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Purity_Riot

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New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg25856#msg25856
« on: February 14, 2010, 12:04:37 am »
Okay, so I came up with all of these while valentines shopping, and seeing as how I'm no good at art, I'm not going to make template cards.

This would be a new type of card, representing the realms the different elements come from. Each player could only play 1 plane at a time, and if either player plays a new plane, the first is destroyed

The flavour is that you bring part of the elemental plane to the material, it's effects washing over all the non-natives. They're supposed to be balanced with a good effect and a bad effect, let me know what you think. Also not sure about costs.

My idea for these is that you'd win them by beating 5 false gods, a new quest.

Here they are!

all planes would cost 6 of their element

 :aether  Plane of Aether, All aether creatures become immaterial and receive +0/+1  -1/+1   (Why would a spark die so easily in it's home realm?)

 :air Plane of Air, All non-air creatures have there damage halved.     (can't maneuver so well when it's your first time flying)

 :darkness Plane of Darkness, All dark creatures without an ability gain vampire Darkness creatures cannot be target by spells.

 :death Plane of Death, All non-death creatures come into play with 1 poison, all non-death creatures spawn a skeleton when they die  * this would be under the control of the player who's creature just died

 :earth Plane of Earth, All non-earth creatures come into play burrowed, and must pay 1 :earth to unburrow 2 random quanta

 :entropy Plane of Entropy, All creatures mutate when played ((abomination, mutant or death))

 :fire Plane of Fire, All non-fire creatures take one damage each time they use an ability, all non-fire permanents cost 1 more ((except pillars))

 :gravity Plane of Gravity, all non-gravity creatures take one extra damage from spells and effects, all gravity creatures gain momentum

 :life Plane of Life, All non-life creatures gain -1/+1

 :light Plane of Light, All spells are reflected

 :time Plane of time, All creatures may use their abilities twice the turn they are summoned the turn they are summoned
 
 :water Plane of Water, all creatures come into play frozen * for 3 turns



Well, that's it, if you have any better ideas, or input, or just questions, let me know

Upgrades~!

Planar Shifts are 6 of their element

 :aether Planar Shift Aether:   All aether creatures are immortal, and receive +1/+2 -1/+2

 :air Planar Shift Air:   All non-air creatures have their life and damage halved ((hard to breath in the thin air))

 :darkness Planar Shift Darkness:   All darkness creatures without abilities gain Vampire and +1/+1 Darkness creatures may not be target by spells or effects.

 :earth Planar Shift Earth:   All non-earth creatures come into play Burrowed, and must pay  :earth :earth to unburrow
4 random quanta to unburrow

 :entropy Planar Shift Entropy:   All creatures Mutate each turn.  ((abomination, mutant or dead)

 :fire  Planar Shift Fire:   All non-fire creatures take 1 damage each time they use an ability, all non-plane permanents are destroyed at the end of your turn.   2 damage each time they use an ability, non-fire permanents cost 1 more ((except pillars)

 :gravity Planar Shift Gravity:   All non-gravity creatures take one extra damage from spells and effects, all gravity creatures gain momentum and +1/+1

 :life Planar Shift Life:   All non-life creatures gain -2/+2

 :light Planar Shift Light:   All spells are reflected, players heal 1 life for each light creature they play.

 :time Planar Shift Time:   All time creatures may use their abilites twice the turn they are summoned All creatures may use their ability the turn they are summoned, all time creatures cost  :time less

 :water Planar Shift Water: All non-water creatures come into play frozen for 2 turns. four turns



Warning, before posting about power level, keep in mind that these cards are /meant/ to be more powerful than other cards, this is why you will only ever have one, and one would destroy another.

Offline Glitch

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Re: New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg25870#msg25870
« Reply #1 on: February 14, 2010, 12:51:56 am »
Why does the plane of one element buff all of the other elements?

Purity_Riot

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Re: New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg25875#msg25875
« Reply #2 on: February 14, 2010, 12:55:09 am »
Well, a creature in it's own element wouldn't be any different, because that's where it's from

meanwhile, being pulled into a different element would warp the make up of other creatures, making them more suited to the plane

Offline Kamietsu

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Re: New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg25877#msg25877
« Reply #3 on: February 14, 2010, 01:02:11 am »
Plane of Aether's effect is extremely OP.

Plane of Air is just odd.

Plane of Darkness seems completely reversed. It should affect Darkness creatures, not every creature but Darkness ones.

Plane of Death doesn't seem too bad, but still seems slightly OP.

Plane of Earth also seems completely reversed. That would make every other creatures, except earth creatures, untargetable.

Plane of Entropy sounds fun, but you should make it effect every creature. Talk about completely random playing.

Plane of Fire isn't too bad either, though it seems a bit OP. But it would make people limit their ability usage, forcing people to be more strategic.

Plane of Gravity is also somewhat OP, as the downside of it's effect only comes into play when direct damage is done to a creature.

Plane of Life isn't too bad, though it's effect is too strong. You should make it only -1/+1 and then upgraded make it -2/+2

Plane of Light isn't too bad either, since I presume these effect both players, so it's almost like you both have a reflecting shield. The auto-heal is a bit much though.

Plane of Time has the same problem Plane of Gravity has. It's downside doesn't make balance for the great effect. Instead, it should just be when a creature is first summoned, they get to use their ability twice, only for that turn. And then have the ability cost one quanta extra for the second use.

Plane of Water is a trump card for mono-water decks. In otherwords, OP.
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Purity_Riot

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Re: New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg25878#msg25878
« Reply #4 on: February 14, 2010, 01:12:04 am »
I know the air one is wonky, I couldn't think of anything, Air doesn't have a particularly spectacular ability other then dive, which you can't give indiscriminately.

The cards are /supposed/ to be OP, that's why they'd be hard to obtain, and you'd only be able to have one.

As for the not effecting creatures of their own element, as I said before, I just don't see why creatures from their own element would be more powerful there.

Imagine if you will, if you're an air creature with dive, and you go to the plane of air, where their is no land to speak of, are you any better? No, you still fly around doing your thing

mean while everyone else....

If you're a creature from darkness, thrust into a world of perpetual night? No problem, meanwhile everything else must take on the darkness, embrace it if they wish to survive.

I dunno, it made sense in my head.

Purity_Riot

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Re: New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg25879#msg25879
« Reply #5 on: February 14, 2010, 01:13:38 am »
Also, I was thinking different planes might cost different amount, like life might be  :life :life :life :life while entropy is  :entropy :entropy :entropy :entropy :entropy :entropy

or something. I hadn't worked out cost

If you have any ideas for balancing, I"d appreciate them, the life one makes sense.

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Re: New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg25882#msg25882
« Reply #6 on: February 14, 2010, 01:24:13 am »
I know the air one is wonky, I couldn't think of anything, Air doesn't have a particularly spectacular ability other then dive, which you can't give indiscriminately.

The cards are /supposed/ to be OP, that's why they'd be hard to obtain, and you'd only be able to have one.

As for the not effecting creatures of their own element, as I said before, I just don't see why creatures from their own element would be more powerful there.

Imagine if you will, if you're an air creature with dive, and you go to the plane of air, where their is no land to speak of, are you any better? No, you still fly around doing your thing

mean while everyone else....

If you're a creature from darkness, thrust into a world of perpetual night? No problem, meanwhile everything else must take on the darkness, embrace it if they wish to survive.

I dunno, it made sense in my head.
If this quest is non-repeatable, then ok, I guess that lowers their OP a bit. But not much. There is very little to no balance for the cards I thought were OP. But beating 5 FGs doesn't make them hard to obtain for many people. Just newcomers.

I can see your logic, why creatures of their own element wouldn't be effected. But think about this.

A dark creature is thrust into the world of darkness, They suddenly have a massive advantage against those creatures that aren't native to that element.

An Aether creature is thrusted into their natural environment, while the other cards that go there aren't native to it. Why would they suddenly become immaterial? In fact, since every creature is now on the Plane of Aether, that would make creatures abilities effect Immaterial creatures. That card would actually hurt Aether creatures since their strength is being in a different dimension than everything else.

If you thrust a card into is natural environment, that card should receive an advantage. It's like Ground forces in the military fighting on the ground. They wouldn't be as skilled in air combat. See what I'm getting at?

Some of these effects should only effect other creatures, like the Plane of Death.

And for cards like Plane of Darkness, it helps everyone accept the person who uses dark creatures. It seems to counterproductive.
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Purity_Riot

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Re: New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg25887#msg25887
« Reply #7 on: February 14, 2010, 01:57:59 am »
I see what your getting at

No, the quest wouldn't be repeatable

I see what you mean about the cards helping their own element, I just thought it was an interesting spin, different than the norm. I'll have to revamp a bunch of these, but I get why it makes them a bit pointless for some.

I like what you said about the time one for sure, and as for some of the others, I'll have to change them around a bit too.

PuppyChow

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Re: New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg25894#msg25894
« Reply #8 on: February 14, 2010, 02:13:07 am »
Instead of both people having one out, how about there can only be one in play at any time, so if you play an Air one and then your opponent plays a Darkness one the Air one gets wiped out. Adds another layer to the game, imo.

Purity_Riot

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Re: New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg25895#msg25895
« Reply #9 on: February 14, 2010, 02:14:31 am »
very true, also makes them less OP

Purity_Riot

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Re: New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg25941#msg25941
« Reply #10 on: February 14, 2010, 03:33:50 am »
Anything else before I start the upgrades?

Offline Glitch

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Re: New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg25954#msg25954
« Reply #11 on: February 14, 2010, 04:06:42 am »
Nope, seems good.

 

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