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You're Our Only Hope https://elementscommunity.org/forum/index.php?topic=49295.msg1071324#msg1071324
« on: May 18, 2013, 03:33:41 am »
You're Our Only Hope
Idea By: Kamietsu | Art By: Vrt, Zanz, edited by Kamietsu

Note: This is all fiction. Elements is not shutting down or ending.
This is just a fictitious take on the apocalyptic scenario of if Elements was ending.




Elements is ending. The worst has happened and now our favorite past-time is coming to a close. It seems as if there is nothing we can do to prevent this tragedy, but no one counted on your super elite hacker skills, as original as that sounds.

You are not ready for Elements to vanish yet. You still need to kick butt in the next Tournament to get that 8th Earth mark card you've been wanting. So you have devised a plan, a plan of Hope! With your extensive knowledge of game programming and your expert ability to hack, you will add a new game mechanic and a brand new card to Elements. But not just any card, no. To give the gamers a feel for this new mechanic, your card will be specialized for it.

A new mechanic and a new card that shows, demonstrates, uses, or harnesses this new mechanic in some way. You don't know what you might come up with yet, but the possibilities are near endless. A new damage counter? A new token-based system? Maybe a high risk mechanic with great rewards? Your mind buzzes with all the potential.

So what exactly counts as a new Mechanic? Anything that changes the game up. It can be the introduction of a brand new ability. It can be a change or introduction to a new way cards interact with each other. It can be a new currency system that is only gained from using a certain card or ability in a duel. What is not a new mechanic? Modifications of existing mechanics. Turing poison into a new kind of poison that deals damage based on an algorithm instead of just 1 or two damage a turn.

Rules and Requirements:
  • Come up with a brand new mechanic to be introduced in the game. Ideas can be similar to already implemented mechanics, but new and revolutionary mechanics will be more favored.
  • To go along with this new mechanic, design a new card that is based on the mechanic or does something to demonstrate the ability of this new mechanic. (Ex: A card that gains tokens on it the more times it is targeted and then can use those tokens for its ability. Ex2: On the fly Mark changing paired with a card that can lock down an oppnents mark for a few turns.)
  • Only one submission per person. You make work on this competition in pairs. If you work in pairs, only one submission maybe be entered between the both of you. (Two people paired equals one submission)
  • Art is not required for the card, but encouraged. If you need help finding art feel free to send me a PM and I'll help you out.
  • The new mechanic cannot be a modification of an already in game mechanic. You cannot make Poison into Super Deadly Poison. You can implement a new system the lets you give certain cards already existing mechanics and abilities.
  • If you have any questions, please ask them. I will answer any question I can to the best of my ability. I would prefer them if you PM'd them to me as I cannot always be around to see new ones posted but I do get alerts when I get new messages.

Card maker: http://elementscommunity.org/tools/xenocidius/card/
Card Format:
Spoiler for Card Format:
Code: [Select]
[table][tr][td][center][img]
http://***InternetAddressOfCardImage.jpg***
[/img][/center][/td][td][center][img]
http://***InternetAddressOfUpgradedCardImage.jpg***
[/img][/center][/td][/tr][tr][td][table][tr][td][right][b][size=8pt][color=#C9C299]NAME: [/color][/size][/b][/right][/td][td]
***Insert name***
[/td][/tr][tr][td][right][b][size=8pt][color=#C9C299] ELEMENT: [/color][/size][/b][/right][/td][td]
***Insert element***
[/td][/tr][tr][td][right][b][size=8pt][color=#C9C299] COST: [/color][/size][/b][/right][/td][td]
***Insert cost***
[/td][/tr][tr][td][right][b][size=8pt][color=#C9C299] TYPE: [/color][/size][/b][/right][/td][td]
***Insert type***
[/td][/tr][tr][td][right][b][size=8pt][color=#C9C299] ATK|HP: [/color][/size][/b][/right][/td][td]
***Insert att|hp***
[/td][/tr][tr][td][right][b][size=8pt][color=#C9C299] TEXT: [/color][/size][/b][/right][/td][td]
***Insert card text***
[/td][/tr][/table][/td]

[td][table][tr][td][right][b][size=8pt][color=#C9C299] NAME: [/color][/size][/b][/right][/td][td]
***Insert name (upgraded)***
[/td][/tr][tr][td][right][b][size=8pt][color=#C9C299] ELEMENT: [/color][/size][/b][/right][/td][td]
***Insert element (upgraded)***
[/td][/tr][tr][td][right][b][size=8pt][color=#C9C299] COST: [/color][/size][/b][/right][/td][td]
***Insert cost (upgraded)***
[/td][/tr][tr][td][right][b][size=8pt][color=#C9C299] TYPE: [/color][/size][/b][/right][/td][td]
***Insert type (upgraded)***
[/td][/tr][tr][td][right][b][size=8pt][color=#C9C299] ATK|HP: [/color][/size][/b][/right][/td][td]
***Insert att|hp (upgraded)***
[/td][/tr][tr][td][right][b][size=8pt][color=#C9C299] TEXT: [/color][/size][/b][/right][/td][td]
***Insert card text (upgraded)***
[/td][/tr][/table][/td][/tr][/table]

[table][tr][td][table][tr][td][right][b][size=8pt][color=#C9C299] ART: [/color][/size][/b][/right][/td][td]
***Insert artist name***
[/td][/tr]
[tr][td][right][b][size=8pt][color=#C9C299] IDEA: [/color][/size][/b][/right][/td][td]
***Insert card maker name***
[/td][/tr]
[tr][td][right][b][size=8pt][color=#C9C299] NOTES: [/color][/size][/b][/right][/td][td]
***Insert additional information***
[/td][/tr]
[tr][td][right][b][size=8pt][color=#C9C299] SERIES: [/color][/size][/b][/right][/td][td]
***Insert series name and link to series page (if any)***
[/td][/tr][/table][/td][/tr][/table]

Phases
The Competitions will be split in to two phases.

The Submission Phase:
Contestants will submit their entry before the countdown timer runs out. After that, no one entries will be permitted.

Voting Phase:
All entries will be collected and then placed in to a poll where the entire Elements community may vote on the ones they think are best.

Submission Phase
It's time to collect the submissions... (Polls will be up soon!)


Submissions:

Spoiler for Hidden:

Terraforming | Terraforming

Spoiler for Hidden:
NAME:
Terraforming
ELEMENT:
Earth
COST:
5
TYPE:
Spell
ATK|HP:
NA
TEXT:
Raise up to three occupied creature zones on your field.
NAME:
Terraforming
ELEMENT:
Earth
COST:
5
TYPE:
Spell
ATK|HP:
NA
TEXT:
Raise up to three occupied creature zones on your field.
Lower up to two occupied zones on the enemy field.

ART:
Shrink
IDEA:
Shrink
NOTES:
New Game Mechanic: Lowering/Raising Creature Zones

How to be implemented into the game:
Valley Floor - Ground Floor - Sky Floor
  • New cards will change the levels on which the creatures stand.
  • Each floor carries its own strengths and or weaknesses.

Any lower floor may not target a higher floor.
Spoiler for example:


Spoiler for Three Levels and Descriptions:
Valley Floor
Spoiler for in-game image:

  • Being on this level prevents the creature from targeting anything higher in level.
  • Also adds a 25% miss chance when attacking.

Ground Floor
  • May target any creature on or lower than its level.
  • All other rules remain the same.

Sky Floor
Spoiler for in-game image:

  • May target any creature on the field regardless of their position.
  • Creatures from this height disregard shields 50% of the time.

Spoiler for field with floor symbols:


Some Possible Questions [w/ answers]:

How will AOE cards/abilities work?
-- AOE disregards floor level

Inundation?
-- Only affects the ground and valley floor.

Burrowing?
-- Creatures may still burrow, regardless of the floor they are on.

Targeting creatures with spells?
-- No change. Any spell may be used on an level of the field.

How will creatures with mitosis or effects like FFQ work?
-- A creature will be summoned in the next creature slot no matter the level of the zone.

Will areas remain at the floor they were raised or lowered to?
-- Yup.

Other notes:

Terraforming is just one card that could lead into multiple possibilities and options for card design if this mechanic was ever implemented into the game.
With the changing in floors, new cards outside of the Earth element may be introduced that affect creatures based on their current floor.
-- Example: an air card that blows creatures off of the sky floor

Spoiler for inspiration:


SERIES:
You're Our Only Hope

Unlucky Gambler | Lucky Gambler

Spoiler for Hidden:
NAME:
Unlucky Gambler
ELEMENT:
Darkness
COST:
4 :darkness
TYPE:
Creature
ATK|HP:
3 | 4
TEXT:
:entropy :entropy  Bad Luck: Roll a die.
It's not your lucky day.


NAME:
Lucky Gambler
ELEMENT:
Darkness
COST:
4 :darkness
TYPE:
Creature
ATK|HP:
3 | 4
TEXT:
:entropy :entropy Good Luck: Roll a die.
It's your lucky day.



ART:
Microsoft Clip Art titled "Happy stick-person rolling a large pair of dice"
IDEA:
Opsinis
NOTES:
I understand this is probably not the newest idea out there. But there is a reason I don't go into the CIA, so I haven't seen anything like this, but I'm sure it's out there.
 
Unupped:
Spoiler for Things to roll:
1 or 2 - Two random permanents of yours are destroyed.

3 - Two random creatures of your opponent are killed.

4 - Two random permanents of your opponent are destroyed.

5 or 6 - Two random creatures of yours are killed.

Upped:
Spoiler for Things to roll:
1 - Two random permanents of yours are destroyed.

2 or 3 - Two random creatures of your opponent are killed.

4 or 5 - Two random permanents of your opponent are destroyed.

6 - Two random creatures of yours are killed.

SERIES:
You're Our Only Hope

Crystal Squirrel | Crystal Squirrel

Spoiler for Hidden:
NAME:
Crystal Squirrel
ELEMENT:
Earth
COST:
4 :earth
TYPE:
Creature
ATK|HP:
2 | 2
TEXT:
:aether :aether : Target Crystal creature gains +3|+3 (only useable once.)
NAME:
Crystal Squirrel
ELEMENT:
Earth
COST:
4 :earth
TYPE:
Creature
ATK|HP:
2 | 2
TEXT:
:aether  : Target Crystal creature gains +3|+3 (only useable once.)

ART:
http://www.sxc.hu/photo/974488 modified by russianspy1234
IDEA:
russianspy1234
NOTES:

SERIES:
Crystals

Quantum Cage | Quantum Cage

Spoiler for Hidden:
NAME:
Quantum Cage
ELEMENT:
Gravity
COST:
1 :gravity
TYPE:
Spell
ATK|HP:

TEXT:
Protect target quanta pool
NAME:
Quantum Cage
ELEMENT:
Gravity
COST:
:rainbow
TYPE:
Spell
ATK|HP:

TEXT:
Protect target quanta pool

ART:
Creative Commons (edited from http://commons.wikimedia.org/wiki/File:Sphere_wireframe_10deg_6r_black.svg)
IDEA:
andretimpa
NOTES:
The new mechanic is meta-spells. Those would be spells that change the rules of the game itself (I'm using my hacking skills, after all), instead of affecting creatures and permanents directly.

Things that meta-spells would do:
-Remove/add/modify slots (add creature and permanent slots, or changing one of your permanent slots into a creature slot. Adding a flooded slot in your opponent field, etc.)
-Increase/decrease hand sizes
-Increase/decrease the quanta cap
-Lock one of your quanta pools, so your opponent can't modify it (the example card)
-etc.
SERIES:


Otherlands Champion | Otherlands Champion

Spoiler for Hidden:
New Mechanic:

Creating & Playing Heroes!


What Heroes are?

Heroes are like creatures, but with the following differences:
* They're already on the field when the game starts, occupying the top-left creature slot.
* They enter the game delayed and immaterial with the active ability "Awake: remove Delay and Immortality, used only once, this ability costs the same quanta with Heroe's playing cost". After using "Awake", they become vanilla creatures (like Werewolves do). Of course, "Awake" has no quanta cost.
* They can't be sacrificed (because they're so unique and in order to prevent abuse with Immolation) and behave like Chimera when targeted with PU or Fractal or Mitosis. However, if PUed by opponent they replace opponent's Hero with yours, though no death effects are triggered. They're affected by the rest of CC effects normally.

Editing your Hero.

At the deck editing screen, there will be an "Edit Hero" button next to Mark selection button which would allow you to edit your Hero stats. Like Marks, you can have only 1 Hero at a time. There, you can edit a number of things:

* Heroe's element: Your Hero can be any of the 12 elements and his/her cost is always in-element. His/her image is also changed according to the element chosen.

Spoiler for Heroe's Images:
Heroe's Element Heroe's Image
:aether Aether
:air Air 
:darkness Darkness 
:death Death 
:earth Earth 
:entropy Entropy 
:fire Fire 
:gravity Gravity 
:life Life 
:light Light 
:time Time 
:water Water 

*Heroe's Stats: Your Hero starts with an atk|hp of 0|1 and playing quantum cost of 0. You can increase its attack and cost by 1 or increase its hp by 2 and its cost by 1. Of course, you can follow the opposite procces by reducing its atk by 1 or its hp by 2 and decreasing its cost by 1. However, a Hero cost and stats can't go below 0 or above 75.
Examples: A 4|5 Hero costs 6 :underworld, a 7|3 Hero costs 8 :underworld, a 1|0 Hero costs 1 :underworld but dies at the end of your first turn and a 74|3 Hero costs 75 :underworld and probably never played...

Why Heroes should be added to the game?
Because they offer new possibilities. If someone doesn't want to play with a Hero, he/she just leaves it as a 0|1 delayed & immortal creature which can be "Awaken" for free in the next turn and just sitting there, while someone may create a strong yet expensive Hero to act as an OTK. Furthermore, it helps at bad RNG because you always start with a Hero and it is cool having a unique creature, isn't it. Also, it seems easy to be coded (you already start some fights with a pet given by the Oracle, so the coding is in the game) and buffs a few UP & UU cards; more certainly:

1) Alfatoxin is buffed, cause you already have a cheap critter to poison and create a Malignant Cell army.
2) Butterfly Effect is buffed, cause a low-attack Hero provides a sure target.
3) Many buffs become less situational.
4) Flooding becomes more powerful as a potential Hero slayer, since it easily kills an Awaken Hero (Heroes don't start at middle but at the corner of the field).
5) Catapult is buffed for having an extra possible fodder to launch. 


Example Card:
Heroes would also be introduced as playable cards, replacing any hero players already may have.

NAME:
Otherlands Champion
ELEMENT:
Other
COST:
2
TYPE:
Hero
ATK|HP:

TEXT:
Replaces your current Hero. All quanta sources act as Quantum Pillars and all cards cost Other quanta.
NAME:
Otherlands Champion
ELEMENT:
Other
COST:
2
TYPE:
Hero
ATK|HP:

TEXT:
Replaces your current Hero. All quanta sources act as Quantum Pillars and all cards cost Other quanta.

ART:
ScaredGirl (modyfied by Arthanasios)
IDEA:
ARTHANASIOS
NOTES:
When Otherlands Champion is played, it replaces the slot and image of your Hero but still uses your original Hero stats and cost (it also enters the game delayed and immortal with the active skill "Awake", except if the previous hero was already awaken). Furthermore, your hero has the passive ability "Otherlands", which makes ANY quanta producers (including permanents, creatures and spells at both upped/unupped form) played/used by BOTH players to behave like Quantum Pillars and any card cost Other quanta (colorless cost). That means even Pillars|Towers of every element (including Quantum Towers) will behave like Quantum Pillars, creatures like Fireflies produce 3 random quanta each turn and spells like Immolation and Nova produce only 3 random quanta. Moreover, every card keeps its original element, despite of costing Other quanta instead, but beware; any quanta consumption absorbs ALL your quanta instead (so you can't abuse it with Fractal or Miracle). Of course, "Otherlands" affect both player hands and field.
 The upped version is the same, with the only difference the quanta producers behave like Quantum Towers instead, producing 3 additional random quanta by the time they're played (including quanta producing creatures, permanents & spells).
 The "Otherlands" is activated at the end of Otherlands Champion's owner turn, meaning your opponent will harvest its benefits before you do (needed as a balancing measure for an extreme card like this).
 If Otherlands Champion leaves the field, the "Otherlands" effects stops and all cards and quanta sources behave normally.
SERIES:
You're Our Only Hope

Shadow Spire | Shadow Spire

Spoiler for Hidden:
NAME:
Shadow Spire
ELEMENT:
Darkness
COST:
5 :darkness
TYPE:
Permanent
ATK|HP:

TEXT:
(Structure: 1x1)
Creatures are cloaked.
Non-fire creatures take one damage every turn.
NAME:
Shadow Spire
ELEMENT:
Darkness
COST:
3 :darkness
TYPE:
Permanent
ATK|HP:

TEXT:
(Structure: 1x1)
Creatures are cloaked.
Non-fire creatures take one damage every turn.

ART:
Micah Brown
IDEA:
majofa
NOTES:
(Structure) - These are Permanents that are placed in the creatures' area on the board. They are destroyed like normal permanents. Creature control cannot target them. (What is this? READ BELOW)
When you play a card with structure, you choose where to put it on the board. Any creature that is 'touching' gains the ability of the card. (Touching is not the same as adjacent or next to, it must be overlapping to count as touching.)
Spoiler for Explanation:
Creature Spot #1 and #14 are touching, spots #1 and #5 are not.
Structures can be different sizes. For instance, one could take up two spots (#1 and #5), giving it a much broader range of cards it can affect. They can also be placed on your opponent's side to either deny them spaces or to hurt their creatures.
Spoiler for example:
(Structure: 3x2) means that this till take up 5 spots total. This is one that would deny your opponent precious creature slots.

SERIES:
You're Our Only Hope
« Last Edit: June 27, 2013, 05:05:48 am by Roseriya »
╔╦╦═╦══╦╗  ( ̄ー ̄) --Snorlax says:
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╚╩╩╩╩╩╩╩╝

Offline Shrink

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Re: You're Our Only Hope https://elementscommunity.org/forum/index.php?topic=49295.msg1071483#msg1071483
« Reply #1 on: May 18, 2013, 05:25:11 pm »
NAME:
Terraforming
ELEMENT:
Earth
COST:
5
TYPE:
Spell
ATK|HP:
NA
TEXT:
Raise up to three occupied creature zones on your field.
NAME:
Terraforming
ELEMENT:
Earth
COST:
5
TYPE:
Spell
ATK|HP:
NA
TEXT:
Raise up to three occupied creature zones on your field.
Lower up to two occupied zones on the enemy field.

ART:
Shrink
IDEA:
Shrink
NOTES:
New Game Mechanic: Lowering/Raising Creature Zones

How to be implemented into the game:
Valley Floor - Ground Floor - Sky Floor
  • New cards will change the levels on which the creatures stand.
  • Each floor carries its own strengths and or weaknesses.

Any lower floor may not target a higher floor.
Spoiler for example:


Spoiler for Three Levels and Descriptions:
Valley Floor
Spoiler for in-game image:

  • Being on this level prevents the creature from targeting anything higher in level.
  • Also adds a 25% miss chance when attacking.

Ground Floor
  • May target any creature on or lower than its level.
  • All other rules remain the same.

Sky Floor
Spoiler for in-game image:

  • May target any creature on the field regardless of their position.
  • Creatures from this height disregard shields 50% of the time.

Spoiler for field with floor symbols:


Some Possible Questions [w/ answers]:

How will AOE cards/abilities work?
-- AOE disregards floor level

Inundation?
-- Only affects the ground and valley floor.

Burrowing?
-- Creatures may still burrow, regardless of the floor they are on.

Targeting creatures with spells?
-- No change. Any spell may be used on an level of the field.

How will creatures with mitosis or effects like FFQ work?
-- A creature will be summoned in the next creature slot no matter the level of the zone.

Will areas remain at the floor they were raised or lowered to?
-- Yup.

Other notes:

Terraforming is just one card that could lead into multiple possibilities and options for card design if this mechanic was ever implemented into the game.
With the changing in floors, new cards outside of the Earth element may be introduced that affect creatures based on their current floor.
-- Example: an air card that blows creatures off of the sky floor

Spoiler for inspiration:


SERIES:
You're Our Only Hope
« Last Edit: November 29, 2013, 03:23:24 pm by Shrink »
Doctor Death

Offline traceurling

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Re: You're Our Only Hope https://elementscommunity.org/forum/index.php?topic=49295.msg1071563#msg1071563
« Reply #2 on: May 18, 2013, 10:10:20 pm »
Is it fine of the mechanic has been suggested elsewhere in the forums, as long as it hasn't been umplemented in the game yet?
[War]: :fire Shards Beta |
[Guild]: :fire
:fire Burn The World :fire

Opsinis

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Re: You're Our Only Hope https://elementscommunity.org/forum/index.php?topic=49295.msg1071566#msg1071566
« Reply #3 on: May 18, 2013, 10:16:28 pm »
Should the series be "You're Our Only Hope" ?

Offline KamietsuTopic starter

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Re: You're Our Only Hope https://elementscommunity.org/forum/index.php?topic=49295.msg1071705#msg1071705
« Reply #4 on: May 19, 2013, 06:42:51 am »
Is it fine of the mechanic has been suggested elsewhere in the forums, as long as it hasn't been umplemented in the game yet?

Only if the idea is yours. If not, ask the person, or change your idea enough that they are only similar.

Should the series be "You're Our Only Hope" ?

Series isn't needed, but if you add it in, then yes, it would be that.
╔╦╦═╦══╦╗  ( ̄ー ̄) --Snorlax says:
║═╣╬║║║║║    Eat your shower, brush your toothpaste, take your teeth.
╚╩╩╩╩╩╩╩╝

Offline furballdn

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Re: You're Our Only Hope https://elementscommunity.org/forum/index.php?topic=49295.msg1072059#msg1072059
« Reply #5 on: May 20, 2013, 02:45:49 am »
Reserved

Spoiler for Hidden:
Action commands: All targetting spells need to be manually aimed with a small degree of error. Too much, and the spell misses.

RPS fighting style: All elementals deal 1 damage every turn, even without a weapon using their fists. Adding a weapon still retains the 1 damage that the fists deal, but that extra damage does not benefit the weapon's abilities. During a player's turn, they may change stances, from attack, wait, and parry.

If you attack and opponent waits -> you deal full damage.
If you attack and your opponent attacks -> both players deal full damage to each other.
If you attack and your opponent parries -> you deal 1 less damage to the opponent, opponent does 1 more damage to you.

If you wait and opponent waits -> neither player attacks
If you wait and opponent attacks -> you take full damage
If you wait and your opponent parries -> you deal 1 more damage to opponent, opponent deals 1 less damage to you.

If you parry and your opponent waits -> you deal 1 less damage to your opponent, opponent does 1 more damage to you.
If you parry and your opponent attacks -> you deal 1 more damage to your opponent, opponent does 1 more damage to you.
If you parry and your opponent parries -> both players deal 1 less damage to the opponent

Offline russianspy1234

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Re: You're Our Only Hope https://elementscommunity.org/forum/index.php?topic=49295.msg1073228#msg1073228
« Reply #6 on: May 22, 2013, 05:56:11 pm »
I really feel like Elements can do with some Tribal mechanics, so I have decided to hack in this cute little squirrel.  Tribal mechanics allow for some interesting balancing, because you can make a slightly stronger ability since it requires a particular type of target, but it doesn't devolve into the level of forced combo.

NAME:
Crystal Squirrel
ELEMENT:
Earth
COST:
4 :earth
TYPE:
Creature
ATK|HP:
2 | 2
TEXT:
:aether :aether : Target Crystal creature gains +3|+3 (only useable once.)
NAME:
Crystal Squirrel
ELEMENT:
Earth
COST:
4 :earth
TYPE:
Creature
ATK|HP:
2 | 2
TEXT:
:aether  : Target Crystal creature gains +3|+3 (only useable once.)

ART:
http://www.sxc.hu/photo/974488 modified by russianspy1234
IDEA:
russianspy1234
NOTES:

SERIES:
Crystals

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Opsinis

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Re: You're Our Only Hope https://elementscommunity.org/forum/index.php?topic=49295.msg1074999#msg1074999
« Reply #7 on: May 28, 2013, 02:37:30 am »
NAME:
Unlucky Gambler
ELEMENT:
Darkness
COST:
4 :darkness
TYPE:
Creature
ATK|HP:
3 | 4
TEXT:
:entropy :entropy  Bad Luck: Roll a die.
It's not your lucky day.


NAME:
Lucky Gambler
ELEMENT:
Darkness
COST:
4 :darkness
TYPE:
Creature
ATK|HP:
3 | 4
TEXT:
:entropy :entropy Good Luck: Roll a die.
It's your lucky day.



ART:
Microsoft Clip Art titled "Happy stick-person rolling a large pair of dice"
IDEA:
Opsinis
NOTES:
I understand this is probably not the newest idea out there. But there is a reason I don't go into the CIA, so I haven't seen anything like this, but I'm sure it's out there.
 
Unupped:
Spoiler for Things to roll:
1 or 2 - Two random permanents of yours are destroyed.

3 - Two random creatures of your opponent are killed.

4 - Two random permanents of your opponent are destroyed.

5 or 6 - Two random creatures of yours are killed.

Upped:
Spoiler for Things to roll:
1 - Two random permanents of yours are destroyed.

2 or 3 - Two random creatures of your opponent are killed.

4 or 5 - Two random permanents of your opponent are destroyed.

6 - Two random creatures of yours are killed.

SERIES:
You're Our Only Hope

Offline andretimpa

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Re: You're Our Only Hope https://elementscommunity.org/forum/index.php?topic=49295.msg1075992#msg1075992
« Reply #8 on: May 31, 2013, 02:51:40 pm »
NAME:
Quantum Cage
ELEMENT:
Gravity
COST:
1 :gravity
TYPE:
Spell
ATK|HP:

TEXT:
Protect target quanta pool
NAME:
Quantum Cage
ELEMENT:
Gravity
COST:
:rainbow
TYPE:
Spell
ATK|HP:

TEXT:
Protect target quanta pool

ART:
Creative Commons (edited from http://commons.wikimedia.org/wiki/File:Sphere_wireframe_10deg_6r_black.svg)
IDEA:
andretimpa
NOTES:
The new mechanic is meta-spells. Those would be spells that change the rules of the game itself (I'm using my hacking skills, after all), instead of affecting creatures and permanents directly.

Things that meta-spells would do:
-Remove/add/modify slots (add creature and permanent slots, or changing one of your permanent slots into a creature slot. Adding a flooded slot in your opponent field, etc.)
-Increase/decrease hand sizes
-Increase/decrease the quanta cap
-Lock one of your quanta pools, so your opponent can't modify it (the example card)
-etc.
SERIES:

« Last Edit: May 31, 2013, 07:10:40 pm by andretimpa »
Every time a graboid evolves, an elemental gets his wings.
:gravity Guild (old), War 9 & 13 (gen) / :time Brawl 2 & 3, War 7 & 14 / :death War 8 & 12 / :fire Brawl 4 / :entropy Brawl 5 / :darkness War 10

Offline ARTHANASIOS

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Re: You're Our Only Hope https://elementscommunity.org/forum/index.php?topic=49295.msg1076006#msg1076006
« Reply #9 on: May 31, 2013, 03:36:04 pm »
Reserved...

New Mechanic:

Creating & Playing Heroes!


What Heroes are?

Heroes are like creatures, but with the following differences:
* They're already on the field when the game starts, occupying the top-left creature slot.
* They enter the game delayed and immaterial with the active ability "Awake: remove Delay and Immortality, used only once, this ability costs the same quanta with Heroe's playing cost". After using "Awake", they become vanilla creatures (like Werewolves do). Of course, "Awake" has no quanta cost.
* They can't be sacrificed (because they're so unique and in order to prevent abuse with Immolation) and behave like Chimera when targeted with PU or Fractal or Mitosis. However, if PUed by opponent they replace opponent's Hero with yours, though no death effects are triggered. They're affected by the rest of CC effects normally.

Editing your Hero.

At the deck editing screen, there will be an "Edit Hero" button next to Mark selection button which would allow you to edit your Hero stats. Like Marks, you can have only 1 Hero at a time. There, you can edit a number of things:

* Heroe's element: Your Hero can be any of the 12 elements and his/her cost is always in-element. His/her image is also changed according to the element chosen.

Spoiler for Heroe's Images:
Heroe's Element Heroe's Image
:aether Aether
:air Air 
:darkness Darkness 
:death Death 
:earth Earth 
:entropy Entropy 
:fire Fire 
:gravity Gravity 
:life Life 
:light Light 
:time Time 
:water Water 

*Heroe's Stats: Your Hero starts with an atk|hp of 0|1 and playing quantum cost of 0. You can increase its attack and cost by 1 or increase its hp by 2 and its cost by 1. Of course, you can follow the opposite procces by reducing its atk by 1 or its hp by 2 and decreasing its cost by 1. However, a Hero cost and stats can't go below 0 or above 75.
Examples: A 4|5 Hero costs 6 :underworld, a 7|3 Hero costs 8 :underworld, a 1|0 Hero costs 1 :underworld but dies at the end of your first turn and a 74|3 Hero costs 75 :underworld and probably never played...

Why Heroes should be added to the game?
Because they offer new possibilities. If someone doesn't want to play with a Hero, he/she just leaves it as a 0|1 delayed & immortal creature which can be "Awaken" for free in the next turn and just sitting there, while someone may create a strong yet expensive Hero to act as an OTK. Furthermore, it helps at bad RNG because you always start with a Hero and it is cool having a unique creature, isn't it. Also, it seems easy to be coded (you already start some fights with a pet given by the Oracle, so the coding is in the game) and buffs a few UP & UU cards; more certainly:

1) Alfatoxin is buffed, cause you already have a cheap critter to poison and create a Malignant Cell army.
2) Butterfly Effect is buffed, cause a low-attack Hero provides a sure target.
3) Many buffs become less situational.
4) Flooding becomes more powerful as a potential Hero slayer, since it easily kills an Awaken Hero (Heroes don't start at middle but at the corner of the field).
5) Catapult is buffed for having an extra possible fodder to launch. 


Example Card:
Heroes would also be introduced as playable cards, replacing any hero players already may have.

NAME:
Otherlands Champion
ELEMENT:
Other
COST:
2
TYPE:
Hero
ATK|HP:

TEXT:
Replaces your current Hero. All quanta sources act as Quantum Pillars and all cards cost Other quanta.
NAME:
Otherlands Champion
ELEMENT:
Other
COST:
2
TYPE:
Hero
ATK|HP:

TEXT:
Replaces your current Hero. All quanta sources act as Quantum Pillars and all cards cost Other quanta.

ART:
ScaredGirl (modyfied by Arthanasios)
IDEA:
ARTHANASIOS
NOTES:
When Otherlands Champion is played, it replaces the slot and image of your Hero but still uses your original Hero stats and cost (it also enters the game delayed and immortal with the active skill "Awake", except if the previous hero was already awaken). Furthermore, your hero has the passive ability "Otherlands", which makes ANY quanta producers (including permanents, creatures and spells at both upped/unupped form) played/used by BOTH players to behave like Quantum Pillars and any card cost Other quanta (colorless cost). That means even Pillars|Towers of every element (including Quantum Towers) will behave like Quantum Pillars, creatures like Fireflies produce 3 random quanta each turn and spells like Immolation and Nova produce only 3 random quanta. Moreover, every card keeps its original element, despite of costing Other quanta instead, but beware; any quanta consumption absorbs ALL your quanta instead (so you can't abuse it with Fractal or Miracle). Of course, "Otherlands" affect both player hands and field.
 The upped version is the same, with the only difference the quanta producers behave like Quantum Towers instead, producing 3 additional random quanta by the time they're played (including quanta producing creatures, permanents & spells).
 The "Otherlands" is activated at the end of Otherlands Champion's owner turn, meaning your opponent will harvest its benefits before you do (needed as a balancing measure for an extreme card like this).
 If Otherlands Champion leaves the field, the "Otherlands" effects stops and all cards and quanta sources behave normally.
SERIES:
You're Our Only Hope
« Last Edit: May 31, 2013, 07:00:23 pm by ARTHANASIOS »
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War #8 team :life, War #10,11,12 team :light, Brawl #6 team FROGS :life

Offline majofa

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Re: You're Our Only Hope https://elementscommunity.org/forum/index.php?topic=49295.msg1076142#msg1076142
« Reply #10 on: June 01, 2013, 03:40:41 am »
NAME:
Shadow Spire
ELEMENT:
Darkness
COST:
5 :darkness
TYPE:
Permanent
ATK|HP:

TEXT:
(Structure: 1x1)
Creatures are cloaked.
Non-fire creatures take one damage every turn.
NAME:
Shadow Spire
ELEMENT:
Darkness
COST:
3 :darkness
TYPE:
Permanent
ATK|HP:

TEXT:
(Structure: 1x1)
Creatures are cloaked.
Non-fire creatures take one damage every turn.

ART:
Micah Brown
IDEA:
majofa
NOTES:
(Structure) - These are Permanents that are placed in the creatures' area on the board. They are destroyed like normal permanents. Creature control cannot target them. (What is this? READ BELOW)
When you play a card with structure, you choose where to put it on the board. Any creature that is 'touching' gains the ability of the card. (Touching is not the same as adjacent or next to, it must be overlapping to count as touching.)
Spoiler for Explanation:
Creature Spot #1 and #14 are touching, spots #1 and #5 are not.
Structures can be different sizes. For instance, one could take up two spots (#1 and #5), giving it a much broader range of cards it can affect. They can also be placed on your opponent's side to either deny them spaces or to hurt their creatures.
Spoiler for example:
(Structure: 3x2) means that this till take up 5 spots total. This is one that would deny your opponent precious creature slots.

SERIES:
You're Our Only Hope

Offline ARTHANASIOS

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Re: You're Our Only Hope https://elementscommunity.org/forum/index.php?topic=49295.msg1076489#msg1076489
« Reply #11 on: June 02, 2013, 08:25:22 am »
Sorry for double-posting in this thread. However, I've noticed a serious mistake I made, which doesn't make any sense:

* They enter the game delayed and immaterial with the active ability "Awake: remove Delay and Immortality, used only once, this ability costs the same amount & type of quanta with Heroe's playing cost". After using "Awake", they become vanilla creatures (like Werewolves do). (The following phrase is false & completely useless, it was copy/pasted by mistake:) Of course, "Awake" has no quanta cost.
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

 

blarg: