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General Category => Cards => New Card Suggestions => Topic started by: OdinVanguard on April 15, 2015, 08:01:54 pm

Title: Laceration
Post by: OdinVanguard on April 15, 2015, 08:01:54 pm
(http://i.imgur.com/ERPNhyB.png) (http://i.imgur.com/Z5T8NdG.png)

Laceration / Laceration
Cost: 7 :life / 6 :life
Stats (if creature or weapon): -NA-
Ability(ies):

Mechanics: Stackable damage buff. It counts up the total damage your physical sources do to your opponent (or other victim) each turn then inflicts a corresponding bleed status and resets its count at the end of your turn.
Players and creatures with bleed status will recieve the corresponding damage after they finish their next turn. The bleed status is then removed.
If the player or creature receives a heal effect before then the bleed status is removed.
Title: Re: Laceration
Post by: Chapuz on April 15, 2015, 10:44:43 pm
So, you are just adding a poison equal to 33% of the damage you make. Sounds redundant
Title: Re: Laceration
Post by: OdinVanguard on April 15, 2015, 11:08:39 pm
So, you are just adding a poison equal to 33% of the damage you make. Sounds redundant
Less potent than poison. Its more like an 33% echo on the damage.
The buff is stackable so with 3 of these all your creatures effectively deal double damage.

The buff amount can be tweaked... its probably too low.
Its meant more as an in between on damage doubling and poison.

The opponent gets a turn to disrupt by using healing effects, but then it hits all at once.

Its actually closer to a delayed continual sky-blitz.
Title: Re: Laceration
Post by: Chapuz on April 16, 2015, 12:03:29 pm
Well in my opinion it only buffs rushes, something we are trying to avoid. That's the reason of the bonuses
Title: Re: Laceration
Post by: serprex on April 16, 2015, 01:40:40 pm
I care more about PvP than PvE when it comes to cards. When winrate is all that matters, rushes aren't the problem