Inconsistencies: What It Says - What It Does
or
Counterintuitive
This thread is to be considered an addition to the 'Not A Bug', 'Confirmed Bugs' and 'Archived Bug' section. In this opening post I will attempt to present an overview of game situations that might occor that are odd, but not really bugs. For a card, card combinations or set of cards to appear here it or they must fulfill any of the following prerequisites:
1) The card or a portion of the card does not do what it says or it does something that is not mentioned on the card;
2) On one card a phrasing results in one result, the same wording on another card does something else;
3) Through the effect of one card general rules of the game are deduced which are countered by the effect of another card.
So, I don't want to report bugs in this section nor suggest improvements; at best, if someone feels the urge to do anything with this thread, it can be used for editing the text on cards to make What It Says more consistent with What It Does or mirror the effect of similar card text. For now I will make a start and will update it later.
I am fully aware this post is not nearly finished; it just takes a lot of time to do. If it any point it proves a useless endouver I will give up :-* Lets see how it fares:
Immortality
Lobotomy
0 HP Creatures
All creatures immediately die at 0 HitPoints, but not
It dies at the end of the turn it is played. If for some reason its HP is raised and lowered to 0 at a later point, it dies immediately, though
Copying creatures
PU is supposed to give you an EXACT copy of the targeted creature. If you copy an mutant creature strange things happen though. Look in the Wiki for the long story.
Deja Vu makes a copy of itself including all the buffs it had received; what is not mentioned, though, is that it loses its copying mechanism, both in the original as in the copy.
Reverse Time and Eternity wording
RT's wording might be interpreted (and was by me at first) as meaning that the targeted creature is transformed into the card that is on top of its owner's deck. I always just assumed it failed if it was not another creature :-\
Compare with the wording on
Contrary to what it says, in fact it puts the card
on top and not
in its owner's deck
Sundial
'For each 10 :rainbow quanta in your possession...'
Above cards all round up; that is, up till every 10 of the relevant quanta results in one 'count' (1-10 is 1x the amount of damage, 11-20 is 2x, etc.)
The Sword of Flame however only increases the damage in increments of rounded
down quanta reserves. To be honest, it adds quanta to your pool at end of turn before dealing damage though. BUT STILL!! :P
Stacking bonusses
Simply said, multiples don't stack, oddly enough, although the card says
+x/
+x.
On Arsenic it says that the damage is cumulative, so mentioning the reach of the effect is not out of bounds.
Poison/Infect
That's it for now. I tried to go through an element at the time, but cross-reference is unavoidable. I only covered three or four of the elements with the more obvious WIS/WID's I could think of; in some time from now I will do another round of cards. Also, I have to be careful for this thread not to become just a copy of one of the above-mentioned threads.
Greetz
Yes, I GET the reference =)
Small Update
Hand protection
Sanctuary protects you from the following cards:
But did you know there is one other card it is effective against that you would not necessarily expect?
Rebirth
First of all, if Phoenix is killed by your opponent, you can't resurrect it in your next turn. You will have to wait for one more turn. This seems plausible as otherwise it would seem too hard to get rid of Phoenix.
However, if Phoenix dies at the
end of YOUR turn (say through infection) it also cannot be revived in your next turn. In short, Ash can be rebuild to a Phoenix only in the second turn that you have controlled Ash since the beginning of your turn. Yes, I understand why that was not typed out on the card. :fire
However, if Phoenix dies to you playing
you WILL be able to rekindle it in your next turn.
First of all, thank you for all the input. Even now I have received enough suggestions to have my work cut out for me for the next couple of weeks. I will reply to each of your suggestions in due time, I noticed members are already correcting/editing each other's suggestions as well.
It will be an endeavor in itself to stay on-topic, as I would not like to overlap with Bugs/Mechanics (too much) but instead focus mostly on how one might (mis)read cards in relation to how they work out when actually played in different situations. I have thought about this for some time and I think the best context scenario I can come up with is this:
Optional:
A player who owns all the cards available in Elements, who has read all the cards, is familiar with the basic rules of the game is deciding on a set of decks. The player has access to the wiki and to the bugs/not a bug list. BUT, this player has never played a single game of Elements. Also, this player has only one point in time to make these decks. He or she has to build all their decks before playing so the element of 'trial and error' is eliminated from his or her deckbuilding skills.
This thread aspires to be the missing link for this particular player; it tells about the exceptions, loopholes and variations in game mechanics. After reading this thread (and the above mentioned threads) the player should no longer encounter any surprises about mechanics and be able to build decks that do not fail on grounds of unforeseen exceptions.
Sort of 8)
First of all, thank you for all the input. Even now I have received enough suggestions to have my work cut out for me for the next couple of weeks. I will reply to each of your suggestions in due time, I noticed members are already correcting/editing each other's suggestions as well.
It will be an endeavor in itself to stay on-topic, as I would not like to overlap with Bugs/Mechanics (too much) but instead focus mostly on how one might (mis)read cards in relation to how they work out when actually played in different situations. I have thought about this for some time and I think the best context scenario I can come up with is this:
Optional:
A player who owns all the cards available in Elements, who has read all the cards, is familiar with the basic rules of the game is deciding on a set of decks. The player has access to the wiki and to the bugs/not a bug list. BUT, this player has never played a single game of Elements. Also, this player has only one point in time to make these decks. He or she has to build all their decks before playing so the element of 'trial and error' is eliminated from his or her deckbuilding skills.
This thread aspires to be the missing link for this particular player; it tells about the exceptions, loopholes and variations in game mechanics. After reading this thread (and the above mentioned threads) the player should no longer encounter any surprises about mechanics and be able to build decks that do not fail on grounds of unforeseen exceptions.
Sort of 8)
Downward capability version of this (http://elementscommunity.org/forum/index.php/topic,4461.msg44100.html)?
I am not sure what 'downward capability' means, but yes, somewhat like the thread you linked but then more precise and with card images. Mostly, though, it focuses specifically on the card text.
From the linked thread entries such as the following have no place here for various reasons:
- "Supernova costs 2 :entropy and generates just as much" - can be deduced from the card itself
- "Empathic Bond will heal you for every creature on your side, even if its frozen, poisoned,... You will be healed as your creatures attack." - Does not conflict in any way with how the card is written or how game mechanics function.
- "Hitting a creature with 5 or less hp with Rage Potion will kill it." - Obviously