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Opsinis

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Re: Card Idea of the Month Archive http://elementscommunity.org/forum/index.php?topic=58821.msg1045252#msg1045252
« on: February 23, 2013, 07:01:07 PM »
Was there a poll for this? : o
This is basically just an archive with all cards from all NewsLetters already published.

Online russianspy1234

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Re: Re: Card Idea of the Month Archive http://elementscommunity.org/forum/index.php?topic=58821.msg1045254#msg1045254
« Reply #1 on: February 23, 2013, 07:02:31 PM »
wow i should pay more attention... never noticed that one of my cards won a while back.
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Re: Re: Card Idea of the Month Archive http://elementscommunity.org/forum/index.php?topic=58821.msg1045255#msg1045255
« Reply #2 on: February 23, 2013, 07:03:59 PM »
@Opsinis: Ah, very cool idea. Very interesting to have a look at the old ones.
My question somehow remains, though. :p These aren't decided by polls, are they?

Opsinis

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Re: Re: Card Idea of the Month Archive http://elementscommunity.org/forum/index.php?topic=58821.msg1045258#msg1045258
« Reply #3 on: February 23, 2013, 07:08:59 PM »
@Opsinis: Ah, very cool idea. Very interesting to have a look at the old ones.
My question somehow remains, though. :p These aren't decided by polls, are they?
No, they aren't. As of the new year, we've let the Idea Guru choose the card.
I think OldTrees picked the card when he did it as well.

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Re: Re: Card Idea of the Month Archive http://elementscommunity.org/forum/index.php?topic=58821.msg1049326#msg1049326
« Reply #4 on: March 08, 2013, 01:28:42 AM »
Yeah, the chosen idea is left to the Guru.

That being said, there are times I do reach a crossroad, and so would future Idea Gurus, where we can't quite decide on an idea.  Feel free to send your own suggestions for Card Idea of the Month by sending me a PM.

I will only consider ideas that were posted in the current month and the last week of the previous month.

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Re: Re: Card Idea of the Month Archive http://elementscommunity.org/forum/index.php?topic=58821.msg1049394#msg1049394
« Reply #5 on: March 08, 2013, 08:36:32 AM »
I will only consider ideas that were posted in the current month and the last week of the previous month.
Glad to hear this.
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Offline bombzero

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Re: Re: Card Idea of the Month Archive http://elementscommunity.org/forum/index.php?topic=58821.msg1053652#msg1053652
« Reply #6 on: March 23, 2013, 11:19:08 PM »
I will only consider ideas that were posted in the current month and the last week of the previous month.
Glad to hear this.

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Re: Re: Card Idea of the Month Archive http://elementscommunity.org/forum/index.php?topic=58821.msg1097606#msg1097606
« Reply #7 on: September 17, 2013, 11:23:00 AM »
wow i should pay more attention... never noticed that one of my cards won a while back.

IKR dude! I just randomly found out about this whole card of the month thing, and guess what, my Obscure is in there too.
It feels good. But i wish i had been informed when that happened, since i could have felt good about it for more than a year by now lol.
Or maybe i wasnt coming to the forums enough anymore.
Oh well, i'm happy.

By the way, the first link to the card is broken (the link above the 2 pictures), it links to Ghost of the Future.
The link below the pictures (http://elementscommunity.org/forum/index.php/topic,42531) works fine though.
« Last Edit: September 17, 2013, 11:36:35 AM by odideph »

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Re: Re: Card Idea of the Month Archive http://elementscommunity.org/forum/index.php?topic=58821.msg1111537#msg1111537
« Reply #8 on: November 24, 2013, 12:58:55 PM »
Looks like an update is needed here.
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Re: Re: Card Idea of the Month Archive http://elementscommunity.org/forum/index.php?topic=58821.msg1111538#msg1111538
« Reply #9 on: November 24, 2013, 01:12:37 PM »
Looks like an update is needed here.

The winner of the Hero/Villain challenge maybe?
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Re: Re: Card Idea of the Month Archive http://elementscommunity.org/forum/index.php?topic=58821.msg1147121#msg1147121
« Reply #10 on: July 22, 2014, 04:56:39 PM »

Past Cards

Spoiler for December 2012:
This month's card idea review is Orochi | Orochi by Drake_XIV.  Idea Guru Drake_XIV reviewed it below.


Orochi | Orochi[/center]

On a strict cost to stat basis, Orochi is an incredibly effective attacker, perhaps the most effective for its stat tier with 12 ATT for 8|7 :earth.  However, there are a few things keeping this from strictly being overpowered and overshadowing fellow effective attackers like Shrieker, which has 8|10 ATT for 8 :earth.

The one obvious thing here is Appease.  Each turn, you must sacrifice a creature on your side to ensure that Orochi attacks your opponent instead of turning around and attacking you instead.  So the card cost of the sacrifices goes into the cost of Orochi itself, and that's disregarding any cost of the Sacrifices themselves.

Another thing that sets this aside from other attackers is how Appease works.  On the first turn, due to the inability to use its ability on the first turn, if you have not taken proper precautions, Orochi can and will do damage to you once.  That is a guarantee.

So, cost balance.  At 12 ATT [ +12 :underworld ] and 8 HP [ +2 :underworld ], it can take some punishment and deals in kind, but Orochi's Appease considerably drops the cost.  With the initial 12 damage [ Compared to a negative weaker Heal, estimating -2 :underworld ] and assuming that Orochi will be used for on average 3 turns, there is card cost to consider [ Estimated to be -3 :underworld, excluding quanta cost of sacrifices].  As a neutral element, :earth grants only a HP boost [Graboid + Shrieker is an exception for thematics], so it justifies the 8 HP [ -1 :earth ].  This leaves it at its current spot at 8 :earth, 7 :earth for upgraded.

Duo Possibilities:
[ :earth | :aether ] Especially upgraded, both elements provide free fodder to fuel Orochi's Appease.  Also, use of Quintessence will prevent Orochi from being Lobotomized and attacking you instead.  And Parallel Universe will create more ways to get more out effectively, with Dimensional Shield keeping any backlash from touching you.

[ :earth | :death ] With so many things being sacrificed, the death effects will definitely increase.  With Gnome Riders and Skeletons, Orochi will have plenty of cheap fodder to go through while generating more with Boneyard, racking up quanta with Soul Catcher, raising defense with Bone Wall, or increasing one's offense with Vulture.  It's up to the player, but there are choices here.

[ :earth | :time ] Deja Vu and Scarabs create cheap fodder for Appease, especially when used in tandem with Pharaoh, meaning you should be able to maintain a steady stream of sacrifices.  In case you don't, Sundial is helpful in making sure Orochi doesn't strike back at you right away and Reverse Time or Eternity will return him back to your deck in case he is Lobotomized.  There is also Anubis to protect Orochi from being Lobotomized to begin with, but that treads in trio territory.  It also allows for some Graboid splashing, so this isn't exactly far off as well.
Spoiler for October 2012:
CARD IDEA OF THE MONTH
This month's card idea review is Crowned Pillar | Crowned Tower by Zblader. Idea Guru OldTrees reviewed it below.
Quote from: OldTrees
Crowned Pillar | Crowned Tower

Crowned Tower is a new quantum generator suggested by ZBlader. Like most quantum generators, the idea is best represented by the upgraded card. Crowned Pillar and Crowned Tower both are non stacking pillars that require you to sacrifice a pillar to play them. By selecting a pillar to sacrifice you are defining the second element of the Crowned Pillar or Crowned Tower. The sacrificed pillar now goes to either the bottom or the top of your deck (depending on if the Crowned card is upgraded). Each Crowned Pillar or Crowned Tower will produce 1 quanta of its primary element (background) and 1 quanta of its secondary element (sacrificed pillar).

The value of quantum generators comes from how their structure differs from existing options. The more varied the options for quanta bases the more deck types can be supported  by the game.

Crowned Pillar does not form stacks and produces 2 quanta per turn per permanent. It is more vulnerable to Deflagration yet less vulnerable to Earthquake (-2 quanta vs -3 quanta). Furthermore it is a cheap way to make your deck slightly larger. However it cannot target a Crowned Pillar or pendulum so deckout is merely delayed and not prevented. Since it requires a basic pillar/pendulum, you can have a dead hand with Crowned Pillars but no basic pillars/pendulums.
  • Earthquake protection
  • Deckout resistance
  • Deflagration vulnerability
  • Less reliable opening hand

Crowned Tower plus the sacrificed pillar give you 3 quanta per turn for 3 draws but only 2 deck slots. Like Crowned Pillars it has a less reliable opening hand. However now the opening hands have more quanta for fewer 0 drop slots in the opening hand. The deckout resistance still exists though it delays the draw of a non pillar.
  • Less reliable opening hands
  • More quanta potential in the opening hand
  • Earthquake protection
  • Deckout resistance
  • Deflagration vulnerability

The advantages and disadvantages make Crowned Pillar | Crowned Tower the equal of Pillars rather that more or less powerful.
Reviews will now come from Drake_XIV instead.
Spoiler for August 2012:
CARD IDEA OF THE MONTH


This month's Card Idea is Obscure; review by our Idea Guru OldTrees below:

Quote from: OldTrees
Obscure is a Darkness spell suggested by odideph. Many attempts have been made at misinformation/deception cards. Obscure goes a step further than most by depriving new players and veterans alike. Normally what happens could be derived from noting the cards played and the order/quantity of damage dealt. Obscure carefully eliminates most sources of information (See its notes). As an example a player will be damaged by an obscured creature but will not see when the creature attacks.

Like many cards, Obscure has multiples uses. Obscure can target creatures, permanents or players. Some example uses:
An obscured mutant can use its ability but the opponent will not notice the effect unless they look for it.
An obscured protected permanent will cause the opponent to waste PC when it fails to effect the obscured permanent.
An obscured player does not know their current hp status. This can also be used to psyche the opponent out as they worry about their health.

I will leave some of the tricks a mystery. How many can you find?
Spoiler for July 2012:
CARD IDEA OF THE MONTH

This month's Card Idea is Ghost of the Future; review by our Idea Guru OldTrees below:

Quote from: OldTrees
Ghost of the Future is a Time creature card suggested by russianspy1234. It is a very simple card so this summary will be brief.

Ghost of the Future is a rush card. It has higher stats than normal for its quanta cost. However this comes with a large drawback. It cannot attack if the opponent's hand is full. Even when it does get to attack it gives the opponent a card from their deck. This drawback gets more severe as more Ghosts of the Future are used.

Ghost of the Future can also be used in a deckout deck. A single Ghost of the Future increases the cards drawn per turn. This increases the infrastructure cost for anti deckout from 1 Eternity to 2 Eternities and an Animate Weapon. Several Ghosts of the Future can be used as a deckout engine. However the additional Ghosts will quickly be pacified by the drawback.

Ghost of the Future is a good example of an elegant design. The disadvantage balancing the solitary and swarm uses. The alternate cost is a good way to let the player use the card sooner while the player continues to pay for the card.
Spoiler for June 2012:
CARD IDEA OF THE MONTH
Wolf

This month's Card Idea is Wolf | Wolf; review by our Idea Guru OldTrees below:

Quote from: OldTrees
Wolf is a Life creature card suggested by Xenocidius. It is a very simple card so this summary will be brief.

Wolves do not like being disturbed. If targeted by any effect (Lightning Bolt, Snipe, Adrenaline, Devour) all the other Wolves will attack the source of the effect. This has advantages and disadvantages.

The first advantage is the opponent will either be less likely to use control on wolves or be punished for their transgression. This provides a soft anti-CC effect in contrast to the hard anti-CC Quint provides.

The second advantage is that the anti-CC makes wolves better targets for buffs because the buffs are more likely to remain.

The third advantage is the anti-CC grows as the size of the pack grows. This provides synergy with creature generators like Mitosis and Fractal.

However there is a disadvantage. Whenever you buff or if you try to grow the pack, you will have to pay a cost as your wolves attack you. This disadvantage grows as the size of the pack grows.

In the end Wolf is a simple card with an elegant effect that has advantages and disadvantages lined up to balance each other.
Spoiler for May 2012:
CARD IDEA OF THE MONTH
Fenghuang


This month's Card Idea is Fenghuang | Fenghuang; review by our Idea Guru OldTrees below:

Quote from: OldTrees
Fenghuang is an Air creature card suggested by the people involved in the Community Card Design. Fenghuang has 2 new mechanics: Swift and Ren(Bounce). I would note that it may seem weak with its 1/4 | 2/4 body. However it generates lots of card advantage.

Bounce is a passive skill that returns the affected creature to the hand if it were to die. Bounce only works if there is room in the hand. Death triggers, Alfatoxin, Skull Shield and the +1|+1 from devour do not activate since the creature does not die.

Swift allows Fenghuang to use activated abilities on the turn it is played. Usually this means that Fenghuang will get to give 1 creature Bounce before the opponent can respond. However it also works with Butterfly Effect and Mitosis.

The interaction of these mechanics gives Fenghuang some versatility in how it will react on its first turn. Here are some possible uses:
Ren targeting itself.
This is a cross between Phoenix and Aether Nymph. This creates a resilient creature. It does not deal much damage per turn but it can survive more hate than a Phoenix. If the opponent does use CC then you will start to gain card advantage as they use 1 card per turn to deal with 1 card of yours. If the opponent runs out of CC or opts not to use CC on Fenghuang, then you can start giving your other more efficient creatures Bounce. It can even work as anti-deckout if you have 7 cards in your hand and your opponent triggers Bounce.

Ren targeting another creature.
The first method protects Fenghuang. This method protects some of your creatures or gives you card advantage. If the opponent kills Fenghuang and the creature with bounce then they used 3 CC cards to kill 2 threats. Net card advantage in your favor. Additionally the creature with bounce is likely to survive another turn unless the opponent had lots of CC ready. Alternatively the opponent could remove just the Fenghaung and leave the creature with bounce alone. In this case you used 1 card to make a creature safe from CC and have your opponent discard a CC card. 2:1 card advantage again.

BE or Mitosis
Fenghuang + Butterfly Effect is expensive but results in an instant PC + 1 PC per turn the opponent does not kill it.
Fenghuang + Mitosis gives you a Bounce Mitosis Fenghuang and a regular Fenghuang.
Spoiler for March 2012:
CARD IDEA OF THE MONTH
Psionist

This month's Card Idea is Psionist; review by our Idea Guru OldTrees below:

Quote from: OldTrees
Psionist is an Aether Creature card suggested by moomoose. Unlike most creatures, Psionist doesn't attack physically. Rather it deals spell damage (a mental blast of some sort) like Lightning or Fire Bolt does. Like Lightning, Psionist's attack can be reflected. Since it has this weakness that momentum doesn't, Psionist has been balanced to be slightly cheaper than Charger.

However, Psionist would not be here if it were just an Aether version of Charger. While the effect is deceptively simple, it expands current combat mechanics. The addition of magical rather than physical attacks allows for a few expansions.

More detailed simulation
There have been interesting unrealistic results of the abstraction involved in combat. All unblocked creatures are compelled to attack regardless of whether it is a wise move or not. Furthermore, all combat happens at close enough range for the attackers to get affected by shields. Spell damage allows a creature to attack without having to engage in melee and risk effects like burns from Fire Shield.

Mechanical expansion
Categorizing things mechanically allows cards to be designed that affect the categories unequally. Cards could have effects that trigger whenever one type of damage were dealt. Cards could convert creatures from one type of damage to the other (Shard of Wisdom). Not only are more options available but it adds a new balancing tool. If a source of damage would be too powerful as one type of damage then it could be altered to fit under the other type of damage.
Spoiler for February 2012:
CARD IDEA OF THE MONTH
Ricochet

This month's Card Idea is Richochet; review by our Idea Guru OldTrees below:

Quote from: OldTrees
Ricochet is an Entropy Permanent card suggested by EvaRia. Ricochet causes each single target spell card to gain additional random yet valid targets. At first the ability seems like it would produce no net gain. If it had an equal chance to target desired and undesired targets then who would be willing to pay 4 :entropy|3 :entropy + 1 card? However the probabilities can be pushed to be biased in either direction. This results in tactical decisions to support either a strategy of outnumbering your opponent or the strategy of being outnumbered by your opponent.

Outnumbering your opponent
If you have 7 creatures to your opponent's 2 then you have a 75% chance to have the additional target be one of your creatures. This means that each time you cast a beneficial spell (like Chaos Power) on one of your creatures, you will get double the effect 75% of the time with your opponent sharing the effect the other 25% of the time. This is a 50% increase in the effects of beneficial spells for you. This also reduces the value of your opponent's beneficial spells. They may rethink casting their Blessings if you have a 75% of sharing the effect. By outnumbering your opponent, Ricochet strengthens your beneficial spells and weakens your opponent's beneficial spells. However caution is advised. Just as Beneficial spells are biased towards your side, so are detrimental spells.

Being outnumbered by your opponent
You strengthen your detrimental spells by letting your opponent outnumber you. If they have 6 creatures to your 3 then you have a 50% advantage when using your detrimental spells (like Antimatter). So by letting yourself be outnumbered you weaken your opponent's detrimental spells and strengthen yours but at the cost of strengthening their beneficial spells.

Strange Interactions
Parallel Universe gives the new creature to a random player.
Quintessence is likely to shift the number of valid targets back towards equality.
Cremation could be used to sacrifice your opponent's creatures. It also makes it less useful in an Immolation Rush if Ricochet hits the field early enough to make the opponent choose between risk losing a Golem and not using Immolation.
Spoiler for January 2012:
CARD IDEA OF THE MONTH

The card idea of the month is Rejuvenation | Rejuvenation by Legit, winner of the Best Card Idea award for 2011. Idea Guru OldTrees reviewed it.


Quote from: OldTrees
Rejuvenation is a solid healing/control card that is cheap enough to splash with just a Life mark. It is a versatile card that can strength your position or weaken your opponent's position. It replaces the active ability of a non-stacking permanent or creature with the ability Regenerate. Regenerate heals the owner of the permanent/creature 5hp per turn.

Strengthen your position

Obviously 5 HP healed per turn is a nice effect. Unlike Druidic Staff, 6 Rejuvenations can be used without needing Flying Weapon | Animate Weapon. It has two major synergies inside Life: Vanilla creatures and Adrenaline. Vanilla creatures, like Horned Frog | Giant Frog, are creatures without active abilities. Vanilla creatures are unique in that will not lose anything if targeted by Rejuvenation. A little known fact about Adrenaline is that the affected creature gets extra attacks by getting extra turns. Each extra turn is another 5 HP healed. An Adrenaline'd, Rejuvenated Horned Frog would deal 12 damage and heal you 20 HP for 9 :life + 3 cards.

Weaken your opponent

Rejuvenation removes previous active abilities from its target. It can be used to neutralize an active ability your opponent is using. Unlike Lobotomizer, Rejuvenation can also target permanents. At the cost of healing your opponent you can weaken Permafrost Shield, break an Eternity anti-deckout, stop Discord or much more.

Beyond that Rejuvenation helps balance the metagame by creating more alternatives to Deflagration when combating Discord. It was well placed in one of the elements that would benefit from an alternative to Deflagration.
« Last Edit: July 06, 2015, 12:48:07 PM by SpikeSpiegel »

Offline Dm

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Re: Re: Card Idea of the Month Archive http://elementscommunity.org/forum/index.php?topic=58821.msg1147124#msg1147124
« Reply #11 on: July 22, 2014, 05:15:50 PM »
Fully updated.

 

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