*Author

Offline ddevans96

  • Legendary Member
  • ******
  • Posts: 8306
  • Country: us
  • Reputation Power: 113
  • ddevans96 is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ddevans96 is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ddevans96 is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ddevans96 is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ddevans96 is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ddevans96 is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ddevans96 is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ddevans96 is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ddevans96 is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ddevans96 is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ddevans96 is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ddevans96 is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ddevans96 is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ddevans96 is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ddevans96 is a mythical and divine giver of immortality, one of the Turquoise Nymphs.
  • now palafrost
  • Awards: Slice of Elements 10th Birthday CakeSlice of Elements 9th Birthday CakeSlice of Elements 8th Birthday CakeSlice of Elements 7th Birthday CakeSilver Donor9th Trials - Master of WaterSlice of Elements 6th Birthday Cake8th Trials - Master of WaterSlice of Elements 4th Birthday CakeSlice of Elements 3rd Birthday CakeWinner of the Harry Potter PvP House CupSlice of Elements 2nd Birthday Cake
Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1003929#msg1003929
« Reply #24 on: September 30, 2012, 07:14:00 am »
Task I - Brawl Related
Completion: 10/10 - Ready for Overseer Audit

Spoiler for First Card and Lore:


Once, a long time ago, water Elementals were seen as inferior.

They had many tools to help them, but they lacked a fundamental piece of magic. They could poison, freeze, and combine with other elements to their heart's desire, but they could not truly harm the long-standing and unforgiving monuments and armor, the permanent magic folded into forms that could not be destroyed without special magic.

Then, a small group of water Elementals transformed the essence of immense amounts of water, that which could create immense floods, into a single mass of clouds positioned above the ocean, and powerful waves that could bring severe damage to even the toughest of structures.

They had created a Hurricane.

Art credit: Wikipedia, modified by ddevans96.

Spoiler for Second Card and Notes:


Hurricane is a complete rework of Flooding, only retaining the concept of affecting the entire field. When played, you target any creature or permanent slot that is occupied. The card in that slot is delayed for zero turns (in other words, not at all), slots adjacent to it are delayed for one turn, slots adjacent to those are delayed for two turns, etc.

This crosses the boundaries between permanents and creatures, and can affect any non-immaterial card, thus providing water the permanent control it has long needed, even slowing quanta production.

There are downsides, however. Unlike Flooding, this card does not affect cards played after Hurricane. New pillars would be played in a separate stack, so they are not delayed, and shields and weapons meant for draw stability can be used to override the effects.

It can also backfire heavily if not used in the right time or the right place, and becomes expensive to maintain. Nevertheless, it is an incredibly powerful concept that may be difficult to balance.

Temporal Flux, meanwhile, can be played immediately after Hurricane for a large gain in :time quanta. It also provides a minor indirect buff to Procrastination, adds a new time/earth synergy with the delay of BB and warden, and can be used in time/water even without Hurricane, with freeze, squid, and ice shield.

Art credit: Shotidave, modified by ddevans96.

Task III - Building the Game
Completion: 10/10 - Ready for Overseer Audit

Spoiler for Elements 1.32:
New Content:
- Three new cards will be added, all from the forums:
Soulsteel
Vines
Repulsor

All will be put into the game with their current effects and costs.

-The menu will be shifted around:
PvP buttons will be moved where the Manage Deck buttons are currently, and the Manage Deck buttons will be moved to the right.
The Bazaar button will be removed, and the Quests, Arena, and Oracle buttons will be replaced with the Village button.

- About the Village:
It will have links to the Bazaar, Quests, Arena, Oracle, and two new tabs: The Forge and the Armory.

The Bazaar will have a side tab for the Upgrades screen.
You will now be able to switch between Your Deck, Bazaar. and Upgrades freely - the 'must have 30 cards' message will be moved to when you select a match.

Daily quests will be added, along with more progress quests. The Upgrade screen will still be accessible from the Quests screen if you prefer it.

The Forge will allow you, once per day like the Oracle, to trade 500 electrum and any five weapons to gain one random, unupped, rare weapon.
This may seem imbalanced, but the electrum cost is quite steep if you sell the weapon, but even if you keep it you either have to buy non-rare weapons every day, or use excess rare weapons and not get electrum for them.

The Library will show 1 copy of every upped card in your possession, along with the Oracle fortune, origin of the card's theme, and usage statistics.
It will also show your rank in score, wins, losses, electrum, and highest arena rating among players logged in in the past month.

- Also, there will be new art for Vampire and Cockatrice (by vrt).

Balance:
Long Sword, Gavel, and Longbow nerfed to 5 attack.
Shard of Sacrifice changed to inflict 10 damage (8 when upgraded), but requires sacrifice of a creature with non-zero cost.
Shard of Void buffed to 3 HP, plus 3 healing for the user with :darkness mark.
Shard of Focus: Accretion nerfed to +0|+5, with a black hole when HP>15.
Shard of Wisdom nerfed to cost 4|2.

:darkness
Parasite buffed to 2|1.

:death
Poison (and all player poison effects, plus purify) changed to deal damage on the afflicted player's turn, not the opponent's.
Plague buffed to cost 3 :death.
Deathstalker buffed to 0|2 (0|4 when upgraded).
Death Nymph nerfed to 5|7 (6|8 upgraded).

:water
Blue Crawler buffed to 4|3.
Pufferfish buffed to 3|6.
Ulitharid buffed to 4|4.
Trident (and Poseidon) buffed to 6 damage.

:air
Wyrm buffed to 4|3.
Thunderstorm (and Lightning Storm) changed buffed to deal 2 damage to airborne creatures.

:aether
Immortal buffed to 5|3, upgraded changed to 6|3.
Dimensional Shield nerfed to 7 :aether (6 :aether when upgraded).
Phase Dragon buffed to 12 :aether (13 :aether when upgraded).

:life
Thorn Carapace buffed to 6 :life.
Emphatic Bond reverted to heal with every creature again.
Forest Scorpion buffed to 2|2 (2|4 when upgraded).

:time
Fate Egg (and upgraded) buffed to 1|3.
Rewind nerfed to 3|2.
Anubis ability changed completely to :death :death Destine: Target creature becomes a mummy upon death.
Dune Scorpion buffed to 0|2 (0|4 when upgraded).

:gravity
Graviton Mercenary (and Upgraded) buffed to 3|7, unupgraded also buffed to 3 :gravity.
Otyugh buffed to 3 :gravity.
Gravity Nymph ability nerfed to 4 :gravity, stats buffed to 3|3 (3|4 when upgraded)

:earth
Graboid nerfed to 4 :earth
Shrieker changed to 6 :earth and 6|3 (8|3 when upgraded)

:fire
Fire Spirit buffed to 0|3.
Fire Bolt nerfed to 3 damage for every 12 fire quanta.
Fahrenheit nerfed to X being :fire you own divided by 6.

:entropy
Discord nerfed to scramble 8 quanta.

:light
Pegasus buffed to 4|3 (upgraded to 4|5).
Hope (upgraded) buffed to 7 :light
Guardian angel buffed to 3|7.

Bug Fixes:
Desync occurrences have been significantly reduced.
Graphical error with life tab disappearing while importing a deck has been fixed.
Sound switching between 'off' and 'low' no longer happen when Settings is pressed.
Bugs with special characters in passwords have been fixed.
Errors with Vampire, Adrenaline, and Empathic Bond have been fixed.
Poison priority effects have been removed due to the change in poison mechanics.
Nightfall and Eclipse stacking improperly has been fixed.
Bugs with purify and reflective shields have been fixed.
SoBe killing you when you have zero cards but your opponent has a full hand, and similar cases, have been fixed.
Bugs with Fate Egg, Mitosis, and Shard of Readiness have been fixed.
Various other graphic errors have been fixed.

AI Improvements:
Will use Quintessence and Shard of Wisdom on opponent's creatures if it has a reflective shield in play.
Will fractal high-attack creatures if it can play two or more of that creature this turn.
Will spread buffs between sparks and scorpions if multiple are on the field.
Will not play Solar Shield or Dissipation Shield while Sanctuary is on the field, or vice versa.
Will not nightmare a creature if you can play one of them next turn.
« Last Edit: October 06, 2012, 08:47:35 am by ddevans96 »
discord / twitter: palafrost - 2x master of water - false god enthusiast
twitch: palafrost - speedrunner, ex-celeste, currently hades
avatar: makoto [persona 5] by asukabaka

Offline Annele

  • Legendary Member
  • ******
  • Posts: 2071
  • Country: nz
  • Reputation Power: 34
  • Annele is a Ghost, obsessed with their Elemental pursuits.Annele is a Ghost, obsessed with their Elemental pursuits.Annele is a Ghost, obsessed with their Elemental pursuits.Annele is a Ghost, obsessed with their Elemental pursuits.Annele is a Ghost, obsessed with their Elemental pursuits.Annele is a Ghost, obsessed with their Elemental pursuits.
  • i should really update my profile
  • Awards: Slice of Elements 12th Birthday CakeSlice of Elements 11th Birthday CakeSlice of Elements 6th Birthday CakeSlice of Elements 5th Birthday CakeC-C-C Combomaker 3# WinnerSlice 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.msg1004264#msg1004264
« Reply #25 on: October 01, 2012, 08:44:11 am »
EVERYTHING COMPLETED AND READY FOR MARKING.

TASK I - Brawl Related Skills

Spoiler for Card #1:
NAME:
Toadfish
ELEMENT:
Water
COST:
6 :water
TYPE:
Creature
ATK|HP:
6 | 4
TEXT:
:air : Inflate
Deal 1 per round to a target creature.
Poisonous.
NAME:
Puffer Fish
ELEMENT:
Water
COST:
3 :water
TYPE:
Creature
ATK|HP:
2 | 6
TEXT:
Inflation:
Deal 3 poison damage to the opponent
when Puffer Fish is targeted.  Poisonous.
 


ART:
pepokish
IDEA:
Zanzarino | Annele
NOTES:

Obviously the card being replaced is Puffer Fish.



Why is Puffer Fish considered to be UP?

  • Puffer Fish (current) is rarely used in mono water, its unupgraded counterpart, Toadfish, being preferred. This is because although Puffer Fish does more damage over time compared to Toadfish, the latter brings out quick string damage that isn't totally wasted by Purify. Toadfish also has the benefit of potential CC, though that would not be in a mono water deck (unless you're facing Discord).
  • Puffer Fish (current)'s skill is the same as Scorpion's, but the former costs more than the latter for only a little gain.
    • Scorpion = 2 (attack) + 2 (ability) - 1 (upgrade bonus) = 3 :underworld. (Scorpion is one of those cards that only get a -1 upgrade bonus)
    • Puffer Fish (current) = 3 (attack) + 2 (ability) = 5 :underworld.
    Where is the upgrade bonus?
Also, OT thinks it's UP. So there.



Why does Elements need Puffer Fish replaced, rather than just buffed?

  • The skill 'venom' is already being used, and actually used well, by Scorpion. Replacing Puffer Fish would give the game a fresh taste and give Water more synergies with other elements, as that seems to be its theme. Puffer Fish (proposed) synergies with just about any buff card, as well as cards like Fractal, or even Spiders. (Using web counts as targeting.)
  • It seems like Zanzarino doesn't like adding more than one card at a time to an element, and Water is in desperate need of PC. Adding a new card with this ability to water would delay any chance of PC.



Mechanics

Basically, when either you or your opponent clicks the big red target symbol on top of Puffer Fish (proposed_, the opponent gets 3 poison (or -3 purify counters). The effect of the targeting still occurs. The ability is active, and can be lobotomised. If targeted with a lobotomising ability (psionic wave, mitosis, etc) the ability activates first, and the opponent gets 3 poison, then it is lobotomised/replaced. Same goes with cards that kill. 3 poison, then it is killed.

Poisonous is a passive that means if it is consumed (targeted by the ability 'devour' or any others that may be added to the game) the creature that targeted Puffer Fish gains 1 poison counter.



Balancing

Deadly poison = 2 :death + 1 card + upgrade for 3 poison.

If we assume 1 card = 2 :underworld,

2 cards + 2 :underworld = 3 poison

So Puffer Fish (proposed) = 2 (attack) + 1 (high health) + 2 (ability) - 2 (upgrade bonus) = 3 :underworld



Are there any problems with replacing Puffer Fish with this?

  • The only problem I see is that Puffer Fish (proposed) takes up the space of a 3-cost water creature, making Ulitharid even more overshadowed than it already is. However, Ulitharid already needs a small buff (either lowering stats a little and -1 cost or raising stats a lot and +1-3 cost - depending on the buff - would be what I'd suggest) and this would just 'point it out' a little more.



Additional notes

It is possible to replace both abilities with this, though I wanted to keep with the theme of the ability changing, and only change the UP one. Also, Toadfish is a nice mid-range attacker for Water, and I didn't want to take that away.



The end bit

In conclusion, replacing Puffer Fish with my proposed card would give Water a fresh taste; give a bit more reason to upgrade Toadfish; leave room for a much-deserved PC card; and encourage an already-needed buff for Ulitharid.
SERIES:

« Last Edit: October 03, 2012, 03:21:47 am by Annele »
Beware the Darkness.

Offline Annele

  • Legendary Member
  • ******
  • Posts: 2071
  • Country: nz
  • Reputation Power: 34
  • Annele is a Ghost, obsessed with their Elemental pursuits.Annele is a Ghost, obsessed with their Elemental pursuits.Annele is a Ghost, obsessed with their Elemental pursuits.Annele is a Ghost, obsessed with their Elemental pursuits.Annele is a Ghost, obsessed with their Elemental pursuits.Annele is a Ghost, obsessed with their Elemental pursuits.
  • i should really update my profile
  • Awards: Slice of Elements 12th Birthday CakeSlice of Elements 11th Birthday CakeSlice of Elements 6th Birthday CakeSlice of Elements 5th Birthday CakeC-C-C Combomaker 3# WinnerSlice 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.msg1004265#msg1004265
« Reply #26 on: October 01, 2012, 08:44:39 am »
    Spoiler for Lore for Card #1:
    In a deep lake near the Forest of Life, the Toadfish thrived. They had learned to use the air above them to ward off attacking creatures and maintain their territory as their own. They ate the seaweed on the bottom of the lake, and the occasional Horned Frog that floated into their lake due to heavy Flooding.

    Then one day, the Elementals came. Elementals were not new to the Toadfish; they lived right beside the Forest of Life where Life Elementals thrived, though they had learned to stay away from the Toadfish. Life Elementals did not appreciate hostility.
    However, these were not the peaceful Life Elementals, but the destructive Fire Elementals who had invaded the Forest of Life and burned half the plants there, as well as incinerating a third of the creatures. They chose to drain the lake next because Water was one of their weaknesses, along with small damage. They were just grateful the Life Elementals hadn't discovered this yet.

    The Fire Elementals had already started draining the lake when the Toadfish realised what was occurring. They tried warding off the Fire Elementals using the technique they had perfected on opposing creatures to no avail.
    Elementals were on a completely different ranking to creatures, they realised among themselves. They decided they needed to go to new extents to stop their home being destroyed.

    Some brave Toadfish volunteered to go through radical changes to defend themselves. They focused their power not on their attack, but instead on their poisoning abilities, and learned how to inflate themselves on touch - without air. They called themselves the Puffer Fish army, and prepared themselves for battle.

    The Puffer Fish waited until the Fire Elementals had started continuing their efforts to destroy the lake, then attacked. They flopped out of the water and struck out with their pitiful attacks, hoping, not in vain, that the Fire Elementals would swipe them away with a quick Firebolt.
    Bingo.
    As the Firebolts touched the Puffer Fish, they squirted out poison at the opposing Elementals, withering down their defenses. The Puffer Fish then struck once more at the weak but strong Fire Elementals, reducing their health to zero.
    The remaining Fire Elementals huddled together to figure out how to stop this threat to their plan. They figured out that their Fire Storms did not trigger the poison, though it required two to kill, and by then their energy was very low.
    The Puffer Fish attacked one more, felling the last remaining Fire Elementals and claiming their victory.

    Last remaining? Not quite; they left a few to run back to the Land of Fire and spread the news about these new foes.
    The Puffer Fish were very confident no Elemental would bother them again.


    They were not counting on the Water Elementals. In fact, they didn't even know that Water Elementals existed then; the Fire Elementals had been huge news to them.
    And the Puffer Fish were huge new to the Water Elementals. When the stories from the Land of Fire reached their ocean, they were shocked to find out that their Toadfish lived elsewhere, not least with undiscovered creatures. They knew they had to enquire about this at once.

    The Water Elementals traveled to the lake by the Forest of Life, knowing they mustn't alarm the Puffer Fish, or else face an attack like the Fire Elementals'.
    When they reached the lake, they decided that their own Toadfish and variant of of Puffer Fish would be the best way to convince the new creatures of the Water Elementals' peace offering.

    The Toadfish and Puffer Fish were suspicious at first, and killed all the Water Elemental's Puffer Fish as soon as they entered their lake. However, the Toadfish recognised the Water Elementals' Toadfish, and told the Puffer Fish to listen to their plight.
    The Water Elementals' Toadfish told the others that the Water Elementals were friendly Elementals who took great care of their creatures - gave them enough water, etc. - and would like their services in defeating other Elementals in the War.
    'Like the Fire Elementals who tried destroying you home' they said.
    The Toadfish and Puffer Fish of the lake thought about it, and decided that half of them would travel with the Water Elementals; leaving the young and old at the lake; in the agreement that they could be returned to their home before they die.
    'If you do not die on the battlefield, we assure you you will die here' the Water Elementals said.

    The Toadfish and Puffer Fish traveled with the Water Elementals. They relished the openness of the ocean, and the friendships they created with other Water Creatures. They also enjoyed (after a period of skepticism) fighting in the War and defeating especially the Fire Elementals.
    And when they grew old, the Water Elementals set them on an Ice Dragon to take them back to their home place one last time.

    All was well. Okay, yes, I took that from the and of Harry Potter. Shoot me now.

    Spoiler for Card #2:
    NAME:
    Clock
    ELEMENT:
    Time
    COST:
    6 :time
    TYPE:
    Permanent
    ATK|HP:

    TEXT:
    :time : Tick Tock
    Target creature ages one turn and gains +1 | -1. Can be used 3 times per turn.
    NAME:
    Chronometer
    ELEMENT:
    Time
    COST:
    6 :time
    TYPE:
    Permanent
    ATK|HP:

    TEXT:
    :time : Tick Tock
    Target creature ages one turn and gains +2 | -2. Can be used 2 times per turn.

    ART:
    Annele
    IDEA:
    Annele
    NOTES:
    How does this synergise with Puffer Fish (proposed)?

    Almost any targeting card with a positive effect synergises with my proposed Puffer Fish (the exception of course being Rage Elixir without a previous buff).
    However, Clock not only synergises with Puffer Fish's ability, but with its high health as well. It has a high cost so it is not easily splashable, but with the right set up one can add up to 5 | 4 attack to Puffer Fish - making it a 7|1 | 6|2 creature - and add 15 | 8 poison to the opponent.
    Bear in mind that this costs 11 :time + 3 :water + 2 turns | 9 :time + 3 :water + 1 turn to pull off. Using this alone, it does:

    TurnMoveDamage this turnTotal damage
    1Play Puffer Fish and Clock.22
    2Use Tick Tock on Puffer Fish 3 times.1416
    3Use Tick Tock on Puffer Fish 2 times.2238

    TurnMoveDamage this turnTotal damage
    1Play Puffer Fish and Chonometer.22
    2Use Tick Tock on Puffer Fish 2 times.1416
    3Press space.1431

    The unupgraded may seem worse than the upgraded, though a few factors have to be taken into account:
    • Chronometer + Puffer Fish combo costs less than the Clock + Puffer Fish combo
    • As the Chronometer + Puffer Fish combo is one turn quicker to pull off, Tick Tock can be played on other creatures in the 3rd turn.
    • If Puffer Fish is buffed or healed, then Tick Tock can be twice as quick at increasing the effect.
    • And most importantly - IT IS NOT ONLY ABLE TO BE USED ON PUFFER FISH. Clock offers more flexibility, though Chronometer is much cheaper than its unupgraded counterpart.
    Puffer Fish's cost makes it difficult to splash into a deck and still remain quanta balance, though it would be fine splashing into a False God or Arena deck. However, this only means purify is going to be carried more often, and that's even assuming the AI will play it correctly.



    Mechanics

    • 'Target creature ages one turn' basically means that the target creature basically does everything it would do at the end of a turn except attack.
      For example: Poison would deal damage to the creature; if it has one, it would activate its passive-active abilities that occurs at the end of the turn (creatures with 'bioluminescence would generate 1 :light, etc.); skills would become 'ready' (for example, an Ulitharid that had used Psionic Wave on an Otyugh could use it again in the same turn); in the case of Steam Machine and creatures with the ability 'steam' it would lose an attack; and any other things I may have missed, or are yet to be in the game.
      Adrenalined creatures do not act any differently than normal creatures as they aren't attacking.
    • 'Gains +1|-1 | +2|-2' is pretty straight-forward, the creature gains one | two attack and looses one | two health. If the creature has one | two or less health when Tick Tock is used then it dies. Damage occurs after aging, so everything stated above (quanta produced, etc) will occur before it gain +1|-1 | +2|-2.
    • 'Can be used 3 times per turn' means that once you have clicked it and the target creature, if you have enough :time, you may use it again, like with Rustler, but cannot be used a fourth time (or a fifth, sixth, etc.) This is basically to avoid multi-targeting issues.



    Balancing

    Red Nymph = 1 (attack) + 1 (high health) + 6 (ability cost) = 8 :underworld

    3 :underworld = +5 | -5 to target

    0.6 :underworld = +1 | -1 to target

    1.8 :underworld = +3 | -3 to target

    ~2.5 :underworld = +1 | -1 to 3 targets

    Rounded up because of the aging effect.

    3 :underworld = +1 | -1 and aging to 3 targets.

    Okay, I admit, about here I got stuck and used the ability cost of Red Nymph as the casting cost.

    Because Chronometer's ability is twice as good, I reduced the number of times it can be used, so now each turn it is only a bit better than Clock. (I really did not want to increase the casting cost)



    Why would this be a good addition to the game?

    Time does not have any good buff cards, or any good creature control cards (except Reverse Time, which I find is too situational for my liking, and nothing like this). It not only synergises with my proposed Puffer Fish, but with many other cards as well. For example; Armagio, Plague, Quintessence, the list goes on.



    Are there any problems with adding this to the game?

    Adding this would be adding an in-element buff for Dune Scorpion, which some people may not like. However, a permanent that costs 6 | 7 quanta and a turn before it can do any buffing isn't really preferable to Unstoppables or Chaos Powers run off the mark is it? Especially as this would kill the unupgraded Dune Scorpion.

    As balancing was slightly wonky, this may end up being OP (or UP, but I doubt it), but then again, most cards are modified before they are put in the game, right?



    The End Bit

    Admittedly, Clock does synergise better with Puffer Fish because it requires more targeting.

    Here is a proposed deck:

    Hover over cards for details, click for permalink
    Deck import code : [Select]
    4t9 4t9 4t9 4t9 4t9 7gu 7gu 7gu 7gu 7gu 7gu 7js 7js 7js 7js 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7ri 7ri 7ri 7ri 7ri 8pp


    Relics are Clocks.



    In conclusion, Clock | Chronometer would be a great addition to the game, because it strikes up a lot of synergies with time; it adds the feature of aging a turn; it gives Time a good, thematic, buff AND cc cards; and would give Elements a huge fresh taste.

    SERIES:




    TASK III - Building the Game

    Spoiler for Elements v1.40:
    First of all, I apologise that some of you have been frantic about my absence. I have been working on my other projects, and the new update of Elements. And getting stalked by crazy teenage Curators in New Zealand as well.

    Announcements:
    • The PvP bug was the result of a failed hack. The hacker in question has now been removed disciplined.
    • After careful deliberation, I have decided to allow Xenocidius the right to add cards in the Trainer. He will add a card once a month, it will be tested, and if I believe it would be a good asset to the game, it will be added.
    • Weekly Quests have arrived!

    New cards

    • Kraken | Dark Kraken - I thought it was about time Water gained some PC, and a new card. Original idea by Ajit here.
      Spoiler for Hidden:
    • Rejuvenation | Rejuvenation - Light control for Life, or more healing. Original idea by Legit here.
      Spoiler for Hidden:
    • Clock l Chronometer - Control and Buff card for Time
      Spoiler for Hidden:
    • Fly - Original idea by GG here.
      Spoiler for Hidden:

    Balancing

    • The ability 'Web' now also removes the skill 'Dive'.
    • Shard of Focus is now a 3  l  2 cost permanent with a one-time free ability of destroying a permanent. When ability is used it generates a Black Hole and a 0 l 30 creature.
    • Shard of Sacrifice now requires a creature sacrifice instead of a quanta sacrifice for 1 turn of reversed healing and damage. If it is a death creature, 2 turns. Health sacrifice reduced to 20.
    • Shard of Sacrifice now costs 2  l  1 random quanta.
    • Shard of Wisdom can now target non-immateriel creatures for a reduced bonus. (+1 l +1). The creature still does spell damage.
    • Shard of Wisdom cost increased to 4  l  2.
    • Druidic and Jade Staff now cost 1 :life.
    • Jade Staff's healing increased to 8 and damage reduced to 2.
    • Puffer Fish's ability changed to Inflation - adds 3 poison to the opponent on targeting.
    • Puffer Fish's cost is reduced to 3 and its stats changed to 2 l 6.
    • Flooding does not affect airborne creatures.
    • Massive Dragon l Colossal Dragon now have momentum.
    • Half Bloods now only have a 2x mark.
    • Half Blood's spin is now 2 unupgraded and one upgraded.
    • False God decks now no longer have shards.
    • It is possible to win upgraded cards from Arena spins now.
    • The Oracle now gives out Miracles.
    • The maximum number of a certain type of pillar or pendulum in a deck is now 20.

    Bug fix

    • PvP 1 is back to normal.
    • Purify is now reflected by Reflective shields no matter who uses it.
    • PvP quality improved

    New features

    • Vampire's art has been replaced with vrt's.
    • A new quest has been added (gain 1000 score, reward is a Nymph)
    • Weekly Quests are now available.
    • New AI3s have been added, and the Darkness marked AI3 replaced.
    • The 'Redeem Code' Button has been moved in between the Chat and Donate buttons.
    • The 'Upgrade Card' function is no longer in the 'Quest' bubble, but appears under the 'Bazaar' button when all quests are completed. The button also appears along the top when in 'Manage Deck' and 'Bazaar'. The 'Bazaar' button is now on the top of the screen as well as 'Manage Deck' when one is in 'Upgrade Card.
    • Psion and the new cards all have Oracle Predictions now.

    Weekly Quests

    • Weekly Quests refresh at 7am GMT (like the Oracle) every Sunday (GMT).
    • Weekly Quests are available once all quests are completed.
    • When one clicks the 'Quest' button, the bubble appears showing a deck, any bonuses it may have (2x draw, 3x mark, etc) and a button saying 'Challenge'.
    • The deck's bonuses depend on your score when the Quest refreshes.
    • It doesn't cost anything to challenge the deck.
    • You may challenge the deck 3 times during the week.
    • Once you have faced the deck and lost, you may leave the Quest bubble and do what you want. You may come back to the quest button at any time during the week and use your other challenges.
    • Once you have faced the deck and won, you gain a reward and cannot challenge the deck again, until the week ticks over and you gain a new challenge.
    • Rewards may be anything from Electrum to a random Upgraded card to something else...
    • You may not necessarily have the same deck as someone else, even if you have exactly the same score as them.
    • They are Weekly Quests, not daily, to relieve a lot of stress off me and also to give time to balance and test working decks.

    New AI3s

    Spoiler for New AI3s:

    Hover over cards for details, click for permalink
    Deck import code : [Select]
    4ve 4vh 4vi 4vi 4vi 4vj 4vj 4vj 4vj 4vj 4vl 4vp 4vp 4vp 4vp 4vp 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f3 5f5 5f6 5f7 5f8 5f8 5f8 5fa 5fa 5fe 5fe 5fe 5fe 5fe 5fe 8pj


    Hover over cards for details, click for permalink
    Deck import code : [Select]
    5ri 5rl 5rn 5rn 5rn 5rn 5ro 5rr 5rr 5rr 5ru 5ru 5rv 5rv 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 61p 61p 61s 61u 622 624 625 625 625 625 625 625 62c 62c 8pu

    ??? = Clocks and Psions

    Hover over cards for details, click for permalink
    Deck import code : [Select]
    58q 58s 58s 593 595 596 596 596 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5ul 5ul 5um 5um 5um 5um 5uo 5uu 5uu 5uu 5uv 5uv 5uv 5uv 5uv 5uv 5v1 8pt


    Hover over cards for details, click for permalink
    Deck import code : [Select]
    52g 52g 52g 52g 52g 52l 52l 52m 52m 52m 52o 52o 52o 52o 52o 52p 52q 52q 52r 52r 52s 52s 52s 5bs 5bs 5bs 5bs 5c2 5c2 5c2 5c2 5c2 5c6 5c7 5c7 5c8 5c8 5c8 5c8 5c8 5c8 5d0 5d0 5d0 5d0 5de 5de 5de 5de 5de 5de 8pk

    ??? = Rejuvination

    Hover over cards for details, click for permalink
    Deck import code : [Select]
    5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5ig 5ig 5ig 5ig 5ig 5ig 5ih 5ih 5ih 5ih 5ij 5ij 5ij 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5lc 5lc 5lh 5lm 5lm 5lm 5lm 5lm 5ls 8pl

    ??? = Kraken


    To come

    As some of you seem to get worried while I am working a new features, I will consolidate you by adding Elements 1.45 soon. Included will be a series of rare Shields that have active abilities. This will not take too much work, and I could add them now, but it seems you prefer a little at a time and these quests are already a huge jump. There also may be a new AI coming up, you'll just have to wait and see.

    Keep playing and donating! ;)


    All decks and cards were made by Annele unless otherwise stated.[/list][/list][/list][/list][/list][/list]
    « Last Edit: October 03, 2012, 03:21:10 am by Annele »
    Beware the Darkness.

    Offline plastiqe

    • Hero Member
    • *****
    • Posts: 1749
    • Country: ca
    • Reputation Power: 0
    • plastiqe hides under a Cloak.
    Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1004292#msg1004292
    « Reply #27 on: October 01, 2012, 02:51:50 pm »
    Best viewed in RR Visionâ„¢

    Quote from: The book of plastiqe in the Third Task of the Sixth Trials
    In the beginning zanzarino created the Earth and the Sky, breathed Life into the Void and shone Light upon the Elementals.  For His was the realm of Elements and He was unto them.1  But they grew greedy and fat upon Electrum and the zanzarino was callous in his fury.  He cast Shards down upon them and abandoned them to their doom.2

    But the Guardian Angels were there, and in their low state they were sent to be mighty and glorious like the Archangels and so they rejoiced.3  But their Sanctuary was taken from them and brought down upon them and it was enfeebled.4  And He took the Holy Light that shone upon the Death and the Darkness and it was Remade into a new effect, and they rejoiced.5

    Then zanzarino said unto Discord "you have grown evil and wicked and you will be cast down" and the Abominations and Demons were lo.6   But upon them he grew the cost of Pandemonium and it's Entropy was made to be steep.7  And when He came upon SuperNova He took his brother Nova and upon them gave the same weakness.  And many Singularities were born.8

    And the Immortals were there and thought that they were untouched but the zanzarino came upon them and smote their Dimensional Shield upon the mountainside.  And when it had come down they found that it's Aether was lavish and increased by one.  And the Elementals wailed and called out to Him and desecrated upon themselves to no avail.9

    When the zanzarino came upon the living creatures and the plants he saw that they were weak.  And he saw that they were feeble and unable to War and that they were vulnerable to Fire and to Death and to Lightning and to Arrows.  And so in balance he said onto Life "let Me create onto you a New Card to protect your creatures" and they rejoiced.10

    For now He came to the heat and the flame and saw that He had treated them harshly.  And in His regret zanzarino gave unto them stronger Ash Eaters and Fire Spirits and Golems and they rejoiced.11  But He was in turn weary and in doing so He said "your Rage is too great" and he broke it in half and took from them their CC.12

    And finally zanzarino gazed upon the Shriekers and the Black Holes and the Fog Shields and the Reverse Times and the Vampire Stilettos and the Purifys and told them not too look.  But in their indignance they looked back and were turned into a Pillar of Salt and they lost some of their power.13  And he took the Shards and the Marks and they became cards of their own Element.14  And when the Elementals came to zanzarino they found that He had left them again and though they pleaded and begged, He was returned to whence He came.  And in the new metagame they played and found that it was more plentiful and they rejoiced.15
    « Last Edit: October 01, 2012, 03:22:48 pm by plastiqe »

    Offline Jen-i

    • Hero Member
    • *****
    • Posts: 1975
    • Country: ca
    • Reputation Power: 0
    • Jen-i hides under a Cloak.
    • Death to the Ninja!
    • Awards: Weekly Tournament WinnerWeekly Tournament WinnerSlice of Elements 10th Birthday CakeElements League 2/2018 2nd PlaceSlice of Elements 8th Birthday CakeWeekly Tournament WinnerBattle League 2/2014 3rd Place8th Trials - Master of LightWinner of SacrificeWeekly Tournament WinnerBattle League 1/2014 1st PlaceSlice of Elements 5th Birthday CakeWar #7 Winner - Team AetherWeekly Tournament WinnerWeekly Tournament WinnerSlice of Elements 4th Birthday CakeBest Sportsman - War #6Weekly Tournament WinnerWinner of Team PvP #514 Club - Most Expensive Players during War AuctionWeekly Tournament WinnerWeekly Tournament WinnerWeekly Tournament WinnerBrawl #1 Winner - Team Nyan SharksBeginners League 1/2012 3rd PlaceWeekly Tournament WinnerWeekly Tournament WinnerWeekly Tournament WinnerChampionship League 2/2011 3rd PlaceWeekly Tournament WinnerChampionship League 1/2011 3rd PlaceWeekly Tournament WinnerWeekly Tournament Winner
    Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1004423#msg1004423
    « Reply #28 on: October 02, 2012, 05:27:24 am »
    Task I - Brawl Skills

    Spoiler for Schrödinger's Cat:
    Spoiler for Original Card:

    NAME:
    Schrödinger's Cat
    ELEMENT:
    Entropy
    COST:
    1 :entropy
    TYPE:
    Creature
    ATK|HP:
    1 | 0
    TEXT:
    This creature cannot die. Anytime it would die, death effects are triggered but it remains in play instead.
    NAME:
    Schrödinger's Cat
    ELEMENT:
    Entropy
    COST:
    1 :entropy
    TYPE:
    Creature
    ATK|HP:
    2 | 0 (upgraded)
    TEXT:
    This creature cannot die. Anytime it would die, death effects are triggered but it remains in play instead.

    ART:
    I retained the original art - why change a great image!
    IDEA:
    Jen-i
    NOTES:
    The text on the card is a passive ability called - Dead & Alive

    At first glace there does not seem to be a substantial change to the card. However that first glance would be mistaken, the Cat is now immune to damage based CC making Chaos Power and other buffs a solid tactic. In addition it is largely immune to Pandemonium adding an increased in-element synergy to the card. But best of all would be its use with Rage Potion, Acceleration and Immolation, you can the benefit of those cards without any penalty.

    You'll notice the Cat has 0 HP which means it will die at the end of every turn, except of course that it won't, it will however still trigger death effects at the end of every turn, all without you having to do anything. And that fact that this is a passive ability gives it an added synergy with Butterfly Effect as well.
    LORE:
    Yes you must check out this link! All credit to Fred Penner and the Film board of Canada!
    SERIES:
    Trials #6

    Spoiler for Sacrifice:
    NAME:
    Sacrifice
    ELEMENT:
    Death
    COST:
    4 :death
    TYPE:
    Spell
    ATK|HP:
    N/A
    TEXT:
    Target and destroy one non-skeleton creature belonging to each player.
    NAME:
    Sacrifice
    ELEMENT:
    Death
    COST:
    3 :death
    TYPE:
    Spell
    ATK|HP:
    N/A
    TEXT:
    Target and destroy one non-skeleton creature belonging to each player.

    ART:
    original photograph here
    IDEA:
    Jen-i
    NOTES:
    Death has long held reign with its ability to benefit from the deaths of any creatures. unfortunately it is usually forced to duo in an effort to cause enough deaths to be of benefit. This card would add an in-element means of triggering death effects, one card, two death effects even if one of them must be one of your own creatures. There is an obvious synergy between Sacrifice and both my new Schrödinger's Cat and Phoenix, as either creature largely allows you to ignore a large portion of the cost of the card. And while at first glance the effect may seem overpowered (trade a Ball Lightning for a Dragon) you must also consider the card space needed to fuel the combo, you are in effect trading card advantage as well (2 cards to kill one) I think it may prove balanced.
    LORE:
    Long has death sought a means of spreading its power, of bringing even the mighty dragons and nymphs of the other elements to their knees. Many master`s had sought the means of spreading their pestilence, alliance with entropy or aether had been approached and abandoned. It was in the Libraries of the Academies Aether that one clever death elemental had his eyes opened. He merely had to be willing to take the next step, to mimic the power of the lowly virus and enhance its effect. He summoned his minions, selected his oldest mummy and began preparations. In the dark of night he gathered hairs from a turquoise nymph belonging to his rival. He built a fire on the altar and summoning his new magics, he unravelled the mummy and feed it to the flames along with the strands of nymph hair. By morning the ritual was complete and the mummy was gone and the nymph was found outside its master`s chambers a dessicated husk, dry and dusty. The elemental quickly packed his belongings and with his notes headed home to spread the news of his discovery!
    SERIES:
    Trials #6



    Task II - Deck Building

    Spoiler for Anti Half Blood Deck:
    A Frozen Wasteland
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    77c 77c 78q 78q 78q 78q 78q 78q 78q 7go 7go 7gr 7gr 7gs 7gs 7h0 7h0 7h0 7h0 7h0 7h0 80b 80b 81q 81q 81q 81q 81q 81q 81q 8pp

    There's just something about using Poseidon in a deck that is immensely satisfying. And while the deck doesn't always draw it, it packs a hideous amount of stall.

    Spoiler for Anti AI3 Deck:
    Bloated Wyrms
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    6u2 6u2 6u2 6u2 6u2 6u2 7jo 7jo 7jo 7jo 7jo 7jo 7jr 7jr 7jr 7jv 7jv 7jv 7jv 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7mu 7mu 7mu 7mu 8pj
    Simple, effective, reasonably fast, and surprisingly consistent - what more could you ask of an "ideal" AI3 grinder

    Spoiler for FG Deck:
    Trampled!!
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    746 746 746 746 746 746 74i 74i 7am 7am 7ap 7ap 7ap 7ap 7bu 7bu 7bu 7bu 7bu 7bu 7t8 7t9 7t9 7tb 7te 7te 7um 7um 7um 7um 7um 7um 8pl
    Hehehehehe, the other two decks needed to be effective this one needed to be fun! In testing I was always a few gravity short of what I wanted -which I suppose is perfect once you get the FG triple mark.

    Spoiler for Jumbo Deck:
    The Skevolution
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    711 717 717 717 717 719 719 719 719 71b 71b 71b 71b 7dm 7dm 7do 7dr 7dr 7dr 7dr 7dr 7f2 7f2 7f2 7f2 7f2 7f2 7f2 7f2 7f2 7f2 7q4 7q4 7q4 7q5 7q5 7q5 7q8 7q8 7q8 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 8pk
    I had so much fun playing this deck - its not totally straight forward, you have to decide between Eternity locking your opponent and "Evolving" your skeletons, but it is fun to play.

    Spoiler for Shard Deck:
    The Perfect Mutation
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    6rq 6rq 6rq 6rq 6u4 6u4 6u4 6u4 6u4 6u4 6ve 6ve 6ve 6ve 6ve 6ve 6ve 6ve 77e 77e 7jp 7jp 7mt 7mt 809 809 80b 80b 80b 80b 8pu
    Holy Crap - this deck is soooo much fun to play - this may actually qualify as my new AI3 grinder - not blisteringly fast, but soo much fun!!

    So fun in fact that I posted the deck, and I never post decks, if you wish to comment on the deck please do so here.

    Spoiler for Try it against FG - you might get lucky like me:
    « Last Edit: October 06, 2012, 07:57:56 am by Jen-i »
    Lux Kyrie

    Offline pikachufan2164

    • Legendary Member
    • ******
    • Posts: 2938
    • Country: ca
    • Reputation Power: 40
    • pikachufan2164 soars like the Phoenix, unable to be repressed.pikachufan2164 soars like the Phoenix, unable to be repressed.pikachufan2164 soars like the Phoenix, unable to be repressed.pikachufan2164 soars like the Phoenix, unable to be repressed.pikachufan2164 soars like the Phoenix, unable to be repressed.pikachufan2164 soars like the Phoenix, unable to be repressed.pikachufan2164 soars like the Phoenix, unable to be repressed.pikachufan2164 soars like the Phoenix, unable to be repressed.
    • Phase in, phase out.
    • Awards: Rouser of Willng3 RecruitsWeekly Tournament WinnerWar #5 Winner - Team AetherSlice of Elements 3rd Birthday CakeTeam PvP #4 WinnerSlice of Elements 2nd Birthday Cake 	2nd Trivia Winner
    Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1004448#msg1004448
    « Reply #29 on: October 02, 2012, 12:25:21 pm »
    -Reserved-

    Task II: Deckbuilding

    Spoiler for Halfblood:
    Twisted Twilight
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    6ts 6ts 6ts 6u1 6u1 6u1 6u1 6u1 6u1 6ve 6ve 6ve 6ve 7jp 7jp 7jp 7jp 7k3 7k3 7k3 7k4 7k4 7k4 7k5 7k5 7k5 7tb 7tb 7th 7th 8pt

    Werewolves eventually end up as a vanilla creature. Giving it :light generation with Luci allows the deck to have some mid-game defensive power (via powering Hope) to get through all 150 HP of a half-blood. A Vader Sader subtheme also synergizes well with the need for :darkness quanta for Werewolf's ability and the extra :light quanta generated using Luci.

    Spoiler for AI3:
    Heroes of Zero
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    6rl 74g 74g 7mt 7mt 7mt 7mt 7mt 7mt 7n0 7n9 7n9 808 808 808 808 808 808 808 809 809 809 809 80i 80i 80i 80i 80i 81q 81q 8pl

    Super silly creature rush with an OTK component to it; Chimera breaks stalemates involving shields.

    Spoiler for Custom FG:
    Cerberus
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    6rv 6rv 718 718 718 718 718 718 71a 71a 71b 71b 71b 71b 77m 77m 77m 77m 77m 77m 78q 78q 78q 78q 78q 78q 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dk 7dk 7dk 7dk 7dk 7dk 8pk

    Cerberus is the gatekeeper to the underworld in Greek mythology. This FG aims to control the early game with Wardens and Lances as poison damage slowly whittles the player down. Shard of Patience synergizes well with the Wardens to increase their creature control capabilities and also provide an alternate late-game win condition if poison and Fire Lances weren't enough.

    Spoiler for 45+ cards:
    Scrying Pool
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    6rq 6rq 6rq 7al 7al 7ap 7ap 7ap 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7gp 7gp 7gp 7gr 7gr 7h0 7h0 7h0 7h0 7h0 7h0 7q0 7q0 7q0 7q0 7q4 7q4 7q4 7q4 7q5 7q5 7q5 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 8pp

    Mito Golden Nymphs, whee~

    Rewind, Arctic Octopus, and Permafrost Shield provide an early defense while the combo sets up.

    Spoiler for Shards:
    Sinister Steel
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    6s3 6s3 6s3 778 778 778 778 778 778 77a 77a 77a 77a 77a 77a 77j 77j 77j 77j 78q 78q 78q 78q 78q 80e 80e 80k 80k 80k 80k 8pu

    Shard of Bravery's biggest drawback is that it puts cards in your opponent's hand. Silence prevents them from playing their newly-drawn cards, while Earthquake's quanta disruption makes sure that those cards stay sitting in their hand.
    « Last Edit: October 06, 2012, 11:46:10 am by pikachufan2164 »
    I'm doing science, and I'm still alive.

    Level 2 Magic Judge.

    Offline Vineroz

    • Chat Moderator
    • *****
    • Posts: 1648
    • Country: hk
    • Reputation Power: 26
    • Vineroz is a proud Wyrm taking wing for the first time.Vineroz is a proud Wyrm taking wing for the first time.Vineroz is a proud Wyrm taking wing for the first time.Vineroz is a proud Wyrm taking wing for the first time.Vineroz is a proud Wyrm taking wing for the first time.
    • Awards: Deckbuilding Competition - Simulated ViolenceWeekly Tournament WinnerWeekly Tournament Winner
    Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1004749#msg1004749
    « Reply #30 on: October 03, 2012, 03:10:08 pm »
    Task I : CARD!!
    Spoiler for (new) Thunderstorm:
    NAME:
    Thunderstorm
    ELEMENT:
    Air
    COST:
    2 :air
    TYPE:
    Spell
    ATK|HP:

    TEXT:
    Deals 1 damage to every enemy creature and 1 thunder damage to opponent. Removes invisibility.
    NAME:
    Thunderstorm
    ELEMENT:
    Air
    COST:
    3 :air
    TYPE:
    Spell
    ATK|HP:

    TEXT:
    Deals 1 damage to every enemy creature and 3 thunder damage to opponent. Removes invisibility.

    ART:
    Elements
    IDEA:
    Vineroz
    NOTES:
    A little buff to this underused card. As a mass CC card it is very situational, as player prefers to insta-kill a creature and with Shockwave and Owl's Eye in the same element, which result in its underused status.

    This buff also adds "thunder" damage to the player. Thunder damage works just like poison damage; it is cumulative with thunder damage. If the player is already inflicted with poison, thunder damage overwrites it, and vice versa.
    SERIES:
    Status damage

    Spoiler for Lore:
    In a stormy evening, Jack the shepherd was trying to send his sheeps into the shelter. As wind sweeping and thunder flashing across the sky, even the sheeps can feel that it was going to be a disastrous night. Some of them already ran back to the shelter for cover, but some smaller ones seemed excited with this unusual weather. Suddenly a loud cracking sound startled Jack; it was a tree behind him, struck by a lightning. To Jack's horror, a bunch of sheeps are hiding under that tree. It would be too late for Jack to reach for the sheeps, and he could only watched the tree fell over on the terrified creatures. Then the most miraculous thing happened: the fallen trunk hit heavily on the sheeps' back, but there was a mysterious force that somehow pushed the trunk away. Jack ran to the sheeps, and realised that there was a eerie blue glow inside the wool of the sheeps. When he tried to touch them, he immediately got an electric shock. Fortunately the current was not too strong to knock him out, and it seemed like the electricity on that sheep was cleared.

    When Jack walks his other blue sheeps back to the shelter, he was a bit glad that at least they were alive. However these poor electrified sheeps finally fell on there knees when they got to the shelter. It looked like the electricity was indeed hurting them. Jack recorded this incident in his notebook, and hoped to find ways that can prevent this to happen again in the furture.

    Spoiler for Second card:
    NAME:
    Insulated Blanket
    ELEMENT:
    Earth
    COST:
    3 :earth
    TYPE:
    Permanent
    ATK|HP:

    TEXT:
    Remove thunder status from the target. Protect the target from spell damage for 2 turns.

    NAME:
    Insulated Blanket
    ELEMENT:
    Earth
    COST:
    4 :earth
    TYPE:
    Permanent
    ATK|HP:

    TEXT:
    Remove thunder status from the target. Protect the target from spell damage for 3 turns.


    ART:
    -
    IDEA:
    Vineroz
    NOTES:
    As well as countering thunder damage, I think this card is much more powerful in its other function: to block spell damages. Currently there are only 2 cards that can block spell damages, and they are shields which means it is situational. Note that this card only blocks spells targeted to player (effect similar to nightmare a player with Sanctuary) but creatures are still vulnerable to spells.
    SERIES:




    Task II : DECK!!
    Credits to RNG for the element choice
    Spoiler for AI3:
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    6rk 6u2 6u2 6u2 6u2 6u2 7ac 7ac 7ac 7ac 7ac 7ae 7ae 7ae 7ae 7ae 7ae 7dg 7dg 7dg 7dg 7dg 7dm 7dm 7ds 7ds 7ds 7ds 7ds 7ds 8pj

    Player
    Winrate: 92.9 %
    Average TTW: 7.456404736275565
    EMs: 47

    Spoiler for Half Blood:
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    5lk 5lk 5lk 713 713 72i 72i 72i 72i 72i 72i 72i 7jp 7jp 7jp 7jp 7jp 7jp 7ju 7ju 7k6 7k6 808 80i 80i 80i 80i 80i 80i 81q 8pu

    RoL/Hope with Death flavor. Reclusetal is strong itself.

    Spoiler for FG:
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    778 778 778 778 778 778 778 778 778 778 77a 77a 77a 77a 77a 77i 77i 7gq 7gq 7gs 7gs 7gs 7h0 7h0 7h0 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t8 7t9 7t9 7t9 7t9 7tf 7tf 7tf 7tf 7tf 8pp

    Denial + rushing at its finest.

    Spoiler for 45 cards:
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    744 74c 74c 74c 74c 74c 74c 74h 74h 74h 74i 74i 74i 74i 75m 7n2 7n2 7n2 7n2 7n2 7n8 7n8 7n8 7n8 7n8 7n8 7oe 7oe 7oe 7oe 7oe 7oe 7oe 7q5 7q5 7q5 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 8pl

    One drawback of catatitan is not getting the combo card. Hourglasses solves the problem.

    Spoiler for Shards:
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    4tj 4tj 4tj 4tm 4tm 4tm 4tm 5fb 5fb 5fb 5fb 5l8 5l8 5l8 5l8 5l8 5le 5le 5le 5le 5le 5lf 5lf 5mq 5mq 5mq 5mq 5mq 5mq 5mq 8po

    Even 2 to 3 nova would make this deck works much better >.> oh well, quanta is a bit tight to start, but output is huge in mid-game.
    « Last Edit: October 04, 2012, 05:35:14 pm by Vineroz »
    TIME is around us. It flows silently, trying to take everything away from us.
    PvP Tournament Organizer (2012 Sep - 2013 Oct, 2016 Nov - 2017 Aug) | Chat Mod (2016 Nov - )  :time

    Offline Shantu

    • Hero Member
    • *****
    • Posts: 1456
    • Country: hu
    • Reputation Power: 21
    • Shantu is a Mummy waiting to discover the path to glory.Shantu is a Mummy waiting to discover the path to glory.Shantu is a Mummy waiting to discover the path to glory.Shantu is a Mummy waiting to discover the path to glory.
    • In high orbit
    • Awards: Weekly Tournament WinnerSlice of Elements 4th Birthday CakeMaster Duelist - Winner of the Duels of Honor PvP Event6th Trials - Master of DeathThe 1st Avatar - Winner of the PvP EventWeekly Tournament WinnerSlice of Elements 3rd Birthday CakeWinner of the Harry Potter PvP House Cup1st Champion of The ColosseumWeekly Tournament WinnerParolee of the 1st Prisoners DilemmaSlice of Elements 2nd Birthday CakeWeekly Tournament WinnerWeekly Tournament Winner
    Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1004915#msg1004915
    « Reply #31 on: October 04, 2012, 12:48:26 am »
    TASK I - Card Ideas

    Spoiler for Card ideas:
    NAME:
    Armorer Spirit
    ELEMENT:
    Earth
    COST:
    3 :earth
    TYPE:
    Creature
    ATK|HP:
    3|1
    TEXT:
    Target creature gains +0 | +3.                                                 
    NAME:
    Iron Spirit
    ELEMENT:
    Earth
    COST:
    3 :earth
    TYPE:
    Creature
    ATK|HP:
    4|1
    TEXT:
    Target creature gains +0 | +6.                                                 

    ART:
    -
    IDEA:
    Shantu
    NOTES:
    These spirits are said to be the very essence of metal itself, hence their name. The sole purpose of their summon is to enchant the armies with incomparable resistance so that the creatures may last longer in the pointless wars and battles of their elemental masters. These armorers pour all their knowledge and soul into their art - for it is an art in their hands - and work quickly and without question.



    Armorer Spirit | Iron Spirit is basically Heavy Armor on a stick. The main problem with the original heavy armor was the fact that such a weak effect wasn't worth the card space. This replacement would fix this problem while also giving a new attacker to Earth. The only drawback this approach would have is the summoning sickness, the one turn delay before the creature can use its skill. I believe the change would be worth it.
    While the spirits do not provide immortality, leaving one or two of these unattended will ensure that your creatures won't die to damaging CC anytime soon.



    NAME:
    Divine Presence
    ELEMENT:
    Light
    COST:
    3 :light
    TYPE:
    Creature
    ATK|HP:
    1|1
    TEXT:
    All your other creatures gain X damage, where X is the damage of Divine Presence.
    Loses 1 HP each turn.
    NAME:
    Divine Presence
    ELEMENT:
    Light
    COST:
    3 :light
    TYPE:
    Creature
    ATK|HP:
    2|1
    TEXT:
    All your other creatures gain X damage, where X is the damage of Divine Presence.
    Loses 1 HP each turn.

    ART:
    -
    IDEA:
    Shantu
    NOTES:
    My aim with Divine Presence was to make a creature that benefits from buffs but can work on its own, if needed. The creature resembles a spell a lot: by default, it equals a one turn long damage buff. It has 1 HP, and the turn it is summoned it loses one, resulting in its death. With buffs however, its duration (or lifespan) can be extended. The cost inefficiency - only +1 damage for 3 quanta - is my attempt to balance the card with Blessing in-element, and the ability to spam Rays of Light so easily.
    As a note, they do not give any damage to other copies of Divine Presence, nor to themselves.

    I believe it's fairly obvious how the two cards interact with one another: Armorer Spirit gives HP to Divine Presence, ensuring it stays alive, in turn the Presence increases the damage of every Spirit in play. A lovely relationship, isn't it?



    TASK II - Deckbuilding

    Spoiler for Elder Slayer:
    :air :fire :gravity
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    6rl 74e 74e 74e 74e 7dm 7dm 7dm 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7n4 7n4 7n4 7n4 7n4 7n4 7n6 7n6 7n6 8pl

    Fast damage, growing damage and the means to deal with shields, this deck has it all. It's fast and stable with multiple ways to deal damage. Elite Fireflies generate fire quanta to power the Firemasters, the Explosions and the Unstable Gases. They come out quick and deal good damage while the Firemasters' damage is slower but increases gradually. Gases can finish it up if the opposition is too tough, but in most games you don't even get to explode one. They are still great to have as backup however.
    Spoiler for 20 games:
    #TTW
    17
    27
    36
    49
    58
    67
    7L
    86
    96
    107
    117
    126
    138
    145
    159
    169
    17L
    188
    197
    207

    18 wins, 2 losses
    Average ttw: 7,17
    Spoiler for Half Blood Slayer:
    :death :aether :water
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    5io 5io 5io 718 718 718 718 718 718 71a 71a 72i 72i 72i 72i 72i 72i 80d 80d 80d 80d 80d 81q 81q 81q 81q 81q 81q 81q 81q 8pp

    The deck is, I believe, pretty straightforward. You use poison to whittle down the HP of Half Bloods bold enough to face you and Nymphs to hasten the process. I used Nymph Queens (instead of Tears) so that I wouldn't need to waste card space on Water Towers and unupgraded, because few people upgrade them. Phase Shields obviously serve as your defence: that very important thing keeping hordes of creatures off your back. Despite the seemingly unstable quanta base, the deck is surprisingly consistent, my favorite of these decks (no, it has nothing to do with containing Death cards of course).
    Spoiler for 20 games:
    #TTW
    115
    215
    311
    410
    5L
    610
    712
    89
    911
    1015
    11L
    1210
    1319
    14L
    1511
    1611
    1710
    1810
    1910
    209

    17 wins, 3 losses
    Average ttw: 11,65
    Spoiler for Player Butcher:
    :darkness :entropy :life
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6u1 6u1 6u1 6u1 6u1 6u1 6u9 6u9 6u9 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7al 7ap 7ap 7ap 7ap 7ap 7t8 7t8 7t9 7t9 7t9 7td 7td 8pt

    This god's basic strategy is to overwhelm you with his army of lycanthropes that appear out of nowhere surprisingly fast. He has control to deal with both permanents and creatures and some healing to give him some lasting power. Due to the trio nature of the god, draws can sometimes be a little shaky but it  more often than not works out well. I did not take any kind of stats with currently popular False God farmers since I believe designing a False God shouldn't be based on currently existing and popular farmer decks. Farmer decks change, False God decks rarely do.
    Spoiler for The fat kid:
    :earth :light :time
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    5s4 5s4 5s4 6rk 778 778 778 778 778 778 778 778 778 778 77g 77g 77g 77g 77g 77g 77m 77m 77m 77m 7jv 7jv 7jv 7jv 7jv 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q1 7q1 7q1 7q1 8pq

    Despite its size, this deck is pretty fast. It is basically an earth-time rush with blessing connecting the two.
    Graboid  is the main attacker of the deck, one that I am almost ashamed to use in my submission. Nevertheless they are cheap and awesome. The déja vus support the grabbies with cheap damage, easily multiplied by a blessing. Golden Nymphs have a double purpose in the deck: they provide good enough damage all the while hastening your draws. Seeing your opponent's hand is also something not to be ignored.
    Wardens provide a bit of control, delaying flying creatures and killing ground creatures. They are hard to get rid of due to their high hp and will be a major pain in the arse for your opponent.
    Blessing, as outlined before, can be used to either increase your damage output or to increase your CC potential, allowing the deck to adapt easily.
    Spoiler for Shards: The Game:
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    6rv 6rv 6rv 6ua 6ua 6ua 6ua 6ua 710 710 710 710 710 710 710 710 717 717 717 717 717 717 71a 71a 71b 71b 71b 71b 72i 72i 8pj

    Cats, Shards, Death - what else could you wish for? The strategy is pretty obvious: generate skeletons and bonewalls and use patience to boost your damage and to get through nasty shields. Arsenic is there for the extra punch: it's just too good to pass up. I don't know what else I could say about this deck.

    Remember kids: a Bonewall a day keeps the doctor away!

    Also, happy 1200th post to me!
    « Last Edit: October 04, 2012, 12:52:23 am by Shantu »

    Offline Kamietsu

    • Legendary Member
    • ******
    • Posts: 3228
    • Country: us
    • Reputation Power: 47
    • Kamietsu is towering like an Amethyst Dragon over their peers.Kamietsu is towering like an Amethyst Dragon over their peers.Kamietsu is towering like an Amethyst Dragon over their peers.Kamietsu is towering like an Amethyst Dragon over their peers.Kamietsu is towering like an Amethyst Dragon over their peers.Kamietsu is towering like an Amethyst Dragon over their peers.Kamietsu is towering like an Amethyst Dragon over their peers.Kamietsu is towering like an Amethyst Dragon over their peers.Kamietsu is towering like an Amethyst Dragon over their peers.
    • Old to Elements
    • Awards: Spell Art Competition WinnerWinner of the MASH-UP CompetitionFunny Card Competition WinnerWinner of
    Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1004939#msg1004939
    « Reply #32 on: October 04, 2012, 03:13:32 am »
    Task I

    Spoiler for Card Ideas:

    Spoiler for Damslefly Dragonfly Replacement:
    NAME:
    Hummingbird
    ELEMENT:
    Air
    COST:
    1 :air
    TYPE:
    Creature
    ATK|HP:
    1 | 3
    TEXT:
    Gust: Hummingbird loses 1hp to gain 1:air . May be used multiple times.
    NAME:
    Dimensional Field
    ELEMENT:
    Air
    COST:
    1 :air
    TYPE:
    Creature
    ATK|HP:
    1 | 6
    TEXT:
    Gust: Hummingbird loses 1hp to gain 1:air . May be used multiple time.

    ART:

    IDEA:
    Kamietsu
    NOTES:
    Replacing Damselfly | Dragonfly

    Replacing an Air generator for one of greater value and strategic influence. Pairs nicely with any HP raising cards as the more HP it has the more air you can have. And the card quite easily pays for itself.

    ------------

    The Hummingbird. Some call it the spirit of the wind, how it seemingly glides in the streams of air that bind it to this world. Floating from flower to flower, feeding its unsatisfiable appetite so that it may go on living, moving the wind to its beckoning call. But there is another legend of these radiant sky creatures. It was written, long ago, that the Hummingbird could commands its winds for another. Offering to one it deems worthy, the Hummingbird may forgo its feeding to give the powers of the wind, sky, and air to whomever it so chooses. Now Hummingbirds are not creatures of great constitution. The longer it gives away its power, and thus making it unable to feed, the closer to death it gets. But a loving and caring Hummingbird will gladly give its life to help someone else of such great magnitude. Never fear, though, for Hummingbirds are such rich creatures, they can never be gone forever.
    SERIES:

    Spoiler for Supplement Card:
    NAME:
    Divine Grace
    ELEMENT:
    Light
    COST:
    4 :light
    TYPE:
    Spell
    ATK|HP:

    TEXT:
    All damage done to target creature's HP is halved.
    NAME:
    Divine Grace
    ELEMENT:
    Light
    COST:
    3 :light
    TYPE:
    Spell
    ATK|HP:

    TEXT:
    All damage done to target creature's HP is halved.

    ART:
    Kamietsu
    IDEA:
    Kamietsu
    NOTES:
    Mostly straightforward. It helps preserve the life of any creature it is applied to. It does round down the damage unless the damage done to it is 1. In take case it takes 2 single damage attacks to kill it. Almost like it is doing .5 damage instead of 1 damage.
    Example:
    I play Divine Grace on my Sapphire Charger.
    Opponent uses Thunderstorm.
    My Sapphire Charger has the same HP
    Opponent plays a second Thunderstorm.
    My Sapphire Charger is now with 1 less HP

    So in this way, poison only does 1 full point of damage to a creature every other turn.
    SERIES:


    Spoiler for How these cards work together:
    When Divine Grace is applied to Hummingbird, the possible quanta production is then doubled since Hummingbird is only doing a single point of damage to itself. This means that every 2 uses of the Gust ability will bring it down a full point. Hummingbird will be able to make 6 air quanta, and upgraded Hummingbird can make 12. This also makes the connections between Air and Light stronger, especially on the Air side. This way splashing for a little light is more lucrative for a heavy Air deck, but on the reverse, such a low cost for Hummingbird and it's ability makes a lot of Air splashing for Light heavy Decks


    Task 3

    Spoiler for Elements 1.32:

    - New Cards
         Envy | Envy
         Civilty | Civilty
         Mending Pocketwatch | Mending Pocketwatch
         Glass Figurine | Glass Miniature
         Storm Rod | Storm Attractor
         Null Shadows | Voided Shadows

    - Quest Updates
         New quests have finally been added.
         Randomly generated quests along with many predetermined ones.
         Quest types will include:
         
    • Defeat certain AI Type
    • Defeat specific AI
    • Win X number of times in PvP/Arena(random league)
    • Win certain card(specific/type/element) from any AI source
    • Win X number of times in a row PvP/AI/Arena
         Rewards will be scaled based on the quest given. Harder quests will have a special spin.
         You may have 3 quests at any time and they never expire unless you complete them or give up on them.
         You can only take up to 3 new quests each day.
         Special predetermined quests will not count towards your 3 quests.
         Special Predetermined quests will be based on various things, such as holidays, different times of the year(Summer Quests, Winter Quests, etc.), large game updates, etc.
         Regular Predetermined quests will be given out randomly and do count towards your 3 quests.
         If you have 3 quests already you will be given the choice to replace one with the Predetermined Quest.
         Predetermined quests usually require several conditions to be met and offer more specific rewards, including but not limited to rare cards and upgraded cards.

    - Oracle Update
         You may now revisit the Oracle in order to see the information it gave you. You can still only spin the Oracle once per day.

    - Slot Spin Win
         What you win from the slots is now visible on the left hand side of the Slots screen.
         Able to sell won cards from the Slots screen now.
    Spoiler for Slot Spin Wins:
    [img[http://i.imgur.com/8A68j.png[/img]

    - Hard Mode
         Hard Mode can be activated two different ways:
         
    • Defeating 5 FGs in a row
    • Having in your possession more than 50% upgraded cards(out of a full 6 of each card set; excluding pillars/pendulums)
         Hard Mode will have its own button that you can toggle on and off whenever you want after you've unlocked it.
         Once activated, all current decks of the AI(Excluding FGs) are replaced with tougher, more upgraded decks.
         FGs are now upgraded into True Beings.
         True Beings:
         
    • TBs always draw until their hand is full unless there is less than 20 cards left in their deck. Then they default back into drawing 2 cards per turn.
    • TBs will have the same 200hp.
    • TBs' decks will have a maximum of 160 cards.
    • TBs will have the standard x3 mark.
    • Most TBs will use Nymphs, but they all will use Shards.
    • Shards will be winable from TBs
    • Beating TBs twice in a row will start a double prize special spin. The Double Prize Special Spin will act similar to Arena Special Spin, except you win double the card, if any.

    - AI Balances
    • Hourglass lowered as priority for destruction/stealing
    • AI no longer spams shields or weapons when it already has one unless it is higher in a priority list
    • Priority readjustment for targeting creatures with the Lobotomize skill
    • AI will opt to destroy low count shields instead of stealing them

    - Card Balances
    • Lava Destroyer attack reduced from 7 to 6
    • Immolation/Cremation now costs 1 any quanta
    • Bonewall now starts with 6 charges instead of 7
    • Thunderstorm/Lightning Storm now deals double damage to Airborne creatures
    • Skull Shield/Skull Buckler now also has a small chance to reduce any attacking creature's attack by 1
    • Aflatoxin cost reduced from 6->5(5->4 upgraded)
    • Plate Armor/Heavy Armor now gives +0/+4(+0/+8 upgraded)
    • Butterfly Effect cost reduced by 1
    • Fire Shield/Fire Buckler now block 1 point of damage from attacking creatures
    • Graviton Guard cost increased to 3, attack increased to 4
    • Leaf Dragon cost changed to 1 any quanta
    • Nightfall/Eclipse now reduce all Light creatures attack by 1
    • Holy Flash healing now increased to 15hp
    • Miracle cost now reduced to 14
    • Anubis/Elite Anubis cost reduced to 7
    • Flooding/Inundation cost reduced by 1
    • Trident/Poseidon damage increased to 5

    « Last Edit: October 04, 2012, 10:45:44 pm by Kamietsu »
    ╔╦╦═╦══╦╗  ( ̄ー ̄) --Snorlax says:
    ║═╣╬║║║║║    Eat your shower, brush your toothpaste, take your teeth.
    ╚╩╩╩╩╩╩╩╝

    Offline majofa

    • Legendary Member
    • ******
    • *
    • Posts: 6050
    • Reputation Power: 90
    • majofa is a mythical and divine giver of immortality, one of the Turquoise Nymphs.majofa is a mythical and divine giver of immortality, one of the Turquoise Nymphs.majofa is a mythical and divine giver of immortality, one of the Turquoise Nymphs.majofa is a mythical and divine giver of immortality, one of the Turquoise Nymphs.majofa is a mythical and divine giver of immortality, one of the Turquoise Nymphs.majofa is a mythical and divine giver of immortality, one of the Turquoise Nymphs.majofa is a mythical and divine giver of immortality, one of the Turquoise Nymphs.majofa is a mythical and divine giver of immortality, one of the Turquoise Nymphs.majofa is a mythical and divine giver of immortality, one of the Turquoise Nymphs.majofa is a mythical and divine giver of immortality, one of the Turquoise Nymphs.majofa is a mythical and divine giver of immortality, one of the Turquoise Nymphs.majofa is a mythical and divine giver of immortality, one of the Turquoise Nymphs.majofa is a mythical and divine giver of immortality, one of the Turquoise Nymphs.majofa is a mythical and divine giver of immortality, one of the Turquoise Nymphs.majofa is a mythical and divine giver of immortality, one of the Turquoise Nymphs.
    • Awards: Forum Brawl #5 Winner - Abyss BrawlersWar #8 - Sportsmanship AwardForum Brawl #4 WinnerROCK-PAPER-SCISSORS-LIZARD-SPOCK Bazinger2012 - PvP World ChampionSapphire Shard of PvP Events6th Trials - Master of WaterCard Idea Decks - Space CreaturesBrawl #1 Winner - Team Nyan SharksWinner of 12 Lives - PvP Event #2Weekly Tournament WinnerWeekly Tournament WinnerPvP Player of the Year - 2011Weekly Tournament WinnerWeekly Tournament WinnerWeekly Tournament WinnerWinner of Raise the Stakes PvP Event #14th Trials - Master of LightWeekly Tournament WinnerWar #3 Winner - Team FireWeekly Tournament WinnerVictor of the 1st Card Design War24 Club - Most Expensive Players during War AuctionWinner of Team PvP #3Weekly Tournament WinnerWinner of 12 Lives PvP Event #1Weekly Tournament WinnerWeekly Tournament WinnerWeekly Tournament Winner
    Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1005239#msg1005239
    « Reply #33 on: October 05, 2012, 06:03:15 am »
    TASK I
    Spoiler for Hidden:
    Parasite is a card that is rarely used. It's a weak creature and poison is the slowest form of CC in the game. Parasite will be replaced by Leech.

    NOTES: When an opponent's creature is damaged, Leech 'attaches' itself to that creature. While attached, Leech is delayed and immortal. Whenever the leeched creature attacks, it loses -1/-2 and Leech gains +1/+2. When the leeched creature dies or is removed from play, Leech is no longer delayed or immortal. If another of the opponent's creatures is damaged, Leech attaches to it.
    Deep in the heart of the darkest marshes,
    Where even Otyughs fear to tread.
    Live the most dangerous of creatures,
    With a body for a head.
    Whether you believe the myths,
    Or that they're farce indeed.
    Heed the words of those who know,
    And don't ever... ever bleed.

    NOTES: Leech can't attach unless an opponent's creature takes damage; Phantom can fulfill this task. Draining an opponent's creature will cause Leech to attach. The combo effect of reducing attack and healing HP can keep you alive as your opponent loses creatures.
    Phantom's Drain Touch drains half the target creature's health round up.
    TASK III
    Spoiler for Hidden:
    Elements v1.32

    NEW CARDS
    (rares)
    Arc Blade | Fulgora
    Fenghuang | Fenghuang
    Imp Spirit | Fiend Spirit
    Phantom | Phantom
    Philosopher's Stone | Philosopher's Stone
    Unstable Shapeshifter | Deranged Shapeshifter
    Suzaku | Suzaku
    Magnetic Sword | Magnetic Blade
    Seiryuu | Seiryuu
    Byakko | Byakko
    Sphinx | Sphinx
    Genbu | Genbu

    (in bazaar)
    Fear Shield | Terror Shield
    Rejuvenation | Rejuvenation
    Touch of Midas | Touch of Midas
    Winter | Winter
    Quantum Pendulum | Quantum Pendulum

    Miracle, Pharaoh, and Arctic Squid will now be sold in the Bazaar.
    Lobotomizer, Owl's Eye, Vampire Stiletto, Arsenic, Pulverizer, Discord, Fahrenheit, Titan, Druidic Staff, Morning Star, Eternity, and Trident will now be sold in the Bazaar.


    New Elders' Decks
    Spoiler for Hidden:
    New Elders (Ai3)
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    5i4 5i4 5i4 5i7 5i7 5i8 5ia 5if 5if 5if 5ig 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 61q 61r 621 622 623 623 623 624 624 633 633 633 8pu

    Hover over cards for details, click for permalink
    Deck import code : [Select]
    55k 55k 55k 55k 55m 55m 55m 55m 55o 55q 55q 55r 55r 576 576 576 576 576 576 576 576 576 576 576 5od 5od 5of 5og 5oi 5zz 5zz 5zz 5zz 5ol 5ol 8pr

    Hover over cards for details, click for permalink
    Deck import code : [Select]
    5ul 5ul 5ul 5ul 5um 5um 5um 5um 777 5up 5up 5ur 5zz 5zz 5zz 5zz 5v1 61o 61o 61r 61r 622 623 623 623 63a 63a 63a 63a 63a 63a 63a 63a 63a 63a 63a 63a 8pt

    Hover over cards for details, click for permalink
    Deck import code : [Select]
    52h 52j 52k 52l 599 599 599 599 52p 52t 52u 5ul 5un 5un 5up 5uq 5uq 5ur 5ut 5uv 5v1 606 606 606 606 606 606 606 606 606 606 606 606 606 8pk

    Hover over cards for details, click for permalink
    Deck import code : [Select]
    58q 58q 58r 58s 599 599 599 599 590 590 590 592 592 594 595 596 5ri 5ri 5rk 5rk 5rl 5rl 5ro 5ru 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 8pm

    Hover over cards for details, click for permalink
    Deck import code : [Select]
    4sa 4sa 4sa 4sa 4sa 4vd 4vh 4vj 4vj 4vj 4vj 4vm 4vo 4zz 4zz 4zz 4zz 4zz 5i5 5i5 5ib 5ja 5ie 5ie 5if 5if 5ii 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 8pj

    Hover over cards for details, click for permalink
    Deck import code : [Select]
    5f2 5f3 5f3 5f3 5f6 5f6 5f7 5f7 5f7 5f8 5fz 5fz 5fz 5fz 5fe 5oi 5oi 5om 5om 5om 5op 5op 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 8po

    Hover over cards for details, click for permalink
    Deck import code : [Select]
    55l 55l 55l 55q 55q 55r 55r 55z 55z 55z 5l8 5l8 5la 5ld 5lf 5lf 5lf 5lf 5li 5ll 5ll 5lm 5lm 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 8pl

    Hover over cards for details, click for permalink
    Deck import code : [Select]
    5zz 5zz 5zz 5zz 777 777 777 5c3 5c5 5c9 61o 61o 61o 61o 61o 61o 61o 61o 61r 61r 61s 61v 622 625 63a 63a 63a 63a 63a 63a 63a 63a 63a 63a 63a 63a 8pn

    Hover over cards for details, click for permalink
    Deck import code : [Select]
    5l8 5l8 5l8 5la 5lz 5lz 5lz 5lz 5ld 5ld 5li 5ll 5ll 5ll 5ll 5up 5ur 5ur 5ur 5us 606 606 606 606 606 606 606 606 606 606 606 606 606 606 8pq

    Hover over cards for details, click for permalink
    Deck import code : [Select]
    55k 55k 576 576 576 576 576 58v 58v 590 590 593 593 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5rj 5rm 5rz 5rz 5rz 5ra 5ra 5ra 5rs 5rs 5ru 8ps

    Hover over cards for details, click for permalink
    Deck import code : [Select]
    111 111 111 111 111 111 111 111 111 111 111 111 111 111 111 5c1 5i4 5i4 5i5 5i5 5i5 5i9 5i9 5ib 5ib 5ic 5ic 5iz 5iz 5iz 5ie 5ie 5ie 5if 5if 5ig 5ii 5ii 5lm 5ri 8pp
    -------------------------------------------------------------------------------
    Mindgate
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 61o 61o 61o 61o 61r 61r 61t 61t 61t 61t 61u 61u 622 622 623 623 623 623 623 624 624 63a 63a 63a 63a 8pu


    Firefly Queen
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    5c6 5c6 5c6 5c6 5lk 5lk 5lk 5lm 5lm 5oc 5oc 5oc 5oc 5oc 5oc 5oj 5oj 5oj 5oj 5oj 5oj 5ol 5ol 5on 5on 5on 5op 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 8pn


    Ghostmare
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    5rg 5rg 5rg 5rg 5rg 5rg 5rk 5rk 5rm 5rm 5ro 5ru 5ru 5ru 5ru 5ru 5ru 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5ul 5ul 5up 5uu 5v1 5v1 5v1 8pt


    Grabbow
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4vh 4vj 4vj 4vj 4vj 4vj 4vj 52q 52t 55q 55q 590 590 590 590 5c1 5c7 5f6 5fa 5ia 5if 5lb 5lm 5og 5on 5ri 5rl 5up 5ur 61q 622 8pm


    Firestall
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f4 5f4 5f4 5f4 5f5 5f5 5f7 5f7 5fb 5fb 5fb 5fb 5fe 5fe 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5li 5lm 5lm 5lm 5lm 8pq


    Discord/BH
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vd 4vd 4ve 4ve 4vf 4vf 4vg 4vg 4vl 4vl 4vl 4vn 50u 50u 55v 55v 55v 55v 55v 55v 8pl


    Pegasus/Blessing
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5la 5lb 5lb 5lb 5lb 5lb 5ld 5lf 5lf 5lf 5lf 5lf 5lf 5li 5mq 5mq 5mq 5mq 5oe 5oe 5oe 5oe 5og 5op 5op 8pr


    New Abilities:
    (Aquatic) Immune to flooding. Gains +1/+1 while in the water.
    (Burrow) rounds up on odd attack values
    (Heavy) Creature cannot be Rewound
    (Potential) Creature always becomes a mutant when mutated.
    (Improved Potential) Creature always becomes a mutant when mutated and gains an extra attack/health boost.
    A poison counter does 1 damage a turn, a Toxin counter does 2 and the creature turns into a Malignant Cell if it dies.

    Card Changes:
    Spoiler for Hidden:
    (Immortal - Elite Immortal)


    (Azure Dragon - Sky Dragon)


    (Dragonfly - Damselfly)


    (Flying Weapon - Animate Weapon)


    (Wyrm - Elite Wyrm)


    (Gargoyle - Gargoyle)


    (Bone Dragon - Ivory Dragon)


    (Antlion - Elite Anltion)


    (Abomination - Micro Abomination)


    (Ash Eater - Brimstone Eater)


    (Chimera - Chimera)


    (Cockatrice - Elite Cockatrice)


    (Heal - Improved Heal)


    (Holy Light - Holy Flash)


    (Fate Egg - Fate Egg)


    (Flooding - Inundation)


    (Shard of Focus - Shard of Focus)



    Half-Blood: Mark changed to x2

    PvP Duel: Ability to turn Spectate Off

    Oracle: All pets are of equal randomness and are always shown instead of ???. Nymphs are now spun at the same randomness as all other cards.

    Arena: Thumbs up and down optioned enabled on wins.

    Offline mesaprotector

    • Hero Member
    • *****
    • Posts: 1006
    • Reputation Power: 16
    • mesaprotector is a Blue Crawler starting to think about his first run.mesaprotector is a Blue Crawler starting to think about his first run.mesaprotector is a Blue Crawler starting to think about his first run.
    • Be creative!
    • Awards: Slice of Elements 4th Birthday Cake6th Trials - Master of LightBrawl #1 Winner - Team Nyan SharksSlice of Elements 3rd Birthday Cake
    Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1005388#msg1005388
    « Reply #34 on: October 05, 2012, 09:22:59 pm »
    10/5 - Done, you may look through my submissions now. ;)

    Task I
    Spoiler for Hidden:
    Card I:
    Spoiler for Hidden:


    (Meant to replace Liquid Shadow)

    Healing is a lovely skill to have, but except for Vampires and the occasional lucky Crusader, it comes with the price of being poisoned, making it impractical for any creature that doesn't have high HP. Liquid shadow may not be the card you immediately think of when you hear "UP", but it's rarely used in gameplay. The AI misplays it as CC, which is hardly ever a good use for it.

    In comes Will o' the Wisp. It comes ready-made as a low-level attacker for :darkness (a slightly inferior vampire if it uses its skill on itself), and can certainly find use in a mono with Black Dragons, but its real advantage comes with the use of Fractal. You can easily turn all of your creatures into vampires (or, even better, turn all your opponent's creatures into vampires while they have SoSa up). The extra turn of delay makes the card balanced. Its total cost is identical to that of Liquid Shadow. 

    Lore for Card I:
    Spoiler for Hidden:
    Many a creature lost in a dark wood has seen the flicker. Many have followed it - of these, none have returned to how they once were. The cause of the gently pulsing light, however, remains unknown. It promises great new power, but conceals danger. Follow it only if you have nothing to lose.

    Card II:
    Spoiler for Hidden:


    Consequences is a card that makes it potentially advantageous to heal your opponent. It serves as an effective counter to Mono-Light (Miracle cannot be used without killing all of your creatures), and also can give Mono-Death and USEM a tough time. It combos well with Holy Light (each Holy Light played on them acts like a double thunderstorm), and, of course, with Will o' the Wisp. The problem with using Will o' the Wisp to lobomotize your opponent's creatures is that, well, you've just made it a lot harder for yourself to do enough damage. If Consequences is out on the field, though, you may well not have to worry about their creatures before very long.

    The disadvantages of this card, on the other hand, are threefold - it's expensive, makes it difficult to heal yourself, and since it doesn't stack, you likely won't have more than 3-4 in a 30-card deck. If it's combined with Holy Light or Will o' the Wisp, on the other hand, it seems well worth it.

    Task II
    Spoiler for Hidden:
    List of elementy things
    Spoiler for Hidden:
    Halfblood:  :earth :time :entropy
    AI3:  :aether :life :water
    FG:  :gravity :death :fire
    45 card deck:  :light :darkness :air
    Halfblood deck: I Hate Creatures
    Spoiler for Hidden:
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    4vg 4vg 4vg 4vg 6ts 6ts 6u7 6u7 6u7 6u7 6u7 6u7 6ve 6ve 77e 77i 77i 77i 77i 77l 77l 77l 77l 77l 77l 78q 78q 78q 78q 78q 78q 78q 78q 78q 78q 78q 7q0 7q0 7q0 7q8 8pj


    This deck takes advantage of the fact that Halfbloods have a small number of dangerous creatures. Against an Earth Halfblood (or a Water one with a usable trident), the extra PA will come in very handy, although you should definitely reserve 3 for your Eternity/Diss Shield/Time Towers whenever there is any chance of PC. Of course, you have to win by deckout.
    AI3 deck: All of the Crazy Fish
    Spoiler for Hidden:
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    7an 7an 7an 7an 7an 7an 7bu 7bu 7bu 7bu 7bu 7bu 7gu 7gu 7gu 7gu 7gu 7gu 7gv 7gv 80b 80b 80b 80b 81q 81q 81q 81q 81q 81q 8pp

    TU Epi-Puffers. The damage gets around shields quite nicely, and if you're wondering why I didn't make it TU Chargers, that's been done. Also, I wanted to save gravy for my next deck.
    FG: Lyssa
    Spoiler for Hidden:
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    714 714 714 714 71b 71b 71b 71f 71f 71f 71f 71f 71f 747 747 747 747 74d 74d 74d 74d 74d 74d 74e 74e 74e 74e 74e 74e 7dg 7dg 7dg 7dg 7dg 7dg 7dm 7dm 7dm 7dm 7dm 8pl
    Lyssa was the Greek goddess of blind, destructive rage. Her main feature is using Gravity Force extensively as CC, which fuels her Condors and Bone Walls. Even if you're using a creatureless deck, like many of the current FG grinders, she can rush quite hard, and her damage and Explosions will run you into trouble.
    45 card deck: Good and Evil Healing
    Spoiler for Hidden:
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7k2 7k2 7k2 7k2 7k6 7k6 7k6 7k6 7k6 7k6 7n7 7n7 7n7 7n7 7n7 7n7 7t4 7t4 7t4 7t4 7t4 7t4 7t6 7t6 7t6 7t6 7t6 7t6 7t8 7t8 7t8 7tc 7tc 7tc 7tc 7tc 7tc 8pr

    Stall with healing and Shockwaves until you have 75 :darkness and all six siphons. This is only 6x16=96 damage, so you better have saved a shockwave.
    Shards: The Game - Easier to OTK
    Spoiler for Hidden:
    Hover over cards for details, click for permalink
    Deck import code : [Select]
    4te 4te 4te 4te 4te 4te 5f0 5f0 5f0 5f0 5f0 5f0 5f4 5f4 5f4 5f4 5f4 5f4 5fb 5fb 5fb 5fb 5fb 5fb 5gi 5gi 5gi 5gi 5gi 5gi 8po

    Simple, inelegant, and effective. Whittle down your opponent's HP with SoVs while destroying creatures and accumulating :fire quanta. When you can OTK... well...

    « Last Edit: October 06, 2012, 05:39:24 am by mesaprotector »
    Blue Ranger reporting, ready for teamwork and silly songs!

    Offline ~Napalm

    • Hero Member
    • *****
    • Posts: 1643
    • Country: us
    • Reputation Power: 25
    • ~Napalm is a proud Wyrm taking wing for the first time.~Napalm is a proud Wyrm taking wing for the first time.~Napalm is a proud Wyrm taking wing for the first time.~Napalm is a proud Wyrm taking wing for the first time.~Napalm is a proud Wyrm taking wing for the first time.
    • Nerf the Shards, Buff the Cards!
    • Awards: 4th Trials - Master of Fire3rd Trials - Master of FireWar #3 Winner - Team FireWeekly Tournament WinnerWeekly Tournament WinnerWeekly Tournament WinnerWeekly Tournament WinnerWeekly Tournament WinnerWeekly Tournament Winner
    Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1005434#msg1005434
    « Reply #35 on: October 06, 2012, 12:09:08 am »
    6th Trials ~ Phase 1

    ~Task 1: Brawl Related Skills

    While probably not considered underpowered, Seraph is by and large seen as underwhelming.
    A neat card to be sure, but of no real value to the element of Fire and far too often
    overshadowed by the likes of Phoenix. For this reason, I have opted to put forth a card with
    similar intent, but perhaps more useful or at least more interesting functionality. It is highly
    probable that one or more of the following cards could be considered overpowered. I have the
    tendency to do that seeing as I have no real experience with balancing cards. As with anything
    else, I rely on gut feelings for this type of thing. I hope the ideas are at least interesting to some.
    ::)

    Spoiler for Replacement:
    NAME:
    Flame Guardian
    ELEMENT:
    Fire
    COST:
    5 :fire
    TYPE:
    Creature
    ATK|HP:
    4|2
    TEXT:
    Blazing Aura: This creature is
    destroyed instead of adjacent
    creatures. When destroyed,
    adjacent creatures gain +2|0
    NAME:
    Flame Sentinel
    ELEMENT:
    Fire
    COST:
    6 :fire
    TYPE:
    Creature
    ATK|HP:
    6|2
    TEXT:
    Blazing Aura: This creature is
    destroyed instead of adjacent
    creatures. When destroyed,
    adjacent creatures gain +3|0

    ART:
    Micah Brown
    IDEA:
    Me!
    NOTES:
    Lore: Always burning with intense ferocity, these ancient protectors are burdened with the
    task of preserving and guiding the forces that serve the power of Fire. Their knowledge has
    been passed on through the ages to the aid of many in need and their willingness to go any
    length to protect another has often been a cause for reverence.


    Spoiler for the map you'll need:

    For the purposes of simplicity, I've chosen for 'adjacent' to mean the cards immediately to the
    left and right of the card in question. So if you have a card in slot 1, slots 4 and 5 are
    considered adjacent. This makes the ability more difficult to use and hopefully simpler to code
    at the same time (as if this will ever get added...).

    The way this works that when an adjacent creature would be destroyed, for whatever reason,
    it is instead left at 1 hp and this creature dies instead, regardless of it's current stats and/or
    status. Upon death, both adjacent creatures (if there are two) gain the attack bonus, which as
    you'll notice is half of its base attack, effectively passing on it's attack damage for the time being.
    If two of these would are both adjacent to a creature that would be destroyed, only the one in
    the lowest valued creature slot is destroyed. For example, if Guardians were in slots 4 and 5
    and a creature in slot 1 would be destroyed, only the Guardian in slot 4 is destroyed by the
    ability. I think this is the best way to handle this situation, though perhaps both should die. That
    would further increase the difficulty in using the card to full effectiveness.
    SERIES:
    None, yet.

    Spoiler for Addition:
    NAME:
    Shadow Fiend
    ELEMENT:
    Darkness
    COST:
    4 :darkness
    TYPE:
    Creature
    ATK|HP:
    3|2
    TEXT:
    Dark Aura: This creature
    attacks the opponent when an
    adjacent creature is
    destroyed. Enters cloaked.
    NAME:
    Archfiend
    ELEMENT:
    Darkness
    COST:
    4 :darkness
    TYPE:
    Creature
    ATK|HP:
    4|3
    TEXT:
    Dark Aura: This creature
    attacks the opponent when an
    adjacent creature is
    destroyed. Enters cloaked.

    ART:
    http://wallpapers.hdesktop.com/game-wallpaper/The-Archangel-Tyrael-1920x1200-P31661/
    IDEA:
    Me!
    NOTES:
    This creature attacks as any other creature would but will also attack the opponent directly
    if an adjacent creature dies. I'm not really sure how this would work coding wise. Ideally it
    would be affected by status and shields and such, but for simplicity's sake, it might be
    easier to have it act as spell damage or something.

    When used in conjunction with Flame Guardian|Sentinel, it would be placed adjacent in such
    a way as to be protected from death by the Guardian|Sentinel and gain an attack boost
    with which it would immediately attack the opponent. Not to mention that the attack bonus
    would stay. Altogether a rather nifty yet tricky combination.
    SERIES:
    None, yet.

    ~Task 3: Building the Game

    I feel this is one task I could spend an immense amount of time on, considering the many ways
    I take issue with the current state of Elements the Game. I shall try to be creative here but it
    will be no surprise that far more of my consideration has gone into Fire than anything else.
    ::)

    Spoiler for Patch Notes:
    New Cards:
    -Dark Kraken
    -Touch of Midas
    -Halo
    -Rejuvenation
    -Graviton Transport
    -Lava
    -Ricochet
    -Philosipher's Stone
    -Wailing Spirit
    -Will-o'-the-wisp
    -Thunderbird
    -Onryo

    New Features:
    -The Oracle now provides information on your next Arena opponent.
    -Daily quests added. Each has a small possibility of rewarding a rare weapon.
    -Rate Arena decks on a win
    -Rare Spins will spin Weapons OR Shards. You're given the choice on the Arena Menu.

    Balance:
    -Quanta Cap increased to 499 for each pool.
    -Shards cannot be used by any form of the AI. This includes Arena decks.
    -Immortal cost reduced by 1 for both versions
    -Elite Immortal attack increased by 1
    -Immortals immaterial replaced with immortality. It is returned to the bottom of the owners deck when destroyed.
    -Wyrms dive cost decreased to :air
    -Wyrm attack increased to 4.
    -Thunderstorm now delays activated abilities for 1 turn.
    -Earthquake and Trident|Poseidon ability can now target stackable permanents. This includes Bonewall, but not Dimensional Shield. It still destroys exactly 3.
    -Discord cost and damage increased by 1 for both versions.
    -Butterfly Effect cost decreased to 4|3
    -Butterfly Effect ability cost decreased to 2 :entropy
    -Seraph becomes a Light card.
    -Ash states become 0|1 for both versions.
    -Ablaze now grants +3|0.
    -Ash Eater cost reduced to 0.
    -Deflagration and Explosion now deal 3 spell damage to both players when cast.
    -Immolation and Cremation now generate 12 random quanta instead of 1 of every other quanta.
    -Otyugh cost and health increased by 1.
    -Massive and Colossal Dragons health increased by 15.
    -Sapphire Charger cost decreased by 1.
    -Graviton Mercenary gains the Magnetic ability for both versions. Any targeted spells or abilities can only target Graviton Mercenary (or Guard). [The one in the lowest creature slot]
    -Thorn and Spine Carapace cost decreased to 6.
    -Emerald and Jade Shield cost reduced by 1.
    -Mitosis cost decreased by 1 for both versions.
    -Cockatrice gains the Peck ability for both versions. :air Peck: deals 1 damage to target creature.
    -Holy Light now generates :light:light:light for both versions.
    -Holy Light now heals only 5 for both versions.
    -Reflective Shield becomes a spell that gives target shield the reflective ability.
    -Mirror Shield becomes a spell that gives target shield the reflective and immaterial ability.
    -Bolt Spells (Fire, Ice, Drain) can no longer target the caster.
    -Pegasus and Elite Pegasus attack increased by 1.
    -Endow ability cost decreased by 1 for both versions.
    -Fate Egg cost reduced by 1 for both versions.
    -Anubis cost decreased to 7 for both versions.
    -Trident and Poseidon now deal 5 damage per turn.
    -Pufferfish cost decreased to 4.

    Bug Fixes:
    -Various PvP dilemmas resolved.
    -Various card interaction bugs fixed.
    -Various Arena issues dealt with.
    -Frog enlisted to help with further issues.

    User Interface:
    -Spore art is completely removed and replaced with better art from various sources!
    -Other boring art is updated to make things more exciting.
    « Last Edit: October 06, 2012, 01:33:16 am by ~Napalm »
    "Of course you should fight fire with fire. You should fight everything with fire."

     

    anything
    blarg: