Elements the Game Forum - Free Online Fantasy Card Game

Elements the Game => Card Ideas and Art => Topic started by: Bloodshadow on March 25, 2010, 04:29:21 am

Title: Combining Shards into Crystals and Gems
Post by: Bloodshadow on March 25, 2010, 04:29:21 am
Before I begin, I need to say that this idea was inspired by Lord Midnight's idea below, although this is less complicated:
http://elementscommunity.org/forum/index.php/topic,4280.0.html

A few days ago, I have submitted a Shard idea called the Shard of Sacrifice. The link is below:
http://elementscommunity.org/forum/index.php/topic,4191.0.html

The Shard of Sacrifice is a red shard. Along with Shard of Divinity, the blue shard, and Shard of Gratitude, the green shard, those three shards complete the primary colors.

Inspired by Lord Midnight, I had the idea of combining Shards. Since we're using RGB colors, I thought: why not make some composite Shards based on secondary and tertiary colors?

When you combine Shards (cost 1-3), you will get Crystals (cost 4-6). Crystals can be further combined into Gems (cost 8-12). Each Combination will require 1500 electrums, and only upgraded Shards can be combined.
In the spinner, Crystals and Gems will be replaced by Relics.

Combining any two Shards together will give you a Crystal. Obviously, combining two red shards will give you a red crystal, etc. Combining a red and a blue shard will give you a magenta crystal; combining a red and a green shard will give you a yellow crystal; combining a green and a blue shard will give you a cyan crystal.
Red + Blue = Magenta
Red + Green = Yellow
Blue + Green = Cyan

Combining any two Crystals together will give you a Gem. Gem combining has a bit more variety to Crystal combining, because you now have six colors to work with. The same principles apply: red + red = red, magenta + magenta = magenta, etc.
Red + Magenta = Pink
Red + Yellow = Orange
Blue + Magenta = Indigo
Blue + Cyan = Azure
Green + Yellow = Lime
Green + Cyan = Teal
Magenta + Yellow = Red
Magenta + Cyan = Blue
Yellow + Cyan = Green
Red + Cyan = White
Blue + Yellow = White
Green + Magenta = White

If you obtained all 13 Gems, you can combine them all into the Orb of Unity, with 15000 electrums. The Orb of Unity is white, and it goes into your Mark slot as it is not a creature, spell or permanent. The Orb of Unity will cost over 100 quanta to play, because the 48 shards that the orb was composed of have a combined cost of over 100.

The question is, what abilities do I give to those cards? It's not really that many, only twelve colors in total. For example, the effect of a red gem is stronger than a red crystal, but the effect is the same.


Here are the ones I have so far:

Shard of Sacrifice: 0/1 (3 Quanta)
Sacrifice (3 Quanta): Your max HP and current HP are reduced by 5. Shard of Sacrifice gains +3/+0.
Immortal
Momentum

Shard of Gratitude: Permanent (2 Quanta)
Each turn, you're healed for 5 HP.

Shard of Divinity: Spell (3 Quanta)
Raise your max HP by 20.

Crystal of Sacrifice: 0/1 (6 Quanta)
Sacrifice (5 Quanta): Your max HP and current HP are reduced by 8. Crystal of Sacrifice gains +5/+0.
Immortal
Momentum
This card is obtained from combining two Shards of Sacrifice.

Crystal of Bequeathal: 3/3 (5 Quanta)
Bequeath (3 Quanta): You lose 5 current HP. Crystal of Bequeathal gains +2/+2.
Vampire
This card is obtained from combining Shard of Sacrifice and Shard of Gratitude.

Crystal of Gratitude: Permanent (4 Quanta)
Each turn, you're healed for 8 HP.
This card is obtained from combining two Shards of Gratitude.

Crystal of Ascendancy: Permanent (5 Quanta)
Ascend (3 Quanta): Increase your current HP and max HP by 5.
This card is obtained from combining Shard of Divinity and Shard of Gratitude.

Crystal of Divinity: Spell (6 Quanta)
Raise your max HP by 32.
This card is obtained from combining two Shards of Divinity.

Crystal of Retribution: Spell (6 Quanta)
You lose 10 max HP, and your opponent loses 20 max HP.
This card is obtained from combining Shard of Divinity and Shard of Sacrifice.
Title: Re: Combining Shards into Crystals and Gems
Post by: omerbey on March 25, 2010, 06:12:02 am
hello, gemcraft  :D

Title: Re: Combining Shards into Crystals and Gems
Post by: Bloodshadow on March 25, 2010, 06:20:48 am
hello, gemcraft  :D
Oh yeah... Gemcraft. Used to love that game, but GC0 - Gem of Eternity was a bit too hard.

And yeah, this gem-color-combining thing was first inspired by Gemcraft.
Title: Re: Combining Shards into Crystals and Gems
Post by: storyteller on March 25, 2010, 08:09:36 am
<content removed by poster>
Title: Re: Combining Shards into Crystals and Gems
Post by: Kurohami on March 25, 2010, 11:02:37 pm
Nice idea, the gems can be very OP though. Also, GC0 is way too hard, it's just torturous.
Title: Re: Combining Shards into Crystals and Gems
Post by: Bloodshadow on March 26, 2010, 12:14:01 am
@Lord Midnight: You should realize that the red shard is a creature, the blue shard is a spell, and the green shard is a permanent. So the Crystals and Gems can be all three types of cards.

And I've decided to use the subtractive color system when combining two secondary colored crystals. E.g. yellow crystal + magenta crystal = red gem.

As for white... There is going to be an uber card called the Orb of Unity, which is white. It can only be obtained from combining all 12 Gems with 15750 electrums. This card is going to cost over 100 quanta to play, because the sum of all the costs of 48 shards is over 100. The Orb of Unity will go into your Mark slot.

The 15750 electrums is not random. You have 12 Gems; the first 6 combinations will combine them into 6; the second 3 combinations will combine them into 3; then 1.5 combinations will be required to combine the three into one. Therefore, a total of 10.5 combinations, times 1500, is 15750.
Title: Re: Combining Shards into Crystals and Gems
Post by: Kurohami on March 26, 2010, 12:18:30 am
That sounds like gem of eternity.......
Title: Re: Combining Shards into Crystals and Gems
Post by: Bloodshadow on March 26, 2010, 12:20:40 am
It IS the Gem of Eternity. Maybe there should be an evil spirit that was sealed by the Orb of Unity too, like the Forgotten.

OK, back to topic. Name suggestions for the colors? Crystals and Gems of the same color will have the same names. E.g. blue gem is the Gem of Divinity.
Title: Re: Combining Shards into Crystals and Gems
Post by: Kurohami on March 26, 2010, 01:33:40 am
magenta crystal: the crystal of divine sacrifice
yellow crystal: crystal of merciful sacrifice
cyan crystal: the crystal of holy gratitude

Title: Re: Combining Shards into Crystals and Gems
Post by: Bloodshadow on March 26, 2010, 04:16:57 am
Er... They need to be ONE word. For example:

Crystal of Ascendancy: Permanent (5 Quanta)
Ascend (3 Quanta): Increase your current HP and max HP by 5.
This card is obtained from combining Shard of Divinity and Shard of Gratitude.

Crystal of Retribution: Spell (6 Quanta)
You lose 10 max HP, and your opponent loses 20 max HP.
This card is obtained from combining Shard of Divinity and Shard of Sacrifice.

Crystal of Bequeathal: 3/3 (5 Quanta)
Bequeath (3 Quanta): You lose 5 current HP. Crystal of Bequeathal gains +2/+2.
Vampire
This card is obtained from combining Shard of Sacrifice and Shard of Gratitude.

Any of those overpowered?
Title: Re: Combining Shards into Crystals and Gems
Post by: PuppyChow on March 26, 2010, 05:23:52 am
Crystal of Bequeathal seems OP.
Title: Re: Combining Shards into Crystals and Gems
Post by: Bloodshadow on March 26, 2010, 05:44:04 am
Crystal of Bequeathal changed from 5/5 to 3/3. Is it still OP?

Edited: Each primary colored Crystal and Gem loses 20% of total power upon combination.

Crystal of Sacrifice: 0/1 (6 Quanta)
Sacrifice (5 Quanta): Your max HP and current HP are reduced by 8. Crystal of Sacrifice gains +5/+0.
Immortal
Momentum
This card is obtained from combining two Shards of Sacrifice.

Crystal of Divinity: Spell (6 Quanta)
Raise your max HP by 32.
This card is obtained from combining two Shards of Divinity.

Crystal of Gratitude: Permanent (4 Quanta)
Each turn, you're healed for 8 HP.
This card is obtained from combining two Shards of Gratitude.

Are those OP? Crystal of Gratitude might be... Maybe I should limit Crystals to 3 per deck, and Gems 1 per deck. Of course, Orb of Unity would be so overpowered that it should take up multiple card slots; but then, that would lead to less than 30 card decks...
Title: Re: Combining Shards into Crystals and Gems
Post by: Kameda on March 26, 2010, 05:32:14 pm
When you made the Crystals for combining two of the same Shards you just add a double effect in the card.
I think it should be a little less. Like, two Crystal of Gratitude healing for 7 or 8 HP.
Title: Re: Combining Shards into Crystals and Gems
Post by: Kurohami on March 26, 2010, 07:53:16 pm
In gem craft, the effect of a dual gem is always weaker than a pure one, but there are other bonuses.
Title: Re: Combining Shards into Crystals and Gems
Post by: Bloodshadow on March 26, 2010, 11:00:10 pm
When you made the Crystals for combining two of the same Shards you just add a double effect in the card.
I think it should be a little less. Like, two Crystal of Gratitude healing for 7 or 8 HP.
Then why would you bother combining them? If a single crystal is weaker than two shards, then you should just take the two shards and double their effects, instead of taking the crystal.

Well, I guess one use is to take BOTH the shard and the crystal. Say, you can only have six Shards of Gratitude in your deck, but along with the six shards you can have some Crystals of Gratitude.

But still, I don't think they're that overpowered. If their effects are weakened, then their numbers shouldn't be limited to less than six.

Should the Crystals and Gems be limited? It'd be pretty OP if you have six Gems of Gratitude that each heals you for 20 HP per turn. If they're not limited, then the effects of the primary colored gems and crystals should be weaker than their individual shards combined.
Title: Re: Combining Shards into Crystals and Gems
Post by: miniwally on March 28, 2010, 02:08:44 am
Great ideas with combinations.

Just a question can you play 6 SoD's and gems or do gems count as shards in the restriction thing.
Title: Re: Combining Shards into Crystals and Gems
Post by: Bloodshadow on March 28, 2010, 03:03:08 am
Just a question can you play 6 SoD's and gems or do gems count as shards in the restriction thing.
Crystals and Gems are not counted as Shards. That's the entire point.

But it would seem pretty inconsistent to have all other cards not limited, but only Crystals and Gems limited. I'll make the primary colored Crystals weaker, and remove the number limit.

How much should it be? Right now, I'm thinking that when you combine two identical Shards or Crystals, the resulting Crystal/Gem loses 20% power.
Crystal of Sacrifice now uses 5 quanta and 8 max HP to gain +5/+0. Crystal of Divinity now adds 32 max HP. Crystal of Gratitude now heals 8 per turn.
Title: Re: Combining Shards into Crystals and Gems
Post by: Kurohami on March 28, 2010, 03:17:45 am
that's still a little bit too powerful, I'm thinking about 25-30%. In gems, 25-30% is a lot. This reduction of power can make crystals okay to use, but gems would still be very OP. Even though the cost of these combining process is great, but a card that powerful could still easily destroy the balance of the game.
Title: Re: Combining Shards into Crystals and Gems
Post by: Bloodshadow on March 28, 2010, 03:26:53 am
All right. In Crystals, they're reduced by 20%. In Gems, they're reduced by 25%.
Title: Re: Combining Shards into Crystals and Gems
Post by: Kameda on March 28, 2010, 03:44:10 am
Then why would you bother combining them? If a single crystal is weaker than two shards, then you should just take the two shards and double their effects, instead of taking the crystal.
Because six Crystals would be more effective than six Shards. Not as much effective as twelve Shards, but more effective.
Title: Re: Combining Shards into Crystals and Gems
Post by: Bloodshadow on March 28, 2010, 03:55:13 am
Any suggestions on the tertiary colored gems? Names and abilities.

Gem of XXXX: Creature.
Not sure. Drains max HP? Could be very overpowered.

Gem of XXXX: Creature.
No idea. Healing + vampire = ?

Gem of XXXX: Permanent.
No idea. Healing + gradually raise max HP = ?

Gem of XXXX: Permanent.
Not sure. Maybe like a charging battery thing: pump as much power into it as you want; when you decide to use it, this Gem is destroyed and you gain lots of max HP...

Gem of XXXX: Spell.
Not sure. Maybe some sort of max HP poison?

Gem of XXXX: Spell.
No idea.

Suggestions?
Title: Re: Combining Shards into Crystals and Gems
Post by: miniwally on March 28, 2010, 10:14:24 am
Which of those are combined with which shards.
Title: Re: Combining Shards into Crystals and Gems
Post by: Bloodshadow on March 28, 2010, 06:54:53 pm
Which of those are combined with which shards.
Can't you tell by the colors? For example, the pink one is obviously red + magenta, while the lime one was obviously yellow + green.

Oh yeah, and there is going to be a white gem, if you combine two complementary colors (e.g. red + cyan).

Gem of XXXX: Mark
This should replace your mark.
This'll probably generate 1 quantum of each element per turn.

Wait... This means that to get the Orb of Unity, you now have to combine 13 gems.
Title: Re: Combining Shards into Crystals and Gems
Post by: UsernameLife on March 28, 2010, 07:09:28 pm
I absolutely love this idea, simply because gem/crystal decks will screw over newbs entirely.
But seriously, the upgrade prices are a bit too much... and having to use multiple shards? Seems pretty veteran exclusive.

Decks based off of gems seem like a nice idea, maybe a little OP with quantum towers. They'll be immortal, momentumed rush decks, gaining Max HP every turn O_O
Maybe a false god with 6 of each shard/gem/crystal?

(I hope the t50 aren't too mean if this is implemented.)
Title: Re: Combining Shards into Crystals and Gems
Post by: Bloodshadow on March 29, 2010, 12:06:38 am
I'm thinking that maybe those cards should be excluded from PvP and T50; as in, when a deck is in T50, all Crystals and Gems would be temporarily excluded. But what if someone in T50 uses a full-shard deck? Is he simply kicked out of T50?

Any suggestions for the tertiary colored gems? Names and abilities.
Title: Re: Combining Shards into Crystals and Gems
Post by: Lanidrak on March 29, 2010, 12:54:14 am
Nice idea.. I'm back :)

First things first, as for the T50, perhaps the game will just replace all 'shard' based cards with random cards.

To all who said GC:Eternity was hard? Noobs :).

And now back on topic, really like this idea. Maybe there can be a quest, parallel to the false gods in which you have a higher than average chance of winning a 'shard'. The 'shard' being the lowest level, needing to be combined with another shard, into a crystal. Seems to make sense to me.

This will also make people cry out for some card-trading/auction house etc... Imagine trying to get x6 Gem of Sanguinius (made up)... This Gem is fire all through out, so requires, 2x Crystal of Sanguinius to be made. So, each crystal requires 2 Shards, that's let's see... 24 shards to make 12 crystals to make 6 Gems...

The idea's seem spot on, as for what the cards actually do. I do particularly like the idea of strengthening poison or adding an ability which affects 'MAXIMUM Hp'. Particularly handy against miracle spam... empathic bond and creature spam... shard spam... :)

Crippling is usually what something does if it affects your Max HP, as opposed to Poisoning which affects your current HP. But, then again, maybe Shard of Disease/Shard of Fatigue could also convey this idea.  Maybe, 10, 15, 20hp from Maximum removed per Shard/Crystal/Gem.

Or if it were to be a creature, then -1, -2, -3 max hp per attack. Maybe Immortal or just affectedness by Adrenaline (like Puffer-Fishes are currently). The -Max HP ability will be blocked by shields, and of course, maybe there will be a shard which works in the opposite way, sort of like a combination of a Shard of Gratitude and a Shard of Destiny (+5hp per turn and +20 MAX HP on turn played), so it works like a sort of gradual max hp increase over time...

Anyways, I'm rambling, nice idea... Surprised no-one else really thought of it until now :)

Back to my bat-cave... lurking around the forums, spying on you all!
Title: Re: Combining Shards into Crystals and Gems
Post by: Bloodshadow on March 29, 2010, 02:16:42 am
Yes, there should be quests that let you win Shards, Crystals, and even Gems.

Let me see...

Gem of Punishment: 1/10 (11 Quanta)
Each turn Gem of Punishment makes a successful attack, your opponent loses 2 max HP, you lose 5 current HP.
Pause (0 Quanta): Gem of Punishment does not attack this turn.
This card is obtained from combining Crystal of Sacrifice and Crystal of Bequeathal.

Is this very overpowered?
Title: Re: Combining Shards into Crystals and Gems
Post by: Kurohami on March 29, 2010, 02:27:07 am
It will do more harm to yourself than your opponent if you don't have effective healing mechanisms set up. I guess it's not that over powered since it lowers your own max hp as well.
Title: Re: Combining Shards into Crystals and Gems
Post by: Bloodshadow on March 29, 2010, 11:59:40 pm
Any more ideas for the tertiary colored Gems?

And is the white gem overpowered? The one that generates 1 quantum of every element per turn. It replaces your Mark, and it stacks.
Title: Re: Combining Shards into Crystals and Gems
Post by: Lanidrak on March 30, 2010, 06:46:11 am
Gem of Punishment is far too weak in my opinion.

My suggestion would be to make it a permanent.

This way, it is more of a specialist card... Which to be honest, it has to be considering that to make one of these you need one Crystal of Bequethal and one Crystal of Sacrifice... So, furthermore, this card needs to be stronger than both of the crystals combined and then some more... because people are not going to waste two alright cards for something that is only slightly better.
Title: Re: Combining Shards into Crystals and Gems
Post by: Kurohami on March 30, 2010, 08:57:15 pm
Well, from my understanding, people will. Because card advantage is very important, so combining two cards into one is a large advantage by itself.
Title: Re: Combining Shards into Crystals and Gems
Post by: miniwally on March 30, 2010, 09:11:21 pm
and you can use 6 versions of the original and I think (for the meanwhile) 3 versions of the gem or crystal.
Title: Re: Combining Shards into Crystals and Gems
Post by: Bloodshadow on March 30, 2010, 11:49:48 pm
Gem of Punishment is far too weak in my opinion.

My suggestion would be to make it a permanent.

    Gem of SacrificeCost: 4 QuantaAbility: Each turn Gem of Sacrifice is in play, your opponent loses 2 maximum hit points.When Gem of Sacrifice comes into play, lose 10 random quanta
This way, it is more of a specialist card... Which to be honest, it has to be considering that to make one of these you need one Crystal of Bequethal and one Crystal of Sacrifice... So, furthermore, this card needs to be stronger than both of the crystals combined and then some more... because people are not going to waste two alright cards for something that is only slightly better.
This suggestion of yours is overpowered. For only 14, you get to deal to your opponent unhealable damage?

Oh well, for the original Gem of Punishment, I'll just make it reduce your own current HP only.
blarg: