Card characteristics & mechanism updated, see 1st post.
OldTrees => Maybe you're right. I'll just drop the RT-combo thing to focus on balancing the card for now.
joebob777=> Thanks
About the analytic things, I do understand that it's quite hard to get at first glance. Basically, most of the discussion was a comparison vs Quantum Tower production. However, I think that doing some maths here put up some facts, versus the feeling I had when designing this card.
True, it would be useless without Speed Up. OP with it, I'm not sure. Like you said, after turn +11, it's like a Nova every turn. But what I think is, a card is OP only within a context, and not in itself. For instance, I think that a 1|1
creature (cost
) with a skill like (
: Generate
) (like a
/
Rustler) is, in itself, not overpowered. Within a Graboid context, it is way more questionable.
If you consider the average game length (I would say 15-20 turns for a 30~35 cards deck), +11 turns is a very long time to wait. But if I get more tangible facts about it being (un)balanced, the stackable probability of reverting its speed to 1 could indeed be a way to put something like a cap to the clock speed. I also thought making it a creature (0|3~5), which would make it "CC-compliant" by the opponent.
Anonymous => Thanks too
That was an occasion to "un-dust" (?) my PS/3DSMax skills
I however think that a cap of only 2 Quanta will make EC completely useless (or maybe you mean something else). The idea behind this card is to have a slow-starting (of course, "slow" is kinda subjective, for it depends of your deck) Quanta engine with low stability (for elements at the end of the clock), which progressively becomes a Quanta factory.
Anyway, the more comments there are, the easier (well, I hope so...) it'll be to balance it.