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Wesus69

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Re: My new cards https://elementscommunity.org/forum/index.php?topic=1471.msg13982#msg13982
« Reply #12 on: December 23, 2009, 04:52:19 am »
alright changed a few things

bobcamel

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Re: My new cards https://elementscommunity.org/forum/index.php?topic=1471.msg14087#msg14087
« Reply #13 on: December 23, 2009, 09:48:06 pm »
The main problem is that

The enemy has 5 creatures.

Envy uses Growing Envy, is now 9/10.

The enmy has 6 creatures next turn for some reason.

Envy uses Growing Envy, is now 15/16.

Enemy is flooded by your Cancer Cells or had a pile of Graveyards and you killed some creatures, so now he has 20 creatures.

Envy uses Growing Envy, is now 35/36.

That's a tad too powerful you know

Wesus69

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Re: My new cards https://elementscommunity.org/forum/index.php?topic=1471.msg14132#msg14132
« Reply #14 on: December 24, 2009, 02:15:43 am »
sorry i ment to remove the 3 life cost of envy, now it is passive, not usable.

bobcamel

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Re: My new cards https://elementscommunity.org/forum/index.php?topic=1471.msg14356#msg14356
« Reply #15 on: December 26, 2009, 01:26:41 pm »
Now they're balanced so I like them, I hope others will too.

Wesus69

  • Guest
Re: My new cards https://elementscommunity.org/forum/index.php?topic=1471.msg14379#msg14379
« Reply #16 on: December 26, 2009, 05:29:51 pm »
New cards!

Slivers (1 for each element, and the buff eachother)

Entropy - Chaos Sliver
1/1 summon 1 Entropy
Ability: Chaos Seed (he uses a chaos seed) for 2 entropy i know its higher then ormal chaos seed but you can use his every turn)

Death - Poison Sliver
2/2 summon 3 death
ability: (passive) All slivers gain Poison. Poison costs 2 death for each sliver using it.

Gravity - Heavy Sliver
4/4 summon 5 gravity
ability (passive) All OTHER slivers get +2/+2

Earth - Armor Sliver
2/3 summon 3 earth
ability: Target sliver gets +0/+3. cost 2 earth

Life - Healing sliver
1/1 summon 2 life
ability: Heal sliver - at the end of the turn all slivers get healed for 1

Fire - Weapon Sliiver
3/2 summon 3 fire
ability: Target sliver gets +2/+0 cost 3 fire

Water - Purity Sliver
2/2 summon 2 water
ability: Cure Sliver - remove poisonous effects on all slivers for 3 water
                    -or-
ability: Cast purity for 1 water

Light - Holy Sliver
2/2 cost 3 light
ability: Target sliver gets +3/+3 until end of turn. Cost 2 light

Air - Diving sliver
1/1 cost 3 air
ability: (Passive) all slivers have dive for 2 air, it increases their attack by 2

Time - Quick Sliver
2/2 cost 3 time
ability:  double strike - slivers gain the ability to strike twice each turn. cost 4 time

Darkness - Vampire Sliver
1/2 cost 4 darkness
ability: Vampire Bite - whenever a sliver does damage this turn it gets +1/+1. cost 5 darkness

Aether - Immortal Sliver
2/2 summon 4 Aether
ability: Immortality - target sliver gains immortality. cost 2 Aether

comments and questions welcomed like usual

bobcamel

  • Guest
Re: My new cards https://elementscommunity.org/forum/index.php?topic=1471.msg14564#msg14564
« Reply #17 on: December 27, 2009, 05:24:18 pm »
Chaos Sliver: I guess 2 Entorpy for CS is a good cost for it on suchaweak creature. Still, I'd make it 3.
Poison Sliver: Is good.
HevE Sliver: Is good, although... 6 of those and you have 6 14/14 creatures. Still, the cost should be enough.
Armor Sliver: I alright.
Healing Sliver: Not very useful, as all those seem like they'd die fastly if any, but. Maybe increase the effect radius to all creatures and/or give a +1/+1 buff to all.
Wepon Sliver: Drop the cost to 2. 3 isn't that needed. Or is it? I'm not sure. Leave it as it is.
Purity Sliver: The first ability is just Plagueproofness, what is kinda alright, just pisses them off, the second one wrecks any poison deck, as you can heal all the poison off you every turn. Change the concept entirely.
Holy Sliver: If only until the end of turn, 1 Light for this is alright.
Diving Sliver: Not only it replaces the original useful abilities, but also is a 1:1 ratio damage? Notverygood. Make it a honest dive, or just a stable boost.
Quicksilver: This one is actually pretty strong. Would be very useful, if not a bit too strong in Time/Gravity Sliders.
Vampire Sliver: Sounds good. High cost, but makes all of them gain +1/+1 if they don't run into a full stop or a Sundale.
Immortal Sliver: This one could be a bit too strong. Having all those Sliders sounds good, but having them un-get-riddable-of sounds just OP.


 

blarg: