Offline TeRevisedTopic starter

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Elemental Power http://elementscommunity.org/forum/index.php?topic=67324.msg1293487#msg1293487
« on: September 02, 2019, 06:27:31 pm »
The player Elemental should have a custom power.
This makes so that every Element mark is different.
An implementation consists in fixed Player cards.
These are available in a separate hand, from Mark click.
Unlike regular cards, the effect is used 1 turn later.

Deflagration x3. Rain of Fire x1.
Building and creature control.

Freeze x4. Nymph's Tears x1. Purify x1.
Can act over self and opponent's effects.

Protect Artifact x3. Earthquake x1.
Advantage over opponent's land.

Shockwave x2. Thunderstorm x2. Firefly Queen x1.
Creature control and production.

Chaos Seed x4. Mutation x2. Supernova x1.
Random power is gained.

Adrenaline x2. Heal x1. Empathic Bond x2.
Boosts creatures and their effect.

Soul Catcher x1. Bone Wall x1. Aftatoxin x1.
Material of bones that hinder.

Crusader x1. Solar Shield x1. Blessing x3.
Shining attack and support.

Pest x3. Steal x2. Liquid Shadow x1.
Torments the opponent.

Gravity Pull x2. Momentum x2. Acceleration x2.
Affects the weight of the units.

Precognition x3. Reverse Time x3.
Shifts the timing of instances.

Quintescence x2. Lightning x2. Phase Salvager x2.
Causes a stable state of field.
« Last Edit: September 02, 2019, 06:58:17 pm by TeRevised »

Offline InsignificantWeeaboo

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Re: Elemental Power http://elementscommunity.org/forum/index.php?topic=67324.msg1293490#msg1293490
« Reply #1 on: September 02, 2019, 10:47:31 pm »
The problem with this is that not all decks with a certain mark would synergise with their respective powers. Take this for example.
I'm not asking for feedback on this. This was taken from War #12, one of the PvP events here
Hover over cards for details, click for permalink
Deck import code : [Select]
5lk 5lk 5lk 5lk 5ls 5ls 61o 61o 61o 622 622 622 622 622 625 63a 63a 63a 7jp 7jp 7jp 7jp 7jp 7jp 7k2 808 808 81q 81q 81q 8pu

This deck has no need for Quintessence (You want to be able to target your creatures. Making them immortal takes away from that), Lightning (You don't need to kill any troublesome creatures when you can block them out with hope), or Phase Salvagers (The main permanent is already protected, so why would you need a Salvager at all?).

There's plenty of decks that use a certain element solely for one specific card (Discohole/DBH, Adrenastaves, etc.) where having an elemental power would either not be beneficial to the deck or would harm it.
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Team :gravity Gen. (War #12)
Team :gravity Soldier (War #13)
Team :light Soldier (War #14)