Elements the Game Forum - Free Online Fantasy Card Game

Elements the Game => Level 2 - Forge => Card Ideas and Art => Forge Archive => Topic started by: Hyroen on January 28, 2012, 01:07:04 am

Title: Enigma | Enigma
Post by: Hyroen on January 28, 2012, 01:07:04 am
(http://i.imgur.com/qpP0n.png)
(http://i.imgur.com/CL0WB.png)
NAME:
Enigma
ELEMENT:
Darkness
COST:
4 :darkness
TYPE:
Permanent
ATK|HP:
TEXT:
The enemy can no longer identify the cards in their hand. Their hand is shuffled at the end of each turn.
NAME:
Enigma
ELEMENT:
Darkness
COST:
3 :darkness
TYPE:
Permanent
ATK|HP:
TEXT:
The enemy can no longer identify the cards in their hand. Their hand is shuffled at the end of each turn.
ART:
sundesigns

SOURCE (http://www.sxc.hu/browse.phtml?f=view&id=1036830)
IDEA:
Hyroen

Brainjuices flowed with the help of Xenocidius.
NOTES:
The hand is shuffled before discarding.

The player affected by Enigma still knows if they are unable to play a card due to a lack of quanta.

Under Enigma all cards are played like normal. Permanents and creatures are played upon being selected. Targeting spells prompt the selecting screen, displaying the spell's effect name and gives you a chance to cancel.

The back of each card in your hand is displayed instead of the front while Enigma is in effect.

Negated by Sanctuary.

May be a little too cheap right now, may increase the cost by 1 :darkness for both.
SERIES:
Title: Re: Enigma | Enigma
Post by: mesaprotector on January 28, 2012, 01:20:10 am
I love this idea.

So what would you see when this card is in play? Would your cards be blank, but still have the lines next to them to show if they could be played? Also, I assume this would be countered by Sanctuary.
Title: Re: Enigma | Enigma
Post by: Hyroen on January 28, 2012, 01:41:29 am
I love this idea.

So what would you see when this card is in play? Would your cards be blank, but still have the lines next to them to show if they could be played? Also, I assume this would be countered by Sanctuary.
I was just imagining that the cardback would be displayed, as is with your deck. And yes, Sanctuary defends against the horrors of Enigma.
Title: Re: Enigma | Enigma
Post by: EmeraldTiger on January 28, 2012, 04:36:18 am
Before looking at this thread I thought element would be :entropy.
Then reading the skill I still think :entropy.
and the definition fits :entropy IMO.
http://www.merriam-webster.com/dictionary/enigma
Title: Re: Enigma | Enigma
Post by: Hyroen on January 28, 2012, 05:14:56 am
I honestly cannot see this card in :entropy Entropy. If more people support your cause I may change it.
Title: Re: Enigma | Enigma
Post by: Drake_XIV on January 28, 2012, 06:35:03 am
I'm guessing the  :entropy comes from the shuffling of the hand, since it creates a sense of disorder behind the darkness.  On that note, what about making the hand-shuffling part an active ability with the cost as  :entropy ?
Title: Re: Enigma | Enigma
Post by: OldTrees on January 28, 2012, 06:58:38 am
Good idea and it fits Darkness* very well.

*A major part of Darkness's theme is manipulating your opponent and their resources for your gain. Depriving your opponent of knowledge through Cloak and messing with the hand through Nightmare are good examples of this theme. Enigma deprives knowledge by messing with the hand.

The hand shuffling part is a mechanical requirement for the primary effect to work.
Title: Re: Enigma | Enigma
Post by: thanata on January 30, 2012, 06:18:30 am
Ah, a mean, tricky, nasty permanent...and therefore I like it.
I also see this as a great potential counter against decks that pack Shard of Sacrifice.
Title: Re: Enigma | Enigma
Post by: Hyroen on January 30, 2012, 09:30:53 am
Heh. Hadn't thought about Enigma being a counter to SoSa, but yeah, not being able to see incoming sudden self-inflicted damage... I can see how that might be problematic.

Huzzah for SoSa counter! ^_^
Title: Re: Enigma | Enigma
Post by: Mathematistic on January 30, 2012, 06:43:17 pm
Finally a card that is pvp based! But well... the AI has to be programmed over again to "pretend" it does not know what cards it has.
Or maybe not. I don't know anything about programming apart from inputting silly games on my calculator.  ;D

I'm guessing the  :entropy comes from the shuffling of the hand, since it creates a sense of disorder behind the darkness.  On that note, what about making the hand-shuffling part an active ability with the cost as  :entropy ?
Reducing the cost by a bit and make shuffling an activation skill might do. Also, might lower the cost and make it temporary like dim shields/sundials.
It's still fine as it is now, though.
Title: Re: Enigma | Enigma
Post by: Rutarete on January 31, 2012, 12:42:04 am
Can you still see the lit-up bar that shows you have the quanta to play the card?
Title: Re: Enigma | Enigma
Post by: Hyroen on January 31, 2012, 12:51:39 am
Can you still see the lit-up bar that shows you have the quanta to play the card?
"The player affected by Enigma still knows if they are unable to play a card due to a lack of quanta."

So yes. And even if you couldn't you wouldn't be able to play a card you don't have quanta for anyways.
Title: Re: Enigma | Enigma
Post by: Pineapple on January 31, 2012, 03:12:55 pm
Definitely Darkness.
Lol, this isn't too bad against mindless, boring, and straight-forward decks (like rushes). So while it is an interesting little card, it kind of steers the meta-game in the wrong direction.

As for the mechanic, I'd much rather it be "..can no long identify cards not played..." or something of similar wording. What I'm trying to get at is that he shouldn't be able to see what he draws or see what cards you play (synergy with Cloak ftw). Also, I'd rather the white "able to be played" bars not be shown so that it would be even harder to identify the cards you have. Not because I'm a sadist, but because I obtain enjoyment from torturing others.
Title: Re: Enigma | Enigma
Post by: OldTrees on January 31, 2012, 04:40:40 pm
I agree about the card drawing animation but I think we should keep the "castable" symbol so players know how many unknown options they have.
blarg: