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Offline AfdarentyTopic starter

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10th Trials - Phase 1 Voting: Card Design https://elementscommunity.org/forum/index.php?topic=62085.msg1234410#msg1234410
« on: June 01, 2016, 02:23:36 pm »
Phase 1 Voting - Card Design Tasks

Links to the other Phase 1 Voting threads:
10th Trials - Phase 1 Voting: Deckbuilding
10th Trials - Phase 1 Voting: Writing
10th Trials - Phase 1 Voting: Miscellaneous

This is your chance to choose your favourite Phase 1 Task submissions - the tasks with the most points will earn bonus points. You can submit 1 vote for each category of Phase 1 tasks, which are:
  • Deckbuilding
    • The Trials #2 Task, Waging War against the False Gods
    • The Trials #5 Task, Aiding your Allies
  • Writing
    • The Trials #1 Task, Mastering the Cards
    • The Trials #9 Task, Being a War Reporter
  • Card Design
    • The Trials #3 Task, Improving the Future
    • The Trials #4 Task, Shard Revolution
  • Miscellaneous
    • The Trials #6 Task, Building the Game
    • The Trials #8 Task, Starting your own Little War

Anyone who registered their accounts before the posting of the 10th Trials - Rules is eligible to vote. To vote, simply rank the submissions below, starting with 1 as best. You don't have to rank all the submissions, just rank the ones you think were good. Please be sure to include the username and task name while voting. Votes will be counted by the alternate voting system. (Here's a nifty video explaining it)

Spoiler for Example votes:
e.g. if the 5 submission for Task X were by Wyrm, Pegasus, Psion, Gargoyle and Lycanthrope:

1 - Wyrm - Task X
2 - Pegasus - Task X
3 - Psion - Task X
4 - Gargoyle - Task X
5 - Lycanthrope - Task X

This is a valid vote.

1 - Wyrm - Task X
2 - Pegasus - Task X
3 - Psion - Task X

This is valid. You can rank all the ones you thought were decent and just ignore the rest.

1 - Wyrm - Task X
4 - Pegasus - Task X
2 - Psion - Task X
3 - Gargoyle - Task X

This is valid; but please ensure that the ranks are in order so that we can easily count votes.

1 - Wyrm - Task X
2 - Pegasus - Task X
2 - Psion - Task X

This is invalid. Please don't tie votes.

3 - Wyrm - Task X
2 - Pegasus - Task X
4 - Psion - Task X

This is invalid, since there's no vote for 1st place. Please start voting at 1 and go up.

Please send your votes for the card design category by sending a forum PM to Zawadx, Physsion and Afdarenty with the title "Phase 1 Vote - Card Design".

Phase 1 voting will end in:
Phase 1 voting has ended!
« Last Edit: June 01, 2016, 02:39:05 pm by Afdarenty »

Offline AfdarentyTopic starter

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Re: 10th Trials - Phase 1 Voting: Card Design https://elementscommunity.org/forum/index.php?topic=62085.msg1234411#msg1234411
« Reply #1 on: June 01, 2016, 02:24:06 pm »
There were no submissions for the Trials #3 Task, Improving the Future.

     
Spoiler for Trials #4 Task, Shard Revolution:
         
Spoiler for ProBacon:

I feel that this card is balanced in two different ways. One being the increased cost. It is known that a creature who is immortal right off the bat costs more than if it would not be immortal. The other way this is balanced is the fact that you Silence yourself upon playing this card. Meaning it is meant to be the last card played during your turn, for as soon as you play it you are Silenced. The lore behind this is: that the reason you are Silenced is you are reading and gaining knowledge on how to make a stronger creature. You have to concentrate and take a turn to recover from your all nighter on how to make a better creature. This is good for Aether because it utilizes and combines two cards already in the game but the combo has a twist (the twist being you are Silenced). The combination of PU and Silence can add a whole new factor on how Aether could be played.
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6rp 6rp 6rp 6rp 6rp 6rp 808 808 808 808 808 808 80d 80d 80d 80d 80d 80d 80g 80g 80g 80g 80g 80g 81q 81q 81q 81q 81q 81q 8pu

*Note the Relics are the Shard Of Knowledge.
This utilizes the SoK by using only 11 Aether quanta to produce two 7 | 2 ‘s and one of them being immortal. It is more or less a rush with the Dims in there for you just in case you need time to get the cards you need to pull this off, plus since you can’t play a card the turn after you play SoK, it is good to have some protection while you wait to play again.
         
         
Spoiler for deuce22:
Task 4 – Shard Revolution
Shard of Smite
Cost: 5 :aether (4 upped)
Mass CC – strike all enemies for 1 + creatures/4
Explanation: Aether is a fairly complete element, but it could use a few more creatures (or not thanks to fractal), hard PC (psion and silence act as soft PC), and mass CC. This shard takes advantage of fractal, which is the elements strongest card. At 5 cost, you need at least 8 creatures on the field in order for it to be equivalent to RoF with the potential to do up to 6 damage to each creature with a full board.
Example deck:
Spoiler for Hidden:
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4t9 4t9 4t9 4t9 7dm 7dm 7ds 7ds 7ds 7ds 7ds 7ds 80i 80i 80i 80i 81q 81q 81q 81q 81q 81q 81q 81q 81q 81q 81q 81q 81q 81q 8po
         
         
Spoiler for Jenkar:
NAME:
Shard of Unity
ELEMENT:
Air
COST:
4 :air
TYPE:
Spell
ATK|HP:

TEXT:
Target gains :  All creature control targets this creature. Bounce to ally upon death or end of turn, heal 5 hp if :air
NAME:
Shard of Unity
ELEMENT:
Air
COST:
3 :air
TYPE:
Spell
ATK|HP:

TEXT:
Target gains :  All creature control targets this creature. Bounce to ally upon death or end of turn, heal 5 hp if :air

NOTES:
If all creatures die, the effect dissipates.
The bouncing is random.
Yes, this pulls all the cc it can from pandemonium, rain of fire, dry spell, thunderstorm, plague, retroviruses. Sequentially, if one of the effect kills it, it bounces and continues the rest of the effects that should have been applied on the new creature.

The theme behind was flocks, having a rotating leader. It heals as it rests at the back of the pack.
How it adds : without shard of freedom, air misses on a decent mean to protect its creatures. So here it is, CC protection. It benefits large swarms, or very bulky creatures, something that air is decent at. This also strengthens a possibility for a gravity or earth duos :D
Balancing : What the hell for the air bonus, hmm? Heal for thematic and strengthens the card. Quanta : 4, slightly lower than quintessence. It feels slightly weaker than that, because of the fact that it doesn't stop CC, just delays it (save for air). Might or might not need more balancing on the quanta cost or the healing.

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4sr 4sr 4sr 4t9 4t9 4t9 4t9 5li 5li 5li 5li 5lk 5lk 5lk 5lk 5oc 5oc 5oc 5oc 5oc 5oj 5oj 5oj 5oj 5oj 5oj 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 8pn

Stronger with the addition of the shard, as it protects the queen in masses, and the fireflies too. Pretty bulky.
         
         
Spoiler for Hyroen:
Shard


Possible Deck
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4t9 4t9 4t9 4t9 4t9 4t9 7k2 7k2 7ms 7ms 7ms 7ms 7ms 7ms 7mt 7mt 7mt 7mt 7mt 7mt 7mv 7mv 7mv 7mv 7mv 7mv 80d 80d 80d 80d 8pr

(Relics represent proposed Shard of Freedom.)





:air Air is undeniably an element of freedom and flexibility. Its creatures can take advantage of their freedom of movement to soar into the skies and deal extra damage. It is also however an element of relatively cheap cards with one of the most cost-effective 0-cost creature in Damselfly. This interpretation of freedom, in the ability to be able to cards at a whim is what inspired the shard presented. Its ability to decrease the cost of any card in one's hand to a minimum of 0 allows it to adopt cards of other elements with ease and play them freely as long as enough :air is collected. Furthermore, it also has the :entropy Nova ability to produce 1 of each quanta for the user. In this way, not only can it allow expensive cards to be played through its main effect, but cheaper cards as well through its secondary effect.

The version of Shard of Freedom currently in the game is an interesting interpretation of freedom, however, it is seen as one of the more overpowered shards and the way the percentage stacks (additively) has been seen as clunky and of poor design. The proposed Shard of Freedom is balanced keeping in mind its primary and secondary effects and so as to not overshadow Nova, whose ability to cooperate with the mulligan can be essential to many decks relying on it for its quanta-generating effects.
         
         
Spoiler for Timdood3:
Air has a running theme of being able to be used as both slow and fast decks, and Shard of Resonance fits into that theme by fitting into either one.  You can use the unupped version to pelt your opponent directly, or the upped version to kill off your opponent's creatures and control the match.  It also fits into Air mechanically because of its prerequisite for/synergy with CC.


Relevant note:  In its upgraded form, each shard will do its damage individually, meaning each can potentially hit different targets, and no damage will be assigned to a creature that died from another shard.

With multiple Shards, you can turn one Shockwave into two, one snipe into three, etc.  The low cost is warranted because it takes multiple shards to have much of an impact.  It deals its damage so slowly that if the cost was any higher, you'd be better of using Shockwave in just about any situation.  Compared to Shockwave, it will do its damage slower, but repeatably.  When used in tandem with repeatable CC (such as Eagle's Eye) or AoE (Thunderstorm, Unstable Gas), Shard of Resonance can take chunks out of your opponent or devastate his creatures, respectively.

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7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7n2 7n2 7n2 7n2 7n5 7n5 7n5 7n5 7n5 7n6 7n6 7n6 7n6 7n6 4t9 4t9 4t9 4t9 4t9 4t9 8po

Relic = Shard of Resonance.  They can be upgraded, unupgraded, or even a mix depending on what you expect to face.  It just depends where you want the damage going, really.
         
         
Spoiler for Fippe94:
Shard Revolution
NAME:
Shard of Decay
ELEMENT:
Death
COST:
6 :death
TYPE:
Permanent
ATK|HP:

TEXT:
:death :death : Put a decay counter on target permanent.
That permanent will be destroyed in one turn.
NAME:
Shard of Decay
ELEMENT:
Death
COST:
4 :death
TYPE:
Permanent
ATK|HP:

TEXT:
:death :death : Put a decay counter on target permanent.
That permanent will be destroyed in one turn.

ART:

IDEA:
Fippe94
NOTES:
Introducing PC for Death!

Now you can deal with those pesky weapons and shields.

Repeatable PC maybe feels strong, but it is after all on one turn delay, so your opponent will always get at least one turn use of it. This also means you cannot destroy sundials.

Stacking more of this on one permanent won't do anything, all counters are lost when it is destroyed. This also means you cannot use this to destroy more than one pillar from a stack per turn.

Deck using this:
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710 710 710 710 710 710 710 710 710 710 710 710 71a 71a 71u 71u 71u 71u 713 713 713 713 713 713 71b 71b 711 711 711 711 8pk

(Sacrifice = Decay)
As you can see, this isn't really a card you build your entire strategy, but rather a good support card to existing decks, especially in a meta were poison is banned.
SERIES:

         
         
Spoiler for theelkspeaks:
-Shard Revolution
-

The key idea behind this shard is to meet the :earth philosophy of bending without breaking.  Titanium Shield and its DR already reduce the damage you take, which does lower the percentage of the time this triggers, keeping it from getting too out of hand when an :earth player is dominating the board.  The relatively low amount of health healed compared to extreme creature board states, on the other hand, provides an opportunity for the opponent to simply bust your HP down to 0.
Deck:
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58s 58s 58s 58s 594 594 594 594 594 594 5l8 5l8 5l8 5l8 5l8 5l8 5lg 5lh 5li 5li 5li 5li 5lm 5lm 5lm 5lm 5lm 5lm 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 8pm
  This deck contains 6 Shard of Endurance in addition to the listed cards.  By playing Shard of Endurance in a relatively overquantaed SBLAD build, I can give myself other ways to survive long enough to build massive stone skin turns, and further increase the power of my healing cards like Miracle and Sanc.
         
         
Spoiler for iancudorinmarian:
Shard Revolution



     I haven't really decided on a name, so I'll just leave it like that. At first, Shard of Serendipity was a permanent, but Zanz implemented it as the spell we have today instead. I have thought about it to be a creature instead to make it more balanced. PC is a lot rarer than CC. To make up for the weakness to CC, I made it extremely cheap, but also downsized its instant value, converting it to over time value instead. The stats are also pretty poor to prevent it from being used as plain hitter instead of Abomination, for example.
     This shard is a good addition to entropy mainly because it fits the randomness theme, but it also buffs every deck that actually uses entropy, be it mono, duo, trio or rainbow. Apart from being usable in rush and midrange decks, it can also be used in control decks for card advantage. The current weakness of entropy is that most useful cards are actually quite expensive, so you have to decide which one of them you actually want to use. The most famous mono entropy deck is 6 Abominations, 5 Dragons, 4 Discords and rest pillars. This deck's main weakness is that it's not all that versatile overall. Not drawing Discords is also a big hit to this deck. With the addition of the new shard, now this deck has access to all the entropy cards with a single shard (if it doesn't get killed, of course), meaning it gets access to everything a deck needs: Creatures, CC and PC.

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4vc 4vc 4vc 4vc 4vc 4vc 4vc 4ve 4ve 4ve 4ve 4vl 4vl 4vl 500 500 500 50a 50a 50a 50a 50a 50a 50u 50u 50u 50u 50u 50u 50u 8pj

As opposed to the current Shard of Serendipity, this one does not have the restriction of being rainbow-only. It can be used to get a whole lot of entropy cards and overwhelm your opponent with an almost infinite card advantage.
         
         
Spoiler for RootRanger:

Explain how this card is a good addition to your Element. Good? This card is an overpowered addition to my Element. It's barely more expensive than Fire's PC and CC cards, but it draws you a card, which means it has no card slot cost. But even if it didn't draw a card, it would still be overpowered! It's not just that you can use this thing to kill creatures out of the range of Fire Bolt, such as Flying Titans. This card is still extremely useful against stalls, especially when combined with Fahrenheit. If they're hiding behind a bunch of SoDs which prevent you from killing them, you can negate their healing by destroying their Sanctuaries then beat away with Fahrenheit until they're in your killing range.
Explain how you have balanced the new Shard I haven't, actually. But you'll understand why, when you look at my next task.
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5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f4 5f4 5f4 5f4 5f4 5f4 5f5 5f5 5f7 5f7 5f8 5f8 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5lg 5li 5lm 5lm 5lm 5lm 5lm 5lm 7q9 7q9 7q9 7q9 7q9 7q9 Root Root Root Root Root Root 8pq

         
         
Spoiler for willng3:
NAME:
Shard of Creation
ELEMENT:
Life
COST:
4 :life
TYPE:
Permanent
ATK|HP:
N/A
TEXT:
Randomly add a copy of one of your creatures to your hand. Add 2 copies if the creature's element is :life.
NAME:
Shard of Creation
ELEMENT:
Life
COST:
3 :life
TYPE:
Permanent
ATK|HP:
N/A
TEXT:
Randomly add a copy of one of your creatures to your hand. Add 2 copies if the creature's element is :life.

ART:
Zanzarino
IDEA:
willng3
NOTES:
Renamed to fit better thematically.

So in case that's unclear, basically this shard randomly picks a creature on your side of the field and then adds a copy of it to your hand or 2 copies if the creature chosen is of the Life element. This effect occurs at the end of its user's turn. Ideally this effect would repeat for every copy of the shard that is on the field, effectively giving the player up to 6 different creatures each turn, but I'd be fine with the shard giving the player 6 (or potentially 12) copies of the same creature as well, since they'd be in the same permanent stack. Note that "a copy" refers to the creature in its original form; it will not copy over stat buffs or effects such as Adrenaline, Momentum or Liquid Shadow.

The functions of this card are effectively two fold. Firstly, it essentially does exactly what I think that "Mitosis" should have done from the beginning, which is to duplicate creatures without giving Life yet another reason why it, as a whole, is weak to creature control. It can be very difficult for Life to make use of Mitosis simply because its creatures have a hard time sticking around long enough for Mitosis to have any real game-changing effect when it, in my opinion, should essentially provide Life with the same kind of wall-breaking force that Fractal does for Aether. As a bonus, this card actually helps mitigate CC since it should usually be easy to simply replace the creature that was just killed, minus the buffs that had been applied. It is a tool for swarming, which Life really, really needs more of than Mitosis at this point. Secondly, it removes what I consider to be an unneeded source of healing from the element. This is not to say that SoG in its current form is completely useless, but I simply have never found it to be of anywhere near the same magnitude of usefulness as, say, Sanctuary. I believe that Life as a whole at this point has enough healing effects to work with and doesn't need a card like SoG and instead needs assets to make better use of the healing it already has. Specifically, I'm referring to Empathic/Feral Bond since currently both of those cards remain harder to use due to Life's weakness to CC as alluded to previously. Adding this card as another permanent control target is yet another benefit in this scenario.

Now, for balancing. To start with, I took Mitosis's cost and reapplied them to both forms of this shard. Ignoring the fact that shards seem to typically be priced as less costly than what I believe they should be balance-wise, I deducted one cost from both copies as personally I believe that Mitosis is also deserving of the same cost decrease in its current form. The Life bonus, while quite a bit more efficient in comparison to its usage with respect to non-Life creatures, is fair for 3 main reasons. Firstly, the user has no control of which creature is copied other than making sure that only one type of creature is on the field at a time. Secondly, replicating more Life creatures specifically may not be all that helpful considering that it doesn't really solve Life's problems when dealing with certain shields (looking at you, Dimensional Shield). Thirdly, as much of a benefit as two additional copies of cheap creatures may be, against decks that are heavy in quanta control, this tactic can backfire against the player massively. If the user is put into a situation where they are drawing to the point that their hand is full before the start of the next turn, then this means that they can effectively draw-lock themselves for the remainder of the game if they are not careful with how their cards are played. This type of tactic obviously helps versus Nightmare and Reverse Time/Eternity but becomes a huge liability when those cards drawn each turn don't help the situation at all.

Because this card can serve essentially the same role as Mitosis, it would be easy enough to simply make a deck and replace Mitosis with copies of this shard. But I'm going to be a bit more creative than that (pretend that SoG in this case is Shard of Creation):
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7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ae 7ae 7ae 7ae 7ae 7ae 7am 7am 7am 7am 7ba 7ba 7ba 7ba 7dm 7dm 7dm 7dm 8po

Now, it's still easy enough to say that this is just a standard Life rush with some healing and Explosion splash, but let's focus on where this would differ from a currently similar deck that would utilize Mitosis. I actually use a Mono-Life deck that is fundamentally similar to this that instead opts for Cockatrice, Mitosis, and Thorn Carapace over Giant Frog, SoC and Explosion. This deck addresses the weaknesses that that deck encounters by firstly ignoring most of the Giant Frogs' weakness to CC, which is the main reason why Elite Cockatrice would be used in a deck like this. Thorn Carapace mainly offers a way of dealing with opposing decks that block off most or all of your Cockatrice's damage while still chipping away at your HP with creatures that may become a serious threat if left alone. Explosion remedies that problem by giving the player a way of tearing down shields as needed, excluding Hope; I typically do not run Explosion in the current deck because it really needs all of the Life quanta that it can get. Explosion also serves as a fail-safe in the event that the player is put at risk of "draw-locking" themselves in a manner similar to what was described earlier. Feral Bond continues to serve the same purpose of keeping the player alive versus similarly fast decks while also ensuring that the player can stall out decks that don't rely on a great deal of damage and instead attempt to mitigate the player's damage. Lastly, SoC not only removes most of the Giant Frogs' weakness to CC, but also lets the player draw out some forms of permanent control that would otherwise be used to remove potentially lifesaving Feral Bonds from the field. It also generates creatures at a rate fast enough to where Feral Bond starts healing the player at an actual acceptable rate. Overall: faster setup, faster damage, faster healing, and more utility, but naturally these come with some drawbacks in exchange.
SERIES:

         
         
Spoiler for inthisroom:


NAME:
Shard of Twinkle
ELEMENT:
Light
COST:
4 :light
TYPE:
Spell
ATK|HP:

TEXT:
Replace any friendly target creature's ability with the ability to endow a weapon.
NAME:
Shard of Twinkle
ELEMENT:
Light
COST:
3 :light
TYPE:
Spell
ATK|HP:

TEXT:
Replace any friendly target creature's ability with the ability to endow a weapon.

NOTES:
A theme already present in Light that would give the Element more speed and versatility, also it wouldn't make it overpowered at all.

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7jo 7jo 7jo 7jo 7jo 7jo 7jp 7jp 7jp 7jp 7jp 7jp 7jq 7jq 7jq 7km 7km 7km 7km 7km 7km 7la 7la 7la 7t8 7t8 7tb 7tb 7tb 7tb 8pt

         
         
Spoiler for DoubleCapitals:
NAME:
Shard of Longevity
ELEMENT:
Time
COST:
1 :time
TYPE:
Creature
ATK|HP:
0 | 6
TEXT:
Enters the game poisoned. Upon death, gain X :time and X Max HP (X: Number of turns this creature survives)
NAME:
Shard of Longevity
ELEMENT:
Time
COST:
2 :time
TYPE:
Creature
ATK|HP:
0 | 6
TEXT:
Enters the game poisoned. Upon death, gain 2X :time and 2X Max HP (X: Number of turns this creature survives)

ART:
None
IDEA:
DoubleCapitals
NOTES:
Trials #10 Submission -

Symbolism (ie. why it would be a fit for the element): The :time elementals rarely use brute force to defeat their foes; while alone they tend to be limited in effectiveness, their cards has been used in many other famous decks, for example in slow but steady damage (dune scorpions), board control (pharaohs) or simply avoiding the conflict altogether (Eternity-based deckouts). Simply put, they alter the flow of the game to their advantage. This card rewards patience; used in the right hands it demonstrates the resilience of :time as everything else mortal fades away.....

Balance: So initially I was looking on how OP this might be when I realize my problem would be largely of the exact opposite - the quanta and Hp gain would be well, obtained at a very late stage and it would take 12 turns (of survival!) to beat SoD in terms of effectiveness. Hence I threw in a really low quanta cost. Semi-high Hp so it doesn't get one shot but not so high that you wouldn't be able to kill it when you actually want to. 6 was a nice number since it does prevent SoL/RagePot exploits to an extent. Probably the most OP combination would be to pair it with Fractal, but even then its effects would be erm, delayed. Pairs well with Miracle, nice cheap fodder for immo (albeit not so much better), and good for decks with some :time splash.

Sample deck (SoRs as SoLs - Time/Light Stall)
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7jp 7ju 7ju 7ju 7ju 7k2 7k2 7km 7km 7km 7km 7km 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q3 7q3 7q5 7q5 7q5 7q5 7q8 7q8 7q9 7q9 7q9 7q9 7q9 7q9 7qu 7qu 7qu 7qu 7qu 7qu 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 8pq

SERIES:

         
     

 

blarg: Zawadx,Physsion,Afdarenty,Hyroen