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suggestions for new card effects you'd like to see? https://elementscommunity.org/forum/index.php?topic=2542.msg20686#msg20686
« on: January 27, 2010, 10:28:25 pm »
well i'm not sure if i'm in the right section as this is sort of in between

i don't want to out and out MAKE a card and suggest one yet i'd like some feedback on what people think of things and also some examples of card ideas that i'm gonna suggest so feel free to give feedback on what you think of them before i post them in their relevant section if you like

first up

hand control:

currently elements doesn't have much in the way of hand control as in the forced discard of an opponents cards

this of course would be my main want for a card effect for obvious reasons

of course it would be more than likely a powerful effect but would also be a very high cost for any and all cards with it's effect and while straight away you would think that this would belong to darkness i would say give it to death to actually strengthen the cross between darkness and death such as darkness having infection monsters bolstering death's improved plague etc

simply put hand control is something that would be invaluable in any strategy i mean how many times have you wished that you could take away that dangerous element that you know is coming from your enemy BEFORE they get to play it

example:

"foretold destruction"
cost: 8 death quantum
opponent discards one card at random from their hand

upgraded

"inescapable destruction"
cost:9 death quantum
opponent chooses and discards 2 cards at random from their hand

as you can see i would see it as being worth being expensive but also would give an incentive for mono death hand control

alternatively in order to balance this as a strategy if it's deemed too powerful my ideas would be something like

"reincarnation"
cost 5 death quanta
your opponent discards one card at random from their hand and draws one card

"samsara"
cost 6-7 death quanta
your opponent discards two cards at random from their hand and draws two cards

as you can see they lose random cards which could be key but they're replaced making it worth being a little less expensive

MASS permanent removal:

something along the lines of destroy ALL copies of target artifact

right now all this one for one lark annoy's the hell outta me and would also force people to mix it up a little in pvp

again it would be expensive and probably fit into the fire element and be expensive to play BUT would be nice to smash a few lovely hourglasses in one shot and take advantage from an enemy

perhaps as an added failsafe to ensure that it's not too fast or abusable it could have to be planted out for a turn before being activated a la unstable gas thus giving the opponent the chance to kill it and of course to further balance it also make it last only one turn on the field meaning you'll be telegraphing your move to your opponent and if something where to say happen to your quantum would cause you to waste the card as you no longer would be able to activate it and it would just fizzle ya know something like

"molotov"
cost: 0
permanent
effect: 7 fire quant destroy all copies of target permanent on the field

lasts only one turn before being destroyed if not activated

upped:

"timebomb"
cost 0
permanent
effect: pay 8 fire quantum to destroy all copies of target permanent on the field
will be destroyed 2 turns after being played if not activated

in otherwords RISKY but if it pay's off if you get it right basically

unburrowing shields

YEAH this is one i want to see as we already know shields can hit a burrower so why not something to remove the effect

i'd give this kind of thing to light ya know sort of like

"light of truth"
cost 6 light quantum
shield
burrowed creatures attacking will be unburrowed after the attack

upped:

"????????"
cost 7 light quantum
burrowed creatures attacking will be unburrowed after the attack and all damage to the player in control of this shield will be reduced by 1

as you can see nothing special here in my ideas but still something worth thinking of using to stop shrieker rushes an make them vulnerable for that bit longer and more expensive to all but the most dedicated of earth users or FG's

also perhaps something for life to give them more life gaining for example

"primal greed"
cost 6 life quant?
permanent
effect: heal 2hp each time an opponent draws a card

upped

"???????"
cost 7 life quant
perm
effect: heal 3hp each time your opponent draws a card

of course these are just out of the top of my head i like life as it is i just think making them reliant on swarms all the time is something holding it back from being truly great

alternatively you could heal when YOU draw a card making it a little more balanced and easy to code as well as adding weight to time an life mixes

anyways i've thrown enough ideas out there

is there anything YOU guys would like to see

what do you think the game NEEDS in terms of new card effects and strategies

i've ton's of card ideas like the ones above and i'll be posting a few up to get feedback but there has to be some more stuff you guy's would love to see in terms of strategy

Offline artimies7

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Re: suggestions for new card effects you'd like to see? https://elementscommunity.org/forum/index.php?topic=2542.msg227824#msg227824
« Reply #1 on: December 19, 2010, 01:32:01 am »
Maybe there should be a dual creature card, as in one turn it's earth, the next turn it's gravity. The ability could either do the same thing, or be a totally different element altogether, like fire.
Someone could build on this.
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Offline Nepycros

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Re: suggestions for new card effects you'd like to see? https://elementscommunity.org/forum/index.php?topic=2542.msg227849#msg227849
« Reply #2 on: December 19, 2010, 01:57:43 am »
If you aren't designing a card directly, and are just suggesting mechanics, then this goes in the Design Theory section of the Card Ideas and Art forum.

On-topic: Hand or deck destruction is a no-no among elementals. Dune Scorpion took quite a blow to the gut to get where it is now. Forced discards are fairly easy to come by, now that Silence is an existing card. Also, Nightmare and other things are good strategies if you want to directly control what creatures your opponent puts out.

Destroying all copies of a target permanent is like an Earthquake on roids. In other words, making the card will be difficult. It's pretty much an absolute pillar denial, meaning a Fire Lance or a Dissipation Shield mono would be rendered useless.

Your light shield is waaaaay overpriced. 6 :light just for something that unburrows another creature? Why would I want that? That pretty much doubles the attacking creature's strength. As of right now, the only things that can burrow are Devourers, shriekers, graboids, antlions, and mutants. Setting up a shield that only works on those guys is pointless.

The ability to heal every time your opponent draws a card is terribly hard to balance. To begin with, fighting someone whose deck is based on Hourglasses or Mindgates would make those decks drop in usefulness.
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Re: suggestions for new card effects you'd like to see? https://elementscommunity.org/forum/index.php?topic=2542.msg227875#msg227875
« Reply #3 on: December 19, 2010, 02:35:01 am »
*sigh* more thread necromancy.

Some of these ideas could probably be made into cards though if anyone is willing to.
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