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Elements the Game => Level 1 - Crucible => Card Ideas and Art => Crucible Archive => Topic started by: Pineapple on January 26, 2013, 12:25:45 am

Title: Swing | Swing
Post by: Pineapple on January 26, 2013, 12:25:45 am
(http://i.imgur.com/VIfpGhx.png)
(http://i.imgur.com/Tuq0KVH.png)
NAME:
Swing
ELEMENT:
Time
COST:
3 :time
TYPE:
Permanent
ATK|HP:

TEXT:
Alternate between negating each player's equipped shield.
Lasts 5 turns.
NAME:
Swing
ELEMENT:
Time
COST:
2 :time
TYPE:
Permanent
ATK|HP:

TEXT:
Alternate between negating each player's equipped shield.
Lasts 5 turns.

ART:
Pineapple (Source: http://elementscommunity.org/images/Art/Momentum.jpg)
IDEA:
patchx94
NOTES:
V2: 3/2 cost, lasts 5 turns
V1: 2/1 cost, lasts indefinitely

Just an old card idea.
Technically, it negates the shield slot (either yours or your opponent's) for 1 turn (non-cumulative).

Technically, it negates both player's shields at the same time, every other turn.

Example:
Turn 0 - Negate both shields. Your creatures bypass enemy shield. Switch.
Turn 0.5 - Enemy creatures do not bypass your shield.
Turn 1 - Your creatures do not bypass enemy shield. Switch.
Turn 1.5 - Enemy creatures bypass your shield.
Turn 2 - Your creatures bypass enemy shield. Switch.
Turn 2.5 - Enemy creatures do not bypass your shield.
etc.

Since this is the case, perhaps it needs a wording fix.

Synergies: Sundial, Procrastination, Deflagration, and probably more.
SERIES:

Title: Re: Swing | Swing
Post by: Rutarete on January 26, 2013, 12:27:15 am
Seesaw is also a fitting name
Title: Re: Swing | Swing
Post by: Pineapple on January 26, 2013, 12:41:03 am
Seesaw is also a fitting name

Eh, I don't find it Timey enough. Though it does sound good for, idk, Gravity?
Anyways, thoughts on its current wording vs. its intended effect?
Title: Re: Swing | Swing
Post by: Drake_XIV on January 26, 2013, 12:41:32 am
Thematic reasoning?
Title: Re: Swing | Swing
Post by: Rutarete on January 26, 2013, 01:03:42 am
So how does the switching work if only one of you has a shield?
Title: Re: Swing | Swing
Post by: artimies7 on January 26, 2013, 01:07:52 am
So how does the switching work if only one of you has a shield?

I presume that whoever has a shield is blocked every other turn.
Title: Re: Swing | Swing
Post by: Pineapple on January 26, 2013, 01:11:14 am
Thematic reasoning?

You can push something, like a pendulum, past its equilibrium but the restoring force will always swing it back, causing it to oscillate in a ideally constant period. Mechanic-wise, it can't really be moved out of Time because Time is the element with the most synergy, Time has a similar mechanic (in Procrastination), and Time does not have a way to bypass shields.

So how does the switching work if only one of you has a shield?

Huh. It's supposed to be interpreted as "Alternate between negating each player's shield, if any," but I thought the "if any" wasn't necessary. Mechanically, it does the same thing (negates both shields every other turn), but since only one player has a shield, it negates that shield every other turn.

Title: Re: Swing | Swing
Post by: Drake_XIV on January 26, 2013, 01:23:08 am
Thematic reasoning?

You can push something, like a pendulum, past its equilibrium but the restoring force will always swing it back, causing it to oscillate in a ideally constant period. Mechanic-wise, it can't really be moved out of Time because Time is the element with the most synergy, Time has a similar mechanic (in Procrastination), and Time does not have a way to bypass shields.

Well, what connection does it have with shields.
Title: Re: Swing | Swing
Post by: OdinVanguard on January 26, 2013, 01:25:02 am
With proper timing, this will be a very nasty little card. I actually really like it a lot, though I worry it will overshadow the momentum mechanic a little too much...
Haters of Dim. Shield will certainly rejoice...

One interesting point: If you play two of these over two consecutive turns, then you would effectively permanently negate both side's shields.

That is pretty darn potent.

One question: Will this effect be allowed to negate immaterial shields? (e.g. mirror and jade shields or shields with enchant artifact on them)
Title: Re: Swing | Swing
Post by: Pineapple on January 26, 2013, 01:46:10 am
Thematic reasoning?

You can push something, like a pendulum, past its equilibrium but the restoring force will always swing it back, causing it to oscillate in a ideally constant period. Mechanic-wise, it can't really be moved out of Time because Time is the element with the most synergy, Time has a similar mechanic (in Procrastination), and Time does not have a way to bypass shields.

Well, what connection does it have with shields.

What connection does Maxwell's Demon have with killing things?

Also, the shield bypass mechanic currently goes hand-in-hand with momentum and physical force, it makes sense that a pendulum swing goes hand-in-hand with shield bypassing.

Do you have a better (Time) theme to suggest for this mechanic?

With proper timing, this will be a very nasty little card. I actually really like it a lot, though I worry it will overshadow the momentum mechanic a little too much...
Haters of Dim. Shield will certainly rejoice...

One interesting point: If you play two of these over two consecutive turns, then you would effectively permanently negate both side's shields.

That is pretty darn potent.

One question: Will this effect be allowed to negate immaterial shields? (e.g. mirror and jade shields or shields with enchant artifact on them)

On its potency, do you think it should have a duration (perhaps 5 turns)? I wanted it to be cheap, and I thought it was justified because it only works 50% of the time, but perhaps it could use a cost increase to 3/2?
Probably, because it "targets" the shield slot. Should it "target" the shield instead?
Title: Re: Swing | Swing
Post by: OdinVanguard on January 26, 2013, 08:16:37 pm
If it is to remain cheap, some kind of additional limit is probably in order. Either a limited duration or something else.
The limited duration is actually a nice idea because it makes it worthwhile to put more than just one or two in a deck. Otherwise you would only ever need at most two.
Five or six turns is probably a good idea. It will be able to come out early, so that way players would need to refresh it roughly mid to late game at around turn 6 or 7.
Since most games seem to run between 8 and 12 turns, this is pretty good.
Title: Re: Swing | Swing
Post by: Pineapple on January 27, 2013, 07:12:28 am
V2 Marker

Also, added some filler art.
Title: Re: Swing | Swing
Post by: Drake_XIV on January 27, 2013, 07:38:22 am
I kind of like the Momentum filler...

So, it does stack?
Title: Re: Swing | Swing
Post by: Pineapple on January 27, 2013, 11:26:26 am
So, it does stack?

I guess it doesn't?

After spending 5 minutes thinking about how the effect would work, I've realized that the implementation discussed in the notes doesn't allow for a "total negation" strategy.

So right now I'm thinking of changing my "intended mechanic" to negating the target shield slot for 1 turn (not cumulative), unless anyone wants to voice a concern.
blarg: