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Offline OldTreesTopic starter

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Re: Monolith/Obelisk series https://elementscommunity.org/forum/index.php?topic=23373.msg304894#msg304894
« Reply #192 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?

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Offline artimies7

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Re: Monolith/Obelisk series https://elementscommunity.org/forum/index.php?topic=23373.msg305566#msg305566
« Reply #193 on: April 04, 2011, 10:00:11 pm »
Sounds pretty good, fits with the  :life. Like a hardy seed, sprouting after a wild :fire.
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Offline badivan1

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Re: Monolith/Obelisk series https://elementscommunity.org/forum/index.php?topic=23373.msg305790#msg305790
« Reply #194 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 ?

Offline OldTreesTopic starter

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Re: Monolith/Obelisk series https://elementscommunity.org/forum/index.php?topic=23373.msg305800#msg305800
« Reply #195 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.
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Offline badivan1

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Re: Monolith/Obelisk series https://elementscommunity.org/forum/index.php?topic=23373.msg306039#msg306039
« Reply #196 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.

Offline ralouf

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Re: Monolith/Obelisk series https://elementscommunity.org/forum/index.php?topic=23373.msg306044#msg306044
« Reply #197 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
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Offline OldTreesTopic starter

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Re: Monolith/Obelisk series https://elementscommunity.org/forum/index.php?topic=23373.msg306072#msg306072
« Reply #198 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.
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Re: Monolith/Obelisk series https://elementscommunity.org/forum/index.php?topic=23373.msg306147#msg306147
« Reply #199 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.

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Re: Monolith/Obelisk series https://elementscommunity.org/forum/index.php?topic=23373.msg306334#msg306334
« Reply #200 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.

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Re: Monolith/Obelisk series https://elementscommunity.org/forum/index.php?topic=23373.msg306668#msg306668
« Reply #201 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.

Offline badivan1

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Re: Monolith/Obelisk series https://elementscommunity.org/forum/index.php?topic=23373.msg306724#msg306724
« Reply #202 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.

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Re: Monolith/Obelisk series https://elementscommunity.org/forum/index.php?topic=23373.msg470695#msg470695
« Reply #203 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 !
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