I'm not quite sure I follow, sirrah. I don't rightly understand how Devour with 3hp to start is worth the same as a 0|3 Otyugh? I'd like to avoid diminishing the health of this creature. For once, I'm not looking for something unobtrusive and small; this is a Manticore! Legendary creature that devours things whole! I guess what I'm saying is I'd rather up the cost than drop the atk|hp. Also I thought Poison was worth 2. My bad. I see your point there.
Wouldn't an ability that requires a different quanta to activate count for anything as well? Or am I just quoting scripture that's behind the times?
Convince me OldTrees. Pretend I'm an obstinate idjit who thinks he's always right
Very well.
Disclaimer: I am currently working on a new Design Theory but it is far from complete so I will us my less reliable older version for now.
First: Modular abilities
Obviously this is a creature with one of two abilities, obviously the value of both abilities needs to be equal or one will be UP compared to the other. (fairly obvious but stated for completeness)
Second: Duo quanta requirement
Cards that require 2 or more types of quanta limit the deck more and are less reliable. This reduced utility is compensated with an initial cost reduction. [currently Mono=0, Duo=-1]
Third: Devour
The value of Devour depends on the percentage of creatures that can be devoured by the starting HP plus any irregular synergies like swarm. From Scarab and Otyugh I theorize that Devour is worth 1 quanta per 10%.
Initial HP | Value of Devour |
1 | 0 |
2 | 2 |
3 | 4 |
4 | 5 |
5 | 6 |
Devour with 3hp to start is worth the same as an unupped Oytugh because an unupped Oytugh has no other redeeming qualities.
Fourth: Expensive Activation cost
Skills with expensive activation costs [2-3 quanta or 4+ quanta] cost more than their casting cost depicts.
This seems to play out as a -1 cost reduction for expensive [2-3 quanta] and -2 cost reduction for very expensive [4+ quanta].
Fifth: Life Bonus
Life creatures cost strangely 1quanta under what my current theory would predict. This constant -1 cost reduction is called "Life bonus" and is similar to other elemental bonuses.
However you stated that you would prefer to keep medium stat. This is thematically understandable.
With stats as they are:
I would increase
:Devour [+3
|+5
] to
:Devour [+2
|+4
]
I would then suggest creating a Death ability that is powerful enough to match. [+2|+4 if no activation cost, +3|+5 if activation cost of
]
Deadly Poison [2 poison per activation] would be worth ~+2.
Deadly Poison would be worth ~+3.
Deadly Poison on a Life creature would be worth ~+2.
So
Deadly Poison would work nicely for the unupped if Devour is increased to