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Offline Espithel

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Re: Cross-Element Effects https://elementscommunity.org/forum/index.php?topic=56161.msg1162913#msg1162913
« Reply #12 on: October 28, 2014, 10:19:15 pm »
I wouldn't necessarily argue it's good design, but it's most certainly possible design.

Offline artimies7

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Re: Cross-Element Effects https://elementscommunity.org/forum/index.php?topic=56161.msg1163634#msg1163634
« Reply #13 on: November 01, 2014, 05:27:57 pm »
I wouldn't necessarily argue it's good design, but it's most certainly possible design.

Possible design is the whole point of this thread. When they're good, we can consider them further.

On that note, I think Gravity is the best of those ideas you posted, time's notwithstanding. In-element and a bit more unique. The other ones just deal damage (or generate quanta, in Light's case, but Bioluminescence is already a popular replacement for that). Death's effect might deal poison tokens, though, if it would be changed.
« Last Edit: November 01, 2014, 05:29:57 pm by artimies7 »
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Offline Captain ScibraTopic starter

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Re: Cross-Element Effects https://elementscommunity.org/forum/index.php?topic=56161.msg1166479#msg1166479
« Reply #14 on: November 16, 2014, 10:41:06 pm »
There are very few effects that couldn't be altered into a different element, yet alone a lot of elements.

Taking Dryspell as an example:

:entropy
Deal 10 damage divided among all creatures. Gain :entropy for each creature damaged this way.

:death
Deal 2 damage to all creatures. Gain :death for every creature killed this way.

:gravity
Each creature loses 1 ATK. Gain :gravity for every creature affected by this.

:earth
?
:life
?

:fire
Wildfire
Deal 1 damage to every creature in play. Gain :fire for every creature damaged this way.

:water
Lemons

:light
Generate :light :light for every creature in play.

:air
?

:time
Artimies becomes king of the world for 3 seconds.

:darkness
Deal 1 damage to every creature in play. Gain 2 HP for every creature damaged this way.

:aether
?

So... Every effect can be cross-element, kinda.

Took a look at this and noticed one main problem.  You are trying to make a set of something too specific.  Every element probably could be fitted with a card that affects all creatures, and need not always be negative (damage or status ailments) or related to quanta.  Your idea for Gravity and Darkness fit well because they are easily unique to the element.  As said, I would count the Area of Effect cards that are in game into this list and simply generalize it as Area of Effect, not Dry Spell trans-elemental cards.
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Offline Glitch

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Re: Cross-Element Effects https://elementscommunity.org/forum/index.php?topic=56161.msg1166549#msg1166549
« Reply #15 on: November 17, 2014, 08:43:26 am »
There could probably be a cheaper, weaker version of quintessence, to make protecting combos easier.

Like, an entropy spell that make a creature untargetable by spells and permanents.

It'd be a nice way to protect your fallen elves.

Offline Captain ScibraTopic starter

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Re: Cross-Element Effects https://elementscommunity.org/forum/index.php?topic=56161.msg1166595#msg1166595
« Reply #16 on: November 17, 2014, 04:17:01 pm »
There could probably be a cheaper, weaker version of quintessence, to make protecting combos easier.

Like, an entropy spell that make a creature untargetable by spells and permanents.

It'd be a nice way to protect your fallen elves.

With Entropy, I would imagine it be more ideal to protect from creature abilities.  I feel this would be stronger, but also avoid Fallen Elf having a too well-rounded sense of protection, since it already provides a way to avert CC from other creatures.  But, a weaker Quintessence is definitely a good concept.
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