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Offline JenkarTopic starter

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Random ideas https://elementscommunity.org/forum/index.php?topic=25407.msg323394#msg323394
« on: April 30, 2011, 12:30:09 pm »
This is to keep a track of ideas i had/have, but don't have time to devellop on atm. Any feedback is welcome. Once i get the time, i will try to make them into proper cards, with art & all. Feel free to use any of those ideas.

Waiting for comments : 

-Mind Jab | Forgetfulness
:aether / 3  :aether
Spell
All creatures lose their active abilities.

-Peace / Peace
7 :earth / 5 :earth
Permanent
No damage can be dealt while this is in play. Fragile : This card is destroyed if targeted.
Note : Fragile is meant to be a new passive ability

-Jail / Prison
Element and cost to determine
Permanent
Each turn, a random creature on the board is delayed for three turns / Each turn, one of your opponent's creature is delayed for two turns.

-Chaos Priest / Chaos High Priest
Cost to determine. :entropy.
Creature : 3l4 (4l4)
Synergy. A random creature you control gets a boost for a turn | Synergy. A random creature you control gets a powerful boost for a turn.
Notes : Boost ranges from +0 to +3. Powerful boost is one of +0, +2, +4, +6, with equal chances.
Synergy : new passive ability : Creature gains +1|+1 for each stack of Pillars|Pendulums of her quanta type.
Series : Priests (more to come later)

-Death Priest / Death High Priest
Cost to determine. :death
Creature : 5|2 (6|2)
Synergy. Generates one Soul each time a creature dies. | Synergy. Generates one Elite Soul each time a creature dies.
Notes : Synergy : new passive ability : Creature gains +1|+1 for each stack of Pillars|Pendulums of her quanta type.
Skeletons and Souls do not trigger the effect.
Series : Priests

-Soul | Elite soul
2 :death| 3 :death
Creature : 3|0 (4|0)
When Soul dies, you gain 5HP. | When Elite Soul dies, you gain 5HP.
Note : Souls don't trigger Boneyard.
*facedesk* thanks to manaboy for commentin' in chat about not removin' swarm for Soul.
Thanks to Hyroen for giving a nice tweak in the idea.

-Darkness Priest / Darkness High Priest
Cost to determine. :darkness
Creature : 2|5 (2|6)
Synergy. Each ennemy creature produces one quanta of their element in your quanta pool.
Notes : Synergy : new passive ability : Creature gains +1|+1 for each stack of Pillars|Pendulums of her quanta type.
Series : Priests

-Time Priest / Time High priest
Cost to determine. :time
Creature : 1|4
Synergy. As long as this is in play, every permanent without an active ability gains : 4 :(element of the permanent) hasten. / Synergy. As long as this is in play, every permanent without an active ability gains : 3 :(element of the permanent) hasten.
Notes : Synergy : new passive ability : Creature gains +1|+1 for each stack of Pillars|Pendulums of her quanta type.
Ability does not affect "other" permanents, weapons, shields or pillars.
Series : Priests

-Air Priest / Air High Priest
Cost to determine. :air
Creature : 3|3 (4|4)
Synergy. Each turn, a random permanent becomes a creature.
Notes : Synergy : new passive ability : Creature gains +1|+1 for each stack of Pillars|Pendulums of her quanta type.
Ability does not affect weapon, shields, pillars/pendulums . Attack/HP value is equal to cost/cost +1 (cost+1/cost +2 if priest is upped). Permanents with a counter are animated with one poison counter. Abilities are kept. Contrarily to the animate weapon spell, permanents animated this way do *not* gain the airbone ability.Ò
Series : Priests

-Fire Priest / Fire High Priest
Cost to determine. :fire
Creature : 5|2 (5|3)
Synergy. Each time a creature does not deal damage, it gains +1|+0 / Synergy. Each time a creature does not deal damage, it gains +2|+0.
Notes : Synergy : new passive ability : Creature gains +1|+1 for each stack of Pillars|Pendulums of her quanta type.
Typical example of creature not dealing damage : Sundial, Phase shield, Wings, Delayed, Frozen, Attack < protection value of ennemy's shield...
Series : Priests

Changed due to comments :

-  River / Spring
6 :life / 5 :life
Permanent
Each turn this is in play, every non-fire creature you own is healed for 1 HP.

- Self absorbance / Egocentrism
:gravity/ 8 :gravity
Permanent
When an opponent's creature activates an ability, it is delayed for 1 turn. / When an opponent's creature activates an ability, it is delayed for 2 turns.

-  Shadow / Dark Image
6 :darkness / 5 :darkness
Creature (0/1)
Shadow : At the end of each turn, this creature has the stats of the most powerful (sum of stats) the opponents has in play.

Needs art & time to be sent to smithy :

-  Altar of Blood / Temple of Blood
6 :death / 4 :death
Permanent
Each time a creature an opponent's creature dies, its max HP is added to yours.
Note : if you have multiples of this card in play, only one is activate when a creature dies.

-  Running/Sprinting
5 :air / 4 :air
Shield
Maintenance = X :air , where X is the number of turns any running card has been in play. You can not be damaged while this is in play.

-  Ray of destruction/ Ray of annhilation
6 :fire / 4 :fire
Permanent
Destroys 1 permanent on each field each time your turn begins

-  Decay/Decay
4 :death  / 3 :death
Permanent
Each turn, both players gain one poison counter.

-  Brain shuffle/Brain puzzle :
3 :entropy / 2 :entropy
Permanent
As long as this is in play, at the end of each turn, the player who just played shuffles his hand into the deck and picks the same number of card he had in his hand before the shuffle.

-  Hate / Hatred
4 :fire / 6 :fire
Permanent, Counter 4
Each time a creature gets targeted, it gains +2|+0. Cumulative. / Each time a creature gets targeted , it gains +3|-1. Cumulative.
Notes : added a counter to stop it from being OP due to healing & other positive abilities

-   Hive mind / Hive faith
5 :life / 7 :life
Permanent
Each time you play a creature, every identical creature you have gains +1|+1. / Each time you play a creature, every identical creature you have gains +2|+2.

-  Ambition / Ambition
4 :darkness / 6 :darkness
Permanent
Each time your opponent plays a creature, your creature with the highest sum of stats gains +1|+0. / Each time your opponent plays a creature, your creature with the highest sum of stats gains +2|+1.

-  Mind Burn / Mind Flame
:fire / 3 :fire
Permanent
Sacrifice : The next card played by your opponent is discarded instead. Your opponent does not see that you sacrificed this card till he plays a card.

-  Emancipation / Freedom
5 :entropy / 7 :entropy
Permanent
Creatures now have a 10% chance of attacking their owner/ Creatures now have a 20% chance of attacking their owner.

-  Slowdown / Bullet-time
3 :time / 6 :time
Permanent, counter = 5
As long as this is in play, both players can only play one card per turn. / As long as this is in play, opponent can only play one card per turn.

Seems to be nicely tuned. Crucible worthy?

-  Last Stand/Last Hope :
5 :light / 4 :light
Permanent
Each turn, your creature with the highest HP gains gravity pull.
http://elementscommunity.org/forum/index.php/topic,25502.0.html

In crucible, YAY! :

-  Love / Adoration
4 :light / 6  :light
Permanent
Each time you activate a creature's ability, the creature gains +1|+1 for one turn. Not cumulative. / Each time you activate a creature's ability,
the creature gains +2|+2 for one turn. Not cumulative.
http://elementscommunity.org/forum/index.php/topic,24556.msg334807#msg334807 (http://elementscommunity.org/forum/index.php/topic,24556.msg334807#msg334807)

Too complicated/not worth a card, kept as a possible future source of inspiration :

- Musician / Composer
4 :aether / 6 :aether
Creature
Stats = 1|5 / 1|7
1 :aether Music : A random music effect happens. Removes silence. Immaterial. / 2 :aether Masterpiece : A random masterpiece effect happens. Removes silence. Immaterial

Music effects (chance) : Chaos seed is cast on a random number of creatures on each field (35%) / Mutation is cast on a random number of creatures on each field (35%) / Pandemonium (unupped) is cast (20%) / Musician loses a random number of health (5%)
Masterpiece effects (chance) : Chaos power is cast on a random number of creatures on your field (35%) / Improved Mutation is cast on a random number of creatures on your field (35%) / Pandemonium (upped) is cast (20%) / Composer loses a random number of health -1 (minimum 1) (5%)
Random number chance = (100/Sum of possible targets (current health for last effect))%
Example : last effect happens on a 4 health Composer. He can :
a)Lose 1 health (50% chance)
b)Lose 2 health (25% chance)
c)Lose 3 health (25% chance)

-  Kiwi / Ninja kiwi
4 :earth / 5 :earth
Creature (1|5 / 3|5)
As long as this creature is in play, the ennemy's weapon doesn't attack.

The madness is in each of us. Close your eyes, sing, and open your webbed wings to the silent winds.
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Offline OldTrees

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Re: Random ideas https://elementscommunity.org/forum/index.php?topic=25407.msg323550#msg323550
« Reply #1 on: April 30, 2011, 05:58:20 pm »
 :air Running|Sprinting :air
Cost:
Wings costs 4|3 for 5 turns vs non airborne, Dimensional Shield costs 6|5 for full protection for 3 turns. However both are vulnerable to PC.
Running|Sprinting  costs 19|17 for 3 turns Immaterial and 37|35 for 5 turns Immaterial.
Concept:
An immaterial block shield? Currently it takes 2 elements to cause that effect. If wings are targetable why would running not be?
Silence at the end means you recognize that stacking these would be a problem. However adding silence is a patch. Treat the source of the problem not the symptoms.
Conclusion:
Remove Immaterial. Remove Silence clause. Try to balance the cost. Playtesting might be needed.

 :entropy Ray of Destruction|Ray of Annhilation :entropy
Instant kills that do not take the hp of the target into consideration are taboo.
Also this would be overpowered.
Finally Fire is the element of destruction, Entropy is just the decrease of Free Energy.

 :death Instant Death :rainbow
Tip: Try for simplicity.
Instant kills that do not take the hp of the target into consideration are taboo.
Tip: You overuse immateriality. Try not using it.
Conclusion: Change it to each player is poisoned at the end of their turn. Remove Immateriality. Remove simultaneous death clause (poison escapes that problem).

 :light Last Stand|Last Hope :light
Remove the above 1/4 hp clause and adjust the cost to balance. Interesting idea.

 :entropy Brain shuffle|Brain puzzle :entropy
Nice. Since both players get the same effect the benefit of playing the card is derived from the difference in benefit the average deck gets and the benefit the tailor made deck gets. I would suggest a cost of 3|2 for now.
PS: If you didn't intend it to affect both players, please make it not only affect the opponent (they would gain a benefit not a disadvantage). Probably worth 5|4 if only you can use it.

 :fire Hatred :fire
You might be able to simplify it to "when targeted". Hate can be irrational so your creatures could get angry when Healed or Blessed.

 :life Hive Mind|Hive Faith :life
Overly complicated. Try identifying what you want it to do and start removing unnecessary details.

 :darkness Ambition :darkness
Fits. 4|6 might be more appropriate. [5->7 is not worth a doubled effect. 4->2x4-2 is.]

 :rainbow Emptiness|Depression :rainbow
I would stay far away from Other cards until you get better at card design.

 :light Love|Adoration :light
Everything seems to check out. Would require a deck of only Activated ability creatures.

 :aether Musician / Composer :aether
Too Complex by far.

 :darkness Mind Waste / Altar of Waste :darkness
Does not seem to fits Darkness' parasitism theme. Darkness tends to use the opponent as a power source.
Altar creates too much card advantage.

 :light Emancipation / Freedom :light
While Darkness focuses on the opponent's strength, Light ignores the opponent.
This feels more like an Entropy card.
Again see comments on complexity and immaterial

 :time Slowdown / Bullet-time :time
*Comment about Immaterial*
Nice.
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"Nothing exists that cannot be countered." -OldTrees on indirect counters
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Offline JenkarTopic starter

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Re: Random ideas https://elementscommunity.org/forum/index.php?topic=25407.msg323662#msg323662
« Reply #2 on: April 30, 2011, 08:00:25 pm »
Thanks for the comments!
On ray of Destruction/Ray of Annhilation : it targets both field, only permanents now. This means it might target itself, thus destroyin' itself. Is it still OP?
The madness is in each of us. Close your eyes, sing, and open your webbed wings to the silent winds.
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Re: Random ideas https://elementscommunity.org/forum/index.php?topic=25407.msg323663#msg323663
« Reply #3 on: April 30, 2011, 08:01:01 pm »
Thanks for the comments!
On ray of Destruction/Ray of Annhilation : it targets both field, only permanents now. This means it might target itself, thus destroyin' itself. Is it still OP?
If it targets only permanents then it might be okay.

I would suggest "Instant death" change to costing 4 :death|3 :death
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Offline JenkarTopic starter

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Re: Random ideas https://elementscommunity.org/forum/index.php?topic=25407.msg323666#msg323666
« Reply #4 on: April 30, 2011, 08:07:14 pm »
Nice =)
True, instant death is way too costly right now.
Are the others balanced enough?
The madness is in each of us. Close your eyes, sing, and open your webbed wings to the silent winds.
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Re: Random ideas https://elementscommunity.org/forum/index.php?topic=25407.msg323672#msg323672
« Reply #5 on: April 30, 2011, 08:11:22 pm »
Balanced enough to slowly add to the smithy.
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Re: Random ideas https://elementscommunity.org/forum/index.php?topic=25407.msg324031#msg324031
« Reply #6 on: May 01, 2011, 06:32:36 am »
I like a lot of the mechanics here, pretty neat.  I've suggested some renames in [brackets] and made some comments, take them as you will.

-  Running/Sprinting
Quite powerful, but it should not stop Momentum.  I think it would be really cool if it reduced all damage by 15, just for fun (and then it would be more obvious that Momentum still went through).

-  Ray of destruction/ Ray of annhilation [Destruction | Annihilation]
Interesting, does this hit Pillars/Pendulums?  If so, Earthquake + Deflagration + this is very nasty.

-  Instantdeath/Instantdeath [Decay] - Poison is not instant. :s
Works very nicely with Purify, but without that combo, it seems weak compared to most creatures that can poison.  I think it would be better to give your opponent 2 poison counters and you 1, and raise the cost a bit.

-  Last Stand/Last Hope
I like it, but 'immediately' gaining Gravity Pull mid-combat is most likely a little too complex.  Just have it do it at the end of you turn?  It can check if any have g-pull, and if not it can add it to the highest HP creature.

-  Brain shuffle/Brain puzzle [Brainstorm] [Puzzle Box] [Memory Shuffle]
I like the concept, I don't know how useful it would be in this game though.

-  Hate / Hatred [Contempt/Malice/Fury | Hatred]
This can help your opponent a lot, I would make it just apply to your creatures, especially since Fire doesn't have any buff spells.

-   Hive mind / Hive faith
Neat and works well with Fractal, Mitosis, Boneyard, PU, maybe Phoenix.  Although it can too easily backfire and help your opponent.  What do you think about:
"If you have 2 or more identical creatures, each of them gets +1|+1." Similar to Nightfall, but stacks for more potential and only works for you.

-  Ambition / Ambition
Cool.

-  Mind Burn / Mind Flame
I don't know if this would work mechanically.  It's basically countering their spell right?  Just about any situation would warrant you sacrificing it as soon as possible, so it's also not really sneaky.  Messing with the opponents hand is not really Fire's job, either.  See the recent Trap series in the main CIA board.

-  Emancipation / Freedom
Interesting, works nicely in stall, low creature, and/or high healing decks.  How would shields work with this?

-  Slowdown / Bullet-time
This doesn't apply to pillars I hope, because it's cool.
Suggested rewording: "When a player plays a spell, they are silenced."

- Emptiness / Depression
Suggested rewording: "When an opponent's creature activates an ability, it's delayed for 1 turn."
Could work well in gravity! [G-Force] [Stifling Gravity] [Overload]

- Musician / Composer
Pretty nuts.

Offline JenkarTopic starter

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Re: Random ideas https://elementscommunity.org/forum/index.php?topic=25407.msg324083#msg324083
« Reply #7 on: May 01, 2011, 10:30:56 am »
I like a lot of the mechanics here, pretty neat.  I've suggested some renames in [brackets] and made some comments, take them as you will.

-  Running/Sprinting
Quite powerful, but it should not stop Momentum.  I think it would be really cool if it reduced all damage by 15, just for fun (and then it would be more obvious that Momentum still went through). No shields stops momentum, this is a shield, so it doesn't stop momentum. Also, running is evadin', not blocking...

-  Ray of destruction/ Ray of annhilation [Destruction | Annihilation]
Interesting, does this hit Pillars/Pendulums?  If so, Earthquake + Deflagration + this is very nasty.Remember, it hits *both* fields, so it's not *that* nasty. It does hit Pillars/Pendulums.

-  Instantdeath/Instantdeath [Decay] - Poison is not instant. :s
Works very nicely with Purify, but without that combo, it seems weak compared to most creatures that can poison.  I think it would be better to give your opponent 2 poison counters and you 1, and raise the cost a bit.It also works well with regenerative / healing devices. Name change sounds nice with poison.

-  Last Stand/Last Hope
I like it, but 'immediately' gaining Gravity Pull mid-combat is most likely a little too complex.  Just have it do it at the end of you turn?  It can check if any have g-pull, and if not it can add it to the highest HP creature.Maybe have it check werether the creature with gravity pull died at each attack? If it's too complicated to code, your version sounds nice.

-  Brain shuffle/Brain puzzle [Brainstorm] [Puzzle Box] [Memory Shuffle]
I like the concept, I don't know how useful it would be in this game though.I kinda like the name i gave for this one, keeping it. It's useful because your hand sometimes gets clogged in things you can't play - which means thing you can play are in your deck. The harming bit is when you're keepin' things such as control spells for later.

-  Hate / Hatred [Contempt/Malice/Fury | Hatred]
This can help your opponent a lot, I would make it just apply to your creatures, especially since Fire doesn't have any buff spells. Not incredibly so, since most people which will not (if it *ever* gets into the game) use this card in a deck will not be ready for it coming.

-   Hive mind / Hive faith
Neat and works well with Fractal, Mitosis, Boneyard, PU, maybe Phoenix.  Although it can too easily backfire and help your opponent.  What do you think about:
"If you have 2 or more identical creatures, each of them gets +1|+1." Similar to Nightfall, but stacks for more potential and only works for you.I really don't want the bonus to be permanent. Was meant to only act for you, wordin' was not clear.

-  Ambition / Ambition
Cool. Thanks.

-  Mind Burn / Mind Flame
I don't know if this would work mechanically.  It's basically countering their spell right?  Just about any situation would warrant you sacrificing it as soon as possible, so it's also not really sneaky.  Messing with the opponents hand is not really Fire's job, either.  See the recent Trap series in the main CIA board. The thing is, it's meant to be seen by your opponent (hey, i have a trap waitin' for you) but your opponenent can't see that you sacrificed it till he plays a card. This is incredibly sneaky, in a way, because, if you were to sacrifice it as soon as you can, your opponent would just discard a card he has little use for...
would  :entropy fit better?


-  Emancipation / Freedom
Interesting, works nicely in stall, low creature, and/or high healing decks.  How would shields work with this? Creatures take the effect of the shield they attack.

-  Slowdown / Bullet-time
This doesn't apply to pillars I hope, because it's cool.
Suggested rewording: "When a player plays a spell, they are silenced."Meant for everything :3 Countdown to make it less powerful.



- Emptiness / Depression
Suggested rewording: "When an opponent's creature activates an ability, it's delayed for 1 turn."
Could work well in gravity! [G-Force] [Stifling Gravity] [Overload] Nice idea! Wordin' change is nice too, thanks!

- Musician / Composer
Pretty nuts.
Yus.
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Re: Random ideas https://elementscommunity.org/forum/index.php?topic=25407.msg324296#msg324296
« Reply #8 on: May 01, 2011, 05:05:19 pm »
Added 4 ideas. Comments welcome =)
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Re: Random ideas https://elementscommunity.org/forum/index.php?topic=25407.msg324481#msg324481
« Reply #9 on: May 01, 2011, 07:50:37 pm »
This is to keep a track of ideas i had/have, but don't have time to devellop on atm. Any feedback is welcome. Once i get the time, i will try to make them into proper cards, with art & all. Feel free to use any of those ideas.

Waiting for comments :

-  Kiwi / Ninja kiwi
4 :earth / 5 :earth
Creature (1|5 / 3|5)
As long as this creature is in play, the ennemy's weapon doesn't attack.

-  Shadow / Dark Image
Need suggestion on cost. :darkness
Creature (0/1)
Shadow : At the end of each turn, this creature has the stats of the most powerful (sum of stats) the opponents has in play.

-  River / Spring
3 :water / 5 :water
Permanent
Each turn this is in play, every non-fire creature you own is healed for 2 HP. / Each turn, every non-fire creature you own is healed for 4HP

-  Altar of Blood / Temple of Blood
6 :death / 4 :death
Permanent
Each time a creature an opponent's creature dies, its max HP is added to yours.
Note : if you have multiples of this card in play, only one is activate when a creature dies.
:earth The enemy's weapon not attacking is not a great benefit. Probably not worth creating a card around.

 :darkness I would guess a minimum casting cost of 6 :darkness. Playtesting would be required to get a better estimate.

 :water ETG is not detailed enough for fire to be immune from fire so it might not need to be exempt from the healing. I personally would suggest healing 1 and have it be the Life element. Remember regeneration is abusable with Rage, Liquid Shadow and Acceleration.
However: http://elementscommunity.org/forum/index.php/topic,16647.0.html

 :death looks good.
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Re: Random ideas https://elementscommunity.org/forum/index.php?topic=25407.msg324489#msg324489
« Reply #10 on: May 01, 2011, 07:58:47 pm »
:earth The enemy's weapon not attacking is not a great benefit. Probably not worth creating a card around.

 :darkness I would guess a minimum casting cost of 6 :darkness. Playtesting would be required to get a better estimate.

 :water ETG is not detailed enough for fire to be immune from fire so it might not need to be exempt from the healing. I personally would suggest healing 1 and have it be the Life element. Remember regeneration is abusable with Rage, Liquid Shadow and Acceleration.

 :death looks good.
:darkness : how do we playtest a card?

:water hum, should i up the cost considering the abusability with those buffs?
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Re: Random ideas https://elementscommunity.org/forum/index.php?topic=25407.msg324496#msg324496
« Reply #11 on: May 01, 2011, 08:03:18 pm »
Does the Shadow ability disappear after the first turn it's used?  That would make it cheaper since it's more valuable if played later regardless of cost.

 

anything
blarg: