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bobcamel

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15 minutes of relocation https://elementscommunity.org/forum/index.php?topic=2286.msg18627#msg18627
« on: January 19, 2010, 11:02:20 pm »
When I was making piles of my own card ideas, I scribed them down in my notebook. Here are as many as I could type in here in 15 minutes. Comment.

Power Surge: Spell (3 Fire quanta)
Target creature gets three times the attack power for one turn and -2 HP permanently. This cannot be lethal, leaving the creature with at least 1 HP.

Loop: Spell (5 Time quanta)
Creature gets Repeating x1. For each repeating, a creature gets onemoreattack per turn.

Ingrain: Spell (4 Life quanta)
Target creature gets -2/-1 but starts to get +1/+1 per turn permanently.

Endure: Spell (3 Water quanta)
When the target creature would die with its newfound status, it'll be left with 1 HP and not take further damage until the end of next turn. The status is cleared by then.

Hermit Spirit: 2/3 (5 Light quanta)
Immaterial. On death of a creature, Hermit Spirit will take over and mend its body, turning into it and losing Immateriality.

Subversion: Permanent (10 Light quanta)
This turn, you take damage instead of healing, and healing instead of damage.

Ice Absorb: Permanent (6 Water quanta)
Enchanted. Your Water creatures get +2/+2 for every turn of being frozen. Does not stack with itself.

Prune Eater: 3/3 (4 Entropy quanta)
Stench (1 Life): Target creature loses a turn and is poisoned.

Mercury Blot: 3/8 (7 Earth quanta)
Venom
Unorganic: Immune to Life spells and abilities.

Wererat: 1/1 (free)
Will get 5/5 for free after 2 turns.

Shadow: 5/1 (3 Darknesse quanta)
Blend (2 Darknesse): Makes itself Immaterial. Unblending is possible.


Offline Bloodshadow

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Re: 15 minutes of relocation https://elementscommunity.org/forum/index.php?topic=2286.msg18678#msg18678
« Reply #1 on: January 20, 2010, 05:37:50 am »
LOL at taking Subversion and Shadow Blend from Sonny. But really, you should make Shadow gain 4x ATK when it Blends or something, since in Sonny and Sonny 2 the Shadow Blend ability gives you 4x speed.
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Koxeida

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Re: 15 minutes of relocation https://elementscommunity.org/forum/index.php?topic=2286.msg18811#msg18811
« Reply #2 on: January 21, 2010, 01:09:03 am »
Power Surge : It's truly overpowered. Imagine using this + Adrenaline on Ruby Dragon Edit : Opps I didn't know Adrenaline number of attacks scale according to the Attack and not HP. The card should be fairly okay, unless you PU the power surged creature

Loop : Does it last forever? If it is, then the creature will have 'dive' ability, no addition cost, as long as it survives. Hmm I'm not sure whether it is balanced. But if it lasts only one turn, the cost is a little too high since Adrenaline is a better substitute than this.

Ingrain : I love this spell. This card improves growth creatures tremendously, and rainbow 'growth' deck will definitely add this card.

Endure : This card's really situational, I guess, since you won't know when your opponent's will have a spell that can kill your creatures. But probably won't be useful. Maybe I'm wrong.

Hermit Spirit : Nice. An alternative way of rebirth to your creatures. But for light element, I do feel it's redundant since there are cards that can heal a creature's health.

Subversion : Hmm I don't this card. It's a permenent, so the effect occurs every turn? If it is, this + PA can guarantee that you won't ever die, unless the enemy anti-matter his own creatures or use Heal on you.

Ice Absorb : Nice. A counter to Ice Shield. Or perhaps, you can combo with octopus to congeal your own creatures to improve their attacks.

Prune Eater : Loses a turn = stuck in time bubble + poison. Isn't it overpowered? Remove the poison, and adds other effects like -1/0 or something.

Mercury Blot : Would be only useful against Adrenaline, wouldn't it? I can't find any other usefulness for this card.

Wererat : An alternative version of Werewolf. But still, it's a nice card! I would definitely add these creatures to my decks.

Shadow : This card is weaker as compared to Immortal, but given its cheap cost to summon, I guess it's all right.




bobcamel

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Re: 15 minutes of relocation https://elementscommunity.org/forum/index.php?topic=2286.msg18899#msg18899
« Reply #3 on: January 21, 2010, 04:40:09 pm »
Power Surge: Yeah I know. I guess I should add some countermeasure for that... maybe Hamper for the said turn.

Loop: Lasts until the creature dies, and it is pretty much of a threat with this. Still, PU costs 1 more Aether, but it lets you have twice the creature, not just twice it attacks!

Ingrain: Yup, +3/+3 per turn, but the Forest Spirit would have to grow once before. With the upgraded ones it'd be better. Or just for any creature to improve it a bit.

Endure: I guess it could be potentially bacon-saving when the enemy would be trying to kill one of your crucil creatures, but.

Hermit Spirit: I lol'd. 95% deaths in this game comes from enough damage in one turn or fast effects like Devour/Mutation. This one is also a real bacon-saver, as it gives a creature a second life.

Subversion: According to your logic, Sundial makes the creatures never attack, as it is a permanent and has Stasis. The effect occurs every turn, but the permanent lasts one turn. I can't make it a spell, as spells are... well, one-time effects, not something that works continiously.

Ice Absorb: See? Lots of strategy involved with this card. Would you rather make it wait for some time but get +6/+6 on it, or have it attacking now? Should I play this Iceshield?

Prune Eater: Nope, this is poisonous farting. Also, how would you be using this creature? Entropy + Lifesplash is used by Mutations so heavily they couldn't go together, and...

Mercury Blot: How would it be useful against Adrenaline? It's useful as it can't be Mutated or Stenched (see above). It can't be Adrenalined as well, for it is a Life spell, and that's certainly a worse thing. Still, a hard-to-get-rid-of creature and with Venom.

Wererat: It costs three turns to make it Lycanthrope. Can you afford it?

Shadow: Yes, it's a real cheap attacker, but brittle, and if it survives a turn, it's cheaper than an Elite Immortal and with same power. It depends entirely on a decision when to play it, with the preferable time being when the enemy has no creature control. A Precognition could tell you when it is.

Koxeida

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Re: 15 minutes of relocation https://elementscommunity.org/forum/index.php?topic=2286.msg19019#msg19019
« Reply #4 on: January 22, 2010, 07:44:44 am »
For power surge, why not make the creature immortal for that turn only? Immortal would prevent PU from duplicating the creature.

Hermit Spirit : Ok, when I think about it, guardian as compared to this card, Hermit Spirit is alot more useful in many situations as it 'totally heals' the creature by sacrificing itself.

Subversion : Oh ok so this is like Sundial, a permanent that lasts for one turn. It should be all right, but you should lower the quanta cost. It's too high!

Prune eater : I still have my doubt about this card. When that creature loses a turn, the player can still use its ability?

Mercury Bolt : I misunderstood the ability. I thought it was a targettable-active ability. So this card is practically an anti-mutation from fallen elf? Pretty good then!

Wererat : Still, it costs none at all! It can be easily fit into any deck -- I think.




bobcamel

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Re: 15 minutes of relocation https://elementscommunity.org/forum/index.php?topic=2286.msg19045#msg19045
« Reply #5 on: January 22, 2010, 02:58:50 pm »
Power Surge: Hamper would do that as well, but... well, Immateriality can be.

Hermit Spirit: Yup. But then it costs 5 Light. It's like PUing a creature right before it dies, just with full HP and no poison.

Subversion: I'd rather make it last 2 turns instead. Strong cards, not cheap.

Prune Eater: When a creature is frozen, can you use its ability? Same logic.

Mercury Blot: No, it isn't an anti-mutation. It's a creature, and it's just a large blob of mercury, animated with powers. Due to this, it doesn't have blood, doesn't have DNA, cannot be affected by all those. I guess I should add poison immunity there as well...

Wererat: If you think so... If the free creatures were that great, Photons would be widely used.

Lanidrak

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Re: 15 minutes of relocation https://elementscommunity.org/forum/index.php?topic=2286.msg19052#msg19052
« Reply #6 on: January 22, 2010, 04:00:42 pm »
Does the Wererat get +5/+5 every two turns? Or only after its initial lycanthropy? Guess I'm nitpicking but it could use clarification. Also, maybe the Elite Wererat could cost 1 Entropy to cast and then after 1 turn (You play him, end your turn. Your opponents turn, ends. Rat gets +5/+5.) Otherwise it is a bit too overpowered.

Think in terms of how much quanta a creature control card costs. You could theoretically play 6 Were-Rats in your first turn, and unless your opponent drew a creature control card and gets enough quanta to play it in the next two turns. He's pretty much dead. Maybe a way to balance this is to make the Wererat become a 4/3. I reckon a Werewolf will be a lot more dangerous than a Wererat.

Alternatively, using the modified 4/3 Wererat (from 1/1 free to cast), you could put some sort of Entropy Permanent spell which creates a were-rat every turn but costs 8 Entropy to play. Or the creation of the wererat could cost x Entropy.

the other one I liked, and will comment on, is Subversion. The only problem is that there is no way to heal your opponent (that I know of) and also, Empathic Bonds/Shards of Gratitudes will be made useless if you play this... Although it does have it's uses.

Ie.
I'm on 30 hp, my Opponent is on 50.
He's doing 60 damage per turn to me. He has 8 Creatures
I'm doing 30 damage per turn to him. I have 12 Creatures and 2 empathic bonds.

I play Subversion and end my turn. False God is on 20hp. I lose 24HP from empathic bonds.
He ends his turn and heals me for 60.
Next turn I win.

It's sort of like a Vampiric / Antimatter Aura. I like it, but it is as I said very specialized. If in the above example, were I too have 2 Shards of Gratitude (heal 5hp?). I would have died when I played Subversion and ended my turn. It's like a late-game sundial. In that sense it can be really over-powered.

bobcamel

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Re: 15 minutes of relocation https://elementscommunity.org/forum/index.php?topic=2286.msg19073#msg19073
« Reply #7 on: January 22, 2010, 05:52:42 pm »
Not lycanthropy. It's, er... uh, something with a clever Latin prefix for rat and -thropy. Still, the lower buff sounds alright... originally, I gave it a longer transformation time of 3 turns. For the upgrade, I was planning something along higher original stats, like 2/2, still for no cost.

Subversion only lasts one turn (in the current version) and costs piles, so I don't think it'd be that exploited, and surely Bonds won't get out of use. And it's useful just when the enemoy has enough force to make a significant effect. A late-game Sundial, yeah, unless you don't need it as you controlled out everything the enemy had.

Offline Terroking

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Re: 15 minutes of relocation https://elementscommunity.org/forum/index.php?topic=2286.msg19196#msg19196
« Reply #8 on: January 23, 2010, 01:48:20 am »
Wererat+adrenaline

That's what... 1+1+6+4? for 3 quanta and you have a 6/6 creature for 3 quanta dealing 13 damage per turn, also, similar problem with ingrain and ice absorb with squid (Though they'd get less effective, its a helluva lot of power boost). 4/3 would be a lot nicer if its going to be free.

Subversion looks good, as does the hermit, nice additions to light (Thinking these+retroviruses, for fun).

Power Surge seems OP, but maybe that's just me, Ruby drag seems to like this.

Loop looks nice, Blessed ruby drag would like this as well (OP compared to power surge, which albeit costs less, but this easily does the same as it can in 2 turns, with no HP penalty).

Mercury blot and shadow both look interesting, love mercury especially.
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