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Elements the Game => Level 2 - Forge => Card Ideas and Art => Forge Archive => Topic started by: Kuroaitou on May 21, 2010, 05:41:44 am

Title: Accelerate | Refresh
Post by: Kuroaitou on May 21, 2010, 05:41:44 am
(http://imageplay.net/img/m7Gbd64335/Accelerate_Card.jpg)
(http://imageplay.net/img/m7Gbd64336/Refresh_Card.jpg)
NAME:
Accelerate
ELEMENT:
Time
COST:
4  :time
TYPE:
Spell
ATK|HP:
-
ABILITY:
Triggers all passive effects
from your permanents,
pillars, and mark.
NAME:
Refresh
ELEMENT:
Time
COST:
4  :time
TYPE:
Spell
ATK|HP:
-
ABILITY:
Refreshes all of your
permanents' active skills, and
generates two quanta of
your mark.
ART:
Royalty Free + Editing (by Kuroaitou)
IDEA:
Kuroaitou
NOTES:
A fun idea I had with :time and its lack of spells.  :)

By 'Triggers all passive effects from your permanents, pillars, and your mark', Accelerate will cause all of your passive permanents (Feral Bonds, Shards, Towers/Pillars, Flooding, etc.) to activate before you end the turn.

Likewise, the 'refreshes all your permanents' active skills' from the upgraded card (Refresh) imply that permanents with activated abilities (Hourglass, Sundial, Weapons, Unstable gas, etc.) can be used after being played (similar to Shard of Readiness, except it doesn't lower the quanta cost to 0 of the permanent in question). If an active ability from a permanent is not used when you play Accelerate, the active ability doesn't obtain a 'stacking' refresh (you can't use the ability twice).

Note that playing either card DOES NOT affect your creatures - your creatures will not attack nor have their abilities refreshed when you play this spell.

A few examples:
  • Hourglasses: If an hourglass has been used, playing Refresh will 'reactivate' the usage of the Hourglass (assuming you have enough quanta). Accelerate has no effect.
  • Sundial: If a Sundial has been immediately played, using Refresh will allow you to utilize the 'Hasten' ability from it, but using Accelerate will remove the stall-effect (the doomclock hits 0). If the Sundial has already been out for a turn, using Accelerate will simply remove Sundial, while Refresh will reactivate its skill again.
  • Shard of Gratitude: Using Accelerate will trigger the shards to heal you. Refresh has no effect.
  • Weapons: Refresh will reactivate the skill if you already used it. Accelerate will cause it to deal its passive weapon damage to the opponent.
Best if used in a deck that relies heavily on permanents, or on its towers for quanta production. Using one of these will help you gain double the quanta (assuming you're splashing  :time).

EDITS:
-Names distinguished, abilities have been separated and clarified (this is similar to Chaos Seed/Power where both Spells target the same thing (the player), but have different effects)

SECOND 'EDITs':
-Shortened the NOTES section for easier reading
Title: Re: Accelerate | Refresh
Post by: Kuroaitou on May 21, 2010, 11:35:29 am
Comments, suggestions, and feedback is welcome. <=)
Title: Re: Accelerate | Refresh
Post by: Arondight on May 21, 2010, 12:33:24 pm
I like it.. Time definitely gets the long end of the stick, though. Stack on those Hourglasses while generating the quanta to use them again. Very powerful. Too powerful? Possibly in the right deck, but I don't know for sure.  :)
Title: Re: Accelerate | Refresh
Post by: Cynxos on May 21, 2010, 01:15:04 pm
Well it certinaly fuses well with Time.
But... obviously this effect is a bit too OP, at least for the cost it has right now.
I suggest the cost will be increased, or changed to something like this; the cost will be decided depending on the amount of creatures/perma that have an actual passive effect, that are in play.
That would make sure it wouldn't be to OP.
Title: Re: Accelerate | Refresh
Post by: Kuroaitou on May 21, 2010, 02:27:35 pm
Well it certinaly fuses well with Time.
But... obviously this effect is a bit too OP, at least for the cost it has right now.
I suggest the cost will be increased, or changed to something like this; the cost will be decided depending on the amount of creatures/perma that have an actual passive effect, that are in play.
That would make sure it wouldn't be to OP.
So a variable :time cost for the card based on how many permanents (with only passive effects - Hourglasses and weapons excluded) are out on the field?

It sounds a little tricky to program, but I'm starting to realize that the better idea is to make it mirror Chaos Seed/Chaos Power, where both of them have similar costs and come from the same element, but have vastly different spell effects when used on a creature (or in this case, the user). Do these effects:

'Triggers all passive effects from permanents, pillars, and your mark' cost more or less than 'Refreshes all active skills from your permanents'?

Personally, I think that both should cost the same amount – equivalent to an hourglass.

I like it.. Time definitely gets the long end of the stick, though. Stack on those Hourglasses while generating the quanta to use them again. Very powerful. Too powerful? Possibly in the right deck, but I don't know for sure.  :)
Obviously, the upgraded version is specifically useful for players who use :time a lot in their decks (Hourglasses being the major permanent with such an ability). ;)

EDIT: Cards have now been updated. Changes include:
-Refresh and Accelerate switching name positions (for logical reasons only)
-Spell abilities have been separated to ensure uses of each for different decks
Title: Re: Accelerate | Refresh
Post by: bojengles77 on June 08, 2010, 06:14:28 am
Would a passive effect for pillars be the generation of quanta? Seems a little overpowered... Generating double quanta for a turn would speed up decks like Pharaoh rush a TON. Splitting the active and passive abilities to two different cards makes a ton of sense, because together they would be absurd, however this would still buff time-heavy decks significantly.

Actually... we need to rush this into the game ASAP! We could use it for WAR!!
Title: Re: Accelerate | Refresh
Post by: Kuroaitou on June 08, 2010, 06:34:23 am
Would a passive effect for pillars be the generation of quanta? Seems a little overpowered... Generating double quanta for a turn would speed up decks like Pharaoh rush a TON.
Yes, the passive effect would be for all pillars, 'passive' permanents (SoD's, Bonds, Flooding, Dimensional Shield, etc.) that have passive triggers or doomclocks. I suppose that it would make :time a bit strong, but the only thing that would make it overpowered is if this card was used in a near perfect hand at the beginning. Unless you draw MORE than 4 :time towers initially, the net benefit make be less than what you could afford. Should this card have a more expensive cost for the non-upgraded version? Or should it have a variable cost on top of its 4 :time quanta?


Splitting the active and passive abilities to two different cards makes a ton of sense, because together they would be absurd, however this would still buff time-heavy decks significantly.

Actually... we need to rush this into the game ASAP! We could use it for WAR!!
If only. :P The split is designed to be similar to Chaos Seed/Chaos Power, where one is used for a different purpose (enemies, or for this card, passive permanents), while the upgraded one can be very useful for a new set of cards (your own creatures, or permanents with active skills + weapon skills).
Title: Re: Accelerate | Refresh
Post by: bojengles77 on June 08, 2010, 06:39:55 am
Would a passive effect for pillars be the generation of quanta? Seems a little overpowered... Generating double quanta for a turn would speed up decks like Pharaoh rush a TON.
Yes, the passive effect would be for all pillars, 'passive' permanents (SoD's, Bonds, Flooding, Dimensional Shield, etc.) that have passive triggers or doomclocks. I suppose that it would make :time a bit strong, but the only thing that would make it overpowered is if this card was used in a near perfect hand at the beginning. Unless you draw MORE than 4 :time towers initially, the net benefit make be less than what you could afford. Should this card have a more expensive cost for the non-upgraded version? Or should it have a variable cost on top of its 4 :time quanta?


Splitting the active and passive abilities to two different cards makes a ton of sense, because together they would be absurd, however this would still buff time-heavy decks significantly.

Actually... we need to rush this into the game ASAP! We could use it for WAR!!
If only. :P The split is designed to be similar to Chaos Seed/Chaos Power, where one is used for a different purpose (enemies, or for this card, passive permanents), while the upgraded one can be very useful for a new set of cards (your own creatures, or permanents with active skills + weapon skills).
i think increase the cost by about 2 :time , a variable cost might become too complicated but the raise cost will avoid using it for pillar rush and just make it effective for things like SoG / empathic bond
Title: Re: Accelerate | Refresh
Post by: GG on June 09, 2010, 04:13:37 pm
could u change the name of the first card? it sorta overlaps with gravity's momentum concept.

anyway, i like how the two cards have totally different concepts. this might be the first time where the unuped and the uped version of the same card are both used in one deck to serve a real purpose.
Title: Re: Accelerate | Refresh
Post by: bojengles77 on June 09, 2010, 05:24:07 pm
could u change the name of the first card? it sorta overlaps with gravity's momentum concept.

anyway, i like how the two cards have totally different concepts. this might be the first time where the unuped and the uped version of the same card are both used in one deck to serve a real purpose.
accerleration and momentum aren't overlapping concepts. Momentum is mass * velocity - often mixed in with the idea of moment of inertia,  while acceleration is the derivative of velocity, or velocity per second (in physical terms)
Title: Re: Accelerate | Refresh
Post by: Kuroaitou on June 10, 2010, 03:48:13 am
could u change the name of the first card? it sorta overlaps with gravity's momentum concept.

anyway, i like how the two cards have totally different concepts. this might be the first time where the unuped and the uped version of the same card are both used in one deck to serve a real purpose.
Not necessarily. Chaos Seed and Chaos Power are probably used in combination in some player's decks that are pure mono-entropy. For example, Improved Mutation + Chaos Power creates some pretty unique creature combos, while non-upgraded Mutation + Chaos Seed can act as a safety measure against strong creatures on the enemy's side. Throw in the upcoming card Pandamoneum, and you'll even get crazier effects. XD

Also:
accerleration and momentum aren't overlapping concepts. Momentum is mass * velocity - often mixed in with the idea of moment of inertia,  while acceleration is the derivative of velocity, or velocity per second (in physical terms)
Mass =/= time. Although, that brings a whole new concept for me to consider... >.>

i think increase the cost by about 2 :time , a variable cost might become too complicated but the raise cost will avoid using it for pillar rush and just make it effective for things like SoG / empathic bond
Well that's the thing though. Should this card be only useful for healing passives (SoG's/Bonds), or should this card actually be useful for quanta generation? I mean, we already have things like Nova for :entropy and Immolation for :fire... maybe it's time that :time (no pun intended) to have its own unique (albeit strange) mechanic of getting quanta out faster and easier.

I'll consider raising it to 5 if someone else agrees with you bojengles...
Title: Re: Accelerate | Refresh
Post by: bojengles77 on June 10, 2010, 03:50:08 am
Quote from: Kuroaitou
Mass =/= time. Although, that brings a whole new concept for me to consider... >.>
I'm saying that mass has nothing to do with time ergo momentum and accelerate aren't similar. I'm saying you're righT!
Title: Re: Accelerate | Refresh
Post by: Kuroaitou on June 10, 2010, 03:51:57 am
Quote from: Kuroaitou
Mass =/= time. Although, that brings a whole new concept for me to consider... >.>
I'm saying that mass has nothing to do with time ergo momentum and accelerate aren't similar. I'm saying you're righT!
My fault for misunderstanding you. ^^; Heh.
blarg: