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Offline OldTrees

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Re: Pre-Smithy Ideas https://elementscommunity.org/forum/index.php?topic=18212.msg333206#msg333206
« Reply #492 on: May 14, 2011, 02:43:03 am »
But maybe "target empty spot is flooded and only aquatic (those which survive) can be summoned there"... This would make it possible to be used as denial for creature spots, but not instant killing creatures, since they cannot be summoned to that spot unless they survive flooding.
This is not a good idea since creatures can be summoned to flooded spots even if they will die.
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Re: Pre-Smithy Ideas https://elementscommunity.org/forum/index.php?topic=18212.msg333208#msg333208
« Reply #493 on: May 14, 2011, 02:46:59 am »
I know that... But would it be possible to involve it as a new mechanic? Still flooding, but with possible a little counter on it to suggest the difference?

Offline OldTrees

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Re: Pre-Smithy Ideas https://elementscommunity.org/forum/index.php?topic=18212.msg333224#msg333224
« Reply #494 on: May 14, 2011, 03:19:29 am »
I know that... But would it be possible to involve it as a new mechanic? Still flooding, but with possible a little counter on it to suggest the difference?
Possible but not in a better way than alfatoxin.
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Re: Pre-Smithy Ideas https://elementscommunity.org/forum/index.php?topic=18212.msg333230#msg333230
« Reply #495 on: May 14, 2011, 03:33:20 am »
It's meant for your creatures, not as CC or denial that much... But how about this?



Okay so the list of ideas so far:

 :water: Target empty spot becomes a swamp/pond. Only Aquatic creatures can be summoned there. (Flooding avoided this way, All ponds destroyed, when this creature is destroyed)

 :darkness: All flooded spots (involving swamp/pond) are invisible for your opponent.
 
 :aether: The opponent's creature spots is limited by the number of creatures on your field. (only as long as this card is in play)

 :air: none yet

  :death: The activation cost of target creature's active ability is increased by 1.

  :earth: Target creature loses its perpetual skill. (nothing counters these skills at the moment. Would include voodoo, devourer, etc... Would not affect any active or innate ability)

  :entropy: Gains the active ability of a random Mermaid every other turn, with activation cost in  :entropy (every other = 2 turns)

  :fire: Put a Heat counter on target creature. The creature gains +1 | -1 each turn. (Similar to acceleration, but more intended as CC. Does not replace ability however, so could be used in healing/growth combos)

  :gravity: Target creature gains +0 | +4 and ability Sturdiness: the affect of the next spell is ignored (spell on the creature)

  :life: Summon a Water Lily on target flooded (including swamp/pond) spot. (Water Lily turns into a random water creature, similar to fate egg. Cannot be obtained)

  :light: Remove all counters, Adrenaline, Gravity Pull or Momentum from target creature.

  :time:When a creature is Reversed (RT) this creature gains +X | +1, X is the attack of the creature (possibly should be divided by a number or only considering the original stats)
 
Any comments so far? Or suggestions for  :air. If  :water won't work this way I'll figure out something else, but a pond should work I think, similar mechanism, yet different affect.


Offline OldTrees

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Re: Pre-Smithy Ideas https://elementscommunity.org/forum/index.php?topic=18212.msg333244#msg333244
« Reply #496 on: May 14, 2011, 03:51:28 am »
It's meant for your creatures, not as CC or denial that much... But how about this?



Okay so the list of ideas so far:

 :water: Target empty spot becomes a swamp/pond. Only Aquatic creatures can be summoned there. (Flooding avoided this way, All ponds destroyed, when this creature is destroyed)
Flooding is not dangerous enough to build a direct counter for. Nor is it versatile enough a mechanic to add to the game.

 :darkness: All flooded spots (involving swamp/pond) are invisible for your opponent.
This does not have enough versatility. It currently requires 9 cards to use 2 of which are specific and the remaining 7 must be creatures. Even with your other suggestion it would have only 2 combos the second being 2 specific cards. Not even scorpions were that limited.

 :aether: The opponent's creature spots is limited by the number of creatures on your field. (only as long as this card is in play)
Why Aether?? ??

  :death: The activation cost of target creature's active ability is increased by 1.
Why death? Otherwise it is a good idea

  :earth: Target creature loses its perpetual skill. (nothing counters these skills at the moment. Would include voodoo, devourer, etc... Would not affect any active or innate ability)
Perpetual skills will never have a universal direct counter. That is their design feature that allows detrimental perpetual skills to work as balancing or to safeguard perpetual abilities that do not make sense to be removable (like undead).

  :fire: Put a Heat counter on target creature. The creature gains +1 | -1 each turn. (Similar to acceleration, but more intended as CC. Does not replace ability however, so could be used in healing/growth combos)
Acceleration is CC, Rage is CC.

  :gravity: Target creature gains +0 | +4 and ability Sturdiness: the affect of the next spell is ignored (spell on the creature)
perhaps. seems a bit too redundant with heavy armor and quint

  :life: Summon a Water Lily on target flooded (including swamp/pond) spot. (Water Lily turns into a random water creature, similar to fate egg. Cannot be obtained)
Too redundant with other cards (fate egg, mutation) for this to be valuable at this time

  :light: Remove all counters, Adrenaline, Gravity Pull or Momentum from target creature.
Reminds me of Purge (see forge?)

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Re: Pre-Smithy Ideas https://elementscommunity.org/forum/index.php?topic=18212.msg333249#msg333249
« Reply #497 on: May 14, 2011, 04:00:17 am »
It's meant for your creatures, not as CC or denial that much... But how about this?



Okay so the list of ideas so far:

 :water: Target empty spot becomes a swamp/pond. Only Aquatic creatures can be summoned there. (Flooding avoided this way, All ponds destroyed, when this creature is destroyed)
Flooding is not dangerous enough to build a direct counter for. Nor is it versatile enough a mechanic to add to the game.
Yeah I'll figure something else....
 :darkness: All flooded spots (involving swamp/pond) are invisible for your opponent.
This does not have enough versatility. It currently requires 9 cards to use 2 of which are specific and the remaining 7 must be creatures. Even with your other suggestion it would have only 2 combos the second being 2 specific cards. Not even scorpions were that limited.
New idea required I guess....
 :aether: The opponent's creature spots is limited by the number of creatures on your field. (only as long as this card is in play)
Why Aether?? ??
 The name of the ability is Curvature of Space: Curving space was related to Aether, since Aether was considered to be kinda space as well.. Also Aether lacks mass CC, so IMO this would be a good addition.
  :death: The activation cost of target creature's active ability is increased by 1.
Why death? Otherwise it is a good idea
 Death because it is related to decaying. The creature get older, less efficient and requires more quanta.
  :earth: Target creature loses its perpetual skill. (nothing counters these skills at the moment. Would include voodoo, devourer, etc... Would not affect any active or innate ability)
Perpetual skills will never have a universal direct counter. That is their design feature that allows detrimental perpetual skills to work as balancing or to safeguard perpetual abilities that do not make sense to be removable (like undead).
No chance for removing then? Goes back brainstorming...
  :fire: Put a Heat counter on target creature. The creature gains +1 | -1 each turn. (Similar to acceleration, but more intended as CC. Does not replace ability however, so could be used in healing/growth combos)
Acceleration is CC, Rage is CC.
Those are CCs, but this would be a useful buff as well, since it keeps the ability of the creatures...
  :gravity: Target creature gains +0 | +4 and ability Sturdiness: the affect of the next spell is ignored (spell on the creature)
perhaps. seems a bit too redundant with heavy armor and quint
A smaller buff of 2-3 maybe?
  :life: Summon a Water Lily on target flooded (including swamp/pond) spot. (Water Lily turns into a random water creature, similar to fate egg. Cannot be obtained)
Too redundant with other cards (fate egg, mutation) for this to be valuable at this time
yeah... probably :)
  :light: Remove all counters, Adrenaline, Gravity Pull or Momentum from target creature.
Reminds me of Purge (see forge?)
Ah... Ideas always get taken :)

Offline OldTrees

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Re: Pre-Smithy Ideas https://elementscommunity.org/forum/index.php?topic=18212.msg333263#msg333263
« Reply #498 on: May 14, 2011, 04:26:02 am »
It's meant for your creatures, not as CC or denial that much... But how about this?



Okay so the list of ideas so far:

 :aether: The opponent's creature spots is limited by the number of creatures on your field. (only as long as this card is in play)
Why Aether?? ??
The name of the ability is Curvature of Space: Curving space was related to Aether, since Aether was considered to be kinda space as well.. Also Aether lacks mass CC, so IMO this would be a good addition.
So you went Aether->Curvature of Space (fits Aether or Gravity)->magic missing link or links->Restricting the opponent to your number of creatures or less. Somewhere in there I think you left the Aether ship.
  :death: The activation cost of target creature's active ability is increased by 1.
Why death? Otherwise it is a good idea
Death because it is related to decaying. The creature get older, less efficient and requires more quanta.
Good name for the ability. looks good
 :fire: Put a Heat counter on target creature. The creature gains +1 | -1 each turn. (Similar to acceleration, but more intended as CC. Does not replace ability however, so could be used in healing/growth combos)
Acceleration is CC, Rage is CC.
Those are CCs, but this would be a useful buff as well, since it keeps the ability of the creatures...
they are buffs as well. seriously, this is very old ground
  :gravity: Target creature gains +0 | +4 and ability Sturdiness: the affect of the next spell is ignored (spell on the creature)
perhaps. seems a bit too redundant with heavy armor and quint
A smaller buff of 2-3 maybe?
I did not mention magnitude nor balance. Neither are the primary problem.
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Offline XYTWO

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Re: Pre-Smithy Ideas https://elementscommunity.org/forum/index.php?topic=18212.msg333296#msg333296
« Reply #499 on: May 14, 2011, 05:33:14 am »
Awright. I had an idea. Basically, it forces you to play creatures like it or not.
??? (would depend on element - see below)
6 :underworld/5 :underworld
Permanent
All creatures that can be played are immediately played.
NOTES: Effects both sides. More costly creatures are played first, i.e. if I had a Werewolf, an Abomination, and a Purple Dragon in my hand with 6 :entropy, I would auto-play an Abomination if this card if it was on the field.

Now, a bit of a problem: I don't know what element it should be. A few ideas I had:
 :gravity (Inward Pull)
 :darkness (Greed Shade?)
Something else? (Recklessness)
Well, the reason to get a monster on the field is so they can use the ability that the creature has. So this would be good for you and your opponent but what if you got out a dragon and then he got out a Fallen Druid. The Fallen Druid would then next turn, turn your dragon into (most likely) something with less hp and possibly a fail ability. Maybe add in there, that the creatures can't use their abilities for, lets say about.... 2 turns? Honestly I don't like the idea because using the card on a FG would kill you. but lets say you went through with it....

Now as for the Mark. Time, Dark and Aether really mess with your deck or hand.

Time draws cards from deck
Darkness Steals Cards and also fills your hand with copies of a selected creature     &
Aether makes it where you can't play a card for one turn. and has Fractal which adds a lot of copies to your hand.

I saw it was a creature. I really don't think a creature would be a good choice. because you could use it a lot.  I guess the only thing that would work to play all the cards in both hands would be a spell..but even that is weird.

Honestly, I don't think going through with this is a good idea.
Bit of a late reply, but I think you missed the point. It does NOT allow you to play your creatures better. It forces you to play your creatures, denying you of quanta better spent elsewhere or forcing you to play a valuable creature into CC. As for playing all spells, that would require targeting, which would lead to all sorts of problems. Permanents are not common in most decks, and the majority (pillars+pends) are FREE, leading the effect to fail. The best choice is then creatures, which frequently have a cost enough to deny and can be found in almost any deck. (Since the major argument is about its worth, we can address its element later.)

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Re: Pre-Smithy Ideas https://elementscommunity.org/forum/index.php?topic=18212.msg333452#msg333452
« Reply #500 on: May 14, 2011, 02:00:06 pm »
It's meant for your creatures, not as CC or denial that much... But how about this?



Okay so the list of ideas so far:

 :aether: The opponent's creature spots is limited by the number of creatures on your field. (only as long as this card is in play)
Why Aether?? ??
The name of the ability is Curvature of Space: Curving space was related to Aether, since Aether was considered to be kinda space as well.. Also Aether lacks mass CC, so IMO this would be a good addition.
So you went Aether->Curvature of Space (fits Aether or Gravity)->magic missing link or links->Restricting the opponent to your number of creatures or less. Somewhere in there I think you left the Aether ship.
Since my idea for  :gravity is dropped, would this one work for gravity? Curvature of Space is essentially gravity, black holes curve space and close to a black hole everything is sucked in, thus limiting creature spots. So it is more linked to :gravity now?

 

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Re: Pre-Smithy Ideas https://elementscommunity.org/forum/index.php?topic=18212.msg333488#msg333488
« Reply #501 on: May 14, 2011, 04:08:20 pm »
 :water: Going back to the original ideas about Mermaid: Song/Magic of Mermaids: Target creature is under the magic (of the song) and does not attack, until (this) Mermaid successfully attacks. (the creature would have 2 | 1 attack, so it is useful against decks with shields. Would this be too limited? For the upped version, any shield with DR 1 or more will give a perfect combo.)

I'm thinking about the myth, how mermaids captured people to bring them underwater, however, with different intentions. Possible opposites:
  :light: Explore (Good intentions to bring humans down to the secret kingdom): Target creature's attack is doubled for 2 turns, but then takes damage equal to the extra attack gained (going down to the amazing kingdom is great, but you drown after a while... :) )
  :darkness: ??? (with the intention of drowning someone): Target creature with lower HP (lower than the HP of this mermaid) takes damage equal to the difference between the HPs. (this would require careful balancing with the HP. Would this be a working mechanism? Some form of CC related to the HP of both creatures.)

  :aether: transparent: Cannot be targeted by spells, but would be affected by mass CC. It's a nerfed quint, I know... But would give a chance for a higher stat creature and still some protection.
  Or a bit of combination of gravity pull and lobo? ??trap: gravity pull. Attacking creatures are lobotomized.

  :earth: something with the mermaid coming out of water, transforming... extra attack (like lycans) or attacks twice (can move faster on legs than with fishtails)?

  :air: Confusion? (what the hell is a mermaid in the air?) or escape? (there are fish, which will jump out of water to escape from predators) escape would be a one time use, first spell ignored?

 :fire: mermaids become food in fire.... gotta think more :)

Offline OldTrees

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Re: Pre-Smithy Ideas https://elementscommunity.org/forum/index.php?topic=18212.msg333512#msg333512
« Reply #502 on: May 14, 2011, 04:55:00 pm »
Since my idea for  :gravity is dropped, would this one work for gravity? Curvature of Space is essentially gravity, black holes curve space and close to a black hole everything is sucked in, thus limiting creature spots. So it is more linked to :gravity now?
yes
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Re: Pre-Smithy Ideas https://elementscommunity.org/forum/index.php?topic=18212.msg333520#msg333520
« Reply #503 on: May 14, 2011, 05:06:15 pm »
I wish to ask everyone that has posted in this thread to attempt to gain support of a subsection here in Design Theory.  The section would provide the same purpose as this thread, discussing ideas before they are presented in the Smithy. I, like other people think discussion of ideas in depth will make them of better quality.
If Nowhere is Somewhere, and Somewhere is Over there, How can we be Anywhere?
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