Hello again,
here's a new element. The Killer Bees from Essence made me think about it, but i've not copied the idea he did, it only inspired me. The main idea of that element is to have creatures and permanents helping each other, creating each other. That's its most weakness at the same time; a big creature or permanent controller will probably kill this mono deck. There is one new way to deal with ennemy permanents, and as usual, i've put there many synergies between those cards.
As usual too, i will update that first post with your comments, balancing ideas, etc... I'm never totally objective when creating those cards, your help is welcome.
... and if you have better names, throw them in! As you can see, english isn't my native language, so i'm lacking of vocabulary for names (using a dictionnary isn't totally solving that problem).
Just in case, i say it again here: i actively support the idea of Elements becoming a 14 or 16 elements game. So this idea can go with my other topic about
Blood element (
http://elementscommunity.org/forum/index.php/topic,1860.0.html), and the one about
Mind element (
http://elementscommunity.org/forum/index.php/topic,2270.0.html) by Koxeida.
New element : Clockwork (thanks to Essence for the name, better than Machine or Metal)
New ability : repair. Using this ability heals all clockwork creatures of the owner by 2 HP.
New ability : permanent infest. The creature using this ability suicides, infesting a permanent. This permanent will be turned into a Crazy Factory within 2 turns.
New ability : upg. permanent infest. The creature using this ability suicides, infesting a permanent. This permanent will be turned into an up. Crazy Factory within 2 turns.
New ability : vindictive. When a creature has this ability, it will loose 1 HP (as damage) and gain 3 attack (definitely) each time it's going to attack.
New ability : replicate. When a creature uses this ability, it pays the cost, then is stuck in a time bubble for 1 turn. If alive after that turn, it creates a copy of itself, which has ability replicate too.
New ability : Fabric building. This passive ability triggers when the owner has 8 of that creature. They all 8 take 6 damage and a Golem Fabric is created to the owner.
New ability : Factory building. This passive ability triggers when the owner has 8 of that creature. They all 8 take 6 damage and a Golem Factory is created to the owner.
clockwork pillar (pillar) : produces 1 clockwork quantum / turn. Upgrades into clockwork tower.
clockwork tower (pillar) : produces 1 clockwork quantum / turn, gives 1 clockwork quantum when played.
Replicating pillar (pillar) : costs 2 clockwork quanta. Is active only 1 turn / 3 ("busy", = stuck in time or whatever the other 2 turns). Produces 1 clockwork quantum and creates a Replicating pillar each active turn. Upgrades to Replicating tower.
Replicating tower (pillar) : costs 1 clockwork quantum. Is active only 1 turn / 3 ("busy", = stuck in time or whatever the other 2 turns). Produces 1 clockwork quantum and creates a Replicating tower each active turn. Immediatly gives 1 clockwork quantum when played.
Junk (creature) : -1 / 1, no cost. Upgrades to Trash.
Trash (creature) : -2 / 2, no cost.
clockwork parasite (creature) : 0 / 1, costs 2 clockwork quanta. Ability : permanent infest (costs 1 clockwork quantum). Upgrades to Clockwork virus.
clockwork virus (creature) : 0 / 2, costs 2 clockwork quanta. Ability : upg. permanent infest (costs 1 clockwork quantum).
Fixing bot (creature) : 0 / 3, costs 3 clockwork quanta. Ability : repair, costs 2 clockwork quanta. Upgrades to Repairbot.
Repairbot (creature) : 0 / 5, costs 3 clockwork quanta. Ability : repair, costs 2 clockwork quanta.
Builder (creature) : 0 / 3, costs 4 clockwork quanta. Passive ability : Fabric building (costs no quantum). Active ability : replicate (costs 2 clockwork quanta). Upgrades to Creative IA.
Creative IA (creature) : 0 / 4, costs 3 clockwork quanta. Passive ability : Factory building (costs no quantum). Active ability : replicate (costs 2 clockwork quanta).
Iron Golem (creature) : 6 / 6, costs 9 clockwork quanta. Ability : vindictive, passive. Upgrades to Steel Golem.
Steel Golem (creature) : 7 / 8, costs 9 clockwork quanta. Ability : vindictive, passive.
Iron Dragon (creature) : 8 / 7, costs 10 clockwork quanta. Upgrades to Steel Dragon.
Steel Dragon (creature) : 12 / 7, costs 12 clockwork quanta.
Assemble (spell) : costs 1 clockwork quantum. Kills the targetted Junk or Trash and turns it into a Replicating pillar to the spellcaster. Upgrades to Recycle.
Recycle (spell) : costs 1 clockwork quantum. Kills the targetted Junk or Trash and turns it into a Replicating tower to the spellcaster.
Low Upgrade (spell) : costs 1 clockwork quantum. The targetted non-upgraded creature is now upgraded (card replaced by the upgraded version). Upgrades to Upgrade.
Upgrade (spell) : costs 1 clockwork quantum. The targetted non-upgraded permanent or creature is now upgraded (card replaced by the upgraded version).
Speed Boost (spell) : costs 2 clockwork quanta. The targetted stuck in time or busy creature becomes available (and so can play this turn). Upgrades to Rush.
Rush (spell) : costs 1 clockwork quantum. The targetted stuck in time or busy creature becomes available (and so can play this turn).
Fixing Factory (permanent) : costs 5 clockwork quanta. Can create a Fixing bot for 2 clockwork quanta (once per turn). Upgrades to Repairing Factory.
Repairing Factory (permanent) : costs 5 clockwork quanta. Can create a Repairbot for 2 clockwork quanta (once per turn).
Crazy Factory (permanent) : costs 6 clockwork quanta. Creates a Junk in its owner side each turn.
Up. Crazy Factory (permanent) : costs 5 clockwork quanta. Creates a Trash in its owner side each turn.
Golem Fabric (permanent) : costs 12 clockwork quanta. Can create an Iron Golem for 8 clockwork quanta (once per turn). Upgrades to Golem Factory.
Golem Factory (permanent) : costs 11 clockwork quanta. Can create a Steel Golem for 8 clockwork quanta (once per turn).
Mechanic Buckler (shield) : costs 4 clockwork quanta. Blocks 1 damage for each Fixing Bot or Repairbot you got in play. Cannot block Junk and Trash damages. Upgrades to Clockwork Fortress.
Clockwork Fortress (shield) : costs 3 clockwork quanta. Blocks 1 damage + 1 for each Fixing Bot or Repairbot you got in play. Cannot block Junk and Trash damages.
Force Rod (weapon) : costs 5 clockwork quanta. Ability : gravity pull (costs 3 gravity quanta). Deals 4 damage + 1 per Junk or Trash in ennemy field. Upgrades to Force Staff.
Force Staff (weapon) : costs 5 clockwork quanta. Ability : gravity pull (costs 1 gravity quantum). Deals 5 damage + 1 per Junk or Trash in ennemy field.