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a few aether card ideas https://elementscommunity.org/forum/index.php?topic=32602.msg411791#msg411791
« on: October 18, 2011, 04:33:35 am »
Having played a mono aether deck for a while, I've found a few niches that are missing. Maybe that's a good thing. No color should be perfect. But I also think those niches make for good potential cards:

- Healing
- A way to deal with enemy shields
- A way to deal with enemy healing
- A way to deal with enemy permanents in general
- A use for excess quanta (think Fahrenheit)

A few ideas for cards:

  • Scales of Balance: (permanent) Activate scales of balance to destroy an enemy permanent. Doing so will destroy one of your aether pillars.
  • Chain Lightning: (creature) 0 attack / 4 hit points. :aether: Deal one damage to target this turn. Cost of this ability increases by one :aether.
  • Warp Gate: (spell) Destroy enemy permanent.
  • Mind Wipe: (spell) All permanents are removed from the board for both players.
  • Aether Wind: (spell) All healing and poison removed from the board.
  • Aethereal Form: (spell) Target creature gains ability to ignore enemy shields.
  • Alpha and Omega: (shield) Reverses effect of poison into healing, and healing into poison. May force enemy to take this shield.
No costs yet. I figure that's a question of finding a fair balance. But thought some of these might be helpful ideas.

Offline NikaZaslavsky

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Re: a few aether card ideas https://elementscommunity.org/forum/index.php?topic=32602.msg411902#msg411902
« Reply #1 on: October 18, 2011, 11:50:32 am »
If these aren't actual cards, I think you should put them in design theory.
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Re: a few aether card ideas https://elementscommunity.org/forum/index.php?topic=32602.msg411907#msg411907
« Reply #2 on: October 18, 2011, 12:04:48 pm »
If these aren't actual cards, I think you should put them in design theory.
Not Design Theory, more like Pre-Smithy Ideas. Design Theory is for ... well, theory on card design (card cost balancing formula, etc.); Pre-Smithy is for card ideas that need to be fleshed out before it goes into the Smithy.
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Offline NikaZaslavsky

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Re: a few aether card ideas https://elementscommunity.org/forum/index.php?topic=32602.msg411914#msg411914
« Reply #3 on: October 18, 2011, 12:21:08 pm »
Ok, but I meant the whole section, since pre-smithy is part of that.

Back on topic, I like the idea of Scales of Balance and Mind Wipe, and Alpha and Omega, but Warp gate is too much like deflagration, and Aetheral Form is like momentum.
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Re: a few aether card ideas https://elementscommunity.org/forum/index.php?topic=32602.msg411926#msg411926
« Reply #4 on: October 18, 2011, 12:58:53 pm »
Yeah, I was confused about where to post this. Should I repost it or is there a way to move a thread?

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Re: a few aether card ideas https://elementscommunity.org/forum/index.php?topic=32602.msg411969#msg411969
« Reply #5 on: October 18, 2011, 03:03:34 pm »
Yeah, I was confused about where to post this. Should I repost it or is there a way to move a thread?
Don't worry about it, it was moved for you already.
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Re: a few aether card ideas https://elementscommunity.org/forum/index.php?topic=32602.msg412013#msg412013
« Reply #6 on: October 18, 2011, 05:09:12 pm »
Yeah, I was confused about where to post this. Should I repost it or is there a way to move a thread?
Don't worry about it, it was moved for you already.
Thanks!

Offline xsindomanx

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Re: a few aether card ideas https://elementscommunity.org/forum/index.php?topic=32602.msg415651#msg415651
« Reply #7 on: October 25, 2011, 05:36:33 pm »
I guess you're a fan of mono-aether...
However, some of the ideas that you have suggested don't really seem to fit in with the concept of aether (mind-altering, psychological damaging element)
The ideas you have suggested are already in other elements (heal: :life, momentum: :gravity, destroy: :entropy and :gravity)
If all those ideas were added to aether, it would simply become the ultimate element.
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Re: a few aether card ideas https://elementscommunity.org/forum/index.php?topic=32602.msg417187#msg417187
« Reply #8 on: October 29, 2011, 12:14:20 am »
I think you have a point. Having played the element for a long time, I'd say it's pretty darn powerful. It needs to have some drawbacks -- hard to spam creatures, hard to power up creatures, hard to protect and manipulate permanents, hard to heal -- for it to be balanced.

I'm more inclined to say an element like water needs a serious boost. I hardly see anyone play that.

 

anything
blarg: