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SnDance

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41 new card ideas https://elementscommunity.org/forum/index.php?topic=666.msg6331#msg6331
« on: December 15, 2009, 10:10:01 pm »

Other: 6

Photon Generator
Type: Spell Effect
Cost: 5
Effect: Creates one photon card in your deck for 5 turns
Notes: This is a card to prevent you from being decked out, at least for a time. Running out of cards? No problem. We’ll just poof up some light balls so you can try and win for five more turns.

Photon Generator 2.0 (upgrade)
Type: Spell Effect
Cost 5
Effect: Creates two photon cards in your deck for 4 turns.
Notes: 3 more cards. I would suggest the upgrade cost only be 750 instead of 1500.

Mimic Pillar (RARE)
Type: Pillar
Cost: N
Effect: Generates ½N quantum’s of your most common pillar in play. N = pillars you have of that type.
Notes: Kind of hard to describe that effect properly. Basically, if I have 3 Jade Pillars, 2 Bone Pillars, and 6 Time Pillars, this will emulate the time pillars, and generates 3 time quantums every turn. If I add two more time pillars, this will generate 4 time quantums. If, however, I have those pillars, and then add 4 Jade Pillars, the Shifting Pillar generates 3 water quantums. Also, if you have two pillars with the same quantity (5 Jade, 5 Time) it picks one at random.

Shifting Pillar (RARE)
Type: Pillar
Effect: Takes five quantums you have that are not your element and turns them into four different quantums.
Notes: One of the quantums is destroyed basically, but you get 4 different quantums. Kind of usefull, especially if you have a bunch of quantums you’re not going to use. Might change them.

Focus Pillar (RARE)
Type: Pillar
Cost: 1 of each
Effect: Forces all Quantum Pillars to generate only elements that would be used by your cards.
Notes: None

Balancer (RARE):
Type: Spell
Cost: 20 of each, sacrifice one creature
Effect: Both players now have HP equal to the current average HP
Notes: Basically, if I have 25 HP, and you have 75 HP, and I play this card, now we both have 50 HP. It might seem a bit over powered, but remember…your paying 240 quantums AND sacrificing a creature. Powerful, but you have to have generated a lot of quantums with Quantum Pillars to really use it, and you need a creature, and it just has to be epic. Only about a 1 in 4 chance you can, or would use it, but if you could, and did, use it, it could be a game shifter, in truth.

Entropy: 2

Clever Shifter: 3/6
Type: Creature
Cost: 6 Entropy
Effect: 4 Entropy: change all opponents main quantum’s to another one at random.
Notes: Lets say that I’m elemental water. This effect used by an opponent would change my water quantum’s to something else, like time, or gravity.

Mad Shifter: 3/6
Type: Creature
Cost: 6 Entropy
Effect: 1 Entropy: Flip one random opponents creature’s Attack and Health
Notes: None

Death: 3

Lame Skelter: 2/2
Type: Creature
Cost: 4 Death
Effect: 2 Death: Destroy this card, poison 2 creatures.
Notes: None

Demented Skelter (upgrade): 2/2
Type: Creature
Cost: 5 Death
Effect: 2 Death: Destroy this card, poison player 5 times.
Notes: None

Grimoire Of Death (RARE)
Type: Spell
Cost: 20 Death
Effect: Upgrade all creatures in play on your side to Elite
Notes: Might be a bit overpowered…might…but still, would be epic, neh?

Gravity: 3

Singularity: 2/0
Type: Creature
Cost: 1 Gravity
Effect: You gain one of your opponent’s towers.
Notes: None

Thrake: 4x2/8
Type: Creature
Cost 8 Gravity
Effect: This creature does 4 damage to one creature at random and 4 to the players health.
Notes: If the opponent has not creatures, this creature does 8 damage to health.

Obelisk: 0/25
Type: Creature…sort of
Cost: 15 Gravity
Effect: Half of all damage is redirected to this creature.
Notes: Well, I’d classify this as a creature…but it’s really just an epic pillar with health.

Earth: 5

Deep Miner: 1/5
Type: Creature
Cost: 2 Earth
Effect: (Passive) Turns two other quantums into two earth quantums each turn.
Notes: None

Expert Miner (upgrade): 2/6
Type: Creature
Cost: 1 Earth
Effect: (Passive) Turns one other quantum into two earth quantums each turn.
Notes: Upgrade cost for this one should probably be 1750 instead of 1500 since this is kind of an epic card.

Resonater
Type: Spell Effect
Cost: 5 Earth, 1 Gravity, 1 Air
Effect: Creatures that are burrowed only lose ¼ damage, instead of ½
Notes: Mixed cost card. Yay. Adding complexity.

Chaed Earth Swimmer: 5/10
Type: Creature
Cost: 8 Earth
Effect: 2 Earth: Burrows and is inactive for two turns. On turn three, this card un-burrows and deals 4 times damage and takes 3 damage.
Notes: None

Chaed Earth Caller: 2/2
Type: Creature
Cost: 5 Earth
Effect: 10 Earth: Summon a Chaed Earth Swimmer.

Life: 5

Grace of the Land
Type: Spell Effect
Cost: 4 Life, 1 Earth
Effect: Heals all your creatures by 1 every turn.
Notes: None

Growth
Type: Spell
Cost: 3 Life
Effect: Target creature gain +2/+4
Notes: None

Improved Growth (RARE)
Type: Spell
Cost: 5 Life
Effect: Target creature becomes an elite and gains +1/+1

Wood Sprite: 2/3
Type: Creature
Cost: 4
Effect: 2 Earth: Combine 2 wood sprites. Improved wood sprite gains +0/+1
Notes: You can combine them as many times as you like. Costs 2 earth each time. Two combined would have 4/7, three would have 6/11, four would have 8/15, and so on. It might seem a tad overpowered, but when you consider to summon two its 8 earth and then to combine its another two, its not bad. 10 earth quantums per, so forty to get it to just 8/15.

Mother Tree (RARE): 0/20
Type: Creature
Cost: 10 Life, 5 Earth
Effect: Spawns 1 Wood Sprite each turn.
Notes: NOW it’s overpowered. But that’s why this is a rare.

Fire: 3

Nix Sprite: 3/10
Type: Creature
Cost: 5 Fire
Effect: Every turn, this cards stats are changed by +1/-1
Notes: None

Ra Sprite: 3/3
Type: Creature
Cost: 2 Fire
Effect:
Notes: None

Fire Behemoth: 8/8
Type: Creature
Cost: 12 Fire
Effect: (Passive) Intimidate: Opponents creatures lose 1/1 unless the stat is 1 or less.
Notes: If a creatures stat would be reduced to 0, this does nothing to that stat. But if the creature has like, 0/2, then it would become 0/1.

Water: 4

Whirlpool
Type: Spell
Cost: 4 Water
Effect: Confusion: Causes target card to attack at random. Possibility of hurting creatures rather than health.
Notes: None

Great Tide:
Type: Spell Effect
Cost: 4 Water
Effect: Erosion: Destroys an opponent’s pillar once every three turns.
Notes: None

Greater Tide:
Type: Spell Effect
Cost: 4 Water
Effect: Erosion: Destroys an opponent’s pillar once every two turns.
Notes: None

Water Mantle: 5/3
Type: Creature
Cost: 6 Water
Effect: 1 Water: Cure Poison
Notes: Like a manta ray, only with epic heally powers.

Light: 4

Smite Cane (RARE)
Type: Weapon
Cost: 3 Light
Effect: Deal 5 damage every turn. Deal 1 damage each turn to all creatures of Death, Darkness, or Entropy.
Notes: None

Smite Pillar (RARE)
Type: Pillar
Cost: 5 Light
Effect: Changes type of opponents cards to Death
Notes: Combo card with Smite Cane.

Sanctuary: 0/50
Type: Creature
Cost: 3 Light, 3 Earth, 3 Life
Effect: All damage done to creatures you control and half damage done to your HP is dealt to the Sanctuary instead. One per deck.
Notes: None

Watcher: 5/5
Type: Creature
Cost: 5 Light
Effect: 1 Light: Reveal 3 random cards in opponents hand.
Notes: Could be useful for strategy.

Air: 1

Doldrums
Type: Spell Effect
Cost: 3 Air
Effect: One of your opponent’s cards is chosen at random every turn. This card cannot attack or use abilities.
Notes: Effect doesn’t stack. If you have four of these out there, only one creature will still be chosen.

Time: 4

Sand Maker: 3/2
Type: Creature
Cost: 3 Time
Effect: 2 Time: Activate ability of a creature that had just been set down.
Notes: For speedy hatchings and such.

Time Bringer (RARE): 1/3
Type: Creature
Cost: 10 Time
Effect: 5 Time, Sacrifice creature: Generate the equivilant of 3 turns of Quantums
Notes: The idea is that this creature travels into the future and brings back the quantums you generated in the future.

Second Life (RARE)
Type: Spell
Cost: 5 Time, 5 Life
Effect: Target creature will come back to life if it is killed.
Notes: None

Black Hourglass
Type: Spell Effect
Cost: 3 Times
Effect: Allows you to chose if you draw a card or not.
Notes: To avoid being decked out basically. Kind of cheap, but entertaining.

Darkness: 1

Population Limit
Type: Spell Effect
Cost: 20 Darkness
Effect: Your opponent can place four fewer creatures. (eight in upgraded version)
Notes: None

Evil Hamster

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41 new card ideas https://elementscommunity.org/forum/index.php?topic=666.msg6899#msg6899
« Reply #1 on: December 15, 2009, 10:10:03 pm »

Interesting ideas.

Question- would the time bringer cause you to not generate quantums for the next three turns?  :o

SnDance

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41 new card ideas https://elementscommunity.org/forum/index.php?topic=666.msg6900#msg6900
« Reply #2 on: December 15, 2009, 10:10:03 pm »

That is a good point. I'm not sure. I would say any quantums you generate that are extra, like you put down a new pillar or a firefly is spawned, then you get the quanta from those new things, but not for the old ones for three turns. That would probably be fair ^^

Forfeit

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41 new card ideas https://elementscommunity.org/forum/index.php?topic=666.msg6901#msg6901
« Reply #3 on: December 15, 2009, 10:10:03 pm »

The death cards seem a bit overpowered.

Sigh

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41 new card ideas https://elementscommunity.org/forum/index.php?topic=666.msg6902#msg6902
« Reply #4 on: December 15, 2009, 10:10:03 pm »

Only one I see thats OP is the rare spell, and since death and darkness seem to have a secret alliance with each other, I suggest that the effect only transfers to death/dark creatures and one other creature of your choice. (optional)

Forfeit

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41 new card ideas https://elementscommunity.org/forum/index.php?topic=666.msg6903#msg6903
« Reply #5 on: December 15, 2009, 10:10:03 pm »

Death/darkness don't really have that many good 'elite' creatures, they have a few upgraded ones but nothing that that would work with to make the spell game changing. I was thinking that the upgraded skeleton thing was too powerful.

Sigh

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41 new card ideas https://elementscommunity.org/forum/index.php?topic=666.msg6904#msg6904
« Reply #6 on: December 15, 2009, 10:10:03 pm »

It would make it game changing if you were about to kill Miracle, but the damage counter was almost but not low enough for him to play his miracle, just play this and all your death/dark creatures get an added bonus and you kill him and you happily play the gods again.

How was the uped skeleton thing OP? Or, better question, how was he supposed to upp it wihout making it make upped Skelies? If he did that then FFQ would look like a hypocrite. :D

Forfeit

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41 new card ideas https://elementscommunity.org/forum/index.php?topic=666.msg6905#msg6905
« Reply #7 on: December 15, 2009, 10:10:03 pm »

Thats a good point, for the spell. But the ability to pick five things to poison... maybe, but first i'd like to see another type of counter against poison.

P.S. I don't fight the 'gods' so I was just thinking of this card used in normal matchs.

Tomsense76

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41 new card ideas https://elementscommunity.org/forum/index.php?topic=666.msg7172#msg7172
« Reply #8 on: December 15, 2009, 10:10:04 pm »

TLDR....

One thing I would like to see is a pillar/perm that generates three quantum of certain elements.
ex:
casting cost = 3
Generates 1 Water, 1 Darkness, 1 Death quantum per turn
Upgrade = casting cost 4, generates 1 of each of the above mentioned quantum when it comes into play.

Or

Prism:
casting cost = 5
Converts random quantum in your pool into quantum needed to cast desired creature or perm card.
costs 1  to use.


Sigh

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41 new card ideas https://elementscommunity.org/forum/index.php?topic=666.msg7173#msg7173
« Reply #9 on: December 15, 2009, 10:10:04 pm »

I think when he had the 5 poison counters it said that it went to the player, not monsters you chose... let me reread it. Yep, it said the other player is poisoned.

Oh, I just kinda assumed that God fights were the fights everyone used as examples. Whoops  :-X

SnDance

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41 new card ideas https://elementscommunity.org/forum/index.php?topic=666.msg7174#msg7174
« Reply #10 on: December 15, 2009, 10:10:04 pm »

Yeah, the poison counters go to the players HP, not monsters. Besides, look at plague. That puts a poison counter on all creatures. there are several creatures that can poison things and they don't have to be sacrificed. The two monsters are actually kind of week in that way. They just poison faster.

As for the grimori, probably only death and darkness creatures, yeah.

Celidion

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41 new card ideas https://elementscommunity.org/forum/index.php?topic=666.msg7998#msg7998
« Reply #11 on: December 15, 2009, 10:10:07 pm »

Gemini + Mad Shifter + Momentum = GG

 

blarg: