Pretty uninspired, please suggest better effects...
Pretty uninspired, please suggest better effects...
Currently, the card hits the ally for 2 during it's owner's(could be controller's, I don't know) turn so the description should be changed to reflect this; one could assume "2 damage per turn" means it'll take damage during each player's turn. I could be wrong, I haven't played agianst Poison Arrow in awhile. I'll edit my post if otherwise.
I wish there was a little difference between Flaming Arrow and Poison Arrow. Right now I technically could have 8 of the same card. Maybe make it so that either this one or Flaming Arrow can target the Hero.
I feel that this and Flaming Arrow are a bit overcosted. They are both used as a form of removal, but it takes a while to achieve it. Something like Fireball costs 3 also, but does an instant 4 damage and can also hurt heroes. It'll take 2 turns before this card will reach the same damage, so unless you're willing to spend lots of stall cards, the infected ally will probably have done its job by then.
Though, I can see the flavor with slowly killing something after infecting it. Maybe to keep this idea and also have it be unique compared to Flaming Arrow, it could also weaken attack. So my suggested changes for this would be:
Cost: 1
Effect: Ongoing: Choose a target ally. At the start of each of its controller's turns, it takes 1 damage and gets -1 attack.
Last edited by RixZero; 02-27-2011 at 08:04 PM.
I would suggest having this doing for 3 cost your hero gain one shadow energy while your enemy lose one. Or target enemy ally can't use it's ability, shutting down spark, behemoth, aldon, bad wolf, aeon and such.
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I would suggest that this card and the flaming arrow could be cast on a hero as well, it is absurd that all the other heros have the ability to hit a hunter but the hunters are handicap in that field...
there isn't one hunter card that can hurt other heros so if you playng against a mag and he preventing you from getting allyes in to the game you are practicly lost the game and all the traps in the world can't do the same cuse' even if you prevent mag or priest from having allyes thay can still cast there spells on the opp hero.
think about that
How about:
Cost: 3
Effect: Ongoing: Target gets -1 attack and suffers 2 damage
Duration: 3
I would suggest using an hourglass icon to the bottom right or left if a card has duration, like portal and my suggestion for Poison Arrow. Then you wouldn't have to write it in the text space and would be easier to follow during matches, like durability for items.
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If you could cast flaming/poison arrow on heroes, do you know how ridiculous powerful that would be? -4 a turn for 6 ? haha, it'd be awesome, but ... ridiculous.
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There needs to be a complete differentiation between this card and Flaming Arrow
How about this:
Poison Arrow
Hunter Ability
Cost (3)
Target ally takes 3 damage at the beginning of its turn (ongoing)
Flaming Arrow
Hunter Ability
Cost (2)
Flaming Arrow deals 2 damage to target ally (immediately) and 1 damage to that ally on its next turn (one turn only)
That way the arrows are more like what they're supposed to be. The poison ones do no damage up front, but recurring damage is hefty. The flaming arrows do more damage up front, but then only burn for one more turn after impact.
Different costs, different effects, different times to use them for different purposes. Oh look - two different cards!
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That's a great idea. But I think the flame arrow should affect for one more turn, so it would be like a cheaper fireball but over time. Poison arrow idea is great, though.
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