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Offline EssenceTopic starter

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Solving the 144+ Pillars Problem https://elementscommunity.org/forum/index.php?topic=4299.msg42500#msg42500
« on: March 22, 2010, 09:26:39 pm »
OK, I had an idea last night that would add a reasonable 24 more Pillars to the game instead of 144 duo-pillars:


<Gem>-Topped Pillar (i.e. Ruby-Topped Pillar) -- produces 1 quanta of your Mark's element every turn, but produces a single off-color quanta when it comes into play (based on the gem).

<Gem>-Core Pillar (i.e. Amethyst-Core Pillar) -- produces 1 quanta of the gem's color every turn, but produces a single quanta of your Mark's element when it comes into play.


Blammo.  Instant dual-pillars, no mass spam of pillar cards.
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Wisemage

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Re: Solving the 144+ Pillars Problem https://elementscommunity.org/forum/index.php?topic=4299.msg42559#msg42559
« Reply #1 on: March 22, 2010, 11:21:28 pm »
But this only generates 1 quanta per pillar of the other element.  This seems flawed and not very helpful, say you use 10 in your 30 card deck,t hats 10 of off color quanta, which is not very much, depending on the card.

Tea is good

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Re: Solving the 144+ Pillars Problem https://elementscommunity.org/forum/index.php?topic=4299.msg42615#msg42615
« Reply #2 on: March 23, 2010, 12:49:28 am »
IDK, if you're just splashing, this helps a lot, also provides more quanta for extra sources. Zanz doesn't seem to like to make multi elemental things (no creatures, spells, perms.), so I can't see this passing.

Offline Demagog

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Re: Solving the 144+ Pillars Problem https://elementscommunity.org/forum/index.php?topic=4299.msg42656#msg42656
« Reply #3 on: March 23, 2010, 02:42:09 am »
Zanz doesn't seem to like to make multi elemental things (no creatures, spells, perms.)
I'm not sure I follow... there are tons of cards that belong to an element with abilities that require quanta from a different element. And firefly produces light/fire even though it's an air card...

ajm6

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Re: Solving the 144+ Pillars Problem https://elementscommunity.org/forum/index.php?topic=4299.msg42662#msg42662
« Reply #4 on: March 23, 2010, 03:14:07 am »
24 is a huge improvement over 144, but with only a little more than 150 cards (I just counted in the bazaar and tried to add rares in my head so I could be a little off) its still a lot. One thing that's wrong with this, that I think is wrong with most dual pillars suggested, is that it has no balancing disadvantage compared to normal pillars(i.e. quantum pillar's disadvantage that you aren't guaranteed getting the quanta you need).

Good idea for dual pillars though

Offline EssenceTopic starter

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Re: Solving the 144+ Pillars Problem https://elementscommunity.org/forum/index.php?topic=4299.msg42942#msg42942
« Reply #5 on: March 23, 2010, 08:28:25 pm »
IDK that dual pillars need a balancing disadvantage compared to normal pillars.  This isn't Magic, and these pillars don't do what dual-lands do.  They just offer a single quanta of one type followed by regular quanta of another (and one of those two has to match your mark).  It's not really something that needs balancing.

Of course, all of these pillars would only work upgraded, as they require the "Tower" effect of an extra quanta upon entering play to function.  IDK what to do about an unupgraded version.
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ajm6

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Re: Solving the 144+ Pillars Problem https://elementscommunity.org/forum/index.php?topic=4299.msg42949#msg42949
« Reply #6 on: March 23, 2010, 08:44:55 pm »
Of course, all of these pillars would only work upgraded, as they require the "Tower" effect of an extra quanta upon entering play to function.  IDK what to do about an unupgraded version.
Ahh that seems like the perfect balance to me just like shards only works upgraded.

verbal

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Re: Solving the 144+ Pillars Problem https://elementscommunity.org/forum/index.php?topic=4299.msg42952#msg42952
« Reply #7 on: March 23, 2010, 08:47:53 pm »
As an alternative: One pillar for each element, and each turn you have a 50/50 chance of producing its element or your marks element.

Improves dual colour/dual with splash decks as well as tri colour (you just play no pillars of your marks colour) without having any real benefit for rainbow decks.

Frz

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Re: Solving the 144+ Pillars Problem https://elementscommunity.org/forum/index.php?topic=4299.msg42955#msg42955
« Reply #8 on: March 23, 2010, 08:52:11 pm »
Thinking a little outside the box: If the number of cards is the problem (is it?) why not just have "configurable" pillars. You add the "Specific rainbow" pillar to your deck and select 4 elements for which it generated quantum this will "generate" a new card for your deck which will randomly generate one quantum from a random one of the selected elements.
This of course can not work in a real CCG (!)

There only needs to be one such card sold in the shop. Configuration is done when adding the card to the deck. Only equally configured pillars/towers stack. Ultimately this requires a new format for storing decks as cards need configuration which they currently do not have.

Kael Hate

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Re: Solving the 144+ Pillars Problem https://elementscommunity.org/forum/index.php?topic=4299.msg44370#msg44370
« Reply #9 on: March 27, 2010, 04:35:27 pm »
From my Catalog. One for each Element.

***********************************************************************
 Name         : Death Flash
 Card Element : Death
 
 Level        : Basic
 Summon Cost  : 1
 Type D|L     : Spell
 Text         : Gain :death :death :death then draw a card.
 Art          : A flash of elemental power, in this case Death
 
 Level        : Upgraded
 Summon Cost  : -
 Type D|L     : Spell
 Text         : Gain :death :death :death then draw a card.
 Art          : A flash of elemental power, in this case Death. Higlighted with burst effect.
 
 Notes        : Simple trade of card for quanta but with a card draw effect. Somewhat replaces nova but does not generate as much or across all elements. This allows a deck to splash a a few offset tricks from a different element or accelerate a monotype deck.

 Testing      : Apparent Strength/Use in deck types. Mono(10/10), Dual Favoured(10/10), Trio Favoured(10/10), Rainbow(5/10)

***********************************************************************
***********************************************************************
 Name         : Death Rush
 Card Element : Death
 
 Level        : Basic
 Summon Cost  : 2
 Type D|L     : Spell
 Text         : Gain :death :death :death and a pillar matching your mark.
 Art          : A pillar base behind a flash of elemental power in this case Death.
 
 Level        : Upgraded
 Summon Cost  : 1
 Type D|L     : Spell
 Text         : Gain :death :death :death and a pillar matching your mark.
 Art          : A pillar base behind a flash of elemental power in this case Death. Highlighted with burst effect.
 
 Notes        : Simple quanta acceleration or allowing you to splash an outside element. The disadvantage of this card is that it can't be used on the first turn of the game unless you can drop a tower or already have quanta acceleration.

 Testing      : Apparent Strength/Use in deck types. Mono(7/10), Dual Favoured(7/10), Dual Unfavoured(0/10), Trio Favoured(7/10), Trio Unfavoured(0/10), Rainbow(3/10)

***********************************************************************

 

blarg: