Nice ideas!Thanks. ralouf1 had a great idea.
For the Golden Monolith, you draw a card, then it forces you to discard a card right away, not letting you do anything? So it basically helps you get through your deck faster with a penalty.
Aether Monolith seems a bit UP to me, because the opponent usually don't have any creatures on the field for the first several turns.
Fire Monolith is okay, but again, you might not have any creatures on the field yet.
Blue Monolith is cool! But then this would heavily nerf Wings and buff Sky Blitz.
Thx a lot to start the topic !! You can add water monolith : freeze a targetSince there is already a Freeze spell, let's think of a different effect for Water.
:water: "When Water Monolith comes into play, flood the field for 1 turn.
And if 2 Water Monoliths were played? Also Flooding does not need a nerf like this would be.
:entropy: "When Entropy Monolith comes into play, cast Mutation/Improved Mutation on the target creature."
Again. Try not to suggest copying a spell
OR
"When Entropy Monolith comes into play, scramble 10 of the opponent's quanta."
This could work. Lets see if others agree.
:light: "When Light Monolith comes into play, target creature gains 1 l 1."
Perhaps. Anything that is more creative?
:earth: "When Earth Monolith comes into play, destroy 1 Pillar/Pendulum from the target Cluster."
Could work. Anything more versatile?
:life: "When Life Monolith comes into play, heal the target for 5 HP."
I like this idea. Lets see if others agree.
:gravity: "When Gravity Monolith comes into play, target creature loses Airborne and receives Gravity Pull status."
Lets not hose Air nor copy a spell.
How are these?
http://elementscommunity.org/forum/index.php/topic,17991.msg316395#msg316395The fire one does not look like a Monolith to me.
IMHO, the fire one could pass, seeing as it is tall, and as long as it is solid and not a fountain, it would work until something better shows up.http://elementscommunity.org/forum/index.php/topic,17991.msg316395#msg316395The fire one does not look like a Monolith to me.
The aether one looks like it would make a better Obelisk if a pointed top were added.
Your Death Monolith and Black Obelisk pictures were great.
Further brainstorming have led me to the conclusion that the Air Monolith's ability should cost 1 :air, because it is a reusuable ability and it's actually really strong when used with Sky Blitz and can help creatures from other elements bypass Wings.When ralouf1 gets time the Fire and Aether Monoliths will get threads including Emerald Tiger's art.
You are right. I have fixed it. I would prefer if all obelisk had activation costs of 1 :air. Do you think that the activation cost of Time Obelisk could be raised to 1 :time?
The Gravity Monolith's ability is just to punish Air Monolith's ability to give Airborne. :P I felt that just making the creature lose airborne is UP, so a Gravity Pull effect is added. It's actually quite versatile; you can use it on your own creatures to defend you from damage or kill an opponent's creature.
Web counters Air Monolith. We do not want to copy spells. This is an important point drawn from my investigations on what makes a good suggestion/a good card.
Light Monolith does seem a bit UP, how about: "When Light Monolith comes into play, target creature gains +1 l +1 and its ability is changed to Light." < A lobo with a small buff. No more free buff to Dune Scorps and Deathstalkers. XD But then if this is done, Aether Pendulum might need a different ability because this is overshadowing Aether.
If possible lets have only the Fire Monolith be as vanilla as modifying stats. If a stat mod is used for Light monolith a +1|+1 without a lobo would be appropriate
Fire Monolith should be a mini Rage Elixir: "When Fire Monolith comes into play, target creature agains +3 l -1."
We are trying not to copy spells to much. Hence +2|0 is better design than +3|-1.
Water Monolith: "When Water Monolith comes into play, removes 3 Poison counters from the target player. Gain 1 Purify counter if not poisoned."
How about: Target creature gains 1 purify counter?
I think you should add to the Fire Monolith "nullifies cloak" or at least the middle section of the field. it adds a use for it.About Fire Monolith: Why would permanent extra attack not be useful? Situational effects like nullifying cloak are not wise.
And for entropy, how about "When this card comes into play, 2 other (entropy) monoliths will appear" (the 2 illusions won't produce quanta.)
I think you should add to the Fire Monolith "nullifies cloak" or at least the middle section of the field. it adds a use for it.About Fire Monolith: Why would permanent extra attack not be useful? Situational effects like nullifying cloak are not wise. Note the yellow quoted word. I suggested having both extra attack and the cloak effect.
And for entropy, how about "When this card comes into play, 2 other (entropy) monoliths will appear" (the 2 illusions won't produce quanta.)
About Entropy Monolith: Why? An experienced player will always know which of the three stacks is the real one. This is especially true because Monoliths form 1 stack while these illusions would form 2+ stacks depending on how it is coded. Ok, didn't think about that. It could still work in one stack. And you can fool the enemy by knowing which are the fakes (somehow). It saves you from earthquake
Keep it Simple.
@Emerald Tiger.
Thanks that looks better. +1 karma as usual.
Again, the Entropy Monolith effect is too situational.That can be changed. Very easily. Either add the quanta scramble, add something else, or not use the fake pillar idea.
You tend to like realistic complex cards. ETG focuses more on simplistic cards. Why have 3 effects when 2 works?I think you should add to the Fire Monolith "nullifies cloak" or at least the middle section of the field. it adds a use for it.About Fire Monolith: Why would permanent extra attack not be useful? Situational effects like nullifying cloak are not wise. Note the yellow quoted word. I suggested having both extra attack and the cloak effect.
And for entropy, how about "When this card comes into play, 2 other (entropy) monoliths will appear" (the 2 illusions won't produce quanta.)
About Entropy Monolith: Why? An experienced player will always know which of the three stacks is the real one. This is especially true because Monoliths form 1 stack while these illusions would form 2+ stacks depending on how it is coded. Ok, didn't think about that. It could still work in one stack. And you can fool the enemy by knowing which are the fakes (somehow). It saves you from earthquake
Keep it Simple.
You tend to like realistic complex cards. I have a very literal mind ETG focuses more on simplistic cards. Why have 3 effects when 2 works? I felt the scramble idea is redundant. Many complex ideas aren't utilized nor as common.I think you should add to the Fire Monolith "nullifies cloak" or at least the middle section of the field. it adds a use for it.About Fire Monolith: Why would permanent extra attack not be useful? Situational effects like nullifying cloak are not wise. Note the yellow quoted word. I suggested having both extra attack and the cloak effect.
And for entropy, how about "When this card comes into play, 2 other (entropy) monoliths will appear" (the 2 illusions won't produce quanta.)
About Entropy Monolith: Why? An experienced player will always know which of the three stacks is the real one. This is especially true because Monoliths form 1 stack while these illusions would form 2+ stacks depending on how it is coded. Ok, didn't think about that. It could still work in one stack. And you can fool the enemy by knowing which are the fakes (somehow). It saves you from earthquake
Keep it Simple.
Here's a very firey idea: When Fire Monolith is summoned, give one creature +2|+1, lasts 2 turns.Currently it gives a creature a permanent +2|0.
Anyone got any better ideas?
Yes, but to go with the RL thing of 'candle burns out over time', I gave it a countdown for the boost. Yes? No?Here's a very firey idea: When Fire Monolith is summoned, give one creature +2|+1, lasts 2 turns.Currently it gives a creature a permanent +2|0.
Anyone got any better ideas?
I see you reason for a countdown. However temporary boosts are much harder to balance correctly especially small ones like that. Most games where Fire would use it would be shortish anyways.Yes, but to go with the RL thing of 'candle burns out over time', I gave it a countdown for the boost. Yes? No?Here's a very firey idea: When Fire Monolith is summoned, give one creature +2|+1, lasts 2 turns.Currently it gives a creature a permanent +2|0.
Anyone got any better ideas?
Mmmm. I see. How's this: For each 8 :fire, add +1|+0, counting down to original, up to 5. Probably needs balancing.I see you reason for a countdown. However temporary boosts are much harder to balance correctly especially small ones like that. Most games where Fire would use it would be shortish anyways.Yes, but to go with the RL thing of 'candle burns out over time', I gave it a countdown for the boost. Yes? No?Here's a very firey idea: When Fire Monolith is summoned, give one creature +2|+1, lasts 2 turns.Currently it gives a creature a permanent +2|0.
Anyone got any better ideas?
It definitely would not be that complex even if a countdown were added. Although a "Steam"like mechanic might be a good idea especially when combined with Steam Machine. for now it will be +2|0 permanent bonus. But remember the idea of a countdown for when it gets its own thread.Mmmm. I see. How's this: For each 8 :fire, add +1|+0, counting down to original, up to 5. Probably needs balancing.I see you reason for a countdown. However temporary boosts are much harder to balance correctly especially small ones like that. Most games where Fire would use it would be shortish anyways.Yes, but to go with the RL thing of 'candle burns out over time', I gave it a countdown for the boost. Yes? No?Here's a very firey idea: When Fire Monolith is summoned, give one creature +2|+1, lasts 2 turns.Currently it gives a creature a permanent +2|0.
Anyone got any better ideas?
Here's some ideas. Will edit this post as more are thought of.Monoliths have instantaneous effect triggered when played. The effect occurs and then is independent from the Monolith.
Air monolith: Attracts airborne creatures (like a bird resting in a nest.)
Perhaps creatures in the air 'rest' on the monolith for a while? It's simple enough to flesh out the Attract or Nest idea.
:earth or :time or :aether? - In the sense that it's either a very strong monolith/obelisk, earth would make sense for a strong material. time, in that it's lasted for a long time.
ability- this permanent takes 2 hits to be destroyed. aether because of 'slightly immaterial'?
Maybe treat the :death one like a giant prison in the shape of a monolith or obelisk, and one creature at a time would be 'captured' (somehow) and... stay there until it dies. in which case the 'capture' ability could be used again.
Golden Obelisk is a pretty good idea.Thanks.
The :fire should offer +1 instead of +2, imo.
I agree about Fire. Changing it now.Damn, I feel useful now.
I like to contribute to this series and make it grow into something big.Your help is welcome.
My opinion is that each card should be unique and should do something different from regular spells and abilities already in game. Eg : Infect, Drain Life, Lobotomize should be discouraged.
One idea that comes to my mind,
:water Ice Monolith, Cost : 1 :water
Melt : Each turn :water :water is produced. Lasts 3 turns.
It gives 9 :water within 3 turns for 1|0 :water .
What do you think ? More idea will be coming if i get brainstorms.
Turns | Cost | Quanta Generation | Total Quanta Produced |
1 | 2 :fire (summon) | 1 :fire | 1 :fire |
2 | 1 :fire (ability) | 1 :fire + 1 :fire | 2 :fire |
3 | 1 :fire (ability) | 1 :fire + 2 :fire | 3 :fire |
4 | 1 :fire (ability) | 1 :fire + 3 :fire | 4 :fire |
5 | 1 :fire (ability) | 1 :fire + 4 :fire | 5 :fire |
6 | 1 :fire (ability) | 1 :fire + 5 :fire | 6 :fire |
Your help is welcome.Ok. What about making it into Ice Obelisk then ?
When you come up with replacements for left creative effects please let us know. If the previous idea is already in the forge or above we can just send the new idea to the crucible. Otherwise we can replace the effect and resubmit for the crucible.
IHMO: The come into play effect of a monolith should be faster than 3 turns.
Melt seems interesting but also feels like a shortcut. The Talismans cover that effect better.
Aether Monolith/Obelisk (Wichever you think fits it best)The abilities for the Monoliths/Obelisks should be more versatile than a combo with a single creature.
:aether :aether Shock: Paralyze (Delay) target creature for 1 turn per Spark in field. Minimum 1 turn.
Makes Spark not an Instant-use creature, and i think it fits aether nicely. also creates a small synergy with life-buffing elements, considering that with a few more you can have ALMOST Delay on a stick. ;)
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Light MonolithThe Light Monolith seems underpar compared to a Light pillar. Probably if it costs quanta to play it should not generate quanta when played.
Each turn :light is generated. When Light Monolith comes into play gain 3 :light . (Sort of like the sun rising).
Gravity Obelisk
Each turn :gravity is generated. :gravity : Target creature loses 3 HP. 3 random creatures gain +0 | +1.
Tweaked Light's effect a little bit.Light MonolithThe Light Monolith seems underpar compared to a Light pillar. Probably if it costs quanta to play it should not generate quanta when played.
Each turn :light is generated. When Light Monolith comes into play gain 3 :light . (Sort of like the sun rising).
Gravity Obelisk
Each turn :gravity is generated. :gravity : Target creature loses 3 HP. 3 random creatures gain +0 | +1.
I am unsure about the utility of the Gravity effect. (I do know that it is thermodynamically entropic)
Brainstorm! :water ability: whirlpool: when this monolith is summoned, remove 1 poison counter from the target creature or your hp.Good idea. Added as a Obelisk instead.
Yes? No? Maybe it should be a whole different creature...Advice?
Light has lots of quanta production already. What is a non quanta production idea for Light?Tweaked Light's effect a little bit.Light MonolithThe Ligh
Each turn :light is generated. When Light Monolith comes into play gain 3 :light . (Sort of like the sun rising).
Gravity Obelisk
Each turn :gravity is generated. :gravity : Target creature loses 3 HP. 3 random creatures gain +0 | +1.The light can put some photon/RoL when CITP ?t Monolith seems underpar compared to a Light pillar. Probably if it costs quanta to play it should not generate quanta when played.
Okay for the card i just made this one to have a little view
I am unsure about the utility of the Gravity effect. (I do know that it is thermodynamically entropic)
Light Monolith
Each turn :light is generated. When Light Monolith enters play generate X :light where is X= # of light cards on field/3.
Try Gravity. This is true because all things have a little gravity, and some gravity ( :gravity) + a bunch of little gravity (stuff that gravity attracted) = a lot more gravity that attracts more little gravity items, etc.Light has lots of quanta production already. What is a non quanta production idea for Light?Tweaked Light's effect a little bit.Light MonolithThe Light Monolith seems underpar compared to a Light pillar. Probably if it costs quanta to play it should not generate quanta when played.
Each turn :light is generated. When Light Monolith comes into play gain 3 :light . (Sort of like the sun rising).
Gravity Obelisk
Each turn :gravity is generated. :gravity : Target creature loses 3 HP. 3 random creatures gain +0 | +1.
I am unsure about the utility of the Gravity effect. (I do know that it is thermodynamically entropic)
Light Monolith
Each turn :light is generated. When Light Monolith enters play generate X :light where is X= # of light cards on field/3.
[although that idea is a good one. I think it would fit another vehicle better.]
I am unsure about what you meant.Try Gravity. This is true because all things have a little gravity, and some gravity ( :gravity) + a bunch of little gravity (stuff that gravity attracted) = a lot more gravity that attracts more little gravity items, etc.Gravity ObeliskI am unsure about the utility of the Gravity effect. (I do know that it is thermodynamically entropic)
Each turn :gravity is generated. :gravity : Target creature loses 3 HP. 3 random creatures gain +0 | +1.
I think he meant making the Light Monolight a Gravity one instead like:I am unsure about what you meant.Try Gravity. This is true because all things have a little gravity, and some gravity ( :gravity) + a bunch of little gravity (stuff that gravity attracted) = a lot more gravity that attracts more little gravity items, etc.Gravity ObeliskI am unsure about the utility of the Gravity effect. (I do know that it is thermodynamically entropic)
Each turn :gravity is generated. :gravity : Target creature loses 3 HP. 3 random creatures gain +0 | +1.
That is a good Rider idea but the Monolith Vehicle does not work well with instantaneous return of quanta (with or without interest. Like Nova|Supernova).I think he meant making the Light Monolight a Gravity one instead like:I am unsure about what you meant.Try Gravity. This is true because all things have a little gravity, and some gravity ( :gravity) + a bunch of little gravity (stuff that gravity attracted) = a lot more gravity that attracts more little gravity items, etc.Gravity ObeliskI am unsure about the utility of the Gravity effect. (I do know that it is thermodynamically entropic)
Each turn :gravity is generated. :gravity : Target creature loses 3 HP. 3 random creatures gain +0 | +1.
Gravity Monolith
Each turn :gravity is generated. When Gravity Monolith enters play generate X :gravity where is X= # of Gravity cards on field/3.
Does the new image give you any ideas?Fire and Aether Obelisks next please. Thanks.
which two next?
For my part I really apreciated the help from nick V and an alien !Thx, i hope i will be able to bring more ideas that could help this series.
Both have very good idea
For the fire I think it is very good ! I reall like it !
The ice is a very smart idea i like this one more than the other for water.
Finally the aether seems very good and better than the lobo ! I will make the card quickly
Darh obelisk is soon created (see the topic by oldtrees) and the capacity is drain 1 for 0OldTrees is open to improvements to Black Obelisk. If the new idea is more approved or liked by others then it can be replaced. If you really like the current life drain more than the idea i tried to come up with then there is no need of change to the current card.
Here's some ideas. Will edit this post as more are thought of.Remember Monoliths have an instantaneous effect and Obelisks have an cheap activated ability.
Air monolith: Attracts airborne creatures (like a bird resting in a nest.)
Perhaps creatures in the air 'rest' on the monolith for a while? It's simple enough to flesh out the Attract or Nest idea.
:earth or :aether? - In the sense that it's either a very strong monolith/obelisk, earth would make sense for a strong material. Aether because of 'slightly immaterial'?
Earth Obelisk: This permanent turns into Ruins when destroyed. :earth :earth :earth Reconstruct: Rebuild Earth Obelisk (one time use?)
Aether Obelisk: Triality(in the sense of Duality) :aether :aether: Put a card of an element not on the field onto the field/into your hand
Maybe treat the :death one like a giant prison in the shape of a monolith or obelisk, and one creature at a time would be 'captured' (somehow) and... stay there until it dies. in which case the 'capture' ability could be used again.
Edit1: Fire ML or OB (monolith or obelisk) - Treat the ML or OB as a ?holy? place for when creatures die. The creature's body is taken there to be cremated. (this is somewhat a nerf to the scavenger ability) But to avoid redundancy i don't want this to have the same effect as immolation. When a person is cremated, a pile of bones is left, which are often ground into ashes. So the effect of the fire ML/OB is :Whenever a creature dies, it is cremated. Cremate :fire: produce a pile of bones. The bones could just be 0/1 creatures, or serve a different purpose. (hopefully this isn't going to become complicated)
Edit2: Changed Earth and Aether abilities.
Aether Obelisk: Triality(in the sense of Duality) :aether :aether: Put a card of an element not on the field onto the field/into your handWhy does this fit Aether? Would this work as :aether:Triality? Is there a better name?
Remember Monoliths have an instantaneous effect and Obelisks have an cheap activated ability.I'm sure there is a better name, but i can't think of it right now
All effects should resolve within the turn.
No effect should have a trigger other than "When this Monolith comes into play" or "When this Obelisk is activated".QuoteAether Obelisk: Triality(in the sense of Duality) :aether :aether: Put a card of an element not on the field onto the field/into your handWhy does this fit Aether? Would this work as :aether:Triality? Is there a better name?
Don't forget the other two questions.I'm sure there is a better name, but i can't think of it right nowQuoteAether Obelisk: Triality(in the sense of Duality) :aether :aether: Put a card of an element not on the field onto the field/into your handWhy does this fit Aether? Would this work as :aether:Triality? Is there a better name?
New Black Obelisk idea is better than old redundant idea.I believe that gaining 1 :rainbow is too weak and unreliable to be of any use. Most of the stolen permanents cannot be powered even once with it. IMO, removing it altogether and make it drain 1 attack with 0 cost. That seems as a simple balanced utility card and only powerful in numbers.
Perhaps :darkness:Drain 1 attack from target gain 1 :rainbow.
Fits Obelisk requirements
Can be used for stalling, preventing attack or causing an antimatter scorpion
Also provides Darkness with a source of :rainbow quanta for stolen targets
I think Rutararete's idea of Aether Obelisk is cool. But in my opinion it would be better as a Monolith. I think Conjure would be a better ability name and the word Dimensional could be in the title name of the card.Would Conjure select randomly from all possible creatures? I agree it fits a Monolith better.
Something like this,
:aether Dimensional Monolith
Each turn :aether is generated. Conjure : When Aether Monolith comes in to play gain a creature in hand which is not in your field.
This card would be good for bringing combo based cards to field earlier. Then they could be quinted for a solid combo like quinted Otyugh and Druid with a boneyard. I think travelling through dimensions fits within the aether theme.New Black Obelisk idea is better than old redundant idea.I believe that gaining 1 :rainbow is too weak and unreliable to be of any use. Most of the stolen permanents cannot be powered even once with it. IMO, removing it altogether and make it drain 1 attack with 0 cost. That seems as a simple balanced utility card and only powerful in numbers.
Perhaps :darkness:Drain 1 attack from target gain 1 :rainbow.
Fits Obelisk requirements
Can be used for stalling, preventing attack or causing an antimatter scorpion
Also provides Darkness with a source of :rainbow quanta for stolen targets
good work!Good idea
I've not read everything in here, not got huge amounts of time atm :s but it looks really interesting and awesome!
only got one potential idea to add to the ideas pot, will post if I think of more:
:earth Monolith: Each turn :earth is generated. When Earth Monolith comes into play, burrow target creature. (they then get 0:unborrow ability, although perhaps only after 1 turn so as to use offensively as well as defense?)
Entropy Monolith could also just have a random ability happen which is chosen randomly from all the other monoliths' abilities?
Would Conjure select randomly from all possible creatures? I agree it fits a Monolith better.Conjure IMO would be best if it draws a creature already in deck but not in play.
The draining 1 attack is powerful but in Darkness all drain is converted into something so I chose a tiny 1 random quanta. With 3-4 of these that is a poor but cheap source for occasionally fueling stolen permanents.It's good idea but i think it can be made better. The 1 quanta generation still seem very inferior for quanta generation. Normally, targets for steal with active ability are Eternity,Eagle Eye,Pulverizer,Trident,Hourglass and Sundial. I think it is impossible to generate the required correct quanta with it.
Also I am now trying to have all Obelisks have an activation cost of 1 mono quanta.
Good ideaI support them all. Nice ideas.
Earth Monolith: Target Creature is burrowed for 1 turn they cannot unburrow. (this way it does not lobotomise)
I would prefer if Entropy Monolith has a unique ability.
Would anyone be upset if I changed the Time Obelisk draw,discard effect to a Delay target for 1 turn effect?
What do people think of Aether obelisk now phasing (making immaterial for 1 turn) target creature for one turn?
For earth I think to something like 1 : destroy target pendulum/pillar; this obelisk is delay for 2 turn (ie no quanta production)I would prefer not competing with Earthquake.
btw I really like the idea for aether
Ok agree for the earth and the aether !All creatures is a little powerful for a Monolith effect.
What do you think about :
Light monolith :When CITP all you creature gain +1/+1
Yeah thats why a suggest that but yeah its a little OP.I thought Fire Monolith was the "Target Creature gains +2|0".
Other suggestion :
Fire monolith : when CITP +1/-1 to all your creature (or +1/+0)
earth monolith : same effect than protect artifact
The Aether idea is changed in the OP.I think ralouf was commenting on the Dimensional Monolith (Conjure) and not the Aether Obelisk (1 turn Phase) when he told he approved the aether idea.
Ok agree for the earth and the aether !
Are you worried obelisks and monoliths of the same element will compete for votes?Yes. I am even worried about them competing in the Forge.
@raloufOk for both they are just good and original I think. I like it.
Do you approve of both these ideas?
Obelisk
:aether:Phase: Turn target creature immaterial for 1 turn
Monolith
Conjure : When Aether Monolith comes in play draw a creature which is not in your field
put. this. in. armory. NOW!+1 :P
put. this. in. armory. NOW!Advertise for this idea, support this idea and it will make its way up to the armory.
Im very busy now if you have the time pliz do it or i will take few minutes to make the thread its as you canI will do it.
So, those other 2 questions.QuoteAether Obelisk: Triality(in the sense of Duality) :aether :aether: Put a card of an element not on the field onto the field/into your handWhy does this fit Aether? Would this work as :aether:Triality? Is there a better name?
I got an idea for the Light Obelisk. :light Bright Flare : Has a chance to blind creatures for next attack.would you alter the idea to a simpler more reliable ability?
Or maybe. :light Blinding Flare : has a chance to blind creatures for next attack.
Blind is only a 50% chance to hit on the next attack.
So this ability would have a full field effect and each creature would have a chance to be blinded based on it's hp to a max.
The max chance for a creature to be blinded is 50%. If a creature is blinded then it'll have a 50% chance to hit on it's next attack as well.
So each creature(includeing your own) has a limited chance to even be effected. If a creature has Adrin. added to it then only it's frist strike has the chance to miss. The rest hit as normal.
The idea is good; must work on it though. It's fine like that but we have to define how calculate the % of luck to hitWell if you think that the smaller creatures would be closer to the ground or able to hide better they would be able to avoid the effects better. so maybe 5% per hp? That way the bigger they are the easier they are ti hit?
I got an idea for the Light Obelisk. :light Bright Flare : Has a chance to blind creatures for next attack.I thought this sounded familiar - now i remember.
Or maybe. :light Blinding Flare : has a chance to blind creatures for next attack.
Blind is only a 50% chance to hit on the next attack.
So this ability would have a full field effect and each creature would have a chance to be blinded based on it's hp to a max.
The max chance for a creature to be blinded is 50%. If a creature is blinded then it'll have a 50% chance to hit on it's next attack as well.
So each creature(includeing your own) has a limited chance to even be effected. If a creature has Adrin. added to it then only it's frist strike has the chance to miss. The rest hit as normal.
:air :darkness :time Crucibles have Obelisks for your votes.It is a unique idea and great mechanism but i don't see the logic in giving a pillar like permanent such a skill. It seems to good for a monolith and i feel it should be given to more specialized creatures or permanents.
Would "Ambush" passive skill fit the Darkness Monolith?
Ambush Effect: This creature's current attack increases by 1 for each successful attack dealt to the opponent by a creature with Ambush. These increases last until after the ambusher attacks.
[04:33:20] OldTrees: Monoliths are like pillars that cost quanta(1|0) to play and have a small effect when they are played. Does anyone have a neat effect that would work?These ideas does'nt seem very good.
[04:34:24] guest-9500: monoliths cannot be targeted?
[04:35:05] OldTrees: Monoliths can be destroyed just like pillars but the effect acts like a spell
[04:35:09] TimerClock14: : rain, flood the target area
[04:35:23] TimerClock14: better name: flash flood
[04:35:35] Jen-i: and OT - how about spawns a 1/1 creature
[04:35:42] Jen-i: heals 3 damage
[04:35:54] OldTrees: nice idea Jen-i
[04:35:59] Jen-i: delays opponents weapon 1 turn
[04:36:03] OldTrees: ideas
[04:36:12] Jen-i: deals 2 damage
[04:36:22] icecoldbro: random opponent permanent cannot be used for next turn
[04:36:26] Jen-i: scrambles 3 quanta
[04:36:36] OldTrees: What if the opponent does not have a weapon? Target a weapon or creature?
[04:36:55] Jen-i: no targetting is too good
[04:37:03] OldTrees: 2 damage isn't much. How about +1 attack?
[04:37:05] TimerClock14: how about: time out target
[04:37:07] jmdt: so oldtrees
[04:37:20] TimerClock14: timed out cards can't be used for one turn
[04:37:29] jmdt: I had an idea earlier
[04:37:35] jmdt: precog for the opponent
[04:37:55] Jen-i: 2 damage might not be much but it rocks from a pillar
[04:38:00] OldTrees: what do you mean by precog for the opponent?
[04:38:01] jmdt: basically a card that makes the opponent draw
[04:38:29] Jen-i: its a mill ability
[04:38:42] OldTrees: interesting that is a good idea jmdt
[04:38:47] jmdt: its a more friendly mill ability
[04:39:28] jmdt: an interesting card would be: opponent draws 2 cards and must discard one
[04:39:46] TimerClock14: i got it: Willpower Control: opponent draws one card
[04:39:57] OldTrees: they can't act on your turn
[04:40:21] Scaredgirl: @jmdt: yea, that won't work
[04:40:33] jmdt: that would be a card timer
[04:41:14] Scaredgirl: I'd like a card that lets me draw one card from the OPPONENT
[04:41:25] YawnChainHow: (Mindgate)
[04:41:29] OldTrees: I need to start copying these ideas down.
[04:41:56] jmdt: the opponent isn't acting per say, but being forced to draw
[04:42:28] Jen-i: no jmdt - the issue is the way flash works - that ability can't be programmed
[04:42:43] jmdt: you caould always add a random discard to remove any opponent play
[04:42:44] OldTrees: the discard was the impposible action.
[04:43:00] jmdt: stupid flash, lol
[04:43:12] YawnChainHow: Have the opponent draw twice at the beginning of their next turn, and discard once immediately after that
[04:43:24] YawnChainHow: Or is it draw three times then
[04:43:29] jmdt: would making the opponent draw 2 cards be OP then?
[04:43:34] OldTrees: that could work Yawn thanks
[04:44:14] OldTrees: The mill via drawing is a really good idea,
[04:44:25] icecoldbro: I hate deck outs... Soits OP
[04:44:33] icecoldbro: *So its
[04:44:46] jmdt: it would be another sundial ish perm for
[04:45:06] jmdt: when it goes off, the opponent draws 2 cards and must discard 1
[04:45:09] OldTrees: Probably should leave it at force them to draw 1 then
[04:45:45] OldTrees: Since monoliths are pillaresque that is a lot of forced drawing
[04:45:50] jmdt: you could do random discard, lol
[04:46:23] YawnChainHow: Random discard got the old Dune Scorpion reworked, it may not get very far
[04:46:56] jmdt: the old dune effect would work now
[04:47:15] jmdt: its has the hard sanctuary counterTimerClock14
:water Flood a slot
:time: Delay anything 1 turn (adding onto Jen-i)
Jen-i
:life: Create a creature
:light: Heal 3
:time: Delay weapon 1 turn
:fire deals 2 damage
:entropy scrambles 3 quanta
icecoldbro
:darkness: random opponent permanent cannot be used for next turn
jmdt
:time: Opponent draws 1 card
TimerClock14
:water Flood a slotOP, taboo. Included for completeness
:time: Delay anything 1 turn (adding onto Jen-i) Golden Obelisk would have to change but GO is considered, reasonable so, as OP for a 2|1 cost.
Jen-i
:life: Create a creature Good idea. The original idea was to generate a 1|1. Perhaps a Rustler|LeafDragon?
:light: Heal target 3 While useful as creature healing it is redundant with Angel
:time: Delay weapon 1 turn Timerclock improved the idea above
:fire deals 2 damage Too weak, the thought the +1 atk was better. Included for completeness
:entropy scrambles 3 quantaredundant with discord
icecoldbro
:darkness: random opponent permanent cannot be used for next turn disabling might fit darkness if it was targeted. If so then it is like Timer's later delay anything idea
jmdt
:time: Opponent draws 1 card Specialied for Deckout decks bur very powerful there especially with more than 6 monoliths. Could also work as an Obelisk to replace the current Golden Obelisk
Nik_V
:light Obelisk :light:Reflection : Generate a quanta belonging to target pillar or mark.Interesting idea. I like it. What do others think?
which :entropy are we talking about obelisk or monolith?That was a Entropy monolith we were talking about. However we still do not have a good enough ability for either Entropy card.
my idea for image is an obelisk array.
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Oh yeah I've seen it but I didn't answered. I like the idea but it's maybe a little UP ? what do you think ? It really fits in light ?You don't have to worry about balance. OldTrees is very good at balancing and determining whether a card is UP or OP. He told he liked the idea in previous post so i am sure he has seen a way to balance it if it is UP like you told.
I think something totally strange and random would fit entropy,I think that it might be good for :entropy to go like this: for one :entropy, swap target creature's stats for one, two turns, perhaps? Spread the stats total between ATK and DEF?
Possible Suggestion,
:entropy Chaos Monolith
Each turn :entropy is generated. Chaos Shift : When Chaos Monolith comes in to play, all creatures swap stats and skills with each other.
When this card is played it causes all creatures to change their stats and abilities into another one in the same side of the field. It's effects can range from something harmless to sometimes useful or can even be against the caster himself (So it is a gamble).
Example : Imagine that opponent has a Skeleton, Bone Dragon and Armagio. Player summons Chaos Monolith into play. It swapped the creatures stats and abilities into the following :
Skeleton - 1|5 with Gravity Pull. (Armagio's attack, Bone Dragon's hp and Armagio's ability)
Bone Dragon - 1|25 (Skeleton's attack, Armagio's hp and Skeleton's Undead ability)
Armagio - 10|1 (Bone Dragon's attack, Skeletons hp)
It can be very fun card with usually mild effects and sometimes useful. Here, Gravity pull has become useless for the opponent and the Dragon becomes more vulnerable to CC. This card would create wide range of different situations in a game. The main thing to note is that overall damage output of the players still remain same so i think it is a pretty balanced effect for a cheap monolith effect.
What do you think ?
Swapping the current Attack and current Def of 1 creature for 1 turn might work. Changing it now.I think something totally strange and random would fit entropy,I think that it might be good for :entropy to go like this: for one :entropy, swap target creature's stats for one, two turns, perhaps? Spread the stats total between ATK and DEF?
Possible Suggestion,
:entropy Chaos Monolith
Each turn :entropy is generated. Chaos Shift : When Chaos Monolith comes in to play, all creatures swap stats and skills with each other.
What do you think ?
(http://imageplay.net/img/m7Gbd166274/e2m.png)Take that idea, change it into a one-sided continuous effect on a permanent, put the cost at 6 :entropy|5 :entropy, and make that card!
this is my idea.
(http://imageplay.net/img/m7Gbd166274/e2m.png)That picture could work with my fake pillar idea... :D
this is my idea.
For :air monolith, have all airborne creatures not attack? or reverse wind and have them attack the enemy?I think blocking all airborne might be too situational. (It also requires foreknowledge of the opponent's deck to be worthwhile.)
For :life monolith, what do you think about my Energy idea?
here's the link: http://elementscommunity.org/forum/index.php/topic,20675.0.html
Here are some more ideas (modified from my -Ergy series)Allergy (too powerful and violates a taboo.)
For :air monolith: kill a creature of a type already on the field (from Allergy)
For :water: Target creature gets the most recent buff (played?) (from Synergy)
For :time: No more of target creature may come into play for 3 turns. (Unmodified from Parergy)
ok, how about forHere are some more ideas (modified from my -Ergy series)Allergy (too powerful and violates a taboo.)
1. For :air monolith: kill a creature of a type already on the field (from Allergy)
2. For :water: Target creature gets the most recent buff (played?) (from Synergy)
3. For :time: No more of target creature may come into play for 3 turns. (Unmodified from Parergy)
Synergy (it is a duplication of a spell that is worth more than it. Possible but unlikely. What do others think and what would count as buffs?)
Parergy (wow solid anti fractal or any non 4+ types of creature deck. Too powerful for an obelisk)
2:I said the effect might be too powerful and you buff it?ok, how about forHere are some more ideas (modified from my -Ergy series)Synergy (it is a duplication of a spell that is worth more than it. Possible but unlikely. What do others think and what would count as buffs?)
2. For :water: Target creature gets the most recent buff (played?) (from Synergy)
3. For :time: No more of target creature may come into play for 3 turns. (Unmodified from Parergy)
Parergy (wow solid anti fractal or any non 4+ types of creature deck. Too powerful for an obelisk)
2. Make it that Each copy of target creature gets the most recent buff (this is now getting closer to my Evil Eye card)
3. tone it down to 1 turn - it can be useful for putting a short stall on sacrab/firefly/mitosis.
:aether : You become immaterial for two turns. if its like Dimensionnal shield its OP; if its just that you can be targeted it's not bad idea
:air : Deal 1 damage to target, plus 1 if it is not airborne. really good idea
:air : Target creature gains :air Dive for one turn. not bad too much choose one
:darkness : Gain 1 life, plus 1 for each creature on your field in the top and bottom rows. it can be a very good heal but not for early game though
:death : Gain 1 life, plus one for each creature that died last turn. really like it
:earth : Target creature gains +0|+2 for two turns. seems not bad but redundant
:earth : Target permanent becomes immaterial for two turns.idem
:entropy : Move 2 random quanta of the opponent to other types of quanta.2 is not enough i think and redundant with discord
:entropy : Target creature becomes a random, different creature for one turn. why for only one turn ? little redundant with mutation
:fire : Target creature gains +2|0 for one turn. soon created and its +1|+0 for ever
:gravity : Target creature gains Momentum for one turn. redundant
:gravity : Target creature gains +2|-1 for two turns. idem
:life : Target creature gains +1|+1 for two turns. not bad idea
:life : Target creature with ATK less than 5 attacks twice this turn. really like this idea
:light : Gain 1 life, plus 1 for every 2 bioluminescent creatures you control. Good idea
:light : Heal target creature for 5 HP. not fan
:time : Target creature is resummoned. what this mean exactly ?
:time : Return 1 pillar from target stack to its controller's hand. This is totally useless
:water : Destroy one empty middle row creature slot for 3 turns. You mean destroy=flood ? I like the idea
:rainbow : Gain 1 quantum of the target pillar's element. not bad but We can find better idea I think
My first thought when reading this was that these are strictly better than pillars in almost all cases. This means they would be necessary to grind for even basic PvP, and even for AI3+ grinding if the AI were using them prevalently. That's quite a barrier to add to the game in my opinion.Thank you for your huge list.
My next thought was, what kind of ability can be given to something that is, at its basic form, free and generates quanta? It takes a lot to achieve what a Death Monolith does - a vulnerable 2 :darkness creature must stay alive one turn, then you must spend one :death to add the poison. The only advantage is that it's reusable, but you're probably going to be running multiple Death Monoliths.
My third thought was to have them be situational, so that they won't be a 'must-have' card. However, this would probably result in a few of them being extremely popular while others become next to useless.
So I finally came to this conclusion: they could have a passive ability, called Legendary - you can only have one of it on your side of the field at any time. If you play another, it dies at EoT (the CiP effect would still work, I suppose). They could alternatively have their own slot, much like the Weapon/Shield slots. This would let them be reasonably powerful, while not being necessary. I also thought it might be better to have them be stronger late game, as drawing a pillar later is often useless.
I like the overall idea, it's a good way to show the specialty of each element. Now that I've spewed my thoughts, here are some ideas. The values within can be modified, they are just basic ideas.
:aether : You become immaterial for two turns.A turn of Phase shield or permanent untargetability is too powerful. Short term untargetability could work but might be outdone by mirror shield
:air : Deal 1 damage to target, plus 1 if it is not airborne.I like this idea. It adds value to Airborne. Definately would have to be a monolith
:air : Target creature gains :air Dive for one turn.Perhaps. As you noted with your life idea below an extra attack is powerful on high attack creatures. Perhaps too powerful for a non legendary monolith
:darkness : Gain 1 life, plus 1 for each creature on your field in the top and bottom rows.I do not see how this fits darkness. Could you enlighten me? It seems a bit situational and close to Empathetic Bond.
:death : Gain 1 life, plus one for each creature that died last turn.Would need to be an obelisk to be better able to track deaths. Sounds like a neat idea
:earth : Target creature gains +0|+2 for two turns.I do not want to copy Heavy Armor and I fear that this would be too useful as a repeated effect with Devouring creatures.
:earth : Target permanent becomes immaterial for two turns.Burrowed for 1 turn?
:entropy : Move 2 random quanta of the opponent to other types of quanta.I would prefer not to copy Discord
:entropy : Target creature becomes a random, different creature for one turn.A 1 turn mutation?
:fire : Target creature gains +2|0 for one turn.Would a 1 turn bonus or a smaller permanent bonus be better? Currently Fire Monolith gives a permanent +1|0
:gravity : Target creature gains Momentum for one turn.I do not want to copy momentum
:gravity : Target creature gains +2|-1 for two turns.did you mean +2|-1 then +4|-2 then +0|0?
:life : Target creature gains +1|+1 for two turns.did you mean +1|1 then +2|2 then +0|0?
:life : Target creature with ATK less than 5 attacks twice this turn.I would prefer not to copy adrenaline. However this is different enough that it could work.
:light : Gain 1 life, plus 1 for every 2 bioluminescent creatures you control.Perhaps
:light : Heal target creature for 5 HP.I do not want to copy Angel
:time : Target creature is resummoned.Good idea
:time : Return 1 pillar from target stack to its controller's hand.Due to the 0 casting cost of pillars this would only be useful to return one of your towers to regain 1quanta.
:water : Destroy one empty middle row creature slot for 3 turns.Destroying a creature is a bit powerful for monolith even if made Legendary
:rainbow : Gain 1 quantum of the target pillar's element.Currently the same idea is ascribed to light but if Light gets a better idea then you are right that it would be a good option for an Other Obelisk
Okay, I see they aren't strictly better. They're still difficult to balance, though. It will be tough to gauge unless they are actually tested in game.Good point. Adding dive as a temporary activated skill means there would be another balancing variable to manipulate. Would this fit a Monolith or an Obelisk better?
The :air Dive could make the dive cost vary depending on the creature's cost.
At first I wrote the :darkness one as Dealing 1 damage to opponent and healing 1, plus one for each creature you have in the top and bottom rows. I must have removed the vamp and forgotten that it was the thematic part.
I meant a static bonus, not compounding bonus, although compounding could be interesting as well.
The :life double attack could say 'attacks one extra time' and stack with Adrenaline.
I meant to write that the :time one that returns a Pillar can return Monoliths as well, so it can bounce back some other CiP Monolith for you to reuse.
Fire should be summin like 'target creature has a (33%) chance to gain +4|0 each turn, but loses 1|0 each turn.That is too similar to Steam.
True. Maybe damage target creature for 1 damage unless they're :fire or :waterFire has enough Creature Control.
well, a touch of :entropy then:Why would Fire be linked to converting/changing creatures?
'Target creature and a random creature on the opposite side of the field become :fire. all abilities also cost :fire to play.'
ummmm... setting things on :fire?Probably not a sufficient thematic link.
true, but one tat seemed ignored was,' target creature's ability is now fire'I did miss that Idea it seems. I thought you meant "That creature now generates :fire per turn." (kinda like luciferine/bioluminescence)
It might fit with the gnome rider now generating :earth and the Dragonfly generating :air. Just saying.Why would that matter? Fire already had Ash|Brimstone Eater
It's a recurring theme. One worth continuing.It might fit with the gnome rider now generating :earth and the Dragonfly generating :air. Just saying.Why would that matter? Fire already had Ash|Brimstone Eater
You misunderstand. Brimstone Eater already exists. So the Brimstone Eater, Ray of Light, Dragonfly, Gnome Gemfinder theme already has its Fire component. So how is that theme relevant to "ninjamaster1991: 'That creature now generates per turn.'"?It's a recurring theme. One worth continuing.It might fit with the gnome rider now generating :earth and the Dragonfly generating :air. Just saying.Why would that matter? Fire already had Ash|Brimstone Eater
What I mean is: it's like a creature that acts like Brimstone Eater, aka has it's ability, yet it isn't Brimstone Eater.You misunderstand. Brimstone Eater already exists. So the Brimstone Eater, Ray of Light, Dragonfly, Gnome Gemfinder theme already has its Fire component. So how is that theme relevant to "ninjamaster1991: 'That creature now generates per turn.'"?It's a recurring theme. One worth continuing.It might fit with the gnome rider now generating :earth and the Dragonfly generating :air. Just saying.Why would that matter? Fire already had Ash|Brimstone Eater
But is that valuable? Is it a good idea and why or why not?What I mean is: it's like a creature that acts like Brimstone Eater, aka has it's ability, yet it isn't Brimstone Eater.You misunderstand. Brimstone Eater already exists. So the Brimstone Eater, Ray of Light, Dragonfly, Gnome Gemfinder theme already has its Fire component. So how is that theme relevant to "ninjamaster1991: 'That creature now generates per turn.'"?It's a recurring theme. One worth continuing.It might fit with the gnome rider now generating :earth and the Dragonfly generating :air. Just saying.Why would that matter? Fire already had Ash|Brimstone Eater
All of that is WHY this is a good idea. Keep it, OT. Wonderful base ability.But is that valuable? Is it a good idea and why or why not?What I mean is: it's like a creature that acts like Brimstone Eater, aka has it's ability, yet it isn't Brimstone Eater.You misunderstand. Brimstone Eater already exists. So the Brimstone Eater, Ray of Light, Dragonfly, Gnome Gemfinder theme already has its Fire component. So how is that theme relevant to "ninjamaster1991: 'That creature now generates per turn.'"?It's a recurring theme. One worth continuing.It might fit with the gnome rider now generating :earth and the Dragonfly generating :air. Just saying.Why would that matter? Fire already had Ash|Brimstone Eater
You are not convincing. There is a reason we do not have multiple versions of each card in the game. Any suggestion that would create redundancy needs a good reason. What is a good reason?All of that is WHY this is a good idea. Keep it, OT. Wonderful base ability.What I mean is: it's like a creature that acts like Brimstone Eater, aka has it's ability, yet it isn't Brimstone Eater.But is that valuable? Is it a good idea and why or why not?
Hmm. Call me crazy, but immolation decks? My brother has one that has no pillars at all, just immolations and cremations and phoenixes.You are not convincing. There is a reason we do not have multiple versions of each card in the game. Any suggestion that would create redundancy needs a good reason. What is a good reason?All of that is WHY this is a good idea. Keep it, OT. Wonderful base ability.What I mean is: it's like a creature that acts like Brimstone Eater, aka has it's ability, yet it isn't Brimstone Eater.But is that valuable? Is it a good idea and why or why not?
Would not Brimstone (or the Gnome or Photon or Spark for that matter) be sufficient for those decks?Hmm. Call me crazy, but immolation decks? My brother has one that has no pillars at all, just immolations and cremations and phoenixes.You are not convincing. There is a reason we do not have multiple versions of each card in the game. Any suggestion that would create redundancy needs a good reason. What is a good reason?All of that is WHY this is a good idea. Keep it, OT. Wonderful base ability.What I mean is: it's like a creature that acts like Brimstone Eater, aka has it's ability, yet it isn't Brimstone Eater.But is that valuable? Is it a good idea and why or why not?
well, my bro usually has to rely on his mark of fire a lot and he had to upgrade into cremations before it was perfect. Besides, it wouldn't hurt with all the lances and Fahrenheit.Would not Brimstone (or the Gnome or Photon or Spark for that matter) be sufficient for those decks?Hmm. Call me crazy, but immolation decks? My brother has one that has no pillars at all, just immolations and cremations and phoenixes.You are not convincing. There is a reason we do not have multiple versions of each card in the game. Any suggestion that would create redundancy needs a good reason. What is a good reason?All of that is WHY this is a good idea. Keep it, OT. Wonderful base ability.What I mean is: it's like a creature that acts like Brimstone Eater, aka has it's ability, yet it isn't Brimstone Eater.But is that valuable? Is it a good idea and why or why not?
Also what creature in those decks would you be targeting? The golem needs its Growth, Phoenix uses its Ash ability to good use. I guess the Dragons have free space for a new ability but by then do you need more quanta producers?
Any card added means another wasn't added. Hence why I am very hesitant to suggest redundancy without good cause.well, my bro usually has to rely on his mark of fire a lot and he had to upgrade into cremations before it was perfect. Besides, it wouldn't hurt with all the lances and Fahrenheit.Would not Brimstone (or the Gnome or Photon or Spark for that matter) be sufficient for those decks?Hmm. Call me crazy, but immolation decks? My brother has one that has no pillars at all, just immolations and cremations and phoenixes.You are not convincing. There is a reason we do not have multiple versions of each card in the game. Any suggestion that would create redundancy needs a good reason. What is a good reason?All of that is WHY this is a good idea. Keep it, OT. Wonderful base ability.What I mean is: it's like a creature that acts like Brimstone Eater, aka has it's ability, yet it isn't Brimstone Eater.But is that valuable? Is it a good idea and why or why not?
Also what creature in those decks would you be targeting? The golem needs its Growth, Phoenix uses its Ash ability to good use. I guess the Dragons have free space for a new ability but by then do you need more quanta producers?
You become untargetable for 2 turnsJust like all.
Deal 2 damage to target creature (1 if airborne)
Perhaps: Obelisk : Target creature gains Dive [activation cost dependent on creature casting cost]
Obelisk : Heal 1hp per creature that died this turn.
Temporary stat bonus
Target creature is resummoned
Obelisk? : Return target pillar/pendulum/monolith to owners hand [not usable if hand is full]
? (fire probably) Your opponent loses Xhp. You lose Yhp.
Obelisk or Monolith? Draw a new hand.
I think the inflame mechanic would work better as a universal mechanic later.QuoteYou become untargetable for 2 turnsJust like all.
Deal 2 damage to target creature (1 if airborne)
Perhaps: Obelisk : Target creature gains Dive [activation cost dependent on creature casting cost]
Obelisk : Heal 1hp per creature that died this turn.
Temporary stat bonus
Target creature is resummoned
Obelisk? : Return target pillar/pendulum/monolith to owners hand [not usable if hand is full]
? (fire probably) Your opponent loses Xhp. You lose Yhp.
Obelisk or Monolith? Draw a new hand.
For fire I realy like one that have something like :
1
:fire : inflame : put a burning counter on fire obelisk. Generate 1+X :fire where X is te number of counter.
Could be balanced if needed
For temporary Dive, I would say Monolith. If it were to be used each turn, it would be better to simplify things and have it give a creature Dive permanently. Also, it should probably read: target airborne creature.Okay, I see they aren't strictly better. They're still difficult to balance, though. It will be tough to gauge unless they are actually tested in game.Good point. Adding dive as a temporary activated skill means there would be another balancing variable to manipulate. Would this fit a Monolith or an Obelisk better?
The :air Dive could make the dive cost vary depending on the creature's cost.
At first I wrote the :darkness one as Dealing 1 damage to opponent and healing 1, plus one for each creature you have in the top and bottom rows. I must have removed the vamp and forgotten that it was the thematic part.
I meant a static bonus, not compounding bonus, although compounding could be interesting as well.
The :life double attack could say 'attacks one extra time' and stack with Adrenaline.
I meant to write that the :time one that returns a Pillar can return Monoliths as well, so it can bounce back some other CiP Monolith for you to reuse.
Originally the Darkness obelisk was deal 1, heal 1. It was changed later to remove the redundancy with vampire and drain life.
A temporary bonus seems like a simple enough idea. Assuming a permanent +1|0 is balanced for a monolith what would an equivalent value temporary bonus be? +3|0 for 1 turn? +2|0 with 1 attack decay per turn? something else?
A temporary attack bonus feels like Fire to me. If the Fire Obelisk were given a temporary stat bonus as its skill what should it be?
I think the life idea is a good one. However based upon your other ideas I expect you will soon have a better one for Life.
Now the Time one sounds much better creating some in series synergy. Would it work better as a Monolith or an Obelisk in your opinion? I think Obelisk but I want your opinion.
:aether You become untargetable for 2 turns
:air Deal 2 damage to target creature (1 if airborne)
Perhaps: :air Obelisk :air: Target creature gains Dive [activation cost dependent on creature casting cost]
:death Obelisk :death: Heal 1hp per creature that died this turn.
Temporary stat bonus
:time Target creature is resummoned
:time Obelisk? :time: Return target pillar/pendulum/monolith to owners hand [not usable if hand is full]
? (fire probably) Your opponent loses Xhp. You lose Yhp.
:entropy Obelisk or Monolith? Draw a new hand.
Maybe for :entropy have "halve defense and double attack" or "double attack and ability cost"
If it doesn't work here, i think i'll make a card out of it.
For life I think to it :I think that is too powerful for even a monolith.
return target pillar/pendulum on it's owner's deck.
Otherwise I like it if the target creature dies, it instead goes back to your hand if there is space.
Basically the idea to put a pillar on the deck come from MTG and the card which do this is green.Whoa. Those are some powerful ideas. These are small 1quanta spell effects and 2quanta skills.
Otherwise what do you think about a pillar with a static capacity :
I got a good for green : every time a (green) creature (you own) die; you draw a card. () are for balance.
Or another idea : when you play a green creature; you may play a creature card from your hand with the same total power and toughness and put it onto the battlefield; without paying it's quanta's cost
Well, I said that it would only last until your next turn. Meaning it would only be a good counter to poison/fire shield (when you know your creature is going to die), or maybe devour. You would still have to play the creature again later if it did return to your hand, and any buffs you might have given it will be gone. If your opponent has a way to to heal a creature, they could even counter the death so you can't save it, or if they were planning to play a Lightning or something, they may wait another turn. I don't think it's too powerful in that case, just situationally strong.Maybe for :entropy have "halve defense and double attack" or "double attack and ability cost"
If it doesn't work here, i think i'll make a card out of it.For life I think to it :I think that is too powerful for even a monolith.
return target pillar/pendulum on it's owner's deck.
Otherwise I like it if the target creature dies, it instead goes back to your hand if there is space.
Rewind is a time effect.
Returning a dieing creature to the hand is a powerful effect.
Well, I said that it would only last until your next turn. Meaning it would only be a good counter to poison/fire shield (when you know your creature is going to die), or maybe devour. You would still have to play the creature again later if it did return to your hand, and any buffs you might have given it will be gone. If your opponent has a way to to heal a creature, they could even counter the death so you can't save it, or if they were planning to play a Lightning or something, they may wait another turn. I don't think it's too powerful in that case, just situationally strong.Your idea:
Reincarnation. That could workWell, I said that it would only last until your next turn. Meaning it would only be a good counter to poison/fire shield (when you know your creature is going to die), or maybe devour. You would still have to play the creature again later if it did return to your hand, and any buffs you might have given it will be gone. If your opponent has a way to to heal a creature, they could even counter the death so you can't save it, or if they were planning to play a Lightning or something, they may wait another turn. I don't think it's too powerful in that case, just situationally strong.Your idea:
"For 1 turn if a creature dies return it to your hand"
is worth consideration.
What do others think of this monolith?
What about Fractal Ball Lightning?I said "target creature" not all creatures you control.
oops.What about Fractal Ball Lightning?I said "target creature" not all creatures you control.
Quick question :Right now we are collecting ideas for each element (duplicates for some) while testing the waters with 4 cards in the crucible. New ideas that you feel are of a theoretical correct viability for a monolith/obelisk would be most helpful. Likewise detailed criticism allows us to improve the quality of the series.
Currently, some monoliths/obelisks have more seemingly viable effects than others. How do you address that ?
On second thought, I think the notion of card advantage is more appropriate than the term viability. Let's use the following examples :Quick question :Right now we are collecting ideas for each element (duplicates for some) while testing the waters with 4 cards in the crucible. New ideas that you feel are of a theoretical correct viability for a monolith/obelisk would be most helpful. Likewise detailed criticism allows us to improve the quality of the series.
Currently, some monoliths/obelisks have more seemingly viable effects than others. How do you address that ?
Could you define what you mean by viable and give examples of significant differences in viability?
The goal is to create come into play abilities worth [1quanta+0cards] and skills worth [2quanta+0cards]. This may mean some are versatile but weaker and some are specialized but stronger.
On second thought, I think the notion of card advantage is more appropriate than the term viability. Let's use the following examples :You forgot to compare speed of removal. Damage CC vs Infection CC needs to consider the speed difference. The speed of the Death Monolith increases with each additional death monolith. Also more Air monoliths increases the target range.
:air Air Monolith
Each turn :air is generated. When Air Monolith comes into play, deal target creature 2 damage (1 if airborne).
:death Death Monolith
Each turn :death is generated. When Death Monolith comes in to play, infect target creature.
By itself, Air Monolith may not deal enough damage to kill a relevant creature (e.g. a Shrieker) ; but with other support cards, like Shockwave and Eagle Eye, it can help soften tougher creatures that wouldn't die to a single Shockwave or Snipe activation and therefore generate card advantage.
Death Monolith, compared to Air Monolith in functionality, doesn't require as much resources : if unimpeded, poisoning a creature is a very effective and self-sufficient CC. One could make a poison stall deck with Death Monolith as its only form of CC, whereas Air Monolith by itself can't quite deal with resilient creatures.
It is a good point.On second thought, I think the notion of card advantage is more appropriate than the term viability. Let's use the following examples :You forgot to compare speed of removal. Damage CC vs Infection CC needs to consider the speed difference. The speed of the Death Monolith increases with each additional death monolith. Also more Air monoliths increases the target range.
:air Air Monolith
Each turn :air is generated. When Air Monolith comes into play, deal target creature 2 damage (1 if airborne).
:death Death Monolith
Each turn :death is generated. When Death Monolith comes in to play, infect target creature.
By itself, Air Monolith may not deal enough damage to kill a relevant creature (e.g. a Shrieker) ; but with other support cards, like Shockwave and Eagle Eye, it can help soften tougher creatures that wouldn't die to a single Shockwave or Snipe activation and therefore generate card advantage.
Death Monolith, compared to Air Monolith in functionality, doesn't require as much resources : if unimpeded, poisoning a creature is a very effective and self-sufficient CC. One could make a poison stall deck with Death Monolith as its only form of CC, whereas Air Monolith by itself can't quite deal with resilient creatures.
Y but for example poisoning a lava golem will never kill it if he keeps growing whereas deals 2 damage to him after he comes just kill him.Ultimately, it would depend on what creatures you're facing, e.g. an Immogolem rush vs. a Life rush. Likewise, it would also depend on how long you can stall without taking too much damage, e.g. Sundials and Bonewalls.
Each have their use I think
Virus does damage to the opponent each turn, and also triggers death effects when its ability is used. It can be useful even if your opponent has no creatures / only immaterial ones, while Death Monolith is just a pillar in that case.Even if Death Monolith is primarily a pillar, I can substitute pillars/towers in a Death mono or duo deck to provide additional CC. Virus does not generate quantum. For example, I can plug in a few Death Monoliths in a Death Rush.