*Author

Bees nest | Killerbees nest https://elementscommunity.org/forum/index.php?topic=6272.msg64953#msg64953
« on: May 07, 2010, 04:27:20 pm »
Hi,
the idea of the card is to give life a mono-element card with the ability to spawn creatures. The self-sacrificing ability of the bees allow to control the number of spawned creatures and gives life a creature controll card.


NAME:
Bees nest
ELEMENT:
Life
COST:
6 :life
TYPE:
Permanent
ATK|HP:
- | -
ABILITY:
Generate 2 Bees at the end of every turn. Absorb  :life :life :life per turn.
ART BY:
Mark's Bee Haven
IDEA BY:
Schattenfresser
NAME:
Killerbees nest
ELEMENT:
Life
COST:
6 :life
TYPE:
Permanent
ATK|HP:
- | -
ABILITY:
Generate 2 Killerbees at the end of every turn. Absorb  :life :life :life per turn.
ART BY:
Mark's Bee Haven
IDEA BY:
Schattenfresser
NOTES: [/color][/b]
* generated creatures start to attack in the next turn
* Higher playcost because because of the ability of the Bees?
* the art should be a nest from feral bees
SERIES: [/color][/b]
It could be a serie with Flooding.
NAME:
Bee
ELEMENT:
Life
COST:
2 :life
TYPE:
Creature
ATK|HP:
1 | 1
ABILITY:
Sting: Remove Bee from the play. Add 1 poison damage to the target. Poison damage is cumulative.
ART BY:
Paston Mobley
IDEA BY:
Schattenfresser
NAME:
Killerbee
ELEMENT:
Life
COST:
2 :life
TYPE:
Creature
ATK|HP:
2 | 1
ABILITY:
Sting: Remove Killerbee from the play. Add 1 poison damage to the target. Poison damage is cumulative.
ART BY:
Paston Mobley
IDEA BY:
Schattenfresser
NOTES: [/color][/b]
* Bees and Killerbees don't create sceletons
* the target can be creatures or the players
* Should it be reflexible by shields?
CARD CHANGES: [/color][/b]
* increasing the cost from Bees nest and Killerbees nest about 2 :life
* changing the description of the sacrifice so that it don't work with Bone Wall or Vultures

Offline killsdazombies

  • Legendary Member
  • ******
  • Posts: 3321
  • Reputation Power: 54
  • killsdazombies brings all the vitality and activity of a Life Nymph.killsdazombies brings all the vitality and activity of a Life Nymph.killsdazombies brings all the vitality and activity of a Life Nymph.killsdazombies brings all the vitality and activity of a Life Nymph.killsdazombies brings all the vitality and activity of a Life Nymph.killsdazombies brings all the vitality and activity of a Life Nymph.killsdazombies brings all the vitality and activity of a Life Nymph.killsdazombies brings all the vitality and activity of a Life Nymph.killsdazombies brings all the vitality and activity of a Life Nymph.killsdazombies brings all the vitality and activity of a Life Nymph.
  • [04:50:35] GirlsGeneration: mewtwo's hot
  • Awards: Slice of Elements 7th Birthday CakeSlice of Elements 4th Birthday CakeSlice of Elements 3rd Birthday Cake2nd Trials - Master of LifeAnother Epic 3 Card Design Competition WinnerWeekly Tournament Winner
Re: Bees nest | Killerbees nest https://elementscommunity.org/forum/index.php?topic=6272.msg65050#msg65050
« Reply #1 on: May 07, 2010, 08:04:24 pm »
cool i like this, a good FFQ substitute.

Belthazar666

  • Guest
Re: Bees nest | Killerbees nest https://elementscommunity.org/forum/index.php?topic=6272.msg65054#msg65054
« Reply #2 on: May 07, 2010, 08:12:35 pm »
I like it. Although, since it's 2 bees, I'd raise the cost up by one or two. Maybe the upkeep by one instead, 2 for each bee per turn; you're essentially just playing 2 bees, yes, but it does keep adding them as long as the card is out.

Re: Bees nest | Killerbees nest https://elementscommunity.org/forum/index.php?topic=6272.msg65306#msg65306
« Reply #3 on: May 08, 2010, 12:48:39 pm »
I like it. Although, since it's 2 bees, I'd raise the cost up by one or two. Maybe the upkeep by one instead, 2 for each bee per turn; you're essentially just playing 2 bees, yes, but it does keep adding them as long as the card is out.
You have to pay 1 2 :life for a firefly, which costs 3 :air. I think it's a important aspect of creature-spawning cards that it's cheaper as playing the card.
The only thing I would increase would be the cost to bring the card in the play.

edit: yeah, it costs 2, I mixed it with Improve.  ???

Offline Thalas

  • Sr. Member
  • ****
  • Posts: 982
  • Reputation Power: 14
  • Thalas is taking their first peeks out of the Antlion's burrow.Thalas is taking their first peeks out of the Antlion's burrow.
  • New to Elements
Re: Bees nest | Killerbees nest https://elementscommunity.org/forum/index.php?topic=6272.msg65310#msg65310
« Reply #4 on: May 08, 2010, 01:07:00 pm »
You generate firefly for 2  :life .

borbland

  • Guest
Re: Bees nest | Killerbees nest https://elementscommunity.org/forum/index.php?topic=6272.msg65377#msg65377
« Reply #5 on: May 08, 2010, 04:29:22 pm »
Good Idea:!

But poison is for death, not for life!

Re: Bees nest | Killerbees nest https://elementscommunity.org/forum/index.php?topic=6272.msg65387#msg65387
« Reply #6 on: May 08, 2010, 04:48:55 pm »
Good Idea:!

But poison is for death, not for life!
Spine Carpace? Seems like a life card with poison to me.  Not to mention residual poison effects of Bee Stings is reasonable to expect. 

I like the card idea, although it would create an unreal synergy with Bone Wall.  Running these to kill your opponent's creatures while sacrificing themselves would give you so many bone walls.  Add a Fallen Druid and entropy mark and you can turn the ones you don't need to poison into awesome mutants. 

Supernovas afford the chance to use their abilities too, although with them the deck is bordering on too bulky. 

borbland

  • Guest
Re: Bees nest | Killerbees nest https://elementscommunity.org/forum/index.php?topic=6272.msg65509#msg65509
« Reply #7 on: May 08, 2010, 07:07:34 pm »
Yes, but too much poison for life wouldn't be very good.They could be two element for poison, but life and death are two opposite

Re: Bees nest | Killerbees nest https://elementscommunity.org/forum/index.php?topic=6272.msg65610#msg65610
« Reply #8 on: May 08, 2010, 09:56:56 pm »
But poison is for death, not for life!
Yes, but too much poison for life wouldn't be very good.They could be two element for poison, but life and death are two opposite
You're right that the most of the cards and abilities with poison effect cost death. But there are two cards without death: Carapace and Puffer Fish, so poison isn't death only.
I want to keep death out of the idea because the cards have a strong synergy with death (Bonewall and Vulture) right now and I want to have a flexible card.

I like the card idea, although it would create an unreal synergy with Bone Wall.  Running these to kill your opponent's creatures while sacrificing themselves would give you so many bone walls.  Add a Fallen Druid and entropy mark and you can turn the ones you don't need to poison into awesome mutants. 
That is the biggest problem I have with the idea, it works to well with death. :(
A way to change that could be that sacrificing the Bees don't affect the Bonewall but I don't know if it would be possible. Maybe the sacrifice could work like rewind but it doesn't put the Bee back in the deck.
I could also modify the ability of the Bees so that it can't use the ability so fast or that it work in a different way. ( Like you have to sacrifice N Bees to kill a creature with N HP. But that shouldn't be possible with the code.)

Kurohami

  • Guest
Re: Bees nest | Killerbees nest https://elementscommunity.org/forum/index.php?topic=6272.msg65717#msg65717
« Reply #9 on: May 09, 2010, 03:06:35 am »
I absolutely love this idea. It's about time life gets something a bit more powerful. Spine carapace came somewhat close to empowering life but not exactly there. This card would be really cool. I think the playing cost should be raised to much higher like 7 or so and the bee generation should become player activated instead of automatic, continuous upkeep can be disastrous for the aggressive style of life.

Re: Bees nest | Killerbees nest https://elementscommunity.org/forum/index.php?topic=6272.msg65811#msg65811
« Reply #10 on: May 09, 2010, 10:43:07 am »
I have changed the cards a little bit.
I increased the cost of the nests about 2 so that it's more difficult to play the card in the early and the late game phase. When it isn't enough I could increase again about 1 or 2.

The change of the description removes the death aspect. The Bees don't die in the traditional way after using the ability. That should kill the strong synergy between the idea and death. :P

the bee generation should become player activated instead of automatic, continuous upkeep can be disastrous for the aggressive style of life.
You can control the production with the sacrifice ability and the "endless" spawning is a important aspect of the card. It's great when you have only a few creatures but it's uselessly using your quanta when your field is full.

Re: Bees nest | Killerbees nest https://elementscommunity.org/forum/index.php?topic=6272.msg68203#msg68203
« Reply #11 on: May 13, 2010, 05:56:55 pm »
Has nobody something to say about the card changes?
Don't fear! The bees don't attack you right now. :P

 

anything
blarg: