(http://i118.photobucket.com/albums/o108/Kael_Hate/Elements/SupplicantPillar.png) | (http://i118.photobucket.com/albums/o108/Kael_Hate/Elements/SupplicantTower.png) | ||||||||||||||||||||||||
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Actually this is good for duos with all towers in one element and mark in another. Could even play RoL-Hope with Supplicant Towers first generating aether, switching to light once the first RoL is out to get the Hope up, and then back to aether again which would still be more useful than a standard aether tower. Many strategic possibilities would be made available--perhaps needs a slight nerf to balance it.Um, yeah, it is supposed to be better than a normal Pillar.
Again, another slightly complex idea. Although one of your simpler ones in your 'Headache Set'.Lol.
Why not make the card text read:Acceptable, but not technically correct.
"Generates 2 quanta for the element in which you have the least quanta above 0."
instead of
"Generates 2 quanta for the element you have at least 1 quanta in but less than all others."
the 'do this' - 'if' - 'at least' 'but less than', is, for the most part, confusing. It is more like pseudo-code than plain English.
Then, I also doubt whether this card will be useful enough to warrant requiring 6 of them in your deck. Say now it is my first turn and I play a Supplicant Tower and a Nova. Which element gets the Quanta? Is it randomly selected? Or do none of them get it?If 2 values are tied it generates none. An anomally that makes it technically strategic and requires thought from the player to get the best benefit from.
Another example, I play a Supernova and a Supplicant Tower and then a Ash Eater.It is a Pillar and can be clustered and destroyed by Earthquake.
I have 2 Quanta in every element, but 1 in Fire, so that turn I will get +2 :fire quanta? This becomes redundant if I had played a Brimstone eater. Since he would expectedly provide me with +1 :fire quanta before Pillar Generation is taken into account.
Another issue, will this card operate before or after my pillars have operated? I would imagine before, seeing as it is a permanent as opposed to a Pillar.
If you can shed some light on these issues, I will then like to point out that if this card was used, in say, a Rainbow for example. It would for the most part be redundant, since Quantum Towers produce quantum randomly, and you would have no way of effecting which Quantum the Supplicant Tower would provide - other than spending that Quanta to make it intentionally lower. But, a rainbow generally only has 1 or 2 cards of each element, so once I've played a card to make my Supplicant Tower do something 'useful', what's to say I will ever need that Quanta again?The card is for duos/trios deck types, not rainbow.
Yeah, I like Next level. Most people do, its why they do the quests and upgrade their cards.
So, it is not just the confusing aspect of some of your card designs, but all the questions that throws up which I think contributes to the over-all feeling that your idea's are a bit too 'next level'.
I think this card is actually far simpler from some of your others. I like it; it gives a nice but not too large of a boost to an element lacking in quanta.Thanks for the props.
Here's what I think is a slightly better idea.Could work as a spell. Doesn't really do the same job this card needs to do tho. Also check out - Spectral Mirror (http://elementscommunity.org/forum/index.php/topic,5557.msg62622#msg62622)
Name: whatever you want.
Cost: 3 :gravity?
Ability: Get X Quanta where X is the number of cards in your hand.
Note: The quanta you receive is the type native to the most common card in your hand.
Eg. I have 7 Cards in my hand after playing this. I have 2 Firelances, 2 Skeletons and 3 Light Dragons... I will get 7 Light Quanta.
Could work very nicely with Fractal.
Eg. I have 'This Card' in my hand after playing fractal. I know have 7 Lycanthropes in my hand and 'this card'... I will get 7 Entropy Quanta...
Example: Mark is :aetherActually this is good for duos with all towers in one element and mark in another. Could even play RoL-Hope with Supplicant Towers first generating aether, switching to light once the first RoL is out to get the Hope up, and then back to aether again which would still be more useful than a standard aether tower. Many strategic possibilities would be made available--perhaps needs a slight nerf to balance it.Um, yeah, it is supposed to be better than a normal Pillar.
Yep supposed to generate strategic posibilities.
Measured up fine when tested comparing a duo deck vs a current streamline deck.
Give me the opening hand you have and how you'd play it that means a nerf is required.
Or better the whole deck.
3 turns and you have lots of quanta generation and a shield that blocks 17 physical damage :DFire Shield = you lose.
Yeah thats a nice perfect 10 card draw. Its stopped in its tracks by any shield that stops 1 point of damage per source. Don't think it needs a nerf because of this. If when getting to the full testing phase of this card we get something that is consistant and effective then we can increase the cost on the card by 1 to break the acceleration.Example: Mark is :aetherActually this is good for duos with all towers in one element and mark in another. Could even play RoL-Hope with Supplicant Towers first generating aether, switching to light once the first RoL is out to get the Hope up, and then back to aether again which would still be more useful than a standard aether tower. Many strategic possibilities would be made available--perhaps needs a slight nerf to balance it.Um, yeah, it is supposed to be better than a normal Pillar.
Yep supposed to generate strategic posibilities.
Measured up fine when tested comparing a duo deck vs a current streamline deck.
Give me the opening hand you have and how you'd play it that means a nerf is required.
Or better the whole deck.
Opening Draw: 4 :aether towers, 2 supplicant towers, 1 RoL, 1 Fractal
Play all towers (+4-4 :aether), End Turn (+5+4 :aether)
Draw: Hope
Play RoL, Fractal RoLs (=0 :aether), Play 7 RoLs, End Turn (+5 :aether, +8 :light, +4 :aether)
Draw: Fractal
Play Hope (=0 :light), Fractal RoLs (=0 :aether), Play RoLs, End Turn (+5 :aether, +16 :light, +4 :aether)
3 turns and you have lots of quanta generation and a shield that blocks 17 physical damage :D
You mustn't have played RoL-Hope before then. Firstly you don't lose, you just wait to draw another RoL and fractal. Secondly, RoLs aren't for the damage, light drags are. Thirdly, condors can be loboed, and their damage healed over by SoGs. And lastly, in case you didn't know, RoL-Hope is an anti FG.3 turns and you have lots of quanta generation and a shield that blocks 17 physical damage :DFire Shield = you lose.
Thunderstorm = you lose.
Skull Bucker/Jade Shield/Titanium Shield/Permafrost/Solar Buckler = I take no damage.
Condor + Thunderstorm = you lose quicker.
:p
Sure, that might sound really over powered, but as with all things in a card game, there is an effective and efficient counter for any sound strategy.
Any player with a bit of imagination.No FG uses that strat. Anyone stupid enough to use RoL-Hope in PvP should have to face that as a consequence. But for purposes of this discussion, that combo is irrelevant.
Condor costs 3 :death
Lightning Storm costs 1 :air
That has theoretically the potentially to give you your 25/24 Condor. Most people simply use fire-storms because it does 3 damage, but it costs 5 times more than a thunderstorm.
edit: My bad :) re-read your post Wisemage, I guess no false deck uses this... meh :p their fault!
rawr your cards make my brain hurt........I've often been been compared to brain destroying fictional characters such as Jigsaw.