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Offline artimies7Topic starter

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Re: Mimic Spawner | Mimic Hatcher https://elementscommunity.org/forum/index.php?topic=55069.msg1147157#msg1147157
« Reply #12 on: July 22, 2014, 08:16:18 pm »
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You use "target card," but at the moment, is there anything but creatures that this could be used with?

That's actually something I put in the notes. I wondered if one might target permanents with this card. It'd make for a nice soft PC if we were able to remove a weapon's ability or render one pillar at a time useless by taking away their quanta generating.


In the case of pillars and stacks, how would you plan on clarifying which have been rendered useless if it did target permanents?

I was thinking the affected pillar/pendulum would be removed from the stack and put in a new stack of the same card sans ability.
How would that work in lieu of a full permanent area with no open slots?

Oh geez. I don't know if that's ever happened to me, it's so rare.

There are two ways I could see this going.
One, the new and useless permanent is destroyed. That's not too different to how the game would be affected anyway unless there's some Reverse Time that you'd use for permanents.
Two, the ability doesn't go through. Either you cannot target any more pillars or you just don't get a creature with the permanent's ability and you've wasted some quanta.
I'd opt for the second one. It seems 'safer' and a bit more in line with the way other full-field restrictions work ingame. Using Mitosis on a creature when you already have a full field, for instance.

If neither of those strikes your fancy, I suppose one might just decrease the counter of usable pillars/pendulums when this ability's used and add some kind of token on the card image to show there's a useless pillar there.

Anything else? If not, I'll go ahead and update the card so the upped version has a  :life :life :life cost instead of just one. Oh, and the card text rewording, too.

EDIT: Fixed it all.
« Last Edit: July 23, 2014, 04:07:25 pm by artimies7 »
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Offline Pineapple

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Re: Mimic Spawner | Mimic Hatcher https://elementscommunity.org/forum/index.php?topic=55069.msg1147249#msg1147249
« Reply #13 on: July 23, 2014, 07:56:27 pm »
You might as well increase the original card's cost for the upped, also. Compared to Dive/TU combo, this card can get out of hand pretty quickly.
Unless you specify "...target non-Mimic card..."

Offline artimies7Topic starter

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Re: Mimic Spawner | Mimic Hatcher https://elementscommunity.org/forum/index.php?topic=55069.msg1147281#msg1147281
« Reply #14 on: July 24, 2014, 02:22:37 am »
You might as well increase the original card's cost for the upped, also. Compared to Dive/TU combo, this card can get out of hand pretty quickly.
Unless you specify "...target non-Mimic card..."

Oh, I hadn't even thought of targeting another Mimic. That would make it kind of out of control. Hmm.

I'll up the upped card cost by one right away, but perhaps the imbalance can be rectified in the actual Mimic. I'm thinking an upkeep cost for continued attacking, modified by the either the cost of the target creature or the atk | def it possesses. The drain probably shouldn't be of random quanta, because then you could just target you opponent's pillars and generate all the extra quanta you needed. Probably just Life quanta.

Or maybe the Mimic could be destroyed when targeted by a Mimic Spawner | Mimic Hatcher. That would work & be much easier to remember/code/understand.
I want to make the balancing effect come from the spawned creature because I don't want to stuff any more text onto the parent card lol

Also, any other ideas for the whole full permanent field thing? I still want to spawn a useless token pillar, but I'd rather have the ability be unavailable for permanents if the targeted field is full as opposed to destroying the new permanent.
« Last Edit: July 24, 2014, 02:33:37 am by artimies7 »
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