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Offline ratcharmer

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Re: Make generic cost cards and abilites require all of same element https://elementscommunity.org/forum/index.php?topic=8377.msg103775#msg103775
« Reply #12 on: June 29, 2010, 04:29:10 pm »
I also like Bluepriest's suggestion. The primary concern I have with making all "other" cards is with duos and decks that splash an element.

Allow me to give an example:
Suppose I'm running a :time deck that uses an :aether mark so that I can make use of Anubis's ability. Since I don't have and :aether pillars I'll almost always have a lot more :time than :aether.

Now suppose I'm using this deck for grinding, and I want to add in some shards of gratitude so I can get EM. The way it currently works this is no problem, but if this suggestion is implemented it could cause problems.

While losing the occasional :aether or two to the shards wouldn't hurt me significantly, if it took all of the quanta from :aether  then this could seriously disrupt the flow of the deck, and not being able to make a creature immortal at the wrong time could drastically effect the outcome of the game. Yes, there is a chance of this happening under the current rules, but things like this would be much more common if this was implemented.

Offline Glitch

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Re: Make generic cost cards and abilites require all of same element https://elementscommunity.org/forum/index.php?topic=8377.msg103783#msg103783
« Reply #13 on: June 29, 2010, 04:46:43 pm »
It seems like there's an obvious solution.

Example card!  4 other
You lose 2 :entropy when this some into play, and it may not be played unless you have 2 :entropy

This would also allow for cards that cost more than one element.

guy_fawkes

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Re: Make generic cost cards and abilites require all of same element https://elementscommunity.org/forum/index.php?topic=8377.msg103845#msg103845
« Reply #14 on: June 29, 2010, 06:08:49 pm »
i think that the game has enough mechanics at this very stage, we just need more cards!!!
do we really need another mechanic for "other" cards?
we have 3 weapons and 3 shards and we are thinking a way to make thing complicated for cards that still does not exist?
Totally against BP idea!
if you think a card is too strong to use "other" quanta, you create it in a particular element and you are done...

i could agree in a change of the actual "other" mechanics, i am against an introduction of a new mechanic,
expecially not at this stage!

Offline dracomageat

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Re: Make generic cost cards and abilites require all of same element https://elementscommunity.org/forum/index.php?topic=8377.msg103916#msg103916
« Reply #15 on: June 29, 2010, 08:10:18 pm »
if you think a card is too strong to use "other" quanta, you create it in a particular element and you are done...
This is not good game design. Some abilities should be open to all elements without being spamable through novas and having twelve copies of the same card just looks bad.

guy_fawkes

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Re: Make generic cost cards and abilites require all of same element https://elementscommunity.org/forum/index.php?topic=8377.msg104009#msg104009
« Reply #16 on: June 29, 2010, 09:56:30 pm »
you know what is a bad game design?
creating "other" cards with abilities open for all the elements for the sole purpose of making mono or duo decks competitive and playable

i suppose you never played MtG.. for example life gaining is the main "ability" of the green element, while direct damage is specific of the red element, you will never have a "uncolor" or red healing spell that is stronger than a similiar green card... because if you want life gaining you have to chose green!

the problem of "Elements" right now is that a single element has not enough cards to allow consistent mono or duo powerful decks...
creating cards with generic quanta to solve this problem (as you suggest) it's a bad solution, because you make every element unpersonal.

in my vision, shard of gratitude should be a  :life card not "other" type...
everyon splashes 4 SoG in every deck because it's plain useful having a way to heal yourself even in mono fire charge decks.

bottom line: i am personally against novas and supernovas, a single card that gives you 24 quanta and that allows you to play rainbow decks easily should not exist...
that's what a life playing CCGs taught me...

Offline BluePriest

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Re: Make generic cost cards and abilites require all of same element https://elementscommunity.org/forum/index.php?topic=8377.msg104034#msg104034
« Reply #17 on: June 29, 2010, 10:21:32 pm »
you know what is a bad game design?
creating "other" cards with abilities open for all the elements for the sole purpose of making mono or duo decks competitive and playable

i suppose you never played MtG.. for example life gaining is the main "ability" of the green element, while direct damage is specific of the red element, you will never have a "uncolor" or red healing spell that is stronger than a similiar green card... because if you want life gaining you have to chose green!

the problem of "Elements" right now is that a single element has not enough cards to allow consistent mono or duo powerful decks...
creating cards with generic quanta to solve this problem (as you suggest) it's a bad solution, because you make every element unpersonal.

in my vision, shard of gratitude should be a  :life card not "other" type...
everyon splashes 4 SoG in every deck because it's plain useful having a way to heal yourself even in mono fire charge decks.

bottom line: i am personally against novas and supernovas, a single card that gives you 24 quanta and that allows you to play rainbow decks easily should not exist...
that's what a life playing CCGs taught me...
What is the problem with expanding cards and adding new mechanics at the same time. Zanz did this with wings, and I thought it was brilliant. New cards are the perfect way to bring about new mechanics to the game, and most iomportantly over everything, THIS ISNT MAGIC. the biggest difference between magic and this is magic is an actual game with cards, which honestly limits it more. This game has a much more possibilities, why restrict it to following magics rules.
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guy_fawkes

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Re: Make generic cost cards and abilites require all of same element https://elementscommunity.org/forum/index.php?topic=8377.msg104056#msg104056
« Reply #18 on: June 29, 2010, 10:42:51 pm »
we already have a mechanic for "other" cards,
with airborne he created a new ability that was non existant...
the case you mentioned does not fit.


 

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