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Offline moomooseTopic starter

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Haunt | Improved Haunt https://elementscommunity.org/forum/index.php?topic=10272.msg125907#msg125907
« on: July 27, 2010, 09:44:45 pm »
NAME:
Haunt
ELEMENT:
Death
COST:
3 :death
TYPE:
Permanent
ATK|HP:
TEXT:
Haunted: Opponent permanents do not function for one turn.
NAME:
Improved Haunt
ELEMENT:
Death
COST:
2 :death
TYPE:
Permanent
ATK|HP:
TEXT:
Haunted: Opponent permanents do not function for one turn.
ART:
public domain:
cempey- http://www.sxc.hu/photo/341125
IDEA:
moomoose
NOTES:
*Pillars do not produce quanta for 1 turn.
*Weapon cannot attack for 1 turn.
*Shields do not protect for 1 turn.
*Permanents such as Graveyard do not function for 1 turn.
*Weapon such as Owl's Eye cannot be clicked to use ability for 1 turn.
*Permanents such as Eternal Hourglass may not be clicked to use for 1 turn.
*I am leaning towards not counting a turn against countdown shields like Wings and Phase Shield, keeping their effective turn totals constant.
*With Improved Haunt only creatures with 0 cost abilities will be able to use them, as quanta use is locked down for one turn.  This would allow creatures to un-burrow or use a skill if SoR had been used on them previously.
*Note the increased :death cost of Improved Haunt as a result.


There are tons of cards to prevent creatures from attacking but this is like a sundial for permanents.
*Look forward to hearing any feedback on how to improve these cards!


SERIES:
n/a

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Offline ratcharmer

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Re: Haunt | Improved Haunt https://elementscommunity.org/forum/index.php?topic=10272.msg125912#msg125912
« Reply #1 on: July 27, 2010, 09:54:18 pm »
Does this affect immaterial permanents?

Offline moomooseTopic starter

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Re: Haunt | Improved Haunt https://elementscommunity.org/forum/index.php?topic=10272.msg125914#msg125914
« Reply #2 on: July 27, 2010, 09:56:39 pm »
i think of immaterial as preventing it from being targeted for destruction/stealing, and this would not do either, just prevent its use for 1 turn.  this would be similar to how sundial affects immortal creatures, preventing them from attacking even if they are not target-able.
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Re: Haunt | Improved Haunt https://elementscommunity.org/forum/index.php?topic=10272.msg125920#msg125920
« Reply #3 on: July 27, 2010, 10:01:41 pm »
So like sundial, it would just get destroyed after one turn?

Offline moomooseTopic starter

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Re: Haunt | Improved Haunt https://elementscommunity.org/forum/index.php?topic=10272.msg125923#msg125923
« Reply #4 on: July 27, 2010, 10:05:20 pm »
yep, thats the idea.
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Re: Haunt | Improved Haunt https://elementscommunity.org/forum/index.php?topic=10272.msg125930#msg125930
« Reply #5 on: July 27, 2010, 10:11:53 pm »
It's good idea,
mono-death is going to be used way more often if this card comes into the game  :D

Offline moomooseTopic starter

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Re: Haunt | Improved Haunt https://elementscommunity.org/forum/index.php?topic=10272.msg126401#msg126401
« Reply #6 on: July 28, 2010, 01:21:09 pm »
from what im hearing from people in the chat room is that they think that the prevention of quanta use is too restricting, so i may have to find something else to buff the upgraded card.  personally, i think considering the costs of the cards relative to sundials (1 :time | 0 vs 3 :death | 5 :death ) and lacking the draw a card feature, theyre balanced around each other.  maybe both cards could cause an opponent to discard a card at a :time or :darkness cost, and lower the cost of the upgraded card to 2 :death.
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Offline Svenningen

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Re: Haunt | Improved Haunt https://elementscommunity.org/forum/index.php?topic=10272.msg126406#msg126406
« Reply #7 on: July 28, 2010, 01:33:29 pm »
Wow, I like it! Nice art, nice idea, design, its all good =) Keep up the work MOOm!

+awesome

now to the card, it seems all good. The cost seems balanced, or maybe expensive for a 1r block.. I cant tell before Its in trainer ;)

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Re: Haunt | Improved Haunt https://elementscommunity.org/forum/index.php?topic=10272.msg126411#msg126411
« Reply #8 on: July 28, 2010, 01:40:31 pm »
An intriguing card! I like the thought put into this, any death user like myself would love to get their hands on this.  8)

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Re: Haunt | Improved Haunt https://elementscommunity.org/forum/index.php?topic=10272.msg126415#msg126415
« Reply #9 on: July 28, 2010, 01:45:55 pm »
From what I'm hearing from people in the chat room is that they think that the prevention of quanta use is too restricting, so I may have to find something else to buff the upgraded card.  Personally, I think considering the costs of the cards relative to sundials (1 :time | 0 vs 3 :death | 5 :death ) and lacking the draw a card feature, they're balanced around each other.  Maybe both cards could cause an opponent to discard a card at a :time or :darkness cost, and lower the cost of the upgraded card to 2 :death.
The only issue I have with the card is that it PREVENTS the only form of normal quanta generation (pillars/towers - using Cremation/Nova/Fireflies are different) in game, which is a tough sell for a :death card. I love the theme you have going on, and it's a smart move to remove the 'quanta use prevention' effect. After all, if you were a mono-poison deck, they couldn't even spend 1 :water to remove the poisons if they tried.

I think an even 'cooler' idea would be is if you applied a 'poison' to a certain permanent. Whenever it's triggered passively (in the case of towers, weapon damage, shards, etc.) or actively (hourglasses, weapon abilities, Unstable Gas, etc.), they take a small bit of damage. Since you could only have 6 of these in a deck, applying all 6 of these 'permanent' poisons would be pretty amazing, and create a new form of 'soft' permanent control. :)


Oh, and correct the misspelling of Haunt in your table - it spelled out 'Haunr' for the name of the non-upgraded card. Just a small note and my two cents. ;)


Offline moomooseTopic starter

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Re: Haunt | Improved Haunt https://elementscommunity.org/forum/index.php?topic=10272.msg126440#msg126440
« Reply #10 on: July 28, 2010, 02:23:47 pm »
damn typo, thanks for the heads up. 

the idea of haunt is that the enemy's permanents are being haunted (as apposed to a home or abandoned hospital/lighthouse etc) and unable to function in the status quo for 1 turn. 

my thought process started with "hey, haunt would be a cool card name, what would it do? well, it affects permanents, but what would 'haunting' do? it would probably scare everyone into paying attention to the ghosts and try to not die until the haunting goes away, so i guess it will be like a stun of sorts."

 then figured maybe make it targeted on one permanent, but how is that on par with earthquake or destroy/steal which are already cheap cards. so haunting all of the opponent structures seemed to fit, for one turn, which lends itself nicely to be the sundial for permanents, and i thought that was an interesting concept.

as for the soft permanent control idea, its an interesting thought.  maybe "Linger" could do something to a target permanent as a clicky effect.  but what exactly it does i am not sure about yet, ill have to think about a balanced idea to do to a target permanent for a low cost once per haunt.  my first thought was to produce a skelly every turn that the permanent was used, but on a pillar or weapon that would be every turn.
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Offline moomooseTopic starter

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Re: Haunt | Improved Haunt https://elementscommunity.org/forum/index.php?topic=10272.msg126885#msg126885
« Reply #11 on: July 29, 2010, 01:38:34 am »
updated improved haunt (unless i think of something else)
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