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Some new cards i thought of https://elementscommunity.org/forum/index.php?topic=1245.msg11873#msg11873
« on: December 15, 2009, 10:10:30 pm »

My photoshop isnt working atm so i hope this will suffice

CARD NAME:
ELEMENT:
CARD TYPE:
CARD COST:

ATTACK/HP:

ABILITY:
COST:
EFFECT:
Vampire Pit
Darkness
Permanent (Character, Permanent, Spell)
8 Darkness

N/A (this was attack/hp)

Fledgling
3 Darkness
If an opposing creature dies this turn you may pay 3 darkness to create a 1/1 Vampire fledgling with the vampire ability for every creature that has died this turn.
CARD NAME:
ELEMENT:
CARD TYPE:
CARD COST:

ATTACK/HP:

ABILITY:
COST:
EFFECT:
Sirens Calling
Water (or air whichever you think would be most fair or fitting)
Permanent
5 - 8 Water(or air as stated above whichever is most fair or fitting)

N/A

Sirens Call
3 water ( or air again as stated above..twice whichever is most fair or fitting)
Target creature gains dive until end of turn. May only be used twice per turn.
Thats it for now ill be thinking of more soon plz comment ^^

bobcamel

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Some new cards i thought of https://elementscommunity.org/forum/index.php?topic=1245.msg11874#msg11874
« Reply #1 on: December 15, 2009, 10:10:30 pm »

Both are weak. Vampire Pit is an overly nerfed Boneyard, with higher cost, costing to use ability, and only enemies, and the only benefit is that the creature is vampire, but... for that cost it sucks anyway.

Sirens call is basically... well, just see for yourself. Costs 5-8 Water, then you have to use 3 Water or Air JUST TO GET UP TO 5 EXTRA DAMAGE. WEEEEEEEEEEAK. and every second turn, to that.

Give them real buffs. Make the Vampirepit cost 8 Darkness, but generate Minor Vampires or free or 1 Darkness, on each death, and the Caller... knock off the attack limit and the "every second turn".

Some new cards i thought of https://elementscommunity.org/forum/index.php?topic=1245.msg11875#msg11875
« Reply #2 on: December 15, 2009, 10:10:30 pm »

alright thanks bobcamel i updated them how about now? Im still willing to modify :D

bobcamel

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Some new cards i thought of https://elementscommunity.org/forum/index.php?topic=1245.msg11876#msg11876
« Reply #3 on: December 15, 2009, 10:10:30 pm »

...Vampire Pit is still weak, Caller now became a high-cost, strong card. I'm not sure if it should.

Some new cards i thought of https://elementscommunity.org/forum/index.php?topic=1245.msg11877#msg11877
« Reply #4 on: December 15, 2009, 10:10:30 pm »

okok how about this lolz vampy pit gives 2/2 fledglings? for a bit lower cost (not the fledgling cost the cost to play the pit) and caller ill try to figure a way to balance it out more after i look at more comments

bobcamel

  • Guest
Some new cards i thought of https://elementscommunity.org/forum/index.php?topic=1245.msg11978#msg11978
« Reply #5 on: December 15, 2009, 10:10:31 pm »

2/2 are Minor Vampires. And, honestly, 1 Darkness drained per each creation is a price high enough.

Some new cards i thought of https://elementscommunity.org/forum/index.php?topic=1245.msg11979#msg11979
« Reply #6 on: December 15, 2009, 10:10:31 pm »

its not jsut for one tho i wrote for every creature that has died this turn so 3 darkness paid for that. So ex if 2 enemy guys die dhtis turn if u pay 3 u get 2 2/2 vampires if 7 creatures died u pay 3 and u get 7

Offline Terroking

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Some new cards i thought of https://elementscommunity.org/forum/index.php?topic=1245.msg11980#msg11980
« Reply #7 on: December 15, 2009, 10:10:31 pm »

1/1 seems good but it'd be insanely hard to program because it would have to keep track of deaths in the turn, and what side they are on.

1/1 for any creature killed for a cost of 10-12 would be acceptable i think.

super-upped boneyard
I ask nothing of humanity but fairness in all things, but I do not expect even that.

Some new cards i thought of https://elementscommunity.org/forum/index.php?topic=1245.msg11981#msg11981
« Reply #8 on: December 15, 2009, 10:10:31 pm »

right thats what i was thinking terro but what do u mean 10-12 for cost?

Offline Terroking

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  • Terroking is a proud Wyrm taking wing for the first time.Terroking is a proud Wyrm taking wing for the first time.Terroking is a proud Wyrm taking wing for the first time.Terroking is a proud Wyrm taking wing for the first time.Terroking is a proud Wyrm taking wing for the first time.
  • The best practice is experience.
  • Awards: Silver DonorSlice of Elements 4th Birthday Cake5th Trials - Master of Earth2nd Trials - Master of Earth1st Trials - Master of EarthWeekly Tournament WinnerChampionship League 1/2010 2nd Place9th Tournament 1st PlaceDesign A Quest 1st PlaceSS competition #1 2ndHalfblood Recruiter
Some new cards i thought of https://elementscommunity.org/forum/index.php?topic=1245.msg11982#msg11982
« Reply #9 on: December 15, 2009, 10:10:31 pm »

for summoning it, but no cost to make the vamps, just activate when something dies. 10-12 cost is because of how much more powerful it is than graveyard, having a board full of them is like heal 20 (provided they don't have a shield up)

thinking of eclipse the cost would probably have to be upped some more, no one wants those 4/3 creatures that pop up ridiculosly fast to count as extra healing. think of bonds as well
I ask nothing of humanity but fairness in all things, but I do not expect even that.

 

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