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Waerloga

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Some card suggestions https://elementscommunity.org/forum/index.php?topic=2492.msg20191#msg20191
« on: January 26, 2010, 05:17:34 pm »
I had a small document on my desktop for cards I thought might be interesting, only to come here and realize that most of them were already duplicated.  Some of them were even recently introduced into the game, like Black Hole and Unstable Gas, that even had the same NAMES I had came up with.  It's an eerie world we live in, folks!  Other than a "Fate Goose" that would lay Fate Eggs, that I can't see ever making it into fruitrition, here are a few measily suggestions.

In general, I'd like for there to be a redundancy for creature, shield and weapon abilities as spells (for example, there is deflagration for pulverizer and earthquake for trident, thunderstorm for fire shields, but no "lobotomize" spell for mind flayer/lobotomizer).  Other than that, just tossing some ideas out there.


Merger
Spell - 4 entropy
Target two creatures that you own.  Their attack and health are added and become a new creature.  Previous abilities are removed, but poison etc. remains.

Sprite
1/1 creature - 4 life (3 upgraded)
Adrenaline

Bonfire
5/1 creature, 2 fire
Bonfire gets +1/0 for every bonfire in play (+2/0 upgraded)

Statis
Permanent - 5 Time (4 upgraded)
Ability: 1 Time - Statis.  For 1 turn, no permanents or creatures can be brought into play.  This card is destroyed next turn.

Hasten
Spell - 2 Time (1 upgraded)
Target player draws a card

Flesheater
1/2 (2/3 upgraded) - 5 death
Ability: Consume.  1 darkness.  Deal 1 damage to target creature, Flesheater gains +1/0.

Phantom
4/1 creature (5/2 upgraded) - 4 death (5 death upgraded)
Ability: 1 death - if phantom is destroyed this turn, it becomes the top card of your deck.

Sacrificial Altar
Permanent - 4 death (3 upgraded)
Ability: 0 - sacrifice.  Convert 1 health to 2 death quantums.

Lobotomize/Psionic Wave
Spell - 2 aether quantum (1 upgraded)
Remove all abilities from target creature
(Simply a spell version of the Lobotomizer or psionic wave ability)

Baptist
2/2 creature (3/4 upgraded) - 5 light
Ability: 2 water - Baptize target skeleton.  Baptism destroys targeted skeleton and generates a knight on your side.

Knight
1/1 creature (2/2 upgraded) - 3 light

Paladin
3/7 creature - 6 light
Ability: Blessing.  5 light (4 upgraded).  Target knight gains +3/3.

Piety
Spell - 3 light (2 upgraded)
All creatures become light
(Death or darkness creatures lose the bonus of nightfall)

Sacrifice
Spell - 6 light (5 upgraded)
Destroy target creature.  Its health is returned to its owner.

Ball Lightning
0/1 creature - no casting cost
Ability: 1 aether - Ball Lightning gains +3 (5 upgraded)/0 and is given to your opponent at the end of your turn
(The idea here is basically a Spark that can be thrown back and forth between players if/when the opportunity arises.)

Contract of Souls
Spell - 5 Darkness (4 upgraded)
Opponent must pay a tax of 1 random quantum for every creature they have in play.  If opponent cannot pay the tax, it loses a creature at random for every quantum they cannot pay.

Unfaithful
6/6 creature - 3 darkness (2 upgraded)
Unfaithful deals 1 damage to its owner each turn

bsurma

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Re: Some card suggestions https://elementscommunity.org/forum/index.php?topic=2492.msg20243#msg20243
« Reply #1 on: January 26, 2010, 08:50:15 pm »

Merger
Spell - 4 entropy
Target two creatures that you own.  Their attack and health are added and become a new creature.  Previous abilities are removed, but poison etc. remains.

Sprite
1/1 creature - 4 life (3 upgraded)
Adrenaline

Bonfire
5/1 creature, 2 fire
Bonfire gets +1/0 for every bonfire in play (+2/0 upgraded)

Statis
Permanent - 5 Time (4 upgraded)
Ability: 1 Time - Statis.  For 1 turn, no permanents or creatures can be brought into play.  This card is destroyed next turn.

Hasten
Spell - 2 Time (1 upgraded)
Target player draws a card

Flesheater
1/2 (2/3 upgraded) - 5 death
Ability: Consume.  1 darkness.  Deal 1 damage to target creature, Flesheater gains +1/0.

Phantom
4/1 creature (5/2 upgraded) - 4 death (5 death upgraded)
Ability: 1 death - if phantom is destroyed this turn, it becomes the top card of your deck.

Sacrificial Altar
Permanent - 4 death (3 upgraded)
Ability: 0 - sacrifice.  Convert 1 health to 2 death quantums.

Lobotomize/Psionic Wave
Spell - 2 aether quantum (1 upgraded)
Remove all abilities from target creature
(Simply a spell version of the Lobotomizer or psionic wave ability)

Baptist
2/2 creature (3/4 upgraded) - 5 light
Ability: 2 water - Baptize target skeleton.  Baptism destroys targeted skeleton and generates a knight on your side.

Knight
1/1 creature (2/2 upgraded) - 3 light

Paladin
3/7 creature - 6 light
Ability: Blessing.  5 light (4 upgraded).  Target knight gains +3/3.

Piety
Spell - 3 light (2 upgraded)
All creatures become light
(Death or darkness creatures lose the bonus of nightfall)

Sacrifice
Spell - 6 light (5 upgraded)
Destroy target creature.  Its health is returned to its owner.

Ball Lightning
0/1 creature - no casting cost
Ability: 1 aether - Ball Lightning gains +3 (5 upgraded)/0 and is given to your opponent at the end of your turn
(The idea here is basically a Spark that can be thrown back and forth between players if/when the opportunity arises.)

Contract of Souls
Spell - 5 Darkness (4 upgraded)
Opponent must pay a tax of 1 random quantum for every creature they have in play.  If opponent cannot pay the tax, it loses a creature at random for every quantum they cannot pay.

Unfaithful
6/6 creature - 3 darkness (2 upgraded)
Unfaithful deals 1 damage to its owner each turn
Merger: me thinks it's ok. :P
Sprite: It is also quite balanced.
Bonfire: It's too fragile. I suggest the stats being 5/2 or 5/3, but then the cost should be 3 or 4. Or, it can be powered up by +1/+1, but then the cost should be higher, too.
Statis: It's not so OP after all. The cost should be lowered by 2 or even 3.
Hasten: I'd suggest cost 3 because it's a spell and the effect is immediate.
Flesheater: I'm not really sure about this one, but I think it's good.
Phantom: I don't think if it would find any use.
Sacrifical Altar: I think it should be more HP than one. But then, the amount of quantums should increase.
Lobotomizer/Psionic wave: look ---> Hasten
Baptist: I think the combo Baptist-Knight-Paladin would be good, but the ability cost should be 1 IMO.
Knight: If a skeleton costs one and has the same stats, knight should also cost 1.
Paladin: Are you nuts? :P The ability costs too much! It should be 3.
Sacrifice: Too much OP with flying titans.
Ball Lightning: I ain't sure about this one.
Contract of Souls: Good anti-rainbow option w/ black hole.
Unfaithful: Good card. It could also prevent from Unfaithful rushes.


Okay, that may be just me, but anyways the cards are good and should be implemented after some small nerfs or buffs.












Ohmega

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Re: Some card suggestions https://elementscommunity.org/forum/index.php?topic=2492.msg20247#msg20247
« Reply #2 on: January 26, 2010, 09:01:40 pm »
Unfaithfull


1 hp is not much. Even if you have 6 of them on your field. one empathic bond will clear it all.
Higher it to 2 or let it poison you. ut only making 1 damage every turn to you is imo a bit too weak.

It's only my sight maybe you see it diffrent.

Offline coinich

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Re: Some card suggestions https://elementscommunity.org/forum/index.php?topic=2492.msg20258#msg20258
« Reply #3 on: January 26, 2010, 09:40:24 pm »
When as death would you need that much quanta?  Also, Sundial is far better than Stasis, unless I misread something. Sundial: Hasten + Card draw for < playing cost of Stasis w/ no draw?  I'd most definitely use Phantom though.  Phantom + Otyugh is almost like Eternity + Photon, except with more damage and cost.

bobcamel

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Re: Some card suggestions https://elementscommunity.org/forum/index.php?topic=2492.msg20266#msg20266
« Reply #4 on: January 26, 2010, 10:10:02 pm »
Merger: I doubt you can target two creatures at once with the current programming. I made a similar card before too... oh fine, if I made it, it has to be good. A bit too pricy for just added vulnerablity to Gravshield, Freeze and whatever not to mention the both-side lolbotomy.
Sprunk: Bit too pricy for this highly brittle bonewall whittler, again.
Bonfire: Getting multiples of those at once would be deadly. I'd splash Fire into Aether and exploit those and Quints, they could even be better than the Lavagolems by then.
Stasis: So, I pay 5-6 Time and a turn wait for just one turn of embargo? Weak.
Hasten: Precognition is way better.
Flesh crawler: Costly. Fairly weak, becomes brittle after nibbling a few times, and so on.
Phantom: I can see how this is a bacon-saver when you're at 0 cards, but... still pricy.
Sacrificial Altaïr: If this isn't usable more than once per turn, it's rediculousely weak. If it is, then... fine, I guess. Not that I know any uses of mass Death quanta.
Lob: It's fine. Weak spells should cost way less than their ability counterparts as every piece of deckspace is valuable and the weak ones may be just too weak to be useful to take.
Baptist:
This card has one big problem that I see over and over again on this forum. If you use this card in your deck you have to have skeletons.

It a problem in deckbuilding because it limits your options dramatically. You don't have Skeleton Captain with Frogs, you don't have Skeleton Captain with Photons, you always have Skeleton Captain with Skeletons.

If you look at the current cards in Elements, there are no cards that require you to have another specific card to be effective (at least none that I can think of), and that's what I like about Elements.
And if there are no Skeletons, then what can I do with this card? Get it in rear?

Knight and Paladin: Costly, costly, costly... for 5 Light I can have a freely targetable abiliy version of Blessing, not this one-target thing. It's like growth this way, deserving to cost 2 at most.

Piety: And upgrade does Luciferin too. No, not srsly. This would be like impossible to code, as it'd require the very cards to change... you'd have to have Light Phase Spiders, Light Shriekers, Light everything costing Light to play.

Sacrifice: See Aflatoxin. Immediate removal of a card is unprecedented, so I suggest it poisons the target for 2 and the damage taken heals the card's owner... no, wait. That'd be ridiculously weak. Unacceptable as it is now, anyway.

Quote
Sacrifice: Too much OP with flying titans.
Why mess with 2-3 elements 3 cards when you can just Miracle?

Ball Lighting: Upgraded Spork is called that. Also... well, if the enemy doesn't have Aether, he ends up with a 3/1 you practically funded.
Contract of Souls: It sounds alright, and particularly cruel when conjuncted with Earth/Darkness Denail.
Unfaithful: Awesome attacker, wanna buy. Imma just use one Bond and it'll be awesomer still.

Waerloga

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Re: Some card suggestions https://elementscommunity.org/forum/index.php?topic=2492.msg20368#msg20368
« Reply #5 on: January 27, 2010, 01:38:20 am »
Quote
When as death would you need that much quanta?  Also, Sundial is far better than Stasis, unless I misread something. Sundial: Hasten + Card draw for < playing cost of Stasis w/ no draw?  I'd most definitely use Phantom though.  Phantom + Otyugh is almost like Eternity + Photon, except with more damage and cost.
I don't know - I think adding cards that aren't necessarily dealbreakers
and especially cards that could help single quantum decks fare better would be good in general.  But for the sake of argument, I often find it difficult to put out multiple bonewalls, graveyards and cast aflatoxin playing a rainbow deck.

My idea with statis is that no creatures or permanents can be brought into play.  Sundial simply prevents creatures currently in play from attacking.

Quote
Hasten: Precognition is way better.
It serves a different purpose.  I guess I'm kind of thinking in the vein of being able to force your opponent to draw cards.  I like the idea of being able to burn a deck when someone has 300 skeletons, empathetic bonds and shards on the table in a 30 card deck.

Quote
Sacrificial Altaïr: If this isn't usable more than once per turn, it's rediculousely weak. If it is, then...
I intended for it to be usable more than once per turn, like a... that green card that has photosynthesis that I can't remember the name of right now :)

Quote
Ball Lighting: Upgraded Spork is called that. Also... well, if the enemy doesn't have Aether, he ends up with a 3/1 you practically funded.
I was trying to come up with an idea for an exchangable lightning bolt.  My original idea was for it to get progressively stronger as it goes from player to player, whittling down HP.  Thoughts?

I like that most of the suggestions aren't for whether or not the abilities or ideas are bad, but perhaps the costs need to be adjusted a bit.

RE: Paladins
Quote
And if there are no Skeletons, then what can I do with this card? Get it in rear?
Then it is still a creature and can be used as such.  But it has the ability to be used in a deck with skeletons for its own bonuses, or to use for destruction of other skeletons, since many decks contain graveyards.

 

blarg: