Hrm...Something I was toying with, was a new idea for ...
Thrive.
Gain a purify counter for every creature summoned this turn.
The idea was to give more options for surviving, and something of a resistance to poison...But it won't remove poison counters already existing.
Another thought was to make it some sort of pure 'damage' spell, since One of the biggest issues for life is the lack of methods it has for getting around shields.
Life has Feral Bond which is a larger, more fragile version of Thrive. You could use that as the base for your cost estimate. Or you could use the average number of creatures played on a Thrive turn and use Shard of Gratitude as a base for your cost estimate.
Someone already recently proposed the idea of an effect that let creatures make a single attack as they enter the field. I forget who though. (Yes, Life has trouble getting past shields. Usually it tries to rushes before the shield, inflict poison before the shield or use dragons to overrun the DR.)
So can I get updated on the new "mechanics of creature cost"?
The skeleton is:
Stats
Photon/Spark is worth 0 quanta + 1 card
+1 average damage per turn over the course of the average game = +1 quanta
Each hp tier is worth +1 quanta (1-3hp/4-6hp/7-9hp/10+hp)
+1 card ~= +2 quanta (used for comparing )
Activation cost
0(1 weapon) = +1 quanta
1(2 weapon) = +0 quanta
2-3(3 weapon) = -1 quanta
4+ = -2 quanta
1.5*(X+1) ~= X quanta [approximation has problems at high values of X]
Upgrade is typically a 1-2 cost reduction or an equivalent buff.
So the mechanics of creature cost formula doesn't take into account the dramatic difference between 5HP and 6HP? And why is 2 rainbow ~ 1 quanta? Does this mean that QP is overpowered? I don't mean to sound abrasive, just trying to understand where this came from.
Questioning is good. It helps me double check my assumptions.
I used to think the dramatic difference was between 5hp and 6hp. However I have been recently convinced that Lightning is not as good a measurement as Snipe, Guard or Infection. It seems that 4hp-6hp requires 2 minor lethal CC or 1 major lethal CC. 7hp-9hp requires 3 minor or 2 major. 10+ is safe.
Lightning -> 5, category: Major
Rage -> 5|6, category: Major
Shockwave -> 4, category: Major
Snipe -> 3, Minor
single buff Guard -> 3, Minor
Infection -> 3 turn 3, Minor
Fire Bolt -> 3/6, Minor/Major
Ice Bolt/Drain Life -> 2/4, Minor/Major
Fire Storm -> 3hp, Mass Minor
Pandamonium -> variable, usually mass Minor
Chaos Seed -> variable, usually Minor
3
~= 1 quanta
4.5 rainbow ~= 2 quanta
6 rainbow ~= 3 quanta
This decay originated by assuming Tower Shield was a balanced upped card and Titanium Shield was a balanced unupped.
I would explain the decay as the effect of transferring from Pillars to Nova as the source of the
.