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Elements the Game => Exhibition Hall => Card Ideas and Art => Series => Topic started by: OldTrees on March 24, 2011, 09:41:47 pm

Title: Monolith/Obelisk series
Post by: OldTrees on March 24, 2011, 09:41:47 pm
What if your pillars could do more than just produce quanta?
Monolith and Obelisk Series
by ralouf1, OldTrees,
Monoliths are pillars that have a spell-like effect that is triggered when it is played.
Obelisks are non pillars that produce quanta per turn and have a small activated ability.
A Monolith of Element A
Is named: (Element A) Monolith
Costs: 1A|0

An Obelisk of Element A
Is named: (Color A) Obelisk
Costs: 2A|1A


New
Gravity Monolith (http://elementscommunity.org/forum/index.php/topic,37466.0.html) New
Water Monolith (http://elementscommunity.org/forum/index.php/topic,37465.0.html) New
Aether Monolith (http://elementscommunity.org/forum/index.php/topic,37463.0.html) New
Life Monolith (http://elementscommunity.org/forum/index.php/topic,37458.0.html) New
Turquoise Obelisk (http://elementscommunity.org/forum/index.php/topic,37457.0.html) New

Monoliths
:aether :air :death :earth :entropy :fire :life :light :time
Crucible: please vote
 :fire Fire Monolith | Fire Monolith (http://elementscommunity.org/forum/index.php/topic,23495)
     Each turn :fire is generated. When Fire Monolith comes into play, target creature gains +1|0.

Smithy:
 :gravity Gravity Monolith (http://elementscommunity.org/forum/index.php/topic,37466.0.html) New
Each turn :gravity is generated. When Gravity Monotlith comes in to play your opponent is slowed.
 :water Water Monolith (http://elementscommunity.org/forum/index.php/topic,37465.0.html) New
Each turn :gravity is generated. When Gravity Monotlith comes in to play kill target creature with <3 hp.
 :aether Aether Monolith (http://elementscommunity.org/forum/index.php/topic,37463.0.html) New
Each turn :aether is generated. When AetherMonotlith comes in to play put a copy of target creature in your hand.
 :life Life Monolith (http://elementscommunity.org/forum/index.php/topic,37458.0.html) New
Each turn  :life is generated. When Life Monotlith comes in to play add a pillar/pend in target stack.
 :death Death Monolith | Death Monolith (http://elementscommunity.org/forum/index.php/topic,23256.0.html)
     Each turn  :death is generated. When Death Monolith comes in to play, infect target creature.
 :earth Earth Monolith | Earth Monolith (http://elementscommunity.org/forum/index.php/topic,23497)
     Each turn  :earth is generated. When Earth Monolith comes into play, target creature is burrowed for 1 turn.

Design Theory:
 :aether Aether Monolith
     Each turn  :aether is generated. When Aether Monolith comes into play, draw a creature from your deck which is not in your field.
 :aether Aether Monolith II
     Each turn  :aether is generated. When Aether Monolith comes into play, you are untargetable for 2 turns.
 :air Air Monolith
     Each turn  :air is generated. When Air Monolith comes into play, deal target creature 2 damage (1 if airborne).
 :entropy Entropy Monolith
     Each turn  :entropy is generated. When Entropy Monolith comes into play, Target creature's current Attack and current HP swap for 1 turn.
 :fire Fire Monolith
     Each turn :fire is generated. When Fire Monolith comes into play, your opponent takes X damage and you lose Y hp.
 :life Life Monolith
     Each turn  :life is generated. When Life Monolith comes into play, generate a Rustler.
 :light Light Monolith
     Each turn  :light is generated. When Light Monolith comes into play, target creature is protected from the next targeting effect.
 :time: Time Monolith
     Each turn  :time is generated. When Time Monolith comes into play, target creature is resummoned.
 :time: Time Monolith II
     Each turn  :time is generated. When Time Monolith comes into play, your Opponent draws a card.

Obelisks
:aether :air :darkness :death :entropy :fire :light :time :water
Crucible: please vote

Smithy:
 :aether Turquoise Obelisk (http://elementscommunity.org/forum/index.php/topic,37457.0.html) New
     Each turn  :aether is generated.   :aether: Phase: Target creature is immaterial for 1 turn.
Design Theory:
 :air Blue Obelisk
     Each turn  :air is generated.   :air: Target airborne creature gains dive for 1 turn. Dive cost scales with casting cost.
 :death Grey Obelisk
     Each turn  :death is generated.   :death: Gain 1 life per creature that died this turn.
 :entropy Purple Obelisk
     Each turn  :entropy is generated.  :entropy: Shuffle your hand into your deck and draw a new hand.
 :fire Red Obelisk
     Each turn  :fire is generated.   :fire:Enflame: Generate an additional :fire per turn.
 :light White Obelisk
     Each turn  :light is generated.  :light:Reflect: Generate a quanta belonging to target pillar or mark.
 :time Golden Obelisk
     Each turn  :time is generated.  :time:Brainstorm:Your Opponent draws a card.
 :time Golden Obelisk II
     Each turn  :time is generated.  :time: Return target pillar/pendulum/monolith to the contoller's hand.
 :water Sapphire Obelisk
     Each turn :water is generated.   :water:Cure: Remove one infection counter from target creature or add a purify counter to target player.

Archived
 :air Blue Obelisk | Blue Obelisk (http://elementscommunity.org/forum/index.php/topic,23414.msg319072.html)
     Each turn :air is generated.   :air:Flight: Target creature becomes Airborne.
 :darkness Black Obelisk | Black Obelisk (http://elementscommunity.org/forum/index.php/topic,23253.0.html)
     Each turn  :darkness is generated.  :darkness: Drain 1 attack from target for 1 turn, gain  :rainbow.
 :time Golden Obelisk | Golden Obelisk (http://elementscommunity.org/forum/index.php/topic,23413.msg319071.html)
     Each turn :time is generated.   :time:Slow: Target Creature is delayed for 1 turn.
Title: Re: Monolith/Obelisk series
Post by: Newbiecake on March 24, 2011, 09:50:45 pm
Nice ideas!

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. 
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 24, 2011, 10:01:57 pm
Nice ideas!

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.
Thanks.  ralouf1 had a great idea.

Something to remember with monoliths and obelisks: Most decks using monoliths or obelisks would use 75% Pillars 25% Monoliths/Obelisks. This means that the Monoliths and Obelisks start hitting the field on turn 2-4 and occasionally later in the game. Sometimes it will be beneficial not to play a Monolith so you can use its ability later.
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 24, 2011, 10:11:10 pm
Thx a lot to start the topic !! You can add water monolith : freeze a target
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 24, 2011, 10:13:42 pm
Thx a lot to start the topic !! You can add water monolith : freeze a target
Since there is already a Freeze spell, let's think of a different effect for Water.
If you still want the Water Monolith to freeze target creature I will add it.
Title: Re: Monolith/Obelisk series
Post by: Newbiecake on March 24, 2011, 10:22:09 pm
 :water: "When Water Monolith comes into play, flood the field for 1 turn.
 
 :entropy: "When Entropy Monolith comes into play, cast Mutation/Improved Mutation on the target creature."
OR
"When Entropy Monolith comes into play, scramble 10 of the opponent's quanta."

 :light: "When Light Monolith comes into play, target creature gains 1 l 1."

 :earth: "When Earth Monolith comes into play, destroy 1 Pillar/Pendulum from the target Cluster."

 :life: "When Life Monolith comes into play, heal the target for 5 HP."

 :gravity: "When Gravity Monolith comes into play, target creature loses Airborne and receives Gravity Pull status."

How are these?
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 24, 2011, 10:33:34 pm
: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?
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 24, 2011, 10:34:23 pm
Personnaly I prefer freeze for water because the one you propose is only usefull in end game.. sad for a pillar no ? ^^ If any one have an other idea for water I will think about it and post something.
gravity life gravity and earth are really good ideas Noobiecakes; particulary gravity I really like it ! light is not bad but a little UP.
For entropy we have a lot of choice :
mutation or chaos seed or chaos power or scramble..

Just one question oldtrees : Have we the project to make 24 cards (12 monolith + 12 obelisk) or just 12 (each color have one monolith or one obelisk ?)
Title: Re: Monolith/Obelisk series
Post by: artimies7 on March 24, 2011, 10:43:21 pm
I agree with the  :entropy Scramble,  :life, and  :earth. All seem in tune with the element, and they could be useful.
Title: Re: Monolith/Obelisk series
Post by: EmeraldTiger on March 24, 2011, 10:49:07 pm
Fire and Aether can be made unless you want something different for fire.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 24, 2011, 10:51:22 pm
This is a 24 card series that will accumulate the 24 ideas over time. Better ideas will replace older ideas if they are sufficient improvement.

I will add  :entropy and :life Monoliths.

However I will not add a suggestion that is the copy of a spell unless ralouf1 specifically overrules me. We have plenty of time to think of new ideas to suggest to Zanz. We do not need to be that repetitive.

Also some ideas might work better as Obelisks.

@Emerald Tiger
It would be great if you would create and post art for  :aether :fire Monoliths and  :air :time Obelisks.
Title: Re: Monolith/Obelisk series
Post by: EmeraldTiger on March 24, 2011, 10:53:18 pm
http://elementscommunity.org/forum/index.php/topic,17991.msg316395#msg316395
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 24, 2011, 10:57:07 pm
http://elementscommunity.org/forum/index.php/topic,17991.msg316395#msg316395
The 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.
Title: Re: Monolith/Obelisk series
Post by: Newbiecake on March 24, 2011, 10:57:36 pm
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 in conjunction with Sky Blitz and can help creatures from other elements bypass Wings.

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.

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.

Fire Monolith should be a mini Rage Elixir: "When Fire Monolith comes into play, target creature agains +3 l -1."

Water Monolith: "When Water Monolith comes into play, removes 3 Poison counters from the target player. Gain 1 Purify counter if not poisoned."
Title: Re: Monolith/Obelisk series
Post by: Newbiecake on March 24, 2011, 10:59:25 pm
Shoot it double posted.
Title: Re: Monolith/Obelisk series
Post by: artimies7 on March 24, 2011, 10:59:49 pm
http://elementscommunity.org/forum/index.php/topic,17991.msg316395#msg316395
The 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.
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.

I concur with the  :aether.
Title: Re: Monolith/Obelisk series
Post by: EmeraldTiger on March 24, 2011, 11:08:34 pm
Do you want cubic look for monoliths?

http://en.wikipedia.org/wiki/Category:Monoliths
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 24, 2011, 11:13:35 pm
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.
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?
When ralouf1 gets time the Fire and Aether Monoliths will get threads including Emerald Tiger's art.

If possible a more rectangular look would fit the standard image of a monolith better. (ever since the 2001 Space Odyssey used a black marble monolith)
Title: Re: Monolith/Obelisk series
Post by: EmeraldTiger on March 24, 2011, 11:33:46 pm
Easy fix.
(http://imageplay.net/img/m7Gbd163559/AetherMonolith2.png)
Title: Re: Monolith/Obelisk series
Post by: Rutarete on March 24, 2011, 11:39:17 pm
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.
And for entropy, how about "When this card comes into play, 2 other (entropy) monoliths will appear" (the 2 illusions won't produce quanta.)
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 24, 2011, 11:44:56 pm
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.
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 Fire Monolith: Why would permanent extra attack not be useful? Situational effects like nullifying cloak are not wise.

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.

Keep it Simple.


@Emerald Tiger.
Thanks that looks better. +1 karma as usual.
Title: Re: Monolith/Obelisk series
Post by: Rutarete on March 24, 2011, 11:49:15 pm
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.
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 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.

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.
Title: Re: Monolith/Obelisk series
Post by: Newbiecake on March 24, 2011, 11:50:03 pm
Again, the Entropy Monolith effect is too situational.
Title: Re: Monolith/Obelisk series
Post by: Rutarete on March 24, 2011, 11:52:13 pm
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.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 24, 2011, 11:58:54 pm
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.
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 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.

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. ETG focuses more on simplistic cards. Why have 3 effects when 2 works?
An attack boost or Scramble quanta seem like sufficient additional bonuses IMO.
Title: Re: Monolith/Obelisk series
Post by: Rutarete on March 25, 2011, 12:12:09 am
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.
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 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.

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.
An attack boost or Scramble quanta seem like sufficient additional bonuses IMO.
[/quote]
Also what else can the fire one do besides raise attack? I think out of the abilities in the game now, growth/ablaze is most common.
Title: Re: Monolith/Obelisk series
Post by: EmeraldTiger on March 25, 2011, 12:21:45 am
and the fire reworked.
(http://imageplay.net/img/m7Gbd163564/FireMonolith.png)
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 25, 2011, 12:41:29 am
@Emerald Tiger
Thanks that Fire Monolith looks great.

@ Rutarete
I agree that scramble is redundant with Discord to a degree that I am uncomfortable with. So if you get a better replacement idea that would be good. The clones idea was neat and would have been nice of permanent order was random. It gave me great hope that you would be able to think of a better Entropy effect to replace Scramble.

If you can think of a better effect to replace Fire's +2|0 then I would be in favor of that as well.

I expect that simple (in your case we could adapt a complex idea into multiple simple ones), small (not too powerful), innovative (you have no problems here :) ), proactive (I think the effect should be beneficial regardless of the opponent.) effects are what we are looking for here.

If you can help with obelisks too that would be great. Obelisks probably will have slightly more complex ideas.
Title: Re: Monolith/Obelisk series
Post by: artimies7 on March 25, 2011, 01:26:16 am
Here's a very firey idea: When Fire Monolith is summoned, give one creature +2|+1, lasts 2 turns.

Anyone got any better ideas?
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 25, 2011, 01:27:12 am
Here's a very firey idea: When Fire Monolith is summoned, give one creature +2|+1, lasts 2 turns.

Anyone got any better ideas?
Currently it gives a creature a permanent +2|0.
Title: Re: Monolith/Obelisk series
Post by: artimies7 on March 25, 2011, 01:29:27 am
Here's a very firey idea: When Fire Monolith is summoned, give one creature +2|+1, lasts 2 turns.

Anyone got any better ideas?
Currently it gives a creature a permanent +2|0.
Yes, but to go with the RL thing of 'candle burns out over time', I gave it a countdown for the boost. Yes? No?
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 25, 2011, 01:36:00 am
Here's a very firey idea: When Fire Monolith is summoned, give one creature +2|+1, lasts 2 turns.

Anyone got any better ideas?
Currently it gives a creature a permanent +2|0.
Yes, but to go with the RL thing of 'candle burns out over time', I gave it a countdown for the boost. Yes? No?
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.
Title: Re: Monolith/Obelisk series
Post by: artimies7 on March 25, 2011, 01:38:59 am
Here's a very firey idea: When Fire Monolith is summoned, give one creature +2|+1, lasts 2 turns.

Anyone got any better ideas?
Currently it gives a creature a permanent +2|0.
Yes, but to go with the RL thing of 'candle burns out over time', I gave it a countdown for the boost. Yes? No?
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.
Mmmm. I see. How's this: For each 8 :fire, add +1|+0, counting down to original, up to 5. Probably needs balancing.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 25, 2011, 01:45:17 am
Here's a very firey idea: When Fire Monolith is summoned, give one creature +2|+1, lasts 2 turns.

Anyone got any better ideas?
Currently it gives a creature a permanent +2|0.
Yes, but to go with the RL thing of 'candle burns out over time', I gave it a countdown for the boost. Yes? No?
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.
Mmmm. I see. How's this: For each 8 :fire, add +1|+0, counting down to original, up to 5. Probably needs balancing.
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.
Title: Re: Monolith/Obelisk series
Post by: Rutarete on March 25, 2011, 03:37:36 am
Here's some ideas. Will edit this post as more are thought of.

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.
Title: Re: Monolith/Obelisk series
Post by: Leo on March 25, 2011, 03:44:08 am
Golden Obelisk is a pretty good idea.

The  :fire  should offer +1 instead of +2, imo.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 25, 2011, 03:53:46 am
Here's some ideas. Will edit this post as more are thought of.

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.
Monoliths have instantaneous effect triggered when played. The effect occurs and then is independent from the Monolith.
So the  :air :earth :time :aether ones will not work with monoliths. Could you rephrase the effect of  :earth and  :aether so it would work as an activated skill of an obelisk? However  :earth and  :aether were more reactive than proactive.


Golden Obelisk is a pretty good idea.

The  :fire  should offer +1 instead of +2, imo.
Thanks.
I agree about Fire. Changing it now.
Title: Re: Monolith/Obelisk series
Post by: EmeraldTiger on March 25, 2011, 04:22:49 am
My vision of the  :time obelisk is to make look like a giant sundial.
Title: Re: Monolith/Obelisk series
Post by: Leo on March 25, 2011, 05:52:22 am
I agree about Fire. Changing it now.
Damn, I feel useful now.

*starts singing 'I feel pretty... oh so pretty...' *  :P
Title: Re: Monolith/Obelisk series
Post by: Bieber4Ever98 on March 25, 2011, 09:52:53 am
I like to contribute to this series and make it grow into something big.


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.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 25, 2011, 10:20:25 am
I like to contribute to this series and make it grow into something big.

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.
Your help is welcome.

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.
Title: Re: Monolith/Obelisk series
Post by: Bieber4Ever98 on March 25, 2011, 04:09:26 pm
 Another idea,


 :fire Fire Obelisk, Cost : 2 :fire | 1 :fire
Each turn  :fire is generated. :fire Aflame : Generates extra :fire each turn. Cumulative.


When the ability is used it increases it's  :fire production by 1 by paying 1 :fire for ability each turn. The production builds up like poison damage from arsenic.


TurnsCostQuanta GenerationTotal Quanta Produced
12 :fire (summon)1 :fire 1 :fire
21 :fire (ability)1 :fire + 1  :fire 2 :fire
31 :fire (ability)1 :fire + 2 :fire 3 :fire
41 :fire (ability)1 :fire + 3 :fire 4 :fire
51 :fire (ability)1 :fire + 4 :fire 5 :fire
61 :fire (ability)1 :fire + 5 :fire 6 :fire

It would work good with Fahrenheit and Fire Lances. Would it be a good obelisk for fire ? Is it balanced ?

Discuss.


Your help is welcome.

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.
Ok. What about making it into Ice Obelisk then ?

 :water Ice Obelisk, Cost : 2 | 1  :water
Melt : Generates  :water  :water :water each turn. Lasts 4 turns.

The unupped one can produce enough quanta to summon unupped dragon while upped can produce for summoning an upped dragon on their own.

I think it is good to power Octopuses, Nymph Queen and Ice Lances.

 And what do you mean by the Talismans ?
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 25, 2011, 05:58:50 pm
Talismans were Pillars with non 0 casting costs, accelerated quanta production and 3 turn lives.
check them out in the Air Crucible/Permanent Forge

Nice idea for a Red Obelisk. I am unsure if the existence of a casting cost is enough to weaken the effect. However it sounds good enough to let the Smithy decide. [if someone will second it then it will be added]

Ice Obelisk won't work because all Obelisks produce 1 quanta like pillars while it does not.
Title: Re: Monolith/Obelisk series
Post by: RagingAlien on March 25, 2011, 06:11:00 pm
Aether Monolith/Obelisk (Wichever you think fits it best)

: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. ;)
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 25, 2011, 06:16:03 pm
Aether Monolith/Obelisk (Wichever you think fits it best)

: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. ;)
The abilities for the Monoliths/Obelisks should be more versatile than a combo with a single creature.
[Also check Chaos Powered Ball Lightnings out. You might like them.]
Title: Re: Monolith/Obelisk series
Post by: EmeraldTiger on March 25, 2011, 07:38:21 pm
(http://imageplay.net/img/m7Gbd163884/Goldobelisk.png)
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 25, 2011, 10:02:05 pm
For my part I really apreciated the help from nick V and an alien !
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
Title: Re: Monolith/Obelisk series
Post by: ZephyrPhantom on March 25, 2011, 10:30:00 pm
Light Monolith
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.
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 25, 2011, 10:35:28 pm
(http://imageplay.net/img/m7Gbd164000/fire.png)
(http://imageplay.net/img/m7Gbd163995/fire2.png)
NAME:
fire obelisk
ELEMENT:
***Insert element***
COST:
***Insert cost***
TYPE:
***Insert type***
ATK|HP:
***Insert att|hp***
TEXT:
***Insert card text***
NAME:
***Insert name (upgraded)***
ELEMENT:
***Insert element (upgraded)***
COST:
***Insert cost (upgraded)***
TYPE:
***Insert type (upgraded)***
ATK|HP:
***Insert att|hp (upgraded)***
TEXT:
***Insert card text (upgraded)***
ART:
***Insert artist name***
IDEA:
***Insert card maker name***
NOTES:
***Insert additional information***
SERIES:
***Insert series name and link to series page (if any)***
(http://imageplay.net/img/m7Gbd163997/time.png)
(http://imageplay.net/img/m7Gbd163996/time2.png)
NAME:
Aether obelisk
ELEMENT:
***Insert element***
COST:
***Insert cost***
TYPE:
***Insert type***
ATK|HP:
***Insert att|hp***
TEXT:
***Insert card text***
NAME:
***Insert name (upgraded)***
ELEMENT:
***Insert element (upgraded)***
COST:
***Insert cost (upgraded)***
TYPE:
***Insert type (upgraded)***
ATK|HP:
***Insert att|hp (upgraded)***
TEXT:
***Insert card text (upgraded)***
ART:
***Insert artist name***
IDEA:
***Insert card maker name***
NOTES:
***Insert additional information***
SERIES:
***Insert series name and link to series page (if any)***
(http://imageplay.net/img/m7Gbd163998/aether.png)
(http://imageplay.net/img/m7Gbd163999/aether2.png)
NAME:
***Insert name***
ELEMENT:
***Insert element***
COST:
***Insert cost***
TYPE:
***Insert type***
ATK|HP:
***Insert att|hp***
TEXT:
***Insert card text***
NAME:
***Insert name (upgraded)***
ELEMENT:
***Insert element (upgraded)***
COST:
***Insert cost (upgraded)***
TYPE:
***Insert type (upgraded)***
ATK|HP:
***Insert att|hp (upgraded)***
TEXT:
***Insert card text (upgraded)***
ART:
***Insert artist name***
IDEA:
***Insert card maker name***
NOTES:
***Insert additional information***
SERIES:
***Insert series name and link to series page (if any)***
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 25, 2011, 10:44:52 pm
Skills are formatted:
 :fire: Enflame: Generate an extra :fire per turn.
The colen after the activation cost is important as is capitalization of Obelisk
Cumulative is not needed.

I will make the threads for the Obelisks later today.



Light Monolith
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 Monolith seems underpar compared to a Light pillar. Probably if it costs quanta to play it should not generate quanta when played.

I am unsure about the utility of the Gravity effect. (I do know that it is thermodynamically entropic)
Title: Re: Monolith/Obelisk series
Post by: artimies7 on March 25, 2011, 10:46:54 pm
Brainstorm!  :water ability: whirlpool: when this monolith is summoned, remove 1 poison counter from the target creature or your hp.

Yes? No? Maybe it should be a whole different creature...Advice?
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 25, 2011, 10:51:38 pm
The light can put some photon/RoL when CITP ?
Okay for the card i just made this one to have a little view
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 25, 2011, 10:53:30 pm
Yeah not bad too ! but I think that it must be like purify i.e it give you heal +1 hp per turn but can only remoove one counter when played
Title: Re: Monolith/Obelisk series
Post by: ZephyrPhantom on March 25, 2011, 10:56:54 pm
Light Monolith
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 Monolith seems underpar compared to a Light pillar. Probably if it costs quanta to play it should not generate quanta when played.

I am unsure about the utility of the Gravity effect. (I do know that it is thermodynamically entropic)
Tweaked Light's effect a little bit.
Light Monolith
Each turn :light is generated. When Light Monolith enters play generate X :light where is X= # of light cards on field/3.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 25, 2011, 11:04:40 pm
Brainstorm!  :water ability: whirlpool: when this monolith is summoned, remove 1 poison counter from the target creature or your hp.

Yes? No? Maybe it should be a whole different creature...Advice?
Good idea. Added as a Obelisk instead.

Light Monolith
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 Ligh
The light can put some photon/RoL when CITP ?
Okay for the card i just made this one to have a little view
t Monolith seems underpar compared to a Light pillar. Probably if it costs quanta to play it should not generate quanta when played.

I am unsure about the utility of the Gravity effect. (I do know that it is thermodynamically entropic)
Tweaked Light's effect a little bit.
Light Monolith
Each turn :light is generated. When Light Monolith enters play generate X :light where is X= # of light cards on field/3.
Light has lots of quanta production already. What is a non quanta production idea for Light?
[although that idea is a good one. I think it would fit another vehicle better.]
Title: Re: Monolith/Obelisk series
Post by: artimies7 on March 25, 2011, 11:09:24 pm
Light Monolith
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 Monolith seems underpar compared to a Light pillar. Probably if it costs quanta to play it should not generate quanta when played.

I am unsure about the utility of the Gravity effect. (I do know that it is thermodynamically entropic)
Tweaked Light's effect a little bit.
Light Monolith
Each turn :light is generated. When Light Monolith enters play generate X :light where is X= # of light cards on field/3.
Light has lots of quanta production already. What is a non quanta production idea for Light?
[although that idea is a good one. I think it would fit another vehicle better.]
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.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 25, 2011, 11:11:22 pm
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)
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.
I am unsure about what you meant.
Title: Re: Monolith/Obelisk series
Post by: ZephyrPhantom on March 25, 2011, 11:12:44 pm
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)
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.
I am unsure about what you meant.
I think he meant making the Light Monolight a Gravity one instead like:
Gravity Monolith
Each turn  :gravity is generated. When Gravity Monolith enters play generate X  :gravity where is X= # of Gravity cards on field/3.
Title: Re: Monolith/Obelisk series
Post by: EmeraldTiger on March 25, 2011, 11:14:53 pm
(http://imageplay.net/img/m7Gbd164012/WindObelisk.png)
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 25, 2011, 11:19:07 pm
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)
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.
I am unsure about what you meant.
I think he meant making the Light Monolight a Gravity one instead like:
Gravity Monolith
Each turn  :gravity is generated. When Gravity Monolith enters play generate X  :gravity where is X= # of Gravity cards on field/3.
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).

A Monolith should not have gaining quanta as a come into play effect.
Title: Re: Monolith/Obelisk series
Post by: EmeraldTiger on March 25, 2011, 11:42:41 pm
Does the new image give you any ideas?
which two next?
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 26, 2011, 06:49:00 am
Air(Blue) and Time(Golden) Obelisks threads created in Smithy.

If anyone has a better idea for a Darkness Obelisk please tell us.

Does the new image give you any ideas?
which two next?
Fire and Aether Obelisks next please. Thanks.
Title: Re: Monolith/Obelisk series
Post by: Bieber4Ever98 on March 26, 2011, 08:09:16 am
For my part I really apreciated the help from nick V and an alien !
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
Thx, i hope i will be able to bring more ideas that could help this series.


I tried to come up an Obelisk for darkness.


:darkness Black Obelisk, Cost : 2 | 1 :darkness
Generates :darkness each turn.  :darkness :darkness : Drain 2 attack from target creature to heal yourself.

(Upped one would have reduced ability cost.)


This could be used for extra defense in a stall deck or to counter growth or accelerated creatures. It can also be used on your creatures with valuable skills to prevent them from attacking certain shield with nasty effects like procrastination or fire shield.


I am not sure if this is balanced since with 2 or 3 of these they form solid defense from any army. Maybe the ability cost could be increased to 3 | 2 :darkness to balance this. With devourers, i think darkness could use a higher cost ability with stronger effect for their Obelisk.
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 26, 2011, 08:29:39 am
Darh obelisk is soon created (see the topic by oldtrees) and the capacity is drain 1 for 0
Title: Re: Monolith/Obelisk series
Post by: Bieber4Ever98 on March 26, 2011, 09:13:30 am
Darh obelisk is soon created (see the topic by oldtrees) and the capacity is drain 1 for 0
OldTrees 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.

Currently, i have a new idea for Dark Monolith. Once i hear yours and OldTrees opinion on the Black Obelisk, i will post the one for the Monolith.
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 26, 2011, 09:26:10 am
Thank you you are a very good help man !
I prefer your idea because 2 damage seems to be really better than only one, evene if there is a cost.
Lets see the oldtrees opinion
Title: Re: Monolith/Obelisk series
Post by: EmeraldTiger on March 26, 2011, 02:32:08 pm
(http://imageplay.net/img/m7Gbd164261/AetherObelisk.png)
Title: Re: Monolith/Obelisk series
Post by: Rutarete on March 26, 2011, 03:44:00 pm
Here's some ideas. Will edit this post as more are thought of.

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.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 26, 2011, 04:10:44 pm
New Black Obelisk idea is better than old redundant idea.
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

Here's some ideas. Will edit this post as more are thought of.

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.
Remember Monoliths have an instantaneous effect and Obelisks have an cheap activated ability.
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".
Quote
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
Why does this fit Aether? Would this work as  :aether:Triality? Is there a better name?

Thanks ET for more card art!
Title: Re: Monolith/Obelisk series
Post by: Rutarete on March 26, 2011, 04:16:15 pm
Remember Monoliths have an instantaneous effect and Obelisks have an cheap activated ability.
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".
Quote
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
Why does this fit Aether? Would this work as  :aether:Triality? Is there a better name?
I'm sure there is a better name, but i can't think of it right now
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 26, 2011, 04:21:50 pm
Quote
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
Why does this fit Aether? Would this work as  :aether:Triality? Is there a better name?
I'm sure there is a better name, but i can't think of it right now
Don't forget the other two questions.
Title: Re: Monolith/Obelisk series
Post by: TuckingFypo on March 26, 2011, 04:41:29 pm
The Aether Obelisk's ability could be called Embodiment.  :O  I don't really see how this fits into Aether, nor how to balance it.
Title: Re: Monolith/Obelisk series
Post by: Bieber4Ever98 on March 26, 2011, 04:56:27 pm
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.

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.
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 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.




Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 26, 2011, 05:05:19 pm
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.

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.
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 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.
Would Conjure select randomly from all possible creatures? I agree it fits a Monolith better.

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.
Also I am now trying to have all Obelisks have an activation cost of 1 mono quanta.
Title: Re: Monolith/Obelisk series
Post by: EmeraldTiger on March 26, 2011, 05:13:48 pm
(http://imageplay.net/img/m7Gbd164394/lifemonolith.png)
(http://imageplay.net/img/m7Gbd164310/rainbowmonolith.png)
(http://imageplay.net/img/m7Gbd164311/rainbowmonolithcard.png)


These would be a lot more difficult if I had not seen this.
http://elementscommunity.org/forum/index.php/topic,23200.0.html
Title: Re: Monolith/Obelisk series
Post by: rohlfo on March 26, 2011, 07:22:06 pm
good work!
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?

Also think the Fire monolith is possibly the most UP of all so far, not sure :s


Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 26, 2011, 08:03:04 pm
good work!
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?
Good idea
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?
Title: Re: Monolith/Obelisk series
Post by: Bieber4Ever98 on March 26, 2011, 08:16:11 pm
I think associating Earth Monolith|Obelisk to something related to burrow is a good idea by Rohlfo.

Something simple like " Burrows a creature while coming into play " is good however I think it is not necessary to give unburrow ability to the creature.

If unburrow is not given it makes it castable on opponent's creature for reducing it's damage by half and preventing it from being buffed. If the creature already has burrow/unburrow ability it can unburrow. Remember that burrow is both a buff (immortal) and debuff (halfen attack) at the same time which makes not giving unburrow a necessity.


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.

I will try to clarify it with better description,

:aether Dimensional Monolith
Each turn  :aether is generated. Conjure : When Aether Monolith comes in play draw a creature which is not in your field.

It would draw the topmost card in deck which is not already in field.


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.
Also I am now trying to have all Obelisks have an activation cost of 1 mono quanta.
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.

Maybe it could be made to drain 1 attack and generate 1 quanta to player's mark. Or it could be made into a non-drain card like " Frighten : Target creature gains -1|+0. "

Just some opinions.


Good idea
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?

I support them all. Nice ideas.
 
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 26, 2011, 09:53:58 pm
For earth I think to something like 1 : destroy target pendulum/pillar; this obelisk is delay for 2 turn (ie no quanta production)
btw I really like the idea for aether
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 26, 2011, 10:02:08 pm
For earth I think to something like 1 : destroy target pendulum/pillar; this obelisk is delay for 2 turn (ie no quanta production)
btw I really like the idea for aether
I would prefer not competing with Earthquake.
I would also prefer the activated ability be weak enough not to have a cool down effect.

The Aether idea is changed in the OP.
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 26, 2011, 10:12:13 pm
Ok agree for the earth and the aether !

What do you think about :
Light monolith :When CITP all you creature gain +1/+1
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 26, 2011, 10:24:49 pm
Ok agree for the earth and the aether !

What do you think about :
Light monolith :When CITP all you creature gain +1/+1
All creatures is a little powerful for a Monolith effect.
Perhaps 1 creature gains +1|1 but it would be better if we did not use a Lite-Blessing.
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 26, 2011, 10:31:08 pm
Yeah thats why a suggest that but yeah its a little OP.
Other suggestion :
Fire monolith : when CITP +1/-1 to all your creature (or +1/+0)
earth monolith : same effect than protect artifact
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 26, 2011, 10:40:46 pm
Yeah thats why a suggest that but yeah its a little OP.
Other suggestion :
Fire monolith : when CITP +1/-1 to all your creature (or +1/+0)
earth monolith : same effect than protect artifact
I thought Fire Monolith was the "Target Creature gains +2|0".
Again we should not copy spell effects.
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 26, 2011, 10:45:10 pm
Ok I got it so I will think about this and post new idea then
Title: Re: Monolith/Obelisk series
Post by: Bieber4Ever98 on March 27, 2011, 01:49:39 pm
I think OldTree's idea for remaking Golden Obelisk from "discard/draw" to "delay target for 1 turn" is really good. Both discarding a card and paying  :time for drawing a card does'nt seem right where as delay idea is simple,good and suits time very well.


If ralouf agrees i think Golden Obelisk could be remaked.


The Aether Obelisk idea is also a good one in my opinion. But i think there is a small tweak but it is also very risky so i am spoilering it.
 :aether Turquoise Obelisk
     Each turn :aether is generated.   :aether Phase Shift : Inverts target creatures immortal status for 1 turn.

If a creature is immortal it will become mortal and if it mortal becomes immortal for 1 turn. Note that it can do the same thing that the current Turquoise Obelisk can do but can also be gamebreakingly strong and might open up huge number of strategies like Buffing/CCing immortal creatures or Fractal Graboids/Immortals etc. But just as a concept it seems cool. Do you think it is balanced or should it be a untouched concept ?The current one is good enough. But just pointed out a possiblity for a tweak.


I think OldTrees got a little mistaken during the conversations. If not, then i must be mistaken.


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.

He also approved the Earth Monolith (Burrow) along with it.


Here,

Ok agree for the earth and the aether !

Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 27, 2011, 04:38:24 pm
Targeting untargetable targets is an untouchable concept just like blocking unblockable targets is and untouchable concept. Verbal arms races are not good for ETG or ant CCG.


@ralouf
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

I will now go change the Time Obelisk
Title: Re: Monolith/Obelisk series
Post by: EmeraldTiger on March 27, 2011, 05:22:15 pm
Are you worried obelisks and monoliths of the same element will compete for votes?
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 27, 2011, 06:29:33 pm
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.
So while we collect ideas for all 24 I suggest we only submit 12(or fewer like 6) at a time.
Title: Re: Monolith/Obelisk series
Post by: Time_lord_victorius on March 27, 2011, 06:35:06 pm
put. this. in. armory. NOW!
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 27, 2011, 06:39:24 pm
@ralouf
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

Ok for both they are just good and original I think. I like it.

Otherwise I agree for the time Let's change it
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 27, 2011, 06:41:57 pm
put. this. in. armory. NOW!
+1  :P
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 27, 2011, 07:11:40 pm
put. this. in. armory. NOW!
Advertise for this idea, support this idea and it will make its way up to the armory.
First 3 Obelisks [ :air :darkness :time] Submitted for Curator review.
Remember to vote.

@Ralouf
Please make 2 more monolith threads or I can if you wish.
Title: Re: Monolith/Obelisk series
Post by: EmeraldTiger on March 27, 2011, 07:26:56 pm
(http://imageplay.net/img/m7Gbd165072/earthmonolith.png)
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 27, 2011, 07:45:16 pm
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 can
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 27, 2011, 07:51:07 pm
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 can
I will do it.
Title: Re: Monolith/Obelisk series
Post by: Rutarete on March 27, 2011, 09:24:26 pm
Quote
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
Why does this fit Aether? Would this work as  :aether:Triality? Is there a better name?
So, those other 2 questions.
1. Why does this fit Aether? It exerts a concept common throughout the aether cards in ETG: Physical Manipulation.
It also doesn't feel to me like it would fit in the other elements, though maybe  :entropy. But entropy isn't as focused on physical manipulation as it is on changing things, so Aether fits.

2. Yes, that cost works
Title: Re: Monolith/Obelisk series
Post by: dramore on March 27, 2011, 09:49:18 pm
I got an idea for the Light Obelisk.   :light Bright Flare : Has a chance to blind creatures for next attack.
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.
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 27, 2011, 10:05:06 pm
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 hit
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 27, 2011, 10:12:34 pm
I got an idea for the Light Obelisk.   :light Bright Flare : Has a chance to blind creatures for next attack.
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.
would you alter the idea to a simpler more reliable ability?
Title: Re: Monolith/Obelisk series
Post by: dramore on March 27, 2011, 10:30:57 pm
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 hit
Well 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?

@OldTrees   To be honest I kinda had a hard time thinking of something when this popped up. But they are your cards if you can work with this idea then feel free to use it. The only other idea about that I've had is sorta like a triggered dusk shield effect that you pay for every turn. not to sure about anything else. However I'll keep a pen handy and if I think of something I'll post it.
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 27, 2011, 10:55:07 pm
yeah why not 5% per hp with a limitation (50% for example)

Never hesitate to post your idea here you are welcome and you can just be helpfull.
Title: Re: Monolith/Obelisk series
Post by: Rutarete on March 27, 2011, 11:03:23 pm
I got an idea for the Light Obelisk.   :light Bright Flare : Has a chance to blind creatures for next attack.
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.
I thought this sounded familiar - now i remember.
This might not be too relevant, but it is similar.
http://elementscommunity.org/forum/index.php/topic,19560.msg265965#msg265965
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 27, 2011, 11:45:02 pm
 :air :darkness :time Crucibles have Obelisks for your votes.

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.
Title: Re: Monolith/Obelisk series
Post by: EmeraldTiger on March 28, 2011, 04:55:42 am
(http://imageplay.net/img/m7Gbd165268/entropytwinmonoliths.png)


I felt entropy needed to be different so we get Entropy Twin Monoliths.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 28, 2011, 05:16:01 am
Thanks ET. +1 more karma.

[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?
[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
Title: Re: Monolith/Obelisk series
Post by: EmeraldTiger on March 28, 2011, 05:23:35 am
I plan to make the obelisk to be quite different as well.
Title: Re: Monolith/Obelisk series
Post by: Bieber4Ever98 on March 28, 2011, 08:52:09 am
I have a simple idea for Light Obelisk,


:light Light Obelisk
     Each turn  :light is generated.  :light Reflection : Generate a quanta belonging to target pillar or mark.


I think this would be a flexible and useful idea.

This obelisk can target the following and generate a quanta through it's ability reflection for a cost of 1 :light quanta,

- All pillars and pendulums in play. If targeted a quantum pillar, a random quanta is generated.
- Player's and opponents marks.


It can be useful in almost any deck but mainly in decks where you need to generate more mark quanta. It can also be useful in mindgate and steal decks to generate quanta  to play opponents cards by reflecting opponent's pillars or mark.


Is it balanced ?



:air :darkness :time Crucibles have Obelisks for your votes.

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.

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.



[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?
[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
These ideas does'nt seem very good.

 :water Flood a slot. This is an instakill for any non-water creature
 :time: Delay anything 1 turn (adding onto Jen-i).  This is too similar to Golden Obelisk
 :life: Create a creature Needs to be more specific
 :light: Heal 3 This is too similar to Life Monolith
 :time: Delay weapon 1 turn Same and more situational purpose as Golden Obelisk
 :fire deals 2 damage It's too plain but might work
 :entropy scrambles 3 quanta It is same as current Entropy Monolith which is redundant to Discard.
 :darkness: random opponent permanent cannot be used for next turn  It does not seem useful, is boring, no strategic uses and does not suit darkness.
 :time: Opponent draws 1 card Unless the idea is tweaked it just benefits the opponent
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 28, 2011, 10:40:40 am
Flood a slot is a powerfull idea I think. I like it
for the time that dealy anything I like it more than delay just a creature.
Agree with Nik V for life need more specific capacity
heal 3 is very weak i think It must heal 10 a least.
Delay weapon one turn is very weak
For the fire that deal 2 damage I really really like this idea

I'm not foung of the 3 next excpept maybe the obelisk that make opposent draw but it must have another capacity because it is too UP like this I think
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 28, 2011, 01:08:33 pm
Quote
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?
Title: Re: Monolith/Obelisk series
Post by: EmeraldTiger on March 28, 2011, 01:21:13 pm
which :entropy are we talking about obelisk or monolith?

my idea for image is an obelisk array.

\   |   /

    0

/   |   \
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 28, 2011, 01:30:58 pm
which :entropy are we talking about obelisk or monolith?

my idea for image is an obelisk array.

    |   
        /
    0
/       
        \
That was a Entropy monolith we were talking about. However we still do not have a good enough ability for either Entropy card.

An array sounds like a good idea. Could it not be so orderly though? (see modification in quote)
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 28, 2011, 01:36:07 pm
Yep it's hard to found something good in entropy.. By now all idea are redundant
Title: Re: Monolith/Obelisk series
Post by: Bieber4Ever98 on March 28, 2011, 02:46:49 pm
I think something totally strange and random would fit entropy,

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 ?

Title: Re: Monolith/Obelisk series
Post by: rohlfo on March 28, 2011, 02:56:33 pm
I could see that being quite a bit of fun!  :))
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 28, 2011, 04:55:47 pm
Man you are awesome ! This idea is really good and very very fun !! However It fits perfectly in entropy !


Title: Re: Monolith/Obelisk series
Post by: Bieber4Ever98 on March 28, 2011, 05:27:32 pm
Glad you like it.   ^-^


Now for the Light Obelisk, OldTrees approves this idea, what do you think about it ? (Copied from previous post since i thought you might have missed it)


:light Light Obelisk
     Each turn  :light is generated.  :light Reflection : Generate a quanta belonging to target pillar or mark.


This obelisk can target the following and generate a quanta through it's ability reflection for a cost of 1 :light quanta,

- All pillars and pendulums in play. If targeted a quantum pillar, a random quanta is generated.
- Player's and opponents marks.


It can be useful in almost any deck but mainly in decks where you need to generate more mark quanta. It can also be useful in mindgate and steal decks to generate quanta  to play opponents cards by reflecting opponent's pillars or mark to generate their quanta.


I think this would be a flexible and useful idea for a variety of quanta production. If you also like it, it can be added to the main post.
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 28, 2011, 05:29:49 pm
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 ?
Title: Re: Monolith/Obelisk series
Post by: Bieber4Ever98 on March 28, 2011, 06:32:18 pm
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.

My justification for not being UP would be it's flexibility. It can generate almost any type of quanta each turn that is available in the field by converting  :light.

Reason i think it fits in Light is that light can be reproduce any form of image especially by reflecting it using something (that something is the obelisk, maybe emerald tiger can make the obelisk made of something polished like a mirror for reflect). Sameway by adjusting the angle of the obelisk it is able to reflect any pillar or mark to create similar quanta in your quanta pool.

I tried to make a picture to show how the concept works,

(http://imageplay.net/img/m7Gbd165433/Light_Obelisk_Reflection.png)


Imagine that the Light Pillar here is the Light Obelisk. It is reflecting the entropy mark to produce entropy quanta for you.


If OldTrees approves the Chaos Monolith (with Chaos Shift) and ralouf approves Light Obelisk (Reflect), both can be added to the main post.

Title: Re: Monolith/Obelisk series
Post by: ralouf on March 28, 2011, 06:39:24 pm
I understand perfectly thanks to your good explanation and I totally agree for that obelisk It can be put in the main
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 28, 2011, 06:47:24 pm
Chaos Shift sounds like a 5 :entropy|3 :entropy spell. Too large to put on a Monolith sorry.

Reflection is well balanced as a more versatile but less potent Photosynthesis.
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 28, 2011, 07:07:43 pm
For the entropy it may be alterate only your own creatures ? But in this case I don't know if someone would play it ^^
Title: Re: Monolith/Obelisk series
Post by: EmeraldTiger on March 29, 2011, 01:00:37 am
I am going to finish the monoliths before doing the rest of the obelisks.

(http://imageplay.net/img/m7Gbd165720/watermonolith.png)
(http://imageplay.net/img/m7Gbd165744/Timemonolith.png)
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 29, 2011, 05:48:40 am
Nice arts !
Title: Re: Monolith/Obelisk series
Post by: EmeraldTiger on March 29, 2011, 03:05:20 pm
(http://imageplay.net/img/m7Gbd165933/Gravitymonolith.png)
(http://imageplay.net/img/m7Gbd165954/darknessmonolith.png)

i used http://www.sxc.hu/photo/568039 for background.
Title: Re: Monolith/Obelisk series
Post by: artimies7 on March 30, 2011, 01:26:45 am
I think something totally strange and random would fit entropy,

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 ?
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?
Title: Re: Monolith/Obelisk series
Post by: EmeraldTiger on March 30, 2011, 01:53:24 am
(http://imageplay.net/img/m7Gbd166219/e2m.png)

I saved the image with previously discussed affect.
I want this to be called as seen on image.
I think when one these are play the next spell has a chance to be cast twice.
Title: Re: Monolith/Obelisk series
Post by: dramore on March 30, 2011, 01:57:32 am
Sweet image EmeraldTiger altho I like the Chaos Shift idea much better than the scramble for the Entropy Monolith.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 30, 2011, 02:08:57 am
I think something totally strange and random would fit entropy,

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 ?
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?
Swapping the current Attack and current Def of 1 creature for 1 turn might work. Changing it now.
Title: Re: Monolith/Obelisk series
Post by: EmeraldTiger on March 30, 2011, 02:11:34 am
(http://imageplay.net/img/m7Gbd166274/e2m.png)
this is my idea.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 30, 2011, 02:15:43 am
(http://imageplay.net/img/m7Gbd166274/e2m.png)
this is my idea.
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!
It might not be small enough for a Monolith but that is a great idea representing the entropic increase of an effect splitting into 2 effects.
Title: Re: Monolith/Obelisk series
Post by: EmeraldTiger on March 30, 2011, 03:50:59 am
i made it see Casting Mask.

the Entropy Twin Monoliths need an effect that imo should use an *2 concept.
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 30, 2011, 05:59:11 am
Lol this night I got the same idea : switch atk/def for the entropy ^^
The twin monolith is very nice but so good for 1 quanta I think
Title: Re: Monolith/Obelisk series
Post by: The_Mormegil on March 30, 2011, 02:06:59 pm
The aether monolith seems a bit too strong... and implements a nice mechanic. I'm torn. :-/
Title: Re: Monolith/Obelisk series
Post by: Rutarete on March 30, 2011, 11:10:02 pm
(http://imageplay.net/img/m7Gbd166274/e2m.png)
this is my idea.
That picture could work with my fake pillar idea...  :D
Title: Re: Monolith/Obelisk series
Post by: OldTrees on March 31, 2011, 06:27:06 pm
Fire Monolith is now in the Fire crucible.
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 31, 2011, 06:35:11 pm
GO VOTE !!
Title: Re: Monolith/Obelisk series
Post by: Rutarete on April 01, 2011, 12:18:39 am
For  :air monolith, have all airborne creatures not attack? or reverse wind and have them attack the enemy?
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
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 01, 2011, 12:58:27 am
For  :air monolith, have all airborne creatures not attack? or reverse wind and have them attack the enemy?
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
I think blocking all airborne might be too situational. (It also requires foreknowledge of the opponent's deck to be worthwhile.)
However your Energy idea is interesting. I personally would categorize a protection like that as Light not Life but I like the idea. Updated in the OP.

The OP is updated.
4 cards to vote on:
 :fire Fire Monolith (3 votes vs 6)
 :air Blue Obelisk (4 votes vs 9)
 :darkness Black Obelisk (3 votes vs 13)
 :time Golden Obelisk (3 votes vs 5)
I need your support!

3 new cards in design theory for later
 :light Light Monolith
 :time Time Monolith
 :light White Obelisk
Title: Re: Monolith/Obelisk series
Post by: Rutarete on April 01, 2011, 03:36:55 am
Here are some more ideas (modified from my -Ergy series)

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)
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 01, 2011, 04:08:35 am
Here are some more ideas (modified from my -Ergy series)

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)
Allergy (too powerful and violates a taboo.)
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)
Title: Re: Monolith/Obelisk series
Post by: Rutarete on April 01, 2011, 10:36:00 pm
Here are some more ideas (modified from my -Ergy series)

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)
Allergy (too powerful and violates a taboo.)
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)
ok, how about for
3. tone it down to 1 turn - it can be useful for putting a short stall on sacrab/firefly/mitosis.
2. Make it that Each copy of target creature gets the most recent buff (this is now getting closer to my Evil Eye card)
1. Nevermind
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 01, 2011, 10:44:10 pm
Here are some more ideas (modified from my -Ergy series)

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)
ok, how about for
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.
2:I said the effect might be too powerful and you buff it?
What do others think of the original "Target creature gets the most recent buff" idea?
What would count as buffs?
3: That makes it more reasonable. [I am currently considering it for a monolith because Obelisks would use it 6 times per turn.]
Title: Re: Monolith/Obelisk series
Post by: ralouf on April 02, 2011, 05:49:19 am
Good idea for water but should be balanced maybe and we need more precison.

Time obelisk is just OP OP OP just imagine that you have one on the board you will kill lava golem deck or pesty deck.. Just OP
Title: Re: Monolith/Obelisk series
Post by: Manipul8r on April 02, 2011, 08:02:14 am
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.

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.
:air : Deal 1 damage to target, plus 1 if it is not airborne.
:air : Target creature gains :air Dive for one turn.
:darkness : Gain 1 life, plus 1 for each creature on your field in the top and bottom rows.
:death : Gain 1 life, plus one for each creature that died last turn.
:earth : Target creature gains +0|+2 for two turns.
:earth : Target permanent becomes immaterial for two turns.
:entropy : Move 2 random quanta of the opponent to other types of quanta.
:entropy : Target creature becomes a random, different creature for one turn.
:fire : Target creature gains +2|0 for one turn.
:gravity : Target creature gains Momentum for one turn.
:gravity : Target creature gains +2|-1 for two turns.
:life : Target creature gains +1|+1 for two turns.
:life : Target creature with ATK less than 5 attacks twice this turn.
:light : Gain 1 life, plus 1 for every 2 bioluminescent creatures you control.
:light : Heal target creature for 5 HP.
:time : Target creature is resummoned.
:time : Return 1 pillar from target stack to its controller's hand.
:water : Destroy one empty middle row creature slot for 3 turns.
:rainbow : Gain 1 quantum of the target pillar's element.
Title: Re: Monolith/Obelisk series
Post by: ralouf on April 02, 2011, 08:48:21 am

: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
Title: Re: Monolith/Obelisk series
Post by: Manipul8r on April 02, 2011, 09:46:23 am
Glad you like some of them.  I guess I should have explained a couple with new keywords.

Resummoned means that it is essentially recast - in game, it would be like returning it to their hand, then immediately recasting it for free.  It would remove any negative/positive buffs and any abilities given to it (such as by Liquid Shadow).

Destroying a creature slot means nothing can be played in it.  It would be a minor buff to Flooding (as would the Darkness idea).

You becoming Immaterial means you can not be the target of any spells, yes.  You can still take damage from creatures.

Since both Entropy seemed a bit redundant, here is another one:

:entropy : Shuffle one card from target players hand into their deck.  That player draws a new card.

Not sure where this one would fit in, it's good for rushing though (archetypal suicide rush deck):
?: Your opponent loses 5 life and you lose 3 life.

Oh yeah, what do you mean by "idem"?
Title: Re: Monolith/Obelisk series
Post by: ralouf on April 02, 2011, 10:38:45 am
Glad to have your help ;)
Resummoned is good I like the capacity.
So destroying a slot just mean that your opponent can now play up to 22 creature instead of 23 ?
Immaterial is not a bad idea but little weak I think.
Otherwise I really like the entropy idea !!!!! Very nice

Idem meant similar to the previous comment ^^
Title: Re: Monolith/Obelisk series
Post by: Manipul8r on April 02, 2011, 11:30:07 am
Oh and the returning the pillar to the player's hand can create some interesting combos with the other CiP Monoliths, that's what it's for.  Return a Fire Monolith, get +2|+0 out of it instead of +1|+0 out of it.  Don't like the card you got with the Entropy reshuffle?  Try again!

Unfortunately I'm not so good with Earth and Gravity, I'm told my head is always in the clouds. :D

I guess destroying a slot is not very good except with Flooding, perhaps it should destroy up to 4 empty slots in the middle row, and move creatures out of those slots if there is no empty space left in the middle row (if their field is full, does nothing).  Or, like you said, it could 'Flood' a random middle slot, killing a creature if there is one in it.
Title: Re: Monolith/Obelisk series
Post by: ninjamaster1991 on April 02, 2011, 02:08:27 pm
um..
 :fire: target creature gains teh ability 'fire'.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 02, 2011, 04:27:09 pm
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.

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
Thank you for your huge list.

However Monoliths and Obelisks are not strictly better than Pillars because they are a full turn or more slower and cost quanta to play.
Unupped Monoliths cost 1 quanta  +quanta lost from being played on the 2nd turn.
Upgraded Monoliths cost 0 quanta but do not provide instant quanta like towers hence slowing the other cards down by a turn.
Unupped Obelisks cost 2 quanta +1quanta per activation +quanta lost from being played on the 2nd or 3rd turn.
Upgraged Obelisks cost 1 quanta +1quanta per activation +quanta lost from being played on the 2nd turn and do not provide instant quanta like towers hence slowing the other cards down by a turn.
The difference is the difference between a Forest(Pillar),Khalni Garden(Monolith) and Oran Rief The Vastwood(Obelisk) [Forest is generally superior to both non basic lands mentioned]
Another slight difference is that Monoliths are not restricted to a max of 6 copies while Obelisks cap at 6 copies.
Title: Re: Monolith/Obelisk series
Post by: Manipul8r on April 02, 2011, 05:37:26 pm
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.

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.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 02, 2011, 06:22:04 pm
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.

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.
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?

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.
Title: Re: Monolith/Obelisk series
Post by: ninjamaster1991 on April 02, 2011, 06:26:26 pm
Fire should be summin like 'target creature has a (33%) chance to gain +4|0 each turn, but loses 1|0 each turn.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 02, 2011, 06:30:46 pm
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.
Title: Re: Monolith/Obelisk series
Post by: ninjamaster1991 on April 02, 2011, 06:32:35 pm
True. Maybe damage target creature for 1 damage unless they're  :fire or  :water
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 02, 2011, 06:42:24 pm
True. Maybe damage target creature for 1 damage unless they're  :fire or  :water
Fire has enough Creature Control.
Also strange detail: Fire and Water creatures in ETG burn just as well as other creatures.
Title: Re: Monolith/Obelisk series
Post by: ninjamaster1991 on April 02, 2011, 06:44:08 pm
well, a touch of  :entropy then:
'Target creature and a random creature on the opposite side of the field become :fire. all abilities also cost  :fire to play.'
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 02, 2011, 06:45:59 pm
well, a touch of  :entropy then:
'Target creature and a random creature on the opposite side of the field become :fire. all abilities also cost  :fire to play.'
Why would Fire be linked to converting/changing creatures?
Title: Re: Monolith/Obelisk series
Post by: ninjamaster1991 on April 02, 2011, 06:46:58 pm
ummmm... setting things on  :fire?
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 02, 2011, 06:47:59 pm
ummmm... setting things on  :fire?
Probably not a sufficient thematic link.
Title: Re: Monolith/Obelisk series
Post by: ninjamaster1991 on April 02, 2011, 06:50:29 pm
true, but one tat seemed ignored was,' target creature's ability is now fire'
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 02, 2011, 06:59:47 pm
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)

I am still not sure about what to think about "That creature now generates :fire per turn." kind of an idea.
Title: Re: Monolith/Obelisk series
Post by: ninjamaster1991 on April 02, 2011, 07:00:58 pm
that's actually what I meant.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 02, 2011, 07:03:13 pm
ninjamaster1991:  :fire "That creature now generates :fire per turn."

What do people think of this idea?
Title: Re: Monolith/Obelisk series
Post by: ninjamaster1991 on April 02, 2011, 07:07:01 pm
*disguises voice badly* I like it!
Title: Re: Monolith/Obelisk series
Post by: artimies7 on April 02, 2011, 07:26:40 pm
It might fit with the gnome rider now generating  :earth and the Dragonfly generating  :air. Just saying.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 02, 2011, 07:32:57 pm
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
Title: Re: Monolith/Obelisk series
Post by: artimies7 on April 02, 2011, 07:35:42 pm
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.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 02, 2011, 07:47:31 pm
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.
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.'"?
Title: Re: Monolith/Obelisk series
Post by: artimies7 on April 02, 2011, 07:49:17 pm
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.
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.'"?
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.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 02, 2011, 07:50:24 pm
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.
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.'"?
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?
Title: Re: Monolith/Obelisk series
Post by: artimies7 on April 02, 2011, 07:52:46 pm
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.
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.'"?
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?
All of that is WHY this is a good idea. Keep it, OT. Wonderful base ability.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 02, 2011, 07:56:23 pm
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?
All of that is WHY this is a good idea. Keep it, OT. Wonderful base ability.
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?
Title: Re: Monolith/Obelisk series
Post by: artimies7 on April 02, 2011, 07:57:59 pm
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?
All of that is WHY this is a good idea. Keep it, OT. Wonderful base ability.
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?
Hmm. Call me crazy, but immolation decks? My brother has one that has no pillars at all, just immolations and cremations and phoenixes.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 02, 2011, 08:02:15 pm
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?
All of that is WHY this is a good idea. Keep it, OT. Wonderful base ability.
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?
Hmm. Call me crazy, but immolation decks? My brother has one that has no pillars at all, just immolations and cremations and phoenixes.
Would not Brimstone (or the Gnome or Photon or Spark for that matter) be sufficient for those decks?
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?
Title: Re: Monolith/Obelisk series
Post by: artimies7 on April 02, 2011, 08:10:12 pm
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?
All of that is WHY this is a good idea. Keep it, OT. Wonderful base ability.
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?
Hmm. Call me crazy, but immolation decks? My brother has one that has no pillars at all, just immolations and cremations and phoenixes.
Would not Brimstone (or the Gnome or Photon or Spark for that matter) be sufficient for those decks?
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?
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.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 02, 2011, 08:24:43 pm
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?
All of that is WHY this is a good idea. Keep it, OT. Wonderful base ability.
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?
Hmm. Call me crazy, but immolation decks? My brother has one that has no pillars at all, just immolations and cremations and phoenixes.
Would not Brimstone (or the Gnome or Photon or Spark for that matter) be sufficient for those decks?
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?
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.
Any card added means another wasn't added. Hence why I am very hesitant to suggest redundancy without good cause.
Title: Re: Monolith/Obelisk series
Post by: ralouf on April 02, 2011, 10:17:32 pm
Quote
You become untargetable for 2 turns
  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.
Just like all.

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
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 02, 2011, 10:36:04 pm
Quote
You become untargetable for 2 turns
  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.
Just like all.

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
I think the inflame mechanic would work better as a universal mechanic later.
Title: Re: Monolith/Obelisk series
Post by: Manipul8r on April 03, 2011, 04:19:34 am
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.

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.
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?

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.
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.

While the Darkness drain is redundant, I don't know how many other decent mechanics could be tied to it.  It already has some of the most powerful ones - life steal, permanent steal, and quanta steal.  Creature steal is still there, I guess.  Maybe it could give target creature -1|-0 and then a random creature you control +1|+0?  Would be synergistic with Voodoo Doll.

I don't know if I have anything good for Life.  The only decent thing I can think of is that it reduces the quantum consumption of the next creature you play this turn by 1 :life.  Maybe also: until your next turn, if the target creature dies, it instead goes back to your hand if there is space.

I'm not sure about how the temporary buffs should be balanced, I'm not very experienced in terms of the metagame.  ATK is definitely more valuable than HP I feel, at least until a certain ratio.

Time could be either, I think the difference would be the Monolith being UP (requires another Monolith to be worth it).  So Obelisk probably.

Title: Re: Monolith/Obelisk series
Post by: ralouf on April 03, 2011, 08:39:20 am
For life I think to it :
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.

Title: Re: Monolith/Obelisk series
Post by: Rutarete on April 03, 2011, 03:46:10 pm
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.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 03, 2011, 04:48:33 pm
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 :
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.
I think that is too powerful for even a monolith.

Rewind is a time effect.

Returning a dieing creature to the hand is a powerful effect.
Title: Re: Monolith/Obelisk series
Post by: ralouf on April 03, 2011, 08:08:27 pm
Basically the idea to put a pillar on the deck come from MTG and the card which do this is green.
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
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 03, 2011, 08:32:21 pm
Basically the idea to put a pillar on the deck come from MTG and the card which do this is green.
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
Whoa. Those are some powerful ideas. These are small 1quanta spell effects and 2quanta skills.
Title: Re: Monolith/Obelisk series
Post by: Manipul8r on April 03, 2011, 08:55:50 pm
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 :
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.
I think that is too powerful for even a monolith.

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.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 03, 2011, 09:00:08 pm
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:
"For 1 turn if a creature dies return it to your hand"
is worth consideration.

What do others think of this monolith?
Title: Re: Monolith/Obelisk series
Post by: Rutarete on April 03, 2011, 09:03:30 pm
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:
"For 1 turn if a creature dies return it to your hand"
is worth consideration.

What do others think of this monolith?
Reincarnation. That could work
Title: Re: Monolith/Obelisk series
Post by: ralouf on April 03, 2011, 09:05:05 pm
You mean this is too powerfull ?

I agree with manipul8r
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 03, 2011, 09:06:57 pm
What about Fractal Ball Lightning?
Title: Re: Monolith/Obelisk series
Post by: Manipul8r on April 03, 2011, 09:26:40 pm
What about Fractal Ball Lightning?
I said "target creature" not all creatures you control.
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 03, 2011, 09:28:53 pm
What about Fractal Ball Lightning?
I said "target creature" not all creatures you control.
oops.

Your idea:
"For 1 turn if target creature dies return it to your hand"
is worth consideration.

What do others think of this monolith?

Title: Re: Monolith/Obelisk series
Post by: artimies7 on April 04, 2011, 10:00:11 pm
Sounds pretty good, fits with the  :life. Like a hardy seed, sprouting after a wild :fire.
Title: Re: Monolith/Obelisk series
Post by: badivan1 on April 05, 2011, 04:34:25 am
Quick question :

Currently, some monoliths/obelisks have more seemingly viable effects than others.  How do you address that ?
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 05, 2011, 04:50:49 am
Quick question :

Currently, some monoliths/obelisks have more seemingly viable effects than others.  How do you address that ?
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.

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.
Title: Re: Monolith/Obelisk series
Post by: badivan1 on April 05, 2011, 04:01:07 pm
Quick question :

Currently, some monoliths/obelisks have more seemingly viable effects than others.  How do you address that ?
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.

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 :

 :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.
Title: Re: Monolith/Obelisk series
Post by: ralouf on April 05, 2011, 04:13:47 pm
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.
Each have their use I think
Title: Re: Monolith/Obelisk series
Post by: OldTrees on April 05, 2011, 05:21:29 pm
On second thought, I think the notion of card advantage is more appropriate than the term viability.  Let's use the following examples :

 :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.
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.
Title: Re: Monolith/Obelisk series
Post by: Manipul8r on April 05, 2011, 07:45:57 pm
As a parallel consideration, Plague costs 4 :death and infects all your opponent's creatures, while Rain of Fire costs 7 :fire and only deals 3 damage to those same creatures.  As OT said, it's all about the speed of removal.

Water seems to need a Monolith, so let's see what I can come up with..

When Water Monolith comes into play, each creature and permanent your opponent controls has an X% chance to freeze.

Can't hit pillars/pendulums.  Maybe just creatures, but I feel permanents need more ways to be frozen.  Percent needs to be balanced appropriately.
Title: Re: Monolith/Obelisk series
Post by: badivan1 on April 06, 2011, 12:15:36 am
On second thought, I think the notion of card advantage is more appropriate than the term viability.  Let's use the following examples :

 :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.
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.
It is a good point.

I will point out though that if Death Monolith is ever implemented, it would be much more versatile as a target CC than the current unupgraded Virus.  How we should buff Virus is another story.

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.
Each have their use I think
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.
Title: Re: Monolith/Obelisk series
Post by: Manipul8r on April 06, 2011, 01:11:24 pm
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.
Title: Re: Monolith/Obelisk series
Post by: badivan1 on April 06, 2011, 02:43:21 pm
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.

:aether Aether Monolith II
     Each turn :aether is generated. When Aether Monolith comes into play, you are untargetable for 2 turns.

My only issue with the above monolith is twofold : decks that target the player aren't common, although certainly not rare ; even if one does activate the effect, the opponent can often afford to wait it out to kill you 2 turns later with, say, Firebolts.  Of course, if one kills the opponent who can't target you for 2 turns, then I guess Aether Monolith has served its purpose.
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 14, 2012, 07:29:00 am
Living Obelisk (http://elementscommunity.org/forum/index.php/topic,37455.new.html#new) created but I need an art :)

Also I'm going to try to revive the serie !
Title: Re: Monolith/Obelisk series
Post by: ralouf on March 14, 2012, 10:47:36 am
Gravity Monolith (http://elementscommunity.org/forum/index.php/topic,37466.0.html)
Water Monolith (http://elementscommunity.org/forum/index.php/topic,37465.0.html)
Aether Monolith (http://elementscommunity.org/forum/index.php/topic,37463.0.html)
Life Monolith (http://elementscommunity.org/forum/index.php/topic,37458.0.html)
Turquoise Obelisk (http://elementscommunity.org/forum/index.php/topic,37457.0.html)

Created, will you be nice enough to add them to the OP ?  :D
blarg: