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Well, I'm not sure what in this game is technically considered "passive" but I had figured that this would apply to any ability that had an activation cost. So things like the Hourglass, Lava Golem, Rustler, and even Virus would trigger the healing. Ray of light, would not.Passive abilities include:
this + rustler = immortal player. for 10 light quanta (+5 for this card) one could completely heal the player each turn. AND gain 20 life at the same time :Pno opponent just has to get 100 damage on the table
Oh yeah, just in case it wasn't clear, you can cast this on any creature or permanent, not just your own. So for example you could cast it on your opponents Lava Golem, so that every time he makes it grow, you get healed....
Card Update:Good idea. Forgot about the potential abuse with Rustlers/Leaf Dragons.
Change 1: Modified card so that it only targets opponents cards.
Reason: Simplicity and to avoid potential abuse.
A quick question though - since this effect is a 'debuff', can the enemy player lobotomize this off?Yes, it can be lobotomized off, but then I suppose the creature would also lose whatever ability you were taking advantage of by casting Angelic Mantle on it in the first place. Rewind might be a better card in that case.
Wrong.... Your understanding of passive skills is sorely lacking. I'll break it down for you. In Elements, abilities are called skills. There are two skill types - active and passive. All active skills are seen as text below a creature's icon, while all passive skills are only found under the phrase Passive Skill when you mouse over the creature. There are only four passives currently - mummy, swarm, devourer, and poisonous.Well, I'm not sure what in this game is technically considered "passive" but I had figured that this would apply to any ability that had an activation cost. So things like the Hourglass, Lava Golem, Rustler, and even Virus would trigger the healing. Ray of light, would not.Passive abilities include:
-Quanta Generators (Bioluminscence [ :light ] from Fireflies and Rays of Light, Incandescence [ :fire ] for Elite Fireflies/Brimstone Eaters, [ :earth ] from Gnome Gemfinders, [ :air ] from Damselflies)
-Devourer (Self-explanatory :darkness-generator/stealer)
-Vampire (Also self-explanatory :P)
-Infest (Malignant Cells)
-Pharaoh "evolution" (Mummy)
-Poisonous (New update with Flying Arsenic, Physalia, and Puffer Fish)
...and a few others. This would be amazing on decks with high ability usage (Rainbows, FFQ decks/Nymphs/Flying weapons/etc.),but the sad thing is that the only :light card that would benefit from this would be the Archangel, seeing it's the only one with an active skill...
EDIT: Forgot about the Pegasus too. So two light creatures can benefit from this card - not bad. ;)
Wrong.... Your understanding of passive skills is sorely lacking. I'll break it down for you. In Elements, abilities are called skills. There are two skill types - active and passive. All active skills are seen as text below a creature's icon, while all passive skills are only found under the phrase Passive Skill when you mouse over the creature. There are only four passives currently - mummy, swarm, devourer, and poisonous.Ah! So THAT'S what passive skills are. ^^; My bad... guess I couldn't really distinguish what the difference was between the two. Sorry about that. :(
Having said all that, this card applies a status, not an ability. Statuses cannot be lobotomized, with one exception (momentum). Rustler would completely break this card, and any other card would still create serious healing capabilities. You need to lower the healing amount to compensate for this. Think about it - Holy Light heals for 10 HP once. This card heals for 10 HP every turn.According to the changes mentioned above, I think the author wanted to change it to apply only to enemy creatures, so unless the opponent wants to purposely heal the player back up to full by having their own rustler used multiple times, it should be fairly balanced against the majority of A.I. opponents as well as PVP players (as it demands the enemy's choice to use or not use an ability). Granted, if this spell was used in a special deck (+6 of this card), I could see the opponent getting pretty pissed off if all of the creatures they had couldn't use their abilities.
According to the changes mentioned above, I think the author wanted to change it to apply only to enemy creatures, so unless the opponent wants to purposely heal the player back up to full by having their own rustler used multiple times, it should be fairly balanced against the majority of A.I. opponents as well as PVP players (as it demands the enemy's choice to use or not use an ability). Granted, if this spell was used in a special deck (+6 of this card), I could see the opponent getting pretty pissed off if all of the creatures they had couldn't use their abilities.Ooohhhh, that's completely different now. Interesting concept.
When opponent activates an ability on target enchanted with Angelic Mantle, gain 5 HPThis wording is a bit awkward; enchantments don't exist in Elements. I think it would be clearer if it read, "Whenever target creature or permanent uses its skill, the opponent is healed for up to 5 HPs"
This wording is a bit awkward; enchantments don't exist in Elements. I think it would be clearer if it read, "Whenever target creature or permanent uses its skill, the opponent is healed for up to 5 HPs"