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Offline mathman101Topic starter

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Round 6: Crumpled Extrovert | Crumpled Extrovert https://elementscommunity.org/forum/index.php?topic=62216.msg1236601#msg1236601
« on: July 01, 2016, 08:41:20 pm »
NAME:
Crumpled Extrovert
ELEMENT:
Darkness
COST:
3 :darkness
TYPE:
Creature
ATK | HP:
4 | 1
TEXT:
Lose 1 HP each turn.
 :life : Breath of Life
Crumpled Extrovert gains +0/+2
NAME:
Crumpled Extrovert
ELEMENT:
Darkness
COST:
5 :darkness
TYPE:
Creature
ATK | HP:
6 | 1
TEXT:
Lose 1 HP each turn.
 :life : Growth
Crumpled Extrovert gains  +2/+2

ART:
Here
IDEA:
mathman101
NOTES:

  • An extrovert is someone who is outgoing and does not recede into their own little world. If someone is crumpled they are collapsing in on themselves and not willing to be open and as outgoing as before. The cumpling (loss of HP each turn) can be counter active to the Extroverts natural instincts to be outgoing (growth by gaining HP and ATK.)
  • This fits well into darkness, as the Extrovert has his own inner demons or troubles causing him to destroy himself slowly.
  • This card is limited in that it must be buffed immediately to survive, or it will kill itself.
  • The loss of hp is applied at the end of the turn(after attack), like poison. If adrenaline is applied, it will lose health that much faster.
  • Text was copied to follow the same pattern as Forest Spirit and Lava Golem. (Card name gains +x/+x)
  • Bracken Voidspark character ruleset was used.


  • When looking at balancing and card text, Lava Golem, Forest Spirit, Gargoyle, Black Dragon, and Spark:
    • 5 :fire for a 5|1 creature with growth (1 :earth for +2|+2).
    • 2 :life for a 1|1 creature with Growth (1 :water for +2|+2).
    • 5 :darkness for a 5|3 creature with a 1 time 1 :earth ability to increase hp by 20.
    • 10 :darkness for a 10|5 vanilla creature.
    • 0 cost for a 3|0 vanilla creature.


  • The thought process for balancing this card was:
    • Starting base is similar to health and attack of Lava Golem (use attack value as start -> cost 4)
    • Ability has potential to heighten health out of CC damage range (increase cost 4 -> 5)
    • Creature will die the turn it is played unless buffed (lower cost 5 -> 3)
  • For the Upgraded Card:
    • Adding +2 to the attack should not warrant a cost change (based on Gargoyle and Lava Golem)
    • Adding the Growth ability to boost both attack and health (increase cost 3 -> 5)



SERIES:
mathman's CDW #3 ideas



Spoiler for Round 2:
Won 11-2 vs rob77dp

NAME:
Spiritual Finder
ELEMENT:
Life
COST:
6 :life
TYPE:
Spell
ATK | HP:

TEXT:
The bottommost creature in your deck is played on the field. If it is a :life creature, add a copy to your hand.
NAME:
Spiritual Finder
ELEMENT:
Life
COST:
5 :life
TYPE:
Spell
ATK | HP:

TEXT:
The bottommost creature in your deck is played on the field. If it is a :life creature, add a copy to your hand.

ART:
Here
IDEA:
mathman101
NOTES:
  • It is believed by some that the eyes are the gateway to the soul or a person's spirit. Also some believe that every spirit has an associated animal or creature guiding it along their path. This card rely's on finding that spirit animal (creature) and bringing them forth to be seen (played on the field).
  • When trying to balance the drawing capability I looked at Precog, HG, SoBr, and Sundial.
    • 4 :time to play permanent, and 2 :time additionally for each draw of the current top card.
    • 2 :time for a one time draw of top card.
    • 2 :fire for a one time draw of 2(3) cards for both you and your opponent.
    • 1 :time and then 1 :light to draw top card from your deck.

  • The Thought process for quanta cost was:
    • This spell will bring one time a card from the bottom of your deck. (raise the cost from 2->3)
    • This card will instantly play that card. (raise the cost from 3->5)
    • This card only finds creatures, instead of permanents or spells. (raise the cost from 5->6)

  • This fits the Life theme as it relies on moving creatures from your deck to your field, for fast attack or stalling with Ebonds.
  • The creature from the bottom of the deck is drawn from the deck and immediately played. i.e. it is removed from the deck.

SERIES:
mathman's CDW #3 ideas



Spoiler for Round 3:
Won 10-6 vs dawn to dusk

NAME:
Tuning Pitch
ELEMENT:
Water
COST:
4 :water
TYPE:
Spell
ATK | HP:

TEXT:
Equalize your own quanta pools.
NAME:
Tuning Pitch
ELEMENT:
Water
COST:
5 :water
TYPE:
Spell
ATK | HP:

TEXT:
Equalize all quanta between both players quanta pools.

ART:
Here
IDEA:
mathman101
NOTES:
  • Tuning a bell when it is made is very important to correctly identify it has the proper sound pitch required. When tuning the bell it's frequency of sound waves are equalizing to a predetermined amount needed for the correct sound. In this case when the bell is tuned(spell is played), the frequency is equalized(quanta pools equalize).

  • When trying to balance the quanta disturbance and redistribution I looked at Discord, Black Hole, Devourer.
    • 3 :entropy to play permanent, 4 damage, and will redistribute up to 9 quanta. (Heavily looked at this post for quanta redistribution balancing)
    • 4 :gravity for a one time reduction of 3 quanta per element AND healing hp per amount of quanta stolen.
    • 2 :darkness for a 0|2 creature (potential for buffing) that drains 1 quanta per turn AND adds darkness quanta to own pool.

  • The thought process for quanta cost was:
    • This spell will disturb quanta pools non-randomly. (raise the cost from 3->4)
    • This card does not deal any damage or healing. (decrease the cost from 4->3)
    • This card will redistribute more than 9 quanta when it is played. (raise the cost from 3->4)
    • The upped disturbs both players quanta. (raise cost 1 above unupped)

  • This fits the Water theme as it fits the support style very nicely. It may not be effective in a mono(next to useless), but vs discord or even in a duo, trio or rainbow this could prove really effective.
  • The redistribution of quanta occurs after the quanta has been spent for this card.
  • This will only affect elements that currently have 1 or more quanta in the pool. it will NOT affect elements that have 0 quanta in the pool.
  • Ex. if you have 54 :water quanta and 2 :life quanta, after the unupped spell is played you would have 54+2-4(cost of spell)=52 quanta split between :life and :water. Thus 26 quanta in each of those 2 pools. Works the same for upped, you opponent has quanta in :darkness and :entropy, and you have quanta in :water and :earth then the quanta will be split equally between your opponents :darkness :entropy and your :water :earth.
  • In the case of an fractional amount divided the extra quanta will first go to the element that originally had the greatest amount. Ex. 12 :aether, 5 :air 7 :water would then become 12+5+7-4=20 total, 7 :aether, 7 :water, 6 :air.

SERIES:
mathman's CDW #3 ideas



Spoiler for Round 4:
Loss 7-9 vs Aves

NAME:
Shifting Shapes
ELEMENT:
Entropy
COST:
3 :entropy
TYPE:
Permanent
ATK | HP:

TEXT:
:aether  : Move to and destroy target non stacking permanent. Lasts 2 turns if unmoved.
NAME:
Shifting Shapes
ELEMENT:
Entropy
COST:
4 :entropy
TYPE:
Permanent
ATK | HP:

TEXT:
:aether : Move to and destroy target permanent. Lasts 2 turns if unmoved.

ART:
Here
IDEA:
mathman101
NOTES:

  • Shifting shapes is when shapes or objects change shape or appearance to another form. Like the image the red sphere appears to have shifted (or currently shifting into) the set of grey shards of glass like substance. This permanent cannot directly shift into another card, but it can appear to have shifted by destroying and replacing the targeted permanent.

  • When trying to balance the PC portion I looked at Pulverizer, Deflag, and Butterfly Effect.
    • 4 :earth to play permanent, and 4 damage, and 3 :gravity each turn to destroy 1 permanent.
    • 3 :fire for a one time destruction of any permanent.
    • 5 :entropy for a 3 :entropy  ability on a creature (potential for buffing/CC) that can destroy 1 permanent each turn.

  • The Thought process for quanta cost was:
    • This permanent does not deal direct attack damage. (decrease the cost from 4->3)
    • This permanent ability costs off element quanta, but can easily be played due to nova in-element spell. (increase the cost from 3->4)
    • This permanent will be a one use, unless the opponent has the quanta to use and destroy 1 of your permanents. (decrease the cost from 4->3)
    • Upgraded additionally allows for targeting stacking permanents (pillars, pends, SoG, SoP, BW, etc). (increase the upped cost 1 above unupped)


  • This fits the Entropy theme as entropy is about randomness and changing (or shifting) substances. This card is about changing its shape by destroying a target and taking it's place in line.
  • Aether was used as the off element for ability use, as this represents aether in a way of shifting shape or phase for itself.
  • The destruction of the targeted non-stacking permanent and the moving to permanents spot happen simultaneously.
  • If this is used on a shield or weapon, then both are destroyed since this may not occupy a weapon or shield permanent slot.
  • "Lasts 2 turns if unmoved" refers to destroying itself (like sundial, or cloak) after 2 turns it has not been activated and moved.
  • The upgraded may target stacking permanents, however it will not destroy the whole stack (would be OP with pillars). Instead it will destroy 1 off the stack and destroy itself if it cannot move into the place the stack is (as in if this was not the last pillar in the stack).

SERIES:
mathman's CDW #3 ideas

Spoiler for Round 5:
Tied for 1st 5-5-3-2 vs Linkcat, Silver Emerald, russianspy1234

NAME:
Divine Orb
ELEMENT:
Light
COST:
3 :light
TYPE:
Permanent
ATK | HP:

TEXT:
Whenever your max HP is changed, heal all creatures to full health.
NAME:
Divine Orb
ELEMENT:
Light
COST:
2 :light
TYPE:
Permanent
ATK | HP:

TEXT:
Whenever your max HP is changed, heal all creatures to full health.

ART:
Here
IDEA:
mathman101
NOTES:

  • A divine orb is something wonderful and amazing. This image shows what appears to be a drop of sunlight, or an orb radiating pure energy all around it.
  • This synergizes with Bloodlust a card created by Hyroen in R1.
  • This card states that whenever max HP is changed, thus it will take effect from Stone Skin, Shard of Divinity, Bloodlust, and also Shard of Void.


SERIES:
mathman's CDW #3 ideas
« Last Edit: July 31, 2016, 08:13:16 pm by mathman101 »
something....something....something.....

Offline Mr Muffin

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Re: Round 2: Spiritual Finder | Spiritual Finder https://elementscommunity.org/forum/index.php?topic=62216.msg1236602#msg1236602
« Reply #1 on: July 01, 2016, 09:17:29 pm »
I'm thinking that you only need one emerald (even better with jade) dragon in your deck and you can play it cheaply with this card whenever you have this card. So to me it could be abused by making emerald/jade dragons spammable. Actually you could do this with any big expensive attacker just by adding one in your deck and having no other creatures.

Offline Espithel

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Re: Round 2: Spiritual Finder | Spiritual Finder https://elementscommunity.org/forum/index.php?topic=62216.msg1236786#msg1236786
« Reply #2 on: July 03, 2016, 02:43:42 am »
I'm thinking that you only need one emerald (even better with jade) dragon in your deck and you can play it cheaply with this card whenever you have this card.

It's implied that the card is removed from the deck.

Offline mathman101Topic starter

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Re: Round 2: Spiritual Finder | Spiritual Finder https://elementscommunity.org/forum/index.php?topic=62216.msg1236793#msg1236793
« Reply #3 on: July 03, 2016, 03:15:38 am »
I'm thinking that you only need one emerald (even better with jade) dragon in your deck and you can play it cheaply with this card whenever you have this card.

It's implied that the card is removed from the deck.

Yes, that was exactly how it was implied to be. I have added that into the notes to make it more clear.
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Offline Mr Muffin

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Re: Round 2: Spiritual Finder | Spiritual Finder https://elementscommunity.org/forum/index.php?topic=62216.msg1236822#msg1236822
« Reply #4 on: July 03, 2016, 11:18:32 pm »
Ok, but with life dragons you will still have a dragon in your deck because of the copy in your hand. Unless it doesn't work for cards in the seen portion of your deck. But you could still play other dragons cheaply if you added more of them to your deck.

Offline mathman101Topic starter

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Re: Round 3: Tuning Pitch | Tuning Pitch https://elementscommunity.org/forum/index.php?topic=62216.msg1237393#msg1237393
« Reply #5 on: July 11, 2016, 04:27:01 am »
REMEMBER: Use the same thread for Round 3 Submissions as your Round 1 and 2 submission. Simply put your Earlier submission(s) in a spoiler at the end of your post, and change the subject name. Then, if you want to be super helpful, bump the thread so it's easier for me to find!

Bump for Round 3
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Offline Espithel

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Re: Round 3: Tuning Pitch | Tuning Pitch https://elementscommunity.org/forum/index.php?topic=62216.msg1237470#msg1237470
« Reply #6 on: July 12, 2016, 05:36:40 am »
(R3)

The issue with forcing oneself to feedback on as many cards as possible is that there are some cards that just make you go "Yep, this works, nothing weird here."

This is one of those cards.

Can you build a deck that uses this card as an example?

Offline mathman101Topic starter

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Re: Round 4: Shifting Shapes | Shifting Shapes https://elementscommunity.org/forum/index.php?topic=62216.msg1237743#msg1237743
« Reply #7 on: July 17, 2016, 02:42:43 am »
Can you build a deck that uses this card as an example?

Totally missed this, Sorry Espi. not sure if I will have time to do it now. but I could still attempt later in the week, if I can find time and if you really want.





Bump for Round 4
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Offline Aves

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Re: Round 4: Shifting Shapes | Shifting Shapes https://elementscommunity.org/forum/index.php?topic=62216.msg1237763#msg1237763
« Reply #8 on: July 17, 2016, 06:04:31 am »
We have PC that is able to target stacks but not normal perms in the form of earthquake(sorta), but seeing it go the other way around is new. Why is the unupgraded version restricted from targeting stacks, and why does gaining the ability to target stacks necessitate a cost increase? In most cases, targeting a pillar/pendulum or bone wall stack is considered a waste of a PC card; why increase the cost for something that is almost always considered a bad use? Alternatively, why should SoP and SoG not be targeted by the unupped version? It seems rather arbitrary that those two shards specifically are barred from interacting with this card for the sole reason that they stack.

Stacking aside, I like the card! The delay before being destroyed is interesting (no FG infesting your perm field with 12 of these, heh) and the possibility for chains of repeated PC-ing sounds like a pillar's worst nightmare! The thematic notion of random destructive shapes is also very fitting-- I can imagine swarms of these migrating in the wild void, approaching ancient ruins and absorbing them into their ranks.

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Offline andretimpa

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Re: Round 4: Shifting Shapes | Shifting Shapes https://elementscommunity.org/forum/index.php?topic=62216.msg1237799#msg1237799
« Reply #9 on: July 17, 2016, 04:03:51 pm »
I'd say the card itself could be cheaper, but the ability cost should be 2 (maybe 3) :aether for the unupped / 3 :aether for the upped (maybe more if it can ruin entire stacks). That's some really heavy PC after all.
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Offline CleanOnion

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Re: Round 4: Shifting Shapes | Shifting Shapes https://elementscommunity.org/forum/index.php?topic=62216.msg1237806#msg1237806
« Reply #10 on: July 17, 2016, 04:45:46 pm »
I'd say the card itself could be cheaper, but the ability cost should be 2 (maybe 3) :aether for the unupped / 3 :aether for the upped (maybe more if it can ruin entire stacks). That's some really heavy PC after all.
I disagree - once you use it on your opponent, it jumps right over onto your opponent's field and therefore into their control.

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Re: Round 4: Shifting Shapes | Shifting Shapes https://elementscommunity.org/forum/index.php?topic=62216.msg1237807#msg1237807
« Reply #11 on: July 17, 2016, 04:48:11 pm »
Missed that. But still, the ability to wreck a whole stack at 1 :aether for the upped is very cheap
Every time a graboid evolves, an elemental gets his wings.
:gravity Guild (old), War 9 & 13 (gen) / :time Brawl 2 & 3, War 7 & 14 / :death War 8 & 12 / :fire Brawl 4 / :entropy Brawl 5 / :darkness War 10

 

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