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So you have what happens if something is placed on the flooded part but can you target one where a creature currently is?Its only for Permanents, not creatures.
Edit: replace creature with permanent, and re-answer the question pleaseSo you have what happens if something is placed on the flooded part but can you target one where a creature currently is?Its only for Permanents, not creatures.
it is essentially the same mechanic as Flood but with permanents and singular targeting.Edit: replace creature with permanent, and re-answer the question pleaseSo you have what happens if something is placed on the flooded part but can you target one where a creature currently is?Its only for Permanents, not creatures.
This seems really strong especially when you think about how permanents are played. Flood the first couple permanent slots and the weapon slot and you get complete permanent lock down for 3 or 4 :water a turn with no threat to this card beside from spells/skills which if you get this card out early enough will be infrequent since they won't have pillars to generate quanta. Random slots would be much better than being able to target which slot gets floodedBut whats the point of it being random slots when its a really expensive card? waste all that :water quanta for a chance at getting the one you want? doesn't sound very useful, Its initial cost is 7, and its ability cost is 3 :water, having multiple of these out at one go isn't wise unless you have a good way of producing :water, in which :water doesnt have any easy way to generate :water quanta like some elements do, plus water needs a strong mono card since it has too many duo creatures.
For 9 :water I can destroy all pillars and all future permanents? Really?yeah but did you read notes?
Quint? Cloak? Even without those a targeted flooding slot is extremely powerful because it keeps on giving.For 9 :water I can destroy all pillars and all future permanents? Really?yeah but did you read notes?
the same thing applies to it as inundation, if you kill it, all the slots are released.
I was thinking of lowering its hp so its easier to kill, like squid.
The same applies to Inundation with Protect artifact, and if i remember correctly, it was buffed and now only requires 1 :water per turn.Quint? Cloak? Even without those a targeted flooding slot is extremely powerful because it keeps on giving.For 9 :water I can destroy all pillars and all future permanents? Really?yeah but did you read notes?
the same thing applies to it as inundation, if you kill it, all the slots are released.
I was thinking of lowering its hp so its easier to kill, like squid.
The same applies to Inundation with Protect artifact, and if i remember correctly, it was buffed and now only requires 1 :water per turn.Flooding still provides wiggle room to work around it since it only floods the front and back rows and certain creature types can survive it. Trident requires a duo and can only target pillars. Perhaps since you designed it to counter crucial weapons limit it's targeting to only the weapon and shield slots? This would prevent a possible complete lock down from lack of any permanents.
basically, theres a good synergy now between Poseidon and inundation thanks to that buff.
PA + Inundation + Poseidon = similar effect but cheaper on pillar destruction, essentially pillar drying up the player so they can't play anything at all.
But isnt there already a dozen card ideas that specifically imply just that?The same applies to Inundation with Protect artifact, and if i remember correctly, it was buffed and now only requires 1 :water per turn.Flooding still provides wiggle room to work around it since it only floods the front and back rows and certain creature types can survive it. Trident requires a duo and can only target pillars. Perhaps since you designed it to counter crucial weapons limit it's targeting to only the weapon and shield slots? This would prevent a possible complete lock down from lack of any permanents.
basically, theres a good synergy now between Poseidon and inundation thanks to that buff.
PA + Inundation + Poseidon = similar effect but cheaper on pillar destruction, essentially pillar drying up the player so they can't play anything at all.
Flooding Floods the last slots. This Floods the First Slot. Huge difference because Flooding permits 7 creatures unaffected by the Flooded slots. This permits 0 permanents unaffected by the Flooded slot, unless multiple are played per turn and even then it kills 1 per blitz minimum.The same applies to Inundation with Protect artifact, and if i remember correctly, it was buffed and now only requires 1 :water per turn.Quint? Cloak? Even without those a targeted flooding slot is extremely powerful because it keeps on giving.For 9 :water I can destroy all pillars and all future permanents? Really?yeah but did you read notes?
the same thing applies to it as inundation, if you kill it, all the slots are released.
I was thinking of lowering its hp so its easier to kill, like squid.
basically, theres a good synergy now between Poseidon and inundation thanks to that buff.
PA + Inundation + Poseidon = similar effect but cheaper on pillar destruction, essentially pillar drying up the player so they can't play anything at all.
So what do suggest then? random slots? or limited slots?Flooding Floods the last slots. This Floods the First Slot. Huge difference because Flooding permits 7 creatures unaffected by the Flooded slots. This permits 0 permanents unaffected by the Flooded slot, unless multiple are played per turn and even then it kills 1 per blitz minimum.The same applies to Inundation with Protect artifact, and if i remember correctly, it was buffed and now only requires 1 :water per turn.Quint? Cloak? Even without those a targeted flooding slot is extremely powerful because it keeps on giving.For 9 :water I can destroy all pillars and all future permanents? Really?yeah but did you read notes?
the same thing applies to it as inundation, if you kill it, all the slots are released.
I was thinking of lowering its hp so its easier to kill, like squid.
basically, theres a good synergy now between Poseidon and inundation thanks to that buff.
PA + Inundation + Poseidon = similar effect but cheaper on pillar destruction, essentially pillar drying up the player so they can't play anything at all.
I think Flood slots are too hard to balance within ETG's range of power [Spark-Miracle]. Perhaps give Jengu a non Flood based effect?So what do suggest then? random slots? or limited slots?Flooding Floods the last slots. This Floods the First Slot. Huge difference because Flooding permits 7 creatures unaffected by the Flooded slots. This permits 0 permanents unaffected by the Flooded slot, unless multiple are played per turn and even then it kills 1 per blitz minimum.The same applies to Inundation with Protect artifact, and if i remember correctly, it was buffed and now only requires 1 :water per turn.Quint? Cloak? Even without those a targeted flooding slot is extremely powerful because it keeps on giving.For 9 :water I can destroy all pillars and all future permanents? Really?yeah but did you read notes?
the same thing applies to it as inundation, if you kill it, all the slots are released.
I was thinking of lowering its hp so its easier to kill, like squid.
basically, theres a good synergy now between Poseidon and inundation thanks to that buff.
PA + Inundation + Poseidon = similar effect but cheaper on pillar destruction, essentially pillar drying up the player so they can't play anything at all.
or
Lowering the hp of the creature so its far easier to counter with CC? (Like squid)
I Personally prefer lowering its hp as it is a strong effect, let it be more counterable like squids freeze on a stick.
Making it random slots will just render it useless unless I at least lower the cost significantly for upgraded version,
then again im lowering its stats too, so it would already have to be slightly cheaper.
I actually was considering removing the flood effect and focusing more on the inundation sync, making it a conditionally strong mono :water creature since :water lacks some good mono :water creatures. (as there are too many duos in :water)There are problems with giving a card a bonus that Only applies when a specific other card is around. It makes it too limited in usage.
I was considering giving it one or 2 of the following:
- giving it momentum when inundation is in play
- enhancing its stat buff when inundation is in play
- gaining +X where X= creatures underwater, though maybe a little OP with alfa toxin. (perhaps divide by 2?)
I was thinking along the lines of having a sync with Inundation.
what do you think of those 3 ideas mentioned above ^ ?
Please specify the problems.I actually was considering removing the flood effect and focusing more on the inundation sync, making it a conditionally strong mono :water creature since :water lacks some good mono :water creatures. (as there are too many duos in :water)There are problems with giving a card a bonus that Only applies when a specific other card is around. It makes it too limited in usage.
I was considering giving it one or 2 of the following:
- giving it momentum when inundation is in play
- enhancing its stat buff when inundation is in play
- gaining +X where X= creatures underwater, though maybe a little OP with alfa toxin. (perhaps divide by 2?)
I was thinking along the lines of having a sync with Inundation.
what do you think of those 3 ideas mentioned above ^ ?
I was pretty vague sorry.I see what you mean. I was only trying to create a card that would sync more with inundation, perhaps I could apply one of the following instead:
I was referring to number of combos of a card.
Mummy and Skeleton interact with Reverse Time, Eternity, Chaos Seed and Pandamonium (4 cards)
Deathstalker and Dune Scorpion interact with Momentum, Blessing, Chaos Power, Heavy Armor/Basilisk Blood/Earth Nymph + Rage Poition/Red Nymph, Nightfall (Deathstalker)
Nightfall interacts with all Death and Darkness creatures.
Scarb interacts with Scarab, Pharaoh, Mitosis, Fractal and others
The Cat interacts with Boneyard, Bone Wall, Vulture, Soul Catcher
Note in each of the above the Card in question (left hand side) had at least 3 combos when introduced into the game. If you make a card that is significantly improved by Flooding to the point that if the interaction is balanced then the solo card is UP, then you should have it interact with at least 2 other cards options.
Card with significant synergy with Flooding does not add much to the game
Card with significant synergy with (Flooding and at least 2 other cards) adds a decent amount to the game.
those 3 would be better effects. I think the soft PC would be closest to the original intent. How would it affect stacks?
I like the idea of being able to freeze Permanents. finally a better way to destroy the enemie's weapon with water than keep on Ice Bolting him, hoping to get lucky. XDStacks would be affected the same way Protect Artifact does, the entire stack, seems fair and makes sense. however, since it could potentially stop the opponent's pillar production, i'd have to make it one turn on unnupped and 2 turns on upped
It takes 12 :water +8 :water per turn to lock down pillar production for a mono.Is that bad?
I think it is and should be really expensive to lock down the quanta production of a mono.It takes 12 :water +8 :water per turn to lock down pillar production for a mono.Is that bad?
20 :water too expensive ?
So what should I do? I propose the following:I think it is and should be really expensive to lock down the quanta production of a mono.It takes 12 :water +8 :water per turn to lock down pillar production for a mono.Is that bad?
20 :water too expensive ?
I think it is and should be really expensive to lock down the quanta production of a mono.So what should I do? I propose the following:I think it is and should be really expensive to lock down the quanta production of a mono.It takes 12 :water +8 :water per turn to lock down pillar production for a mono.Is that bad?
20 :water too expensive ?
-snip-
So its fine as it is? anything else to add? (sorry, Im a little slow sometimes :)) )I think it is and should be really expensive to lock down the quanta production of a mono.So what should I do? I propose the following:I think it is and should be really expensive to lock down the quanta production of a mono.It takes 12 :water +8 :water per turn to lock down pillar production for a mono.Is that bad?
20 :water too expensive ?
-snip-
I think it is fine.So its fine as it is? anything else to add? (sorry, Im a little slow sometimes :)) )I think it is and should be really expensive to lock down the quanta production of a mono.So what should I do? I propose the following:I think it is and should be really expensive to lock down the quanta production of a mono.It takes 12 :water +8 :water per turn to lock down pillar production for a mono.Is that bad?
20 :water too expensive ?
-snip-
Soo, this means :water/ :air is going to get PC?I'm not sure I follow :-\
Soo, this means :water/ :air is going to get PC?Yes and No