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Messages - ManectricMan (15)

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1
Crucible Archive / Re: Time Dilation | Time Dilation
« on: August 15, 2011, 10:56:13 pm »
I LOVE this card. It looks to be an amazing win condition in stall decks, but with a large danger of giving your opponents the cards they need. Seems pretty balanced. ^^ Although I DO have a question.

How would this card react with Sanctuary? Would it simply not work? Would it work, because it would count as messing with the deck, not hand? Or would the card be subtracted from the deck, only to evaporate into oblivion because it's unable to reach it's target?

2
Card Ideas and Art / Re: Missed Chances | Missed Chances (Upgraded)
« on: June 17, 2011, 04:05:37 am »
Thank you for the critique. ^^ I'll edit it accordingly.

3
Card Ideas and Art / Re: Age Spirit | Age Spectre
« on: June 17, 2011, 01:09:39 am »
Thanks! ^^

For forcing deckouts, that's what this card's made for. =P However, balance is an obvious issue, so I agree that much. X3
For early game though, I think it's usefulness would be a tad diminished. Since they can't play the drawn cards, you'd be filling up their hand ahead of time, and couldn't go on 6-card-cycle combos, as you would late game.

...and I think I just gave the reason this thing needs to be nerfed. XD

4
Card Ideas and Art / Re: Missed Chances | Missed Chances (Upgraded)
« on: June 17, 2011, 12:58:33 am »
Hm. True. Although the issue I have with that phrasing is that it implies that the only permanents targeted are ones that only have one on the field. If the player has 3 copies of Mindgate (to continue the analogy), and 3 in the deck, only 1 is sent away.

I think the phrasing will be the hardest part of designing this card, by the looks of things.

5
Card Ideas and Art / Re: Missed Chances | Missed Chances (Upgraded)
« on: June 17, 2011, 12:47:53 am »
The user would take damage. It would be one of the ways to offset the powerful effect. And only one Mindgate is removed; and only if THEY are the one with the Mindgate.

6
Card Ideas and Art / Age Spirit | Age Spectre
« on: June 17, 2011, 12:44:20 am »
NAME:
Age Spirit
ELEMENT:
Time
COST:
5 :time
TYPE:
Creature
ATK|HP:
0/2
TEXT:
3 :time : The opponent draws a card. If they can play a card, a random card is played from their hand.
NAME:
Age Spectre
ELEMENT:
Time
COST:
5 :time
TYPE:
Creature
ATK|HP:
0/2
TEXT:
2 :time : Your opponent draws a card. If they can play a card, a random card is played from their hand.
ART:
N/A
IDEA:
ManectricMan
NOTES:
Yet another card to aid Stall Decks, to balance out the Rush vs. Stall war.

Rulings:
A card may only be played with this ability if it's cost is payable at the time of activation (IE: If their hand is 6 Golden Dragons and a Light Pillar, without sufficient Quanta, only the Pillar has a chance to be played)
Obviously, if your opponent has a full hand, the ability cannot be used, even if some cards can be played. How this would happen is beyond me, however.
A card that is played is treated as being in play since the opponent's last turn, so triggered abilities can be paid.
Spells that target are up to the owner to distribute. So if an Age Spectre auto-plays a Fire Lance, the opponent can easily take out this annoying little bugger or burn for the last few points of damage.
SERIES:
N/A

7
Card Ideas and Art / Re: Missed Chances/Missed Chances (Upgraded)
« on: June 16, 2011, 11:42:10 pm »
I would expect that this would be a rare card, but I do see what you mean. I'll edit this to hopefully make it less OP.

And thanks for the advice. ^^

8
Card Ideas and Art / Missed Chances | Missed Chances (Upgraded)
« on: June 16, 2011, 03:58:36 pm »
NAME:
Missed Chances
ELEMENT:
Time
COST:
8 :time
TYPE:
Spell
ATK|HP:
N/A
TEXT:
Destroy 1 copy of each type of permanent each person controls from their decks. Drain all Time Quanta.
NAME:
Missed Chances
ELEMENT:
Time
COST:
7 :time
TYPE:
Spell
ATK|HP:
N/A
TEXT:
Destroy 1 copy of each type of permanent each person controls from their decks. Drain all Time Quanta.
ART:
N/A
IDEA:
ManectricMan
NOTES:
This is a card that I'm hoping makes stall or deck-destruction decks more powerful, or possible in the case of the latter. It would provide a target that is gotten rid of instead of random destruction; while not relying on the state of your opponent's hand or an infinite recursion card. It also prevents a stall tactic that doesn't rely on Eternity; in fact, while it would stall, it would be counterproductive.

Rulings:
This WOULD work with pillars. However, with the abundance of pillars in a deck, it often wouldn't hurt as much, save the thinned deck. With the rules of card limits, only 6 pillars will be destroyed if against a mono-deck, best case scenario.
It would be their respective decks. If one player has a card on the field that the other has in their deck, the one in the deck is only destroyed if the user of this card has one on the field, as well.
Since the deck order isn't visible besides the top card, the deck isn't shuffled. A random card out of the multiples is chosen (so you might lose a card you would have never drawn anyway, or you could have lost a card that would be topdecked).
"Type of Permanent" merely means the card that's being destroyed. Mindgate is one type of card, Emerald Tower is another, etc.
SERIES:
N/A

9
Design Theory / Re: Mill Strategy?
« on: June 16, 2011, 03:03:28 pm »
Good Opening Post
+44rep

I like your examination of Forced Draw and Standard Mill (counter mill is temporary and not likely to be viable).

Standard Mill is more likely to be  :time than  :earth in my mind. Earth deals the physical but the Deck seems to represent the mind of the Elemental to me.
Thank you! ^^ And I do agree. In retrospect, Earth has far better potential in stalling and defense than mill. Good combo with Time-Mill, at least, should it be made. And about Counter-Mill, you're probably right. The only advantage I can see is that it would allow for faster cards. However, with the amount of usable PC in the game, and the fact Sanctuary is slowly seeing more play, it wouldn't really make that big of a "splash".

ive been really getting into stalls lately and i would love too see deckout be more viable it be awsome :D. also i like the time thing being reversed where its forced draws that would help so much becuase there times where im just a turn or to from decking my opposistion out and then bam he wins by one turn forcing him to draw those last couple cards would be great. also what about light or life elements for stalling i like water potential to stall earth already has great stalling but besides time and water what are your thoughts on gravity aether and life/light?
It's always nice to meet another player who watches the deck instead of the life bar. ^^

As for the elements, Light is similar to Earth, being very good with Stall, but not really making much sense mill-wise unless it's as a secondary color for some added protection. Gravity is a possibility, but only if the deck is considered a physical thing and not part of the mind, as Oldtrees said. Aether, again, is where some of the best stall decks originate, yet Mill seems unlikely. As for Life...well...while I do believe it should have a buff of some kind (not an obscene one, just to make mono-Life a bit more viable), I doubt that it fits deck destruction, at least flavor-wise. So while most of those elements do seem to be very good secondary elements in a mill deck, I personally can't see them ending up as the originators of Mill.

I was jsut thinking that elements needed something like this.
I for one think Time is the element that could make this the most fun. Reverse time a card that is annoying and then mill your opponets deck. It could make Reverse time a perma CC, however it would slow the milling.
That's actually quite a good point. And at the same time, I've seen that it's one of the main reasons the community shuns the idea. Instant death is BARELY tolerated even with combos and outright shunned with single cards. I think that's why it would be hard to get people who WON'T use a mill deck to agree that it should have at least a small part of the game (not to mention, it would be a new challenge to fight a False God that tries to deck you out).


PS: I posted a couple cards that act as models for each one in the first post. They only represent concepts, so they aren't true cards I'm hoping to see; merely an example of what I think would be a good thing to start this strategy off with.

10
Design Theory / Mill Strategy?
« on: June 16, 2011, 12:09:53 am »
No matter what game I play Mill has always ended up as the strategy I've most liked to use. However, in this game, with the lack of a graveyard, milling even one card would require a massive cost for an effect that would be too weak to use as the backbone of a deck. So besides 60-card Stall decks and endless bounce loops, how can Deckout find it's way into Elements without becoming something that ruins the game? I have a few ideas.

____________________________________________________________________________________________________



Forced Drawing
Strengths: Can win on your own turn, under your control.
Weaknesses: Will only apply when your opponent has a fair number of empty spaces in their hand. Computer opponents may not realize the strategy and regularly empty their hand, but odds are PVP players will realize it and simply keep their hand at 7 cards to minimize effectiveness.
Thought of?: Yes. There's a couple cards in the Crucible and Forge that fit the criteria.
Example:
Age Elemental
6 :time (5 :time)
Creature
0/2
Your opponent draws a card at the end of your turn. If they have a playable card in their hand, they play it.

Strangely, that one might belong in Entropy, given the last effect (which was implemented to offer some sort of reliability). I believe that a card like that would have some kind of balance, shift into some CC that would end up wiping it out, or simply bring out their trump for them. But with a few on the field, it should offer some reliable mill without breaking the game. The one thing that worries me is the havoc it could wreak with Fractal (OOOH, I hate that phrase...><)


Transferring Cards into Counters
Strengths: If cards were transferred into counters that are put on cards, then Deckout could be a relatively fast-average speed strategy, while providing a clear counter.
Weaknesses: The counters would have to represent individual cards, which would be programming hell. When the permanent is destroyed, of course, the cards would have to return to the opponent's deck.
Thought of?: Unless someone takes the idea I had in the "Steal My Idea" section, no. XD
Example:
Old Memories
8 :time
Permanent
Add a random card from your opponent's deck to this one (max. 15). If this card is destroyed, will they remember what they lost...?

This one would offer reliable deck-thinning, while offering a clear, concise way to counter the strategy. With Deflags in most, if not all Rainbow decks, this card might end up being under-powered, but that's not exactly bad for a young strategy in a game, no? Anyway, the cards would be kept track of through use of counters that appear on the card, and I think that the cards transferred would be visible by hovering the mouse over it.


Raw Destruction
Strengths: Would be hands-down the most powerful strategy.
Weaknesses: Besides having to have stupidly high costs for cards, a probable reaction from the community similar to the first Dune Scorpion, and the fact that this would synergize with stall cards flawlessly? Not much. X3
Thought of?: Of course. Although not usually Earth Element, and all have been turned down (except for Hieroglyph).
Example:
http://elementscommunity.org/forum/index.php/topic,18678.0.html (http://elementscommunity.org/forum/index.php/topic,18678.0.html)



Obviously, these are only ideas. I'd love to hear comments, criticism, and possible ideas.

11
Design Theory / Re: Steal My Idea!
« on: May 21, 2011, 05:45:03 am »
I figure that Water needed a little boost. Since it'll never be aggro, and control is done better in other elements, I figure it might be a good idea for introducing the concept of Deckout. Why water? Because though control is done BETTER in other elements, very few have as many cards solely devoted to stalling (Time being the only one that combines both control and stall in one).

Maelstrom
15 (12) :water:
Permanent
Each turn, place the top card from an opponent's deck under this card (max. 15).  When this card is removed from the field, shuffle all cards under this card into the opponent's deck. Is Immaterial if Flooding is in play.

Rulings:
The cards would take the forms of counters on it. By hovering over it, it'll show what cards are "equipped" to it.

I figure it would represent a waterspout that sucks away the resources of the opponent, like one would take the exposed cargo on a ship. But should the storm be stopped, the cargo is retrievable. Obviously, this would be much harder if there's an actual source of water.

Also, the concept of deckout was left to bouncing free creatures or 60-card stall decks because permanently eliminating a card from the game is VERY powerful. Having a way to return it back offers a more fragile system that is less broken, in my opinion.

12
Card Ideas and Art / Re: Null Fracture | Null Rift
« on: March 31, 2011, 08:49:25 pm »
The Void series is by far one of my favorite series on this site. And cards like this are one of the reasons why. Although, I found a potentially exploitable strategy.

Null Rift + Animate Weapon + Mitosis

Given the "cost" of Null Rift, this would lead to a very powerful deck destruction strategy. Sure, it would allow your opponent to gain MASSIVE amounts of quanta, but what good is it with no cards to spend it with?

However, I can't be sure, as there's no real way to test this out.

Either way, amazing work Bloodshadow. Keep it up. ^^

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anything
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