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Offline ZephyrPhantomTopic starter

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VOTING : Epic 3 Card Design Competition [Finished] https://elementscommunity.org/forum/index.php?topic=47778.msg1051656#msg1051656
« on: March 17, 2013, 06:00:56 am »
Epic 3 Card Design Competition
Idea By: Scaredgirl | Art By: Robin Halioua, stevemur, AKarmine



Voting for Round 2 has begun! The final 3 submissions are right below.
When voting, consider the following:
1) How well is this card designed?
2) Is the card balanced?
3) Does the image fit the card well?

Please PM me if there are any issues, and best of luck to our finalists.



Spoiler for Dark Forest | Black Forest:
NAME:
Dark Forest
ELEMENT:
Life
COST:
3 :life
TYPE:
Permanent
ATK|HP:

TEXT:
Each time you receive healing from a single source your opponent takes 1 damage.
NAME:
Black Forest
ELEMENT:
Life
COST:
3 :life
TYPE:
Permanent
ATK|HP:

TEXT:
Each time you receive healing from a single source your opponent takes 2 damage.

ART:
Robin Halioua
IDEA:
Jazzfan27
NOTES:
Adds a little offensive punch to your healing cards.

For clarification, if you were under SoSa your opp would take 1 damage for each creature that attacks you for Dark Forest and 2 damage each for Black Forest.
SERIES:


Spoiler for Clockwork Golem | Minor Clockwork Golem:
NAME:
Clockwork Golem
ELEMENT:
Time
COST:
4 :time
TYPE:
Creature
ATK|HP:
8 | 4
TEXT:
Attack is halved every turn.
:gravity :gravity : Wind
Attack is returned to full.
NAME:
Minor Clockwork Golem
ELEMENT:
Time
COST:
1 :time
TYPE:
Creature
ATK|HP:
4 | 4
TEXT:
Attack is halved every turn.
:gravity : Wind
Attack is returned to full.

ART:
stevemur
IDEA:
furballdn
NOTES:
I've wanted to make a decaying time creature for a long time. Time has RT and Eternity, but not many synergies within itself to make use of it. Additionally, the gears in the art make me envision a type of powerful naturalistic looking golem that still must be wound in order to keep it in tip-top shape. Otherwise, it decays with time.

Mechanically speaking, Attack is rounded down when halved after attacking. The attack-halving is passive and cannot be lobotomized while it's Wind ability is Active and can be removed. When attack is dropped, it's max ATK doesn't. If a Clockwork Golem gets a blessing, it will be 11|7 which will turn to 5|7 after attacking, and 2|7 after that. If a blessed golem winds, it will return to 11 ATK since blessing increases the max ATK of a creature. I tried to balance it around Phase Recluse and Flesh recluse and Minor Phoenix in terms of burst fractal damage. I think it's fine since their attack will quickly drop. Even when supplied with constant quanta, the unupped is 3 cards + 4 :time for a 8|4 creature, pretty balanced. The unupped is 2 cards + 1 :time + upgrade for 4|4 so that should be fine as well. Mono time can use these with RT for a renewable creature that always comes out powerful (who really RTs deja vu?) Of course, once ATK hits 0, 0 divided by 2 is still 0.
SERIES:


Spoiler for Witch's Bottle | Witch's Bottle:
NAME:
Witch's Bottle
ELEMENT:
Darkness
COST:
4 :darkness
TYPE:
Spell
ATK|HP:

TEXT:
If target creature receives damage, the source of the damage receives double the amount of damage dealt.
NAME:
Witch's Bottle
ELEMENT:
Darkness
COST:
3 :darkness
TYPE:
Spell
ATK|HP:

TEXT:
If target creature receives damage, the source of the damage receives double the amount of damage dealt.

ART:
AKarmine
IDEA:
Pella
NOTES:
1) The "source of the damage" refers to the player who cast the damaging spell or the creature that activated the damaging ability.  Yes, that means that if you want to kill your own creature after your opponent cast Antimatter on it, you're going to take a hit in the process.

2) The "amount of damage dealt" refers to the total damage created by the effect, regardless of the HP of the target creature.  If you use Lightning to kill a Skeleton, you're going to take 10 damage, not 2.

3) Witch's Bottle replaces Gravity Pull.  There's too much potential for abuse.  Armagio + 4 Basilisk Blood/Petrify (Auburn Nymph) + Gravity Pull + Witch's Bottle = wiping out all of your opponent's dragons in 1 or 2 turns = way OP
If you can produce the quanta, you can use it with GP. That should be sufficiently difficult to pull off not to make this OP.

4) Witch's Bottle is Lobotomizable.

5) This is my first card of this nature.  Any assistance in balancing the cost will be very much appreciated.
Very few people have even seen this thread.  Since no one cares, never mind.

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

Lore:
A witch's bottle, or witch bottle, is a traditional method of protecting a person from evil or evil spirits, dating back to the 17th century in England, if not earlier.  A person desiring protection put parts of her/himself into the bottle--usually hair, nail clippings, or, most often, urine.  The individual then buried the bottle in a safe location, usually a corner of his or her home.
Although most commonly used to protect a building, such as the house where the protected person lived, a witch's bottle also could be used to protect the individual directly.  In these cases, the nature of the protection was to send any evil back to its sender, so that the sender actually ending up harming her/himself more than the intended recipient.
SERIES:

« Last Edit: April 10, 2013, 09:35:11 pm by Zblader »

Offline ZephyrPhantomTopic starter

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  • ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.
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Re: VOTING : Epic 3 Card Design Competition https://elementscommunity.org/forum/index.php?topic=47778.msg1051657#msg1051657
« Reply #1 on: March 17, 2013, 06:03:08 am »
Spoiler for Results:
Vote for the best Card Idea for Image 1!

Fishing Hole | Fishing Hole
    2 (6.3%)
Temporary Shelter | Temporary Shelter
    0 (0%)
Forest | Forest
    2 (6.3%)
Illumination | Enlightenment
    0 (0%)
Dark Forest | Black Forest
    5 (15.6%)
Dense Forest | Dense Forest:
    2 (6.3%)
Hidden Bunker | Hidden Bunker
    2 (6.3%)
Empty Thicket | Empty Grove
    2 (6.3%)
Guardian Shrine | Guardian Shrine
    2 (6.3%)
Peaceful Cabana | Peaceful Home
    1 (3.1%)
Hidden Grove | Hidden Grove
    2 (6.3%)
Forest Clearing | Forest Clearing
    1 (3.1%)
Paranirvana | Nirvana
    3 (9.4%)
Sunlit Grove | Sunlit Grove
    1 (3.1%)
Forest Cottage | Forest Chalet
    3 (9.4%)
Break in the Foliage | Break in the Foliage
    1 (3.1%)
Cursed Forest | Cursed Forest
    2 (6.3%)
Hideout  | Hideout
    1 (3.1%)

Total Members Voted: 19


Image 1


Spoiler for Fishing Hole | Fishing Hole:
NAME:
Fishing Hole
ELEMENT:
Life
COST:
4 :life
TYPE:
permanent
ATK|HP:
N/A
TEXT:
Have a 25% chance of summoning a random water creature
NAME:
Fishing Oasis
ELEMENT:
Life
COST:
3 :life
TYPE:
Permanent
ATK|HP:
N/A
TEXT:
Have a 25% chance of summoning a random upped water creature

ART:
Robin Halioua
IDEA:
skotadi phobos
NOTES:
The effect stacks like SoFr
SERIES:
N/A

Spoiler for Temporary Shelter | Temporary Shelter:
NAME:
Temporary Shelter
ELEMENT:
Life
COST:
3 :life
TYPE:
Permanent
ATK|HP:

TEXT:
All your creatures without a skill gain the ability:
Rest: Do not attack to gain 2HP for each shelter.
NAME:
Temporary Shelter
ELEMENT:
Life
COST:
2 :life
TYPE:
Permanent
ATK|HP:

TEXT:
All your creatures without a skill gain the ability:
Rest: Do not attack to gain 2HP for each shelter.

ART:
Robin Halioua
IDEA:
furballdn
NOTES:
"It is an advantage to choose the time and place for battle. In this way you know when and where the battle will take place, while your enemy does not. Encourage your enemy to expend his energy in futile quests while you conserve your strength. When he is exhausted and confused, you attack with energy and purpose. The idea is to have your troops well-prepared for battle, in the same time that the enemy is rushing to fight against you. This will give your troops a huge advantage in the upcoming battle, of which you will get to select the time and place"-The fourth strategem

First gut instinct told me that the picture was a temporary reprieve, a simple solace that shines out when times are hard, or overly passive.

All vanilla creatures gain the ability Rest, an active skill with 0 cost that can be activated. When a creature uses Rest, they do not attack that turn and permanently gain hp. If there are no Temporary Shelters on your side of the field, creatures will lose the Rest ability. This is a bit inspired by SoP and Purify as well as other Life ideas. This capitalizes upon Life's huge cache of vanilla creatures as well as their fragility. No more will fire shields, spine shields, bone bucklers, or rains of fire wipe out the forest. By carefully preparing, the forest roars out with well rested and anxious creatures.

This helps counter wings, dimensional shield, antimatter, and CC. If in the future giving cards becomes a feature, this can also be given to the opponent to deny them of vanilla creatures lest they waste a PC card to get rid of it.

This also stacks. For each Temporary Shelter, any creature that Rests gains 2X HP where X is the number of shelters on the side of the field.
SERIES:


Spoiler for Forest | Forest:
NAME:
Forest
ELEMENT:
Life
COST:
4 :life
TYPE:
Permanent
ATK|HP:

TEXT:
All Life creatures gain +1|+2 and 25% chance to evade targetting.
NAME:
Forest
ELEMENT:
Life
COST:
5 :life
TYPE:
Permanent
ATK|HP:

TEXT:
All Life creatures gain +2|+2 and 25% chance to evade targetting.

ART:
Robin Halioua
IDEA:
Absol
NOTES:
Forest allows the life creatures to camouflage (evade targetting) and terrain advantage (mass buff).
SERIES:


Spoiler for Illumination | Enlightenment:
NAME:
Illumination
ELEMENT:
Light
COST:
5 :light
TYPE:
Permanent
ATK|HP:

TEXT:
All healing on the field is increased by 50%. Does not stack.
NAME:
Enlightenment
ELEMENT:
Light
COST:
4 :light
TYPE:
Permanent
ATK|HP:

TEXT:
All healing on the field is increased by 50%. Does not stack.

ART:
Robin Halioua
IDEA:
whatifidogetcaught?
NOTES:
Today will be illuminating -- even enlightening.

It may be dark outside, but you can shine bright.

Healing rounds down.
Spoiler for specific cards/situations:
Antimatter: Healing increases by 50%
Vampire: Healing increases by 50%, damage stays the same
Antimatter Vampire: Healing increases by 50%, damage stays the same
Shard of Sacrifice: No effect
Black Hole: Healing increases by 50%, quanta drain remains the same
Stone Skin/Shard of Divinity: Healing increases by 50%, MAX HP gain remains the same
Heal: 30 HP restored
Druidic/Jade Staff: 7 HP restored per turn
Empathetic/Feral Bond: 50% bonus on only ONE Bond per turn
Shard of Gratitude: 4 HP restored, 7 HP restored with Life Mark
Purify: +3
Holy Light/Flash: 15 HP restored, damage unaffected for Death/Darkness creatures
Angel: 7 HP restored
Miracle: unaffected
Luciferin: 15 HP restored
Sanctuary: 6 HP restored for only ONE Sanctuary
Drain/Siphon Life/Nightmare: Healing increased by 50%, damage is unaffected
SERIES:
Epic 3 Card Design Competition

Spoiler for Dark Forest | Black Forest:
NAME:
Dark Forest
ELEMENT:
Life
COST:
3 :life
TYPE:
Permanent
ATK|HP:

TEXT:
Each time you receive healing from a single source your opponent takes 1 damage.
NAME:
Black Forest
ELEMENT:
Life
COST:
3 :life
TYPE:
Permanent
ATK|HP:

TEXT:
Each time you receive healing from a single source your opponent takes 2 damage.

ART:
Robin Halioua
IDEA:
Jazzfan27
NOTES:
Adds a little offensive punch to your healing cards.

For clarification, if you were under SoSa your opp would take 1 damage for each creature that attacks you for Dark Forest and 2 damage each for Black Forest.
SERIES:


Spoiler for Dense Forest | Dense Forest:
NAME:
Dense Forest
ELEMENT:
Life
COST:
5 :life
TYPE:
Permanent
ATK|HP:

TEXT:
Each turn, every creature has a chance to become invisible for one turn.
NAME:
Dense Forest
ELEMENT:
Life
COST:
5 :life
TYPE:
Permanent
ATK|HP:

TEXT:
Each turn, every card has a chance to become invisible for one turn.

ART:
Robin Halioua
IDEA:
Anarook
NOTES:
Fairly simple, at the end of the turn, a random number of creatures(upgraded includes permanents) become invisible until the start of the next turn.
SERIES:


Spoiler for Hidden Bunker | Hidden Bunker:
NAME:
Hidden Bunker
ELEMENT:
Life
COST:
4 :life
TYPE:
Permanent
ATK|HP:

TEXT:
:life Hide: Target a creature you control. Remove it from the field and put in hidden Bunker.
Ability becomes :life : Release.
NAME:
Hidden Bunker
ELEMENT:
Life
COST:
2 :life
TYPE:
Permanent
ATK|HP:

TEXT:
:life Hide: Target a creature you control. Remove it from the field and put in hidden Bunker.
Ability becomes :life : Release.

ART:
Robin Halioua
IDEA:
Rutarete
NOTES:
Releasing the creature heals it of any maladies (including Antimatter).
SERIES:


Spoiler for Empty Thicket | Empty Grove:
NAME:
Empty Thicket
ELEMENT:
Light
COST:
10 :light
TYPE:
Permanent
ATK|HP:

TEXT:
No new creatures can come into play.
Lasts 3 turns.
NAME:
Empty Grove
ELEMENT:
Light
COST:
9 :light
TYPE:
Permanent
ATK|HP:

TEXT:
No new creatures can come into play.
Lasts 3 turns.

ART:
Robin Halioua
IDEA:
Pella
NOTES:
1) Prevents both players from playing creature cards from their hands.

2) Prevents creature generation effects from any card or ability where the creature comes into play immediately.
The obvious ones:
- Boneyard | Graveyard
- Chimera
- Deja Vu | Elite Deja Vu
- Fate Egg
- Firefly Queen | Elite Queen
- Flying Weapon | Animate Weapon
- Mitosis
- Nymph Queen | Water Nymph
- Nymph's Tears
- Parallel Universe | Twin Universe
- Pharoah | Elite Pharoah
- Shard of Integrity

Just to be clear:
- Aflatoxin - If an infected creature dies, no Malignant Cell is generated.
- Malignant Cell - Cells already in play will remain in play without multiplying.
- Phoenix | Minor Phoenix - Dies instead of turning to Ash.
- Ash - Cannot become Phoenix | Minor Phoenix.
- Graboid | Elite Graboid - Cannot evolve into Shrieker | Elite Shrieker.
- Mummy | Elite Mummy - Reverse Time can be played, but has no effect.
- Skeleton | Elite Skeleton - Reverse Time can be played, but has no effect.
- Skull Shield | Skull Buckler - If an attacking creature dies, no Skeleton | Elite Skeleton is generated.
- Chaos Seed - Can be played, but PU|TU will not happen.
- Pandemonium - Can be played, but PU|TU will not happen.
- Mutation | Improved Mutuation - Cannot be played. Turning the effect's 25% kill chance into a 100% chance would be too OP.

3)  Does not prevent effects which generate creatures that do not come into play, such as Fractal, Nightmare, Mindgate, card drawing effects, etc.

4)  Does not prevent alterations in stats or abilities to existing creatures, such as Growth, Acceleration | Overdrive, Quintessence, Lobotomize, etc.

5)  Does not prevent attacks.  Does not prevent death.  (I figured these were obvious, but hey, you never know.)

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

I put this in Light because it is one of only two elements that does not have a card or ability on the list in 2) above.  The other is Darkness, and both the art and the ability seem to fit better thematically with Light.
SERIES:


Spoiler for Guardian Shrine | Guardian Shrine:
NAME:
Guardian Shrine
ELEMENT:
Life
COST:
2 :life
TYPE:
Permanent
ATK|HP:

TEXT:
Your deck size cannot be altered except during your draw phase.
:time : Turn this card to Fate Egg
NAME:
Guardian Shrine
ELEMENT:
Life
COST:
1 :life
TYPE:
Permanent
ATK|HP:

TEXT:
Your deck size cannot be altered except during your draw phase.
:time : Turn this card to Fate Egg

ART:
E3CDC
IDEA:
Vineroz
NOTES:
Deck size cannot be altered except the draw at start of turn.
It means when this card is in play,
  • Your creatures are immune to RT.
  • You can't draw using HGs/Time Nymph/Precog/Sundial.
  • Shard of Bravery
    • You play it: Your opponent draws, you don't.
    • Your opponent plays it: Both of you won't draw.

Note that the "see your opponent's hand" effect for Precog still works.

Sacrifice card and spawn a Fate Egg.
  • Upped card gives upped Egg.
  • As soon as this skill is activated, the player can use drawing skills like normal.

Revered as a guardian of the forest, a mysterious creature appears wherever beautiful forests exist. When it disappears deep in a forest, it is said to leave behind an egg it brought from the future.
SERIES:
Epic 3 Card Design Competition

Spoiler for Peaceful Cabana | Peaceful Home:
NAME:
Peaceful Cabana
ELEMENT:
Life
COST:
6
TYPE:
Permanent
ATK|HP:
-
TEXT:
You can choose to not attack and draw one card for each creature on your side of the field.
NAME:
Peaceful Home
ELEMENT:
Life
COST:
4
TYPE:
Permanent
ATK|HP:
-
TEXT:
You can choose to not attack and draw one card for each creature on your side of the field.

ART:
Robin Halioua
IDEA:
salox
NOTES:
The idea is, during your turn, to click on the card to active the peace: not attacking and drawing cards. If you don't want, you can just attack and not use this effect.
SERIES:
-
Spoiler for Hidden Grove | Hidden Grove:
NAME:
Hidden Grove
ELEMENT:
Life
COST:
4 :life
TYPE:
Permanent
ATK|HP:

TEXT:
If a card would be targeted, destroy this card instead. All creatures cannot take damage from any source.
NAME:
Hidden Grove
ELEMENT:
Life
COST:
5 :life
TYPE:
Permanent
ATK|HP:

TEXT:
If your card would be targeted, destroy this card instead. Your creatures cannot take damage from any source.

ART:
Robin Halioua
IDEA:
Drake_XIV
NOTES:
Prevents damage from Infection
While this card is out, all targeting fails and this card is destroyed.
Prevents AoE
SERIES:
E3CDC
Spoiler for Forest Clearing | Forest Clearing:
NAME:
Forest Clearing
ELEMENT:
:life
COST:
2 :life
TYPE:
Permanent
ATK|HP:

TEXT:
Hide all creatures on the edges of you field. Lasts for 5 turns.
NAME:
Forest Clearing
ELEMENT:
:life
COST:
1 :life
TYPE:
Permanent
ATK|HP:

TEXT:
Hide all creatures on the edges of you field. Lasts for 5 turns.

ART:
Robin Halioua
IDEA:
calcan
NOTES:

SERIES:


Spoiler for Paranirvana | Nirvana:
NAME:
Paranirvana
ELEMENT:
Light
COST:
5 :light
TYPE:
Permanent
ATK|HP:

TEXT:
Creatures now have Full HP at its limit.
Immaterial creatures produce light.
NAME:
Nirvana
ELEMENT:
Light
COST:
5 :light
TYPE:
Permanent
ATK|HP:

TEXT:
Creatures enter Purified and have Full HP at its limit.
Immaterial creatures produce light.

ART:
Robin Halioua
IDEA:
Hyroen
NOTES:
All creatures in play now have Full HP at 499. This does not mean that you will automatically have 499HP Armagios as soon as you play them, but that Heals from Guardian Angels can get them there.

Immaterial creatures when played will have "light" as their skill and produce 1 :light every turn. Using Quintessence on a creature will remove a previous skill on a creature to place "light" as their current one.

If Seraph uses its ability, it will generate 1 :light at the end of that turn, but not lose its skill. (gain passive "light")

With Nirvana on the field, creatures enter with 1 Purify counter.
SERIES:
E3CDC

Spoiler for Sunlit Grove | Sunlit Grove:
NAME:
Sunlit Grove
ELEMENT:
Life
COST:
3 :life
TYPE:
Permanent
ATK|HP:

TEXT:
:life creatures gain a 25% chance to deal +50% damage, ignore shields, and evade targeting.
NAME:
Sunlit Grove
ELEMENT:
Life
COST:
2 :life
TYPE:
Permanent
ATK|HP:

TEXT:
:life creatures gain a 25% chance to deal +50% damage, ignore shields, and evade targeting.

ART:

IDEA:
russianspy1234
NOTES:
Unlike the shard, bonus doesn't stack.
SERIES:


Spoiler for Forest Cottage | Forest Chalet:
NAME:
Forest Cottage
ELEMENT:
Life
COST:
4 :life
TYPE:
Permanent
ATK|HP:
N/A
TEXT:
Generate :life and :light each turn.
Life creatures gain +0/+2.
Light creatures gain +1/+0.
NAME:
Forest Chalet
ELEMENT:
Life
COST:
4 :life
TYPE:
Permanent
ATK|HP:
N/A
TEXT:
Generate :life and :light each turn.
Life creatures gain +1/+3.
Light creatures gain +2/+1.

ART:
Robin Halioua
IDEA:
majofa
NOTES:
Not just your average Eclipse clone. This makes Life and Light fun. Use this with Ray of Lights for your :light generation, and they have 2 or 3 attack! Life creatures get that extra defense they've always needed. Oh, and it provides quanta also.

And guess what..... the buffs stack.
SERIES:
Epic 3 Card Design Competition

Spoiler for Break in the Foliage | Break in the Foliage:
NAME:
Break in the Foliage
ELEMENT:
Life
COST:
3 :life
TYPE:
Permanent
ATK|HP:

TEXT:
All Light and Life creatures gain +0|+2, and may ignore enemy effects.  Absorb :light  per turn.
NAME:
Break in the Foliage
ELEMENT:
Life
COST:
4 :life
TYPE:
Permanent
ATK|HP:

TEXT:
All Light and Life creatures gain +1|+3, and may ignore enemy effects.  Absorb :light  per turn.

ART:
Robin Halioua
IDEA:
Captain Scibra
NOTES:
A mirror of Nightfall | Eclipse, but with a kick.  Nothing special, but I thought it would fit.  Put it in Life since I figured it would find better use.  Enemy effects range from spells or abilities cast/activated by the opponent, to shield effects (except DR).  Chance would be 30%.  Stacks.

Today is a great day to be alive!
You might've been waiting a long time for a day like today.  Now is your chance!
SERIES:


Spoiler for Cursed Forest | Cursed Forest:
NAME:
Cursed Forest
ELEMENT:
Life
COST:
3 :life
TYPE:
Permanent
ATK|HP:

TEXT:
:darkness :darkness : Curse
Generate a Devourer
NAME:
Cursed Forest
ELEMENT:
Life
COST:
3 :life
TYPE:
Permanent
ATK|HP:

TEXT:
:darkness :darkness : Curse
Generate a Pest

ART:
Robin Halioua
IDEA:
andretimpa
NOTES:
Today is a great day to be alive!
Just remember that some secrets of old are best left alone.

SERIES:


Spoiler for Hideout  | Hideout :
NAME:
Hideout
ELEMENT:
Life
COST:
5 :life
TYPE:
Permanent
ATK|HP:
-
TEXT:
Your quanta pool and your hand can nor be altered during your opponent's turn. Heal 4HP per turn.
NAME:
Hideout
ELEMENT:
Earth
COST:
5 :earth
TYPE:
Permanent
ATK|HP:
-
TEXT:
Your quanta pool and your hand can nor be altered during your opponent's turn. Heal 5HP per turn.
ART:
Robin Halioua
IDEA:
Arthanasios


 NOTES:
Sanctuary is a powerful defensive/stalling card and I find unfair the fact only :light has such an anti-Ghostmare, anti-Bhole and anti-Discord. Because of that, :life and :earth deserve to have an equal effect to buff their stalling capabilities as well as making Ghostmare and Bhole-Discord users think twice before abusing popular ETG annoyances! :P However, both Hideout versions cost more than Sanctuary in order to prevent :light becoming (even slightly) weaker. Also, I know +1 HP per turn doesn't seem like a fair buff for Hideout's upped version, but I find :earth being able to make better use of it, since it will be Earth's only in-element, healing-per-turn source and, as such, it can combined extremely well with Stone Skins and (why not?) Enchant Artifacts.

LORE:
Hideouts are buildings in green forests and rocky mountains who are used as settlements for the occasional hunters who grab their Longbows and Owl Eyes in order to participate in their favourite sport; hunting Cockatrice packs for their precious meat or capturing young Graboids in order to turn them into tamed adult Shriekers. Moreover, Hideouts often live up to their name while providing settler to refugees who had the bad luck to watch their village burning into flames after a Crimson Dragon's attack or a raid of undead Skeletons.

EXAMPLE DECKS:
Spoiler for Hidden:

Mono-Life HideStall

A mono-life stall is possible with this card. There is no dire need of rare Shards of Gratitude anymore...

Mono-Earth HideStall

A mono-earth stall, quite capable of its own. The extra HP space that is granted by Granite Skins is now useful due to healing-per-turn granted by Hideouts.

SERIES:
none

« Last Edit: March 26, 2013, 06:42:29 pm by Zblader »

Offline ZephyrPhantomTopic starter

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  • ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.
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Re: VOTING : Epic 3 Card Design Competition https://elementscommunity.org/forum/index.php?topic=47778.msg1051658#msg1051658
« Reply #2 on: March 17, 2013, 06:07:30 am »
Spoiler for Results:
Vote for the best Card Idea for Image 2!

Reanimator | Elite Reanimator
    0 (0%)
Clockwork Golem | Minor Clockwork Golem
    5 (15.6%)
Insight | Insight
    1 (3.1%)
Corrosion | Rust
    1 (3.1%)
Inevitability | Inevitability
    2 (6.3%)
Through My Eyes | Through My Eyes
    1 (3.1%)
Mechanical Eye | Mechanical Eye
    1 (3.1%)
Ticking Automaton | Ticking Android
    3 (9.4%)
Perfect Sight | Perfect Sight
    1 (3.1%)
Eye of Time | Eye of Time
    0 (0%)
Overclock | Overclock
    1 (3.1%)
Collapsing Golem | Crumbling Golem
    2 (6.3%)
Lapse | Lapse
    2 (6.3%)
Esper Module | Esper Module
    2 (6.3%)
Time's Eye | Time's Eye
    4 (12.5%)
Sleeplessness | Insomnia
    1 (3.1%)
Chronomancer | Chronomancer
    4 (12.5%)
Clockwork Servant | Clockwork Servant
    1 (3.1%)

Total Members Voted: 18

Image 2

Spoiler for Reanimator | Elite Reanimator:
NAME:
Reanimator
ELEMENT:
Death
COST:
3 :death
TYPE:
Creature
ATK|HP:
0 | 5
TEXT:
:time :time Reanimate: Place one life counter on target creature
NAME:
Elite Reanimator
ELEMENT:
Death
COST:
2 :death
TYPE:
Creature
ATK|HP:
1 | 5
TEXT:
:time Reanimate: Place one life counter on target creature

ART:
stevemur
IDEA:
skotadi phobos
NOTES:
Life counters would be like purify or poison counters. They'd stack and lose one count at the end of every turn and any PC would remove one, once the counter hits zero the creature dies.
SERIES:
N/A

Spoiler for Clockwork Golem | Minor Clockwork Golem:
NAME:
Clockwork Golem
ELEMENT:
Time
COST:
4 :time
TYPE:
Creature
ATK|HP:
8 | 4
TEXT:
Attack is halved every turn.
:gravity :gravity : Wind
Attack is returned to full.
NAME:
Minor Clockwork Golem
ELEMENT:
Time
COST:
1 :time
TYPE:
Creature
ATK|HP:
4 | 4
TEXT:
Attack is halved every turn.
:gravity : Wind
Attack is returned to full.

ART:
stevemur
IDEA:
furballdn
NOTES:
I've wanted to make a decaying time creature for a long time. Time has RT and Eternity, but not many synergies within itself to make use of it. Additionally, the gears in the art make me envision a type of powerful naturalistic looking golem that still must be wound in order to keep it in tip-top shape. Otherwise, it decays with time.

Mechanically speaking, Attack is rounded down when halved after attacking. The attack-halving is passive and cannot be lobotomized while it's Wind ability is Active and can be removed. When attack is dropped, it's max ATK doesn't. If a Clockwork Golem gets a blessing, it will be 11|7 which will turn to 5|7 after attacking, and 2|7 after that. If a blessed golem winds, it will return to 11 ATK since blessing increases the max ATK of a creature. I tried to balance it around Phase Recluse and Flesh recluse and Minor Phoenix in terms of burst fractal damage. I think it's fine since their attack will quickly drop. Even when supplied with constant quanta, the unupped is 3 cards + 4 :time for a 8|4 creature, pretty balanced. The unupped is 2 cards + 1 :time + upgrade for 4|4 so that should be fine as well. Mono time can use these with RT for a renewable creature that always comes out powerful (who really RTs deja vu?) Of course, once ATK hits 0, 0 divided by 2 is still 0.
SERIES:


Spoiler for Insight | Insight:
NAME:
Insight
ELEMENT:
Time
COST:
3 :time
TYPE:
Spell
ATK|HP:

TEXT:
You can see your opponent's hands and the top 3 cards on his deck.
NAME:
Insight
ELEMENT:
Time
COST:
2 :time
TYPE:
Spell
ATK|HP:

TEXT:
You can see your opponent's hands and the top 3 cards on his deck.

ART:
stevemur
IDEA:
Absol
NOTES:
The next three cards will be displayed in a translucent pop-up window, just like chat message. It will not disappear until three turns have passed.
SERIES:


Spoiler for Corrosion | Rust:
NAME:
Corrosion
ELEMENT:
Gravity
COST:
2 :gravity
TYPE:
Spell
ATK|HP:

TEXT:
Target permanent begins to fail.
NAME:
Rust
ELEMENT:
Gravity
COST:
1 :gravity
TYPE:
Spell
ATK|HP:

TEXT:
Target permanent begins to fail.

ART:
stevemur
IDEA:
whatifidogetcaught?
NOTES:
Today, everything just seems to fall into place.

I once broke an iron bar in half. I don't recommend jumping off of things face first, by the way.

The target permanent works one turn, then doesn't work one turn, then works one turn, then doesn't work two turns, then works one turn, then doesn't work three turns, etc.
SERIES:
Epic 3 Card Design Competition

Spoiler for Inevitability | Inevitability:
NAME:
Inevitability
ELEMENT:
Time
COST:
3 :time
TYPE:
Permanent
ATK|HP:

TEXT:
Players may not heal.  If this card is destroyed return it to your hand instead.
:death : Target player loses 2 life.
NAME:
Inevitability
ELEMENT:
Time
COST:
3 :time
TYPE:
Permanent
ATK|HP:

TEXT:
Players may not heal.  If this card is destroyed return it to your hand instead.
:death : Target player loses 3 life.

ART:
stevemur
IDEA:
Jazzfan27
NOTES:
A card to stop healing.  Also reflects the inevitability of time and death.
SERIES:


Spoiler for Through My Eyes | Through My Eyes:
NAME:
Through My Eyes
ELEMENT:
Time
COST:
6 :time
TYPE:
Spell
ATK|HP:

TEXT:
Both players play as each other on their next turn.
NAME:
Through My Eyes
ELEMENT:
Time
COST:
4 :time
TYPE:
Spell
ATK|HP:

TEXT:
Both players play as each other on their next turn.

ART:
stevemur
IDEA:
Anarook
NOTES:
Play this, end my turn.
Opponent has control of my hand and plays cards as if he/she were me using my quanta; end turn.
I have control of the opponent's hand and play cards as if I were them using their quanta; end turn.
Back to normal play.

Hurray for interpreting cards in a way different from everyone else!
SERIES:


Spoiler for Mechanical Eye | Mechanical Eye:
NAME:
Mechanical Eye
ELEMENT:
Time
COST:
4 :time
TYPE:
Permanent
ATK|HP:

TEXT:
Gear 1: See the opponent's hand this turn.
2: See opponent's next draw.
:time :time : Switch gears.
NAME:
Mechanical Eye
ELEMENT:
Time
COST:
3 :time
TYPE:
Permanent
ATK|HP:

TEXT:
Gear 1: See the opponent's hand this turn.
2: See opponent's next draw.
:time :time : Switch gears.

ART:
stevemur
IDEA:
Rutarete
NOTES:
Enters on Gear 1
SERIES:


Spoiler for Ticking Automaton | Ticking Android:
NAME:
Ticking Automaton
ELEMENT:
Time
COST:
3 :time
TYPE:
Creature
ATK|HP:
1|2
TEXT:
Gains +0 | +1 each turn.
:fire :fire :fire : Suicide Bomb
Deal damage to opponent equal to Automaton's HP.
NAME:
Ticking Android
ELEMENT:
Time
COST:
4 :time
TYPE:
Creature
ATK|HP:
1|3
TEXT:
Gains +0 | +2 each turn.
:fire :fire :fire : Suicide Bomb
Deal damage to opponent equal to Android's HP.

ART:
stevemur
IDEA:
Pella
NOTES:
When I saw this image, I knew immediately that it should be a walking, mechanical man.  I added a bit of inner turmoil to finish the concept.
SERIES:


Spoiler for Perfect Sight | Perfect Sight:
NAME:
Perfect Sight
ELEMENT:
Gravity
COST:
2 :gravity
TYPE:
Spell
ATK|HP:

TEXT:
If the HP of your opponent's creature matches your creature's attack, attack the creature instead. Lasts 2 turns.
NAME:
Perfect Sight
ELEMENT:
Gravity
COST:
1 :gravity
TYPE:
Spell
ATK|HP:

TEXT:
If the HP of your opponent's creature matches your creature's attack, attack the creature instead. Lasts 2 turns.

ART:
E3CDC
IDEA:
Vineroz
NOTES:
Mechanic:
  • If one of the opponent's creature is GPull'd, attack it.
  • If none of the opponent's creature is GPull'd,
    • Check HP of opponent's creature (according to position). If matching attacking creature's attack, place GPull before right before attacking. (no graphical effects)
    • Attacking creature attacks, opponent creature dies. Proceed to 2nd attacking creature and 2.1.
  • If the opponent has no creature whose HP matches with attacking creature's attack, attacking creature attacks player (like in normal circumstances).

TL;DR - Pic illustration:
Spoiler for Image:

Maxwell Demon will attack player because there is no 7HP opponent creature.
Schrodinger's Cat will kill Fate Egg instead of attacking player.

SERIES:
Epic 3 Card Design Competition

Spoiler for Eye of Time | Eye of Time:
NAME:
Eye of Time
ELEMENT:
Time
COST:
3
TYPE:
Spell
ATK|HP:
-
TEXT:
See your opponent's hand, and show them yours. Deal 1 damage for each time card on both hands.
NAME:
Eye of Time
ELEMENT:
Time
COST:
4
TYPE:
Spell
ATK|HP:
-
TEXT:
See your opponent's hand, and show them yours. Deal 2 damage for each time card on both hands.

ART:
stevemur
IDEA:
salox
NOTES:
-
SERIES:
-

Spoiler for Overclock | Overclock:
NAME:
Overclock
ELEMENT:
Time
COST:
5 :time
TYPE:
Spell
ATK|HP:

TEXT:
Target creature gains the skill Overclock and attacks twice a turn. The owner gains a Relic when the target is removed.
NAME:
Overclock
ELEMENT:
Time
COST:
4 :time
TYPE:
Spell
ATK|HP:

TEXT:
Target creature gains the skill Overclock and attacks twice a turn. The owner gains a Relic when the target is removed.

ART:
stevemur
IDEA:
Drake_XIV
NOTES:
Works with Reverse Time as well.
If there is not space in the owner's hand, no Relic is added.
SERIES:
E3CDC

Spoiler for Collapsing Golem | Crumbling Golem:
NAME:
Collapsing Golem
ELEMENT:
:gravity
COST:
3 :gravity
TYPE:
Creature
ATK|HP:
2|8
TEXT:
Collapsing Golem takes one damage every time you draw a card.
NAME:
Crumbling Golem
ELEMENT:
:gravity
COST:
3 :gravity
TYPE:
Creature
ATK|HP:
3|12
TEXT:
Crumbling Golem takes one damage every time you draw a card.

ART:
stevemur
IDEA:
calcan
NOTES:

SERIES:

Spoiler for Lapse | Lapse:
NAME:
Lapse
ELEMENT:
Time
COST:
3 :time
TYPE:
Spell
ATK|HP:

TEXT:
A copy of the previous card played is spawned in your hand. Gain 3 quanta.
NAME:
Lapse
ELEMENT:
Time
COST:
2 :time
TYPE:
Spell
ATK|HP:

TEXT:
A copy of the previous card played is spawned in your hand. Gain 3 quanta.

ART:
stevemur
IDEA:
Hyroen
NOTES:
Time thematics: check.

New quanta mechanic: check.

Lapse may be used to copy Lapse.
If Lapse is the first card played on your turn, you copy the last card played by the opponent, and if none, the last one you played on your previous turn.
SERIES:
E3CDC

Spoiler for Esper Module | Esper Module:


NAME:
Esper Module
ELEMENT:
Gravity
COST:
2 :gravity
TYPE:
Spell
ATK|HP:

TEXT:
Target gravity creature's skill becomes ":time :time : Precognition"
NAME:
Esper Module
ELEMENT:
Gravity
COST:
3 :gravity
TYPE:
Spell
ATK|HP:

TEXT:
Target creature's skill becomes ":time :time : Precognition"

ART:

IDEA:
russianspy1234
NOTES:

SERIES:


Spoiler for Time's Eye | Time's Eye:
NAME:
Time's Eye
ELEMENT:
Time
COST:
3 :time
TYPE:
Spell
ATK|HP:
N/A
TEXT:
Delay target non-stackable card for 2 turns.
You can see your opponent's hand.
NAME:
Time's Eye
ELEMENT:
Time
COST:
2 :time
TYPE:
Spell
ATK|HP:
N/A
TEXT:
Delay target non-stackable card for 2 turns.
You can see your opponent's hand.

ART:
stevemur
IDEA:
majofa
NOTES:
With a stare so timely, it could freeze your movements all together.

Can target creatures and non-shield permanents. The hand viewing lasts as long as the delay.
SERIES:
Epic 3 Card Design Competition

Spoiler for Sleeplessness | Insomnia:
NAME:
Sleeplessness
ELEMENT:
Time
COST:
3 :time
TYPE:
Permanent
ATK|HP:

TEXT:
Passive.  Target creature can use its ability again instead of being delayed, but gains +0|-2 when used as a result of this.
NAME:
Insomnia
ELEMENT:
Time
COST:
2 :time
TYPE:
Permanent
ATK|HP:

TEXT:
Passive.  Target creature can use its ability again instead of being delayed, but gains +0|-2 when used as a result of this.

ART:
stevemur
IDEA:
Captain Scibra
NOTES:
Delay mechanics (BB, Warden) allow the creature instead to be able to use its ability, at the cost of 2HP every time the ability is used after the first time.

Take your time today.
Exploit extra opportunities while they last.  It'll be worth the consequences.
SERIES:


Spoiler for Chronomancer | Chronomancer:
NAME:
Chronomancer
ELEMENT:
Time
COST:
4 :time
TYPE:
Creature
ATK|HP:
2 | 5
TEXT:
:time :time : Hurry
Target creature can use its skill again this turn
NAME:
Chronomancer
ELEMENT:
Time
COST:
4 :time
TYPE:
Creature
ATK|HP:
3 | 8
TEXT:
:time : Hurry
Target creature can use its skill again this turn

ART:
stevemur
IDEA:
andretimpa
NOTES:
The ability can remove summoning sickness

Take your time today.
Through your assistance, the speed of your allies will know no limits.

SERIES:


Spoiler for Clockwork Servant | Clockwork Servant :
NAME:
Clockwork Servant
ELEMENT:
Time
COST:
3 :time
TYPE:
Creature
ATK|HP:
8|5
TEXT:
Periodic Loyalty: Clockwork Servant's control is switched between players each turn.
NAME:
Clockwork Servant
ELEMENT:
Gravity
COST:
3 :gravity
TYPE:
Creature
ATK|HP:
8|8
TEXT:
Periodic Loyalty: Clockwork Servant's control is switched between players each turn.
ART:
stevemur
IDEA:
Arthanasios
NOTES:
Periodic Loyalty: This ability is passive and can't be lobotomised. When you play Clockwork Servant, it comes at your side of the field but at the end of your turn it goes to the other side of the field and it is controlled by your opponent; on your opponent's next end of turn, it comes back under your controll in order to follow the same process again. However, Periodic Loyalty functions only if there is empty space for creatures left. In other words, an opponent's field full of Malignant Cells prevents Clockwork Servant from jumping to your opponent's control next turn.
 In general, Clockwork Servant is better combined with good DR shields, Fractals for sudden OTK-style attacks, Alfatoxins and it serves as good Chimera buff. It should be avoided against decks with Immolation (opponent sacrificing your Servant when under his/her control), Mutation (opponent Mutates your Servant when under his/her control in order to gain a new creature), Catapult (opponent launching your Servant back at you when under his/her control) or even Chimera.

LORE:
 A cheap striker with a great drawback, Clockwork Servant seems problematic in being completely loyal to its owner. Its creator, a powerful Time Elemental and great Wizard known as Dditi, often recieves tons of complaining from his customers and usually accused for sending them poor-quality and glitching automata. The following letter recieved by a Graviton General named Augustus is a perfect such example:

"Dear and Respectul Time Wizard Dditi,
 Those Clockwork Servants that are labeled as your 'proud and ambitious invention' have proved irritatingly ineffective at combat. Considering their great strength and due to respect to your craftmanship, I filled in my front lines completely of them. And here the nastiest of all surprises comes when just a single minute after the combat started, your ingenius products executed a 180-dergee rotation and started attacking my flat-footed Armagios! If I knew their inability I could have hire Mercenaries in the first place, whose loyalty is unquestioned as long as my treasury is full of Electrum. But I was blinded by trusting your words, of these Servants being 'as fair as scales, as loyal as a coin, as reliable as the sun'. My complete dissatisfaction and boiling rage for your utmost idiocy is unmatched! Your irresponsibilty reaches the lines of betrayal, i dare to say! I hope I will be recieve back my Electrum-filled chests given for those 'tin cans' as soon as possible!"
 Yours sincerely, Graviton General Augustus

But the anwser given by Dditi is even more impressive:

"Yours excellency Augustus,
 Actually, the one who should be dissapointed of this story is no other than me. I had really overestimated the intelligence of a Graviton war-veteran. My words just marked the concealed truth. Scales are fair, because they are balanced according to both sides and, as such, serve both sides; coins have always two sides and are loyal to a certain side until they flip over the other one; the sun is reliable and helful to everyone who lives under its light and harmful to everyone who lurks in the shadows. Same with the Clockwork Servants; they support everyone and serve everyone equally. It is utterly your fault for not taking any needed measures for their periodic loyalty. I will grant you bakc your precious Electrum however, as long as every single of my Servants is shipped safely and unharmed back at me.
 Yours sincerely, Time Wizard Dditi"

EXAMPLE DECKS:
Spoiler for Hidden:

Winged Servants

Your Wings are going to prevent the non-airborne Clockwork Servants of yours striking yourself during the turns they are under your opponent's control. You Owl Eyes can take care of airborne critters able to bypass your Wings and your Dragons are going to join in later and finish off your opponent.

Gravity Shield Servants

Due to high health of upgraded Clockwork Servant, these Gravity Shields are extremely handy in blocking their attacks as long as they're under your opponent's influence. Moreover, your Otyughs are going to litteraly feast upon anything small enough to bypass your Shield. Titans are for a reliable amount of damage each turn, but replacing them with Chimeras is not a bad idea either. 8|8 creatures are ideal Chimera buffs for a few late-game finishing blows...

SERIES:
none
« Last Edit: March 26, 2013, 06:47:22 pm by Zblader »

Offline ZephyrPhantomTopic starter

  • Legendary Member
  • ******
  • Posts: 7675
  • Country: aq
  • Reputation Power: 101
  • ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.ZephyrPhantom is a mythical and divine giver of immortality, one of the Turquoise Nymphs.
  • Awards: Slice of Elements 6th Birthday CakeSlice of Elements 4th Birthday CakeFlavour Text Revival Competition - WinnerSlice of Elements 3rd Birthday CakeSlice of Elements 2nd Birthday Cake
Re: VOTING : Epic 3 Card Design Competition https://elementscommunity.org/forum/index.php?topic=47778.msg1051660#msg1051660
« Reply #3 on: March 17, 2013, 06:10:13 am »
Spoiler for Hidden:
Vote for the best Card Idea for Image 3!

Aetheral Lab | Aetheral Lab
    0 (0%)
Mysterious Vial | Mysterious Vial
    0 (0%)
Full Moon Alchemy | Full Moon Alchemy
    1 (3.2%)
Moonshine | Moonshine
    2 (6.5%)
Magic Jar | Magic Jar
    2 (6.5%)
Equivalent Exchange | Equivalent Exchange
    3 (9.7%)
Moonshine Draft | Moonshine Draft
    0 (0%)
Witch's Bottle | Witch's Bottle
    6 (19.4%)
Magic Vial | Magic Vial
    1 (3.2%)
Potion Glasses | Potion Glasses
    0 (0%)
Distilled Essence | Distilled Essence
    3 (9.7%)
Anachronistic Potion | Anachronistic Potion
    1 (3.2%)
Ablution | Ablution
    2 (6.5%)
Alchemist's Workshop | Alchemist's Workshop
    1 (3.2%)
Alchemist's Lab | Alchemist's Lab
    5 (16.1%)
Alchemist's Supply | Alchemist's Supply
    2 (6.5%)
 Improved Alchemy | Improved Alchemy
    0 (0%)
Liquid Ritual | Liquid Ritual
    2 (6.5%)

Total Members Voted: 18


Image 3

Spoiler for Aetheral Lab | Aetheral Lab:
NAME:
Aethreal Lab
ELEMENT:
Aether
COST:
6 :aether
TYPE:
Spell
ATK|HP:
N/A
TEXT:
Synthesize: Add a copy of the last alchemy card played to your hand.
NAME:
Aethreal Lab
ELEMENT:
Aether
COST:
5 :aether
TYPE:
Spell
ATK|HP:
N/A
TEXT:
Synthesize: Add a copy of the last alchemy card played to your hand

ART:
AKarmine
IDEA:
skotadi phobos
NOTES:
Pretty straight forward, not much to say.
SERIES:
N/A

Spoiler for Mysterious Vial | Mysterious Vial:
NAME:
Mysterious Vial
ELEMENT:
Water
COST:
5 :water
TYPE:
Spell
ATK|HP:

TEXT:
A random alchemy spell is cast.
NAME:
Mysterious Vial
ELEMENT:
Water
COST:
4 :water
TYPE:
Spell
ATK|HP:

TEXT:
A random alchemy spell is cast.

ART:
AKarmine
IDEA:
furballdn
NOTES:
Contrary to what it says, Nymph's Tears is an effect that cannot be chosen. When this spell is cast, it is treated as the player having played a random alchemy spell. If it is Unstable Gas, Black Hole, Luciferin or Precognition, the effect will be activated instantly and treated normally. Otherwise, a targetting reticule will appear for all targettable creatures on the field and when cast, they may be affected with either Quintessence, Liquid Shadow, Aflatoxin, Basilisk Blood, Antimatter, Rage Potion (Elixir if upped), or Adrenaline. If the spell is a targetting one and the player cancels the action, the card and quanta will not be refunded to prevent abuse. Synergizes with mono water, splashes, rainbows, and fun decks that like randomness.
SERIES:


Spoiler for Full Moon Alchemy | Full Moon Alchemy:
NAME:
Full Moon Alchemy
ELEMENT:
Water
COST:
10 :water
TYPE:
Spell
ATK|HP:

TEXT:
Fill your and your opponent's hands with random alchemy cards. This card will drain all your :water.
NAME:
Full Moon Alchemy
ELEMENT:
Water
COST:
8 :water
TYPE:
Spell
ATK|HP:

TEXT:
Fill your and your opponent's hands with random alchemy cards. This card will drain all your :water.

ART:
AKarmine
IDEA:
Absol
NOTES:
Denial and Fractal Alchemy in one. Might be only good for waterbows. Who knows. Maybe Voodoo?
SERIES:


Spoiler for Moonshine | Moonshine:
NAME:
Moonshine
ELEMENT:
Darkness
COST:
3 :darkness
TYPE:
Permanent
ATK|HP:

TEXT:
0: Sip. Target creature gains a Moonshine counter. If counters=creature's HP, creature becomes "erratic."
NAME:
Moonshine
ELEMENT:
Darkness
COST:
2 :darkness
TYPE:
Creature
ATK|HP:

TEXT:
0: Sip. Target creature gains a Moonshine counter. If counters=creature's HP, creature becomes "erratic."

ART:
AKarmine
IDEA:
whatifidogetcaught?
NOTES:
Misdirection and secrets rule the day today.

Don't drink the Kool-aid.

"Erratic" causes the creature to do one of the following on its turn (equal chances of each)

Behave normally.
Attack the owner.
Attack itself.
Attack enemy creatures.
Attack friendly creatures.
Do nothing.
Switch sides of the field.
SERIES:
Epic 3 Card Design Competition

Spoiler for Magic Jar | Magic Jar:
NAME:
Magic Jar
ELEMENT:
Darkness
COST:
3 :darkness
TYPE:
Spell
ATK|HP:

TEXT:
Gain control of target creature's activated abilities.  You may pay the cost of those abilites in :darkness
NAME:
Magic Jar
ELEMENT:
Darkness
COST:
2 :darkness
TYPE:
Spell
ATK|HP:

TEXT:
Gain control of target creature's activated abilities.  You may pay the cost of those abilites in :darkness

ART:
AKarmine
IDEA:
Jazzfan27
NOTES:
You don't gain control of the creature, it still continues to attack you if it can.  However, it's owner loses the ability to use it's activated abilities and on your turn you may use them as if the creature was under your control.


SERIES:


Spoiler for Equivalent Exchange | Equivalent Exchange:
NAME:
Equivalent Exchange
ELEMENT:
Darkness
COST:
4 :darkness
TYPE:
Permanent
ATK|HP:

TEXT:
Alchemy cards are paid with health rather than quanta.
Double the cost of alchemy cards.
NAME:
Equivalent Exchange
ELEMENT:
Darkness
COST:
4 :darkness
TYPE:
Permanent
ATK|HP:

TEXT:
Spell cards are paid with health rather than quanta.
Double the cost of spell cards.

ART:
AKarmine
IDEA:
Anarook
NOTES:
Pretty self-explanatory.
SERIES:


Spoiler for Moonshine Draft | Moonshine Draft:
NAME:
Moonshine Draft
ELEMENT:
Water
COST:
4 :water
TYPE:
Permanent
ATK|HP:

TEXT:
:water : Target creature gains -2 | -0 and may be partially blinded. Can be used three times.
NAME:
Moonshine Draft
ELEMENT:
Water
COST:
2 :water
TYPE:
Permanent
ATK|HP:

TEXT:
:water : Target creature gains -2 | -0 and may be partially blinded. Can be used three times.

ART:
AKarmine
IDEA:
Rutarete
NOTES:
3 potions in picture, 3 uses.
Moonshine is a powerful drug that can potentially cause blindness.
50% chance to gain a chance anywhere from 20-40% to miss.
SERIES:


Spoiler for Witch's Bottle | Witch's Bottle:
NAME:
Witch's Bottle
ELEMENT:
Darkness
COST:
4 :darkness
TYPE:
Spell
ATK|HP:

TEXT:
If target creature receives damage, the source of the damage receives double the amount of damage dealt.
NAME:
Witch's Bottle
ELEMENT:
Darkness
COST:
3 :darkness
TYPE:
Spell
ATK|HP:

TEXT:
If target creature receives damage, the source of the damage receives double the amount of damage dealt.

ART:
AKarmine
IDEA:
Pella
NOTES:
1) The "source of the damage" refers to the player who cast the damaging spell or the creature that activated the damaging ability.  Yes, that means that if you want to kill your own creature after your opponent cast Antimatter on it, you're going to take a hit in the process.

2) The "amount of damage dealt" refers to the total damage created by the effect, regardless of the HP of the target creature.  If you use Lightning to kill a Skeleton, you're going to take 10 damage, not 2.

3) Witch's Bottle replaces Gravity Pull.  There's too much potential for abuse.  Armagio + 4 Basilisk Blood/Petrify (Auburn Nymph) + Gravity Pull + Witch's Bottle = wiping out all of your opponent's dragons in 1 or 2 turns = way OP
If you can produce the quanta, you can use it with GP. That should be sufficiently difficult to pull off not to make this OP.

4) Witch's Bottle is Lobotomizable.

5) This is my first card of this nature.  Any assistance in balancing the cost will be very much appreciated.
Very few people have even seen this thread.  Since no one cares, never mind.

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

Lore:
A witch's bottle, or witch bottle, is a traditional method of protecting a person from evil or evil spirits, dating back to the 17th century in England, if not earlier.  A person desiring protection put parts of her/himself into the bottle--usually hair, nail clippings, or, most often, urine.  The individual then buried the bottle in a safe location, usually a corner of his or her home.
Although most commonly used to protect a building, such as the house where the protected person lived, a witch's bottle also could be used to protect the individual directly.  In these cases, the nature of the protection was to send any evil back to its sender, so that the sender actually ending up harming her/himself more than the intended recipient.
SERIES:


Spoiler for Magic Vial | Magic Vial:
NAME:
Magic Vial
ELEMENT:
Water
COST:
8 :water
TYPE:
Permanent
ATK|HP:
1 | 3
TEXT:
Weapon: deal 1 + X damage at the end of every turn. X is the number of :water cards you play.
NAME:
Magic Vial
ELEMENT:
Water
COST:
6 :water
TYPE:
Permanent
ATK|HP:
1 | 3
TEXT:
Weapon: deal 1 + X damage at the end of every turn. X is the number of :water cards you play.

ART:
E3CDC
IDEA:
Vineroz
NOTES:
I do balancing in my head, so yeah.

The number of :water cards played is displayed by counter on the card.
Replacing with a new Vial will reset the counter.
Flying a Vial will keep the counter (and keep increasing if more :water cards are played).
SERIES:
Epic 3 Card Design Competition

Spoiler for Potion Glasses | Potion Glasses:
NAME:
Potion Glasses
ELEMENT:
Other
COST:
7
TYPE:
Spell
ATK|HP:
-
TEXT:
Put 3 random potions in your hand.
NAME:
Invisible Potions
ELEMENT:
Other
COST:
10
TYPE:
Spell
ATK|HP:
-
TEXT:
Put 2 random potions in your hand. You can play them for free this turn.

ART:
AKarmine
IDEA:
salox
NOTES:
Potion cards are the following: adrenaline, liquid shadow, antimatter, black hole, unstable gas, rage potion, precognition, aflatoxin, nymph's tears, luciferin, quintessence, basilisk blood. The upgraded card gets you unupgraded potions, but if you play them the same turn, their cost is 0.
SERIES:
-
Spoiler for Distilled Essence | Distilled Essence:
NAME:
Distilled Essence
ELEMENT:
Water
COST:
3 :water
TYPE:
Spell
ATK|HP:

TEXT:
Turn target creature on your side into a Pillar and add a spell from its element to your hand.
NAME:
Distilled Essence
ELEMENT:
Water
COST:
4 :water
TYPE:
Spell
ATK|HP:

TEXT:
Turn target creature into a Tower and add a spell from its element to your hand.

ART:
AKarmine
IDEA:
Drake_XIV
NOTES:
Complement to Nymph Tears
Turns into Pillar | Tower of its element
SERIES:
E3CDC
Spoiler for Anachronistic Potion | Anachronistic Potion:
NAME:
Anachronistic Potion
ELEMENT:
:time
COST:
2 :time
TYPE:
Permanent
ATK|HP:

TEXT:
Consume: Sacrifice card. Heal yourself for up to 2 HP for each turn this card has been in play.
NAME:
Anachronistic Potion
ELEMENT:
:time
COST:
1 :time
TYPE:
Permanent
ATK|HP:

TEXT:
Consume: Sacrifice card. Heal yourself for up to 2 HP for each turn this card has been in play.

ART:
AKarmine
IDEA:
calcan
NOTES:

SERIES:

Spoiler for Ablution | Ablution:
NAME:
Ablution
ELEMENT:
Water
COST:
3 :water
TYPE:
Permanent
ATK|HP:

TEXT:
Anytime a creature is healed, you are healed for the same amount. Purify counters are consumed to evade targeting.
NAME:
Ablution
ELEMENT:
Water
COST:
2 :water
TYPE:
Permanent
ATK|HP:

TEXT:
Anytime a creature is healed, you are healed for the same amount. Purify counters are consumed to evade targeting.

ART:
AKarmine
IDEA:
Hyroen
NOTES:
More love for creature healing.

If any creature or player has Purify played on them, they may dodge targeting twice (see: Shard of Freedom), due to the fact that Purify places 2 counters on them.
SERIES:
E3CDC

Spoiler for Alchemist's Workshop:
NAME:
Alchemist's Workshop
ELEMENT:
Gravity
COST:
3 :gravity
TYPE:
Permanent
ATK|HP:

TEXT:
:water  : Discard a spell card, add an alchemy card of the discarded card's element to your hand.
NAME:
Alchemist's Workshop
ELEMENT:
Gravity
COST:
2 :gravity
TYPE:
Permanent
ATK|HP:

TEXT:
:water : Discard a spell card, add an alchemy card of the discarded card's element to your hand.

ART:

IDEA:
russianspy1234
NOTES:

SERIES:


Spoiler for Alchemist's Lab | Alchemist's Lab:
NAME:
Alchemist's Lab
ELEMENT:
Water
COST:
4 :water
TYPE:
Permanent
ATK|HP:
N/A
TEXT:
:entropy :entropy : Transmutation
Target card you control becomes and alchemy card of its element and is played.
NAME:
Alchemist's Lab
ELEMENT:
Water
COST:
4 :water
TYPE:
Permanent
ATK|HP:
N/A
TEXT:
:entropy : Transmutation
Target card you control becomes and alchemy card of its element and is played.

ART:
AKarmine
IDEA:
majofa
NOTES:
Alchemy has been around since ancient times, and is pretty cool if you ask me. (Full Metal Alchemist). Though, this alchemist is more of a nerd and sits in a laboratory.

You can choose any of your cards to transmutate, since equal exchange is in effect. When you target one of your cards, it automatically plays the corresponding alchemy card, no extra quanta needed. If it needs a target, you now choose one. If you click to cancel, the effect is lost, but you do gain quanta equal to the Alchemy card. There are so many interesting combos with this effect. Can you think of any really good ones?
SERIES:
Epic 3 Card Design Competition

Spoiler for Alchemist's Supply | Alchemist's Supply:
NAME:
Alchemist's Supply
ELEMENT:
Other
COST:
12
TYPE:
Permanent
ATK|HP:

TEXT:
Fill your hand with Alchemy cards, at least one matching your mark.
NAME:
Alchemist's Supply
ELEMENT:
Other
COST:
12
TYPE:
Permanent
ATK|HP:

TEXT:
Fill your hand with upgraded Alchemy cards, at least one matching your mark.

ART:
AKarmine
IDEA:
Captain Scibra
NOTES:
Of course I am iffy about the balance.  However, I don not see an extreme issue with spamming a lot of alchemy (see nymphs), and also, high investment before even playing those alchemy cards, which may turn out to be useless.  It's not like it is an SoI deck.

Today will be surprisingly mundane.
It'll be a handful.  Just make sure that you should be able to control it all.
SERIES:


Spoiler for Improved Alchemy | Improved Alchemy:
NAME:
Improved Alchemy
ELEMENT:
Water
COST:
5 :water
TYPE:
Permanent
ATK|HP:

TEXT:
Reduce the cost of all alchemy cards by 2 (stackable)
NAME:
Improved Alchemy
ELEMENT:
Water
COST:
4 :water
TYPE:
Permanent
ATK|HP:

TEXT:
Reduce the cost of all alchemy cards by 2 (stackable)

ART:
AKarmine
IDEA:
andretimpa
NOTES:
Obviously, costs cannot be negative

Today is a day to go with the ebb and flow of things.
They say that practice makes perfect, so what are you waiting to start?

SERIES:


Spoiler for Liquid Ritual | Liquid Ritual :

NAME:
Liquid Ritual
ELEMENT:
Water
COST:
4 :water
TYPE:
Spell
ATK|HP:
-
TEXT:
Sacrifice target Flooding to summon a Liquid Mutant.
NAME:
Liquid Ritual
ELEMENT:
Entropy
COST:
3 :entropy
TYPE:
Spell
ATK|HP:
-
TEXT:
Sacrifice target Flooding to summon a Superior Liquid Mutant.
ART:
AKarmine
IDEA:
Arthanasios

NOTES:
Liquid Ritual is a spell card that buffs Flooding|Inudation and adds a versality to the element of :water as well as supporting the already big versality of the element of :entropy. Since a 'sacrifice' of Flooding is needed (of course, Inudation can also be a sacrificial target) instead of a 'targeting', this means you must have a Flooding on your side of the field (a hostile Flooding just can't be targeted by Liquid Ritual spell).
 Liquid Mutant is like a mutant created by a Mutation effect, but with the following exceptions:
1) Liquid Mutant is always a :water creature.
2) The cost of Liquid Mutant's activated ability, if any, is priced in :water quanta.
3) When created, Liquid Mutant stats have a possible minium of 3 and possible maximum of 10. That means a just summoned Liquid Mutant will be a 3|3 creature at worst and 10|10 creature at best.
 Superior Liquid Mutant is like a super mutant created by a Improved Mutation effect, but with the following exceptions:
1) Superior Liquid Mutant is always a :water creature.
2) The cost of Liquid Mutant's activated ability, if any, is priced in :enrtopy quanta.
3) When created, Superior Liquid Mutant stats have a possible minium of 6 and possible maximum of 12. That means a just summoned Liquid Mutant will be a 6|6 creature at worst and 12|12 creature at best.

LORE:
"I can't trust someone as long as I can't see her face", the Village Chief said.
"You can trust me now then, can't you?" The Liquid Ritualist removed her dark blue hood and revealed her exotic aquatic face.
"I see... I couldn't imagine the Liquid Ritualist is actually a Water Elemental!", the Village Chief responded. "It is so unlikely for a powerful elemental entity to actually care for lowly humans like us. Then, you may actually indeed have a change against the tyrannical Red Queen!".
"Don't forget I won't do this for free. You promised you will let me use your river as a water pillar producing resource. But, first of all, in order to defeat the Red Queen and her army, your villagers must open the floodgates."
"What?!", the village elders who were the audience of this secret meeting were obviously shocked by the Ritualist's suggestion. "But, if we open the floodgates, the water needed for our agriculture won't be enough and, most importantly, the whole village will be flooded! Does this have to do with your water pillar rewarding or something?", the elders replied almost simultaneously...
"It has nothing to do with my reward! Opening the gates is essential for the defeat of the Red Queen! The river will bring water from the mountains and the artificial lake will be filled once again, but once that tyrannical woman is dead she will never come back!", the female elemental replied with an angry voice, hitting the table with her palm.
For a whole minute no one was talking; only staring. Until the Village Chief broke the silence:
"So be it! We will put the plan into motion as soon as possible. We should start the village abandonment tonight and the strongest men are going to come with me to the floodgates. The Red Queen awaits to collect her tribute tomorrow night, but in the end she will receive only payback for all our suffering these years!",  the whole audience applauded him...
 "Where is my tribute, you foolish mortals? Except if you wish to feel the wrath of a Red Nymph!", the Red Queen said in a demanding voice to the villagers lying on ground, after being seriously burnt by her fiery minions.
 "Your cruelty will end tonight, Red prostitude!", said a young villager with all his remaining strength only to be turned into ash by her ragepot flames. A fellow farmer managed to stand up and attacked the Queen with a Dagger, but it was easily blocked by her Tower Shield and easily beheaded via her Fahrenheit.
"Ok, you piece of trash... Minions, burn the village! Turn it into a big pile of ash with flames who will make this night bright like a day!"
Red Queen's army fully occupied the recently abandoned village, starting to brurning it down. But this proud show of power will be proven her greatest fault as soon as the floodgates open and the running mass of water covers the village's streets and alleys, dragging the fiery army down into a liquid damnation. Only the higher place where a surpised and shocked Red Nymph stood stayed dry and she was the only to survive, along with other 4 Lava Golems who served as her elite guard.
"Have you brough the vials I've asked for?", an impatient girl dressed in blue robes asked the Village Chief while beholding the full moon that appears behind the clouds of a night sky; a full moon was really helpful tonigh, since it had slighly risen the water level, making the flooding attempt much more reliable to succeed. Furthermore, a full moon enhances the power of the spell the young elemental was going to perform...
"Here they are. Please put an end to her tyra...", the Ritualist jumped into the strong current of the flood before the Village Chief even managing to finidh his words. By swimming into the hostlie waters with an ease only a water elemental could handle, she appears in front of the Red Queen.
"So, you must be the Liquid Ritualist the villagers told me about. They also told me you will end my life; the pitiful words of pitiful existents right before they die!", the Red Queen talked with her well-known arrogance. "And how exactly are YOU going to kill ME?"
"But I am not going to kill you.", the Liquid Ritualist replied with confidence. "THESE are going to kill you...", and by the time she said these words and placed the three vials she recieved later, the whole water of the flooded area started to moving and filling in these vials. As the village elders said later, it was very impressive to stare at the way such a great mass of water was magically able to fill in such tiny little empty bottles, completely drying out the surrounding flooded area, and then smashing these bottles into little pieces in order to forge three magnificent entities. The first entity was a Squid able to move on the ground as easily as it could swim in the water; the second one was a Crawler, one of those who lurk in the deep abyss of the ocean, finally, the third one was a Toadfish that floated on thin air instead of floating on the surface of the sea.
"What a joke! Are these lowly critters going to be my demise? I don't think so. Lava Golems, attack!", the Red Queen shouted to her elite guards, only to see them being destroyed by a repeated strike of Liquid Ritualist's Ice Bolts...
"Damn you! But still, you must be all out of water quanta right now. After slaying your silly pets, you are next, Luqid Ritualist!"
"Indeed I am low on quanta, but dealing with my three creatures it not as easy as you may think...", a calm reply coming from the water elemental.
"Just the nonsensical words of a little aquatic girl who is going to perish in the next minute, hahahahaha!", the Red Queen says mockingly while delivering a slash to the poor Arctic Squid... or not...
By the time she was going to deliver her strike, she noticed her Fahrenheit was missing... holded by one of the Squid's tentacles. Did the Squid had just 'stolen' it? But how?
Trying to surpass her shock, the Red Queen tried to ragepot the Blue Crawler... but a tirquoise light appeared and her ability fails. Had she was 'lobotomised' by the Crawler? But how...
"How is this... how is this even possible!? These creatures don't have abilities like these!", shouted the Queen, completely losing her previous calmness.
"You still don't you get it, right? These are not normal creatures of their type. They are... Liquid Mutants! Powerful versions of their lesser cousins, able to use abilities their kind only could dream of!", the Ritualist explained.
 Frightened, the Red Queen cowers behind her Tower Shield. Finally, the Toadfish delivers a strike that completely bypass her shield, fatally wounding her. She was already dead when she reached the ground. The tyrannical nymph was no more...

EXAMPLE DECKS:
Spoiler for Hidden:

Crying Liquid Mutants

A mono-water based on powerful Mutants and Nymph Queens to rush your opponent to death. Furthermore, an early Flooding can prevent your opponent from summoning a large army. If you'r lucky enough, a Liquid Mutant of yours may gain a PC activated ability, allowing you to destroy/steal/bypass any irritating shields of your enemy.

Super Crying Liquid Anti-Mutants

A deck which can both rush and stall effectively, Super Crying Liquid Anti-Mutants abuses both the Antimatter-Flooding and LiquidRitual-Flodding comboes!

SERIES:
none
« Last Edit: March 26, 2013, 06:48:02 pm by Zblader »

Offline jazzfan27

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Re: VOTING : Epic 3 Card Design Competition https://elementscommunity.org/forum/index.php?topic=47778.msg1051759#msg1051759
« Reply #4 on: March 17, 2013, 06:38:58 pm »
Thanks for all the work putting this together.  Was fun to compete.

Good luck to everyone.

Offline ARTHANASIOS

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Re: VOTING : Epic 3 Card Design Competition https://elementscommunity.org/forum/index.php?topic=47778.msg1051761#msg1051761
« Reply #5 on: March 17, 2013, 06:44:36 pm »
And the voting begins! :D
Gl & hf to everyone!
Brawl #1 team :time, Brawl #2 team :fire, Brawl #3 team Silver Ferns, Brawl #4,7,8 Brawlmaster
War #8 team :life, War #10,11,12 team :light, Brawl #6 team FROGS :life

Offline majofa

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Re: VOTING : Epic 3 Card Design Competition https://elementscommunity.org/forum/index.php?topic=47778.msg1053781#msg1053781
« Reply #6 on: March 24, 2013, 03:01:21 pm »
Yay, 2nd place in all 3 polls... :/

What do I get to show for it, nothing.  :P

Offline TheAccuso

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Re: VOTING : Epic 3 Card Design Competition https://elementscommunity.org/forum/index.php?topic=47778.msg1053789#msg1053789
« Reply #7 on: March 24, 2013, 03:39:27 pm »
I wish i could join this :(
Moar competitions card ideas based!
My Creations:
http://elementscommunity.org/forum/index.php/topic,41051.msg508466.html#msg508466
My nutella!   (n)                     |Collaboration>Competition|

Offline Hyroen

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Re: VOTING : Epic 3 Card Design Competition https://elementscommunity.org/forum/index.php?topic=47778.msg1053819#msg1053819
« Reply #8 on: March 24, 2013, 05:18:53 pm »
Whoa. Surprising results. Congrats to jazzfan27, furballdn, and Pella!
WAR X - TEAM :air AIR

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Offline jazzfan27

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Re: VOTING : Epic 3 Card Design Competition https://elementscommunity.org/forum/index.php?topic=47778.msg1054119#msg1054119
« Reply #9 on: March 25, 2013, 03:24:08 pm »
So, new to this, do I get one of those trophies or something?

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Re: VOTING : Epic 3 Card Design Competition https://elementscommunity.org/forum/index.php?topic=47778.msg1054122#msg1054122
« Reply #10 on: March 25, 2013, 03:26:18 pm »
So, new to this, do I get one of those trophies or something?
The winning card from each poll will be put into another poll to determine the winning card (designer). That person will receive the trophy.

Offline majofa

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Re: VOTING : Epic 3 Card Design Competition https://elementscommunity.org/forum/index.php?topic=47778.msg1054223#msg1054223
« Reply #11 on: March 25, 2013, 11:04:11 pm »
I got bored and reviewed all the Foresty cards. You may not like your review, but hey, it's your card.  8)
Spoiler for reviews:
- Fishing Hole | Fishing Hole -
This card completely ignored the picture, as it depicts no place to fish....
The ability would be decently fun, but is also really weak... unless you got a squid, you couldn't use its ability outside of a trio or rainbow and, on top of that, most water creatures have low attack. (0, 0, 1, 2, 3, 6, 9)
25% is way too low a percentage for how much this card costs to play and use.
-
Fun 4/10
Playability 1/10



- Temporary Shelter | Temporary Shelter -
The picture is well used on this one.
When I first read this card, I thought it meant the owner of the creatures gains HP, but the description says otherwise. +2 health to creatures at the expense of not attacking seems very weak. It could be used as a decent counter to some decks, but in comparison to SoP, it doesn't give any attack and only works on vanilla creatures and creatures can't use it the first turn they're put out.
-
Fun 3/10
Playability 4/10 (can be used as a decent counter)



- Forest | Forest -
Very uninspired name.
You didn't put in the description if the effects stack, making it hard to really determine the strength of the card; so I'll assume it doesn't stack.
I can see this card being used a lot. The bonus in attack and health combo'd with the smaller creatures would give Life a nice extra punch. Life creatures are generally underquanta'd for their stats, so boosting them even more can make them very lethal. Also having evasion could make them a nice contender. The biggest problem is that monoLife is very weak to Dimensional Shields and Wings, and since you'd be playing mostly Life creatures with this, you wouldn't many options for other cards, possibly just duo'd with PC. The unupped version is pretty weak though.
-
Fun 7/10
Playability 8/10



- Illumination | Illumination -
Shine bright... so it works. Yay for one of the few Light cards.
Mass boost to healing. Heal now restores 30HP. Does it round up or down?
The biggest thing I don't like is that it's in the same element as Sanctuary. That'd give the player 6HP/turn, for 36 total a turn. Duo it with SoG and you have a whopping amount of healing.
-
Fun 5/10
Playability 8/10



- Dark Forest | Black Forest -
This card title ignores 75% of the picture (including the center portion). I'm not sure how a nice calm forest setting with a cottage would inspire damage.
Haven't we seen this card a lot before? ... In many different elements in the CI&A section?
Life doing damage based on healing.. This should very much be a darkness card.. it even has 'Dark' and 'Black' in the titles. This card would take a very dedicated deck to make it work. You would need numerous healing sources. 6 of these and 6 Sanctuaries could do up to 36 (72 for upped). It would make for a very annoying deck.
-
Fun 5/10 (for you, not your opponent)
Playability 8/10



- Dense Forest | Dense Forest -
That forest doesn't look too dense to me...
What is the percentage chance of a creature becoming invisible? If it's high, this card is borderline playable.. if it's low, this card would never be used.
-
Fun 3/10
Playability 2/10



- Hidden Bunker | Hidden Bunker -
The name can fit.
When it's hidden, I assume it becomes untargetable by abilities and your opponent, like Burrow? It also doesn't attack? Or is the creature completely gone and you use the ability on the Hidden Bunker to put it back in play? The usage of this card would be very limited.. maybe in a Pandemonium duo?
-
Fun 2/10
Playability 3/10



- Empty Thicket | Empty Grove -
Name works.
By itself, it seems like a decent idea, but when combo'd with other cards, it can become a little too powerful. Dims, healing, and this can equal lots of turns of no damage. Usually with Dims, you don't put creatures down while they have their chain going. This card would force them to do so or pay for it for up to 18 turns. It'd have to have a floating effect, like Santuary, or you could Deflagration it, put down a bunch of creatures, and then put another Empty Thicket up. The cost makes it difficult to play, but stall decks can usually handle higher costing cards.
-
Fun 4/10
Playability 6/10



- Guardian Shrine | Guardian Shrine -
Name works.
This card does a lot, but none of it particularly well...
Hourglasses are a better Reverse Time counter and Eternity is better deck out protection. So you can just play those plus Fate Eggs and duo Time with something else.
-
Fun 3/10
Playability 3/10



- Peaceful Cabana | Peaceful Home
Name works, since Cabana could mean Cottage or Cabin.
This is a card that would take a bit of playtesting to see its full effect. Dumping your hand, then filling it up would probably be too powerful, especially if you drew the cards immediately.
-
Fun 5/10
Playability 7/10



- Hidden Grove | Hidden Grove -
Good name.
It's ability to stop AoE is good, though any random targeting, by you or your opponent would remove this card, leaving all the creatures open to damage. This card stopping yourself from targeting seems like it'd limit your options too much, while only being an even card tradeoff with your opponent.
-
Fun 3/10
Playability 5/10



- Forest Clearing | Forest Clearing -
Great name.
Flooding protection. The cost is good since this card is really hard to use and requires a lot of creatures to be effective. It provides protection starting with the 6th creature, meaning you already have 5 creatures out... If you don't have an advantage by then, you may need to rethink your strategy, especially since this doesn't protect against AoE. The animation could be cool though.
-
Fun 3/10
Playability 2/10



- Paranirvana | Nirvana -
Name is fine.
The wording could be a little better, like: 'Creatures can heal past their maximum health while this card is in play.' It probably wouldn't see much play since it's not really good at what it does. If some other cards were added to the game, then maybe.
-
Fun 4/10
Playability 3/10



- Sunlit Grove | Sunlit Grove -
Name is good. I'm not sure how being in a well lit are will help with evasion.
A Life card that gets around shields would be a welcome edition. Though you did just copy/paste the shard onto this card a say they don't stack. What's the evasion %? With the percentage being low, this card would see moderate play, when PC is not an option.
-
Fun 4/10
Playability 4/10



- Forest Cottage | Forest Chalet -
Name is genius!
The card is epic! (It's my card btw) ;)
-
Fun 10/10
Playability 10/10



- Break in the Foliage _ Break in the Foliage -
Name is good.
For Light creatures, the evasion would be the thing most sought after. It'd help avoid Antimatter, Reverse Time, Freeze, and Basilisk Blood, among other things that hurt high cost creatures.
The buff in attack for the upped one is decent, for RoL/Mitosis deck. Needing Light every turn really hurts the card.
-
Fun 7/10
Playability 6/10



- Cursed Forest | Cursed Forest -
Could've fooled me.. I guess that's why it's cursed.
Mitosis Devourer on a stick? Too strong. Devtosis' weakness is killing the creatures before they can spawn more. This needs repeatable CC and PC to stop effectively.
-
Fun 9/10 (only because it's so strong)
Playability 10/10 (again, because it's too strong)



- Hideout | Hideout -
Just like when we were kids, eh?
*Looks at text of Sanctuary*
Hey, why not give Life another healing permanent? Now you can duo Sanctuary with Hideout and make your opponent cry. And Earth doesn't need a healing card like this, otherwise Stone Skin becomes too strong.
-
Fun 8/10 (sanc clone)
Playability 9/10 (in a lot of ways, better than Sanctuary)

 

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