*Author

Offline n00b

  • Hero Member
  • *****
  • Posts: 1461
  • Country: aq
  • Reputation Power: 21
  • n00b is a Mummy waiting to discover the path to glory.n00b is a Mummy waiting to discover the path to glory.n00b is a Mummy waiting to discover the path to glory.n00b is a Mummy waiting to discover the path to glory.
  • Nom.
  • Awards: Slice of Elements 8th Birthday CakeSlice of Elements 6th Birthday CakeSlice of Elements 5th Birthday CakeSlice of Elements 4th Birthday CakeSlice of Elements 3rd Birthday Cake
Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1002753#msg1002753
« Reply #12 on: September 26, 2012, 12:29:25 am »
Task I - Complete
Spoiler for Task I:
Remade Card #1: Pandemic | Epidemic
Spoiler for Original Card:


NAME:
Pandemic
ELEMENT:
Death
COST:
4 :death
TYPE:
Spell
ATK|HP:

TEXT:
Target creature gains two poison. Creatures in the target's field have a chance to gain one poison per turn.
NAME:
Epidemic
ELEMENT:
Death
COST:
3 :death
TYPE:
Spell
ATK|HP:

TEXT:
Target creature gains two poison. Creatures in target's field have a chance to gain one poison per turn.

ART:
None currently
IDEA:
n00b
NOTES:
This is what I think should replace Plague|Improved Plague. Pretty straightforward, whatever you target will get two poison counters and every creature in their field will have a 1/4 chance to get poisoned, and they can be poisoned only once per turn, though it is possible for them to get poisoned on consecutive turns. This status would last until the card first infected with Pandemic leaves the field. Pandemic is not as much of a status effect as it is a type of poison counter. Just like Aflatoxin, the only way to get rid of this status without the creature leaving the field is to use purify. The creature cannot infect itself.
Lore:
 This is the story of tragedy, and is not for the faint of heart. This tells of a disease so vile, so evil that it had never really gone away. This plague, this Pandemic spread through towns of the Elementalists like wildfire. Not even the mighty Guardian Angels could protect against its effects for long. Not even the fortitudinous Armagios, with all of their bulk, could withstand this devastating disease. It shot through the villages long ago, killing hundreds if not thousands, until it disappeared, thought to be wiped out. They were wrong, this Pandemic did not get wiped out, and it's coming back...
SERIES:
6th Trials Task I

Card #2: Degrade | Degrade

NAME:
Erraticism
ELEMENT:
Darkness
COST:
5 :darkness
TYPE:
Permanent
ATK|HP:

TEXT:
Reduce all creatures' attack by the amount they are poisoned for. Does not stack.
NAME:
Degrade
ELEMENT:
Darkness
COST:
4 :darkness
TYPE:
Permanent
ATK|HP:

TEXT:
Reduce all creatures' attack by the amount they are poisoned for. Does not stack.

ART:
None currently
IDEA:
n00b
NOTES:
A pretty straightforward card that places more emphasis on the darkness/death duo. This card reduces attack by the amount of poison on the card, and Purify does nothing (will not increase the attack). Affects all creatures who are poisoned. Works well with Pandemic simply because, as that is able to add poison counters to any creatures on whichever side the card is used on, Degrade will lower their attack, which would be good for you (the user).
SERIES:
6th Trials Task I


Task II - Complete

Spoiler for Task II:
Spoiler for Elements:
:aether :air :gravity
:darkness :death :life
:earth :fire :time
:entropy :light :water
Spoiler for Halfblood Grinder:
Hover over cards for details, click for permalink
Deck import code : [Select]
74c 74c 74c 74c 74c 74c 74h 74h 74h 7n2 7n2 7n2 7n2 7n2 7n2 80b 80b 80d 80d 80d 80d 81q 81q 81q 81q 81q 81q 81q 81q 81q 81q 81q 8pl

I call it... Catadimensional Titans... or something. Went 18/25, losing both to the few decks I played with lots of hard PC and decks with much heals.
Spoiler for Ai3 Grinder:
Hover over cards for details, click for permalink
Deck import code : [Select]
718 718 718 718 71a 71a 7ac 7ac 7ac 7ai 7ai 7ai 7ai 7ai 7ai 7t4 7t4 7t4 7t4 7t6 7t6 7t8 7t8 7ta 7ta 7td 7td 7td 7um 7um 7um 8pk

Went 22/25, which, imo, is pretty good for a trio.
Spoiler for Stall Deck:
Hover over cards for details, click for permalink
Deck import code : [Select]
778 778 778 778 778 778 77c 77c 77c 77g 77g 77g 77i 77i 77i 77i 77i 77i 77j 77j 77j 77j 77k 77k 78q 78q 78q 7dm 7dm 7dm 7dm 7dm 7ds 7ds 7f2 7f2 7f2 7f2 7q1 7q1 7q1 7q1 7q1 7q4 7q4 7q4 8ps

Not much to say about this one, except that it is a stall. So yeah...
Spoiler for False God Deck:
Chaotic Endeavors Name courtesy of Poof
Hover over cards for details, click for permalink
Deck import code : [Select]
6ts 6ts 6ts 6ts 6ts 6tt 6tt 6tt 6u2 6u2 6u5 6u5 6u5 7gn 7gn 7gn 7gn 7go 7go 7gq 7gq 7jo 7jo 7jo 7jo 7jo 7jo 7jt 7jt 7k5 7k5 7k5 7k5 7k6 7k6 8pp

He endows his Saders, he Maxwells your Graboids, and, on top of it all, he freezes you.
Spoiler for Shard Deck:
Hover over cards for details, click for permalink
Deck import code : [Select]
6rv 6rv 6rv 6rv 6rv 6rv 7gv 7gv 7gv 7gv 7gv 7gv 80d 80d 80d 80d 80i 80i 80i 80i 81q 81q 81q 81q 81q 81q 81q 81q 81q 81q 81q 81q 81q 81q 81q 8pp

Fractal Ulitharids, use SoP, ???, Profit.
« Last Edit: October 04, 2012, 02:15:23 am by n00b »
Gone for awhile now, though I still pop by from time to time.

Offline furballdn

  • Legendary Member
  • ******
  • Posts: 7573
  • Reputation Power: 86
  • furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.
  • Facetious trollnotmod
  • Awards: Epic 3 Card Winner - Clockwork GolemBest Recruiter of FriendsBest JournalistBest Chat PainterBattle - Slayer of The Great ChimeraBest Crafted Relic of Other
Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1002757#msg1002757
« Reply #13 on: September 26, 2012, 01:17:06 am »
Task 2 Completed!
Spoiler for Task 2:
Spoiler for Elements:
:gravity :entropy :aether
:death :air :earth
:water :light :time
:life :fire :darkness

Spoiler for AI3 killer:
:gravity :entropy :aether
Honey charger don't care!Honey charger don't care!Honey charger don't care!
Hover over cards for details, click for permalink
Deck import code : [Select]
6u2 6u2 6u2 6u2 6u2 6u2 744 744 744 744 744 744 745 745 745 745 745 745 808 808 808 808 808 808 808 80b 80b 80b 80b 80b 8pj

In fast grinding of AI3, what is the most irritating thing? Shields and CC that slow down one's speed. Shields? Honey chargers laugh at that! Packing 7|5 stats and momentum, these are great creatures for packing on the beat upon the opponent. Their 5hp puts them out of nearly all CC range besides lightning, and even then, chaos power has got it covered. With an average of a +3/+3 buff, a 10|8 momentum creature is nearly unstoppable. What's that? You're worried about other types of control? Worry not, for I have that covered as well! Twin Universe! A brilliant way to double the buffs and double the pain!

Average TTW: 7.4
6
8
9
10
6 EM

Conclusions: RNG is too troll D: Either way, this deck was designed as a counter to all those pesky shields and rush stoppers in AI3, but it seems I got paired up with the annoying RT/sundials one twice, and the earth/gravy one that BB'd everything too. It's not the fastest AI3 grinder out there, but I can say that it's very fun and reliable.

Spoiler for HB killer:
:death :air :earth
When you die, do you go up or down?
Hover over cards for details, click for permalink
Deck import code : [Select]
710 710 710 710 710 710 710 710 713 713 713 713 713 713 71a 71a 71a 71a 71a 71a 77l 77l 77l 77l 7n2 7n2 7n2 7n2 7n2 7n2 8pm

I originally planned to make a PA+wings+recluse deck, but found that too awkward. That's when I realized i could approach it from another angle. Death is a very powerful element for rushing, with perhaps the most efficient rusher (Flesh Recluse), and the ability to add poison to bypass shields. What better way to combine those two aspects of death? Flying arsenics and recluses! Of course, just like that, the deck might not be able to catch up to the accelerated quanta of HBs, so that's where BB comes in. BB is able to shut down a pesky enemy for 6 turns, long enough that you'll probably never see a creature get out of it. This deck is pretty fast, getting 7-8 TTW vs HBs. It's also quite thematic! Will you use the power of air to fly your arsenic or the power of earth to drag down your opponent to a halt?

Average TTW: 8.2
7
8
6
11
9

Spoiler for False God:
:life :fire :darkness

Legion
Hover over cards for details, click for permalink
Deck import code : [Select]
7ac 7ac 7ac 7ac 7ac 7ac 7am 7am 7am 7ap 7ap 7ap 7ap 7dm 7dm 7dm 7dm 7do 7do 7do 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t6 7t6 7t6 7t6 7t6 7t7 7t7 7t7 7t7 7t7 7ta 7ta 7tb 7ti 7ti 8po

The one that is many. A writhing pack of demons twisting and turning in the depths of the night. Individually, each demon is weak, but together, they form an incomprehensible strength. Hellfire seems to breathe from it as its destructive prowess seem to multiply over time...

We have fractal devourers, why not a slower but safer way to go? Mitosis and bonds allows for more stability and defense. Devourers and bloodsuckers are immensely cheap creatures that deal massive damage under eclipse. The triple fire mark is enough to fuel the control in the deck. Rains of fire keep creatures at bay while explosions keep pesky permanents away.

Spoiler for fat deck:
:water :light :time

Time to Elucidate Floding!
Hover over cards for details, click for permalink
Deck import code : [Select]
7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gp 7gp 7gr 7gr 7gr 7gr 7gr 7h1 7h1 7h1 7h1 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7k2 7k2 7k6 7k6 7k6 7k6 7k6 7k6 7q0 7q0 7q0 7q8 7q8 7q9 7q9 7q9 8pp

Flooding can be useful! Use flooding and squids to lock down opponent. Sancts and miracles to heal up. Sundials are there if you need a one turn stall, and eternity is for deckout. Who said water had no synergy with light and time besides tears?

Spoiler for Interesting Shard deck:
Mirrored Purpose
Hover over cards for details, click for permalink
Deck import code : [Select]
6s5 6s5 6s5 6s5 6s5 6s5 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jr 7jr 7jr 7jr 7jr 7k0 7k0 808 808 808 808 80h 80h 80h 80h 80h 8pr

SoW is the biggest buff in the game. What works great with attack buffs? Peggy does! Quint protects fragile Peggy and allows it to receive SoW buffs and dive for much more damage. Alternatively, Quint+SoW can be used upon enemy creatures if the user has a mirror shield up, letting SoW have both an offensive and defensive purpose in this deck.
Shards are way too specialized. Hard to make a unique deck with shards.


Task 3 Completed!
Spoiler for Task 3:



Spoiler for In development:

Spoiler for Explaination:
It seems that a general consensus agrees that :air, :water, :gravity, and :life are the weaker elements. Why are they the weaker elements? They lack solid PC. In a game where shields are powerful and control is rampant, not having half of the control greatly cripples your element.

Tumult: Tumult is an air card that allows the user to steal a permanent in exchange for one of the user's own. This is softer PC than explosion, but fits into :air's theme of flowing freely. This also allows for :earth + :air synergies with Enchant Artifact, and even permanentless rushes that need some cheap PC.

Wave: Water is soft and calm, but unchecked, it can even weather away mountains. This PC card fits that theme exactly. The opponent can choose to save their permanent for a quanta cost, or let it get destroyed. This simple yet effective card brings along a whole new level of strategy into the game.

Junk Wall: Gravity's weight shield is awkward at best, and useless at worst. Such a defensive element doesn't boast much defenses for the user. Junk Wall is like a permanent version of Bone Wall, and it allows for new synergies with gravity duos because of the new PC introduced.

Essence of Nature: Life's soft PC card allows for one extra damage of the strongest creature in spell damage form. This card allows :life to bypass shields like wings and dimensional shield that might have once shut down life decks completely. This essentially fits into the mid-range hitter value for life, letting life take a stronger stand instead of its cheap creature spams. More spell damage will also help contribute to reflective shields being a part of the meta.
Spoiler for Hidden:
New cards:
http://www.elementsthegame.com/development.html

New features:
Daily quest from the oracle, the oracle wants a certain half-blood hunted down? Can the player find and defeat that half-blood before the day is over?
Small amount of customization allowed for Arena AI, as in which cards to play in which order and other strategies that the player can decide
For the first 10 games that the player plays per day, they will get extra electrum if they use their oracle card of the day
Able to thumb up arena decks as well
Achievements added. Completing these achievements will reward players with electrum, score, and certain upgraded cards

Balance:
Pegasus stats changed to 3|3
Upgraded hope changed to 7 :light
Crusader's endow changed to :light :light

Parasite stats changed to 2|1
Vampire Stiletto cost changed to 2 :darkness

Fog shield changed to 3|2 :air
Thunderstorm now occasionally does 2 damage instead of 1

Plate armor gives +0/+4

Graviton mercenary cost changed to 3 :gravity
Colossal dragon stats changed to 8|15, 9|30 if upgraded

Rage Potion can no longer kill creatures. It now takes up to 5|6 hp away from target creature and adds it to the creature's attack

Pufferfish cost changed to 4 :water
Ulitharid cost changed to 2 :water

Elite Cockatrice stats changed to 5|6
Jade Shield cost changed to 6 :life

Flesh spider stats changed to 4|3
Elite mummy stats changed to 5|5

Dimensional shield now phases user out of play for 2 turns. Cost changed to 4|3 :aether

Anubis and Elite Anubis stats changed to 6|8

Shard of Focus cost lowered to 5|3 :rainbow, starts at 0|1 hp. Accrete: Destroy target permanent and gain 15hp. Disappears if hp>15, 30 if mark is :gravity
Shard of Sacrifice makes user take 24|20 and replace damage with healing for one turn. Trigger a death effect

Bug fix:
- PvP1 no longer broken
- Purify and reflective shield glitch fixed
- AI no longer chains supernova without singularities
- Unburrow no longer removes invincibility
- Fate eggs no longer cause funny things to happen in PvP
- Nightfall and Eclipse no longer stack
- A protected UG that explodes no longer makes the previous spot protected

UI:
Thumbs up counter added to arena
Graph of arena position versus time added
New art for cards

AI balance:
H-Bs mark changed to 2x
AI smarter now
« Last Edit: September 29, 2012, 09:30:55 pm by furballdn »

Offline bogtro

  • Sr. Member
  • ****
  • Posts: 964
  • Reputation Power: 14
  • bogtro is taking their first peeks out of the Antlion's burrow.bogtro is taking their first peeks out of the Antlion's burrow.
  • Bring it. I'm ready.
  • Awards: 6th Trials - Master of DarknessWeekly Tournament WinnerChampionship League 1/2012 2nd PlaceWeekly Tournament Winner
Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1002765#msg1002765
« Reply #14 on: September 26, 2012, 02:24:34 am »
Reserved... I think.

Task II - Deckbuilding
Spoiler for The decks:
First off, my groups will be  :gravity :time :earth/ :life :light :air/ :aether :darkness :death/ :water :entropy :fire (randomized). This is because I believe that a decent deckbuilder should be able to take any elements and make a suitable deck out of them. I'm also trying to stay away from simply splashing in cards off of the mark, and particularly trying to avoid Animate Weapon, Sundial, etc. because those defeat the purpose of having a trio.
Spoiler for A trio deck that can reliably defeat Half-Bloods:
Hover over cards for details, click for permalink
Deck import code : [Select]
749 749 749 75m 75m 75m 75m 75m 778 778 778 778 778 778 77d 77d 77d 77d 77d 77d 77g 77g 77g 77g 77g 7qa 7qa 7qa 7qa 7qa 8ps


The deck is deceptively strong. A 10-game test against Half-Bloods went 8-2, for a preliminary 80% winrate. This should fall well within "reliable" for farming purposes.

The strategy is simple. Play a scarab along with a Heavy Armor, which should then take care of most opposing creatures. Gravity Shield, a very underused and underrated card, provides nice support for this, taking care of any creatures that your scarabs can't handle. Finally, the graboids provide some much-needed offense to the deck. The deck can set up quite quickly, with a buffed scarab coming out by turn 2 the norm. The deck will work semi-unupped, but the heavy armors really need to remain upped or the scarabs won't have enough nomming power.

Scarabs are quicker to get out than Otyugh, and the additional HP of otyugh becomes largely irrelevant due to Gravity Shield.

Spoiler for A trio deck that is ideal to farm AI3:
Hover over cards for details, click for permalink
Deck import code : [Select]
5ol 5ol 5ol 7an 7an 7an 7an 7an 7an 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7k5 7k5 7k5 7k5 7k5 7k5 7oe 7oe 7oe 7oe 7oe 7oe 7oe 7oe 8pq


As far as I know, this deck is the first of its kind. FFQ/Hope is too mainstream, so I went with this. The strategy is simple - Play a crusader, epi it, and endow the Owl's Eye.

Endowed crusader hits the sweet spot of 8, which when paired with adrenaline attacks for a total of 17 damage. Additionally, it gains the snipe skill, which takes care of most opposing creature threats. A 15-game sample went 14-1, with the 1 loss being due to drawing 0 crusaders in half the deck, and barely losing anyway due to a sundial at the end.

3 Owl's Eyes should be sufficient, since they aren't 100% necessary for the deck to run. Even if you happen to not draw them early, an adrenalined sader still does 12 damage, which is usually fast enough to defeat most AI3 decks, or at least do enough damage to remain competitive until your OE shows up. Obviously, your toughest opponent should be the Aether elder, if it ever learns that a dimensional shield should take priority over an Immortal, with the Time/Light elder also being annoying due to RT (though that deck is really too slow to consistantly beat this).

Spoiler for A trio deck for a False God:
Hover over cards for details, click for permalink
Deck import code : [Select]
710 710 710 710 710 710 710 71e 71e 71e 71e 7t4 7t4 7t4 7t4 7t4 7t6 7t6 7t6 7ta 7ta 7ta 7td 7td 80i 80i 80i 80i 80i 80i 8pu


This deck looks a little crazy, but keep in mind that FGs have 3x mark and double draw. The strategy is to first fractal a Pest if possible, otherwise fractalling a Deathstalker. The deck should take apart Instosis due to quanta control and poison, stand a good chance against poisondials due to the Vampires and early Pests, and do well against most other FG farmers by virtue of its adaptability. Poison is really very strong against most FG farmers, and quanta control helps a lot against those that can't be outdamaged by poison.

Spoiler for A trio deck that is 45+ cards:
Hover over cards for details, click for permalink
Deck import code : [Select]
4vg 4vg 4vg 4vg 6ts 6ts 6ts 6ts 6ts 6ts 6ve 6ve 6ve 6ve 6ve 6ve 6ve 7dg 7dg 7dg 7dg 7dg 7dg 7dm 7dm 7gk 7gk 7gk 7gk 7gk 7gk 7h0 7h0 7h0 7h0 7h0 7h0 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 8pp


10-0 against AI3. Strategy is relatively simple. Normally you want to play your first NT on a water pillar/pend, spawning a Water Nymph that can eventually turn all of your pillars into nymphs. Diss shield provides time to get set up. By the time you are running at all low on Entropy quanta, you should have killed most of the opponent's creatures with a Fire Nymph. Any other big threats can be AMed or raged.

The 2 explosions usually are sufficient, considering the lack of troublesome permanents against this deck (which is mostly limited to lobo). Since the deck has plenty of time due to being able to clear the field, you have time to wait for that explosion to take out a shield or such.

A fun situation that I encountered was buffing two opposing colossal dragons to 19|2 then AMing them for EM :P

Spoiler for A deck that can make creative use of a shard:
Hover over cards for details, click for permalink
Deck import code : [Select]
6s3 6s3 6s3 6s3 6s3 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dk 7dk 7dk 7dk 7dk 7dk 7dn 7dn 7dn 80d 80d 80d 80k 80k 80k 80k 80k 81q 81q 81q 81q 81q 81q 81q 81q 81q 8po


Strategy is simple:
1. Play quanta
2. Wait, playing SoBs along the way
3. When about to die, play shield+Silence
4. Continue Silence chain
5. Boltkill
6. Profit!

Task III - Building the Game
Spoiler for Elements 1.32:


Spoiler for In development:
« Last Edit: October 02, 2012, 04:14:19 pm by bogtro »
Years ago we had Ronald Reagan, Johnny Cash, Bob Hope, and Steve Jobs. Now we have Obama, no hope, no cash, and no jobs.

Offline nilsieboy

  • Legendary Member
  • ******
  • Posts: 2229
  • Country: nl
  • Reputation Power: 26
  • nilsieboy is a proud Wyrm taking wing for the first time.nilsieboy is a proud Wyrm taking wing for the first time.nilsieboy is a proud Wyrm taking wing for the first time.nilsieboy is a proud Wyrm taking wing for the first time.nilsieboy is a proud Wyrm taking wing for the first time.
  • Always trust badgers.
  • Awards: 6th Trials - Master of GravitySlice of Elements 3rd Birthday Cake5th Trials - Master of Gravity4th Trials - Master of GravitySlice of Elements 2nd Birthday Cake24 Club (cost 24+ cards during War auction)Beginners League 3/2010 2nd Place3-Man Team PvP #1 WinnerTeam PvP #1 WinnerWeekly Tournament Winner
Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1002824#msg1002824
« Reply #15 on: September 26, 2012, 05:17:57 am »
reserved
:gravity nilsieboy :gravity
I wondered why the titan was getting bigger, then it hit me. ~gravity
avatar by agentflare.

Offline mrpaper

  • Legendary Member
  • ******
  • Posts: 2047
  • Country: ca
  • Reputation Power: 24
  • mrpaper is a Mummy waiting to discover the path to glory.mrpaper is a Mummy waiting to discover the path to glory.mrpaper is a Mummy waiting to discover the path to glory.mrpaper is a Mummy waiting to discover the path to glory.
  • Awards: Slice of Elements 7th Birthday CakeWeekly Tournament WinnerWeekly Tournament WinnerHeir of the False GodsSlice of Elements 6th Birthday CakeWeekly Tournament WinnerWar #8 Winner - Team FireSlice of Elements 5th Birthday CakeWar #7 Winner - Team AetherThe 2nd Avatar - Winner of the PvP EventWeekly Tournament WinnerWeekly Tournament WinnerSlice of Elements 4th Birthday Cake6th Trials - Master of EarthSlice of Elements 3rd Birthday CakeWinner of the Harry Potter PvP House CupChampionship League 1/2012 3rd PlaceWeekly Tournament WinnerWeekly Tournament WinnerBeginners League 3/2011 2nd PlaceWeekly Tournament WinnerWeekly Tournament WinnerWeekly Tournament WinnerBeginners League 1/2011 3rd PlaceBeginners League 3/2010 3rd Place
Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1002852#msg1002852
« Reply #16 on: September 26, 2012, 11:42:35 am »
Complete!

TASK 1
Spoiler for Hidden:


NAME:
Small sacred island
ELEMENT: 
:water
COST:
4
TYPE:
Permanent
ATK|HP:
TEXT:
Each of you're creature is now resting in the sacred island and may decide each turn to attack or not.
NAME:
Small sacred island
ELEMENT:
:water
COST:
3
TYPE:
Permanent
ATK|HP:
TEXT:
Each of you're creature is now resting in the sacred island and may decide each turn to attack or not.
ART:
mrpaper
IDEA:
mrpaper
NOTES:
This card is meant to replace flooding since it is so rarly useful in decks.  I opted for a card that would bring many options.  Though it can be a dead card just like enchant artifact is when facing no pc decks, it can be a game changing card.  For one, if 1  of you're creatures gets an anti-matter on it, you will stop attacking with it (anti-matter still does an effect but only half of what the opponent wishes).  It works also if you are afraid of some shields while waiting for some pc to come.  Last but not least, it counters shard of sacrifice perfectly!
SERIES:
trials #6
Lore:  Since the beginning of times, creatures of all sorts have fought for all the good and bad reasons without any break hopelessy wishing to rule the world.  That was all true until some come into a mysterious island that felt like a relief.  Of course the killer instinct come back once in a while to go at war, but right after, they come to the island again for that peaceful feeling.

New card:

NAME:
Rock solid
ELEMENT:
Earth
COST:
4
TYPE:
Permanent
ATK|HP:
TEXT:
Each of you're creature that didn't do damage or poisoned the opponent gets +0/+1 each turn.
NAME:
Rock solid
ELEMENT:
Earth
COST:
2
TYPE:
Permanent
ATK|HP:
TEXT:
Each of you're creature that didn't do damage or poisoned the opponent gets +0/+1 each turn.
ART:
mrpaper
IDEA:
mrpaper
NOTES:
I thought of this card as a combo with the sacred island since water feeds earth but there ain't enough combo between those 2 elements and trident si not enough powerful to build only  an earth/water duo around this card alone.  The combo with water could make you wait to attack if you face a fire shield for exemple and decide to wait before attacking, this way you gain +0/+1 and might wanna attack the next turn.  It is thought also  to make tiny creatures more resistant to cc.  I'm particularely thinking of wardens who will end up really hard to kill in the long run and they can be really annoying because of that which is the exact purpose of it!  One special rule needs to be done on it, it is that it doesn't affect creatures with devour ability because otyugh would become overpowered with this combo.
SERIES:
Trials #6
Lore: Sometimes the best offense is no offense at all!

Complete!
TASK 3
Spoiler for Hidden:


New cards 

Dwarf Star: http://elementscommunity.org/forum/index.php/topic,29865.0.html
Death adder: http://elementscommunity.org/forum/index.php/topic,32896
Whirlpool: http://elementscommunity.org/forum/index.php/topic,42194.0.html
Rock solid and Small sacred island (see above)

Balance changes:

Shard of sacrifice now cost 8 (7 upgraded)
Shard of focus gives BOTH players a black hole if hp> 45, your's will be on top of you're deck
Aflatoxin cost is reduced to 4 :death (3 :death upgraded)
Graviton mercernary cost is reduced to 3 :gravity (2 :gravity upgraded)
Graviton fire eater starts with 1 attack instead of 0 (upgraded too)
Thorn and spine carapace now have 80% of chance to infect
Blue crawler defense is now set at 5 (stays at 6 upgraded)
Trident now deals 5 damage instead of 4 (upgraded too)
Ice bolt cost is now 1  :water (1 :rainbow upgraded)
Guardian angel attack is increased at 2 unnuped
Thunderstorm now also have 35% to stun for a turn (upgraded too)
Parasite cost in now 1  :darkness (upgraded too)
Immortal cost is now 5  :aether (6 :aether upgraded)

New features

-Quest of the day that will give a random shard when completed

-The Trial.

-Some PvP server desynchronize bugs fix

-purify vs reflective shield desync bug fix




« Last Edit: October 03, 2012, 11:20:27 pm by mrpaper »

Offline justaburd

  • Sr. Member
  • ****
  • Posts: 638
  • Reputation Power: 12
  • justaburd is taking their first peeks out of the Antlion's burrow.justaburd is taking their first peeks out of the Antlion's burrow.
  • Chirp!
  • Awards: Gold DonorSlice of Elements 7th Birthday CakeSlice of Elements 5th Birthday Cake7th Trials - Master of AirSlice of Elements 4th Birthday CakeWeekly Tournament WinnerSlice of Elements 3rd Birthday Cake
Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1002903#msg1002903
« Reply #17 on: September 26, 2012, 03:29:26 pm »
Due to character length

Task III
Spoiler for Hidden:
(Not) Currently in trainer.

New cards:
Final Breath|Final Breath
Squid|Octopus
Byakko|Byakko


Balance:
Half-Blood draw speed reduced to (an average of) 1.5
   
  • Half bloods will now alternately draw 2 cards and then 1 card.
  • The doubled cards in their decks will be randomly selected.
  • Half-bloods will now have 2x mark.
Shard of Wisdom can now target all creatures, not just immaterial ones.
   
  • The stats buff has been decreased to 1|1
  • The stat buff when the target is immaterial is 4|0
  • Shard of Wisdom still grants spell damage
Mirror shield mechanics are now changed:
   
  • Mirror shield changed from a permanent to a spell
  • If Mirror shield is used on an existing shield, the target shield becomes reflective and immaterial
  • Cost is 3 :light | 2 :light
  • Emerald Shield | Jade Shield retain their existing effects (see below)
Flooding mechanics changed: the effects are now stackable in this fashion:
Number of FloodingsUnflooded SlotsUpkeep Cost(total)
151 :water
243 :water
335 :water
427 :water
519 :water
6+02 more :water for each extra flooding
   
  • Airborne creatures are no longer killed by flooding; however, they will still die if they lose airborne.
  • Shard of Patience buff to water creatures in flooded areas decreased to 3|3 per turn.
Shard of Focus rebalanced (again)
   
  • hp cap to turn into a black hole has been reduced to 15.
  • hp gain per accretion reduced to 10.
  • quanta cost reduced to 6 :rainbow | 5 rainbow:
Shard of Patience nerfed slightly:
   
  • Shard of Patience buff to water creatures in flooded areas decreased to 3|3 per turn.
  • Shard of Patience no longer affects immaterial or burrowed creatures.
Shard of Void now reduces current HP along with max hp
   
  • Shard of Void may reduce current hp below 1 only if max hp is more than 1.
  • In other words, you need to do some damage for Shard of Void to kill.
Thunderstorm buffed
   
  • Creatures hit by thunderstorm once are now shocked for 4 turns.
  • Creatures hit by a thunderstorm are also unable to use skills for the next 2 turns.
  • Shocked creatures that are hit by thunderstorm a second time take 2 extra damage on the second hit. (3 on second hit, 4 total)
Heal is now targettable
Aflatoxin now does 2 damage instantly when cast on a target in addition to the 2 poison counters.
Thorn carapace cost reduced by 1 for the unupgraded and upgraded versions
Emerald and Jade shields' cost reduced by 1



Bug fix:
- PVP 1 is fixed (wouldn't that be nice?)
- Reflective shields now work properly with purify
- Casting multiple pieces of cc on a phoenix (and the resulting ash to kill it) now properly destroys the card.
- Fixed some bugs that were causing desyncs in general
- Supernova will now properly generate singularities when the player is under Shard of Sacrifice; AI updated to prevent the AI from recklessly generating singularities however.

UI:
- More art from community contributors (that would be nice too)

AI changes:
- The AI will now no longer spam shields unless its hand is clogged.
- The AI may now play multiple copies of the same shield if its hand is getting clogged.
- Improved AI targetting regarding creatures with more dangerous abilities
- Improved AI targetting with regards to buffs, such as adrenaline
- The AI will now use free abilities whenever possible, unless its field is cluttered
- The AI will now always doublecheck for abilities that can end the game against players

- Miracle's deck updated with Shard of Divinity
- Ferox's deck updated with shard of Gratitude


The Trials
   
  • A new feature involving a series of tests
  • The tests can be repeated if needed
  • The trial will contain fixed decks
  • The trial will be available in normal and hard mode.
           - Normal mode will be meant for the average player
           - Hard mode will feature restrictions on what can be used to complete the trial.
                  - Restrictions will change between each test of the trial.
                  - An example restriction would be: no more than half upgraded cards.
   
  • Completion of the trial will allow you to gain extra quanta of your mark and 5 hp whenever a target card is played.
  • Hard mode will be +1 quanta of your mark (on top of the normal mode amount) and 2 additional hp.
           - This target card is chosen by you at the end of the trial.
           - Pillars, Pendulums, and their upgraded versions cannot be targetted.
           - nova, immolation, and other quanta generators are fair game.
   
  • Completing the trials more than once will grant a moderate electrum reward as well as the chance to choose another target card.
  • The onus will be on you to figure out the decks of the trials AI.
  • Trials tests may have more than 1 possible deck that you will face.
           - It will be a choice of whether or not you wish to completely counter one deck and leave yourself possibly vulnerable to another, or be more well-rounded.
           - The decks you face in these tests may change if you decide to rechallenge.



Reverse mode
  • Will show up as an option when you have defeated a FG
  • This mode will be in quests under Trials
  • When activated, any cards that you have upgraded will become unupgraded and any cards that are unupgraded will become upgraded b
           - Rewards will change based on how many upgraded cards you have in your deck (Fewer upgraded cards in your deck during reverse mode increase your rewards)
           - There will be an unupgraded mode available for Reverse mode, where you can choose to have all your cards unupgraded.
  • When activated, the AI decks change too
           - False gods become the easiest decks to face, with the lowest reward for winning.
                   - False god decks become unupgraded, 1x mark, 50 hp
           - Half blood decks become 25% upgraded, 2x mark, 100 hp
           - AI 3 decks become 50% upgraded, 1.5 draw,(see half-blood changes) 2x mark, 150 hp
           - AI 2 decks become 75% upgraded, double draw, 3x mark, 200 hp, 2 time use of a random piece of CC as a special ability for free
                   - The random cards in AI 2 decks will be randomized with bias toward the elements which have pillars, with Quantum pillars replacing some of the random cards for reliability
           - AI 1 decks become 100% upgraded, double draw, 4x mark, 200 hp, 3 time use of a random piece of CC or PC as a special ability for free (special logic for usage)
                   - The random cards in AI 1 decks will be randomized with greater bias toward the elements which have pillars, with Quantum pillars replacing some of the random cards for reliability.
                   - Discards can be double that of normal if the hand is full.
                   - The randomized cards will guarantee at least some spells and creatures.
           - AI 0 decks become 100% upgraded, triple draw, 5x mark, 250 hp, 5 time use of a random card as a special ability for free (special logic for usage)
                   - AI 0 start with +7 quanta of all elements. This quanta cannot be black holed, but will be used up first by the AI.
                   - The random cards in AI 0 decks will be randomized with almost complete bias toward the elements which have pillars, with the elements/pillars being generated first. Quantum pillars will be included for greater reliability.
                   - Discarding capacity will be double that of normal if the hand is full, maximum hand size will be 10
                   - Creatures and spells will be randomized at at minimum and maximum set rate to make sure there is damage and utility
                   - AI 0 will be resistant to deckout; when their decks are exhausted, the empty deck is refilled with a second copy of their deck.
                           - When the second copy of the deck is loaded, AI 0 max hp starts decaying at a rate of 4 per turn to make it easier to defeat.
« Last Edit: October 04, 2012, 11:38:46 am by justaburd »
Chirp? *looks around*

Offline ZephyrPhantom

  • Legendary Member
  • ******
  • Posts: 7675
  • Country: aq
  • Reputation Power: 101
  • ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.
  • Awards: Slice of Elements 6th Birthday CakeSlice of Elements 4th Birthday CakeFlavour Text Revival Competition - WinnerSlice of Elements 3rd Birthday CakeSlice of Elements 2nd Birthday Cake
Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1002907#msg1002907
« Reply #18 on: September 26, 2012, 03:40:04 pm »
TASK I - Complete
Brawl Related Skills

Spoiler for Card 1:
NAME:
Wind Spirit
ELEMENT:
Air
COST:
3 :air
TYPE:
Creature
ATK|HP:
2 | 2
TEXT:
Airborne.
Gains +1 | +1 for every two airborne creatures you have in play.
NAME:
Wind Scion
ELEMENT:
Air
COST:
2 :air
TYPE:
Creature
ATK|HP:
2 | 2
TEXT:
Airborne.
Gains +1 | +1 for every two airborne creatures you have in play.

ART:
vrt
IDEA:
Zblader
NOTES:
Lore:

Pain.

Those were my last moments as the last wyrm of my species. Believe or not, the last war had hunted us down to extinction. We came close, to be honest. Gave our lives in hopes of overcoming the Fire Elementals for once.
All for nothing. I was the last Wyrm taken by General Jenkar into battle, flying against a Time Element who held a legendary Blade of Virtue. Whether it be by fate – or a curse – the blade struck my wing, and Jenkar leaped to the Sky Dragons before I could even bite an accursed Devonian Dragon’s flesh.
I’d been limping for who knows how long. That battle… it opened up time portals all over the area, thanks to that “Zso_Zso’s” attempts to fast forward and rewind to undo his mistakes. I crawled into one…. And found myself in the future, with the Aether elementals holding the trophy of victory over their hands.
And then… I was impaled. By a figure in the darkness, a man with a black cloak. I left my body, but found myself denied to Death. Something…. a void…. blocked me.
Months passed. I haunted the world, without purpose, without others to comfort me. I found other spirits, but none resembled my form. No elemental could see me….
Except for this girl. A woman, with a longsword and a yellow dress with purple markings. I took her to be a Light elemental that communed with Death, but as I approached her she began to glow an eerie pink.

As if on whim, she quickly glanced up, and began to speak.

“Would you like a purpose once more?”


And I accepted. We have parted ways, but I have found ways to communicate with and aid my remaining comrades. The time will come again when I and the rest of Air can soar proudly, even without their bodies.


The remnant of the last Wyrm, who guides the souls of Air away from the land of dead. These souls are trained into an elite fighting force that work through comradeship and alliances. Where one is present, except the rest nearby, led by a giant winged beast that emits a roar of pride.

Card being replaced : Wyrm | Elite Wyrm.

A card that can become a quick rusher, or a giant menace saved for a last Skyblitz kill when your opponent thinks you don't quite have enough oomph. Wind Spirit counts itself in it's 'growth' ability and rounds down when an odd number of creatures are on the field. While it may seem below par compared to cards like Abyss Frog and Crawler, playing a full airborne deck will quickly  strengthen it, especially if you're taking advantage of SoFree and Air's favoring of rushing or massive damage.

As the Lore indicates, the first Wind Spirit was a dead Wyrm with a sense of unity and pride. He retains his attack-live 'Dive' in the form of being able to draw from the communal strength of his airkin, and teaches his fellow spirits to do the same.
SERIES:
Trials 6 -  Part I, Submission I
Spoiler for Card 2:
NAME:
Twister
ELEMENT:
Air
COST:
3 :air
TYPE:
Spell
ATK|HP:

TEXT:
Delay target nonpillar permanent for 3 turns. Recast this spell for every 5 attack your creatures have total.
NAME:
Tornado
ELEMENT:
Air
COST:
2 :air
TYPE:
Spell
ATK|HP:

TEXT:
Delay target nonpillar permanent for 3 turns. Recast this spell for every 5 attack your creatures have total.

ART:
Zblader
IDEA:
Zblader
NOTES:
A PC card that encourages you to swarm the field with large amounts of creatures - perfect for an Air rush that includes creatures such as Wind Spirit, who gain attack as you deploy creatures.  Also contains further synergy with ATK-boosting cards outside of Air, such as Blessing, Rage Potion, and Chaos Power.

Recast versions of the card target the enemy field randomly. Delayed cards simply fail to function but will not lose any time counters if they are present. Antimatter counts as 0 when taken into consideration by this card. In contrast to Delayed weapons, playing a new shield over a delayed shield removes the delay effect, even if the shields are identical.
SERIES:
Trials 6 -  Part I, Submission I

TASK II - Complete
Deckbuilding

Spoiler for Elemental Divisions:
:fire :death :air
:aether :life :water
:entropy :time :light
:darkness :earth :gravity
Spoiler for Deck 1 - Halfbloods:
Hover over cards for details, click for permalink
Deck import code : [Select]
6s3 6s3 6s3 718 718 718 718 718 718 71a 71a 71a 71a 71a 71a 72i 72i 72i 72i 72i 72i 72i 72i 72i 7dl 7dl 7dm 7dm 7dm 7dm 7dr 7dr 7dr 7dr 7n2 7n2 7n2 7n2 7n2 7n2 8po

Tainted Rage

Average TTW : 11.25
Spoiler for Battle Record - 8 W 2 L:
Win 11 (Aether/Death AI)
Win 13 (MonoWater AI)
Loss 9 (Light/Aether AI)
Win 13 (Gravity/Time AI)
Win 9 (Water/Time AI)
Win 9 (Life/Earth AI)
Win 10 (Time/Entropy AI)
Win 14 (Light/Aether AI)
Win 11 (Death/Entropy AI)
Loss 10 (Fire/Death AI)
Spoiler for Deck 2 - AI3:
Hover over cards for details, click for permalink
Deck import code : [Select]
7an 7an 7an 7an 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gu 7gu 7gu 7gu 7gu 7gu 808 808 808 808 808 808 808 80k 80k 80k 80l 80l 80l 8pn

Splitting Psionic Fish
Spoiler for Deck 3 - False God:
Hover over cards for details, click for permalink
Deck import code : [Select]
6u5 6u5 6u7 6u7 6u7 7jo 7jo 7jo 7jo 7jo 7k2 7k6 7k6 7k6 7k6 7k6 7la 7la 7q0 7q0 7q0 7q0 7q0 7q0 7q9 7q9 7q9 7q9 7qe 7qe 7qe 7qe 7qe 7ri 7ri 7ri 8pj

Chaotic Legend : Sanctified Spirit
Spoiler for Deck 4 - Fat Deck:
Hover over cards for details, click for permalink
Deck import code : [Select]
74i 74i 74i 778 778 778 778 778 778 778 778 778 778 77a 77a 77f 77f 77j 77j 77j 77k 77k 77l 77l 77l 77l 77l 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t9 7t9 7te 7te 7tf 7tf 7tf 7tf 7tf 7um 7um 8pl

Overdriven Gargoyle's Blood
Spoiler for Deck 5 - ALL the Shards:
Hover over cards for details, click for permalink
Deck import code : [Select]
6ru 6ru 6ru 6ru 6ru 6ru 6s4 6s4 6s4 6s4 6s4 6s4 7dm 7dm 7dr 7dr 7dr 7dr 7f2 7f2 7f2 7f2 7f2 7f2 7f2 7f2 7f2 7t9 7t9 7te 7te 7te 7te 8pt

Controlled Shard Golem

Note : Using 3 or more SoV's in a Shard Golem summon will get you a Shard Golem with the 'Voodoo' ability as a passive. The idea is to stack Rage Pots on Golems that have Vampire + Voodoo  and Liquid Shadow on Golems that don't have Vampire. Both Liquid Shadow and Rage Potion double as control if you're facing a rush or creature-heavy deck.

TASK III - Complete
Building the Game


Spoiler for Elements v1.40:
New Cards

Spoiler for 13 Desires Cycle:
:rainbow 13 Desires Cycle  :rainbow
A little something for each element (and Other) to add more strategic depth.
 :aether Spellstone | Spellstone - Allows for more variable spell decks, especially in cases where current decks would work more effectively with more copies of a certain spell. (E.g. Bolts.) You can play practically using cards like Lightning/Poison, or you can have some fun trying to replicate 'creative' cards like Shard of Serendipity and Parallel Universe + Mutation.
 :air Essence Wyrm | Essence Wyvern - Mass protection for :air cards that forces your opponent to think twice before he uses PC or CC - is he helping you out by destroying your cards?
 :darkness Obscure | Obscurantism - An unorthodox method of control for Darkness that relies entirely on the enemy player. Great for mindgaming and forcing a player to pay attention (and maybe use a little math while he's at it.)
 :death Dirty Needle | Dirty Needle - Shall I help you, or shall I hurt you? An innovative Healing / CC card that can easily shift purpose depending on the situation, from healing an Armagio to rendering HP gain useless with Shard of Void.
 :earth Guardian | Protector - Makes placement of creatures more important in the ETG game - the only 'placement' card in ETG so far is Flooding, and it's really more of a denial card than than one that makes you think "what creature should I play next?"  With Guardian, however, the field changes from a passive element on the board to an important factor in being AntiCC for your creatures.
 :entropy Yoink! | Yoink! The 'troll' card of the group that can also participate in milling - sure, you can use this in a Mindgate deck to steal cards faster or speed up deckout in a stall, but the real kicker comes from stealing an enemy Silurian in Instosis. ;)
 :fire Searing Pact | Blazing Pact - Ready to Rush or do a Massive Damage OTK? This card is for you - the double-edge damage of the card really gives the feel of aggression Fire revels in and is great when used with Phoenix or Seraph. Upgraded takes things up a notch and makes your opponent's creature take extra damage if your assault fails.
 :gravity Compact Guard | Focus Buckle A handy card that can double as a quick shield or an Anti-Rainbow/Stall PC - order up your damage sources correctly, and your opponent will find himself with a dead card in place of a Dimensional Shield or his Nova's quanta being focused into a useless pool.
 :life Vine Beast | Entangling Beast While the forest can give, it can also take away - Life lacks a serious midhitter in between Cockatrice and Emerald Dragon, as well as any PC that allows it to deal with pesky shields. This beast of a treant not only resolves both problems but can also give players unorthodox ways of manipulating enemy cards to ensure your opponent cannot disrupt your beatdown, such as Quinting an Entangled creature.
 :light Halo | Halo - A quick quantum-fixing card that essentially allows any element to synergize with :light , allowing you to access more expensive cards (double Fractal, anyone?) or quickly play a certain copy of a card more to get the most out of a duo 'split' of quantum producers. Timed well, it can turn an unplayable hand into a game changing one.
 :time Mending Pocketwatch | Mending Pocketwatch - Drops a threat onto the field that your opponent should attempt to nullify quickly - if not, he'll find you as healthy as you were a few turns before. If you're not willing to draw cards from your own deck or if your deck's hitting zero, force your opponent to draw with Shard of Bravery instead. A nice buffer to any :time stall that holds its own ground with self-protection.
 :water Cymothoa | Cymothoa - A tricky rush-stopper that can quickly lower your opponent's life if he's not paying attention. As an added bonus, Cymothoa can also conspire with Flooding to lockdown the enemy field in mono :water , meaning your opponent should get rid of them before it's too late - for a damage price, of course.
 :rainbow Dichromatic Butterfly | Trichromatic Butterfly - A useful quantum producer that can help balance out trios and duos if used correctly. Great for getting the extra quanta needed on a bad pillar draw to support more expensive cards.


New Features

Spoiler for New Quests, New Elders, and New Gods:
AIs:
-New Ai3 Decks:
Spoiler for Decks:
By Jappert
Hover over cards for details, click for permalink
Deck import code : [Select]
58p 58p 58p 58p 58s 58s 591 591 591 591 592 592 594 594 596 596 596 596 5ia 5ia 5ib 5ib 5ib 5ic 5ic 5ic 5ig 5ig 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 8pp


By TheForbiddenOracle
Hover over cards for details, click for permalink
Deck import code : [Select]
5f5 5f6 5f9 5f9 5f9 5fb 5fb 5fb 5fc 5fc 5fc 5gi 5gi 5gi 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rl 5rl 5ro 5ru 5ru 5ru 5ru 5ru 8ps


By ddevans96
Hover over cards for details, click for permalink
Deck import code : [Select]
58o 58o 58o 58o 58o 58o 58o 58o 58p 58p 58p 58t 58t 58t 592 592 593 593 595 595 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5ul 5ul 5um 5um 5uo 5uo 5ur 5uu 5uu 5uu 5uv 5uv 5uv 8pt


By Tikotribe
Hover over cards for details, click for permalink
Deck import code : [Select]
4sa 4sa 4sa 4sa 4sa 52l 52l 52m 52m 52m 52m 52m 52n 52n 52p 52t 52t 52t 52t 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rk 5rk 5rk 5rk 5rk 5ro 5ro 5ru 5ru 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 8ps/deck] By The Mormegil [deck]4vc 4vc 4vc 4vc 4vc 4vc 4vd 4vd 4vd 4vd 4vd 4ve 4ve 4ve 4vf 4vf 4vf 4vk 5og 5og 5oh 5oh 5oh 5oh 5oh 5ol 5ol 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 8pr



Quests Updated:
The following quests are available for you in the 'Quests' panel.
Fight a False God - Fight a False God. A predetermined False God deck is chosen and you fight it with 2x Draw, 3x Mark, 200 HP (in other words, this stays the same.)

Daily Quest - Daily quest is split up into two tasks - an 'Easy' task designed for simplicity and a 'Hard' task for veterans who want a challenge.
Daily Quest - Easy - A basic requirement is given for you to defeat a certain opponent under certain conditions, such as 'Defeat 10 AI3s with 50% Light cards in your deck."
Valid enemy targets include:
  • AI3
  • Arena : Bronze/Silver

Requirements can picked from one of the following:
  • Use 50% of target card in deck.
  • Use 6 copies of X card in battle.
  • Use <element>.
  • Use <element> Mark.
  • Do NOT use <element> or <card>.
  • Use ONLY <element>.
Daily Quest - Hard - A basic requirement is given for you to defeat a certain opponent under certain conditions, such as 'Defeat 10 AI3s with 50% Light cards in your deck."
Valid enemy targets include:
  • Half Blood
  • False God
  • Arena : Gold/Platinum

Requirements can picked from one of the following in addition to the easy requirements:
  • Do NOT use <element> or <card>.
  • Use <element> and <element>.
  • Use 6 copies of X card and Y card in battle.


Completing each Daily quest nets you a reward (1 for Easy, 1 for Hard). Reward for Easy quests consist of 1 random nonrare card and 200-300 electrum (about 300-400 electrum total). Reward for Hard quests consist of 1 random rare OR 1 upgraded nonrare card and 300-400 electrum. (about 1100-1600 total - in other words, slightly more/less than an upgrade.)

True God Combat (Credit to plastique for Original Idea)
True Gods can be challenged once every 4 False God victories in a row.
Depending on the God, he/she will start with one or two of the following 'boons' in addition to normal FG rules.
  • 5x Mark instead of 3x Mark
  • 1 Quanta Pool filled with 20 Quantum.
  • 3x Draw instead of 2x Draw.
  • Refill Hand per turn instead of 2x Draw, but has 100 HP.
  • Starts with a random immaterial permanent and 1x Mark.
  • Starts with a weapon and shield.
  • Starts with two weapon/shield slots.


So, why are True Gods worth fighting? They can provide the following rewards from a 3-spins reel (upgraded cards by default):
  • Stronger 'AI-Only' versions of upgraded cards (similar to 'third upgrades' - for balancing, however, they cannot be used in PvP1 or PvP2.)
  • Upgraded cards with either foil art or extra flavor text.
  • 'Items' - When you win items, you can set them to automatically appear in your next fight and give you an advantage (such as 2x Mark, 200 HP, Double Draw, Start with Weapon, etc...). These items are usually limited to 1-3 uses and are PvP1-2 banned.
  • 'Platinum' Cards - Upgraded cards with a unique border that are worth 3 times as much as their normal value. Don't like the card you won? Sell it and use it for some upgrades you actually need.
  • Double Spin - If you don't want special rewards and just normal cards, there will be an option called 'Double Spin'. Clicking this warns you that you will not get any of the special rewards listed above but will allowed you to spin up to 6 times for upgraded cards. Spin bonus of matching up the first two images is also doubled.


All PvP1-2 banned rewards are still allowed in casual PvP for those looking for a twist to their PvP event or a challenge in a duel.

Game, Card, and Balance Changes

Spoiler for Hidden:
Game
PvP1 fixed - abusable glitches removed and matches do not bug out anymore.
  Aether
Immortal's cost lowered to 5 | 6  .
  Air
Wyrm's Dive Cost lowered from      to    .
Thunderstorm delays all enemy permanents for 1 turn.
  Death
Skeleton now generates  per turn in addition to being undead.
Plague can now target either player's side. ("Target player's creatures are infected. Removes invisibility." Great as an emergency death trigger if needed.)
  Earth
Burrowed Antlions gain Momentum.
Gnome Gemfinder now has the additional ability " - Sacrifice this card to generate  ."
Graboid now enters unburrowed but can be burrowed for :earth on the turn it is played to gain :time Evolve (Evolve can be used on the same turn as Burrow.)
  Gravity
Graviton Mercenary (unupped) lowers cost to 3 and gets the ability " : Smash : Target weapon or shard is delayed for 1 turn." (See here for reasoning.)
Graviton Guard (upped) raises cost to 3 and gets the ability " : Smash : Target nonpillar nonshield permanent is delayed for 1 turn."
Massive Dragon HP raised from 15 to 50 and 30 to 75 respectively (that's 33 and 42 HP per normal Catapult - however, increased damage is balanced out by being more expensive than Titan or Armagio.)
  Life
Thorn Carapace cost lowered to 6 | 6
Light
Holy Flash becomes "Generate 4 and delay target creature for 2 turns."
Hope (upgraded) cost lowered to 7 .
  Time
Fate Egg gives the creature it hatches into whatever buffs it received (e.g. if Fate Egg with +3 | +3 from Blessing and Immortal hatches, the hatched card gains +3 | +3 and Immortal in addition to normal stats.)
Rewind refund the owner of the rewinded creatures half of its cost, rounded down. (Half instead of full to prevent possible Graboid/Shrieker abuse and to make a rewinded Shrieker's refund = the cost of one burrowed Graboid. Refund also tones down the card advantage you gain over your opponent.)
Procastination | Turtle Shield stops weapon damage every other turn. (Conclusion drawn from this thread. Delaying a weapon damage is considered to be less important than delaying a weapon ability, and it seems logical that Procastination | Turtle Shield block weapons in a manner similar to Dusk Mantle | Improved Dusk.)
  Water
Blue Crawler gains +1 | +1 if you have more than 5 quanta or is in a Flooded space. (encourages Boltdecking and gives the impression of 'submerging' the little guy for a bonus.)
Freeze can now target permanents.
Ulitharid cost lowered to 2 .
Trident ability 'Tsunami' changed to 3  - Destroy up to 3 permanents in target stack. (Increases usability against certain cards like Shards and Bonewall. Also removes the need to errata the card every time a new 'pillar or pendulum'-type card is produced.)
  Other
Shard of Readiness creatures damage you for 3 HP for each use you make on the 'double use' turn. ("The target creature's skill cost is now zero. :time creatures can use their skill twice this turn for 3HP each use. " Weakens SoR spam slightly and inspired by the saying "Haste is waste.")
Shard of Focus is now "3 : Accretion: Destroy a permanent, lose another permanent, and gains +0/+10. Becomes Black Hole if HP>30." (Prevents SoFo from being near-broken in early game, and gives it a smaller but still usable HP-boost.)

For some reason, the elemental icons broke midway through my post and I had to use an img tag to get around it. Not exactly sure what happened there.
« Last Edit: October 02, 2012, 05:22:36 pm by Zblader »

Offline ARTHANASIOS

  • Legendary Member
  • ******
  • Posts: 3766
  • Country: gr
  • Reputation Power: 53
  • ARTHANASIOS brings all the vitality and activity of a Life Nymph.ARTHANASIOS brings all the vitality and activity of a Life Nymph.ARTHANASIOS brings all the vitality and activity of a Life Nymph.ARTHANASIOS brings all the vitality and activity of a Life Nymph.ARTHANASIOS brings all the vitality and activity of a Life Nymph.ARTHANASIOS brings all the vitality and activity of a Life Nymph.ARTHANASIOS brings all the vitality and activity of a Life Nymph.ARTHANASIOS brings all the vitality and activity of a Life Nymph.ARTHANASIOS brings all the vitality and activity of a Life Nymph.ARTHANASIOS brings all the vitality and activity of a Life Nymph.
  • Cockatrices ftw!
  • Awards: Slice of Elements 10th Birthday CakeCard Design Competition - Doomsday Device(TM)Weekly Tournament WinnerBrawl #2 Winner - Team FireSlice of Elements 4th Birthday CakeElemental Warrior Competition Winner
Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1002949#msg1002949
« Reply #19 on: September 26, 2012, 06:36:34 pm »
TASK I

Spoiler for task 1:
Remade Card #1: Blessed Soil | Blessed Soil
Spoiler for Original Card:


NAME:
Blessed Soil
ELEMENT:
Earth
COST:
1 :earth
TYPE:
Permanent
ATK|HP:

TEXT:
All the burrowed creatures gain +1|+1.
NAME:
Blessed Soil
ELEMENT:
Earth
COST:
2 :earth
TYPE:
Permanent
ATK|HP:

TEXT:
All the burrowed creatures gain +2|+1.

ART:
ARTHANASIOS
IDEA:
ARTHANASIOS
NOTES:
The art here is not of great quality, however I really like the ability of this card. This may be the buff Antlions so deeply deserve!
The idea came with by looking at Nightfall|Eclipse and realising that this card, along with Flooding, are the only permanents which affect both sides of the field at the same time. Simultaneously, I though that burrowed creatures really need a buff. As a result, Blessing Soil was created.
 Nightfall | Eclipse is a card which is considered both overpowered and underpowered, depending on your point of view. Many, including me, consider it slighly overpowered, since annoying creatures like Devourers and Vampires can become even more powerful and annoying with this card. On the other hand, Nighfall is considered underpowered in comparison with Shard of Patience, since SoP's capabilities are much greater.
 Let's see how burrowed creatures are changed:
*Antlion burrowed stats are 1|3, with Blessed Soil it becomes 2|4 (3|4 with upped Blessed Soil).
*Elite Antlion burrowed stats are 2|4, with Blessed Soil it becomes 3|5 (4|5 with upped Blessed Soil).
*Graboid burrowed stats are 2|3, with Blessed Soil it becomes 3|4 (4|4 with upped Blessed Soil).
*Elite Graboid burrowed stats are 2|3, with Blessed Soil it becomes 3|4 (4|4 with upped Blessed Soil).
*Shrieker burrowed stats are 4|3, with Blessed Soil it becomes 5|4 (6|4 with upped Blessed Soil).
*Elite Shrieker burrowed stats are 5|4, with Blessed Soil it becomes 6|5 (7|5 with upped Blessed Soil).
*Devourer burrowed stats are 0|2, with Blessed Soil it becomes 1|3 (2|3 with upped Blessed Soil).
*Pest burrowed stats are 0|4, with Blessed Soil it becomes 1|5 (2|5 with upped Blessed Soil).

Lore:
 Several Elementals loyal to :light perform luminescent rituals with Photons into various places in order to act as wards against their opponents, especially the :darkness and :death entities. After a long period of time, the :light quantum energy from these rituals is weakened, falls onto the soil and it is absorbed by it. As a result, slowly but steadily the soil becomes blessed. However, a simple passenger or even a powerful Elemental who walks on this soil doesn't recieve any type of blessing, but if a creature digs withing the ground, a positive energy will cover it for as long as it remains underground. Antlions and Graboids have learnt to detect Blessed Soils like these and use them in order to strike with greater force their opponents. Burrowed creatures will have their vengeance at last!

SERIES:
6th Trials Task I

Card #2: Enchanted Roots | Animated Roots

NAME:
Enchanted Roots
ELEMENT:
Life
COST:
4 :life
TYPE:
Creature
ATK|HP:
2|2
TEXT:
Enchanted Roots enter the game burrowed.
 :earth :earth :earth: Enchant Artifact.
NAME:
Animated Roots
ELEMENT:
Life
COST:
4 :life
TYPE:
Creature
ATK|HP:
3|3
TEXT:
Animated Roots enter the game burrowed.
 :earth :earth :earth: Protect Artifact.

ART:
ARTHANASIOS
IDEA:
ARTHANASIOS
NOTES:
:earth and :life are considered allied elements, so they need more synergy between them. This card helps :life by offering a CC-resistant creature with a PC-resistant ability and also strengthens Life-Earth synergy with an excellent Blessed Soil/Roots combo!
*Enchanted Roots burrowed stats are 2|2, become 3|3 with Blessed Soil (4|3 with upped Blessed Soil).
*Animated Roots burrowed stats are 3|3, become 4|4 with Blessed Soil (5|4 with upped Blessed Soil).
{The Enchant Artifact and Protect Artifact activated abilities work like the respective Enchant artifact | Protect Artifact :earth spell.}

Lore:
 The Wise Druids needed a loyal guardian to protect their sacred forests from unwelcomed guests. Because of this, by calling the blessing of Ferox, they brought life to the roots of the surrounding trees in order to acts as the guardians of their sectets.
Those Enchanted and Animated Roots are always hidden beneath the ground and they surface only to strike intruders, whose presence they feel by tremorsense. They can also magically protect any secret druidic artifact which must not fall into evil hands...
SERIES:
6th Trials Task I



TASK II

Spoiler for task 2:
:water :fire :entropy -> Half-Blood farmer

Hover over cards for details, click for permalink
Deck import code : [Select]
6ts 6ts 6ts 6ve 6ve 6ve 7dg 7dg 7dg 7dg 7dm 7dm 7dm 7f2 7f2 7f2 7f2 7gk 7gk 7gk 7gk 7h0 7h0 7h0 7h0 7h0 7i6 7i6 7i6 7i6 8pp


Many people think that  :entropy :fire :water Nymph Tears decks are not as good as  :darkness :entropy :water Nymph Tears decks. I have a different opinion... ;)

 :gravity :air :earth -> AI3

Hover over cards for details, click for permalink
Deck import code : [Select]
55k 55k 55k 55k 55k 561 561 561 595 595 595 595 595 744 744 744 744 744 744 74c 74c 74c 74c 74c 74c 7n2 7n2 7n2 7n2 7n2 8pm


Yeah, I know catatitans is not the most original kind of deck, but still catatitans are viewed mostly as PvP decks rather than AI3 farmers, which is sad given their power and speed. At an attempt of being a little more original, I have posted a half-upped/half-unupped version in which the BBs can be used like catatitan's buff or CC. Very fast, fun and effective AI3 grinder, though totally upped is much better.

 :life :light :aether -> 45-card deck

Hover over cards for details, click for permalink
Deck import code : [Select]
7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ad 7ad 7ad 7ad 7af 7af 7af 7af 7af 7af 7al 7am 7am 7am 7bu 7bu 7bu 7bu 7bu 7bu 7jp 7jp 7jp 7jp 7jp 7jp 7k4 7k4 7k4 80i 80i 80i 80i 80i 80i 8pu


This  :aether :life :light trio focus on either winning your opponent via deckout or fractaling your Jade Dragons and rushing your opponent to death. Hopes and Ferals are going to offer you great stalling capabilities.

 :darkness :death :time -> FG deck (The following deck has all these cards X2 times, UPPED and Mark of :darkness x3)
Hover over cards for details, click for permalink
Deck import code : [Select]
4sa 4sa 4sa 4sa 52g 52g 52g 52g 52g 52g 52g 52g 52h 52j 52n 52n 52p 52t 52t 52t 52t 52t 52t 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rj 5rj 5rk 5rk 5rm 5rn 5rn 5ro 5ro 5ro 5ul 5uq 5us 5us 5us 5us 8pt

I call it Seth and it is based in creating Pharaohs by reversing Mummies and/or Skeletons. Quantum Towers is for using Anubis' and Scarab's abilities. Nightfall buffs Elite Mummies for an early rush before turning them to Elite Pharaohs.

*Original use of Shard.
Hover over cards for details, click for permalink
Deck import code : [Select]
4tm 4tm 4tm 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5c5 5c5 5c5 5c5 5c5 5c5 5c7 5c7 5c7 5c7 5c7 5c7 5oi 5oi 5oi 5oi 5oi 5oi 8pr

Druding Flying Staves are powerful, but they don't deal a great amount of damage and they can't bypass powerful shields. So, what about a SoFre-based Flying Staves deck? :)
« Last Edit: October 05, 2012, 04:00:49 pm by ARTHANASIOS »
Brawl #1 team :time, Brawl #2 team :fire, Brawl #3 team Silver Ferns, Brawl #4,7,8 Brawlmaster
War #8 team :life, War #10,11,12 team :light, Brawl #6 team FROGS :life

Offline Scaramanga

  • Full Member
  • ***
  • Posts: 345
  • Country: se
  • Reputation Power: 6
  • Scaramanga is a Spark waiting for a buff.
  • Team Life
Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1003427#msg1003427
« Reply #20 on: September 28, 2012, 04:30:45 pm »
*Done*

TASK I

Spoiler for Replacement Card:
Spoiler for Original Card:

NAME:
Mechanic
ELEMENT:
:gravity
COST:
3
TYPE:
Creature
ATK|HP:
1/5
TEXT:
:gravity :gravity : Gain a compy of target pillar to your hand
NAME:
Engineer
ELEMENT:
:gravity
COST:
3
TYPE:
Creature
ATK|HP:
2/6
TEXT:
:gravity :gravity :Gain a copy of target Tower to your hand

ART:
None (yet)
IDEA:
Scaramanga
NOTES:
Never lose a game again only because you didn't draw enough pillars.
SERIES:
6th Master Trial
Spoiler for Lore:
He is the Mechanic. Creates machines from dust.
He is the Mechanic, in his wisdom we trust.


Spoiler for Combos with::

Spoiler for Lore:
Do you see the sulfur?
it seems to burning out

Ive been waiting here
just for you to figure me out

You say this land is a waste?
Come feel me power, have a taste!

TASK II

Spoiler for Element Groups:

Group Ai3: :fire :life :gravity
Group Halfbloods: :entropy :death :water
Group FG: :darkness :aether :earth
Group Fat Deck: :time :air :light
Spoiler for AI3:
Hover over cards for details, click for permalink
Deck import code : [Select]
74e 74e 74e 74e 74e 74e 75m 75m 75m 75m 75m 7am 7am 7am 7am 7ap 7ap 7ap 7ap 7dh 7dh 7dh 7dh 7dh 7dh 7f2 7f2 7f2 7f2 7f2 8pn
Spoiler for AI4:
Hover over cards for details, click for permalink
Deck import code : [Select]
4vi 4vi 4vi 50u 50u 50u 50u 50u 50u 50u 50u 52l 52l 52l 52l 542 542 542 542 542 542 542 542 542 5ig 5ig 5ig 5ig 5ig 5ig 8pp
Spoiler for FG:
Hover over cards for details, click for permalink
Deck import code : [Select]
6rv 6rv 778 778 77j 77j 78q 78q 78q 78q 7t6 7t6 7t6 7t6 7t6 7t9 7t9 7t9 7tb 7tc 7tc 7tc 7um 7um 7um 7um 7um 80i 80i 80i 8pu
Spoiler for Fat Deck:
Hover over cards for details, click for permalink
Deck import code : [Select]
7jo 7jo 7jo 7k1 7k1 7k1 7k1 7k1 7k1 7k2 7k2 7k2 7k5 7k5 7k5 7k5 7k5 7k5 7la 7la 7la 7la 7la 7la 7la 7la 7n2 7n2 7n2 7n2 7n2 7n2 7q5 7q5 7q5 7q5 7q8 7q8 7ri 7ri 7ri 7ri 7ri 7ri 7ri 8pq
Spoiler for Shard Deck:
Hover over cards for details, click for permalink
Deck import code : [Select]
6qq 6qq 6qq 6qq 6rq 6rq 6rq 6rq 6rq 6rq 7q0 7q0 7q0 7q2 7q2 7q2 7q2 7q2 7q2 7ri 7ri 7ri 808 808 80b 80b 80b 80b 80k 80k 8pu
« Last Edit: October 06, 2012, 11:02:33 am by Scaramanga »
Treat everyone with dignity and respect but always have a plan to kill them
http://www.harsco.com/lib/swf/principles-video.swf

Offline kev

  • Legendary Member
  • ******
  • Posts: 3075
  • Reputation Power: 54
  • kev brings all the vitality and activity of a Life Nymph.kev brings all the vitality and activity of a Life Nymph.kev brings all the vitality and activity of a Life Nymph.kev brings all the vitality and activity of a Life Nymph.kev brings all the vitality and activity of a Life Nymph.kev brings all the vitality and activity of a Life Nymph.kev brings all the vitality and activity of a Life Nymph.kev brings all the vitality and activity of a Life Nymph.kev brings all the vitality and activity of a Life Nymph.kev brings all the vitality and activity of a Life Nymph.
  • Ungrounded
  • Awards: Winner of Team PvP #5Master of Multipliers - Scorgasm WinnerSlice of Elements 3rd Birthday CakeChampionship League 1/2010 3rd PlaceWeekly Tournament Winner2nd Trials - Master of FireFavorite Staff Member of 2011Weekly Tournament WinnerMVP of Draft #2Make a Quiz winnerTeam PvP #3 WinnerSlice of Elements 2nd Birthday CakeWeekly PvP Tournament WinnerWeekly PvP Tournament WinnerWar #1 Winner - Team Fire
Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1003470#msg1003470
« Reply #21 on: September 28, 2012, 06:40:32 pm »
TASK I

Spoiler for Task I, Replacement Card:
Spoiler for Original Card:


NAME:
Stasis Shield
ELEMENT:
Time
COST:
7 :time
TYPE:
Permanent
ATK|HP:

TEXT:
Shield: creatures that damage
you enters stasis for one turn.
 :time: Target permanent enters
stasis for one turn.
NAME:
Stasis Field
ELEMENT:
Time
COST:
5 :time
TYPE:
Permanent
ATK|HP:

TEXT:
Shield: creatures that damage
you enters stasis for one turn.
 :time: Target permanent enters
stasis for one turn.

ART:
kev; original free image here
IDEA:
kev
NOTES:
"Stasis" is just the one-turn delay mechanic already used by Procrastination/Turtle Shield.  If the permanent stack is targeted, only one card in the stack is effected.

The impetuses for the change:
- Procrastination/Turtle Shield is an underused card with spore art I don't care for and a God-awful name.
- I thought it'd be cool to have a shield with an active ability.
- I like the idea of a soft PC card that is versatile and adds to strategy use in-game.
LORE:
Having already mastered the ability to move the world's creatures through time, the greatest elementals across time sought to control the pillars of the world itself.  In a moment of unparalleled focus, the energies of these monolithic elementals brought forth a magnificent shield.  Magic of this nature had never before been witnessed, and those present knew with certainty it never again would.  Concern grew that the elementals had become too focused on the present at the expense of the future, where the shield's fate remains clouded.  Who would wield this shield?  And... for what purpose?
SERIES:
6th Trials Task I
Spoiler for Task I, Supplemental Card:
NAME:
Wither
ELEMENT:
Death
COST:
2 :death
TYPE:
Spell
ATK|HP:

TEXT:
Does one damage to every
enemy creature each turn
until the creature attacks.
Removes invisibility.
NAME:
Wither
ELEMENT:
Death
COST:
1 :death
TYPE:
Spell
ATK|HP:

TEXT:
Does one damage to every
enemy creature each turn
until the creature attacks.
Removes invisibility.

ART:
kev; original free image here
IDEA:
kev
NOTES:
Immediately does one damage to all enemy creatures.  Also applies the wither condition to all enemy creatures and removes invisibility.  The withered condition is removed if the creature attacks; otherwise it deals one damage to the creature.

Obvious synergies with Stasis Shield/Stasis Field (or Procrastination/Turtle Shield), Sundial/Sundial, Iridium Warden/Vanadium Warden, Freeze/Congeal, Arctic Squid/Arctic Octopus, Ice Shield/Permafrost Shield, and Ice Bolt/Ice Lance.  Not a real synergy with Basilisk Blood/Basilisk Blood or Auburn Nymph/Earth Nymph which both increase the target's health.
SERIES:
6th Trials Task I



TASK II

Spoiler for Task II, Breakdown:
HB: :darkness :entropy :gravity
AI3: :fire :life :water
FG: :aether :air :death
Phatty: :earth :light :time
Spoiler for Task II, HB:
Went 9-1 during testing and was fun to play:
Hover over cards for details, click for permalink
Deck import code : [Select]
6qq 6qq 6qq 6qq 6qq 6s2 6s2 6s2 6s2 6s2 6s2 6u0 6u0 6u5 6u5 6u5 74i 74i 74i 74i 75m 75m 75m 75m 7te 7te 7te 7um 7um 7um 8pj
Spoiler for Task II, AI3:
Made something simple here.  It went 9-1:
Hover over cards for details, click for permalink
Deck import code : [Select]
5bu 5bu 5bu 5c0 5c0 5de 5de 5de 5de 5de 5f0 5f6 5f6 5f6 5fc 5fc 5fc 5fc 5fc 5gi 5ie 5ie 5ie 5jm 5jm 5jm 5jm 5jm 5jm 5jm 8po
Spoiler for Task II, FG:
Decided to make a deck out of only cards not already in FG decks.  Turned out really well.  ?s are Psions:
Hover over cards for details, click for permalink
Deck import code : [Select]
6rr 6rr 715 716 716 71d 71d 71d 71d 72i 72i 72i 72i 72i 7mt 7mt 7mt 7mt 7mu 7mu 7mu 7mu 7mv 7mv 7n8 7n8 7n8 7n9 80k 80k 80l 80l 80l 81q 81q 81q 81q 81q 8pr
Spoiler for Task II, Phatty:
Saved :time for the Phatty cuz all 45+ card decks <3 hourglasses.
Hover over cards for details, click for permalink
Deck import code : [Select]
58o 58o 58o 590 590 590 590 590 590 596 596 596 596 596 596 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5lf 5lf 5lf 5lf 5lf 5lf 5lh 5lh 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5rl 5rl 5rl 5rl 5ru 5ru 8ps
Spoiler for Task II, I just sharded:
Only tested a couple games but I beat Scorpio in 8 turns. 8) Perpetual Wind:
Hover over cards for details, click for permalink
Deck import code : [Select]
6s6 6s6 7mt 7mt 7mt 7mt 7mt 7mt 7mv 7mv 808 808 808 808 808 80d 80d 80d 80e 80e 80i 80i 80i 80i 80i 81q 81q 81q 81q 81q 8pu
« Last Edit: October 01, 2012, 09:25:20 pm by kev »

Offline UTAlan

  • Hero Member
  • *****
  • Posts: 1802
  • Reputation Power: 58
  • UTAlan is truly a Titan, worthy of respect and acknowledgement.UTAlan is truly a Titan, worthy of respect and acknowledgement.UTAlan is truly a Titan, worthy of respect and acknowledgement.UTAlan is truly a Titan, worthy of respect and acknowledgement.UTAlan is truly a Titan, worthy of respect and acknowledgement.UTAlan is truly a Titan, worthy of respect and acknowledgement.UTAlan is truly a Titan, worthy of respect and acknowledgement.UTAlan is truly a Titan, worthy of respect and acknowledgement.UTAlan is truly a Titan, worthy of respect and acknowledgement.UTAlan is truly a Titan, worthy of respect and acknowledgement.UTAlan is truly a Titan, worthy of respect and acknowledgement.
  • Immortally Aether
  • Awards: Slice of Elements 9th Birthday CakeSlice of Elements 8th Birthday CakeSlice of Elements 7th Birthday CakeWeekly Tournament WinnerSlice of Elements 6th Birthday CakeReviver of the WikiWar #6 Winner - Team AetherSlice of Elements 3rd Birthday CakeSecond Budosei of BudokanSlice of Elements 2nd Birthday CakeWeekly Tournament Winner
Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1003802#msg1003802
« Reply #22 on: September 29, 2012, 09:33:49 pm »
*sigh* I just couldn't stay away, even after trying.

Spoiler for TASK I (Brawl Related Skills):
Spoiler for Original Card (Mindgate|Mindgate):

Spoiler for New Card:
NAME:
Duality
ELEMENT:
Aether
COST:
3 :aether
TYPE:
Permanent
ATK|HP:

TEXT:
You have a slight chance of drawing two copies of your top card on your turn.
NAME:
Duality
ELEMENT:
Aether
COST:
4 :aether
TYPE:
Permanent
ATK|HP:

TEXT:
You have a slight chance of drawing two copies of your top card on your turn.

ART:
UTAlan
IDEA:
UTAlan
NOTES:
Unupped chances:
#123456
%81624324048

Upped chances:
#123456
%102030405060
SERIES:


Spoiler for Lore:
Aether Elementalists have pulled from the energies of alternate universes for centuries. Bringing identical creatures across the void to fight against their enemies and casting an enemy's own spell against them are commonplace in the World of Elements. But recently, a new artifact was discovered. When activated, it allows the owner to temporarily cross universes in order to find a duplicate copy of one of his creatures, spells, or permanents. This newfound power can grant the Elementalist twice the attack power, twice the number of shields, or twice the quanta generation than was possible before. This world will never be the same than it was before the artifact "Duality" was discovered.

Spoiler for New Card 2:
NAME:
Rebate
ELEMENT:
Time
COST:
5 :time
TYPE:
Permanent
ATK|HP:

TEXT:
There is a slight chance you will get a rebate on all quanta spent this turn.
NAME:
Refund
ELEMENT:
Time
COST:
5 :time
TYPE:
Permanent
ATK|HP:

TEXT:
There is a slight chance you will get a refund on all quanta spent this turn.

ART:
UTAlan
IDEA:
UTAlan
NOTES:
Unupped chances:
#123456
%51015202530

Upped chances:
#123456
%71421283542

Synergy with "Duality|Duality", as getting two copies of the same card on draw could lead to a shortage of quanta, while this will help compensate for that.
SERIES:


Spoiler for TASK III (Building the Game):
Elements 1.32

Currently in trainer.

New cards:
Duality
Rebate
Foliage
Entropy Cloud
Donate

Balance:
Shard of focus turns into a black hole when HP>30
Discord cost increased to 4|4
Aflatoxin cost reduced to 5|4
Graviton Mercenary & Graviton Guard stats increased to 4|5
Thorn Carapace cost reduced to 6|6
Ash Eater now generates :fire each turn, Brimstone Eater cost reduced to 0
Ice Bolt and Ice Lance damage increased to 3 for every 10 :water quanta
Holy Light and Holy Flash now deal damage to a player if their mark is Darkness or Death
Fog Shield cost increased to 3|2
Procrastination cost reduced to 5|3
Vampire Stiletto damage decreased to 3, Vampire Dagger to 5
Immortal stats increased to 5|4, Elite Immortal to 6|5

Bug fix:
-PvP1 fixed.
-Spectator Mode updated, now shows an accurate reflection of what's shown in-game
-PvP desynchronizations should no longer occur, aside from network disconnects
-Purify now interacts correctly with spell reflecting shields
-Purify now interacts correctly with neurotoxin
-Psion Oracle "Word of Wisdom" added
-Liquid Shadow/Vampire bug fixed
-Parallel Universe now copies Aflatoxin to other side of the field
-Quick clicking no longer causes errors in game

New Features:
"The Trial" is active
The Oracle grants a daily challenge
The Oracle can be revisted (for viewing), but only 1 spin per day
PvP Duel Options added, including blocking Spectate Mode, limited upgrades, and modified starting HP
Thumbs up option when defeating an Arena deck, halves point loss
Trainer includes Mark cards when "All Cards" is clicked
Trainer can import all account info & cards with correct username and password

UI:
New vampire and dune scorpion art (by vrt)
Link to forums added in-game
3 deck slots added for quick swapping between matches
« Last Edit: October 04, 2012, 02:21:17 am by UTAlan »

Offline Kuroaitou

  • Legendary Member
  • ******
  • Posts: 4662
  • Country: us
  • Reputation Power: 82
  • Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.
  • Awards: Slice of Elements 10th Birthday CakeSlice of Elements 9th Birthday CakeSlice of Elements 8th Birthday CakeMaster of Mafia10th Trials - Master of TimeSlice of Elements 7th Birthday CakeSlice of Elements 6th Birthday CakeSilver DonorSlice of Elements 5th Birthday CakeSlice of Elements 4th Birthday CakeSlice of Elements 3rd Birthday CakeSlice of Elements 2nd Birthday CakeWeekly Tournament Winner
Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1003927#msg1003927
« Reply #23 on: September 30, 2012, 06:59:06 am »
COMPLETED:

TASK I:

Spoiler for Fate Egg replacement (Lore in notes):
NAME:
Sun Seed
ELEMENT:
Time
COST:
1 :time
TYPE:
Creature
ATK|HP:
0 | 2
TEXT:
:life : Nourish
Sun Seed gains +0/+2. If Sun
Seed is targeted, heal yourself
equal to Sun Seed's health.
NAME:
Sun Seed
ELEMENT:
Time
COST:
1 :time
TYPE:
Creature
ATK|HP:
0 | 4
TEXT:
:life : Nourish
Sun Seed gains +0/+4. If Sun
Seed is targeted, heal yourself
equal to Sun Seed's health.

ART:
alesia17
IDEA:
Kuroaitou
NOTES:
The replacement for Fate Egg. Whereas the Egg is a wonderful creature for generating those magical comeback stories upon spawning a Crimson Dragon for the finishing blow, its randomness and high cost makes it a burden for many non-upped decks, and is mostly used for fun in PvP (no one uses it seriously at high-level PvE environments from arena to False Gods).

If Sun Seed replaces the Fate Egg, players may seek to use it moreso than the Egg counterpart. As the Seed grows, it inversely becomes less favorable for the enemy to target it, while the owner will try to find ways to trigger its alternate effect.

Although the unupped Seed has only 1 more HP than the Egg (making it somewhat vulnerable), the ability to gain health overtime (and gain benefits from said health via healing) will give it strong synergy with various buff cards (such from Momentum to Blessing), allow it to be an effective card-recycler (Eternity to prevent deck out), and also grant new strategies with situational or underused cards (Plate Armor, Purify, etc.).

It's vital to note that the healing effect takes place BEFORE the targeting effect occurs (i.e. - CC, buff, etc.). This is to prevent a one-two combo of Sun Seed + Basilisk Blood (although multiple Basilisk Blood and Sun Seeds are a viable tactic, and Heal can do the job with fewer cards after the first Basilisk Blood is used on a Seed).




The desert was merciless... but so were they.

Unable to counter the forces of three nations, many Time elementals (warriors, templars, even sages) had fought desperately to keep their most-prized possessions from falling into the enemy's hands. The stealthy rogues of the Darkness kingdom had stolen a few hourglasses under the night sky, while the chaotic soldiers of the anarchistic Entropy lands were able mutate and destroy swarms of Scarabs and Dune Scorpions with ease. But the worst damage was invisible at first glance.

The following week, a scholar took note of an egg that was slightly discolored during the raid; it cracked, then deteriorated into nothing more than smoke, leaving behind a faint smell of lost potential. Hundreds and thousands of eggs had died before, but millions were now decaying into plumes of despair - the offspring that could have been used to turn the tide of battle were gone. No prophet had foreseen this outcome, and their attempts to undo the curse were met with resistance... the plague that was spread by the Undead was irreversible, and for a while, the Time nation had fallen into a longing for what could have been saved. Regret. Shame. Frustration.

Taking pity on them, a Life elemental had secretly planted a seed in a pile of shell pieces much later after the battle. Initially, the seed did not react, but eventually with the radiant sun, the seed began to take root and obtain nutrients and moisture from the sands...

And as the cycle completes, life begins anew, of darkness to light...

SERIES:


Spoiler for New Card:
NAME:
Guardian Ent
ELEMENT:
Life
COST:
2 :life
TYPE:
Creature
ATK|HP:
0 | 6
TEXT:
Invigorate:  The owner will
increase their total HP's equal
to the amount they heal
themselves with.
NAME:
Guardian Ent
ELEMENT:
Life
COST:
1 :life
TYPE:
Creature
ATK|HP:
0 | 9
TEXT:
Invigorate:  The owner will
increase their total HP's equal
to the amount they heal
themselves with.

ART:

IDEA:
Kuroaitou
NOTES:
Note that Invigorate is a passive ability.

Invigorate does something simple that benefits all Life users (as well as all healing-junkies in generate): boost total health. While it may not seem as useful unless paired up with cards such as Heal or Empathic Bond, the underlying synergy it has with Sun Seed is surprisingly devious; when both the Sun Seed and Guardian Ent are both in play, the owner will target/utilize the seed to increase its total health accordingly until it gets to a respectable level. When the player is damaged, they need only to target the seed with anything (from buffs to non-lobotomized-based CC) to reap the healing benefits AND gain the total health jump. In addition, this new card serves as a reinforced bridge between the Light and Life elements aside from the typical Rustler/FFQ strategy, and can also benefit other elemental combinations as well (:darkness Vampires, :entropy Antimatter, and even Purify from :water).
SERIES:



TASK III:

Spoiler for Elements Patch 1.32:
New Cards:
-Sludge
-Rejuvenation
-Tunneling
-Erosion
-Neriad
-Nimbus
-Ricochet
-Graviton Salvager
-Quantum Pendulum
-Metamorphosis



New features:
Creature passive list may now have up to 3 passives listed.
"Aquatic" passive introduced. All water creatures, flown Trident, Malignant Cell, Horned Frog, Forest Spirit, Nimbus, and Virus have this passive.
"Evasive" passive introduced. Evasive creatures have a 15% chance (stacking with other effects) to ignore enemy targeting. Wyrm, Dragonfly, Horned Frog, Schrödinger's cat, Spark, Deja Vu, Photon, and Rustler have this passive.
"Conquest" is now available in the Quest option of the main menu - upgrades have been redirected into the former Redeem Code section.
Pets obtained from the Oracle have a small chance of being 'mutated'; these special pets will be indicated by a '*' before their name, and will start out with unusual statuses or abilities when the player fights an AI.



Balance:
Shard of Focus now turns into a Black Hole if HP>31. Delays allied creatures when Accretion is used.
Shard of Wisdom can now target any creature. Immaterial creatures only gain +3/+0. Ability effects (Vampire, Venom, Scramble, etc.) are now applied accordingly with spell damage.
Shard of Integrity now uses all and any card in one's hand. Stats gained by the Shard Golem from regular cards are much lower compared to shard counterparts, excluding Earth cards.
Immortal now has momentum.
Mind Gate skill cost reduced to 1 :aether.
Flooding text has been reworded to only kill non-Aquatic creatures.
Heal and Miracle can now target either player.
Gravity Shield cost reduced to 4 -> 2 :gravity (upgraded)
Graviton Mercenary now has the passive "Tactics": Tactics will allow it to gain Acceleration/Overdrive, Adrenaline, or Regeneration whenever the enemy plays certain shields.
Puffer Fish cost reduced from 5 :water -> 4 :water
Ulitharid health increased to 5
Guardian Angel's "Heal" may now remove Freeze and Delay effects.
Thorn Carapace cost reduced from 7 :life -> 6 :life (both versions)
Cockatrice now has the passive "Gaze": Any creature or weapon that targets it is delayed.
Parasite now has the passive "Feeder": It gains +0/+1 (+0/+2 upped) upon using Infect successfully.
Antlion now enters play burrowed (1|3 upon entering).
Fate Egg can now become a Scarab, Devonian Dragon, or Immortal upon hatching.
Blue Nymph is now airborne.
Bonus Arena spins should now be more consistent.


Bug fixes:
Psion and new cards should now be counted correctly in the Card Usage Statistics page.
Spectator mode should now display all cards and graphic effects up to 1.32.
PvP1 fixed and should have better connectivity.
All healing spells should consistently be reflected from Mirror Shield and Emerald Shield. Purify, Holy Flash, Heal, Miracle, and negative-attack creatures dealing spell damage should be affected by this change.
Nightfall/Eclipse health stacking is fixed.
Immortality effect will now remain on a burrowed creature after it unburrows.
Fate Egg graphical/spawn bug fixed.
Protected permanents that are self-destroyed by the AI should no longer carry the immaterial status to permanents that enter the slot.



User Interface:
Players who have upgraded cards in their deck will see the PvP1 button faded out to prevent them from clicking on it.
The 'Redeem Code' button has now been changed to 'Upgrades': players will be given the option to either access the upgrade menu or the code redemption menu upon selecting this. Description updated accordingly.
Time-out warning increased from 5 to 10 seconds. Countdown will go from yellow to red upon hitting the 5 second mark.
Special statistic menu added in the main page (top left corner). The new menu will display your current wins/losses versus each type of AI, successful Conquest runs, wins against players in PvP1 and PvP2, and finally cards won through spins and bonus spins.
Arena leader board pages now display the person's score.

« Last Edit: October 06, 2012, 11:48:00 am by Kuroaitou »

 

anything
blarg: kev