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Offline storytellerTopic starter

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Fertile Fields : Fertile Lands https://elementscommunity.org/forum/index.php?topic=24606.msg313583#msg313583
« on: April 17, 2011, 06:10:12 am »
(http://art under development)
(http://art under development)
NAME:
Fertile Fields
ELEMENT:
: :life
COST:
8
TYPE:
permanent
ATK|HP:
n/a
TEXT:
5 :water gain +10 max hp
NAME:
Fertile Lands
ELEMENT:
: :life
COST:
8
TYPE:
permanent
ATK|HP:
n/a
TEXT:
5 :water raise max hp by 12
ART:
tbd
IDEA:
lord midnight
NOTES:
version 2 of the healing balm, i really wanted that for bleeding/wounds
this is a permanent that raises max hp, it offers some counter to the max hp loss theme and gives a way to raise max hp.
SERIES:

Offline OldTrees

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Re: Fertile Fields : Fertile Lands https://elementscommunity.org/forum/index.php?topic=24606.msg313598#msg313598
« Reply #1 on: April 17, 2011, 06:36:33 am »
To weak at 6 :earth casting cost and 8 :water activation cost.
Perhaps 5 :earth|4 :earth casting cost and 2 :earth activation cost for +3 max hp each?
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Offline storytellerTopic starter

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Re: Fertile Fields : Fertile Lands https://elementscommunity.org/forum/index.php?topic=24606.msg313818#msg313818
« Reply #2 on: April 17, 2011, 03:57:36 pm »
too powerful that cheap, 6 in play is 12 or 18 max hp a turn, that should cost a lot to do, im hesitant to make it earth, thought about life or gravity actually, but the water activation is ice, good synergy to trident, as a permanent, it should cost plenty. too easily abused if its cheap.

Offline Baily18

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Re: Fertile Fields : Fertile Lands https://elementscommunity.org/forum/index.php?topic=24606.msg313823#msg313823
« Reply #3 on: April 17, 2011, 04:01:55 pm »
Compare 6 of these vs 6 SoG in play:
(36 :earth) 18 MAX hp(situational) a turn for 63  :water a turn vs (18 other) 30 hp a turn
These are very UP and i agree with Oldtrees suggestion.

Offline storytellerTopic starter

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Re: Fertile Fields : Fertile Lands https://elementscommunity.org/forum/index.php?topic=24606.msg313853#msg313853
« Reply #4 on: April 17, 2011, 04:37:18 pm »
ok, maybe they do need to be more powerful, but not much, comparing max hp and regular hp is not a good idea.

regular hp has lots of opportunities to regenerate each turn, 23 creatures time 6 feral bonds is what, 138 hp per turn. but you can be taking hundred of hp in damage a turn too,  a few chargers etc.

max hp is a limit, not a value. once you start getting reduced all that healing is gone. 670 max hp, usually cant be reached until late mid game if ever. there are 2 cards that raise max hp.
SoD, 20 for 3 other once, so 6 hp per quanta. but its single use it should be pretty good.
right now this has the potential to be raising max hp by 18 ,my original upped card was +4 so 24 if all 6 i lowered it because the last few cards i made i was told were too strong i was trying to tone it down, anyway, 18 max hp if you have 6 is like playing a SoD every turn. its nearly +100 max hp every five turns. it takes usually ten turns or more to get 75 from granite skin, and then you can play all of them, but then you cant raise anymore.

eternity, rol, these and you can have unlimited max hp, i dont want to make it too strong. it was 9 :water to get 3 and 8 :water to get 4.

5 hp each per turn times all 6 is 30 max hp or 300 max hp every 10 turns. that is overpowered.

Offline OldTrees

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Re: Fertile Fields : Fertile Lands https://elementscommunity.org/forum/index.php?topic=24606.msg313883#msg313883
« Reply #5 on: April 17, 2011, 04:56:33 pm »
You do know there is a cap on max hp right? [500 maximum max hp] (otherwise mindgate flying eternity deck would give infinite :electrum)

I admit that my suggestion my be unbalanced. (It is hard to correctly guess the max hp equivalent of Jade Staff/Sanctuary) However it is closer to a balanced result than the very expensive version.

+18 max hp per turn (18hp healing per turn after 500 max hp is reached assuming it would work by healing and granting max hp like SoD does) for 30|24 quanta + 6 quanta per turn would not be OP. (It may be UP still)
Vs most normal decks this would act like +400 max hp over the course of the early-mid game and 18 regeneration after 500 max hp is reached. 18 regeneration for 6 quanta per turn is nowhere near overpowered or abusable.
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Offline storytellerTopic starter

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Re: Fertile Fields : Fertile Lands https://elementscommunity.org/forum/index.php?topic=24606.msg313933#msg313933
« Reply #6 on: April 17, 2011, 05:48:26 pm »
no i didnt know the cap was 500, i thought it was 670 or 999 ultimately... or even no limit at all.


given max hp is a race to 500 and then maintaining it there i will rework this card shortly.

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Re: Fertile Fields : Fertile Lands https://elementscommunity.org/forum/index.php?topic=24606.msg314120#msg314120
« Reply #7 on: April 17, 2011, 09:34:51 pm »
Formatting issues:
Subject title Fertile Fields | Fertile Lands not Fertile Fields : Fertile Lands
(http://art under development)(http://art under development)
NAME: Fertile Fields
ELEMENT: Life not :life
COST: 8 :life not 8
TYPE: Permanent  not permanent
ATK|HP: (leave blank)not n/a
TEXT: 5 :water gain +10 max hp
NAME: Fertile Lands
ELEMENT: Life not :life
COST: 8 :life not 8
TYPE: Permanent not permanent
ATK|HP: (Leave blank) not n/a
TEXT: 5 :water raise max hp by 12
ART: tbd
IDEA: lord midnight
NOTES: version 2 of the healing balm, i really wanted that for bleeding/wounds
this is a permanent that raises max hp, it offers some counter to the max hp loss theme and gives a way to raise max hp.
SERIES:

If Nowhere is Somewhere, and Somewhere is Over there, How can we be Anywhere?
:life :aether

Offline OldTrees

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Re: Fertile Fields : Fertile Lands https://elementscommunity.org/forum/index.php?topic=24606.msg314136#msg314136
« Reply #8 on: April 17, 2011, 09:48:24 pm »
A weaker cheaper version would be more useful.
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
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