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Topics - Septima Rhay

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31
Community members may visit our canvas at Magical Draw and contribute. There is no specific prompt, however, players are encouraged to draw images or text that reflects their admiration for openEtG. Let your imagination run free.

Important: you do NOT have to identify as an artist in order to contribute; scribbles and humor are welcome; we encourage people to 'sign' their art contribution; the canvas will be open for 1-2 months.

Players can access the canvas here anonymously or create a log-in:
https://draw.kuku.lu/p/openetg10yrmural/

Current Mural as of 12/10/23:
Spoiler for Hidden:

Rules:
-Artistically speaking, there aren’t any.  Create the art/text you’d like.
-Be mindful this is a shared space; you may use more than one section of the canvas
-Respect others’ contributions: don’t edit, delete, or draw over others contributions
-No inappropriate images or text, please

Tips for using Magical Draw:
Start small and go slow. Experiment with a small section of canvas.  It's a fairly intuitive program. The main features you’ll use are:
Draw - adjusting pen size and opacity
Color - picking them and using the dropper to match another color elsewhere
Erase (be careful not to erase others’ work)
Zoom in - so you can work on your art details
Rotate canvas - so it can be easier to draw a certain angle

32
Events / Team Card Design: New Weapons
« on: November 30, 2023, 01:31:15 am »
Team Card Design: New Weapons

Teams of 3-7 will work together to propose 12 new weapons, one for each element.

Card design guidelines:
  • Before ideas start flying left and right, get organized.  Discuss roles, communication, how to assign roles.  Remember this isn’t a solo card design task; be open to working with others from the first step.  See team guidelines below. Research before design.  An architect does a site analysis before ‘designing’.  Card designers should do the same.  Analyze the openEtG site: What exists already? What current cards are very strong and why?  Which ones are niche or less effective? What was proposed before?
    --https://etg.dek.im/forum/index.php?board=9.0
    --https://elementscommunity.org/forum/card-ideas-and-art/
    --https://etg.dek.im/forum/index.php?topic=595.0
    --Serprex’s interview: answers to card design questions
  • Not all weapons need to be ‘new'; you may rework others' ideas, including ideas from non-weapon card proposals.
  • Define your goals, the problems you’re trying to solve
  • Although a rubric is not required or provided, the team may consider creating one to guide their discourse

Team guidelines:
Naturally, there may be a variance in interest, knowledge, effort, and availability.  Be forthcoming about your time/interest.  If you want a designated leader or captain, designate one.  Break down roles/tasks if you wish (i.e. I’ll research page X-Y and summarize ideas by element)

Sign-up: through December 31; reply to this thread and say you'll join; players that signed up by Dec. 14 can start working together before 12/31.
Present card proposals: flexible

Signed-up:
1. Pimpollo
2. Turlututu
3. Hitei
4. Serprex
5. asdw152

Rewards:
Participation reward: 20k and a shiny rare

33
Events / Team Quest Design: Design a New Quest
« on: November 30, 2023, 01:27:45 am »
Team Quest Design: Design a New Quest
Community members join hands and talents to create a new openEtG quest. 


You may sign-up by Dec. 31 for one or multiple of the following roles:

Producers
Artists
Writers
Deckbuilders

Spoiler for more about roles:
The roles are not strictly enforced.  They are suggested starting points.  The team as a whole may work fluidly to design the quest. Team size is flexible but we recommend 4-8.  Not every role needs to be filled (art, in particular, is not as essential but could enhance the project)

Producers coordinate the quest design team and organize communication tools (i.e. discord, pads, gdocs).  They facilitate idea brainstorming and discourse.  They’ll determine the scope of the quest (i.e. how long, how many decks) based on team resources. They ensure the ‘parts’ being done by others integrate smoothly into an enjoyable quest experience. 

Artists do what you expect them to do.  They may consider a range of media/styles.  For example, artists may decide on a comic-strip style art vs. canvas style art.  Artists should discuss roles, styles, whether to proceed with a unified visual style/media or to artfully blend a range of styles/media.

Writers do what you expect them to do.  They may consider a range of approaches: prose, poetry, riddles, and so forth may be considered.  Writers should discuss how to share work and discourse towards a final ‘script’.

Deckbuilders do what you expect them to do. They build decks that players face during the quest experience.  Decks should be functional and thematically linked to story and art.  Deckbuilders should consider player level - including the type of decks players would play early on-  and the ‘power’ of the AI-driven deck.  Deckbuilders may use ‘custom’ gameplay and the AI Simulator to test ideas.

The design team as a whole may interpret the quest theme as they like.  This is first and foremost a creative and collaborative event.  It is not necessarily something that will be implemented into the game.  Producers may communicate with event hosts and developers on the potential for adding the quest to the game; in doing so, clearer technical guidelines (i.e. image sizing) may be available.
Quest design guidelines:

-Review the design of other in-game quests
-Your quest may have up to 12 ‘stages’.  Meaning the quest player will experience up to 12 battles.
-Compared to normal deckbuilding (100 hp, 1 mark, 1 draw, 30-60 dec size), AI decks may have adjusted stats as follows (0-1000+ hp, up to 99 mark power, 2 draw, deck sizes from 1-120)
-While you may use non-normal deckbuilding stats, give great consideration to the reasoning, balance, and impact of these decisions; the quest experience should be challenging yet enjoyable and achievable

Signed-up:
1. Pimpollo (writer)
2. Septima Rhay (deckbuilder; producer)
3. Sael (artist

Participation reward: 20k gold and a shiny nymph

34
Events / Community Deckbuilding challenge: Demigods face-off
« on: November 30, 2023, 01:22:52 am »
TeamCommunity Deckbuilding challenge: Demigods face-off

Players sign-up for a Deckbuilding team ranging from 3 to 7 members submit one deck. The deckbuilding team submitted decks will face-off against the first nine Demigods of OETG: Atomsk, Thetis, Kenosis, Lycaon, Nirrti, Suwako, Akan, Gobannus, and Anubis.  Normally, openEtG player decks start off with 100hp, 1 mark power, and 1 card draw.  However, the 10-year birthday celebration has given the openEtg player an uncommon power - the power of the Demigods!  The deckbuilding team players submitting decks may build one deck of their own with Demigod stats - 200hp, 3 mark power, and double card draw.  These decks will face off in a ‘fair fight’ vs. the primordial demigods. 

Match details: Both player decks and the primordial demigods will each have one deck life.  Once they lose a battle, they are exhausted.  If they win a battle, their life is retained and they may enter a new battle with refreshed stats. Septima Rhay will drive the player built decks vs. one of the 9 Demigods in random order. If more than 9 community decks are submitted, a random Demigod will be added to the face-off to ensure that player decks and Demigod decks are equivalent.

