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Offline ZutadokuTopic starter

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Check this out? :3 Gravity - Time - Aether Modify or Scrap? https://elementscommunity.org/forum/index.php?topic=52528.msg1110943#msg1110943
« on: November 21, 2013, 03:26:09 am »
Alright its 38 cards I feel like its way to big :c. It'd be awesome if someone could help me out with this horrible idea of mine. I think I need more creatures in it.
Hover over cards for details, click for permalink
Deck import code : [Select]
55q 55q 55q 55q 576 576 576 576 5rg 5rg 5rg 5rg 5rg 5rg 5rj 5rk 5rk 5rk 5rk 5rn 5rn 5rn 5ru 5ru 61o 61o 61o 61o 61o 61s 61s 61s 61s 61t 61t 61t 61t 621 621 621 625 625 8pu


Well I Changed it a bit Removed the gravity a few other minor changes
Hover over cards for details, click for permalink
Deck import code : [Select]
5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rl 5rl 5rl 5rl 5rn 5rn 5rn 61o 61o 61o 61o 61o 61o 61o 61s 61s 61s 61s 621 621 621 625 625 8pu


I think I need more Creatures..
« Last Edit: November 21, 2013, 11:43:17 pm by Zutadoku »
Irrelevant? Probably. Do I care enough? No :3 Why? Because, Irrelevance is the key!

Offline Higurashi

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  • Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Higurashi is a mythical and divine giver of immortality, one of the Turquoise Nymphs.
  • Æther in Æternum enim Æquilibrio
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Re: Check this out? :3 Gravity - Time - Aether Modify or Scrap? https://elementscommunity.org/forum/index.php?topic=52528.msg1110960#msg1110960
« Reply #1 on: November 21, 2013, 04:30:36 am »
Welp, you're trying to do too many things at once. What's your goal with the deck? All decks are made with a target in purpose, for instance AI3. For starters: reduce your deck size to 30 cards and focus on one strategy.

On the cards: Momentum is pointless if you focus on Psion really. Monoaether often Fractals Psions and it's a very powerful deck.
There's also powerful synergy with 6 Dims, 3-4 Hourglasses, 2 Eternities and 2 Fractal+target. The most efficient target in a Time/Aether duo is Ghost of the Past. The less viable, more fun option is Fate Egg. Fractal adds craptons of offence for one card and also provides CC resistance, so you can skip Anoobis (sic) and Quints.

Some ideas for ya that lead to two of the most powerful PvP decks in the game.
:aether  http://elementscommunity.org/forum/guilds/991-thunderbolts-ho!-991/ :aether
Aether is the prime Element present in all things, providing space, connection and balance for all Elements to exist.
Aether represents the sense of joy and union, and the ultimate potential of all things.

Offline ZutadokuTopic starter

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Re: Check this out? :3 Gravity - Time - Aether Modify or Scrap? https://elementscommunity.org/forum/index.php?topic=52528.msg1110961#msg1110961
« Reply #2 on: November 21, 2013, 04:42:06 am »
Welp, you're trying to do too many things at once. What's your goal with the deck? All decks are made with a target in purpose, for instance AI3. For starters: reduce your deck size to 30 cards and focus on one strategy.
Well I Guess so far I'm trying to get Immortal creatures out with momentum Hence the Immortals with Anubis + Quints I've tested it a few times and it seems to work just slow to start it up, which I don't mind
Irrelevant? Probably. Do I care enough? No :3 Why? Because, Irrelevance is the key!

Offline Submachine

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  • Submachine is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Submachine is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Submachine is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Submachine is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Submachine is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Submachine is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Submachine is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Submachine is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Submachine is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Submachine is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Submachine is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Submachine is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Submachine is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Submachine is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Submachine is a mythical and divine giver of immortality, one of the Turquoise Nymphs.
  • Who needs a Sub?
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Re: Check this out? :3 Gravity - Time - Aether Modify or Scrap? https://elementscommunity.org/forum/index.php?topic=52528.msg1110979#msg1110979
« Reply #3 on: November 21, 2013, 09:11:15 am »
You don't need any gravity cards if you don't pack Pharaohs IMO. Momentum is not enough reason to do trio.

MOAR hidden modifications!!! Ignore them.
unrelated thing I am working on. Please don't delete or at least not before notifying me so i can save the code to a better location




Ignazio
>>shouts<<
BURN THE WITCH!!! She's unleashed the beast upon us!
Aradia
>>tied on the bonfire<<
You are all going to your impending doom, fools! I am the only one who can foresee the beast's movements.
Milana Auryon

My investigation is not over, we don't have the proper evidence to sentence Aradia.
Ignazio

Good Riddance! We caught her doing that spiritual black magic again! She was communicating with an evil spirit who said is coming to our village.
Aradia
>>burning<<
FOOLS!!! You're all gonna die!
Aradia

>>Aradia starts glowing and a burst of flame sets her free<<
>>she starts running, the townsfolk hurry after her holding torches and pitchforks<<





Aradia

>>running in the Town alleys with superhuman agility<<
>>suddenly horrified after she turns around a corner<<
Aradia

No... NO! YOU CANNOT BE HERE YET!





Ignazio

This is where she went! Come right after me.
Ignazio

>>turns around the corner and there they find the carcass of Aradia<<
Emmanuel

Oghma defend us! Yonder body belongs to Aradia.
Milana Auryon

But what could have possibly get her? We were right in her track, her assailant couldn't just vanish into thin air!
Ignazio

Who cares... Let's burn the body.




Spoiler for Roles and items:

Primary Roles / Factions:

All players will get one primary role: Villager or Werewolf. The number of Werewolves will be revealed when the signup ends.

Human / Villager
Humans have a strong willpower to survive. When their lives are at risk, they try to fight back with everything they
have.

  • Humans start the game without knowing any other player's role.
  • They win if all werewolves are dead or none of the remaining werewolves are able to kill anyone.

Regular Werewolf
Before they got bitten by the Moonwolf, regular werewolves were once human. They keep their human form during
the day, but transform when the moon arises.

  • Nightkill/Wolfbite: one wolf can be assigned each night to kill a player. (ER)
  • Summon: another wolf can be assigned to summon the Shadow Wolf. (ER)
  • Werewolves know who the other werewolves are from the beginning.
  • They win if all humans are dead or the humans cannot do anything to fight back.

Shadow Wolf
The result of a ritual summon. Immaterial, indestructible, immortal.
  • the Shadow Wolf is not a playing character
  • each night, one wolf can summon him to kill an extra human, but only if they know both the name and secon-
    dary role of said human. The summoning wolf cannot be the same wolf who does the nightkill. Furthermore,
    the wolf who does the summoning cannot use any of his other abilities.
  • if the wolves fail to guess the role correctly, they don't get any kill for that night
  • the Shadow wolf cannot be summoned when there are only 6 or less or 2*[number of wolves] or less humans
    and more than 1 werewolves alive
  • summoning the Shadow Wolf cannot be interrupted by any means and the Shadow Wolf cannot be stopped

Secondary Roles / Skills:

All players will have one Secondary Role in the beginning. A secondary role can belong to multiple people, even from the same faction.
Some roles might not be used, but it will be revealed when the game begins that how many of each role are actually in the game.

Pyromaniac
Some people just want to watch the world burn. Or just a little village where everything is built of wood.
  • you can choose which ability you want (you cannot change once you used one):
    • Light person on fire: permanently disable target wolf's abilities including being able to wolfbite and
      summoning the Shadow Wolf. If you target a human, his skills are only disabled for 2 nights. Removes
      the Moonwolf's curse from target. (OU)
    • Light houses on fire: disable all abilities for the night except wolfbites (2U). People who die that night
      won't have their roles revealed (neither primary nor secondary), only you will learn about them.

Herbalist
"Bites are just infectious wounds, aye? We just need to cure them with the right herbs and you'll be all right for the night."
  • Herbs: prevent target from being "bitten", AKA nightkilled (ER)
  • you can even target yourself. (EoR)

Town Guard
"Noone's gonna break the law. Not under MY watch."
  • Imprison: prevent target from doing any night actions (ER)
  • Held Item: Town Guard's badge (see below at Held Items)

Witness
The town child saw something horrible last night, but she was so terrified, she couldn't even move or scream. It's
probably why the werewolf didn't notice her.

  • you can choose which ability you want to use each night: (you can't use both during the same night)
    • Hide: check who targeted your target this night (ER, conditional)
    • Follow: check who your target targeted this night (ER, conditional)

Noble
The noble manor is located on the far outskirts of the town. Whoever spends his nights there will be safe from any atrocity.
  • Noble manor: you are immune to all abilities (even after death) except wolf attacks (passive).
  • Invite: you can invite 1 person tonight to your manor, granting him ability immunity (EoR).
  • your target cannot use his abilities (including wolfbites) during his stay.

Courtesan
The charms of a courtesan are irresistible. Even if you're a child or a woman. Because that's how things work, right?
  • Seduce: interrupt target player's active ability AND force it to be used on desired target (this active ability can
    redirect wolfbites) (ER)
  • the Courtesan cannot be lynched in a tie

Tailor
The tailor makes clever disguises which can confuse even the werewolves. These disguises take a day to make.
  • Disguise: swap the names of 2 players for the night. Every effect targeting one will affect the other instead (EoR)
  • you can target yourself

Bard
The bard's song is so stirring, it can convince other people. However, people get bored of it after a time.
  • Bard Song: Your voting power is 4. It is reduced by 0,5 after every day when you voted. (passive)
  • Illusion: Cast a fake vote. This vote has 0 power and it doesn't count as voting. (EoR, day skill) If you vote,
    it dispels your Illusion.

Trapmaker
Your finest traps need time to make, but when they are ready, noone will ever avoid them.
  • Engineering: set a trap in [Player_Name]'s house (EoR, 4U)
  • the first person (excluding the trapmaker) who targets [Player_Name], gets trapped for that night.
  • if noone targets [Player_Name] that night, but [Player_Name] intends to use an active ability, [Player_Name]
    gets trapped instead.
  • a trapped person is interrupted to use any ability and will be exposed to the public

Undertaker
It's a dirty business to dig all the dead bodies, but each body means benefit to you.
  • Grave digging: You can only use the abilities of those people who died yesterday. (ER, passive)
  • During a night, you can only use 1 role (even if one is passive).

Witch Doctor
Physics and other natural laws don't always apply to you. You ascended to a much higher level.
  • Necromancy: You can target 1 dead player who will then be able to talk next day and night as an alive
    person. (ER) It is not mentioned to your target who you are.
  • Sleep talking: You are allowed to talk to the players through the host during night phases. (ER, multiple)
  • Spirit haunt: After you die, you are allowed to post ONCE in every following phase as an alive person. (passive, OU/phase)

Merchant
Your goods are limited in number, and you wouldn't benefit much of selling your wares only to yourself, aye?
  • Sell: Give an extra, random role to target person. (1U on self + 2U on others, EoR) The given role can also be
    the Moonwolf's skill.
  • During Night 0, you must use your skill on yourself.
  • Income: For every successful sell you make after Night 0, you can choose to have either +1 voting power, -1
    voting total or a Stash of Gold (see below at Held Items). (passive)

Shepherd
"From day to day, i realized that someone... or something is preying on my sheeps..."
  • Night sheeps: There is a 50% chance that the Shadow wolf and/or a nightkill hits one of your sheeps instead. (passive)
  • Day sheeps: There is also a 50% chance that one of your sheeps gets lynched instead of you. (passive)

Tertiary Roles:

Tertiary Roles are extra roles that stack with primary and secondary ones.

Moonwolf
The Moonwolf is the only creature who was born as a werewolf. At every century, he's able to transform people into his kind.
  • One of the Regular Wolves will be the Moonwolf.
  • Mind Control: redirect target player's voting effect to desired target next day (ER)
  • The Moonwolf's Curse: when the moonwolf dies, he can choose one final victim to be permanently cursed
    (passive). A cursed player's vote will always affect someone else randomly, rather than the intended target.

Mayor
In old democracies the townspeople elected their mayors, so it's no wonder that the mayor was trusted always without any doubt.
  • Reputation: confirm yourself to target player by revealing all your roles. In exchange you learn their secondary role. (ER)
  • the first mayor also learns the primary roles of his targets
  • a new mayor is elected when dies

Roles given by the Merchant
Also called as "merchantic roles" sometimes.
  • Those roles that were given by the Merchant after Night 0 are overlooked by the Shadow Wolf.

Held Items:

Town Guard's badge
  • High Society: the wielder of the badge is immune to interrupts (passive)
  • the active ability of the badge depends on the wielder's secondary ability:
    • Assist: your target becomes immune to interrupts for the night (ER) - only Town Guards can use this ability.
    • Yield: give the badge to target player (ER) - Town Guards cannot use this ability. During the night when
      this ability is used, High Society is disabled.
  • if the wielder of the badge dies, the badge goes to the person who dealt the first strike.

Stash of Gold
  • Consumable: this item is discarded after it is used.
  • Luxury: Buy yourself out of trouble for one night, leaving you immune to all abilities (except the Shadow Wolf) (OU/stash)
  • if the owner of the stash dies, the stash disappears (it assumably gets stolen by stray leprechauns).

Spoiler for Details, special cases and exceptions:
Spoiler for Night 0:
  • The first Mayor can only be human.
  • During Night 0, players will send in their votes for the Mayor. The results will resolve when the night ends to avoid the first Mayor being a werewolf.
  • The Moonwolf and the Regular Wolves will be randomized first.
  • All secondary roles will be randomized after.

Spoiler for Interruption messages:
  • There are 3 kinds of interruptions: interruption (if another role actively interrupts you), redirection (targeting role redirected to a different person) and fail (if a condition of using your ability was not met).
  • General interruption message: "You were interrupted to use your skill during the night."
  • General failure message: "You failed to use your skill during the night."
  • General redirection message: "Your ability was redirected during the night." After this, you will get the results normally, but on another player. You won't be told who you got redirected to. Only Tailor and Courtesan are able to redirect people.
  • Actions interrupted by interruption don't count as used actions. This can change an EoR cycle or save a OU ability.

Spoiler for Shadow Wolf:
  • the Shadow Wolf can only be distracted by the Shepherd and the Tailor.
  • the Shadow Wolf can only react to roles that were true at the beginning of Chapter 1. Therefore, roles given by the Merchant after Night 0 and newly elected mayors are overlooked.
  • the wolves only need to guess a player's original secondary role to summon the Shadow Wolf. Primaries, tertiaries and held items are not needed to be specifed.
  • if the wolves hit a merchantic tertiary role or an elected mayor with him, the kill is not taken from them because they were both right and wrong.
  • Summoning the Shadow Wolf is target-oriented, so Courtesans are not able to change the target of a summoning.

Spoiler for Pyromaniac:
  • The Light person on fire skill only removes abilities. Held Items are not removed and the roles are not changed to vanilla, so the Shadow Wolf can still target by role.
  • Players disabled by the Pyromaniac can get skills again by the Merchant.
  • Players interrupted by the Pyromaniac get the general interruption message in the morning.

Spoiler for Herbalist:
  • Only one alive Herbalist can be in the game, therefore the Merchant cannot generate a second Herbalist while the first one is alive.
  • The first Herbalist will be human.

Spoiler for Town Guard & Town Guard's badge:
  • Targets of Imprison will get the general interruption message in the morning.
  • The first strike means first vote / nightkill / summoning depending on the situation.
  • If the first voter changes his vote around, but then changes back, he won't be the first voter anymore. Chronological order will take over if the votes were scrambled.
  • If you are immune to interrupts, that doesn't mean you are also immune to fails and redirects.

Spoiler for Mayor & election:
  • The first Mayor is scripted human and is elected during Night 0 AFTER all the regular wolves are converted.
  • Election works by all alive players sending in their top 3 candidates for the next mayor during Night 0. The votes will be then counted by their weight (a first place vote counts to be 3 votes). All new elections will be automatic, using the Night 0 votes. Votes of dead players are automatically removed. Alive people can change their votes during any night.
  • When a Mayor dies, the new Mayor is elected instantly, so make sure that all your votes are up to date.
  • The original Mayor can die by the Shadow Wolf if the guessed role of the wolves was 'Mayor'. Mayors elected after night 0 are unaffected by the Shadow Wolf if their 'Mayor' role was guessed correctly.

Spoiler for Noble:
  • The target of Invite will be immune to nightkills, but not immune to the Shadow Wolf.
  • If the Bard song would make the Noble lynched, but without it he'd live, then he enforces his richness on the crowd, effectively nullifying the Bard's ability.
  • This also works when the Noble is tied with a Courtesan during the day.
  • If the Noble targets someone, it is not guaranteed to work though, e.g: the Tailor can still trick the Noble by using Disguise.

Spoiler for Courtesan:
  • If 2 or more Courtesans target the same player, the player won't be affected. Both Courtesans will be notified if this happens (by a unique notification).
  • Seduction activates the active secondary skills of the target, even if the target didn't intend to use them.
  • Only those active abilities can be redirected which are not under cooldown.
  • Triggering a role that was not intended to be used won't reduce limited-use abilities, however, it will activate an EoR cycle, making an EoR ability fall into cooldown the next round.
  • You cannot trigger an ability that was exhausted to 0 uses.
  • Courtesans fail to use their abilities on wolves who are assigned to summon the Shadow Wolf. They get the general failure message if this happens.
  • If you use Seduce on a wolf who was not assigned to do a nightkill, only his active secondary abilities will be activated.
  • If you use Seduce on a wolf who does the nightkill, all his secondary uses will be interrupted and only the nightkill will be redirected.
  • You can only trigger the Pyromaniac's 'Light person on fire' skill.
  • If you target a Witness, you can only trigger the skill which she was about to use the same night. If no skill is used, you trigger the one that was used last. If the Witness'es skill was not used yet, you fail.
  • Courtesans are immune to other Courtesans. Targeting one with Seduce will result in failure.
  • You can only Seduce Tailors who intend to use their abilities, and you can only redirect their first target.

Spoiler for Tailor:
  • If the Shadow Wolf would successfully attack a person, but that person is protected by Disguise, then the Shadow Wolf's kill is redirected.
  • Only 1 alive Tailor can be in the game at the same time to prevent paradoxes.

Spoiler for Trapmaker:
  • Only targeting abilities can trigger traps.
  • Set traps disappear in the morning if they didn't catch anyone (these traps cannot be re-used).

Spoiler for Undertaker:
  • Using one-use abilities doesn't remove your main skill.

Spoiler for Witch Doctor:
  • If you use Spirit Haunt, you have only 1 chance to post 1 comment in each phase. You can't modify it later and you cannot post corrections in the same phase, so plan ahead on what you will say.
  • The Noble is immune to your Necromancy even after death.

Spoiler for Merchant & tertiary merchantic roles:
  • When your Sell ability randomizes a new role for someone, it is considered that only 1 Mayor, Pharmacist and Tailor can be in the game.
  • The extra role that you gain during Night 0 will be vulnerable to the Shadow Wolf, unlike other tertiary roles. This is only true for players who started the game as Merchants.
  • If 2 Moonwolf abilities order the same target's vote to 2 different places, they both fail. However, an active Mind Control overwrites the moonwolf's curse for a turn.
  • The extra merchantic roles are not real roles. The Shadow Wolf can only react to roles that were true at the beginning of Chapter 1.
  • The Merchant doesn't know what ability his customers got, so use it only on those who can be trusted.
  • If the Courtesan redirects you during Night 0 when you are about to use your skill on yourself, you will keep the 1U for yourself and another use will be reduced instead. If this happens, all rules that were true for your Night 0 merchantic skill will now be true for the player who got them instead.
« Last Edit: September 14, 2015, 09:30:18 am by Submachine »
And we keep driving into the night
It's a late goodbye, such a late goodbye...

~ Platinum Quest ~

 

anything
blarg: