Upped with adrenaline:
turn|attack:
1|2, 4, 6, 8
2|10, 12 (I think that the "attack twice" rule for 10-attack creatures applies here, despite passive growth)
3|14, 16
4|18
5|20
in 5 turns you get a creature with 20 attack, meanwhile dealing 110 damage. This feels overpowered for a casting cost of 5 and 3 , but the upkeep is 20 quanta. I think the sheer speed of the growth and the multiple attacks per turn, increasing in strength, makes it a little overpowered, but judging from how it plays out in my head and the numbers, it looks pretty solidly balanced.
Nice work. I like it.
Thanks, and I just have something to say about how Adrenaline (Porbably) works when used on a creature that passively changes it's attack.
My theory is that it basically checks
the current attack, and determines the amount of turns the creature gets. For my example, let's use the Wyrm (Upped)
Turn 1: I play the Wyrm and use Adrenaline on it.
ATK=5 Turns=3 Damage=5+4+2=11.
Turn 2: I Dive the Wyrm, making it's attack 10 for 1 turn.
Here's where it get's tricky. My guess is that it treats it as a 10 attack creature, and is prepared to give it 2 turns. The first hit is 10, then the attack becomes 5 again. Because the attack is 5, it should get 3 turns. It's already taken 1, so it would then attack for 4 damage, then 2 for the 3rd attack. Presumably, this will work the same way as you go higher, just cutting off turns instead of adding them. So, it (Might) be:
1|2 (2 base), 3 (4 base), 2 (6 base). 7 damage total.
2|6 (6 base), 6 (8 base). 12+7=19 damage total.
3|10 (10 base), 4 (12 base). 14+19=33 damage total.
4|14 (14 base). 14+33=47 damage total.
And it would proceed to grow normally from that point on. So, all in all, it costs 4
, 3
, and 16 random quanta to do that, and you end up with a big 16/30 creature after 4 turns. Not OP at all, imo.
(If you're wondering how I did that, basically I made it so that after each attack it would grow, and then use that attack as the current to determine the damage and remaining turns of Adrenaline)