Vote for this in the Water section!
General card:
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NAME: | Temple of [Element]
| ELEMENT: | {Any}
| COST: | 1
| TYPE: | Permanent
| ATK|HP: | -
| TEXT: | : [Element] Conversion Gain 2 quantum of your mark. If unused, produce at the end of your turn.
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| NAME: | Shrine of [Element]
| ELEMENT: | {Any}
| COST: | 0
| TYPE: | Permanent
| ATK|HP: | -
| TEXT: | : [Element] Conversion Gain 2 quantum of your mark. If unused, produce at the end of your turn.
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NAME: | Temple of Water
| ELEMENT: |
| COST: | 1
| TYPE: |
| ATK|HP: | -
| TEXT: | : Water Convertion Gain 2 quanta of your mark. If unused, gain at the end of the turn.
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| NAME: | Shrine of Water
| ELEMENT: |
| COST: | 0
| TYPE: |
| ATK|HP: | -
| TEXT: | : Water Convertion Gain 2 quanta of your mark. If unused, gain at the end of the turn.
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ART: | Boret
| IDEA: | The Mormegil
| NOTES: | The ability can be used once per turn, starting from second turn.
| SERIES: | Temple Serie
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LIFE TEMPLE, ART BY BORET:
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NAME: | Temple of Life
| ELEMENT: |
| COST: | 1
| TYPE: |
| ATK|HP: | -
| TEXT: | : Life Conversion Gain 2 quanta of your mark. If unused, gain at the end of the turn.
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| NAME: | Shrine of Life
| ELEMENT: |
| COST: | 0
| TYPE: |
| ATK|HP: | -
| TEXT: | : Life Conversion Gain 2 quanta of your mark. If unused, gain at the end of the turn.
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The ideas behind this card are 3:1) I was thinking of a way to improve quantum management. As it is, you're more or less dependant on pillars/pendulums, and no variety is bad - especially in a game like this - as it offers less ways to play and less ways to make decks. I thought that quanta convertion would be cool, and tried to find a way to do this without making it either UP or OP. I think I made it too UP, but I can change it later.
2) I was trying to make this quantum management in a way as to enhance duo-decks (or trio-decks) more so than, say, rainbow decks. This is intended to enhance duo decks more than any other type of deck.
3) I was trying to get as much control over quantum production as possible, opposing this concept to the pillars one. This is intended to be a way to decide whether or not you would need more quantum of a type or of the other type each turn. It's mechanically much the same as a pillar (see below), but allows for variety.
Discussing Temple vs Pillar and Temple vs Pendulum- A temple offers two quantum for one quantum. It's a gain, of course, but it's the same gain a pillar grants. The temple's ability isn't Photosynthesis, it can be used ONCE per turn. So it's a fair trade. Effectively, it's a pillar that allows you to choose, every turn, which element it produces between two different elements.
- Pendulums suck. I
think they were introduced to make duo-decks more reliable, and with a better quantum base. But they do suck at what they (supposedly) do. The reason is: you want to have consistency on a turn-by-turn base, and not to skip a turn every other. I think many of you have experienced the situation where, for instance, you just played a
card, you have 3 quanta left and your pendulums go to
production... and next turn you draw an Adrenaline. "Gods, if only I had 1 emerald pillar and 1 sapphire pillar instead of these two crappy pendulums, this wouldn't have happened!" No? Well, that happened to me too often over the course of, like, 60 games or so. I don't think I got unlucky, I think pendulums just don't work. Temples could fix this, while they could also be used at their side to enhance duo-decks even more.
Concerning Temple-->Shrine upgradeI thought of upgrading the Temples like a Pillar -> Tower, and making it grant another quantum when played. But I reasoned that if I did that, temples would just be strictly better than pillars, and not different. So I had the cost of 1 quantum and no quantum. Mechanically there's the same difference between Temple -> Shrine that there is between Pillar -> Tower (one quantum), but Temples trade speed for variety.
Concerning ClustersShould the Temples be grouped in Clusters?
With clusters:
- less permanent slots occupied
- affected by earthquake and quicksand
- probably no way to determine how many times you used their ability, and how many times you can use it again (it should be noticed, also, that making it so that you can use their ability only once per cluster would make temples mostly pointless, really).
Without clusters:
- remaining permanent slots starts to be an issue
- no EQs on these quantum producers
- more easy and controllable abilities' interface
My opinion is, they should be clustered, and coded so that their ability has a number of uses equal to the number of temples in the cluster. This is because otherwise Temples would have a VERY unfair advantage on other quantum producers, because they would be immune to earthquakes. Even as it is, splitting your quantum base on three different sources could be an issue for gods such as Seism...
Concerning same-element TempleTemples of your own element can be (ab?)used to gain your quantum in advance. That's a great advantage, and one I didn't think of when I made these. Although I think limiting their ability to only a turn AFTER they are played (same as other permanents), along with the cost, will make them slower on the start. Enough so that pillars will still be a common choice in rush decks, while temples could be the best source for "slower and deadlier" decks (mono-Aether stall, for instance).