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Offline OldTrees

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Re: Project: Twelve Seals https://elementscommunity.org/forum/index.php?topic=37079.msg465588#msg465588
« Reply #12 on: February 28, 2012, 09:05:23 pm »
Those effect and triggers are too great. Tone it down please.
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Offline EmeraldTigerTopic starter

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Re: Project: Twelve Seals https://elementscommunity.org/forum/index.php?topic=37079.msg465591#msg465591
« Reply #13 on: February 28, 2012, 09:12:56 pm »
At this point after some discussion we are looking for triggers that will fit each element thematically and are repeatable.
A bit of caution though try to be original.
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Offline Anarook

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Re: Project: Twelve Seals https://elementscommunity.org/forum/index.php?topic=37079.msg465779#msg465779
« Reply #14 on: February 29, 2012, 03:39:27 am »
How about a real simple anti cc for dark?
If a card you control is destroyed, steal a permanent from the opponent.
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Offline TheManuz

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Re: Project: Twelve Seals https://elementscommunity.org/forum/index.php?topic=37079.msg465875#msg465875
« Reply #15 on: February 29, 2012, 11:41:24 am »
At this point after some discussion we are looking for triggers that will fit each element thematically and are repeatable.
A bit of caution though try to be original.
Triggers...
they should depend on the opponent too?
example:
:earth whenever a creature is burrowed (depends on both player)
:earth whenever a creature you control is burrowed (depends on you, but maybe future cards can alter this a little)

And how hard should those triggers be to activate?
Brainstorming a little (these are all creature-based triggers, really easy to activate)
 :entropy whenever a creature is mutated
 :gravity whenever a creature is momentumed / creatures with momentum comes into play
 :light whenever a creature produces :light
 :aether whenever a creature is quinted / immortal creatures comes into play
 :air whenever a creature dives?
 :darkness whenever a vampire creature damages the opponent?

Offline EmeraldTigerTopic starter

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Re: Project: Twelve Seals https://elementscommunity.org/forum/index.php?topic=37079.msg465899#msg465899
« Reply #16 on: February 29, 2012, 02:18:30 pm »
How does this sound for :life: If a creature grows add Seal counter. Remove 3 Seal counters, and target creature gains +2|+2.
How does this sound for :aether: If a creature gains Immaterial add Seal counter. Remove 3 Seal counters, and target creature gains Immaterial.
 :earth If a creature you control is burrowed add Seal counter. Remove 3 Seal counters, and you gain 5 max HP.
     Note: This is the act of becoming burrowed.
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Offline TheManuz

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Re: Project: Twelve Seals https://elementscommunity.org/forum/index.php?topic=37079.msg465908#msg465908
« Reply #17 on: February 29, 2012, 02:53:36 pm »
How does this sound for :life: If a creature grows add Seal counter. Remove 3 Seal counters, and target creature gains +2|+2.
How does this sound for :aether: If a creature gains Immaterial add Seal counter. Remove 3 Seal counters, and target creature gains Immaterial.
 :earth If a creature you control is burrowed add Seal counter. Remove 3 Seal counters, and you gain 5 max HP.
     Note: This is the act of becoming burrowed.
I feel Seal counters are a nice addition, since they can help balancing the difficulty of the trigger with the power of the effect.
I'm not sure about  :aether and :life.
For :life the effect can work, but i'm not sure it would be an effect that really represents life. Maybe when a creature comes into play, from hand or mitosis? I know it's simple, but i think it fits life.
For :aether my doubt is more "technical" because i think it should work whenever an immaterial creature comes into play or when a creature gains immaterial. But it's a little long...

Anyway, i think this version with Seals counters is really good.

 

anything
blarg: