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avantasia666

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Re: Impulse | Impulse https://elementscommunity.org/forum/index.php?topic=27893.msg355924#msg355924
« Reply #12 on: June 24, 2011, 12:46:50 pm »
Poll added

Smurrf

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Re: Impulse | Impulse https://elementscommunity.org/forum/index.php?topic=27893.msg355959#msg355959
« Reply #13 on: June 24, 2011, 02:45:12 pm »
Minor niggle on the wording of the 'play or discard all cards drawn during next turn'...make it "any card drawn next turn must be..." instead. Less confusion for new players.

Offline ralouf

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Re: Impulse | Impulse https://elementscommunity.org/forum/index.php?topic=27893.msg355967#msg355967
« Reply #14 on: June 24, 2011, 02:58:31 pm »
Agree with smurrf MtG help a lot for formulation :p
i really like it btw ^^ You rewind a GotP then silence = 19 points on your face and GotP is gone ^^
It looks fun
TEAM
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avantasia666

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Re: Impulse | Impulse https://elementscommunity.org/forum/index.php?topic=27893.msg356075#msg356075
« Reply #15 on: June 24, 2011, 05:50:55 pm »
Changed card to majority of meanings. =D

avantasia666

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Re: Impulse | Impulse https://elementscommunity.org/forum/index.php?topic=27893.msg356412#msg356412
« Reply #16 on: June 25, 2011, 09:49:54 am »
No other meanings on this?

Is it crucible ready?

Smurrf

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Re: Impulse | Impulse https://elementscommunity.org/forum/index.php?topic=27893.msg356481#msg356481
« Reply #17 on: June 25, 2011, 02:47:36 pm »
Wasn't there originally a damage portion to the discard? Without that, I think it costs quanta or two too much. After all, you're definitely losing a card to make the other person *maybe* lose a card.

Edit: If you're looking to make it all fit, then word it thus: "Opponent must play or discard any cards drawn next turn. For each card not played, deal 5 damage."

Offline storyteller

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Re: Impulse | Impulse https://elementscommunity.org/forum/index.php?topic=27893.msg356517#msg356517
« Reply #18 on: June 25, 2011, 05:05:19 pm »
it shouldnt be all cards drawn, thats too imposing.

Nightmare doesnt make you draw.

Just the first card drawn, your normal draw.


Consider the eternity, hourglass, photon loop. Is this a counter or a named variable array for drawn cards.


Keep it simple, your normal draw.

Smurrf

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Re: Impulse | Impulse https://elementscommunity.org/forum/index.php?topic=27893.msg356520#msg356520
« Reply #19 on: June 25, 2011, 05:12:38 pm »
it shouldnt be all cards drawn, thats too imposing.
Why not? Currently, the only way for a person to draw more than one card is through their own action (Sundial, Hourglass, Mindgate, etc.) This seems like a perfect way to slow down a deck designed to move quickly through their deck with those cards.

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Re: Impulse | Impulse https://elementscommunity.org/forum/index.php?topic=27893.msg356570#msg356570
« Reply #20 on: June 25, 2011, 06:58:15 pm »
thats kinda too strong IMO.

Smurrf

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Re: Impulse | Impulse https://elementscommunity.org/forum/index.php?topic=27893.msg356584#msg356584
« Reply #21 on: June 25, 2011, 07:29:22 pm »
Too strong because...?

You're going to have a max of 6 cards in your deck that will force your opponent to *maybe* delay using his own extra draw capabilities by a single turn each.  Anything used to ensure that they must delay will require other denial card combos (Trident, Pest, Black Hole, Discord, Silence, etc.)  Not sure how any of this would make it too strong.

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Re: Impulse | Impulse https://elementscommunity.org/forum/index.php?topic=27893.msg356589#msg356589
« Reply #22 on: June 25, 2011, 07:39:13 pm »
Too strong because...?

You're going to have a max of 6 cards in your deck that will force your opponent to *maybe* delay using his own extra draw capabilities by a single turn each.  Anything used to ensure that they must delay will require other denial card combos (Trident, Pest, Black Hole, Discord, Silence, etc.)  Not sure how any of this would make it too strong.
well, for one its a lot harder to code.

as for strength, this can prevent someone from getting to critical cards pretty severely.  two turns of not drawing 3 cards is seven cards deeper into your deck. decks that rely on card draw often only have 6-10 cards that actually do anything. Not getting one can prevent multicard combos. I think this is too severe.

Smurrf

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Re: Impulse | Impulse https://elementscommunity.org/forum/index.php?topic=27893.msg356613#msg356613
« Reply #23 on: June 25, 2011, 08:19:00 pm »
Except that it's still only a soft denial, not a hard one.  The choice is there for the opponent, they can either choose to make use of their extra card draws or not.  It's still only a single turn per use, the opponent still has an opportunity to play any cards drawn (unless locked out somehow, in which case they face other problems anyway), and they still have the choice of drawing cards past one or not.  And that's all coupled with the fact that the caster is using up a deck spot for semi-denial, meaning that it's going to require setup to get maximum use out of it.

 

anything
blarg: