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nuitari

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card cemetry https://elementscommunity.org/forum/index.php?topic=10123.msg122844#msg122844
« on: July 24, 2010, 01:36:15 pm »
sorry for my bad english, i'm a italian player.
the game, i think, need a card's cemetry, with all card used or killed...the cemetry give the possibility to add new card with "re-take to the cemetry" abilities.....(really sorry for my english XD). i have many ideas to this! but i can't explain me,,,,thank for time,,,:)

bigbadbanana

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Re: card cemetry https://elementscommunity.org/forum/index.php?topic=10123.msg122859#msg122859
« Reply #1 on: July 24, 2010, 02:17:39 pm »
This idea has been suggested many times, and people decided that having a "graveyard" would be too much like Yu-Gi-Oh.

edunavas

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Re: card cemetry https://elementscommunity.org/forum/index.php?topic=10123.msg123220#msg123220
« Reply #2 on: July 24, 2010, 09:04:16 pm »
It doesn't really fit in. It means the 6 card rule can be abused way too hard. 6x poison, bring them back then more poison, gives the ability to uintessence pretty much everything, firestorm everything they play, etc
Also you don't have to wait for a card that you need more than one copy of.
Don´t agree.
In Magic the Gathering there is a limit of same cards inside the deck and has a cemetery.
The thing is that the way to play would me much more interesting an fun.
But i think it will not be implemented cause Zanz don´t want to copy the existing card games. But don´t cost to dream.
I think it´s a wonderfull idea, the game strategies would be open a lot more.

fl0ppy

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Re: card cemetry https://elementscommunity.org/forum/index.php?topic=10123.msg123314#msg123314
« Reply #3 on: July 24, 2010, 09:47:28 pm »
I side with: no thanks me too...

Outside the danger to becoming a clone 1:1 of cards game like Magic or Yugi Oh (and facing their wrath) I want to show you another reason:

6 Shards of gratitude  (+ 5 HP per turn each)
6 Shards of Divinity (+10 HP each)
6 Stone Skin (+50 HP max each)
6 Miracle (max life -1 each)
6 Holy Light (+ 10 hp each)

And if is this sound familiar is because there is a deck out of there, made in this way, with a game duration against pretty much endless, if you are lucky enough to have more cards than them.
Would you give them the chance to annoy you more and more, allowing to fish back this stuff?

No thanks, I'd rather would be happy to see an introdution in the limit on how many shards, between the 3 types, you are allowed to put into the deck, rather than see it expanded.

No hard feelings to who has putted it together, but man, it's boooooorinnnng!  :P :P :P

Same apply for a lot of other cards  but I think that this particular example make well clear why should not be made aside the already mentioned clone risk.

edunavas

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Re: card cemetry https://elementscommunity.org/forum/index.php?topic=10123.msg123324#msg123324
« Reply #4 on: July 24, 2010, 10:01:10 pm »
I side with: no thanks me too...

Outside the danger to becoming a clone 1:1 of cards game like Magic or Yugi Oh (and facing their wrath) I want to show you another reason:

6 Shards of gratitude  (+ 5 HP per turn each)
6 Shards of Divinity (+10 HP each)
6 Stone Skin (+50 HP max each)
6 Miracle (max life -1 each)
6 Holy Light (+ 10 hp each)

And if is this sound familiar is because there is a deck out of there, made in this way, with a game duration against pretty much endless, if you are lucky enough to have more cards than them.
Would you give them the chance to annoy you more and more, allowing to fish back this stuff?

No thanks, I'd rather would be happy to see an introdution in the limit on how many shards, between the 3 types, you are allowed to put into the deck, rather than see it expanded.

No hard feelings to who has putted it together, but man, it's boooooorinnnng!  :P :P :P

Same apply for a lot of other cards  but I think that this particular example make well clear why should not be made aside the already mentioned clone risk.
I think you never played Magic to know the rules envolving a cemetery....
Of course this game could do this with some limitations, like using only spells to revive something form the cemetery, and spells are only one way use.
Of course would be OP use 12 times a miracle. But you can create a spell that only revive creatures cards...or some OP spells like miracle, when used, the card get out of the game, so don´t go to cemetery.
With a cemetery you can´t create only re-surrections, but you can put an ability on a creature that earn +1/+1 to each creature on both cemetery (ok, maybe scavanger already do that)...anyway, it open a lot of possibilities.

BUT, like i said, it will be look like more to Magic, that a thing Zanz don´t want.

So if a cemetery would fit to the game or not, it doesn´t metter, Zanz will never implement this.

Ashebrethafe

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Re: card cemetry https://elementscommunity.org/forum/index.php?topic=10123.msg124001#msg124001
« Reply #5 on: July 25, 2010, 03:59:48 pm »
Of course this game could do this with some limitations, like using only spells to revive something from the cemetery, and spells are only one way use.
Of course would be OP use 12 times a miracle. But you can create a spell that only revive creatures cards...or some OP spells like miracle, when used, the card get out of the game, so don´t go to cemetery.
The first publicly released set of Magic cards had an OP rare card called Timetwister (now recognized as one of the nine most powerful cards ever printed). For three mana, one of which has to be blue, it makes each player (including the caster) shuffle all the cards in his or her hand and graveyard into his or her library, and draw a new hand of seven cards; then it goes to the caster's graveyard.

The latest set includes Time Reversal, a nerfed version of Timetwister: it has the same effect, but costs five mana including two blue; exiles itself (leaves the game) instead of going to the graveyard; and is a mythic rare (half as many copies of Time Reversal were put in booster packs as copies of any regular rare).
With a cemetery you can´t create only resurrections, but you can put an ability on a creature that earn +1/+1 to each creature on both cemetery (ok, maybe scavenger already do that)
Not quite -- vultures only gain the bonus for creatures that died after the vulture was played (and go back to no bonus, if rewound and then replayed).

Kael Hate

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Re: card cemetry https://elementscommunity.org/forum/index.php?topic=10123.msg124009#msg124009
« Reply #6 on: July 25, 2010, 04:22:43 pm »
Of course this game could do this with some limitations, like using only spells to revive something from the cemetery, and spells are only one way use.
Of course would be OP use 12 times a miracle. But you can create a spell that only revive creatures cards...or some OP spells like miracle, when used, the card get out of the game, so don´t go to cemetery.
The first publicly released set of Magic cards had an OP rare card called Timetwister (now recognized as one of the nine most powerful cards ever printed). For three mana, one of which has to be blue, it makes each player (including the caster) shuffle all the cards in his or her hand and graveyard into his or her library, and draw a new hand of seven cards; then it goes to the caster's graveyard.

The latest set includes Time Reversal, a nerfed version of Timetwister: it has the same effect, but costs five mana including two blue; exiles itself (leaves the game) instead of going to the graveyard; and is a mythic rare (half as many copies of Time Reversal were put in booster packs as copies of any regular rare).
With a cemetery you can´t create only resurrections, but you can put an ability on a creature that earn +1/+1 to each creature on both cemetery (ok, maybe scavenger already do that)
Not quite -- vultures only gain the bonus for creatures that died after the vulture was played (and go back to no bonus, if rewound and then replayed).
You should be aware that Timetwister was/is power 9 mainly because it refills your hand effectively drawing 7 cards for 3 without the loss of any keys and in addition to such created easily infinite loop engines. None of its progeny have shared any of its fame because they all had limitations on card draw, chance at the loss of keys and inability to loop. Time reversal will be undoubtably used for its draw but will not share the grace of Timetwister.

 

blarg: