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Elements the Game => Card Ideas and Art => Design Theory => Topic started by: OldTrees on December 08, 2010, 04:29:23 am

Title: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 08, 2010, 04:29:23 am
Welcome to Communal Card Creation!
Our goal is to create a steady flow of higher quality ideas that target perceived wants by the game.
This started out as a trend born out of unfinished card ideas series. The author of these series sought better quality by opening the unfinished series to the community at large. This resulted in either better cards or more cards (sometimes both). This trend then continued into card series with multiple authors. Once again the average quality of the cards improved. Here we are testing the limits of the synthesis of multiple creative sources and a limiting focus to create high quality but focused cards.

Here is a board that will be useful. (http://typewith.me/CCC)

Archive of CCC competition winners (http://img29.imageshack.us/img29/1813/ccccertified.png)
Quote from: The Communal Card Creation team
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.
Quote from: The Communal Card Creation team
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.
Quote from: The Communal Card Creation team
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.
Quote from: The Communal Card Creation team
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
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Ajit on December 08, 2010, 04:39:35 am
I agree Air needs something more.

Also new mechanics to be introduced.  New abilities, not the same ones recycled over and over.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on December 08, 2010, 05:23:23 am
Areas of the card ideas forum that we could work from is:
1. Archives
2. Steal My Idea.
3. Old Smithy pages.
4. Create New Ideas.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on December 10, 2010, 05:58:05 pm
Since none has responded i guess i will ask. What are we going to do next to get this moving?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Nepycros on December 10, 2010, 09:34:55 pm
Well, the biggest problem to date is abilities. Since new kinds of mechanics haven't been implemented (as being new) we should try to reach into Unknown Territory and start deciding a foundation to base off new abilities that may make it into the game.

For example:

Creature generating
Field-Dependent
Turn-based
Sacrificial (my personal favorite)
etc.
If we all pitch in, we can set up various classes, and to each class we'll set up a questionnaire:

Is your card a:
1. Creature (go to question ??) 2. Permanent (go to question ??) etc.

This way, when a player has designed a card for themselves, they can go through this checkbook. The main objective of this is to show players how the mechanics they design fit into the world today. Samples include effects that pretty much work like TU, as many people seem to not consider that card, and make effects similar. Using this set of questions, we can encourage designers to create mechanics never even conceived until just then.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 10, 2010, 09:44:19 pm
As soon as ArtCrusade posts any additional options for Phase 1 we will move onto Phase 2. Which should be done quickly and then it is onto Phase 3.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ArtCrusade on December 10, 2010, 10:53:57 pm
I believe Air needs a serious buff, because right now it has a passive ability which's only effect is that it allows the creature to ignore Wings, but it also has a counter (Phase Recluse), so it's seriously unuseful and situational right now. If there were more cards that took advantage of Airbourne, Air would be much better.

I strongly believe Life should get some kind of CC/PC as well, since a mono-Life rush will be crushed by any deck with a single shield. Moreover, Life should get some new source of healing as well, since Life is about creating (-> creature generating creatures should be added) and keeping creatures alive. A passive ability like Surviving, which allows creatures to regenerate for Life quanta would be nice, and if it'd only be used for one creature I'm totally fine with that. An active or passive ability that heals the creature's owner is highly appreciated as well. The question is, does Life need spells/permanents or does Life need new creatures to add more diversity? 
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on December 11, 2010, 04:08:11 am
new mechanics are needed, but we will need to see what we have in order to reduce the chance of recycling old stuff.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 11, 2010, 04:09:21 am
Voting Complete:
9:Fleshing out an element
1:Quanta Generation
12:New Mechanics
2:Expand use of old Mechanics

The result was Creating new mechanics with fleshing out an element as a very close favorite.

I think we should combine these two by
1) Identifying the elements that need fleshing out
2) Brainstorming some new mechanics that are versatile enough that they can fit at least 3 of these elements.


I think that Air is in the biggest need of expansion with Aether (Creatures) and Earth (Skills) included.
A mechanic that fits both Air and Earth would be/is hard.

A mechanic that represented movement of creatures around obstacles would fit
Air, Maneuverability, Flying
Aether, Alternate Realities, Tesseract
Earth, Protection, Tunneling
This sounds a lot like momentum though. Is there another way to represent this spatial freedom?

More ideas to come.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ArtCrusade on December 11, 2010, 05:16:48 am
Air: Deadly Precision (critical strike)
Earth: Tunneling (30% for all spells to miss creature)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on December 11, 2010, 05:43:22 am
The elements that have some connection to real life are much easier to design for.
We experience  :air when the wind blows.
We experience :darkness when the  :light is off
We experience :death when a loved one is gone.
We experience :earth when we plant a seed.
We experience :fire when burn wood.
We experience :gravity every day else we would float away.
We experience :life when the planted seed grows.
We experience :light when we can see.
We experience :time when a clock tick-tocks .
We experience :water when we drink it.

I am uncertain if we truly experience :entropy
For me :aether is the most intangible of the elements so it is the most difficult to design for.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ArtCrusade on December 11, 2010, 06:11:59 am
 :aether and  :entropy are not the most difficult elements to design for, just the most abstract ones. All other elements are natural in a way.  :aether and  :entropy are supernatural, so every card has an effect that is not so common in nature. Effects which can reflect damage would fit :aether I think, and I always wanted to see an  :entropy card which would apply one random positive effect to its owner, and with a low chance would damage all creatures on the field (like Pandora's Box). Entropy is a theory about the balance of energy in the world; yes, in the whole universe. So you need to find effects that suit this best. Aether is the floating, immaterial element all around us (at least some people say that). Creatures which could shift between different universe-s, being one creature in one turn and another in the next turn, could be a great addition to :aether. You just need to think about what the element represents, how it is presented in Elements, and where the major differences are.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 11, 2010, 09:23:32 pm
New idea for  :aether :air :earth and even fits  :darkness :life :time
Ambush!

These elements have the ability to maneuver and surround their opponent.
 :aether (5d Movement)
 :air (3d Movement)
 :darkness (Its Dark)
 :earth (Tunnel)
 :life (Hide/move through overgrowth)
 :time (Time Travel)
Ambushing seems to only work with like methods of ambush.
Ambushing increases Attack/Damage dealt.
However creatures that specialize in ambush tactics would deal less damage without such tactics.
Maybe have each one deal a multiple of the previous one's damage?
This would get powerful fast with Fractal so maybe they deal 2^N damage and Cost at the high fractaled range like 5?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Nepycros on December 12, 2010, 01:46:44 am
So, analysis of the elements comes down to:

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

Is this accurate?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 12, 2010, 02:14:03 am
Good point Nepycros.
How can we expand the elements without first understanding them?

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

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

The first would be a card that responds to different elemental stimuli in different ways
The second would be a card that could fit in every element
The third is a card that could not fit in any elementI define the elements by their apparent specializations of their Elementals. However this leads to many pairs not having opposite specializations despite opposite natures.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on December 12, 2010, 02:39:59 am
I just thought of a  :aether Passive ability Phasing: Creature/Permanent is untargetable every other round. And a creature that is phased out can pass though phase shield.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 12, 2010, 02:50:36 am
I just thought of a  :aether Passive ability Phasing: Creature/Permanent is untargetable every other round.
Phasing is a neat ability indeed.

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

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

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

Would it make sense for any other elements to share this mechanic even if not the name?
A groundhog or a groundserpent that alternates burrowed and unburrowed?
A falcon that alternates being in range and too high to be affected?
A spirit that alternates between substantial and insubstantial?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on December 12, 2010, 03:22:00 pm
I would like an ability that does this.

from wiki
Quote
Red herring is an idiomatic expression referring to a rhetorical tactic of diverting attention away from an item of significance
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Nepycros on December 12, 2010, 03:28:45 pm
I would like an ability that does this.

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

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

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

Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 12, 2010, 04:21:10 pm
I would like an ability that does this.

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

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

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

So far ideas
Ambush :aether :air :darkness :earth :life :time
 :rainbow: Ambush
Current attack is reduced to 0.
Current attack of ___ increases by the damage each previous ___ deals.
Current attack resets to Full Attack at end of turn.
Phasing in/out N,M :aether :air? :earth?
Creature starts vulnerable/untargetable.
After N turns Creature becomes untargetable/vulnerable.
After M turns Creature becomes vulnerable/untargetable.
Repeat 2 & 3
Phase :aether
Immortality with a duration
Redirection Full/Partial :gravity :light :water
Redirect All creature targeting effects
Redirect All negative creature targeting effects
Redirect All damage
Redirect the first N effects
Debuff -N|-M  :darkness :death? :fire :time (old age)? :water (Chill)
probably best saved for another batch. Only Time of the above needs a buff IMO.
Creature's current and full stats are reduced by -N|-M.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Nepycros on December 12, 2010, 06:44:36 pm
:water could have an effect called Chill for one of its creatures. Target/all frozen creatures gain -2|-0.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on December 12, 2010, 06:59:00 pm
there is this
http://elementscommunity.org/forum/index.php/topic,5921.12.html
we could attempt to develop some of these
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 12, 2010, 07:05:33 pm
We don't want to overload this brainstorm. I expect us only being able to work on 3-4 of these at a time an still produce sufficient quality.

If there are ideas from that thread that you think are versatile enough to help boost the elements that need it then please mention those.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Nepycros on December 12, 2010, 07:36:10 pm
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.
Ironically, the effect of reducing a creature's attack to 0 and passing it to another is also in the Ant series.

At the very least, we can come up with names. Perhaps we'll take a vote on elements later.

Ambush ability could be given to a creature called Shadow Walker or another kind of creature that traverses through areas of inscrutability.

Phasing could be given to Phase Beast or Dimensional Beast, if you want to go right out with it.

Redirection will definitely be given to a Guardian.

Debuff is tricky. Since there are so many different effects, perhaps it would be better left to voting.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 12, 2010, 08:02:45 pm
My idea was for each new mechanic to be versatile enough that we could create a series for each one showing off the many ways in which it could be used/applied. Some mechanics will not be versatile enough to cover 6+ elements but will be versatile enough to still cover 6+ forms. The expansion, development and refinement of each mechanic into a series will determine the final elements and variants involved. Current elements listed are just examples testifying to the versatility of the ideas. (A Phase series would include both Phasing and Phase)

On Ambush
Ambush works as a multiplier
4 creatures with ambush 4|4 (blessed), 1|1, 1|1, 1|1
Vs Solar Shield
2nd, 3rd and 4th ones activate Ambush [Current Stats: 4|4, 0|1, 0|1, 0|1]
First creature attacks dealing 4-1=3 damage [Current Stats: 4|4, 3|1, 3|1, 3|1]
Second attacks 3-1=2 damage [Current Stats: 4|4, 3|1, 5|1, 5|1]
Third attacks 5-1=4 damage [Current Stats: 4|4, 3|1, 5|1, 9|1]
Fourth attacks 9-1=8 damage
Total Damage: 17

4 creatures with ambush 4|4 (blessed), 1|1, 1|1, 1|1
Vs Dusk Shield
3rd and 4th ones activate Ambush [Current Stats: 4|4, 1|1, 0|1, 0|1]
First creature attacks missing [Current Stats: 4|4, 1|1, 0|1, 0|1]
Second attacks 1=1 damage [Current Stats: 4|4, 1|1, 1|1, 1|1]
Third attacks missing [Current Stats: 4|4, 1|1, 1|1, 1|1]
Fourth attacks 1=1 damage
Total damage =2
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Pineapple on December 12, 2010, 08:26:08 pm
Mechanic: temporary stat changes.
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.

Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 12, 2010, 08:35:26 pm
Mechanic: temporary stat changes.
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.
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?

On another note, there is a push for Dive to change from current attack -> 2x current attack to current attack -> Full attack + Current attack.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on December 12, 2010, 10:22:37 pm
I would like an ability that does this.

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

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

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

So far ideas
Ambush :aether :air :darkness :earth :life :time
 :rainbow: Ambush
Current attack is reduced to 0.
Current attack of ___ increases by the damage each previous ___ deals.
Current attack resets to Full Attack at end of turn.
Phasing in/out N,M :aether :air? :earth?
Creature starts vulnerable/untargetable.
After N turns Creature becomes untargetable/vulnerable.
After M turns Creature becomes vulnerable/untargetable.
Repeat 2 & 3
Phase :aether
Immortality with a duration
Redirection Full/Partial :gravity :light :water
Redirect All creature targeting effects
Redirect All negative creature targeting effects
Redirect All damage
Redirect the first N effects
Debuff -N|-M  :darkness :death? :fire :time (old age)? :water (Chill)
probably best saved for another batch. Only Time of the above needs a buff IMO.
Creature's current and full stats are reduced by -N|-M.
The desert concept associated with  :time is a way we could implement the debuff.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 13, 2010, 10:04:13 pm
Current Phase: Phase 5
We are skipping Phase 4 due to small number of ideas.
Next part is to learn everything we can about the new mechanics and how to balance them.
Ambush
Phasing
Phase
Redirect
Debuff
Temporary modifiers [A little broad, will be difficult to cover completely. Try this last?]


I will be busy for a few days. I hope that will not deter the dissection of the mechanics.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on December 14, 2010, 12:59:42 am
I just had an idea based on the debuff affect and antimatter. What if there was a rule that said only creatures with 0hp dies, + or - hp does not die. the only twist to - hp is, -#hp is subtracted from its owners health. i'm not sure if i explained that well enough.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 14, 2010, 01:19:20 am
-HP does not make much sense to me.

Comparison of Buff to Debuff
Blessing [+3|+3] 3|2 :light vs Antiblessing (seen for its 3rd time I think?) [-3|-3] X|X-1 :darkness

Elements is based upon 1 damage per turn = 1 quanta.

I think:
Blessing adds 3 damage per turn [+3 value] and moves the HP up 1 category on average [+1 value] but requires a creature [-1 value]

I think:
Fire Bolt does 3 damage
Drain life does 2 damage and heals 2 hp
heal yourself 2 hp = deal the opponent 1 damage?

I think:
Lightning Bolt deals 5 damage to a creature for 2 quanta
N (0<N<6) damage to a creature is worth 2N/5 quanta

Shakier ground:
So Antiblessing is -3 damage to you per turn/+3 healing per turn and 3 damage to the creature but requires a creatures (however the opponent supplies the creature so no cost reduction?).
The 3 healing is worth 1.5 quanta
The 3 CC damage is worth 1.2 quanta
So an Antiblessing is worth 2.7|1.7 or ~3|2 :darkness

Does this sound reasonable?

So a -N|-M should cost .5N+.4M
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on December 14, 2010, 01:42:00 am
Sounds reasonable, but as words go i would use Hex or Curse.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Uppercut on December 14, 2010, 01:47:52 am
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 14, 2010, 02:00:54 am
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?

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.
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.
2) We have had this discussion before. There is an amazingly high correlation between attack and quanta cost for vanilla creatures. This is a relevant guideline for Buffs and Debuffs. Deviations from this baseline have reasons for such deviation. For the most basic of cards (Vanilla creatures, buffs and debuffs) this guideline is very accurate.
3) How the exceptions named are not exceptions can be explained if it is necessary however not for half responses.

One example for specators:
Fire Spirit
Cost: 2+X
Atk: 2X
Total Damage/Total Turns = X
2+X vs X is pretty close.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 16, 2010, 05:43:20 pm
I'm back

So

Ambush

Typical damage for N ambushers with the attack=c each is cN+N(N-1)/2
Either can be balanced with fractal or without fractal but probably not both
High cost would discourage fractal but the incredible increases in damage may convince otherwise.
Susceptible to Damage prevention (DR, Miss Chance, Freezing)
CreaturesExtra DamageExtra Damage/Creature
100
210.5
331
461.5
5102
6152.5
7213
8283.5
9364
10454.5
11555
12665.5
13786
14916.5
151057
161207.5
171368
181538.5
191719
201909.5
2121010
2223110.5
2325311
Phasing N,M

Creatures can start either phased in (targetable) or phased out (untargetable).
I think the cost should be based on the average turns that the opponent has to wait to use CC.
Average turns to wait (M)(M+1)/2(N+M)
N\M1234567
11/23/36/410/515/621/728/8
21/33/46/510/615/721/828/9
31/43/56/610/715/821/928/10
41/53/66/710/815/921/1028/11
51/63/76/810/915/1021/1128/12
61/73/86/910/1015/1121/1228/13
71/83/96/1010/1115/1221/1328/14
N\M1234567
10.501.001.502.002.503.003.50
20.330.751.201.672.142.633.11
30.250.601.001.431.882.332.80
40.200.500.861.251.672.102.55
50.170.430.751.111.501.912.33
60.140.380.671.001.361.752.15
70.130.330.600.911.251.622.00
This does not take the initial state into consideration. How should we factor in the initial state?
Would it be as simple as a constant x the number of turns until phase change?
(Cost reduction for phased in, cost increase for phased out)

Phase N,M
This is similar to immortality which is worth +3 quanta.
As the average turns vulnerable before the end of the game approaches 0, the value of Phase N,M approaches +3.

Debuff -N|-M
The reduced attack acts like preventative healing. (Healing is worth half equivalent damage)
The reduced HP acts like damaging CC. (Lightning Bolt sets a guideline of .4 quanta per point of damage)
So value of Debuff -N|-M as a spell is .5N+.4M.
How would the value change if it were a skill?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ArtCrusade on December 16, 2010, 06:40:14 pm
Regeneration X (passive ability):

The ability triggers when the creature with the ability dies and X quanta are available. X quanta are drained and the creature regenerates all HPs & any poisoning, but keeps buffs.
Life could get a spell which can apply this passive ability to other creatures, and there can be new creatures for life which use this ability as well. It's a nice mechanic and underlines Life's survivability in nature.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 16, 2010, 06:50:22 pm
Notes on Regeneration X

Fits both Life(recovery) and Death(reanimation)
Restores current HP to full HP upon "death"
Does it still count as a death? (I would lean no)
When Regenerate is a skill it should drain the value of the regenerated creature.
Alternatively the creature could start with a higher cost and a lower regeneration
[Value 5, Cost 7, Regen cost 4]

As a spell it probably would be best as a single target spell that gives Regeneration X (X=casting cost of creature card) for a minor cost.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ArtCrusade on December 17, 2010, 07:06:21 am
The death won't be counted as one, as the creature regenerates its entire health at that point. X depends on the creature's casting cost, but will not cost more than 10 :life. The spell should cost 4 :life, because it's a bit situational.

As to Ambush, I think Ambush is just fine the way you suggested, OT. This ability would rather be used for small creatures, but will only reveal its true power when connected with Fractal or TU. It'd be interesting if you could apply it to all creatures without an active ability. The ability should not just set the attack to 0, it should include buffs - including debuffs - so a blessed creature with the Ambush ability will have 3 attack instead of 0 as a base.

Phasing looks okay.

Debuffs can basically kill creatures, so we should consider that when making up numbers for spells. The cost should depend on the power of the effect, and attack-decremention should cost less than health-decremention. The question is, should debuffs be able to set a creature's attack to negative values? However, I think this can be an ability as well, but shouldn't be as strong as the spells. I suggest an ability should only debuff both 1 attack and 1 health as a maximum, and that there should be buffs as well, just like Blessing.

My suggestion for Debuff:

Debuff(-N|-M):X [N=attack, M=health, X=cost] and [X=(N+1/2)+(N+M*2)-K; (rounded down)]

Debuff(-2|0) would therefore cost 2 quanta;
Debuff(0|-2) would therefore cost 4 quanta;
Debuff(-1|-1) would therefore cost 3 quanta;
Debuff(-4|0) would therefore cost 5 quanta;
 
K is the constant. K is 1 for an ability and 2 for a spell (though it cannot reduce the cost to 0). Additionaly, this formula can be used for buffs as well, just that K for a spell would be 3.



Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 17, 2010, 07:30:39 am
You're right Ambush shouldn't reduce current attack to 0 (that was copy paste error from previous version)

Good analysis of Debuff.
I think that Debuffs should be able to reduce attack to negative (some debuffs may be exceptions based upon the rest of the card's flavor)
I agree that limiting skill debuffs to -1|-1 would be best. Probably even cap it at -3|0 and 0|-3

I do not understand your formula (is there a typo?)
X=(N+1/2)+(N+M*2)-K
X=N+.5+N+2M-K
X=2N+2M+.5-K
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ArtCrusade on December 17, 2010, 07:34:31 am
Forgot some brackets, the formula should be ((N+1)/2)+(N+(M*2))-K
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 19, 2010, 07:55:43 am
Comments have slowed so I assume it is time to design the cards.

Here are my suggestions for Ambush and Phasing/Phase

Ambush
Type: Passive
Effect: This creature's current attack increases by 1 for each successful attack dealt to the opponent by a creature with Ambush. These increases last until the end of the turn.
Element: Aether
Cost: 3|2
Stats:1|4
Effect: Immortal, Ambush

Element: Air
Cost: 5|5
Stats: 3|4 [4|4 upgraded]
Effect: Ambush, Airborne

Element: Darkness
Cost: 4|3
Stats: 2|2
Effect: Ambush

Element: Earth
Cost: 4|3
Stats: 3|4
Effect:  :earth:Burrow, Gain Ambush while burrowed

Element: Time
Cost: 4|3
Stats: 4|4
Effect: Gains Ambush if rewound

Element: Air
Cost: 3|2
Type: Spell
Effect: Target Airborne creature gains Ambush
Phasing In N,M
Type: Passive
Effect: After N turns being untargetable this card becomes targetable for M turns. This repeats after another N turns.

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
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on December 20, 2010, 05:30:48 am
i'm here can't stay away.  Question about ambush; Does a certain number of creatures with the skill have to be in play for skill to work?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 20, 2010, 05:46:31 am
Ambush requires 2 creatures for the 2nd to get +1 attack for the turn.
3 creatures give the 1st +0, 2nd +1 and 3rd +2
4 creatures give the 1st +0, 2nd +1, 3rd +2 and 4th +3
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on December 21, 2010, 02:53:46 pm
There is a growing concern that ideas are losing there uniqueness. How can we help?

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?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 21, 2010, 03:10:55 pm
There is a growing concern that ideas are losing there uniqueness. How can we help?

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?
Yes ideas are starting to lose their uniqueness. This is because usually each mechanic is used once and ignored thereafter.

This thread is trying to change that as part of its goals.
First we come up with good mechanics (new or old)
Second we understand the mechanic as in depth as we can.
Third we create a series (minimum 6 cards) that show the various forms of the mechanic. (currently on this stage.)

Current agenda:
Design and critique ideas for Ambush, Phasing/Phase and Debuff. (I have made some suggestions. Please comment on them and add new suggestions.)

Once we finish the first draft (18 cards) of these three series then we can move onto the next set of ideas.
(Temporary stat adjustments, Regeneration and Zone manipulation)
or we might try to choose a theme (Zone manipulation, Quanta Generators, ...) and brainstorm mechanics that fit that theme.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on December 21, 2010, 03:36:18 pm
I vote we work on Ambush cards first. Do we want a spell that grants the the skill, or only make creatures with the skill?

The other two skills can come from permanents, and even the permanents could be given some form of phasing.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 21, 2010, 03:50:14 pm
Here are my ideas for Ambush so far (5 creatures, 1 spell)
We would need names and images.

Ambush
Type: Passive
Effect: This creature's current attack increases by 1 for each successful attack dealt to the opponent by a creature with Ambush. These increases last until the end of the turn.

Element: Aether
Cost: 3|2
Stats:1|4
Effect: Immortal, Ambush

Element: Air
Cost: 5|5
Stats: 3|4 [4|4 upgraded]
Effect: Ambush, Airborne

Element: Darkness
Cost: 4|3
Stats: 2|2
Effect: Ambush

Element: Earth
Cost: 4|3
Stats: 3|4
Effect:  :earth:Burrow, Gain Ambush while burrowed

Element: Time
Cost: 4|3
Stats: 4|4
Effect: Gains Ambush if rewound

Element: Air
Cost: 3|2
Type: Spell
Effect: Target Airborne creature gains Ambush

I will go start a series thread in the smithy.
Could you make/find some art and come up with names for these cards?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on December 21, 2010, 04:16:28 pm
this may be a helpful link
http://www.wisegeek.com/what-is-an-ambush-predator.htm

the concept of stealth, camouflage and other such tactics are important for ambushing.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Nepycros on December 22, 2010, 05:10:15 pm
Who knows, Tiger? We just might see an Emerald Tiger in the game! :D

Aside from that, ambush is basically an attack that is not expected... so does the opponent have a chance to defend? Does this mean an ambush can defy shields? If Ambush had the ability to grant Momentum for one turn, that would be something else.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on December 23, 2010, 03:28:54 pm
I think we should prepare the other mechanics for smithy.

Edit: When it comes to the Debuffs we need to keep this thread in mind.
http://elementscommunity.org/forum/index.php/topic,5773.0.html

@OldTrees When it comes time to present the next series to smithy choose one of us to start the thread.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 23, 2010, 08:38:37 pm
We need to develop the next mechanic so that it can be made into a quality series.
I think that Phasing/Phase is the closest to being ready for this. (I would prefer only 2 of these series out at a time because the Ambush series has grown a life of its own that I will need to manage.)

I think that Emerald Tiger should spearhead the Phasing series.
Remember the goal is to create a series of standalone cards that each shows a different take on the mechanic.

The numerical debuffs may need to be left alone for now.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on December 23, 2010, 09:01:26 pm
What would be the max number of turns something could be phased out?
How much quanta would 1 turn of phasing cost.
One form of phasing could absorb quanta and when player runs out whatever quanta, object phases in.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 23, 2010, 09:38:31 pm
1)What would be the max number of turns something could be phased out?
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.
3) Great idea.
2) Phasing should cost some constant[c] times the average turns the opponent is waiting to use CC. I think c=1 would work fine. Maybe even c=1/2.
1) I think if a creature is phased out for 8+ turns at a time then the benefit is akin to immaterial.

So my suggestions detailed above are:
Phasing In N,M
Phasing Out N,M
Minor Phasing In N
Minor Phasing Out M
Phase N,M
Minor Phase N
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on December 24, 2010, 12:23:29 am
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.

To be honest I have difficulty understanding the formulas.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Pineapple on December 24, 2010, 12:27:44 am
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.

To be honest I have difficulty understanding the formulas.
"a word that means to fly high"

soar:
1 To rise, fly, or glide high and with little apparent effort.
2 To climb swiftly or powerfully.
3 To glide in an aircraft while maintaining altitude.
4 To ascend suddenly above the normal or usual level.


Read more: http://www.answers.com/topic/soar#ixzz18z5nyOej
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 24, 2010, 12:34:07 am
 :darkness (stealthed) This could also be paired with invisibility
 :light (protection that wears off) This would be a temporary untargetability
 :water (submerged)
Soaring, Thermals (Thermal drafts are hot air that falcons use to climb up)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on December 24, 2010, 12:51:18 am
Would we want the air affect to be similar to Burrow? My thought here is a creature flies higher and is more out of range to inflict/receive damage.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 24, 2010, 01:20:30 am
It makes sense for Air version of phasing to decrease current attack while phased out.

However what about an Air creature that phases both it and another creature out for N turns as an activated ability?
Maybe even have the attacks of each drop to 0?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on December 26, 2010, 01:26:34 am
I know it may be a little late but I just stumbled onto this thread and I'd like to contribute a trait :

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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on December 26, 2010, 02:17:41 am
Welcome to this thread, OldTrees is the leader of this. I guess i am kind of the co-leader. When OldTrees says we are almost done with the ambush series, I will post the Phase Series.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 26, 2010, 02:28:46 am
I know it may be a little late but I just stumbled onto this thread and I'd like to contribute a trait :

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.
Welcome to the CCC thread. I was expecting you.

Good example of a mechanic.
(Needs a little expanding perhaps. Each mechanic needs to generate 6+ unique independent cards)
Currently we are not at the mechanic brainstorm step (yet).

The Current step is balancing the Phasing Mechanic and identifying the various unique independent cards that it could be a part of.

I am looking forward to what refining will be accomplished while I am "gone" during my family vacation.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on December 26, 2010, 02:30:54 am
A quick read over the steps and I'm pretty sure I can help out with this.  Also, I feel very welcomed.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on December 27, 2010, 03:45:12 am
Skimmed the concept of phasing.


I overall like the idea.  The existence of multiple phase abilities means that there is a lot of room for creation of creatures.  Also, phasing should have different triggers for different creatures e.g. one can only phase if it takes damage, another can phase willingly, and a third phases only if a spell is played.

Lots of potential in it.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 27, 2010, 03:49:44 am
Good.
Now is the time to start to flesh out the ideas for Phasing by making preliminary creatures with element, casting cost, stats, type of phasing phase and additional effects.

I expect to see at least 6 well developed ideas by new years when I return from my vacation.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on December 27, 2010, 04:30:02 am
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.

Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Flayne on December 27, 2010, 04:50:36 am
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.


Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on December 27, 2010, 05:37:29 am
Here is the Air Phase Creature.

Stratus Flyer
(http://imageplay.net/img/m7Gbd113988/Stratus_Flyer.png)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Flayne on December 27, 2010, 08:41:48 pm
a new card idea thats based on phasing:

(http://***InternetAddressOfCardImage.jpg***)
(http://***InternetAddressOfUpgradedCardImage.jpg***)
NAME:
Bypass
ELEMENT:
:aether
COST:
10 :aether
TYPE:
spell
ATK|HP:
***Insert att|hp***
TEXT:
All your :aether are consumed, all creature cards in your hand are played for 2 turns, at the end of the effect, all phased creatures and their by-products are destroyed.

NAME:
Bypath
ELEMENT:
:aether
COST:
9 :aether
TYPE:
spell
ATK|HP:
***Insert att|hp (upgraded)***
TEXT:
All your :aether are consumed, all creature cards in your hand are played for 2 turns, at the end of the effect, all phased creatures and their by-products are destroyed.

ART:
only doing art if people accept the idea
IDEA:
Flayne
NOTES:
*by-products are creatures generated by the phased creature, (ex. by-product of Pharaoh = scarab)
SERIES:
***Insert series name and link to series page (if any)***
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on December 29, 2010, 02:22:02 am
@Flayne
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Nepycros on December 29, 2010, 02:39:43 am
If necessary, could you make an analysis of my Archetype card Aspiration | Ascendance, in order to determine whether or not it should retain its current ability, or change into a format of phasing.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Flayne on December 29, 2010, 03:01:35 am
@Flayne
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.
oh i see what you mean, thanks for the heads up
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on December 30, 2010, 02:56:29 pm
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.

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
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on January 01, 2011, 04:06:08 am
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.

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
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).

Anyway, I will try to create at least one of the mentioned cards when I get some time.

Forgive my noobiness, where is the active member header list?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 01, 2011, 04:17:43 am
Please do not create individual threads for these ideas until after they are exposed in a series thread for awhile

I agree that all contributors (people who posted in this thread) should be considered members of the CCC.
A list of this is near the top of the thread but below the poll.

I think Aether Well would be a permanent with Minor Phase as an ability.
Well Keeper could be a creature with Phasing In or Phasing Out as an ability.

Current compilation of Phasing ideas (I will double post a refined compilation)
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.




Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 01, 2011, 04:20:28 am
AuthorTopic: Card Idea Engine (Communal Card Creation)  (Read 1112 times)
Active members:
Uppercut(1) Ajit(1) patchx94(2) Flayne(3) Zblader(5) Nepycros(7) ArtCrusade(7) EmeraldTiger(22) OldTrees(27)

Krava is doing the art for the Aether Well and Keepers
http://elementscommunity.org/forum/index.php/topic,6660.msg252211#msg252211
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 01, 2011, 04:38:28 am
Definitions:
Phasing is a passive skill that can change immaterial creatures to mortal creatures and/or vice versa.
Phased Out: Immaterial, Untargetable
Phased In: Mortal, Targetable
Phase is an activated ability that gives a target creature Phasing

Compilation of forms:
Phasing In N,M
Phasing Out N,M
Minor Phasing In N
Minor Phasing Out N

Compilations of modifications:
Gain Minor Phasing when a spell is cast
Minor Phase out and delay 1 turn after a successful attack
Heal you when it changes phase
Minor Phase when damaged
Randomly Minor Phase (really nice idea)

Current full creature ideas:
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 01, 2011, 04:46:36 am
Here is the Air Phase Creature.

Stratus Flyer
(http://imageplay.net/img/m7Gbd113988/Stratus_Flyer.png)

Don't forget this one.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 01, 2011, 04:58:09 am
I think we have enough parts and assembled creatures for you to make the series thread with your selection and additions Emerald Tiger. Remember that a series requires 6 cards minimum.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 05, 2011, 02:57:53 pm
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.

Leader 1 position
Co-Leader 1 position

Analytics 4 positions
Critical eyes 3 positions
Art 4 positions
Idea Promoters 4 positions
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Nepycros on January 05, 2011, 02:59:31 pm
Mind giving a little more insight as to exactly what the "analytics" and "critical eyes" do? I'm interested in one of the 2.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 05, 2011, 03:31:29 pm
@Nepycros
critical eye look at an idea from the meta-game aspect and can find holes in concepts.
yes you could this
analytics is more of what OldTrees does im not sure how else to describe it.
yes you could this
the third thing I think you are good at is Idea Promotion you fairly well at selling ideas to the community.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Pineapple on January 05, 2011, 03:36:49 pm
"...what OldTrees does..."
You mean looking at the card-cost patterns in in-game cards and creating heuristics which he then uses to base the costs of new card ideas on?

I'd like to be the guy who looks at the giant wall of text and says "I'm pretty sure that can't be coded... ^^;;"
Which one is that?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 05, 2011, 03:43:12 pm
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.

Leader 1 position
Co-Leader 1 position

Analytics 4 positions
Critical eyes 3 positions
Art 4 positions
Idea Promoters 4 positions
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.

Making the curators' jobs easier is a good idea if done right. We need to be careful that our numbers do not make us become the authors of other people's cards.

I do not know if trying a large scale figuring out why ideas fail is wise. The current trial Exploding Pot|Exploding Cauldron has only seen reviews from 2 people and those reviews were not satisfactory to explain why it was archived. I may be proved wrong soon but I think best we will be able to pull of would be analyzing our communal card series that fail and the criticisms in the threads looking for patterns.

However I would recommend that people feel free to act as roles they did not sign up to be. The roles would (in my suggestion) just be there as responsibilities that we can count on being preformed (assuming something abnormal doesn't come up in real life).

If I understand correctly: Analytics is in charge of advice on balancing, Critical Eye is in charge of thematical resonance.

I would also recommend Analytics be changed to Balancing. Not all balancing is formulaic like my method. Uppercut is great at balancing and completely disagrees with my theory. I consider him my equal if not my better when it comes to balancing. Additionally his reasoned intuition method is more effective at balancing new effects then my dissection formula method.

I think for leader and co-leader we will need at least 2 nominations for a candidate and nominated individuals cannot return a nomination to the sender. (Obviously I would nominate myself but no one should be allowed to nominate themselves)

I nominate Emerald Tiger and Uppercut if they are willing as candidates.

I think for the other roles people should sign up and be willing but not required to act as the other roles from time to time.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Flayne on January 05, 2011, 04:16:51 pm
I´d like to fill a position in the "art" department.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on January 05, 2011, 09:15:36 pm
I would like to try being an Analytic or a Critical Eye, possibly both if needed.

As for leaders, I nominate Emeraldtiger and Oldtrees.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Ajit on January 06, 2011, 01:50:11 am
I'd get more involved with more structure personally :)

I also would vote OT and EmeraldTiger as leaders

What would I specifically have to do as Idea Promoter?  (if it is like anything I imagine, it should be renamed Advertiser or Ad Men)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 06, 2011, 02:16:43 am
Name Job LeaderCo-LeaderBalancingCritical EyeArtAdvertiser
OldTreesxx
EmeraldTigerx
Nepycrosxx
ArtCrusadexx
Ajitxx
Zbladerxx
Flaynex
patchx94xx
Uppercutxx
Based on what i know this is how i see things.
If you can follow the code feel free to use table.
Code: [Select]
[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]
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 06, 2011, 03:42:54 am
I think voting and nominating should be reserved to leadership positions. Other roles should be on a volunteer basis in my opinion.

Below I have recorded what I was certain of from the posts above. It includes the 5 nominations made and some of clear volunteering made so far.
OldTrees
2 Nominations for Leadership
Desired Roles: Balancing + Critical Eye
EmeraldTiger
2 Nominations for Leadership
Desired Roles: Art
Uppercut
1 Nomination for Leadership
Desired Roles:
Nepycros
Desired Roles:
ArtCrusade
Desired Roles:
Ajit
Desired Roles:
Zblader
Desired Roles: Balancing + Critical Eye
Flayne
Desired Roles: Art
patchx94
Desired Roles:
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 07, 2011, 03:31:13 am
Is there anyone on the team that doesn't have their own project going right now? I have an idea for them if needed. I will tell you more after reply.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 07, 2011, 07:35:45 pm
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.

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?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Flayne on January 07, 2011, 07:43:15 pm
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.

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?
i believe it should become a copy of only a permanent, otherwise its just an improved parallel universe.
and since im suggesting it should only be for permanents, i´d say target, not random.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 07, 2011, 07:43:56 pm
Three options for Morphing Clay's card type
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)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on January 07, 2011, 08:33:13 pm
Three options for Morphing Clay's card type
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:

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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Werdbooty on January 07, 2011, 08:35:36 pm
Clay morphs already. That is the essence of clay. Might I suggest "Primordial Ooze?"

*cough*Earth-Life*coughcough*


...not to butt in.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 07, 2011, 08:37:37 pm
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:

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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on January 07, 2011, 08:42:14 pm
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.

You could get around that by having it do a rainbow-like drain (aka code to select from a random field), but limit it's final selection to draw from  :aether and  :entropy quanta.  The ablity only checks to see which quanta is greater/lesser, so it's fine.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 07, 2011, 08:42:30 pm
It is the same coding My Flowering Tree would need, right?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 07, 2011, 08:44:00 pm
Yep it is that same coding. It is possible but also an added burden to remember.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 08, 2011, 09:28:35 pm
OldTrees and doublecross please establish Team Idea Format.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 08, 2011, 09:58:33 pm
Now that we have gone through the process once.

How can we improve this process.
Phase 1: Problems
Brainstorm: What does elements need?
Obvious answer: More cards ;D
Clarification: But what kind of cards is it in the greatest need of?
More cards that broaden the Methods that each element uses within their Style. [Air Aether Earth]
Quanta Generators and Quanta Engines
Cards pioneering new interesting versatile mechanics that make sense with 3 or more elements.
New variants for old versatile abilities

Phase 2: Voting
Question: Which problem should we work on next and why?
Example voting between 4 options
Each member gets 6 votes to send as they wish with a maximum of 3 votes per option.
So you could vote like:
3,3,0,0
3,2,1,0
3,1,1,1
2,2,2,0
or
2,2,1,1
Phase 3: Solutions
Brainstorm: What are some solutions to the selected problem?
Sources for solutions
1. Create New Ideas.
2. Old Smithy pages.
3. Steal My Idea.
4. Archives
Phase 4: Voting II
Question: Which solution should we work on next and why?

Phase 5: Development
Lets find out all there is to know about the selected solution.

Phase 6: Return
Return to last Voting Phase.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Flayne on January 08, 2011, 11:09:01 pm
Well, as i saw on the first page of this thread, the team has skipped phase 4: due to a small number of ideas.
I went through the thread and from what i saw, i believe that more ideas should be shared so that:
 
1: voting can be performed to suggest what idea is best which makes the process a lot easier and swifter.
2: we have a better vision and understanding of everything that has been suggested in order to effectively and cooperatively come to a solution to the matter.

this is my main analysis on how the process would be improved, i hope this observation has helped.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Uppercut on January 08, 2011, 11:12:20 pm
That seems like a convoluted process anyway. Check this out, its a lot simpler.

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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Flayne on January 08, 2011, 11:19:49 pm
That seems like a convoluted process anyway. Check this out, its a lot simpler.

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.
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.

it just helps so that things that aren´t related to the current process/discussion are posted in that particular discussion.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 08, 2011, 11:28:05 pm
Flayne you are right we had a small number of ideas and thus had to make do with what we had. More ideas would help and as the CCC grows I expect we will be able to come up with more solution ideas.

The 6 step process was intended to "find problems and solve them" as an additional method to the smithy's "come up with an idea and hope it is useful". Also each iteration of the 6 steps was intended to produce a few series full of ideas instead of 18+ iterations of the shorter smithy method.

How would you improve/redesign the problem->solution card design process?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Uppercut on January 08, 2011, 11:41:02 pm
I wouldn't. As new cards and card ideas come into existence the game will change on its own. Trying to force problems to be fixed isn't the way to go because the game is bound to change and what was previously a problem won't be one, or a new problem will arise. Power creep happens, its just part of any ccg.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 08, 2011, 11:47:12 pm
Maybe we are thinking about different kinds of problems?

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?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Uppercut on January 08, 2011, 11:51:26 pm
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 08, 2011, 11:56:47 pm
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Uppercut on January 09, 2011, 12:04:08 am
 :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?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Flayne on January 09, 2011, 12:08:15 am
Maybe we are thinking about different kinds of problems?

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?
i know its a bit of a late reply but
I´d say that might be the problem, to think about different kinds of problems as we solve the current one.

ive come up with a 4 step problem solver which just comes as a suggestion and example of a swift and organized problem solver.

1: Identify/define the most possible problem.

2: Generate possible solutions.

3: What are the Pros and Cons of each solution.

4:Choose the best solution.

again, I´m not implying that it should be changed to that, its just an example of an organized method of finding solutions.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 09, 2011, 12:12:21 am
@Uppercut It is not the number of elements that have PC that I think creates this opportunity but rather the small number of PC cards. I am personally against every element having PC. However I do want more soft PC cards then just Voodoo Doll. These opportunities, these puzzles are a good starting point for useful ideas.

@Flayne That is a good job at condensing the process into a smaller process. Thanks.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Flayne on January 09, 2011, 12:16:36 am
: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,
im not saying all elements should have powerful PCs but i agree that there needs to be some more "soft PC" as there are some soft CC,
a good example of a soft PC idea that i saw in the card ideas section was this card

http://elementscommunity.org/forum/index.php/topic,18812.0.html

thats an example of soft PC, and i think thats what Oldtrees is talking about.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on January 09, 2011, 12:26:48 am
We are currently trying to find a simple/efficient method, right?  Here's a method I thought up of.  Possibly we could have all CCC members submit their own take on the idea and then take the best out of each.

1.Scavenge/Brainstorm
Find a card idea that could be revived, or brainstorm an idea that can become a card idea/series.

2a. Debate/Voting
CCC debates on the select idea for an amount of time.  After said set amount of time, we vote on the best way to carry out the idea as well as who will lead the card designing this time.

2b. Preplanning
CCC debates on how to implement the idea and suggests cards.

3.Review
We list the cards as a series before posting them as actual cards.  Feedback from CCC is provided at this point, but outside views are taken into consderation as well.

4. Go Public
The cards are posted as actual cards. Now all feedback is given equal consideration.

Rinse and Repeat.  Also, it seems our next topic will be soft PC, considering the debate going on.
The poll in this thread needs to be taken down, it's outdated.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 09, 2011, 04:48:58 am
Announcement: Ajit will be presenting the next series. The next series is The Debuff Series.

Before he can do that, we have to get Ambush Series fully submitted to crucible and Phase Series need to be further along.

For those that don't know this team card creation came from my head. I asked OldTrees to join me in this and to lead the thread. Oldtrees and I chose ArtCrusade, Ajit, and Nepycros to be a part of this team, because they have skills that are needed for card design. Then we decided to let the rest of you be apart of this team because you all provide something that is needed.

Now to address the issue of team idea creation format.

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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on January 09, 2011, 05:09:06 am
Now to address the issue of team idea creation format.

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.
Used your table, and reformatted it a bit.

Name Job LeaderCo-Leader/Vice LeaderInsert RoleInsert RoleInsert RoleInsert Role
Example Member
Example Member
Example Member
Example Member
Example Member
Individual Member Row Code:
Code: [Select]
[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]
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 10, 2011, 04:57:57 pm
I have a suggestion for another series. Spells: Shield Enhancements
 :aether
 :air chance to shock for 1 damage
 :darkness vampire based affect
 :death infection affect
 :earth chance to add +1 protection
 :entropy
 :fire chance for firewall affect
 :gravity
 :life
 :light
 :time
 :water
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 10, 2011, 05:07:26 pm
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.

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
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Flayne on January 10, 2011, 05:20:44 pm
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.

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
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...
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 10, 2011, 05:24:40 pm
would more than 1 enhancement of different types stack?

I also thought another spell or two one to increase doom counters and one to decrease doom counters
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 10, 2011, 05:37:18 pm
would more than 1 enhancement of different types stack?

I also thought another spell or two one to increase doom counters and one to decrease doom counters
Enchantments of different types could stack (unless that would be unbalanced)
Doom Counters are used on only 2 shields and Sundial. Such a card would need more doom counters in game to work I think.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 10, 2011, 05:52:00 pm
Where is our list of Debuffs?

Edit: I was looking through thread and I noticed we really haven't developed the Debuffs.
What Element could do this?
  :D = Yes  :( = No  :-\ =  not sure
 :aether :-\
 :air :D
 :darkness :D
 :death :D
 :earth :-\
 :entropy :(
 :fire :D
 :gravity :-\
 :life :(
 :light :(
 :time :D
 :water :D
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 10, 2011, 06:11:58 pm
Where is our list of Debuffs?
By debuff it was just the concept of -X|-Y we never went indepth with a list yet.
So a list
As a spell
-X|-0
-X|-Y
As ability
-X|-0
-X|-Y
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on January 10, 2011, 09:18:13 pm
Where is our list of Debuffs?
I'd like to suggest a few debuffs.

 :aether Paralyzed, cannot use abilities, may miss on attacks
 :air High in the Sky, non airborne creature can't do anything and take 2 damage when effect wears off (hard landing)
 :darkness Corruption, Strength increases, but HP begins to decrease, Shame, creature loses X attack.
 :death  Muscle Poison, Creature loses X attack for X turns
 :earth Shaken, max health is decreased by X.
 :entropy Confusion, attacks random targets.
 :fire Burn, takes one damage for each attack.
 :gravity  Recoil, creature's attack damages you as well.
 :life Tiring, creature occasionaly delays.
 :light  .... I suppose light would have the counter card to this series, perhaps "Holy Regeneration"
 :time Paradoxing, the creature shifts around the playing area randomly unless sent back to the owner's deck.
 :water Freeze Curse, attacks might cause this creature to freeze.

Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 12, 2011, 12:02:05 am
Do we need to do anything here today?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 12, 2011, 12:04:42 am
Cards need to be designed based upon the list of debuffs ZBlader provided.
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.)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 12, 2011, 12:16:51 am
Sure I will try. I will head to the ambush thread now. can you point out which ones need art?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on January 12, 2011, 12:22:21 am
Cards need to be designed based upon the list of debuffs ZBlader provided.
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.)
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).

C = Creature
P = Permanent
S = Spell
A = Possibly all.

 :aether A
 :air S , C (think of a creature lifting it's enemies up)
 :darkness S
 :death C , S
 :earth S , P (possibly a weapon like "ground shaker")
 :entropy S
 :fire A ( Creature can burn opponent if damaged, shield can give burn counters, spell is self explanitory)
 :gravity S, P
 :life S , C (have a strong life creatures that starts with this debuff)
 :light C (possibly a cleric), S
 :time S, C (possibly have a creature start with this with some sort of negative side effect for current player)
 :water C(mage), P (like a staff),  S
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 12, 2011, 12:27:11 am
Swarm of Birds and Tactics Should have the same artist.

Tactician also needs art.

Retreat and Graviton Lieutenant should be done by Flayne we he has time.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Flayne on January 12, 2011, 12:27:33 am
Cards need to be designed based upon the list of debuffs ZBlader provided.
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.)
:aether Paralyzed, cannot use abilities, may miss on attacks = Spell, if effect is permanent
 :air High in the Sky, non airborne creature can't do anything and take 2 damage when effect wears off (hard landing) = creature, ability concept = big airborne creature swoops down and grabs the target creature, then drops it, damaging it on impact.
 :darkness Corruption, Strength increases, but HP begins to decrease, Shame, creature loses X attack. Corruption = Spell, new form of CC aswell as support for high hp creatures, very similar to Liquid Shadow. Shame = Permanent, new shield.
 :death  Muscle Poison, Creature loses X attack for X turns = creature or permanent/shield: since effect is temporary.
 :earth Shaken, max health is decreased by X = Spell assuming it has potential to be strong effect.
 :entropy Confusion, attacks random targets. = Spell If can affect multiple creatures, Creature/ability if only single target.
 :fire Burn, takes one damage for each attack. =  Fire shield? or/if singular target Creature/ability. 
:gravity  Recoil, creature's attack damages you as well. = Permanent or shield.
 :life Tiring, creature occasionaly delays.= Permanent/shield, quite similar to Procrastination.
 :light  .... I suppose light would have the counter card to this series, perhaps "Holy Regeneration" = assuming it regenerates health over time, permanent.
 :time Paradoxing, the creature shifts around the playing area randomly unless sent back to the owner's deck. = Spell, new form of CC
 :water Freeze Curse, attacks might cause this creature to freeze. = Creature/ability, weaker version of Squid and similar to Ice shield.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Flayne on January 12, 2011, 12:29:14 am
Swarm of Birds and Tactics Should have the same artist.

Tactician also needs art.

Retreat and Graviton Lieutenant should be done by Flayne we he has time.
I´ll do them,i know the retreat card but can u link me to graviton Lieutenant? thanks.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 12, 2011, 12:32:56 am
Swarm of Birds and Tactics Should have the same artist.

Tactician also needs art.

Retreat and Graviton Lieutenant should be done by Flayne we he has time.
I´ll do them,i know the retreat card but can u link me to graviton Lieutenant? thanks.
Graviton Lieutenant (http://elementscommunity.org/forum/index.php/topic,18059.msg258953#msg258953)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Flayne on January 12, 2011, 12:39:24 am
Swarm of Birds and Tactics Should have the same artist.

Tactician also needs art.

Retreat and Graviton Lieutenant should be done by Flayne we he has time.
I´ll do them,i know the retreat card but can u link me to graviton Lieutenant? thanks.
Graviton Lieutenant (http://elementscommunity.org/forum/index.php/topic,18059.msg258953#msg258953)
what´s the cost? 8|7?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 12, 2011, 12:54:51 am
Graviton Leuitenant costs 5|4

 :aether Paralyzed, cannot use abilities, may miss on attacks

 :air High in the Sky, non airborne creature can't do anything and take 2 damage when effect wears off (hard landing)
Probably best as a chance based AoE spell "Roc Hunting" or a skill with drawbacks. [S,C]
 :darkness Corruption, Strength increases, but HP begins to decrease
single target spell like Liquid Shadow or skill like Nymph [S,C]
Shame, creature loses X attack.
single target spell (S)
 :death  Muscle Poison, Creature loses X attack for X turns
Repeatable skill or activated ability [C,P]
 :earth Shaken, max health is decreased by X.

 :entropy Confusion, attacks random targets.
Powerful enough that is should be a single target Spell (S)
 :fire Burn, takes one damage for each attack
This is like infect so I think Skill or Permanent [C,P]
 :gravity  Recoil, creature's attack damages you as well.

 :life Tiring, creature occasionaly delays.

 :light  .... I suppose light would have the counter card to this series, perhaps "Holy Regeneration"

 :time Paradoxing, the creature shifts around the playing area randomly unless sent back to the owner's deck.

 :water Freeze Curse, attacks might cause this creature to freeze.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 12, 2011, 01:58:20 am
I came up with 2 images I will put them in my image thread.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 14, 2011, 05:03:07 pm
Do you have an idea what tactics art should look like? Battle plans?
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)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 14, 2011, 05:13:45 pm
Do you have an idea what tactics art should look like? Battle plans?
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 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, ...

An elderly tactician pursuing over battle plans would fit.

That would work well for Wedge formation
Dwarven Warrior
Drake
[No name yet](Description: Venomous Wedge)
Note: Wedge Series has been put on hold until a 6th use of wedge is discovered

Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 14, 2011, 05:27:20 pm
I think we could stretch the concept and use Piranha (http://en.wikipedia.org/wiki/Piranha)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 14, 2011, 05:46:04 pm
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?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 14, 2011, 06:02:29 pm
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.

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.

I need to save these links so i will put them here.
Piranha (http://www.sxc.hu/browse.phtml?f=download&id=588725)
Piranha Pack (http://www.sxc.hu/browse.phtml?f=download&id=842936)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 14, 2011, 06:17:17 pm
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.

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.
Unfortunately Wedge Formation is an active skill and creatures can only have 0 or 1 active skill.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 14, 2011, 06:35:25 pm
how does this sound?
Dartfin | Swordfin 0: Wedge Formation: Gains (+n|+0 n = number of creatures in the formation) or (+2|+0 when in formation)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 14, 2011, 06:44:11 pm
how does this sound?
Dartfin | Swordfin 0: Wedge Formation: Gains (+n|+0 n = number of creatures in the formation) or (+2|+0 when in formation)
umm. Here is wedge formation for reference

Wedge Formation is a new mechanics that represents the coordinated push through the opponent's defenses.

Mechanic
Type: Active/Activated
Card Text: Creatures in Wedge Formation attack as one.
Creatures in Wedge Formation attack as one.
Effect: When activated, the creature that previously activated Wedge Formation this turn will not attack. This creature's current attack increases by the current attack of the creature that previously activated Wedge Formation this turn.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 14, 2011, 06:58:10 pm
So, How would you apply Wedge Formation to Dartfin | Swordfin?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on January 14, 2011, 09:15:17 pm
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 15, 2011, 05:50:31 am
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?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on January 15, 2011, 10:33:35 pm
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?
It's a fish, and the ability is a submerging action, so I'd say cost  1 :water is sufficient.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 15, 2011, 10:43:18 pm
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?
It's a fish, and the ability is a submerging action, so I'd say cost  1 :water is sufficient.
Casting Cost should be ___?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 15, 2011, 10:43:39 pm
submerge is like burrow, but for amphibious creatures?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Pineapple on January 15, 2011, 10:43:56 pm
equal to the attack +2?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on January 15, 2011, 10:49:09 pm
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 15, 2011, 10:54:25 pm
I would base the attack power off the concept of a dart and a short sword.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 16, 2011, 01:50:11 am
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Werdbooty on January 16, 2011, 08:18:31 am
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.
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 17, 2011, 04:04:05 am
When the current smithy dies down and when the series are further along we may want to expand upon the HP cost blood cards by expanding it both in mechanics and in elements used.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 18, 2011, 03:43:15 am
Someday I would like to revive this and make it new.
http://elementscommunity.org/forum/index.php/topic,12623.0.html
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 18, 2011, 03:56:03 am
Someday I would like to revive this and make it new.
http://elementscommunity.org/forum/index.php/topic,12623.0.html
Well we already have 4 of these type of spells in game
 :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
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 18, 2011, 04:07:32 am
I remembered why this failed. We needed and still need more bonus effect cards for like nightfall | eclipse.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Pineapple on January 18, 2011, 04:19:57 pm
Someday I would like to revive this and make it new.
http://elementscommunity.org/forum/index.php/topic,12623.0.html
Well we already have 4 of these type of spells in game
 :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
Since you're using the thing on a creature...

:darkness vampire
:entropy random ability from mutant list
:life photosynthesis? i guess mitosis could work...
:gravity momentum
:light heal

:aether immaterial
:air ...airborne?
:death infection
:earth burrow
:fire ablaze
:time ...precognition? deja vu?
:water freeze

or are we ditching the "change target element" mechanic and including the cards you listed as cards that fit into the series? btw, Higs mentioned in chat once that too there are already too many lobo spells..idk if she was joking or not, but it could be something to keep in mind.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 18, 2011, 07:38:48 pm
I think due to the backlash I have observed towards these new lobo spells and the feelings that lobotomizer is losing its Rare Weapon quality uniqueness, we should be careful not to introduce a series of that nature and definitely not have it be a use of an old mechanic.

Rather we should keep the vehicle of Lobo Spells (remove any active ability except momentum and replace it with ___) and use it when appropriate for new active abilities that would be better off as a Lobo spells instead of on a basic creatures.

Remember just because an ability can be put in any vehicle does not mean it is a good idea to do so.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on January 18, 2011, 08:43:32 pm
My opinion on this is that for the Debuff series, the debuffs are represented as status effects, rather than abilities of any kind.  For now, most of our other series don't appear to threaten Lobotomizer's power or uniqueness very much at all.

However, I will suggest that we hold back on the Essence series until the discussion settles down a bit, as well as use caution when giving a card the ability to give wedge to creatures.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Nepycros on January 18, 2011, 11:09:57 pm
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 19, 2011, 02:07:36 am
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Nepycros on January 19, 2011, 02:12:41 am
Isn't there already a card that raises stats for matching the mark? Shard of Citizenship, right? Hmm. Too be honest, I think I might have made a mark-related card some time ago. Gimme a sec, I'll look.

EDIT: Just checked. My Shard | Shard of Loyalty (http://elementscommunity.org/forum/index.php/topic,18760.msg255292#msg255292) heals creatures matching your mark for 2 HP each turn.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 19, 2011, 02:21:24 am
OK then, do we need a spell that changes a creature's element?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on January 19, 2011, 02:26:17 am
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Nepycros on January 19, 2011, 02:31:42 am
Hmm. I don't want to but, what if we merged this concept with my archetype series? By playing the card, you change the element and apply the archetype?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 19, 2011, 03:39:57 pm
Here is the idea Shard | Shard of Home - Permanent
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 19, 2011, 05:49:32 pm
would this be better?

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.
change this idea to a spell
I think both are = in power so they should have the same cost.
Send to Past: Target creature becomes original form.
This would turn any creature to its original unupped just played form. If it is a mutant the mutation is removed and any buffs or status effects.

Send to Future: Target creature becomes its upgraded form.
This would turn any creature to its original upped just played form. If it is a mutant the mutation is removed and any buffs or status effects.

here is my new idea for  :darkness :darkness :darkness

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.
I also would like to develop this
This one may also be doable http://elementscommunity.org/forum/index.php/topic,12550.msg168582#msg168582
The rest would have to be completely new.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 19, 2011, 07:47:21 pm
Brainstorming for a new "problem/puzzle" to solve will begin on Friday.
the problems/puzzles suggested should be:
1) Fixable with new cards [The CCC creates cards]
2) Solution unknown [We don't solve solved puzzles in the CCC]
3) Large scale [No counter card X puzzles will be accepted. Counter card type X is iffy and would require a good argument]
4) Valuable [The CCC wants to improve the game not just change it]
5) Interesting [This will be determined by a vote later]
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on January 19, 2011, 09:49:21 pm
Here is the idea Shard | Shard of Home - Permanent
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.
Great art! This shard would have to be really expensive though. Imagine Nova + this.

@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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Flayne on January 19, 2011, 10:58:09 pm
Here is the idea Shard | Shard of Home - Permanent
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.
whoa!! thats one Funky shard  :P
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 20, 2011, 06:42:04 pm
I thought of another idea for a series
"Out Of" Series
Out of Time
Out of Mind
Out of Darkness
Out of Control
Out of Water
Out of Ground
Out of Breath
Out of Sight
Out of Power
Out of Bounds
Out of Nowhere
Out Of Dreams
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Nepycros on January 20, 2011, 06:43:24 pm
Well, here's how I interpret it.

It devestates the opponent's specific quanta pool? You play "Out of Time" and the opponent's :time quanta is completely swapped into other elements?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 20, 2011, 06:51:56 pm
Before we carried away with new ideas, let us try to focus our creative energy on figuring out what can be improved in Elements. From there we will have balanced, interesting and useful series
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Izzythemachine on January 20, 2011, 06:53:26 pm
@EmeraldTiger

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 ?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 20, 2011, 06:59:08 pm
Here is the idea Shard | Shard of Home - Permanent
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.
Great art! This shard would have to be really expensive though. Imagine Nova + this.

@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.
Well I guess I not afraid to let everyone know any more. I was greenman777.

@EmeraldTiger

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 ?
I only suggested the names, I didn't provide any concept to go with them.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Izzythemachine on January 20, 2011, 07:00:42 pm
@EmeraldTiger

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 ?
I only suggested the names, I didn't provide any concept to go with them.
Sorry, I should have directed that at Nepycros
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Nepycros on January 20, 2011, 07:07:46 pm
*has been directed at*

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*
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 20, 2011, 07:17:11 pm
*has been directed at*

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*
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."

One of the great gifts that Emerald Tiger brings to the table/thread is his unending fountain of thematic based ideas. I want use to use that talent by attaching it to the solution to a "need".

Currently we are a stage 0 in your list "Identify a problem/need to provide a solution for"
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Nepycros on January 20, 2011, 07:23:39 pm
Of course, the "Out of..." series could imply that the player himself is "out of" a certain element, and might need a burst card to replenish...

So, what about this: (http://imageplay.net/img/m7Gbd125634/outof.png)

However, you'll need to understand that the :time symbol for the card cost should not be there. It should cost 6 :other. That means that you are channeling your other quanta into a quanta type you need desperately.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 20, 2011, 07:24:24 pm
So, Do we need to put up a thread some where many eyes see it? A thread asking what kinds/styles of cards/ideas are needed in game.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Nepycros on January 20, 2011, 07:29:13 pm
Err. posting in the main section is a hazard, since don't actually have the card ideas at hand.

How about if we make all the possible card ideas we have, generate the card images, then post it in the main forum as a poll, so people can decided which course of action we take. If we try to introduce a series, we'll post one card as a main point for the series itself.

(Personally, I wouldn't mind working on all the ideas at the same time. I have enough time on my hands that I could post all the ideas we had in less than an hour.)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 20, 2011, 07:33:14 pm
@Nepycros
See ___ Flash in the Armory by Kael Hate.
It was/is a great card idea and was one of the two things that got me involved in the forums.

@Emerald Tiger
That might be a good idea. It didn't work well in the past but I believe you might be able to do better. Be careful to put it in an appropriate place.
However I will still wish everyone in the CCC would think of at least one idea and post it here. (see my guidelines for the type of problem we are best suited to solve)

@Nepycros post 2
The idea would be to think of solutions after we have the needs. However the idea of letting the public decide which problems we pursue is a great idea.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Nepycros on January 20, 2011, 07:36:26 pm
Unfortunately, I just now posted my Pit Dweller card, so I'm fresh out of ideas.

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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 20, 2011, 08:21:04 pm
Here it is http://elementscommunity.org/forum/index.php/topic,19940.0.html
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on January 20, 2011, 09:02:02 pm
Wow, it's not even friday and we've started discussing? You guys are fast.

Unfortunately, I just now posted my Pit Dweller card, so I'm fresh out of ideas.

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.
This idea could start a new series for CCC, possibly after we get wedge through.

As for the Out of _ series I'd like to interpret it another way - as a desperation move. "Out of" implies that you need more of it, so a card like "Out of Supply" or "Out of Support" could do something like add 5 random to the deck and summon a dragon matching your mark respectively, but hurt the player in some way as well.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 27, 2011, 07:39:47 pm
Trial of Aether
The words of the champions

"Aether is the domain of the immobile things; it is where the stars reside and the media where all the energy waves move. Aether elementals excel in manipulating the dimensions and the electricity; most of the creatures they generate are immaterial." - Elements the Game Aether Description

The divine element. Ancient Greeks believed Aether was a primordial God; a fundamental part of the construction of the universe. Aetherwas what the Olympic Gods lived and breathed, just like mortals breathed air. From the Aether came the Gods, and from the Gods came the universe. It is the basic construction of the universe as bricks are the foundation of a house.

So how do Aether elementals work? Do they all strive for godhood, or do they simply wish to attain true immortality?

To me, being part of an element that embodies the divine is to be part of a great goal. It is not a claim of godhood or superiority in any way, but rather a pursuit of the highest possible potential we all possess. I'm not really a positivist, but I can't deny that we all have the same enormous potential to achieve great things in this world. It is a humble and simple goal: to be all that you can be.

Aether stands for Aspiration. We can always, always, always improve.

I see Aether as a representation of duality; an element that is capable of attacking and defending -- at the same time. Aether has so many different utility cards in its possession. Mindgate can be used to take advantage of a deck that's manipulated with Eternity, or used to prevent decking out by grabbing an opposing Malignant Cell (as used in the strategy of zse's Lone Stalker deck). Quintessence is normally used to create a nigh-invulnerable creature, but I'm sure that the community knows of its hidden use as a soft Fractal counter, as demonstrated by Dogg in his infamous match against jmdt in War 2.

There's never any way to "complete" Aether, but I would like to see a small attacker with a nifty effect that doesn't die like an unbuffed Spark (Dimensional Striker fills in the void, as well as introducing an interesting mechanic). Aether is capable of fitting in a wide variety of weird and wonderful effects, so there's a lot of opportunity for the element to expand.

1.  In my mind, Aether symbolizes the empty space between the dimensions.  Sort of filling in the weakness that other elements lack, so to speak.  Of course, I've read little, scientifically, on what exactly Aether is, but that is how I interpret it.

2.  Honestly, I would love to see a non-immaterial, mid-range vanilla creature for Aether.  Phase Spider exists, of course, but something with a few more HP while sacrificing some attack would be nice.  My favorite Aether card is Twin Universe, and sometimes I want to TU something in Aether that isn't a Chaos Power'd Ball Lightning or a Momentum'd Phase Spider.

Let's see, cards.. I personally feel there is no limit to the amount of cards Aether could gain and still be relevant. It's the cornerstone of so much of the universe and of so many themes. Nonetheless, right now it's missing something more forceful to represent the enormous power of the stars. I personally loved Rift Aeon for this reason.

Furthermore, who knows what exists in all these dimensions that Aether holds control over? Dimensional Gate has long been a favourite of mine as it capitalises on that unknown, almost terrifying feeling it can invoke.

Seeing as Aether also embodies Aspiration to me, I've considered posting a card named as such. It was a spell that would grow the creature by +1/+1 every turn. Sort of a buff for monoaether Phase Recluse, and subsequently Turquoise Nymph.

Another card I've always liked due to how it would balance the element is Dimensional Striker. It combines good balance with the theme of foreign troops from another dimension coming to aid the elemental.

All of these are themes I think fits the element and would improve the game. There are many more, and really, the possibilities with this element are endless. What can't you do with electricity, for instance?

Aether simbolizes at least to me The power and respect earned from breaking thru boundaries, using the impossibly higher amount of skill needed to play it, against the opponent, to play mind games on the opponent, TO CRUSH WHOEVER STANDS BEFORE IT TO THE GROUND, AS THEY WATCH POWERLESS HOW I OVER RUN THEM, TO SHOW HOW AND WHY I WILL NOT TOLERATE ANY INSULT TO THIS ELEMENT.
Aether needs nothing to finish covering itself, it is almost perfect in every way for those who know how to use it, any addition would just be to increase its power above any imaginable rating.


Aether’s Wish List
“small attacker with a nifty effect that doesn't die” [Status = Fulfilled: Dimensional Striker]
“non-immaterial, mid-range vanilla creature for Aether” [Status = Not Started: Cost efficient TU worthy creature]
“more forceful to represent the enormous power of the stars” [Status = Not Started: Powerful card combine with 2?]
“dimensions that Aether holds control” [Status = Not Started: Dimension Theme combine with 2 or 3]

Conclusion: Mid Range [6-7] Vulnerable TU worthy creature that has a Dimensional Theme
Conclusion: Powerful [8-9] Vulnerable TU worthy creature that has a Star Theme
Trial of Air
The words of the champions

To me, Air exemplifies freedom above all else. To be Air is to have the ability to move freely,  from soaring the open skies to flowing through the tiniest cracks. Air can take on any and all shapes and can fit into any area. Air can also has the ability to express many attitudes. It can be the calm, warm and inviting Air of a nice summer day but change in an instant into a violent tempest.

It's hard to say what cards an element needs to be covered since the elements all have themes. For example, some hard PC would be nice for Air, but I don't necessarily think that hard PC is part of the theme of Air.

As part of being a good master is recognizing other people's good ideas, I think that Hyroen's idea for a mass airborne buff (ala Nightfall) is a very solid one.

A direction I'd like to take the idea of a mass buff is something in the realm of Fog, a buff that gives spells/abilities against your airborne creatures a chance to miss.

For cards that are already in the game, I think Thunderstorm needs a buff. The idea of a mass CC card for Air is decent, but the single damage it does is just too little too matter most of the time.

To me Air is about liberty, the freedom to be who you want to be, letting go, and accepting who you are. Dreaming to infinity and back and letting the wind blow through your hair as you visualize that dream becoming a reality.

Air in game has focused on the "airborne" passive skill ever since patch 1.24. It feels like Air could use some mass-airborne permanent buff card similar to   Darkness' Nightfall | Eclipse. Aside, I feel Air should also play around a little more with its audio aspect, perhaps including some very unique permanents that play music (which overrides FG music of course). I feel Air could possibly head in this direction to show off its feathers.

Air represents all that is above us.  It represents creatures in the sky and the ability to come down from the sky with extra force.  It represents manipulation of the weather to improve conditions to favor you.  It also represents vibrations and sound.  Thematically vibration is only represented by one card (shockwave) so there is room in that area to cover more of the variety that air represents.  Gameplay wise air could use a midlevel vanilla attacker or some sort of growth creature.

“hard PC would be nice for Air, but I don't necessarily think that hard PC is part of the theme of Air” (Soft PC?)
“airborne buff”
“play around a little more with its audio”
“midlevel vanilla attacker or some sort of growth creature” (cheaper offense than Wyrm)

Conclusion: Airborne Buff, Soft Sound PC, Cheaper Mid Offense
Trial of Darkness
The words of the champions

Above all, I think Darkness symbolizes taking the strength of your opponent, and using it against him/herself this includes most of Darkness' cards. It also includes mystery, and evasion, hence cards like Dusk Mantle and Cloak.

What Darkness does not have yet is a way to directly use the opponents' creatures against him/herself. Sure, you can achieve this with Voodoo Doll + Gravity Pull, but Darkness cannot do this on it's own yet. Although letting Dolls gravity Pull itself would be overpowered, Darkness would be complete on itself by allowing something similar.

In my opinion, darkness represents the shadows, and the subtility. Dusk Mantle and cloak show very well we can hide anywhere, and Steal shows that you should never let your permanents unprotected.

Hm wait, 2nd question is what darkness needs if it had a new card? a rushing creature!!!

Darkness is the element of subtlety, stealth, and subterfuge. It poisons, steals, and even drains the very life of its opponents. Darkness is not too proud to hide or take whatever advantages it can. That is what Darkness symbolizes.

As far as covering the element, I think Darkness could use a means of using one's hand against them. We've already got Nightmare to fill it up, but without a means of taking advantage of this.

1. The Negative.
2. More abilities that work to turn a positive into the Negative. The stronger an opponent is offensively the more they should suffer for it.

Conclusion:
Use the opponent’s offense against them mono. (Status: not Started)
Rushing Creature (Status: not Started. Gargoyle doesn’t count?)
Use the opponent’s Hand against them (Status: Not Started. Harpy is a perfect attempt at this though)
Trial of Death
The words of the champions

The element Death IMO is very much like water as that it may seem weak but in the end it cannot be denied. It may creep up on you slowly or it can finish you off quickly.

Good question. To make it a complete element i think some minor healing wouldn't hurt. Perhaps a comparable card like light has in holy flash to give us a somewhat even playing ground vs them. Perhaps a vampire/drain life type card that only affects light creatures that poisons them for 2/3 counters and gives back 2x life. Also a better way to synergize Death Stalkers and Soul Catcher.

Well, imo, death is an element that feeds off your weakness. To me, death symbolizes a cunning figure, we wait for our slow effects to wear you down and strike quick to end your pain me mercilessly. IMO, it symbolizes something beyond the normal affects of other elements, it shows that we are strong in most aspects you can throw us into a pit with nothing. Yet, we shall adapt and show that we are to be feared.

Death, imho, needs some kind of better creature control. I mean yes, we do have plague and retrovirus, but both of those take their affect in many turns. I would like something to better control the field, something not a bolt spell to where it gains strength by death quantum in stock atm, but a quick hitting spell like lightning. This would really give better synergy towards bonewall/graveyard/condor/soul catcher, while not drastically changing anything in other elements.

The death elemnent symbolises the gaining of stregnth, power and resources until victory is inevitable.
Death should have some ability to stall aside from bonewalls. While life gain in death seems very ironic, Darkness and Earth have them, where, to me it seems even less appropriate. Perhaps a card that rewards the amount of turns you have managed to wear down your opponent without being killed, (5 Health for every turn played is a rough idea - spell)

Conclusion:
Minor Healing?
Anti Holy Flash?
Death Stalker + Soul Catcher synergy? (MrBlonde had weird answers)
Better hard CC

Trial of Earth
The words of the champions


In a nutshell: earth symbolises stability, sturdines, hard work, patience.

Earth has everything important to elements, except for one thing: interaction with other elements.
Building decks containing earth, I found it somewhat hard to combine it with anything except gravity.
It's like having two separate elements in your deck, each one doing it's own stuff, but not working together.

Earth as an element is something that grows in efficiency as it is combined with the other three main elements.
But in this game, earth+water||air||fire somehow just doesn't fit together. There aren't enough synnergies.

Earth represents resilience and adaptation. It can stall, and then rush as well. It can play a domination style, or a charge deck. It is so versatile, you can never think what an earth player will do.

A) A unique mechanic.
B) A killing CC
C) A mass CC
D) A new type of way to produce quanta
These are the things earth lacks. Now if I were talking from a gameplay point of view, I would say don't give earth these, because I don't want it to be TOO easy Pwn'n masters in the tourney.

Earth in-game is a strong element that is tough and hard to kill, not too much HP though (like gravity). It is a pretty good rush element and can be used with multiple elements such as fire and gravity. Although Earth does need something to kill with (CC). While Earth is good in Duos, Trios Quartets and Rainbows, it's also a strong Mono, offering the only card in the game that can protect artifacts permanently (Cloak is temporary and can be destroyed). On Forums and chat, it's the element I need to grow stronger 
In real life...http://en.wikipedia.org/wiki/Soil ?

Definitely a source of killing Creature control, the only source of creature control is just Basilisk's Blood, although it stalls for 6 turns, opponents can just rewind the creature and the effect is gone.

Earth symbolizes stability, strength, resilence, and being really, really hard to stop.

Primarily, a source of mono CC, actual creature killing power, some better quanta production, and more special mechanics.

Conclusions
Cross Element Synergies
A unique mechanic.
A killing CC
A mass CC
A new type of way to produce quanta
Trial of Life
The words of the champions

@ hig
Life, is victory. life is surviving countless assaults and reacting with cold efficiency. life is forever, never dieing, unrelenting.
For the element of life i hope to carry teamlife (next war) up the ladder farther, i was mew to being a general and i did fairly well, i hope to carry us to first, with my experience i gained, i hope to carry us to victory.

@oldtrees
i would say the new card thats coming out if great, but i would love for life to have some PC, maybe an earthquake like card. i think that would be great.

Alright, I discussed most of these in my first reply, so I'll shorten it here.  Life is basically the will to survive, to not accept defeat.  The ability to change, evolve, adapt to and overcome any obstacle.  Especially after witnessing the last war first hand, it's clear to me:  We do not give up.


Well, sticking to the theme of   I would say that more soft/weak Creature Control is needed.  As I've stated before, it's heartbreaking to hear people (some   loyalists themselves...) say that   possesses no CC at all.  It's not true, but at the same time I feel this is because the current form is not efficient enough to receive more use.  Ideally, I would like to see card ideas such as this make it into the game; it's not overly powerful, but it gives   more of an edge over its opponents in different situations.

I have always loved the color green because of its association with nature. Life, the element, shows that same natural energy that makes me feel at peace. Life has a persistence as mentioned before because much like plants, it can keep growing even after being cut down. To me it symbolizes oneness with nature and is the element of serenity.

Life already has life cards that are great. I am pleased with the introduction of mitosis which is a clever way to introduce creature production to the element that thematically seems most likely to deserve it.

As for new cards, I would like to see some soft PC. That is why I introduced the card idea Vines | Vines. It fits with Life thematically and offers to round out an area that Life has been weak in. At the same time, it doesn't overshadow PC from other elements or other Life cards. It offers soft PC and permanent protection all in one.

In any case, I would like life CC and PC to remain soft as Life has stuck closely to growth and healing rather than destruction.

Conclusion
Soft CC and Soft PC (Vines)
Some Control. Light is the only element without any all-around CC. But IMO, more needed would be some weak PC (such as stunning, or something). This would give Light some more firepower, while fitting into the I-don't-care-what-you-do theme.

WHERE'S MAH CC! Light does needs some kind of CC. I don't think that PC is very needed - With blessings we can go past any shield you throw at us. Oh, It's Fire Shield? Angels are win.

Over-all?
It needs more control, more CC, more PC, not so much quantum control.
It maybe needs cards that can "blind" the opponent. So they can't play permanents for like three turns.
The only CC it can target is darkness ards so it needs so work there.

Conclusion: CC and PC
For me, Time symbolizes change and development. With Time, you gain experience. With Time you grow up. With Time such things as science, technology and even art progress.
On the other hand, it takes a lot of Time to enjoy your life. Entertainment requires Time. Forming friendships and other bonds with people requires Time. Establishing a family requires Time. Realizing your dreams takes Time. Thus, Time symbolizes the joy of life... (ok, Life is involved too xD)

I'd say there are two aspects of Time that are not covered enough by the cards. One thing is permanent control. Pyramids stayed almost intact for thousands of years - an example of Time's capability of building almost indestructible permanents. Other buildings, those that weren't prepared to face Time, have been destroyed by Time. Even now I can see some buildings in a nearby residential area of my town that were built so poorly, they start to crumble a few years after being built. In other words, Time can destroy those permanents that are not prepared to withstand the destructive forces of Time.

The other aspect are rush cards. Time is not only about slowing down your opponents. It is also about speeding up yourself. IMHO Hourglasses and Precognitions are not enough to fully cover this aspect, since Hourglasses work better in stall decks, while taking 6 precognitions to speed up a deck has little effect in unupgraded decks, while even fully upgraded rush decks are a little bit too slow to bring Time to the top of rush decks.
I guess a medium cost creature with a good attack / cost ratio would solve this problem. Something with stats similar to gargoyles or chargers, or a nice ability like growth.
Or, any other card that speeds up rush decks, eg. a spell that would draw several cards at once or a spell that would increase damage done (allowing creatures to attack twice a turn or something). That would also be nice.

Time isn't only an element, is a dimension containing all; the whole universe started with time, and when there will be nothing left, time will still exist...

Time affects everything, think about Higurashi: when you began to play you weren't good as you are now...your experience has come with time...

My dream is, leading Time team, to see one day a yellow inscription in forum home page with written "Reigned by Time..."
(Yes, I'm ambitious...)

But without doubt, to realize this dream time needs some other cards, first of all some kind of Permanent Control, of course time-related. I'm not thinking about a "brutal" PC like Fire or wicked Darkness abilities; I've seen several good ideas around this board, like to trap weapons and shields in a sort of time bubble...

Last but not least, after seeing how mono-time decks suffered vs other elements mono-decks in this master tourney, IMO Time needs some new creatures, and a "middle creature" could be a really nice improvement...

Time to me symbolizes determination and true existence - yes, Life can define existence in a way, but to me, knowing that there is a 'beginning and end' to something (as noted by the element) is what brings us all to reality. It's powerful enough to hold people to what they truly believe in; memories, dreams, and their perceptions. Most importantly, it's the real icon of redemption (not light); I'd redeem myself over time through experience and improving myself from before, as (like my name suggests) I have a lot to do in order to progress in this world.

While I want to say permanent control and protection, I'm starting to wonder if that's even the point of Time's arsenal - Time has been lacking spells for quite a while, and because of that, its main weakness isn't from anti-permanent cards like Explosion or Steal; it's from the fact that it needs more 'active' mechanics to give it an edge. It has several permanents (three which allow you to (re)draw cards, unsurprisingly) and creatures (on one side of being small attackers or high HP creatures), but only two spells. Precognition and Rewind are two cards that specifically deal with card draw for you and your opponent, but that's it?

I feel that Time is lacking in other thematic areas, such as dealing with memory and time perception as a whole. Cards that revolve around these concepts would really make the element more well-rounded, and if they're 'Egyptian' themed like the other cards (Pharaoh, Scarab, Anubis, etc.), then that's even better. A spell for example that dealt with tampering the memories of an elemental being (the deck or what they actually see on the field) would be wonderful.

Other than that though, I have to say that additional cards that deal with quanta, permanent, or creature control would be nice, but not completely necessary. Time doesn't need to have perfect defenses or incredibly rushing skills - I think that it should stick with its benefits of soft CC and odd-ball manipulation tactics (Dune Scorpion and Procrastination being major examples) to own other elements, to make sure it retains its unique flavor.

Trial of Water
The words of the champions

First: Flooding Buff. Flooding sees no use in PVP, and a very low use in themed events like War.
Flooding is just useless to bring, as it is useful against none of the dominant decks right now, beside Rol/Hope.
Flooding could use a upkeep removal or a "flood random tiles" effect to get boosted.

Second: Trident. Trident is the weakest weapon. It is "Earthquake on a stick", but requires an awful amount of quanta to use the effect, and might just get deflagged or stolen. Trident can get a Thunderstorm ability, costing       both upgraded and unupgraded, and just get a small attack buff if upped.

Third: Healing. I'd never give Water permanent control. Instead, I would give it some more general player and creature healing (like a permanent that gives back some health each turn to all your creatures). Doesn't it sounds right, for the molecule that keeps you healthy?
“Having no element without any form of control would be good”
“Vanilla creatures or, preferably, creatures with a passive that rarely comes into play.”
“more weapons”
“More permanents”
“ :life creature with active skil”

Aether Wants:
Mid Range Vulnerable TU worthy creature that has a Dimensional Theme
Powerful Vulnerable TU worthy creature that has a Star Theme

Air Wants:
Airborne Buff
Soft Sound based PC
Cheap (non dive) Mid Offense

Darkness Wants:
Use the opponent’s offense against them mono.
Rushing Creature

Death Wants:
Minor Healing
Anti Holy Flash
Death Stalker + Soul Catcher + X synergy
Better hard CC

Earth Wants:
Cross Element Synergies
A unique mechanic.
A killing CC
A mass CC
A new type of way to produce quanta

Life Wants:
Soft CC

Light Wants:
CC and PC that fits the "I don't care what you do feel"

Time Wants:
Soft PC
Rush cards
Mid Creature [cost ~5 :time]
More Active abilities expressing control over memory and time manipulation

Water Wants:
Flooding Buff
New Weapon
Better Healing

Game Suggestions and Feedback Forum wants:
“Having no element without any form of control would be good”
“Vanilla creatures or, preferably, creatures with a passive that rarely comes into play.”
“more weapons”
“More permanents”
“ :life creature with active skil”

We now have our list.
Please list your top 10 (ranked) topics to work on from this list.
We will work on the top 3 scoring topics.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on January 27, 2011, 08:06:17 pm
Quote from: Life/Other Requests
“  :life  creature with active skil”
“Vanilla creatures or, preferably, creatures with a passive that rarely comes into play.”
" Soft CC "
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.

Quote from: Time Request
Mid Creature [cost ~5  :time]
More Active abilities expressing control over memory and time manipulation
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.

Quote from: Earth Request
A unique mechanic.

I am planning to make a creature that is very strong but delays for 1 turn after an attack, also in the Alternate Story Series (http://elementscommunity.org/forum/index.php/topic,20252.0.html) .  I believe that will fit the theme of  Unique Mechanic.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 27, 2011, 08:10:29 pm
Quote
“  :life  creature with active skil”
“Vanilla creatures or, preferably, creatures with a passive that rarely comes into play.”
" Soft CC "
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.
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.

Please list your top 10 favorites of the above topics.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Ajit on January 27, 2011, 08:20:49 pm
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
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 27, 2011, 08:29:07 pm
could define hard -medium - soft controls for me
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Ajit on January 27, 2011, 08:32:00 pm
could define hard -medium - soft controls for me
I don't have exact definitions necessarily but;

hard would be destroy the target card
soft would be disable the target for 1~2 turn or something similarly debilitating
medium would be somewhere in between

Usually i find medium an unnecessary term, as I think that anything that does anything short of destroying the target is soft.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on January 27, 2011, 08:57:11 pm
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 27, 2011, 09:37:49 pm
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.
Yes ideas have been suggested for these categories in the past. That is not the point.
The plan is to have 3 small competitions between ideas that are generate to fill the top 3 desired topics.

I really would appreciate a ranked list like Ajit has provided. (Thanks Ajit that helps a lot.)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 28, 2011, 02:11:40 am
Quote from: OldTrees Vote
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.

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)
Here are three examples of the votes I want to see. Please vote ASAP. Thank you.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on January 28, 2011, 02:21:42 am
Well, here goes.

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)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 29, 2011, 08:30:15 pm
Voting Ends Sunday Midnight US Central Time
If there are no more votes by then we will begin on
24 Life Soft CC
20 Semivanilla Creatures
14 Time soft PC
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Nepycros on January 29, 2011, 08:39:33 pm
1. Death's supa-CC (Death needs to be sudden and painless for once. Don't make mah creatures suffer!)
2. Life's soft CC (sleep?)
3. Time's memory manipulation (When it comes to things involving the mind, I'm ready to jump. OT and Z can attest to that)
4. Aether's Vulnerability creature (PS, where does Plasma go in Elements?)
5. Darkness' attack switch (1:4 ratio...)
6. Air's PC (THEY CAN HAZ EVERYTHING!!!1!!)
7. Vanilla creature (sometimes, brute force is all you need... or cannon fodder)
8. Water's weapon (. . . What? PC and CC isn't good enough for you?)
9. Time's rush cards (can hit the back burner now that GotP took to the skies)
10. W/E's left... Jk, the Earth quanta production (gemfinder's are fine by me)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 31, 2011, 06:09:57 am
33 Life's soft CC
24 Vanilla creatures or, preferably, creatures with a passive that rarely comes into play.
21 More active Time abilities involving Memory and Time Manipulation
20 Death's Hard CC (Should the new Skull Shield invalidate this?)
14 Time's soft PC
13 Water's new weapon
12. Aether Powerful Vulnerable TU worthy creature that has a Star Theme
11 Earth new quanta producer
10 Unique Earth ability
10. Darkness Use the opponent’s offense against them mono.
10. Time Rush cards (Should the new Ghost ... invalidate this?)
9 Active Life creature ability
9 Earth's mass CC
8 Flooding Buff
6. Air Soft Sound based PC
6 Airborne Buff
4 more weaponsThe winning competitions are
1) A Soft CC for Life
2) A quality Vanilla or nigh Vanilla Creature
3) Memory or Time Manipulation Time cards

So the first competition is Soft CC for Life.

The competition will work as follows:
Each member of the CCC that is interested in the competition can enter as many ideas as they want into the smithy. (please keep it to 3 ideas maximum. 1-2 is preferred.)
Please post a link and a comment about your card(s) in this thread.
You will have a week to hone your idea. (Friday midnight US central time a poll will go up here. The voting will end on Sunday midnight US central time)

The goal of the voting will be to find the best of these idea to submit to the crucible. (fewer similar ideas submitted have better chances)
What fraction of ideas are recommended for submission depends on the distribution of the quality. I expect we will suggest only the top 20-25%.

Ideas that do not win the competition may still be submitted to the crucible at the author's discretion.

These competitions are very informal. Good luck.

PS: No art is needed for the competition nor will candidates be shown with pictures.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on January 31, 2011, 02:59:11 pm
Vine Spider (http://elementscommunity.org/forum/index.php/topic,20326.0.html)
I've been working on this idea for a few days, altered it a bit, and I believe that the idea is good. As a Spider, the card is meant to be soft CC against Airborne creatures by slowly reducing their attack.  It could possibly work in combination with a stall with wings.

A Master's opinion:
*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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Pineapple on January 31, 2011, 03:44:39 pm
Syringe | Syringe (http://elementscommunity.org/forum/index.php/topic,20585)
I just love cards that make more cards. <3

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...)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 31, 2011, 07:09:07 pm
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...)
Good one for the 3rd competition. However we are on the First right now. (Life soft CC)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Pineapple on January 31, 2011, 07:43:54 pm
Look for my Life card idea in this quoted post!
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...)
Good one for the 3rd competition. However we are on the First right now. (Life soft CC)
OHHHHHHHHhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh..............................

I thought this was one big competition. Eh, guess i'll edit that with a new link and bury it until the last competition.
EDIT: Edit complete.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on January 31, 2011, 11:11:40 pm
Lignification|Lignification (http://elementscommunity.org/forum/index.php/topic,20590.msg279379#msg279379)
An attack reducer for Life. Also a method to reduce the attack of a creature to 0 so it will not attack.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 03, 2011, 03:31:08 am
It is Wednesday and I only see three candidates. I was hoping to see more.
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on February 03, 2011, 03:36:29 am
It is Wednesday and I only see three candidates. I was hoping to see more.
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.
We need to advertise and spread the word, otherwise there won't be much of a competition at all.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Werdbooty on February 03, 2011, 05:09:24 pm
*cough*

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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 03, 2011, 06:47:11 pm
*cough*

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.
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)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 04, 2011, 11:05:22 pm
We have too few ideas. I will talk to the Curator to find out If I can make a short informal competition.

However I need ideas about what incentive we can give people to participate.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Werdbooty on February 04, 2011, 11:42:10 pm
I'd be willing to participate solely for the joy of coming up with a new card, but honestly? I just can't come up with anything.

I came up with something :D

Elven Enclave | Álfheim (http://elementscommunity.org/forum/index.php/topic,20795.msg282519#msg282519)

I think this might work better as a sacrifice type card instead. 50 Interwebz to who can tell me which card inspired me.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Pineapple on February 05, 2011, 01:09:21 pm
question! does situational cc count as soft cc? like maxwell's demon, for example.

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?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Werdbooty on February 05, 2011, 02:43:48 pm
Also, can shields count as soft cc?
I wondered this myself.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 05, 2011, 02:51:34 pm
question! does situational cc count as soft cc? like maxwell's demon, for example.

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?
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.

Yes shields can be soft cc
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Pineapple on February 05, 2011, 04:30:53 pm
Fever | Fever (http://elementscommunity.org/forum/index.php/topic,20807)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: rohlfo on February 06, 2011, 03:23:59 pm
We have too few ideas. I will talk to the Curator to find out If I can make a short informal competition.

However I need ideas about what incentive we can give people to participate.
I'll try submit one if you want?

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).
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 06, 2011, 03:40:40 pm
I'll try submit one if you want?

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).
This is a good idea for the incentive. Thanks
So each contestant will be judged by the CCC.
The winner(s) gets to proclaim the CCC judged their idea to be of top quality.
If the wining idea(s) get into the forge then they will be added to the CCC Archive (currently empty but might see Dimensional Stalker soon)

If you would also submit 1-2 card ideas that would be great. I think we will have voting this weekend Friday-Sunday (Closing at midnight on Sunday US central time)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Pineapple on February 06, 2011, 03:50:13 pm
problem is...
do we have much credibility? xP
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 06, 2011, 03:58:54 pm
I think that we have some credibility (especially if I am the one to post the approval) but this credibility will grow in time.

Also I think I might have figured out countdowns.
Voting Starts
Voting Ends
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: rohlfo on February 06, 2011, 04:01:15 pm
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?

credibility? As a team, the CCC is surely a very credible source in the card design areas of this forum?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 06, 2011, 04:13:19 pm
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?

credibility? As a team, the CCC is surely a very credible source in the card design areas of this forum?
The card does not have to be complete. (art is unecessary)
However the idea should be clear and have the general community have started the suggestion process.

So you have about 5 days for the community to review your idea before the voting begins.

You can nominate your idea as soon as you make the thread.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Pineapple on February 06, 2011, 05:05:13 pm
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?

credibility? As a team, the CCC is surely a very credible source in the card design areas of this forum?
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: rohlfo on February 06, 2011, 06:10:17 pm
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?

credibility? As a team, the CCC is surely a very credible source in the card design areas of this forum?
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.
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Werdbooty on February 06, 2011, 06:26:03 pm
New Creature:

River Python | Anaconda (http://elementscommunity.org/forum/index.php/topic,20856.msg283683#msg283683)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: rohlfo on February 06, 2011, 06:44:58 pm
Thicket | Thicket (http://elementscommunity.org/forum/index.php/topic,20858.0.html)
Thicket Trap | Thicket Trap (http://elementscommunity.org/forum/index.php/topic,20859.0.html)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 06, 2011, 07:04:32 pm
Quote from: Submissions So far
Thicket | Thicket (http://elementscommunity.org/forum/index.php/topic,20858.0.html)
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 | Álfheim (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)
9 ideas so far. Voting will go on as planned. New ideas still welcome.

Voting Starts
Voting Ends
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: doublecross on February 06, 2011, 08:30:40 pm
I offer my services.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 06, 2011, 08:37:20 pm
I offer my services.
Welcome Doublecross.
We currently are trying to fill the wishes stated during the Trials.
The current topic is Soft CC for Life.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: doublecross on February 06, 2011, 08:42:12 pm
Pack mentality:
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 06, 2011, 08:45:21 pm
Pack mentality:
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.
Would you please make a thread in the smithy (no art needed) so the commenting could begin?
Then add the link here please.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: doublecross on February 06, 2011, 08:49:09 pm
Sorry, where is the Smithy? (This, for those who are keeping track, is an example of me being stupid)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 06, 2011, 09:02:26 pm
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.
It is the obscure name.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on February 08, 2011, 02:59:33 am
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.html

Many Thanks.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: gavsword on February 08, 2011, 04:12:26 am
If there is anything I can do to help the CCC let me know.

Also I still haven't received any feedback on Burrowed Time | Deep Resolve  (http://elementscommunity.org/forum/index.php/topic,20361.0.html)

Patchx helped me with the art, zblader helped me with the name, and Kuroaitou gave me minor feedback on it's possibilities in the meta game, but I havent received much feedback mechanically.

I would love more help on this especially because I believe it's being sent to the crucible soon
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on February 11, 2011, 08:14:59 pm
I guess I will move this here.

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)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Nepycros on February 11, 2011, 09:17:11 pm
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.html

Many Thanks.
Respond to my feedback, then! XD
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on February 11, 2011, 09:21:15 pm
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.html

Many Thanks.
Respond to my feedback, then! XD
(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.
Now, back OT: What about creatures that alternate between 2 skills?
: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.
(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.

[/quote]
Should I post replies seperatley as well as on the main post?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Nepycros on February 11, 2011, 09:23:38 pm
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on February 11, 2011, 09:27:08 pm
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: rohlfo on February 11, 2011, 10:44:53 pm
I guess I will move this here.

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)
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).
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 11, 2011, 11:02:39 pm
I guess I will move this here.

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)
Thanks Emerald Tiger. These will be great for after the 3 competitions.

Remember Voting begins tonight.
Quote from: Submissions So far
Thicket | Thicket (http://elementscommunity.org/forum/index.php/topic,20858.0.html)
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 | Álfheim (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)
9 ideas so far. Voting will go on as planned. New ideas still welcome.

Voting Starts
Voting Ends
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 11, 2011, 11:35:47 pm
Poll is up. Please vote based on the quality of the idea and the potential it has for improvement. Which 3 of these 9 ideas do you feel would be the most beneficial for the game if implemented. The top 3 ideas will get the CCC's endorsement demonstrated through a post by me that can be quoted in the opening post of those topics.

Remember Author and Art is not important for this competition. Please ignore these details.

NameThicket|Thicket (http://elementscommunity.org/forum/index.php/topic,20858.0.html)
TypePermanent
EffectCreatures attacking you have a chance to miss.
NameThicket Trap|Thicket Trap (http://elementscommunity.org/forum/index.php/topic,20859.0.html)
TypeAoE Spell
EffectOpponents creatures become trapped.
NameRiver Python | Anaconda (http://elementscommunity.org/forum/index.php/topic,20856.0.html)
TypeDuo[ :life :death] Creature
Effect :death: Target creature doesn't attack for 1 turn. River Python doesn't attack this turn.
NameFever|Fever (http://elementscommunity.org/forum/index.php/topic,20807)
TypeAoE Spell
EffectEvery creature on the field gains the status "adrenaline."
NameElven Enclave | Álfheim (http://elementscommunity.org/forum/index.php/topic,20795.0.html)
TypePermanent
EffectAll enemy creatures get -1|-1 until next turn if you played an Emerald Tower or Pillar this turn.
NameLignification|Lignification (http://elementscommunity.org/forum/index.php/topic,20590.0.html)
TypeSingle Target Spell
EffectTarget creature gains the status Lignify. Each turn the creature's current attack is reduced by 25% and gains 1hp
NameVine Spider | Vine Recluse (http://elementscommunity.org/forum/index.php/topic,20326.0.html)
TypeDuo [ :life :air] Creature
Effect :air :air Entangle:
The target creature loses airborne and its attack decreases by 1 each turn until attack is 0.
NameSyringe | Syringe
Poison Vial | Poison Vial (http://elementscommunity.org/forum/index.php/topic,20585.0.html)
TypePermanent
Simgle Target Spell
Effect :life: Extract: Delay the target creature for 1 turn. Add Poison Vial to your hand if "poisonous."

Infect the target creature.
NamePack mentality|Pack mentality (http://elementscommunity.org/forum/index.php/topic,20863.0.html)
TypePermanent
EffectIf 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.
Voting Ends
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Seiya on February 11, 2011, 11:45:29 pm
I voted for fever, lignification, and thicket trap.  However, I think Thicket Trap should be  :time or :aether. 

 :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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 11, 2011, 11:51:37 pm
I voted for fever, lignification, and thicket trap.  However, I think Thicket Trap should be  :time or :aether. 

 :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.
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.

The idea of Thicket trap is that it takes time to get unentangled. Does this card have the potential to be a great Soft CC for Life? You decide.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Seiya on February 12, 2011, 08:21:59 pm
Fair enough.  Fever, Lignification, and Thicket.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Werdbooty on February 12, 2011, 08:23:07 pm
I really think Thicket is the best idea.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: rohlfo on February 12, 2011, 09:31:33 pm
Thanks guys  :)
For those interested, here is an explanation/response to Seiya as to why Thicket Trap is  :life:
first off, don't disagree with the  :time :aether analagy, but there are always various ways to look at a card...
My thinking was as follows:
Thicket in general, i.e. plants and stuff, are very much  :life.
making this a trap is a sudden growth of thicket around the creature, sudden burst of life? =  :life
how if effects is based on the HP (i.e. life!) of the creature

The creature is trapped in the thicket, and so not able to do anything. For programming/explanation sake I named this after the 'time bubble' effect. It could either have the same 'delayed look' on the card as time bubble, or obviously have it's own 'thicket' look...
hope that helps explain!  :)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on February 12, 2011, 09:55:39 pm
I guess I will move this here.

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)
Do you want any additional elements?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Werdbooty on February 12, 2011, 10:00:42 pm
I guess I will move this here.

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)
Do you want any additional elements?
At first glance: Skewed Reality Series, or some such thing. Change a card's element to [insert element here].

Alternately, you could take a look at this (http://elementscommunity.org/forum/index.php/topic,20915.msg284736#msg284736). I can see the two ideas working together easily.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on February 12, 2011, 11:54:09 pm
(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)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 14, 2011, 05:19:01 am
The winners are:

NameThicket|Thicket (http://elementscommunity.org/forum/index.php/topic,20858.0.html)
TypePermanent
EffectCreatures attacking you have a chance to miss.
NameFever|Fever (http://elementscommunity.org/forum/index.php/topic,20807)
TypeAoE Spell
EffectEvery creature on the field gains the status "adrenaline."
NameLignification|Lignification (http://elementscommunity.org/forum/index.php/topic,20590.0.html)
TypeSingle Target Spell
EffectTarget creature gains the status Lignify. Each turn the creature's current attack is reduced by 25% and gains 1hp
Each Thread will receive a post from one of the two leaders of the CCC [OldTrees and Emerald Tiger] proving and advertising their quality.

Quote from: The Communal Card Creation team
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Ajit on February 14, 2011, 05:24:16 am
good function people keep it up (: and yes those are the ones I voted for!
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 14, 2011, 05:36:22 am
New competition
 Voting for Vanilla/Semi Vanilla Creatures Begins
 Voting for Vanilla/Semi Vanilla Creatures Ends
A Vanilla Creature is a creature with no abilities (See Giant Frog)
A Semi Vanilla Creature is a creature with an ability that does not increase the cost of the creature when balanced.
[these are guidelines. Vanilla and Semi-vanilla are very subjective terms]

Each member can enter 1-3 entries.

Remember Zanz already knows how to make Vanilla Creatures but the Forum wants them. How will you solve this dilemma?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Werdbooty on February 14, 2011, 05:04:47 pm
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)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Jappert on February 14, 2011, 05:48:14 pm
Semi Vanilla:

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!
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Ajit on February 14, 2011, 07:36:15 pm
Semi Vanilla:

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!
I think those are beyond semi-vanilla, but I suppose it is up to interpretation.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: rohlfo on February 14, 2011, 10:12:46 pm
is it ok without art, as in like last competition, or different this time?
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)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ddevans96 on February 14, 2011, 10:44:32 pm
Is anyone open to this competition or does one need to be a member of the CCC?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 14, 2011, 11:21:04 pm
is it ok without art, as in like last competition, or different this time?
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)
No art needed. However make sure you take the necessary amount of time to refine the card idea.
Is anyone open to this competition or does one need to be a member of the CCC?
Anyone can join in these competitions.
Also the CCC is open membership.
Just remember the CCC does not have anything to give as a prize other than its seal of recognition. (see winners of soft life cc for details.)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: rohlfo on February 14, 2011, 11:41:21 pm
These are my 3 (they need more time and comments atm, so will make nec changes when/if need be, but links will stay the same):

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)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on February 14, 2011, 11:54:11 pm
Vanilla:

Lizardman | Lizardman (http://elementscommunity.org/forum/index.php/topic,21211.0.html)

Pseudo-Vanilla:

Dune Soul | Dune Spirit (http://elementscommunity.org/forum/index.php/topic,21212.0.html)

I might do a third one, but I am not sure yet.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on February 16, 2011, 11:35:00 pm
(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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 17, 2011, 01:21:45 am
10 ideas so far. Keep them coming. Can you do better than these great ideas so far? Try your luck!


 Voting for Vanilla/Semi Vanilla Creatures Begins
 Voting for Vanilla/Semi Vanilla Creatures Ends
A Vanilla Creature is a creature with no abilities (See Giant Frog)
A Semi Vanilla Creature is a creature with an ability that does not increase the cost of the creature when balanced.
[these are guidelines. Vanilla and Semi-vanilla are very subjective terms]

Each member can enter 1-3 entries.

Remember Zanz already knows how to make Vanilla Creatures but the Forum wants them. How will you solve this dilemma?

Quote
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)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: funerallaughter on February 17, 2011, 04:04:05 am
Semi-Vanilla Entry:
Reflectowl | Reflectowl (http://elementscommunity.org/forum/index.php/topic,21308.0.html)
Gnawrt | Gnawrt (http://elementscommunity.org/forum/index.php/topic,21520.0.html)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Pineapple on February 17, 2011, 07:15:24 am
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 17, 2011, 07:39:34 am
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

 :aether Reflectowl | Reflectowl (http://elementscommunity.org/forum/index.php/topic,21308.0.html)

 :air Albescent Columbidae | Albescent Columbidae (http://elementscommunity.org/forum/index.php/topic,21313)

 :time Anachronism|Anachronism (http://elementscommunity.org/forum/index.php/topic,21334.new.html)

 :fire Raging Barbarian|Raging Berserker (http://elementscommunity.org/forum/index.php/topic,21335.new.html)

 :life Garden Spider | Garden Recluse (http://elementscommunity.org/forum/index.php/topic,21189.msg289253#msg289253)

 :water Gull | Albatross (http://elementscommunity.org/forum/index.php/topic,21201.msg289398#msg289398)

 :entropy Paper Crane | Noshi Crane (http://elementscommunity.org/forum/index.php/topic,21280.msg290501#msg290501)

 :death Spell Leech | Spell Hunter (http://elementscommunity.org/forum/index.php/topic,21190.msg289266#msg289266)

 :life Gorilla | Silverback Gorilla (http://elementscommunity.org/forum/index.php/topic,20290.0.html)

 :fire Fire Lion | Fire Lion (http://elementscommunity.org/forum/index.php/topic,21205.0.html)

 :aether Dimension Traveller | Dimension Traveller (http://elementscommunity.org/forum/index.php/topic,21207.0.html)

 :time Nilus | Nilus  (http://elementscommunity.org/forum/index.php/topic,21209.0.html)

 :rainbow Lizardman | Lizardman (http://elementscommunity.org/forum/index.php/topic,21211.0.html)

 :time Dune Soul | Dune Spirit (http://elementscommunity.org/forum/index.php/topic,21212.0.html)


 Voting for Vanilla/Semi Vanilla Creatures Begins
 Voting for Vanilla/Semi Vanilla Creatures Ends
A Vanilla Creature is a creature with no abilities (See Giant Frog)
A Semi Vanilla Creature is a creature with an ability that does not increase the cost of the creature when balanced.
[these are guidelines. Vanilla and Semi-vanilla are very subjective terms]

Each member can enter 1-3 entries.

Remember Zanz already knows how to make Vanilla Creatures but the Forum wants them. How will you solve this dilemma?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Midnar on February 21, 2011, 06:16:15 pm
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 ?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 21, 2011, 06:50:56 pm
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: az4rel on February 23, 2011, 04:01:45 am
here is my entry: http://elementscommunity.org/forum/index.php/topic,21461.0.html is the graviton elder
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on February 25, 2011, 03:12:13 am
Has anyone done a :darkness semi-vanilla creature?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 25, 2011, 03:14:46 am
Has anyone done a :darkness semi-vanilla creature?
No
 :darkness :light :earth do not have suggestions yet.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Ajit on February 25, 2011, 06:13:08 am
Taurus (http://elementscommunity.org/forum/index.php/topic,21718.0.html)

there's my entry.  Its VERY semi-vanilla just how I like them :)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on February 25, 2011, 10:33:50 am
Here is this image if any one can come up with an idea for it.
(http://imageplay.net/img/m7Gbd146387/darkthing7.png)
ignore this
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Werdbooty on February 25, 2011, 01:55:56 pm
Here is this image if any one can come up with an idea for it.
(http://imageplay.net/img/m7Gbd146387/darkthing7.png)
ignore this
At your request:
(http://imageplay.net/img/m7Gbd146495/Dusk_Faerie.png)(http://imageplay.net/img/m7Gbd146575/Moon_Faerie.png)
Passive Abilites: Airborne
Alternate Idea: Faerie turns into a Vampire if Eclipse hits the field.
The balance is probably a bit off, but I'm satisfied. Like I mentioned in my pm, I immediately thought "Dusk Bat" when I saw this. Dusk Faerie is the result of a little bit of tweaking, combined with my own attempt at an 'easter egg' type creature. Take it or leave it, it's there.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 25, 2011, 03:26:57 pm
Duskbat will need a thread and time to be criticized by the smithy before it will be added to the list.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Werdbooty on February 25, 2011, 03:54:04 pm
Probably not enough time for proper consideration, but it's up (http://elementscommunity.org/forum/index.php/topic,21734.msg297304#msg297304).
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 26, 2011, 07:00:38 am
Voting Begins.
Since this poll is idea centric and some of these cards have art I have posted the relevant parts of the card below. Remember this is not about which cards you like best. It is about which cards you think would be the best examples of a vanilla/semi vanilla card AND would be valuable improvements to the game. Art and Author do not matter. Each person gets 5 votes but only the top 4 will get the CCC statement of approval.

Entry1: :air Albescent Columbidae | Albescent Columbidae (http://elementscommunity.org/forum/index.php/topic,21313) :air
Cost7 :air|2 :air
Attack7|4
HP1|1
Ability :light :light :light| :light :light :light :light:
Stasis: Creatures do not attack for one turn.
Put Albescent Columbidae back in your deck.
Entry2: :time Anachronism|Anachronism (http://elementscommunity.org/forum/index.php/topic,21334.new.html) :time
Cost3 :time|3 :time
Attack6|7
HP6|7
AbilityAbsorbs  :time at the end of the turn or dies.
Entry3: :aether Dimension Traveller | Dimension Traveller (http://elementscommunity.org/forum/index.php/topic,21207.0.html) :aether
Cost1 :aether|1 :aether
Attack2|2
HP3|3
Abilityn/a|Generate :aether
Entry4: :time Dune Soul | Dune Spirit (http://elementscommunity.org/forum/index.php/topic,21212.0.html) :time
Cost4 :time|4 :time
Attack3|4
HP2|4
AbilityIf 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.
Entry5: :darkness Dusk Faerie | Moon Faerie (http://elementscommunity.org/forum/index.php/topic,21734.msg297304.html) :darkness
Cost1 :darkness|2 :darkness
Attack1|3
HP2|4
AbilityTurns into a Minor Vampire|Vampire if targeted with Chaos Seed.
Entry6: :fire Fire Lion | Fire Lion (http://elementscommunity.org/forum/index.php/topic,21205.0.html) :fire
Cost3 :fire|3 :fire
Attack4|4
HP3|4
Abilityn/a|Affinity: gains +2|-1 if your mark is Fire.
Entry7: :life Garden Spider | Garden Recluse (http://elementscommunity.org/forum/index.php/topic,21189.msg289253#msg289253) :life
Cost1 :life|0
Attack1|2
HP1|1
AbilityPoisonous
Entry8: :life Gorilla | Silverback Gorilla (http://elementscommunity.org/forum/index.php/topic,20290.0.html) :life
Cost5 :life|5 :life
Attack6|7
HP5|5
Ability :earth:Ground Slam
Delays target creature for 1 turn.
Entry9: :gravity Gravitron Elder|Gravitron Endless (http://elementscommunity.org/forum/index.php/topic,21461.0.html) :gravity
Cost4 :gravity|4 :gravity
Attack1|1
HP10|10
AbilitySee thread.
Entry10: :water Gull | Albatross (http://elementscommunity.org/forum/index.php/topic,21201.msg289398#msg289398) :water
Cost4 :water|4 :water
Attack2|4
HP2|4
AbilityEvery time a creature drowns, Gull gets +1|+1
Entry11: :air Invisible Stalker | Invisible Stalker (http://elementscommunity.org/forum/index.php/topic,21399.msg292362.html) :air
Cost3 :air|3 :air
Attack3|6
HP1|1
AbilityInvisible
Entry12: :rainbow Lizardman | Lizardman (http://elementscommunity.org/forum/index.php/topic,21211.0.html) :rainbow
Cost6|6
Attack3|4
HP3|3
Abilityn/a
Entry13: :time Nilus | Nilus  (http://elementscommunity.org/forum/index.php/topic,21209.0.html) :time
Cost4 :time|4 :time
Attack4|4
HP3|4
Abilityn/a|Generate :time
Entry14: :entropy Paper Crane | Noshi Crane (http://elementscommunity.org/forum/index.php/topic,21280.msg290501#msg290501) :entropy
Cost1 :entropy|1 :entropy
Attack1|1
HP1|1
AbilityPaper Crane's HP is always 1.
n/a|Generate :entropy
Entry15: :fire Raging Barbarian|Raging Berserker (http://elementscommunity.org/forum/index.php/topic,21335.new.html) :fire
Cost4 :fire|5 :fire
Attack7|8
HP3|4
AbilityComes into play infected.
Entry16: :aether Reflectowl | Reflectowl (http://elementscommunity.org/forum/index.php/topic,21308.0.html) :aether
Cost5 :aether|6 :aether
Attack4|6
HP3|3
AbilityEnters the field with your last played creature's
base stats added to Reflectowl's stats for one turn.
Entry17: :death Spell Leech | Spell Hunter (http://elementscommunity.org/forum/index.php/topic,21190.msg289266#msg289266) :death
Cost1 :death|1 :death
Attack1|1
HP1|1
AbilitySpell Hunt : Spell Leech gains +0/+1|+1/0 when a spell is cast.
Entry18: :earth Taurus | Taurus (http://elementscommunity.org/forum/index.php/topic,21718.msg297119.html) :earth
Cost5 :earth|3 :earth
Attack5|5
HP5|5
AbilityHeavy: can not be removed from the field.

 Voting for Vanilla/Semi Vanilla Creatures Begins
 Voting for Vanilla/Semi Vanilla Creatures Ends
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on February 26, 2011, 07:06:25 am
For Dune Soul | Dune Spirit, please add :time to the card text so it shows the following:

Quote
If your Mark is Time, this card gains " :time Slow".
If your Mark is Earth, this card generates  per turn.
Slow - Target creature is delayed for 1 turn.
Thanks.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on February 28, 2011, 05:55:49 am
There are currently 5 options tied at 3 votes. We will have a second round of voting between those 5 and the option "none". Any option is disqualified if none gets more votes than it. The top two options will get the CCC approval in addition to the two ideas with 4 and 5 votes.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: doublecross on March 02, 2011, 01:12:36 am
Not sure if this is the place for this question, but assuming this permanent existed:


"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.

Ex.  If you had this permanent, two fate eggs and a phoenix, you would gain 2 :time 1  :fire at the end of each turn.

These would stack, so two of the permanent would lead to 4 :time 2 :fire"

What would an appropriate cost be? What element would this most fit? Should other generate random quanta or none?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on March 02, 2011, 01:22:35 am
I would call it an Essence Charm.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: doublecross on March 02, 2011, 01:25:00 am
Thanks for the name! I was thinking something with Aura, but I like yours more.     Any art ideas, and more importantly balancing/cost ideas?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on March 02, 2011, 01:34:43 am
I tried to coin terms based on creature quanta production.
 
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
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: az4rel on March 02, 2011, 01:42:40 am
life should be the element and the cost mmm could be comparable to empathy and sky blitz but im not really sure.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: doublecross on March 02, 2011, 01:44:23 am
I don't think this would need to give the quanta-generating abilities to the creature.

It would be much easier to have the permanent generate quanta based on the creatures on your field.

However, the quanta-generating art (like black with pest) would be nice to see coming off each creature ...
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on March 02, 2011, 01:50:03 am
I am surprised at how many votes Paper Crane is receiving. Of all the ideas it was the one I though was the least vanilla.

"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.

It is a quanta producer that produces quanta in proportion to resources(creatures) of that element.
I would put that either in Water. Water has many duo creatures so it is used to producing effects outside o f its element with the assistance of other quanta.

Alternatively I would put this in Life (despite Rustler) or Light (See Spectral Prism card idea)

Cost is tricky. I would probably put an Absorb cost on it to delay the useage.

Say average quanta produced per turn per game is [N]
The Cost would be
Casting Cost: 2(N-A-1) :water
Absorb Cost: A [ :water --- :water :water :water?]
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: doublecross on March 02, 2011, 01:54:56 am
So, maybe a absorb 2  :water  and a cost of 4 :water might be appropriate?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on March 02, 2011, 01:56:20 am
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: doublecross on March 02, 2011, 02:02:04 am
Well, we need to consider the how the production of different elements works.

If this is in a mono-water deck, it is producing water, but costs to start, and is dependent on creatures.
If this is in a water-something duo, it produces both elements (probably) but to a small degree, and requires water upkeep, which, in a duo, is harder.
That is worsened for a trio.

In a rainbow, you have some creatures from each deck, and after those creatures are played, that element becomes much less important to generate.

Thus, I think even if we can expect more than 5 monsters, this would be a fair cost/upkeep.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on March 02, 2011, 02:14:18 am
What would M_cell generate  :death or random?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: doublecross on March 02, 2011, 02:18:30 am
In the style of malignant cells (which is that they should bother the player who has them) they would not produce anything.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on March 02, 2011, 02:21:56 am
Would the art from here better fit your needs?
http://elementscommunity.org/forum/index.php/topic,21710.msg296966#msg296966
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: doublecross on March 02, 2011, 02:24:29 am
That could work. Emerald, you are the best.

You want to do the honours of making the card? (You could get the glory if it makes it to the top, and rightly so)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on March 02, 2011, 06:46:46 am
Winners of the Semivanilla/vanilla competition:
Poisonous 0 cost Garden Spider
Small invisible airborne Invisible Stalker
Small Other vanilla Lizardmen
HP is always 1 Paper Crane

Entry7: :life Garden Spider | Garden Recluse (http://elementscommunity.org/forum/index.php/topic,21189.msg289253#msg289253) :life
Cost1 :life|0
Attack1|2
HP1|1
AbilityPoisonous
Entry11: :air Invisible Stalker | Invisible Stalker (http://elementscommunity.org/forum/index.php/topic,21399.msg292362.html) :air
Cost3 :air|3 :air
Attack3|6
HP1|1
AbilityInvisible
Entry12: :rainbow Lizardman | Lizardman (http://elementscommunity.org/forum/index.php/topic,21211.0.html) :rainbow
Cost6|6
Attack3|4
HP3|3
Abilityn/a
Entry14: :entropy Paper Crane | Noshi Crane (http://elementscommunity.org/forum/index.php/topic,21280.msg290501#msg290501) :entropy
Cost1 :entropy|1 :entropy
Attack1|1
HP1|1
AbilityPaper Crane's HP is always 1.
n/a|Generate :entropy
I will draft the CCC's seal this weekend or sooner.

The next competition will begin on Monday, Voting will open on Friday and close on Sunday.
You have the rest of this week as a head start

New Competition:
Time has Rewind and Hasten
Expand upon the Time and or memory aspects of Time by creating 1-3 cards that each have a NEW mechanic. Since this is the third competition I will be a little harsher with the qualification. I do not want to see an old ability modified. Try to shock me with a thematically logical but innovative idea.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on March 03, 2011, 11:33:51 pm
New competition:
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on March 03, 2011, 11:46:39 pm
I would like card ideas/critism, and votes for the Card Designer Challenge : Your Own Rare? (http://elementscommunity.org/forum/index.php/topic,21688.0.html). If the CCC could participate/critique the cards, that would be greatly appreciated.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: doublecross on March 03, 2011, 11:56:46 pm
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
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Pineapple on March 04, 2011, 12:16:30 am
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...)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: doublecross on March 04, 2011, 12:18:56 am
I like this. (Repress)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees 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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: doublecross 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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees 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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Pineapple 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.")
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Nepycros 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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees 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
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom 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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: doublecross 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...
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees 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

Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Pineapple 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).
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: funerallaughter on March 04, 2011, 03:07:08 am
Infinity Necklace | Infinity Necklace (http://elementscommunity.org/forum/index.php/topic,22061.new.html#new)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees 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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: funerallaughter on March 04, 2011, 04:06:56 am
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on March 04, 2011, 04:21:59 am
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.
Good explanation thanks.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Pineapple on March 04, 2011, 11:20:44 am
Thx, OldTrees. +1 for being a long-time awesome person.
Btw, I think you missed Possibilities.
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
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on March 04, 2011, 03:39:35 pm


New competition:
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.
Total Ideas Accepted So far:
Repress | Repress (http://elementscommunity.org/forum/index.php/topic,20572)
Interest (permanent).
Possibilities (Permanent)
Mechanic Used: Deck Searching
Infinity Necklace | Infinity Necklace (http://elementscommunity.org/forum/index.php/topic,22061.new.html#new)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Pineapple on March 05, 2011, 12:44:41 am
Mmm, "Possibilities (http://elementscommunity.org/forum/index.php/topic,22035)" already has a thread to link to, although neppy probably doesn't think it's "tweaked enough" since he hasn't submitted the thread yet. But just a head sup.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: rohlfo on March 05, 2011, 04:43:38 pm
hello, I'm back from being away so will be more active again :)
Will see if I can come up with something to join in again once I've caught up with everything!
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on March 07, 2011, 10:53:42 pm
Time Adept | Time Sage (http://elementscommunity.org/forum/index.php/topic,22545.0.html)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Rutarete on March 08, 2011, 12:32:49 am
I was thinking of a spell that made creatures leave the field for a time. The name would be Exile or Ordeal.
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on March 08, 2011, 12:55:06 am
Time Adept | Time Sage (http://elementscommunity.org/forum/index.php/topic,22545.0.html)
accepted.
neat idea.

I was thinking of a spell that made creatures leave the field for a time. The name would be Exile or Ordeal.
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.
This would be considered unique.
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: az4rel on March 08, 2011, 03:00:13 am
I was thinking about a time card that "resets" the game by setting both players life to 100.
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on March 08, 2011, 03:06:59 am
I was thinking about a time card that "resets" the game by setting both players life to 100.
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.
How would it interact with FGs?
It seems sufficiently unique although it is on the edge.
No one would use it twice in a turn so the drain all :time is useless.
Also my gut is screaming no at this card so I am not sure what to think an suggest caution and to err on the side of scraping the idea over forcing the idea.
PS: My gut is not a credible source.
PPS: To say it clearer. I think I say a similar idea before and the fuzzy memory has a tinge of bad feeling to it. Since I know I am missing something I will be cautious.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: rohlfo on March 08, 2011, 08:13:07 am
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)

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 :)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on March 08, 2011, 08:23:10 am
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)

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 :)
Provided it keeps the limited uses and permanent->creature aspects it is unique enough.

Due to the inherent complexity of the idea I would recommend additional simplicity when possible.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: rohlfo on March 08, 2011, 08:40:24 am
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 :)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Midnar on March 08, 2011, 12:31:37 pm
Here's my entry:
New Birth (http://elementscommunity.org/forum/index.php/topic,22580.0.html)
 :)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on March 08, 2011, 02:14:31 pm
Here's my entry:
New Birth (http://elementscommunity.org/forum/index.php/topic,22580.0.html)
 :)
Accepted.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Rutarete on March 09, 2011, 12:13:13 am
I was thinking of a spell that made creatures leave the field for a time. The name would be Exile or Ordeal.
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.
This would be considered unique.
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.
I feel it has very little redundancy with delay.
Delayed:
1. Keeps creatures on the field, vulnerable to CC
Exiled:
1. Does not do the above stated.
2. Yes, i see your point about a zone.
3. One trick to this is that after things have been gone for a while, you forget about it. So this adds a surprise element to time. Delay just sits there.
4. Death effects not triggered
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Nepycros on March 09, 2011, 12:39:40 am
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?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Rutarete on March 09, 2011, 12:41:55 am
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'll take a look. And add a 4. to my post
Done. Yes is similar, but yours is random while this is used as purposefully. And not just to make the difference between these ideas greater, but i'm thinking of adding a return effect.
and i just thought of a number 5.
Edit: nevermind about 5.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Time_lord_victorius on March 12, 2011, 09:19:37 pm
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 CCC
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: artimies7 on March 12, 2011, 09:34:58 pm
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.

http://elementscommunity.org/forum/index.php/topic,22391.msg303729#msg303729 (http://elementscommunity.org/forum/index.php/topic,22391.msg303729#msg303729)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on March 13, 2011, 12:39:46 am
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 CCC
The PreSmithy thread is a better place for ideas this far along. Also I would suggest searching for Apocalypse.
You would want to identify what the average number of pillars and non pillars would be present as targets.
This would also have the effect of destroying all pillars in one card. I would estimate a cost of 8 :fire to start.

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.

http://elementscommunity.org/forum/index.php/topic,22391.msg303729#msg303729 (http://elementscommunity.org/forum/index.php/topic,22391.msg303729#msg303729)
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on March 19, 2011, 12:05:33 am
What is next for CCC?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on March 19, 2011, 12:17:01 am
What is next for CCC?
Speaking of which, shouldn't voting for the Time Mechanic have begun? My Time sage feels slightly neglected. :(
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on March 19, 2011, 12:32:52 am
Are you talking the new addition to Time crucible?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on March 19, 2011, 12:35:32 am
Are you talking the new addition to Time competition?
If this is what you meant than yes.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on March 19, 2011, 12:44:44 am
New competition:
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.
When does this end?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on March 19, 2011, 12:47:49 am
New competition:
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.
When does this end?
It already did. See:

Voting for New Time Mechanic Begins
 Voting for New Time Mechanic Ends*snip*
That was a timer that would display those messages when the deadline was reached. The deadline is already 7 days overdue.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on March 19, 2011, 12:55:15 am
So we are waiting for something new?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on March 19, 2011, 12:56:55 am
So we are waiting for something new?
No, we're waiting for Oldtrees to put up the poll.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on March 19, 2011, 01:09:09 am
Sorry I made a mistake with the timer. Voting will start today in about 5 minutes.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on March 19, 2011, 01:12:37 am
New competition:
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 [1] of entries will win the competition.
The bottom third or less [1] of entries will agree to forgo the crucible in there form as presented at time of voting.
The middle third or more [3] will have the option to compete again in the crucible but probably should be improved significantly before attempting.

Possibities | Possibilities (http://elementscommunity.org/forum/index.php/topic,22035)
Repress | Repress (http://elementscommunity.org/forum/index.php/topic,20572)
Infinity Necklace | Infinity Necklace (http://elementscommunity.org/forum/index.php/topic,22061)
Time Adept | Time Sage (http://elementscommunity.org/forum/index.php/topic,22545.0.html)
New Birth | New Birth (http://elementscommunity.org/forum/index.php/topic,22580.0.html)

The behemoth|overlord was not included because the author was unsure about whether to enter or not.
Some of the entries were never made into threads/links posted. (I double checked for links)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Werdbooty on March 19, 2011, 05:13:26 pm
Great ideas, people. This was a hard one.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on March 20, 2011, 11:58:58 pm
OldTrees do you want us to avoid and criticize redundancy?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on March 21, 2011, 12:01:08 am
OldTrees do you want us to avoid and criticize redundancy?
Yes, unless the redundancy is warranted.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on March 21, 2011, 01:36:50 am
New competition:
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 [1] of entries will win the competition.
Time Adept | Time Sage (http://elementscommunity.org/forum/index.php/topic,22545.0.html)
The middle third [2] will have the option to compete again in the crucible but probably should be improved significantly before attempting.
New Birth | New Birth (http://elementscommunity.org/forum/index.php/topic,22580.0.html)
Possibities | Possibilities (http://elementscommunity.org/forum/index.php/topic,22035)
The bottom third [2] of entries will agree to forgo the crucible in there form as presented at time of voting.
Repress | Repress (http://elementscommunity.org/forum/index.php/topic,20572)
Infinity Necklace | Infinity Necklace (http://elementscommunity.org/forum/index.php/topic,22061)

Quote from: The Communal Card Creation team
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).

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
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on March 21, 2011, 01:37:59 am
That was a very close vote with many ideal cards made. Thank you for the award CCC, and good card Midnar.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on March 24, 2011, 04:26:46 am
What are we doing next?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on March 24, 2011, 05:43:54 am
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
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: rohlfo on March 24, 2011, 11:36:45 am
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
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?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on March 24, 2011, 03:55:03 pm
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
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?
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Pineapple on March 25, 2011, 10:55:58 am
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).

Obvious factors:
Originality (+)
Thematic Consistency (+)
Popularity of creator (-)
Grammar and presentation (?)
Being OP (-)
Not being UP (+)
Not being a "taboo" mechanic or theme (?)
Humor (-)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on March 25, 2011, 08:00:04 pm
Obvious factors:
Popularity of creator (-)
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.

"Not being a taboo mechanic" should be positive - taboo mechanics are usually ones that are hard to code or get repetitively proposed while Zanz implies he doesn't want them.

In addition to the current values proposed I think cards should have a sort of "niche" to fill that we occasionally bring up from time to time - cards can be versatile but at some point you should want to use a certain card over another, rather than having two cards both in the almost exact same field (like Armagio and Massive Dragon).
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on March 31, 2011, 01:57:33 pm
http://typewith.me/CCC

I am trying to write a guide detailing what makes a good card. Please help fill it out.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on March 31, 2011, 02:04:04 pm
ill be there.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on April 01, 2011, 10:59:27 pm
What makes a valuable card suggestion?
      One of the characteristics of a great game is the variety in play experiences. This creates a greater depth to the game. This greater depth makes the game attractive to a larger audience and makes the game last longer for each player's enjoyment. Since variety is such a central characteristic for a game it is an important and potent area for collaborative improvements.

      As you can probably guess the main source for new variety in a Collectible Card Game is new cards. The variable play experience in Elements the Game originates in the many different resulting games that occur when pitting two out of the many possible decks together. Each deck is made out of synergistic combinations of cards from the game's card bank. Hence the variety added with each additional card is incredible to begin with.

      However when a card is very similar to another card (Horned Frog and Cockatrice) there is not as much added variety with the second card. This is to be expected from the original cards because more cards had to be added at once to make the game playable many very similar cards were created including the dragon series. However you would not see Zanz make the same kind of an addition now. Since he can add cards slower than at the start he can work on adding cards that help diversify the play experience the most.

      Cards suggestions are good if they add variety to the game. The main inhibitors of variety are imbalance, repetition and nonsense distractions. Thus the charactieristics of a good card suggestion are being balanceable, creative and thematic.

      The first characteristic of a good card is being balanceable. What do we mean by balanceable? Balanceable means that some adaption of the idea if added to the game, after the dust settles from the metagame adapting, there is a distribution of power between the strategies that is even enough for the target audience to accept. The easiest way to know if something is balanceable is to balance it.

      The second characteristic of a good card is being creative. What do we mean by creative? Creative means that it adds something new to the game and that it does not resemble a card in game too closely either in mechanic or effect. Adding something new typically involves breaking a previous preconception. In my opinion the best example of this is when the card fractal shattered the idea that you can only play 6 of a creature. While breaking a preconception is typically a good idea there are some taboo idea based on rules that are meant to remain or have hidden reasons for existing. Taboos can still be broken but in those cases you should give a very good argument for why the game is better off without that rule.

      The third characteristic of a good card is being thematic. What do we mean by thematic? Thematic means that the card has a single unifying theme that is present throughout the card. Each of the 4 parts of a card (Name, Effect, Image, Element) is part of a theme. If they disagree with each other about what the uniting theme is then the card ends up with 2+ competing themes and no unifying theme. A good card will have all 4 parts of a card synchronized in thematic agreement ending up with a single unifying theme. A good way to check this it to verify each of the 6 pairs of parts of the card make sense linked in that way.

      A subnote about thematic is that good Effects are mechanically thematic. This means that all the parts of the mechanic agree that it is the best way to implement that idea. This is known as the vehicle/rider factor. A vehicle is a term describing a mechanic that is a modifier for another mechanic. A rider is a term describing a mechanic that is being modified. An examples of this is Growth from Lava Golem. In Growth we have 2 vehicle rider pairs. The first pair is the "+2|+2" effect as the rider being modified by the "creature skill" mechanic. The second pair is the "creature skill" mechanic being modified by the duo  :earth :earth activation cost. When the core of an idea starts with an effect, be careful to chose the vehicle wisely for some effects are wiser than others. (Photosynthesis as a Spell card instead of Rustler's skill would be a terrible design)

      These three characteristic are very important because they provide cards that can work, are new and make sense. This is the minimum requirements for a card suggestion to be beneficial to the game by adding variety. However card suggestions that add more variety are great cards. The main restrictors of variety are requiring other cards, being a one trick pony or being overshadowed. Thus the characteristics of a great card are working by as a standalone card, having varied uses and having a niche.

      The first characteristic of a great card is working by as a standalone card. If a card requires another card for it to work at a balanced level then the number of decks it can be used in just dropped dramatically.

      The second characteristic of a great card is having varied uses. If a card only has one use then it will only make one deck type. If a card has multiple varied uses like Rage Potion is both Fire Rush and Fire Stall then it will make more deck types.

      The third characteristic of a great card having a niche. Even if a card has diverse uses and works by itself it can still be overshadowed. Massive Dragon is inefficient in attack compared to Elite Charger and inefficient in hp compared to Elite Armagio. If this occurs then the card would only be included as a 7-12th copy of the better version like Elite Cockatrice in USEM.

      A card suggestion that is balanceable, creative, thematic, works as a standalone, has varied uses and has its niche would add a great deal of variety to the game. The card suggestion Crusader is a prime example of a card that follows all of these (although it is limited in when it can act as a standalone card).

Please comment and give suggestions/edit the draft yourself in http://typewith.me/CCC
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Pineapple on April 02, 2011, 12:11:11 am
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).

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 (-)
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?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on April 02, 2011, 05:17:07 am
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).

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 (-)
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?
Yes. Unfortunately. I am expecting a 25% drop.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on April 03, 2011, 06:35:20 pm
I can not remember what was said. When are we doing the Shield Enhancement Series?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on April 03, 2011, 06:41:25 pm
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on April 03, 2011, 06:46:19 pm
Were any of the ideas stated before any good?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on April 03, 2011, 06:52:45 pm
Were any of the ideas stated before any good?
I do not think we got that far.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on April 03, 2011, 06:56:43 pm
http://typewith.me/CardIdeaPlanning please.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on April 11, 2011, 12:38:33 am
Greeting CCC.

I am currently hosting the Card Designer Challenge : Epic ET Card Design Competition (http://67.18.28.242/~eleforum/index.php/topic,24045.0.html), and we need more card ideas.

If you guys could participate by submitting cards or critiquing card balance that would be great.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on April 11, 2011, 02:47:03 am
Everyone who can, please help with ZBlader's request.
(I am personally low on card ideas.)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Flayne on April 25, 2011, 10:14:07 pm
This thread has been too inactive, so im gonna start it up again with a few ideas for shield enhancement series, (sorry if i have been really absent lately.)
 
:aether :Electron Tower: While Electron Tower is on the field, Your shield has 30% chance to deal 3 damage to a creature. (non-stackable)

 :air : Floating Totem: While Floating Totem is in play, your shield gains an extra 10% chance to cause attacking creatures to miss. (non-stackable)

 :darkness : Dark Pylon : While Dark Pylon is in play, your shield has a chance to to drain 2 hp from attacking creatures. (non-stackable)

 :death : Ivory Tomb : While Ivory Tomb is in play, your shield has a 50% chance to poison attacking creatures

 :earth : Rocky Obelisk : While Rocky Obelisk is in play, Your shield has a 30% chance to cause attacking creatures to be burrowed. (non-stackable)

 :entropy : Irregular Spire : While Irregular Spire is in play, Your shield has a 25% chance to cast a random effect to attacking creatures. (non-stackable)

 :fire : Explosive Turret : While Explosive Turret is in play, Your shield has a small chance to turn an attacking creature into ashes.
(non-stackable)

 :gravity : Titanic Monolith : While Titanic Monolith is in play, Your shield has a 30% chance to inflict gravity force on an attacknig creature (non-stackable)

 :life : Soothing Willow : While Soothing Willow is in play, Your shield heals you for 2 hp for each turn. (non-stackable)

 :light Holy Pedestal : While Holy Pedestal is in play, Your shield blocks 1 extra damage. Immaterial. (non-stackable)

 :time : Ancient Column: While Ancient Column is in play, Your shield has a 20% chance to rewind attack creatures. (non-stackable)

 :water : Ocean Fort : While Ocean Fort is in play, Your shield has a 30% chance to give you a purify counter when attacked. (non-stackable)






Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on April 25, 2011, 10:33:37 pm
Sorry for the inactivity. I have been preparing for the Idea Factory. (Idea Factory in some ways will be CCC II)

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".
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Flayne on April 25, 2011, 10:49:58 pm
Sorry for the inactivity. I have been preparing for the Idea Factory. (Idea Factory in some ways will be CCC II)

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".
Ok then, lets change those other effects into "your" shield.
For ivory tomb, I suggest giving it a 40% chance to poison attacking creatures although its a little too similar to carapace.
For Explosive Turret, same mechanic as Skullshield but turns them into Ashes
For Titanic Monolith, 30% chance to inflict gravity force on the creature.

Ancient Column could be lowered to 20% chance to rewind an attacking creature, lower chance means more luck based, but still a chance to rewind multiple creatures back to opponent's deck.

Edited the list in my last post.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on April 25, 2011, 10:54:01 pm
I like those modifications Flayne.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Flayne on April 25, 2011, 10:58:43 pm
I like those modifications Flayne.
cool, so Whats next? wait for everyone to comment?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on April 25, 2011, 11:00:45 pm
I like those modifications Flayne.
cool, so Whats next? wait for everyone to comment?
That and start to try to assign casting costs.

Also does the Aether Enhancer stack with the Earth Enhancer?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Flayne on April 25, 2011, 11:08:17 pm
you mean shield enhancing effects can stack?
 well, aether could stack well with it.
3 damage and burrowing. thats badass  :P
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on April 25, 2011, 11:10:21 pm
you mean shield enhancing effects can stack?
 well, aether could stack well with it.
3 damage and burrowing. thats badass  :P
That is the question: "Should different types of enhancements stack?" I am in favor of it.

Also there is the question about how to price comparable effects.
Fire Shield is comparable to Aether Enhancement.
Shields get a -3 cost modifier for being resigned to 1 slot.
Enhancers (this version) require a shield to work. That sounds like it is worth a modifier but how much?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on April 25, 2011, 11:26:38 pm
Ditto with what Oldtrees has said here. Do these effects only happen if the attack goes through or do they happen even if all damage is blocked?

Electron : Meh. This + Fire Shield is pretty much win.  Can be worked around with medium-high cost though.
Floating: Looks good to me.
Dark : HP regen shield! Looks fun, but again considering Fire Shield here is a good idea.
Ivory: Gives any shield a carapace effect. Don't see why not.
Rocky: Interesting way to implement burrowing as soft CC.
Irregular: What are the effects that can be caused?
Turret :  Sounds similar to Ash Shield (http://elementscommunity.org/forum/index.php/topic,24927.0.html).
Titanic : Might be a bit strong, but I don't think it can be worse than Electron or Dark.
Sooting : Might want to let these stack. Otherwise, they're seriously UP compared to SoG.
Holy : Looks good.
Ancient : I remember Kamietsu doing a shield version of this, I just can't find it. Looks good otherwise.
Fort: Might want to increase the chance.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Manipul8r on April 26, 2011, 01:13:10 am
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?

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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on April 26, 2011, 01:15:19 am
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?

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.
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Flayne on April 26, 2011, 01:28:43 am
we can go changing the effects as we go.

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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on April 26, 2011, 01:43:57 am
we can go changing the effects as we go.

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.
Stacking all 12 would cost enough to be worth a win.
Let them stack.

Also this set by Flayne will be new attempt at shield enhancements.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: ZephyrPhantom on April 26, 2011, 01:45:14 am
To prevent confusion, can we call the old series Barriers instead?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on April 26, 2011, 01:52:15 am
To prevent confusion, can we call the old series Barriers instead?
Makes sense.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: EmeraldTiger on April 26, 2011, 01:52:46 am
Do we modify the old thread or create a new one?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on April 26, 2011, 01:53:59 am
Do we modify the old thread or create a new one?
Rename the old thread. Flayne will create a new thread.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Flayne on April 26, 2011, 02:02:29 am
okay, since these are gonna stack, ive developed the first cost suggestions:
* = Unupped   **= Upped

these costs are associated with the possibility of not improving the abilities but rather improving costs,
some of these may have to qualify for an upgrade in ability to be worth the upgrading cost such as soothing willow and Rocky Obelisk, for now the costs are mostly associated with the previously stated possibilities and the value of their abilities.
note, as i see it, the lowest value should be no less than *4 and **3 for a single card, anything lower than 3 is a little too cheap for such enhancement effects.

here are my proposed costs:

Electron : * costs 6  :aether    ** costs 5  :aether
Floating:  * costs 4  :air           ** costs 3  :air
Dark :      * costs 5 :darkness  ** costs 4  :darkness
Ivory:      * costs 6  :death       ** costs  5 :death
Rocky:     * costs 5   :earth       ** costs  4 :earth
Irregular: * costs 4   :entropy   ** costs 3 :entropy
Turret : (may have to change ability due to similarity to Ash Shield)
Titanic :  * costs 4  :gravity       ** costs 3 :gravity
Soothing : * costs 4 :life            ** costs 3 :life
Holy :        * costs 4  :light         ** costs 3 :light
Ancient :   *costs 6 :time          ** costs 5  :time
Fort:         *  costs 5  :water     ** costs 4  :water



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?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on April 26, 2011, 02:09:21 am
Dark Pylon is a chance for +2DR and 2x Fire Shield. Sorry for the late recognition on that. 20% chance would fit the costs.
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.
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Flayne on April 26, 2011, 02:14:55 am
Dark Pylon is a chance for +2DR and 2x Fire Shield. Sorry for the late recognition on that. 20% chance would fit the costs.
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.
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.

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?
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: OldTrees on April 26, 2011, 02:18:07 am
Dark Pylon is a chance for +2DR and 2x Fire Shield. Sorry for the late recognition on that. 20% chance would fit the costs.
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.
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.

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?
Irregular does more than 3 damage on average. I compared to the Aether Enhancement.
Rocky causes permanent burrowing which blocks buffs and halves attack very good with DR shields. Perhaps 6|5.
Soothing boosted to 5hp on both.

Create a series thread first and get more comments on them. Then lead off with a thread for Rocky or Floating when you think it is time. (I suggest Rocky or Floating because they seem like the best of balance x simplicity)
Title: Re: Card Idea Engine (Communal Card Creation)
Post by: Flayne on April 26, 2011, 02:20:20 am
True enough on Irregular.
though
Do you think Aether enhancement is too strong? I originally intended it to be 2 damage but then I thought it was a little weak, so I boosted it to 3 but with lower chance. Is it too strong?
blarg: