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Ekki

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Re: Soul Break | Soul Sever https://elementscommunity.org/forum/index.php?topic=33877.msg428290#msg428290
« Reply #12 on: November 20, 2011, 05:37:32 pm »
Changed worded, added clarification for notes.

Looking at it, it does seem like it'll be a big pain for rainbow decks. Should the card be nerfed then? I don't want people to spam em for loads of damage for just so little quanta.
Rainbow decks don't need that love, they already have a lot, and many people believe that Novabows, Supernovabows and Immolationbows are OP, so they should be nerfed. I'd like to see this card nerfing them, and I don't see it as OP, but actually UP, or very situational to be the least. I say the damage is dealt right before your opponent's turn is over, thus taking in acoount all quanta generated.

Ugh...hard to code (you'd have to add a statement in this card every time you develop a quirky quanta generator)
What about a Sacrifice-esque spell whose text is "For one turn, deal 1 damage for every quanta your opponent generates."
^^This.

Brontos

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Re: Soul Break | Soul Sever https://elementscommunity.org/forum/index.php?topic=33877.msg428468#msg428468
« Reply #13 on: November 21, 2011, 12:43:35 am »
It's a card that won't deal a lot of dmg (even if it deals more to rainbows; which is awesome btw). Also, it will take slots in the deck without any chance of gaining card advantage (not even 1:1). And finally, it's darkness, and in darkness you already have a lot of great cards to play. Hard to play this one when you can play Pest, Nightmare, Steal, etc. It's not a reliable kill.

I think it should cost 2|1 to be less painfull to play and more attractive. If it could also heal you in the process, it would be even better. :p

Ekki

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Re: Soul Break | Soul Sever https://elementscommunity.org/forum/index.php?topic=33877.msg428471#msg428471
« Reply #14 on: November 21, 2011, 12:54:41 am »
I think it should cost 2|1 to be less painfull to play and more attractive. If it could also heal you in the process, it would be even better. :p
Well, it's one or the other... Both seem like overkill

Offline Zaealix

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Re: Soul Break | Soul Sever https://elementscommunity.org/forum/index.php?topic=33877.msg428578#msg428578
« Reply #15 on: November 21, 2011, 05:15:35 am »
healing in the process sounds too much like Nightmare and Drain Life...Maaaaaybe the damage could be increased to 2X the damage.
See, one thing this card DOES do is punish FGs and Half-Bloods, with their super mega marks...
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Heartsriker

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Re: Soul Break | Soul Sever https://elementscommunity.org/forum/index.php?topic=33877.msg429242#msg429242
« Reply #16 on: November 22, 2011, 04:38:47 pm »
I don't want this to be a staple for anti-FG decks. The FGs are supposed to be powerful, after all.

Come to think of it, this will slaughter all FFQ decks, Devourer decks, ROL decks...anything that includes creatures that produce quantum... It's really overkill, sapping life or multiplying the damage will make it even more unbalanced.

This seems kinda situational, only for decks with fire rush, or loads of quantum producing creatures. Should the effect be changed?


Offline Zaealix

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Re: Soul Break | Soul Sever https://elementscommunity.org/forum/index.php?topic=33877.msg429260#msg429260
« Reply #17 on: November 22, 2011, 05:05:41 pm »
It certainly does need some work. All I can see it being useful for, is punishing a hand full of pillars or pendulums.
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Ekki

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Re: Soul Break | Soul Sever https://elementscommunity.org/forum/index.php?topic=33877.msg429263#msg429263
« Reply #18 on: November 22, 2011, 05:12:52 pm »
This seems kinda situational, only for decks with fire rush, or loads of quantum producing creatures. Should the effect be changed?
Keep it as it is. FG's already have 2x hp, so dealing a bit more damage to them won't be imbalanced.
Also, you can't exactly predict when your opponent will play a Nova/Supernova/Immolation, and anyways, he/she could see that you played this and not play them, so I don't see how this card gets OP'd by taking them in account. Those are already OP cards, and this will just stop them from being played at a cost of 6/4 :darkness a turn...

It certainly does need some work. All I can see it being useful for, is punishing a hand full of pillars or pendulums.
Why? It takes in account what quantum you gain, so having your pillars/pendulums in your hand would benefit you in this case. Anyways, it's not like you played more than 15 quanta sources during an entire game (most mono decks pack ~12 of them), and hurting creature spam would only be a nerf to Fractal (and a deserved one).

Re: Soul Break | Soul Sever https://elementscommunity.org/forum/index.php?topic=33877.msg430225#msg430225
« Reply #19 on: November 24, 2011, 10:18:51 pm »
Really cool Idea!

 

blarg: