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Xavius

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My many, myriad, wandering, strange, and hopefully useful, Ideas https://elementscommunity.org/forum/index.php?topic=1567.msg14101#msg14101
« on: December 23, 2009, 11:10:37 pm »
Well, I have a ton of stuff to show you guys, and I keep coming up with new ones all the time.
Symbols: (E)=Entropy (W)=Water (D)=Death (L)=Light (G)=Gravity (A)=Air
(Ea)=Earth (T)=Time (Li)=Life (Da)=Darkness (F)=Fire (Ae)=Aether
Template is as follows:

Name: Cost
class (stats)
AbilityType/EffectTarget:
Ability/Effect Text
upgrade ==> path
Elite Name: Cost
Class (stats)
AbilityType/EffectTarget:
Ability/Effect Text

Mimic: 5 Entropy
Creature (0/1)
Active Ability:
2(E) : Mimic becomes a copy of target creature until end of turn (Includes all statuses and abilities)
Mimic ==> Doppleganger
Doppleganger: 6 Entropy
Creature (0/1)
Active Ability:
3(E) : Doppleganger becomes a copy of target creature (Includes all statuses and abilities)

Anti-Gravity: 3 Gravity
Spell
Targets creatures:
target creature gains Dive for 2 Gravity quanta. all other abilities (not statuses) are removed.
Anti-Gravity ==> Wieghtless
Wieghtless: 2 Gravity
Spell
Targets Creatures:
Target creature gains Dive for 2 Gravity quanta. All other abilities (not statuses) are removed.

Pit Viper: 2 Life
Creature (2/1)
Active Ability:
2(D) : Poison the opponent. Pit Viper does not attack this turn.
Pit Viper ==> Blood Asp
Blood Asp: 4 Life
Creature (3/2)
Passive Ability:
Venom

Zombie: 1 Death
Creature (2/1)
No Ability
Zombie ==> Lich
Lich: 2 Death
Creature (2/2)
Passive Ability:
Whenever a creature dies while Infected, generate 1 Zombie creature.

Archer: 2 Life
Creature (3/1)
Active Ability:
2(A): Sniper
Archer ==> Elite Archer
Elite Archer: 4 Life
Creature (5/2)
Active Ability:
2(A): Sniper

Ancient Fossil: 4 Earth
Artifact
Passive Abilities:
All Earth and Death spells cost 1 quanta less to play.
All abilities that cost Earth or Death quanta cost 1 quanta more to use.
Ancient Fossil ==> Ancient Fossil(Elite)
Ancient Fossil: 5 Earth
Artifact
Passive Ability:
At the end of each turn, remove 1 Earth and 1 Death quanta from your stockpile. Generate 1 Skeleton creature. If you do not have the required quanta, this ability does not activate.

Rusty Automaton: 2 Earth
Creature (3/5)
Multiple Abilities:
Countdown 3 (Lasts 3 turns)
3(T) : Rewind (Add another turn to Rusty Automaton's countdown)
Rusty Automaton ==> Clockwork Soldier
Clockwork Soldier: 2 Earth
Creature (3/5)
Multiple Abilities:
Countdown 5 (Lasts 5 turns)
3(T) : Rewind (Add another turn to Rusty Automaton's countdown)

Goblin: 1 Earth
Creature (n/1)
Passive Ability:
Swarm (n=number of Goblins in play)
Goblin ==> Goblin Commando
Goblin Commando: 1 Earth
Creature (n/2)
Passive Ability:
Swarm (n=number of Goblins in play)

Gorgon: 3 Death 
Creature (1/3)
Active ability:
2(D) : Poison
Gorgon ==> Medusa
Medusa: 5 Death 
Creature (3/5)
Passive Ability :
Venom

Shadow: 1 Darkness
Creature (0/1)
Active Ability:
2(L) : Growth
Shadow ==> Shadow Guard
Shadow Guard: 2 Darkness
Creature (1/3)
Active Ability:
2(L) : Growth

Palace Guard: 2 Light
Creature (0/10)
Passive Abilities:
Defender (Palace Guard enters play with the Gravity Pull ability active)
Reduce all damage to Palace Guard by 1
Paladin: 5 Light
Creature (0/15)
Passive Abilities:
Defender (Paladin enters play with the Gravity Pull ability active)
Reduce all damage to Paladin by 2

Giant Squid: 4 Water
Creature (4/2)
Active Ability:
3(W) : Devour
Giant Squid ==> Kraken
Kraken: 6 Water
Creature (4/4)
Active Ability:
3(W) : Devour

Apprentice: 1 random
Creature (0/2)
No ability
Apprentice ==> Necromancer
Necromancer: 3 Death
Creature (3/1)
Passive Ability:
Whenever a creature dies, generate one Skeleton
Apprentice ==> Mage
Mage: 3 Water
Creature (2/2)
Active Ability:
3(W) : Destroy target Pillar or Tower (minor Tsunami)
Apprentice ==> Priest
Priest: 3 Light (0/4)
Creature
Active Ability
3(L) : Minor Blessing (Target non-death-or-darkness creature gets +1/+1)

Overlord: 5 Darkness
Creature (2/6)
Passive Ability:
All creature and artifact spells cost 1 quanta more to play, and creatures recieve -1/-1 upon entering play.
Overlord ==> Tyrant
Tyrant: 7 Darkness
Creature (2/6)
Passive Ability:
All creature and artifact spells cost 2 quanta more to play, and creatures recieve -1/-1 upon entering play.

Will-O-Wisp: 0 Death
Creature (1/0)
Passive Ability
Generates 1 Death quanta at the end of each turn (before it dies)
Will-O-Wisp ==> Wraith
Wraith: 0 Death
Creature (1/0)
Passive ability
Generates 2 Death quanta at the end of each turn (before it dies)

Plague Bearer: 5 Death
Creature (0/1)
Passive Abilities:
At the end of each turn, infect each creature.
Immunity (cannot become infected)
Plague Bearer ==> Plague Warden
Plague Warden: 4 Death
Creature (0/1)
Passive Abilities:
At the end of each turn, infect each creature.
Immunity (cannot be infected)

Gravity Bolt: 3 Gravity
Spell
Targets Creatures and Players
Deal 1 damage for every 10 Gravity quanta you control.
Momentum (Allows it to ignore Reflect and damage reduction)
Gravity Bolt ==> Gravity Lance
Gravity Lance: 1 Gravity
Spell
Targets Creatures and Players
Deal 1 damage for every 10 Gravity Quanta you control.
Momentum (Allows it to ignore Reflect and damage reduction)

Shield: 3 random
Artifact (Shield)
Passive Ability:
Reduce all damage dealt to you by 1.
Shield ==> Buckler
Buckler: 1 random
Artifact (Shield)
Passive Ability:
Reduce all damage dealt to you by 1.
Shield ==> Kite Shield
Kite Shield: 5 random
Artifact (Shield)
Passive Ability:
Reduce all damage dealt to you by 2.

Leapord: 3 Life
Creature (4/2)
Passive Ability:
Adrenaline
Leapord ==> Mist Leapord
Mist Leapord: 5 Life
Creature (3/2)
Passive Abilities:
Adrenaline, Immortal

Heroes:

All Heroes have the following characteristics:
they cost 8 of their given quanta to put into play
all activated abilities cost 5 of their respective quanta to activate
you can only have 1 on your side of the field at a time
you can't PU/TU, Infect, Lobotomize, or Devour them, and the Death and Darkness ones are affected normally by Holy Light, not damaged
Hero abilities ignore the Immortal status.
They can't be won from the spinners
they only show up as a reward for the 2,500 and 500,000 score marks
they don't upgrade
they can't be sold
When a Hero is destroyed, it does not activate death-based effects, such as the Scavenger ability or for the Bone/Graveyards
Heroes have the Upgraded Card background from the start.





This is the layout:
Name - Element
Stats: */*
Ability text

The Destroyer - Earth
Stats: 6/8
Whenever The Destroyer deals damage to the enemy, destroy one of their permanents at random and two of thier Pillar/Towers at random (yes, this can stack for up to 3 pillar/towers destroyed)

The Unerring - Air
Stats: 5/9
Spend 5 Air quanta to deal 5 damage to target creature. The Unerring does not attack this turn.

The Raging - Fire
Stats: 10/4
Whenever The Raging deals damage to the opponent, it recieves +5/+1

The Imperturbable - Water
Stats: 7/7
At the end of each turn, randomly congeal one of the opponents creatures

The Illuminated - Light
Stats: 2/12
At the end of each turn, heal all creatures by 10 and both players by 5

The Avaracious - Darkness
Stats: 9/5
Whenever The Avaracios deals deals damage to the opponent, it gets +0/+X and you gain X life, where X = the amount of damage dealt.

The Twisted - Entropy
Stats: X/Y
Whenever The Twisted damages the opponent, the opponent loses that much random quanta and you gain that much random quanta
X= any number from 0 to 13
Y=14-X

The Unstoppable - Gravity
Stats: 6/8
The Unstoppable cannot be prevented from attacking (stasis, sheild effects, freeze/congeal, stun, etc. have no effect)

The Eternal - Time
Stats: 13/1
Whenever The Eternal would be removed from play for any reason, instead place it back on its owner's deck.

The Immortal - Aether
Stats: 10/4
Whenever The Immortal damages the opponent, randomly return 3 permanents (Creatures, artifacts, weapons, permanent spells, or pillars/towers) to the top of their deck.
Immortal

The Savage - Life
Stats: 3/11
Whenever The Savage would deal damage to the opponent, instead deal that much damage to each of his/her creatures instead. This includes Immortal creatures. If the opponent does not have any creatures, ignore this ability.
Adrenaline

The Foul - Death
Stats: 9/5
If The Foul would deal damage to the opponent, instead poison him/her for that much.
Whenever a creature is damaged, if The Foul is in play, infect it as well.

Offline Bloodshadow

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Re: My many, myriad, wandering, strange, and hopefully useful, Ideas https://elementscommunity.org/forum/index.php?topic=1567.msg14108#msg14108
« Reply #1 on: December 23, 2009, 11:30:21 pm »
Why does everyone use the name "Hero Cards"? I got inspired by SG, but I forgot to mention that in my post at Kongregate, so she called me a pathetic idea thief. But she does have a point: if you got the name from somewhere else, you should say that; if you didn't, you should that it is a coincidence, to avoid confusion and/or misunderstandings.

Hero Cards and similar super-creatures are kinda overused right now. Why didn't anyone else think of legendary permanents and forbidden spells? I have a series of imaginary cards on Kongregate, and they're called the Avatars (godly creatures), the Relics (legendary permanents), and the Taboos (forbidden spells).
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

bobcamel

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Re: My many, myriad, wandering, strange, and hopefully useful, Ideas https://elementscommunity.org/forum/index.php?topic=1567.msg14115#msg14115
« Reply #2 on: December 24, 2009, 12:09:23 am »
Comments on each.

Mimic: Could be useful, sure, but... it's very brittle and pricy.
Doppelganger: I'd rather use PU, really. Cannot be stopped, doesn't take a turn to execute and is cheaper.
Antigravity: Is alright, dragon combos sound scary at first but shoudl be edible
Pit Viper: Kinda weak and pricy
Blood Asp: Much better, could be a good addon to a Life deck, not specifically poison ones.
Zombie: You're firing Skeletons.
Lich: A very brittle, better Gravyyard.
Archer: On such a brittle creature Sniper is alright. Same for the upgrade, still Paradoxable and under 3 HP.
Ancient Fossil: Yay free Poisons! Also, could be useful sometimes, like for EQ+freePoison+Some Earth deck. Also, there aren't many Earth or Death abilities anyway.
Second Fossil: A pay-to-play Boneyard. Not as useful.
Rusty Automaton: I'd rather use the Hematite Golem, after the fourth turn it's more profitable. This card is like useless.
Goblins: Good idea
Gorgon: I guess the cost is  accepTable for a Mono creature.
Medusa: Much better if the enemy doesn't have some supershield.
Shadows: Two for Growth? Other creatures get it for 1. Unfair. Could be useful for one of those Vampire Blessing decks as another beatstick.
Palace Guard: Fairly good idea, damage soakup with the same ratio as Armagio but with the shield.
Paladin: Worse ratio, bigger shield. Could be useful against mobspam.
Giant Squid: I hope you do realize it can only Devour creatures with 1 HP at first, yes? The ability price could be affordable for Mono.
Kraken: Costly, but much better. Could be useful for Water/Earth doing Poseidon and Armoring Krakens.
Apprentice: Just a step for the upgrade, I see.
Necromancer: A very brittle Boneyard. Seeing as both cost 3 Death, I'd rather use Boneyard.
Mage: The ability is too costly for what it does, really. Aside from that, fairly nice but brittle.
Priest: As above. Drop the ability cost to 1 and it'll be perfectly fine, for now it's underpowered because of the high cost.
Overlord: Good card. Really good in Earth/Dark/Quantum deprivation with Devourers and EQs.
Will o' the wisp: Not really useful. Other quantum generators survive longer. Raylights...
Plague Bearer: What's the point of having Skeletons if they die after one turn?
Gravity Bolt: Seeing as there is a way of avoiding Reflega anyway, this card isn't very useful, especially with that Gravity doesn't have any quantum fasteners found in other elements (Brimstone Eater, Immolation, Devourer).
Shield: You ripped this one from Bloodshadow.
Kiteshield: As above.
Buckler: Also, it makes other-element weakshields pointless.
Leopard: Effectively does 9 damage, for 3 Life? Too strong.
Mist Leotard: Effectively does 12 damage and I can't get rid of it, for cheaper than an Immortal from Aether? Too strong, dood.

HEROS

Destroyer: Passive destroying is way too strong no matter what you do.
Unerring: Compared to other heroes, kinda weak. Good creature control, but with two Owleyes I could do the same thing cheaper and with more precision.
Raging: Fast buildup, but expect it to get Paradoxed immediately. Designing a Hero for Fire is hard because the theme makes the Hero easy to lose.
Imperturbable: I guess this one is survivable, stopping up to 4 creatures and no more. An Arctic Octopus can do this thing, just much pricier and is brittle.
Illuminated: 2x SoD + non-instant creature control prevention. Is alright. Pisses Plaguers off.
Avaracious: What kind of a word is that? Also, it might be hard to control out manually, and aside from that it's just a bigger Vampire. Is alright.
Twisted: So, I can end up with a weak thing or a brittle thing, and it drains quanta. Is fairly alright, I guess.
Unstoppable: Momentum on steroids, and... a 6 attacker. Notverygood.
Eternal: You ripped this from Bloodshadow. Also, very good and balanced card, as it can be only delayed and deals high damage, and high damage is what Time needs.
Adam Savage: VERY OP. Does 4 free Snipers at the end of every turn, and can strike Immaterial? Not nice. Would clean out the enemy field immediately.
Foul: VERY OP. The poison will build up really fast. 9 poison, 18 poison, 27 poison... heck, normal poison DECKS don't get to 27, and this can in 3 turns. The other passive effect is a nice concept.

Good thing that they can be Mutated or Reversed, otherwise all of them would be OP. Don't fix this.

If I didn't comment on the upgrade separately, apply the same comment as for the normal version.

Scaredgirl

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Re: My many, myriad, wandering, strange, and hopefully useful, Ideas https://elementscommunity.org/forum/index.php?topic=1567.msg14120#msg14120
« Reply #3 on: December 24, 2009, 12:39:51 am »
Why does everyone use the name "Hero Cards"? I got inspired by SG, but I forgot to mention that in my post at Kongregate, so she called me a pathetic idea thief.
Actually I didn't call you a "pathetic idea thief". I said that you stole my idea and I said that it was pathetic. Both of those are true. You didn't "get inspired" by my idea, you copied it.

Of course you have now made changes to that original post, like changing card names and giving me credit, but when I was there, it looked a lot different. When I was reading it, it was like reading my own post only you claimed it was your idea. Too bad I didn't take a screenshot of it so I could show what I mean.

Btw "Hero Cards" was not invented by me or anyone else on this forum. It's a name and concept that has been around for a long time so there's no harm in using it. But when people copy-paste other peole's text and claim it to be theirs, that's not cool.


Xavious if you have any Photoshop skills, you should make pictures of these card ideas. There's a sticky thread with required files.

Xavius

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Re: My many, myriad, wandering, strange, and hopefully useful, Ideas https://elementscommunity.org/forum/index.php?topic=1567.msg14328#msg14328
« Reply #4 on: December 26, 2009, 05:36:54 am »
An idea i saw earlier, my replies are in this wonderful bright green.
Comments on each.

Mimic: Could be useful, sure, but... it's very brittle and pricy.
Doppelganger: I'd rather use PU, really. Cannot be stopped, doesn't take a turn to execute and is cheaper.
ok, good points on both. But it lets Entropy decks get in on the fun as Mono, w/o Nova
Antigravity: Is alright, dragon combos sound scary at first but shoudl be edible
Pit Viper: Kinda weak and pricy
Blood Asp: Much better, could be a good addon to a Life deck, not specifically poison ones.
The idea is that Pit vipers are less amazing, and the Blood Asps are better, but still cheap.
Zombie: You're firing Skeletons.
That was the idea. All the other 1 cost creatures are all 3 points divided between A/H, but skeles are 1 cost for only 2 points speread between A/H. the others like that are free.
Lich: A very brittle, better Graveyard.
My original idea was that it plagues for 1 death quanta, but i decided against it.
Archer: On such a brittle creature Sniper is alright. Same for the upgrade, still Paradoxable and under 3 HP.
Ancient Fossil: Yay free Poisons! Also, could be useful sometimes, like for EQ+freePoison+Some Earth deck. Also, there aren't many Earth or Death abilities anyway.
Sorry to burst your bubble, but I forgot to add in the "can't reduce below 1 cost". again, sorry.
Second Fossil: A pay-to-play Boneyard. Not as useful.
But it produces every turn, rather than 1 every death, so even if nothing dies or a skele dies, you're garunteed a skele every turn. with 6 you will always get 6 skeles, and with 6 otys...
Rusty Automaton: I'd rather use the Hematite Golem, after the fourth turn it's more profitable. This card is like useless.
but it's cheaper, which is the idea.
Goblins: Good idea
Gorgon: I guess the cost is  acceptable for a Mono creature.
Medusa: Much better if the enemy doesn't have some supershield.
Shadows: Two for Growth? Other creatures get it for 1. Unfair. Could be useful for one of those Vampire Blessing decks as another beatstick.
They do? i thought I typed 1. oh well. This is what I get for posting while i'm really tired...
Palace Guard: Fairly good idea, damage soakup with the same ratio as Armagio but with the shield.
Paladin: Worse ratio, bigger shield. Could be useful against mobspam.
Would reducing the cost to 4 or 3 be better?
Giant Squid: I hope you do realize it can only Devour creatures with 1 HP at first, yes? The ability price could be affordable for Mono.
Yes, the idea is that while it can't eat alot at first (1/1s and sparks, mostly) but it can still deal damage from the get-go. Mostly the idea was to try seperating Devour from Gravity, as it could easily be used in a lot of other situations otherwise that shouldn't need Gravity quanta.
Kraken: Costly, but much better. Could be useful for Water/Earth doing Poseidon and Armoring Krakens.
Apprentice: Just a step for the upgrade, I see.
Necromancer: A very brittle Boneyard. Seeing as both cost 3 Death, I'd rather use Boneyard.
Mage: The ability is too costly for what it does, really. Aside from that, fairly nice but brittle.
Priest: As above. Drop the ability cost to 1 and it'll be perfectly fine, for now it's underpowered because of the high cost.
Ah, well perhaps dropping cost of priest ability and all costs by 1? I'm trying not to create overbalanced stuff in this part.
Overlord: Good card. Really good in Earth/Dark/Quantum deprivation with Devourers and EQs.
Also good in a time/dark stall deck. I've tried one and it works on everything, unupgraded about 50% of the time. And I do mean against anything. training and false gods both have equal chance of beating it, which really sucks.
Will o' the wisp: Not really useful. Other quantum generators survive longer. Raylights...
it's meant to provide one quick quanta (two with upgrade) and some soft damage. of course, if you put a Momentum or a plate armor...
Plague Bearer: What's the point of having Skeletons if they die after one turn?
Dont use skeles then.this is meant for an anti-creature deck, such as against Graviton. With Quintessence, they stay alive indefinately.
Gravity Bolt: Seeing as there is a way of avoiding Reflect anyway, this card isn't very useful, especially with that Gravity doesn't have any quantum fasteners found in other elements (Brimstone Eater, Immolation, Devourer).
There are direct damage spells that get around Reflect??? what are they?
Shield: You ripped this one from Bloodshadow.
Kiteshield: As above.
Buckler: Also, it makes other-element weakshields pointless.
These ones were from a friend that said he thought it would be a good idea, for multi-color decks. I put them in 'cuz they sounded like a good idea.
Leopard: Effectively does 9 damage, for 3 Life? Too strong.
Mist Leotard: Effectively does 12 damage and I can't get rid of it, for cheaper than an Immortal from Aether? Too strong, dood.
Maybe increase cost or remove Immortal? Or both? I was copy-ing an idea from MtG.

HEROS

Destroyer: Passive destroying is way too strong no matter what you do.
Unerring: Compared to other heroes, kinda weak. Good creature control, but with two Owleyes I could do the same thing cheaper and with more precision.
Maybe let it hit through reflect or immortal??
Raging: Fast buildup, but expect it to get Paradoxed immediately. Designing a Hero for Fire is hard because the theme makes the Hero easy to lose.
I knew I was forgetting something... it was Paradox. as I said earlier, I was typing this here while very very tired.
Imperturbable: I guess this one is survivable, stopping up to 4 creatures and no more. An Arctic Octopus can do this thing, just much pricier and is brittle.
Illuminated: 2x SoD + non-instant creature control prevention. Is alright. Pisses Plaguers off.
Avaracious: What kind of a word is that? Also, it might be hard to control out manually, and aside from that it's just a bigger Vampire. Is alright.
Avaracious: very greedy, extremely 'me' centered. Wants to own everything in the universe, including people. Miserly. very Scrooge-ish.
Twisted: So, I can end up with a weak thing or a brittle thing, and it drains quanta. Is fairly alright, I guess.
Unstoppable: Momentum on steroids, and... a 6 attacker. Notverygood.
Eternal: You ripped this from Bloodshadow. Also, very good and balanced card, as it can be only delayed and deals high damage, and high damage is what Time needs.
If I ripped this from Bloodshadow, it was not intentional. All of these were written by me and my freinds, after a bit of explaining to them. We all play MtG, so they wanted some stuff like alot of the newer cards.
Adam Savage: VERY OP. Does 4 free Snipers at the end of every turn, and can strike Immaterial? Not nice. Would clean out the enemy field immediately.
Sorry, should read that it ONLY targets Immortal creatures
Foul: VERY OP. The poison will build up really fast. 9 poison, 18 poison, 27 poison... heck, normal poison DECKS don't get to 27, and this can in 3 turns. The other passive effect is a nice concept.
Ah, I thought something was off with this. should be half damage, can't inflict more than 3 a turn. Again, typed while VERY tired. Sorry.

Good thing that they can be Mutated or Reversed, otherwise all of them would be OP. Don't fix this.

If I didn't comment on the upgrade separately, apply the same comment as for the normal version.
I I didn't reply to a comment, it's 'cuz I liked what you said.

bobcamel

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Re: My many, myriad, wandering, strange, and hopefully useful, Ideas https://elementscommunity.org/forum/index.php?topic=1567.msg14353#msg14353
« Reply #5 on: December 26, 2009, 01:23:01 pm »
Mimic: Up the HP so it doesn't die immediately from anything and it'll be a great card.
Dopeganger: As above. Or make him Immaterial, even.

Pit Vipers are not amazing at all due to the high poison cost. If they could 1 Death per, then it'd be better.

Ancient Fossle: Well, Deadly Poisons are 1 ea with this. Shame I can't Deathsplash when I Timesplash for Graboids.

When you have 6 Otyughs, generating many Skeletons per turn with a Gravyyard isn't that hard.

Rusty Automaton stops being cheaper after the fourth turn, when both creatures cost 5. And then the price only goes up.

Shadow: You thought. That's the problem. Don't think and it'll be much better.

Paladin: When the enemy is running Fireflies, Paladin will survive longer, when Dragons, then both will die in 1-2 hits. 4 cost could be nicety.

There aren't many creatures that have 1 HP.

Priest gives just +1/+1. 1 cost is very alright for this amount. Even Growth costs 1 and gives +2/+2, just to self, but... well, targeting option shouldn't cut the benefits in half and double the cost at onze.

If I put something on the Will, then sure.

Don't use Skeletons in a Death deck? *lung expulsion*

Well, not the straight way... you just play a Reflective Shield and cast the spell on yourself and it works.

Buckler would get the "Carapace/Solar/Skull Bucklers" out of their jobs.

Mist Leopard: Drop the Immateriality. Also... WHAT YOU DARE SAID!

EDIT: image removed due to content.

For Unerring, drop the "dontn attack this turn" and/or lower the cost.

Adam Savage: NEVER, NEVER TARGET IMMATERIALS. DANGIT. THAT'S THEIR POINT. Make it drain 5 quanta per turn passively and 2-3 3-power attacks on targetable enemies or not even only enemies.

Foul: 3 poison per turn is alrighty.

Offline Bloodshadow

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Re: My many, myriad, wandering, strange, and hopefully useful, Ideas https://elementscommunity.org/forum/index.php?topic=1567.msg14501#msg14501
« Reply #6 on: December 27, 2009, 03:27:44 am »
Bobcamel, Xavius did not steal my idea. Go to a dictionary and look up the word "coincidence". That's what I've been saying: no one has a freaking patent on his/her ideas.
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

Xavius

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Re: My many, myriad, wandering, strange, and hopefully useful, Ideas https://elementscommunity.org/forum/index.php?topic=1567.msg14615#msg14615
« Reply #7 on: December 28, 2009, 04:00:50 am »
Thannk you, Bloodshadow, and for Bobcamel:
What's wrong w/ MtG??? Do I need to break your kneecaps??

bobcamel

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Re: My many, myriad, wandering, strange, and hopefully useful, Ideas https://elementscommunity.org/forum/index.php?topic=1567.msg14651#msg14651
« Reply #8 on: December 28, 2009, 02:14:29 pm »
MtG IS THE CANCER THAT IS KILLING THE ORIGINALITY OF ELEMENTS

PEOPLE CALLING ELEMENTS BY COLOURS AND SUGGESTING MIXED COST CARDS

AND PEOPLE CALLING PILLARS LANDS

LEARN THAT THIS HERE AIN'T MtG

/RAAAAAAAAGE

I hope my feedback and baloney tweaks have been helpful.

Offline Bloodshadow

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Re: My many, myriad, wandering, strange, and hopefully useful, Ideas https://elementscommunity.org/forum/index.php?topic=1567.msg14720#msg14720
« Reply #9 on: December 28, 2009, 08:17:45 pm »
I agree with Bob on this one. Elements is not an MtG clone. Some people call pillars lands, call quanta mana, call permanents artifacts, call Life green, etc... That irritates me. Another thing that irritates me is someone saying "omg dis game uze spore creatures adn pillrz! stolen!!!1!111!!!!1!1!!", or something like that.
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

bobcamel

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Re: My many, myriad, wandering, strange, and hopefully useful, Ideas https://elementscommunity.org/forum/index.php?topic=1567.msg14746#msg14746
« Reply #10 on: December 28, 2009, 10:22:10 pm »
Oh. Actually, calling permanents artifacts...

Permanents can be split into four types:
-Weapons
-Shields
-Pillars
-Others that could be called artifacts just for the ease of specifying

Xavius

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Re: My many, myriad, wandering, strange, and hopefully useful, Ideas https://elementscommunity.org/forum/index.php?topic=1567.msg15215#msg15215
« Reply #11 on: January 01, 2010, 10:23:12 am »
geez.... I'm not saying that it is a MtG clone, but I wanted to use some ideas that I thought could work. Oh, and the whole thing about MtG being a "cancer", it's been around for years longer than elements has. That said, I have been training myself out of reffering to elements bits w/ MtG names.
Oh yah, before you go insulting MtG, please remember that it taught me to read and do basic math.
I don't want it to turn into another clone, though. And thought alot of the 'multi-type' and other ideas from MtG would be cool, they wouldn't fit with what Zanzarino has made. If you can't see that I am interested in Elments for itself, indeed in the rich 'new-ness' of it. If I have inflamed your precious feelings, then I am sorry. I began these ideas as a way to possibly help benefit the game and all of those who play it. Again, if this is something so highly offensive that it has caused you to hate me to all ends, then I am sorry for a friendship that has withered before it sprouted (to use a long, poetic analogy) and I sincerely apologize any pain I have given you.

 

blarg: