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Offline Zaealix

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg537468#msg537468
« Reply #996 on: August 30, 2012, 02:46:23 am »
However antinova is a bit direct. Subtlety might be received better.
Do you have any suggestions for more subtle effects than 'Drain/convert X quanta'?

How large should the card pool be before we start considering adding Unique/Legendary cards to the card pool?
At lower costs,  :underworld and  :rainbow are closer. What if it were cheaper and weaker?

The issue is not related to the size of the card pool. It is related to the limit on copies per deck.
Hrm...Legendary cards could be rather controversial to make. On the one hand, it has to be more worth the investment, and easier to use in general, to justify the enhanced limitation of copies per deck, then again, having less then 6 or so means that it's less likly for a legendary card to be a 'dead draw'...
Perhaps a 'legendary' card could be a stronger varient of a normal card, and fall under that card for the 6 per deck limit, as well as the further limit of 1 legendary per deck. An Example:
Spark, Ball lightning, Thunder Wisp:
cost: 0 ( :aether)
stats: 10|0
...Maybe this system would be better off implemented as a 'legendary slot', which would make it much more newcomer friendly, as it would cut out  a great deal of grinding to get the card...
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Offline thispersonisagenius

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg537479#msg537479
« Reply #997 on: August 30, 2012, 03:12:48 am »
Perhaps a 'legendary' card could be a stronger varient of a normal card, and fall under that card for the 6 per deck limit, as well as the further limit of 1 legendary per deck. An Example:
Spark, Ball lightning, Thunder Wisp:
cost: 0 ( :aether)
stats: 10|0
...Maybe this system would be better off implemented as a 'legendary slot', which would make it much more newcomer friendly, as it would cut out  a great deal of grinding to get the card...
That idea sounds pretty interesting. On a slight tangent from this, would Elements be able to introduce double upgrades? I don't know how card art would change on the second upgrade, but I think (since several people have complained that upgrades don't give enough of a benefit in many cases) that it would make the game be more interesting and quicker.
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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg537486#msg537486
« Reply #998 on: August 30, 2012, 03:27:12 am »
However antinova is a bit direct. Subtlety might be received better.
Do you have any suggestions for more subtle effects than 'Drain/convert X quanta'?

How large should the card pool be before we start considering adding Unique/Legendary cards to the card pool?
At lower costs,  :underworld and  :rainbow are closer. What if it were cheaper and weaker?

The issue is not related to the size of the card pool. It is related to the limit on copies per deck.
Hrm...Legendary cards could be rather controversial to make. On the one hand, it has to be more worth the investment, and easier to use in general, to justify the enhanced limitation of copies per deck, then again, having less then 6 or so means that it's less likly for a legendary card to be a 'dead draw'...
Perhaps a 'legendary' card could be a stronger varient of a normal card, and fall under that card for the 6 per deck limit, as well as the further limit of 1 legendary per deck. An Example:
Spark, Ball lightning, Thunder Wisp:
cost: 0 ( :aether)
stats: 10|0
...Maybe this system would be better off implemented as a 'legendary slot', which would make it much more newcomer friendly, as it would cut out  a great deal of grinding to get the card...
A card being legendary does not affect its balance. It merely limits the amount used per deck.

Perhaps a 'legendary' card could be a stronger varient of a normal card, and fall under that card for the 6 per deck limit, as well as the further limit of 1 legendary per deck. An Example:
Spark, Ball lightning, Thunder Wisp:
cost: 0 ( :aether)
stats: 10|0
...Maybe this system would be better off implemented as a 'legendary slot', which would make it much more newcomer friendly, as it would cut out  a great deal of grinding to get the card...
That idea sounds pretty interesting. On a slight tangent from this, would Elements be able to introduce double upgrades? I don't know how card art would change on the second upgrade, but I think (since several people have complained that upgrades don't give enough of a benefit in many cases) that it would make the game be more interesting and quicker.
We do not want to widen the gap between vets and new players. A 2nd upgrade would do this.
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Offline ARTHANASIOS

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg537545#msg537545
« Reply #999 on: August 30, 2012, 12:17:32 pm »
What about a Permanent which gives +1|+1 or +2|+1 to all burrowed creatures (works like Nightfall|Eclipse, but buffs :earth creatures instead, in case of a burrowed Devourer|Pest the bonuses gained by Nightfall and this new permanent don't stack)? Is it a good idea? Has it been suggested before?
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Offline Zaealix

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg537553#msg537553
« Reply #1000 on: August 30, 2012, 01:32:21 pm »
Various buffs have been suggested for burrowing. I suspect this is because burrowing is often discarded in favor of immortality. I WOULD say teh ability to unburrow-reburrow stratgically compensates, as it allows you to buff your creatures...But SoW kinda breaks that reasoning. I somewhat like the thought of 'undoing' the burrow weakness of halving attack power-it's really not bothered with at all from what I can tell.
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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg537574#msg537574
« Reply #1001 on: August 30, 2012, 03:38:13 pm »
What about a Permanent which gives +1|+1 or +2|+1 to all burrowed creatures (works like Nightfall|Eclipse, but buffs :earth creatures instead, in case of a burrowed Devourer|Pest the bonuses gained by Nightfall and this new permanent don't stack)? Is it a good idea? Has it been suggested before?
I do not think a Nightfall for burrowed creatures has been suggested before. However it is just another Nightfall. In this case choosing burrowed creatures is less versatile than choosing Earth creatures. (Nightfall and this could be allowed to stack)
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Offline Vangelios

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg537639#msg537639
« Reply #1002 on: August 30, 2012, 11:16:58 pm »
OldTrees Greetings once again I need to know if a card has already been created previously. It would be a spell, would give a bonification for weapon, for example: the target weapon gets + 4  attack.
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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg537641#msg537641
« Reply #1003 on: August 30, 2012, 11:22:33 pm »
OldTrees Greetings once again I need to know if a card has already been created previously. It would be a spell, would give a bonification for weapon, for example: the target weapon gets + 4  attack.
I do not recall it being suggested before. However, is it versatile enough?
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Offline Vangelios

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg537646#msg537646
« Reply #1004 on: August 31, 2012, 12:10:48 am »
Yes, I believe that yes, we can put up to 6 cards, so I can imagine that a vampire stilletto as big draining, or even a titan and then use sundial, you can create a deck with flying weapons ... I only doubt which element matches the card, maybe fire.
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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg537651#msg537651
« Reply #1005 on: August 31, 2012, 12:23:53 am »
Can you explain to me the rules and gameplay of MtG in a brief paragraph using only EtG terms?

Also, vangelios, the idea has been suggested. It's called Temper and was a fire card.

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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg537659#msg537659
« Reply #1006 on: August 31, 2012, 12:48:08 am »
Can you explain to me the rules and gameplay of MtG in a brief paragraph using only EtG terms?

Also, vangelios, the idea has been suggested. It's called Temper and was a fire card.

Thanks Furrball, is very similar to what I was imagining, it's very sad the idea be stoped.
Now the techniques of ETG, MTG, CC, AB, BT, UC, I need a long while for adapting. Sorry ;D
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Re: Ask the Idea Guru https://elementscommunity.org/forum/index.php?topic=32272.msg537661#msg537661
« Reply #1007 on: August 31, 2012, 12:57:30 am »
Can you explain to me the rules and gameplay of MtG in a brief paragraph using only EtG terms?
1 paragraph? Impossible. Here is a broad incomplete outline in 3 paragraphs.

Quanta
Pillars are called Lands. Only 1 can be played per turn. They don't stack and each have an activated ability to generate Mana(similar to quanta except as follows). Mana pools drain every once in awhile throughout a turn. Since mana is not stored, effective casting cost increases faster than linear. When a mana cost is paid, the player manually chooses which mana is used. Longsword would cost 1 mana of your choice rather than 1 random quanta. Since the cost is manual it can require multiple types. 2 :life :light would cost  1 :life, 1 :light and 2 more mana of your choice. This adds an additional layer of complexity.  :life :life :life is effectively more expensive than 2 :life.

Interaction
In MtG you can respond before the trigger you are responding to. Even if you are responding with the same effect.  ?_? Weird, I know. Effects are divided into multiple layers of speed. Only equally fast or faster responses can be used in response to a trigger. Some cards are so slow they can only be used on your turn in the pauses before and after combat. On the other hand there are effects that you can use on your opponent's turn that are so fast they cannot respond until the effect occurs. The ability to respond before the trigger results in the ability to negate/cancel the triggering effect.

Combat
Like in EtG, in MtG your army sallies forth to your enemy to attack them. However in MtG you choose which, if any, of your creatures attack. In addition you are permitted to block incoming creatures with your own creatures. Blocking involves both the attackers and the blockers attacking each other. Unlike gravity pull, blockers only block 1 creature rather than all creatures. There are 3 types of activated abilities in MtG. 1 type requires the creature to be readied and removed the readiness (as normal). Attacking is also this kind of ability. This removing readiness is called tapping.
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anything
blarg: