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Creative, has lots of interesting synergies (overdrive, gravity pull, flood...)6 turns is enough for a rush deck to overwhelm you if you're not careful. I don't think it should continue picking up HP while it's delayed but I see no particular mechanic to make it that way?
One "exploit" is that this could be paired up with basilisk's blood to transform 2 :earth into 25 :water , this would take 6 turns though (does the sponge continue picking up HP naturally while it's delayed?).
It could pair with plate armor to turn 1 :earth into 7 :water (3 plate armor HP + 2 initial HP + 3 HP for the turn needed to get rid of summoning sickness),No objection.
or with heavy armor to turn 1 :earth into 10 :water . Water -- the new "immo" rush? :)) :))In point of fact, immolation's faster than this thing is. Also, I'm counting on misclicks to partially balance this thing's effectiveness (evil grin)*.
Why is sponge free? Even without basilisk's blood or plate armor, this thing generates quanta 2 or 3 times faster than a pillar! Of course, you have to sacrifice it to get that quanta, but still...It does generate quanta faster, but it's also vulnerable to creature control, which seems to be more common than permanent control. Lobotomized you can no longer get the quanta out - this thing could be stopped cold in its tracks by a Mind Flayer if the player isn't careful.
Finally, the upped version shouldn't have the HP+1 while also having the numbers themselves changed. No point making it overly complicated, and the upped version is already much more powerful than unupped even without the HP+1 part.That's done.
Don't think the flooding mechanism of it will ever be used since it requires flooding and at least 5 creatures on your side of the field. Heavy armor with this would be quite lulzy.In all honesty, most of the reason it's there is because of the flavor of the thing, and if it only happens in 1% of games so what?
What about adrenaline?Per turn, not per attack.
I put in a poll.Why just don't wait for result of your poll and discussions about balance? :o
I put in a poll.Adrenaline gives additional turns. See Ray of Light.What about adrenaline?Per turn, not per attack.
Adrenalined scorpions don't deal poison every attack. Likewise for the sponge's ability.I put in a poll.Adrenaline gives additional turns. See Ray of Light.What about adrenaline?Per turn, not per attack.
I don't think the change was needed, nor the lack of synergy with Adrenaline.What? It's the upped that has no cost, not the unupped. In a water deck, unupped sponge needs a 1 :water seed to produce more, but the upped can go from turn 0 without help.
You need to devote your deck to life to use adrenaline; you need a card space for the spell and then you need the quanta to play it. You will most likely have better targets for Adrenaline, like a crawler or a frog. It would be useful only to reach max water quanta fairly quick.. but what do you do with it? You can't bolt to death since the introduction of the quanta cap, so it should not be overpowered.
And why keep the unupped sponge at 0 cost? With a cost of 1 :water you need to have water production already to play it. In a duo, for example, this means either your mark or a few pillars/pends devoted to water. Without a cost, you could have a lot more freedom when building decks with Sponge, having it as the only water production in your deck.
Most likely missed something I wanted to say.
Venom triggers on the 1st and 3rd adrenal attacks.Adrenalined scorpions don't deal poison every attack. Likewise for the sponge's ability.I put in a poll.Adrenaline gives additional turns. See Ray of Light.What about adrenaline?Per turn, not per attack.
And why keep the unupped sponge at 0 cost? With a cost of 1 :water you need to have water production already to play it. In a duo, for example, this means either your mark or a few pillars/pends needs to be devoted to water. Without a cost, you could have a lot more freedom when building decks with Sponge, like having it as the only water production in your deck.
What? It's the upped that has no cost, not the unupped. In a water deck, unupped sponge needs a 1 :water seed to produce more, but the upped can go from turn 0 without help.I think what Shantu was saying with that is that non-water decks could abuse the upped version's zero cost and use mass water quanta with little drawback. Thus making rainbow decks even more overpowered? I could be wrong on what he meant; I'm not him.
Damn, I was tired. I forgot to put a 'not' there...And why not keep the unupped sponge at 0 cost? With a cost of 1 :water you need to have water production already to play it. In a duo, for example, this means either your mark or a few pillars/pends needs to be devoted to water. Without a cost, you could have a lot more freedom when building decks with Sponge, like having it as the only water production in your deck.What? It's the upped that has no cost, not the unupped. In a water deck, unupped sponge needs a 1 :water seed to produce more, but the upped can go from turn 0 without help.I think what Shantu was saying with that is that non-water decks could abuse the upped version's zero cost and use mass water quanta with little drawback. Thus making rainbow decks even more overpowered? I could be wrong on what he meant; I'm not him.
Heavily support the card idea but heavily oppose either upgraded and non-upgraded being colorless. You can increase the ability to compensate but the player should at least have a tad of water to spawn such a thing capable of such high hp. Plus it doesnt fit the theme to have sponges out there for nothing...or at least not in my mind and opinion.^ This.
First turn: play photonHeavily support the card idea but heavily oppose either upgraded and non-upgraded being colorless. You can increase the ability to compensate but the player should at least have a tad of water to spawn such a thing capable of such high hp. Plus it doesnt fit the theme to have sponges out there for nothing...or at least not in my mind and opinion.^ This.
The upped already has increased stat and grows faster in water.
First turn: play upped sponge.
End of turn: sponge get +0|+2, is 0|6 now.
Second turn: sacrifice to gain 6 :water.
Without paying anything!
Make them cost 1 :water|1 :water, even sacrificing them 1 turn later will make you gain 5 :water| 6 :water;
(4 :water|5 :water if you subtract the initial cost).
Changed the card to make upgraded stats 0|3 and the gain equal to HP, not HP + 1.
Becomes unstoppable with Overdrive. It would win +3|+1 per turn!
Simple: make the growth part an active skill with extract, so when overdrive is applied, it stops growing.Changed the card to make upgraded stats 0|3 and the gain equal to HP, not HP + 1.
thisBecomes unstoppable with Overdrive. It would win +3|+1 per turn!
and this, you should do something about overdrive