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Offline OdinVanguardTopic starter

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Interception | Misdirection https://elementscommunity.org/forum/index.php?topic=64306.msg1261480#msg1261480
« on: March 27, 2017, 10:39:59 pm »
NAME:
Interception
ELEMENT:
Gravity
COST:
3 :gravity
TYPE:
Permanent
ATK|HP:

TEXT:
:gravity :gravity : Mark a held ally.
 When an ally is dealt damage, pay :light to redirect the damage to your largest marked ally.
NAME:
Misdirection
ELEMENT:
Gravity
COST:
4 :gravity
TYPE:
Permanent
ATK|HP:

TEXT:
:gravity :gravity : Mark target held card. When an ally recieves damage, pay :darkness to redirect the damage to a random marked enemy.

ART:
OdinVanguard, created using Hexagon, DAZ studio 4.9 and textures from mayang.com and freetextures.com
IDEA:
OdinVanguard
NOTES:
"Today everything seems to come together"

"To jump in front of the enemies bullet to save your friend is truely valiant... but it is far safer to trick your enemies into shooting each other instead"


An expansion upon the gravity pull concept. Here, however, all damage sources will get redirected. I.e. damage from spells and other sources will also be redirected (except poison).

The unupgraded version will mark 1 creature card in your hand each turn, while the upgraded will mark 2 cards (but not limited to creatures only) in either hand each turn.

The only exceptions to this damage redirection are:
Damage from poison, damage dealt by the 'voodoo' ability, and attack damage dealt by creatures with momentum, .
The first two are thematically "internal" so you wouldn't be able to draw them away with gravity, the last one is to help further distinguish the momentum mechanic from the psionic mechanic.

Misdirect will take precedence over intercept.
If both sides have creatures with misdirect the side opposing the damage source's original target take precedence.

If you do not have any :light (or :darkness for upgraded version) then the effect will not take place.

Ex.
You have a Guardian angel and Armagio with intercept and misdirect
Your opponent has a the same.
Your opponent targets your guardian angel with a berserk potion.
The berserk potion is randomly redirected to one of their two creatures with misdirect.
(This will either kill their angel or give their Armagion +6|-6)

To keep this distinct from gravity pull, each copy of this card will only trigger its redirection effect 1 time per turn. E.g. if you have 6 interceptions, then you will be able to redirect 6 damage sources per turn (same goes for misdirection).
However, for the purposes of handling mass target spells (e.g. Rain of Fire) all damage dealt by that spell gets treated as a single 'source' and gets redirected all at the same time.

Example:
You have 3 otyughs and a marked armagio with 3 interceptions in play and 3 :light quanta to power them.
Your opponent casts rain of fire.
The 9 damage that would be dealt among the 3 otyughs is redirected to the armagio and it takes 12 damage and you pay 1 :light .
Your opponent does this again and the armagio takes another 12 damage and you pay another 1 :light .
The opponent does this a third time. The armagio still intercepts the 12 damage and you pay 1 :light again. The armagio dies in the process, but your otyughs survive.

SERIES:
Marked Card Mechanic Series

Spoiler for Old Version (permanent):
NAME:
Interception
ELEMENT:
Gravity
COST:
5 :gravity
TYPE:
Permanent
ATK|HP:

TEXT:
Mark 1 held ally per turn. When an ally is dealt damage, pay :darkness to redirect the damage to your largest marked ally.
NAME:
Misdirection
ELEMENT:
Gravity
COST:
6 :gravity
TYPE:
Permanent
ATK|HP:

TEXT:
Mark 2 held cards per turn. When an ally recieves damage, pay :darkness to redirect the damage to a random marked enemy.

ART:
OdinVanguard, created using Hexagon, DAZ studio 4.9 and textures from mayang.com and freetextures.com
IDEA:
OdinVanguard
NOTES:
"Today everything seems to come together"

"To jump in front of the enemies bullet to save your friend is truely valiant... but it is far safer to trick your enemies into shooting each other instead"


An expansion upon the gravity pull concept. Here, however, all damage sources will get redirected. I.e. damage from spells and other sources will also be redirected (except poison).

The unupgraded version will mark 1 creature card in your hand each turn, while the upgraded will mark 2 cards (but not limited to creatures only) in either hand each turn.

The only exceptions to this damage redirection are:
Damage from poison, damage dealt by the 'voodoo' ability, and attack damage dealt by creatures with momentum, .
The first two are thematically "internal" so you wouldn't be able to draw them away with gravity, the last one is to help further distinguish the momentum mechanic from the psionic mechanic.

Misdirect will take precedence over intercept.
If both sides have creatures with misdirect the side opposing the damage source's original target take precedence.

If you do not have any :light (or :darkness for upgraded version) then the effect will not take place.

Ex.
You have a Guardian angel and Armagio with intercept and misdirect
Your opponent has a the same.
Your opponent targets your guardian angel with a berserk potion.
The berserk potion is randomly redirected to one of their two creatures with misdirect.
(This will either kill their angel or give their Armagion +6|-6)
SERIES:
Marked Card Mechanic Series

Spoiler for old version (spell):
NAME:
Interception
ELEMENT:
Gravity
COST:
3 :gravity
TYPE:
Spell
ATK|HP:

TEXT:
Mark target ally. Give marked allies: "Intercept: Redirect damage from smaller allies to self. Owner pays :light ."
NAME:
Misdirection
ELEMENT:
Gravity
COST:
5 :gravity
TYPE:
Creature
ATK|HP:

TEXT:
Mark a target. Give marked enemies: "Misdirect: Redirect damage from marked enemies to self. Opponent pays :darkness ."

ART:
OdinVanguard, made using hexagon and DAZ studio 4.6
IDEA:
OdinVanguard
NOTES:
"Today everything seems to come together"

"To jump in front of the enemies bullet to save your friend is truely valiant... but it is far safer to trick your enemies into shooting each other instead"


An expansion upon the gravity pull concept. Here, however, all damage sources will get redirected. I.e. damage from spells and other sources will also be redirected (except poison).

For the unupgraded version, the largest marked ally with the "intercept" trait will take precedence (until its HPs drop below the next highest ally). So in effect, each time a creature you own would take damage, that damage is instead dealt to the largest creature you own that has 'intercept'. Furthermore, if this effect will also protect you if you have less HPs than your largest creature that has 'intercept'
In the case of a mass target effect (Rain of Fire, etc) this intercepting creature is chosen only once, at the start of the effect resolution. It will still absorb all of the damage from that effect even if this results in overkill.

The upgraded version is the inverse. You force your opponent's creatures to take the damage instead. However, they will only intercept damage away from creatures on your side that are marked. The enemy that will intercept a given damage source is chosen randomly each time from amongst all enemies with the "Misdirect" trait.

Misdirect will take precedence over intercept in all cases.
If both sides have creatures with misdirect the side opposing the damage source's original target take precedence.

If you do not have any :light (or :darkness for upgraded version) then the effect will not take place.

Ex.
You have a Guardian angel and Armagio with intercept and misdirect
Your opponent has a the same.
Your opponent targets your guardian angel with a berserk potion.
The berserk potion is randomly redirected to one of their two creatures with misdirect.
(This will either kill their angel or give their Armagion +6|-6)
SERIES:
Marked Card Mechanic Series
« Last Edit: March 31, 2017, 02:43:11 pm by OdinVanguard »
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

Offline CactusKing

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Re: Interception | Misdirection https://elementscommunity.org/forum/index.php?topic=64306.msg1261491#msg1261491
« Reply #1 on: March 28, 2017, 09:25:53 am »
 :light RoL + :aether Fractal:darkness voodoo doll + :gravity Interception + :water Dry spell could be very powerful.

Upgraded misdirection seems like an UP gravity pull to me, is there something i'm missing?
Also, can the effects of these cards be lobotomised?
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Offline OdinVanguardTopic starter

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Re: Interception | Misdirection https://elementscommunity.org/forum/index.php?topic=64306.msg1261499#msg1261499
« Reply #2 on: March 28, 2017, 11:39:45 am »
These would require some way to mark enemy cards aside from themselves to be most powerful.upgraded misdirection is much different than gp. It directs damage away from your creatures and onto the opponents.
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

Offline kaempfer13

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Re: Interception | Misdirection https://elementscommunity.org/forum/index.php?topic=64306.msg1261500#msg1261500
« Reply #3 on: March 28, 2017, 11:44:22 am »
only good uses are masspull for voodoodolls for unupped (and possibly protecting an otyugh) and abuse with gravity pull for upped (block dmg and clear opponents marked enemies until no marked enemies are left)
upped also only works when opponent has  :darkness quanta?! If so remove that.
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Offline Espithel

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Re: Interception | Misdirection https://elementscommunity.org/forum/index.php?topic=64306.msg1261505#msg1261505
« Reply #4 on: March 28, 2017, 03:52:06 pm »
This is a fun mechanic on one of the most poorly worded cards I have ever seen. Here's a translation:
Code: [Select]
Mark an ally when played. When an ally is dealt damage, pay :light to move the damage to the largest marked ally.
Code: [Select]
Mark an enemy when played. When an ally deals damage, pay :darkness to move the damage to a random marked enemy.
This needs to be a permanent or creature to work as intended; Assume you have creature A out. You mark it with Interception. Then you play creature B and mark it with another marking card. Creature B wouldn't intercept because interception has a one-time ability replacement.

Offline OdinVanguardTopic starter

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Re: Interception | Misdirection https://elementscommunity.org/forum/index.php?topic=64306.msg1261507#msg1261507
« Reply #5 on: March 28, 2017, 04:27:35 pm »
This is a fun mechanic on one of the most poorly worded cards I have ever seen. Here's a translation:
Code: [Select]
Mark an ally when played. When an ally is dealt damage, pay :light to move the damage to the largest marked ally.
Code: [Select]
Mark an enemy when played. When an ally deals damage, pay :darkness to move the damage to a random marked enemy.
This needs to be a permanent or creature to work as intended; Assume you have creature A out. You mark it with Interception. Then you play creature B and mark it with another marking card. Creature B wouldn't intercept because interception has a one-time ability replacement.
Good translation. Been struggling getting wording that would fit and still describe the effect...
The upped is a little off though. It should read 'when an ally takes' damage rather than 'when an ally deals damage'. Because the effect is moving damage that gets dealt to your creatures onto the enemy creatures.
Code: [Select]
Mark an enemy when played. When an ally takes damage, pay :darkness to move the damage to a random marked enemy.
Guess I'll rework this. I really wanted it to be a spell card that put a buff on a creature to do this, but I think it is just too confusing that way.

Will give me time to do some updates for the art while I'm at it.

Making it on a permanent or creature will give the added benefit of limiting the number of times it triggers to limit GP combo abuse.
« Last Edit: March 28, 2017, 04:29:48 pm by OdinVanguard »
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

Offline Espithel

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Re: Interception | Misdirection https://elementscommunity.org/forum/index.php?topic=64306.msg1261508#msg1261508
« Reply #6 on: March 28, 2017, 05:16:51 pm »
Making it a creature also allows it to self-combo, which'll either look awesome or make armadilgo fans cry.

Offline OdinVanguardTopic starter

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Re: Interception | Misdirection https://elementscommunity.org/forum/index.php?topic=64306.msg1261511#msg1261511
« Reply #7 on: March 28, 2017, 06:26:02 pm »
Making it a creature also allows it to self-combo, which'll either look awesome or make armadilgo fans cry.
Depends on how expensive it is, and how its stats look... hopefully I can make it awesome without overshadowing Armagio.
I think it will end up being a bit more expensive with lower HP but a more meaningful attack... More of a leader / support troop instead of a front line meat shield. So comboing on itself would be more of a last ditch effort.
Most likely it would be included as a way to enable your armagios (or maybe SoFo's) to defend your creatures instead of just the owner.

The amusing thing now that I think about it, is that the unupped version (which needs :light ) actually works better with dolls than the upped version which uses :darkness
« Last Edit: March 28, 2017, 06:30:53 pm by OdinVanguard »
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

Offline OdinVanguardTopic starter

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Re: Interception | Misdirection https://elementscommunity.org/forum/index.php?topic=64306.msg1261612#msg1261612
« Reply #8 on: March 30, 2017, 06:30:50 pm »
Updated. Decided to go with a permanent. Not that making it a creature was a bad idea, but I wanted to give armagio a fighting chance... Plus, I thought of the art concept and just had to go for it :D
So thematically, it is like the player themselves using the power of :gravity and either :light or :darkness to redirect damage that gets dealt to themselves and / or their creatures...
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

Offline CactusKing

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Re: Interception | Misdirection https://elementscommunity.org/forum/index.php?topic=64306.msg1261661#msg1261661
« Reply #9 on: March 31, 2017, 09:30:00 am »
This makes misdirection useless by itself, as it has no way to mark enemy cards.
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Offline OdinVanguardTopic starter

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Re: Interception | Misdirection https://elementscommunity.org/forum/index.php?topic=64306.msg1261673#msg1261673
« Reply #10 on: March 31, 2017, 02:20:11 pm »
This makes misdirection useless by itself, as it has no way to mark enemy cards.
'Held card' means in either hand.

Thats why I used 'held ally' in the unupped, because ally implies a creature that is on your side (e.g. not creatures in the enemy hand).
So misdirection will mark cards that are in the opponent's hand as well as yours.

I have modified the card to allow direct targeting of held cards for the upped version since this still seems unclear. Hopefully it is straight forward enough now.

I also dropped the cast cost but added an activation cost for marking cards.

On a side note, this will make a very nice synergy with precognition for the upgraded version, since you would then be able to ensure that you mark a creature and not a permanent or spell when marking cards in the opponent's hand.
It could also synergy well with silence and SoBr since those could help get around players that try to counter by keeping an empty hand.


Making it a creature also allows it to self-combo, which'll either look awesome or make armadilgo fans cry.
Depends on how expensive it is, and how its stats look... hopefully I can make it awesome without overshadowing Armagio.
I think it will end up being a bit more expensive with lower HP but a more meaningful attack... More of a leader / support troop instead of a front line meat shield. So comboing on itself would be more of a last ditch effort.
Most likely it would be included as a way to enable your armagios (or maybe SoFo's) to defend your creatures instead of just the owner.

The amusing thing now that I think about it, is that the unupped version (which needs :light ) actually works better with dolls than the upped version which uses :darkness
I added a note in the OP. This effect only triggers 1 time per copy of this card you own. E.g. to stop 3 damage sources in a turn, you would need 3 of these cards in play. This will help keep it from overshadowing the gravity pull mechanic which is not limited in this way.
For the purpose of this limitation, mass target spells are treated as a single 'source' so all the damage would get intercpeted / misdirected.
« Last Edit: March 31, 2017, 02:38:28 pm by OdinVanguard »
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

 

anything
blarg: