Foreword: I originally posted this idea with a few other card ideas, thought it might generate some more feedback if it had its own post to itself.
Card #1 Normal: Quantum Mechanic
Cost: 4 Random Quanta
Statistics: 1/2
Ability: Quantify: For 1 Random Quanta the Mechanic gains +1/+1 until end of turn, can be used a maximum of 7 times per turn.
Card #2 Upgraded: Quantum Manipulator
Cost: 7 Random Quanta
Stats: 2/4
Ability: Quantify: For 5 Random Quanta the mechanic receives a random positive effect and +5/+3 until end of turn. Can be cast twice per turn.
Description
Okay, the above card text and information does very little to describe how complex this idea is, so I'll go into a little bit of detail here.
The Quantum Mechanic is more or less a straightforward card with a 'Growth'-like ability buff which lasts one turn. So you can turn him from a 1/2 to an 8/9, if you have the quanta. That is more or less straight forward.
The Quantum Manipulator gains a more complex buff, which can be used only twice per turn. The stats side is relatively simple again, cast once and he goes from a 2/4 to a 7/7, or cast it twice and he goes from a 2/4 to 7/7 to 12/10. Until the end of the turn.
'Random Positive Effect' - This is where it gets complicated. The effects he can cast on himself are:
Momentum: +1/+1 and Ignore Shields
Blessing: +3/+3
Dive: Double Attack Power
Rage Potion: +6/-6
Mutate: Turns into an Abomination
Lobotomize: Loses Ability to quantify
You will say that Lobotomize and Mutate are not positive effects, I know, but the card would be simply too powerful otherwise.
So when you use the ability Quantify. The Quantum Manipulator 1st receives his statistics buff, +5/+3. Then the random effect. The first 3 effects are ideally what you want to be cast on this guy, the last 3 are sort of booby-buffs
.
Some Simple Examples
So to cast Quantify once this is what you might get until end of turn:
30% Chance 8/8 Quantum Manipulator (Momentum)
25% Chance 10/10 Quantum Manipulator (Blessing)
15% Chance 14/7 Quantum Manipulator (Dive)
15% Chance 13/1 Quantum Manipulator (Rage Potion)
10% Chance 7/7 Quantum Manipulator (Lobotomize)
5% Chance for 5/5 Abomination (Mutation)
Some Complex Examples
To cast Quantify a second time you would simply click the creature again, but this time he will already have been modified. So:
An 8/8 Quantum Manipulator (Momentum) has
30% Chance 9/9 Quantum Manipulator (Momentum)
20% Chance 11/11 Quantum Manipulator (Blessing)
15% Chance 16/8 Quantum Manipulator (Dive)
15% Chance 14/2 Quantum Manipulator (Rage Potion)
10% Chance for Lobotomize - remains an 8/8 Quantum Manipulator with no ability.
10% Chance for Mutation - becomes a 6/6 Abomination with Momentum
A 10/10 Quantum Manipulator (Blessing) has
30% Chance 11/11 Quantum Manipulator (Momentum)
20% Chance 13/13 Quantum Manipulator (Blessing)
15% Chance 20/10 Quantum Manipulator (Dive)
15% Chance 16/4 Quantum Manipulator (Rage Potion)
10% Chance for Lobotomize - remains a 10/10 Quantum Manipulator with no ability.
10% Chance for Mutation - becomes a 10/10 Abomination with no ability.
A 14/7 Quantum Manipulator (Dive) has
30% Chance for 17/10 Quantum Manipulator (Blessing)
30% Chance for 20/1 Quantum Manipulator (Rage Potion)
20% Chance for 15/8 Quantum Manipulator (Momentum)
10% Chance for Lobotomize - remains a 14/7 Quantum Manipulator with no ability.
5% Chance for Mutation - becomes a 14/7 Abomination with no ability.
5% Chance for 28/7 Quantum Manipulator (Dive)
A 13/1 Quantum Manipulator (Rage Potion) has
30% Chance for 16/4 Quantum Manipulator (Blessing)
25% Chance for 14/2 Quantum Manipulator (Momentum)
20% Chance for Dead. (Rage Potion)
15% Chance for 28/1 Quantum Manipulator (Dive)
5% Chance for Lobotomize - remains a 13/1 Quantum Manipulator with no ability.
5% Chance for Mutation - becomes a 13/1 Abomination with no ability
Please discuss!