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Offline HyroenTopic starter

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Hyroen's Card Ideas https://elementscommunity.org/forum/index.php?topic=4942.msg49054#msg49054
« on: April 06, 2010, 12:18:12 am »
c:
« Last Edit: May 01, 2016, 01:14:49 am by Hyroen »
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icybraker

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Re: Hyroen's Card Ideas https://elementscommunity.org/forum/index.php?topic=4942.msg49058#msg49058
« Reply #1 on: April 06, 2010, 12:21:48 am »
Yep, this has been suggested before in a very similar form. Fire has Fire Storm, so why not Snow Storm and Blizzard that does less damage but freezes?

Your take on this is a little underpowered. Fire storm is 7 :fire / 5 :fire for 3 damage to each enemy creature. Snowstorm is basically a Thunderstorm plus a chance to freeze for 6 :water / 7 :water, which is a tad expensive. I'd raise the damage to 2 or decrease the costs to 5 :water / 6 :water.

Offline HyroenTopic starter

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Re: Hyroen's Card Ideas https://elementscommunity.org/forum/index.php?topic=4942.msg49061#msg49061
« Reply #2 on: April 06, 2010, 12:31:35 am »
Haha, thanks for the fast reply icy, I'll look into the changes, and keep vigilant as I'm in creative mood right now. It might be that I should be studying for my Calculus final. Procrastination FTW.
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Arondight

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Re: Hyroen's Card Ideas https://elementscommunity.org/forum/index.php?topic=4942.msg49159#msg49159
« Reply #3 on: April 06, 2010, 06:28:34 am »
Turmoil/Anarchy gives more use to Flooding, and maybe even some use for Antimatter, so you can make sure the stronger creatures heal you last, to get Mastery.  :) I like it, but maybe the cost is a bit too high, seeing as the usage is not that versatile.

Offline HyroenTopic starter

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Re: Hyroen's Card Ideas https://elementscommunity.org/forum/index.php?topic=4942.msg49245#msg49245
« Reply #4 on: April 06, 2010, 02:58:05 pm »
Keep in mind that if the opponent has most of the creatures on the playing field, Turmoil \ Anarchy has a decent chance of having them go on your side of the field, a possibility being taking possession of some of their strongest creatures, a true life saver. It is chaotic much like what entropy is and can be as devastating as Mutation \ Improved Mutation. Any abilities could be used with the aid of Nova \ Supernova when taking possession. It is its expensive cost that is trying to limit its early use in Rainbow decks.
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Arondight

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Re: Hyroen's Card Ideas [Update: Sine Flux] https://elementscommunity.org/forum/index.php?topic=4942.msg50060#msg50060
« Reply #5 on: April 08, 2010, 03:14:25 am »
Hm, both side of the fields, I missed that or something. If that's the case, it does match the chaotic attribute of entropy, but that's a bit overpowering if you have no creatures on your side of the field when in use.  :o

Offline HyroenTopic starter

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Re: Hyroen's Card Ideas [Update: Sine Flux] https://elementscommunity.org/forum/index.php?topic=4942.msg51230#msg51230
« Reply #6 on: April 10, 2010, 04:08:32 pm »
*WORKING ON A BIG PROJECT. KEEP UPDATED.

**PROJECT SNEAK PEAK: The Card Classes!!! (http://docs.google.com/Doc?docid=0AW5rR58DQoR1ZGNybmhnNTZfMTU4Z2hwNGdwZ3E&hl=en)

To Arondight: Yes, it does seem a bit overpowered, should the cost be raised? Should you have at least 2 targetable creatures already on your side of the field to play this? 3? Hmm...
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Offline HyroenTopic starter

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Re: Hyroen's Card Ideas [Update: The Card Classes: Tier 1] https://elementscommunity.org/forum/index.php?topic=4942.msg52001#msg52001
« Reply #7 on: April 12, 2010, 12:26:13 am »
Tommorow is a big day for Hyroen's Card Ideas, as a brand new concept, the Card Classes is unveiled. The rare card Trainee will upgrade to different cards depending on your current element. Classes include Summoner, Berserker, Scholar, Warlock and 8 other special Card Classes.

These Card Classes will be a bit particular however because, when Trainee is upgraded, these new Card Classes will not have the different background and black font like most upgraded cards, they will just assume an element and be like any other basic card. This leaves us to question, will these 12 Card Classes be able to upgrade further?

Keep checking to find out!! :P

SPOILER ;D:
And of course for those who are just itching to find out  , here's a little spoiler:

SPOILER ALERT (http://docs.google.com/View?id=dcrnhg56_166dkz7p8f9)

Haha, so you can wait for Spy and 77 other Tier 3 Card Classes coming in the near future! So far 7 are complete so my loyal readers, without a doubt, patience will truly be a virtue. But with the Tier 2 Card Classes ready to be released, we all must hold on to our horses, because I know they will be subject to a slew of balances.

Keep in touch!!
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icybraker

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Re: Hyroen's Card Ideas [Update: The Card Classes: Tier 1] https://elementscommunity.org/forum/index.php?topic=4942.msg52005#msg52005
« Reply #8 on: April 12, 2010, 12:30:29 am »
So you're combining the classes of RPGs with an online trading card game?

Sounds very intruiging and interesting. I'll be sure to look at your take on this idea once its done; I'm expecting something epic. :) I can't wait!

Robsta43

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Re: Hyroen's Card Ideas [Update: The Card Classes: Tier 2 - COMING TOMMOROW] https://elementscommunity.org/forum/index.php?topic=4942.msg52141#msg52141
« Reply #9 on: April 12, 2010, 08:44:33 am »
Dual Weapon/Wield -> you can cut down on the text of this card by just allowing it to equip a 2nd weapon only if they already have one, this would remove a need for multi-targeting and would be able to do exactly the same thing (if they have 2 they just play one, then use this card to get the other out). 
Alternately you could make it change your shield slot into a weapon/shield slot permanently allowing you to choose either slot when equipping a weapon, while equipping a shield automatically replaces the weapon/shield slot, for 10 quanta this probably wouldn’t be over powered, after all animate does a similar effect for 1 random quanta. 

Mishap/meltdown -> does this effect creatures that are already mutants?

Starvation/famine -> sounds a litter under powered, starvation should cost 1 to upkeep.  Costs perhaps reduced to 5/7 and/or card effects able to stack.  It would be cool if this card affects both players, but not a player with a mark of death.  (Hammer can check a player’s mark, why not other cards?)

Ball and chain -> seems underpowered, +0/+2 for 3/2 quanta and prevents a rare ability suggested by 3 of your other cards (and not positive/negatively by some of those)?  Take heavy armour as a counter example, 1 quanta for +0/+6 = a much better card.  Either increase the power of the card or decrease the cost. 

Flower Blossom -> again, this is a neat little combo card that has a lot of weaknesses including high cost and venerability.  I would suggest cost 2/4, heal 2/3, ability gives creature -2/+1 or -2/+0.  Cannot decrease attack below 0. 

Heat wave/inferno -> I think it would be cool if this could hit non-targetable creatures too. 

Stream/Diffusion -> these sound like very similar cards that serve the same purpose, I don’t really see the point of having both cards.  Personally I like stream better. 

Sonic Speed -> Drawing 2 cards with 1 card is pretty much OP, especially when it’s on the same turn, when that card also has mass adrenaline (which would be deadly with a non-upped FFQ deck)… you better make it 0/1 cards drawn instead of 1/2. 

Hurry/Rush -> This card would be ineffective against most decks (with the exception of a few rainbow or time decks that rely on eternity)… the most powerful parts of a mill card is the fact the opponent doesn’t get to use whichever pillars/creatures they need for their strategy and the ability to rush your opponent through their deck so they deck out before they kill you.  This card does neither effectively. 

Hour hand/minute hand -> once you get past the math this card isn’t that complicated, but it’s a bit daunting to put on a single card, should be worded better.  “Deals damage equal to 1/4(1/3) of the number of turns hour/minute hand has been in play”.  It also wouldn’t be a bad thing if it automatically did damage, as opposed to having a chance the first 3 turns then automatically damaging after that. 

Shadow Speed/Velocity -> Seems like a high cost for a card that’s 30% likely to discard one of your own unplayed pillars, (most decks run at least 30% pillars), perhaps if it was your top 2 cards or keep the card if it isn’t a creature (but defiantly not both). 

Penumbra \ Umbra -> does this prevent the use of hope for 1 turn?

Offline HyroenTopic starter

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Re: Hyroen's Card Ideas [Update: The Card Classes: Tier 2 - COMING TOMMOROW] https://elementscommunity.org/forum/index.php?topic=4942.msg52218#msg52218
« Reply #10 on: April 12, 2010, 02:58:03 pm »
Whoa, very good points Robsta43, let me tackle them 1 at a time.

In regards to Dual Weapon \ Dual Wield:

I was trying to make this card work with the mechanics of the game. In equipping two weapons I'm not sure if replacing your shield slot with a weapon slot is even feasible, let alone being able to equip 2 different weapons. Maybe I'm confused as to what you are saying? To just BE able to equip 2 weapons? Where would the first one go?
A weapon/shield slot sounds like a bit of technical work as well, I don't even think there is one. By making it become a permanent like a Feral Bond, they leave room for another weapon and still stay on your side.

In regards to Mishap \ Meltdown:

Hm.. is the game able to recognize which creature is a mutant? If so it gives me brand new ideas. And to answer your question, it should in theory. If it didn't you have your safe little mutants while spamming more Photons and then wham Meltdown. A Fractal would be nice. Or even Aflatoxin. But yes it will target ANY targetable creature on your side of the field.

In regards to Starvation \ Famine:

I actually originally had its cost at 1 to upkeep, but for the opponent to lose 1 \ 2 of each quanta? Maybe it should be 1 \ 2 upkeep. Hmm. I'll change that, and I definitely like your concept. It will stack and target both players, except for Death elementals. Rainbow bane.
Thanks for the input, I will be acknowledging your aid in Card Discussion.

In regards to Ball and Chain \ Anchor:

I figured that with the introduction of Flooding, field position cards would be added soon to Elements regardless of my suggestions or not. It seems to be a direction Elements could certainly head, with cards being affected by where they are on the field. With Ball and Chain \ Anchor I'm simply trying to see where they could go and already stop  them. Hah. However yes I do see your point that it's not giving enough bang for its buck. I updated it such that Anchor will give you 0|+4 instead and I'm decreasing their cost to both 2  :gravity. But remember, a 8|22 Stone Dragon will be useless if it's been pushed into flooding.

In regards to Flower \ Blossom:

They are meant to be delicate. But for a card to decrease attack by 2?! I believe that's a no no. In 6 turns Crimson Dragons are totalled, 5 for most others, and that's if you have 1 on the field. At most 6 on the field will decrease 6 Attack which is already hefty enough. But I see that they are pretty flimsy. I will make it such that their life increases with more life cards on your side of the field. It would make sense in a life deck.
It has now been updated in such a manner to keep your Flowers \ Blossoms alive, if you've got some :life creatures on your side of the field already.

In regards to Heatwave \ Inferno:

I guess it would make sense haha.   :))

In regards to Stream / Diffusion:

Hm. I don't see how you find them to be similar, yes they are relatively related to your  :water quanta and they deal with healing, but they do so in different ways. Stream and Diffusion, actually do NOT work well with each other because they do them in different ways. If you are willing to wait it out until your quanta reaches 40 \ 30 then Diffusion is for you, and as it does its effect passively, there's no need to worry about anything, unless you play another  :water card. Stream is more a card to play with your game, because it's active ability Channel will deny your  :water gain, but allow you to heal. I will admit they are very similar but different strategies. A bit like a Scarab / Otyugh, I guess. If you do like Stream better, that's great, include only it in your deck, but a Diffusion holds its head up high, especially seeing that 5 Sapphire Towers generate 30 in 5 turns, and there aren't many 30 :water cost cards.

In regards to Sonic Speed \ Sonic Boom:

You are completely correct. I actually had a feeling this was one of the most OP cards I had suggested. Hm, I think I will completely throw out the card drawing side, and as for FFQ decks.  :o I will see how to work around that, hmm. Hadn't even thought about it.
Ok, as it is now, it will only target 1  :air creature and it will allow you to draw 1 card. Upgrade costs less, that should be decent. Maybe UP *sigh*

In regards to Hurry \ Rush:

Haha, lowered the costs, and made it such that it doesn't heal anymore. Stupid me,  :P. It now forces you to discard overflow immediately = it is destroyed immediately.  ;D

In regards to Hour Hand \ Minute Hand:

The math is indeed daunting, however for the first 4 \ 3 turns, it will do negligible percents at its current power. Hm. I guess it could do 1 damage the first couple of turns. Changed it up a bit. Looks neater  ;)

In regards to Shadow Speed \ Shadow Velocity:

The ability to summon a Black Dragon for no cost is something some would consider OP, especially if it's not in your hand. I will update it to not conflict with my new Tier 3 Card Classes, especially Assassin. However I saw it in no way being UP. I've made it such that only 'shadows' can be summoned with this card.

In regards to Penumbra \ Umbra:

As it is a relic, it will annhialate Hope based deck, and render them useless. However their ability to generate :darkness is the gold there. But it will not be for 1 turn. It will be until Penumbra \ Umbra is destroyed.

And once again thank you for your input. It was greatly appreciated.

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Khimera

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Re: Hyroen's Card Ideas [Update: Vampire Deity] https://elementscommunity.org/forum/index.php?topic=4942.msg54045#msg54045
« Reply #11 on: April 16, 2010, 03:28:22 am »
I'm going to peruse your ideas very soon and perhaps help out a bit, but a few quick notes for now:
I believe the game does recognise mutants, as made evident by mutated deja vu.
Nether Fiend is basically spark but weaker, and could do with a buff.
Loving the card class idea, and it's certainly interesting. I hope Zanz implements it :-)

 

blarg: