I like the mechanic in and of itself, I think its a very nice card...
And kudos on the art. That is definitely a very nice piece.
Thanks!
The creature seems a little out of place in ... stealing energy / life force from another being just doesn't fit thematically, as does converting a creature to ...
I like the mechanic in and of itself, I'm just a little iffy on this thing being a card.
I can understand where you are coming from, and honestly this card could have been
with a
ability(that was the original idea),
however: (
WARNING wall of text, for TL;DR scroll down)
1: Game play-wise, if it had ended up being a
creature with a
ability,
it would be harder to balance because of its already strong synergy with itself being
with Eclipse and the fact that all you would need would be Rays of Light +
mark (and maybe nova) to produce
in order for it to use the ability and convert the Rays of Light into
creatures for more damage from the RoLs or immediately (turn after summoning) be able to cc/damage other creatures and steal stats.
In other words there would be no need to incorporate much
cards in order for it to abuse the ability (on top of immediately being slightly harder to kill with eclipse and having more attack on its first entry)
However being the reverse, it is more balanced because it is harder to abuse the ability without incorporating more
based cards
to justify the need for
quanta, you need to use blessing in order to protect it from cheap cc damage spells while at the same time needing
quanta for it to use the ability and on top of that if you want to use Eclipse combo and use the ability on another Rogue mage to convert to
for it to grab the eclipse benefit you need WAY more investment into
which further promotes the investment into
cards to justify the need for
quanta for the ability use.
2: Thematically speaking I understand your feelings, however, tied to point 1, it is more likely that a Good mage would fall into what is considered evil or taboo than the opposite (evil into good)
Also with all due respect to the game itself, it has its own "thematic discrepancies".
The two best examples I can think of atm are
1: Seraph which is a
card when it is thematically closer to
although I understand why they made it fire due to the name which has significant
related themes to it, however since it is a
secondary trait, why not seraph being
and having
ability?
It requires
in order to temporarily become immaterial, of which immateriality before Seraph's existence was considered to be more of an
theme (Quintessence, Anubis with
immortality, immortal, phase-dragon, Shard of wisdom which is
and especially benefits immaterial creatures, etc.)
despite it being for one turn only.
2: the Phase and Flesh Recluse has "Web" which ironically requires
in order to take away the
borne status of another creature when thematically it could have easily been
or even at least
which is the opposite.
And there are others, but the post is getting too long
TL;DR:
-- Game play-wise it is more balanced as is instead of reverse elements because it promotes more
card investment to justify
quanta
-- Thematically there are worse "theme discrepancies" in the game than "Good mage becomes evil mage cliche" and the card more cleanly
(not perfectly mind you) ties two opposing Elements closer in some way.
Honestly, I am not saying the card is perfect and I think I may have complicated myself with the overall thematic vs game mechanic design of the card, though this is all my thinking process when making the card
However when considering the above and currently existing discrepancies, (not to toot my own horn) the overall theme of this card is achieved in a better and cleaner way (in my personal opinion) and ties two "opposite elements" without being too aloof or nonsensical.