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Offline DemagogTopic starter

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Quantum Machine/Producer https://elementscommunity.org/forum/index.php?topic=1849.msg16040#msg16040
« on: January 08, 2010, 06:32:20 am »
Quantum Machine: 3 general quantum cost
Each turn, generate one Producer. (Or it could require a general quantum to cast)
Permanent (or if it would be better as a creature, 0/6)

Producer: Generates one random quantum per turn.
0/1

Pros: It allows you to start creating a lot of quanta after a few turns. Easy way to create mutants.
Cons: Can be stolen/destroyed. The creatures are easily destroyed or eaten. They also take up space.

Offline Thalas

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Re: Quantum Machine/Producer https://elementscommunity.org/forum/index.php?topic=1849.msg16059#msg16059
« Reply #1 on: January 08, 2010, 02:21:39 pm »
It's good idea, but powerful. 8/10.
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bobcamel

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Re: Quantum Machine/Producer https://elementscommunity.org/forum/index.php?topic=1849.msg16060#msg16060
« Reply #2 on: January 08, 2010, 02:45:47 pm »
It's alright. FFQs are legal, and they produce much stronger quantum-givers. Those could be useful for Mutation decks.

PuppyChow

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Re: Quantum Machine/Producer https://elementscommunity.org/forum/index.php?topic=1849.msg16069#msg16069
« Reply #3 on: January 08, 2010, 05:14:39 pm »
I, for one, think it's OP. It's a permanent, so it's just as hard to destroy as a actual pillar. But its effect, after 3 turns, makes it BETTER than a pillar, not to mention providing creatures for bonds and mutation/oty fodder.

Now, let's assume it's a creature at 0/6 and compare it to the queen. The queen costs SIX *air* and TWO *life* for the ability. This generator costs not only a measly three quantum to play, and it's GENERAL quantum no less. While the producers wouldn't do damage, a lot of times the firefly's main purpose is mutation fodder and to fill up creature spots for bonds.

And the firefly's ability just isn't very useful. When you have a duo air and life deck that requires that much of each, making it a trio deck just to use the firefly's quantum just doesn't work out as well. With the quantum machine, you wouldn't be forced to use two elements to use it. This could make it versatile, but more than likely it'll make it OP.


Tl;Dr: Make it actually cost an element to play (let's say entropy) and make it cost 6. Then make the ability cost, say, 1 earth.

Offline DemagogTopic starter

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Re: Quantum Machine/Producer https://elementscommunity.org/forum/index.php?topic=1849.msg16078#msg16078
« Reply #4 on: January 08, 2010, 06:03:42 pm »
Well of course the cost of the cards and their abilities aren't set in stone. I was more interested in getting the idea out there. I think the costs should be generic quantum though, so you can use it despite your mark/pillars. Although you're right, and it should be more expensive than I originally stated.

 

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