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Offline OldTrees

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Re: Cloud | Cumulonimbus https://elementscommunity.org/forum/index.php?topic=12840.msg162766#msg162766
« Reply #12 on: September 22, 2010, 04:13:35 am »
This may be too powerful or it may be just right.
This is 1 card that generates 2 quanta per turn with an investment cost of 4.
Turn1234567
Quanta-20246810
This card is more prone to removal but is essentially a double pendulum with a cost of 4.

I am personally of the opinion that this is not overpowered and that it would help if appropriate variants are created for the rest of the sub group [:water :earth, :earth :fire, :fire :air] or maybe also [:aether :entropy, :entropy :time, :time :gravity, :gravity :aether, :darkness :death, :death :light, :light :life, :life :darkness]
You know your right. This card could be the start of a whole new para-element card group. I.E. Dust ( :earth , :air )
Magma (  :earth:fire ) Mud (  :earth:water ) Steam ( :fire:water ) Smoke ( :fire:air ) Cloud (  :air:water ).Just a thought. Other elements could do it too. Like Shadow ( :light . :darkness )so on and so fourth.
I am not sure about including the opposing elemental pairs. (However you came up with good ideas for them so why not.)
The para-element cards should not all have the same stats but should all have the "Generate 2 quanta one of each type." abilities.
Ones with weaker stats could have slightly lower costs. (stronger stats higher costs)
I would also recomend the cost of the Para-elemental generators rotate. (Cloud is :air, Mud is :water, Magma is :earth and Smoke is :fire)
For the opposite pairs (if pursued) have the cost be the harder to gather quanta (Dust is :air and Steam is :water)
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Re: Cloud | Cumulonimbus https://elementscommunity.org/forum/index.php?topic=12840.msg162767#msg162767
« Reply #13 on: September 22, 2010, 04:21:54 am »
I am not sure about including the opposing elemental pairs. (However you came up with good ideas for them so why not.)
The para-element cards should not all have the same stats but should all have the "Generate 2 quanta one of each type." abilities.
Ones with weaker stats could have slightly lower costs. (stronger stats higher costs)
I would also recomend the cost of the Para-elemental generators rotate. (Cloud is :air, Mud is :water, Magma is :earth and Smoke is :fire)
For the opposite pairs (if pursued) have the cost be the harder to gather quanta (Dust is :air and Steam is :water)
You could always have them cost both elements to play. Altho to code it you would have to write it like

Steam     3 :water     (absorb 3 :fire upon entering play) (absord would be a 1 time cost to play it not an upkeep)

Also I think that is it truly is a para-element it should belong to both elements. Tho that would also mean you would have to play a duo deck at the least to use them fully. But isn't that the point.

Offline Hyroen

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Re: Cloud | Cumulonimbus https://elementscommunity.org/forum/index.php?topic=12840.msg162775#msg162775
« Reply #14 on: September 22, 2010, 04:49:40 am »
Very interesting concept. I must admit this is one of the more creative ideas I've seen in a while. Some questions though, you say that it "turns" into Thunderstorm when hit by Lightning, firstly I'm assuming that it "turns" into Thunderstorm whether it's hit by Lightning or Thunderbolt and when you say it "turns" into Thunderstorm, do you mean that it is destroyed and the Thunderstorm effect goes off? Does the Thunderstorm effect go off regardless of if it is destroyed?

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Re: Cloud | Cumulonimbus https://elementscommunity.org/forum/index.php?topic=12840.msg162898#msg162898
« Reply #15 on: September 22, 2010, 12:19:18 pm »
Sounds a bit like doodle-god the game isn't it?
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Offline TimerClock14Topic starter

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Re: Cloud | Cumulonimbus https://elementscommunity.org/forum/index.php?topic=12840.msg163051#msg163051
« Reply #16 on: September 22, 2010, 06:39:37 pm »
Very interesting concept. I must admit this is one of the more creative ideas I've seen in a while. Some questions though, you say that it "turns" into Thunderstorm when hit by Lightning, firstly I'm assuming that it "turns" into Thunderstorm whether it's hit by Lightning or Thunderbolt and when you say it "turns" into Thunderstorm, do you mean that it is destroyed and the Thunderstorm effect goes off? Does the Thunderstorm effect go off regardless of if it is destroyed?

EDIT: Woot, 500th post 8)
Actually, what I had in mind was a bit of both: Kind of like the way mummy turns into pharaoh when it's RT'd but slightly different. What happens is that no matter the current stats of cloud/cumulonimbus if lightning/thunderbolt is used on it then it will be destroyed with the resulting effect being equal to that of the thunderstorm/lightning storm card. And, to clarify, if thunderbolt is used on cloud, then it turns into an unupgraded thunderstorm effect, however if thunderbolt is used on cumulonimbus the result is an upgraded lightning storm effect.(this is the only case in which that will happen) Also, If the opponent [foolishly] uses thunderbolt/lightning on this card, the result is the same as if it were you yourself who used it. The thunderstorm effect always targets the OPPOSITE side. (Meaning beware of parallel universe)

I am not sure about including the opposing elemental pairs. (However you came up with good ideas for them so why not.)
The para-element cards should not all have the same stats but should all have the "Generate 2 quanta one of each type." abilities.
Ones with weaker stats could have slightly lower costs. (stronger stats higher costs)
I would also recomend the cost of the Para-elemental generators rotate. (Cloud is :air, Mud is :water, Magma is :earth and Smoke is :fire)
For the opposite pairs (if pursued) have the cost be the harder to gather quanta (Dust is :air and Steam is :water)
You could always have them cost both elements to play. Altho to code it you would have to write it like

Steam     3 :water     (absorb 3 :fire upon entering play) (absord would be a 1 time cost to play it not an upkeep)

Also I think that is it truly is a para-element it should belong to both elements. Tho that would also mean you would have to play a duo deck at the least to use them fully. But isn't that the point.
I do like the sound of this. I'm probably going to need some help with the art if it begins moving into the ranks though. I'll start working on it so please, post ideas about these new 'para-mental' cards. (see what I did there?  8))
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Re: Cloud | Cumulonimbus https://elementscommunity.org/forum/index.php?topic=12840.msg163054#msg163054
« Reply #17 on: September 22, 2010, 06:45:14 pm »
Regardless if it's the upgraded Lightning Storm effect or the unupgraded Thunderstorm, they'll both have the same effect. Only when you play the card from your hand does it make a difference. Thunderstorm costs 2 :air to play, Lightning Storm on the other hand costs 1 :air to play.

I personally think that if you play Lightning | Thunderbolt on Cloud | Cumulonimbus it should not automatically kill it, that would prove more use to Cumulonimbus seeing as it has 7 HP.
 
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Offline TimerClock14Topic starter

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Re: Cloud | Cumulonimbus https://elementscommunity.org/forum/index.php?topic=12840.msg163059#msg163059
« Reply #18 on: September 22, 2010, 06:52:56 pm »
Regardless if it's the upgraded Lightning Storm effect or the unupgraded Thunderstorm, they'll both have the same effect. Only when you play the card from your hand does it make a difference. Thunderstorm costs 2 :air to play, Lightning Storm on the other hand costs 1 :air to play.

I personally think that if you play Lightning | Thunderbolt on Cloud | Cumulonimbus it should not automatically kill it, that would prove more use to Cumulonimbus seeing as it has 7 HP.
The HP for both cloud and cumulonimbus are to keep it in play for a reasonably balanced amount of time. (in average circumstances, I can't say much about a match with a HB or FG though.) If you are thinking about this card in FG battle situations then yes. what you said is more than befitting of it, however, I designed this card as a paramental card which creates two quantum of different elements ( :air :water in this case) and have it act as a pillar/pendulum. I decided before finalizing the card that having it as a permanent would make it too OP. Therefore in order to give it a sort of 'cap' on how long it can stay in play; I made it a creature with slightly above average HP. In other words, I can't change the HP carelessly, nor can I give the card too many benefits. If cumulonimbus didn't die from its reaction with lightning/thunderbolt, then the balance would be offset just a bit too much.
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Re: Cloud | Cumulonimbus https://elementscommunity.org/forum/index.php?topic=12840.msg163109#msg163109
« Reply #19 on: September 22, 2010, 08:31:29 pm »
I do like the sound of this. I'm probably going to need some help with the art if it begins moving into the ranks though. I'll start working on it so please, post ideas about these new 'para-mental' cards. (see what I did there?  8))
Yea nice one on the "mental" issue. (sounds like Ron from the frist Harry Potter movie when he calls Hermonie "mental" and needs to get her priorties streight.)

Well frist off any elements that are gonna "share" a para-element card would need one like this where it makes both elements quanta. Not a strong card and they all show be creatures that when they die give a simple basic spell effect or spell into the players hand.(If their is room in it of course.) Maybe do a 4 block set that would always yield 6 different cards cards.As i put in a differnt post for the 4 basic elements.

You know your right. This card could be the start of a whole new para-element card group. I.E. Dust ( :earth , :air )
Magma (  :earth:fire ) Mud (  :earth:water ) Steam ( :fire:water ) Smoke ( :fire:air ) Cloud (  :air:water ).Just a thought.
Also the other blocks are  :life, :death, :light, :darkness.
and  :entropy, :gravity, :aether, :time.
Altho other than Shadow for ( :light, :darkness) and Comatose or Torpid ( :life, :death) (<a state of being halfway between life and death)
Other than those two I have no ideal what to call any para-elementals.

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Re: Cloud | Cumulonimbus https://elementscommunity.org/forum/index.php?topic=12840.msg163113#msg163113
« Reply #20 on: September 22, 2010, 08:51:12 pm »
well if I were to pair these up paramentally then I'd probably go about it this way

 :aether :time= rust, because both these quantum are concrete, they would do well together
 :entropy :gravity= planet/star/etc, because both are rather abstract ideas having to deal with energized forces
also another idea is if you were to have paramental cards for both  :life :death and  :light :darkness and combined the two with say chimera. it would turn into a (most likely OP) card like Purgatory (just made that up) which combines all those four elements into one creature(producing them at the same time/ on a rotation/ or randomly)
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Offline TimerClock14Topic starter

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Re: Cloud | Cumulonimbus https://elementscommunity.org/forum/index.php?topic=12840.msg163118#msg163118
« Reply #21 on: September 22, 2010, 08:57:58 pm »
Changed cost of both to 3 instead of 2
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Re: Cloud | Cumulonimbus https://elementscommunity.org/forum/index.php?topic=12840.msg163133#msg163133
« Reply #22 on: September 22, 2010, 09:44:24 pm »
Sounds a bit like doodle-god the game isn't it?
Heh, I thought the exact same thing.
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Offline TimerClock14Topic starter

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Re: Cloud | Cumulonimbus https://elementscommunity.org/forum/index.php?topic=12840.msg163136#msg163136
« Reply #23 on: September 22, 2010, 09:52:03 pm »
Added a Removed poll asking community if they think this is ready for crucible. Because I'm soooo indecisive.

Cost Poll locked
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