The Relic mechanic is nice and all, but I strongly feel that Eternal Spells can't be balanced unless one copy can only be used once per turn.
Your reasoning is? (If it is merely intuition then see the opening post)
Would the following pair of eternal spells be unbalanced if both could be used as many times per turn as quanta was available?
- 6 Create a Cockatrice
- 1 Heal target 3hp
I hope these examples prove that the mechanic is able to be balanced.
It proves it as long as your heal one can't target players.
Really? I think a 1:light:3hp ratio would be sufficient to slow down an offense without being impossible to get through. In the unlikely event that that ratio is OP, the ratio can easily be adjusted to 1/2 or even 2/3rds.
Well, attempting to balance it with all relevant cards currently in the game is difficult. Note that the cost of [Extra Card] has been approximated as 5 turns with 1 mono Pillar.
9x [+1 Cockatrice] - 1x [Extra Card] ? 1x [Fractal] + 9x [Cockatrice]
9x [6
] - 1x [5 random] ? 1x [10
] + 9x [3
]
49 > 37
Weaker than Fractal at 100% capacity.
4x [+1 Cockatrice] - 1x [Extra Card] ? 1x [Fractal] + 4x [Cockatrice]
4x [6
] - 1x [5 random] ? 1x [10
] + 4x [3
]
19 > 22
Comparable to Fractal at 50% capacity.
6x [+1 Cockatrice] - 5x [Extra Card] ? 6x [Cockatrice]
6x [6
] - 5x [5 random] ? 6x [3
]
11 < 18
Stronger than 6 Cockatrice alone.
Conclusion: (creature) card advantage is extremely difficult to balance around.
1x [Miracle] ? 33x [+3 HP]
1x [15
] ? 33x [1
]
15 > 33
Weaker than 1 Miracle.
6x [Miracle] ? 198x [+3 HP] - 5x [Extra Card]
6x [15
] ? 198x [1
] - 5x [5 random]
90 < 173
Weaker than 6 Miracle.
1x [Heal] ? 7x [+3 HP]
1x [3
] ? 7x [1
]
3 < 7
Weaker than 1 Heal.
3x [Heal] ? 20x [+3 HP] - 2x [Extra Card]
3x [3
] ? 20x [1
] - 2x [5 random]
9 < 10
Comparable to 3 Heals.
6x [Heal] ? 40x [+3 HP] - 5x [Extra Card]
6x [3
] ? 40x [1
] - 5x [5 random]
18 > 15
Comparable to 6 Heals.
Conclusion: Card advantage isn't as large of a factor for healing, but it multiplies current imbalances in different types of healing.
The Relic mechanic is nice and all, but I strongly feel that Eternal Spells can't be balanced unless one copy can only be used once per turn.
Your reasoning is? (If it is merely intuition then see the opening post)
- Discard effects - Only truly effective when packing 8+ Eternals.
- Higher costs - As shown, cost cannot counterbalance card advantage (Relevant: Creature Abilities vs. Spells).
- Slower effects and/or constructive effects - Examples?
So, unless the Eternal Spell in question both has discard effects and is constructive (require multiple copies in hand), its use should be limited to once per turn.