The Communal Card Creation team congratulates Thicket|Thicket (http://elementscommunity.org/forum/index.php/topic,20858.0.html), Fever|Fever (http://elementscommunity.org/forum/index.php/topic,20807) and Lignification|Lignification (http://elementscommunity.org/forum/index.php/topic,20590.0.html) on winning the CCC's "Soft Creature Control for Life" competition. They are quality examples of potential Soft Creature Control for the Life Element. We feel that any of these cards would be a great improvement to Elements the Game. If you liked any of these cards you may like the others as well.
The Communal Card Creation team congratulates Garden Spider | Garden Recluse (http://elementscommunity.org/forum/index.php/topic,21189.0.html), Invisible Stalker | Invisible Stalker (http://elementscommunity.org/forum/index.php/topic,21399.msg292362.html), Lizardman | Lizardman (http://elementscommunity.org/forum/index.php/topic,21211.0.html) and Paper Crane | Noshi Crane (http://elementscommunity.org/forum/index.php/topic,21280.msg290501.html) on winning the CCC's "Vanilla/Semi Vanilla" competition. They are a quality examples of potential Semivanilla cards. We feel that this card would be an improvement to Elements the Game. We feel that any of these cards would be a great improvement to Elements the Game. If you liked any of these cards you may like the others as well.
The Communal Card Creation team congratulates Graviton Buckler | Graviton Aegis (http://elementscommunity.org/forum/index.php/topic,26461.0.html) and Stone Guardian|Stone Warrior (http://elementscommunity.org/forum/index.php/topic,26295.0.html) on winning the Card Design Challenge's "New Passive" competition. Pride | Pride (http://elementscommunity.org/forum/index.php/topic,26459) received a notable 3rd place only lagging behind by 1 vote. We find these Passive abilities (Gravitation, Resilient and Pride) to be valuable if added to the game.
The Communal Card Creation team congratulates Time Adept | Time Sage (http://elementscommunity.org/forum/index.php/topic,22545.0.html) on winning the CCC's "New Time Mechanic" competition. It is a quality example of a new Time mechanic. We feel that this card would be an improvement to Elements the Game. If you liked this card you might like the runner up New Birth | New Birth (http://elementscommunity.org/forum/index.php/topic,22580.0.html).Archive of CCC cards that make it into the Forge
I just thought of a :aether Passive ability Phasing: Creature/Permanent is untargetable every other round.Phasing is a neat ability indeed.
Red herring is an idiomatic expression referring to a rhetorical tactic of diverting attention away from an item of significance
I would like an ability that does this.Sort of like the Malegolbia somewhere in this board, or like my Sentinel Ant idea in the Series section. I support it completely.
from wikiQuoteRed herring is an idiomatic expression referring to a rhetorical tactic of diverting attention away from an item of significance
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 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 would like an ability that does this.Sort of like the Malegolbia somewhere in this board, or like my Sentinel Ant idea in the Series section. I support it completely.
from wikiQuoteRed herring is an idiomatic expression referring to a rhetorical tactic of diverting attention away from an item of significance
I think that would work as a nice additional Skill/Spell to the original Phasing in and out abilityI 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.
here is another but for :fireI 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.
:fire Dehydrate: Target creature gets -#| -#
# and :fire cost to be determined.
So far ideasIronically, the effect of reducing a creature's attack to 0 and passing it to another is also in the Ant series.
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.
Mechanic: temporary stat changes.Temporary stat changes is a good broad mechanic. It is a little too broad for the degree of dissection that is planned. Can we narrow the topic down?
examples (some of these don't really work cuz i suck at generating ideas, but you get the point):
all last for 1 turn or until the creature attacks (or, if it's delayed/frozen, if the creature is put into action)
Aether: copies target creatures' stats
Air: already has dive, doubles attack
Darkness: Lowers target creature's attack to 1
Death: Lowers target creature's HP to 1
Earth: Increase HP by 20
Entropy: change HP and attack by somewhere between +5
Fire: Gain +3/3
Gravity: Doubles HP
Life: increases attack by number of creatures in play
Light: Gain +5/+5 for an outrageous amount of quanta
Time: Decrease target creature's atk to 0 and HP to 1 for and outrageous amount of quanta
water: Halves the target's atk.
The desert concept associated with :time is a way we could implement the debuff.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 would like an ability that does this.Sort of like the Malegolbia somewhere in this board, or like my Sentinel Ant idea in the Series section. I support it completely.
from wikiQuoteRed herring is an idiomatic expression referring to a rhetorical tactic of diverting attention away from an item of significanceI think that would work as a nice additional Skill/Spell to the original Phasing in and out abilityI 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.here is another but for :fireI 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.
:fire Dehydrate: Target creature gets -#| -#
# and :fire cost to be determined.
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.
Elements is based upon 1 damage per turn = 1 quanta.Lycanthrope, graboid, all of the bolts, the dragons (which hint that different elements have different attack/cost ratio formulas), and all creatures with grow/whatever that fire equivalent to grow is that happens to just be grow minus the defense all happen to disagree with this statement.
Sounds reasonable, but as words go i would use Hex or Curse.It was not a card suggestion but rather an attempt to dissect a theory behind debuffs. What else can we learn about them?
1) This is not a thread for half responses. If you do not have anything to contribute then you might as well post somewhere else. This is a thread about developing prebalanced mechanics that can then be used for higher quality cards. Debating how to balance a new mechanic is appropriate. Simply negating (especially if incomplete) the previous theory is not sufficient here or in any theory based thread. Please develop your own theory and return.Elements is based upon 1 damage per turn = 1 quanta.Lycanthrope, graboid, all of the bolts, the dragons (which hint that different elements have different attack/cost ratio formulas), and all creatures with grow/whatever that fire equivalent to grow is that happens to just be grow minus the defense all happen to disagree with this statement.
Creatures | Extra Damage | Extra Damage/Creature |
1 | 0 | 0 |
2 | 1 | 0.5 |
3 | 3 | 1 |
4 | 6 | 1.5 |
5 | 10 | 2 |
6 | 15 | 2.5 |
7 | 21 | 3 |
8 | 28 | 3.5 |
9 | 36 | 4 |
10 | 45 | 4.5 |
11 | 55 | 5 |
12 | 66 | 5.5 |
13 | 78 | 6 |
14 | 91 | 6.5 |
15 | 105 | 7 |
16 | 120 | 7.5 |
17 | 136 | 8 |
18 | 153 | 8.5 |
19 | 171 | 9 |
20 | 190 | 9.5 |
21 | 210 | 10 |
22 | 231 | 10.5 |
23 | 253 | 11 |
N\M | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
1 | 1/2 | 3/3 | 6/4 | 10/5 | 15/6 | 21/7 | 28/8 |
2 | 1/3 | 3/4 | 6/5 | 10/6 | 15/7 | 21/8 | 28/9 |
3 | 1/4 | 3/5 | 6/6 | 10/7 | 15/8 | 21/9 | 28/10 |
4 | 1/5 | 3/6 | 6/7 | 10/8 | 15/9 | 21/10 | 28/11 |
5 | 1/6 | 3/7 | 6/8 | 10/9 | 15/10 | 21/11 | 28/12 |
6 | 1/7 | 3/8 | 6/9 | 10/10 | 15/11 | 21/12 | 28/13 |
7 | 1/8 | 3/9 | 6/10 | 10/11 | 15/12 | 21/13 | 28/14 |
N\M | 1 | 2 | 3 | 4 | 5 | 6 | 7 |
1 | 0.50 | 1.00 | 1.50 | 2.00 | 2.50 | 3.00 | 3.50 |
2 | 0.33 | 0.75 | 1.20 | 1.67 | 2.14 | 2.63 | 3.11 |
3 | 0.25 | 0.60 | 1.00 | 1.43 | 1.88 | 2.33 | 2.80 |
4 | 0.20 | 0.50 | 0.86 | 1.25 | 1.67 | 2.10 | 2.55 |
5 | 0.17 | 0.43 | 0.75 | 1.11 | 1.50 | 1.91 | 2.33 |
6 | 0.14 | 0.38 | 0.67 | 1.00 | 1.36 | 1.75 | 2.15 |
7 | 0.13 | 0.33 | 0.60 | 0.91 | 1.25 | 1.62 | 2.00 |
There is a growing concern that ideas are losing there uniqueness. How can we help?Yes ideas are starting to lose their uniqueness. This is because usually each mechanic is used once and ignored thereafter.
We could use more zone manipulation affects.
The zones we have to work with.:
Deck
Hand
Creature area
Permanent area
What types of affects we have in game?
1)What would be the max number of turns something could be phased out?3) Great idea.
2)How much quanta would 1 turn of phasing cost.
3)One form of phasing could absorb quanta and when player runs out whatever quanta, object phases in.
On the heels of the ambush series we will present this one. Our star creature from The phasing series will be from :aether as well as spell and/or permanent. The :air version I think should be called (I need a word that means to fly high). was :darkness one of our options? what else did we say for Phasing."a word that means to fly high"
To be honest I have difficulty understanding the formulas.
I know it may be a little late but I just stumbled onto this thread and I'd like to contribute a trait :Welcome to the CCC thread. I was expecting you.
Retaliation:
When you are damaged for X damage or more, creature attacks opponent.
This is meant to counter rushes, as the creature would attack the opponent for each time your opponent's creatures attack and deal X damage. As a result it forces your opponent to use CC or play weaker creatures.
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@Flayneoh i see what you mean, thanks for the heads up
Phasing is the mechanics of switching between untargetable and targetable. (either direction, varying durations)
@everybody.
I like most of the ideas so far. Keep honing these ideas to publishable quality and coming up with more.
i just thought two phase cards both :aether Details need to be figured out all i have are names. Aether Well | Aether Well and Well Keepers | Well Masters.This post seems to have been very ninja-ish, it seems to have slipped past the Unread post notificiation, which is why you may not gotten replies (in response to your PM).
Edit: For the phase series. I need to see what we have In an organised easy to understand format.
BTW I vote EVERY NAME currently in the active members header list is part of The Communal Card Creation Team
Phasing Out N,M
Type: Passive
Effect: After N turns being targetable this card becomes untargetable for M turns. This repeats after another N turns.
Minor Phasing In N
Type: Passive
Effect: After N turns being untargetable this card becomes targetable.
Minor Phasing Out N
Type: Passive
Effect: After N turns being targetable this card becomes untargetable.
Phase N,M
Type: Active(Activated)
Effect: Target becomes untargetable and gains Phasing In N,M as a passive ability. This effect replaces any previous Phasing passive.
Minor Phase N
Type: Active(Activated)
Effect: Target becomes untargetable for N turns. This effect replaces any previous Phasing passive.
Element:Aether
Cost: 6|5
Stats: 2|3
Effect: :aether:Phase 3,1 , Phasing In 4,1
Element:Aether
Cost: 2|2
Stats: 2|4 [4|4 upgraded]
Effect: Phasing In 2,1
Element: Darkness
Cost: 4|3
Stats: 2|4
Effect: Minor Phasing In 1, Gain Invisibility when phased out
Element: Darkness
Cost: 4|3
Stats: 3|3
Effect: Phasing Out 2,2
Element: Light
Cost: 3|2
Stats: 2|7
Effect: :light:Minor Phase 3
Element: Light
Cost: 4|3
Stats: 4|3
Effect: Minor Phasing Out 3
Novice Phaser
Element: Aether
Cost: 3|2
Stats:3|3 / 3|4
Effect: Minor Phases for 3 turns when a spell is played.
Immortal Phaser
Element: Aether
Cost: 5 | 6
Stats: 4 | 3
Effects: Phasing In 1,1, Duration infinite.
Quickstab Assasain
Element: Darkness
Cost: 4 | 3
Stats: 4 | 1
Effects: Heals you for 1 HP and minor phases + delays for 1 turn when a succesful attack is made.
Playful Faerie
Element: Life
Cost : 1 |1
Stats 1 |1 / 2 |2
Effects: Heals you for 5 hp when phased. Phasing Out 3,1
Phase Dragon
Element : Other (they need a legitimate creature anyway)
Cost : 10 | 12
Stats: 9 | 7 / 10 | 8
Effects: Phases for 3 turns if it takes damage. Can't take damage while phased.
Dancing Samurai
Element : Entropy
Cost: 5 | 5
Stats 5 |6 / 6 |7
Effects: Everchanging dance: Phases out randomly each turn, chance increases by 5% per turn not phased, resets to 10% after succesful phase.
here´s one of my ideas posted recently http://elementscommunity.org/forum/index.php/topic,18308.0.html (http://elementscommunity.org/forum/index.php/topic,18308.0.html)
also here´s a card idea,
:aether Open Rift| Open Portal
spell
grant a creature with the "phase" ability.
and another card idea:
:aether Auto Phaser|Auto Phaser(upgraded)
permanent
if there are more than 5 enemy creatures, all enemy creatures phase out for 2 turns
and this card is destroyed (only 1 Auto Phaser can be on the field)
and some ideas for a phase ability:
-every time creature attacks, it phases out for 1 turn
-If targeted by spell, instead it phases out for 1 turn (one use)
-If devoured, enemy creature phases out for 6 turns
-every time creature attacks ´successfully´, it phases out, everytime it comes back it gains +3/0, if the creature does not phase, it´s stats reset to normal.
- phase: creature gains +3/0 and phases out for 1 turn. (one use)
- isolation: creature gains +10/0 and phases out for 5 turns.
- Mass warp: every turn for 4 turns, all creatures on the field phase to a random position on the field, at the end of this effect, creatures remain in their latest position permanently.
I would like to give everyone a job on this team. If there are any jobs that are needed but not listed feel free to make a suggestion. Our main mission is to come up with new a exciting ideas together. I want our secondary mission to make card curators job easier. I want our third mission to be figuring why ideas fail. I have my ideas of who should do what job, but I will leave that up for discussion.Adding more structure to the card creation is a good idea. I like the idea of people assigned to creating art for the ideas. I would also recommend that the leaders also be responsible for at least 1 other role.
Leader 1 position
Co-Leader 1 position
Analytics 4 positions
Critical eyes 3 positions
Art 4 positions
Idea Promoters 4 positions
Name | Job | Leader | Co-Leader | Balancing | Critical Eye | Art | Advertiser |
OldTrees | x | x | |||||
EmeraldTiger | x | ||||||
Nepycros | x | x | |||||
ArtCrusade | x | x | |||||
Ajit | x | x | |||||
Zblader | x | x | |||||
Flayne | x | ||||||
patchx94 | x | x | |||||
Uppercut | x | x |
[table]
[tr]
[td][font=times new roman][size=14pt][b][color=yellow]Name [/color][/b][/size][/font][/td][td][font=times new roman][size=14pt][b][color=blue]Job [/color][/b][/size][/font][/td][td][color=blue]Leader[/color][/td][td][color=blue]Co-Leader[/color][/td][td][color=blue]Balancing[/color][/td][td][color=blue]Critical Eye[/color][/td][td][color=blue]Art[/color][/td][td][color=blue]Advertiser[/color][/td]
[/tr][tr][td][color=yellow]OldTrees[/color][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][/tr][tr][td][color=yellow]EmeraldTiger[/color][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][/tr][tr][td][color=yellow]Nepycros[/color][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][/tr][tr][td][color=yellow]ArtCrusade[/color][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][/tr][tr][td][color=yellow]Ajit[/color][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][/tr][tr][td][color=yellow]Zblader[/color][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][/tr][tr][td][color=yellow]Flayne[/color][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][/tr][tr][td][color=yellow]patchx94[/color][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][/tr][tr][td][color=yellow]Uppercut[/color][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][td][/td][/tr]
[/table]
Zblader contacted me about the idea i had through a PM. I will let him work it but I would like the rest of us to help it along.i believe it should become a copy of only a permanent, otherwise its just an improved parallel universe.
The idea is: Morphing Clay It become a copy of a permanent or creature idk if it should be random or targeting. Another thought it could just take on attributes of a permanent or creature.
What card type should it be?
Three options for Morphing Clay's card typeHeh, I personally see Morphing Clay as "alive", so it makes more sense as a creature to me. Also, the idea is to copy a creature or permanent. Since Emeraldtiger suggested to me that it could copy a specific thing with :aether or turn into something random with :entropy , I decided to make this the next card of my duality series(in other words, it costs quanta from both quanta pools, or can just drain from one). To determine whether the ability will use it's aether version or entropy version, the ability checks to see which quanta you have more/less of (sort of like the energies used to create the clay also influence it's abilities). Then:
1) Creature
2) Permanent
3) Spell
Three options for where the copy is placed
A) Field
B) Hand
C) Deck
Two options for where the target is
a) Field
b) Hand
Universal consequence: The 6 card limit will be bypassed
I personally think 2Bb would be the neatest version. (This way it could even create spells like Animate Weapon)
Heh, I personally see Morphing Clay as "alive", so it makes more sense as a creature to me. Also, the idea is to copy a creature or permanent. Since Emeraldtiger suggested to me that it could copy a specific thing with :aether or turn into something random with :entropy , I decided to make this the next card of my duality series(in other words, it costs quanta from both quanta pools, or can just drain from one). To determine whether the ability will use it's aether version or entropy version, the ability checks to see which quanta you have more/less of (sort of like the energies used to create the clay also influence it's abilities). Then:This is a better fit for a hybrid card than the previous. But relies on new coding to check what type of quanta was drained. The community still seems a little complexityphobic.
If :aether , you will be asked to target a card (it can be any card including the ones in your hand). If the card is a creature or permanent, it is copied and goes to the field. If it is a spell , you cast it (it could be added to your hand, but you might not have enough quanta in that case).
If :entropy , the card becomes a random card in your hand, with it's cost changed to :entropy , or the card could be automatically played /cast like it's Aether counterpart.
This is a better fit for a hybrid card than the previous. But relies on new coding to check what type of quanta was drained. The community still seems a little complexityphobic.
Sources for solutionsPhase 4: Voting II
1. Create New Ideas.
2. Old Smithy pages.
3. Steal My Idea.
4. Archives
That seems like a convoluted process anyway. Check this out, its a lot simpler.it could be agreeable to shorten the amount of steps but not to such a level where only one step exists, because then we couldn´t call it a step but a single process, and i honestly don´t think it´s the right choice as things could get a little unorganized, i believe the reason why all these steps exist is to seperate the current discussion from other discussions such as, "the card idea being chosen for revision" with "theoretical mechanics of the card" when beforehand we´d be learning why it didn´t work out and ended up in the archives.
Phase 1: Design cards and hope they make their way up.
I don't understand why we need a 6 step process to come up with ideas when 1 step accomplishes the same thing.
But I'm not sure that that is really a problem since there isn't some dominant permanent thats wrecking the meta, and not every element should be able to do every trick.It is a different meaning to the word problem then you are thinking of. I mean problem as in a puzzle to solve not a crisis that needs fixing. I agree that not every element should do every trick. I do think that there should be more variety in the forms of PC and soft PC.
Maybe we are thinking about different kinds of problems?i know its a bit of a late reply but
As an example of the kind of problem I was referring to:
PC is fairly limited right now and soft PC was just recently introduced in the form of frozen Voodoo Dolls. Therefore finding new balanced forms of PC would be the solution to a problem that is not going to disappear in the short term and the ideas would still be useful after the problem is resolved. So since the game would be better with more forms of PC and soft PC why not find a way to solve this problem?
:earth, :gravity, :fire, :darkness, and :entropy all have solutions. Almost half of the elements have PC, do you really want every element to have PC?also remember that some of those listed elements such as :entropy and :gravity have the most powerful forms of CC aswell as PC,
Now to address the issue of team idea creation format.Used your table, and reformatted it a bit.
The format needs to be:
Efficient
Understandable
Reusable
Good enough to be a standard
I want to establish a format, so that other idea teams can be formed. I think doublecross and Werdbooty could be the start of a second team.
Name | Job | Leader | Co-Leader/Vice Leader | Insert Role | Insert Role | Insert Role | Insert Role |
Example Member | |||||||
Example Member | |||||||
Example Member | |||||||
Example Member | |||||||
Example Member |
[tr][td][color=yellow]Example Member[/color][/td][td]Insert marker here[/td][td]Insert marker here[/td][td]Insert marker here[/td][td]Insert marker here[/td][td]Insert marker here[/td][td]Insert marker here[/td][td]Insert marker here[/td][/tr]
How about a permanent instead? It would work as long as a shield is in play and has the advantage of sticking around for the next shield.i think this is better since its more balanced and PC´able, I always thought that :death ´s skull shield was a little, u know, lacking...
Also all of these enhancements should work in a balanced manner with all shields.
These recommendations should not stack with themselves
:aether
:air
:darkness
:death chance (15%) to infect attacker
:earth +1 Damage Reduction
:entropy
:fire chance (20%) to deal 1 damage to attacker
:gravity
:life chance (10%) to pacify (no attack) attacker for 1 turn/attack
:light
:time
:water chance (2.5%) to freeze attacker for 3 turns
would more than 1 enhancement of different types stack?Enchantments of different types could stack (unless that would be unbalanced)
I also thought another spell or two one to increase doom counters and one to decrease doom counters
Where is our list of Debuffs?By debuff it was just the concept of -X|-Y we never went indepth with a list yet.
Where is our list of Debuffs?I'd like to suggest a few debuffs.
Cards need to be designed based upon the list of debuffs ZBlader provided.I suppose I'll do it. Tiger, I remember you saying once you are better at abstract artwork, but your creature art is pretty good as well (I believe your creatures aren't abstract, but correct me if I'm wrong).
Which are best as creatures/permanents/spells?
Also I am curious ET, can you create more creature images like the Stratus Flyer and Dimensional Stalker? (The ambush series is mostly waiting on art to continue and a back stock of creature images wouldn't be bad.)
Cards need to be designed based upon the list of debuffs ZBlader provided.:aether Paralyzed, cannot use abilities, may miss on attacks = Spell, if effect is permanent
Which are best as creatures/permanents/spells?
Also I am curious ET, can you create more creature images like the Stratus Flyer and Dimensional Stalker? (The ambush series is mostly waiting on art to continue and a back stock of creature images wouldn't be bad.)
Swarm of Birds and Tactics Should have the same artist.I´ll do them,i know the retreat card but can u link me to graviton Lieutenant? thanks.
Tactician also needs art.
Retreat and Graviton Lieutenant should be done by Flayne we he has time.
Graviton Lieutenant (http://elementscommunity.org/forum/index.php/topic,18059.msg258953#msg258953)Swarm of Birds and Tactics Should have the same artist.I´ll do them,i know the retreat card but can u link me to graviton Lieutenant? thanks.
Tactician also needs art.
Retreat and Graviton Lieutenant should be done by Flayne we he has time.
what´s the cost? 8|7?Graviton Lieutenant (http://elementscommunity.org/forum/index.php/topic,18059.msg258953#msg258953)Swarm of Birds and Tactics Should have the same artist.I´ll do them,i know the retreat card but can u link me to graviton Lieutenant? thanks.
Tactician also needs art.
Retreat and Graviton Lieutenant should be done by Flayne we he has time.
Do you have an idea what tactics art should look like? Battle plans?I am not set on any image of what Tactics should look like. I leave that to the artists. It may turn out as battle plans, an image of an ambush, ...
I think the tactician should look like and old being looking at battle plans.
I think I came up with something for wedge formation.
(http://imageplay.net/img/m7Gbd122125/WedgeFormation.png)
I think we could stretch the concept and use Piranha (http://en.wikipedia.org/wiki/Piranha)It would need to be a mechanically new use. How would Piranha use the wedge formation mechanic in a new way?
We will set the Piranha idea aside, but if we had an idea for a fish that when it attacks in groups it naturally assumes this formation.Unfortunately Wedge Formation is an active skill and creatures can only have 0 or 1 active skill.
The Piranha needs have an ability :gravity Nibble: Do 1 damage to target creature, it target dies Piranha gains +1|+1. OR Piranha gains +1|+1 for each successful attack.
how does this sound?umm. Here is wedge formation for reference
Dartfin | Swordfin 0: Wedge Formation: Gains (+n|+0 n = number of creatures in the formation) or (+2|+0 when in formation)
So, How would you apply Wedge Formation to Dartfin | Swordfin?Maybe give it the skill wegded submerge : submerge for 1 turn and then use wedge the turn it resurfaces.
Something like this could work. What should it cost?So, How would you apply Wedge Formation to Dartfin | Swordfin?Maybe give it the skill wegded submerge : submerge for 1 turn and then use wedge the turn it resurfaces.
It's a fish, and the ability is a submerging action, so I'd say cost 1 :water is sufficient.Something like this could work. What should it cost?So, How would you apply Wedge Formation to Dartfin | Swordfin?Maybe give it the skill wegded submerge : submerge for 1 turn and then use wedge the turn it resurfaces.
Casting Cost should be ___?It's a fish, and the ability is a submerging action, so I'd say cost 1 :water is sufficient.Something like this could work. What should it cost?So, How would you apply Wedge Formation to Dartfin | Swordfin?Maybe give it the skill wegded submerge : submerge for 1 turn and then use wedge the turn it resurfaces.
submerge is like burrow, but for amphibious creatures?Yeah, I think there is a card in the crucible that explains it.
equal to the attack +2?^This. I personally see this creature as a small one, so probably cost 3 :water with 1 | 2 / 2 | 2 , ability cost 1 :water for both.
This will work. Thanks. Currently I am busy answering calls from the smithy but I will add this idea to the thread soon.equal to the attack +2?^This. I personally see this creature as a small one, so probably cost 3 :water with 1 | 2 / 2 | 2 , ability cost 1 :water for both.
Oldtrees, I just wanna say you're awesome. You rawk. You make my job so much easier. In short, ninjas are awesome, but not quite as awesome as you.This will work. Thanks. Currently I am busy answering calls from the smithy but I will add this idea to the thread soon.equal to the attack +2?^This. I personally see this creature as a small one, so probably cost 3 :water with 1 | 2 / 2 | 2 , ability cost 1 :water for both.
Someday I would like to revive this and make it new.Well we already have 4 of these type of spells in game
http://elementscommunity.org/forum/index.php/topic,12623.0.html
Since you're using the thing on a creature...Someday I would like to revive this and make it new.Well we already have 4 of these type of spells in game
http://elementscommunity.org/forum/index.php/topic,12623.0.html
:darkness Liquid Shadow
:entropy Butterfly Effect
:life Mitosis
:gravity Acceleration
:light Luciferin
So we would only need new mechanics for :aether :air :death :earth :fire :time :water
You could add a perk to this. "If target creature becomes a creature matching your mark, it gains +2|+2". Once more environment cards (e.g. Nightfall) pop up, it'll give an extreme bonus that will make it all the more usable in almost any deck.I see a two card combo here. A spell that changes creature element to match mark. A permanent that gives a bonus to all creatures that match mark.
OK then, do we need a spell that changes a creature's element?It's been suggested before, so I believe it's something people like, but not necessarily something we need.
would this be better?change this idea to a spell
Grant Time cost 6 :time This spell consumes remaining time quanta.
Creature gains 4 :time Send Past: Target creature becomes original form.
Infuse Time cost 6 :time This spell consumes remaining time quanta.
Creature gains 4 :time Send Future: Target creature becomes its upgraded form.
here is my new idea for :darkness :darkness :darknessI also would like to develop this
Grant Darkness cost 3 :darkness
Creature gains 3 :darkness Ninja: creature is unblock-able.
Infuse Darkness cost 5 :darkness
Creature gains 4 :darkness Shadow Ninja: creature is unblock-able and poison.
Here is the idea Shard | Shard of Home - PermanentGreat art! This shard would have to be really expensive though. Imagine Nova + this.
The element of all cards you control now match your mark. Consume all quanta matching your mark.
Notes: All pillars and pendulums now produce quanta matching your mark.
All costs now match your mark.
Here is the idea Shard | Shard of Home - Permanentwhoa!! thats one Funky shard :P
The element of all cards you control now match your mark. Consume all quanta matching your mark.
Notes: All pillars and pendulums now produce quanta matching your mark.
All costs now match your mark.
Well I guess I not afraid to let everyone know any more. I was greenman777.Here is the idea Shard | Shard of Home - PermanentGreat art! This shard would have to be really expensive though. Imagine Nova + this.
The element of all cards you control now match your mark. Consume all quanta matching your mark.
Notes: All pillars and pendulums now produce quanta matching your mark.
All costs now match your mark.
@ET about greenman777's suggestion:
:time : wasn't this suggested before? I was planning to make a card of my own about this (it was going to be a :rainbow spell) and planned to use the upgrade arrow as the picture. May I make my version as a standalone card first?
:darkness Unupped is UP momentum, and Upped is OP momentum.
@EmeraldTigerI only suggested the names, I didn't provide any concept to go with them.
I don't see how any of these cards could be useful unless you knew your opponent's mark. It's just too situational. If there was a card that switched your opponents mark, or something like that then this card would be much more useful. As it is, you would need to take 12 cards (one of each element) to have a 100% chance of actually using one of them. It is just too bulky.
How about a card that affects the quanta type with the most quanta, i.e. if they had 15 :aether and 4 :entropy, it would affect the :aether quanta ?
Sorry, I should have directed that at Nepycros@EmeraldTigerI only suggested the names, I didn't provide any concept to go with them.
I don't see how any of these cards could be useful unless you knew your opponent's mark. It's just too situational. If there was a card that switched your opponents mark, or something like that then this card would be much more useful. As it is, you would need to take 12 cards (one of each element) to have a 100% chance of actually using one of them. It is just too bulky.
How about a card that affects the quanta type with the most quanta, i.e. if they had 15 :aether and 4 :entropy, it would affect the :aether quanta ?
*has been directed at*Oh. Yes I did like Emerald Tiger adding another thematic series name to our brainstorming list. My comment was more focused on "lets 1) identify a problem and 2) brainstorm how a solution could arise out of the Out of ___ idea."
Back to OldTrees, deciding what this game needs starts with running clueless, and eventually building off of a couple of the many ideas we come up with. The key to any card designing is
1. Understanding the problem
2. Brainstorming
3. Brainstorming
4. Brainstorming
~
9. Deciding on a concept that fits into a Design Matrix
10. Finding a thematic approach to fit the ability itself
11. Balancing
12. Introducing to community
13. Receiving feedback
14. Making appropriate changes
15. Repeat #13 until all changes necessary are complete.
16. Putting in Crucible.
Since we're still on Steps 1 and 2, it's good for Emeraldtiger to suggest that series. After all, we don't know exactly what this game needs, so the best we can do is Brainstorm.
*Is taking an Engineering class, so used his training as a basis for this table*
Unfortunately, I just now posted my Pit Dweller card, so I'm fresh out of ideas.This idea could start a new series for CCC, possibly after we get wedge through.
Wait, I had one awhile ago:
V Formation
"Target airborne creature gains "Organized" passive skill.
Organized: All creatures with the "Organized" passive skill have damage directly focused at them reduced by N, where N = the total number of airborne creatures you control.
“ :life creature with active skilâ€These three traits are already being done in conjunction with my Vine Spider | Vine Recluse (http://elementscommunity.org/forum/index.php/topic,20326.0.html) , so please discuss over there.
“Vanilla creatures or, preferably, creatures with a passive that rarely comes into play.â€
" Soft CC "
Mid Creature [cost ~5 :time]I'm planning on making a card for my Alternate Story Series (http://elementscommunity.org/forum/index.php/topic,20252.0.html) with the concept of accelerated time, so I suppose this will cover it.
More Active abilities expressing control over memory and time manipulation
A unique mechanic.
Yes they are being discussed over there but the goal here is to focus on a few topics and overload them with creativity and then submit the cream of the crop.Quote“ :life creature with active skilâ€These three traits are already being done in conjunction with my Vine Spider | Vine Recluse (http://elementscommunity.org/forum/index.php/topic,20326.0.html) , so please discuss over there.
“Vanilla creatures or, preferably, creatures with a passive that rarely comes into play.â€
" Soft CC "
could define hard -medium - soft controls for meI don't have exact definitions necessarily but;
1 Vanilla creatures or, preferably, creatures with a passive that rarely comes into play.
2 Earth's mass CC Sinkhole
3 Life's soft CC
4 Flooding Buff
5 Time's soft PC
6 Water's new weapon
7 more weapons
8 Earth's new way to produce quanta
9 Death's better hard CC We could have Mercury * change to Death and give it a thematic name
10 Airborne buff
Yes ideas have been suggested for these categories in the past. That is not the point.1 Vanilla creatures or, preferably, creatures with a passive that rarely comes into play.
2 Earth's mass CC Sinkhole
3 Life's soft CC
4 Flooding Buff
5 Time's soft PC
6 Water's new weapon
7 more weapons
8 Earth's new way to produce quanta
9 Death's better hard CC We could have Mercury * change to Death and give it a thematic name
10 Airborne buff
That is what i get so far.
1 Unique Earth ability
2 Active Life creature ability
3 Time's soft PC
4 Life's soft CC
5 More active Time abilities involving Memory and Time Manipulation
6 Airborne Buff
7 Earth new quanta producer
8 Water's new weapon
9 Death's Hard CC
10 Flooding Buff
1 Vanilla creatures or, preferably, creatures with a passive that rarely comes into play.
2 Earth's mass CC
3 Life's soft CC
4 Flooding Buff
5 Time's soft PC
6 Water's new weapon
7 more weapons
8 Earth's new way to produce quanta
9 Death's better hard CC
10 Airborne buff
Well, here goes.Here are three examples of the votes I want to see. Please vote ASAP. Thank you.
1. Vanilla creatures or, preferably, creatures with a passive that rarely comes into play. (More Vanilla = Larger Card Pool and more variety overall)
2. Life Soft CC (Light has Holy Flash, so Life should have some soft CC too)
3. Time Rush cards (Probably the only thing they really really lack.)
4.Time More Active abilities expressing control over memory and time manipulation
5. Death Anti Holy Flash / Better hard CC (put these two together because I believe they can be worked together)
6. Aether Powerful Vulnerable TU worthy creature that has a Star Theme (we already have dimensional creatures and Immortal is Aether's Midsize attacker.)
7. Darkness Use the opponent’s offense against them mono. (Something weak but interesting)
8. Earth's new way to produce quanta. (prefferably cross element)
9. Water's New Weapon (something that can be used in a mono fairly well)
10. Air Soft Sound based PC (Again weak but interesting)
*snip*
I LOVE THE IDEA! It only strengthens the bond between air and life, it would give air/life a great boost in other words, i want this card to be in game today.
Repress | Repress (http://elementscommunity.org/forum/index.php/topic,20572)Good one for the 3rd competition. However we are on the First right now. (Life soft CC)
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...)
OHHHHHHHHhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh..............................Look for my Life card idea in this quoted post!Good one for the 3rd competition. However we are on the First right now. (Life soft CC)
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...)
It is Wednesday and I only see three candidates. I was hoping to see more.We need to advertise and spread the word, otherwise there won't be much of a competition at all.
The Voting has been moved back to Monday - Wednesday next week [7th-9th]
I would like a minimum of 6 cards to vote on.
@Ajit
@Nepycros
@Emerald Tiger
Please help.
*cough*Ajit's Maze Growth|Labyrinth is a good card and if it were in the crucible or the smithy I would include it when nominated. However it is in the forge and thus it cannot win the competition. However all card submitted should aim to at least equal the mechanical quality of Maze Growth|Labyrinth. (art is not a factor for this competition)
I'd like to nominate Ajit's Maze Growth | Labyrinth Growth (http://elementscommunity.org/forum/index.php/topic,17440.0.html), tho I suppose it might not qualify, seeing as it's already made it's way into the Forge.
Also, can shields count as soft cc?I wondered this myself.
question! does situational cc count as soft cc? like maxwell's demon, for example.soft cc can be situation. The difference between soft and hard cc is that soft cc will not kill on its own. Rewind, Freeze, Ice Shield are all soft cc.
An idea I came up with was "cast adrenaline on all of the opponent's creatures". can't be exploited for you to OMFGRUSHLOLOLOLOL, and has lots of synergy with carapace, fire shield, malignant cell, plague, and works well with Life's excessive healing. the question is, is it soft cc?
Also, can shields count as soft cc?
We have too few ideas. I will talk to the Curator to find out If I can make a short informal competition.I'll try submit one if you want?
However I need ideas about what incentive we can give people to participate.
I'll try submit one if you want?This is a good idea for the incentive. Thanks
Incentive: having a card fully assessed by the CCC, and surely if it is the winner and gets entered (with the full backing of the CCC!) then that's quite a prize for any card creator out there, imo! (not that most of us need an incentive anyway).
cool, well, I've got a concept, but fine details are to be sorted, so wanted to check: does my card entry have to be 100% complete when posting, or can I put the major part of it out there, and have the help of the general community to finalise the detail?The card does not have to be complete. (art is unecessary)
credibility? As a team, the CCC is surely a very credible source in the card design areas of this forum?
cool, well, I've got a concept, but fine details are to be sorted, so wanted to check: does my card entry have to be 100% complete when posting, or can I put the major part of it out there, and have the help of the general community to finalise the detail?Plus, the Card Ideas and Art forum goers would surely help you flesh out and define your card idea, but it's best to post the amorphous idea in Design Theory.
credibility? As a team, the CCC is surely a very credible source in the card design areas of this forum?
true. Having not been able to decide what type of card to make it, I've created two 'different' cards, a spell and a permanent version. I'll post both as my two entries to this competition kinda thing, let everyone say which they prefer etc.cool, well, I've got a concept, but fine details are to be sorted, so wanted to check: does my card entry have to be 100% complete when posting, or can I put the major part of it out there, and have the help of the general community to finalise the detail?Plus, the Card Ideas and Art forum goers would surely help you flesh out and define your card idea, but it's best to post the amorphous idea in Design Theory.
credibility? As a team, the CCC is surely a very credible source in the card design areas of this forum?
Thicket | Thicket (http://elementscommunity.org/forum/index.php/topic,20858.0.html)9 ideas so far. Voting will go on as planned. New ideas still welcome.
Thicket Trap | Thicket Trap (http://elementscommunity.org/forum/index.php/topic,20859.0.html)
River Python | Anaconda (http://elementscommunity.org/forum/index.php/topic,20856.msg283683#msg283683)
Fever | Fever (http://elementscommunity.org/forum/index.php/topic,20807)
Elven Enclave | Ãlfheim (http://elementscommunity.org/forum/index.php/topic,20795.msg282519#msg282519)
Lignification|Lignification (http://elementscommunity.org/forum/index.php/topic,20590.msg279379#msg279379)
Vine Spider (http://elementscommunity.org/forum/index.php/topic,20326.0.html)
Syringe | Syringe (http://elementscommunity.org/forum/index.php/topic,20585)
Pack mentality|Pack mentality (http://elementscommunity.org/forum/index.php/topic,20863.msg257499.html)
I offer my services.Welcome Doublecross.
Pack mentality:Would you please make a thread in the smithy (no art needed) so the commenting could begin?
permanent.
If you have 3 or more of a type of creature in play, they all gain +1|+0, but when one of them dies, they all lose +0|-1.
Edit: This doesn't stack, and would apply to both sides of the field.
Sorry, where is the Smithy? (This, for those who are keeping track, is an example of me being stupid)Smithy is the main Card and Idea Section.
I would like to make a Series using these.
(http://imageplay.net/img/m7Gbd139155/LiquidAether.png)
(http://imageplay.net/img/m7Gbd139156/LiquidDarkness.png)
(http://imageplay.net/img/m7Gbd139157/LiquidDeath.png)
(http://imageplay.net/img/m7Gbd139158/LiquidEntropy.png)
(http://imageplay.net/img/m7Gbd139159/LiquidFire.png)
(http://imageplay.net/img/m7Gbd139160/LiquidLife.png)
(http://imageplay.net/img/m7Gbd139161/LiquidTime.png)
I would like CCC's help, suggestions, and feedback on a card guide I have made recently: http://elementscommunity.org/forum/index.php/topic,20920.0.htmlRespond to my feedback, then! XD
Many Thanks.
(http://i283.photobucket.com/albums/kk281/ShadowzeroZx/megaman.gif) That's the reason I have a section called the "The People's Response". It was already done a while ago.I would like CCC's help, suggestions, and feedback on a card guide I have made recently: http://elementscommunity.org/forum/index.php/topic,20920.0.htmlRespond to my feedback, then! XD
Many Thanks.
Now, back OT: What about creatures that alternate between 2 skills?(http://imageplay.net/img/m7Gbd137438/rinicon.jpg) Well, I'm sure the card will see light if you attempt to remake it. Creatures that alternate between 2 skills could possibly make the creature a duo and possibly even a trio. It's not impossible (see burrowing creatures as an example), but it'd be tricky to balance. Again, not recommended if you are a beginner.
:fire :fire Skill One: Do a random effect and change ability to Skill 2
:entropy :entropy Skill 2: Do some crazy $^#& and change ability to Skill One
Basically, I'm wondering if my Dark Poet | Cursed Poet (http://elementscommunity.org/forum/index.php/topic,14796) will ever see some light.
Since Editing a post doesn't register on the replies page, I have no way of knowing whether or not you'll have answered my questions. I recommend you gather up all the questions, and answer them in a new post. 7 questions per post should work.Alright, I'll just have a feedback release right now so I can bump the thread. I also think 7 questions is a good amount.
I guess I will move this here.That aether one looks like a twisting of dimensions! Can imagine something like perhaps a spell - all/opponent's creatures have a chance to slip into another dimension. (what this does - basically has a chance (20%/30%/40%/X%(?)) to take the creature out of the game for 1/2/3/x(?) amount of turns before returning back. This could be done by giving the creature immortality and stasis for those turns).I would like to make a Series using these.
(http://imageplay.net/img/m7Gbd139155/LiquidAether.png)
(http://imageplay.net/img/m7Gbd139156/LiquidDarkness.png)
(http://imageplay.net/img/m7Gbd139157/LiquidDeath.png)
(http://imageplay.net/img/m7Gbd139158/LiquidEntropy.png)
(http://imageplay.net/img/m7Gbd139159/LiquidFire.png)
(http://imageplay.net/img/m7Gbd139160/LiquidLife.png)
(http://imageplay.net/img/m7Gbd139161/LiquidTime.png)
I guess I will move this here.Thanks Emerald Tiger. These will be great for after the 3 competitions.I would like to make a Series using these.
(http://imageplay.net/img/m7Gbd139155/LiquidAether.png)
(http://imageplay.net/img/m7Gbd139156/LiquidDarkness.png)
(http://imageplay.net/img/m7Gbd139157/LiquidDeath.png)
(http://imageplay.net/img/m7Gbd139158/LiquidEntropy.png)
(http://imageplay.net/img/m7Gbd139159/LiquidFire.png)
(http://imageplay.net/img/m7Gbd139160/LiquidLife.png)
(http://imageplay.net/img/m7Gbd139161/LiquidTime.png)
Quote from: Submissions So farThicket | Thicket (http://elementscommunity.org/forum/index.php/topic,20858.0.html)9 ideas so far. Voting will go on as planned. New ideas still welcome.
Thicket Trap | Thicket Trap (http://elementscommunity.org/forum/index.php/topic,20859.0.html)
River Python | Anaconda (http://elementscommunity.org/forum/index.php/topic,20856.msg283683#msg283683)
Fever | Fever (http://elementscommunity.org/forum/index.php/topic,20807)
Elven Enclave | Ãlfheim (http://elementscommunity.org/forum/index.php/topic,20795.msg282519#msg282519)
Lignification|Lignification (http://elementscommunity.org/forum/index.php/topic,20590.msg279379#msg279379)
Vine Spider (http://elementscommunity.org/forum/index.php/topic,20326.0.html)
Syringe | Syringe (http://elementscommunity.org/forum/index.php/topic,20585)
Pack mentality|Pack mentality (http://elementscommunity.org/forum/index.php/topic,20863.msg257499.html)
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I voted for fever, lignification, and thicket trap. However, I think Thicket Trap should be :time or :aether.The poll is not which cards are good but rather which cards are good soft CC for Life. If you vote for a card then you are saying that it should be a Life card in game.
:time: It causes the time bubble/stasis effect, and we do not currently have a card that causes this effect.
:aether: It can be seen as shifting the creature out of phase for a short period of time.
I guess I will move this here.Do you want any additional elements?I would like to make a Series using these.
(http://imageplay.net/img/m7Gbd139155/LiquidAether.png)
(http://imageplay.net/img/m7Gbd139156/LiquidDarkness.png)
(http://imageplay.net/img/m7Gbd139157/LiquidDeath.png)
(http://imageplay.net/img/m7Gbd139158/LiquidEntropy.png)
(http://imageplay.net/img/m7Gbd139159/LiquidFire.png)
(http://imageplay.net/img/m7Gbd139160/LiquidLife.png)
(http://imageplay.net/img/m7Gbd139161/LiquidTime.png)
At first glance: Skewed Reality Series, or some such thing. Change a card's element to [insert element here].I guess I will move this here.Do you want any additional elements?I would like to make a Series using these.
(http://imageplay.net/img/m7Gbd139155/LiquidAether.png)
(http://imageplay.net/img/m7Gbd139156/LiquidDarkness.png)
(http://imageplay.net/img/m7Gbd139157/LiquidDeath.png)
(http://imageplay.net/img/m7Gbd139158/LiquidEntropy.png)
(http://imageplay.net/img/m7Gbd139159/LiquidFire.png)
(http://imageplay.net/img/m7Gbd139160/LiquidLife.png)
(http://imageplay.net/img/m7Gbd139161/LiquidTime.png)
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The Communal Card Creation team congratulates Thicket|Thicket (http://elementscommunity.org/forum/index.php/topic,20858.0.html), Fever|Fever (http://elementscommunity.org/forum/index.php/topic,20807) and Lignification|Lignification (http://elementscommunity.org/forum/index.php/topic,20590.0.html) on winning the CCC's "Soft Creature Control for Life" competition. They are quality examples of potential Soft Creature Control for the Life Element. We feel that any of these cards would be a great improvement to Elements the Game. If you liked any of these cards you may like the others as well.
Semi Vanilla:I think those are beyond semi-vanilla, but I suppose it is up to interpretation.
Spell Leech | Spell Hunter (http://elementscommunity.org/forum/index.php/topic,21190.msg289266#msg289266)
Gorilla | Silverback Gorilla (http://elementscommunity.org/forum/index.php/topic,20290.0.html)
I'd love feedback if this is not what you consider a semi-vanilla creature. I'm open for suggestions!
is it ok without art, as in like last competition, or different this time?No art needed. However make sure you take the necessary amount of time to refine the card idea.
I've very little time atm, so hopefully get my ideas up in time (think I've got 2/3 ideas I'm trying to finalise for this)
Is anyone open to this competition or does one need to be a member of the CCC?Anyone can join in these competitions.
(http://imageplay.net/img/m7Gbd139155/LiquidAether.png)(http://imageplay.net/img/m7Gbd139614/LiquidAir.png)(http://imageplay.net/img/m7Gbd139156/LiquidDarkness.png)(http://imageplay.net/img/m7Gbd139157/LiquidDeath.png)(http://imageplay.net/img/m7Gbd139615/LiquidEarth.png)(http://imageplay.net/img/m7Gbd139158/LiquidEntropy.png)(http://imageplay.net/img/m7Gbd139159/LiquidFire.png)(http://imageplay.net/img/m7Gbd139616/LiquidGravity.png)(http://imageplay.net/img/m7Gbd139160/LiquidLife.png)(http://imageplay.net/img/m7Gbd139617/LiquidLight.png)(http://imageplay.net/img/m7Gbd139161/LiquidTime.png)(http://imageplay.net/img/m7Gbd139618/LiquidWater.png)We could use these for the shield slot buff series.
Garden Spider | Garden Recluse (http://elementscommunity.org/forum/index.php/topic,21189.msg289253#msg289253)
Gull | Albatross (http://elementscommunity.org/forum/index.php/topic,21201.msg289398#msg289398)
Paper Crane | Noshi Crane (http://elementscommunity.org/forum/index.php/topic,21280.msg290501#msg290501)
Spell Leech | Spell Hunter (http://elementscommunity.org/forum/index.php/topic,21190.msg289266#msg289266)
Gorilla | Silverback Gorilla (http://elementscommunity.org/forum/index.php/topic,20290.0.html)
Fire Lion | Fire Lion (http://elementscommunity.org/forum/index.php/topic,21205.0.html)
Dimension Traveller | Dimension Traveller (http://elementscommunity.org/forum/index.php/topic,21207.0.html)
Nilus | Nilus (http://elementscommunity.org/forum/index.php/topic,21209.0.html)
Lizardman | Lizardman (http://elementscommunity.org/forum/index.php/topic,21211.0.html)
Dune Soul | Dune Spirit (http://elementscommunity.org/forum/index.php/topic,21212.0.html)
Does this (http://elementscommunity.org/forum/index.php/topic,21313) count as semi-vanilla? If so, add it to whatever list you got going on.Yes that counts
Hey there ! May you add my Invisible Stalker | Invisible Stalker (http://elementscommunity.org/forum/index.php/topic,21399.msg292362#msg292362) to the list of semi-vanilla creatures ideas ?Yes.
Has anyone done a :darkness semi-vanilla creature?No
Here is this image if any one can come up with an idea for it.At your request:
(http://imageplay.net/img/m7Gbd146387/darkthing7.png)
ignore this
Entry | 1: :air Albescent Columbidae | Albescent Columbidae (http://elementscommunity.org/forum/index.php/topic,21313) :air |
Cost | 7 :air|2 :air |
Attack | 7|4 |
HP | 1|1 |
Ability | :light :light :light| :light :light :light :light: Stasis: Creatures do not attack for one turn. Put Albescent Columbidae back in your deck. |
Entry | 2: :time Anachronism|Anachronism (http://elementscommunity.org/forum/index.php/topic,21334.new.html) :time |
Cost | 3 :time|3 :time |
Attack | 6|7 |
HP | 6|7 |
Ability | Absorbs :time at the end of the turn or dies. |
Entry | 3: :aether Dimension Traveller | Dimension Traveller (http://elementscommunity.org/forum/index.php/topic,21207.0.html) :aether |
Cost | 1 :aether|1 :aether |
Attack | 2|2 |
HP | 3|3 |
Ability | n/a|Generate :aether |
Entry | 4: :time Dune Soul | Dune Spirit (http://elementscommunity.org/forum/index.php/topic,21212.0.html) :time |
Cost | 4 :time|4 :time |
Attack | 3|4 |
HP | 2|4 |
Ability | If your Mark is Time, this card gains " :time : Slow". If your Mark is Earth, this card generates :time per turn. Slow - Target creature is delayed for 1 turn. |
Entry | 5: :darkness Dusk Faerie | Moon Faerie (http://elementscommunity.org/forum/index.php/topic,21734.msg297304.html) :darkness |
Cost | 1 :darkness|2 :darkness |
Attack | 1|3 |
HP | 2|4 |
Ability | Turns into a Minor Vampire|Vampire if targeted with Chaos Seed. |
Entry | 6: :fire Fire Lion | Fire Lion (http://elementscommunity.org/forum/index.php/topic,21205.0.html) :fire |
Cost | 3 :fire|3 :fire |
Attack | 4|4 |
HP | 3|4 |
Ability | n/a|Affinity: gains +2|-1 if your mark is Fire. |
Entry | 7: :life Garden Spider | Garden Recluse (http://elementscommunity.org/forum/index.php/topic,21189.msg289253#msg289253) :life |
Cost | 1 :life|0 |
Attack | 1|2 |
HP | 1|1 |
Ability | Poisonous |
Entry | 8: :life Gorilla | Silverback Gorilla (http://elementscommunity.org/forum/index.php/topic,20290.0.html) :life |
Cost | 5 :life|5 :life |
Attack | 6|7 |
HP | 5|5 |
Ability | :earth:Ground Slam Delays target creature for 1 turn. |
Entry | 9: :gravity Gravitron Elder|Gravitron Endless (http://elementscommunity.org/forum/index.php/topic,21461.0.html) :gravity |
Cost | 4 :gravity|4 :gravity |
Attack | 1|1 |
HP | 10|10 |
Ability | See thread. |
Entry | 10: :water Gull | Albatross (http://elementscommunity.org/forum/index.php/topic,21201.msg289398#msg289398) :water |
Cost | 4 :water|4 :water |
Attack | 2|4 |
HP | 2|4 |
Ability | Every time a creature drowns, Gull gets +1|+1 |
Entry | 11: :air Invisible Stalker | Invisible Stalker (http://elementscommunity.org/forum/index.php/topic,21399.msg292362.html) :air |
Cost | 3 :air|3 :air |
Attack | 3|6 |
HP | 1|1 |
Ability | Invisible |
Entry | 12: :rainbow Lizardman | Lizardman (http://elementscommunity.org/forum/index.php/topic,21211.0.html) :rainbow |
Cost | 6|6 |
Attack | 3|4 |
HP | 3|3 |
Ability | n/a |
Entry | 13: :time Nilus | Nilus (http://elementscommunity.org/forum/index.php/topic,21209.0.html) :time |
Cost | 4 :time|4 :time |
Attack | 4|4 |
HP | 3|4 |
Ability | n/a|Generate :time |
Entry | 14: :entropy Paper Crane | Noshi Crane (http://elementscommunity.org/forum/index.php/topic,21280.msg290501#msg290501) :entropy |
Cost | 1 :entropy|1 :entropy |
Attack | 1|1 |
HP | 1|1 |
Ability | Paper Crane's HP is always 1. n/a|Generate :entropy |
Entry | 15: :fire Raging Barbarian|Raging Berserker (http://elementscommunity.org/forum/index.php/topic,21335.new.html) :fire |
Cost | 4 :fire|5 :fire |
Attack | 7|8 |
HP | 3|4 |
Ability | Comes into play infected. |
Entry | 16: :aether Reflectowl | Reflectowl (http://elementscommunity.org/forum/index.php/topic,21308.0.html) :aether |
Cost | 5 :aether|6 :aether |
Attack | 4|6 |
HP | 3|3 |
Ability | Enters the field with your last played creature's base stats added to Reflectowl's stats for one turn. |
Entry | 17: :death Spell Leech | Spell Hunter (http://elementscommunity.org/forum/index.php/topic,21190.msg289266#msg289266) :death |
Cost | 1 :death|1 :death |
Attack | 1|1 |
HP | 1|1 |
Ability | Spell Hunt : Spell Leech gains +0/+1|+1/0 when a spell is cast. |
Entry | 18: :earth Taurus | Taurus (http://elementscommunity.org/forum/index.php/topic,21718.msg297119.html) :earth |
Cost | 5 :earth|3 :earth |
Attack | 5|5 |
HP | 5|5 |
Ability | Heavy: can not be removed from the field. |
If your Mark is Time, this card gains " :time Slow".Thanks.
If your Mark is Earth, this card generates per turn.
Slow - Target creature is delayed for 1 turn.
Have you thought about giving something Pyroessence?
Pyroessence produce :fire
Allow me to attempt to coin some terms.
Essence produce :aether
:-\ produce :air
Shadowessence produce :darkness
Grave-essence produce :death
:-\ produce :earth
Chaosessence produce :entropy
:-\ produce :gravity
Livingessence produce :life
:light done
Chronoessence produce :time
Aquaessence produce :water
"A permanent, that, so long as it is on the field, each creature generates 1 quanta of its element at the end of each turn.This is not quite the place but thats ok.
So, maybe a absorb 2 :water and a cost of 4 :water might be appropriate?If you expect an average of 5 creatures per turn then yes.
Entry | 7: :life Garden Spider | Garden Recluse (http://elementscommunity.org/forum/index.php/topic,21189.msg289253#msg289253) :life |
Cost | 1 :life|0 |
Attack | 1|2 |
HP | 1|1 |
Ability | Poisonous |
Entry | 11: :air Invisible Stalker | Invisible Stalker (http://elementscommunity.org/forum/index.php/topic,21399.msg292362.html) :air |
Cost | 3 :air|3 :air |
Attack | 3|6 |
HP | 1|1 |
Ability | Invisible |
Entry | 12: :rainbow Lizardman | Lizardman (http://elementscommunity.org/forum/index.php/topic,21211.0.html) :rainbow |
Cost | 6|6 |
Attack | 3|4 |
HP | 3|3 |
Ability | n/a |
Entry | 14: :entropy Paper Crane | Noshi Crane (http://elementscommunity.org/forum/index.php/topic,21280.msg290501#msg290501) :entropy |
Cost | 1 :entropy|1 :entropy |
Attack | 1|1 |
HP | 1|1 |
Ability | Paper Crane's HP is always 1. n/a|Generate :entropy |
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...)
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.Not accepted
Also, would you guys mind looking at my new card? http://elementscommunity.org/forum/index.php/topic,22033.0.html
Not acceptedRepress | 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...)
Fine. I had a second idea.New mechanic: Interest is accepted.
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.
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.Fine. I had a second idea.New mechanic: Interest is accepted.
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]
Numbers might get adjusted but the idea of quanta making quanta over time is accepted.
"quanta making quanta over time"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.Fine. I had a second idea.New mechanic: Interest is accepted.
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]
Numbers might get adjusted but the idea of quanta making quanta over time is accepted.
(Just to be clear, doublecross, I'm not attacking your card. I'm attacking OldTrees' definition of "a unique mechanic.")
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."quanta making quanta over time"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.Fine. I had a second idea.New mechanic: Interest is accepted.
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]
Numbers might get adjusted but the idea of quanta making quanta over time is accepted.
(Just to be clear, doublecross, I'm not attacking your card. I'm attacking OldTrees' definition of "a unique mechanic.")
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
"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.All cards produce quanta over time. How is this different?instantaneous effects like nova do not happen over time."quanta making quanta over time"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.Fine. I had a second idea.New mechanic: Interest is accepted.
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]
Numbers might get adjusted but the idea of quanta making quanta over time is accepted.
(Just to be clear, doublecross, I'm not attacking your card. I'm attacking OldTrees' definition of "a unique mechanic.")
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.
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
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?
You have convinced me. The upgraded version is accepted and with it the unupped.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).
Like the original idea, a creature named "Chronomacer" with "Eternal" as his ability, Infinity plays with the idea of the future. Unlike Immortal, which protects the creature from time and space, Infinity only allows the creature to progress further into the future rather than living forever.Ah so it is intended to elongate the life of a creature at the expense of its attack.
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
New competition:Total Ideas Accepted So far:
What is a new mechanic for Time?
Voting for New Time Mechanic Begins
Voting for New Time Mechanic Ends
Requirements:
Entries must not use a mechanic that is in the game as of now. These are to be unique ideas.
Authors need to agree to the voting rules below.
All card ideas need to have an individual thread in the Smithy.
All card threads must have the crucible ready table.
Card Ideas do not need art.
Ideas judged to be not unique enough will be turned down with an explanation of what part is derivative from a previous mechanic. A card can be disqualified if the ability becomes derivative. This includes new cards appearing in the In Development section or Card Changes section.
The top third or less of entries will win the competition.
The bottom third or less of entries will agree to forgo the crucible in there form as presented in the voting option summary.
The middle third or more will have the option to compete again in the crucible but probably should be improved significantly before attempting.
Each member can enter 1-3 entries.
Time Adept | Time Sage (http://elementscommunity.org/forum/index.php/topic,22545.0.html)accepted.
I was thinking of a spell that made creatures leave the field for a time. The name would be Exile or Ordeal.This would be considered unique.
Thematically people who were exiled or went on an ordeal/journey went away for a long time, and then returned. So a creature could leave for 2 turns or so and come back in. Often those that return are changed in several ways.
I was thinking about a time card that "resets" the game by setting both players life to 100.How would it interact with FGs?
cost 10 :time and drains the rest of :time
but im not sure it seems to be to similar to miracle, except that it gives you the life you had on turn one so it is more a counter than a combo with shard of divinity and stone skin.
please tell me what do you think.
After putting some thought into this, I've come up with an idea. Not sure how practical/useful it would actually be in the game, but might be interesting (hope the mechanic is unique enough :s)Provided it keeps the limited uses and permanent->creature aspects it is unique enough.
Pyramids
permanent with counters/limited uses/chance not to work/other.
ability is to summon a specific/random creature which you'd find there, i.e. either of the following:
skeleton, Mummy, Pharaoh, Anubis, Scarab, Ghost of the Past, Schroedingers Cat(?), Scorpions/only specific ones(?), Immortal(?), perhaps even Iridium Warden(?), others?
As it stands, too many possible creatures I think, just listing them all for options. Another thing is what element the ability cost should be...?
Think it could be quite fun having a permanent which summons creatures thematically :)
Due to the inherent complexity of the idea I would recommend additional simplicity when possible.oh yes, do intend that, just thought I'd list all available possible routes for opinions before choosing :)
Here's my entry:Accepted.
New Birth (http://elementscommunity.org/forum/index.php/topic,22580.0.html)
:)
I feel it has very little redundancy with delay.I was thinking of a spell that made creatures leave the field for a time. The name would be Exile or Ordeal.This would be considered unique.
Thematically people who were exiled or went on an ordeal/journey went away for a long time, and then returned. So a creature could leave for 2 turns or so and come back in. Often those that return are changed in several ways.
I still have doubts about the value of the "exile" zone (especially since the grave was vetoed). I feel it has a lot of redundancy with delay.
My archetype Aspiration | Ascendance does something similar. A card is actually removed from play, able to return after a time limit, and not trigger death effects, right?
i have an idea for a new card concept. this card effect would be to destroy all permanents on the field for a :fire cost and consumes the rest. anyone can help since this is the CCCThe PreSmithy thread is a better place for ideas this far along. Also I would suggest searching for Apocalypse.
I don't really know if this is a true entry, but I wanted to bring some attention to it because it has a set of mechanics that I don't really see happening in Elements.The current competition is new unique Time mechanics. I would not suggest entering part of a series in the competition because the bottom entries will need to be "fixed" before they enter the crucible.
http://elementscommunity.org/forum/index.php/topic,22391.msg303729#msg303729 (http://elementscommunity.org/forum/index.php/topic,22391.msg303729#msg303729)
What is next for CCC?Speaking of which, shouldn't voting for the Time Mechanic have begun? My Time sage feels slightly neglected. :(
Are you talking the new addition to Time competition?If this is what you meant than yes.
New competition:When does this end?
What is a new mechanic for Time?
Voting for New Time Mechanic Begins
Voting for New Time Mechanic Ends
Requirements:
Entries must not use a mechanic that is in the game as of now. These are to be unique ideas.
Authors need to agree to the voting rules below.
All card ideas need to have an individual thread in the Smithy.
All card threads must have the crucible ready table.
Card Ideas do not need art.
Ideas judged to be not unique enough will be turned down with an explanation of what part is derivative from a previous mechanic. A card can be disqualified if the ability becomes derivative. This includes new cards appearing in the In Development section or Card Changes section.
The top third or less of entries will win the competition.
The bottom third or less of entries will agree to forgo the crucible in there form as presented in the voting option summary.
The middle third or more will have the option to compete again in the crucible but probably should be improved significantly before attempting.
Each member can enter 1-3 entries.
It already did. See:New competition:When does this end?
What is a new mechanic for Time?
Voting for New Time Mechanic Begins
Voting for New Time Mechanic Ends*snip*
Each member can enter 1-3 entries.
Voting for New Time Mechanic BeginsThat was a timer that would display those messages when the deadline was reached. The deadline is already 7 days overdue.
Voting for New Time Mechanic Ends*snip*
So we are waiting for something new?No, we're waiting for Oldtrees to put up the poll.
OldTrees do you want us to avoid and criticize redundancy?Yes, unless the redundancy is warranted.
The Communal Card Creation team congratulates Time Adept | Time Sage (http://elementscommunity.org/forum/index.php/topic,22545.0.html) on winning the CCC's "New Time Mechanic" competition. It is a quality example of a new Time mechanic. We feel that this card would be an improvement to Elements the Game. If you liked this card you might like the runner up New Birth | New Birth (http://elementscommunity.org/forum/index.php/topic,22580.0.html).
What are we doing next?Quote the most recent list and add to it like this.
Good idea OT, just wanted to ask before I think of things to add - "balanced" - by that do you mean the cost? Because one might see balanced as a skill/spell/whatever which isn't OP(/UP) by itself, or, when thinking about correspondence with other cards already in the game?What are we doing next?Quote the most recent list and add to it like this.
New Topic until the next competition:
What makes a good card?
Balanced
New instead of redundant
The Name fits thematically
The Element fits thematically
The Art is appropriate and free to use
All vehicles are optimal for their riders
Improves the metagame
Varied uses
I did mean the same cost:benefit as other cards in the game. However you are right that cards that work by themselves are better. Standalone added to the list.Good idea OT, just wanted to ask before I think of things to add - "balanced" - by that do you mean the cost? Because one might see balanced as a skill/spell/whatever which isn't OP(/UP) by itself, or, when thinking about correspondence with other cards already in the game?What are we doing next?Quote the most recent list and add to it like this.
New Topic until the next competition:
What makes a good card?
Balanced
New instead of redundant
The Name fits thematically
The Element fits thematically
The Art is appropriate and free to use
All vehicles are optimal for their riders
Improves the metagame
Varied uses
Standalone
Obvious factors:Wait, why would the popularity of a creator have just a negative impact? If he/she designs good cards it could possibly come off as a positive impact as well. I think it should be a (?) instead.
Popularity of creator (-)
I think we should revisit how the community votes on card ideas, now that we have sufficient data to interpret in the form of the Card Design War (http://elementscommunity.org/forum/index.php/topic,23382.0.html).Is anyone else expecting the amount of people who vote in round 2 of the card design war to be at least 10% less than the amount of votes last round?
Obvious factors:
Originality (+)
Thematic Consistency (+)
Popularity of creator (-)
Grammar and presentation (?)
Being OP (-)
Not being UP (+)
Not being a "taboo" mechanic or theme (?)
Humor (-)
Being a card you made (-)
Yes. Unfortunately. I am expecting a 25% drop.I think we should revisit how the community votes on card ideas, now that we have sufficient data to interpret in the form of the Card Design War (http://elementscommunity.org/forum/index.php/topic,23382.0.html).Is anyone else expecting the amount of people who vote in round 2 of the card design war to be at least 10% less than the amount of votes last round?
Obvious factors:
Originality (+)
Thematic Consistency (+)
Popularity of creator (-)
Grammar and presentation (?)
Being OP (-)
Not being UP (+)
Not being a "taboo" mechanic or theme (?)
Humor (-)
Being a card you made (-)
I can not remember what was said. When are we doing the Shield Enhancement Series?Now would be a good time to start if you have some starting ideas.
Were any of the ideas stated before any good?I do not think we got that far.
Sorry for the inactivity. I have been preparing for the Idea Factory. (Idea Factory in some ways will be CCC II)Ok then, lets change those other effects into "your" shield.
Shield enhancements should enhance any shield.
Ivory Tomb would not work on Fire Shield
Explosive Turret needs to take the hp of the target into consideration like Skull Shield does
Titanic Monolith would not work with Fire Shield
Ancient Column is powerful and will need careful balancing
:aether :air :darkness :earth :entropy :life :light :water Look great if "___ Shield" were changed to "Your Shield".
I like those modifications Flayne.cool, so Whats next? wait for everyone to comment?
That and start to try to assign casting costs.I like those modifications Flayne.cool, so Whats next? wait for everyone to comment?
you mean shield enhancing effects can stack?That is the question: "Should different types of enhancements stack?" I am in favor of it.
well, aether could stack well with it.
3 damage and burrowing. thats badass :P
I thought that the cards in the shield enhancement series should not require you to have a shield in play for it to potentially be useful. Is this limitation no longer in effect?Flayne made his own cards for the series. His new versions require a shield. The CCC ones did not require a shield. I think it would be best to rename the CCC shield enhancement series "Barriers" because they do not require shields out on the field.
Ancient Shield still seems extremely powerful, I think for balance it may be better for it to return it to the player's hand instead of to the top of their deck. At 20%, if they have just 5 creatures, there is a 67% chance at least one gets rewound each turn. Even if it was 10%, if they have 10 creatures on field, there is still a 65% chance at least one is rewound. This would be quite powerful with Aflatoxin.
we can go changing the effects as we go.Stacking all 12 would cost enough to be worth a win.
we have to consider something here though:
do the shield enhancements stack on top of each other? or should they have an effect that destroys both if another of its type get in play? (or nullify effect?)
since each of these do intend to have one for each element.
if they stack on each other, we'd have to balance it so stacking all 12 somehow doesn't seem like an instant win.
To prevent confusion, can we call the old series Barriers instead?Makes sense.
Do we modify the old thread or create a new one?Rename the old thread. Flayne will create a new thread.
which thread shall i create? a seperate one just for the shield series?Do we modify the old thread or create a new one?Rename the old thread. Flayne will create a new thread.
Dark Pylon is a chance for +2DR and 2x Fire Shield. Sorry for the late recognition on that. 20% chance would fit the costs.20% makes more sense though isn't it a tad bit low? its basically equal to half the chance of Fog shield for creatures to miss, that is considerably low, not sure.
Probably increase Rocky to 7|6
Probably 6|5 for Irregular (assuming Chaos Seed)
I think Soothing needs to be boosted to Regenerate 5
Otherwise I agree with Flayne.
Irregular does more than 3 damage on average. I compared to the Aether Enhancement.Dark Pylon is a chance for +2DR and 2x Fire Shield. Sorry for the late recognition on that. 20% chance would fit the costs.20% makes more sense though isn't it a tad bit low? its basically equal to half the chance of Fog shield for creatures to miss, that is considerably low, not sure.
Probably increase Rocky to 7|6
Probably 6|5 for Irregular (assuming Chaos Seed)
I think Soothing needs to be boosted to Regenerate 5
Otherwise I agree with Flayne.
I assumed irregular would be cheaper since chaos seed upped costs 1, although the random effect part costs 2.
but 6 and 5 make sense too since unupped seed costs 2. Repetetive chaos seed + original cost would = 5-6 cost.
agreed.
im not sure on giving Rocky such a high cost since Titanium shield is already very expensive, it would be a bit hard to pull off, I was thinking more on the lines of maybe 6/5?
Soothing boosted to 5hp on upped version?
Also, what thread do I create?