*Author

kalkiran

  • Guest
Re: QUANTUM MECHANICS - 63 cards https://elementscommunity.org/forum/index.php?topic=5981.msg85123#msg85123
« Reply #12 on: June 07, 2010, 07:42:02 pm »
i love all of them

Offline Kuroaitou

  • Legendary Member
  • ******
  • Posts: 4662
  • Country: us
  • Reputation Power: 82
  • Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.Kuroaitou is a mythical and divine giver of immortality, one of the Turquoise Nymphs.
  • Awards: Slice of Elements 10th Birthday CakeSlice of Elements 9th Birthday CakeSlice of Elements 8th Birthday CakeMaster of Mafia10th Trials - Master of TimeSlice of Elements 7th Birthday CakeSlice of Elements 6th Birthday CakeSilver DonorSlice of Elements 5th Birthday CakeSlice of Elements 4th Birthday CakeSlice of Elements 3rd Birthday CakeSlice of Elements 2nd Birthday CakeWeekly Tournament Winner
Re: QUANTUM MECHANICS - 44 cards https://elementscommunity.org/forum/index.php?topic=5981.msg85414#msg85414
« Reply #13 on: June 08, 2010, 01:03:42 am »
Looks like my first 3 candidates failed to draw the votes.
Regardless of being Mathematically and logically viable they just weren't popular.

Tell me what do you want.
What was wrong with the ideas?
Do you want it cheaper?
Do you want it more focused?
Do you just not care for multi element decks?
I don't think your ideas are wrong or terrible - I believe that the community just isn't ready for new quanta generation mechanics (or at least, not everyone is creating or suggesting new ones on a daily basis). That, and the fact that you have a plethora of ideas makes it hard for anyone to really focus on certain cards. I mean, you have 44 cards that people have to look over and think about, and the 3 you mentioned are just a part of this entire series, which is overwhelming to look at. XD

Spectral Prism is your best (and most worked on) card that had to be clarified several times to make sense, and now it's one of the leading cards in the :light section, which hopefully will end up in the Forge. As terrible as it sounds, I have to be honest: I don't think every idea for quanta generation is going to be popular, unless we get some recognition from Zanz about the possibilities of opening up new ways of generating quanta.

...but I suppose I'll give you some criticism. ;)

-Pulsar: :entropy already has Nova/Supernova, which seems a much more general and better 'all-around' use that this card, which basically just balances out the quanta that it absorbs each round, rather than creating more quanta that you need. Of course, as Essence stated in the topic, you can have some interesting rushes, but I'm against the idea of supporting that type of quanta generation.

-Death Toll: I think this one reminds me too much of Dusk/Dawn Totem, in that certain elements are completely left out of the picture while others are given full glory to produce. Why not just extend it to the following concept:

"When a creature dies, generate quanta equal to its cost."

That way, :death gets a awesome new way of generating quanta without having to worry about certain quanta being produced or not (probability sucks), and people who love :death are going to find a whole new set of decks to create when they manage to get quanta from killing their opponent's creatures (or their own [!]). In addition, it's balanced against creatures that have little to no cost (Photons, Ball Lightnings, etc.) that are so cheap to play and easier to kill, to prevent 'fractal' quanta generation methods or 'Play Death Toll and use Cremation on a Photon (you wouldn't generate any other quanta aside from the quanta of Cremation).

-Terra Cavern: Too simple, I suppose. :earth and :darkness have a lot of synergy together, yes, but I find the actual mechanic upon the Cavern being 'flooded' to be a little bit... hectic. I had another idea instead:

"Each turn produces 1 :earth & 1 :darkness. Every time you *deal damage with a creature, gain quanta based on the creature's elemental mark."

* = Think of it like a cavern sheltering a creature, and when it attacks, the cavern 'retains' some of its energy for your use. This way, it helps out :earth decks immensely, and other decks can also reap the benefit if other similar cards were made.

...but maybe I've been over-analyzing this.  ??? I'll say this though: I'll start up a topic regarding your 'Section 2' cards, because they're generally useful if applied to any element (draw a card, make a pillar, create a creature) and those type of cards should be implemented because of their practical simplicity.

Kael Hate

  • Guest
Re: QUANTUM MECHANICS - 63 cards https://elementscommunity.org/forum/index.php?topic=5981.msg88600#msg88600
« Reply #14 on: June 11, 2010, 04:24:48 pm »
Harmonic tower is way overpowered, it's basically two towers for the price of one.
Towers are free, this isn't so you can't say its two towers. It doesn't give you anything when it enters play.
Your rushes are all over the map.  Entropic rush is way overpowered, and the scion of light is underpowered.
Thats funny considering the comments. They all have the same inside mechanic of converting 3 quanta to what you need, but a cross cost for the other thing the card does. You can't kill your opponent with a pillar alone so its cheaper, on the other hand a 4|4 attacker that really only costs 3 is better than the curve in most cases.
Spectral reflector is overpowered, but a lot of those cards that produce seven different kinds of quanta are the opposite.
Can you show me how the reflector is overpowered? I'd like to see a deck if you could help me.
With the other cards producing 7 elements, I think people are looking at the card wrong, thinking they have to run 7 elements. Thats probably the worst way to use them, and instead looking at 4 elements they like from the 7 will give the best effects.

Here are the cards in your series I may have considered voting for:
Atomspheric Flash.
Cavern, minus the flooding mechanic.
Brazier, minus the emberspark mechanic.
Whats the matter with the Flooding mechanic? it does not reduce your capabilities over the basic cavern, and gives you an option to run :earth :fire or :earth :water with only a little effort.

I mean think, what decks would you use these cards in!?  I've only ever seen one five element deck in existence, most stop at two, but you're making a quanta source that gives seven quanta!  Let's just go with your weather card.  It gives: :water :light :air :darkness :aether
Water and darkness have no synergy, and neither do darkness and air.  So what deck would you use that card in?  A fractal RoL+Devourer+shockwave-freeze deck?  You need to have a deck in mind when you make the card.
Why are you feeling you have to use all the quanta these cards produce? In a deck with quantum pillars you often ignore several of the elements the Quantum Pillar produces why is it a problem to do so here? As for weather control, you choose what weather you want, if you don't need darkness with your air you don't use it, but in the future a synergy may exist so its on the card now. Mostly I'd be using Weather Control for Air water crossover so I can fuel a permafrost or squid and then switchback into air or with a Rustler/FFQ deck to remove my reliance on light but can drop in steal for permanent control. Its on the High end of the power curve and people call it weak, it puzzles me so much.

Try something like this:
 :water :water :water Dehydrate
Whenever you play a water card, you gain some fire quanta.

There.  That will go great with steam machine.  That card has a chance of being used.   Weather?  Not so much.

So to answer your question:
I would like them to be more focused.
I do not card for decks with more than two elements.
Thanks for your Opinions.


i love harmonic pillar.
Thanks.


i love all of them
Thanks.


Looks like my first 3 candidates failed to draw the votes.
Regardless of being Mathematically and logically viable they just weren't popular.

Tell me what do you want.
What was wrong with the ideas?
Do you want it cheaper?
Do you want it more focused?
Do you just not care for multi element decks?
I don't think your ideas are wrong or terrible - I believe that the community just isn't ready for new quanta generation mechanics (or at least, not everyone is creating or suggesting new ones on a daily basis). That, and the fact that you have a plethora of ideas makes it hard for anyone to really focus on certain cards. I mean, you have 44 cards that people have to look over and think about, and the 3 you mentioned are just a part of this entire series, which is overwhelming to look at. XD

Spectral Prism is your best (and most worked on) card that had to be clarified several times to make sense, and now it's one of the leading cards in the :light section, which hopefully will end up in the Forge. As terrible as it sounds, I have to be honest: I don't think every idea for quanta generation is going to be popular, unless we get some recognition from Zanz about the possibilities of opening up new ways of generating quanta.

...but I suppose I'll give you some criticism. ;)

-Pulsar: :entropy already has Nova/Supernova, which seems a much more general and better 'all-around' use that this card, which basically just balances out the quanta that it absorbs each round, rather than creating more quanta that you need. Of course, as Essence stated in the topic, you can have some interesting rushes, but I'm against the idea of supporting that type of quanta generation.

-Death Toll: I think this one reminds me too much of Dusk/Dawn Totem, in that certain elements are completely left out of the picture while others are given full glory to produce. Why not just extend it to the following concept:

"When a creature dies, generate quanta equal to its cost."

That way, :death gets a awesome new way of generating quanta without having to worry about certain quanta being produced or not (probability sucks), and people who love :death are going to find a whole new set of decks to create when they manage to get quanta from killing their opponent's creatures (or their own [!]). In addition, it's balanced against creatures that have little to no cost (Photons, Ball Lightnings, etc.) that are so cheap to play and easier to kill, to prevent 'fractal' quanta generation methods or 'Play Death Toll and use Cremation on a Photon (you wouldn't generate any other quanta aside from the quanta of Cremation).

-Terra Cavern: Too simple, I suppose. :earth and :darkness have a lot of synergy together, yes, but I find the actual mechanic upon the Cavern being 'flooded' to be a little bit... hectic. I had another idea instead:

"Each turn produces 1 :earth & 1 :darkness. Every time you *deal damage with a creature, gain quanta based on the creature's elemental mark."

* = Think of it like a cavern sheltering a creature, and when it attacks, the cavern 'retains' some of its energy for your use. This way, it helps out :earth decks immensely, and other decks can also reap the benefit if other similar cards were made.

...but maybe I've been over-analyzing this.  ??? I'll say this though: I'll start up a topic regarding your 'Section 2' cards, because they're generally useful if applied to any element (draw a card, make a pillar, create a creature) and those type of cards should be implemented because of their practical simplicity.
Maybe I am confusing people. Might have to spend some time doing detailed play mechanics, ie writing a play book for them.

Terra Cavern, I'm puzzled with. Being Flooded is not a bad thing, it gives you more quanta if you can setup the right conditions.

Pulsar, it was a hard fit and I ruined my original idea I think by cutting the effect to bring it into the cheaper price range that people asked for. Might just ignore the cheap play and make it do the job it has to do by filling in the balance.

Death Toll, I have another option to go with. Might also talk to Master o Death and deliberately generate a current environment Synergy only.

Thanks for your opinion.

saberioninja

  • Guest
Re: QUANTUM MECHANICS - 63 cards https://elementscommunity.org/forum/index.php?topic=5981.msg89036#msg89036
« Reply #15 on: June 12, 2010, 01:25:49 am »
Those are some pretty awesome ideas. If you are looking for some more ideas, might I suggest you look at some cards from Magic:The Gathering. Kind of similar, but not too similar.

MXXE

  • Guest
Re: QUANTUM MECHANICS - 63 cards https://elementscommunity.org/forum/index.php?topic=5981.msg89268#msg89268
« Reply #16 on: June 12, 2010, 09:00:09 am »
I mean think, what decks would you use these cards in!?  I've only ever seen one five element deck in existence, most stop at two, but you're making a quanta source that gives seven quanta!
You know... It is not "There are no special quantagenerators because there is no deck for them" It is rather "There are not decks because there are not effective quantagenerators for them"
If those cards get into play new decks will be produced!

They are not really overpowered because a destroy or steal could make you easely crumble.

I like spectal prism. As you asked for an overpowered deck with it Kael: Light mono with added freeze, deflag, momentum, lightning bolt. Yet you would have to rely on that card.

I like the rushes and flashes, I thought about something like it long before seeing your cards. I mean they are even good in mono decks!! And rainbow is way overpowered. If you use nova you have 12 quanta that you can all use! and it is free! Fire rush would allow me to rage potion a guardian angel, without weakening my light. I tried the ragepotion-heal deck. But it doesn't work and doesn't exist because of the lack of that genius card!
Brazier would help aswell... I do NOT have to use the aether!

I love essence cycle... I could use it to reinforce my (already existing and winning) rainbow mutation factory:
Time used for dejavus and essencecycle
Entropy for fallen druids and elfs
Life for using "mutate"
Death for boneyard (more "bullets")
Aether for the quintessence I already use.

I would also add Silt: water for my trident, earth for using it!

You see: The decks exist!

Wheather control is genius. Here you don't have to ignore certain produced quanta... you just don't produce them.


When we come to cavern we also come to 12*11 = 132 combinations of duo-pillars. I agree. It gets veeeery complicated and some decks would be encouraged, others not. I have a solution tho.

Imagine a super coffe machine. You can chose many things. 5 sizes. no sugar, little sugar, much sugar. no, little, much milk. whipped cream on top or not. 3 degrees of temperature, plastic cup or a ceramic one. You could continiue.
Without continuing you have already 5*3*3*2*3*2 = 540 combinations. Yet the coffe machine does not have 540 buttons! 5+3+3+2+3+2 = 18 Buttons are enough

Why not make a "construct your own pillar" section, just like the bazar?
First you choose whether permanent/pillar or spell or creature (talking of progency of light here).
Then you chose which type of quanta (or "other"/random quanta) it will cost.
Then you tick what you want to be produced (and how much).
Now you tick (multiple things) how the quantaproductionis triggered ("each turn may produce"/if enemy uses quanta/on creature death/one sort at random but always same amount/2 out of X/completely at random) AND what quanta is triggered by what (e.g. water'n'fire only by flood)
Now you chose what the addition is (draw a card/generate a pillar of your mark/create an emberspark if.../cycle thru quanta/affect quanta)
Now what ability it has (wheatherchange/lifeblossom should be player-triggered as well/ :aether :aether :aether: sacrifice pillar and lobotimize once)

Then at the end the electrum cost for that card is calculated and the casting price too. More "if"'s will lower the price, just like more randomity. More functions, more quantageneration, will raise the price (cast and buy)
If you tick one element and "generate X quantum per turn" and tick X=1 then the casting price will be 0 and the cost 6, If you tick one elment and "generate X quantum " and tick X=2 then the casting price will be... say... 3 (and if you chose random quanta as casting cost it will be 4).

Some things will have to be excluded: If you tick one element maximum X is 2. If you tick all elements, random, and nothing else X will be 3 minimum (quantum pillar, you know)

Also some abilites would exclude certain things. Interspatial Contemplation would exclude "produce XYZ per turn" but when rising (and changing) the price to... say 7 darkness, it still could additionally genrate 3 earth when played.
A different way would be to make interspatial contemplation that generates 2 time quants per turn cost 150 electrum coins and 15 time quanta (the quanta point being more important).

But just imagine someone has 21 aetherquanta and plays phaseshield and that card in aether!!!

And for 10 life you can have a lifeblossom that makes 2 waterquanta per turn and randomly Flower blooms of which YOU have chosen the color. (If you have chosen only one color it costs 15 life to cast!)

It would be much easier (no, thats not meant ironic) but someone would need to find a way to stop overpowered cards.

And to make it not too overpowered when talking about amount: 6 cards maximum (or maybe 10), no matter how different they are. (that means: 3 wheather control and 3 pulsar or 5 wheather control and 1 pulsar.) This is because 6 cavern costing 2 darkness, and 6 cavern costing 2 earth and 6 cavern cosing 4 "other" and... and... and... would be very bad.



Well... sorry for the compexity and the resulting headache, you're a hero if you read until here.

Re: QUANTUM MECHANICS - 63 cards https://elementscommunity.org/forum/index.php?topic=5981.msg126391#msg126391
« Reply #17 on: July 28, 2010, 12:58:29 pm »
Great series.  Mark of Power seems slightly overpowered, no pun intended.  But I do like the idea of making the Mark mean a little bit more than it does right now.  Which isn't much.

Offline doublecross

  • Sr. Member
  • ****
  • Posts: 750
  • Reputation Power: 9
  • doublecross is a Spark waiting for a buff.
  • Did you miss me?
Re: QUANTUM MECHANICS - 63 cards https://elementscommunity.org/forum/index.php?topic=5981.msg242124#msg242124
« Reply #18 on: January 07, 2011, 02:09:08 am »
I love this series in its entirety. I had an idea for another card.

It is kinda like a reverse nymph's tears.

It would be a spell, permanent or creature ability (you decide), that is called crystallize.

It turns one monster (on either side) into a pillar of that type (targeting opponent gives opponent the pillar).

Targeting an upgraded monster given an upgraded tower.

Targeting a neutral creature gives a quantum pillar.

This does not trigger death effects.
That which can be destroyed by the truth should be. Speak the truth even when your voice falters.

Offline doublecross

  • Sr. Member
  • ****
  • Posts: 750
  • Reputation Power: 9
  • doublecross is a Spark waiting for a buff.
  • Did you miss me?
Re: QUANTUM MECHANICS - 63 cards https://elementscommunity.org/forum/index.php?topic=5981.msg258617#msg258617
« Reply #19 on: January 27, 2011, 09:43:31 pm »
What about a card called "preparations"


I had two ideas for how it would work. The first would be a spell:

For each card in your hand, gain 4 quanta of that element.


The second idea would be a similar permanent:

Whenever you draw a card, gain 1 quanta of its element. (stacks)

I prefer the second one.

It isn't OP, but it goes well with both mono's and rainbows.   It also is a nice buff to mindgate.
That which can be destroyed by the truth should be. Speak the truth even when your voice falters.

migster99

  • Guest
Re: QUANTUM MECHANICS - 63 cards https://elementscommunity.org/forum/index.php?topic=5981.msg291385#msg291385
« Reply #20 on: March 15, 2011, 11:39:05 pm »
What about a literal quantum flash and rush and scion, where you gain 9 :rainbow (3 random quanta = 1 mono quanta)

 

anything
blarg: