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Offline OldTrees

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Re: Brainstorm a New Water-Earth Synergy Anyone? https://elementscommunity.org/forum/index.php?topic=42533.msg529962#msg529962
« Reply #12 on: August 07, 2012, 02:23:49 am »
Synergistic mono cards are much better at adding synergy than synergistic duo cards.
So you're saying that a card like hematite golem that synergizes with rage potion is better than some :earth creature that uses :fire to grow? What about an earth creature that gets benefits from being frozen? Or is that forced combo?
Hematite Golem is not very synergistic. Otherwise yes.
If a creature gets benefits from being frozen but has equal efficiency whether frozen or not then it is not a forced combo. (Think of a bonus proportional to the additional cost to freeze it.)
If a creature gets benefits from being frozen but is less efficient frozen then it is not a forced combo.
If a creature gets benefits from being frozen and is more efficient frozen then the unfrozen variation is not an option. Since the only option requires freezing it is a combo. There are 2 ways to freeze your creatures. Since 2<3 it would be a forced combo problem.
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Offline JyiberTopic starter

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Re: Brainstorm a New Water-Earth Synergy Anyone? https://elementscommunity.org/forum/index.php?topic=42533.msg530318#msg530318
« Reply #13 on: August 07, 2012, 07:22:17 pm »
Synergistic mono cards are much better at adding synergy than synergistic duo cards.
Too bad that the idea behind this thread is, in-fact, a duo card that would support a stronger connection between the two elements. Sooo... I see a rough outline of mono-Earth card that gains benefits from effects created in Water then?

I got: Flooding, Freeze, Purify?
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Offline Laxadarap

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Re: Brainstorm a New Water-Earth Synergy Anyone? https://elementscommunity.org/forum/index.php?topic=42533.msg530342#msg530342
« Reply #14 on: August 07, 2012, 08:16:31 pm »
Synergistic mono cards are much better at adding synergy than synergistic duo cards.
Too bad that the idea behind this thread is, in-fact, a duo card that would support a stronger connection between the two elements. Sooo... I see a rough outline of mono-Earth card that gains benefits from effects created in Water then?

I got: Flooding, Freeze, Purify?

Maybe a card that has stats that increase every time it fails to attack, Basilisk blood and freeze/sop both work for it (I say earth creature though)

EDIT: Hell, make it whenever it fails to do damage.  Slight counter to dims/wings, which Earth can't really deal with (atleast water has a bit of direct damage)
« Last Edit: August 07, 2012, 08:20:23 pm by Laxadarap »
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Re: Brainstorm a New Water-Earth Synergy Anyone? https://elementscommunity.org/forum/index.php?topic=42533.msg530363#msg530363
« Reply #15 on: August 07, 2012, 09:14:43 pm »
Synergistic mono cards are much better at adding synergy than synergistic duo cards.
So you're saying that a card like hematite golem that synergizes with rage potion is better than some :earth creature that uses :fire to grow? What about an earth creature that gets benefits from being frozen? Or is that forced combo?

-> my mud golem suggestion fits "benefits from being frozen"
I've thought of doing earth that uses fire to grow, but this seems pretty nicely covered in the reverse by Lava Golem already.
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Re: Brainstorm a New Water-Earth Synergy Anyone? https://elementscommunity.org/forum/index.php?topic=42533.msg533974#msg533974
« Reply #16 on: August 17, 2012, 02:41:55 am »
Sandstone Filter | Limestone Filter          (which is better?)

5|4 :earth Permanent

A purify is placed on you and all of your creatures when played.
(secondary mechanic that affects your creatures with purify)


Should it be a single counter since it's a mass target, and what's the appropriate price based on that? Also, thoughts on a cool secondary effect. Imagination dry. For instance, I'm thinking something like: total number of purify counters added to maximum attack and/or health.
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Re: Brainstorm a New Water-Earth Synergy Anyone? https://elementscommunity.org/forum/index.php?topic=42533.msg533978#msg533978
« Reply #17 on: August 17, 2012, 02:53:33 am »
Synergistic mono cards are much better at adding synergy than synergistic duo cards.
Too bad that the idea behind this thread is, in-fact, a duo card that would support a stronger connection between the two elements. Sooo... I see a rough outline of mono-Earth card that gains benefits from effects created in Water then?

I got: Flooding, Freeze, Purify?

Maybe a card that has stats that increase every time it fails to attack, Basilisk blood and freeze/sop both work for it (I say earth creature though)

EDIT: Hell, make it whenever it fails to do damage.  Slight counter to dims/wings, which Earth can't really deal with (atleast water has a bit of direct damage)

I like this.
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Re: Brainstorm a New Water-Earth Synergy Anyone? https://elementscommunity.org/forum/index.php?topic=42533.msg536595#msg536595
« Reply #18 on: August 25, 2012, 10:55:23 pm »
Just throwing thoughts out there...maybe some sort of soil creature that gains attack/defense based on the presence/number of water creatures in play (irrigation)?
Thats actually a pretty awesome idea, because if you had an earth creature with some sort of ability to spawn weak water creatures you could really get creative with that.
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Re: Brainstorm a New Water-Earth Synergy Anyone? https://elementscommunity.org/forum/index.php?topic=42533.msg539849#msg539849
« Reply #19 on: September 07, 2012, 04:01:24 pm »
Mudslide, An earth spell card who's damage is dependant on water quants, or both earth and water quanta, like drain life or fireball except its stronger and depends on 2 elements instead of one.

Offline kimham8a

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Re: Brainstorm a New Water-Earth Synergy Anyone? https://elementscommunity.org/forum/index.php?topic=42533.msg540448#msg540448
« Reply #20 on: September 09, 2012, 03:17:43 am »
Mudslide, An earth spell card who's damage is dependant on water quants, or both earth and water quanta, like drain life or fireball except its stronger and depends on 2 elements instead of one.
How about it costs 4  :earth, but its power is increased every 10  :water. Maybe effect can be 3 damage + chance to freeze.
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