Elements the Game Forum - Free Online Fantasy Card Game
Elements the Game => Card Ideas and Art => Design Theory => Topic started by: Nepycros on February 14, 2012, 02:40:41 am
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I feel that Earth, being the element we associate with the building blocks of an environment, oughta have a field card. (Like Eclipse)
Thoughts?
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That makes sense... but what effect would an 'earth' setting have? We naturally assume earth to be the default, as we see in the case of flooding.
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Not really sure what the earth field would be, but it could easily tie into earth's defensive role. Perhaps a +0|+3 for each earth creature or something.
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Not really sure what the earth field would be, but it could easily tie into earth's defensive role. Perhaps a +0|+3 for each earth creature or something.
It would be overshadowed by Eclipse, since mono-Earth wouldn't have any use for a high-HP creature all on its own. Mono-dark functions well with Eclipse.
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Not really sure what the earth field would be, but it could easily tie into earth's defensive role. Perhaps a +0|+3 for each earth creature or something.
It would be overshadowed by Eclipse, since mono-Earth wouldn't have any use for a high-HP creature all on its own. Mono-dark functions well with Eclipse.
Right. What about +0|+3 for all your creatures? Or perhaps give all your earth creatures burrow?
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:earth & :gravity could be seen as partner elements. Whatever the effect is it most likely should affect both elements.
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:earth & :gravity could be seen as partner elements. Whatever the effect is it most likely should affect both elements.
Like Eclipse causing Death and Darkness to be partners? Good idea, but that is still an unbalanced comparison. Earth is not a mono-element for anything but rush. And rush is what must be done, since you need a ton of :earth quanta to get out your Shriekers (assuming you're not using a Mark of :time or some-such). The point is, while the Earth card should indeed benefit more than one elemental type, it should still bolster the idea of Earth to be monotonal. A defense boost for Earth is like giving Dive to an Egg. Good if you've got a way to use Dive, but bad if it's monotonal, since the element cannot directly utilize the bonus. No matter how you look at this, aside from CC-prevention, a defense boost for :earth only says, "Hey, I gotta get me some more Gravy cards!"
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Earth's 3 main partners in game are :fire :gravity :time am I correct? :water also, but is it used that much?
:earth :gravity :fire all have Geology themes i think. does that help any?
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Earth's 3 main partners in game are :fire :gravity :time am I correct? :water also, but is it used that much?
:earth :gravity :fire all have Geology themes i think. does that help any?
I like the concept of Geology. Perhaps something to do with Faults (unless Earthquake already has this down.)
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Earth needs a card that buffs burrowed creatures. Maybe something "tunnel" themed?
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Earth needs a card that buffs burrowed creatures. Maybe something "tunnel" themed?
All burrowed creatures ignore shields? burrowed creatures get 75% of their normal attack?
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Earth needs a card that buffs burrowed creatures. Maybe something "tunnel" themed?
All burrowed creatures ignore shields? burrowed creatures get 75% of their normal attack?
Still WAY too UP. As of yet, less than half a dozen creatures have burrow. :|
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Giving all creatures the benefit of +0|+3 would allow Earth and fragile Elements more synergy.
Alternatively all creatures could be burrowed until the permanent is destroyed. A good synergy with the DR shield.
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I like the idea of an earth field card.
I think of some thing out of the movie 300. The Gates, restricted pathway, etc.
This card could be a low cost card that allows each player to play only one creature. You could tack on some other ability like healing if its too weak or situational.
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I like the idea of an earth field card.
I think of some thing out of the movie 300. The Gates, restricted pathway, etc.
This card could be a low cost card that allows each player to play only one creature. You could tack on some other ability like healing if its too weak or situational.
Like a narrow valley or something?
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Only play one creature per turn? It's definitely a creature-spam blocker, but that's too focused, if you ask me. I'll see from others about that...
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I think of sand when i think of an earth field and how gravity and earth creatures can move faster giving +1 attack and -1 attack to all creatures slowed by the sand.
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What about an indirect field effect? For instance: <Field Permanent> does X damage to your opponent where X is the number of burrowed creatures you have. Cannot be blocked by shields.
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What about an indirect field effect? For instance: <Field Permanent> does X damage to your opponent where X is the number of burrowed creatures you have. Cannot be blocked by shields.
Interesting... A new earth shield? Tunnel Shield.
Reduce damage by X, where X is the number of burrowed creatures divided by 3?
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What about an indirect field effect? For instance: <Field Permanent> does X damage to your opponent where X is the number of burrowed creatures you have. Cannot be blocked by shields.
Interesting... A new earth shield? Tunnel Shield.
Reduce damage by X, where X is the number of burrowed creatures divided by 3?
That's not very much, considering how nobody even burrows their stuff (besides AI out of AIstupidity). X might as well be the total burrowed creatures you own|the total burrowed creatures on the field.
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Mmm, that could result in a virtual copy of RoL-Hope, only with either mono-earth or fractal-[creature].
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Or as mith was saying make it deal direct damage every turn = to the number of burrowed creatures. great idea btw
blarg: