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Offline VinerozTopic starter

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Potential | Extreme Potential https://elementscommunity.org/forum/index.php?topic=36255.msg455882#msg455882
« on: February 02, 2012, 06:16:15 am »
NAME:
Potential
ELEMENT:
Other
COST:
3
TYPE:
Spell
ATK|HP:
TEXT:
Your mark gains a skill. This spell can't be used when your HP is > 40. Heals yourself up to 20 HP's. Stackable.
NAME:
Extreme Potential
ELEMENT:
Other
COST:
3
TYPE:
Spell
ATK|HP:
TEXT:
Your mark gains a skill. Inflict 20 damage to yourself. Stackable.
Absol and many others for suggestions.
ART:
http://www.sxc.hu/photo/1185531, modified by Vineroz
IDEA:
Vineroz
NOTES:
The idea of the card comes from this thread. When Muffinesque asked for comments on it in chat, the response is not very positive. It would be very hard to balance in a deck. And then I thought of making this idea into a card. For a more detailed "making-of" of this card, please go to this pre-Smithy thread (http://elementscommunity.org/forum/index.php/topic,36253.0.html).

Card ability break down:
    Skill
    The skill cost will be 1 from the element matching the mark. They are small effects by themselves, while matching the ability of their element.
    ElementEffect
    :airTarget creature gains :air :air:Dive
    :darknessTarget creature gains -1/+0
    :deathTarget creature gains +0/-1
    :earthTarget creature gains +0/+1
    :fireTarget creature gains +1/+0
    :gravityConvert 1 non-gravity quantum into :gravity :gravity
    :lifeHeal yourself for up to 3 HP's
    :lightTarget creature gains Bioluminescience
    :timeSee the opponent's hand
    :waterIncrease healing counter by 1
    :entropyAdd a random :entropy card in your hand
    :aetherDeal 3 spell damage to target player
    HP limit
    This is implemented to match the theme "adrenaline rush" in real life. It can also act as balance method mechanically. Healing is to make this card more useful, and worthwhile to put more than one into a deck. It also fits thematically, as the survivability after triggering potential tends to be higher.
    For the upped version, you can inflict damage on yourself instead waiting for the danger moment to trigger the potential. It should be more versatile to play in the game.

    Stackable
    This is another mechanic that makes this card interesting. When you play this card for the first time, your mark gains a skill and a counter, which denotes how many times you can activate the skill in a turn. Play this card for the second time, the counter will be set to two. One counter will be used each time you activate the skill. It will be restored at the end of the turn.
    [/list]
    Thank you
    [tr][td]
    SERIES:
    [td]
    [/td][/tr][/table][/td][/tr][/table]
    :water skill: Remove the poison status from yourself ---> Increase healing counter by 1
    :aether skill: Summon an exact copy of the target creature for 1 turn ---> Deal 2 spell damage to target player
    :life skill: Heal yourself for up to 2 HP's ---> Heal yourself for up to 3 HP's
    :aether skill: Deal 2 spell damage to target player ---> Deal 3 spell damage to target player
    « Last Edit: November 03, 2015, 03:03:17 am by Vineroz »
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    Offline UTAlan

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    Re: Potential | Extreme Potential https://elementscommunity.org/forum/index.php?topic=36255.msg455884#msg455884
    « Reply #1 on: February 02, 2012, 06:29:51 am »
    Overall, I love the concept. Most of the skills look great as is. My thoughts:

    * Change Water to decrease poison count/increase healing count by 1. That makes the Stackable useful and makes it no longer OP.
    * Aether seems OP, especially with Stackable, though I don't know what to suggest to change it to.
    * Time is useless with Stackable, but "Draw a card" seems overused between Sundial, Precog, and Hourglass. No suggestions here, either. Sorry. :P

    * Can the skill be Lobotomized or Deflagged?

    Hope that helps! Looking forward to seeing this card develop. :)

    Offline VinerozTopic starter

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    Re: Potential | Extreme Potential https://elementscommunity.org/forum/index.php?topic=36255.msg455885#msg455885
    « Reply #2 on: February 02, 2012, 06:39:04 am »
    The suggestion on water's skill is nice. OP updated.
    Aether's skill do look OP now I look at it. And I just think of another that skill it could use when I write this. :P
    Now Time's skill is really overused. Guess I will have to think of an original idea.

    The good thing about this card is it triggers the potential of the elemental itself, rather then his creature minions. It is built-in (with the mark), therefore it can't be targeted (like any other marks).
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    Offline UTAlan

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    Re: Potential | Extreme Potential https://elementscommunity.org/forum/index.php?topic=36255.msg455887#msg455887
    « Reply #3 on: February 02, 2012, 06:51:35 am »
    I love the new Aether skill. Perfect.


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    Re: Potential | Extreme Potential https://elementscommunity.org/forum/index.php?topic=36255.msg455903#msg455903
    « Reply #4 on: February 02, 2012, 09:14:30 am »
    maybe at  :aether skill:lobotomize?

    Offline OldTrees

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    Re: Potential | Extreme Potential https://elementscommunity.org/forum/index.php?topic=36255.msg455919#msg455919
    « Reply #5 on: February 02, 2012, 11:17:00 am »
    UP :life :light :aether
    Might be UP :time
    Might be OP :air

    What do you mean by stackable?

    I like this card. I think your focus on simple effects has made the card reasonable simple.
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    Offline NikaZaslavsky

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    Re: Potential | Extreme Potential https://elementscommunity.org/forum/index.php?topic=36255.msg455926#msg455926
    « Reply #6 on: February 02, 2012, 12:18:28 pm »
    I like it. Time's skill seems a bit OP though, perhaps it could be to draw two cards or something. And for the upgraded version, do you still need to have <40 HP to activate the skill?
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    Offline OldTrees

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    Re: Potential | Extreme Potential https://elementscommunity.org/forum/index.php?topic=36255.msg455929#msg455929
    « Reply #7 on: February 02, 2012, 12:43:50 pm »
    I like it. Time's skill seems a bit OP though
    ??
    Why?
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    Offline VinerozTopic starter

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    Re: Potential | Extreme Potential https://elementscommunity.org/forum/index.php?topic=36255.msg455957#msg455957
    « Reply #8 on: February 02, 2012, 02:52:55 pm »
    This card is supposed to activate a subtle effect (generally weaker then what a card can do) that can help player to survive, either by providing healing (e.g. :life :water) or rush faster (e.g. :air :aether).

    UP :life :light :aether

    For :life, considering it's healing ability (Heal, Bond, Shard) and the rushing ability, I guess it could heal 3 HP per turn, but definitely not more than that. Remember this card already heals (unupped) and is stackable.
    For :light, mid-game to late-game condition is considered when using the unupped version. By that time, decent amount of defence can be set up (Hope/Sanc/Miracle in hand) and the skill can overcome lobotomize. For upped version it allows you to set up faster, so I don't see why it is UP.
    For :aether, again I think I could make it deal 3 damage at max.

    Might be UP :time

    I think able to see the opponent's hand is a very powerful skill, as you can plan your strategy directly against them. But it indeed provides least "Protection" for the player. A poll is put up for the skill of :time.

    Might be OP :air

    I did look at Fly | Fly (http://elementscommunity.org/forum/index.php/topic,8697.0.html) for reference. If I apply that formula, it would be too complicated. According to that thread, skill cost :air :air should apply to 6-8 (8-11) attack creatures. Considering the limitation of this card (must use air mark, no airborne) I think it is fine.

    What do you mean by stackable?

    It is stated at the bottom of the notes. :) Basically it means you can activate multiple times of the skill in a turn if you used more than one "Potential".

    I like it. Time's skill seems a bit OP though, perhaps it could be to draw two cards or something.

    We don't need another drawing mechanic from :time! :P But please vote for the :time skill :)

    And for the upgraded version, do you still need to have <40 HP to activate the skill?

    No, you just need to take 20 damage (similar to SoSac) upon playing the card.
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    Re: Potential | Extreme Potential https://elementscommunity.org/forum/index.php?topic=36255.msg455996#msg455996
    « Reply #9 on: February 02, 2012, 05:04:37 pm »
    This card is supposed to activate a subtle effect (generally weaker then what a card can do)Because it is an immaterial repeatable ability.
    UP :life :light :aether

    For :life, considering it's healing ability (Heal, Bond, Shard) and the rushing ability, I guess it could heal 3 HP per turn, but definitely not more than that. Remember this card already heals (unupped) and is stackable.
    For :light, mid-game to late-game condition is considered when using the unupped version. By that time, decent amount of defence can be set up (Hope/Sanc/Miracle in hand) and the skill can overcome lobotomize. For upped version it allows you to set up faster, so I don't see why it is UP.
    For :aether, again I think I could make it deal 3 damage at max.
    Some relevant comparisons. Draw your own conclusions.
    Shard of Gratitude (Life) vs Potential (Life)
    SoG: 1 card + Life Mark + 5 :rainbow + 0 :life per turn -> Regenerate 5
    Potential: 1 card + Life Mark + Casting restrictions + 3 :rainbow + 1 :life per turn -> Regenerate 3

    Luciferin vs Potential (Light)
    Luciferin: 1 card + 2 :rainbow + 0 :light per usage -> All creatures without an active ability gain Biolum and you heal 10
    Potential: 1 card + Light Mark + Casting restrictions + 3 :rainbow + 1 :light per usage -> Target creature gains Biolum

    Shard of Void (Darkness) vs Potential (Aether)
    SoV: 1 card + Darkness Mark + 5 :rainbow + 0 :life per turn -> 3 max hp damage
    Potential: 1 card + Aether Mark + Casting restrictions + 3 :rainbow + 1 :aether per turn -> 3 Spell damage
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    Offline VinerozTopic starter

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    Re: Potential | Extreme Potential https://elementscommunity.org/forum/index.php?topic=36255.msg456287#msg456287
    « Reply #10 on: February 03, 2012, 02:53:12 pm »
    :life and :aether skill updated. I still need feedback on :time and :light skill


    I think the main difference between Luciferin and Potential (:light) is Potential is a repeated skill and stackable. Luciferin only affects creature with no active skills, while Potential can replace a creature's active skill to Bioluminescience.
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    Re: Potential | Extreme Potential https://elementscommunity.org/forum/index.php?topic=36255.msg456329#msg456329
    « Reply #11 on: February 03, 2012, 05:24:29 pm »
    What can't be used when your hp>40, Potential or mark skill?
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