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Elements the Game => Level 1 - Crucible => Card Ideas and Art => Crucible Archive => Topic started by: ZephyrPhantom on June 09, 2012, 06:51:19 pm

Title: Swarm | Swarm
Post by: ZephyrPhantom on June 09, 2012, 06:51:19 pm
(http://i.imgur.com/ryPmq.png)
(http://i.imgur.com/WSFGP.png)
NAME:
Swarm
ELEMENT:
Life
COST:
3 :life
TYPE:
Spell
ATK|HP:

TEXT:
Spawn a Locust.
Eternal - This card stays in your hand after it is played.
NAME:
Swarm
ELEMENT:
Life
COST:
3 :life
TYPE:
Spell
ATK|HP:

TEXT:
Spawn a Locust.
Eternal - This card stays in your hand after it is played.

ART:
http://imageplay.net/img/tya22257087/Shavingbrush.png , Provided by Kuroaitou for Card Design War 2 (http://elementscommunity.org/forum/index.php/topic,36747.0.html), Modified by Zblader
IDEA:
Zblader, inspired by OldTrees's Eternal Spells (http://elementscommunity.org/forum/index.php/topic,41110.0.html) Thread.
NOTES:
With the 'Eternal' property on this card, Swarm acts similar to a Relic - it triggers it's effect but doesn't actually leave your hand unless you discard it. Silence will prevent this card from being played.

See Locust below for the creature spawned.
SERIES:


(http://i.imgur.com/7aJVR.png)
(http://i.imgur.com/FM2FP.png)
NAME:
Swarm
ELEMENT:
Life
COST:
2 :life
TYPE:
Spell
ATK|HP:

TEXT:
Spawn a Locust.
Eternal - This card stays in your hand after it is played.
NAME:
Swarm
ELEMENT:
Life
COST:
2 :life
TYPE:
Spell
ATK|HP:

TEXT:
Spawn a Locust.
Eternal - This card stays in your hand after it is played.

ART:
http://imageplay.net/img/tya22257087/Shavingbrush.png , Provided by Kuroaitou for Card Design War 2 (http://elementscommunity.org/forum/index.php/topic,36747.0.html), Modified by Zblader
IDEA:
Zblader, inspired by OldTrees's Eternal Spells (http://elementscommunity.org/forum/index.php/topic,41110.0.html) Thread.
NOTES:
With the 'Eternal' property on this card, Swarm acts similar to a Relic - it triggers it's effect but doesn't actually leave your hand unless you discard it. Silence will prevent this card from being played.

See Locust below for the creature spawned.
SERIES:


(http://i.imgur.com/KauYy.png)
(http://i.imgur.com/ldWe0.png)
NAME:
Locust
ELEMENT:
Life
COST:
1 :life
TYPE:
Creature
ATK|HP:
1 | X
TEXT:
Swarm: X = number of Locusts you control at the end of the turn.
NAME:
Locust
ELEMENT:
Life
COST:
1 :life
TYPE:
Creature
ATK|HP:
1 | X
TEXT:
Swarm: X = number of Locusts you control at the end of the turn. Heals its owner 1 HP each turn.

ART:
Mosmas (http://commons.wikimedia.org/wiki/File:Locust_Namibia.jpg), Modfied by Zblader
IDEA:
Zblader
NOTES:
Can only be obtained from Swarm.
Airborne.
SERIES:

Title: Re: Swarm | Swarm
Post by: ddevans96 on June 09, 2012, 07:07:45 pm
Epic take on the Eternal concept.

One thing though:

With the 'Eternal' property on this card, Swarm acts similar to a Relic - it triggers it's effect but doesn't actually leave your hand unless you discard it. Since it doesn't leave your hand, it also is not limited by Silence.

Is this also how relic works? I mean, does relic drain it's quanta cost even if clicked on during silence?
Title: Re: Swarm | Swarm
Post by: ZephyrPhantom on June 09, 2012, 07:13:37 pm
Epic take on the Eternal concept.

One thing though:

With the 'Eternal' property on this card, Swarm acts similar to a Relic - it triggers it's effect but doesn't actually leave your hand unless you discard it. Since it doesn't leave your hand, it also is not limited by Silence.

Is this also how relic works? I mean, does relic drain it's quanta cost even if clicked on during silence?
For reference:
Repeatable is a variation. Eternal describes an existing mechanic of not leaving the hand rather than being replaced (See Relic).
...odd, Zanz removed Relic from the 'All Cards' function in the Trainer. 1 second, Trainer testing in progress.
Nope. Relic does not remove quanta while Silence is active, because Silence prevents cards from being played instead of leaving the hand. Eternal is thus not Immune to silence.

Updated notes to reflect that.
Title: Re: Swarm | Swarm
Post by: bogtro on June 09, 2012, 08:18:47 pm
Would be extremely scary with some bonds and nymphs - healing for several hundred a turn is o.O Throw in some SoD, and that's extremely hard to beat.

Title: Re: Swarm | Swarm
Post by: esran on June 09, 2012, 10:48:34 pm
not sure if this would unbalance it, but maybe up the attack to 2 and make it playable once per turn. that would also give a benifit to having more in your hand.
Title: Re: Swarm | Swarm
Post by: Fikraxtein on June 09, 2012, 10:50:54 pm
based on pharaoh/scarab synergy without devour and on life element, interesting... may be nice to be played with some adrenalines  :D
Title: Re: Swarm | Swarm
Post by: ZephyrPhantom on June 09, 2012, 11:02:51 pm
not sure if this would unbalance it, but maybe up the attack to 2 and make it playable once per turn. that would also give a benifit to having more in your hand.
Seems kind of thematically off. You don't usually see one locust, you see a horde of locusts at once, no? ;)

Mechanic-wise, I prefer a multiple-cast version as it works better with several copies of certain cards like Fallen Elf and the healing effect can be played as a more 'immediate' defense - spawning one-per-turn seems to fall more in the direciton of Mitosis. (I forgot to mention Locusts are Airborne, too, so there's also a potential for some gradual-damage Sky Blitz decks if a player wanted to try that.)
Title: Re: Swarm | Swarm
Post by: Anarook on June 09, 2012, 11:37:11 pm
MM, I think +1 cost to each simply becasue of the "Eternal" mechanic involved. I simply think it's a tad too cheap at 2.
I also remeber dicussions of adding negative effects to counterbalance the eternal mechanic, though im not sure what would work here, perhpas you lose a permanent every 5 locusts or so(eg locusts consuming everything in their path)-just an aside thought.
Title: Re: Swarm | Swarm
Post by: jacker on June 10, 2012, 11:30:23 am
Good idea. i don't see the usefulness of the swarm ability. it makes them just bigger, isn't it?
Title: Re: Swarm | Swarm
Post by: Absol on June 10, 2012, 11:33:40 am
SoP, bonds, and nothing stop you. Except OTK.
That is, when they're not dead yet.
Title: Re: Swarm | Swarm
Post by: Rutarete on June 10, 2012, 03:04:30 pm
Looks good, Z!
Title: Re: Swarm | Swarm
Post by: OldTrees on June 10, 2012, 03:52:21 pm
Maybe even cost 3.

Good idea. i don't see the usefulness of the swarm ability. it makes them just bigger, isn't it?
Anti CC
Title: Re: Swarm | Swarm
Post by: esran on June 10, 2012, 04:03:38 pm
i still think its too powerful. empathatic bonds anyone? put this in a plat deck with sops, sods, empathatic bonds... unbeatable. add some stoneskins and even OTK cant beat it. add 1 or 2 to both of the costs.
Title: Re: Swarm | Swarm
Post by: ZephyrPhantom on June 10, 2012, 05:06:02 pm
i still think its too powerful. empathatic bonds anyone? put this in a plat deck with sops, sods, empathatic bonds... unbeatable. add some stoneskins and even OTK cant beat it. add 1 or 2 to both of the costs.
Adding 1 to the cost is reasonable. Saying that a stall-deck that requires at least ~3 cards is OP? Not so sure about that, especially when you're going to be sinking a lot quanta in to deploy all 23 of your Locusts. (Avoiding succesful OTKs brings the required combo up to 4 cards .)

Card updated:
Cost of Swarm now 3.
Title: Re: Swarm | Swarm
Post by: jawdirk on June 10, 2012, 06:34:02 pm
I think using this card would result in a lot of boring stand-offs. Most shields would prevent the locusts from doing any damage (boneyard has this same problem), and the locusts would quickly provide enough life that your enemy would need a OTK. I think you should change the upped ability in some way. Maybe the upped should just be 2/X.
Title: Re: Swarm | Swarm
Post by: esran on June 10, 2012, 08:42:28 pm
thank you. despite what i said earlier i actually do like this card. the upped version seems really powerful, but even if all of your creatures are swarms, its still really only one free feral bond, so not OP at all at 3 quanta. thumbs up for this version of the card.
Title: Re: Swarm | Swarm
Post by: Anarook on June 11, 2012, 06:08:37 am
I don't know why this only now occured to me, how do locusts heal you? Locusts are notorius for distruction, not healing =/
Thematically speaking I'd say remove the heal and then you could lower the casting cost.
Title: Re: Swarm | Swarm
Post by: OldTrees on June 11, 2012, 06:30:42 am
I don't know why this only now occured to me, how do locusts heal you? Locusts are notorius for distruction, not healing =/
Thematically speaking I'd say remove the heal and then you could lower the casting cost.
I agree but for a different reason. The healing provided has not yet been factored into either cost.
Title: Re: Swarm | Swarm
Post by: ZephyrPhantom on June 12, 2012, 08:14:07 pm
I don't know why this only now occured to me, how do locusts heal you? Locusts are notorius for distruction, not healing =/
Thematically speaking I'd say remove the heal and then you could lower the casting cost.
I was trying to find more use for the card than just swarming the field, so I added the healing ability to synergize with Emphatic Bonds and increase Life's stall abilities.
I don't know why this only now occured to me, how do locusts heal you? Locusts are notorius for distruction, not healing =/
Thematically speaking I'd say remove the heal and then you could lower the casting cost.
I agree but for a different reason. The healing provided has not yet been factored into either cost.
Do you mean the healing from cards such as Emphatic Bond, or the Innate healing of the Locust itself?

(If you are referring to the upgraded Locust's innate healing, the -1-2 cost benefit of upgrade is replaced by the healing.)
Title: Re: Swarm | Swarm
Post by: OldTrees on June 12, 2012, 09:57:57 pm
I don't know why this only now occured to me, how do locusts heal you? Locusts are notorius for distruction, not healing =/
Thematically speaking I'd say remove the heal and then you could lower the casting cost.
I agree but for a different reason. The healing provided has not yet been factored into either cost.
Do you mean the healing from cards such as Emphatic Bond, or the Innate healing of the Locust itself?

(If you are referring to the upgraded Locust's innate healing, the -1-2 cost benefit of upgrade is replaced by the healing.)
The innate. I think the "regeneration 1" is worth more than 1-2 quanta when on an eternal spell.
Title: Re: Swarm | Swarm
Post by: esran on June 13, 2012, 12:17:15 am
add 1 to the upped cost.
Title: Re: Swarm | Swarm
Post by: furballdn on June 13, 2012, 05:25:10 am
I have missed out on a lot of stuff, but why make locusts heal you? Why is it that the locusts seem to already pack a feral bond?
Title: Re: Swarm | Swarm
Post by: ZephyrPhantom on June 13, 2012, 09:23:57 pm
I have missed out on a lot of stuff, but why make locusts heal you? Why is it that the locusts seem to already pack a feral bond?
Quote
I was trying to find more use for the card than just swarming the field, so I added the healing ability to synergize with Emphatic Bonds and increase Life's stall abilities.
I also considered giving Devour, but that overshadows Scarab, and I'm not sure what ability fits better. How does:

" :gravity :gravity :gravity : Smash
Destroy target permanent equal to this card's HP/2"

sound?
The innate. I think the "regeneration 1" is worth more than 1-2 quanta when on an eternal spell.
Do you have an idea of what regeneration might be valued on an Eternal Creature Spawner?

(In addition : Do you also have a general idea of how much Eternal affects the cost value of a Card Idea?)
Title: Re: Swarm | Swarm
Post by: OldTrees on June 13, 2012, 10:41:20 pm
The innate. I think the "regeneration 1" is worth more than 1-2 quanta when on an eternal spell.
Do you have an idea of what regeneration might be valued on an Eternal Creature Spawner?

(In addition : Do you also have a general idea of how much Eternal affects the cost value of a Card Idea?)
Not yet. Playtesting a 3 :life|4 :life version would give data.

My General Idea is that a comparable number of uses of an Eternal Spell should cost at least as much as 7 copies (ignoring the 6 of a kind rule) of an existing similar card or theoretical card.
Title: Re: Swarm | Swarm
Post by: esran on June 13, 2012, 11:07:06 pm
i agree with oldtree, but then again, oldtree is never wrong.
Title: Re: Swarm | Swarm
Post by: ZephyrPhantom on June 14, 2012, 03:38:05 pm
Quote
My General Idea is that a comparable number of uses of an Eternal Spell should cost at least as much as 7 copies (ignoring the 6 of a kind rule) of an existing similar card or theoretical card.
Hmm. Out of curiosity, is this just hypothetical or actually drawn from a comparison with an ingame card such as Fractal/Mitosis? Could you clarify this a bit? (I'm not sure if you simply mean multiplying the card's cost by x7 (which would make it 21 O.o) or if 7 copies has a different cost value.)



Quote
Not yet. Playtesting a 3 :life|4 :life version would give data.
The current playtesting system requires at least two people to be able to playtest. Would anyone be willing to volunteer? (For more info, see the 'Card Idea Playtesting' link in my signature.)
Title: Re: Swarm | Swarm
Post by: OldTrees on June 14, 2012, 04:28:23 pm
Quote
My General Idea is that a comparable number of uses of an Eternal Spell should cost at least as much as 7 copies (ignoring the 6 of a kind rule) of an existing similar card or theoretical card.
Hmm. Out of curiosity, is this just hypothetical or actually drawn from a comparison with an ingame card such as Fractal/Mitosis? Could you clarify this a bit? (I'm not sure if you simply mean multiplying the card's cost by x7 (which would make it 21 O.o) or if 7 copies has a different cost value.)



Quote
Not yet. Playtesting a 3 :life|4 :life version would give data.
The current playtesting system requires at least two people to be able to playtest. Would anyone be willing to volunteer? (For more info, see the 'Card Idea Playtesting' link in my signature.)
The 7 copy mark is an attempt to generalize niche balancing. Most cards cannot break the 6 card limit. Making Eternal inefficient at less that 7 uses helps preserves existing niches.

Process:
Create an Eternal spell [Ex: Summon Photon]
Find in game analog to compare to. (If none exist then make a theoretical card to compare to.) [Photon]
Find the cost to use that analog 7 times. (Pretend the 6 card limit does not exist. I would say multiply 7 but that is not always the same thing.) [0 quanta + 7 cards]
Find the cost to use the eternal spell 7 times. [7Z quanta + 1 card]
Set both costs equal to each other. (This should look like "X quanta + 7 cards = Y quanta + 1 card") [0 quanta + 7 cards = 7Z quanta + 1 card]
Solve for the cost of the eternal spell. [6 cards = 7Z quanta, 6 cards / 7 = Z quanta, 12 quanta / 7 ~= 2 quanta]

If you PM me on Saturday or Sunday, I might be available to playtest.
However I recommend others also try playtesting.
Title: Re: Swarm | Swarm
Post by: dragonsdemesne on June 14, 2012, 04:35:46 pm
Good idea. i don't see the usefulness of the swarm ability. it makes them just bigger, isn't it?

It's not particularly useful, but would protect against some CC if you get enough.  It would also be funny with catapult as an infinite ammo source :p  (though you can use mitosis/any phat gravity creature in that duo anyway)
Title: Re: Swarm | Swarm
Post by: SnoWeb on June 14, 2012, 04:41:12 pm
If this is airborne (as it probably should) it would be very strong combined with SoFr.

As it has been said already the healing on the upped one is thematically wrong and not needed. Devour, destroy or any gravity like ability would be also too strong partly because of the low cost and partly because of the synergy with catapult.

I would rather give the upped card a X% chance of critical hit instead (following the SoFr idea).
Title: Re: Swarm | Swarm
Post by: OdinVanguard on June 14, 2012, 04:42:32 pm
Good idea. i don't see the usefulness of the swarm ability. it makes them just bigger, isn't it?

It's not particularly useful, but would protect against some CC if you get enough.  It would also be funny with catapult as an infinite ammo source :p  (though you can use mitosis/any phat gravity creature in that duo anyway)
Swarm ability will make it very ugly if used with catapult
Title: Re: Swarm | Swarm
Post by: esran on June 14, 2012, 09:37:48 pm
with the photon example, it works until you try the same equation for ROL. 2 mana to eternally summon ROLS? i would put that in my ROL deck faster than you can say "maybe thats too cheap". you really do have to balance on a case by case basis, and any eternal card that summons an existing creature will overshadow that creature.
Title: Re: Swarm | Swarm
Post by: OldTrees on June 15, 2012, 12:01:50 am
with the photon example, it works until you try the same equation for ROL. 2 mana to eternally summon ROLS? i would put that in my ROL deck faster than you can say "maybe thats too cheap". you really do have to balance on a case by case basis, and any eternal card that summons an existing creature will overshadow that creature.
Tip:
Ray of Light does not cost 0 quanta + 1 card. It costs 0 quanta + 1 card + 1 upgrade. Upgrades are worth ~1-2 quanta.
So upgraded would be 7x (0 quanta + 1 card + 1 upgrade) = 7Xquanta + 1 card + 1 upgrade.
Or 6/7 x (1 card + 1 upgrade) = Xquanta
6/7 x (3.5) = Xquanta
X=3
This is a guideline that needs to be double checked in the specific case. It does provide a good starting estimate.
Title: Re: Swarm | Swarm
Post by: esran on June 15, 2012, 02:38:25 am
except the card that summons the ROLS would also be upgraded. how does that go into the equation. i guess you could count the upgrade 7 times for the ROL, and only once for the eternal card, which would put summoning a ROL somewhere around 4/3 quanta, and probably light quanta. maybe even more. if we did it like that, we probably could balance creature summoning, but i just dont like the idea of being able to summon creatures just based on quanta, without regard for card usage. i would prefer if each eternal card was only usable once a turn, but was slightly stronger.
Title: Re: Swarm | Swarm
Post by: OldTrees on June 15, 2012, 05:14:13 am
except the card that summons the ROLS would also be upgraded. how does that go into the equation. i guess you could count the upgrade 7 times for the ROL, and only once for the eternal card, which would put summoning a ROL somewhere around 4/3 quanta, and probably light quanta. maybe even more. if we did it like that, we probably could balance creature summoning, but i just dont like the idea of being able to summon creatures just based on quanta, without regard for card usage. i would prefer if each eternal card was only usable once a turn, but was slightly stronger.
Tip:
Ray of Light does not cost 0 quanta + 1 card. It costs 0 quanta + 1 card + 1 upgrade. Upgrades are worth ~1-2 quanta.
So upgraded would be 7x (0 quanta + 1 card + 1 upgrade) = 7Xquanta + 1 card + 1 upgrade.
Or 6/7 x (1 card + 1 upgrade) = Xquanta
6/7 x (3.5) = Xquanta
X=3
This is a guideline that needs to be double checked in the specific case. It does provide a good starting estimate.
The once per turn version is called Mitosis.

It would help if you could identify and explain why you "dont like the idea of being able to summon creatures just based on quanta".
Title: Re: Swarm | Swarm
Post by: esran on June 15, 2012, 03:09:30 pm
because it allows a deck that is all eternal cards and quanta producers, that is able to fill its field with creatures incredibly fast. it makes empathatic bond decks be able to reach ridiculous amounts of healing in riciculous amounts of time. because a deck with one of each of the elements of eternal spells, and 18 quanta towers would be incredibly fast and deadly. because of a lot of reasons.
Title: Re: Swarm | Swarm
Post by: ZephyrPhantom on June 15, 2012, 03:45:56 pm
because it allows a deck that is all eternal cards and quanta producers, that is able to fill its field with creatures incredibly fast. it makes empathatic bond decks be able to reach ridiculous amounts of healing in riciculous amounts of time. because a deck with one of each of the elements of eternal spells, and 18 quanta towers would be incredibly fast and deadly. because of a lot of reasons.
That's assuming that there are at least 4-6 Eternal spells that summon creatures and work together with each other. I've only seen three Eternal Spells on the CIA total with only two having a distant synergy provided you have a Rustler and lots of status effects and one that actually summons creatures (this one.) Given that there is no carbon copy of Fractal or Mitosis in another element I'd doubt more than 2 or 3 elements would even get access to Eternal creatures in the first place.

If this is airborne (as it probably should) it would be very strong combined with SoFr.

As it has been said already the healing on the upped one is thematically wrong and not needed. Devour, destroy or any gravity like ability would be also too strong partly because of the low cost and partly because of the synergy with catapult.

I would rather give the upped card a X% chance of critical hit instead (following the SoFr idea).
Sounds plausible, though it would take a while to get a succesful OTK with critical hit. (Assuming Locust Crits 100% of the time it would do 1.5 ~= 2 damage. 23 Locusts deal 46 damage if they all crit. Skyblitz Locusts that all succesfully crit would deal 82 damage.) That'll probably also have to be playtested. (Speaking of which, are there any other volunteers? While OT and I could do this ourselves it would be greatly appreciated if someone else took the time to try a match as I'm somewhat occupied these days.)
Title: Re: Swarm | Swarm
Post by: OldTrees on June 15, 2012, 04:28:09 pm
because it allows a deck that is all eternal cards and quanta producers, that is able to fill its field with creatures incredibly fast. it makes empathatic bond decks be able to reach ridiculous amounts of healing in riciculous amounts of time. because a deck with one of each of the elements of eternal spells, and 18 quanta towers would be incredibly fast and deadly. because of a lot of reasons.
Ah.
1) There is a saying that the primary cost and primary benefit should not be the same currency. (Hence why I used Photon in the example rather than Ray of Light)
2) If the Empathic bond decks would be OP then a simple increase in casting cost to the eternal spell would solve that.
3) Eternal spells are supposed to have a negative discard effect to nerf Eternal Rainbow
4) Eternal spells are more quanta intensive than other cards and only become efficient after the 7th use. Speed Rainbow would not use Eternal Spells.
More reasons? (Thank you for helping improve Eternal Spells)
Title: Playtesting Results
Post by: ZephyrPhantom on June 15, 2012, 08:56:31 pm
Okay, so OldTrees and I tested an upgraded 4 :life Swarm card against an upgraded 4 :fire Ghorapines (http://elementscommunity.org/forum/index.php/topic,28450.0.html). Rush, with the results indicating that a Swarm Healing stall doesn't do very well even if a Rush has a bad start.


OldTrees 2 - Zblader 0

~Player 1~ | Zblader | Life Mark | 79 HP | - Cards Remaining | 0/0 Poison/Purify Counters |
Hand:  33
Deck Order :  4 6 1 24 14 12 22 7 2 33 5 8 20 31 29 27 23 26 15 28 25 17 30 3 18 32 9 10 16 19 13 21 11
Quanta:
Entropy:0    Water:0
Death:0       Light:0
Gravity:0     Air:0
Earth:0       Time:0
Life:8          Darkness:0   
Fire:0         Aether:0
 
Creatures:
Locust 1x4 | 4 Swarm: X = number of Locusts you control at the end of the turn. Heals its owner 1x4 HP each turn. Adrenaline.
Locust 1 | 4 Swarm: X = number of Locusts you control at the end of the turn. Heals its owner 1 HP each turn.
Locust 1 | 4 Swarm: X = number of Locusts you control at the end of the turn. Heals its owner 1 HP each turn.
Locust 1 | 4 Swarm: X = number of Locusts you control at the end of the turn. Heals its owner 1 HP each turn.
Locust 1 | 4 Swarm: X = number of Locusts you control at the end of the turn. Heals its owner 1 HP each turn.
Locust 1 | 4 Swarm: X = number of Locusts you control at the end of the turn. Heals its owner 1 HP each turn.
Locust 1 | 4 Swarm: X = number of Locusts you control at the end of the turn. Heals its owner 1 HP each turn.
Locust 1 | 4 Swarm: X = number of Locusts you control at the end of the turn. Heals its owner 1 HP each turn.
 
 
Permanents:
8 x Life Towers - Generate :life each turn. Gen :life when played.
Jade Shield : Shield: reduce damage by 2. Spells are reflected against your opponent. Can not be destroyed or stolen.
Feral Bond Every creature in your possession heals you for 1 HP at the end of every turn
Feral Bond Every creature in your possession heals you for 1 HP at the end of every turn
-----------------------------
Current events:
Event Organizer Cards : 0 (No Events will occur for this battle.)
Upped Cards Allowed? : Yes
Example    Move : I play  Long Sword (6 | 2, Weapon Slot, Other) for 1 quantum   and  Horned Frog (3  | 3 , Creature, Life) for 2 Life quantum.
Short   hand example: OT:  Draw  #4, Play Longsword #4 End Turn. Generate 3   Light (Pends ->  Life) and  Heal 4 HP. Naesala takes 6 damage.

    Player 2 (OT) Goes first.

    OT: Play 2 Life Pendulums [21, 28], End turn, Gain 2 L 1 F

    Z: Draw 22, Plays Life Towers 1,4,6,12 (+4 Li), end turn. (+5 Li)

    OT: Draw 11, Play Horned Frog[11], Deal 3 damage, end turn +3F

    Z: (97 HP left) Draw 7 (+1 Li), play Jade Shield 14 (-7 Li), end turn. (+6 Li)

    OT:Draw 19, Play Life Pendulum[19], Play Adrenaline [7] and Ghorapine [6], deal 1+1+1+1+5=9 damage, gain 3L 1 F

    Z: (86 HP left) Draw 2, Play Life Tower 2 (+1 Li). End Turn (+7 Li)

    OT:Draw 20, Play 20 Life Pendulum, deal 9 damage, gain 5 F

    Z:  (75 HP left) Draw 33, Activate Swarm 33 4x Times (eternal, -16 Li, 4x  Locust created.) End turn, Heal +4 HP (79 Left), Deal 4 damage, and gain  + 7 Li.

    OT:(96 hp) Draw and play Ghorapines [1], deal 1+1+1+1+5+6=15 damage, gain 4L 1F

    Z:  (64 HP) Draw and Play Life Tower 5 (+1 Li) Cast Feral Bond 22 (-4 Li)  and Epipherine on Locust #1 (-3 Li). End turn, Deal 7 damage, heal 7 + 4  HP. (75 HP). Gain 8 Li.

    OT:(89 hp) Draw and play Adrenaline [9], deal 1+1+1+1+5+1+1+1+9=21 damage, gain 5F

    Z:  (54 HP) Draw  and play Life Tower 8 (+1 Li). Activate Swarm 33 2x  times. (eternal, -8 Li, 2x Locust Created.) End turn, Deal 9 damage,  heal 9 + 6 HP (69 HP). Gain 9 Li.

    OT:(80 hp) Draw and play Horned Frog [13], Play Ghorapines [5,4], deal 21+1+11+12=45 damage, gain 4L 1F

    Z:  (9 HP) Draw and play Feral Bond 20 (-4 Li), activate Swarm 33 2x times  (eternal, -8 Li, 2x Locust created.) End turn, Deal 11 damage, heal 11 +  8 + 8 =27 HP (36 HP) Gain 9 Li.

    OT:(69 hp) Draw 14, deal 21+1+11+12=45 damage, gain 5F

    Z: 0 HP Loses.

    Conclusions:

    Z:  Healing might be necessary for Locust to function competently in a  stall deck IMHO. May have thematic issues, but removing healing  certainly removes a core part of the reason the card is successful in  terms of stalling in the first place.

    OT:  The healing is not sufficient to use as a defesnse without further  support. Thorn Carapace might have helped more. Alternativelly a second  element could be used as a primary defense. To be fair, the DR + Healing  would have been more useful against a slower deck type.  True. I'm interested in the fact that this lost to nerfed Ghorapines -  does that signify UP-ness or just need to reform the deck?  Ghorapines was OP (earlier playtest). The nerf seemed to balance the  deck. I think this does suggest the Locust deck needs to be reformed for  more accurate testing. Ok.

    Match will be archived as soon as I'm ready with the new Locust deck.

-----------------------------
 
~Player 2~ | OldTrees | - Mark | 89 HP | - Cards Remaining | 0/0 Poison/Purify Counters |
Hand: 17 14,-, -, -, -, -, -
Deck Order: 17 21 5 6 4 28 7 11 19 20 1 9 13 14 3 24 29 27 18 26 22 12 15 16 30 23 10 2 25 8
 
Quanta:
Entropy:0    Water:0
Death:0       Light:0
Gravity:0     Air:0
Earth:0       Time:0
Life:7          Darkness:0   
Fire:6         Aether:0     
 
Creatures:
3|3 Adrenal Horned Frog  Expected damage 1+1+1+1
3|2 Adrenal Ghorapines   Expected damage 5+1+1+1
3|2 Ghorapines               Expected damage 9
3|3 Horned Frog              Expected damage 1
3|2 Ghorapines               Expected damage 11
3|2 Ghorapines               Expected damage 12
 
Permanents:
- 4 Life Pendulums
_______________________________________________________________________________________________________________________________________________
Player 1's Deck
Deck : Upped
Mitosis Represents Swarm : http://elementscommunity.org/forum/index.php/topic,41134.0.html (3 | 4 version)
7ac  7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ak 7ak 7al 7al 7am 7am  7am 7am 7am 7am 7an 7an 7an 7an 7an 7an 7ap 7ap 7ap 7ap 7ap 7ap 8pn
1-13 Emerald Tower
14-15 Jade Shield
16-17 Jade Staff
18-23 Feral Bond
24-29 Epipherine
30-35 Swarm
_______________________________________________________________________________________________________________________________________________
Player 2's Deck
[1-6] 6 Ghorapines (For Reference : http://elementscommunity.org/forum/index.php/topic,28450.0.html  Using 5 | 4 version.)
[7-10] 4 Adrenaline
[11-14] 4 Horned Frogs
[15-16] 2 Deflagrations
[17] 1 Fire Bolts
[18-30] 13 Life Pendulums
Fire Mark

Tried my best to outheal him with only Locusts and Emphatic Bonds, but got outrushed pretty easily despite an early Jade Shield. Relying on Locust + EB alone is not practical for a :life stall deck.

~Player 1~ | Zblader | Light Mark | 148 HP | - Cards Remaining | 0/0 Poison/Purify Counters |
Hand:  17 18 35 39 4
Deck Order : 22 37 5 1 24 17 18 35 21 38 7 29 8 34 39 3 4 25 26 13 31 19 11 20 32 33 40 15 9 23 12 16 10 27 30 6 36 2 28 14
Quanta:
Entropy:0    Water:0
Death:0       Light:7
Gravity:0     Air:0
Earth:0       Time:0
Life:0         Darkness:0   
Fire:0         Aether:0
 
Creatures:
X=13 HP
Locust 1 | X Swarm: X = number of Locusts you control at the end of the turn. Heals its owner 1 HP each turn.
Leaf Dragon 1 | 3   1Lt :Photosynthesis Gain 2L  . This skill can be used multiple times per turn.
Locust 1 | X Swarm: X = number of Locusts you control at the end of the turn. Heals its owner 1 HP each turn.
Locust 1 | X Swarm: X = number of Locusts you control at the end of the turn. Heals its owner 1 HP each turn.
Locust 1 | X Swarm: X = number of Locusts you control at the end of the turn. Heals its owner 1 HP each turn.
Leaf Dragon 1 | 3   1Lt :Photosynthesis Gain 2L  . This skill can be used multiple times per turn.
Locust 1 | X Swarm: X = number of Locusts you control at the end of the turn. Heals its owner 1 HP each turn.
Locust 1 | X Swarm: X = number of Locusts you control at the end of the turn. Heals its owner 1 HP each turn.
Locust 1 | X Swarm: X = number of Locusts you control at the end of the turn. Heals its owner 1 HP each turn.
Locust 1 | X Swarm: X = number of Locusts you control at the end of the turn. Heals its owner 1 HP each turn.
Locust 1 | X Swarm: X = number of Locusts you control at the end of the turn. Heals its owner 1 HP each turn.
Locust 1 | X Swarm: X = number of Locusts you control at the end of the turn. Heals its owner 1 HP each turn.
Locust 1 | X Swarm: X = number of Locusts you control at the end of the turn. Heals its owner 1 HP each turn.
Locust 1 | X Swarm: X = number of Locusts you control at the end of the turn. Heals its owner 1 HP each turn.
Locust 1 | X Swarm: X = number of Locusts you control at the end of the turn. Heals its owner 1 HP each turn.
Permanents:
5x Life Pendulum (Lt Mode)
 Sanctuary - Heal 4 Hp, protect quanta and hand on enemy turn.
 Sanctuary - Heal 4 Hp, protect quanta and hand on enemy turn.
-----------------------------
Current events:
Event Organizer Cards : 0 (No Events will occur for this battle.)
Upped Cards Allowed? : Yes
Example    Move : I play  Long Sword (6 | 2, Weapon Slot, Other) for 1 quantum   and  Horned Frog (3  | 3 , Creature, Life) for 2 Life quantum.
Short   hand example: OT:  Draw  #4, Play Longsword #4 End Turn. Generate 3   Light (Pends ->  Life) and  Heal 4 HP. Naesala takes 6 damage.

    Player 1 (Zblader) Goes first.

    Z: Plays Life Pendulums 22,24 (+2 Life). End turn, gain +2 Life +1 Light.

    OT:Draw 20, Play 3 Life Pendulums [26,28,20], play Horned frog[13], deal 3 damage, end turn, gain 3L 1 F

    Z: (97 HP) Draw 18,  activate Swarm 37 (Eternal -4L 1xLocust). End turn, deal 1 damage. gain +3 Lt (Light) and Heal 1 HP (98)

    OT:(99 hp) Draw 16, Play Adrenaline [10], deal 3+3+3+3=12 damage gain 4F

    Z: (86 HP) Draw 35, Play Sanctuary 37 (-3 Lt), end turn gain 2L 1 Lt Deal 1 damage and heal 4+1 HP. (91 HP)

    OT:(98 hp) Draw and play Life Pendulum [21], deal 3+3+3+3=12 damage gain 4L 1F

    Z:  (79 Hp) Draw and play Life Pendulum 21 (+1 L), play Leaf Dragon 5 (-1  L) Play Shard of Divinity 1 (+24 Max -> 103 HP, -2 L -1 Li). End  turn, deal 2 damage, heal 5 HP (108 HP). Gain 4 Lt.

    OT:(96 hp) Draw and play Life Pendulum [19], deal 3+3+3+3=12 damage gain 6F

    Z:  (96 HP) Draw 38. Use Leaf Dragon's Photosyntheis 5x (5 Lt -> 10 L).  Activate Swarm 17 2x (Eternal, 2x Locust, -8L). End turn, gain 3 L 1 Lt.  Deal 4 damage and heal 7 HP (103 HP)

    OT:(92 hp) Draw 9, deal 3+3+3+3=12 damage gain 5L 1F

    Z:  (91 HP) Draw 7, use Leaf Dragon's Photosyntheis 1x (1 Lt -> 2  L),Activate Swarm 17 1x (Eternal, 1x Locust, -4L). Play Leaf Dragon  7.(-1L). End Turn gain 4 Lt. Deal 6 damage and heal 8 HP (99 HP)

    OT:(86 hp) Draw and play Life Pendulum [22], deal 3+3+3+3=12 damage gain 7F

    Z:  (87 HP) Draw and play Life Pend 29 (+1 L ), Play Sanctuary 38 (-3 Lt),  use Leaf Dragon's Photosyntheis 1x (1 Lt -> 2 L) Activate Swarm 17 1x  (Eternal, 1x Locust, -4L). End Turn gain 4 L 1 Lt. Deal 7 damage and  heal 13 HP (112 HP).

    OT:(79 hp) Draw and play Life Pendulum [29], deal 3+3+3+3=12 damage gain 7L + 1F

    Z:  (100 HP) Draw 8.  use Leaf Dragon's Photosyntheis 1x (1 Lt -> 2 L),  Play Thorn Carapace 8 (-7 L). End Turn gain 5 Lt. Deal 7 damage and heal  13 HP (113 HP).

    OT:(72 hp) Draw and play Ghorapines [6], Play Explosion (Shield) [15], Play Adrenaline [9], deal 3+3+3+3+7+3+3+3=28 damage, gain 8F

    Z:  (72 HP)Draw and Play Life Pendulum 34, use Leaf Dragon's Photosyntheis  5x (5 Lt -> 10 L). Activate Swarm 17 2x (Eternal, 2x Locust, -8L).   End Turn gain 5 L, 1 Lt. Deal 9 damage and heal 15 HP (97 HP).

    OT: (63 hp) Draw [7], deal 3+3+3+3+7+3+3+3=28 damage, gain 7L + 1F

    Z:  (69 HP) Draw 39,Activate Swarm 17 2x (Eternal, 2x Locust, -8L), use  Leaf Dragon's Photosyntheis 1x (1 Lt -> 2 L).   End Turn gain 6 Lt.  Deal 11 damage and heal 17 HP (86 HP).

    OT: (52 hp) Draw and play Ghorapines [3], play adrenaline [7], deal 28+11+3+3+3=48 damage, gain 8F

    Z: (38  HP) Draw 3, use Leaf Dragon's Photosyntheis 6x (6 Lt -> 12 L)  Activate Swarm 17 2x (Eternal, 2x Locust, -8L).Play Shard of Divinity 3  (+24 Max -> 62 HP, -3 L). End Turn gain 5 L, 1 Lt. Deal 13 damage and  heal 19 HP (81 HP).

    OT:(39 hp 3 turns left) Draw and play Horned Frog [11], deal 48+3=51 damage, gain 7L +1F

    Z: (30 HP) Draw 4.Activate Swarm 17 2x (Eternal, 2x Locust, -8L). End Turn gain 6 Lt. Deal 15 damage and heal 21 HP (51 HP).

    OT: (24 hp) Draw 1, deal 48+3=51 damage, gain 8F

    Z: (0 HP) Loses.

    Conclusion:

    Z: Better than last time for my deck, I ended up 2 turns short of winning. Still, healing seems subpar at best.

    OT:  That was a close match. My deck had a bad series of draws. I think this  counteracted the initial advantage that this type of Rush has over  healing. This was a close enough game that I think the cards (-|4 Swarm  and -|4 Ghorapines) are probably equal. This was only 1 game though.  True, I'm not really sure that repeat matches against a rush would  indicate anything further for either card. Do you suggest further  testing w/similar conditions or change aspects? (such as upped ->  unupped or Alter one card's cost/stats/effect etc...) I would suggest Stall vs Stall next. (OTK vs Healing Stall is a waste of time to test) Sounds good.

    -----------------------------

 
~Player 2~ | OldTrees | - Mark | 100 HP | - Cards Remaining | 0/0 Poison/Purify Counters |
Hand: 16 - 17, -,  - , -
Decklist: 10 13 26 15 17 28 20 16 18 21 19 9 22 29 6 7 3 11 1 14 12 4 2 30 5 27 8 25 23 24
 
Quanta:
Entropy:0    Water:0
Death:0       Light:0
Gravity:0     Air:0
Earth:0       Time:0
Life:25          Darkness:0   
Fire:29         Aether:0     
 
Creatures:
3|3 Adrenal Horned Frog    Expected damage 3+3+3+3
3|2 Adrenal Ghorapines     Expected damage 7+3+3+3
3|2 Adrenal Ghorapines     Expected damage 11+3+3+3
3|3 Horned Frog                Expected damage 3
Permanents:
7 Life Pendulums
_______________________________________________________________________________________________________________________________________________
Player 1's Deck
Deck : Upped
Mitosis Represents Swarm : http://elementscommunity.org/forum/index.php/topic,41134.0.html (3 | 4 version)
6rm  6rm 6rm 7af 7af 7af 7af  7aj 7aj 7al 7al 7am 7am 7am 7am 7ap 7ap 7ap  7ap 7ap 7bu 7bu 7bu 7bu 7bu  7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7k2 7k6  7k6 7k6 7k6 7k6 8pq
1-3 Shard of Divinity
4-7 Leaf Dragon
8-9 Thorn Carapace
10-11 Jade Staff
12-15 Feral Bond
16-20 Swarm
21-34 Life Pendulum
35 Improved Miracle
36-40 Sanctuary
Mark of Light
_______________________________________________________________________________________________________________________________________________
Player 2's Deck
[1-6] 6 Ghorapines (For Reference : http://elementscommunity.org/forum/index.php/topic,28450.0.html  Using 5 | 4 version.)
[7-10] 4 Adrenaline
[11-14] 4 Horned Frogs
[15-16] 2 Deflagrations
[17] 1 Fire Bolts
[18-30] 13 Life Pendulums
Fire Mark


Used a Leaf Dragon/Sanctuary/Locust Stall. Match was closer this time but I came two turns short of winning despite OT starting with a bad hand.

Current Conclusion : Healing is necessary for Swarm to be at least competent in a stall.
Future Testing Plans : SwarmStall vs. Another Stall (OTK vs. Stall is likely a waste of time given that OTK will likely succeed even if Max HP+ cards are present.)
Title: Re: Playetesting Results
Post by: jawdirk on June 16, 2012, 02:35:42 am
Okay, so OldTrees and I tested an upgraded 4 :life Swarm card against an upgraded 4 :fire Ghorapines (http://elementscommunity.org/forum/index.php/topic,28450.0.html). Rush, with the results indicating that a Swarm Healing stall doesn't do very well even if a Rush has a bad start.

I don't suppose you noticed during your play testing whether swarm was boring or not?
Title: Re: Playetesting Results
Post by: OldTrees on June 16, 2012, 02:47:52 am
Okay, so OldTrees and I tested an upgraded 4 :life Swarm card against an upgraded 4 :fire Ghorapines (http://elementscommunity.org/forum/index.php/topic,28450.0.html). Rush, with the results indicating that a Swarm Healing stall doesn't do very well even if a Rush has a bad start.

I don't suppose you noticed during your play testing whether swarm was boring or not?
The particular decks tested were not very interactive. However this was a character of the decks rather than the card. I found the second game to be particularly tense. (End game comebacks are like that) I think the Swarm deck had a few tough decisions it had to make during the game.
Title: Re: Swarm | Swarm
Post by: ARTHANASIOS on June 17, 2012, 07:33:36 pm
I really like this card! Thumbs up here!  :D
Title: Re: Swarm | Swarm
Post by: Captain Scibra on June 17, 2012, 08:10:21 pm
I really like this.  Reminds me of the Retract ability for Ederon cards (though they were often heavily imbalanced, since the rare structure skews meta without a resource system).  Swarm deserves 4 or 5 cost.  Not only can it not be destroyed in the current meta like a Pharaoh or Firefly Queen, but it also can be cast multiple times a turn.  Upgraded I think can be cheaper, as the healing is equal to the -1 or -2 for an upgrade, especially comparing it to Purify.
Title: Re: Swarm | Swarm
Post by: ZephyrPhantom on June 17, 2012, 08:28:58 pm
I really like this.  Reminds me of the Retract ability for Ederon cards (though they were often heavily imbalanced, since the rare structure skews meta without a resource system).  Swarm deserves 4 or 5 cost.  Not only can it not be destroyed in the current meta like a Pharaoh or Firefly Queen, but it also can be cast multiple times a turn.  Upgraded I think can be cheaper, as the healing is equal to the -1 or -2 for an upgrade, especially comparing it to Purify.
Not so sure about a cost increase to 5 - the above battles demonstrate that an 4 :life Swarm (with Healing since it was upgraded) in a stall is pretty ineffective against a well-constructed rush (Relying on Swarm/Bonds/Adren was too slow in Game 1 and Game 2's Swarm + Bonds + Sanctuary lost despite OldTrees getting a bad start). In addition, any extra copies of Swarm you draw after the first become dead draws, unlike FFQ/Pharoah who can increase the spawn rate or at least serve as strong cannon fodder/resuppliers in case of AoE CC.

I'm currently leaning towards lowering upgraded Swarm to 3 :life (The 4 :life version had the aforementioned speed issues) unless it proves capable against another Stall (which would hopefully be what gets playtested next, though I'm not sure if I can find find the time myself to get a match done. As always, if anyone else wants to playtest feel free to volunteer or PM Me and OldTrees.)
Title: Re: Swarm | Swarm
Post by: ZephyrPhantom on July 08, 2012, 06:49:17 pm
Bump for additional discussion prior to Crucible submission. I would appreciate your thoughts.
Title: Re: Swarm | Swarm
Post by: ZephyrPhantom on September 24, 2012, 10:05:17 pm
Thanks everyone for voting this to the Forge! :)

Keep up the support!
Title: Re: Swarm | Swarm
Post by: summerz88 on October 16, 2012, 06:51:03 am
I like the card but I think its far too strong and cheap, make it a permanent rather than a spell and I'd be happy, or make it cost 4 for upgraded and only once per turn >.<'. Synergy with already existing heals in life is very strong.
Title: Re: Swarm | Swarm
Post by: OldTrees on October 16, 2012, 01:27:32 pm
I like the card but I think its far too strong and cheap, make it a permanent rather than a spell and I'd be happy, or make it cost 4 for upgraded and only once per turn >.<'. Synergy with already existing heals in life is very strong.
1 :life + 1 card is ~= 3 :life
Locust costs 1 :life + 1 card
Swarm costs 3 :life per Locust + 1 card

I do not see how the upgrade of healing 1hp total per locust per turn deserves a cost hike. Usually such a weak upgrade would receive a cost reduction as well. The only reason it doesn't receive a cost reduction is the synergy between the minor healing and Eternal.
blarg: