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Offline OdinVanguard

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Re: Weed | Weed https://elementscommunity.org/forum/index.php?topic=45692.msg1029995#msg1029995
« Reply #24 on: January 08, 2013, 07:21:33 pm »
This will be BY FAR the strongest QC in the game.
It should be noted that Pestal can quanta lock an opponent. Weeds disappear when the quanta is depleted.
True... though at least pestal takes a duo to pull off and requires a dedicated deck due to the quanta mechanics behind fractal... this is doable in mono :life and at a cost of 3 :life the upped version can easily be splashed into any deck using :life mark

Also, pestal is susceptible to mass CC, or even other forms of QC (scramble-hole makes getting the needed :aether tricky). This, on the other hand, is much harder to oppress due to the much lower startup cost.

The one good thing is that it is much more susceptible to countering via sanctuary, which will kill it dead in its tracks in one shot... but the existence of a single counter is not enough.

The fact that it will die off when quanta is depleted does only so much good.

Just play a new the following turn and the cycle begins anew.

Combined with earthquake and / or scramble, this is still going to be very potent.

... I'm not saying the quanta absorption has to go altogether, it just needs a little toning down.
« Last Edit: January 08, 2013, 07:33:36 pm by OdinVanguard »
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Offline EmeraldTiger

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Re: Weed | Weed https://elementscommunity.org/forum/index.php?topic=45692.msg1030018#msg1030018
« Reply #25 on: January 08, 2013, 07:44:21 pm »
So too thematic with weed concept?
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Offline OdinVanguard

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Re: Weed | Weed https://elementscommunity.org/forum/index.php?topic=45692.msg1030056#msg1030056
« Reply #26 on: January 08, 2013, 08:13:34 pm »
I think the theme and base mechanics are actually pretty spot on... just need to have them subdued a little bit. I might have an idea there...

Maybe something like:
"Enters play on enemy field.
Weed: May absorb quanta and create a new weeds each turn, but dies if pool is empty."

Its a tight squeeze, but it does fit.

This gives some variables to work with to help balance out growth rate.

A second alternative would be to have it select a random slot to attempt to spawn a weed to. The weed dies if
1) The slot picked is occupied
2) No quanta is left.

E.g. "Gift: Play on enemy field.
Weed: Absorbs 1 quanta and spawns a weed to a random slot each turn. Dies if unable."

This method actually enhances the weed theme by introducing a passive crowding based population control in addition to the quanta mechanism. It allows rapid spread at first, but the population will self regulate as the player's permanent slots become saturated.
« Last Edit: January 08, 2013, 08:26:13 pm by OdinVanguard »
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Offline shadow303

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Re: Weed | Weed https://elementscommunity.org/forum/index.php?topic=45692.msg1030074#msg1030074
« Reply #27 on: January 08, 2013, 08:40:36 pm »
Interesting card idea, though it still needs some work to optimize the mechanics behind it.
I like the idea of the random slot, it emphasizes the idea of a rampant weed, growing everywhere and you just don't get rid of it :))

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Re: Weed | Weed https://elementscommunity.org/forum/index.php?topic=45692.msg1030097#msg1030097
« Reply #28 on: January 08, 2013, 09:16:00 pm »
Unless your opponent is playing pillarless this now seems like a self-copying Pest that is harder to kill.

As I understand it, here's how I see it working:
1) You hit max number of weed that your opponent's pillars will generate on the turn before this one. You end your turn.
2) Opponent can't play a card, passes and generates quantum.
3) You end turn. Your weeds negate their pillar output and generate additional weeds that die due to no quantum. The number of weeds doesn't decrease.

Is there a situation where the self-destruct effect will trigger and allow your opponents to reasonably make a comeback, or is this card's power simply determined by how early you get it into play?

Offline OdinVanguard

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Re: Weed | Weed https://elementscommunity.org/forum/index.php?topic=45692.msg1030116#msg1030116
« Reply #29 on: January 08, 2013, 09:38:09 pm »
Unless your opponent is playing pillarless this now seems like a self-copying Pest that is harder to kill.

As I understand it, here's how I see it working:
1) You hit max number of weed that your opponent's pillars will generate on the turn before this one. You end your turn.
2) Opponent can't play a card, passes and generates quantum.
3) You end turn. Your weeds negate their pillar output and generate additional weeds that die due to no quantum. The number of weeds doesn't decrease.

Is there a situation where the self-destruct effect will trigger and allow your opponents to reasonably make a comeback, or is this card's power simply determined by how early you get it into play?
If a weed picks an occupied slot, it will die. But otherwise, no. Its a little better off than the previous version since it gets limited stochastically by space.
So there are some ways the player can make a comeback. But its tricky.

Option 1)
They would somehow need to spam enough permanents and quanta producers such that the stochastic limit on the weeds (due to space limitations) is below their quanta production limit. Quantum pillars help here... much as with pests.

I'm not sure off hand what the stochastic limit is ... my gut says its around 50% of  max capacity. E.g. the weeds growth and death rates will be roughly equal when 50% of the permanent slots are filled.

I believe there are fewer permanent slots than creature slots... but I'm not sure.

Anyone have a count?

Option 2) They can destroy their own quanta production (or suspend it... but that isn't possible at present). No quanta = all weeds die.

For instance, an :earth player could E.Q. their own pillars.
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?
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Re: Weed | Weed https://elementscommunity.org/forum/index.php?topic=45692.msg1030161#msg1030161
« Reply #30 on: January 09, 2013, 12:05:39 am »
Maybe something like:
"Enters play on enemy field.
Weed: May absorb quanta and create a new weeds each turn, but dies if pool is empty."

I am in favour of this, adding a fixed probability for the quanta to be drained (like 30, 50, 70 percent) and a probability that decreases, as the permanent slots get clogged (for example, draw a random slot and if it is free spawn a weed with 50% chance).

For the number of slots, there are only 2 row, so they are not as many.
« Last Edit: January 09, 2013, 12:07:15 am by andretimpa »
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Offline EmeraldTiger

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Re: Weed | Weed https://elementscommunity.org/forum/index.php?topic=45692.msg1030192#msg1030192
« Reply #31 on: January 09, 2013, 01:34:49 am »
We will adjust this like suggested. but note if a weed and a Sanctuary are the same side of the field the weed still drains because the drain happens when the opponent ends his/her turn.
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Offline OdinVanguard

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Re: Weed | Weed https://elementscommunity.org/forum/index.php?topic=45692.msg1030196#msg1030196
« Reply #32 on: January 09, 2013, 01:46:16 am »
We will adjust this like suggested. but note if a weed and a Sanctuary are the same side of the field the weed still drains because the drain happens when the opponent ends his/her turn.
Ouch... didn't catch that one... thats actually quite vicious.
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Offline kimham8a

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Re: Weed | Weed https://elementscommunity.org/forum/index.php?topic=45692.msg1030513#msg1030513
« Reply #33 on: January 09, 2013, 11:08:09 pm »
No need to say that it will die if there's no quanta. See flooding.
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Re: Weed | Weed https://elementscommunity.org/forum/index.php?topic=45692.msg1030519#msg1030519
« Reply #34 on: January 09, 2013, 11:23:16 pm »
No need to say that it will die if there's no quanta. See flooding.
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