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Offline ZephyrPhantomTopic starter

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Solar Ward | Solar Ring https://elementscommunity.org/forum/index.php?topic=36072.msg453489#msg453489
« on: January 27, 2012, 05:04:42 pm »
NAME:
Solar Ward
ELEMENT:
Light
COST:
2 :light
TYPE:
Spell
ATK|HP:
TEXT:
Your creatures gain a Ward:
The next time they would be targeted, :light :light is generated instead.
NAME:
Solar Ring
ELEMENT:
Light
COST:
1 :light
TYPE:
Spell
ATK|HP:
TEXT:
Your creatures gain a Ward:
The next time they would be targeted, :light :light is generated instead.
ART:
Kamietsu (http://elementscommunity.org/forum/index.php/topic,35502.0.html)
I also used the following brushes:
GIMP: Glow I Brushes by Hawksmont (http://hawksmont.deviantart.com/art/GIMP-Glow-I-91291141)
Axeraider's Galatic Brushes (http://project-gimpbc.deviantart.com/art/GIMP-Galactic-Brushes-62762347) (under Creative Commons 3.0 (http://creativecommons.org/licenses/by-nc-nd/3.0/))
IDEA:
Zblader
NOTES:
AoE CC such as Rain of Fire and Pandemonium count as targeting.

AntiCC and quantum generation for Light - if you want to get more quantum quickly without waiting for your opponent, use Angels to heal your creatures and trigger the Ward effect instead.

Ward would be represented by a small :light symbol on the creature.

Also has useful protective synergy with Cloak, especially if your opponent doesn't pay attention to what cards you play.
SERIES:

NAME:
Solar Ward
ELEMENT:
Light
COST:
3 :light
TYPE:
Spell
ATK|HP:
TEXT:
Your creatures gain a Ward:
The next time they would be targeted, :light :light :light  is generated instead.
NAME:
Solar Ring
ELEMENT:
Light
COST:
2 :light
TYPE:
Spell
ATK|HP:
TEXT:
Your creatures gain a Ward:
The next time they would be targeted, :light :light :light  is generated instead.
ART:
Kamietsu (http://elementscommunity.org/forum/index.php/topic,35502.0.html)
I also used the following brushes:
GIMP: Glow I Brushes by Hawksmont (http://hawksmont.deviantart.com/art/GIMP-Glow-I-91291141)
Axeraider's Galatic Brushes (http://project-gimpbc.deviantart.com/art/GIMP-Galactic-Brushes-62762347) (under Creative Commons 3.0 (http://creativecommons.org/licenses/by-nc-nd/3.0/))
IDEA:
Zblader
NOTES:
AoE CC such as Rain of Fire and Pandemonium count as targeting.

AntiCC and quantum generation for Light - if you want to get more quantum quickly without waiting for your opponent, use Angels to heal your creatures and trigger the Ward effect instead.

Ward would be represented by a small :light symbol on the creature. It is treated as a status effect.

Also has useful protective synergy with Cloak, especially if your opponent doesn't pay attention to what cards you play.
SERIES:

Offline Pineapple

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Re: Solar Ward | Solar Ring https://elementscommunity.org/forum/index.php?topic=36072.msg453504#msg453504
« Reply #1 on: January 27, 2012, 06:29:39 pm »
Makes sense. I like it, although it may be a bit too cheap to negate the activation of N spell cards, N being the number of creatures you control. Extreme case, but still.

Also, I'd like to see Light getting more permanent protection, as that's an area we can agree it has staked a claim in (immaterial shield/weapon, no immaterial creatures). If we give it both permanent and creature protection, there may be balancing problems...

Offline dragonsdemesne

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Re: Solar Ward | Solar Ring https://elementscommunity.org/forum/index.php?topic=36072.msg453514#msg453514
« Reply #2 on: January 27, 2012, 06:46:04 pm »
Yeah, I think this might be a bit too strong, but I love the idea.  I'd change the card to read one of these two things:

-targeting a single creature and costing 0 (and +4 quanta given to you on upped one instead of 3)
-targeting all your creatures but only generating the quanta, not actually protecting them from anything (although this could be abused by spamming your creatures with thngs like white nymph or green nymph)

Offline OldTrees

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Re: Solar Ward | Solar Ring https://elementscommunity.org/forum/index.php?topic=36072.msg453523#msg453523
« Reply #3 on: January 27, 2012, 06:56:03 pm »
It only protects against the first targeting effect correct? So 2 Lightnings should still kill a warded Photon.

So it either costs 3 :light|2 :light + 1 card to redirect the opponent's CC away from their preferred target. (a bit expensive)
or
It costs 0|-1 :light + 1 card to cause your opponent to use 1 extra CC to deal with their preferred target. (just right)

Perhaps 2 :light|1 :light and generate  :light :light?
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Offline Winter Is Coming

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Re: Solar Ward | Solar Ring https://elementscommunity.org/forum/index.php?topic=36072.msg453543#msg453543
« Reply #4 on: January 27, 2012, 07:43:52 pm »
Interesting idea. Does the ward last the entire turn, or does it also have hp that can be taken down with enough attacks?

Offline moomoose

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Re: Solar Ward | Solar Ring https://elementscommunity.org/forum/index.php?topic=36072.msg453545#msg453545
« Reply #5 on: January 27, 2012, 07:48:00 pm »
my suggestion would be either dragon's single target idea, or limit the duration so that the effect will go away after ~1-2 turns if it is not triggered, with a reduced card cost, the current 'all creatures + indefinite duration' combination provides a bit too much protection in my opinion.  otherwise its a nice defense + quanta generation mechanic
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Offline Drake_XIV

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Re: Solar Ward | Solar Ring https://elementscommunity.org/forum/index.php?topic=36072.msg453751#msg453751
« Reply #6 on: January 28, 2012, 06:49:59 am »
I really like the art for this card.

Anyways, would  :light :light :light be generated for each creature that has the counter?

Offline ZephyrPhantomTopic starter

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Re: Solar Ward | Solar Ring https://elementscommunity.org/forum/index.php?topic=36072.msg454978#msg454978
« Reply #7 on: January 30, 2012, 09:34:52 pm »
I really like the art for this card.

Anyways, would  :light :light :light be generated for each creature that has the counter?
Thanks.
I'm not sure what you mean, but each creature does get an individual Ward (status effect) represented by  :light. When a card effect targets a creature with a ward, :light :light :light is generated, the card effect is negated and the Ward is removed.
It only protects against the first targeting effect correct? So 2 Lightnings should still kill a warded Photon.
Yes.
Quote
So it either costs 3 :light|2 :light + 1 card to redirect the opponent's CC away from their preferred target. (a bit expensive)
or
It costs 0|-1 :light + 1 card to cause your opponent to use 1 extra CC to deal with their preferred target. (just right)

Perhaps 2 :light|1 :light and generate  :light :light?
Seeing as how people have noted this card is somewhat powerful, this seems fair enough. Card updated to 2 :light|1 :light and generate  :light :light .

 

anything
blarg: