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YoYoBro

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Card Concepts... the same ol' same topic https://elementscommunity.org/forum/index.php?topic=1086.msg10252#msg10252
« on: December 15, 2009, 10:10:18 pm »

This is NOT an original topic. This is the same ol' same topic that pops up every now and then, and its only aim is showing to the community my ideas for new cards, 1 for each element. Don't blame me for my grammar, I'm from the boot shaped country AKA Italy :D

Other:

Quantum Worm

Cost: 4 generic quanta

Stats: 0/4

Effect: 3 generic quanta: Drains 2 quanta and returns you 2 quanta equal to your mark.

Upgrade: +2 HP



Entropy

Mass Mutagene

Cost: 12 entropy quanta

Stats: //

Effect: Gives a random effect on all the creatures on the table. If there are 5 creatures or less the effect can be deja vu, steal, destroy, momentum, freeze, devour. If there are 5-15 creatures the effect can be growth, ablaze, poison, infection, devour, lycantropy. If there are more creatures the effect can be heal, ablaze, scavenger, gravity pull, mutate, vampire or infection. 

Upgrade: -3 cost


Death

Rain of Bones

Cost: 2 death quanta

Stats: //

Effect: Can only be cast when you have a bone wall active. Sacrifice all your creatures. Your bone wall charges go down to 1 and your opponent takes damage equal to the total number of the bone charges multiplied by 1.2, rounded up.

Upgrade: The cost goes up to 5 and the multiplier goes up to 1,5.


Gravity

Reverse Gravity

Cost: 9 gravity quanta

Stats: //

Effect: For 2 turns, the creatures attack their owners instead of the opponent. This permanent is destroyed after his effect expires.

Upgrade: cost up to 11 quanta, duration up to 3 turns.


Earth

Rain of Boulders

Cost: 6 earth quanta

Stats: //

Effect: All unburrowed and not immortal creatures take damage equal to the number of stone pillars or towers you are controlling/3, rounded down.

Upgrade: -2 cost


Life

Quantum Blossom

Cost: 5 life quanta

Stats: //

Effect: Gives you a number of each quanta equal to your life quanta/8 rounded down.

Upgrade: effect becomes quanta/6, cost up to 8.


Fire

Lava mutants

Cost: 3 fire quanta

Stats: //

Effect: Sacrifice all your burning pillars/towers. Generate a number of LAVA MUTANTS (2/1, 1 fire quantum cost) equal to your pillars/2 rounded up.

Upgrade: Generates elite lava mutants (3/1)


Water

Shatter Ice

Cost: 1 water quantum

Stats: //

Effect: Kills a frozen creature. Gives his owner a number of ICE SHARDS (1/1, cost 0) equal to the killed creature's HP.

Upgrade: Generates ELITE ICE SHARDS (2/1, cost 0)


Light

Divinize

Cost: 8 light quanta

Stats: //

Effect: Choose a light creature. That creature gains atk/hp equal to the number of light creatures on the table multiplied by 2,5 (rounded down).

Upgrade: the multiplier becomes 3,5 (rounded down), cost up to 10.


Air

Nosedive

Cost: 4 air quanta.

Stats: //

Effect: Select an air creature. The creature dies at the end of the turn and its attack is multiplied by 4 to a maximum of 30 (if that creature doesn't have dive) or by 2 to a maximum of 30 (if that creature has dive) until the end of the turn. Inflicts 1 damage to every creature on the table (both sides) at the end of the turn.

Upgrade: -3 cost


Time

Time Catastrophe

Cost: 15 time quanta

Stats: //

Effect: All the non enchanted or non immortal permanents and creatures in play go back to the owner's deck. You get 1 damage for each of the opponent's cards sent back with this effect, rounded down.

Upgrade: -4 cost


Darkness

Unloyal Assassin

Cost: 4 darkness quanta

Stats: 9/5

Effect: Every time a turn ends, sacrifice a creature except this one. Every time a turn starts, if your opponent's field isn't full, this card goes on your opponent's field.

Upgrade: stats down to 7/5, cost down to 3


Aether

Mass Phase Warp

Cost: 16 aether quanta

Stats: //

Effect: All the immortal creatures become targetable. Remove any skill from all the creatures on the table. All the mortal creatures become immortal.

Upgrade: cost down to 12


This is my FIRST POST on this forum, because I decided to register only yesterday, but I've read about half of all the posts, so I ... uuh... "know" ...you guys? Well, that's the idea :) anyway, I'm sorry if I stole/repeated/anything anyone's ideas (I don't think I have) and I invite the community to post any balance problem you find in this card ideas/concepts. The only things I want are:

1-CONSTRUCTIVE critics
2-PROPOSALS with critics
3-AVOID COMMENTS LIKE: This card is unbalanced because THIS PARTICULAR DECK would be completely destroyed by it. Sundials vs Fast Decks with no permanent control= Win. But Sundials are in-game cards. Fire Storm vs Firefly swarm= Win, most times. But it still is in the game. And so on (just examples).
4-DO NOT BE TOO AGGRESSIVE, if you don't like my ideas I'm not here to force you to accept them.

chriskang

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Card Concepts... the same ol' same topic https://elementscommunity.org/forum/index.php?topic=1086.msg10253#msg10253
« Reply #1 on: December 15, 2009, 10:10:18 pm »

This is my FIRST POST on this forum, because I decided to register only yesterday, but I've read about half of all the posts, so I ... uuh... "know" ...you guys?
I know you too ;)
You're one of the biggest contributor in my FG section of the wiki.
Did you see that 6 of your creations went live last sunday?
http://chriskang.free.fr/trainer/trainer.html

Welcome to the forum mate and sorry for the off topic :P

bobcamel

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Card Concepts... the same ol' same topic https://elementscommunity.org/forum/index.php?topic=1086.msg10254#msg10254
« Reply #2 on: December 15, 2009, 10:10:18 pm »

Quantum Worm - 2x targetable Devourer. Fuuny. Likable.

Mass Mutagene - That's abilities, not effects. As for gameplay... sure, why not. Shame there is no Paradox in thar. And now I make a Entropy/Gravity deck in which I play 5 Armagios, control the enemies out, play this and hope for a Devour.

Rain of Bones - I don't really get who would be using this one, for it's highly situational to get a worthwhile bonewall.

Reverse Gravity - Funny too. Even funnier that it works on both sides, and it's you who focuses on getting damage on ze opponent. Unless you want to be running some staller with Gravity Shield, Armors and such, that makes creatures forced to not go through your shield.

Boulder Rain - The description implies I can get 18 pillars and then I can get even EPDs down.

Quantum Blossom - Nature quanta? What is this? Aside from that, pretty nice.

Lava Mutants - No. Fire has many strategies that focus on getting as many quanta as they can, so own pillar destruction is not welcome.

Shatter Ice - Freeze Armagio, Shatter, have a mobpile. Opens many new strategies, I see. Or freeze enemy creature, shatter, drop a RoF and own Bonewall, profit.

Divinize - Intrysting concept, but... Drop 6 Photons, get 15 ATK/HP on a Pegasus, Dive to 36/17 creature. Repeat on two more Pegasii, win the same turn.

Nosedive - Useful, really useful. Especially when I do a combo and put an upgraded Nosedive (free) into a Fire deck which has a Rupee Dragon and a Heavy Armor. 15/2 + Nosedive + HevE Armor = 30/6 for one turn and 1 damage to all enemy.

Time Catastrophe - Take like 8 or so damage to completely bog up the opponent in his pillars and other stuff for at least 10 turns unless there were Hourglasses, but even with them it's like 6 turns. WAAAAAY OP

Unloyal Ass - I don't quite get how is this one meant to work, but I know for sure the opponent will NEVER be usine 30 creatures.

Mass Phasewarp - Not quite useful. If you're Aether, you're making your precious EPDs targetable and untargeting your enemy, if you're not you won't be affording those anytime soon. And even then, Lobbing everything you have isn't good.

YoYoBro

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Card Concepts... the same ol' same topic https://elementscommunity.org/forum/index.php?topic=1086.msg10255#msg10255
« Reply #3 on: December 15, 2009, 10:10:18 pm »

Quote
I know you too ;)
You're one of the biggest contributor in my FG section of the wiki.
Did you see that 6 of your creations went live last sunday?
http://chriskang.free.fr/trainer/trainer.html

Welcome to the forum mate and sorry for the off topic :P
Are you joking? Sorry for the off topic? You are the person I love the most on this forum right now xDDD I wouldn't blame you even if you called me a dumb idiot xD you made Elements a fantastic game again... you and Scared Girl, actually, with your challenge idea :D... yeah, I saw and fought my creations and I even fought them and posted a feedback after bob's... and I even posted more gods for you :) something like 5... Hope to hear you soon mate :)


And now you, Bob :)

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That's abilities, not effects.
That was the idea :)

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Rain of Bones - I don't really get who would be using this one, for it's highly situational to get a worthwhile bonewall.
I know, but I finish most of my games with SG (tweaked a little actually) rainbow with a 40/45 bonewall... and it's a pretty intresting concept for some bonewall/yards death decks. As you noticed most of these cards are to make mono decks stronger, so you're right if you say that a rainbow should never use one of these, meant for pure death.

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Boulder Rain - The description implies I can get 18 pillars and then I can get even EPDs down.
Burrowed is not immortal mate :) you' re right though, I have to specify..

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Nature quanta?
Typo, meant life quanta... I wanted to make life's own supernova version, to splash in some more options.

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Lava Mutants - No. Fire has many strategies that focus on getting as many quanta as they can, so own pillar destruction is not welcome.
Fire is often a burst, win-or-lose in the least time possible. This card is meant for a fire mono. I think it'd work pretty well, actually, considered that most mono fire either don't have pillar (cremations one I mean) or don't have much use for fire quanta other than fire lancing an opponent. So, after you have 15 fire towers and 150 mana, you can use them for a really nice swarm of little creatures to help your lance taking down the opponent.

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Shatter Ice - Freeze Armagio, Shatter, have a mobpile. Opens many new strategies, I see. Or freeze enemy creature, shatter, drop a RoF and own Bonewall, profit.
Since my goal is opening new strategies, I like this card a lot :)

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Divinize - Intrysting concept, but... Drop 6 Photons, get 15 ATK/HP on a Pegasus, Dive to 36/17 creature. Repeat on two more Pegasii, win the same turn.
Yeah, but that's the uber-situational hand you get once every 1000 games :P even in a 30 card deck, it's not likely that you're going to be able to have 6 living photons (they can get devoured, RoFed, plagued etc.) and the ability itself costs a good 8 light quanta :P

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Nosedive - Useful, really useful. Especially when I do a combo and put an upgraded Nosedive (free) into a Fire deck which has a Rupee Dragon and a Heavy Armor. 15/2 + Nosedive + HevE Armor = 30/6 for one turn and 1 damage to all enemy.
Yeah but it's not too OP. Think of Twin Universe. You drop a Rupee Drag and TU it. You attack. Now you did 30 damages, and you spent 7 aether quanta. But you have 2 dragons, not one. Anyway you're right on the HevE armor after nosedive... I should say "the creature dies at the end of the turn" more than "the creature's HP become 0".

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Time Catastrophe - Take like 8 or so damage to completely bog up the opponent in his pillars and other stuff for at least 10 turns unless there were Hourglasses, but even with them it's like 6 turns. WAAAAAY OP
OF COURSE all your monsters and pillars and everything are going to get reversed too mate... and if you have a swarm of immortals creatures and permanents and aren't going to get them back in your deck, I think you have pretty much won anyway :P And permanents are getting reversed too (Hourglasses)

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Unloyal Ass - I don't quite get how is this one meant to work, but I know for sure the opponent will NEVER be usine 30 creatures.
Every turn it changes side and, alternatively, you and your opponent have to sacrifice a creature (anything but him). It's a situational double-edged card, I agree. But with rainbow decks, for example, you often (about 70% of the times for me) end up with 30 creatures (think of skeles+FFQ swarm)

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Mass Phasewarp - Not quite useful. If you're Aether, you're making your precious EPDs targetable and untargeting your enemy, if you're not you won't be affording those anytime soon. And even then, Lobbing everything you have isn't good.
If you are only aether and have only EPDs. What if your are mono aether and your opponent has a bunch of damn EPDs or Immortals or just Divine Glories or whatever, and you managed to get out only your stupid Phase recluses? Or just want to unimmortalize them? Or you aren't aether and have aether mark and 1-2 towers out, you are going to be able to play upgraded vers (12 quanta) in 4/5 turns, and immortalize ALL your targetable (and your opponent's too, or it would be too OP) creatures. Imo this is a card that stops the concept "immortal=untouchable damage source for the rest of the game until the Apocalypse comes" and opens new possibilities.

YoYoBro

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Card Concepts... the same ol' same topic https://elementscommunity.org/forum/index.php?topic=1086.msg10256#msg10256
« Reply #4 on: December 15, 2009, 10:10:18 pm »

Just noticed, Bob. Rupee Drag isn't an air creature. And nosedive costs 0 just because it's meant to be used on air creatures.

bobcamel

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Card Concepts... the same ol' same topic https://elementscommunity.org/forum/index.php?topic=1086.msg10257#msg10257
« Reply #5 on: December 15, 2009, 10:10:18 pm »

1. Stilt.
2. So, endgame use only. And if I draw this early, it is pretty much useless.
3. I mean... this hits all the creatures except for the burrowed ones, so even the immortal ones can be hit by this. This is kind of.
4. I know it's a typo. I like to point out those.
5. Well, then it sounds more reasonable. Still, the pillars could still be useful for getting more Fire Lance Damage Potential, and THINK OF THE FAHRENHEITS
6. I also like it.
7. Then I back up with Guardian Angles (3 cost) and a crapload of Towers.
8. Whatever, Sky Dragons have 24 HP after that. Then I repair with HevE Armor/heal, TU the buffed thing, win even more.
9. I think the text shifted A LOT since I was reading it the first time... well, this way, you still have more chances as you're sure to have a crapload of Hourglasses.
10. The problem is, the most you can have is 23 creatures, so... Also, could be useful along a Gravyyard or a FFQ. If you were trying to do Mono helpfulness, you sort of failed.
11. Highly situational, then. Also, think of the creature abilities, and... wait. Let me explain again. This card does more good than wrong ONLY WHEN you're playing against a Mono-Aether or maybe some ability-reliant deck like Mutatines or Water Poison, and you have to be using non-ability creatures and have Aether yourself. Not likable.

YoYoBro

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Card Concepts... the same ol' same topic https://elementscommunity.org/forum/index.php?topic=1086.msg10258#msg10258
« Reply #6 on: December 15, 2009, 10:10:18 pm »

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1. Stilt.
Stilt? What do you mean?

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2. So, endgame use only. And if I draw this early, it is pretty much useless.
Pillars are useless in endgame. And some cards like EQ are useless in endgame. Or think of a fire lance at start: you have enough quanta to deal 6/9 dmg at most. Not all cards are always useful.

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3. I mean... this hits all the creatures except for the burrowed ones, so even the immortal ones can be hit by this. This is kind of.
Edited. You're right.

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5. Well, then it sounds more reasonable. Still, the pillars could still be useful for getting more Fire Lance Damage Potential, and THINK OF THE FAHRENHEITS
Do Fahrenheits... eat pillars? :P

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7. Then I back up with Guardian Angles (3 cost) and a crapload of Towers.
This is called (in MtG language) silver bullet deck. A deck that needs a specific combination of 2 cards to work. I think that if a player is able to get those he should be rewarded with big dmg. Think about this: Rupee Drag+2 tu= Half of your HP bar is gone. And you still have those dragons.

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8. Whatever, Sky Dragons have 24 HP after that. Then I repair with HevE Armor/heal, TU the buffed thing, win even more.
Edited to kill the creature at the end of the turn, no matter of his HP. And to have a dmg limit.

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9. I think the text shifted A LOT since I was reading it the first time... well, this way, you still have more chances as you're sure to have a crapload of Hourglasses.
Indeed. I started correcting some cards, including this. However, even before correcting, I already said that your permanents are getting reversed too. Now it should be more balanced: you get 1 hp dmg per card reversed.. Using it against, say, a FG like rainbow (30 quantum towers and crapload of permanents/creatures)= suiciding.

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10. The problem is, the most you can have is 23 creatures, so... Also, could be useful along a Gravyyard or a FFQ. If you were trying to do Mono helpfulness, you sort of failed.
I wasn't sure about the creature limit. Anyway the card concept itself is quite intresting IMHO as death/darkness is a common match, while darkness/FFQ is quite hard to make. The point is forcing your opponent and you to calculate what you're ready to sacrifice for this card's damage to HP.

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11. Highly situational, then. Also, think of the creature abilities, and... wait. Let me explain again. This card does more good than wrong ONLY WHEN you're playing against a Mono-Aether or maybe some ability-reliant deck like Mutatines or Water Poison, and you have to be using non-ability creatures and have Aether yourself. Not likable
Which deck doesn't rely on abilities? What is a rainbow deck without his otyughs, fallen druids, FFQs and so on? And it's quite a nice card to play with a aether/? that uses aether spells and, for example, normal creatures from another element (say life). You get a bunch of immortal creatures and if your opponent has some, now he doesn't anymore (Anubis cries).

Offline plastiqe

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Card Concepts... the same ol' same topic https://elementscommunity.org/forum/index.php?topic=1086.msg10259#msg10259
« Reply #7 on: December 15, 2009, 10:10:18 pm »

Welcome to the forums YoYoBro, you'll fit right in with all the other card designers we've got here.  chriskang is my favourite poster too.

I won't go through each card.  There were a couple neat themes that I haven't seen yet, I like reverse gravity (except I'd prefer a targeted spell to a mass switch) but a lot of your ideas were:
- Too complicated.  If it takes you 3 sentences to explain a card how are you gonna fit that on the tiny box for text on an actual game card?
- Too much math.  1.2 Bone Walls? Some cards round up and some round down?  I don't wanna have to bring out a calculator while I'm playing to figure out a cards effect.
- Too many absolutes.  Sacrafice all creatues, mutate all creatures, sacrafice all lands etc..
- Some cards are just plain OP.  3 Quantum devourers in your opening hand is almost a guaranteed win against anyone using non quantum pillars.

YoYoBro

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Card Concepts... the same ol' same topic https://elementscommunity.org/forum/index.php?topic=1086.msg10260#msg10260
« Reply #8 on: December 15, 2009, 10:10:18 pm »

Hi plastiqe, and thanks for replying.

You're right about all the 3 things: complicate ideas, absolutes and math.

I think math is not a problem, since every single attack, everything in Elements is math and elementary operations (you know that a PC can execute billions of operations each second) really aren't a problem. I have some experience in programming and with a command line like "When ------ is played check BoneChargesVariable. If it equals to YES then set HP of OpponentPlayer to [CurrentHP-(BoneChargesVariable)/1.2(roundeddown)]" (just writing a bunch of invented commands lol) I think there would be no problem with the math.

IMHO the main problem are the descriptions . You're right, some really wouldn't fit in a card... I will try to make them shorter, or change them to fit in.

As for absolutes, well, personally I like big, powerful cards more than small and less powerful ones. The problem here (always IMHO) is that if you concentrate all the power of a card in a focused, powerful effect, it will very likely be unbalanced. I think to absolutes as a way to distribute power in a simple and effective way.

For example, if Zanzarino had put all the power of a supernova in a single element, Supernova should generate 24 quanta of a single element. That would be plain insane. So it still generates 24 quanta, but distributed.

As for quantum devourers, you're totally right about them shutting off a non/quantum deck. I think I'll nerf them down a bit :)

Again, forgive me for typos/wrong grammar xD

bobcamel

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Card Concepts... the same ol' same topic https://elementscommunity.org/forum/index.php?topic=1086.msg10261#msg10261
« Reply #9 on: December 15, 2009, 10:10:18 pm »

1. The thing about abilities not effects. Also, I lay down 5 Armagios, control out all the enemies and then do Mass Mutatine, and I have a good chance of getting a 1/25 creature with Devour.

2. Well, but endgame cards are worse than startgame cards.

3. Just say "targetable".

5. No, they gain power from usine Fire quanta, and by having like 15 Burning Towers you can get them 3 more damage every turn. Multiply by the amount flown and you have a pretty good reason to keep the pillars.

7. MtG language? THPRIGHIC$%RGV  OMFGTFO DONT U TALK ABOUT MTG HEE ELEMENTS IS NOT MTG WE HAVE PILLARS NOT LANDS GODDANGIT!!!!!!!!!!1111111!!!!!!!!!oneoneoen!!!!!!1... also, well, what's wrong with this? My idea with this is Divinize + Pegasii + as many other Light creatures as possible. More than two cards. And the FFQ -> Firefly -> Rustler -> loop thing works.

8. 30 Limit? Ah, as you gave 4x when creature doesn't have Dive... well. Good thing to spam on Elite Fireflies then, 16 ATK + 1 to every enemy for one turn, and cheap.

9. 30 Pillars + 15 other permanents + up to 23 creatures = roughly 70 damage. Also, are the cards returned in some set order or unset one?

10. Well, then the limit is 23. What do you want to make the limit for Unloyal Ass?

11. Well, on such a deck it would be useful. Giant Frogs and Cock-at-rices are really useful things. Still highly specialist purchase, but ohwell.







YoYoBro

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Card Concepts... the same ol' same topic https://elementscommunity.org/forum/index.php?topic=1086.msg10262#msg10262
« Reply #10 on: December 15, 2009, 10:10:18 pm »

1) If you lay down 5 armagios and use that card you 1-Must use a lot of both entropy and gravity quanta 2-have good chances of getting armagios with devour, usable with 1 quanta you don't have (life, dark, light etc.). Rainbow deck isn't a solution, because this card costs a lot and is meant to be used with entropy/supernovas, and there aren't many rainbow decks with 5 elite armagios in them ^^

2) It depends on how you use them :)

3) and 7) You are acting like Zanz would come in a matter of seconds, take these cards and put them in the game mate :) these are concepts, let the language be MtGed, the important thing is that everyone understands it :)

5) With 15 towers you get 15 2/1 creatures ready to attack. That's far more... "bursting" than the +3 damage you would get on a Fahrenheit.

8) Keep in mind that dive is not momentum. If you are unprotected you can get pwned in a lot of ways, like TUing a blessed Ruby Dragon or something like this. So Nosedive isn't OP IMHO. And keep in mind that, after 2 nosedives, all your fireflies get 2x1 dmg, so they're all gone :)

9) Well, if your opponent has all those card on the field, it isn't very likely that you have still your HP to 100 ^^ this card is meant to be used a bit like miracle, to save yourself in a desperate situation... and the cards are reversed in a random order, yes.

10)You posted a card with a similar effect, the Traitor. This one is the same, but you also have to sacrifice a creature, so it's a double edged sword. The 23-creatures-thingy is only to say that if your opponent already has all the field full of creatures, the effect doesn't trigger.

11)Well, there are tons of specialized cards in elements. Cremation, purify, Eclypse, just to name some.

Card Concepts... the same ol' same topic https://elementscommunity.org/forum/index.php?topic=1086.msg10263#msg10263
« Reply #11 on: December 15, 2009, 10:10:18 pm »

I think the quantum worm is too powerful... is even make rainbow have another mode to go.

So, 2 quantum tower and this, if my mark is entropy. It even ensure a 2nd turn supernova...

If the opponent is a mono element-deck, he needs more than 3 pillar/tower in order to be effective...

The Pest even needs 3 darkness tower to play....and it usually means the deck itself is mono-darkness...
(which the main attack power is the dragon...)

 

blarg: