Poll

1. BOSS: Which submission best captured the epicness of Elements?

Submission #1
13 (22.8%)
Submission #2
17 (29.8%)
Submission #3
8 (14%)
Submission #4
5 (8.8%)
Submission #5
3 (5.3%)
Submission #6
11 (19.3%)

Total Members Voted: 56

Voting closed: August 30, 2012, 08:42:17 pm

Poll

2. CARD DESIGNER: Which submission had the best card idea for mass CC in an element with no mass CC?

Submission #1
5 (8.9%)
Submission #2
6 (10.7%)
Submission #3
13 (23.2%)
Submission #4
9 (16.1%)
Submission #5
12 (21.4%)
Submission #6
11 (19.6%)

Total Members Voted: 55

Voting closed: August 30, 2012, 08:42:25 pm

Poll

3. DECKBUILDING: Which submission had the best fully unupped deck focused around one of the 10 least used (non-shard, non-nymph) cards?

Submission #1
12 (24%)
Submission #2
9 (18%)
Submission #3
7 (14%)
Submission #4
6 (12%)
Submission #5
7 (14%)
Submission #6
9 (18%)

Total Members Voted: 49

Voting closed: August 30, 2012, 08:42:32 pm

Poll

4. ARTIST: Which submission had the best representation of a False God?

Submission #1
8 (13.8%)
Submission #2
8 (13.8%)
Submission #3
6 (10.3%)
Submission #4
8 (13.8%)
Submission #5
21 (36.2%)
Submission #6
7 (12.1%)

Total Members Voted: 57

Voting closed: August 30, 2012, 08:42:42 pm

Poll

5. WRITER: Which submission had the best Lore of one card currently present in Elements The Game?

Submission #1
12 (22.6%)
Submission #2
6 (11.3%)
Submission #3
6 (11.3%)
Submission #4
8 (15.1%)
Submission #5
15 (28.3%)
Submission #6
6 (11.3%)

Total Members Voted: 52

Voting closed: August 30, 2012, 08:42:51 pm

Poll

6. OFF-TOPICKER: Which submission best defended their opinion about which is the best movie of all time?

Submission #1
8 (16.3%)
Submission #2
8 (16.3%)
Submission #3
6 (12.2%)
Submission #4
11 (22.4%)
Submission #5
10 (20.4%)
Submission #6
6 (12.2%)

Total Members Voted: 48

Voting closed: August 30, 2012, 08:43:00 pm

Poll

7. FORUM EXPERT: Which submission was the best tutorial?

Submission #1
7 (14%)
Submission #2
9 (18%)
Submission #3
8 (16%)
Submission #4
10 (20%)
Submission #5
12 (24%)
Submission #6
4 (8%)

Total Members Voted: 49

Voting closed: August 30, 2012, 08:43:10 pm

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Brawl #1 - Round 1 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=43004.msg535913#msg535913
« on: August 23, 2012, 02:05:05 pm »
Deadline: Time is up!


Spoiler for Submissions:
Spoiler for Submission #1:

Spoiler for Submission #2:


Spoiler for Submission #4:

Spoiler for Submission #5:



Spoiler for Submissions:
Spoiler for Submission #1:
NAME:
Blinding Light
ELEMENT:
Light
COST:
4 :light
TYPE:
Spell
ATK|HP:

TEXT:
For 3 turns, ally creatures with "light" skill have a 25% chance to prevent the attacks of enemies in opposing slots.
NAME:
Blinding Glare
ELEMENT:
Light
COST:
3 :light
TYPE:
Spell
ATK|HP:

TEXT:
For 3 turns, ally creatures with "light" skill have a 30% chance to prevent the attacks of enemies in opposing slots.

ART:
-No art allowed in Brawl Submissions-
IDEA:
[CENSORED]
NOTES:
Playing this card will proc a buff on all light producing creatures you own at the time. The buff / status will internally countdown from 3 to zero at end of each turn. After zero it goes *poof*

After decreasing the counter, if the buff still remains, the RNG will decide whether that buff will proc its attack denial. If it does, a random enemy creature will be selected and will be prevented from attacking next turn (as if it were under the effect of sundial). If a creature already being blocked is selected a second time, a new creature will be picked. If all creatures are already being blocked, then nothing happens.

Lobotomize will work as a counter. If a creature with this buff is lobotomized, the buff disappears with the light skill. The same goes for other skill altering spells / effects.

SERIES:


Spoiler for Submission #2:
NAME:
Timehole
ELEMENT:
Time
COST:
5
TYPE:
Spell
ATK|HP:

TEXT:
Deal N/2 damage to every Creature on Enemies side.N=number of turns on Field.
NAME:
Timehole
ELEMENT:
Time
COST:
4
TYPE:
Spell
ATK|HP:

TEXT:
Deal N/2 damage to every Creature on Enemies side.N=number of turns on Field.

ART:

IDEA:
[CENSORED]
NOTES:
Forum Brawl Round 1
SERIES:


Spoiler for Submission #3:
NAME:
Tariff
ELEMENT:
Darkness
COST:
3 :darkness
TYPE:
Permanent
ATK|HP:

TEXT:
Every enemy creature gains 1 :darkness counter.  Activated skill costs are increased by that number.
NAME:
Embargo
ELEMENT:
Darkness
COST:
4 :darkness
TYPE:
Permanent
ATK|HP:

TEXT:
Every enemy creature gains 2 :darkness counters.  Activated skill costs are increased by that number.

ART:
N/A
IDEA:
[CENSORED]
NOTES:
Soft CC for Darkness, and a new mechanic. Tariffs & Embargoes would also stack, allowing for a possible lockdown on creature abilities. Counters would be displayed as :darkness emblems, in the manner of Poison or Immortality counters. They would not be removed if Tariff or Embargo is destroyed. The effect would also activate again if the permanent is stolen (making Steal a risky move, should the original owner also have a Steal in their hand). Does not affect passive skills or vanilla creatures. Purify could be used to remove the counters as well.
SERIES:


Spoiler for Submission #4:


NAME:
Wither
ELEMENT:
Time
COST:
7 :time
TYPE:
Spell
ATK|HP:

TEXT:
Deals damage to every enemy creature. Creatures that have been in play longer take more damage.
NAME:
Putrefy
ELEMENT:
Time
COST:
5 :time
TYPE:
Spell
ATK|HP:

TEXT:
Deals damage to every enemy creature. Creatures that have been in play longer take more damage.
ART:

IDEA:
[CENSORED]
NOTES:
Suggested damage propogation follows the formula, (2x)^(1/2) where x is the number of turns each individual creature has been in play. THis is ran for every affected creature. Holding in mind that most games last an average of 10 turns the card was made comparable to Rain of Fire in effectiveness and damage propogates accordingly.

(2x)^(1/2)

Turns    Dmg(rnd norm)
1            1
2            2
3            2
4            3
5            3
6            3
7            4
8            4
9            4
10           4
11+        5(dmg max)

SERIES:


Spoiler for Submission #5:
NAME:
Lux Nexus
ELEMENT:
Light
COST:
2 :light
TYPE:
Permanent
ATK|HP:

TEXT:
Absorb :light each turn.
0 : Starburst (Sacrifice Card)
All creatures take one damage for every :light absorbed.
NAME:
Lux Nexus
ELEMENT:
Light
COST:
3 :light
TYPE:
Permanent
ATK|HP:

TEXT:
Absorb :light each turn.
0 : Starburst (Sacrifice Card)
All creatures take two damage for every :light absorbed.

ART:

IDEA:
[CENSORED]
NOTES:
Amount of :light absorbed will be recorded on Lux Nexus with a number, similar to how Bone Wall records amount of counters.
SERIES:
Forum Brawl

Spoiler for Submission #6:
NAME:
Force of Nature
ELEMENT:
Life
COST:
6 :life
TYPE:
Spell
ATK|HP:

TEXT:
Damage is dealt to all your opponent's creatures depending on their number.
NAME:
Nature's Wrath
ELEMENT:
Life
COST:
5 :life
TYPE:
Spell
ATK|HP:

TEXT:
Damage is dealt to all your opponent's creatures depending on their number.

ART:
N/A
IDEA:
[CENSORED]
NOTES:
Today, make sure you stay on the designated paths.
To stray would envoke the wrath of a most scary deity.


Nature doesn't like her land to be impeded upon and will fight back with all her might.... but the more she's overrun, the weaker she becomes.

# of creaturesDamage dealt to each creature
1-3
4
4-7
3
8-15
2
16-23
1
SERIES:
Brawl - Card Designer's Task - Round 1


Spoiler for Submissions:
Spoiler for Submission #1:
Gorgon's tears
Hover over cards for details, click for permalink
Deck import code : [Select]
58o 58o 58o 58o 58o 58o 58o 58o 58o 58o 5i4 5i4 5i4 5i4 5i4 5i4 5i9 5ig 5ig 5ig 5ig 5ih 5ih 5ih 5jm 5jm 5jm 5jm 5jm 5jm 8pp


Fun little pvp deck. Get out a water nymph as quickly as possible so you can cast tears cheaply. After you have an :earth nymph out, use flooding and completely lock down their field. Extra quanta then can be used either as extra offense (more :water nymphs) or as denial, destroying their pillars and making the newly generated nymphs die via flooding. Wins the majority of its matches and gets lots of compliments for its originality fun factor.

Spoiler for Submission #2:
Adrenamitoguards'n'dilgos
Hover over cards for details, click for permalink
Deck import code : [Select]
55m 55m 55m 55m 55n 55n 55n 55n 55n 55n 576 576 576 576 576 576 576 576 576 576 576 576 576 5c9 5c9 5c9 5c9 5cg 5cg 5cg 8pn

Spoiler for Submission #3:
Hover over cards for details, click for permalink
Deck import code : [Select]
52g 52g 52g 52g 52g 52g 52i 52i 52n 52n 52r 52r 52r 5f6 5f6 5f6 5fc 5fc 5oc 5oc 5oc 5oc 5oc 5oc 5oi 5ol 5ol 5om 5om 5om 5om 5om 5p0 5pu 5pu 8po


Notes on using this deck:

1. Phoenixes can be managed with just the mark and a pendulum.
2. Deflagrations generally take priority over playing a phoenix.
3. Games will generally be close, and you will often find yourself low on Hp before you get a bonewall. The deck usually has a slow start.

Given that people use ghostmare and discord black hole every other game, it's not that competitive :) (Exaggerating, of course, but you get the point). Sometimes rushes can hit it hard if there's no bonewall/Eagle's Eye.  I have used it for pvp1 and AI3 and it works pretty well.

Spoiler for Submission #4:
Burrowing Tridents

Hover over cards for details, click for permalink
Deck import code : [Select]
4vj 4vj 4vj 4vj 4vj 4vj 58o 58o 58o 58o 58o 58o 58p 58p 58p 5c1 5f6 5f6 5ic 5ic 5ic 5ic 5oi 5ul 5um 5um 5um 5um 61q 61q 8pp

Spoiler for Submission #5:

Spoiler for Submission #6:
UPPult

Hover over cards for details, click for permalink
Deck import code : [Select]
55n 55n 55p 55p 55p 55p 561 561 561 58o 58o 58o 58o 58o 58o 58o 58p 58p 58u 58u 58u 58v 595 595 595 595 595 595 59c 59c 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 8pl


It uses 3 of the posted cards: Antlion, Catapults, Graviton Mercenary.


Spoiler for Submissions:

Spoiler for Submission #2:

Spoiler for Submission #3:

Spoiler for Submission #4:

Spoiler for Submission #5:

Spoiler for Submission #6:


Spoiler for Submissions:
Spoiler for Submission #1:
Steam Machine
         

             Long ago, the elements of the world were slowly being harvested and controlled by the then ordinary humans. . . 
           
            Before the first War there was global self-destruction. Elementals were fighting each other outside and inside their own elements. Thousands of lives ended daily, and the land was slowly being depleted of the material resources. Decades went by while third and fourth generations of the original fighters continued battling, losing their reason but maintaining the idea of not failing their ancestors. Every fighter desired to have revenvge on those who slayed family, friends, and fellow elementals. For unknown reasons (though some suggest work of the void elementals who secretly found ways of living completely invisible to the rest of civilization—or lack thereof), the fighting abruptly ended with very few people spared, and no one had any recollection of his/her abilities to manipulate the world.
                     
        . . .  The world was once again breaking the seal of impossible. Gravity was defied, Entropy erupted, and the fabric of space was ripped and then reversed. Fires burned, shadows danced across the sun, people were healed as quickly as they were infected; earthquakes and tornadoes wreaked havoc.

                 The water elementals were dangerous, but they had yet to find a warrior. From the deepest abyss crawlers to the most venomous Physalia, none had struck them worthy.
A day of searching commenced with an extraordinary find. Lying in a pile of other wrecked automatons was a machine with the symbol of eternity. It seemed to be a clockwork machine, but in the depths of the ocean with marine plants covering most of the rusted, golden metal, there was no chance it would work in the present condition. Staying out of the eye of other elementals, those of water hauled the hunk of metal to a secure and inconspicuous place to recreate this machine to serve water.

              The metal was restored.

              The symbol of time was replaced with that of water’s.

              The clockwork was replaced with an engine to generate power, for water had no means of doing so. The engine was a major problem. Fire was needed, and water had nothing to do with fire.

              With a single successful attack the forces of water managed to capture a single fire supporter and harvest his energy to produce an unending flame for the engine to combust and produce steam.

              At last it was finished.

              In such a hurry to show off this newest champion of water, the name Steam Machine was given. Terror rippled through the world as water now posed a major threat: a machine able to generate power in large quantities and survive some of the most dangerous offensive attacks. The tide was now turned. . . Water was ready.

Spoiler for Submission #2:
Long, long ago, when monsters such as dragons and flying hammers were still roaming around, there was a particually large cave. Deep in that cave lived a Massive dragon. Like many other dragons, he went hunting in the skies looking for fresh meat on  land like a gnome rider or flying in the sky like a pegasus. He did this to take home to his wife and kid to feed them, his wife being a parturient and '9 months in' Colossal dragon. They already had one kid, and 2 kids would be a "Clawful." One day his neighbor, a Ruby dragon, was flying directly behind him. He didn't know why the Ruby dragon had to go for the same pegasus he did, but he soon found out that his neighbor was VERY angry. He was shot down by the Ruby dragon's flame breath into a lake just ahead of him. He couldn't get back up because he was so shocked and angry so he simply watched his neighbor fly by. He froze right then and there on that pitiful day which would change his life, and slept for many years before awakening. When he finally did wake, he was covered in ice. He did not feel a thing, though. After attempting to swim to the surface, he realized he simply had to let the water make him float up. When he did this, he rose to the surface and went back to his home in hopes of finding his friends and what was going to be a full family. He couldn't find any of them, unfortunately, and asked a local in a nearby town what year it was. He said 2009, which seemed impossible. Last he knew it was the year 1909, and he asked himself, "Did I really sleep for 100 years?!?" . He looked in the lake he had fell and froze in to find he looked very different. He was covered in ice, and wondered if he could still fly. Surprisingly, he could, even with wings covered in thick, heavy ice. A false god we shall call Poseidon came down upon him to his cave one day in this newly found home he called Mt. Moon. He asked if the Ice dragon would serve the humans and the the person standing before him in his new form. The Ice dragon responded "yes," seeing as he wanted to help mankind, and after being taught to shoot a ball of ice he was put in a rectangular flat thing we now call "Cards" to be used by humans for a game called Elements, when they needed the Ice dragon. This monster was declared a water monster, and was sold in the water card section at the local bazaar, thus creating the card we now know as the Ice dragon, which is quite strong indeed. The card came with a hefty price of 106 electrum because he was so strong. He's being forced to fight the very monster that shot him down every day now.

Spoiler for Submission #3:
The Mind Flayer

The small man walked down the street. Cloaked entirely in blue and, although you couldn't see it under his hood, he wore a look of determination upon his face. "Today" he thought "is the day I get my revenge. Upon all those before. 'Never the smartest' I was. 'never the fastest, never the strongest, never the best'. Today, I'll show them"

He went down a few streets, until he found his destination: a shady-looking building. Breathing deeply, he knocked four times, and then entered upon hearing the words 'Come in", whispered by a deep male voice. Looking around, he saw an eerily vacant house, as well as a staircase, which he descended. After going down the 13 steps, he arrived at what he could only describe as a mad scientist's laboratory.

"Are you ready for the...experiment?" asked a man in a white lab coat who seemed to appear out of nowhere.

"Y-yes...Yes, Doctor" the man in blue said.

"You are aware of the risks that you're taking?" the Doctor queried.

"Of co...course" stammered the small man. "But I know also of the benefits. And I am prepared to subject myself to the risks, simply for the greatness I may achieve if it is successful"

"Very well...Let us proceed then. I shall prepare the experiment for you" responded the Doctor , as he proceeded to push various buttons and turn an assortment of dials.

"I can hardly wait. It shall be so...amusing...to get revenge upon those who doubted me. To drain all thought but the most primaeval, remove all brain waves save the most basic instincts. Even the cost of a servitude eternal in an indefinite lifespan cannot overshadow those riches! I can make those who defied me think no more! I could be unstoppable!"

"If it works..." eerily said the Doctor. "And now is the time to find out. Step over there" he continued, gesturing to an area marked off with a small square.

"I cannot wait" said the man, rushing over the the spot.
"Before I flip this switch, do you swear that you shall obey me, and the other Elementals who wish your service? That you shall not betray us?"
"As long I can torture those who have tortured me before, I most certainly promise that!"

"Very well" affirmed the Doctor. "Let it begin!" he ended, flipping the switch. It triggered a large, mysterious machine, which hustled and whirled. A volt of electricity shot through a cord, and into a laser pointed towards the man in blue. It shot a blue stream of energy towards him, causing the man to scream in pain. And then in stopped.

"How do you feel?" asked the Doctor.

"Like a million suns all within my head! Leave me in peace for 5 days - 5 days only - to let me acquire revenge upon those who opposed me - and then, I shall be yours."

"Excellent..." said the Doctor "Excellent indeed, my little Mind Flayer"

Spoiler for Submission #4:
I shall tell you the tale
Of the card Pandemonium
I share you my knowledge
So that it can be known-ium

Our story begins
In the Entropic Zone-ium
I strolled through the fields
Eating macaroni-um

I walked into the forest
And saw my friend Joan-ium
"Hi Root," she said
In a worrisome tone-ium

"I saw a huge storm
It's like a cyclone-ium
Root, this is severe
It's much worse than Kony-um"

"This could be bad"
I said with a groan-ium
"We have to tell Zanz
Let's ride on my pony-um"

We approached Zanzarino
Who sat on his throne-ium
"Zanz, there's a problem"
It's real; it's no phony-um"

"The disaster?" Zanz said
"It's something I've grown-ium
I assure you; we're safe
The storm is my own-ium"

"You have no need to worry
It will leave you alone-ium
This spell kills all evil
That others condone-ium"

"It will cleanse the land
As I've clearly shown-ium
This spell is perfection
It's called Pandemonium"

Spoiler for Submission #5:
Deja Vu skipped across the sand, thinking of something to say.
 
“Couldn't we have put this meeting off until tomorrow?” complained Procrastination.
 
Pharaoh, the leader, replied, “Be quiet.”
 
Anubis, the wisest of all cards, spoke gravely. “I think the problem is we lack a true fighting force. We are meant to defend and protect, not attack.”
 
In the corner, the Devonian Dragon bellowed.
 
“Dev, you went extinct 400 million years ago. Nobody uses you anymore – what’s the point of sending you out, only to get swamped by Graboids and Frogs?” mocked Reverse Time.
 
Dune Scorpion chipped in. “You’re no better, always getting stuck in the past. How long before Zanz gives us a new card, anyway?”
 
“Forever,” mused Eternity.
 
“We should stop guessing,” broke in Pharaoh. “Why don’t we ask Precognition?”
 
It wasn’t far to Precognition’s isolated cave. She was an odd character, but also the only time card who could deal with the future.
 
“Youa area askingm mew whethert theg greatz Zanzarinoh hasa anym morec cardsi ins storef foru us?” questioned Precognition. Due to her ability, she could not help foretelling the words she was about to say. Her best friend, the Golden Nymph, was the only one who could understand her.
 
“Is see…” she began, “Is seea ac creaturet thati isb bothn newa ando old. Itw willl leado oure elementt toa an newb beginning.”
 
“Thank you, Precognition,” said Pharaoh respectfully. He turned and left, the rest of the cards following him.
 
The days passed more quickly than usual, because the entire village kept bugging Sundial and Golden Hourglass about it. Only Fate Egg left them alone – as he was fond of saying, if something’s going to happen, it will happen, no matter what.
 
One day a sandstorm blew into the village. Such storms were common, but this one felt different. The sand seemed to swirl, not randomly as usual, but with some unknown purpose.
 
“What was that?” Pharaoh asked abruptly.
 
“Was what?…” buzzed a Scarab.
 
But now it was unmistakable. A deep bass note, separate from the sound of the wind, was resonating, as if from the center of the earth.

A form was slowly materializing out of the sand.
 
“I HAVE WAITED… SO LONG…” said the creature in a deep whisper.
 
“Who are you?” asked Pharaoh.
 
“I AM A GHOST… FROM THE PAST… A GHOST OF THE PAST…”
 
For a moment, the cards were terrified, until they remembered Precognition’s words.
 
“Do you want to join our element?” boldly inquired Dune Scorpion.
 
“YES… I WAS ABANDONED… LONG AGO… BY A CRUEL MASTER… IN COMPENSATION I AM GIVEN THE ABILITY TO HAUNT HIM FOREVER… NOBODY WILL EVER FORGET ME AGAIN…”
 
“Can you fight?” asked Pharaoh.
 
“YOU BET!...”
 
The Devonian Dragon roared, and suddenly the cards transformed, keeping their age, but simultaneously becoming newer. They looked around in surprise, newly upgraded, as the Ghost of the Past came to join them.
 
Deja Vu skipped across the sand, thinking of something to say.

Spoiler for Submission #6:
Long ago, in the ancient world of Elements, spells were still being discovered. In the Gravity Basin, they were barely being used. Gravity creatures mistrusted anything that couldn't be readily explained, and Spells were on of these. However, in a deep crater, were a meteor had recently landed, a gang of Graviton Mercenaries were playing around with Gravity Pull. They would yell “Gravity Force!”, and have fun floating towards each other, lest they crash into the orange rock.
Then one of them suggested they all use it at once on one particular Mercenary. Suddenly, a herd of migrating Micro Abominations that were passing by all flew to this Mercenary, and started ravaging him. Before the other Mercenaries could react, the Abominations had destroyed their friend. This helped them realise that Gravity Pull can cause enemies to attack the target; something they knew could be very useful in duels. However, as the previous escapade had shown, it was not practical to use it on themselves, or any other creature they knew of. They were simply too weak.
The lead Mercenary knew of one who could help. An ancient Basalt Dragon known as the Keeper of Terra. The trek was perilous; the Mercenaries were not used to a world not as ordered as their own.
The mercenaries explained their plight to the dragon. In exchange for the knowledge of their new spell, the Keeper of Terra fashioned a massive armour suit of hardened stone.
The Mercenaries quickly put the amour on, and were not disappointed. Though it made it harder to move, they grew so large even a Crimson Dragon could not kill them with one blow. However, it soon became apparent that this was no ordinary suit of armour. The Keeper of Terra had imbued it to forever alter those brave enough to don it.
The other Mercenaries were confused, though the lead Mercenary, familiar with the Keeper of Terra's ways, knew what had happened. So he cried to the others;
 
“WE ARE ARMAGIOS! AND WE ARE PROUD!”


Spoiler for Submissions:
Spoiler for Submission #1:
Saving Private Ryan

Some of you reading this, may have never seen this movie, but before you gravitate to those movies that you have, pleases read my reasons for this movie being among the greatest of all-time.
(A brief summary for those who haven't seen the movie)
This is an epic war film set during the invasion of Normandy in World War II. 3 out of 4 brothers have been killed, prompting the mission to save the remaining son and return him to his mother. A small task force is sent into the middle of the battlefield and faced with the hardships of War.
Saving Private Ryan, unlike most War movies, does not glorify the act of War. It is, instead, a real depiction of the violence and death that surrounded many of the battlefields of World War II. There are no 'heroes', no supersoldiers, just normal people trying to stay alive deep in the trenches of combat.

The first 27 minutes of the movie are dedicated just to the Omaha Beach assault. During this opening sequence, the viewer will experience the intensity of War as if it was right in their living room. This scene has won many awards and gained acclaim for the realism depicted, including being ranked number one on TV Guide's list of the "50 Greatest Movie Moments".

The film follows with the story of a small group of soldiers working their way through the War-torn areas in search of one man, Private Ryan. Along the way, they lose many of their comrades, but must continue on. The film delves into many of the dilemmas ones face in the heat of battle. Should an enemy be let go, when he pleads for his life? Should a dangerous situation be avoided, knowing that doing so will put others at risk? There many other situations presented that a person living a 'normal' life would never have to face.

The film runs for nearly 3 hours, but during this time the story never stalls, never grows stale. The viewer will be on the edge of his seat, not knowing what dangers lie around the next corner.

If you've seen the movie, you'll understand why I chose it as the Best Movie of All-Time. If you haven't, I recommend you take the time to watch it, you will NOT be disappointed.

Spoiler for Submission #2:
Rocky
     Arguably, the best movie of all time is Rocky. Despite being released in 1976, 36 years ago, it continues to be one of the best-regarded films in existance today. It is a testiment to the greatness of the movie is that it requires no synopsis. For those few who are unfamiliar, the movie centers around Rocky Balboa, a small time club boxer who gets the unexpected chance at the world heavyweight title. After the opponent of the reigning champion, Appolo Creed, is unexpectedly injured, Creed comes up with the publicity move of giving a local fighter a chance at the title, choosing Rocky due to his now-famous nickname, "The Italian Stallion."
     Rocky's and Creed's preparation styles differ in nearly every possible way. Rocky trains with an ex-fighter, Mickey, who utilizes old-fashioned training methods, and practices in a meat freezer where his friend Paulie works. In contrast, Creed does little preparation, expecting the fight to be little more than an exhibition. The little preparation he does is with modern methods, paying little attention to the fact that Rocky is a "southpaw," or left-handed. In the first round of the fight, Rocky knocks down Creed for the first time in Creed's career, causing major embarrassment. Creed's superior skill is matched with Rocky's steel determination and ability to take hits, and the fight goes to a judges decision, or as Rocky put it, "going the distance." The film ends with Rocky confessing his love to Adrian, Paulie's sister.
     As with most great movies, the film inspired a number of sequels. Rocky II follows the aftermath of the fight, during which many people claim that Rocky was unfairly discriminated against during the judges' decision. Despite Rocky's retirement, Creed is unable to take the popular sentiment, and demands a rematch from Rocky in order to prove his claim that the match was a fluke. Creed's demand gradually becomes nasty, and Rocky eventually agrees to fight. Lacking motivation, and having broken his promise to his now-wife Adrian to not fight again, it appears that the match will be extremely one-sided. However, after Adrian slips into a coma as a side effect of labor, Rocky redoubles his efforts to win. This culminates when Adrian awakens from her coma, and utters the simple yet famous line "win."
     In an age where films are made on many millions of dollars and many months, it is remarkable to note that the filming of Rocky cost less than one million dollars, and took only 28 days. The film also inspired many great catchphrases, such as Adrian's "win" and Creed's "ain't gonna be no rematch." The soundtrack, "Gonna fly now," is one of the most distinctive and inspiring tunes around today. Rocky nearly perfected the rags-to-riches genre, and led the way for a number of underdog-esque movies.

Spoiler for Submission #3:
What is the greatest movie if all time? The matrix series definitely is a contender, and out of the matrix trilogy , reloaded (the second one) is the best of all three.

Although matrix reloaded is an action movie at heart, like all of the matrix movies, it really is much more than just an action movie. It explores various philosophical questions such as: "What makes something alive?", "Are we dependent on machines or are they dependent on us?",  and "Would Neo have still broken the vase if the oracle hadn't told him not to worry about it?" All these are wrapped up along with a love story, a war, and some simply amazing action sequences. Yet all of this fits well and the movie doesn't become stretched or drawn out. They really pack a lot into the movie, but somehow it all fits nicely into a package that's a little over 2 hours.

The second great part about Reloaded is the special effects. There are many examples to draw from here, but my favorites are Neo stopping the bullets and the two ghost men. Even watching the movie today the special effects are still spectacular, nine years after it was made. There are few movies today that have better looking special effects than reloaded.

The final thing that makes reloaded so great is the actors. Everyone seems perfectly chosen for his or her role, from the council to Neo to Mr. Smith. The acting is flawless as far as I can tell. Even the extras are great, they get so completely into their parts to where you hardly notice them.

When taken together, these points show Reloaded's main claims to fame. Reloaded isn't just a good or great movie, its the greatest movie of all time, or at least to date.

Spoiler for Submission #4:
Serenity is unambiguously the best movie of all time.  An action-packed film, it follows the exploits of a close-knit crew on the Firefly-class starship Serenity and their attempts to escape from the Operative, a highly-trained assassin while learning the truth about a conspiracy that goes up to the highest ranks of the Alliance (a multi-world supergovernment). It’s not just the excitement of spaceship chases, or the way writer/director Whedon manages to evoke sharp emotions from loss to triumph to disgust.  That's not enough to turn a great movie into the best movie of all time.  It’s the way the characters are all so fleshed out and wonderfully human.   The villain in Serenity isn’t evil out of a desire to rule the world or destroy it.  He knows that what he does is horrible, but he has been taught that is a necessary evil to achieve a perfect world.  The crew of Serenity acts like a family - they have their disagreements but in the end they all come through for one another.  The spaceship isn’t an endless expanse of corridors and supply rooms, but a realistically small and compact starship.  The actors all manage to play their parts perfectly, from Nathan Fillion giving a speech as Captain Malcolm Reynolds aiming to misbehave to Summer Glau playing a psychotic who knocks out a room full of people.  Throughout the movie, the music is serious and thrilling, matching the pace of the movie as the crew runs from planet to planet.  By using such a combination of top-notch actors, a director with a vision, and a script that makes the characters seem real and complex, Serenity drives home its message of freedom and the essence of humanity to all who watch it.  Watching Serenity doesn’t feel like watching a movie with pre-constructed characters - it feels like watching real people act under difficult situations.

Spoiler for Submission #5:
How do you know if the government, or even the world has been truthful to you... what if you have been deceived from the very beginning? In Men in Black, Agents K and J are members of an intergalactic organization that protect you from the knowledge that there are others out there. However, these agents could hardly be considered as being visible parts of everyday society. To become an agent, a "Man in Black", you are required to leave your life behind; you must give up everything you know, even having your fingerprints removed and your name being reduced to a single letter. The Men in Black are out there, they watch and protect silently, anonymously. Have you seen an alien? Probably. Will you ever remember it? Doubtful.

Men in Black is a Science Fiction Comedy released in 1997 starring Tommy Lee Jones (Agent K) and Will Smith (Agent J) as they fight to keep all aliens' presence unknown. Men in Black should be considered one of the greatest modern movies because it is able to combine Science Fiction and Comedy without the movie seeming too over-the-top sciencey while not seeming too idiotic due to the humor. In the paragraphs below, one shall be able to easily see why Men in Black is one of the greatest movies.

When watching a movie, one observes vast similarities between many of the same genre, but not so with Men in Black. From aliens disguised as humans to finding out UFOs are part of a prominent sculpture, the movie's plot will keep you guessing until the very end. Because of the ability to be disguised as humans, the producers of Men in Black gave themselves an outlet to make any "bad guys" appear anywhere disguised as anyone. Due to this, it isn't as simple as looking for the funny looking alien-guy, as it could be anyone from a passerby to a store clerk, one cannot tell. Had this not been the case, the plot of Men in Black may have been not as complex and much easier to detect in the end.

Another reason that Men in Black could be considered the greatest is the choice of main actors. Agents K and J are polar opposites. Agent K is cold and calculated, seemingly not doing anything until he is positive of the outcome, while Agent J is nubile, rushing into situations before knowing what he's getting himself into. The actors who play these men are just the same: Tommy Lee Jones (Agent K) is a soft-spoken, stern man, saying exactly what he means and meaning exactly what he says. Will Smith (Agent J), on the other hand, can be loud and obnoxious, sometimes seeming like he speaks before he thinks of what is he saying. Without these characters and actors, Men in Black would not be considered one of the best movies that it is today.

Spoiler for Submission #6:
SuckerPunch

Even though it did not have a large audience, I think SuckerPunch is one of the best movie ever made. At a first glimpse, you may see nice girls hitting soldiers; however, as I said, this is only a short-sighted glimpse. If you focus your eyes on the girls and let the story slip to the end of the movie, you miss the whole meaning of the film and may think the final as rather useless. Simple question: why would you go to the cinema and see a film? If you want a story that leaves you a message, something to carry in your mind, then SuckerPunch is what you're looking for; the main theme is how your mind can make you deal with reality, soothing sufferings making you able to be part of another world, when the real one is so bad everyone would think to escape in any possible way. Babydoll tries to escape, even accepting lobotomy at last, as a last stand to go away, like what Marcus Porcius Cato Uticensis did: suiciding himself instead that surrendering to Caesar. This is important because I think everyone should be granted his freedom, and no one should be able to costrict it. Babydoll's will for freedom is so powerful that she could use it to face sexual abuse, and eventually, seen that she couldn't escape, let Sweet Pea do it. All in all, the film has left me the message that, with a proper mind, you can face every situation, no matter how difficult, no matter how bad, and find a way to overcome it and gain your freedom; this is a very positive message, even if babydoll's way for freedom is very sad...But this unbreakeable will for freedom makes me feel SuckerPunch as the best film ever made.
« Last Edit: August 23, 2012, 08:40:41 pm by UTAlan »

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Re: Brawl #1 - Round 1 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=43004.msg535991#msg535991
« Reply #1 on: August 23, 2012, 08:30:13 pm »

Spoiler for Submissions 1-3:
Spoiler for Submission #1:
The Path to Victory: A Tournament Primer

Weekly Tournaments are a staple of Elements Community's selection of PvP Events, and they offer players a chance to hone their PvP skills in different metagames each week, while also competing for prizes like trophies and reward codes. To ensure a fun and frustration-free experience for all participants, there are a few simple things for players to remember to do.

Before the Tournament

Meet the 30 post minimum.

This rule isn't here to scare people away or make people do unnecessary work before being allowed to play in the tournament. Rather, it exists to encourage players to introduce themselves to the community and get acquainted with how the forum works first, instead of just diving into a tournament and not knowing how to do basic things like posting in a thread or editing posts.

If people continually ask questions that are not tournament-specific ("How do I make a post?" "Where am I supposed to post?" "Why can't I pick a forum avatar?" "Can someone link me to such-and-such thread?" etc.) while the tournament is in progress, it disrupts the flow of the tournament. This means that the Tournament Organizers will have less time to do things that keep the tournament running smoothly like update brackets, resolve player disputes, or answer questions that are relevant to the tournament itself.

Make quality posts to get to the 30 post minimum.

At first, making 30 posts seems like a lot, but it really isn't. Trying to pad your post count with low-quality posts and spam won't help you get into the tournament. In fact, it will likely force you to sit out of the tournament for that week -- even if you have already 'reached' 30 posts before the appropriate forum moderators delete the spam and low-quality posts -- as the Tournament Organizers will check for spam and low-quality posts in your post history.

What defines a post as being spam or of low quality? Making a whole bunch of very short posts over a very short period of time usually fits the description. For the most part, one-sentence posts are low quality. Saying "I like it," "good card," and other similar phrases (essentially giving an opinion without supporting the argument with reasoning) are low-quality posts. Posting the same message in multiple threads in the Introduce Yourself subforum like an automated message robot is spamming.

How do we make good-quality posts? It's quite simple, really. Make sure that opinions and statements are supported with reasoning and facts. Make your posts easy to understand by using proper spelling and grammar (that means proper use of capitalization, punctuation, and no chatspeak). This is a forum, and not an instant messaging chatroom. You have all the time in the world to make your posts, so use that to your advantage and make it easier for people to read what you're trying to say.

Read the tournament rules.

There are two threads of tournament rules; both threads are mandatory reading for all participants. First, there is the main tournament rules thread with a basic outline of rules that are in effect for every single tournament. There are also individual tournament threads for each week that detail any special rules for that particular week's tournament. In the individual tournament threads, there is a list of Frequently Asked Questions which contains answers to many of the questions players may have about the rules. Carefully reading both threads will ensure that everyone knows what's going on during the tournament itself and help the tournament run smoothly.

Ask any questions you may have in the week's tournament thread before the tournament begins.

The tournament rules threads and FAQ for each week generally do a good job of answering most questions that inevitably come up, but if you have any other questions and concerns about the tournament for that week, don't hesitate to post it in the thread. Chances are, if one person is really confused about a particular part of the tournament rules, there are others in the same situation. Don't hesitate to ask, as the Tournament Organizers are there to help clear up any confusion about the rules.

Build your decks.

If the tournament is not a speedbuilding or preset deck tournament, make sure that you have a few decks ready before the tournament starts. Building decks when the tournament is happening and another player is waiting to play against you can potentially disrupt the flow of the tournament. Ensure that your decks are legal according to the week's special tournament rules, as playing illegal decks counts as an auto-forfeit.

Do not discuss the tournament metagame in public forums or chat until after the tournament is complete.

Creative deckbuilding is a big part of tournaments. Please make sure that everyone has a chance to enjoy the deckbuilding process.

During the Tournament

Do not harass the Tournament Organizers.

Yes, the Tournament Organizers know that you are excited to play in the tournament. Give them some time to do the general tournament setup things like making brackets. Repeatedly asking "where are the brackets?" will not get them released any faster.

Use private messages to communicate with your opponents.

Using the PM system to communicate with your opponents will prevent the tournament chat from being clogged up with posts that are not directly relevant to other players. Learn how to do that here.

Know what to do in case of desynchs or disconnects.

Take a screenshot of the game when the desynch symbol or disconnect message appears. Then, decide with your opponent whether the two of you should replay with the same decks, or play against the AI. The former is usually easier if the game hasn't progressed too far along. If playing against the AI, if both of you win or both of you lose, replay with the same decks. If one player wins against the AI and the other player loses against the AI, then the player who won against the AI wins the game. Be sure to take screenshots of the moment of desynch/disconnect, and a play-against-the-AI win screen, and be prepared to upload them to image sharing sites like imgur.com to present as evidence to the Tournament Organizers in case of disputes.

Know that leaving the game by any means is an automatic game loss.

Accidentally going to another page, closing the game window, power failures, batteries running out, elephants crushing your computer, or other crazy things could potentially happen during your games. All those situations still mean that whoever exited the game receives a game loss.

In case of disputes with other players, provide evidence and present it to the Tournament Organizers.

For situations like playing banned cards or having an illegal deck, take a screenshot of the banned cards being played directly from the hand. Some rulesets may allow banned cards to be spawned from the allowed cards, while others may not. Be prepared to send these screenshots to the Tournament Organizers as evidence when they are trying to settle the dispute with all parties involved.

5th/6th place matches begin after all Top 8 matches have finished.

For anyone who loses their Top 8 (Quarterfinals) matches, there is a mini-tournament to determine the winners of the 5th and 6th place prizes. Players eligible for the mini-tournament who leave the Tournament Room before the mini-tournament brackets have been finalized are considered to have forfeited their chance at winning those prizes.

Spoiler for Submission #2:
TStar: Breaking Down the Legend
- The Real Story of an Average Player -

Whether you are a brand new player who just got their 30 posts 10 minutes ago and want to enter your first tournament, a tourney regular that can never seem to make the jump to finals, or a multiple tourney winner that just wants a little extra polish, I think there is something to be learned from this interview. I hope reading this interview is as enlightening to you as conducting it was fun for me.

TStar: I have a chat request!
Interviewer: Really? Who would do such a thing?

Q:  Is there anything you think is essential for tourney prep in general - before reading the specific rules for the week?
TStar: Well that's alot, and very different answers depending on circumstances. For new players I'd say the most important thing is to focus on building up a card collection. For people who aren't new I'd say practicing deck building is the key

Q: Why should new player focus on building up a card collection?
TStar: Well assuming things haven't changed at all, I'd say at least half to 3/4 of tournaments are based around card bans. Having an extensive card collection allows you more options to build decks under whatever the rules are.  If you don't have many options, you run the risk of having one or more of your main card types banned

Q: But what about grinding during the week?
TStar: For the very new players grinding electrum to build a card vault is the key to any sort of sustainable tournament success.  I would suggest Arena at the Silver level, focus on building one deck that can have decent success there and use it to farm for electrum and the occasional rare card

Q: Why deck building for the more seasoned player, as opposed to say knowing what decks to build?
TStar: It's impossible to know what decks to build until the weekly rules are released, so trying to plan specific decks for a tournament before that is an impossible chore. Deck building however is a universal skill that can be applied once the rules are released to prepare strong decks. Generally, practicing deckbuilding without using the most popular cards is the best practice.

Q: Care to give an example?
TStar: Relying on Immolation, Nova, Discord, Earthquake, Black Hole.....those are a few examples of commonly banned cards. Often the cards which tend to be the most powerful in the War setting will be the most powerful in many tournament settings and will be banned. But deckbuilding without those strong cards also has a very nice ancillary benefit to tournaments

Q: Ancillary benefits such as?
TStar: It helps familiarize yourself with different cards you may not normally use and learn some of the real hidden strengths and combos. A mutation deck won't win you many PvP1 or League matches but it may be extremely powerful in a tournament for example. Being familiar with how to play an unfamiliar deck correctly will often mean the difference between a win or a loss. I can't tell you how many tourney games I've won simply because my opponent didn't play their deck correctly and let me steal a win.

Q: And how do you test to see if your deck is any good?
TStar: As far as testing decks, that generally is something you worry about after the rules are released. The purpose of deckbuilding practice isn't to build power decks that win in all situations, but rather just to help polish up skills like balancing quanta properly, understanding strengths and weaknesses of cards and combos, see how reliable or unreliable a deck concept is....stuff like that

Q: Okay - then once the tourney rules are released how do you determine what decks are worth investing time to build, test and ultimately play in the tourney?
TStar: Well much of that comes with experience. I can look at a ban list and intuitively recognize the strongest cards and decks quickly at this point, but it took me a long time to get there. Personally, I suggest trying everything. When I first started I built every deck I could think of for a tournament and tested them all in the Trainer against each other.  This helped me identify which decks were the best, and also gave me practice with them all so I had a good feel for them.

Q: How long did that take each week?
TStar: That depends on how much of a commitment you want to make. I used to put in at least 5-6 hours each week minimum on tournament prep. But I'd build around 15-30 decks and test each one against every other one 10 times each. So by the time the tournament came around I'd have played each of the decks at least 140 times. Probably a big reason I still don't have a very big vault of upgraded cards, I spent all my time deck testing instead of farming lol

Q: Anything else you did while preparing for the tourney?
TStar: Oh yes, I'd discuss thoughts and ideas with my friends. I never went into a tournament without that. We'd never exchange deck codes but we'd always talk about general ideas and try to predict the meta.

Q: How large a circle were you talking with?
TStar: Not very large at all. Usually I'd be happy to talk to just 1 other person each week. I think all told there were about 5 people throughout my time in Elements. I found them all to be very creative and challenging opponents so it was natural that I'd seek them out to discuss tournament thoughts and ideas.

Q: So once the tourney started how did you know what decks to play?
TStar: Well, there's no guide for that.

Q: Did you go by gut feeling? Coin toss?
TStar: Jedi mind tricks. Personally I would play the person more than the decks.

Q: What do you mean "play the person"?
TStar: I'm not an especially great duelist like a Zera or Dogg, nor am I a very strong deckbuilder like a RootRanger or majofa. My best skill, if you call it one, was in being able to understand my opponent and the meta and predict what he/she would play against me. I just tried to understand the personality, skill level, and tendencies of each player and then choose my decks accordingly to maximize the likelihood of countering and winning. It's hard to explain it well because no two tournaments evolve the same.

Q: Can you explain "your" process in doing that, as best you can?
TStar: Haha you just want all my secrets now do you?

Q: Lol. Always
TStar: Well it's something developed through research and intuition. I was a very active participant in the Beginner's League and many of my opponents in tournaments would be opponents there as well. I'd keep track of what decks people used against me, when they used them, and how often they used them. That helped me learn player tendencies in both playstyle, deck type, and deck choice. I'd also randomly spectate BL and CL matches for the same reason.  Then there is just intuition from chatting with people. You can learn alot about a person by talking to them. Are they generally aggressive or passive? Are they confident or suffer from low self-esteem? Are they bold or cautious? Stuff like that tends to shine brightest in pressure situations. People will fall back into the role they are the most comfortable with. So if it's the finals tied up 1-1 and my opponent tends to be a cautious person with low self-esteem, chances are they will play a deck they feel is the safest choice to win instead of taking a risk on something else.

Q: I've heard you talk in the past about using game one to set someone up for games 2 and 3. What did you mean by that?
TStar: That's something you do once you really understand your opponent. You play a deck in Game 1 that fits into their style and mentality. For example: Game 1 against let's say Player X, I'll play mono air, because I know 100% that he won't use his grabbows in Game 2. He'll never play a deck that is countered by a deck I just used.  I'd say 99% of players are like that. Player X loves his grabbows. So Game 1 Wings deck ruins that and then Game 2 I know he'll play something to counter Wings, which means I just play a stallbreaker and if I lose? Well under pressure he always goes back to his strongest deck; a grabbow. That's what I mean about playing the player; and setting someone up.

Q: How do you know when you really understand them?
TStar: When you find that you guess correctly what type of deck they are about to play 80% of the time or so. Don't need to know the exact deck, just deck type, ie rush, stall, control, stallbreaker, etc. Once you can guess what they are about to play in a situation fairly accurately you know you have them

Q: So once you actually get into the games - what are the most common play mistakes you see?
TStar: Oh man, the most common is not being able to identify your opponents decks quickly. If you can't figure out what they are playing, you will make critical mistakes. There are lots though, don't play a Shield that will block your creatures against a Steal deck for example.

Q: Care to give us a list of the top offenders?
TStar: Probably the most common is the not identifying decks, another is not baiting your opponent, another is overusing your quanta so that you can't use a key card when you need it.

Q: What do you mean "baiting your opponent"?
TStar: If you know what type of deck you are against, you can guess what cards are in it.  Let's say you are facing an entropy/aether duo that uses Maxwell's and Lightning If you just toss out your Mind Flayer ASAP chances are the lightning will kill it and you are screwed. But if you say throw out that Forest Spirit first, you can bait out the Lightning so that the next turn your Mind Flayer will be safe to play and lobo all his Maxwell's, the same is true for Steal. Sometimes you want to present a tempting target for them to Steal for that the real card you want to protect will be playable the next turn, deflag too. Any situation really, showing a PU deck a really sexy Shrieker to spam PU is a brilliant move if you are holding onto a Wings or two in your hand. Those are all examples of what I'd consider baiting. The best players tend to be the best at baiting, and conversely the best at recognizing when someone is trying to bait them.

Q: Any other examples of play mistakes?
TStar: Probably playing too fast. Like people playing a card the instant they can. Sometimes it's better to take a few turns of damage before playing something. Give the other guy time to spring any traps or tricks he/she is hiding before you show your cards. Off the top of my head that's the main mistakes I can think of, but it's been awhile since I did any PvP

Q: Is there anything else I should have asked but didn't?
TStar: Yeah, my forum name so they can send me the reward codes.

Q: Lol - if there's nothing else thanks for your time - it's appreciated
TStar: Anytime

Spoiler for Submission #3:
HOW TO SUCCEED IN THE CARD IDEAS & ART SECTION

One of the greatest features in the forums is the ability to design and post your own cards and see them gaining the praise and attention of the community and, if you are lucky enough, even Zanzarino himself may add your idea into ETG if he thinks it is an awesome idea!  However, what if you're interested in card designing but you find the section complex or you just don't know from where to begin? Furthermore, are you're proficient with the Card Ideas & Art Section but you still wish to learn a few more tricks about game designing? In the first case, this tutorial serves as a guide into the Card Ideas & Art. In the second case, there is a collection of hints for better and more successful card designing at the end of this tutorial.


*Hint 1: Learn about all the directories of Card Ideas & Art Section.
 
In order to succeed as a Card Designer, you must first of all be familiar with the Card Ideas & Art Section. Below, every section and subsection is explained in detail within the 'spoilers' as well as how to use each section for your advantage. Here we go...


CARD IDEAS & ART sections:



1} Design Theory (http://elementscommunity.org/forum/index.php/board,136.0.html)

Spoiler for Design Theory:
This area is for card ideas which have not been designed yet. There are posted more than 270 topics here, where discussions from simple active/passsive abilities to whole card series are made, so it is unlikely to view them all. However, taking a glance to all the titles of the various topics you may find inspiration and may have a closer look upon interesting stuff.
   
a] Pre-Smithy Ideas (http://elementscommunity.org/forum/index.php/board,442.0.html)

Spoiler for Pre-Smithy Ideas:

The pre-smithy idea is the section which includes card ideas at their most primal state. If you have doubts about the balancing or the element the idea of yours must have, then this is the right place to start a topic about it. Here are posted more than 250 topics discussing various pre-smithy cards, so taking a look in all of them is almost impossible. However, by viewing the titles of each topic, even without reading it, you can get an idea about what ideas have already been posted and some titles may inspire your imagination to create a brand new idea.

  a) Read Me First (http://elementscommunity.org/forum/index.php/topic,26252.0.html)
In the Read Me First topic it is made clear what the purpose of Pre-Smithy section is. You are strongly recommended to always take a look into a "read me first" topic, since the info included there is vital.


b] Steal My Idea! (http://elementscommunity.org/forum/index.php/topic,7205.0.html)

Spoiler for Steal My Idea!:
This section includes ideas ready to be implemented into cards, however their maker does not possess the time and skills needed for such a feat, so he/she post the idea in order to be 'stolen' and forged into a card by another member of the community. This place is great for idea-hunting and, since here you don't need to give credits to the original source, you can claim the idea as yours (I'm evil and I like it!).

c] Ask The Idea Guru (http://elementscommunity.org/forum/index.php/topic,32272.0.html)

Spoiler for Ask The Idea Guru:
A great way to test if your idea is overall a good one is by asking the Idea Guru about it. The current Idea Guru is OldTrees and, believe me, having discussions with him about cards ideas and balancing issues will make you smarter and wiser for sure. Exploit the Idea Guru to earn knowledge, then exploit the knowledge earned to improve your ideas. Simple, isn't it?

d] The Scrapyard (http://elementscommunity.org/forum/index.php/topic,24796.0.html)

Spoiler for The Scrapyard:
A quite underestimated yet powerful area is the Scrapyard. What if your idea failed to become famous in the community? Why one of your favourite home-made card doesn't pass beyond The Crucible? These questions can be answered here by other community members. Learning from your mistakes is a strength, not a weakness, so exploit this area to your advantage.

e] READ THIS BEFORE POSTING ON THIS SECTION! (http://elementscommunity.org/forum/index.php/topic,5890.0.html)

Spoiler for READ THIS BEFORE POSTING ON THIS SECTION!:
This section makes clear what card ideas belong into the Design Theory section and which ones don't. Once again, you are strongly recommended to take a look into this topic, since the info included here is important.




2} Card Art (http://elementscommunity.org/forum/index.php/board,22.0.html)

Spoiler for Card Art:
An art that fits well with your card theme is a must-have for a competitive card designer. These topics will allow you to find the kind of art you need, or even earning advice of how to improve your own art. There are currently more than 290 topics with available art or art requesting here, so once again it is impossible to read them all and try to find what you want by looking to the titles.

a] Art Class (http://elementscommunity.org/forum/index.php/board,365.0.html)

Spoiler for Art Class:

If you want a job to be done right, do it yourself! That's the philosphy behind vrt's Art Lessons; instead of relying to other people's artwork, you can improve your own skills instead. After all, knowing how to draw can't hurt you at all.

  a) Art Class - Rules and Explanation (http://elementscommunity.org/forum/index.php/topic,16970.0.html)
If you like to join the art, read the rules first; rules are as important as always.


b] Free Art For Card Ideas (http://elementscommunity.org/forum/index.php/topic,34339.0.html)

Spoiler for Free Art For Card Ideas:
Even if you don't think your artistic skills are great you still need artwork for your cards. This place is very good to find free high-quality pics to use or modify.

c] Request Card Art Here! (http://elementscommunity.org/forum/index.php/topic,12664.0.html)

Spoiler for Request Card Art Here!:
What if Free Art For Card Ideas has not any picture fitting with your idea? Fortunately, this topic allows you to ask for a specific picture to be drawn for you with just a single post. Practical, isn't it?




