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Author Topic: Tetra Elemental  (Read 1675 times)
DerangedHermit
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« on: May 25, 2004, 11:46:15 am »

Tetra Elemental (3UU, Creature - Elemental, 5/1)
Flying
Whenever a red or green spell is played, Tetra Elemental loses flying. Switch Tetra Elemental's power and toughness. (This effect doesn't end at end of turn.)
Whenever a black or white spell is played, untap Tetra Elemental. Switch Tetra Elemental's power and toughness. (This effect doesn't end at end of turn.)

Tetra Elemental (3UU, Creature - Elemental, 5/2)
Flying
Whenever a red, green, black or white spell is played, switch Tetra Elemental's power and toughness (This effect does not end at end of turn.)
Whenever a red or green spell is played, Tetra Elemental loses flying until end of turn.
Whenever a black or white spell is played, untap Tetra Elemental.
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Sheik al Kaji
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Penfold999
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« Reply #1 on: May 25, 2004, 03:49:57 pm »

By that wording, once it loses flying, it will never gain it back.
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DerangedHermit
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« Reply #2 on: May 29, 2004, 06:41:36 pm »

I fixed the wording. Anything else?
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walkingdude
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« Reply #3 on: May 29, 2004, 07:03:35 pm »

Seems balanced to me. I think most decks could fairly easily manage this guy either by keeping power low or knocking out flying.
What would you guys think about making this an uncommon, its good but not an overpowered bomb and would be a fairly interesting limited card I imagine. Its got a lot of text for an uncommon, but its still fairly simple stuff.
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DerangedHermit
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« Reply #4 on: May 29, 2004, 07:22:11 pm »

I was also thinking of making this a 5/2. Would that be too powerful, or not?
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skecreatoR
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« Reply #5 on: May 31, 2004, 09:36:38 am »

I think 5/2 is okay. Who would pay 3UU for a 5/1 creature that could untap ? I would'nt. Don't make it Homelands, rounding down on cards that aren't that powerful on their own. Would increase the toughness.
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Upinthe
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« Reply #6 on: May 31, 2004, 03:41:40 pm »

Quote from: DerangedHermit



Whenever a red, green, black or white spell is played, switch Tetra Elemental's power and toughness (This effect does not end at end of turn.)


You might want to add the part about effects that alter power and toughness being switched as well, or it might create a little confusion, especially with all of the equipment these days.
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I know this won't happen in a tournament, but if my opponent has Chaos Orb in his hand while I'm controlling his turn from a Mindslaver, who flips the card if I force him to play it and activate it?

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DerangedHermit
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« Reply #7 on: May 31, 2004, 07:41:34 pm »

Quote from: Upinthe
Quote from: DerangedHermit



Whenever a red, green, black or white spell is played, switch Tetra Elemental's power and toughness (This effect does not end at end of turn.)


You might want to add the part about effects that alter power and toughness being switched as well, or it might create a little confusion, especially with all of the equipment these days.


It's not really necessary. Not all P/T switches have that text (see Aquamoeba).
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DerangedHermit
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« Reply #8 on: June 03, 2004, 07:45:05 pm »

How aboot a 24 hour clock?
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Ephraim
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LordZakath
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« Reply #9 on: June 03, 2004, 07:46:51 pm »

You can go with a 24 Hour Clock, sure. I have to admit, this card is very weird. I can't begin to imagine what somebody would do with it.
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« Reply #10 on: June 03, 2004, 08:21:01 pm »

Quote from: Upinthe
Quote from: DerangedHermit



Whenever a red, green, black or white spell is played, switch Tetra Elemental's power and toughness (This effect does not end at end of turn.)


You might want to add the part about effects that alter power and toughness being switched as well, or it might create a little confusion, especially with all of the equipment these days.

DO NOT ADD THAT TEXT. It stops the rules from working. That is all.
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