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Offline BloodshadowTopic starter

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Cards that will make some Mono decks work well https://elementscommunity.org/forum/index.php?topic=914.msg8547#msg8547
« on: December 15, 2009, 10:10:12 pm »

Note: By Mono, I mean that the deck only use one type of quantum; therefore, the Graboid speed deck does not count, because while the cards are all Earth, the Mark is Time.

Currently, for all the Mono decks, only Fire, Dark, Gravity, and Aether work well by themselves. All other elements do not work Mono; they are only good when combined with at least one other element. The purpose of this thread is to add some cards that will make Mono decks work well.

Mono-Earth:

Transformer: 4/6 (6 Earth)
Transform (2 Earth): The stats of Transformer are swapped.

With this card, a popular Mono-Earth strategy could be to cast Plate Armor on Transformer, and then use Transform to change the boosted HP to ATK. And when Transformer is damaged, you can swap its stats again to prevent it from dying.


Mono-Air:



Tornado: 9/0 (6 Air)
Immortal: Tornado cannot be targeted.

Mist: Permanent (1 Air)
Enemy creatures have 10% to miss you. Mists can stack with each other and Fog Shield, but cannot stack with Dusk Mantle.

Hurricane is not really a mob generator, since Tornado dies after 1 turn. To prevent you from using Blessing/Armor on Tornadoes to make them permanent, I made them Immortal; but that way, they're not affected by shields and such. Immortal can also be called Immaterial, which fits the theme of wind and such.
And no, this is different from a more powerful Dive. Each Tornado attack can remove a Bone Wall, while Diving cannot.

For Mist, if have 6 Mists and a Fog Shield on the field, enemy creatures have 90% chance to miss you. Of course, this can get broken with False Gods, if they have 12 Mists and an Improved Fog, but you can simply use permanent control or something...


Mono-Water:

Frost: Spell (2 Water)
Disable the target permanent for 3 turns.

Ocean Rift: Permanent (6 Water)
Summon a Blue Crawler each turn for 3 turns.
Each turn, 10% chance to summon an Ice Dragon instead.

Flood: Permanent (4 Water)
For 3 turns, all Water creatures gain 1 HP, and all non-Water creatures lose 1 ATK.

Water lacks permanent control, and it lacks good creatures. Blue Crawler and Ice Dragon are the only Mono-Water creatures available; but Ice Dragon is too expensive, and Blue Crawler too weak. So I added something that can summon a lot of Crawlers, to make Water creatures put up a fight.


Mono-Light:

The Chosen: 3/3 (5 Light)
Blessing (3 Light): Target creature gains +3/+3.

Mono-Light just need a relatively powerful creature. Light growth doesn't sound too bad, and The Chosen can make other creatures stronger, too.


Mono-Entropy:

Beholder: 3/5 (6 Entropy)
Chaos (2 Entropy): Inflict a random negative effect on the target creature.

Mutant: 3/3 (4 Entropy)
Mutant: When Mutant enters play, it gains a random bonus in stats, and gains a random ability for 1 or 2 Entropy.

Mono-Entropy should revolve around randomness, so mutants are good for the theme. But since Fallen Elf use Life to mutate, I made an auto-mutant that make Mono-Entropy workable.


Mono-Time:

Time Lord: 7/1 (5 Time)
Timeless: When Time Lord is killed, it is Reverse Timed instead.

Tempus Fugit: 0/3 (6 Time)
Age (2 Time): Target creature gain -1/-1. This ability cannot kill a creature.

Time itself is probably semi-workable by going Mono, because it has Hourglasses to accelerate draws. It just lacks a few powerful cards.


Mono-Life:

Tree of Life: 0/6 (7 Life)
Seed (3 Life): Generate a Seed.

Seed: 0/1 (1 Life)
Seed enters play burrowed.
Germinate (2 Life): Turn into a Tree Sprite.

Tree Sprite: 2/4 (2 Life)
Healing Aura: Heal you for up to 2 HP each turn.

Mono-Life should be massive mob spamming and healing. And the Tree of Life fits the theme. While the Sprites don't have as much ATK as the Fireflies, they heal you even without Empathic Bonds.


Mono-Death:

Necromancer: 1/3 (4 Death)
Necromancy (3 Death): Simulates a creature death, and triggers the effects of all cards related to creature deaths.

Mono-Death itself, just like Time, is semi-workable. While you can manage by sacrificing Viruses to fuel Boneyards and such, it's much better to use Necromancer. Each time it activates its ability, Boneyard will generate a Skeleton, Bone Wall will generate 2 Bones, and Vulture will gain +1/+1. With Necromancer, Mono-Death will be much more powerful.


No doubt that some of those cards are overpowered, and it's up to you guys to correct me. I am open to suggestions, so if you have a great idea to make those Mono decks work, please post it here.
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Offline jmizzle7

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Cards that will make some Mono decks work well https://elementscommunity.org/forum/index.php?topic=914.msg8548#msg8548
« Reply #1 on: December 15, 2009, 10:10:12 pm »

I really like these concepts. That Necromancer, while a good theme idea, is a nasty mechanic. Anything that makes Bonewall better with no card cost is highly unnecessary. The three death is probably a good cost for that ability, though, so it probably wouldn't be overpowered at all.

Sigh

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Cards that will make some Mono decks work well https://elementscommunity.org/forum/index.php?topic=914.msg8549#msg8549
« Reply #2 on: December 15, 2009, 10:10:12 pm »

I like all of these cards except for the Air one. I personally like the current ability to make super creatures, and I'm pretty sure that the ability to copy whatever the current stats are was put in there on purpose for this.

I especially like the water cards, keeping with the whole "3" theme and all, and I agree, water isn't all about poisoning the crap outta them, its also about crushing you with the enormous creatures and the big-ness of the ocean itself.

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Cards that will make some Mono decks work well https://elementscommunity.org/forum/index.php?topic=914.msg8550#msg8550
« Reply #3 on: December 15, 2009, 10:10:12 pm »

Sigh

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Cards that will make some Mono decks work well https://elementscommunity.org/forum/index.php?topic=914.msg8551#msg8551
« Reply #4 on: December 15, 2009, 10:10:12 pm »

Scaredgirl

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Cards that will make some Mono decks work well https://elementscommunity.org/forum/index.php?topic=914.msg8552#msg8552
« Reply #5 on: December 15, 2009, 10:10:12 pm »

Mono-Earth:

Transformer: 4/6 (6 Earth)
Transform (2 Earth): The stats of Transformer are swapped.

With this card, a popular Mono-Earth strategy could be to cast Plate Armor on Transformer, and then use Transform to change the boosted HP to ATK. And when Transformer is damaged, you can swap its stats again to prevent it from dying.
This has been suggested before. It won't work because of high HP creatures like Armagio and Flying Gravity weapon (70HP!!!!!!!!).


Mono-Air:

Levitator: 0/3 (6 Air)
Levitate (3 Air): Dive the target creature for 1 turn.

In another thread, I mentioned that Dive should be changed to a status. That way, Diving a creature twice will not quadruple its stats, but will make it dived for 2 turns.
A Mono-Air strategy could be using multiple Levitators to Dive a bunch of Azure Dragons for fast damage.
I don't know.. Not a bad idea but since it requires change in current game mechanics, I doubt it will ever happen.

p.s. why do everyone always want more dive? :) There are other ways of buffing attack too!


Mono-Water:

Frost: Spell (2 Water)
Disable the target permanent for 3 turns.

Ocean Rift: Permanent (6 Water)
Summon a Blue Crawler each turn for 3 turns.
Each turn, 10% chance to summon an Ice Dragon instead.

Flood: Permanent (4 Water)
For 3 turns, all Water creatures gain 1 HP, and all non-Water creatures lose 1 ATK.

I like these.


Mono-Light:

The Chosen: 3/3 (5 Light)
Blessing (3 Light): Target creature gains +3/+3.

Cost of Blessing seems a bit high. Might be better with 2. But I like the idea. I was going with something similar in that other thread, but only with Mass Blessing. "Blessing Guy" is something this game needs.


Mono-Entropy:

Beholder: 3/5 (6 Entropy)
Chaos (2 Entropy): Inflict a random negative effect on the target creature.

Mutant: 3/3 (4 Entropy)
Mutant: When Mutant enters play, it gains a random bonus in stats, and gains a random ability for 1 or 2 Entropy.

Hmm... I like the Beholder but that Mutant is kind of like Fate Egg. Different, but the same idea.


Mono-Time:

Promnesia: Permanent (7 Time)
Promnesia: Each time a creature is summoned, a Deja Vu is generated.

Tempus Fugit: 0/3 (6 Time)
Age (2 Time): Target creature gain -1/-1. This ability cannot kill a creature.

That Promesia would probably be overpowered. And why can't a creature die of old age?
 

Mono-Life:

Tree of Life: 0/6 (7 Life)
Seed (3 Life): Generate a Seed.

Seed: 0/1 (1 Life)
Seed enters play burrowed.
Germinate (2 Life): Turn into a Tree Sprite.

Tree Sprite: 2/4 (2 Life)
Healing Aura: Heal you for up to 2 HP each turn.

Something like this was also suggested earlier. I like the idea of having seeds. You could change it so that Germinate costs 2 Light. Water is other option but it's already taken by Forrest Spirit.


Mono-Death:

Necromancer: 1/3 (4 Death)
Necromancy (3 Death): Simulates a creature death, and triggers the effects of all cards related to creature deaths.

Mono-Death itself, just like Time, is semi-workable. While you can manage by sacrificing Viruses to fuel Boneyards and such, it's much better to use Necromancer. Each time it activates its ability, Boneyard will generate a Skeleton, Bone Wall will generate 2 Bones, and Vulture will gain +1/+1. With Necromancer, Mono-Death will be much more powerful.
The problem with this one is that I see Necromancy as something you do to a living creature. How can this guy "simulate" death? That's not how it works. He would first need to create live and then take it.


But yeah.. good ideas. Keep up the good work!

Scaredgirl

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Cards that will make some Mono decks work well https://elementscommunity.org/forum/index.php?topic=914.msg8553#msg8553
« Reply #6 on: December 15, 2009, 10:10:12 pm »

Shameless self-promotion much? ;)
Why is someone always crying about something I say? :) I really need to start that "Scaredgirl hurt me feelings - Support Group" -thread I talked about earlier.

I just found it to be funny that he had almost the same idea with almost identical name. But that's not surprising since there is no "Blessing Guy" in Light, and when brainstorming for new ideas, this idea would probably come to most peoples' mind at some point.

Offline jmizzle7

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Cards that will make some Mono decks work well https://elementscommunity.org/forum/index.php?topic=914.msg8554#msg8554
« Reply #7 on: December 15, 2009, 10:10:12 pm »

I agree, SG, about the ability to swap out a creature's hp and attack power. But I think the OP was suggesting this ability to be only local to a specific creature. I don't think this would be too crazy at all, as this game is hurting for new card ideas and content, but it sounds like an ability that should be local to an entropy creature and not earth.

Scaredgirl

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Cards that will make some Mono decks work well https://elementscommunity.org/forum/index.php?topic=914.msg8555#msg8555
« Reply #8 on: December 15, 2009, 10:10:12 pm »

I agree, SG, about the ability to swap out a creature's hp and attack power. But I think the OP was suggesting this ability to be only local to a specific creature. I don't think this would be too crazy at all, as this game is hurting for new card ideas and content, but it sounds like an ability that should be local to an entropy creature and not earth.
Yes, you are absolutely right. I didn't even read the whole thing. I guess read a couple of words and just assumed what the card was about.

Kumlekar

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Cards that will make some Mono decks work well https://elementscommunity.org/forum/index.php?topic=914.msg8556#msg8556
« Reply #9 on: December 15, 2009, 10:10:12 pm »

I've got a little bit of a problem with the necromancer and the blessing creature. (+3+3 on target creature every turn? thats a tad powerful, though I guess its nothing an eternity can't handle.  Still, alot of mon-decks are dependent on damage for creature control, they're pretty vulnerable to that effect)  The necromancer may or may not be overpowered.  The reality is that bonewalls are overpowered currently, that this is just making bonewalls even more powerful.  I'd have less of a problem with the necromancer if bonewalls only generated one taken per death instead of two.

I love the idea for the earth creature.

For air, theres been alot of similar cards suggested.  I personally feel that a new type of ability needs to be given to air other than dive or owls eye.

Flood I'd like to seen changed to being a shield.  One of those is pretty cool.  Multiples would be hellishly powerful.

Ocean rift I like, but I have an issue with the randomness.  Perhaps if the player pays a large mana cost the blue crawler is replaced with the dragon?

The time cards are excellent

The tree of life->seed->tree sprite thing is kinda cool, as long as you can't insert seeds into your deck.

Where's the love for dark man?

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Cards that will make some Mono decks work well https://elementscommunity.org/forum/index.php?topic=914.msg8557#msg8557
« Reply #10 on: December 15, 2009, 10:10:12 pm »

the card would make more sense as entropy, but it wouldn't really inspire mono-decks at all... just make a new duo, deck based off those with  heavy armor.
Then again, any new deck is good as it will bring more variety to the game, and would his stats change permanently or just for the turn? just for the turn might make it too hard to die but i think you meant permanently.

Another combo  is there, the blessing guy with the dive one, or the transformer with the blessing, or him with dive... but he would be a really good card to add to the game because he would open up lots of new strategies.

and the mutant is completely different from the fate egg, while the egg becomes a random creature, like a dragon or possibly a spark, the mutant has a random ability, with random stats, just like a mutation from the druid.

I love all of the other ideas, but i think that the necromancer should either have its ability cost 5 darkness and kill a target creature, or just raise 2 skeles for 3 (+1 skele for each boneyard out).

And i think promnesia would be a great card, if it weren't for rainbows, but a time factory is another option, and this is something i have need thinking of for a while, that decks should be able to generate their base creatures (photons, sparks, brimstone eaters) for 5(?) quanta each use, but how this might be nerfed to accomodate aether i don't know, and it'd probably have to be rare, to prevent decks from being focused around lots of the quanta generating ones. and maybe the gods should be able to have one (and start with it) it'd make them more of a challenge.

but i'm getting way off-track.

He didn't make any dark cards because they already have a powerful mono.


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Scaredgirl

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Cards that will make some Mono decks work well https://elementscommunity.org/forum/index.php?topic=914.msg8558#msg8558
« Reply #11 on: December 15, 2009, 10:10:12 pm »

OP you should do pictures of those cards. People get more excited when they see something other than text only.

Here is my tutorial and templates : http://elementstheforum.smfforfree3.com/index.php/topic,1022.0.html (http://elementstheforum.smfforfree3.com/index.php/topic,1022.0.html)

You need to know how to use Photoshop though..

 

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