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Offline ddevans96Topic starter

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Common Mechanics https://elementscommunity.org/forum/index.php?topic=23742.msg302731#msg302731
« on: April 01, 2011, 12:22:02 am »
Just a list of mechanics that are in other card games but not in Elements. Hopefully this becomes a thread to discuss new mechanics for this game.

I can only think of a couple off the top of my head so comments are welcome :)

  • Scrying: Viewing cards (often the top card) in your or your opponent's deck.
  • Milling: Destroying cards in your opponent's deck.
  • Searching: Looking through your deck and putting cards into your hand.
  • Shuffling: Changing the order of cards in your or your opponent's deck.
  • Alternate Costs: Losing HP or discarding a card to play a card.
  • Voluntary Discard: Choosing to remove cards from your hand.
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Re: Common Mechanics https://elementscommunity.org/forum/index.php?topic=23742.msg302733#msg302733
« Reply #1 on: April 01, 2011, 12:23:28 am »
shuffling
a mechanic I want so bad..
most fitting for :entropy and :time

Offline ZephyrPhantom

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Re: Common Mechanics https://elementscommunity.org/forum/index.php?topic=23742.msg302736#msg302736
« Reply #2 on: April 01, 2011, 12:30:07 am »
Hmm... how about:
-Using your HP to pay the cost of a card/ability?
-Discarding a card to pay the cost of a card/ability?

Offline ddevans96Topic starter

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Re: Common Mechanics https://elementscommunity.org/forum/index.php?topic=23742.msg302737#msg302737
« Reply #3 on: April 01, 2011, 12:33:09 am »
Hmm... how about:
-Using your HP to pay the cost of a card/ability?
-Discarding a card to pay the cost of a card/ability?
The first one was originally in the game - Nova cost 10 HP to use.

I'll add these under one bullet.
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Offline DesertKnight

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Section One - Recovery 0AIDE10 https://elementscommunity.org/forum/index.php?topic=23742.msg302742#msg302742
« Reply #4 on: April 01, 2011, 12:39:42 am »
Section One - Recovery 0AIDE10

Offline OldTrees

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Re: Common Mechanics https://elementscommunity.org/forum/index.php?topic=23742.msg302794#msg302794
« Reply #5 on: April 01, 2011, 01:58:47 am »
http://en.wikipedia.org/wiki/List_of_Magic:_The_Gathering_keywords
Absorb (Damage Reduction)
Affinity (Creature, Permanent, Pillar)
Annihilator (Random Deflagration. Probably no worth it)
Cascade (Decks are smaller to the point this is not worth ti)
Chroma (Life: Activate a minor affect per creature)
Cumulative Upkeep (Upkeep needs to be understood and repeated first)
Domain (Per type of pillar)
Double strike (Innate Adrenaline)
Echo (One time upkeep at End of next turn)
Fading (Doom clocks like Sundial and Dimensional Shield)
Fateseal (Could keep as is)
Flying (airborne)
Grandeur (Could work as a fractal synergy alternative. Not worth it)
Gravestorm (Death: __ per creature killed this turn. Probably not worth it but would be added as a sacrificial permanent if it were)
Haste (Old SoR)
Hellbent (hmm)
Landfall (pillarfall. maybe)
Landhome (not worth ti)
Level up (interesting. Probably not worth it)
Lifelink (vampire)
Madness (perhaps? It would have to be automatic. Madness cards would be played after the attack)
Metalcraft (Permanentcraft, Creaturecraft)
Modular (upon death X random creatures get +1|+1. Duplication possible)
Morph (Graboid)
Persist (Light card in crucible/forge/armory I think)
Phasing (Phasing series)
Poisonous (venom)
Radiance (Nightfall)
Regenerate (Life: This creature heals 1hp per turn.)
Sacrifice (cremation)
Scry (good idea)
Shroud (immaterial)
Storm (Air: Sacrificial permanent: X per card played this turn)
Sunburst (probably not worth it but could make interesting Other cards)
Threshold (Death: after X creatures have died ____)
Trample (momentum)
Totem armor (Light: card see persist)
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Re: Common Mechanics https://elementscommunity.org/forum/index.php?topic=23742.msg303590#msg303590
« Reply #6 on: April 02, 2011, 01:01:55 am »
Buyback on an EtG card would be cool, would that be possible to code?

Also, Proliferate might work - everything with a poison/infect/neurotoxin counter gets another one; if you have a regeneration counter from Purify, you get another; Dimensional Shields / Sundials you control get another time counter.

Provoke could be fun as well - the creature deals its ATK to target creature's HP and that creature deals its ATK to the provoking creatures HP (the creature would not attack that turn).

I like the idea of Pillarfall, but it would be difficult to balance considering the card drawing power of time and that you can play any number of pillars per turn.

http://en.wikipedia.org/wiki/List_of_Magic:_The_Gathering_keywords
Absorb (Damage Reduction)
Affinity (Creature, Permanent, Pillar)
Annihilator (Random Deflagration. Probably no worth it)
Cascade (Decks are smaller to the point this is not worth ti)
Chroma (Life: Activate a minor affect per creature)
Cumulative Upkeep (Upkeep needs to be understood and repeated first)
Domain (Per type of pillar)
Double strike (Innate Adrenaline)
Echo (One time upkeep at End of next turn)
Fading (Doom clocks like Sundial and Dimensional Shield)
Fateseal (Could keep as is)
Flying (airborne)
Grandeur (Could work as a fractal synergy alternative. Not worth it)
Gravestorm (Death: __ per creature killed this turn. Probably not worth it but would be added as a sacrificial permanent if it were)
Haste (Old SoR)
Hellbent (hmm)
Landfall (pillarfall. maybe)
Landhome (not worth ti)
Level up (interesting. Probably not worth it)
Lifelink (vampire)
Madness (perhaps? It would have to be automatic. Madness cards would be played after the attack)
Metalcraft (Permanentcraft, Creaturecraft)
Modular (upon death X random creatures get +1|+1. Duplication possible)
Morph (Graboid)
Persist (Light card in crucible/forge/armory I think)
Phasing (Phasing series)
Poisonous (venom)
Radiance (Nightfall)
Regenerate (Life: This creature heals 1hp per turn.)
Sacrifice (cremation)
Scry (good idea)
Shroud (immaterial)
Storm (Air: Sacrificial permanent: X per card played this turn)
Sunburst (probably not worth it but could make interesting Other cards)
Threshold (Death: after X creatures have died ____)
Trample (momentum)
Totem armor (Light: card see persist)
It might be interesting to go in the opposite direction and point out differences between MTG and ETG, then create mechanics that could not exist in MTG because of the differences.  Something like - if you played more than one pillar this turn, you gain 5 HP (looking at landfall).

Offline OldTrees

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Re: Common Mechanics https://elementscommunity.org/forum/index.php?topic=23742.msg303674#msg303674
« Reply #7 on: April 02, 2011, 05:14:55 am »
Buyback on an EtG card would be cool, would that be possible to code?

Also, Proliferate might work - everything with a poison/infect/neurotoxin counter gets another one; if you have a regeneration counter from Purify, you get another; Dimensional Shields / Sundials you control get another time counter.

Provoke could be fun as well - the creature deals its ATK to target creature's HP and that creature deals its ATK to the provoking creatures HP (the creature would not attack that turn).

I like the idea of Pillarfall, but it would be difficult to balance considering the card drawing power of time and that you can play any number of pillars per turn.

http://en.wikipedia.org/wiki/List_of_Magic:_The_Gathering_keywords
Absorb (Damage Reduction)
Affinity (Creature, Permanent, Pillar)
Annihilator (Random Deflagration. Probably no worth it)
Cascade (Decks are smaller to the point this is not worth ti)
Chroma (Life: Activate a minor affect per creature)
Cumulative Upkeep (Upkeep needs to be understood and repeated first)
Domain (Per type of pillar)
Double strike (Innate Adrenaline)
Echo (One time upkeep at End of next turn)
Fading (Doom clocks like Sundial and Dimensional Shield)
Fateseal (Could keep as is)
Flying (airborne)
Grandeur (Could work as a fractal synergy alternative. Not worth it)
Gravestorm (Death: __ per creature killed this turn. Probably not worth it but would be added as a sacrificial permanent if it were)
Haste (Old SoR)
Hellbent (hmm)
Landfall (pillarfall. maybe)
Landhome (not worth ti)
Level up (interesting. Probably not worth it)
Lifelink (vampire)
Madness (perhaps? It would have to be automatic. Madness cards would be played after the attack)
Metalcraft (Permanentcraft, Creaturecraft)
Modular (upon death X random creatures get +1|+1. Duplication possible)
Morph (Graboid)
Persist (Light card in crucible/forge/armory I think)
Phasing (Phasing series)
Poisonous (venom)
Radiance (Nightfall)
Regenerate (Life: This creature heals 1hp per turn.)
Sacrifice (cremation)
Scry (good idea)
Shroud (immaterial)
Storm (Air: Sacrificial permanent: X per card played this turn)
Sunburst (probably not worth it but could make interesting Other cards)
Threshold (Death: after X creatures have died ____)
Trample (momentum)
Totem armor (Light: card see persist)
It might be interesting to go in the opposite direction and point out differences between MTG and ETG, then create mechanics that could not exist in MTG because of the differences.  Something like - if you played more than one pillar this turn, you gain 5 HP (looking at landfall).
Buyback could be coded but would require adding a modular component to casting cards. Currently all cards have 1 mode. (I only included the keywords that work with the current ETG system)
I can't believe I missed Proliferate.
Provoke: Guard from Warden
Indeed identifying what effects could occur in ETG but not MTG would be another good source for ideas.
"It is common sense to listen to the wisdom of the wise. The wise are marked by their readiness to listen to the wisdom of the fool."
"Nothing exists that cannot be countered." -OldTrees on indirect counters
Ask the Idea Guru: http://elementscommunity.org/forum/index.php/topic,32272.0.htm

 

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