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Offline RavingRabbidTopic starter

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6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1002682#msg1002682
« on: September 25, 2012, 07:43:57 pm »
Phase 1 - Proving Your Worthiness
Phase has ended

Please post Phase 1 submissions in this thread.  Please make edits to your original post as your submission progresses rather than creating new posts within this thread, which would be difficult to follow.


« Last Edit: September 26, 2012, 04:52:50 pm by UTAlan »
There are things worse than eating tuna directly from the tin

Offline Calindu

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Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1002686#msg1002686
« Reply #1 on: September 25, 2012, 07:51:24 pm »


TASK II - Deckbuilding

Spoiler for Groups:
Group Halfbloods:  :light  :life  :time
Group Ai3:  :entropy :air :aether
Group FG:  :water  :fire  :gravity
Group Fat Deck:  :darkness  :death  :earth

Spoiler for Deck 1 - Halfbloods:
Hover over cards for details, click for permalink
Deck import code : [Select]
6rv 6rv 6rv 7af 7af 7af 7af 7am 7am 7am 7am 7ap 7ap 7ap 7ap 7jp 7jp 7jp 7jp 7jp 7jp 7k4 7k4 7k4 7q9 7q9 7q9 7q9 7q9 7q9 8pn


Spoiler for Deck 2 - AI3:
Hover over cards for details, click for permalink
Deck import code : [Select]
6u2 6u2 6u2 6u2 6u2 6u2 6ve 6ve 6ve 6ve 6ve 6ve 6ve 7mt 7mt 7mt 7mt 7mt 7mt 7n5 7n5 7n9 7n9 7n9 809 809 809 809 809 809 8pr


During 10 games it won all 10, 1 EM and it got a ttw of 5.4(1: 7 ttw, 2: 6 ttw's and 7: 5 ttw's).

Spoiler for Deck 3 - False God:
Titanic Masters
Hover over cards for details, click for permalink
Deck import code : [Select]
6qq 6qq 6qq 6qq 6qq 6qq 74e 74e 7dm 7dm 7gk 7gk 7gk 7gl 7gl 7gq 7gr 7gr 7gs 7gv 7gv 7h2 7h2 7h2 7h2 7i6 7i6 7i6 7i6 7i6 8po



Spoiler for Deck 4 - Fat Deck:
Hover over cards for details, click for permalink
Deck import code : [Select]
712 712 712 712 719 719 719 719 71a 71a 71b 71b 71b 71b 71b 778 778 778 778 778 778 77k 77k 77k 77k 77m 77m 77m 77m 77m 77m 78q 78q 78q 78q 78q 78q 78q 78q 78q 7t7 7t7 7t7 7t7 7t7 7um 7um 7um 7um 7um 8pk


Spoiler for Shard Deck:
Hover over cards for details, click for permalink
Deck import code : [Select]
6qq 6qq 6qq 6qq 6s3 6s3 6s3 6s3 6s3 6s3 7q9 7q9 7q9 7q9 7q9 7q9 808 808 808 808 808 808 808 808 808 808 80a 80a 80a 80a 80a 80a 80d 80d 80d 80d 80d 80d 8po


Wins by decking out others, Dimensional Shields+Lightnings is a killer against anything w/o Permanent Control or Poison, Sundials to let you stall some more turns.


TASK III - Building the Game

Spoiler for Elements the Game - version 1.32:
New cards:

Vine Beast
Byakko
Aqualink
Touch of Midas
Collapse

Spoiler for In Development:

New features:

Daily quest.
The Trial.
Can change stats of creatures in trainer.
Special PvP: Can change starting HP, quanta, mark and can double your deck.

Balance:
Shard of Focus text changed to: Accretion: Destroy a permanent and gain +1|+2. Turn into a Black Hole if sum of stats exceeds 9.
Shard of Sacrifice can't heal for more than 50 HP now.
Antimatter cost increased to 9 :entropy - 7 :entropy if upgraded.
Butterfly Effect skill cost reduced to 2 :entropy.
Graviton Mercenary cost decreased to 3.
Colossal Dragon cost reduced to 9 - 10 if upgraded.
Shrieker stats reduced to 6/3 - 8/4 if upgraded.
Shrieker cost reduced to 6.
Thunderstorms is also lobotomizing skills for 1 turn.
Dimensional Shield cost reduced to 4 - 3 if upgraded.
Dimensional Shield now lasts 2 turns.
Reverse Time can't be played more than once per turn.

Bug fix:

PvP1 fixed.
Various Ai bugs are fixed.
Ai can't explode Unstable Gases without quanta anymore.
Graphical bugs fixed.
Bugs around Phoenix and Aflatoxin fixed.
PvP server will no longer desynchronize that much.

« Last Edit: September 27, 2012, 07:30:10 pm by Calindu »
You know, a long time ago being crazy meant something. Nowadays everybody's crazy.
War

Offline PlayerOa

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Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1002688#msg1002688
« Reply #2 on: September 25, 2012, 07:53:11 pm »


TASK II - Deckbuilding

Spoiler for Pot o'elements:
:darkness :entropy :gravity
:light :air :fire
:time :earth :aether
:death :life :water

Spoiler for Deck 1 - Halfbloods:
Chaotic and Growing Vampires
Hover over cards for details, click for permalink
Deck import code : [Select]
6u2 6u2 6u2 6u2 6u2 6ve 6ve 6ve 6ve 74i 74i 74i 74i 74i 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7ta 7ta 7td 7td 7td 7td 7td 7td 8pl


Spoiler for Deck 2 - AI3:
Rushing in the Air
Hover over cards for details, click for permalink
Deck import code : [Select]
6s6 6s6 6s6 6s6 7ds 7ds 7ds 7ds 7ds 7ds 7jp 7jp 7jp 7jp 7jp 7jp 7jr 7jr 7jr 7jr 7mt 7mt 7mt 7mt 7mt 7mt 7n9 7n9 7n9 7n9 8po


Spoiler for Deck 3 - False God:
Universal King
Hover over cards for details, click for permalink
Deck import code : [Select]
77g 77g 77g 77g 77g 77j 77j 77j 77j 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q6 7q6 7q8 7q8 808 808 808 808 808 808 808 808 80b 80b 80b 80b 80k 80k 8pm


Spoiler for Deck 4 - Fat Deck:
The Unusual "Stall"
Hover over cards for details, click for permalink
Deck import code : [Select]
718 718 718 718 718 718 71a 71a 71a 7ac 7ac 7ac 7ac 7ac 7ac 7ai 7ai 7ai 7ai 7ai 7ai 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gq 7gq 7gq 7gq 7gq 7gq 7h0 7h0 7h0 7h0 7h0 7h0 8pk


Spoiler for Shard Deck:
Hover over cards for details, click for permalink
Deck import code : [Select]
6ru 6ru 6ru 6ru 6s6 6s6 6s6 6s6 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t5 7t8 7t8 7ta 7ta 7td 7td 7td 7td 7td 7td 8pt

This deck utilizes the great power of Shard of Freedom, as well as using Shard of Void as a big part of the deck. The strategy is quite simple: Get your towers out, play Shards of Void to reduce the amount of HP. Pump Vampires, and give them the Freedom they need. Get the Eclipse out and the Vampires gives you 12 unstoppable damage and 12 healing in most cases. Suddenly the match is over. Hopefully you are the winner :P


TASK III - Building the Game

Spoiler for Elements the Game - version 1.32:
New Cards:


Balancing:
  • Shard of Focus cost increased to 8 :rainbow | 7 :rainbow, turns into a Singularity if HP is more than 45
  • Shard of Wisdom can target all creatures, non immortal gains spell damage while immortal creatures also gets +3 | +0
  • Upgraded Hope cost reduced to 7 :light
  • Sapphire Charger stats becomes 4 | 7, Elite Charger stats becomes 7|7
  • Fog Shield cost changed to 2 :air | 2 :air, unupped blocks 30% while upped blocks 40%
  • Vulture|Condor cost reduced to 2 :death|2 :death
  • Discord damage is reduced to 3 | 5
  • Cockatrice gets the skill: Peck ( :air): Deal one damage to target creature
  • Colossal Dragon and Massive Dragon now starts with Momentum
  • Thunderstorm becomes a pump spell: Deal 1 damage to every enemy creature for each 10 :air you have in your possession
  • Procrastination Shield now delays enemy weapon
  • Immortal cost reduced to 5 :aether | 6 :aether
  • Plague (unupraded) cost reduced to 3 :death
  • Guardian Angel cost reduced to 2 :light, heal (both versions) increased to 8
  • Plate Armor and Heavy Armor both adds 6 HP, Heavy Armor cost becomes 1 :rainbow
  • Trident damage increased to 5
  • Sky Blitz cost reduced to 8 :air|7 :air
  • Parasite stats becomes 1 | 4, Bloodsucker stats becomes 3 | 4


New Features:

Daily Quests:
  • A new one will be available every day, and it should not take too long to finish it.
  • Daily Quests gives you 400 electrum if you complete it on your first try, and 250 electrum if you complete it on your second or later try.
  • An example of a Daily Quest:
  • You are given 2000 electrum to buy 30-60 cards, which is your deck. You are going to beat this [insert deck here] deck three times in a row.
Longer Questline:
  • Quest 8: Defeat a Halfblood. Reward: A Shard of your choice.
  • Quest 9: Upgrade a Card. Reward: 750 electrum.
  • Quest 10: Make an Arena Deck. Reward: 250 electrum.
  • Quest 11: Get a special spin on either of the Arena levels. Reward: Another rare Weapon of your choice.
  • Quest 12: Acquire 2000 score. Reward: 500 electrum.
  • Quest 13: Win 5 PvP 1 matches. Reward: 500 electrum.
  • Quest 14: Acquire 4160 score, and submit a deck to the Silver League. Reward: Another Shard of your choice.
  • Quest 15: Manage to beat a False God. Reward: A rare Weapon of your choice, a Shard of your Choice and Apocalypse Mode.

Apocalypse Mode:
  • You can fight whatever AI level you want (0-5), and you face one of the decks there.
  • You meet another deck of the same AI level, with the same HP as you ended with.
  • You can not change deck between the duels.
  • This is repeating until you lose.
  • Rewards are same as the normal for that AI level, with reward tripling for each win. Reward is always the same as if you ended with full HP. You also get another spin added for each win.
  • Cards that increase your Max HP are banned.
Example:
I choose Level 5, and beat Decay. I get 60 electrum saved, and I get to spin 3 times. I get all electrum won after finishing. Then I play against AI5 again, this time I meet Ferox. Ferox is hard countered with my deck, so I barely win. Reward bank becomes 180, and I can spin 4 times. I meet Octane in my 3rd match, and lose. I get my 180 electrum, and the cards I won on my 7 spins.


Misc:
  • Database becomes bigger, you can now store up to 5000 cards! *waves hi to collectors*
  • Unupgraded Pillars will get their old art back. The upgraded towers, however, keeps their artwork.
  • Time Tower gets new art.
  • Thumbs up counter added to Arena!
  • Arena also records the peak rank and rating for your deck.
  • You can now thumb up Arena decks you beat. These will only lose half of their rating.
  • The old AI3 decks are now added along with all the current ones.
  • The same goes with the AI2 decks.
  • When spinning after winning versus a Half Blood, if the spin has two of the same upgraded card and an unupped version of it, you earn the card upgraded. If there are one upped and two unupped, you earn the card unupped.
« Last Edit: October 04, 2012, 04:52:11 pm by PlayerOa »
War #3 - Life || War #4 - Death || War #5, #6, #7, #9, #13, #14 - Time || War #8, #12 - Air

Offline justaburd

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Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1002689#msg1002689
« Reply #3 on: September 25, 2012, 07:55:17 pm »
I should do this.... just to do this.

Task I

Spoiler for finished!:

Spoiler for flooding reworked:

NAME:
Flooding
ELEMENT:
Water
COST:
3 :water
TYPE:
Permanent
ATK|HP:

TEXT:
Kill submerged creatures on the field.  Water,  neutral, and airborne creatures are immune. Absorb :water per turn.
NAME:
Inundation
ELEMENT:
Water
COST:
2 :water
TYPE:
Permanent
ATK|HP:

TEXT:
Kill submerged creatures on the field.  Water,  neutral, and airborne creatures are immune. Absorb :water per turn.

ART:
N/A
IDEA:
justaburd
NOTES:
Attempt at balancing flooding to be useful.


Flooding will now stack in accordance to the table below.

Number of FloodingsUnflooded SlotsUpkeep Cost(total)
151 :water
243 :water
335 :water
427 :water
519 :water
6+02 more :water for each extra flooding
SERIES:
LORE:
Back ever since flooding came out, it has been quite underpowered. While the original idea of field control was nice, it did not stop creature summons to the most critical positions. (1-7 initially, followed by 1-5 now) It also did not make much sense when it came to airborne creatures that logically should be fine against floods. In an attempt to fix both its usage problem, in that it wasn't really that useful against anything that wasn't creature spam, I modified it in regards to some suggestions in the Buff this card thread. Balance-wise, people didn't like the idea of being capable of locking down the entire field even if it took 6 copies of the same card to do so (and it would probably be easier and cheaper with a squid and 3 floodings.) Therefore, the answer for me was to increase the upkeep cost to a level where it wouldn't be worth it to sustain that many at once, featuring an increased upkeep cost for additional floodings past the first copy. Also, as a second soft nerf to the potential power of flooding, as well as a logical progression regarding the way flooding should work, airborne creatures were given immunity from the instakill. Of course, if a creature loses airborne, it was obvious that they should get killed.

Lore:
The sky was dark and foreboding; the rain had not stopped for hours, and it only looked to get worse. The waves crashed upon the cliff upon which stood several elementals. Each wall of water was larger than the last, weathering the rocky outcropping with deliberate intent. This was not the highest ground available, but it would not matter even if it was. The water levels had been rising for only a short while, but it was already several feet higher than was normal. It seemed that the gods had finally decided to reclaim what was theirs. That, or Neptune had once again gotten drunk. It did not matter the cause, only the effect. This flood had happened before, and once again, the airborne critters and their comrades had long fled, leaving everyone else to their sad fate. The last time had left some alive thankfully, and the elementals were hopeful that it would not be as severe. Maybe this time, more would be spared by the flood.



Spoiler for Overgrowth:
NAME:
Overgrowth
ELEMENT:
Life
COST:
3 :life
TYPE:
Creature
ATK|HP:
2 | 2
TEXT:
Rooted:  When on a flooded square, gain +1|+1 and generate :water  per turn.
NAME:
Overgrowth
ELEMENT:
Life
COST:
3 :life
TYPE:
Creature
ATK|HP:
2 | 5
TEXT:
Rooted:  When on a flooded square, gain +1|+1 and generate :water  per turn.

ART:
N/A
IDEA:
justaburd
NOTES:
How this card works should be rather obvious, but it works on the flooded mechanic where, instead of dying, it will instead become stronger and will also generate extra :water quanta. (Kind of like how photosynthesis generates extra oxygen.) With the change to flooding, it should be possible to do a decent duo, either with or without adrenaline. (With adrenaline would be like all other on hit effects, first and last hit.) It would also likely take a bit more setup however.
SERIES:

Task III is here.

« Last Edit: October 02, 2012, 05:24:38 pm by justaburd »
Chirp? *looks around*

Offline Cheesy111

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Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1002692#msg1002692
« Reply #4 on: September 25, 2012, 08:16:32 pm »


TASK II - Deckbuilding


Spoiler for Half Blood - PU Catatitans:
Hover over cards for details, click for permalink
Deck import code : [Select]
74c 74c 74c 74c 74h 74h 74i 74i 75m 75m 75m 75m 75m 75m 75m 75m 75m 75m 7n2 7n2 7n2 7n2 80b 80b 80d 80d 80d 80d 80d 80d 8pu


Stats:
G1: 12TTW, 146sec, EM, unupped titan win, 90elec
G2: Loss, NSR
G3: 12TTW, 140sec, 34elec
G4: 9TTW, 103sec, 35elec
G5: 16TTW, 281sec, 34elec
G6: 11TTW, 132sec, 40elec
G7: 12TTW, 133sec, 39elec, unupped devourer win
G8: 10TTW, 145sec, 37elec
G9: 12TTW, 240sec, 43elec, unupped Procrast win
G10: 19TTW, 317sec, 48elec
Total: 380 electrum gained, 305 score gained, unupped devourer+Procrast+Titan gained, approx. 30 ½ minutes played, approx. 3 minutes/game with a 10% EM rate, 90% winrate, 12.5 TTW.
Screenshot of trainer after testing. http://imgur.com/0i02B

Spoiler for AI3 - Healing GotPboids:
Hover over cards for details, click for permalink
Deck import code : [Select]
778 778 778 778 778 778 77g 77g 77g 77g 77g 77g 7ai 7ai 7ai 7ai 7ai 7ai 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7qe 7qe 7qe 7qe 8pn

Stats:
G1: 11TTW, 100sec, 19elec
G2: 8TTW, 61sec, 45elec EM, Deflag won
G3: 8TTW, 82seconds, 50elec EM
G4: 9TTW, 87sec, 22elec win, Ice Shield won
G5: 9TTW, 84seconds, 23elec
G6: 14TTW, 137sec, 16elec
G7: 8TTW, 90sec, 19elec
G8: 11TTL, 118sec
G9: 8TTW, 68sec, 45elec EM
G10: 8TTW, 65sec, 45elec EM, PU won
G11: 9TTW, 82sec, 40elec EM
G12: 7TTW, 64seconds, 45elec EM
G13: 12TTW, 118secs, 19elec
G14: 9TTW, 82secs, 45elec, EM Pheonix won
G15: 8TTW, 73secs, 45elec EM
G16: 12TTW, 106secs, 45elec EM Quicksand won
G17: Loss, NSR
G18: 11TTW, 113secs, 22elec Blessing won
G19: 8TTW, 74secs, 27elec
G20: 10TTW, 84secs, 19elec
Total: 771 elec gained (Trainer), 571 elec gained (Calculated), 441 score gained, unupped Deflag+Ice Shield + PU + Pheonix + Quicksand + Blessing won.Total of 29.6 minutes played, 89 seconds average per game, 9.39 TTW, 90% winrate, 50% EMrate (of wins).
Screenshot of Trainer after testing: http://imgur.com/7L2aF

Spoiler for FG deck - Dragon Alchemist:
Hover over cards for details, click for permalink
Deck import code : [Select]
7dm 7dm 7dm 7dr 7dr 7dr 7dr 7dr 7dr 7f2 7f2 7f2 7f2 7f2 7f2 7f2 7jv 7jv 7jv 7jv 7jv 7jv 7la 7la 7la 7la 7la 7la 7t5 7t5 7t5 7t5 7t5 7t5 7ta 7ta 8pt

Dragon Alchemist has been experimenting with Obsidian Dragons, mutating them, firebolting them, ice bolting them, dissecting them, trying to figure out just how to provoke them into a deadly rage.  Finally, he has found the perfect combination to make his dragons grow dangerous and insane - a combination of a holy blessing and the distilled essence of a Ruby Dragon - and he plans to unleash them upon the world of Elements.

Spoiler for Fat deck - Slow Death:
Hover over cards for details, click for permalink
Deck import code : [Select]
6u7 6u7 6u7 6u7 6u7 6ve 6ve 6ve 6ve 6ve 6ve 6ve 6ve 6ve 6ve 718 718 718 718 71a 71a 71a 72i 72i 72i 72i 72i 72i 72i 72i 72i 72i 7gl 7gl 7gl 7gl 7gl 7gl 7gr 7gr 7gr 7gr 7gr 7h1 7h1 7h1 7h1 8pp

Antimatter and Octopi slow down the opponent's start.  Once Inundation comes out, the opponent is, if all works out, limited to 5 spaces which can be antimattered or frozen at your leisure.  Physalia, Deadly Poison and Arsenic give you the eventual kill, as well as the ability to take out similar stalls.

Spoiler for Shard deck - SoW Vu:
Hover over cards for details, click for permalink
Deck import code : [Select]
6s5 6s5 6s5 6s5 6s5 6s5 7q1 7q1 7q1 7q1 7q1 7q1 808 808 808 808 808 808 808 808 808 808 80c 80c 80h 80h 80h 80h 80h 80h 8ps


As the most efficient attack buff, it was only a matter of time before SoW was paired with Deja Vu.  Deja Vus are Quinted and then SoW'd, giving them triple their normal damage.  Immortals soak up extra aether quanta and are also targets for SoW in case of a terrible draw. 


TASK III - Building the Game

Spoiler for 1.32 Patch Notes:
New cards:
Quantum Pendulum: http://elementscommunity.org/forum/index.php/topic,14083.0.html
Enchanted Sea: http://elementscommunity.org/forum/index.php/topic,35338.0.html
Byakko: http://elementscommunity.org/forum/index.php/topic,33535.0.html
Rejuvenation: http://elementscommunity.org/forum/index.php/topic,34369.0.html
Quantum Locket: http://elementscommunity.org/forum/index.php/topic,25665.0.html
Vines: http://elementscommunity.org/forum/index.php/topic,18812.0.html
Slow: http://elementscommunity.org/forum/index.php/topic,14124.0.html

New features:
Cards can now be downgraded for a refund of 1000 electrum.
PvP1 has been fixed.
Two more quests have been added - to defeat a False God, and to defeat every False God at least once.
After finishing the final quest, an in-game link appears above Redeem Code that links to the Tournament Rules topic.  The button is named "Community Tournaments".
After reaching level 80, players are given one nymph of their choice.
Marks are now put into their elemental categories.
AI will now properly Immolate/Cremate Pheonixes and Minor Pheonixes.

Balance Changes:
Shard of Divinity now increases maximum HP by 14, 20 if mark is  :light.

Shard of Void now decreases maximum HP by 3HP per turn, 4 if mark is  :darkness.

Shard of Freedom now grants a 20% chance to deal +50% damage, ignore shields and evade targeting if  :air per stack.

Shard of Wisdom now gives a +3 attack bonus, down from +4.

Shard of Patience no longer affects immaterial or burrowed creatures.

Unupgraded Shard of Serendipity now costs 1 :rainbow.

Unupgraded Shard of Sacrifice now costs 44 life, down from 48.

Shard of Focus has been overhauled, and is now a spell that costs 7|6.  Targeted creature gains the ability Accretion: Destroy target permanent.  This creature loses 10HP, and can no longer be healed. 

Discord scrambles 8 quanta, down from 9.

Butterfly Effect's activated cost has been reduced to 2 :entropy.

Schrodinger's Cat has been buffed to 1|2 unupped.

Skeleton is no longer affected strangely by Reverse Time.  Instead, it can be sacrificed to provide two instant death effects.

Plague can now target either side, and inflicts two poison counters instead of one.

Improved Plague now costs 3 :death, up from 2 :death.

Upgraded Arsenic now deals 3 physical damage, down from 4.

Boneyard and Elite Boneyard now generate two skeletons for every death instead of one.

Aflatoxin now costs 5 :death|4 :death.

Black Hole has been removed from the game.

Colossal Dragon is now an 8 | 15 with Momentum, and Massive Dragon is now a 9 | 30 with Momentum.

Graviton Mercenary is now a 3|6 and Graviton Guard is now a 3|6.

Otyugh is now a 0|4.

Iridium Warden | Vanadium Warden now affects airborne creatures.

Graboid is now a 1|2.

Shrieker now costs 7 :earth for 7|4.

Elite Shrieker now costs 7 :earth for 9|4.

Plate Armor and Heavy Armor now cost 1 :rainbow.

Rustler is now a 1|2, up from 1|1.

Brimstone Eater is now free.

Fire Bolt now costs 4 :fire, up from 3 :fire.

Fire Lance now costs 3 :fire, up from 1 :fire.

Fire Shield now costs 5 :fire, down from 6 :fire.

Flooding | Inundation no longer requires an upkeep.

Pegasus is now a 3|3, up from 3|2.

Guardian Angel is now a 4|6 for 4 :light, up from a 1|6 for 3 :light.

Fog Shield now costs 3 :air|2 :air, up from 2 :air|1 :air.

Fate Egg | Fate Egg now costs 1 :time to play and 2 :time to hatch.

Procrastination | Turtle Shield now affects weapons.

Anubis is now a 4|4 with the ability Age:  :death: Add one poison counter to each player.

Elite Anubis is now a 5|5 with the ability Age: :death: Add one poison counter to each player.

Black Nymph is now a 4|6, up from 3|5.

Dark Nymph is now a 6|5, up from 5|5.

Turquiose Nymph's Immortality ability now costs  :aether :aether, down from  :aether :aether :aether.

Aether Nymph's Immortality ability now costs  :aether :aether, down from  :aether :aether :aether.



Spoiler for Other Notes:
NSR means no stats recorded - I either accidentally canceled out or ragequit or just clicked OK without remembering to take down stats first. I averaged out the times of the rest of the games to get an average time and used that for the NSR games to get a fairly accurate total time spent and average time per game.

Something was wonky with the Trainer when testing my AI3 deck, so I went ahead and kept track of both what the trainer said my money was and how much I was winning each game. No, I don't know why there are two different numbers.

After searching around with the codes of SoW, Vu and Quint I found other decks focusing on the same combo here: http://elementscommunity.org/forum/index.php/topic,39415.0.html

However I decided to keep my deck as is, because it differed in several major ways from the other decks (Immortals, 6xDV, no novae, no alternate buffs/fog/etc, towers instead of pends).

Task 3 complete.  Task 2 redone.
« Last Edit: October 01, 2012, 07:11:48 am by Cheesy111 »

Offline deuce22

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Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1002695#msg1002695
« Reply #5 on: September 25, 2012, 08:19:12 pm »
TASK II - Deckbuilding (completed)

Spoiler for 4 elemental division:
deck 1 -  :earth :fire :air
deck 2 -  :aether :gravity :time
deck 3 - :death :entropy :water
deck 4 -  :darkness :life :light

Spoiler for deck 1 (AI3):
Hover over cards for details, click for permalink
Deck import code : [Select]
778 778 77e 77e 77e 77e 77e 77e 77g 77g 77g 77g 77g 77g 7dm 7dm 7dm 7ms 7mt 7mt 7mt 7mt 7mt 7mt 7n4 7n4 7n4 7n4 7n4 7n4 8ps

pure rush. TTW typically range from 5-9 depending on draws and opponent (mostly 6-7 TTW). Went 9-1 in my testing.
Spoiler for deck 2 (half-blood):
Hover over cards for details, click for permalink
Deck import code : [Select]
74a 74a 74a 74a 74a 75m 75m 75m 75m 75m 7q0 7q0 7q0 7q0 7q8 7q8 7qd 7qd 7qd 7qd 7qd 7ri 7ri 7ri 80d 80d 80d 80d 80d 80d 8pu

dims own most half bloods. Since AI is stupid and always plays creatures, eternity can usually lock opponent making for easy dim chain. Went 8-2 in my testing.
Spoiler for deck 3 (new FG):
Hover over cards for details, click for permalink
Deck import code : [Select]
6ts 6ts 6ts 6ts 6ts 6ts 6ua 6ua 6ua 6ua 710 710 710 710 710 710 714 714 714 714 714 71b 71b 71b 71b 72i 72i 72i 7gq 7gq 7gq 7gr 7gr 7gr 7gr 8pp

No real specific inspiration here. Just tried to come up with a semi-unique trio involving cats. BW + cat + squid makes for an unstoppable shield. Instosis and EE are probably the only hard counters.
Spoiler for deck 4 (45 mitodevampstall):
Hover over cards for details, click for permalink
Deck import code : [Select]
7ap 7ap 7ap 7ap 7ap 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7k6 7k6 7k6 7k6 7k6 7k6 7la 7la 7la 7la 7la 7la 7la 7la 7la 7t6 7t6 7t6 7t6 7t6 7t9 7t9 7t9 7t9 7ta 7ta 7td 7td 7td 8pt

45-card decks should stall, so why not heal, heal, and heal some more?
Spoiler for deck 5 (SoB UGdial OTK):
Hover over cards for details, click for permalink
Deck import code : [Select]
5p0 5p0 6s3 6s3 6s3 6s3 6s3 6s3 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7n6 7n6 7n6 7n6 7n6 7n6 7q9 7q9 7q9 7q9 7q9 7q9 8po

I never really use SoB, so I wanted to try and use it in a way that maybe some haven't considered yet. I wanted to use it in an OTK, and dials seem to combo nicely with the extra draw power. There are tons of variations I considered, but this seemed the simplest and most consistent.



TASK III - Building the Game (completed)

Spoiler for Elemements the Game - version 1.32:

New Features:
The Trial is added as a new quest line
New pet system allows you to train and level pets to aid against FGs and arena opponents.
Able to thumb up arena decks

New cards available in Trainer:
Byakko
Magpie
Corrosion
Natural Selection/Evolution

Balance:
The Oracle always shows the mark and card of your next arena opponent
Removed "New Games" list from spectate
Shards cannot be used in Arena decks
Shard of focus turns into a black hole when HP>30
Discord cost increased to 4 :entropy
Butterfly Effect skill cost reduced to 2/1 :entropy
Aflatoxin cost is reduced to 4/3 :death
Graviton mercernary attack increased to 4 :gravity (unupgraded)
Emerald Shield cost reduced to 4/3 :life
Fire Bolt/Lance cost increased to 4/3 :fire
Trident attack increased to 5 (both unupgraded and upgraded)
Pegasus cost decreased to 3 :light
Thunderstorm randomly deals 4 damage to 40% of opponents creatures (cost increased to 4/3 :air)
Wyrm dive cost decreased to 1 :air
Fog cost increased to 3/2 :air
Anubis cost decreased to 7/7 :time
Golden Nymph HP decreased to 5/5
Parasite cost decreased to 1 :darkness
Immortal cost is now 5/6 :aether


Bug fix:
- pvp1 fixed
- pvp desync issue fixed (finally!)
- purify + reflective shield desync bug fixed
- PA + (UG or SoP) bug fixed
- Nightfall + Eclipse stacking bug fixed
- Burrow + Quintessance bug fixed
- Singularity + SoSac bug fixed
- Dissipation Shield + Sanctuary bug fixed
- Fate Egg + SoR bug fixed
- Virus + Aflatoxin bug fixed
- Vampire + LS bug fixed


UI:
New phase spider, dune scorpion, and vampire art (by vrt)
New fractal art (by ZBlader)
New chaos seed art (by Ajit)


« Last Edit: October 02, 2012, 03:53:33 pm by deuce22 »

Offline willng3

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Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1002696#msg1002696
« Reply #6 on: September 25, 2012, 08:21:39 pm »
Task II - Deckbuilding (completed)
Spoiler for Groups:
:light :life :time
:water :darkness :fire
:entropy :gravity :earth
:air :death :aether
Spoiler for Half-Bloods:
Hover over cards for details, click for permalink
Deck import code : [Select]
7af 7af 7af 7af 7al 7al 7al 7al 7an 7an 7an 7an 7ap 7ap 7ap 7ap 7jp 7jp 7jp 7jp 7jp 7jp 7k4 7k4 7k5 7k5 7k5 7k5 7q9 7q9 7q9 7q9 8pn

The whole Jade Staff + Crusaders combination has been used quite a bit in decks posted on the forums, so I decided to go for something a little bit different here by not using Animate Weapons and making it more defensive than normal.  This deck can be pretty slow versus Half-Bloods, but it really doesn't have too many problems beating most of them thanks to the ridiculous amounts of stalling it's capable of.  Ideal starting hands will allow you to play a RoL on the first turn and a Leaf Dragon on the second.  However, there are cases where auto-mulligan screws things up a bit.  Sundials can be used in these situations to stall the opponent for a bit or free up your hand until a RoL appears.  The entire combo should work quite smoothly after that. 

Crusaders serve several different functions as the main attack force.  They can either Endow your Staves or an opposing weapon.  Endowing a weapon also makes the Crusader more resilient, which then causes it to become a better target for Mitosis/Epinephrine.  There have been quite a few cases where I've decided to Endow an opposing Owl's Eye to grant my Crusaders Ranged and bypass Wings, as an example of using the opponent's weapons to your advantage.  Epinephrine will give you 15 healing per turn when a Crusader has Endowed a Staff, and Mitosis will allow you to flood the field with 7 attack creatures that heal you for 5HP each turn.  At a certain point it's just near impossible to stop.  4 Jade Staves for extra draw chance and to help reduce the strength of PC.

Hope helps add a bit of stall power to the deck in cases where you're just not getting the Crusader combo set up fast enough.  Even just two RoL on the field with Hope in play can help reduce the damage you take significantly each turn.  Mitosis can then be used to reduce damage completely.

Sundial serves a lot of purposes in this deck, surprisingly.  Its draw power helps speed the deck along a lot, and assuming PC isn't flying around all over the place, they can pretty much turn this deck from 32 cards to 28 cards if needed.  Stasis combos extremely well with Crusaders by preventing damage intake for one turn as you heal for a large amount during that time.  Against decks with Wings and Dim Shields this is an invaluable strategy.  Stasis also helps prevent RoL from killing themselves against Fire Shield or Thorn Carapace as well.

One of the biggest problems for this deck is definitely CC.  Fortunately, however, HBs are pretty inconsistent with both the CC that they carry and how they use it.  For instance, although Unstable Gas is able to destroy just about every source of your :light production in one play, the amount of time it would normally take for the AI to be able to use the card as well as the amount of healing you should have on your side of the field will make your loss nowhere near as significant as you might expect.  Renewable CC such as OE can be "distracted" using a Mito-RoL combination while Hope is on the field.  The AI will prioritize the RoL with light over the RoL with Mitosis, therefore you can put the AI into a continuous cycle of targeting newly generated RoL as opposed to the "mother".

Fire decks are probably this deck's biggest weakness, along with bad draws of course.

Note:  I would like to point out that I did notice that I had unintentionally designed a deck fairly similar to the same one used by Calindu for this part of the task after I had finished both my AI3 and HB grinders.  However, I believe that the decks may be considered different on the grounds that Calindu's deck focuses on a more OTK aspect while mine focuses on the synergy associated with Crusaders and Staves.
Spoiler for AI3 deck:
Hover over cards for details, click for permalink
Deck import code : [Select]
7dm 7dm 7dm 7gk 7gk 7gk 7gk 7gk 7gk 7h0 7h0 7h0 7h2 7h2 7h2 7h2 7h2 7h2 7i6 7i6 7i6 7i6 7tb 7tb 7um 7um 7um 7um 7um 7um 8po

I was actually worried that the ban on Immolation/Cremation might mean that I couldn't create this deck, but this variant actually works far better than I had expected when I first put it together.  Basic strategy is to play Steam Machines, make their attack become colossal, and then use Nymph's Tears for added utility.  NT can be used to either create Water Nymphs if you're sitting on a lot of quanta, or Dark Nymphs if you're trying to go for a higher electrum gain at the end of the match/keep yourself alive if you got a slow start.  Dark Nymphs can also act as CC against Pharaohs, Phoenixes, Maxwell's Demons, etc.  Some might argue that Steals would function just as well as Explosions, but in truth they do not.  The aim of the Explosions is to simply knock down the cards which are impeding your progress such as Dim Shields, Lobo, Sundials, etc.  You might be able to Steal a Dim Shield with no problem but you might not want to Steal a Lobo if a Dagger is already in play, and you definitely don't want to Steal a Sundial since Stasis won't go away.  Furthermore, drawing a :darkness Pend isn't all that reliable sometimes, and you may want to save the majority of your :darkness for Nymphs/Daggers.  Games don't usually last longer than 7-8 turns and result in losses very, very rarely.
Spoiler for FG deck - Behemoth:
Hover over cards for details, click for permalink
Deck import code : [Select]
6u2 6u2 6u2 6u2 6u2 6u5 6u5 6u5 6ve 6ve 6ve 6ve 6ve 6ve 6ve 6ve 74b 74b 74b 74b 74f 74f 74f 74f 74i 74i 77e 77e 77e 77e 77e 77m 77m 77m 77m 77m 8pl

Somewhat of a metaphorical reference to the name, it basically alludes to both the presence of chaos and either the Wardens or Otys becoming extremely large and unstoppable creatures.  It's basically a trollish deck, though I tried not to make it worse by adding Quicksands and Shard of Focus.  Counters Instosis with BHs, checks RoL/Hope using Otys assuming Lobo is not out yet (Discord helps prevent it from coming out too), puts a damper on most Timebows/CCYB variants, and probably causes some problems for both SPlat and Poisondials with Discord and BH.  Damage output can be a bit slow in the beginning unless Overdrive is pulled early.  Probably isn't easy to counter.
Spoiler for 45 card deck:
Hover over cards for details, click for permalink
Deck import code : [Select]
719 719 719 71b 71b 71b 71b 71b 72i 72i 72i 72i 72i 72i 72i 72i 72i 7n7 7n7 7n7 7n7 7n7 7n7 7n9 7n9 7oe 7oe 7oe 7oe 7oe 7oe 7oe 80a 80a 80a 80a 80a 80a 80i 80i 80l 80l 80l 80l 80l 8pu

Well, with the elements I was given a Recluse/Wings stall seemed way too obvious so I decided to do something a little bit different.  This deck completely trolls anything creature-based and trolls Dim Shields as an added bonus, but doesn't serve much of a purpose otherwise.  It is fun finishing a duel with Blitz'd Psions though.
Spoiler for Shards deck:
Hover over cards for details, click for permalink
Deck import code : [Select]
5bt 5bt 5bt 5bt 5bt 5bt 6rq 6rq 6rq 6rq 6s6 6s6 6s6 6s6 7ac 7ac 7ac 7ac 7ac 7ac 7ap 7ap 7ap 7ap 7bu 7bu 7bu 7bu 7bu 7bu 8pn

With this deck two of Life's biggest weaknesses are dealt with:  Dim Shields and CC.  This deck is a purebred stall breaker which is capable of spawning damage very, very quickly using the power of Mitosis + SoR Dragons.  SoFr is then used to circumvent annoying shields such as Dims and Gravity Shield while the Dragons themselves are fairly resilient to most forms of CC.

Task III - Building the Game (completed)
Spoiler for Balance changes:
Procrastination cost reduced to 5 :time
Thunderstorm | Lightningstorm now deals 2 damage to Airborne creatures
Forest Scorpion cost increased to 4 :life, attack increased to 2
Otyugh HP increased to 4, Devour activation cost increased to :gravity :gravity
Jade Staff now heals 7HP instead of 5
Cockatrice | Elite Cockatrice are now Airborne.  Card Art updated to reflect this change.
Virus | Retrovirus now activate their abilities upon being Devoured towards the creature that Devoured them.
Aflatoxin can now target players.  Aflatoxin damage on players acts as normal Poison damage.  Cost of spell reduced to 5 | 4.  Grey Nymph | Death Nymph ability cost increased to :death :death :death
Thorn Carapace | Spine Carapace cost decreased to 6 | 6
Emerald Shield | Jade Shield cost decreased to 4 | 6
Pufferfish cost decreased to 4 :water
Reflective Shields now reflect damage inflicted by Nightmare (the hand fill effect still occurs as normal).  Also reflect Aflatoxin.
Plague | Improved Plague changed to inflict two poison damage instead of one.  Death's creatures take 1 damage instead.
Parasite | Bloodsucker cost decreased to 1 :darkness
Ulitharid cost decreased to 2 :water
Rustler HP increased to 2, Leaf Dragon HP increased to 4
Graboid activation cost increased to :time :time
Unupped Pandemonium cost increased to 4 :entropy
Dimensional Shield | Phase Shield cost increased to 7 | 6
Nova generates Singularity when used twice in a row (changed from thrice)
Discord cost increased to 4 :entropy.  Damage increased to 5 | 7
Fog Shield | Improved Fog cost increased to 3 | 2
Flesh Recluse HP decreased to 2
Shard of Focus changed to the suggestion posted here:  http://elementscommunity.org/forum/index.php/topic,38644.msg538100.html#msg538100
Shard of Void changed to reduce max HP by 3 as normal or 4 with :darkness mark.
Shard of Gratitude cost decreased by 1 on both versions
Shard of Wisdom increases attack by 3 instead of 4
Shard of Patience no longer affects untargetable creatures
Spoiler for Bug fixes:
PvP 1 bug fixed
Dissipation Shield and Sanctuary weapon bug fixed
Eclipse + Nightfall bug fixed
Burrow + Quint bug fixed
Fate Egg bugs fixed
Blessing not affecting opponent max stats bug fixed
Password box now accepts stressed letters
Various animation and graphical bugs fixed
Reflective Shields + Purify no longer causes desyncs (Purify reflects for both sides)
Phoenix + CC bugs fixed
Supernova + Singularity bugs/inconsistencies fixed
Inconsistencies involving Antimatter + Dim Shield fixed
Protected UG creating a Protected Permanent slot after detonation bug fixed
Virus + Aflatoxin bug fixed
Vampire + LS bug fixed
Bugs involving Shard of Bravery fixed
Spoiler for New features:
-New AI level (Demigods) added.  Demigods will possess decks with preset starting cards, added restrictions for the player, enhanced drawing/quanta production, etc.  Defeating them gives a high chance of winning upgraded cards in addition to a special spin featuring only Shards.  This mode becomes unlocked once a player's deck level reaches level 40 (~19k score) or higher and they have completed Quest 8.  Going below level 40 after this has been unlocked does not prevent it from being accessed again.  Unless the Arena is currently considered AI6, this will be AI6.  Credit goes to plastiqe for most of this idea.
-All rares now become Relics in normal spins to prevent PvP1/2 exploiting.  Special spins are unaffected.
-New quests added:
  • Quest 8:  Defeat 3 False Gods during the same day - Shard reward - becomes unlocked after completing Quest 7 (rare weapon quest)
  • Quest 9:  Defeat a Demigod - Nymph reward - becomes unlocked after completing Quest 8 and reaching level 40
  • Quest 10:  Reach level 81+ - Nymph or Mark reward - becomes unlocked after completing Quest 9; reappears each time that a player gains a level past level 80.
-Leveling up past level 80 now gives players a Mark or Nymph of their choice for each level acquired.
-Booster packs now available in the bazaar - pack types will have varying rewards:
  • Beginner packs - Priced at 250 :electrum - 7 cards consisting of 2 very common cards (Pillars/Pends), 4 common cards (non-pillar/Dragon/rare/ultrarare), and 1 random Dragon.  The higher a common card sells for in the bazaar, the more uncommon the card is.
  • Intermediate packs - Priced at 750 :electrum - 9 cards consisting of 2 very common cards (Pillars/Pends), 6 common cards (non-pillar/rare/ultrarare), and 1 random rare weapon.  Selling price does not affect rarity.
  • Expert packs - Priced at 2000 :electrum - 11 cards consisting of 2 very common cards (Pillars/Pends), 8 common cards (non-pillar/rare/ultrarares), and 1 rare card.  Rare cards in this case place rare weapons as being the most common with upgraded cards being more uncommon and a chance of winning a Shard as very rare.
There is a limit to how many booster packs you can purchase each week; booster packs are restocked each Monday at the same time that the Oracle can be accessed again.  Consider adding Element specific packs on certain days throughout the year (holidays, etc.).

-Randomized PvP now features additional filters to allow players to decide what kind of PvP matches they would like to play.  For instance, players can decide if they want to face a player who has played around the same games as them, they can decide to face only players with higher score, and they can also ban Shards from being used in each match.  Because the game has lost a bit of popularity with both a lack of updates and a forum move, this feature can be expected to result in less games being found until the game becomes more popular again.  Until that time the filters can be disabled to allow more matches to be found.
-Arena now keeps track of how many wins/losses your deck accumulates each day as well as how many people thumb up your deck.
-Password recovery system added using your e-mail address.
-Errors involving donation codes resolved.
-New animation option which reduces quality to below that of Low.  In other words, no animations will appear in this mode at all.
-Lore text added to go along with each Quest.
-Missing Oracle card text added.
-Various grammatical/spelling errors fixed.
-Trainer now features a mode which enables the player to see what cards the opponent is holding in hand.
-Cards missing from the "All Cards" button have been added.
« Last Edit: September 30, 2012, 10:44:51 pm by willng3 »
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Offline thatnewguy

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Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1002698#msg1002698
« Reply #7 on: September 25, 2012, 08:26:01 pm »
Task 2 Deckbuilding (completed)

Spoiler for House divided:
Ai3 :entropy :fire :time
Ai4  :death :darkness :air
FG  :light :gravity :water
FATTY  :aether :earth  :life

Spoiler for Ai3:
Hover over cards for details, click for permalink
Deck import code : [Select]
6u2 6u2 6u2 6u2 6u2 6u2 6ve 6ve 6ve 6ve 6ve 7dk 7dk 7dk 7dk 7dk 7dk 7dm 7dm 7du 7du 7du 7q1 7q1 7q1 7q1 7ri 7ri 7ri 7ri 8po

Fun little deck here, kinda different from the usual rush the hell out of the AI. A little control, little rush, little stall, little bit of everything :o

Spoiler for Ai4:
Hover over cards for details, click for permalink
Deck import code : [Select]
71a 71a 71b 71b 71b 71e 71e 71e 71e 7mt 7mt 7mt 7mt 7mu 7mu 7t9 7t9 7ta 7ta 7td 7td 7td 7td 7td 7um 7um 7um 7um 7um 7um 8pk
I had something different at first, but decided it was already done and went with this instead, it's just a spin-off deck. Randomizer makes it too hard to be original when these 2 elements are used for HBs so often anyway :>

Spoiler for FG:
Hover over cards for details, click for permalink
Deck import code : [Select]
745 745 745 74c 74c 74i 74i 74i 75m 75m 75m 75m 75m 75m 75m 7gp 7gp 7gq 7gq 7gq 7gr 7gr 7gr 7gt 7gt 7gt 7jo 7jo 7jo 7jo 7jo 7ju 7ju 7ju 7k5 7k5 8pp
I doubt the AI would be smart enough to play this deck correctly, but surprises happen, right? I seem to have a problem putting PC into my FG decks :> (serket doesn't have any either) But this one has CC!

Spoiler for FATTY:
Hover over cards for details, click for permalink
Deck import code : [Select]
77j 77j 77j 77m 77m 77m 78q 78q 78q 78q 78q 78q 7ai 7ai 7ai 7ai 7aj 7aj 7am 7am 7ao 7ao 7ao 7ap 7ap 7ap 7ap 808 808 808 808 808 808 80b 80b 80b 80d 80d 80d 80d 80d 80d 80l 80l 80l 81q 81q 81q 81q 81q 8pn
Fractal psion too damn hard, mitosis psion much strong and mitosis scorpions ofc ;)

Spoiler for shards.... bleh:
Hover over cards for details, click for permalink
Deck import code : [Select]
6rv 6rv 6rv 71a 71a 71b 71b 71b 71e 71e 71e 72i 72i 72i 72i 72i 72i 7q0 7q0 7q0 7q0 7q4 7q4 7q4 7q4 7q5 7q5 7qd 7qd 7qd 8ps
What kind of man would I be if I ignored my precious death stalker/dun scorpion :( So I put in some stalling and a way to quickly rack up poison on your opponent and you have 3 shards so you can use them multiple times to get early/late poison :D

Task 3 Making the game! (complete)


Spoiler for Card balances:
  • Aflaxation now adds 3 poison counters to target creature instead of 2.
  • Virus l Retrovirus is now poisonous.
  • Graviton Mercenary attack increased by 5l5.
  • Plate armor hp gain increased to 4.
  • Shrieker attack decreased to 7l3
  • Forest scorpion attack increased to 2l2
  • Rustler HP increased to 1l2
  • Rage potion cost increased to 4 :fire
  • Nymph tears cost adjusted to 6l5
  • Reflective shield now reflects nightmare damage.
  • Procrastination cost decreased to 5.
  • Nightmare cost increased to 3/2.
  • Psion HP decreased to 3 (unupped) 4 Upped.
  • Shard of Wisdom now removes immortality.
  • Shard of Focus now costs 1 :gravity to destroy a permanant.
  • Shard of Sacrifice is no longer stackable

Spoiler for Buf Fixes:
  • PvP1 bug fixed
  • Dissipation Shield and Sanctuary weapon bug fixed
  • Eclipse + Nightfall bug fixed
  • Burrow + Quint bug fixed
  • Fate Egg bugs fixed
  • Blessing not affecting opponent max stats bug fixed
  • Card animations updated.
  • Reflective Shields + Purify no longer causes desyncs
  • Supernova + Singularity bugs fixed
  • Inconsistencies involving Antimatter + Dim Shield fixed
  • Protected UG creating a Protected Permanent slot after detonation bug fixed
  • Virus + Aflatoxin bug fixed
  • Vampire + LS bug fixed
  • Bugs involving Shard of Bravery fixed
  • Graboids no longer turn into burrowed skeletons when killed by skull shield
  • Chat autoscroll no longer breaks when typing a elongated word or name.

Spoiler for Added features:
  • Abomination, Flesh spider, Antilion, Rustler, Pegasus, Anubis, and Vampire arts updated.
  • Oracle now provides daily quests for score and electurm.
  • Demigods (Ai6) added to Ai list
  • Arena now lets you rate a deck regardless if you win or lose.
  • Elements radio stations added to the log-in screen.
  • Special Holiday arts have been added to the game features so the screen/oracles change appearances based on the seasons.
  • Password recovery system added via e-mail address.
« Last Edit: October 02, 2012, 11:28:47 am by thatnewguy »
Whenever you feel alone and nobody is there, you can't feel more alive.

Dieing is easy, living is hard.

Offline Tiko

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  • Tiko is a Blue Crawler starting to think about his first run.Tiko is a Blue Crawler starting to think about his first run.Tiko is a Blue Crawler starting to think about his first run.
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Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1002699#msg1002699
« Reply #8 on: September 25, 2012, 08:32:04 pm »
Task I - Brawl Related Skills

Spoiler for Task I:
Spoiler for Thunderstorm | Lightning storm:
NAME:
Cloudkill
ELEMENT:
Air
COST:
3 :air
TYPE:
Permanent
ATK|HP:
-
TEXT:
Kill any creature that costs less than 3 to summon.
Absorb :aether per turn.
NAME:
Cloudkill
ELEMENT:
Air
COST:
2 :air
TYPE:
Permanent
ATK|HP:
-
TEXT:
Kill any creature that costs less than 3 to summon.
Absorb :aether per turn.

ART:
Art from Elements.
IDEA:
Tiko
NOTES:
"...Some powerful elementals, who held any affinity for altering the domain of Air, were able to summon a small cloud of the purest Aether upon their enemies. Only the most powerful could withstand the deadly pain caused by the mist, as no mortal creature can breathe the very essence of the Immortals."

Another take on the idea of a different form of weak, mass Creature Control.
Mechanic and balance based mostly on Flooding.
  • Takes effect at the end of your turn.
  • Drains upkeep at the end of your turn.
  • If no :aether is available, the card is destroyed and works as a one-time spell.
  • Takes effect on both sides of the field.
SERIES:
-

Spoiler for Wraith | Wraith:
NAME:
Wraith
ELEMENT:
Death
COST:
7 :death
TYPE:
Creature
ATK|HP:
4|7
TEXT:
:death : Conjuration
Every time a creature is killed, a ghost of the fallen creature is generated.
NAME:
Wraith
ELEMENT:
Death
COST:
7 :death
TYPE:
Creature
ATK|HP:
5|8
TEXT:
:death : Conjuration
Every time a creature is killed, a ghost of the fallen creature is generated.

ART:
Temporary art borrowed from Monsters.wikia under CC-BY-SA license. Yet a 'slight' contrast change was made to fit more to the card scheme. If the art doesn't fit per rule, just ignore it.
IDEA:
Tiko
NOTES:
Originally 'Wraith' is the Scottish dialect for 'Ghost'. Idea based on various fantasy settings that were later emerged.

A "Hive-type" card for Death. Mechanic/balance based on current similar cards (Firefly Queen/Pharaoh).
  • Conjuration is an active ability that triggers automatically on each death effect. Can be lobotomized.
  • If no :death is available, no Ghost(s) are summoned.
  • Wraiths and Ghosts does not trigger death effects, even if killed. Undead cannot be revived as Ghosts.

Ghost is an ability, similar to Mutation. Ghosts are creatures generated by the ability: Conjuration, and they always show as unupgraded cards, even if an upgraded creature was copied.
  • Ghosts always keep the original creature's base stats and abilities, even if the original was buffed; or a buffed Ghost is copied further (Paralell Universe).
  • Ghosts also have a status effect, that has a (visible) countdown timer.
  • Timer always starts at 2 turns (2 attacks). This value cannot be extended or shortened in any way. Timer does not reset with new copies.
  • Adrenaline effects are the same as in the case of infection. Reverse Time creates the resembling creature card in the player's hand (not Ghost).
  • Ghosts disappear if killed or the timer runs out.
SERIES:
-

I guess they would probably work nicely together.

Task II - Deckbuilding

Spoiler for Task II:
Spoiler for Elemental Groups:
:gravity :life :time
:entropy :death :aether
:earth :water :darkness
:fire :light :air

I will avoid commenting, as I figured the decks and their strategies/synergies are self-explanatory and straightforward. I tried and went for the most effective, while still-stable synergy chains between the grouped elements.

Spoiler for Elders:
Hover over cards for details, click for permalink
Deck import code : [Select]
744 744 744 744 744 745 745 74a 74a 74a 74a 74a 7an 7an 7an 7an 7an 7q1 7q1 7q1 7q1 7q1 7qd 7qd 7ri 7ri 7ri 7ri 7ri 7ri 8pn


Average ttw seemed like ~6turns (25W/1L/1EM).

Spoiler for HBs:
Hover over cards for details, click for permalink
Deck import code : [Select]
6ua 6ua 6ua 6ua 6ua 714 714 714 71b 71b 71b 71f 71f 71f 71f 80e 80e 80i 80i 80i 81q 81q 81q 81q 81q 81q 81q 81q 81q 81q 8pj


Average ttw seemed like ~11-13turns (25W/3L/3EM).

Spoiler for FG:
Grotesque
Hover over cards for details, click for permalink
Deck import code : [Select]
77e 77e 77e 77e 77e 77e 7gq 7gq 7gs 7gs 7gs 7h0 7h0 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t6 7t6 7t6 7t6 7t6 7t9 7t9 7ta 7tf 7tf 7tf 7tf 7tf 7tf 8pp


Average ttpwn seemed like ~6-7turns (25games total).

Spoiler for FAT:
Hover over cards for details, click for permalink
Deck import code : [Select]
7dm 7dm 7dm 7dm 7du 7du 7jo 7jo 7jo 7jo 7jo 7jo 7jp 7jp 7jp 7jp 7jp 7jp 7jr 7jr 7jr 7jr 7jr 7jr 7jv 7jv 7jv 7jv 7jv 7jv 7mt 7mt 7mt 7mt 7mt 7mt 7n4 7n4 7n4 7n4 7n4 7n4 7n9 7n9 7n9 8pr


Average ttw seemed like ~8-9 turns (25W/5L/0EM vs Elders).

Spoiler for Shard:
Hover over cards for details, click for permalink
Deck import code : [Select]
6rv 6rv 6rv 7gk 7gk 7gk 7gk 7gn 7gn 7gn 7gu 7gu 7gu 7gu 7gu 7gu 7i6 7i6 7i6 7i6 7q0 7q0 7q0 7q0 7q4 7q4 7q4 7qd 7qd 7qd 8pp


From the time when Soap was a spell. Average ttw seemed like ~8turns (25W/6L/1EM vs Elders).

Task III - Building the Game

Spoiler for Task III:
I would prefer to leave this to Zanz.
« Last Edit: October 04, 2012, 02:20:18 pm by Tiko »
:water   "..It is in this domain that the living suffer great extremes, it is here that the water-failures, driven to desperation, make start in a new element.
It is here that strange compromises are made and new senses are born."

Offline Jenkar

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  • Heart's made of shadows
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Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1002701#msg1002701
« Reply #9 on: September 25, 2012, 08:33:47 pm »
*starts learning the way of the crawlers*
I can't let Jenkar switch elements at will, can I.. ?
Yay! Competition~:D

Task II  (complete)
Spoiler for All The Porkchops!:
NAME:
Thunder Clouds
ELEMENT:
Air
COST:
5 :air
TYPE:
Spell
ATK|HP:

TEXT:
Creatures take half their max HP as damage. If they took <3 damage, they are also delayed
NAME:
Thunder Clouds
ELEMENT:
Air
COST:
4 :air
TYPE:
Spell
ATK|HP:

TEXT:
Creatures take half their max HP as damage. If they took <3 damage, they are also delayed

ART:
Shrink
IDEA:
Jenkar
NOTES:
Inspiration will come today, but don't hold your breath.
Don't have your head in the clouds today, or else the return to reality might stun you.

Year 89. A small mountain range.
Lycoc briefly stopped climbing and looked up. High above his head, he could see the small fluffy rain clouds starting to gather. The rain was going to fall soon, and he couldn't afford to walk under it, what with his bag full of arcane books. He started walking, fast. Soon, the shrubbery started getting thinner. He saw a cave carved in the side of the mountain, and ran to it just as the rain started falling.
Once inside, he started unpacking his stuff. He sat down on the rocky floor and started reading "How to control Energy, by Thwump". He was right in the middle of reading the paragraph about altering Gravity to fall on ennemies when he heard a small snarl.
Lycoc turned around and shot, almost out of reflex, a blue bolt of lightning on the lycanthrope that was pouncing on him. In the flash of light he saw the back of the cave, crammed with small lycans. He knew he couldn't fry them all, especially with the night coming soon. He acked out.
Outside, there was a small mist. He started running, the lycans at his heels. Soon, he understood that he was running through a cloud that had dropped down to the level of the mountain. As he realised that, he suddenly felt a tearing pain : a lycan had managed to sink its teeth in his foot. He tripped, and soon was swarmed by the beasts. Determined to kill the most he could, he started to fire bolts of lightning all around. The air started smelling of fried meat, but also had a charged smell, that grew stronger and stronger. Suddenly Lycoc's vision went black.
When he woke up, he was surrounded by dead lycans. The cloud had disappeared.


SERIES:



NAME:
Whirlpools
ELEMENT:
Water
COST:
4 :water
TYPE:
Permanent
ATK|HP:

TEXT:
Cards cost 1 more quantum. Delayed creatures generate :water  when they stop being delayed.
NAME:
Whirlpools
ELEMENT:
Water
COST:
3 :water
TYPE:
Permanent
ATK|HP:

TEXT:
Cards cost 1 more quantum. Delayed creatures generate :water  when they stop being delayed.

ART:
Shrink
IDEA:
Jenkar
NOTES:
Today is a day to go with the ebb and flow of things.
It will be hard to stay awake today, but each time you wake up, you will bring others to new heights.

Interacts well with the delaying effect of the new thunderstorm. Slowing down opponent also makes getting cc cards before you're dead easier.
SERIES:


Many thanks to Shrink for the art, and Calindu for generating card images (my computer borked them out).




Task II  (complete)
Spoiler for Division:
Air-Death-Light
Gravity-Earth-Fire
Entropy-Life-Time
Aether-Darkness-Water
Spoiler for Halfbloods:
Hover over cards for details, click for permalink
Deck import code : [Select]
5io 5io 5io 7gk 7gk 7gk 7gk 7h0 7h0 7h0 7h0 7h0 7h0 7t9 7t9 7um 7um 7um 7um 7um 7um 7um 81q 81q 81q 81q 81q 81q 81q 81q 8pp
Spoiler for AI3:
Hover over cards for details, click for permalink
Deck import code : [Select]
6qq 6qq 6qq 6qq 6ts 6ts 6ts 6ts 6u6 6u6 6u6 6u6 6u6 6u6 7ac 7ac 7ac 7an 7an 7an 7an 7an 7an 7bu 7q1 7q1 7q1 7q1 7q1 7q1 8ps
Spoiler for False God:
Hover over cards for details, click for permalink
Deck import code : [Select]
744 744 744 744 744 746 746 746 746 746 746 75m 75m 77k 77k 77k 77k 77k 77k 77l 77l 77l 77l 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7e4 7e4 7e4 7e4 7e4 7e4 7f2 7f2 7f2 7f2 7f2 7f2 7f2 7f2 7f2 8pm
Spoiler for Fatso:
Hover over cards for details, click for permalink
Deck import code : [Select]
5oi 5oi 5oi 5oi 5oi 71b 71b 71b 71b 71b 71b 7jo 7jo 7jo 7jo 7jo 7k2 7k2 7k2 7k6 7k6 7k6 7k6 7k6 7k6 7la 7la 7la 7la 7la 7la 7ms 7ms 7ms 7ms 7ms 7n5 7n5 7n5 7n5 7n5 7n5 7oe 7oe 7oe 7oe 8pk
Spoiler for ShardsofLamelessness:
Hover over cards for details, click for permalink
Deck import code : [Select]
6s6 6s6 6s6 6s6 6s6 7an 7an 7an 7an 7an 7an 7mt 7mt 7mt 7mt 7n2 7n2 7n2 7n2 7n2 7n5 7n5 7n5 7n5 7n5 7n5 7oe 7oe 7oe 7oe 7oe 7oe 8pn
« Last Edit: October 06, 2012, 08:56:15 am by Jenkar »
The madness is in each of us. Close your eyes, sing, and open your webbed wings to the silent winds.
Beautiful art : http://i.imgur.com/eUhyYCC.png

Offline Onizuka

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  • Onizuka hides under a Cloak.
  • Donuts!
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Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1002718#msg1002718
« Reply #10 on: September 25, 2012, 09:58:15 pm »




TASK II - Deckbuilding


Spoiler for Deck 1 - Halfbloods:


Spoiler for Deck 2 - AI3:


Spoiler for Deck 3 - False God:


Spoiler for Deck 4 - Fat Deck:


Spoiler for Shard Deck:



TASK III - Building the Game

Spoiler for Elemements the Game - version 1.32:


« Last Edit: September 25, 2012, 10:07:54 pm by Onizuka »
You're just as selfish as I am. You're just not as good at it yet.

Offline regen2k9

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  • regen2k9 is taking their first peeks out of the Antlion's burrow.regen2k9 is taking their first peeks out of the Antlion's burrow.
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Re: 6th Trials - Proving Your Worthiness (Submission Topic) https://elementscommunity.org/forum/index.php?topic=43688.msg1002727#msg1002727
« Reply #11 on: September 25, 2012, 10:47:26 pm »
IN PROGRESS (please do not judge yet)

Task I

Spoiler for Original Card: Shard of Focus:
Spoiler for New Card: Implode|Implode:
NAME:
Implode
ELEMENT:
Gravity
COST:
:gravity
TYPE:
Spell
ATK|HP:

TEXT:
Destroy target permanent.  Target creature gains +0/+10.
NAME:
Implode
ELEMENT:
Gravity
COST:
:gravity
TYPE:
Spell
ATK|HP:

TEXT:
Destroy target permanent.  Target creature gains +0/+15.

ART:
regen2k9 (original)
IDEA:
regen2k9
NOTES:
Shard of Focus is considered by many to be one of the most overpowered cards in the game right now.  Its objective was to give universal permanent control, since one of the most pressing issues for balance between elements is the lack of PC found within many elements.  However, other-based multi-use PC with additional beneficial effects turned out to be too powerful.

Why is SoFo OP?
It takes is one nova or three quantum towers to summon a first turn Shard of Focus.  Used on pillars, this could have the effect of a 3-turn extrapolated earthquake for 1 nova, or three deflagrations/explosions on a stick.  One part of SoFo's OP-ness is its versatility.  While deflagration can be used to target pillars, it is difficult to successfully pillartroll with it.  However, due to SoFo's multi-use dynamic and its ease of play, pillartrolling is easy with it.  Although it starts with only 1HP, it is extremely difficult to use CC on it when it is played first turn, especially in the unupped environment, and due to SoFo's other ability (gain +0/+15), it rarely stays at 1 HP for long enough to target with CC when you are ready to play it.  +0/+15 per ability use has remarkable synergy with gravity pull, which has the potential to turn SoFo from a three-time use card to a four to five-time use card.  Furthermore, SoFo's ability to turn into a black hole after its HP > 45 allows it to further quanta deny, and target rainbows which would otherwise be able to effectively counter SoFo-based decks.  Effectively, SoFo has two means of denial incorporated into one card with multi-use effects, CC resistance after the first turn, and a built-in buff mechanic.

Why implode as an alternative?
Implode|Implode was created so that the in-element PC issue could still be addressed, while the overpowered facets of SoFo - namely that it is reusable, and provides TWO other beneficial effects - were nerfed.  Due to Implode's in-element cost of 5 :gravity|4 :gravity and its spell nature, its first-turn use is moot.  Furthermore, its cost takes away its ease of splashability.  It still keeps with the gravity theme of large creatures though, and has natural synergy with gravity pull, acceleration, catapult, and gravity shield, bolstering gravity's in-element effectiveness.  This boosts gravity's mono potential as a whole, which is well-deserved considering that gravity is often seen as one of the more incomplete elements, and is UP in the unupped mono environment.

Is implode balanced?
For cost balance, compare this card to deflagration|explosion for 3 :fire|2 :fire, and heavy armor|plate armor for 1 :earth|1 :earth.  The armor effect is greater for implode|implode and it combines these two effects into one card, so the net cost is raised from 4-5 for the unupped version and 3-4 for the upped version.  Furthermore, as mentioned above, it is not easily splash-abused due to its cost.
LORE:
The discovery of the 12 shards of power left the elementals with the Shard of Focus in their possession.  It had the capability to destroy entire cities, decimating all in its wake, swallowing buildings whole as it grew and grew in size, until finally, it would implode into itself, its large mass becoming compressed into its core.  Its massive gravitational force pulled all that was left around it into oblivion, as the black hole created by the shard would destroy whatever the shard did not.  Only the gravity elementals truly understood this fearsome power.  To prevent its misuse, they surreptitiously stole the shard from the Mage's Keep during the 12th hour of the 7th cycle.  In the great forge of Czek-Dul, they melted the shard down into fragments, one bestowed to each of the gravity elementals, allowing them to use a small fraction of the shard's implosive power at their will.
SERIES:
6th Trials

Spoiler for Card with synergy: Relinquish|Relinquish:
NAME:
Relinquish
ELEMENT:
Death
COST:
3
TYPE:
Spell
ATK|HP:

TEXT:
Sacrifice target creature.  Each creature you control gains ATK proportional to the sacrificed creature's HP.
NAME:
Relinquish
ELEMENT:
Death
COST:
2
TYPE:
Spell
ATK|HP:

TEXT:
Sacrifice target creature.  Each creature you control gains ATK proportional to the sacrificed creature's HP.

ART:
regen2k9 (original)
IDEA:
regen2k9
NOTES:
"Sacrifice target creature" implies that the target is a creature you control.

The formula used to determine the attack gained by each creature you control is represented by a step function and is defined as follows:

ATK GAIN per creature = HP/(# of creatures you control), 0≤x≤10, rounded normally
                                       = HP/(4/3) * (# of creatures you control), 11≤x≤20, rounded normally
                                       = HP/(5/3) * (# of creatures you control), 21≤x≤30, rounded normally
                                       = HP/2 * (# of creatures you control), 31≤x≤40, rounded normally

                                       etc., with the coefficient in the denominator increasing by 1/3 for every 10 HP

The effect of the increasing coefficient can be observed here:
HP   | NET GAIN
5     | 5
15   | 11
25   | 15
35   | 18
45   | 19

Note: The number of creatures you control is the amount AFTER the sacrifice

For balance, the cost of the sacrifice creature is - effectively - part of the cost of this card.  Furthermore, any HP-boosting cards add to that cost.  This card has synergy with Implode because the HP buff given by implode can be used to target a creature.  With Implode targeting a 1hp creature, you can get a net gain of 8 atk for your other creatures (divided among those creatures) with this combo.  The effects are augmented for the upgraded version of implode.
SERIES:
6th Trials
« Last Edit: October 02, 2012, 06:27:40 pm by regen2k9 »
Walk towards the :light...

 

blarg: