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Community Card Design 2 : [[On Hiatus]] https://elementscommunity.org/forum/index.php?topic=42382.msg527669#msg527669
« on: July 31, 2012, 04:39:03 pm »
This project is on hiatus due to lack of activity. It may return at a later time.

Community Card Design 2
Current Stage 3: [Vehicle, Theme, Cost]

Greetings, Fellow Elementals and Card Designers! With the previous card from the Community Card Design 1 thread, Fenghuang, currently in the polls, I'm going to be starting a new thread for the next card.

We're going to be designing this card in steps, based on community suggestions. At certain points in time, polls will be created to keep track of where the card's headed, so be sure to vote.

Current Steps
1. Concept - a card effect/concept/strategy is selected from everyone's suggestions.
2a. Vehicle/Delivery - The effect is discussed on whether it will be a creature, spell, or permanent. Effect is refined and secondary effects are also discussed.
2b. Ability refinement - The ability proposed in 2a. tends to be well-defined in terms of boundaries but usually has trouble being actually defined. As a result, this step is spent determining what the actual ability will be. (E.g. "A card making ability" becomes " 3  :rainbow Design : Spawn a random card.")
3. Theme - the card's theme is determined,  e.g. if the card should be a giant lizard or a entity of quantum energy.
4. Element - The card's element is determined.
5. Name and Art - Card's name and art is determined. 

As of now, our current goal is to specify the card's 'vehicle'.  We now have the ability defined - now we have to determine how large the creature it'll fit on will be, and cost. How large should this creature be? Is there a problem with having it come early game or late game? etc..

A secondary goal is to specify the card's theme.  Since our card is a creature, we should think of what kind of entity in the Elements/fantasy realm will fit this card well. Perhaps we'll even come up with a new species/type of creature. We may also want to discuss the card's element. This is not the main goal of this stage yet, but will come into play later.

Our concept is Necrophage - Eats poison counters off of other cards to grow stronger.

This card will pay Poison as a cost for to play/use an ability that effects/creates additional Poison. This ability can be activated every turn. This card will be a creature.
Let the discussion begin.

Archives:
Spoiler for Placeholder Archive:
Submission Phase: Now in Voting phase! Let the suggestions begin!

Spoiler for Phase I Voting - Giant Poll of Suggestions:
What ability(-ies) do you feel would be good for a Community Card?

 Something to do with allowing creatures to activate their ability using quanta outside their element.
    4 (2.4%)
A creature ability that copies or steals another creature's ability.
    1 (0.6%)
An ability that lets you control what field slot your creatures get summoned to next
    6 (3.7%)
Passive ability that lets burrowing / unburrowing creatures move to a new field slot
    1 (0.6%)
Armoring (damage reduction for creatures)
    5 (3%)
Carrier - spawns smaller creatures which attack a few turns then return to the carrier
    4 (2.4%)
Energy sheath - add spell damage to a creature or weapon's attack (not convert)
    8 (4.9%)
Martyr - sacrifices its self to protect the next creature that would be killed
    4 (2.4%)
Necrophage - Eats poison counters off of other cards to grow stronger
    10 (6.1%)
Vault / Bank - Stores cards and gives a small bonus based on number stored. Releases cards to deck when destroyed or on deckout
    3 (1.8%)
Divination - Target a card in enemies hand and gain life / health / quanta ... etc. if they play it next turn
    3 (1.8%)
Distress Call - Draw a creature to your hand from your deck
    7 (4.3%)
 Flame Aura - Target causes damage to adjacent creatures. Could be  enemy only, allied and enemy, or all depending on what niche it is to serve
    0 (0%)
Defender - Blocks attacks from enemies in its column and retaliates
    4 (2.4%)
Assault - Attacks enemies in its column but may receive retaliation from survivors
    1 (0.6%)
Stalactites - Enemies and players may receive damage when permanents are destroyed
    4 (2.4%)
Tacticians ; permanents which can't be targeted with PC but they can be targeted with CC instead. They always have 0 atk, but they have health equal to their playing cost. If a tactician costs 3 :rainbow, for example, then he has to take 3 damage in order
    3 (1.8%)
'Sliding' into your opponent's deck/hand/field so they can use it and back and forth
    2 (1.2%)
After successfully attacking, turn into a permanent that can turn into the creature.
    2 (1.2%)
For each successful attack, shuffle a random card from the enemy's hand into the enemy's deck. At the beginning of the enemy's next-next turn, he draws up to 1 card (cumulative).
    1 (0.6%)
Ability becomes target permanent's active ability.
    2 (1.2%)
 Ability becomes the last spell the opponent played.
    8 (4.9%)
Both players cannot play spells unless their quanta exceeds twice the cost.
    1 (0.6%)
Cannot be removed from the field [including Chimera]; HP can go below 0. ATK is always set to HP.
    5 (3%)
After each successful attack, for one turn, remove this creature and one random enemy creature.
    0 (0%)
Shuffle all cards you control into your deck; ATK equals X times the number of cards affected.
    1 (0.6%)
This creature attacks only once per 2 turns, but it count as 2 creatures (get buffed twice, damaged twice, procs empathic bond twice etc)
    1 (0.6%)
"When [a card] is played, end the turn."
    5 (3%)
0: Sacrifice this creature (or permanent); deals X damage to opponent.  Only your opponent may use this ability. 
    1 (0.6%)
 "Deal X damage to opponent (or 2X/3X damage if opponent has no pillars/pendulums)."
    1 (0.6%)
Construction I: Fill both player's hands with pillars of their mark's type.
    5 (3%)
Construction II: Players draw pillars until their hands fill or no more remain.
    7 (4.3%)
"Both players get X (preferably >= 3) quanta matching their mark."
    1 (0.6%)
Anti-mirror: All targetable creatures (or maybe even non-targetable too) on the field are Antimattered and exchanged between players.
    3 (1.8%)
Steal the top card of your opponent's deck.
    1 (0.6%)
Steal a card from your opponent's hand.
    3 (1.8%)
You can sacrifice pillars to pay your next card.
    4 (2.4%)
You can pay your next card by losing MAX HP equal to cost * X.
    4 (2.4%)
Power Plant: Create a Pillar/Tower matching your mark on your side of the field. Discard the top card of your deck.
    3 (1.8%)
Selection: Put target card in your hand to the bottom of your deck. Draw a card. This ability can be used multiple times per turn.
    6 (3.7%)
A gravity card that turns your own quanta to :gravity.
    2 (1.2%)
A gravity rush creature.
    4 (2.4%)
Becoming stronger based on you having less quanta.
    5 (3%)
A creature whose cost varies based on your current HP.
    2 (1.2%)
A creature whose stats vary based on your current HP.
    3 (1.8%)
A card that loses power the more elements you use.
    6 (3.7%)
A card that mutates every creature, yours and your oponent's.
    1 (0.6%)
 A card that generates a mutation (spell) in your hand for every creature death.
    4 (2.4%)
 A card that makes the casting cost of your oponent's cards 1 quanta higher for each different element creature you got.
    2 (1.2%)

Spoiler for Voting II:

An ability that lets you control what field slot your creatures get summoned to next
    7 (9.6%)
Armoring (damage reduction for creatures)
    6 (8.2%)
Energy sheath - add spell damage to a creature or weapon's attack (not convert)
    5 (6.8%)
Necrophage - Eats poison counters off of other cards to grow stronger
    11 (15.1%)
Distress Call - Draw a creature to your hand from your deck
    5 (6.8%)
Ability becomes the last spell the opponent played.
    3 (4.1%)
Cannot be removed from the field [including Chimera]; HP can go below 0. ATK is always set to HP.
    6 (8.2%)
"When [a card] is played, end the turn."
    3 (4.1%)
Construction I: Fill both player's hands with pillars of their mark's type.
    3 (4.1%)
Construction II: Players draw pillars until their hands fill or no more remain.
    7 (9.6%)
Selection: Put target card in your hand to the bottom of your deck. Draw a card. This ability can be used multiple times per turn.
    8 (11%)
Becoming stronger based on you having less quanta.
    3 (4.1%)
A card that loses power the more elements you use.
    6 (8.2%)
Spoiler for Type Poll - Pre-Discussion:
What do you think Necrophage should be implemented as?

Creature
    15 (60%)
Spell
    6 (24%)
Permanent
    4 (16%)
Other (Please Post)
Spoiler for How should this ability be refined?:
How should this ability be refined?

Reduce poison but replace it with something else (E.g. Poison becomes Purify)
    1 (6.7%)
Remove Poison
    3 (20%)
Pay Poison as a cost (must remove a poison counter from somewhere in order to use the rest of the effect.)
    11 (73.3%)
Other (Please Post)
    0 (0%)
Spoiler for Should the ability be part of the cost or effect?:
Should the ability be part of the cost or effect?

Cost - Interacts with Poison to trigger a separate effect.
    6 (37.5%)
Effect - Does something to trigger interaction with/removal of Poison.
    6 (37.5%)
Cost and Effect - Interacts with Poison  to trigger another interaction with/removal of Poison.
    4 (25%)
Other (Please Post)
    0 (0%)
Spoiler for Ability Cost/Effect Tiebreaker:
Should a Poison interaction be part of the effect? (Does something to trigger interaction with/removal of Poison.)

Yes
    10 (76.9%)
No
    3 (23.1%)
Other (Please Post)
    0 (0%)
Spoiler for Should the ability trigger 'on play' or be 'activated'?:
Should the ability trigger 'on play' or be 'activated'?

On Play - Abilities triggers when the card is played.
    1 (9.1%)
Activated : Ability costs :underworld X to activate each turn.
    6 (54.5%)
Both
    3 (27.3%)
Other (please post)
    1 (9.1%)
Spoiler for Type Poll II:
What type of card do you want this card to be?

Creature
    9 (69.2%)
Spell
    2 (15.4%)
Permanent
    2 (15.4%)
Other (Please Post)
    0 (0%)
Spoiler for Ability Specification:
Vote for the best version of our Plague Carrier:

Poison Grower :death: Necrophage,  remove all poison counters from target. Poison Grower gains +1|+1 per counter.
    2 (20%)
Rat is infected. Rat consumes 1 poison each turn (Move from 1 creature to Rat. Passive.).  :death :death Burst : Target gains double the Poison counters on Rat. Purify Rat.
    1 (10%)
Creature, ~1/~7? 2-4 :underworld : Drain 1 poison from every creature, and give X purify to the target.
    2 (20%)
"Necrophage: (passive) when a poisoned creature dies, gains all its poison counter" "0 Burst: move a poison counter to a target, can be used multiple times"
    5 (50%)

Total Members Voted: 10
« Last Edit: December 31, 2012, 08:59:32 pm by Zblader »

Offline Shrink

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Re: Communty Card Design 2 : [STAGE 1 : Designing an Ability] https://elementscommunity.org/forum/index.php?topic=42382.msg527674#msg527674
« Reply #1 on: July 31, 2012, 04:58:31 pm »
I had this idea some time ago, but I wasn't sure how to work it into a card idea.

Here is the ability I had in mind:

Something to do with allowing creatures to activate their ability using quanta outside their element.

Despite the obvious fact that rainbows would become extremely overpowered, I believe that this idea could be worked around with, in combination with a creature, spell, OR permanent, to create a pretty powerful and interesting card.
Doctor Death

Offline memimemi

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Re: Communty Card Design 2 : [STAGE 1 : Designing an Ability] https://elementscommunity.org/forum/index.php?topic=42382.msg527675#msg527675
« Reply #2 on: July 31, 2012, 05:01:09 pm »
An ability I'd like to see would be a creature ability that copies or steals another creature's ability.
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Offline jumpingbeans

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Re: Communty Card Design 2 : [STAGE 1 : Designing an Ability] https://elementscommunity.org/forum/index.php?topic=42382.msg527676#msg527676
« Reply #3 on: July 31, 2012, 05:05:12 pm »
How about a creature (or a spell that changes a creature) who's HP is in the negatives, and to kill it, it's HP needs to go up into the positives/zero?

Offline OdinVanguard

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Re: Communty Card Design 2 : [STAGE 1 : Designing an Ability] https://elementscommunity.org/forum/index.php?topic=42382.msg527677#msg527677
« Reply #4 on: July 31, 2012, 05:06:17 pm »
Some abilities I think would be cool but haven't got around to making cards for yet:
  • An ability that lets you control what field slot your creatures get summoned to next
  • Passive ability that lets burrowing / unburrowing creatures move to a new field slot
  • Armoring (damage reduction for creatures)
  • Carrier - spawns smaller creatures which attack a few turns then return to the carrier
  • Energy sheath - add spell damage to a creature or weapon's attack (not convert)
  • Martyr - sacrifices its self to protect the next creature that would be killed
  • Necrophage - Eats poison counters off of other cards to grow stronger
  • Vault / Bank - Stores cards and gives a small bonus based on number stored. Releases cards to deck when destroyed or on deckout
  • Divination - Target a card in enemies hand and gain life / health / quanta ... etc. if they play it next turn
  • Distress Call - Draw a creature to your hand from your deck
  • Flame Aura - Target causes damage to adjacent creatures. Could be enemy only, allied and enemy, or all depending on what niche it is to serve
  • Defender - Blocks attacks from enemies in its column and retaliates
  • Assault - Attacks enemies in its column but may receive retaliation from survivors
  • Stalactites - Enemies and players may receive damage when permanents are destroyed
« Last Edit: July 31, 2012, 05:22:18 pm by OdinVanguard »
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Re: Communty Card Design 2 : [STAGE 1 : Designing an Ability] https://elementscommunity.org/forum/index.php?topic=42382.msg527678#msg527678
« Reply #5 on: July 31, 2012, 05:16:11 pm »
Just for technicality, shouldn't this be in Design Theory or Pre-Smithy?

As for ability, I guess I'll be less rash with posting ideas and just offer a question.

What does the game need?  Some abilities are nice, but they won't cease to be more than a novelty.  And this isn't aimed at Z due to his apparent passive role now, but to other people suggesting.

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Re: Communty Card Design 2 : [STAGE 1 : Designing an Ability] https://elementscommunity.org/forum/index.php?topic=42382.msg527679#msg527679
« Reply #6 on: July 31, 2012, 05:24:13 pm »
Quote
Just for technicality, shouldn't this be in Design Theory or Pre-Smithy?
Being in Design Theory or Pre-Smithy attracts a lot less attention and participation, both of which are necessary for this to work. In addition, all previous Card Designer Challenges and the previous Community Card Design were posted in the main CI&A forum, so I'd like to maintain consistency.

What does the game need?  Some abilities are nice, but they won't cease to be more than a novelty.
^Going to note that keeping this in mind is a good idea when thinking about abilities to suggest. New takes on old themes (e.g. SoSe to randomness) can also be interesting, but ultimately a card that contributes something new/fresh to the game is likely the one with the most potential. (E.g. Crusader)
« Last Edit: July 31, 2012, 05:41:11 pm by Zblader »

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Re: Communty Card Design 2 : [STAGE 1 : Designing an Ability] https://elementscommunity.org/forum/index.php?topic=42382.msg527724#msg527724
« Reply #7 on: July 31, 2012, 08:29:30 pm »
Well, I don't know if it hsa been suggested before, but a strange idea series has got into my mind lately and I would like to discuss it here.
The series would be actually a new kind of permanent which will be called Tacticians:

* Tacticians are permanents which can't be targeted with PC but they can be targeted with CC instead. They always have 0 atk, but they have health equal to their playing cost. If a tactician costs 3 :rainbow, for example, then he has to take 3 damage in order to be killed and he can also become frozen, delayed, rewinded etc. normally.

* Tacticians have activated abilities which target a creature type you own. If you have 4 Frogs and 3 Cockatrices, for example, then you can target all your Frogs or all your Cockatrices with your Tactician. Tactician's role will be supportive. They are supposed to give orders to your creatures in order to involve tactics into the warfare and to make them more effective in battle.

Here are some ideas:

Name: Light Tactician
Element: :light
Cost: 3 :light
Atk|Hp: 0|3
Text:
"3 :light: Retreat
Targeted creature type you own returns to your hand."

Notes: When you activate Light Tactician's ability you target a creature on the field. After that, all the creatures that are the same type with the selected creature and on your side of the field return to your hand. If your hand reaches 8 cards this way, the extra creatures are either wasted, are either rewinded or they are not affected (I've not decided yet which of the three will occur).
 Example; you have a field full of RoLs to buff your Hope, but you need to play your fractaled Light Dragons for a final attack but you don't have any empty creature slots. So, you use your Light Tactician's ability, you target a RoL and then the tactician orders all the RoLs to' retreat' to your hand, leaving up free space to play your Light Dragons and to finish your opponent off.

Name: Life Tactician
Element: :life
Cost: 6 :life
Atk|Hp: 0|6
Text:
"4 :life: Patrol
Targeted creature type you own occupies 2 spaces instead of one this turn."

Notes: When you activate Life Tactician's ability you target a creature on the field. After that, all the creatures that are the same type with the selected creature and on your side of the field count as 2 creatures for the field's slot. This acts as a soft anti-malignant cell tactic (they can't occupy 'patroled' field spots), as a buff to Feral Bond's healing (targeted creatures heal you up to 2 hp per Bond instead of just 1) and 'patrolling' creatures near the 5 center squares aren't killed from Flooding. The only drawback is that you can't play creatures in the occupied sqares.

Name: Death Tactician
Element: :death
Cost: 5 :death
Atk|Hp: 0|5
Text:
"7 :death: Bloody Ritual
Targeted creature type you own is sacrificed."

Notes: This effect may be quite OP. When you activate Death Tactician's ability you target a creature on the field. After that, all the creatures that are the same type with the selected creature and on your side of the field are sacrificed, triggering death effects normally. This may buff Bone Walls and Condors A LOT!

Name: Earth Tactician
Element: :earth
Cost: 4 :earth
Atk|Hp: 0|4
Text:
"1 :earth: Tactical Positioning
Targeted creature type you own goes to target field slot when played this turn."

Notes: Tactical Positioning allows you to select the field slot in which you will play a creature. When you activate Earth Tactician's ability you target a creature on the field. After that, if you play a creature of the selected type from your hand you can select the square it will occupy. If there is another creature in that square, the previous creature moves to the place the new card would had originally occupied.
 Example; You are playing an :earth/ :water duo deck with Hematite Golems, Blue Crawlers and Flooding. You have already Flooding activated and 5 creatures to the 5 center slots; 2 Hematite Golems and 3 Blue Crawlers. You wish to play 3 Hematite Golems from your hand, but they will die from Flooding, so you activate Earth Tactician's ability, you target your Hematite Golem and then you play your 3 Hematite Golems from your hand, selecting a Blue Carwler's position for each one. In the end, there are 5 Hematite Golems on the 5 center squares (safe and sound from Flooding) and 3 Blue Crawlers on the flooded area.

Well, that's my ideas for now. Any suggestions?
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Offline OldTrees

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Re: Communty Card Design 2 : [STAGE 1 : Designing an Ability] https://elementscommunity.org/forum/index.php?topic=42382.msg527732#msg527732
« Reply #8 on: July 31, 2012, 08:49:47 pm »
Just for technicality, shouldn't this be in Design Theory or Pre-Smithy?

As for ability, I guess I'll be less rash with posting ideas and just offer a question.

What does the game need?  Some abilities are nice, but they won't cease to be more than a novelty.  And this isn't aimed at Z due to his apparent passive role now, but to other people suggesting.
I have usually put Card design events in the main card design area (the smithy) so more people participate. This particular thread type starts off like Pre-Smithy. Then develops into a type of Design Theory thread. Finally it is a card idea thread.
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Offline Annele

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Re: Communty Card Design 2 : [STAGE 1 : Designing an Ability] https://elementscommunity.org/forum/index.php?topic=42382.msg527833#msg527833
« Reply #9 on: August 01, 2012, 06:43:00 am »
Well, I don't know if it hsa been suggested before, but a strange idea series has got into my mind lately and I would like to discuss it here.
The series would be actually a new kind of permanent which will be called Tacticians:

* Tacticians are permanents which can't be targeted with PC but they can be targeted with CC instead. They always have 0 atk, but they have health equal to their playing cost. If a tactician costs 3 :rainbow, for example, then he has to take 3 damage in order to be killed and he can also become frozen, delayed, rewinded etc. normally.

I don't know about permanents that can be targeted with CC, but there have been creatures that can be targeted with PC.

Looking through these, I think
Quote
  • Necrophage - Eats poison counters off of other cards to grow stronger
has some possibility. But let's see what else the community comes up with.
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Offline furballdn

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Re: Communty Card Design 2 : [STAGE 1 : Designing an Ability] https://elementscommunity.org/forum/index.php?topic=42382.msg527845#msg527845
« Reply #10 on: August 01, 2012, 07:43:31 am »
What about a concept that involves sliding into your opponent's deck/hand/field so they can use it and back and forth? Just trying to throw something "new" out there.
« Last Edit: August 01, 2012, 07:45:43 am by furballdn »

Offline OldTrees

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Re: Communty Card Design 2 : [STAGE 1 : Designing an Ability] https://elementscommunity.org/forum/index.php?topic=42382.msg527849#msg527849
« Reply #11 on: August 01, 2012, 08:10:35 am »
Well, I don't know if it hsa been suggested before, but a strange idea series has got into my mind lately and I would like to discuss it here.
The series would be actually a new kind of permanent which will be called Tacticians:

* Tacticians are permanents which can't be targeted with PC but they can be targeted with CC instead. They always have 0 atk, but they have health equal to their playing cost. If a tactician costs 3 :rainbow, for example, then he has to take 3 damage in order to be killed and he can also become frozen, delayed, rewinded etc. normally.

* Tacticians have activated abilities which target a creature type you own. If you have 4 Frogs and 3 Cockatrices, for example, then you can target all your Frogs or all your Cockatrices with your Tactician. Tactician's role will be supportive. They are supposed to give orders to your creatures in order to involve tactics into the warfare and to make them more effective in battle.
How is this different from a 0 atk creature?
Is that difference valuable?
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
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blarg: