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Elements the Game: Draco's Changes https://elementscommunity.org/forum/index.php?topic=35810.msg450574#msg450574
« on: January 19, 2012, 09:22:29 pm »
Figured I might aswell jump on the bandwagon and post my ideas for card changes (both workings and wordings):

*Quantum Pillar 0
Permanent - Pillar
Each turn 2 random quanta of different types are generated.
Note: Is 50% less likely to produce quanta types that other pillars have already produced this turn, including those in its stack. This effect stacks (50% + 50% = 75%).

*Amethyst Pillar 0
Permanent - Pillar
Each turn an :entropy quanta is generated.

*Purple Pendulum 0
Permanent - Pillar
An :entropy quanta and 1 quanta of your alignment are generated on alternate turns.

*Bone Pillar 0
Permanent - Pillar
Each turn a :death quantum is generated.

*Grey Pendulum 0
Permanent - Pillar
A :death quanta and 1 quanta of your alignment are generated on alternate turns.

*Material Pillar 0
Permanent - Pillar
Each turn a :gravity quantum is generated.

*Amber Pendulum 0
Permanent - Pillar
A :gravity quanta and 1 quanta of your alignment are generated on alternate turns.

*Stone Pillar 0
Permanent - Pillar
Each turn an :earth quantum is generated.

*Umber Pendulum 0
Permanent - Pillar
An :earth quanta and 1 quanta of your alignment are generated on alternate turns.

*Emerald Pillar 0
Permanent - Pillar
Each turn a :life quantum is generated.

*Green Pendulum 0
Permanent - Pillar
A :life quanta and 1 quanta of your alignment are generated on alternate turns.

*Burning Pillar 0
Permanent - Pillar
Each turn a :fire quantum is generated.

*Crimson Pendulum 0
Permanent - Pillar
A :fire quanta and 1 quanta of your alignment are generated on alternate turns.

*Crystalline Pillar 0
Permanent - Pillar
Each turn a :water quantum is generated.

*Blue Pendulum 0
Permanent - Pillar
A :water quanta and 1 quanta of your alignment are generated on alternate turns.

*Glittering Pillar 0
Permanent - Pillar
Each turn a :light quantum is generated.

*White Pendulum 0
Permanent - Pillar
A :light quanta and 1 quanta of your alignment are generated on alternate turns.

*Wind Pillar 0
Permanent - Pillar
Each turn an :air quantum is generated.

*Azure Pendulum 0
Permanent - Pillar
An :air quanta and 1 quanta of your alignment are generated on alternate turns.

*Temporal Pillar 0
Permanent - Pillar
Each turn a :time quantum is generated.

*Gold Pendulum 0
Permanent - Pillar
A :time quanta and 1 quanta of your alignment are generated on alternate turns.

*Obsidian Pillar 0
Permanent - Pillar
Each turn a :darkness quantum is generated.

*Black Pendulum 0
Permanent - Pillar
A :darkness quanta and 1 quanta of your alignment are generated on alternate turns.

*Ethereal Pillar 0
Permanent - Pillar
Each turn an :aether quantum is generated.

*Turquoise Pendulum 0
Permanent - Pillar
An :aether quanta and 1 quanta of your alignment are generated on alternate turns.

*Void Pillar -1
Permanent - Pillar
<no text>

*Mirror Pendulum 0
Permanent - Pillar
1 quanta of your alignment and 1 quanta of your opponent's alignment are generated on alternate turns.

*Soul Catcher 0
Permanent - Pillar
2 quanta of your alignment are generated as creatures die.
Note: Does not produce quanta more than once a turn.

Dagger 0
Permanent - Weapon
Weapon: Deals 2 damage each turn.
Deals an additional 1 damage if you are :death or :darkness aligned.

Short Sword 1
Permanent - Weapon
Weapon: Deals 3 damage each turn.

Hammer 2
Permanent - Weapon
Weapon: Deals 3 damage each turn.
Deals an additional 1 damage if you are :gravity or :earth aligned.

*Short Bow 2
Permanent - Weapon
Weapon: Deals 3 damage each turn.
Deals an additional 1 damage if you are :life or :air aligned.
(Ranged)

Shield 1
Permanent - Shield
Shield: Blocks 1 damage from every physical or ranged attack.

*Shard of Serendipity 3
Permanent - Shard
Everyone has a sense of humour.
Let yours lead the way and the gods will surely reward you.
Note: Automatically upgrades at random during an oracle spin.

*Shard of Sacrifice 3
Permanent - Shard
Only when you sacrifice everything for your ideals will the gods grant you their favour.
Note: Automatically upgrades when sold.

*Shard of Focus 3
Permanent - Shard
Stand by your ideals and let nothing shake your resolve.
The gods will surely reward your determination.
Note: Automatically upgrades at the end of a game if it is the 20th game played in a row without visiting the deck builder.

*Shard of Gratitude 3
Permanent - Shard
The gods are grateful for your efforts.
Stand by your ideals and your reward will soon show.
Note: Automatically upgrades at the end of a game if you lose to a false god.

*Shard of Passion 3
Permanent - Shard
Stay true to what you believe and the gods will reward your faith.
Note: Automatically upgrades at the end of a game if it is the 20th game played in a single login.

*Shard of Patience 3
Permanent - Shard
Stand by your ideals and be patient.
Gaining the favour of the gods will take time.
Note: Automatically upgrades on login after possessing the card for 28 days.

*Shard of Divinity 3
Permanent - Shard
Divinity lies within your grasp.
Stand by your ideals and the gods will surely reward you.
Note: Automatically upgrades at the end of a game if you win with elemental mastery.

*Shard of Readiness 3
Permanent - Shard
Stand by your ideals and be ready for anything.
In time the gods will show you your true path.
Note: Automatically upgrades at the end of a game if in play 3 turns or more.

*Shard of Conscience 3
Permanent - Shard
Altruism is the only way to atone.
Do good and the gods will surely reward you.
Note: Automatically upgrades when a deck containing it drops out of arena due to score.

*Shard of the Void 3
Permanent - Shard
What's the point? Nothing you do will earn you the gods' good will.
Note: Automatically upgrades on login if you haven't played in atleast 7 days.

*Relic 0
Permanent - Shard
The remnants of a highly valuable rare card.
It may still hold some worth.*Mark of Entropy 0
Permanent - Mark
Change your alignment to :entropy.
Each turn you generate 1 additional quantum of your alignment.
Enchanted - This card can't be targeted.

Maxwell's Demon 5 :entropy
Creature
:entropy :entropy: Paradox - Kill target creature with higher ATK than max HP.
(Airborne)
3 | 2

*Abomination 5 :entropy
Creature
Abomination enters play with random ATK and HP vaues totalling 10.
X | Y

Purple Dragon 10 :entropy
Creature
(Airborne)(Dragon)
10 | 5

*Lycanthrope 2 :entropy
Creature
:darkness :darkness: Moonrise - Lychanthrope gets +4|+4 and becomes :darkness aligned.
3 | 2

Fallen Elf 4 :entropy
Creature
:Life: Mutation - Randomly mutate or kill a target creature.
Mutated creatures may become abominations or weirder things.
3 | 2

*Schrodinger's Cat 1 :entropy
Creature
:entropy :entropy: Superposition - Kill Schrodinger's Cat. It doesn't leave play.
1 | 2

Purple Nymph 9 :entropy
Creature
:entropy :entropy :entropy :entropy: Antimatter - Invert the ATK of a target creature.
3 | 1

*Discord 3 :entropy
Permanent - Weapon
Weapon: Deals 3 damage each turn and converts some of the opponents quanta.
Note: Works exactly as before but with 1 less damage.

*Dissipation Shield 3 :entropy
Permanent - Shield
Shield: Uses :entropy to block 2 damage per quanta.
Note: Will block all damage but poison and that from momentumed physical attacks.

Chaos Seed 1 :entropy
Spell
Inflicts a random negative effect on target creature.

*Nova 1
Spell
Generates one quantum of each type.

Mutation 2 :entropy
Spell
Randomly mutate or kill a target creature.
Mutated creatures may become abominations or weirder things.

Antimatter 8 :entropy
Spell
Invert the ATK of a target creature.

Butterfly Effect 5 :entropy
Spell
A target creature with 2 or less ATK gains the skill "Destruction", costing :entropy :entropy :entropy.

*Pandemonium 4 :entropy
Spell
Inflicts a random negative effect on every creature, resulting in visibility.*Mark of Death 0
Permanent - Mark
Change your alignment to :death.
Each turn you generate 1 additional quantum of your alignment.
Enchanted - This card can't be targeted.

*Bone Dragon 10 :death
Creature
Bone Dragon triggers death effects when played and becomes a random living Dragon when targeted with reverse time.
(Airborne)(Undead)(Dragon)
9 | 4
Note: "living Dragons" are creatures with the Dragon status and not the Undead status. Death effects do not trigger if the creature is created by other means or when it "dies". This ability is a passive, meaning it can still be Luciferined, even if that is odd.

Virus 1 :death
Creature
0: Infect - Sacrifice virus to poison a target creature for 1 damage a turn.
1 | 1

Flesh Spider 3 :death
Creature
:air: Web - Remove the Airborne status from a target creature.
3 | 3

Vulture 3 :death
Creature
Vulture gets +1|+1 after every death.
(Airborne)
0 | 1

*Skeleton 1 :death
Creature
Skeleton triggers death effects when played and becomes a random living creature when targeted with reverse time.
(Undead)
1 | 1
Note: "living creatures" exclude Immortal, Phoenix, Fate Egg and creatures with the Undead status. Death effects do not trigger if the creature is created by other means or when it "dies". This ability is a passive, meaning it can still be Luciferined, even if that is odd.

*Mummy 4 :death
Creature
Mummy triggers death effects when played and becomes a Pharoah when targeted with reverse time.
(Undead)
5 | 3
Note: Death effects do not trigger if the creature is created by other means or when it "dies". This ability is a passive, meaning it can still be Luciferined, even if that is odd.

Deathstalker 2 :death
Creature
Deathstalker poisons the opponent for 2 damage a turn on every attack.
Deathstalker poisons for 1 damage a turn when eaten.
(Poisonous)
0 | 1

*Grey Nymph 7 :death
Creature
:death :death: Aflatoxin - Poison a target creature for 2 damage a turn, causing it to become Malignant on death.
0 | 4
Note: Will not spawn Malignant Cells if the creature is Undead.

Arsenic 2 :death
Permanent - Weapon
Weapon: Deals 2 damage each turn and poisons the opponent for 1 on each attack.

*Skull Shield 2 :death
Permanent - Shield
Shield: Weaker creatures will skeletonize when attacking you.
Note: Works exactly as before except without blocking damage.

Boneyard 3 :death
Permanent
Boneyard produces a Skeleton whenever a creature dies.

*Bone Hoard 7 :death
Spell
Create a stack of 7 Bones in your shield slot. The stack will grow as creatures die.
Note: Works exactly as before except with a different card type.

*Poison 1 :death
Spell
Poisons a target for 2 damage a turn.

Plague 4 :death
Spell
Poisons every enemy creature for 1 damage a turn, resulting in visibility.*Mark of Gravity 0
Permanent - Mark
Change your alignment to :gravity.
Each turn you generate 1 additional quantum of your alignment.
Enchanted - This card can't be targeted.

Saphire Charger 5 :gravity
Creature
Momentum - Saphire Charger ignores shields when attacking physically.
4 | 5

*Armagio 5 :gravity
Creature
:gravity: Gravity Pull - Physical attacks aimed at you by sources without momentum will hit Armagio instead.
1 | 25
Note: Will nolonger take attacks from flying Shortbows but will now take hits from other non-flying weapons.

*Graviton Mercenary 3 :gravity
Creature
<no text>
3 | 5

*Collossal Dragon 10 :gravity
Creature
(Airborne)(Dragon)
7 | 15

Otyugh 4 :gravity
Creature
:gravity: Devour - Eat a target smaller (less HP) creature. It dies and Otyugh gets +1|+1.
0 | 3

Graviton Fire Eater 2 :gravity
Creature
:fire: Ablaze - Graviton Fire Eater gets +2|+0.
0 | 5

*Chimera 7 :gravity
Creature
Chimera devours your creatures when played, triggering all their death effects at once and gaining their ATK and HP.
The resulting Chimera ignores shields when attacking physically and recieves all physical attacks that would normally target you.
(Airborne)
0 | 0
Note: Will nolonger take attacks from flying Shortbows but will now take hits from other non-flying weapons.

*Gravity Nymph ? :gravity
Creature
? :gravity: ?? - <insert effect>.
? | ?

Titan 5 :gravity
Permanent - Weapon
Weapon: Deals 7 damage each turn.
Momentum - Titan ignores shields when used to attack physically.

*Gravity Shield 5 :gravity
Permanent - Shield
Shield: Heavy (over 5 HP) creatures cannot reach you with physical attacks.
Note: Will nolonger block attacks from flying Shortbows, regardless of their HP.

*Catapult 3 :gravity
Permanent
Catapult a target creature of yours at your opponent, killing it and dealing damage based on its weight (HP).
Note: This damage is ranged, not spell damage, so can be shielded against.

Momentum 2 :gravity
Spell
A target creature gets +1|+1 and ignores shields when attacking physically.

Gravity Pull 1 :gravity
Spell
Physical attacks aimed at a target creature's owner by sources without momentum will hit the target creature instead.
Note: The creature will nolonger take attacks from flying Shortbows but will now take hits from other non-flying weapons.

Acceleration 3 :gravity
Spell
A target creature accelerates, getting +2|-1 each turn.*Mark of Earth 0
Permanent - Mark
Change your alignment to :earth.
Each turn you generate 1 additional quantum of your alignment.
Enchanted - This card can't be targeted.

*Antlion 1 :earth
Creature
:earth: Burrow - Antlion becomes untargetable and its attack is halved.
2 | 2

Hematite Golem 4 :earth
Creature
<no text>
4|6

Stone Dragon 10 :earth
Creature
(Airborne)(Dragon)
8 | 10

*Gnome Rider 1 :earth
Creature
Radiance - Gnome Rider generates a quanta of its alignment each turn.
1 | 1

*Grabboid  3 :earth
Creature
Burrowed - Grabboid is untargetable.
:time :time: Evolution - Grabboid grows into a Shrieker.
2 | 3

Shrieker 8 :earth
Creature
:earth: Burrow - Shrieker becomes untargetable and its attack is halved.
8 | 3

*Irridium Warden 1 :earth
Creature
:earth: Guard - Delay Irridium Warden and have it block a target creature's attack next turn.
Irridium Warden will attack its target if it prevents a physical attack.
0 | 3
Note: Irridium Warden can now attack flyers but not ranged attackers. It will also nolonger prevent skills.

Umber Nymph 8 :earth
Creature
:earth :earth :earth: Petrification - Boost a target creature's max HP by 20 and delay it for 6 turns.
0 | 3

Pulveriser 5 :earth
Permanent - Weapon
Weapon: Deals 5 damage each turn.
:gravity :gravity :gravity: Destruction - Destroy a target permanent.

*Titanium Shield 4 :earth
Permanent - Shield
Shield: Blocks 2 damage from every physical attack.
Note: Nolonger blocks ranged attacks.

Plate Armor 1 :earth
Spell
A target creature gets +0|+3.

Enchant Artifact 2 :earth
Spell
Grants untargetabiliy to a target permanent.

Earthquake 3 :earth
Spell
Destroy up to three pillars in a target stack.
Note: This is merely a wrding change, it will target any permanent listed witha "pillar" type.

*Stone Skin 3 :earth
Spell
Increase your maximum HP by your :earth quanta total and gain that HP increase.
Note: This card will now count quanta prior to casting like bolt cards do.

Petrification 3 :earth
Spell
A target creature gets +0|+20 and is delayed for 6 turns.*Mark of Life 0
Permanent - Mark
Change your alignment to :life.
Each turn you generate 1 additional quantum of your alignment.
Enchanted - This card can't be targeted.

Emerald Dragon 10 :life
Creature
(Airborne)(Dragon)
10 | 6

*Horned Frog 2 :life
Creature
(Amphibious)
3 | 3

*Rustler  1 :life
Creature
:light: Photosythesis - Rustler generates :life :life and may do so multiple times a turn.
1 | 1

*Cockatrice 3 :life
Creature
Immune - Cockatrice ignores Petrification and delaying effects.
4 | 4
Note: Irridium Warden was reworded carefully to get round this effect.

Forest Spirit 2 :life
Creature
:water: Growth - Forest Spirit gets +2|+2.
1 | 1

Forest Scorpion 3 :life
Creature
Forest Scorpion poisons the opponent for 2 damage a turn on every attack.
Forest Scorpion poisons for 1 damage a turn when eaten.
(Poisonous)
1 | 2

Green Nymph 9 :life
Creature
:life :life: Adrenaline - A target creature attacks multiple times a turn. Weaker (less ATK) creatures are more enthusiastic.
3 | 6

Druidic Staff 2 :life
Permanent - Weapon
Weapon: Deals 2 damage and heals you for 5 each turn.

*Thorn Carapace 7 :life
Permanent - Shield
Shield: Physical attackers have a high chance of being poisoned for 1 damage a turn with each attack.
Note: Nolonger works on ranged attacks but will poison players if their weapon deals damage.

*Emerald Shield 3 :life
Permanent - Shield
Shield: Blocks 1 damage from physical and ranged attacks. You are immune to spell damage.

Empathic Bond 5 :life
Permanent
You heal 1 HP a turn for each allied creature.

Heal 3 :life
Spell
Heal yourself for 20 HP.

Adrenaline 4 :life
Spell
A target creature attacks multiple times a turn. Weaker (less ATK) creatures are more enthusiastic.

Mitosis 5 :life
Spell
Grant a target living creature the ability to produce daughter creatures for its summoning cost.
Note: "living creatures" exclude flying weapons, Immortal, Phoenix, Fate Egg and creatures with the Undead status.*Mark of Fire 0
Permanent - Mark
Change your alignment to :fire.
Each turn you generate 1 additional quantum of your alignment.
Enchanted - This card can't be targeted.

Ash Eater 1 :fire
Creature
2 | 1

Crimson Dragon 10 :fire
Creature
(Airborne)(Dragon)
12 | 3

*Fire Spirit  2 :fire
Creature
:fire: Ablaze - Fire Spirit gets +2|+0.
1 | 2

*Lava Golem 5 :fire
Creature
:earth: Growth - Lava Golem gets +2|+2
4 | 1

*Phoenix 6 :fire
Creature
Eternal - Becomes an Ash on death.
6 | 1

Crimson Nymph 8 :fire
Creature
:fire :fire :fire: Rage - A target creature gets +5|-5.
1 | 6

*Fahrenheit 2 :fire
Permanent - Weapon
Weapon: Deals 4 physical damage and uses a 5th of your :fire quanta to do spell damage each turn.
Note: The damage will round up, as before, but now it drains quanta to keep itself in check. In return, however, it is now spell damage and so ignores most shields.

*Fire Shield 6 :fire
Permanent - Shield
Shield: Physical attackers have take 1 damage when attacking you.
Note: Nolonger works on ranged attacks but will hurt players if their weapon deals damage.

Fire Bolt 3 :fire
Spell
Deal 3 damage to a target and an additional 3 for each 10 :fire quanta you posses.

Destruction 2 :fire
Spell
Destroy a target permanent.

Rain of Fire 7 :fire
Spell
Deal 3 damage to all enemy creatures, resulting in visibility.

Immolation 0
Spell
Sacrifice a creature for 6 :fire quanta and one of each other alignment.

Rage Potion 3 :fire
Spell
A target creature gets +5|-5.*Mark of Nihilism  0
Permanent - Mark
Nullify your alignment.
Your quanta generation will increase by 1 more with your next alignment change.
Note: This card stacks with your other marks and increases your theoretical quanta production per turn like they do but it also removes your alignment, meaning that no quanta can actually be produced by your marks.

*Black Hole 0
Spell
Each player loses 3 quanta of each alignment.
If you have no alignment, you gain life equal to the quanta lost.Malignant Cell 0
Creature (Other)
Infest - Spawns a new Malignant Cell each turn.

*Ash 3 :fire
Creature
:fire :fire: Rebirth - Turn Ash into a Phoenix.
0|6

*Bone 2 :death
Permanent - Shield (Death)
Shield: Stacks with other Bones. Each Bone will block a single physical attack.
Infest - Each death adds 2 to your Bone stack.
Note: Bone stacks will nolonger block ranged attacks.

Weapon Slot N/A
Permanent - Slot
Slot: Holds a single weapon or weapon stack. Other weapons will replace the contents of this slot.

Shield Slot N/A
Permanent - Slot
Slot: Holds a single shield or shield stack. Other shields will replace the contents of this slot.
Thoughts?

Offline Naesala

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Re: Elements the Game: Draco's Changes https://elementscommunity.org/forum/index.php?topic=35810.msg450582#msg450582
« Reply #1 on: January 19, 2012, 09:40:43 pm »
for TL;DR He took the "other" cards and slightly reworked the text/names, nerfed quatum towers to produce 2 quanta instead of 3, and replaced shard text with ambiguous text so you'd only know the effect after playing it and would have to look at the forums for the exact effect, and makes it so they upgrade under special conditions (again most likely people would just find out how on the forums)

Meh, I dislike these change suggestions.
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Offline dracomageatTopic starter

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Re: Elements the Game: Draco's Changes https://elementscommunity.org/forum/index.php?topic=35810.msg450599#msg450599
« Reply #2 on: January 19, 2012, 10:44:55 pm »
Quantum Pillars would (as mentioned in the notes) have a lower chance to produce quanta already produced in the same turn. This means that they will be more likely to produce necessary quanta than if they just produced 2 but less significant to Other costs than if they still produced 3, discouraging the old rainbow shard decks. I can agree that it's probably a nerf but it shouldn't be quite as bad as you think.

The shard changes may have been slightly unclear. They would work as they used to but with ways to upgrade without spending electrum (in addition to the regular method). This means that they do nothing but sit in play when unupped and so the text only serves as a hint to the upping trigger.

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Re: Elements the Game: Draco's Changes https://elementscommunity.org/forum/index.php?topic=35810.msg450600#msg450600
« Reply #3 on: January 19, 2012, 10:57:08 pm »
As to the changes for the shards, why?

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Re: Elements the Game: Draco's Changes https://elementscommunity.org/forum/index.php?topic=35810.msg450602#msg450602
« Reply #4 on: January 19, 2012, 10:57:29 pm »
1) You overcomplicate Quantum Pillars such that each pillar needs to know the types of quanta produced previously that turn.
2) You make unupped shards useless thus shrinking the metagame.
3) You add a void pillar without card text thus forcing me to infer it produces 1 :rainbow when played but with no other effect. (UP by the way)
4) You repeated cards with no significant change to them promoting TLDR.
5) You are missing upgraded cards
6) Most to all of the specific changes have no obvious justification.

7) Your change to marks was interesting
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Offline dracomageatTopic starter

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Re: Elements the Game: Draco's Changes https://elementscommunity.org/forum/index.php?topic=35810.msg450779#msg450779
« Reply #5 on: January 20, 2012, 03:06:45 pm »
1) You have a point but something needs to be done to them and "entanglement"with other pillars seems fitting.
2) Unupped shards being useless was what made shards special IMO. The only problem I had with that scenario was that they cost so much to use (hence the alternate upping conditions).
3) Yep, it's a junk card. That's Void for you.
4) That's the way these threads are done.
5) I'm also missing 12 elements. Give me time.
6) They all make sense to me.
7) Thanks, I thought they needed to be a little more different from pillars.

Offline OldTrees

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Re: Elements the Game: Draco's Changes https://elementscommunity.org/forum/index.php?topic=35810.msg450832#msg450832
« Reply #6 on: January 20, 2012, 06:58:52 pm »
1) You have a point but something needs to be done to them and "entanglement"with other pillars seems fitting.
2) Unupped shards being useless was what made shards special IMO. The only problem I had with that scenario was that they cost so much to use (hence the alternate upping conditions).
3) Yep, it's a junk card. That's Void for you.
4) That's the way these threads are done.
5) I'm also missing 12 elements. Give me time.
6) They all make sense to me.
7) Thanks, I thought they needed to be a little more different from pillars.
1) I am unconvinced something needed to be done to them. They are sufficiently special and sufficiently balanced IMO.
2) Unupped shards being useless might have been special but removing it significantly increased the metagame. Increases in the metagame have a significant correlation with increases in net utility (enjoyment) the game produces.
4&5) Your formatting and priority order could be improved. These were included in the list for completeness
6) Whether they make sense to the author is irrelevant. Whether they are significant to the author is irrelevant. The lack of convincing communication is the problem.

8 ) Dragons were designed to be vanilla except when the vanilla version would be OP. As such the Aether Dragon cannot be targeted by Parallel Universe. You have not convinced me about Bone Dragon.
9) Flesh Spider has a typo. 10|5?
10) Why did you remove Skull Shield's DR?

11) Perhaps you could mark what cards were not changed at all.
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Offline dracomageatTopic starter

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Re: Elements the Game: Draco's Changes https://elementscommunity.org/forum/index.php?topic=35810.msg450863#msg450863
« Reply #7 on: January 20, 2012, 09:14:21 pm »
1) Yeah, I'm not entirely sure what made me think the change was required but I'm still sticking by it.
2) In terms of restricted environments (PVP1 being the only non-organised example) it would limit things. In the game as a whole, not so much.
4.5) Order of priority is that in which they appear in game since things are simpler that way. Formatting, hmm, I'll have a think about it.
6) True, that needs work.
8 ) I specifically kept it free from active abilities but felt the thematic ability could not be omitted from the text without problems.
9) Copy-paste error. It's 3|3 now.
10) The card is evil. It did get a cost reduction though.
11) Altered cards are now in possession of an asterisk before their names (this is most of them).

Offline OldTrees

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Re: Elements the Game: Draco's Changes https://elementscommunity.org/forum/index.php?topic=35810.msg450880#msg450880
« Reply #8 on: January 20, 2012, 09:43:48 pm »
1) Yeah, I'm not entirely sure what made me think the change was required but I'm still sticking by it.
2) In terms of restricted environments (PVP1 being the only non-organised example) it would limit things. In the game as a whole, not so much.
8 ) I specifically kept it free from active abilities but felt the thematic ability could not be omitted from the text without problems.
10) The card is evil. It did get a cost reduction though.
11) Altered cards are now in possession of an asterisk before their names (this is most of them).
1) The status quo should be the default.
2) Not everyone is rich. Unupped decks exist in the deck section for a reason. The unupped meta is just as important as the combined meta. That said, even artificially restricted environments contribute to the utility of the game. A reduction of any meta decreases the total utility of the game.
8 ) I am ambivalent between the two versions. Thus I default to the status quo.
10) Really? What do you mean? Frustrating? Then counter it. OP? Please justify your position for I disagree. Something else?
11) thanks
12) Why are Pillars and Pendulums other? Entropy Pillar belongs in Entropy with Nova and Mark of Entropy.
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Offline dracomageatTopic starter

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Re: Elements the Game: Draco's Changes https://elementscommunity.org/forum/index.php?topic=35810.msg450891#msg450891
« Reply #9 on: January 20, 2012, 10:08:24 pm »
1) Again, that's not how these threads work.
2) Hence the alternate upgrade methods. You don't have to be rich. I understand where you're coming from but do also bear in mind that shards aren't easy to get hold of. Removing them from the unupped environment levels the playing field slightly by making it less about what rares you've managed to obtain.
10) Any creature I play dies within a few turns, almost invariably. First turn if I play a rush deck. I know this problem is just me since the percentage values make this bing a widespread occurrence highly unlikely but still, if you have my luck, this card basically reads "have deflag in hand when I'm played or lose". Removing the damage reduction means it is not a block everything card, even if you do get perfect kills with it, making those times when it totally destroys you less severe, which can only be a good thing.
12) Pillars and pends are artifice that enable one to tap into a source of magical energy. As I see it, they have no magic of their own and thus are not elemental objects as such. Marks, however, are the runes that define one's very being and thus should not be Other aligned like they are in game.

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Re: Elements the Game: Draco's Changes https://elementscommunity.org/forum/index.php?topic=35810.msg450902#msg450902
« Reply #10 on: January 20, 2012, 11:15:48 pm »
1) Again, that's not how these threads work.
2) Hence the alternate upgrade methods. You don't have to be rich. I understand where you're coming from but do also bear in mind that shards aren't easy to get hold of. Removing them from the unupped environment levels the playing field slightly by making it less about what rares you've managed to obtain.
10) Any creature I play dies within a few turns, almost invariably. First turn if I play a rush deck. I know this problem is just me since the percentage values make this bing a widespread occurrence highly unlikely but still, if you have my luck, this card basically reads "have deflag in hand when I'm played or lose". Removing the damage reduction means it is not a block everything card, even if you do get perfect kills with it, making those times when it totally destroys you less severe, which can only be a good thing.
12) Pillars and pends are artifice that enable one to tap into a source of magical energy. As I see it, they have no magic of their own and thus are not elemental objects as such. Marks, however, are the runes that define one's very being and thus should not be Other aligned like they are in game.
1) The status quo is assumed over not improving changes even in these threads. This is in part due to the fact that each change takes time that could be used to make another change that is an improvement.
2) Leveling the playing field is not mutually exclusive with what I was advocating. If the shards had balanced effects unupped then the playing field would be sufficiently level and the metagame would be larger and more varied. This indicates the optimal solution would not be removing the effects but rather would be to balance the effects.
10) So an Anti low hp card like Skull Shield kills low hp creature is a few turns. (~0.5hp per turn). So decks with primarily Glass Cannons will see their creatures drop left and right. Do you have a similar problem with Fire Shield (~twice the cost, twice as fast)? Sorry but you are obviously biased against this card and are not taking that bias into account when making your suggestion.
12) I disagree. I think the pillars are a source of magical energy (See Nymph's tear). Either way, I see no mechanical value in this change and I do see many potential mechanical advantages for having non ultra rare 0 cost elemental permanents.
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Offline dracomageatTopic starter

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Re: Elements the Game: Draco's Changes https://elementscommunity.org/forum/index.php?topic=35810.msg451971#msg451971
« Reply #11 on: January 23, 2012, 07:29:18 pm »
The only point I see worth arguing with here is number 12:

Fire Shield will kill a Phoenix in one turn. That is not a problem because the Phoenix recovers.
Fire Shield will kill a Purple Nymph in one turn. That is not a problem since Purple Nymph is meant to die easily.
Fire Shield will kill a Mummy in three turns. That is not a problem because it dies slower, as is intended.
Fire Shield will kill a Phase Dragon in six turns. That is not a problem because it takes forever, as it should.

Skull Shield will usually skeletonize a Phoenix in one turn. That is a problem because Phoenixes aren't meant to stay dead unless you kill their Ash.
Skull Shield will usually skeletonize a Purple Nymph in one turn. That is not a problem since Purple Nymph is meant to die easily.
Skull Shield will often skeletonize a Mummy in one turn. That is not a major problem since Mummies are meant to die easily but perhaps not that easily.
Skull Shield will often skeletonize a Phase Dragon in a couple of turns. That is a major problem since Phase Dragons have both a reasonable HP value and invulnerability to most magic.

The problem is not how often it happens but the fact that Skull Shield does skeletonize everything in one turn unless you have a Steal or Deflag in hand when it hits and then continues to block every point of damage thereafter. Yes, it may technically be balanced by the equal chance of never doing anything but block damage but that doesn't make the situation any better when it occurs. The idea with removing damage reduction is to give decks that have come close to victory prior to the shield a chance to get in the last few points.

 

anything
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