oEtG Forum

General Category => Cards => New Card Suggestions => Topic started by: serprex on April 09, 2015, 04:14:34 pm

Title: Alchemy chroma creature mechanic
Post by: serprex on April 09, 2015, 04:14:34 pm
Inspired by http://elementscommunity.org/forum/card-ideas-and-art/essence-evaporator-essence-evaporator

Basically would be a creature with mechanic "usedactive does not reset at end of turn, whenever an alchemy card is played reset usedactive"

In this case it'd be a 2|2 buff for some small cost to avoid fractal abuse. It'd be able to be used immediately at start of turn, multiple times per turn. Creature itself would be something like 2|2 for 3 :chroma
Title: Re: Alchemy chroma creature mechanic
Post by: OdinVanguard on April 09, 2015, 04:51:16 pm
I assume this can target other creatures, not just itself, correct?
Title: Re: Alchemy chroma creature mechanic
Post by: Chapuz on April 09, 2015, 07:50:34 pm
This permanent would be more efficient (you can buff any creature, not just one)

What about having powerful effects of some cards only being able to cast after playing an Alchemy card?
Title: Re: Alchemy chroma creature mechanic
Post by: OdinVanguard on April 09, 2015, 11:03:04 pm
I wonder what a chroma mindflayer would look like...
Title: Re: Alchemy chroma creature mechanic
Post by: serprex on April 10, 2015, 03:33:26 pm
Creatures can buff other creatures just as much as perms can
Title: Re: Alchemy chroma creature mechanic
Post by: OdinVanguard on April 10, 2015, 06:23:09 pm
I like having it add a spell card to the owners hand, like the original idea from vanilla forums.
It makes the card useful as a nightmare counter and side buffs silence, epoch, ouija, and minotaurs.
Plus, a creature that creates spell cards for its owner is fairly novel. Currently, only alchemist does this.

Having silence, ouija, etc. as counters can be useful for counter balancing as well since this creature could potentially provide a lot of stat power boosting in a turn. With 3 of these and 3 alchemists thats 3*3 = 9 +2|+2 counters per turn for a total of +18|+18 per turn. Granted, it would take work to pull off but having a little counter balance in place wouldn't hurt here.
Title: Re: Alchemy chroma creature mechanic
Post by: Chapuz on April 10, 2015, 09:54:51 pm
Balamced stats and cost for a chroma creature?
Title: Re: Alchemy chroma creature mechanic
Post by: serprex on April 10, 2015, 11:28:51 pm
2|2 for 3 :chroma is fine. Pretty sure a vanilla 2|2 could be free without breaking anything
Title: Re: Alchemy chroma creature mechanic
Post by: Chapuz on April 10, 2015, 11:40:09 pm
I would go for 2|2 for 5  :chroma unupped and  :chroma upped
Title: Re: Alchemy chroma creature mechanic
Post by: OdinVanguard on April 11, 2015, 02:17:10 am
I would go for 2|2 for 5  :chroma unupped and  :chroma upped
Seems like a bit of steep drop between upped and unupped cost.
More accurately, 5 :chroma seems too steep for the unupped version.

Skeletons are free for 0 :chroma both upped and unupped.
the upped are even 2|2 creatures.
Granted the ability here warrants some cost bump, but if it has a decent activation cost then it shouldn't be huge problem.

I think 3 :chroma maybe 4 tops is good for unupped.
Upped cost seems fine though.

... As an interesting idea, why not make it 2 :chroma and 1 :chroma but be a 2|0 or maybe 3|0.
The reason being that this thing can buff itself on the first turn, but doing so would require expending an alchemy spell and paying the cast cost.
Requiring expenditure of another card more than makes up for any casting cost deficit here (in fact it may be viable to make at a 2|0 and 4|0 for no cost at this rate).

So its spark like but can self perpetuate if it is comboed with at least one alchemy card plus its skill cost.