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[Compilation Thread] Hitei's card ideas.

Hitei · 8 · 1212

Hitei

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The thread is intended to list at least 1 card of each type. I'm not sure if I should add an explanation of the idea that generated the card, nonetheless feedback is welcomed.

Spoiler for " Chroma Element":

Spoiler for "Creature":
Chroma Dragon 9 :chroma. 4/2 Airborne. When it enters play removes all spells from your hand and permanently gains +3/0 for each discarded."

Noble Mage 3  :chroma. 0/2. When it enters play create a random spell of your mark and place it on top of your deck.

Chroma Nymphette 4 :chroma. 3/3. When it enters play, silence all other Nymphs. 4 :chroma activate the skill of another Nymph, it counts as used.
 
Quanta wyrm 4 :chroma 3/3. Airborne Strength is thirded while your mark is chroma or have other chroma permanents in play. When this creature attacks it adds 3 quanta of the opposing element of the opponent mark to its quanta pool. This creature gets +1 extra attack for each 15 quanta of opponent opposing mark if has on its pool. (Max 6 at 90)
Spoiler for "Permanents":
Ballista 4  :chroma. enters with 3 charges. At the end of the turn it deals 4 damage to the opponent. Spell effects that deals damage to all creatures make ballista lose 1 charge per HP lost. when there's no charges Ballista is destroyed.

Quanta Seal. 1 :chroma .  enters with 5 charges. 0: remove a charge, target card is silenced for 1 turn. destroy Quanta seal when it has no charges.
Spoiler for "Spells":
Dispersion 3 :chroma . Whenever target player generates quanta, it will generate it as :chroma instead until it's next turn.

Pedigree 2 :chroma target creature gains +1 atk based on the difference between your mark power and opponent mark power. can target burrowed creatures.

Chroma Blast 5 :chroma Target opponent hand and lower by 1 quanta all his/her cards, then cards without cost are destroyed and deal 1 spell damage to the opponent based on the original card quanta cost.

Rare occurrence 4 :chroma draw the topmost RARE card from your deck. then increase by 1 one your lowest quanta generating pillars/towers/pendulums stack.

Spoiler for " Death Element":

Spoiler for "Creatures":
Firetail 5 :death 4/4  :fire :fire if this creature deals damage, destroy a life non-quanta producing permanent that opponent controls.

Ghost Ship 4 :death 2/4. aquatic  :aether becomes immaterial airborne & psionic until your next turn.

Hydra  4 :death 5/1 Regen 5. Poisonous, Aquatic.

Leech. 2 :death 0/3 When it attacks, remove a poison counter from opponent and gain  :life. reduce opponent max hp by 1.
Spoiler for "Permanents":
Sarcophagus 2 :death . The next creature that enters your field dies and turns into a mummy. destroy sarcophagus.
Spoiler for "Spells":
Fragility 2 :death. Target creature HP becomes 1.

Spoiler for "Entropy Element":

Spoiler for "Creatures":
Chaos Beast. 2 :entropy 0/4. at the start of your turn gain +1 atk then shuffle its stats at random (hp could end as 0).

Pendular Leprose. 4  :entropy 2/4. Swap Attack and HP at the end of each turn.   :entropy :entropy give the pendular passive to target creature.

Powerleech 2  :entropy 1/3 aquatic, ranged, purified.   :darkness :darkness Power Syphon: Target creature you control loses between 1 to 3 Strength & hp . then generate a chaos seed card in your hand. (Chaos power if upgraded)

Chaos Entity 11 :entropy 8/8 Enters play burrowed and has Airborne while burrowed. Skill reflect(Passive): If this creature is targeted by a creature skill, it targets the creature that used the skill instead of Chaos Entity
Spoiler for "Permanents":
Chaos Rift 3  :entropy. Each turn this permanent changes into another permanent at random and it conserves this ability. pay  :entropy :entropy or destroy this card at the end of your turn.
Spoiler for "Spells":
Warp effect 2 :entropy Target a card in hand, that card gets an extra effect added to it that could be positive or malicious. (effect would be on play/discard/possible "on death" on creature/perm cards.

Spoiler for "Earth Element":

Spoiler for "Creatures":
Mud Golem 7 :earth. 3/3  Golem /When it attacks, it creates a 1 stack mud shield (prevent 1 attack) on your shield slot (destroy your old one) or add 1 stack to the mud shield.

Rootling. 2 :earth 2/2.  :life Burrow. While burrowed you gain 2 life.

Twiceratops 5 :earth 3/12 dinosaur. Effects hitting twiceratops take effect twice.

Claysmith 2 :earth 1/12.  :earth. Target a non shield or weapon permanent an opponent controls then pay its cost in  :earth quanta. If at least 1  :earth was paid, create a copy of that permanent that will last one turn. (if the permanent has stacks it only gets 1) if it has an ability, it can be readily used and its cost would be in  :earth quanta
Spoiler for "Permanents":
Mining 3 :earth. Quanta producing creatures produces 1 extra quanta.  :earth Unburrow all burrowed creatures.

Windmill.  3 :earth :air: shuffle your hand and gain 2 life if first card cost isn't odd.

Sand Trap 1 :earth  :when this enters play opponent's topmost creature card in its deck is moved 3 spaces down +1 for each antlion you have in play.  :earth :earth :earth delay target non-airborne creature.
Spoiler for "Spells":
Minerality. 3 :earth Target a quanta pool. your earth pillar/towers/pendulums also generate quanta of that element.

Bury. 2 :earth Target weapon or shield is burrowed and changes its ability to  :earth unburrow. (burrowed shields reduce their block by half)

Spoiler for "Gravity Element":

Spoiler for "Creatures":
Graviton Alchemist. 3 :gravity 3/1 Passive. When it attacks converts random quanta from your pool into quanta of your mark based on damage it deals.

King slime 6 :gravity 4/12. Takes damage in form of blobs (places blobs in play for damage taken)
Spoiler for "Permanents":
Siege Cannon. 3  :gravity Additive. (playing additional siege cannon adds to Effect).  :fire target creature you control gains as many copies of momentum as <effect> indicates, then dies after the attack(improved version could cost more but also accelerate?.
Spoiler for "Spells":
Magnetism. 4  :gravity creates a magnetic field between target creature and opponent weapons, when the creature attacks, if it deals damage, return the weapon to the hand.

Recollection 3  :gravity target a permanent card in hand, then that player gets from their deck up to 2 copies of that permanent card.

Spoiler for "Fire Element":

Spoiler for "Creatures":
Volcanoid. 3 :fire 2/3. Volcanoid obtains +1 atk per pillar/pendulum/tower that you lost this game.

Lightning Emperor 5 :fire 5/3 5 0: Gain 1 charge, the cost of this skill increases in 1  :aether per charge it has (máx 5). When it gets to five it deals 5 damage to 3 random targets in the opposing field (including the opponent)
Spoiler for "Permanents":
Propagating fire. 2 :fire. Whenever it appears in your field, the opponent takes 5 spell damage.  :fire :fire place a copy of Propagating fire on your field.
Spoiler for "Spells":
Charged Bolt. Spell 2 :fire All permanents in play with stacks lose 1 stack, then target player takes spell damage equal to the number of permanents that lost a charge. add 3 more spell damage if your mark is fire.

Spoiler for "Life Element":

Spoiler for "Creatures":
Dodo. 2 :life 2/2.  :death remove all copies of dodo from your deck, hand and from play. trigger a death effect for each one removed.

Boomeranger 4  :life 3/2.  2 :air  Deal 2  damage to opponent and spawn a "flying weapon" 1/1 chroma airborne creature on the opponent field with the skill  :gravity return to target boomeranger and give that creature +1/+1

Witch-Doctor 2 :life 3/3. Enters play with as many charges as death permanents you have in play.  :death Hex: remove 1 charge, target a creature, that creature has a 25% chance to give a poison counter to its owner whenever it uses its skill or attacks. (it can be cumulative like envenom)
Spoiler for "Permanents":
World Defender 9 :life. Each turn gains 1 stack for each permanent you control that gives life. 11 :life destroy this card and place a shard golem that counts as using as many "shard of gratitude" as stack this card had.
Spoiler for "Spells":
Evolution 2 :life. Target creature and all its copies obtain an ability matching its quanta. (ability is randomly chosen but all copies gets the same)

Spoiler for "Light Element":

Spoiler for "Creatures":
Holy Beast. 4 :light 2/27. Whenever it takes damage, it gains 1 purification counter.

Holy Spirit 3 :light 3/2 airborne. Before the attack phase, remove all harmful effects on Holy spirit, if at least 1 effect was removed give it +2/+2.
Spoiler for "Permanents":
Sun Temple 4 :light. Last 1 Turn.  :time activate all your light emitting creatures as if they attacked.
Spoiler for "Spells":
Swords of Light. 3 :light Target creature is now ranged and gains  :light :light delay target airborne creature.

Spoiler for "Water Element":

Spoiler for "Creatures":
Archerfish. 2 :water 3/3 Aquatic, ranged.  :water cancel target creature passive for 1 turn.

Sook 5 :water 4/22 Aquatic.  :life place a crab egg in play (it will turn into a Sook or Jimmy in 2 turns). place 3 instead if its on a flooded tile.

Jimmy 8 :water (upgraded sook) 5/29 it enters play in a bubble, if it starts turn without a bubble, gets a bubble.   :death Hit weakpoint: This creature is afflicted with the fragility death spell for this turn, opponent can activate this skill.
Spoiler for "Permanents":
Sunken Idol. 4 :water  :entropy  :entropy until end of turn, aquatic creatures enter play with a random passive ability.

Diffusion 4 :water diffusion (could also be a spell/ability). at start of turn check all creatures and If attack is greater than hp, -1|+1. if hp is greater than attack, +1|-1. otherwise nothing happens
Spoiler for "Spells":
Cascade. 1 :water Place on top of target player deck the three most costly cards inside that player deck in decreasing order.

Spoiler for "Time Element":
Spoiler for "Creatures":
Oracle. 3 :time 2/2. Divination: Cost of divination is the cost of the top card of your deck. if cost is paid, draw the card and discard Oracle.

Time flies.  :time. 1/1 airborne. (passive) can use active skills twice. When you discard a card, if it was a creature, copy its active skill.
Embalmers. 4 :time 2/2. 4  :time turn a non-nocturnal creature you control into a mummy, reduce this skill costs by the number of pyramids you control up to a minimum of 1.
Spoiler for "Permanents":
Passage of time 2 :time Whenever a  :time skill is used, add a stack on this permanent, when it has 5 stacks, remove them and draw a card, if your hand is full, instead turn this card into a golden relic.
Spoiler for "Spells":
Time Bolt. 2 :time it deals 2 spell damage to opponent then places 1 copy of time bolt on top of your deck per each 10 time quanta on your pool.
Undergoing Training. 3 :time All creatures that enter play from now on come with a 1/1 bonus.

Spoiler for "Air Element":
Spoiler for "Creatures":
Nimbus 3 :air 0/20. airborne.  :water :water Drop on random creatures in the field the amount of "poison" or "purify" this creature has on itself. 1 + 1 extra target per 10 water quanta?. (*note I suppose it can't throw hail if creature is frozen)

Alternative Cloud. 3 :air. 0/20 airborne.  :aether upload the frozen/delayed/poison status from your creatures to the cloud. this skill can be used even if the cloud is delayed/frozen.
Spoiler for "Permanents":
Sandstorm. 3 :air Last 2 turns.  :earth :earth :earth non-burrowed creatures in play lose 1 atk , double loss if they are airborne.
Spoiler for "Spells":
Second wind 2 :air target creature recovers half lost hp, then can use again it's skill this turn.

Spoiler for "Aether Element":

Spoiler for "Creatures":
Quantagon 3 :aether 3/2. increase attack by 1 per each 10 quanta the opponent has.
Spoiler for "Permanents":
Hydroelectric station. 1 :aether Whenever a water permanent is activated, obtain  :aether.  2 :aether Generate  :light
Spoiler for "Spells":
Grounding 3 :aether. Disable all spell damage.

Spoiler for "Darkness Element":

Spoiler for "Creatures":
Gremlin 2 :darkness  2/2 Nocturnal, Aquatic :entropy :entropy Switch target card in opponent hand with a card the opponent doesn't have quanta to play. Multiply on flood tiles.

Dread Witch 5 :darkness 3/3 Nocturnal.  3 :life Target a card in a player hand and turn it into an upgraded horned frog, when that creature dies, the player recover its card. (*Upped Witch would generate unupped frogs)

Killer 4 :darkness 4/2 Nocturnal. When it enters play add two daggers to your hand.  :air Deal 1 damage to target creature, if you have a dagger card in your hand, its discarded and added to the damage dealt with added effects
Spoiler for "Permanents":
(Luck Steal)Misfortune 3 :darkness .Reduce opponent % based effects by 5% and increase your % based effects by that amount.
Spoiler for "Spells":
Haunting 3 :darkness. Target permanent is haunted for three turns and creates a 1/1 phantom on opponent field whenever it activates its skill, included passives.

Blindness. 2 :darkness Target player can't see their cards in hand for 3 turns. Cards can still be played for their quanta cost.
« Last Edit: November 14, 2023, 07:50:27 pm by Hitei »


Turlututu

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My personal favourites:

Quanta Seal (Chroma Permanent)
Ghost Ship, Hydra, Leech (Death Creatures)
Fragility (Death Spell)
Mud Golem (Earth Creature)
King Slime (Gravity Creature)
Magnetism (Gravity Spell)
Dodo (Life Creature)
Archerfish (Water Creature)
Sunken Idol (Water Permanent)
Cascade (Water Spell) (although this has "OTK abuse" written all over it)
Time Flies (Time Creature)


serprex

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blindness - interesting idea, useless vs ai without drastic ai changes tho
grounding - bit op in element with dims, otherwise would be useful if spell damage was a problem in meta, but it isn't
nimbus - interesting, would need a lot of testing to find right numbers
timebolt - kinda wish this is what we had in Time instead of Time Terror
king blob - potential
pendular leprose - busted titan
fragility - been itching to add this effect for years, can't combo with voodoo


Turlututu

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Fragility-but-no-Voodoo-(or-Martyr)-combo: Target creature becomes Frail (it dies if it receives damage)


Hitei

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Thanks for the feedback, I'm happy to announce that I managed to complete my goal of adding at least 1 entry for each element and type. moreover even if the card is listed with stats, it doesn't mean they are final, they are just a suggestion of how I think the card would work with based on other cards I have seen.

Too bad, there's no an easy way for reply to cards and their effects in a forum (its not like a wiki with commentaries). but let's give some answers.

Serprex:

Blindness indeed can't be properly affect the ai, unless it gives a "chance" to cast a card at random that it has quanta to pay for (like the original ai used to be?)

Grounding: The original idea was an attack that could affect burrowed creatures, but then it came to be like that, I suppose that thematically could fall on Earth element as well, not that spell damage needs a hard counter, more so with reflective shields already in the game.

The pendular leprose is easy to fix by making it not being able to target weapon cards (so no titans) you can still use gravity dragons, albeit a bit slower.

For fragility the thing we like is "reducing HP" and while Turlututu's text is indeed very functional (and solves the problem with voodoo) if we want mechanically to really set the hp to 1 while avoiding the voodoo. there's a few alternatives (not as cool as Turlututu's wording but...)

- Can't target Nocturnal creatures (avoids voodoo, but weakens the card overall by reducing the effective targets)
- "Cancel the creature passives for a turn, then set their hp to 1." this wording should be able to ignore the voodoo doll passive for the turn so it doesn't kicks in. the problem is that it would also cancel the martyr's effect too, Still, it would be useful against creatures with 1 toughness as it can cancel their passives (example fragility to a RoL would cancel their quanta generation.

- The ugly "can't target voodoo cards" clause would omit the voodoo altogether, however as there's only 2 voodoo related cards and only the doll has the voodoo name, everyone would know the wording is clunky.

Turlututu:

Glad you liked it, what kind of abuse have you thought for cascade? I'm curious to see what would you come up for it.


Turlututu

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New cards I like:

Twiceratops
Recollection
Misfortune (assuming it stacks, i.e misfortunex2 = 10%)

Why Cascade is broken:

Since the effect is non-random, it is trivial to build your deck so that you know exactly what cards you will get and in what order.
This gives any deck a major boost in consistency, with OTK and combo decks benefitting the most (since consistently getting their key cards is all they care about).
OTK decks in particular already use many expensive singletons: Fractal, Sky Blitz, Parallel Universe, Chimera and random dragons are all recurring OTK cards. So it's extremely easy for those decks to splash in Cascade.

For example, Cascade would get you:
- Fractal+Sky Blitz+Chimera in a generic fractal OTK
- Parallel Universe+Lemming+Writ of Vengeance in Spinfinite
- Dragon+Parallel Universe+Sky Blitz in oInstosis
- Etc.

Add some card draw and you are good to go.


Niharia

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Twiceratops is interesting... First, get some ricochets into play. Clear your opponent's creatures with a thrown rock or two. Next play twiceratops and pour on the chaos power. Alternatively, nightshade being a +10|+10 could make a major rush as a duo, even without ricochet to gazzilionicate it. Splashing :entropy in would still be tempting. +0|+40 per BB will make these great ammo for earth/gravity catapult decks. Could also be a core for a rainbow buff extravaganza. Pile on the blessings/momentums/nightshade, eat a rage potion for +12/-12, twin universe to get three twiceratops, and probably OTK so as to not worry about unsummon. As worded, antimatter will do two sign inversions, canceling itself out.

Let's do some math here. 3(base stat) + 2 blessings (+6 each) = 15, + 1 nightshade = 25, + 1 momentum = 27, + 1 rage pot = 39, PU double-copies = 117 damage. With 7 cards, that's a reasonable OTK deck, though I'm sure somebody more dedicated to perfection can optimise a variation of this. Nightshade+PU+chimera+draft+sky blitz (fuelled by equalise) might be a good route to explore.

Question: Do the doubled effects apply at the same time or sequentially? As in, does draft net +6|+0 and add airborne or +3|-3 and no airborne? Does a jetstream grant airborne and +3|-1 on the first useage or airborne twice?


Hitei

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as I don't know how the code operates in the game, my guess is that if it's implemented, it will be sequentially, otherwise I'm not sure if you would get two twiceratops with an unsummon. while the twiceratops I suggested would be "at the same time" as ideas goes, is not set in stone (plus there could be balance reasons I don't know about).

too bad, it's the only dinosaur card there, while there are possible alternatives like the TurboRaptor or the Tessaurus Rex, they wouldn't be probably as interesting as this little fella.

Edit to your questions.

Draft would give it +3/-3 and no airborne which is what people would expect it to do.
and with Jetstream it would get on the first activation +3/-1 plus airborne, and on consecutive activations would net +6/-2.

Edit 2: Dragontom graciously suggested another possible take on Diffusion:

:water permanent. 1 :entropy : If target creature's HP is bigger than its attack, it gets -1|+1. otherwise, if it is smaller, it gets +1|-1. Increase all numbers on this ability by 1.

Edit: Concerning the new addition of Power leech, the idea was a creature that could steal "power" to generate chaos seed (or upgraded version) on the owner hand, I envisioned the creature like a kind of hybrid between the parasite and shadling (and that's why the stats are similar)

However, if instead of "hurting" the opponent creatures to steal their hp, I also thought of a possibility where the creature "damages itself" to give you the cards, in which case it would be a medium or big creature in cost (like 6 for a 4/15) and by entering play with "purification counters" it can "regenerate" the hp part of the cost of activating it's skill (not so for the strength part but that's the risky aspect).

Edit 2: From feedback obtained on the discord I got suggestions from the Claysmith to change it. as follows "if at least 1  :earth quanta was paid create..." and regarding "stacked permanents" it only gets 1 stack (so if you pick pillars or similar you only get 1 pillar that lasts for 1 turn.

Edit 3: For Lightning emperor suggestion, a possibility could be switching the elements around (aka being an aether creature) and the unupped could be dealing 3 damage (spark throwing) while the upgraded could throw lightnings.
« Last Edit: October 24, 2023, 07:02:03 pm by Hitei »