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ftbhrygvn

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Planet+Ghost https://elementscommunity.org/forum/index.php?topic=2858.msg23941#msg23941
« on: February 07, 2010, 03:54:50 pm »
Hopefully no one has posted something similar

SACRIFICE/IMPROVED SCRIFICE(up)
Element: :life
Type: Spell
Cost: 5 :life/4 :life(up)
Description: Sacrifice one of your own creatures and heals yourself for the ammount of its HP

WINGS/FREEDOM(up)
Element: :air
Type: Spell
Cost: 3 :air
Description: Target Creature gains Dive skill, which costs 2(1 up) :air, any previous skills are lost.

INFERNO/HELLFIRE(up)
Element: :fire
Type: Spell
Cost: 4 :fire/5 :fire(up)
Description: All non-fire creatures receive -1/-1 (-2/-2 up), fire creatures gain +1/+1 (+2/+2 up)

JELLYFISH/ELITE JELLYFISH(up)
Element: :water
Type: Creature(2/2)
Cost: 5 :water/4 :water(up)
Sting(2 :water): The target creature is paralyzed for 2 turns

MIDNIGHT/ABSOLUTE DARKNESS(up)
Element: :darkness
Type: Permanent
Cost: 5 :darkness
Description: All non-darkness creatures can't attack or use skill, darkness creatures can only use their skills, and deal 1 damage to light creatures when this card is played. Last for 2(3 up) turns

PLANET/MASSIVE PLANET
 :gravity
Creature(0/5, 0/10 upped)
9 :gravity/8 :gravity
Attract and kill the smallest(least HP) creature on each side and gain +0/+1 each turn. When no more creature is left, planet abosorbs X quanta per element from the opponent and disappears, where X is its HP divided by 5

GHOST/HAUNTING GHOST
 :death
Creature(0/1)
3 :death/2 :death
Immaterial
Haunt(No cost): Put a marker on the target creature. When it dies, ghost takes the appearance, attack, and HP of the creature, but retain its Haunt skill. Only one marker can exist per ghost. When a new one is put, the old one disappears

I know some of them might be overpowered/bad, but I just want to get some comment

(http://www.screenshotdumpster.com/) (http://www.screenshotdumpster.com/)
(http://www.screenshotdumpster.com/) (http://www.screenshotdumpster.com/)

icybraker

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Re: More ideas https://elementscommunity.org/forum/index.php?topic=2858.msg23951#msg23951
« Reply #1 on: February 07, 2010, 04:26:15 pm »
Sacrifice:
Umm, it's fine. Use this with a :gravity deck: Elite Armagios (30 HP) and Flying Titans (80 HP) for the win! :D

Wings:
It's been suggested before, and it's also good to have. May be overpowered (Wings + Azure Dragon mono deck? :P)

Inferno:
Way overpowered. Compare this with Eclipse, please. :D

Jellyfish:
Good, but we already have an Arctic Squid that does almost the same thing. Unneeded.

Midnight:
Very complicated. We already have Eclipse.

Planet:
Very interesting creature, and also very overpowered. There should be no insta-kill creatures or spells in the game, and that's what this is.

Ghost:
...
VERY interesting. We'll have to test this out in the trainer to see its viability. It's a pretty awesome concept tho :D

bobcamel

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Re: More ideas https://elementscommunity.org/forum/index.php?topic=2858.msg23964#msg23964
« Reply #2 on: February 07, 2010, 05:22:12 pm »
Sacrifice: Weak. Just how much HP do creatures have, generally? Less than 10 sans a few exceptions. And Gravity Pull does the same thing - makes another creature take damage instead of you, so it's like you had that much more HP. Heck, it's better, as the overkill damage is lost.

Wings: Sounds alright as a spell.

Inferno: Up the cost and it's good. Nice concept.

Jellyfish: He said that. Arctic Squid does the same if not a better thing for a lower cost.

Midnight: Also a nice concept, and a stasis card, pretty much.

Planet: It's really overpowered, but I must say it opens piles of strategies. Aflatoxin yourself and play this and have an Otyugh out for the time, use other mobspammers... Idea is nice, but for those other games. Not for Elements.

Ghost: Also leads to some interesting strategies. Haunt heavy hitters, kill them, get them this way and then haunt more heavy hitters so if your originals die you still have them. I'd up the cost, the ability is pretty awesome.

ftbhrygvn

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Re: More ideas https://elementscommunity.org/forum/index.php?topic=2858.msg24480#msg24480
« Reply #3 on: February 09, 2010, 05:22:30 am »
Sacrifice: Agreed that Grav Pull does much the same thing
Wings: A bit OP but workarounds are possible. I think I would keep it for some more discussion
Inferno: Compared Eclipse, the cost is similar but do much more than it. Will 8/10 cost do the balancing?
Jellyfish: Never thought of Arctic Squid. Thrown away.
Midnight: This is supposed to be a statis and Eclipse is buffing. Maybe 3 effects is too much? How about cancelling the light creatures part?
Planet: OP, that's what I thought when I got the idea. And it's the card I'm talking about at the end.
Ghost: More discussion is needed, I think

That leaves Wings, Inferno, Midnight and Ghost in the "Good ideas" list

Lanidrak

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Re: More ideas https://elementscommunity.org/forum/index.php?topic=2858.msg24514#msg24514
« Reply #4 on: February 09, 2010, 01:34:57 pm »
Planet and Ghost. The others, not so much.

As for icybraker regarding no instant kill cards - Devour and Paradox spring to mind.

If Planet's ability cost 2 or 3 Gravity, and had to kill all the 0/1 creatures and then all the 0/2 creatures and then all the 0/3 creatures and so on, it is a lot less powerful than Otyugh, but still a valuable inclusion into a deck as a creature control.

Ghost, very nice idea and ability. What happens if I haunt a 12/12 Fire Spectre? To kill it, I have to use 3 lightnings? Will the Ghost become a 12/2 or a 12/12? Lots of various gameplay and balancing issues to look into detail about this idea. Obviously it works find if the creature you are going to 'haunt' remains a 3/3 cockatrice, but if I haunt a 0/3 Otyugh which becomes a 20/23 Otyugh by the time it dies, and all I get is a 0/3 otyugh with no ability? no thanks.

Offline Boingo

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Re: More ideas https://elementscommunity.org/forum/index.php?topic=2858.msg24555#msg24555
« Reply #5 on: February 09, 2010, 04:44:26 pm »
Ghost, very nice idea and ability. What happens if I haunt a 12/12 Fire Spectre? To kill it, I have to use 3 lightnings? Will the Ghost become a 12/2 or a 12/12? Lots of various gameplay and balancing issues to look into detail about this idea. Obviously it works find if the creature you are going to 'haunt' remains a 3/3 cockatrice, but if I haunt a 0/3 Otyugh which becomes a 20/23 Otyugh by the time it dies, and all I get is a 0/3 otyugh with no ability? no thanks.
I had similar questions.  As for the 0/3 otyugh with no ability--you wouldn't haunt an otyugh for that very reason, just like you wouldn't PU an otyugh with 0/1.  I think there ought to be a way to turn off "haunt" however since we can't kill the ghost. 
Bring back Holy Cow!

ftbhrygvn

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Re: More ideas https://elementscommunity.org/forum/index.php?topic=2858.msg24762#msg24762
« Reply #6 on: February 10, 2010, 05:35:09 am »
I would prefer to use base stats.

As for the planet, agreed that Oty is more powerful

ftbhrygvn

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Re: More ideas https://elementscommunity.org/forum/index.php?topic=2858.msg25112#msg25112
« Reply #7 on: February 11, 2010, 07:08:37 am »

Lanidrak

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Re: More ideas https://elementscommunity.org/forum/index.php?topic=2858.msg25132#msg25132
« Reply #8 on: February 11, 2010, 02:24:03 pm »
Hmm, too messy.

Planet / Massive Planet

Gravitational Pull: :gravity :gravity :gravity - The lowest hit-point creature your enemy has is killed. Planet / Massive planet gains +0/+1.

If you play Gravitational Pull and your enemy has no creatures in play. Remove Planet / Massive Planet from the game - you gain N health where N is the hit-points of Planet/Massive Planet x2.


This gets a bit messy, you could theoretically just keep a Planet/Massive Planet in play at all times and destroy anything and everything your opponent plays. Perhaps your way of it, doing its ability every turn automatically is better - but it should cost quanta every turn. Maybe if you do not have the quanta for the ability to be cast then the planet is removed.


As for Ghost/Haunting Ghost

Haunt: :death :death Target creature is haunted. When target creature dies, Haunting Ghost becomes that target creature but does not gain it's ability.


My text versions are a lot more easier to understand in my opinion. Maybe the Haunt ability should be called Possession, it is a bit more in keeping with what the ability actually does.

Offline teffy

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Re: More ideas https://elementscommunity.org/forum/index.php?topic=2858.msg25139#msg25139
« Reply #9 on: February 11, 2010, 02:45:33 pm »
I personally like the Ghost Idea.
The others not.
Some existing cards similar.

Idea to ghost:
Its immaterial if it is in the original form.
But it´s mortal  if it has the appearance of another creature.
Skills are not copied, but the haunt ability will always stay ( if not lobotomized)

But the immaterials belongs to Aether for me.

Don´t really know, if that is OP.
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ftbhrygvn

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Re: More ideas https://elementscommunity.org/forum/index.php?topic=2858.msg25990#msg25990
« Reply #10 on: February 14, 2010, 09:10:47 am »
I'll make the cards with simpler text later.

Offline tyranim

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Re: More ideas https://elementscommunity.org/forum/index.php?topic=2858.msg26141#msg26141
« Reply #11 on: February 14, 2010, 09:38:06 pm »
i like sacrifice, tho it suits the concept of dark better than light. dark requires you "sacrifice" things to get good effects (such as this)
midnight is too cheap
everything else if A-OK +1 karma for making some good card ideas

 
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