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midg3333

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Re: Soul Release | Soul Release & Soul | Soul https://elementscommunity.org/forum/index.php?topic=11877.msg150699#msg150699
« Reply #24 on: September 02, 2010, 11:25:06 am »
hmm... i dunno... it just seems so versatile compared to other things... It kinda takes the best of aflatoxin and RoF, as well as giving you light quanta and hope charges... It fills their side with useless creatures, gives you something like a buffed RoL, powering your hope and giving you lots of light quanta...and it's mass CC.

SickPillow

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Re: Soul Release | Soul Release & Soul | Soul https://elementscommunity.org/forum/index.php?topic=11877.msg150931#msg150931
« Reply #25 on: September 02, 2010, 09:08:51 pm »
giving mass CC to :light goes against the way the game is set up, and how the different elements have different strengths.  its like a buffed firestorm for an element that isn't supposed to have mass direct dmg spells.

Offline bored_ninja777Topic starter

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Re: Soul Release | Soul Release & Soul | Soul https://elementscommunity.org/forum/index.php?topic=11877.msg150937#msg150937
« Reply #26 on: September 02, 2010, 09:19:08 pm »
First off, there is no "way" elements is set up. Any element can have any idea. There are no rules/regulations stating any specific element can or cannot have any certain idea or mechanism. Whether it is in game yet or not has no effect on its ability to be used. Yes it is a form of creature control, yes :light is lacking in that, doesnt mean it cant have 1 card that does it. It is 100% equal to both players to receive the Soul creatures and they give :light to both. There is absolutely NO benefit to any particular player. The only benefit is to someone who chooses to make a deck to use it. Yes ROL/Hope decks would probably use it, but also would have to change how the deck works. You cannot just add one into a deck and expect it to work. The ROL/Hope deck that is in most usage is a pretty much standard deck size and also has just about the same cards in all of them. Add this in? well what do you take out? does it keep the deck running well or not?
Instead of criticizing a new idea why not suggest options? that is more beneficial than being picky on art or the "way" elements is set up. Opinions are fine but i want suggestions to make a card idea better as well. What would you like changed to make it better or more game balance or w/e you want to call it. lower stats on Soul? higher cost on Soul Release? only upped gives :light on the Soul?
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midg3333

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Re: Soul Release | Soul Release & Soul | Soul https://elementscommunity.org/forum/index.php?topic=11877.msg151700#msg151700
« Reply #27 on: September 04, 2010, 01:47:46 am »
It is 100% equal to both players to receive the Soul creatures and they give :light to both. There is absolutely NO benefit to any particular player. The only benefit is to someone who chooses to make a deck to use it.
um...there is a huge benefit to a particular player...that player being the guy with the light deck... most decks don't use light quanta (the ones that do are generally either hope decks, rainbow decks or life decks with rustler. The rainbow decks tend not to use light that much anyway, and RoL/hope decks and rainbow decks aren't pvp decks anyway, so chances are, if you pvp with this card, the opponent will find souls pretty much useless.) Most decks will not have much use of a weak creature, except for cremation or oty food. If you have a hope shield, their souls will do no damage and yours will power your shield and fuel your quantum costs.

You asked for suggestions, and that's a fair request, so here's my suggestion: you could make it so that, rather than being a spell, this is a permanent that makes creatures turn into souls instead of dying. Souls that die would, of course, die completely, not generate more souls (like the way that skeletons don't trigger graveyards). Rather than being mass CC, this would offer some protection against CC, but not complete protection. It would also be useful in preventing effects that are triggered by death (graveyards, condors. If you think that's too unfair on death decks, feel free to leave that part out). I feel that this would also fit the theme of light more too: rather than killing everything, it 'heals/helps' the dying souls. Obviously, this would work well in a RoL deck, but it could also work well in a mono/duo/trio light deck, a rainbow with empathic bonds, a mono-light, a life deck that uses light for rustlers, etc. When a creature dies, it allows you to regain light quanta to replace the creature.

hope you appreciate the input and sorry if i sounded a bit aggressive in the first half of the post.

Offline bored_ninja777Topic starter

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Re: Soul Release | Soul Release https://elementscommunity.org/forum/index.php?topic=11877.msg151896#msg151896
« Reply #28 on: September 04, 2010, 09:32:39 am »
thanks for the suggestion. I was thinking more along the lines that releasing souls they would go through a cleansing process.. which i would figure isnt painfree, hence the damage.. i could lower it to just 1 damage.

Making it a permanent.. that could work too. when a creature dies it would still trigger graveyard but when a soul dies im not sure.. it isnt a skeleton so i would say it probably would. if it would better not to then id just have to ask if that is doable.
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Offline bored_ninja777Topic starter

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Re: Soul Release | Soul Release https://elementscommunity.org/forum/index.php?topic=11877.msg154428#msg154428
« Reply #29 on: September 08, 2010, 11:58:00 am »
going to remove from crucible due to low votes update and change and then retry it.
I am going to make it a permanent like graveyard that makes souls.. Souls will not trigger boneyard but all others it will. The ability of Soul as well will change. Soul will not produce :light. Soul will instead be a sacrifice gain 2 life/3life upgraded.

Comments on this?
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