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Offline BluePriest

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Re: Abilities! https://elementscommunity.org/forum/index.php?topic=5921.msg63265#msg63265
« Reply #12 on: May 04, 2010, 01:52:56 pm »
I havent Seen this yet, and Ive been wanting to make a card with this ability, but ultimatley decided i just didnt want to deal with the card making program.
Architect Selected Permanent becomes immaterial

There arent any creature with the ability to protect permanents, so you are always reduced to using a protect artifact... just 1 is usually too little, but 2 takes up too much deck space
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Lordpants

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Re: Abilities! https://elementscommunity.org/forum/index.php?topic=5921.msg67975#msg67975
« Reply #13 on: May 13, 2010, 03:55:27 am »
okay I have a bunch so here we go

Run Away: If this creature has 1hp at the end of your turn its returned to your hand.
Lucky Shot: Flip the coin if heads the attack is doubled if tails it misses
Sure Shot: Will hit through any shield that could make you miss.
Soul Steal: Absorb adjacent monsters atk/hp (this would cost quantum)
Chaotic: Randomly adjusts this creatures atk/hp at the end of your turn that equals the sum of its original atk/hp
Time Loop: Creature attacks twice but could end up in a time bubble for 1 turn (50% chance?)
Trickery: Lure a creature to your side with an attack lower than this creature (for low atk creatures only)
Stomp: An opponents creature with 1 hp is destroyed whenever this creature attacks successfully.
Swamp: Creatures adjacent to this creature cannot use activated abilities.
War Drum: All creatures gain attack equal to half there hp, but are destroyed at the end of turn.
Protection: Prevents one source of damage to itself once per turn.

Offline Avenger

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reincarnate https://elementscommunity.org/forum/index.php?topic=5921.msg68512#msg68512
« Reply #14 on: May 14, 2010, 08:07:08 am »
This is an undeveloped idea for a creature, but it is good enough for an ability:

It would work only if there was a 'last killed creature' registry mechanism in place.

reincarnate: ATK/DEF: 1/1 (when it enters play, it copies the ability of your last dead creature).

Compared to revive (a running card idea for life) it is weak and possibly another color.

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Re: Abilities! https://elementscommunity.org/forum/index.php?topic=5921.msg68940#msg68940
« Reply #15 on: May 15, 2010, 03:07:52 am »
Altered beast(passive) Creature has a 25% chance to Attack as normal 25% chance to attack own creator. 25% chance to do nothing 25% chance to attack opponent for 150% of attack

dekskose

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Re: Abilities! https://elementscommunity.org/forum/index.php?topic=5921.msg69308#msg69308
« Reply #16 on: May 15, 2010, 11:37:19 pm »
sleeping/awakening kinda like the abillity of colossus from Scared girl when getting damage awakes
burning  creature is stuned till freeze or congeal is cast on it
frozen: you can think of..
sacrifice  destroys a creature on your side and heals you N. N is how much hp the creature you destroyed has
Random the attack and hp of the card is N. N can be evrything from 1 to 14
sneaker: your opponent can see the creature one turn after played
leader: the card gives each card on your site +1/+1

Offline Avenger

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Re: Abilities! https://elementscommunity.org/forum/index.php?topic=5921.msg70694#msg70694
« Reply #17 on: May 18, 2010, 05:34:58 pm »

fire/ice/lightning etc resistance: only half damage suffered. (this buff could affect the elemental as well as creatures)

dekskose

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Re: Abilities! https://elementscommunity.org/forum/index.php?topic=5921.msg70757#msg70757
« Reply #18 on: May 18, 2010, 08:03:26 pm »
shy : dosnt attacks same turn its played
dumb: 20%chance to attack itself

00LeLe00

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Re: Abilities! https://elementscommunity.org/forum/index.php?topic=5921.msg80982#msg80982
« Reply #19 on: June 03, 2010, 12:05:36 pm »
Change: the creature takes a random ability. and I've made this card? u like??? file:///Users/terenziofaccio/Desktop/Change (http://file:///Users/terenziofaccio/Desktop/Change)

Re: Abilities! https://elementscommunity.org/forum/index.php?topic=5921.msg81871#msg81871
« Reply #20 on: June 04, 2010, 03:41:11 pm »
NEW ABILITIES

Karma/ curse: The card has a good power when played, but activates a bad power on the opponent when stolen, destroied or copied (if destroied, it vanishes from your field side and appear on the opponent side):

Exemples:

Courage Flag: creatures you own has +1/+1.  :earth :life
Karma: When activated this card´s name change to (Fear Flag) if this card is copied, destroid or stolen you (the new owner) gains: the creatures you control has -1/-1.

Life camp: Creatures you control regen 1 hp every turn  :light :life
Karma: When activated this card´s name change to (Death Camp) if this card is copied, destroid or stolen you (the new owner) gains: creatures you control gain poison 1.

Pillars: Special pillars - this pillar gives you  x ellements each turn
Karma: if this card is copied, destroid or stolen you (the new owner) gains: this pillar drains x element each turn.

NEW CARD (combo): Donation: give one permanent you control to the enemy (activate Karma effect) you can give creatures too that the enemy has put a bad power on it! :gravity :aether

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Materialize: All permanents loses the immaterial power this turn.  :earth :time :gravity
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Italy2

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Re: Abilities! https://elementscommunity.org/forum/index.php?topic=5921.msg82713#msg82713
« Reply #21 on: June 05, 2010, 11:55:13 am »
Confusion:  The target cretaure has a 50% chance of attacking its own health bar. :)

MaxMilen

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Re: Abilities! https://elementscommunity.org/forum/index.php?topic=5921.msg88501#msg88501
« Reply #22 on: June 11, 2010, 02:12:44 pm »
I've already posted the first three of these on Steal My Idea, but I might as well cross-post, and add a couple others.

Swiftstrike (:air ability, probably costing 1-2 :air Quanta): Damage target creature equal to this creature's power, this creature does not attack your opponent this turn.

Craft (:earth ability, on a :earth , :aether , or :time creature): Create a copy of target (non-pillar?) permanent; it becomes the top card of your deck.

Overcharge (0-cost ability, probably on a :fire creature): Destroy one of your pillars, gain twice the quanta it would normally generate. (Maybe it can also target an opposing pillar, in which case it would be the opponent that gained the quanta?)

Catapult (:fire ability, I see a cost of 2-3 :fire quanta): Sacrifice a creature, damage your opponent equal to its (power? HP? the total of the two? whichever is higher?) (In any case, if the appropriate number is negative, it would heal instead)

Mimic (not sure what element this fits into, may be OP): This card's full power and full HP become the current power of the highest-power creature in play and the current HP of the highest-HP creature in play, respectively. (Maybe only until end of turn?)

Toxic (:death passive ability, on a 1-power creature): When this creature damages a player, that player gains poison counters equal to the damage done, then this creature gains +1|+0. (May be OP, especially with Adrenaline/Epinephrine, but I don't know)

Incinerate (:fire ability, probably costing 4 :fire quanta or more): Sacrifice a :fire creature with up to (X) power, damage each player and each creature equal to (twice?) its power. (If a negative-power creature is sacrificed, instead heals each player and each creature)

Convergence (not sure of the proper element or cost): Target a non-quantum pillar. Drain all your quanta of other elements, then for each (1? 2? 3?) quanta drained this way, gain 1 quanta of the element of the element of the targeted pillar.

Searchlight (:time ability, I guess? Probably cost about 2 :time quanta, maybe 3): If there are any copies of target creature or permanent in your deck and there is room in your hand, add 1 copy of the targeted card to your hand.

Mass Heal (:light or :life passive ability, probably on a creature with 2 or less power): At the end of each of your turns, heal yourself for a number of HP equal to the number of your creatures with this ability. (For example, if one of your creatures has Mass Heal, you'd heal 1. If you had 5 such creatures, each would heal you for 5. May want to set an upper limit, if this + Fractal proves to be OP otherwise.)

Power Heal (:light ability on a :fire creature, probably costing 2-3 :light quanta): This turn, instead of dealing damage, all of your creatures with positive power heal you equal to the damage they would have done. (I'm seeing this as a state-based effect, so even creatures played after this activated would heal you instead of damaging your opponent.)

Inversion (:gravity ability?): Destroy target pillar, then create 1 "Inverse Pillar" of the same type. (An "Inverse Pillar, instead of generating quanta, drains the appropriate quanta from the player; for example, an Inverse Bone Pillar would drain 1 :death quantum from the player that has it, with the same timing as if it were a regular Bone Pillar.)

 

anything
blarg: