Poll

Which Teries cards do you feel best represent Earth and Air combined?

Destructive Wings
0 (0%)
Airborne Weapon
0 (0%)
Jump
1 (10%)
Dormant Stone Demon
2 (20%)
Skyforge Scrap-Golem
4 (40%)
Duststorm Shield
1 (10%)
Skyiron Gauntlets
2 (20%)

Total Members Voted: 6

Voting closed: November 28, 2015, 04:55:22 pm

*Author

Offline ZephyrPhantomTopic starter

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[Project] Designing Opposite Hybrids for Cygnia [Discontinued] https://elementscommunity.org/forum/index.php?topic=60036.msg1210265#msg1210265
« on: October 14, 2015, 12:03:34 pm »
I will not be able to continue this project. Apologies.

Spoiler for What is this Project about?:
Greetings, Elementals!

So for quite a while now, we've had quite an amount of interest in the nature of Hybrid cards - these cards belong to two elements of A and B. What makes a hybrid card special is that it can be paid for by using any combination of the two elements it hails from - for example, a card that costs 6 [:light / :darkness] can be paid with 6 :light , 3 :light 3 :darkness , or 6 :darkness !

On the flipside, though, we haven't had a focused attempt to flesh out the Hybrids for a while now until a few threads posted in Design Theory by EmeraldTiger, which frankly could use a bit more a kick into high gear: this thread aims to streamline hybrid discussion into a project compact enough to create a Cygnia card set while maintaining a size small enough so that it won't trip over itself like the Slot Manipulation Project did.

To keep this on track, we've be following a compact schedule: each week, a Discussion/Submission Phase will occur in which a hybrid pair is discussed; I strongly encourage everyone to submit one hybrid idea during this period of time that you feel best demonstrates the elemental combination in addition to discussion of the theme. The following week after that, the next Discussion Phase starts and the cards from the previous Discussion Phase are voted on during that week. Depending on the number of cards submitted, I'd like to get 1-3 cards from each submission week into Cygnia, if possible - this means a minimum of 6 hybrid cards and a maximum of 18 hybrid cards.

As of right now, the 6 pairs have been randomized to the following:
 :light :darkness
 :entropy :gravity
 :earth :air
 :fire :water
 :life :death
 :time :aether

(Like all projects, this is an experimental concept and can either fall completely flat or go above and beyond. It's all up to you to determine which!)
Discussion/Submission Phase:
Fire/Water - FIERQUA

Time's up!

Some things to consider:
- What do :fire and :water have in common in terms of mechanics?
- What can :fire and :water do together that neither element can do on their own?
- What do :fire and :water  not share? How could someone put both together on a card?

VOTING Phase:
Earth/Air - TERIES

Time's up!


All cards have been compiled below. Vote for the ones that you feel are the best representation of combined Earth and Air!


Spoiler for Compiled Card List:
Quote
Destructive Wings 6 | 5
Permanent
Shield: Reduce damage by one.
Any Earth creature gains -0 | -1 when it hits.

Quote
Airborne Weapon 6 | 5
5 | 5
3: Gain the skill of a random Elemental weapon.

Quote
Jump 3 | 2
Spell
Target burrowed creature unburrows and deals double damage this turn, burrows after attack

Quote
Dormant Stone Demon | Stone Demon 6 | 7
0 | 10 / 6 | 2
Unupped Text: :earth :earth: Erupt - Become a Stone Demon.
Upped Text: :air :air: Dive - Triple damage dealt this turn. After damage is dealt, become a Dormant Stone Demon.

Quote
Skyforge Scrap-Golem | Skyforge Junk Golem 3 | 3
2 | 6 / 4 | 6
1 : Skyforge - Target golem or flown weapon gains flown stats of the next weapon its owner replaces.


Quote
Duststorm Shield 4 | 3
Permanent
Shield: Opposing creatures have X% chance to deal half damage, where X is your current amount of :earth quanta. (max 40%)
Opposing creatures have X% chance to miss, where X is your current amount of :air quanta. (max 40%)


Quote
Skyiron Gauntlets | Skysteel Gauntlets 3 | 5
Permanent
Unupped: Shield: Reduce damage by 1. Your weapons gain +1|+0 and are animated when replaced if they are not rare. 6 charges.
Upped: Shield: Reduce damage by 2. Your weapons gain +2|+0 and are animated when replaced if they are not rare. 6 charges.



Below are all the previous submissions we've had to this project!

Spoiler for Light and Darkness - DUALITY:
Light/Darkness - DUALITY

Quote
Which Duality cards do you feel best represent Light and Darkness combined?

Shades of Grey
    3 (12.5%)
Blinding Light
    3 (12.5%)
Eclipse Essence
    6 (25%)
Draining Purge
    0 (0%)
Night and Day
    0 (0%)
Living Shadows
    4 (16.7%)
Bat Breeder
    0 (0%)
Dual Shade
    3 (12.5%)
Grip of Blood
    1 (4.2%)
Penumbra Edict
    4 (16.7%)
Which Duality cards do you feel best represent Light and Darkness combined?
Our top 3 voted cards were Eclipse Essence, Living Shadows, and Penumbra Edict! Thanks to all that voted.

Quote
Shades of Grey 5 | 4
Permanent
For 2 turns, opponent's quanta pools cannot have a greater quantity than any of your quanta pools.

Quote
Blinding Light | Glory 4 | 4
Permanent
Unupped Text: Your :darkness creatures become invisible as long as there is a :light creature in an adjacent slot to their left or right.
Upped Text: Your :light creatures gain +2|+2 for each :darkness reature in an adjacent slot to their left or right.

Quote
Eclipse Essence 4 | 3
Permanent
Whenever a creature generates :light , heal 1 HP.
Whenever a creature generates :darkness , your opponent loses 1 HP.

Quote
Draining Purge 3 | 2
Spell
Drain 5 hp and remove all status effects from target creature.

Quote
Night | Night 4 | 4
Permanents
Unupped Text:
:darkness :darkness :darkness: Target gains Siphon: it can take 2 HP from target creature to heal self.
 :light: Flip to Day
Upgraded Text:
:darkness :darkness :darkness: Target gains Siphon: it can take 2 HP from target creature to heal self.
0: Flip to Day

Day | Day 4 | 4
Permanents
Unupped Text:
:light :light :light: Target gains Share: it can give 2 HP from self to heal target creature
:darkness : Flip to Night
Upgraded Text:
:light :light :light: Target gains Share: it can give 2 HP from self to heal target creature
0: Flip to Night

Quote
Living Shadows 2 | 2
Creature
0 | 2
Unupped Text:
Emerging:
Whenever you gain life, Living Shadows gains a third of that in ATK.
Upgraded Text:
Emerging:
Whenever you gain life, Living Shadows gains half of that in ATK.

Quote
Bat Breeder 4 | 3
Creature
1 | 2
Whenever you generate :light or :darkness for the first time each turn, put a 1 | 1 Bat with Vampire into play.
, Sacrifice a Bat: Heal 5 HP.

Quote
Dual Shade 3 | 4
Creature
2 | 5 / 2 | 6
If your :light is greater than your :darkness , generate :darkness , otherwise generate :light . Swap stats when quanta changes.

Quote
Grip of Blood | Grip of Vice 4 | 3
Spell
Target creature gains Vampire and switches sides for 2 turns.

Quote
Penumbra Edict 6 | 5
Permanent
When your opponent plays a creature, they take damage equal to its ATK.
Whe you play a creature, heal HP equal to its HP.

Spoiler for Entropy and Gravity - DISSA:
Entropy/Gravity - DISSA

Quote
What cards do you feel are the best representation of combined Entropy and Gravity?

Shifting Boson
    2 (12.5%)
Dissa's Embrace
    3 (18.8%)
Power Sink
    0 (0%)
Meromorphic Overload
    0 (0%)
Quantum Holomorphism
    0 (0%)
Power Accretion
    2 (12.5%)
Tilted Scale
    0 (0%)
Order in Chaos
    0 (0%)
Erratic Centrifuge
    1 (6.3%)
Dissa Pendulum
    2 (12.5%)
Quantum Collapse
    3 (18.8%)
Quantum Glitch Mob | Micro Glitch Mob
    3 (18.8%)

Our top 3 cards were Dissa's Embrace, Quantum Collapse, and Quantum Glitch Mob! Congratulations!


Quote
Shifting Boson | Chaos Boson 5 | 1 
0 | 20
Unupped text: Each turn, loses 1-6 HP to gain that much ATK.
Upped Text:  Each turn, loses 1-6 HP to have a random creature lose the same amount of HP.


Quote
Dissa's Embrace 5 | Dissa's Embrace 4
Target creature and a random creature in your possession combine to become a Dissan Chimera.

Notes: Both creatures are creatures in caster's possession.

Spoiler for Dissan Chimera:
Dissan Chimera | Dissan Chimera
Unstable: Gain up to +/-3 attack and gain up to +/-3 hit points. | Unstable: Gain up to +/-3 attack and gain up to +/-3 hit points.


Quote
Power Sink | Improved Power Sink 6 | 7 
Spell
Unupped text: Target creature siphons 1|0 from up to 8 creatures in the field with the most dispersed HPs among its creatures.
Upped Text:  Target creature siphons 1|1 from up to 8 creatures in the field with the most dispersed HPs among its creatures.

Spoiler for Notes: How Dispersion Works:
Powersink example:

You have a field of 5 unupgraded cockatrices (4 HP each), which yields an HP dispersion of 32.2 
I have a purple dragon (5 HP) and an armagio (25 HP), which yields an HP dispersion of 13.5
--This makes sense, the hp on the field of cockatrices is evenly distributed among all 5 creatures while on the other field most of the HP is concentrated in the armagio, hence the lower score even though there are more total HPs.

I cast Power Sink on my armagio.
Since your field has more dispersed HPs, the 1|0 gets siphoned from each of your cockatrices and given to my armagio.
You now have 5 3|4 creatures while I now have a 10|5 and a 6|25.

Note that power sink favors players keeping most of their stats concentrated, so despite its potential power, it is easily countered by RT.
Similarly, Power Sink is a good 'soft counter' to mass CC since mass CC will tend to thin out massess of low HP creatures, leaving the HP more concentrated in a handful of survivors.


Quote
Meromorphic Overload ??? | ??? 
Spell
Target weapon siphons 1|0 from all creatures in the field with the least dispersed HPs.
It will self destruct on hit.

Quote
Quantum Holomorphism ??? | ??? 
Spell
Redistribute your quanta to match the distribution of card costs in your hand and deck, rounding up.

Quote
Power Accretion ??? | ??? 
Spell
Target creature siphons 1|1 from all other creatures each turn. It becomes a nova when either ATK or HP exceeds 30.


Quote
Tilted Scale
4
Randomly inflicts either Gravity Pull or Chaos Seed on a creature each turn.
1 : Tilt
Shifts the current scale bias to the opposite option. Starts in Gravity Pull.

Slanted Scale
5
Randomly inflicts either Overdrive or Chaos Power on a creature each turn..
1 : Tilt
Shifts the current scale bias to the opposite option. Starts in Overdrive.

Quote
Order in Chaos
5 |  4
Permanent

As long as this permanent is in play, all Mutants are generated with Momentum in addition to mutant skills.

(Not included in the card: Yes, all Mutants, even your opponent's. Be careful of using this against Chaos Lord or another Mutation-happy player.
Forgot to add: Multiple Orders in Chaos does not stack.)

Quote
Erratic Centrifuge
5 |  4
Permanent
: Inflicts a random creature on the field with Gravity Pull. Repeatable.

Quote
Dissa Pendulum
Alternately generates :entropy and :gravity.
: Stabilize - This pendulum's stack remains on its current element this turn.
(Upgraded: Same text + "Gain 1 extra :entropy or :gravity when you play this card.")

(This card stacks like a normal Pendulum + you can run as many copies as you want.)

Quote
Quantum Collapse
3 |  2
Spell
All of target player's quanta is randomly converted to one type

Notes
Spoiler for Hidden:
(I don't know how much would actually fit, though cygnia cards have more space in them): The probability of a given quanta type to be the targeted one is proportional to the amount it is originally present.

So if I target my opponent and he has 3 :darkness, 5 :time and 2 :air, then it would be converted to

10 :darkness with 30% chance
10 :time with 50% chance
10 :air with 20% chance

any excess above 75, after the convertion is naturally discarded. Blocked by sanctuary when using against your opponent.


Quote
Quantum Glitch Mob | Micro Glitch Mob
6 |  1
6 | 6 / 2 | 2
Split on owner quanta absorb or scramble during enemy turn. Gain +1|+1 per enemy scramble or absorb event.

Spoiler for Notes:
Splitting results in two new copies of the original card. The stats will each be one half of the original, rounded up.
« Last Edit: December 05, 2015, 07:13:22 pm by ZephyrPhantom »

Offline Treldon

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Re: [Project] Designing Opposite Hybrids for Cygnia [Week 1/6 - Light/Darkness] https://elementscommunity.org/forum/index.php?topic=60036.msg1210280#msg1210280
« Reply #1 on: October 14, 2015, 01:56:55 pm »
Some things to consider:
- What do :light and :darkness have in common in terms of mechanics?
- What can :light and :darkness do together that neither element can do on their own?
- What do :light and :darkness not share? How could someone put both together on a card?

In common: both elements are strong in quanta generation (RoL, Luciferin, Solar Shield, Devourer), in self healing (Miracle, Sanctuary, Holy Light, Luciferin, Vampire, Vampire Dagger, Liquid Shadow, Drain Life), they can manipulate max HP (SoD; SoV) and they can buff their creatures (Blessing; Nightfall)

Together: they can deny opponent's quanta and/or hand while protecting your own (Devourer/Nightmare + Sanctuary); give massive buffs to creatures (Eclipse + Blessing), self heal a lot

Put both on card: have quanta generating cards; pendulum-type card switching between Night-Day side with different effects (odd-even turn or switch on activation); creature that heals target by either giving it its (healer's) own health or the health of another target
The one with answerable questions and questionable answers


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Offline EmeraldTiger

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Re: [Project] Designing Opposite Hybrids for Cygnia [Week 1/6 - Light/Darkness] https://elementscommunity.org/forum/index.php?topic=60036.msg1210293#msg1210293
« Reply #2 on: October 14, 2015, 03:14:05 pm »
 :light Light does self manipulation and ignores opponent mostly
 :darkness Darkness does Enemy manipulation

I don't know how well I used both elements here.


Out of all the opposites, I would like to portray the most internal conflict.
If Nowhere is Somewhere, and Somewhere is Over there, How can we be Anywhere?
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Offline AD TienzuStorm

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Re: [Project] Designing Opposite Hybrids for Cygnia [Week 1/6 - Light/Darkness] https://elementscommunity.org/forum/index.php?topic=60036.msg1210306#msg1210306
« Reply #3 on: October 14, 2015, 03:49:21 pm »
Ooh fun.

Light
- Taller element, higher stats for higher price (ex: Golden Dragon)
- Healing (seems to be more oriented towards creatures compared to Life's healing)
- Is the element that deals with max HP the most
- Mainly deals with own creatures, opponent's field is mostly unaffected

Darkness
- Bit wider as an element
- Vampiric is a unique feature
- Many effects of stealing (HP through vampires, NM, and Drain Life, quanta through Devs, permanents through Steal, etc.)

So, similarities would be:
- Healing
- Buffs
- Dealing with quanta (either through protection or stealing)
   - Both have impressive quanta generation

Things together:
- Extremely high quanta generation
- Able to make the biggest difference in max HP (through lowering opponent's while raising own)
- Incredible healing
- Protection (Cloak, HP buffs, Sanct)

Don't share:
- Thievery
- Control (CC, PC, QC is only in Darkness)

pendulum-type card switching between Night-Day side with different effects (odd-even turn or switch on activation)

I like.
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Offline OdinVanguard

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Re: [Project] Designing Opposite Hybrids for Cygnia [Week 1/6 - Light/Darkness] https://elementscommunity.org/forum/index.php?topic=60036.msg1210339#msg1210339
« Reply #4 on: October 14, 2015, 05:05:30 pm »
I'm reminded of a themes that might give some inspiration:
A candle shines brightest in the darkness.

I'm talking about thematics here, i.e. its a play off of darkness's inherent theme of subterfuge, and light's inherent theme of amplifying or bringing attention (light) to something.
An example:



E.g.
-Light creatures, effects, etc. get amplified / accentuated when more darkness is present
-The ability of darkness to hide / obscure is amplified when there is a strong light source. Or in another way, if you control where the light shines you can draw attention away from things you want to hide.
-- "Pay no attention to the man behind the curtain" -Wizard of Oz
« Last Edit: October 14, 2015, 05:10:34 pm by OdinVanguard »
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Offline Espithel

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Re: [Project] Designing Opposite Hybrids for Cygnia [Week 1/6 - Light/Darkness] https://elementscommunity.org/forum/index.php?topic=60036.msg1210341#msg1210341
« Reply #5 on: October 14, 2015, 05:11:57 pm »
I would like to point out this card whilst I'm busy doing other stuff.

It's a year old and pretty bad, but hey. I think we can make some use from it.

Offline EmeraldTiger

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Re: [Project] Designing Opposite Hybrids for Cygnia [Week 1/6 - Light/Darkness] https://elementscommunity.org/forum/index.php?topic=60036.msg1210388#msg1210388
« Reply #6 on: October 14, 2015, 09:44:42 pm »
Do we want a One of each card type?

Or

Do we want a creature, spell, weapon, shield and additional permanent?

« Last Edit: October 14, 2015, 10:52:15 pm by EmeraldTiger »
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Offline ZephyrPhantomTopic starter

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Re: [Project] Designing Opposite Hybrids for Cygnia [Week 1/6 - Light/Darkness] https://elementscommunity.org/forum/index.php?topic=60036.msg1210434#msg1210434
« Reply #7 on: October 15, 2015, 05:13:54 am »
Do we want a One of each card type?

Or

Do we want a creature, spell, weapon, shield and additional permanent?
Due to the compact size of this project, I'm okay with at least one card of any kind for each hybrid pair for now.  1 creature/permanent/spell would be nice but isn't absolutely mandatory.
Quote from: Treldon
pendulum-type card switching between Night-Day side with different effects (odd-even turn or switch on activation);
This idea in particular interests me. I'm going to be pondering a design for it.

....
I'm talking about thematics here, i.e. its a play off of darkness's inherent theme of subterfuge, and light's inherent theme of amplifying or bringing attention (light) to something.
An example:
....
I think this idea is promising and should be looked into, though the forced slot-manuevering of :light and :darkness creatures on the current is a bit awkward. Perhaps healing for each :light creature and randomly cloaking an ally creature for 1 turn each turn for each :darkness creature?  Come to think of it, remixing Espithel's idea might be worth looking at, too, something like:
Quote
Eclipse Essence 4 [:light/ :darkness]
Whenever a creature generates :light , heal 1 HP.
Whenever a creature generates :darkness , your opponent loses 1 HP.

Lastly, I'd like to post this old dinosaur I made a long time ago as a possible example:

« Last Edit: October 15, 2015, 05:24:06 am by ZephyrPhantom »

Offline Treldon

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Re: [Project] Designing Opposite Hybrids for Cygnia [Week 1/6 - Light/Darkness] https://elementscommunity.org/forum/index.php?topic=60036.msg1210477#msg1210477
« Reply #8 on: October 15, 2015, 04:57:06 pm »
Here's a highly experimental pendulum-style/flip card I've mentioned

Spoiler for Night & Day:





NAME:
Night
ELEMENT:
Duality [Darkness - Light]
COST:
4
TYPE:
Permanent
TEXT:
:darkness :darkness :darkness: Target gains
Siphon: it can take2 HP
from target creature to heal self
 :light: Flip to Day
NAME:
Night
ELEMENT:
Duality [Darkness - Light]
COST:
4
TYPE:
Permanent
TEXT:
:darkness :darkness :darkness: Target gains
Siphon: it can take2 HP
from target creature to heal self
 : Flip to Day

NAME:
Day
ELEMENT:
Duality [Darkness - Light]
COST:
4
TYPE:
Permanent
TEXT:
:light :light :light: Target gains
Share: it can give 2 HP
from self to heal target creature
:darkness : Flip to Night
NAME:
Day
ELEMENT:
Duality [Darkness - Light]
COST:
4
TYPE:
Permanent
TEXT:
:light :light :light: Target gains
Share: it can give 2 HP
from self to heal target creature
 : Flip to Night

ART:
-
IDEA:
Treldon
NOTES:
Upgrade order: left to right
Swithcing order: downwards

Siphon | Share will cost  :darkness :darkness | :light :light for the creatures

(also, I think that the current Duality background just does not match either element with all that red and yellow, so I used a B&W version
SERIES:
Duality experiments
The one with answerable questions and questionable answers


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Offline Espithel

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Re: [Project] Designing Opposite Hybrids for Cygnia [Week 1/6 - Light/Darkness] https://elementscommunity.org/forum/index.php?topic=60036.msg1210494#msg1210494
« Reply #9 on: October 15, 2015, 05:56:05 pm »
Here's a highly experimental pendulum-style/flip card I've mentioned

Spoiler for Night & Day:





NAME:
Night
ELEMENT:
Duality [Darkness - Light]
COST:
4
TYPE:
Permanent
TEXT:
:darkness :darkness :darkness: Target gains
Siphon: it can take2 HP
from target creature to heal self
 :light: Flip to Day
NAME:
Night
ELEMENT:
Duality [Darkness - Light]
COST:
4
TYPE:
Permanent
TEXT:
:darkness :darkness :darkness: Target gains
Siphon: it can take2 HP
from target creature to heal self
 : Flip to Day

NAME:
Day
ELEMENT:
Duality [Darkness - Light]
COST:
4
TYPE:
Permanent
TEXT:
:light :light :light: Target gains
Share: it can give 2 HP
from self to heal target creature
:darkness : Flip to Night
NAME:
Day
ELEMENT:
Duality [Darkness - Light]
COST:
4
TYPE:
Permanent
TEXT:
:light :light :light: Target gains
Share: it can give 2 HP
from self to heal target creature
 : Flip to Night

ART:
-
IDEA:
Treldon
NOTES:
Upgrade order: left to right
Swithcing order: downwards

Siphon | Share will cost  :darkness :darkness | :light :light for the creatures

(also, I think that the current Duality background just does not match either element with all that red and yellow, so I used a B&W version
SERIES:
Duality experiments

Why would you ever flip that card to day?

Regardless, here's another small concoction of mine.

Spoiler for Hidden:
NAME:
Living Shadows
ELEMENT:
Duality
COST:
2
TYPE:
Creature
ATK|HP:
0 | 2
TEXT:
Emerging:
Whenever you gain life, Living Shadows gains a third of that in ATK.
NAME:
Living Shadows
ELEMENT:
Duality
COST:
2
TYPE:
Creature
ATK|HP:
0 | 2
TEXT:
Emerging:
Whenever you gain life, Living Shadows gains half of that in ATK.

Offline Treldon

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Re: [Project] Designing Opposite Hybrids for Cygnia [Week 1/6 - Light/Darkness] https://elementscommunity.org/forum/index.php?topic=60036.msg1210513#msg1210513
« Reply #10 on: October 15, 2015, 06:53:39 pm »
Why would you ever flip that card to day?

Uhm...yeah. I concentrated on the mechanic of flipping and forgot that Share is pretty much useless with Siphon...
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Re: [Project] Designing Opposite Hybrids for Cygnia [Week 1/6 - Light/Darkness] https://elementscommunity.org/forum/index.php?topic=60036.msg1210565#msg1210565
« Reply #11 on: October 16, 2015, 12:47:04 am »
I think this idea is promising and should be looked into, though the forced slot-manuevering of :light and :darkness creatures on the current is a bit awkward. Perhaps healing for each :light creature and randomly cloaking an ally creature for 1 turn each turn for each :darkness creature? 
That could certainly work too. I was mainly trying to illustrate having :light amplify :darkness's ability to misdirect while :darkness amplifies the effective intensity of :light
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

 

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