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Offline DemagogTopic starter

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New Abilities/Spells https://elementscommunity.org/forum/index.php?topic=1348.msg12535#msg12535
« on: December 15, 2009, 10:10:34 pm »

Here are some abilities I think would be useful. I won't post anything other than a description, as nothing else is important until the ability is deemed useful.

Blind: Causes all of the opponent's creatures to become blind for one turn, 50% chance to avoid damage from each creature.

Smother: Halves the attack of all fire creatures.

Taunt: Causes target creature to attack the casting creature on the next turn.

Healing Aura: Heals all creatures for one HP (either your own or both players, not sure which would be preferred).

Bond: If this creature dies, the targeted creatures die as well. (there is no limit to the amount of bonds a creature can make, this is a great anti-RoF, and any other area affecting creature control).

Confusion: Target creature has 1/3 chance of normal attack, 1/3 chance of no attack, and 1/3 chance to attack its owner. Lasts for two turns.

Shed: Creature gains +1/+1

Cleanse: Remove effects of poison from target creature.



So ya, post comments. Forgive me if any of these have ever been suggested before... there's no list of past suggestions.



sillyking14

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New Abilities/Spells https://elementscommunity.org/forum/index.php?topic=1348.msg12536#msg12536
« Reply #1 on: December 15, 2009, 10:10:34 pm »

i was actually thinking about suggesting something like taunt. except i was going to say something like ''each enemy creature has x chance to attack. and every creature that attacks has y chance to miss and z chance to die.

bobcamel

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New Abilities/Spells https://elementscommunity.org/forum/index.php?topic=1348.msg12537#msg12537
« Reply #2 on: December 15, 2009, 10:10:34 pm »

Blind: I made it, but it's generic enough for you to copy freely. In my version it's 70%, single target, 3 turns of lasting. Your version is an one-turn Dusk that can be along a shield, so
Smother: That's racist! It makes only Fire creatures suffer! And if I don't have any Fire creatures, then what?
Taunt: Innovative, likable, suicidal.
Healing Aura: Generic enough, just... it's not that creature healing was ever popular in the metagame.
Bond: I made it, but it's generic enough. Could be tactically used. ...just, you know, you spam spell-bonds on a Spark and then... make it two-way.
Confusion: Generic enough, but I didn't make it. Baloney.
Shed: Is alright, but Growth is better. Unless you can target Shed.
Cleanse: Generic enough, I suggested it as Cure. Could be useful, just... well, who uses poison? You could make it also player-targetable, and make it remove 1 poison per cast, not all.



Offline DemagogTopic starter

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New Abilities/Spells https://elementscommunity.org/forum/index.php?topic=1348.msg12538#msg12538
« Reply #3 on: December 15, 2009, 10:10:34 pm »

A good CCG has a zillion cards, with a zillion abilities. So abilities like smother are good. It just doesn't sound good at the moment since there are hardly any cards to choose from.

Healing aura is a good anti-poison.

Shed is basically like growth, except I think growth is overpowered, which is why I made it +1/+1. It could be used by any reptilian creature.

bobcamel

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New Abilities/Spells https://elementscommunity.org/forum/index.php?topic=1348.msg12539#msg12539
« Reply #4 on: December 15, 2009, 10:10:34 pm »

Look pal, even if there was a million cards for each element, there still would be a 19/20 chance the enemoy won't be using Fire creatures.

Healing aura offsets one Plague, but... one Plague.

Shed is like Growth, just weaker. And, Growth isn't that hard.

sillyking14

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New Abilities/Spells https://elementscommunity.org/forum/index.php?topic=1348.msg12540#msg12540
« Reply #5 on: December 15, 2009, 10:10:34 pm »

maybe instead of arguing we should suggest improvements. i know that you did suggest some bob but then you started arguing and are on the border of a flame war. and even though the card is situational it could be good to include it in certain decks. its like purify, or reflect shield. both cards are pretty much useless in random pvp. but in certain decks they could be included. for example, the firebolt t50 grind deck. someone posted one that included light quanta, i can't remember why. oh yeah....for sundial. so i added a reflect shield to that deck since an opposing reflect shield is the only card that 100% shuts down that deck. same with purify, if a speed poison deck is your biggest worry, then you can included purify just to guard against that eventuality. on and on with smother. although such an ability would be next to useless as the game stands.    wait, nm, it might be good to add it to the earth/time shrieker rush deck, since a fire rush is one of only a few decks that are faster.

now on to my suggestions.

blind: probably should be made slightly more permanent maybe like: all opposing monsters have 75% chance to miss their attacks for the next 2 turns, and a 25% chance to miss their attacks for the remainder of the duel. (a card would need to be designed to negate this)
smother: if this were an earth effect this would make sense against any element. after all a massive amount of dirt will cause problems to anything really: suffocate plants (life), solidify water (water), blot out light (light), i guess the rest of the elements are a little harder to think of since they are so intangible but you get the idea.
taunt: this is good, although i would suggest that you use something like what i suggested, otherwise all you really are doing is risking your own creature.
healing aura: like bob said creature healing isn't incredibly popular. as someone explained it, most people in pvp won't use a creature control spell unless they can kill the creature they want. making the only real use for this is a healing/gravity pull combo. maybe something like : "at the end of every turn heal player for 5" or maybe, " as long as affect is in effect player is immune to poison" still situational, but not quite as situational.
confusion: pretty good, although since this is already dependent on chance, maybe have it be like, at the end of every turn have a 33% chance that confusion goes away.
shed: yeah like bob said its kind of a nerfed growth, maybe have it be, "until the beginning of next turn creature loses 1/1 (vulnerability) then at the end of next turn creature gains 4/3." or maybe have it be a passive ability that causes this cycle. or maybe "creature gains 3/3 but does not attack this turn."
cleanse: i kind of like this, although it wouldn't necessarily be much good in pvp. however i can think of uses for it. maybe as a backup for oty's. after all occasionally you will get any oty that is poisoned and therefore doesn't gain defense. having it remove only one poison is next to useless since most people that are going to be poisoning you are the people that are mass poisoning you and cause like 15 poison by the 5th turn.

Pilchard123

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New Abilities/Spells https://elementscommunity.org/forum/index.php?topic=1348.msg12541#msg12541
« Reply #6 on: December 15, 2009, 10:10:34 pm »

Bold red stuff is what I've said below.

blind: probably should be made slightly more permanent maybe like: all opposing monsters have 75% chance to miss their attacks for the next 2 turns, and a 25% chance to miss their attacks for the remainder of the duel. (a card would need to be designed to negate this)

There was a card called 'Clear Vision' somewhere that stopped something like this, I think. As an unupped card how about calling it 'Eye-poke', and only lasting for one turn. And is this a permanent or a spell. What happens if it gets stolen?


smother: if this were an earth effect this would make sense against any element. after all a massive amount of dirt will cause problems to anything really: suffocate plants (life), solidify water (water), blot out light (light), i guess the rest of the elements are a little harder to think of since they are so intangible but you get the idea.

taunt: this is good, although i would suggest that you use something like what i suggested, otherwise all you really are doing is risking your own creature.

Gravity pull is worse for your creatures. It's permanent and affects all your opponent's creatures.


healing aura: like bob said creature healing isn't incredibly popular. as someone explained it, most people in pvp won't use a creature control spell unless they can kill the creature they want. making the only real use for this is a healing/gravity pull combo. maybe something like : "at the end of every turn heal player for 5" or maybe, " as long as affect is in effect player is immune to poison" still situational, but not quite as situational.

<cough>shard of gratitude</cough> I like the immunity bit though

confusion: pretty good, although since this is already dependent on chance, maybe have it be like, at the end of every turn have a 33% chance that confusion goes away.

Entropy or darkness? Needs a counter.

shed: yeah like bob said its kind of a nerfed growth, maybe have it be, "until the beginning of next turn creature loses 1/1 (vulnerability) then at the end of next turn creature gains 4/3." or maybe have it be a passive ability that causes this cycle. or maybe "creature gains 3/3 but does not attack this turn."

cleanse: i kind of like this, although it wouldn't necessarily be much good in pvp. however i can think of uses for it. maybe as a backup for oty's. after all occasionally you will get any oty that is poisoned and therefore doesn't gain defense. having it remove only one poison is next to useless since most people that are going to be poisoning you are the people that are mass poisoning you and cause like 15 poison by the 5th turn.

WE NEED THIS. Or at least, I do.


Offline DemagogTopic starter

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New Abilities/Spells https://elementscommunity.org/forum/index.php?topic=1348.msg12806#msg12806
« Reply #7 on: December 16, 2009, 09:58:32 pm »

Confusion wouldn't need a counter as it's a neutral ability. If it gave the user a huge advantage, then yes, it would need a counter. And it only lasts two turns. Freeze/congeal would need a counter if confusion needed a counter.

Healing aura would be stackable, so you could offset several plagues.

No offense bob, but you need to think long-term. The more variety, the better the CCG. If a move like smother were added tomorrow, it wouldn't be too useful. If it were added when there are 100 cards for each element, it would be very useful. Sure you may not need it every battle, but fire's strength is it's attack, and if you have a card that negates that then it's a great card.

You need to realize that my suggestions aren't suggestions that I think should be added ASAP, they are suggestion I think should be added when the time is right.

sillyking14

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New Abilities/Spells https://elementscommunity.org/forum/index.php?topic=1348.msg12807#msg12807
« Reply #8 on: December 16, 2009, 09:58:32 pm »

Gravity pull is worse for your creatures. It's permanent and affects all your opponent's creatures.

i'm not sure what exactly you mean by this. gravity pull is a creature control card when used on the opponent. and it does its job pretty well. my point was that the way he has taunt set up, you could potentially lose a creature, and there are no possible benefits. the way mine is set up, it would be like you set up an ambush, then you taunt your opponents with the hope of causing them to attack, the ones that do attack are in a rage and might miss, and they will fall into the trap you set up so they have the potential of being destroyed. it could be another mass creature control. with the downside of you taking some more damage.

Quote
And is this a permanent or a spell. What happens if it gets stolen?
probably be a spell, or an ability on a creature. since it has a specific start time.

Quote
<cough>shard of gratitude</cough> I like the immunity bit though
yeah i realized that my suggestion was exactly the same as shard of gratitude, so i suggested another one.

Quote
Healing aura would be stackable, so you could offset several plagues.
so your saying that it would be like an anti-poison spell, like every turn the creature heals itself for1? that could actually be interesting, it would add a whole new dimension to the gravity pull/healer defense.


bobcamel

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New Abilities/Spells https://elementscommunity.org/forum/index.php?topic=1348.msg12808#msg12808
« Reply #9 on: December 16, 2009, 09:58:32 pm »

Quote
No offense bob, but you need to think long-term. The more variety, the better the CCG. If a move like smother were added tomorrow, it wouldn't be too useful. If it were added when there are 100 cards for each element, it would be very useful. Sure you may not need it every battle, but fire's strength is it's attack, and if you have a card that negates that then it's a great card.
Even if there were like 100 cards for each element, you could always stumble upon someone using Mono-Darkness, of Earth/Darkness, or Air/Life FFQ, or whatever that wouldn't be using Fire cards at all, and this often. Then Smother would be useless against those.

Just like Purify is useless if the enemoy isn't using Poison, or like PA is useless when the enemoy isn't doing permanent destruction.

Delreich

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New Abilities/Spells https://elementscommunity.org/forum/index.php?topic=1348.msg12809#msg12809
« Reply #10 on: December 16, 2009, 09:58:32 pm »

Smother would make sense if Elements used a tournament format similar to that of MtG, using the same deck throughout with just a few cards to swap between sets. It has "sideboard" written all over it.
As Elements is now, it might make sense on something that does something else (like a creature), otherwise it's even more limited than purify or PA.

Offline DemagogTopic starter

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New Abilities/Spells https://elementscommunity.org/forum/index.php?topic=1348.msg12810#msg12810
« Reply #11 on: December 16, 2009, 09:58:32 pm »

i'm not sure what exactly you mean by this. gravity pull is a creature control card when used on the opponent. and it does its job pretty well. my point was that the way he has taunt set up, you could potentially lose a creature, and there are no possible benefits. the way mine is set up, it would be like you set up an ambush, then you taunt your opponents with the hope of causing them to attack, the ones that do attack are in a rage and might miss, and they will fall into the trap you set up so they have the potential of being destroyed. it could be another mass creature control. with the downside of you taking some more damage.

The benefit is that you choose which creature is taunted. Creatures attack in a specific order, so if they have a creature with a lot of attack that won't attack until after the creature with gravity pull is dead, then your gravity pull didn't help much. With taunt, you can negate the 15 point attack of a crimson dragon by making it attack your very weak creature. It could easily save you.

 

blarg: