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WVM2

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Mechanic: "While [This Card] is in play, all friendly creatures gain [ ]" https://elementscommunity.org/forum/index.php?topic=26291.msg334431#msg334431
« on: May 16, 2011, 12:36:25 am »
Carbuncles:

-Aether

-Air

-Darkness

-Death

-Earth

-Entropy

-Fire

-Gravity

-Life

-Light

-Time

-Water


This is an idea I've had for a series for a while, and would really appreciate feedback on them. I realize there is a large discrepancy between their power, and that's what I hope to work out with everyone's help.

:aether Aether: Very OP if you brought a single quint to use, completely overshadows other Aether cards, needs to be rebalanced.

:entropy Entropy: Does not stack, but at the same time I do not know what would be not too OP for a range of buffs, i was thinking from +0 - +2.

:air Air: At the moment I do not know what is a good ability, though something that came to mind was (because it feels pricey for the ability) a  :air :air cost Dive effect for all friendlies without an ability?

:death Death: I enjoy the flavor on this one, though I'm not sure how it would work to not be too OP, such as if the carbuncle leaves, do they keep the Scavenger buffs?

:earth Earth: I enjoy it, and I feel it isn't too overpowered.

:fire Fire: I feel like +2/+0 is fair, but a well respected card designer told me they thought it should be +1/+0, thoughts everyone?

:gravity Gravity: I feel it's flavorful enough and fits gravity and its personality quite well. I don't know if adding temporary plate armor is OP or not, but I enjoy the flavor.

:darkness Darkness: I feel that the reduction might need to be higher, or maybe even scrap this ability.

:life Life: maybe a little bit too powerful, maybe just 1hp?

:light Light: Very very very situational, and UP.

:time Time: doesn't protect from abilities, but frees them from spells. Immortality but with a weird twist (can be affected by angel, oty, etc.)

:water Water: UP. Flooding is too situational.

The ones such as  :darkness and  :death are not meant to replace, but rather do the same sort of thing as earth, which is "if this creature has no ability" then apply it; I didn't word it properly.

Thoughts/Comments/Ideas/Tweaks are quite welcome, and a shout out to Oldtrees for helping me out, giving me a base analysis, and recommending me to post this.

The main point of this is to try and get feedback for entire board abilities, their effects, and what/wouldn't be an appropriate cost for these abilities on said creatures.

Offline artimies7

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Re: Mechanic: "While [This Card] is in play, all friendly creatures gain [ ]" https://elementscommunity.org/forum/index.php?topic=26291.msg334453#msg334453
« Reply #1 on: May 16, 2011, 12:55:14 am »
Hmmm. This sounds like the  :light nymph's ability. It gives all creatures without a passive ability the ability to generate 1 :light a turn.

I think. Am I wrong?
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WVM2

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Re: Mechanic: "While [This Card] is in play, all friendly creatures gain [ ]" https://elementscommunity.org/forum/index.php?topic=26291.msg334461#msg334461
« Reply #2 on: May 16, 2011, 12:58:35 am »
Uhh, kinda I guess, but it's passive, requires no activation, and applies differently for each element. SO no, not at all, it's original, ;)

Offline artimies7

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Re: Mechanic: "While [This Card] is in play, all friendly creatures gain [ ]" https://elementscommunity.org/forum/index.php?topic=26291.msg334470#msg334470
« Reply #3 on: May 16, 2011, 01:04:35 am »
Well, yah. But what I'm saying is that this takes the sort of active ability of the  :light nymph and turns it into a creature. (Permanent? Think about it.)
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Re: Mechanic: "While [This Card] is in play, all friendly creatures gain [ ]" https://elementscommunity.org/forum/index.php?topic=26291.msg334478#msg334478
« Reply #4 on: May 16, 2011, 01:09:26 am »
Well, it's subject to change, and at the moment all it does is disallow poisoning, which is nothing like the nymph. The reason I have them as creatures is because of the actual myth associated with carbuncles, that they are beneficial in nature, hence why they are not permanents.

Offline EmeraldTiger

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Re: Mechanic: "While [This Card] is in play, all friendly creatures gain [ ]" https://elementscommunity.org/forum/index.php?topic=26291.msg334601#msg334601
« Reply #5 on: May 16, 2011, 04:17:47 am »
Carbuncles:
-Aether

-Air

-Darkness

-Death

-Earth

-Entropy

-Fire

-Gravity

-Life

-Light

-Time

-Water

This is an idea I've had for a series for a while, and would really appreciate feedback on them. I realize there is a large discrepancy between their power, and that's what I hope to work out with everyone's help.

:aether Aether: Very OP if you brought a single quint to use, completely overshadows other Aether cards, needs to be rebalanced.

:entropy Entropy: Does not stack, but at the same time I do not know what would be not too OP for a range of buffs, i was thinking from +0 - +2.

:air Air: At the moment I do not know what is a good ability, though something that came to mind was (because it feels pricey for the ability) a  :air :air cost Dive effect for all friendlies without an ability?

:death Death: I enjoy the flavor on this one, though I'm not sure how it would work to not be too OP, such as if the carbuncle leaves, do they keep the Scavenger buffs?

:earth Earth: I enjoy it, and I feel it isn't too overpowered.

:fire Fire: I feel like +2/+0 is fair, but a well respected card designer told me they thought it should be +1/+0, thoughts everyone?

:gravity Gravity: I feel it's flavorful enough and fits gravity and its personality quite well. I don't know if adding temporary plate armor is OP or not, but I enjoy the flavor.

:darkness Darkness: I feel that the reduction might need to be higher, or maybe even scrap this ability.

:life Life: maybe a little bit too powerful, maybe just 1hp?

:light Light: Very very very situational, and UP.

:time Time: doesn't protect from abilities, but frees them from spells. Immortality but with a weird twist (can be affected by angel, oty, etc.)

:water Water: UP. Flooding is too situational.

The ones such as  :darkness and  :death are not meant to replace, but rather do the same sort of thing as earth, which is "if this creature has no ability" then apply it; I didn't word it properly.

Thoughts/Comments/Ideas/Tweaks are quite welcome, and a shout out to Oldtrees for helping me out, giving me a base analysis, and recommending me to post this.
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WVM2

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Re: Mechanic: "While [This Card] is in play, all friendly creatures gain [ ]" https://elementscommunity.org/forum/index.php?topic=26291.msg334602#msg334602
« Reply #6 on: May 16, 2011, 04:20:06 am »
Emerald, you are awesome, thank you! Changing it now.

Offline EmeraldTiger

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Re: Mechanic: "While [This Card] is in play, all friendly creatures gain [ ]" https://elementscommunity.org/forum/index.php?topic=26291.msg334605#msg334605
« Reply #7 on: May 16, 2011, 04:32:42 am »
Now that I helped with that, please next time put threads like this in our new Pre-Smithy section.
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WVM2

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Re: Mechanic: "While [This Card] is in play, all friendly creatures gain [ ]" https://elementscommunity.org/forum/index.php?topic=26291.msg334612#msg334612
« Reply #8 on: May 16, 2011, 05:11:01 am »
Will do, I didn't notice that it existed, sorry. I'll pay more attention.

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Re: Mechanic: "While [This Card] is in play, all friendly creatures gain [ ]" https://elementscommunity.org/forum/index.php?topic=26291.msg334627#msg334627
« Reply #9 on: May 16, 2011, 06:23:09 am »
Now that I helped with that, please next time put threads like this in our new Pre-Smithy section.
Actually if WVM2 would have remembered to ask his question instead of just presenting his series all would make sense.

The question is: How would one price a mass non targeting contingent buff?
Example: Airborne costs +(0-.5) quanta. How much would a mass non targeting contingent Airborne buff cost?
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Offline oblivion1212

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Re: Mechanic: "While [This Card] is in play, all friendly creatures gain [ ]" https://elementscommunity.org/forum/index.php?topic=26291.msg349530#msg349530
« Reply #10 on: June 11, 2011, 02:01:55 pm »
hi everyone, i'm new here... XD...

ok, on to the topic

does it work on  ALL creatures?? or just creatures of the same color??

everyone would go  :rainbow with that stuff... possibly the fastest rush deck when used with snova+photons+sparks IF it works as all creatures..

sorry, but i just HAVE to say this: Say hello to the Magic: The Gathering 's slivers!! XD

Re: Mechanic: "While [This Card] is in play, all friendly creatures gain [ ]" https://elementscommunity.org/forum/index.php?topic=26291.msg349541#msg349541
« Reply #11 on: June 11, 2011, 02:51:54 pm »
  Air: At the moment I do not know what is a good ability, though something that came to mind was (because it feels pricey for the ability) a    cost Dive effect for all friendlies without an ability?
          -- to be honest, airborne is good, but the firefly type ability would be better

 Death: I enjoy the flavor on this one, though I'm not sure how it would work to not be too OP, such as if the carbuncle leaves, do they keep the Scavenger buffs?
          -- when the card leaves play the ability goes with it, but like aflame or growth, the additions to attack/defense stay.

 Earth: I enjoy it, and I feel it isn't too overpowered.
          -- instead of giving them burrow, give them the Earth ability. this would be over/under powered, as their creatures would
             be vulnerable to enemy attacks, but at the same time they would now have the quanta necessary to get the job done.

 Fire: I feel like +2/+0 is fair, but a well respected card designer told me they thought it should be +1/+0, thoughts everyone?
          -- +1.5!! everybody wins!! just kidding..    +1 is awesome

 Darkness: I feel that the reduction might need to be higher, or maybe even scrap this ability.
          -- I think maybe just give the card the vampire ability. that is all. no + or - to any attributes.

 Life: maybe a little bit too powerful, maybe just 1hp?
          -- 1 hp would make this card a viable alternative to "Feral Bond" or even a welcome addition.

 Light: Very very very situational, and UP.
          -- too situational, but i like it.

 Time: doesn't protect from abilities, but frees them from spells. Immortality but with a weird twist (can be affected by angel, oty, etc.)
          -- this is new... i think i like it.

 Water: UP. Flooding is too situational.
          -- maybe give it 2 quanta freeze?


hi everyone, i'm new here... XD...

ok, on to the topic

does it work on  ALL creatures?? or just creatures of the same color??

everyone would go  :rainbow with that stuff... possibly the fastest rush deck when used with snova+photons+sparks IF it works as all creatures..

sorry, but i just HAVE to say this: Say hello to the Magic: The Gathering 's slivers!! XD
            Sliver-Rush FTW (i agree)

 

blarg: