Would you please have a look at my very first attempt for a new card idea:
http://elementscommunity.org/forum/index.php/topic,37724.0.html (http://elementscommunity.org/forum/index.php/topic,37724.0.html)
All comments are very much appreciated.
Thanks.
Theme: Entropy is usually but not always random / chaotic.
Balance:
Whenever a cost is paid a benefit of on average equal value should be obtained.
Unupped you pay 3
+ the rest of your
+ 1 card to get 1 of 4 results
What is the average result?
The average of 25% of healing you 40hp + 25% of damaging you 40hp + 25% of healing the opponent 40hp + 25% of damaging the opponent 40hp is nothing
Conclusion: There needs to be a greater benefit on average than nothing so it would match the cost of 3
+ the rest of your
+ 1 card.
Average hp you heal is valued at: 3
+ 1card for 20hp
or (X+1) * 5hp healed for X
+ 1 card.
Average damage dealt to opponent is valued at: 6
+ 1turn + 1card for 20 damage
or (X+1) * 2.5hp damaged for X
+ 1 card.
The absorbing Entropy is probably not going to be needed.
The hp being secured on the upgraded means it will not be played until hp remaining is less than the maximum damage it could deal you. Hence the average damage it deals you for the purposes of balance calculations is low.