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Elements the Game => Design Theory => Card Ideas and Art => Pre-Smithy Ideas => Topic started by: EmeraldTiger on May 14, 2011, 09:09:13 pm

Title: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 14, 2011, 09:09:13 pm
Project 1:
I would like to develop a series of cards that uses the Remain skill.
The skill cost 2 quanta of a card's element.

Project 2:
I would like to create a creature that
has an active skill that
gives it attack power boost then as it attacks,
returns the attack power to the previous value

Project 3:
Pillars/Towers with proper names Example:  :fire Mt. Dracon's Spire  :fire
Title: Re: Remain: The Active Upkeep
Post by: Rutarete on May 14, 2011, 09:12:57 pm
Are you thinking of just mono cards for this?
Also- should a common theme be based on things that fade away/don't last long?
e.g. gas disperses, night -> day, etc.
Title: Re: Remain: The Active Upkeep
Post by: EmeraldTiger on May 14, 2011, 09:17:50 pm
q1 Mono cards = yes.
q2 We will see what we can come up with, because I am not sure ATM.
Title: Re: EmeraldTiger's Workshop
Post by: ZephyrPhantom on May 15, 2011, 07:30:44 pm
I'd recommend focusing on one project at a time.

For remain, how about something like :
Shifting Beast
5 :entropy
7 | 4
When this creature leaves the field it goes back to the top of your deck.
 :entropy :entropy : Remain - keep this creature on the field.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 15, 2011, 07:44:14 pm
So that one would get rewound instead of killed?
Title: Re: EmeraldTiger's Workshop
Post by: OldTrees on May 15, 2011, 07:45:07 pm
Project 1:
1) Investigate the balance of Absorb. Maybe make a design theory thread asking how adding an Absorb 1 cost would affect the balanced casting cost.
2) Remain cost 2 is expensive. Slightly less expensive than Absorb 2 but more than Absorb 1.

Project 2:
You mean like Dive or Ambush/Pack Tactics?

Project 3:
I do not think ETG is meant to have that detailed a mythos.
Title: Re: EmeraldTiger's Workshop
Post by: ZephyrPhantom on May 15, 2011, 07:45:50 pm
So that one would get rewound instead of killed?
Yep. If you don't maintain it properly it locks down your draw. I didn't want this to be in :time though as it has the same niche as GoTP does.
Title: Re: EmeraldTiger's Workshop
Post by: artimies7 on May 15, 2011, 07:49:11 pm
Project 1: Doomed Servant: 5 :darkness -4|5, 3 :darkness: Remain: Do not attack.
Forced upkeep!
I guess it might need balancing.

Project 2:  :earth: Avalanche: Gain +4|+3, then reduce 1|1 for 4 turns. While reducing, Untargetable and Momentum.
It's sort of like a real avalanche. It starts, you can't stop it, and then the mountain that it came off of is weaker than it was before.
Would have to be high-cost though. Balancing and all.

Project 3: Mountain of Giants: Generate X+1 random quanta. X = the average HP of your creatures divided by 6.
So Massive Dragon would only get 5 quanta, not unlike two Quantum pillars against a Devourer.

I am suprised and pleased that I would be PM'd about this in particular. Thanks.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 15, 2011, 07:54:13 pm
Zblader's Idea would also be a decent immo target

Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 16, 2011, 04:06:50 am
On project 2: How much is 3 attack boost worth for an activation cost?
Title: Re: EmeraldTiger's Workshop
Post by: OldTrees on May 16, 2011, 04:11:43 am
On project 2: How much is 3 attack boost worth for an activation cost?
3 attack for 1 turn = 3 damage =  spark = Cost of 0q+1c, 1c=1q, Cost of 0q+1c = Cost of 1q+0c
Activation Cost: 1 quanta of an aggressive element.
This would create a +0 skill value since the Activation Cost pays for the entire cost.
Due to possible synergy with Skyblitz, I would choose the mid to lower hp in the chosen hp range.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 16, 2011, 04:21:43 am
I am thinking it should be a Fire ability.
here is 1 possible idea.
(http://imageplay.net/img/m7Gbd184797/Cinderling_card.png)
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 16, 2011, 03:01:40 pm
how high of attack power can 1 :fire give?
Title: Re: EmeraldTiger's Workshop
Post by: OldTrees on May 16, 2011, 04:14:11 pm
how high of attack power can 1 :fire give?
+3 if it is one use per turn.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 16, 2011, 05:45:39 pm
UNUPPED
UPPED
Name: Cinderling
Element: Darkness
Cost: 2 :darkness
Type: Creature
Atk|HP: 3|5
Ability:  :fire Ember: This creature gains +3|+0 until end of turn.
Name: Cinderling
Element: Darkness
Cost: 2 :darkness
Type: Creature
Atk|HP: 5|5
Ability: :fire Ember: This creature gains +3|+0 until end of turn.
Image:















Owner of Idea:

Notes:

Thread:
(http://imageplay.net/img/m7Gbd184798/cinderling.png)
EmeraldTiger
Nothing yet
Cinderling | Cinderling (http://elementscommunity.org/forum/index.php/topic,26325.0.html)
Title: Re: EmeraldTiger's Workshop
Post by: OldTrees on May 16, 2011, 09:07:15 pm
That looks workable. I did not expect this to be a duo creature. +0quanta skills are nigh impossible to balance solo on duo creatures.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 16, 2011, 09:45:39 pm
has anyone been able to do it before?
Title: Re: EmeraldTiger's Workshop
Post by: OldTrees on May 16, 2011, 09:49:27 pm
has anyone been able to do it before?
None have been tried. The problem is that it permits the card to be used as a vanilla creature that is cheaper than a regular vanilla counterpart. I guess the best way to explain it is that one should never design a card where the total skill value (including activation cost modifiers) is negative.
So add a +1 skill value passive please.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 16, 2011, 09:54:36 pm
Is this a niche we should explore?

has anyone been able to do it before?
None have been tried. The problem is that it permits the card to be used as a vanilla creature that is cheaper than a regular vanilla counterpart. I guess the best way to explain it is that one should never design a card where the total skill value (including activation cost modifiers) is negative.
So add a +1 skill value passive please.
Add a passive? I can't think of anything that will fit in this package ATM.
Zblader is good at this....summons Zblader.
Title: Re: EmeraldTiger's Workshop
Post by: Rutarete on May 16, 2011, 10:31:10 pm
Maybe call the ability ignite; So a passive could be like steam machine; losing one attack per turn, like cinders dying out. I'm not really sure that it warrants +1 cost, but just my 2 :electrum
cinderlings -> cinders -> sparks -> ability giving attack -> ignite
Or, maybe, when igniting, the flame creates another embercinder thing; fire spreads; this could work for a passive
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 16, 2011, 11:12:57 pm
how about a passive that differs depending on element that targets it?
 :water = soot
 :fire = new Cinderling
 :air becomes fire spirit or explodes
 :earth ?
 :life Cinder Dragon
 :time kindling (Permanent)
 :aether ?
 :darkness Charcoal (Permanent)
 :death ?
 :entropy any of the others
 :light ?
Title: Re: EmeraldTiger's Workshop
Post by: ZephyrPhantom on May 16, 2011, 11:16:39 pm
how about a passive that differs depending on element that targets it?
 :water = soot
 :fire = new Cinderling
 :air becomes fire spirit or explodes
 :earth ?
 :life Cinder Dragon
 :time kindling (Permanent)
 :aether ?
 :darkness Charcoal (Permanent)
 :death ?
 :entropy any of the others
 :light ?
Generally a ability that has that wide a variable effect has been gotten shot down before (Vrt made a somewhat harsh comment on my Rune Sword  (http://elementscommunity.org/forum/index.php/topic,23980.0.html) involving a similar variable ability, I avoided including the harsher part in the thread.).
IMHO, such an ability needs to be well explained or it may be viewed as overcomplicated.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 16, 2011, 11:21:56 pm
What kind of passive would fit this creature?
Title: Re: EmeraldTiger's Workshop
Post by: ZephyrPhantom on May 17, 2011, 12:16:58 am
How about "Blazing - Gets + 1 | + 0  for one turn when it takes damage." ?
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 17, 2011, 05:13:16 pm
UNUPPEDUPPED
Name: Mongoose
Element: Life
Cost:
Type: Creature
Atk|HP: 3|3
Ability:  Mongoose is invulnerable to poison.
Name: Mongoose
Element: Life
Cost:
Type: Creature
Atk|HP: 3|4
Ability: Innate: While in play 25% of poison damage to you is negated Passive: Mongoose is invulnerable to poison.
Image:
















Owner of Idea:

Notes:

Thread:
(http://imageplay.net/img/m7Gbd185423/332380_2164b.png)
http://www.sxc.hu/photo/332380
Hyroen, EmeraldTiger
***Insert additional information***
***Insert thread title*** (http://***Insert thread link***)

UNUPPEDUPPED
Name: Porcupine
Element: Earth
Cost:
Type:
Atk|HP:
Ability: 
Name: Porcupine
Element: Earth
Cost:
Type:
Atk|HP:
Ability:
Image:
















Owner of Idea:

Notes:

Thread:
(http://www.sxc.hu/pic/m/a/ay/ayla87/865729_white-tailed_porcupine.jpg)
http://www.sxc.hu/photo/865729
Hyroen, EmeraldTiger
***Insert additional information***
***Insert thread title*** (http://***Insert thread link***)
UNUPPEDUPPED
Name: Skunk
Element: Darkness
Cost:
Type:
Atk|HP:
Ability: 
Name:Skunk
Element: Darkness
Cost:
Type:
Atk|HP:
Ability:
Image:
















Owner of Idea:

Notes:

Thread:
(http://www.sxc.hu/pic/m/t/to/torli/574600_skunk.jpg)
http://www.sxc.hu/photo/574600
Hyroen, EmeraldTiger
***Insert additional information***
***Insert thread title*** (http://***Insert thread link***)
Title: Re: EmeraldTiger's Workshop
Post by: IcedCakeLake on May 17, 2011, 06:01:45 pm
I've got an idea for Skunk

UNUPPEDUPPED
Name: Skunk
Element: Darkness
Cost: 5  :darkness
Type: Creature
ATK|HP: 4|3
Ability:  :darkness Stink Gas: Cloak your field in gas for one turn. Does not stack. 
Name:Skunk
Element: Darkness
Cost: 4  :darkness
Type: Creature
ATK|HP: 4|3
Ability:   :darkness Stink Gas: Cloak your field in gas for one turn. Does not stack.
Image:
















Owner of Idea:

Notes:

Thread:
(http://www.sxc.hu/pic/m/t/to/torli/574600_skunk.jpg)
http://www.sxc.hu/photo/574600
Hyroen, EmeraldTiger
***Insert additional information***
***Insert thread title*** (http://***Insert thread link***)
Tell me what you think about it.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 17, 2011, 06:15:56 pm
we may go with an :air ability since gases generally fall into that category.
Title: Re: EmeraldTiger's Workshop
Post by: artimies7 on May 17, 2011, 07:32:02 pm
Is that cloaking? Because if a skunk stinks me, I can still see. Perhaps it might give some sort of damage? Confusion, delay, poison.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 17, 2011, 07:59:23 pm
we could go with one of those.

I am not sure if skunk fits Darkness.

porcupine is a ranged creature since it throws the quills

any other thoughts on mongoose?
Title: Re: EmeraldTiger's Workshop
Post by: artimies7 on May 17, 2011, 08:07:49 pm
Skunk: Life, perhaps, with a Darkness or Air ability. The ability type depends on the mechanic. With the cloaking thing, that would have to be Darkness for the actual Cloak card.

Mongoose: Good for poison counters. Since poison is common, then it's good.

Porcupine: Since actual porcupines curl up into a ball, might the opponent take damage when it damages porcupine? Well, damage but not kill, to balance.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 17, 2011, 09:01:54 pm
I almost forgot this is Project 4: Creature that have not been done before.
Thank you, Hyroen.

Anyone may work with me on this project.
Title: Re: EmeraldTiger's Workshop
Post by: Rutarete on May 17, 2011, 10:25:34 pm
How about for porcupine, if it's gravity pulled, it deals 1|2 damage to whatever attacks it. To fit gravity pull more, and the damage, make it a Giant Porcupine ;)
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 17, 2011, 10:34:02 pm
http://elementscommunity.org/forum/index.php/topic,11474.msg359312.html#new
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 19, 2011, 03:07:21 pm
UNUPPEDUPPED
Name: Mongoose
Element: Life
Cost:
Type: Creature
Atk|HP: 3|3
Ability:  Mongoose is invulnerable to poison.
Name: Mongoose
Element: Life
Cost:
Type: Creature
Atk|HP: 3|4
Ability: Innate: While in play 25% of poison damage to you is negated Passive: Mongoose is invulnerable to poison.
Image:
















Owner of Idea:

Notes:

Thread:
(http://imageplay.net/img/m7Gbd185423/332380_2164b.png)
http://www.sxc.hu/photo/332380
Hyroen, EmeraldTiger
***Insert additional information***
Mongoose | Mongoose (http://elementscommunity.org/forum/index.php/topic,26488.0.html)
I will finish this one.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 23, 2011, 09:44:30 pm
UNUPPEDUPPED
Name: Bound Souls
Element: ?
Cost: ?
Type: Permanent
Atk|HP:
Ability: Anything that targets one player effects both
Name: Bound Spirits
Element: ?
Cost: ?
Type: Permanent
Atk|HP:
Ability: Anything that targets one player effects both
Image:















Owner of Idea:

Notes:

Thread:
(http://imageplay.net/img/m7Gbd187741/BouND.png)
EmeraldTiger
***Insert additional information***
***Insert thread title*** (http://***Insert thread link***)
Title: Re: EmeraldTiger's Workshop
Post by: OldTrees on May 24, 2011, 12:33:20 am
edited
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 24, 2011, 01:30:15 am
what element and cost?
Title: Re: EmeraldTiger's Workshop
Post by: OldTrees on May 24, 2011, 01:33:08 am
what element and costwe should encourage people to decide costs in the smithy?
I would assume that Darkness would be a good element choice (looking at the mechanics). The card would allow the elemental to steal the effects of cards that affect elementals.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 24, 2011, 01:39:42 am
Anything that targets one player effects both or Anything that targets one player affects both
Title: Re: EmeraldTiger's Workshop
Post by: OldTrees on May 24, 2011, 01:44:54 am
Anything that targets one player effects both or Anything that targets one player affects both
Anything that targets one player affects both
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 25, 2011, 03:26:46 pm
I am thinking about a spell that generates a creature. the creature's element is = to player's mark and the stats are based off player's HP if rewound the spell is in deck not creature. if creature is healed you are healed and vice versa. in many ways this could be an avatar creature. fractal creates spell. if there is more than one per player effects apply to all.
Title: Re: EmeraldTiger's Workshop
Post by: Flayne on May 25, 2011, 03:33:01 pm
I am thinking about a spell that generates a creature. the creature's element is = to player's mark and the stats are based off player's HP if rewound the spell is in deck not creature. if creature is healed you are healed and vice versa. in many ways this could be an avatar creature. fractal creates spell. if there is more than one per player effects apply to all.
Perhaps creature stats = remaining hp divided by 10? (100/10 = 10)

though there are too many effects that you are suggesting, too much for card text.
Title: Re: EmeraldTiger's Workshop
Post by: artimies7 on May 25, 2011, 03:50:43 pm
Birth: Generate a creature of your mark with Hp equal to your Hp/10. This creature is tied to your life points.

Tied to your life points = when you are healed, it is healed for the same amount /10. If it is damaged, you are damaged for the same amount. Not *10, because that would be an easy target to get to your HP.

It is assumed that rewinding gives you the spell, not the creature.

Untargetable? Perhaps.

Well, what do yah think?
Title: Re: EmeraldTiger's Workshop
Post by: OldTrees on May 25, 2011, 04:58:48 pm
I am thinking about a spell that generates a creature. the creature's element is = to player's mark and the stats are based off player's HP if rewound the spell is in deck not creature. if creature is healed you are healed and vice versa. in many ways this could be an avatar creature. fractal creates spell. if there is more than one per player effects apply to all.
This would be a creature card with a starting element resembling its casting cost (probably other).
It would have the following text:
"When this creature enters play it changes to the element of your mark."
"X=??" (this ability only as 1.5 lines)
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 26, 2011, 04:11:48 am
here is the Idea more organised.

UNUPPEDUPPED
Name: Soul's Reflection
Element: Other
Cost:
Type: Spell
Atk|HP:
Ability:  Generate  a Creature
Name: Soul's Perfection
Element: Other
Cost:
Type: Spell
Atk|HP:
Ability: Generate  a Creature
Image:















Owner of Idea:

Notes:

Thread:
(http://"http://***InternetAddressOfCardArt.jpg***")
EmeraldTiger
***Insert additional information***
***Insert thread title*** (http://***Insert thread link***)
UNUPPEDUPPED
Name: Creature
Element: Other
Cost:
Type:
Atk|HP:
Ability:  When this creature enters play it changes to the element of your mark.  Attack and HP based on your HP.
Name: Creature
Element: Other
Cost:
Type:
Atk|HP:
Ability: When this creature enters play it changes to the element of your mark.  Attack and HP based on your HP.
Image:















Owner of Idea:

Notes:

Thread:
(http://imageplay.net/img/m7Gbd188521/otherelemental.png)
EmeraldTiger
***Insert additional information***
***Insert thread title*** (http://***Insert thread link***)
Title: Re: EmeraldTiger's Workshop
Post by: OldTrees on May 26, 2011, 04:25:20 am
The spell card in unnecessary because the creature card has all the effects.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 26, 2011, 04:31:58 am
yes but I was thinking this should be only summoned via the spell and not any other way. the creature has the potential of it being really powerful. Or are you thinking it would over complicate the idea?
Title: Re: EmeraldTiger's Workshop
Post by: OldTrees on May 26, 2011, 04:35:15 am
yes but I was thinking this should be only summoned via the spell and not any other way. the creature has the potential of it being really powerful. Or are you thinking it would over complicate the idea?
Having it be a creature card is identical to having it be a spell that creates a creature that when rewound becomes a spell. That is the definition of a creature card.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 26, 2011, 04:48:54 am
Would Stone Skin | Granite Skin and SoD make this OP?

Can cost be variable?

UNUPPEDUPPED
Name: Creature
Element: Other
Cost:
Type:
Atk|HP:
Ability:  When this creature enters play it changes to the element of your mark.  Attack and HP based on your HP.
Name: Creature
Element: Other
Cost:
Type:
Atk|HP:
Ability: When this creature enters play it changes to the element of your mark.  Attack and HP based on your HP.
Image:















Owner of Idea:

Notes:

Thread:
(http://imageplay.net/img/m7Gbd188521/otherelemental.png)
EmeraldTiger
***Insert additional information***
***Insert thread title*** (http://***Insert thread link***)
Title: Re: EmeraldTiger's Workshop
Post by: OldTrees on May 26, 2011, 04:59:08 am
Would Stone Skin | Granite Skin and SoD make this OP?
"Ability: When this creature enters play it changes to the element of your mark.  Attack and HP based on your HP."
SS certainly would give Earth an advantage but so would Death or Darkness (provided you scale correctly so the Nightfall is not more or less cost effective than SS).
It all depends on what based means (but that is for the smithy thread).

Can cost be variable?
No.
Title: Re: EmeraldTiger's Workshop
Post by: Captain Scibra on May 26, 2011, 05:04:30 am
That's an interesting idea.  Seems like SS and SoD can make it powerful, yes, but there are always formulas that can fix that.  The upped picture seems a little creepy, perhaps its that he is in his own eyes, but the background seems ominous, idk.  If the formula for the stats based off your HP work right, there could be a set card cost.
Title: Re: EmeraldTiger's Workshop
Post by: Electrum on May 26, 2011, 01:52:09 pm
I sort of like the idea, but the art is weird.

Anyway, I think the attack should scale inversely with defense, kudos to the dictator for the idea.  I suggest something like HP = YourHP/5, Attack = 20-YourHP/20.  The creature's HP would be 20 at 100 health, then as you lose health, it would slowly get down to 1 health and 20 attack.  It would add quite a bit of strategy with the card and facing it. 
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on May 29, 2011, 07:50:39 pm
Series: Lands

Name:The Valley
Element:Death
Cost:
Type: Permanent
Atk|HP:
Ability: Pillars/Towers generate :death in addtion to what the generate currently.
Notes:
Image:
Owner of Idea:
Thread:


Name: The Garden
Element: Life
Cost:
Type:
Atk|HP:
Ability: Pillars/Towers generate :life in addtion to what the generate currently.
Notes:
Image:
Owner of Idea:
Thread:


Name: Burning Lake
Element: Fire
Cost:
Type:
Atk|HP:
Ability: Pillars/Towers generate :fire in addtion to what the generate currently.
Notes:
Image:
Owner of Idea:
Thread:

Name: Glacier Plain
Element: Water
Cost:
Type:
Atk|HP:
Ability: Pillars/Towers generate :water in addtion to what the generate currently.
Notes:
Image:
Owner of Idea:
Thread:

Name:
Element: Aether
Cost:
Type:
Atk|HP:
Ability: Pillars/Towers generate :aether in addtion to what the generate currently.
Notes:
Image:
Owner of Idea:
Thread:

Name: Endless Desert
Element: Time
Cost:
Type:
Atk|HP:
Ability: Pillars/Towers generate :time in addtion to what the generate currently.
Notes:
Image:
Owner of Idea:
Thread:

Name: Enourmous Planet
Element: Gravity
Cost:
Type:
Atk|HP:
Ability: Pillars/Towers generate :gravity in addtion to what the generate currently.
Notes:
Image:
Owner of Idea:
Thread:

Name: Perpetual Energy ... something
Element: Entropy
Cost:
Type:
Atk|HP:
Ability: Pillars/Towers generate :entropy in addtion to what the generate currently.
Notes:
Image:
Owner of Idea:
Thread:

Name:
Element: Darkness
Cost:
Type:
Atk|HP:
Ability: Pillars/Towers generate :darkness in addtion to what the generate currently.
Notes:
Image:
Owner of Idea:
Thread:

Name: Large Sun
Element: Light
Cost:
Type:
Atk|HP:
Ability: Pillars/Towers generate :light in addtion to what the generate currently.
Notes:
Image:
Owner of Idea:
Thread:

Name: Mountain Quarry
Element: Earth
Cost:
Type:
Atk|HP:
Ability: Pillars/Towers generate :earth in addtion to what the generate currently.
Notes:
Image:
Owner of Idea:
Thread:

Name: Four Winds
Element: Air
Cost:
Type:
Atk|HP:
Ability: Pillars/Towers generate :air in addtion to what the generate currently.
Notes:
Image:
Owner of Idea:
Thread:
Title: Re: EmeraldTiger's Workshop
Post by: artimies7 on May 29, 2011, 11:29:06 pm
Is that for each pillar, or stack? Because each individual pillar would be called a multiplier, and those are hard to not be OP.

Other than that, it looks pretty cool.

For the  :aether name, howabout "Essence Span" or "Spirit Field"?
Title: Re: EmeraldTiger's Workshop
Post by: OldTrees on May 30, 2011, 01:11:42 am
Lands are obviously permanents (will one show up in the Quantum Generator challenge?)
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on June 14, 2011, 02:42:46 pm
UNUPPEDUPPED
Name: Zombify
Element: Death
Cost:
Type: Spell
Atk|HP:
Ability:  Target creature now has the skill  :death :death :death: Zombie
Name: Zombify
Element: Death
Cost:
Type: Spell
Atk|HP:
Ability: Target creature now has the skill  :death :death: Zombie
Image:















Owner of Idea:

Notes:

Thread:
(http://imageplay.net/img/m7Gbd154795/Untitled_9b.png)
EmeraldTiger
Zombie skill = target non-undead gains skill Zombie. Each turn no creature is targeted creature with Zombie Skill gains -0|-1.
***Insert thread title*** (http://***Insert thread link***)
I would like to see what people think before i make the thread.
Title: Re: EmeraldTiger's Workshop
Post by: Captain Scibra on June 14, 2011, 03:16:24 pm
Very interesting concept.  Does the effect also trigger death effects?  P.S.: LOVE THE ART!
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on June 14, 2011, 03:21:31 pm
Would it make it OP if it did trigger death effects?
Title: Re: EmeraldTiger's Workshop
Post by: Captain Scibra on June 14, 2011, 03:22:24 pm
Assuming applying the effect also makes the creature undead (not re-targetable), I don't see it becoming OP.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on August 12, 2011, 03:50:06 pm
UNUPPEDUPPED
Name: Goliath
Element: Gravity
Cost:
Type: Permanent: Weapon
Atk|HP:
Ability: 
Name: Goliath
Element: Gravity
Cost:
Type: Permanent: Weapon
Atk|HP:
Ability:
Image:















Owner of Idea:

Notes:

Thread:
(http://imageplay.net/img/m7Gbd218210/gravwpn.png)
EmeraldTiger
***Insert additional information***
***Insert thread title*** (http://***Insert thread link***)
Title: Re: EmeraldTiger's Workshop
Post by: Rutarete on August 13, 2011, 09:50:18 pm
Perhaps have it attack every other turn for 10? | 15? damage?

The picture itself makes me think of either a sky-diving thing or a fishing lure.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on September 20, 2011, 07:08:03 pm
The Metagame (http://elementscommunity.org/forum/index.php/topic,30797.msg423692#msg423692)  thread specifically kirchj33's reply made me think of the following.

An :earth weapon that starts out burrowed, and when unburrowed it has a chance to destroy any shield upon attacking.
Title: Re: EmeraldTiger's Workshop
Post by: Rutarete on September 20, 2011, 11:08:09 pm
What kind of weapon can you burrow like so? A mine?
Title: Re: EmeraldTiger's Workshop
Post by: OldTrees on September 20, 2011, 11:39:10 pm
What kind of weapon can you burrow like so? A mine?
Spears (See pit traps, some movie battlefield traps)
Title: Re: EmeraldTiger's Workshop
Post by: Rutarete on September 20, 2011, 11:41:13 pm
What kind of weapon can you burrow like so? A mine?
Spears (See pit traps, some movie battlefield traps)
I considered those, but they lack the destructive power to destroy a shield (thematically) when attacking.
Title: Re: EmeraldTiger's Workshop
Post by: artimies7 on September 21, 2011, 12:30:37 am
What kind of weapon can you burrow like so? A mine?
Spears (See pit traps, some movie battlefield traps)
I considered those, but they lack the destructive power to destroy a shield (thematically) when attacking.
No. Just...no.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on September 21, 2011, 12:33:17 am
No, what?
Title: Re: EmeraldTiger's Workshop
Post by: artimies7 on September 21, 2011, 12:35:42 am
Just, NO.

The smallest distance between two points is a straight line. A spear, no matter how you might modify it and still call it a spear, will always travel in a straight line. Assuming that a spear is easier to balance than a sword (can swing or thrust) or hammer (all it does is swing), it will, in terms of force, measure stronger every time.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on September 21, 2011, 12:38:17 am
what would thematically fit the mechanic?
Title: Re: EmeraldTiger's Workshop
Post by: artimies7 on September 21, 2011, 12:46:10 am
Thrust. Forcing thrust. Against earth. Earth. Earth cracking. Unburrowing from earth. Unburrowing and cracking. Unburrowing and cracking with force. Forcible entry, forcible defeat, forcible, forcible, forcibl-l-l-l-l-eeee...


Crash?
Forcible crash? No.

Oh, wait! No. Yes! No. Might as well, got nothing else here.

Seigent (Seige+Sergeant)? Meh. Worth a try.
Earth.
 :earth :earth: Force (Forcible Ascention? Hmmmmeh.) Burrow for one turn. On re-entry, %chance to break opposing shield.
Ability: :earth :earth: Force: Burrow for one turn. On re-entry, % chance to destroy opposing shield.

The % wouldn't have to be very large, just enough so that it'd take a couple tries.
Or five all at once. Either one works.

Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on September 21, 2011, 12:49:33 am
OK, thanks I will work on it more after some sleep.
Title: Re: EmeraldTiger's Workshop
Post by: artimies7 on September 21, 2011, 12:58:50 am
You do that.

Night-night.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on September 23, 2011, 04:47:23 am
(http://imageplay.net/img/m7Gbd227348/StoneCannon.png) is going to be an :earth card. One part of the mechanic I want it to have is a 1 turn cool down.
Title: Re: EmeraldTiger's Workshop
Post by: artimies7 on September 24, 2011, 12:58:29 am
Hmm. Seems like a permanent. If that's what you're going for, it's really exellent.
For a creature, though, try a big turtle with a cannon like that on the top.
Or just a big missile for a spell.

But  :earth really doesn't need any more PC. CC?

The cooldown, on the other hand, is a sorely needed mechanic in ETG.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on October 13, 2011, 04:27:47 pm
UNUPPEDUPPED
Name: Psi Serpent
Element: Aether
Cost:
Type:  Creatue
Atk|HP:
Ability: 
Name: Psi Serpent
Element: Aether
Cost:
Type:  Creature
Atk|HP:
Ability:
(http://imageplay.net/img/m7Gbd230762/Aethercobra2.png)
Owner of Idea:
Notes:
Thread:
(http://imageplay.net/img/m7Gbd230762/Aethercobra2.png)
Owner of Idea:
Notes:
Thread:


Please Help
the idea i am thinking of is based on the new shard. either have a type of poison that reduces quanta cap or just reduce cap = to Serpent's attack. any other suggestions are welcome.
Title: Re: EmeraldTiger's Workshop
Post by: OldTrees on October 13, 2011, 05:39:28 pm
Art:
The 2 additional art styles in the upgrade image do not flow well with the original 2. I would suggest removing the lightning and Aether marks.

Theme:
Many Aether fans incorporate Wisdom as one of its themes.
Snakes and Wisdom (http://en.wikipedia.org/wiki/Snakes_in_mythology#Snakes_and_wisdom)
Perhaps something Wisdom/Mind related
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on October 13, 2011, 05:51:23 pm
Psi yes or no for :aether?
Title: Re: EmeraldTiger's Workshop
Post by: OldTrees on October 13, 2011, 06:24:48 pm
Psi yes or no for :aether?
Psi idk. Psionic yes see mind flayer's skill.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on October 13, 2011, 06:35:58 pm
How about a chance to remove skills from perms per successful attack?
Title: Re: EmeraldTiger's Workshop
Post by: OldTrees on October 13, 2011, 06:44:18 pm
How about a chance to remove skills from perms per successful attack?
The theme of Wisdom/Mind/Psionics is broad enough that you should avoid Lobotomy.
Title: Re: EmeraldTiger's Workshop
Post by: Rutarete on October 13, 2011, 11:05:22 pm
I like the idea of a poison that eats away at quanta (be it the cap or actual quanta). Although I believe moomoose already somewhat got the latter with Mana Worm.
Snakes and poison do fit together, though.
Title: Re: EmeraldTiger's Workshop
Post by: OldTrees on October 13, 2011, 11:52:42 pm
I like the idea of a poison that eats away at quanta (be it the cap or actual quanta). Although I believe moomoose already somewhat got the latter with Mana Worm.
Snakes and poison do fit together, though.
Does poison fit Aether? I do not think so.
Title: Re: EmeraldTiger's Workshop
Post by: Rutarete on October 14, 2011, 12:00:33 am
I like the idea of a poison that eats away at quanta (be it the cap or actual quanta). Although I believe moomoose already somewhat got the latter with Mana Worm.
Snakes and poison do fit together, though.
Does poison fit Aether? I do not think so.
And yet neurotoxin is in Time, while it's a poison that affects the nervous system. If neurotoxin, as a form of poison, can be stretched to fit in Time, then surely a type of poison can be fit into Aether.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on October 14, 2011, 02:06:17 am
http://en.wikipedia.org/wiki/Mercury_poisoning this kind of poison was suggested before to be tied with Aether.
Title: Re: EmeraldTiger's Workshop
Post by: OldTrees on October 14, 2011, 04:52:51 am
I still think poison on poisonous creatures is overdone. Snakes are more than just bags of poison. The other serpentine themes (like wisdom) deserve their chance too.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on October 14, 2011, 05:14:55 am
‹@Xenocidius› i think i just came with the mechanic for the snake.
[01:09:23] Xenocidius: ‹@EmeraldTiger› Oh?
[01:10:28] EmeraldTiger: if not killed it sheds skin and is healed
[01:11:18] Xenocidius: That's interesting.
[01:11:31] Xenocidius: So it would exhibit a similar purpose in a deck to a Phoenix?
[01:12:18] EmeraldTiger: ill make the shedding an activated skill
[01:12:24] glopso: Maybe it would heal itself to max hp each turn?


Edit: now How to word that, hmmm.

this line "The Snake is wisdom expressed through healing." from here http://www.linsdomain.com/totems/pages/snake.htm is why I am going with a self healing mechanic. many other websites said same thing.
Title: Re: EmeraldTiger's Workshop
Post by: Higurashi on October 14, 2011, 03:32:02 pm
I can personally see the psi powers justifying the high HP, as it would defend itself with psi barriers and amazing agility to boot. Of course, the option for more intricate abilities is still open.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on October 22, 2011, 02:11:08 am
UNUPPEDUPPED
Name: Shades of Grey
Element: Duality
Cost:  :darkness or :light
Type:  Spell
Atk|HP:
Ability: 
Name: Shades of Grey
Element: Duality
Cost:  :darkness or :light
Type:  Spell
Atk|HP:
Ability:
(http://imageplay.net/img/m7Gbd232416/Grey.png)
Owner of Idea:
Notes:
Thread:
(http://imageplay.net/img/m7Gbd232416/Grey.png)
Owner of Idea:
Notes:
Thread:


Please Help
any suggestions are welcome.
Title: Re: EmeraldTiger's Workshop
Post by: Rutarete on October 22, 2011, 05:49:32 pm
Perhaps a mass temporary nulling effect? Only on active statuses and abilities though.
Also, I really like this Duality mark. Could I use it as my avi?
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on October 23, 2011, 03:40:42 am
(http://i.imgur.com/HTJMt.png)(http://i.imgur.com/7KyRE.png)

How does this look?
Title: Re: EmeraldTiger's Workshop
Post by: Xenocidius on October 23, 2011, 04:12:15 am
It looks very nice. A lot of contrast between the first and second stripe though; maybe darken the second?
Title: Re: EmeraldTiger's Workshop
Post by: Brontos on October 23, 2011, 05:40:21 am
Shades of Grey.
Spell.
Cost  1 :darkness 1 :light (yes both)
Darkness creatures lose Vampirism and gain +2/+0.
Light creatures gain -2/+0 and Vampirism.

Title: Re: EmeraldTiger's Workshop
Post by: OldTrees on October 23, 2011, 07:27:53 am
Cost  1 :darkness 1 :light (yes both)
Not going to happen anytime soon if ever. Card costs are 2 variables (Integer, Type)
2 ( :darkness or  :light) would mean  :darkness :darkness,  :darkness :light or  :light :light. This is a more likely addition.
Title: Re: EmeraldTiger's Workshop
Post by: Rutarete on October 23, 2011, 02:24:41 pm
Cost  1 :darkness 1 :light (yes both)
Not going to happen anytime soon if ever. Card costs are 2 variables (Integer, Type)
2 ( :darkness or  :light) would mean  :darkness :darkness,  :darkness :light or  :light :light. This is a more likely addition.
Then where is the Element specified?
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on October 23, 2011, 02:33:15 pm
What do you mean? Any of these cards I think is always is any cost combination of the 2 elements involved.
Title: Re: EmeraldTiger's Workshop
Post by: ZephyrPhantom on October 23, 2011, 04:33:35 pm
What do you mean? Any of these cards I think is always is any cost combination of the 2 elements involved.
It is, but not the way Brontos proposed it. Normal Dual Cost cards cost X and Y, while Hybrid(aka "Duality") cards cost X or Y. The difference is that you could theorectically mono with a Hybrid card although it might not be as good as a mono card.

Quote
Darkness creatures lose Vampirism and gain +2/+0.
Light creatures gain -2/+0 and Vampirism.
This seems like a decent idea, considering that it works both for and against the Elements it associates with though. 4 Darkness/Light seems like a fair cost, given the mass-buffing nature.


Slightly offtopic:
I like the original border you came up with, ET. Could you make a  :darkness /  :death and an  :aether /  :entropy one ?
Title: Re: EmeraldTiger's Workshop
Post by: OldTrees on October 23, 2011, 04:41:46 pm
Cost  1 :darkness 1 :light (yes both)
Not going to happen anytime soon if ever. Card costs are 2 variables (Integer, Type)
2 ( :darkness or  :light) would mean  :darkness :darkness,  :darkness :light or  :light :light. This is a more likely addition.
Then where is the Element specified?
Do you mean the type of quanta used or the card background? The type of quanta used is that 2nd variable ( :aether, :air, :darkness, :death, :earth, :entropy, :fire, :gravity, :life, :light, :time, :water, or undefined).
Title: Re: EmeraldTiger's Workshop
Post by: Rutarete on October 23, 2011, 08:25:49 pm
Cost  1 :darkness 1 :light (yes both)
Not going to happen anytime soon if ever. Card costs are 2 variables (Integer, Type)
2 ( :darkness or  :light) would mean  :darkness :darkness,  :darkness :light or  :light :light. This is a more likely addition.
Then where is the Element specified?
Do you mean the type of quanta used or the card background? The type of quanta used is that 2nd variable ( :aether, :air, :darkness, :death, :earth, :entropy, :fire, :gravity, :life, :light, :time, :water, or undefined).
So Type in this case refers to the element and not creature spell or permanent?
Title: Re: EmeraldTiger's Workshop
Post by: OldTrees on October 23, 2011, 08:38:58 pm
Cost  1 :darkness 1 :light (yes both)
Not going to happen anytime soon if ever. Card costs are 2 variables (Integer, Type)
2 ( :darkness or  :light) would mean  :darkness :darkness,  :darkness :light or  :light :light. This is a more likely addition.
Then where is the Element specified?
Do you mean the type of quanta used or the card background? The type of quanta used is that 2nd variable ( :aether, :air, :darkness, :death, :earth, :entropy, :fire, :gravity, :life, :light, :time, :water, or undefined).
So Type in this case refers to the element and not creature spell or permanent?
Wrong again. Type refers to the type of quanta cost. In game we have ( :aether, :air, :darkness, :death, :earth, :entropy, :fire, :gravity, :life, :light, :time, :water, or undefined) however Pseudoquanta cost types are theoretical alternative quanta cost types.

Animate Weapon is an Air Element, Spell Card Type, Undefined Cost Type, 1 Cost Value.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on October 23, 2011, 09:23:58 pm
Would an affect that protects player's quanta pool from forced decrease and denies opponent an increase.

Edit: Let me elaborate on what I was thinking. My thoughts were Light's primary function is protection of resources. Darkness primary function is to use or deny opponent's resources. So with that in mind I came up the rough concept of a mechanic. I am thinking this should be a temporary affect. The light side would use something like sanctuary's quanta protection affect. the darkness side is the inverse of that against the opponent. I think the inverse is where opponent can not gain any quanta above the point of the highest quanta pool at the time the spell is cast.

Thank you for the feedback so far and any yet to come.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on October 24, 2011, 03:20:04 am
What do you mean? Any of these cards I think is always is any cost combination of the 2 elements involved.
It is, but not the way Brontos proposed it. Normal Dual Cost cards cost X and Y, while Hybrid(aka "Duality") cards cost X or Y. The difference is that you could theorectically mono with a Hybrid card although it might not be as good as a mono card.

Quote
Darkness creatures lose Vampirism and gain +2/+0.
Light creatures gain -2/+0 and Vampirism.
This seems like a decent idea, considering that it works both for and against the Elements it associates with though. 4 Darkness/Light seems like a fair cost, given the mass-buffing nature.


Slightly offtopic:
I like the original border you came up with, ET. Could you make a  :darkness /  :death and an  :aether /  :entropy one ?
Do you want them set up the same as in stripes?
Title: Re: EmeraldTiger's Workshop
Post by: Xenocidius on October 24, 2011, 04:37:00 am
Would an affect that protects player's quanta pool from forced decrease and denies opponent an increase.

Edit: Let me elaborate on what I was thinking. My thoughts were Light's primary function is protection of resources. Darkness primary function is to use or deny opponent's resources. So with that in mind I came up the rough concept of a mechanic. I am thinking this should be a temporary affect. The light side would use something like sanctuary's quanta protection affect. the darkness side is the inverse of that against the opponent. I think the inverse is where opponent can not gain any quanta above the point of the highest quanta pool at the time the spell is cast.

Thank you for the feedback so far and any yet to come.
Something like Sanctuary's protection effect? How would it differ? Since Sanctuary is such a hard counter to quanta denial, I imagine this would be more of a soft counter?

An effect like the one you described there, where the opponent cannot gain any quanta in a pool if it is higher than your highest quanta pool. That way, it would serve both as soft protection AND soft denial.
Title: Re: EmeraldTiger's Workshop
Post by: Brontos on October 24, 2011, 12:07:02 pm
Shades of Grey:
Spell.
Cost: 1  :darkness 1 :light   (yes Old Tree, again  :P )

During two turns, no quanta can be gained or lost for something else but paying cards casting costs and activation costs.
Title: Re: EmeraldTiger's Workshop
Post by: EmeraldTiger on October 24, 2011, 05:10:33 pm
@Zblader go here http://elementscommunity.org/forum/index.php/topic,32902.0.html
blarg: