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PuppyChow

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PuppyChow's Spell Card Ideas https://elementscommunity.org/forum/index.php?topic=490.msg4571#msg4571
« on: December 15, 2009, 10:09:52 pm »

Just a few spell cards I came up with. The main premise of them is to make the type of a creature matter more; right now, the only use types have is the quantum cost of them (and in rare cases, Nightfall/Eclipse and such). I think they should have more bearing on the game in general. Of course, the costs and such aren't set in stone and shouldn't be seen as absolute; I just estimated myself how useful/powerful they would be and tried to choose accordingly.

Name: Updraft
Element: Air
Cost: 3 Air
Effect: Gives any creature with 5 or under attack the dive ability.
--
Upgrade: Greater Updraft
Element: Air
Cost: Updraft's cost - 1
Effect: Same
Notes: The five or under attack is to prevent 15 attack dragons from gaining the ability. Dive would cost two of the creature's element.

Name: Flood
Element: Water
Cost: 8 Water
Effect: All opponents creatures get one damage done. However, if an opponent's creature is fire, it is immediately destroyed, and opponent's water creatures gain +3/+4.
--
Upgrade: Tsunami
Element: Water
Cost: Flood's cost + 1-2
Effect: Same as above, but water creatures gain +5/+5 and a random permanent of the opponent's is destroyed.

Name: Forest Fire
Element: Fire
Cost: 8+ Fire
Effect: Causes one damage to all cards and all life card except for pillars are destroyed, including all empathic bonds and creatures.
---
Upgrade: Deadly Forest Fire
Element: Fire
Cost: Forest Fire's Cost - 1-2
Effect: Same
Notes: Could potentially be overpowered against some decks but useless against others.

Name: Darken
Element: Dark
Cost: 2 Dark
Effect: Change target creature's element to dark. This creature's skill also now requires dark quantum. If the targeted creature is light, deal 3 damage to it.
---
Upgrade: Blacken
Element: Dark
Cost: Darken's Cost - 1
Effect: Same
Notes: Basically a Dark lobotomy if the opponent doesn't run a rainbow deck. Or would be useful in destroying Miracle's dragons, as if Miracle wasn't easy enough.

Name: Pollute
Element: Death
Cost: 6 Death
Effect: Pollute's two of the target pillar cluster's pillars. This would make them go into a different stack and instead of gain quantum, they would take away quantum.  After three turns the polluted pillars are destroyed.
---
Upgrade: Improved Pollute
Element: Poison
Cost: Pollute's cost - 1-2
Effect: Same.

Name: Angelify
Element: Light
Cost: 2 Light
Effect: Change targeted creatures element to light. If the creature is Dark, deal 3 damage to it. (Skills for that creature now require light quantum).
---
Upgrade: Improved Angelify
Element: Light
Cost: 1 Light
Effect: Same.
Notes: Same premise as Darken.

Name: Lobotomy
Element: Aether
Cost: 1 Aether
Effect: Lobotomizes the enemy.
---
Upgrade: Wave of Lobotomization
Element: Aether
Cost: 8 Aether
Effect: Lobotomizes every creature of the opponent's.
Notes: While Lobotomy would not be very useful, the wave would be.

Name: Black Hole
Element: Gravity
Cost: 7 Gravity
Effect: At the end of each turn while this is in play, one pillar of the opponent's is destroyed. After five turns, the effect starts to happen to you, too.
---
Upgrade: White Hole
Element: Gravity
Cost: 9 Gravity
Effect: Lasts for six turns; at the end of each turn, one pillar of the opponent's is given to you.

Name: Core of the Earth (?)
Element: Earth
Cost: 4 Earth
Effect: Earth creatures gain +1/+0, Fire creatures gain +0/+1. Life creatures get +0/-1.
---
Upgrade: Improved Core (?)
Element: Earth
Cost: 6 Earth
Effect: Earth creatures gain +2/+0, Fire creatures gain +0/+2. Life creatures get -1/-1.
Notes: I think the names suck. Gimme better ones >_>.

Name: Quantum Freeze
Element: Time
Cost: 8 Time, 6 Time per turn
Effect: The target pillar pile will not produce quantum for 3 turns.
---
Upgrade: Improved Quantum Freeze
Element: Time
Cost: 8 Time, Quantum Freeze's upkeep cost - 1
Effect: Same.
Notes: Would basically be a counter to mono/rainbow decks. The fact that it costs time quantum would lessen its usefulness though. If you run out of quantum early, the spell is destroyed.

Name: Radioactivity
Element: Entropy
Cost: 5 Entropy
Effect: At the end of each turn, the target will mutate. (Abomination, Mutant, Death are all chances).
---
Upgrade: Nuclear Radioactivity (?)
Element: Entropy
Cost: 6 Entropy
Effect: At the end of each turn, the target will mutate into a mutant.
Notes: For the unupgraded version, death would have a much lower chance than other similar mutations since it's happening every turn.

Name: Restore
Element: Life
Cost: 2 Life
Effect: If the target has full health, give it +0/+4. Otherwise restore it to full health.
---
Upgrade: Imbue
Element: Life
Cost: 4 Life
Effect: Restore all your creatures by 4 hp. Give creatures with full health +0/+2.

Other
(mainly focused on making rainbow decks less broken)

Name: Quantum Shift
Cost: 20 Quantum
Effect: Changes ALL of the opponents quantum into a element they have some of.
Rare? Yes; like the shard it would be useless until upgraded.
Notes: While it would only be a minor hindrance to dual decks and have no effect on mono, it would be gamebreaking against rainbow decks.

Name: Mark Change
Cost: 2 Quantum
Effect: Changes opponents mark to a random element.
Rare? Yes; and would be useless until upgraded.
Notes: Basically tailored to beat rainbow decks early by preventing time quantum creation.

Edit History:
-Removed Updraft's attack enhancement
-Changed Pollute
-Added upkeep to Quantum Freeze
-Changed Angelify/Darken
-Changed Forest Fire so it destroys your life cards too
-Lowered flood's damage

Offline Qwandri

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PuppyChow's Spell Card Ideas https://elementscommunity.org/forum/index.php?topic=490.msg4572#msg4572
« Reply #1 on: December 15, 2009, 10:09:52 pm »

cool ideas, but i think that updraft, despite the power limit, is (still) broken.
Strike that, reverse it.

PuppyChow

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PuppyChow's Spell Card Ideas https://elementscommunity.org/forum/index.php?topic=490.msg4573#msg4573
« Reply #2 on: December 15, 2009, 10:09:52 pm »

True; it turns a 5 attack creature into a fourteen attack creature for only 2 quantum.

But again, the numbers are preliminary; maybe it wouldn't give the attack bonus if done for real.

Evil Hamster

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PuppyChow's Spell Card Ideas https://elementscommunity.org/forum/index.php?topic=490.msg4574#msg4574
« Reply #3 on: December 15, 2009, 10:09:52 pm »

Quantum freeze is cool. But it should probably have an upkeep cost equal to its casting cost each of the 3 turns. If the upkeep isn't paid it will expire early.

PuppyChow

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PuppyChow's Spell Card Ideas https://elementscommunity.org/forum/index.php?topic=490.msg4575#msg4575
« Reply #4 on: December 15, 2009, 10:09:52 pm »

Good idea with the upkeep cost, but something around 5-8 quantum (which would probably be the cost) would be a lot. Maybe something like 2-4 for the upkeep.

Scaredgirl

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PuppyChow's Spell Card Ideas https://elementscommunity.org/forum/index.php?topic=490.msg4576#msg4576
« Reply #5 on: December 15, 2009, 10:09:52 pm »

Probably the biggest problem with these are that most of them are too complicated and/or require a lot of coding. This does not make them bad ideas but will definitely lessen the changes of them being implemented any time soon.

Also that "Pollute" would be the most overpowered card in the game. It's like Earthquake, only 5 times better. Just imagine having 6 of those and 6 x Devourers. You opponent would have zero quantum the whole game.

PuppyChow

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PuppyChow's Spell Card Ideas https://elementscommunity.org/forum/index.php?topic=490.msg4577#msg4577
« Reply #6 on: December 15, 2009, 10:09:52 pm »

Yes, they would require a lot of coding, but after the code is implemented zanz would have a lot more different types of skills to work with. I consider coding no object.

I would also argue they aren't as complicated as Hero cards (:P) and would add depth to creature type choice. Mono-fire might fall out of favor due to Flood/Tsunami, while Fire/Water dual decks could pick up steam. And some of them are more complicated in the topic then they would be in practice; likely, Darken and Angelify would simply say "Change the target creature's type to Dark/Light, and kills Light/Dark creatures." The only cards I really see being complicated are Forest Fire, Flood, Pollute, and Radioactivity, and that's mostly because they're new ideas. Fallen Elf seemed complicated to me until I actually used it  :-\.

That said, looking at it now, I agree pollute is overpowered. How about it pollutes two pillars for two turns, and then destroys them? Like before, there's only a vague attempt at balance.

Scaredgirl

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PuppyChow's Spell Card Ideas https://elementscommunity.org/forum/index.php?topic=490.msg4578#msg4578
« Reply #7 on: December 15, 2009, 10:09:52 pm »

I would also argue they aren't as complicated as Hero cards (:P)

Actually if you look at those ideas, they are not that complicated really. For the most part I just basically did a more complex version of some card we already have. The fact that they are powerful, does not make them difficult to code.

And about complexity.. "Change the target creature's type to Dark/Light, and kills Light/Dark creatures.", that does not accurately describe what that card would do. You left out the part where creatures ability quantum usage would change too.

Evil Hamster

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PuppyChow's Spell Card Ideas https://elementscommunity.org/forum/index.php?topic=490.msg4579#msg4579
« Reply #8 on: December 15, 2009, 10:09:52 pm »

Good idea with the upkeep cost, but something around 5-8 quantum (which would probably be the cost) would be a lot. Maybe something like 2-4 for the upkeep.
For the ability to completely shut down your opponent 7ish mana a turn isn't a lot for upkeep.

If anything- that's a little low.

PuppyChow

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PuppyChow's Spell Card Ideas https://elementscommunity.org/forum/index.php?topic=490.msg4839#msg4839
« Reply #9 on: December 15, 2009, 10:09:53 pm »

They're not exactly any more difficult to code than the hero cards are. Almost all the hero cards have a new ability, just like these spell cards do. That's what makes them interesting.

I don't want to get into a debate about hero cards; overall I like them, but my cards are just simply cards. Your hero cards being able to only have one in the deck and only one on the board makes them complicated. The way to get them is complicated; mine would only need to be bought :P. And some of the cards abilities are complicated. Vampire Lord, Bazuul, and Rocky's abilities, for instance, are pretty complicated, but they're still good cards.

Just because a card is complicated doesn't mean it's bad. In fact, arguably the  best cards in the game are pretty complicated (Sundial, Animate Weapon...).

The message could be something "Changes every aspect of targeted creature to dark, and destroys light creatures"

And as do the balance of Quantum Freeze, I'm not going to debate costs, because I really should have left the costs blank. Zanz should be the one to decide on balance; he knows the game better than anyone.

Kumlekar

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PuppyChow's Spell Card Ideas https://elementscommunity.org/forum/index.php?topic=490.msg4840#msg4840
« Reply #10 on: December 15, 2009, 10:09:53 pm »

Probably the biggest problem with these are that most of them are too complicated and/or require a lot of coding. This does not make them bad ideas but will definitely lessen the changes of them being implemented any time soon.

Also that "Pollute" would be the most overpowered card in the game. It's like Earthquake, only 5 times better. Just imagine having 6 of those and 6 x Devourers. You opponent would have zero quantum the whole game.
You don't see a massive problem with instant kill effects targeting one element?  I've been playing enough build wars in GW, don't want to see it here.

I have no idea what you're trying to do with core of earth/improved core.  Seems a bit overpowered in comparison to other similar cards though (compare it to nightfall.)

Cards I think would be overpowered:
Flood
Forest fire
darken
Angelify
Wave of Labotimization (bye bye dark decks, I'd just increase the quantum cost though)


As for the rare cards, I really don't understand quantum shift.  Against a rainbow deck it would do nothing  (if they have quanta of every element, it just randomizes the quanta).  As for mark change, I see this as an annoyingly powerful way to destroy the opponent's stragety.  As soon as you do this, many decks become unplayable.  We want to increase the number of playable decks, not reduce them.


Evil Hamster

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PuppyChow's Spell Card Ideas https://elementscommunity.org/forum/index.php?topic=490.msg4841#msg4841
« Reply #11 on: December 15, 2009, 10:09:53 pm »

As for the rare cards, I really don't understand quantum shift.  Against a rainbow deck it would do nothing  (if they have quanta of every element, it just randomizes the quanta).  As for mark change, I see this as an annoyingly powerful way to destroy the opponent's stragety.  As soon as you do this, many decks become unplayable.  We want to increase the number of playable decks, not reduce them.
Unlike what the OP said- it won't hurt rainbow much because they use all colors. It wouldn't kill off any other deck either- would just make them lose one quantum/turn. No worse than using explosion on a tower.

 

anything
blarg: