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Offline GGTopic starter

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Re: Field Effects - Permanents that equally affect both players' fields https://elementscommunity.org/forum/index.php?topic=23187.msg306283#msg306283
« Reply #24 on: April 05, 2011, 11:07:21 pm »
:fire Roaming Flames: ALL creatures take 1 damage at the end of each turn. Absorb 5  :fire per turn.

ALL means even immaterials.
Reminds me of Fire shield.
With the added benefit of killing your own creatures, and slowing your firestall
So... why would anyone ever bother to use it?
Ex-Master of :gravity, still a fervid supporter! GO GRAVY!

Genuinous

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Re: Field Effects - Permanents that equally affect both players' fields https://elementscommunity.org/forum/index.php?topic=23187.msg306427#msg306427
« Reply #25 on: April 06, 2011, 03:21:23 am »
:fire Roaming Flames: ALL creatures take 1 damage at the end of each turn. Absorb 5  :fire per turn.

ALL means even immaterials.
Reminds me of Fire shield.
With the added benefit of killing your own creatures, and slowing your firestall
So... why would anyone ever bother to use it?
Reading back one question came to my mind... Why did I post it???
I wasn't at my brightest...

Just to add a better idea :)


 :fire : Neither players can heal. Absorbs X :fire (possibly a big enough number to make it acceptable and less OP)

This would stop Heal, Stone Skin, SoG, SoD, etc... No healing for neither players. I think this would be an interesting addition to rushes. Wonder whether it's high maintainance would worth the effect... I think this could be interesting :) (unlike.... well yeah....)

AngeDeMort

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Re: Field Effects - Permanents that equally affect both players' fields https://elementscommunity.org/forum/index.php?topic=23187.msg306454#msg306454
« Reply #26 on: April 06, 2011, 04:17:15 am »
 :gravity : Gravitational Anomaly : All airborne creatures become grounded and all grounded creatures become airborne

Offline Monox D. I-Fly

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Re: Field Effects - Permanents that equally affect both players' fields https://elementscommunity.org/forum/index.php?topic=23187.msg307159#msg307159
« Reply #27 on: April 07, 2011, 12:55:24 am »
:gravity : Gravitational Anomaly : All airborne creatures become grounded and all grounded creatures become airborne
Nice idea. But I prefer to involve burrowed creature as well.
My idealized elements cycle:
Water -> Fire -> Air -> Earth -> Lightning -> Metal -> Light -> Darkness -> Wood -> Water

AngeDeMort

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Re: Field Effects - Permanents that equally affect both players' fields https://elementscommunity.org/forum/index.php?topic=23187.msg307246#msg307246
« Reply #28 on: April 07, 2011, 02:39:13 am »
Nice idea. But I prefer to involve burrowed creature as well.
Burrowed creatures are involved since they are grounded  they would become flying they'd just be burrowed flying creatures. Unburrowing creatures seems op to me.

Offline Bhlewos

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Re: Field Effects - Permanents that equally affect both players' fields https://elementscommunity.org/forum/index.php?topic=23187.msg307571#msg307571
« Reply #29 on: April 07, 2011, 04:55:59 pm »
I like that idea, AngeDeMort. Gravity already has Pulvy for PC but this would add another anti-Wings card, which is always good. Air has been getting stronger lately so the more balance the better.

Manipul8r

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Re: Field Effects - Permanents that equally affect both players' fields https://elementscommunity.org/forum/index.php?topic=23187.msg307639#msg307639
« Reply #30 on: April 07, 2011, 07:16:26 pm »
Have you posted the ideas you have for the other elements somewhere?  I want to see them.  :)

Off the top of my head:

:life - Adaptation|Evolution - Every creature and weapon attacks an extra time.  [Stacks with adrenaline. Gives Druidic Staff two heal triggers.]

:earth - Fortress Realm - Each player's maximum health is doubled.  [Future increases to maximum HP with this on the field are doubled as well.]

:light - Crusade|Jihad  :-\ - Each creature with less than 5 ATK gets +2|+2.

:fire - Nuclear Power - All quanta gain is doubled.

Flayne

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Re: Field Effects - Permanents that equally affect both players' fields https://elementscommunity.org/forum/index.php?topic=23187.msg307763#msg307763
« Reply #31 on: April 07, 2011, 09:31:24 pm »
 :air definitely needs a Tornado Effect.   

-  cost 5 :air (upped 4 :air): swaps positions of all creatures on field and does 2 damage to all creatures affected.

for Time, I reckon there needs to be some kind of future damage thing:

- Future Strike, cost 6  :time (upped: 5  :time)
: In 3 turns, All creatures on the field recieve 3 damage. (upped, in 2 turns)




Offline GGTopic starter

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  • GG is a proud Wyrm taking wing for the first time.GG is a proud Wyrm taking wing for the first time.GG is a proud Wyrm taking wing for the first time.GG is a proud Wyrm taking wing for the first time.GG is a proud Wyrm taking wing for the first time.
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Re: Field Effects - Permanents that equally affect both players' fields https://elementscommunity.org/forum/index.php?topic=23187.msg384574#msg384574
« Reply #32 on: August 25, 2011, 02:32:30 pm »
Added :death, :gravity, and :fire cards.
Ex-Master of :gravity, still a fervid supporter! GO GRAVY!

 

blarg: