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Offline HyroenTopic starter

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Hyroen Heights https://elementscommunity.org/forum/index.php?topic=39804.msg494139#msg494139
« on: May 07, 2012, 05:03:35 am »
Hyroen Heights

What attracted me to this game was not only the design of the game and its elemental nature, but the fact that I felt I could help it develop and blossom into something even greater using one of my more developed characteristics, my creativity.

I started off as a Card Designer and I will always be one at heart, which is why I believe I can add my 2 :electrum to card design whenever requested.

I won't claim to know more than some of the greater Card Designers on the forum, let alone the Idea Guru, but I welcome anyone wanting specific advice or a general overview about a card idea of theirs.

Feel free to post here any card idea you'd like my advice with as I'd be happy to help.
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Offline EmeraldTiger

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Re: Hyroen Heights https://elementscommunity.org/forum/index.php?topic=39804.msg494813#msg494813
« Reply #1 on: May 08, 2012, 09:54:33 am »
Not sure what to post in this thread.
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Offline ARTHANASIOS

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Re: Hyroen Heights https://elementscommunity.org/forum/index.php?topic=39804.msg494821#msg494821
« Reply #2 on: May 08, 2012, 10:19:19 am »
What is your opinion about cards which can generate a Pillar/Tower, or mana-generating permanents other than Pillars/Towers/Pendulums/Marks?
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Offline HyroenTopic starter

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Re: Hyroen Heights https://elementscommunity.org/forum/index.php?topic=39804.msg494941#msg494941
« Reply #3 on: May 08, 2012, 05:02:35 pm »
What is your opinion about cards which can generate a Pillar/Tower, or mana-generating permanents other than Pillars/Towers/Pendulums/Marks?
I think the game deserves other ways to integrate quanta generators besides just playing pillars and pendulums. Nymph's Tears interestingly affects pillars and pendulums and in my card idea Moai I attempted to give :earth Earth a little more dependability when it comes to pillars and pendulums. As it is the element of Earthquake, it may very well be an element of pillar manipulation.

Pendulums scream :time Time to me simply because of common associations, which is why I wouldn't put them under :earth Earth. Soon after I made Moai, naturally I became inspired to make something more for pendulums, Clockworker.

If you do decide to design a card that generate pillars, assuming 1 per turn, I wouldn't give it a cost of more than 1 quanta. You might also want to give it a low playing cost as it would make no sense to be playing an expensive card in order to create more quanta generators. By that time you probably already have enough of them.

In order to create a permanent that generates quanta that's outside the niche of pillars and pendulums, such as Soul Catcher, you should try to consider elemental themes. Also, try to balance with Soul Catcher in mind, but with a little more power. Many believe Soul Catcher to be decent of a card, but could use a slight buff. These cards should also avoid having initial playing costs, unless the effects seems much stronger than Soul Catcher, but of course, not overpowered.

I hope I've helped.



If anyone else has any particular card ideas which you've submiintted to the Smithy, feel free to post them here and I'll write a few words here or in the thread. Of course, you can also submit more hypothetical questions.

I'm fascinated by card design and will try to give something that will help.
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Offline OldTrees

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Re: Hyroen Heights https://elementscommunity.org/forum/index.php?topic=39804.msg494972#msg494972
« Reply #4 on: May 08, 2012, 06:10:19 pm »
What existing themes in Elements the Game do you think are the most underused (In the game or in card suggestions)?
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Offline EmeraldTiger

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Re: Hyroen Heights https://elementscommunity.org/forum/index.php?topic=39804.msg495194#msg495194
« Reply #5 on: May 09, 2012, 12:58:37 am »
Do you think it would be better to change the Pseudo idea crucible to Hybrid Idea crucible? Anything that is not a hybrid is out because they are least likely to be used.
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Re: Hyroen Heights https://elementscommunity.org/forum/index.php?topic=39804.msg495212#msg495212
« Reply #6 on: May 09, 2012, 01:12:28 am »
Do you think it would be better to change the Pseudo idea crucible to Hybrid Idea crucible? Anything that is not a hybrid is out because they are least likely to be used.
This is probably best discussed in the staff section.
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Offline Silver

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Re: Hyroen Heights https://elementscommunity.org/forum/index.php?topic=39804.msg500019#msg500019
« Reply #7 on: May 17, 2012, 04:16:38 pm »
I had a very simple idea, a card that temporarily adds attack. Something like this:

Tailwind 1 :air
Target creature gains X attack for one turn.

What do you think the cost/damage should be? I'm thinking around maybe 5-10, since QI says pillars will produce five quanta on average so that means on average a pillar will be around for five turns on average. Ash Eater does is two damage for one quanta so theoretically on average it'll do ten damage in an average match.

This is meant to combo with stuff like Wyrm, Skyblitz, Dune Scorpion, and maybe Antimatter; do you think ten damage for one quanta would be too much?

Offline HyroenTopic starter

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Re: Hyroen Heights https://elementscommunity.org/forum/index.php?topic=39804.msg500044#msg500044
« Reply #8 on: May 17, 2012, 05:07:53 pm »
What existing themes in Elements the Game do you think are the most underused (In the game or in card suggestions)?
In game there are a few themes that are explored and then left alone.

For :aether Aether for example we see that it is the element of dimensions. What dimensions are :aether Aether elementals free to explore?

:air Air elementals suffer from the severe lack of a theme of skies and winds. We generally only see for :air Air increases of attack and quanta efficiency, it really just needs a defining niche to bring it together.

:earth Earth is often commonly associated with defense, however the issue here is that endurance is not promoted in the game. Veteran players will tell you that the decks that will do the best in terms of electrum/hour are rushes. As the game does not currently promote endurance, it is difficult at best to continue the extension of the enduring nature of :earth Earth and have it become a potential threat against other elements. While true that the Graboid is the powerhouse of :earth, it does not truely reflect the themes of :earth Earth.

:gravity Gravity has the themes of weight (large amounts of HP) and focus shifting. The theme of weight has been explored sufficiently but can continue to grow, :gravity Gravity needs to show in what other ways as an element it can push or pull in-game factors.

:life Life at times confuses me. Being the element of :life Life, it is impressive that it is not the main element of healing, and more importantly, that its healing is not used as an effective PvP strategy. :life Life is great at being the element of creature spamming as seen through the Frog and Mitosis, and other cheap creatures, but if 1 card is played, all that effort was in vain. :life Life, in my opinion needs to find other ways to manipulate health and healing to present effective PvP strategies. (See Chi Force)

:light Light is impressively the element of healing. I think it may have been designed this way in order to represent the proud nature of :light Light, ignoring anything thrown its way. It has however overshadowed the element of :life Life in healing. Commonly suggested is the "kind" nature often seen as a theme of :light Light (see Donate, and Trust)

:time Time is clearly defined as the element of card advantage, however it could use a broader definition of time for its mechanisms. :time Time could become the element of pendulums (see Clockworker), and could also be the ideal element to encourage longer matches, with rewards worth your time (see Ancient). :time Time could also be the element with cost-efficient cards which can be played only on certain turns, especially with its card advantage in Golden Hourglass.

:water Water demonstrates impressive mastery over freezing, but in the end freezing is just a delay. Rarely is freezing seen to differentiate itself much from a simple delay. In the same way :air Air needs cards to expand and empower the airborne passive, :water Water needs a way to bring together its Flooding with the rest of its arsenal (see Strider). It also deserves other ways to make use of frozen cards, maybe frozen cards could provide some resource.

:darkness Darkness, :fire Fire, :entropy Entropy and :death Death (to a lesser degree) could be considered complete in the sense that they manage to have significant thematic ways of dealing with other decks of the metagame, however that is not to say that they cannot continue to receive thematic additions to their arsenals.



Hopefully this answers the question.
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Offline HyroenTopic starter

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Re: Hyroen Heights https://elementscommunity.org/forum/index.php?topic=39804.msg500047#msg500047
« Reply #9 on: May 17, 2012, 05:13:26 pm »
I had a very simple idea, a card that temporarily adds attack. Something like this:

Tailwind 1 :air
Target creature gains X attack for one turn.

What do you think the cost/damage should be? I'm thinking around maybe 5-10, since QI says pillars will produce five quanta on average so that means on average a pillar will be around for five turns on average. Ash Eater does is two damage for one quanta so theoretically on average it'll do ten damage in an average match.

This is meant to combo with stuff like Wyrm, Skyblitz, Dune Scorpion, and maybe Antimatter; do you think ten damage for one quanta would be too much?
10 damage for 1 quanta would most certainly be too much, especially in the element of Sky Blitz and Wyrms. I would probably compare Lightning to this type of a spell, Tailwind might want to cost around 2 :air have the restriction of airborne creatures and add at most 5 attack for 1 turn, to expand the theme of :air Air. This should put it on par with Lightning, considering the restriction of at least 1 airborne creature on the field and the possible reduction of effect through shields. Let's remember that Lightning can also be used as creature control.
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Offline solodolo19

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Re: Hyroen Heights https://elementscommunity.org/forum/index.php?topic=39804.msg504087#msg504087
« Reply #10 on: May 26, 2012, 06:24:06 am »
water has squids. time pharoahs and light miracle (which i agrre should be a life card.) Why do you suppose we haven"t seen this series of non cycle rares continue to the other colors. also if you were to create these rarees what would you create?

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Re: Hyroen Heights https://elementscommunity.org/forum/index.php?topic=39804.msg504713#msg504713
« Reply #11 on: May 27, 2012, 07:24:45 pm »
I had a couple of card ideas. They are highly modifiable at this point in terms of what element they belong to or what effects they can have. Perhaps someone can tidy up the card descriptions and make them more concise. I am looking for your input on these cards (are they too overpowered? balancing issues?) because I like the theme of affecting your opponent's hand or the play mechanic which I don't think there is enough of in the game... *cough* Shard of Bravery, Rewind, Nightmare, Shard of Serendipity *cough*

Verve|Moxie  :life 5|4 Spell Card

Opponent must use all playable cards on the next turn. (Cannot end turn until that white glow indicating a usable card does not appear beside any card).

A counterpart to Silence. Instead of preventing your opponent from using a card, this encourages it. It has the potential to disrupt OTK decks and can force the use of cards that you would normally save e.g. stall permanents such as Aether and Air shields and Sundials, thus reducing their stalling ability. It can also force the use of backup weapons.

It would have great synergy with a great deal of cards; creature control (attack spells) on creatures that are forced out, Rewind + Mindgate on forced creature, single hit-point cards that are forced out are killed by Fire Shield|Fire Buckler etc. This effect would not be blocked by Sanctuary but rather prevented only by the lack of quanta on the opponent's part and by the ingenuity of the opponent to use a minimum amount of cards.

This could also force the creation of Singularities as Nova is cost-free while Supernova powers itself. Neurotoxin counters would rise like mad.

Arguments for cost: Once again, it is similar to Silence but has much more functionality. The only way I could see a reduction in cost (to 4|3) is limiting the maximum number of forced cards to, say, 3 per spell. The usage examples given above is not a complete list; for all its possible combos, I believe 5|4 is a decent cost.

Programming mechanics (I have no idea how this works, I'm just taking a guess.):

If playableCards > 0, disable endTurn function. This condition would be checked for on the use of the spell and between each potential card played.

Alternate uses based on name (of course, the effects above do not apply): Target creature attacks twice this turn or All your creatures have a 50% chance to attack twice this turn or Target creature may use ability twice this turn (single-turn Shard of Readiness).

Ruse|Gambit  :darkness 5|4 Spell Card

Initiate a Shady Deal: If the deal is accepted, switch hands and quanta pools with your opponent for the duration of their turn. They must play a card that turn. If the deal is denied, any Darkness quanta generated is for that turn is converted to Light quanta. Return hands and quanta pools at the start of your next turn.

A LOT of possible uses. Is prevented by Sanctuary. It is also prevented by opponents with Darkness quanta to spare who decide to deny the deal. I'd like other suggestions for what happens when the deal is denied. Essentially, if the opponent accepts the deal, they must play one of your cards as their cards and is thus a very situational spell.

An example situation would be having a single Nightmare in your hand and only your creature on the field. The opponent would have to use the Nightmare on your creature; essentially Fractal-ing your card at some cost to your life. It makes negative effect cards more versatile and to possibly work in your favour. Once again, you would have to get creative with your hands and make sure the opponent cannot benefit hence the idea of a gamble.

Arguments for cost: The simple mechanic of switching cards and quanta pools already seems plenty beneficial depending on how it's used. It's like a Precognition (view opponent's hand) for both players and also forces the opponent to use a card.

Programming mechanics: Use of the card would initiate the Shady Deal prompt. Accept/deny would perform the above effects and also when your turn starts again, the hands and quanta pools would have to be reversed again.

Alternate uses based on name: too many ideas...

I apologize for the wall of text. I didn't want to go crazy with the elements marks though.

 

blarg: