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What if there are two adjacent rays?
What if there are two adjacent rays?
In fact, what if two Manta Rays are separated with only one space?
Make it a health of 9 | 10 so it can take more damage
Definitely raise HP and then probably raise cost a bit as well
What if there are two adjacent rays?
What if there are two adjacent rays?
In fact, what if two Manta Rays are separated with only one space?
May I ask what you intend to happen with Manta Chaining as I mentioned in my ridiculously long and incorrect description? Would a row of adjacent mantas load all of their damage onto one manta?I would presume:
Yeah, basically it's just:Oh. 1+2 makes this much simpler if a bit counter-intuitive to some. Definitely a valid way to go.
1. Mantas only take the damage that is dealt to the creature directly
2. Mantas getting in the way and taking damage for another creature doesn't count as a direct attack (in this card at least ^^)
3. AoE and Fire Shield/Thorn Carapace do count as direct damage (I might need to use a different word to describe it, since direct damage is already a term in EtG IIRC)
Yeah, basically it's just:Oh. 1+2 makes this much simpler if a bit counter-intuitive to some. Definitely a valid way to go.
1. Mantas only take the damage that is dealt to the creature directly
2. Mantas getting in the way and taking damage for another creature doesn't count as a direct attack (in this card at least ^^)
3. AoE and Fire Shield/Thorn Carapace do count as direct damage (I might need to use a different word to describe it, since direct damage is already a term in EtG IIRC)
Thorn Carapace does infection not damage. Are you implying that damage from infection(and acceleration?) can be redirected?
You can use "damage" rather than "direct damage".
is adjacent creatures 1 slot to the left and right
or is it the whole row?
Some CC protection for Water.
Adjacent slots are the ones to the left and right, not above and below.
Upgrade might do too much (-1 casting cost, +2 HP), but I think it shouldn't be too bad, considering that it's not spectacular as a card in the first place.
I'd say, reduce the cost to two, but have the ability have a cost. To reduce confusion and make it easier to use, Manta Ray can protect one monster for one turn. The ability cost being 2. You could raise the health to 8 or 9 and reduce damage to 1.
Some art if you want it(http://i.imgur.com/g8cAdNG.png)
source (https://commons.wikimedia.org/wiki/File:Elphinstone_Reef_Manta_Ray.JPG)
And I'd also lower the ATK, though not necesarilly to 1. 2 would be reasonable I think
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Also, any reason for attack nerf? Its cost:attack ratio isn't too spectacular anyways.
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Also, any reason for attack nerf? Its cost:attack ratio isn't too spectacular anyways.
1: Manta rays are gentle creatures, unlikely to hurt others
2: Think Armagio
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Also, any reason for attack nerf? Its cost:attack ratio isn't too spectacular anyways.
1: Manta rays are gentle creatures, unlikely to hurt others
2: Think Armagio
1. True, but so are frogs but you still see huge frogs rampaging the battlefield :P
2. Well, I think this is considerably weaker than Armagio in that while they both assume the opponent has certain cards, Armagio's assumption is more likely to be true (creatures are more common than CC), and it also has a greater impact on the game (kinda comparable to a SoD to a Cloak.. ish. okay maybe not, but shh)
I also don't want this to be completely reliant on its ability, I'd prefer that its attack still be somewhat decent (like how Ulitharid's attack isn't all that bad, even though its main purpose is lobotomy).
Also, Crucible ready maybe?