I think we need a card that does the opposite of steal; Gift!
We can use this card to make it harder for our opponents in some situations, such as giving them cards which will drain their quanta, or inhibit their abilities. This can be said for cards like Unstable Gas, where all creatures are bound to get hit and you just so happen to have a mirror shield.....
It can be a very strategic card to use, as you could also give your opponent an SoG to buy time for an EM, or getting your opponent to fuel your flood.
I expect this to be for Light, in contrast to darkness' steal.
In general, it's possible that you could use this card to fill a lot of your enemy's permanent spots, and will weaken them severely.
I'm not sure if anyone has confirmed this but whenever I try to steal targets also appear on my permanents, so I think you can already give your opponent a "gift". However, I've never tried as I'll die if I give my opponent an advantage =P, so don't quote me on that xD
@rakazy: Thanks for the feedback! On Overcharge, the idea was that you would get 2 quanta (or 6 random quanta, for a Quantum Pillar/Tower). Thanks for pointing out how underpowered that would be. Any thoughts on what the multiplier should be?
Also, out of curiosity, do you see Craft more as a Spell or an ability? If an ability, should it be on a permanent, or a creature? (I'm thinking creature, since otherwise, it could make copies of itself...)
Not too sure, but it shouldn't be the amount of turns left as there should be some penalty to use it. Maybe half the amount of turns left. This'll be good for non-advance card (cards that drain all quanta when used) rush decks, as it'll give them a good boost to their initial quanta reserves. I say for non-advance card because once you use them all the quanta is gone, and the pillar is also gone so you can't use another advance card again later. Unless you have more pillars that is. (An example is miracle and fractal; they have high cost, and they drain all available quanta used to cast them)
Also, you can also change it to, destroy a pillar and use a card for free. Even make it so that pillars produce quanta early, but are delayed for the next turn, or even 2. This can help people who just need one more turn to make a big turn around.
Yea, if it was an ability it should be on the creature, else that's a permanent that can make for of itself, and soon you can be multiplying Phase Shields, Shards of Gratitudes, etc with no end. I was thinking it'd be a spell though cause if a creature has that ability it kinda recycles all your permanents and replaces any copies you have in your decks. You can just have one of your permanent, and the creature with the craft ability and just keep crafting the permanent over and over again. Also, it'll be like the Eternity's Reversal Trick all over again, just with permanents this time.
Alrighty, now for some ideas of my own and a few of others xD
Name: Death's Scythe ~ Death's Reaper
Stats: 10/1 ~ 10/1
Cost: 5
~ 4
Passive: Hallow (Drains 5 life(hp/health) each turn from its owner ~ It's reduced to 3 when upgraded.)
Ability:n/a
Idea: Darkness's Essence, to devastate your opponent while slowly rotting you within! ^^
Name: Wolf ~ Alpha Wolf
Stats: x/3 ~ (x+1)/5
Cost: 5
~ 6
Passive: Tribe (x is the number of creatures you control at the end of your turn.)
Ability: n/a
Idea: I got this from icybraker's Advent, and from the Scarabs.
**I kinda don't expect this to go anywhere but I wanna put it out there that I want a dragon lord or something xD
Name: Dragon Hatchling ~ Dragon Emperor(Quantum Dragon ... kinda sounds like something for Aether though)
Stats: 3/5 ~ 20/10
Cost: 3 element of mark, 15 of all elements
Passive: Immaterial
Ability: Momentum
Idea: King of Dragons =D
Name: Irregularity ~ Abnormality
Stats: 5/1 ~ 5/1
Cost: 5
~ 4
Passive: Error (Unaffected by anything, ie shields, spells, etc)
Ability: n/a
Idea: When you divide by 0 (Zero not O xD).
Name: Matrix ~ Neo Matrix
Stats: 0/5 ~ 0/8
Cost: 3
~ 3
Passive: Energy Well (Increases the duration of permanents, except pillars/towers. (ie Phase Shield last for 4 turns, Bone wall has 2 more shields, etc)
Ability: n/a
Idea: A permanent booster.
Name: Cherub ~ Seraph
Stats: 3/5 ~ 8/6
Cost: 4
~ 6
Passive: Harmonic Melody(see below)
Ability: Heal
Idea: To add to the normal angels, the higher and lower order ones =D
Name: Roc ~ Grand Roc
Stats: 5/5 ~ 7/5
Cost: 7
~ 8
Passive: n/a
Ability: Dive
Idea: A very large flying creature, and air is lacking birds =P
This is from Essence, however I made it a bit expensive since a 7 damage dive is 14 damage and that's really deadly xD
Name: Decay ~ Ruin
Stats 6/6 ~ 7/7
Cost: 5
~ 5
Passive: Hunger (Poisoned when summoned, however when a creature dies it gains +0/+2.)
Ability: Rot
(See below)
Idea: A creature that kills itself, ie Pudge (Yea yea I played DotA, I know!!) xD
Name: Sand Worm ~ Cave Worm
Stats: 4/3 ~ 6/4
Cost: 3
~ 4
Passive: Dig (Comes into the field buried but its attack isn't halved when buried.)
Ability: Burrow
Idea: To add to the Earth burrowers =D
Name: Panic ~ Havoc
Stats: 3/5 ~ 5/6
Cost: 4
~ 5
Passive: Scramble (When it attacks it scrambles the victims quanta pool.)
Ability: n/a
Idea: To spread the scrambling hate!! ^^
Name: Flaming Snake ~ Blazing Cobra
Stats: 2/2 ~ 4/2
Cost: 4
~ 3
Passive: Assault (After every successful attack it gains +3/+0.)
Ability: Bite (2 of any quanta - see below)
Idea: A creature that gets stronger the more it attacks, like rollout in Pokemon.
Name: Giant ~ Colossus
Stats: 6/8 ~ 11/11
Cost: 6
~ 8
Passive: n/a
Ability: n/a
Idea: More high hp madness =D And this gives Gravity a stronger initial attacker =D
Name: Clockwork ~ Digital
Stats: 6/3 ~ 8/3
Cost: 5
~ 5
Passive: Timeless (Can't be trapped in a time bubble.)
Ability: n/a
Idea: A clock =D
Name: Angel Fish ~ Angel Shark
Stats: 0/1 ~ 5/4
Cost: 4
~ 6
Passive: n/a
Ability: Purify
Idea: Water has so many skill creatures so I thought I'd add another =D
** The cost can just be 5 of any element and 7 when upgraded
Name: Hellspawn ~ Demon Lord
Stats: 7/3 ~ 11/6
Cost: 1 of every element ~ 2 of every element
Passive: Assault (look above)
Ability: Explosion
Idea: Another non-elemental creature =D This fits into dark and fire though pretty well xD
Rot - Poison a creature for 2 Poison counters.
Bite - Damage the target creature by 1 and make it unable to attack for 1 turn.
Unification - Combines all attacks into one massive strike, attack effects are ignored as well as shield effects. This is mainly a counter to shields, especially Hope and Diamond!! xD This is a spell, and only last for a turn.
Dimensional Matrix - All your creatures are immortal. Last 2 turns. Allows for safe summoning =D
Harmonic Melody - Heals all creatures by 1. This can be a spell, an ability, or a permanent.
Soul Bound - The target creature can't die until all creatures on the field, except for itself, has been killed.
Flaming - Can't be frozen.
Electric Storm - A random enemy creature if damaged for 2 at the end of your turn. This is meant to be a permanent.
Warp Gate - After a certain about of turns instantly summon a random creature (or the next creature inline) from your deck, if quanta reserves allow it. This process repeats itself. This is so you don't have you wait for that one creature from your deck to come into play, or to get more of them out there as soon as possible. This is either for time or aether.
Life Steal/ Soul Essence - You gain health every time an enemy creature dies equal to the enemy creature's attack, but you lose health whenever your creature dies equal to your creature's health. This is intended to be a dark permanent, but it's the stealer's choice really =P
Apocalypse - Deal 25 damage to your opponent (or health - 1 if your opponent's health is below 26) and your opponent can't heal for 3 turns.
Time Bomb - Once played it requires 6
to stay in play; This initially deals 1 damage, but every turn the damage doubles from the previous turn there after.
Chronic Lapse - You or your opponent's next card gets discarded but he/she/you draws the next two cards after.
Graviton - Creatures are now in a time bubble for x/3, where x is the creature's health. OR All flying creatures are now grounded ie they're not flying anymore. OR All creatures are now considered flying. (As you can either increase or decrease gravity, which isn't possible without an increase/decrease in mass, but lets just say you change the gravitational constant somehow ^^)
Universal Collapse - For 1 turn all immaterial creatures materialize and are now targetable, they return to their immaterial state after.
Minotaur - This is a monster, the stealer can decide the stats himself/herself, but if you want I can give you some ideas for its passive and ability =P Since the phoenix got implemented I figured other mythical creatures just might as well.
Quasar - Drain 1 quanta from every element in your opponent's quanta pool and heal yourself for 2 health each turn. This is meant to be a permanent. Doesn't really affect mono/duo decks (maybe trio), but does havoc to rainbows =P
Quantum Concentrator - Allows for some/all quanta to now be converted into one quanta. A scramble reversal.
Spatial Lock - Both players can't summon any creatures on their next turn.
Adrenal Rush - All your creatures get adrenaline for one turn.
Arc Lightning - Deal -1/-1 damage to initial target creature. This now transfers to a random enemy creature each turn also dealing -1/-1. If the creature it transfers to dies, it then transfers to another enemy creature repeating its effect. This spell dies when your enemy has no more creatures on the field.
Nightfall/Eclipse type cards =D All Permanents (I refer to these as Field Permanents below)
Solar Prominence - All Light and Life creatures gain +1/+2, +1/+3 when upgraded.
Zero Gravity - All Earth and Gravity creatures gain +1/+0, +2/+0 when upgraded. This additional damage is unblock-able by shields.
Storm of the Ages - All Water and Air creatures gain +1/+1, +2/+0 when upgraded. All diving creatures are permanently diving, and enemy creatures stay frozen for 1 more turn.
Chaotic Inferno - All Fire and Entropy creatures gain +x/+n, +(1+x)/+n when upgraded. x and n is a number between 0-2, the numbers change each turn(ie it's +1/+0, to +0/+1, to +2/+2, etc).
Space-Time Continuum - All Aether and Time creatures gain +2/-1, +3/-1 when upgraded.
Ground Zero - All Field Permanent effects are nullified. OR!! All Field Permanents only affect your creatures.
Well, I hope you like my new list xD Till I visit again =D I hope I didn't repeat anything >_<
Edit - I didn't know Alpha Wolf and Colossus were already "invented" xD I'm sorry for repeating them, but I think there should be a creature out there with the scarab's ability, but it works for their attack rather than their health. Also, if you haven't realized it by now, I hate rainbows, not that they're not good, just hate fighting against them =P Also, I've added some more to this post, but if you haven't seen it yet it's all new to you =P
Edit - Is it alright if I add more to this post or should I start a new one? Cause this one is getting pretty long and the others are also quite long ... Or should I combine my 3 post into one? Also, what do you guys (and girls) think about a few creatures who you can summon and unsummon for the same amount of quanta?
Edit - No one has responded yet so I'll just keep adding to this post. Also, if only those who wish others to steal their ideas visit this thread then ... who's gonna steal the ideas here? =P Just a thought xD I've read a bit about hero cards and I'm wondering if the Nymphs are Zanz's answer to that.
Range and Melee weapons, if they're to be implemented
Range
Aether
Name: Voltaic Shot ~ Voltaic Magnum
Image: Rail gun ~ Positron Cannon
Ability: Lightning (5
~ 4
)
Stats: 5/5 ~ 5/5
Air
Already has the Owl's Eye and Eagle's Eye
Darkness
Name: Command ~ Domination
Image: Whip ~ Chain Sword (Like Ivy's weapon from Soul Caliber)
Ability: Overwork (4
~ 3
) (Forces a target creature to attack twice this turn, not that he'd be unwilling to of course ^^)
Stats: 4/6 ~ 6/6
Death
Name: Bane ~ Blight
Image: Shuriken ~ A LARGE Shuriken
Ability: Scavenger (This is meant to be the Condor's skill, but I forgot what it's called xD)
Stats: 2/3 ~ 4/3
Earth
Name: Capture ~ Conquer
Image: Throwing Axe (Single Edge) ~ Throwing Axe (Two Edges)
Ability: Heavy Armor (3
)
Stats: 6/2 ~ 8/3
Entropy
Name: Confusion ~ Anarchy
Image: Chakram ~ Chakram
Ability: Paradox (4
)
Stats: 5/5 ~ 5/5
Fire
Name: Volcanic ~ Vehement (Or the other way around =P)
Image: Anti-Satellite Missile ~ Nuclear Warhead
Ability: Hellfire/Launch (x is the number of
quanta you have (initial cost is excluded); This is destroyed after it's first attack)
Stats: x/0 ~ x/0
Gravity
Name: Goliath ~ Goliath
Image: Trebuchet ~ Trebuchet
Ability: Ground (3
) (Until your next turn all flying creatures are now non-flying)
Stats: 5/4 ~ 7/4
Life
Name: Nature's Anger ~ Gaea's Wrath (or Gaia's Wrath, apparently Gaia is incorrectly spelt =P)
Image: Crossbow ~ Crossbow
Ability: Unison (x is the number of creatures you have on the field)
Stats: x/8 ~ x/10
Light
Name: Honesty ~ Justice
Image: Longbow ~ Longbow
Ability: Holy Flash (7
~ 6
)
Stats: 4/5 ~ 4/5
Time
Name: Age(Eon/Aeon) ~ Aeon(Timeless)
Image: Spear ~ Spear of Longinus (Yes, I mean the one form Neon Genesis Evangelion, but maybe not exactly xD)
Ability: Hasten (3
) (If one makes you draw slower, why not let this one make you draw faster? =D)
Stats: 4/2 ~ 5/3
Water
Name: Dream ~ Morpheus
Image: Javelin ~ Javelin
Ability: Stop (2
) (Causes target creature to be in a time bubble for 1 turn)
Stats: 5/3 ~ 6/3
Non Elemental (Someone has already come up with a new non elemental weapon Throwing Knife/Throwing Blade, so check his out first =D)
Name: Hidden Knife ~ Assassin's Edge
Image: Throwing Knife ~ Throwing Knife
Ability: Strike (5 random quanta) (Target creature receives damage equal to this weapon's attack)
Stats: 2/4 ~ 4/4
Melee (I know most elements already have melee weapons, but these are just some new ones =P)
Aether
Name: Ascend ~ Transcendence
Image: Lightsaber ~ Dual Lightsabers (Star Wars fans!! ^^) If not then Katana ~ Dual Katana (Heaven and Earth)
Ability: Materialize (10
) (Makes immaterial creatures now material) (I got this from Starcraft how only the dark templars and Zeratul could hurt the Cerebrates, otherwise they were immortal)
Stats: 6/3 ~ 8/3
Air
Name: Glide ~ Zephyr
Image: Tonfa ~ Tonfa
Ability: Shockwave (6
)
Stats: 5/3 ~ 6/3
Darkness
Name: Demon's Sword ~ Devil's Regalia
Image: Claymore ~ Large Claymore (Like Cloud's but more .... demonic xD)
Ability: Demonic Aura / Demon's Aura (Kamietsu's card idea =D) (10
)
Stats: 10/1 ~ 10/1 (Just lower the cost or make it 12/1; Initial cost should be high!!!)
(Alternate Darkness;
Darkness
Name: Death's Scythe ~ Death's Reaper
Image: Scythe ~ Large Scythe
Ability: Death (10
) (Instantly kill target creature)
Stats: 8/1 10/1
)
Death
Name: Snake's Venom ~ Death's Touch
Image: Claws ~ Claws
Ability: Bleed (3
) (Target creature is now poisoned for 2, 3 if upgraded)
Stats: 5/2 ~ 5/2
Earth
Name: Primal ~ Archaic
Image: Axe ~ Waraxe (Battleaxe)
Ability: Protect Artifact (7
)
Stats: 6/5 ~ 7/5
Entropy
Name: Fluke ~ Luck
Image: Card ~ Card
Ability: Pandemonium (10
)
Stats: 5/4 ~ 6/5
Fire
Name: Pyro ~ Inferno
Image: Naginata ~ Naginata (Glaive ~ Glaive or Halberd ~ Halberd or Two-sided Sword ~ Two-sided Sword)
Ability: Fire Bolt ~ Rain of Fire (10
)
Stats: 7/2 ~ 9/2
Gravity
Name: Impact ~ Impulse
Image: Gloves (Metal Plated) ~ Gaunlets (Metal Plated)
Ability: Momentum (6
)
Stats: 7/10 ~ 8/25
Life
Name: Ferocity ~ Tenacity
Image: Bowstaff ~ Bowstaff
Ability: Adrenaline (Passive, like Titan's Momentum)
Stats: 3/10 ~ 6/10
Light
Name: Pride ~ Honor
Image: Lance ~ Lance
Ability: Courage/Gallant (x is the number of creature you have minus the number of creatures your opponent has
Stats: (x+3)/3 ~ (x+6)/4
Time
Name: Moment ~ Instant
Image: Scimitar ~ Scimitar
Ability: Repeat (5
~ 4
) (Allows creatures to use their abilities twice a turn)
Stats: 6/4 ~ 6/5
Water
Name: Arctic ~ Neptune
Image: Rapier ~ Rapier
Ability: Blizzard (5
) (Target creature has Ice Bolt cast upon it, upgraded version allows for Ice Bolt to be cast against the enemy elemental)
Stats: 6/5 ~ 7/6
Non Elemental
Name: Senital ~ Guardian
Image: Sword Breaker ~ Sword Breaker
Ability: Break (Your opponent can't play a weapon while this is on the field, destroys weapons already on the field (including animated ones))
Stats: 3/5 ~ 5/5
Edit - Is anyone steals my ideas can you please tell me? I just wanna see what you did with it or it they're going anywhere =P Hmm .... what should I think of next? I really wanna do a Hero/Beast creature one xD Anyways, if you've read my extremely long reply, thank you for taking your time to browse, and check other everyone else's too!! Till I come back again ... now .... I want some cake!! ^^ Mankind's most heavenly creation