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Offline foxrain4Topic starter

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Immortal Jellyfish | Turritopsis Nutricula https://elementscommunity.org/forum/index.php?topic=61827.msg1231464#msg1231464
« on: April 23, 2016, 03:51:58 am »
NAME:
Immortal Jellyfish
ELEMENT:
Water
COST:
4 :water
TYPE:
Creature
ATK|HP:
4 | 4
TEXT:
Increase max hp by 1 each turn, stop death when killed, heal to full hp instead, then lose 4 max hp.
NAME:
Turritopsis Nutricula
ELEMENT:
Water
COST:
2 :water
TYPE:
Creature
ATK|HP:
2 | 4
TEXT:
Increase max hp by 1 each turn, stop death when killed, heal to full hp instead, then lose 2 max hp.

ART:
   sharonang https://pixabay.com/en/jellyfish-fish-blue-aquarium-1231823/
IDEA:

NOTES:
Updated as of 28/04/2016

Rules: the increase max hp by 1 does not heals immortal jellyfish by 1.

I was trying to challenge myself into making a card whereby an upgraded card looks weaker at first sight, but in fact, is actually stronger.

Immortal Jellyfish is a creature that increase its max hp by 1 every turn
while it doesn't heals itself, the purpose of the increased max health comes into play when Immortal Jellyfish is struck to death, it stops the death process by losing its max health while recovering to full hp.

The upgraded card, Turritopsis Nutricula is stronger because when it dies,
it loses 2 max hp only instead of 4 max hp. It have a much lower attack, but losing 2 max hp only gives it stronger immortality,
when combined with a myriad of buffs and spells, the lack of powerful initial attack is not that significant as you can just attack buff it.
SERIES:

« Last Edit: April 27, 2016, 11:45:12 pm by foxrain4 »

Offline Kamietsu

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Re: Immortal Jellyfish | Turritopsis Nutricula https://elementscommunity.org/forum/index.php?topic=61827.msg1231473#msg1231473
« Reply #1 on: April 23, 2016, 06:04:17 am »
Interesting. So this thing can only be killed by being attacked twice in one turn, depleting the full value of it's HP both times. Since it will gain 1 max hp the turn you play it, killing it on your opponent's turn will result in it having 1 hp. Since it's stops death, does that mean death effects don't trigger like bonewall? Does that mean poison doesn't go away?

Your upgraded card, though, still seems far weaker, even if it loses only 2hp instead of 4. They are still essentially the same for the first few turns only the upgraded lacks attack.

Turn 1 -> play Jellyfish
Opp 1 -> Kills Jelly fish. Jellyfish is now 4|1
Turn 2 -> Jellyfish is now 4|2
Opp 2 -> Kill jellyfish, jellyfish stays dead as it would be at a max hp of -2

Turn 1 -> play Nutricula
Opp 1 -> Kill Nutricula. Nutricula is now 2|1
Turn 2 -> Nutricula is now 2|2
Opp 2 -> Kills Nutricula . Nutricula stays dead as it has a max HP of 0

In order for Nutricula to outlive the unupgraded form it would need to survive 3 turns, otherwise killing it twice in a row will make sure it stays dead. Jellyfish will still outdamage Nutricula in those same three turns and Jellyfish needs to survive 5 turns before it can survive being killed twice.

It's an interesting concept, though, and I really like where this idea is headed but I feel it definitely needs some tweaking.
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Offline foxrain4Topic starter

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Re: Immortal Jellyfish | Turritopsis Nutricula https://elementscommunity.org/forum/index.php?topic=61827.msg1231474#msg1231474
« Reply #2 on: April 23, 2016, 06:50:02 am »
Interesting. So this thing can only be killed by being attacked twice in one turn, depleting the full value of it's HP both times. Since it will gain 1 max hp the turn you play it, killing it on your opponent's turn will result in it having 1 hp.

Your upgraded card, though, still seems far weaker, even if it loses only 2hp instead of 4. They are still essentially the same for the first few turns only the upgraded lacks attack.

Turn 1 -> play Jellyfish
Opp 1 -> Kills Jelly fish. Jellyfish is now 4|1
Turn 2 -> Jellyfish is now 4|2
Opp 2 -> Kill jellyfish, jellyfish stays dead as it would be at a max hp of -2

Turn 1 -> play Nutricula
Opp 1 -> Kill Nutricula. Nutricula is now 2|1
Turn 2 -> Nutricula is now 2|2
Opp 2 -> Kills Nutricula . Nutricula stays dead as it has a max HP of 0

In order for Nutricula to outlive the unupgraded form it would need to survive 3 turns, otherwise killing it twice in a row will make sure it stays dead. Jellyfish will still outdamage Nutricula in those same three turns and Jellyfish needs to survive 5 turns before it can survive being killed twice.

It's an interesting concept, though, and I really like where this idea is headed but I feel it definitely needs some tweaking.
Im getting confused, i will just explain whats on the top of my head first and see replies.

Immortal Jellyfish increase max hp every turn, but does not heal 1 hp every turn.

You only need to kill Immortal Jellyfish once if its max hp is 4.
You need to kill Immortal Jellyfish twice if its max hp is 5.

Turn 1 > Immortal Jellyfish 4 attack /(4 hp out of 4 max hp)
End of turn > Immortal Jellyfish 4 attack /(4 hp out of 5 max hp)
opponent turn > lightning deal 5 damage to immortal jellyfish, Immortal Jellyfish stops death and lose 4 max hp instead, 4 attack/(0 hp out of 1 max hp),
recover to full hp > Immortal Jellyfish 4 attack/ (1 hp out of 1 max hp.)
End of turn 2 > Immortal Jellyfish 4 attack/(1 hp out of 2 max hp.)

So basically how fast Immortal Jellyfish and Turritopsis Nutricula comares to dying faster is determined by their lose 4 and 2 max hp respectively.
You will need to buff up heavily Turritopsis Nutricula in order to make it powerful yet when it "dies" it loses 2 max hp only.

Quote
Since it's stops death, does that mean death effects don't trigger like bonewall? Does that mean poison doesn't go away?
Yes death effects are not triggered until Immortal Jellyfish still dies after stopping the death effects,
poison never goes away.
« Last Edit: April 23, 2016, 07:00:12 am by foxrain4 »

Offline Kamietsu

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Re: Immortal Jellyfish | Turritopsis Nutricula https://elementscommunity.org/forum/index.php?topic=61827.msg1231689#msg1231689
« Reply #3 on: April 26, 2016, 07:14:26 pm »
Oh, so it doesn't gain 1 hp everytime it gains 1 max hp. That just makes this card less useful then. But even still, that makes the upgraded form even weaker as it will die much quicker than its unupgraded form. It's a lot easier to deal 2 damage twice to a creature than 4 damage once and then 1 damage. And in either cause, if it is killed on the second turn it is on the field then that means that the unupgraded form dealt 8 damage while the upgraded form dealt 4 damage.

I think a better idea would be to keep the attack and health the same as the unupgraded form but leave the effects how they are now so that the upgraded form starts with 4 hp and loses 2 max instead of 4 max.
╔╦╦═╦══╦╗  ( ̄ー ̄) --Snorlax says:
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anything
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