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Offline killsdazombiesTopic starter

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Card ideas https://elementscommunity.org/forum/index.php?topic=3738.msg35048#msg35048
« on: March 08, 2010, 06:04:47 am »
AWESOME IDEAS!!!!
blank......  :-X

my ideas.
 :aether Lightning rod. generate 2 aether per turn. shock. deals 1 damage to a random creature every turn. 4 aether
Sublime. target creature becomes immortal for 2 turns (yours) 2 aether
Lightning wall. all attackers are dealt 1 damage and may be stunned for 1 turn. 5 aether
 :air Dive bomb. all creatures (enemies too) gain dive for 1 turn. 5 air.
Sonic boom. stun all creatures for 2 turn. 3 air
 :darkness Bleed out. every time on of your creatures dies, generate a 1/1 vampire with vampire. 4 dark.
Dark burn. target creature gains  +2/-1 3 dark.
Bite. deal 3 damage to target creature. 1 dark.
Thief lord. 6 dark. 1/1. has steal. 4 dark
 :death Shallow grave. permanent. the next creature that would die will be brought back to life but attack will be cut in half (rounded down) 4 death.
grave robber. 3/3. generate a skeleton or zombie per turn. 6 death
zombie. 2/0. Brainssssss. generate a zombie on every successful hit. 2 death
skeletal knight. 5 death .7/2. plate Armour. 2 death. add 1 hp to this creature. every turn this creature losses 1 hp.
 :earth Tank. 6/20. Decimate. hit target creature for 10 hp but cannot attack or use ability for 3 turns. 6 earth
Sand runner. 4/2. 4 earth
Forge. 2 earth. turn target weapon into a hammer, or destroy it unless it turns into something weird..... (mutate weapon basically) K (gnikdoolb)
 :entropy Chaos bomb. cast chaos seed on all enemy creatures. 8 entropy K (Trickymist98)
Visitor. 5/1. 3 entropy.
 :fire Volcano. 0/15. deal 3 damage to a random creature. 2 fire (ability cost). 5 fire
 :gravity Heavy force. no creatures may dive. all non air creatures are burrowed.permanent 3 gravity. K
Light burden. all creatures without an ability gain dive. permanent. 3 gravity K
 :life Spring. heal yourself 5 hp per turn. 4 life.
 :light Armageddon. deal 5 damage to all creatures and 20 to both players. 10 light.
Shroud. heal all your creatures every turn. 5 light.
Templar. 6 light. 5/7
 :time Time bomb. after 5 turns ability boom is available. boom. deal 30 damage to enemy player. 0/1. 2 time.
Time traveler. 2 time. 1/1. view opponents hand. 2 time.
 :water Flood.kill all non water creatures. 7 water.
River. generate 1 water per water creature on the field.3 water K (unknown) (permanent)
Frost. freeze 3 creatures at random. 4 water K gnikdoolb (modified)

please comment and post own ideas

(some ideas taken from kongregate ((those are marked with a K and the name of the person taken from. (((sorry blood i forgot to add these)))
gnikdoolb,bloodking,supa man,assassin 2.0, zombie dude.

Offline Thalas

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Re: Card ideas https://elementscommunity.org/forum/index.php?topic=3738.msg35095#msg35095
« Reply #1 on: March 08, 2010, 02:16:23 pm »
Awfull ideas
 i think Dive Bomb is okay but too expensive
I don't like ideas when someone changing abilities from one element to another element.

Offline BluePriest

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Re: Card ideas https://elementscommunity.org/forum/index.php?topic=3738.msg35097#msg35097
« Reply #2 on: March 08, 2010, 02:29:31 pm »
Awfull ideas
 i think Dive Bomb is okay but too expensive
I don't like ideas when someone changing abilities from one element to another element.
Thats what we call an attack. Its hardly different than saying that a deck is awful. Give constructive criticism. There was about 30 ideas mentioned, you only touched on one. Aside form that you said they were awful. I think they were great ideas. They arent the standard ideas that people think of, theres a twist to them. Even gave a cost for them, shows a lot of thought put into it, and there were some for each element. Although I dont neccessarily like all of them, there are a lot of great ideas in there. I especially like healing spring, and armegedon as well.
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Re: Card ideas https://elementscommunity.org/forum/index.php?topic=3738.msg35126#msg35126
« Reply #3 on: March 08, 2010, 04:46:29 pm »
Lighting rod: Like, we do have pillars already. This thing does conserve some space, but isn't worth it due to initial cost.
Sublime: Or you could pay a bit more and get permanent protection. Could be useful in some cases, but just some, and it usually is better to just play a Quint.
Lighting Wall: Aether doesn't really need a typical shield when it has Dimshields, and even then an Ice Shield does it better.
Dive Bomb: Doubling the damage of own creatures (or multiplying it even more with multiples of those) is an overpowered effect, and for 5 Air? Ridiculous.
Sonic boom: While a Sundial lets you do this or something better. Well, not much of a difference... and even then this'd do with a lower cost. 1 turn is not much.
Bleed out: You forgot to include the cost
Dark burn: As above, and too weak to be taken into a deck anyway
Bite: I'd say it's also pretty weak and not worth taking. Drain Life does better.
Thief Lord: Sure it can be high cost and stuff, but sure creatures with Steal are just too powerful. Even Destroy happens just on a rare weapon.
Shallow Grave: You forgot to include the cost, again. The effect could be useful for conserving creatures with abilities, I have to agree.
Grave Robber: This is a bit too powerful to be included just as some passive ability. Costs 1 more than a Flesh Spider, has same stats, and generates useful things for free... Too strong.
Zombie: And this one also is too strong. By constantly generating new Zombies, those creatures... die every turn, causing your Vultures to go really high quickly. And the Grave Robber can generate new ones. And if you made it survive a turn, preferably with Momentum, then even worse, generating you a death per turn regardless of shields and a second one if the shield blocks 1 damage.
Tank: Ability cost? You forgot it. Also, just compare.
Owl's Eye can shoot 3 damage per turn, but then it's a rare and a weapon.
Hematite Golem is 3/5 for 5 Earth.
Tank can shoot for 10 damage per 3 turns (so 3 and a third per turn) and is 6/20 for 6 Earth.
Obviously broken.
Sand Runner: This card, on the other side, is pretty fine... basically a more expensive version of a Phase Spider, just with Earth cost and 1 higher cost.
Chaos Bomb: Seems fine to me, even though it could cost 9-10. I mean... Fire can cast its basic Fire Bolt on all enemies for just 7 Fire, Entropy can do a similar thing too.
Visitor: 6 statsum, 3 cost... Phase Spider, Flesh Spider. Seems fine.
Volcano: Let me repeat.
Owl's Eye can shoot 3 damage per turn for 2 Air, but then it's a rare and a weapon.
Volcano can shoot 3 damage per turn for 2 Fire, but it is a creature with whooping 30 HP and not a rare. This means it's both much harder to control out and to get multiples of those out. Obviously broken.
Heavy Force: You forgot to include the cost
Light burden: As above (I believe I said this somewhere before...)
Spring: A non-rare version of a SoG. Seems like a fine, fitting addition, no problems here, except for the fact it gets replaced easily.
Armageddon: Field cleanout, sort of. Forms a nice synergy with Blessing your creatures over 5 HP (only Pegasii, pretty much, if Mono) and then healing it back after using. Well... due to all the added cost, this card is probably the best piece in this heap of swine fodder.
Shroud: Could be useful for Rage Potion/Armageddon survivial/antipoison. I'd say it still is a bit situational, not much, as generally you get to form the situation.
Tie Bomb: How it works does make it pretty weak, as it takes about as long as all those "I'll exploit Petrify for my benefit" things and is controllable out pretty easily. However, you never said it does disappear after using the ability, so I'd make a Time/Aether: Play a Bomb, Quint it, wait behind Dimshields, and then use it to deal those 30 damage over and over. Heck, I could use several of them, even...
Time Traveler: While my primary argument is that we do have the Golden Nymph already, I'd also say that... that using Precognitions is better as you can gain a card this way, also, making them cost 0 cards 2 or less Time... and this makes the Traveler generally not pay for himself. And he is a pathetic thing for fighting, not like Golden Nymph.
Flood: So you can hit your own creatures with this, and not hit certain enemy creatures... Well, this card, at first, does seem like "I'd rather RoF", but then you see it can be used to clean Cells off your field. And, of course, it is accessible for Water too, not Fire... well, this does seem to be a good idea after all.
River: If anyone used Ice Bolts, this card could help with racking up quanta for them. Heck, it could make Ice Bolt useful, even... Sounds fine for a deck with them and pretty weak otherwise. ...wait, you never said if it is a permanent or a spell. If it is a spell, it's weak, if a permanent, it's good... seeing as there is no "per turn", it's a spell, and as such... BAD.
Frost: Pros:
-lets you keep 3 Freezes in one card
Cons:
-does not let you target
-costs more than 3 Freezes
Those balance each other out, IMO, so... sounds pretty fine, if not better in situations when there aren't many creatures on the field. Well, unless it accidentally targets the same creature twice, or so... but that's also fine. Sounds like a fairly good card, there.



Reasoner

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Re: Card ideas https://elementscommunity.org/forum/index.php?topic=3738.msg35140#msg35140
« Reply #4 on: March 08, 2010, 05:27:08 pm »
okay, a lot of these cards are overpowered, maybe they can be set as rares, but still, these cards would each be the best in that element.

Offline killsdazombiesTopic starter

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Re: Card ideas https://elementscommunity.org/forum/index.php?topic=3738.msg35214#msg35214
« Reply #5 on: March 08, 2010, 08:55:05 pm »
you can assume these are rares or not rare it doesn't matter, just judge whether you would use the cards or not? dive bomb affects ALL creatures, any way if you think my ideas are bad suggest your own, revise the cards or something like that.

Offline BluePriest

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Re: Card ideas https://elementscommunity.org/forum/index.php?topic=3738.msg35517#msg35517
« Reply #6 on: March 09, 2010, 01:32:30 pm »
Lots of the ideas (like the volcano) that has effects that are already done by other cards, will have people that love or hate them.
:I personally like the idea of evening out the abilities of the different elements (as long as its not so much that the elements are basically the same).  Some of the abilities like volcano (although I do feel volcano to be a bit overpowered due to its 30 hp) would be good, however, since its volcano and fire is usually thought of as more of a more unstable elements, should possibly cause 3 damage to a random creature? And not so much hp. It could even be three damage to a random creature including your own, however that would probably make it a little too underpowered, especially once you gain control of the field.

I would have to agree that a lot of the cards are overpowered, but that can all be solved by just raising the cost of the cards, possibly lowering stats, steal would (unfortunatly) probably have to be removed (however I do think I got a mutated creature with steal before, that only had 1-2 cost for its use). And that card was overpowered, losing a permanent a turn is just too powerful, especially when you gain what you stole. A possible way to balance this out would be that the thief lord steals the card, then it becomes yours 2-3 turns later, and you cant steal again until this happens. Although having 6 out would be crazy.

I definitly like that shallow grave ability, but would it work for if the next creature to die was your opponents?
Flood, I agree with bobcamel that it should be a permanent, and not a spell. And divebomb, that is just way too powerful. Maybe all Air creatures? That would even it out because air needs some decent attacks anyways. I think the majority of your cards that effect all creatures would probably be best if they stuck to their respective element. Otherwise they would be too powerful. However, my favorite card idea there is armegeddon. Awesome. Might need to wipe you of all your light quantum as well though, to ensure its not spammed once someone gets  60 light built up and your wondering whats he holding out for.
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Offline killsdazombiesTopic starter

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Re: Card ideas https://elementscommunity.org/forum/index.php?topic=3738.msg35738#msg35738
« Reply #7 on: March 09, 2010, 10:04:23 pm »
changed a few of them, and added some more. keep suggesting or post your own all that are overwhelmingly loved will be put at the top as AWESOME IDEA ZONE.

Offline BluePriest

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Re: Card ideas https://elementscommunity.org/forum/index.php?topic=3738.msg35804#msg35804
« Reply #8 on: March 10, 2010, 12:28:01 am »
I only see forge as a new one. Soemthing you may want to do is have a new weapon that it turns into besides the hammer, just imo. And since it can turn in to a rare weaoin, you may want it to be able to be destroyed and get nothing as a side effect as well. Are there any other new ones I missed? that was the only I saw.
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Re: Card ideas https://elementscommunity.org/forum/index.php?topic=3738.msg35941#msg35941
« Reply #9 on: March 10, 2010, 03:39:18 am »
Don't like 'em. Little too OP, and you're bringing the modern world into the before-our-time-Elements-game!

Offline BluePriest

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Re: Card ideas https://elementscommunity.org/forum/index.php?topic=3738.msg35950#msg35950
« Reply #10 on: March 10, 2010, 03:47:32 am »
Don't like 'em. Little too OP, and you're bringing the modern world into the before-our-time-Elements-game!
people are designing new sieries to the game they hope to get implemented. Dont be surprised if elements doesnt stay just in the realm of the mythics for long. Ive seen a technology series as well.
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Offline killsdazombiesTopic starter

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Re: Card ideas https://elementscommunity.org/forum/index.php?topic=3738.msg36068#msg36068
« Reply #11 on: March 10, 2010, 11:58:18 am »
hey if you dont like my ideas make your own ideas, if their good ill put them at the top.

 

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