*Author

Offline EssenceTopic starter

  • Legendary Member
  • ******
  • Posts: 4340
  • Country: us
  • Reputation Power: 57
  • Essence is truly a Titan, worthy of respect and acknowledgement.Essence is truly a Titan, worthy of respect and acknowledgement.Essence is truly a Titan, worthy of respect and acknowledgement.Essence is truly a Titan, worthy of respect and acknowledgement.Essence is truly a Titan, worthy of respect and acknowledgement.Essence is truly a Titan, worthy of respect and acknowledgement.Essence is truly a Titan, worthy of respect and acknowledgement.Essence is truly a Titan, worthy of respect and acknowledgement.Essence is truly a Titan, worthy of respect and acknowledgement.Essence is truly a Titan, worthy of respect and acknowledgement.Essence is truly a Titan, worthy of respect and acknowledgement.
  • Voice of the Oracle -- Jezzie's Pimp -- Often Gone
  • Awards: 2nd Trials - Master of Water1st Trials - Master of WaterFG Deck-Designer - The OutcastsShard Madness! Competition WinnerEpic 3 Card Design Competition WinnerElder Recruiter
New Abilities for Each Element https://elementscommunity.org/forum/index.php?topic=605.msg5631#msg5631
« on: December 15, 2009, 10:09:56 pm »

Just came up with these while I was bored in the car a few days ago.  Each has a sample creature.  These abilities would NOT be available through Mutation, but WOULD be available through Improve.



Fire: Scorch -- target creature's Power is reduced to 0 until the start of your next turn.

Inferno Lurker -- 5Fire -- 4/2 -- RRR: Scorch



Water: Submerge -- creature cannot be targeted by spells or weapons until the start of your next turn.

Leviathan -- 13Water -- 12/32 -- WWWW: Submerge



Earth: Mudgrasp -- this creature and target creature cannot attack until this ability is ended.

Sludgedweller -- 5Earth -- 1/8 -- EE: Mudgrasp


Air -- Soar -- creature cannot be targeted by other creature's abilities until the start of your next turn.

Roc -- 7Air -- 9/2 -- AA: Soar



Life -- Surge -- Choose a creature in play.  Gain 2 Quanta of that creature's element.

Quantum Tree -- 4Life -- 0/7 -- L:Surge
(Perfect for Mutation decks.)


Death -- Instill Fear -- Target creature does not attack until this creature dies or no longer possesses this ability.

Bog Hag -- 5Death -- 2/4 -- DDD: Instill Fear



Light -- Piercing Beam -- Target creature is restored to it's basic Power, HP, and special abilities (does not remove damage).

White Cyclops -- 7Life -- 5/7 -- LL: Piercing Beam
(Suck it, Otyugh!)


Darkness -- Shadow Twin -- Creature takes on the Power and HP of the creature with the highest casting cost (target one if there is a tie).

Phantom -- 4Darkness -- 0/1 -- DDDD: Shadow Twin



Time -- Accelerate -- Creature attacks twice this turn.

Clockwork Nimblewright -- 9Time -- 6/4 -- Accelerate
(Blessing, Blessing, Blessing.)


Gravity -- Density -- Creature takes 2 less damage from all sources.

Obdurate Crusher -- 11Gravity -- 7/6 -- Density
(Heavy Armor+Gravity Pull  FTW)


Entropy -- Drain -- Opponent loses 1 random Quanta for each point of damage this creature deals to him or her.

Corrupted Aetherwight -- 5Entropy -- 4/1 -- Drain



Aether -- Quantify -- You gain 1 random Quanta for each point of damage this creature deals to your opponent.

Aetherwight -- 4Aether -- 2/7 -- Quantify




Enjoy!

If something happens and you think it deserves my attention, feel free to PM me. Other than that, I'm probably here if you want to shoot the breeze.

LetsGo

  • Guest
New Abilities for Each Element https://elementscommunity.org/forum/index.php?topic=605.msg5632#msg5632
« Reply #1 on: December 15, 2009, 10:09:56 pm »

Pretty good ideas, except submerge kinda sucks when you can just use anubis.
So how much does accelerate cost?

Delreich

  • Guest
New Abilities for Each Element https://elementscommunity.org/forum/index.php?topic=605.msg5729#msg5729
« Reply #2 on: December 15, 2009, 10:09:57 pm »

Anubis costs a whole lot of quanta, and the effect can't be undone. You'd be better of comparing to burrow. The difference there (beyond damage halving) is that you'd be able to target then protect every turn, should you need to, whereas burrowers would have stay unburrowed a turn.

Offline Terroking

  • Legendary Member
  • ******
  • Posts: 2166
  • Reputation Power: 29
  • Terroking is a proud Wyrm taking wing for the first time.Terroking is a proud Wyrm taking wing for the first time.Terroking is a proud Wyrm taking wing for the first time.Terroking is a proud Wyrm taking wing for the first time.Terroking is a proud Wyrm taking wing for the first time.
  • The best practice is experience.
  • Awards: Silver DonorSlice of Elements 4th Birthday Cake5th Trials - Master of Earth2nd Trials - Master of Earth1st Trials - Master of EarthWeekly Tournament WinnerChampionship League 1/2010 2nd Place9th Tournament 1st PlaceDesign A Quest 1st PlaceSS competition #1 2ndHalfblood Recruiter
New Abilities for Each Element https://elementscommunity.org/forum/index.php?topic=605.msg5996#msg5996
« Reply #3 on: December 15, 2009, 10:10:00 pm »

the leviathan is kind of overpowered, with 32 hp who needs submerge? only threat might be freeze, or grav pull if they have creatures out, eternity could also devastate as well, but its only real drawback is its cost, which can easily be payed (late-mid game) unless you have ice drags (unlikely). also the roc is kind of just a lesser version that can be hit by RoF and spells. the lower cost has its benifits but isn't usually worth it in the long term.

perhaps a creature like "dust devil" or whirlwind or something. dunno what the ability should be, but it shouldn't be the same.

I really love all the other ideas, especially the cyclops, suck it otyugh indeed
I ask nothing of humanity but fairness in all things, but I do not expect even that.

 

blarg: