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Offline OldTreesTopic starter

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Round 4: Intimidating Presence | Alarming Presence https://elementscommunity.org/forum/index.php?topic=36999.msg464457#msg464457
« on: February 25, 2012, 10:00:35 pm »
NAME:
Intimidating Presence
ELEMENT:
Darkness
COST:
5 :darkness
TYPE:
Spell
ATK|HP:
TEXT:
Target creature gains Fearsome. Creatures and players take increasing damage from its attention.
NAME:
Alarming Presence
ELEMENT:
Darkness
COST:
2 :darkness
TYPE:
Spell
ATK|HP:
TEXT:
Target creature gains Alarming. Creatures are frozen for increasing duration from its attention.
ART:
Artist unknown. All art comes from royalty-free websites.
IDEA:
OldTrees
NOTES:
Fearsome and Alarming are passive abilities.
Each time a Fearsome creature damages or targets a creature/player, that creature/player takes 1 damage + 1 damage per previous incident.
Each time an Alarming creature damages or targets a creature, that creature is frozen for 1 turn + 1 turn per previous incident. (duration overwrites it does not stack)

Haunting: The NAME of one of the cards needs to start and end with a vowel (the vowel doesn’t need to be the same - example: "Eagle's Eye"). 'Y' acts as a vowel.

Both of the card’s NAMES should include at least 3 letters of the author’s name in them. (Ex: Kuroaitou -> Kite | Elite Kite, where ‘K’, ‘I’, and ‘T’, are in both names).
(res from Presence and rees from Trees)

Both the unupped and upgraded card forms must have different mechanics UNLESS it’s an Other card.

The COST of your unupped card has to be equal to the total number of votes you have accumulated throughout this entire competition, divided by 10. (Round up or down if necessary – for example: if you have 37 total votes, divide it by 10, and you have 3.7 or ‘4’ for the COST)
(18+16+11=45 -> 4.5 rounds up to 5)

If the card is a spell, it must grant an ability to a creature (i.e. – Liquid Shadow, Acceleration, Mitosis) OR it must affect all creatures on a field/both player fields (Rain of Fire, Pandemonium, Luciferin)
SERIES:
NAME:
Arcane Orb
ELEMENT:
Water
COST:
5 :water
TYPE:
Permanent
ATK|HP:
TEXT:
:water :water: Discard a spell, Arcane Orb gains that spell as an activated ability. Each use delays Arcane Orb for 2 turns.
NAME:
Arcane Eye
ELEMENT:
Water
COST:
4 :water
TYPE:
Permanent
ATK|HP:
TEXT:
:water :water: Discard a spell, Arcane Eye gains that spell as an activated ability. Each use delays Arcane Eye for 2 turns.
ART:
Artist unknown. All art comes from royalty-free websites.
IDEA:
OldTrees
NOTES:
If no spell is discarded then no ability is gained and the original ability remains.
Silence would cost 3 :aether|2 :aether the first time, 6 :aether|4 :aether the second time, 12 :aether|8 :aether the third time, Etc.

The NAME of one of the cards needs to start and end with a vowel (the vowel doesn’t need to be the same - example: "Eagle's Eye"). 'Y' acts as a vowel.
The COST of your UPGRADED card has to be a factor of your previous round’s votes. (1,2,4,8,16)
If the card is a creature, it must be from one of the following elements:  :aether :darkness :light :air :rainbow
If the card is a permanent, it must be from one of the following elements:  :earth :fire :entropy :water
If the card is a spell, it must be from one of the following elements:  :life :gravity :death :time
No  :darkness :fire :gravity
SERIES:
NAME:
Merchant
ELEMENT:
Time
COST:
2 :time
TYPE:
Creature
ATK|HP:
1|6
TEXT:
:time: Trade : Your opponent gains control of target permanent you control. You gain 5 quanta of its element.
NAME:
Caravan
ELEMENT:
Time
COST:
1 :time
TYPE:
Creature
ATK|HP:
1|6
TEXT:
:time: Trade : Your opponent gains control of target permanent you control. You gain 5 quanta of its element.
ART:
Cris Fritsch http://www.sxc.hu/photo/507242 http://www.sxc.hu/profile/crismkb
IDEA:
OldTrees
NOTES:
Example: Target a Fire pillar. Your Fire pillar goes to the opponent's side of the field and gives you 5 :fire.
You can trade a Weapon or a Shield. If you do it will replace their old Weapon or Shield. (PC is nice)
Other notable trades are Nightfall and Flooding

Now the restrictions are getting tougher.
NO COST OF 4, 5, 6 or 7
The COST of either card must be half or double the other. Round up for odd numbers.
This puts us with a small selection of good choices. I went with the 2 -> 1. This allowed a nice -1 cost for the upgrade which simplifies the card.
If the card is a creature, it must be able to target another creature OR a permanent.
Creatures are often targeted and most of the Time effects that target creatures have been repeated to often. That leaves targeting a permanent.
Camels were used in desert caravans around Egypt. Hence the idea of trading permanents for quanta.
SERIES:
NAME:
Inert Golem
ELEMENT:
Earth
COST:
3 :earth
TYPE:
Permanent
ATK|HP:
4|6 when flying
TEXT:
:earth : Animate as a Hematite Golem until the end of the turn.
NAME:
Latent Golem
ELEMENT:
Earth
COST:
3 :earth
TYPE:
Permanent
ATK|HP:
6|9 when flying
TEXT:
:earth : Animate as a Steel Golem until the end of the turn.
ART:
Vivek Chugh http://www.sxc.hu/photo/921944
IDEA:
OldTrees
NOTES:
Earth is about Strength. It should have a variety of resilient creatures. This creature is vulnerable to permanent control but is safe from all creature control except Skull Shield (1 in 12 chance). It has a higher cost to pay for this increased resilience.

Any attempts to copy (Fractal, Parallel Universe, Nightmare, Shard of Readiness + Mitosis) an animated Inert Golem | Latent Golem will create Hematite Golem | Steel Golem copies.
SERIES:
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
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Offline Captain Scibra

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Re: Round 1: Inert Golem | Latent Golem https://elementscommunity.org/forum/index.php?topic=36999.msg464458#msg464458
« Reply #1 on: February 25, 2012, 10:09:19 pm »
Interesting mechanic for not only a permanent that temporarily evolves into one of the already existing creatures, but also that this ties PC as CC (aside from weapon denial).
Rule #1: The Captain is never wrong.  Rule #2: If the Captain is wrong, refer to Rule #1.
The New Card Theory Thread

Offline Vineroz

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Re: Round 1: Inert Golem | Latent Golem https://elementscommunity.org/forum/index.php?topic=36999.msg464525#msg464525
« Reply #2 on: February 26, 2012, 03:10:03 am »
Would SoR + Mitosis work? I thought there would still be summoning sickness?
TIME is around us. It flows silently, trying to take everything away from us.
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Offline OldTreesTopic starter

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Re: Round 1: Inert Golem | Latent Golem https://elementscommunity.org/forum/index.php?topic=36999.msg464550#msg464550
« Reply #3 on: February 26, 2012, 04:27:46 am »
Would SoR + Mitosis work? I thought there would still be summoning sickness?
Shard of Readiness removes summoning sickness on Time creatures. Currently there is no way to change the element of a creature. However if such ever arose then Shard of Readiness + Mitosis would create Hematite Golems rather than Inert Golems.
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
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Offline OldTreesTopic starter

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  • I was available for questions.
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Re: Round 2: Merchant | Caravan https://elementscommunity.org/forum/index.php?topic=36999.msg468065#msg468065
« Reply #4 on: March 06, 2012, 06:19:28 am »
Bump. Perhaps a trader would be valuable to EtG?
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
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Offline Rutarete

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Re: Round 2: Merchant | Caravan https://elementscommunity.org/forum/index.php?topic=36999.msg468072#msg468072
« Reply #5 on: March 06, 2012, 06:56:25 am »
I was interested in what would come out of that art, and I feel I must say OT, Great card!

What happens in the case of quantum pillars?
It is the greatest mystery of all...
Rutarete: Roo tah reh teh
[22:50] <Jyi> meaning gets lost in translation... even in the same language.
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Offline OldTreesTopic starter

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Re: Round 2: Merchant | Caravan https://elementscommunity.org/forum/index.php?topic=36999.msg468075#msg468075
« Reply #6 on: March 06, 2012, 07:05:05 am »
I was interested in what would come out of that art, and I feel I must say OT, Great card!

What happens in the case of quantum pillars?
5 :rainbow
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
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Offline SnoWeb

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Re: Round 2: Merchant | Caravan https://elementscommunity.org/forum/index.php?topic=36999.msg468086#msg468086
« Reply #7 on: March 06, 2012, 07:43:39 am »
Example: Target a Fire pillar. Your Fire pillar goes to the opponent's side of the field and gives you 5 :fire.
You can trade a Weapon or a Shield. If you do it will replace their old Weapon or Shield. (PC is nice)
Other notable trades are Nightfall and Flooding
Very interesting. I like it.

Now the restrictions are getting tougher.
NO COST OF 4, 5, 6 or 7
The COST of either card must be half or double the other. Round up for odd numbers.
This puts us with a small selection of good choices. I went with the 2 -> 1. This allowed a nice -1 cost for the upgrade which simplifies the card.
Lucky you!

Offline OldTreesTopic starter

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Re: Round 2: Merchant | Caravan https://elementscommunity.org/forum/index.php?topic=36999.msg468099#msg468099
« Reply #8 on: March 06, 2012, 08:09:49 am »
Example: Target a Fire pillar. Your Fire pillar goes to the opponent's side of the field and gives you 5 :fire.
You can trade a Weapon or a Shield. If you do it will replace their old Weapon or Shield. (PC is nice)
Other notable trades are Nightfall and Flooding
Very interesting. I like it.

Now the restrictions are getting tougher.
NO COST OF 4, 5, 6 or 7
The COST of either card must be half or double the other. Round up for odd numbers.
This puts us with a small selection of good choices. I went with the 2 -> 1. This allowed a nice -1 cost for the upgrade which simplifies the card.
Lucky you!
Thanks.

Well. I found a nice pairing. Hyroen did a good job of giving me a fair yet difficult challenge. The ideal casting cost for most cards is 5|4 elemental quanta. Hyroen blocked the golden cost range. This resulted in me going to either Utility (quanta mechanics) or Win Condition (Dragon / Nymph level cards).
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
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Offline SnoWeb

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Re: Round 2: Merchant | Caravan https://elementscommunity.org/forum/index.php?topic=36999.msg468103#msg468103
« Reply #9 on: March 06, 2012, 08:20:51 am »
Curse: Quanta hexing: 2, 3, 4, 5
The combination of that curse with the double cost restriction limited me to a minimum of 6|11 quanta cost.
You were lucky to have the 1/2 or even 2/3 possibility. I don't - so I was forced to the high costs.

Offline OldTreesTopic starter

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Re: Round 2: Merchant | Caravan https://elementscommunity.org/forum/index.php?topic=36999.msg468104#msg468104
« Reply #10 on: March 06, 2012, 08:24:33 am »
Curse: Quanta hexing: 2, 3, 4, 5
The combination of that curse with the double cost restriction limited me to a minimum of 6|11 quanta cost.
You were lucky to have the 1/2 or even 2/3 possibility. I don't - so I was forced to the high costs.
Kuro and mesaprotector did hit you harder than Hyroen hit me.
1|1 (.5 rd up), 11-12|6, 13-14|7
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Offline SnoWeb

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Re: Round 2: Merchant | Caravan https://elementscommunity.org/forum/index.php?topic=36999.msg468105#msg468105
« Reply #11 on: March 06, 2012, 08:35:22 am »
1|1 (.5 rd up)
I wasn't sure about that one. If it is possible it might be a better solution that the one I took ... Let see.

 

blarg: