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Offline jmdt

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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg275984#msg275984
« Reply #108 on: February 22, 2011, 02:56:10 am »
Make it Immaterial, Heal 2 Per Turn and Cost 3  :light. I would like my trophy for solving this problem now.
Immaterial is a terrible idea.  This guy was meant to be stolen.

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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg275986#msg275986
« Reply #109 on: February 22, 2011, 02:58:03 am »
Make it Immaterial, Heal 2 Per Turn and Cost 3  :light. I would like my trophy for solving this problem now.
don't forget it protecting quanta. That's the whole point of the card.

Make it Immaterial, Heal 2 Per Turn and Cost 3  :light. I would like my trophy for solving this problem now.
Immaterial is a terrible idea.  This guy was meant to be stolen.
Don't be a troll. Immaterial ftw.

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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg275987#msg275987
« Reply #110 on: February 22, 2011, 02:59:25 am »
Why is there no option for a timer in the polls?

Offline Newbiecake

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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg275991#msg275991
« Reply #111 on: February 22, 2011, 03:00:13 am »
Make it Immaterial, Heal 2 Per Turn and Cost 3  :light. I would like my trophy for solving this problem now.
Immaterial is a terrible idea.  This guy was meant to be stolen.
Immaterial is horrible, seriously. Like people mentioned earlier, this card is meant to screw denial decks over. If it's immaterial it would be like salt on a wound. GG and Zeru is gonna bawl their eyes out if this becomes immaterial. It needs to be destroyable/stolen!

A decrease of healing should make this card fine. 2-3 hp healing wouldn't be too bad, considering how awesome quanta pool and hand guarding is.
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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg276001#msg276001
« Reply #112 on: February 22, 2011, 03:05:14 am »
Poll needs to be reset because the order of the options got jumbled up when the poll was edited to include new options -- I voted to decrease the amount of healing, and now it says I voted to increase it O_o"
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Offline Ekki

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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg276005#msg276005
« Reply #113 on: February 22, 2011, 03:06:06 am »
well the problem i see in this card right now... one... its not green = LIFE. and two...  you have infi def with dissipation filed. there take out the life and add a counter(4-6) :D and reduce its cost. Dissipation field does not work with this card at all. Also not all healing cards are Life.

I like the timer suggestion the best overall, as it prevents the card from becoming the next SoG and at the same time allowing for cost reduction.
Dissipation field does not work with this card at all

yep it does on trainer...
From what I last heard that is a bug.
"Dissipation Shield is a price, not an effect. Therefore, with Sanctuary up, you can't pay that price and Dissipation Shield doesn't work, rather than works perfectly".
Why did this piece of brilliantness get ignored?
(Because it's obvious why it doesn't work, and that it's going to be fixed.)
Please read the previous posts next time.

Heh, in  his defence, I must say that I didn't get that part of the conversation (specially Higs' post) until now...

I think adding a timer isn't the original idea of this card.

And as I guess its main power is the quanta protaction, I don't mind if the hp gain is nerfed. Apart from that:
Nope. The NovaGrabby deck team Entropy used the most in War had 4 Discords. Novas enable it to get out faster than Sanc. It won't work most of the time, and the healing will become more important. It needs to cost less and heal less to be an effective counter.

Silence decks usually have good offense out when they start playing Silences, so those would suffer a lot. That means PC becomes more important in those decks. Not a huge problem, tbh.
Nova can bring sanctuary out just as well as it can discord, so I don't see how that effects the balance between the two.

Four discords in a deck can happen, but it's generally the exception rather than the rule.You can still only use one of them unless you use animate weapon. If you use animate weapon then you're clearly using more resources on the discords than you are on sanctuaries.

A 4 or 5 turn limit is more than enough for any deck to get started, which pretty much kills most denial decks. It really wouldn't be that big of an adjustment.

*edit: Does this effect neurotoxin at all? Not sure if that counts as a "hand" effect.
Well, this is the perfect counter to Discord. The next time you're SURE you'll face a Discord, use it. That doesn't mean it needs a nerf.

Offline coinich

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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg276013#msg276013
« Reply #114 on: February 22, 2011, 03:12:55 am »
Note, I said reduce healing, but that doesn't mean SoG doesn't need a reduction of healing as well.  That can go too.  Also, I really dislike the idea of a timer on this card.  It just strikes me as a horrible mechanic combination.

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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg276023#msg276023
« Reply #115 on: February 22, 2011, 03:17:37 am »
If a timer is implimented, why not just delete the whole card itself? It's useless to only guard you for several turns against Discords...

Cost reduction to play, or heal less? Which one?

Offline jumpoffduck

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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg276035#msg276035
« Reply #116 on: February 22, 2011, 03:30:57 am »
If a timer is implimented, why not just delete the whole card itself? It's useless to only guard you for several turns against Discords...

Cost reduction to play, or heal less? Which one?
Dim shields have timers, but I don't think that anyone would call them useless. The main threat of discords is that it stalls you for a few turns until you have quanta scrambled to all elements, making you unable to set up. During the time Sanctuary is up, you can PC the discord / put up a shield / chain another Sanctuary / etc.

Offline jmdt

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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg276040#msg276040
« Reply #117 on: February 22, 2011, 03:37:44 am »
If a timer is implimented, why not just delete the whole card itself? It's useless to only guard you for several turns against Discords...

Cost reduction to play, or heal less? Which one?
Dim shields have timers, but I don't think that anyone would call them useless. The main threat of discords is that it stalls you for a few turns until you have quanta scrambled to all elements, making you unable to set up. During the time Sanctuary is up, you can PC the discord / put up a shield / chain another Sanctuary / etc.
If it has a timer, it better cost 1 quanta to place then.

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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg276041#msg276041
« Reply #118 on: February 22, 2011, 03:39:12 am »
Poll needs to be reset because the order of the options got jumbled up when the poll was edited to include new options -- I voted to decrease the amount of healing, and now it says I voted to increase it O_o"
Same happened to me. A lot of votes could be affected; at least a remove vote option could be added.
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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg276061#msg276061
« Reply #119 on: February 22, 2011, 04:06:27 am »
Making it immaterial would destroy the balance of the card.  Right now it goes

Pest.

Sanctuary!  Ha!

Steal.

Oh.


And that's exactly what's supposed to happen.   Immaterial Sanctuary would be awful for game balance.
Like I said, add +1 to the cost both unupped and upped and you have a perfectly good card.  If you decrease the healing and presumably the cost along with it, you're essentially relegating it to the realm of Purify -- a hard counter to a uncommon threat that has a minor side benefit to make it not a completely dead card.  That's not good game design.  Good game design is a slightly suboptimal card that you can still get good use from, that happens to include a hard counter to an uncommon threat. 

Imagine how much more Purify would get used if it gave you 4 counters, removed poison, and cost 4: water or 3 :water upped.  That's a respectable amount of healing even without the poison countering -- and that's exactly as it should be. 

I don't understand at all the rationale that we should make the card narrower in it's focus.  Keep it useful, increase the cost to match, and love it!
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