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 Post subject: Fertile Soil
 Post Posted: Mon Mar 30, 2009 11:54 pm 
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Joined: Mon Mar 23, 2009 2:03 am
Posts: 7
Card Name: Fertile Soil

Type: World Enchant

Casting Requirements: 3 Sylvan Domain, 5 Flux points

Limitation: Lifespan (5)

Effect Description:

At the beginning of each round, casting player looses 1 Flux point. When Fertile Soil is removed, all Seedling have 1 - (remaining lifespan / 5) chance to become Sapling.

Caveats:

When Fertile Soil is removed on its own, all Seedlings become Saplings.
When Fertile Soil is removed prematurely, i.e. on turn 3/5, all Seedlings have 60% chance to become Saplings.
All Seedlings are affected, not just the caster's.


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 Post subject: Re: Fertile Soil
 Post Posted: Mon Mar 30, 2009 11:57 pm 
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Joined: Mon Mar 23, 2009 2:03 am
Posts: 7
This can be seen as the Sylvan response to the Dark Legion's "All Hallows Eve" card.


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 Post subject: Re: Fertile Soil
 Post Posted: Thu Nov 12, 2009 6:34 pm 
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Joined: Wed Sep 09, 2009 8:55 am
Posts: 138
For that casting cost and domain you could almost make the Seedlings all pop up as Saplings immediately. With 3 Seedlings on the map that's only a gain of 1 flux and costs a card, so it's like having another Sapling but it requires 3 domains. Seedburst can give you potentially 7 Seedlings, but a lot of the time one or more of those are in water or covered by another figure. If we assume 6 Saplings spawn, the cost is 5 vs 12 for popping them up individually, an effective gain of 7 flux...which is a lot, but that flux can only be used on 1/1/3/3/0 creatures. At 5 Saplings it's comparable to Gather Spirits, but costs 3 domain instead of 1.

I'd say make it 7 casting cost and then have all the seedlings on the map become Saplings instantly.


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