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Offline memimemi

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg524318#msg524318
« Reply #780 on: July 22, 2012, 06:18:27 pm »
Furball: http://www.medieval-life-and-times.info/medieval-swords-and-armor/bastard-sword.htm

To me, it would fit best in  :light, the Element of Crusaders and chivalry.  Also, a damage modifier of (k(1.5)) makes more sense than double damage, as adding an extra hand doesn't double the effectiveness of the weapon, but it does add some more power to your swings.

As for traps, how about these:

Bear Trap ( :life): each trap deals 1 damage to the first untrapped attacking creature, and delays it 1 turn.
Land Mine ( :fire, or maybe  :earth): deals 5 damage to the first creature played, and 5 to its controller.  Destroyed with first activation.
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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg524319#msg524319
« Reply #781 on: July 22, 2012, 06:19:54 pm »
What are your thoughts on Hailstorm | Icicle Storm?

Offline OldTreesTopic starter

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg524324#msg524324
« Reply #782 on: July 22, 2012, 06:53:01 pm »
Furball: http://www.medieval-life-and-times.info/medieval-swords-and-armor/bastard-sword.htm

To me, it would fit best in  :light, the Element of Crusaders and chivalry.  Also, a damage modifier of (k(1.5)) makes more sense than double damage, as adding an extra hand doesn't double the effectiveness of the weapon, but it does add some more power to your swings.

As for traps, how about these:

Bear Trap ( :life): each trap deals 1 damage to the first untrapped attacking creature, and delays it 1 turn.
Land Mine ( :fire, or maybe  :earth): deals 5 damage to the first creature played, and 5 to its controller.  Destroyed with first activation.
So bear trap deals 1 damage per turn to alternating creatures?
Both would work as traps.
I have not received enough data about traps yet to make a precise cost analysis. However they should cost more for happening sooner and less for letting if the opponent chooses the target.

What are your thoughts on Hailstorm | Icicle Storm?
The implementation is mildly interesting. The base effect is dull. Assuming Pandemonium is balanced, it seems balanced.
« Last Edit: July 22, 2012, 06:55:29 pm by OldTrees »
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Offline memimemi

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg524331#msg524331
« Reply #783 on: July 22, 2012, 07:04:24 pm »

So bear trap deals 1 damage per turn to alternating creatures?
Both would work as traps.
I have not received enough data about traps yet to make a precise cost analysis. However they should cost more for happening sooner and less for letting if the opponent chooses the target.


As an example: your opponent has 1 Grabboid (burrowed), 1 Cockatrice, and 1 Vampire in play, in that order, and hits hir attack phase.  You have 2 Bear Traps in play.

Grabby goes through, as it's burrowed.  The Cockatrice hits your first trap, dealing 1 damage to the Cockatrice, and delaying it.  Vampire hits the second Trap, with the same effect.

Next turn, your opponent drops another Grabby, and a Crusader, then Evolves the first Grabboid and attacks.

Now, the Shrieker in slot 1 hits the first trap, taking 1 damage and getting delayed.  Cockatrice and Vampire lose delay.  The Grabboid goes through, and the Crusader hits your second Trap.

If your opponent only has one creature in play, a second Bear Trap is a dead Permanent.  I would also suggest that with Bear Trap, as described, Flying, Immaterial, and Burrowed creatures would remain unaffected.

A question for you, OT: what would E:tG look like, if 0-attack creatures still attacked at the end of the turn?  Would SoF being affected by your Procrastination, Thorn Carapice, etc., be a good thing for the game, a bad one, or just interesting?  Same with unbuffed Dune Scorps, Wardens, and any future 0-ATK critters.
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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg524332#msg524332
« Reply #784 on: July 22, 2012, 07:18:57 pm »
A question for you, OT: what would E:tG look like, if 0-attack creatures still attacked at the end of the turn?  Would SoF being affected by your Procrastination, Thorn Carapice, etc., be a good thing for the game, a bad one, or just interesting?  Same with unbuffed Dune Scorps, Wardens, and any future 0-ATK critters.
Nerfing Chrysaora and Warden in order to nerf SoFo is probably a bad idea. There is a place for creatures that don't attack.
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Offline memimemi

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg524339#msg524339
« Reply #785 on: July 22, 2012, 07:54:21 pm »
Would it be a strict nerf?  Does Feral Bond count 0-ATK critters as attackers already? 

I wasn't looking for a way to nerf SoF - I personally think it's fine how it is, though I know it's a minority opinion.  Otyugh protection for  :time (Turtle Shield) and for  :life (Carapice) could be neat, too.  Any Element could use extra protection from Butterfly Effect, as well.  I don't see this idea so much as a nerf to 0-cost creatures, as a buff to defense for  :life and  :time, as well as a buff to quanta acceleration for  :light (w/Solar Buckler).

Anyways, you did answer the question, as put to you.  So, is it fair to say that you see a creature's 0-ATK as a weak form of protection against situational CC?  If so, can you think of any mechanics that could use that tiny bit of CC to advantage?
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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg524368#msg524368
« Reply #786 on: July 22, 2012, 09:36:19 pm »
Would it be a strict nerf?  Does Feral Bond count 0-ATK critters as attackers already? 

I wasn't looking for a way to nerf SoF - I personally think it's fine how it is, though I know it's a minority opinion.  Otyugh protection for  :time (Turtle Shield) and for  :life (Carapice) could be neat, too.  Any Element could use extra protection from Butterfly Effect, as well.  I don't see this idea so much as a nerf to 0-cost creatures, as a buff to defense for  :life and  :time, as well as a buff to quanta acceleration for  :light (w/Solar Buckler).

Anyways, you did answer the question, as put to you.  So, is it fair to say that you see a creature's 0-ATK as a weak form of protection against situational CC?  If so, can you think of any mechanics that could use that tiny bit of CC to advantage?
Feral Bond counts creature turns not attackers.

I see 0-Atk to be a useful design (as a result of the protection from CC shields) in that it allows the existence of non fighting utility creatures.

I did not understand your final question.
If you meant can I think of a use for the tiny CC protection then:
I see 0-Atk to be a useful design (as a result of the protection from CC shields) in that it allows the existence of non fighting utility creatures. Devourer, Chyrsaora and Warden are the best examples in my opinion.

If not, please rephrase the question.
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Offline memimemi

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg524375#msg524375
« Reply #787 on: July 22, 2012, 09:59:26 pm »

Feral Bond counts creature turns not attackers.

I should really read the cards more carefully.

Quote

If you meant can I think of a use for the tiny CC protection then:
I see 0-Atk to be a useful design (as a result of the protection from CC shields) in that it allows the existence of non fighting utility creatures. Devourer, Chyrsaora and Warden are the best examples in my opinion.

If not, please rephrase the question.

Well, I was thinking more along the lines of: can you think of a(some) hypothetical new mechanic(s), which would create synergies specific to 0-ATK creatures i.e. "Immobility - 0-ATK creatures gain +0/+6 and are delayed at the end of every turn?"  Or, you know, whatever - that's why I'm asking you, oh Guru!
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Offline Zaealix

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg524391#msg524391
« Reply #788 on: July 22, 2012, 11:19:49 pm »
Oldtrees, I've been pondering ideas for a thematic  :life card that gives it an answer to getting CC'd in the face...Something I came up with was a creature that would make the next creature you played (or perhaps the next creature period, meaning your opponent could get this boost, in exchange for increased power/ reduced cost.) The idea was something that would somehow 'enhance' the summoning, like...To use a somewhat odd comparison, meta-magic, on the creatures you summon.
Your thoughts on this idea?
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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg524404#msg524404
« Reply #789 on: July 23, 2012, 12:40:36 am »
If you meant can I think of a use for the tiny CC protection then:
I see 0-Atk to be a useful design (as a result of the protection from CC shields) in that it allows the existence of non fighting utility creatures. Devourer, Chyrsaora and Warden are the best examples in my opinion.

If not, please rephrase the question.

Well, I was thinking more along the lines of: can you think of a(some) hypothetical new mechanic(s), which would create synergies specific to 0-ATK creatures i.e. "Immobility - 0-ATK creatures gain +0/+6 and are delayed at the end of every turn?"  Or, you know, whatever - that's why I'm asking you, oh Guru!
Oh.
Target creature's attack is reduced to 0 and gain "active ability".
Target creature gains "active ability" but will attack owner if able.
Players "are affected by negative effect" whenever their creature attacks.

Oldtrees, I've been pondering ideas for a thematic  :life card that gives it an answer to getting CC'd in the face...Something I came up with was a creature that would make the next creature you played (or perhaps the next creature period, meaning your opponent could get this boost, in exchange for increased power/ reduced cost.) The idea was something that would somehow 'enhance' the summoning, like...To use a somewhat odd comparison, meta-magic, on the creatures you summon.
Your thoughts on this idea?
Interesting. The metamagic or augmented summoning is an intriguing mechanic.  Like most buffs this would actually be more (not less) vulnerable to CC. However that is before taking the buff into account.

A creature (magus) that assists your summoning: All creatures you summon while it is alive get the bonus
A permanent (aura) that alters creatures summoned :Augments all creatures summoned by either player while it is around
The aura might have side effects as part of the bonus.
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Offline Zaealix

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg524416#msg524416
« Reply #790 on: July 23, 2012, 01:24:44 am »
The 'magus' idea you mentioned gave me the idea of a series...
 :life magus that perhaps heals you for every creature played.
 :fire magus that buffs the attack power of any friendly creature summoned.
 :time magus that affects the opponent, delaying their creatures.
 :darkness magus that weakens the attack power of any enemy creatures played.
 :earth magus that boosts the HP of any friendly creature played.
 :death magus that reduces the Max HP of any enemy creature played.
 :aether magus might require a quanta upkeep due to the first power that comes to mind, granting immortality to any creature played.
 :air magus could grant the passive 'airborne' to friendly creature played.
 :entropy magus might scramble a creature's skill cost, making it cost a random elemental quanta, including rainbow.
 :gravity magus could grant momentum to friendly creatures, at a quanta upkeep price.
 :light magus either grants biolumence, or perhaps heals all creatures when a creature is played.
 :water magus could 'refund' you 1 quanta of that creature's element when played, essentially cutting down on the cost of summoning creatures, in a sense.
quanta upkeep seems to also be a potential balancing factor, and this list probably could more or less be straight converted into permanent auras.
Yet another idea, one I kinda like, is this effect as a spell, that provides this buff to the next creature summoned. I propose that the permanent, creature, and spell buff ideas be appropriately scattered throughout the elements, so for example,  :aether's effect becomes a spell, alongside quintessance, but working instantly, while  :entropy's effect, due to it's situational nature, be a permanent.
Any ideas you'd like to add to this list OldTrees?
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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg524420#msg524420
« Reply #791 on: July 23, 2012, 01:34:51 am »
@Zaealix
Rather than  :aether :gravity :light, what about:
 :aether Split creatures in half. (2 creatures half atk, half hp, 1.5x activation costs)
 :gravity [aura] The last creature played is gravity pulled.
 :light Creatures ignore the first targeting effect.
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blarg: