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SunnyGreens

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Empath | False Prophet https://elementscommunity.org/forum/index.php?topic=6238.msg64183#msg64183
« on: May 06, 2010, 01:53:03 am »
NAME:
Empath
ELEMENT:
Light
COST:
5 (Light)
TYPE:
Creature
ATK|HP:
0/9
ABILITY:
2(Life): +0/+1 to all friendly creatures, Empath gains +0/-1 for each creature affected in this way.
ART BY:
-
IDEA BY:
SunnyGreens
NAME:
False Prophet
ELEMENT:
Light
COST:
5 (Light)
TYPE:
Creature
ATK|HP:
0/3
ABILITY:
2(Death): +0/-2 to all friendly creatures, False Prophet gains +1/+0 for each creature affected in this way.
ART BY:
-
IDEA BY:
SunnyGreens
NOTES: [/color][/b]
Empath's ability cannot reduce its health below 0.
SERIES: [/color][/b]
-

Re: False Prophet | Empath https://elementscommunity.org/forum/index.php?topic=6238.msg64193#msg64193
« Reply #1 on: May 06, 2010, 02:25:05 am »
Oh god, using aflatoxin on yourself, then using this card, damn! It's like a self-inducing scavenger. I like it. Not OP as far as I can tell.

Offline Kuroaitou

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Re: False Prophet | Empath https://elementscommunity.org/forum/index.php?topic=6238.msg64295#msg64295
« Reply #2 on: May 06, 2010, 09:40:06 am »
You should try to adjust the description of the ability to make it start from the top left corner, but other than that, I like the card idea.

The non-upgraded card is loads better than the upgraded though. Assuming you can't target quinted targets, playing this on a field with Skeletons and malignant cells would grant you tons of skeletons (or at least major stacks of Bone Wall) unquestioned. Are the abilities reusable? Or is it one time thing? (If it was the former, Empath is pretty much useless after one or two uses on a field with life cards, while False Prophet would be overpowered if it could be used multiple times). Nice work on the shade of red for the first card idea as well. ;)

SunnyGreens

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Re: False Prophet | Empath https://elementscommunity.org/forum/index.php?topic=6238.msg64689#msg64689
« Reply #3 on: May 06, 2010, 11:27:55 pm »
    Pity, I kind of liked the centered look.

    I made the Empath the upgraded one since I like being optimistic and didn't want the bad guy as the upgraded version, but I can see your point. I could switch the two.

    I had thought to have both abilities usable multiple times. The Empath would only have maybe 2-3 uses out of it max if you use it by itself and have several creatures out in the field. If you pair it with a Guardian Angel or use Plate Armor, however, you could extend the life of the Empath and keep feeding health to your other creatures. Though solo use wouldn't be bad either, in a pinch it will keep some of your Fireflys from death by a Rain of Fire. 

    As for the False Prophet, I thought multiple ability use would be better. Sure some combination of Aflatoxin/Graveyard/Bone Wall would rock with this card, but those are all fairly pricey cards. If you can get them all out into the field without interruption and without dying first, then why not? Fractal/Devourer is similarly deadly if you can pull it off in time. Besides, all of your Malignant Cells would die the first time you use the ability, so they wont replenish. If you get skeletons off of them, they will be dead another two turns after that. The field is then presumably empty other than an absolutely huge False Prophet. This assumes the False Prophet was not interrupted along the way (by freeze, rewind, fire bolt, etc.) One solution though could be that each use of the False Prophets ability cause +0/-2 to each other creature instead of +0/-1. That would reduce the number of buffs it gets off of friendly creatures.

SunnyGreens

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Re: Empath | False Prophet https://elementscommunity.org/forum/index.php?topic=6238.msg66143#msg66143
« Reply #4 on: May 09, 2010, 09:57:45 pm »
Updated cards:

1. People generally seemed to prefer False Prophet as the upgraded one, so I switched them.
2. Downgraded the False Prophets ability so that it drains +0/-2 instead of +0/-1 so that you cant use it as many times before killing all of your creatures.
3. Left Empath as it is. Never specified before, but its health cannot be reduced below 0. It will die at the end of your turn unless you heal it or use an Armor on it.

 

anything
blarg: