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Offline Ekki

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Re: Return | Replay https://elementscommunity.org/forum/index.php?topic=14899.msg190035#msg190035
« Reply #24 on: November 01, 2010, 04:27:49 am »
Sorry, I don't look at ALL the posts before me, anyways, you can post this idea in the 0HP series............unless you did that too.
Dude, you should know what you are making comments on, or shut up, even if that means reading every single comment...
And try to think what you write, not just say "I like it"... You seem like a comment spammer

Kazawrath

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Re: Return | Replay https://elementscommunity.org/forum/index.php?topic=14899.msg190065#msg190065
« Reply #25 on: November 01, 2010, 05:39:04 am »
I like it  better than just replaying on the field

Offline Nepycros

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Re: Return | Replay https://elementscommunity.org/forum/index.php?topic=14899.msg190183#msg190183
« Reply #26 on: November 01, 2010, 11:39:25 am »
It needs some kind of countering. As it is now, it is a permanent way to avoid deck out as long as you have 3 Time Pillars in play. If killing it only sends it back to the deck, and it only stays on the field during the player's turn, isn't the opponent helpless in this situation. I foresee alot of angry comments for players who see this card in the opponent's deck.
Perception is the source of misunderstanding.

Why, yes. I do have a Mindgate necklace. It's how I ninja everyone.

Krahhl

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Re: Return | Replay https://elementscommunity.org/forum/index.php?topic=14899.msg190203#msg190203
« Reply #27 on: November 01, 2010, 12:31:02 pm »
Protected eternity = same uncounterability

I think if I increase the cost to 5 :time, it would be rather impractical and many may choose to use eternity instead. However, it could still exist as an option for decks that generate a lot of time quanta.

The other possibility, as I mentioned earlier, would be to make it rewind upon something other than death, such as successful attack. Maybe that would be more balanced?

Krahhl

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Re: Return | Replay https://elementscommunity.org/forum/index.php?topic=14899.msg191550#msg191550
« Reply #28 on: November 02, 2010, 09:04:53 pm »
Updated card with 1 hp and not triggering death effects.

Should it have a cost increase as well, or is it okay now?

Also, any ideas for an image? I can't think of anything that would represent the card.

Krahhl

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Re: Return | Replay https://elementscommunity.org/forum/index.php?topic=14899.msg199648#msg199648
« Reply #29 on: November 12, 2010, 08:56:47 pm »
Increased cost of unupgraded card from 3 :time to 4 :time and added images.

Offline EmeraldTiger

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Re: Return | Replay https://elementscommunity.org/forum/index.php?topic=14899.msg199658#msg199658
« Reply #30 on: November 12, 2010, 09:16:58 pm »
I hadn't seen this till now. The words you are using to me seem more likely to fit a spell. A creature name that might fit this is Reseter | Rerunner . this is just a thought that came to mind when i read the thread.
If Nowhere is Somewhere, and Somewhere is Over there, How can we be Anywhere?
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Krahhl

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Re: Return | Replay https://elementscommunity.org/forum/index.php?topic=14899.msg199717#msg199717
« Reply #31 on: November 12, 2010, 10:29:13 pm »
I had the exact same thoughts originally, but until you, no one else did, so I decided it was not a big deal. I'll change the names if better ones come up, but I don't want to just stick -er on the end of a verb (Returner | Replayer).

QuantumT

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Re: Return | Replay https://elementscommunity.org/forum/index.php?topic=14899.msg201769#msg201769
« Reply #32 on: November 15, 2010, 05:41:33 pm »
As it is, I don't think this card would ever see use. Both this and eternity need one other card to function as anti-deckout (eternity needs a creature, this needs something to kill it), but eternity is much more useful otherwise. Right now it's only use as far as I can tell would be to give rainbows a way to avoid decking that didn't use the weapon spot so they could keep their pulverizer, but even then it still requires something dedicated to killing it.

To make it more balanced, I think you can do 1 of 3 things.

1) Boost the attack by a little so that it's actually useful as an attacker.
2) Lower the cost (you seem to want to avoid this because you don't want to make it too easy for rainbows to use, but as far as I can tell they're currently the only ones who could possibly use it at all)
3) Make the health on Return 0 so that it doesn't require another card to function as anti deckout.

Krahhl

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Re: Return | Replay https://elementscommunity.org/forum/index.php?topic=14899.msg201831#msg201831
« Reply #33 on: November 15, 2010, 08:24:05 pm »
As far as deck-out is concerned, this card has a few advantages over eternity. The largest is that you can free the weapon slot without using an animate weapon, in which case you'd probably need a quint too. However, it also removes the need of protect artifact. Sure, your pulverizer may be blown up, but at least that doesn't cause you to deck out.

With eternity, you have to rewind a creature every turn. With this card, just toss out a few, possibly even with a fractal, and you're set for several turns assuming they're all killed. While this may not really help with the situation in-game, other than that little extra bit of damage, it saves the player some clicking and gives some slack in case they forget to rewind. It's not major, but it's something.

Against AI, this card will also draw out some CC. Though this advantage is probably lessened by that it'll be low priority meaning you either play it early while it's the only creature, therefore slowing down your draw/quanta, or at the end when your creatures are all protected/dead anyway.

Any deck designed to incorporate this card shouldn't have a problem being able to kill it every turn though. Having a weapon to use probably outweighs devoting one creature to ensuring the death of this card every turn.


On the other hand, I realized that the upgraded version is far less reliable for avoiding deck-out because the only guaranteed method is by poisoning it or smashing it against an opponent's fire shield. If you kill it during your turn, it'll just go back to your hand and you'd have to discard anyway. The unupgraded version balances this with an extra cost, but that doesn't make either version more powerful.

I might increase the attack a bit to make it an essentially immortal attacker, but again, at the disadvantage of slowing down card draw/quanta pooling.

 

blarg: