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Elements the Game => Level 1 - Crucible => Card Ideas and Art => Crucible Archive => Topic started by: GG on October 08, 2010, 01:28:38 am

Title: Melt | Thaw
Post by: GG on October 08, 2010, 01:28:38 am
(http://i51.tinypic.com/2vll0m8.jpg)
(http://i52.tinypic.com/316kcc2.jpg)
NAME:
Melt
ELEMENT:
Water
COST:
1 :water
TYPE:
Spell
ATK|HP:
TEXT:
Unfreeze a creature to generate 3X :water and X quanta of the target element.
X = freeze turns remaining.
NAME:
Thaw
ELEMENT:
Water
COST:
1
TYPE:
Spell
ATK|HP:
TEXT:
Unfreeze a creature to generate 3X :water and X quanta of the target element.
X = freeze turns remaining.
ART:
Stock photo (http://www.sxc.hu/photo/1126041)
IDEA:
GirlsGeneration
NOTES:
Basically :water version of immolation, but somewhat different. Instead of generating 1 quantum for every element, it generates lots of :water and a bulk of quanta of the creature's element. Think of it as the creature's essence smearing out in the molten water.

Number of freeze turns left also play a role. Used with Congeal, the combo generates 12 :water and 4 extra quanta for a cheap cost of 2 :water (1 :water and 1 random upgraded)

Just like Immolation, it can only be used on own creatures.
SERIES:

Title: Re: Melt | Thaw
Post by: Kuross on October 08, 2010, 01:45:15 am
If I got this right, I has creature. I freeze said beasty with Congeal, making the poor thing cold for 4 turns. Right after I give the beasty the cold shoulder, I use Thaw to generate 4 :water .

I like the idea, but I sorta feel it is a bit weak. Maybe X+1? How about 4 :water + 6 random quanta?

Either way, it's a nice counter for those pesky Permafrost Shields.
Title: Re: Melt | Thaw
Post by: OldTrees on October 08, 2010, 01:48:11 am
Why not allow the thawing to effect the opponent's creatures?

7 :water|11 :water
for 2 cards seems to be about par with Immolation|Cremation [7/18|9/20]

Does it make sense to give :water quanta acceleration though? (Especially of the level of an immolation since :water is more of a stall/contol element while :fire is a speed/rush element)
Title: Re: Melt | Thaw
Post by: GG on October 08, 2010, 01:48:28 am
If I got this right, I has creature. I freeze said beasty with Congeal, making the poor thing cold for 4 turns. Right after I give the beasty the cold shoulder, I use Thaw to generate 4 :water .

I like the idea, but I sorta feel it is a bit weak. Maybe X+1? How about 4 :water + 6 random quanta?

Either way, it's a nice counter for those pesky Permafrost Shields.
hmm i actually might go for certain number of water quanta and target creature's quanta... except i won't be able to fit everything into the description box <_<
Title: Re: Melt | Thaw
Post by: GG on October 08, 2010, 01:49:20 am
Why not allow the thawing to effect the opponent's creatures?

7 :water|11 :water
for 2 cards seems to be about par with Immolation|Cremation [7/18|9/20]

Does it make sense to give :water quanta acceleration though? (Especially of the level of an immolation since :water is more of a stall/contol element while :fire is a speed/rush element)
The main motivation was ice bolt / lance.

besides, water does have good rushes.
Title: Re: Melt | Thaw
Post by: Kuross on October 08, 2010, 01:52:38 am
What I like about this idea is that it gives Water a bit a quanta boost. That opens up some interesting ideas ;)
Title: Re: Melt | Thaw
Post by: EmeraldTiger on October 08, 2010, 02:07:24 am
I see a repetitious argument to ideas, when an element dips into effects and/or abilities of another element. I think this is a good idea. It may do something similar to :fire but this comes to my mind.(http://imageplay.net/m7Gbd94307/yy_fr_wtr_thumb.jpg) (http://imageplay.net/view/m7Gbd94307/yy_fr_wtr)
Title: Re: Melt | Thaw
Post by: OldTrees on October 08, 2010, 02:24:40 am
(All elements should be able to build good rush decks and good control decks)

I was thinking that elements that specialize in rushes should have more efficient rush cards and less efficient control cards while elements specialized in control should have more efficient control cards and less efficient rush cards.

All elements should have rush cards and control cards but not all quanta is equal when spent toward a type of card.
I think maybe 3X with a cost of 2|1 :water would be sufficient to make it fit with water's specialization being more control than rush.
Title: Re: Melt | Thaw
Post by: AnonymousRevival on October 08, 2010, 07:41:34 am
Might be more powerful than freeze.
Title: Re: Melt | Thaw
Post by: pepokish on October 08, 2010, 08:33:02 am
I actually really like this idea.  I especially like that it's logical -- gain water quanta for melting a frozen creature.  That makes sense.

No criticism from me.. I think this is a very nice idea.  (:
Title: Re: Melt | Thaw
Post by: GG on October 13, 2010, 01:06:03 am
Updates.

- Now generates water quanta and target creature's quanta.
- Cost 1 / 0 ---> 1 :water / 1
Title: Re: Melt | Thaw
Post by: coinich on October 13, 2010, 01:18:11 am
Sorry, but why isn't this a Fire card?  I can see it producing :water, but isn't thawing and melting a product of heat?
Title: Re: Melt | Thaw
Post by: BC on October 13, 2010, 01:27:46 am
This seems really underpowered and situational as a single-target card. Taking the above post into consideration, maybe make it a fire card (keeping the quanta costs intact) and have it affect the whole field, but generate less quanta, like 1 :water per each thawed creature.
Title: Re: Melt | Thaw
Post by: OldTrees on October 13, 2010, 12:27:48 pm
I think it fits as a  :water quanta acceleration card.  :water Elementals should be able to convert steam and ice to water just as they are able to convert water to ice.
Title: Re: Melt | Thaw
Post by: nawikipedia on November 26, 2010, 04:28:41 pm
i think it should cost  :fire
blarg: