PS: Infest is the Keyword for creating another ___ at the end of the turn.
Fire: Flame | Flame (
http://elementscommunity.org/forum/index.php/topic,23276.0.html)
Standalone useage: Powerful cheap swarm card. Possibly above par but can be easily adjusted back to par.
Clog Hand use: It deals 1 damage per Flame per turn until discarded or played (see Clog Field)
Clog Field use: If you can trick your opponent to play 1 of these Flames then it will spread to the entire field. This requires Nightmare to be used and the opponent to have access to
. It is not as good as a field clog as alfatoxin but it does cost a lot less.
Overall Mechanically:
While not perfect, this is close enough. The mechanics flow together in harmony and has 3 main strategies that all would work in the current metagame.
Other critiques:
It is a suggestion with 2 effects. Typically this is unwise however in this case the combination is a better card than either 1 effect cards.
Life: Ivy | Ivy (
http://elementscommunity.org/forum/index.php/topic,23314.0.html)
Standalone useage: Appears to be slightly underpar but can be adjusted back to par.
Clog Hand use: Wild Weed would force the opponent to discard their least valuable card or play earlier cards. This is not as great a mechanic as Burn but also is a good and thematic nightmare strategy.
Clog Field use: Like Flame this is a nightmare malignant cell. However the underpar Standalone use makes it so it is unlikely to be played. Hands with lots of valuable cards might play Ivy for you to take advantage of but it is not as reliable.
Overall Mechanically:
Not as good as Flame but still possibly a worthwhile addition to the game.
Other critiques:
It is a suggestion with 2 effects. Typically this is unwise however in this case the combination is a better card than either 1 effect cards.
Water: Caulerpa taxifolia | Caulerpa taxifolia (
http://elementscommunity.org/forum/index.php/topic,23319.msg317131.html)
Standalone useage: Appears to be slightly underpar but can be adjusted back to par.
Clog Hand use: Usurps the method Ghost of the Past used. That is not a good idea.
Clog Field use: I do not imagine a nightmare'd Caulerpa taxifolia would be played with high enough frequency to be a viable strategy
Overall Mechanically:
Not as good as Flame. Probably not worth considering for the game.
Other critiques:
It is a suggestion with 2 effects. In this case I think that it does not justify this.
Time: Sand Ant | Desert Ant (
http://elementscommunity.org/forum/index.php/topic,23362.0.html)
Standalone useage: On par but close to Deja Vu.
Clog Hand use: Mitosis + Insinuate makes this a reliable strategy. If you can deny the opponent Time quanta (perhaps too easy) then it makes a perfect lockdown with a built in win condition. That is a powerful enough synergy to warrant a more expensive cost to enforce.
Clog Field use: Playing one is superior to discarding one. Hence a field lockdown can be created if the opponent has
.
Overall Mechanically:
Not as good as Flame. Might be worthwhile if improved.
Possible improvements might include:
Different discard effect [poison instead of neurotoxin?]
Different entry point [would adding to the hand be more or less balanced/balanceable?]
More expensive [with better stats]
Different theme to match changes.
Other critiques:
Very difficult to balance.
It is a suggestion with 2 effects. In this case they are more like two half effects so it is justified IMO.
Shatterpillar | Rorschach Fly (
http://elementscommunity.org/forum/index.php/topic,23364.0.html)
Standalone useage: none|competes with micro abomination
Clog Hand use: The discard effect is negligible when the opponent is forced to discard without adding silence to the equation.
Clog Field use: Will not be played|Powerful, hard to block, creature that does not Infest.
Overall Mechanically:
Please forget this card.
Other critiques:
The name does not seem to fit thematically well.
A series is more credible if it does not try to force the idea into every element.
Darkness: Black Grasshopper | Dark Grasshopper (
http://elementscommunity.org/forum/index.php/topic,23365.0.html)
Standalone useage: Significantly underpar.
Clog Hand use: Never discarded.
Clog Field use: Will not clog the field
Overall Mechanically:
Please forget this card.
Other critiques:
The name/element do not seem to fit the mechanic thematically.
A series is more credible if it does not try to force the idea into every element.
Gravity: Red Locust | Giant Locust (
http://elementscommunity.org/forum/index.php/topic,23367.0.html)
Standalone useage: Competes too closely with Otyugh and appears to be UP in comparision
Clog Hand use: Neat discard effect. Needs a better name. While neat the discard effect does not seem to be worthwhile to add to the game when designed as a nightmare synergy.
Clog Field use: Will not clog the field
Overall Mechanically:
Please forget this card but remember the mechanics.
Other critiques:
This would be better as 2 cards one with each effect. However neither effect is best suited to this series.
Needs better effect names.
Swarm is already used,
Sw(H)arm is like Obsession? It can not be lobotomised because it is in the hand?
Ingest and Infest does not seem to fit Locust although it would fit Ghouls.
Summary:
Flame is great
Ivy is good
The Ant would be good if reworked some
Red Locust's two mechanics should be repurposed in other card ideas but not this series.
Please do not try to create a card for each element