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Offline AnarookTopic starter

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Inferno | Inferno https://elementscommunity.org/forum/index.php?topic=16433.msg210350#msg210350
« on: November 26, 2010, 11:36:55 pm »
NAME:
Inferno
ELEMENT:
Fire
COST:
5 :fire
TYPE:
Permanent
ATK|HP:
TEXT:
Summon one Flame every time a creature is killed.
NAME:
Inferno
ELEMENT:
Fire
COST:
:fire
TYPE:
Permanent
ATK|HP:
TEXT:
Summon one Flame every time a creature is killed.
ART:
thebeserker (http://browse.deviantart.com/?qh=&section=&q=fire#/d4asjp)
IDEA:
Anarook
NOTES:
    Only activates if a *Creature* is killed.Upgraded Inferno summons upgraded Flame.
SERIES:

NAME:
Flame
ELEMENT:
Fire
COST:
1 :fire
TYPE:
Creature
ATK|HP:
1|1
TEXT:
:fire : Explode
Sacrifice this card to inflict 1 damage to the target.
NAME:
Flame
ELEMENT:
Fire
COST:
:fire
TYPE:
Creature
ATK|HP:
1|1
TEXT:
:fire : Explode
Sacrifice this card to inflict 2 damage to the target.
ART:
YASLY (http://www.yasly.com/blog/?p=46)
IDEA:
Anarook
NOTES:
The death of Flame or the use of its ability cannot trigger Inferno or Boneyard.
SERIES:
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Offline Ajit

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Re: Inferno | Inferno https://elementscommunity.org/forum/index.php?topic=16433.msg210379#msg210379
« Reply #1 on: November 27, 2010, 12:39:41 am »
I like it.  Only thing I would propose is on the Inferno upgraded, it just cost less, because spawning two creatures for every dead creature might too much.

Uppercut

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Re: Inferno | Inferno https://elementscommunity.org/forum/index.php?topic=16433.msg210403#msg210403
« Reply #2 on: November 27, 2010, 01:00:32 am »
So one of these gives you infinite guys? Yeah seems fair and balanced.

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Re: Inferno | Inferno https://elementscommunity.org/forum/index.php?topic=16433.msg210454#msg210454
« Reply #3 on: November 27, 2010, 02:21:18 am »
So one of these gives you infinite guys? Yeah seems fair and balanced.
It's not "infinite guys." All it basically is very weak reusable creature control that triggers death effects. It can be fairly powerful in the right deck, but it is very balanced.

Think next time before being sarcastic.
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Uppercut

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Re: Inferno | Inferno https://elementscommunity.org/forum/index.php?topic=16433.msg210467#msg210467
« Reply #4 on: November 27, 2010, 02:58:56 am »
So one of these gives you infinite guys? Yeah seems fair and balanced.
It's not "infinite guys." All it basically is very weak reusable creature control that triggers death effects. It can be fairly powerful in the right deck, but it is very balanced.

Think next time before being sarcastic.
Except that it literally is infinite guys. It triggers when a creature is destroyed and it makes a creature that very clearly states that you destroy it to use its effect. The first time a creature is destroyed you get an unlimited amount of flames. You'd destroy a flame to damage something and get another flame.

Offline Ajit

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Re: Inferno | Inferno https://elementscommunity.org/forum/index.php?topic=16433.msg210491#msg210491
« Reply #5 on: November 27, 2010, 03:26:30 am »
I know what you mean Uppercut.  And the way the card is worded right now it sounds like that.  But hopefully Anarook didn't mean for that.

Offline AnarookTopic starter

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Re: Inferno | Inferno https://elementscommunity.org/forum/index.php?topic=16433.msg210513#msg210513
« Reply #6 on: November 27, 2010, 03:57:39 am »
Ahhh, I didn't catch that at all DX, def didn't intend it that way, I guess it would be better to say it sacrifices itself instead of destorys itself.
I was thinking of changing the upgraded infero to simply cost less instead of produce more, just couldn't decide.

Also debating to lower the damage flame inflicts to 1 instead of 2.
Perhaps changing it so the normal Flame is 1 damage inflicted, and upgraded is down to 1|1 with 2 damage inflicted.


*Gonna adjust flame so there's no inf loop DX.
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Re: Inferno | Inferno https://elementscommunity.org/forum/index.php?topic=16433.msg210514#msg210514
« Reply #7 on: November 27, 2010, 03:59:58 am »
It is infinite creatures, however it is only infinite in potential only 1-2 are on the field per death (unupped) although they will continue to spawn themselves.

Unupped
each death results in 3 damage per turn and Absorb :fire (only 1 damage the first turn and no absorb)
This is easily able to be balanced. (In fact I think a casting cost of 5 :fire is sufficient provided Fire is the best element for these Zombies. I obviously disagree.)

Upped
TurnNumber of FlamesTotal CostTotal Damage
1204
24216
38640
4161488
52330166
62353254
The exponential growth of the upgraded is harder to balance and requires a much higher cost.

I agree with the previous suggestion to make the upgrade a simple 1-2 cost reduction.
Nvm author did not intend loop.
It looks good as a simple Fire version of Graveyard.
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Offline AnarookTopic starter

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Re: Inferno | Inferno https://elementscommunity.org/forum/index.php?topic=16433.msg210522#msg210522
« Reply #8 on: November 27, 2010, 04:19:11 am »
Modified the Flame

Still debating the Inferno change, though I am leaning to the reduced cost side.

And for those saying it's unlimited, it does require  :fire to use the effect. (Though the deck this card is in probably doesn't have an issue with that >.>)
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Uppercut

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Re: Inferno | Inferno https://elementscommunity.org/forum/index.php?topic=16433.msg210532#msg210532
« Reply #9 on: November 27, 2010, 04:34:18 am »
I decided to check card wordings and "destroy" isn't something that happens to creatures ever. Boneyard and bonewall care if a creature is "killed", vulture cares about when a creature "dies" and there are no references to creatures being destroyed. Also, cards that sacrifice still trigger boneyard, vulture, and bonewall which means the current wording while technically correct doesn't actually fix the initial problem. For consistancy you should probably add it as a note in the notes section of the card description for Inferno. I personally think it'd be better on the card text too but boneyard does not have its exception on the card text.

Inferno should be reworded to key either when a creature is killed or when a creature dies. These terms both appear in current Elements and it'd be less of a rules nightmare.

I also just realised that Vulture should be reworded to "is killed" instead of "dies", or alternatively boneyard and bonewall should  be worded"dies" instead of "is killed." Zanz can't keep his rules terminology straight.

joebob777

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Re: Inferno | Inferno https://elementscommunity.org/forum/index.php?topic=16433.msg210534#msg210534
« Reply #10 on: November 27, 2010, 04:36:38 am »
i am comparing this to boneyard,  as uppercut did, raise the cost to above boneyard since flame is basically skeleton with ability, and does boneyard spwan a skeleton when a skeleton is destroyed. no. it can be simply coded so that flames dont spawn other flames

Offline AnarookTopic starter

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Re: Inferno | Inferno https://elementscommunity.org/forum/index.php?topic=16433.msg210535#msg210535
« Reply #11 on: November 27, 2010, 04:42:58 am »
I'll add a note to say that Flame can't trigger Inferno, same as boneyard.
Changing Inferno so the cost is higher for both.
Altering the upgraded Inferno so that it cost less to play instead of spawning multiple Flame.
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