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Offline OldTrees

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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg334351#msg334351
« Reply #36 on: May 15, 2011, 09:17:53 pm »
Mermaid etymology:
sea, maid.
Hence it is a maiden modified by the location (the sea) to be fishlike.
I would not expect a Geomaid to have a pool in which to swim. (especially because a Geomaid [maiden of the earth] is typically called a Woman.)

Maybe I can explain my position better.
If you want a series of mermaids then you want a series of maidens of the sea. Hence a bunch of water cards.
If you want a series of ___maids then you want a series of maidens of ______. Hence you should expect them to be adapted to that environment and not necessarily to Water. An attachment to fishtails would not be helpful because a tail is not always beneficial (typically it is not beneficial).
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Offline EmeraldTiger

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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg334357#msg334357
« Reply #37 on: May 15, 2011, 09:28:28 pm »
We are trying to think outside the box here. One good point i think was made earlier was they could all be water creatures with ability from each element.
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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg334358#msg334358
« Reply #38 on: May 15, 2011, 09:31:04 pm »
We are trying to think outside the box here. One good point i think was made earlier was they could all be water creatures with ability from each element.
12 new water card? Wouldn't really get out of the Crucible...

Offline Rutarete

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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg334525#msg334525
« Reply #39 on: May 16, 2011, 01:54:00 am »
We are trying to think outside the box here. One good point i think was made earlier was they could all be water creatures with ability from each element.
12 new water card? Wouldn't really get out of the Crucible...
Weell, is your goal to create cards or put cards in the crucible?
Just submit them 2 at a time
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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg334528#msg334528
« Reply #40 on: May 16, 2011, 01:55:43 am »
We are trying to think outside the box here. One good point i think was made earlier was they could all be water creatures with ability from each element.
12 new water card? Wouldn't really get out of the Crucible...
Weell, is your goal to create cards or put cards in the crucible?
Just submit them 2 at a time
It's pointless to turn a series, which could work, into 12 water cards, which will never be added or get anywhere. You create cards with the hope, that they will be used once. First step is crucible....

Offline OldTrees

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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg334543#msg334543
« Reply #41 on: May 16, 2011, 02:07:37 am »
We are trying to think outside the box here. One good point i think was made earlier was they could all be water creatures with ability from each element.
12 new water card? Wouldn't really get out of the Crucible...
Weell, is your goal to create cards or put cards in the crucible?
Just submit them 2 at a time
It's pointless to turn a series, which could work, into 12 water cards, which will never be added or get anywhere. You create cards with the hope, that they will be used once. First step is crucible....
A series does not need to be submitted all at once.
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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg334548#msg334548
« Reply #42 on: May 16, 2011, 02:11:43 am »
We are trying to think outside the box here. One good point i think was made earlier was they could all be water creatures with ability from each element.
12 new water card? Wouldn't really get out of the Crucible...
Weell, is your goal to create cards or put cards in the crucible?
Just submit them 2 at a time
It's pointless to turn a series, which could work, into 12 water cards, which will never be added or get anywhere. You create cards with the hope, that they will be used once. First step is crucible....
A series does not need to be submitted all at once.
True, but first I should have the general idea about them, decide which way to go. Then start working on the individual ones and balancing. I already have 2 cards up, just change name and image and 2 is done.

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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg336184#msg336184
« Reply #43 on: May 18, 2011, 03:24:18 pm »
Okay I've been thinking now and realized why we're not getting anywhere... So from now on let's do it in the following way;

1) Decide on the abilities for the certain elements. They all have to be unique in some sense, mixture of abilities (CC to creature protection to buff, etc), but the unupped cost has to be 6. So totally imbalanced card ideas cannot be made.

2) Decide on the animal parts, which match the certain elements.

3) Find (or create) art.

The names should stay as suggested by ddevans, it is a good way of avoiding any naming issues. Or we can think about it in the end, but for efficiency it is pointless at this point. So back to the abilities suggested in the OP. Comments and ideas?

Offline OldTrees

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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg336393#msg336393
« Reply #44 on: May 18, 2011, 08:32:27 pm »
Brainstorming:
  :water: Going back to the original ideas about Mermaid: Song/Magic of Mermaids: Target creature is under the magic (of the song) and does not attack, until (this) Mermaid successfully attacks. (the creature would have 2 | 1 attack, so it is useful against decks with shields. Would this be too limited? For the upped version, any shield with DR 1 or more will give a perfect combo.)
Warden already has this effect but better.

   :light: Explore (Good intentions to bring humans down to the secret kingdom): Target creature's attack is doubled for 2 turns, but then takes damage equal to the extra attack gained (going down to the amazing kingdom is great, but you drown after a while...  )
Sounds like Fire (Rage Potion)

   :darkness:  Name (with the intention of drowning someone): Target creature with lower HP (lower than the HP of this mermaid) takes damage equal to the difference between the HPs. (this would require careful balancing with the HP. Would this be a working mechanism? Some form of CC related to the HP of both creatures.)
Devour is a better version of this. Draining hp would fit Darkness better. Drain 1 full hp gain +0|+1?

   :aether: transparent: Cannot be targeted by spells, but would be affected by mass CC. It's a nerfed quint, I know... But would give a chance for a higher stat creature and still some protection.
  Or a bit of combination of gravity pull and lobo? ??trap: gravity pull. Attacking creatures are lobotomized.
Perhaps a temporary immateriality?

Name of ability(needed)
Ability: All effects on target creature are inflicted to *insert name of creature* as well.
This would work with all positive effects for the upped version. Also I'm thinking about making this a both way version, so if your creature is damaged the creature, with which it is linked is damaged as well. It would be really useful with Growth and positive effects for your creatures. (All abilities affecting the creature, all spells would work as well. If you target a Phoenix, this creature turns into Ash as well. Ash turns back to a phoenix, this creature is back to a phoenix. The cards are connected as long as they're in play)
Sounds a  bit complicated, but it's simple I think.
See voodoo doll in the Reliquary
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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg336428#msg336428
« Reply #45 on: May 18, 2011, 09:01:35 pm »
Brainstorming:
  :water: Going back to the original ideas about Mermaid: Song/Magic of Mermaids: Target creature is under the magic (of the song) and does not attack, until (this) Mermaid successfully attacks. (the creature would have 2 | 1 attack, so it is useful against decks with shields. Would this be too limited? For the upped version, any shield with DR 1 or more will give a perfect combo.)
Warden already has this effect but better.
this would be long term, though pretty similar...

   :light: Explore (Good intentions to bring humans down to the secret kingdom): Target creature's attack is doubled for 2 turns, but then takes damage equal to the extra attack gained (going down to the amazing kingdom is great, but you drown after a while...  )
Sounds like Fire (Rage Potion)
Not exactly... It'd double the attack, no matter what the attack is and then kill the creature 2 turns later, no matter what the HP is. Rage Potion would kill any creature under 5 | 6 HP, this would not!

   :darkness:  Name (with the intention of drowning someone): Target creature with lower HP (lower than the HP of this mermaid) takes damage equal to the difference between the HPs. (this would require careful balancing with the HP. Would this be a working mechanism? Some form of CC related to the HP of both creatures.)
Devour is a better version of this. Draining hp would fit Darkness better. Drain 1 full hp gain +0|+1?
Drain 1 full HP from target creature and gain +0|+1 (+1|+1 for upped)? Or would you suggest draining from player? Max HP lowering should really be introduced so I like this idea

   :aether: transparent: Cannot be targeted by spells, but would be affected by mass CC. It's a nerfed quint, I know... But would give a chance for a higher stat creature and still some protection.
  Or a bit of combination of gravity pull and lobo? ??trap: gravity pull. Attacking creatures are lobotomized.
Perhaps a temporary immateriality?
Something like Cloak? Well in effect at least. So 3 turns of immaterial?
What about the second idea? Gravity pull + lobo?

Name of ability(needed)
Ability: All effects on target creature are inflicted to *insert name of creature* as well.
This would work with all positive effects for the upped version. Also I'm thinking about making this a both way version, so if your creature is damaged the creature, with which it is linked is damaged as well. It would be really useful with Growth and positive effects for your creatures. (All abilities affecting the creature, all spells would work as well. If you target a Phoenix, this creature turns into Ash as well. Ash turns back to a phoenix, this creature is back to a phoenix. The cards are connected as long as they're in play)
Sounds a  bit complicated, but it's simple I think.
See voodoo doll in the Reliquary
I like that version of voodoo doll more than the version in game, but it's up to zanz...

Offline OldTrees

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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg336453#msg336453
« Reply #46 on: May 18, 2011, 09:53:56 pm »
Brainstorming:
   :light: Explore (Good intentions to bring humans down to the secret kingdom): Target creature's attack is doubled for 2 turns, but then takes damage equal to the extra attack gained (going down to the amazing kingdom is great, but you drown after a while...  )
Sounds like Fire (Rage Potion)
Not exactly... It'd double the attack, no matter what the attack is and then kill the creature 2 turns later, no matter what the HP is. Rage Potion would kill any creature under 5 | 6 HP, this would not!

   :darkness:  Name (with the intention of drowning someone): Target creature with lower HP (lower than the HP of this mermaid) takes damage equal to the difference between the HPs. (this would require careful balancing with the HP. Would this be a working mechanism? Some form of CC related to the HP of both creatures.)
Devour is a better version of this. Draining hp would fit Darkness better. Drain 1 full hp gain +0|+1?
Drain 1 full HP from target creature and gain +0|+1 (+1|+1 for upped)? Or would you suggest draining from player? Max HP lowering should really be introduced so I like this idea

   :aether: transparent: Cannot be targeted by spells, but would be affected by mass CC. It's a nerfed quint, I know... But would give a chance for a higher stat creature and still some protection.
  Or a bit of combination of gravity pull and lobo? ??trap: gravity pull. Attacking creatures are lobotomized.
Perhaps a temporary immateriality?
Something like Cloak? Well in effect at least. So 3 turns of immaterial?
What about the second idea? Gravity pull + lobo?
Rage Potion was evidence that gaining atk at the cost of hp was Fire not Light. I was not saying it was too similar.
 :darkness I meant target creature not player. Probably +1|0 upped.
 :aether1 Like Phasing actually (prior idea and closer fit. Search 'Phase')
 :aether2 I think, for now, lobotomy is best left as an activated ability.
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Re: Mermaid Series https://elementscommunity.org/forum/index.php?topic=26255.msg336474#msg336474
« Reply #47 on: May 18, 2011, 10:16:41 pm »
So gaining attack with the cost of HP is limited to :fire?
:darkness sounds good.
:aether 1, so enters the game phased for 3 turns, Phase: cannot be targeted?
:aether 2, just wondering. Why?

 

anything
blarg: