I like this idea, but I'm a bit confused by your statement regarding Adaptive not working with Mitosis, LS, etc. Is this to say that Mitosis and the like are canceled by Adaptive? Or vice versa?
Canceled; think of this scenario:
Player A plays an Omniplant. Because Player A has a Water mark, it gains 'Growth' at the end of the turn thanks to Adaptive. The following turn, if Player A uses Mitosis on Omniplant, regardless of whether Player A uses the Mitosis ability or not (given ample quanta), at the end of the turn, Adaptive checks to see what the player's mark is (which is still ), and then gains 'Growth' again. This applies to all forms of lobotmization, so it's impossible to 'rewrite' Omniplant's ability with something else because of the passive skill Adaptive.
Okay that's how I understood it to be but wanted to verify before commenting further.
It's because of that interaction that I think some of these abilities have the potential to be more useful than if the ability modifiers such as LS simply had no effect. For instance, this card's somewhat high HP amount makes it a better target for Mitosis which in turn makes a Web stall with Wings and Bonds more viable, even if the Mitosis effect will only last for a single turn. But on the other hand I think that also makes some ability options too strong. I may as well list my thoughts on each below.
- I like this choice. It's a counter to some CC and can also act as a softer form of CC for
as well.
- I agree this one isn't too strong, even with the possibility of a Web stall as I described above. However, while it doesn't seem logical that a plant could have an airborne-related ability, I think that given the fantasy nature of the game we're playing we can overlook that conclusion on the grounds that Omniplant takes on the nature of its
mark and receives the ability to fly, hover, levitate, etc. Furthermore, applying that type of logic here also means that some other ability choices don't make much sense, such as a plant that sets itself on fire. Granting it Dive or Snipe wouldn't be bad, with an added bonus of it gaining Airborne status if needed.
- I'm not too sure about this one. It seems most useful in conjunction with Shards or when expecting Discord to be used against you. I would like to say that it's good for countering Devs as well, but with 0 attack they won't be triggering this ability on their own anyways, making that somewhat situational. On the other hand it creates a weakness to BH.
- I like this one, especially in light of Mitosis being usable for one turn for a nice combo.
- I'm not a fan of the Burrow ability, not with these stats at least. About the only use for such an ability I can find is to use Mitosis on one, granting yourself at most 12 invulnerable Omniplants to power a Feral Bond you already have in play. If you were to give it an ability such as Stone Form or possibly even Heavy Armor (single use) then you'd keep most of the invulnerability while allowing a few other combos such as Adrenaline, Rage Potion, etc. to be more viable. But then again I don't think it'd be possible for Adaptive to recognize that it can't give that ability back to the creature after its first use since technically speaking it'd be without an active ability then...hmm.
- The
/
Mutation synergy already exists with Fallen Elf so I personally find this one a bit redundant. But then again I don't really see much of an alternative for it with what
currently has to offer.
- Good ability. Gives it an offensive capability that's not destructive.
- Yeah, the current HP + Devour is a bit too much. However, I would hate to see an HP decrease because it would make it yet another of Life's creatures that's not fond of CC in the slightest.
- Mitosis would be broken if the cost were kept at 2
. However, it probably wouldn't be if it were to cost the same amount as the creature's playing cost. Either way, I think the Sapling ability is fine as is; it's an effective, but not too fast or powerful method of creature spam.
- I dislike Photosynthesis here. It makes Rustler even more useless outside of the occasional FFQ/miscellaneous combos, even if the playing cost of this card is higher for the simple reason that it's significantly more durable. If Holy Light seems too OP as a continuous ability then it might be possible to make it a one-time use, although we run into the issues with single-use abilities again like with Stone Form/Heavy Armor. Heal's too weak, Luciferin doesn't seem right...about the only remaining abilities would be Divine Shield (weak, but somewhat useful) or Sanctuary (possibly without the HP regeneration and just the protection status). Bioluminescence also might work, though I'm having a hard time thinking of a use for that outside of the obvious synergy with Rustler or Hope.
- Awesome synergy with Bonds, but I'm sure this will be very scary with Adrenaline.
- Fits, though redundant with Forest Spirit.