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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg276062#msg276062
« Reply #120 on: February 22, 2011, 04:09:16 am »
I like it to be immaterial
3 heal a turn
lasts 10 turns
same cost

Offline Onizuka

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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg276063#msg276063
« Reply #121 on: February 22, 2011, 04:11:15 am »
I like it to be immaterial
3 heal a turn
lasts 10 turns
same cost
10 turns? Why not just make it completely inmaterial, and heal 20 hp a turn?
You're just as selfish as I am. You're just not as good at it yet.

Offline Essence

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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg276064#msg276064
« Reply #122 on: February 22, 2011, 04:12:23 am »
Because that would be stupid.  Don't be stupid.
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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg276075#msg276075
« Reply #123 on: February 22, 2011, 04:35:59 am »
I like it to be immaterial
3 heal a turn
lasts 10 turns
same cost
10 turns? Why not just make it completely inmaterial, and heal 20 hp a turn?
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Offline Essence

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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg276086#msg276086
« Reply #124 on: February 22, 2011, 04:54:14 am »
Just found a lol-worthy bug in the Trainer.   If you give the AI a deck to use, and it ends a game with Sanctuary in play, the Sanctuary "protects" the AI from losing all of it's spare quanta at the end of the game -- so the next game you start vs. that AI, it will start with all of the quanta it had at the end of the last game!

:)) :)) :))
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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg276094#msg276094
« Reply #125 on: February 22, 2011, 05:03:48 am »
Just found a lol-worthy bug in the Trainer.   If you give the AI a deck to use, and it ends a game with Sanctuary in play, the Sanctuary "protects" the AI from losing all of it's spare quanta at the end of the game -- so the next game you start vs. that AI, it will start with all of the quanta it had at the end of the last game!

:)) :)) :))
I found this occasionally occurs with the player as well.  Not sure if you getting killed by the opponent causes this or not though; need to do more testing.
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Offline Avenger

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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg276158#msg276158
« Reply #126 on: February 22, 2011, 07:24:02 am »
Adding a 10 rounds timer seems to be good enough.

Offline coinich

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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg276169#msg276169
« Reply #127 on: February 22, 2011, 08:06:58 am »
Timer is still a horrible idea, as is Immaterial, IMO.

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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg276170#msg276170
« Reply #128 on: February 22, 2011, 08:08:56 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.
This bears repeating so let's all say this together:  Immaterial is a terrible idea for this card. 

It already heals and it protects quanta--and now some would automatically protect it from stealing or destroying too?  Are they on drugs?  Just say no.

(FWIW, timer is a bad idea too, but immaterial is worse.)
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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg276175#msg276175
« Reply #129 on: February 22, 2011, 08:52:17 am »
-Sanctuary also prevent you from gaining quantom from Solarshield
It's not a bug that devourers still produce :darkness quanta.
It is very unfortunate that solar shield doesn't produce :light quanta with Sanctuary around though. I don't think that's what originally was intended with "altering" your quanta pool. Are towers and pendulums altering our quanta pools?

I say if it doesnt affect towers and pendulums, it shouldn't affect solar shield either.
Shouldn't it be a bug? Devourers need to absorb quanta to produce Dawkness quanta

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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg276226#msg276226
« Reply #130 on: February 22, 2011, 01:15:16 pm »
Actually, I don't see what problem is there to make this a timed permanent with a lower cost.

Healing? Ok, but definitely not the point of the card - see Purify. This helps the card to become less of a SoG's little brother.

Quanta and hand protection? Let's see the cards affected:

- Discord: the main problem, the main issue. You need you Sanctuary out fast - hence low cost - for it to be effective, and you don't need it for long, especially if you can chain them. You just need 5 turns to get your favourite rush started, you can beat entropy war decks with 5 turns of protection, possibly more. And if they want to destroy it, well, no BH for them - or an instable trio which is IMO worse.
- Pest: steal it. No problem. Good counter, not a shutdown.
- Black Hole: not that much of an issue really. Wait for Sanc to go down, hit hard with 3,4 BHs in a row. Hit with BH a rainbow before it gets 4 light out. Golden.
- Silence: good counter, but not a destructive one.
- Nightmere: needs to be buffed anyway.

So what's the problem with 1-2 cost and timer?
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Re: Sanctuary | Sanctuary https://elementscommunity.org/forum/index.php?topic=21502.msg276234#msg276234
« Reply #131 on: February 22, 2011, 01:24:57 pm »
My suggestion is:



Sanctuary
1 :light
Heals 1 per turn.
Your quanta can't be altered during your opponent's turn.


Sanctuary
1 :light
Heals 2 per turn.
Your quanta can't be altered during your opponent's turn.
There are things worse than eating tuna directly from the tin

 

anything
blarg: