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Offline OldTreesTopic starter

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Re: Card Idea Engine (Communal Card Creation) https://elementscommunity.org/forum/index.php?topic=17219.msg222328#msg222328
« Reply #12 on: December 11, 2010, 09:23:32 pm »
New idea for  :aether :air :earth and even fits  :darkness :life :time
Ambush!

These elements have the ability to maneuver and surround their opponent.
 :aether (5d Movement)
 :air (3d Movement)
 :darkness (Its Dark)
 :earth (Tunnel)
 :life (Hide/move through overgrowth)
 :time (Time Travel)
Ambushing seems to only work with like methods of ambush.
Ambushing increases Attack/Damage dealt.
However creatures that specialize in ambush tactics would deal less damage without such tactics.
Maybe have each one deal a multiple of the previous one's damage?
This would get powerful fast with Fractal so maybe they deal 2^N damage and Cost at the high fractaled range like 5?
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Offline Nepycros

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Re: Card Idea Engine (Communal Card Creation) https://elementscommunity.org/forum/index.php?topic=17219.msg222533#msg222533
« Reply #13 on: December 12, 2010, 01:46:44 am »
So, analysis of the elements comes down to:

Abstract meaning
Natural meaning
Maneuverability through such element
Archetypal characteristics (:light=good, :darkness=evil, despite my hatred of that metaphor)
Reflection of opposite element's attributes
Balance regarding the other elements
Synergy with enough elements

Is this accurate?
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Offline OldTreesTopic starter

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Re: Card Idea Engine (Communal Card Creation) https://elementscommunity.org/forum/index.php?topic=17219.msg222554#msg222554
« Reply #14 on: December 12, 2010, 02:14:03 am »
Good point Nepycros.
How can we expand the elements without first understanding them?

Lets parallel the current brainstorm for new mechanics that expand elements with
What are the elements?

Here is my take on the elements:
What is yours?
Aether
Aether is space. It has dominion over electricity and otherworldly beings. I think of Aether as the element of alternative realities. Aether uses this core to focus on immortality (Immortal, Dimension Shield, Phase Dragon, Quintessence and Aether Nymph), card generation (Fractal, Twin Universe and Mindgate) and skill removal (Lobotomizer and Psionic Wave).
Safeguarding creatures and strong effects. Weak on creature and permanent control, but focuses more on strong cards and cards with strong effects. Cards usually have a high cost.Air
Air is the sky. It has dominion over storms and the birds in the sky. I think of Air as the element of maneuverability. Air uses this core to focus on creature control (Owl’s Eye, Thunderstorm, Unstable Gas and Shockwave), versatile attacking (Dive and Inflate) and animation (Flying Weapon). Both versatile attacking and animation are lacking in cards.
Flight. Focuses on airborne creatures. Deals with flight in general, granting flight(to weapons) defending against non-flying creatures. Moderate destruction power against creatures.Darkness
Darkness is the night. It has dominion over the denizens of the night. I think of Darkness as the element of parasitism. Darkness uses this core to focus on vampirism (Drain Life, Minor Vampire, Liquid Shadow, Vampire Stiletto and Black Nymph), resource theft (Pest and Improved Steal) and reflecting the opponent’s strength (Improve Steal and Voodoo Doll).
Leeching and manipulation. Gaining something from their opponent, be it quanta, permanent, or health. Manipulations of the field and player (steals, quanta leeching, nightmare, voodoo doll).Death
Death is the end. It has dominion over the dead and decay. I think of Death as the element of transformation. Death focuses on causing death and directing the death to cause advantage. Death uses this core to focus on poison (Virus, Plague, Poison, Deathstalker, Aresnic and Alfatoxin), death triggers (Scavenger, Bonewall and Graveyard) and replacement (Alfatoxin and Graveyard).
Death(I know, I know XP) and poisoning. Has strong focus on when creatures die and gaining a benefit in some way from it. Also has a strong focus in poisoning the opponent and creatures.Earth
Earth is the ground. It has dominion over rocks, minerals and burrowing creatures. I think of Earth as the element of durability and strength. Earth uses this core to focus on health (Stone Form, Plate Armor, Stone Skin, Basilisk Blood and Auburn Nymph), protection (Burrow and Enchant Artifact) and permanent destruction (Earthquake and Pulverizer).
Defense and power. Defending oneself, permanents, or helping creatures defend better. Burrowing and increasing HP. Power in the ease and quickness of playing creatures, combined with moderate to strong attack power.Entropy
Entropy is chaos. It has dominion over random chance and abnormal beings. I think of Entropy as the element of luck both good and bad. Entropy uses this core to focus on creature improvement (Mutation, Fallen Elf and Chaos Power), random hostility (Chaos Seed and Pandemonium) and disruption (Discord, Butterfly Effect, Antimatter and Purple Nymph).
Randomness, quanta manipulation, creature manipulation. Randomly affecting creatures, positively or negatively. Changing how creatures work(changing their ability or their ability to attack you). Manipulation of quanta, defending with it, sudden gain of it, random changing of it against opponent.Fire
Fire is the flames. It has dominion over heat and rage. I think of Fire as the element of consumption. Fire uses this core to focus on creature destruction (Fire Bolt, Fire Shield, Rain of Fire, Immolation, Rage Potion, Red Nymph), permanent destruction (Deflagration) and cheap offense (Ash eater, Crimson Dragon, Fire Bolt, Lava Golem, Rage Potion, Phoenix, Fahrenheit).
Built around strength and destruction. High attack creatures, or ones that gain attack. Great destructive power, for both creatures and permanents.Gravity
Gravity is a force. Gravity has dominion over momentum and massive creatures. I think of Gravity as the element of pulling forces. Gravity uses this core to focus on massive creatures (Armagio, Colossal Dragon, Chimera and Titan), creature direction (Momentum, Gravity Pull, Gravity Shield and Sapphire Charger) and draining resources (Oytugh, Black Hole and Amber Nymph).
Strength, high endurance(hp), powerful effects. Strong creatures and high HP creatures both combined with strong effects. Powerful effects through various cards, including affecting creatures strongly, positively and negatively.Life
Life is a jungle. Life has dominion over land creatures. I think of Life as the element of growth. Life uses this core to focus on cheap efficient creatures (Firefly[skill], Horned Frog, Cockatrice and Adrenaline), Healing (Druidic Staff, Empathetic Bond and Heal) and Poison (Forest Scorpion and Thorn Carapace).
Healing, low cost, fast damage, poison. Poison being a new addition, it's grown on the element very nicely. Creatures are low costing and moderate damage. Because of low cost, creatures can be played fast.Light
Light is illumination. Light has dominion over light emitters and angelic beings. I think of light as the element of holy light. Light uses this core to focus on generating light (Photon, Holy light, Luciferin, Hope and White Nymph), healing (Holy light, Angel and Miracle) and angelic creatures (Golden Dragon, Pegasus, Angel).
Healing, strength, opposition to Darkness, creature dependent. Creatures and spells that heal. Strong creatures, particularly upgraded, and direct influence to the Darkness element(Holy Light/Flash).  Light emitting creatures needed for good defense.Time
Time is like a river. Time has dominion over time travel and ancient creatures (mostly from ancient Egypt). I think of time as the element of time compression and stretching. Time uses this core to focus on acceleration (Fate Egg, Evolve, Golden Hourglass, Precognition, Sundial and Golden nymph), deceleration (Procrastination and Sundial) and rewind (Reverse Time and Eternity).
Speed and stalling. Fast drawing to run through decks, getting the cards you need. Cards to delay damage, returning creatures to their deck and making them unable to attack for a set time. New additions have begun to move this Element towards strength and creature control.Water
Water is the ocean. Water has dominion over creatures of the sea and liquids. I think of Water as the element of reflection. Water uses this core to focus on freezing (Freeze, Ice Bolt, Arctic Squid and Ice Shield), synergy (Chrysaora, Toadfish, Mindflayer, Steam Machine, Trident, Forest Spirit) and personification (Nymph’s Tear and Nymph Queen).
Creature control, poison, self centered. Strong focus on creature control, mostly with freezing. Good side focus with poisoning. Field changing card, Flood, doesn't affect Water (and Other) creatures.Other
To me Other has three roles. First it can act as parts of all elements combined together. Second it can act as unifying traits of all elements. Third it can act as characteristics not exhibited in any element.

The first would be a card that responds to different elemental stimuli in different ways
The second would be a card that could fit in every element
The third is a card that could not fit in any elementI define the elements by their apparent specializations of their Elementals. However this leads to many pairs not having opposite specializations despite opposite natures.
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Offline EmeraldTiger

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Re: Card Idea Engine (Communal Card Creation) https://elementscommunity.org/forum/index.php?topic=17219.msg222566#msg222566
« Reply #15 on: December 12, 2010, 02:39:59 am »
I just thought of a  :aether Passive ability Phasing: Creature/Permanent is untargetable every other round. And a creature that is phased out can pass though phase shield.
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Offline OldTreesTopic starter

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Re: Card Idea Engine (Communal Card Creation) https://elementscommunity.org/forum/index.php?topic=17219.msg222578#msg222578
« Reply #16 on: December 12, 2010, 02:50:36 am »
I just thought of a  :aether Passive ability Phasing: Creature/Permanent is untargetable every other round.
Phasing is a neat ability indeed.

How powerful is phasing?
In the best scenario it will delay your opponent the vital 1 turn before they can destroy it or with 2+ they can be staggered to prevent mass CC from wiping out all of your offense.
Phasing could come in multiple varieties varying both the initial state and the duration of each state.

I suggest that Phasing N turns untargetable,M turns vulnerable raise the cost of the creature in porportion to the average turns the opponent would have to wait to use CC (N(N+1)/2)/(N+M)

Longer untargetable states would cost more
Longer vulnerable states would cost less
Longer untargetable and vulnerable states would cost more

Would it make sense for any other elements to share this mechanic even if not the name?
A groundhog or a groundserpent that alternates burrowed and unburrowed?
A falcon that alternates being in range and too high to be affected?
A spirit that alternates between substantial and insubstantial?
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Re: Card Idea Engine (Communal Card Creation) https://elementscommunity.org/forum/index.php?topic=17219.msg222902#msg222902
« Reply #17 on: December 12, 2010, 03:22:00 pm »
I would like an ability that does this.

from wiki
Quote
Red herring is an idiomatic expression referring to a rhetorical tactic of diverting attention away from an item of significance
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Offline Nepycros

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Re: Card Idea Engine (Communal Card Creation) https://elementscommunity.org/forum/index.php?topic=17219.msg222904#msg222904
« Reply #18 on: December 12, 2010, 03:28:45 pm »
I would like an ability that does this.

from wiki
Quote
Red herring is an idiomatic expression referring to a rhetorical tactic of diverting attention away from an item of significance
Sort of like the Malegolbia somewhere in this board, or like my Sentinel Ant idea in the Series section. I support it completely.

I just thought of a  :aether Passive ability Phasing: Creature/Permanent is untargetable every other round. And a creature that is phased out can pass though phase shield.
What if the ability was 3 :aether Phase: Creature becomes immaterial for one turn for each 10 :aether in your possession. Similar to Firebolt, but a CC counter.
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Re: Card Idea Engine (Communal Card Creation) https://elementscommunity.org/forum/index.php?topic=17219.msg222921#msg222921
« Reply #19 on: December 12, 2010, 03:50:07 pm »
here is another but for :fire
 :fire Dehydrate: Target creature gets -#| -#
# and  :fire cost to be determined.
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Re: Card Idea Engine (Communal Card Creation) https://elementscommunity.org/forum/index.php?topic=17219.msg222924#msg222924
« Reply #20 on: December 12, 2010, 04:06:16 pm »
No new abilities for :fire please. Our focus should lie on :aether and :air (even if :air gets Sky Blitz).

I support Phasing, if it's somewhat like OldTree suggested.

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Offline OldTreesTopic starter

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Re: Card Idea Engine (Communal Card Creation) https://elementscommunity.org/forum/index.php?topic=17219.msg222933#msg222933
« Reply #21 on: December 12, 2010, 04:21:10 pm »
I would like an ability that does this.

from wiki
Quote
Red herring is an idiomatic expression referring to a rhetorical tactic of diverting attention away from an item of significance
Sort of like the Malegolbia somewhere in this board, or like my Sentinel Ant idea in the Series section. I support it completely.
I agree that this redirection would be a good ability to refine further. It would help both new ideas and current ideas. What elements would it fit in?  :gravity :light :water any more?

I just thought of a  :aether Passive ability Phasing: Creature/Permanent is untargetable every other round. And a creature that is phased out can pass though phase shield.
What if the ability was 3 :aether Phase: Creature becomes immaterial for one turn for each 10 :aether in your possession. Similar to Firebolt, but a CC counter.
I think that would work as a nice additional Skill/Spell to the original Phasing in and out ability

here is another but for :fire
 :fire Dehydrate: Target creature gets -#| -#
# and  :fire cost to be determined.
I think that a debuff ability is a good idea. However Fire does not need assistance right now. However it is a neat mechanic that we can save to refine later.

So far ideas
Ambush :aether :air :darkness :earth :life :time
 :rainbow: Ambush
Current attack is reduced to 0.
Current attack of ___ increases by the damage each previous ___ deals.
Current attack resets to Full Attack at end of turn.
Phasing in/out N,M :aether :air? :earth?
Creature starts vulnerable/untargetable.
After N turns Creature becomes untargetable/vulnerable.
After M turns Creature becomes vulnerable/untargetable.
Repeat 2 & 3
Phase :aether
Immortality with a duration
Redirection Full/Partial :gravity :light :water
Redirect All creature targeting effects
Redirect All negative creature targeting effects
Redirect All damage
Redirect the first N effects
Debuff -N|-M  :darkness :death? :fire :time (old age)? :water (Chill)
probably best saved for another batch. Only Time of the above needs a buff IMO.
Creature's current and full stats are reduced by -N|-M.
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Offline Nepycros

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Re: Card Idea Engine (Communal Card Creation) https://elementscommunity.org/forum/index.php?topic=17219.msg223044#msg223044
« Reply #22 on: December 12, 2010, 06:44:36 pm »
:water could have an effect called Chill for one of its creatures. Target/all frozen creatures gain -2|-0.
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Re: Card Idea Engine (Communal Card Creation) https://elementscommunity.org/forum/index.php?topic=17219.msg223055#msg223055
« Reply #23 on: December 12, 2010, 06:59:00 pm »
there is this
http://elementscommunity.org/forum/index.php/topic,5921.12.html
we could attempt to develop some of these
If Nowhere is Somewhere, and Somewhere is Over there, How can we be Anywhere?
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blarg: