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Shylderidh

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Some cards ideas I had https://elementscommunity.org/forum/index.php?topic=36295.msg456294#msg456294
« on: February 03, 2012, 03:19:11 pm »
Not sure if / how many have already been proposed in a form or another (not seen them in recent card proposals, but I haven't read everything). Not decided the elements/still hesitating about mechanics for some. So I prefer to post them here before making the picture.

* A counter to quintessence
Vulnerability/Mortality  cost 5  :death or Materialization ; spell,  cost 5  :gravity (element not decided)
Unupped : All immortal creatures on the field lose their immaterial statut. Creatures with the immaterial skill gain their immortality back at the end of the turn, if this skill isn't removed.
Upped : Opponent's immaterial creatures lose this statut. Creatures with the immaterial skill gain their immortality back at the end of the turn, if this skill isn't removed.

(makes the spell more efficient against quinted creatures than regular aether creatures)
(other option if a quint dispell is judged too powerful : affect the two kinds of creatures for only a turn, affects non naturally immaterial creatures for one more ; but I think this spell would be sufficiently situationnal to be fine as a full dispell)


* A card invisibility spell
Invisibility (cost  :aether :aether :aether or  :air :air :air) or Obscurity (cost  :darkness :darkness  :darkness) ; element not decided ; (cost -1 if upped)
Effect : the next creature or permanent you play appears to the opponent as a "mysterious card".

Mechanic :
* Playing the card invisibility, make your next card appears as a blank neutral "mysterious card" when you play it, and cause the apparition of up to 4 cards for the opponent : a "mysterious permanent" (if a permanent slot was empty), a "mysterious shield" (if shield slot was empty or the card is a shield), a "mysterious weapon" (if weapon slot was empty or the card is a weapon), a "mysterious creature" (if a creature slot was empty)
* Your card appears to you normally and has its normal effects
* Pilars or other stackables go to their normal stack if one is already there, but the added number doesn't appear (so if you use mysterious cards for stackables you only spawn decoys for the opponent)
* Mysterious cards can be targeted like other things of their category (creatures, permanents) ; if the correct mysterious card is targeted all effects apply normally to the creature/permanent (as if it was visible) ; if the mysterious card was just a decoy it disappears
(maybe a little too complex to implement, but would allow a lot of subtile strategies)


* A dispell effects spell
Dispell (cost something like :aether :aether or may be a neutral spell costing  :rainbow :rainbow :rainbow)
Dispell all effects (but not skills) from the target creatures (removing : adrenaline, momentum -effect only not the elite charger natural skill-, all poison counters)
or
Natural State (cost something like  :life :life  :life)
The targeted creature returns to its natural state. (more usefull here the spell would remove : effects, buffs, poison, antimatter, and make mutants their card creature)

 
* A changing side healer

Traitorious Healer (cost :light :light)
Unupped : -3/2 ability  :darkness Change Side (becomes an opponent's creature)
Upped :  -3/3 ability  :darkness Change Side
With eventually this passive ability : Healer (heals two random injured creatures of his side of 2hp / turn)

(make it usable to counter dammage shields at the price of healing the opponent, or to heal you at the price of healing opponents creatures)


* A rechargeable shield (mixing dissipation shield and bone wall concepts)

Stone Wall (cost :  :earth :earth  :earth) starts with 3 charges, each charge absorbing damage from only one physical source or a deflag power*, stone wall is removed if charges reach 0 (like bone wall)
Ability : Strengthen the wall (cost :  :earth :earth :earth, add 3 charges to stone wall / 4 for upped stone wall)

(* to make it more different from bone wall, it may be changed to "each charge absorbs up to 6 damage" - with a minimum of one charge being used each turn if opponents damage is > 0)

Offline Calindu

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Re: Some cards ideas I had https://elementscommunity.org/forum/index.php?topic=36295.msg456318#msg456318
« Reply #1 on: February 03, 2012, 05:09:51 pm »
I like some of those, especially the last one.
You know, a long time ago being crazy meant something. Nowadays everybody's crazy.
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