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Offline EssenceTopic starter

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Four new mechanics, cards to go with. https://elementscommunity.org/forum/index.php?topic=1613.msg14392#msg14392
« on: December 26, 2009, 07:05:52 pm »
No art, I'm lazy.

The mechanics are:

Armor Creatures with Armor have incoming damage reduced by X per source, just like a shield for a player. (Grav, Earth, Light)
Perish Permanents with Perish trigger whenever a creature (on either player's side) dies. (Fire, Death, Entropy)
Energy Permanents with Energy can have their activated abilities used twice each turn.  (Air, Aether, Life)
Flicker Creatures upon which Flicker is activated become immaterial for the duration of the opponent's next turn. (Water, Dark, Time)


The cards:

Behemoth -- 6 Gravity -- 6/7  -- Armor:1 (upgrades to Armor: 2)
Harden -- 5 Earth (upgrades to 3 Earth) -- Spell -- target creature gains Armor: 2
Piercing Beam -- 3 Light (upgrades to 2 Light) -- target creature takes 3 damage (upgrades to 4 damage) plus 2 more damage per point of Armor it possesses.


Pyre - 4 Fire (Upgrades to 2 Fire) - Permanent - Perish: Add 1 Fire Quantum to your Quanta Pool
Necrovorism - 3 Death (Upgrades to 1 Death) - Spell - Target Creature gains Scavenge
Solipsist - 7 Entropy - 6/1 (Upgrades to 8/1) - Perish: Solipsist gains +0/+1

crap...out of time.  I'll come back and do the rest later. :)
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Celidion

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Re: Four new mechanics, cards to go with. https://elementscommunity.org/forum/index.php?topic=1613.msg14403#msg14403
« Reply #1 on: December 26, 2009, 07:53:19 pm »
Would Necro and Devour stack, so if I put it on an oty for example, whenever it ate something it would get +2/+2?

bobcamel

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Re: Four new mechanics, cards to go with. https://elementscommunity.org/forum/index.php?topic=1613.msg14561#msg14561
« Reply #2 on: December 27, 2009, 05:06:20 pm »
Either yes or would replace Devour.

Ideas are good, Perish on .sol-stick-man is kind of weak, but will do.

Offline EssenceTopic starter

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Re: Four new mechanics, cards to go with. https://elementscommunity.org/forum/index.php?topic=1613.msg14777#msg14777
« Reply #3 on: December 29, 2009, 12:14:12 am »
Celidon: It would have to replace any skills, as there's no room for "scavenge" and another skill listed under a single creature. :)


Yeah, I had a bunch of ideas for Solipsist, but I ran out of time.  Here's my revised idea:

Dread Solipsist - 8 Entropy - 4/9 -- Perish: Swap Dread Solipsist's HP and Power. 

That's some chaos for you: every time a creature dies, it's power and toughness swap, making it almost impossible to predict how it will end up at the start of your turn:  a supertough slap in the face, or a glassjawed bazooka.   Add Heavy Armor for extra fun!


Now, the other mechanics:

Energy:
Infusion Storm -- 7 Aether (Upgrades to 5) -- Permanent -- Permanents adjacent to Infusion Storm gain Energy.
Inspired Drake - 4 Air - 3/2 (Upgrades to 3/6) - 2 Air: Energize (target creature gains Energy until end of turn).
Meditative Vitality - 5 Life (Upgrades to 6 life) - Spell - Target creature gains Energy, but it's Power is reduced to zero.  (Upgrade: no power reduction)

Flicker:
Time Hop -- 3 Time (Upgrades to 1 Time) -- Spell -- Target permanent Flickers this turn.
Bakemono -- 4 Darkness - 4/2 (Upgrades to 5/3)-- 2 Dark: Target creature Flickers this turn.
Ebon Flow -- 7 Water - 9/1 (Upgrades to 9/4) -- 2 Dark: Flicker


Infusion Storm might create some problems, as permanent placement is predictable, but not easily.  But the rest I think should be pretty basic and easy-to-use.  :)
If something happens and you think it deserves my attention, feel free to PM me. Other than that, I'm probably here if you want to shoot the breeze.

bobcamel

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Re: Four new mechanics, cards to go with. https://elementscommunity.org/forum/index.php?topic=1613.msg14855#msg14855
« Reply #4 on: December 29, 2009, 05:11:03 pm »
There is no mechanic that works on "adjacent". But you can make it 25% of your permanents, randomly chosen, and it'll be alright.

Energised pillars giving double amount...

Delreich

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Re: Four new mechanics, cards to go with. https://elementscommunity.org/forum/index.php?topic=1613.msg14868#msg14868
« Reply #5 on: December 29, 2009, 06:25:26 pm »
"Adjacent" is a bit ambiguous as well. Is it just the two on either side in the same row? Those two and the two on top or underneath? Some other definition?
Internal representation make this slightly more complicated than it might seem, but not much (a small look up table should do) so it should still be implementable, if the ambiguity is deemed a non-issue.

Getting back on topic:
Perish is less of an ability than a name for a type of abilities. 'Scavenge', 'boneyard' and the ability of bonewalls already exist of this type.
The others look good (though at least flicker has been suggested before... not that that matters).

Offline EssenceTopic starter

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Re: Four new mechanics, cards to go with. https://elementscommunity.org/forum/index.php?topic=1613.msg14891#msg14891
« Reply #6 on: December 29, 2009, 10:41:30 pm »
Your right, Perish basically came about because I dreamt up Pyre and liked it enough to base a "new" set of cards around the idea.   As to Flicker, it was suggested before -- by me. :)
If something happens and you think it deserves my attention, feel free to PM me. Other than that, I'm probably here if you want to shoot the breeze.

 

blarg: