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Offline SchlonzTopic starter

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Dark Lure | Dark Allure https://elementscommunity.org/forum/index.php?topic=37791.msg474729#msg474729
« on: March 27, 2012, 11:43:26 am »
NAME:
Dark Lure
ELEMENT:
Darkness
COST:
3 :darkness
TYPE:
Spell
ATK|HP:

TEXT:
Opponent has to play 4 cards. Drain 4HP per card not played. Opponent heals 1HP per card played.
NAME:
Dark Allure
ELEMENT:
Darkness
COST:
3 :darkness
TYPE:
Spell
ATK|HP:

TEXT:
Opponent has to play 6 cards. Drain 4HP per card not played. Opponent heals 1HP per card played.

ART:
donzeladef, http://www.sxc.hu/photo/1193454 (http://www.sxc.hu/photo/1193454), donzeladef must be notified when using the photo for any public work
IDEA:
Schlonz, OdinVanguard (drain, heal aspect)
NOTES:
Main purpose:
Combo Breaker!
Undermine opponents strategy by forcing him to play cards in non-optimal situations.
Drain if cards cannot be played.

Example usage:

Play 1 DL
Opponent has no other choice to play 3 Super novas and a pillar -> Singularities on his side :-), he heals for 4HP

Play 1 DL
Opponent has no other choice to play 4 of his shards that he wanted to play later -> all shards out on the field, he heals for 4HP

Play 1 DL
Opponent has no other choice to play 3 of his Shard of Sacrifices -> He kills himself :-)

Play 1 DL
Opponent wanted to play 4 cards anyway, e.g. pillars -> bad timing to use DL, target gets healed for 4HP :-(

Play 1 Oty and 1 DL to lure fodder
Opponent plays pillars and one Fallen Elf -> thanks, yummy, but opponent gets healed aslo for 4HP

Play 1 DL to lure eventually withhold cards
Opponent wanted to keep 2 shields for later use but has no other cards in hand to play -> shields have to be used now in a strategically non-optimal situation, his existing dimensional shield is replaced 2 times, you drain 8HP, opponent heals 2HP

Play 1 DL to lure eventually withhold cards
Opponent was waiting for an Unstoppable to play it on his dune scopion as a combo, now 2 scorpions have to be played alone -> broken combo, opponent heals 2HP, you drain 8HP

Play 1 DL
Opponent has not enough quantum left to play his dragons -> drain 4*4=16HP for unupped, 4*6=24HP for upped

Play 2 DLs unupped, opponend has empty hand
Opponent draws a card an plays it, 1HP for Opponent, 7*4=28HP drain

Mechanics:
N = number of played Dark Lures (DLs)
The opponent has to play 4*N (6*N) cards from his hand on his next turn, if possible. But whenever it is possible he has to.
The opponent still selects which cards are played and the order in which the cards are played.
Opponent has NOT to draw new cards from his deck to fullfill the spell.
Lure aspect (bait): Opponent gains 1HP for each played card he was lured into (<= 4*N (6*N)).
Darkness aspect: 4HP are drained for each card the opponend was not able to play.

Spell outcome is calculated as soon as
- opponent played N*4 (N*6) cards from his hand (he can play more if he wants)
- not possible to play another card
  - not enough quanta left to play any card
  - no cards left in hand
  - field is full

Cost: orientation on Nightmare (2/1) and Silence (3/2)

Theme:
Darkness fits most: force will on opponent, Manipulations of the field and player

SERIES:
« Last Edit: July 31, 2012, 08:30:11 pm by Schlonz »

Offline Poker Alho

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Re: Dark Lure | Dark Allure https://elementscommunity.org/forum/index.php?topic=37791.msg474769#msg474769
« Reply #1 on: March 27, 2012, 03:04:27 pm »
doesnt seem that powerfull to me except against combo-based decks and some other exceptions...
i would prefer to see a card that only allowed the opponent to play one card the next turn or something like that

Offline SchlonzTopic starter

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Re: Dark Lure | Dark Allure https://elementscommunity.org/forum/index.php?topic=37791.msg474781#msg474781
« Reply #2 on: March 27, 2012, 03:54:41 pm »
doesnt seem that powerfull to me except against combo-based decks and some other exceptions...
This card is not intended to be a killer card but to make strategic games more interesting. That's why it is quite cheap to play.
Regarding "some other exceptions": Play against any SoSa deck, wait a few turns and then lure 3 SoSas :-)

i would prefer to see a card that only allowed the opponent to play one card the next turn or something like that
This would be a weaker version of Silence. Why would anybody use it?

Offline Poker Alho

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Re: Dark Lure | Dark Allure https://elementscommunity.org/forum/index.php?topic=37791.msg474783#msg474783
« Reply #3 on: March 27, 2012, 03:58:40 pm »
doesnt seem that powerfull to me except against combo-based decks and some other exceptions...
This card is not intended to be a killer card but to make strategic games more interesting. That's why it is quite cheap to play.
Regarding "some other exceptions": Play against any SoSa deck, wait a few turns and then lure 3 SoSas :-)

i would prefer to see a card that only allowed the opponent to play one card the next turn or something like that
This would be a weaker version of Silence. Why would anybody use it?
I do like that exception regarding Sosa's

that "weaker version of silence" could last several turns as a way to counter fractal, rushes, combo-based decks, in a form of a permanent and yes, people would use it

Offline Elite arbiter

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Re: Dark Lure | Dark Allure https://elementscommunity.org/forum/index.php?topic=37791.msg474799#msg474799
« Reply #4 on: March 27, 2012, 05:13:32 pm »
Perhaps reduce the instant negation of the effect to
- opponent played N*2 cards from his hand (he can play more if he wants)
- no cards left in hand

And instead have it so that if you end your turn with cards still to play, you have to discard that amount of cards from your hand and lose  :rainbow quanta equal to 4 or card quanta cost, whichever is higher.

Of course, if it can be programmed keep the compulsion effect if it is possible to play a card, then have that as well. It just seems thematic to me that if you allure somebody into doing something (Dark Allure) and then prevent them from acting on that in some way (Silence) then it should cause frustration (discarding the cards anyway and losing the  :rainbow quanta). Although this might need a cost raise, or a limit on how much you can stack this against an opponent.

Offline whatifidogetcaught?

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Re: Dark Lure | Dark Allure https://elementscommunity.org/forum/index.php?topic=37791.msg474802#msg474802
« Reply #5 on: March 27, 2012, 05:16:54 pm »
this seems good with ghostmare and perhaps silence. I like it.
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Offline SchlonzTopic starter

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Re: Dark Lure | Dark Allure https://elementscommunity.org/forum/index.php?topic=37791.msg474811#msg474811
« Reply #6 on: March 27, 2012, 05:43:04 pm »
Would you increase the number of cards to play to 3?

Offline OdinVanguard

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Re: Dark Lure | Dark Allure https://elementscommunity.org/forum/index.php?topic=37791.msg474856#msg474856
« Reply #7 on: March 27, 2012, 09:23:22 pm »
I get the idea, just seems to be a little lacking. It has some definite potential though.
Some ideas:
I think it could be good as a permanent, thereby forcing them to play at least 2 cards every round.
Another interesting addition would be to drain life (maybe 3 or 4) if the player does not have enough cards in their hand. (or chooses not to)
E.g. play 2 lures vs opponent with empty hand would cause 9 life to be drained (4 need to be played, they get 1 from draw = 3 card deficit, assuming 3 life drained per missing card). This makes it a sort of "counterpart" to complement nightmare. Its cost and damage potential put it right on par as well.

From a coding point of view, I think it may be hard to force players to play cards, but tracking how many have been played and dealing damage for the deficit should be fairly trivial.

Another interesting twist. Heal the player slightly if they play the number of cards needed, but drain life if they fail to play enough. This seems to fit both a lure and frustration theme very well.

This would make a very nice combo with nightmare and dune scorpion.
-> Force them to drop their hand, then load them up with useless junk while inflicting moderate life drain and neurotoxin buildup. This could make these decks a very serious threat.
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Re: Dark Lure | Dark Allure https://elementscommunity.org/forum/index.php?topic=37791.msg474861#msg474861
« Reply #8 on: March 27, 2012, 09:37:29 pm »
Just want to say: I am in love with this card.  Don't really see a whole lot of synergy for monodark (granted, monodark doesn't really need any new cards) except with maybe steal/LA (as a lobo), but the mechanic feels like something that I would love to be able to have in a deck.  Just curious, would it force somebody to play multiple sosas? Love it :D

EDIT: Now that I'm thinking about it, making it play an extra card would be better, don't go any higher than 3 though.  Maybe 2 for unupped, 3 for upped? (Both cost 2 quanta).  Very situational, but with good predictors (Precogs with dune scorp deck) it would make the game a lot more strategic.
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Offline OdinVanguard

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Re: Dark Lure | Dark Allure https://elementscommunity.org/forum/index.php?topic=37791.msg474864#msg474864
« Reply #9 on: March 27, 2012, 09:48:01 pm »
Just want to say: I am in love with this card.  Don't really see a whole lot of synergy for monodark (granted, monodark doesn't really need any new cards) except with maybe steal/LA (as a lobo), but the mechanic feels like something that I would love to be able to have in a deck.  Just curious, would it force somebody to play multiple sosas? Love it :D

EDIT: Now that I'm thinking about it, making it play an extra card would be better, don't go any higher than 3 though.  Maybe 2 for unupped, 3 for upped? (Both cost 2 quanta).  Very situational, but with good predictors (Precogs with dune scorp deck) it would make the game a lot more strategic.
I agree. I would love to have this card for use in a GotP or dune scorp deck. Also, monodark will have synergy with nightmare (force them to free up space for you to fill with junk). Also useful in conjunction with eternity for draw denial (forces them to play creatures rather than wait to avoid clogging their draws). So often I get frustrated that the other player will just sit on their hand and not play anything. This could be very useful in that respect.
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Offline SchlonzTopic starter

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Re: Dark Lure | Dark Allure https://elementscommunity.org/forum/index.php?topic=37791.msg475080#msg475080
« Reply #10 on: March 28, 2012, 02:44:19 pm »
Thanks OdinVanguard for your suggestions. I love them. It brings the card to totally new level.

From a coding point of view, I think it may be hard to force players to play cards, but tracking how many have been played and dealing damage for the deficit should be fairly trivial.
I think it is an analoque coding as the check to discard a card.

I think it could be good as a permanent, thereby forcing them to play at least 2 cards every round.
That seems quite powerfull to me. But costs can be adjusted, why not.

Another interesting addition would be to drain life (maybe 3 or 4) if the player does not have enough cards in their hand. (or chooses not to)
... This makes it a sort of "counterpart" to complement nightmare. Its cost and damage potential put it right on par as well ...
Another interesting twist. Heal the player slightly if they play the number of cards needed, but drain life if they fail to play enough. This seems to fit both a lure and frustration theme very well.
I love that and would very much like to include it. The draining part is very important part of Darkness theme and was missing completely. Thanks to point that out.  Let's see what others think of this.

Offline SchlonzTopic starter

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Re: Dark Lure | Dark Allure https://elementscommunity.org/forum/index.php?topic=37791.msg475147#msg475147
« Reply #11 on: March 28, 2012, 08:00:56 pm »
Image updated (dummy for now, I'm shure you're more creative)
and ideas of OdinVanguard included.
Please discuss.

 

anything
blarg: