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Offline artimies7

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Re: Zblader's Cross-Design Column https://elementscommunity.org/forum/index.php?topic=47804.msg1052761#msg1052761
« Reply #12 on: March 21, 2013, 01:03:51 am »
Posting to keep an eye on this.

Also: I too wish to express a further viewing of the opposing rows concept. It may be a bit tricky to code and may be so exclusive that these ninjas never get to play themselves.

As a topic, though, this is a very good idea. I would have just let the inspiration trickle in, but this is really initializing.

FINALLY: PMing you a bit for here, Z, so I don't run the thread off track.
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Offline OdinVanguard

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Re: Zblader's Cross-Design Column https://elementscommunity.org/forum/index.php?topic=47804.msg1052932#msg1052932
« Reply #13 on: March 21, 2013, 04:16:36 pm »
In the "Field slot" combat series I am working on. I am taking "opposing slot" to mean the field slot on the opponent's side that has the same slot number... I'll try and dig up the image someone made of slot numbering.
In cases where columns or rows are considered, I will use different wording. E.g. "same column" or "opposing row" so that people won't get confused.
Since the fields are displayed as mirror images of one another, it should be fairly intuitive for players.
« Last Edit: March 21, 2013, 04:31:59 pm by OdinVanguard »
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Re: Zblader's Cross-Design Column https://elementscommunity.org/forum/index.php?topic=47804.msg1052944#msg1052944
« Reply #14 on: March 21, 2013, 04:48:29 pm »
HRm...A bit of an odd take on this, but what if the 'ninja' mechanic was related to spells?
Ex.

Ninja of Entropy
3 :entropy | 2  :entropy
2/1
Scroll spell: When Ninja of Entropy successfully attacks, it casts Chaos Power on itself. (only usable once, like Werewolf.)
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Offline jazzfan27

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Re: Zblader's Cross-Design Column https://elementscommunity.org/forum/index.php?topic=47804.msg1052949#msg1052949
« Reply #15 on: March 21, 2013, 05:34:09 pm »
I think some conditional auto-cast spells would add a lot to the game.

They could function similar to instants, but being conditional would be easy to implement.

An example

Grove Warden
:life
2/2

If opponent casts a spell card while Grove Warden is in your hand; opponents spell is canceled, you lose all  :life quanta, and Grove Warden is put into play.

You could have any number of triggers or effects.  The important part is that it triggers automatically, no input on the defending player's side.


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Re: Zblader's Cross-Design Column https://elementscommunity.org/forum/index.php?topic=47804.msg1053058#msg1053058
« Reply #16 on: March 21, 2013, 10:47:07 pm »
In the "Field slot" combat series I am working on. I am taking "opposing slot" to mean the field slot on the opponent's side that has the same slot number... I'll try and dig up the image someone made of slot numbering.
In cases where columns or rows are considered, I will use different wording. E.g. "same column" or "opposing row" so that people won't get confused.
Since the fields are displayed as mirror images of one another, it should be fairly intuitive for players.
Here's the image : http://imageplay.net/img/m7Gbd81866/orderactions.png
I dislike triggering off one specific slot since that makes for a very limited range as artimies7 and Hyroen mentioned - various factors like field placement, timing, and not being able to 'choose' where to play creatures (without the use of the card's ability or another card) all create restrictions on how useful the cards will be.
"Same column" or "opposing row" alleviates this problem somewhat, but Hyroen has stated some valid thematic conflicts in addition to concerns above (how do creatures on your back row reach the ones on your opponent's side of the field?).
HRm...A bit of an odd take on this, but what if the 'ninja' mechanic was related to spells?
Ex.

Ninja of Entropy
3 :entropy | 2  :entropy
2/1
Scroll spell: When Ninja of Entropy successfully attacks, it casts Chaos Power on itself. (only usable once, like Werewolf.)
It sounds like a valid mechanic, but it also detracts from the 'sneaky' aspect since as Odinvanguard mentioned there are few 'block' mechanics in EtG.
I think some conditional auto-cast spells would add a lot to the game.

They could function similar to instants, but being conditional would be easy to implement.

An example

Grove Warden
:life
2/2

If opponent casts a spell card while Grove Warden is in your hand; opponents spell is canceled, you lose all  :life quanta, and Grove Warden is put into play.

You could have any number of triggers or effects.  The important part is that it triggers automatically, no input on the defending player's side.


I think having Ninjas be casted off conditional triggers would work best - they can be tweaked within the limits of the game very easily and still remain balanced.

Here's what some conditional Ninjas would look like:
Quote
Ninja of the Red Scroll
4 :fire
4 | 1
Ninja of the Red Scroll is immediately played for free if your opponent takes more than 3 damage from a spell.
Quote
Galeblade Ninja
3 :air
6 | 2
Galeblade Ninja is immediately played for free if a creature successfully deals 6 or more damage.
At end of turn, returns to your hand.
Quote
Ninja of the Sanctum
2 :light
2 | 2
Ninja of the White Scroll is immediately played when you take noncreature damage.
Noncreature sources deal 1 less damage to you.
Are these triggers more 'acceptable' than having to manipulate slot placement?

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Re: Zblader's Cross-Design Column https://elementscommunity.org/forum/index.php?topic=47804.msg1053081#msg1053081
« Reply #17 on: March 22, 2013, 01:21:26 am »
Let us also keep in mind that even if thematic issues were set aside, field slot mechanics are affected by an integral factor of the game, creature slot order.

Were this a game that allowed us to place any creature anywhere we wanted to, cards such as Flooding or most card ideas which consider field positioning would have greater use. However, due to the current mechanics of the game, the first 3 (and some would argue that even the first 5) creature slots are by far the most important as the following image illustrates:

Spoiler for Creature Slot Importance:

Flooding as an example demonstrates that even when the first 5 creature slots are considered, limiting the field to this might hinder some decks but in general is quite difficult to consider as OverUsed.

Any card idea which involves field slots then simply has to maximize its efficiency by targeting these few areas, or avoiding them, depending on how the card functions.
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Offline bombzero

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Re: Zblader's Cross-Design Column https://elementscommunity.org/forum/index.php?topic=47804.msg1053301#msg1053301
« Reply #18 on: March 23, 2013, 04:23:02 am »
Ninjustu rewards an MtG player for being 'sneaky' , that's a great idea.

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Re: Zblader's Cross-Design Column https://elementscommunity.org/forum/index.php?topic=47804.msg1053393#msg1053393
« Reply #19 on: March 23, 2013, 08:57:00 am »
@ZBlader
I would have expected you to examine the source as you do the product. What I mean by this is that you spent too little space describing what was good/bad about the thing being converted. This lead you to continue with a source that is poorly suited for EtG.

What is Ninjutsu? : The ability to trade places with an attacking creature.
Why is Ninjutsu? : To create a new combat trick that has a theme that fit ninjas.
I think we can all see that EtG does not have combat tricks and is not ideal for the addition of combat tricks.

The first lesson about taking inspiration for other sources is not to steal. However the second lesson is to recognize when an idea is good or bad for the new setting.



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Re: Zblader's Cross-Design Column https://elementscommunity.org/forum/index.php?topic=47804.msg1053450#msg1053450
« Reply #20 on: March 23, 2013, 12:53:10 pm »
Time for card 2? I am not that experienced in MtG to give trustful ideas, yet I am sure many of us are.
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Re: Zblader's Cross-Design Column https://elementscommunity.org/forum/index.php?topic=47804.msg1053925#msg1053925
« Reply #21 on: March 24, 2013, 10:47:25 pm »
Time for card 2? I am not that experienced in MtG to give trustful ideas, yet I am sure many of us are.
I hadn't expected Card 1 to generate this much in depth discussion (including leading to some users developing field slots and autocast further), but I will post card 2 if more users want to move on.

Keep in mind that we are making a separate EtG card, so you don't have to discuss it from an MtG point of view. Instead, try to focus on how we could improve it EtG-wise and how it would effect the EtG metagame.
@ZBlader
I would have expected you to examine the source as you do the product. What I mean by this is that you spent too little space describing what was good/bad about the thing being converted. This lead you to continue with a source that is poorly suited for EtG.

What is Ninjutsu? : The ability to trade places with an attacking creature.
Why is Ninjutsu? : To create a new combat trick that has a theme that fit ninjas.
I think we can all see that EtG does not have combat tricks and is not ideal for the addition of combat tricks.

The first lesson about taking inspiration for other sources is not to steal. However the second lesson is to recognize when an idea is good or bad for the new setting.
Before I address the main issue presented here, I would like clarify what I meant by 'translate' in the original post. The column's intent is not to directly copy a mechanic from one game to another but rather to analyze what the mechanic does in its medium and create a deriative mechanic that relates to a similar theme or purpose of the original.

My goal for each 'card post' was to be brief to avoid boring users and encourage discussion of the derivative mechanic. I did however forget to add a concise analysis of the mechanic, which may clarify why I decided it was a 'valid' random pick to start with.

Ninjutsu is a card/tempo advantage combat trick designed for MtG to reward players for landing direct hits on a player.
In order to provide general advantage to compensate for the disadvantage of 'bouncing' the initial creature, Ninjutsu provides 2 benefits:
1) A lowered mana cost allowing the Ninjitsu card to be played on an earlier turn which allows Ninjas to be 'accelerated' out at the cost of a card. (Card for Tempo)
2) A Ninja with a more effective ability than most creatures with its P/T. This abilit provides either card or tempo advantage depending on the Ninja.  (Mistblade Shinobi gives tempo advantage by returning an enemy creature to its owner's hand. Okiba Gang Shinobi gives card advantage by forcing your opponent to discard 2 cards. Silent-Blade Oni gives both types of advantages because it steals a card from your opponent's hand and lets you play that card for free.)

I agree that a direct copy of Ninjutsu would not fit in EtG at all due lack of an entire combat phase.
A combat trick would not fit into EtG because EtG does not support instants code-wise.

Howevever Ninjutsu is a conditional cost that occurs under certain conditions. (In this case, succesfully attacking unblocked.)

I wanted to focus on the "conditional cast" aspect of that cost, and this resulted in the "autocast on [condition]" mechanic. (Note: This mechanic does not have to be ninja related. As jazzfan27 also showed this could be possibly given to other creatures and possibly spells/permanents.)

The thread then discussed on how the autocast should be triggered and under what conditions should it be triggered - slot interaction was brought up in an attempt to resemble the MtG mechanic but was dismissed as being too clunky as shown by Hyroen. In other words, other triggers should be found for autocast.

I think this separate effect should be given a chance to be discussed and developed - it does not require a battle step like Ninjutsu and only bears a passing resemblance to an MtG 'combat trick' (if anything, this acts more like several 'Trap' card ideas on the EtG forums like Quiet Trap | Redirecting Trap, with the difference being this casts from the hand and the previous CI&A traps had to be played on the field.) We have only brought up one condition for costing that attempted to resemble MtG and have rejected it so far -

We should refine this autocast mechanic further, IMHO, and develop other factors like:

- Should this check costs, or play for free?
- What are the best conditions for gameplay? (List provided but not narrowed down.)
- What are the best conditions for coding? (List provided but not narrowed down.)
- Does the effect change if autocast? If yes, stronger/weaker effect?

Offline jazzfan27

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Re: Zblader's Cross-Design Column https://elementscommunity.org/forum/index.php?topic=47804.msg1053929#msg1053929
« Reply #22 on: March 24, 2013, 11:01:05 pm »
Autocast could check costs or play for free or other.  Just depending on how you want it to work.  For instance, I choose to have it be free, but, drain all Life quanta in my example.  That means it'll always cast on the condition being met, but, there may or may not be a quanta cost involved.

But, only casting if there is available quanta is a very good solution as well.

If you want to explore the option further, why not choose an instant from MTG?  Maybe something simple like Counterspell or Giant Growth?  I think we could learn quite a bit just translating a simple card like that.

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Re: Zblader's Cross-Design Column https://elementscommunity.org/forum/index.php?topic=47804.msg1053933#msg1053933
« Reply #23 on: March 24, 2013, 11:24:23 pm »
@ZBlader thank you for providing those thoughts. That is what I expected you had thought through. I agree that conditional casting is a possible adaption.
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