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[VOTING] Competition - The False Elements https://elementscommunity.org/forum/index.php?topic=30901.msg392797#msg392797
« on: September 13, 2011, 01:54:59 am »
VOTING - The False Elements
Original Idea by Zblader  | Art by Kuroaitou


pseu·do
1. not actually but having the appearance of; pretended; false or spurious; sham.
2. almost, approaching, or trying to be.


Here are the PseudoElement entries that were submitted for this competition.

Keep in mind that while you're voting on how well the card is designed, you should also consider how the card (and it's PseudoElement) could affect the game if it was introduced.

Spoiler for russianspy1234 - Merge:
Merge quanta is all about controlling your quanta.  To pay the cost, you need a specific amount of quanta (not more) in a specific number of pools (not more, not less).  In the card I am submitting, you need exactly 6 quanta in 3 of your pools, which will then be drained.  A cost of 0 (11)  would be equivalent to free, since you wouldn't need any towers to play it, so it wouldn't drain anything.  Most of the cards would have passive abilities that move around quanta, which would make playing the same card next turn harder, but could make playing a different one easier.  Some of course could be put into decks with other elements to help move quanta around.  While Elements doesn't have a mechanism for making a specific multi-element card, merge quanta can simulate it by forcing you to use a few different elements, but letting you choose which ones.
 
 
Spoiler for Thalas - Miome:
Idea and Art By:Thalas

     /\      /\      /\     
=[     Energy of Miome    ]=

Miome were waiting for a perfect chance that could never occur, yet it occured. - chronomancer Al-Shamar,  Fables of Tempusuular

Miome is new pseudo-time element, and what's good about it? Well many pseudo-element ideas would
unnecessarily complicate Elements the game with more quanta pools or overly complex mechanics, which
we all know are enough.
Miome doesn't use any quanta, but the time itself. As you can see on the card, there's 2
If you have Miome card in hand its cost reduces by 1 at the end of each turn, until
it's free and you can play it.
However if card's cost becomes 0, the next turn the cost will reset to the
original, so you need to play this card when you have chance or you will
have to wait another 2 turns

Most of Miome cards are meant to be used in opening, middle-game.

Opening Free 3/1 card in third turn
Middle game Lobotomise opponent's creatures, though
you will give your opponent phantomess.


Notes :           
  • Hide means that Phantomess is removed (i.e killed, but not triggering death effects) from the field. (not invisiblity!)
  • Target creature or permanent is lobo'ed and gains skill "Exorcise Phantomess", which is free
  • "Exorcise Phantomess" - generate exact copy of concealed Phantomess
         

Spoiler for Kamietsu - Biology:
Idea By:Kamietsu
Biology
The study of living organisms, divided into many specialized fields.

Elementals are growing, learning, at a rapid rate. Some of the most intelligent Elementals have made a breakthrough in science. Using various methods, through observation, they have come up with a way to enhance, or hinder, creatures on a molecular scale. With enough testing, and observation, of certain creatures, Elementals can manipulate the creatures before them.

The process can sometimes be rigorous, but the outcome is most certainly worth it. Elementals have gone so far as to determine what makes Phase Dragons and Immortals immaterial when they are not attacking, what the chemical make up of Adrenaline really is, why a Deja Vu is able to split itself into two perfect copies of its original form, and so much more.

Elementals have come up with a series of Creature Augmentations thanks to Biology.

How the Card Cost is met:
The number in the top right corner of the card is a creature requirement. There needs to be that many creatures on the field in order to play the card.

The quanta icon next to that number means that in order for the creatures to count, they have to have an ability(passive, active, status).

Cards without the Biology quanta icon can use any creature unless the card's effect says otherwise. (Eg. "Fire creature(s) required on field" In that case, if the number on the card was '3', 3 fire creatures are required to be on the field in order to play that card. It does not matter which side of the field the creatures are on.)

When the Biology quanta icon is present, in the ability section of the card, it will list which ability, or abilities are needed. (Eg. "Immaterial creature(s) required on field")

 
Spoiler for girlsgeneration - Love:
  LOVE
n. a profoundly tender, passionate affection for another being

The definition above is only a part of the wide range of emotions the word 'Love' covers. It can range from parents' unconditional, all-giving love to their offsprings, friendship between close companions, or the most commonly known 'romantic' love between partners. Although the Elementals and their creature cards could be simply seen as in the user and the used relationship, there is more to it in reality.

Love quanta is gained whenever a beneficial act has been done by a creature or an Elemental to fellow ally creature or the player. The beneficial act is defined as increasing/recovering HP or granting a new ability to a creature previously without an ability. The acts occurring on the other side of the field also count, so basically both Elementals gain Love quanta at the same time regardless of where the act of Love had taken place.

---------

I realize that Planplan made a joke 'Mark of Love' during this Halloween, but my Mark is 100% my work, as I was unable to find Planplan's image anyway.

While coming up with the whole thing, I did the following:
- Read the entire Wikipedia / Dictionary.com / urbandictionary article about love
- Spent half an hour lying down on my bed listening to various love songs
- Asked my boyfriend for advice, in which he responded with a simple 'wtf'


 
Spoiler for Xenocidius - Soul:
Idea By:Xenocidius
SOUL QUANTA

Not all cards are made equal. Some are very weak, and little quanta is required by the elemental to cast them. Some are more powerful, and require more quanta. Some are so powerful they drain all of a certain type of quanta. And then there are those which provide unimaginable power, but come with a heavy price - souls.



So what's the deal with Soul quanta? Well basically, the card is paid for with non-undead creatures, or 'souls'. For example, a card that costs 2 would require at least 2 non-undead creatures on your side of the field to be played, and would then kill 2 random non-undead creatures.

Because of this heavy cost, Soul cards are generally quite powerful. They are also generally most useful later in the game, when the card can't just be paid for with some Photons.

Mark by EmeraldTiger.

 
Spoiler for patchx94 - Xoros:
XOROS
Idea By:patchx94
The Element

The concept of Xoros cards come from the notion what is aptly named in Full Metal Alchemist as "The Law of Equivalent Exchange." That notion is: in order to obtain something, you must give something of equal value in return. This means that anything goes, you can force any mechanic to happen, as long as you pay an equivalent cost beforehand.



The Cost

A card or ability that costs N means that:

In order to play this card or ability, you must remove a "sacrifice" card of N cost from your side of the field. "To remove" does not mean the same thing as "to kill" or "to destroy." As such, removing "sacrifices" via playing Xoros cards does not cause death effects.

Notes:
A "sacrifice" of N cost can be any quanta-type; elemental, random, or pseudo [including Xoros].
A "sacrifice" card can be any creature or permanent on the field (spells, obviously, cannot be on the field nor targeted).
If the cost of a potential "sacrifice" is increased or decreased, the card art will not change, and so fractal'd and nightmare'd copies will have the cost of the original card. Instead, there will be a Xoros counter with a number (indicating the current cost) in the on the card square. If the ability cost is increased, however, then the ability info under the card square will be changed, as is with Shard of Readiness. The new costs are always the same quanta-type as the original costs.



The Cards
Spoiler for Xoros cards, or cards that could be used in a Xoros deck:


 
Spoiler for Legit - Tech:
Idea By:Legit. Art created with free-to-use (non-commercial) brushes, edited by me.
Target Pillar/Pendulum
Ability Gained
:aether
:aether : Stun Ray
Delay the target creature for one turn.
:air
Mimic Mech becomes Airborne.
Conductor
If Thunderstorm/Lightning Storm is played, destroy target permanent. (If Thunder/Lightning Storm is played while this card is on the field, the owner is given the ability to target and destroy a permanent (like deflag). The original effect of Thunderstorm still occurs.)
:darkness
Mimic Mech becomes permanently Cloaked.
:darkness : Camouflage
Target creature or permanent gains cloak. (This ability give cloak to a single creature/permanent. It goes away after 3 turns. Has the same effect as the normal cloak but only for the target.
:death
:death : Revitalize Bones
Cast Rewind on target Skeleton.
:earth
:earth : Increase Efficiency
All Gnome Riders generate quanta. (You gain 1 :earth for every Gnome Rider that can produce quanta. For example, a lobotimized Gnome Rider does not generate quanta from this ability.
:entropy
:entropy : Chaos Wave
Target receives Chaos Seed or Chaos Power. (50% chance that target gains Chaos Power or is effected by Chaos Seed)
:fire
:fire :fire :fire : Flamethrower
Deal one damage to target creature and all adjacent creatures.
:gravity
:gravity : Mass Shift
Gravity Pull shifts to target creature with higher or equal health. May inflict Acceleration to previous effected creature. Produces Gravity Pull in if ability fails.(Okay, this ability is confusing and unnecessarily complicated. Basically, if a creature has the Gravity Pull status effect, this ability will transfer that status effect to a target creature with a higher or equal health. Then, it has a 30% chance to give the creature that previously had Gravity Pull Acceleration. If Gravity Pull is not active on the field, this ability creates a copy of the Gravity Pull card in the owner's hand. Hand full = no card appears.)
:life
:life :life : Go Green
Target permanent's ability is changed to "Regenerate" (Works like Liquid Shadow, the target loses ability and gains Regenerate).
:light
:light : Photon Blaster
Target creature's max health decreases by one. This ability does nothing to creatures with one max health.
:time
:time : Prevent Aging
Protect target permanent for five turns. (It's essentially Enchant Artifact that lasts for 5 turns)
:water
:water : Augment
Target water creature's ability cost becomes :water. (Example: You use this skill on a Mind Flayer, it's ability cost becomes :water. You use this on a Steam Machine, it's ability cost becomes :water :water. You use this on an Arctic Squid with Butterfly Effect, it's ability cost becomes :water :water :water


Technology, a new pseudo-element.

Technology is the element of change. In the real world, technology is a driving force in the transformation of society. Examples include factories producing millions of products, increasing scientific discoveries, and objects such as airplanes. This concept is no different for Elementals. This new discovery will lead to robotic and futuristic creatures as well as high-tech weaponry and advanced permanents and spells.

Tech is an element designed to be played in a mono, duo, or trio deck. Tech Pillars and Pendulums will generate 2 Tech quanta per turn, and Tech cards cost twice as much as normal cards. The cost ratio is the same, but in this case Tech cards are much harder to play in rainbows.

Tech cards will bring change to the metagame and counter many popular strategies in order to diversify deck choice and bring previously subpar ideas into the spotlight. One current idea is a permanent that disables spells or weakens spell damage.

Also, tech cards will introduce many new and unique abilities to the game that fit the futuristic theme, creating a plethora of new strategies. Mimic Mech is a versatile and ingenious example of such a card that can be used in multiple decks. Mimic Mech has a variety of abilities that can be used offensively and defensively, PC, CC, and everything in between. 

Review, vote, and comment. Best of luck to all!



Spoiler for Rules:
RULES
1. Design a card that uses a new type of quanta, an alternative cost, or a new Element entirely.

2a. The PseudoElement should not be one already made on the forums - your goal is to the concept be as original as possible with the card.
2b. To clarify - already-existing PseudoElement ideas like Mirror, Acid, Void, and similar ideas are banned from being submitted to the Competition. (A list of some already-existing ideas can be found here.) Be original and create a PseudoElement of your own!

3. Card ideas should be submitted to the submission thread here : http://elementscommunity.org/forum/index.php/topic,30900.0.html

4. Along with your Card Idea, provide a 150-word description of your (Pseudo)Element:  explain it's theme, game focuses, and how it fits in Elements the Game.
NOTE: I will be using http://www.wordcounttool.com/ to count the amount of words typed. Please check your description there before the submission period ends.

5. Resources:
Mark Resources :
  • Blank Marks -  Two blank marks that you can use to get you started.
  • Mark Merging - Large amount of combined marks on the first page. There are also unlisted ones if you go further in the thread, but any marks not made by EvaRia you should ask permission to use.
  • Dual Marks - Marks for Dual-element cards here.
  • Make your own Elemental Marks! - There are a lot, but they're spread throughout the thread. I recommend you ask the creator before using them.
  • Element Marks Vector - Has all 12 Original marks + Underworld. Great if you want a starting "base" to build a custom mark off of.
  • Pixlr - Image Editor. Great for creating your new Mark Design and also works with the Tutorial.



"Last Minute" Submission Phase:
Polls will start soon! Good Luck!
« Last Edit: April 29, 2012, 04:22:23 am by Zblader »

Offline Kamietsu

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Re: Competition - The False Elements https://elementscommunity.org/forum/index.php?topic=30901.msg392816#msg392816
« Reply #1 on: September 13, 2011, 03:06:35 am »
*Reserved* THis sounds like such a fun one. I've been waiting for this one to start X3
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Re: Competition - The False Elements https://elementscommunity.org/forum/index.php?topic=30901.msg392818#msg392818
« Reply #2 on: September 13, 2011, 03:12:38 am »
May I help people on the art side of things?
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Offline Rutarete

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Re: Competition - The False Elements https://elementscommunity.org/forum/index.php?topic=30901.msg392820#msg392820
« Reply #3 on: September 13, 2011, 03:15:36 am »
Looks like fun!
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Offline ddevans96

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Re: Competition - The False Elements https://elementscommunity.org/forum/index.php?topic=30901.msg392821#msg392821
« Reply #4 on: September 13, 2011, 03:16:07 am »
As I have my own set of pseudoquanta cards currently being synchronized, I would also prefer to help with art, if possible
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Re: Competition - The False Elements https://elementscommunity.org/forum/index.php?topic=30901.msg392824#msg392824
« Reply #5 on: September 13, 2011, 03:20:20 am »
have a fun pseudoquanta idea, going to be hard as heck to balance properly though.

since this isnt for the actual game (right?)  is it ok to use a non public domain image?
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Offline Kamietsu

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Re: Competition - The False Elements https://elementscommunity.org/forum/index.php?topic=30901.msg392825#msg392825
« Reply #6 on: September 13, 2011, 03:25:11 am »
May I help people on the art side of things?
Of course I assume team ideas are not allowed, but helping with art is different. I don't see that being any sort of an issue.
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Re: Competition - The False Elements https://elementscommunity.org/forum/index.php?topic=30901.msg392833#msg392833
« Reply #7 on: September 13, 2011, 04:20:01 am »
Awesome! I'm not sure I can come up with a good enough idea in time, but either way I can't wait!

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Re: Competition - The False Elements https://elementscommunity.org/forum/index.php?topic=30901.msg392838#msg392838
« Reply #8 on: September 13, 2011, 04:34:16 am »
have a fun pseudoquanta idea, going to be hard as heck to balance properly though.

since this isnt for the actual game (right?)  is it ok to use a non public domain image?
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Offline russianspy1234

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Re: Competition - The False Elements https://elementscommunity.org/forum/index.php?topic=30901.msg392840#msg392840
« Reply #9 on: September 13, 2011, 04:42:36 am »
have a fun pseudoquanta idea, going to be hard as heck to balance properly though.

since this isnt for the actual game (right?)  is it ok to use a non public domain image?
You may only use art that you can prove you have permission to use. This is a universal ethical law.
well yes, but there is a difference between getting explicit permission and using a publicly displayed image for non commercial works with attribution.  ill try to find something explicitly free though.
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Re: Competition - The False Elements https://elementscommunity.org/forum/index.php?topic=30901.msg392857#msg392857
« Reply #10 on: September 13, 2011, 06:37:57 am »
So we're not allowed to use one of the pseudoquantas in the pseudoquanta thread? What if we created one of them?

Looks interesting.
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Re: Competition - The False Elements https://elementscommunity.org/forum/index.php?topic=30901.msg392877#msg392877
« Reply #11 on: September 13, 2011, 08:17:24 am »
So we're not allowed to use one of the pseudoquantas in the pseudoquanta thread? What if we created one of them?

Looks interesting.
I would assume it has to be a new psuedoquanta. otherwise it would give an unfair advantage for those whom already have.
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