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Permafrost (and other related perm-disruption ideas)

Niharia

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 :water :water: Freeze target permanent for 4 turns.

I'm not 100% sure on the upped version. Here are two options:

Upped (version 1): :water: Freeze target permanent for 4 turns.

Upped (version 2):  :water :water: freeze target permanent, creature, or card in hand for 4 turns.

Perm freezing is so much rarer than creature freezing, I figured it might need an extra cost to balance it, but if that's not the case, a one cost and then upped getting five duration - just like freeze - would be fine, too. I'm a little worried that the freeze-card-in-hand will be something too obnoxious when the AI uses it versus how fun it'll be for a player to use it.
« Last Edit: June 21, 2025, 11:47:10 pm by Niharia »


Niharia

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Thinking about my idea from more of a balance perspective, two of the three perm-freezing cards are already in water (ice shield and arctic dolphin), so this is kind of redundant. Still, I was toying around with perm disruption ideas, so...

A permanent-freezing spell could be reframed as :aether by calling it 'malware'. Or, the 'malware' name could also be a spell that gives the target perm "Give <# :chroma TBD> to opponent to restore <perm's original effect(s)>." Chroma cost so that any deck could presumably pay to unlock. Alternatively, if that gives rainbows too much advantage, you could set the cost to the affected permanent owner's mark with a chroma multiplier just like for jelly.

I could also see a sandstorm (:earth) or a graviton gear-jammer (:gravity) that could delay a permanent. The gear-jammer could remain a spell (a trap/tool gizmo for the art), or be a creature similar to the iridium warden but targeting perms (a creature/robot for the art).

Updating topic name to include these meanderings.