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Offline Drake_XIVTopic starter

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Round 5: Frail Clock | Old 'Piece https://elementscommunity.org/forum/index.php?topic=37048.msg464866#msg464866
« on: February 27, 2012, 03:34:01 am »
NAME:
Frail Clock
ELEMENT:
Time
COST:
5 :time
TYPE:
Permanent
ATK|HP:

TEXT:
Always Wrong: Both Players cannot play a different card.
Fragile:  This card is destroyed when another card is played.
NAME:
Old 'Piece
ELEMENT:
Time
COST:
3 :time
TYPE:
Permanent
ATK|HP:

TEXT:
:time :time :time : Twice Right
All abilities can be used twice, but only one card can use its ability unless it is :time .

ART:
http://imageplay.net/img/tya22258754/934142_clock.png
IDEA:
Drake_XIV
NOTES:
Take your time today.
And remember, even a broken clock is right twice a day.

Phew, last round was quite a doozy.  Congratulations to OldTrees, and in turn pikachufan2164 and Xenocidius, for a truly troublesome curse.

Okay, which requirements have been used?
- The NAME of either card cannot have more than 11 letters in it (spaces and punctuation aren’t counted). For example, Nymph’s Tears is acceptable (11 letters), but Elite Crusader is not (13 letters).
- The NAME of either card should not include any color, element, the words ‘Improved/Elite’, or types of gemstone.
- The NAME of one of the cards needs to start and end with a vowel (the vowel doesn’t need to be the same).
- Both the unupped and upgraded card forms must have different mechanics UNLESS it’s an Other card.
- The COST of both cards must be an odd number (1, 3, 5, 7).
- The COST of either card must be half or double the other (4 :death -> 2 :death, or 3 :light -> 6 :light). Round up for odd numbers (i.e. – 5 :time -> 3 :time, or 4 :aether -> 7 :aether).
- The COST of your unupped card has to be equal to the total number of votes you have accumulated throughout this entire competition, divided by 10. (Round up or down if necessary – for example: if you have 37 total votes, divide it by 10, and you have 3.7 or ‘4’ for the COST)
- If the card is a permanent, it must provide a bonus to creatures of the same element.

The unupgraded version works as such.  Neither player cannot play a card unless it is the same as the last card they played.  That being said, aside from Sanctuary, no other card can be played until one player plays a card matching the requirements, which would destroy the card.

Now, the upgraded version is altogether different.  Surprise, surprise.  It should be noted that "'Piece" refers to "Timepiece," which I hastily avoided due to my need to fulfill a requirement despite my curse.

In essence, it is a reusable Shard of Readiness.  With a twist.

First note that ridiculous cost of it.  That is for balancing purpose against using it with SoR outside of :time , and even within :time for that matter.
Second, it should be noted, that it does not refresh uses.  So if you use Lava Golem's Growth and then Twice Right, instead of getting an additional uses, you get none.  It'd be smarter to use Twice Right and then be able to use Growth twice.
Third, the effect will carry over to your opponent's turn, so be wary of Otyughs and whatnot.
Fourth, this does not affect passive abilities.  No quick quanta generation for you guys.
Fifth, this also affects permanents.  Mass drawing is one key reason why the ability cost is so high.
SERIES:


Spoiler for PAST SUBMISSIONS:
NAME:
Large Oyster
ELEMENT:
Water
COST:
4 :water
TYPE:
Creature
ATK|HP:
3 | 4
TEXT:
:water :water : Bite
Target creature takes 1 damage and is afflicted with Bleeding.


NAME:
Spiked Oyster
ELEMENT:
Water
COST:
4 :water
TYPE:
Creature
ATK|HP:
2 | 6
TEXT:
Bloodthirst: Gains +2 | +0 for every Bleeding creature.
:water  : Clamp
Target creature is Bleeding.
ART:
http://imageplay.net/img/tya22258755/380336_oyster.png
IDEA:
Drake_XIV
NOTES:
Today is a day to go with the ebb and flow of things.
But don't get taken in by false promises, lest you come out less of a man you once were.


Okay, choosing the element this time was easy.  The ability?  Not so much.

Name wise, it was obviously a bivalve shellfish of sorts, although, as Rutarete may recall, I was toying with the idea of making it an aquatic carnivorous plant [Neptune Fly Trap].  Sadly, the contest rulings were not in its favour.  The Spiked on the upgraded card denoted a much more offensive side to it while Large has larger muscles to which it's Bite deals more damage.

Bleeding, as given by the effect, will be notified by a red layer with a very low opacity on the afflicted creature.  Bleeding will inflict one damage whenever the creature acts, be it from attacking or using an ability, since the flow of blood is promoted by movement, thus leading to blood loss.  Damage via bleeding will only take effect for the first attack and every use of an active ability.  Specifics lay below:

- Bleeding will act like Infection in the terms of how it acts on the attacking creature, dealing one damage per attack.  So a creature with Adrenaline will quickly diminish their health with each attack.

- Bleeding will deal one damage every time an active ability is activated.  For the sake of this card, active will be defined as an ability that require expending extra quanta to activate.  So Mind Flayer's Lobotomize would trigger damage from Bleeding.

- Bleeding will not deal damage from "passive" active abilities such as Neurotoxin or Deadly Poison.  Also, the cool down effect of Steam Machine or the healing of Vampire will not trigger Bleeding, although the boost from Steam will trigger Damage.

- In short, damage from Bleeding will take place with each attack and after the ability has been finalized.  So using an ability and then canceling it will not trigger damage.
SERIES:
NAME:
Alate Hive
ELEMENT:
Earth
COST:
3 :earth
TYPE:
Permanent
ATK|HP:
TEXT:
May destroy your permanent.
:earth : Propogate
Generate an Alate Hive on your opponent's side.

NAME:
Alate Hive
ELEMENT:
Earth
COST:
2 :earth
TYPE:
Permanent
ATK|HP:
TEXT:
May destroy your permanent.
:earth : Propogate
Generate an Alate Hive on your opponent's side.

ART:
http://imageplay.net/img/tya22257087/Shavingbrush.png
IDEA:
Drake_XIV
NOTES:
Today is a day to remain firmly grounded.
But don't get too greedy.  Things may backfire on you.


Okay, so more entomology facts.  Alate refers to a subcaste inside ants, wasps, and, in this case, termites.  It should be noted that those in this category are winged, hence the swarming specks around what I mean to be a hive of sorts.  And because this is focusing on termites, not another winged insect, I felt it belonged in :earth  since it also includes the bigger part.  The mound.

Also, what sets aside these winged variants are their role in reproduction.  This is seen in the ability Propogate, which would theoretically force the mass reproduction of termite workers, who would, in turn, create another mound.  And the second ability comes into play when these termites, mound now secure, go out to forage for food, which would be the players' permanents.

Now I felt that a self-sustaining source of permanent control was too overpowered, so i made it also have the chance to be used against the owner.  The first line comes from the ever so small chance of the hive on your side to destroy one of your permanents.  Also, the opponent has the chance to flood your permanent slots with hives, should they have the proper quanta.  Keep in mind that Alate Hives are also subject to being destroyed by this effect.

Time for mechanics specifics.
-The chance to destroy a random permanent is defined by the equation (N+3)/20, where N is the amount of Alate Hives are in a player's possession at the end of the turn.  This means a base 20% chance to destroy a permanent, low enough to prevent mass destruction, but high enough that it just may be among those to self-destruct.  This may be adjusted in the face of balancing before the end of this round.

- Only one permanent may be destroyed per stack per Alate Hive, so a stack being targeted will not be obliterated by only one Alate Hive.

- The chosen permanent to be destroyed is chose n by stack.  So if there are 9 earth pillars and 1 hive, then there is a 50% chance a pillar will be destroyed.

- Only one permanent may be destroyed per turn.  So despite having spawned several Alate Hives on your opponent's side, their permanents will not be completely wiped out in a turn or three.

- Of course, immaterial permanents are unaffected.

Remember, this destroys permanents on the same side.
SERIES:
NAME:
Odonata
ELEMENT:
Air
COST:
3 :air
TYPE:
Creature
ATK|HP:
0 | 5
TEXT:
:aether :aether : Bug Eyes
Target permanent's effect are doubled for one turn.
NAME:
Odonata
ELEMENT:
Air
COST:
2 :air
TYPE:
Creature
ATK|HP:
0 | 5
TEXT:
:aether :aether : Bug Eyes
Target permanent's effect are doubled for one turn.
ART:
Sarej
IDEA:
Drake_XIV
NOTES:
Inspiration will come today, but don't hold your breath.
Everyone else seems to be working twice as hard.  Can't afford to fall behind today.


Okay, Odonata is the class in which Dragonflies and Damselflies reside.  Obviously I can't use those names since they are in-game cards already.  And since the art is of a macro of a dragonfly's head, it only made sense to name it as such and put it into Air.
Bug Eyes is based on the multifaceted nature of insect eyes, which tend to view multiple copies.  In this case, this means multiple uses since I didn't want to copy Permanents.  This sense of duality of sorts places it into  :aether , in my opinion, but it could easily be placed into  :light  via the diffraction effect that causes the images.

The end of the turn is defined, in this case, as when the owner's turn ends.  Effects do not carry over to your opponent's turn.

Okay, let's discuss the effects on permanents.

First things first, Pillars, Pendulums, and Marks can be targeted by this card, but will only generate one extra quanta instead of getting the entire stack unless other Bug Eyes target it.
If the target permanent has an active effect, it can use it twice for that turn.  So, Golden Hourglasses have the chance to draw twice and Owl's Eyes have the opportunity to shoot twice.

-  If the target permanent has a passive ability, the effects are doubled as well.  For example, if Ice Shield is targeted, the chance to freeze jumps up to 60%, Empathetic Bonds would heal two per creature, and Bone Walls would generate 4 counters per death trigger for that turn.
-  If a shield is targeted, the damage it blocks is doubled for one turn.
-  If the target permanent has a turn counter, it will lose two per turn as opposed to one.
-  Also, the effects do not stack, so several Odonatas triggering a single Owl's Eye will not enable several uses of Snipe.  Of course, the exception to this are quanta generating sources.
SERIES:
NAME:
Unruh Effect
ELEMENT:
Gravity
COST:
5 :gravity
TYPE:
Permanent
ATK|HP:
TEXT:
All creatures are delayed and no additional creatures can be played.   Lasts one turn.
NAME:
Unruh Effect
ELEMENT:
Gravity
COST:
7 :gravity
TYPE:
Permanent
ATK|HP:
TEXT:
All of your opponent's creatures are delayed and no additional creatures can be played.   Lasts one turn.
ART:
Flaivoloka
IDEA:
Drake_XIV
NOTES:
Today, everything just seems to fall into place.
Even when it seems you're alone, someone is supporting you.


Sorry, I just had to try my hand at a fortune.  Well, on to the card...

Let's start off with Element choice.  I really like to try to go for something that pairs with the card art so it is just aesthetically pleasing.  Gravity did this the best, so I went on from there to find a suitable effect.

Now, the Unruh Effect is the instance where even in a supposed vaccuum, there is still a temperature where, theoretically, there shouldn't be.  The light in the image represents this heat while not actually taking a physical forme.

Delays last for one turn and do not stack through the use of multiple Unruh Effects at once.

There was an additional card [False Quark], but Kuroaitou has requested a single card, so it has been fixed accordingly.
« Last Edit: April 16, 2012, 04:01:59 am by Drake_XIV »

Offline furballdn

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Re: Round 1: Unruh Effect | Unruh Effect https://elementscommunity.org/forum/index.php?topic=37048.msg464871#msg464871
« Reply #1 on: February 27, 2012, 03:42:47 am »
Let's see what this card can do. Generate basically counters. Counters for immolating, devouring, healing (bonds), mutating, etc. The other good thing about it is that it locks down your opponent's field for two turns. Eh. That's alright. It can combo with chimera, but that'll just get you a 20 something health'd shield creature for around 14 :gravity, not really worth it.

Offline Drake_XIVTopic starter

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Re: Round 1: Unruh Effect | Unruh Effect https://elementscommunity.org/forum/index.php?topic=37048.msg464873#msg464873
« Reply #2 on: February 27, 2012, 03:44:39 am »
They're Immaterial, so no Immo and whatnot.  0 attack just means you get a Chimera with ~23 health but no attack, which isn't the purpose.  But yeah, it may be a tad expensive.  I was aiming for 6, but the rules dictate otherwise.

Offline furballdn

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Re: Round 1: Unruh Effect | Unruh Effect https://elementscommunity.org/forum/index.php?topic=37048.msg464898#msg464898
« Reply #3 on: February 27, 2012, 04:49:05 am »
Immaterial. Did not read that. My bad. Only thing I see useful for this is either bond healing (quite expensive, around 20hp gained for each bond and 7 :gravity), chimera (not worth it), or just a field lock.

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Re: Round 1: Unruh Effect | Unruh Effect https://elementscommunity.org/forum/index.php?topic=37048.msg464926#msg464926
« Reply #4 on: February 27, 2012, 05:20:18 am »
This card could also have a good synergy with shard of patience.

Offline furballdn

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Re: Round 1: Unruh Effect | Unruh Effect https://elementscommunity.org/forum/index.php?topic=37048.msg464928#msg464928
« Reply #5 on: February 27, 2012, 05:23:47 am »
This card could also have a good synergy with shard of patience.
True, but that would only work with the upped version since it lasts two turns and SoP requires a one turn delay.

Offline Drake_XIVTopic starter

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Re: Round 1: Unruh Effect | Unruh Effect https://elementscommunity.org/forum/index.php?topic=37048.msg464943#msg464943
« Reply #6 on: February 27, 2012, 05:34:44 am »
Well, it's actually two/three turns.  I was already considering the order in which the cards activate.  When Unruh Effect is destroyed, the tokens cannot perform the check until the end of the next turn, meaning they remain for one more turn.

Offline Rutarete

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Re: Round 1: Unruh Effect | Unruh Effect https://elementscommunity.org/forum/index.php?topic=37048.msg465341#msg465341
« Reply #7 on: February 28, 2012, 01:59:47 am »
That is a much better cost.
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Offline DevilLoss

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Re: Round 1: Unruh Effect | Unruh Effect https://elementscommunity.org/forum/index.php?topic=37048.msg465363#msg465363
« Reply #8 on: February 28, 2012, 03:13:10 am »
by delayed does that mean it creatures cannot attack or use abilitys along with not being able to put out any creatures. i feel this is to strong for 2 to 3 turns it would work well with nightmare or hurt fractal decks a ton also it tears aparat snova rushes which I'm happy about but it hurts immo rushes and alot of other decks.
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Offline Drake_XIVTopic starter

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Re: Round 1: Unruh Effect | Unruh Effect https://elementscommunity.org/forum/index.php?topic=37048.msg465364#msg465364
« Reply #9 on: February 28, 2012, 03:15:26 am »
They will be treated as if afflicted by Procrastination or Basilisk Blood.  But while it does hurt those decks, it should be noted that it would hurt any deck, as well as both players...

Offline Pineapple

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Re: Round 1: Unruh Effect | Unruh Effect https://elementscommunity.org/forum/index.php?topic=37048.msg465384#msg465384
« Reply #10 on: February 28, 2012, 04:28:50 am »
They will be treated as if afflicted by Procrastination or Basilisk Blood.  But while it does hurt those decks, it should be noted that it would hurt any deck, as well as both players...
I for one welcome our new Creature-less Stall (Now with double the Phase Shields or triple the Sundials!) overlords.

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Re: Round 1: Unruh Effect | Unruh Effect https://elementscommunity.org/forum/index.php?topic=37048.msg465386#msg465386
« Reply #11 on: February 28, 2012, 04:31:19 am »
yah delaying creatures ontop of not playing them is pretty ridiclous escpcially for 3 turns I mean the idea isnt bad but the stregth of the card is just unreasonable.
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