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Offline storytellerTopic starter

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Regions https://elementscommunity.org/forum/index.php?topic=47768.msg1051583#msg1051583
« on: March 16, 2013, 11:04:07 pm »
tried this in lands and holdings, but I think was too complex, this might be a bit better, more simplified
all pf these are 'other' (for now) and are globals and affect both sides of the board completely. Ideally, one would replace any other when played, or if preferred, remain in play to compliment each other.

Island Chain
creatures attacking while the field is flooded are unblockable. this includes non-water creatures
permanents take 2 turns to be activated after being played

Woodland Valley
creatures gain +0|+2 when entering play (+0|+3 if Life creatures)
all pillars produce double quanta

Mountain Ridge
Freeze Effects last 2 turns longer
Burrowed creatures can burrow and unborrow repeatedly each turn


Canyon Cliffs
creatures with dive gain +1|+1 each time they use their ability
momentum is negated


Desert Plains
Insects gain +3|+3 while in play
fire spells deal +1 damage per iteration (includes all spurs of bolt)


Coastal Estuary
Death Creatures may not be targeted
Devour adds +2|+2




just some thoughts, Id like to see them better fleshed out and balanced further.



Offline legion_bre

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Re: Regions https://elementscommunity.org/forum/index.php?topic=47768.msg1068125#msg1068125
« Reply #1 on: May 08, 2013, 01:36:07 pm »
Island chains: The unstoppable idea is ok, but the permanent slowing makes it too strong. Also flood isn't commonly used as it is - this is too specific as you have to use another card for it to even have any effect. Perhaps instead :water only - all damage from creatures is summated and dealt in single blow to opponent. This could mean any shield affects only reduce damage once instead of on every creature, but still keeps with the 'island chain' idea.

Woodland valley - good idea to have something like this, but individually too strong. Think about if this was played with otugh's it would make then OP. If it was limited to :life creatures only I dont see the problem because none of them have any abilities that would be greatly affected by this.

Mountain range - with the upped freeze (congeal) already leasting 4 turns, adding another two would make artic squid, ice shield and icebolt all too powerful. Perhaps at the most 1 extra turn. regarding the burrowing - I dont understand the purpose - when would you ever want to burrow and unburrow in the same turn?

Canyon cliffs - dive already boosts a creatures normal damage above its cost, adding 1|1 each time would effectively add 2 damage each time. Yes this has been done in other creatures like forest spirit and lava golem, but if this card were to affect all creatures with dive, it could be very OP. Maby something like all creatures with HP<5 without an ability gain 'dive'.

Coastal estuary - too strong, you have essentially granted immortality to all death creatures and all future death creatures with a single card. Perhaps something more like - death creatures have a 20% chain to remain alive when killed. But I dont get the relation to coastal-ness?

Just generally these are too powerful if they relate to all creatures. If they were made element specific as in could only be used on creatures of that element that would be a start.
:life Life Guild :life

Life is really simple, but we insist on making it complicated.

Offline storytellerTopic starter

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Re: Regions https://elementscommunity.org/forum/index.php?topic=47768.msg1068393#msg1068393
« Reply #2 on: May 09, 2013, 07:22:05 am »
they are no more powerful than any shard, they also affect both players.

unburrow, play blessing or heal or rage potion, burrow again

coastal estuary is an homage to swamps in MTG

 

blarg: