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Round 7: Radiance | Radiance https://elementscommunity.org/forum/index.php?topic=62208.msg1236529#msg1236529
« on: June 30, 2016, 10:05:03 pm »
NAME:
Radiance
ELEMENT:
Light
COST:
0
TYPE:
Spell
ATK | HP:
N/A
TEXT:
Your creatures are protected for X/10 turns, where X is the number of :light you own. Give all :light to your opponent.
NAME:
Generosity
ELEMENT:
Light
COST:
0
TYPE:
Spell
ATK | HP:
N/A
TEXT:
Your creatures are protected for X/7 turns, where X is the number of :light you own. Give all :light to your opponent.

ART:
Michael Murphy, Free Images
IDEA:
Aves
NOTES:
"Bring out your inner light. You are as strong as your enemy knows you are. Dazzle them with your brilliance."

Mass anti-CC. Protection refers to invulnerability, like what quintessence or seraph's special ability grants. Creatures played after Radiance are not protected by it.

Balance:
The mechanic to balance here is temporary invulnerability.
Quintessence protects a creature for 4/3 :aether permanently.

Radiance is far stronger and versatile as it protects more than 1 creature for 1 card-- it protects ALL of your creatures for 1 card. If we compare the change in cost between rain of fire and rage potion/fire bolt, that's an extra +4 quanta cost required-- but mass quintessence for a mere +4 cost in quanta doesn't seem balanced.

To address this, the duration needed to be reduced. But how much time is balanced? A limited duration of quintessence isn't usually very useful, as your opponent can simply wait out the invulnerability. On the other hand, mass invulnerability for just long enough runs into the same problem as above, with giving far too much advantage for this one card.  Rather than creating a set limited duration, I decided to make it variable. So what is the best duration? I couldn't manage to think of an ideal temporary invulnerability duration that was good to balance the cost around, so I tied the duration to the cost itself-- the more quanta you pay, the longer the spell lasts. Whether or not the ratio is good is still to be seen, but I think this provides the best way of balancing out the high utility with a high cost-- and the higher the utility, the higher the cost.

Miscellaneous:
Blocked by sanctuary, as you will have lost 0 quanta.
X/10 and X/7 round down, so if you have below that, you don't gain anything from it.

Synergizing card: 
russianspy1234's Bloodgive!


Bloodgive's cheap mass buffing goes well with Radiance, as it allows you to protect all of your augmented creatures; this sets up the potential for a 2 or 3 turn kill strategy without worrying if your creatures will come to harm before your opponent dies.

Along with your Parasite rule, your card must follow EIGHT of the following requirements, including at least, but not limited to, 1 Text, 1 Name and 1 Cost requirement. Include the requirements you chose in your Notes section.

  • NAME RESTRICTION: The name of your card must be 8 or fewer characters (spaced and punctuation do not count).
  • COST RESTRICTION: The upgraded card must cost double the unupgraded card. This means the upgraded card will always cost an even number.
  • COST RESTRICTION: At least one of the cards must cost zero.
  • TEXT RESTRICTION: Must have no way of damaging the opponent on the turn it is played, without the help of other cards.
  • TEXT RESTRICTION: Must have an additional cost, or drawback, other than its basic quanta cost.
  • If a spell, it must be :gravity :fire :water or :light.
  • If a spell, it must not require targeting.
  • If a spell, it must be ineffective, or usually less effective to use more than once in a turn.
SERIES:
Card Design War 3


Spoiler for Round 6:
Spoiler for Enter at your own discretion. Not a valid submission.:
Spoiler for DANGER. Not a valid submission.:
Spoiler for Classified. Project:X:
NAME:
Witherwinds Totem of X
ELEMENT:
Darkness
COST:
16
TYPE:
Creature
ATK | HP:
X|X
TEXT:
:aether :aether :aether :aether :aether: Psi Chains
Reduce your Max HP by 2X.
X is the amount of non- :darkness you possess. Drain all quanta.
 
NAME:
Imp. Witherwinds Totem X
ELEMENT:
Darkness
COST:
18
TYPE:
Creature
ATK | HP:
X|X
TEXT:
:aether :aether :aether :aether :aether: Psi Chains
Reduce your Max HP by X.
X is the amount of non- :darkness you possess. Drain all quanta.
 

ART:
eurok, Free Images
IDEA:
Aves
NOTES:
Name: Witherwinds Totem of X.

Faction: Order of Midnight Druids.

Danger level: ***** EXTREME CAUTION *****

Classification level: VII

Known wielders: Bracken Voidspark (See attached REDACTED)

Description: The Order of Midnight Druids is known to possess many ancient artifacts. The most feared of these is perhaps the Witherwinds Totem of X. Forged deep below the Gnome Kingdom Graveyards by an unknown Tinkerer, the WWTX has an inherent aura of darkness about it, draining away the energy of anything in its general vicinity. There has only been one confirmed case where the Order admits to the use of the WWTX, in the Etherine Heresies of MCDXVI. REDACTED, who survived the incident professed a sense of urgent doom, a feeling of powerlessness and fear overtaking both sides of the battlefield, causing ceaseless mutterings of panic. Very little can be confirmed from the incident, as REDACTED appeared to REDACTED from the trauma. Whilst the WWTX was decisive in ending the battle, the Head of the Order decided that the creature was too dangerous to use, and locked it up, ordering improvements to be made upon its design... or so they claim. Current whereabouts unknown.

Link to earth old versions:http://i.imgur.com/fCg1GqM.png http://i.imgur.com/LxIB449.png

SERIES:
Card Design War 3


Spoiler for Round 5:
NAME:
Silent Observer
ELEMENT:
Darkness
COST:
4
TYPE:
Creature
ATK | HP:
2|5
TEXT:
Gain +0|+3 each time you generate :darkness.
:earth : Rise
Increase ATK by 1/3 of HP 
NAME:
Silent Sentinel
ELEMENT:
Darkness
COST:
3
TYPE:
Creature
ATK | HP:
2|10
TEXT:
Gain +1|-1 each time you generate :darkness.
Voodoo

ART:
Oltin Dogaru, Free Images
IDEA:
Aves
NOTES:
As night falls, you see a figure in the distance, looming over the twilit fields. It takes the guise of a golem, and you can sense it observing the slow rise of the moon. Watching. Waiting. Preparing. For what, you do not linger to find out. Perhaps it is best that it remains forgotten...

Passive growth for darkness!

Silent Observer passively gains strength with more :darkness, becoming hardier with more quanta, biding its time to rise. Rise is a single-use active ability that increases Silent Observer's attack. This delay in its attack strength is offset by its scaling potential and survivability. The ATK gained is rounded down.

Silent Sentinel becomes more fragile with more :darkness, but the secondary voodoo passive causes it to do more immediate damage and gives it more utility than the Observer's greater raw potential. Its HP is less and its cost is greater than Voodoo Doll in order to balance out its built in damage; with lots of :darkness generation, sentinel will go down fast, and that deals a lot of damage! This makes it unique as a high survivability scaling/growing :darkness creature-- it's better suited to duo or rainbow decks that can give it buffs and use it as one of several types of attackers, rather than a high hitting mono staple.

Synergizing card: 
majofa's Chroma Field!


Chroma field's effect triggers upon playing a card, so playing SO/SS will activate it. You can then use the :earth gained to fuel each SO's active ability, and subsequent quanta generated from the chroma field will continue to trigger SO/SS's passive. This combination of scaling with quantum generation lends itself well to rainbow decks.

SERIES:
Card Design War 3

Spoiler for Round 4:
NAME:
Shatterpoint
ELEMENT:
Entropy
COST:
1
TYPE:
Spell
ATK | HP:
N/A
TEXT:
The target permanent gains a 40% chance to be destroyed each turn.
NAME:
Shattersphere
ELEMENT:
Entropy
COST:
3
TYPE:
Spell
ATK | HP:
N/A
TEXT:
The two targeted permanents gain a 30% chance to be destroyed each turn.

ART:
CleanOnion
IDEA:
Aves
NOTES:
Delayed PC. The chance to be destroyed triggers at the end of your opponent's turn, like a poisoned creature. Cheap, but the low cost is offset by the unreliability. Stacking is additive, though honestly that would probably be a misplay in most cases. Multiplicative stacking is an option, but it's already a waste in terms of card advantage so I don't think it's necessary. In the case of Shattersphere, two separate cards must be targeted, and their chances are calculated seperately; if the first card is targeted but no second target is chosen, then the second targeting possibility is wasted; refund only occurs if you cancel before choosing the first target. The chance of destruction for stacks of cards like shards or pillars only affects one; afterwards, the status is removed.

For balancing cost, the obvious choice is to look at deflagration, which for 3 quanta offers a 100% instant chance to destroy a permanent. Shatterpoint will also definitely destroy the permanent in the long run, but there's a high chance that the target will stick around and still do work while you're waiting for it to break, so the cost is lowered significantly. Remember, the effect only applies at the end of your opponent's turn, not your own, so there's already a gaurenteed one turn of continued use. For shattersphere, you're destroying two permanents in the long run for one card, so the cost has to be higher than explosion, which only destroys one at the cost of 2 quanta. On the other hand, this is offset by the greatly reduced chance of destruction per turn, so it shouldn't be as expensive as say, shard of focus, which destroys a total of 3 over 3 turns at the cost of 4 (under normal use, anyways-- not looking at gpull shenanigans). As 3 is the only natural number between 2 and 4... 3 it is!

If a weapon is targeted with this and is then flown, the effect disappears, the same as PA or freeze. Playing PA does not stop this effect, just as playing quintessence on a poisoned creature does not stop the poison.

Spoiler for Fabulous table stolen from rob77dp with permission:
So unupgraded... 40% * 1-card = 40% chance each turn a perm is destroyed and 6-max in a deck = 6 perms
Upgraded... 20% * 2-cards = 20% + 20%*80% = 36% chance each turn at least one perm destroyed, 12 perms total

Unupgraded40% chance1 target/perm0.4 * 1 = 40% chance per turn 1 perm is destroyed
60% chance NO perm destroyed
6 per deck1 * 6 = 6 max perms per game
Upgraded Tweak-130% chance2 targets/perm0.3 * 1 + 0.3 * 0.7 = 51% chance per turn at least 1 perm is destroyed,
30% after the first is destroyed
0.3 * 0.3 = 9% chance TWO perms are destroyed
0.7 * 0.7 = 49% chance NO perm destroyed
6 per deck2 * 6 = 12 max perms per game
SERIES:
Card Design War 3

Spoiler for Round 3:
NAME:
Protective Shell
ELEMENT:
Life
COST:
2
TYPE:
Spell
ATK | HP:
N/A
TEXT:
The target creature gains a protective shell. The next targeting effect on it is negated.
NAME:
Enchanted Shell
ELEMENT:
Life
COST:
2
TYPE:
Spell
ATK | HP:
N/A
TEXT:
The target gains a protective shell. The next targeting effect on it is negated. Can apply to permanents and creatures.

ART:
N/A
IDEA:
Aves
NOTES:
Soft, one-use version of quintessence, basically-- if quint stops it, shell will stop it too. If quint doesn't stop it, shell also does not stop it. For example, lightning or RT will break the shell, but otherwise have no effect. Fire shield will still damage creatures with shell, but shell will still block the next targeted action.

The upped version allows for greater versatility, but is inferior to PA.

Shell does not stack-- trying to use shell on a shelled target will result in the first shell negating the targeting effect.

The reversal of naming from EA/PA is intentional.

In balancing, lightning, quint and PA were what I based around. It's less effective than quintessence, so it has to be much cheaper. It is also basically a hard counter to CC like lightning or RT 1:1, so having the same cost as them should be reasonable. Upped has to be the same cost, so I felt the increase in effect should have to do with greater versatility, rather than power; I considered having the upped version block more effects, but being able to counter two lightnings at the same quanta cost with one card felt a little too strong.
SERIES:
Card Design War 3

Spoiler for Round 2:
NAME:
Noxious Hooks
ELEMENT:
Death
COST:
1
TYPE:
Permanent
ATK | HP:
1 | 1
TEXT:
Weapon: deal 1 damage at the end of every turn.

:death : Increase poison damage to creatures by 100%.   
NAME:
Impaling Hooks
ELEMENT:
Death
COST:
3
TYPE:
Permanent
ATK | HP:
4 | 1
TEXT:
Weapon: deal 4 damage at the end of every turn.

:death: Increase poison damage to creatures by 200%.   

ART:
N/A
IDEA:
Aves
NOTES:
Poisoning a creature is usually considered pretty weak in terms of CC. But if you were able to double or triple the damage on the stacks of one, well... that's a different story. To balance things cost wise, I took arsenic as a template; arsenic is a somewhat slow but scaling damage dealer. It's also very cheap. The main point of IH is in its defensive utility, so it needs to have a lower damage than Arsenic while maintaining a similar cost.

The active effect of IH affects all creatures on the field afflicted with poison/aflatoxin by dealing extra damage to them when the poison is calculated; it does not add extra stacks, to prevent mountains of poison stacks on voodoo doll (though the damage inflicted would still be dealt-- it just wouldn't add more poison stacks). Creatures without poison or with purify stacks are not affected.  Originally I wanted to go with a mechanic similar to Bone Wall where you would sacrifice charges of IH to make this effect, but I felt that being able to easily double more than once a turn would end up broken even on a relatively weak mechanic like poison. AW is a thing, yes, but then you're using more card slots for the effect. On the other end of the spectrum, making this a spell seemed to be way too weak, and more like a wasted card slot than anything else.

Old name: http://i.imgur.com/B3do5cq.png
SERIES:
Card Design War 3
« Last Edit: August 08, 2016, 08:51:09 pm by Aves »
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Offline Espithel

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Re: Round 2: Noxious Hooks | Impaling Hooks https://elementscommunity.org/forum/index.php?topic=62208.msg1236789#msg1236789
« Reply #1 on: July 03, 2016, 02:49:41 am »
(R2)
This gets the Arbitrary Espithel Award for this round.

Good job.

Offline AvesTopic starter

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Re: Round 2: Noxious Hooks | Impaling Hooks https://elementscommunity.org/forum/index.php?topic=62208.msg1236801#msg1236801
« Reply #2 on: July 03, 2016, 04:40:46 pm »
[R2]
Woot. Thanks Espithel!
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Offline Mr Muffin

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Re: Round 2: Noxious Hooks | Impaling Hooks https://elementscommunity.org/forum/index.php?topic=62208.msg1236819#msg1236819
« Reply #3 on: July 03, 2016, 11:12:21 pm »
This could be strong creature control when paired with thorn carapace. If you can keep both of them in the field it should wipe out any mid hp creatures that are thrown at you within a few turns.

Offline Kuroaitou

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Re: Round 2: Noxious Hooks | Impaling Hooks https://elementscommunity.org/forum/index.php?topic=62208.msg1236886#msg1236886
« Reply #4 on: July 04, 2016, 08:29:29 pm »
Given that KDZ's 'Piscary' doesn't make any sense to me thematically, this one is an auto-vote for me. ^^;

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Re: Round 2: Noxious Hooks | Impaling Hooks https://elementscommunity.org/forum/index.php?topic=62208.msg1236933#msg1236933
« Reply #5 on: July 04, 2016, 11:56:05 pm »
Given that KDZ's 'Piscary' doesn't make any sense to me thematically, this one is an auto-vote for me. ^^;

Fish hooks --> fishery --> fishing for dragons? I thought it was pretty neat, though you'd need some pretty big hooks to nab a dragon. Regardless, your vote is much appreciated!
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Re: Round 3: Protective Shell | Enchanted Shell https://elementscommunity.org/forum/index.php?topic=62208.msg1237253#msg1237253
« Reply #6 on: July 09, 2016, 04:10:44 pm »
Bump for round 3!
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Offline Espithel

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Re: Round 3: Protective Shell | Enchanted Shell https://elementscommunity.org/forum/index.php?topic=62208.msg1237367#msg1237367
« Reply #7 on: July 11, 2016, 12:20:28 am »
(R3)
Simple and clean. Unsure if it's juuust right in terms of power, but it's at least not useless and buffing it would be unclean.

Just be warned that AoE such as rain of fire also targets. Did you incorporate this into the design?

Offline AvesTopic starter

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Re: Round 3: Protective Shell | Enchanted Shell https://elementscommunity.org/forum/index.php?topic=62208.msg1237389#msg1237389
« Reply #8 on: July 11, 2016, 03:36:21 am »
Thanks for the feedback!

Yep. As per the notes, if quint blocks it, so does shell (once). As quint blocks mass CC like plague or pande, so does shell!
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Offline AvesTopic starter

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Re: Round 4: Shatterpoint | Shattersphere https://elementscommunity.org/forum/index.php?topic=62208.msg1237631#msg1237631
« Reply #9 on: July 15, 2016, 03:25:50 pm »
Bump for round 4!
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Offline rob77dp

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Re: Round 4: Shatterpoint | Shattersphere https://elementscommunity.org/forum/index.php?topic=62208.msg1237636#msg1237636
« Reply #10 on: July 15, 2016, 04:50:10 pm »
[R4]
In my humble already-eliminated opinion, the upgraded is overcosted. The chance to be destroyed is halved which addresses the increase in "target quantity" so the cost increase seems to be on TOP of that.

Typing this out above leads me to a question that I don't think the notes explains: does Shattersphere do a one-time 20% calc per turn for destroying BOTH permanents or is there a 20% either one is destroyed?

Ex:
Use Shattersphere and target Perm A and Perm B.
End of opponent's turn: 20% chance Perm A and B are destroyed _or_ 20% chance Perm A is destroyed then 20% chance Perm B is destroyed ?
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Re: Round 4: Shatterpoint | Shattersphere https://elementscommunity.org/forum/index.php?topic=62208.msg1237638#msg1237638
« Reply #11 on: July 15, 2016, 04:57:03 pm »
Thanks for the feedback!

Hmm, I felt that the increase in quantity was a stronger effect than reducing the chance would be. If it is too weak, which it might be, then I might bump up the chance to 30. I also considered making the chance increase over time-- 20% on turn 1, and then multiply by 1.2 each successive turn.

For your second point, each target is independent-- each has a 20% to be destroyed, and the chances are calculated separately. Added to notes.
« Last Edit: July 15, 2016, 05:00:40 pm by Aves »
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