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Offline majofaTopic starter

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Project: Chain https://elementscommunity.org/forum/index.php?topic=37282.msg468215#msg468215
« on: March 06, 2012, 05:45:58 pm »
Here's the original post:
Here's an interesting concept based on the change to Nova/SN:

(Chain:X)

-------------
Nova
Generate 1 quanta of each element.
Chain:3
Generate a Singularity.
-------------
Supernova
Generate 2 quanta of each element.
Chain:2
Generate an upped Singularity.
Not all Chains have to be negative.
There can be Chain:1 ... which is essentially: 'When this card comes into play...'

Any other ideas? Card specific ones?

Offline OldTrees

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Re: Project: Chain https://elementscommunity.org/forum/index.php?topic=37282.msg468222#msg468222
« Reply #1 on: March 06, 2012, 06:01:58 pm »
Chain 1 is come into play or is the default spell effect (Lightning is Chain 1: Deal 5 damage to target.)

Chain 2+ will have 2 effects. The first effect is worth the first cost. The cost must be non linear if the second cost is to pay for both the first and second benefits.

Chain 2+ will have 2 effects. This makes the card more complicated.

Chain is a convenient mechanic but can be inelegant if misused. (Like in some balance attempts)
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Offline majofaTopic starter

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Re: Project: Chain https://elementscommunity.org/forum/index.php?topic=37282.msg468224#msg468224
« Reply #2 on: March 06, 2012, 06:16:50 pm »
Some chain applications:

Chain:1
As you stated, it is the default for spells, but Chain doesn't only apply to Spells.
Permanents and Creatures can have this ability too.
Example:
Antlion
(normal burrow effect)
Chain:1
(May) Destroy an opponent's Pillar.
Obviously, could be overpowered with Fractal, but it is just an example.
--------------------
Creatures can be given Chain:X, where the more that are put in play that turn can give either a positive or negative effect.. The latter can be a deterrent to Fractal. With this cards that were balanced in every way, except when Fractal'd would now be perfectly fine.
--------------------
Any more examples?

Offline The_Mormegil

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Re: Project: Chain https://elementscommunity.org/forum/index.php?topic=37282.msg468285#msg468285
« Reply #3 on: March 06, 2012, 10:09:57 pm »
Chain: 6 for combo decks could be nice, too. Big payoff for something that requires a lot of setup.
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Re: Project: Chain https://elementscommunity.org/forum/index.php?topic=37282.msg471091#msg471091
« Reply #4 on: March 15, 2012, 04:09:11 pm »
is it weird that i thought of ff11 when i saw chains being mentioned? as in card X has Y happen after card Z is played, or card X gains Y if played after card Z. would be pretty limited unless card Z was a general category, such as a permanent or even an airborne creature.  maybe ill revive dodo with a similar mechanic.
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Offline majofaTopic starter

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Re: Project: Chain https://elementscommunity.org/forum/index.php?topic=37282.msg471095#msg471095
« Reply #5 on: March 15, 2012, 04:22:57 pm »
Yep, the mechanic can be as restrictive or as open as you want.

It could be based on how many of a type of card you played.
..based on element.
..based on the card itself, both good effect or bad.

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Re: Project: Chain https://elementscommunity.org/forum/index.php?topic=37282.msg471116#msg471116
« Reply #6 on: March 15, 2012, 05:22:22 pm »
so what would you call the mechanic that shard golem utilizes, combining/using many cards in the hand into a single card?
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Re: Project: Chain https://elementscommunity.org/forum/index.php?topic=37282.msg471137#msg471137
« Reply #7 on: March 15, 2012, 07:45:40 pm »
so what would you call the mechanic that shard golem utilizes, combining/using many cards in the hand into a single card?
Since only a single effect was cast, I would not call it a chain. I would call that a Chimera creature that uses a discarding alternate cost rather than a sacrifice alternate cost.
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