Elements the Game Forum - Free Online Fantasy Card Game

Elements the Game => Level 1 - Crucible => Card Ideas and Art => Crucible Archive => Topic started by: ZephyrPhantom on February 23, 2012, 12:42:58 am

Title: Terminal Velocity | Terminal Velocity
Post by: ZephyrPhantom on February 23, 2012, 12:42:58 am
(http://i.imgur.com/4hc8h.png)
(http://i.imgur.com/hcLuO.png)
NAME:
Terminal Velocity
ELEMENT:
Gravity
COST:
3 :gravity
TYPE:
Spell
ATK|HP:

TEXT:
Target creature's attack or HP cannot be changed for three turns. Does not protect frozen or delayed creatures.
NAME:
Terminal Velocity
ELEMENT:
Gravity
COST:
2 :gravity
TYPE:
Spell
ATK|HP:

TEXT:
Target creature's attack or HP cannot be changed for three turns. Does not protect frozen or delayed creatures.

ART:
http://www.sxc.hu/photo/1106413/
Heavily Edited by Zblader
IDEA:
Zblader
NOTES:
Quote from: Wikipedia
In fluid dynamics an object is moving at its terminal velocity if its speed is constant due to the restraining force exerted by the fluid through which it is moving.
A free-falling object achieves its terminal velocity when the downward force of gravity (FG) equals the upward force of drag (Fd). This causes the net force on the object to be zero, resulting in an acceleration of zero.
AntiCC for Gravity. I'm aware of the combo with Armagio, but keep in mind Phase Shield does the same thing for 1 card and lower cost. Also, there a a various number of removal cards/combos besides freeze and delay cards (such as RT and Gravity Pull) that could easily negate the usefullness of this effect, which overall makes this a rather easy card to counter.

Freeze and Delay thematically negate Terminal Velocity because if your speed was set to 0, you couldn't avoid attacks.
SERIES:


(http://i.imgur.com/8JMwz.png)
(http://i.imgur.com/SwKDY.png)
NAME:
Terminal Velocity
ELEMENT:
Gravity
COST:
3 :gravity
TYPE:
Spell
ATK|HP:

TEXT:
Target creature's attack or HP cannot be changed for three turns. :water creatures at Terminal Velocity gain Ranged.
NAME:
Terminal Velocity
ELEMENT:
Gravity
COST:
2 :gravity
TYPE:
Spell
ATK|HP:

TEXT:
Target creature's attack or HP cannot be changed for three turns. :water creatures at Terminal Velocity gain Ranged.

ART:
http://www.sxc.hu/photo/1106413/ , Heavily Edited by Zblader
IDEA:
Zblader
NOTES:
Quote from: Wikipedia
In fluid dynamics an object is moving at its terminal velocity if its speed is constant due to the restraining force exerted by the fluid through which it is moving.
A free-falling object achieves its terminal velocity when the downward force of gravity (FG) equals the upward force of drag (Fd). This causes the net force on the object to be zero, resulting in an acceleration of zero.


AntiCC for Gravity. I'm aware of the combo with Armagio, but keep in mind Phase Shield does the same thing for 1 card and lower cost.

I avoided making the Water Bonus Momentum or a stat boost to prevent  redundancy. The idea is that Water creatures that swim at a high Terminal Velocity can leap out of the water at a winged opponent.
SERIES:

Title: Re: Terminal Velocity | Terminal Velocity
Post by: Rutarete on February 23, 2012, 01:16:42 am
I like the theme and card!
Though I like the water buff, It's so situational I'm not sure it's worth it. Maybe 'worth it' isn't the right term.
Title: Re: Terminal Velocity | Terminal Velocity
Post by: moomoose on February 23, 2012, 01:30:46 am
the difference between this and phase shield is that any means of pc can remove phase shield, but the only counter to this card i can think of is rt and lobo, so if you dont have :aether or :time, and the few cards that imlement the two spells, youre sol.
Title: Re: Terminal Velocity | Terminal Velocity
Post by: furballdn on February 23, 2012, 01:44:40 am
Fluid=water? Fluid can refer to gasses as well.
Title: Re: Terminal Velocity | Terminal Velocity
Post by: AnimationX on February 23, 2012, 01:49:36 am
Is the ranged buff really that great? The only thing it does is let you bypass wings.
Title: Re: Terminal Velocity | Terminal Velocity
Post by: UnderneathTheLens on February 23, 2012, 01:56:06 am
the difference between this and phase shield is that any means of pc can remove phase shield, but the only counter to this card i can think of is rt and lobo, so if you dont have :aether or :time, and the few cards that imlement the two spells, youre sol.
Agreed. Because of that reason, I think this is OP.
Title: Re: Terminal Velocity | Terminal Velocity
Post by: OdinVanguard on February 23, 2012, 02:22:01 am
the difference between this and phase shield is that any means of pc can remove phase shield, but the only counter to this card i can think of is rt and lobo, so if you dont have :aether or :time, and the few cards that imlement the two spells, youre sol.
As a point of order, freeze plus shockwave autokill should still be viable as well. Flooding should work too. Stun and freeze effects would counter ability and attack.
Sun dial could also stop attack (upped is usable anywhere)
The armagio trick can be countered by casting gravity pull on a different creature.
Also, what happens if the creature gets hit by mutate or improve?
If this still works and changes the creature to something smaller, it could be made devourable thusly.
Mutate still has the autokill chance.
Pandemonium can also be used since it can either make a copy (then you have a meat shield too), rewind, lobotomize, or freeze it.

All that said, I do think this may be a little OP, just not horribly so.

I also see some very interesting potential with poison, catapult... especially on voodoo dolls.
Title: Re: Terminal Velocity | Terminal Velocity
Post by: moomoose on February 23, 2012, 02:51:58 am
some other counters but really-
freeze plus shockwave autokill- rarely used combo
flooding- rarely used and unlikely to be effective
Stun and freeze effects- i dont see any reason this is relevant
Sundial- as above
gravity pull on another creature- good idea, but another rarely used card
Mutate autokill- rare occurrence
mutate- not sure if this would be allowed to function, as it would likely cause a hp change
Pandemonium- crapshoot, uncommon card

so there are indeed more than 2 counters for this, just seems that they are rarely used and/or unreliable counters, unlike the counters to phase shield, which is vulnerable to any means of pc, which are fairly common.  if someone has the time to compare the card usage rates for the proposed counters to this card and the potential counters for phase shield, i think it would show the contrast vividly
Title: Re: Terminal Velocity | Terminal Velocity
Post by: thanata on February 23, 2012, 03:32:53 am
Yes! A defensive card for Gravity, and associated with actual physics, too!
Title: Re: Terminal Velocity | Terminal Velocity
Post by: ZephyrPhantom on February 23, 2012, 04:22:36 am
Point about lack of counters is valid. I decided to alter the card by removing the :water buff effect and replacing with an effect that does a much better job at balancing out the card and fits the theme much better.

All feedback is appreciated. :)
Title: Re: Terminal Velocity | Terminal Velocity
Post by: Drake_XIV on February 23, 2012, 04:28:24 am
Aw, and I was thinking of my own Terminal Velocity card too.  Oh well.

Nice addition to :gravity .
Title: Re: Terminal Velocity | Terminal Velocity
Post by: OdinVanguard on February 23, 2012, 04:30:46 am
Nice. I like it. The freeze and stun nerf definitely makes sense with the theme as well.
Title: Re: Terminal Velocity | Terminal Velocity
Post by: OdinVanguard on February 23, 2012, 04:33:46 am
Will mutate / improve be prevented by this card?
Title: Re: Terminal Velocity | Terminal Velocity
Post by: ZephyrPhantom on February 23, 2012, 05:00:29 am
Will mutate / improve be prevented by this card?
No.
blarg: