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Segue into Lucky Charm
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11-22-2007, 12:19 AM
Post: #41
RE: Segue into Lucky Charm
​​No-name Weirdo Wrote:Well, yeah, I wouldn't mind *just* lowering its ability cost, but I said so to appease Tamdrik, who still owns Mysterious Shop and wants to keep its value high.
Why would I care about the value of Mysterious Shop?  All the points I earn from store sales end up as booster boxes to restock the store.  I'm basically running it as a public service.  Except Shadow finally bought the PADC trophy, and buying half a million points in booster boxes seems kind of pointless-- I'll probably just wait until the next expansion and have an immediate full selection of cards available for it.

Anyway, the point is that I'd rather the two cards not be too similar for diversity's sake.  Also, while I don't think 4/4/4 cost with a 1/1/1 activation is broken (probably), it does make me slightly uncomfortable, like there might be a way to seriously abuse it that I haven't thought of.  A 1/1/1 play cost and 2/2/2 activation cost seems more munchkin-proof.

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11-22-2007, 01:57 AM
Post: #42
RE: Segue into Lucky Charm
Mysterious shop can be used on the opponent and has speed summon. I think bringing down the price of card draw to [Image: dmana.gif][Image: lmana.gif][Image: gmana.gif] fine. Now, the player has the choice between Ivory Library for 1 free card per turn or Lucky charm for any number of cards per turn, at a price. Seems reasonable.
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11-22-2007, 01:58 AM
Post: #43
RE: Segue into Lucky Charm
If you really want to avoid the Fleeting of Mysterious Shop, Graviton Sword and Rebuild are probably better ways of going about it than Warp Gate.

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11-22-2007, 02:32 AM
Post: #44
RE: Segue into Lucky Charm
Just because I like making radical suggestions, how about making the ability cost 1/1/1 + 1 random mana (And needing 2/2/2 to use the ability). Maybe that kind of makes it into a card it shouldn't be, since that is random, but I think that 1/1/1 is too good and 2/2/2 is too slow. THe cost of lucky charm shouldn't really be increased, and with 1/1/1 that seems a bit much. Yet even making it free with 2/2/2, I don't think that it'd be all that useful to draw cards. A scaling cost might be possible too, but you'd need to add a counter to it. Something like X/X/X: Draw a card, cnt+1; X=cnt/2 rounded down; Draw phase: cnt=1. Maybe something along those lines...I've been quite a fan of scaling costs lately.

I like to throw some more ideas out there before I start to take sides.

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11-22-2007, 02:36 AM
Post: #45
RE: Segue into Lucky Charm
​​Balance Codex Wrote:Random cards are essentially an entire different class of card. Don't add randomness in order to balance.
In this case I really think this rule should be followed.

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11-22-2007, 02:36 AM
Post: #46
RE: Segue into Lucky Charm
Lucky Charm having a random/luck element? Explain how that makes sense!

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11-22-2007, 02:42 AM
Post: #47
RE: Segue into Lucky Charm
Not flavour wise but balance wise this card doesn't seem like something where luck should be involved. And in most cases where the card isn't already random I feel the same way so I'm not just picking on this particular card.

(05-08-2011 08:27 PM)masamunemaniac Wrote:  I want to live in the gay dorms so that when I look left and right, instead of seeing the mysteriously absent cubicle walls, I see naked lesbians.
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11-22-2007, 02:44 AM (This post was last modified: 11-22-2007 02:49 AM by Vincent.)
Post: #48
RE: Segue into Lucky Charm
Yeah, it probably didn't fit anyway.  Just a gimick to get in between the costs. I just like throwing out new ideas, even if they're not great.  Maybe sometime somebody else will get a better idea from them.  If you didn't want to make it random you could have the extra one color rotate, but that'd be pretty ugly card wording.  (A counter to decide what mana anybody? =P)  Maybe to fit the "lucky" idea it could cost 1/1/1 + X where X is the mana type you have the most of, and then prioritized left/right if there's a tie.  Yeah, wacky, I know.

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11-22-2007, 02:48 AM
Post: #49
RE: Segue into Lucky Charm
When did I say you said you liked the idea of it being random? The point is, you suggested it as an option and I stated how I felt about your suggestion. Though I do like the scaling cost idea.

(05-08-2011 08:27 PM)masamunemaniac Wrote:  I want to live in the gay dorms so that when I look left and right, instead of seeing the mysteriously absent cubicle walls, I see naked lesbians.
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11-22-2007, 03:02 AM
Post: #50
RE: Segue into Lucky Charm
hmm
would it be possible to make it like old gamewhale?
pay 2/2/2 draw 0-3 cards?
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11-22-2007, 03:04 AM
Post: #51
RE: Segue into Lucky Charm
I think we just stated that we didn't want to make a non-random card random, no?

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11-22-2007, 03:07 AM
Post: #52
RE: Segue into Lucky Charm
i suppose
i thought i'd just say it though in case anyone else liked the idea
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11-22-2007, 03:14 AM
Post: #53
RE: Segue into Lucky Charm
But if you draw 0 cards, then it's a pretty unlucky cham =P

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11-22-2007, 03:17 AM
Post: #54
RE: Segue into Lucky Charm
yeah
i guess
but im guessing most people would use it to just get a bunch of cards at once anyway and most likely there will be discarding so does it really make too much of a difference?
i guess i'm the only person who likes luck/chance cards >_>;
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11-22-2007, 03:18 AM
Post: #55
RE: Segue into Lucky Charm
It's not that we don't like them, it's just that non-random cards are supposed to stay that way and random are supposed to stay random. They're just two different sets of cards.

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11-22-2007, 03:20 AM
Post: #56
RE: Segue into Lucky Charm
I would prefer 1/1/1 (and a cost reduction for Mysterious Shop if people really complain about overshadowing a card that no one can get anyways). If that can't be agreed apon, then I think the second best option would be Vincent's scaling X cost (preferrably X/2).
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11-22-2007, 03:26 AM (This post was last modified: 11-22-2007 03:27 AM by NOLDER.)
Post: #57
RE: Segue into Lucky Charm
Vincent Wrote:It's not that we don't like them, it's just that non-random cards are supposed to stay that way and random are supposed to stay random. They're just two different sets of cards.

so no card will ever be changed from non random to random or the other way around just because its sort of a tradition to keep them that way? :S

saying that it shouldn't be changed into a luck card because thats the way things are done seems kind of silly to me
unless there is some sort of coding issue why should it not at least be an option?

and besides it bothers me flavor wise that a lucky charm has nothing to do with luck >=/
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11-22-2007, 03:31 AM
Post: #58
RE: Segue into Lucky Charm
It's not just "because that's the way things are", it's because that's the way Webrunner intended the game to function. That's why it's in the balance codex.

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11-22-2007, 03:38 AM
Post: #59
RE: Segue into Lucky Charm
well

its the way things are because he says thats the way things are
which is fine
i never said anyone had to like the random option besides me i just thought i'd suggest it

also about the codex thing
i thought that meant just making stuff up and trying to stick them to cards like "make x card turn into a red balloon that does 999999 damage to your opponent and can't be stopped" not "give x card a chance cost"
my fault i suppose
anyway i'm a bit tired so i think i'll go to bed G'luck with the lucky charm thing guys
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11-22-2007, 01:55 PM
Post: #60
RE: Segue into Lucky Charm
Well, for an in-between cost, there's always something like 3/3/3 to draw two cards...

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