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Offline OldTrees

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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg336481#msg336481
« Reply #48 on: May 18, 2011, 10:24:13 pm »
So gaining attack with the cost of HP is limited to :fire?
:aether 1, so enters the game phased for 3 turns, Phase: cannot be targeted?
:aether 2, just wondering. Why?
Gravity does it too. However Light adds +X|+X so I would suspect the Fire fits that effect better because it is more destruction orientated.
Something like that would work.
I think a balance needs to be struck between the power of activated abilities and the danger they are in. We recently expanded lobotomy to replacement spells. I think skills need some time to catch back up before we suggest something that bypasses their only defense.
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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg336508#msg336508
« Reply #49 on: May 18, 2011, 10:57:45 pm »
Okay let's summarize:

  :aether Enters the game phased, cannot be targeted for 3 turns. (This way mass CC will still take effect.)
 
  :air none
 
  :darkness Drain 1 full HP from target and gain +0 | +1 (+1 | +0) permanently

  :death Cost of target creature's active ability is increased by 1. (Only active abilities and if cost of ability is 0, the cost of the ability will be in the element of the card.

  :earth none

  :entropy none

  :fire Double the attack of target creature for two turns, creature dies after 2 turns.

  :gravity Opponent's creature spots are limited by the number of creatures on you side of (your side of for upped) the field. (formula to be figured out, divide by 4-5?)

  :life none

  :light none

  :time Recycle: Gain +X | +1 when a creature is Reversed, X is the half of the original attack of the targeted creature.

  :water none

Half way through. :)

Offline artimies7

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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg336942#msg336942
« Reply #50 on: May 19, 2011, 04:42:06 pm »
*SNIP*
 :earth: 3, 4 perhaps: Avalanche: Add +3|+4. Remove +2|+2 each turn for 4 turns.
Was this totally and completely rejected/ignored? Cause even if it was, you might still modify it, right?
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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg336954#msg336954
« Reply #51 on: May 19, 2011, 05:02:32 pm »
Sorry, we got into the discussion about where to start it. I like the idea :)

 :earth Avalanche
Gain 2 (name similar to charge) (+4 | +2), lose 1 (name similar to charge) per turn. 

This sounds a bit too similar to growth though.... Only gaining +2 | +1 each turn.

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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg336961#msg336961
« Reply #52 on: May 19, 2011, 05:14:55 pm »
I was thinking more like steam machine than growth, only you have to upkeep it to not die.
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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg336963#msg336963
« Reply #53 on: May 19, 2011, 05:17:51 pm »
then it should gain more +6 |+2 and loses -2 | -2 ? constant upkeep required.

Offline artimies7

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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg336964#msg336964
« Reply #54 on: May 19, 2011, 05:19:33 pm »
then it should gain more +6 |+2 and loses -2 | -2 ? constant upkeep required.
I was thinking +4|+3 and lose 4|4 a turn with low hp, so less room to manuver.
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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg336967#msg336967
« Reply #55 on: May 19, 2011, 05:25:32 pm »
then it should gain more +6 |+2 and loses -2 | -2 ? constant upkeep required.
I was thinking +4|+3 and lose 4|4 a turn with low hp, so less room to manuver.
That doesn't make much sense... eventually it will die whatever you do!
The net HP gain should be 0...

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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg336972#msg336972
« Reply #56 on: May 19, 2011, 05:29:40 pm »
Well, It won't die if you don't a) use the ability in the first place or b) run out of Earth quanta to use the ability. If you think it will die too soon, then give it high HP. Upkeep. That's the whole point of the thing.
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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg337202#msg337202
« Reply #57 on: May 20, 2011, 01:20:53 am »
Well, It won't die if you don't a) use the ability in the first place or b) run out of Earth quanta to use the ability. If you think it will die too soon, then give it high HP. Upkeep. That's the whole point of the thing.
The net gain
Gain 4 attack and lose 4 attack, so at the end of your turn 0 overall change
Gain 3 hp and lose 4 hp, so at the end of your turn -1 overall change. So the creature will keep losing HP if you do it this way....

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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg337404#msg337404
« Reply #58 on: May 20, 2011, 12:56:15 pm »
Well, It won't die if you don't a) use the ability in the first place or b) run out of Earth quanta to use the ability. If you think it will die too soon, then give it high HP. Upkeep. That's the whole point of the thing.
The net gain
Gain 4 attack and lose 4 attack, so at the end of your turn 0 overall change
Gain 3 hp and lose 4 hp, so at the end of your turn -1 overall change. So the creature will keep losing HP if you do it this way....
...Forcing you to use the ability over and over again, burning through  :earth and continually gaining Attack while keeping the HP of the card somewhat level. See:
Turn 1: 4|4
2: +4|+3 -> 8|7
3: -4|-4 -> 4|3 +4|+3 -> 8|6...D:

Alright, I see your point. I guess I just didn't think it through clearly enough.
But I do like the mechanic. How about your variation:
then it should gain more +6 |+2 and loses -2 | -2 ? constant upkeep required.
Only thing, +4|+0 net growth a turn is a lot more than the +1|+1 a turn of the Forest Spirit. +4|+2, then -2|-2 the next turn?
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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg337458#msg337458
« Reply #59 on: May 20, 2011, 03:09:56 pm »
Well, It won't die if you don't a) use the ability in the first place or b) run out of Earth quanta to use the ability. If you think it will die too soon, then give it high HP. Upkeep. That's the whole point of the thing.
The net gain
Gain 4 attack and lose 4 attack, so at the end of your turn 0 overall change
Gain 3 hp and lose 4 hp, so at the end of your turn -1 overall change. So the creature will keep losing HP if you do it this way....
...Forcing you to use the ability over and over again, burning through  :earth and continually gaining Attack while keeping the HP of the card somewhat level. See:
Turn 1: 4|4
2: +4|+3 -> 8|7
3: -4|-4 -> 4|3 +4|+3 -> 8|6...D:

Alright, I see your point. I guess I just didn't think it through clearly enough.
But I do like the mechanic. How about your variation:
then it should gain more +6 |+2 and loses -2 | -2 ? constant upkeep required.
Only thing, +4|+0 net growth a turn is a lot more than the +1|+1 a turn of the Forest Spirit. +4|+2, then -2|-2 the next turn?
+4 | +0 is the net growth for a steam machine. And this would be a weaker ability, since the creature could die without upkeep, while the same can't happen with steam machine. So this creature could have a similar starting HP and some attack as well.

 

blarg: