View Full Version : Quotidian Orb
Zeraph776
06-11-2011, 04:02 PM
Quotidian Orb
Item
0 [O] [O]
Cost: Deplete this card, Pick a facedown resource your opponent controls, Your opponent picks a facedown resource you control.
Effect: Reveal the resources, the resource with the lowest numeric cost is destroyed. the resource with the highest numeric cost is returned facedown and attaches to its owners faction.
Bizze
06-12-2011, 01:04 AM
Interesting. Resource destruction should always be handled with care, but this seems risky enough to perhaps be balanced.
Then again, Arcanist can affort to set very expensive cards, even tactics, and still be able to play them through Manifest.
Still, I think this could work. It just needs careful playtesting.
Zeraph776
06-12-2011, 11:11 AM
Woo, I was hoping for interesting.
Though it will need playtesting I mean even if you set high cost cards your opponent can easily just pick the facedown manifest you have play the orb carefully or shuffle resources. But with manifest, otter floss, and wanton wizard I usually find Arcanist decks tend to have more face down resources then other trades so they can usually afford to risk them easier then the other trades.
And as far as balance goes I believe it is balanced or at least as balanced as possible while still being playable..
-Both players need at least one facedown resource
-If you only have one facedown resource with a high cost you can't just keep picking it and destroy multiple resources in one turn.
-And you can't just get yourself ahead with arcane research, wanton wizard, etc. then set something high cost then pick it over manifests, otter floss, etc.
Though I have decided to change it slightly just to make it possibly a little more balanced and a bit more clear
Quotidian Orb
Item
0 [O] [O]
Cost: Deplete this card, Pick a facedown resource your opponent controls, Your opponent picks a facedown detached resource you control.
Effect: Reveal the resources, if the numeric costs are different then the resource with the lowest numeric cost is destroyed. the resource with the highest numeric cost is returned facedown and attaches to its owners faction. If the numeric costs are the same return them facedown and attach them to there owners factions.
Oneyus
06-13-2011, 05:57 AM
I am wholeheartedly against any type of resource destruction. Don't mess with my ability to play the basic game, even if it is "balanced". Having a card like this would open the door to more of the same. I don't ever want to see resource destruction in The Spoils and I am sure there are others that would agree.
Card Feedback: Change the cost so that the one using the orb must pay at least 1. Instead of destruction, make it so your opponent attaches the resource to their faction instead. Or perhaps change the function entirely to something like this:
Quotidian Orb
Item
0 [O] [O]
Cost: Pay 2. Deplete this card, Pick a facedown resource your opponent controls.
Effect: The picked resource cannot be flipped up until your next turn.
OR
Quotidian Orb
Item
0 [O] [O]
Cost: Pay 2. Pick a facedown resource your opponent controls.
Effect: Your opponent must reveal that facedown resource.
OR
Quotidian Orb
2 [O][O][O]
Irritating Augury
Cost: Pay 1. Pick a facedown resource your opponent controls.
Effect: Your opponent must reveal that facedown resource.
Denial of Service
Cost: Pay 2. Deplete this card, Pick a facedown resource your opponent controls.
Effect: The picked resource cannot be flipped up until your next turn.
TriAdX
06-13-2011, 07:10 AM
The OP idea is fine... just make it bounce the resource instead of destroy it...
Hordak
06-13-2011, 08:14 AM
The OP idea is fine... just make it bounce the resource instead of destroy it...
Took the words right out of my... fingers? :)
Zeraph776
06-13-2011, 03:28 PM
Card Feedback: Change the cost so that the one using the orb must pay at least 1. Instead of destruction, make it so your opponent attaches the resource to their faction instead.
Its not like the effect is completely free.. The orb does have to deplete so it can't be used multiple times per turn and when you use the effect you are either losing a resource or paying 1, your opponent is just getting hit with the price that you avoided. Though maybe destruction was a little overboard
Quotidian Orb
Item
0 [O] [O]
Cost: Deplete this card, Pick a facedown resource your opponent controls, Your opponent picks a facedown detached resource you control.
Effect: Reveal the resources, if the numeric costs are different then the resource with the lowest numeric cost is returned to the owners hand. the resource with the highest numeric cost is returned facedown and attaches to its owners faction. If the numeric costs are the same return them facedown and attach them to there owners factions.
Hordak
06-14-2011, 06:27 AM
Its not like the effect is completely free.. The orb does have to deplete so it can't be used multiple times per turn and when you use the effect you are either losing a resource or paying 1, your opponent is just getting hit with the price that you avoided. Though maybe destruction was a little overboard
Quotidian Orb
Item
0 [O] [O]
Cost: Deplete this card, Pick a facedown resource your opponent controls, Your opponent picks a facedown detached resource you control.
Effect: Reveal the resources, if the numeric costs are different then the resource with the lowest numeric cost is returned to the owners hand. the resource with the highest numeric cost is returned facedown and attaches to its owners faction. If the numeric costs are the same return them facedown and attach them to there owners factions.
I would make the orb cost 1 or 2... maybe 1? Something about free cards bugs me. Oh... I have an idea.
Quotidian Orb
Item
0 [O][O]
Cost: Pick a facedown resource you control.
When this card enters play, attach the resource to this card. When this card leaves play, attach the resource to your faction.
Clockman City Shuffle
Cost: Deplete this card. Pick a facedown resource your opponent controls. Your opponent picks a facedown resource you control.
Effect: Reveal your opponent's resource and then either the resource your opponent picked or the resource attached to this card. If one of the resources has a higher numeric cost than the other, the owner of that resource returns the picked resource to its owner's hand. Attach the picked resources to their controller's factions.
So here's how this would play out. When you play this card, you attach one of your resources to it; that allows it to cost 0... kind of. When you do the resource compare, you get to see your opponent's resource first and then decide if you want to use your "stock" resource or the one they picked. If one has a higher cost, the picked resource gets returned, meaning the resource attached to the Orb can't be returned in this way. Then attach both resources. If one of the resources isn't in play because it was higher cost, then you can't follow the instruction so no big deal.
EDIT: Also, I added wording such that you get the resource back, albeit attached, when the orb leaves play... seems like the effect isn't worth the investment of a resource permanently, though I'm not uber attached to that particular guard.
Zeraph776
06-15-2011, 08:07 AM
I would make the orb cost 1 or 2... maybe 1? Something about free cards bugs me. Oh... I have an idea.
Quotidian Orb
Item
0 [O][O]
Cost: Pick a facedown resource you control.
When this card enters play, attach the resource to this card. When this card leaves play, attach the resource to your faction.
Clockman City Shuffle
Cost: Deplete this card. Pick a facedown resource your opponent controls. Your opponent picks a facedown resource you control.
Effect: Reveal your opponent's resource and then either the resource your opponent picked or the resource attached to this card. If one of the resources has a higher numeric cost than the other, the owner of that resource returns the picked resource to its owner's hand. Attach the picked resources to their controller's factions.
So here's how this would play out. When you play this card, you attach one of your resources to it; that allows it to cost 0... kind of. When you do the resource compare, you get to see your opponent's resource first and then decide if you want to use your "stock" resource or the one they picked. If one has a higher cost, the picked resource gets returned, meaning the resource attached to the Orb can't be returned in this way. Then attach both resources. If one of the resources isn't in play because it was higher cost, then you can't follow the instruction so no big deal.
EDIT: Also, I added wording such that you get the resource back, albeit attached, when the orb leaves play... seems like the effect isn't worth the investment of a resource permanently, though I'm not uber attached to that particular guard.
Ok... not trying to be mean though what you've done is terrible to the balance...
I mean with a card like this I personally wouldn't actually play until I wanted to activate the effect. So I would play the orb pick a facedown resource with a high cost like degenerate molestation and attach it, then I can either use that to ensure that I bounce one of my opponents resources that first time I use Clockman City Shuffle which completely abuses the cost of attaching the resource to it... Or I can just hold onto it until they pick something with flip-up, or that first time that one of my resources would be bounced..
Though as for it being free how about instead of a numeric cost we just give it another cost
Quotidian Orb
Item
0 [O] [O]
When this card enters play, pick a resource you control. Put it into its owner's hand. (You may pick face-down resources.)
Raise the Orb
Cost: Deplete this card, Pick a facedown resource your opponent controls, Your opponent picks a facedown detached resource you control.
Effect: Reveal the resources, if the numeric costs are different then the resource with the lowest numeric cost is returned to the owners hand. the resource with the highest numeric cost is returned facedown and attaches to its owners faction. If the numeric costs are the same return them facedown and attach them to there owners factions.
Hordak
06-15-2011, 08:54 AM
There's nothing "mean" about having a balance discussion. That said, you didn't understand what my version does.
The resource you attach to the Orb never gets detached. You lose the resource permanently. When your opponent chooses your resource you get to pick which resource to reveal to use for cost. No matter what the outcome, the affected resource is the one they picked, not the one attached to the Orb.
EDIT: The point is to give the owner of the Orb a little more control over the outcome.
Zeraph776
06-17-2011, 12:27 AM
There's nothing "mean" about having a balance discussion. That said, you didn't understand what my version does.
The resource you attach to the Orb never gets detached. You lose the resource permanently. When your opponent chooses your resource you get to pick which resource to reveal to use for cost. No matter what the outcome, the affected resource is the one they picked, not the one attached to the Orb.
EDIT: The point is to give the owner of the Orb a little more control over the outcome.
Ok... How I thought it worked before was just an abusable cost... But now.. Can you please explain how its a little more control over the outcome? As far as I can see it you can just set a sneaky mansion or degenerate molestation play the orb pick the resource you just played and almost completely ensure that you bounce back an opponents resource every turn...
Hordak
06-17-2011, 06:15 AM
I was still going on the model that the higher cost resource is the one bounced.
Zeraph776
06-17-2011, 08:26 AM
Ok so apparently I need to learn to read....
But with Manifests costing 1 and usually a deck will use 4 I didn't think bouncing the highest would be best... I mean with the Arcane Research engine you should at least start out with more resources than your opponent then with the orb you'll be able to control your opponents facedown resources from the start of the game so anything with flipup will need to be played immediately or it will be bounced early...
Manifest and its other counterparts from the other trades were originally why I had the lowest facedown resource be destroyed, you can always just pay 2 to get them back when you need them or after you destroy the orb, and its not like the orb will ever lower your threshold..
But with how easily you can get low cost tactics as resources it just seems to powerful to me because of all the low cost powerful cards which you can make any one a resource which at the time may not be the best thing to do but with the orb it will give you a definite advantage like you can make one muddle a resource and attach it to the orb now no matter what you'll never have to bounce back one of your own resources though your opponent probably will have to bounce them every turn until they run out...
Hordak
06-17-2011, 10:18 AM
I'd say the concept is overpowered then. There is nothing stopping you from dominating your opponent's resources even without the enhancement to the card, higher or lower cost. It can always be gamed to screw your opponent.
EDIT: I know this is a change of position from my original opinion that it was fine.
Zeraph776
06-17-2011, 04:46 PM
The concept is overpowered though that's why I'm trying to balance to it, so that even though its possible to put you in a much better situation its also possible that it won't help or possibly just hurt you...
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