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Offline storytellerTopic starter

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Traps https://elementscommunity.org/forum/index.php?topic=45371.msg1025233#msg1025233
« on: December 24, 2012, 12:04:12 pm »
Some cards that grant new skills/status/abilities and few traps



boiling oil
Permanent
2 :darkness
next attacking creature takes X where X is number of damage counters
starts with 2 delay and 2 Damage counters
 :fire :fire Add 3 Damage counters, can be used more than once per turn



Tunnel Network
 :earth 4
Permanent
Creature you control is burrowed



Pit Trap
Permanent
:earth
next attacking non-flying creature is burrowed and takes 3 damage, destroy this card on activation
  :time (:gravity ?) delay activation by one creature, can be activated more than once per turn



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Re: Traps https://elementscommunity.org/forum/index.php?topic=45371.msg1025354#msg1025354
« Reply #1 on: December 24, 2012, 11:07:43 pm »
Traps are always being designed and suggested.  They are also quite possible, but limited in scope.  The thing to keep in mind is that they must remain on the basis that they do not need any interaction from the player once they are in play, so as to not conflict with the other player's turn.

To examine your suggestions, the 1st and 3rd would be perfect for a trap design, since it automatically activates the effect and targets the appropriate card without needing interaction from the owner.  The 2nd seems to require a selection, though the wording is not quite specific on how it works, and may be a problem as a trap card in EtG.

EDIT: We already have some trap-like cards, such as death trigger effects.  Also, most shield effects can be considered trap material, given they require a trigger of some type, such as creature and spell damage, in which they retaliate.
« Last Edit: December 24, 2012, 11:18:05 pm by Captain Scibra »
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The New Card Theory Thread

Offline storytellerTopic starter

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Re: Traps https://elementscommunity.org/forum/index.php?topic=45371.msg1025488#msg1025488
« Reply #2 on: December 25, 2012, 08:31:01 am »
Tunnel Network you use on your turn on your own creatures.

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Re: Traps https://elementscommunity.org/forum/index.php?topic=45371.msg1025494#msg1025494
« Reply #3 on: December 25, 2012, 09:08:42 am »
For me, Shields like Thorn Carapace, Fire Shield, Ice Shield and Turtle Shield are quite like permanent trap-cards. Furthermore, cards like Unstable Gas and Graveyard can be considered also quite trap-like.
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Offline storytellerTopic starter

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Re: Traps https://elementscommunity.org/forum/index.php?topic=45371.msg1025726#msg1025726
« Reply #4 on: December 26, 2012, 06:22:56 am »
yeah, I totally agree, I just think we need more.


Falling Logs
 :life 2
10% chance to deal 8 damage to an attacking creature. Destroy this card if triggered.

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Re: Traps https://elementscommunity.org/forum/index.php?topic=45371.msg1025886#msg1025886
« Reply #5 on: December 26, 2012, 10:23:56 pm »
For traps to be truly effective, there needs to be a way to keep the opponent from knowing their true nature.
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Re: Traps https://elementscommunity.org/forum/index.php?topic=45371.msg1025887#msg1025887
« Reply #6 on: December 26, 2012, 10:28:41 pm »
Yeah, something like facedown-cards maybe, but that would only work if you have many of those cards, otherwise it would be very easy for the enemy to know which card you played based on what element you played (or maybe even check how much quanta was drained). One way to fix that would be to only pay quanta when it is activated, not when it is played. If you do not have the correct quata it is not activated.
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Re: Traps https://elementscommunity.org/forum/index.php?topic=45371.msg1025946#msg1025946
« Reply #7 on: December 27, 2012, 03:21:38 am »
For traps to be truly effective, there needs to be a way to keep the opponent from knowing their true nature.
This would cause more false reports of cheating. We already have enough false reports as a result of desync.

Traps can be effective if they give a difficult choice to the opponent where the correct answer is only revealed next turn. Aka a Difficult choice card + a card to exploit the decision.
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Offline storytellerTopic starter

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Re: Traps https://elementscommunity.org/forum/index.php?topic=45371.msg1026025#msg1026025
« Reply #8 on: December 27, 2012, 07:44:42 am »
I thin several of these are viable. Some can target a creature specifically through various means, others are random, thus the opponent may not know what is targeted or how it will affect them. If something is random, like the Log Trap, it could hit in the first attacker, or not at all. Being hidden is not the only way to spring a counter attack.

 

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