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Lanidrak

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Lanidrak's Card Suggestions/Improvements https://elementscommunity.org/forum/index.php?topic=2174.msg17744#msg17744
« on: January 14, 2010, 08:18:32 pm »


So, here goes. Happy Reading!

[Invisibility] - Spell
Cost: 1 Aether (or Light, or Water, not sure which is best!)
Ability: Target creature cannot be targeted by the opponent.
*NERF: Invisible Creatures only do half damage.
**NERF: If an Invisible Creature uses his ability, he loses the invisible status.
***Can be removed by Flash of Light
****The reason for this card is simple. You are drawing cards and coming close to throwing stuff away but the opponent as some serious anti-creature control on the table. This gives you the option of playing your creature and then defending it from any sort of malicious poison/devour/firebolts/lightnings etc while you wait for a card that can remedy your situation.

[Flash of Light]  - Spell
Cost: Two Light Quanta
Ability: No creatures can attack for 1 turn
*In order to give sundial back it's rightful place as a 2 turn-stalling card, however, it (Sundial) might need to have an increased cost of Time Quanta.
**Removes Invisibility from all creatures in play.
***@ Bobcamel: I was thinking that you cast the spell, and then as soon as it is cast the code does something like checkInvisbility... removeInvisibility... then as for the stopping attacks, maybe make it work like sundial? Is sundial a permanent or a spell? Not sure on how coding works (as you can tell, hopefully that answers your question)

[Espionage] - Spell
Cost: 3 Darkness - 5 Darkness Upgraded
Ability: Reveal the next 3 cards that you/or your opponent will draw.
Upgraded: Reveal the next 5 cards that you will draw, pick one and put it in your hand.
*Instead of relying on the blind luck of Hourglasses and Sundials, this will at least let you know when to cast extra card-drawing spells. When upgraded it gives you even more flexibility in playing strategically - especially when decking out is becoming a possibility.
**I am aware that a new layer of interface will be required for a spell like this, although I am sure it will not be too intensive/complicated to implement.

Permanents
[Sphere of Warding: Quanta Type] - Permanent for 4 Turns
Cost: 8 Random Quanta
Ability: Stops all damage from 'Quanta Type' getting through to you or your creatures.
*eg, Circle of Protection: Fire, means that Fahrenheit, Firebolt, Deflagration, all do nothing. The card would have to be stolen or destroyed by means other than fire.
**@ Bobcamel: Maybe, when the card is played the player is given a choice of picking 1 of the 12 quanta types he wants immunity from. See 3rd Note on Espionage.
***@YoYoBro: Name changed, less magicky.

Creatures
[Skeleton Captain]
Cost: 3 Death
Stats: 6/4
Ability: All Skeletons in play get +1/+0
*Stacks with other Skeleton Captains
**Stacks with x1 Nightfall or Eclipse.
***The reason behind this card is to simply give a bit more necromantic power to Death.

bobcamel

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Re: Lanidrak's Card Suggestions/Improvements https://elementscommunity.org/forum/index.php?topic=2174.msg17750#msg17750
« Reply #1 on: January 14, 2010, 08:26:11 pm »
-rep for Enchantment/Instant. Here we only have Spells.

Steal is good as it is. Well, no one is complaining. Also, imagine - you're running Mono-Darknesse, you steal and just clutter up your hand with some permanent you can't even play. Unlikable.

Circle of Protection: So, those are 12 different cards? If yes, then what to do when the enemy doesn't have the element you're protecting? Get the card in rear?

Invisiblity: This is a very powerful effect, you know. Normal Immateriality at least means you won't be buffing the creature any more, this one lets you have both.

Flashlight: Okay, how do you plan on making a thing like this with a spell? Stalling all the creatures manually? This wouldn't work in all the cases. Also, it cannot remove Invisiblity from the enemies, as it cannot point itself at them.

Lanidrak

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Re: Lanidrak's Card Suggestions/Improvements https://elementscommunity.org/forum/index.php?topic=2174.msg17770#msg17770
« Reply #2 on: January 14, 2010, 09:11:23 pm »
I guess my version of Steal could use some re-thinking. To me it just seemed a little unfair how for 1 Fire you can destroy any Permanent in the game or for 1 Darkness you could make it your own. I'll think of a way of making Steal work.

Please see the comments, I've heavily edited my first post in regard to your input, Bobcamel.

Anyone else with some constructive feedback is more than welcome!

bobcamel

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Re: Lanidrak's Card Suggestions/Improvements https://elementscommunity.org/forum/index.php?topic=2174.msg17778#msg17778
« Reply #3 on: January 14, 2010, 09:22:54 pm »
Phew. You seem to be not one of those types that stick to their MtG logic and vocabulary that is the cancer that is killing Elements... I had this bad first feeling. Whatever, now...

Discord may seem not very useful as of now, but 1. Look at the Black Hole card In Development, and 2. See how the game is approaching giving more power to dual/trio. Rainbows dominate for now, but not for long, and it is very, very useful against non-rainbow.

Sundial is a permanent with a timer. It is played, code makes attacks not execute while it is on, and it is destroyed when the timer runs out.

New interfaces seem to be the worst fear in coding anything, so I doubt them Espionage or CoP will work.

Lanidrak

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Re: Lanidrak's Card Suggestions/Improvements https://elementscommunity.org/forum/index.php?topic=2174.msg17787#msg17787
« Reply #4 on: January 14, 2010, 09:35:36 pm »
Hehe, what can I say MtG rocked... Especially back in the Shandalar days!

As for the new interface layer for CoP... I think it would be more or less simple?

Cast Card
Quanta is removed
new screen pops up covering 80% of your half of the game board
"Cancel casting of CoP" as a button in bottom middle.
The 12 Quanta's as selections in the majority of the new interface.
Click Cancel: Quanta is returned, Card is returned.
Select a Quanta: game adds relevant CoP card to your Permanent panel.

YoYoBro

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Re: Lanidrak's Card Suggestions/Improvements https://elementscommunity.org/forum/index.php?topic=2174.msg17788#msg17788
« Reply #5 on: January 14, 2010, 09:35:43 pm »
Circle of protection... straight from MtG :P

Invisibility should be implemented as it's a very popular and well known effect... but it should

1) Last x turns, and not an indetermined amount of time
2) Determine a loss in atk power of the creature, 2-3 is fine
3) Cost 1 or 0, as it's much weaker than quintessence under many aspects

Lanidrak

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Re: Lanidrak's Card Suggestions/Improvements https://elementscommunity.org/forum/index.php?topic=2174.msg17794#msg17794
« Reply #6 on: January 14, 2010, 09:41:24 pm »
I was thinking a bit more laterally with Invisibility.

You could use it offensively.

eg.
1. Opponent Plays "upgraded dragon card" (ie. 15/3?)
2. You have no immediate creature controls
3. Cast Invisibility on "said dragon card"
4. Dragon now does 7 damage, and has no way of removing it's invisibility!


YoYoBro

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Re: Lanidrak's Card Suggestions/Improvements https://elementscommunity.org/forum/index.php?topic=2174.msg17797#msg17797
« Reply #7 on: January 14, 2010, 09:43:43 pm »
Well, it's like when you use heavy armor on your opponent's crimson dragon to avoid it ignoring your gravity shield  8)

Lanidrak

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Re: Lanidrak's Card Suggestions/Improvements https://elementscommunity.org/forum/index.php?topic=2174.msg17817#msg17817
« Reply #8 on: January 14, 2010, 10:53:36 pm »
Just a quick strategy update on Invisibility.

A Tri-Deck of Entropy, Light and Aether could do something like this:

Put a Lycanthrope into play and make him invisible that same turn. Put Blessings (Light) and Chaos Powers (Entropy) on him and finally a Quintessence (Aether). Then use his +6/+6 ability to remove his invisbility and voila...

You have an invincible Werewolf with potentially 9/9 to ~20/20 (depending on your luck with Chaos Power).

Couple this strategy of 'stealth-buffing' with a Phase Shield (Aether), Miracle (Light) or Dissipation Shield (Entropy) and maybe a couple Twin Universes (Aether) and you could potentially have some very dangerous wolfmen ravaging your opponent!

Delreich

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Re: Lanidrak's Card Suggestions/Improvements https://elementscommunity.org/forum/index.php?topic=2174.msg17828#msg17828
« Reply #9 on: January 14, 2010, 11:43:43 pm »
Chaos power boosts stats by +(0-4)/+(1-5), so you'd need quite a few to make it to the twenties.

How would buffs work on invisible critters, exactly? Would blessing give +3/+3 that becomes +6/+3 on unveiling, or would it be +1/+3 turning +2/+3?


Skeleton Captain looks decent (the cost needs to go up some though). The others, not so much.

Lanidrak

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Re: Lanidrak's Card Suggestions/Improvements https://elementscommunity.org/forum/index.php?topic=2174.msg17840#msg17840
« Reply #10 on: January 15, 2010, 01:48:22 am »
Delreich: Interesting... I guess the buffs would have to go on as half their original value, maybe rounded up?

So: for Blessing
Blessing on Visible +3/+3
Blessing on Invisible +2/+3
Turning Visible +4/+3

And: for Chaos Power
Chaos Power on Visible +1d4/+1d5
Chaos Power on Invisible +1d2/+1d5
Turning Visible +1d4/+1d5

I guess that'd be the most kosher way of doing it. That way you don't get extremely powerful invisible creatures messing up your opponent, their damage would have to come from going visible. Although... burrowed shriekers with buffs... need to research!

The majority of my ideas are simply ideas. I'm putting them down here for the community to judge, because ultimately, what makes a card game is new cards.

As for the Skeleton Captain and Invisibility (and flash of light to a certain degree), they are the ones that I'm relatively pleased with. However, me being pleased with something doesn't mean it jumps the metaphorical implementation/development queue!

We can dream though

ps. Another idea just came to me... since the Lycanthrope would be invisible and you are intending on making him Immortal in the end anyways... Rage Potions could be thrown in to make him a little bit more feisty! What's a few Fire quanta to a rainbow player anyways

Destrial

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Re: Lanidrak's Card Suggestions/Improvements https://elementscommunity.org/forum/index.php?topic=2174.msg17843#msg17843
« Reply #11 on: January 15, 2010, 02:23:59 am »
honestly invisiblity sounds not very usefuls in my opinion i mean we already have quint isnt that enough protection plus the fact that it doesnt halve the attack of the monster  the issue is we dont have any control over imortals which there should possibly be a card that removes imortality :) now i think that would be more usefuls

 

anything
blarg: