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Elements the Game => Card Ideas and Art => Design Theory => Topic started by: The Oracle on May 30, 2010, 11:55:35 am

Title: Steal My Idea!
Post by: The Oracle on May 30, 2010, 11:55:35 am
Steal My Idea!

This thread is about stealing.

The way it works is that people post their card ideas here, and other people take those ideas and build cards using them. And because it's stealing, you don't even have to mention the original source of the idea. Awesome, huh?

I know there are a lot of people out there with ideas, but not the time or skills to use Photoshop and produce actual cards from those ideas. This thread is a way for those people to get their ideas out there, and possibly even in the game.

So please post your ideas here so that we can steal them, thanks.
Title: Re: Steal My Idea!
Post by: icybraker on May 30, 2010, 12:04:28 pm
How about you post your combo strikes here first? ;)

Ideas:
Title: Re: Steal My Idea!
Post by: finkel on May 31, 2010, 03:23:05 am
a permanent with the following effect:
-when a card is targeted (includes RoF, etc.), any other cards by the same name (Unupped are diff. from Upped) are equally affected.
So with this in play, firebolting an unupped firefly would kill them all :D

okay, waaay OP in many situations, but I like the premise.
Title: Re: Steal My Idea!
Post by: Glitch on May 31, 2010, 03:31:29 am
- If two of this creature are drawn this turn, they both come into play.
Title: Re: Steal My Idea!
Post by: BluePriest on May 31, 2010, 03:56:14 am
This reminds me of your abilities! thread glitch
Title: Re: Steal My Idea!
Post by: Glitch on May 31, 2010, 04:02:59 am
It was an idea for a time card that would make the mono-viable.  It's be like a 4|4 for 6, but if you draw multiples of them in one turn they all come into play for free.

Fractal DOESN'T trigger this effect, bear in mind.

It's designed to stack with times ability to draw really fast.
Title: Re: Steal My Idea!
Post by: Arondight on May 31, 2010, 04:48:51 am
Here's one:

-Martyr 5|5 with a cost of 3 :light. Ability: This creature is destroyed at the end of the turn if you do not have a Mark of Light and deals 5 damage to you.

Light rush? Yes. Introverted light? Maybe. Twin Universe resistant? Oh, yes.
Title: Re: Steal My Idea!
Post by: harakirinosaru on May 31, 2010, 05:04:07 am
Here's one:

-Martyr 5|5 with a cost of 3 :light. Ability: This creature is destroyed at the end of the turn if you do not have a Mark of Light and deals 5 damage to you.

Light rush? Yes. Introverted light? Maybe. Twin Universe resistant? Oh, yes.
This one is good. Rainbow can't use it.

A card that copies a spell, either once or multiple times.
An instant that generates quanta at your opponent's expense.
Title: Re: Steal My Idea!
Post by: MaxMilen on June 01, 2010, 05:29:30 pm
Title: Re: Steal My Idea!
Post by: dragonhuman on June 02, 2010, 07:26:59 pm
My whole triggered on death series might go here

when this creature dies all creatures you control gain immortality until the end of that turn
when this creature dies draw a card
When this creature dies target creature gains +1/+1 (or something)
Title: Re: Steal My Idea!
Post by: Essence on June 02, 2010, 10:23:04 pm
Roc:  big-ass bird, cheap to cast, good stats, with expensive (like 4 :air )dive, and a passive ability: if this creature doesn't Dive, it takes damage (maybe like 1/3 of it's HP or something.)
Title: Re: Steal My Idea!
Post by: icybraker on June 02, 2010, 11:50:25 pm
I have a series of abilities plotted out here.

http://elementscommunity.org/forum/index.php/topic,5476.msg61643#msg61643

Can be used for a card series. Alternatively, if you like an ability, you can just choose one and use it.
Title: Re: Steal My Idea!
Post by: Glitch on June 03, 2010, 12:05:02 am
I've really wanted to make an aether creature called "warpling".
 :aether :aether :aether :aether  :aether :aether warpling
6 of any quanta:  Target creature is on your side of the field.  Warpling goes to your opponents side of the field.

Makes for great chaotic fun, plus with lobotomizer it's a great card.
Title: Re: Steal My Idea!
Post by: Terroking on June 03, 2010, 12:22:08 am
Target player discards his/her hand. Flip a coin. If heads, they draw 7 cards, if tails, they draw 0. (Obviously it'd have to only make the player you targeted draw, and would have to cost a fair amount, maybe 5-8, to stop early use of it that would force a player to discard his entire starting hand the first turn)

Target creature gains +5/+5, and then gains -2/-2 per turn.

Adjacent (1 to the left, 1 to the right) creatures to this one gain +3/+3 (Negotiable)

Target a creature. Deal the creature's damage to another target creature. Your first target looses HP equivalent to the second target's attack.

A mid-range creature that takes 10 :aether quanta from you when it dies. If you can pay it, 2 copies of the original card are made. If you cannot, lose all :aether quanta and 10 HP, then creature a 0/1 Hindrance.

Hindrance: Every time Hindrance dies, lose 10 hp and create a Hindrance.

For the last one, I was thinking of something powerful, but one that could also have huge repercussions from playing it. (Maybe good stats would be around 6-9 ATK, probably 1-2 HP)
Title: Re: Steal My Idea!
Post by: hykgs on June 07, 2010, 01:19:38 am
Well, i have some ideas too. Maybe they are a bit OP, mas can be tuned to become acceptable.


Extinction - Destroys all the creatures on the field (maybe a bit overpowered, can work like Miracle);

Chaos Field - Any spell or effect used against the enchanted crature now target another random creature;

Stasis - Creatures don't attack, pillars don't generate quanta and no effects can be used for 2 turns;

Arena - Only one creature can attack per turn (the player choses which one, effects from shields could be ignored, as this could handle deadly combos);

Cataclism - Destroy all pillars in game (same as extinction);

Eye for an Eye - Sacrifice a creature to destroy target creature, players lose life points equal to opponents creatures attack

Desertion - Gain control of target creature
Title: Re: Steal My Idea!
Post by: finkel on June 07, 2010, 01:30:06 am
Arena is overpowered. You could make a deck based around healing up any damage taken from that one creature on your opponent's side, and immortalizing+momentuming a creature with growth that I think could farm FGs with a very high winning percentage.
Title: Re: Steal My Idea!
Post by: guy_fawkes on June 08, 2010, 01:14:53 pm
my ideas:

- spell:  :time :time target player draws a card (yes can be used against opponent, no more eternity cheese trick :) )

- spell:  :entropy :entropy :entropy :entropy :entropy all creatures lose the "immortal" status and can be targeted again

- spell  :fire :fire :darkness :darkness : destroy target permanent or target creature if it has 3 or less HP

feedbacks are welcome :)
Title: Re: Steal My Idea!
Post by: MaxMilen on June 10, 2010, 11:20:55 pm
And here's a couple more...

Craft (:earth ability or spell): Create a copy of target (non-pillar?) permanent; it becomes the top card of your deck.
Gravity Generator (:gravity permanent): When played, and each time a creature dies, casts Gravity Pull on each player's largest (highest HP) creature. (Ignores immortal creatures.)
Overcharge (0-cost spell or ability): Sacrifice a pillar, gain twice the quanta it would normally generate.
Title: Re: Steal My Idea!
Post by: Medith on June 11, 2010, 06:09:19 pm
Momentum Spike: deals damage to a target or half of it to an immaterial target.

New debuff: Cannot attack (for % round.)

Relentless charger: Cannot attack if enemy has more than 1 creature and lose 1 damage per round.
 :fire :fire :fire : deals damage equal to  its own the smallest creature owned by your enemy.

Pin Down: casting creature cannot attack, nor can the targeted creature. effect lasts until cancelled or casting creature is killed. The target must be smaller.


[[My Comment: the charger idea fits well in the Gravity/Fire deck. We have large creatures for Gravity and Fireater to combine fire, and also a rage potion/ fire nymph to power them up more. a new card to make the synergy better is not a bad idea.]]


X :water , Rot: Target/every creature takes damage immediately from the poison affecting it. Applys a new stack of poison.

Burning Wave: Permanent. If more then 5 Fire creature deal combat damage this turn, deal 1 damage to every creature of your enemy.
Title: Re: Steal My Idea!
Post by: MXXE on June 12, 2010, 06:29:40 am
Not that recently, Zanz included "mummy" I like the Idea of cards doing something special if the get targeted by the right thing. Mummy works with Eternity. So I thought every weapon should have it's own special card.

I do not give the cast cost for the cards!
As mummy is not time you could jumble up the elements below as well

 :fire Flamewheel, 5|0, "If a fahrenheit is in play Flamewheel gains +0|+1" maybe just modify spark

 :water  :earth : For this I'd modify Nova: "Generate 12 quantums [...] and stardust on both sides of the field." Stardust: permanent, "If stardust is targeted by trident or pulverizer it"... Someones got an Idea? It could be "...generates 6 random quanta for the owner and is destroyed". It is also disputable if deflagration, butterfly-destroy (steal) would do the same...

 :air Flying soldier (I know stupid name) 2|7 "If flying soldier is targeted with snipe it has an arrow for his bow (+4|+0) for one turn." Would also work with chaos-seed snipe...

 :life Maybe for this one you would modifiy the weapon itself... "Deals 2 damage, heals your HP for 5, all life creatures regenerate up to 1 HP per turn

 :death Thousand souls 0|1. "for  :death :death :death :death  and only if Venom is in play trigger all effects a creatures death would have." (Up to 1000 times, lol)

 :light  :darkness  :gravity  :entropy  no idea

 :time we have mummy already (altough it is death)

 :aether  Electric Spirit 6|6 "Creature is restraint (cannot attack)" Obvioulsly thes "skill" would be lost through a lobotomize...

Title: Re: Steal My Idea!
Post by: rakazy8564 on June 12, 2010, 05:33:16 pm
my ideas:
- spell:  :time :time target player draws a card (yes can be used against opponent, no more eternity cheese trick :) )
- spell:  :entropy :entropy :entropy :entropy :entropy all creatures lose the "immortal" status and can be targeted again
First Spell:  That forces them to draw, but if you draw one and eternity another it'll just be a standstill .... and he/she can still use eternity while you'll have to wait for another spell card.  Could work if used in series, but we could use something to stop that eternity trick.  I just steal my opponents eternity and take a pillar and use it back on them. =P
Second Spell:  Good Idea, but since immortalized creatures are untargetable in the first place you can't really pick which ones to cast this spell on xD  Zanz could make it so this is the only card that can target untargetable creatures xD  But it'll have to cost a lot or just target one of the immortals because quintessence itself cost 4 :aether and it's only per monster.  Once Aether loses it's untouchable ability it kinda gets underpowered, though fractal is great, making your creatures untouchable is great anywhere =P

I've really wanted to make an aether creature called "warpling".
 :aether :aether :aether :aether  :aether :aether warpling
6 of any quanta:  Target creature is on your side of the field.  Warpling goes to your opponents side of the field.

Makes for great chaotic fun, plus with lobotomizer it's a great card.
That'd be like the Death element's Aflotoxin .... well something like that, it creates these malignant cells which cover your/opponent's field in a few turns.  Problem with that is the malignant cells have 1/1 so if you don't have a shield or a good one, things can go bad for either player xD

And here's a couple more...

Craft (:earth ability or spell): Create a copy of target (non-pillar?) permanent; it becomes the top card of your deck.
Gravity Generator (:gravity permanent): When played, and each time a creature dies, casts Gravity Pull on each player's largest (highest HP) creature. (Ignores immortal creatures.)
Overcharge (0-cost spell or ability): Sacrifice a pillar, gain twice the quanta it would normally generate.
First Spell: I like the craft ability kinda gives you more of a chance of getting the permanent you need, or in a way you can have 12 of the same cards instead of just 6.  ....  Imagine 12 shards(the green one) xD Or you could make a replacement if the opponent steals your original =P (I'd be the opponent in this case)
Second Spell:  Great for stalling the game and eliminating your opponent's creatures, but if they all are high hp creatures or your opponent can heal them (a lot of angels) then you kinda screw yourself xD
Third Spell: That'd be great depending on your view on "would normally generate" means.  Normally in a turn you get 1 quanta per pillar, so in this case you'd get 2 quanta.  Not a big gain in this case, especially since now you won't get anymore quanta from that pillar.  Normally in a game you'd get quanta get quanta equal to the number of turns in the game.  If you multiply that; min deck = 23 cards (since 7 are already drawn) * 2 = 46 fresh quanta initially, but that should diminish as the game goes on.  One the first view you'd want to generate more than twice the normal amount.


Well, i have some ideas too. Maybe they are a bit OP, mas can be tuned to become acceptable.


Extinction - Destroys all the creatures on the field (maybe a bit overpowered, can work like Miracle);

Chaos Field - Any spell or effect used against the enchanted crature now target another random creature;

Stasis - Creatures don't attack, pillars don't generate quanta and no effects can be used for 2 turns;

Arena - Only one creature can attack per turn (the player choses which one, effects from shields could be ignored, as this could handle deadly combos);

Cataclism - Destroy all pillars in game (same as extinction);

Eye for an Eye - Sacrifice a creature to destroy target creature, players lose life points equal to opponents creatures attack

Desertion - Gain control of target creature
First Idea: Would that include immortal creatures as well?  Also, what about buried creatures?
Second Idea: Why not make it so that all spells and effects target random creatures?  Including your own!!  Although all targeting spells are immune to this =P
Third Idea: This is deadlier than Phase Shields!!  If used one after another your opponent can do very little to stop you xD  Unless it becomes a permanent then fire can destroy it like Phase Shield.
Fourth Idea: Arena should apply to both players since it is an arena.  Or it could be you pit one creature against another every turn.  Good for creature control if you have a strong monster ... virus vs dragon, who wins? =D ...  Aether Dragon vs any dragon xD
Fifth Idea: I hate this!!  This is the bane of high quanta cost decks(like mine) xD  But it can backfire so I guess it isn't all that bad.
Sixth Idea:  I think both players should lose life points since it is an eye for an eye.  The amount of life points you and your opponent lose should be equal to the sum of the creatures' attacks. 
Seventh Idea:  This is eviler than Parallel Universe!!  At least with Parallel Universe you get to keep your monster.  Imagine spending the whole game building up that one monster and then it all of a suddenly turning on you!! xD

To Everyone Who I Replied To:
You all had great ideas, I just wanted to ask a few questions/point some things out/etc.  I don't mean to insult any of you and I'm sorry if I have!  You're free to criticize any of my ideas, and that goes without saying xD

Amplification(This is mean to be a spark/ball lightning passive skill) - Deal damage to the opponent.
Damage:
D = 2nA
or D = A^n
(The damage is a single strike which should account for all the sparks/ball lightnings on the field)
Cost:
C =  :aether 3(n-1)
3 or 4 per Amplification
Where A = Attack Power of creature, n = number of creatures

Deja Vu (Not to be confused with the creature and this is meant for time) - Skips the opponent's turn, your new turn is started immediately after this card is activated(ie, a card is draw and quanta are given, and your monsters attack).

Hinder/Weaker(Call it whatever your wish) - Lower the creature's stats by x/x.  This is because there are stat buff cards everywhere but only fire has a sort of debuff, but that's with an increase of 5 attack.

Turn Tables - Your opponent gains control over your monsters while you gain control over his.  This is meant to "turn the tables" around when you have nothing on the field while your opponent have a grand army.  This is definitely over powered but it's an idea xD

Exchange - You gain control of one of your opponent's creatures, while he/she gains control of one of your creatures, both of which you get to pick.  Limit to when both of you have at least one creature on the field.  Kinda like turn tables, but doesn't allow combos to continue, and it'll give another element a sort of Parallel Universe card.

Meteor(Fire Creature) - x/0
Where x = number of  :fire quanta/3 (supposed to be a fire version of spark with the ability of fahrenheit)
Cost is ... 0?  or maybe larger since it can be deadly late game =P

Charge - Every turn this ability is used the target creature gains +3/+0, but doesn't attack.  Once the creature attacks its stats return to their original amount.  The cost of this skill is meant to be 0, sorta like a variation on growth.

Mirage Dragon
Stats:
It's stats will change as the game goes on, but they'll reflect the stats of normal elemental dragons.
(As in one turn it'll have 12/3 -  fire dragon, another 7/12 colossal dragon, another 10/5 emerald dragon, etc, and it'll keep changing every turn)
Passive skill - Mirage
(It's what cases the effect explained in the stats)
Skill - Innate Element
Depending on the player's mark, it'll reflect the skill it has.
(Aether = Immaterial/Immortalize, Time = Reverse Time/Procrastination, Fire - Fire Ball/Flame Storm, Water - Freeze/Flood, Earth - Petrify/Earthquake, Air - Dive/Unstable Gas, Life - Adrenaline/Heal(effect like the life weapon), Death - Poison/Afloxtoxin, Light - Luminescence/Heal, Darkness - Steal/Eclipse, Gravity - Momentum/Gravity Pull (but you cast it on other creatures instead of itself), Entropy - Improve/Scramble)
Cost - 20-25 of any element
Purpose - I just wanted a non-elemental creature and since dragons were in every element, I thought "Why not?" ^^

Reap - Instant death of a creature - meant to have high cost since if can kill your key creature(s).  For the element ... death or darkness should do.

Final Turn(Judgement) - Allows both players to have one last turn and then ends the game, the winner being the player with the higher hp.  This should have at least a 20 quanta cost as it does end the game.  If a time card then it should be called Fast Forward xD  Perfect for those phase shielders that just won't die xD  I'm a perfect example xD

Share/Bond (Call it whatever you wish) - Allows players to use their opponent's creature's abilities.  So you can invoke your opponent's skills yourself and target one of his own creatures with it.  However, he can also do the same to you.

Confusion - All creatures swap their stats with the other creatures on the field.  Meant for Entropy, kinda for fun xD
You can also make it so it swaps skills, or even both xD a photon with vampire and the stats of the fire dragon xD

Grow - Creature's stats increase by +1/+1 every turn.  It's like Growth, but without the cost.

Sleeping Dragon(Probably not a dragon, but something strong in slumber.  This is meant to be a time card)
Stats:
8/5
Passive:
Starts off "sleeping" for 2 turns
Ability:
n/a
Cost:
3 :time

Particle Generator (Meant for Aether, as in it's an aether card, but its effect affects all) - Doubles the normal (if you read my previous comment I'm talking about the first view xD) output of your pillars.
Title: Re: Steal My Idea!
Post by: rakazy8564 on June 12, 2010, 06:33:20 pm
This was meant to be in the first post but I hit preview instead of post >_<

Hydra
Stats:
5/4
Passive:
Heals fully every turn, and if damaged but survives its stats increase by +1/+0.
Skill:
n/a
Cost:
4 :water
Idea - Came from Hercules xD

Chimera
Stats:
6/3
Passive:
up to debate
Skill:
up to debate
Cost:
3 of any element
Idea - More non-elemental creatures =D

Shadow Seal - Both players can't see their and their enemies' health anymore.  This is meant to be a shield for Darkness, but it can also be a permanent.

Procreation(Meant for Life and low stat creatures.  This is also meant to be a passive) - Create another creature of itself, but without this skill.  This is like the Malignant Cell's Infest Passive but at a slower rate.

Invert/Inversion - Switch the creature's attack with its health and its health with its attack.  Perfect for high health or high attack low health creatures.

Prayer - After a certain amount of turns (2-6) the player heals by a random amount (10-80).  This is meant to be a Light card.

Mirror Wall - Attacks that deal damage less than 6 are reflect back upon the owner of the creature.  Got this from Gravity Shield, but is a bit deadlier for army decks.

Anyways I can't think of anymore so feel free to criticize!!  Also, don't forget to Steal My Idea!! ^_^
Title: Re: Steal My Idea!
Post by: Wynden on June 14, 2010, 03:00:04 am
I think we need a card that does the opposite of steal; Gift!  ;D
We can use this card to make it harder for our opponents in some situations, such as giving them cards which will drain their quanta, or inhibit their abilities. This can be said for cards like Unstable Gas, where all creatures are bound to get hit and you just so happen to have a mirror shield..... ::)

It can be a very strategic card to use, as you could also give your opponent an SoG to buy time for an EM, or getting your opponent to fuel your flood.

I expect this to be for Light, in contrast to darkness' steal.

In general, it's possible that you could use this card to fill a lot of your enemy's permanent spots, and will weaken them severely.
Title: Re: Steal My Idea!
Post by: MaxMilen on June 15, 2010, 04:31:16 pm
@rakazy: Thanks for the feedback! On Overcharge, the idea was that you would get 2 quanta (or 6 random quanta, for a Quantum Pillar/Tower). Thanks for pointing out how underpowered that would be. Any thoughts on what the multiplier should be?

Also, out of curiosity, do you see Craft more as a Spell or an ability? If an ability, should it be on a permanent, or a creature? (I'm thinking creature, since otherwise, it could make copies of itself...)
Title: Re: Steal My Idea!
Post by: rakazy8564 on June 16, 2010, 06:33:17 am
I think we need a card that does the opposite of steal; Gift!  ;D
We can use this card to make it harder for our opponents in some situations, such as giving them cards which will drain their quanta, or inhibit their abilities. This can be said for cards like Unstable Gas, where all creatures are bound to get hit and you just so happen to have a mirror shield..... ::)

It can be a very strategic card to use, as you could also give your opponent an SoG to buy time for an EM, or getting your opponent to fuel your flood.

I expect this to be for Light, in contrast to darkness' steal.

In general, it's possible that you could use this card to fill a lot of your enemy's permanent spots, and will weaken them severely.
I'm not sure if anyone has confirmed this but whenever I try to steal targets also appear on my permanents, so I think you can already give your opponent a "gift".  However, I've never tried as I'll die if I give my opponent an advantage =P, so don't quote me on that xD

@rakazy: Thanks for the feedback! On Overcharge, the idea was that you would get 2 quanta (or 6 random quanta, for a Quantum Pillar/Tower). Thanks for pointing out how underpowered that would be. Any thoughts on what the multiplier should be?

Also, out of curiosity, do you see Craft more as a Spell or an ability? If an ability, should it be on a permanent, or a creature? (I'm thinking creature, since otherwise, it could make copies of itself...)
Not too sure, but it shouldn't be the amount of turns left as there should be some penalty to use it.  Maybe half the amount of turns left.  This'll be good for non-advance card (cards that drain all quanta when used) rush decks, as it'll give them a good boost to their initial quanta reserves.  I say for non-advance card because once you use them all the quanta is gone, and the pillar is also gone so you can't use another advance card again later.  Unless you have more pillars that is. (An example is miracle and fractal; they have high cost, and they drain all available quanta used to cast them)
Also, you can also change it to, destroy a pillar and use a card for free. Even make it so that pillars produce quanta early, but are delayed for the next turn, or even 2.  This can help people who just need one more turn to make a big turn around.

Yea, if it was an ability it should be on the creature, else that's a permanent that can make for of itself, and soon you can be multiplying Phase Shields, Shards of Gratitudes, etc with no end.  I was thinking it'd be a spell though cause if a creature has that ability it kinda recycles all your permanents and replaces any copies you have in your decks.  You can just have one of your permanent, and the creature with the craft ability and just keep crafting the permanent over and over again.  Also, it'll be like the Eternity's Reversal Trick all over again, just with permanents this time.

Alrighty, now for some ideas of my own and a few of others xD

Name: Death's Scythe ~ Death's Reaper
Stats: 10/1 ~ 10/1
Cost: 5 :darkness ~ 4 :darkness
Passive: Hallow (Drains 5 life(hp/health) each turn from its owner ~ It's reduced to 3 when upgraded.)
Ability:n/a
Idea:  Darkness's Essence, to devastate your opponent while slowly rotting you within! ^^

Name: Wolf ~ Alpha Wolf
Stats: x/3 ~ (x+1)/5
Cost: 5 :life ~ 6 :life
Passive: Tribe (x is the number of creatures you control at the end of your turn.)
Ability: n/a
Idea: I got this from icybraker's Advent, and from the Scarabs.

**I kinda don't expect this to go anywhere but I wanna put it out there that I want a dragon lord or something xD
Name: Dragon Hatchling ~ Dragon Emperor(Quantum Dragon ... kinda sounds like something for Aether though)
Stats: 3/5 ~ 20/10
Cost: 3 element of mark, 15 of all elements
Passive: Immaterial
Ability: Momentum
Idea: King of Dragons =D

Name: Irregularity ~ Abnormality
Stats: 5/1 ~ 5/1
Cost: 5 :aether ~ 4 :aether
Passive: Error (Unaffected by anything, ie shields, spells, etc)
Ability: n/a
Idea:  When you divide by 0 (Zero not O xD).

Name: Matrix ~ Neo Matrix
Stats: 0/5 ~ 0/8
Cost: 3 :aether ~ 3 :aether
Passive: Energy Well (Increases the duration of permanents, except pillars/towers. (ie Phase Shield last for 4 turns, Bone wall has 2 more shields, etc)
Ability: n/a
Idea: A permanent booster.

Name: Cherub ~ Seraph
Stats: 3/5 ~ 8/6
Cost: 4 :light ~ 6 :light
Passive: Harmonic Melody(see below)
Ability: Heal  :light :light
Idea: To add to the normal angels, the higher and lower order ones =D

Name: Roc ~ Grand Roc
Stats: 5/5 ~ 7/5
Cost: 7 :air ~ 8 :air
Passive: n/a
Ability: Dive :air :air :air :air
Idea: A very large flying creature, and air is lacking birds =P
This is from Essence, however I made it a bit expensive since a 7 damage dive is 14 damage and that's really deadly xD

Name: Decay ~ Ruin
Stats 6/6 ~ 7/7
Cost: 5 :death ~ 5 :death
Passive: Hunger (Poisoned when summoned, however when a creature dies it gains +0/+2.)
Ability: Rot :death :death :death (See below)
Idea: A creature that kills itself, ie Pudge (Yea yea I played DotA, I know!!) xD

Name: Sand Worm ~ Cave Worm
Stats: 4/3 ~ 6/4
Cost: 3  :earth ~ 4 :earth
Passive: Dig (Comes into the field buried but its attack isn't halved when buried.)
Ability: Burrow :earth
Idea: To add to the Earth burrowers =D

Name: Panic ~ Havoc
Stats: 3/5 ~ 5/6
Cost: 4 :entropy ~ 5 :entropy
Passive: Scramble (When it attacks it scrambles the victims quanta pool.)
Ability: n/a
Idea: To spread the scrambling hate!! ^^

Name: Flaming Snake ~ Blazing Cobra
Stats: 2/2 ~ 4/2
Cost: 4 :fire ~ 3 :fire
Passive: Assault (After every successful attack it gains +3/+0.)
Ability: Bite (2 of any quanta - see below)
Idea: A creature that gets stronger the more it attacks, like rollout in Pokemon.

Name: Giant ~ Colossus
Stats: 6/8 ~ 11/11
Cost: 6 :gravity ~ 8 :gravity
Passive: n/a
Ability: n/a
Idea:  More high hp madness =D  And this gives Gravity a stronger initial attacker =D

Name: Clockwork ~ Digital
Stats: 6/3 ~ 8/3
Cost: 5 :time ~ 5 :time
Passive: Timeless (Can't be trapped in a time bubble.)
Ability: n/a
Idea:  A clock =D

Name: Angel Fish ~ Angel Shark
Stats: 0/1 ~ 5/4
Cost: 4 :water ~ 6 :water
Passive: n/a
Ability: Purify  :water :water :water
Idea: Water has so many skill creatures so I thought I'd add another =D

** The cost can just be 5 of any element and 7 when upgraded
Name: Hellspawn ~ Demon Lord
Stats: 7/3 ~ 11/6
Cost: 1 of every element ~ 2 of every element
Passive: Assault (look above)
Ability: Explosion  :fire :fire :fire :fire
Idea:  Another non-elemental creature =D  This fits into dark and fire though pretty well xD

Rot - Poison a creature for 2 Poison counters.

Bite - Damage the target creature by 1 and make it unable to attack for 1 turn.

Unification - Combines all attacks into one massive strike, attack effects are ignored as well as shield effects.  This is mainly a counter to shields, especially Hope and Diamond!! xD  This is a spell, and only last for a turn.

Dimensional Matrix - All your creatures are immortal.  Last 2 turns.  Allows for safe summoning =D

Harmonic Melody - Heals all creatures by 1.  This can be a spell, an ability, or a permanent.

Soul Bound - The target creature can't die until all creatures on the field, except for itself, has been killed.

Flaming - Can't be frozen.

Electric Storm - A random enemy creature if damaged for 2 at the end of your turn.  This is meant to be a permanent.

Warp Gate - After a certain about of turns instantly summon a random creature (or the next creature inline) from your deck, if quanta reserves allow it.  This process repeats itself.  This is so you don't have you wait for that one creature from your deck to come into play, or to get more of them out there as soon as possible.  This is either for time or aether.

Life Steal/ Soul Essence - You gain health every time an enemy creature dies equal to the enemy creature's attack, but you lose health whenever your creature dies equal to your creature's health.  This is intended to be a dark permanent, but it's the stealer's choice really =P

Apocalypse - Deal 25 damage to your opponent (or health - 1 if your opponent's health is below 26) and your opponent can't heal for 3 turns.

Time Bomb - Once played it requires 6 :time to stay in play; This initially deals 1 damage, but every turn the damage doubles from the previous turn there after.

Chronic Lapse - You or your opponent's next card gets discarded but he/she/you draws the next two cards after.

Graviton - Creatures are now in a time bubble for x/3, where x is the creature's health.  OR  All flying creatures are now grounded ie they're not flying anymore.  OR All creatures are now considered flying.  (As you can either increase or decrease gravity, which isn't possible without an increase/decrease in mass, but lets just say you change the gravitational constant somehow ^^)

Universal Collapse - For 1 turn all immaterial creatures materialize and are now targetable, they return to their immaterial state after.

Minotaur - This is a monster, the stealer can decide the stats himself/herself, but if you want I can give you some ideas for its passive and ability =P  Since the phoenix got implemented I figured other mythical creatures just might as well.

Quasar - Drain 1 quanta from every element in your opponent's quanta pool and heal yourself for 2 health each turn.  This is meant to be a permanent.  Doesn't really affect mono/duo decks (maybe trio), but does havoc to rainbows =P

Quantum Concentrator - Allows for some/all quanta to now be converted into one quanta.  A scramble reversal.

Spatial Lock - Both players can't summon any creatures on their next turn.

Adrenal Rush - All your creatures get adrenaline for one turn.

Arc Lightning - Deal -1/-1 damage to initial target creature.  This now transfers to a random enemy creature each turn also dealing -1/-1.  If the creature it transfers to dies, it then transfers to another enemy creature repeating its effect.  This spell dies when your enemy has no more creatures on the field.

Nightfall/Eclipse type cards =D  All Permanents (I refer to these as Field Permanents below)
Solar Prominence - All Light and Life creatures gain +1/+2, +1/+3 when upgraded.

Zero Gravity - All Earth and Gravity creatures gain +1/+0, +2/+0 when upgraded.  This additional damage is unblock-able by shields.

Storm of the Ages - All Water and Air creatures gain +1/+1, +2/+0 when upgraded.  All diving creatures are permanently diving, and enemy creatures stay frozen for 1 more turn.

Chaotic Inferno - All Fire and Entropy creatures gain +x/+n, +(1+x)/+n when upgraded.  x and n is a number between 0-2, the numbers change each turn(ie it's +1/+0, to +0/+1, to +2/+2, etc).

Space-Time Continuum - All Aether and Time creatures gain +2/-1, +3/-1 when upgraded.

Ground Zero - All Field Permanent effects are nullified.  OR!!  All Field Permanents only affect your creatures.

Well, I hope you like my new list xD  Till I visit again =D  I hope I didn't repeat anything >_<

Edit - I didn't know Alpha Wolf and Colossus were already "invented" xD I'm sorry for repeating them, but I think there should be a creature out there with the scarab's ability, but it works for their attack rather than their health.  Also, if you haven't realized it by now, I hate rainbows, not that they're not good, just hate fighting against them =P  Also, I've added some more to this post, but if you haven't seen it yet it's all new to you =P

Edit - Is it alright if I add more to this post or should I start a new one?   Cause this one is getting pretty long and the others are also quite long ...  Or should I combine my 3 post into one?  Also, what do you guys (and girls) think about a few creatures who you can summon and unsummon for the same amount of quanta?

Edit - No one has responded yet so I'll just keep adding to this post.  Also, if only those who wish others to steal their ideas visit this thread then ... who's gonna steal the ideas here? =P Just a thought xD  I've read a bit about hero cards and I'm wondering if the Nymphs are Zanz's answer to that.

Range and Melee weapons, if they're to be implemented

Range

Aether :aether
Name: Voltaic Shot ~ Voltaic Magnum
Image: Rail gun ~ Positron Cannon
Ability: Lightning (5 :aether ~ 4 :aether)
Stats: 5/5 ~ 5/5

Air :air
Already has the Owl's Eye and Eagle's Eye
Darkness :darkness
Name: Command ~ Domination
Image: Whip ~ Chain Sword (Like Ivy's weapon from Soul Caliber)
Ability: Overwork (4 :darkness ~ 3 :darkness) (Forces a target creature to attack twice this turn, not that he'd be unwilling to of course ^^)
Stats: 4/6 ~ 6/6

Death :death
Name: Bane ~ Blight
Image: Shuriken ~ A LARGE Shuriken
Ability: Scavenger (This is meant to be the Condor's skill, but I forgot what it's called xD)
Stats: 2/3 ~ 4/3

Earth :earth
Name: Capture ~ Conquer
Image: Throwing Axe (Single Edge) ~ Throwing Axe (Two Edges)
Ability: Heavy Armor (3 :earth)
Stats: 6/2 ~ 8/3

Entropy :entropy
Name: Confusion ~ Anarchy
Image: Chakram ~ Chakram
Ability: Paradox (4 :entropy)
Stats: 5/5 ~ 5/5

Fire :fire
Name: Volcanic ~ Vehement (Or the other way around =P)
Image: Anti-Satellite Missile ~ Nuclear Warhead
Ability: Hellfire/Launch (x is the number of  :fire quanta you have (initial cost is excluded); This is destroyed after it's first attack)
Stats: x/0 ~ x/0

Gravity :gravity
Name: Goliath ~ Goliath
Image: Trebuchet ~ Trebuchet
Ability: Ground (3 :gravity) (Until your next turn all flying creatures are now non-flying)
Stats: 5/4 ~ 7/4

Life :life
Name: Nature's Anger ~ Gaea's Wrath (or Gaia's Wrath, apparently Gaia is incorrectly spelt =P)
Image: Crossbow ~ Crossbow
Ability: Unison (x is the number of creatures you have on the field)
Stats: x/8 ~ x/10

Light :light
Name: Honesty ~ Justice
Image: Longbow ~ Longbow
Ability: Holy Flash (7 :light ~ 6 :light)
Stats: 4/5 ~ 4/5

Time :time
Name: Age(Eon/Aeon) ~ Aeon(Timeless)
Image: Spear ~ Spear of Longinus (Yes, I mean the one form Neon Genesis Evangelion, but maybe not exactly xD)
Ability: Hasten (3 :time) (If one makes you draw slower, why not let this one make you draw faster? =D)
Stats: 4/2 ~ 5/3

Water :water
Name: Dream ~ Morpheus
Image: Javelin ~ Javelin
Ability: Stop (2 :time) (Causes target creature to be in a time bubble for 1 turn)
Stats: 5/3 ~ 6/3

Non Elemental (Someone has already come up with a new non elemental weapon Throwing Knife/Throwing Blade, so check his out first =D)
Name: Hidden Knife ~ Assassin's Edge
Image: Throwing Knife ~ Throwing Knife
Ability: Strike (5 random quanta) (Target creature receives damage equal to this weapon's attack)
Stats: 2/4 ~ 4/4

Melee (I know most elements already have melee weapons, but these are just some new ones =P)

Aether :aether
Name: Ascend ~ Transcendence
Image: Lightsaber ~ Dual Lightsabers (Star Wars fans!! ^^)  If not then Katana ~ Dual Katana (Heaven and Earth)
Ability: Materialize (10 :aether) (Makes immaterial creatures now material) (I got this from Starcraft how only the dark templars and Zeratul could hurt the Cerebrates, otherwise they were immortal)
Stats: 6/3 ~ 8/3

Air :air
Name: Glide ~ Zephyr
Image: Tonfa ~ Tonfa
Ability: Shockwave (6 :air)
Stats: 5/3 ~ 6/3

Darkness :darkness
Name: Demon's Sword ~ Devil's Regalia
Image: Claymore ~ Large Claymore (Like Cloud's but more .... demonic xD)
Ability: Demonic Aura / Demon's Aura (Kamietsu's card idea =D) (10 :darkness)
Stats: 10/1 ~ 10/1 (Just lower the cost or make it 12/1; Initial cost should be high!!!)

(Alternate Darkness;
Darkness :darkness
Name: Death's Scythe ~ Death's Reaper
Image: Scythe ~ Large Scythe
Ability: Death (10 :darkness) (Instantly kill target creature)
Stats: 8/1 10/1
)

Death :death
Name: Snake's Venom ~ Death's Touch
Image: Claws ~ Claws
Ability: Bleed (3 :death) (Target creature is now poisoned for 2, 3 if upgraded)
Stats: 5/2 ~ 5/2

Earth :earth
Name: Primal ~ Archaic
Image: Axe ~ Waraxe (Battleaxe)
Ability: Protect Artifact (7 :earth)
Stats: 6/5 ~ 7/5

Entropy :entropy
Name: Fluke ~ Luck
Image: Card ~ Card
Ability: Pandemonium (10 :entropy)
Stats: 5/4 ~ 6/5

Fire :fire
Name: Pyro ~ Inferno
Image: Naginata ~ Naginata (Glaive ~ Glaive or Halberd ~ Halberd or Two-sided Sword ~ Two-sided Sword)
Ability: Fire Bolt ~ Rain of Fire (10 :fire)
Stats: 7/2 ~ 9/2

Gravity :gravity
Name: Impact ~ Impulse
Image: Gloves (Metal Plated) ~ Gaunlets (Metal Plated)
Ability: Momentum (6 :gravity)
Stats: 7/10 ~ 8/25

Life :life
Name: Ferocity ~ Tenacity
Image: Bowstaff ~ Bowstaff
Ability: Adrenaline (Passive, like Titan's Momentum)
Stats: 3/10 ~ 6/10

Light :light
Name: Pride ~ Honor
Image: Lance ~ Lance
Ability: Courage/Gallant (x is the number of creature you have minus the number of creatures your opponent has
Stats: (x+3)/3 ~ (x+6)/4

Time :time
Name: Moment ~ Instant
Image: Scimitar ~ Scimitar
Ability: Repeat (5 :time ~ 4 :time) (Allows creatures to use their abilities twice a turn)
Stats: 6/4 ~ 6/5

Water :water
Name: Arctic ~ Neptune
Image: Rapier ~ Rapier
Ability: Blizzard (5 :water) (Target creature has Ice Bolt cast upon it, upgraded version allows for Ice Bolt to be cast against the enemy elemental)
Stats: 6/5 ~ 7/6

Non Elemental
Name: Senital ~ Guardian
Image: Sword Breaker ~ Sword Breaker
Ability: Break (Your opponent can't play a weapon while this is on the field, destroys weapons already on the field (including animated ones))
Stats: 3/5 ~ 5/5

Edit - Is anyone steals my ideas can you please tell me?  I just wanna see what you did with it or it they're going anywhere =P  Hmm .... what should I think of next?  I really wanna do a Hero/Beast creature one xD  Anyways, if you've read my extremely long reply, thank you for taking your time to browse, and check other everyone else's too!!  Till I come back again ... now .... I want some cake!! ^^  Mankind's most heavenly creation
Title: Re: Steal My Idea!
Post by: tinkady on June 21, 2010, 10:11:16 pm
we need to have more distribution of things like protecting and destroying creatures and permanents. especially quintessence...we need some similar cards for other elements so that a false god deck could work without aether in it
an example i came up with, which isnt actually anywhere as good as quintessence:
recycle 1 :time (or some other more time-ey name. recycle could actually work for life or earth)
when target creature is killed, it is instead shuffled into your deck. you gain :time equal to the quanta cost of the creature
Title: Re: Steal My Idea!
Post by: tinkady on June 21, 2010, 10:42:11 pm
also, all air cards in the near future should be airborne-related. how about something that gives +2/+1 or +1/+2 or something to all airborne cards? kinda like eclipse. also there should be a card that can make other cards airborne, but not until there are more uses for airborne
Title: Re: Steal My Idea!
Post by: Brownbear on June 22, 2010, 01:27:45 am
Stealing rakazy's format :3


Name: Gamble ~ Fortune
Cost: 7 :entropy ~ 8 :entropy
Permanent : 1 turn
Ability: Double damage taken for one turn with a 60% chance to reflect damage to enemy's health ( Upped version takes 1.5x damage.)

Name: Sacrifice ~ Last Chance
Cost:All Quantum ~  5 :aether :air :darkness :death :earth :entropy :fire :gravity :life :light :time :water
Ability: Drop's self health to 1 while doubling the attack of all creatures on the field.

Name: White Dwarf ~ White Dwarf(Elite)
Cost: 6 :light ~ 7 :light
Stats: 4/2 ~ 4/4
Passive: Generates 1 :gravity every turn. ( Upped version generates 2 :gravity -1 :darkness
Abilty: Reverse time used on this creature turns into Red Giant.(Upped version turns into Crimson Giant.

Name: Red Giant ~ Crimson Giant
Cost: 10 :gravity ~ 8 :gravity
Stats: 11/1 ~ 11/3
Passive: N/a
Ability: Explodes upon destruction inflicting 3 damage to all creatures on the field.

Name: Reflection ~ Mirror Image
Cost: 7 :aether ~ 5 :aether
Ability: Creates a replica of target creature with flipped stats. (Ex. Shrieker 8/4 + Reflection=Shrieker 4/8)

Name: Hornet's Nest ~ Hive
Cost: 7 :life 8 :life
Ability: Generates one hornet per turn. ( Upped version generates Wasp.)

Name: Hornet ~ Wasp
Cost: 2 :life ~ 3 :life
Stats: 3/1 ~ 4/1
Passive: Steals one :light from opponent and generates one  :life.
Abililty: N/a

Title: Re: Steal My Idea!
Post by: t3hplatyz0rz on June 23, 2010, 03:55:06 pm
Walking Shield- 6 :earth
It's like Flying Weapon but with shields. The effect of the shield REMAINS, meaning that if an enemy attacks you and you have a walking skull shield out, the attack's damage is reduced by 1.
It would have to cost quite a bit, because can you imagine what would happen if the enemy had four Hopes, Caraprice Shields, or Fire Shields out?
Oh, and just for irony value, Gravity Shield would have to have more than 5 HP.

I also like the idea of things based off of actual mythologies, but I think we've had enough Greek for now... how about some Norse?
Maybe Hughin and Mughin (sp?) could come into play, you know, Odin's two ravens.

I also like the idea of a card that just destroys absolutely everything. Like, maybe, Apocalypse- 10 :fire, destroy all creatures, permanents, use up all quantumns of both players, and deal 10 damage to both players. Maybe it could override Invincibility too.
Title: Re: Steal My Idea!
Post by: Brownbear on June 23, 2010, 07:22:47 pm
Walking Shield- 6 :earth
It's like Flying Weapon but with shields. The effect of the shield REMAINS, meaning that if an enemy attacks you and you have a walking skull shield out, the attack's damage is reduced by 1.
It would have to cost quite a bit, because can you imagine what would happen if the enemy had four Hopes, Caraprice Shields, or Fire Shields out?
Oh, and just for irony value, Gravity Shield would have to have more than 5 HP.

I also like the idea of things based off of actual mythologies, but I think we've had enough Greek for now... how about some Norse?
Maybe Hughin and Mughin (sp?) could come into play, you know, Odin's two ravens.

I also like the idea of a card that just destroys absolutely everything. Like, maybe, Apocalypse- 10 :fire, destroy all creatures, permanents, use up all quantumns of both players, and deal 10 damage to both players. Maybe it could override Invincibility too.
That sounds pretty cheap.
Perhaps that only but the shield had gravity pull with insane amounts of health, that sounds a bit more realistic.
Title: Re: Steal My Idea!
Post by: venumuse on June 23, 2010, 10:49:14 pm
Title = Ghost
Element = Death
Cost = 7 Death quantums
Type = Creature
Attack|Health = 5/6
Description - When this creature dies, deal 2 poison damage to enemy player. Damage is cumalative.

Title = Elite Ghost
Element = Death
Cost = 7 Death quantums
Type = Creature
Attack|Health = 5/6
Description - When this creature dies, deal 3 poison damage to enemy player. Damage is cumalative.

Hope you liked them, idea is all mine
Title: Re: Steal My Idea!
Post by: rakazy8564 on June 24, 2010, 11:45:28 am
Stealing rakazy's format :3


Name: Gamble ~ Fortune
Cost: 7 :entropy ~ 8 :entropy
Permanent : 1 turn
Ability: Double damage taken for one turn with a 60% chance to reflect damage to enemy's health ( Upped version takes 1.5x damage.)

Name: Sacrifice ~ Last Chance
Cost:All Quantum ~  5 :aether :air :darkness :death :earth :entropy :fire :gravity :life :light :time :water
Ability: Drop's self health to 1 while doubling the attack of all creatures on the field.

Name: White Dwarf ~ White Dwarf(Elite)
Cost: 6 :light ~ 7 :light
Stats: 4/2 ~ 4/4
Passive: Generates 1 :gravity every turn. ( Upped version generates 2 :gravity -1 :darkness
Abilty: Reverse time used on this creature turns into Red Giant.(Upped version turns into Crimson Giant.

Name: Red Giant ~ Crimson Giant
Cost: 10 :gravity ~ 8 :gravity
Stats: 11/1 ~ 11/3
Passive: N/a
Ability: Explodes upon destruction inflicting 3 damage to all creatures on the field.

Name: Reflection ~ Mirror Image
Cost: 7 :aether ~ 5 :aether
Ability: Creates a replica of target creature with flipped stats. (Ex. Shrieker 8/4 + Reflection=Shrieker 4/8)

Name: Hornet's Nest ~ Hive
Cost: 7 :life 8 :life
Ability: Generates one hornet per turn. ( Upped version generates Wasp.)

Name: Hornet ~ Wasp
Cost: 2 :life ~ 3 :life
Stats: 3/1 ~ 4/1
Passive: Steals one :light from opponent and generates one  :life.
Abililty: N/a


Gamble - This is really risky to use xD  But it's like you want the enemy to kill himself xD
Sacrifice - I'd never use this cause I usually aim for a perfect score xD  Also, I hope you mean your own, cause if I double my opponent's I don't really feel safe using this xD
White Dwarf - This is awesome!! xD  I totally forgot about this, I should make one of these.  I like the whole mummy idea ^_^
Red Giant - This is a deadly striker xD  Add Momentum and you have a fast moving bomb xD
Reflection - This is kinda cool, but imagine using it on Titan ... LOL
Hornet's Nest - I like this, but I hate hornets xD  I like bumble bees more, they're so large and cute ^^
Hornet - I don't think stealing should be for Life, leave that to Darkness.  Then again it's only light ...

Is my format clear and understandable?  If not any suggestions to improving it? ^_^  I'll add more to this one later.  The previous one is ... exceedingly LONG xD  I'm sorry for any inconveniences T_T
Title: Re: Steal My Idea!
Post by: Wynden on June 24, 2010, 12:33:18 pm
also, all air cards in the near future should be airborne-related.
with that in mind, how about a card called Free Sky that works like Eclipse, but also weakens creatures with burrow on?
Title: Re: Steal My Idea!
Post by: Brownbear on June 24, 2010, 06:56:52 pm
Gamble - This is really risky to use xD  But it's like you want the enemy to kill himself xD
Sacrifice - I'd never use this cause I usually aim for a perfect score xD  Also, I hope you mean your own, cause if I double my opponent's I don't really feel safe using this xD
White Dwarf - This is awesome!! xD  I totally forgot about this, I should make one of these.  I like the whole mummy idea ^_^
Red Giant - This is a deadly striker xD  Add Momentum and you have a fast moving bomb xD
Reflection - This is kinda cool, but imagine using it on Titan ... LOL
Hornet's Nest - I like this, but I hate hornets xD  I like bumble bees more, they're so large and cute ^^
Hornet - I don't think stealing should be for Life, leave that to Darkness.  Then again it's only light ...

Is my format clear and understandable?  If not any suggestions to improving it? ^_^  I'll add more to this one later.  The previous one is ... exceedingly LONG xD  I'm sorry for any inconveniences T_T
Thanks for the feedback mate, your format is rather nice. I would comment on yours but there is simply to much. :D
Title: Re: Steal My Idea!
Post by: splen on June 25, 2010, 03:16:54 pm

"Veteran" -- A card is put in play, after X turns, it gains a status change with a new ability or +y/+z.

It can be mixed up by different elements having veterans that have different turn requirements, or more powerful or less powerful depending on use/balance.

example:  Doodle, enters game at 2/2.  After 2 turns, gains +5/+1, becomes Veteran Doodle
Moodle, enters game at 1/1.  After 3 turns, gains  :earth Devour
Title: Re: Steal My Idea!
Post by: Brownbear on June 25, 2010, 09:58:04 pm
Yes I realize that now. I forgot about the awesome power of the Titan....
Title: Re: Steal My Idea!
Post by: Brownbear on June 26, 2010, 01:22:49 am
Ah heres a good one



Name: Annoyance ~ Nuisance
Cost: 20 :entropy ~ 15 :entropy
Passive: N/a
Ability:Puts all cards back in deck, destroys all permanents, creatures and spell effects and heals both duelers to full health. Card is destroyed and can't be used again during duel. Only one card maximum per deck.
Title: Re: Steal My Idea!
Post by: Brownbear on June 26, 2010, 10:34:24 pm
I'd blow up my computer if that happened to me.
Title: Re: Steal My Idea!
Post by: killsdazombies on June 26, 2010, 10:49:45 pm
Rockolanche
(flavor text) "its like an avalanche.... that fallows you.... uphill"
basilisk blood all creatures. 8 earth, if you have fire mark they are stuck for one extra turn. (this effects the field, like flooding)
Title: Re: Steal My Idea!
Post by: killsdazombies on June 26, 2010, 10:52:57 pm
longbow
5 other
(flavor text) "if it aint bleedin, it aint breathin"
1 other : deal 1 damage to target creature
4 damage per turn
flying weapon stats = 4/4
Title: Re: Steal My Idea!
Post by: Brownbear on June 26, 2010, 10:55:35 pm
Longbow sounds like a generic eagle eye.
Rockolanche's cost seems to be a bit low...
Title: Re: Steal My Idea!
Post by: moomoose on June 27, 2010, 09:01:42 pm
Hey all, new here so I understand if you ignore my ideas, but hopefully there's something here.

Aether has less cards than any other element, so maybe it could use some love.

Permanent card-
Rift: Your immortal aether creatures can be targeted by you but not your opponent. 

*This would allow for buffing your untargetable creatures, as well as using aether cards such as fractal and parallel universe on them.  Also if need be to use reverse time on them.

Creature cards- Aether has only 4 creatures (including sparks), which is tied with light for the fewest in the game.  I've put a lot of thought into trying to come up with something different, and also some existing elements as twists as an afterthought.

Original ideas for creature cards were-
Warp Anomaly: (weak, something like 2|2?) effect combines with a 2nd warp anomaly to form a Warp Archon.
Warp Archon : (strong, something like 8|8) immortal with grow-like ability or some cool effect

*But then I got to thinking, what if there was something (Rift Templar name?) to summon the anomalies and then when enough of them were summoned and alive (5 or so?) have them turn into the Archon.  Another idea would be to have the summoned Anomalies simply produce :time quanta (or some other element) and sort of be the aether version of FFQ/fireflies and scrap the Archon?

Let me know what you think.
Title: Re: Steal My Idea!
Post by: shabranigdo on June 27, 2010, 10:39:54 pm
Just a couple thoughts on cards I would like to see in the game.

a 1 time use spell card that refreshes a target creatures skill, so you can use a creatures skill a second time in 1 turn.
or a permanent with the same effect to refresh a creatures skill that you can activate once per turn. ( effects sounds like a time quanta type card, but I think this card would be better under some other element, like water, or possibly entropy. Although note, with entropy it would not work on Lycanthrope since it loses its skill when used )

an aether creature that has the ability to summon a spark once per turn at the cost of like, 1 aether quanta.

a weak light creature of about 2/2, with the *reflect shield* ability, the ability would be the same as the reflect shield card, spells that would hurt the creature, would reflect to the opponent health, and the creature cannot be destroyed or stolen. ( Basically, they cannot be targeted, but spells that hurt all of your creatures would reflect off of this creature and hurt opponents health )

well, those are just some cards I thought would be cool to see him game.
Title: Re: Steal My Idea!
Post by: Brownbear on June 28, 2010, 03:15:17 am
Name: Reflection ~ Mirror Image
Cost: 7 :aether ~ 5 :aether
Ability: Creates a replica of target creature with flipped stats. (Ex. Shrieker 8/4 + Reflection=Shrieker 4/8)
actually this would be ok if there is a limit on original hp which stops you using it on titans and massive dragons
Perhaps the maximum is the equivalent of the highest non-mutant attack from any creature.
Title: Re: Steal My Idea!
Post by: Snopel on June 28, 2010, 08:07:30 am
@Shabrangido
(http://img337.imageshack.us/img337/12/guardianoflightttt.png)
Basically when this card comes into play and rain of fire, Plague, Thunderstorm, Etc. is used, it will end up passing it on to the enemy's creatures. =D
Title: Re: Steal My Idea!
Post by: alf15 on June 28, 2010, 05:15:23 pm
a spell that instant killes the target after turns equal to its max health have passed since the spell is cast.
so if cast on a 3/3 it takes three turns to kill it, if cast on a flying titan the game will be over before it dies.
Title: Re: Steal My Idea!
Post by: Brownbear on June 28, 2010, 07:52:05 pm
a spell that instant killes the target after turns equal to its max health have passed since the spell is cast.
so if cast on a 3/3 it takes three turns to kill it, if cast on a flying titan the game will be over before it dies.
                         


Sounds exactly like poison?  Only difference maybe is regardless of healing or buffing the card still dies after that amount of turns.



@Shabrangido
(http://img337.imageshack.us/img337/12/guardianoflightttt.png)
Basically when this card comes into play and rain of fire, Plague, Thunderstorm, Etc. is used, it will end up passing it on to the enemy's creatures. =D
Sounds horrible annoying. Also, I don't think this is the action of a  :light creature but you did already make the name and picture. As if immaterials aren't a pain by themselves this one makes the rest of his comrades near immaterial.
Perhaps it would be better if every time it reflected an effect it,  :light quantum was drained. Or the creature loses one health.


Edit: Quote Fail. D:
Title: Re: Steal My Idea!
Post by: shabranigdo on June 28, 2010, 08:42:27 pm
I was thinking the damage reflected would go to the enemies HP, if the damage were to reflect onto all of the enemies creatures that would be a bit OP imo. in other words, get a few of these on the field and it would discourage people from using those spells on all of your creatures, but they still might if the small HP loss is worth it to hurt w/e other creatures you have on the field. And plague would reflect and add 1 poison to your opponent HP.
Title: Re: Steal My Idea!
Post by: MaxMilen on June 29, 2010, 04:55:36 pm
Dust Devil | Dust Storm
Spell | Spell
4  :earth  |3  :earth

Sacrifice a Stone Pillar (or Stone Tower). Deal (1? 2?) damage to each of the opponent's creatures for each 10  :earth  quanta you own.

(Note: The sacrificed pillar isn't strictly necessary, it's more for flavor, and to make it a little less effective in rainbows.)

-----------

Leather Shield | Leather Buckler
Permanent (Shield) | Permanent (Shield)
(no cost) | (no cost)

Reduce damage from physical sources by 1 for 2 turns (3 turns for upped version).

(Note: The idea is that it be a free shield, but not one that's particularly powerful. Hence, small damage reduction for a limited time. In case you're wondering, I see this as being an "Other" card.)

------------

Poison Drain | Venom Drain
Spell | Spell
3  :death  | 2 :death

Remove all poison from the target, and heal yourself equal to twice the amount of poison removed.

(Notes: Cost may need tweaking. Should be able to target both players and creatures. As an example, say you have a creature that's poisoned for 5. Play this, target that creature, your creature is no longer poisoned, and you're healed for 10.)

------------

Updraft | Backdraft
Permanent | Permanent
4  :air | 4 :air

Airborne creatures get +1|+0. Non-airborne creatures get -1|+0. (Becomes +2|+0 for upped version.)

(Note: Cost may need tweaking.)
Title: Re: Steal My Idea!
Post by: Brownbear on June 29, 2010, 07:36:23 pm
Dust Devil | Dust Storm
Spell | Spell
4  :earth  |3  :earth

Sacrifice a Stone Pillar (or Stone Tower). Deal (1? 2?) damage to each of the opponent's creatures for each 10  :earth  quanta you own.

(Note: The sacrificed pillar isn't strictly necessary, it's more for flavor, and to make it a little less effective in rainbows.)

-----------

Leather Shield | Leather Buckler
Permanent (Shield) | Permanent (Shield)
(no cost) | (no cost)

Reduce damage from physical sources by 1 for 2 turns (3 turns for upped version).

(Note: The idea is that it be a free shield, but not one that's particularly powerful. Hence, small damage reduction for a limited time. In case you're wondering, I see this as being an "Other" card.)

------------

Poison Drain | Venom Drain
Spell | Spell
3  :death  | 2 :death

Remove all poison from the target, and heal yourself equal to twice the amount of poison removed.

(Notes: Cost may need tweaking. Should be able to target both players and creatures. As an example, say you have a creature that's poisoned for 5. Play this, target that creature, your creature is no longer poisoned, and you're healed for 10.)

------------

Updraft | Backdraft
Permanent | Permanent
4  :air | 4 :air

Airborne creatures get +1|+0. Non-airborne creatures get -1|+0. (Becomes +2|+0 for upped version.)

(Note: Cost may need tweaking.)


These are all pretty nice.
Dust devil is fine.
Leather shield should be worth 2 other.
Poison drain could be used as a better purify. For those who don't want to use water quantum.
Updraft is more or less nightfall and you could do that to all elements, if this does happen I'd prefer it not make Non-airborne creatures -1.
Title: Re: Steal My Idea!
Post by: moomoose on June 30, 2010, 12:52:49 am
Alright, how about these ideas-
Blue Mage/Blue Wizard: Ability to steal enemy creature's ability (which removes that ability from the creature and gives it to the Blue Mage/Wizard) and maybe makes the Blue Mage gain ~+1|+1 every time it is used.

Giant Cow/Giant Longhorn: This creature eats Rustlers, after consuming a Rustler the Giant Cow places 1 Parasite into the players creature field and also produces 1  :earth and 1  :darkness every turn

Adolescent Deviant Martial Tortoise/Teenage Mutant Ninja Terrapin: Gains +4|+4 when exactly four of these creatures are on the field.

Cougar/Elite Cougar: This creature turns into a nymph when nightfall is played while a creature with exactly 5HP is on the field.





Title: Re: Steal My Idea!
Post by: STRYKER29 on June 30, 2010, 01:14:31 am
Alright, how about these ideas-
Blue Mage/Blue Wizard: Ability to steal enemy creature's ability (which removes that ability from the creature and gives it to the Blue Mage/Wizard) and maybe makes the Blue Mage gain ~+1|+1 every time it is used.

Giant Cow/Giant Longhorn: This creature eats Rustlers, after consuming a Rustler the Giant Cow places 1 Parasite into the players creature field and also produces 1  :earth and 1  :darkness every turn

Adolescent Deviant Martial Tortoise/Teenage Mutant Ninja Terrapin: Gains +4|+4 when exactly four of these creatures are on the field.

Cougar/Elite Cougar: This creature turns into a nymph when nightfall is played while a creature with exactly 5HP is on the field.
I like all of these ideas. Here are my thoughts:

Blue Mage/Blue Wizard: awesome idea, steal the ability rather than lobo it, however, how about make it gain +1/-1 because it gains knowledge of attack from the gained ability, but a spell drains him of energy. make sense?

Giant Cow/Giant Longhorn: definitely fits the idea of a cow...eats the green stuff and, for a lack of an acceptable way of saying it, craps out parasites. as i understand it, it would be sort of a combination of the otyugh and boneyard cards. but the devour can only target one creature. nice

ADMT/TMNT: I like this idea for the cards. i would suggest making them a weak card (maybe 1/1 or 2/2 at most) until four of them are in play which would then allow for the boost in attack/hp

Cougar/Elite Cougar: At first glance this card may seem OP, but when you think about the stipulation that a creature with 5hp must be on the field, it seems like this is a fair card.

Those are my thoughts on them. What do y'all think?
Title: Re: Steal My Idea!
Post by: moomoose on June 30, 2010, 02:17:23 am
In the chat room the blue mage/wizard got the most support, so here are the rough drafts for the cards.

(http://img824.imageshack.us/img824/7029/bluemagec.png)(http://img576.imageshack.us/img576/8163/bluewizup.png)

links to image sources:
http://www.sandara.net/2005/cg.html
http://www.gaiaonline.com/forum/barton-town/tales-of-domineria-a-fantasy-style-rp-magic-related/t.44373849/
Title: Re: Steal My Idea!
Post by: Brownbear on June 30, 2010, 02:30:17 am
I coulda swore wizard<mage.

Edit: Damn alligator.
Title: Re: Steal My Idea!
Post by: moomoose on June 30, 2010, 03:38:15 am
Really? Interesting, I always went with the original final fantasy which had mages upgrade to be wizards heh

Found out the card pictures were copyrighted, so found some on deviant art that would likely be given permission to use.

*edit added to level 0 smithy: http://elementscommunity.org/forum/index.php/topic,8919.new.html#new

Title: Re: Steal My Idea!
Post by: MaxMilen on June 30, 2010, 06:40:51 pm
A few more ideas...


Venom Claws | Toxic Claws
Spell | Spell
4  :death  |3  :death

Target creature's skill is changed to venom.

(Note: Considered having this also poison the target, as Liquid Shadow does, but figured that wouldn't be needed.)

--------------------

Twister | Gale
Spell | Spell
4  :air  |3  :air

If target creature's owner has <7 cards in hand, drain  :air quanta equal to half of target creature's HP and put it in its owner's hand.

(Note: Yeah, may be a bit UP compared to Reverse Time | Rewind, but zanz has said he doesn't want any more removal that doesn't care about the creature's HP. The in-game justification for the quanta drain being based on the HP is that higher-HP creatures are "heavier", therefore it takes more power to lift them. The <7 cards in hand thing is to avoid having a player start their turn with 8 cards in hand. Ratio of drained quanta to creature's HP may need a tweak.)

--------------------

Cantrip | Cantrip
Spell | Spell
3 (any) | 2 (any)
(type = other)

If the next card you play this turn is a spell with a cost >0, it becomes your bottom card instead of being discarded.

(Note: Simple idea -- you may eventually be able to reuse the spell, though since it becomes your bottom card, maybe not. It should also help prevent decking, though not quite with the level of effectiveness that Eternity does.)

--------------------

Antimagic Field | Delay Field
Permanent | Permanent
7  :time  | 7  :time

[text for Antimagic Field:] When your opponent plays a spell with cost >0, drain  :time  quanta equal to its cost to cancel it, and it becomes the top card of your opponent's deck. Drain  :time  :time  :time  each turn.

[text for Delay Field:] When your opponent plays a creature with cost >0, drain  :time  quanta equal to its cost to cancel it, and it becomes the top card of your opponent's deck. Drain  :time  :time  :time  each turn.

--------------------

Diffusion Shield | Diffusion Field
Permanent (Shield) | Permanent (Shield)
5  :air  | 4  :air

Block and count damage from physical sources. At the beginning of your turn, spread that damage between yourself and your creatures.

(Note: To be more specific, the idea is that at the beginning of your turn, the game would loop through an array consisting of you and each of your non-immortal creatures in attack order, doing one damage to the appropriate target, until the damage was all allocated. So, if you have 2 creatures, and you would normally take 5 damage, then when your turn starts, you'll end up taking 2, your first creature will end up taking 2, and your second creature will end up taking 1. I considered having the upped version spread the damage out among both players and their creatures, but figured that might be a bit OP.)
Title: Re: Steal My Idea!
Post by: Wynden on June 30, 2010, 07:30:00 pm
5 :time
All Time related Effects are sped up by 2 turns
i.e. Phase shield goes from 3 turns to 1, Wings goes from 5 to 3, Freeze goes from 3 turns to 1
(depends on when the time is at at the moment, but those examples are merely from the start of playing the card)

This card is something that is sort of situational, but it works in a variety of said situations. For extremely annoying enemies that chain phase shields or when you're setting up a poison to destroy your enemy's creatures, THIS is the card to use.

Note: the effects/cards i mean for this to effect are
Freeze/Congeal
Poison
Time Bubble
Quantum Generation
Devour

Phase Shield
Wings
Sundial

*Card is subject to change*
Title: Re: Steal My Idea!
Post by: moomoose on July 01, 2010, 01:39:13 am
Posting here before going to level 0 smithy to see what people think.

Cards will be able to target all aether creatures (spark, phase spider, immortal, phase dragon, nymph, etc) even when immortal.  The trade off is the buff is random, and the un-upped version can poison, aflatoxin, strip of immortality, kill or turn the creature into a mutant.  Also, the creature will not be able to attack, use a skill, or be attacked for two turns after using Rift or Warp on them.

Without further ado:
(http://img716.imageshack.us/img716/5233/rift.png) (http://img337.imageshack.us/img337/1939/warp.png)
Title: Re: Steal My Idea!
Post by: karis on July 01, 2010, 02:29:02 pm
I'm thinking about some weapon that so basic but i don't ever think about it element

Javelin
weapon
maybe atk 4 or 5 per turn and have ability
throw: sacrifice this card to deal x dmg to the target. (x maybe 6 - 9)

are that thing good?  ^-^
Title: Re: Steal My Idea!
Post by: slovenc555 on July 01, 2010, 02:36:23 pm
- Duplicate a creature. once the target creature dies, the replica dies too.
- c-c-c-combo braker
- The target creature gains a random ability
- The target creature gians airborne
Title: Re: Steal My Idea!
Post by: MaxMilen on July 01, 2010, 02:42:24 pm
Flail | Mace
Permanent (Weapon) | Permanent (Weapon)
3 (any) | 3 (any)

Weapon: Deal 4 damage (5 damage for upped version) at the end of every turn. Damage is not reduced by shields.
(HP when flying: 3, for both versions)

(Note: No, this is not supposed to be momentum. It's a less-powerful version of it; damage reduction won't affect it, but other shield effects will be applied, such as being blocked or made to miss, and, when flying, the effects of Fire Shield/Buckler and Thorn/Spine Carapace.)
Title: Re: Steal My Idea!
Post by: slovenc555 on July 01, 2010, 04:07:02 pm
You do realize that morningstar already is a weapon- a rare one.
Title: Re: Steal My Idea!
Post by: MaxMilen on July 01, 2010, 06:25:00 pm
Oops. So it is. Renamed my upped card to Mace.
Title: Re: Steal My Idea!
Post by: shabranigdo on July 01, 2010, 08:10:58 pm
How about a creature with an attack and health of n/n, where n = the number of cards in your hand at the end of your turn. it could end up being 7/7 or 0/0 and die, depending on how big your hand is.
Title: Re: Steal My Idea!
Post by: shabranigdo on July 03, 2010, 05:27:58 am
Antimagic Field | Delay Field
Permanent | Permanent
7  :time  | 7  :time

[text for Antimagic Field:] When your opponent plays a spell with cost >0, drain  :time  quanta equal to its cost to cancel it, and it becomes the top card of your opponent's deck. Drain  :time  :time  :time  each turn.

[text for Delay Field:] When your opponent plays a creature with cost >0, drain  :time  quanta equal to its cost to cancel it, and it becomes the top card of your opponent's deck. Drain  :time  :time  :time  each turn.
Am I being blind or are they exactly the same?
one word difference, changes the card a lot.
Title: Re: Steal My Idea!
Post by: MaxMilen on July 03, 2010, 01:07:16 pm
Eh, it happens. The two ARE pretty similar.


EDIT: And, another card idea.


Mystic Clown | Mystic Jester
4  :entropy |  3  :entropy
1/3 | 2/3

[text for Mystic Clown:]  :time  :time  :time  Randomize:  Shuffle your hand into your deck, then draw as many cards as you had in your hand.

[text for Mystic Jester:]  :time  :time  :time  Shuffle: Each player shuffles their hand into their deck, then draws as many cards they had in their hand.

(Notes: Obviously, plenty is open to change here -- casting cost, ability cost, stats, names... the basic idea is the ability. Clown lets you trade your hand for a random new one, while Jester does the same to both players.  I chose  :entropy  casting cost due to the randomness element, and  :time  ability cost due to the draw aspect. Not sure whether a player with no hand would end up having their deck shuffled or not; it makes sense to me either way.)
Title: Re: Steal My Idea!
Post by: moomoose on July 06, 2010, 05:33:15 am
alright ive been drinking and im making this post so i dont forget what i thought but if i dont follow through feel free to steal this idea.

fate goose | eternal goose
6 :life | 6 :life
0|3 | 0|3 immortal
:time :time :time lay egg: produce fate egg | :time :time lay egg: produce fate egg
Title: Re: Steal My Idea!
Post by: MaxMilen on July 06, 2010, 02:25:46 pm
And another one.

Double Strike | Triple Strike
2  :air  | 3  :air
Spell | Spell

[Text for Double Strike:] Target creature gets -2|-0 and attacks twice per turn.

[Text for Triple Strike:] Target creature gets -3|-0 and attacks three times per turn.

(Notes: Yeah, I know, it's similar to Adrenaline. I did include some key differences, though. The lowered power, for one -- in some cases, that might make it useful against opposing creatures. Also, where the number and power of the attacks for Adrenaline is dependent on the creature's power, this one is flat. Regardless of the creature's power, it will act twice for Double Strike or three times for Triple Strike, with its full power each time. Yes, this means that under some circumstances, you'd get significantly more damage out of one of these than from Adrenaline. [Upped Fire dragon + Triple Strike, for example, would yield a whopping 36 damage.] Whether the interaction between this and Venom would be the same as Adrenaline and Venom [only attacks 1 and 3 can poison], I don't know. Why Air? Eh, it just feels like it fits. I don't see this stacking with Adrenaline -- most likely, the new effect would overwrite the old one.)
Title: Re: Steal My Idea!
Post by: RedWarrior0 on July 06, 2010, 03:00:00 pm
Mutate creature.
Get Ruby Dragon with 19|2 and Dive
Play Momentum to make it 20|3
Play Blessing twice to make it 26|9
Play Rage Elixer (or potion, whichever is upped) to make it 32|3
Dive to make it 64|3
Triple strike for the kill, though won't work against a FG
FG Variant: TU on the Dragon.
Title: Re: Steal My Idea!
Post by: slovenc555 on July 06, 2010, 03:18:59 pm
Mutant|Superior Mutant
x|x
R|R
R: R
R: R
Notes: R = random. got the Idea when I first saw the "..., a mutant, ..." text on the mutation... whatever. I don't know my way around from the day I switched from rainbow to mono. Anyways, I tougth it was a predef. creature, not a randomized one.
Title: Re: Steal My Idea!
Post by: RedWarrior0 on July 06, 2010, 04:18:24 pm
Well, from SG's idea in Map for WoE, and based on Fling(the card, I forget what stage it's in) and somebody's idea for Gravity having a flying Armagio as fast transport in WoE:

Atmospheric Impact | Rocket Force: X :gravity| X*2 :gravity
Discard creature in your hand or which you control. Inflict X|X*2 damage to your opponent, where x is target creature's HP.
Title: Re: Steal My Idea!
Post by: moomoose on July 07, 2010, 01:58:33 am
that rocket with a titan = instant win heh
Title: Re: Steal My Idea!
Post by: RedWarrior0 on July 07, 2010, 02:18:37 am
that rocket with a titan = instant win heh
Once you get 140 Gravity quanta. Granted, it's not impossible, but it may take a fairly long time.
Title: Re: Steal My Idea!
Post by: MaxMilen on July 07, 2010, 11:00:32 am
Mutate creature.
Get Ruby Dragon with 19|2 and Dive
Play Momentum to make it 20|3
Play Blessing twice to make it 26|9
Play Rage Elixer (or potion, whichever is upped) to make it 32|3
Dive to make it 64|3
Triple strike for the kill, though won't work against a FG
FG Variant: TU on the Dragon.
Whoa... can you say "unlikely"?
Title: Re: Steal My Idea!
Post by: RedWarrior0 on July 07, 2010, 05:14:57 pm
Mutate creature.
Get Ruby Dragon with 19|2 and Dive
Play Momentum to make it 20|3
Play Blessing twice to make it 26|9
Play Rage Elixer (or potion, whichever is upped) to make it 32|3
Dive to make it 64|3
Triple strike for the kill, though won't work against a FG
FG Variant: TU on the Dragon.
Whoa... can you say "unlikely"?
It's fun to imagine the most ridiculous scenarios possible.
Title: Re: Steal My Idea!
Post by: slovenc555 on July 07, 2010, 05:44:53 pm
Take tihis as ridiculus:
Mutate creature
The creature dies
Bless the creature
Bless it again
Make sure youve got another bless
Bless the creature again
If you got another bless, bless the dejavu.
use rage elixir on the other creature
Use chaos power
use dejavu's abilyty
Use nymph's tears on the quantum tower
Make soure you get a black nymph
Use black nymphs abilyty on the deja vu
cremate the creature
Use quint. on the creature
Use dive
Attack
Deal 43 damage and heal yourself for four.
Cool, right? It's called manipulating.

Another one:
Mutate creature
Get an abyss crawler with 5|38 and devour
Use all the six blesses and rage elixirs you've got on one of the two.
Cremate one of the three (not the bless/RE'd one)
Use one of the remaning four's devour on the strongest enemy creature
Use luciferine
Use hope
Quint the strongest of the 7 crawlers
Take screenshots to make the moment last forever
Use all the 9 remaning RoF's
Use an un-developed card that gives all your creatures dive for one turn
Activate dive on all 11 of your crawlers
Attack
Deal 210 dmg/turn wow, that would take a loooooooooooooooooooooooooooooooooooooooooo...
...ooooooong time to win, i mean, such low damage!
Title: Re: Steal My Idea!
Post by: harry959 on July 09, 2010, 11:13:46 pm
Card Name: Radiation Poisoning
Cost: 2 :death
Effect: Poisons Creature. When creature dies it can either stay dead (most likely of the three), come back as an Elite Skeleton, or mutate.
Title: Re: Steal My Idea!
Post by: Pilchard123 on July 14, 2010, 02:55:32 pm
Unseen Librarian - has ability "Grimoire", summons Grimoire. (Card 2/2). If there is not a Librarian in play, Grimoires attack their owners. Picture of Orangutang. Flavour text - "Oook!"

Grimoire - Has ability "Read", targets another grimoire, gains +1/+1.


Yes, I have been reading Discworld books recently.
Title: Re: Steal My Idea!
Post by: Old Guy on July 15, 2010, 03:56:12 am
How about a card that cures infection from monsters? May underpower Death i guess, but its worth talking about.

Title: Re: Steal My Idea!
Post by: Old Guy on July 15, 2010, 11:45:21 pm

I thought it was implied that it was a 1 turn spell, sorry.  ^-^

Would seem absurd to have a permanent that removes every monster's poison counters every turn.  ::)
Title: Re: Steal My Idea!
Post by: Gocubbies1212 on July 16, 2010, 05:34:40 pm
Card Name:  Defrost 
Element: Fire
Quantums to use: 6 Fire Quantums
Effect: Defrost all creatures on both sides of the field.

-UPGRADED VERSION-
Card Name: Defrost
Element: Fire
Quantums to use: 7 Fire Quantums
Effect: Defrost all creatures on your side of the field.


ALSO:  Give creatures with the Airborn ability Immunity to Flood!  Does this not make sense?
Title: Re: Steal My Idea!
Post by: xdawnbydeath on July 17, 2010, 05:32:05 pm
Well I have a couple ideas bouncing around in my head. 

A permanent that heals per damage done by your creatures.  So say, every 3 damage you get healed 1 hp.
So if a creature deals 2 damage, it wouldnt heal, but if it dealt 6 damage you would heal 2 hp.

A time permanent that has a free ability to make both players draw a card.

A spell to create a copy of a creature that is 1|1 with the targets ability.

Title: Re: Steal My Idea!
Post by: xdawnbydeath on July 17, 2010, 11:10:09 pm
A time permanent that has a free ability to make both players draw a card.
Just a bit dangerous.
Put a few of these out if you have 50 - 60 cards and they have about 30 means they deck out really fast. It could be a good idea if it has a cost to activate though.
I like the other ideas though :).

Well I thought part of the cost would be to give the other player a card - not a good idea in many situations.  It is also a counter to Eternity stalls, and would combo well with dune scorpion if that makes it into the game (which I doubt).
Title: Re: Steal My Idea!
Post by: Old Guy on July 18, 2010, 04:07:01 am
Theif 2 :darkness / Highwayman 2 :darkness
1/1            /       2/2
4 :darkness Steal / 4 :darkness Steal             
Title: Re: Steal My Idea!
Post by: Demagog on July 18, 2010, 12:35:09 pm
Time Shift: Top three cards on both player's decks are shuffled.
Title: Re: Steal My Idea!
Post by: tool on July 22, 2010, 11:04:29 am
i know the games is called elements but what about a card for the "colorless" catergory? i was thinking a creature card, since it's all weapons and pillars, it might work for the  :aether element as well considering that there is no quanta gain in there. maybe a creature that has one attack and 10 defense, it loses defense every turn but gains two random quanta or in case of the  :aether it would gain two of that. the point being that it slowly dies but gives you some quanta to work with.

it might work if it was something like a 4/3 creature and didn't slowly die but waited to be killed, keep it colorless and make it cost five random quanta, i think just about every deck would beeifit from something like this and i'm somewhat suprised no one has come up with it yet.
Title: Re: Steal My Idea!
Post by: MaxMilen on July 22, 2010, 03:10:00 pm
How about a colorless creature that, when played, becomes the same element as your mark and gets an ability appropriate to that element? I don't really have much of a firm idea on this one, but I see it as a relatively small creature (2 or 3 power, 1 or 2 HP), and the abilities as costing 1-2 quanta of the appropriate element and being relatively weak, but not useless. For example,  :time  might let you see your opponent's hand,  :fire  might do a small amount of damage to a target creature, and so on.
Title: Re: Steal My Idea!
Post by: truddy02 on August 03, 2010, 10:31:30 pm
How about a card that has the ability rewind and rewinds itself when played.  Maybe it could be a gravity card and it "bends time".
Title: Re: Steal My Idea!
Post by: oliby on August 04, 2010, 01:15:38 am
With Nightmare in development, I would like to see a card that activates in the hand.

Creature: Malicious Gift
2 Dark Quanta cost
0/0

Passive Ability: When it enters your hand, begin a countdown from 3 and explodes when done. Deal 6 damage to you if it explodes in your hand. Deal 6 damage to both players if it explodes on the field.

Title: Re: Steal My Idea!
Post by: bigbadbanana on August 05, 2010, 07:25:40 pm
Deal damage equal to the amount of aether creatures on your side of the field.
Title: Re: Steal My Idea!
Post by: Malignant on August 08, 2010, 02:16:09 pm
How about a card that will not attack if you have no card in your hand and whenever this creature attacks, you discard a card from your hand randomly?
Title: Re: Steal My Idea!
Post by: slovenc555 on August 08, 2010, 03:34:33 pm
Gas mixture
Permanent
Shift abilyties each turn; stop at ignite
:death :death :death Poisonus gaswhen gas mixture is Ignited, each creature has a 50% chance to be poisoned
:entropy :entropy :entropy Antimatter gaswhen gas mixture is Ignited, one creature on each side is antimattered
:gravity :gravity :gravity Heavy gaswhen gas mixture is Ignited, one out of four creatures is inflicted gravity pull
:water :water :water Cold Blastwhen gas mixture is Ignited, Each creature has a 30% chance to freeze.
:aether :aether :aether Paralyzing gaswhen gas mixture is Ignited, each creature has a 60% chance to be lobotomized.
:fire IgniteGas mixture is destroyed and deals 2 damage and other effects on all creatures.
Cost 10 :air
Only one effect can be inflicted on a creature
Example: If a creature gets poisoned, it cannot be lobotomized by the same ignition of Gas mixture. However, when next gas mixture is ignited, it can be lobotomized, poisoned or anything else.
Title: Re: Steal My Idea!
Post by: slovenc555 on August 08, 2010, 04:53:38 pm
no. it's like this: First turn (after you play it) you get a chance to "buy" the :death ability for 3 :death , next turn it switches to :entropy and so on, until it hits fire. the abilyties stop switching once Ignite comes in, see?
Title: Re: Steal My Idea!
Post by: Gyrodiot on August 10, 2010, 06:53:36 am
Some ideas, that I called the "Minor Spells"

-----

Disturb (1 :aether )
Target creature won't attack next turn.

Air balloon (1 :air )
Target creature gain "airborne" skill and loses it if damaged.

Blindness (1 :darkness )
All creatures have 50% chance to miss next turn.

Disease (1 :death )
Target creature has damage halved for next 3 turns.

Bury (1 :earth)
Target creature is now burrowed (1 :earth to unburrow)

Shuffle (1 :entropy )
Shuffle your opponent's deck.

Heat (1 :fire)
All frozen creatures become unfrozed.

Battering ram (1 :gravity)
Your creatures ignore shield effects this turn.

Fertile (1 :life)
All permanents played this turn have effects doubled for 3 turns

Willpower (1 :light)
Target creature won't die this turn and stay at 1 HP minimum.

Forgotten task (1 :time)
Your opponent won't draw next turn.

Cold (1 :water)
All frozen creatures will stay frozen 1 more turn.

-----

I'm not very good doing art, some I'm posting here my ideas...
Title: Re: Steal My Idea!
Post by: slovenc555 on August 10, 2010, 11:19:39 am
Small creatures:
 :aether : spark
 :air :dragonfly
 :darkness : Devourer
 :death : skeleton
 :earth :gnome rider
 :entropy :?
 :fire :Ash eater
 :gravity :?
 :life : Rustler
 :light :photon
 :time :deja vu
 :water :chysaora

Anyone know what entropy and gravity small creatures are? I know it doesn't belong here, maybie as a series Idea.
Title: Re: Steal My Idea!
Post by: Idlewild on August 10, 2010, 02:18:38 pm
Hi, I have a couple of ideas for permanent cards:

Achille´s Eel: 12 x :air . Allows Eagle´s eye and Owl´s eye to hurt inmortals.

Achille´s Eel (upgraded): 10 x :air . Allows Eagle´s eye and Owl´s eye to damage inmortals.
 

Titanium Tool: 12 x  :earth . Allows Pulverizer to destroy protected artifact.

Diamond Tool (upgraded): 10 x  :earth . Allows Pulverizer to destroy protected artifact.

Hope you like it.
Title: Re: Steal My Idea!
Post by: Idlewild on August 12, 2010, 05:03:43 pm
I have one more idea:

Trench 5 x  :earth All creatures in top/bottom rows are burrowed.
Title: Re: Steal My Idea!
Post by: dspn23 on August 13, 2010, 10:39:16 am
:time  block time-permanent:both players do not draw for 3 turns (cost 7 :time)
 :fire devil*-creature:0|2 lose 0|1 per turn and can kill a monster
 :aether imortal army:spell evry creatures on the fild lose 1|1 and gain imorality
 :entropy confusion master: 3|3 if he damage the oponent the damage can be betwen 1 to 5 shields only can block is attack not the damage
 :darkness* change side:spell-the target creature become your monster
 :death flying monster turn a monster into a wapon
 :gravity* gravitation master cost:9X :gravity efect:2X :gravity the target creature get gravity pull

*=rare cards

i think that like nigtfall shoud be a permanet to improve attack and defense off all elements
and exemple:
 :fire:+2|+0      fire upgread +2|+1
 :earth:+0|+2      stone upgread +1|+2
 :water:+1|+1  water upgread +2|+1
 :gravity: +0|+3 gravity upgread +1|+3
...
Title: Re: Steal My Idea!
Post by: dspn23 on August 13, 2010, 10:44:07 am
Small creatures:
 :aether : spark
 :air :dragonfly
 :darkness : Devourer
 :death : skeleton
 :earth :gnome rider
 :entropy :?
 :fire :Ash eater
 :gravity :?
 :life : Rustler
 :light :photon
 :time :deja vu
 :water :chysaora

Anyone know what entropy and gravity small creatures are? I know it doesn't belong here, maybie as a series Idea.
entropy, i think is micro abomination
and gravity is graviton guard
those are the smallest and they don't have any for unupped

PS. lol at the top line of your signature :)
the upgread of that small creatures generate that element so entrophy and gravity shoud also have one
Title: Re: Steal My Idea!
Post by: slovenc555 on August 13, 2010, 01:51:05 pm
Well, in mz opinion, it should be like dragons, or pillars, or rare weapons. 1 for each element.
Title: Re: Steal My Idea!
Post by: Dreamerman on August 14, 2010, 04:41:37 am
My card idea is called "Book of knowledge". Other names would be ok as well. It is a other mark spell card that shows you the next 3 cards (# of cards may or may not change) in both your deck and your opponents deck. Cost would be 2-4 of any quanta, upgraded would either be less cost or more cards seen, or both. I would like to see somebody take my idea and use their awesome skills and insight to improve on it and make it a viable card for the game. I don't care much about credit, but an honorable mention or something of the sort would be nice. Please steal my card. ;D
P.S. Feedback and improvements would help me out alot. If you want to use this, go ahead, but please tell me so that I can track your progress and maybe help out a little.
Title: Re: Steal My Idea!
Post by: Dreamerman on August 14, 2010, 06:15:57 am
I just now came up with a possible edit/pairing of cards.
Book of knowledge.Other type permanent card. Cost is 2-4 of any quanta. Stays in play 3 turns. See 3 or 4 cards on first turn, and one less each time (you don't see any new cards, that was just for clarifiaction).

Librarian or scribe. Other type creature. cost is 3 of any quanta. stats 1/4. ability is reorder or rewrite. you have the opption of switching any two cards you can see in your deck due to book of knowledge. cost is 2 of any quanta.

As you can see they are still in the very early raw development stage, and many things may change, but I think it is a neat idea. Might switch over to time mark because of rewrite, might not. I would be willing to let someone completely take this or have someone just do art and leave designing up to me. Message me if you want to use this. As always, improvements and comments are welcome.
Title: Re: Steal My Idea!
Post by: Demagog on August 15, 2010, 03:41:57 pm
Dual Wield: Shield slot becomes a weapon slot.

Basically a weaker version of flying weapon for a different element (not air). Earth or light probably make the most sense.
Title: Re: Steal My Idea!
Post by: RedWarrior0 on August 15, 2010, 04:45:34 pm
Dual Wield: Shield slot becomes a weapon slot.

Basically a weaker version of flying weapon for a different element (not air). Earth or light probably make the most sense.
Been suggested, might've made it to Crucible.
Title: Re: Steal My Idea!
Post by: keio on August 16, 2010, 09:31:56 am
I have allways been thinking that why the heck doesn't death get more bonus from the deaths of creatures. These might have been said earlier

Death Totem((item could be creature also)Collects power from the deaths.)
U get 1 death mana from every time creature dies

Death Harvester(Creature or could be item)
(0/3)
Heals player 5 hps every time creature dies.

Title: Re: Steal My Idea!
Post by: slovenc555 on August 16, 2010, 01:25:23 pm
The totem I already made, decomposition, but the other one is new. (and it's quanta, not mana.)
Title: Re: Steal My Idea!
Post by: luvva on August 17, 2010, 10:24:16 am
Gelatinous Blob Machine (perm):
cost: 8 death

auto-effect cost: 2 aether creates a n-1/n monster (gelatinous blob) where n is the number of gelatinous blob machines on the field. (repeatable)

Gelatinous blob:
leech: Sacrifice gelatinous blob to inflict 3 poison damage on one of your opponents' monsters.
Title: Re: Steal My Idea!
Post by: RedWarrior0 on August 17, 2010, 06:07:50 pm
Aether: Mind Warp Shield, 8 :aether
Shield. Blocks 1(2) Damage. Attacking creatures are lobotomized. Drains  :aether​:aether each turn.
Title: Re: Steal My Idea!
Post by: ManectricMan on August 18, 2010, 05:19:16 am
Gear Assaulter | Gear Assaulter
15 Random Quanta
Enchantment
You may only have one on the field. If you control any Pillars/Towers, destroy this card. Each time a pendulum changes, inflict 1 damage per pendulum that changed.

Generation Armor | Spark Armor
12  :aether
Shield
 :aether :aether :aether : Generate a Spark (Ball Lightning, if upgraded).

Shade Embodiment | Ruler of Darkness
10 :darkness
0/1 (1/1, if upgraded)
Discard 1 Darkness card: Increase this card's Power and Health by the Mana cost of the discarded card.

Age Elixir | Intense Age Elixir
2 :time
Instant
Inflict 1 (2) Time-Poison counters to the opponent.

Aging Field | Elite Aging Field
3 :time
Enchantment
Every time your opponent plays a spell, inflict 1 (2) Time-poison Counter(s) to them.

Chronoton | Age Elemental
3 :time | 2 :time
0/1
Time Rot: This card cannot attack. At the end of each turn, discard a card from the top of your opponent's deck.

Sands of Time | Sands of Time
9 :time | 8 :time
Permanent
 :time :time :time : Discard one card in your hand  that shares an element with a pillar you control. Send cards from your opponent's deck to the graveyard equal to the cost.

Life Cord | Life Cord
5 :time |  7 :time
Permanent
Every time a creature attacks, it's owner discards a card and gains Life equal to the damage they deal out. When upgraded, this only applies to your opponent.

Clockwork King
10 :time
0/10 (0/15)
 :time :time :time |  :time :time : Your opponent draws cards until their hand is full.

NOTE: Below is something that will likely never make it into the game for multiple reasons.

Mark of Existance
Generates 3 random Quanta each turn.
Title: Re: Steal My Idea!
Post by: Akatchi on August 18, 2010, 02:04:49 pm
Vortex spell

all  :darkness quanta for the enemy is drained you gain 1 health per 2 quanta

this card is for  :darkness
Title: Re: Steal My Idea!
Post by: slovenc555 on August 20, 2010, 06:33:42 pm
What if the opponent doesn't have quanta? Yeah.
Try this>
Leech
spell
3 :darkness
Absorb 3 quanta per element from your opponent. Gain 1  :darkness quantum for each quantum absorbed.
Title: Re: Steal My Idea!
Post by: Dark.Gr on August 23, 2010, 11:31:43 am
Hi, im new to the forum.

This thread seemed perfect to share my ideas but im not sure if they'll be heard.

Anyway:
Common card game abilities:
1)Draw a Card when you play this card (Mostly spell or small creature)
2)Draw a Card When this card is destroyed (Mostly creature or Permanent)
3)Series of small creatures with sacrifice/collor effect (Like virus but on all collors)
EX: White casts Blessing, Red rage potion or fire lance, Blue Icebolt or Purify etc.
4)Pillars with abillities that will follow the 6 card rule.
5)Pillars with: Sacrifice: Add 3 collored quanta in addition to normal effect.


Also some changes encouraging Trio decks would be realy great.
Some first ideas are:
Mark that adds 2 quanta
Mixed collor Cards (Fast example: Ice Elemental Costing any combination of 6 Water+Air Quanta)

Nova and Creamation should be harder to pull off. Im sick of Non-pillar redstomping
Add "Draw a card" to more cards.
Good choices imho would be Blessing,Momentum,Skeleton,Rage potion,Animate weapon. Stuff like that that have effect with many drawbacks.

Edit: 24/08/2010
The existing Passives are i)Poisonous ii)Airborne (Am i forgeting something?)
I find that passives add alot to the game strategy as soft counters.
so:
More Creature Passives: 1)Massive: Immune to devour
2)Blazing: Immune to Freeze
3)Vengeful: Deals its damage to the one who targets it. (Creature or Player)
4)"Cool name" : Immune to lobotomize
5)"Cool name" : Immune to Reverse time
6) Protection from "Element": The creature is immune to all damage and effects of the "Element".
Title: Re: Steal My Idea!
Post by: luvva on August 28, 2010, 10:48:33 pm
How about a reverse pickpocket to get rid of all those nasty rol/hope decks? :P

4 darkness quanta, as if your opponent has played steal on your weapon/shield?

It also opens up the idea of permanents that hinder your opponent, such as one that absorbs on of each quanta per turn ;)
Title: Re: Steal My Idea!
Post by: lordprax on August 28, 2010, 11:20:03 pm
Creature 1/6 this creature get +1/-1 for each of the same creature. "6 creatures result in a 6/1 creature for each one"

Leach 1/1 "death quanta" poisons target. gain one life each time target is damaged by poison
Title: Re: Steal My Idea!
Post by: MaTT25 on August 30, 2010, 04:29:48 am
 :aether shield that has a chance to lobotomize attackers.
Title: Re: Steal My Idea!
Post by: SnoWeb on August 31, 2010, 02:12:10 pm
Steal my worms: Worms (http://elementscommunity.org/forum/index.php/topic,12038.msg159878#msg159878)
Title: Re: Steal My Idea!
Post by: MaTT25 on September 01, 2010, 03:00:54 am
 :death card that removes immortal status. named "book of dead"
Title: Re: Steal My Idea!
Post by: kokain666 on September 03, 2010, 07:17:27 pm
I have an idea for air or maybe time:

A card that would "disarm". So the shields and weapons would return into the hand of the player (if no space they are destroyed). Indestructible wouldn't prevent the effect... In case of a bonewall i don't know what would be the best thing between only one go in hand, all return in hand or all are destroyed and only one go in hand.

Title: Re: Steal My Idea!
Post by: tmhopper on September 05, 2010, 07:13:29 am
-Crack In Time : 1 permanent from each side of field goes to the top of their deck.
Title: Re: Steal My Idea!
Post by: ricanskillzz96 on September 06, 2010, 04:09:54 am
creature- name lich:gives any skeletons on your side pestilence ability which inflincts progressively increasing damage overtime
Title: Re: Steal My Idea!
Post by: onlineidiot94 on September 13, 2010, 02:25:08 am
A permanent that costs 4 :gravity, and has the ability  :entropy :entropy :entropy Destroy

I came up with this idea in trainer while making an antiquanta deck.
Title: Re: Steal My Idea!
Post by: jumpoffduck on September 13, 2010, 03:58:33 am
A permanent that costs 4 :gravity, and has the ability  :entropy :entropy :entropy Destroy

I came up with this idea in trainer while making an antiquanta deck.
So basically, pulverizer with different elements?
Title: Re: Steal My Idea!
Post by: twinsbuster on September 14, 2010, 07:32:42 am
A card like shards that only function when upgraded.

Seal of Removal
Spell
Destroy target creature or permanent. That card is removed from its owner storage permanently.
Consume this card in your storage when played.
Title: Re: Steal My Idea!
Post by: onlineidiot94 on September 15, 2010, 12:36:03 am
A permanent that costs 4 :gravity, and has the ability  :entropy :entropy :entropy Destroy

I came up with this idea in trainer while making an antiquanta deck.
So basically, pulverizer with different elements?
Pretty much yeah.
Title: Re: Steal My Idea!
Post by: DeviousDragon99 on September 15, 2010, 01:56:36 pm
Hades Realm (dark) Permanent
When your creatures die they turn into shades
Shade: (death) - creature
Passive: Shades gain -1/-1 each turn
Valkyrie: (Light)
Passive:Immaterial
Discharge:  (Aether) - Spell
All your remaining aether quantums are consumed
Leviathan (water creature)
Regeneration the target creature gains +0/+1 every turn
Title: Re: Steal My Idea!
Post by: Demagog on September 16, 2010, 10:22:15 am
Tarot-based series. You'll have to do some research on common tarot cards. They should have an added feature where you can flip them upside down, and they'd have the opposite effect. They don't all have to be the same type (spell, permanent, creature). One for each element.
Title: Re: Steal My Idea!
Post by: ultimecia on September 16, 2010, 11:13:09 am
elements have cards with the purpose of swarming the field right? and this is the 'thing' to feed on monsters like otyugh.well how about the cards with swarming purpose becomes a 'thing' for effects based on negations ?

and what about making cards with regenerating effects or cards that can be revived from the place where dead cards go(wherever that place is)

- more cards with special summon effects
- fusion monsters
- cards that gives another card powerful attacks for a turn or two then get destroyed or inflicted with bad effects like -5 hp per turn .

- a card that changes atk with def

-a  card that can remove from play another card in the opponent's field with by sacrificing quantums or the card itself

- cards which have effects that needs to be unlock by summoning another specific monster.

 :D :D :D ;D  :P
Title: Re: Steal My Idea!
Post by: greenman777 on September 18, 2010, 02:38:18 pm
My idea is MOON w/ 4 phases affecting elements differently each phase and an increased affect on the upgraded version.
Title: Re: Steal My Idea!
Post by: greenman777 on September 18, 2010, 05:53:59 pm
I give permission for anyone to take my ideas on these threads and improve them. It does not bother me if the get split up. I also don't have to get credit for these ideas. Other people know how to get these ideas moved to the next level, that is why I choose to put my ideas in the hands of someone else.
Main Thread
http://elementscommunity.org/forum/index.php/topic,12623.0.html

Entropy Thread
:entropy http://elementscommunity.org/forum/index.php/topic,12550.msg168582#msg168582 :entropy
Aether Thread
:aether http://elementscommunity.org/forum/index.php/topic,12558.0.html :aether
Earth Thread
:earth http://elementscommunity.org/forum/index.php/topic,12565.0.html :earth
Granite Quarry| Diamond Mine Thread
:earth http://elementscommunity.org/forum/index.php/topic,12567.0.html :earth
Air Thread
:air http://elementscommunity.org/forum/index.php/topic,12581.0.html  :air
Darkness Thread
:darkness http://elementscommunity.org/forum/index.php/topic,12582.0.html :darkness
Death Thread
:death http://elementscommunity.org/forum/index.php/topic,12583.0.html :death
Fire Thread
:fire http://elementscommunity.org/forum/index.php/topic,12584.0.html :fire
Gravity Thread
:gravity http://elementscommunity.org/forum/index.php/topic,12586.0.html :gravity
Life Thread
:life http://elementscommunity.org/forum/index.php/topic,12587.0.html :life
Grand Tree| Elite Grand Tree Thread
:life http://elementscommunity.org/forum/index.php/topic,12631.0.html :life
Light Thread
:light http://elementscommunity.org/forum/index.php/topic,12588.0.html :light
Time Thread
:time http://elementscommunity.org/forum/index.php/topic,12589.0.html :time
Water Thread
:water http://elementscommunity.org/forum/index.php/topic,12590.0.html :water
Remove Element| Improved Remove Element Thread
http://elementscommunity.org/forum/index.php/topic,12551.0.html

Thank you to whom ever takes these on.
greenman777
Title: Re: Steal My Idea!
Post by: xzigger on September 19, 2010, 05:15:37 am
how bout a card maybe called miracle eye. last 2 turns.... it causes all your monsters to attack that one monster... but if it has immortality... it voids it for the amount of time
Title: Re: Steal My Idea!
Post by: Immolation on September 19, 2010, 10:29:23 pm
How about this.


Name: Firedrake
Cost: 6
2 |14

Abillity: Firedrake gains +2|-2 every time you play a  :fire spell.


This sounds like a good card idea for me. You card designers should make this awesome new  :fire card.  ^-^ 




Title: Re: Steal My Idea!
Post by: killsdazombies on September 21, 2010, 09:35:10 pm
Quanta Sap - 15 gravity - target element loses all quanta. all gravity quanta is absorbed.
Title: Re: Steal My Idea!
Post by: greenman777 on September 23, 2010, 01:15:38 pm
Quantum Clock It could be similar to the pendulums but for all the elements. but it could also do more.
(http://imageplay.net/m7Gbd90189/elements_clock_thumb.jpg) (http://imageplay.net/view/m7Gbd90189/elements_clock)
Title: Re: Steal My Idea!
Post by: tyranim on September 24, 2010, 06:39:51 pm
i got a card idea, but i dont have the focusing power to do it right now. it will basically double the effect of cards played from the hand, but also doubles the cost. if the cost is nothing, it will cost 2 to play/use.
Title: Re: Steal My Idea!
Post by: tyranim on September 24, 2010, 07:59:42 pm
after looking at my post, i found out that i wasnt NEARLY clear enough. creatures will hace double the attack|hp, and if it has an ability, it doubles as well. perms are the same way, hourglass draws 2 cards at the cost of doubled cost. spells are a no brainer. abilities like lobotomize, devour, etc i dont know about yet. theyre gonna be tricky
Title: Re: Steal My Idea!
Post by: TheonlyrealBeef on September 24, 2010, 09:28:09 pm
I had an idea but am ridiculous at making pictures and don't want to risk violating any copyrights.

Demon | Infernal Demon

A creature that costs 6 :darkness or so and has the ability :fire ablaze
Since Darkness could use a creature with growing power :)



Title: Re: Steal My Idea!
Post by: kurathedog on September 30, 2010, 03:35:05 am
w00t, this looks helpful

Idea 1:
Creature: when targeted, another random creature is targeted instead. If no others, then this creature is still targeted

Idea 2:
Shard of Mimicry: 0/6 creature. Cost=3 random
Ability: Mimic: When a spell is played, Shard of Mimicry's ability becomes "-0/-3 play SPELL", where spell is the spell that target this ability.
Like extra novas or supernovas, helps override card limit a bit (like fractal :) )
I wonder about heavy armor and blessing though...
Blessing makes it get +3 per turn
Heavy armor makes it give another creature +0/+6 every other turn
Title: Re: Steal My Idea!
Post by: veZZee on September 30, 2010, 07:09:33 am
Hmm.. I got an idea of that previous post about "Shard of Mimicry".

How about card like this:

0/6 creature known as Jester that costs 4 random quanta. When you cast it you choose any target on the field (permanent or creature) and creature gains the exact same abilities. (example: if you choose quantum tower, then that creature would generate 3 random quanta every turn.)

So it's like Parallel Universe in a creature form, but can also target permanents and doesn't get any stat boosts, only abilities...
Title: Re: Steal My Idea!
Post by: Mateui on October 02, 2010, 09:10:30 pm
I have a simple idea. A creature with N|N stats, where N = the number of permanents that opponent has. Each stack of pillars is considered 1. There really isn't a counter to someone amassing many permanents (such as shards, hourglasses, etc.) other than destroying or stealing them one by one, so a creature that gets stronger the more amount of permanents your opponent has would be a great counter.
Title: Re: Steal My Idea!
Post by: kurathedog on October 03, 2010, 03:57:53 am
Or just count mark as a permanent, as that is what it is code wise
Title: Re: Steal My Idea!
Post by: guolin on October 03, 2010, 04:21:50 am
I have a simple idea. A creature with N|N stats, where N = the number of permanents that opponent has. Each stack of pillars is considered 1. There really isn't a counter to someone amassing many permanents (such as shards, hourglasses, etc.) other than destroying or stealing them one by one, so a creature that gets stronger the more amount of permanents your opponent has would be a great counter.
Oooh, this is a very nice idea. I may steal it in the future. :D

If I remember correctly, the blank Weapon and Shield slots (and Mark for that matter) count as actual permanents code-wise. (chriskang, Zanz's personal programmer, has a version of EtG where every single card in game is available as stand-alone - this includes blank Weapons and Shields) If the code isn't changed, then N|N = 3|3, which is acceptable as long as I make the cost >6.
Title: Re: Steal My Idea!
Post by: billyjames on October 03, 2010, 05:03:49 am
Spell :fire : about 20-30 random quanta- When this card is played all cards including permanents excluding immaterial cards are destroyed.
 Creature  :darkness : about 8 :darkness- 0/6 Every turn this card pays 4 quanta to stay alive, if it cant it loses 3 hp. it absorbs all weapon stats.( destroys them after their stats have been absorbed.)
Perm:  :death or  :darkness about 6 quanta. Pay 5 qaunta of the element to take away immaterial from a chosen creature. Stays for 3 turns.
Spell: Hurricane:  :air about 4  :air. when played choose a creature which dies and hits its owner for its attack.
Title: Re: Steal My Idea!
Post by: KorabanVII on October 03, 2010, 11:04:52 pm
Featured in the Featured Ideas section of this: http://www.kongregate.com/forums/22-elements/topics/50610-ideas-for-elements-ccg-destructive-criticism-will-be-ignored?page=1

Heart Towers: Spell (0 Quanta)
For this turn, pillars/towers give HP instead of quanta.

Now you can steal this awesome idea  8) you lucky you
Title: Re: Steal My Idea!
Post by: Rooftrellen on October 04, 2010, 03:16:13 am
Each card with a number can have this number increased or decreased by one, once per turn.

With one of this card, a bone pillar would always produce  :death but a quantum pillar could produce 2, 3, or 4 random quanta.  A spark could deal 2, 3, or 4 damage, and may even get its life boosted to 1, while a skeleton may die if its life drops.

I would call it Uncertainty Principle, and make it entropy, but that's just me, and I'm putting the idea out there to be stolen, so...not all up to me, I suppose.
Title: Re: Steal My Idea!
Post by: veZZee on October 04, 2010, 05:44:14 am
I would make these cards myself, but I don't have enough free time to start designing art and all other stuff, so maybe someone with more time can steal and do this.

Jack-of-all-trades | Specialist
Type: Creature
Cost: 4 :entropy | 5 :entropy
Stats: 2/3 | 3/4

On every turn Jack-of-all-trades gains one passive and one active skill with random cost (between 1-3 quantum) and loses all previous skills. (for example: When played it gains venom and 3 :earth burrow, next turn it has airbourne and 2 :life ablaze and so on..)

Specialist (upgraded version) works the same way with the additional skill:
pay 3 :entropy to stop changing skills (so you could stay at skill that you like/need).

Landslide | Rolling stones
Type: Sorcery
Cost: 7 :earth | 9 :earth

Landslide turns all pillars/towers (including opponents) to 2/2 creatures until the beginning of your next turn(they still generate quantum).

Rolling stones turns all pillars/towers to 2/2 creatures permanently. Color of creatures is same as quantum they generate.

Thief | Rogue
Type: Creature
Cost: 4 :darkness | 5 :darkness
Stats: 1/2 | 1/3

On every successful attack thief removes one card from your opponents hand.

On every successful attack rogue steals one card from your opponents hand into your hand.

Ritual | Sacrifice
Type: Sorcery
Cost: 1 :darkness | 1 :darkness

When ritual is cast sacrifice one creature to receive 4 :darkness quantum.

When sacrifice is cast sacrifice one creature to receive 4 :darkness quantum and draw a card.

------
EDIT. Added few more card ideas and changed text a bit.

Title: Re: Steal My Idea!
Post by: Taparu on October 08, 2010, 10:50:15 pm
Spell card

Phase shift | Dimensional shift

 4 :aether |3 :aether

makes all your creatures immaterial for 3 turns | makes all your creatures immaterial for 4 turns


I imagine the art as a sideways blur in an aether color scheme
Title: Re: Steal My Idea!
Post by: kurathedog on October 09, 2010, 12:52:30 am
An Idea I had while thinking on how to slightly nerf quintessence and phase dragons:
A shield (not yet sure of element) that poisens a creature based off of how much health it has.
Like Poison attacking creature with over 5 attack.
Might need more work (obviously) Note that little critters are still amazing, Immortal/Elite Imortals are stronger, quinted golems are less common, and this shield provides no damage prevention.
Title: Re: Steal My Idea!
Post by: Time_lord_victorius on October 10, 2010, 12:40:17 am
here's my ideas:

a weapon (quantum) that deals three damage (unupped) and deals one more additional damage if you mark is life.

a creature that travels through turns and deals damage once every two turns but for double damage.

a creature that gives poison counters on every creatures on play when it arrives and every time it attacks (something like pestilence)

a permanent that creates a 2/1 creature every turn

those are my ideas so far, ENJOY!
Title: Re: Steal My Idea!
Post by: 918273645 on October 10, 2010, 12:55:15 am
:death card that removes immortal status. named "book of dead"
Good luck targeting the creature ::)
Title: Re: Steal My Idea!
Post by: LongDono on October 10, 2010, 01:15:55 am
Feel free to steal.

Card
Annoying Critter | Monster of Madness
4 :gravity | 5 :gravity
0/8 | 0/10

Un upgraded
Any card that attacks this card losses 1 attack point.
2 :gravity Gravity pull
Upgraded
Any card that attacks this card losses 1 attack point and you gain 1 life each time this card is attacked.
3 :gravity Gravity pull

Basicaly slows down swarm decks and adds control. Any changes?
Title: Re: Steal My Idea!
Post by: XYTWO on October 10, 2010, 02:05:20 pm
Feel free to steal.

Card
Annoying Critter | Monster of Madness
4 :gravity | 5 :gravity
0/8 | 0/10

Un upgraded
Any card that attacks this card losses 1 attack point.
2 :gravity Gravity pull
Upgraded
Any card that attacks this card losses 1 attack point and you gain 1 life each time this card is attacked.
3 :gravity Gravity pull

Basicaly slows down swarm decks and adds control. Any changes?
Looking at this compared with Armargio, why would you ever want this one?
Surely with it's hp Armagio can take more, therefore is a better stall.
I don't see any benefit.
You don't use it to absorb damage, you use it to debuff creatures.
Title: Re: Steal My Idea!
Post by: LongDono on October 10, 2010, 03:05:06 pm
Feel free to steal.

Card
Annoying Critter | Monster of Madness
4 :gravity | 5 :gravity
0/8 | 0/10

Un upgraded
Any card that attacks this card losses 1 attack point.
2 :gravity Gravity pull
Upgraded
Any card that attacks this card losses 1 attack point and you gain 1 life each time this card is attacked.
3 :gravity Gravity pull

Basicaly slows down swarm decks and adds control. Any changes?
Looking at this compared with Armargio, why would you ever want this one?
Surely with it's hp Armagio can take more, therefore is a better stall.
I don't see any benefit.
Ok the un-upgraded is not that great but the upgraded is far better for anti-swarm than armagio.
Very small life gain and lowers attack points. If you were to give the card more health via baslisk blood or something then it would be far better than armagio. Against mono-red rush one of the fastest in the game it is only somewhat good but this is not ment for that, thier low health already gives enough counters to them. The reason for this is basically to counter shriker rush and other rushes that don't really have solid counters besides just stopping thier attacks.
Yes I know the non-upgraded version is basically dead after 1 hit to alot of cards and I am starting to think that I might have under powered it, however the upgraded is fairly nice if you like to combo.

Now some will say " a card should not be made that NEEDS to combo to be good " and to that I say Voodo doll or whatever it's name is. Also a few other cards are basically pointless unless you combo. Yes I am looking at you dune scorp.

Title: Re: Steal My Idea!
Post by: billyjames on October 11, 2010, 09:35:31 am
Other Quanta: Revolution, Change Perm cards with opponent
Title: Re: Steal My Idea!
Post by: Blasting-Light on October 11, 2010, 07:27:27 pm
Idea:

- Spell card called " Last resort " , gathers all your creatures in one single attack, ignoring sheilds and poison.
Title: Re: Steal My Idea!
Post by: TheonlyrealBeef on October 11, 2010, 07:51:14 pm
Idea:

- Spell card called " Last resort " , gathers all your creatures in one single attack, ignoring sheilds and poison.
Sounds a bit like, Chimera?
Title: Re: Steal My Idea!
Post by: billyjames on October 12, 2010, 06:45:16 am
How bout:
something like Vine something that is like fire lance and ice bolt just with  :life cuz im pretty sure it is possible to make a life bolt and it should be 2 damage per 10 quanta.
Title: Re: Steal My Idea!
Post by: Blasting-Light on October 12, 2010, 03:56:30 pm
Idea:

- Spell card called " Last resort " , gathers all your creatures in one single attack, ignoring sheilds and poison.
It isn't suppose to turn into a creature, it's suppose to be a spell, like fire bolt, ice bolt, etc...
Ignoring all sheilds, with no gravity force.
Title: Re: Steal My Idea!
Post by: EmeraldTiger on October 12, 2010, 07:47:42 pm
My idea is Gorgon/Elite Gorgon with the ability to change target creature into a pillar of its element.
Title: Re: Steal My Idea!
Post by: Demagog on October 21, 2010, 02:11:10 pm
A spell that adds +1 to the strength of your shield. 4/3 seems like a good cost. Definitely an earth card.
Title: Re: Steal My Idea!
Post by: EmeraldTiger on November 02, 2010, 05:46:19 pm
We were talking in chat and this idea came up a series for ants
fire ant
army ant
malign ant(the lazy ant inside joke :P :)) )
ant queen

those are a few possible ants for the series
Title: Re: Steal My Idea!
Post by: Malignant on November 02, 2010, 05:49:33 pm
;_;
Title: Re: Steal My Idea!
Post by: EmeraldTiger on November 02, 2010, 06:10:55 pm
ok Malignant ill do it just for you.
(http://imageplay.net/img/m7Gbd101215/AntDeath.png)(http://imageplay.net/img/m7Gbd101214/AntFire.png)
Title: Re: Steal My Idea!
Post by: live-on.no-evil on November 06, 2010, 12:34:02 pm
many ideas that cannot come out on my mind..
i will place the kind of element first. * the number before the element indicates the to-cast cost of the card
7 :light : crusade (spell card)
all your creatures gets a heal of 5
7 :darkness : doom (spell card)
the target creature will only last for 3 turns ( i get the idea from warcraft3)
6 :fire : eruption (creature)
immaterial, 0 attack and 4 HP. have a -1 hp per turn. when it dies. deals damage depending on your fire quanta divided by 2. ( maximum of 30)
4  :entropy : gambler ( creature)
3|7. ability: shuffle - reshuffle your deck. 4  :entropy to cast
5  :aether : reality (spell)
debuffs the target creature. removes poision, blessing, momentum, quintessence, etc.
3  :air : thypoon (spell)
destroy a permanent or inflict a damage of 3 per 10 air quanta on each creature of your enemy
8  :earth : aftershock (permanent)
any damaging spell deals additional 1 damage per hit. e.g. fire lance hits a titan 5 times= + 5 damage * good together with critter decks
6  :death : soulreaper (creature)
2 attack, 5 HP, gains +1|+2 with every creature it kills. ability : reap - deals 3 damage to the target creature. this ability requires 3 death quanta * it should be the one to last hit the target in order to gain additional stats
8  :water : eel (monster)
3|6 - ability : electrify - summons thunderstorm. 3  :air to cast
5  :gravity : magnetic repel ( spell) * quite weird name
for one turn, your enemy cannot summon any creature onto the battlefield
5  :life : hunter (creature)
4|5 ability : tether - any buff that will be received by the target creature will be also acquired by the hunter. * when the target creature dies, so does the hunter. 3  :life to cast. and finally the time type.
20 :time rush hour (spell) * no name comes out in my mind.
draw up to 5 cards from your deck. after that. it will drain all the remaining time quanta

feel free to comment, especially when it is about the OPness. :p advance sorry.
Title: Re: Steal My Idea!
Post by: Taparu on November 06, 2010, 09:15:58 pm

immaterial shield (ability)
deflects materialize spell 1 time then dissapears

materialize (spell) :aether 3
The targeted immaterial creature loses immaterial status for 2 turns.
The targeted creature gains the passive ability immaterial shield at the end of this turn

materialize (spell) :aether 3
The targeted immaterial creature loses immaterial status for 3 turns.
The targeted creature gains the passive ability immaterial shield at the end of this turn
Title: Re: Steal My Idea!
Post by: TheCrazyMango on November 06, 2010, 09:22:03 pm
5 :water mist. permanant. water creatuers gain 1/1 and and fire creatures gain -1/0.
Title: Re: Steal My Idea!
Post by: Yeagerkid on November 06, 2010, 09:24:24 pm
- If two of this creature are drawn this turn, they both come into play.
how can two be dfrawn in one turn, without hourglasses and the like?
Title: Re: Steal My Idea!
Post by: live-on.no-evil on November 07, 2010, 07:09:28 am
5 :water mist. permanant. water creatuers gain 1/1 and and fire creatures gain -1/0.
nice idea! it is like a water form for the eclipse but eclipse doesn't lowers stats from the other elements. :)) good job
Title: Re: Steal My Idea!
Post by: slovenc555 on November 07, 2010, 01:17:31 pm
7 :aether
Eternal Summoner
creature
2|20, immaterial, momentum
3 :aether summon a spark

upgrades to...

10 :aether
Forever Summoner
creature
3|20, immaterial, momentum
3 :aether summon a spark
Title: Re: Steal My Idea!
Post by: pwnzor99 on November 07, 2010, 05:40:43 pm
Thorn|Spine 3|2 :life
Spell
Poisons the target creature for 1.
Title: Re: Steal My Idea!
Post by: EmeraldTiger on November 08, 2010, 04:04:54 pm
 :time creatures Sand Flea, Sphinx

I would also like to provide this link because there are a lot of potentially good ideas here.
http://en.wikipedia.org/wiki/List_of_legendary_creatures_by_type
Title: Re: Steal My Idea!
Post by: LongDono on November 09, 2010, 07:54:27 pm
trade ~ scam
9  :entropy
Spell
unupped
Select 1 card you control and switch control to your opponet. Select 1 card of a different element that your opponet controls and take control of them.
upped
Select 1 card you control and switch control to your opponet. Select 2 cards of a different element that your opponet controls and take control of them.

Different elements means something other than what you gave to them.
Title: Re: Steal My Idea!
Post by: Blues on November 13, 2010, 06:15:20 pm
Quantum Pendulum: Idea is to get 1 Quantum Pendulum from an upgraded Relic.
Ability: Each turn 3 random quanta + 1 quanta of your mark are generated.
Gain 3 extra quanta + 1 quantum of your mark when you play this card.
Title: Re: Steal My Idea!
Post by: EmeraldTiger on November 14, 2010, 04:43:27 am
Blues it has been done http://elementscommunity.org/forum/index.php/topic,14083.0.html
Title: Re: Steal My Idea!
Post by: Blues on November 14, 2010, 08:58:03 am
Blues it has been done http://elementscommunity.org/forum/index.php/topic,14083.0.html
Ha, thank you & I hope it gets realized!
Title: Re: Steal My Idea!
Post by: Blasting-Light on November 17, 2010, 04:51:44 pm
Spark of Light
Unupgraded
6  :light
Permanent
Ability: Every Darkness Creature gains -1/-2
If the creature dies, it turns into a photon

Upgraded
5  :light
Permanent
Ability: Every Darkness Creature gains -2/-2
If the creature dies, it turns into a Ray of Light
Not stackable
Title: Re: Steal My Idea!
Post by: Time_lord_victorius on November 17, 2010, 11:09:28 pm
Basilik
4 :life
not upped
3|2
1 :earth
petrify: encase the target creature in stone for 3 turns (creature gains +0|+5)

great basilik
3 :life
upped
3|2
1 :earth
statue: turn the target creature into a statue for 4 turns (creature gains +0|+6)
Title: Re: Steal My Idea!
Post by: Demagog on November 23, 2010, 06:54:50 am
A permanent that is activated when your health reaches zero, then heals you somehow. Either it just sets your health to a certain amount or it could convert all of your quanta of a specific type into health. Those are just possible ways it could work. It would also have to stop the rest of your opponent's creatures from attacking that turn, or it would be pointless (assuming there was enough damage to still kill you). It can be easily countered via permanent control, and if quanta was converted into health, quanta denial. Not sure what it should do if you have more than one on the field at a time.

And it is destroyed when the ability activates.
Title: Re: Steal My Idea!
Post by: live-on.no-evil on November 26, 2010, 01:47:39 pm
clocktower of destiny - 6  :time to cast (permanent)
ability: destiny - 4 :entropy to cast
unupped - destroys random creature on the battlefield
upped - destroys random creature on the enemy's side of the field


assurance (spell) 15 :life (unupped)
-prevents LOSS in the next turn - when you use this card, your opponent cannot win on the next turn, you will have atleast 1 HP
(upped) - 13  :life to cast
Title: Re: Steal My Idea!
Post by: gizedor on November 26, 2010, 02:05:34 pm
i have some ideas:
 :death element
buga lizard that has poision  4/5 costs 4  :death

baga upgraded version of a buga costs 3  :death has 5/4 inflicts 2 poision damage
Title: Re: Steal My Idea!
Post by: gizedor on November 26, 2010, 02:16:22 pm
create some elementals

after all its an elements the game

air elemental  :air 4/4 teaches flying,ability cost 3 :air
upgraded storm elemetal  :air 0/50 teaches flying has thunderstorm ability  it is his atack teaching cost 3 :air
Title: Re: Steal My Idea!
Post by: gizedor on November 26, 2010, 02:19:06 pm
 i wont post my idea on water elemental because its already is posted as water golem and ice golem
Title: Re: Steal My Idea!
Post by: Essence on November 26, 2010, 04:18:04 pm
The Ripostor!

A shield that does nothing at all for creatures, but reflects weapon damage back at the opponent.
Title: Re: Steal My Idea!
Post by: Raptor6789 on November 27, 2010, 04:27:08 pm
for darkness:
a spell that allows you to control an opponent's creature for a certain number of turns
Title: Re: Steal My Idea!
Post by: xzigger on November 28, 2010, 05:33:39 am
How about a permanent in fire that "burns" the opponents quanta but requires X amount of fire quanta per turn???    ;D
Title: Re: Steal My Idea!
Post by: LongDono on November 30, 2010, 07:40:57 pm
Unupped
Spirit armor
2  :life
Spell
Target creature can not be damaged for 5 turns but can not attack for the rest of the game.
Upped
Spirit armor
1  :life
Spell
Target creature can not be damaged but can not attack for the rest of the game.

unupped
Trader
4  :entropy
Creature
3  :entropy : Target card gets -2/+2
2/2

Upped
Con artist
6  :entropy
Creature
2  :entropy : Target card gets -2/+2
3/7
Title: Re: Steal My Idea!
Post by: Chironex on December 08, 2010, 12:23:17 am


:death element

Grave Wasp (creature)
cost: 3? :death
1/0
Neurotoxin.

Poison Fog (permament)
cost: 5? :death
Every creature and player is poisoned. Creatures enter the game poisoned.

:water element

Blue-Ringed Octopus (creature)
cost: 3? :water
0/1
2 :death : Neurotoxin.


Title: Re: Steal My Idea!
Post by: joaopcl on December 08, 2010, 09:24:22 am
since the sould catcher and that cat came out, I've benn thinking in something like:
   :death soul eater (spell): similar to firebolt and icebolt, for every 10 dark quanta or somthing, it would do 3 dmg.
it would be awsome adding something like this
Title: Re: Steal My Idea!
Post by: Raptor6789 on December 09, 2010, 01:07:55 am
@joaopcl
you have drain life for dark quanta...
maybe you are thinking about death quanta.
how about all of the opponent's creatures die and you lose 30 life?
soul eater would fit that.
Title: Re: Steal My Idea!
Post by: LongDono on December 09, 2010, 05:03:12 pm
Awesome idea time!
Gravity field (shield )
Unupped cost: 9   :gravity
Upped cost: 8   :gravity
unupped effect
All damage directed to you is redirected to your creatures.
Upped effect
All damage directed to both players is redirected to thier creatures.

Boid mutation ( perm )
Unupped cost: 4  :entropy
Upped cost  5  :entropy
Unupped effect: 2   :earth  All non-airborn creaturns are burrowed and attacks cut in half. All airborn creatures turn into an abomination, mutant, or die.
Upped effect  1  :earth  All non-airborn creaturns are burrowed and attacks cut in half. All airborn creatures turn into an abomination, mutant, or die.

Title: Re: Steal My Idea!
Post by: joaopcl on December 09, 2010, 06:46:41 pm
@joaopcl
you have drain life for dark quanta...
maybe you are thinking about death quanta.
how about all of the opponent's creatures die and you lose 30 life?
soul eater would fit that.
yea i was thinking about death quanta XD
Title: Re: Steal My Idea!
Post by: K.haosprinz on December 15, 2010, 04:33:24 pm
Hi Guys.

I found some card ideas in Forum dealing with "Aura" effects. Creature cards that affect adjacent creatures. I really like this idea and thought about making some other cards with this effect.

Maybe a  :death creature that is summoned on opponents field and gives poison to adjacent opponent creatures.

A  :life creature that heals neighboured creatures.

An  :earth creature that buffs for more life points.

Something like this. Additional I thought about an other-elemental card that allows the player to change the creature slot a creature is standing on. (I thought about kind of teleport but this fits  :aether to much)
Maybe an  :entropy card with the effect to randomly change the slots of creatures would fit this theme to. Those two cards would work with flood too.

My problem is I have many Ideas for elements but not the skills and the time to put all of them in card-form. So I put this in here and maybe someone will use this.  :)

I know my english isn't the best but I hope you know what I mean.  :D

Greetings
K.haosprinz
Title: Re: Steal My Idea!
Post by: 11drew511 on December 16, 2010, 09:05:16 pm
My second post ever! yay! now, anyway, on to my idea thingy...
Unupped
3 :time erosion: Destroy the target permanent
Upped
2 :time erosion: Destroy the target permanent

EDIT: adding some ideas...
unupped
4 :time slow: removes adrenaline and creature does half damage for 1 turn
upped
3 :time slow: removes adrenaline and creature does half damage for 1 turn
Title: Re: Steal My Idea!
Post by: Idlewild on December 20, 2010, 09:03:27 pm
1 :life Larvae (1|1):  1 :death sacriface larvae to infect weak creatures, less than 3 hp, when creature dies generates a Giant Horsefly  in your field.
2 :life Giant Horsefly (3|2): 1 :life generates larvae.
Title: Re: Steal My Idea!
Post by: artimies7 on December 27, 2010, 09:14:01 pm
How about this: a card that creates any of: weak creature(photon, spark, etc), spell(thunderstorm, momentum, etc), or pillar/pendulum.

The element would probably be  :entropy or  :light.

Update:
Or a  :time card that adds +5|+5 one turn, +4|+4 the next, etc. Destroyed after +1|+1.
Cost something like 7 :time.

Could name it Time Resonance.
Title: Re: Steal My Idea!
Post by: joaopcl on December 28, 2010, 11:00:37 am
spell of  :water named rain: hits random targets in the field.  fire creatures get -1/-1 while every other gets +1/+1
Title: Re: Steal My Idea!
Post by: Sir Rebrl on December 28, 2010, 01:23:06 pm
How about this: a card that creates any of: weak creature(photon, spark, etc), spell(thunderstorm, momentum, etc), or pillar/pendulum.

The element would probably be  :entropy or  :light.
That one seems powerfully reminiscent of chaos seed/pandemonium, specifically the spell part. Different but the same.
Title: Re: Steal My Idea!
Post by: artimies7 on December 28, 2010, 06:08:26 pm
How about this: a card that creates any of: weak creature(photon, spark, etc), spell(thunderstorm, momentum, etc), or pillar/pendulum.

The element would probably be  :entropy or  :light.
That one seems powerfully reminiscent of chaos seed/pandemonium, specifically the spell part. Different but the same.
Then the element cost probably wouldn't be entropy. Just light, and maybe it would be a permanent with an ability. Like a light version.
Title: Re: Steal My Idea!
Post by: Beautiful-Guitar on January 01, 2011, 07:23:18 am
Seismic Mirror ( Permanent )
 :air : Mirror. Copy to a monster on the field to your hand

Chaos Rain ( Spell )
Mutate all creature in the field into abomination, Mutant, or die
Chaos Rain Upgrade
Mutate all creature in the field into a mutant
Title: Re: Steal My Idea!
Post by: Rutarete on January 01, 2011, 05:17:18 pm
change of heart- cards have a small chance of not working
ex. steal, deflagration, fire bolt, etc.
Title: Re: Steal My Idea!
Post by: Rutarete on January 01, 2011, 05:29:50 pm
spell of  :water named rain: hits random targets in the field.  fire creatures get -1/-1 while every other gets +1/+1
it's a good idea. i'll change it this way
name- Rain
type- permanent
effect- fire and earth creatures get -1/-1 while water and life creatures gets +1/+1
not everything benefits from rain
cost- maybe 4 | 3?

you can also make an opposite like so-
name- Heated Air
type- permanent
effect- fire and earth creatures get +1/+1 while water and life creatures get -1/-1
cost- maybe 4 | 3?

now that i think about it, perhaps better names for those two would be Moist Air and Dry Air
Title: Re: Steal My Idea!
Post by: joaopcl on January 02, 2011, 11:40:06 am
spell of  :water named rain: hits random targets in the field.  fire creatures get -1/-1 while every other gets +1/+1
it's a good idea. i'll change it this way
name- Rain
type- permanent
effect- fire and earth creatures get -1/-1 while water and life creatures gets +1/+1
not everything benefits from rain
cost- maybe 4 | 3?

you can also make an opposite like so-
name- Heated Air
type- permanent
effect- fire and earth creatures get +1/+1 while water and life creatures get -1/-1
cost- maybe 4 | 3?

now that i think about it, perhaps better names for those two would be Moist Air and Dry Air
awesome, except one thing. if the rain is permanent it can kill certain creatures, therefore it would be a bit OP by only costing 4/3, unless you mean the efect is constant and only afects once
Title: Re: Steal My Idea!
Post by: Rutarete on January 02, 2011, 05:46:59 pm
it's your idea. i stole it temporarily and now you take it back. you deal with that. just go one step at a time
Title: Re: Steal My Idea!
Post by: Ludhero on January 03, 2011, 06:22:55 pm
This is my idea:

Pierce Effect/Pierce Enchantment

Element:
 :gravity

Cost:
1 Random Quantum/Nothing

Card Cathegory:
Spell

Effect:
Gives the weapon the "Momentum" ability

Electrum Cost:
30 :electrum
Title: Re: Steal My Idea!
Post by: Ludhero on January 03, 2011, 06:32:04 pm
Mirror Shield/Reflect Wall

Element:
 :water

Cost:
6 :water/7 :water

Card Cathegory:
Permanent

Effect:
Every time you are attacked, this shield deals 1 (2 if it's upgraded) damage to the enemy. This damage cannot be defended or countered (by this same card).

Electrum Cost:
105 :electrum
Title: Re: Steal My Idea!
Post by: Ludhero on January 03, 2011, 06:36:58 pm
Priest/Bishop

Element:
 :light

Cost:
8 :light/7 :light

Card Cathegory:
Creature

Attack - Life:
1|5 / 2|4

Effect:
4 :light (3 :light if upgraded): Blessing
Gives a creature +3|+3

Electrum Cost
96 :electrum
Title: Re: Steal My Idea!
Post by: Ludhero on January 03, 2011, 09:18:16 pm
Whisper of Choice/Breeze of Change

Element:
 :air

Cost:
5 :air/8 :air

Card Cathegory:
Spell

Effect:
There's a 50% chance (75% if upgraded) of an enemy creature coming to your side on the field.

Electrum Cost:
75 :electrum
Title: Re: Steal My Idea!
Post by: Time_lord_victorius on January 04, 2011, 09:12:30 pm
i have an idea!

DJINNS!
fire djinn: firebolt target creature or player
water djinn: ice bolt target creature or player (better odds of freezing creatures)
air djinn: air blitz
time djinn:deja-vu target creature (no more than once per creature)
death djinn: creates a skeleton whenever a creature dies
darkness djinn: drain life target creature or player
entropy djinn: pandemonium
gravity djinn: momentum target creature
life djinn: emphatic bond effect
light djinn: greater healing (heal the target creature up to 9hp)
earth djinn: enchant artifact target permanent

they all cost 6 of they're respective mana...sorry, i meant quanta (hoping WotC doesnt see this lol)
Title: Re: Steal My Idea!
Post by: Vandole on January 05, 2011, 03:27:42 am
Banshee / Banshee Queen
Element: :death
Cost: 5 :death / 4 :death
Stats: 3│3 / 3│5
Ability: Wail / Screech
Ability cost: 2 :air / 4 :air
Ability effect: Randomly disorients or shockwaves an enemy creature. / Randomly disorients or shockwaves an enemy creature, and all creatures adjacent to that one. (Text is probably too long, though)

Disorient: Creature has a chance of attacking it's owner.
Title: Re: Steal My Idea!
Post by: Ludhero on January 05, 2011, 10:12:50 pm
Skeleton Archer / Undead Ranger

Element:
 :death

Cost:
5 :death / 5 :death

Attack | Life:
1|2 / 2|2

Ability:
 :air :air(only  :air if ugraded): Deals 3 damage to target creature.
Title: Re: Steal My Idea!
Post by: Ludhero on January 05, 2011, 10:20:52 pm
Chaotic Deluge / Chaotic Deluge

Element:
 :entropy

Cost:
8 :entropy / 8 :entropy

Card Cathegory:
Spell

Effect:
Doubles permanently the attack and life from the target creature but it gains 3 poison (2 if upgraded).
Title: Re: Steal My Idea!
Post by: Ludhero on January 06, 2011, 06:10:09 pm
Antidote / Antidote

Element:
 :life

Cost:
1 :life / 1 Random Quantum

Card Cathegory:
Spell

Effect:
Removes poison from target creature.
Title: Re: Steal My Idea!
Post by: Ludhero on January 06, 2011, 06:13:18 pm
Parallel Timeline / Parallel Timeline

Element:
 :time

Cost:
10 :time / 9 :time

Card Cathegory:
Spell

Effect:
Gives you purify equivalent to enemy's poison.

Example: If enemy has 9 poison, than you get 9 purify. Also works with neurotoxin.
Title: Re: Steal My Idea!
Post by: Ludhero on January 06, 2011, 06:51:34 pm
Mass Freeze / Ice Age

Element:
 :water

Cost:
6 :water/5 :water

Card Cathegory:
Spell

Effect:
Freezes all creatures in the field (Congeals if upgraded) (It also affects your creatures).
Title: Re: Steal My Idea!
Post by: pie on January 06, 2011, 09:24:01 pm
UFO | Space Fighter

Element :  :light

Cost 4 :light | 3 :light

Attack / Life :
UFO 5/4
Space Fighter 5/2 , Vaporize: Space Fighter loses 2 hp and burns the target creature making it an Ash

Maybe  :light isn't the right element for UFO's  ???

Salmon | Elite Salmon

Element :  :water

Cost 1 :water | 1 :water

Attack / Life :  -1/1 | -2/2

Salmons spawn at the opponents side

Its a small buff to Flooding / Inundation kinda  :)
Title: Re: Steal My Idea!
Post by: crystalmakwer on January 09, 2011, 07:04:12 pm
Rare pillars (max 6 cards per deck) with special quanta generation and effects, and a permanent that permit to take control of an opponent's creature!  :D
Title: Re: Steal My Idea!
Post by: fireflies on January 10, 2011, 05:12:09 am
I'm not sure if this idea has appeared before but after 200 rounds of battle with a mono-life deck, I thought it would make life more interesting (pun intended) by giving the element a fun permanent control.

Overgrowth|Overgrowth

cost:
probably should be in the range of 6-12 life quanta

effect:
Add Overgrowth to the top of the target pillar/pendulum stack.
Overgrowth itself generates no quantum.
At the end of the pillar/pendulum owner's turn, the card beneath Overgrowth has its element changed to life and move to the appropriate stack (i.e. quantum pillar->emerald pillar; fire pendulum->life pendulum). This process continues until
a) the owner is purified
b) a spell is inflicted on the owner (poisons/neurotoxin/fire bolt/ice bolt/lightning/holy light/luciferin/heal), though the Overgrowth & spell nullified each other
c) Overgrowth is removed by pulverizer/steal/earthquake/trident (think of Overgrowth as a kudzu vine that clings to the pillar/pendulum beneath it, so destroying the card beneath destroys Overgrowth, while stealing that card is essentially stealing 2 life pillars/pendulums)
d) the owner plays another pillar/pendulum on top of Overgrowth, changing Overgrowth into an ordinary pillar/pendulum in the stack (i.e. pillars of :darkness :darkness :darkness :life with another :darkness pillar -> pillars of :darkness :darkness :darkness :darkness :darkness)
e) Overgowth is the last card in the stack, then at the end of the turn, Overgrowth itself becomes a life pillar/pendulum depending on what the target stack was

usages:
a) wreak havoc on opponent's quanta source by changing them to life pillars/pendulums...at least until opponent draws another card of the same name to put on top of Overgrowth; however, you may actually give opponent another pillar for free
b) make opponent waste a heal
c) protect self against malicious spells (only for people who utilize life pillars/pendulums)
d) permanent control that may otherwise count as a pillar (though it'd be a waste of lots of quanta)
e) convert excess pillars/pendulums of another element into life pillars/pendulums
Title: Re: Steal My Idea!
Post by: live-on.no-evil on January 10, 2011, 03:53:17 pm
Reversal of Destiny - 25  :death (spell)
~ when activated the attack and hp of all creatures on the field with swap. this is effective until your next turn before you draw. ( creatures summoned after activation are excluded )
* this also means that your opponent will attack with "swapped" stats.

Annoying Parasite - 9  :death 5|50
~ when summoned it will go to the deck of you opponent and then shuffle your opponents deck, when this card is drawn it will be automatically summoned to your opponent's field and will give 3 damage to your opponent every time he/she drew a card.
~ may be a good counter to those using the hourglasses  ;D

Amplify - 9  :aether (spell)
when activated choose a monster on your side of the field.
when the monster deals damage to your opponent, the damage will become 5 instead of its current attack power.
*my friend says this spell was somewhat OP - with the adrenaline if the creature can attack 4 times in a row.
* even the damage is negative it will still be change to 5.

Alliance - 8 :light (continuous spell )
~ increase the attack of your creature on the field for every 6 creatures that you have on the field.
* if you have 12 creatures on your side of the field then every creature will have an increase on their attack power by 2.

Doom Slime -  8  :darkness 18|30
~ when you summon this card, you need to destroy 2 of your monsters then this card will be sent to your opponent's side of the field.
~ every time you draw a card, your opponent must choose a monster on his/her field and destroy it, if he/she cannot, he/she will take a  damage of ten.
~ this creature is unaffected by its own effect

i hope even one of these passed through  :)
Title: Re: Steal My Idea!
Post by: doublecross on January 13, 2011, 12:42:47 am
My idea was for something that is kinda like an auto-mindgate that works only for creatures.
It would cost something like 5 :aether and would be a permanent.
What it would do is the following:
When it is in play, whenever your opponent summons a creature, if you can afford the quanta for that creature, then you summon that creature as well, also playing quanta.
Also, in the style of flood, it absorbs quanta every turn, or else it breaks. Maybe 2 :aether?

Example:
You have this in play, and your enemy plays and elite Otyugh.
If you have 5 :gravity, then you automatically spend 5  :gravity and also get an elite Otyugh.
If you don't have 5  :gravity then nothing happens.

This would happen every time your opponent summons a creature.



Title: Re: Steal My Idea!
Post by: EmeraldTiger on January 13, 2011, 02:47:54 am
My idea was for something that is kinda like an auto-mindgate that works only for creatures.
It would cost something like 5 :aether and would be a permanent.
What it would do is the following:
When it is in play, whenever your opponent summons a creature, if you can afford the quanta for that creature, then you summon that creature as well, also playing quanta.
Also, in the style of flood, it absorbs quanta every turn, or else it breaks. Maybe 2 :aether?

Example:
You have this in play, and your enemy plays and elite Otyugh.
If you have 5 :gravity, then you automatically spend 5  :gravity and also get an elite Otyugh.
If you don't have 5  :gravity then nothing happens.

This would happen every time your opponent summons a creature.
Would that be called Essence Mirror?
Title: Re: Steal My Idea!
Post by: doublecross on January 13, 2011, 03:15:40 am
It can be called anything you want! Just don't give me credit!  :P
Title: Re: Steal My Idea!
Post by: Thalas on January 14, 2011, 05:08:47 pm
bla bla bla bla bla
Do you play yu-gi-oh?
Title: Re: Steal My Idea!
Post by: kitty45 on January 17, 2011, 01:37:17 pm
switch (cost 8 :life ) the 5 targeted creatures  on your enemy's   side gets switched with 5 of your targeted creatures ( a bit overred powder)
Title: Re: Steal My Idea!
Post by: Jappert on January 17, 2011, 04:31:21 pm
Resistance (spell):
Life Card
Cost: 1  :life
Descr: Grants the target creature immunity to poison and frost

Mass Resistance (spell)(upgraded):
Life card
Cost: 7  :life
Descr: Grants all your creatures immunity to poison and frost.


It's a nice addition to protect your defenseless life rushes. Would also be a nice addition to Ferox' deck (great vs CCYB for example).

Just an idea!
Title: Re: Steal My Idea!
Post by: Gwenyvier on January 20, 2011, 12:14:27 am
Mortality: 5 :darkness/ :death

Remove Immortality from one creature. This card ignores Immortality.

(Upgraded) Mortality: 10 :darkness/ :death

Removes Immortality from all of your opponent's creatures. This card ignores Immortality.


I don't know if it should be Death or Darkness.
Title: Re: Steal My Idea!
Post by: Gwenyvier on January 20, 2011, 03:27:26 am
Reversal: 5 :entropy

Target creature's Attack and Health are flipped. (ex: 1/6 creature becomes a 6/1 creature)

Improved Reversal: 5 :entropy

Target creature gets +2/+2 and their Attack and Health are flipped. (ex: 3/6 creature becomes a 6/3 creature)
Title: Re: Steal My Idea!
Post by: Gwenyvier on January 21, 2011, 04:10:19 pm
Balance/Improved Balance:  7/6 :rainbow
Spell

The opponent's and your life balance out. (ex: 28 life and 74 life both go become 51)
Title: Re: Steal My Idea!
Post by: Nepycros on January 21, 2011, 05:23:45 pm
I couldn't achieve it with my Ancient Gate card, but I'd like it to become reality.

I want a set of cards where the opponent has to choose one of the cards, and destroy it. If he gets the right one, he gets a large bonus. If he guesses wrong, the one who played the card gets the bonus.
Title: Re: Steal My Idea!
Post by: kitty45 on January 21, 2011, 08:10:30 pm
Balance/Improved Balance:  7/6 :rainbow
Spell

The opponent's and your life balance out. (ex: 28 life and 74 life both go become 51)
there is no  :rainbow element it is considered other  if you want that card to be in a rainbow deck
Title: Re: Steal My Idea!
Post by: Gwenyvier on January 22, 2011, 06:11:36 pm
Balance/Improved Balance:  7/6 :rainbow
Spell

The opponent's and your life balance out. (ex: 28 life and 74 life both go become 51)
there is no  :rainbow element it is considered other  if you want that card to be in a rainbow deck
Aye, I meant for it to be Other, I wasn't entirely the most with it when I posted that.
Title: Re: Steal My Idea!
Post by: kitty45 on January 22, 2011, 11:52:00 pm
Balance/Improved Balance:  7/6 :rainbow
Spell

The opponent's and your life balance out. (ex: 28 life and 74 life both go become 51)
there is no  :rainbow element it is considered other  if you want that card to be in a rainbow deck
Aye, I meant for it to be Other, I wasn't entirely the most with it when I posted that.
ok no problem  8) 8)
Title: Re: Steal My Idea!
Post by: Sevs on January 24, 2011, 05:31:52 am
How about a dark card called magician that has the ability "disappearing act" it cloaks all adjacent creatures it could be some sort of shadow

if there was an armagio sort of thing that redirects spells to itself.

Also since the darkness is defined as the lack of light. there could be a darkness card that has "absorb" and it can devour a light emmiting creature or photon. as in "A dark object absorbs photons"

Title: Re: Steal My Idea!
Post by: xzigger on January 25, 2011, 10:08:41 pm
How about a fish called " Holy Mackerel " cost 3/4  :water to summon and has ability "bless" which gives like 1+/2+ creature targeted for 1  :light quanta and 1/1 atk and 2/3 defence
Title: Re: Steal My Idea!
Post by: pie on January 26, 2011, 12:43:17 am
Ice Cube | Glacier ( Creature )

Element :  :water

Cost : 5 :water | 5 :water

Attack/Life:
0/30  | 0/40

Ice Cube | Glacier is immune to Freeze | Congeal ( duh!!! lol  :)) )
When targeted with gravity pull opposing attacking creatures freeze

Another idea I have in mind - Generate Water Quanta equal to ( half ? ) the damage Ice Cube takes.
Title: Re: Steal My Idea!
Post by: BlackDot on January 27, 2011, 12:47:53 am
This is my idea for  :entropy cards:

Chaos Shield - cost 6 :entropy - Type: Shield (duh!) - Chaos: 75% chance that a random effect is inflicted to an attacking creature.

Random Evolution - cost 3 :entropy - Type: Spell - The target creature may: Become X|0 or 0|Y. X= attack plus HP. Y= HP plus attack.

Lab Rat - 2|4 - cost 1 :entropy - Ability: Resist: Can resist any creature control effect.

Title: Re: Steal My Idea!
Post by: kitty45 on January 29, 2011, 04:06:00 pm
idea is cat picture is up
Title: Re: Steal My Idea!
Post by: kitty45 on January 29, 2011, 04:07:53 pm
file:///C:/Users/Carm/Pictures/cat
Title: Re: Steal My Idea!
Post by: Time_lord_victorius on January 29, 2011, 10:02:21 pm
here's an idea of mine!

elemental master|elemental paragon
element: :rainbow (element matching your mark)
cost:7|5
stats:5/5 | 5/5
effect: generates 2 quanta of your matching mark when attacking (upped and unupped)

Title: Re: Steal My Idea!
Post by: Vyrys_Complex on January 31, 2011, 01:15:34 am
First post.

Parallel Timeline :time: When one player would draw a card, the other player draws a card as well. (Cost
~6 :time, effect does not stack with itself. Permanent. Upgrade reduces quantum cost by 1.)

Nihilist :aether: Destroy all creatures in play. Your turn ends immediately. (Cost ~8 :aether to play, and another ~4 to use the ability. No end-of-turn attacks, quantum gain, SoG heals, etc. will occur. 2/2 creature. Upgrade is 3/3 creature.)

Relativity :rainbow: Draw a card. One creature you control gains Adrenaline, but loses all its health. (Costs maybe 2-3 each of :time, :light, :entropy--if programming makes this impossible for some reason, 10 random instead. Upgraded version gives two creatures Adrenaline. Spell.)

Solidarity :rainbow: Your opponent's quanta all become the same element as your Mark. (Costs ~4 quanta of the same element as your Mark. Spell. Upgrade reduces quantum cost by 1.)

Overgrow :life: Target creature's ability becomes :life:life: Gain +1/+1. (Costs ~5 :life. Spell. Upgrade makes ability give +2/+1 instead.)

Mobius Labyrinth :entropy: Attacking creatures have a chance to be delayed by up to three turns. (Costs ~7 :entropy. Shield. Upgrade reduces quantum cost by 1.)

Bubonic Epidemic :death: When a creature dies, its owner gains a poison counter. (Costs ~7 :death. Permanent, possibly a shield. Upgrade increases quantum cost by 1 and gives out two poison counters.)

Antipillars: Remove an opponent's quanta every other turn. (One for each element, costs ~3 of the appropriate element. Permanent.)

Elemental symbols aren't showing up in post preview...
Title: Re: Steal My Idea!
Post by: Time_lord_victorius on January 31, 2011, 06:07:12 pm
yet another idea from me!

time machine| Tardis
(yeah, this doesn't scream doctor who)

cost:5 :time|upped cost:4 :time

time travel 2 :time :choose a creature or permanent from your hand. the card chosen and time machine (or Tardis) are removed from the game. after 2 turns, both return to the game under owner's control and the card chosen comes into play without you paying it's quanta cost. the time machine (or tardis) is destroyed.
Title: Re: Steal My Idea!
Post by: Vyrys_Complex on February 01, 2011, 11:53:59 am
Got two more.

Midnight :time: Each time you gain :time quanta, gain the same amount of :darkness quanta.
Noon :time: Each time you gain :time quanta, gain the same amount of :fire quanta.

Both permanents, not sure how to balance costs/upgrades.
Title: Re: Steal My Idea!
Post by: Aitvaras on February 01, 2011, 12:45:56 pm
Creature
:darkness :darkness
2/3

Abbility 0: Creature gets -2/-2; generate 2 :darkness

or something similar..
Title: Re: Steal My Idea!
Post by: LifeLockable on February 03, 2011, 01:53:42 am
alright how about this..... Swordsman/Warrior pay 3 :earth upgraded cost 3

first one is 2/2...with an ability called double strike...pay 2 :earth

upgrade is 5/5 double strike cost 2  :earth

double strike simply doubles the creatures amount of attacks,  doubles adrenaline
Title: Re: Steal My Idea!
Post by: Shadow1220 on February 06, 2011, 06:31:11 am
 :time Steal From The Past   Spell card that lets you pick a card from the graveyard and put it on the bottom of your deck.  Maybe 3-4  :time quanta for unupped. 2-3 :time quanta for upped.
Title: Re: Steal My Idea!
Post by: doublecross on February 06, 2011, 07:25:07 pm
I like the idea of a permanent for Other that, while in play, grants every friendly creature +1|+0 for every mark of its own element that is in play (including opponent's mark.)

Example:
If you have a mark of water, and your opponent has a mark of earth,
all of your earth creatures, and water creatures would gain +1|+0.

If you both had water marks, all your water creatures would gain +2|+0.

I am not sure if this permanent would stack.

Alternatively, one that is much cheaper but buffs both sides, kinda like an eclipse that is mark dependent.


OldTrees, I summon you for balancing input.

Title: Re: Steal My Idea!
Post by: OldTrees on February 06, 2011, 07:39:58 pm
I like the idea of a permanent for Other that, while in play, grants every friendly creature +1|+0 for every mark of its own element that is in play (including opponent's mark.)

Example:
If you have a mark of water, and your opponent has a mark of earth,
all of your earth creatures, and water creatures would gain +1|+0.

If you both had water marks, all your water creatures would gain +2|+0.

I am not sure if this permanent would stack.

Alternatively, one that is much cheaper but buffs both sides, kinda like an eclipse that is mark dependent.


OldTrees, I summon you for balancing input.
Basing things off the number of marks is problematic because that would make Mark Cards OP compared to pillars. Since Mark Cards are almost as rare as Nymphs this would be a terrible consequence. However lets try to fix that.
1) It could only count the original marks. (In this case it is fairly limited and would give about +13/12|+0 bonus ~+1|+0)
2) It could count by stacks and include pillar and pendulum stacks. (In this case it would be +78/12|+0 bonus ~+6.5|+0 for collectors or ~+5.5|+0 for regulars.)
Type 1 could either stack at a cost of ~8 :rainbow or not stack at a cost of ~3 :rainbow.
Type 2 should not stack and should cost ~8+ :rainbow
The above costs were assuming the card only buffed your creatures but counted all marks/stacks.
If this is a two sided effect than I would highly suggest type two at a cost of ~6 :rainbow.
Title: Re: Steal My Idea!
Post by: doublecross on February 06, 2011, 07:54:56 pm
Sorry. I just meant it to mean player marks.  Then, mark cards would only count if they were of the same element as your original mark.

Mark cards are much rarer than nymphs (since they don't come from oracle).

Rarity really shouldn't play a role in balancing.

If it isn't OP counting the rare cards, than that should be fine.

The flipside of that is you can't use the fact that a card would be rare to justify making it powerful.


My question is, if it counts only player marks (this would count mark cards, only if they stacked with your original mark), would it be OP/UP?
Also, what cost would you recommend?

Title: Re: Steal My Idea!
Post by: OldTrees on February 06, 2011, 08:00:13 pm
Sorry. I just meant it to mean player marks.  Then, mark cards would only count if they were of the same element as your original mark.

Mark cards are much rarer than nymphs (since they don't come from oracle).

Rarity really shouldn't play a role in balancing.

If it isn't OP counting the rare cards, than that should be fine.

The flipside of that is you can't use the fact that a card would be rare to justify making it powerful.


My question is, if it counts only player marks (this would count mark cards, only if they stacked with your original mark), would it be OP/UP?
Also, what cost would you recommend?
If it counts mark cards then it makes Mark cards more powerful than Pillars. Since Mark cards are really rare being more powerful than a common card is a terrible problem. While rarity is not a balance factor it is an imbalance factor. (Drawing experience from MTG)
See previous post for solutions to this problem.
Title: Re: Steal My Idea!
Post by: doublecross on February 06, 2011, 08:02:52 pm
Like I said though, if it is not OP for someone who has access to the rare cards, then the card is fine.


Also, mark cards are already better than pillars because they can stack with your mark, and be untargetable.

Furthermore, they generate a random nymph when targeted with tears.


My question is, assuming we don't change the mechanic from what is written, is it OP?

Edit: and what costs would make this fair?

Edit number two: and remember, at the very minimum, two marks are always in play.
 
Title: Re: Steal My Idea!
Post by: OldTrees on February 06, 2011, 08:15:57 pm
Like I said though, if it is not OP for someone who has access to the rare cards, then the card is fine.


Also, mark cards are already better than pillars because they can stack with your mark, and be untargetable.

Furthermore, they generate a random nymph when targeted with tears.


My question is, assuming we don't change the mechanic from what is written, is it OP?

Edit: and what costs would make this fair?

Edit number two: and remember, at the very minimum, two marks are always in play.
I guess to try to balance this I would have to assume the best reasonable scenario.
5 of these (non stacking)
13 upgraded Life marks
6 Mitosis
6 Giant Frogs

In this case the Frogs would start with a minimum of +2|+0 (worth a little less than Eclipse 4 :darkness)
Each turn either another Frog or another +1|+0 mass buff would occur

In a rush deck I would say minimum of 12 :rainbow but probably worth much more.

PS: Please correct me if I misunderstand what you mean by per mark.
Title: Re: Steal My Idea!
Post by: doublecross on February 06, 2011, 08:19:52 pm
I thought only un-upgraded marks stacked with the player mark?

Title: Re: Steal My Idea!
Post by: OldTrees on February 06, 2011, 08:21:57 pm
I thought only un-upgraded marks stacked with the player mark?
True only unupped marks go in the mark slot (upgraded go in a pillar like stack) but I interpreted your words as all Life marks would count for a Life elemental.
Title: Re: Steal My Idea!
Post by: doublecross on February 06, 2011, 08:26:39 pm
No. Only marks that stack with player mark.

And I have decided that the buff applies to both players.

If you have 2 earth marks, and the enemy has a fire mark,

all earth creatures gain +2|+0

all fire creatures gain +1|+0
Title: Re: Steal My Idea!
Post by: OldTrees on February 06, 2011, 08:34:44 pm
No. Only marks that stack with player mark.

And I have decided that the buff applies to both players.

If you have 2 earth marks, and the enemy has a fire mark,

all earth creatures gain +2|+0

all fire creatures gain +1|+0
The double sided thing helps but the problem is that their is no limit (that I know of) on how many marks can be in a deck. Thus this card you are purposing could be equated to a similar card that only counts the number of unupped pillars +1. I hope you agree that balancing such a thing is really difficult and would require a very high cost. Actually it is worse than the one that only counts unupped pillars because your opponent will typically get +1|+0 while you get +N|+0 where N will grow by about 4+T/2 (T is the turn count).
A minimum cost of 10 :rainbow seems appropriate.
Title: Re: Steal My Idea!
Post by: doublecross on February 06, 2011, 08:39:22 pm
Marks are limited to 6. 

Worst case scenario, it is a +7|+0 to most of your creatures, and a +1|+0 to most of your opponents creatures, that takes 7 cards to set up.

It is vulnerable to PC. It gives no health buff, so the creatures involved could still be killed.

Furthermore, this would buff mono's against rainbows, something that we need.

Since the marks can't be upped for this to work, going with marks (which are limited to 6), doesn't let you splash quanta, so it would set back mono-rushes by a turn.

Title: Re: Steal My Idea!
Post by: OldTrees on February 06, 2011, 08:43:17 pm
Marks are limited to 6. 

Worst case scenario, it is a +7|+0 to most of your creatures, and a +1|+0 to most of your opponents creatures, that takes 7 cards to set up.

It is vulnerable to PC. It gives no health buff, so the creatures involved could still be killed.

Furthermore, this would buff mono's against rainbows, something that we need.

Since the marks can't be upped for this to work, going with marks (which are limited to 6), doesn't let you splash quanta, so it would set back mono-rushes by a turn.
You have convinced me (really marks are limited to 6?)
This would be like an Eclipse you grow into and past. Probably 6|4 :rainbow?
I still do not like how it can only be used by the elite and only be used effectively by the collectors.
Title: Re: Steal My Idea!
Post by: doublecross on February 06, 2011, 08:46:31 pm
Actually, I was thinking that this would be a buff to FG's seeing as they start with 3.

Regular PVP already favours the elite, and this would very likely be banned from most tournaments (as are a good number of other cards).

Also, that life deck you suggested, how would that compare to another deck, say, one the uses towers?
Title: Re: Steal My Idea!
Post by: OldTrees on February 06, 2011, 09:00:09 pm
Actually, I was thinking that this would be a buff to FG's seeing as they start with 3.

Regular PVP already favours the elite, and this would very likely be banned from most tournaments (as are a good number of other cards).

Also, that life deck you suggested, how would that compare to another deck, say, one the uses towers?
I ignore all AI when balancing cards.

Regular PvP favors experts over newbs. But elites only have more options not more power than experts.
Newb: Starter Deck
Mediocre: Rare Quest
Expert: Upgraded Cards
Elite: Large collection of Rares
Collectors: All Rares (excluding Nymphs)
Title: Re: Steal My Idea!
Post by: doublecross on February 06, 2011, 09:02:25 pm
Ah, I wish that was how things were.

Can you honestly tell me that someone with no access to rare weapons is limited in options, but not in power?


Title: Re: Steal My Idea!
Post by: OldTrees on February 06, 2011, 09:03:49 pm
Ah, I wish that was how things were.

Can you honestly tell me that someone with no access to rare weapons is limited in options, but not in power?
Um I said that Experts had access to rare weapons (everyone beyond newbs do).
Elites have an average of at least 3 of each.
Title: Re: Steal My Idea!
Post by: doublecross on February 06, 2011, 09:08:57 pm
Fair point.

However, would you consider this OP as it stands?

If so, what cost would make it ok?

Mark cards currently are only used for bragging rights.

A card that would have a small use in a lot of decks, that adds to the options for PvE, and would make marks more useful is something I think is worth doing.

I do agree that it should not be so good as to unfairly help those who have earned marks.

Title: Re: Steal My Idea!
Post by: OldTrees on February 06, 2011, 09:15:15 pm
Yeah I think at 6|4 :rainbow it would be a situational, almost never used but balanced when combined with 6 marks in a deck.
Title: Re: Steal My Idea!
Post by: doublecross on February 06, 2011, 09:17:29 pm
Actually, since I don't want complaints of it being unfair (I really did agree with your logic earlier), I think I would rather go with 8|7  :rainbow.

Since a eclipse for non-darkness is already something that should be kinda expensive, and would potentially give an advantage to long time veterans, I think this is a fair cost.

Title: Re: Steal My Idea!
Post by: achangeofpace on February 06, 2011, 11:31:06 pm
I'm not very creative, but I was thinking of a kind of alchemy other card that gives a creature with no ability one, based on your mark. I was thinking

 :death = scavenger
 :air = web
 :entropy = hatch
 :light = heal
 :darkness = lycanthropy
 :water = poison
 :earth = burrow

Unsure about the rest though...  :(
Title: Re: Steal My Idea!
Post by: OldTrees on February 06, 2011, 11:36:25 pm
I'm not very creative, but I was thinking of a kind of alchemy other card that gives a creature with no ability one, based on your mark. I was thinking

 :death = scavenger
 :air = web
 :entropy = hatch
 :light = heal
 :darkness = lycanthropy
 :water = poison
 :earth = burrow

Unsure about the rest though...  :(
Reminds me of Shapechanger. From either the Other Crucible or the Crucible archive.
Title: Re: Steal My Idea!
Post by: rohlfo on February 07, 2011, 06:58:07 pm
I'd give  :air the dive effect rather than web.
Title: Re: Steal My Idea!
Post by: achangeofpace on February 07, 2011, 11:07:41 pm
I'd give  :air the dive effect rather than web.
I thought about that but then I was like "This + Dragons would be way OP" especially if you went with dive, Sky Blitz, PU.
Title: Re: Steal My Idea!
Post by: rohlfo on February 07, 2011, 11:23:56 pm
I'd give  :air the dive effect rather than web.
I thought about that but then I was like "This + Dragons would be way OP" especially if you went with dive, Sky Blitz, PU.
ah yeah, good point.
Title: Re: Steal My Idea!
Post by: Werdbooty on February 07, 2011, 11:35:59 pm
On the note of Mark Utility:

Creature Affinities (http://elementscommunity.org/forum/index.php/topic,20915.0.html)
Title: Re: Steal My Idea!
Post by: Captain Scibra on February 08, 2011, 10:08:56 pm
"Other" Nymph:

Rainbow Nymph 11 :rainbow
"4 :rainbow: Power Drain
Remove stat buffs of target creature by up to 5 points."

Quantum Nymph 11 :rainbow
"5 :rainbow: Power Siphon
Remove stat buffs of target creature by up to 5 points and add them to Quantum Nymph's stats."

Reduces a creature's stats by 5 points or until it matches it's original stats.  If the stat is lower than the starting value, no drain/siphon occurs.  Maximum stat value reduced by the same amount (so if it was buffed but also damaged, it can still be healed after drained/siphoned, but not to what it was before the drain/siphon).  Wouldn't mind using something like this against Hermes  ;).

"Other" skilled weapon:

Null 5 :rainbow
Weapon: deal 3 damage at the end of each turn.  X :rainbow: Neutrality
X equals creature's cost divided by 2.

Void 4 :rainbow
Weapon: deal 3 damage at the end of each turn.  X :rainbow: Neutrality
X equals creature's cost divided by 2.

Neutrality: Target creature is now of the "Other" element.   Eclipse doesn't work, Inundation is avoided, and Holy Flash will heal previously Darkness creatures.  I'm sure when more cards that regard a creatures element are added, this could become a useful skill, plus I wouldnt mind saving a creature from Inundation if I was given the chance.
Title: Re: Steal My Idea!
Post by: rohlfo on February 08, 2011, 11:47:29 pm
sounds interesting, just given me the idea to make a spell card which resets a creatures attack and HP to original..(good for offence and defence) although perhaps that's already been done? If not I'll make one in the next few days :)
Title: Re: Steal My Idea!
Post by: OldTrees on February 09, 2011, 12:22:28 am
sounds interesting, just given me the idea to make a spell card which resets a creatures attack and HP to original..(good for offence and defence) although perhaps that's already been done? If not I'll make one in the next few days :)
similar to Rewind. However useful as a cure or reverse lobo.
Title: Re: Steal My Idea!
Post by: Captain Scibra on February 09, 2011, 12:28:17 am
sounds interesting, just given me the idea to make a spell card which resets a creatures attack and HP to original..(good for offence and defence) although perhaps that's already been done? If not I'll make one in the next few days :)
similar to Rewind. However useful as a cure or reverse lobo.
there has been one already, its in the Time card ideas.

EDIT: looked for it but it's not in the Levels, but I'm sure it's in those 38 pages of card idea threads
Title: Re: Steal My Idea!
Post by: rohlfo on February 09, 2011, 12:34:27 am
sounds interesting, just given me the idea to make a spell card which resets a creatures attack and HP to original..(good for offence and defence) although perhaps that's already been done? If not I'll make one in the next few days :)
similar to Rewind. However useful as a cure or reverse lobo.
there has been one already, its in the Time card ideas.
Just tried looking for it (I'd vote for a card with this idea) but couldn't find it :s do you have a link or name so I can find it?
thanks,
otherwise, yeah, like rewind without the putting it back in the deck (or giving back lobo'd ability). Would probably be used more offensively to bring Lava Golem, Oty etc back to original stats. (but also good for poisoned/damaged creatures)
Title: Re: Steal My Idea!
Post by: migster99 on February 12, 2011, 01:07:57 am
might be pointless but a pillar that generates 2 quantum every other turn?
Title: Re: Steal My Idea!
Post by: migster99 on February 12, 2011, 03:53:23 am
I completely change mine, what if there's a permanent that only allows 2 of any card except pillars in both hands
Title: Re: Steal My Idea!
Post by: migster99 on February 15, 2011, 10:58:47 pm
Another one: Crematorium,permanent can do immolation
Title: Re: Steal My Idea!
Post by: Nepycros on February 16, 2011, 02:16:12 am
Immo on a stick? NOEZ! Next please?
Title: Re: Steal My Idea!
Post by: EvaRia on February 16, 2011, 02:48:04 am
A shield that does something, then gives momentum.

I can't decide on the something, someone else can do that for me.
Title: Re: Steal My Idea!
Post by: headshrinker on February 16, 2011, 03:14:42 am
i have the same idea of decrease creatures attack ~meybe a creature ability or spell~as make the creature aging, -2attack and -2/-0 each turn can superposition.when creatures attack =<0 it delay 1 turn and change to a skeleton quite fit the card change~

i donot know if google translated correct... :-[

我也有过相似的影响生物攻击力的主意~可以最为某种生物的特殊能力(古埃及神话里某个掌管时间的神?Anubis的同乡 ^-^)或者作为一个法术。
效果是使目标衰老,直接减少目标攻击力2,每回合再损失2点攻击(就像一种作用于攻击力的毒),多次释放可以叠加。
当目标的攻击力被减到0或更低的时候,目标被delay一回合,然后变成一个skeleton。当然毒素效果在攻击力<=0的时候自动消失,对手可以在delay的时候buff目标生物来避免它变skeleton。

may some nice people could translate... :(
Title: Re: Steal My Idea!
Post by: OldTrees on February 16, 2011, 04:44:12 am


Translated:
I had a similar idea of biological attack can be the most certain biological ~ special ability (in charge of ancient Egyptian mythology, a god of time? Anubis's hometown) or as a spell.
The target aging effect is a direct attack 2 reduction targets, and then lost 2 points for each round of attacks (like a role in the attack of viruses), multiple release can be superimposed.
When the target's attack power is reduced to 0 or less, the goal was delay of a round, then turned into a skeleton. Toxic effects in the attack, of course <= 0 automatically disappear when the opponent when the buff in the delay-target organisms to avoid it becomes skeleton.
You might find Lignification|Lignification to be interesting. [In the Smithy soon to be in the Life Crucible]

Title: Re: Steal My Idea!
Post by: headshrinker on February 16, 2011, 06:50:54 am
thanks OldTrees you are always helpful~
IMO time not only could speed up you deck~rewind you creatures  but also can make creatures elder and elder~ then they die~only their skeleton remain~i had saw the lignification but there are something different in background ;)  attack buff and rewind can save creatures from my aging effect(use in delay turn the creature can rebirth) .the lignification seems turn the creature into a useless tree in 4 turns and no method can save them(too aggressive to life IMO).
 

Title: Re: Steal My Idea!
Post by: OldTrees on February 16, 2011, 07:10:10 am
thanks OldTrees you are always helpful~
IMO time not only could speed up you deck~rewind you creatures  but also can make creatures elder and elder~ then they die~only their skeleton remain~i had saw the lignification but there are something different in background ;)  attack buff and rewind can save creatures from my aging effect(use in delay turn the creature can rebirth) .the lignification seems turn the creature into a useless tree in 4 turns and no method can save them(too aggressive to life IMO).
It takes 1 [1>0attack] to 8 [15>11>8>6>4>3>2>1>0 attack] turns  and ends when it hits 0 attack. Atk buffs, rewind and growth effects all counteract Lignification

Fossilize is another card currently that deals with the reducing attack to 0.

Time has many untapped usages. In fact there will be a flood of time ideas in 2 weeks time.
Title: Re: Steal My Idea!
Post by: headshrinker on February 16, 2011, 07:39:30 am
i have a idea of time permanent like a trap we can name it as pyramid
pyramid|pyramid  6 :time|5 :time
when a non-range/non-fly creature make damage it be catched, lost 1hp and be burrowed. the creature and the pyramid are both delayed ,and the pyramid's ability now active  :time :time :time rewind:rewind the catched creature.then the pyramid is empty and can catch a new attacker now :P creatures with burrowe ability my immune to the delay effect and can escape by itself~
cos its a one to one effect and you can only use 6 at most and heavystriker dragons are all fly creature this card my UP~
Title: Re: Steal My Idea!
Post by: headshrinker on February 16, 2011, 07:51:33 am
Fossilize is another card currently that deals with the reducing attack to 0.

Time has many untapped usages. In fact there will be a flood of time ideas in 2 weeks time.
you are right OldTrees~ :P Although I think aging effect and turn to the new "rewindable"skeleton is more interesting :P

what do you think about my new trap pyramid ?haven't seen any trap-like card before :)
Title: Re: Steal My Idea!
Post by: OldTrees on February 16, 2011, 04:49:04 pm
i have a idea of time permanent like a trap we can name it as pyramid
pyramid|pyramid  6 :time|5 :time
when a non-range/non-fly creature make damage it be catched, lost 1hp and be burrowed. the creature and the pyramid are both delayed ,and the pyramid's ability now active  :time :time :time rewind:rewind the catched creature.then the pyramid is empty and can catch a new attacker now :P creatures with burrowe ability my immune to the delay effect and can escape by itself~
cos its a one to one effect and you can only use 6 at most and heavystriker dragons are all fly creature this card my UP~
Complex cards tend to be realistic and confusing to some players. Elements prefers simple cards.
The first part of this card reminds me of the time shield.
Title: Re: Steal My Idea!
Post by: headshrinker on February 17, 2011, 12:11:27 pm
I thought delay effect may be  :time 's Feature.
This delay effect more like BasiliskBlood,catched creature can't escape until the trap use its rewind ,the burrowed effect is a kind of "protection"to the catched creature ~ I just want to fand a way to against immortal creature~(not by shield they doesn't work with unstoppable) i want some thing like :water 's flooding ,and this trap could work better than flooding~Too complex ?

I have another idea~to against immortal army player~ ;D
what about this~ >:(
Red gaint :gravity creature
you summon a dying star (the creature come in battle poisoned) on you opponent side deal one damage to all creatures(including itself) on both side,when it die cast Chimera.
this card not only can against immortal army but also can use to fight swarm deck like RoL-Hope~ :P
Title: Re: Steal My Idea!
Post by: OldTrees on February 17, 2011, 12:18:31 pm
I thought delay effect may be  :time 's Feature.
This delay effect more like BasiliskBlood,catched creature can't escape until the trap use its rewind ,the burrowed effect is a kind of "protection"to the catched creature ~ I just want to fand a way to against immortal creature~(not by shield they doesn't work with unstoppable) i want some thing like :water 's flooding ,and this trap could work better than flooding~Too complex ?

I have another idea~to against immortal army player~ ;D
what about this~ >:(
Red gaint :gravity creature
you summon a dying star (the creature come in battle poisoned) on you opponent side deal one damage to all creatures(including itself) on both side,when it die cast Chimera.
this card not only can against immortal army but also can use to fight swarm deck like RoL-Hope~ :P
yes the trap is too complex. Also the immortal army is not that strong. In fact they are underused.

the second idea is also too complex. Fire Shield is sufficient.
Title: Re: Steal My Idea!
Post by: headshrinker on February 17, 2011, 01:02:38 pm
Fire Shield not hit both side~ :P
IF it's too complex ,what about remove the damage,and make it poisoned by 2?

anyone like the idea "Chimera cast on opponent field" may try to improve it. star very suitable for  :gravity .Red gaint turn to strong blackhole is interesting~
useing my poor "chinglish" is so tired me~I give up  :-[
Title: Re: Steal My Idea!
Post by: raskart on February 22, 2011, 06:45:15 pm
 :fire  flame trooper ( 3-4 fire quanta), 4/4,  :fire :fire :fire deal 1 damage and inflict ''burn'' (2 damage per turn) to target creature
Title: Re: Steal My Idea!
Post by: raskart on February 22, 2011, 06:48:27 pm
Water shield ( :water :water :water :water :water)    waves: only water creatures can reach you, any other attacking creatures gain -1/-1,  fire creatures die
Title: Re: Steal My Idea!
Post by: Nepycros on February 22, 2011, 09:40:46 pm
Water shield ( :water :water :water :water :water)    waves: only water creatures can reach you, any other attacking creatures gain -1/-1,  fire creatures die
No. Just no. That thing is way too powerful. It basically means any non-water or non-momentumed creatures not only are useless, but will die. WAY too powerful!
Title: Re: Steal My Idea!
Post by: silux on February 22, 2011, 10:17:48 pm
Wild force
2 :life
Creature
7|0
->
Untamed force
3 :life
Creature
6|0
Momentum


Ruin
6 :water OR :earth
Spell
Destroy 2 target permanents
->
Elite Ruin
8 :water OR :earth
Spell
Destroy 3 target permanents


Students of wind
2 :air
Creature 1|3
Sacrifice:Target creature you control get +3|+0
->
Wind's blessing
1 :air
Spell
Target airborne creature gains +3|+0
Draw a card


Title: Re: Steal My Idea!
Post by: migster99 on February 22, 2011, 11:42:29 pm
 :entropy Anti Fractal - Destroy all but one copy of all cards in your opponents hand
 :time Slow Field - All spells are delayed by 1 turn, could be spell lasting 5 turns, or a permanent, or a creature that has the ability that delays a spell to it by one turn
Title: Re: Steal My Idea!
Post by: Time_lord_victorius on February 23, 2011, 01:05:10 am
lagorox| plated lagorox
4 :earth | 5 :earth
3/5 | 3/8
gravity pull
harden 1:earth :gains +0+2

based on ablaze mechanic for earth. its a dinosaur that blocks the path for the enemy. good synergy with armor plates ( if i got name right)
Title: Re: Steal My Idea!
Post by: migster99 on March 01, 2011, 02:43:58 am
It's plate armor
Title: Re: Steal My Idea!
Post by: LifeLockable on March 01, 2011, 05:11:42 am
Demoralize 6 :darkness/ 5 :darkness

all non-dark or death creatures gain -1/0

upped version has the same ability
Title: Re: Steal My Idea!
Post by: doublecross on March 02, 2011, 01:09:46 am
A permanent, that, so long as it is on the field, each creature generates 1 quanta of its element at the end of each turn.

Ex.  If you had this permanent, two fate eggs and a phoenix, you would gain 2 :time 1  :fire at the end of each turn.

I would stack, so two of the permanent would lead to 4 :time 2 :fire

Title: Re: Steal My Idea!
Post by: doublecross on March 03, 2011, 11:29:06 pm
Sorry for the double post. Previous idea now exists in the form of Essence Charm.

Next card Idea:

(http://imageplay.net/m7Gbd150945/Micro_Black_Hole_thumb.jpg) (http://imageplay.net/view/m7Gbd150945/Micro_Black_Hole)(http://imageplay.net/m7Gbd150946/Gluon_thumb.jpg) (http://imageplay.net/view/m7Gbd150946/Gluon)
Title: Re: Steal My Idea!
Post by: kitty45 on March 04, 2011, 01:18:35 am
How can you post a card i have an idea
Title: Re: Steal My Idea!
Post by: Cpt. Crammit Wimbledon on March 04, 2011, 08:41:30 pm
Excellent!  A place I can post random ideas without mucking up serious discussion or failing at etiquette.

Badly Named Rogue
2 :darkness
Creature
0|1
:time :time : The next time this creature deals damage to an opponent, draw a card.
->

Elite Badly Named Rogue
3  :darkness
Creature
0|1
Immaterial
:time :time : The next time this creature deals damage to an opponent, draw a card.

I rather like the idea of the upgraded version only being able to deal damage under the cover of darkness, in exchange for being a good source of unmurderable draw potential and damage.
Title: Re: Steal My Idea!
Post by: petersenk on March 04, 2011, 11:39:04 pm
This has probably already been suggested or even taken care of, but how about a creature with the ability to either purify a creature on the field or the player himself? I'm thinking along the lines of a purifying plant or something... so this is something for life, I guess.
Title: Re: Steal My Idea!
Post by: Time_lord_victorius on March 09, 2011, 04:03:22 am
pain spire| hate spire
 6 :fire| 5 :fire
type: permanent
effect (upped and not): 2 :fire : deal 4 damage to target creature.

its as simple as it gets. its not a firebolt effect. its cheaper, does more damage, but on the long run, it'll cost you more, and its vulnerable to pulvy and explosion. simple and brilliant
Title: Re: Steal My Idea!
Post by: LifeLockable on March 09, 2011, 04:47:16 am
I think we are all tired of light having better healing then life am I correct?

then how about this card....

Tree of Life 2 :life/ 1  :life

Heals the player for one hit point, but as more Tree's of Life are played it heals and additional 1 health point per tree


Simple but effective....vulnerable to pulvy and deflag and steal, but gets life its name back
Title: Re: Steal My Idea!
Post by: migster99 on March 09, 2011, 09:22:33 pm
Elite Badly Named Rogue
3  :darkness
Creature
0|1
Immaterial
:time :time : The next time this creature deals damage to an opponent, draw a card.


An immaterial 0 attack creature who's ability is based on it attacking?

Do you mean invisible?
Title: Re: Steal My Idea!
Post by: migster99 on March 09, 2011, 09:29:01 pm
A shield that blocks 1 or 2 damage but ignores momentum
A shield that only allows burrowed creatures to attack for 5 turns
Title: Re: Steal My Idea!
Post by: rohlfo on March 09, 2011, 11:01:10 pm
A shield that only allows burrowed creatures to attack for 5 turns
hmm, interesting, some kind of wall or similar (burrowed creatures can burrow under the wall), however, perhaps too situational...wings works cos of how many creatures are airbourne, not many burrow :s
Title: Re: Steal My Idea!
Post by: Time_lord_victorius on March 10, 2011, 02:20:41 am
 raid bomber| elite raid bomber
5 :air| 7 :air
type: creature
4/3 | 8/3
 :fire : dive |  :fire :fire : dive
passive: airborne
Title: Re: Steal My Idea!
Post by: JaguarLive on March 10, 2011, 01:33:46 pm
Here are a few ideas i have that people can use, Its up to you to decide what element, cost and whether it is a spell, instant or ability.

Invincibility
Protection from weapon, abilities, creatures, permanents, poison, freezing, the hourglass thingy, etc.
Global all (creatures, permanents, etc.), Specific (power/hp, power/hp < or >), etc.
Specific enemy, you, element, hp/power, hp/power < or >), etc.

Destruction / Damage
Global non pillar permanents, creatures, weak/strong hp creatures, passive specific (airborne/momentum, etc.)
Specific airborne, power/hp, power/hp < or >, creature specific (dragon, nymph, usually something all elements have), burrowed creature, etc.

Hand
Discard you/opponent hand, Global/Opponent Specific (all creatures, permanents, power/hp < or >)
Draw based on you/opponents quantums, based on you/opponents creatures/life/permanents/pillars, etc.
Hand Size decrease/increase

Quantum
Increase/Decrease you/opponent per creature/permanent/opponent quantum, etc.
Colour Change all/stack/single pillar to specific/random pillar, all/you/opponent mark to specific/random, etc.
Casting Cost Costs for Specific/all cards cost less/more (You and/or Opponent)

Deck
Search Specific/(Random from top) and put into hand, discard/(put to bottom) the (top X cards)/specific {pillars,creatures, weapons, etc.) of you/opponent deck.
Refill all/some (random/specific/chosen by owner or user) hand/creatures/permanents back into deck.
Block you and/or opponent cant draw


Oh man, i Have a few others but they are VERY specific....and i am not in the mood to write down all of them (sorry)

But i hope these points will help as well as give people more ideas for new cards.
I mostly based my tips from Magic:The Gathering so i cant take any credit (well I "stole" this from Magic, and wouldnt get any credit anyway from someone whole stole it from me)  :P

But on a final point, dont just think about abilities which help you, maybe you can add a hurtfull ability to a creature with good stats for cheap, etc.

Go crazy  ???
Title: Re: Steal My Idea!
Post by: penguin3921 on March 10, 2011, 05:31:14 pm
I had the idea of a flying shield card. It would be really epic to have six flying diamond shields out preventing 18 damage per turn. This is probably OP so there should be some drawback. Maybe a higher quanta cost?
Title: Re: Steal My Idea!
Post by: migster99 on March 10, 2011, 10:24:53 pm
Creature - If the attack of this creature is equal to/larger than another's hp, then attack the creature
Permanent - Extra attack goes to opp HP e.g. If I use a basic (3dmg) fire bolt on ray of light, 2 dmg goes to opponent

(I'm too lazy to make these into cards, so...)
Title: Re: Steal My Idea!
Post by: rohlfo on March 11, 2011, 11:28:32 pm
raid bomber| elite raid bomber
5 :air| 7 :air
type: creature
4/3 | 8/3
 :fire : dive |  :fire :fire : dive
passive: airborne
quite like this idea, although I can't help but think 'dive' should stay  :air but I think the card could easily be :fire to keep the duo feel?
Title: Re: Steal My Idea!
Post by: wodey on March 12, 2011, 06:36:16 am
beast-master...beast-master takes control of target creature, when creature dies so does beast-master.
Title: Re: Steal My Idea!
Post by: Nepycros on March 12, 2011, 06:44:53 am
beast-master...beast-master takes control of target creature, when creature dies so does beast-master.
Part of the reason I don't like this thread: n00bs that don't understand how balancing a card works, and post random card ideas that either never work, or are taboo. Should people be required to actually poke around before posting everything in their brains?
Title: Re: Steal My Idea!
Post by: Spiraler on March 12, 2011, 04:25:14 pm
Here's one:

-Martyr 5|5 with a cost of 3 :light. Ability: This creature is destroyed at the end of the turn if you do not have a Mark of Light and deals 5 damage to you.

Light rush? Yes. Introverted light? Maybe. Twin Universe resistant? Oh, yes.
This one is good. Rainbow can't use it.

A card that copies a spell, either once or multiple times.
An instant that generates quanta at your opponent's expense.
It's called black hole
Title: Re: Steal My Idea!
Post by: Thalas on March 13, 2011, 08:56:57 am
beast-master...beast-master takes control of target creature, when creature dies so does beast-master.
Part of the reason I don't like this thread: n00bs that don't understand how balancing a card works, and post random card ideas that either never work, or are taboo. Should people be required to actually poke around before posting everything in their brains?
At least noobs give inspiration. But you can balance this card yourself. Something like this

Succubus
Cost: 5  :fire
Att/hp: 3/3   
Text -  :fire : Lust
Take control of the target low attack power creature (less than 3)

Can be used only once
Title: Re: Steal My Idea!
Post by: Pineapple on March 13, 2011, 09:20:32 am
7 deadly sin series! (Redux)
All the ideas are creatures with Darkness costing abilities.
Feel free to change as you see fit.

Lust (Death): reduces target creature's (current) health to 1.

Wrath (Fire): Wrath gains +X/+0, where X is the difference between current and full health.

Envy (Aether): Envy's attack becomes that of the target creature.

Avarice (Darkness): Sacrifice Avarice to absorb 1 quanta of each element from the opponent and return it to you

Pride (Light): Sacrifice the target creature; Pride gains +2/+2. Pride does not attack if you outnumber your enemy (If the number of creatures on your side is higher than the number of creatures on the opponent's side)

Gluttony (Gravity): Devour the target smaller creature, Sloth gains +0/+2 (instead of +1/+1)

Sloth (Time): Delay the weaker target creature for 1 turn; target gains +1/+0
Title: Re: Steal My Idea!
Post by: migster99 on March 13, 2011, 06:00:57 pm
Permanent (Maybe, Limiter) - If you're opponent uses more quanta than you, the opponent is silenced for 1 turn
Title: Re: Steal My Idea!
Post by: Cpt. Crammit Wimbledon on March 13, 2011, 06:20:16 pm
Elite Badly Named Rogue
3  :darkness
Creature
0|1
Immaterial
:time :time : The next time this creature deals damage to an opponent, draw a card.


An immaterial 0 attack creature who's ability is based on it attacking?

Do you mean invisible?
nope :) it's almost like you'd need to use nightfall/eclipse for it to deal damage in exchange for it being protected! 
Title: Re: Steal My Idea!
Post by: silux on March 15, 2011, 05:19:23 pm
Dark Elves 2 :life or  :darkness
with emph bond +1/+2
with eclipse +2/+1
2|2
*fractal dark elves!

Raging force 2 :fire or  :life
3|0 andrenaline
*another andrenaline form(plate...cough...armor...cough cough)

Sand flow  2:time
gain 4 earth
draw a card

Armor(passive ability)
reduce damage to this creature by 1

Snipe 2 :air
3 damage to target creature
draw a card
*yes I know about shockwave

Basilisk 7 :life
 :earth :earth :earth : minor petrify(+0|+6 3stasis)
6|4

Centaur 4 :life
5|6

Canopy Spider 2 :life
2|4  :air :web
*life DOESN'T have A SPIDER???

Water hourglass 4 :water
 :time :draw a card

Sand hourglass 4  :earth
 :time :draw a card

Vitality gift 2 :life
+2|+1 draw a card

Deep meditation 3 :light
self silence
draw 4 cards(5 if you have a sanctuary)
*Let's combo with sanctuary!

Horned snail  1:life or  1:earth
(slow)every time horned snail attack, stuck it in a 1 stasis
1|5
*yes it needs some work^^

Title: Re: Steal My Idea!
Post by: Onizuka on March 15, 2011, 11:24:50 pm
Storm Child l Storm Child
 3 :air l 5 :air
3/3 l 5/4
Charge: This creature gains +1/+1 each time Thunderstorm or Lightning is played. l Charge: This creature gains +1/+1 each time Lightning Storm or Thunderbolt is played.
Title: Re: Steal My Idea!
Post by: JaguarLive on March 16, 2011, 10:01:15 am
Storm Child l Storm Child
 3 :air l 5 :air
3/3 l 5/4
Charge: This creature gains +1/+1 each time Thunderstorm or Lightning is played. l Charge: This creature gains +1/+1 each time Lightning Storm or Thunderbolt is played.
sounds interesting :)
maybe add a little defensive twist to this as well, gaining +1/+1 when you are damaged by a lightning based creature
Title: Re: Steal My Idea!
Post by: Demagog on March 19, 2011, 07:55:09 pm
A shield that absorbs a certain amount of damage each turn. For instance, it could absorb 10 damage every turn. When that limit is reached, all other damage that turn goes through. That's just a really weak example. The amount of damage could be based off any number of things... number of cards in your hand, number of cards on the field, have an active ability that raises the amount of damage for that turn (castable as much as you want, like rustler... it would be a more controllable dissipation shield).

Be neat if the amount were obtained by multiplying the number of cards in your hand by the number of cards in your opponent's. A shield that could block anywhere from 0 to 49 damage. It would probably average 12-16.
Title: Re: Steal My Idea!
Post by: silux on March 21, 2011, 11:00:56 pm
Good shield idea!


Golem should be immune to poison(hematite and steel golem^^)

Abyss crawler should have a passive ability that gives +1|+1 if under water

Title: Re: Steal My Idea!
Post by: Pineapple on March 22, 2011, 10:36:46 am
Good shield idea!


Golem should be immune to poison(hematite and steel golem^^)

Abyss crawler should have a passive ability that gives +1|+1 if under water


wrong thread.
Title: Re: Steal My Idea!
Post by: silux on March 22, 2011, 04:23:16 pm
6:water  Sapphire golem
8|7
Golem(passive):immune to poison

sea-dweller(passive):+1|+1 when underwater

Skeleton sage 4 :death
Undead
When it dies, draw a card
3|3

Title: Re: Steal My Idea!
Post by: rohlfo on March 22, 2011, 04:34:15 pm
Skeleton sage 4 :death
Undead
When it dies, draw a card
3|3
that one's quite neat. simple but could see it being used.
Title: Re: Steal My Idea!
Post by: JaguarLive on March 23, 2011, 01:49:34 pm
Broodmother
4 :life | 6 :life
3/3 | 4/4

unupped : 2 :life Generate a 1/1 spiderling
upped: 1  :life Generate a 1/1 spiderling

--------------------------------

Hired Assasin
3 :darkness | 5  :darkness
1/3 | 2/5

Passive: Hired Assasin has invisibilty if its hp is full
Ability: 3  :gravity Hired Assasin attacks target creature instead of opponent, if target is still alive after the attack, then Hired Assasin is dealt 1 damage

---------------------------------



Title: Re: Steal My Idea!
Post by: helltank on March 27, 2011, 06:55:38 am
Mindstealer | Elite Mindstealer
3/3 Cost 5  :death | 3/4 Cost 4  :death

Ability:Siphon 3 :death |Ability Siphon 3  :death
Attacks a target creature. If it doesn't die, steal its ability.
Title: Re: Steal My Idea!
Post by: KingOfArmagio on March 27, 2011, 07:28:47 am
Name: Psycho Drain
Element: :entropy
Cost: 2 :entropy
Type: Spell
Effect: decrease the target creature's stats -1/-1.

Name: Dynamo Drain
Element: :entropy
Cost: 3 :entropy
Type: Spell
Effect: decrease the target creature's stats -2/-2.
Title: Re: Steal My Idea!
Post by: LifeLockable on March 28, 2011, 06:26:09 am
I dont really have a name for this creature but

0/1 cost 4 :aether/ 0/3 cost 4 :aether

2 :aether Parallel Clone: create an exact copy of this creature

Title: Re: Steal My Idea!
Post by: helltank on March 29, 2011, 08:02:18 am
Name: Psycho Drain
Element: :entropy
Cost: 2 :entropy
Type: Spell
Effect: decrease the target creature's stats -1/-1.

Name: Dynamo Drain
Element: :entropy
Cost: 3 :entropy
Type: Spell
Effect: decrease the target creature's stats -2/-2.
I can see the potential in Anti FG decks. Nice one.
Title: Re: Steal My Idea!
Post by: KingOfArmagio on March 29, 2011, 08:04:48 am
Name: Psycho Drain
Element: :entropy
Cost: 2 :entropy
Type: Spell
Effect: decrease the target creature's stats -1/-1.

Name: Dynamo Drain
Element: :entropy
Cost: 3 :entropy
Type: Spell
Effect: decrease the target creature's stats -2/-2.
I can see the potential in Anti FG decks. Nice one.
Thanks. :D
Title: Re: Steal My Idea!
Post by: Nepycros on March 29, 2011, 12:54:21 pm
Name: Psycho Drain
Element: :entropy
Cost: 2 :entropy
Type: Spell
Effect: decrease the target creature's stats -1/-1.

Name: Dynamo Drain
Element: :entropy
Cost: 3 :entropy
Type: Spell
Effect: decrease the target creature's stats -2/-2.
I can see the potential in Anti FG decks. Nice one.
Thanks. :D
Not much to do with Entropy, though. >.>
Title: Re: Steal My Idea!
Post by: helltank on March 30, 2011, 05:58:43 am
Name: Psycho Drain
Element: :entropy
Cost: 2 :entropy
Type: Spell
Effect: decrease the target creature's stats -1/-1.

Name: Dynamo Drain
Element: :entropy
Cost: 3 :entropy
Type: Spell
Effect: decrease the target creature's stats -2/-2.
I can see the potential in Anti FG decks. Nice one.
Thanks. :D
Not much to do with Entropy, though. >.>
Lol, yeah.

I kinda forgot which elements are control...
Title: Re: Steal My Idea!
Post by: MandorUK on April 01, 2011, 12:22:07 pm
also, all air cards in the near future should be airborne-related. how about something that gives +2/+1 or +1/+2 or something to all airborne cards? kinda like eclipse. also there should be a card that can make other cards airborne, but not until there are more uses for airborne
How abour an Anti Airbourne Permanent...

3 :aether
Turbulance
All creatures with Airbourne suffer -1/-1 and can no longer attack.
Title: Re: Steal My Idea!
Post by: Spiraler on April 03, 2011, 10:12:06 pm
I think an anti-airborne would be earth, being the opposite of air.
How about this.  :entropy spell with something to the effect of destroying permanents.
Another: :aether shield that utilizes lgihtning.
One last: :gravity creature that has something against :entropy
I would give an idea for :death and :darkness but they have enough cards already.
Title: Re: Steal My Idea!
Post by: XYTWO on April 04, 2011, 12:48:04 am
I think an anti-airborne would be earth, being the opposite of air.
How about this.  :entropy spell with something to the effect of destroying permanents.
Another: :aether shield that utilizes lgihtning.
One last: :gravity creature that has something against :entropy
I would give an idea for :death and :darkness but they have enough cards already.
Erm... Butterfly Effect already does this.
Title: Re: Steal My Idea!
Post by: JaguarLive on April 04, 2011, 06:42:50 am
I think an anti-airborne would be earth, being the opposite of air.
I think anti-air should be gravity, influencing the gravitational pull around the target bringing it straight down to the ground dealing damage or killing it ^^
Title: Re: Steal My Idea!
Post by: Darkwingedone on April 14, 2011, 07:57:11 am
House of mirrors
 :entropy 4-5???
permanent
All spells affect both side of the field (maybe with a timer?)

Exampels:
Enemy blessed one of his creatures. One of your creatures is also blessed.
Enemey uses poison on you. He get also poison-counters.

Same if you use a spell. Spells that effect players, effect both players. Spells that effect a chosen creature, effect a random creature on the other side. Spells that effect all creatures on a side of the field, effect the other side as well. (RoF) Spells that effect both sides behave as normal.
Title: Re: Steal My Idea!
Post by: Jenkar on April 15, 2011, 11:28:41 am
Two ideas popped in my mind recently :
Code: [Select]
1) Last Stand/Last Hope (permanent costing 5/4  :light ) : While this is in play, if you have less than 1/4th of your max HP,
    your creature with the highest HP gains gravity pull. If it dies, the one with the second highest HP immediatly gains gravity
    pull, ect till you have no more creatures. If you have more than 1/4th of your max HP, you lose 1HP for each light creature
    on your side of the field.
2) Brain shuffle/Brain puzzle (permanent costing 5/7 :entropy) : As long as this is in play, at the end of each turn, the player
    who just played shuffles his hand into the deck and picks the same number of card he had in his hand before the shuffle.
    (upgraded : the effect only affects your opponent)


Thoughts?
Title: Re: Steal My Idea!
Post by: LifeLockable on April 16, 2011, 01:06:11 am
I actually like both of those ideas...give light more stall power, but I love brain puzzle...its like the epitome of randomness....but I'd also like it as a one time card instead of a permanent
Title: Re: Steal My Idea!
Post by: KorabanVII on April 30, 2011, 12:38:37 am
Insanity Seed
3  :entropy
spell
Activate Chaos Seed on the target creature every turn, except this turn, until it dies

I already posted this on the Kong thread but I figure this is closer to curtain.
Title: Re: Steal My Idea!
Post by: Jenkar on April 30, 2011, 11:45:08 am
1) Ray of destruction/ Ray of annhilation Permanent costing 5 :entropy / 7 :entropy : Destroys 1 card on each field each time your turn begins/ Destroys 1 card on each field and in each hand each time your turn begins.
2) Instantdeath/Instantdeath = Permanent costing 8  :death / 7 = Each turn, both players loose X life, where X is the number of turns this card has been into play. Immaterial.
Title: Re: Steal My Idea!
Post by: TimerClock14 on April 30, 2011, 10:11:06 pm
Just thought of an earth card that'd be pretty cool:

Something like behemoth, or colossus for the name.

Creature

don't know about the stats

ability:
(dunno about the cost) Aftershock: Deal 1 damage to all burrowed creatures in play.
Title: Re: Steal My Idea!
Post by: Nepycros on April 30, 2011, 10:15:10 pm
Just thought of an earth card that'd be pretty cool:

Something like behemoth, or colossus for the name.

Creature

don't know about the stats

ability:
(dunno about the cost) Aftershock: Deal 1 damage to all burrowed creatures in play.
Nah. With something that only targets 4 burrowing creatures, and 1 kind of mutants, you'd hardly see it in play. Even if the stats were large. After all, you could pick something else that's similar, but cheaper.
Title: Re: Steal My Idea!
Post by: TimerClock14 on April 30, 2011, 10:18:19 pm
Just thought of an earth card that'd be pretty cool:

Something like behemoth, or colossus for the name.

Creature

don't know about the stats

ability:
(dunno about the cost) Aftershock: Deal 1 damage to all burrowed creatures in play.
Nah. With something that only targets 4 burrowing creatures, and 1 kind of mutants, you'd hardly see it in play. Even if the stats were large. After all, you could pick something else that's similar, but cheaper.
Isn't that what :earth is all about? xD
Title: Re: Steal My Idea!
Post by: LifeLockable on May 01, 2011, 04:39:20 am
Utopia 15/ 13  :light

turn all your permanents immaterial, however utopia cannot be made immaterial by any card
Title: Re: Steal My Idea!
Post by: Jenkar on May 01, 2011, 05:22:35 pm
Utopia 15/ 13  :light

turn all your permanents immaterial, however utopia cannot be made immaterial by any card
This is just a destruction fodder : i destroy it, then other things. As such, cost is wayyyyyy too high.
Title: Re: Steal My Idea!
Post by: phaedrus on May 02, 2011, 08:23:11 am
This card was thought up as a response to gravity's weakness to RT as observed in War 3 so far.

A cheap-ish gravity creature along the lines of Iridium warden/mind/flayer/shrodinger's cat with an ability of...
:gravity : Generate a forcefield around one of your creatures. Enter the game with a forcefield.
The up would probably just give an attack & hp boost.
Stats perhaps being 1/3 unupped, 2/4 upped.
Card cost of maybe 3.

With "forcefield" being a kind of temporary quint that lasts 2 or 3 turns.
It could be a synergy card aswell but that would weaken it too much I think.

Steal away!
Title: Re: Steal My Idea!
Post by: silux on May 17, 2011, 09:54:20 pm
A skill that requires clicking; small cost;can't be loboed
Title: Re: Steal My Idea!
Post by: RagingAlien on May 17, 2011, 09:55:31 pm
A high-cost Other Card that increases the damage/duration of the next spell played by one, or decreases the cost of all spells for one turn by one.
Title: Re: Steal My Idea!
Post by: EmeraldTiger on May 19, 2011, 02:35:20 pm
I would like to find a viable solution to begin attempting to use ideas from here.
Title: Re: Steal My Idea!
Post by: OldTrees on May 19, 2011, 03:32:44 pm
I would like to find a viable solution to begin attempting to use ideas from here.
If you see an idea that is of high value to the game and that you wish to further, then make it. The old solution is sufficient.
Title: Re: Steal My Idea!
Post by: Crowbarofjustice on May 20, 2011, 08:17:49 pm
ive gots lotsa ideas  :D

warlock  6 :death
creature 1/3
every spell played trigers death effects

bottom feeder 4 :death
creature 3/4
free: eat a 1/1 creature gain 1/1

corrupt core 6 :entropy
creature 0/5
every turn a random effect is applyed to (eny number) of creatures, creatures can not be killed or hurt

pirana 2 :water
creature 1/n (n=every pirana in play)
1 :gravity :eat a smaller creature
spawn a pirana evey time a creature dies
Title: Re: Steal My Idea!
Post by: RagingAlien on May 20, 2011, 08:44:23 pm
I remember seeing a piranha card almost identical to the one you posted some time ago...
Title: Re: Steal My Idea!
Post by: ManectricMan on May 21, 2011, 05:45:03 am
I figure that Water needed a little boost. Since it'll never be aggro, and control is done better in other elements, I figure it might be a good idea for introducing the concept of Deckout. Why water? Because though control is done BETTER in other elements, very few have as many cards solely devoted to stalling (Time being the only one that combines both control and stall in one).

Maelstrom
15 (12) :water:
Permanent
Each turn, place the top card from an opponent's deck under this card (max. 15).  When this card is removed from the field, shuffle all cards under this card into the opponent's deck. Is Immaterial if Flooding is in play.

Rulings:
The cards would take the forms of counters on it. By hovering over it, it'll show what cards are "equipped" to it.

I figure it would represent a waterspout that sucks away the resources of the opponent, like one would take the exposed cargo on a ship. But should the storm be stopped, the cargo is retrievable. Obviously, this would be much harder if there's an actual source of water.

Also, the concept of deckout was left to bouncing free creatures or 60-card stall decks because permanently eliminating a card from the game is VERY powerful. Having a way to return it back offers a more fragile system that is less broken, in my opinion.
Title: Re: Steal My Idea!
Post by: Thalas on May 25, 2011, 12:34:44 pm
Dune scorpion in permanent

Give credits to this
http://www.sxc.hu/photo/1208075 (http://www.sxc.hu/photo/1208075)
http://www.sxc.hu/photo/1287924 (http://www.sxc.hu/photo/1287924)
http://www.sxc.hu/photo/1214820 (http://www.sxc.hu/photo/1214820)
http://www.sxc.hu/photo/1179337 (http://www.sxc.hu/photo/1179337)
http://www.sxc.hu/photo/1263040 (http://www.sxc.hu/photo/1263040)

(http://imageplay.net/img/m7Gbd188203/Illness.png)(http://imageplay.net/img/m7Gbd188204/Omen.png)
Title: Re: Steal My Idea!
Post by: coinich on May 25, 2011, 02:22:17 pm
New passive:
Card loses no attack from Burrowing.
Title: Re: Steal My Idea!
Post by: Crowbarofjustice on May 27, 2011, 05:51:18 pm
i gots some more ideas

phantom >> wraith
5 :death , creature
5/2 >> 6/3
1 :darkness : become untargetable for a turn
(this will help allot with dark/death synergy)

druid >> elder druid
5  :life ,creature
2/4 >> 0/6
2 :life : summon a protector tree >>  2 :life :summon a salvation tree

protector tree >> salvation tree
2 :life
0/10
1 :life : gravity pull >> 1 :life : gravity pull, user gains 2 hp per turn wile salvation tree is alive

Title: Re: Steal My Idea!
Post by: Pineapple on May 28, 2011, 09:12:07 am
http://elementscommunity.org/forum/index.php?topic=26459.0
Title: Re: Steal My Idea!
Post by: pie on May 31, 2011, 09:57:23 pm
Weapon , Element = [?] , Cost [?] , Deals no damage but destroys any shield the opponent has ( useless against bonewall :) )

EDIT*
2Handed Weapon ( You can not equip a shield ).
Destroys also Protected shields.
Title: Re: Steal My Idea!
Post by: Thalas on June 02, 2011, 01:50:32 pm
Obelisk
3 :earth
0/1
Every summoned creature is stucked in Obelisk for 1 turn.
If Obelisk is affected, stucked creatures are affected as well.
Title: Re: Steal My Idea!
Post by: Crowbarofjustice on June 07, 2011, 08:22:31 pm
Obelisk
3 :earth
0/1
Every summoned creature is stucked in Obelisk for 1 turn.
If Obelisk is affected, stucked creatures are affected as well.
isnt an obelisk in real life a giant pillar?

enyway
i gots some moar ideas

acolyte 3  :darkness
creature
2/0
0 :rainbow-suffer: all freindly creatures (exept acolyte) gain 2/2 for 1 turn,acolyte loses 1 hp

hex cript/curse cript
6 :darkness/4 :darkness
permanent
chance to kill any creature depending on health, death affects trigger phantom sommon, no affect on skeleton.
(phantom replaces killed creature, affects both players)

phantom 0 :rainbow
creature
2/1
immaterial, momentum

Title: Re: Steal My Idea!
Post by: bluebomber25 on June 08, 2011, 04:04:38 am
Just some Concepts/mechanics I've been thinking about, finally found a place to put them! (costs are only guesses, everything's probably OP/UP)

Spell - 6 :earth - "Tremor" Your opponent's creatures are now Burrowed. Airborne Creatures are unaffected. Their unburrow cost is their casting cost.
Spell - 8 :time - "Stopwatch" Your opponent's creatures are delayed 1 turn. All Remaining Time Quanta is consumed.
Creature - 6 :water - "Hydra" 3/3  Adrenaline (to simulate multiple heads attacking)
Perm - 10  :gravity - "Gravity Well" Damage you would take is redistributed among your creatures. If you control no creatures, Gravity Well is destroyed. Maintence of 5 :gravity per turn.
Creature - 7 :darkness - "Doom Bringer" 0/1 Immortal. 4 :darkness "Death Touch"  Target creature has 10% chance of dying. Whenever Doom Bringer kills a creature, it gets +2/0.

I've got more thoughts, but feedback on these would be appreciated!
Title: Re: Steal My Idea!
Post by: helltank on June 17, 2011, 03:17:53 am
Quanta Gatherer=>Quantum Harvester
Creature
0|6=>0|7
Costs 4 :rainbow quanta.=>3 :rainbow quanta
Every turn, this creature will generate quanta of random elements equal to the number of HP it has left.
Strengths-Can be used well in rainbow decks
Weaknesses-Not very good in Mono or Double element decks, plus it doesn't do any damage.

Blood Ritual=>Blood Fury
Spell
Costs 2  :death quanta=>1  :death quanta
Effect-Destroy all of your opponent's creatures and lose 15 HP. Can kill you.
Strengths-Good if you have feral bond/heal/miracle/high hp and your opponent is using firefly queen or something like that.
Weaknesses-Not good near endgame. Your opponent has less creatures in the field and you have less hp to waste.
Notes-I'd suggest using when your opponent tries to swarm you, or at the climax of his rush.
Title: Re: Steal My Idea!
Post by: Antervis on June 17, 2011, 06:26:41 pm
Wraith
7  :darkness
N/6 -> N/8
ability: attacks random enemy creature and itself with N damage , where N is minimal of creature's and wraith's HP. So total damage can't exceed the wraith's health. Don't attack if no enemy creature on the field.
Title: Re: Steal My Idea!
Post by: helltank on June 18, 2011, 09:51:47 am
Sounds like Wraith should be in Entropy.

Also, I don't quite get how you calculate N.
Title: Re: Steal My Idea!
Post by: Pineapple on June 18, 2011, 03:05:43 pm
If the Wraith's HP is lower than the randomly targeted creature's HP, then N is the Wraith's HP.
If the Wraith's HP is higher than the randomly targeted creature's HP, then N is the randomly targeted creature's HP.
Title: Re: Steal My Idea!
Post by: LifeLockable on June 19, 2011, 07:37:38 pm
ninja 5 :darkness/ 4 :darkness

3/3 >> 5/3

whenever cloak is on the field this creatur gains the effect momentum

----------------------------------------------------------------------------------

hunting spider 3  :darkness/ 2  :darkness

0/1 >> 0/3

whenever cloak is on the field this creature gains +2/ +2

-----------------------------------------------------------------------------------

this is a sort of theme I am coming up with you know creatures gaining buff while cloak is out sort if a sneaky thing darkness will make you think of. The buss wouls wear off when cloak leaves the field
Title: Re: Steal My Idea!
Post by: BlackHogX50 on June 20, 2011, 08:28:44 am
Ok, this:

Name:jack-in-the-box|jack-in-the-box
Element:entropy :entropy
Cost:5 :entropy|6 :entropy
Attack/hp:x/y|x/y
Effect:x and y change to a random number between 0 and 7|1 and 9 at the start of your turn. X/y=randomness-total damage/total attack increase/reduce done to this card. This can have it negative hp at the start of your turn, wich means it will die if not healed to positive hp

Howzat?

Or:

Name:giant wall|collossal wall
Element:earth :earth
Cost:8 :earth|1 :earth
Attack/hp:0/40|0/60
No effect, but it works awsome with aflatoxin, rage elixir or gravity pull!

That's it!

Title: Re: Steal My Idea!
Post by: remko on June 22, 2011, 09:27:18 pm
Perhaps it is possible to create creatures with synergy?

E.g.
 
 6 :death Skeleton King 3/5. All Skeletons get +1/+1. If Skeleton King dies, all Skeletons get -1/-1.
 
5  :gravity 5  :death 5   :time : Enigma Dragon:  All Dragons gain Momentum, Drain  :darkness and +2/+2. If Enigma Dragon dies, All Dragons cannot attack for one turn.
Title: Re: Steal My Idea!
Post by: Pineapple on June 23, 2011, 12:51:38 am
Subversion
Permanent
5 :darkness
All spell damage and healing is inverted for 3 turns.
Absorb :darkness :darkness

Subversion
Permanent
3 :darkness
All spell damage and healing is inverted for 3 turns.
Absorb :darkness :darkness

Notes: It has an upkeep of 2 :darkness per turn. If it drains more :darkness than you have, then it is destroyed. Nonetheless, it is destroyed after 3 turns.
Title: Re: Steal My Idea!
Post by: Acsabi44 on June 24, 2011, 10:53:12 pm
somebody can make the topic if interested; I'm way too lazy to fill out that huge intimidating-looking table.  :P
(The unupped version gives your stuff to the opponent. With the upped version, you can get stuff from the opponent, or you can give a copy of yours to them. They/you don't lose the original one.)
Title: Re: Steal My Idea!
Post by: ZergKing on June 24, 2011, 11:13:33 pm
Speed Blitz/Speed Blitz 
4 :time/ 3 :time
Permanent
Ability Haste: Creatures you control may use their activated abilities the turn they come out. Also if they do activate their ability the turn they come out give them +1/+1 until the end of the turn.
Title: Re: Steal My Idea!
Post by: bigreen69 on June 27, 2011, 03:50:52 pm
i think there could be a perment, maybe earth, that limits how many creature slots  players can fill per turn.

call it collapseing borders, tight quarters or what ever.
make it cheap because it does little after the first couple of turns.
but it would be a nice addition to stall tactics.
Title: Re: Steal My Idea!
Post by: Gocubbies1212 on June 27, 2011, 04:46:59 pm
I was thinking...  why should every element have it's own mark, besides Underworld (basically considered an element since war)?

I know everything about this card, but i need some feedback and someone who can make it because i have no idea how to make a card on the computer.

Mark of the Underworld/Mark of the Underworld

Unupgraded
cost: nothing (like normal marks)
Gives 3 random quanta every turn
Picture:  :underworld  (larger picture though)

Upgraded
everything is the same, except you gain 3 random quanta on the turn you play it.


Title: Re: Steal My Idea!
Post by: Crowbarofjustice on July 05, 2011, 05:03:13 am
prism / prism
4  :time / 4  :rainbow
permanent
1  :light : generate 6  :rainbow

like a rustler for rainbows(except it cannot do it multiple times per turn)

unstable portal / ripping portal
5-6  :aether
mutates a random creature per turn (same a unnuped fallen elf) / mutates a random creature (same as upped fallen druid)

gives immaterial creatures more of an edge or help mass creature decks


Title: Re: Steal My Idea!
Post by: aigel on July 05, 2011, 05:09:17 am
 name of card   : seeker
monster card, costs 5 :air
1/3
pay 3 :air to take one pillar from your deck and put it onto the field
if anyone has anything to say about this card, let me know!

when upgraded turns into   :  massive seeker
costs  4 :air
0/4
pay  4 :air 
take a spell or pillar from your deck and add it to your hand
if anyone has anything to say about this card, let me know!
Title: Re: Steal My Idea!
Post by: Idlewild on July 05, 2011, 06:46:16 pm
Healing herbs:  :life Remove the poison status from yourself and add 10 HP to you maximum life points

Athelas:  :life Remove the poison status from yourself and add 20 HP to you maximum life points
Title: Re: Steal My Idea!
Post by: Smurrf on July 05, 2011, 11:07:56 pm
Healing herbs:  :life Remove the poison status from yourself and add 10 HP to you maximum life points

Athelas:  :life Remove the poison status from yourself and add 20 HP to you maximum life points
Completely outclasses Purify, as have other de-poisoning cards.  Most likely, anything to cure poison is going to have to do something else other than affect your HP in order to make it anywhere.
Title: Re: Steal My Idea!
Post by: Spongey39 on July 06, 2011, 11:36:05 pm
cerberus

cost: 5 :darkness
-3/6
passive skill: three headed
attacks three times per turn

I think something like this could be really interesting. this card plus antimatter would do 9 damage a turn add on an adrenaline and it would do 36 damage a turn. or you could just hit it with a couple of blessings or chaos power. however, by itself it would heal the opponent for 9 which could make it a good target for nightmare.
Title: Re: Steal My Idea!
Post by: pie on July 13, 2011, 11:39:47 pm
(http://i51.tinypic.com/2ujkpbt.jpg)

Can target Weapons in Weapon slot and Flying Weapons as well.
Additional Damage gets reflected by any reflective shield.
Upgraded Enhance costs 1 random.
Weapon does not lose any of the skills/passives it allready has ( Enhanced Fahrenheit deals both fire and spell damage )
Title: Re: Steal My Idea!
Post by: Gocubbies1212 on July 13, 2011, 11:50:06 pm
(http://i51.tinypic.com/2ujkpbt.jpg)
Can target Weapons in Weapon slot and Flying Weapons as well.
Additional Damage gets reflected by any reflective shield.
Upgraded Enhance costs 1 random.
Weapon does not lose any of the skills/passives it allready has ( Enhanced Fahrenheit deals both fire and spell damage )
sorry, but in my opinion, that card is way over powered...
Title: Re: Steal My Idea!
Post by: pie on July 14, 2011, 11:43:26 am
sorry, but in my opinion, that card is way over powered...
You might as well say that Fahrenheit is overpowered.

Maybe it is just a little bit OP'ed ( I still don't think so ) , If so , The Enhanced Weapon should lose its old skills/passives or go through any other changes . Thats why I posted this here on "Steal My Idea!" thread .
Title: Re: Steal My Idea!
Post by: Hodari on July 14, 2011, 07:26:30 pm
Here's a few random ideas I have:

-  A spell which allows you to give one of your permanents to your opponent
Possible uses:  Use mostly entropy deck and give them a discord at the right time so you can play a few cards of other colors. 
                      Give them a sanctuary to break their dissipation shield
                      Give your shield or weapon to replace the one they are using with something less useful
                      Fill all their slots with something useless so they can't play what they want(probably would be difficult to pull this one off but you never know..)

-  Red Queen:  X/2 Creature that deals 1 damage every turn to all creatures in play(including otherwise untargetable ones?).  Pay  :fire to give it +0/+1.   "It takes all the running you can do, to keep in the same place."

- Eyes of the Oracle:  Permanent that lets you see your opponent's hand and/or the next card you will draw

- Mortar - works similar to Catapult but designed for use with smaller creatures instead, would be especially fun to use in a Pestal deck ;)
Title: Re: Steal My Idea!
Post by: doublecross on July 15, 2011, 04:09:37 am
I was thinking of a permanent that is like a weaker version of dissipation shield, but that isn't a shield, and doesn't break.


Ok, that was confusing. But this is what I mean:

While this card is on the field, enemy creatures attack their opposing element quanta pool instead of health, if possible.   1 quanta protects 2 damage.


Ok, so what this means is that if a fire creature attacks, and the opponent has water, it will attack that, and the spillover goes to health, etc.




Title: Re: Steal My Idea!
Post by: idirex on July 17, 2011, 03:45:00 pm
Wildfire : Burn all  :life quanta and transforms it to  :fire .  :air increases its effect ,  :water decreases it by max 50% . ( Effect is for both players)/(optional)
Title: Re: Steal My Idea!
Post by: silux on July 20, 2011, 11:03:46 am
Welcome idirex!

Special Pillars!
Dark pact pillar
At the end of every turn add  :darkness :darkness and you lose 2life

Life bond pillar
At the end of every turn add  :life. If you have more than 3 creatures, gain 1 life

Fog pillar
At the end of every turn add  :air. Opponent creatures have a 5% chance to miss(no stack)

Deathly pillar
At the end of every turn add  :death.If you have more than 3 creatures, creatures you control are poisonous.
Title: Re: Steal My Idea!
Post by: Hodari on July 20, 2011, 11:37:30 am
Welcome idirex!

Special Pillars!
Dark pact pillar
At the end of every turn add  :darkness :darkness and you lose 2life

Life bond pillar
At the end of every turn add  :life. If you have more than 3 creatures, gain 1 life

Fog pillar
At the end of every turn add  :air. Opponent creatures have a 5% chance to miss(no stack)

Deathly pillar
At the end of every turn add  :death.If you have more than 3 creatures, creatures you control are poisonous.
I'd say dark is slightly OP especially given that you can play vampires to regain the hp loss easily(or drain life it back).  Increase the hp loss a bit more(3-4 maybe) and it would be fine though
Life could probably go up to 2-3 hp gained
Fog is ok, though saying 2% chance and allowing it to stack might be better so having more than 1 out isn't redundant.
Death seems very OP.  Combine this with Fractal or Mitosis or even just any normal creature spamming deck and you'd easily be looking at 10+ poison counter per turn.  A platinum deck with Fractal + skeleton + any sort of pc + this would really be scary
In all cases, I'm assuming these would be limited to 6 per deck rather than unlimited like normal pillars.
Title: Re: Steal My Idea!
Post by: petersenk on July 26, 2011, 03:31:40 am
How about a regenerating creature, that is, you may choose to (activate) regenerate instead of attacking this turn.
Title: Re: Steal My Idea!
Post by: Aves on July 28, 2011, 04:25:47 pm
Blinding Light

Unupped: 5 :light cost- For the next turn there is a 50% chance for all creatures to attack normally, 35% chance to do nothing, 15% chance to attack the elemental controlling the creature.
Upped: 5 :light cost- For the next turn there is a 35% chance for all creatures to attack normally, 35 % chance to do nothing, and 30% chance to attack the elemental controlling the creature.
Title: Re: Steal My Idea!
Post by: pie on July 31, 2011, 09:58:19 am
Volcano 5 :fire / 3 :fire
Permanent ; lasts 3 turns ; Can not be destroyed or stolen
Non fire creatures in the middle row ( opponent only ) take damage every turn for 3 turns
Turn 1 = 1 damage
T2 = 2 damage
T3 = 3 damage
Title: Re: Steal My Idea!
Post by: n00b on August 02, 2011, 04:54:12 pm
How 'bout something like this

Corrosion 4 :life : Deal 2 Damage to a weapon each turn and lower it's attack by 1. Cannot be stacked. (Health is based off of flying weapon stats)

Corrosion (Elite) 4 :life : Deal 2 Damage to a weapon each turn and lower it's attack by 2. Cannot be stacked. (Health is based off of flying weapon stats)

Tell me what you think! :)
Title: Re: Steal My Idea!
Post by: Kickpuncher on August 04, 2011, 02:49:35 am
Jman, I like it a lot, but I don't know if  :life is the right element to use, because :life doesn't have anything corrosive.  Maybe  :entropy would be the better one, or  :air to suggest oxidation.  In fact, I would change the name to Oxidation and go with  :air mark!
Title: Re: Steal My Idea!
Post by: Aves on August 07, 2011, 12:32:46 am
Eh, you could actually, life would be a good choice. Corrosion- think Acids. Acids are organic compounds, I think. But thematically, you could fit many elements. Air works, but water does too- acid rain. And then time- you can blame corrosion on time, too- weather and wear.
And so forth.
Problem: this would work well against some low hp weapons like lobo (5|4), but it's really UP. Imagine this against Titan. But the idea is nice. Something like Weapon disappears in X turns.
Title: Re: Steal My Idea!
Post by: Hodari on August 07, 2011, 11:03:35 pm
Artemisium/Thermopylae  Permanent(shield?)  - No more than 5/4 creatures may attack you each turn
Title: Re: Steal My Idea!
Post by: prophious on August 09, 2011, 04:15:41 pm
double strike as a passive ability(un-lobo-able) for creatures attack less then 4 only(as a spell or ability) 

pillar effects (should be all passive)

:fire : deal 1 damage to opponent per pillar up to 5 per turn
:water : randomly freeze up to 3 creatures on opponents field at 35% chance(not stack-able)
:time : randomly cast reverse time on up to 2 creatures on opponents field at 25% chance(not stack-able)
:aether : randomly duplicate a non-flying weapon at 10% chance(not stack-able)
:darkness : drain 1 quanta from opponent per pillar up to 10(6 if there is a max) per turn
:light : heal 1 health per pillar per turn up to 5 health, or randomly heal up to 3 of your creatures up to +5 health each at 20% chance (not stack-able)
:gravity : randomly add momentum to up to 3 of your creatures at 20% chance (not stack-able)
:entropy : randomly add up to 3 quanta to your pool from the cards in your hand (meaning if you have just 1 fire card in your hand, you would get up to 3 quanta of fire) at 20% per quanta per card in hand (not stack-able)
:air : randomly double the attack of up to 2 airborne creatures(allows to be further doubled with dive)at 25% chance (not stack-able)
:earth : randomly add 5 to max health(not healed) at 15% chance (not stack-able), or randomly cast plate armor to up to 3 of your creatures at 25% chance (not stack-able)
:life : heal yourself for 1 health per creature per pillar up to 5 creatures and 4 pillars (max would then be 20 per turn)
:death : randomly poison opponent 2 points or up to 3 of opponents creatures for 1 point each at 25% chance (not stack-able)

and for quantum pillar will get a random effect but at 1/3 chance or max and with multiple quantum pillars ya might get all effects

entropy might be a little OP'ed... but this is just the base of the "pillar effects"
Title: Re: Steal My Idea!
Post by: The Zombie Guy on August 09, 2011, 07:48:24 pm
Okay, I haven't read the whole thread, so these may be repeats, but here's a couple of card ideas:

Charge!  3 :light
All creatures you control gain +1/+1 and ignore shield effects until end of turn

I thought this card would come in handy for swarming-type decks, or as a surprise final assault when your opponent is getting low on health.

Phase Shift  3 :aether
Target creature is now immaterial until your next turn
OR
Removes Immaterial status from target creature until your next turn.

This one would be handy for playing a weak creature, and giving you a chance to actually use it on your next turn before your opponent can Devour it or slap a Rage Potion on it.
Also, it would give All Aether decks something to think about when they're tossing down Phase Dragons and Immortals.



Title: Re: Steal My Idea!
Post by: prophious on August 10, 2011, 10:38:10 pm
1. how about an extra card that allows some "instant" spells to become a skill for a creature or permanent, with limitations on what cards can be used and cost of skill, perhaps would be the cost of the card.... similar to mitosis in life
2. a card (permanent or instant) that randomly removes 1 card from opponents hand
3. a card (permanent or instant) that randomly removes 1 card from opponents deck
4. a card that enhances attack instead of just hp or both (like +3/+0 and +6/+0)
5. other small attk and hp for other elements that dont have them

perhaps having some epic cards in there where only 1(maybe 2) of that card can be used(both regular and upgraded count towards the total) in a deck collectable only from half-god and false good no oracle
Title: Re: Steal My Idea!
Post by: Amphetryon on August 16, 2011, 03:56:50 am
Specific Contagion/Selective Contagion
3  :death/2 :death
Spell
Target creature is infected.  If the creature dies from the infection, another enemy card with the same name becomes infected.  Repeats until all cards of that name are off enemy's side.
Title: Re: Steal My Idea!
Post by: mildlyfrightenedboy on August 19, 2011, 03:08:10 am
I took a picture of smoke from a candle against a black background that I took, and made this ghost out of it.  Anyone that wants to is free to use it.  I'm too lazy to make a card, but not lazy enough to not make the picture.  Just use "MildlyFrightenedBoy" as the art source, if you need it, or leave it blank and link this page under the "ART:" section in the table.  If you do edit it, then the source is you.
http://imageplay.net/img/m7Gbd219694/ghast.png
It would be nice for a Darkness card, or you could continue to edit it if you want, possibly a Death card, or maybe put a spin on it and make it Entropy.

I'm not sure whether art would fall under this category, but it's still available for use.
Title: Re: Steal My Idea!
Post by: madbird20 on August 20, 2011, 04:59:11 pm
Well, not quite sure if this is a good idea or not, but I was just thinking one day and this idea came to me:

Card name: Chlorophyll. ( Or Chlorophyll Injection)
Card type: Spell.
Element:  :life
Cost: ?? (Dunno how much it should cost to avoid being UP or OP)
Effect: Target creature's Element and ability cost switch to  :life .

In theory it can be used as CC for Life by casting it on an opponents creature, changing their ability cost to Life to avoid the use of said ability. The only thing I can see it being OP for would be by using it on Rustler, thereby giving infinite Life quanta. Although that could be fixed by saying it can't be used on creatures that already have Life as element/Ability.

Just a thought.
Title: Re: Steal My Idea!
Post by: improvedphoton on August 20, 2011, 07:37:55 pm
I got an idea  :D

Cost: 6 or 7 :light
Effect: When a creature dies, it generates x photons. And x is the creature's HP divided by 2,5 or 2
Art should be something like, rays of light that are filled with little photons
And the name something like, soul's escape
And for the upgraded one, just make it appear rays of light instead of photons
Oh, and maybe :darkness creatures shouldn't trigger this card

Hope someone likes this :D
Title: Re: Steal My Idea!
Post by: Amphetryon on August 22, 2011, 09:16:10 pm
Alter/Shift
Spell
2 :entropy/1 :entropy
The cost of the target's activation ability shifts from one element to another, random element.

Seems like it fits in with the whole theme of :entropy if, for example, Otyugh suddenly had to pay  :death for the devour ability.
Title: Re: Steal My Idea!
Post by: NikaZaslavsky on August 25, 2011, 03:01:30 pm
Volcano 5 :fire / 3 :fire
Permanent ; lasts 3 turns ; Can not be destroyed or stolen
Non fire creatures in the middle row ( opponent only ) take damage every turn for 3 turns
Turn 1 = 1 damage
T2 = 2 damage
T3 = 3 damage
I had an idea for a permanent called volcano that has different mechanics, but I might use a part of this in my card.
Title: Re: Steal My Idea!
Post by: NikaZaslavsky on August 26, 2011, 04:23:36 am
ninja 5 :darkness/ 4 :darkness

3/3 >> 5/3

whenever cloak is on the field this creatur gains the effect momentum

Ninja=human=never going to be put in game
Title: I got one!
Post by: pancosis on August 29, 2011, 04:31:30 pm
(http://i53.tinypic.com/10rr72h.png) --> (http://i52.tinypic.com/9tq0yw.jpg)


its for when that one card is there and u gotta play it but u dont have quite enough quanta, sacrifice a pillar and get some short term help!
Title: Re: Steal My Idea!
Post by: pancosis on August 29, 2011, 04:35:25 pm
ninja 5 :darkness/ 4 :darkness

3/3 >> 5/3

whenever cloak is on the field this creatur gains the effect momentum

Ninja=human=never going to be put in game
what about crusaders?
but ya maybe change to like a "night-crawler" or something
Title: Re: Steal My Idea!
Post by: pancosis on August 30, 2011, 05:56:31 am
Shadow - Creature -  :darkness :darkness :darkness
x/1 (x is the number of creatures your opponent has)

Shadow (upped) - Creature -  :darkness :darkness :darkness
x/3 (x is the number of creatures your opponent has)

Redraw - spell -  :time :time
discard a card from your hand and draw two new cards

Renewal - spell - :time
discard a card from your hand and draw two new cards

Recover - spell - 2 :rainbow
removes all poison from target

Recover - spell - :rainbow
removes all poison from target

Duel - Permanent - :rainbow
only weapons can do damage for 3 turns (applies to both players)

Duel (upped) - Permanent - FREE
only weapons can do damage for 3 turns (applies to both players)

Title: Re: Steal My Idea!
Post by: Sh00pdaWoop on August 30, 2011, 01:01:24 pm
Recover - spell - 2 :rainbow
removes all poison from target

Recover - spell - :rainbow
removes all poison from target
So, like purify, only targetable on creatures?  Sounds cool, although imo it'd be better for it to either be  :water like purify, or just mod purify to be targetable on creatures.


Duel - Permanent - :rainbow
only weapons can do damage for 3 turns (applies to both players)

Duel (upped) - Permanent - FREE
only weapons can do damage for 3 turns (applies to both players)
So, like an extended sundial without the drawing capability?  Maybe make it a little different than sundial.  Maybe an anti-duel where weapons are blocked?
Title: Re: I got one!
Post by: NikaZaslavsky on August 30, 2011, 03:30:22 pm
(http://i53.tinypic.com/10rr72h.png) --> (http://i52.tinypic.com/9tq0yw.jpg)


its for when that one card is there and u gotta play it but u dont have quite enough quanta, sacrifice a pillar and get some short term help!
I like that idea. Also, your card art is impossible.
Title: Re: Steal My Idea!
Post by: pancosis on September 04, 2011, 07:37:16 am
i feel mean if i dont say this so inspired by the idea of Naesala
ok but my idea is this:
(http://i51.tinypic.com/149wg0i.png) ---1500 :electrum-->(http://i53.tinypic.com/f9nias.png)
Title: Re: Steal My Idea!
Post by: pancosis on September 04, 2011, 08:00:55 am
one more!
(http://i56.tinypic.com/5zimbl.png) --- :electrum 1500 --> (http://i53.tinypic.com/2m5xlac.png)
also someone should help me with the wording O.o
Title: Re: Steal My Idea!
Post by: mildlyfrightenedboy on September 05, 2011, 07:36:54 pm
ninja 5 :darkness/ 4 :darkness

3/3 >> 5/3

whenever cloak is on the field this creatur gains the effect momentum

Ninja=human=never going to be put in game
what about crusaders?
but ya maybe change to like a "night-crawler" or something
Nymphs, Mummies, and Pharaohs are technically human (or human-esque) also.  Humans aren't really a problem.
Title: Re: Steal My Idea!
Post by: NikaZaslavsky on September 06, 2011, 02:44:26 am
Ok, I guess a ninja could be put in the game, since they're more un-human than a firefighter or something.
Title: Re: Steal My Idea!
Post by: pie on September 06, 2011, 07:26:10 pm
Permanent or Creature ; Doubles the cost of spell cards ( and/or creature abilities ? or any card ) played by your opponent while this Creature ( or Permanent ) is in play.
Title: Re: Steal My Idea!
Post by: llehsnatas on September 17, 2011, 02:43:30 pm
Name: chaos theory (still open to suggestion on the name)
cost: 6  :entropy (unupped)  6 :rainbow upped
effect: discards one random card from opponents deck (not the opponents hand) card discarded will be seen by the opponent only. dispels cloak.   

yeah after seeing all the other "discard" types i don't think my idea will make it very far. if some one gets the time to make this into a card art thing then i would be thankful to see the out come. 
Title: Re: Steal My Idea!
Post by: dragonsdemesne on September 18, 2011, 09:11:06 am
I don't know if this has ever been suggested, but I suddenly found myself wishing it existed for a deck idea I had.

Card: Quantum Pendulum
Element: Other
Text: Alternately generates 3 random quanta and 1 quanta of your mark each turn.
(Upgraded: Gain 3 extra random quanta when this card is played)
Title: Re: Steal My Idea!
Post by: Xenocidius on September 18, 2011, 10:40:54 am
I don't know if this has ever been suggested, but I suddenly found myself wishing it existed for a deck idea I had.

Card: Quantum Pendulum
Element: Other
Text: Alternately generates 3 random quanta and 1 quanta of your mark each turn.
(Upgraded: Gain 3 extra random quanta when this card is played)
Hmm ... http://elementscommunity.org/forum/index.php/topic,14083 (http://elementscommunity.org/forum/index.php/topic,14083)
Title: Re: Steal My Idea!
Post by: oblivion1212 on September 18, 2011, 11:45:28 pm
My idea...

yes, you can use it as your own, just give credits, okay?? XD
pretty please? i have no idea how to post this... im such a noob XD
it might need re-balancing but here's the basic whashomacallit

Bleach rocks!!!!!!!!!
EDIT: typed in Art by Kubo Tite

anyway, their ideas, just screw the name/pics.. XD
Title: Re: Steal My Idea!
Post by: Aves on September 19, 2011, 12:35:11 am
*cough* copyright *cough*
Title: Re: Steal My Idea!
Post by: Bhlewos on September 21, 2011, 05:03:01 am
I know I should be asleep, but...I saw a mention of a "pistol shrimp" a while back and finally Googled it today. The result was basically the Honey Badger of the ocean in terms of awesomeness.

http://en.wikipedia.org/wiki/Alpheidae

"Alpheidae is a family of caridean snapping shrimp characterized by having asymmetrical claws, the larger of which is typically capable of producing a loud snapping sound. Other common names of these species include pistol shrimp or alpheid shrimp....It is distinctive for its remarkably disproportionate large claw, larger than half the shrimp's body. The claw can be on either arm of the body, and unlike most shrimp claws does not have pincers at the end. Rather, it has a pistol-like feature made of two parts....The snapping shrimp competes with much larger animals like the Sperm Whale and Beluga Whale for the title of 'loudest animal in the sea'....generates acoustic pressures of up to 80 kPa at a distance of 4 cm from the claw. As it extends out from the claw, the bubble reaches speeds of 60 miles per hour (97 km/h) and releases a sound reaching 218 decibels. The pressure is strong enough to kill small fish....The snap can also produce sonoluminescence from the collapsing cavitation bubble. As it collapses, the cavitation bubble reaches temperatures of over 5,000 K (4,700 °C). In comparison, the surface temperature of the sun is estimated to be around 5,800 K (5,500 °C)."

So basically in Elements terms, it's a tiny little guy that can produce Shockwaves that give a burst of :light or :fire...pretty awesome, right? Also, it's as loud as a Whale.

I'm sure someone out there can create a balanced card with this concept -- just give credit. Once I finish all my exams for the week, I may make the card myself -- if I do I'll edit here with a notice about it.
Title: Re: Steal My Idea!
Post by: Contrary on September 24, 2011, 07:15:07 am
Hoarder
Mermaid with red hair surrounded by trinkets.
7  :water
X|5
X = number of permanents in your posession
She's got gadgets and gizmos a-plenty; whozits and whatzits galore

A good stall creature for water.

Curious Monkey
A little brown monkey smiling.
3  :life
1|2
See your opponent's hand on successful attack.

A card that allows you to use temporary control like Cloak and Silence to good effect. Not really overpowered as most decks just try to rush out creatures or set up a combo as fast as possible, not much of what the enemy does factors in. Also it's in life which doesn't have very much control.

Waterlogged
A soaked and dripping parchment
1  :water
Delay target permanent 2 turns

The game needs more permanent control and water needs less suck.

You win a cookie if you can guess what the first two reference.
Title: Re: Steal My Idea!
Post by: pie on September 26, 2011, 08:30:17 am
Shard of Restraint ; Increases all non gravity cards costs by 1  , Other ( non elemental ) cards and 0 cost cards keep their original costs.

Or

Shard of Restraint ; Both players can play only 1 non gravity card per turn.
Title: Re: Steal My Idea!
Post by: Jenaf on September 27, 2011, 09:25:35 am
time hole:

10 :time +rest of time quanta (liek fractal,miracle and sky blitz)

both players lay their hand cards on top of their deck.

I kinda like that idea, but I'M unable to do artwork and stuff...
Title: Re: Steal My Idea!
Post by: Helston on September 27, 2011, 09:44:33 am
A shield which is placed on the opponent's side of the field. Something like the following:

-X Damage taken
All creatures with momentum gain +Y/+0

Useful against shields which are completely destroying you (but not always better to have), and a bonus for momentum against decks that don't use shields. Probably best if the quanta isn't gravity, maybe Aether to give it something against a mono-Aether.
Title: Re: Steal My Idea!
Post by: dragonsdemesne on September 27, 2011, 11:33:28 am
Here's hoping to spark the imagination of some more serious card builders than I... these ideas are probably not balanced, but are intended more to help the community think of unique ways to design cards.

Hunter/Master Hunter
NAME:
Hunter
ELEMENT:
LIFE
COST:
5 :life
TYPE:
CREATURE
ATK|HP:
*/*
TEXT:
Attack and HP are each equal to the number of Life creatures in play on both sides, including itself.
NAME:
Master Hunter
ELEMENT:
life
COST:
6 :life
TYPE:
CREATURE
ATK|HP:
*/*
TEXT:
Attack and HP are each equal to the number of Life creatures and permanents in play on both sides, including itself.
ART:
IDEA:
NOTES:
-upped version costs 1 more to play but also benefits from life permanents in play.  (i think only feral/empathic bond at this time, and weapons/shields)
-pillars/pendulums don't count towards it
-posting this to show the mechanic of counting a particular type of card in play for a particular effect
SERIES:
Haunted Castle
NAME:
Haunted Castle
ELEMENT:
DEATH
COST:
3 :death
TYPE:
PERMANENT
ATK|HP:
TEXT:
Whenever a Pillar, Tower, Pendulum, or Mark is played, that player loses 3 hp from your maximum.
NAME:
Haunted Castle
ELEMENT:
DEATH
COST:
4 :death
TYPE:
PERMANENT
ATK|HP:
TEXT:
Whenever a Pillar, Tower, Pendulum, or Mark is played, that player lose 5 hp from your maximum.
ART:
IDEA:
NOTES:
-shows another way of using denial
-utilizes the mechanic of other cards coming into play
(the hp comes off both current and max hp)
SERIES:
Perseus:
NAME:
Perseus
ELEMENT:
LIGHT
COST:
5 :light
TYPE:
CREATURE
ATK|HP:
4/4
TEXT:
Perseus gains airborne and immortal if you have a Pegasus or Elite Pegasus in play.
Perseus never takes damage from Fire cards.
NAME:
Perseus
ELEMENT:
LIGHT
COST:
6 :light
TYPE:
CREATURE
ATK|HP:
5/5
TEXT:
Perseus gains airborne and immortal if you have a Pegasus or Elite Pegasus in play.
Perseus never takes damage from Fire cards.
ART:
IDEA:
NOTES:
-shows the mechanic of how a card can directly reference another card
-shows how a card can have conditional abilities
-also shows what is probably a poor choice in that both perseus and pegasus are in the same element, but it doesn't really fit anything else but light.  It's only an example, anyway :)
-also shows how a card can be protected from a certain element
SERIES:
Swamp Wraith
NAME:
Swamp Wraith
ELEMENT:
DARKNESS
COST:
4 :darkness
TYPE:
CREATURE
ATK|HP:
2/2
TEXT:
:water : Ablaze: Swamp Wraith gains +2/+0
NAME:
Swamp Wraith
ELEMENT:
DARKNESS
COST:
4 :darkness
TYPE:
CREATURE
ATK|HP:
2/2
TEXT:
:darkness : Ablaze: Swamp Wraith gains +2/+0
ART:
IDEA:
NOTES:
-shows the mechanic of how a cost might completely change element if upgraded
SERIES:
Kraken/Scylla:
NAME:
Kraken
ELEMENT:
WATER
COST:
14 :water
TYPE:
CREATURE
ATK|HP:
16/16
TEXT:
Destroy the top card of your deck at the beginning of your turn.
NAME:
Scylla
ELEMENT:
WATER
COST:
16 :water
TYPE:
CREATURE
ATK|HP:
17/17
TEXT:
Destroy the top card of your deck at the beginning of your turn.
ART:
IDEA:
NOTES:
-provides an example of an upkeep, but a different type of payment than quanta like Flooding/Inundation
-an example of subtle math; a 16/16 takes 7 turns to pass 100 damage, but a 17/17 takes only 6 turns to do the same.
SERIES:
Tremor/Fault Line
NAME:
Tremor
ELEMENT:
EARTH
COST:
4 :earth
TYPE:
SPELL
ATK|HP:
TEXT:
Tremor deals 2 damage to all creatures that are not burrowed or airborne.  Removes invisibility.
NAME:
Fault Line
ELEMENT:
EARTH
COST:
6 :earth
TYPE:
PERMANENT
ATK|HP:
TEXT:
Fault Line deals 1 damage to all creatures that are not burrowed or airborne at the beginning of each turn.
ART:
IDEA:
NOTES:
-shows how a card can completely change from spell to permanent while keeping the same theme
-provides reference to two abilities, burrowed and airborne, and makes airborne more important in the game (currently I think only Wings cares about it)
-different than fire shield/buckler in that the creatures die before they attack, and applies to your creatures too

SERIES:
Tornado
NAME:
Tornado
ELEMENT:
AIR
COST:
7 :air
TYPE:
PERMANENT
ATK|HP:
TEXT:
:aether :aether :aether : Destroy target permanent.  Tornado also destroys one of your own permanents at random.
NAME:
Tornado
ELEMENT:
AIR
COST:
5 :air
TYPE:
PERMANENT
ATK|HP:
TEXT:
:aether :aether :aether : Destroy target permanent.  Tornado also destroys one of your own permanents at random.
ART:
IDEA:
NOTES:
-provides another example of permanent removal, but with a drawback
-also is an example of a duo that I have rarely if ever seen used as a pairing, air and aether, even though both are related to the sky and flying and things like that
-the random permanent of yours destroyed could be any (nonflying) weapon, shield, pillar/pendulum, or permanent, including possibly itself (thematically makes sense; a tornado will die out eventually)
SERIES:
Go ahead and steal any or all of my ideas.  Modify them, rename them, whatever; I don't care.  I'm just hoping to stimulate some new concepts.  I'll maybe throw some more in here later.
Title: Re: Steal My Idea!
Post by: Loss on September 28, 2011, 12:29:21 am
i'd love to see something done with quarks. Quarks are the most basic forms of matter (they combine together to create neutrons, protons, etc.) and basically create everything around us. Since this game is all about elements, and quarks basically combine to make all of these elements (except possibly time and entropy) i was hoping that someone more creative than me could come up with something for them.
Title: Re: Steal My Idea!
Post by: llehsnatas on September 28, 2011, 03:05:26 pm
Here's one:

-Martyr 5|5 with a cost of 3 :light. Ability: This creature is destroyed at the end of the turn if you do not have a Mark of Light and deals 5 damage to you.

Light rush? Yes. Introverted light? Maybe. Twin Universe resistant? Oh, yes.

light/dark deck with nightmare any1 ?
Title: Re: Steal My Idea!
Post by: darkrobe on September 29, 2011, 04:36:25 pm
 :fire shard (permanent): deals one damage to all creatures on field per turn (yours included). fire creatures gain +1/-1 per turn.
Title: Re: Steal My Idea!
Post by: pie on October 02, 2011, 09:17:04 am
King Cobra ; Costs 2 :life | 1 :life
Att/HP ; 4/1 | 4/1
Adds 1 poison counter to nearby ( friendly ) creatures at the end of your turn ( Does not infect Burrowed and Immaterial creatures )
Another rush type creature and it has synergy with Voodoo Doll
Title: Re: Steal My Idea!
Post by: ninetyfools on October 02, 2011, 10:07:27 pm
Conflagration 10 :fire Destroy all creatures on the field excluding airborne and burrowed.
Aqua Blade 7 :water A weapon that does 4 damage. When turned into creature it gains +1/-1 for every water quanta. 0/15
Dr.Jekyl/Mr.Hyde 4 :entropy A creature that has 3/6. For 6  :entropy you change the attack and defense.
Checkmate 4 :aether In three turns the one with lowest life wins.
Title: Re: Steal My Idea!
Post by: ninetyfools on October 02, 2011, 10:18:43 pm
Solar Cast 2 :light Your opponent loses 2 hp for every dark quanta
Title: Re: Steal My Idea!
Post by: Wimbledofy on October 06, 2011, 01:51:20 am
card type:passive, entropy. (or maybe an other)
active/passive ability: when you play this card instead of when anyone plays a weapon on top of another weapon and it disappears, it swaps the weapons and the weapon in play goes back to his/her hand.
cost:5
usable ability:spend   to destroy this card and all weapons in play

upped: when you play this card instead of when you play a weapon on top of another weapon and it disappears, it swaps the weapons and the weapon in play goes back to your hand.

cost:5
usable ability: same
difference is that the upgraded allows the weapon swap only to you
I hope that was a good description. please say your comments
((and this is just an idea, hopefully someone can make this into an actual card idea))please take this idea someone
Title: Re: Steal My Idea!
Post by: furballdn on October 06, 2011, 01:59:07 am
Solar Cast 2 :light Your opponent loses 2 hp for every dark quanta
Decay does not approve.
Title: Re: Steal My Idea!
Post by: darkrobe on October 10, 2011, 10:49:29 pm
cockroach  :life creature

ability: adaptation- if cockroach was previously killed by skill or effect. cockroach now immune to that skill or effect.
Title: Re: Steal My Idea!
Post by: furballdn on October 11, 2011, 12:08:50 am
Deal with the devil 4 :darkness Gain +6 hp for the next three turns. After that, lose 10hp per turn. Immaterial if unupped.
Title: Re: Steal My Idea!
Post by: ninetyfools on October 11, 2011, 12:45:44 am
Resurrection of the Doomed 6 :entropy summon the doomed
Doomed 12 :entropy 10/10 + i attack every turn. After 3 turns it dies and deals 20 damage to both players
The Scrooge 6  :darkness All light creatures lose -3/-3. After 4 turns, they gain 6/6.
Gamble of Hell 10 :entropy Flip a coin. If heads, you gain the last monster that died on your field. If tails, you lose 10 hp.
Title: Re: Steal My Idea!
Post by: ninetyfools on October 11, 2011, 12:48:49 am
Biology 2 :life All life creatures gain 1/1 while other elements lose 1/0
Title: Re: Steal My Idea!
Post by: Eleahen on October 11, 2011, 10:02:19 am
1)
Curse
Spell
Cost: :death :death :death /  :death :death
Targeted non-stackable permanent is disabled for 2 turns.

2)
Fire Ward
Spell
Cost: :fire :fire :fire /  :fire :fire
Target a creature. If creature dies, ward deals 4 / 5 damage to an opponent of creature controller.
Title: Re: Steal My Idea!
Post by: Time_lord_victorius on October 11, 2011, 01:39:37 pm
Zeal | Fervor
2 :light | 2 :light
spell
normal effect: target creature now has 50% chance of dealing double damage.
upgraded effect: your creature now hits of double damage.

this doesn't increase the attack stat, what it does it make it look like it attacks twice (2-hit combo)

deathclock | grimclock
permanent
4 :death | 3 :death
effect (upped and normal): accelerated aging 2 :time; target creature gains -0/-2

the concept behind this is to make a creature older, and therefor weaker the longer you hit it with this
Title: Re: Steal My Idea!
Post by: ninetyfools on October 12, 2011, 12:17:58 am
Zeal | Fervor
2 :light | 2 :light
spell
normal effect: target creature now has 50% chance of dealing double damage.
upgraded effect: your creature now hits of double damage.

this doesn't increase the attack stat, what it does it make it look like it attacks twice (2-hit combo)

Isnt that like adrenaline?
Title: Re: Steal My Idea!
Post by: Eleahen on October 12, 2011, 05:06:14 pm
Artificer
Other Creature
Cost: 6 (4)
0+X/2+X
Artificer has +1/+1 for each unstackable permanent you control to a max of +7/+7.
Title: Re: Steal My Idea!
Post by: Eleahen on October 13, 2011, 08:50:53 am
Rift
 :gravity Permanent
Cost: 7 :gravity ( 5 :gravity )
If you have 10 ( 8 ) or more :entropy, Rift spawns Nether Wisp.

Nether Wisp
 :entropy Creature
Cost: 2 :entropy
Attack 2(3) / Toughness 0-2 (random, determined when spawning)
Attack of this creature is always 2(3).
Only one Nether Wisp can be spawned per turn (either via Rift or casting).
Title: Re: Steal My Idea!
Post by: Time_lord_victorius on October 13, 2011, 01:32:43 pm
Zeal | Fervor
2 :light | 2 :light
spell
normal effect: target creature now has 50% chance of dealing double damage.
upgraded effect: your creature now hits of double damage.

this doesn't increase the attack stat, what it does it make it look like it attacks twice (2-hit combo)

in a way, you can say that, but adrenaline makes harder hitting creature do less damage and less hits. this ensures 2 full damage hit in the upgrade version. the normal is once every other turn. think of it as "double strike" from MTG
Isnt that like adrenaline?
Title: Re: Steal My Idea!
Post by: llehsnatas on October 14, 2011, 10:55:42 pm
SHADOW(A)/SHADOW(B)

 :darkness 4            :darkness 3

Atk 1 def 1               Atk 2 def 2

Absorb:cost 2 :darkness  shadow(A) can absorb 1 creature per turn draining that creatures Def and Atk by 1 and absorbing half the quantum cost of that creature giving  it to the owner of shadow(A) as  :darkness

shadow(B) upped: same as shadow(A) but gives full quantum cost back to owner as  :darkness

inherit skill: when shadow is destroyed owner gains 2  :darkness this includes discarding shadow from ur hand. 


Example: shawdow(B) absorbs creature with a cost of 4  :life that creature looses 1Def and 1Atk while the owner of shadow(B) gains 4  :darkness   if absorbed creature's def is lowered to 0 then said creature is destroyed. 
Title: Re: Steal My Idea!
Post by: llehsnatas on October 14, 2011, 11:04:19 pm
Herme's shard

Cost: 5  :darkness

Effect: when used on any creature of any element other than  :light it changes said creature's skill to steal with a cost of 5 :darkness . when used on a light creature it has no effect.   
Title: Re: Steal My Idea!
Post by: llehsnatas on October 14, 2011, 11:21:10 pm
Wight /wraith

Cost: 4 :darkness/6  :darkness


        Wight

Atk: 3
Def: 3

Skill: FEAR 4 :darkness
Effect: Wight can use fear once per a turn on any creature (even immaterial) to cause that creature to become frozen in fear for 1 turn.

Reason it can be used against an immaterial creature is because its the sight of the wraith that causes the effect not   an actual physical contact



        wraith

Atk: 5
Def: 4

Skill: FEAR 2 :darkness
Effect: wraith(A) can use fear once per a turn on any creature (even immaterial) to cause that creature to become frozen in fear for 1 turn.

creatures frozen in fear can not att or take any other action for one turn.
Title: Re: Steal My Idea!
Post by: llehsnatas on October 14, 2011, 11:26:57 pm
Blessed shard
 permanent

Cost: 5 :light

Effect: creatures belonging to the player of this card can not be effected by skills of either players creatures. Spells cast on creatures still have same effect. Dispels cloak.   
Title: Re: Steal My Idea!
Post by: llehsnatas on October 14, 2011, 11:37:11 pm
DETERMINED

Cost: 0

Type: unplayable card

Effect: so long as player has this card in hand when attacked by a  creature with an Attk of 99 or higher player will always have 1hp left.

circumstances: only 1 DETERMINED card is allowed in any deck. while not able to enter the field card can be played but just dispersers  from hand. Card can be discarded from hand. When DETERMINED is played or discarded from hand player takes 1 dmg 

sry for posting so many post in a row but these are just a few ideas i had. If someone could turn these into cards with art and everything i would really like to see what it could look like.   
Title: Re: Steal My Idea!
Post by: darkrobe on October 15, 2011, 02:51:33 am
just had an idea reading the past couple posts.

Shadow mirror

permanent

every turn shadow mirror fills your field with shadow creatures that mirror the opponents field with half attack and half defense, rounded up. if the creatures on the opponents field disappears. the shadow creature version also disappears.
Title: Re: Steal My Idea!
Post by: Eleahen on October 16, 2011, 10:58:51 am
Summoner's Library
Permanent

Each time you draw a card add one counter to Summoner's Library.

ability:
Remove X counters. You can play any creature spell with converted quanta cost of X.
Title: Re: Steal My Idea!
Post by: darkrobe on October 19, 2011, 11:15:58 pm
Storm sword
 :air weapon (maybe 5/3  :air cost)

0 damage
but can cast lightning for 3 :aether

(my thought process is to have a weapon that gives synergy between aether and air, and to create a weapon that can bypass shields other than titan, the high cost for lighting is based on the cc aspect)
Title: Re: Steal My Idea!
Post by: ninetyfools on October 20, 2011, 12:42:25 am
Storm sword
 :air weapon (maybe 5/3  :air cost)

0 damage
but can cast lightning for 3 :aether

(my thought process is to have a weapon that gives synergy between aether and air, and to create a weapon that can bypass shields other than titan, the high cost for lighting is based on the cc aspect)
i like the idea but then ppl will have to make another weapon for other elements
Title: Re: Steal My Idea!
Post by: darkrobe on October 20, 2011, 12:51:15 am
Storm sword
 :air weapon (maybe 5/3  :air cost)

0 damage
but can cast lightning for 3 :aether

(my thought process is to have a weapon that gives synergy between aether and air, and to create a weapon that can bypass shields other than titan, the high cost for lighting is based on the cc aspect)
i like the idea but then ppl will have to make another weapon for other elements
yah lol. i figured. but weapon card ideas are prevalent, and im just throwing the idea out there to see if it catches on. i think id be just as happy with a creature that can cast lightning.
Title: Re: Steal My Idea!
Post by: ninetyfools on October 20, 2011, 10:20:20 pm
Storm sword
 :air weapon (maybe 5/3  :air cost)

0 damage
but can cast lightning for 3 :aether

(my thought process is to have a weapon that gives synergy between aether and air, and to create a weapon that can bypass shields other than titan, the high cost for lighting is based on the cc aspect)
i like the idea but then ppl will have to make another weapon for other elements
yah lol. i figured. but weapon card ideas are prevalent, and im just throwing the idea out there to see if it catches on. i think id be just as happy with a creature that can cast lightning.
A creauture that creates lightning... Zeus? Thunderbird? IDK
Title: Re: Steal My Idea!
Post by: Eleahen on October 28, 2011, 07:38:04 am
Quantum Seeker
Other Creature
Cost: 5
Atk/Def: 0/3 (0/5)
Generates 2 quanta of your mark.


Think of it as an alternative to Quantum Pendulum idea.
Title: Re: Steal My Idea!
Post by: oblivion1212 on October 31, 2011, 09:27:41 am
http://elementscommunity.org/forum/index.php/topic,33173.msg447872#msg447872

my idea...
anyone might want to continue developing it..
:life 's CC | :rainbow 's mass CC



Title: Re: Steal My Idea!
Post by: llehsnatas on November 01, 2011, 02:46:51 am
nobody liked my ideas ? i thought they were purrty good
Title: Re: Steal My Idea!
Post by: llehsnatas on November 01, 2011, 04:12:12 am
Shard of prevention


cost: 9 :aether

upkeep: 4  :aether

effect: blocks other player from gaining more then one quantum  from any group of pendulums,towers,or pillars

sanctuary negates this effect

example: player A has 3  :darkness towers  4 :life towers and 5  :life pendulums. player B plays shard of prevention and ends his turn. at the end of player A's turn he only gains 1  :darkness 1 :life and 1  :life

-------------------------------------------------------------------------------------------------------------------------------------------------------------------

Elemental Seal

cost: 6 :entropy

effect: randomly changes field conditions at beginning of players turn  to an element while field is on a certain element all creatures of that element gain +2/+2 and the creatures of the opposing element receive -1/-1 till the player of the card begins his next turn at wich time the element will change again.     
Title: Re: Steal My Idea!
Post by: Runefire on November 01, 2011, 05:33:25 am
 Perms
:entropy Chaotic Landscape - At the start of each player's turn a random creature spot is affected by a random spell effect. Creatures are then shuffled around the board.
:fire Charred Landscape - All creatures own by you gain +1/-1, Fire creatures gain +2/-1.

Spells
 :life Bountiful Harvest - All your creatures are healed for 1 hp per 10  :life quantum. All remaining  :life quantum is consumed.
 :death or  :darkness Unholy Night - All creatures are drained for 1 hp per 15  :darkness or  :death quantum. All remaining  :darkness or  :death is consumed

Creature Ability

 :water Drown - Target creature is submerged for X turns, losing Y hp per turn unless creature is water-based. When a creature is submerged, it cannot attack. 

Title: Re: Steal My Idea!
Post by: llehsnatas on November 02, 2011, 11:03:36 pm
Perms
:entropy Chaotic Landscape - At the start of each player's turn a random creature spot is affected by a random spell effect. Creatures are then shuffled around the board.
:fire Charred Landscape - All creatures own by you gain +1/-1, Fire creatures gain +2/-1.

Spells
 :life Bountiful Harvest - All your creatures are healed for 1 hp per 10  :life quantum. All remaining  :life quantum is consumed.
 :death or  :darkness Unholy Night - All creatures are drained for 1 hp per 15  :darkness or  :death quantum. All remaining  :darkness or  :death is consumed


.

Creature Ability

 :water Drown - Target creature is submerged for X turns, losing Y hp per turn unless creature is water-based. When a creature is submerged, it cannot attack.
your ideas are a lil too op fire dsnt need any more buffs and the game itself needs more strategy to match all the muscle that has been added in the past cple updates
Title: Re: Steal My Idea!
Post by: Runefire on November 04, 2011, 03:39:05 am
Perms
:entropy Chaotic Landscape - At the start of each player's turn a random creature spot is affected by a random spell effect. Creatures are then shuffled around the board.
:fire Charred Landscape - All creatures own by you gain +1/-1, Fire creatures gain +2/-1.

Spells
 :life Bountiful Harvest - All your creatures are healed for 1 hp per 10  :life quantum. All remaining  :life quantum is consumed.
 :death or  :darkness Unholy Night - All creatures are drained for 1 hp per 15  :darkness or  :death quantum. All remaining  :darkness or  :death is consumed

Creature Ability

 :water Drown - Target creature is submerged for X turns, losing Y hp per turn unless creature is water-based. When a creature is submerged, it cannot attack.
your ideas are a lil too op fire dsnt need any more buffs and the game itself needs more strategy to match all the muscle that has been added in the past cple updates
perhaps, but they are just ideas and thus can be changed.

bountiful harvest might only have a casting cost of 4-6  :life quantum to heal all creatures by 1-3 hp.
Title: Re: Steal My Idea!
Post by: Runefire on November 04, 2011, 03:44:22 am
Landscape series

permanents that generate 2 different quantum each turn much like a pendulum. The only difference is the quantum type is not set to the player's mark.

Charred Landscape - fire and earth
Graveyard - Death and Earth
Heavenly Pyramid - Aether and Time
Floating Islands - Air and Gravity
Underwater Volcano - Fire and Water
Etc.
Title: Re: Steal My Idea!
Post by: mega plini on November 06, 2011, 10:40:09 am
I'dd like to see cards with to types of quanta in the cost. It increases thhe synergy between elements
Title: Re: Steal My Idea!
Post by: OldTrees on November 06, 2011, 06:13:46 pm
I'd like to see cards with two types of quanta in the cost. It increases the synergy between elements
Please see Lava Golem (Fire/Earth Duo card) or Shield (Other: Any quanta can be used).

Unlike MtG's Mana based casting system, EtG uses a Quanta based casting system. This results in Duo cards like Lava Golem being a more synergistic design than cards that require multiple types of quanta to cast.
Title: Re: Steal My Idea!
Post by: TStar on November 13, 2011, 11:07:46 am
Red Bull (probably a Fire or Earth creature)

When you sacrifice it all your creatures gain Adrenaline.  And of course it gives you Wings.
Title: Re: Steal My Idea!
Post by: AnnaMall on November 13, 2011, 12:50:19 pm
Card or series that manipulate the board similarly to flooding.

Ideas 1:random slot blocking
         2:manually slot block
         3:trap a slot so that summoned creature on that slot dies/stunned
         4:a slot is rigged so creature summoned on that slot gets buffed

Title: Re: Steal My Idea!
Post by: furballdn on November 16, 2011, 05:44:59 am
Red Bull (probably a Fire or Earth creature)

When you sacrifice it all your creatures gain Adrenaline.  And of course it gives you Wings.
That was good.
Title: Re: Steal My Idea!
Post by: Lycoris on November 30, 2011, 08:01:38 am
_Not sure if said so please point out and then forgive if it has been_


i'd like to see a  :water creature with the ability "copy" for  :water :water the creature makes a copy of itself that gains +1/+1. kinda like an upgraded mitosis that only one creature can use, the more copies it makes the more the last copies HP and Attack are. For reversal of time each copy can cost + :water :water than the last

for art im thinking of a snow ball and each copy becomes one step closer to a snowman/woman. but feel free to take liberty with it, the copy ability is the only thing im adament about.


Title: Re: Steal My Idea!
Post by: ninetyfools on December 01, 2011, 02:12:37 am
_Not sure if said so please point out and then forgive if it has been_


i'd like to see a  :water creature with the ability "copy" for  :water :water the creature makes a copy of itself that gains +1/+1. kinda like an upgraded mitosis that only one creature can use, the more copies it makes the more the last copies HP and Attack are. For reversal of time each copy can cost + :water :water than the last

for art im thinking of a snow ball and each copy becomes one step closer to a snowman/woman. but feel free to take liberty with it, the copy ability is the only thing im adament about.
Over shadows mitosis WAY too much.
Title: Re: Steal My Idea!
Post by: Lycoris on December 03, 2011, 05:55:03 pm
_Not sure if said so please point out and then forgive if it has been_


i'd like to see a  :water creature with the ability "copy" for  :water :water the creature makes a copy of itself that gains +1/+1. kinda like an upgraded mitosis that only one creature can use, the more copies it makes the more the last copies HP and Attack are. For reversal of time each copy can cost + :water :water than the last

for art im thinking of a snow ball and each copy becomes one step closer to a snowman/woman. but feel free to take liberty with it, the copy ability is the only thing im adament about.
Over shadows mitosis WAY too much.
depends on  how you use mitosis, because this would only be applied to one creature ( i suppose a rare instance of a mutation) who's attack is low and only has one ability where mitosis has a different tactical use if used on stronger monsters or monsters like puffers for there skill. while its similar, mitosis is much more adaptable.
Title: Re: Steal My Idea!
Post by: mega plini on December 06, 2011, 04:01:45 pm
how about a spell that makes an oppopnent discard cards? we don't have anything like that yet.
I agree that we need to be carefull with cards like that, we don't want to make it OP.
Please consider this idea, forcing an opponent to discard cards is cool because you deal with a problem before you encounter it.
Lets be clear, it should be a spell, that can be cast with any type of quanta. "other" so to speak.
When you think this true, you'll see i'm right. when you make it "other", you allow players to use it in ANY deck.
making this card a spell, solves the problem of players abusing the card. if it's a spell, they can't use it more then 6 times in a match.
If you would give a creature this ability it would change the metagame to much (players would have to pack their decks full of creature control)
one last thing: if you are still worried abaut the card being OP, don't. even if it would make a player discard only one card, it would be enough. It's a one for one.
comments?
please let me know if your using the idea, I'dd feel sad if nobody would actualy: coz it's cool after all.
Title: Re: Steal My Idea!
Post by: Bleys295 on December 07, 2011, 02:30:16 pm
I would like to see a creature that synergises with Catapult a little bit better, perhaps by doing more damage than others when thrown.

I would like to see an earth shield that blocks all flying creatures for 4 turns or so


Things that effect, or are effected by flooding.
Title: Re: Steal My Idea!
Post by: mega plini on December 07, 2011, 04:16:01 pm
just had another crazy Idea!!!!!!
How about a card that switches power and toughness of a creature????
How cool would that be? and a usefull card to!!!
neutralises dragons, makes armagios realy big.....
Super cool!!!!!
Title: Re: Steal My Idea!
Post by: oblivion1212 on December 14, 2011, 12:23:10 pm
Awaken | Awaken (spell)
(Cost is 7~10 if in an element, 13~15 if :rainbow)
gives specific creatures (or a target creature) +n|+m and x :rainbow : Deal damage to target equal to half of this creature's attack (may OR may not target players)

n is not equal to x
if creature a has x|y stat, and x > y, then m > n and vice versa
--> the lesser stat will have the bigger bonus

as x --> 0, n --> 7 (or 10?) and as x --> 10, n --> 0
as y --> 0, m --> 7 (likewise, or 10??) and as y --> 10, m --> 0
at 10|10, no bonus, at other stat values, it will be forced to be 10|10
--> weaker creatures get bigger buffs, photon gets +9|+9 or something while common dragons gets something like +0|+5

IF used on a creature with x|y, x+y > 20, creature gains momentum and a random creature skill whose cost is 2 of its element (sorta like mutate except you can't get steal)

possible targetables (unupped and upped)
:aether spark and spider
:air firefly and dragon
:darkness parasite and dragon
:death deathstalker and dragon
:earth golem and dragon
:entropy abomination and dragon
:fire golem and spirit
:gravity merc and dragon/armagio
:life scorpion and spirit
:light photon and angel
:time dunescorp and dragon
:water crawler and dragon

overrides current active skill (clickables only, making two active skills possible, or something)

yeah, i know, so many stuff which makes it look complicated
Title: Re: Steal My Idea!
Post by: ralouf on December 14, 2011, 08:07:11 pm
Okay just an idea who comes from Mtg but I really like this one : why won't we make a card with 2 side. I mean a card who have 2 face, example :

murder/corruption.
If you choose murder, destro target non darkness creature. if you choose corruption target creature is now under your control

Title: Re: Steal My Idea!
Post by: mega plini on December 17, 2011, 04:03:30 pm
how about an "other" card that does dammage to creatures. Like a lighting.
For 3  :rainbow or 4 :rainbow : this card deals 3 dammage to target creature or player. like this it's weaker then the other "bolts" and elements who do not have acces to cc do have acces to it.
Title: Re: Steal My Idea! - Trap Cards
Post by: OdinVanguard on December 22, 2011, 08:15:25 pm
Not sure if this post should go in this thread or if there's a better spot since the suggestions would mean adding new game mechanics. Please let me know if there is a better place I should post this....

Ok maybe I've been watching Yu-Gi-Oh for too long, but I think trap cards would be awesome. Trap cards would be played face down and remain that way until activated (but could possibly be revealed by precognition). They must be played, and targeted (if necessary) on the users turn but will activate in response to a preset event on the opponent's turn. E.g. playing a creature or spell, killing a creature, using a permanent's ability, gaining healing, etc. After being triggered the trap is removed.
Some examples... please steal them I would love to see trap cards in the game:

- Seal of counterspell: Counters the next non-permanent card the opponent casts
- Seal of Frost binding: Next time opponent uses a creature ability that creature is frozen for 3 turns
- Seal of Vengence: Target a creature you own when played. If that creature is killed on opponents turn it deals x damage to opponent where x is sum of creature's life and attack points
- Seal of collateral: Next time opponent steals or destroys one of your permanents one of theirs is randomly stolen or destroyed as well
- Seal of treachery: The next time opponent summons a creature it comes into play under your control instead of theirs
- Seal of salvation: If a damage source reduces you to zero health, that damage is reduced to zero and your remaining quanta is lost.
- Seal of anguish: Next time opponent casts a healing spell or uses an ability that heals them, the healing is switched to damage instead
- Seal of feedback: The next time your opponent plays a pillar or pendulum they take 1 damage for each pillar or pendulum in that stack
- Seal of manifestation: The next time your opponent plays an immortal creature or uses a spell or ability to make a creature immortal, all immortal creatures lose immortality for 1 round.
-Seal of false demise: The next time your opponent uses a spell or ability that kills one of your creatures it is instead sent to a random location in your deck.
-Seal of mistaken identity: The next time your opponent uses a spell or ability that heals them it heals you instead
-Seal of dementia: The next time your opponent uses a spell or ability to draw an extra card they must also discard a card from their hand and take damage equal to the cost of playing that card.

The options would be boundless for these kind of cards... I'm not sure how hard they would be to implement but it seems like it should be pretty doable and would certainly make gameplay interesting.

-Odin Vanguard
Title: Re: Steal My Idea!
Post by: OdinVanguard on December 22, 2011, 09:29:54 pm
Some other fun ideas:
-Flotation attribute: cards with the floatation attribute will not be killed by flood, but cannot attack unless they are also airborn
-Life preserver: give target creature the floatation attribute

-Conductance permanent: When lightening bolt spell or spark creature deals damage, it deals its damage again divided evenly amongst all creatures in flooded squares. Costs  :aether to maintain

-Submergence ability: creature becomes invisible while in a flooded square (i think I may have read this one somewhere else but it is pretty cool so I'm posting it here)

-Spell warded attribute (associated percentage x): Creatures with the spell warded attribute have an x% chance of avoiding damage due to the effects of any harmful spell which targets them directly

-Spell ward (spell): Target creature gains +10% to spell warded attribute (maximum of 100% or possibly something lower)

-Deflective warding: Target creature with spell warded attribute gains deflection attribute. If the creature avoids damage due to spell warding, the damage is reflected back at the source (if the source is a non creature permanent it is directed at the owner of that permanent)

-Burning status: Like poison status but lowers by 1 at the end of the round. Cancels out with frozen status (eg. if creature with frozen status of 2 is hit with burning status of 3 it is unfrozen and given burning status of 1)
-Ignition: Costs  :fire :fire :fire to maintain. Fire spells that deal damage add 1 burning status to their target for every 2 damage.

-Torber: Can only cast on frozen targets. Target creature gains hypothermia status giving it -1/+2 each round. Effect is removed if creature has 0 or less attack points or is no longer frozen.

-Venus fly trap: 0/5 creature with vine snare ability
-Vine snare ability: can only target creatures whos attack is lower than this creature's life points. Target creature is stunned for 1 round and gets -0/-1. If the creature dies, venus fly trap gains +1/+1 (will trigger poisoning on ingestion of venomous creatures just like devour would)

-Crest of the plague lord: Gain 1 point of life each time a player or creature takes poison damage.

-Venom bolt: deal 1 poison status to the target for every 10 death quanta you have, rounding up.

-Hand grenade (permanent type card): activate to target a point on the field. At the end of your next turn the grenade will detonate dealing 10 damage divided evenly to any creatures on or adjacent to that point and 5 damage to the player whom had their field targeted. If grenade is destroyed before detonating it will target a random point on your field instead of the chosen point.

-Self loathing spell: target creature deals its attack damage to itself

-Cloak and dagger permanent: If your weapon is a dagger type weapon (dagger, vampire stileto, arsenic) it deals double damage if you also have a cloak active

-Shield bash: Deals damage equal to your shields casting cost to your opponent +1 for each point of damage absorbance the shield has (e.g. titanium shield deals 4 damage +2 for a total of 6 damage). Upgraded shields do double the base damage. May also activate shield special abilities as follows:
 Thons - chance to poison opponent
 Skull shield - chance to destroy opponents weapon
 Frost shield - chance to freeze opponents weapon
 Procrastination - chance to inflict delay on opponents weapon
 Solar Shield - gain  :light
 Fire shield - deal an extra 1 damage

-Curator of ages: 0/3 creature. Has curator ability:
 Whenever a permanent you control is destroyed there is a chance that it will be sent back to a random point in your deck. (may add some associated quanta cost as well)

-Materilization spell: (i'm thinking earth as the element) Immortal creatures lose immortal status till the beginning of your next round.

-Blizzard: Deals 1 damage to all creatures (2 to flying creatures). Damaged creatures have a chance of being frozen.

-Anti gravity: Target creature gains airborne attribute

-Earthen Haven (shield or permanent): Flying creatures cant attack you and non airborne creatures deal half damage, but burrowed creatures deal double damage (e.g. counters the halving due to burrow). Lasts 5 rounds (like wings)

--I came up with the last two because after getting frustrated that dagger, sword, bow, and hammer were pretty much a waste of animate weapon since it takes 2 cards to do what most creature cards do with 1 and generally aren't that much better.

-Throw weapon spell: Instantly deal your weapons damage to a target. One of the following then happens: you weapon is scattered (goes to random spot in your deck), your weapon breaks (destroyed), your weapon is recovered (remains in hand). Ranged weapons will remain in hand instead of being scattered. Daggers do an additional 1 damage.

-Spear cannon: (permanent or creature) has throw weapon as an ability. Cannot be used if you have a ranged weapon.

Title: Re: Steal My Idea!
Post by: pie on December 26, 2011, 11:46:43 am
A Creature with an active ability "Enchant" or anything similar : Target Weapon deals +3 more damage ( stacks ).
Title: Re: Steal My Idea!
Post by: Ulvaak on January 06, 2012, 05:20:45 am
Idea for a weapon under "other" ie. it doesn't belong to any one element.

Normal version

Name - Wand
Skill - 1 quanta matching your mark: Charge; This weapon can be charged multiple times per turn ; Weapon damage = number of charges ; charges disappear at the beginning of the next turn.
Cost - 8 quanta

Upgraded version

Name - Elite Wand
Skill - 1 quanta matching your mark: Charge; This weapon can be charged multiple times per turn ; Weapon damage = number of charges ; charges disappear at the beginning of the next turn; cannot be stolen or destroy
Cost - 10 quanta

This charge idea can apply to creatures just as easily.  Say a "Quantum Golem" also an "other" creature with base 0/1 stats and gets +1/+1 until the start of the next turn for every charge.  Shields could work as well, start with zeor defence, and depending on how much charges it has, it can block a certain amount of damage until next turn. Or even a spell, something like "Embiggen" that buffs a creature for one turn.  The cost for a charge can of course vary...
Title: Re: Steal My Idea!
Post by: Epixyl on January 08, 2012, 07:01:33 pm
Portal:
Generate a creature every turn in which you do not attack.
3 :time :Stasis
Title: Re: Steal My Idea!
Post by: Lycoris on January 09, 2012, 09:58:20 am
Portal:
Generate a creature every turn in which you do not attack.
3 :time :Stasis
I think this should run on  :entropy for the sake of synergy and enthropy's defined as "randomness...Entropy elementals deal with disarray and chaotic creatures"
Title: Re: Steal My Idea!
Post by: pvpmister on January 09, 2012, 10:35:48 am
Spell: The target creature is now upgraded. If the only difference is cost you gain the quanta difference back.
Title: Re: Steal My Idea!
Post by: Ulvaak on January 12, 2012, 11:25:44 pm
Air Child - attacks target creature, when this skill is used, air child does not attack opponent this turn

Earth Child - burrow, target creature is now burrow (cannot be tageted but losses half their attack) and losses air borne

Water Child - turns target non shield, non weapon permanent into a water pillar

Gravity Child - +1/+1 for every gravity pillar the player controls

Child of Life - +1/+1 for every creature the player controls

Fire Child - 1 damage to target, if death results from this skill, +1/+1 to Fire Child

Child of Light - instead of attacking, uses attack to heal controller

Child of Darkness - +1/+1 every time it damages the opponent

Entropy's Child (or Chaos Child, or Child of Chaos, whatever you think sounds cooler) - X/y+1, the attack and health of this creature changes each turn from 0-5/0-4

Child of Time - cause opponent to put a random card from their hand back into their deck

Aether's Child - cause target creature to phase out 2 turns, phase out creature cannot be targeted and cannot attack or use its skill

Child of Death - hex target creature, when hexed creature dies, it's controller suffers poison damage equal to the creature's casting cost


The upgraded version will be a "Champion". Just substitute "Child" with "Champion" and keep the same casting cost but increase base stats.

If you don't like "Child" and "Champion" you can always use "Spawn" and "Beast", or "Sprite" and "Spirit", or even "cherub" and  "seraph"
Title: Re: Steal My Idea!
Post by: Dragon Trainer on January 13, 2012, 09:35:55 pm
3 new shard idea's:

  :entropy Shard of Targeting: (10 random quanta, upped 5 random quanta) Sacrifice a creature and a card to make all un-targetable creatures targetable.

  :gravity Shard of Power: (7 random quanta, upped 4 random quanta) Triple all attack power for one turn, to a maximum of 20 per creature (Dragons). Applies to your opponent as well.

  :earth Shard of Shielding: (5 random quanta, upped 3 random quanta) Sacrifice your weapon and remove adrenaline and momentum from all creatures on the field.

These can be shards, or specific cards (e.g. Shard of Targeting could be mark of entropy and called vision)
Title: Re: Steal My Idea!
Post by: prophious on January 18, 2012, 05:29:41 pm
generally thinking of "dual" pillars and or pendulum and this would be used similar to the original pillars/pendulums only thing is with pendulums it would not be type and your mark... it would have always 2 different types like :fire / :aether and pillars would produce 1 of both types of quanta

or these could be stack-able permanents with high casting cost of maybe 4-5 for each one


also one thing i notice is when you have a pendulum of the same type as your mark it is basically the same as a pillar it acts the same and such this could change to 1 random if mark = type
Title: Re: Steal My Idea!
Post by: Scaramanga on January 25, 2012, 03:43:03 pm
Shard of Rage/Anger/blood

All opponenets healing is insted transfared as damage to you until next round.

Empty all but your  :fire quantum
Title: Re: Steal My Idea!
Post by: oblivion1212 on January 26, 2012, 10:26:01 am
Shard of Rage/Anger/blood

All opponenets healing is insted transfared as damage to you until next round.

Empty all but your  :fire quantum
Shard of Suicide?
Shard of Freedom
- [Spell] All creatures gain airborne. :air creatures gain +X|+Y (x may or may not be equal to y). "Vanilla" creatures gain :air :air :air : Dive if your mark is :air
- [Permanent] If you have a shield that can avoid damage, your weapon gains +x, x is the evasion chance of your shield times 1000 (well, times 1000 because evasion rates are in percentages)
- [Creature] 1|5. :air :air : Powerbomb/Air Raid/lhjfghjfdhjd: Deal double damage. Caps at 20 (or something, i dunno, but reaching 20 damage would take long enough)
Title: Re: Steal My Idea!
Post by: pie on January 30, 2012, 08:33:22 pm
Bone Fish ; Creature
7 :water |6 :water
7/3  |  8/2
When Bone Fish dies you gain +5 Bone Wall counters ( replaces any other shield if its not Bone Wall and if there's no shield at all )
Title: Re: Steal My Idea!
Post by: Daguerreo on February 17, 2012, 09:14:20 pm
Bone Fish ; Creature
7 :water |6 :water
7/3  |  8/2
When Bone Fish dies you gain +5 Bone Wall counters ( replaces any other shield if its not Bone Wall and if there's no shield at all )
Bonefish (http://elementscommunity.org/forum/index.php/topic,36760.0.html) :)
Title: Re: Steal My Idea!
Post by: Skysong on February 20, 2012, 03:21:10 am
Shard of Randomness|Chaos
At the start of your turn, steal all quanta from your opponent, at the end of your turn, your opponent steals all your quanta.
Title: Re: Steal My Idea!
Post by: AnimationX on February 20, 2012, 04:21:59 am
Lost Soul|Wandering Soul
3 :death|2 :death
2|2 / 3|2
If Lost Soul is killed by an effect you control, drain 7 life from your opponent.

Moody Mutation|Moody Abomination
3 :entropy|5 :entropy
3|3 / 3|3
Moody: Gain +2/+2 every turn. 30% chance of antimattering itself. | Gain +2/+2 and a 30% chance of gaining adrenaline, vampire, acceleration, or momentum

Rust|Rust
5 :gravity|4 :gravity
Permanent
Rust: At the end of each turn, each permanent has a 60%/Cost chance to be destroyed (affects protected permanents)|Rust
Rust is not affected by Rust

Clear Dragon|Crystal Dragon
27 :rainbow|30 :rainbow
8|4 / 10|4

Confusion|Confusion
7 :entropy|6 :entropy
Target creature is "confused"
Confused-Creature attacks a random creature/opponent each turn.

Mind Sync|Mind Sync
8 :aether|7 :aether
Permanent
Sync: Any damage dealt to a player is also dealt to the other player|Sync

Title: Re: Steal My Idea!
Post by: pie on February 20, 2012, 12:08:12 pm
Jellyfish ;  :water or  :life Creature . High Damage/SummonCost ratio , Lowish HP ( 2|3 ) , Jellyfish loses 1hp per turn unless in a flooded area .
Title: Re: Steal My Idea!
Post by: glennfoo on February 28, 2012, 02:08:15 pm
fire lion   :fire
7 :fire/ 7 :fire
5/2   5/4
Roar of courage:  :fire :fire all your creatures gain +2/0 for one turn...... fire lion lose 1hp at the end of the turn
Title: Re: Steal My Idea!
Post by: pie on February 29, 2012, 10:27:19 pm
A  :water permanent that spawns -1/1 creatures at the opponent's field ( buffs flooding  :) )
Title: Re: Steal My Idea!
Post by: Demagog on March 14, 2012, 03:49:51 pm
A card that allows you to target a card you have in play. The targeted card is destroyed and you receive the quanta used to play that card.

This card could be any type: creature/permanent/spell.
Title: Re: Steal My Idea!
Post by: eaglgenes101 on March 26, 2012, 12:41:36 am
A card that turns spells played into permanents.
Title: Re: Steal My Idea!
Post by: globvob on March 31, 2012, 01:47:36 am
A permanent which creates a soul every time your opponent spawns a creature.
The soul lasts one turn and has half of the attack the actual creature has.
Title: Re: Steal My Idea!
Post by: Sinolai on April 02, 2012, 06:23:59 am
I relly hope someone is reading these and that they can read the whole post.

I have an idea about "Signature Creatures". A Creature cards that every player could customize a little as they want. This card would be in "Other" element but its cost will always change to match your mark.
The base card has 3attack/3hp and cost 3 quanta (same type as your mark) but you can customize its hp and attack as you want. (For example: 0attack/6hp) You will be able to choose the picture among all the creature pictures in elements and name it as you like.

At the cost of 3 stat points (points in attack and hp) you will be able to add one of the following skills:                         OR                       You can add one of the following skills, but it will rise the cost of card:
1. :light:Heal                                                                                                                                                                                                 1.  :air:Web (cost +1)
2. :death:Infect                                                                                                                                                                                             2.  :earth:Burrow (cost +1)
3. :water:Freeze                                                                                                                                                                                           3.  :air: Dive (cost +2)
4. :time:Deja Vu                                                                                                                                                                                          4. Vampire (cost +2)
5.:aether :aether:Lobotomize                                                                                                                                                                              5. Momentum (cost +2)
6. :life:Mutate                                                                                                                                                                                              6. Immaterial (cost +3)
7. :fire:Ablaze                                                                                                                                                                                             
8. :entropy:Dead/Alive
9. :entropy :entropy:Paradox

I have also come up with a few new abilities for creatures which could also be included in somewhere else in the game. These belongs to the list on the left. (Apart from Immunity and Strong essence)
10. :aether :aether:Transform (Turn this creature into an exact copy of the target creature. Can only be used once.)
11. :entropy:Shapesift (Turn this creature into a random creature for 1 turn. If the creature has a skill, the skill is ready to be used immediately for normal cost.)
12. :entropy:Chaos Seed (Use chaos seed on target creature)
13. :light:Medic (Remove 1 poison from the target and restore 3hp[Player/Creature])
14. :life: Anti-poison (Remove 1 poison from the target[Player/Creature] up to 3 turns)
15. :water:Cure (Remove all poison from the target[Player/Creature])
16.  :time :time: Hasten (Draw a card)

 8. Immunity (cost +1) (New ability. this creature can't be poisoned)
 9. Strong Essence (cost +3)  (similar to phoenix, expect if this creature is killed it will turn into Quantum Essence (0attack/1hp)(Has a picture similar to these: http://hidefwallpaper.org/galaxy_wallpaper_2 ) Note: I have no rights to use these pictures :P. This can be turned back to your creature for 1 quanta matching your mark.)

In addition, you will be able to add airborne skill for the creature. (Cost +1)

When Upgraded, This card will gain additional +2 skillpoints which you can spend as you like.


I hope someone will steal this idea.
Title: Re: Steal My Idea!
Post by: Pothos2004 on April 25, 2012, 06:42:42 pm
Flames of the departed. When this card is in play, any cards that are sacraficed with the cards immolation or cremation are brought back with the ability 'spirit flame'

'spirit flame' each turn this creature's ability must be activated for a 1-3  :fire quanta cost or else be destroyed. Gains +1/-1
Title: Re: Steal My Idea!
Post by: whatifidogetcaught? on April 29, 2012, 04:30:45 pm
Radiation poisoning:

 :entropy card, costs 3 :entropy

Spell, target creature gains ability: unstable. Adds one poison counter, radioactive.

Unstable: on every turn, creature has 50% chance to die, or 50% to gain a random ability and be purified.
Title: Re: Steal My Idea!
Post by: pie on May 15, 2012, 10:32:37 pm
Electric Fog / Electric Cloud
 :aether Permanent , Creatures and Permanents ( on both sides ? ) can not use their active skills/abilities for 3 turns
Title: Re: Steal My Idea!
Post by: jedyobidan on May 26, 2012, 03:09:57 pm
I don't know if something like this has been posted before...
 :time Spell Bubble (Permanent)
All spells delay for one turn before activation.

Or something like that.
Title: Re: Steal My Idea!
Post by: Wizy on May 27, 2012, 01:21:50 am
Probably something similar has been done already.

- Some name that suggests disarming and breaking the defenses
- Whatever element it fits other than  :fire :darkness :entropy or :earth

Spell:
Destroy or disable in some way that fits the element opponent's weapon and shield.
(protected/immaterial ones are not affected)

Note for balancing: Take in mind that, other than pillars/pends, weapons and shields are by far the most common permanents. Also it is a single card capable of destroying 2 permanents given the right conditions, do not give it a too low cost.

If that sounds too powerful (It is not stronger than Steal IMO), then one for only shields, but in that case it should have a very low cost or an added effect.
Title: Re: Steal My Idea!
Post by: pie on June 14, 2012, 11:39:49 pm
Creature
ATT/HP : 7/6 Upped 8/5
Cost : 7 Upped 6
Passive : At the end of your turn lose 1HP for every "insert creature name here" in your HAND . ( Synergy with Nightmare )
Title: Re: Steal My Idea!
Post by: eaglgenes101 on June 15, 2012, 11:53:54 pm
0: Send one of your cards back to the top of your deck. Gain 6/8 air quanta.

Title: Re: Steal My Idea!
Post by: furballdn on June 16, 2012, 12:11:17 am
0: Send one of your cards back to the top of your deck. Gain 6/8 air quanta.
Air version of immolation?
Title: Re: Steal My Idea!
Post by: eaglgenes101 on June 16, 2012, 04:05:27 am
0: Send one of your cards back to the top of your deck. Gain 6/8 air quanta.
Air version of immolation?
Yes. It can also be seen as a reverse hasten.
Title: Re: Steal My Idea!
Post by: Joe21 on June 16, 2012, 08:43:23 am
There's my idea:

Double crossing

It's a 0 quanta spell

Text should be like:

"Swap creatures and permanents with your opponent.
Next turn you die"

Clearly it's a desperate situation card
Title: Re: Steal My Idea!
Post by: Jyiber on June 17, 2012, 02:31:49 am
Radiation poisoning:

 :entropy card, costs 3 :entropy

Spell, target creature gains ability: unstable. Adds one poison counter, radioactive.

Unstable: on every turn, creature has 50% chance to die, or 50% to gain a random ability and be purified.

I had a similar idea, but I hadn't posted it yet.
It was a creature that ran off the idea that radioactive particles (like the higher isotopes of Carbon) have a half life and about 50% of them decay every so many thousand years.
Themes tied to it were  :life :entropy and :time
It was a creature that multiplied itself in a manner similar to Malignant Cells, but was stronger. As a trade off, every turn each copy had a 50% chance to die (excluding the original on the first turn it's played).
Title: Re: Steal My Idea!
Post by: TimerClock14 on June 24, 2012, 11:28:22 pm
I haven't checked to see if this idea has been done before, but I was thinking of something like this:

Type: Spell
Effect: Turn the target creature into a permanent or vice versa.

The effect would apply to either you or your opponent's creatures and perms (taking cards such as sanctuary and cloak into consideration as well) and would be a one time use. (the fact that it's a spell takes care of that by default)
Title: Re: Steal My Idea!
Post by: furballdn on June 24, 2012, 11:53:10 pm
I haven't checked to see if this idea has been done before, but I was thinking of something like this:

Type: Spell
Effect: Turn the target creature into a permanent or vice versa.

The effect would apply to either you or your opponent's creatures and perms (taking cards such as sanctuary and cloak into consideration as well) and would be a one time use. (the fact that it's a spell takes care of that by default)
Yup. done before. Can't remember exactly what the name was, but I've seen this at least twice as card ideas.
Title: Re: Steal My Idea!
Post by: TimerClock14 on June 27, 2012, 12:09:32 am
I haven't checked to see if this idea has been done before, but I was thinking of something like this:

Type: Spell
Effect: Turn the target creature into a permanent or vice versa.

The effect would apply to either you or your opponent's creatures and perms (taking cards such as sanctuary and cloak into consideration as well) and would be a one time use. (the fact that it's a spell takes care of that by default)
Yup. done before. Can't remember exactly what the name was, but I've seen this at least twice as card ideas.
Ah ok. I had a feeling it would be a good idea to post it here instead of as a card idea in the smithy.

Thanks furball. ^^;
Title: Re: Steal My Idea!
Post by: stc4025 on June 27, 2012, 02:54:57 pm
Need to make a Crusader like card that mimics other permanents. For example
Valkrye 5 :light
5/3
endowment 4 :light
when endowed card receives +2/+2
and carries out function of any non weapon or shield permanent

Would like to see a life generating card, as follows
Treant 10 :life
1/15
Card generates 1 :life for
every lost hp

another good idea
Doppleganger 7 :entropy
mimic 3 :entropy
card becomes target creature for one round

Elite Doppleganger 8 :entropy
mimic 3 :entropy
card becomes target creature or non shield permanent for one round

another aether shield
 Electric fence 8 :aether
reduces spell and physical damage by 1
non aether creatures suffer 2hp electrical damage
shield is untargetable


water rare
Davy Jones 10 :water
5/5
tidal wave 4 :air
tidal wave deals 1 damage to all non water creatures

Calipso 9  :water
6/6
tidal wave 4 :air
tidal wave deals 1 damage to all of opponents non water creatures

darkness shield
vampiric mist 8 :darkness
attacking creatures have a 50% chance of losing 1 hp that is converted to healing for card user

vampiric fog 10 :darkness
damage is reduced by 1 for all spell and physical attacks
attacking creatures have a 50% chance of losing 2 hps that is converted to healing for card user

entropy permanent
Fatigue 5 :entropy
all targetable creatures lose -1/-0 per rd
card lasts 3 rds

Greater fatigue 5 :entropy
all opponents targetable creatures lose -1/-0 per rd
card lasts 3 rds


life permanent
Manure 5 :life
all life creatures gain +1/+1 per rd
card lasts 3 rds

Fertilizer 5 :life
all life creatures gain +2/+2 per rd
card lasts 3 rds

aether spell
dimensional shift 15 :aether
all non-immortal creatures are now immortal
all immortal creatures are now targetable

earth spell
loosen soil 8 :earth
if opponents field is full all creatures lose 2hp

other spell
regroup (5)
creatures position on field is shuffled changing attack order


earth permanent accesory
sharpening stone 2 :earth
target weapon now has momentum
and gains +1/+0

keening stone 2  :earth
target weapon now has momentum
and gains +2/+0


entropy spell
quanta storm 5 :entropy
you and opponent gain +3 to all quanta

quanta deluge 5  :entropy
you gain +3 to all quanta
opponent gains +2 to all quanta

this card would be a great card to play before you play a black hole if you need the healing

life creature
Sapling of life 6 :life
0/8
you and opponent heal 8 hp per turn while card is on field

Tree of life 6 :life
0/10
you and opponent heal 10hp per turn while card is on the field

would be a great counter for S-o-Sacrifice would inflict damage while healing you

life creature
amoeba 8  :life
1/1
when targeted with mutation amoeba turns into a random creature with a greater attack every turn afterward gaining +1/(+/-)?
if new creature skill is used amoeba is locked in at that creature

synthetic ameoba 10 :life
1/1
when targeted with mutation amoeba turns into a random creature with a greater attack every turn afterward gaining +2/(+/-)?
if new creature skill is used amoeba is reduced to gaining +1/(+/-)? per round
if used again amoeba is locked in at that creature

an example..
Round 1: ameoba played and hit with mutation...no effect
Round 2: amoeba becomes a graboid
Round 3: amoeba becomes a horned frog
Round 4: amoeba becomes a phase spider
Round 5: amoeba becomes an abomination
etc......

life permanent
Darwin's theory 8  :life
evolution 3  :time
when evolution is used your creatures gain +1/+1

Darwin's law 8  :life
evolution 2  :time
when evolution is used your creatures gain +1/+1


life creature
spore 5  :life
1/1
plant 0
when planted spore becomes algae 0/2 on opponents field
algae loses 1hp every rd it isn't in a flooded area
but makes a copy of itself in a flooded area

super spore 5  :life
2/2
plant 1   :water
when planted spore becomes 2 algae 0/2 on opponents field
algae loses 1hp every rd it isn't in a flooded area
but makes a copy of itself in a flooded area

light creature
templar 7 :light
3/5
has command as ability...which can be lobotomized away
command: if templar makes a successful attack all creatures attacking that round after templar will successfully hit

knight templar 7 :light
5/5
has command as ability...which can be lobotomized away
command: if templar makes a successful attack all creatures attacking that round after templar will successfully hit

other spell
surgical strike 8
target creature will attack targeted creature or opponent, whichever you target for one rd

surgical engagement 10
target creature will attack targeted creature or opponent, whichever you target every rd until lobotomized away
or until target dies or creature dies


note: sheilds are not ignored, immortality is not ignored, gravity pull however is, and replaces momentum, momentum does not return after surgical strike

fire permanent
evaporation 5 :fire
flooded field reduces by one creature slot every rd card is in play

aether shield
mage apprentice 6 :aether
all spell attacks to you create a copy of the attacking card in your hand

mage master 8 :aether
all spell attacks are reflected on opponent and creates a copy of the attacking card in your hand

water creature
storm cloud 8 :water
2/3
hail 3 :water
hail does 1 damage to all creatures on the opponents field
if targeted by spell cloud does 2hp damage to all creatures on field

wall cloud 8 :water
4/5
hail 3 :water
if targeted by spell cloud does 2hp damage to all creatures on the opponents field

earth creature
Dwarven smith 8 :earth
2/2
forge 4 :earth
targeted pillar or pendulum is destroyed creating a copy of the corresponding weapon in the users hand

Dwarven smith 8 :earth
3/3
forge 4 :earth
targeted pillar or pendulum is destroyed creating a copy of the corresponding weapon in the users hand

example:
targets fire pillar, pillar is destroyed and farenheit is placed in users hand
upgraded pillars/pendulums become upgraded weapons

aether permanent
repeat 5  :aether
all cards played by opponent are copied into your hand
lasts one round

improved repeat 7 :aether
all cards played are copied into your hand
lasts one round

this card could really help or really hurt...sparks great...ghost of the past...not so much
Title: Re: Steal My Idea!
Post by: nk12 on June 28, 2012, 10:03:48 am
Kleptomaniac   4 :entropy
1/2
steal: 4  :darkness
Loses 1 hp every turn it can't steal(including the turn it's played)
Title: Re: Steal My Idea!
Post by: kira666 on June 28, 2012, 05:52:18 pm
A shield-magic-creature card:
A magic card that generates 10 creatures 0/1, all immaterial/immortal (what fits best) and with gravity pull. These creatures do not combo with graveyard, bone wall, Scavenger or fallen druid, each one should work only as: block a single attack from a single creature or weapon. Its like a bone shield, but it doesnt regenerate or replace your previous shield.


Or something like:
cost 0 :rainbow
Drains all your  :death quanta. Generates a skeleton for each (number between 5 and 10)  :death quanta you had. All skeletons have gravity pull.
Title: Re: Steal My Idea!
Post by: kira666 on June 28, 2012, 06:06:44 pm
Cards to prevent/force deck-out:

Pre-steal
3 :darkness
put the top 2 cards from your opponent deck on the top of your deck

Renew
3 :light
Both you and your opponent discards hand and draw the same number of cards

Magic burn
5 :fire
For each 5 quanta you have, destroy the top card of both decks. Consume all  :fire quanta.

Last hope
5 :life
Puts 5 random cards that you played this game on top of your deck.

Best hope (upgraded)
7 :life
Puts 5 non-pillar random cards that you played this game on top of your deck.
Title: Re: Steal My Idea!
Post by: Pkmn31337 on June 30, 2012, 11:21:45 pm
Some basic ideas, hope some of them are stolen!


Fissure -  :earth card - Spell
Kill all burrowed creatures.

Inferno -  :fire card - Permanent
All  :fire creatures gain +2/-1,  :water creatures gain -1/-1.

Blizzard -  :water card - Spell
Delays  all of your opponent's permanents for 2 turns.

Tornado -  :air card - Spell
 Deal 4 damage to :earth and  :death creatures.

Ascension-  :air card - Spell
 :air creatures gain +2/+3, but are delayed for a turn.

Mighty Flash -  :light card - Spell
 :darkness and  :death creatures and weapons are delayed for 1 turn.

Quasar -  :entropy - Spell
Deal a random amount of damage to all creatures and players. 0-25 for players, 0-10 for creatures.

 Ice Dagger -  :water - Permanent (Weapon)
Deal 3 damage at the end of your turn. Might freeze opponent's weapon or destroy opponent's shield.

Transcendent Reveal -  :light - Spell
All creatures lose Immortal.

Gaia's Will -  :earth - Spell
Destroy 6 pillars on target cluster. the owner of destroyed pillars gains 30 life.


Sucker Punch -  :darkness - Permanent
Each time the opponent hits with a weapon, there's a 25% chance this permanent deals double the damage back.

Dark Crusader -  :darkness - Creature
Unholy: Dark Crusader can't target  :light permanents.
 :darkness :darkness :darkness :darkness : Endow

Time Passage -  :time - Spell
Target creature gains +X/-X, where X  is equal to the number of permanents you have.
Title: Re: Steal My Idea!
Post by: Annele on July 01, 2012, 01:42:45 am
Dark Crusader -  :darkness - Creature
Unholy: Dark Crusader can't target  :light permanents.
 :darkness :darkness :darkness :darkness : Endow

The :light weapon can't be targeted anyway.
Title: Re: Steal My Idea!
Post by: stc4025 on July 06, 2012, 02:15:59 pm
earth creature
Horse of Troy 5 :earth
5/5
Card is played onto opponents field
after one rd card disapears and becomes
5 gnome riders on players field

Trojan Horse 5 :earth
5/5
Card is played onto opponents field
after one rd card disapears and becomes
5 gnome gemfinders on players field
Title: Re: Steal My Idea!
Post by: Absol on July 06, 2012, 02:33:39 pm
Some basic ideas, hope some of them are stolen!


Fissure -  :earth card - Spell
Kill all burrowed creatures.
Might be OP, dunno. It's certainly too situational.

Inferno -  :fire card - Permanent
All  :fire creatures gain +2/-1,  :water creatures gain -1/-1.
Elemental hate?

Blizzard -  :water card - Spell
Delays  all of your opponent's permanents for 2 turns.
If including pillars, this might be broken.

Tornado -  :air card - Spell
 Deal 4 damage to :earth and  :death creatures.
Why death? Also, no elemental hate please.

Ascension-  :air card - Spell
 :air creatures gain +2/+3, but are delayed for a turn.
Better use Blessing. Use this if it's very cheap.

Mighty Flash -  :light card - Spell
 :darkness and  :death creatures and weapons are delayed for 1 turn.
Again, no support for elemental hate. Though if there are enough of them, it might be a legit strategy.

Quasar -  :entropy - Spell
Deal a random amount of damage to all creatures and players. 0-25 for players, 0-10 for creatures.
No. Just 6 of these could OTK opponent, and in average will cut 75% of its HP. Also, you can make creatureless stall with other CC to finish opponent.

 Ice Dagger -  :water - Permanent (Weapon)
Deal 3 damage at the end of your turn. Might freeze opponent's weapon or destroy opponent's shield.
Already used IIRC.

Transcendent Reveal -  :light - Spell
All creatures lose Immortal.
Immortality is there for a reason. And i don't actually supporting SoW targetting immortals.

Gaia's Will -  :earth - Spell
Destroy 6 pillars on target cluster. the owner of destroyed pillars gains 30 life.
30 HP without any means to set up your deck is useless.

Sucker Punch -  :darkness - Permanent
Each time the opponent hits with a weapon, there's a 25% chance this permanent deals double the damage back.
Seems good.

Dark Crusader -  :darkness - Creature
Unholy: Dark Crusader can't target  :light permanents.
 :darkness :darkness :darkness :darkness : Endow
Pallete swap of Crusader? Also, :light weapon -is- untargetable.

Time Passage -  :time - Spell
Target creature gains +X/-X, where X  is equal to the number of permanents you have.
Seems weaker to ragepot, but might actually be useful in permanent-heavy decks.
Title: Re: Steal My Idea!
Post by: stc4025 on July 06, 2012, 03:01:44 pm
earth creature
Barbarian 8 :earth
6/6
barbarian has sunder which can be lobotomized away
sunder grants barbarian a 10% chance of destroying opponents shield

Mighty barbarian 8 :earth
6/6
barbarian has greater sunder which can be lobotomized away
barbarian has a 10% chance of destroying opponents shield
and a 10% chance of reducing opponents max HP's by 2
Title: Re: Steal My Idea!
Post by: ifyouwannachangethisPMHigurashi on July 07, 2012, 11:04:15 pm
CRYSTAL DRAGON


Cost: 4 shards (that u own) of the same element either in hand or in play as a perm and 4 :rainbow

Effect: Summons crstal dragon Atk 10 Def 6 Atk is spell Dmg if opponent has shield in play

Summoning Effect:PHYI  activates cloak silences opponent opponents creatures cnt atk for 1 turn and all spell perm weapon and shield effects are stoped for one turn


I know its kinda op but its a game breaker something to give players a chance to come back when faceing a spam deck
Title: Re: Steal My Idea!
Post by: dragonsdemesne on July 31, 2012, 09:55:55 pm
I don't know how many people read this thread, or whether this idea has ever been suggested, but it's so useful and so simple that I have to throw it out there just in case.

Shields.  With activated abilities.

Just as a simple example (not intended to be a serious card), a light shield costing 2 :light that absorbs 1 damage per attack with an activated ability  :light = heal target creature or player for 2hp.

We already have weapons that can be activated (eternity, eagle's eye, lobotomizer) so it doesn't seem like too much of a leap to me.  A series of 12 rare shields would be fun, just saying :)
Title: Re: Steal My Idea!
Post by: AnonymousRevival on August 06, 2012, 03:14:42 am
For every creature frozen, this creature gains +2|+2
Title: Re: Steal My Idea!
Post by: Coffeeditto on August 09, 2012, 06:35:55 am
  :earth :earth :Rock throw

All air creatures lose -1/-1, has a 15% chance to miss
Title: Re: Steal My Idea!
Post by: ARTHANASIOS on August 17, 2012, 06:55:44 am
For every creature frozen, this creature gains +2|+2
It has already been done with a very similar way. ;)
http://elementscommunity.org/forum/index.php/topic,29484
Title: Re: Steal My Idea!
Post by: furballdn on August 18, 2012, 12:47:34 am
  :earth :earth :Rock throw

All air creatures lose -1/-1, has a 15% chance to miss
Elemental hate is bad mkay~
Title: Re: Steal My Idea!
Post by: honewell on August 30, 2012, 12:29:01 am
how many cards cause poisoning? 67 (this might be a conservative estimate)
and how many cards cure poison? 1

A creature with the ability to reduce amount of poison would be great.

or.

Remedy:
 :life which reduces amount of poison.

My apologies if this has already been discussed, this thread is rediculously long.

Title: Re: Steal My Idea!
Post by: DoubleCapitals on August 30, 2012, 12:42:37 pm
My apologies if this has already been discussed, this thread is rediculously long.
I am thinking of some card that boosts stats when the creature delayed/frozen/not attacking due to high shield (misses dont count) (eg. 1/1 skeleton against permafrost shield)
Oh, and PM me if your gonna steal my idea, no need for credit, because when i have time imma do this one (if no one takes it).
Title: Re: Steal My Idea!
Post by: jumpingbeans on August 30, 2012, 12:58:44 pm
Not sure if this has been mentioned before, but a creature that's only targetable by your opponent (maybe something like "Immortal. Whenever it's your opponent's turn, this creature loses Immortal")
Title: Re: Steal My Idea!
Post by: AnonymousRevival on September 02, 2012, 12:01:26 am
Then what's the point of it -_-? I mean, yeah it helps with pandemonium and stuff, but in terms of CCs, I wouldn't really want to use this card.
Title: Re: Steal My Idea!
Post by: jumpingbeans on September 02, 2012, 01:01:59 am
It would be for a powerful card, so that it couldn't be further buffed/fractaled/etc.
Title: Re: Steal My Idea!
Post by: MV296 on September 06, 2012, 07:11:02 pm
Air creature, ability:  :air :airVacuum. Remove 3 opponents quanta.
Title: Re: Steal My Idea!
Post by: Arwulf on September 07, 2012, 10:45:28 pm
A creature that removes one poison counter, exactly opposite to



So perhaps a  :fire card that removes a poison counter (as fever destroys infections) for  :life :

- 1 counter per turn (poss. 2 or 3 for upgrade) or as activated ability
- Since it is weaker than poison (as in not always useful), so perhaps some better base stats than Chrysaora.
Title: Re: Steal My Idea!
Post by: pie on September 15, 2012, 07:27:49 pm
Wizard ; Creature ; Costs : 4 :aether | 4 :aether
Attack/HP : 2/2 | 3/2
Active skill : 3 :aether | 2 :aether Cost of the next spell card reduced by 1 ( Upgraded Rewind for example will become free to play )
Title: Re: Steal My Idea!
Post by: choongmyoung on October 15, 2012, 05:54:09 am
 :entropy | :time.
Increasing entropy's law (or something, I don't know the name of this law for English)
A "TIME ARROW".
Entropy Gets Bigger = Time Goes
Entropy Gets Smaller = Time is Reversed
and vise versa.
Title: Re: Steal My Idea!
Post by: Rysoo on October 20, 2012, 02:01:28 pm
Something to kill immortal / immaterial creatures.
Title: Re: Steal My Idea!
Post by: choongmyoung on October 20, 2012, 02:05:21 pm
Something to kill immortal / immaterial creatures.
That's considered as elemental hate.
Title: Re: Steal My Idea!
Post by: jumpingbeans on October 20, 2012, 02:10:08 pm
Something to kill immortal / immaterial creatures.
(http://elementscommunity.org/images/Cards/FireShield.png)

Something like that?
Title: Re: Steal My Idea!
Post by: Rysoo on October 21, 2012, 11:33:45 am
I want to see something other than fire shield, since you have to sacrifice lots of HP to get the immortals down to 0.

And with shard of wisdom or whatever that card is that buffs immortals it's even harder to eliminate them with a fire shield.
Title: Re: Steal My Idea!
Post by: choongmyoung on October 21, 2012, 11:46:48 am
I want to see something other than fire shield, since you have to sacrifice lots of HP to get the immortals down to 0.

And with shard of wisdom or whatever that card is that buffs immortals it's even harder to eliminate them with a fire shield.
SoW+Reflective lol
Quint/Immortal is there since they shouldn't be CCed. That's the concept of immortality.
Title: Re: Steal My Idea!
Post by: furballdn on October 21, 2012, 07:15:43 pm
Something to kill immortal / immaterial creatures.
An overdone idea that has been shot down many times. Immortal creatures pay for their sturdiness with being slow and expensive.
Title: Re: Steal My Idea!
Post by: Arwulf on October 21, 2012, 07:40:05 pm
SoW+Reflective lol
Quint/Immortal is there since they shouldn't be CCed. That's the concept of immortality.

Creatures being untargetable is not the point; the point is that even untargetable they can STILL buffed by SoW and remain untargetable afterwards :/
Title: Re: Steal My Idea!
Post by: choongmyoung on October 22, 2012, 12:08:41 am
SoW+Reflective lol
Quint/Immortal is there since they shouldn't be CCed. That's the concept of immortality.

Creatures being untargetable is not the point; the point is that even untargetable they can STILL buffed by SoW and remain untargetable afterwards :/

That's why I HATE SoW btw. xD
Immortals shouldn't be targeted.
Title: Re: Steal My Idea!
Post by: Rysoo on October 23, 2012, 12:18:49 am
There is wisdom shard there can be the opposite as well. Maybe slightly different, but i think you got the idea by now.
Title: Re: Steal My Idea!
Post by: furballdn on October 23, 2012, 02:09:55 am
There is wisdom shard there can be the opposite as well. Maybe slightly different, but i think you got the idea by now.
Target mortal creatures to give them spell damage and +4 atk? Way outstrips momentum and chaos power in terms of buffs.
Target immortal creature loses spell damage and gains -4 atk? Situational and elemental hate.
Title: Re: Steal My Idea!
Post by: Gandora on January 01, 2013, 10:22:34 pm
Didn't want to read through 50 pages to see if this has been done before but I think something like this would be cool:

A :darkness scorpion with one or zero attack and can additionally to the normal poison, poison a target (player & creatures) if cloak is active on your side of the field.

A life creature that starts with 10 cost and 8 atk. it can then split for the cost of 4 quanta in two creatures with all stats and (skill)costs halfed. thus 2 creatures which cost 5 and 4 atk and can each split for two quanta. they can split again. so the third split gives two creatures with 2 atk, costs 2 and can split for the cost of 1 quanta. splitting it again gives a 1 cost 1 atk creature which can't split anymore.
I think over all stages the hp is equal to the atk. the splits help to evade creature control and to synergies with feral bond. it also works nice with mitosis, fractal or twin universe.
in case this is too strong you can also say that if you don't split it the next turn it loses its ability to split.

in water i always wanted a weather based card, like rain or hurricane. not sure though what their effect should be :P hurricane could be a spell that you have to sacrifice a creature for. you can then destroy as many permanents as half of its atk. odd atk would be rounded up. so by sacrificing a crawler you could e.g. destroy the enemies weapon and a pillar.

guess that's it for now. hope someone like the ideas and that they haven't been done already :)
Title: Re: Steal My Idea!
Post by: warthog3000 on January 22, 2013, 02:04:27 pm
hi how about this time card:  4q  1 eff    shuffle a copy of the target card into your oponents deck 
Title: Re: Steal My Idea!
Post by: laxnut90 on February 04, 2013, 05:34:39 am
A creature with the effect "Target creature deals spell damage" for some quantum cost.  I think the creature should either be Light or Life and the ability should probably cost Aether.
Title: Re: Steal My Idea!
Post by: pie on February 17, 2013, 07:40:57 pm
A creature with active skill: Target creature gets -1att/+1HP
Title: Re: Steal My Idea!
Post by: pie on March 10, 2013, 06:16:06 pm
Heavy Rain ,  :water Spell or  :water Permanent .
All creatures ( except  :fire ) gain  +1hp .
  :life Creatures also gain +1 Attack .
  :fire Creatures -1 | -1 .
When combined with Tornado (http://elementscommunity.org/forum/index.php/topic,47559.0.html) casts Lightning Storm (http://elementscommunity.org/forum/index.php/topic,2001.0.html)
Title: Re: Steal My Idea!
Post by: Ignite on March 28, 2013, 10:59:33 pm
When this card is summoned: Destroy it.
When this card is discarded: Summon your last destroyed monster. Probably an :entropy or :time card.
Title: Re: Steal My Idea!
Post by: destruct on March 29, 2013, 12:10:41 am
Entropy creature that has 0 atck 1 def, but every turn copies the attack, defense, and activatable ability of a random creature (that is in play).  Costs   :entropy :entropy :entropy :entropy :entropyEx.  creature launched, next turn copies obsidian dragon, next turn copies lyncanthrope, and on that same turn it can use the lyncanthropy skill.

OR

Aether creature 0/1, but copies the attack, defense, passive, and active ability of the target creature and replaces all abilities on this creature.  Copies once and is that creature for the rest of the game.  Costs  :aether :aether :aether :aether :aether.  Like PU but it is cheaper, but it can only be done on the 2nd turn.
Title: Re: Steal My Idea!
Post by: dragonsdemesne on April 04, 2013, 03:41:19 am
Creatures that have higher than normal stats, but also have some sort of drawback.  For a few examples: (not really intended for balance, simply as showcases of the concepts)

Plaguebringer
4  :death
6/6 creature (7/7 upgraded)
Owner gains 1 poison counter at the end of their turn.

Great Whale
8  :water (9 upped)
9/9 (10/10 upped)
Drains 2  :air per turn; is destroyed if no air quanta remains.  (thematically representing the whale coming up for air)

Mischievous Imp
3  :entropy
5/1 airborne (6/1 upped)
Each attack has a 50% chance to do one of the following: give opponent 3 random quanta, give opponent 1 quanta of their mark, scramble the owner's quanta (as if hit with Discord, but without the damage), drain 1 quanta from the owner (as Pest), cast chaos seed on a random creature, or return to owner's hand.  (note that a few of these you can possibly turn to your benefit; hitting yourself with discord could let yourself use cards from SoSe, as a somewhat silly example)

Firedancer
1  :fire
5/0 (7/0 upped)
When firedancer dies, it attacks its owner.  (note you can possibly avoid the drawback via plate armour, blessing, chaos power, but then take more damage if it is still killed anyway)

Brooding Paladin
4 :light
5/4 (6/5 upped)
Opponent gains 1 :darkness every time this attacks.  If opponent has more darkness quanta than the hp of Brooding Paladin after this attacks, it dies.
Title: Re: Steal My Idea!
Post by: Nepycros on April 04, 2013, 06:14:27 am
More spells that grant only passive abilities to creatures.
Title: Re: Steal My Idea!
Post by: swankles on April 07, 2013, 01:57:01 am
I don't frequent these forums so sry if these have been mentioned :x
>:( Two handed weapons >:(

These could be made for each element. They would take up both the weapon and shield slot, have stronger effects/damage, and likely cost more.

:air :gravity :aether :death Tri/quad element pendulums :darkness :time :life :light
same concept as current pendulums except they cover 3 or 4 elements. To keep the shop from being flooded with the huge amount of variations this would involve they could just be built to order (buy one and it asks you which elements for it to cover)
Title: Re: Steal My Idea!
Post by: swankles on April 07, 2013, 03:00:45 am
high tide

 :water cost, likely at least 4 or 5. this is a permanent card, it's ability can be activated with either  :gravity gravity or air  :air

 :gravity :gravity :gravity/ :air :air :air all of your water quanta is given to your opponent, on your opponents next turn an amount of random quanta of theirs equal to the water quanta you spent is shifted to random elements, on your next turn your water quanta is returned to you if it has not been spent. Non flying enemy creatures have a chance of shifting to your side (chance =  .05*water quanta spent/creature life.

The description of the skill would likely need to be shortened for a card :p
Title: Re: Steal My Idea!
Post by: swankles on April 07, 2013, 07:10:53 am
 Purging fire  :fire :fire :fire :fire
A permanent card
 :fire :fire sacrifices a non temporary/weapon/shield permanent to generate a Satyr creature of the given element.
These would be similar to nymphs, but could be more powerful since they require more prep and sacrifice.
 their printed card cost would be quite high, but wouldnt be paid normally anyway with the exception of dealing with a reverse time.
Their attack/health would be varied based on the cost of permanent sacrificed and the satyrs ability, again similar to nymphs
some random ideas for versions:

soul catcher    omega satyr:          exude  :death :death :death             generates a pestilence demon 2x|3x where x= opponents poison level
catapult          Grounding satyr:     Ground  :gravity :gravity :gravity     flying and burrow status is removed from all enemy creatures
nightfall         Blinding satyr:         Blind :darkness :darkness:darkness  each enemy card in hand has a 40% chance of being cloaked for 2 turns
empathic bondFaunus:                  Renew: :life :life                               all negative effects are removed from creature
flooding           tidal satyr               Undertoe:  :water :water                 chance to steal enemy creatures (1/card cost)
hourglass        centennial satyr:     flux:  :time :time :time                    enemy loses half of the cards in his deck
mind gate       omnipotent satyr.                                                                     he comes into play on the enemies side immaterial with stats of -1|1 and infest
sanctuary       dancing satyr:          aulos:  :light :light                           all enemy creatures are put in stasis for 1 turn
unstable gas   Zephyr satyr:           terminal velocity:  :air :air :air          all enemy creatures lose 75% life

I left sundial and cloak out because of their cheapness/ potential to exploit their temporary effects

After making this and thinking about it more it would probably work better thematically to make them elementals instead of satyr, but alas im too lazy to change the entire post :p
Title: Re: Steal My Idea!
Post by: laxnut90 on April 13, 2013, 05:10:08 pm
3 :time /2 :time upgraded

Helm of Hesitation [Shield]

Effect:  All opposing creatures enter the battlefield with a 1 turn delay.


This card would allow the possibility of a total reverse time lockdown by preventing replayed creatures from attacking the same turn they enter the battlefield.  If the lockdown does not happen, however, this shield offers no other protection than the 1 turn delay.  It also offers little to no protection against immortal creatures since they cannot be targeted by reverse time the following turn.
Title: Re: Steal My Idea!
Post by: choongmyoung on April 13, 2013, 06:23:17 pm
3 :time /2 :time upgraded

Helm of Hesitation [Shield]

Effect:  All opposing creatures enter the battlefield with a 1 turn delay.


This card would allow the possibility of a total reverse time lockdown by preventing replayed creatures from attacking the same turn they enter the battlefield.  If the lockdown does not happen, however, this shield offers no other protection than the 1 turn delay.  It also offers little to no protection against immortal creatures since they cannot be targeted by reverse time the following turn.

Labyrinth | Labyrinth (http://elementscommunity.org/forum/index.php/topic,42190.0.html)
Title: Re: Steal My Idea!
Post by: laxnut90 on April 14, 2013, 02:13:12 am
3 :time /2 :time upgraded

Helm of Hesitation [Shield]

Effect:  All opposing creatures enter the battlefield with a 1 turn delay.


This card would allow the possibility of a total reverse time lockdown by preventing replayed creatures from attacking the same turn they enter the battlefield.  If the lockdown does not happen, however, this shield offers no other protection than the 1 turn delay.  It also offers little to no protection against immortal creatures since they cannot be targeted by reverse time the following turn.

Labyrinth | Labyrinth (http://elementscommunity.org/forum/index.php/topic,42190.0.html)

Nice catch.  Thanks.
Title: Re: Steal My Idea!
Post by: Poker Alho on April 16, 2013, 07:16:42 pm
not sure if this thread is still active, but i will try and leave here an idea i had a couple of days ago:

i was thinking about a new shield, possibly  :gravity or  :earth, that made your maximum hp rise for each time a creature attacked you, with no DR, that costed about 2 or 3  :gravity to enter (in case the shield is  :gravity of course)

I would also like to make them stackable in order to make it more powerful so that running multiples on a deck does not create dead cards in said deck, although that doesnt mean it can stacked up to a maximum of 6, so it doesnt become OP
Title: Re: Steal My Idea!
Post by: Asinickle on April 16, 2013, 10:25:44 pm
A fire card that makes the owner draw a card, upon its death.
Cremation fodder.
Title: Re: Steal My Idea!
Post by: laxnut90 on April 21, 2013, 02:55:31 am
^^^ Good idea, but I think it should probably be a Time card with 1 :time cost.  Therefore, it could still be used with cremation, but is thematically better.


Plankton

1 :water /0 :water upped

[Creature] 0/1

Generates 1 :water ever turn, 2 :water if underwater
Title: Re: Steal My Idea!
Post by: mega plini on April 21, 2013, 08:46:37 am
A fire card that makes the owner draw a card, upon its death.
Cremation fodder.

Love this in fractal decks, I can see a situation where you draw your deck almost instantely :)
Title: Re: Steal My Idea!
Post by: Asinickle on May 01, 2013, 01:14:02 am
A fire card that makes the owner draw a card, upon its death.
Cremation fodder.

Love this in fractal decks, I can see a situation where you draw your deck almost instantely :)
Would be very difficult to suicide them all. I guess aether+ pandemonium could work, but it would be odd. I really don't see this being used outside of cremation decks.

^^^ Good idea, but I think it should probably be a Time card with 1 :time cost.  Therefore, it could still be used with cremation, but is thematically better.
Giving it a time quanta cost would really wreck its viability. Depending on how it was made, it could be zero cost as well. It would work for aether thematically as well.
It would be pretty hard to use outside of air/fire/gravity/entropy decks. (eagle eye/cremation/otyugh/pandemonium
Title: Re: Steal My Idea!
Post by: SavageSlam on May 07, 2013, 05:35:43 pm
Perhaps we could put in field cards?

Something like 4 quantum and certain types of creatures gain a +1/+1 bonus all over the field?
Title: Re: Steal My Idea!
Post by: CuCN on May 07, 2013, 05:47:50 pm
Perhaps we could put in field cards?

Something like 4 quantum and certain types of creatures gain a +1/+1 bonus all over the field?
Title: Re: Steal My Idea!
Post by: SavageSlam on May 07, 2013, 08:30:20 pm
well, I mean, other ones too...and maybe type specific instead of elements. Maybe cards like Thunder/rainy day that down all flying creatures by 1 attack?
Title: Re: Steal My Idea!
Post by: laxnut90 on June 01, 2013, 05:02:35 pm
Elemental Prism

1 :rainbow un upped/0 :rainbow upped

0/1 Creature

generates 3 random Quanta every turn
Title: Re: Steal My Idea!
Post by: FACE2face on June 04, 2013, 03:14:23 am
Spells and/or Abilities/Skills
Burning Passion
cost: 5 :fire
Choose 2 targets, first target gains +3/+0 until the second target is removed from the field(returned to hand, dies, etc...)

Unyielding Assault
cost: 3-5 :fire; or passive if ability
Target/your creature(s)-for spell/this creature-ability gain +3/+1 if your opponent has more than one creature

Obscure
cost: 4ish :darkness
Target creature's attack and health become X/X to your opponent(opponent can't see your creature's stats)

Misery
cost: 2 :darkness
Target creature gains -1/-0 and generates 1 :water per turn

Arms to Armor
cost: 5 :life
Target creature transfer all its attack to its health

Evolve
cost: 8 :life or passive
Target/this creature gains +1/+1 every time it receives damage

Mummify
cost: 4 :death
Target creature is delayed for 2 turns at the end of this 2 turn period it becomes a Mummy

Nearing the End
cost: something expensive :death or :time
Both players discard 15-25 cards including their hand

False God's Luck
cost: 10 of your mark
Convert 3 cards in your deck into 3 random upgraded cards these cards are dependent on your mark

Creature

Shade-blossom
cost: 1 :darkness
stats: 0/1
ability: Umbrasynthesis: Convert :darkness into  :life :life
based off of the Rustler's photosynthesis idea

Masterless Puppet*
cost: 3 :darkness
stats: 1/12
ability: (passive) Defiant: Masterless Puppet may return to your hand(40%), leave the field(20%), or switch to your opponent's side(10%)

Peacock**
cost: 2 any
stats: 1/1
ability: (passive) Vibrant: This creature may generate 1-2 quanta of your mark

Weapon Master***
cost: 5 any
stats: 1/3
ability: Equip: This creature gains +X/+0 and your weapon's ability. X is the attack dealt by your current weapon. Discard your weapon

* I felt the game needed something a little rebellious , just because
** something useless, needed to get it out of my head
*** it was an original idea...then i realized a Crusader's Endow ability is practically the same

feel free to change anything you see fit
Title: Re: Steal My Idea!
Post by: Jenaf on June 15, 2013, 07:24:34 pm
I had an idea;
don't know how it can be used, but it would fit aether:

Idea; 0|0 this creature can't die. (gravity pull disolves when hp are 0 or lower.)
will die when lobotomized.
upped: 1|0
don't know about quanta costs.

the undying effect must me lobotomizable like the summon of pharao. so it will be lost when acceleration or liqud shadow is played on it.
Title: Re: Steal My Idea!
Post by: Heavenscall on June 21, 2013, 11:03:30 am
Cause i had not too much time, i decide to send my idea collection here. That are not my first ideas, but maybe i am not professional enough to bring an idea to a real card with the chance to become real ingame. So here are some ideas, (yes, based on "magic the gathering", but more fit for elements mechanics). I hope some interesting ones there. Maybe you can mail me and we can talk together about an idea...  ;)

Soul Brake (Enchantment)
The next from a hand casted creature dies immediately on the first turn. Mitosis, FFQ, Pharaoh, Deja Vu, Boneyard don´t count. Dead triggers happen (Vulture, Boneyard).
After the next creature died in this way, Soul Brake will be destroyed - stackable


Soul Barrier (Enchantment)
If your opponent cast a creature he lost 2 life. Count not creature abilities (FFQ...) or Boneyard.


Glimmer of Hope (Cast for Time)
Look at the top 3 cards of your library. Take one of them in your hand and discard the two others.

Shackles (Enchant creature)
The enchanted creature is stunned until the owner pays again the casting costs.


Cursed Power (Permanent)
Nobody can cast permanent cards, as long as Cursed Power is in play. Pay x at the end of your turn or Cursed Power will be destroyed. (like flooding)
Alternately: Every player have to pay 1 life for every permanent he owns. (with or without quanta generating permanents – or only the opponent pay life for permanents – but that seems too strong to me)


Illusion (Enchant Permanent)
The choosen Permanent becomes a random Pillar or Tower. (Does count only for 1 card of a stack or a single permananet.)


Repetition (Cast)
Return the target permanent card to its owner's library.  (Top or bottom?)



Exchange
Switch the enchantment (or abilities) from 2 creatures. Or switch to permanents (from the owners)


Toughening Up (Enchant Creature)
The enchanted creature gains a shield that blocks 5 damage. For each damaged blocked in this way the creature gains +1 attack (or toughness)


Guardian
Creature with 1 / 3 and costs of 3 Light.
Pay 1 Light to prevent up to 3 damage to the target creature until your next turn.


Vision
Look at the top 3 cards of a person you want. Shuffle the library if you want.


Miraculous Healing (Enchant Creature)
If the enchanted creature would die it rebirth with the half toughness (for 1 turn?)


Solidarity (Enchant Creature)
For each damage dealt to the enchanted creature, Solidarity dealt the same damage to the creatures owner.


Dark Privilege (Enchant Creature)
The enchanted creature get the following ability:
Sacrifize a creature to prevent the enchanted creature from dying until your next turn.


Funeral March (Enchant Creature)
If the enchanted creature dies, the creatures owner have to sacrifize an another creature.


Death Watch (Enchant Creature)
If the enchanted creature dies the owner get damage equal to its attack and you gain life equal to its last toughness.


Quietus (Spell)
If the targeted creature gains damage this turn, destroy that creature.  (include damage by walls)


Creature (kind of Mage?)
Creature with 1 / 2 and costs of 4.
Ability: Pay 2x – the targeted creature gains attack and toughness equal to it´s casting costs until your next turn.


Legacy (Enchant Creature)
If the enchanted creature dies the owner can draw 2 cards if possible.


Stone Warehouse (Spell)
You (and your opponent?) can see your next 3 cards. Take all Pillars/Pendulums and discard all other cards. (can be interesting with Reverse Time)


Forest Elemental ( Life creature)
Creature with 2 / 2 and costs of 4 Life. Ability: Sacrifize a life quanta producing permanent card. The Forest Elemental gains + 1 / +1 permanently. You can play this ability only one per turn.


Enraged Wombat (Creature)
Creature with 1 / 2 and cost of 4. If the creature is the target of an spell or effect it gains permanently +2 / +2.


Merman (Creature water)
Creature with 3 / 3 and costs of 4x. Pay 1x – the Merman cannot be the target of spells or effects until your next turn.


Quanta chains (Enchant Creature)
The owner of the enchanted creature have to pay 2 Quanta of the creatures color each turn or the creature dies. (like flooding)


Seer of xxx (Creature)
Creature with 3 / 2 and costs of 3x. The creatures passiv is: If the Seer of xxx dies draw a card.


Creature xxx
A creature with 7 / 5 and costs of 4x. Passiv: If you cast this creature, take a another of your creatures to the top of your library (or bottom?)


Energy Tapping (Spell)
Stun the target creature for 2 turns. The owner of the creature gets quanta equal to it´s casting costs.


Walking Stones (Enchant Permanent)
The targeted pillar/pendulum becomes a 3 / 3 creature and produce quanta every second turn.
Title: Re: Steal My Idea!
Post by: dawn to dusk on June 21, 2013, 11:31:55 am
Mirror image- 3 light- spell
Copy the target permanent.

Updraft- 2 air- permanent 
All air and airborne creatures get +1/+1

Cool lava 4 air- spell
Target a fire creature. it's quanta cost and it's ability cost are all changed to earth quanta

Snowman- 4 water quanta- 0/1
Consume- 2 water- deals one damage to the target creature and gain +1/+1

Centrifugal force- 3 gravity- spell
The target creature doesn't attack and gains +1/+1 each turn. click the creature to stop. Once stopped ( after the next attack), the creatures stats return to normal. 

0 gravity- 3 gravity- permanent 
All creatures are now airborne. 

Shards of destruction- 4 quanta- spell
Deal 5 damage for each shard in your hand and on the field.

Thorny Vines- 7 life quanta- spell
Target creature loses 1/0 and loses 0/1 each turn. On death, creates a vine sprite.

Vine sprite- 0 life quanta- 3/1
 Deals 1 damage to each surrounding creature on each attack
Title: Re: Steal My Idea!
Post by: Kardo on July 13, 2013, 08:37:35 pm
Permanant,  :death

Whenever a creature dies, its owner loses HP equal to the creature's Attack.
Upped: Whenever a creature dies, its opponent loses HP equal to the creature's Attack.
Title: Re: Steal My Idea!
Post by: skyironsword on July 15, 2013, 02:11:34 am
Wait! Wait! Oracle! I can't steal these ideas! I have no :darkness quanta!
Title: Re: Steal My Idea!
Post by: ninjaclone09 on August 02, 2013, 04:54:42 am
a permanent with the ability: "sacrifice itself and destroy target permanent"

Title: Re: Steal My Idea!
Post by: pie on October 03, 2013, 02:04:55 pm
Spell card.
Cost: 4 Upped , 5 UnUpped.
Summon the next creature card from your deck ( not your hand ).

Either:
Option a - Creatures HP is set to 0   ;;   Any +HP spell card will keep it alive
Option b - Creature has 99 poison counters   ;;  Only Purify will keep it alive

Or let it die and increase your bonewall stack  ;D

Dragon Lord ; Creature  This probably has been suggested already
Att=1 HP=3
Passive: Dragons you control gain an ability when Dragon Lord is in play
 :fire deal 1 dmg to target creature
 :water freeze target creature
 :light heal target creature
.
.
.
Title: Re: Steal My Idea!
Post by: Vampragon12 on October 26, 2013, 06:01:08 am
Colorless Electrum Shard

A shard that you play during a match with any color quanta. This shard gives you absolutely no benefit during the match but instead generates electrum every turn. Like "pay day" from Pokemon.

I think this would be a fun trade off because it would make your deck worse but would help build electrum.

BOOM Shard of Electrum
Title: Re: Steal My Idea!
Post by: CuCN on October 26, 2013, 06:04:02 am
Colorless Electrum Shard

A shard that you play during a match with any color quanta. This shard gives you absolutely no benefit during the match but instead generates electrum every turn. Like "pay day" from Pokemon.

I think this would be a fun trade off because it would make your deck worse but would help build electrum.

BOOM Shard of Electrum
Didn't see one that is exactly like this, but these have similar ideas:
Converter|Converter (http://elementscommunity.org/forum/card-ideas-and-art/converter-converter/)
Bank|Bank (http://elementscommunity.org/forum/crucible-archive/bank-bank/)
Title: Re: Steal My Idea!
Post by: xyan on October 26, 2013, 06:22:58 am
Inventor  -  creature

1: generates 1 quanta of your mark and 2 random quanta other than your mark.


Malpractice  -  permanent

When a creature dies during your turn, you lose 2 life and add one random card to your hand.


Zone of Leaking Madness  -  shield (entropy)

Your opponent's attacking creatures have a 20% chance to have a random status inflicted upon them or do damage reduced by 2 for one attack.
Title: Re: Steal My Idea!
Post by: yee on November 01, 2013, 09:33:39 pm
I'll post my idea here, because I'm not sure how to ceate card in Card Creator :-[

I don't know if this has done before.

Card name - Smoking Mountain  :earth
Permanent
Cost 4 :earth (3 :earth upped)
Card text: "No crature can fly."

The card idea is to counter Shard of Freedom, but it also has powerfull synergy with Wings. Its effect is, that it forces all flying cratures to land or in other words, it removes flying atribute from all cratures, while this card is in play. The picture should be a mountain (not very active volcano) from where smoke rises and covers the sky with black smoke and falling ash.


While I'm here I might as well post another idea.

Card name: Morphing Shield  :entropy
Permanent (Shield slot)
Cost 5 :entropy (5 :entropy upped)
Card text: "Changes to different shield each turn."

The shield will turn into random shield each turn (upped one will turn into upped variants of shields). For example at the end of your turn it morphs into Skull Shield, next turn it will be Hope, then Dimension Shield, then Reflective Shield and so on. So you can be lucky and enjoy the protection of Dimensional Shield or Bone Wall for one turn and next turn you might get some realy weak shield like Reflective Shield that only protects against spells.
Title: Re: Steal My Idea!
Post by: Counting on December 03, 2013, 02:16:47 pm
My idea is two contrasting abilities.
Introvert and Extrovert.
Both of these can be modified however you like when you design something for it.
Introvert being the card becomes strong being the only card on your field(possible the enemies but the card would become useless after 6 turns in if that were the case) +3/3 and vampire for being without any others on the field. +1/2 for 2 creatures on your field and +1/0 1 for 3 creatures on your field.

Extrovert being the card becomes stronger with more cards on the field. For 1 creature (Excluding the card with this ability) through 2 its only 1/1. For 3 and 4 creatures 2/2. 5 and 6 would be 3/3 plus adrenaline (Maybe momentum? Maybe nothing?)

Work in progress idea. Feel free to run with it. Just something I thought of one day. Figured it could help someone.
Title: Re: Steal My Idea!
Post by: Mr.J on January 11, 2014, 09:12:34 am
My idea is about  :entropy.

I would like to see a card like this:

Name: Entangled Particles.
Type: Creature
Cost: a few :entropy (You can decide how many)
Attributes: 1/1 (you can change this, is not important)

Special: When you play this card it will be also appear another 'entangled copy' of it in the opposite field but with negative characteristics (-1/-1).
Passive ability: Quantum entanglement - Whatever happens to one copy happens also to the second one but with opposite result. (es. +2/+2 to one creature means -2/-2 to the other).
This creature doesn't die until it reach -10 hp. (this thing can be improved)

It also be nice think what happens when it will be targeted by Parallel Univers, Rewind or adrenaline, etc.
A lot of synergies can come through this!

P.s. I'm sorry for my bad english.
Title: Re: Steal My Idea!
Post by: ChemMan13 on January 11, 2014, 07:55:25 pm
I'll post my idea here, because I'm not sure how to ceate card in Card Creator :-[

I don't know if this has done before.

Card name - Smoking Mountain  :earth
Permanent
Cost 4 :earth (3 :earth upped)
Card text: "No crature can fly."

The card idea is to counter Shard of Freedom, but it also has powerfull synergy with Wings. Its effect is, that it forces all flying cratures to land or in other words, it removes flying atribute from all cratures, while this card is in play. The picture should be a mountain (not very active volcano) from where smoke rises and covers the sky with black smoke and falling ash.


While I'm here I might as well post another idea.

Card name: Morphing Shield  :entropy
Permanent (Shield slot)
Cost 5 :entropy (5 :entropy upped)
Card text: "Changes to different shield each turn."

The shield will turn into random shield each turn (upped one will turn into upped variants of shields). For example at the end of your turn it morphs into Skull Shield, next turn it will be Hope, then Dimension Shield, then Reflective Shield and so on. So you can be lucky and enjoy the protection of Dimensional Shield or Bone Wall for one turn and next turn you might get some realy weak shield like Reflective Shield that only protects against spells.

Consider the Mountain idea snatched, posted it on CIA under Smoking Mountains / Inferno Mountains, hope you like what I made with it.
Title: Re: Steal My Idea!
Post by: LtCoyote on January 20, 2014, 08:39:05 pm
Hello,

I have a couple of ideas for cards, I don't know if there was something like this before, if so, it is coincidence. :)

Copycat (creature), Entropy, costs 4  :entropy , 0/1 dmg/hp. Ability: 3  :aether : creates a copy of target creature with +1/+1, removes copycat.
upped version:
Copycat killer (creature), Entropy, costs 4  :entropy , 0/3 dmg/hp. Ability: 4  :aether : creates a copy of target creature with +1/+1, then destroys that creature. Remove copycat killer.

Swissblade (weapon), Other, costs 4 , 4/(10 with flying weapon) dmg/(hp). Ability: 3  :air : 1 dmg to target; 3  :gravity +0/+1 to target creature; 3  :fire : +1/+0 to target creature
upped version:
Swissblade (weapon), Other, costs 5 , 5/(10 with flying weapon) dmg/(hp). Ability: 2  :air : 1 dmg to target; 2  :gravity +0/+1 to target creature; 2  :fire : +1/+0 to target creature

Poisonica (spell), Death, costs 15  :death . Ability: doubles opponent's poison counter; this spell consumes all your death quanta left.
upped version:
Improved Poisonica (spell), Death,  costs 13  :death . Ability: doubles opponent's poison counter; this spell consumes all your death quanta left.

Battering Ram (permanent), Earth, costs 7  :earth . Ability: 0, sacrifice this permanent: gives momentum to your creatures until end of turn. deals 10 damage to your creatures.
upped version:
Improved Battering Ram (permanent), Earth, costs 6  :earth . Ability: 0, sacrifice this permanent: gives momentum to your creatures until end of turn. deals 8 damage to your creatures.

All quanta costs can be modified if too cheap/expensive. Regarding the art I can come up with something, I can draw a little. I hope these are fit to the existing cards and system. :)

Cheers,

LtCoyote
Title: Re: Steal My Idea!
Post by: devpie3d on February 26, 2014, 04:33:43 am
heres an idea a 0/1 called a attom that if targed with a serten card it will do any were from 10 to 20 damege a turn. this sunds OP but if you think about it this combo takes up most of the space, and alot of decks can do 20 damage aturn. this combo will force people to combletly redisgn their decks.
Title: Re: Steal My Idea!
Post by: Submachine on February 27, 2014, 12:44:00 am
Idea about limiting opponent's quanta cap. For example limit opponent's quanta to 10. No stalls, no miracles, no dragons, no fractal, no burst damage. Just play slowly.
Title: Re: Steal My Idea!
Post by: Mnasyllus on April 13, 2014, 12:37:45 pm
I feel strongly that the game needs more quanta fixing.  So many deck ideas over the last year and a half are quashed because  :entropy + SN and QT's are the only viable way of playing a 4 or 5 element deck.  ANd at that point I just end up making my refreshing new idea into the same old stale bows because theres clearly stronger cards to be used.  Some idea's: 

- A pendulum like card that only flips if you click it to flip it.

- A QP/QT like card that when played you choose 3 elements that it produces ... the tower damages you when quanta is produced.

- A QP/QT like card that produces 2 quanta that you select when played.

- A pillar/tower that you choose the element it produces when played, and can be changed during your turn for a :rainbow cost (to avoid tying it to any one element) 

Notes: Selecting quanta's would be a simple click on the appropriate spot where your quanta is tallied
All of these cards will likely have to form new piles each play, like Soul Catcher's do.

Finally: 
- A spell that will scramble your own quanta and as a side effect either harm the enemy or heal you based on the amount scrambled. (Seriously - how many times have we sat around with 5+ QT in play, 30+ quanta in all elements but > 4 Time quanta and all you want is to play a &$%$&^%*ing electrum hourglass ... that you won't even be able to USE for another 2 turns!)  This could even be a theme with both ideas - a life and/or light healing card and death and/or darkness damaging card.  Or maybe new creatures // creature abilities would work better?

That's all the idea's I have now but if anyone cares to follow up, send me a PM and we can discuss.
Title: Re: Steal My Idea!
Post by: pepin0 on June 20, 2014, 02:03:28 pm
Hi! I am pretty and new here, so I am not sure if this idea has been posted before. It is pretty similar to the above post, but with a twist:

Card name: Bonfire
Cost to play :  :fire
Ability: Produces quanta (fire?). Alternatively, if activated damages opponent (I'd put 1 or 2 damage)
Type: Permanent

So the idea is, you can pack this card, and you can choose between producing more quanta or damaging the opponent. This serves the purpose of, when in late game, if you don't have an hourglass or similar, you may have an empty or almost empty hand (nothing to play). With this card you can make the most out of this situation, adding a chip of damage instead of producing more quanta can make the difference!
Title: Re: Steal My Idea!
Post by: montrossen on October 09, 2014, 07:23:10 am
:gravity Balancing stack: 0\3

 :earth: stack:
add 5 HP to Balancing stack. Any spell used on balancing stack will destroy balancing stack and deal X damage. X is equal to balancing stacks HP times 1.5

the idea is that you add more rocks to the stack, and when you touch it, it falls on the enemy and does damage. Its :gravity because it uses :gravity to balance.
Title: Re: Steal My Idea!
Post by: montrossen on October 09, 2014, 07:34:46 am
:death :death :death :death :death:Add 1 disease counter to Target. Disease: add 2 disease counters every turn. Remove a disease counter for every HP healed.
Its a disease, so it grows with time, but it can be cured.
Title: Re: Steal My Idea!
Post by: montrossen on October 09, 2014, 08:23:26 am
0\5: :time :time :time Time Capsule: Turns into Ancient Being in 6 turns. Ancient Being:10\7
Well, the time capsule speeds up time inside the capsule, creating an ancient being. I dunno why being ancient makes it strong, tho.
Title: Re: Steal My Idea!
Post by: Treldon on October 09, 2014, 09:22:42 am
0\5: :time :time :time Time Capsule: Turns into Ancient Being in 6 turns. Ancient Being:10\7
Well, the time capsule speeds up time inside the capsule, creating an ancient being. I dunno why being ancient makes it strong, tho.

Why not just turn it into a Devonian Dragon?
Title: Re: Steal My Idea!
Post by: Espithel on October 09, 2014, 09:51:04 am
0\5: :time :time :time Time Capsule: Turns into Ancient Being in 6 turns. Ancient Being:10\7
Well, the time capsule speeds up time inside the capsule, creating an ancient being. I dunno why being ancient makes it strong, tho.

Why not just turn it into a Devonian Dragon?

Better question: Why not just generate quanta and spawn a dragon 4 turns earlier?
Title: Re: Steal My Idea!
Post by: Treldon on October 09, 2014, 09:59:18 am
0\5: :time :time :time Time Capsule: Turns into Ancient Being in 6 turns. Ancient Being:10\7
Well, the time capsule speeds up time inside the capsule, creating an ancient being. I dunno why being ancient makes it strong, tho.

Why not just turn it into a Devonian Dragon?

Better question: Why not just generate quanta and spawn a dragon 4 turns earlier?

With the current cost (which is a bit low in my opinion) it would fit in rainbow decks a lot better than the dragon
Title: Re: Steal My Idea!
Post by: Espithel on October 09, 2014, 10:02:09 am
In a rainbow rush, graboids would be infinitely better.
Title: Re: Steal My Idea!
Post by: Treldon on October 09, 2014, 10:14:19 am
In a rainbow rush, graboids would be infinitely better.

Agreed. My original post way for pointing out that we already have almost the same creature as the proposed Ancient Being, not about the usefulness of the card.

Other than that, just salvaging the idea
Title: Re: Steal My Idea!
Post by: Rutarete on October 09, 2014, 03:00:21 pm
Guys, leave the discussion to PMs or a thread dedicated to the idea.
Title: Re: Steal My Idea!
Post by: montrossen on October 13, 2014, 05:56:07 am
What about a super-OP card that only AI can use? That way it would not mess with the balance.
Title: Re: Steal My Idea!
Post by: Chapuz on October 13, 2014, 02:15:21 pm
What about a super-OP card that only AI can use? That way it would not mess with the balance.
The balance for actual play and AI play is shown in the HP, mark and 2x draw. An only-AI card would be interesting
Title: Re: Steal My Idea!
Post by: flyingcat on October 17, 2014, 12:30:54 pm
I think life really needs some CC, so maybe a card that deals X damage to target creature, where X is the number of unique creatures you control?
Title: Re: Steal My Idea!
Post by: DoubleCapitals on November 03, 2014, 08:18:14 am
Ain't got time to build a card now, but thinking of an Emperor/King card with "Succession" as a passive: A random creature on the Emperor's side will be converted into an Emperor upon the original Emperor's death (RT not inclusive)
Title: Re: Steal My Idea!
Post by: leandrebs on November 17, 2014, 09:52:41 pm
How about a non-elemental weapon card with high attack, but that needs one turn to fire again? Maybe a ballista...
Title: Re: Steal My Idea!
Post by: blueberrymania on February 26, 2016, 07:38:45 pm
I have an idea for a card. Card would be named after some creature which produces lots of energy, and would have the following skill:

 :life Respiration: Gain :water :water. This skill can be used multiple times per turn.

 Yes, this is heavily inspired by the Rustler
Title: Re: Steal My Idea!
Post by: Manuel on February 26, 2016, 07:44:46 pm
I have an idea for a card. Card would be named after some creature which produces lots of energy, and would have the following skill:

 :life Respiration: Gain :water :water. This skill can be used multiple times per turn.

 Yes, this is heavily inspired by the Rustler

 inverse photosynthesis?

it should be a  :water card, i think is redunant having a card that is really to an already existent card in the same elements

Title: Re: Steal My Idea!
Post by: iancudorinmarian on February 26, 2016, 08:30:07 pm
That's not "inspired" by rustler, it's rustler's brother from another element, so not really an idea at all.
Title: Re: Steal My Idea!
Post by: AD TienzuStorm on February 26, 2016, 10:23:24 pm
Lol imagine chains of those with Rustlers.

:light = :water :water :water :water

Would be an interesting trio with very quick usage of Ice Bolt and expensive Water cards.

But yes that's not really a unique idea, as Ian said. It's just a modified Rustler.



it's like these two cards. Nothing new is brought to the table.
Title: Re: Steal My Idea!
Post by: blueberrymania on February 26, 2016, 10:29:55 pm
true enough. but i think cellular respiration should be represented too! also, chaining together the three would be difficult to do efficiently, since you need three types of pillars (air, life, water; or light, life, water) just to establish the chain
Title: Re: Steal My Idea!
Post by: danil on July 26, 2016, 01:34:03 am
String Theory - 4 :entropy - permanent
This card has three charges. Expend 4 :entropy to put 2 Black Holes at the top of your deck, and lose one charge per turn. When the third charge is expended, this card is destroyed and triggers a Black Hole effect for your opponent.

It might be a bit wordy, and idk if the quanta balancing is all right, but I like the idea :D
Title: Re: Steal My Idea!
Post by: Ides Usher on September 26, 2016, 02:05:48 am
This just seems like the most obvious idea to me, and yet I have not been able to find it put out there. I probably just haven't looked in the right place. I think there should be a permanent  :death card called Gallows Pole or maybe Guillotine that would target a creature and, using  :gravity quanta, kill it. Perhaps it could cost as much  :gravity as it took to play the card or be based upon the hit points of the target. If it were a weapon perhaps it could target a creature OR attack as a normal weapon (4 damage?) but not both.
Title: Re: Steal My Idea!
Post by: dragtom on September 26, 2016, 08:53:50 am
single-card insta-killing is frowned upon and needs a serious drawback.
Repeatable single-card insta-killing is way worse.

having to pay quanta depending on the creature hp is a decent drawback, though it might need a bit more.
perhaps something like:

permanent, 4 :death
when this permanent is played, drain all :death quanta.
this permanent gains (sharpness?) counters equal to the amount of quanta drained.
2 :gravity: repeatably deal 1 damage to target creature and drain a sharpness counter until the creature is dead or there are no more sharpness counters left.

or, simpler:
2 :gravity: sacrifice this permanent: kill target creature.
Title: Re: Steal My Idea!
Post by: Ides Usher on September 27, 2016, 10:50:34 am
Well, yes, I would expect something like that though 4  :death to put it out seems low to me. I like your sharpness idea a lot. Or maybe put a counter on it like a Phase Shield has. Or both.
Title: Re: Steal My Idea!
Post by: foxrain4 on November 20, 2016, 12:28:13 am
I got a ridiculous hard to make card idea.
This card is a spectre, it enter the battlefield dead
as though the battlefield is a graveyard, it can't attack,
it can't use skills, it can't be targeted.

The problem is how can this card be beneficial to your game.
I dun want to just purely rely on 2 card for comboes, Chimera and Empathetic bond,
regardless i abandoned this idea since i deemed its impossible to make.
Title: Re: Steal My Idea!
Post by: Ides Usher on August 17, 2017, 01:12:14 am
Idea 1

There should be a permanent :death card that produces skeletons. Call it Mass Grave or Ossuary or Charnel House or something similar. Maybe make it dependent upon actually playing a skeleton or make it cost quanta when used. Or both - when you play a skeleton you can spend quanta to get another skeleton (or two or Elite, if upgraded). My first thought was to have it just pump out a skeleton every turn, but that seems a bit OP to me.

Idea 2

 :fire card - Mass Immolation: sacrifice your entire field to get quanta based on # of creatures sacrificed. Also should activate death effects.  Should it affect quinted creatures? I honestly don't know.
Title: Re: Steal My Idea!
Post by: Manuel on August 17, 2017, 01:41:47 am
Idea 1

There should be a permanent :death card that produces skeletons. Call it Mass Grave or Ossuary or Charnel House or something similar. Maybe make it dependent upon actually playing a skeleton or make it cost quanta when used. Or both - when you play a skeleton you can spend quanta to get another skeleton (or two or Elite, if upgraded). My first thought was to have it just pump out a skeleton every turn, but that seems a bit OP to me.

Title: Re: Steal My Idea!
Post by: Ides Usher on August 18, 2017, 03:30:10 am
I guess that what I should have said (and actually meant to say) was that I think there should be ANOTHER card with a different mechanic.
Title: Re: Steal My Idea!
Post by: Chapuz on August 18, 2017, 12:48:39 pm
I guess that what I should have said (and actually meant to say) was that I think there should be ANOTHER card with a different mechanic.
. Cells and skeles are both 1|1, so yeah
Title: Re: Steal My Idea!
Post by: Ides Usher on August 19, 2017, 01:37:31 pm
Point taken. There is a joke or bad pun about bone cancer lurking around in these last few posts but it would be in poor taste and I don't really want to go there. Since my first idea is useless, how about my second one?
blarg: