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Lanidrak

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Re: A dreaded suggestion regarding Immortality. https://elementscommunity.org/forum/index.php?topic=2839.msg30806#msg30806
« Reply #60 on: March 01, 2010, 01:59:58 am »
Your solution throws more problems into the mix.

1. Aflatoxin your opponents side of the board.
2. Put up a Fire Buckler (new version)
3. In a few turns, your opponent will be taking 28 (full board?) damage each turn.
4. Your opponent puts up an Emerald Shield... Now you take the 28 damage each turn.
5. Will the damage done by fire shield be affected by Emerald Shield?
6. Or any shield for that matter? Bone Wall being the main concern here.
7. Fire Buckler & Fahrenheit & 16 Fire Towers & 6 Fire Bolts = killer deck.
8. Imba Imba Imba.
9. I quite like the idea of a creature-control shield.
10. And finally, it just shouldn't hit immortals...

Besides, look at the votes, a lot of people want change... But, it feels like this part of the Internet has become the United Kingdom... So many voters, so many wanting change - but nothing ever happens :).

icybraker

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Re: A dreaded suggestion regarding Immortality. https://elementscommunity.org/forum/index.php?topic=2839.msg30811#msg30811
« Reply #61 on: March 01, 2010, 02:04:38 am »
Okay, you definitely got me here. But I still don't like the idea of splitting up Immortality. Anyone else have any bright ideas of changing either the Fire Shield or the Immortal status slightly without breaking it into two parts?

Offline Xinef

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Re: A dreaded suggestion regarding Immortality. https://elementscommunity.org/forum/index.php?topic=2839.msg30825#msg30825
« Reply #62 on: March 01, 2010, 02:18:37 am »
If fire shield damaged player instead of creatures, this could be easily abused with aflatoxin (fill your opponent's field with malignant cells, put a fire shield and prepare a few healing spells... ok, I do not know it it would be easy to do, but still does not sound good.

Anyway there should be some ways to stop immortals in their tracks... right now you can only slow them down with shields or kill them with fire shield... if we remove fire shield, then it would be good to add something else... eg. make them targetable with spells, but only the ones that cannot kill/damage. On the other hand it is against the description of 'immateriality' which says these creatures can not be targeted... and that is a reason why immortality and etherealness should be separated.

Now, about the problem, that phase dragons and immortals are not OP, but quint seems to be... splitting etherealness and immortality seems a good solution. Quinted creatures would be immaterial/ethereal so they can be killed by fire shield. Also we could make them targetable when they are frozen/stunned by a shield.
On the other hand immortalizing an oty/elf/ffq would not be overpowered, because you would be able to lobo them, as they would be targetable. (This is also a reason why I think immortality should not be possible to remove with lobo/mutation/rewind - it is usually used to protect creatures with other abilities, and removing those abilities would be enough of a counter... especially if immortality would be as expensive as it is right now. Immortality could be a status, like being poisoned, rather than an ability, so lobo would not change it).

EDIT:
Sorry I did not answer the posts above, but 2 post appeared while I was writing... if I have any other ideas, even ones without splitting, I will write them ;)
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Lanidrak

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Re: A dreaded suggestion regarding Immortality. https://elementscommunity.org/forum/index.php?topic=2839.msg30828#msg30828
« Reply #63 on: March 01, 2010, 02:21:39 am »
I quite like the idea of splitting it up :).

I could have an immortal creature in play, you could put an Antimatter on it - and all I carry for creature control is straight damage cards... Thus, I have no way to remove my own creature which is now helping you... As in, you've used my immortality against me...

Lobotomize and Liquid Shadow will both be a means of removing the Immortality status from a creature, thus making it vulnerable to damage cards and effects.

Improved Mutation is also a viable way of dealing with an Immortal creature, but you run the risk of giving him a 1/25 Armaggio with Steal or Destroy...

Rewind Time is a very good way to deal with the new Immortality, because, the real advantage of the new Immortality versus the new Ethereality, is that, you can buff an Immortal creature with as many Chaos Powers and Blessings as you want, knowing that he cannot take any damage... But, a well placed Rewind Time will completely undo all that buffing, and could take an Immortal 20/20 back to being a non-threatening 2/2 for example.

Ethereal creatures will simply be immune to anything and everything. Once they are in play, they stay there. No shield effects, no damage and also, no buffing. Pretty much Quintessence.



I've put a lot of thought into this... The dynamic it adds (in separating Immortality and Ethereality) is truly diverse. Players will be forced to carry more than one type of creature control, as in, straight damage and also other non-damaging... Such as Congeal or Rewind Time.

Offline Xinef

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Re: A dreaded suggestion regarding Immortality. https://elementscommunity.org/forum/index.php?topic=2839.msg30888#msg30888
« Reply #64 on: March 01, 2010, 03:11:48 am »
Okay, you definitely got me here. But I still don't like the idea of splitting up Immortality. Anyone else have any bright ideas of changing either the Fire Shield or the Immortal status slightly without breaking it into two parts?
Ok, I've got an idea... I don't know if it is bright... I don't know even if I like this idea, but here it is:
Creatures with 1 hp are afraid to die, so they do not attack if they see a fire wall.
This results in a number of effects:
- creatures stop attacking one turn earlier then they do now (at 1 hp, not dying at 0 hp)
- firewall can still be used to stop flying morning glories, immortalized mutants your opponent wanted to save because they were dragons with dive etc. (or simply powerful mutants that get immortality as a skill)
- if you want to use a firewall to kill creatures, you will need a RoF to finish them
- immortal creatures cannot be killed by firewall (problem solved ;) )
- you may use quintessence to keep your ffq or fallen elf in play when your opponent has a fire wall, but you cannot use it to keep your attackers attacking your opponent...
- firewall stops otys and scarabs from growing like it does right now... and at 1 hp and unable to attack they are harmless (but you have to keep them hungry for a while (denying gravity quantums or not playing weak creatures), so they can drop to 1 hp)

All that with a simple change, probably easy to implement...

Although I guess I still prefer splitting immortality and etherealness and this solution is only my answer to your question.
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Re: A dreaded suggestion regarding Immortality. https://elementscommunity.org/forum/index.php?topic=2839.msg30994#msg30994
« Reply #65 on: March 01, 2010, 01:19:56 pm »
That would work, although I dont know if I quite like the idea myself. The biggest threat to lava golems (imo)has always been a fire shield, because although they can become insanely powerful, all it takes is a simple fire shield to destroy them (as long as the shield gets out before the golem), with that change however, I can simply throw out my 1 hp golem when theres a fire shield, and the next turn use his growth to raise the hp to a suitible number s that he can attack. I think that would make fire shield pretty much worthless, although once again thats just my opinion. im no elite player, so I cant say how that would do in the actual metagame.

btw lanidrak, you should update the Main topic so that people dont have to read through everything to know whats going on, if youre able to change it anyway.
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Lanidrak

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Re: A dreaded suggestion regarding Immortality. https://elementscommunity.org/forum/index.php?topic=2839.msg31020#msg31020
« Reply #66 on: March 01, 2010, 03:26:26 pm »
Not really sure I like that suggestion about Fire-Shield... If a creature remains in play it is still very much a threat. Even more so if you rely on On-Death effects such as Scavenger or Boneyards.

I still think the most logical and sensible option is to separate all the effects in the game into Damaging and Non-Damaging. It is most in-keeping with the idea of immortality, that they cannot die.
  • :time Immortal - Cannot be targeted by: Firebolt, Icebolt, Drain Life, Paradox, Chaos Seed, Aflatoxin, Poison, Gravity Pull, Devour, Rage Potion, Rain of Fire, Fire Shield Effect, Inflate/Infect, Holy Light, Thunderstorm, Sniper, Unstable Gas Effect and Lightning
  • As in, all effects which cause damage of any kind, or instant-kill (such as Paradox or Devour)
  • :time Immortal - Can be targeted by: Rewind Time, Antimatter, Blessing, Holy Light, Freeze, Adrenaline, Basilisks Blood, Momentum, Chaos Power, Improved Mutate, Permafrost Effect, Procrastination Effect
  • As in, these do not cause any damage but still effect an Immortal creature.
  • :time Immortal - Can be removed by:  Liquid Shadow and Lobotomise
  • As in, Liquid Shadow will remove the Immortality, apply the poison, then add the vampiric status.
  • :aether Ethereal - Cannot be targeted by: Anything, except shield effects?
I've changed my mind, and for me Ethereal means that the creature is 90% of the time untargetable... But, when that creature attacks it has to return to this dimension and as such, shield effects do work on Ethereal creatures.

With this clarified, I would hope to see a lot more Immortal creatures in the game, Immortality will be a lot cheaper than Ethereality (Quintessence), because it has it's obvious downsides.

Your thoughts on this are welcome.

[ps: Mainly clarifying what has been said on the previous 4 pages for people to summarize the entire topic]


Offline Xinef

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Re: A dreaded suggestion regarding Immortality. https://elementscommunity.org/forum/index.php?topic=2839.msg31046#msg31046
« Reply #67 on: March 01, 2010, 05:05:17 pm »
That would work, although I dont know if I quite like the idea myself. The biggest threat to lava golems (imo)has always been a fire shield, because although they can become insanely powerful, all it takes is a simple fire shield to destroy them (as long as the shield gets out before the golem), with that change however, I can simply throw out my 1 hp golem when theres a fire shield, and the next turn use his growth to raise the hp to a suitible number s that he can attack. I think that would make fire shield pretty much worthless, although once again thats just my opinion. im no elite player, so I cant say how that would do in the actual metagame.
It would still make it easier to kill lava golems with rain of fire, plague, devour, paradox, lightning and a lot of other ways. Unless golems are immortalized, in which case procrastination/ice shield/gravity shield/phase shield would be better. Momentumed, quinted golems would still be a problem, but I do not see these too often ;)

Not really sure I like that suggestion about Fire-Shield... If a creature remains in play it is still very much a threat. Even more so if you rely on On-Death effects such as Scavenger or Boneyards.
I agree that a creature remaining in play is often a threat... but as long as mortal creatures are concerned, that would simply make fire shield a little bit more defensive (creatures stop attacking one turn earlier), and even though this shield should be the least defensive, the most offensive of shields due to it being :fire it is still a shield and so I think making it more defensive in an already very damage oriented deck wouldn't be that bad. Simply if you are playing mono fire and are afraid of growing creatures, take a few RoF too. If playing duo/trio/rainbow there are numerous ways to counter growing creatures.

As for immortal creatures - if you take additional cards, additional elements, or play a rainbow instead of a duo/trio deck simply for the sake of being able to protect your creatures/permanents, then it is enough of a problem. It can be easily countered with most fast decks that overwhelm with creatures, especially with momentum and a few deflags to remove sundials. There is no deck capable of easily immortalizing creatures, removing opponents creatures, protecting your sundials/phase shields and still dealing a lot of damage. Even the famous SG rainbow decks can be easily countered.
So basically if you take all these disadvantages into consideration, and still build a deck around immortality (often making it slow to play and lacking either permanent control, or strong hitters), then it should at least guarantee your creatures are safe. It obviously does not guarantee a victory, but at least creatures safety should be guaranteed. Ok, there are a few ways to make an immortal heavy hitter, but these could be countered with statuses like freeze, while you play a few mortal heavy hitters and outdamage your opponent. Against immortal ability users like druid, ulitharid, ffq immortality should be a complete protection, as these decks can still be outdamaged easily, and even if mutants can deal some damage, they are more often than not mortal, so you can take care of them. Abubises are hard to play, as killing/freezing/lobotomizing/mutating/devouring/poisoning/a lot of other things simply destroy a strategy based around anubises... and try playing a deck with both anubises and quints to protect your first anubis - good luck ;)

What I am trying to say is that right now immortality is not OP, there are tons of decks that can counter them, even without a fire shield. Ok, false gods using immortality is another matter, but only because the double draw and lots of quantum make up for the disadvantages of an immortality based deck. If you think it is overpowered - use it, and count how many decks without immortality beat you.

These are the reasons why I think immortality SHOULD be split from etherealness, but not made something easy to counter (as it is already). Making it even easier to counter with lobo/mutation/rewind would make it totally useless.

Immortality will be a lot cheaper than Ethereality (Quintessence), because it has it's obvious downsides.
Ok, so I guess you want immortality to be something like 2 :time or so spell? Who would use that? It would be totally unreliable - saving you from some decks (damage based ones), while useless against others (rewind, mutation, lobo)... I guess 95% of decks would use quintessence then to protect their creatures, even if they could be killed with fire shields, simply for the fact fire shield is a single card, not very common, with it's big drawback of no damage reduction, while mutations, rewinds (eternity), lobo are very common.
Ok, there would still be anubises, but I rarely see a successful deck using those. They are clearly not OP, and nerfing immortality like that would only worsen the case.
Ok, maybe a few more creatures with immortality will be added at some point, but that does not change the fact, that this kind of ability is the most useful if cast on a creatures that already have some powerful ability like devour, mutate, FFQ, etc...

So (at least if I understand your idea), your suggestions would make immortality useless. And this would be no fun. What use is an ability, that makes it easier to win in like 30% of the battles (still not guaranteeing a victory, as you can be rushed for example), while useless against 70% others?

So I still think that immortality should not be possible to remove with lobo/liquid shadow/mutation, should make a creature immune to rewind (although there should be more cards able to remove buffs from creatures, and these should work on immortals), and should cost more, maybe even 8 :aether or 8 :time (upgraded to 6 :aether or 6 :time ) like other useful spells (aflatoxin, antimatter). It would be much more useful then an immortality for 2 :time that anyone can remove, and would see much more use in play, while still not being overpowered.


Sorry, if I misunderstood your idea, or if my knowledge of how often firewalls, lobos, mutation, quints etc. are used is not correct... I've been playing only for about 2-3 weeks, and my knowledge of these is based mostly on decks I see on forum, as I still rarely play PvP, and even when I do the better decks I play against are rarely using immortality, more often a quick rush with growing (mortal) creatures and the like. I rarely see fire shields in PvP.
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PiP

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Re: A dreaded suggestion regarding Immortality. https://elementscommunity.org/forum/index.php?topic=2839.msg31189#msg31189
« Reply #68 on: March 01, 2010, 11:02:47 pm »
I like most of what Lanidrak posted for Immortality, the exception should be that you can't lose immortality. 
You could still rewind the creature and if Immortality was added to the creature then it would still reset the creature.
If you mutate then it would still have Immortality, even if turned into an Abomination (if it would normally die then nothing happens)
 You could still lobotomize Anubis so he can't give out Immortality.


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Re: A dreaded suggestion regarding Immortality. https://elementscommunity.org/forum/index.php?topic=2839.msg31457#msg31457
« Reply #69 on: March 02, 2010, 03:24:29 pm »
I like most of what Lanidrak posted for Immortality, the exception should be that you can't lose immortality. 
You could still rewind the creature and if Immortality was added to the creature then it would still reset the creature.
If you mutate then it would still have Immortality, even if turned into an Abomination (if it would normally die then nothing happens)
 You could still lobotomize Anubis so he can't give out Immortality.
I agree with this. The power to remove immortality shouldnt exist. When first talking about it, I thought it should, but now I am thinking that it shouldnt. Why? Because, you can already make an immortal creature pretty much useless using things like congeal or basilisks blood/petrify. Why should they be made even weaker by having the ability to remove the immortality status. If you think about it, an etheral creature should not be more valuable than an immortal one. The etheral ones can ONLY be destroyed by a fire shield which id say at least 80% of decks (probably more) dont use. The immortals dont really seem all that immortal to me. They seem like a creature that has the ability of "Cant be damaged. Any other effects still Apply", where as An etheral creature has the ability of "Can only be damaged by fire shield. No Other effects apply" That seems a little unbalanced as far as power goes. In almost ALL situations, an etheral would be better (even though you can buff up an immortal, most decks wont want to take the time to do this).

So when it comes down to it, Immortals shouldnt loose thier immortality due to any reason. That includes being mutated, because it is still technically the same creature, with a different look.
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PiP

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Re: A dreaded suggestion regarding Immortality. https://elementscommunity.org/forum/index.php?topic=2839.msg31476#msg31476
« Reply #70 on: March 02, 2010, 04:28:55 pm »
Even if you go with what I said, Etheral still seams to be better the then Immortal.  A balance to this would to make more shields that could affect / hurt etheral creatures, a permanent with an activated ability to cause damage, or a spell that only target etheral (we've got Purify that only does poison, so why not?).

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Re: A dreaded suggestion regarding Immortality. https://elementscommunity.org/forum/index.php?topic=2839.msg31494#msg31494
« Reply #71 on: March 02, 2010, 05:25:22 pm »
I guess purify should be changed. You should be albe to target it at creatures, to remove statuses, maybe more than just poison (for example being frozen/stunned/aflatoxined)... because a card that counters only a single strategy, but is useless (with no effect at all) in 90% cases is not a nice thing... especially if you have to include it in your deck just in case, and watch it wasting space in your hand. Most cards that counter some strategies (like fire shield to counter immaterials, emerald shield/reflective shield to counter direct damage spells, rewind to counter buffing, momentum to counter shields, black hole to counter rainbows... all have some uses against other strategies (though reflective shield only upgraded). Even protect artifact that counters permanent destruction is useful much more often than purify, and when I have it against a deck without deflags/steals/pulverizer I am relieved they cannot touch my permanents, rather than thinking 'oh no, I drew enchant artifact which is useless against this deck'... but with purify I am rarely relieved 'oh, a deck without poison, how wonderful'... more often I think 'why the heck do I have this purify, anyway?'

And I think there should be other cards than rewind/eternity able to remove buffs from creatures...

As for more counters to ethereal creatures, I would say - when an ethereal creature is frozen/stunned by a shield make it targetable. That is because they were in material plane when they attacked, so in material plane they are stunned/frozen, so they cannot go back to ethereal plane (until they unfreeze, wake up). Though more shields affecting ethereals, or some spells/permanents affecting ethereals (either because the spell/permanent is of ethereal nature, or does something when the creature attacks) would be a good idea, but these spells/permanents should do something (maybe less useful) against other decks as well. Especially because no element should have a card that counters another element completely, because elements should be (at least theoretically) equal, and each element should be able to build a mono deck that stands a chance against other mono decks.
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