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Offline Cel

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Re: Life Card Competition. https://elementscommunity.org/forum/index.php?topic=33609.msg437127#msg437127
« Reply #36 on: December 10, 2011, 08:16:59 pm »
Posting to keep track of this topic to see who won.  :P

Offline darkrobe

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Re: Life Card Competition. https://elementscommunity.org/forum/index.php?topic=33609.msg437245#msg437245
« Reply #37 on: December 11, 2011, 02:12:25 am »
Well, one of my cards tied for second. That makes me happy.

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Re: Life Card Competition. https://elementscommunity.org/forum/index.php?topic=33609.msg437249#msg437249
« Reply #38 on: December 11, 2011, 03:04:24 am »
Mine would have tied for second, but I missed the one post about the poll being open and nothing else was said until right before it ended. Missed my chance to vote. :(

Offline darkrobe

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Re: Life Card Competition. https://elementscommunity.org/forum/index.php?topic=33609.msg437269#msg437269
« Reply #39 on: December 11, 2011, 04:01:39 am »
yah that kindof sucks. But at least its doing well in crucible. I dont think my cards are doing so well in the actual crucible.

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Re: Life Card Competition. https://elementscommunity.org/forum/index.php?topic=33609.msg437279#msg437279
« Reply #40 on: December 11, 2011, 04:22:17 am »
I think the voting was rather disappointing. Only 13 people voted and no card got more than 4 votes. I don't know if any card could get more recognition than the next. Maybe move it to the idea factory and we'll analyze and breakdown each card?

Offline russianspy1234

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Re: Life Card Competition. https://elementscommunity.org/forum/index.php?topic=33609.msg437280#msg437280
« Reply #41 on: December 11, 2011, 04:29:47 am »
its tough with this many cards, a lot of people probably didnt even have the patience to look at them all.
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Offline darkrobe

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Re: Life Card Competition. https://elementscommunity.org/forum/index.php?topic=33609.msg437283#msg437283
« Reply #42 on: December 11, 2011, 04:38:43 am »
We could have another round where we vote on the ones that got 2 votes or more. Asuming the only people who voted for the ones with 1 were the card's creators themselves.  That narrows it down by about a Third.

Edit: it probably didnt help that this was in design theory, which not as many people read on as often.

Offline OldTreesTopic starter

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Re: Life Card Competition. https://elementscommunity.org/forum/index.php?topic=33609.msg437290#msg437290
« Reply #43 on: December 11, 2011, 05:30:43 am »
Round 2 is here

NotesInspired by Zebra Stripes, thought to confuse attackers by preventing predators from identifying a single animal, the "Striped" ability allows your striped creatures to protect one another by giving them an extra 25% chance to dodge.

that translates to the following build up:

Number of Striped creatures123456789...1920
Avoidance Rate of striped creatures0%25%44%58%68%76%82%86%90%...99%100%
The Striped Ability gives creatures a chance to dodge direct damage. so lightning, rain of fire, fireshield, devour,sniper, etc can be avoided. Things that do not result in immediate damage cannot be avoided. for example: plague, infect, spine carapace, Reverse time, congeal, etc. This is a active skill and can be lobotomized. As such it does not overlap with things like mitosis or bioluminescence.

ProblemsThe main problem this tries to solve is the fact that life's creatures are incredibly susceptible to the Opponent's CC. Combined with the fact that many of life's most powerful spells and permanents rely on creatures (mitosis, feral bond, etc) this is a crippling problem for many mono life decks. its difficult to go into a match knowing that a single firestorm can wipe out your entire offense and defense in one shot.

SolutionThis card (based off of my Zebra |Elite Zebra (http://elementscommunity.org/forum/index.php/topic,33581.0.html) card) grants life the ability to protect its creatures by taking advantage of a perceived weakness. many of life's creatures do not have a skill associated with them, this makes them rather bland and unable to give the owner any benefit other that cheap attack). Now we can pull out a spell that will instantly make these cheap but weak creatures into a hard to kill mob.

Pros:
turns a weakness of life (lack of creature skills) into a strength (can use this spell to make them avoid damage)
Protects against Mass CC and Direct CC, thus benefiting creatures in general and creature dependent cards like feral bond.
Synergizes well with life's ability to put out a lot of creatures quickly.

Cons:
cannot be applied to skilled creatures (like ones with mitosis) so they will still be weak.

Read more:http://elementscommunity.org/forum/index.php/topic,33665
NotesBeware the mushrooms. If you aren't careful where you tread you may disturb these horrid things. Deadly poisonous, inhaling the spores from these mushrooms will quickly make you wish you hadn't.

so the idea behind these is permanent defense. your opponent has to watch out. If they want to destroy (steal, butterfly effect, etc) one of your permanents they can do so, but they will be punished with poison as disturbing the mushrooms causes them to release deadly spores.

This card protects all your permanents from being stolen or destroyed by your opponent. The poison effect stacks. so with 6 blast spores you can have a whopping 12 poison (24 poison upped) occur as punishment by end game if your opponent decides he wants to mess with your permanents.

Blast spores protect themselves from being damaged, so you cannot simply destroy the stack without experiencing the effect of the poison.

*note: this poison effect only occurs when your opponent messes with your permanents. these being your summon, they do not go off if you destroy one of your own permanents (for example: this does not synergize with unstable gas)

ProblemsThis trys to solve life's susceptibility to Permanent Control. It has good stalling cards, (like spine carapace and feral bond) but no way to protect them, this means that most life decks focus on quick rush of damage. a strategy that makes life prone to any mass CC.

SolutionThis card gives Mono life a unique and original means of permanent protection (much different from PA). Throwing this card in a deck would allow you to focus on stalling with lifes healing skills, while building up damage with the tougher creatures in life's arsenal, like dragons and cockatrice. rather than focusing on the cheap rush aspect of life.

Pros:
Protects all your permanents in a unique way.
lets life develop more stall strategies.

Cons:
cannot be used for offense. only a defensive card.
Read more:http://elementscommunity.org/forum/index.php/topic,33813
NotesCreatures in the first 5 slots are untargetable and invisible. Creatures in slots 6-23 are untargetable, but visible. (Idea being that foliage thins out on the edges.)

Does not stack (playing while another is still active simply resets the counter).
ProblemLife's creatures are especially vulnerable to CC, strongly hindering its ability to effectively rush.
SolutionThis Permanent provides protection for Life's creatures from most forms of CC in a cost effective manner.

Pros
Protects from direct CC
Relatively cheap
Lasts 4 turns per card
Provides an additional target for PC, effectively protecting cards like Empathic Bond and Thorn Carapace.

Cons
Very similar to Cloak
Does not protect from mass CC (Rain of Fire, Pandemonium, Plague)
Read more:http://elementscommunity.org/forum/index.php/topic,33562.0.html
NotesThorns are removed when the creature is targeted instead of the intended effect.

This card can protect your creatures in 2 ways:
1) When you put thorns on your creature you will be taking 2 damage per turn and it would require an additional source of CC to remove the thorns. This encourages your opponent to let you keep your creature and lose the 2 hp per turn.
2) When you put it on your opponent's creature it will deal 2 damage per turn that avoids shields. To remove the thorns your opponent would have to waste a source of CC.

Multiple uses on the same creature will not stack. The second use targets the creature removing the first use.
ProblemLife is too vulnerable to creature control.
Life has 3 win conditions it can employ. It can use creatures, Druidic Staff or stall until the opponent is decked out. Life's creatures have no defenses against CC. Adrenaline and Mitosis even reward the opponent with card advantage when CC is used. Druidic Staff has a small 2|4 attack that is insufficient to defeat an 100hp opponent in less than 50|25 turns. Most decks will deckout before Druidic Staff deals 100 damage. If Druidic Staff is animated then it is a creature win condition. Deckout requires stalling. Stalling requires the defense to remove, disable, mitigate or negate the opposing offense. Thorn Carapace can remove creatures after a while. Jade Shield can disable spell damage and slightly mitigate creature damage. Neither of these slows the opposing offenses enough for a deckout win condition. That leaves Life's healing to be used for stalling. Heal can more than double Life's effective hp however most decks can deal 220 damage easily without decking out. Druidic Staff heals 5hp per turn however to keep up with most offenses multiple Druidic Staves are required rendering them vulnerable to CC. Empathic Bond can heal a lot per turn however it is vulnerable to CC through the creatures it requires. All three of Life's win conditions can be defeated with CC.
SolutionThis card reduces Life's vulnerability to CC by discouraging the opponent from using CC on Life's creatures.
Pros
Protects creatures from targeting CC including most AoEs.
Can be used to deal damage to the opponent.

Cons
The card description can cause confusion to inexperienced players.
Moderate-High cost.
Read more:http://elementscommunity.org/forum/index.php/topic,33662
NotesAegis
Shield: Reduce damage by 1. Effects that would remove your creatures from the field affect Aegis instead.

An example of an "effect that would remove your creatures from the field" is Rage Potion's effect on a creature with 5 HP. Instead of gaining 5 ATK, losing 5 HP, and dying, the creature targeted by Rage Potion would not gain ATK or lose HP, Aegis would be destroyed, and a death effect would be generated.
If one of your creatures is targeted by Reverse Time, then Aegis will be removed from the field and put on the top of your deck.
If your Schrödinger's Cat's ability "dead/alive" is activated, then Aegis's effect does not initiate because Schrödinger's cat would not be removed from the field.
ProblemThe problem that Aegis solves is Life's vulnerability to CC. Many life cards depend on creatures to work. For example, Mitosis needs a living parent creature, Empathic Bond needs living creatures, "photosynthesis" needs a living Rustler, etc. This aspect of Life cards is one that I wish Life could utilize better. However, the current meta-game is based around creatures, or rather, the nullification or countering of creatures. Hence, most of Life's strategies can be countered by the same thing that counters rushes and domins: CC.
SolutionThe solution is not to nerf CC with the inclusion of CC-protection. This would make rushes and domins more powerful than they already are, and decrease the "reactive" element of elements (cwutididthar?) that makes it fun. If you protect all your creatures from CC, then the opponent does not get a choice of which creature to use CC on; he has no choice at all and must keep the cards in his hand. It's like playing a denial deck, and where's the fun in that? To balance a mechanic with such a large impact on the meta-game, the card would have to be pretty expensive, and not fast enough in most decks.
Aegis not only solves the problem of Life's vulnerability to CC, but also circumvents the problem of mass-quint causing a greater imbalance the meta-game.
NotesThis will occur whenever a :life creature is played (playing normally, TU, Mitosis, etc...) Mutation and Fate Egg don't count as they are transformation effects.

Energy | Vitality's ability doesn't trigger other Energies or Vitalities, but it does stack.
ProblemLife is often plagued with various problems involving CC. A well-timed Rain of Fire can wipe out a deck based solely on Mitosis, and life decks often fall short in card advantage due to PC and CC carried in decks.
SolutionThis card counters CC by giving Life players card advantage when a creature is played, as well as forcing the opponent to use CC on an ever-growing number of Frogs. When faced with AoE CC, a single creature can help retain the damage per turn and card advantage needed to beat the opponent.

Pros
Easy to rebound from enemy CC due to card advantage.
Stacks - multiple copies are increasingly useful.
Relatively fair price given the possible advantage when used correctly.
Cons
Reliant on early draw - early/continuos PC can nullify the card advantage if there aren't enough copies in play.
Ineffective against DR shields.

Read more:http://elementscommunity.org/forum/index.php/topic,33599.0.html
(http://elementscommunity.org/forum/index.php/topic,33930) (http://elementscommunity.org/forum/index.php/topic,33930)
NotesWhen you cast this permanent it spawns itself on your opponent's field rather than yours. Similar to Malignant Cell, this is designed to clog up your opponent's field; however, it clogs up the opponent's permanent field, making them unable to play permanents.
ProblemLife is an element with virtually no control, and for a good reason; it's hard to find thematic control. Permanent control has often been expressed as something that Life needs, but attempts at permanent control often turn out as not thematically fitting.
SolutionThis provides Life with a unique, thematic form of soft PC. Rather than 'destroying' anything, which goes against the theme of Life, it uses the established plant theme and a well-known existing plant to clog up the opponent's field, preventing them from playing anything.
Read more:http://elementscommunity.org/forum/index.php/topic,33930.0.html
NotesI created this to get Life some PC.
ProblemLife has no PC. This is a problem, as it does have a bit of dependency on permanents for healing. E.g. Empathetic Bond, SoG.
SolutionAny of your opponent's Permanents are delayed for one turn.
Read more:http://elementscommunity.org/forum/index.php/topic,31737.0.html
NotesLand Protector is...   an ability that can lobo.

this card will protect all your permanet by sacrifice some part of itself...  but can't protect a permanent that have a duration (sundial, cloak, aether shield or whatever). 

can protect stack permanent,  but still get much damage (bonewall/pillar).  i.e. he will take 9 damage from an earthquake.

still protect quantum out entropy shield, but still get much and much damage....

and don't try to mass it.   if you have 2 forest monster and your permanent has been destroyed.  both forest monster will get 3 damage.
ProblemFor me.  the most problem for life is not that it can't do CC or PC.  not only life but every element can't just perfect and can do everything great.

my problem is it so straigth.  i can't deny that is this element strong point.  but it can't do anything much.  only mass attack and heal.   

maybe it's only my problem?   
Solutionso i made a card that have many trick in itself, suit with life theme and can play with many element or even with mono life. 

Pros:
a creature that can protect your permanent!  help your precious permanent from your opponent hand  upped version with less quantum but still enough status to use!

Cons:
a bit fragile and don't good to mass.
Read more:http://elementscommunity.org/forum/index.php/topic,33980.0.html
NotesYes, momentum is traditionally a gravity only ability, but I really feel a heard of rhinos would be able to break through most shields somewhat.  The rhinos produced by both cards are simple 1|1s with no effect.  They represent that creature control would simply scatter the group instead of outright killing them./
ProblemLife has two problems, one big one small.  The big one is a lack of permanent control, which does not particularly fit life very well, and most of life's creatures are small enough, and rely on adrenaline, so they have major issues even with weak shields.  The second problem is that its main benefit, healing, is too reliant on keeping creatures on the field.
Solution, I gave the creature momentum to bypass shields, the most important part of PC.  As to the second problem, killing this creature generates more creatures, which allows you to rack up some more healing with empathic bond, though you do lose the bypassing shields ability.

Pros:
Fairly efficient creature for dealing consistent damage.
Combos well with empathic bond, as well as adrenaline and the green nymph.

Cons:
The generated rhinos on death will likely not do anything besides clog your field if you dont have a bond out.
Read more:http://elementscommunity.org/forum/index.php/topic,34037.0.html
NotesThe skill is called Justified (I guess? O_o) and is passive.  The damage dealt is based on the creature's current attack stat and does not interact with poison, shields, statuses, sundial, and whatever else I forgot. 
ProblemLife has two main components: a fast rush and and burst healing.
Its 1) predictable 2) swarmy rushes are weak to 3) shields and 4) CC.
Its healing is…well…a bit 5?) lacking… 6??) not sustained… 7?!) or something… 8/9/10/11/12) I really don't know.
Solution^This card fixes Life’s problems in several ways.

Props
1). The unupped version’s base stats can sort of counter the effects of DR shields.
2). The high HP makes it hard to kill.
3). The ability allows for Life to deal damage that can penetrate shields, or it can
4). indirectly protect your creatures from CC.
5). The ability allows for more healing.  And that is well, more healing.
6). Synergy within Life and with other elements!  Like Aether.  That’s usually good.
7). It is not overly situational as a card.

Uncategorized
1). A bad cost/attack ratio.  Although that’s intended and means you should use other cards with it for efficiency.  And that might give Life decks a bit more diversity.
2). Bad wording/a bit complicated?  Iunno, “attack the opponent” seems a bit vague.
3). If it does solve most of Life’s problems, and gets in the game, chances are you’ll be seeing it very often.

Slops
There are none.  :))
Read more:http://elementscommunity.org/forum/index.php/topic,34195.0.html
NotesThis weapon deals spell damage, meaning it isn't blocked like normal damage. It can be reflected by damage reflection shields and would deal damage to the owner of the orb. The bonus damage is also spell damage.

:life has trouble with permanents. Too often are their swarms of creatures stopped by an opponent's shield. With this Orb, they can now swarm the opponent and still be able to do damage.
ProblemOne of the major problems with :life is the lack of any kind of PC. Unless you're splashing it in from another element, you will flat out lose to a Dimensional Shield Deck. Wings will cause a similar problem. Any attempt to counter this weakness will usually make the deck too weak to be competitive. Druidic/Jade Staff is an okay card, but its damage is equal to Dagger and healing for 5 hp a turn is only decent, but nothing amazing compared to other Elements' weapons.
SolutionSo, now I present Life Orb. By doing Spell Damage, any shield that would normally block all the damage of your creatures, would still get hit by Life Orb. If you have several creatures out, it increases the damage. Want to run a stallish deck with Life creatures, Mitosis, and Feral Bonds? Now you can hit for lots of damage.

The card must only be :life creatures, otherwise, it could be abused with cards like: Aflatoxin, Boneyard, Fractal. (Although Fractal would still work with :life creatures.

Life Orb also gives :life a 'change of pace' weapon. Druidic Staff just isn't very good in a rush and Jade Staff gets overshadowed by Long Sword. Now :life will have an on-element card that can also cover some of its weaknesses. If you're playing a rush, you can spam your creatures real quick, then plop the orb down and watch it hit for 6-8 damage through their Dim Shield. They'll have to be careful about not putting their Dim Shields down too late, since may cause a break in their shield chain, causing a big hit of damage from all your creatures.

Obviously, the card can be tweaked as needed, but the basic concept is there.
Read more:http://elementscommunity.org/forum/index.php/topic,33762.0.html
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Offline karis

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Re: Life Card Competition. https://elementscommunity.org/forum/index.php?topic=33609.msg437324#msg437324
« Reply #44 on: December 11, 2011, 06:40:12 am »
only 13 people vote huh?

what about we advertise this competition a bit more?   ^-^

and since my fairy already out.  should i at card art and submit it to cruicible?   ^-^

Offline OldTreesTopic starter

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Re: Life Card Competition. https://elementscommunity.org/forum/index.php?topic=33609.msg437370#msg437370
« Reply #45 on: December 11, 2011, 08:34:56 am »
only 13 people vote huh?

what about we advertise this competition a bit more?   ^-^

and since my fairy already out.  should i at card art and submit it to cruicible?   ^-^
You may now add card art and submit.

Advertise if you wish. I would be pleased if everyone remembered to vote in round two.
Implied: I am displeased with people that didn't vote but had a chance to vote. (people like UTAlan excluded because it wasn't their fault)
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Offline darkrobe

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Re: Life Card Competition. https://elementscommunity.org/forum/index.php?topic=33609.msg439171#msg439171
« Reply #46 on: December 16, 2011, 06:09:31 am »
bump

Offline UTAlan

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Re: Life Card Competition. https://elementscommunity.org/forum/index.php?topic=33609.msg439226#msg439226
« Reply #47 on: December 16, 2011, 03:09:23 pm »
If you voted for Foliage in the Crucible, make sure you give it a vote here, too!

 

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