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Offline iDaireTopic starter

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Gradual Liquidation | Imperceptible Massacre https://elementscommunity.org/forum/index.php?topic=54496.msg1135827#msg1135827
« on: May 10, 2014, 10:22:32 pm »
NAME:
Gradual Liquidation
ELEMENT:
Thanatos
COST:
6 :thanatos
TYPE:
Permanent
ATK|HP:

TEXT:
Every three turns, a random enemy creature is killed regardless of current status.
NAME:
Imperceptible Massacre
ELEMENT:
Thanatos
COST:
6 :thanatos
TYPE:
Permanent
ATK|HP:

TEXT:
Every two turns, a random enemy creature is killed regardless of current status.

ART:
http://welshdragon.deviantart.com/art/An-Old-Clock-362255762
IDEA:
Me
NOTES:
Time To Die!
Get it?

SERIES:


Offline skyironsword

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Re: Gradual Liquidation | Imperceptible Massacre https://elementscommunity.org/forum/index.php?topic=54496.msg1135880#msg1135880
« Reply #1 on: May 11, 2014, 01:54:16 am »
Upped is a lot stronger than unupped. "What's a one turn difference going to make?" you might ask.

... Sundial.

Offline Joseph7

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Re: Gradual Liquidation | Imperceptible Massacre https://elementscommunity.org/forum/index.php?topic=54496.msg1135934#msg1135934
« Reply #2 on: May 11, 2014, 02:40:01 pm »
The upped is way too strong. I would suggest varying the cost, not the effect. Perhaps make unupped cost 7 and upped cost 5? Or make this card susceptible to a 1-turn delay when 'Sundial' is played. I like the idea!

Offline jarozaoz

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Re: Gradual Liquidation | Imperceptible Massacre https://elementscommunity.org/forum/index.php?topic=54496.msg1135941#msg1135941
« Reply #3 on: May 11, 2014, 04:22:33 pm »
Lovely nice, but upped one effect is way too strong, like sky said.

I think unupped cost 7, and upped cost 6 would pass. ;)
You. And sand. Endless sand. Endless trillions tons of sand.
This endless power. which can kill you like insignificant bug.
This, is a power of :time...

Offline OdinVanguard

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Re: Gradual Liquidation | Imperceptible Massacre https://elementscommunity.org/forum/index.php?topic=54496.msg1136132#msg1136132
« Reply #4 on: May 12, 2014, 08:11:36 pm »
Lovely nice, but upped one effect is way too strong, like sky said.

I think unupped cost 7, and upped cost 6 would pass. ;)
Randomly killing enemy creatures without regard to their stats or cost is usually a bad idea since it makes it hard to balance.

If the killing is biased so that creatures that have a lower cost, HP, or ATK are more likely targets, then I think that would be better.
(You could use any one of those or even all 3)

For example, skull shield's chance to kill a creature drops as the creature's HP rises.

That would be a good idea here too I think.
I.e. the chance for a prospective creature to die = (reciprocal of prospective creature's HP) / (sum of recprocals of all creature HPs)

E.g. if you had 5 skeletons, a mummy, and a bone dragon, then
-> sum of all reciprocal HPs = 5*(1/1) + 1/3 + (1/5) = 5.53
so each skeleton has a 1 / 5.53 chance to get killed, the mummy has a (1/3)/5.53 chance to get killed, and the dragon has a (1/5) / 5.35 chance to get killed.

That way, its still a potent CC, but players can attempt to use many small creatures as meat shields to protect their larger creatures.

This gives a sort of inverse advantage to decks that pack many small creatures.
It also encourages the use of mass CC combos and preserves the balancing mechanics that make earth and gravity useful even though their creatures have lower attack to cost ratios.
« Last Edit: May 12, 2014, 08:13:53 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

 

anything
blarg: