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Offline reshiucSTopic starter

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Series: Elementals! https://elementscommunity.org/forum/index.php?topic=47588.msg1049718#msg1049718
« on: March 09, 2013, 01:46:20 pm »
Each elemental represents the essence of each quantum. Therefore the appearance of such have various effects on your creatures depending on their element. However, elementals themselves can't be altered by their own respective element unless it's said specifically.To make this clear:
:aether : Aether Elementals will never get immortality by another Aether Elemental or themselves.
:aether : Aether Elementals will never deal spell damage due to other Aether Elementals or themselves.
:air : Air Elementals will never get any bonuses by Pushing Breeze.
:darkness : Dark Elementals will never take damage by Absorption.
:death : Death Elementals will never get targeted by Consume.
:earth : Earth Elementals will never get any bonuses by Indurating Aura.
:fire : Fire Elementals will never be targeted by Provoke.
:gravity : Gravity Elementals will never be targeted by Equip.
:life : Life Elementals will never get healed by Healing Aura.
:light : Light Elementals will never get any stats alteration due to the existance of other Light Elementals or themselves.
:time : Time Elementals will never be delayed by Time deprivation.
I did this to avoid that there will be pure one elemental decks because they benefit by each other.

The cost of each elemental is 6/5. I did this because the elemental will have great synergies. This way it's less viable to make a pure rainbow elementals deck. Therefore it's better to decide which elementals you'll get into the deck. I tried to make them as balanced as possible but most of them (like the Dark Elemental) will only be balanced by tests ingame.

In general i made the upped card cost 1 less and +1/+1 stronger than the unupped. Only the cost reduction felt not enough as a bonus in comparison to other cards in the game which cost 6 unupped. Of course this is only a first estimate.

Tell me your opinion!

----------------------------------------------------------------------------------------------------------

Aether Elemental 1:

NAME:
Aether Elemental
ELEMENT:
Aether
COST:
6 :aether
TYPE:
Creature
ATK|HP:
3 | 2
TEXT:
:aether :aether : Draw Fire
Grants immortality to all allied creatures for 1 turn.
NAME:
Aether Elemental
ELEMENT:
Aether
COST:
5 :aether
TYPE:
Creature
ATK|HP:
4 | 2
TEXT:
:aether :aether : Draw Fire
Grants immortality to all allied creatures for 1 turn.

ART:

IDEA:
reshiucS
NOTES:
Aether Elementals will never get immortality by another Aether Elemental or themselves.
SERIES:
You should take a look at the other elementals too

-----------------------------------------------------------------------------------------------------------------

Aether Elemental 2:

NAME:
Aether Elemental
ELEMENT:
Aether
COST:
6 :aether
TYPE:
Creature
ATK|HP:
5 | 3
TEXT:
:aether : Enchant Weapons
All allied creatures deal spell damage for 1 turn.
NAME:
Aether Elemental
ELEMENT:
Aether
COST:
5 :aether
TYPE:
Creature
ATK|HP:
6 | 4
TEXT:
:aether : Enchant Weapons
All allied creatures deal spell damage for 1 turn.

ART:

IDEA:
reshiucS
NOTES:
Aether Elementals will never deal spell damage due to other Aether Elementals or themselves.
SERIES:
You should take a look at the other elementals

-----------------------------------------------------------------------------------------------------------

Air Elemental:

NAME:
Air Elemental
ELEMENT:
Air
COST:
6 :air
TYPE:
Creature
ATK|HP:
2 | 2
TEXT:
:air :air : Pushing Breeze
Each allied airborne creature gains +1/+0.
NAME:
Air Elemental
ELEMENT:
Air
COST:
5 :air
TYPE:
Creature
ATK|HP:
3 | 3
TEXT:
:air :air : Pushing Breeze
Each allied airborne creature gains +1/+0.

ART:

IDEA:
reshiucS
NOTES:
Air Elementals will never get any bonuses by Pushing Breeze.
SERIES:
You should take a look at the other elementals too

------------------------------------------------------------------------------------------------------------------------

Dark Elemental:

NAME:
Dark Elemental
ELEMENT:
Darkness
COST:
6 :darkness
TYPE:
Creature
ATK|HP:
2 | 2
TEXT:
:darkness :darkness :  Absorption
Deals 1 damage to each allied creature to gain +1/+1 for each unit damaged.
NAME:
Dark Elemental
ELEMENT:
Darkness
COST:
5 :darkness
TYPE:
Creature
ATK|HP:
2 | 2
TEXT:
:darkness :  Absorption
Deals 1 damage to each allied creature to gain +1/+1 for each unit damaged.

ART:

IDEA:
reshiucS
NOTES:
Dark Elementals will never take damage by Absorption. Therefore they can't boost each other.
SERIES:
You should take a look at the other elementals too

--------------------------------------------------------------------------------------------------------------------

Death Elemental:

NAME:
Death Elemental
ELEMENT:
Death
COST:
6 :death
TYPE:
Creature
ATK|HP:
2 | 2
TEXT:
:death : Consume
Sacrifice an allied creature to gain +3/+3.
NAME:
Death Elemental
ELEMENT:
Death
COST:
5 :death
TYPE:
Creature
ATK|HP:
3 | 3
TEXT:
:death : Consume
Sacrifice an allied creature to gain +3/+3.

ART:

IDEA:
reshiucS
NOTES:
Death Elementals will never get targeted by Consume.
SERIES:
You should take a look at the other elementals too

---------------------------------------------------------------------------------------------------------------

Earth Elemental:

NAME:
Earth Elemental
ELEMENT:
Earth
COST:
6 :earth
TYPE:
Creature
ATK|HP:
4 | 6
TEXT:
Indurating Aura:
Every allied creature gains
+0/+1 at the end of each turn.
NAME:
Earth Elemental
ELEMENT:
Earth
COST:
5 :earth
TYPE:
Creature
ATK|HP:
5 | 7
TEXT:
Indurating Aura:
Every allied creature gains
+0/+1 at the end of each turn.

ART:

IDEA:
reshiucS
NOTES:
Earth Elementals will never get any bonuses by Indurating Aura.
SERIES:
You should take a look at the other elementals too

------------------------------------------------------------------------------------------------------------------------

Entropy Elemental:

NAME:
Entropy Elemental
ELEMENT:
Entropy
COST:
6 :entropy
TYPE:
Creature
ATK|HP:
3 | 3
TEXT:
Generates :entropy for each allied non-Entropy Elemental unit.
NAME:
Entropy Elemental
ELEMENT:
Entropy
COST:
5 :entropy
TYPE:
Creature
ATK|HP:
3 | 3
TEXT:
Generates 3 random quanta for each allied non-Entropy Elemental unit.

ART:

IDEA:
reshiucS
NOTES:

SERIES:
You should take a look at the other elementals too!

--------------------------------------------------------------------------------------------------------------

Fire Elemental:

NAME:
Fire Elemental
ELEMENT:
Fire
COST:
6 :fire
TYPE:
Creature
ATK|HP:
5 | 2
TEXT:
:fire : Provoke
Target creature gains +2/-1.
NAME:
Fire Elemental
ELEMENT:
Fire
COST:
5 :fire
TYPE:
Creature
ATK|HP:
6 | 2
TEXT:
:fire : Provoke
Target creature gains +2/-1.

ART:

IDEA:
reshiucS
NOTES:
Fire Elementals will never be targeted by Provoke.
SERIES:
You should take a look at the other elementals too

----------------------------------------------------------------------------------------------------------------------

Gravity Elemental:

NAME:
Gravity Elemental
ELEMENT:
Gravity
COST:
6 :gravity
TYPE:
Creature
ATK|HP:
3 | 5
TEXT:
:gravity : Equip
Target creature gains +2/+2.
NAME:
Gravity Elemental
ELEMENT:
Gravity
COST:
5 :gravity
TYPE:
Creature
ATK|HP:
4 | 6
TEXT:
:gravity : Equip
Target creature gains +2/+2.

ART:

IDEA:
reshiucS
NOTES:
Gravity Elementals will never be targeted by Equip.
SERIES:
You should take a look at the other elementals too

----------------------------------------------------------------------------------------------------------------

Life Elemental:

NAME:
Life Elemental
ELEMENT:
Life
COST:
6 :life
TYPE:
Creature
ATK|HP:
5 | 6
TEXT:
Healing Aura:
Heals every allied creature for 1 health at the end of each turn.
NAME:
Life Elemental
ELEMENT:
Life
COST:
5 :life
TYPE:
Creature
ATK|HP:
6 | 7
TEXT:
Healing Aura:
Heals every allied creature for 1 health at the end of each turn.

ART:

IDEA:
reshiucS
NOTES:
Life Elementals will never get healed by Healing Aura.
SERIES:
You should take a look at the other elementals too

--------------------------------------------------------------------------------------------------------------------

Light Elemental:

NAME:
Light Elemental
ELEMENT:
Light
COST:
6 :light
TYPE:
Creature
ATK|HP:
3 | 3
TEXT:
Empathy:
Light Elemental gain +1/+1 for each living allied creature and -1/-1 for each dying.
NAME:
Light Elemental
ELEMENT:
Light
COST:
5 :light
TYPE:
Creature
ATK|HP:
4 | 4
TEXT:
Empathy:
Light Elemental gain +1/+1 for each living allied creature and -1/-1 for each dying.

ART:

IDEA:
reshiucS
NOTES:
Light Elementals will never get any stats alteration due to the existance of other Light Elementals or themselves. This means Light Elementals get a bonus for each non-Light Elemental unit you own and loses the bonus upon the creature's death.
SERIES:
You should take a look at the other elementals too

-----------------------------------------------------------------------------------------------------------------

Time Elemental:

NAME:
Time Elemental
ELEMENT:
Time
COST:
6 :time
TYPE:
Creature
ATK|HP:
3 | 3
TEXT:
:time :time : Time deprivation
Delays every allied creature to gain +1/+1 for each delayed creature.
NAME:
Time Elemental
ELEMENT:
Time
COST:
5 :time
TYPE:
Creature
ATK|HP:
3 | 3
TEXT:
:time : Time deprivation
Delays every allied creature to gain +1/+1 for each delayed creature.

ART:

IDEA:
reshiucS
NOTES:
Time Elementals will never be delayed by Time deprivation.
SERIES:
You should take a look at the other elementals too

---------------------------------------------------------------------------------------------------------------------

Water Elemental:

NAME:
Water Elemental
ELEMENT:
Water
COST:
6 :water
TYPE:
Creature
ATK|HP:
3 | 3
TEXT:
Gains +1/+1 for each :water generating creature.
:water : Dripping
Creates a waterdrop.
NAME:
Water Elemental
ELEMENT:
Water
COST:
5 :water
TYPE:
Creature
ATK|HP:
3 | 3
TEXT:
Gains +1/+1 for each :water generating creature.
:water : Crystalize
Creates an Ice Crystal.

ART:

IDEA:
reshiucS
NOTES:

SERIES:
You should take a look at the other elementals too

------------------------------------------------------------------------------------------------------------------

Waterdrop/Ice Crystal:

NAME:
Waterdrop
ELEMENT:
Water
COST:
1 :water
TYPE:
Creature
ATK|HP:
1 | 1
TEXT:
Generates :water each turn.
NAME:
Ice Crystal
ELEMENT:
Water
COST:
1 :water
TYPE:
Creature
ATK|HP:
2 | 2
TEXT:
Generates :water each turn.
Immune to fire.

ART:

IDEA:
reshiucS
NOTES:
This card only exists to serve the Water Elemental.
SERIES:
You should take a look at the elementals

--------------------------------------------------------------------------------------------------------
« Last Edit: March 09, 2013, 02:11:16 pm by reshiucS »
Tell me your opinion!

Offline Dm

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Re: Series: Elementals! https://elementscommunity.org/forum/index.php?topic=47588.msg1049736#msg1049736
« Reply #1 on: March 09, 2013, 02:21:04 pm »
Aether seems OP/Imba. Mass SoW/Quint for one turn.

Air seems silly.

Dark... seems ok.

Death.. not sure how I feel about it, yet.

Earth seems okay, but paired with fractal... I'unno.

Don't see how Fire Elementals would be much useful when compared to other buff cards.

Gravity seems odd, and steals the buffing idea from many spells.

Life seems weird, as well.

Not sure how I feel about light.

Time Elemental seems seriously "Wut", "OP", "Imba" or whatever you would wish to call it.

I reserve any and all comments from the Entropy elemental.

Either way, I like a few of them, others seem too situational and useless, and others are just OP and over-shadow current cards. Although the idea as a whole seems odd and heavily reminds me of nymphs.

Offline reshiucSTopic starter

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Re: Series: Elementals! https://elementscommunity.org/forum/index.php?topic=47588.msg1049753#msg1049753
« Reply #2 on: March 09, 2013, 03:09:32 pm »
@ Dm1321:
Thanks for replying but could you be more precise what's bothering you, give reasoning so i can improve cards. For example:
What do you mean by silly: too strong, weak, doesn't fit to air etc.? (same as "seems weird", seems "odd")
:fire : what others buff cards do you mean. I can't think of creature who buff, or do you mean like SoW and blessing? That might be, i still think it has its place in this game.
:gravity : I'm not sure about that either. What buffing idea? Any statbonus "steals" the idea, i'd call it a mechanic. I think it suits to gravity to materialize equipment and give it to a unit.
:time : Why exactly do you think it's overpowered. Like any card i'm not saying it isn't but i put thoughts into those cards, so i'm not of that opinion otherwise i would have nerfed that card. Therefore i need more to change that card. I know it has great synergies to SoR and sundial but it delays any card, therefore it's weakening your next attack heavily to increase one creature. As always if the most firepower is on one creature there are some good counters to that (antimatter, basilisk blood etc.) plus, that ability can be lobotomized by some cards and is pretty weak. I hope i clarified why i think this card is not overpowered but maybe i'm overseeing something but in that case i need more than "OP".
:entropy : Do you think it's too strong/weak, useless?
For now i like each of them, so in case some has problem with some cards, try to convince me :)
Tell me your opinion!

Offline Dm

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Re: Series: Elementals! https://elementscommunity.org/forum/index.php?topic=47588.msg1049754#msg1049754
« Reply #3 on: March 09, 2013, 03:20:13 pm »
Fire Nymph, for example, can buff. Which is what I meant by "overshadows" -- In many cases it will probably be better than the Fire Nymph due to being more common and the lesser HP requirement. It can also (theorically) give a monster more damage than Red Nymph. (+5/-5 for red nymph; assuming until we -5 the HP of a monster, the Elemental would already give +10 in att.)

Gravity seems to overshadow some other buffing cards, such as Blessing, etc. etc, such as purify. The way it is, it seems to completely overshadow the reason for another element in a few gravity decks (Mainly the ones that revolve around, say, Overdrive or Acceleration.)

Time: Must admit I read the card wrong during the first time. However, now that I read it again, instead of OP I would say UP; unless you have a creature that is useless/weak (As in you have a weak creature against a fire shield) the card would be mostly useless, as most monsters have more than 1 ATT anyway. Chimera overshadows this in many ways.

Entropy : I don't see the point of it as a whole. The card would probably be used very rarely -- It has a high cost and low payback, IMO; and I don't think it would fit anywhere except in, maybe, a SuperNova Bow that has a lotta entropy quanta to spare/need.

But then again, change them or don't change them as you wish; that's just my opinion, of course.

Offline reshiucSTopic starter

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Re: Series: Elementals! https://elementscommunity.org/forum/index.php?topic=47588.msg1049762#msg1049762
« Reply #4 on: March 09, 2013, 04:12:12 pm »
@Dm1321: Thank you, this may a help alot. A way to start a discussion :)
:fire : Yes, that may be a problem, but i don't see a simple way to fix that. Additionally, Provoke is not that effective in an offensive matter, like Rage Potion, that's why its upgrad is +6/-6 and not +6/-3 or so, plus the Fire Elemental needs 5 rounds to do that +10/-5, that's alot. Maybe it should get less stats but unlike the nymph it can't but itself or has much less life.

:gravity : That may be, i'm not sure about that (fyi: its main purpose of purify is not to buff creatures, it's only a feature). I see the alikeness with overdrive etc. but i'm not sure whether it overpoweres it due to the effect that overdrive is way cheaper than using the elemental. Plus, the elemental can be countered more easily. However, the cost of Equip may be increased.

:time : delaying those creatures would prevent those little units to take damage from the fireshield. However, that's what i ment at the top by saying, some balancing has to be done ingame. I don't think you can really predict such a mechanic. It may be anything, op or up.

:entropy : Yes, that's one of my concerns too but this works greatly with the entropy shield and in a rainbow deck the upped version fits perfectly. I came up with that idea and i liked it more than some others i had for entropy (which were really not that good).

This probably will leed to some changes but i wait for some more help, so i can do more at once.
Tell me your opinion!

Offline Dm

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Re: Series: Elementals! https://elementscommunity.org/forum/index.php?topic=47588.msg1049774#msg1049774
« Reply #5 on: March 09, 2013, 04:52:07 pm »
@Dm1321: Thank you, this may a help alot. A way to start a discussion :)
:fire : Yes, that may be a problem, but i don't see a simple way to fix that. Additionally, Provoke is not that effective in an offensive matter, like Rage Potion, that's why its upgrad is +6/-6 and not +6/-3 or so, plus the Fire Elemental needs 5 rounds to do that +10/-5, that's alot. Maybe it should get less stats but unlike the nymph it can't but itself or has much less life.

:gravity : That may be, i'm not sure about that (fyi: its main purpose of purify is not to buff creatures, it's only a feature). I see the alikeness with overdrive etc. but i'm not sure whether it overpoweres it due to the effect that overdrive is way cheaper than using the elemental. Plus, the elemental can be countered more easily. However, the cost of Equip may be increased.

:time : delaying those creatures would prevent those little units to take damage from the fireshield. However, that's what i ment at the top by saying, some balancing has to be done ingame. I don't think you can really predict such a mechanic. It may be anything, op or up.

:entropy : Yes, that's one of my concerns too but this works greatly with the entropy shield and in a rainbow deck the upped version fits perfectly. I came up with that idea and i liked it more than some others i had for entropy (which were really not that good).

This probably will leed to some changes but i wait for some more help, so i can do more at once.

Fire: Provoke can't and most likely won't be used as a defensive measure. While the Red Nymph has the Rage Potion, which will take away 5 hp, the Fire Elemental can only do a +2/-1, which means that if you use it as a defensive measure and not an offensive (read- you don't use it to buff your own creatures) you're most likely doing it wrong, and will only buff your opponent, not kill it. So, yes, the main view of Provoke as I see it is purely offensive -- That coming from a tactical point of view.

Gravity: FYI, I know that FYI. But FYI, I'm talking about gravity decks. Gravity Elementals will most likely be used in Gravity Decks, as it would see little to no use outside that -- And in gravity decks, when using Overdrive or Accel, we use purify and other buff cards to evade the loss in HP, which the Salvager completely destroys, therefore taking a bit of use away from other buff cards. It does not overpower it, but it sure makes gravity less... synergy-like with other elements in that section, because we can just tap in the Elemental and don't even need to splash a different element (Be it Light, Water, Earth, whatever.)

Time: It's really situational, which would make it UP -- at least in my eyes. I explained why on the last post.

Entropy: Entropy Shield is, during the most part, used without creatures, from whatever element, as to save quanta. Not only that, but you are telling me that it works good with Entropy Shield. I disagree, because

A) Entropy Shield requires Entropy Quanta (Or Rainbow Quanta when upgraded).
A2) Entropy Shield requires Tons of Entropy Quanta (or rainbow quanta) to be used effectively.

Which will lead to

B) We can't use excess/waste Entropy Quanta when we are using the un-upgraded version
B2) Since we require Tons of Entropy Quanta, that means that we will avoid using other entropy cards
B3) Since we can't use/waste entropy quanta AND need Entropy Quanta, we will gather a lot of Amethyst Pillars for the un-upgraded version; making it a Duo will effectively cut down on the usefulness of the Entropy Shield as you will be generating less quanta
B4) Since the Elemental only works when you have a non-entropy creature, that means that going through the process of making the Elemental actually work will already cut on the effectiveness of the Entropy Shield, and the Elemental won't give enough quanta to make up for it.

In other words, having to fulfill the conditions to use the Elemental in the manner you are saying will already cut on the usefulness of the Entropy Shield by being a Duo, unless you run it off the mark; and even if you run said creatures off the mark, they will most likely die or make little to no change; plus you have to pay five entropy quanta in said Duo to use the Elemental.

Or, upgraded:

The creature would have to have less than 3 quanta to be useful for the Elemental, which already requires Entropy Quanta himself.

So it is easier to go without the Elemental in both cases than to go through the trouble of following the requirements to use it effectively.

Sorry if I was confusing!

Offline OdinVanguard

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Re: Series: Elementals! https://elementscommunity.org/forum/index.php?topic=47588.msg1049815#msg1049815
« Reply #6 on: March 09, 2013, 06:38:12 pm »
Interesting, I will have to keep track of these.

Some of the mass target skills are probably going to be a bit OP. Aether's particularly so.

Take care when using mass stat buff effects as there are certain cards in the game that can be abused by that.

It will take some time to mull over all those new cards, but at first glance I can see a couple issues so far:

1) earth allows sparktal abuse (although this is now possible using SoPa, so its a little less of an issue),
2) the air elemental will heavily promote vamp and scorpion-bows and make creature spam decks very powerful.
« Last Edit: March 09, 2013, 06:44:17 pm by OdinVanguard »
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Offline moomoose

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Re: Series: Elementals! https://elementscommunity.org/forum/index.php?topic=47588.msg1049822#msg1049822
« Reply #7 on: March 09, 2013, 07:25:57 pm »
i will never stop hating member suggested series, what just happened to level 0 is a prime example.  its spam.  i urge the curators to reconsider the way in which series are handled.

on a side note, unless i am mistaken, in the lexicon of the game, "elementals" are what the players playing the game are called.
moose dont say moo.

Offline Drake_XIV

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Re: Series: Elementals! https://elementscommunity.org/forum/index.php?topic=47588.msg1049827#msg1049827
« Reply #8 on: March 09, 2013, 07:44:20 pm »
We are currently working on a way to clean up the submission process.

And yes, the game already has elementals [the players], so this is a tad redundant in that.  Please consider another thematic alternative.

Also, in the future, take better discretion in how many ideas you do post at a given time as you must consider other card designers' threads and not monopolize the first page.
« Last Edit: March 09, 2013, 07:46:47 pm by Drake_XIV »

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Re: Series: Elementals! https://elementscommunity.org/forum/index.php?topic=47588.msg1049876#msg1049876
« Reply #9 on: March 09, 2013, 11:08:56 pm »
@Drake_XIV:
1. (naming) I will change the names to clear the elemental issue. I didn't know that, when i was looking in the forum for "elementals" nothing as such appeared (actually i wondered why noone did that). I'll keep that until i got an idea which fits.
2. (Regarding monopolizing the first page) I knew thats a problem, but i used the guide and it said that each card will be added, so how could i avoid that? I'm sorry it didn't ment it that way but that's how i understood the card idea system.

@moomoose:
1. Wow, that's not helping and even insulting! I know you're active in this forum and in here a long time but why does that allow you to post comments in threads without any useful comment, simply flaming the author? Next time you'll answer one of my threads make sure you're polite to a certain extent and have something useful to say. Issues belonging the series system do NOT belong into a serier thread.
2. However, thanks to inform me about the elemental naming issue, i will take care of that.

@OdinVanguard:
1. (mass target op) Yes, i'm not sure about that either but i tried to avoid that with relatively high costs and relatively low effects (in some costs high costs of the ability too). We'll see, some of those things will have to be balanced ingame, to see how that will work out.
2. :earth : I don't think the fractal/spark abuse will not be that strong. Maybe i'm underestimating it. Usually defensive skills have the tendency to be weaker than the offensive ones.
3. :air : Sure scorpions will benefit from it, but it's expensive and takes a while until it's possible to use the skill. Anyway, you're at two quanta and that increases the time to your first elemental.

@Dm1321:
:fire : Yes, its only use (except for some units like schrödinger's cat) is offensive, that's the namph's skill has as an advantage, so i'd say they're not overshadowing it easily.
:gravity : Nice FYI ;) i'd say it still has great synergies with other colors (vampire, time, scorpions)
:time : The ability can be used multiple times (once per turn!) and the bonus stays, so, yes it's still situational but i think one can build a deck around that which will lead to such situations.
:entropy : It was a bit confusing, so i try to respond as good as possible ;) The entropy produces for each non-entropy-elementals, which means it does produce for other entropy creatures, so it's usable in a monodeck. Most of the calculations i'm not sure about. Small units, whatever the cost is will repay themself over time and that's a mechanic can't be that wrong. Maybe you're right but i'm pretty there will be decks able to use that elemental.
Tell me your opinion!

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Re: Series: Elementals! https://elementscommunity.org/forum/index.php?topic=47588.msg1049882#msg1049882
« Reply #10 on: March 09, 2013, 11:21:25 pm »
 :fire -- Now you're toying with me. In your second-to-last post, (as in two posts of yours ago), you told me that it "wasn't good in an offensive matter." Now you're telling me that it only has an offensive matter. What's the position?

:gravity -- In those cases, blessing or other buff cards that cost less will be taken instead of the heavy Gravity Elemental cost.

:time - Well, guess that's all over that.

:entropy - I still disagree. On a side note, changing those names would be good. When I read non-entropy elementals, I assumed non-entropy creatures. But either way, even with entropy creatures, it is better to just go Solo Shields and not count on the creatures, as the would still drain quanta. Plus, the creature with the lowest cost in Entropy would be Minor Abomination, with a cost of 2 -- And with the un-upgraded matters of this Elemental, it would still not be fun to pair it, as it would require two turns to pay itself -- Plus another five turns to pay the own elemental's usage.

Offline reshiucSTopic starter

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Re: Series: Elementals! https://elementscommunity.org/forum/index.php?topic=47588.msg1049888#msg1049888
« Reply #11 on: March 09, 2013, 11:41:04 pm »
:fire : Yes, i used the word offensive for different things, sry. nymph is better offensive due to the ability to kill enemies, Provoke doesn't (not fast enough). The other offensive meaning i ment was increasing the atp and in that way the elemental is better than the nymph.
:gravity blessing can only be used on time and can be countered by reverse time, the elemental doesn't. Actually the reverse time issue is one of my biggest concerns regarding blessing or other buffing cards. You're simplay losing that card, those decks get completely countered by reverse time, i hate such things.
:entropy : Yes, i will change the names and i will change the text of that too. Photons would pair up nicely with that. I'm not saying you're wrong, you seem to have a good grasp of the game but in that case you're not convincing me enough (maybe it's due to the fact i didn't understand the whole post regarding this elemental ;) ) i think there's a possibility to make this work but i think i'll increase its stats to make it more viable as a unit itself, then the ability hasn't to be that strong.
Tell me your opinion!

 

blarg: