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The_Aegis

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New cards ideas: Elementals https://elementscommunity.org/forum/index.php?topic=2830.msg23681#msg23681
« on: February 06, 2010, 07:42:18 pm »
I was thinking about making some strong cards that can only be used on mono decks.

That's couse I think that monos are more funny than the always-same Raimbows that i see everywere...

The problem is that most cards designed for monos, can be just used in Raimbows too, that can pick up the best of everything.

So I comed up with those ideas:





So, those card in a raimbow are just a 3 cost 3|3 (Not so good), but in a mono they become 7|7 (that is strong).

They are just marginally better then a werewolf (that costs 3 in total for a 6|6), but they are restricted only to mono decks.

What you think about them?


P.S.: Sorry if I have make some grammar errors, I'm not english motherlanguage.

bobcamel

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Re: New cards ideas: Elementals https://elementscommunity.org/forum/index.php?topic=2830.msg23684#msg23684
« Reply #1 on: February 06, 2010, 08:02:02 pm »
WE are the elementals. The players.

Rename and it becomes a good idea... almost. You see, it devalues practically all other creatures, who cannot match being 7/7 for 3 quanta. Cockatrices go out, Flesh Recluses...

YOU MUST BE KAELHATE TRYING TO DEVALUE VANILLA

Also, English is not my motherlanguage, and yet I don't say "comed". Look, there is a spellcheck option, use it. It can't get any easier.

Lanidrak

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Re: New cards ideas: Elementals https://elementscommunity.org/forum/index.php?topic=2830.msg23722#msg23722
« Reply #2 on: February 06, 2010, 09:51:52 pm »
Interesting concept. Maybe the elemental should cost a bit more - and be restricted not by creatures in play, but by the Mark of the player playing them?

I agree in part with BobCamel, in the game - although not spelled out to us all - we are the Elementals. Maybe re-name the cards Avatar of Fire or Avatar of Water? Would be better I think.

English is one of my two mother-tongues, I hope you can understand :)

Offline Glitch

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Re: New cards ideas: Elementals https://elementscommunity.org/forum/index.php?topic=2830.msg23804#msg23804
« Reply #3 on: February 07, 2010, 02:19:19 am »
Hmm, I love the concept, hate the card.  While I agree, elements needs kinship (the MTG term for cards of the same type/element) I don't think this is the answer.  I mean, if I'm making a mono-deck, why put in any creatures other than the elementals?  (Don't you dare start listing reasons, I know plenty of them.)

ScytherLoL

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Re: New cards ideas: Elementals https://elementscommunity.org/forum/index.php?topic=2830.msg23886#msg23886
« Reply #4 on: February 07, 2010, 10:16:44 am »
I suppose from a coding point of view there is that weapon that gains 1 damage if you have a gravity or earth mark (sorry I can't remember the name of it) so perhaps it is best used with the mark itself.

In saying this though the intention of these cards is to make them available to mono decks only which in itself is going to cause problems as even with the cards made you can still rainbow them just stack your hand with creatures of only one type but use the benefits of the others (ie fire deck with all fire creatures and the fire elementals but pack in earth plate armour, blessings and a few other necessities just to do max damage and a few pillars for the boosts as well). So they don't really fit the bill in my thinking.

I am sorry it is too late for me now to be able to assist in some ideas but I will check in again tomorrow to see if some have come to me whilst I sleep.

Thanks

Scyther


bobcamel

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Re: New cards ideas: Elementals https://elementscommunity.org/forum/index.php?topic=2830.msg23899#msg23899
« Reply #5 on: February 07, 2010, 01:31:08 pm »
Well I'm sure this thing makes Blue Crawlers obsolete, with being as good normally and with the "elementals" having an additional ability.

Kael Hate

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Re: New cards ideas: Elementals https://elementscommunity.org/forum/index.php?topic=2830.msg23916#msg23916
« Reply #6 on: February 07, 2010, 02:37:42 pm »
YOU MUST BE KAELHATE TRYING TO DEVALUE VANILLA
lol backoff.

If the idea was mine they'd have abilities instead of just wicked high stats.

Ie Fire Elemental
N/3 - N is equal to the number of other fire creatures you control
 :fire :fire :fire :fire : Firestrike deal x damage to target non-fire creature where x is Fire elementals Damage. Fire elemental does not attack this turn.

ScytherLoL

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Re: New cards ideas: Elementals https://elementscommunity.org/forum/index.php?topic=2830.msg24033#msg24033
« Reply #7 on: February 07, 2010, 08:48:02 pm »
Nice idea Kael to have abilites like Firestrike or Stomp etc whatever the various elementals would have.

Here is my idea for a card that fits the bill for use with a mono deck as much as possible:

Normal


Upgraded


Just as a start (sorry for using your pictures The Aegis but they are still your cards)

So any thoughts on them so far?

Scyther

ivalmian

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Re: New cards ideas: Elementals https://elementscommunity.org/forum/index.php?topic=2830.msg24035#msg24035
« Reply #8 on: February 07, 2010, 08:54:20 pm »
Nice idea Kael to have abilites like Firestrike or Stomp etc whatever the various elementals would have.

Here is my idea for a card that fits the bill for use with a mono deck as much as possible:

Normal


Upgraded


Just as a start (sorry for using your pictures The Aegis but they are still your cards)

So any thoughts on them so far?

Scyther
love it! I think scyther has the right approach :P

Lanidrak

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Re: New cards ideas: Elementals https://elementscommunity.org/forum/index.php?topic=2830.msg24059#msg24059
« Reply #9 on: February 07, 2010, 09:35:15 pm »
This is definitely the right approach.

However, all this does is make a mono-earth deck highly dependent on 1) Pillars and 2) Earth Elementals.

I think a better approach to improving mono decks is to give them 3 or 4 new cards which work well together, within the element.

A purely hypothetical example here would be:
    Gnome Gemfinder: Creature 1/2 - Cost:   :earth
    Ability: Each Turn :earth is generated.Mountain Fortress: Permanent - Cost:  :earth :earth :earth
    Ability: At the end of every turn, all your creatures gain +0/+N. Where N is your total Earth Quanta divided by 10.Landslide: Permanent - Cost:  :earth :earth
    Ability: Deal N damage damage to all non-earth creatures in play, where N is your total number of Earth Pillars divided by 2. Lose 2 Earth Pillars every time you play this effect. [/list]
    Another, again, purely hypothetical example for a mono improvement for Air this time (air needs it lets be honest.
      Storm Spirit: Creature N/2 (N/4 Upgraded) - Cost:  :air :air :air
      Ability: N is the number of Wind Pillars divided by 2.Storm Generator: Permanent - Cost:  :air :air
      Ability: Storm Clouds: Cost   :air :air :air :air: Create 2 Wind Pillars until the end of your turn. Can be used more than once per turn.Tesla Coil: Permanent - Cost:  :air :air :air
      Ability: Static Release: Cost:  :air :air :air: Create either 1 Storm Spirit or cast Thunderstorm[/list]
      I think little easy to understand batches of 3 to 5 cards (bit like Booster packs? in other CCGs?) are an easy way to promote synergies within an element./

      Just my thoughts.

      ScytherLoL

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      Re: New cards ideas: Elementals https://elementscommunity.org/forum/index.php?topic=2830.msg24067#msg24067
      « Reply #10 on: February 07, 2010, 09:51:36 pm »
      Yeah definately a good idea, I choose Earth as I really couldn't make all the cards up in one hit but it would be the same for all elements I would say.

      But I like your idea of synergy working I tend to go for that in decks myself and that would be a great idea to go hard out on a few elements at a time.

      Maybe an idea is for each Master of an Element to choose a couple of people to work with in developing a set of say 5 cards that work together as you say and would benefit a monodeck and then we can submit and vote them through.

      Just an idea but I'd be keen on doing something like that

      Scyther

      Lanidrak

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      Re: New cards ideas: Elementals https://elementscommunity.org/forum/index.php?topic=2830.msg24072#msg24072
      « Reply #11 on: February 07, 2010, 10:00:22 pm »
      Problem with that is, even if they do get to be implemented... You would have to wait until 5 cards are submitted for each element into the Trainer. That's 60 new cards... They will all need to be tested, played with, debugged, tested some more, balanced, fixed etc... before they can be put into the actual game...

      That's a lot of work :)

       

      blarg: