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fede91

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Night pact | Night pact https://elementscommunity.org/forum/index.php?topic=33529.msg422953#msg422953
« on: November 09, 2011, 09:46:50 pm »
NAME:
Night pact
ELEMENT:
Darkness
COST:
5 :darkness
TYPE:
Spell
ATK|HP:
TEXT:
Until the end of this turn, whenever you play a creature from hand, give +1/+1 to all death and darkness creatures.
NAME:
Night pact
ELEMENT:
Darkness
COST:
6 :darkness
TYPE:
Permanent
ATK|HP:
TEXT:
Whenever a player plays a creature from hand, give +2/+1 to all death and darkness creatures. Lasts 1 turn.
ART:
http://www.sxc.hu
IDEA:
Fede91, Zerokooelr91
NOTES:
Night Pact isn't stackable (if you have two Chaos pacts into play, only one will activate the ability). If the two players have both one Night pact UP, whenever one of them plays a creature, all death and darkness creatures take +4/+2. The creature you have just played is targetable by Night Pact's ability. If there are only untargetable creatures, the ability doesn't activate. +1/+1 (or +2/+1) is permanent: at the end of the turn (or, if upgraded, if destroyed), creatures don't lose their +x/+x. If stolen (only upgraded), turns countdown restarts.
SERIES:
Pact
http://elementscommunity.org/forum/index.php/topic,33526.0.html (http://elementscommunity.org/forum/index.php/topic,33526.0.html)
http://elementscommunity.org/forum/index.php/topic,33524.0.html (http://elementscommunity.org/forum/index.php/topic,33524.0.html)
http://elementscommunity.org/forum/index.php/topic,33527.0.html (http://elementscommunity.org/forum/index.php/topic,33527.0.html)
http://elementscommunity.org/forum/index.php/topic,33532.0.html (http://elementscommunity.org/forum/index.php/topic,33532.0.html)
http://elementscommunity.org/forum/index.php/topic,33533.0.html (http://elementscommunity.org/forum/index.php/topic,33533.0.html)

fede91

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Re: Night pact https://elementscommunity.org/forum/index.php?topic=33529.msg423199#msg423199
« Reply #1 on: November 10, 2011, 10:18:38 am »
I will modify it: it will drain  all :darkness quanta, for avoiding fractal on a darkness creature. You must fractal a death creature, so you have to do a tricolor deck

Offline OldTrees

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Re: Night pact | Night pact https://elementscommunity.org/forum/index.php?topic=33529.msg423342#msg423342
« Reply #2 on: November 10, 2011, 06:55:07 pm »
The type of effect is too powerful with the type of trigger. I am sure there are other aspects of Darkness that are more fitting for a pact than Nightfall.

The upgrade was way too much of an increase
x2 damage
x2 duration (your two turns)
for only +1 :darkness
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
Ask the Idea Guru: http://elementscommunity.org/forum/index.php/topic,32272.0.htm

zerokooelr91

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Re: Night pact | Night pact https://elementscommunity.org/forum/index.php?topic=33529.msg423353#msg423353
« Reply #3 on: November 10, 2011, 07:38:21 pm »
The type of effect is too powerful with the type of trigger. I am sure there are other aspects of Darkness that are more fitting for a pact than Nightfall.

The upgrade was way too much of an increase
x2 damage
x2 duration (your two turns)
for only +1 :darkness
We (I'm the second card ideator) thought about other possible effects, but we thougt that steal is really OP, and Syphon Life isn't praticable at all. So we have only other 3 possible choises, or, maybe, four. First is to use a Nightmare, but it would be useless after the first creature per turn. Second is Liquid Vampire, but the Darkness Nimph has the same effect, and we wouldn't make a copy of any existing card. The third choise is Nightfall, that can be nice, but with a really powerful effect on Devourers. The last possibility (I think it now, so it could really stupid, and I haven't talked with my friend) is to make the pact steal mana when you play a creature... But I'm not sure that I want to see another quanta denial for the Darkness. We would mindstorming on it tomorrow, maybe something could change. Thanks for the vision! (And sorry for English)

Offline OldTrees

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  • OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.OldTrees is a mythical and divine giver of immortality, one of the Turquoise Nymphs.
  • I was available for questions.
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Re: Night pact | Night pact https://elementscommunity.org/forum/index.php?topic=33529.msg423357#msg423357
« Reply #4 on: November 10, 2011, 07:48:37 pm »
The type of effect is too powerful with the type of trigger. I am sure there are other aspects of Darkness that are more fitting for a pact than Nightfall.

The upgrade was way too much of an increase
x2 damage
x2 duration (your two turns)
for only +1 :darkness
We (I'm the second card ideator) thought about other possible effects, but we thougt that steal is really OP, and Syphon Life isn't praticable at all. So we have only other 3 possible choises, or, maybe, four. First is to use a Nightmare, but it would be useless after the first creature per turn. Second is Liquid Vampire, but the Darkness Nimph has the same effect, and we wouldn't make a copy of any existing card. The third choise is Nightfall, that can be nice, but with a really powerful effect on Devourers. The last possibility (I think it now, so it could really stupid, and I haven't talked with my friend) is to make the pact steal mana when you play a creature... But I'm not sure that I want to see another quanta denial for the Darkness. We would mindstorming on it tomorrow, maybe something could change. Thanks for the vision! (And sorry for English)
Perhaps use an original idea instead of an existing idea? The pact series is already plagued with too little originality. Try improving that here. There are trends in the darkness cards that will allow you to create a new idea that fits in an aspect of Darkness but is also creative.
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
Ask the Idea Guru: http://elementscommunity.org/forum/index.php/topic,32272.0.htm

zerokooelr91

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Re: Night pact | Night pact https://elementscommunity.org/forum/index.php?topic=33529.msg423358#msg423358
« Reply #5 on: November 10, 2011, 07:54:59 pm »
The type of effect is too powerful with the type of trigger. I am sure there are other aspects of Darkness that are more fitting for a pact than Nightfall.

The upgrade was way too much of an increase
x2 damage
x2 duration (your two turns)
for only +1 :darkness
We (I'm the second card ideator) thought about other possible effects, but we thougt that steal is really OP, and Syphon Life isn't praticable at all. So we have only other 3 possible choises, or, maybe, four. First is to use a Nightmare, but it would be useless after the first creature per turn. Second is Liquid Vampire, but the Darkness Nimph has the same effect, and we wouldn't make a copy of any existing card. The third choise is Nightfall, that can be nice, but with a really powerful effect on Devourers. The last possibility (I think it now, so it could really stupid, and I haven't talked with my friend) is to make the pact steal mana when you play a creature... But I'm not sure that I want to see another quanta denial for the Darkness. We would mindstorming on it tomorrow, maybe something could change. Thanks for the vision! (And sorry for English)
Perhaps use an original idea instead of an existing idea? The pact series is already plagued with too little originality. Try improving that here. There are trends in the darkness cards that will allow you to create a new idea that fits in an aspect of Darkness but is also creative.
Our idea was to use existing mechanism (lower computation cost on a possible (I know, is a hopeless hope XD) implementation and maybe more balance with the game) ... But if the community ask that, we could try to ideate somthing new, or, at least, not common.

Offline OldTrees

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  • I was available for questions.
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Re: Night pact | Night pact https://elementscommunity.org/forum/index.php?topic=33529.msg423471#msg423471
« Reply #6 on: November 11, 2011, 12:54:07 am »
The type of effect is too powerful with the type of trigger. I am sure there are other aspects of Darkness that are more fitting for a pact than Nightfall.

The upgrade was way too much of an increase
x2 damage
x2 duration (your two turns)
for only +1 :darkness
We (I'm the second card ideator) thought about other possible effects, but we thougt that steal is really OP, and Syphon Life isn't praticable at all. So we have only other 3 possible choises, or, maybe, four. First is to use a Nightmare, but it would be useless after the first creature per turn. Second is Liquid Vampire, but the Darkness Nimph has the same effect, and we wouldn't make a copy of any existing card. The third choise is Nightfall, that can be nice, but with a really powerful effect on Devourers. The last possibility (I think it now, so it could really stupid, and I haven't talked with my friend) is to make the pact steal mana when you play a creature... But I'm not sure that I want to see another quanta denial for the Darkness. We would mindstorming on it tomorrow, maybe something could change. Thanks for the vision! (And sorry for English)
Perhaps use an original idea instead of an existing idea? The pact series is already plagued with too little originality. Try improving that here. There are trends in the darkness cards that will allow you to create a new idea that fits in an aspect of Darkness but is also creative.
Our idea was to use existing mechanism (lower computation cost on a possible (I know, is a hopeless hope XD) implementation and maybe more balance with the game) ... But if the community ask that, we could try to ideate somthing new, or, at least, not common.
Zanz is a good programmer. He can easily implement new more valuable ideas. Variety is a virtue in a card game.
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
Ask the Idea Guru: http://elementscommunity.org/forum/index.php/topic,32272.0.htm

 

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