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Offline XenocidiusTopic starter

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Freedom | Freedom https://elementscommunity.org/forum/index.php?topic=35080.msg442114#msg442114
« on: December 24, 2011, 08:28:10 am »
NAME:
Freedom
ELEMENT:
Air
COST:
5 :air
TYPE:
Permanent
ATK|HP:
TEXT:
Your spells and abilities can target both creatures and permanents for two turns.
NAME:
Freedom
ELEMENT:
Air
COST:
4 :air
TYPE:
Permanent
ATK|HP:
TEXT:
Your spells and abilities can target both creatures and permanents for two turns.
ART:
http://www.sxc.hu/photo/1355758 (http://www.sxc.hu/photo/1355758)
IDEA:
Xenocidius
NOTES:
Although most spells and abilities are directed at either creatures or permanents, this can allow you to target both!

It lasts two turns, then expires.

Incidentally ... this gives Air some quite interesting PC.

Here is how the current abilities affect creatures/permanents:

:aether

Lightning: Target permanent is destroyed.
Lobotomize: Target permanent loses its skill.
Parallel Universe: Generate an exact copy of the target permanent on your side of the field.
Fractal: Fill your hand with copies of the target permanent's card.
Quintessence: Target permanent is immaterial.

:air

Shockwave: Destroy target permanent.
Web: Does nothing to permanents.
Snipe: Destroy target permanent.

:darkness

Drain Life: Destroy one permanent in target cluster and heal 2 HP for each 10 :darkness quanta.
Steal: Kill target creature and generate an exact copy on your side of the field.
Nightmare: Fill your opponent's hand with copies of the target permanent's card.
Liquid Shadow: Target permanent gains poison counter and is destroyed at the end of your opponent's turn; its skill becomes 'vampire'.

:death

Infection: Target permanent gains a poison counter and is destroyed when the opponent's turn ends.
Aflatoxin: Target permanent gains a poison counter and is destroyed when the opponent's turn ends. Permanent generates creature Malignant Cell upon destruction.

:earth

Guard: Target permanent is delayed for one turn, or destroyed if the Warden has ATK greater than 0.
Earthquake: Kill target creature.
Basilisk Blood: Delay target permanent for 6 turns.
Plate Armor: Does nothing to permanents.
Protect Artifact: Target creature is immaterial.

:entropy

Chaos Seed: Use one of its effects on the target permanent.
Chaos Power: Target weapon gains +1 to +5 ATK; does nothing to other permanents.
Antimatter: Invert target weapon's damage; do nothing to other permanents.
Butterfly Effect: Target permanent or weapon with <3 ATK gains :entropy :entropy :entropy : Destroy as its skill.
Paradox: Destroy target weapon; cannot target other permanents.
Mutation: Target permanent may be destroyed, turn into a creature Abomination, or turn into a mutant (see below).
Improved Mutation: Target permanent turns into a random non-upgraded permanent with a random skill.

:fire

Destroy: Kill target creature.
Fire Bolt: Destroy one permanent in target cluster for each 10 :fire quanta.
Rage Potion: Destroy target permanent.
Immolation: Sacrifice one of your permanents to generate relevant quanta.

:gravity

Gravity Pull: Target permanent is enchanted with gravity pull. It is destroyed when a creature attacks it. If it is a stack it keeps gravity pull until entire stack is destroyed (acts like Bone Wall).
Momentum: Target weapon gains momentum and +1 ATK; does nothing to other permanents.
Devour: Target permanent is destroyed; devouring creature gains +1/+1.
Trebuchet: Destroy your target permanent to deal 1 damage.

:life

Mitosis: Target permanent's skill is now Mitosis: generate a daughter permanent.
Adrenaline: Target permanent gains adrenaline. Skill activates twice per turn; if it is a weapon, it attacks the number of times appropriate to its damage (3-attack weapon like Short Sword deals 3 damage 4 times).

:light

Holy Light: Destroy target Death or Darkness permanent.
Heal: Does nothing to permanents.
Blessing: Target weapon gains +3 ATK; does nothing to other permanents.
Endow: Crusader gains the target permanent or creature's ability.

:time

Reverse Time: Send the target permanent back into the owner's deck.

:water

Freeze: Target permanent is frozen for 3 turns.
Congeal: Target permanent is frozen for 4 turns.
Ice Bolt: Destroy one permanent in target cluster for each 10 :water quanta; may freeze a permanent if any remains in the stack.
Nymph's Tears: Turn target creature or permanent into a nymph matching its element.
SERIES:
NAME:
Freedom
ELEMENT:
Air
COST:
3 :air
TYPE:
Spell
ATK|HP:
TEXT:
Your next spell or ability can target both creatures and permanents.
NAME:
Freedom
ELEMENT:
Air
COST:
2 :air
TYPE:
Spell
ATK|HP:
TEXT:
Your next spell or ability can target both creatures and permanents.
ART:
http://www.sxc.hu/photo/1355758 (http://www.sxc.hu/photo/1355758)
IDEA:
Xenocidius
NOTES:
Although most spells and abilities are directed at either creatures or permanents, this can allow you to target both!

I'll admit I'm really stumped on balancing; I'd like some advice.

Incidentally ... this gives Air some PC.

Here is how the current abilities affect creatures/permanents:

:aether

Lightning: Target permanent is destroyed.
Lobotomize: Target permanent loses its skill.
Parallel Universe: Generate an exact copy of the target permanent on your side of the field.
Fractal: Fill your hand with copies of the target permanent's card.
Quintessence: Target permanent is immaterial.

:air

Shockwave: Destroy target permanent.
Web: Does nothing to permanents.
Snipe: Destroy target permanent.

:darkness

Drain Life: Destroy one permanent in target cluster and heal 2 HP for each 10 :darkness quanta.
Steal: Kill target creature and generate an exact copy on your side of the field.
Nightmare: Fill your opponent's hand with copies of the target permanent's card.
Liquid Shadow: Target permanent gains poison counter and is destroyed at the end of your opponent's turn; its skill becomes 'vampire'.

:death

Infection: Target permanent gains a poison counter and is destroyed when the opponent's turn ends.
Aflatoxin: Target permanent gains a poison counter and is destroyed when the opponent's turn ends. Permanent generates creature Malignant Cell upon destruction.

:earth

Guard: Target permanent is delayed for one turn, or destroyed if the Warden has ATK greater than 0.
Earthquake: Kill target creature.
Basilisk Blood: Delay target permanent for 6 turns.
Plate Armor: Does nothing to permanents.
Protect Artifact: Target creature is immaterial.

:entropy

Chaos Seed: Use one of its effects on the target permanent.
Chaos Power: Target weapon gains +1 to +5 ATK; target shield gains +1 to +5 damage reduction; does nothing to other permanents.
Antimatter: Invert target weapon's damage; do nothing to other permanents.
Butterfly Effect: Target permanent or weapon with <3 ATK gains :entropy :entropy :entropy : Destroy as its skill.
Paradox: Destroy target weapon; cannot target other permanents.
Mutation: Target permanent may be destroyed, turn into a creature Abomination, or turn into a mutant (see below).
Improved Mutation: Target permanent turns into a random non-upgraded permanent with a random skill.

:fire

Destroy: Kill target creature.
Fire Bolt: Destroy one permanent in target cluster for each 10 :fire quanta.
Rage Potion: Destroy target permanent.
Immolation: Sacrifice one of your permanents to generate relevant quanta.

:gravity

Gravity Pull: Target permanent is enchanted with gravity pull. It is destroyed when a creature attacks it. If it is a stack it keeps gravity pull until entire stack is destroyed (acts like Bone Wall).
Momentum: Target weapon gains momentum and +1 ATK; target shield gains +1 damage reduction; does nothing to other permanents.
Devour: Target permanent is destroyed; devouring creature gains +1/+1.
Trebuchet: Destroy your target permanent to deal 1 damage.

:life

Mitosis: Target permanent's skill is now Mitosis: generate a daughter permanent.
Adrenaline: Target permanent gains adrenaline. Skill activates twice per turn; if it is a weapon, it attacks the number of times appropriate to its damage (3-attack weapon like Short Sword deals 3 damage 4 times).

:light

Holy Light: Destroy target Death or Darkness permanent.
Heal: Does nothing to permanents.
Blessing: Target weapon gains +3 ATK; target shield gains +3 damage reduction; does nothing to other permanents.
Endow: Crusader gains the target permanent or creature's ability.

:time

Reverse Time: Send the target permanent back into the owner's deck.

:water

Freeze: Target permanent is frozen for 3 turns.
Congeal: Target permanent is frozen for 4 turns.
Ice Bolt: Destroy one permanent in target cluster for each 10 :water quanta; may freeze a permanent if any remains in the stack.
Nymph's Tears: Turn any of your creatures or permanents into a nymph matching its element.
SERIES:
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Offline The_Mormegil

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Re: Freedom | Freedom https://elementscommunity.org/forum/index.php?topic=35080.msg442116#msg442116
« Reply #1 on: December 24, 2011, 08:33:20 am »
No to Bolts. They are OP already. Although Fire and Air do not have awesome synergy, I still think you should change that part of the effect.
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Offline Pineapple

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Re: Freedom | Freedom https://elementscommunity.org/forum/index.php?topic=35080.msg442120#msg442120
« Reply #2 on: December 24, 2011, 08:47:29 am »
3 | 2 cost is fine, although the unupped card image is wrong.

Personally, I'd make it a permanent with a 3-5 card cost and a 1-3 upkeep so that it's more expensive and can't be played/splashed.

Icebolt shouldn't affect (freeze) the permanent under the targeted permanent.

No to Bolts. They are OP already. Although Fire and Air do not have awesome synergy, I still think you should change that part of the effect.
No one packs 6 deflagrations, so why would anyone use Freedom+Firebolt over Deflagration? .-.

Offline XenocidiusTopic starter

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Re: Freedom | Freedom https://elementscommunity.org/forum/index.php?topic=35080.msg442121#msg442121
« Reply #3 on: December 24, 2011, 08:55:23 am »
3 | 2 cost is fine, although the unupped card image is wrong.
Whoops. Fixed.

Personally, I'd make it a permanent with a 3-5 card cost and a 1-3 upkeep so that it's more expensive and can't be played/splashed.
So that it can last indefinitely? Not sure about that one, but I'll consider it.

Icebolt shouldn't affect (freeze) the permanent under the targeted permanent.
The idea is that it's sort of the same permanent (similar to how PA protects a whole stack).

No to Bolts. They are OP already. Although Fire and Air do not have awesome synergy, I still think you should change that part of the effect.
No one packs 6 deflagrations, so why would anyone use Freedom+Firebolt over Deflagration? .-.
Good point is good.
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Offline Captain Scibra

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Re: Freedom | Freedom https://elementscommunity.org/forum/index.php?topic=35080.msg442122#msg442122
« Reply #4 on: December 24, 2011, 09:06:23 am »
If I am correct, area of effect spells such as Thunderstorm, Pandemonium, and Rain of Fire will affect both permanents and creatures when cast, making a devastating mass PC possible.  Probably not intended, but be sure to exclude area of effect spells.

EDIT: To be clear, area of effect spells target the creature board as a whole, which is why immaterial creatures are excluded from these effects.
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The New Card Theory Thread

Offline Pineapple

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Re: Freedom | Freedom https://elementscommunity.org/forum/index.php?topic=35080.msg442123#msg442123
« Reply #5 on: December 24, 2011, 09:07:54 am »
Ah, I think Morm assumed that each damage-component of the bolt would destroy another permanent in the stack.
This is not what would happen, as stated in the notes, since (as seen through bolts' interaction with voodoo doll) the total damage only affects the target and only the target in one instance.

If I am correct, area of effect spells such as Thunderstorm, Pandemonium, and Rain of Fire will affect both permanents and creatures when cast, making a devastating mass PC possible.  Probably not intended, but be sure to exclude area of effect spells.
"can target" :)
Still, it might be smart to add a "that target" modifier in the Card Text.

Offline XenocidiusTopic starter

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Re: Freedom | Freedom https://elementscommunity.org/forum/index.php?topic=35080.msg442136#msg442136
« Reply #6 on: December 24, 2011, 12:37:10 pm »
If I am correct, area of effect spells such as Thunderstorm, Pandemonium, and Rain of Fire will affect both permanents and creatures when cast, making a devastating mass PC possible.  Probably not intended, but be sure to exclude area of effect spells.

EDIT: To be clear, area of effect spells target the creature board as a whole, which is why immaterial creatures are excluded from these effects.
You are incorrect. AoE spells do not target anything; what actually happens is that when one is played the game loops through creatures on the field and applies the effect if the creature is not immaterial; allowing it to affect immaterial creatures is as simple as changing a few lines of code.

Ah, I think Morm assumed that each damage-component of the bolt would destroy another permanent in the stack.
This is not what would happen, as stated in the notes, since (as seen through bolts' interaction with voodoo doll) the total damage only affects the target and only the target in one instance.
The code is not as restrictive as you think; it can happen or not, depending on what Zanz prefers. I'd be willing to make it simply destroy one, but that would be boring.

Incidentally, I actually do want to change it to a timed permanent. What should the cost be, and how many turns should it last? (I am against an upkeep.)
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Offline Pineapple

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Re: Freedom | Freedom https://elementscommunity.org/forum/index.php?topic=35080.msg442145#msg442145
« Reply #7 on: December 24, 2011, 01:34:07 pm »
5/4 lasting 1-2 turns (same amount for both) seems fine.

Offline XenocidiusTopic starter

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Re: Freedom | Freedom https://elementscommunity.org/forum/index.php?topic=35080.msg442146#msg442146
« Reply #8 on: December 24, 2011, 01:54:37 pm »
New version posted, courtesy of patch. Feedback and stuff pl0x.
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anything
blarg: