my ideas:
- spell: target player draws a card (yes can be used against opponent, no more eternity cheese trick )
- spell: all creatures lose the "immortal" status and can be targeted again
First Spell: That forces them to draw, but if you draw one and eternity another it'll just be a standstill .... and he/she can still use eternity while you'll have to wait for another spell card. Could work if used in series, but we could use something to stop that eternity trick. I just steal my opponents eternity and take a pillar and use it back on them. =P
Second Spell: Good Idea, but since immortalized creatures are untargetable in the first place you can't really pick which ones to cast this spell on xD Zanz could make it so this is the only card that can target untargetable creatures xD But it'll have to cost a lot or just target one of the immortals because quintessence itself cost 4
and it's only per monster. Once Aether loses it's untouchable ability it kinda gets underpowered, though fractal is great, making your creatures untouchable is great anywhere =P
I've really wanted to make an aether creature called "warpling".
warpling
6 of any quanta: Target creature is on your side of the field. Warpling goes to your opponents side of the field.
Makes for great chaotic fun, plus with lobotomizer it's a great card.
That'd be like the Death element's Aflotoxin .... well something like that, it creates these malignant cells which cover your/opponent's field in a few turns. Problem with that is the malignant cells have 1/1 so if you don't have a shield or a good one, things can go bad for either player xD
And here's a couple more...
Craft ( ability or spell): Create a copy of target (non-pillar?) permanent; it becomes the top card of your deck.
Gravity Generator ( permanent): When played, and each time a creature dies, casts Gravity Pull on each player's largest (highest HP) creature. (Ignores immortal creatures.)
Overcharge (0-cost spell or ability): Sacrifice a pillar, gain twice the quanta it would normally generate.
First Spell: I like the craft ability kinda gives you more of a chance of getting the permanent you need, or in a way you can have 12 of the same cards instead of just 6. .... Imagine 12 shards(the green one) xD Or you could make a replacement if the opponent steals your original =P (I'd be the opponent in this case)
Second Spell: Great for stalling the game and eliminating your opponent's creatures, but if they all are high hp creatures or your opponent can heal them (a lot of angels) then you kinda screw yourself xD
Third Spell: That'd be great depending on your view on "would normally generate" means. Normally in a turn you get 1 quanta per pillar, so in this case you'd get 2 quanta. Not a big gain in this case, especially since now you won't get anymore quanta from that pillar. Normally in a game you'd get quanta get quanta equal to the number of turns in the game. If you multiply that; min deck = 23 cards (since 7 are already drawn) * 2 = 46 fresh quanta initially, but that should diminish as the game goes on. One the first view you'd want to generate more than twice the normal amount.
Well, i have some ideas too. Maybe they are a bit OP, mas can be tuned to become acceptable.
Extinction - Destroys all the creatures on the field (maybe a bit overpowered, can work like Miracle);
Chaos Field - Any spell or effect used against the enchanted crature now target another random creature;
Stasis - Creatures don't attack, pillars don't generate quanta and no effects can be used for 2 turns;
Arena - Only one creature can attack per turn (the player choses which one, effects from shields could be ignored, as this could handle deadly combos);
Cataclism - Destroy all pillars in game (same as extinction);
Eye for an Eye - Sacrifice a creature to destroy target creature, players lose life points equal to opponents creatures attack
Desertion - Gain control of target creature
First Idea: Would that include immortal creatures as well? Also, what about buried creatures?
Second Idea: Why not make it so that all spells and effects target random creatures? Including your own!! Although all targeting spells are immune to this =P
Third Idea: This is deadlier than Phase Shields!! If used one after another your opponent can do very little to stop you xD Unless it becomes a permanent then fire can destroy it like Phase Shield.
Fourth Idea: Arena should apply to both players since it is an arena. Or it could be you pit one creature against another every turn. Good for creature control if you have a strong monster ... virus vs dragon, who wins? =D ... Aether Dragon vs any dragon xD
Fifth Idea: I hate this!! This is the bane of high quanta cost decks(like mine) xD But it can backfire so I guess it isn't all that bad.
Sixth Idea: I think both players should lose life points since it is an eye for an eye. The amount of life points you and your opponent lose should be equal to the sum of the creatures' attacks.
Seventh Idea: This is eviler than Parallel Universe!! At least with Parallel Universe you get to keep your monster. Imagine spending the whole game building up that one monster and then it all of a suddenly turning on you!! xD
To Everyone Who I Replied To:
You all had great ideas, I just wanted to ask a few questions/point some things out/etc. I don't mean to insult any of you and I'm sorry if I have! You're free to criticize any of my ideas, and that goes without saying xD
Amplification(This is mean to be a spark/ball lightning passive skill) - Deal damage to the opponent.
Damage:
D = 2nA
or D = A^n
(The damage is a single strike which should account for all the sparks/ball lightnings on the field)
Cost:
C =
3(n-1)
3 or 4 per Amplification
Where A = Attack Power of creature, n = number of creatures
Deja Vu (Not to be confused with the creature and this is meant for time) - Skips the opponent's turn, your new turn is started immediately after this card is activated(ie, a card is draw and quanta are given, and your monsters attack).
Hinder/Weaker(Call it whatever your wish) - Lower the creature's stats by x/x. This is because there are stat buff cards everywhere but only fire has a sort of debuff, but that's with an increase of 5 attack.
Turn Tables - Your opponent gains control over your monsters while you gain control over his. This is meant to "turn the tables" around when you have nothing on the field while your opponent have a grand army. This is definitely over powered but it's an idea xD
Exchange - You gain control of one of your opponent's creatures, while he/she gains control of one of your creatures, both of which you get to pick. Limit to when both of you have at least one creature on the field. Kinda like turn tables, but doesn't allow combos to continue, and it'll give another element a sort of Parallel Universe card.
Meteor(Fire Creature) - x/0
Where x = number of
quanta/3 (supposed to be a fire version of spark with the ability of fahrenheit)
Cost is ... 0? or maybe larger since it can be deadly late game =P
Charge - Every turn this ability is used the target creature gains +3/+0, but doesn't attack. Once the creature attacks its stats return to their original amount. The cost of this skill is meant to be 0, sorta like a variation on growth.
Mirage Dragon
Stats:
It's stats will change as the game goes on, but they'll reflect the stats of normal elemental dragons.
(As in one turn it'll have 12/3 - fire dragon, another 7/12 colossal dragon, another 10/5 emerald dragon, etc, and it'll keep changing every turn)
Passive skill - Mirage
(It's what cases the effect explained in the stats)
Skill - Innate Element
Depending on the player's mark, it'll reflect the skill it has.
(Aether = Immaterial/Immortalize, Time = Reverse Time/Procrastination, Fire - Fire Ball/Flame Storm, Water - Freeze/Flood, Earth - Petrify/Earthquake, Air - Dive/Unstable Gas, Life - Adrenaline/Heal(effect like the life weapon), Death - Poison/Afloxtoxin, Light - Luminescence/Heal, Darkness - Steal/Eclipse, Gravity - Momentum/Gravity Pull (but you cast it on other creatures instead of itself), Entropy - Improve/Scramble)
Cost - 20-25 of any element
Purpose - I just wanted a non-elemental creature and since dragons were in every element, I thought "Why not?" ^^
Reap - Instant death of a creature - meant to have high cost since if can kill your key creature(s). For the element ... death or darkness should do.
Final Turn(Judgement) - Allows both players to have one last turn and then ends the game, the winner being the player with the higher hp. This should have at least a 20 quanta cost as it does end the game. If a time card then it should be called Fast Forward xD Perfect for those phase shielders that just won't die xD I'm a perfect example xD
Share/Bond (Call it whatever you wish) - Allows players to use their opponent's creature's abilities. So you can invoke your opponent's skills yourself and target one of his own creatures with it. However, he can also do the same to you.
Confusion - All creatures swap their stats with the other creatures on the field. Meant for Entropy, kinda for fun xD
You can also make it so it swaps skills, or even both xD a photon with vampire and the stats of the fire dragon xD
Grow - Creature's stats increase by +1/+1 every turn. It's like Growth, but without the cost.
Sleeping Dragon(Probably not a dragon, but something strong in slumber. This is meant to be a time card)
Stats:
8/5
Passive:
Starts off "sleeping" for 2 turns
Ability:
n/a
Cost:
3
Particle Generator (Meant for Aether, as in it's an aether card, but its effect affects all) - Doubles the normal (if you read my previous comment I'm talking about the first view xD) output of your pillars.