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Phase 1 - Proving Your Worthiness
Phase has ended
Please post Phase 1 submissions in this thread. Please make edits to your original post as your submission progresses rather than creating new posts within this thread, which would be difficult to follow.
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TASK II - Deckbuilding
Group Halfbloods: :light :life :time
Group Ai3: :entropy :air :aether
Group FG: :water :fire :gravity
Group Fat Deck: :darkness :death :earth
Hover over cards for details, click for permalink
6rv 6rv 6rv 7af 7af 7af 7af 7am 7am 7am 7am 7ap 7ap 7ap 7ap 7jp 7jp 7jp 7jp 7jp 7jp 7k4 7k4 7k4 7q9 7q9 7q9 7q9 7q9 7q9 8pn
Hover over cards for details, click for permalink
6u2 6u2 6u2 6u2 6u2 6u2 6ve 6ve 6ve 6ve 6ve 6ve 6ve 7mt 7mt 7mt 7mt 7mt 7mt 7n5 7n5 7n9 7n9 7n9 809 809 809 809 809 809 8pr
During 10 games it won all 10, 1 EM and it got a ttw of 5.4(1: 7 ttw, 2: 6 ttw's and 7: 5 ttw's).
Titanic MastersHover over cards for details, click for permalink
6qq 6qq 6qq 6qq 6qq 6qq 74e 74e 7dm 7dm 7gk 7gk 7gk 7gl 7gl 7gq 7gr 7gr 7gs 7gv 7gv 7h2 7h2 7h2 7h2 7i6 7i6 7i6 7i6 7i6 8po
Hover over cards for details, click for permalink
712 712 712 712 719 719 719 719 71a 71a 71b 71b 71b 71b 71b 778 778 778 778 778 778 77k 77k 77k 77k 77m 77m 77m 77m 77m 77m 78q 78q 78q 78q 78q 78q 78q 78q 78q 7t7 7t7 7t7 7t7 7t7 7um 7um 7um 7um 7um 8pk
Hover over cards for details, click for permalink
6qq 6qq 6qq 6qq 6s3 6s3 6s3 6s3 6s3 6s3 7q9 7q9 7q9 7q9 7q9 7q9 808 808 808 808 808 808 808 808 808 808 80a 80a 80a 80a 80a 80a 80d 80d 80d 80d 80d 80d 8po
Wins by decking out others, Dimensional Shields+Lightnings is a killer against anything w/o Permanent Control or Poison, Sundials to let you stall some more turns.
TASK III - Building the Game
New cards:
Vine Beast
Byakko
Aqualink
Touch of Midas
Collapse
(http://i.imgur.com/X0GaD.png)
New features:
Daily quest.
The Trial.
Can change stats of creatures in trainer.
Special PvP: Can change starting HP, quanta, mark and can double your deck.
Balance:
Shard of Focus text changed to: Accretion: Destroy a permanent and gain +1|+2. Turn into a Black Hole if sum of stats exceeds 9.
Shard of Sacrifice can't heal for more than 50 HP now.
Antimatter cost increased to 9 :entropy - 7 :entropy if upgraded.
Butterfly Effect skill cost reduced to 2 :entropy.
Graviton Mercenary cost decreased to 3.
Colossal Dragon cost reduced to 9 - 10 if upgraded.
Shrieker stats reduced to 6/3 - 8/4 if upgraded.
Shrieker cost reduced to 6.
Thunderstorms is also lobotomizing skills for 1 turn.
Dimensional Shield cost reduced to 4 - 3 if upgraded.
Dimensional Shield now lasts 2 turns.
Reverse Time can't be played more than once per turn.
Bug fix:
PvP1 fixed.
Various Ai bugs are fixed.
Ai can't explode Unstable Gases without quanta anymore.
Graphical bugs fixed.
Bugs around Phoenix and Aflatoxin fixed.
PvP server will no longer desynchronize that much.
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TASK II - Deckbuilding
:darkness :entropy :gravity
:light :air :fire
:time :earth :aether
:death :life :water
Chaotic and Growing VampiresHover over cards for details, click for permalink
6u2 6u2 6u2 6u2 6u2 6ve 6ve 6ve 6ve 74i 74i 74i 74i 74i 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7ta 7ta 7td 7td 7td 7td 7td 7td 8pl
Rushing in the AirHover over cards for details, click for permalink
6s6 6s6 6s6 6s6 7ds 7ds 7ds 7ds 7ds 7ds 7jp 7jp 7jp 7jp 7jp 7jp 7jr 7jr 7jr 7jr 7mt 7mt 7mt 7mt 7mt 7mt 7n9 7n9 7n9 7n9 8po
Universal KingHover over cards for details, click for permalink
77g 77g 77g 77g 77g 77j 77j 77j 77j 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q6 7q6 7q8 7q8 808 808 808 808 808 808 808 808 80b 80b 80b 80b 80k 80k 8pm
The Unusual "Stall"Hover over cards for details, click for permalink
718 718 718 718 718 718 71a 71a 71a 7ac 7ac 7ac 7ac 7ac 7ac 7ai 7ai 7ai 7ai 7ai 7ai 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gq 7gq 7gq 7gq 7gq 7gq 7h0 7h0 7h0 7h0 7h0 7h0 8pk
Hover over cards for details, click for permalink
6ru 6ru 6ru 6ru 6s6 6s6 6s6 6s6 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t5 7t8 7t8 7ta 7ta 7td 7td 7td 7td 7td 7td 8pt
This deck utilizes the great power of Shard of Freedom, as well as using Shard of Void as a big part of the deck. The strategy is quite simple: Get your towers out, play Shards of Void to reduce the amount of HP. Pump Vampires, and give them the Freedom they need. Get the Eclipse out and the Vampires gives you 12 unstoppable damage and 12 healing in most cases. Suddenly the match is over. Hopefully you are the winner :
P
TASK III - Building the Game
New Cards:- Advanced Spells [Series] (http://elementscommunity.org/forum/index.php/topic,5696.0.html)
- Touch of Midas | Touch of Midas (http://elementscommunity.org/forum/index.php/topic,21604.0.html)
- Elemental Book | Book of Elements (http://elementscommunity.org/forum/index.php/topic,26887.0.html)
- Ghost | Spectre (http://elementscommunity.org/forum/index.php/topic,27776.0.html)
- Vines | Vines (http://elementscommunity.org/forum/index.php/topic,18812)
- Slow | Stop (http://elementscommunity.org/forum/index.php/topic,14124.0.html)
Balancing:- Shard of Focus cost increased to 8 :rainbow | 7 :rainbow, turns into a Singularity if HP is more than 45
- Shard of Wisdom can target all creatures, non immortal gains spell damage while immortal creatures also gets +3 | +0
- Upgraded Hope cost reduced to 7 :light
- Sapphire Charger stats becomes 4 | 7, Elite Charger stats becomes 7|7
- Fog Shield cost changed to 2 :air | 2 :air, unupped blocks 30% while upped blocks 40%
- Vulture|Condor cost reduced to 2 :death|2 :death
- Discord damage is reduced to 3 | 5
- Cockatrice gets the skill: Peck ( :air): Deal one damage to target creature
- Colossal Dragon and Massive Dragon now starts with Momentum
- Thunderstorm becomes a pump spell: Deal 1 damage to every enemy creature for each 10 :air you have in your possession
- Procrastination Shield now delays enemy weapon
- Immortal cost reduced to 5 :aether | 6 :aether
- Plague (unupraded) cost reduced to 3 :death
- Guardian Angel cost reduced to 2 :light, heal (both versions) increased to 8
- Plate Armor and Heavy Armor both adds 6 HP, Heavy Armor cost becomes 1 :rainbow
- Trident damage increased to 5
- Sky Blitz cost reduced to 8 :air|7 :air
- Parasite stats becomes 1 | 4, Bloodsucker stats becomes 3 | 4
New Features:Daily Quests: - A new one will be available every day, and it should not take too long to finish it.
- Daily Quests gives you 400 electrum if you complete it on your first try, and 250 electrum if you complete it on your second or later try.
- An example of a Daily Quest:
- You are given 2000 electrum to buy 30-60 cards, which is your deck. You are going to beat this [insert deck here] deck three times in a row.
Longer Questline:- Quest 8: Defeat a Halfblood. Reward: A Shard of your choice.
- Quest 9: Upgrade a Card. Reward: 750 electrum.
- Quest 10: Make an Arena Deck. Reward: 250 electrum.
- Quest 11: Get a special spin on either of the Arena levels. Reward: Another rare Weapon of your choice.
- Quest 12: Acquire 2000 score. Reward: 500 electrum.
- Quest 13: Win 5 PvP 1 matches. Reward: 500 electrum.
- Quest 14: Acquire 4160 score, and submit a deck to the Silver League. Reward: Another Shard of your choice.
- Quest 15: Manage to beat a False God. Reward: A rare Weapon of your choice, a Shard of your Choice and Apocalypse Mode.
Apocalypse Mode:- You can fight whatever AI level you want (0-5), and you face one of the decks there.
- You meet another deck of the same AI level, with the same HP as you ended with.
- You can not change deck between the duels.
- This is repeating until you lose.
- Rewards are same as the normal for that AI level, with reward tripling for each win. Reward is always the same as if you ended with full HP. You also get another spin added for each win.
- Cards that increase your Max HP are banned.
Example:
I choose Level 5, and beat Decay. I get 60 electrum saved, and I get to spin 3 times. I get all electrum won after finishing. Then I play against AI5 again, this time I meet Ferox. Ferox is hard countered with my deck, so I barely win. Reward bank becomes 180, and I can spin 4 times. I meet Octane in my 3rd match, and lose. I get my 180 electrum, and the cards I won on my 7 spins.
Misc:- Database becomes bigger, you can now store up to 5000 cards! *waves hi to collectors*
- Unupgraded Pillars will get their old art back. The upgraded towers, however, keeps their artwork.
- Time Tower gets new art.
- Thumbs up counter added to Arena!
- Arena also records the peak rank and rating for your deck.
- You can now thumb up Arena decks you beat. These will only lose half of their rating.
- The old AI3 decks are now added along with all the current ones.
- The same goes with the AI2 decks.
- When spinning after winning versus a Half Blood, if the spin has two of the same upgraded card and an unupped version of it, you earn the card upgraded. If there are one upped and two unupped, you earn the card unupped.
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I should do this.... just to do this.
Task I
(http://i.imgur.com/vQL7p.png) | (http://i.imgur.com/peE1h.png) |
NAME: | Flooding
| ELEMENT: | Water
| COST: | 3 :water
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | Kill submerged creatures on the field. Water, neutral, and airborne creatures are immune. Absorb :water per turn.
|
| NAME: | Inundation
| ELEMENT: | Water
| COST: | 2 :water
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | Kill submerged creatures on the field. Water, neutral, and airborne creatures are immune. Absorb :water per turn.
|
|
ART: | N/A
| IDEA: | justaburd
| NOTES: | Attempt at balancing flooding to be useful.
Flooding will now stack in accordance to the table below.
Number of Floodings | Unflooded Slots | Upkeep Cost(total) | 1 | 5 | 1 :water | 2 | 4 | 3 :water | 3 | 3 | 5 :water | 4 | 2 | 7 :water | 5 | 1 | 9 :water | 6+ | 0 | 2 more :water for each extra flooding |
| SERIES: | | LORE: | Back ever since flooding came out, it has been quite underpowered. While the original idea of field control was nice, it did not stop creature summons to the most critical positions. (1-7 initially, followed by 1-5 now) It also did not make much sense when it came to airborne creatures that logically should be fine against floods. In an attempt to fix both its usage problem, in that it wasn't really that useful against anything that wasn't creature spam, I modified it in regards to some suggestions in the Buff this card thread. Balance-wise, people didn't like the idea of being capable of locking down the entire field even if it took 6 copies of the same card to do so (and it would probably be easier and cheaper with a squid and 3 floodings.) Therefore, the answer for me was to increase the upkeep cost to a level where it wouldn't be worth it to sustain that many at once, featuring an increased upkeep cost for additional floodings past the first copy. Also, as a second soft nerf to the potential power of flooding, as well as a logical progression regarding the way flooding should work, airborne creatures were given immunity from the instakill. Of course, if a creature loses airborne, it was obvious that they should get killed.
Lore: The sky was dark and foreboding; the rain had not stopped for hours, and it only looked to get worse. The waves crashed upon the cliff upon which stood several elementals. Each wall of water was larger than the last, weathering the rocky outcropping with deliberate intent. This was not the highest ground available, but it would not matter even if it was. The water levels had been rising for only a short while, but it was already several feet higher than was normal. It seemed that the gods had finally decided to reclaim what was theirs. That, or Neptune had once again gotten drunk. It did not matter the cause, only the effect. This flood had happened before, and once again, the airborne critters and their comrades had long fled, leaving everyone else to their sad fate. The last time had left some alive thankfully, and the elementals were hopeful that it would not be as severe. Maybe this time, more would be spared by the flood.
|
|
(http://i.imgur.com/Ds5S6.png) | (http://i.imgur.com/Zitof.png) |
NAME: | Overgrowth
| ELEMENT: | Life
| COST: | 3 :life
| TYPE: | Creature
| ATK|HP: | 2 | 2
| TEXT: | Rooted: When on a flooded square, gain +1|+1 and generate :water per turn.
|
| NAME: | Overgrowth
| ELEMENT: | Life
| COST: | 3 :life
| TYPE: | Creature
| ATK|HP: | 2 | 5
| TEXT: | Rooted: When on a flooded square, gain +1|+1 and generate :water per turn.
|
|
ART: | N/A
| IDEA: | justaburd
| NOTES: | How this card works should be rather obvious, but it works on the flooded mechanic where, instead of dying, it will instead become stronger and will also generate extra :water quanta. (Kind of like how photosynthesis generates extra oxygen.) With the change to flooding, it should be possible to do a decent duo, either with or without adrenaline. (With adrenaline would be like all other on hit effects, first and last hit.) It would also likely take a bit more setup however.
| SERIES: |
|
|
Task III (http://elementscommunity.org/forum/index.php/topic,43688.msg1002903.html#msg1002903) is here.
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TASK II - Deckbuilding
Hover over cards for details, click for permalink
74c 74c 74c 74c 74h 74h 74i 74i 75m 75m 75m 75m 75m 75m 75m 75m 75m 75m 7n2 7n2 7n2 7n2 80b 80b 80d 80d 80d 80d 80d 80d 8pu
Stats:
G1: 12TTW, 146sec, EM, unupped titan win, 90elec
G2: Loss, NSR
G3: 12TTW, 140sec, 34elec
G4: 9TTW, 103sec, 35elec
G5: 16TTW, 281sec, 34elec
G6: 11TTW, 132sec, 40elec
G7: 12TTW, 133sec, 39elec, unupped devourer win
G8: 10TTW, 145sec, 37elec
G9: 12TTW, 240sec, 43elec, unupped Procrast win
G10: 19TTW, 317sec, 48elec
Total: 380 electrum gained, 305 score gained, unupped devourer+Procrast+Titan gained, approx. 30 ½ minutes played, approx. 3 minutes/game with a 10% EM rate, 90% winrate, 12.5 TTW.
Screenshot of trainer after testing. http://imgur.com/0i02B
Hover over cards for details, click for permalink
778 778 778 778 778 778 77g 77g 77g 77g 77g 77g 7ai 7ai 7ai 7ai 7ai 7ai 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7qe 7qe 7qe 7qe 8pn
Stats:
G1: 11TTW, 100sec, 19elec
G2: 8TTW, 61sec, 45elec EM, Deflag won
G3: 8TTW, 82seconds, 50elec EM
G4: 9TTW, 87sec, 22elec win, Ice Shield won
G5: 9TTW, 84seconds, 23elec
G6: 14TTW, 137sec, 16elec
G7: 8TTW, 90sec, 19elec
G8: 11TTL, 118sec
G9: 8TTW, 68sec, 45elec EM
G10: 8TTW, 65sec, 45elec EM, PU won
G11: 9TTW, 82sec, 40elec EM
G12: 7TTW, 64seconds, 45elec EM
G13: 12TTW, 118secs, 19elec
G14: 9TTW, 82secs, 45elec, EM Pheonix won
G15: 8TTW, 73secs, 45elec EM
G16: 12TTW, 106secs, 45elec EM Quicksand won
G17: Loss, NSR
G18: 11TTW, 113secs, 22elec Blessing won
G19: 8TTW, 74secs, 27elec
G20: 10TTW, 84secs, 19elec
Total: 771 elec gained (Trainer), 571 elec gained (Calculated), 441 score gained, unupped Deflag+Ice Shield + PU + Pheonix + Quicksand + Blessing won.Total of 29.6 minutes played, 89 seconds average per game, 9.39 TTW, 90% winrate, 50% EMrate (of wins).
Screenshot of Trainer after testing: http://imgur.com/7L2aF
Hover over cards for details, click for permalink
7dm 7dm 7dm 7dr 7dr 7dr 7dr 7dr 7dr 7f2 7f2 7f2 7f2 7f2 7f2 7f2 7jv 7jv 7jv 7jv 7jv 7jv 7la 7la 7la 7la 7la 7la 7t5 7t5 7t5 7t5 7t5 7t5 7ta 7ta 8pt
Dragon Alchemist has been experimenting with Obsidian Dragons, mutating them, firebolting them, ice bolting them, dissecting them, trying to figure out just how to provoke them into a deadly rage. Finally, he has found the perfect combination to make his dragons grow dangerous and insane - a combination of a holy blessing and the distilled essence of a Ruby Dragon - and he plans to unleash them upon the world of Elements.
Hover over cards for details, click for permalink
6u7 6u7 6u7 6u7 6u7 6ve 6ve 6ve 6ve 6ve 6ve 6ve 6ve 6ve 6ve 718 718 718 718 71a 71a 71a 72i 72i 72i 72i 72i 72i 72i 72i 72i 72i 7gl 7gl 7gl 7gl 7gl 7gl 7gr 7gr 7gr 7gr 7gr 7h1 7h1 7h1 7h1 8pp
Antimatter and Octopi slow down the opponent's start. Once Inundation comes out, the opponent is, if all works out, limited to 5 spaces which can be antimattered or frozen at your leisure. Physalia, Deadly Poison and Arsenic give you the eventual kill, as well as the ability to take out similar stalls.
Hover over cards for details, click for permalink
6s5 6s5 6s5 6s5 6s5 6s5 7q1 7q1 7q1 7q1 7q1 7q1 808 808 808 808 808 808 808 808 808 808 80c 80c 80h 80h 80h 80h 80h 80h 8ps
As the most efficient attack buff, it was only a matter of time before SoW was paired with Deja Vu. Deja Vus are Quinted and then SoW'd, giving them triple their normal damage. Immortals soak up extra aether quanta and are also targets for SoW in case of a terrible draw.
TASK III - Building the Game
New cards:
Quantum Pendulum: http://elementscommunity.org/forum/index.php/topic,14083.0.html (http://elementscommunity.org/forum/index.php/topic,14083.0.html)
Enchanted Sea: http://elementscommunity.org/forum/index.php/topic,35338.0.html (http://elementscommunity.org/forum/index.php/topic,35338.0.html)
Byakko: http://elementscommunity.org/forum/index.php/topic,33535.0.html (http://elementscommunity.org/forum/index.php/topic,33535.0.html)
Rejuvenation: http://elementscommunity.org/forum/index.php/topic,34369.0.html (http://elementscommunity.org/forum/index.php/topic,34369.0.html)
Quantum Locket: http://elementscommunity.org/forum/index.php/topic,25665.0.html (http://elementscommunity.org/forum/index.php/topic,25665.0.html)
Vines: http://elementscommunity.org/forum/index.php/topic,18812.0.html (http://elementscommunity.org/forum/index.php/topic,18812.0.html)
Slow: http://elementscommunity.org/forum/index.php/topic,14124.0.html (http://elementscommunity.org/forum/index.php/topic,14124.0.html)
New features:
Cards can now be downgraded for a refund of 1000 electrum.
PvP1 has been fixed.
Two more quests have been added - to defeat a False God, and to defeat every False God at least once.
After finishing the final quest, an in-game link appears above Redeem Code that links to the Tournament Rules topic. The button is named "Community Tournaments".
After reaching level 80, players are given one nymph of their choice.
Marks are now put into their elemental categories.
AI will now properly Immolate/Cremate Pheonixes and Minor Pheonixes.
Balance Changes:
Shard of Divinity now increases maximum HP by 14, 20 if mark is :light.
Shard of Void now decreases maximum HP by 3HP per turn, 4 if mark is :darkness.
Shard of Freedom now grants a 20% chance to deal +50% damage, ignore shields and evade targeting if :air per stack.
Shard of Wisdom now gives a +3 attack bonus, down from +4.
Shard of Patience no longer affects immaterial or burrowed creatures.
Unupgraded Shard of Serendipity now costs 1 :rainbow.
Unupgraded Shard of Sacrifice now costs 44 life, down from 48.
Shard of Focus has been overhauled, and is now a spell that costs 7|6. Targeted creature gains the ability Accretion: Destroy target permanent. This creature loses 10HP, and can no longer be healed.
Discord scrambles 8 quanta, down from 9.
Butterfly Effect's activated cost has been reduced to 2 :entropy.
Schrodinger's Cat has been buffed to 1|2 unupped.
Skeleton is no longer affected strangely by Reverse Time. Instead, it can be sacrificed to provide two instant death effects.
Plague can now target either side, and inflicts two poison counters instead of one.
Improved Plague now costs 3 :death, up from 2 :death.
Upgraded Arsenic now deals 3 physical damage, down from 4.
Boneyard and Elite Boneyard now generate two skeletons for every death instead of one.
Aflatoxin now costs 5 :death|4 :death.
Black Hole has been removed from the game.
Colossal Dragon is now an 8 | 15 with Momentum, and Massive Dragon is now a 9 | 30 with Momentum.
Graviton Mercenary is now a 3|6 and Graviton Guard is now a 3|6.
Otyugh is now a 0|4.
Iridium Warden | Vanadium Warden now affects airborne creatures.
Graboid is now a 1|2.
Shrieker now costs 7 :earth for 7|4.
Elite Shrieker now costs 7 :earth for 9|4.
Plate Armor and Heavy Armor now cost 1 :rainbow.
Rustler is now a 1|2, up from 1|1.
Brimstone Eater is now free.
Fire Bolt now costs 4 :fire, up from 3 :fire.
Fire Lance now costs 3 :fire, up from 1 :fire.
Fire Shield now costs 5 :fire, down from 6 :fire.
Flooding | Inundation no longer requires an upkeep.
Pegasus is now a 3|3, up from 3|2.
Guardian Angel is now a 4|6 for 4 :light, up from a 1|6 for 3 :light.
Fog Shield now costs 3 :air|2 :air, up from 2 :air|1 :air.
Fate Egg | Fate Egg now costs 1 :time to play and 2 :time to hatch.
Procrastination | Turtle Shield now affects weapons.
Anubis is now a 4|4 with the ability Age: :death: Add one poison counter to each player.
Elite Anubis is now a 5|5 with the ability Age: :death: Add one poison counter to each player.
Black Nymph is now a 4|6, up from 3|5.
Dark Nymph is now a 6|5, up from 5|5.
Turquiose Nymph's Immortality ability now costs :aether :aether, down from :aether :aether :aether.
Aether Nymph's Immortality ability now costs :aether :aether, down from :aether :aether :aether.
NSR means no stats recorded - I either accidentally canceled out or ragequit or just clicked OK without remembering to take down stats first. I averaged out the times of the rest of the games to get an average time and used that for the NSR games to get a fairly accurate total time spent and average time per game.
Something was wonky with the Trainer when testing my AI3 deck, so I went ahead and kept track of both what the trainer said my money was and how much I was winning each game. No, I don't know why there are two different numbers.
After searching around with the codes of SoW, Vu and Quint I found other decks focusing on the same combo here: http://elementscommunity.org/forum/index.php/topic,39415.0.html
However I decided to keep my deck as is, because it differed in several major ways from the other decks (Immortals, 6xDV, no novae, no alternate buffs/fog/etc, towers instead of pends).
Task 3 complete. Task 2 redone.
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TASK II - Deckbuilding (completed)
deck 1 - :earth :fire :air
deck 2 - :aether :gravity :time
deck 3 - :death :entropy :water
deck 4 - :darkness :life :light
Hover over cards for details, click for permalink
778 778 77e 77e 77e 77e 77e 77e 77g 77g 77g 77g 77g 77g 7dm 7dm 7dm 7ms 7mt 7mt 7mt 7mt 7mt 7mt 7n4 7n4 7n4 7n4 7n4 7n4 8ps
pure rush. TTW typically range from 5-9 depending on draws and opponent (mostly 6-7 TTW). Went 9-1 in my testing.
Hover over cards for details, click for permalink
74a 74a 74a 74a 74a 75m 75m 75m 75m 75m 7q0 7q0 7q0 7q0 7q8 7q8 7qd 7qd 7qd 7qd 7qd 7ri 7ri 7ri 80d 80d 80d 80d 80d 80d 8pu
dims own most half bloods. Since AI is stupid and always plays creatures, eternity can usually lock opponent making for easy dim chain. Went 8-2 in my testing.
Hover over cards for details, click for permalink
6ts 6ts 6ts 6ts 6ts 6ts 6ua 6ua 6ua 6ua 710 710 710 710 710 710 714 714 714 714 714 71b 71b 71b 71b 72i 72i 72i 7gq 7gq 7gq 7gr 7gr 7gr 7gr 8pp
No real specific inspiration here. Just tried to come up with a semi-unique trio involving cats. BW + cat + squid makes for an unstoppable shield. Instosis and EE are probably the only hard counters.
Hover over cards for details, click for permalink
7ap 7ap 7ap 7ap 7ap 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7k6 7k6 7k6 7k6 7k6 7k6 7la 7la 7la 7la 7la 7la 7la 7la 7la 7t6 7t6 7t6 7t6 7t6 7t9 7t9 7t9 7t9 7ta 7ta 7td 7td 7td 8pt
45-card decks should stall, so why not heal, heal, and heal some more?
Hover over cards for details, click for permalink
5p0 5p0 6s3 6s3 6s3 6s3 6s3 6s3 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7n6 7n6 7n6 7n6 7n6 7n6 7q9 7q9 7q9 7q9 7q9 7q9 8po
I never really use SoB, so I wanted to try and use it in a way that maybe some haven't considered yet. I wanted to use it in an OTK, and dials seem to combo nicely with the extra draw power. There are tons of variations I considered, but this seemed the simplest and most consistent.
TASK III - Building the Game (completed)
New Features:
The Trial is added as a new quest line
New pet system allows you to train and level pets to aid against FGs and arena opponents.
Able to thumb up arena decks
New cards available in Trainer:
Byakko (http://elementscommunity.org/forum/index.php/topic,33535.msg423031.html#msg423031)
Magpie (http://elementscommunity.org/forum/index.php/topic,35704.msg449266.html#msg449266)
Corrosion (http://elementscommunity.org/forum/index.php/topic,33486)
Natural Selection/Evolution (http://elementscommunity.org/forum/index.php/topic,34415)
Balance:
The Oracle always shows the mark and card of your next arena opponent
Removed "New Games" list from spectate
Shards cannot be used in Arena decks
Shard of focus turns into a black hole when HP>30
Discord cost increased to 4 :entropy
Butterfly Effect skill cost reduced to 2/1 :entropy
Aflatoxin cost is reduced to 4/3 :death
Graviton mercernary attack increased to 4 :gravity (unupgraded)
Emerald Shield cost reduced to 4/3 :life
Fire Bolt/Lance cost increased to 4/3 :fire
Trident attack increased to 5 (both unupgraded and upgraded)
Pegasus cost decreased to 3 :light
Thunderstorm randomly deals 4 damage to 40% of opponents creatures (cost increased to 4/3 :air)
Wyrm dive cost decreased to 1 :air
Fog cost increased to 3/2 :air
Anubis cost decreased to 7/7 :time
Golden Nymph HP decreased to 5/5
Parasite cost decreased to 1 :darkness
Immortal cost is now 5/6 :aether
Bug fix:
- pvp1 fixed
- pvp desync issue fixed (finally!)
- purify + reflective shield desync bug fixed
- PA + (UG or SoP) bug fixed
- Nightfall + Eclipse stacking bug fixed
- Burrow + Quintessance bug fixed
- Singularity + SoSac bug fixed
- Dissipation Shield + Sanctuary bug fixed
- Fate Egg + SoR bug fixed
- Virus + Aflatoxin bug fixed
- Vampire + LS bug fixed
UI:
New phase spider, dune scorpion, and vampire (http://elementscommunity.org/forum/index.php/topic,38357.msg478285.html#msg478285) art (by vrt)
New fracta (http://elementscommunity.org/forum/index.php/topic,42954.msg541969.html#msg541969)l art (by ZBlader)
New chaos seed (http://elementscommunity.org/forum/index.php/topic,42878.msg534796.html#msg534796) art (by Ajit)
-
Task II - Deckbuilding (completed)
:light :life :time
:water :darkness :fire
:entropy :gravity :earth
:air :death :aether
Hover over cards for details, click for permalink
7af 7af 7af 7af 7al 7al 7al 7al 7an 7an 7an 7an 7ap 7ap 7ap 7ap 7jp 7jp 7jp 7jp 7jp 7jp 7k4 7k4 7k5 7k5 7k5 7k5 7q9 7q9 7q9 7q9 8pn
The whole Jade Staff + Crusaders combination has been used quite a bit in decks posted on the forums, so I decided to go for something a little bit different here by not using Animate Weapons and making it more defensive than normal. This deck can be pretty slow versus Half-Bloods, but it really doesn't have too many problems beating most of them thanks to the ridiculous amounts of stalling it's capable of. Ideal starting hands will allow you to play a RoL on the first turn and a Leaf Dragon on the second. However, there are cases where auto-mulligan screws things up a bit. Sundials can be used in these situations to stall the opponent for a bit or free up your hand until a RoL appears. The entire combo should work quite smoothly after that.
Crusaders serve several different functions as the main attack force. They can either Endow your Staves or an opposing weapon. Endowing a weapon also makes the Crusader more resilient, which then causes it to become a better target for Mitosis/Epinephrine. There have been quite a few cases where I've decided to Endow an opposing Owl's Eye to grant my Crusaders Ranged and bypass Wings, as an example of using the opponent's weapons to your advantage. Epinephrine will give you 15 healing per turn when a Crusader has Endowed a Staff, and Mitosis will allow you to flood the field with 7 attack creatures that heal you for 5HP each turn. At a certain point it's just near impossible to stop. 4 Jade Staves for extra draw chance and to help reduce the strength of PC.
Hope helps add a bit of stall power to the deck in cases where you're just not getting the Crusader combo set up fast enough. Even just two RoL on the field with Hope in play can help reduce the damage you take significantly each turn. Mitosis can then be used to reduce damage completely.
Sundial serves a lot of purposes in this deck, surprisingly. Its draw power helps speed the deck along a lot, and assuming PC isn't flying around all over the place, they can pretty much turn this deck from 32 cards to 28 cards if needed. Stasis combos extremely well with Crusaders by preventing damage intake for one turn as you heal for a large amount during that time. Against decks with Wings and Dim Shields this is an invaluable strategy. Stasis also helps prevent RoL from killing themselves against Fire Shield or Thorn Carapace as well.
One of the biggest problems for this deck is definitely CC. Fortunately, however, HBs are pretty inconsistent with both the CC that they carry and how they use it. For instance, although Unstable Gas is able to destroy just about every source of your :light production in one play, the amount of time it would normally take for the AI to be able to use the card as well as the amount of healing you should have on your side of the field will make your loss nowhere near as significant as you might expect. Renewable CC such as OE can be "distracted" using a Mito-RoL combination while Hope is on the field. The AI will prioritize the RoL with light over the RoL with Mitosis, therefore you can put the AI into a continuous cycle of targeting newly generated RoL as opposed to the "mother".
Fire decks are probably this deck's biggest weakness, along with bad draws of course.
Note: I would like to point out that I did notice that I had unintentionally designed a deck fairly similar to the same one used by Calindu for this part of the task after I had finished both my AI3 and HB grinders. However, I believe that the decks may be considered different on the grounds that Calindu's deck focuses on a more OTK aspect while mine focuses on the synergy associated with Crusaders and Staves.
Hover over cards for details, click for permalink
7dm 7dm 7dm 7gk 7gk 7gk 7gk 7gk 7gk 7h0 7h0 7h0 7h2 7h2 7h2 7h2 7h2 7h2 7i6 7i6 7i6 7i6 7tb 7tb 7um 7um 7um 7um 7um 7um 8po
I was actually worried that the ban on Immolation/Cremation might mean that I couldn't create this deck, but this variant actually works far better than I had expected when I first put it together. Basic strategy is to play Steam Machines, make their attack become colossal, and then use Nymph's Tears for added utility. NT can be used to either create Water Nymphs if you're sitting on a lot of quanta, or Dark Nymphs if you're trying to go for a higher electrum gain at the end of the match/keep yourself alive if you got a slow start. Dark Nymphs can also act as CC against Pharaohs, Phoenixes, Maxwell's Demons, etc. Some might argue that Steals would function just as well as Explosions, but in truth they do not. The aim of the Explosions is to simply knock down the cards which are impeding your progress such as Dim Shields, Lobo, Sundials, etc. You might be able to Steal a Dim Shield with no problem but you might not want to Steal a Lobo if a Dagger is already in play, and you definitely don't want to Steal a Sundial since Stasis won't go away. Furthermore, drawing a :darkness Pend isn't all that reliable sometimes, and you may want to save the majority of your :darkness for Nymphs/Daggers. Games don't usually last longer than 7-8 turns and result in losses very, very rarely.
Hover over cards for details, click for permalink
6u2 6u2 6u2 6u2 6u2 6u5 6u5 6u5 6ve 6ve 6ve 6ve 6ve 6ve 6ve 6ve 74b 74b 74b 74b 74f 74f 74f 74f 74i 74i 77e 77e 77e 77e 77e 77m 77m 77m 77m 77m 8pl
Somewhat of a metaphorical reference to the name, it basically alludes to both the presence of chaos and either the Wardens or Otys becoming extremely large and unstoppable creatures. It's basically a trollish deck, though I tried not to make it worse by adding Quicksands and Shard of Focus. Counters Instosis with BHs, checks RoL/Hope using Otys assuming Lobo is not out yet (Discord helps prevent it from coming out too), puts a damper on most Timebows/CCYB variants, and probably causes some problems for both SPlat and Poisondials with Discord and BH. Damage output can be a bit slow in the beginning unless Overdrive is pulled early. Probably isn't easy to counter.
Hover over cards for details, click for permalink
719 719 719 71b 71b 71b 71b 71b 72i 72i 72i 72i 72i 72i 72i 72i 72i 7n7 7n7 7n7 7n7 7n7 7n7 7n9 7n9 7oe 7oe 7oe 7oe 7oe 7oe 7oe 80a 80a 80a 80a 80a 80a 80i 80i 80l 80l 80l 80l 80l 8pu
Well, with the elements I was given a Recluse/Wings stall seemed way too obvious so I decided to do something a little bit different. This deck completely trolls anything creature-based and trolls Dim Shields as an added bonus, but doesn't serve much of a purpose otherwise. It is fun finishing a duel with Blitz'd Psions though.
Hover over cards for details, click for permalink
5bt 5bt 5bt 5bt 5bt 5bt 6rq 6rq 6rq 6rq 6s6 6s6 6s6 6s6 7ac 7ac 7ac 7ac 7ac 7ac 7ap 7ap 7ap 7ap 7bu 7bu 7bu 7bu 7bu 7bu 8pn
With this deck two of Life's biggest weaknesses are dealt with: Dim Shields and CC. This deck is a purebred stall breaker which is capable of spawning damage very, very quickly using the power of Mitosis + SoR Dragons. SoFr is then used to circumvent annoying shields such as Dims and Gravity Shield while the Dragons themselves are fairly resilient to most forms of CC.
Task III - Building the Game (completed)
:life
Rejuvenation | Rejuvenation:
http://elementscommunity.org/forum/index.php/topic,34369
Foliage | Foliage:
http://elementscommunity.org/forum/index.php/topic,33562.0.html
:water
Enchanted Sea | Enchanted Sea:
http://elementscommunity.org/forum/index.php/topic,35338.0.html
:light
Byakko | Byakko:
http://elementscommunity.org/forum/index.php/topic,33535
:gravity
Null Field | Null Field:
http://elementscommunity.org/forum/index.php/topic,42105.0.html
Procrastination cost reduced to 5 :time
Thunderstorm | Lightningstorm now deals 2 damage to Airborne creatures
Forest Scorpion cost increased to 4 :life, attack increased to 2
Otyugh HP increased to 4, Devour activation cost increased to :gravity :gravity
Jade Staff now heals 7HP instead of 5
Cockatrice | Elite Cockatrice are now Airborne. Card Art updated to reflect this change.
Virus | Retrovirus now activate their abilities upon being Devoured towards the creature that Devoured them.
Aflatoxin can now target players. Aflatoxin damage on players acts as normal Poison damage. Cost of spell reduced to 5 | 4. Grey Nymph | Death Nymph ability cost increased to :death :death :death
Thorn Carapace | Spine Carapace cost decreased to 6 | 6
Emerald Shield | Jade Shield cost decreased to 4 | 6
Pufferfish cost decreased to 4 :water
Reflective Shields now reflect damage inflicted by Nightmare (the hand fill effect still occurs as normal). Also reflect Aflatoxin.
Plague | Improved Plague changed to inflict two poison damage instead of one. Death's creatures take 1 damage instead.
Parasite | Bloodsucker cost decreased to 1 :darkness
Ulitharid cost decreased to 2 :water
Rustler HP increased to 2, Leaf Dragon HP increased to 4
Graboid activation cost increased to :time :time
Unupped Pandemonium cost increased to 4 :entropy
Dimensional Shield | Phase Shield cost increased to 7 | 6
Nova generates Singularity when used twice in a row (changed from thrice)
Discord cost increased to 4 :entropy. Damage increased to 5 | 7
Fog Shield | Improved Fog cost increased to 3 | 2
Flesh Recluse HP decreased to 2
Shard of Focus changed to the suggestion posted here: http://elementscommunity.org/forum/index.php/topic,38644.msg538100.html#msg538100
Shard of Void changed to reduce max HP by 3 as normal or 4 with :darkness mark.
Shard of Gratitude cost decreased by 1 on both versions
Shard of Wisdom increases attack by 3 instead of 4
Shard of Patience no longer affects untargetable creatures
PvP 1 bug fixed (http://elementscommunity.org/forum/index.php/topic,43558.0.html)
Dissipation Shield and Sanctuary weapon bug fixed (http://elementscommunity.org/forum/index.php/topic,43741.0.html)
Eclipse + Nightfall bug fixed (http://elementscommunity.org/forum/index.php/topic,43737.0.html)
Burrow + Quint bug fixed (http://elementscommunity.org/forum/index.php/topic,1931.12.html)
Fate Egg bugs fixed (http://elementscommunity.org/forum/index.php/topic,41747.0.html)
Blessing not affecting opponent max stats bug fixed (http://elementscommunity.org/forum/index.php/topic,42255.0.html)
Password box now accepts stressed letters
Various animation and graphical bugs fixed
Reflective Shields + Purify no longer causes desyncs (Purify reflects for both sides)
Phoenix + CC bugs fixed
Supernova + Singularity bugs/inconsistencies fixed
Inconsistencies involving Antimatter + Dim Shield fixed
Protected UG creating a Protected Permanent slot after detonation bug fixed
Virus + Aflatoxin bug fixed (http://elementscommunity.org/forum/index.php/topic,40168.msg498298.html#msg498298)
Vampire + LS bug fixed (http://elementscommunity.org/forum/index.php/topic,36710.0.html)
Bugs involving Shard of Bravery fixed
-New AI level (Demigods) added. Demigods will possess decks with preset starting cards, added restrictions for the player, enhanced drawing/quanta production, etc. Defeating them gives a high chance of winning upgraded cards in addition to a special spin featuring only Shards. This mode becomes unlocked once a player's deck level reaches level 40 (~19k score) or higher and they have completed Quest 8. Going below level 40 after this has been unlocked does not prevent it from being accessed again. Unless the Arena is currently considered AI6, this will be AI6. Credit goes to plastiqe for most of this idea.
-All rares now become Relics in normal spins to prevent PvP1/2 exploiting. Special spins are unaffected.
-New quests added:
- Quest 8: Defeat 3 False Gods during the same day - Shard reward - becomes unlocked after completing Quest 7 (rare weapon quest)
- Quest 9: Defeat a Demigod - Nymph reward - becomes unlocked after completing Quest 8 and reaching level 40
- Quest 10: Reach level 81+ - Nymph or Mark reward - becomes unlocked after completing Quest 9; reappears each time that a player gains a level past level 80.
-Leveling up past level 80 now gives players a Mark or Nymph of their choice for each level acquired.
-Booster packs now available in the bazaar - pack types will have varying rewards:
- Beginner packs - Priced at 250 :electrum - 7 cards consisting of 2 very common cards (Pillars/Pends), 4 common cards (non-pillar/Dragon/rare/ultrarare), and 1 random Dragon. The higher a common card sells for in the bazaar, the more uncommon the card is.
- Intermediate packs - Priced at 750 :electrum - 9 cards consisting of 2 very common cards (Pillars/Pends), 6 common cards (non-pillar/rare/ultrarare), and 1 random rare weapon. Selling price does not affect rarity.
- Expert packs - Priced at 2000 :electrum - 11 cards consisting of 2 very common cards (Pillars/Pends), 8 common cards (non-pillar/rare/ultrarares), and 1 rare card. Rare cards in this case place rare weapons as being the most common with upgraded cards being more uncommon and a chance of winning a Shard as very rare.
There is a limit to how many booster packs you can purchase each week; booster packs are restocked each Monday at the same time that the Oracle can be accessed again. Consider adding Element specific packs on certain days throughout the year (holidays, etc.).
-Randomized PvP now features additional filters to allow players to decide what kind of PvP matches they would like to play. For instance, players can decide if they want to face a player who has played around the same games as them, they can decide to face only players with higher score, and they can also ban Shards from being used in each match. Because the game has lost a bit of popularity with both a lack of updates and a forum move, this feature can be expected to result in less games being found until the game becomes more popular again. Until that time the filters can be disabled to allow more matches to be found.
-Arena now keeps track of how many wins/losses your deck accumulates each day as well as how many people thumb up your deck.
-Password recovery system added using your e-mail address.
-Errors involving donation codes resolved.
-New animation option which reduces quality to below that of Low. In other words, no animations will appear in this mode at all.
-Lore text added to go along with each Quest.
-Missing Oracle card text added.
-Various grammatical/spelling errors fixed.
-Trainer now features a mode which enables the player to see what cards the opponent is holding in hand.
-Cards missing from the "All Cards" button have been added.
-
Task 2 Deckbuilding (completed)
Ai3 :entropy :fire :time
Ai4 :death :darkness :air
FG :light :gravity :water
FATTY :aether :earth :life
Hover over cards for details, click for permalink
6u2 6u2 6u2 6u2 6u2 6u2 6ve 6ve 6ve 6ve 6ve 7dk 7dk 7dk 7dk 7dk 7dk 7dm 7dm 7du 7du 7du 7q1 7q1 7q1 7q1 7ri 7ri 7ri 7ri 8po
Fun little deck here, kinda different from the usual rush the hell out of the AI. A little control, little rush, little stall, little bit of everything :o
Hover over cards for details, click for permalink
71a 71a 71b 71b 71b 71e 71e 71e 71e 7mt 7mt 7mt 7mt 7mu 7mu 7t9 7t9 7ta 7ta 7td 7td 7td 7td 7td 7um 7um 7um 7um 7um 7um 8pk
I had something different at first, but decided it was already done and went with this instead, it's just a spin-off deck. Randomizer makes it too hard to be original when these 2 elements are used for HBs so often anyway :>
Hover over cards for details, click for permalink
745 745 745 74c 74c 74i 74i 74i 75m 75m 75m 75m 75m 75m 75m 7gp 7gp 7gq 7gq 7gq 7gr 7gr 7gr 7gt 7gt 7gt 7jo 7jo 7jo 7jo 7jo 7ju 7ju 7ju 7k5 7k5 8pp
I doubt the AI would be smart enough to play this deck correctly, but surprises happen, right? I seem to have a problem putting PC into my FG decks :> (serket doesn't have any either) But this one has CC!
Hover over cards for details, click for permalink
77j 77j 77j 77m 77m 77m 78q 78q 78q 78q 78q 78q 7ai 7ai 7ai 7ai 7aj 7aj 7am 7am 7ao 7ao 7ao 7ap 7ap 7ap 7ap 808 808 808 808 808 808 80b 80b 80b 80d 80d 80d 80d 80d 80d 80l 80l 80l 81q 81q 81q 81q 81q 8pn
Fractal psion too damn hard, mitosis psion much strong and mitosis scorpions ofc ;)
Hover over cards for details, click for permalink
6rv 6rv 6rv 71a 71a 71b 71b 71b 71e 71e 71e 72i 72i 72i 72i 72i 72i 7q0 7q0 7q0 7q0 7q4 7q4 7q4 7q4 7q5 7q5 7qd 7qd 7qd 8ps
What kind of man would I be if I ignored my precious death stalker/dun scorpion :( So I put in some stalling and a way to quickly rack up poison on your opponent and you have 3 shards so you can use them multiple times to get early/late poison :D
Task 3 Making the game! (complete)
http://elementscommunity.org/forum/index.php/topic,38310.0.html (http://elementscommunity.org/forum/index.php/topic,38310.0.html)
http://elementscommunity.org/forum/index.php/topic,42047.0.html (http://elementscommunity.org/forum/index.php/topic,42047.0.html)
http://elementscommunity.org/forum/index.php/topic,41891.0.html (http://elementscommunity.org/forum/index.php/topic,41891.0.html)
http://elementscommunity.org/forum/index.php/topic,40653.0.html (http://elementscommunity.org/forum/index.php/topic,40653.0.html)
- Aflaxation now adds 3 poison counters to target creature instead of 2.
- Virus l Retrovirus is now poisonous.
- Graviton Mercenary attack increased by 5l5.
- Plate armor hp gain increased to 4.
- Shrieker attack decreased to 7l3
- Forest scorpion attack increased to 2l2
- Rustler HP increased to 1l2
- Rage potion cost increased to 4 :fire
- Nymph tears cost adjusted to 6l5
- Reflective shield now reflects nightmare damage.
- Procrastination cost decreased to 5.
- Nightmare cost increased to 3/2.
- Psion HP decreased to 3 (unupped) 4 Upped.
- Shard of Wisdom now removes immortality.
- Shard of Focus now costs 1 :gravity to destroy a permanant.
- Shard of Sacrifice is no longer stackable
- PvP1 bug fixed
- Dissipation Shield and Sanctuary weapon bug fixed
- Eclipse + Nightfall bug fixed
- Burrow + Quint bug fixed
- Fate Egg bugs fixed
- Blessing not affecting opponent max stats bug fixed
- Card animations updated.
- Reflective Shields + Purify no longer causes desyncs
- Supernova + Singularity bugs fixed
- Inconsistencies involving Antimatter + Dim Shield fixed
- Protected UG creating a Protected Permanent slot after detonation bug fixed
- Virus + Aflatoxin bug fixed
- Vampire + LS bug fixed
- Bugs involving Shard of Bravery fixed
- Graboids no longer turn into burrowed skeletons when killed by skull shield
- Chat autoscroll no longer breaks when typing a elongated word or name.
- Abomination, Flesh spider, Antilion, Rustler, Pegasus, Anubis, and Vampire arts updated.
- Oracle now provides daily quests for score and electurm.
- Demigods (Ai6) added to Ai list
- Arena now lets you rate a deck regardless if you win or lose.
- Elements radio stations added to the log-in screen.
- Special Holiday arts have been added to the game features so the screen/oracles change appearances based on the seasons.
- Password recovery system added via e-mail address.
-
► Task I - Brawl Related Skills
(http://i.imgur.com/AMtNh.png) | (http://i.imgur.com/thsT4.png) |
NAME: | Cloudkill
| ELEMENT: | Air
| COST: | 3 :air
| TYPE: | Permanent
| ATK|HP: | -
| TEXT: | Kill any creature that costs less than 3 to summon. Absorb :aether per turn.
|
| NAME: | Cloudkill
| ELEMENT: | Air
| COST: | 2 :air
| TYPE: | Permanent
| ATK|HP: | -
| TEXT: | Kill any creature that costs less than 3 to summon. Absorb :aether per turn.
|
|
ART: | Art from Elements.
| IDEA: | Tiko
| NOTES: | "...Some powerful elementals, who held any affinity for altering the domain of Air, were able to summon a small cloud of the purest Aether upon their enemies. Only the most powerful could withstand the deadly pain caused by the mist, as no mortal creature can breathe the very essence of the Immortals."
Another take on the idea of a different form of weak, mass Creature Control. Mechanic and balance based mostly on Flooding.
- Takes effect at the end of your turn.
- Drains upkeep at the end of your turn.
- If no :aether is available, the card is destroyed and works as a one-time spell.
- Takes effect on both sides of the field.
| SERIES: | -
|
|
(http://i.imgur.com/1BnNt.png) | (http://i.imgur.com/UwPRX.png) |
NAME: | Wraith
| ELEMENT: | Death
| COST: | 7 :death
| TYPE: | Creature
| ATK|HP: | 4|7
| TEXT: | :death : Conjuration Every time a creature is killed, a ghost of the fallen creature is generated.
|
| NAME: | Wraith
| ELEMENT: | Death
| COST: | 7 :death
| TYPE: | Creature
| ATK|HP: | 5|8
| TEXT: | :death : Conjuration Every time a creature is killed, a ghost of the fallen creature is generated.
|
|
ART: | Temporary art borrowed from Monsters.wikia (http://monster.wikia.com/wiki/File:Real_wraith.jpg) under CC-BY-SA license. Yet a 'slight' contrast change was made to fit more to the card scheme. If the art doesn't fit per rule, just ignore it.
| IDEA: | Tiko
| NOTES: | Originally 'Wraith' is the Scottish dialect for 'Ghost'. Idea based on various fantasy settings that were later emerged.
A "Hive-type" card for Death. Mechanic/balance based on current similar cards (Firefly Queen/Pharaoh).
- Conjuration is an active ability that triggers automatically on each death effect. Can be lobotomized.
- If no :death is available, no Ghost(s) are summoned.
- Wraiths and Ghosts does not trigger death effects, even if killed. Undead cannot be revived as Ghosts.
Ghost is an ability, similar to Mutation. Ghosts are creatures generated by the ability: Conjuration, and they always show as unupgraded cards, even if an upgraded creature was copied.
- Ghosts always keep the original creature's base stats and abilities, even if the original was buffed; or a buffed Ghost is copied further (Paralell Universe).
- Ghosts also have a status effect, that has a (visible) countdown timer.
- Timer always starts at 2 turns (2 attacks). This value cannot be extended or shortened in any way. Timer does not reset with new copies.
- Adrenaline effects are the same as in the case of infection. Reverse Time creates the resembling creature card in the player's hand (not Ghost).
- Ghosts disappear if killed or the timer runs out.
| SERIES: | -
|
|
I guess they would probably work nicely together.
► Task II - Deckbuilding
:gravity :life :time
:entropy :death :aether
:earth :water :darkness
:fire :light :air
I will avoid commenting, as I figured the decks and their strategies/synergies are self-explanatory and straightforward. I tried and went for the most effective, while still-stable synergy chains between the grouped elements.
Hover over cards for details, click for permalink
744 744 744 744 744 745 745 74a 74a 74a 74a 74a 7an 7an 7an 7an 7an 7q1 7q1 7q1 7q1 7q1 7qd 7qd 7ri 7ri 7ri 7ri 7ri 7ri 8pn
Average ttw seemed like ~6turns (25W/1L/1EM).
Hover over cards for details, click for permalink
6ua 6ua 6ua 6ua 6ua 714 714 714 71b 71b 71b 71f 71f 71f 71f 80e 80e 80i 80i 80i 81q 81q 81q 81q 81q 81q 81q 81q 81q 81q 8pj
Average ttw seemed like ~11-13turns (25W/3L/3EM).
GrotesqueHover over cards for details, click for permalink
77e 77e 77e 77e 77e 77e 7gq 7gq 7gs 7gs 7gs 7h0 7h0 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t6 7t6 7t6 7t6 7t6 7t9 7t9 7ta 7tf 7tf 7tf 7tf 7tf 7tf 8pp
Average ttpwn seemed like ~6-7turns (25games total).
Hover over cards for details, click for permalink
7dm 7dm 7dm 7dm 7du 7du 7jo 7jo 7jo 7jo 7jo 7jo 7jp 7jp 7jp 7jp 7jp 7jp 7jr 7jr 7jr 7jr 7jr 7jr 7jv 7jv 7jv 7jv 7jv 7jv 7mt 7mt 7mt 7mt 7mt 7mt 7n4 7n4 7n4 7n4 7n4 7n4 7n9 7n9 7n9 8pr
Average ttw seemed like ~8-9 turns (25W/5L/0EM vs Elders).
Hover over cards for details, click for permalink
6rv 6rv 6rv 7gk 7gk 7gk 7gk 7gn 7gn 7gn 7gu 7gu 7gu 7gu 7gu 7gu 7i6 7i6 7i6 7i6 7q0 7q0 7q0 7q0 7q4 7q4 7q4 7qd 7qd 7qd 8pp
From the time when Soap was a spell. Average ttw seemed like ~8turns (25W/6L/1EM vs Elders).
► Task III - Building the Game
I would prefer to leave this to Zanz.
-
*starts learning the way of the crawlers*
I can't let Jenkar switch elements at will, can I.. ?
Yay! Competition~:D
Task II (complete)
(http://i.imgur.com/jQV0l.png) | (http://i.imgur.com/MLLhT.png) |
NAME: | Thunder Clouds
| ELEMENT: | Air
| COST: | 5 :air
| TYPE: | Spell
| ATK|HP: |
| TEXT: | Creatures take half their max HP as damage. If they took <3 damage, they are also delayed
|
| NAME: | Thunder Clouds
| ELEMENT: | Air
| COST: | 4 :air
| TYPE: | Spell
| ATK|HP: |
| TEXT: | Creatures take half their max HP as damage. If they took <3 damage, they are also delayed
|
|
ART: | Shrink
| IDEA: | Jenkar
| NOTES: | Inspiration will come today, but don't hold your breath. Don't have your head in the clouds today, or else the return to reality might stun you.
Year 89. A small mountain range. Lycoc briefly stopped climbing and looked up. High above his head, he could see the small fluffy rain clouds starting to gather. The rain was going to fall soon, and he couldn't afford to walk under it, what with his bag full of arcane books. He started walking, fast. Soon, the shrubbery started getting thinner. He saw a cave carved in the side of the mountain, and ran to it just as the rain started falling. Once inside, he started unpacking his stuff. He sat down on the rocky floor and started reading "How to control Energy, by Thwump". He was right in the middle of reading the paragraph about altering Gravity to fall on ennemies when he heard a small snarl. Lycoc turned around and shot, almost out of reflex, a blue bolt of lightning on the lycanthrope that was pouncing on him. In the flash of light he saw the back of the cave, crammed with small lycans. He knew he couldn't fry them all, especially with the night coming soon. He acked out. Outside, there was a small mist. He started running, the lycans at his heels. Soon, he understood that he was running through a cloud that had dropped down to the level of the mountain. As he realised that, he suddenly felt a tearing pain : a lycan had managed to sink its teeth in his foot. He tripped, and soon was swarmed by the beasts. Determined to kill the most he could, he started to fire bolts of lightning all around. The air started smelling of fried meat, but also had a charged smell, that grew stronger and stronger. Suddenly Lycoc's vision went black. When he woke up, he was surrounded by dead lycans. The cloud had disappeared.
| SERIES: |
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(http://i.imgur.com/txemF.png) | (http://i.imgur.com/KhoiH.png) |
NAME: | Whirlpools
| ELEMENT: | Water
| COST: | 4 :water
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | Cards cost 1 more quantum. Delayed creatures generate :water when they stop being delayed.
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| NAME: | Whirlpools
| ELEMENT: | Water
| COST: | 3 :water
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | Cards cost 1 more quantum. Delayed creatures generate :water when they stop being delayed.
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ART: | Shrink
| IDEA: | Jenkar
| NOTES: | Today is a day to go with the ebb and flow of things. It will be hard to stay awake today, but each time you wake up, you will bring others to new heights.
Interacts well with the delaying effect of the new thunderstorm. Slowing down opponent also makes getting cc cards before you're dead easier.
| SERIES: |
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Many thanks to Shrink for the art, and Calindu for generating card images (my computer borked them out).
Task II (complete)
Air-Death-Light
Gravity-Earth-Fire
Entropy-Life-Time
Aether-Darkness-Water
Hover over cards for details, click for permalink
5io 5io 5io 7gk 7gk 7gk 7gk 7h0 7h0 7h0 7h0 7h0 7h0 7t9 7t9 7um 7um 7um 7um 7um 7um 7um 81q 81q 81q 81q 81q 81q 81q 81q 8pp
Hover over cards for details, click for permalink
6qq 6qq 6qq 6qq 6ts 6ts 6ts 6ts 6u6 6u6 6u6 6u6 6u6 6u6 7ac 7ac 7ac 7an 7an 7an 7an 7an 7an 7bu 7q1 7q1 7q1 7q1 7q1 7q1 8ps
Hover over cards for details, click for permalink
744 744 744 744 744 746 746 746 746 746 746 75m 75m 77k 77k 77k 77k 77k 77k 77l 77l 77l 77l 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7e4 7e4 7e4 7e4 7e4 7e4 7f2 7f2 7f2 7f2 7f2 7f2 7f2 7f2 7f2 8pm
Hover over cards for details, click for permalink
5oi 5oi 5oi 5oi 5oi 71b 71b 71b 71b 71b 71b 7jo 7jo 7jo 7jo 7jo 7k2 7k2 7k2 7k6 7k6 7k6 7k6 7k6 7k6 7la 7la 7la 7la 7la 7la 7ms 7ms 7ms 7ms 7ms 7n5 7n5 7n5 7n5 7n5 7n5 7oe 7oe 7oe 7oe 8pk
Hover over cards for details, click for permalink
6s6 6s6 6s6 6s6 6s6 7an 7an 7an 7an 7an 7an 7mt 7mt 7mt 7mt 7n2 7n2 7n2 7n2 7n2 7n5 7n5 7n5 7n5 7n5 7n5 7oe 7oe 7oe 7oe 7oe 7oe 8pn
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TASK II - Deckbuilding
TASK III - Building the Game
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IN PROGRESS (please do not judge yet)
Task I
(http://i.imgur.com/0EN5w.png)(http://i.imgur.com/GhyTn.png)
(http://i.imgur.com/s7OVf.png) | (http://i.imgur.com/wtSFU.png) |
NAME: | Implode
| ELEMENT: | Gravity
| COST: | 5 :gravity
| TYPE: | Spell
| ATK|HP: |
| TEXT: | Destroy target permanent. Target creature gains +0/+10.
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| NAME: | Implode
| ELEMENT: | Gravity
| COST: | 4 :gravity
| TYPE: | Spell
| ATK|HP: |
| TEXT: | Destroy target permanent. Target creature gains +0/+15.
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ART: | regen2k9 (original)
| IDEA: | regen2k9
| NOTES: | Shard of Focus is considered by many to be one of the most overpowered cards in the game right now. Its objective was to give universal permanent control, since one of the most pressing issues for balance between elements is the lack of PC found within many elements. However, other-based multi-use PC with additional beneficial effects turned out to be too powerful.
Why is SoFo OP? It takes is one nova or three quantum towers to summon a first turn Shard of Focus. Used on pillars, this could have the effect of a 3-turn extrapolated earthquake for 1 nova, or three deflagrations/explosions on a stick. One part of SoFo's OP-ness is its versatility. While deflagration can be used to target pillars, it is difficult to successfully pillartroll with it. However, due to SoFo's multi-use dynamic and its ease of play, pillartrolling is easy with it. Although it starts with only 1HP, it is extremely difficult to use CC on it when it is played first turn, especially in the unupped environment, and due to SoFo's other ability (gain +0/+15), it rarely stays at 1 HP for long enough to target with CC when you are ready to play it. +0/+15 per ability use has remarkable synergy with gravity pull, which has the potential to turn SoFo from a three-time use card to a four to five-time use card. Furthermore, SoFo's ability to turn into a black hole after its HP > 45 allows it to further quanta deny, and target rainbows which would otherwise be able to effectively counter SoFo-based decks. Effectively, SoFo has two means of denial incorporated into one card with multi-use effects, CC resistance after the first turn, and a built-in buff mechanic.
Why implode as an alternative? Implode|Implode was created so that the in-element PC issue could still be addressed, while the overpowered facets of SoFo - namely that it is reusable, and provides TWO other beneficial effects - were nerfed. Due to Implode's in-element cost of 5 :gravity|4 :gravity and its spell nature, its first-turn use is moot. Furthermore, its cost takes away its ease of splashability. It still keeps with the gravity theme of large creatures though, and has natural synergy with gravity pull, acceleration, catapult, and gravity shield, bolstering gravity's in-element effectiveness. This boosts gravity's mono potential as a whole, which is well-deserved considering that gravity is often seen as one of the more incomplete elements, and is UP in the unupped mono environment.
Is implode balanced? For cost balance, compare this card to deflagration|explosion for 3 :fire|2 :fire, and heavy armor|plate armor for 1 :earth|1 :earth. The armor effect is greater for implode|implode and it combines these two effects into one card, so the net cost is raised from 4-5 for the unupped version and 3-4 for the upped version. Furthermore, as mentioned above, it is not easily splash-abused due to its cost.
| LORE: | The discovery of the 12 shards of power left the elementals with the Shard of Focus in their possession. It had the capability to destroy entire cities, decimating all in its wake, swallowing buildings whole as it grew and grew in size, until finally, it would implode into itself, its large mass becoming compressed into its core. Its massive gravitational force pulled all that was left around it into oblivion, as the black hole created by the shard would destroy whatever the shard did not. Only the gravity elementals truly understood this fearsome power. To prevent its misuse, they surreptitiously stole the shard from the Mage's Keep during the 12th hour of the 7th cycle. In the great forge of Czek-Dul, they melted the shard down into fragments, one bestowed to each of the gravity elementals, allowing them to use a small fraction of the shard's implosive power at their will.
| SERIES: | 6th Trials
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(http://i.imgur.com/bK5ZX.png) | (http://i.imgur.com/IOZrN.png) |
NAME: | Relinquish
| ELEMENT: | Death
| COST: | 3
| TYPE: | Spell
| ATK|HP: |
| TEXT: | Sacrifice target creature. Each creature you control gains ATK proportional to the sacrificed creature's HP.
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| NAME: | Relinquish
| ELEMENT: | Death
| COST: | 2
| TYPE: | Spell
| ATK|HP: |
| TEXT: | Sacrifice target creature. Each creature you control gains ATK proportional to the sacrificed creature's HP.
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ART: | regen2k9 (original)
| IDEA: | regen2k9
| NOTES: | "Sacrifice target creature" implies that the target is a creature you control.
The formula used to determine the attack gained by each creature you control is represented by a step function and is defined as follows:
ATK GAIN per creature = HP/(# of creatures you control), 0≤x≤10, rounded normally = HP/(4/3) * (# of creatures you control), 11≤x≤20, rounded normally = HP/(5/3) * (# of creatures you control), 21≤x≤30, rounded normally = HP/2 * (# of creatures you control), 31≤x≤40, rounded normally etc., with the coefficient in the denominator increasing by 1/3 for every 10 HP
The effect of the increasing coefficient can be observed here: HP | NET GAIN 5 | 5 15 | 11 25 | 15 35 | 18 45 | 19
Note: The number of creatures you control is the amount AFTER the sacrifice
For balance, the cost of the sacrifice creature is - effectively - part of the cost of this card. Furthermore, any HP-boosting cards add to that cost. This card has synergy with Implode because the HP buff given by implode can be used to target a creature. With Implode targeting a 1hp creature, you can get a net gain of 8 atk for your other creatures (divided among those creatures) with this combo. The effects are augmented for the upgraded version of implode.
| SERIES: | 6th Trials
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Task I - Complete
Remade Card #1:
Pandemic | Epidemic(http://elementscommunity.org/images/Cards/Plague.png) (http://elementscommunity.org/images/Cards/ImprovedPlague.png)
(http://i.imgur.com/WluGm.png) | (http://i.imgur.com/azFkD.png) |
NAME: | Pandemic
| ELEMENT: | Death
| COST: | 4 :death
| TYPE: | Spell
| ATK|HP: |
| TEXT: | Target creature gains two poison. Creatures in the target's field have a chance to gain one poison per turn.
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| NAME: | Epidemic
| ELEMENT: | Death
| COST: | 3 :death
| TYPE: | Spell
| ATK|HP: |
| TEXT: | Target creature gains two poison. Creatures in target's field have a chance to gain one poison per turn.
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ART: | None currently
| IDEA: | n00b
| NOTES: | This is what I think should replace Plague|Improved Plague. Pretty straightforward, whatever you target will get two poison counters and every creature in their field will have a 1/4 chance to get poisoned, and they can be poisoned only once per turn, though it is possible for them to get poisoned on consecutive turns. This status would last until the card first infected with Pandemic leaves the field. Pandemic is not as much of a status effect as it is a type of poison counter. Just like Aflatoxin, the only way to get rid of this status without the creature leaving the field is to use purify. The creature cannot infect itself. Lore: This is the story of tragedy, and is not for the faint of heart. This tells of a disease so vile, so evil that it had never really gone away. This plague, this Pandemic spread through towns of the Elementalists like wildfire. Not even the mighty Guardian Angels could protect against its effects for long. Not even the fortitudinous Armagios, with all of their bulk, could withstand this devastating disease. It shot through the villages long ago, killing hundreds if not thousands, until it disappeared, thought to be wiped out. They were wrong, this Pandemic did not get wiped out, and it's coming back...
| SERIES: | 6th Trials Task I
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Card #2:
Degrade | Degrade(http://i.imgur.com/ouf1b.png) | (http://i.imgur.com/MJZWj.png) |
NAME: | Erraticism
| ELEMENT: | Darkness
| COST: | 5 :darkness
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | Reduce all creatures' attack by the amount they are poisoned for. Does not stack.
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| NAME: | Degrade
| ELEMENT: | Darkness
| COST: | 4 :darkness
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | Reduce all creatures' attack by the amount they are poisoned for. Does not stack.
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ART: | None currently
| IDEA: | n00b
| NOTES: | A pretty straightforward card that places more emphasis on the darkness/death duo. This card reduces attack by the amount of poison on the card, and Purify does nothing (will not increase the attack). Affects all creatures who are poisoned. Works well with Pandemic simply because, as that is able to add poison counters to any creatures on whichever side the card is used on, Degrade will lower their attack, which would be good for you (the user).
| SERIES: | 6th Trials Task I
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Task II - Complete
:aether :air :gravity
:darkness :death :life
:earth :fire :time
:entropy :light :water
Hover over cards for details, click for permalink
74c 74c 74c 74c 74c 74c 74h 74h 74h 7n2 7n2 7n2 7n2 7n2 7n2 80b 80b 80d 80d 80d 80d 81q 81q 81q 81q 81q 81q 81q 81q 81q 81q 81q 8pl
I call it... Catadimensional Titans... or something. Went 18/25, losing both to the few decks I played with lots of hard PC and decks with much heals.
Hover over cards for details, click for permalink
718 718 718 718 71a 71a 7ac 7ac 7ac 7ai 7ai 7ai 7ai 7ai 7ai 7t4 7t4 7t4 7t4 7t6 7t6 7t8 7t8 7ta 7ta 7td 7td 7td 7um 7um 7um 8pk
Went 22/25, which, imo, is pretty good for a trio.
Hover over cards for details, click for permalink
778 778 778 778 778 778 77c 77c 77c 77g 77g 77g 77i 77i 77i 77i 77i 77i 77j 77j 77j 77j 77k 77k 78q 78q 78q 7dm 7dm 7dm 7dm 7dm 7ds 7ds 7f2 7f2 7f2 7f2 7q1 7q1 7q1 7q1 7q1 7q4 7q4 7q4 8ps
Not much to say about this one, except that it is a stall. So yeah...
Chaotic Endeavors Name courtesy of PoofHover over cards for details, click for permalink
6ts 6ts 6ts 6ts 6ts 6tt 6tt 6tt 6u2 6u2 6u5 6u5 6u5 7gn 7gn 7gn 7gn 7go 7go 7gq 7gq 7jo 7jo 7jo 7jo 7jo 7jo 7jt 7jt 7k5 7k5 7k5 7k5 7k6 7k6 8pp
He endows his Saders, he Maxwells your Graboids, and, on top of it all, he freezes you.
Hover over cards for details, click for permalink
6rv 6rv 6rv 6rv 6rv 6rv 7gv 7gv 7gv 7gv 7gv 7gv 80d 80d 80d 80d 80i 80i 80i 80i 81q 81q 81q 81q 81q 81q 81q 81q 81q 81q 81q 81q 81q 81q 81q 8pp
Fractal Ulitharids, use SoP, ???, Profit.
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Task 2 Completed!
:gravity :entropy :aether
:death :air :earth
:water :light :time
:life :fire :darkness
:gravity :entropy :aether
Honey charger don't care!Honey charger don't care!Honey charger don't care! Hover over cards for details, click for permalink
6u2 6u2 6u2 6u2 6u2 6u2 744 744 744 744 744 744 745 745 745 745 745 745 808 808 808 808 808 808 808 80b 80b 80b 80b 80b 8pj
In fast grinding of AI3, what is the most irritating thing? Shields and CC that slow down one's speed. Shields? Honey chargers laugh at that! Packing 7|5 stats and momentum, these are great creatures for packing on the beat upon the opponent. Their 5hp puts them out of nearly all CC range besides lightning, and even then, chaos power has got it covered. With an average of a +3/+3 buff, a 10|8 momentum creature is nearly unstoppable. What's that? You're worried about other types of control? Worry not, for I have that covered as well! Twin Universe! A brilliant way to double the buffs and double the pain!
Average TTW: 7.4
6
8
9
10
6 EM
Conclusions: RNG is too troll D: Either way, this deck was designed as a counter to all those pesky shields and rush stoppers in AI3, but it seems I got paired up with the annoying RT/sundials one twice, and the earth/gravy one that BB'd everything too. It's not the fastest AI3 grinder out there, but I can say that it's very fun and reliable.
:death :air :earth
When you die, do you go up or down?Hover over cards for details, click for permalink
710 710 710 710 710 710 710 710 713 713 713 713 713 713 71a 71a 71a 71a 71a 71a 77l 77l 77l 77l 7n2 7n2 7n2 7n2 7n2 7n2 8pm
I originally planned to make a PA+wings+recluse deck, but found that too awkward. That's when I realized i could approach it from another angle. Death is a very powerful element for rushing, with perhaps the most efficient rusher (Flesh Recluse), and the ability to add poison to bypass shields. What better way to combine those two aspects of death? Flying arsenics and recluses! Of course, just like that, the deck might not be able to catch up to the accelerated quanta of HBs, so that's where BB comes in. BB is able to shut down a pesky enemy for 6 turns, long enough that you'll probably never see a creature get out of it. This deck is pretty fast, getting 7-8 TTW vs HBs. It's also quite thematic! Will you use the power of air to fly your arsenic or the power of earth to drag down your opponent to a halt?
Average TTW: 8.2
7
8
6
11
9
:life :fire :darkness
LegionHover over cards for details, click for permalink
7ac 7ac 7ac 7ac 7ac 7ac 7am 7am 7am 7ap 7ap 7ap 7ap 7dm 7dm 7dm 7dm 7do 7do 7do 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t6 7t6 7t6 7t6 7t6 7t7 7t7 7t7 7t7 7t7 7ta 7ta 7tb 7ti 7ti 8po
The one that is many. A writhing pack of demons twisting and turning in the depths of the night. Individually, each demon is weak, but together, they form an incomprehensible strength. Hellfire seems to breathe from it as its destructive prowess seem to multiply over time...We have fractal devourers, why not a slower but safer way to go? Mitosis and bonds allows for more stability and defense. Devourers and bloodsuckers are immensely cheap creatures that deal massive damage under eclipse. The triple fire mark is enough to fuel the control in the deck. Rains of fire keep creatures at bay while explosions keep pesky permanents away.
:water :light :time
Time to Elucidate Floding!Hover over cards for details, click for permalink
7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gp 7gp 7gr 7gr 7gr 7gr 7gr 7h1 7h1 7h1 7h1 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7k2 7k2 7k6 7k6 7k6 7k6 7k6 7k6 7q0 7q0 7q0 7q8 7q8 7q9 7q9 7q9 8pp
Flooding can be useful! Use flooding and squids to lock down opponent. Sancts and miracles to heal up. Sundials are there if you need a one turn stall, and eternity is for deckout. Who said water had no synergy with light and time besides tears?
Mirrored PurposeHover over cards for details, click for permalink
6s5 6s5 6s5 6s5 6s5 6s5 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jr 7jr 7jr 7jr 7jr 7k0 7k0 808 808 808 808 80h 80h 80h 80h 80h 8pr
SoW is the biggest buff in the game. What works great with attack buffs? Peggy does! Quint protects fragile Peggy and allows it to receive SoW buffs and dive for much more damage. Alternatively, Quint+SoW can be used upon enemy creatures if the user has a mirror shield up, letting SoW have both an offensive and defensive purpose in this deck.
Shards are way too specialized. Hard to make a unique deck with shards.
Task 3 Completed!
(http://i.imgur.com/0ygTX.png)
(http://i.imgur.com/EdFNx.png)
(http://i.imgur.com/Th7xh.png)
It seems that a general consensus agrees that :air, :water, :gravity, and :life are the weaker elements. Why are they the weaker elements? They lack solid PC. In a game where shields are powerful and control is rampant, not having half of the control greatly cripples your element.
Tumult (http://elementscommunity.org/forum/index.php?topic=42839.0): Tumult is an air card that allows the user to steal a permanent in exchange for one of the user's own. This is softer PC than explosion, but fits into :air's theme of flowing freely. This also allows for :earth + :air synergies with Enchant Artifact, and even permanentless rushes that need some cheap PC.
Wave (http://elementscommunity.org/forum/index.php?topic=36910.0): Water is soft and calm, but unchecked, it can even weather away mountains. This PC card fits that theme exactly. The opponent can choose to save their permanent for a quanta cost, or let it get destroyed. This simple yet effective card brings along a whole new level of strategy into the game.
Junk Wall (http://elementscommunity.org/forum/index.php/topic,34806.0.html): Gravity's weight shield is awkward at best, and useless at worst. Such a defensive element doesn't boast much defenses for the user. Junk Wall is like a permanent version of Bone Wall, and it allows for new synergies with gravity duos because of the new PC introduced.
Essence of Nature (http://elementscommunity.org/forum/index.php/topic,42165.0.html): Life's soft PC card allows for one extra damage of the strongest creature in spell damage form. This card allows :life to bypass shields like wings and dimensional shield that might have once shut down life decks completely. This essentially fits into the mid-range hitter value for life, letting life take a stronger stand instead of its cheap creature spams. More spell damage will also help contribute to reflective shields being a part of the meta.
New cards:
http://www.elementsthegame.com/development.html
New features:
Daily quest from the oracle, the oracle wants a certain half-blood hunted down? Can the player find and defeat that half-blood before the day is over?
Small amount of customization allowed for Arena AI, as in which cards to play in which order and other strategies that the player can decide
For the first 10 games that the player plays per day, they will get extra electrum if they use their oracle card of the day
Able to thumb up arena decks as well
Achievements added. Completing these achievements will reward players with electrum, score, and certain upgraded cards
Balance:
Pegasus stats changed to 3|3
Upgraded hope changed to 7 :light
Crusader's endow changed to :light :light
Parasite stats changed to 2|1
Vampire Stiletto cost changed to 2 :darkness
Fog shield changed to 3|2 :air
Thunderstorm now occasionally does 2 damage instead of 1
Plate armor gives +0/+4
Graviton mercenary cost changed to 3 :gravity
Colossal dragon stats changed to 8|15, 9|30 if upgraded
Rage Potion can no longer kill creatures. It now takes up to 5|6 hp away from target creature and adds it to the creature's attack
Pufferfish cost changed to 4 :water
Ulitharid cost changed to 2 :water
Elite Cockatrice stats changed to 5|6
Jade Shield cost changed to 6 :life
Flesh spider stats changed to 4|3
Elite mummy stats changed to 5|5
Dimensional shield now phases user out of play for 2 turns. Cost changed to 4|3 :aether
Anubis and Elite Anubis stats changed to 6|8
Shard of Focus cost lowered to 5|3 :rainbow, starts at 0|1 hp. Accrete: Destroy target permanent and gain 15hp. Disappears if hp>15, 30 if mark is :gravity
Shard of Sacrifice makes user take 24|20 and replace damage with healing for one turn. Trigger a death effect
Bug fix:
- PvP1 no longer broken
- Purify and reflective shield glitch fixed
- AI no longer chains supernova without singularities
- Unburrow no longer removes invincibility
- Fate eggs no longer cause funny things to happen in PvP
- Nightfall and Eclipse no longer stack
- A protected UG that explodes no longer makes the previous spot protected
UI:
Thumbs up counter added to arena
Graph of arena position versus time added
New art for cards
AI balance:
H-Bs mark changed to 2x
AI smarter now
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Reserved... I think.
Task II - Deckbuilding
First off, my groups will be :gravity :time :earth/ :life :light :air/ :aether :darkness :death/ :water :entropy :fire (randomized). This is because I believe that a decent deckbuilder should be able to take any elements and make a suitable deck out of them. I'm also trying to stay away from simply splashing in cards off of the mark, and particularly trying to avoid Animate Weapon, Sundial, etc. because those defeat the purpose of having a trio.
Hover over cards for details, click for permalink
749 749 749 75m 75m 75m 75m 75m 778 778 778 778 778 778 77d 77d 77d 77d 77d 77d 77g 77g 77g 77g 77g 7qa 7qa 7qa 7qa 7qa 8ps
The deck is deceptively strong. A 10-game test against Half-Bloods went 8-2, for a preliminary 80% winrate. This should fall well within "reliable" for farming purposes.
The strategy is simple. Play a scarab along with a Heavy Armor, which should then take care of most opposing creatures. Gravity Shield, a very underused and underrated card, provides nice support for this, taking care of any creatures that your scarabs can't handle. Finally, the graboids provide some much-needed offense to the deck. The deck can set up quite quickly, with a buffed scarab coming out by turn 2 the norm. The deck will work semi-unupped, but the heavy armors really need to remain upped or the scarabs won't have enough nomming power.
Scarabs are quicker to get out than Otyugh, and the additional HP of otyugh becomes largely irrelevant due to Gravity Shield.
Hover over cards for details, click for permalink
5ol 5ol 5ol 7an 7an 7an 7an 7an 7an 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7k5 7k5 7k5 7k5 7k5 7k5 7oe 7oe 7oe 7oe 7oe 7oe 7oe 7oe 8pq
As far as I know, this deck is the first of its kind. FFQ/Hope is too mainstream, so I went with this. The strategy is simple - Play a crusader, epi it, and endow the Owl's Eye.
Endowed crusader hits the sweet spot of 8, which when paired with adrenaline attacks for a total of 17 damage. Additionally, it gains the snipe skill, which takes care of most opposing creature threats. A 15-game sample went 14-1, with the 1 loss being due to drawing 0 crusaders in half the deck, and barely losing anyway due to a sundial at the end.
3 Owl's Eyes should be sufficient, since they aren't 100% necessary for the deck to run. Even if you happen to not draw them early, an adrenalined sader still does 12 damage, which is usually fast enough to defeat most AI3 decks, or at least do enough damage to remain competitive until your OE shows up. Obviously, your toughest opponent should be the Aether elder, if it ever learns that a dimensional shield should take priority over an Immortal, with the Time/Light elder also being annoying due to RT (though that deck is really too slow to consistantly beat this).
Hover over cards for details, click for permalink
710 710 710 710 710 710 710 71e 71e 71e 71e 7t4 7t4 7t4 7t4 7t4 7t6 7t6 7t6 7ta 7ta 7ta 7td 7td 80i 80i 80i 80i 80i 80i 8pu
This deck looks a little crazy, but keep in mind that FGs have 3x mark and double draw. The strategy is to first fractal a Pest if possible, otherwise fractalling a Deathstalker. The deck should take apart Instosis due to quanta control and poison, stand a good chance against poisondials due to the Vampires and early Pests, and do well against most other FG farmers by virtue of its adaptability. Poison is really very strong against most FG farmers, and quanta control helps a lot against those that can't be outdamaged by poison.
Hover over cards for details, click for permalink
4vg 4vg 4vg 4vg 6ts 6ts 6ts 6ts 6ts 6ts 6ve 6ve 6ve 6ve 6ve 6ve 6ve 7dg 7dg 7dg 7dg 7dg 7dg 7dm 7dm 7gk 7gk 7gk 7gk 7gk 7gk 7h0 7h0 7h0 7h0 7h0 7h0 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 8pp
10-0 against AI3. Strategy is relatively simple. Normally you want to play your first NT on a water pillar/pend, spawning a Water Nymph that can eventually turn all of your pillars into nymphs. Diss shield provides time to get set up. By the time you are running at all low on Entropy quanta, you should have killed most of the opponent's creatures with a Fire Nymph. Any other big threats can be AMed or raged.
The 2 explosions usually are sufficient, considering the lack of troublesome permanents against this deck (which is mostly limited to lobo). Since the deck has plenty of time due to being able to clear the field, you have time to wait for that explosion to take out a shield or such.
A fun situation that I encountered was buffing two opposing colossal dragons to 19|2 then AMing them for EM :P
Hover over cards for details, click for permalink
6s3 6s3 6s3 6s3 6s3 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dk 7dk 7dk 7dk 7dk 7dk 7dn 7dn 7dn 80d 80d 80d 80k 80k 80k 80k 80k 81q 81q 81q 81q 81q 81q 81q 81q 81q 8po
Strategy is simple:
1. Play quanta
2. Wait, playing SoBs along the way
3. When about to die, play shield+Silence
4. Continue Silence chain
5. Boltkill
6. Profit!
Task III - Building the Game
(http://i.imgur.com/0kAti.png)
New Cards:
http://elementsthegame.com/development(notrly).html (http://i.minus.com/ibsWCXcJ9amJgf.png)
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reserved
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Complete!
TASK 1
(http://i.imgur.com/F5NCZ.png) | (http://i.imgur.com/8pxzQ.png) |
NAME: | Small sacred island | ELEMENT: | :water | COST: | 4 | TYPE: | Permanent | ATK|HP: | | TEXT: | Each of you're creature is now resting in the sacred island and may decide each turn to attack or not. |
| NAME: | Small sacred island | ELEMENT: | :water | COST: | 3 | TYPE: | Permanent | ATK|HP: | | TEXT: | Each of you're creature is now resting in the sacred island and may decide each turn to attack or not. |
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ART: | mrpaper | IDEA: | mrpaper | NOTES: | This card is meant to replace flooding since it is so rarly useful in decks. I opted for a card that would bring many options. Though it can be a dead card just like enchant artifact is when facing no pc decks, it can be a game changing card. For one, if 1 of you're creatures gets an anti-matter on it, you will stop attacking with it (anti-matter still does an effect but only half of what the opponent wishes). It works also if you are afraid of some shields while waiting for some pc to come. Last but not least, it counters shard of sacrifice perfectly! | SERIES: | trials #6 |
|
Lore: Since the beginning of times, creatures of all sorts have fought for all the good and bad reasons without any break hopelessy wishing to rule the world. That was all true until some come into a mysterious island that felt like a relief. Of course the killer instinct come back once in a while to go at war, but right after, they come to the island again for that peaceful feeling.
New card:
(http://i.imgur.com/fo48C.png) | (http://i.imgur.com/zD2gC.png) |
NAME: | Rock solid | ELEMENT: | Earth | COST: | 4 | TYPE: | Permanent | ATK|HP: | | TEXT: | Each of you're creature that didn't do damage or poisoned the opponent gets +0/+1 each turn. |
| NAME: | Rock solid | ELEMENT: | Earth | COST: | 2 | TYPE: | Permanent | ATK|HP: | | TEXT: | Each of you're creature that didn't do damage or poisoned the opponent gets +0/+1 each turn. |
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ART: | mrpaper | IDEA: | mrpaper | NOTES: | I thought of this card as a combo with the sacred island since water feeds earth but there ain't enough combo between those 2 elements and trident si not enough powerful to build only an earth/water duo around this card alone. The combo with water could make you wait to attack if you face a fire shield for exemple and decide to wait before attacking, this way you gain +0/+1 and might wanna attack the next turn. It is thought also to make tiny creatures more resistant to cc. I'm particularely thinking of wardens who will end up really hard to kill in the long run and they can be really annoying because of that which is the exact purpose of it! One special rule needs to be done on it, it is that it doesn't affect creatures with devour ability because otyugh would become overpowered with this combo. | SERIES: | Trials #6 |
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Lore: Sometimes the best offense is no offense at all!
Complete!
TASK 3
New cards
Dwarf Star: http://elementscommunity.org/forum/index.php/topic,29865.0.html
Death adder: http://elementscommunity.org/forum/index.php/topic,32896
Whirlpool: http://elementscommunity.org/forum/index.php/topic,42194.0.html
Rock solid and Small sacred island (see above)
Balance changes:
Shard of sacrifice now cost 8 (7 upgraded)
Shard of focus gives BOTH players a black hole if hp> 45, your's will be on top of you're deck
Aflatoxin cost is reduced to 4 :death (3 :death upgraded)
Graviton mercernary cost is reduced to 3 :gravity (2 :gravity upgraded)
Graviton fire eater starts with 1 attack instead of 0 (upgraded too)
Thorn and spine carapace now have 80% of chance to infect
Blue crawler defense is now set at 5 (stays at 6 upgraded)
Trident now deals 5 damage instead of 4 (upgraded too)
Ice bolt cost is now 1 :water (1 :rainbow upgraded)
Guardian angel attack is increased at 2 unnuped
Thunderstorm now also have 35% to stun for a turn (upgraded too)
Parasite cost in now 1 :darkness (upgraded too)
Immortal cost is now 5 :aether (6 :aether upgraded)
New features
-Quest of the day that will give a random shard when completed
-The Trial.
-Some PvP server desynchronize bugs fix
-purify vs reflective shield desync bug fix
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Due to character length
Task III
(Not) Currently in trainer.
New cards:
Final Breath|Final Breath (http://elementscommunity.org/forum/index.php/topic,28214.0.html)
Squid|Octopus (http://elementscommunity.org/forum/index.php/topic,35160)
Byakko|Byakko (http://elementscommunity.org/forum/index.php/topic,33535)
Balance:
Half-Blood draw speed reduced to (an average of) 1.5
- Half bloods will now alternately draw 2 cards and then 1 card.
- The doubled cards in their decks will be randomly selected.
- Half-bloods will now have 2x mark.
Shard of Wisdom can now target all creatures, not just immaterial ones.
- The stats buff has been decreased to 1|1
- The stat buff when the target is immaterial is 4|0
- Shard of Wisdom still grants spell damage
Mirror shield mechanics are now changed:
- Mirror shield changed from a permanent to a spell
- If Mirror shield is used on an existing shield, the target shield becomes reflective and immaterial
- Cost is 3 :light | 2 :light
- Emerald Shield | Jade Shield retain their existing effects (see below)
Flooding mechanics changed: the effects are now stackable in this fashion:
Number of Floodings | Unflooded Slots | Upkeep Cost(total) |
1 | 5 | 1 :water |
2 | 4 | 3 :water |
3 | 3 | 5 :water |
4 | 2 | 7 :water |
5 | 1 | 9 :water |
6+ | 0 | 2 more :water for each extra flooding |
- Airborne creatures are no longer killed by flooding; however, they will still die if they lose airborne.
- Shard of Patience buff to water creatures in flooded areas decreased to 3|3 per turn.
Shard of Focus rebalanced (again)
- hp cap to turn into a black hole has been reduced to 15.
- hp gain per accretion reduced to 10.
- quanta cost reduced to 6 :rainbow | 5 rainbow:
Shard of Patience nerfed slightly:
- Shard of Patience buff to water creatures in flooded areas decreased to 3|3 per turn.
- Shard of Patience no longer affects immaterial or burrowed creatures.
Shard of Void now reduces current HP along with max hp
- Shard of Void may reduce current hp below 1 only if max hp is more than 1.
- In other words, you need to do some damage for Shard of Void to kill.
Thunderstorm buffed
- Creatures hit by thunderstorm once are now shocked for 4 turns.
- Creatures hit by a thunderstorm are also unable to use skills for the next 2 turns.
- Shocked creatures that are hit by thunderstorm a second time take 2 extra damage on the second hit. (3 on second hit, 4 total)
Heal is now targettable
Aflatoxin now does 2 damage instantly when cast on a target in addition to the 2 poison counters.
Thorn carapace cost reduced by 1 for the unupgraded and upgraded versions
Emerald and Jade shields' cost reduced by 1
Bug fix:
- PVP 1 is fixed (wouldn't that be nice?)
- Reflective shields now work properly with purify
- Casting multiple pieces of cc on a phoenix (and the resulting ash to kill it) now properly destroys the card.
- Fixed some bugs that were causing desyncs in general
- Supernova will now properly generate singularities when the player is under Shard of Sacrifice; AI updated to prevent the AI from recklessly generating singularities however.
UI:
- More art from community contributors (that would be nice too)
AI changes:
- The AI will now no longer spam shields unless its hand is clogged.
- The AI may now play multiple copies of the same shield if its hand is getting clogged.
- Improved AI targetting regarding creatures with more dangerous abilities
- Improved AI targetting with regards to buffs, such as adrenaline
- The AI will now use free abilities whenever possible, unless its field is cluttered
- The AI will now always doublecheck for abilities that can end the game against players
- Miracle's deck updated with Shard of Divinity
- Ferox's deck updated with shard of Gratitude
The Trials
- A new feature involving a series of tests
- The tests can be repeated if needed
- The trial will contain fixed decks
- The trial will be available in normal and hard mode.
- Normal mode will be meant for the average player
- Hard mode will feature restrictions on what can be used to complete the trial.
- Restrictions will change between each test of the trial.
- An example restriction would be: no more than half upgraded cards.
- Completion of the trial will allow you to gain extra quanta of your mark and 5 hp whenever a target card is played.
- Hard mode will be +1 quanta of your mark (on top of the normal mode amount) and 2 additional hp.
- This target card is chosen by you at the end of the trial.
- Pillars, Pendulums, and their upgraded versions cannot be targetted.
- nova, immolation, and other quanta generators are fair game.
- Completing the trials more than once will grant a moderate electrum reward as well as the chance to choose another target card.
- The onus will be on you to figure out the decks of the trials AI.
- Trials tests may have more than 1 possible deck that you will face.
- It will be a choice of whether or not you wish to completely counter one deck and leave yourself possibly vulnerable to another, or be more well-rounded.
- The decks you face in these tests may change if you decide to rechallenge.
Reverse mode- Will show up as an option when you have defeated a FG
- This mode will be in quests under Trials
- When activated, any cards that you have upgraded will become unupgraded and any cards that are unupgraded will become upgraded b
- Rewards will change based on how many upgraded cards you have in your deck (Fewer upgraded cards in your deck during reverse mode increase your rewards)
- There will be an unupgraded mode available for Reverse mode, where you can choose to have all your cards unupgraded.
- When activated, the AI decks change too
- False gods become the easiest decks to face, with the lowest reward for winning.
- False god decks become unupgraded, 1x mark, 50 hp
- Half blood decks become 25% upgraded, 2x mark, 100 hp
- AI 3 decks become 50% upgraded, 1.5 draw,(see half-blood changes) 2x mark, 150 hp
- AI 2 decks become 75% upgraded, double draw, 3x mark, 200 hp, 2 time use of a random piece of CC as a special ability for free
- The random cards in AI 2 decks will be randomized with bias toward the elements which have pillars, with Quantum pillars replacing some of the random cards for reliability
- AI 1 decks become 100% upgraded, double draw, 4x mark, 200 hp, 3 time use of a random piece of CC or PC as a special ability for free (special logic for usage)
- The random cards in AI 1 decks will be randomized with greater bias toward the elements which have pillars, with Quantum pillars replacing some of the random cards for reliability.
- Discards can be double that of normal if the hand is full.
- The randomized cards will guarantee at least some spells and creatures.
- AI 0 decks become 100% upgraded, triple draw, 5x mark, 250 hp, 5 time use of a random card as a special ability for free (special logic for usage)
- AI 0 start with +7 quanta of all elements. This quanta cannot be black holed, but will be used up first by the AI.
- The random cards in AI 0 decks will be randomized with almost complete bias toward the elements which have pillars, with the elements/pillars being generated first. Quantum pillars will be included for greater reliability.
- Discarding capacity will be double that of normal if the hand is full, maximum hand size will be 10
- Creatures and spells will be randomized at at minimum and maximum set rate to make sure there is damage and utility
- AI 0 will be resistant to deckout; when their decks are exhausted, the empty deck is refilled with a second copy of their deck.
- When the second copy of the deck is loaded, AI 0 max hp starts decaying at a rate of 4 per turn to make it easier to defeat.
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TASK I - Complete
Brawl Related Skills
(http://i.imgur.com/tovnj.png) | (http://i.imgur.com/Em7uG.png) |
NAME: | Wind Spirit
| ELEMENT: | Air
| COST: | 3 :air
| TYPE: | Creature
| ATK|HP: | 2 | 2
| TEXT: | Airborne. Gains +1 | +1 for every two airborne creatures you have in play.
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| NAME: | Wind Scion
| ELEMENT: | Air
| COST: | 2 :air
| TYPE: | Creature
| ATK|HP: | 2 | 2
| TEXT: | Airborne. Gains +1 | +1 for every two airborne creatures you have in play.
|
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ART: | vrt (http://elementscommunity.org/forum/index.php/topic,38357.0.html)
| IDEA: | Zblader
| NOTES: | Lore:
Pain.
Those were my last moments as the last wyrm of my species. Believe or not, the last war had hunted us down to extinction. We came close, to be honest. Gave our lives in hopes of overcoming the Fire Elementals for once. All for nothing. I was the last Wyrm taken by General Jenkar into battle, flying against a Time Element who held a legendary Blade of Virtue. Whether it be by fate – or a curse – the blade struck my wing, and Jenkar leaped to the Sky Dragons before I could even bite an accursed Devonian Dragon’s flesh. I’d been limping for who knows how long. That battle… it opened up time portals all over the area, thanks to that “Zso_Zso’s” attempts to fast forward and rewind to undo his mistakes. I crawled into one…. And found myself in the future, with the Aether elementals holding the trophy of victory over their hands. And then… I was impaled. By a figure in the darkness, a man with a black cloak. I left my body, but found myself denied to Death. Something…. a void…. blocked me. Months passed. I haunted the world, without purpose, without others to comfort me. I found other spirits, but none resembled my form. No elemental could see me…. Except for this girl. A woman, with a longsword and a yellow dress with purple markings. I took her to be a Light elemental that communed with Death, but as I approached her she began to glow an eerie pink.
As if on whim, she quickly glanced up, and began to speak.
“Would you like a purpose once more?”
And I accepted. We have parted ways, but I have found ways to communicate with and aid my remaining comrades. The time will come again when I and the rest of Air can soar proudly, even without their bodies.
The remnant of the last Wyrm, who guides the souls of Air away from the land of dead. These souls are trained into an elite fighting force that work through comradeship and alliances. Where one is present, except the rest nearby, led by a giant winged beast that emits a roar of pride.
Card being replaced : Wyrm | Elite Wyrm (http://elementscommunity.org/wiki/Wyrm).
A card that can become a quick rusher, or a giant menace saved for a last Skyblitz kill when your opponent thinks you don't quite have enough oomph. Wind Spirit counts itself in it's 'growth' ability and rounds down when an odd number of creatures are on the field. While it may seem below par compared to cards like Abyss Frog and Crawler, playing a full airborne deck will quickly strengthen it, especially if you're taking advantage of SoFree and Air's favoring of rushing or massive damage.
As the Lore indicates, the first Wind Spirit was a dead Wyrm with a sense of unity and pride. He retains his attack-live 'Dive' in the form of being able to draw from the communal strength of his airkin, and teaches his fellow spirits to do the same.
| SERIES: | Trials 6 - Part I, Submission I
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(http://i.imgur.com/yrS9e.png) | (http://i.imgur.com/5tdUx.png) |
NAME: | Twister
| ELEMENT: | Air
| COST: | 3 :air
| TYPE: | Spell
| ATK|HP: |
| TEXT: | Delay target nonpillar permanent for 3 turns. Recast this spell for every 5 attack your creatures have total.
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| NAME: | Tornado
| ELEMENT: | Air
| COST: | 2 :air
| TYPE: | Spell
| ATK|HP: |
| TEXT: | Delay target nonpillar permanent for 3 turns. Recast this spell for every 5 attack your creatures have total.
|
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ART: | Zblader
| IDEA: | Zblader
| NOTES: | A PC card that encourages you to swarm the field with large amounts of creatures - perfect for an Air rush that includes creatures such as Wind Spirit, who gain attack as you deploy creatures. Also contains further synergy with ATK-boosting cards outside of Air, such as Blessing, Rage Potion, and Chaos Power.
Recast versions of the card target the enemy field randomly. Delayed cards simply fail to function but will not lose any time counters if they are present. Antimatter counts as 0 when taken into consideration by this card. In contrast to Delayed weapons, playing a new shield over a delayed shield removes the delay effect, even if the shields are identical.
| SERIES: | Trials 6 - Part I, Submission I
|
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TASK II - Complete
Deckbuilding
:fire :death :air
:aether :life :water
:entropy :time :light
:darkness :earth :gravity
Hover over cards for details, click for permalink
6s3 6s3 6s3 718 718 718 718 718 718 71a 71a 71a 71a 71a 71a 72i 72i 72i 72i 72i 72i 72i 72i 72i 7dl 7dl 7dm 7dm 7dm 7dm 7dr 7dr 7dr 7dr 7n2 7n2 7n2 7n2 7n2 7n2 8po
Tainted RageAverage TTW : 11.25
Win 11 (Aether/Death AI)
Win 13 (MonoWater AI)
Loss 9 (Light/Aether AI)
Win 13 (Gravity/Time AI)
Win 9 (Water/Time AI)
Win 9 (Life/Earth AI)
Win 10 (Time/Entropy AI)
Win 14 (Light/Aether AI)
Win 11 (Death/Entropy AI)
Loss 10 (Fire/Death AI)
Hover over cards for details, click for permalink
7an 7an 7an 7an 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gu 7gu 7gu 7gu 7gu 7gu 808 808 808 808 808 808 808 80k 80k 80k 80l 80l 80l 8pn
Splitting Psionic FishHover over cards for details, click for permalink
6u5 6u5 6u7 6u7 6u7 7jo 7jo 7jo 7jo 7jo 7k2 7k6 7k6 7k6 7k6 7k6 7la 7la 7q0 7q0 7q0 7q0 7q0 7q0 7q9 7q9 7q9 7q9 7qe 7qe 7qe 7qe 7qe 7ri 7ri 7ri 8pj
Chaotic Legend : Sanctified SpiritHover over cards for details, click for permalink
74i 74i 74i 778 778 778 778 778 778 778 778 778 778 77a 77a 77f 77f 77j 77j 77j 77k 77k 77l 77l 77l 77l 77l 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t9 7t9 7te 7te 7tf 7tf 7tf 7tf 7tf 7um 7um 8pl
Overdriven Gargoyle's BloodHover over cards for details, click for permalink
6ru 6ru 6ru 6ru 6ru 6ru 6s4 6s4 6s4 6s4 6s4 6s4 7dm 7dm 7dr 7dr 7dr 7dr 7f2 7f2 7f2 7f2 7f2 7f2 7f2 7f2 7f2 7t9 7t9 7te 7te 7te 7te 8pt
Controlled Shard GolemNote : Using 3 or more SoV's in a Shard Golem summon will get you a Shard Golem with the 'Voodoo' ability as a passive. The idea is to stack Rage Pots on Golems that have Vampire + Voodoo and Liquid Shadow on Golems that don't have Vampire. Both Liquid Shadow and Rage Potion double as control if you're facing a rush or creature-heavy deck.
TASK III - Complete
Building the Game
New Cards :rainbow 13 Desires Cycle :rainbow
A little something for each element (and Other) to add more strategic depth.
:aether Spellstone | Spellstone (http://elementscommunity.org/forum/index.php/topic,29994.0.html) - Allows for more variable spell decks, especially in cases where current decks would work more effectively with more copies of a certain spell. (E.g. Bolts.) You can play practically using cards like Lightning/Poison, or you can have some fun trying to replicate 'creative' cards like Shard of Serendipity and Parallel Universe + Mutation.
:air Essence Wyrm | Essence Wyvern (http://elementscommunity.org/forum/index.php/topic,39507.0.html) - Mass protection for :air cards that forces your opponent to think twice before he uses PC or CC - is he helping you out by destroying your cards?
:darkness Obscure | Obscurantism (http://elementscommunity.org/forum/index.php/topic,42531.0.html) - An unorthodox method of control for Darkness that relies entirely on the enemy player. Great for mindgaming and forcing a player to pay attention (and maybe use a little math while he's at it.)
:death Dirty Needle | Dirty Needle (http://elementscommunity.org/forum/index.php/topic,5512.0.html) - Shall I help you, or shall I hurt you? An innovative Healing / CC card that can easily shift purpose depending on the situation, from healing an Armagio to rendering HP gain useless with Shard of Void.
:earth Guardian | Protector (http://elementscommunity.org/forum/index.php/topic,5516.0.html) - Makes placement of creatures more important in the ETG game - the only 'placement' card in ETG so far is Flooding, and it's really more of a denial card than than one that makes you think "what creature should I play next?" With Guardian, however, the field changes from a passive element on the board to an important factor in being AntiCC for your creatures.
:entropy Yoink! | Yoink! (http://elementscommunity.org/forum/index.php/topic,40573.0.html) The 'troll' card of the group that can also participate in milling - sure, you can use this in a Mindgate deck to steal cards faster or speed up deckout in a stall, but the real kicker comes from stealing an enemy Silurian in Instosis. ;)
:fire Searing Pact | Blazing Pact (http://elementscommunity.org/forum/index.php/topic,40138.0.html) - Ready to Rush or do a Massive Damage OTK? This card is for you - the double-edge damage of the card really gives the feel of aggression Fire revels in and is great when used with Phoenix or Seraph. Upgraded takes things up a notch and makes your opponent's creature take extra damage if your assault fails.
:gravity Compact Guard | Focus Buckle (http://elementscommunity.org/forum/index.php/topic,42305.0.html) A handy card that can double as a quick shield or an Anti-Rainbow/Stall PC - order up your damage sources correctly, and your opponent will find himself with a dead card in place of a Dimensional Shield or his Nova's quanta being focused into a useless pool.
:life Vine Beast | Entangling Beast (http://elementscommunity.org/forum/index.php/topic,39957.0.html) While the forest can give, it can also take away - Life lacks a serious midhitter in between Cockatrice and Emerald Dragon, as well as any PC that allows it to deal with pesky shields. This beast of a treant not only resolves both problems but can also give players unorthodox ways of manipulating enemy cards to ensure your opponent cannot disrupt your beatdown, such as Quinting an Entangled creature.
:light Halo | Halo (http://elementscommunity.org/forum/index.php/topic,42971.0.html) - A quick quantum-fixing card that essentially allows any element to synergize with :light , allowing you to access more expensive cards (double Fractal, anyone?) or quickly play a certain copy of a card more to get the most out of a duo 'split' of quantum producers. Timed well, it can turn an unplayable hand into a game changing one.
:time Mending Pocketwatch | Mending Pocketwatch (http://elementscommunity.org/forum/index.php/topic,41873.0.html) - Drops a threat onto the field that your opponent should attempt to nullify quickly - if not, he'll find you as healthy as you were a few turns before. If you're not willing to draw cards from your own deck or if your deck's hitting zero, force your opponent to draw with Shard of Bravery instead. A nice buffer to any :time stall that holds its own ground with self-protection.
:water Cymothoa | Cymothoa (http://elementscommunity.org/forum/index.php/topic,42197.0.html) - A tricky rush-stopper that can quickly lower your opponent's life if he's not paying attention. As an added bonus, Cymothoa can also conspire with Flooding to lockdown the enemy field in mono :water , meaning your opponent should get rid of them before it's too late - for a damage price, of course.
:rainbow Dichromatic Butterfly | Trichromatic Butterfly (http://elementscommunity.org/forum/index.php/topic,42298.0.html) - A useful quantum producer that can help balance out trios and duos if used correctly. Great for getting the extra quanta needed on a bad pillar draw to support more expensive cards.
New FeaturesAIs:-New Ai3 Decks:
By Jappert
Hover over cards for details, click for permalink
58p 58p 58p 58p 58s 58s 591 591 591 591 592 592 594 594 596 596 596 596 5ia 5ia 5ib 5ib 5ib 5ic 5ic 5ic 5ig 5ig 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 8pp
By TheForbiddenOracle
Hover over cards for details, click for permalink
5f5 5f6 5f9 5f9 5f9 5fb 5fb 5fb 5fc 5fc 5fc 5gi 5gi 5gi 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rl 5rl 5ro 5ru 5ru 5ru 5ru 5ru 8ps
By ddevans96
Hover over cards for details, click for permalink
58o 58o 58o 58o 58o 58o 58o 58o 58p 58p 58p 58t 58t 58t 592 592 593 593 595 595 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5ul 5ul 5um 5um 5uo 5uo 5ur 5uu 5uu 5uu 5uv 5uv 5uv 8pt
By Tikotribe
Hover over cards for details, click for permalink
4sa 4sa 4sa 4sa 4sa 52l 52l 52m 52m 52m 52m 52m 52n 52n 52p 52t 52t 52t 52t 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rk 5rk 5rk 5rk 5rk 5ro 5ro 5ru 5ru 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 8ps/deck] By The Mormegil [deck]4vc 4vc 4vc 4vc 4vc 4vc 4vd 4vd 4vd 4vd 4vd 4ve 4ve 4ve 4vf 4vf 4vf 4vk 5og 5og 5oh 5oh 5oh 5oh 5oh 5ol 5ol 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 8pr
Quests Updated:
The following quests are available for you in the 'Quests' panel.
Fight a False God - Fight a False God. A predetermined False God deck is chosen and you fight it with 2x Draw, 3x Mark, 200 HP (in other words, this stays the same.)
Daily Quest - Daily quest is split up into two tasks - an 'Easy' task designed for simplicity and a 'Hard' task for veterans who want a challenge.
Daily Quest - Easy - A basic requirement is given for you to defeat a certain opponent under certain conditions, such as 'Defeat 10 AI3s with 50% Light cards in your deck."
Valid enemy targets include:
Requirements can picked from one of the following:
- Use 50% of target card in deck.
- Use 6 copies of X card in battle.
- Use <element>.
- Use <element> Mark.
- Do NOT use <element> or <card>.
- Use ONLY <element>.
Daily Quest - Hard - A basic requirement is given for you to defeat a certain opponent under certain conditions, such as 'Defeat 10 AI3s with 50% Light cards in your deck."
Valid enemy targets include:
- Half Blood
- False God
- Arena : Gold/Platinum
Requirements can picked from one of the following in addition to the easy requirements:
- Do NOT use <element> or <card>.
- Use <element> and <element>.
- Use 6 copies of X card and Y card in battle.
Completing each Daily quest nets you a reward (1 for Easy, 1 for Hard). Reward for Easy quests consist of 1 random nonrare card and 200-300 electrum (about 300-400 electrum total). Reward for Hard quests consist of 1 random rare OR 1 upgraded nonrare card and 300-400 electrum. (about 1100-1600 total - in other words, slightly more/less than an upgrade.)
True God Combat (Credit to plastique for Original Idea (http://elementscommunity.org/forum/index.php/topic,43561.0.html))
True Gods can be challenged once every 4 False God victories in a row.
Depending on the God, he/she will start with one or two of the following 'boons' in addition to normal FG rules.
- 5x Mark instead of 3x Mark
- 1 Quanta Pool filled with 20 Quantum.
- 3x Draw instead of 2x Draw.
- Refill Hand per turn instead of 2x Draw, but has 100 HP.
- Starts with a random immaterial permanent and 1x Mark.
- Starts with a weapon and shield.
- Starts with two weapon/shield slots.
So, why are True Gods worth fighting? They can provide the following rewards from a 3-spins reel (upgraded cards by default):
- Stronger 'AI-Only' versions of upgraded cards (similar to 'third upgrades' - for balancing, however, they cannot be used in PvP1 or PvP2.)
- Upgraded cards with either foil art or extra flavor text.
- 'Items' - When you win items, you can set them to automatically appear in your next fight and give you an advantage (such as 2x Mark, 200 HP, Double Draw, Start with Weapon, etc...). These items are usually limited to 1-3 uses and are PvP1-2 banned.
- 'Platinum' Cards - Upgraded cards with a unique border that are worth 3 times as much as their normal value. Don't like the card you won? Sell it and use it for some upgrades you actually need.
- Double Spin - If you don't want special rewards and just normal cards, there will be an option called 'Double Spin'. Clicking this warns you that you will not get any of the special rewards listed above but will allowed you to spin up to 6 times for upgraded cards. Spin bonus of matching up the first two images is also doubled.
All PvP1-2 banned rewards are still allowed in casual PvP for those looking for a twist to their PvP event or a challenge in a duel.
Game, Card, and Balance ChangesGame
PvP1 fixed - abusable glitches removed and matches do not bug out anymore.
(http://elementscommunity.org/images/Misc/aether18x18.png) Aether
Immortal's cost lowered to 5 (http://elementscommunity.org/images/Misc/aether18x18.png) | 6 (http://elementscommunity.org/images/Misc/aether18x18.png) .
(http://elementscommunity.org/images/Misc/air18x18.png) Air
Wyrm's Dive Cost lowered from (http://elementscommunity.org/images/Misc/air18x18.png) (http://elementscommunity.org/images/Misc/air18x18.png) to (http://elementscommunity.org/images/Misc/air18x18.png) .
Thunderstorm delays all enemy permanents for 1 turn.
(http://elementscommunity.org/images/Misc/death18x18.png) Death
Skeleton now generates (http://elementscommunity.org/images/Misc/death18x18.png) per turn in addition to being undead.
Plague can now target either player's side. ("Target player's creatures are infected. Removes invisibility." Great as an emergency death trigger if needed.)
(http://elementscommunity.org/images/Misc/earth18x18.png) Earth
Burrowed Antlions gain Momentum.
Gnome Gemfinder now has the additional ability " (http://elementscommunity.org/images/Misc/earth18x18.png) - Sacrifice this card to generate (http://elementscommunity.org/images/Misc/earth18x18.png) (http://elementscommunity.org/images/Misc/earth18x18.png) (http://elementscommunity.org/images/Misc/earth18x18.png) ."
Graboid now enters unburrowed but can be burrowed for :earth on the turn it is played to gain :time Evolve (Evolve can be used on the same turn as Burrow.)
(http://elementscommunity.org/images/Misc/gravity18x18.png) Gravity
Graviton Mercenary (unupped) lowers cost to 3 (http://elementscommunity.org/images/Misc/gravity18x18.png) and gets the ability " (http://elementscommunity.org/images/Misc/gravity18x18.png) (http://elementscommunity.org/images/Misc/gravity18x18.png) : Smash : Target weapon or shard is delayed for 1 turn." (See here (http://elementscommunity.org/forum/index.php/topic,43223.0.html) for reasoning.)
Graviton Guard (upped) raises cost to 3 (http://elementscommunity.org/images/Misc/gravity18x18.png) and gets the ability " (http://elementscommunity.org/images/Misc/gravity18x18.png) : Smash : Target nonpillar nonshield permanent is delayed for 1 turn."
Massive Dragon HP raised from 15 to 50 and 30 to 75 respectively (that's 33 and 42 HP per normal Catapult - however, increased damage is balanced out by being more expensive than Titan or Armagio.)
(http://elementscommunity.org/images/Misc/life18x18.png) Life
Thorn Carapace cost lowered to 6 (http://elementscommunity.org/images/Misc/life18x18.png) | 6 (http://elementscommunity.org/images/Misc/life18x18.png)
(http://elementscommunity.org/images/Misc/light18x18.png) Light
Holy Flash becomes "Generate 4(http://elementscommunity.org/images/Misc/light18x18.png) and delay target creature for 2 turns."
Hope (upgraded) cost lowered to 7 (http://elementscommunity.org/images/Misc/light18x18.png) .
(http://elementscommunity.org/images/Misc/time18x18.png) Time
Fate Egg gives the creature it hatches into whatever buffs it received (e.g. if Fate Egg with +3 | +3 from Blessing and Immortal hatches, the hatched card gains +3 | +3 and Immortal in addition to normal stats.)
Rewind refund the owner of the rewinded creatures half of its cost, rounded down. (Half instead of full to prevent possible Graboid/Shrieker abuse and to make a rewinded Shrieker's refund = the cost of one burrowed Graboid. Refund also tones down the card advantage you gain over your opponent.)
Procastination | Turtle Shield stops weapon damage every other turn. (Conclusion drawn from this thread. (http://elementscommunity.org/forum/index.php/topic,43654.0.html) Delaying a weapon damage is considered to be less important than delaying a weapon ability, and it seems logical that Procastination | Turtle Shield block weapons in a manner similar to Dusk Mantle | Improved Dusk.)
(http://elementscommunity.org/images/Misc/water18x18.png) Water
Blue Crawler gains +1 | +1 if you have more than 5 (http://elementscommunity.org/images/Misc/water18x18.png) quanta or is in a Flooded space. (encourages Boltdecking and gives the impression of 'submerging' the little guy for a bonus.)
Freeze can now target permanents.
Ulitharid cost lowered to 2 (http://elementscommunity.org/images/Misc/water18x18.png).
Trident ability 'Tsunami' changed to 3 (http://elementscommunity.org/images/Misc/earth18x18.png) - Destroy up to 3 permanents in target stack. (Increases usability against certain cards like Shards and Bonewall. Also removes the need to errata the card every time a new 'pillar or pendulum'-type card is produced.)
(http://elementscommunity.org/images/Misc/rainbow18x18.png) Other
Shard of Readiness (http://elementscommunity.org/images/Misc/time18x18.png) creatures damage you for 3 HP for each use you make on the 'double use' turn. ("The target creature's skill cost is now zero. :time creatures can use their skill twice this turn for 3HP each use. " Weakens SoR spam slightly and inspired by the saying "Haste is waste.")
Shard of Focus is now "3 : Accretion: Destroy a permanent, lose another permanent, and gains +0/+10. Becomes Black Hole if HP>30." (Prevents SoFo from being near-broken in early game, and gives it a smaller but still usable HP-boost.)
For some reason, the elemental icons broke midway through my post and I had to use an img tag to get around it. Not exactly sure what happened there.
-
TASK I
Remade Card #1:
Blessed Soil | Blessed Soil(http://elementscommunity.org/images/Cards/Nightfall.png) (http://elementscommunity.org/images/Cards/Eclipse.png)
(https://dl.dropbox.com/u/61724283/BlessedSoil.png) | (https://dl.dropbox.com/u/61724283/BlessedSoilU.png) |
NAME: | Blessed Soil
| ELEMENT: | Earth
| COST: | 1 :earth
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | All the burrowed creatures gain +1|+1.
|
| NAME: | Blessed Soil
| ELEMENT: | Earth
| COST: | 2 :earth
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | All the burrowed creatures gain +2|+1.
|
|
ART: | ARTHANASIOS
| IDEA: | ARTHANASIOS
| NOTES: | The art here is not of great quality, however I really like the ability of this card. This may be the buff Antlions so deeply deserve! The idea came with by looking at Nightfall|Eclipse and realising that this card, along with Flooding, are the only permanents which affect both sides of the field at the same time. Simultaneously, I though that burrowed creatures really need a buff. As a result, Blessing Soil was created. Nightfall | Eclipse is a card which is considered both overpowered and underpowered, depending on your point of view. Many, including me, consider it slighly overpowered, since annoying creatures like Devourers and Vampires can become even more powerful and annoying with this card. On the other hand, Nighfall is considered underpowered in comparison with Shard of Patience, since SoP's capabilities are much greater. Let's see how burrowed creatures are changed: *Antlion burrowed stats are 1|3, with Blessed Soil it becomes 2|4 (3|4 with upped Blessed Soil). *Elite Antlion burrowed stats are 2|4, with Blessed Soil it becomes 3|5 (4|5 with upped Blessed Soil). *Graboid burrowed stats are 2|3, with Blessed Soil it becomes 3|4 (4|4 with upped Blessed Soil). *Elite Graboid burrowed stats are 2|3, with Blessed Soil it becomes 3|4 (4|4 with upped Blessed Soil). *Shrieker burrowed stats are 4|3, with Blessed Soil it becomes 5|4 (6|4 with upped Blessed Soil). *Elite Shrieker burrowed stats are 5|4, with Blessed Soil it becomes 6|5 (7|5 with upped Blessed Soil). *Devourer burrowed stats are 0|2, with Blessed Soil it becomes 1|3 (2|3 with upped Blessed Soil). *Pest burrowed stats are 0|4, with Blessed Soil it becomes 1|5 (2|5 with upped Blessed Soil).
Lore: Several Elementals loyal to :light perform luminescent rituals with Photons into various places in order to act as wards against their opponents, especially the :darkness and :death entities. After a long period of time, the :light quantum energy from these rituals is weakened, falls onto the soil and it is absorbed by it. As a result, slowly but steadily the soil becomes blessed. However, a simple passenger or even a powerful Elemental who walks on this soil doesn't recieve any type of blessing, but if a creature digs withing the ground, a positive energy will cover it for as long as it remains underground. Antlions and Graboids have learnt to detect Blessed Soils like these and use them in order to strike with greater force their opponents. Burrowed creatures will have their vengeance at last!
| SERIES: | 6th Trials Task I
|
|
Card #2:
Enchanted Roots | Animated Roots(https://dl.dropbox.com/u/61724283/ER.png) | (https://dl.dropbox.com/u/61724283/AR.png) |
NAME: | Enchanted Roots
| ELEMENT: | Life
| COST: | 4 :life
| TYPE: | Creature
| ATK|HP: | 2|2
| TEXT: | Enchanted Roots enter the game burrowed. :earth :earth :earth: Enchant Artifact.
|
| NAME: | Animated Roots
| ELEMENT: | Life
| COST: | 4 :life
| TYPE: | Creature
| ATK|HP: | 3|3
| TEXT: | Animated Roots enter the game burrowed. :earth :earth :earth: Protect Artifact.
|
|
ART: | ARTHANASIOS
| IDEA: | ARTHANASIOS
| NOTES: | :earth and :life are considered allied elements, so they need more synergy between them. This card helps :life by offering a CC-resistant creature with a PC-resistant ability and also strengthens Life-Earth synergy with an excellent Blessed Soil/Roots combo! *Enchanted Roots burrowed stats are 2|2, become 3|3 with Blessed Soil (4|3 with upped Blessed Soil). *Animated Roots burrowed stats are 3|3, become 4|4 with Blessed Soil (5|4 with upped Blessed Soil). {The Enchant Artifact and Protect Artifact activated abilities work like the respective Enchant artifact | Protect Artifact :earth spell.}
Lore: The Wise Druids needed a loyal guardian to protect their sacred forests from unwelcomed guests. Because of this, by calling the blessing of Ferox, they brought life to the roots of the surrounding trees in order to acts as the guardians of their sectets. Those Enchanted and Animated Roots are always hidden beneath the ground and they surface only to strike intruders, whose presence they feel by tremorsense. They can also magically protect any secret druidic artifact which must not fall into evil hands...
| SERIES: | 6th Trials Task I
|
|
TASK II
:water :fire :entropy -> Half-Blood farmer
Hover over cards for details, click for permalink
6ts 6ts 6ts 6ve 6ve 6ve 7dg 7dg 7dg 7dg 7dm 7dm 7dm 7f2 7f2 7f2 7f2 7gk 7gk 7gk 7gk 7h0 7h0 7h0 7h0 7h0 7i6 7i6 7i6 7i6 8pp
Many people think that :entropy :fire :water Nymph Tears decks are not as good as :darkness :entropy :water Nymph Tears decks. I have a different opinion... ;)
:gravity :air :earth -> AI3
Hover over cards for details, click for permalink
55k 55k 55k 55k 55k 561 561 561 595 595 595 595 595 744 744 744 744 744 744 74c 74c 74c 74c 74c 74c 7n2 7n2 7n2 7n2 7n2 8pm
Yeah, I know catatitans is not the most original kind of deck, but still catatitans are viewed mostly as PvP decks rather than AI3 farmers, which is sad given their power and speed. At an attempt of being a little more original, I have posted a half-upped/half-unupped version in which the BBs can be used like catatitan's buff or CC. Very fast, fun and effective AI3 grinder, though totally upped is much better.
:life :light :aether -> 45-card deck
Hover over cards for details, click for permalink
7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ad 7ad 7ad 7ad 7af 7af 7af 7af 7af 7af 7al 7am 7am 7am 7bu 7bu 7bu 7bu 7bu 7bu 7jp 7jp 7jp 7jp 7jp 7jp 7k4 7k4 7k4 80i 80i 80i 80i 80i 80i 8pu
This :aether :life :light trio focus on either winning your opponent via deckout or fractaling your Jade Dragons and rushing your opponent to death. Hopes and Ferals are going to offer you great stalling capabilities.
:darkness :death :time -> FG deck (The following deck has all these cards X2 times, UPPED and Mark of :darkness x3)
Hover over cards for details, click for permalink
4sa 4sa 4sa 4sa 52g 52g 52g 52g 52g 52g 52g 52g 52h 52j 52n 52n 52p 52t 52t 52t 52t 52t 52t 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rg 5rj 5rj 5rk 5rk 5rm 5rn 5rn 5ro 5ro 5ro 5ul 5uq 5us 5us 5us 5us 8pt
I call it Seth and it is based in creating Pharaohs by reversing Mummies and/or Skeletons. Quantum Towers is for using Anubis' and Scarab's abilities. Nightfall buffs Elite Mummies for an early rush before turning them to Elite Pharaohs.
*Original use of Shard.
Hover over cards for details, click for permalink
4tm 4tm 4tm 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5bs 5c5 5c5 5c5 5c5 5c5 5c5 5c7 5c7 5c7 5c7 5c7 5c7 5oi 5oi 5oi 5oi 5oi 5oi 8pr
Druding Flying Staves are powerful, but they don't deal a great amount of damage and they can't bypass powerful shields. So, what about a SoFre-based Flying Staves deck? :)
-
*Done*
TASK I
(http://elements.alanbeam.net/img.php?card_id=254) (http://elements.alanbeam.net/img.php?card_id=253)
(http://s16.postimage.org/hmi5ronwz/elements_card_Mechanic.png) | (http://s9.postimage.org/svp3pnxwd/elements_card_engineer.png) |
NAME: | Mechanic
| ELEMENT: | :gravity
| COST: | 3
| TYPE: | Creature
| ATK|HP: | 1/5
| TEXT: | :gravity :gravity : Gain a compy of target pillar to your hand
|
| NAME: | Engineer
| ELEMENT: | :gravity
| COST: | 3
| TYPE: | Creature
| ATK|HP: | 2/6
| TEXT: | :gravity :gravity :Gain a copy of target Tower to your hand
|
|
ART: | None (yet)
| IDEA: | Scaramanga
| NOTES: | Never lose a game again only because you didn't draw enough pillars.
| SERIES: 6th Master Trial | |
|
He is the Mechanic. Creates machines from dust.
He is the Mechanic, in his wisdom we trust.
(http://s17.postimage.org/d94x11kst/Sulfur_Spring.png)(http://s12.postimage.org/8bhtxt4tn/elements_card_Vulcano.png)
Do you see the sulfur?
it seems to burning out
Ive been waiting here
just for you to figure me out
You say this land is a waste?
Come feel me power, have a taste!
TASK II
Group Ai3: :fire :life :gravity
Group Halfbloods: :entropy :death :water
Group FG: :darkness :aether :earth
Group Fat Deck: :time :air :light
Hover over cards for details, click for permalink
74e 74e 74e 74e 74e 74e 75m 75m 75m 75m 75m 7am 7am 7am 7am 7ap 7ap 7ap 7ap 7dh 7dh 7dh 7dh 7dh 7dh 7f2 7f2 7f2 7f2 7f2 8pn
Hover over cards for details, click for permalink
4vi 4vi 4vi 50u 50u 50u 50u 50u 50u 50u 50u 52l 52l 52l 52l 542 542 542 542 542 542 542 542 542 5ig 5ig 5ig 5ig 5ig 5ig 8pp
Hover over cards for details, click for permalink
6rv 6rv 778 778 77j 77j 78q 78q 78q 78q 7t6 7t6 7t6 7t6 7t6 7t9 7t9 7t9 7tb 7tc 7tc 7tc 7um 7um 7um 7um 7um 80i 80i 80i 8pu
Hover over cards for details, click for permalink
7jo 7jo 7jo 7k1 7k1 7k1 7k1 7k1 7k1 7k2 7k2 7k2 7k5 7k5 7k5 7k5 7k5 7k5 7la 7la 7la 7la 7la 7la 7la 7la 7n2 7n2 7n2 7n2 7n2 7n2 7q5 7q5 7q5 7q5 7q8 7q8 7ri 7ri 7ri 7ri 7ri 7ri 7ri 8pq
Hover over cards for details, click for permalink
6qq 6qq 6qq 6qq 6rq 6rq 6rq 6rq 6rq 6rq 7q0 7q0 7q0 7q2 7q2 7q2 7q2 7q2 7q2 7ri 7ri 7ri 808 808 80b 80b 80b 80b 80k 80k 8pu
-
TASK I
(http://elementscommunity.org/images/Cards/Procrastination.png) (http://elementscommunity.org/images/Cards/TurtleShield.png)
(http://i.imgur.com/fptH4.png) | (http://i.imgur.com/5g9SO.png) |
NAME: | Stasis Shield
| ELEMENT: | Time
| COST: | 7 :time
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | Shield: creatures that damage you enters stasis for one turn. :time: Target permanent enters stasis for one turn.
|
| NAME: | Stasis Field
| ELEMENT: | Time
| COST: | 5 :time
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | Shield: creatures that damage you enters stasis for one turn. :time: Target permanent enters stasis for one turn.
|
|
ART: | kev; original free image here (http://www.sxc.hu/photo/1018437)
| IDEA: | kev
| NOTES: | "Stasis" is just the one-turn delay mechanic already used by Procrastination/Turtle Shield. If the permanent stack is targeted, only one card in the stack is effected.
The impetuses for the change: - Procrastination/Turtle Shield is an underused card with spore art I don't care for and a God-awful name. - I thought it'd be cool to have a shield with an active ability. - I like the idea of a soft PC card that is versatile and adds to strategy use in-game. | LORE: | Having already mastered the ability to move the world's creatures through time, the greatest elementals across time sought to control the pillars of the world itself. In a moment of unparalleled focus, the energies of these monolithic elementals brought forth a magnificent shield. Magic of this nature had never before been witnessed, and those present knew with certainty it never again would. Concern grew that the elementals had become too focused on the present at the expense of the future, where the shield's fate remains clouded. Who would wield this shield? And... for what purpose?
| SERIES: | 6th Trials Task I
|
|
(http://i.imgur.com/OD4HA.png) | (http://i.imgur.com/z2LCJ.png) |
NAME: | Wither
| ELEMENT: | Death
| COST: | 2 :death
| TYPE: | Spell
| ATK|HP: |
| TEXT: | Does one damage to every enemy creature each turn until the creature attacks. Removes invisibility.
|
| NAME: | Wither
| ELEMENT: | Death
| COST: | 1 :death
| TYPE: | Spell
| ATK|HP: |
| TEXT: | Does one damage to every enemy creature each turn until the creature attacks. Removes invisibility.
|
|
ART: | kev; original free image here (http://www.sxc.hu/photo/1126853)
| IDEA: | kev
| NOTES: | Immediately does one damage to all enemy creatures. Also applies the wither condition to all enemy creatures and removes invisibility. The withered condition is removed if the creature attacks; otherwise it deals one damage to the creature.
Obvious synergies with Stasis Shield/Stasis Field (or Procrastination/Turtle Shield), Sundial/Sundial, Iridium Warden/Vanadium Warden, Freeze/Congeal, Arctic Squid/Arctic Octopus, Ice Shield/Permafrost Shield, and Ice Bolt/Ice Lance. Not a real synergy with Basilisk Blood/Basilisk Blood or Auburn Nymph/Earth Nymph which both increase the target's health.
| SERIES: | 6th Trials Task I
|
|
TASK II
HB: :darkness :entropy :gravity
AI3: :fire :life :water
FG: :aether :air :death
Phatty: :earth :light :time
Went 9-1 during testing and was fun to play:
Hover over cards for details, click for permalink
6qq 6qq 6qq 6qq 6qq 6s2 6s2 6s2 6s2 6s2 6s2 6u0 6u0 6u5 6u5 6u5 74i 74i 74i 74i 75m 75m 75m 75m 7te 7te 7te 7um 7um 7um 8pj
Made something simple here. It went 9-1:
Hover over cards for details, click for permalink
5bu 5bu 5bu 5c0 5c0 5de 5de 5de 5de 5de 5f0 5f6 5f6 5f6 5fc 5fc 5fc 5fc 5fc 5gi 5ie 5ie 5ie 5jm 5jm 5jm 5jm 5jm 5jm 5jm 8po
Decided to make a deck out of only cards not already in FG decks. Turned out really well. ?s are Psions:
Hover over cards for details, click for permalink
6rr 6rr 715 716 716 71d 71d 71d 71d 72i 72i 72i 72i 72i 7mt 7mt 7mt 7mt 7mu 7mu 7mu 7mu 7mv 7mv 7n8 7n8 7n8 7n9 80k 80k 80l 80l 80l 81q 81q 81q 81q 81q 8pr
Saved :time for the Phatty cuz all 45+ card decks <3 hourglasses.
Hover over cards for details, click for permalink
58o 58o 58o 590 590 590 590 590 590 596 596 596 596 596 596 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5lf 5lf 5lf 5lf 5lf 5lf 5lh 5lh 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5rl 5rl 5rl 5rl 5ru 5ru 8ps
Only tested a couple games but I beat Scorpio in 8 turns. 8) Perpetual Wind:
Hover over cards for details, click for permalink
6s6 6s6 7mt 7mt 7mt 7mt 7mt 7mt 7mv 7mv 808 808 808 808 808 80d 80d 80d 80e 80e 80i 80i 80i 80i 80i 81q 81q 81q 81q 81q 8pu
-
*sigh* I just couldn't stay away, even after trying.
(http://elementscommunity.org/images/Cards/Mindgate.png) | (http://elementscommunity.org/images/Cards/MindgateUpgraded.png) |
(http://i.imgur.com/zPnB5.png) | (http://i.imgur.com/3ZmZi.png) |
NAME: | Duality
| ELEMENT: | Aether
| COST: | 3 :aether
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | You have a slight chance of drawing two copies of your top card on your turn.
|
| NAME: | Duality
| ELEMENT: | Aether
| COST: | 4 :aether
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | You have a slight chance of drawing two copies of your top card on your turn.
|
|
ART: | UTAlan
| IDEA: | UTAlan
| NOTES: | Unupped chances:
Upped chances:
| SERIES: |
|
|
Aether Elementalists have pulled from the energies of alternate universes for centuries. Bringing identical creatures across the void to fight against their enemies and casting an enemy's own spell against them are commonplace in the World of Elements. But recently, a new artifact was discovered. When activated, it allows the owner to temporarily cross universes in order to find a duplicate copy of one of his creatures, spells, or permanents. This newfound power can grant the Elementalist twice the attack power, twice the number of shields, or twice the quanta generation than was possible before. This world will never be the same than it was before the artifact "Duality" was discovered.
(http://i.imgur.com/OTNfA.png) | (http://i.imgur.com/Zk9G5.png) |
NAME: | Rebate
| ELEMENT: | Time
| COST: | 5 :time
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | There is a slight chance you will get a rebate on all quanta spent this turn.
|
| NAME: | Refund
| ELEMENT: | Time
| COST: | 5 :time
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | There is a slight chance you will get a refund on all quanta spent this turn.
|
|
ART: | UTAlan
| IDEA: | UTAlan
| NOTES: | Unupped chances:
Upped chances:
Synergy with "Duality|Duality", as getting two copies of the same card on draw could lead to a shortage of quanta, while this will help compensate for that.
| SERIES: |
|
|
Elements 1.32
Currently in trainer.
New cards:
Duality
Rebate
Foliage (http://elementscommunity.org/forum/index.php/topic,33562)
Entropy Cloud (http://elementscommunity.org/forum/index.php/topic,30527)
Donate (http://elementscommunity.org/forum/index.php/topic,34194)
Balance:
Shard of focus turns into a black hole when HP>30
Discord cost increased to 4|4
Aflatoxin cost reduced to 5|4
Graviton Mercenary & Graviton Guard stats increased to 4|5
Thorn Carapace cost reduced to 6|6
Ash Eater now generates :fire each turn, Brimstone Eater cost reduced to 0
Ice Bolt and Ice Lance damage increased to 3 for every 10 :water quanta
Holy Light and Holy Flash now deal damage to a player if their mark is Darkness or Death
Fog Shield cost increased to 3|2
Procrastination cost reduced to 5|3
Vampire Stiletto damage decreased to 3, Vampire Dagger to 5
Immortal stats increased to 5|4, Elite Immortal to 6|5
Bug fix:
-PvP1 fixed.
-Spectator Mode updated, now shows an accurate reflection of what's shown in-game
-PvP desynchronizations should no longer occur, aside from network disconnects
-Purify now interacts correctly with spell reflecting shields
-Purify now interacts correctly with neurotoxin
-Psion Oracle "Word of Wisdom" added
-Liquid Shadow/Vampire bug fixed
-Parallel Universe now copies Aflatoxin to other side of the field
-Quick clicking no longer causes errors in game
New Features:
"The Trial (http://elementscommunity.org/forum/index.php/topic,37370)" is active
The Oracle grants a daily challenge
The Oracle can be revisted (for viewing), but only 1 spin per day
PvP Duel Options added, including blocking Spectate Mode, limited upgrades, and modified starting HP
Thumbs up option when defeating an Arena deck, halves point loss
Trainer includes Mark cards when "All Cards" is clicked
Trainer can import all account info & cards with correct username and password
UI:
New vampire and dune scorpion art (by vrt)
Link to forums added in-game
3 deck slots added for quick swapping between matches
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COMPLETED:
TASK I:
(http://i.imgur.com/QpnWf.png) | (http://i.imgur.com/tHaJm.png) |
NAME: | Sun Seed
| ELEMENT: | Time
| COST: | 1 :time
| TYPE: | Creature
| ATK|HP: | 0 | 2
| TEXT: | :life : Nourish Sun Seed gains +0/+2. If Sun Seed is targeted, heal yourself equal to Sun Seed's health.
|
| NAME: | Sun Seed
| ELEMENT: | Time
| COST: | 1 :time
| TYPE: | Creature
| ATK|HP: | 0 | 4
| TEXT: | :life : Nourish Sun Seed gains +0/+4. If Sun Seed is targeted, heal yourself equal to Sun Seed's health.
|
|
ART: | alesia17 (http://www.sxc.hu/browse.phtml?f=view&id=879253)
| IDEA: | Kuroaitou
| NOTES: | The replacement for Fate Egg. Whereas the Egg is a wonderful creature for generating those magical comeback stories upon spawning a Crimson Dragon for the finishing blow, its randomness and high cost makes it a burden for many non-upped decks, and is mostly used for fun in PvP (no one uses it seriously at high-level PvE environments from arena to False Gods).
If Sun Seed replaces the Fate Egg, players may seek to use it moreso than the Egg counterpart. As the Seed grows, it inversely becomes less favorable for the enemy to target it, while the owner will try to find ways to trigger its alternate effect.
Although the unupped Seed has only 1 more HP than the Egg (making it somewhat vulnerable), the ability to gain health overtime (and gain benefits from said health via healing) will give it strong synergy with various buff cards (such from Momentum to Blessing), allow it to be an effective card-recycler (Eternity to prevent deck out), and also grant new strategies with situational or underused cards (Plate Armor, Purify, etc.).
It's vital to note that the healing effect takes place BEFORE the targeting effect occurs (i.e. - CC, buff, etc.). This is to prevent a one-two combo of Sun Seed + Basilisk Blood (although multiple Basilisk Blood and Sun Seeds are a viable tactic, and Heal can do the job with fewer cards after the first Basilisk Blood is used on a Seed).
The desert was merciless... but so were they.
Unable to counter the forces of three nations, many Time elementals (warriors, templars, even sages) had fought desperately to keep their most-prized possessions from falling into the enemy's hands. The stealthy rogues of the Darkness kingdom had stolen a few hourglasses under the night sky, while the chaotic soldiers of the anarchistic Entropy lands were able mutate and destroy swarms of Scarabs and Dune Scorpions with ease. But the worst damage was invisible at first glance.
The following week, a scholar took note of an egg that was slightly discolored during the raid; it cracked, then deteriorated into nothing more than smoke, leaving behind a faint smell of lost potential. Hundreds and thousands of eggs had died before, but millions were now decaying into plumes of despair - the offspring that could have been used to turn the tide of battle were gone. No prophet had foreseen this outcome, and their attempts to undo the curse were met with resistance... the plague that was spread by the Undead was irreversible, and for a while, the Time nation had fallen into a longing for what could have been saved. Regret. Shame. Frustration.
Taking pity on them, a Life elemental had secretly planted a seed in a pile of shell pieces much later after the battle. Initially, the seed did not react, but eventually with the radiant sun, the seed began to take root and obtain nutrients and moisture from the sands...
And as the cycle completes, life begins anew, of darkness to light...
| SERIES: |
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(http://i.imgur.com/RJMHV.png) | (http://i.imgur.com/WhyZd.png) |
NAME: | Guardian Ent
| ELEMENT: | Life
| COST: | 2 :life
| TYPE: | Creature
| ATK|HP: | 0 | 6
| TEXT: | Invigorate: The owner will increase their total HP's equal to the amount they heal themselves with.
|
| NAME: | Guardian Ent
| ELEMENT: | Life
| COST: | 1 :life
| TYPE: | Creature
| ATK|HP: | 0 | 9
| TEXT: | Invigorate: The owner will increase their total HP's equal to the amount they heal themselves with.
|
|
ART: |
| IDEA: | Kuroaitou
| NOTES: | Note that Invigorate is a passive ability.
Invigorate does something simple that benefits all Life users (as well as all healing-junkies in generate): boost total health. While it may not seem as useful unless paired up with cards such as Heal or Empathic Bond, the underlying synergy it has with Sun Seed is surprisingly devious; when both the Sun Seed and Guardian Ent are both in play, the owner will target/utilize the seed to increase its total health accordingly until it gets to a respectable level. When the player is damaged, they need only to target the seed with anything (from buffs to non-lobotomized-based CC) to reap the healing benefits AND gain the total health jump. In addition, this new card serves as a reinforced bridge between the Light and Life elements aside from the typical Rustler/FFQ strategy, and can also benefit other elemental combinations as well (:darkness Vampires, :entropy Antimatter, and even Purify from :water).
| SERIES: |
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TASK III:
New Cards:
-Sludge
-Rejuvenation
-Tunneling
-Erosion
-Neriad
-Nimbus
-Ricochet
-Graviton Salvager
-Quantum Pendulum
-Metamorphosis
New features:
Creature passive list may now have up to 3 passives listed.
"Aquatic" passive introduced. All water creatures, flown Trident, Malignant Cell, Horned Frog, Forest Spirit, Nimbus, and Virus have this passive.
"Evasive" passive introduced. Evasive creatures have a 15% chance (stacking with other effects) to ignore enemy targeting. Wyrm, Dragonfly, Horned Frog, Schrödinger's cat, Spark, Deja Vu, Photon, and Rustler have this passive.
"Conquest" (http://elementscommunity.org/forum/index.php/topic,37370.0.html) is now available in the Quest option of the main menu - upgrades have been redirected into the former Redeem Code section.
Pets obtained from the Oracle have a small chance of being 'mutated'; these special pets will be indicated by a '*' before their name, and will start out with unusual statuses or abilities when the player fights an AI.
Balance:
Shard of Focus now turns into a Black Hole if HP>31. Delays allied creatures when Accretion is used.
Shard of Wisdom can now target any creature. Immaterial creatures only gain +3/+0. Ability effects (Vampire, Venom, Scramble, etc.) are now applied accordingly with spell damage.
Shard of Integrity now uses all and any card in one's hand. Stats gained by the Shard Golem from regular cards are much lower compared to shard counterparts, excluding Earth cards.
Immortal now has momentum.
Mind Gate skill cost reduced to 1 :aether.
Flooding text has been reworded to only kill non-Aquatic creatures.
Heal and Miracle can now target either player.
Gravity Shield cost reduced to 4 -> 2 :gravity (upgraded)
Graviton Mercenary now has the passive "Tactics": Tactics will allow it to gain Acceleration/Overdrive, Adrenaline, or Regeneration whenever the enemy plays certain shields.
Puffer Fish cost reduced from 5 :water -> 4 :water
Ulitharid health increased to 5
Guardian Angel's "Heal" may now remove Freeze and Delay effects.
Thorn Carapace cost reduced from 7 :life -> 6 :life (both versions)
Cockatrice now has the passive "Gaze": Any creature or weapon that targets it is delayed.
Parasite now has the passive "Feeder": It gains +0/+1 (+0/+2 upped) upon using Infect successfully.
Antlion now enters play burrowed (1|3 upon entering).
Fate Egg can now become a Scarab, Devonian Dragon, or Immortal upon hatching.
Blue Nymph is now airborne.
Bonus Arena spins should now be more consistent.
Bug fixes:
Psion and new cards should now be counted correctly in the Card Usage Statistics (http://elementscommunity.org/forum/index.php/topic,20533.0.html) page.
Spectator mode should now display all cards and graphic effects up to 1.32.
PvP1 fixed and should have better connectivity.
All healing spells should consistently be reflected from Mirror Shield and Emerald Shield. Purify, Holy Flash, Heal, Miracle, and negative-attack creatures dealing spell damage should be affected by this change.
Nightfall/Eclipse health stacking is fixed.
Immortality effect will now remain on a burrowed creature after it unburrows.
Fate Egg graphical/spawn bug fixed.
Protected permanents that are self-destroyed by the AI should no longer carry the immaterial status to permanents that enter the slot.
User Interface:
Players who have upgraded cards in their deck will see the PvP1 button faded out to prevent them from clicking on it.
The 'Redeem Code' button has now been changed to 'Upgrades': players will be given the option to either access the upgrade menu or the code redemption menu upon selecting this. Description updated accordingly.
Time-out warning increased from 5 to 10 seconds. Countdown will go from yellow to red upon hitting the 5 second mark.
Special statistic menu added in the main page (top left corner). The new menu will display your current wins/losses versus each type of AI, successful Conquest runs, wins against players in PvP1 and PvP2, and finally cards won through spins and bonus spins.
Arena leader board pages now display the person's score.
-
Task I - Brawl Related
Completion: 10/10 - Ready for Overseer Audit
(http://imageplay.net/img/tya22287288/Typhoon.png)(http://imageplay.net/img/tya22287289/Hurricane.png)
Once, a long time ago, water Elementals were seen as inferior.
They had many tools to help them, but they lacked a fundamental piece of magic. They could poison, freeze, and combine with other elements to their heart's desire, but they could not truly harm the long-standing and unforgiving monuments and armor, the permanent magic folded into forms that could not be destroyed without special magic.
Then, a small group of water Elementals transformed the essence of immense amounts of water, that which could create immense floods, into a single mass of clouds positioned above the ocean, and powerful waves that could bring severe damage to even the toughest of structures.
They had created a Hurricane.
Art credit: Wikipedia (http://en.wikipedia.org/wiki/File:Hurricane_Isabel_from_ISS.jpg), modified by ddevans96.
(http://imageplay.net/img/tya22287302/Temporal_Drift.png)(http://imageplay.net/img/tya22287303/Temporal_Flux.png)
Hurricane is a complete rework of Flooding, only retaining the concept of affecting the entire field. When played, you target any creature or permanent slot that is occupied. The card in that slot is delayed for zero turns (in other words, not at all), slots adjacent to it are delayed for one turn, slots adjacent to those are delayed for two turns, etc.
This crosses the boundaries between permanents and creatures, and can affect any non-immaterial card, thus providing water the permanent control it has long needed, even slowing quanta production.
There are downsides, however. Unlike Flooding, this card does not affect cards played after Hurricane. New pillars would be played in a separate stack, so they are not delayed, and shields and weapons meant for draw stability can be used to override the effects.
It can also backfire heavily if not used in the right time or the right place, and becomes expensive to maintain. Nevertheless, it is an incredibly powerful concept that may be difficult to balance.
Temporal Flux, meanwhile, can be played immediately after Hurricane for a large gain in :time quanta. It also provides a minor indirect buff to Procrastination, adds a new time/earth synergy with the delay of BB and warden, and can be used in time/water even without Hurricane, with freeze, squid, and ice shield.
Art credit: Shotidave (http://freeshotidavewallpapers.blogspot.com/2011/09/blue-abstract-wallpapers.html), modified by ddevans96.
Task III - Building the Game
Completion: 10/10 - Ready for Overseer Audit
New Content:
- Three new cards will be added, all from the forums:
Soulsteel (http://elementscommunity.org/forum/index.php/topic,8784.0.html)
Vines (http://elementscommunity.org/forum/index.php/topic,18812.html)
Repulsor (http://elementscommunity.org/forum/index.php/topic,27845.0.html)
All will be put into the game with their current effects and costs.
-The menu will be shifted around:
PvP buttons will be moved where the Manage Deck buttons are currently, and the Manage Deck buttons will be moved to the right.
The Bazaar button will be removed, and the Quests, Arena, and Oracle buttons will be replaced with the Village button.
- About the Village:
It will have links to the Bazaar, Quests, Arena, Oracle, and two new tabs: The Forge and the Armory.
The Bazaar will have a side tab for the Upgrades screen.
You will now be able to switch between Your Deck, Bazaar. and Upgrades freely - the 'must have 30 cards' message will be moved to when you select a match.
Daily quests will be added, along with more progress quests. The Upgrade screen will still be accessible from the Quests screen if you prefer it.
The Forge will allow you, once per day like the Oracle, to trade 500 electrum and any five weapons to gain one random, unupped, rare weapon.
This may seem imbalanced, but the electrum cost is quite steep if you sell the weapon, but even if you keep it you either have to buy non-rare weapons every day, or use excess rare weapons and not get electrum for them.
The Library will show 1 copy of every upped card in your possession, along with the Oracle fortune, origin of the card's theme, and usage statistics.
It will also show your rank in score, wins, losses, electrum, and highest arena rating among players logged in in the past month.
- Also, there will be new art for Vampire and Cockatrice (by vrt).
Balance:
Long Sword, Gavel, and Longbow nerfed to 5 attack.
Shard of Sacrifice changed to inflict 10 damage (8 when upgraded), but requires sacrifice of a creature with non-zero cost.
Shard of Void buffed to 3 HP, plus 3 healing for the user with :darkness mark.
Shard of Focus: Accretion nerfed to +0|+5, with a black hole when HP>15.
Shard of Wisdom nerfed to cost 4|2.
:darkness
Parasite buffed to 2|1.
:death
Poison (and all player poison effects, plus purify) changed to deal damage on the afflicted player's turn, not the opponent's.
Plague buffed to cost 3 :death.
Deathstalker buffed to 0|2 (0|4 when upgraded).
Death Nymph nerfed to 5|7 (6|8 upgraded).
:water
Blue Crawler buffed to 4|3.
Pufferfish buffed to 3|6.
Ulitharid buffed to 4|4.
Trident (and Poseidon) buffed to 6 damage.
:air
Wyrm buffed to 4|3.
Thunderstorm (and Lightning Storm) changed buffed to deal 2 damage to airborne creatures.
:aether
Immortal buffed to 5|3, upgraded changed to 6|3.
Dimensional Shield nerfed to 7 :aether (6 :aether when upgraded).
Phase Dragon buffed to 12 :aether (13 :aether when upgraded).
:life
Thorn Carapace buffed to 6 :life.
Emphatic Bond reverted to heal with every creature again.
Forest Scorpion buffed to 2|2 (2|4 when upgraded).
:time
Fate Egg (and upgraded) buffed to 1|3.
Rewind nerfed to 3|2.
Anubis ability changed completely to :death :death Destine: Target creature becomes a mummy upon death.
Dune Scorpion buffed to 0|2 (0|4 when upgraded).
:gravity
Graviton Mercenary (and Upgraded) buffed to 3|7, unupgraded also buffed to 3 :gravity.
Otyugh buffed to 3 :gravity.
Gravity Nymph ability nerfed to 4 :gravity, stats buffed to 3|3 (3|4 when upgraded)
:earth
Graboid nerfed to 4 :earth
Shrieker changed to 6 :earth and 6|3 (8|3 when upgraded)
:fire
Fire Spirit buffed to 0|3.
Fire Bolt nerfed to 3 damage for every 12 fire quanta.
Fahrenheit nerfed to X being :fire you own divided by 6.
:entropy
Discord nerfed to scramble 8 quanta.
:light
Pegasus buffed to 4|3 (upgraded to 4|5).
Hope (upgraded) buffed to 7 :light
Guardian angel buffed to 3|7.
Bug Fixes:
Desync occurrences have been significantly reduced.
Graphical error with life tab disappearing while importing a deck has been fixed.
Sound switching between 'off' and 'low' no longer happen when Settings is pressed.
Bugs with special characters in passwords have been fixed.
Errors with Vampire, Adrenaline, and Empathic Bond have been fixed.
Poison priority effects have been removed due to the change in poison mechanics.
Nightfall and Eclipse stacking improperly has been fixed.
Bugs with purify and reflective shields have been fixed.
SoBe killing you when you have zero cards but your opponent has a full hand, and similar cases, have been fixed.
Bugs with Fate Egg, Mitosis, and Shard of Readiness have been fixed.
Various other graphic errors have been fixed.
AI Improvements:
Will use Quintessence and Shard of Wisdom on opponent's creatures if it has a reflective shield in play.
Will fractal high-attack creatures if it can play two or more of that creature this turn.
Will spread buffs between sparks and scorpions if multiple are on the field.
Will not play Solar Shield or Dissipation Shield while Sanctuary is on the field, or vice versa.
Will not nightmare a creature if you can play one of them next turn.
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EVERYTHING COMPLETED AND READY FOR MARKING.
TASK I - Brawl Related Skills
(http://i.imgur.com/xCTzv.png) | (http://i.imgur.com/7KQPN.png) |
NAME: | Toadfish
| ELEMENT: | Water
| COST: | 6 :water
| TYPE: | Creature
| ATK|HP: | 6 | 4
| TEXT: | :air : Inflate Deal 1 per round to a target creature. Poisonous.
|
| NAME: | Puffer Fish
| ELEMENT: | Water
| COST: | 3 :water
| TYPE: | Creature
| ATK|HP: | 2 | 6
| TEXT: | Inflation: Deal 3 poison damage to the opponent when Puffer Fish is targeted. Poisonous.
|
|
ART: | pepokish
| IDEA: | Zanzarino | Annele
| NOTES: | Obviously the card being replaced is Puffer Fish.
Why is Puffer Fish considered to be UP?
- Puffer Fish (current) is rarely used in mono water, its unupgraded counterpart, Toadfish, being preferred. This is because although Puffer Fish does more damage over time compared to Toadfish, the latter brings out quick string damage that isn't totally wasted by Purify. Toadfish also has the benefit of potential CC, though that would not be in a mono water deck (unless you're facing Discord).
- Puffer Fish (current)'s skill is the same as Scorpion's, but the former costs more than the latter for only a little gain.
- Scorpion = 2 (attack) + 2 (ability) - 1 (upgrade bonus) = 3 :underworld. (Scorpion is one of those cards that only get a -1 upgrade bonus)
- Puffer Fish (current) = 3 (attack) + 2 (ability) = 5 :underworld.
Where is the upgrade bonus?
Also, OT thinks it's UP. So there.
Why does Elements need Puffer Fish replaced, rather than just buffed?
- The skill 'venom' is already being used, and actually used well, by Scorpion. Replacing Puffer Fish would give the game a fresh taste and give Water more synergies with other elements, as that seems to be its theme. Puffer Fish (proposed) synergies with just about any buff card, as well as cards like Fractal, or even Spiders. (Using web counts as targeting.)
- It seems like Zanzarino doesn't like adding more than one card at a time to an element, and Water is in desperate need of PC. Adding a new card with this ability to water would delay any chance of PC.
Mechanics
Basically, when either you or your opponent clicks the big red target symbol on top of Puffer Fish (proposed_, the opponent gets 3 poison (or -3 purify counters). The effect of the targeting still occurs. The ability is active, and can be lobotomised. If targeted with a lobotomising ability (psionic wave, mitosis, etc) the ability activates first, and the opponent gets 3 poison, then it is lobotomised/replaced. Same goes with cards that kill. 3 poison, then it is killed.
Poisonous is a passive that means if it is consumed (targeted by the ability 'devour' or any others that may be added to the game) the creature that targeted Puffer Fish gains 1 poison counter.
Balancing
Deadly poison = 2 :death + 1 card + upgrade for 3 poison.
If we assume 1 card = 2 :underworld,
2 cards + 2 :underworld = 3 poison
So Puffer Fish (proposed) = 2 (attack) + 1 (high health) + 2 (ability) - 2 (upgrade bonus) = 3 :underworld
Are there any problems with replacing Puffer Fish with this?
- The only problem I see is that Puffer Fish (proposed) takes up the space of a 3-cost water creature, making Ulitharid even more overshadowed than it already is. However, Ulitharid already needs a small buff (either lowering stats a little and -1 cost or raising stats a lot and +1-3 cost - depending on the buff - would be what I'd suggest) and this would just 'point it out' a little more.
Additional notes
It is possible to replace both abilities with this, though I wanted to keep with the theme of the ability changing, and only change the UP one. Also, Toadfish is a nice mid-range attacker for Water, and I didn't want to take that away.
The end bit
In conclusion, replacing Puffer Fish with my proposed card would give Water a fresh taste; give a bit more reason to upgrade Toadfish; leave room for a much-deserved PC card; and encourage an already-needed buff for Ulitharid.
| SERIES: |
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In a deep lake near the Forest of Life, the Toadfish thrived. They had learned to use the air above them to ward off attacking creatures and maintain their territory as their own. They ate the seaweed on the bottom of the lake, and the occasional Horned Frog that floated into their lake due to heavy Flooding.
Then one day, the Elementals came. Elementals were not new to the Toadfish; they lived right beside the Forest of Life where Life Elementals thrived, though they had learned to stay away from the Toadfish. Life Elementals did not appreciate hostility.
However, these were not the peaceful Life Elementals, but the destructive Fire Elementals who had invaded the Forest of Life and burned half the plants there, as well as incinerating a third of the creatures. They chose to drain the lake next because Water was one of their weaknesses, along with small damage. They were just grateful the Life Elementals hadn't discovered this yet.
The Fire Elementals had already started draining the lake when the Toadfish realised what was occurring. They tried warding off the Fire Elementals using the technique they had perfected on opposing creatures to no avail.
Elementals were on a completely different ranking to creatures, they realised among themselves. They decided they needed to go to new extents to stop their home being destroyed.
Some brave Toadfish volunteered to go through radical changes to defend themselves. They focused their power not on their attack, but instead on their poisoning abilities, and learned how to inflate themselves on touch - without air. They called themselves the Puffer Fish army, and prepared themselves for battle.
The Puffer Fish waited until the Fire Elementals had started continuing their efforts to destroy the lake, then attacked. They flopped out of the water and struck out with their pitiful attacks, hoping, not in vain, that the Fire Elementals would swipe them away with a quick Firebolt.
Bingo.
As the Firebolts touched the Puffer Fish, they squirted out poison at the opposing Elementals, withering down their defenses. The Puffer Fish then struck once more at the weak but strong Fire Elementals, reducing their health to zero.
The remaining Fire Elementals huddled together to figure out how to stop this threat to their plan. They figured out that their Fire Storms did not trigger the poison, though it required two to kill, and by then their energy was very low.
The Puffer Fish attacked one more, felling the last remaining Fire Elementals and claiming their victory.
Last remaining? Not quite; they left a few to run back to the Land of Fire and spread the news about these new foes.
The Puffer Fish were very confident no Elemental would bother them again.
They were not counting on the Water Elementals. In fact, they didn't even know that Water Elementals existed then; the Fire Elementals had been huge news to them.
And the Puffer Fish were huge new to the Water Elementals. When the stories from the Land of Fire reached their ocean, they were shocked to find out that their Toadfish lived elsewhere, not least with undiscovered creatures. They knew they had to enquire about this at once.
The Water Elementals traveled to the lake by the Forest of Life, knowing they mustn't alarm the Puffer Fish, or else face an attack like the Fire Elementals'.
When they reached the lake, they decided that their own Toadfish and variant of of Puffer Fish would be the best way to convince the new creatures of the Water Elementals' peace offering.
The Toadfish and Puffer Fish were suspicious at first, and killed all the Water Elemental's Puffer Fish as soon as they entered their lake. However, the Toadfish recognised the Water Elementals' Toadfish, and told the Puffer Fish to listen to their plight.
The Water Elementals' Toadfish told the others that the Water Elementals were friendly Elementals who took great care of their creatures - gave them enough water, etc. - and would like their services in defeating other Elementals in the War.
'Like the Fire Elementals who tried destroying you home' they said.
The Toadfish and Puffer Fish of the lake thought about it, and decided that half of them would travel with the Water Elementals; leaving the young and old at the lake; in the agreement that they could be returned to their home before they die.
'If you do not die on the battlefield, we assure you you will die here' the Water Elementals said.
The Toadfish and Puffer Fish traveled with the Water Elementals. They relished the openness of the ocean, and the friendships they created with other Water Creatures. They also enjoyed (after a period of skepticism) fighting in the War and defeating especially the Fire Elementals.
And when they grew old, the Water Elementals set them on an Ice Dragon to take them back to their home place one last time.
All was well. Okay, yes, I took that from the and of Harry Potter. Shoot me now.
(http://i.imgur.com/4h8yu.png) | (http://i.imgur.com/ohxsf.png) |
NAME: | Clock
| ELEMENT: | Time
| COST: | 6 :time
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | :time : Tick Tock Target creature ages one turn and gains +1 | -1. Can be used 3 times per turn.
|
| NAME: | Chronometer
| ELEMENT: | Time
| COST: | 6 :time
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | :time : Tick Tock Target creature ages one turn and gains +2 | -2. Can be used 2 times per turn.
|
|
ART: | Annele
| IDEA: | Annele
| NOTES: | How does this synergise with Puffer Fish (proposed)?
Almost any targeting card with a positive effect synergises with my proposed Puffer Fish (the exception of course being Rage Elixir without a previous buff). However, Clock not only synergises with Puffer Fish's ability, but with its high health as well. It has a high cost so it is not easily splashable, but with the right set up one can add up to 5 | 4 attack to Puffer Fish - making it a 7|1 | 6|2 creature - and add 15 | 8 poison to the opponent. Bear in mind that this costs 11 :time + 3 :water + 2 turns | 9 :time + 3 :water + 1 turn to pull off. Using this alone, it does:
Turn | Move | Damage this turn | Total damage | 1 | Play Puffer Fish and Clock. | 2 | 2 | 2 | Use Tick Tock on Puffer Fish 3 times. | 14 | 16 | 3 | Use Tick Tock on Puffer Fish 2 times. | 22 | 38 |
Turn | Move | Damage this turn | Total damage | 1 | Play Puffer Fish and Chonometer. | 2 | 2 | 2 | Use Tick Tock on Puffer Fish 2 times. | 14 | 16 | 3 | Press space. | 14 | 31 |
The unupgraded may seem worse than the upgraded, though a few factors have to be taken into account:
- Chronometer + Puffer Fish combo costs less than the Clock + Puffer Fish combo
- As the Chronometer + Puffer Fish combo is one turn quicker to pull off, Tick Tock can be played on other creatures in the 3rd turn.
- If Puffer Fish is buffed or healed, then Tick Tock can be twice as quick at increasing the effect.
- And most importantly - IT IS NOT ONLY ABLE TO BE USED ON PUFFER FISH. Clock offers more flexibility, though Chronometer is much cheaper than its unupgraded counterpart.
Puffer Fish's cost makes it difficult to splash into a deck and still remain quanta balance, though it would be fine splashing into a False God or Arena deck. However, this only means purify is going to be carried more often, and that's even assuming the AI will play it correctly.
Mechanics
- 'Target creature ages one turn' basically means that the target creature basically does everything it would do at the end of a turn except attack.
For example: Poison would deal damage to the creature; if it has one, it would activate its passive-active abilities that occurs at the end of the turn (creatures with 'bioluminescence would generate 1 :light, etc.); skills would become 'ready' (for example, an Ulitharid that had used Psionic Wave on an Otyugh could use it again in the same turn); in the case of Steam Machine and creatures with the ability 'steam' it would lose an attack; and any other things I may have missed, or are yet to be in the game. Adrenalined creatures do not act any differently than normal creatures as they aren't attacking.
- 'Gains +1|-1 | +2|-2' is pretty straight-forward, the creature gains one | two attack and looses one | two health. If the creature has one | two or less health when Tick Tock is used then it dies. Damage occurs after aging, so everything stated above (quanta produced, etc) will occur before it gain +1|-1 | +2|-2.
- 'Can be used 3 times per turn' means that once you have clicked it and the target creature, if you have enough :time, you may use it again, like with Rustler, but cannot be used a fourth time (or a fifth, sixth, etc.) This is basically to avoid multi-targeting issues.
Balancing
Red Nymph = 1 (attack) + 1 (high health) + 6 (ability cost) = 8 :underworld
3 :underworld = +5 | -5 to target
0.6 :underworld = +1 | -1 to target
1.8 :underworld = +3 | -3 to target
~2.5 :underworld = +1 | -1 to 3 targets
Rounded up because of the aging effect.
3 :underworld = +1 | -1 and aging to 3 targets.
Okay, I admit, about here I got stuck and used the ability cost of Red Nymph as the casting cost.
Because Chronometer's ability is twice as good, I reduced the number of times it can be used, so now each turn it is only a bit better than Clock. (I really did not want to increase the casting cost)
Why would this be a good addition to the game?
Time does not have any good buff cards, or any good creature control cards (except Reverse Time, which I find is too situational for my liking, and nothing like this). It not only synergises with my proposed Puffer Fish, but with many other cards as well. For example; Armagio, Plague, Quintessence, the list goes on.
Are there any problems with adding this to the game?
Adding this would be adding an in-element buff for Dune Scorpion, which some people may not like. However, a permanent that costs 6 | 7 quanta and a turn before it can do any buffing isn't really preferable to Unstoppables or Chaos Powers run off the mark is it? Especially as this would kill the unupgraded Dune Scorpion.
As balancing was slightly wonky, this may end up being OP (or UP, but I doubt it), but then again, most cards are modified before they are put in the game, right?
The End Bit
Admittedly, Clock does synergise better with Puffer Fish because it requires more targeting.
Here is a proposed deck:
Hover over cards for details, click for permalink 4t9 4t9 4t9 4t9 4t9 7gu 7gu 7gu 7gu 7gu 7gu 7js 7js 7js 7js 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7ri 7ri 7ri 7ri 7ri 8pp
Relics are Clocks.
In conclusion, Clock | Chronometer would be a great addition to the game, because it strikes up a lot of synergies with time; it adds the feature of aging a turn; it gives Time a good, thematic, buff AND cc cards; and would give Elements a huge fresh taste.
| SERIES: |
|
|
TASK III - Building the Game
First of all, I apologise that some of you have been frantic about my absence. I have been working on my other projects, and the new update of Elements.
And getting stalked by crazy teenage Curators in New Zealand as well. Announcements:- The PvP bug was the result of a failed hack. The hacker in question has now been
removed disciplined.
- After careful deliberation, I have decided to allow Xenocidius the right to add cards in the Trainer. He will add a card once a month, it will be tested, and if I believe it would be a good asset to the game, it will be added.
- Weekly Quests have arrived!
New cards- Kraken | Dark Kraken - I thought it was about time Water gained some PC, and a new card. Original idea by Ajit here. (http://elementscommunity.org/forum/index.php/topic,21004.0.html)
(http://i.imgur.com/4rSUi.png) | (http://i.imgur.com/Nf9v4.png) |
- Rejuvenation | Rejuvenation - Light control for Life, or more healing. Original idea by Legit here. (http://elementscommunity.org/forum/index.php/topic,34369)
(http://imageplay.net/img/m7Gbd239642/rejuv.png) | (http://imageplay.net/img/m7Gbd239641/rejuvu.png) |
- Clock l Chronometer - Control and Buff card for Time
(http://i.imgur.com/4h8yu.png) | (http://i.imgur.com/ohxsf.png) |
- Fly - Original idea by GG here. (http://elementscommunity.org/forum/index.php/topic,8697.0.html)
(http://i.imgur.com/qXc7L.png) | (http://i.imgur.com/5exFm.png) |
Balancing- The ability 'Web' now also removes the skill 'Dive'.
- Shard of Focus is now a 3 l 2 cost permanent with a one-time free ability of destroying a permanent. When ability is used it generates a Black Hole and a 0 l 30 creature.
- Shard of Sacrifice now requires a creature sacrifice instead of a quanta sacrifice for 1 turn of reversed healing and damage. If it is a death creature, 2 turns. Health sacrifice reduced to 20.
- Shard of Sacrifice now costs 2 l 1 random quanta.
- Shard of Wisdom can now target non-immateriel creatures for a reduced bonus. (+1 l +1). The creature still does spell damage.
- Shard of Wisdom cost increased to 4 l 2.
- Druidic and Jade Staff now cost 1 :life.
- Jade Staff's healing increased to 8 and damage reduced to 2.
- Puffer Fish's ability changed to Inflation - adds 3 poison to the opponent on targeting.
- Puffer Fish's cost is reduced to 3 and its stats changed to 2 l 6.
- Flooding does not affect airborne creatures.
- Massive Dragon l Colossal Dragon now have momentum.
- Half Bloods now only have a 2x mark.
- Half Blood's spin is now 2 unupgraded and one upgraded.
- False God decks now no longer have shards.
- It is possible to win upgraded cards from Arena spins now.
- The Oracle now gives out Miracles.
- The maximum number of a certain type of pillar or pendulum in a deck is now 20.
Bug fix- PvP 1 is back to normal.
- Purify is now reflected by Reflective shields no matter who uses it.
- PvP quality improved
New features- Vampire's art has been replaced with vrt's.
- A new quest has been added (gain 1000 score, reward is a Nymph)
- Weekly Quests are now available.
- New AI3s have been added, and the Darkness marked AI3 replaced.
- The 'Redeem Code' Button has been moved in between the Chat and Donate buttons.
- The 'Upgrade Card' function is no longer in the 'Quest' bubble, but appears under the 'Bazaar' button when all quests are completed. The button also appears along the top when in 'Manage Deck' and 'Bazaar'. The 'Bazaar' button is now on the top of the screen as well as 'Manage Deck' when one is in 'Upgrade Card.
- Psion and the new cards all have Oracle Predictions now.
Weekly Quests- Weekly Quests refresh at 7am GMT (like the Oracle) every Sunday (GMT).
- Weekly Quests are available once all quests are completed.
- When one clicks the 'Quest' button, the bubble appears showing a deck, any bonuses it may have (2x draw, 3x mark, etc) and a button saying 'Challenge'.
- The deck's bonuses depend on your score when the Quest refreshes.
- It doesn't cost anything to challenge the deck.
- You may challenge the deck 3 times during the week.
- Once you have faced the deck and lost, you may leave the Quest bubble and do what you want. You may come back to the quest button at any time during the week and use your other challenges.
- Once you have faced the deck and won, you gain a reward and cannot challenge the deck again, until the week ticks over and you gain a new challenge.
- Rewards may be anything from Electrum to a random Upgraded card to something else...
- You may not necessarily have the same deck as someone else, even if you have exactly the same score as them.
- They are Weekly Quests, not daily, to relieve a lot of stress off me and also to give time to balance and test working decks.
New AI3sHover over cards for details, click for permalink
4ve 4vh 4vi 4vi 4vi 4vj 4vj 4vj 4vj 4vj 4vl 4vp 4vp 4vp 4vp 4vp 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f3 5f5 5f6 5f7 5f8 5f8 5f8 5fa 5fa 5fe 5fe 5fe 5fe 5fe 5fe 8pj
Hover over cards for details, click for permalink
5ri 5rl 5rn 5rn 5rn 5rn 5ro 5rr 5rr 5rr 5ru 5ru 5rv 5rv 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 61p 61p 61s 61u 622 624 625 625 625 625 625 625 62c 62c 8pu
??? = Clocks and Psions
Hover over cards for details, click for permalink
58q 58s 58s 593 595 596 596 596 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5uk 5ul 5ul 5um 5um 5um 5um 5uo 5uu 5uu 5uu 5uv 5uv 5uv 5uv 5uv 5uv 5v1 8pt
Hover over cards for details, click for permalink
52g 52g 52g 52g 52g 52l 52l 52m 52m 52m 52o 52o 52o 52o 52o 52p 52q 52q 52r 52r 52s 52s 52s 5bs 5bs 5bs 5bs 5c2 5c2 5c2 5c2 5c2 5c6 5c7 5c7 5c8 5c8 5c8 5c8 5c8 5c8 5d0 5d0 5d0 5d0 5de 5de 5de 5de 5de 5de 8pk
??? = Rejuvination
Hover over cards for details, click for permalink
5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5ig 5ig 5ig 5ig 5ig 5ig 5ih 5ih 5ih 5ih 5ij 5ij 5ij 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5lc 5lc 5lh 5lm 5lm 5lm 5lm 5lm 5ls 8pl
??? = Kraken
To comeAs some of you seem to get worried while I am working a new features, I will consolidate you by adding Elements 1.45 soon. Included will be a series of rare Shields that have active abilities. This will not take too much work, and I could add them now, but it seems you prefer a little at a time and these quests are already a huge jump. There also may be a new AI coming up, you'll just have to wait and see.
Keep playing and donating! ;)
All decks and cards were made by Annele unless otherwise stated.[/list][/list][/list][/list][/list][/list]
-
Best viewed in RR Vision (http://wonder-tonic.com/geocitiesizer/content.php?theme=3&music=2&url=http://elementscommunity.org/forum/index.php/topic,43688.msg1004292.html#msg1004292)™
In the beginning zanzarino created the Earth and the Sky, breathed Life into the Void and shone Light upon the Elementals. For His was the realm of Elements and He was unto them.1 But they grew greedy and fat upon Electrum and the zanzarino was callous in his fury. He cast Shards down upon them and abandoned them to their doom.2
But the Guardian Angels were there, and in their low state they were sent to be mighty and glorious like the Archangels and so they rejoiced.3 But their Sanctuary was taken from them and brought down upon them and it was enfeebled.4 And He took the Holy Light that shone upon the Death and the Darkness and it was Remade into a new effect, and they rejoiced.5
Then zanzarino said unto Discord "you have grown evil and wicked and you will be cast down" and the Abominations and Demons were lo.6 But upon them he grew the cost of Pandemonium and it's Entropy was made to be steep.7 And when He came upon SuperNova He took his brother Nova and upon them gave the same weakness. And many Singularities were born.8
And the Immortals were there and thought that they were untouched but the zanzarino came upon them and smote their Dimensional Shield upon the mountainside. And when it had come down they found that it's Aether was lavish and increased by one. And the Elementals wailed and called out to Him and desecrated upon themselves to no avail.9
When the zanzarino came upon the living creatures and the plants he saw that they were weak. And he saw that they were feeble and unable to War and that they were vulnerable to Fire and to Death and to Lightning and to Arrows. And so in balance he said onto Life "let Me create onto you a New Card to protect your creatures" and they rejoiced.10
For now He came to the heat and the flame and saw that He had treated them harshly. And in His regret zanzarino gave unto them stronger Ash Eaters and Fire Spirits and Golems and they rejoiced.11 But He was in turn weary and in doing so He said "your Rage is too great" and he broke it in half and took from them their CC.12
And finally zanzarino gazed upon the Shriekers and the Black Holes and the Fog Shields and the Reverse Times and the Vampire Stilettos and the Purifys and told them not too look. But in their indignance they looked back and were turned into a Pillar of Salt and they lost some of their power.13 And he took the Shards and the Marks and they became cards of their own Element.14 And when the Elementals came to zanzarino they found that He had left them again and though they pleaded and begged, He was returned to whence He came. And in the new metagame they played and found that it was more plentiful and they rejoiced.15
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Task I - Brawl Skills
(http://elementscommunity.org/images/Cards/SchrodingersCat.png)(http://elementscommunity.org/images/Cards/SchrodingersCatUpgraded.png)
(http://i.imgur.com/IlVA2.png) | (http://i.imgur.com/1E2kU.png) |
NAME: | Schrödinger's Cat
| ELEMENT: | Entropy
| COST: | 1 :entropy
| TYPE: | Creature
| ATK|HP: | 1 | 0
| TEXT: | This creature cannot die. Anytime it would die, death effects are triggered but it remains in play instead.
|
| NAME: | Schrödinger's Cat
| ELEMENT: | Entropy
| COST: | 1 :entropy
| TYPE: | Creature
| ATK|HP: | 2 | 0 (upgraded)
| TEXT: | This creature cannot die. Anytime it would die, death effects are triggered but it remains in play instead.
|
|
ART: | I retained the original art - why change a great image!
| IDEA: | Jen-i
| NOTES: | The text on the card is a passive ability called - Dead & Alive
At first glace there does not seem to be a substantial change to the card. However that first glance would be mistaken, the Cat is now immune to damage based CC making Chaos Power and other buffs a solid tactic. In addition it is largely immune to Pandemonium adding an increased in-element synergy to the card. But best of all would be its use with Rage Potion, Acceleration and Immolation, you can the benefit of those cards without any penalty.
You'll notice the Cat has 0 HP which means it will die at the end of every turn, except of course that it won't, it will however still trigger death effects at the end of every turn, all without you having to do anything. And that fact that this is a passive ability gives it an added synergy with Butterfly Effect as well.
| LORE: | Yes you must check out this link! (http://www.youtube.com/watch?v=oW9f04Dctz4&feature=related) All credit to Fred Penner and the Film board of Canada!
| SERIES: | Trials #6
|
|
(http://i.imgur.com/izqTm.png) | (http://i.imgur.com/Nr1Ib.png) |
NAME: | Sacrifice
| ELEMENT: | Death
| COST: | 4 :death
| TYPE: | Spell
| ATK|HP: | N/A
| TEXT: | Target and destroy one non-skeleton creature belonging to each player.
|
| NAME: | Sacrifice
| ELEMENT: | Death
| COST: | 3 :death
| TYPE: | Spell
| ATK|HP: | N/A
| TEXT: | Target and destroy one non-skeleton creature belonging to each player.
|
|
ART: | original photograph here (http://foter.com/f/photo/37759915/a940e8889d/)
| IDEA: | Jen-i
| NOTES: | Death has long held reign with its ability to benefit from the deaths of any creatures. unfortunately it is usually forced to duo in an effort to cause enough deaths to be of benefit. This card would add an in-element means of triggering death effects, one card, two death effects even if one of them must be one of your own creatures. There is an obvious synergy between Sacrifice and both my new Schrödinger's Cat and Phoenix, as either creature largely allows you to ignore a large portion of the cost of the card. And while at first glance the effect may seem overpowered (trade a Ball Lightning for a Dragon) you must also consider the card space needed to fuel the combo, you are in effect trading card advantage as well (2 cards to kill one) I think it may prove balanced.
| LORE: | Long has death sought a means of spreading its power, of bringing even the mighty dragons and nymphs of the other elements to their knees. Many master`s had sought the means of spreading their pestilence, alliance with entropy or aether had been approached and abandoned. It was in the Libraries of the Academies Aether that one clever death elemental had his eyes opened. He merely had to be willing to take the next step, to mimic the power of the lowly virus and enhance its effect. He summoned his minions, selected his oldest mummy and began preparations. In the dark of night he gathered hairs from a turquoise nymph belonging to his rival. He built a fire on the altar and summoning his new magics, he unravelled the mummy and feed it to the flames along with the strands of nymph hair. By morning the ritual was complete and the mummy was gone and the nymph was found outside its master`s chambers a dessicated husk, dry and dusty. The elemental quickly packed his belongings and with his notes headed home to spread the news of his discovery!
| SERIES: | Trials #6
|
|
Task II - Deck Building
A Frozen WastelandHover over cards for details, click for permalink
77c 77c 78q 78q 78q 78q 78q 78q 78q 7go 7go 7gr 7gr 7gs 7gs 7h0 7h0 7h0 7h0 7h0 7h0 80b 80b 81q 81q 81q 81q 81q 81q 81q 8pp
There's just something about using Poseidon in a deck that is immensely satisfying. And while the deck doesn't always draw it, it packs a hideous amount of stall.
Bloated WyrmsHover over cards for details, click for permalink
6u2 6u2 6u2 6u2 6u2 6u2 7jo 7jo 7jo 7jo 7jo 7jo 7jr 7jr 7jr 7jv 7jv 7jv 7jv 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7mu 7mu 7mu 7mu 8pj
Simple, effective, reasonably fast, and surprisingly consistent - what more could you ask of an "ideal" AI3 grinder
Trampled!!Hover over cards for details, click for permalink
746 746 746 746 746 746 74i 74i 7am 7am 7ap 7ap 7ap 7ap 7bu 7bu 7bu 7bu 7bu 7bu 7t8 7t9 7t9 7tb 7te 7te 7um 7um 7um 7um 7um 7um 8pl
Hehehehehe, the other two decks needed to be effective this one needed to be fun! In testing I was always a few gravity short of what I wanted -which I suppose is perfect once you get the FG triple mark.
The SkevolutionHover over cards for details, click for permalink
711 717 717 717 717 719 719 719 719 71b 71b 71b 71b 7dm 7dm 7do 7dr 7dr 7dr 7dr 7dr 7f2 7f2 7f2 7f2 7f2 7f2 7f2 7f2 7f2 7f2 7q4 7q4 7q4 7q5 7q5 7q5 7q8 7q8 7q8 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 8pk
I had so much fun playing this deck - its not totally straight forward, you have to decide between Eternity locking your opponent and "Evolving" your skeletons, but it is fun to play.
The Perfect MutationHover over cards for details, click for permalink
6rq 6rq 6rq 6rq 6u4 6u4 6u4 6u4 6u4 6u4 6ve 6ve 6ve 6ve 6ve 6ve 6ve 6ve 77e 77e 7jp 7jp 7mt 7mt 809 809 80b 80b 80b 80b 8pu
Holy Crap - this deck is soooo much fun to play - this may actually qualify as my new AI3 grinder - not blisteringly fast, but soo much fun!!
So fun in fact that I posted the deck, and I never post decks, if you wish to comment on the deck please do so here (http://elementscommunity.org/forum/index.php/topic,43825.0.html).
(http://i.imgur.com/6Pi1J.png)
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-Reserved-
Task II: Deckbuilding
Twisted TwilightHover over cards for details, click for permalink
6ts 6ts 6ts 6u1 6u1 6u1 6u1 6u1 6u1 6ve 6ve 6ve 6ve 7jp 7jp 7jp 7jp 7k3 7k3 7k3 7k4 7k4 7k4 7k5 7k5 7k5 7tb 7tb 7th 7th 8pt
Werewolves eventually end up as a vanilla creature. Giving it :light generation with Luci allows the deck to have some mid-game defensive power (via powering Hope) to get through all 150 HP of a half-blood. A Vader Sader subtheme also synergizes well with the need for :darkness quanta for Werewolf's ability and the extra :light quanta generated using Luci.
Heroes of ZeroHover over cards for details, click for permalink
6rl 74g 74g 7mt 7mt 7mt 7mt 7mt 7mt 7n0 7n9 7n9 808 808 808 808 808 808 808 809 809 809 809 80i 80i 80i 80i 80i 81q 81q 8pl
Super silly creature rush with an OTK component to it; Chimera breaks stalemates involving shields.
CerberusHover over cards for details, click for permalink
6rv 6rv 718 718 718 718 718 718 71a 71a 71b 71b 71b 71b 77m 77m 77m 77m 77m 77m 78q 78q 78q 78q 78q 78q 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dk 7dk 7dk 7dk 7dk 7dk 8pk
Cerberus is the gatekeeper to the underworld in Greek mythology. This FG aims to control the early game with Wardens and Lances as poison damage slowly whittles the player down. Shard of Patience synergizes well with the Wardens to increase their creature control capabilities and also provide an alternate late-game win condition if poison and Fire Lances weren't enough.
Scrying PoolHover over cards for details, click for permalink
6rq 6rq 6rq 7al 7al 7ap 7ap 7ap 7bu 7bu 7bu 7bu 7bu 7bu 7bu 7gp 7gp 7gp 7gr 7gr 7h0 7h0 7h0 7h0 7h0 7h0 7q0 7q0 7q0 7q0 7q4 7q4 7q4 7q4 7q5 7q5 7q5 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 8pp
Mito Golden Nymphs, whee~
Rewind, Arctic Octopus, and Permafrost Shield provide an early defense while the combo sets up.
Sinister SteelHover over cards for details, click for permalink
6s3 6s3 6s3 778 778 778 778 778 778 77a 77a 77a 77a 77a 77a 77j 77j 77j 77j 78q 78q 78q 78q 78q 80e 80e 80k 80k 80k 80k 8pu
Shard of Bravery's biggest drawback is that it puts cards in your opponent's hand. Silence prevents them from playing their newly-drawn cards, while Earthquake's quanta disruption makes sure that those cards stay sitting in their hand.
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Task I : CARD!!
(http://i.imgur.com/y9iP4.png) | (http://i.imgur.com/cPGet.png) |
NAME: | Thunderstorm
| ELEMENT: | Air
| COST: | 2 :air
| TYPE: | Spell
| ATK|HP: |
| TEXT: | Deals 1 damage to every enemy creature and 1 thunder damage to opponent. Removes invisibility.
|
| NAME: | Thunderstorm
| ELEMENT: | Air
| COST: | 3 :air
| TYPE: | Spell
| ATK|HP: |
| TEXT: | Deals 1 damage to every enemy creature and 3 thunder damage to opponent. Removes invisibility.
|
|
ART: | Elements
| IDEA: | Vineroz
| NOTES: | A little buff to this underused card. As a mass CC card it is very situational, as player prefers to insta-kill a creature and with Shockwave and Owl's Eye in the same element, which result in its underused status.
This buff also adds "thunder" damage to the player. Thunder damage works just like poison damage; it is cumulative with thunder damage. If the player is already inflicted with poison, thunder damage overwrites it, and vice versa.
| SERIES: | Status damage
|
|
In a stormy evening, Jack the shepherd was trying to send his sheeps into the shelter. As wind sweeping and thunder flashing across the sky, even the sheeps can feel that it was going to be a disastrous night. Some of them already ran back to the shelter for cover, but some smaller ones seemed excited with this unusual weather. Suddenly a loud cracking sound startled Jack; it was a tree behind him, struck by a lightning. To Jack's horror, a bunch of sheeps are hiding under that tree. It would be too late for Jack to reach for the sheeps, and he could only watched the tree fell over on the terrified creatures. Then the most miraculous thing happened: the fallen trunk hit heavily on the sheeps' back, but there was a mysterious force that somehow pushed the trunk away. Jack ran to the sheeps, and realised that there was a eerie blue glow inside the wool of the sheeps. When he tried to touch them, he immediately got an electric shock. Fortunately the current was not too strong to knock him out, and it seemed like the electricity on that sheep was cleared.
When Jack walks his other blue sheeps back to the shelter, he was a bit glad that at least they were alive. However these poor electrified sheeps finally fell on there knees when they got to the shelter. It looked like the electricity was indeed hurting them. Jack recorded this incident in his notebook, and hoped to find ways that can prevent this to happen again in the furture.
(http://i.imgur.com/l1Kwh.png) | (http://i.imgur.com/kraSw.png) |
NAME: | Insulated Blanket
| ELEMENT: | Earth
| COST: | 3 :earth
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | Remove thunder status from the target. Protect the target from spell damage for 2 turns.
|
| NAME: | Insulated Blanket
| ELEMENT: | Earth
| COST: | 4 :earth
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | Remove thunder status from the target. Protect the target from spell damage for 3 turns.
|
|
ART: | -
| IDEA: | Vineroz
| NOTES: | As well as countering thunder damage, I think this card is much more powerful in its other function: to block spell damages. Currently there are only 2 cards that can block spell damages, and they are shields which means it is situational. Note that this card only blocks spells targeted to player (effect similar to nightmare a player with Sanctuary) but creatures are still vulnerable to spells.
| SERIES: |
|
|
Task II : DECK!!
Credits to RNG for the element choice
Hover over cards for details, click for permalink
6rk 6u2 6u2 6u2 6u2 6u2 7ac 7ac 7ac 7ac 7ac 7ae 7ae 7ae 7ae 7ae 7ae 7dg 7dg 7dg 7dg 7dg 7dm 7dm 7ds 7ds 7ds 7ds 7ds 7ds 8pj
PlayerWinrate: 92.9 %
Average TTW: 7.456404736275565
EMs: 47
Hover over cards for details, click for permalink
5lk 5lk 5lk 713 713 72i 72i 72i 72i 72i 72i 72i 7jp 7jp 7jp 7jp 7jp 7jp 7ju 7ju 7k6 7k6 808 80i 80i 80i 80i 80i 80i 81q 8pu
RoL/Hope with Death flavor. Reclusetal is strong itself.
Hover over cards for details, click for permalink
778 778 778 778 778 778 778 778 778 778 77a 77a 77a 77a 77a 77i 77i 7gq 7gq 7gs 7gs 7gs 7h0 7h0 7h0 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t4 7t8 7t9 7t9 7t9 7t9 7tf 7tf 7tf 7tf 7tf 8pp
Denial + rushing at its finest.
Hover over cards for details, click for permalink
744 74c 74c 74c 74c 74c 74c 74h 74h 74h 74i 74i 74i 74i 75m 7n2 7n2 7n2 7n2 7n2 7n8 7n8 7n8 7n8 7n8 7n8 7oe 7oe 7oe 7oe 7oe 7oe 7oe 7q5 7q5 7q5 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 8pl
One drawback of catatitan is not getting the combo card. Hourglasses solves the problem.
Hover over cards for details, click for permalink
4tj 4tj 4tj 4tm 4tm 4tm 4tm 5fb 5fb 5fb 5fb 5l8 5l8 5l8 5l8 5l8 5le 5le 5le 5le 5le 5lf 5lf 5mq 5mq 5mq 5mq 5mq 5mq 5mq 8po
Even 2 to 3 nova would make this deck works much better >.> oh well, quanta is a bit tight to start, but output is huge in mid-game.
-
TASK I - Card Ideas
(http://i.imgur.com/YOWog.png) | (http://i.imgur.com/ZP1WX.png) |
NAME: | Armorer Spirit
| ELEMENT: | Earth
| COST: | 3 :earth
| TYPE: | Creature
| ATK|HP: | 3|1
| TEXT: | Target creature gains +0 | +3.
|
| NAME: | Iron Spirit
| ELEMENT: | Earth
| COST: | 3 :earth
| TYPE: | Creature
| ATK|HP: | 4|1
| TEXT: | Target creature gains +0 | +6.
|
|
ART: | -
| IDEA: | Shantu
| NOTES: | These spirits are said to be the very essence of metal itself, hence their name. The sole purpose of their summon is to enchant the armies with incomparable resistance so that the creatures may last longer in the pointless wars and battles of their elemental masters. These armorers pour all their knowledge and soul into their art - for it is an art in their hands - and work quickly and without question.
Armorer Spirit | Iron Spirit is basically Heavy Armor on a stick. The main problem with the original heavy armor was the fact that such a weak effect wasn't worth the card space. This replacement would fix this problem while also giving a new attacker to Earth. The only drawback this approach would have is the summoning sickness, the one turn delay before the creature can use its skill. I believe the change would be worth it. While the spirits do not provide immortality, leaving one or two of these unattended will ensure that your creatures won't die to damaging CC anytime soon.
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|
(http://i.imgur.com/79wIC.png) | (http://i.imgur.com/O6Qci.png) |
NAME: | Divine Presence
| ELEMENT: | Light
| COST: | 3 :light
| TYPE: | Creature
| ATK|HP: | 1|1
| TEXT: | All your other creatures gain X damage, where X is the damage of Divine Presence. Loses 1 HP each turn.
|
| NAME: | Divine Presence
| ELEMENT: | Light
| COST: | 3 :light
| TYPE: | Creature
| ATK|HP: | 2|1
| TEXT: | All your other creatures gain X damage, where X is the damage of Divine Presence. Loses 1 HP each turn.
|
|
ART: | -
| IDEA: | Shantu
| NOTES: | My aim with Divine Presence was to make a creature that benefits from buffs but can work on its own, if needed. The creature resembles a spell a lot: by default, it equals a one turn long damage buff. It has 1 HP, and the turn it is summoned it loses one, resulting in its death. With buffs however, its duration (or lifespan) can be extended. The cost inefficiency - only +1 damage for 3 quanta - is my attempt to balance the card with Blessing in-element, and the ability to spam Rays of Light so easily. As a note, they do not give any damage to other copies of Divine Presence, nor to themselves.
I believe it's fairly obvious how the two cards interact with one another: Armorer Spirit gives HP to Divine Presence, ensuring it stays alive, in turn the Presence increases the damage of every Spirit in play. A lovely relationship, isn't it?
|
|
TASK II - Deckbuilding
:air :fire :gravity
Hover over cards for details, click for permalink
6rl 74e 74e 74e 74e 7dm 7dm 7dm 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7ms 7n4 7n4 7n4 7n4 7n4 7n4 7n6 7n6 7n6 8pl
Fast damage, growing damage and the means to deal with shields, this deck has it all. It's fast and stable with multiple ways to deal damage. Elite Fireflies generate fire quanta to power the Firemasters, the Explosions and the Unstable Gases. They come out quick and deal good damage while the Firemasters' damage is slower but increases gradually. Gases can finish it up if the opposition is too tough, but in most games you don't even get to explode one. They are still great to have as backup however.
# | TTW |
1 | 7 |
2 | 7 |
3 | 6 |
4 | 9 |
5 | 8 |
6 | 7 |
7 | L |
8 | 6 |
9 | 6 |
10 | 7 |
11 | 7 |
12 | 6 |
13 | 8 |
14 | 5 |
15 | 9 |
16 | 9 |
17 | L |
18 | 8 |
19 | 7 |
20 | 7 |
18 wins, 2 losses
Average ttw: 7,17
:death :aether :water
Hover over cards for details, click for permalink
5io 5io 5io 718 718 718 718 718 718 71a 71a 72i 72i 72i 72i 72i 72i 80d 80d 80d 80d 80d 81q 81q 81q 81q 81q 81q 81q 81q 8pp
The deck is, I believe, pretty straightforward. You use poison to whittle down the HP of Half Bloods bold enough to face you and Nymphs to hasten the process. I used Nymph Queens (instead of Tears) so that I wouldn't need to waste card space on Water Towers and unupgraded, because few people upgrade them. Phase Shields obviously serve as your defence: that very important thing keeping hordes of creatures off your back. Despite the seemingly unstable quanta base, the deck is surprisingly consistent, my favorite of these decks (no, it has nothing to do with containing Death cards of course).
# | TTW |
1 | 15 |
2 | 15 |
3 | 11 |
4 | 10 |
5 | L |
6 | 10 |
7 | 12 |
8 | 9 |
9 | 11 |
10 | 15 |
11 | L |
12 | 10 |
13 | 19 |
14 | L |
15 | 11 |
16 | 11 |
17 | 10 |
18 | 10 |
19 | 10 |
20 | 9 |
17 wins, 3 losses
Average ttw: 11,65
:darkness :entropy :life
Hover over cards for details, click for permalink
6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6u1 6u1 6u1 6u1 6u1 6u1 6u9 6u9 6u9 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7ac 7al 7ap 7ap 7ap 7ap 7ap 7t8 7t8 7t9 7t9 7t9 7td 7td 8pt
This god's basic strategy is to overwhelm you with his army of lycanthropes that appear out of nowhere surprisingly fast. He has control to deal with both permanents and creatures and some healing to give him some lasting power. Due to the trio nature of the god, draws can sometimes be a little shaky but it more often than not works out well. I did not take any kind of stats with currently popular False God farmers since I believe designing a False God shouldn't be based on currently existing and popular farmer decks. Farmer decks change, False God decks rarely do.
:earth :light :time
Hover over cards for details, click for permalink
5s4 5s4 5s4 6rk 778 778 778 778 778 778 778 778 778 778 77g 77g 77g 77g 77g 77g 77m 77m 77m 77m 7jv 7jv 7jv 7jv 7jv 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q0 7q1 7q1 7q1 7q1 8pq
Despite its size, this deck is pretty fast. It is basically an earth-time rush with blessing connecting the two.
Graboid is the main attacker of the deck, one that I am almost ashamed to use in my submission. Nevertheless they are cheap and awesome. The déja vus support the grabbies with cheap damage, easily multiplied by a blessing. Golden Nymphs have a double purpose in the deck: they provide good enough damage all the while hastening your draws. Seeing your opponent's hand is also something not to be ignored.
Wardens provide a bit of control, delaying flying creatures and killing ground creatures. They are hard to get rid of due to their high hp and will be a major pain in the arse for your opponent.
Blessing, as outlined before, can be used to either increase your damage output or to increase your CC potential, allowing the deck to adapt easily.
Hover over cards for details, click for permalink
6rv 6rv 6rv 6ua 6ua 6ua 6ua 6ua 710 710 710 710 710 710 710 710 717 717 717 717 717 717 71a 71a 71b 71b 71b 71b 72i 72i 8pj
Cats, Shards, Death - what else could you wish for? The strategy is pretty obvious: generate skeletons and bonewalls and use patience to boost your damage and to get through nasty shields. Arsenic is there for the extra punch: it's just too good to pass up. I don't know what else I could say about this deck.
Remember kids: a Bonewall a day keeps the doctor away!
Also, happy 1200th post to me!
-
Task I
(http://i.imgur.com/D7Wt0.png) | (http://i.imgur.com/u4mD7.png) |
NAME: | Hummingbird
| ELEMENT: | Air
| COST: | 1 :air
| TYPE: | Creature
| ATK|HP: | 1 | 3
| TEXT: | Gust: Hummingbird loses 1hp to gain 1:air . May be used multiple times.
|
| NAME: | Dimensional Field
| ELEMENT: | Air
| COST: | 1 :air
| TYPE: | Creature
| ATK|HP: | 1 | 6
| TEXT: | Gust: Hummingbird loses 1hp to gain 1:air . May be used multiple time.
|
|
ART: |
| IDEA: | Kamietsu
| NOTES: | Replacing Damselfly | Dragonfly
Replacing an Air generator for one of greater value and strategic influence. Pairs nicely with any HP raising cards as the more HP it has the more air you can have. And the card quite easily pays for itself.
------------
The Hummingbird. Some call it the spirit of the wind, how it seemingly glides in the streams of air that bind it to this world. Floating from flower to flower, feeding its unsatisfiable appetite so that it may go on living, moving the wind to its beckoning call. But there is another legend of these radiant sky creatures. It was written, long ago, that the Hummingbird could commands its winds for another. Offering to one it deems worthy, the Hummingbird may forgo its feeding to give the powers of the wind, sky, and air to whomever it so chooses. Now Hummingbirds are not creatures of great constitution. The longer it gives away its power, and thus making it unable to feed, the closer to death it gets. But a loving and caring Hummingbird will gladly give its life to help someone else of such great magnitude. Never fear, though, for Hummingbirds are such rich creatures, they can never be gone forever.
| SERIES: |
|
|
(http://i.imgur.com/ksV5g.png) | (http://i.imgur.com/dlBeL.png) |
NAME: | Divine Grace
| ELEMENT: | Light
| COST: | 4 :light
| TYPE: | Spell
| ATK|HP: |
| TEXT: | All damage done to target creature's HP is halved.
|
| NAME: | Divine Grace
| ELEMENT: | Light
| COST: | 3 :light
| TYPE: | Spell
| ATK|HP: |
| TEXT: | All damage done to target creature's HP is halved.
|
|
ART: | Kamietsu
| IDEA: | Kamietsu
| NOTES: | Mostly straightforward. It helps preserve the life of any creature it is applied to. It does round down the damage unless the damage done to it is 1. In take case it takes 2 single damage attacks to kill it. Almost like it is doing .5 damage instead of 1 damage. Example: I play Divine Grace on my Sapphire Charger. Opponent uses Thunderstorm. My Sapphire Charger has the same HP Opponent plays a second Thunderstorm. My Sapphire Charger is now with 1 less HP
So in this way, poison only does 1 full point of damage to a creature every other turn.
| SERIES: |
|
|
When Divine Grace is applied to Hummingbird, the possible quanta production is then doubled since Hummingbird is only doing a single point of damage to itself. This means that every 2 uses of the Gust ability will bring it down a full point. Hummingbird will be able to make 6 air quanta, and upgraded Hummingbird can make 12. This also makes the connections between Air and Light stronger, especially on the Air side. This way splashing for a little light is more lucrative for a heavy Air deck, but on the reverse, such a low cost for Hummingbird and it's ability makes a lot of Air splashing for Light heavy Decks
Task 3
- New Cards
Envy | Envy (http://elementscommunity.org/forum/index.php/topic,42270.msg525933.html#msg525933)
Civilty | Civilty (http://elementscommunity.org/forum/index.php/topic,43460.msg542120.html#msg542120)
Mending Pocketwatch | Mending Pocketwatch (http://elementscommunity.org/forum/index.php/topic,41873.msg519606.html#msg519606)
Glass Figurine | Glass Miniature (http://elementscommunity.org/forum/index.php/topic,43176.msg538003.html#msg538003)
Storm Rod | Storm Attractor (http://elementscommunity.org/forum/index.php/topic,20828.msg265228.html#msg265228)
Null Shadows | Voided Shadows (http://elementscommunity.org/forum/index.php/topic,42786.msg533476.html#msg533476)
- Quest Updates
New quests have finally been added.
Randomly generated quests along with many predetermined ones.
Quest types will include:
- Defeat certain AI Type
- Defeat specific AI
- Win X number of times in PvP/Arena(random league)
- Win certain card(specific/type/element) from any AI source
- Win X number of times in a row PvP/AI/Arena
Rewards will be scaled based on the quest given. Harder quests will have a special spin.
You may have 3 quests at any time and they never expire unless you complete them or give up on them.
You can only take up to 3 new quests each day.
Special predetermined quests will not count towards your 3 quests.
Special Predetermined quests will be based on various things, such as holidays, different times of the year(Summer Quests, Winter Quests, etc.), large game updates, etc.
Regular Predetermined quests will be given out randomly and do count towards your 3 quests.
If you have 3 quests already you will be given the choice to replace one with the Predetermined Quest.
Predetermined quests usually require several conditions to be met and offer more specific rewards, including but not limited to rare cards and upgraded cards.
- Oracle Update
You may now revisit the Oracle in order to see the information it gave you. You can still only spin the Oracle once per day.
- Slot Spin Win
What you win from the slots is now visible on the left hand side of the Slots screen.
Able to sell won cards from the Slots screen now.
[img[http://i.imgur.com/8A68j.png[/img]
- Hard Mode
Hard Mode can be activated two different ways:
- Defeating 5 FGs in a row
- Having in your possession more than 50% upgraded cards(out of a full 6 of each card set; excluding pillars/pendulums)
Hard Mode will have its own button that you can toggle on and off whenever you want after you've unlocked it.
Once activated, all current decks of the AI(Excluding FGs) are replaced with tougher, more upgraded decks.
FGs are now upgraded into True Beings.
True Beings:
- TBs always draw until their hand is full unless there is less than 20 cards left in their deck. Then they default back into drawing 2 cards per turn.
- TBs will have the same 200hp.
- TBs' decks will have a maximum of 160 cards.
- TBs will have the standard x3 mark.
- Most TBs will use Nymphs, but they all will use Shards.
- Shards will be winable from TBs
- Beating TBs twice in a row will start a double prize special spin. The Double Prize Special Spin will act similar to Arena Special Spin, except you win double the card, if any.
- AI Balances
- Hourglass lowered as priority for destruction/stealing
- AI no longer spams shields or weapons when it already has one unless it is higher in a priority list
- Priority readjustment for targeting creatures with the Lobotomize skill
- AI will opt to destroy low count shields instead of stealing them
- Card Balances
- Lava Destroyer attack reduced from 7 to 6
- Immolation/Cremation now costs 1 any quanta
- Bonewall now starts with 6 charges instead of 7
- Thunderstorm/Lightning Storm now deals double damage to Airborne creatures
- Skull Shield/Skull Buckler now also has a small chance to reduce any attacking creature's attack by 1
- Aflatoxin cost reduced from 6->5(5->4 upgraded)
- Plate Armor/Heavy Armor now gives +0/+4(+0/+8 upgraded)
- Butterfly Effect cost reduced by 1
- Fire Shield/Fire Buckler now block 1 point of damage from attacking creatures
- Graviton Guard cost increased to 3, attack increased to 4
- Leaf Dragon cost changed to 1 any quanta
- Nightfall/Eclipse now reduce all Light creatures attack by 1
- Holy Flash healing now increased to 15hp
- Miracle cost now reduced to 14
- Anubis/Elite Anubis cost reduced to 7
- Flooding/Inundation cost reduced by 1
- Trident/Poseidon damage increased to 5
-
TASK I
Parasite is a card that is rarely used. It's a weak creature and poison is the slowest form of CC in the game. Parasite will be replaced by Leech.
|
(http://imageplay.net/img/tya22287138/Leech.png)(http://imageplay.net/img/tya22287137/LeechU.png)
|
NOTES: When an opponent's creature is damaged, Leech 'attaches' itself to that creature. While attached, Leech is delayed and immortal. Whenever the leeched creature attacks, it loses -1/-2 and Leech gains +1/+2. When the leeched creature dies or is removed from play, Leech is no longer delayed or immortal. If another of the opponent's creatures is damaged, Leech attaches to it.
Deep in the heart of the darkest marshes, Where even Otyughs fear to tread. Live the most dangerous of creatures, With a body for a head. Whether you believe the myths, Or that they're farce indeed. Heed the words of those who know, And don't ever... ever bleed. |
(http://imageplay.net/img/tya22286925/Phantom.png)(http://imageplay.net/img/tya22286924/PhantomU.png)
|
NOTES: Leech can't attach unless an opponent's creature takes damage; Phantom can fulfill this task. Draining an opponent's creature will cause Leech to attach. The combo effect of reducing attack and healing HP can keep you alive as your opponent loses creatures. Phantom's Drain Touch drains half the target creature's health round up.
|
TASK III
Elements v1.32NEW CARDS(rares)Arc Blade | Fulgora (http://elementscommunity.org/forum/index.php/topic,37965.0.html)
Fenghuang | Fenghuang (http://elementscommunity.org/forum/index.php/topic,35710.0.html)
Imp Spirit | Fiend Spirit (http://elementscommunity.org/forum/index.php/topic,25230.0.html)
Phantom | Phantom (http://)
Philosopher's Stone | Philosopher's Stone (http://elementscommunity.org/forum/index.php/topic,35879.0.html)
Unstable Shapeshifter | Deranged Shapeshifter (http://elementscommunity.org/forum/index.php/topic,28625.0.html)
Suzaku | Suzaku (http://elementscommunity.org/forum/index.php/topic,30203.0.html)
Magnetic Sword | Magnetic Blade (http://elementscommunity.org/forum/index.php/topic,29781.0.html)
Seiryuu | Seiryuu (http://elementscommunity.org/forum/index.php/topic,21677.0.html)
Byakko | Byakko (http://elementscommunity.org/forum/index.php/topic,33535.0.html)
Sphinx | Sphinx (http://elementscommunity.org/forum/index.php/topic,29869.0.html)
Genbu | Genbu (http://elementscommunity.org/forum/index.php/topic,29433.0.html)
(in bazaar)Fear Shield | Terror Shield (http://elementscommunity.org/forum/index.php/topic,6717.0.html)
Rejuvenation | Rejuvenation (http://elementscommunity.org/forum/index.php/topic,34369.0.html)
Touch of Midas | Touch of Midas (http://elementscommunity.org/forum/index.php/topic,21604.0.html)
Winter | Winter (http://elementscommunity.org/forum/index.php/topic,17926.0.html)
Quantum Pendulum | Quantum Pendulum (http://elementscommunity.org/forum/index.php/topic,14083.0.html)
Miracle, Pharaoh, and Arctic Squid will now be sold in the Bazaar.
Lobotomizer, Owl's Eye, Vampire Stiletto, Arsenic, Pulverizer, Discord, Fahrenheit, Titan, Druidic Staff, Morning Star, Eternity, and Trident will now be sold in the Bazaar.
New Elders' Decks
New Elders (Ai3)(http://i.imgur.com/S3grw.png) | Hover over cards for details, click for permalink 5i4 5i4 5i4 5i7 5i7 5i8 5ia 5if 5if 5if 5ig 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 61q 61r 621 622 623 623 623 624 624 633 633 633 8pu |
(http://i.imgur.com/iij31.png) | Hover over cards for details, click for permalink 55k 55k 55k 55k 55m 55m 55m 55m 55o 55q 55q 55r 55r 576 576 576 576 576 576 576 576 576 576 576 5od 5od 5of 5og 5oi 5zz 5zz 5zz 5zz 5ol 5ol 8pr |
(http://imageplay.net/img/m7Gbd231280/ImpSpirit.png) | (http://i.imgur.com/uuK6a.png) | Hover over cards for details, click for permalink 5ul 5ul 5ul 5ul 5um 5um 5um 5um 777 5up 5up 5ur 5zz 5zz 5zz 5zz 5v1 61o 61o 61r 61r 622 623 623 623 63a 63a 63a 63a 63a 63a 63a 63a 63a 63a 63a 63a 8pt |
(http://imageplay.net/img/tya22286925/Phantom.png) | Hover over cards for details, click for permalink 52h 52j 52k 52l 599 599 599 599 52p 52t 52u 5ul 5un 5un 5up 5uq 5uq 5ur 5ut 5uv 5v1 606 606 606 606 606 606 606 606 606 606 606 606 606 8pk |
(http://i.imgur.com/tAZCt.png) | Hover over cards for details, click for permalink 58q 58q 58r 58s 599 599 599 599 590 590 590 592 592 594 595 596 5ri 5ri 5rk 5rk 5rl 5rl 5ro 5ru 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 8pm |
(http://imageplay.net/img/m7Gbd214318/Unstable_clone.png) | (http://img29.imageshack.us/img29/48/winterl.png) | Hover over cards for details, click for permalink 4sa 4sa 4sa 4sa 4sa 4vd 4vh 4vj 4vj 4vj 4vj 4vm 4vo 4zz 4zz 4zz 4zz 4zz 5i5 5i5 5ib 5ja 5ie 5ie 5if 5if 5ii 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 8pj |
(http://imageplay.net/img/m7Gbd229692/SuzakuNEW.png) | Hover over cards for details, click for permalink 5f2 5f3 5f3 5f3 5f6 5f6 5f7 5f7 5f7 5f8 5fz 5fz 5fz 5fz 5fe 5oi 5oi 5om 5om 5om 5op 5op 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 8po |
(http://imageplay.net/img/m7Gbd225221/MagneticSword.png) | Hover over cards for details, click for permalink 55l 55l 55l 55q 55q 55r 55r 55z 55z 55z 5l8 5l8 5la 5ld 5lf 5lf 5lf 5lf 5li 5ll 5ll 5lm 5lm 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 5mq 8pl |
(http://imageplay.net/img/m7Gbd231277/Seiryuu.png) | (http://imageplay.net/img/m7Gbd239642/rejuv.png) | Hover over cards for details, click for permalink 5zz 5zz 5zz 5zz 777 777 777 5c3 5c5 5c9 61o 61o 61o 61o 61o 61o 61o 61o 61r 61r 61s 61v 622 625 63a 63a 63a 63a 63a 63a 63a 63a 63a 63a 63a 63a 8pn |
(http://imageplay.net/img/m7Gbd236115/Byakko2.png) | Hover over cards for details, click for permalink 5l8 5l8 5l8 5la 5lz 5lz 5lz 5lz 5ld 5ld 5li 5ll 5ll 5ll 5ll 5up 5ur 5ur 5ur 5us 606 606 606 606 606 606 606 606 606 606 606 606 606 606 8pq |
(http://i.imgur.com/JHpqx.png) | (http://i911.photobucket.com/albums/ac319/pikachufan2164/Elements/TouchofMidas.png) | Hover over cards for details, click for permalink 55k 55k 576 576 576 576 576 58v 58v 590 590 593 593 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5aa 5rj 5rm 5rz 5rz 5rz 5ra 5ra 5ra 5rs 5rs 5ru 8ps |
(http://imageplay.net/img/m7Gbd219382/Genbu3.png) | (http://imageplay.net/img/m7Gbd96767/quantum_pendulum.png) | Hover over cards for details, click for permalink 111 111 111 111 111 111 111 111 111 111 111 111 111 111 111 5c1 5i4 5i4 5i5 5i5 5i5 5i9 5i9 5ib 5ib 5ic 5ic 5iz 5iz 5iz 5ie 5ie 5ie 5if 5if 5ig 5ii 5ii 5lm 5ri 8pp |
-------------------------------------------------------------------------------
Mindgate
Hover over cards for details, click for permalink
4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 61o 61o 61o 61o 61r 61r 61t 61t 61t 61t 61u 61u 622 622 623 623 623 623 623 624 624 63a 63a 63a 63a 8pu
Firefly Queen
Hover over cards for details, click for permalink
5c6 5c6 5c6 5c6 5lk 5lk 5lk 5lm 5lm 5oc 5oc 5oc 5oc 5oc 5oc 5oj 5oj 5oj 5oj 5oj 5oj 5ol 5ol 5on 5on 5on 5op 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 5pu 8pn
Ghostmare
Hover over cards for details, click for permalink
5rg 5rg 5rg 5rg 5rg 5rg 5rk 5rk 5rm 5rm 5ro 5ru 5ru 5ru 5ru 5ru 5ru 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5t2 5ul 5ul 5up 5uu 5v1 5v1 5v1 8pt
Grabbow
Hover over cards for details, click for permalink
4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4sa 4vh 4vj 4vj 4vj 4vj 4vj 4vj 52q 52t 55q 55q 590 590 590 590 5c1 5c7 5f6 5fa 5ia 5if 5lb 5lm 5og 5on 5ri 5rl 5up 5ur 61q 622 8pm
Firestall
Hover over cards for details, click for permalink
5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f0 5f4 5f4 5f4 5f4 5f5 5f5 5f7 5f7 5fb 5fb 5fb 5fb 5fe 5fe 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5gi 5li 5lm 5lm 5lm 5lm 8pq
Discord/BH
Hover over cards for details, click for permalink
4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vd 4vd 4ve 4ve 4vf 4vf 4vg 4vg 4vl 4vl 4vl 4vn 50u 50u 55v 55v 55v 55v 55v 55v 8pl
Pegasus/Blessing
Hover over cards for details, click for permalink
5l8 5l8 5l8 5l8 5l8 5l8 5l8 5l8 5la 5lb 5lb 5lb 5lb 5lb 5ld 5lf 5lf 5lf 5lf 5lf 5lf 5li 5mq 5mq 5mq 5mq 5oe 5oe 5oe 5oe 5og 5op 5op 8pr
New Abilities:
(Aquatic) Immune to flooding. Gains +1/+1 while in the water.
(Burrow) rounds up on odd attack values
(Heavy) Creature cannot be Rewound
(Potential) Creature always becomes a mutant when mutated.
(Improved Potential) Creature always becomes a mutant when mutated and gains an extra attack/health boost.
A poison counter does 1 damage a turn, a Toxin counter does 2 and the creature turns into a Malignant Cell if it dies.
Card Changes:
(Immortal - Elite Immortal)
(http://imageplay.net/img/m7Gbd244197/Celestial.png)(http://imageplay.net/img/m7Gbd244196/Immortal.png)
(Azure Dragon - Sky Dragon)
(http://imageplay.net/img/tya22267292/Azure_Dragon.png)(http://imageplay.net/img/tya22267291/Sky_Dragon.png)
(Dragonfly - Damselfly)
(http://imageplay.net/img/m7Gbd244387/Dragonfly.png)(http://imageplay.net/img/m7Gbd244386/Damselfly.png)
(Flying Weapon - Animate Weapon)
(http://imageplay.net/img/m7Gbd244401/Flying_Weapon.png)(http://imageplay.net/img/m7Gbd244400/Animate_Weapon.png)
(Wyrm - Elite Wyrm)
(http://imageplay.net/img/m7Gbd244403/Wyrm.png)(http://imageplay.net/img/m7Gbd244402/Wyvern.png)
(Gargoyle - Gargoyle)
(http://imageplay.net/img/m7Gbd244580/Gargoyle.png)(http://imageplay.net/img/m7Gbd244579/GargoyleU.png)
(Bone Dragon - Ivory Dragon)
(http://imageplay.net/img/tya22267304/Bone_Dragon.png)(http://imageplay.net/img/tya22267303/Ivory_Dragon.png)
(Antlion - Elite Anltion)
(http://imageplay.net/img/m7Gbd245138/Antlion.png)(http://imageplay.net/img/m7Gbd245137/Ankheg.png)
(Abomination - Micro Abomination)
(http://imageplay.net/img/tya22267320/Abomination.png)(http://imageplay.net/img/tya22267319/Micro_Abomination.png)
(Ash Eater - Brimstone Eater)
(http://imageplay.net/img/m7Gbd245525/Ash_Eater.png)(http://imageplay.net/img/m7Gbd245524/Brimstone_Eater.png)
(Chimera - Chimera)
(http://imageplay.net/img/m7Gbd245842/Chimera.png)(http://imageplay.net/img/m7Gbd245841/ChimeraU.png)
(Cockatrice - Elite Cockatrice)
(http://imageplay.net/img/tya22267340/Cockatrice.png)(http://imageplay.net/img/tya22267339/Basilisk.png)
(Heal - Improved Heal)
(http://imageplay.net/img/m7Gbd246034/Mend.png)(http://imageplay.net/img/m7Gbd246033/Heal.png)
(Holy Light - Holy Flash)
(http://imageplay.net/img/m7Gbd246238/Holy_Light.png)(http://imageplay.net/img/m7Gbd246237/Holy_Flash.png)
(Fate Egg - Fate Egg)
(http://imageplay.net/img/m7Gbd246779/Fate_Egg.png)(http://imageplay.net/img/m7Gbd246778/Fate_EggU.png)
(Flooding - Inundation)
(http://imageplay.net/img/m7Gbd247766/Flooding.png)(http://imageplay.net/img/m7Gbd247765/Inundation.png)
(Shard of Focus - Shard of Focus)
(http://imageplay.net/img/tya22287135/Shard_of_Focus.png)(http://imageplay.net/img/tya22287134/Shard_of_FocusU.png)
Half-Blood: Mark changed to x2
PvP Duel: Ability to turn Spectate Off
Oracle: All pets are of equal randomness and are always shown instead of ???. Nymphs are now spun at the same randomness as all other cards.
Arena: Thumbs up and down optioned enabled on wins.
-
10/5 - Done, you may look through my submissions now. ;)
Task I
Card I:
(http://i.imgur.com/S2xVX.png)
(Meant to replace Liquid Shadow)
Healing is a lovely skill to have, but except for Vampires and the occasional lucky Crusader, it comes with the price of being poisoned, making it impractical for any creature that doesn't have high HP. Liquid shadow may not be the card you immediately think of when you hear "UP", but it's rarely used in gameplay. The AI misplays it as CC, which is hardly ever a good use for it.
In comes Will o' the Wisp. It comes ready-made as a low-level attacker for :darkness (a slightly inferior vampire if it uses its skill on itself), and can certainly find use in a mono with Black Dragons, but its real advantage comes with the use of Fractal. You can easily turn all of your creatures into vampires (or, even better, turn all your opponent's creatures into vampires while they have SoSa up). The extra turn of delay makes the card balanced. Its total cost is identical to that of Liquid Shadow.
Lore for Card I:
Many a creature lost in a dark wood has seen the flicker. Many have followed it - of these, none have returned to how they once were. The cause of the gently pulsing light, however, remains unknown. It promises great new power, but conceals danger. Follow it only if you have nothing to lose.
Card II:
(http://i.imgur.com/ix6di.png)
Consequences is a card that makes it potentially advantageous to heal your opponent. It serves as an effective counter to Mono-Light (Miracle cannot be used without killing all of your creatures), and also can give Mono-Death and USEM a tough time. It combos well with Holy Light (each Holy Light played on them acts like a double thunderstorm), and, of course, with Will o' the Wisp. The problem with using Will o' the Wisp to lobomotize your opponent's creatures is that, well, you've just made it a lot harder for yourself to do enough damage. If Consequences is out on the field, though, you may well not have to worry about their creatures before very long.
The disadvantages of this card, on the other hand, are threefold - it's expensive, makes it difficult to heal yourself, and since it doesn't stack, you likely won't have more than 3-4 in a 30-card deck. If it's combined with Holy Light or Will o' the Wisp, on the other hand, it seems well worth it.
Task II
List of elementy things
Halfblood: :earth :time :entropy
AI3: :aether :life :water
FG: :gravity :death :fire
45 card deck: :light :darkness :air
Halfblood deck:
I Hate CreaturesHover over cards for details, click for permalink
4vg 4vg 4vg 4vg 6ts 6ts 6u7 6u7 6u7 6u7 6u7 6u7 6ve 6ve 77e 77i 77i 77i 77i 77l 77l 77l 77l 77l 77l 78q 78q 78q 78q 78q 78q 78q 78q 78q 78q 78q 7q0 7q0 7q0 7q8 8pj
This deck takes advantage of the fact that Halfbloods have a small number of dangerous creatures. Against an Earth Halfblood (or a Water one with a usable trident), the extra PA will come in very handy, although you should definitely reserve 3 for your Eternity/Diss Shield/Time Towers whenever there is any chance of PC. Of course, you have to win by deckout.
AI3 deck:
All of the Crazy FishHover over cards for details, click for permalink
7an 7an 7an 7an 7an 7an 7bu 7bu 7bu 7bu 7bu 7bu 7gu 7gu 7gu 7gu 7gu 7gu 7gv 7gv 80b 80b 80b 80b 81q 81q 81q 81q 81q 81q 8pp
TU Epi-Puffers. The damage gets around shields quite nicely, and if you're wondering why I didn't make it TU Chargers, that's been done. Also, I wanted to save gravy for my next deck.
FG:
LyssaHover over cards for details, click for permalink
714 714 714 714 71b 71b 71b 71f 71f 71f 71f 71f 71f 747 747 747 747 74d 74d 74d 74d 74d 74d 74e 74e 74e 74e 74e 74e 7dg 7dg 7dg 7dg 7dg 7dg 7dm 7dm 7dm 7dm 7dm 8pl
Lyssa was the Greek goddess of blind, destructive rage. Her main feature is using Gravity Force extensively as CC, which fuels her Condors and Bone Walls. Even if you're using a creatureless deck, like many of the current FG grinders, she can rush quite hard, and her damage and Explosions will run you into trouble.
45 card deck:
Good and Evil HealingHover over cards for details, click for permalink
7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7k2 7k2 7k2 7k2 7k6 7k6 7k6 7k6 7k6 7k6 7n7 7n7 7n7 7n7 7n7 7n7 7t4 7t4 7t4 7t4 7t4 7t4 7t6 7t6 7t6 7t6 7t6 7t6 7t8 7t8 7t8 7tc 7tc 7tc 7tc 7tc 7tc 8pr
Stall with healing and Shockwaves until you have 75 :darkness and all six siphons. This is only 6x16=96 damage, so you better have saved a shockwave.
Shards: The Game - Easier to OTK
Hover over cards for details, click for permalink
4te 4te 4te 4te 4te 4te 5f0 5f0 5f0 5f0 5f0 5f0 5f4 5f4 5f4 5f4 5f4 5f4 5fb 5fb 5fb 5fb 5fb 5fb 5gi 5gi 5gi 5gi 5gi 5gi 8po
Simple, inelegant, and effective. Whittle down your opponent's HP with SoVs while destroying creatures and accumulating :fire quanta. When you can OTK... well...
-
6th Trials ~ Phase 1
~Task 1: Brawl Related Skills
While probably not considered underpowered, Seraph is by and large seen as underwhelming.
A neat card to be sure, but of no real value to the element of Fire and far too often
overshadowed by the likes of Phoenix. For this reason, I have opted to put forth a card with
similar intent, but perhaps more useful or at least more interesting functionality. It is highly
probable that one or more of the following cards could be considered overpowered. I have the
tendency to do that seeing as I have no real experience with balancing cards. As with anything
else, I rely on gut feelings for this type of thing. I hope the ideas are at least interesting to some.
::)
(http://i.snag.gy/bGcpS.jpg) | (http://i.snag.gy/TkhjK.jpg) |
NAME: | Flame Guardian
| ELEMENT: | Fire
| COST: | 5 :fire
| TYPE: | Creature
| ATK|HP: | 4|2
| TEXT: | Blazing Aura: This creature is destroyed instead of adjacent creatures. When destroyed, adjacent creatures gain +2|0
|
| NAME: | Flame Sentinel
| ELEMENT: | Fire
| COST: | 6 :fire
| TYPE: | Creature
| ATK|HP: | 6|2
| TEXT: | Blazing Aura: This creature is destroyed instead of adjacent creatures. When destroyed, adjacent creatures gain +3|0
|
|
ART: | Micah Brown
| IDEA: | Me!
| NOTES: | Lore: Always burning with intense ferocity, these ancient protectors are burdened with the task of preserving and guiding the forces that serve the power of Fire. Their knowledge has been passed on through the ages to the aid of many in need and their willingness to go any length to protect another has often been a cause for reverence.
(http://imageplay.net/img/m7Gbd81866/orderactions.png) For the purposes of simplicity, I've chosen for 'adjacent' to mean the cards immediately to the left and right of the card in question. So if you have a card in slot 1, slots 4 and 5 are considered adjacent. This makes the ability more difficult to use and hopefully simpler to code at the same time (as if this will ever get added...).
The way this works that when an adjacent creature would be destroyed, for whatever reason, it is instead left at 1 hp and this creature dies instead, regardless of it's current stats and/or status. Upon death, both adjacent creatures (if there are two) gain the attack bonus, which as you'll notice is half of its base attack, effectively passing on it's attack damage for the time being. If two of these would are both adjacent to a creature that would be destroyed, only the one in the lowest valued creature slot is destroyed. For example, if Guardians were in slots 4 and 5 and a creature in slot 1 would be destroyed, only the Guardian in slot 4 is destroyed by the ability. I think this is the best way to handle this situation, though perhaps both should die. That would further increase the difficulty in using the card to full effectiveness.
| SERIES: | None, yet.
|
|
(http://i.snag.gy/wbeyK.jpg) | (http://i.snag.gy/OYb3M.jpg) |
NAME: | Shadow Fiend
| ELEMENT: | Darkness
| COST: | 4 :darkness
| TYPE: | Creature
| ATK|HP: | 3|2
| TEXT: | Dark Aura: This creature attacks the opponent when an adjacent creature is destroyed. Enters cloaked.
|
| NAME: | Archfiend
| ELEMENT: | Darkness
| COST: | 4 :darkness
| TYPE: | Creature
| ATK|HP: | 4|3
| TEXT: | Dark Aura: This creature attacks the opponent when an adjacent creature is destroyed. Enters cloaked.
|
|
ART: | http://wallpapers.hdesktop.com/game-wallpaper/The-Archangel-Tyrael-1920x1200-P31661/
| IDEA: | Me!
| NOTES: | This creature attacks as any other creature would but will also attack the opponent directly if an adjacent creature dies. I'm not really sure how this would work coding wise. Ideally it would be affected by status and shields and such, but for simplicity's sake, it might be easier to have it act as spell damage or something.
When used in conjunction with Flame Guardian|Sentinel, it would be placed adjacent in such a way as to be protected from death by the Guardian|Sentinel and gain an attack boost with which it would immediately attack the opponent. Not to mention that the attack bonus would stay. Altogether a rather nifty yet tricky combination.
| SERIES: | None, yet.
|
|
~Task 3: Building the Game
I feel this is one task I could spend an immense amount of time on, considering the many ways
I take issue with the current state of Elements the Game. I shall try to be creative here but it
will be no surprise that far more of my consideration has gone into Fire than anything else.
::)
New Cards:
-Dark Kraken (http://elementscommunity.org/forum/index.php/topic,21004.0.html)
-Touch of Midas (http://elementscommunity.org/forum/index.php/topic,21604.0.html)
-Halo (http://elementscommunity.org/forum/index.php/topic,42971.0.html)
-Rejuvenation (http://elementscommunity.org/forum/index.php/topic,34369.0.html)
-Graviton Transport (http://elementscommunity.org/forum/index.php/topic,37669.0.html)
-Lava (http://elementscommunity.org/forum/index.php/topic,32098.0.html)
-Ricochet (http://elementscommunity.org/forum/index.php/topic,34855)
-Philosipher's Stone (http://elementscommunity.org/forum/index.php/topic,35879)
-Wailing Spirit (http://elementscommunity.org/forum/index.php/topic,21662.0.html)
-Will-o'-the-wisp (http://elementscommunity.org/forum/index.php/topic,18926.0.html)
-Thunderbird (http://elementscommunity.org/forum/index.php/topic,7206.0.html)
-Onryo (http://elementscommunity.org/forum/index.php/topic,15215.0.html)
New Features:
-The Oracle now provides information on your next Arena opponent.
-Daily quests added. Each has a small possibility of rewarding a rare weapon.
-Rate Arena decks on a win
-Rare Spins will spin Weapons OR Shards. You're given the choice on the Arena Menu.
Balance:
-Quanta Cap increased to 499 for each pool.
-Shards cannot be used by any form of the AI. This includes Arena decks.
-Immortal cost reduced by 1 for both versions
-Elite Immortal attack increased by 1
-Immortals immaterial replaced with immortality. It is returned to the bottom of the owners deck when destroyed.
-Wyrms dive cost decreased to :air
-Wyrm attack increased to 4.
-Thunderstorm now delays activated abilities for 1 turn.
-Earthquake and Trident|Poseidon ability can now target stackable permanents. This includes Bonewall, but not Dimensional Shield. It still destroys exactly 3.
-Discord cost and damage increased by 1 for both versions.
-Butterfly Effect cost decreased to 4|3
-Butterfly Effect ability cost decreased to 2 :entropy
-Seraph becomes a Light card.
-Ash states become 0|1 for both versions.
-Ablaze now grants +3|0.
-Ash Eater cost reduced to 0.
-Deflagration and Explosion now deal 3 spell damage to both players when cast.
-Immolation and Cremation now generate 12 random quanta instead of 1 of every other quanta.
-Otyugh cost and health increased by 1.
-Massive and Colossal Dragons health increased by 15.
-Sapphire Charger cost decreased by 1.
-Graviton Mercenary gains the Magnetic ability for both versions. Any targeted spells or abilities can only target Graviton Mercenary (or Guard). [The one in the lowest creature slot]
-Thorn and Spine Carapace cost decreased to 6.
-Emerald and Jade Shield cost reduced by 1.
-Mitosis cost decreased by 1 for both versions.
-Cockatrice gains the Peck ability for both versions. :air Peck: deals 1 damage to target creature.
-Holy Light now generates :light:light:light for both versions.
-Holy Light now heals only 5 for both versions.
-Reflective Shield becomes a spell that gives target shield the reflective ability.
-Mirror Shield becomes a spell that gives target shield the reflective and immaterial ability.
-Bolt Spells (Fire, Ice, Drain) can no longer target the caster.
-Pegasus and Elite Pegasus attack increased by 1.
-Endow ability cost decreased by 1 for both versions.
-Fate Egg cost reduced by 1 for both versions.
-Anubis cost decreased to 7 for both versions.
-Trident and Poseidon now deal 5 damage per turn.
-Pufferfish cost decreased to 4.
Bug Fixes:
-Various PvP dilemmas resolved.
-Various card interaction bugs fixed.
-Various Arena issues dealt with.
-Frog enlisted to help with further issues.
User Interface:
-Spore art is completely removed and replaced with better art from various sources!
-Other boring art is updated to make things more exciting.
-
Woo Procrastination!
Task Uno
Flooding is considered UP. Why? It has the ability to instakill monsters, but it only really works if you opponent is using a creature-spamming deck, of if are using it in conjunction with aflotoxin or something. What flooding needs, is to be able to affect all creature slots, and that's why I came up with this:
(http://i.imgur.com/IVG4s.jpg) | (http://i.imgur.com/w4SyL.jpg) |
NAME: | Arctic Waters
| ELEMENT: | :water
| COST: | 6
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | All non-water creatures have a 25% chance to freeze at the end of their owner' turn.
|
| NAME: | Hypothermic Sea
| ELEMENT: | Water
| COST: | 5
| TYPE: | Permanent
| ATK|HP: |
| TEXT: | All non-water creatures have a 25% chance to freeze at the end of their owner' turn.
|
|
ART: | Elementsthegame, with super 1337 MS Paint editing by me
| IDEA: | Laxadarap
| NOTES: | Note: Is not stackable My solution to the suckiness that is flooding. You have to be careful of the cards you play, as this can bite you in the behind, but this is the mass CC flooding was supposed to be. Flooding's weakness is that it only works if your opponent is using a very specific deck type, this should work in all scenarios. Runs great in monowater, not so great in rainbows (a bit more limited than flooding). Compare this with Ice shield. It doesn't block attack, but it has the great advantage of being able to stop creatures that have 0 attack, such as SoFo, Chrysora, and the like. This has synergy with gravity, as it slows down your opponent, and can also increase your catapult damage. When this is played in tandem with permafrost, you get a 58% chance at freezing an attacking enemy creature, which is pretty great. Luckily, this combo is balanced in regards to arctic squid. For 12 quanta, arctic squid can freeze 4, almost 5 creatures. Hence, this is more effective than a squid if the opponent has more than 8 creatures on the field, which is when flooding started to become effective. If a creature is allready frozen, the effect skips over it. (Or else this could refreeze allready frozen creatures, probably not a bad mechanic, just kinda OP in regards to ice shield and permafrost. Starts out slower than procrastination and dusk mantle, but picks up strength the longer it is in play. Thematically it affects airborne creatures as well, cuz its still fricking cold.
| SERIES: |
|
|
Way back in the yonder days, Neptune and half of the elements community decided that Flooding sucked. Neptune, being the god with shockwave, flooding, and lots of CC, decided it was time to make an improvement. Looking at his arsenal, he came across an idea. What if I chilled the water? Then he called over the coors light train, ate a couple of York peppermint patties (if you don't get these references, google them) and traveled to Antarctica to steal some massive glaciers. When he returned to his underwater abode, he turned the AC on full blast, and breathed on the water surrounding his house. Icebergs suddenly formed, sinking a ship (S.S. Titanic), but Neptune had his frigid bath. "Let's see them laugh at me now!" he cackled gleefully. No longer did he have to wait for his opponents to run out of land, he just froze them whenever they got close. Of course, some lasted longer than others, but they all froze eventually. Neptune started hitting them with his shockwaves left and right, and soon nothing remained except for piles of ice and glittering shards in the air.
(http://i.imgur.com/cSAwF.jpg) | (http://i.imgur.com/50CHC.jpg) |
NAME: | Antlion Female
| ELEMENT: | Earth
| COST: | 5
| TYPE: | Creature
| ATK|HP: | 3|5
| TEXT: | Generate an Antlion every time this card fails to do damage.
|
| NAME: | Antlion Matriarch
| ELEMENT: | Earth
| COST: | 6
| TYPE: | Creature
| ATK|HP: | 3|5
| TEXT: | http://i.imgur.com/50CHC.jpg
|
|
ART: | Elementsthegame, edited by Laxadarap
| IDEA: | Laxadarap - Started here: http://elementscommunity.org/forum/index.php/topic,42533.0.html
| NOTES: | Because: Who doesn't think antlions need more love! One thing to note: as of now, active effects work while delayed, but not if frozen (active effects such as quanta generation, not ones you have to click on). This is designed to work if frozen. This card helps earth a lot, as well as synergizing with water and the card I posted. For example, if it is frozen (like from Arctic Waters) it will not do any damage, and it will generate an antlion. This also works against shields, such as wings and dim shield, since we all know that those destroy certain elements. In earth synergy, we have wardens and basilisk blood. This ads a bit time synergy, with graboid (now sundials give you antlions), this is a great counter to bonewall, and can be used in conjunction with life (as long as opponent has shields). Gives something else to run in a posiedon-water duo. I want to say that if this is AM'd, it will be doing no damage, and hence will produce an antlion a turn.
| SERIES: |
|
|
Task Dos
HB - :gravity :darkness :aether
Ai3 - :life :earth :time
FG - :fire :light :death
45 - :entropy :air :water
Hover over cards for details, click for permalink
562 562 562 562 562 576 576 576 576 576 576 5v0 5v0 5v0 5v0 5v0 606 606 606 606 61r 61r 61r 61r 61t 61t 61t 61t 61t 61t 8pu
Won 12/20 games. Doesn't sound great, but its fully unupped and rareless, pretty fun to play with, pretty versatile, and hell, instosis only gets like a 65% win rate. This isn't much under that for "reliable"
Win vs. terrel
Win vs. Morrow
Win vs. Distis
Win vs. Disra
Loss vs. vitoric- 1st turn lobo, plus dim chain broke.
Loss vs. aquaess – 2 mind flayers first 3 turns, arctic squid- decked out.
Loss vs. disra 2nd turn disco T.T
Win vs. Pyrrius
Win vs. Diseric
Win vs. Shadra
Win vs. Aethiel (with 1st turn lobo)
Loss vs. Aquera (Poseidon trolls trios sooo hard)
Win vs. Vitow
Win vs. Aquarius
Win vs. Shaderic
Loss vs. Aethonos (1st turn lobo (3rd effin one), rt, mindgate for my dims. Hard countered
Loss vs. Masiel (blessed elite charger 0.o)
Lost vs shadsa (woulda had it, except for a titan)
Win vs. Shadiel
Lost vs. massa (6 hp)
Hover over cards for details, click for permalink
778 778 778 778 778 778 778 778 77g 77g 77g 77g 77g 77g 77h 77h 7ai 7ai 7ai 7ai 7q0 7q0 7q0 7q0 7qb 7qb 7qb 7qb 7qb 7qb 8pn
Pretty self explanatory and great idea. For an Ai3 deck, you want EM's or speed, this is a little bit of both. Started with a shrieker rush base, added precogs to speed through draws, heals to get EM's, and there you have it. Played vs. ai3 20 games, closes I came to losing was with 46 hp. Ended up with 8/20 EM's, but a suprisingly slow 7.95 TTW. (I blame trio inefficiency XD)
Hover over cards for details, click for permalink
712 712 712 712 71b 71b 71b 71b 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7ds 7ds 7ds 7ds 7ds 7du 7du 7du 7du 7jp 7jp 7jp 7jp 7jp 7jp 7ju 7ju 7k6 7k6 7k6 7k6 8pk
I chose to make this god because frankly, seraph is an awesome card (especially the art), and no FG's use it or sanctuary yet. This is supposed to change that, with a very nice trio. (Would be even better if I could use cremations >:()
Thematically, Ascendere is Latin for ascend (at least, it's supposed to be). Retrovirus causes death/dies itself, and seraphs and archangels rise from the rubble. You could also even say that they rise from the ashes, but that's the phoenix's job, the immortal, re-birthing bird. Sanctuary is hopefully symbolic of a heavenly place.
Hover over cards for details, click for permalink
4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vc 4vg 4vg 4vg 4vg 4vg 4vn 4vn 4vn 4vn 4vn 4vn 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5i4 5ia 5ia 5ia 5ia 5ib 5ib 5ib 5ib 5ib 5ib 5ih 5ih 5ih 5ih 5on 5on 5on 5on 5on 5on 8pr
Just looking at it, you should be able to tell what it is. A massive CC stall. You have diss shield for stalling, AM for CC, squid+shockwave combo, squid + flooding combo. If you can get flooding set up, your going to have a really easy time, and there is enough CC there to last you until you get it up. Purify is there for 2 reasons. It can be useful on a poisoned/accelerated squid, and poison is one of the few things that would get this impenetrable wall.
Hover over cards for details, click for permalink
6rn 6rn 6rn 6rn 6rn 6rn 6s3 6s3 6s3 6s3 6s3 6s3 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7jo 7k2 7k2 7k2 7k6 7k6 7k6 7k6 7k6 7k6 7q9 7q9 7q9 7q9 7q9 7q9 8pn
The main point of this deck, believe it or not, is not the SoG, but the SoB. What makes this effective, is that you can make your opponent speed through their draws, and each of your stalling tools becomes more effective. Sundial can stay in play for the equivalent of 2 turns, your opponent has too many creatures and not enough quanta to play them, so you have time to heal up. Rest works as a standard stall. Dials to stop damage, SoG and Sancs to heal it back, Miracle in case your about to get beat. This does pretty well in pvp2, and I actually call it the "rush decker" unless you bring a great stallbreaker, this is pretty hard to beat. It also works pretty well against the meta. Heck, even Eternity can't always deck it out. Even if your opponent has 40 cards, you can still deck them out, by making them draw 2, and you only draw 1.
-
Task I - Brawl Related
(frankly, I do not know if that ideas have already been used)
--------------------------------------------------------
(http://i.imgur.com/DNi6D.png) | (http://i.imgur.com/ZZVXq.png) |
NAME: | Blaze Jaguar
| ELEMENT: | Fire
| COST: | 4 :fire
| TYPE: | Creature
| ATK|HP: | 5 | 2
| TEXT: | :fire :fire : Fire bolt, sacrifice blaze jaguar; turns in a Fire bolt.
|
| NAME: | Incandescent Jaguar
| ELEMENT: | Fire
| COST: | 4 :fire
| TYPE: | Creature
| ATK|HP: | 6 | 2
| TEXT: | :fire : Fire lance, sacrifice incandescent jaguar; turns in a Fire lance.
|
|
ART: | Young Kim http://yokiart.blogspot.com.br/2010/07/fire-elemental-v30-wip.html
| IDEA: | Vangelios
| NOTES: | Blaze Jaguar is more versatile creature, have it on the field and transforms it into a firebold is an important advantage, however works well with monofire, in duo with aether, fractals and lightning also to prevent advances of opponents creatures. but his defense is weak, as are most of the creatures of fire, he can be slaughtered with ease.
| SERIES: | Nope
|
|
(http://i.imgur.com/5pnIW.png) | (http://i.imgur.com/9pk0i.png) |
NAME: | Flowers Revive
| ELEMENT: | Life
| COST: | 2 :life
| TYPE: | Spell
| ATK|HP: |
| TEXT: | If target creature dies, can revive paying same the cost of its creation.
|
| NAME: | Flowers Revive
| ELEMENT: | Life
| COST: | 1 :life
| TYPE: | Spell
| ATK|HP: |
| TEXT: | If target creature dies, can revive paying same the cost of its creation.
|
|
ART: | Kamietsu http://elementscommunity.org/forum/index.php/topic,34339.0.html
| IDEA: | Vangelios
| NOTES: | The creature gains the ability to phoenix, however the price to revive is the same of creature.
| SERIES: | Nope
|
|
Task III - Building the Game
--------------------------------------------------------
New Cards!
Blaze Jaguar
Flowers Revive
New features
Gains more electrum when your arena deck won.
100-150k bronze | 151-200k silver | 201-250k gold | 251-300k platinun
Balance
1 - Pegasus: damage ignores shield when dive is activated.
2 - Dimensional Shield: now is 2 turns of duration. price is 5 :aether.
3 - Shard of Sacrifice: duration of only 1 turn, but cost 24HP, no more removed by purify.
4 - Shard of Focus: can not destroys pillars or pendulums.
5 - Shard of Bravery: if your mark is :fire draw a card more.
6 - Shrieker: reduce attack to 6 | 3. your price is now 6 :earth
Bug fix:
1 - pvp desync fixed
2 - bug of purify, reflective shield, esmerald shield and shard of wisdom, psion, fixed.
-
I have been contemplating a long time whether to join trials since I have been very busy. Finally decided to give it a try.. I think mine will be the last submission.
Task II completed
half blood :earth :gravity :light
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745 745 745 745 74i 74i 74i 75m 75m 75m 75m 75m 75m 75m 77c 77c 77e 77e 77e 77e 77e 77e 77m 77m 77m 77m 77m 77m 7jv 7jv 7jv 7k6 7k6 7k6 7k6 7k6 8pq
tested this deck against false god only to realise I need to make a deck for false god not an anti-false god deck. took a long time cracking my head to make one before I realise I only need it to beat half blood. anyway, it can beat some half blood and false god though. hope it can save trial overseer some time testing
(http://i.imgur.com/UVgPe.jpg)
(http://i.imgur.com/cH60b.jpg)
fat deck :entropy :life :water
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6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6ts 6u7 6u7 6u7 6u7 6u7 6u7 6ug 6ug 6ug 7ai 7ai 7ai 7ai 7ai 7ai 7al 7al 7al 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gk 7gp 7gp 7gr 7gr 7gr 7gr 7gr 7gr 8pn
it can really stall and deck out opponent with fewer cards :P
false god :death :darkness :aether
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710 710 710 710 710 710 710 710 710 710 71a 71a 71a 71d 71d 71d 71d 71d 71d 7ta 7ta 7ta 7th 7th 7um 7um 7um 7um 80d 80d 80d 80d 80d 80d 80i 80i 8pu
could kill in 5 turns
ai3 farmer :fire :air :time
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5fc 5fc 5fc 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7dn 7dn 7dn 7dn 7ds 7ds 7ds 7n2 7n2 7n2 7n2 7qb 7qb 7qb 7qb 7qb 8ps
tested 10 games with this.. have not loss :)
shard deck
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6rq 6rq 6rq 6rq 6ru 6ru 6ru 6ru 7dg 7dg 7dg 7dg 7dg 7dg 7dg 7e4 7e4 7e4 7e4 7f2 7f2 7t8 7t8 7tb 7tb 7tg 7tg 7tg 7tg 7tg 8pt
Task III completed
new card
kraken / dark kraken => water could use some pc
envy /envy => life could use some cc
repulsor / repulsor => gravity could use a better in element shield.
bug fixed
pvp duel bug is fixed
pvp desynch is addressed
dissipation shield and sanctuary is fixed
purify and reflective shield is fixed
AI discarding whole hand is fixed
new features
new quest is available
=> after defeating false god, the reward is increased for consecutive false god defeat. currently the income generated from false god is much lesser compared to arena. * not talking about selling upgraded cards but the electrum earned as a whole. fighting false god is challenging as well. so it should not lose out to platinum arena*
reward is given for each level up
=> currently the only difference in level up is extra points for arena. for such determination to level up, a rare or certain amount of electrum could be given.
auto screenshot
=> there should be a feature to screenshot instead of using the normal website. during tournaments and etc, it takes a long time to wait for opponent screeenshot. if there is a feature to instantly screenshot, it could save a lot of time especially when desynch is about to occur
pvp duel turned off
=> in events like war, tournaments, it is common for others to spectate on each other. with the feature to turn off spectate, players can safely test or play deck against other people without fearing others are watching
half blood mark is x2
i think it is still balanced this way
thumbs down is removed from arena.
=> to me it does not serve any purpose. most players just thumb down anyway. perhaps if a higher ranking player lose to your arena deck, then the points increased more, or after a few days , your deck gain more points by winning. this work better
when you earned a special spin, you definitely receive either a weapon or a shard and you can choose
=> the jackpot system is ridiculous
balancing
Shard of focus turns into a black hole after using active skills twice
Shard of Wisdom increases attack by 3
Discord cost increased to 4
Bonewall now starts with 6 charges
Butterfly Effect cost reduced by 1
Leaf Dragon does not cost anything but retain its skills
Miracle cost now reduced by 1
Flooding/Inundation does not drain water quanta
Thunderstorm has 50% chance to deal 2 damage to any creature
Parasite cost decreased to 1 :darkness
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NINJA SUBMISSION
Task I
(http://i.imgur.com/NEorr.png)
This card replaces Thorn Carapace. "Fail to attack" includes Sundial, frozen creatures, delayed creatures, attacks which are blocked, missed or absorbed and any attacks by creatures with 0 HP. Does not include attacks which target a Gravity Pulled creature, or creatures with negative ATK (unless it fails due to Sundial or the like). Each Carnivorous Fauna deals 1 damage to any creatures which fail to attack.
Thorn Carapace aims to be a weak form of CC for Life. Unfortunately, many of its strongest synergies are with other shields or rely upon life's ever-apparent weakness of CC not to be around and in many cases is simply an inferior card to the similar Fire Shield (which is often better simply due to the abundance of other fire CC). This keeps with the theme of reactive damage, but because it is no longer a shield allows for much greater flexibility.
Carnivorous Fauna appear to be ankle to knee height plants. Many creatures travel through them without realising the danger they may find themselves in, but if one stands still they might notice a faint numbing of their feet, only to look down and realise they're being eaten alive. If one keeps moving, however, the Fauna will lack the necessary time to attack its prey.
(http://i.imgur.com/NfuUJ.png)
Wait, what just happened?
Each creature is struck with a minor case of amnesia. They essentially forget about an attack they made, as do each of the players. This works well if your opponent's creatures are poisoned, your creatures are delayed or if you have devourers (or some other quanta-producing creature) out on the field. Because they've attacked and had a turn they've forgotten about, their abilities are refreshed - including creatures which were played earlier that turn.
With a Carnivorous Fauna on the field, this card becomes a Thunderstorm per Carnivorous Fauna, so if you've got 3 in play it's as strong as a Fire Storm.
Task II
:aether :death :entropy
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6u2 6u2 6u2 6u2 6u2 710 710 710 710 710 710 710 710 713 713 713 713 713 808 808 808 808 808 808 80d 80d 80d 80h 80h 80h 8pj
:gravity :life :light
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744 744 744 745 745 745 745 745 75m 75m 75m 7an 7an 7an 7an 7an 7an 7jo 7jo 7jo 7jo 7jo 7ju 7ju 7ju 7ju 7ju 7la 7la 7la 8pn
I think I'm obsessed with adrenagels. Never considered making a trio of it until now, though.
:fire :air :time
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7dg 7dg 7dg 7dg 7dk 7dk 7dk 7dk 7dk 7dk 7dn 7dn 7dn 7dn 7dn 7dn 7n2 7n2 7n2 7n2 7q5 7q5 7q5 7q5 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 7ri 8po
:earth :water :darkness
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77k 77k 77k 77k 77k 77k 77m 77m 77m 77m 77m 77m 7gr 7gr 7gr 7gr 7gr 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7i6 7th 7th 7th 7ti 7ti 7ti 7ti 7um 7um 7um 7um 7um 7um 7um 7um 7um 7um 7um 8pm
Almost submitted it with 44 cards.
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4t7 4t7 4t7 4t7 4t7 4t7 5bt 5bt 5c2 5c2 5c2 5c2 5c2 5c3 5c3 5c3 5c3 5c3 5c5 5c5 5i7 5i7 5i7 5i8 5i8 5i8 5i8 5i8 5i8 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 5jm 8pn