3} Exhibition Hall (http://elementscommunity.org/forum/index.php/board,387.0.html)

Spoiler for Exhibition Hall:
Ah, the Exhibition Hall! There is no better place to show-off your card-designing success or to spy at your greatest rivals, he he he!

a] Series (http://elementscommunity.org/forum/index.php/board,143.0.html)

Spoiler for Series:
Series is a set of 6 cards or more with a common theme. If you have created a series, then there is no better place to post it.

  a) Read This First (http://elementscommunity.org/forum/index.php/topic,7460.0.html)

However, do not forget to read the rules in order to make sure that your collection of cards is indeed a series and to post it in the proper format.


b] Portofolio (http://elementscommunity.org/forum/index.php/board,394.0.html)

Spoiler for Portofolio:

Here are where the greatest card designers (or simple card designers who have created more than six cards) post their cards together. You can post your ideas too, if there are more than 6 different cards with different theme, in order to achieve fame, however do not forget to take a look into the work of other card designers for inspiration. Studying well-made, well-balanced cards is one of the best ways to increase your card desinging skills and portofolios can offer that pretty well.

  a) Read This First (http://elementscommunity.org/forum/index.php/topic,24750.0.html)

Once more, read the rules to make sure you indeed know what to post and how to post it.


c] Card Designer Rankings (http://elementscommunity.org/forum/index.php/topic,24056.0.html)

Spoiler for Card Designer Rankings:
Yes! The 'Hall of Fame' of the designers! Glory awaits you here if you become an expert card designer. Furthermore, this place shows those who are more successful than the rest in card designing, so their ideas do worth of spying them more than the rest for inspiration.




4} Idea Factory (http://elementscommunity.org/forum/index.php/board,386.0.html)

Spoiler for Idea Factory:

I don't want to disapoint you, but if you read this tutorial this place is probably not available to you in terms of posting, not yet at least. Here, only the experienced and most successful of the card designers can post. However, you can still read their discussions and take a closer look into the way an expert card designer thinks. The more you study, the more you learn and this place is ideal for studying!

a] READ THIS FIRST (http://elementscommunity.org/forum/index.php/topic,25091.0.html)

By reading this you will understand you need to be at least a Jr.Member with a portofolio created in order to post at Idea Factory.




5} Level 0 - Smithy (http://elementscommunity.org/forum/index.php/board,6.0.html)

Spoiler for Level 0 - Smithy:

A question many newcomes have is 'where is Level 0 - Smithy section?', because there is not any link that writes 'Level 0 - Smithy' or something, despite the fact 'Level 1 - Crucible', 'Level 2 - Forge', 'Level 3 - Armory' and 'Level 4 - Reliquary' exist. This is because Level 0 - Smithy is right in front of you! By selecting the 'Card Ideas & Art' link you're transferred into 'Level 0' section, despite the lack of any fancy 'Level 0' icons. You should better learn by heart the Smithy level, since it is the most used and vital level of the whole Card Ideas & Art section. It is also has more started topics than any other area in the forum; topics here are more than 4000, so don't try to view them all, it will be impossible even to have a look just to every title! Don't worry about that, however, since most ideas here are actually of pre-smithy level; only those posted in the 'Link Crucible Candidates Here!' section are complete.

a] Link Crucible Candidates Here! (http://elementscommunity.org/forum/index.php/topic,16154.0.html)

Spoiler for Link Crucible Candidates Here!:
If you have created and polished your card idea completely, it is time to put it against other card ideas to see which one is the best, he he he! In order to gain access in the Crucible section for you card, you must post it here with the appropriate format (I suggest not to post more than 2 ideas per week, since only two of your ideas will be reviewed from the Card Curators each week).
 

b] Weekly Poll Winners (http://elementscommunity.org/forum/index.php/topic,33758.0.html)

Spoiler for Weekly Poll Winners:
Weekly Poll Winners shows which card ideas go from Crucible to Forge and from Forge to Armory as well as which ideas failed to gain enough votes from the community and they are moved to the Crucible or Forge Archives.

c] READ THIS BEFORE POSTING YOUR CARD IDEA! (http://elementscommunity.org/forum/index.php/topic,5039.0.html)

Spoiler for READ THIS BEFORE POSTING YOUR IDEA!:
This is a very vital topic, which explains in detail how to post your card idea with the right format. Making mistakes with the card idea format will result in not allowing your card entering into the Crucible section, despite posting your request in the 'Link Crucible Candidates section', untill you correct any mistakes. Keep in mind that, since Card Curators review each card idea once per week, you lose a week by making mistakes in format which is a shame.
The board made by the format looks like the following:
Spoiler for Hidden:
Unupped Image
Upped Image
NAME:
Unupped Name
ELEMENT:
Unupped Element (Aether, Air, Darkness, Death, Earth, Entropy, Fire, Gravity, Life, Light, Time, Water or Other)
COST:
Unupped Cost (includes number plus the element's icon)
TYPE:
Unupped Type (Creature, Spell or Permanent)
ATK|HP:
Unupped atk|hp (if the card is not a Creature or a Weapon it is left blank)
TEXT:
The text describing what the card does. (If the card is a Weapon or a Shield it must start its text with 'Weapon:' or 'Shield:' respectively)
NAME:
Upped Name
ELEMENT:
Upped Element (same with the unupped one)
COST:
Upped Cost (includes number plus the element's icon)
TYPE:
Upped Type (Creature, Spell or Permanent)
ATK|HP:
Upped atk|hp (if the card is not a Creature or a Weapon it is left blank)
TEXT:
The text describing what the card does. (If the card is a Weapon or a Shield it must start its text with 'Weapon:' or 'Shield:' respectively)

ART:
The name of the artist (you have to mention the artist, even if you have modified the original image)
IDEA:
Put your name here (you're the card designer of this idea after all)
NOTES:
Here you put notes about how you came with the idea as well as additional info, like the way the card interacts with some of the cards in the game,
if the creature's ability is active or passive etc.
SERIES:
The name of your series (if it doesn't belong to a series, leave it blank)
Furthermore, it is not a shame to ask the community what it thinks about your idea and remake your card accordingly. You have the right to edit your card at any moment and even the greatest card designers have edited their cards more than once.

d] Elements Card Image Builder (http://elementscommunity.org/forum/index.php/topic,34188.0.html)

Spoiler for Elements Card Image Builder:
This is by far the most important friend of yours, that's why I will explain in detail how to use it!

*Open the following link: http://elementscommunity.org/tools/xenocidius/card/

*The following panel will appear:

Spoiler for ImageBuilder:



* Load card image: This lets you browse and upload an image from your PC in order to use it as the card's image
* Here you can select if your card is a creature, permanent or spell.
* Card element selection: Use it to select the element of your card (this inculdes both upped & unupped card versions).
* Click Here To Add A Title: This does exactly what it tells. By clicking it you can edit the text and name your card.
* Here you can select an element's image and add it to the card's text.
* Show artist field: This allows you to write the name of the artist to the image's bottom-left corner.
* Save as PNG: This saves the whole card as a PNG file in your PC.
* Upload to Imgur: This uploads your image to Imgur in order to use its link for your Level 0 - Smithy post.
* Post In Forums: You can instantly post in the forums with this, though personally I suggest to post your idea in the forums manually.
* The "X" is the card's playing cost. By clicking on it you can modify it. The "0|0" are the creature's atk|hp stats respectively. If you select permanent or spell as the card's type, the appropriate icon will appear here instead. Finally, with the "Cost Icon" panel, you can deactivate the element's symbol at the cost; very useful for making Other cost or zero cost cards.




6} Level 1 - Crucible (http://elementscommunity.org/forum/index.php/board,129.0.html)

Spoiler for Level 1 - Crucible:

The Crucible is where picked ideas from 'Link Crucible Candidates Here!' topic are voted and compared with other card ideas to determine which ones will make it to Level 2 - The Forge. Here, the ideas are seperated based on their element, so there are 14 overall subsections; one for each of the 12 core elements, one for the Other element and one of the Pseudo-elements. Because of this, it is a good strategy to create no more than a single card idea per element, because otherwise the votes will be spreaded among your ideas and likely no one will pass to the next stage. In the Crucible are always few ideas, so viewing them all in detail helps you both to gain inspiration and spy your Crucible opponents. Finally, don't forget to use your votes with a clever way (in order to vote for a Crucible card idea, go to the Crucible topic of the idea's element and vote it by clicking the respective box at the top of the page).

a] Crucible Archive (http://elementscommunity.org/forum/index.php/board,187.0.html)

Spoiler for Crucible Archive:
Here are ideas which have taken less votes than the others and are no longer in the voting polls, however they're not away from the Crucible either. Despite the fact they're failed ideas, they still have some studying value, though it will be too difficult to study more than 1050 Crucible Archive topics! Once more, just view their titles to feed your imagination.

b] Crucible - Aether Card Ideas (http://elementscommunity.org/forum/index.php/topic,5513.0.html)

Spoiler for Crucible - Aether Card Ideas:
Here are Crucible level :aether permanents, creatures and spells available for voting.

c] Crucible - Air Card Ideas (http://elementscommunity.org/forum/index.php/topic,5519.0.html)

Spoiler for Crucible - Air Card Ideas:
Here are Crucible level :air permanents, creatures and spells available for voting.

d] Crucible - Darkness Card Ideas (http://elementscommunity.org/forum/index.php/topic,5511.0.html)

Spoiler for Crucible - Darkness Card Ideas:
Here are Crucible level :darkness permanents, creatures and spells available for voting.

e] Crucible - Death Card Ideas (http://elementscommunity.org/forum/index.php/topic,5512.0.html)

Spoiler for Crucible - Death Card Ideas:
Here are Crucible level :death permanents, creatures and spells available for voting.

f] Crucible - Earth Card Ideas (http://elementscommunity.org/forum/index.php/topic,5516.0.html)

Spoiler for Crucible - Earth Card Ideas:
Here are Crucible level :earth permanents, creatures and spells available for voting.

g] Crucible - Entropy Card Ideas (http://elementscommunity.org/forum/index.php/topic,5521.0.html)

Spoiler for Crucible - Entropy Card Ideas:
Here are Crucible level :entropy permanents, creatures and spells available for voting.

h] Crucible - Fire Card Ideas (http://elementscommunity.org/forum/index.php/topic,5520.0.html)

Spoiler for Crucible - Fire Card Ideas:
Here are Crucible level :fire permanents, creatures and spells available for voting.

i] Crucible - Gravity Card Ideas (http://elementscommunity.org/forum/index.php/topic,5515.0.html)

Spoiler for Crucible - Gravity Card Ideas:
Here are Crucible level :gravity permanents, creatures and spells available for voting.

j] Crucible - Life Card Ideas (http://elementscommunity.org/forum/index.php/topic,5024.0.html)

Spoiler for Crucible - Life Card Ideas:
Here are Crucible level :life permanents, creatures and spells available for voting.

k] Crucible - Light Card Ideas (http://elementscommunity.org/forum/index.php/topic,5522.0.html)

Spoiler for Crucible - Light Card Ideas:
Here are Crucible level :light permanents, creatures and spells available for voting.

l] Crucible - Time Card Ideas (http://elementscommunity.org/forum/index.php/topic,5514.0.html)

Spoiler for Crucible - Time Card Ideas:
Here are Crucible level :time permanents, creatures and spells available for voting.

m] Crucible - Water Card Ideas (http://elementscommunity.org/forum/index.php/topic,5518.0.html)

Spoiler for Crucible - Water Card Ideas:
Here are Crucible level :water permanents, creatures and spells available for voting.

n] Crucible - Other Card Ideas (http://elementscommunity.org/forum/index.php/topic,5517.0.html)

Spoiler for Crucible - Other Card Ideas:
Here are Crucible level :rainbow permanents, creatures and spells available for voting.

o] Crucible - Pseudo Element Card Ideas (http://elementscommunity.org/forum/index.php/topic,28351.0.html)

Spoiler for Crucible - Pseudo Element Card Ideas:
Here are Crucible level pseudo-element permanents, creatures and spells available for voting. These ideas are truly unique with strage mechanics
and unique card art which can't be made just with Elements Image Builder.




7} Level 2 - Forge (http://elementscommunity.org/forum/index.php/board,130.0.html)

Spoiler for Level 2 - Forge:
Only the most successful Crucible cards make it up to the Forge, so work hard in order to make your idea one of them. Since a Forge idea is already considered a successful idea, here is an excellent place to study rival ideas for inspiration. Furthermore, here votes are seperated based on card type (creature, permanent, spell). Because of that, it is best to have different card types, otherwise votes will be spreaded among your cards and none of them will pass to the Armory.

a] Forge Archive (http://elementscommunity.org/forum/index.php/board,188.0.html)

Spoiler for Forge Archive:
Like Crucible Archive, here are ideas which have taken less votes than the others and are no longer in the voting polls, however they're still considered of Forge level. Despite the fact they won't reach the Aromry, they ARE successful ideas and have great studying value, though it will be somewhat difficult to study more than 230 Forge Archive topics! If you don't have the time or patience needed, just get inspiration by viewing their titles.


b] Forge - Creatures (http://elementscommunity.org/forum/index.php/topic,6846.0.html)

Spoiler for Forge - Creatures:
Here are Forge level creatures of any element available for voting.

c] Forge - Permanents (http://elementscommunity.org/forum/index.php/topic,6847.0.html)

Spoiler for Forge - Permanents:
Here are Forge level permanents of any element available for voting.

d] Forge - Spells (http://elementscommunity.org/forum/index.php/topic,6848.0.html)

Spoiler for Forge - Spells:
Here are Forge level spells of any element available for voting.




8} Level 3 - Armory (http://elementscommunity.org/forum/index.php/board,128.0.html)

Spoiler for Level 3 - Armory:
Only the greatest Forge ideas reach level 3. Actually, this is the final level, so if your card is here, congratualtions! You have managed to create one of the most amazing ETG card ideas ever! Unfortunately, you can't do anything to reach Level 4 - Reliquary, since only Zanzarino, the game developer of Elements: The Game, decides which card to add into the game.
Another difference between the Armory and the Crucible or Forge is the lack of Archive section. In Armory, voting doesn't really matter, since cards can't proceed to the next level via lots of votes neither can 'fail' due to lack of voting and go to a 'Archive'. Finally, ideas here are awesome and really deserve your studying.

a] Armory - Creatures (http://elementscommunity.org/forum/index.php/topic,6850.0.html)

Spoiler for Armory - Creatures:
Here are Armory level creatures of any element available for voting.

b] Armory - Permanents (http://elementscommunity.org/forum/index.php/topic,25825.0.html)

Spoiler for Armory - Permanents:
Here are Armory level permanents of any element available for voting.

c] Armory - Spells (http://elementscommunity.org/forum/index.php/topic,25824.0.html)

Spoiler for Armory - Spells:
Here are Armory level spells of any element available for voting.





9} Level 4 - Reliquary (http://elementscommunity.org/forum/index.php/board,156.0.html)

Spoiler for Level 4 - Reliquary:
The top level is Level 4 - Reliquary. Here are ideas that inspired Zanzarino and he implemented them in the game. As you can see, you can't reach this level by your powers alone. You need the divine guidance of Zanz!

a] Level 4 - Reliquary (http://elementscommunity.org/forum/index.php/topic,6851.0.html)
Here all the cards which made it into the game are listed and described.



*Hint 2: Read books, listen to music, do sports, watch movies, sleep and dream, play games other than ETG!

Seriously, if you stay inactive your imagination is not going to be fed. Some of the best card ideas are born outside this game, so having different experiences and learning new things can lead you to ideas you couldn't imagine otherwise!
"Imagination is more important than knowledge" - Albert Einstein

*Hint 3: Manipulate the voting system.
Not the most ethical thing for sure, however there are a few tricks with the Crucible and Forge voting system.
First of all, avoid containing all your cards at the same poll, cause this will spread votes between them. Exempli gratia, having 3 card ideas in the Crucibe, each one of different element and different card type (creature, permanent, spell) makes them unable to be included at the same polls in both Crucible and Forge areas (in case all the three make it to the Forge).
Second of all, do not vote your card idea long before the voting expires. People who like your idea may not vote for it if your card already has more votes than the others, voting a less favorite idea of theirs instead. That may cause you losing a vital vote that would put your card into the next level. Actually, do exactly the opposite; vote the greatest idea rival of your card early and then cancel your vote a little before the voting poll expires and vote your idea instead (I know I'm evil!). If your rival idea is one vote ahead of you, that slippery trick of yours will remove one vote from it and add one vote to you, making your card to be one vote ahead, at the very last moment when your opponent and their fans won't be able to react!
Third of all, use all your votes. Why to vote for a single card while you can vote 4 different ones? Spreading your votes wisely helps you to alter the Crucible & Forge battlefields to yout advantage.

*Hint 4: Be both original and different!
I may have mentined this before but I can't mention it enough; be original, be different. A :water card with PC is something both new and great, however if there are 3 cards in the Crucible - Water Card Ideas section with a PC effect, then a :water card with a new type of CC effect seems moer original and different, so it will recieve more votes. Take your time and scout the Crucible before posting in the Link Crucible Candidates topic; this can kepp your idea away from the Archive.
 
*Hint 5: Do not ask other people to vote for your ideas.
Seriously, this is the worst thing you can do. You become annoying, the admins are probably going to delete your posts and, most importantly, this shows you do not trust your own idea. If you don't have faith on your card and to its ability, then who is going to have?

*Hint 6: Gain reputation.
Fame has usually a positive impact upon your cards. By spending time in the Card Ideas & Art sections, making and recieving comments and discussing with card designing veterans, you make new friends and gain both knowledge and reputation. From now on, voters will take your card idea in greater consideration when they see your 'signature' on it.

*Hint 7: A beautiful card art sometimes help your idea more than it should.
Though card's image should be the last think voters care about when voting, personal experience shows otherwise. Since everyone has the right to vote for a card idea, having a magnificent art helps you to gain a vote or two from a person who doesn't look deep into a card's effect, but he/she rather votes the idea which made the greater first impression to him/her...

*Last Hint: Be Lucky...

 Before I end this tutorial, I would like to say there is nothing you can do with a bad luck, so try to be as lucky as you can. However, the way you're going to achieve this is beyond my knowledge... Good luck at your quest of becoming a successful card designer and may the Zanz be with you!
« Last Edit: August 23, 2012, 08:32:47 pm by UTAlan »

Offline UTAlanTopic starter

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Re: Brawl #1 - Round 1 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=43004.msg535992#msg535992
« Reply #2 on: August 23, 2012, 08:30:28 pm »

Spoiler for Submissions 4-6:
Spoiler for Submission #4:
How to Succeed in Arena
A tutorial by [CENSORED]

Overview
Arena is the Asynchronous PvP system which replaces Top 50 in patch 1.28. It is a place where everyone can submit their arena decks to be played by other players. When the arena deck wins, the deck receive a small amount of money. With enough loss, the deck is kicked from the arena League it was in.

Basics
A player can create a new Arena deck everyday using his Oracle card (the card he spins at Oracle) as a core card to the deck. This Oracle card will automatically be included in the arena deck with a minimum of 5 cards. This card can not be excluded from the deck, and the player does not necessarily own the card to be the Oracle card. The Arena deck size has a minimum limit of 35 as opposed to normal deck's 30, with the same maximum limit of 60.

If the player has not visit the Oracle that day, he can't make a new Arena deck yet. He also can't make a new Arena deck if he spin a same card as the current Arena deck.

Arena Deck Level and League
After submitting an Arena deck, the deck will be included in the appropriate League based on the player's score. The higher the player's score is, the higher the arena deck level is, and the higher the League the arena deck is in.
This is how the League is divided based on the arena level.

BronzeSilverGoldPlatinum
0-1920-3940-5960+

Every level gives a player a "Skill Point", which can be used to upgrade the arena deck's status. On Level 0, the Arena deck will behave like AI controlled decks. On Level 80, the player will have enough points to wield an arena deck as powerful as a False God's.

Skill Point
There are 4 status in which you can allocate Skill Point into:
Stamina: 1 SP per upgrade for 5 HP, to a maximum of 20 SP (+100 HP)
Wisdom: 4 SP per upgrade for including upgraded cards, with the benefits scaling up (5, 10, 20, 30, 60) to a maximum of 20 SP (+60 upgraded cards)
Intelligence: 10 SP per upgrade for +1 Mark, to a maximum of 20 SP (+2 Mark)
Dexterity: 20 SP per upgrade for 2* deck size and 2* draw, to a maximum of 20 SP (*2 deck size, *2 draw)

Rating and Rank
After submitting an Arena deck, the deck will start at 0 rating and ~250 rank. Each win will increase the rating (with double rating won if thumbed up) and each loss will decrease the rating. Rating won and lost is different in each League, with Bronze being the most forgiving and Platinum the least forgiving.

The deck's rating determines the rank it is in. The rank is decided by sorting the 500 active decks, with deck with highest rating as rank #1 and so on. Thus, it is important to ensure the Arena deck can fight effectively.

Skill Point Allocation
This is the strategy to allocate SPs effectively.
Stamina: many considered this as "stat dump" to waste all your leftover SP. This is true, even more so because Stamina can be upgraded by a mere 1 SP. However, for stallish decks, it have to survive initial assault before it can set up defense. Thus, a high starting HP is important.
Tips: Stamina can be more important than Wisdom according to the situation. +20 HP is a big change compared to 5 upped cards.
Tips2: make sure to not waste any SP. If after upgrading Stamina there are still SPs left, you can always take out a few Stamina to upgrade Wisdom or Intelligence instead.

Wisdom: with more SP allocated, the effect becomes more and more powerful. Remember to always put in cards which gain significant advantage first, since many cards merely gain cost reduction when upgraded, which is not really effective.
Tips: when upgrading Wisdom, an Oracle card is automatically upgraded. Thus, remember to substract the upgraded Oracle card from the upgraded cards allowed.
Tips2: the advantage in upgrading Wisdom becomes clear after its third and fourth upgrade. 10 to 20 and 20 to 30 is a big advantage. There is generally no need to fully upgrade Wisdom since most Arena decks only contain 35 cards (which means 5 cards not upgraded after 16 SP into Wisdom) and the final upgrade raises the maximum to 60, which is wasted on smaller decks. Consider investing in Stamina instead.

Intelligence: Intelligence is often considered as one of the better stats. Upgrading it once consumes 10 SP (+50 HP), so make sure it is really needed.
Tips: upgrading Stamina instead of Intelligence is preferred if the Mark does not do anything important. For example, in mono decks. It's often better to put in more pillars instead of spending 10 SP in this case.
Tips2: upgrading Intelligence allows for better splash decks. Sometimes, a deck uses only Mark to generate quanta needed for a certain cards. By upgrading the Mark, you can use more expensive splash cards which can't be achieved by normal Mark.

Dexterity: arguably the best status to be upgraded, Dexterity allows for double deck size and double draw. This means more firepower at the expense of slightly worse opening hand.
Tips: you can't upgrade Dexterity if you are still in Bronze league. Even in low Silver, it is generally not recommended to upgrade Dexterity since Stamina and Intelligence is often more important for survival.
Tips2: making a double Dexterity deck is different from making a single Dexterity deck. Calculate the quanta balance and card included carefully.

Making Arena Deck
There are many ways to create an Arena deck, each with its own advantage and disadvantage.
  • The "Dead Oracle" deck: this arena deck relies on sheer power of the other cards, so it could still win with 5 dead cards. Common form of this deck including Arena Mono Aether which ignore its Oracle Card, Grabbow, Oracle Ghostmare, and Oraclebow.
  • The "Technically Legal but Annoying" deck: if you're lucky, you may spin a few powerful cards. You can make a powerful deck this way, but it will generally not get many thumbs up.
  • The "Shard Spam" deck: this deck relies on shard's power to keep it alive, mainly Shard of Focus and Shard of Sacrifice. This is also usually regarded as annoying, and will generate enough hate to gain almost no thumbs up.
  • The "Original" deck: a decent deck which sacrifice effectiveness for originality. It will lose many times, but gain thumbs up in the process, usually enough to cover the loss.

Example:
Oracle gives you Ghost of the Past. What do you make?
Annoying: Ghostmare
Original: Mono Time

Oracle gives you Rain of Fire. What do you make?
Annoying: Firestall
Original: Mono Life splash RoF

Oracle gives you Lightning. What do you make?
Annoying: Mono Aether Dim Shield
Original: Mono Aether rush

Generally, an Oracle card can be used to make either strong but annoying decks, or weak but original decks. Pick your choice, and make decks so you can gain experience, and more knowledge along with it.

Spoiler for Submission #5:
Success in the CIA (Card Ideas & Art)
How to turn creativity into a positive outlet for communication, innovation, and analysis



Introduction
While Elements the Game has seen growth from its very conception, many players often find themselves dreaming the simple question: ‘What if…?’. As ideas take root and refuse to easily detach themselves from imagination, the Card Ideas and Art section acts as a humble medium to allow potential card creations take flight and (hopefully, if at all) become a reality.

The trick is, however, not chasing directly after the end goal (getting a card implemented in game); this approach may result easily in frustration, as the developers will not code a card with a quick snap of the fingers. Card design extends beyond how awesome, thematic, or powerful a card is if placed in game. Rather, design is based on the ability to communicate concepts to a general audience (the player base), and improve your and other players’ ability to understand the general mechanics of the game itself.

There are four major steps of how to succeed in the most artistic Elements-related section of the forums:

So let’s begin!




What is the ‘Leveling System’?

The Card Ideas & Art Section (or ‘CIA’ section) is one of the biggest areas in the Elements forum; the fact that there are 8 sub-sections (and even more sub-sub-sections!) stands as a testament to its ongoing adaptability and evolution. The CIA is split into two types of sub-boards: ‘Levels’, and ‘Specialty’.

There are five ‘Levels’ of the main Card Ideas & Art Board (click on the titles to go to the board!):

Level 0 – Smithy
The main section of where the majority of all card ideas have started, grown, changed, and may still reside. Simply scrolling down upon clicking on the Card Ideas & Art Board will give you 3 major topics, the Weekly Poll Winners topic (showing who won in what polls), the Link Crucible Candidates Here topic (topic for card submissions), and Elements Card Image Builder (main tool for building card ideas). Most users should get to know this area ‘the best’, as it acts as the gateway to all the other topics and is the ‘heart’ of where Card Design begins.

Level 1 – Crucible
The first level of where cards are evaluated by the community, debated, and advertised. Cards are separated by their element (to allow diversity in the higher polls) in each poll, and voted on. Cards that ‘drop out’ will enter an archive for others to read upon why the card didn’t make it. Otherwise, winners will advance to the next level. Crucible polls are reset on a week-to-week ‘monthly’ cycle, where a set of elements is reset at a time. (Aether, Air, and Darkness polls are reset one week, then the Death, Earth, and Entropy polls are reset the next week, etc.).

Level 2 – Forge
In this level, Cards are then separated by their type, and like the Crucible, are voted on or archived accordingly. Forge polls are done once a month. Cards that get voted to the next stage however…

Level 3 – Armory
…are immortalized. Well, not exactly. Armory cards can still be removed depending on circumstances, but otherwise, cards that make it up here are at their ‘prime’. Due to their impressive balance of theme, mechanics, and ‘fun-factor’ to users, their votes allow them to be seen forever by all members in their separate opinion polls (based on card type again). Note that the polls do not allow access to the Reliquary (they’re solely opinion based).

Level 4 – Reliquary
Cards that have been implemented in-game in some form (via directly word for word or based solely on the developers’ inspiration) will be moved here and given an article about the card’s history. Very few cards have been implemented in game (only a few handfuls of cards at most), but to have one’s own card in this topic is one of the most wonderful (and lucky) achievements a card designer can accomplish in their time.

There are also 4 ‘Specialty’ sections of the CIA:

Design Theory
A section for those who are struggled to understand concepts in card design, or simply need help tweaking their card idea from an audience well-versed in card analysis. Design Theory specifically focuses on answering player’s questions ranging from abstract concepts (“What is the definition of ‘Denial’?”) to fine details (“Do these series of cards have good costs or not?”). The Idea Guru is a staff position (held first by OldTrees) that extensively visits and assists those who post here.

Card Art
Sometimes, the art we make and borrow from stock sites is just not appetizing enough for one’s own taste. Other times, card designers just don’t like making stick figures any more. In any case, the sub-board focuses on helping artists improve their skills to creating more pleasing aesthetics for their ideas, as well as providing resources to improve one’s search for art (or skill in drawing/Photoshop). In addition, those who like to showcase their pieces often place their work in this section for others to drool over constructively criticize for improvement. The Art Curator moderates this section.

Exhibition Hall
The Ex-Hall is a small board dedicated to 2 other major sections; Series and Portfolio’s. Here, card ideas are showcased either by their underlying mechanic and/or theme (Series), or by the author who posted them (Portfolio). Card Designers are also ranked based on how many cards they have within the higher-leveled polls in the Rankings page.

Idea Factory
For those who manage to reach 9 points in the Rankings page (or have been allowed by the Idea Guru), members may contribute to new, exciting projects for the CIA section. As the newest section, the Idea Factory consists of a small group of highly-dedicated senior designers who enjoy card creation to its fullest and often pitch in with helping newbies designers or developing new projects for the community to partake in.

Now that you know the sections, it’s time to brush up on some Curator fundamentals… excluding the ‘fun’ part (just kidding... Kind of.).




Abiding by Curator Rules and Guidelines

Conversely to what people may assume, Curators are NOT out to get the card designers!

The guidelines laid out by Card Curators are to a) help both new and veteran card designers keep to a certain standard when submitting their cards for peer evaluation and b) keep the CIA section organized, considering the extreme amount of submissions that can be created in a single day or week (let alone an entire month).

Frustrating as it may sound, cards are often rejected all the time from pedantic reasons of misspelling a word to severe cases of the concept being completely incoherent. If your card is sent back, simply read and understand what needs to be fixed, and resubmit as necessary. After all, Crucible candidates are done on a weekly basis, while polls are done on a monthly basis depending on the poll in question.

That being said, the following lists should provide a general idea regarding Card Formatting and ‘Etiquette’ where due:

For those who are too lazy to read the two long lists…

Formatting
Keep everything tidy. Spell/grammar/punctuation check. Match descriptions and names to the card image. Leave a section blank if it has no relevance to the card (except 0 COST). Follow the patterns of a veteran’s card topics if you’re unsure.

Etiquette
Be nice to Curators and others. Cite EVERYTHING, especially if it’s not yours. Promoting is fine, spamming is not. Your card is not a candidate for a presidential race (…I hope). Simplify mechanics and fix mistakes quickly when asked.

Spoiler for Extensive list for Formatting:
Formatting
  • Regarding Thread Titles: Keep them separate with a ‘Pipe’ or “Divider” Line, shown as this character, ‘|’. Sometimes, a Curator will fix it, if it’s a minor mistake when moving up otherwise correct cards.
  • Keep the Series section BLANK if it’s not actually part of a Series. If it is, make sure you try to incorporate the link for that Series idea as soon as possible (create a topic for each card idea, then create a ‘Series’ topic that provides links to all of the card ideas associated). When it’s ready, Curators will move the topics in their respective sections.
  • Similarly, if you wish to have a Portfolio, create a topic with at least six cards (that are/have been within the polls) you’ve created, and Curators will move your topic to that section as necessary. Keep in mind that the specific format (text colors, font, etc.) of Portfolio’s will not always be the same, but the thread title and general ‘listing’ of cards is to be expected. Players who stumble upon your portfolio shouldn’t have to dig incredibly deep to search for a card that you’ve done a week ago.
  • Match. Every. Word. Description and Card Names should match within the table (capitalization, punctuation, and grammar), and likewise so should the COST (if a card has the phrase, ‘3 :entropy’, in the top right corner of the card image, the COST section should also match). Inconsistencies between the two might confuse readers (and in many cases, might make it harder for a designer to discuss their idea if the wording is completely different that the mechanic appears to differ).
  • Match the creature STATS as well (if the card isn’t a creature, leave it BLANK, as putting ‘N/A’ might give it ambiguous stats that interchange (see Scarab and Chimera for a in-game example that use letters/symbols)).
  • Spell things as best as you can. Use spell checker if possible, or the language section if English is not your first language (grammar is harder to decipher). Curators will try their best to make accommodations as necessary, but laziness and the inability to express things properly will only amount to more stress on everyone’s end.
  • Capitalize the TYPE of card (Spell, Creature, Permanent) and Element (Fire, Gravity, Time, etc.).
  • If all else fails, ask a card designing veteran for assistance to see if something may be misplaced.

Spoiler for Extensive list for Etiquette:
Etiquette
  • Adequately space-out (separate) paragraphs in the NOTES section. It helps when layers of words don’t assault a reader’s eyes. (Pleasant emoticons are also helpful for lightening the mood).
  • Be careful where you get your art from if you’re not using a generic stock image. Provide a link to your image if you didn’t draw it yourself (or if a friend in real life didn’t draw it for you and scanned it for your use…) for other members to look and decide upon. In a worst-case scenario, an artist will request the image to not be used for the card design, and if this happens, Curators are required to take down the card image immediately and send the card back to the Smithy section. Otherwise, the Curators assume that you’ve already gotten permission from them, and hope that you did not step on anyone’s toes in the process of getting the art…
  • Cite the artwork if someone DOES give you permission to use their artwork. Cite the member that gave you the idea if it wasn’t originally your own. Provide as many links as necessary (Curators LOVE clicking links!)
  • Don’t put unnecessary blocks of text outside the table in a card topic; it becomes distracting, and even messy if done improperly. Place all text if possible in the NOTES section for details (spoilers for old cards, however, can be left below the current card idea).
  • Fix errors when they are brought up, and address people’s suggestions, concerns, or criticisms with civility. Failing to do so upon resubmission won’t improve the card’s probability of entering the polls (or getting any votes, for that matter).
  • Advertising cards is fine… but avoid doing it excessively and or in chat without due reason. For example, advertising a SERIES of cards in a forum signature is reasonable; spamming chat for others to click on your card topic and give it votes for a poll is not. Telling others to vote for a card in a poll topic is fine; telling others to vote for your card on a completely different forum or website is absurd and not okay. Promotion is fine in small amounts, but remember that popularity does not mean the card is necessarily balanced or highly likely to be put in game.
  • Finally, please don’t harass or disrespect the Curators. You’d be surprised how intense and stressful the job can be given a high volume of work on any given day to create posts, respond to users, and/or edit topics all revolving around card ideas.

With these general guidelines set, you’re ready to wear the utility belt of card design.




Utilizing Card Creation Tools

There are two subparts to this section: Card LAYOUT and Card ART.

Card Layouts can be intimidating at first to look at, but can be easily filled in given enough patience and a little bit of experimentation to figure out what works. The following image provides what the current Card Image Builder (by Planplan and Xenocidius) looks like:




KEY:
A - Load a card image from your computer into the card layout; note that the card image will be compressed or stretched to fit the resolution of the image (approximately 256 x 256), so ensure that the image is square and closest to the resolution as possible for the least amount of pixelation.
B - Changes the card type; if it's not a creature, the 'stat' box (G) is removed and replaced with an untouchable icon.
C - Select whether you want the elemental icon to appear or not appear on the card. Nova, Animate Weapon/Flying Weapon, and Luciferase are examples of cards without costs.
D - The actual value of the card's cost. If the cost is ZERO (0), leave it blank and remove the elemental icon. In the TABLE however, place a 0 (no elemental icon still).
E - Change the card's elemental type; note that the element changes for both cards automatically. You may also choose to have a 'customized' element template.
F - Type in the Card Name. Capitalize and accent as necessary!
G - Stat box; fill in the stats accordingly. Ignore this section if the card ISN'T a creature.
H - Description area; all cards have a maximum of 4 lines to fit their text (no exceptions). If you have problems fitting your mechanic in that amount of lines, use shorter words/ability names, and ask for assistance on how to simply the mechanic if word removal fails.
I - Save the card image as a .png on your computer for later uploading. (ADD the .png extension to the file to avoid complications)
J - Upload the file to imgur. This is often used as one of the last steps to a card idea, as the image links will have to be inserted in 'L' accordingly.
K - List of icons to be used in the Description text box (H). Use carefully.
L - Post the card idea in the forums.
M - Duplicate the card idea onto the other non-upped/upgraded side; ALL attributes (name, cost, description, even the image!) are all copied. This is useful for saving up on writing twice the amount of work.
N - Load an actual table code into the text box to be used for editing the card in question (may be tricky to use)
O - Displays the artist field to fill in on the bottom left corner of the image area. (Optional)


Note: clicking on “L” in the photo will bring you up to this screen as well [below]. Each section requests the user to fill the space accordingly with corresponding text (Example: the ART section asks for the artist’s name; use your profile name instead of your birth name).



Now Card Art, conversely, can be easy to search for, but may become hard to use; many card designers, forum artists, and various members of the community frown and heavily disapprove of using another person’s artwork without their permission and/or use art pieces that are heavily featured (i.e. – copyrighted/trademarked) in other platforms (another CCG, a different video game, concept illustrations for a cartoon, etc.) unless the card is for humor*. In any case, the following link and websites provide users:

General links and Resources:
Free Art for Card Ideas

Stock photos to use (certain images have a few rules that request permission/citation):
http://www.sxc.hu/
http://www.publicdomainpictures.net/
http://mayang.com/textures/
http://www.flickr.com/creativecommons/by-2.0/

Tools to edit photos:
http://pixlr.com/
http://www.sumopaint.com/home/
Flame Painter

If all else fails; stick figures are ALWAYS appreciated. ;)




Developing Good Design Habits

While designing a ‘good’ card can vary from person to person, there exists a four-word motto that can help anyone in a rut:

C.A.R.D. – Communicate, Analyze, Re-Design

No matter what card is being discussed, the three words above generally hold true for anyone who wants to become a recognized and ultimately successful card designer.

Communication is absolutely vital when starting out. A lack thereof will often push a card down off the first page, or simply create mass misunderstanding for those who cannot figure out what a card is trying to accomplish. Remember; as a card designer, feedback is a required component in order for your card to not only get noticed, but for you to also hone your skills as an inventor, or else your cards will be merely 'passed on' from level to level (and in a forum, a lack of posts in a idea topic often indicates that the card was executed awkwardly or simply brushed aside). And ignoring the occasional grammar or spelling typo, there are 2 quick 'C's to initiate a conversation between the creator and the critics.

Comparisons allow cards to be detailed according to cards already in-game. Note that it's not always possible to draw a comparison between two cards, but this is one of the most simplest ways to gain feedback. Sometimes, comparisons can be used to draw up a distinguishing point between two cards that may appear to have similar mechanics (for example, two PC cards that appear to 'lobotomize permanents', but one actually grants an ability (Liquid Shadow), while the other simply removes the ability in question (Lobotomizer)).

Controversy, on the other hand, brings up a different tactic; instead of providing a card that can be easily compared to another, the card becomes extremely radical in its design that it grabs a lot of attention quickly. In a few cases, the controversy can be based on the strength of the card, the card's theme breaking a pattern, or simply the theme it suggests (Note: please don't use inappropriate/NSFW photos for card art as a way of generating controversy). However, this does not always provide good analysis on a card, and may provide temporary boosts in viewings rather than a well-detailed argument on what works/fails with the concept.

Most members of the forum are capable of providing feedback and communicating with other card designers at ease once they get used to the settings. Analysis, however, is next.

Analysis is, for the most part, being able to comprehend what the card idea is trying to set forth in the meta and figuring out whether it succeeds, fails, or does something completely different with its mechanic. While analysis can also be based on the thematic/aesthetic value of the card, mathematical cost-efficiency ratios, or even the general 'balance' of the card, every person is entitled to their own analysis of a card idea. Thus, it's very difficult to explain any major tactic of attacking (or approving) an idea.

Generally though, the more you read upon how others critique ideas (or defend their own stances on a card), the more likely you'll be able to understand and think what they're thinking (in terms of card costs, elemental themes, mechanics in regards to denial, rush, etc.). And no matter who the person is, simply posing a question ("Could you clarify what you mean by X & Y when you're talking about creature control?") can often integrate your knowledge into their world, and improve your critical thinking skills when it comes to card design.

Finally, Re-Design. Repetition and recycling card mechanics occurs more often than one would think; in a sea of thoughts, it's still likely that many cards will share SOME form of resemblance to each other. In these cases, tweaking a mechanic is necessary to give it distinction in the polls. For those who manage to come up with an original concept (if there is such a thing), remember: at some point, you will have to make a major choice if faced with intense examination:

Delete the problems that exist with the card brought up by the others, and possibly replace them with a solution in order to keep the card to your standards before calling up for more review. ("I changed the element from Darkness to Death, and removed its ability to summon a Skeleton via poison. Thoughts?")

Retain the attributes that keep your card unique despite the opposition, and defend your card by bringing up counterpoints ("The mechanic isn't as strong as Nymph's Tears because the cost is lower for summoning this creature type") or by discussing if another piece of the card can be repaired.

In either case, many card designers are generally used to the pattern of having to re-design a card... over and over again before it can be sent up into the polls to have a shot at getting to the 'top'. Statistically, cards that do this tend to fall in a camel-hump-shaped curve of success; the card idea was either too complex to begin with and simply never had a chance (the lower hump), or succeed greatly due to the amount of positive changes reinforced over time.

And again, no matter what stage you're at with a card, all three of these skills (communicating, analyzing, and re-designing a concept) are necessary in order to thrive within the CIA.




Conclusion

This tutorial may not be comprehensive enough to answer all your questions. It may not fix the bug in the card builder that occurs every time you open it while running that alternate java application. It won't be enough to keep the occasional card-troll at bay from rating your idea. And it definitely won't make all of your cards appear in the Reliquary overnight even when given fabulous comments, art pieces from supreme artists, and a personal spot in the Elements newsletter. But what you should know is that having the basic ideas down of:

Where to go in the CIA section to... (obtain help, post a card idea, improve one's design skills, etc.)
Knowing what is expected of... (a card designer, a Curator, etc.)
How to use... (Card Image Builder, stock photo websites, image manipulators, etc.)
and When to... (Communicate, Analyze, and Re-Design)

...will put you at a bigger advantages than most other non-designers who think they know more than they do and begin designing right away posting questions in the wrong section while using illegal art and ignoring the comments of others. Most importantly, breathe, have fun, and thank you for reading this (hopefully to be edited soon) guide for how to be successful in the CIA board. :D

Spoiler for Submission #6:


Card Ideas and Art
By Writer and Forum Expert



Table of Contents



The Journey of Your Card



Introduction
The Card Ideas and Art section of the forums is basically a place where the community (you) can propose card ideas to the lead developer. It is run by the very important Card Curators, who manage the section and all the cards within it; to avoid flooding the lead developer with unoriginal or sub-par ideas. The Card Ideas and Art section is, through a democratic process, meticulously structured so that the lead developer can easily identify the ideas with the most community support.
The Smithy
All presentable card ideas start in Level 0 - The Smithy. Each individual card idea should be its very own thread.  Because The Smithy is the only point of entry into the Card Idea System, the Smithy is also the only board where anyone and everyone can click . However, it is imperative that opening posts follow the format outlined in the How to Successfully Post a Card Idea topic in order to move to the next level.
The Crucible
The next section is Level 1 - The Crucible. For your card to gain entry into the Crucible, you must post in the Link Crucible Candidates Here topic using the format:
[hr]
:*Card's element* [url=http://*copy and paste web adress here*[b]*Card name* | *Upgraded card name*[/b][/url]
:*Card's element* [url=http://*copy and paste web adress here*[b]*Card name* | *Upgraded card name*[/b][/url]
[hr]
:*Card's element* [url=http://*copy and paste web adress here*[b]*Card name* | *Upgraded card name*[/b][/url]
:*Card's element* [url=http://*copy and paste web adress here*[b]*Card name* | *Upgraded card name*[/b][/url]
[hr]

If you have more than two cards, always remember to use the code [hr] to seperate the pairs, rather than create a new topic. Remember, the Card Curators are helping the CIA section for no benifit of their own, only to help people's creativity succeed. This simple act can make their job a whole lot easier. If you are confused as to how to do this, then you can ask a Curator, for they will be happy to help.

Once a week, a Card Curator will look through the two cards on the top of each post, and determine whether or not it has the correct layout. If it does, it is moved to the Crucible. However, if it does not, they will post on your card's thread, telling you how to change it so it can be moved to the Crucible next time it reviewed. To avoid this, you can 'review' your card yourself and check for the necessary requirements.

What curators look for:
  • The table matches the image.
  • Your spelling, and possibly gammar, is correct.
  • The table is filled out correctly, so:
    • The 'Element' section contains the element in words. (Darkness not :darkness)
    • The 'Cost' section contains the cost using the elemental symbol, or no symbol if it's any quanta. (7 :darkness or 7)
    • The 'ATK|HP' section is left blank if the card is a spell or a permanent.
    • The 'Series' section is left blank if the card is not in a series. If it is, it must contain a link to the series thread.
    [li]The card image contains art.

When your card is moved to the Crucible, it is put amongst other cards of its element in the polls, such as this one. Members of the communtiy then vote on the cards they think deserve recognition, and possibly entry into the actual game itself. You can get people to vote for your idea by advertising.
The Forge
The next section is Level 2 - The Forge. Well done! If your card has made it here, it means the community liked your card enough to send it through. This time the cards are sorted by their Type, as fewer cards make it. As with the Crucible, the community votes for ideas will determine which ideas will be moved up to the next level: The Armory.
The Armory and The Reliquary
The Armory is special in that, no matter how many votes a card in Level 4 - The Armory gets, it will not move up to Level 5 - The Reliquary. This is because the Reliquary exists especially to house the cards that have been implemented into the game (or used as inspiration for cards implemented into the game). This also means that a card that is not yet in the Armory can skip into the Reliquary. Despite this, the Armory is still known as best place to look for good, polished card ideas.



Making Ideas Sucessful



Introduction
So you want to be successful in the Card Ideas and Art section of the forum? Well, here are a few tips. First, I'll assume that you know all the nitty-gritty information about eligibility requirements outlined above. The great thing about the Card Ideas and Art section is that once your idea moves into the Crucible, the curators do all the work with moving your thread and setting up the polls. So really, all you need to do is make your idea and make sure it will be approved.

However, it would be wise to note that different cards will behave differently in the polls. If you have trouble creating likeable card ideas, don't fret. That's what this guide is for. If you read further, you will learn how to use your Image, theme, and mechanics to your advantage when developing your card idea.
Image
Card art is a necessary component of the card presentation process. However, it is not a chore. Just because you can use "filler" art does not mean you should. The purpose of requiring filler art is so your card does not have an unfair disadvantage in the environment where all the cards have art. However, if your art is pathetic compared to the other entrants, it will look as if you put less time and effort into your art. Of course, amateur artwork may appear original and eye-catching compared to the loads of professional artwork. However, when they're're deciding their last vote and are putting two equally respectable ideas side-by-side, having better art cannot be a disadvantage.

So good card art really helps. However, how do you acquire it? Aside from asking for help in the Card Art sections, you can acquire some Royalty Free or Public Domain art from sites such as sxc.hu. An important thing to note is that your art should reflect the the theme you are trying to portray. For example, if you have an Aether card, then using a bright orange card art would probably not be the best decision. If you think the art's shape and texture really do fit, however, you could re-color it by modifying the hue/saturation using a simple image editing program like Pixlr.
Theme
Personally, I believe that the connection between theme and mechanic is the most important part of a card. What are my reasons? It's excessively difficult to create an innovatively original mechanic that both has not been done in any card game before and is inherently simple or easy to understand. Thus, the minimum expectations I have for a card is not for it to have an original mechanic but to have a working mechanic whose vehicle fits in Elements the Game.

However, it is not surprising that many people disagree with me. Many people argue that mechanics are the only thing a voter should focus on. One argument included that the lead developer makes the cards himself; because of this, only the mechanic is important. Indeed, it does make sense that because good themes are far easier to create than original mechanics, the lead developer does not need inspiration from unoriginal cards despite their themes.
Mechanics
As mentioned before, mechanics are a large part of the card. However, it's not just about how balanced the card is or how original the mechanic is. Sometimes, cards are voted on solely because they add something new to the game. This can be shown by looking through the cards in the Reliquary; all of them have interesting mechanics that open up new strategies and deck types.

Once every few card, I see a thread with countless pages on increasing the cost of the upgraded card by one or decreasing the damage of a spell by one. Is all this balancing really necessary? Because the lead developer tests all new cards during a rigourous beta phase before the cards go live, having a perfectly balanced mechanic may not be needed to present your idea. However, having a balanced card does do one thing: prove that the mechanic is balanceable. There is a big difference between an mechanic that cannot be balanced and a balanceable mechanic, even if both instances are unbalanced.
Community
Now that you know the basics, let me impart one last piece of advice: listen to the community. Think about it this way: who's voting for your card? Of course, groups of people are fickle and the people posting on your thread might not actually vote, but their opinion is most likely closer than your individual opinion. Now, this doesn't mean that you have to bend to their will and let them take control of your card. However, it's important to know what the community thinks of your card, so stay open to criticism, don't drive away people who disagree with you, and add polls on your threads.



Conclusion



In conclusion, the Card Ideas and Art section is a great place to spend your time. If you follow the tips in this guide,you will be sure to make your name in the community. However, don't be discouraged if your favorite card ideas becomes Archived. The reason this board exists so that innovative people like you and me can enjoy themselves by letting their creative juices flow.
« Last Edit: August 23, 2012, 08:32:37 pm by UTAlan »

Offline vrt

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Re: Brawl #1 - Round 1 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=43004.msg535996#msg535996
« Reply #3 on: August 23, 2012, 09:02:37 pm »
Actually quite impressed with this turnout! Good luck to all!
So long and thanks for all the fish!

Offline jumpingbeans

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Re: Brawl #1 - Round 1 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=43004.msg535999#msg535999
« Reply #4 on: August 23, 2012, 09:06:05 pm »
Are we allowed/supposed to vote for our own and our team members' submissions? Or should we simply pick whichever we honestly think is the best?

Offline UTAlanTopic starter

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Re: Brawl #1 - Round 1 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=43004.msg536001#msg536001
« Reply #5 on: August 23, 2012, 09:09:41 pm »
Are we allowed/supposed to vote for our own and our team members' submissions? Or should we simply pick whichever we honestly think is the best?

How you vote is up to you.

Offline OdinVanguard

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Re: Brawl #1 - Round 1 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=43004.msg536100#msg536100
« Reply #6 on: August 24, 2012, 04:13:12 am »
More of a comment than a question, but... The lore for the cards would actually make a really cool community project / board... maybe someday it could get added into the game, perhaps as achievement / quest rewards (like a new section in the manage deck / bazar area where you could browse through the lore you amass on your account). That would be really sweet ... and would give some of the long time players something new to strive for.
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If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

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Re: Brawl #1 - Round 1 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=43004.msg536111#msg536111
« Reply #7 on: August 24, 2012, 05:04:47 am »
I feel like one of those has-been C-list celebs who has been relegated to doing interviews with TMZ and daytime talk shows.
Carpe Diem!!

Offline OldTrees

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Re: Brawl #1 - Round 1 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=43004.msg536117#msg536117
« Reply #8 on: August 24, 2012, 05:33:54 am »
I am having difficulty choosing between Forum Experts 3, 5 and 6 (Yes, I am biased).
"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."
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Offline furballdn

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Re: Brawl #1 - Round 1 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=43004.msg536118#msg536118
« Reply #9 on: August 24, 2012, 05:35:24 am »
I am having difficulty choosing between Forum Experts 3, 5 and 6 (Yes, I am biased).
Objectiveness! Objectiveness OldTrees!

Offline OldTrees

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Re: Brawl #1 - Round 1 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=43004.msg536120#msg536120
« Reply #10 on: August 24, 2012, 05:41:12 am »
I am having difficulty choosing between Forum Experts 3, 5 and 6 (Yes, I am biased).
Objectiveness! Objectiveness OldTrees!
Fair point. (I will look at the others again)
However part of my bias is the lack of a recent comprehensive CIA tutorial.
« Last Edit: August 24, 2012, 05:43:39 am by OldTrees »
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Offline furballdn

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Re: Brawl #1 - Round 1 [Voting Phase] https://elementscommunity.org/forum/index.php?topic=43004.msg536121#msg536121
« Reply #11 on: August 24, 2012, 05:43:43 am »
I was saying it as a joke anyway. Voters innately carry some subjective bias and that helps make it more diverse (especially since you can't see who submitted what, just the material and what material was submitted. It's all fair to vote for the material you like the most)

In other news, I just learned there was a "post on forums" button on the card maker. That would've saved me a lot of trouble had I known about it earlier.

 

anything
blarg: