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Offline AD TienzuStormTopic starter

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Instability | Instability https://elementscommunity.org/forum/index.php?topic=60810.msg1218546#msg1218546
« on: December 22, 2015, 03:08:58 am »
NAME:
Instability
ELEMENT:
Entropy
COST:
4 :entropy
TYPE:
Creature
ATK|HP:
-14 | 3
TEXT:
:aether :aether : Portal
Move to the opponent's field
NAME:
Instability
ELEMENT:
Entropy
COST:
4 :entropy
TYPE:
Creature
ATK|HP:
-14 | 4
TEXT:
:aether : Portal
Move to the opponent's field

ART:
No art
IDEA:
AD TienzuStorm
NOTES:
Just an idea I had after thinking of a card that dealt with negative numbers more.

The goal was for the creature to have two uses:
- Be moved to the opponent's side so that it heals you
- Be AM'd and be a strong attacker for you

Of course, I'm a horrible balancer, soo... it's probably stupidly UP/OP. But meh.

Also, interestingly enough, this creature can function well as a card to prolong games as well as finish games (I wanted to say "as a stall card and as a rush card" but I don't think using this with AM is very rushy).

Actually, I think I'll start the FitG series again.

FitG (Filling in the Gaps) #1: Negative Numbers

This is only explored by the card Antimatter (and Purple Nymph, but that's basically the same concept), which are both rather limited in use (although I imagine Instability is just as, if not more, situational anyways :/ oh well).



Also, yes. The name is uncreative. But I don't feel like being creative.
SERIES:
FitG
« Last Edit: January 03, 2016, 06:08:59 pm by AD TienzuStorm »
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Offline styx0009

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Re: Instability | Instability https://elementscommunity.org/forum/index.php?topic=60810.msg1218551#msg1218551
« Reply #1 on: December 22, 2015, 05:20:37 am »
Nice idea.

Instability + antimatter + PU (+ maybe quintessence) would be great combo. Also, it gives another counter strategy for Shard of sacrifice.

Offline Zawadx

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Re: Instability | Instability https://elementscommunity.org/forum/index.php?topic=60810.msg1218555#msg1218555
« Reply #2 on: December 22, 2015, 07:16:09 am »
OP in almost all situations. Even the unupped gives 15 healing a turn, which 3x SoG requires 3 cards, 9 quanta and a specific mark to achieve. Adjust the healing to something reasonable, please. Maybe lower health too?

Nice concept though. Great way to deal with negatives, since it does heal your opponent at least once.
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Offline Timdood3

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Re: Instability | Instability https://elementscommunity.org/forum/index.php?topic=60810.msg1218556#msg1218556
« Reply #3 on: December 22, 2015, 07:20:46 am »
Good concept, but the numbers need adjusted.

Also throwing it out, using its ability, then liquid shadowing it will prevent them from getting rid of it and do damage to them.
Put it on their side of the field then lobo it....All kinds of combos.

Offline AD TienzuStormTopic starter

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Re: Instability | Instability https://elementscommunity.org/forum/index.php?topic=60810.msg1218569#msg1218569
« Reply #4 on: December 22, 2015, 03:56:50 pm »
OP in almost all situations. Even the unupped gives 15 healing a turn, which 3x SoG requires 3 cards, 9 quanta and a specific mark to achieve. Adjust the healing to something reasonable, please. Maybe lower health too?

Nice concept though. Great way to deal with negatives, since it does heal your opponent at least once.

Yeah, I wasn't sure about the numbers, since I wanted it to be relatively cost efficient when combined with AM on your side as a big attacker. Perhaps it should just be one ahead in the cost|attack ratio? Like 10|11 or 9|10 or something?

I guess the problem here is that AM's cost is so high to be factored in..
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Re: Instability | Instability https://elementscommunity.org/forum/index.php?topic=60810.msg1218661#msg1218661
« Reply #5 on: December 24, 2015, 04:51:55 am »
Maybe you could have it nova the other person as it is portal'd? That would require a follow up card to be able to use it properly. You would need a lobo of some kind, or a blackhole to avoid having it sent right back to you

Offline Flayne

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Re: Instability | Instability https://elementscommunity.org/forum/index.php?topic=60810.msg1218681#msg1218681
« Reply #6 on: December 24, 2015, 02:21:54 pm »
The negative atk healing factor is a unique idea and really fits :entropy very nicely.

What I am more concerned about rather than the healing potential, is the actual card cost-power ratio when Antimatter'd specifically
for your own needs,
both  being of :entropy
I will specifically address the Upped version of both.

6 :entropy for improved antimatter + 6 :entropy for improved Instability = 12 :entropy
VS
AM'd Imp. Instability with stats = 20|6 which has a Quantic Value of:  20 atk for 20 :entropy + 1 :entropy for >5hp  - 1 :entropy for duo cost ability.

that puts the total at a Quantic Value of 20 :entropy
- 12
= 8 :entropy saved

And that Quantic Value does not include any bonus value contributed from the fact that both cards are :entropy which
makes the efficiency of the combination more apparent.

I would think the numbers need to be adjusted, I highly recommend that it have lower hp and lower Negative attack to balance it according to Anti-matter,
not necessarily to the point where the :entropy saved is 0, but at least much less than 8 (maybe 2?),
since one must put into consideration the fact that both cards must be drawn and that 12 :entropy is a rather hefty value, requiring a good amount of pillars pulled asap.

The idea in of itself is really appealing and I think deserves a spot in the game itself, :entropy needs more creature variety ( Mutation does not count as it is random)

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Offline AD TienzuStormTopic starter

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Re: Instability | Instability https://elementscommunity.org/forum/index.php?topic=60810.msg1218682#msg1218682
« Reply #7 on: December 24, 2015, 02:32:03 pm »
- snip -

Glad you like the idea ^^

And yeah, I suppose there's no need for that much cost efficiency.

Perhaps something like -14|4 for 4 :entropy as unupped and -15|4 upped? That way they're counting in the card cost as well (it uses two cards, which is less efficient than having it all on one card) and still can be cost efficient.
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Offline UndeadSpider1990

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Re: Instability | Instability https://elementscommunity.org/forum/index.php?topic=60810.msg1219233#msg1219233
« Reply #8 on: January 03, 2016, 03:30:32 pm »
You could lobo it in element, even quint it. Looks too OP. Nerf it's HP so the opp can kill it easier?
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Offline AD TienzuStormTopic starter

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Re: Instability | Instability https://elementscommunity.org/forum/index.php?topic=60810.msg1219239#msg1219239
« Reply #9 on: January 03, 2016, 06:10:27 pm »
Updated.

- Raised attack to -14 for both (from -15 and -20)
- Changed HP down to 3 and 4 (from 6)
- Added another Aether to the cost of the unupped's ability

Thoughts?
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Offline iDaire

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Re: Instability | Instability https://elementscommunity.org/forum/index.php?topic=60810.msg1219440#msg1219440
« Reply #10 on: January 06, 2016, 12:22:30 am »
OP. Raise cost.

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Re: Instability | Instability https://elementscommunity.org/forum/index.php?topic=60810.msg1219455#msg1219455
« Reply #11 on: January 06, 2016, 04:46:46 am »
It's getting there, but probably still a little on the strong side.

Cool idea though--I like that it will always heal your opponent first as a balancing measure and the strong backfire potential (if they lobo it/cc it before it switches sides it helps your opponent).

Personally I think one card shouldn't heal for more than 10 hp/turn. Granted, this should end up being more efficient than SoG since it heals the opponent 1 turn and is easier to counter so you might have to cut the cost.

Things get a little weird with the upgrade--improvements like lowering the ability cost can also make it easier for your foe to turn it back against you.

 

anything
blarg: