Trial of Aether
The words of the champions
"Aether is the domain of the immobile things; it is where the stars reside and the media where all the energy waves move. Aether elementals excel in manipulating the dimensions and the electricity; most of the creatures they generate are immaterial." - Elements the Game Aether Description
The divine element. Ancient Greeks believed Aether was a primordial God; a fundamental part of the construction of the universe. Aetherwas what the Olympic Gods lived and breathed, just like mortals breathed air. From the Aether came the Gods, and from the Gods came the universe. It is the basic construction of the universe as bricks are the foundation of a house.
So how do Aether elementals work? Do they all strive for godhood, or do they simply wish to attain true immortality?
To me, being part of an element that embodies the divine is to be part of a great goal. It is not a claim of godhood or superiority in any way, but rather a pursuit of the highest possible potential we all possess. I'm not really a positivist, but I can't deny that we all have the same enormous potential to achieve great things in this world. It is a humble and simple goal: to be all that you can be.
Aether stands for Aspiration. We can always, always, always improve.
I see Aether as a representation of duality; an element that is capable of attacking and defending -- at the same time. Aether has so many different utility cards in its possession. Mindgate can be used to take advantage of a deck that's manipulated with Eternity, or used to prevent decking out by grabbing an opposing Malignant Cell (as used in the strategy of zse's Lone Stalker deck). Quintessence is normally used to create a nigh-invulnerable creature, but I'm sure that the community knows of its hidden use as a soft Fractal counter, as demonstrated by Dogg in his infamous match against jmdt in War 2.
There's never any way to "complete" Aether, but I would like to see a small attacker with a nifty effect that doesn't die like an unbuffed Spark (Dimensional Striker fills in the void, as well as introducing an interesting mechanic). Aether is capable of fitting in a wide variety of weird and wonderful effects, so there's a lot of opportunity for the element to expand.
1. In my mind, Aether symbolizes the empty space between the dimensions. Sort of filling in the weakness that other elements lack, so to speak. Of course, I've read little, scientifically, on what exactly Aether is, but that is how I interpret it.
2. Honestly, I would love to see a non-immaterial, mid-range vanilla creature for Aether. Phase Spider exists, of course, but something with a few more HP while sacrificing some attack would be nice. My favorite Aether card is Twin Universe, and sometimes I want to TU something in Aether that isn't a Chaos Power'd Ball Lightning or a Momentum'd Phase Spider.
Let's see, cards.. I personally feel there is no limit to the amount of cards Aether could gain and still be relevant. It's the cornerstone of so much of the universe and of so many themes. Nonetheless, right now it's missing something more forceful to represent the enormous power of the stars. I personally loved Rift Aeon for this reason.
Furthermore, who knows what exists in all these dimensions that Aether holds control over? Dimensional Gate has long been a favourite of mine as it capitalises on that unknown, almost terrifying feeling it can invoke.
Seeing as Aether also embodies Aspiration to me, I've considered posting a card named as such. It was a spell that would grow the creature by +1/+1 every turn. Sort of a buff for monoaether Phase Recluse, and subsequently Turquoise Nymph.
Another card I've always liked due to how it would balance the element is Dimensional Striker. It combines good balance with the theme of foreign troops from another dimension coming to aid the elemental.
All of these are themes I think fits the element and would improve the game. There are many more, and really, the possibilities with this element are endless. What can't you do with electricity, for instance?
Aether simbolizes at least to me The power and respect earned from breaking thru boundaries, using the impossibly higher amount of skill needed to play it, against the opponent, to play mind games on the opponent, TO CRUSH WHOEVER STANDS BEFORE IT TO THE GROUND, AS THEY WATCH POWERLESS HOW I OVER RUN THEM, TO SHOW HOW AND WHY I WILL NOT TOLERATE ANY INSULT TO THIS ELEMENT.
Aether needs nothing to finish covering itself, it is almost perfect in every way for those who know how to use it, any addition would just be to increase its power above any imaginable rating.
Aether’s Wish List
“small attacker with a nifty effect that doesn't die” [Status = Fulfilled: Dimensional Striker]
“non-immaterial, mid-range vanilla creature for Aether” [Status = Not Started: Cost efficient TU worthy creature]
“more forceful to represent the enormous power of the stars” [Status = Not Started: Powerful card combine with 2?]
“dimensions that Aether holds control” [Status = Not Started: Dimension Theme combine with 2 or 3]
Conclusion: Mid Range [6-7] Vulnerable TU worthy creature that has a Dimensional Theme
Conclusion: Powerful [8-9] Vulnerable TU worthy creature that has a Star Theme
Trial of Air
The words of the champions
To me, Air exemplifies freedom above all else. To be Air is to have the ability to move freely, from soaring the open skies to flowing through the tiniest cracks. Air can take on any and all shapes and can fit into any area. Air can also has the ability to express many attitudes. It can be the calm, warm and inviting Air of a nice summer day but change in an instant into a violent tempest.
It's hard to say what cards an element needs to be covered since the elements all have themes. For example, some hard PC would be nice for Air, but I don't necessarily think that hard PC is part of the theme of Air.
As part of being a good master is recognizing other people's good ideas, I think that Hyroen's idea for a mass airborne buff (ala Nightfall) is a very solid one.
A direction I'd like to take the idea of a mass buff is something in the realm of Fog, a buff that gives spells/abilities against your airborne creatures a chance to miss.
For cards that are already in the game, I think Thunderstorm needs a buff. The idea of a mass CC card for Air is decent, but the single damage it does is just too little too matter most of the time.
To me Air is about liberty, the freedom to be who you want to be, letting go, and accepting who you are. Dreaming to infinity and back and letting the wind blow through your hair as you visualize that dream becoming a reality.
Air in game has focused on the "airborne" passive skill ever since patch 1.24. It feels like Air could use some mass-airborne permanent buff card similar to Darkness' Nightfall | Eclipse. Aside, I feel Air should also play around a little more with its audio aspect, perhaps including some very unique permanents that play music (which overrides FG music of course). I feel Air could possibly head in this direction to show off its feathers.
Air represents all that is above us. It represents creatures in the sky and the ability to come down from the sky with extra force. It represents manipulation of the weather to improve conditions to favor you. It also represents vibrations and sound. Thematically vibration is only represented by one card (shockwave) so there is room in that area to cover more of the variety that air represents. Gameplay wise air could use a midlevel vanilla attacker or some sort of growth creature.
“hard PC would be nice for Air, but I don't necessarily think that hard PC is part of the theme of Air” (Soft PC?)
“airborne buff”
“play around a little more with its audio”
“midlevel vanilla attacker or some sort of growth creature” (cheaper offense than Wyrm)
Conclusion: Airborne Buff, Soft Sound PC, Cheaper Mid Offense
Trial of Darkness
The words of the champions
Above all, I think Darkness symbolizes taking the strength of your opponent, and using it against him/herself this includes most of Darkness' cards. It also includes mystery, and evasion, hence cards like Dusk Mantle and Cloak.
What Darkness does not have yet is a way to directly use the opponents' creatures against him/herself. Sure, you can achieve this with Voodoo Doll + Gravity Pull, but Darkness cannot do this on it's own yet. Although letting Dolls gravity Pull itself would be overpowered, Darkness would be complete on itself by allowing something similar.
In my opinion, darkness represents the shadows, and the subtility. Dusk Mantle and cloak show very well we can hide anywhere, and Steal shows that you should never let your permanents unprotected.
Hm wait, 2nd question is what darkness needs if it had a new card? a rushing creature!!!
Darkness is the element of subtlety, stealth, and subterfuge. It poisons, steals, and even drains the very life of its opponents. Darkness is not too proud to hide or take whatever advantages it can. That is what Darkness symbolizes.
As far as covering the element, I think Darkness could use a means of using one's hand against them. We've already got Nightmare to fill it up, but without a means of taking advantage of this.
1. The Negative.
2. More abilities that work to turn a positive into the Negative. The stronger an opponent is offensively the more they should suffer for it.
Conclusion:
Use the opponent’s offense against them mono. (Status: not Started)
Rushing Creature (Status: not Started. Gargoyle doesn’t count?)
Use the opponent’s Hand against them (Status: Not Started. Harpy is a perfect attempt at this though)
Trial of Death
The words of the champions
The element Death IMO is very much like water as that it may seem weak but in the end it cannot be denied. It may creep up on you slowly or it can finish you off quickly.
Good question. To make it a complete element i think some minor healing wouldn't hurt. Perhaps a comparable card like light has in holy flash to give us a somewhat even playing ground vs them. Perhaps a vampire/drain life type card that only affects light creatures that poisons them for 2/3 counters and gives back 2x life. Also a better way to synergize Death Stalkers and Soul Catcher.
Well, imo, death is an element that feeds off your weakness. To me, death symbolizes a cunning figure, we wait for our slow effects to wear you down and strike quick to end your pain me mercilessly. IMO, it symbolizes something beyond the normal affects of other elements, it shows that we are strong in most aspects you can throw us into a pit with nothing. Yet, we shall adapt and show that we are to be feared.
Death, imho, needs some kind of better creature control. I mean yes, we do have plague and retrovirus, but both of those take their affect in many turns. I would like something to better control the field, something not a bolt spell to where it gains strength by death quantum in stock atm, but a quick hitting spell like lightning. This would really give better synergy towards bonewall/graveyard/condor/soul catcher, while not drastically changing anything in other elements.
The death elemnent symbolises the gaining of stregnth, power and resources until victory is inevitable.
Death should have some ability to stall aside from bonewalls. While life gain in death seems very ironic, Darkness and Earth have them, where, to me it seems even less appropriate. Perhaps a card that rewards the amount of turns you have managed to wear down your opponent without being killed, (5 Health for every turn played is a rough idea - spell)
Conclusion:
Minor Healing?
Anti Holy Flash?
Death Stalker + Soul Catcher synergy? (MrBlonde had weird answers)
Better hard CC
Trial of Earth
The words of the champions
In a nutshell: earth symbolises stability, sturdines, hard work, patience.
Earth has everything important to elements, except for one thing: interaction with other elements.
Building decks containing earth, I found it somewhat hard to combine it with anything except gravity.
It's like having two separate elements in your deck, each one doing it's own stuff, but not working together.
Earth as an element is something that grows in efficiency as it is combined with the other three main elements.
But in this game, earth+water||air||fire somehow just doesn't fit together. There aren't enough synnergies.
Earth represents resilience and adaptation. It can stall, and then rush as well. It can play a domination style, or a charge deck. It is so versatile, you can never think what an earth player will do.
A) A unique mechanic.
B) A killing CC
C) A mass CC
D) A new type of way to produce quanta
These are the things earth lacks. Now if I were talking from a gameplay point of view, I would say don't give earth these, because I don't want it to be TOO easy Pwn'n masters in the tourney.
Earth in-game is a strong element that is tough and hard to kill, not too much HP though (like gravity). It is a pretty good rush element and can be used with multiple elements such as fire and gravity. Although Earth does need something to kill with (CC). While Earth is good in Duos, Trios Quartets and Rainbows, it's also a strong Mono, offering the only card in the game that can protect artifacts permanently (Cloak is temporary and can be destroyed). On Forums and chat, it's the element I need to grow stronger
In real life...
http://en.wikipedia.org/wiki/Soil ?
Definitely a source of killing Creature control, the only source of creature control is just Basilisk's Blood, although it stalls for 6 turns, opponents can just rewind the creature and the effect is gone.
Earth symbolizes stability, strength, resilence, and being really, really hard to stop.
Primarily, a source of mono CC, actual creature killing power, some better quanta production, and more special mechanics.
Conclusions
Cross Element Synergies
A unique mechanic.
A killing CC
A mass CC
A new type of way to produce quanta
Trial of Life
The words of the champions
@ hig
Life, is victory. life is surviving countless assaults and reacting with cold efficiency. life is forever, never dieing, unrelenting.
For the element of life i hope to carry teamlife (next war) up the ladder farther, i was mew to being a general and i did fairly well, i hope to carry us to first, with my experience i gained, i hope to carry us to victory.
@oldtrees
i would say the new card thats coming out if great, but i would love for life to have some PC, maybe an earthquake like card. i think that would be great.
Alright, I discussed most of these in my first reply, so I'll shorten it here. Life is basically the will to survive, to not accept defeat. The ability to change, evolve, adapt to and overcome any obstacle. Especially after witnessing the last war first hand, it's clear to me: We do not give up.
Well, sticking to the theme of I would say that more soft/weak Creature Control is needed. As I've stated before, it's heartbreaking to hear people (some loyalists themselves...) say that possesses no CC at all. It's not true, but at the same time I feel this is because the current form is not efficient enough to receive more use. Ideally, I would like to see card ideas such as this make it into the game; it's not overly powerful, but it gives more of an edge over its opponents in different situations.
I have always loved the color green because of its association with nature. Life, the element, shows that same natural energy that makes me feel at peace. Life has a persistence as mentioned before because much like plants, it can keep growing even after being cut down. To me it symbolizes oneness with nature and is the element of serenity.
Life already has life cards that are great. I am pleased with the introduction of mitosis which is a clever way to introduce creature production to the element that thematically seems most likely to deserve it.
As for new cards, I would like to see some soft PC. That is why I introduced the card idea Vines | Vines. It fits with Life thematically and offers to round out an area that Life has been weak in. At the same time, it doesn't overshadow PC from other elements or other Life cards. It offers soft PC and permanent protection all in one.
In any case, I would like life CC and PC to remain soft as Life has stuck closely to growth and healing rather than destruction.
Conclusion
Soft CC and Soft PC (Vines)
Some Control. Light is the only element without any all-around CC. But IMO, more needed would be some weak PC (such as stunning, or something). This would give Light some more firepower, while fitting into the I-don't-care-what-you-do theme.
WHERE'S MAH CC! Light does needs some kind of CC. I don't think that PC is very needed - With blessings we can go past any shield you throw at us. Oh, It's Fire Shield? Angels are win.
Over-all?
It needs more control, more CC, more PC, not so much quantum control.
It maybe needs cards that can "blind" the opponent. So they can't play permanents for like three turns.
The only CC it can target is darkness ards so it needs so work there.
Conclusion: CC and PC
For me, Time symbolizes change and development. With Time, you gain experience. With Time you grow up. With Time such things as science, technology and even art progress.
On the other hand, it takes a lot of Time to enjoy your life. Entertainment requires Time. Forming friendships and other bonds with people requires Time. Establishing a family requires Time. Realizing your dreams takes Time. Thus, Time symbolizes the joy of life... (ok, Life is involved too xD)
I'd say there are two aspects of Time that are not covered enough by the cards. One thing is permanent control. Pyramids stayed almost intact for thousands of years - an example of Time's capability of building almost indestructible permanents. Other buildings, those that weren't prepared to face Time, have been destroyed by Time. Even now I can see some buildings in a nearby residential area of my town that were built so poorly, they start to crumble a few years after being built. In other words, Time can destroy those permanents that are not prepared to withstand the destructive forces of Time.
The other aspect are rush cards. Time is not only about slowing down your opponents. It is also about speeding up yourself. IMHO Hourglasses and Precognitions are not enough to fully cover this aspect, since Hourglasses work better in stall decks, while taking 6 precognitions to speed up a deck has little effect in unupgraded decks, while even fully upgraded rush decks are a little bit too slow to bring Time to the top of rush decks.
I guess a medium cost creature with a good attack / cost ratio would solve this problem. Something with stats similar to gargoyles or chargers, or a nice ability like growth.
Or, any other card that speeds up rush decks, eg. a spell that would draw several cards at once or a spell that would increase damage done (allowing creatures to attack twice a turn or something). That would also be nice.
Time isn't only an element, is a dimension containing all; the whole universe started with time, and when there will be nothing left, time will still exist...
Time affects everything, think about Higurashi: when you began to play you weren't good as you are now...your experience has come with time...
My dream is, leading Time team, to see one day a yellow inscription in forum home page with written "Reigned by Time..."
(Yes, I'm ambitious...)
But without doubt, to realize this dream time needs some other cards, first of all some kind of Permanent Control, of course time-related. I'm not thinking about a "brutal" PC like Fire or wicked Darkness abilities; I've seen several good ideas around this board, like to trap weapons and shields in a sort of time bubble...
Last but not least, after seeing how mono-time decks suffered vs other elements mono-decks in this master tourney, IMO Time needs some new creatures, and a "middle creature" could be a really nice improvement...
Time to me symbolizes determination and true existence - yes, Life can define existence in a way, but to me, knowing that there is a 'beginning and end' to something (as noted by the element) is what brings us all to reality. It's powerful enough to hold people to what they truly believe in; memories, dreams, and their perceptions. Most importantly, it's the real icon of redemption (not light); I'd redeem myself over time through experience and improving myself from before, as (like my name suggests) I have a lot to do in order to progress in this world.
While I want to say permanent control and protection, I'm starting to wonder if that's even the point of Time's arsenal - Time has been lacking spells for quite a while, and because of that, its main weakness isn't from anti-permanent cards like Explosion or Steal; it's from the fact that it needs more 'active' mechanics to give it an edge. It has several permanents (three which allow you to (re)draw cards, unsurprisingly) and creatures (on one side of being small attackers or high HP creatures), but only two spells. Precognition and Rewind are two cards that specifically deal with card draw for you and your opponent, but that's it?
I feel that Time is lacking in other thematic areas, such as dealing with memory and time perception as a whole. Cards that revolve around these concepts would really make the element more well-rounded, and if they're 'Egyptian' themed like the other cards (Pharaoh, Scarab, Anubis, etc.), then that's even better. A spell for example that dealt with tampering the memories of an elemental being (the deck or what they actually see on the field) would be wonderful.
Other than that though, I have to say that additional cards that deal with quanta, permanent, or creature control would be nice, but not completely necessary. Time doesn't need to have perfect defenses or incredibly rushing skills - I think that it should stick with its benefits of soft CC and odd-ball manipulation tactics (Dune Scorpion and Procrastination being major examples) to own other elements, to make sure it retains its unique flavor.
Trial of Water
The words of the champions
First: Flooding Buff. Flooding sees no use in PVP, and a very low use in themed events like War.
Flooding is just useless to bring, as it is useful against none of the dominant decks right now, beside Rol/Hope.
Flooding could use a upkeep removal or a "flood random tiles" effect to get boosted.
Second: Trident. Trident is the weakest weapon. It is "Earthquake on a stick", but requires an awful amount of quanta to use the effect, and might just get deflagged or stolen. Trident can get a Thunderstorm ability, costing both upgraded and unupgraded, and just get a small attack buff if upped.
Third: Healing. I'd never give Water permanent control. Instead, I would give it some more general player and creature healing (like a permanent that gives back some health each turn to all your creatures). Doesn't it sounds right, for the molecule that keeps you healthy?
“Having no element without any form of control would be good”
“Vanilla creatures or, preferably, creatures with a passive that rarely comes into play.”
“more weapons”
“More permanents”
“
creature with active skil”
Aether Wants:
Mid Range Vulnerable TU worthy creature that has a Dimensional Theme
Powerful Vulnerable TU worthy creature that has a Star Theme
Air Wants:
Airborne Buff
Soft Sound based PC
Cheap (non dive) Mid Offense
Darkness Wants:
Use the opponent’s offense against them mono.
Rushing Creature
Death Wants:
Minor Healing
Anti Holy Flash
Death Stalker + Soul Catcher + X synergy
Better hard CC
Earth Wants:
Cross Element Synergies
A unique mechanic.
A killing CC
A mass CC
A new type of way to produce quanta
Life Wants:
Soft CC
Light Wants:
CC and PC that fits the "I don't care what you do feel"
Time Wants:
Soft PC
Rush cards
Mid Creature [cost ~5
]
More Active abilities expressing control over memory and time manipulation
Water Wants:
Flooding Buff
New Weapon
Better Healing
Game Suggestions and Feedback Forum wants:
“Having no element without any form of control would be good”
“Vanilla creatures or, preferably, creatures with a passive that rarely comes into play.”
“more weapons”
“More permanents”
“
creature with active skil”
We now have our list.
Please list your top 10 (ranked) topics to work on from this list.
We will work on the top 3 scoring topics.