on the board and possibly neurotoxin, you need some defense against it. i think most people will take one or two balms the way they take one or two purify, and one or two miracle or eternity.

im leaning toward a split between purify and SoD/granite skin, or a permanent that increases max hp, but not current hp each turn, maybe a permanent with a high activation cost to remove wounds. i think something that gives you max hp and is disposed is covered by sod/stoneskin. i think a permanent that removes wound tokens is a good idea, but that wound mean reducing max hp would need to be done with wound counters instead of lowering max hp directly.

a permanent that raises max hp by 3-6 per round is not out of the question, if those max hp cost a few quanta a piece anyway.


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Re: Healing Salve : Healing Balm https://elementscommunity.org/forum/index.php?topic=24555.msg313181#msg313181
« Reply #8 on: April 16, 2011, 09:49:47 pm »
6 Elite Void Dragons is 48 hp per turn
6 Elite Chargers is 42 damage per turn

Miracle costs way more than purify.
Think about it.
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Re: Healing Salve : Healing Balm https://elementscommunity.org/forum/index.php?topic=24555.msg313197#msg313197
« Reply #9 on: April 16, 2011, 10:05:38 pm »
Just a quick note - the way the game is coded it's impossible to code cards that cost duo elements like " :life or :light". You'll need to make the card one specific element or you could have it cost Other if you're trying to make it usuable in many decks.

The current effect is really situational - even if you get you max HP back to 100 your current HP's probably still like 40-something and you're probably still dealing with creatures on the board. I think it'd be a good idea to add an additional effect like "Target creature heals 5 HP" or something that makes it less situational.

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Re: Healing Salve : Healing Balm https://elementscommunity.org/forum/index.php?topic=24555.msg313277#msg313277
« Reply #10 on: April 16, 2011, 11:47:13 pm »
6 Elite Void Dragons is 48 hp per turn
6 Elite Chargers is 42 damage per turn

Miracle costs way more than purify.
Think about it.
well, with bloodshadow going for pure max hp control i think that regular hp has a lot of ways to regenerate, each turn, but max hp only has things that raise it in single uses. im leaning life and a permanent that increases max hp by a few point as an activation ability, so you could get six of them in play and slow down the constant max hp loss.

either that or making this for wound counters and another card for gradual max hp boosts.

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Re: Healing Salve : Healing Balm https://elementscommunity.org/forum/index.php?topic=24555.msg313285#msg313285
« Reply #11 on: April 16, 2011, 11:55:29 pm »
6 Elite Void Dragons is 48 hp per turn
6 Elite Chargers is 42 damage per turn

Miracle costs way more than purify.
Think about it.
well, with bloodshadow going for pure max hp control i think that regular hp has a lot of ways to regenerate, each turn, but max hp only has things that raise it in single uses. im leaning life and a permanent that increases max hp by a few point as an activation ability, so you could get six of them in play and slow down the constant max hp loss.

either that or making this for wound counters and another card for gradual max hp boosts.
A permanent that increases max hp would be a good counter unlike this current purify version.
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