:aetherbig | (http://imageplay.net/img/m7Gbd178471/Portal.png) (http://elementscommunity.org/forum/index.php/topic,25250.0.html) |
:airbig | (http://imageplay.net/img/m7Gbd182354/Crash_Landing.png) (http://elementscommunity.org/forum/index.php/topic,25882.new.html) |
:darknessbig | (http://imageplay.net/img/m7Gbd186039/Blackout.png) (http://elementscommunity.org/forum/index.php/topic,25668.new.html) |
:deathbig | (http://imageplay.net/img/m7Gbd180489/Good_Intentions.png) (http://elementscommunity.org/forum/index.php/topic,25623.new.html) |
:earthbig | (http://imageplay.net/img/m7Gbd179850/Quicksand.png) (http://elementscommunity.org/forum/index.php/topic,25496.new.html) |
:entropybig | (http://imageplay.net/img/m7Gbd179333/Confuse.png) (http://elementscommunity.org/forum/index.php/topic,25447.0.html) |
:firebig | (http://imageplay.net/img/m7Gbd184910/Caldera.png) (http://elementscommunity.org/forum/index.php/topic,26313.new.html) |
:gravitybig | (http://imageplay.net/img/m7Gbd179010/Shrink.png) (http://elementscommunity.org/forum/index.php/topic,25400.0.html) |
:lifebig | (http://imageplay.net/img/m7Gbd181769/Absorb.png) (http://elementscommunity.org/forum/index.php/topic,25808.new.html) |
:lightbig | (http://imageplay.net/img/m7Gbd179325/Flash.png) (http://elementscommunity.org/forum/index.php/topic,25441.0.html) |
:timebig | (http://imageplay.net/img/m7Gbd183397/Flash_Back.png) (http://elementscommunity.org/forum/index.php/topic,26124.new.html) |
:waterbig | (http://imageplay.net/img/m7Gbd185339/Runoff.png) (http://elementscommunity.org/forum/index.php/topic,26385.new.html) |
Facedown is hard to do because cards are revealed when played.Well I was hoping it is possible to code the reveal as the back of a card as well that way the opponent doesn't see it at all
:aether :o Really powerful. Perhaps too much?
:air A bit situational but might work.
:darkness In addition to the normal effect? How long?
:death Interesting. There are only 4 healing "spells". Probably worth converting to respond to any healing.
:earth A 2 turn delay would be useful occasionally. Nice with Pulverizer or Earthquake
:entropy Define random.
:fire Why have this as a trap? It would work better as Blessing
:gravity Interesting. Round remaining hp up or down?
:life Probably not. It would shut all bolt decks down. Not even Reflective Mirror does that.
:light Fits
:time Perhaps
:water Probably not. It would seem to be too random and uncertain to plan around. (and a low slot Flooding tile would be too Powerful)
What I really dislike about this is that your opponent will see what quanta you used to play it, and if they know what that element's trap does, they'll know what will happen. This rewards players for paying attention closely when it's not their turn and for memorizing cards, which is bad for new players in particular.well most traps if your specifically on the look out for them can be spotted before you walk into them so these should be no different
But it's possible these ideas could be used differently, so I'll do some OT style critiquing.
:aether Could be balanced if it had some restriction, like 'creature with ATK<X (or HP<X, or quanta cost<X, etc).'
:air Why would air screw over something airborne? Maybe good for another element.
:darkness Seems redundant to me, why not just play Cloak?
:entropy Does the original skill still take effect?
:fire Same question as with the darkness one and what OT said.
:gravity Round up IMO. But it seems pretty weak, especially in Gravity. I think it would be better if it also halved ATK.
:time For your opponent? Wouldn't that often be helpful to him?
:air Why would air screw over something airborne? Maybe good for another element.See Web. Only Air affects Airborne as of yet.
While cards are revealed when played, it does not have to be that way. Whether or not Zanz would want to change that is up to him.If 'facedown cards' aren't possible in the game coding now, then consider Cloaking as an alternative. This would be seen as a little rectangle with a cloak sign on it.
I love this concept. There is potential to put them into Permanent slots or onto the field of battle in random locations.
I think de-cloaking spells should reveal them.
If the traps really should be hidden, another mechanic I was thinking about was having a generic trap card permanent played, then on your next turn activate the trap mechanism into whatever trap it should be (perhaps target a pillar, or your mark like pillars and tears) to change the ability of the generic trap.So something like an other trap card with an ability like "set: change skill to trap skill of target pillar/mark"? Kinda kills the series since it's just one card but is an interesting idea
This makes traps activate after a turn of warning, while keeping anonymity of the actual effect.
One thing to note with balancing on a couple of these, especially :light and :gravityPartial countering is common for cheap targeted CC.
You're using up one of your cards to partially counter one card from your opponent, and you don't even get to pick which card it affects. Thus they'll tend to be very UP, even if you give them a low cost.
Maybe you could add a Neutral card called Backfire|Crossfire that steals or disables enemy traps. Something along that line.A trap for a trap card? Not a bad idea but I think that existing pc like steal and pulvy have it covered as well as the abundance of ideas on this forum that freeze/delay non weapon permanents, just because you can't necessarily tell what it is doesn't mean it's not targetable (unless of course cloak or enchant artifact is played :)))