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Offline furballdnTopic starter

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  • furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.furballdn is a mythical and divine giver of immortality, one of the Turquoise Nymphs.
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  • Awards: Epic 3 Card Winner - Clockwork GolemBest Recruiter of FriendsBest JournalistBest Chat PainterBattle - Slayer of The Great ChimeraBest Crafted Relic of Other
"Epic" 3 card submission https://elementscommunity.org/forum/index.php?topic=47268.msg1046471#msg1046471
« on: February 28, 2013, 01:37:06 am »
NAME:
Mysterious Vial
ELEMENT:
Water
COST:
5 :water
TYPE:
Spell
ATK|HP:

TEXT:
A random alchemy spell is cast.
NAME:
Mysterious Vial
ELEMENT:
Water
COST:
4 :water
TYPE:
Spell
ATK|HP:

TEXT:
A random alchemy spell is cast.

ART:
AKarmine
IDEA:
furballdn
NOTES:
Contrary to what it says, Nymph's Tears is an effect that cannot be chosen. When this spell is cast, it is treated as the player having played a random alchemy spell. If it is Unstable Gas, Black Hole, Luciferin or Precognition, the effect will be activated instantly and treated normally. Otherwise, a targetting reticule will appear for all targettable creatures on the field and when cast, they may be affected with either Quintessence, Liquid Shadow, Aflatoxin, Basilisk Blood, Antimatter, Rage Potion (Elixir if upped), or Adrenaline. If the spell is a targetting one and the player cancels the action, the card and quanta will not be refunded to prevent abuse. Synergizes with mono water, splashes, rainbows, and fun decks that like randomness.
SERIES:


NAME:
Clockwork Golem
ELEMENT:
Time
COST:
4 :time
TYPE:
Creature
ATK|HP:
8 | 4
TEXT:
Attack is halved every turn.
:gravity :gravity : Wind
Attack is returned to full.
NAME:
Minor Clockwork Golem
ELEMENT:
Time
COST:
1 :time
TYPE:
Creature
ATK|HP:
4 | 4
TEXT:
Attack is halved every turn.
:gravity : Wind
Attack is returned to full.

ART:
stevemur
IDEA:
furballdn
NOTES:
I've wanted to make a decaying time creature for a long time. Time has RT and Eternity, but not many synergies within itself to make use of it. Additionally, the gears in the art make me envision a type of powerful naturalistic looking golem that still must be wound in order to keep it in tip-top shape. Otherwise, it decays with time.

Mechanically speaking, Attack is rounded down when halved after attacking. The attack-halving is passive and cannot be lobotomized while it's Wind ability is Active and can be removed. When attack is dropped, it's max ATK doesn't. If a Clockwork Golem gets a blessing, it will be 11|7 which will turn to 5|7 after attacking, and 2|7 after that. If a blessed golem winds, it will return to 11 ATK since blessing increases the max ATK of a creature. I tried to balance it around Phase Recluse and Flesh recluse and Minor Phoenix in terms of burst fractal damage. I think it's fine since their attack will quickly drop. Even when supplied with constant quanta, the unupped is 3 cards + 4 :time for a 8|4 creature, pretty balanced. The unupped is 2 cards + 1 :time + upgrade for 4|4 so that should be fine as well. Mono time can use these with RT for a renewable creature that always comes out powerful (who really RTs deja vu?) Of course, once ATK hits 0, 0 divided by 2 is still 0.
SERIES:


NAME:
Temporary Shelter
ELEMENT:
Life
COST:
3 :life
TYPE:
Permanent
ATK|HP:

TEXT:
All your creatures without a skill gain the ability:
Rest: Do not attack to gain 2HP for each shelter.
NAME:
Temporary Shelter
ELEMENT:
Life
COST:
2 :life
TYPE:
Permanent
ATK|HP:

TEXT:
All your creatures without a skill gain the ability:
Rest: Do not attack to gain 2HP for each shelter.

ART:
Robin Halioua
IDEA:
furballdn
NOTES:
"It is an advantage to choose the time and place for battle. In this way you know when and where the battle will take place, while your enemy does not. Encourage your enemy to expend his energy in futile quests while you conserve your strength. When he is exhausted and confused, you attack with energy and purpose. The idea is to have your troops well-prepared for battle, in the same time that the enemy is rushing to fight against you. This will give your troops a huge advantage in the upcoming battle, of which you will get to select the time and place"-The fourth strategem

First gut instinct told me that the picture was a temporary reprieve, a simple solace that shines out when times are hard, or overly passive.

All vanilla creatures gain the ability Rest, an active skill with 0 cost that can be activated. When a creature uses Rest, they do not attack that turn and permanently gain hp. If there are no Temporary Shelters on your side of the field, creatures will lose the Rest ability. This is a bit inspired by SoP and Purify as well as other Life ideas. This capitalizes upon Life's huge cache of vanilla creatures as well as their fragility. No more will fire shields, spine shields, bone bucklers, or rains of fire wipe out the forest. By carefully preparing, the forest roars out with well rested and anxious creatures.

This helps counter wings, dimensional shield, antimatter, and CC. If in the future giving cards becomes a feature, this can also be given to the opponent to deny them of vanilla creatures lest they waste a PC card to get rid of it.

This also stacks. For each Temporary Shelter, any creature that Rests gains 2X HP where X is the number of shelters on the side of the field.
SERIES:

« Last Edit: February 28, 2013, 02:05:15 am by furballdn »

 

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