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Damokles

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What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg44100#msg44100
« on: March 26, 2010, 11:22:10 pm »
Hi,

i just had the idea of a Newbie-Guide in which some facts about the processes in the game, which are not described on the cards, are stated.

Thinking back, it would have helped me when i started playing  ;-)

I will give you some examples which came to my mind - facts with (?)  are not really facts...i don't know it exactly, so please correct

General/Miscellaneous
  • Quanta from Pillars and your Mark are generated at the end of your turn.
  • You lose if you dont have any more cards to draw. Your current turn will be finished. To prevent 'deck-out' you can reverse your own creatures.
  • 'Other'/grey cards will use random quanta to be played, Quantum Pillar generates 3 quanta randomly- 3 of the same element is possible
  • Rare cards cannot be bought at the bazaar. You have to win them at spinning or the oracle.
Creatures and creatures' skills:

  • Any creature's ability cannot be used in same turn the creature is played/leaves your hand, while mutated creatures can use their skills the turn they are mutated  (see post #2)
  • Unlike canceled spells canceled abilities are still used up (you aren't refunded the cost and can't attempt to use them again that turn).
  • Immortal creatures are affected by shield effects -fire shield can even kill them- while creatures with momentum aren't
  • Otyugh can devour creatures with smaller HP, which excludes equal - same for the paradox-ability
  • Lycantrope's skill can only be used once.
  • Hitting a creature with 5 or less hp with Rage Potion will kill it.
  • Deja-Vu's skill can only be used once (neither copy or original have it).
  • Fate egg can turn into any creature - even a fate egg ;-)
  • Malignant Cells do not make an identical copy of the original cell. They make a brand new cell each turn.
    Newly spawned malignant cells will also attack during the turn they were spawned.
  • Ash needs a full turn before you can resurrect the fallen phoenix.  So if you cremate a phoenix, you can revive it your next turn.  But if your opponent kills a phoenix, you have to wait a full turn to revive it.
  • Burrowing a creature halves its attack, rounded down.  Unborrowing a creature doubles it's attack.  This means a creature with nine attack will have four attack when burrowed, and only eight attack if unburrowed again.
  • Scarabs calculate their total HP at the end of their turn.  They do this by adding the total number of scarabs on the field to any HP gained through other spells.  In this way, scarabs that devour things still grow.  Because scarabs don't update their HP until the end of the turn, the turn you play a scarab, it will have 1 HP and it will possibly be devourable.
  • Creatures with gravity pull do not absorb damage from weapons.
  • Reverse timing a mummy will not put it on top of your deck.
Permanents:

  • Sundial stops even creatures with momentum from attacking while weapons are not affected; it vanishes by the end of your next turn once it is played
  • Boneyard does not generate skeletons if a skeleton is killed while Bonewall benefits from killed skeletons
  • an attacking 1/1 Critter will remove one charge of the bonewall...just as much as a 12/12 dragon.
    Hitting a bonewall with steal or destroy will only reduce the number of charges by 1, which means you need 7 explosions to completely remove a bonewall
    Dimensional/Phase Shield does not work like Bonewall. If it is stolen or destroyed, the entire shield will be stolen or destroyed.
  • If you have Dissipation shield up but no quanta left which can be cosumed, Dissipation Shiled will be removed.
  • Upgrades Dissipation Shield: 1 damage consumes 1 random quantum  (not like the unupgraded dissipation shield, where 3 dmg consume 1 :entropy ) , every element is used
  • Empathic Bond will heal you for every creature on your side, even if its frozen, poisoned,... You will be healed as your creatures attack.
  • Damaging Spells are reflected only once, even if both players have reflecting shields
  • Unstable Gas: your creatures will be hit, immortal/burrowed creatures will not be hit.
    The twenty damage from unstable gas can be reflected by a reflecting shield.  The one damage to all your creatures cannot.
  • Malignant cells won't be killed by flooding.
Spells:

  • Supernova costs 2 :entropy and generates just as much
  • Lobotomize removes the targeted creature's skill and momentum
  • The damage inflicted by Fire Lance,Drain Life, Ice Bolt is calculated before the actual cost for the spell is subtracted. They have base damage and for the calculations of  the additional damageyour quanta amount will rounded down
  • Luciferin: creatures with bioluminescence generate 1 :light per turn, just like pillars
  • Rain of Fire/Plague/Thunderstorm: you cannot target your creatures; immortal/burrowed creatures will not be hit
  • Using Quintessence on a creature will remove freezing, but not poison or gravity pull
  • Creatures with Adrenaline will trigger some effects multiple times. Adrenaline gives the creature multiple turns, not just multiple attacks. This can be an effective way to take down bonewalls, generate more quanta(with creatures that generate quanta each turn) or use other abilities that are activated upon their turn/attack (puffer fish will only have a max of 2 attacks/turns, same for Devourer)
    Adrenalined creatures will be affected multiple times by firewall and poison.
    Creatures with great than 15 attack power will not gain extra turns from Adrenaline.
    Adrenalined Malignant Cells will duplicate multiple times per turn.
  • Healing a creature can only heal it to the max hp it normally has (+ blessing etc.)
  • Parallel Universe: Copying a normal creature will copy it with all its skill and its current stats.(Remember the 'Dive' ability ;-) )
    Copying a Mutant: see 'deja-vu' (http://elementsthegame.wikia.com/wiki/Mutant)
  • Reversing a creature will remove all its 'unnatural' skills and stats.
  • Immortal Weapons can be turned into a creature with 'animate weapon'- they lose the immortal status when turned into a creature (except Morning glory)
  • Creatures with Antimatter do not consume charges from the bonewall
  • Creatures with both antimatter and liquid shadow will heal you and damage the opponent
  • Nymph's Tears can target either players Pillars/Towers and the respective player will gain the Nymph(i.e. whoever owns the pillars/tower Nymph's Tears was played on will get the Nymph)
  • Fractal doesn't replace cards in your hand with the target creature, it just fills every card slot with them.  This includes the eighth slot, so you may have to discard.

tell me what you think and please correct if theres any mistake

cheers

edit: divided it up in the sections General, Creatures, Permanents, Spells

Offline Bloodshadow

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Re: Newbie Guide: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg44104#msg44104
« Reply #1 on: March 26, 2010, 11:35:27 pm »
About mutants and the summoning sickness:

A creature will have the summoning sickness the first turn it enters play: it cannot use its ability.

If a creature is on its first turn in play and have the summoning sickness, when you mutate it you cannot use its ability immediately. If you mutate a creature that had already been in play for more than one turn, you can use its new ability immediately.
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

Damokles

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Re: Newbie Guide: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg44110#msg44110
« Reply #2 on: March 26, 2010, 11:42:36 pm »
I didnt know that,

Thanks Bloodshadow :)

Offline Kamietsu

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Re: Newbie Guide: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg44127#msg44127
« Reply #3 on: March 27, 2010, 12:11:45 am »
Weapons that have been immaterialized, with protect/enchant artifact, and then Animate Weapon is used on them, the weapon will not retain it's immaterial status and become targetable.

Adrenaline gives the creature multiple turns, not just multiple attacks. This can be an effective way to take down bonewalls, generate more quanta(with creatures that generate quanta each turn) or use other abilities that are activated upon their turn/attack (puffer fish will only have a max of 2 attacks/turns, same for Devourer)

Adrenalined creatures will be affected multiple times by firewall and poison.

Adrenalined Malignant Cells will duplicate multiple times per turn.

Malignant Cells do not make an identical copy of the original cell. They make a brand new cell each turn.

Newly spawned malignant cells will also attack during the turn they were spawned.

Creatures with great than 15 attack power will not gain extra turns from Adrenaline.

Dimensional/Phase Shield does not work like Bonewall. If it is stolen or destroyed, the entire shield will be stolen or destroyed.

Fire Bolt, Ice Bolt, and Syphon Life all have a base damage. Fire Bolt has a base damage of 3, while Syphon Life and Ice Bolt have a base damage of 2. If you play those cards with just enough quanta to cast them, they will do their base damage.

Nymph's Tears can target either players Pillars/Towers and the respective player will gain the Nymph(i.e. whoever owns the pillars/tower Nymph's Tears was played on will get the Nymph)

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Damokles

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Re: Newbie Guide: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg44132#msg44132
« Reply #4 on: March 27, 2010, 12:22:28 am »
Wow, thank you Kamietso for your corrections/new facts

I'll edit my first post

Offline Chemist

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Re: Newbie Guide: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg44535#msg44535
« Reply #5 on: March 27, 2010, 10:53:48 pm »
Unlike canceled spells canceled abilities are still used up (you aren't refunded the cost and can't attempt to use them again that turn).

Deja-Vu's skill can only be used once (neither copy or original have it).

Sundial vanishes at the end of your next turn once played.

Immaterial and burrowed creatures are unaffected by Rain of Fire, as well as Thundrestorm, Plague and Unstable Gas.

!* Lobotomize *doesn't* remove adrenaline status. (And no it doesn't remove gravity pull either - just skills and momentum.)

Damokles

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Re: Newbie Guide: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg44733#msg44733
« Reply #6 on: March 28, 2010, 10:48:37 am »
Thanks for the correction

Scaredgirl

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Re: Newbie Guide: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg45682#msg45682
« Reply #7 on: March 30, 2010, 06:04:27 pm »
Good thread. I'm moving it to "Newbie Tutorials" section.

Damokles

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Re: Newbie Guide: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg45702#msg45702
« Reply #8 on: March 30, 2010, 06:53:18 pm »
Can anyone provide information about the new cards?

i haven't played with them yet

Damokles

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Re: Newbie Guide: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg45717#msg45717
« Reply #9 on: March 30, 2010, 07:43:27 pm »
From what I've noticed, Ash needs a full turn before you can resurrect the fallen phoenix.  So if you cremate a phoenix, you can revive it your next turn.  But if your opponent kills a phoenix, you have to wait a full turn to revive it.

Offline Glitch

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Re: Newbie Guide: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg45734#msg45734
« Reply #10 on: March 30, 2010, 08:28:56 pm »
Creatures with adrenaline go through poison many times faster, and become frozen/unfrozen many times faster.  This means they can get past turtle shield with ease.  Be careful, however, when using adrenaline to get around turtle shield.  If you play adrenaline on a creature already in stasis, it may be in stasis again four/two turns later, meaning that you may never use it's ability again.

Borrowing a creature halves its attack, rounded down.  Unborrowing a creature doubles it's attack.  This means a creature with nine attack will have four attack when burrowed, and only eight attack if unburrowed again.

Fractal doesn't replace cards in your hand with the target creature, it just fills every card slot with them.  This includes the eighth slot, so you may have to discard.

Some abilities cannot be gained through mutate.  You will never see a mutant with phoenix (or a nymph ability, I'm not sure)

The twenty damage from unstable gas can be reflected.  The one damage to all your creatures cannot.

Scarabs calculate their total HP at the end of their turn.  They do this by adding the total number of scarabs on the field to any HP gained through other spells.  In this way, scarabs that devour things still grow.  Because scarabs don't update their HP until the end of the turn, the turn you play a scarab, it will have 1 HP and it will possibly be devourable.

Reverse timing a mummy will not put it on top of your deck.

Mutating a pheonix does not turn it into an ash (not sure about this one)

Malignant cells won't be killed by flooding.

My list o' stuffs.

Damokles

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Re: Newbie Guide: What the cards don't tell you... https://elementscommunity.org/forum/index.php?topic=4461.msg45769#msg45769
« Reply #11 on: March 30, 2010, 09:30:41 pm »
Some abilities cannot be gained through mutate.  You will never see a mutant with phoenix (or a nymph ability, I'm not sure)
Ok, let's collect the abilities which can be acquired with mutation:
Deja-vu, Burrow, Lobotomise, Lycantrophy, Destroy, Steal, Mutation (not "improve"), Paradox, Scavenger, Heal, Devour, Dive, Gravity Pull, Growth, Ablaze, Freeze, Poison, Hatch, Infect, Immortality, Momentum

not gainable creature skills: any Nymph Ability, Photosynthesis, generate Firefly/Scarab, Immortality ("grant Immortatlity to target"), Evolve, Vampire
edit: changes to capital letters for better reading

also, the ability cost is 1-2 of the same quantum as the creature

passive skills (graboid's burrowedness, devourer's quanta devouring, any further?) are active with a new random ability at the same time (a burrowed destroy creature is pretty awesome ;) )

any idea how to put all this in the first post?^^ maybe "Mutation and related: see post #99" ?

Mutating a pheonix does not turn it into an ash (not sure about this one)
What do you mean? Phoenix/Ash are not treated specially when hit with mutation?

Thanks for your contribution

Damokles

 

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