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Offline ZephyrPhantomTopic starter

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Round 3: Aeolus Orb | Aeolus Core https://elementscommunity.org/forum/index.php?topic=36974.msg464278#msg464278
« on: February 25, 2012, 07:38:38 am »
Round 3:
To garner true creativity, I looked to the winds....

NAME:
Aeolus Orb
ELEMENT:
Air
COST:
2 :air
TYPE:
Creature
ATK|HP:
0 | 0
TEXT:
When played, both players redraw their hands. Generates 1 mark quantum when a card is added to your hand.
NAME:
Aeolus Core
ELEMENT:
Air
COST:
3 :air
TYPE:
Creature
ATK|HP:
0 | 0
TEXT:
When played, both players redraw their hands. Generates 1 mark quantum when a card is added to a player's hand.
ART:
http://imageplay.net/img/tya22257088/768338_electricity_3.png , Provided by Kuroaitou
IDEA:
Zblader
NOTES:
Fortune
Inspiration will come today, but don't hold your breath.
Exhale quickly, though. Hold it too long and you'll be feeling blue.

Restrictions
  • The NAME of one of the cards needs to start and end with a vowel (the vowel doesn’t need to be the same - examples: "Eagle's Eye", "Avian Sorcery", "Igloo".). 'Y' acts as a vowel.
  • The COST of your UPGRADED card has to be a factor of your previous round’s votes, unless it was a prime number. (Example: If you got 20 votes on your last cards, the cost of your current card must be 1, 2, 4, 5, 10, or 20 – if it was a prime number such as 17, this rule can be ignored.)
  • If the card is a creature, it must be from one of the following elements: :aether, :darkness, :light, :air:underworld
  • If the card is a permanent, it must be from one of the following elements: :earth, :fire, :entropy, :water
  • If the card is a spell, it must be from one of the following elements: :life, :gravity, :death, :time
  • Costs are 4,5, and 6 are banned due to Absol's curse.

Mechanical and Balancing Notes
The effect triggers when played.

'Redrawing a hand' means that a player will send cards from his/her hand are sent back into the deck and draw that many cards. The card triggers when any card is added to your hand through drawing, hourglasses, etc...

Cost reasoning:
Most likely 'ideal' hand is 7 quanta unupped, 14 quanta upped. (Having your hand be 7 and your enemy hand be 8 is unlikely even with Nightmare and SoB.)
7-1 = 6 Net
14-2 = 12 Net
Nova Generates 12 net quantum.
[8/1.5]-1.5=6.5 net quantum for 0 :underworld , 1 card
SNova generates 22 net quantum (2 Entropy is used for casting)
[22/1.5] - 1.5 = 13.1 Net gain for ~3 :underworld (2 :Entropy + 1 Upgrade) + 1 card.

Balancing:
Cost = ATK + HP modifier + Ability + Bonus
ATK : +0
HP : -2 (0)
Ability: +2-3 (Mulligan for both players) + 1 (Pillar and potential Combo Output(2), but only if buffed with a non-:air card(-1)) +0 (Nova-like initial output)
Bonus : None
Final Cost : 2-3

Upgraded:
ATK : +0
HP : -2 (1-5)
Ability: +2 (Mulligan) + 2-3 (Double Pillar + Potential Combo Output(3-4), but only if buffed with a non-:air card (-1)) + 3 (SNova-like initial output)
Bonus : -1 or -2 Upgrade
Final Cost : 3-4

Meta Notes
This card fills a quantum acceleration niche for Air - Wyrms are often noted as being expensive to maintain by other players in a mono - :air , which this card would help support by allowing players to play more Wyrms early while keeping the other ones using Dive. It avoids conflicting with Dragonfly because Dragonfly's damage and lower (free when upgraded) cost make it more useful in Sky Blitz OTK or Immolation decks, while this card prefers a more early to mid quantum acceleration and shuffle instead of a hard-set speed of rush or stall/dominate and needs a buff unlike Dragonfly's already given 1 | 1 / 2 | 1 .

The player can buff this card to turn it into a dual quantum producer if he desires, though focusing a deck around exploiting both effects will require a group of carefully selected elements or be the main focus/combo of the deck. Either effect functions well alone - both versions can be played like Immolation or Nova in a mono (like both it has a restriction on chaining through shuffling your hand) in a mono - :air while duo decks can buff the card to accelerate production for a more expensive element such as :light or :aether .
In trios or quartets, this card could be used to accelerate mark production for more costly cards while pillars/pends focus on the other elements that are not as predominant.
For rainbows, it can be used as a simple mulligan for a rainbow that favors a certain element, with Supernova and this card's restrictions combining to limit the combo from becoming broken (you can redraw SNs, but you can't play them on the same turn unless you're risking a Singularity.) On the other hand. this card could be used to exchange late game 'dead' SNs for more useful cards when you have enough quantum.
Thematic Notes
Aeolus (http://en.wikipedia.org/wiki/Aeolus) is the Greek God of Winds in popular mythology. While the winds can have a strong impact, all windstorms must settle down eventually and die, as this card shows. However, given the proper freedom and possibilities it will build up into a strong force.

I chose to represent this card as an :air card as it requires something to present to create a strong 'impact' (if there are no cards/outside forces present in hand, there's not much a windstorm will do).  If the player however decides the build the windstorm, he will be rewarded with a powerful force (lots of quantum from generation - perfect for getting all the creatures needed for a Sky Blitz out.)

Summary/Conclusion
Overall, Aeolus Orb is a flexible card with a wide amount of synergies ingame that would give one of the less 'Complete' Elements a rather durable boost in variety and strength. It is also a worthy and effective addition to Air's arsenal that represents its theme well while avoiding conflicts with other cards.
SERIES:
Round 2:
Let the hindrance given to me by the Ghost tangle me not.

NAME:
Ensnare
ELEMENT:
Life
COST:
2 :life
TYPE:
Spell
ATK|HP:
TEXT:
Target permanent is snared (disabled) for 3 turns.  A player may take 5 damage to remove a snare.
NAME:
Mass Ensnare
ELEMENT:
Life
COST:
4 :life
TYPE:
Spell
ATK|HP:
TEXT:
Target player's permanents are snared (disabled) for 2 turns.  A player may take 5 damage to remove a snare.
ART:
http://www.sxc.hu/pic/m/m/mo/mordoc/463412_spider_web.jpg , Provided by Kuroaitou
IDEA:
Zblader
NOTES:
Today is a great day to be alive!
You'll be able to push away what holds you down, if you use a burst of energy!

Snares are represented by a web overlaid over the permanent(s) affected. It acts similar to delay, except that your opponent can click on a snare to remove it completely for 5 damage. As a result, when upgraded it can result in a lot of permanents denied if your opponent isn't willing to risk the damage. Unupgraded it is a cheap soft PC for Life that gives the opponent an option to remove it for some damage. Both versions help to give Life a much needed card to deal with Permanents.

If a pillar stack is snared, the entire stack is delayed. (5 damage isn't much to reactivate the stack in most cases.)
SERIES:

Round 1:
Revived from the world of spirits, I carefully craft my combatant from the materials I have been given. Will I stand victorious against the opponent, or fail and become a Spectre once more?

NAME:
Gemini Dace
ELEMENT:
Aether
COST:
5 :aether
TYPE:
Creature
ATK|HP:
3 | 3
TEXT:
Creates a twin of itself when it comes into play.
Duality - Dace experiences the reverse of its twin.
NAME:
Gemini Dace
ELEMENT:
Aether
COST:
5 :aether
TYPE:
Creature
ATK|HP:
4 | 4
TEXT:
Creates a twin of itself when it comes into play.
Duality - Dace experiences the reverse of its twin.
ART:
http://www.sxc.hu/pic/m/m/mi/mineiove/1190220_taichi_fish.jpg
IDEA:
Zblader
NOTES:
Today, the world will seem just out of reach.
Half of you will feel in touch with the world today, while your other half may feel out of place.  Try to balance both sides out.

A Da (http://en.wikipedia.org/wiki/Dace)ce (http://en.wikipedia.org/wiki/Dace) is a type of fish that comes in many species. Some daces like the Maopa Dace (http://en.wikipedia.org/wiki/Moapa_coriacea) have a yellowish tint, while others like the Eurasian dace (http://en.wikipedia.org/wiki/Leuciscus) have a more reddish tint to their fins.
Twins and Duality link to the astrological interpretation of Gemini (http://en.wikipedia.org/wiki/Gemini_%28astrology%29) as an 'opposing element' or 'split personality' concept (as implied by the Yinyang in the image)

Gemini Dace 'twins' would be indicated by a passive called Twin (#), with the # referring to the corresponding daces.

Opposing effects are:
Damage - Healing
Stat Increases - Stat Decreases
Adrenaline - Delay (If one dace receives Adrenaline, the other receives 3 turns of delay. Any amount of delay on one dace automatically gives the other Adrenaline)
Freeze - Rage Potion (Freezing as opposed to heating up.)
Poison - Purify
Reverse Time - Quintessence (Being Permanent as opposed to being temporary)
Momentum - Mutation (Setting a conisistent direction vs. going off on a tangent. Mutant retains it's twin passive.)
Gravity Pull - Dive (Bring forced to the ground as opposed to being able to rise. Daces do not have airborne.)

Using Twin Universe or Mitosis on a Dace causes another "twin" dace to spawn along with the new dace.

If one dace is killed, the other one loses the Twin passive.

The reason I chose this card's Element to be Aether is because I feel it reflects the theme of duplicity and duality the best (as shown by it's use of Twin Universe and Mindgate) and thus representing the theme of Gemini well. In additon, it's combined ATK value of 6 | 8 helps it to fill in a midhitter niche that Aether is somewhat lacking in (especially when unupgraded; there are no creatures in between the 4 ATK Phase Spiders and Immortals vs the costly Phase Dragons to help balance damage output in a mono-Aether deck).

Overall, both versions serve as a potential mid-swarmer that is somewhat resistant to CC in exchange for taking up more space on the field.
SERIES:

Offline ZephyrPhantomTopic starter

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Re: Round 2: Ensnare | Mass Ensnare https://elementscommunity.org/forum/index.php?topic=36974.msg467382#msg467382
« Reply #1 on: March 04, 2012, 11:42:49 pm »
Round 2 card has been posted!

All feedback is appreciated. :)

Offline Jenkar

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Re: Round 2: Ensnare | Mass Ensnare https://elementscommunity.org/forum/index.php?topic=36974.msg467700#msg467700
« Reply #2 on: March 05, 2012, 01:19:06 pm »
I like it. An excellent attempt, imo, at giving life soft pc.
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 jippy99

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Re: Round 2: Ensnare | Mass Ensnare https://elementscommunity.org/forum/index.php?topic=36974.msg468971#msg468971
« Reply #3 on: March 09, 2012, 04:43:18 am »
I really like this card and its idea.  For the upped version, would you have to pay 5 hp to remove all of the snares or each individual snare?
Think you got what it takes?  Test out your skills in some Tournaments! http://elementscommunity.org/forum/index.php/board,77.0.html

Offline ZephyrPhantomTopic starter

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Re: Round 2: Ensnare | Mass Ensnare https://elementscommunity.org/forum/index.php?topic=36974.msg468972#msg468972
« Reply #4 on: March 09, 2012, 04:45:44 am »
I really like this card and its idea.  For the upped version, would you have to pay 5 hp to remove all of the snares or each individual snare?
You have to pay 5 HP to remove each individual snare.

Offline ZephyrPhantomTopic starter

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Re: Round 3: Aeolus Orb | Aeolus Core https://elementscommunity.org/forum/index.php?topic=36974.msg471912#msg471912
« Reply #5 on: March 18, 2012, 04:58:38 am »
Round 3 Submission up!

Feedback is greatly appreciated for this round - if you have any ideas on what you think can improve the card, feel free to post! :)

 

anything
blarg: