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Krahhl

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Re: What does each element need? https://elementscommunity.org/forum/index.php?topic=10451.msg144255#msg144255
« Reply #12 on: August 22, 2010, 07:21:36 pm »
Perhaps they should be given a special permanent to allow quanta generation of all types, and thus make Light a possible 'Mark' for rainbows.
Water can split light into all the colors, right? Which is why we see rainbows when the sun shines after a rain?
Something interesting could be worked off of that.

RedWarrior0

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Re: What does each element need? https://elementscommunity.org/forum/index.php?topic=10451.msg144595#msg144595
« Reply #13 on: August 23, 2010, 03:23:20 am »
Give Water a creature with the ability to turn 1 :light into 3 random.?

EyeOfAether

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Re: What does each element need? https://elementscommunity.org/forum/index.php?topic=10451.msg147938#msg147938
« Reply #14 on: August 28, 2010, 12:35:24 pm »
hi! I'm new... I've some ideas for news cards

Offline bored_ninja777

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Re: What does each element need? https://elementscommunity.org/forum/index.php?topic=10451.msg147949#msg147949
« Reply #15 on: August 28, 2010, 01:08:26 pm »
Quote
Earth needs a nerf
i lol'd. ^_^ i like this topic.. it makes it more clear what ppl are looking for within new card ideas etc.
I do agree on that not ALL of the elements need CC and PC. if you want it, you need to find a way to use it, not expect the game to have it in every element.

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Offline Bloodshadow

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Re: What does each element need? https://elementscommunity.org/forum/index.php?topic=10451.msg148218#msg148218
« Reply #16 on: August 28, 2010, 11:21:04 pm »
OK... I'll post the list of things I want for each element:

 :aether Better unupped attacker, and more protection.
 :air More cards that exploits the idea of "freedom". Oh, and cards that enables "pure" Mono-Air decks (only use Air cards and quanta).
 :darkness moar cardz dat maek Darkness teh best element evar A better unupped mid-range attacker would be nice. I want to make Darkness faster.
 :death Some form of permanent control would be nice.
 :earth More cards that allow "pure" Mono-Earth decks (only use Earth cards and quanta).
 :entropy I, for one, want to see Entropy less rainbow-oriented.
 :fire Better unupped mid-range attacker.
 :gravity Hmm... I'm actually not sure about this. More ways to use massive amounts of creature HP, perhaps?
 :life More healing.
 :light More control.
 :time More damage.
 :water God, take Water away from poison, please. Seriously, Elements is the only game I've played that makes Water a poison-heavy element. Water should be about freezing, change, passive aggressiveness, etc; permanent control would also be nice.
To be or not to be, I can do both at once. Go learn quantum mechanics, n00b.

Krahhl

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Re: What does each element need? https://elementscommunity.org/forum/index.php?topic=10451.msg148314#msg148314
« Reply #17 on: August 29, 2010, 03:03:33 am »
:gravity Hmm... I'm actually not sure about this. More ways to use massive amounts of creature HP, perhaps?
p = mv, meaning Momentum is the product of Mass and Velocity.

The more hp (mass-ish) a creature has, the more damage it should do when given momentum.

Offline EvaRia

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Re: What does each element need? https://elementscommunity.org/forum/index.php?topic=10451.msg148354#msg148354
« Reply #18 on: August 29, 2010, 04:46:29 am »
:gravity Hmm... I'm actually not sure about this. More ways to use massive amounts of creature HP, perhaps?
p = mv, meaning Momentum is the product of Mass and Velocity.

The more hp (mass-ish) a creature has, the more damage it should do when given momentum.
I posted a card idea for this.
Acceleration | Overdrive (http://elementscommunity.org/forum/index.php/topic,10924.0.html)
So far, it's scoring well.

:air - Needs something to make use of the airborne ability(except Wings). Maybe something like, making the flying creatures stronger?
:air More cards that exploits the idea of "freedom". Oh, and cards that enables "pure" Mono-Air decks (only use Air cards and quanta).
I also had an idea for this.
Tailwind | Tailwind (Elite) (http://elementscommunity.org/forum/index.php/topic,11500.0.html)
I'm waiting for art for this one, but I think it will give air a nice boost in the feel of speed and freedom.

I agree with you guys, and when I think of more cards to go with some of the elements and what they need, I'll make and post them.

For other elements:
 :aether A way to take better advantage of immortality.
 :darkness Hmm... Darkness is pretty well rounded. I was thinking of a burst option to send out cards quickly. (Ambush.)
 :death Death needs to be the Element with the best poison capabilities ><
 :earth Again, well rounded. Cheap CC maybe?
 :entropy I agree, something somewhat reliable. Maybe a creature that does random amounts of damage?
 :fire Hmm... Well rounded again, no idea tbh.
 :life Something that uses an ability that costs  :life.
 :light Hmm... I don't know light that well, haven't ever really used it ><
 :time Something that does about 4-7 damage for sure.
 :water More mono abilities.

Re: What does each element need? https://elementscommunity.org/forum/index.php?topic=10451.msg148371#msg148371
« Reply #19 on: August 29, 2010, 05:40:24 am »
 :aether: Quintessence must be weaker. Then more aether creatures that you would WANT to quintessence.
 :air I want a way of making air more popular for duos. A rustler/immo like card, linking maybe air and  :water?
 :darkness To me, fine as is.
 :death More creature control. Gli1tch's Needle beast comes to mind. Also, it dies after being CC, which strengthens internal synergy (is that a paradox?)
 :earth Creatures need a nerf. So I will not elaborate.
 :entropy Permanant causing random stat boost to one of your creatures every turn. Upkeep costs. Unupped may cause freezing/1 turn delay?
 :fire To me, fine as is. Needs less of a buff than other elements.
 :gravity A rage potion or BE type buff card, relying on High HP
 :life As much as it goes against life, control. Maybe a mix of aflatoxin/flooding, with a forest theme?
 :light Crusader, for duo decks. (jmizzle's card). Make it crusader protects the weapon it endows (light, duo weapon protection. vague, but slight nerf to PC, and prevents crusader from being OP)
 :time A duo permanent with  :light (lets cement that synergy folks) healing you, and the opponent(to a lesser extent).
 :water The other permanant protection. A simple card that sacrifices itself when something is about to be destroyed. 3 :water (average of all permanent destroying abilitys. This will boost mono water, (which needs it) and water duos (which dont so much)

Offline EvaRia

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Re: What does each element need? https://elementscommunity.org/forum/index.php?topic=10451.msg148374#msg148374
« Reply #20 on: August 29, 2010, 05:56:24 am »
I think I'm just gonna make a card for each element based on internal synergies.
 :aether Space-Time Collapse | Space-Time Rift (http://elementscommunity.org/forum/index.php/topic,11931.0.html)
 :air Tailwind | Tailwind (Elite) (http://elementscommunity.org/forum/index.php/topic,11500.0.html)
 :darkness Sneak Attack | Ambush (http://elementscommunity.org/forum/index.php/topic,11978.0.html)
 :death Coming Soon
 :earth Coming Soon
 :entropy Coming Soon
 :fire Coming Soon
 :gravity Acceleration | Overdrive (http://elementscommunity.org/forum/index.php/topic,10924.0.html)
 :life Regeneration | Recreation (http://elementscommunity.org/forum/index.php/topic,11979.0.html)
 :light Coming Soon
 :time Coming Soon
 :water Coming Soon

Offline Essence

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Re: What does each element need? https://elementscommunity.org/forum/index.php?topic=10451.msg151821#msg151821
« Reply #21 on: September 04, 2010, 05:48:12 am »
:water essentially needs two cards:  Erosion (add 1 counter per turn.  Sacrifice Erosion to destroy a permenent with CC <= counters), and Tidal Influence (Permanent.  :water :water : Target creature's skill cost is converted to :water .)

Then it would be perfect in the current environment.
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Offline ratcharmerTopic starter

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Re: What does each element need? https://elementscommunity.org/forum/index.php?topic=10451.msg151842#msg151842
« Reply #22 on: September 04, 2010, 06:34:23 am »
I suppose I'll weigh in on some of these myself, since I've asked others to . . .

 :aether -> aether is a hard one for me . . . this is the element with the least cards (at least it was last I checked) and it could really use more variety, but ALL of the existing aether cards are doosies. Between fractal, mind gate phase shield and phase dragon this element has a lot of major game changing cards.

 :air -> I agree this needs more use  of the airborne passive. Maybe make it a little rushier?
 
 :darkness -> Fairly well rounded. Opening up a few more "sneaky" strategies could be cool.

 :death -> Better creature control. Death isn't very good at killing things right now.

 :earth -> Fairly well rounded. Maybe more permanents? Earth is the only element that can protect permanents, but earth doesn't have many permanents to protect.

 :entropy -> Entropy needs to break it's rainbow addiction. Two of entropy's strongest cards (supernova and fallen druid) are primarily useful in rainbows. When not in a rainbow entropy feels a little blander than I feel it should.

 :fire -> Fire needs to start diversifying. The two things fire does really well right now are rush decks and creature control. As far as rush decks go, there's really no room for improvement. Someone (maybe Antagon?) posted a fire rush deck they said could consistently kill an opponent by turn 3. Any faster and it'll just be ridiculous. As far as creature control goes, the spells fire has work fine, there isn't really need for more of them.

 :gravity -> I suppose I see what you mean about the unupped rush, but I really feel most elements don't have a strong unupped rush deck. Gravity could stand to be a little more strategically focused, but other than that I don't know what to add.

 :life -> in much the same way death isn't as good at killing as I feel it should be, life isn't very good at healing. Miracle, SoD and SoG tend to outshine heal and feral bond, and life can't heal creatures at all, whereas light has guardian angel and holy light.

 :light -> Not sure at the moment, I'll come back to this in the morning.
*Edit* Came back to this, and I think :light needs to branch off from healing. :light seems to have a generally defensive focus, and most :light permanents come into play immortal, so maybe keep going with the defensive focus? I've seen some spells for light to blind creatures giving them a % miss, and I like them fairly well.

 :time -> like entropy, time needs to break it's rainbow addiction. New and interesting synergies are popping up between time and gravity, and time and aether have always been good friends, build on those, and maybe mono :time

 :water -> water does have synergy with a lot of elements, but few of those synergies are strong enough to carry a deck. reinforce some existing synergies, especially with earth. The trident is a really potent weapon and no one is using it.







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Re: What does each element need? https://elementscommunity.org/forum/index.php?topic=10451.msg152472#msg152472
« Reply #23 on: September 05, 2010, 04:54:54 am »
As of now, I'm running fire all the time. As a result, I think it needs a better Mid Attacker. Really, unupped phoenix is all it has in the mid range. Fire needs another lower cost but mid damage creature.




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