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akromat

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Re: New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg26022#msg26022
« Reply #12 on: February 14, 2010, 03:08:13 pm »
 :aether Too powerful. Period.
 :air Too good in conjunction with shields. This + Diamond shield?
 :darkness Only effects 1 creature... and that's a dragon.
 :death Too good. Nothing should come into play poisoned. It should get at least 1 turn to prevent it.
 :earth Unburrow should cost 2 random. Not all decks are capable of producing  :earth.
 :entropy Again players should be given 1 turn to respond to this. Mutated creatures have abilities that non-rainbow decks wouldn't be able to activate. Conversely with Boneyard/FFQ... this is way too good.
 :fire Not bad actually. Except for the upgraded version which is way too powerful.
 :gravity 1 extra damage from spells and effects is a lot. Think about how much better infection would be. Rain of Fire? Owl's Eye?
 :life This one is okay. More in line with the power planes should have.
 :light Meh. This one seems okay but there are already shields that do this and one of them is light.
 :time Unupped this is pretty game-changing. Upped it loses a lot of power unless you have an Anubis or Golden Nymph.
 :water I'm assuming unupped is 3 turns and upped is 2 which is plenty of time to kill a frozen creature. Imagine this with phase shields or even permafrost shield which shares an element.

Kael Hate

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Re: New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg26025#msg26025
« Reply #13 on: February 14, 2010, 03:21:47 pm »
This could work in an environment where an AI or challenge situation had an effect based on his mark or deck type, but in a player controlled situation these are way too strong or create intercomplex situations. The closest effect you could get to this that would not be overpowered or game breakingly detrimental is cards like nightfall which give a small benefit across the board to a conditional group. This has already been coined by darkness so should not be present elsewhere unless it is as a weaker specialist effect.

ftbhrygvn

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Re: New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg26032#msg26032
« Reply #14 on: February 14, 2010, 03:57:03 pm »
Good concept, bad cards. THE END

Purity_Riot

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Re: New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg26041#msg26041
« Reply #15 on: February 14, 2010, 05:04:46 pm »
Feel free to make further suggestions to improve upon the idea. Each card is meant to be very powerful, which is why they must be earned on a relatively difficult quest. On top of that, you can only have one in your deck, so they have their downside in a non mono-deck, and on top of that they are destroyed by playing another Plane or Planar shift, and can even be stolen or have conflagration used on them.

 :aether There aren't many aether creatures that aren't immaterial, and it makes sense to turn them all immaterial in their home realm

 :air  I was working on an idea opposite of dive, it was either this, or double the attack power of all flying creatures.

 :darkness   This one obviously needs tweaking then, I just couldn't come up with anything other then giving them a 50% chance to ignore spells, and that seemed to close to  :light

 :death   There's no reason why being summoned into a new plane of existence would give you time to defend yourself, and creatures who were already on the field are unaffected by this, though it would also effect /your/ new summoned creatures. The skeleton that is created likewise goes onto the field of the controller who's card died, and would not be poisoned.

 :earth   While I agree that it would be difficult to unburrow the creatures in a non  :earth deck, that's sort of the point. If you come into a world where digging is the only way to move around, and you don't know the first thing about it, you're screwed.

 :entropy   Again, this card effects your creatures as well, essentially forcing the use of a rainbow deck if the player wants to be able to use the card effectively, and even then, you never know what you're going to get.

 :fire   I agree in retrospect, but my idea of having them take damage (or have say 3 turns before they die) didn't seem to work either. My only other idea was to increase the damage to 2 a turn

 :gravity   Infection doesn't do any damage, so it wouldn't be affected, and yes, other cards would be better. Sort of the point wouldn't you say? When you're in a world with fluctuating gravity, defending yourself effectively from things like spells and effects is nearly impossible

 :life   admittedly, this was how I had made all the planes, but I wanted to have more strategy in them.

 :light   Again, this would affect both players. I couldn't think of anything for light. All they have is this, and healing.

 :time   Perhaps they should be reversed, or the un-upgraded version could allow you to use your ability twice the first round, but for double the cost, and the upped would just be at normal cost.

 :water  This would freeze your cards as well, water ones too when unupped, it's meant more as a period of recuperation, give you some time before your opponent destroys you while you think of a way around it. There isn't much else I can think of for water.

akromat

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Re: New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg26046#msg26046
« Reply #16 on: February 14, 2010, 05:23:58 pm »
 :aether Makes sense, sure. Balanced? Not at all.
 :air That still wouldn't work. Imagine a dragon that attacks for 10. It's a large investment costing 10 quanta. Then this card makes it only attack for 5, for an investment of only 6. Add to that you can still have a shield. As an extreme example, diamond shield takes off 3 more attack.
 :death Boneyard and bonewall? Condor? It just seems too powerful. It might make sense that a creature has no time to defend itself being summoned into another plane but again, balance > logic.
 :earth This kind of goes in line with the air plane. (haha airplane) It's just too good with shields. Especially since this one shares the element with diamond shield. This would make Graboid decks even better.
 :entropy This card is extremely luck based so it's hard to argue the power of it. I'll admit that.
 :fire 2 damage per turn isn't a huge amount. I actually suggested a card like this already. [Feedback/Backlash]
 :gravity I meant the periodic damage from infection. The logic behind this holds true to water, and darkness as well.
 :time Still this is crazy good. Chrys could pump out 2 poison on the first turn, FFQ tokens, Druid 2 improves, or a stronger example, Pegasus. It wouldn't be hard to wait until you had an imp blessing and a pegasus in hand then lay down an attack for 24 damage. Even if it can be used against you this card is extremely game-changing.
 :water This is so much better upped though, it'd be worth waiting until you can p it to actually play it. Combined with permafrost shield, sundials, or phase shield it provides a good way to have an extended lockdown on your opponent.

Purity_Riot

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Re: New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg26052#msg26052
« Reply #17 on: February 14, 2010, 05:46:08 pm »
I posted the idea mainly to get the idea of planes out of my head and onto the forum, so other people could see it and tweak it. Any suggestions on new abilities would not only be welcome, but greatly appreciated. It took me hours to come up with one for light and air, so I know they're wishy washy.

ftbhrygvn

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Re: New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg26053#msg26053
« Reply #18 on: February 14, 2010, 05:51:43 pm »
Something just struck into my mind. What if these are not permanents but a brand new type apart from perm, spell and creatures, with the the mark of the plane currently in effect is printed in the middle of the wood texture of the field?

BTW, I think "realms" is better "planes"

Now, the cards themselves:
:aether Suddenly turning an one-time 3 damage to 4 per round is way too much IMO. And the upgrade is going to make Phase Dragon 11 dpr(dmg/round)?
:darkness No skill/spells can be used against darkness. Good?
:entropy The worst one. It is like deciding the result of the game using dice.
:life This + afla = No creatures can be played + no dmg
:time 1st round? No way. And going for the cost is fruitless. This + venom = 2 poison on you. Much more examples of skills that would be too OP when played with this: dive, infection, devour/freeze/paradox x3.
:fire The upped is too OP

If I weren't working on my Tech series I'd surely help you 'cuz it's a very nice concept. I will +karma, but not now when the planes are still at this stage. I will have to see how they work out.

Purity_Riot

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Re: New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg26060#msg26060
« Reply #19 on: February 14, 2010, 06:20:11 pm »
I like that idea, that was sort of the thing I was going for, I just called it a permanent so it wouldn't be confused with an instant, but I should have gone more into the description I suppose, besides, I'd never have thought of putting the symbol on the board, and that's such a good idea.

As for "Planes" vs. "Realms" I must admit, that's the D&D player in my soul trying to make himself heard, either works fine, I just personally think of the elements of being from different planes of existence in this game. I suppose it would depend on the story behind Elements what they would be called.

 :aether Perhaps give all Aether creatures -1/+1 instead of +0/+1? That way sparks are less powerful, and the upped would be +0/+2.  I just think sparks would be flying all the time with aether, and a way to show this is to have sparks actually live.

 :darkness   I like that one, makes sense, hard to pin down a darkness creature in pitch black.

 :entropy   i think it's kinda fun lol, but that's just me, entropy represents pure chaos, so I'd never use the element anyway, let alone the Plane/Realm

 :life   A good strategy, no :P   Anyway, I see what you're getting at, though that was almost the point. In the Realm/Plane of Life, creatures shouldn't be running around killing eachother, or at least, it should be harder. I almost wanted to give an antimatter effect.

 :time   What if it simply allowed cards to use their ability the first turn they were played?

  :fire   Officially changing it's uped to 2 damage per use of ability

 :death   Was thinking, what if they were poisoned at the /end/ of the turn? poison takes some time to move in.

akromat

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Re: New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg26074#msg26074
« Reply #20 on: February 14, 2010, 07:07:48 pm »
:life   A good strategy, no :P   Anyway, I see what you're getting at, though that was almost the point. In the Realm/Plane of Life, creatures shouldn't be running around killing eachother, or at least, it should be harder. I almost wanted to give an antimatter effect.
Gotta eat to live.

:time   What if it simply allowed cards to use their ability the first turn they were played?
That seems okay. But then what about the upped?

:death   Was thinking, what if they were poisoned at the /end/ of the turn? poison takes some time to move in.
It would still tick during the first turn. Rendering any creature with only 1 hp useless.

Purity_Riot

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Re: New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg26080#msg26080
« Reply #21 on: February 14, 2010, 07:23:24 pm »
 :life   True, but Life's main ability is healing, and I couldn't think of a way of mixing that in there

 :time   I'm not sure, I liked my original up'd idea of non-time cards coming into play stasis'd, but that's too much like other cards. What if it let players with the  :time mark draw two cards per turn?

Purity_Riot

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Re: New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg26081#msg26081
« Reply #22 on: February 14, 2010, 07:24:42 pm »
 :death They wouldn't die until the end of their next turn though, which would give the player time to remove it, essentially the same as poisoning them on turn 2, but it just sounded smoother in my head. Flavour wise that is.

akromat

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Re: New card type: Planes! https://elementscommunity.org/forum/index.php?topic=3056.msg26094#msg26094
« Reply #23 on: February 14, 2010, 07:46:02 pm »
:time   I'm not sure, I liked my original up'd idea of non-time cards coming into play stasis'd, but that's too much like other cards. What if it let players with the  :time mark draw two cards per turn?
Most people only use the time mark for hourglasses. This would just be essentially adding an overpowered hourglass leaving not much to use the actual time quanta on other than drawing even more cards. I think it's safe to say time has enough of that.

:death They wouldn't die until the end of their next turn though, which would give the player time to remove it, essentially the same as poisoning them on turn 2, but it just sounded smoother in my head. Flavour wise that is.
Unfortunately there is no way to remove poison. So the only option is to make it untargetable before it can be poisoned.

 

anything
blarg: