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gutsyDuck

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Wild Hunt | Wild Hunt https://elementscommunity.org/forum/index.php?topic=7403.msg80949#msg80949
« on: June 03, 2010, 10:37:42 am »
NAME:
Wild Hunt
ELEMENT:
:entropy
COST:
8
TYPE:
creature
ATK|HP:
0/5
ABILITY:
2 :death :  release Wild Hunt, each turn Wild Hunt can change owners, each time it change owners, Wild Hunt can kill a random creature. If so Wild hunt gain a random bonus ( as in chaos force).
NAME:
Wild Hunt
ELEMENT:
:entropy
COST:
8
TYPE:
creature
ATK|HP:
3/7
ABILITY:
1 :death :  release Wild Hunt, each turn Wild Hunt can change owners, each time it change owners, Wild Hunt can kill a random creature. If so Wild hunt gain a random bonus ( as in chaos force).
ART:
no artist for now
IDEA:
Gutsy Duck
NOTES:
Wild Hunt is a creature from european myth. You can find It in a lot's of country with different name. She is supposed to be a kind of uncontrollable primal forces. She had no goal, she just hunt. Some version of the myth said that she can took the soul of creature and this creature became a part of the Wild Hunt.
Wild Hunt have a lot's of représentation, sometime it's just a storm, sometimes it's an army of dead, or just horsemen (apocalypse horsemen could be a kind of représentation of wild hunt) or even a dark cloud.
SERIES:
none

Offline OldTrees

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Re: Wild Hunt | Wild Hunt https://elementscommunity.org/forum/index.php?topic=7403.msg81601#msg81601
« Reply #1 on: June 04, 2010, 03:28:36 am »
I thought the Wild Hunt was an activity done by the faerie/fey/fair folk/elves.

I do not understand why the fey would gain atk|hp for catching their prey. It was just sport not for food IIRC.

However on to the mechanics of the card.
The elements match but makes it unlikely for the card to activate more than once. Even if it is activated more than once it is likely to always be activated an odd number of times. Thus the card should be balanced with only 1 use advantage in mind. IHMO

Since it has only 1 use advantage, 8 :entropy + 2 :death is a high cost for what is similar to a mutation effect (get rid of potentially high power monster in exchange for potentially low powered one) The upgraded card has the benefit of damage each round but with the side effect of a better "mutation" when you use it.

I think this card should cost less quanta to play. The activation cost is great where it is IMHO.
"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."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
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gutsyDuck

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Re: Wild Hunt | Wild Hunt https://elementscommunity.org/forum/index.php?topic=7403.msg81679#msg81679
« Reply #2 on: June 04, 2010, 08:03:25 am »
I thought the Wild Hunt was an activity done by the faerie/fey/fair folk/elves.

I do not understand why the fey would gain atk|hp for catching their prey. It was just sport not for food IIRC.
It depends on the folk you reffer to. The one I use is supposed to be one of the oldest. For this one wild hunt is a kind of army, constituate by the rage and the pain of the dead one. Each time Wild Hunt kill someone he is supposed to join the Wild Hunt

However on to the mechanics of the card.
The elements match but makes it unlikely for the card to activate more than once. Even if it is activated more than once it is likely to always be activated an odd number of times. Thus the card should be balanced with only 1 use advantage in mind. IHMO

Since it has only 1 use advantage, 8 :entropy + 2 :death is a high cost for what is similar to a mutation effect (get rid of potentially high power monster in exchange for potentially low powered one) The upgraded card has the benefit of damage each round but with the side effect of a better "mutation" when you use it.

I think this card should cost less quanta to play. The activation cost is great where it is IMHO.
It seems that what I wrote was'nt clear enought. When you release the Wild Hunt ( as Wild Hunt is supposed to sleep, waiting for something unknow ) you can not stop It. You activate it only once. Perhaps it could be a good idea to add the possibility for Wild Hunt to fall asleep  again. Something like 40% stay your side, 40% goes in opponent ground, 20% sleep.

edit : I'm trying to find a way to force probability for Wild Hunt to stay with you. Is this possible to use relic card ?
We could have something like for each relic you alter probability that Wild Hunt stay in your side by 10%.
With 1 relic you got 50% 30% 20%
with 2 : 60% 20% 20 %
the last 20% (sleeping) could not be avoided.

 

blarg: