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Ideas for Changing: Heal/SoD/SoG https://elementscommunity.org/forum/index.php?topic=4476.msg44274#msg44274
« on: March 27, 2010, 10:00:16 am »
Just rambling thoughts about how to change a cards.  This is one of many cards I'll ramble on about.

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Heal/SoD/SoG
Healing is one of Life's greatest assets.  It is WIDELY used in un-upped battles but becomes 100% obsolete in upgraded decks.  Shards become the new "Heal". They heal a lot and can be used by any element.  (There was even a conflict in "Battle of the Opposing Elements")  Shards buy a lot of time delaying any match.  SoG/D both seem to suspend any rush and are best used with other stalls (e.g sundial & shields), buying even more time. 

Heal: Idea
Heal yourself for up to 20hp + 10 for every 10 life quantum in your possession.

SoG: Idea Option #1
Healing starts out at 1 and raises up 1 every turn; capping out at 5.

SoG: Idea Option #2
Include a "shard" slot.  Only one SoG may be on the field at a time unless you pay 5 to take the shard out of the slot.  That allows for a second SoG to be played.

SoD: Idea
Add 20hp to your max hp for 3-4 turns.  Playing additional SoD refreshes the turn counter.

Reasoning:
These ideas would help distinguish the differences between Heal/SoG/SoD.  Heal would now scale, SoG would be less effective and SoD would still be usable in those Miracle/Max HP decks.

Links:
Zanz's Card Usage Stats                    http://elementscommunity.org/forum/index.php/topic,4093.0.html

Links:
Zanz's Card Usage                                 http://elementscommunity.org/forum/index.php/topic,4093.0.html
Ideas for Changing: Graboid                   http://elementscommunity.org/forum/index.php/topic,4475.0.html
Ideas for Changing: Bonds                     http://elementscommunity.org/forum/index.php/topic,4478.0.html

Offline Baily18

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Re: Ideas for Changing: Heal/SoD/SoG https://elementscommunity.org/forum/index.php?topic=4476.msg44297#msg44297
« Reply #1 on: March 27, 2010, 11:12:51 am »
I think 20+10 for each 10 life is a bit much. You make an Life/Light deck, you can produce about 20 life quantum per turn and then heal... thats alot :p

Oooh Muffin

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Re: Ideas for Changing: Heal/SoD/SoG https://elementscommunity.org/forum/index.php?topic=4476.msg44304#msg44304
« Reply #2 on: March 27, 2010, 12:01:15 pm »
you have to remember the shards are rares... they should be powerful
I think heal is ok as it is

acelink

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Re: Ideas for Changing: Heal/SoD/SoG https://elementscommunity.org/forum/index.php?topic=4476.msg44426#msg44426
« Reply #3 on: March 27, 2010, 06:19:22 pm »
you have to remember the shards are rares... they should be powerful
I think heal is ok as it is
Rarity has 0 affect on card balance.

acelink

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Re: Ideas for Changing: Heal/SoD/SoG https://elementscommunity.org/forum/index.php?topic=4476.msg44427#msg44427
« Reply #4 on: March 27, 2010, 06:20:33 pm »
I think 20+10 for each 10 life is a bit much. You make an Life/Light deck, you can produce about 20 life quantum per turn and then heal... thats alot :p
It just needs some sort of change.  Shards 100% replace it.  That is my point with that.

Offline jmizzle7

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Re: Ideas for Changing: Heal/SoD/SoG https://elementscommunity.org/forum/index.php?topic=4476.msg44434#msg44434
« Reply #5 on: March 27, 2010, 06:32:48 pm »
Heal is actually a very good card now, IMO. It heals for 20 and is legal in most tournaments. Shards are prohibited in nearly all PvP events.

Offline xdude

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Re: Ideas for Changing: Heal/SoD/SoG https://elementscommunity.org/forum/index.php?topic=4476.msg44435#msg44435
« Reply #6 on: March 27, 2010, 06:34:34 pm »
Well, that would make SoG's useless (yeah, 7 quanta for 5 Hp per turn IS useless).
SoD's aren't that OP, unless plaid in a deck based on them (ie: flying glories)
Heals cost 1 less, but aren't used in rainbows because of the already heavy usage in Life quanta. Your way of changing them is making them OP.
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acelink

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Re: Ideas for Changing: Heal/SoD/SoG https://elementscommunity.org/forum/index.php?topic=4476.msg44688#msg44688
« Reply #7 on: March 28, 2010, 05:20:33 am »
Heal is actually a very good card now, IMO. It heals for 20 and is legal in most tournaments. Shards are prohibited in nearly all PvP events.
Heal is VERY viable in un-upped. yeah but loses all power in upp'd combat.  Shards replace it 100%, pay 1 more (cough 3 of ANY quanta) to increase max hp/heal for 20.  Shards are not allowed in most Tournies due to format.  (Mono, duo or un-upped)  It is still allowed in regular upped format (as far as i know) & Champs League too...

A card shouldn't be "restricted" due to it being very potent stall.

Well, that would make SoG's useless (yeah, 7 quanta for 5 Hp per turn IS useless).
SoD's aren't that OP, unless plaid in a deck based on them (ie: flying glories)
Heals cost 1 less, but aren't used in rainbows because of the already heavy usage in Life quanta. Your way of changing them is making them OP.
The idea for that shard change is its still 5 healing for 2 quanta but cost increases as people stack shards.

            First SoG                                                                                               Second SoG                       
    Comes into play for 2.                 -------------------------->                          Comes into play for 2.                   
Cannot play Second SoG until 5 is paid.                                             Cannot play Third SoG until 5 is paid.     & etc
 
If SoG is destroyed you don't have to pay the additional 5 as the slot is free.



SoD > Heal in upped play  (SoG > Heal too)
SoD does more and can be used by ANY deck.  One of the two needs to change, either heal gains more appeal or SoD loses some. Maybe 5 additional healing per 10 :life

(another idea.  Decrease healing to 10, keep the cost 3 but you also draw a card-- Flash Heal)

Offline xdude

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Re: Ideas for Changing: Heal/SoD/SoG https://elementscommunity.org/forum/index.php?topic=4476.msg44717#msg44717
« Reply #8 on: March 28, 2010, 09:51:16 am »
[
The idea for that shard change is its still 5 healing for 2 quanta but cost increases as people stack shards.

            First SoG                                                                                               Second SoG                       
    Comes into play for 2.                 -------------------------->                          Comes into play for 2.                   
Cannot play Second SoG until 5 is paid.                                             Cannot play Third SoG until 5 is paid.     & etc
 
If SoG is destroyed you don't have to pay the additional 5 as the slot is free.



SoD > Heal in upped play  (SoG > Heal too)
SoD does more and can be used by ANY deck.  One of the two needs to change, either heal gains more appeal or SoD loses some. Maybe 5 additional healing per 10 :life

(another idea.  Decrease healing to 10, keep the cost 3 but you also draw a card-- Flash Heal)
So, let's see what happens in 1.21 with your newest version for heal:

Holy Flash : 10 free healing
Heal: 3 quanta cost, 10 healing, speeds up decks

While this sounds decent, it would not really make it better, just make the Life decks faster, at the cost of healing. Actually, that's a pretty good idea, Holy Flash and Precognition in 1 card....
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acelink

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Re: Ideas for Changing: Heal/SoD/SoG https://elementscommunity.org/forum/index.php?topic=4476.msg44809#msg44809
« Reply #9 on: March 28, 2010, 03:58:05 pm »
[
The idea for that shard change is its still 5 healing for 2 quanta but cost increases as people stack shards.

            First SoG                                                                                               Second SoG                       
    Comes into play for 2.                 -------------------------->                          Comes into play for 2.                   
Cannot play Second SoG until 5 is paid.                                             Cannot play Third SoG until 5 is paid.     & etc
 
If SoG is destroyed you don't have to pay the additional 5 as the slot is free.



SoD > Heal in upped play  (SoG > Heal too)
SoD does more and can be used by ANY deck.  One of the two needs to change, either heal gains more appeal or SoD loses some. Maybe 5 additional healing per 10 :life

(another idea.  Decrease healing to 10, keep the cost 3 but you also draw a card-- Flash Heal)
So, let's see what happens in 1.21 with your newest version for heal:

Holy Flash : 10 free healing
Heal: 3 quanta cost, 10 healing, speeds up decks

While this sounds decent, it would not really make it better, just make the Life decks faster, at the cost of healing. Actually, that's a pretty good idea, Holy Flash and Precognition in 1 card....
What the card would do: It would start opening a lot more deck options for using green... 
It would not be just: FFQ, Mono-Green rush, Water/Life, Light/Life Dragon Rush and Flying Staffs.  I even searched the forums looking for more life decks... i didn't see anything.

(You also forgot the lawl effect precog does... you get to see your opponents hand, lawl)

 

anything
blarg: