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[ChotM #4]: Screw the Rules! [VOTING!] https://elementscommunity.org/forum/index.php?topic=60146.msg1211190#msg1211190
« on: October 19, 2015, 12:30:20 am »

Rule number 1: Break all the rules. Except number 1.

Welcome to the Weekly Card Design Challenge! Each week, the Curators will host a card design challenge with a certain theme or gimmick; for the rest of the week, your goal is to design the best card you can that works with the challenge! Once that week is up, a new weekly challenge will start and the current challenge will go into the Voting Phase! The winners of each poll will be awarded points; your current score can be found on the Monthly Leaderboard!

Each month, the top 1-3 players on the Monthly Leaderboard will get a cool award icon, depending on the number of people that participated.

Spoiler for Score Table:
Amount of peoplePoints given/scored
31 point for first.
4-62 points for first, 1 point for second.
7-83 points for first, 2 second, 1 third. 7 gives 2 votes.
9-114 points for first, 3 second, 2 third, 1 fourth.
12-135 for first, 4 2nd, 3 3rd, 2 4th, 1 5th. 12 gives 3 votes.
14-166 for first, 5 2nd, 4 3rd, 3 4th, 2 5th, 1 6th.

BONUS: Being the final challenge of a month, ChotM's give two more points to anyone who would get points!
If it was ChotM!
Which it is!


This week's challenge is to Make a card that messes with one traditional Elements the Game gameplay rule.

Spoiler for Specific rules:
There are certain, inherent rules in all cards. For example:
All creatures, when played, go in creature slots.
A card can't have more than one ability.
A spell can't have an activated ability.
A creature deals damage equal to its ATK.
If a creature has 0 or less HP, it dies.
There's a quanta cap of 75 quanta.

Your card must allow Elements the Game to stay functional. For example: You can create a spell that lowers handsize to 0 or raises handsize to infinity, but you can't have a spell that deletes the hand zone or makes the hand zone a negative size.

Players still have to follow CI&A submission rules and needs to be capable of being functional enough to deride an ingame concept (e.g. lowering the quanta cap, stopping the draw phase, etc...). If a card is referring to something that wasn't defined in the submission (e.g. Defining "Kung Fury" tokens but not saying what the Kung Fury tokens are), it becomes illegal. Please try to keep your card serious and functional if possible; despite the humorous premise the resulting card still needs to make some level of sense and be balanced by Elements the Game standards.

If you need a "litmus test", ask yourself this: Do you think we would want to card into Cygnia? If no, the card's probably breaking too many boundaries.

Spoiler for Previous ruleset, for posterity:

This week's challenge is to Make a card that alters or breaks traditional rules!

Spoiler for Specific rules:
There are certain, inherent rules in all cards. For example:
All creatures, when played, go in creature slots.
A card can't have more than one ability.
A spell can't have an activated ability.
A creature deals damage equal to its ATK.
If a creature has 0 or less HP, it dies.
There's a quanta cap of 75 quanta.

Etc.
Now, of course, altering or breaking rules needs to be done with caution. Simply going willy-nilly about it is a bad idea.
You need to prove why your card is worth the rule change, if not the Cygnia coding aneurysm.
Just because you can do something, doesn't mean you should.

Also, you're breaking coding rules, not balance rules. So all regular balance applies (no instakill or things like that).

Don't put art in your card. Don't submit more than one card. Submit the upgraded and unupgraded.
Please submit your ideas in this thread - whether you make a separate thread for your card idea is up to you.

We are in the Voting Phase! There are only two acceptable methods of sniffing trousers to determine if they need cleaning. Good luck!

Submissions

Spoiler for Fountain of Youth (Linkcat):
NAME:
Fountain of  Youth
ELEMENT:
Life
COST:
7 :life
TYPE:
Permanent
ATK|HP:

TEXT:
You cannot lose by Deckout.
Heal 2 HP per turn. Immaterial.
NAME:
Fountain of  Youth
ELEMENT:
Life
COST:
7 :life
TYPE:
Permanent
ATK|HP:

TEXT:
You cannot lose by Deckout.
Heal 3 HP per turn. Immaterial.

ART:

IDEA:
Linkcat
NOTES:
I really like this one.
SERIES:


Spoiler for Cursed Amulet (andretimpa):
NAME:
Cursed Amulet
ELEMENT:
Darkness
COST:
3 :darkness
TYPE:
Permanent
ATK|HP:

TEXT:
Cursed Amulet is played in your opponent's hand with +1 cost. Deal 3 damage/turn to its owner. Can't be discarded.
NAME:
Cursed Amulet
ELEMENT:
Darkness
COST:
2 :darkness
TYPE:
Permanent
ATK|HP:

TEXT:
Cursed Amulet is played in your opponent's hand with +1 cost. Deal 3 damage/turn to its owner. Can't be discarded.

ART:

IDEA:
andretimpa
NOTES:
If your hand reaches 8 cards and you can't discard you lose.

A mix of hand denial and alternate damage that can backfire depending on what your opponent is playing. Obviously blocked by sanctuary. This is probably balanced considering PvP (I think it's expensive enough not to make ghostmare insanely powerful), but might be broken vs PvE in the hands of an AI with dexterity.

Clarifying what I mean by "+1 cost": If I play the unupped for 3 :darkness it goes into my opponent's hand as a card costing 4 :darkness to play. If my opponent plays it again it goes into my hand as a card costing 5 :darkness to play and so on.

What this breaks:

  • Cards have always a cost that depends at most of what is happening right now (Fae being the only card that doesn't always have the same cost). This card's cost depends on what has happened to it (mostly if the players start to play "hot potato" with it)
  • You don't play cards into player hands
  • All cards can be discarded if your hand is full
  • Damage and deckout are the only win conditions (a full lock of your opponent's hand becomes a new win condition, though it is not always reachable)

SERIES:


Spoiler for Lightening Tempest (OdinVanguard):
NAME:
Lightening Tempest
ELEMENT:
Aether
COST:
20 :aether
TYPE:
Spell
ATK|HP:

TEXT:
Divide 18 damage among up to 6 targets. Refund 3 :aether per target after the first. Flooded targets take double damage.
NAME:
Lightening Annihilation
ELEMENT:
Aether
COST:
25 :aether
TYPE:
Spell
ATK|HP:

TEXT:
Divide 32 damage among up to 8 targets. Refund 3 :aether per target after the first. Flooded targets take double damage.

ART:

IDEA:
OdinVanguard
NOTES:
"Today the world will seem just out of reach"

"But once it does reach you, you had best have a lightening rod handy."


Should break several rules / implicit taboos nicely.

First, it clearly violates the single targetting only rule (i.e. player is prompted to pick up to 6 / 8 targets).
It also breaks a seemingly unspoken rule that cards which cost more than 10 to 15 quanta are not viable.
Lastly, refunding / cost reduction seems to never be done (though I'm not sure the specifics on why).

On a more mechanically interesting note, it seeks to illustrate the balancing act between cost efficiency and per target damage output.
In this case, the more targets that get picked, the less damage gets dealt to each individual target, but the higher the cost efficiency per point of damage dealt becomes.
In both cases, they will be a bit more efficient than a firestorm when the maximum number of targets are picked (although firestorm will eventually outstrip them for very full fields).

This fills a niche between heavy single target attacks and mass CC.
SERIES:


Spoiler for Loophole (Treldon):
NAME:
Loophole
ELEMENT:
Aether
COST:
6 :aether
TYPE:
Permanent
TEXT:
While Loophole is in play your HP cannot go below 1 if you have all 6 of the "left element" nymphs in hand.
NAME:
Escape Clause
ELEMENT:
Aether
COST:
5 :aether
TYPE:
Permanent
TEXT:
While Escape Clause is in play your HP cannot go below 1 if you have all 6 of the "right element" nymphs in hand.

ART:
-
IDEA:
Treldon
NOTES:
Left and right hand are based on the game's quanta panel, so
left:   :darkness :death :earth :fire :gravity :time
right: :water :life :aether :air :entropy :light

So your health cannot go below 1 (which is a major break of the rules) if all these conditions are fulfilled, but you can still lose by deckout.
"all 6" means at least one of each relevant element.

This combo is available with either having all of those nymphs in your deck (good luck or good job, depending on your harem), or with NQ/NT + RT/Eternity.
Having the cards be in either :water or :time would of course make it easier to play the latter combo, but we don't want to make it easy, do we? Plus :aether is the element of immortality.
SERIES:
Weekly Challenge - CIA

Spoiler for Identity Crisis (dragtom):

Spoiler for Banishment of Greed (Submachine):
NAME:
Banishment of Greed
ELEMENT:
Light
COST:
8 :light
TYPE:
Permanent
TEXT:
Your opponent is limited to 15 quanta for each element.
Your remaining light quanta is consumed when you play this.
NAME:
Banishment of Greed
ELEMENT:
Light
COST:
8 :light
TYPE:
Permanent
TEXT:
Your opponent is limited to 12 quanta for each element.
Your remaining light quanta is consumed when you play this.

NOTES:
The rule I'm screwing is the constant and reliable 75 quanta cap.
Sanctuary blocks the effect.
It is not mentioned on the card (because it didn't fit), but affected people are immune to Scramble(Discord), Devourer(Devourer|Pest) and Black Hole(Black Hole and Amber|Gravity Nymph).

Spoiler for Fast Forward (1011686):
NAME:
Fast Forward
ELEMENT:
Time
COST:
18 :time
TYPE:
Spell
ATK|HP:

TEXT:
Take a second turn after this one.
Consumes all remaining :time .
NAME:
Fast Forward
ELEMENT:
Time
COST:
15 :time
TYPE:
Spell
ATK|HP:

TEXT:
Take a second turn after this one.
Consumes all remaining :time .

ART:

IDEA:

NOTES:
Once you end your turn, after attacking, poison, quanta generation etc, you simply take another one and draw a card.
SERIES:
Weekly Challenge: Screw the Rules!

Spoiler for Living Monument (TiankPL):
NAME:
Living Monument
ELEMENT:
Earth
COST:
5 :earth
TYPE:
Spell
ATK|HP:

TEXT:
Target creature becomes permanent.
NAME:
Living Monument
ELEMENT:
Earth
COST:
4 :earth
TYPE:
Spell
ATK|HP:

TEXT:
Target creature becomes permanent.

ART:

IDEA:
Tiank
NOTES:
Target creature will gain permanent HP stat (instead of number there'd be permanent icon). From now on, it can only be targeted by permanent targeting skills or spells. Any other skill is replaced by this "permanent skill" (so for example infinite Acceleration is not possible, as this spell would replace it).
SERIES:


Spoiler for Spiriting Away (Basman-1453):
NAME:
Spiriting Away
ELEMENT:
Aether
COST:
6 :aether
TYPE:
Spell
ATK|HP:

TEXT:
Banish target creature for three turns, then return it to its owner's field.
NAME:
Spiriting Away
ELEMENT:
Aether
COST:
5 :aether
TYPE:
Spell
ATK|HP:

TEXT:
Banish target creature for three turns, then return it to its owner's field.

ART:

IDEA:
Basman-1453
NOTES:
Today, the world will seem just out of reach.
You'll find yourself, several days later, hearing tales of the world being temporarily out of reach.


Banished creatures gets out of the field for three turns (ideally, it's placed somewhere beside the main playing field), during which it cannot attack, cannot have its skills used (both active skills and passive skills are disabled), and cannot be targeted. Banished creatures are also not affected by field effects (Nightfall or Flooding, for example) nor mass creature control spells (Thunderstorm or Pandemonium, for example). The slot it used to occupy is now freed for new creatures to occupy.

Banished creatures are returned immediately after your enemy made three turns.
That is, if you casted Spiriting Away on your creature on the third turn, it'll return on the beginning of your sixth turn. If you casted it on your enemy's creature, it'll return just before you start your sixth turn, after all his permanents have made their action.
When the Banishment period is over, it returns to the original owner's least-numbered free creature slot with the exact same stats and skills before it was Banished. If the field is full when the Banishment period is over, the Banished creature is lost for good.

Banished Mutants will return as the exact same Mutant pre-Banishment.

So, here's some example:

Spoiler for Exhibit A:
Suika summons a Phase Recluse (7/2), Blessed said Phase Recluse (10/5), and then ends her turn.
Yukari casts Spiriting Away on Suika's PRecluse.

Three turns later, Suika's PRecluse returns at 10/5 instead of 7/2.
« Last Edit: October 26, 2015, 03:58:10 am by AD TienzuStorm »

Offline CleanOnion

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Re: [ChotM #4]: Screw the Rules! https://elementscommunity.org/forum/index.php?topic=60146.msg1211206#msg1211206
« Reply #1 on: October 19, 2015, 05:37:19 am »
Dood wot

Offline EspithelTopic starter

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Re: [ChotM #4]: Screw the Rules! https://elementscommunity.org/forum/index.php?topic=60146.msg1211207#msg1211207
« Reply #2 on: October 19, 2015, 05:41:43 am »
Are you confused at the rules or the beautiful vomit that is the card at the top of the OP, Clean?

Offline CleanOnion

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Re: [ChotM #4]: Screw the Rules! https://elementscommunity.org/forum/index.php?topic=60146.msg1211208#msg1211208
« Reply #3 on: October 19, 2015, 05:48:31 am »
Are you confused at the rules or the beautiful vomit that is the card at the top of the OP, Clean?
That card is easily the most beautiful thing I've ever seen. We need a secret code in Cygnia that changes daily to unlock it for that day and there's a formula to what the code is and any time someone works out it out and releases it publicly it's changed.

No, I'm just boggled at all the ramifications this could have. I have an idea but I'm pretty sure its too risky so I might wait a couple days for other submissions to come in.

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Re: [ChotM #4]: Screw the Rules! https://elementscommunity.org/forum/index.php?topic=60146.msg1211209#msg1211209
« Reply #4 on: October 19, 2015, 05:59:23 am »
Same problem here. My first idea is so horrendous - yet totally possible to do - that I know it would either win for sure or banish me from CI&A for an 2 eternities
The one with answerable questions and questionable answers


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Offline Linkcat

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Re: [ChotM #4]: Screw the Rules! https://elementscommunity.org/forum/index.php?topic=60146.msg1211213#msg1211213
« Reply #5 on: October 19, 2015, 06:52:36 am »
Spoiler for Fountain of Youth:
NAME:
Fountain of  Youth
ELEMENT:
Life
COST:
7 :life
TYPE:
Permanent
ATK|HP:

TEXT:
You cannot lose by Deckout.
Heal 2 HP per turn. Immaterial.
NAME:
Fountain of  Youth
ELEMENT:
Life
COST:
7 :life
TYPE:
Permanent
ATK|HP:

TEXT:
You cannot lose by Deckout.
Heal 3 HP per turn. Immaterial.

ART:

IDEA:
Linkcat
NOTES:
I really like this one.
SERIES:

Interested in running a Forum Game? PM me or drop by the Transfer Thread and we'll see what we can do.

Offline andretimpa

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Re: [ChotM #4]: Screw the Rules! https://elementscommunity.org/forum/index.php?topic=60146.msg1211223#msg1211223
« Reply #6 on: October 19, 2015, 09:14:56 am »
Spoiler for Hidden:
NAME:
Cursed Amulet
ELEMENT:
Darkness
COST:
3 :darkness
TYPE:
Permanent
ATK|HP:

TEXT:
Cursed Amulet is played in your opponent's hand with +1 cost. Deal 3 damage/turn to its owner. Can't be discarded.
NAME:
Cursed Amulet
ELEMENT:
Darkness
COST:
2 :darkness
TYPE:
Permanent
ATK|HP:

TEXT:
Cursed Amulet is played in your opponent's hand with +1 cost. Deal 3 damage/turn to its owner. Can't be discarded.

ART:

IDEA:
andretimpa
NOTES:
If your hand reaches 8 cards and you can't discard you lose.

A mix of hand denial and alternate damage that can backfire depending on what your opponent is playing. Obviously blocked by sanctuary. This is probably balanced considering PvP (I think it's expensive enough not to make ghostmare insanely powerful), but might be broken vs PvE in the hands of an AI with dexterity.

Clarifying what I mean by "+1 cost": If I play the unupped for 3 :darkness it goes into my opponent's hand as a card costing 4 :darkness to play. If my opponent plays it again it goes into my hand as a card costing 5 :darkness to play and so on.

What this breaks:

  • Cards have always a cost that depends at most of what is happening right now (Fae being the only card that doesn't always have the same cost). This card's cost depends on what has happened to it (mostly if the players start to play "hot potato" with it)
  • You don't play cards into player hands
  • All cards can be discarded if your hand is full
  • Damage and deckout are the only win conditions (a full lock of your opponent's hand becomes a new win condition, though it is not always reachable)

SERIES:


« Last Edit: October 24, 2015, 10:13:08 pm by andretimpa »
Every time a graboid evolves, an elemental gets his wings.
:gravity Guild (old), War 9 & 13 (gen) / :time Brawl 2 & 3, War 7 & 14 / :death War 8 & 12 / :fire Brawl 4 / :entropy Brawl 5 / :darkness War 10

Offline Submachine

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Re: [ChotM #4]: Screw the Rules! https://elementscommunity.org/forum/index.php?topic=60146.msg1211226#msg1211226
« Reply #7 on: October 19, 2015, 09:54:27 am »
Spoiler for Hidden:
I'll post properly later

Cursed Amulet 2 :darkness

On play, enter the opponent's hand instead of the board with its cost raised by 1. Deal 3 damage per turn to its owner. Cannot be discarded.

If it cannot be discarded, then it's like an OP version of SoV. This one not only virtually immaterial (chances are your opponent won't have the quanta to play the card), but apart from the constant damage, it even denies card drawing slots. A False God with 12 of these cards would nullify drawing for the player.

A question though: what happens if you have 8 Cursed Amulets in your hand? Will the game crash or it will let you discard one.
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Offline andretimpa

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Re: [ChotM #4]: Screw the Rules! https://elementscommunity.org/forum/index.php?topic=60146.msg1211230#msg1211230
« Reply #8 on: October 19, 2015, 10:36:30 am »
Spoiler for Hidden:
I'll post properly later

Cursed Amulet 2 :darkness

On play, enter the opponent's hand instead of the board with its cost raised by 1. Deal 3 damage per turn to its owner. Cannot be discarded.

If it cannot be discarded, then it's like an OP version of SoV. This one not only virtually immaterial (chances are your opponent won't have the quanta to play the card), but apart from the constant damage, it even denies card drawing slots. A False God with 12 of these cards would nullify drawing for the player.

A question though: what happens if you have 8 Cursed Amulets in your hand? Will the game crash or it will let you discard one.

You'd either lose the game or you would get to a situation where the card can't be played, still thinking about this.

Note that unlike SoV you can heal the damage and you can still play the card. Maybe the amount of damage is too high or the cost too low, but I'm balancing this around an immaterial creature, not SoV. Also, I think you are overvaluing slots in your hand, only fractal and OTKs really care about those. Control and stalls would be slightly annoyed and rushes would laugh at you for playing this.

(Also, if Octane gets 5 gases in play you are toast  ;) , FGs are supposed to be OP)
« Last Edit: October 19, 2015, 10:43:06 am by andretimpa »
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Offline OdinVanguard

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Re: [ChotM #4]: Screw the Rules! https://elementscommunity.org/forum/index.php?topic=60146.msg1211267#msg1211267
« Reply #9 on: October 19, 2015, 07:29:52 pm »
Spoiler for Lightening Tempest | Lightening Annihilation:
NAME:
Lightening Tempest
ELEMENT:
Aether
COST:
20 :aether
TYPE:
Spell
ATK|HP:

TEXT:
Divide 18 damage among up to 6 targets. Refund 3 :aether per target after the first. Flooded targets take double damage.
NAME:
Lightening Annihilation
ELEMENT:
Aether
COST:
25 :aether
TYPE:
Spell
ATK|HP:

TEXT:
Divide 32 damage among up to 8 targets. Refund 3 :aether per target after the first. Flooded targets take double damage.

ART:

IDEA:
OdinVanguard
NOTES:
"Today the world will seem just out of reach"

"But once it does reach you, you had best have a lightening rod handy."


Should break several rules / implicit taboos nicely.

First, it clearly violates the single targetting only rule (i.e. player is prompted to pick up to 6 / 8 targets).
It also breaks a seemingly unspoken rule that cards which cost more than 10 to 15 quanta are not viable.
Lastly, refunding / cost reduction seems to never be done (though I'm not sure the specifics on why).

On a more mechanically interesting note, it seeks to illustrate the balancing act between cost efficiency and per target damage output.
In this case, the more targets that get picked, the less damage gets dealt to each individual target, but the higher the cost efficiency per point of damage dealt becomes.
In both cases, they will be a bit more efficient than a firestorm when the maximum number of targets are picked (although firestorm will eventually outstrip them for very full fields).

This fills a niche between heavy single target attacks and mass CC.
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Re: [ChotM #4]: Screw the Rules! https://elementscommunity.org/forum/index.php?topic=60146.msg1211271#msg1211271
« Reply #10 on: October 19, 2015, 08:18:58 pm »
With full refund the unupped costs 2 and the upped costs 1. I'd raise the cost a bit if you want to keep this same refund. On the other hand reaching the maximum refund is hard depending on what you are facing.
Every time a graboid evolves, an elemental gets his wings.
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Re: [ChotM #4]: Screw the Rules! https://elementscommunity.org/forum/index.php?topic=60146.msg1211275#msg1211275
« Reply #11 on: October 19, 2015, 09:01:07 pm »
Where did xray's card go?

Anyway
Spoiler for Loophole | Escape Clause:
NAME:
Loophole
ELEMENT:
Aether
COST:
6 :aether
TYPE:
Permanent
TEXT:
While Loophole is in play your HP cannot go below 1 if you have all 6 of the "left element" nymphs in hand.
NAME:
Escape Clause
ELEMENT:
Aether
COST:
5 :aether
TYPE:
Permanent
TEXT:
While Escape Clause is in play your HP cannot go below 1 if you have all 6 of the "right element" nymphs in hand.

ART:
-
IDEA:
Treldon
NOTES:
Left and right hand are based on the game's quanta panel, so
left:   :darkness :death :earth :fire :gravity :time
right: :water :life :aether :air :entropy :light

So your health cannot go below 1 (which is a major break of the rules) if all these conditions are fulfilled, but you can still lose by deckout.
"all 6" means at least one of each relevant element.

This combo is available with either having all of those nymphs in your deck (good luck or good job, depending on your harem), or with NQ/NT + RT/Eternity.
Having the cards be in either :water or :time would of course make it easier to play the latter combo, but we don't want to make it easy, do we? Plus :aether is the element of immortality.
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