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Offline The_Mormegil

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Re: New Slot Submission Thread https://elementscommunity.org/forum/index.php?topic=32551.msg414149#msg414149
« Reply #12 on: October 22, 2011, 11:55:48 am »
Idea By:The Mormegil
The Familiar Slot works exactly the same way as the Weapon or Shield slot. It represents one special creature companion, linked to the elemental summoning it with a bond of pure energy. Each familiar has an ability that is activated when energy of the familiar's element flows through the bond. Since the Familiar's slot is put in one of the last checked places in the permanent sequence, pillars and pendulums are activated before the Familiar's ability and provide their quanta. If the quanta is enough to power the familiar, it will glow brightly for a brief moment and its ability will be activated.
Familiars are permanents, you can only have one and are thought as a way to increase the overall effectiveness of monos while not being as useful for duos and especially rainbows. Pendulum based duos and rainbows without a huge quanta production cannot easily or reliably benefit of familiars every turn, while monos can easily reap their benefits, although due to the game's programming the Mark doesn't help.
The familiar's abilities are supposed to keep the theme of the element and play on the element's strengths. While these concepts may seem somewhat unoriginal, I feel like both Byakko and Nergal are useful additions, both limiting the power of Discord (especially Nergal, who can come out as fast as turn 2 and with an average-to-good quanta flow can negate discord and also devourers easily). Byakko also helps Water stalls greatly by stopping weapon damage while Water's arsenal stops creatures and possibly quanta through Trident. Bastet is possibly the less useful and inspired of the three, being redundant with Hourglass, Precog, Nymph, Sundial and also forcing deckouts more easily, but what can I say, I loved the art.  ;)
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Offline TuckingFypo

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Re: New Slot Submission Thread https://elementscommunity.org/forum/index.php?topic=32551.msg414241#msg414241
« Reply #13 on: October 22, 2011, 05:14:55 pm »
Idea By:TuckingFypo
Your resolve dictates what you fight for, strengthening and weakening you in certain aspects to help you achieve it.

These permanents do not have any specific mechanics that tie them together, or even differentiate them from other permanents.  However, they are unique in that they have powerful effects that symbolize the personality and style of their respective elements.

The entire series hasn't been planned out yet, but when it's finished I think it'll fit nicely into Etg.  On a thematic level, all of the elements have permanents that are within its theme, but there is yet to exist a set of that is literally the essence of each element.  The Resolve series will aim to fulfill that role.  On a mechanical level, they are similar to weapons and shields; the elemental can only hold one at a time, but they often have powerful effects to make up for it.  These powerful, non-stacking permanents can help save deck slots, leaving a deck with more room to add other cards.

Each element will have a different style and thus their own preferred way to win a match.

 :fire Pact for Carnage  :fire
Fire is the element of destruction.  The elemental's resolve is to utterly obliterate the enemy, the creatures, or even him/herself.  Pact of Carnage will bring this destruction, although at a cost.

This card buffs your targetable creatures; the creatures do not get the power to buff themselves.  Therefore cards like Adrenaline or Freeze/Delay effects do not increase or stop this effect.

:life Unbound Energy  :life
Life is the element of energy.  The elemental's resolve is to live, and never stop moving.  Unbound Energy fills the elemental with this unlimited energy and stamina to help him/her survive against the enemy's attacks and retaliate back harder.

Weapons in hand attack twice and have passive skills (ie Regeneration) occur twice, but active skills like from Pulvy or OE are not affected.  This also does not affect flown weapons.
Shields have their blocking effected applied to enemy creatures twice (ie a Fire Buckler will deal 2 damage instead of 1, Solar Shield will have 2 DR).

 :darkness Vow for Vengeance  :darkness
Darkness is a sly, mysterious element.  The elemental's resolve is mostly unknown, only that it is meant to bring benefits to the elemental at the cost of the demise of the others.  Vow for Vengeance allows the elemental to use the opponent's damage against him/her.

Damage counters are recorded whenever your HP drops, rounded down for every instance of damage.  They are recorded similar to how Bonewall shows you how many walls there are.  Once the ability is used the Damage counters are reset.

Offline russianspy1234

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Re: New Slot Submission Thread https://elementscommunity.org/forum/index.php?topic=32551.msg414274#msg414274
« Reply #14 on: October 22, 2011, 06:29:50 pm »
Everyone else is taking all of the ideas... should have reserved early like other did.

An emblem is a magical marking that an Elemental puts onto their body that can change the fundamental nature of that Elemental.  They are attuned to a specific element as far as the effects they give. however since they are a part of the Elemental that uses them, they are also dependent on the players mark.  These emblems allow Elementals to channel the powers of other elements into creatures of their preferred element, or they allow one to simply fortify their creatures by better attuning them to their elements.  Spells and permanents can also be given a boost of extra elemental energy.
Notes: Second Life upgraded has a greater chance than unupped.  "Mirror Quanta" would definitely help save space.
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Offline gumbeh

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Re: New Slot Submission Thread https://elementscommunity.org/forum/index.php?topic=32551.msg414309#msg414309
« Reply #15 on: October 22, 2011, 07:05:35 pm »
- Items are any equippable slot item: weapon, shield, chain.
- The effect would not stack like SoSac - you must space out your creatures if you want multiple turns of immunity.
- Any non-airborne creature you play destroys the chain. Web would not screw you up.
- Playing PA, EQ, Pulvy, BE, Steal, and Deflag would give your creatures +2 HP (stacking) permanently.
- Playing pandemonium, mind flayer, unupped Toadfish, Quintessence, Eternity, or even a Firebolt used on the enemy player would break the chain.
Idea By:Gumbeh
The current mechanic is that a chain binds you to a type of effect and benefits you when you use those effects, but breaks when you play something opposite. For example: A poison chain would yield benefits when you play poison cards, but the chain would break, aka destroy itself, if you used a healing card.

I originally considered self-damage, self-silence, or the inability to play opposing cards as the mechanic for chains but decided they were too punitive. Rather than penalize or prevent "wrong" play, the chain will simply reward "proper" play and stop rewarding you if it doesn't like what you're doing. You can play cards that break the chain, you'll just have to put additional Chains in your deck if you want the effect back.
Latest text changes are in bold. Mostly clarifications. Next update will be the 3rd card and additional text on the empty slot to help players understand how it works.

Offline ZephyrPhantom

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Re: New Slot Submission Thread https://elementscommunity.org/forum/index.php?topic=32551.msg414434#msg414434
« Reply #16 on: October 22, 2011, 10:36:10 pm »


Idea By: Zblader
General

No two elementals are alike. Some will specialize in different talents of their element, while others attempt to immerse themselves in a wide variety of them. Over time, these specialized powers begin to manifest themselves as Crests, symbols that manifest themselves over the other entities the elemental summons based on the emotions and personality of the user.

As implied by the backstory, Crests base themselves on various concepts that may reflect the user's personality - for example, a Leader could use a Crest called "Morale" that inspired weaker creatures into an extra attack, or a Tyrant could use a Crest called "Narcissism" that hurts creatures to heal himself or improve permanents. Usually, you can only have one Crest, though this rule may be ignored by some of them based on the theme.


The Cards

 :air Freedom | Independence :air

A theme that fits with Air's carefree nature - creatures that aren't crowded gain an attack bonus from being able to maneuver more effectively. Works best in decks that focus on singular diving creatures, or decks that rely on high attack like LS Black Dragons.

 :life Generosity | Benevolence :life

A theme based on giving - it never hurts to give more to allies, which is reflected by the card's stacking nature (similar to Bonewall's counters).  A good counter against creature poison, damage CC, and an interesting card to combo with HP-reliant cards (such as Acceleration) that is based on Life's healing abilities.

 :light Respect | Honor :light

A theme of respecting each other's possessions - the Elemental(s) are made to respect each other's Permanents and cannot meddle with them with PC or otherwise. Light is the element of quality, and thus values it's cards.  Upgraded, the opponent no longer needs to follow the "code" of respect the wielder has set, but must still honor the sacred permanents the wielder uses.


How does this fit in Elements the Game?

The most straightforward use of crests is to benefit your cards in a "field effect" similar to Nightfall and Shard of Patience, but they can be used for other purposes such as protecting your cards, maintaining damage output against shields, harassing your opponent, and other purposes. Like Weapons and Shields, they can function completely on their own and could potentially have uses ranging from being the key card in a deck to filling a niche that other cards can't in the element.



Special thanks to Hyroen for inspiring Freedom, and to patchx94 for inspiring Respect.

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Re: New Slot Submission Thread https://elementscommunity.org/forum/index.php?topic=32551.msg414718#msg414718
« Reply #17 on: October 23, 2011, 11:01:12 am »
Idea By:Tremulant
Pretty straight forward in operation. Each player can play one tune at a time which will last until the card is destroyed or another tune is played.
The idea comes from warcries, anthems etc. that trigger emotions to benefit your cause. I thought of naming them 'songs' but 'tunes' seem to work better with the nature of the game. The naming is in a similar fashion to Nymphs.

The Green Tune fits in well with Life's healing properties, which only lack a creature heal.

The Grey Tune adds fodder for bonewalls etc and also plays on the theme of creating a mosh pit of skeletons that are attracted to the 'Death' Metal music.

The Red Tune is a similar effect to a Rage Pot, yet on a smaller scale. I realise this may be quite a powerful way to kill 1hp creatures, but no more than any other cards in the game at present (Plague, Fire Shield etc.).

The pictures are all from a free domain website, however they are just placeholders at this stage. Cards for the other elements are a work in progress also.

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Re: New Slot Submission Thread https://elementscommunity.org/forum/index.php?topic=32551.msg415074#msg415074
« Reply #18 on: October 24, 2011, 03:32:28 am »
Idea By:*iTry*
Coming Soon - Went to bed

Offline moomoose

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Re: New Slot Submission Thread https://elementscommunity.org/forum/index.php?topic=32551.msg415342#msg415342
« Reply #19 on: October 24, 2011, 10:06:22 pm »
holding spot for coin slot:
Idea By:moomoose
The coin slot (the alt. name for this slot can be referred to as the token slot) is there for each element to have a single situational card at no cost, other than the space in the deck.  The cards in the token slot are to be suited to each of the elements own theme or niche.  Tokens are designed to effect each player equally, but it is up the the players to try to take advantage of the tokens in play more than their opponent.  The tokens can simply be recolored quanta icons for each element, to appear silver, bronze, gold or some other metallic hue, combined with other tones where necessary.  The key to these cards is that they are all zero quanta cost, and while strongly tied to a particular element, it is possible for them to be applied to others, as well, albeit at a more limited capacity (to varying degrees for each token).
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Offline Time_lord_victorius

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Re: New Slot Submission Thread https://elementscommunity.org/forum/index.php?topic=32551.msg415349#msg415349
« Reply #20 on: October 24, 2011, 10:44:23 pm »
The mantra acts as a cloack of quanta taking the spiritual aspect of the element. each element has it's own aspect and each have different effect according to their element.
the mantras all have a common ability. they can protect the user or its permanents or it's creatures from 1 harmful spell directed at them and retaliate in various ways.
reserved spot for mantra suggestion
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Offline darkrobe

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Re: New Slot Submission Thread https://elementscommunity.org/forum/index.php?topic=32551.msg415417#msg415417
« Reply #21 on: October 25, 2011, 01:02:06 am »
can i reserve tool slot?  ;D

Then consider this my reservation of a Tool Slot. ill work on it this weekend.


removing my reservation. im incredibly busy this weekend. goodluck folks. i look forward to the submissions.

Offline ZephyrPhantom

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Re: New Slot Submission Thread https://elementscommunity.org/forum/index.php?topic=32551.msg415421#msg415421
« Reply #22 on: October 25, 2011, 01:15:28 am »
can i reserve tool slot?  ;D
You're allowed to reserve a slot with your idea anytime you want, just edit your post with your idea and the format before the competition ends.
(Just make sure it hasn't been done already.)

Offline NikaZaslavsky

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Re: New Slot Submission Thread https://elementscommunity.org/forum/index.php?topic=32551.msg415464#msg415464
« Reply #23 on: October 25, 2011, 03:58:00 am »
Reserving for environment slot. I think it's pretty obvious what it is, so don't steal idea.
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