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Permanents Idea Brainstorm https://elementscommunity.org/forum/index.php?topic=8684.msg100875#msg100875
« on: June 25, 2010, 05:28:25 pm »
Hello internet.

So I was just noting that its seems that most of the card ideas being submitted are creatures, but I really think the game needs more permanents. Several elements don't have any permanents aside from their weapon and one or two shields. I would like to see at least one permanent in each element.

To this end I'm going to just toss out a bunch of card ideas and if people seem particularly enthusiastic about one or more of them maybe I'll try to submit them. If you like one of the ideas then feel free to run with it yourself.

These aren't fully developed yet, and some I'm having trouble coming up with stuff for. Feel free to provide input



 :aether
Astrolabe/Astrolabe
Need help figuring what this should do, feel free to make suggestions.

Maybe some sort of quanta gain?

 :air
Wind chime/Wind chime
Gains a counter each time an air spell is played. (Activated ability) Remove three counters to have the same effect as shockwave.

Not sure about this one. Can anyone come up with a good effect aside from shockwave? Wind chimes should be more peaceful.

 :darkness
Shadows/Murk:
Your opponent cannot see what your permanents or creatures. A "?" symbol is shown instead of the card

*edit* I just saw PhantomFox has an idea recently posted very similar to this, so I probably won't pursue this one

 :death
Altar/Sacrificial Altar
(activated ability) Kill a creature you control to gain  :death :death

The two quanta isn't much, but being able to kill one of your own creatures could be a big thing for a death deck. Besides, as of yet death has no way to gain quanta quickly.

 :earth
Fossil/Fossil
If reverse time is cast, put a Devonian dragon into play. Each fossil works a limited number of times

Another time/earth combo? That's already a pretty powerful duo deck with Graboids . . . maybe needs revision?

 :entropy
Chaos Dice/Loaded Dice
All spells & creature abilities target randomly. The upgraded version costs more, but only effects your opponent.

I really like this idea, but it might be OP? maybe give it an upkeep cost or make it last just a few turns. Could also revise the improved version, such as it has a 50% chance of affecting your spells. I love the idea of an entropy elemental cheating at dice though.

 :fire
Torches/Torches
All creatures with cost less than 3 gain +1/+0

I was thinking in terms of a traditional pitchforks & torches mob. Kinda wish I could come up with something for fire that wasn't either dealing damage or gaining quanta.


 :gravity
Neutronium/Neutronium
Casts gravity pull one the enemy creature that deals you the most damage each turn.

potentially potent creature control that could backfire on you

 :life
Seeds/Seeds
Produces a stack of three (four if improved) seeds.
(activated ability) : sacrifice a seed to produce a sappling. A sapling is an 0/1 creature with  :life gain +1/+1 (a weaker version of growth)

Lifespring/Lifespring
 (activated ability) :water heal target creature for 5 points.

 :light
Lamp/Lantern
Still thinking this one over. Maybe some sort of area based protective effect on your creatures?

 :time
Fountain of youth/Fountain of youth
(activated ability) :water :water reverse time target creature and play it (on the same side it was on).

A handy way to get rid of debuffs etc. Would this be OP with deja vu? I'm leaning towards no, since any buffs on deja vu wouldn't stick through the reversing. Introduces a new  :time :water synergy

 :water
Bowl/Basin
(activated ability) :water :add one counter to bowl/basin. If basin has three counters on it remove them all and gain  :water :water :water :water :water :water

Might be UP . . .



 

blarg: