furballdn,
I appreciate the feedback, but please wait until all 130 cards are listed out before most of it is any of it is useful. I know it does not seem to match, but when you introduce an additional 50% more cards, the game takes a completely different shape then what you are use too. To go after a few cards before all them are out, is like missing the forest from the trees. If you catch my vision here, 40-50 card decks will become the norm and a lot more counter/counter play should show through. Instead of 4/5 turn rush decks everyone is used too... it's a different perspective on CCG then elements has taken in the past.
However, In response:
Name: Projectionist
Cost:
Type: Creature
Stats: 1/2
Active Ability: Instead of attacking, the projectionist can inflict it's damage directly at a targeted creature or player
Ability Cost:
So sort of like Snipe or Psion? It feels like it tries to do both of those but does neither very well. It's quite expensive, with 3 for 1|2 stats, and it requires a duo cost ability. This is UP in that it is weaker than balanced
Until you buff it, the weaker start is to provide time to counter. Part of my planned cards set was a more buff cards, and at least one for
. For a better aether life combo.
Name: Electric Fence
Cost
Type: Creature
Stats: 0/10
Passive Ability: Deals 1 Damage to each creature that damages it, can not attack
Active Ability: Comes out in play with gravity force.
This feels UP as well. You pay 2 for a 10hp meatshield and around 1-2 damage to the opponents creatures. it just isn't worth it.
Again, if left unbuffed. You will notice once I am adding time and a few others, each element is going to end up with at least 1 or 2 low level hp creatures if they don't already. It provides certain room for healing. Can be combed with many creature's abilities existing and to be introduced.
Name: Channel
Cost:
Type: Creature
Stats: 1/0
Passive Ability: For every point of damage Channel deals it converts one of each non aether quantum you have to aether
A 1|0 creature should be free. Look at what Photon costs. This is pretty UP in that it requires a buff to be useful, and even then it's only really useful with quantum pillars or nova
But think about how quickly large stores of quanta can be brought under aether for addition quick TU / Fractal, etc. Then if you cast a buff, which are easy on a ranbow, you could really pull in large amounts of aether quanta. Hardly UP.
Name: Personal Cloaking Device
Cost:
Type: Shield
Active Ability: You can not receive spell damage until the beginning of next turn
Active Ability Cost
This card is too situational, and much weaker than the other shields that reflect spells
It's a natural combo with the card below that you called aether hate but isn't. Your jumping to conclusions instead of being patient.
Name: Warp Blade:
Cost:
Damage: 1
Type: Weapon
Ability: Target creature has a 50% chance of being destroyed or 50% chance of inflicting its damage to you.
Ability Cost
Generally, instant kill cards or abilities are a taboo. This card is overly expensive and too dependent on luck
Kill cards are taboo, except you know we have mutation, and devour, etc... hardly taboo... maybe in this circle, but then taboo might. And to criticize something fueled by
as being dependent on luck.
Name: Energy Flux
Cost:
Type: Spell
Ability: Opponents creatures can not attack or be targeted until after your next turn.
Compared to sundial, this seems much better
Except without the draw, so it's about even
Name: Materialize
Cost:
Type: Spell
Ability: Target immortal creature loses immortality
Losing immortality is an idea that's been done many times. It's usually also part of the taboo things in elements like instant kills. Besides that, it's overly situational and elemental hate on aether
It's not elemental hate, it's a counter to a reflective shield, counter. It's a way of turning on and off immortality, in the hands of
With some of the buffs and addition shields and effects I have in mind. Immortality can be as much of a curse as a blessing.
Name: Mental Assault
Cost:
Type: Spell
Ability: Deal damage to each player equal to the amount of their opponent has / 10
Situational and elemental hate. Elemental hate isn't really a sign of good game design
It's another form of spell damage, that is a good finisher. Combine it with the shield above and you would not receive that spell damage meaning it's not elemental hate.
Name: Phase Out
Cost:
Type: Spell
Ability: Target creature can not be targeted until your next turn
So like a weaker quintessence? Why would someone play this over quint? Especially since this lasts only a turn?
I was listing this as unupped valueds, (unless specified otherwise), In this case the upped would be 0 cost, making it fit in more decks, for those times when a key creature just needs protection.
Name: Elemental Child Aether
Cost: 75
Type: Creature
Stats: 50/1
Passive Ability: Generates 1 each turn
Active Ability: Phase Out (Target creatre can not be targeted until your next turn)
Active Ability Cost:
Nope. Such a high cost is also pretty taboo. Hardly any games go to quanta cap.
This wasn't supposed to make the list I grabbed the wrong piece of paper, I actually removed it when I updated the time listing. I had an idea set of Elemental CHildren, like the dragons, but I cut them out on my last pass. I'm not just tossing out ideas, I kind of had a method to this madness?!?
And here is a taste of which will be coming up next:
Name: Time Machine
Cost:
Type: Perm
Ability: Start your turn over again. All damage dealt, cards played, abilities used, etc, are reset.
Ability Cost: 2
And the purpose of this is?
Think of it as lucky dice. So you cast mutation on your own creature, but it killed it, and then tried to kill cast pandemonium only for it to do a nothing for you. Up, I got a time machine, let's try that again...