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Offline EspithelTopic starter

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Challenge 4-2: Commit Deicide! https://elementscommunity.org/forum/index.php?topic=59856.msg1208670#msg1208670
« on: October 05, 2015, 02:22:49 am »

Whoever makes a card anything remotely close to this deserves a very huge slap in the face.

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!

This week's challenge is to Make a card that's really good against a certain False God!

Spoiler for Specific rules:
Note CERTAIN False God. Choose one FG, make a (soft/hard) counter for it.
Cards that are applicable outside of such false gods probably what you really, really want to make.
Naming what FG you decided to counter is probably also advised.
Try to stay away from OP stuff in general, and try to keep hard counters fun. Yes. Difficult ask, I know, but.

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 is no Xenagos left for Elspeth to kill. Good luck!

SUBMISSIONS:

Spoiler for 1. Here & Now (Treldon) {Lionheart}:
NAME:
Here & Now
ELEMENT:
Aether
COST:
2 :aether
TYPE:
Permanent
TEXT:
Effects breaking the linearity of Time (card drawing, Reverse Time, Precognition) are disabled for 2 turns.
NAME:
Here & Now
ELEMENT:
Aether
COST:
2 :aether
TYPE:
Permanent
TEXT:
Effects breaking the linearity of Time (card drawing, Reverse Time, Precognition) are disabled for 3 turns.

ART:
-
IDEA:
Treldon
NOTES:
Target: Lionheart
Main weakness: reliance on card drawing (Hourglass) and reversing opponent's/own creatures (Eternity)
Solution: disable time bending effects.

So, the card. It's  :aether as that is the opposite of  :time in EtG. The card acts similarly to Sundial or Dim shield, after 2|3 turns it disappears. In that time RT (or Eternity), Precognition and Hasten (Sundial, Hourglass) or similar card drawing effects (SoB) are negated. They consume quanta (and card where applies) but do nothing - just like using SoB when opponent's hand is full.

Why would these effects "break the linearity of Time"? Card drawing takes the card from the future (you'd draw that card only later), while RT brings back the past (when the card was still in your deck).

Overall, it is a hard counter for :time in general, Lionheart in particular, that's quite usable in both PvE and PvP.
SERIES:
Weekly Challenge CIA

Spoiler for 2. Adaptation | Evolution (Monox D. I-fly) {None Stated}:
CURATOR COMMENT
I'm highly skeptical this submission meets the requirements. I'll add it to the polls with this warning.

-Espithel


NAME:
Adaptation
ELEMENT:
Life
COST:
5 :life
TYPE:
Spell
ATK|HP:

TEXT:
Target creature gains airborne if non-:air , survives flooding if non-:water , or gains burrow ability if non-:earth .
NAME:
Evolution
ELEMENT:
Life
COST:
5 :life
TYPE:
Spell
ATK|HP:

TEXT:
Target creature gains burrow ability, becomes airborne, and survives flooding.

ART:

IDEA:
Monox D. I-Fly
NOTES:

SERIES:
Weekly Challenge CIA

Spoiler for 3. Glass Dome (Clean0nion) {Octane}:
NAME:
Glass Dome
ELEMENT:
Light
COST:
5 :light
TYPE:
Permanent
ATK|HP:

TEXT:
Shield:  Lasts for 2 turns.
Your creatures are protected from damage while this card is in play.
NAME:
Perspex Dome
ELEMENT:
Light
COST:
6 :light
TYPE:
Permanent
ATK|HP:

TEXT:
Shield:  Lasts for 3 turns.
Your creatures are protected from damage while this card is in play.

ART:

IDEA:
Clean0nion
NOTES:
Dim Shield fer yer creetchures.

Designed to combat Octane, whose deck involves a lot of CC (Eagle's Eye, Unstable Gas, Fire Buckler, Fire Lance)

Spoiler for Octane's deck:
Hover over cards for details, click for permalink
Deck import code : [Select]
7dk 7dk 7dl 7dm 7dm 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7n2 7n2 7n2 7n2 7n5 7n5 7n5 7n5 7n5 7n6 7n6 7n6 7n6 7n6 7n6 8po

In other applications, this card would protect from Siphon Life, Rain of Fire, Lightning - any that directly targets HP and reduces it. Therefore poison would be unaffected.

Glass Dome + Pandemonium might be a good combo
SERIES:
WCH 4-2

Spoiler for 4. Dreamweaver's Buckler | Dreamweaver's Aegis (OdinVanguard) {Lionheart}:
NAME:
Dreamweaver's Buckler
ELEMENT:
Dreamweaver [ :darkness , :time ]
COST:
5 :dreamweaver [ :darkness , :time ]
TYPE:
Permanent
ATK|HP:

TEXT:
Shield: Increment this shield's DR and deal 10 damage to your opponent whenever a creature is rewound.
NAME:
Dreamweaver's Aegis
ELEMENT:
Dreamweaver [ :darkness , :time ]
COST:
4 :dreamweaver [ :darkness , :time ]
TYPE:
Permanent
ATK|HP:

TEXT:
Shield: Increment this shield's DR and deal 12 damage to your opponent whenever a creature is rewound.

ART:

IDEA:
OdinVanguard
NOTES:
"Today is a good day to sleep with one eye open"

"A dark entity will stalk the dreamworld tonight. Make sure it is you."


Starts with a DR of 0.
The obvious GotPmare synergy is intentional.
SERIES:


Spoiler for 5. Trepanal Spirit (Eaglgenes101) {Osiris}:
NAME:
Trepanal Spirit
ELEMENT:
Earth
COST:
5 :earth
TYPE:
Creature
ATK|HP:
2 | 6
TEXT:
:earth : Target creature now generates emanences. They generate with target's skill on the opponent's field, metastable.
NAME:
Trepanal Spectre
ELEMENT:
Earth
COST:
4 :earth
TYPE:
Creature
ATK|HP:
2 | 6
TEXT:
1 : Target creature now generates emanences. They generate with target's skill on the opponent's field, metastable.

ART:

IDEA:
eaglgenes101
NOTES:
Yet another Neural Net output. Yay.
Creatures that Trephinal Spirit targets now generate emanences on the opposing field every time their ability activates. Emanenes are 0|0 creatures that have their originator's skill, status effects, and passives, and have the additional passive Metastable. Metastable means that as long as nothing happens that is dependent on their existence, they stay alive, even though they should really be dead with 0 HP. Things that can break this non-dependence include but are not limited to targeting them, using their skill, ending a turn with them having nonzero attack, or summoning a creature in a creature slot ahead of them. Any HP checks happens after the applicable action, so a spell or ability yields more HP, then the emanence remains alive.


And how does this counter a false god? Good question. It wasn't designed to counter any false god in particular, but this Osiris counter pops up in my head:

Hover over cards for details, click for permalink
Deck import code : [Select]
4t9 4t9 4t9 4t9 4t9 4t9 55p 55p 55p 55p 58t 58t 58t 58t 58t 58t 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 8pl


Relics are Trepanal Spirits. Play Trepanal Spirit, and use it on itself and on first scarab that spawns. Plate armor the resulting emanence, use Trepanal Spirit on it, and use it to gobble up any and all other scarabs (besides the one you used Trepanal Spirit on). If SoF appears, gobble it up, or if it appears before you've used Trepanal Spirit on a scarab, use Trepanal Spirit on it so you can wield its power for free.
SERIES:


Spoiler for 6. Judgement | Judgement (Kirbylover314) {Paradox}:
NAME:
Judgement
ELEMENT:
Light
COST:
4 :light
TYPE:
Creature
ATK|HP:
2 | 5
TEXT:
Equilibrium: Once per turn, if the stats of another creature changes, this creature also receives the change.
NAME:
Judgement
ELEMENT:
Light
COST:
4 :light
TYPE:
Creature
ATK|HP:
3 | 5
TEXT:
Equilibrium: Once per turn, if the stats of another creature changes, this creature also receives the change.

IDEA:
kirbylover314
NOTES:
Equilibrium is lobotomizable, but all stat changes that already happened are not reverted.

Basically, anytime another creature gains or loses attack or HP, that gain or lose happens to Judgement as well. Only the first change happens, because SoP will break this card otherwise.

This makes this card weaker to CC because you don't have to aim your Lightning at Judgement to make it take damage; just zap some other creature on the board. However, buffs become more effective as well, so if you play a Blessing, it pretty much becomes +6|+6.

There's also some weird stuff that I'll try to explain below.
  • Dive: Dive does not double Equilibrium's attack. Instead, it gives the change in attack. So Elite Wyrm will give 5 attack. At the end of the Dive "phase", Judgement loses the buff.
  • Gravity Pull: Because each attack is separate, Judgement only loses HP equivalent to the first attack.
  • Interaction with other Judgements: It is ignored because only the first stat change is considered.
  • Skull Shield, Graboid's Evolve, Fate Egg, and Other "Transforming Effects": These will not be considered stat changes.

Anyways, this card does really well against Paradox, Hermes, Rainbow (somewhat, as he has a lots of growth but CC and Graboids), Graviton, Elidnis, Destiny (somewhat, as CC and the fact that Eggs don't count as a stat buff hinder you, though loads of Chaos Power is nice), and Akebono due to their large reliance on buffs/growing creatures. Basic idea is to let them grow your Judgements while you hide behind healing/shields and such.

SERIES:
Weekly Challenges - CIA

Spoiler for 7. Ice Golem (Andretimpa) {Neptune}:
NAME:
Ice Golem
ELEMENT:
Water
COST:
5 :water
TYPE:
Creature
ATK|HP:
5 | 5
TEXT:
Instead of freezing, Ice Golem gains +2|+2.
:water Gather Ice: Ice Golem gains +1|+3
NAME:
Ice Golem
ELEMENT:
Water
COST:
5 :water
TYPE:
Creature
ATK|HP:
6 | 6
TEXT:
Instead of freezing, Ice Golem gains +2|+2.
:water Gather Ice: Ice Golem gains +1|+3

ART:
none
IDEA:
andretimpa
NOTES:
This one is aimed at Neptune. I didn't want to make a crature that single handedly would kill it and I wanted it to be useful on its own. The idea is to use ice golem together with dims (and maybe quints) while it beats the god that can only answer with shockwave and OE. His frost shield will even help you make the golems larger faster ;)

The stats may need to tweaking so it doesn't overshadow blue crawler (although crawler is still more quanta efficient).
SERIES:
weekly challenges

Spoiler for 8. Sabotage (Basman-1234) {Ferox}:
NAME:
Sabotage
ELEMENT:
Darkness
COST:
5 :darkness
TYPE:
Spell
TEXT:
For the next two turns, all healing from your opponent's permanents becomes damage instead.
NAME:
Sabotage
ELEMENT:
Darkness
COST:
8 :darkness
TYPE:
Spell
TEXT:
For the next three turns, all healing from your opponent's permanents becomes damage instead.

ART:
-
IDEA:
Basman-1453
NOTES:
Intended victim: Ferox (although Elidnis and Fire Queen are also impacted)
Problem: Over-reliance on healing thru permanents (Feral Bond)
How to tackle it: Make all permanent-based healing deal damage instead.

OK, perhaps this should be a Death card instead (since its main target, permanent-based healing, is mainly used by Life instead of Light), but the act of making such "underhanded" act of turning one's strength become their own liability is so Darkness-ish (see Steal, Devourer).

The card inflicts 2/3 Sabotage counters to the opponent that makes all permanents inflict negative recovery (read: damage) instead, a la Shards of Sacrifice.

Be careful: it might be powerful, but building a deck around it will require counterdecking to a good extent. Also, Holy Light/Holy Flash will nullify whatever Sabotage counters one suffers.

Note that its effect is restricted to the permanents. Healing spells (Heal, Miracle, et al), creatures with healing abilities (Minor Vampires, Crusaders that have Endowed a healing weapon, creatures that took a sip of Liquid Shadow, et al), and Purify counters will still do healing as usual.

Note also that its effect affects all permanents, weapons included. Druidic/Jade Staff will deal 5 damage (instead of healing) to its owner (and 2/4 damage to the opponent) by the end of the turn. Vamp Stiletto/Vamp Dagger will do damage to both the owner and his/her opponent.
SERIES:
Weekly Challenge CIA
« Last Edit: October 12, 2015, 12:58:15 am by Espithel »

Offline Treldon

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Re: Challenge 4-2: Commit Deicide! https://elementscommunity.org/forum/index.php?topic=59856.msg1208710#msg1208710
« Reply #1 on: October 05, 2015, 11:59:41 am »
Spoiler for Here & Now:
NAME:
Here & Now
ELEMENT:
Aether
COST:
2 :aether
TYPE:
Permanent
TEXT:
Effects breaking the linearity of Time (card drawing, Reverse Time, Precognition) are disabled for 2 turns.
NAME:
Here & Now
ELEMENT:
Aether
COST:
2 :aether
TYPE:
Permanent
TEXT:
Effects breaking the linearity of Time (card drawing, Reverse Time, Precognition) are disabled for 3 turns.

ART:
-
IDEA:
Treldon
NOTES:
Target: Lionheart
Main weakness: reliance on card drawing (Hourglass) and reversing opponent's/own creatures (Eternity)
Solution: disable time bending effects.

So, the card. It's  :aether as that is the opposite of  :time in EtG. The card acts similarly to Sundial or Dim shield, after 2|3 turns it disappears. In that time RT (or Eternity), Precognition and Hasten (Sundial, Hourglass) or similar card drawing effects (SoB) are negated. They consume quanta (and card where applies) but do nothing - just like using SoB when opponent's hand is full.

Why would these effects "break the linearity of Time"? Card drawing takes the card from the future (you'd draw that card only later), while RT brings back the past (when the card was still in your deck).

Overall, it is a hard counter for :time in general, Lionheart in particular, that's quite usable in both PvE and PvP.
SERIES:
Weekly Challenge CIA
The one with answerable questions and questionable answers


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Offline Monox D. I-Fly

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Re: Challenge 4-2: Commit Deicide! https://elementscommunity.org/forum/index.php?topic=59856.msg1208751#msg1208751
« Reply #2 on: October 05, 2015, 05:11:07 pm »
Spoiler for Adaptation | Evolution:
NAME:
Adaptation
ELEMENT:
Life
COST:
5 :life
TYPE:
Spell
ATK|HP:

TEXT:
Target creature gains airborne if non-:air , survives flooding if non-:water , or gains burrow ability if non-:earth .
NAME:
Evolution
ELEMENT:
Life
COST:
5 :life
TYPE:
Spell
ATK|HP:

TEXT:
Target creature gains burrow ability, becomes airborne, and survives flooding.

ART:

IDEA:
Monox D. I-Fly
NOTES:

SERIES:
Weekly Challenge CIA
My idealized elements cycle:
Water -> Fire -> Air -> Earth -> Lightning -> Metal -> Light -> Darkness -> Wood -> Water

Offline Treldon

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Re: Challenge 4-2: Commit Deicide! https://elementscommunity.org/forum/index.php?topic=59856.msg1208759#msg1208759
« Reply #3 on: October 05, 2015, 06:36:27 pm »
Spoiler for Adaptation | Evolution:
NAME:
Adaptation
ELEMENT:
Life
COST:
5 :life
TYPE:
Spell
ATK|HP:

TEXT:
Target creature gains airborne if non-:air , survives flooding if non-:water , or gains burrow ability if non-:earth .
NAME:
Evolution
ELEMENT:
Life
COST:
5 :life
TYPE:
Spell
ATK|HP:

TEXT:
Target creature gains burrow ability, becomes airborne, and survives flooding.

ART:

IDEA:
Monox D. I-Fly
NOTES:

SERIES:
Weekly Challenge CIA

Provided that target is none of the above, how does it get decided which buff it receives from unupped?
The one with answerable questions and questionable answers


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Offline CleanOnion

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Re: Challenge 4-2: Commit Deicide! https://elementscommunity.org/forum/index.php?topic=59856.msg1208781#msg1208781
« Reply #4 on: October 05, 2015, 09:25:28 pm »
Spoiler for Glass Dome:
NAME:
Glass Dome
ELEMENT:
Light
COST:
5 :light
TYPE:
Permanent
ATK|HP:

TEXT:
Shield:  Lasts for 2 turns.
Your creatures are protected from damage while this card is in play.
NAME:
Perspex Dome
ELEMENT:
Light
COST:
6 :light
TYPE:
Permanent
ATK|HP:

TEXT:
Shield:  Lasts for 3 turns.
Your creatures are protected from damage while this card is in play.

ART:

IDEA:
Clean0nion
NOTES:
Dim Shield fer yer creetchures.

Designed to combat Octane, whose deck involves a lot of CC (Eagle's Eye, Unstable Gas, Fire Buckler, Fire Lance)

Spoiler for Octane's deck:
Hover over cards for details, click for permalink
Deck import code : [Select]
7dk 7dk 7dl 7dm 7dm 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7n2 7n2 7n2 7n2 7n5 7n5 7n5 7n5 7n5 7n6 7n6 7n6 7n6 7n6 7n6 8po

In other applications, this card would protect from Siphon Life, Rain of Fire, Lightning - any that directly targets HP and reduces it. Therefore poison would be unaffected.

Glass Dome + Pandemonium might be a good combo
SERIES:
WCH 4-2
« Last Edit: October 06, 2015, 01:04:00 pm by Clean0nion »

Offline OdinVanguard

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Re: Challenge 4-2: Commit Deicide! https://elementscommunity.org/forum/index.php?topic=59856.msg1208801#msg1208801
« Reply #5 on: October 05, 2015, 10:13:09 pm »
Take that Lionheart! Take it and like it! (Not that I'm slightly bitter or anything ... lol)

Spoiler for Dreamweaver's Buckler | Dreamweaver's Aegis:
NAME:
Dreamweaver's Buckler
ELEMENT:
Dreamweaver [ :darkness , :time ]
COST:
5 :dreamweaver [ :darkness , :time ]
TYPE:
Permanent
ATK|HP:

TEXT:
Shield: Increment this shield's DR and deal 10 damage to your opponent whenever a creature is rewound.
NAME:
Dreamweaver's Aegis
ELEMENT:
Dreamweaver [ :darkness , :time ]
COST:
4 :dreamweaver [ :darkness , :time ]
TYPE:
Permanent
ATK|HP:

TEXT:
Shield: Increment this shield's DR and deal 12 damage to your opponent whenever a creature is rewound.

ART:

IDEA:
OdinVanguard
NOTES:
"Today is a good day to sleep with one eye open"

"A dark entity will stalk the dreamworld tonight. Make sure it is you."


Starts with a DR of 0.
The obvious GotPmare synergy is intentional.
SERIES:

Use this with an eternity and some GotP's (and probably a few steals).
Lionheart will gladly rewind your GotP's, building up this shield's DR and inflicting serious damage.
After the seventh time, your shield's DR will render you impervious to Lionhearts attacks.
At that point, you just save up your quanta and build up creatures rushes.
Lionheart will either have to let them tear him apart or commit suicide via the shield's anti-rewind mechanic.

My original idea was to drain 5 maximum HP (e.g. opponent loses 5 maximum HP and you gain 5 maximum HP) instead of dealing 10 damage... but that seemed a little harsh.
« Last Edit: October 05, 2015, 10:22:48 pm by OdinVanguard »
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Offline Monox D. I-Fly

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Re: Challenge 4-2: Commit Deicide! https://elementscommunity.org/forum/index.php?topic=59856.msg1208808#msg1208808
« Reply #6 on: October 05, 2015, 11:08:33 pm »
Spoiler for Adaptation | Evolution:
NAME:
Adaptation
ELEMENT:
Life
COST:
5 :life
TYPE:
Spell
ATK|HP:

TEXT:
Target creature gains airborne if non-:air , survives flooding if non-:water , or gains burrow ability if non-:earth .
NAME:
Evolution
ELEMENT:
Life
COST:
5 :life
TYPE:
Spell
ATK|HP:

TEXT:
Target creature gains burrow ability, becomes airborne, and survives flooding.

ART:

IDEA:
Monox D. I-Fly
NOTES:

SERIES:
Weekly Challenge CIA

Provided that target is none of the above, how does it get decided which buff it receives from unupped?

All of them.
My idealized elements cycle:
Water -> Fire -> Air -> Earth -> Lightning -> Metal -> Light -> Darkness -> Wood -> Water

Offline eaglgenes101

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Re: Challenge 4-2: Commit Deicide! https://elementscommunity.org/forum/index.php?topic=59856.msg1208870#msg1208870
« Reply #7 on: October 06, 2015, 12:10:46 pm »
Spoiler for Hidden:
NAME:
Trepanal Spirit
ELEMENT:
Earth
COST:
5 :earth
TYPE:
Creature
ATK|HP:
2 | 6
TEXT:
:earth : Target creature now generates emanences. They generate with target's skill on the opponent's field, metastable.
NAME:
Trepanal Spectre
ELEMENT:
Earth
COST:
4 :earth
TYPE:
Creature
ATK|HP:
2 | 6
TEXT:
1 : Target creature now generates emanences. They generate with target's skill on the opponent's field, metastable.

ART:

IDEA:
eaglgenes101
NOTES:
Yet another Neural Net output. Yay.
Creatures that Trephinal Spirit targets now generate emanences on the opposing field every time their ability activates. Emanenes are 0|0 creatures that have their originator's skill, status effects, and passives, and have the additional passive Metastable. Metastable means that as long as nothing happens that is dependent on their existence, they stay alive, even though they should really be dead with 0 HP. Things that can break this non-dependence include but are not limited to targeting them, using their skill, ending a turn with them having nonzero attack, or summoning a creature in a creature slot ahead of them. Any HP checks happens after the applicable action, so a spell or ability yields more HP, then the emanence remains alive.
SERIES:


And how does this counter a false god? Good question. It wasn't designed to counter any false god in particular, but this Osiris counter pops up in my head:

Hover over cards for details, click for permalink
Deck import code : [Select]
4t9 4t9 4t9 4t9 4t9 4t9 55p 55p 55p 55p 58t 58t 58t 58t 58t 58t 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 8pl


Relics are Trepanal Spirits. Play Trepanal Spirit, and use it on itself and on first scarab that spawns. Plate armor the resulting emanence, use Trepanal Spirit on it, and use it to gobble up any and all other scarabs (besides the one you used Trepanal Spirit on). If SoF appears, gobble it up, or if it appears before you've used Trepanal Spirit on a scarab, use Trepanal Spirit on it so you can wield its power for free.
« Last Edit: October 06, 2015, 02:53:44 pm by eaglgenes101 »
My 3 game-modification principles:
1. If it ain't broke, don't wreck it.
2. Simple fixes for simple problems.
3. Remember to fill in the holes.

Offline CleanOnion

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Re: Challenge 4-2: Commit Deicide! https://elementscommunity.org/forum/index.php?topic=59856.msg1208875#msg1208875
« Reply #8 on: October 06, 2015, 01:05:26 pm »
Spoiler for Adaptation | Evolution:
NAME:
Adaptation
ELEMENT:
Life
COST:
5 :life
TYPE:
Spell
ATK|HP:

TEXT:
Target creature gains airborne if non-:air , survives flooding if non-:water , or gains burrow ability if non-:earth .
NAME:
Evolution
ELEMENT:
Life
COST:
5 :life
TYPE:
Spell
ATK|HP:

TEXT:
Target creature gains burrow ability, becomes airborne, and survives flooding.

ART:

IDEA:
Monox D. I-Fly
NOTES:

SERIES:
Weekly Challenge CIA

Which FG does this counter?

Offline kirbylover314

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Re: Challenge 4-2: Commit Deicide! https://elementscommunity.org/forum/index.php?topic=59856.msg1209164#msg1209164
« Reply #9 on: October 08, 2015, 08:01:06 am »
Spoiler for Judgement | Judgement:
NAME:
Judgement
ELEMENT:
Light
COST:
4 :light
TYPE:
Creature
ATK|HP:
2 | 5
TEXT:
Equilibrium: Once per turn, if the stats of another creature changes, this creature also receives the change.
NAME:
Judgement
ELEMENT:
Light
COST:
4 :light
TYPE:
Creature
ATK|HP:
3 | 5
TEXT:
Equilibrium: Once per turn, if the stats of another creature changes, this creature also receives the change.

IDEA:
kirbylover314
NOTES:
Equilibrium is lobotomizable, but all stat changes that already happened are not reverted.

Basically, anytime another creature gains or loses attack or HP, that gain or lose happens to Judgement as well. Only the first change happens, because SoP will break this card otherwise.

This makes this card weaker to CC because you don't have to aim your Lightning at Judgement to make it take damage; just zap some other creature on the board. However, buffs become more effective as well, so if you play a Blessing, it pretty much becomes +6|+6.

There's also some weird stuff that I'll try to explain below.
  • Dive: Dive does not double Equilibrium's attack. Instead, it gives the change in attack. So Elite Wyrm will give 5 attack. At the end of the Dive "phase", Judgement loses the buff.
  • Gravity Pull: Because each attack is separate, Judgement only loses HP equivalent to the first attack.
  • Interaction with other Judgements: It is ignored because only the first stat change is considered.
  • Skull Shield, Graboid's Evolve, Fate Egg, and Other "Transforming Effects": These will not be considered stat changes.

Anyways, this card does really well against Paradox, Hermes, Rainbow (somewhat, as he has a lots of growth but CC and Graboids), Graviton, Elidnis, Destiny (somewhat, as CC and the fact that Eggs don't count as a stat buff hinder you, though loads of Chaos Power is nice), and Akebono due to their large reliance on buffs/growing creatures. Basic idea is to let them grow your Judgements while you hide behind healing/shields and such.

SERIES:
Weekly Challenges - CIA

Offline andretimpa

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Re: Challenge 4-2: Commit Deicide! https://elementscommunity.org/forum/index.php?topic=59856.msg1209419#msg1209419
« Reply #10 on: October 09, 2015, 04:01:03 pm »
Spoiler for Ice Golem:
NAME:
Ice Golem
ELEMENT:
Water
COST:
5 :water
TYPE:
Creature
ATK|HP:
5 | 5
TEXT:
Instead of freezing, Ice Golem gains +2|+2.
:water Gather Ice: Ice Golem gains +1|+3
NAME:
Ice Golem
ELEMENT:
Water
COST:
5 :water
TYPE:
Creature
ATK|HP:
6 | 6
TEXT:
Instead of freezing, Ice Golem gains +2|+2.
:water Gather Ice: Ice Golem gains +1|+3

ART:
none
IDEA:
andretimpa
NOTES:
This one is aimed at Neptune. I didn't want to make a crature that single handedly would kill it and I wanted it to be useful on its own. The idea is to use ice golem together with dims (and maybe quints) while it beats the god that can only answer with shockwave and OE. His frost shield will even help you make the golems larger faster ;)

The stats may need to tweaking so it doesn't overshadow blue crawler (although crawler is still more quanta efficient).
SERIES:
weekly challenges
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 OdinVanguard

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Re: Challenge 4-2: Commit Deicide! https://elementscommunity.org/forum/index.php?topic=59856.msg1209647#msg1209647
« Reply #11 on: October 10, 2015, 11:36:48 pm »
You so jacked prismatic Gladius with that ice golemn. Lol... but not requiring the duo might help make it more viable so I heartily approve ;)
Whether the glass is half full or half empty is a moot point. It is always filled to the brim. It is only a matter of by what. The real question is: What fills you?
If your zombie plan is
kill -9 `ps l | awk '{print $2" "$3" "$9}' | grep "Z" | awk '{printf("%s ",$2)}'`
You might be a unix junky

 

blarg: