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Offline ChemistTopic starter

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Non-Rare Elemental Weapon Series https://elementscommunity.org/forum/index.php?topic=3688.msg34195#msg34195
« on: March 06, 2010, 09:49:55 pm »
After reading the big rares debate I tried my hand at making a set of non-rare elemental weapons. Here's what I put together:

Aether: Soul Scythe
Cost: 3 :aether / 3 :aether
Damage: 4 / 5
Effect: (on hit) Opponent loses 2 quanta.

Air: Boomerang
Cost: 3 / 3   5 :air / 5 :air
Damage: 4 / 4
Effect: Attacks twice per turn.
Activated ability: 2  / 1   4 :air / 3 :air : Attacks a third time in the same turn.

Darkness: Cursing Knife
Cost: 2 :darkness / 2 :darkness
Damage: 2 / 3
Effect: (on hit) Opponent's total healing the following turn is reduced by 25.

Death: Necromancy Staff
Cost: 4 :death / 4 :death
Damage: 3 / 4
Activated ability: 3  1 :life : A skeleton card is added on the top of your deck.
Note: Alternate way of preventing deckout.
Credit: Inspired by a card by bobcamel.
 
Earth: Protective Quarterstaff
Cost: 6 :earth /5 :earth
Damage: 2 / 2
Effect: Blocks one point of damage from each physical damage source.
Credit: Effect idea from a card by ftbhrygvn.

Entropy: Shieldbreaker (axe)
Cost: 3 :entropy / 4 :entropy
Damage: 5 / 7  5 / 6
Activated ability: 1 :fire : Destroy enemy shield.
Note: No it doesn't work on protected ones.

Fire: Crossbow of Decay
Cost: 5 :fire / 4 :fire
Damage: 5 / 5
Activated ability: 1 :entropy : Target creature gets -2/-2.
2 :entropy : Target creature gets -2/-1.
Note: This can never reduce the attack below zero.

Gravity: Main Gauche
Cost: 5 :gravity / 4 :gravity
Damage: 3 / 3
Effect: Blocks enemy weapon's attack.
Notes: This prevents all on-hit effects and Fahrenheit's extra damage. Since it isn't a shield it affects even Titan. Animated weapons are unaffected. When Main Gauche is animated the effect is lost and the weapon gains gravity pull status. ~10 HP 15-20 HP when animated.
Credit: Main Gauche was a card by icybraker, though originally meant to be a shield.

Life: Faerie Cudgel
Cost: 2  / 1   2 :life / 3 :life
Damage: 4 / 4
Activated ability: 1  2 :life : Animate weapon.
Notes:  ~5/5 /  ~6/6  5/5  /  7/7 when animated.

Light: Holy Wand
Cost: 2  / 1   2 :light / 2 :light
Damage: 3 / 3
Effect: The effect of your single-target spells and abilities which heal or deal damage is increased by 3 / increased by 5.

Time: Time Spear
Cost: 4 :time / 5 :time
Damage: 4 / 6
Activated ability: 3 :time / 2 :time Target non-weapon/shield/pillar permanent is stuck in a time bubble for 3 turns.

Water: Sapphire Blade
Cost: 5 :water / 4 :water
Damage: 0 / 0
Effect: Deal 1 damage for each Sapphire Pillar and Sapphire Tower you have in play.
Edit: Animated version has 0 HP.

Other: Conjurer Dagger / Electrum Dagger
Cost: 2 quanta / 2 quanta
Damage: 2 / 3
Effect: All damage dealt with this weapon is added to the amout of electrum you win.
Half the damage dealt with this weapon is added to the amout of electrum you win.
Note: You have to win to get the electrum.
Credit: Inspired by a card by coinich.
Edit: Animated version has power of 1, when under adrenaline the ability applies only to first two attacks.

Edited: Some balancing. Thanks for your suggestions everyone!

TheDarkAzura

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Re: Non-Rare Elemental Weapon Series https://elementscommunity.org/forum/index.php?topic=3688.msg34200#msg34200
« Reply #1 on: March 06, 2010, 10:02:29 pm »
 :aether : I agree

 :air : 2 / 3 damage. Having 12 damage is a lot.

 :darkness :
Name: Cursing Knife Shadow Blade (More style)
Cost: 5  :darkness / 4  :darkness
Damage: 2 / 3
Effect: (on hit) Opponent's total healing the following turn is reduced by 25.
Effect: While this weapon is in effect, all Death and Darkness gain +1/+1 / While this weapon is in effect, all Death and Darkness gain +2/+1. This effect is stackable with Nightfall/Eclipse.

 :death : Maybe decrease the cost to 2  :life / 1  :life ? 3 Is WAY to much.

 :earth : I'd say 5  :earth / 4  :earth.

 :entropy : Overly overpowered?
Name: Shieldbreaker (axe) Bow of disfunction
Cost: 3  :entropy / 4  :entropy
Damage: 5 / 7 2 / 3
Activated ability: 1  : Destroy enemy shield.
Note: No it doesn't work on protected ones.

Ability: 2 :entropy : Creature gets -1/-1

 :fire :
Fire: Crossbow of Decay Sword of Rage
Cost: 5  / 4
Damage: 5  :fire / 5 :fire
Activated ability: 1 :entropy : Target creature gets -2/-2.
Ability: 2  :fire : Target creature gets +2/-2

 :gravity : Left hand? I agree

 :life :
Life: Faerie Cudgel
Cost: 2  :life / 1  :life
Damage: 4 / 4 2 / 2
Activated ability: 1  : Animate weapon.
Notes:  ~5/5 /  ~6/6 when animated.

WHAT WEAPON DO YOU ANIMATE WITH THAT??????
Ability: 2 :light : Heal 5 hp / 1 :light : Heal 5 hp

 :light : I agree, just that it should the effect shouldn't affect Death / Darkness.

 :time :
Time: Time Spear
Cost: 4  :time / 5  :time
Damage: 5 / 6 3 / 4
Activated ability: 3  / 2  Target non-weapon/shield/pillar permanent is stuck in a time bubble for 3 turns.
Ability: 4 :time / 3  :time : The targeted creature is stuck in a time bubble for 2 turns.

 :water :
Water: Tsunami
Cost: 3  :water / 2  :water
Damage: 0 / 0
Effect: Deal 1 damage for each Sapphire Pillar and Sapphire Tower you have in play.
Effect: Deals X extra damage. X = Number of Water quantum in your possession divided per 10. / Deals X extra damage. X = Number of Water quantum in your possession divided per 8.

Other one: I agree.

You have to remember that those weapons should not be too powerful, they are rares.

icybraker

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Re: Non-Rare Elemental Weapon Series https://elementscommunity.org/forum/index.php?topic=3688.msg34205#msg34205
« Reply #2 on: March 06, 2010, 10:11:15 pm »
Soul Scythe: Not bad. Very interesting, and its ability is powerful but not overpowered. Good balance.

Boomerang: God, this is OP. For a starting cost of 3 :air and a couple more :air every turn, you get an insane 16 damage per round - multiple hits, too, so it can take down Bonewalls. Intriguing idea but way too powerful.

Cursing Knife: Fine, but the ability will destroy stall decks (but will be utterly useless against speed decks). Very situational.

Necromancy Staff: Inspired by the Peasant's thing, right? Good idea here.

Protective Quarterstaff: This + Diamond Shield = epic protection :) Good idea, not overpowered but stacking can get out of hand quickly.

Shieldbreaker (axe): Another good idea, but it does a ton of damage upgraded. Make it do 1 less upgraded.

Crossbow of Decay: This is like Owl's Eye, but EVEN CHEAPER. This is more powerful than a rare card. Change ability!

Main Gauche: Whoo, my card! :) I like it. You'll have to explain the grav pull thing on the card, though.

Faerie Cudgel: VERY cheap, they serve almost like monsters for a much cheaper price. Regardless, they're a nice touch to the game.

Holy Wand: Good card, but question: For cards like Fire Bolt and Ice Bolt, does it deal 3 more damage per HIT or just in total?

Time Spear: Good card. May require extra coding.

Sapphire Blade: Uh oh. Flying weapon deck in my head.
6 X Animate
6 X Sapphire Blade
18 X Sapphire Tower
Is it overpowered? Hmm... only playtesting will tell.

Electrum Dagger: Good idea, but do we really need this?

All in all, great card ideas.

Offline ChemistTopic starter

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Re: Non-Rare Elemental Weapon Series https://elementscommunity.org/forum/index.php?topic=3688.msg34223#msg34223
« Reply #3 on: March 06, 2010, 10:35:40 pm »
Boomerang: God, this is OP. For a starting cost of 3 :air and a couple more :air every turn, you get an insane 16 damage per round - multiple hits, too, so it can take down Bonewalls. Intriguing idea but way too powerful.
I haven't thought of what this would do to Bonewalls... but the damage is 12 per turn when you're paying for it. Shields which reduce damage can also weaken it quite a bit.

Main Gauche: Whoo, my card! :) I like it. You'll have to explain the grav pull thing on the card, though.
Well it's no longer in your hand (weapon slot) - there's a bunch of animated Gauches on the field and all they do is block a single weapon? Not that it needs the gravity pull, but that's why I wrote that part. And 10 hp was supposed to be somewhere between dead on the spot and too much.

Holy Wand: Good card, but question: For cards like Fire Bolt and Ice Bolt, does it deal 3 more damage per HIT or just in total?
Just in total.

Electrum Dagger: Good idea, but do we really need this?
No, but could be of use in AI3 farmers.

I'll tweak the values and abilities some tomorow.

bobcamel

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Re: Non-Rare Elemental Weapon Series https://elementscommunity.org/forum/index.php?topic=3688.msg34245#msg34245
« Reply #4 on: March 06, 2010, 11:16:56 pm »
Claimer: Been there, made a set of those before, and then a SECOND SET, although published just the first one on thise forums. Currently slowly giving art to all those, expect release of both sets in art soon.

Soul Scythe: A weak denail card, hm... damage seems to be nice. Potentially useful when flown multiples, and with PU you increase the denail powers even further.

Boomerang: While a Wyrm costs 4+2 for ability and deals just 6 damage as opposed to 12 of this. And you can Fly those easily due to Air.

Cursing Knife: I can't really imagine how would this be calculated, and you haven't supplied any examples... a pile of counters stacked close to the enemy's HP like poison counters and they decrease instead of HP increase when the enemy heals until depleted? Well... would be really situational, then, and practically only against Life... Well, Miracle can supply this 25 extra healing to still get you to full-1, right?

Necrostaff: Ooh, which one?  :) Can't remember making a skeleton summoner, and Peasant Mob probably isn't it... Bedsides, I'll go along the opinions of others and say that a cost of 1-2 :life or 2 :death is more like it, just compare to FFQ.

Quarterstaff: I do indeed remember making a quarterstaff that blocked part of damage, myes. Sounds fine, although it's pretty high of a cost, 6/5 just for a shield attachment...

sildbraker: The cost-to-damage ratio is pretty awesome, and the ability... well, it costs less than other destructions, but it is less flexible, so... does indeed border on being a bit OP, but fine for me.

Decay Crossbow: The ability is very, very powerful. 1 less cost than Sniper, 1 less damage than Sniper, better ratio... Needs a nerf.

Main Douche: I'd say that "stops the attack" sounds better, as Titan cannot be blocked, but that's seamentics. Bedsides, it costs about as much as an Armagio, and you need to fly it, so like 20 HP wouldn't hurt.

Faerie Thingy: A very good ratio this has, I must say... I'd say, even, that the initial damage could be lesser, and the final damage and ability cost higher. Like, 2 damage initial, animates to 7/7 with 3 animation cost. In total it costs 5 Life and a turn to make it almost as strong as a Shrieker while it's more resilient.

Holy Wand: A very original concept, and a nice thing to splash in many decks, like Aether or... whatever uses spells to damage. Yes. Although, decide if the upgrade drops the cost or strengthens the effect - both is a bit too much.

Tie Spear: Permanent freezer. Guess it could be useful to shut those Bonds or enemy Hourglasses or whatever down. Still, permanents appear much less than creatures, so this card is less flexible and more situational... still, nice.

Sapphire Blade: 6 those, 5 Flying Wepons, Airmark, Iceshield and... 18 Sapphire Pillars for a nice, high damage deck. Things that strengthen using pillars generally can be exploited (reminds me of how I got the second place in Chriskang's challenge by being the first to play and exploiting Disappointment Field... oh, those were win times...) like this. Oh well...

Conjurer's Dagger: Could be put along Emerald Pillars, Adrenaline and Markfuel flying weapons to farm moneyyyyy even more... but still, I doubt this can be calculated, even, and it could lead to some nasty tricks like "moneyyyyy farms": 6 Photons, 6 Rustlers, 6 Bonds, about 20-30 Emerald Pillars, or filled to the cap, why not, possibly Markfueled Skeletons... you put up any shield that blocks, beat with those Daggers while they heal past, keep yourself from deckout somehow and ultimately rack up like thousand(s) of damage before the enemy decks out. I'd say not really necessary, but funny.

 

anything
blarg: