Elements the Game Forum - Free Online Fantasy Card Game
Elements the Game => Exhibition Hall => Card Ideas and Art => Series => Topic started by: Bloodshadow on April 24, 2010, 04:10:38 am
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This is a series of powerful spells that consume all quanta of an element after use. Two of those spells, Miracle and Fractal, are already in the game.
(http://elementscommunity.org/forum/index.php?action=dlattach;topic=7036.0;attach=1379;image)(http://elementscommunity.org/images/Cards/Upgrade.png)(http://elementscommunity.org/forum/index.php?action=dlattach;topic=7036.0;attach=1380;image)
http://elementscommunity.org/forum/index.php/topic,7036.0.html
(http://elementscommunity.org/forum/index.php?action=dlattach;topic=7035.0;attach=1536;image)(http://elementscommunity.org/images/Cards/Upgrade.png)(http://elementscommunity.org/forum/index.php?action=dlattach;topic=7035.0;attach=1537;image)
http://elementscommunity.org/forum/index.php/topic,7035.0.html
(http://elementscommunity.org/forum/index.php?action=dlattach;topic=9634.0;attach=1526;image)(http://elementscommunity.org/images/Cards/Upgrade.png)(http://elementscommunity.org/forum/index.php?action=dlattach;topic=9634.0;attach=1527;image)
http://elementscommunity.org/forum/index.php/topic,9634.0.html
(http://elementscommunity.org/forum/index.php?action=dlattach;topic=5696.0;attach=1528;image)(http://elementscommunity.org/images/Cards/Upgrade.png)(http://elementscommunity.org/forum/index.php?action=dlattach;topic=5696.0;attach=1529;image)
This idea belongs to $$$man. He agreed that I can include his card in this series.
http://elementscommunity.org/forum/index.php/topic,9282.0.html
(http://elementscommunity.org/images/Cards/Miracle.png)(http://elementscommunity.org/images/Cards/Upgrade.png)(http://elementscommunity.org/images/Cards/ImprovedMiracle.png)
http://elementscommunity.org/forum/index.php/topic,2016.0.html
(http://img576.imageshack.us/img576/5809/corruption.png)(http://elementscommunity.org/images/Cards/Upgrade.png)(http://img580.imageshack.us/img580/4255/conversion.png)
http://elementscommunity.org/forum/index.php/topic,5448.0.html
(http://img42.imageshack.us/img42/6976/singularity1.png)(http://elementscommunity.org/images/Cards/Upgrade.png)(http://img219.imageshack.us/img219/7317/singularity2.png)
http://elementscommunity.org/forum/index.php/topic,5494.0.html
(http://img195.imageshack.us/img195/4083/equilibriumf.png)(http://elementscommunity.org/images/Cards/Upgrade.png)(http://img218.imageshack.us/img218/5466/equilibrium2.png)
http://elementscommunity.org/forum/index.php/topic,5885.0.html
(http://elementscommunity.org/forum/index.php?action=dlattach;topic=5659.0;attach=1217;image)(http://elementscommunity.org/images/Cards/Upgrade.png)(http://elementscommunity.org/forum/index.php?action=dlattach;topic=5659.0;attach=1218;image)
This card is inspired by markilleruk, in the following thread:
http://elementscommunity.org/forum/index.php/topic,5659.0.html
(http://elementscommunity.org/images/Cards/Fractal.png)(http://elementscommunity.org/images/Cards/Upgrade.png)(http://elementscommunity.org/images/Cards/FractalUpgraded.png)
http://elementscommunity.org/forum/index.php/topic,3946.0.html
(http://elementscommunity.org/forum/index.php?action=dlattach;topic=7034.0;attach=1530;image)(http://elementscommunity.org/images/Cards/Upgrade.png)(http://elementscommunity.org/forum/index.php?action=dlattach;topic=7034.0;attach=1531;image)
http://elementscommunity.org/forum/index.php/topic,7034.0.html
(http://elementscommunity.org/forum/index.php?action=dlattach;topic=7037.0;attach=1532;image)(http://elementscommunity.org/images/Cards/Upgrade.png)(http://elementscommunity.org/forum/index.php?action=dlattach;topic=7037.0;attach=1533;image)
http://elementscommunity.org/forum/index.php/topic,7037.0.html
(http://elementscommunity.org/forum/index.php?action=dlattach;topic=5696.0;attach=1316;image)(http://elementscommunity.org/images/Cards/Upgrade.png)(http://elementscommunity.org/forum/index.php?action=dlattach;topic=5696.0;attach=1317;image)
http://elementscommunity.org/forum/index.php/topic,6031.0.html
Please discuss the above cards in their respective threads, thank you.
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For Darkness, I prefer some sort of advancement of the 'Steal' card.
How about:
Robbery
Cost: 10 :darkness (and all remaining :darkness)
Ability: Steals 3 random permanent's from your opponent.
Grand Theft
Cost: 10 :darkness (and all remaining :darkness)
Ability: Steals 5 random permanent's from your opponent.
Notes:
Pillars/Towers are counted as permanent's.
Since this spell requires no targetting, it should affect 'protected artefacts'.
Balanced, because by the time you play it, your opponent should have 80 to 90% pillars/towers.
Useful against an Empathic Bond spamming False God. Ie Firefly Queen.
For Fire... How about a creature?
Infernal Entity
Cost: 12 :fire (and all remaining :fire)
Stats: 15-N (where N is the number of Fire Pillars/Towers you have in play)
Ability: 2 :fire - Immolation: Sacrifice target creature for 7 :fire quanta.
Infernal Being
Cost: 12 :fire (and all remaining :fire)
Stats: 18-N (where N is the number of Fire Pillars/Towers you have in play)
Ability: Cremation
What do you think?
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This thread is more like a card idea compilation than card theory so it doesn't belong here. I suggest you salvage the parts you want to save because this thread might disappear soon.
Once you've done 6+ of these cards you can get a "set" with its own thread. Hopefully by that time I know where "set" threads go to.
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I quite dislike your life spell.
10 :life Charge of beasts.
Your creatures will attack twice this turn.
(NOTE: this does NOT stack with adrenaline. If you play this while a creature has adrenaline, it will hit once, and then hit as though it had adrenaline as normal)
8 :life Wrath of beasts
Your creatures will attack twice this turn.
One the the things I don't like about life is how upside-down it is. Because of adrenaline, frogs are stronger than dragons. This card is designed to fix that.
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Sounds interesting, Gl1tch. Quite powerful; I don't know if it's overpowerful yet.
Time to throw out some ideas for the elements which you have no idea for. All of the below drain all remaining quanta of that element.
Gale 6 :air / Improved Gale 6 :air
Target permanent or creature is sent back to a random location in its owner's deck. /
Target permanent or creature is sent back as the last card in its owner's deck.
10 :earth Sandstorm / 9 :earth Dust Storm
All targetable creatures are burrowed. Their active ability is replaced with "Unburrow" for 1 of their corresponding element.
7 :entropy Gamble / 7 :entropy Gamble
Flip a coin. If heads, deal 20 damage to the opponent and 5 to a random creature. If tails, this spell does nothing. /
Flip a coin. If heads, deal 20 damage to the opponent and 5 to a random creature. If tails, deal 1 damage to every creature.
8 :water Riptide / 7 :water Rip Current
Deal 4 damage to every opponent creature. They are stuck in a time bubble for 1 turn.
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I like Glitch's idea.
But I prefer Assassims - http://elementscommunity.org/forum/index.php/topic,5731.0.html
Even though it is not a 'drain all quanta' maybe it could be? It just seems a more fitting card.
Icybraker's Sandstorm/Dust Storm is OP. It's like a global lobotomize? Sure, it affects your own creatures - but mono-earth or dual time/earth uses creatures which already have burrow. Plus, it will be expensive to completely un-burrow a full board of creatures?
I really like Gale though, that + precognition + knowing your opponents deck, you can really mess up his strategy! It's like Rewind Times meets Deflagrate/Lightning Bolt. Maybe should cost less / not be an 'Advanced Spell'?
Just thought of a new one for Death.
Final Strike (probably needs a better name)
Cost: 12 Death and all your darkness quanta. 10 Death upgraded.
Ability: All your creatures with more than 3 Hit Points are given an on-attack poison ability (like puffer fish), all these creatures also take 3 poison counters.
Note: So, it's like a final death blow, that is designed to poison the hell out of your opponent. Skeletons and Malignant cells will never be eligible for this effect (unless buffed with Blessing or Armour etc...). Elite Skeletons, with an Eclipse in play will be eligible. Creatures with 4 Hitpoints will obviously be able to attack twice. This also lobotomize's the creatures, replacing their ability with Poison on Attack.
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Im gonna guess we are going for spells and not creatures right? (spelling summoning creatures being fine though)
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Argh... Dammit, SG, can't you look before you move threads?! >:( :P
Yesterday, I came and saw this thread get locked. I PM'd SG and asked her to move it instead of locking it, but she didn't respond. I got impatient, so I made the following thread:
http://elementscommunity.org/forum/index.php/topic,5744.0.html
And now she moved THIS thread here too, so there are two duplicate threads. It seems like this thread is getting more replies than the one above, so I'm going to kill the above thread and move all useful contents here.
The first post is updated.
Cauterize: 18 :fire | 16 :fire
Reduce your opponent's max HP by 20%.
Equilibrium: 15 :entropy | 12 :entropy
Take the average of your HP and your opponent's HP. Both of your HPs are set to that value.
Nature's Calling: 11 :life | 9 :life
Summon three random creatures. They are all 3/3 and have no abilities.
For example, if it summons a Crimson Dragon, a Spark, and an Armagio, they would all be 3/3.
Ice Age: 15 :water | 12 :water
Your opponent cannot summon or generate any creatures for 3 turns.
Think of this as "freezing your opponent's field".
Adamantine: 12 :earth | 10 :earth
You take 75% damage from all sources. This effect is permanent until you're hit by spell damage.
After you cast this, a little shield icon appears beside your HP bar.
I now need balance on the above ideas, and new ideas for :air :death.
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I dislike the insanely high casting costs for some of these. They're... insanely high. I guess one way to reduce them is to simply nerf them a bit. Example:
Cauterize can reduce by 20 points instead of 20%, thus making it slightly weaker. Cost can now be decreased to 17 :fire | 15 :fire, or something to that extent.
Ice Age can freeze for 2 turns (but 3 upgraded, I guess). Both levels now cost 12 :water.
Time to throw out a new idea for :air.
10 :air Wings of the Wind / 8 :air Wings of the Current
Target creature loses all previous abilities and status effects and gains active ability Dive for 2 :air and status effect Momentum.
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Path of Destruction
18 :fire // 16 :fire
each player sacrifices (destroys) 50% (1/2) of his pillars, permanents, creatures and health points, roundet down, at random.
that means, for example, if you have just 1 pillar, it is no pillar destroyed, when you have 3, one gets destroyed, etc., same with permanents (shield+weapon also counts as permanents) and creatures (this will also affect immortal creatures), for hp its easy, if you have 99, youll have 50 after path of destruction.
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You know why I made Cauterize reduce 20% instead of 20? Because it can't kill your opponent. Your version, use it 5 times and a normal opponent is dead. I want it to be a percentage.
For Ice Age, how about 13/12 for cost?
New idea:
Damnation: 15 :death | 12 :death
Deal 10 poison damage to your opponent. They cannot be removed by any means.
I don't know if this is OP or not, because if you stack 6 of those on your opponent...
Hurricane: 8 :air | 6 :air
Generate 3 Tornadoes.
Tornado: 0/5 (2 :air)
Uplift: Sacrifice Tornado. The target creature gains +X/-1 for one turn, where X is the original ATK of that creature.
Tornado is not a standalone card. Yes, the effect stacks, but use it too much and you'll kill a creature.
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OK, now I have ideas for all of the elements. I'll probably start making separate threads for the ideas.
Meanwhile, if you have any suggestions to improve any of the cards, post here. Right now I don't really like the one for Earth. I could go with a spell that increases max HP, but there is already Stone Skin...
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It seems like this thread is getting more replies than the one above, so I'm going to kill the above thread and move all useful contents here.
And to me, it seems like you didn't find any 'useful contents' in something I posted...
Final Strike
Element: Death
Cost: 8 :death and all your remaining :death.
Ability: All your creatures in play with 3 or more hit points gain the ability 'Venom' and take 2 poison counters.
Note: Skeletons + Malignant Cells are never eligible for this unless they are buffed with a Chaos Power or a Blessing.
Note: Elite Skeletons with an Eclipse in play; are eligible for this effect.
Note: This removes all previous skills a creature might have, so acts as a global lobotomise for your creatures.
Idea: You basically sacrifice all your creatures to try and put an insane amount of Poison damage on your opponent.
Main Counter: Most Shields or Sundial. Your creatures are pretty much sentenced to death, so it is vital to make sure that their attacks land on your opponent.
Potential Imbalance: Play this card, and then put Arch-Angels into play to keep your creatures alive.
Edit: Epic fail on my part. My bad.
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I propose thats for death :death :
Two-instant Kill :
(two turn for kill your opponent)
Cost :
100 :death , remove all your death quanta.
Destroy all the hp at your opponent minus 1 , purify him , stuck your creature in a time buble for one turn , skip a turn.(for give a little chance to your opponent)
(I don't thinks it OP because death have not creature thats can produce :death quanta , also a single dragon deal 10 damages)
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That is an interesting concept Supersonique.
Not even overpowered. I'd say it was extreme. But to make it better, it should cost 100 :death, and remove ALL your quanta, and destroy ALL your pillars.
I think it is too extreme to be an Advanced spell though, a lot of people will immediately shoot it down.
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Reveal/Uncover
9 :earth/8 :earth
all burrowed creatures go to their original attack./all burrowed creatures get their original attack.
the idea is that it's very situational and improves mono rather then rainbow.
example.
elite shrieker (burrowed)=5/4
play uncover
elite shrieker (burrowed)=10/4
unburrow shrieker
shrieker(unburrowed)=10/4
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supersonique throw in a firebolt and it is overpowered as you just won the game (even if you could find a way to produce all that quantums itd never be used because of too expensive)
$$$man what if you made it simpler and doubled the attack strength of all unborrowed cretures and make them lose the ability to unburrow?
for fire why not make a super firestorm that does like 10 damage to your opponent and 3 to all of his/ her creatures?
natures calling is too underpowered life already has good abilities so why not have the three random creatures have the original creatures attack - d3 or something
adamantine seems too overpowered since not all decks include a way to deal damage with a speel, in fact only fire bolt, ice bolt, drain life, and UG gas are considered spells (i believe)
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Guys, I deliberately avoided spells that include "all creatures", "all permanents", etc. I'm sorry if I'm being mean right now, but I do not want that kind of ideas. I don't know why, but I just don't like them. "All" just sound too plain and boring, and I wanted something more unique.
Nature's Calling is NOT underpowered at all. With six of those, you get to have 18 creatures! Combine that with Frogs, Cockatrices, Adrenaline, Empathic Bond, etc... Massive swarm of creatures with massive healing. Nature's Calling is an extremely powerful rush card, not to mention its synergy with Reverse Time (get a 3/3 Crimson Dragon? rewind it and it becomes a REAL 12/3 Crimson Dragon!).
Adamantine is not OP. Procrastination and Dusk Mantle already reduce damage by 50%, and it cannot be broken by spells. Adamantine is only perhaps overpowered when combined with Jade Shield, which blocks all spell damage; it will reduce all damage by 2, then reduce all damage by 25%. But that is not OP, it's synergy.
And to me, it seems like you didn't find any 'useful contents' in something I posted...
Again, sorry if I'm being mean, but I didn't really find anything "useful" in your post. As I said above, I wanted to avoid "all your creatures XXXXXX" and things like that.
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(http://img195.imageshack.us/img195/4083/equilibriumf.png) (http://img218.imageshack.us/img218/5466/equilibrium2.png)
http://elementscommunity.org/forum/index.php/topic,5885.0.html
A new card in this series, Equilibrium.
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A new card in this series, Overdrive!
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For darkness :
Unlife/Improved Unlife 15 :darkness/12 :darkness and consume all your :darkness
You are now an undead : You are immune to any damage. You will lose the game in 4/5 turn.
So it's basically a life saver for the next 4/5 turn (you take no damage AT ALL), but you will lose if you do not win before that.
Of course, the best way to counter it is to play it AFTER your opponent :) or to have anything that slow the game...
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Overdrive is updated. It is a LOT less overpowered now.
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Second Coming: 16 :light Effect: fills your creature slots with angles
Armageddon: 18 :light Effect: fills your creature slots with archangels
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Second Coming: 16:light Effect: fills your creature slots with angles
Armageddon: 18:light Effect: fills your creature slots with archangels
We already have Miracle.
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Second Coming: 16:light Effect: fills your creature slots with angles
Armageddon: 18:light Effect: fills your creature slots with archangels
We already have Miracle.
forgot about that. whoops.
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Supremity/Omnipotence
14/12 (not sure which element)
target creature gets +7/+7, adrenaline, momentum, and immortality./target creature gets +7/+7, adrenaline, momentum, and immortality.
Generations/Ancestory
12 :life/10 :life
All creatures with same name as target creature gain +X/+X where X is the number of creatures effected/All creatures with same name as target creature gain +X/+X where X is the number of creatures effected
Generations/Ancestory could be vicious in a photon/spark/life rush
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I dislike the insanely high casting costs for some of these. They're... insanely high. I guess one way to reduce them is to simply nerf them a bit. Example:
Cauterize can reduce by 20 points instead of 20%, thus making it slightly weaker. Cost can now be decreased to 17 :fire | 15 :fire, or something to that extent.
I like the 20% thing. Normal mortals will have the original damage, but insanely high hps (like fg) will be burnt more. We need cheese to fight cheese. In this case, hot cheese.
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Some new ideas:
Cauterize: Spell (15 :fire)
All your :fire are consumed.
Reduce your opponent's maximum HP by 20%.
Soul Burn: Spell (17 :fire)
All your :fire are consumed.
Reduce your opponent's maximum HP by 25%.
http://elementscommunity.org/forum/index.php/topic,7036.0.html
Nature's Calling: Spell (7 :life | 6 :life)
All your :life are consumed.
Summon three 3/3 mutants with no abilities.
http://elementscommunity.org/forum/index.php/topic,7034.0.html
Solidity: Spell (12 :earth | 10 :earth)
All your :earth are consumed.
Target player takes no damage, but cannot draw and play any cards for 3 turns.
http://elementscommunity.org/forum/index.php/topic,7035.0.html
Damnation: Spell (15 :death | 12 :death)
All your :death are consumed.
Deal 10 poison damage to your opponent. They cannot be removed.
http://elementscommunity.org/forum/index.php/topic,7037.0.html
Ice Age: Spell (15 :water | 12 :water)
All your :water are consumed.
No creatures may attack or use abilities for 3 turns.
http://elementscommunity.org/forum/index.php/topic,7071.0.html
Freedom | Liberation: Spell (7 :air | 6 :air)
All your :air are consumed.
You gain one extra slot. Weapons and shields can both be put into this new slot.
http://elementscommunity.org/forum/index.php/topic,7074.0.html
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Cauterize | Soul Burn is now updated with images.
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possible image for damnation(http://imageplay.net/m7Gbd65746/Untitledsoip_thumb.jpg) (http://imageplay.net/view/m7Gbd65746/Untitledsoip)
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possible image for damnation(http://imageplay.net/m7Gbd65746/Untitledsoip_thumb.jpg) (http://imageplay.net/view/m7Gbd65746/Untitledsoip)
Huh? How does the picture of a snake fit into the card?
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possible image for damnation(http://imageplay.net/m7Gbd65746/Untitledsoip_thumb.jpg) (http://imageplay.net/view/m7Gbd65746/Untitledsoip)
Huh? How does the picture of a snake fit into the card?
i dont really know but you could have poison dripping out of tis mouth
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IMO Other should not have another card. Other should not even exist (Sorry rainbow users :()
Other does not have an alchemy card, or a rare weapon, or anything else that is in every other element. The point of other is to make deckbuilding easier for new players.
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IMO Other should not have another card. Other should not even exist (Sorry rainbow users :()
Other does not have an alchemy card, or a rare weapon, or anything else that is in every other element. The point of other is to make deckbuilding easier for new players.
I, on the other hand, think the MOST POWERFUL card in the game should be Other. I think Other is what's left of Divine after it created the 12 elements.
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I don't know how to about suggesting one but for the earth advanced spell it could be
11/9 (Earth)
Destroy the enemy pillar stack with the most pillars.. could be like an upgraded Quicksand
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I do not need more suggestions, because I have at least basic ideas of all 13 Advanced Spells. Check the first post.
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Overdrive is updated. It is a LOT less overpowered now.
How was overdrive before, because I think it needs to increase its cost by 2x, since quantum towers put out more quanta, and this is non-specific quanta most likely used in a rainbow deck
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False link to Overdrive card.
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In terms of overdrive, I think you need to set a limit to it for 2 reasons:
1. If someone had an incredible healing potential (6 SoGs, emphatic bond, etc), it allows the person to play too many high cost cards
2. Someone might play an advanced spell by accident, and cause an instant loss.
That, or we have a very obvious bug for the game.
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False link to Overdrive card.
Link fixed. Thank you.
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I do not need more suggestions, because I have at least basic ideas of all 13 Advanced Spells. Check the first post.
I think some of your new card idea must have to modify,
as I can get some extremely evil deck build idea immediately after reading your first post.
You, the card author, should have think about that what nightmare will happen if I put all these cards into a deck.
Let's say...
first turn: nova> hyperdrive> play all your advance spell on hand (10 poison, lose 25% life, four 3/3 mutants, fractal etc.)> with miracle at 2nd last (back to 99HP)> lastly play Tempus Fugit (draw 7 cards) > then again, play all your advance spell on hand...... > loop until you go through your deck
Well, you play all your cards in your deck at 1st turn and win
Remember, 1 nova can generate 12 quantum, so the cost of colorless card should be several times higher what it should be. (It is able to play a colorless card with 40 cost in the first two turns with supernova and quantum pillar)
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I do not need more suggestions, because I have at least basic ideas of all 13 Advanced Spells. Check the first post.
I think some of your new card idea must have to modify,
as I can get some extremely evil deck build idea immediately after reading your first post.
You, the card author, should have think about that what nightmare will happen if I put all these cards into a deck.
Let's say...
first turn: nova> hyperdrive> play all your advance spell on hand (10 poison, lose 25% life, four 3/3 mutants, fractal etc.)> with miracle at 2nd last (back to 99HP)> lastly play Tempus Fugit (draw 7 cards) > then again, play all your advance spell on hand...... > loop until you go through your deck
Well, you play all your cards in your deck at 1st turn and win
Remember, 1 nova can generate 12 quantum, so the cost of colorless card should be several times higher what it should be. (It is able to play a colorless card with 40 cost in the first two turns with supernova and quantum pillar)
:P :P :P :P U LOSE :P :P :P :P
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I do not need more suggestions, because I have at least basic ideas of all 13 Advanced Spells. Check the first post.
I think some of your new card idea must have to modify,
as I can get some extremely evil deck build idea immediately after reading your first post.
You, the card author, should have think about that what nightmare will happen if I put all these cards into a deck.
Let's say...
first turn: nova> hyperdrive> play all your advance spell on hand (10 poison, lose 25% life, four 3/3 mutants, fractal etc.)> with miracle at 2nd last (back to 99HP)> lastly play Tempus Fugit (draw 7 cards) > then again, play all your advance spell on hand...... > loop until you go through your deck
Well, you play all your cards in your deck at 1st turn and win
Remember, 1 nova can generate 12 quantum, so the cost of colorless card should be several times higher what it should be. (It is able to play a colorless card with 40 cost in the first two turns with supernova and quantum pillar)
:P :P :P :P U LOSE :P :P :P :P
I know what you are talking
the author said you will instantly die when use another advance spell
but according to the text, the advance spells only drain all quantum you left
so it should only affect the quantum in your possession by the meaning of the text
so if you don't want it happen the wordings have to be changed
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You will have zero quanta after you use Overdrive. Therefore, anything you play will have to cost you HP. You play an Advanced Spell, all your HP are consumed. You die. I've made this perfectly clear in the Overdrive thread, so I don't see a need to clarify further.
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You will have zero quanta after you use Overdrive. Therefore, anything you play will have to cost you HP. You play an Advanced Spell, all your HP are consumed. You die. I've made this perfectly clear in the Overdrive thread, so I don't see a need to clarify further.
I read the Overdrive thread, and I still agree with twinsbuster and RavingRabbid -- either the mechanic or the card text needs to change. The wording of the Advanced Spells don't specify that consuming all quanta of a certain type is an additional cost, even if that's how you see it -- nor does Overdrive say that it considers it to be one.
Your intended behavior of these cards, as you've said, has the potential to immediately kill their users (and therefore is not such a minor matter as not knowing how much damage an Adrenalined creature will deal); it's clearly not obvious to forumgoers, and would probably be even less obvious to anyone who sees only the cards. So you can't expect people to infer that behavior from Singularity, on which it would otherwise be redundant (since consuming all your gravity quanta is part of its effect of consuming all of both players' quanta) -- especially if Singularity is going to be rare.
Also, I used to play Magic: the Gathering (as I suspect a lot of Elements players did). I see Overdrive as Channel (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194967), or rather as Elements' version of a "fixed" Channel (it was OP at two mana) -- so I expect its behavior to mirror Channel's as closely as possible, allowing me to choose how much health I convert to quanta. (It can't produce "generic" quanta, as Channel does, since there's no such thing -- should it produce random quanta?) If I get 15 :light from Overdrive, Miracle should take only my :light, not any additional HP.
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I will leave Overdrive as it is, because there is no room on the card to fit in more text. I know that I can use SG's templates if I needed more room, but for the Advanced Spells I want to make them look as realistic as possible.
After you use Overdrive, there can be a popup warning when you try to use another Advanced Spell. It could say "Warning: Using another Advanced Spell while under Overdrive will drain all your HP." And it could simply disallow you from using another Advanced Spell after using Overdrive.
Unlike you, I have not even seen a MtG card in real life, nor do I ever plan on playing MtG. Therefore, I intend to keep the card exactly as it is, instead of making it a cheap knockoff of MtG.
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I will leave Overdrive as it is, because there is no room on the card to fit in more text. I know that I can use SG's templates if I needed more room, but for the Advanced Spells I want to make them look as realistic as possible.
After you use Overdrive, there can be a popup warning when you try to use another Advanced Spell. It could say "Warning: Using another Advanced Spell while under Overdrive will drain all your HP." And it could simply disallow you from using another Advanced Spell after using Overdrive.
Unlike you, I have not even seen a MtG card in real life, nor do I ever plan on playing MtG. Therefore, I intend to keep the card exactly as it is, instead of making it a cheap knockoff of MtG.
I didn't really think the Channel-port was a good idea; I was just pointing out that (and a possible reason why) people seemed to be reading it that way (and thinking it made other Advanced Spells OP), so the wording needed to change to make its behavior clearer. If the interface changes to support it, then the card is fine. (I still can't accept the idea of these cards having an infinite cost, since a player always has a finite number of quanta and HP -- but I can accept them costing as much as the caster has).
I'd suggest that the text of the advanced spells be changed to "Pay all your <whatever> quanta to...". This would mirror the other card with an additional cost (Immolation's "Sacrifice a creature to generate 7 :fire plus..."), while being shorter than the current "All your <whatever> quanta are consumed" -- which doesn't match Miracle or Fractal anyway. Overdriven Advanced Spells should have a warning, and should not be allowed until another card is introduced that allows a player to play them and survive. (I see Shard of Acumen as such a card -- with one of those on your field, playing an Advanced Spell under Overdrive would drain all but 1 HP. You could still heal to 99 HP with Miracle if you had enough HP to start with, but any other Advanced Spell would take your HP too low even to play Improved Miracle with 6 SoAs.)
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Apart from discussing the card idea, I concern if these cards will really come into game or not.
I appreciate if a series of cards being introduced for each new version as it saves some time for programming.
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So hyperdrive and then play something like fractal kills you? Since hyperdrive would make you lose all your life when fractal trys to take it all? XD
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So hyperdrive and then play something like fractal kills you? Since hyperdrive would make you lose all your life when fractal trys to take it all? XD
That is exactly the intention. Playing an Advanced Spell after using Hyperdrive will result in a warning message popping up, saying that you'll die if you use that spell.
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So hyperdrive and then play something like fractal kills you? Since hyperdrive would make you lose all your life when fractal trys to take it all? XD
That is exactly the intention. Playing an Advanced Spell after using Hyperdrive will result in a warning message popping up, saying that you'll die if you use that spell.
But hyperdrive is useless anyways, because you wont have any quanta left.
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So hyperdrive and then play something like fractal kills you? Since hyperdrive would make you lose all your life when fractal trys to take it all? XD
Technically I would say the "consumes all quanta" on those spells is part of the EFFECT of that spell rather than the COST and therefore it should not automatically kill you like that(though to keep this card at all balanced in combination with fractal or miracle, something like this would have to be done anyway).
Even with this restriction though, I would argue that allowing any quanta to be used to pay the cost of this card makes it very OP. Consider an opening hand of 4 quantum towers, hyperdrive, 2 elite phase dragons. On turn 1, before your opponent has any chance to react, you now have dealt 20 damage to him and have 2 untargetable 10/6 creatures in play. It cost 28 of your own life to do this but since he can't do anything about your dragons, they will easily make up for that on the next turn and even without playing anything else after that, you have a 5 turn kill. Ruby dragons would be even more damage at a lower life cost but at least could be killed the next turn.
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(http://elementscommunity.org/forum/index.php?action=dlattach;topic=9634.0;attach=1526;image)(http://elementscommunity.org/images/Cards/Upgrade.png)(http://elementscommunity.org/forum/index.php?action=dlattach;topic=9634.0;attach=1527;image)
http://elementscommunity.org/forum/index.php/topic,9634.0.html
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http://elementscommunity.org/forum/index.php/topic,7034.0.html
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http://elementscommunity.org/forum/index.php/topic,7037.0.html
Some new cards in this series.
Also, I decided to include $$$man's idea, Dual Shield | Dual Buckler (http://elementscommunity.org/forum/index.php/topic,9282.0.html), in this series. He agreed, and allowed me to rename the card Dual Guard | Dual Aegis.
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(http://elementscommunity.org/forum/index.php?action=dlattach;topic=7035.0;attach=1536;image)(http://elementscommunity.org/images/Cards/Upgrade.png)(http://elementscommunity.org/forum/index.php?action=dlattach;topic=7035.0;attach=1537;image)
http://elementscommunity.org/forum/index.php/topic,7035.0.html
The last Advanced Spell. This series is now complete.
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Good idea. Needs work.
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Absolutely awesome. :o
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I think singularity needs to be improved.
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Nice card art.
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There is already an air card that consumes all your air quanta. Its called 'sky blitz'. :)
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There is already an air card that consumes all your air quanta. Its called 'sky blitz'. :)
Which was added LONG after this topic died out ;)
blarg: