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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.msg282668#msg282668
« Reply #300 on: March 04, 2011, 12:19:54 am »
So, my idea for a new time mechanic would be a creature than has much higher attack than what it's cost justifies, but every turn it has a 30% chance to case reverse-time on itself.


Also, would you guys mind looking at my new card? http://elementscommunity.org/forum/index.php/topic,22033.0.html
Not accepted
Reverse time (ie putting a card back on top of the deck) is already in the game.
This is the most difficult of the three initial competitions. Take your time figuring out a unique new mechanic.

Repress | Repress (http://elementscommunity.org/forum/index.php/topic,20572)
Permanent control, moar Time-Nightmare synergy, and a memory theme that actually makes sense this time.
What's not to like? (Besides my bad puns...)
Not accepted
Reverse time (ie putting a card back on top of the deck) is already in the game.
Repress is Reverse time with an additional quanta cost on the opponent's part
This is the most difficult of the three initial competitions. Take your time figuring out a unique new mechanic.
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Offline doublecross

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Re: Card Idea Engine (Communal Card Creation) https://elementscommunity.org/forum/index.php?topic=17219.msg282670#msg282670
« Reply #301 on: March 04, 2011, 12:22:04 am »
Fine. I had a second idea.     

Interest (permanent).

For every 10 quanta you own of an element, generate 1 quanta per turn of that element.

[Thematically, it is based on banks generating interest over time]
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
This idea isn't time-based, but I would also like your feedback:

a weak fire creature that can cast immolation on itself as a form of sacrifice.
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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.msg282677#msg282677
« Reply #302 on: March 04, 2011, 12:26:09 am »
Fine. I had a second idea.     

Interest (permanent).

For every 10 quanta you own of an element, generate 1 quanta per turn of that element.

[Thematically, it is based on banks generating interest over time]
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
This idea isn't time-based, but I would also like your feedback:

a weak fire creature that can cast immolation on itself as a form of sacrifice.
New mechanic: Interest is accepted.
Numbers might get adjusted but the idea of "stock quanta generating quanta of the same type over time" is accepted.

A life creature was recently suggest like that. It caused too much redundancy with immolation and thus changed to giving more quanta when immolated by a cremation spell.
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Offline Pineapple

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Re: Card Idea Engine (Communal Card Creation) https://elementscommunity.org/forum/index.php?topic=17219.msg282686#msg282686
« Reply #303 on: March 04, 2011, 12:39:06 am »
Fine. I had a second idea.     

Interest (permanent).

For every 10 quanta you own of an element, generate 1 quanta per turn of that element.

[Thematically, it is based on banks generating interest over time]
New mechanic: Interest is accepted.
Numbers might get adjusted but the idea of quanta making quanta over time is accepted.
Pfft. It's basically a situational nova/snova per turn for timebows. We have pillars, which generate quanta per turn, and nova/snova, which cost a single element (in this case, Time) to generate rainbow quanta (nova, snova, cremation). This is just as "unique" as Repress. the "interest" theme has nothing to do with whether or not a mechanic is unique or not, as there is no card in the game with the "memory" theme used by Repress.

(Just to be clear, doublecross, I'm not attacking your card. I'm attacking OldTrees' definition of "a unique mechanic.")

Offline Nepycros

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Re: Card Idea Engine (Communal Card Creation) https://elementscommunity.org/forum/index.php?topic=17219.msg282689#msg282689
« Reply #304 on: March 04, 2011, 12:44:37 am »
Time cards, eh? Well, let's see. I do better when I think by typing...

Past, present, future. Unchangeability, solidity, and possibilities, respectively.

Now, which one... Present has delay, so I'm going to leave it at that.

Past is unchanging, but since the game does not remember cards after destruction, it's a little off.

Future... We've not delved too far into such a subject. No matter how things go, the future is seen as something where possibilities exist. The course of action decides which possibility it will be.

Possibilities (Permanent)
Any card played adds a counter to Possibilities based on its type.
:time Progress: Deal 2 damage for each counter in the category you have the least of


I played this game once where there were different resources needed for scoring, but whichever resource you had the LEAST of was your total score. In this way, you are prompted to raise all the resources in order to achieve a high score. The same will apply here. The lowest number of counters will deal the damage.
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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.msg282691#msg282691
« Reply #305 on: March 04, 2011, 12:47:57 am »
Fine. I had a second idea.     

Interest (permanent).

For every 10 quanta you own of an element, generate 1 quanta per turn of that element.

[Thematically, it is based on banks generating interest over time]
New mechanic: Interest is accepted.
Numbers might get adjusted but the idea of quanta making quanta over time is accepted.
Pfft. It's basically a situational nova/snova per turn for timebows. We have pillars, which generate quanta per turn, and nova/snova, which cost a single element (in this case, Time) to generate rainbow quanta (nova, snova, cremation). This is just as "unique" as Repress. the "interest" theme has nothing to do with whether or not a mechanic is unique or not, as there is no card in the game with the "memory" theme used by Repress.

(Just to be clear, doublecross, I'm not attacking your card. I'm attacking OldTrees' definition of "a unique mechanic.")
"quanta making quanta over time"
You listed a good example of quanta making quanta
supernova
You listed a good example of quanta being produced over time
pillars
But quanta making quanta over time is new.

Repress would have been new if it skipped the top of the deck step.

PS: I have broadened the original thematic scope of the competition to allow for the ideas to be more unique.

New mechanic: Progress accepted
Accumulation of counters causing increased effect
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Offline ZephyrPhantom

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Re: Card Idea Engine (Communal Card Creation) https://elementscommunity.org/forum/index.php?topic=17219.msg282694#msg282694
« Reply #306 on: March 04, 2011, 12:50:31 am »
"Name" : Memory Manipulation
Mechanic Used: Deck Searching
Example:
Rion | Rion
 :time :time - Add a copy of target creature from your deck to your hand.

Why is this Unique?
You are limited by the # of cards within your deck, unlike Mindgate.
It helps you to get multiple key cards out quickly, like Scrhodinger's Cat.


Fine. I had a second idea.     

Interest (permanent).

For every 10 quanta you own of an element, generate 1 quanta per turn of that element.

[Thematically, it is based on banks generating interest over time]
New mechanic: Interest is accepted.
Numbers might get adjusted but the idea of quanta making quanta over time is accepted.
Pfft. It's basically a situational nova/snova per turn for timebows. We have pillars, which generate quanta per turn, and nova/snova, which cost a single element (in this case, Time) to generate rainbow quanta (nova, snova, cremation). This is just as "unique" as Repress. the "interest" theme has nothing to do with whether or not a mechanic is unique or not, as there is no card in the game with the "memory" theme used by Repress.

(Just to be clear, doublecross, I'm not attacking your card. I'm attacking OldTrees' definition of "a unique mechanic.")
"quanta making quanta over time"
You listed a good example of quanta making quanta
supernova
You listed a good example of quanta being produced over time
pillars
But quanta making quanta over time is new. All cards produce quanta over time. How is this different?

Repress would have been new if it skipped the top of the deck step.

PS: I have broadened the original thematic scope of the competition to allow for the ideas to be more unique.

New mechanic: Progress accepted
Accumulation of counters
TBH if you ask me this mechanic sounds suspiciously like Nova on a stick, like patch stated. You could easily get to 10 quanta in some elements, allowing this card to support rainbows I suppose.

If it isn't too similar to Nova, it is rather similar to Harmonic Pillar (http://elementscommunity.org/forum/index.php/topic,5643.0.html), and possibly weaker.  I'd rather boost the quanta I have at the moment over time than stock up on 10 quanta just to get 1 quanta out of this.

Just my :electrum , but the mechanic seems kind of weak, as well as just being a pillar that triggers later on ingame.

Offline doublecross

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Re: Card Idea Engine (Communal Card Creation) https://elementscommunity.org/forum/index.php?topic=17219.msg282699#msg282699
« Reply #307 on: March 04, 2011, 12:58:54 am »
Well, if they spend quanta, their generation also dries up.   

Also, I think we should wait until voting to attack mechanics...
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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.msg282703#msg282703
« Reply #308 on: March 04, 2011, 01:01:17 am »
"Name" : Memory Manipulation
Mechanic Used: Deck Searching
Example:
Rion | Rion
 :time :time - Add a copy of target creature from your deck to your hand.

Why is this Unique?
You are limited by the # of cards within your deck, unlike Mindgate.
It helps you to get multiple key cards out quickly, like Scrhodinger's Cat.


Fine. I had a second idea.     

Interest (permanent).

For every 10 quanta you own of an element, generate 1 quanta per turn of that element.

[Thematically, it is based on banks generating interest over time]
New mechanic: Interest is accepted.
Numbers might get adjusted but the idea of quanta making quanta over time is accepted.
Pfft. It's basically a situational nova/snova per turn for timebows. We have pillars, which generate quanta per turn, and nova/snova, which cost a single element (in this case, Time) to generate rainbow quanta (nova, snova, cremation). This is just as "unique" as Repress. the "interest" theme has nothing to do with whether or not a mechanic is unique or not, as there is no card in the game with the "memory" theme used by Repress.

(Just to be clear, doublecross, I'm not attacking your card. I'm attacking OldTrees' definition of "a unique mechanic.")
"quanta making quanta over time"
You listed a good example of quanta making quanta
supernova
You listed a good example of quanta being produced over time
pillars
But quanta making quanta over time is new.
All cards produce quanta over time. How is this different?instantaneous effects like nova do not happen over time.

TBH if you ask me this mechanic sounds suspiciously like Nova on a stick, like patch stated. You could easily get to 10 quanta in some elements, allowing this card to support rainbows I suppose.
The genre of mechanic is similar to Supernova on a stick although the original idea is not. If the final card is similar in genre and in usage (generating another type of quanta vs increasing producing the same type of quanta) then it will be disqualified. You are right that a more accurate unique genre would be:"stock quanta generating quanta of the same type over time"
If it isn't too similar to Nova, it is rather similar to Harmonic Pillar (http://elementscommunity.org/forum/index.php/topic,5643.0.html)
Only cards in the game are considered to achieve uniqueness
.
New Mechanic: Deck Seaching accepted

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Offline Pineapple

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Re: Card Idea Engine (Communal Card Creation) https://elementscommunity.org/forum/index.php?topic=17219.msg282792#msg282792
« Reply #309 on: March 04, 2011, 02:55:28 am »
Repress would have been new if it skipped the top of the deck step.
I don't understand. You claim that quanta making quanta over time (a stronger quantum pillar that costs some Time quanta to play instead of being zero-cost) is unique, but making a card that would be drawn last to be drawn first (which is a completely different mechanic from rewind, which stalls a deck's drawing power by one card and targets a creature not in the deck) isn't unique?

imho, the un-upgraded card is the one that is basically rewind. With rewind, you take something off of the field for your opponent to draw next turn. That is what the unupped card does. With the upped card you take something off of the field for your opponent to draw in two turns. What makes this card unique is its thematic and mechanic synergy with nightmare, thematic and mechanic ease of use when used on yourself when compared to when used on the opponent, and possibly mechanic synergy with other time cards, ie precognition and secondarily ghost of the past (with nightmare).

Re: Card Idea Engine (Communal Card Creation) https://elementscommunity.org/forum/index.php?topic=17219.msg282810#msg282810
« Reply #310 on: March 04, 2011, 03:07:08 am »

Offline OldTreesTopic starter

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Re: Card Idea Engine (Communal Card Creation) https://elementscommunity.org/forum/index.php?topic=17219.msg282850#msg282850
« Reply #311 on: March 04, 2011, 03:55:35 am »
Repress would have been new if it skipped the top of the deck step.
I don't understand. You claim that quanta making quanta over time (a stronger quantum pillar that costs some Time quanta to play instead of being zero-cost) is unique, but making a card that would be drawn last to be drawn first (which is a completely different mechanic from rewind, which stalls a deck's drawing power by one card and targets a creature not in the deck) isn't unique?

imho, the un-upgraded card is the one that is basically rewind. With rewind, you take something off of the field for your opponent to draw next turn. That is what the unupped card does. With the upped card you take something off of the field for your opponent to draw in two turns. What makes this card unique is its thematic and mechanic synergy with nightmare, thematic and mechanic ease of use when used on yourself when compared to when used on the opponent, and possibly mechanic synergy with other time cards, ie precognition and secondarily ghost of the past (with nightmare).
You have convinced me. The upgraded version is accepted and with it the unupped.
I had been miscounting the draw order.

New Mechanic: Repress accepted.
Thank you for arguing your case Patchx94. +1karma for the hassle.

@funerallaughter
New Mechanic: Eternal accepted.
However I am not sure how the stat value reduction effect is related to Eternal. Please justify the mechanic as a Time mechanic.
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blarg: