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AngeDeMort

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Changing your opponents mark? https://elementscommunity.org/forum/index.php?topic=27618.msg351620#msg351620
« on: June 15, 2011, 07:32:19 am »
Looking over a couple cards of the card ideas posted in the Smithy (right area?) recently made me curious as to the community's opinion on a card that would change the opponents mark, maybe a creature with an active ability. Considering it would mess up pendulums and splashes I'm not sure if it's too strong to be attempted or just situational.
I also figure it could be countered by Sanctuary and cards like ones in the Smithy.

Offline OldTrees

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Re: Changing your opponents mark? https://elementscommunity.org/forum/index.php?topic=27618.msg351850#msg351850
« Reply #1 on: June 15, 2011, 07:14:36 pm »
This was suggested once before pendulums. Back then it was generally too weak and occasionally very strong.

I would suggest it be a temporary change (however I do not know how to code that without requiring a history)
Nor do I know how you would prevent fast clicking exploits caused by the multistep targeting.
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AngeDeMort

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Re: Changing your opponents mark? https://elementscommunity.org/forum/index.php?topic=27618.msg352100#msg352100
« Reply #2 on: June 16, 2011, 03:55:17 am »
Now that pendulums are implemented what are opinions of the strength of this mechanic?

There is no way of temp change with out history unless you want to cycle through the elements in order each turn and end after changing it 12 times so it ends up at the original again (like a nova that takes 12 turns), but what I had in mind was changing it to a random element so you'd only target the mark (or maybe hp bar) so double targeting is not an issue.

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Re: Changing your opponents mark? https://elementscommunity.org/forum/index.php?topic=27618.msg352110#msg352110
« Reply #3 on: June 16, 2011, 04:20:24 am »
im failing to see how a temp change would be a problem. plenty of things have timers. would this really be so different?
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Re: Changing your opponents mark? https://elementscommunity.org/forum/index.php?topic=27618.msg352116#msg352116
« Reply #4 on: June 16, 2011, 04:47:27 am »
im failing to see how a temp change would be a problem. plenty of things have timers. would this really be so different?
Storing the original element of the mark is the most obvious way to code the effect. However the game carries no history function.
Cards with timers have end of the turn effects that instantiate a new card of the next value.

You could have it turn into the opposite element mark for X turns. Being directly opposite stores the information without using a history.

Invert Mark, Set Timer X
End of turn Timer Y [Y>0] -> Timer Y-1
End of turn Timer 0 -> Invert Mark
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Re: Changing your opponents mark? https://elementscommunity.org/forum/index.php?topic=27618.msg352127#msg352127
« Reply #5 on: June 16, 2011, 05:42:48 am »
A card with the effect
Destroy 1 quanta of your opponents mark, and the opponent gains 1 random quanta.
This would essentially be the same thing. It may not have a cool visual such as changing the look of your opponents mark, but its still the same concept.
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Re: Changing your opponents mark? https://elementscommunity.org/forum/index.php?topic=27618.msg352138#msg352138
« Reply #6 on: June 16, 2011, 06:21:07 am »
A card with the effect
Destroy 1 quanta of your opponents mark, and the opponent gains 1 random quanta.
This would essentially be the same thing. It may not have a cool visual such as changing the look of your opponents mark, but its still the same concept.
Pendulums generate quanta matching the mark, so that's a substantial difference.

There may other be cards or effects later introduced into the game which are based on the mark's element.

 

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