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agogo

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Sonic Jammer | Hyper Jammer https://elementscommunity.org/forum/index.php?topic=23087.msg293100#msg293100
« on: March 18, 2011, 05:49:46 am »
NAME:
Sonic Jammer
ELEMENT:
Aether
COST:
5 :aether
TYPE:
Permanent
ATK|HP:
TEXT:
Decrease all Quanta levels above 20 to 20. No element's Quanta can go above 20. Lasts for 3 turns.
NAME:
Hyper Jammer
ELEMENT:
Aether
COST:
3 :aether
TYPE:
Permanent
ATK|HP:
TEXT:
Decrease all Quanta levels above 15 to 15. No element's Quanta can go above 15. Lasts for 3 turns.
ART:
Dretland (me)
IDEA:
Dretland (me)
NOTES:
I thought that a card that would put lower level players to an advantage, or people who like slow decks would LOVE this card. I think its a pretty innovative stalling card. Because Regardless of how much Quanta the opponent has, this card has higher capabilities than Quanta absorbing cards.
SERIES:
N/A

Offline Nepycros

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Re: Sonic Jammer | Hyper Jammer https://elementscommunity.org/forum/index.php?topic=23087.msg293103#msg293103
« Reply #1 on: March 18, 2011, 05:55:01 am »
Why U no like bolt decks?
Perception is the source of misunderstanding.

Why, yes. I do have a Mindgate necklace. It's how I ninja everyone.

agogo

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Re: Sonic Jammer | Hyper Jammer https://elementscommunity.org/forum/index.php?topic=23087.msg293116#msg293116
« Reply #2 on: March 18, 2011, 06:35:00 am »
 :))I thought that elements was missing a little tactics with quanta control. In other card games i see cards that have a similar effect to Sonic/Hyper Jammer, where both players are restricted in some sort of ways.

But i do like fast decks. i run a life rush deck meself...
Woops, when i saw bolt, i thought fast decks
i see your point on "ice bolt" etc. cards....

well, they are kinda cheap if you stall at the same time... so this semi-stall card will not let cheap cards pass.

Offline Bhlewos

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Re: Sonic Jammer | Hyper Jammer https://elementscommunity.org/forum/index.php?topic=23087.msg293129#msg293129
« Reply #3 on: March 18, 2011, 07:12:47 am »
Quick question, does this work on yourself as well or just the opponent?

Offline SnoWeb

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Re: Sonic Jammer | Hyper Jammer https://elementscommunity.org/forum/index.php?topic=23087.msg293141#msg293141
« Reply #4 on: March 18, 2011, 07:44:58 am »
With the 20|15 limit, you can still use miracle. It might be a problem to fractal big creatures but not much. This is clearly designed to be anti-bolt. I like the Idea. However, as aether has dim shield (which protects the player against anything but bolts), the combination would be a bit too much. The card being a SONIC jammer (at least unupped), it could clearly fit into air IMHO. Good work - I like it.

On the balance side. I find the card two situational to be of much use in any of the cases were your opponent doesn't have bolts. I would either (a) add an other effect (see sanctuary or nightmare), (b) reduce the quanta limit to 14|11, (c) lower the cost (d) remove the time limit. In the case of (a) add another effect and if the card was air, I could imagine (a') a shock-wave-like effect or maybe (a'') a fog effect working like cloak but just for permanents ... for example.

agogo

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Re: Sonic Jammer | Hyper Jammer https://elementscommunity.org/forum/index.php?topic=23087.msg293145#msg293145
« Reply #5 on: March 18, 2011, 08:16:58 am »
FYI, its supposed to be better than black hole. That was the point of being a better quanta controller

Quick question, does this work on yourself as well or just the opponent?
Yup, both players indicated by the "no element's".

On the balance side. I find the card two situational to be of much use in any of the cases were your opponent doesn't have bolts. I would either (a) add an other effect (see sanctuary or nightmare), (b) reduce the quanta limit to 14|11, (c) lower the cost (d) remove the time limit. In the case of (a) add another effect and if the card was air, I could imagine (a') a shock-wave-like effect or maybe (a'') a fog effect working like cloak but just for permanents ... for example.
Yeah, about the secondary effect... i don't think i'll be able to fit the text.... XD, but good point. This card is there to stop pure monos with many activation effects. Like rustler, where it won't have much use while Sonic Jammer is in play.

The card being a SONIC jammer (at least unupped), it could clearly fit into air IMHO. Good work - I like it.
Thanks for your positive feedback, but one more thing! From my knowledge, air is about air. Sound is not air, sounds are waves, as noted in Aether's description, energy waves... but i'll think about it....

Offline SnoWeb

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Re: Sonic Jammer | Hyper Jammer https://elementscommunity.org/forum/index.php?topic=23087.msg293147#msg293147
« Reply #6 on: March 18, 2011, 08:27:34 am »
Yeah, about the secondary effect... i don't think i'll be able to fit the text.... XD, but good point.
The text can be put in a laconic manner (e.g.  :air :air :air : shock-wave ). The details would be explained in the notes and latter on in the wiki.

This card is there to stop pure monos with many activation effects. Like rustler, where it won't have much use while Sonic Jammer is in play.
You can use Rustler without any problem staying under 20|15 quanta all the time. It might be more of a problem to do this under 14|11 (solution (b) above).

The card being a SONIC jammer (at least unupped), it could clearly fit into air IMHO. Good work - I like it.
Thanks for your positive feedback, but one more thing! From my knowledge, air is about air. Sound is not air, sounds are waves, as noted in Aether's description, energy waves... but i'll think about it....
    Sound: A mastery of the vibrations in Air is but one of its clever strengths. Manipulating sound to whatever Air's need may be, Shockwave clearly demonstrates a glimpse of what Air's domain is.[/list]
    The quote from hyroen is from this topic : http://elementscommunity.org/forum/index.php/topic,22149.0.html
    True sound is vibration. But it is vibration through air. Without air there is no sound (in space there is no sound). Mastery of air gives you the power to create such vibration in the air around and basically to make sounds (and I am not talking about bean powered sounds here).

    agogo

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    Re: Sonic Jammer | Hyper Jammer https://elementscommunity.org/forum/index.php?topic=23087.msg293185#msg293185
    « Reply #7 on: March 18, 2011, 11:52:59 am »
    kk snoweb... i'll polish it up if it gets voted. I think polishes in type and text can be edited later. I just wanted to get the idea in :P
    I think the limit is good a little lower, so i think ur right. However  having a very low limit would make it too frustrating (like a 5 turn lasting Dimensional Shield). And from my experience, as i run a :life deck, rustler might fail to come up in the beginning hand, and if it comes in later in the game, the person cannot spam its effect like it normally would.
     
    Maybe 15|11, because this also restricts triggered effects that require a high cost, such as multiple dives/mitosis. The point of the card is to stop spamming of cards during one turn, making the game last longer and easier for a comeback.

    Snoweb, so what should i do with this thread? keep it and edit me post at the beginning?

    Offline SnoWeb

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    Re: Sonic Jammer | Hyper Jammer https://elementscommunity.org/forum/index.php?topic=23087.msg293193#msg293193
    « Reply #8 on: March 18, 2011, 12:08:39 pm »
    And from my experience, as i run a :life deck, rustler might fail to come up in the beginning hand, and if it comes in later in the game, the person cannot spam its effect like it normally would.
    No life card cost more than 14 :life. You can always go up to 14 play your dragon or whatever and then go on with your rustler up to 14 again ... It is click annoying but not more.
     
    Maybe 15|11, because this also restricts triggered effects that require a high cost, such as multiple dives/mitosis. The point of the card is to stop spamming of cards during one turn, making the game last longer and easier for a comeback.
    IMO, it doesn't really stop such a mechanic. I said 14|11 because it prevents the use of miracle. The card becomes then a counter to bolts and miracle (and some dragons in the upped version) instead of just being a counter to bolts.

    Snoweb, so what should i do with this thread? keep it and edit me post at the beginning?
    You edit the first post with your new card. You put the original card in a spoiler (still in the first post). Then at the bottom post, you post the reasoning of why you changed this and that ...

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    Re: Sonic Jammer | Hyper Jammer https://elementscommunity.org/forum/index.php?topic=23087.msg293400#msg293400
    « Reply #9 on: March 18, 2011, 07:48:45 pm »
    Interesting card. You may want to take a look at Wizelsnarf's Capacity | Capacity (http://elementscommunity.org/forum/index.php/topic,21078.0.html) which also involves capping quanta.

    That being said I guess it's possible to have potential in late-game denial and rainbows, but it seems to have very little use early game unless your opponent is trying to gather up quanta for bolts (Miracle, Fractal, and Sky Dive aren't affected.)

    I agree with SnoWeb's suggestion for 14 | 11, as it gives the card more early game potential and limits some of the stronger spells as well.  Seems to be sort of situational though IMHO.

    agogo

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    Re: Sonic Jammer | Hyper Jammer https://elementscommunity.org/forum/index.php?topic=23087.msg293644#msg293644
    « Reply #10 on: March 19, 2011, 01:42:46 am »
    Ok, i will make changes to this card. A lower max and a different name/element. Geez i wish i had more bandwidth!

    Re: Sonic Jammer | Hyper Jammer https://elementscommunity.org/forum/index.php?topic=23087.msg293852#msg293852
    « Reply #11 on: March 19, 2011, 08:26:54 am »
    Are you Dretland? Cause I can make that art for you and you can just stick your name on it XD

    i must read more thoroughly :(

    nice art idea! i has new ideas for paint.net ;o

     

    anything
    blarg: