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Messages - E.Leblanc (4)

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Air / Re: Shard of Freedom | Shard of Freedom
« on: March 24, 2012, 02:17:02 pm »
Yes I totally agree with you. I thought at least it should grant all air creatures auto momentum to better showcase the theme of freedom and benefit air creatures better (shocking how a mono darkness with gargolyes and vampires can get the full benifit of this shard with no air at all). The ignore shield part I get about freedom, not so much the higher damage, though it does have excellent synergy with wryms and blitz.

Perhaps some suggestions of future mechanics for a freedom shard:

- You may discard cards from your hand and draw an equal number if cards you discard.
- Cards cost less quanta to play
- Summoning sickness is removed for all airborne creatures and ranged weapons
- Creatures attack twice next turn in exchange for being delayed afterwards.

Freedom is in one way about liberty, but another way I like to think about freedom is the letting go of roots and things holding you down, embracing change and moving forward. Some more unconventional ideas could be sacrifice all non pillar/pend permanents in exchange for some temporary advantage, extra quanta, card draw, etc etc.
etc.
I support the "freedom" logic also. Crits is too random, maybe good enough for entropy, but there is the well made SoS
Summing up all other ideas of this mechanic, maybe let's give the new SoFr:

You may play every card in hand and use all abilities including those on newly played creatures. Playing cards cost quanta universally and if you have insufficient quanta your quanta pool becomes negative . (Credits to watersz) Playing :air cards consume half as much quanta and using skills on :air creatures are free

2
Game Suggestions and Feedback / Re: Ghostmare in Arena Decks
« on: January 29, 2012, 04:51:33 pm »
Some universalized CCYB user can out-heal Ghostmare with up to 4 Sanctuaries. I often just discard the ghosts without flinching. Just Out-heal them, people.

3
The recycling is most flawed in the whole plan, otherwise the system would be quite good.

People would not like to lose cards too often so I present this solution

  • Spells: Every spell you play have a 50% chance to be lost
  • Creatures: Every killed creature is automatically lost, Every surviving creature on the field is kept
  • Permanents: Every surviving permanent has 25% chance to be lost, Every destroyed permanent has 75% chance to be lost (Just forget nymph's tears, ok?)
  • General: Every card left in hand has 50% chance to be lost (fractal, mindgate, nightmare excepted)
  • Rares: Rares' loss chance are automatically lowered by 25%; Imported Nymphs cannot be lost
  • Bought Cards: Exceptional case, explained below
[li]


2. After the game, there is a report of your card losses

3. You may buy back your lost rares at double price; Imported nymphs cannot be lost; Nymphs bought in the campaign bazaar will be lost

4. You get 6 spins, the first 3 are standard spins, the rest choose from a pool of your lost cards, each slot can be spun for 5 times each spin, you can reclaim you card when they meet
[/li][/list]

4
Introduce Yourself / Greetings
« on: April 22, 2011, 10:48:32 am »
I am not new to elements, but new to its forum. I thought it was standard etiquette to post at this part, so here it goes.

  • I found out about Elements by introduction from a friend
  • I think this game utilizes quite a new concept in card games, so it may be confusing af first but it provides excellent and interesting gameplay after the basics is learnt
  • My In Game name(IGN) is same as my forum nickname
  • I plan to use a fully elited graboid rush in game and it's half completed, I mainly grinds lvl 3s and lucky targets in top50
  • My ultimate plan of joining the forum is to get some of my card ideas finalized and paired with a decent artwork into the crucible, forge, etc, so interested people who can do artwork can contact me. (well, I am not hoping much, competition is fierce)
I'll keep my comments neutral

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