Deck Submission: through December 31
Battles: tbd by Septima
Rewards:
Participation reward: 5k and a shiny rare
Defeating the demigods: 20k gold bonus and a shiny nymph

Decks submitted:
1. 6-3-1 SopaROLhope; Serprex
2. Malice; Septima Rhay
3. Kaleidoscope; Turlututu
4. Artemis; Hitei
5. Voodoo Queen; Timpa
6. Destiny; Niharia
7. First Love; Pimpollo
8. Boar Horde; BigDieck
9. Swallow; Naii_the_baf
10. Thermopylae; Mikuel

Demigod decks we'll face:
Spoiler for Hidden:
037ne017n90c7t4037um027tb037t9027te027ta047td037t5018pr

047an047ap027aj0e7gk057h4037gq037h1037gr067gu018pn

0a744057450375m0674f0274r0174u047jv067k9027k7017k1018pq

0a6ts066ve066u2066u1046ud046u7027th037tj027ta018pt

067180271a037la0h7q0057q9017qn047q4037qf037qh057q5047qg018pk

0b7ac067bu067ae017al037am047as0480d0380i018pu

037ac0a7bu027an037am027au017dp027dm027dn027do017n0047n6067n3017nb017n9018pr

0a7f2067e0067dv057n2037th067tb027t9017ta018pt

0e71002711037170472i0471l0371b067t7037t9047ti027ta018pt

0j7780677g0277q0577h0377b037q4057ql027q3018ps


35
Events / Community Deckbuilding challenge: a Gauntlet of Mages
« on: November 30, 2023, 01:17:54 am »
Community Deckbuilding challenge - A Gauntlet of Mages

Spoiler for art banner by hotpotAI:
Community members submit one unupgraded deck; those decks together will battle through a gauntlet of all 61 Mages. Your deck has 1 2 deck lives.  If your deck beats the current Mage target, the deck retains its life and faces the next Mage target.  If your deck loses, 1 deck life is exhausted and it will go to the back of the player submitted deckpool.  If it loses a 2nd time then both deck lives are exhausted and the next deck submitted by the community picks up the challenge vs the current Mage target. Community decks are sent to battle in the order of submission (posting to forum).  The order of AI opponents is all 61 Mages in their alphabetical order.  The event hosts will conduct the battles and share results.

Submitting a deck: post a reply to this thread with your deck code as follows:
 

Submission deadline: December 14th 31st

Rewards:
Submitting a deck: 2k gold award and a rare card
All Mages defeated: 8k gold award and a shiny rare

Community Decks order:
1. Turlututu - Wicked Spirit                             
2. Serprex - Patientdevs
3. Carloalejandro - Mono :gravity
4. Niharia - Weather-induced panic attack
5. Pimpollo - Mutant Wolves (aka lmao)
6. Naii_the_Baf - Nymph Tear Rush
7. Hitei - Phoenix Regrade Beguile
8. Timpa - Graboid Rush
9. 7636bas - Phantasmal Jelly                             
10. Septima - Light Mantle
11. BigDieck - Blessed Dive
12. Sael - Lava Golem rush
13. Links12995 - Brick Wall
14. Aves - AdrenastAVES
15. BGANice - Infinite Shadows
16. Fortis - Pulvy Salvager
17.Elemensch
18.
19.
20.
21.
22.
23.
24.

36
General Game Discussion / An Interview with openEtG Primordials
« on: November 30, 2023, 01:13:46 am »
Interview with Primordials


Dawn to Dusk and Timpa
are players long involved in the EtG and openEtG communities.  They excel in gameplay and are significant contributors to community. In openEtG, specifically, they've shaped the game experience by contributing feedback to development (i.e. balance, bugs, sound boarding).  They also created music, art, card design, designing AI decks like the Demigods, sharing new deck ideas, leading, and participating in events.


     



Who's been around longer?  Or did you come from the EtG womb at the same time?

Timpa: In the original forum my account is like 4 months older than dawn. In openEtG I was helping since very early on (my first contribution was the first, super crude versions of the quanta symbols*) and I was there for the first OETG tourney**, when regrade+nova was the meta (it used to give 2 quanta instead of 1 … that was short lived).

Dawn to Dusk: I started on Kongregate for some time before joining the forums. The date of which is rather difficult to find nowadays due to how much Kongregate has changed, though I would want to estimate it to around 2012 to 2013 times. I stayed around there for quite a few months, and enjoyed the forums around there, eventually moving to the official forums due to prospects of tournaments and mafia games. I think Justaburd was the one who first convinced me to join the forums with advertisements of the pvp leagues, interestingly.

*
Spoiler for 'crude' quanta art:
 
**Interviewer's note: Timpa wasn't just 'there'; he won the first oetg tournament; see winning decks here


You both started off in original elements the game, were Masters of Elements, and significant contributors to EtG.  What about openEtG appealed and pulled you in initially?

Timpa: I was of the opinion that a stagnant game, as EtG was at the time, would start having a hard time bringing in new people. So I was all for something that shook things up.

Dawn to Dusk: I was friends with a few people who were either directly involved in the project, or who showed interest in it early on, so I naturally tended towards it with the new content on offer. That, and it was able to renew a fresh level of passion for the game in which I would otherwise have been becoming complacent with. When all decks are largely figured out in the base game, having new tools to explore is always a greatly interesting experience.


After stagnant EtG development, players had a chance to engage in the openEtG project with greater community involvement. openEtG added 100 new cards in the first year.  But the community stayed small.  Rather than comment on why more didn’t join; why did you engage with and embrace openEtG?

Timpa: Some aspects of openEtG legit make it more fun to me. Some things I can cite is the much faster pace of the matches (specially PVP, vanilla was painful in this aspect). A reduced focus on grind so you could get to the interesting part of the game almost right away and an AI that sometimes even taught you cool combos also made PVE much more enjoyable. I think also joining the community in the late stages of vanilla (the only updates I ever saw was shards being rebalanced to being colored, the salvagers and dry spell) reduced the amount of nostalgia I had for it.

Dawn to Dusk: Slightly overlapping with my previous answer, a lot more toys to play with and a fresh experience to the game made finding decks greatly enjoyable. Combine this with my growing desire to play more card games (something that has stayed to this day, and I still play many card games now), and I was naturally invested in the game. As Timpa mentioned, the lessened grinding time introduced via the updated upgrading system was a huge plus for my openEtG retention time, and felt far more rewarding to invest time into.


What were the early days like? Bonfires? Stock options? Manifestos?

Timpa: There was no shortage of drama. There are people that to this day swear we killed EtG 1.4 (the update that was supposed to bring an open world aspect to vanilla, that was announced around the same time), tho most of it was aimed at serp and Fippe.

Dawn to Dusk: Timpa covered most of the EtG side of things, so I’ll look at openEtG a bit. Some balance was quite a ways off (5 cost Metamorphosis), though I do have very fond memories of the early quad pillar decks. Cardinal was very much the favourite at the time, having access to such strong elements naturally created this situation, though I was rather fond of the 5-element Ghostmare list that became exceedingly powerful in leagues. Early openEtG after the quad-pillars were introduced, we ended up having “Material / Cardinal / Spiritual” guilds, of which I got to become Material master (hence my tag on the forums). With the lack of powerful stall options (I believe this pre-dated Magma but I may be wrong), honing in so hard on aggressive decks wasn’t exactly my forte, but I still enjoyed the time nonetheless.


You expended much energy into openEtG.  Timpa, you contributed art.  Dawn, you built early demigods. You participated in events. You tested and found bugs.  Were you involved with card selection?  Even in recent years you’re still contributing: bloodmoon card design (Dawn) and dispersion art (Timpa).  What other contributions are you fond of in retrospect?

Timpa: My favorite contribution was the set of mark cards. I also wrote an opening theme (the playback is currently broken, but you can get to it from the art credits page - it also needs a serious cleanup).

Dawn to Dusk: I believe I designed a few cards, I think Osmosis was one of mine? But in terms of the actual selection of cards, that was moreso picked from the CIA pool from the original forums. I will say I’m rather fond of my "art" that still remains in the game, especially squid cards 52 Pickup. I will admit I don’t remember a lot of contributions that I otherwise would state here, but I had a blast doing what I could at the time. Additionally, being involved in early deck exploration, especially during the early days of quad pillars, was a great highlight of the time.
Also dawn: So fun fact, 52 Pickup is supposed to be cards on fire being thrown at the opponent

Talk broadly about  openEtG's gameplay, UX/UI, economy, cardpool, meta, etc.  What do you like?  What don’t you like?  What part of the game would you like to see enhanced, changed, and developed?

Timpa: Some of the innovations that were brought in was the possibility to interact directly with your opponent’s hand and deck, this created a whole new deck archetype (mill). One thing I really like about the UI is being able to use the keyboard* more extensively than in the original, which allows for a more fluid game imo. About the economy, I miss the old bazaar, tho I have so much gold I can instantly dump a bunch into packs and get any new cards and ups with pretty much the same ease. The current bazaar (that works more like an auction) feels like it would need a much larger community to be more useful. About the cardpool, the only new card I genuinely dislike is Panda 3. There is borderline no reason to pack it in a deck you’ll use against a human, but it is kinda broken in the hands of the AI. I feel the meta is very underdeveloped because of the small number of players (specially in pvp). The only way to fix that is to bring in more people which is easier said than done.

Dawn to Dusk: The PvP system is infinitely better than EtG, and the complete eradication of desynchronisation issues is such a godsend. The grind is far better than the original game due to how upgrades are handled too. Honestly, I could talk for a long time about the QoL improvements that have been made in general (deck slots is another extremely large one). Similar to Timpa, AI predicting RNG was a small peeve I had, which became especially pronounced with Pande3, but is otherwise largely manageable (and not being removed any time soon. Gotta let the AI have its candy). I would like to see something more happen to quests, I feel like it has a large amount of potential, but at the same time it suffers from “do it once and forget about it” which is rather difficult to overcome outside of absurdly difficult challenges and careful theorycrafting. Effect clarity is something that I historically had some issues with as well, especially coming from EtG that did have a good visual clarity on effects. This is not something I blame Serp, or anyone else for, here. Serp did what he could and introduced the history bar, which certainly helps in this regard, but seeing the board disappear after a Pandemonium is always an interesting experience.

*Interviewer's note
Keyboard shortcuts for in-game play exist
1-8: allow you to select specific card in hand
W (in-game): target opponent directly
S (in-game): target yourself directly
W (after game ends): start next match
Space: end turn/advance


Despite openEtG being the spiritual successor to EtG, it’s a rather different community.  You’ve experienced both communities.  What’s the openEtG community like in and of itself; how about in comparison to the EtG community?

Timpa: There’s less interaction imo in the oetg community. I know very few faces and have really no idea of how big it even is. The original etg community had its prime in 2012/2013 and then started to decrease once it was clear no updates would be coming. What is left now is a core of people that bonded over things besides the game.

Dawn to Dusk: I missed the peak of the EtG community, and a lot of longstanding faces had already left by the time I had joined. Naturally the EtG community was much larger, as expected of the original game, and thus the extent of forum games and events could have the capacity to be larger as well. The people in openEtG have been great though, and it’s been nice seeing the evolution of both the game and the community.


Help us capture pieces of openEtG history.  New players are recently joining with no knowledge of the first 10 years of openEtG and didn’t play original EtG.  What interesting stories or insights could you share about the game’s history, development, and community? 

Dawn to Dusk: The balance stories have always been rather fun. I mentioned earlier how centralising the quad-pillars were, when they always generated 2 quanta. There was a mad rush to see what the best quads were, cardinal showed to be the large favourite in this aspect. The war against Give Singu is fun to think about too. Giving the opponent a singularity is a rather powerful tool, so naturally the combo was nerfed. Until a different variant of the combo was brought out, which was then also nerfed. Regrade was a powerful tool here too. I think this interaction has happened at least 3-4 times already but I may be wrong. I also remember… I think it was Black Cat? Either on release or it was buffed, and was stupidly strong with Embezzle combos resulting in like 3 turn mills. My memory on the topic is shady so if someone can fill in the blanks here that would be amazing. Other fun highlights include GeoDiss decks which were *much* stronger than now, and early Tesseract Hand Drill decks which ruled the meta for the first few days of their release.

Timpa: I also remember in the early days wolfbond was the best grinding deck (that deck is the reason bonds have an upkeep). The mirrors were kinda broken at first (I like to believe “Dead Heat” contributed to their being nerfed XD). The guilds and the kinda quad war we had some years ago were pretty fun (for some reason I still had “cardinal guild leader” as a role until recently) and we really should do more stuff like that.

Filling the blanks about the embezzle decks dawn brought up (looks at Septima), rip Ferrari Millcat, you won’t be missed XD


You have both made (found) some great decks.  A sample of Dawn: Spirit Temper Saders, Mono Aether Mill, Pickpocket (Midasgoon), Shard of Wisdom reflect decks, and of course, Spite of Vengeance. Timpa’s craft: Dead Heat, Ectoplasm, Tessapult, Self-Destruct, Shady Dune, and Parallel Computing.  Do you have a favorite you built? What is your deckbuilding style and process?

Timpa: I don’t think I made a thread for this but I did use this bombtal deck in some events. I like it for how silly looking it is and how it has a better WR than it looks like it should have. In etg this was my signature deck. That I used when becoming master of gravity for the first time.

My deckbuilding process is to start with a core idea (like a combo or milling down the opponent, etc.) and focusing first on making every aspect of the deck work towards that goal and then making sure that the quanta is balanced. For example, every card of the bombtal deck I showed works towards, surviving until you have quanta for fractal and then preventing the opponent to messing with your bombs in the turn right after the fractal (ideally, if you do everything under the cloak, they might not even know what you are setting up)

Dawn to Dusk: I would need to put Temper Vader Saders as my favourite list that I’ve made, and is probably the one I’ve ran the most. ButterShade (Chromatic Butterfly + Nightshade) is another deck that I’m quite fond of. Mono Aether Mill is one that I couldn’t not post about when I found the combo, but the deck itself is exceedingly painful to play against. I’m also quite happy with the BH Whirlpool list that I made a while back, and is a good denial deck when it works.

My deckbuilding methodology involves finding a neat combo, interaction, or card that I like to build around. For instance the MidasGoon list, I tested to make sure the combo did indeed work, after which I filled out the deck with an appropriate quanta base to fit the core cards, and let the rest of the list be dictated on the playstyle of the first few cards. Another example is ButterShade, which involved making sure Nightshade didn’t override Chromatic Butterfly’s passive, then filling out the rest of the deck with ways that could abuse this interaction. With OEtG deckbuilding rules of 6 copies per card plus quanta requirements, the rest of the list comes quite naturally after the core cards, and inclusion of weapons and shields only further accentuates this. Other games like Magic, Hearthstone, Runettera and the like become a bit more difficult and require more tech cards against metas, which can still be relevant here (Deflag for Mono Aether, etc), but not being limited to 2 copies per card is extremely helpful in this regard. 


Favorite element,  openEtG card(s), Deck to play, AI target?

Timpa:
--Gravity.
--I’ll pick a card from each element: Reaper, Orochi, Magma, Give, Hand Drill, Tesseract, Pink Jelly, Boar, Georesonator, Clepsydra, Stormspike and Black Cat.
--I don’t have a favorite deck to play, just a huge list of decks. When I’m on the mood I pick something from it and try to play some AIs
--Champion

Dawn to Dusk: In vanilla it was Life for a while then went to Light after I became master of the element (which is a story for another day). Life in  openEtG didn’t strike me as much, though I’m still quite fond of Adrenastaves which was one of my favourite vanilla decks. Light I do still quite enjoy though, and looking at SoW Reflect lists was quite enjoyable too.

Favourite cards would definitely be the quad pillars. Though I’m determined to find some way to break Jack o Lantern and the Mirrors. A lot of the new cards are quite well designed though, and building with anything is always fun. I do need to check out the new shields that I just found out about, see if they’re any good or fun to break.

AI targets vary quite a lot, Champion is a good baseline for me. I’m not as fond of Arena 1 but I can see the appeal, and poke my head inside from time to time. Designing decks for DGs and Arena 2 is definitely the long term goal for deck hunting, but unless I stumble across something special, it’s not something I aim for when making any deck.


Madame Sophia has given you her crystal ball.  What do you see happening in the next 10 years of  openEtG?

Timpa: I hope we keep getting new people. I’m very curious how these new players found out about the game.

Dawn to Dusk: I would love to see the game thrive, more passionate people get involved in the game and design decks far beyond what has been currently explored. I’d love to see a meta properly develop too, and see it evolve as top decks get countered.


Thanks for the interview!
-Septima


37
General Game Discussion / An Interview with Serprex
« on: November 30, 2023, 01:11:10 am »
    Tinkerer
     
          Innovator

                  Deployer
                 
                         Material Girl                           

 

 
 

An Interview with Serprex






Motivations

What got you to start on OpenETG?
PvP servers on original went down for a couple weeks. I’d been working on game engine in python before then while participating in War 7 Team Entropy to try to automate deck testing. Started wanting plain PvP testing server with low latency. ColorlessGreen/Fippe helped a lot early on, CG guided designing economy / balance. I didn’t intend to have users or anything initially. Packs were added while I’d left development with Fippe.

There are more than 4,000 commits to this game.  Why have you invested significant time and energy into OETG for the past 10 years?
Love for the game. Also let’s me demonstrate how I think software should be built: over optimized & minimal. Like Zanz used etg, openEtG makes a good portfolio piece.

Unlike Zanzarino who barely played the game for leisure, you play OETG leisurely, enter events, contribute art, tune players’ deck builds, chat with players, and help this community beyond programming service.  Do you enjoy playing the game?  If so, what aspect(s) do you enjoy most?
I love/hate competitive pvp the most. I’m generally in shakes by the end of the first game. I’ve also been a bit antagonistic in the past about making the game generally enjoyable (this is something cg can be thanked for pushing against, since as he put it, he’d like to have a game with other people in it). It’s optimized for what I wish other CCGs would be: zero money grab, fast paced play, awkward decision making, low power creep, etc. 

Question from Turlututu: Do you feel obligated to keep maintaining oetg?
No. For my 18th birthday my mother gave me a copy of The Fountainhead. So I’ve been raised with very little concept of obligation to others for my work.

How important is community activity and feedback to your motivation to develop?
I’d say more now than it used to be. I used to really want to keep the original forums alive with openEtG since I could see Flash on its way out pretty early on into development. But I eventually learnt that openEtG caters to a different crowd. It’s neat seeing new players learning openEtG without knowing the original.

In terms of development, I’ve become more conservative about new cards as meta has developed. It’s overall a good meta. But I don’t think anyone can say how some cards will impact meta or what the meta is without seeing lots of games play out. So pvp events guide development. It’s funny, recently Living Weapon was buffed, found Golem Defender combo last night. But that combo has always been there ever since cards in hands could have stats. No point developing over an unexplored meta.


Development Process and Direction

Can you briefly summarize this game’s engine? 
Originally it was in JavaScript & used inheritance (Weapon/Shield inherited Permanent, Permanent/Creature inherited Thing, cards in hand were card codes until I made those instances too). Now, Object Oriented Programming is honestly a big mistake. So I eventually switched engine to more entity component type of thing where everything was just a thing with integer properties & players were split out. This was optimized to be immutable so that cloning game state in AI was efficient. Turns out this transition, which took a couple years, perfectly matched Rust, which made the Rust rewrite very straightforward. So now the game engine is WebAssembly, AI runs in a WebWorker so that UI doesn’t lag while AI churns. Recently I reduced properties to 16bit because I thought it’d be funny. So statuses can only be between -32000 to 32000 now. Also removed the use of floating point arithmetic, AI used fixed point arithmetic. Lowered wasm blob size by a couple dozen kilobytes. Replay format shows that game is described by a series of actions, those actions cause events, events trigger skills, skills mess with stats. More info here.

In early development (2014), there are amusing github commitments such as: I’m very frustrated and not doing anything right.  What are the various challenges of developing this game?
Yeah, early on there was a lot of drama. & I was going through my 20s. There was some point where I’d lost my job & was vending ice cream & had bought a house so got a job flooring since ice cream was consistent & would hammer nails into concrete all day to go home & get on a ladder with a heat gun peeling paint off of cedar with my family (don’t paint cedar, that wood needs to breath, stain it, house had 5 layers of paint because everyone before would keep throwing another layer of paint on this 100 year old house). Being in Canada doesn’t help much with seasonal affective disorder so around this time of year I’m waking up tired everyday. The programming is joy tho. I have a tendency to screw up boolean conditions (when or when not to put a !), mix up min/max.

In early development (2014), what was the development agenda?
Match original behavior as much as sensible. Even after openEtG split there was oetg-v being maintained. Early development goals were to integrate original community.

In March, 2015, you updated the UI to the current look. Original players may drop by and comment about the UI differences between EtG and oEtG.  What accounts for these differences?
I never had a goal to match original UI. The updated UI assets you can thank Kae for. That UI redesign was also mostly pushed by ColorlessGreen. Same for ColorlessGreen rewriting card texts in 2020 to not be my programming rooted English. He also made the tutorial & designed the starter decks.

Are there any critical or interesting developments in the past 10 years you’d like to highlight (for the technical crowd). Examples: why does our game play so quickly compared to the original?  Why are there no desyncs?
The UI & game state are strongly decoupled. Network code has some hashing logic to try resync game state based on replay in case two players disagree on hashing (which should only happen if there was a disconnect). Everything is done over websockets instead of making frequent POST requests. This might surprise you, but I’m pretty good at this programming thing ;). I learnt to program on a pretty old computer, even into late 2010s I was developing on a machine with less than a gig of ram. So I’ve always paid a lot of attention to performance & simplicity.

Do you ‘train’ the AI with treats, by whipping it, or other clever means?
This code is the heart of it. Searching based on hand coded eval function originally written by Fippe. The treat the AI gets is being able to see your hand & know the results of RNG. Stop suggesting to take away its treats. 

OETG is developed by homegrown contributions, is non-commercial, and is inclusive of community feedback.  Therefore, it is both a visually and experientially eclectic game.  Would you prefer it to stay that way?
I’m a huge fan of dead pan humor & things being a bit funny. Hence why Eternity is a shovel & Time Barrier is a stack of pancakes. But we’ve had artists come by & make some really great assets for free. I cherish Ravi’s scribblemas. Before that we had a lot of cards with no art. & she just pumped out so much over a couple weeks. She didn’t intend for that art to be permanent, but Emerald Dragon is hilarious. Surgeon having blood stains is exactly the kind of thing I want in the art. It’s like how some people prefer the Beta art in Slay the Spire.

Is legacy pretty much mature?  Any further plans?
Yeah, it’s pretty mature. If original community was using it for tournaments maybe. & with Elements Revival that seems to attract more attention so at least the people who wanted the nostalgetic experience got that. I would like to make shards more attainable in Legacy, but that’s about it. There was some talk about having Legacy/Revival share an arena.

Custom play offers variation to the standard game interface.  Is there anything here that you’d like to see further develop? Ex: multiplayer
So much. That’s one of my failed projects. The game engine can support arbitrary 1v1v1 2v2v2 2v3 whatever. I want Custom to expose that capability. But it’s a mess of managing team states.

What are the wilder ideas you’ve had but didn’t implement? Is it time for Endless mode?
ColorlessGreen had a lot of ideas about achievements & custom boards & automated PvE events & alternate art. But my development process is too conservative on wanting to maintain minimalism. Endless mode was alright, but those types of modes never work, same in Slay the Spire, you get a perfect setup & then it just grinds endlessly. Or you don’t & you lose.

What future game developments would you most like to see?
A year or two ago I was saying I considered openEtG mostly complete. & that’s still mostly true.

Anything around the corner?
https://testetg.dek.im



Card Design

The first OETG cards were added Dec. 21, 2013. The dam of stagnant development was broken and 20-30 new cards were added within a week!  Do you recall how these cards were initially selected?

Early on I wanted it to be community managed. Sifted through CIA for ideas. Talked a lot with CG. But pretty quickly the two games had different metas. CIA is full of card ideas for Life because Life is so bad in original. But Life became one of the strongest elements in oetg with alphabond/patcell/rejuvfrogs.

Original Elements has added around 150 new cards since the original.  We’re at 390-ish cards.  What size card pool can we have?
MtG has 1000s. There’s some redundancy. I try to make every card in openEtG matter. The goal is to have deck diversity. There’s quadratic complexity as every card interacts with every card. Having sets would help, but there’s no incentive to keep putting out cards since there’s no moneygrab. Sets would be able to have more metas stall/rushy etc. But PvP events etc can already do that by restricting cards etc.

Question from Pimpollo: There are several new cards added in openetg. What's the goal when creating and deciding new cards for the game?
That’s changed over time. It used to be add whatever seems cool. Now it involves a lot more thought about what the meta needs & what minimal change would open up something interesting. Part of issue tho is meta diversity needs to be under control a bit. Stalls started getting pushed out of meta because there’s too many potential threats (fast wide, fast tall, PC spam, mill, sopa, creatureless, sov, triple digit poison, etc) so that highest EV for a deck was to go for its own wincon.

Question from Turlututu: Can you walk us through the decision process of adding new cards or adding abilities to existing cards? (i.e. how do you decide what effects they should have, how do you decide costs and elements, etc.)
Important feature of a card is that it should be awkward with the other cards in its element, it should not give its element something that element is lacking as a feature, it should not be too fast, it should not be too splashable in rainbow. Cards should have multiple potential roles that make players reflect on who is the beatdown (stuff like making AoE be able to self target opened up having more counterplay vs Antimatter etc).

It does not appear any new cards added were ever removed from the game - only rebalanced.  You mentioned technical difficulties to consider later on (i.e. Georesonator) and that deciding to add a card is an important decision.  Why is it important?  Do you regret any specific cards being added?
Cards I keep tweaking are headaches. Most cards are getting to an alright place. Sabbath is still bad. I regret stuff like Inno being rare. I’ve thought that adding so many vanilla creatures early on may’ve been a problem, gargoyle being 6|3/salamander pushing out dragons. Maybe Ash Eater buff was bad. Quantum pendulums etc making EQ weaker. I’d like to get rid of quantum pillars. Quad pillars were too fast for awhile, maybe still are. Maybe geo was bad. But these things can be tweaked. Was considering what would happen if quantum pillar only gave 3 quanta ⅔ of time, & 2 quanta ⅓ of time. I might regret Clepsydra being able to target player. I wish I could make minimum deck size 40 & maximum duplicate count 4 or 5. Corpse Explosion is kind of pointless

You recently added 8 new shields.  You thought of adding these shields more than 8 years ago.  What happened in those 8-years and why was this the right time to add them?
Wow I forgot these. I like the time DR one still most out of those. I’ve been trying to come up with some dragon synergies for years. What happened lately to bring up more shields is that 12 Lives made me feel like meta was way too fast. So it’s time to give something to all the stalls out there & get some QQ since I think stalls are the most controversial archetype out there (mill isn’t controversial, everyone hates it, I’m alright with it, but in a healthy meta you need to lose to mill when you don’t expect it, its just not that interactive by design so it can lack counterplay if its efficient).

Do you have any favorite cards from a ‘design’ perspective?  If so, what do you like about them?
Many. Eternity is art is great design (bury opponent’s creatures in the sands of time). Pink Jelly is amusing. Last second decision to make Embezzle mill on death accidentally made a whole archetype of millcat. Rico memes. I started on Entropy so it’s always going to be a bit of a favorite. Alchemist. But also working out Innovation was good, simple card for Time that had to be nerfed twice (+1 cost, mill self). Shell of Void is a punny & made a fun Give deck. Buffs like making Rustler free opened up neat immo decks. Rejuv gave Life soft PC. Whim from CIA section inspired Air to go into an efficiency direction. Command Skeleton is nice for being thematic & getting into skeleton synergies.


How can others help?

Fippe and a few others have contributed to OETG early programming on (2014-2015).  Since then you’ve been a one man show.  What kind of coding help do you welcome the most and for what development purpose?
For the most part programming isn’t the hard part. Art assets, UI design, etc, are skills I lack.

Is it difficult for a new person to jump in and contribute? Is there any gateway or low-hanging fruit help you would suggest to someone?
I wouldn’t know. A few people have got it working. It might be harder now that it requires having postgres running. Basic animations like I’ve done for firebolt/lightning would be an easy way to start. Like Septima’s request to make shifters more visible. So yeah, UI improvements. 

Question from Spex (anti-average): How annoying has it been to have people talk about UX/UI help and get no help for a decade?
At least when people complain about UI I can shrug it off & tell them anti’s getting to it soon

We have a new generation of players who never played original.  OETG was largely built as an extension for those familiar with EtG.  What help would you like from others to improve the game experience for new players?
Thankfully CG already did this by making dozens of alts & writing up a guide on how to reach high ouei fast & did the tutorial at start & improved card text so people are less confused.

What are some non-technical help you wish to see in the community? 
Having something like https://elementscommunity.org/wiki/Main_Page for oetg

Would you welcome more sound effects or even soundtracks?  I imagine quests, Mages, and Demigods with musical accompaniment.  What do you recommend to sound artists that may desire to add to the aural experience?
Yes. Sounds were added a couple years ago by Sovereign who worked with antiaverage (spex). Late game quests would be neat. I tend to play games on mute so I’m the wrong person to ask.


More about you

Do you have any ‘favorites’ in OETG?  Favorite Element, card, AI target, deck, etc.
Entropy. Ricorocks. Arena1
Spoiler for modern ricorocks:
0b4sa044vj064vt06599015920158v025cq015oj065rp0162301621018pj
Hobbies, interests, other games you play, favorite book, film, music, food, etc.?
Programming. Diablo 2. Slay the Spire. I like Path of Exile a bit, but doesn’t work well on Linux. Been playing Risk of Rain with friends once a week lately. Poker. Watch a lot of Starcraft (watching it on other monitor while answering these). The Fountainhead. Synedoche, New York. of Montreal / Notwist are my favorite bands. I don’t have much of a sense of smell so can’t taste very well, but I like strawberry milkshakes & pancakes & tortellini.  Here's a fuller list of of music I listen to:
Spoiler for tunes:
13&God Adult Alias Alvvays AmyWinehouse Anathallo AnimalCollective Antonionian Apocalyptica AprilMarch ArcadeFire ArcticMonkeys AtlasSound Autolux B52s BabyMetal Bangladeafy Baths Beck BetweenTwoWaves Beyoncé Björk BlackBelles BlackThunder Blindfolds BoyInStatic Bracken Bravery Brubeck ButcherTheBar Caribou ComputerMagic Console Couch Cristina CynthiaDall DanielJohnston DeadWeather DeathFromAbove1979 DeathGrips Decemberists DeepPuddleDynamics Deerhunter Deltron3030 Disparities Dodos Durrett Elsiane ExplosionsInTheSky Fall FallingSeeds FauxFix Feist Fenster FionaApple FlamesOfHell FlatWorms Fredrik Garbage GeneralElektriks Glass Gorillaz GrizzlyBear GwenStefani Hanson Honeycut InsideOutside IronButterfly Iron&Wine JackWhite Jel JonBrion JoyDivision JudgementDay KateBush Katla Kills KingGizzard LaliPuna LanaDelRey LeonardCohen LittleJoy LocateS1 ManMan Metric Midlake MobiusBand ModestMouse Moncrief MsJohnSoda Mugison MuteMath MyBrightestDiamond NicoMuhly NotGivenLightly Notwist ofMontreal oldMontreal OliviaJean PeopleInPlanes PeoplePressPlay PhilipGlass PinkFloyd Planetarium Plants&Animals Populous PostalService Radiohead RapidTension RobotAteMe Saroos Seabear Shipwreck SibylleBaier SinFang SkyLarkin SmvThunder Sole SonLux Soronprfbs Stars Stith StVincent Subtle Sufjan Tanaë Tarwater TheeMoreShallows Themselves TheseNewPuritans Tied&TickledTrio TvOnTheRadio Twigs VillageOfSavoonga ViolentFemmes WhiteStripes WildBeasts Zager&Evans
Has any media, person, or experience significantly impacted you?
ColorlessGreen, JoshDreamland. The Fountainhead. Life in general is pretty impactful.

You are a super OETG developer by night.  What is your daytime job?
https://serprex.github.io/resume.htm

Is there anything personal to you that made its way into the game?
Precognition is a picture of me punching myself in the head. Black cat / Byakko are pictures of Dagny my cat at the time. I have a black cat now.
Spoiler for punch self meow:
 
You once told me, “There’s lots of things I’d like to know and dig into more”.  What are you curious about and contemplating in life right now?
When I was younger I’d read random wikipedia pages a lot but now I mostly just check what’s on https://news.ycombinator.com/. Haven’t been reading much in last few years. Trying to lead a simple life.

What else would you like us to know about you?
A girl’s gotta have her secrets.

Would you ever give ice cream biking a go again?
I’ll never say I’m too good for work. At this time tho I’m more lucratively occupied.

38
General Game Discussion / 10 years of openEtG: a history
« on: November 30, 2023, 01:09:06 am »
A Brief History of Elements the Game by Zanzarino

Snapshot version:
Spoiler for Hidden:
  • May 10, 2009 - Beta Launch
  • May 19, 2009 - available through Kongregate games
  • July 22, 2009 - 1.0; PvP functional
  • December 17, 2009 - Forum is launched
  • 2010
         -Community structures develop: moderators, event managers, ‘Masters of Elements’
         -PvP leagues are active: beginner and championship league levels
         -First trials and war are held shortly after 1 year anniversary
         -First Council hiring
  • July 19, 2013 - 1.4 is the last update by Zanzarino
  • Sept 14, 2014 - a letter to Zanzarino that goes unanswered
  • December 31, 2020 - Flash end of Life
Detailed version:
Spoiler for Hidden:
May 10, 2009
Zanzarino launches beta version of “Elements. Fantasy cards game”.  An announcement is made on Flash Kit forums, a resource for flash developers.
Spoiler for Hidden:
May 19, 2009
EtG is launched on Kongregate.  A week later, there are around 25,000 accounts two weeks after launch.  Due to rapid popularity, folks even suggested it become a Kongregate ‘Premium’ game.
Spoiler for Hidden:
May 22, 2009
First deck, first love: "Pure" Fire
Spoiler for Hidden:
More than 14 years later, Pure Fire is still livin'
Spoiler for Hidden:
June, July, August 2009
Zanzarino is busy receiving feedback from players and peers on matters ranging from game bugs, card ideas, game mechanics, UI/UX, balance, economy, implementing a mulligan system, cheaters, and copyright concerns. Deckbuilding theory crafting is active: Deck types, turns to win, power of rare weapons, multi-color (aka rainbow) prominence in top decks, player life points 100 vs 200, etc., are eagerly discussed. Players note the dominance of Dimensional shield and Nova; players take sides; Camp Dim vs. Camp Nova.  Carry steal and deflag they say.  Poison will bypass Dims! There are concerns about bonewall with 3 ‘charges’. A series of patches and updates are in motion.  PvP beta is tested mid-July and included in the launch of 1.0 on July 22nd, 2009.
Spoiler for Hidden:
Screenshot of Game - June 8, 2009
Spoiler for Hidden:
December 2009 and year of 2010
  • Announcement of the New Forum
  • Hirings of moderators, managers, Masters of Elements, and a Council.
  • PvP leagues are active: beginner and championship league levels
  • First trials and war are held shortly after 1 year anniversary
July 19, 2013
1.4 is the last update by Zanzarino; the community carries on but lack of game development leads to stagnation and diminishing community participation

Sept 14, 2014
A letter to Zanzarino that goes unanswered

December 31, 2020
Flash End of Life




Open Elements the Game: A 10-year history


art banner credit: Timpa

November 29, 2013
Serprex, lead game developer of oEtG, commits first lines of code
Spoiler for Hidden:
December 7, 2013
oEtG is available to public play

December 21, 2013
New cards: Gift of Oceanus, Neurotoxin, and Monk
Spoiler for Hidden:
January 12, 2014
Paris Mulligan implemented

February 19, 2014
Fippe takes the lead on development for a time; Serprex is inactive for 2 months but picks up again in May and continues to lead development to present.

February 24, 2014
Open EtG is welcoming of community contributions.

February and March 2014
AI Naming: Commoner, Champs, and Demigods; Dawn to Dusk designs earliest DGs; Mages added
Spoiler for Primordial Demigods - first 9:
April 9, 2014
Image of early user interface
Spoiler for Hidden:
June 21, 2014
Recognition of contributions: programmers, artists, testers

July 15, 2014
New Menu interface
Spoiler for Hidden:
July 22, 2014
Interface develops further
Spoiler for Hidden:
July 25, 2014
First Quest: Proving Grounds

August 1, 2014
Challenges of development
Spoiler for Supernova wasn't so super right away:
August 16, 2014
Plans to develop OpenEtG-vanilla branch

August 25, 2014
ColorlessGreen Gets the community organized with Demigod prediction counters

November 30, 2014 :chroma :chroma :chroma
First birthday of OpenEtG!
Fippe summarizes the highlights of the first year:
Spoiler for Hidden:
  • 100+ new cards
  • Significant balancing of old and new cards
  • PVP Events
  • New feature: Booster packs
  • New feature: Player to player trading
  • Improvements to User Interface
  • New feature: Colosseum - designed by ColorlessGreen
  • New quests
  • Card Rarity
December 8, 2014
2014 Georesonator vs 2023 version
Spoiler for Hidden:
February 24, 2015
OETG achieves a solid stage of maturation.

August 4, 2015
Another iteration of UI
Spoiler for Hidden:
September 2, 2015
Deck editor User Interface
Spoiler for Hidden:
December 13,2015
Another iteration of IU
Spoiler for Hidden:
November 2, 2017
Another iteration of UI
Spoiler for Hidden:
May 4, 2018
After a 2-yr period of low activity and slow development, ColorlessGreen notes that development picks up again

July 20, 2019
ColorlessGreen creates an FAQ/Guide/walkthrough for players transitioning to OETG

July 27, 2020
First team PvP launched: Quad Team Battle

October 3, 2020
Legacy mode implemented

December 25, 2020
Server is rewritten in Rust

February 01, 2021
In addition to designing 9 new card art, Sael creates art for card packs. The following graphics and forum thread showcase the 'community involvement' that is emblematic of OETG:
Spoiler for Hidden:
     Here's what it used to look like:
Spoiler for Hidden:
     The artist's initial sketch:
Spoiler for Hidden:
     After art is proposed, another member -Timpa- suggests additional UI enhancements.
Spoiler for Hidden:
     Here's what it is now:
Spoiler for Hidden:
February 07, 2021
2 new cards added: Stasis and Bloodmoon

November 2023
Plans to add 8 new shields and additional cards.  Each element will now have 3-shields.
Spoiler for Hidden:
:death Plague Mask:earth Stonewall:life Slime Shield:fire Wicked Shield:water Mist Shield:air Stormshield:time Appreciation:aether Hush
November 30, 2023 :chroma :chroma :chroma
Open Element the Game's 10th birthday
Thank you, Serprex
Spoiler for Hidden:




Contributors:
Spoiler for Hidden:
Lead Developer
Serprex

Major Contributors
Fippe94
ColorlessGreen

Art & Sound
https://etg.dek.im/artcredit.htm
Sources:
Full size banner:
Spoiler for fullsize banner by Timpa:

39
Decks / Nymphspersion
« on: November 28, 2023, 03:12:44 pm »
aka Suddenly Nymphs!
056qr017ac017bu037b10677u017gk017i6047h0017jo017la037kk017t4027tc018pn

A slow, combo-dependent deck with 50% wr vs. Mages.  You've got to see the combo:  build up quanta, cast Equalize on Nymph's tears then Dispersion on NT.  Whoosh!!  Mass Nymph summoning.

An early dispersion and drain life/lightning might help clear the board. Try other tech: Gift of oceanus, Diss shield, Pacify, bonewall, lightning, drawpower, cheap shields.  Don't have the quanta pool or combo?  Use an early NT without the combo then. 

Metamorphosis management: mark starts as  :life for georesonator; ultimately want chroma mark; however, you can use spare metamorphs before that 'final' change to chroma on other non-chroma cards (including opponent pillars) unless you're dying fast.. because chroma mark only generates quantum or quad, thus reducing the # of nymphs you may spam; by having a diverse set of towers, you increase # of dispersion targets. Still, the priority is getting geores' out early so if you have to use metamorph early on  :chroma or :life, do that.
Spoiler for Hidden:

AI generated by hotpot AI

40
Decks / SadMan
« on: November 13, 2023, 08:11:45 pm »
He was a sad, fallen, and broken man.  His past was a nightmare. 

086s0026qr046u3036u6036uh0174u017qe047ts017th0380o018pj

0a4tg044sb024sd034vm035010156e045vc03628018pj

Walter White
056ve056u3056uj026uh0177f0377u037qu037ts0380h018pi

044sa044sc044vj04503025010158v0359e035se035vc02621018pi


Sadmagio had anti-synergy with mantle. So I replaced 3-armagio with Brawl.  Walter White variant is stronger deck.  The following is more streamlined; try it out vs DG:

They looked in the mirror and was ready to improve themself
076s0036ve046u3046u60374r027qu027q40580o018pu

41
Decks / The Goonies
« on: November 12, 2023, 09:23:48 pm »
You have to know the film. Dragons are the 'gems' the kids find at the end.
056ve056u3026u90171l017b1017ad017ee017di017h9017nc017nh037qn067u00180q018pt

42
Events / A New Beginning - Individual PVP Event
« on: November 12, 2023, 01:05:38 am »
A New Beginning - Individual PVP Event
Sign-ups (closed)

A stream becomes a cascading waterfall.  A devonian dragon grows into a Silurian dragon.  The source of ouija was its essence.  And Supernova wasn’t so super right away.  Start your origin story now.  Join other OETG players in a new players only tournament.

Welcome to what may be your first openElements PvP event. This may be your first introduction to organized PvP, so read all the rules and instructions and make an effort to organize times with your opponents. Play all your matches and give them all your best effort.


Art credit: Niharia

Event host: asdw152

Event timeline:
Signups end Nov. 12
Match period from Nov. 17-Dec. 3; players can agree to start sooner; use discord or forum private message to coordinate matches

Players (round-robin):
1. trtl
2. Manuel (ign Manuel666)
3. Test07
4. AllenTheMighty Removed due to inactivity
5. helicopter-cube
6. sssnk
7. OrcSplendor Removed due to inactivity
8. TheRealArgo (ign ArgoGm)

Rules
1.   Event will be 2 weeks long. Players will face all other opponents, playing 5 games each.
2.   This is an unupgraded event. All decks can only run unupgraded cards.
3.   Players will have access to all of their cards at all times, except for Nymphs, Shards, Regrade, and any new cards implemented after the start of the tourney (i.e. all of the new shields).
4.   Players may earn 1 bonus point by meeting a deckbuilding restriction regardless of the win/loss result:
           a.   This restriction will only apply to Game 1.
           b.   You are encouraged to follow this restriction for more points, but you will not be penalized for not fulfilling the restriction.
           c.   The restriction you choose does not have to be consistent from match to match

Deck building restrictions are:
i. Call of nature: creatures only (no spells or permanent cards besides pillar/pendulum/mark cards)
ii. Not staying long: Pillarless (no pillars, pendulums or mark cards)
iii. Martial artist: a deck with at least 3 different types of weapons (chroma weapons do not count towards the 3, but can still be in the deck)

After a match is played, both players must post the match result, but wait until the event is over to post deckcodes. Winning a game gives that player 1 point. Building and playing the first game (G1) with a restriction gives an additional 1 point. If a player wins a match 4-1 (4 points) and earns the G1 bonus (1 point) they will earn 5 points for that match. At the end of the event, rewards will be distributed based on the player’s final standing. In the case of a tie, both players will face each other again for another 5 games, no points gained from restrictions.

 
Questions about the rules?  Ask the event host.  Concerns about event rules/balance? Private message the event host.
What does G1 only mean?

Rewards
Spoiler for Hidden:
1st Place: 20000 Gold + Shiny Nymph Code + Mark Code
2nd Place: 15000 Gold + Shiny Nymph Code
3rd Place: 10000 Gold + Shiny rare Code
Participant: 7500 Gold
General Info on PvP
Spoiler for Hidden:
PvP Integrity
1. Strive for good sportsmanship at all times.  If you notice a game bug that can be abused before playing, please report the issue.

2. Many issues can be resolved and discussed before "accepting turn".  For example, if you speedbuilt a deck and didn't change the mark code, ask your opponent if you can fix the mark and replay before you accept your turn.  If you continue on with the game, it is up to the other player to decide if they will replay or not.  Do not pressure them into a replay.   

3. Players may copy/save the 'replay' code of a game for 'viewing' later on in openEtG's custom section; see in-game chat tabs -> replay.  To maintain PvP integrity, please use the replay only as a reference for game issues (i.e. one player disconnected) and to analyze the game later. 

PvP Issues 
1. Stuck Screens: Sometimes players enter a pvp duel and cannot accept their turn.  It looks like one is "stuck" on that screen with the only option to press the resign button.  One fix to get 'unstuck' is to to use the L keyboard shortcut to reload game state. Talk through the issue with your opponent and confirm to restart the game. 

2. Deck not loaded properly: Another common problem is a player will enter a pvp duel and notice their chosen deck is not loaded and instead their last played deck is loaded.  In these cases, let your opponent know right away and ask if it is okay for a replay before accepting your turn and playing any cards.  If you start playing before noticing, you may need to accept you error and play on. 

3. Lost connection/power: There are times where players lose internet connection to the game, lose power, etc.  If you can, take a screen shot and save the game replay.  Both players then should discuss if they should replay or if it was very clear one player was going to win.  When they are unable to decide, they may ask for a non-participating tournament host or non-playing arbiter to help decide. If both players feel comfortable with a replay, proceed.

4. Weird things happening on the screen:  Take a screenshot when you see something odd happen.  There can be  game bugs.  Let the event host know about the issue.  If it appears you can play the game through to the end, please do so and save a replay.  If you believe the issue could have affected the match result, let both your opponent and the event host know. 
Submitting Decks, Illegal Decks, Match Issues
Spoiler for Hidden:
Saving and submitting decks after a match
After each game, save a record of the deck you played vs. your opponent.  Even better, copy the 'replay code' of the game and store it for later recall; the replay code captures both players' decks and the match can be viewed later.  Both players be able to submit either (a) the exact deck code they played - and label which game it was used (i.e. G3 and G6) - or (b) submit the replay code (copy/paste)

Posting decks after the event
After all matches for the event are completed, you must post deckcodes and match summaries to your match results post or a single new post with decks for all matches.  Players may not post decks played before the event is over.

Illegal Decks
Playing an illegal card or any upgraded cards will automatically result in a game loss.  Unlike some events where they may be some room for sportsmanship, that will not be the case here where the rules are very simple and clear. 

Time between games; interrupted play; inactivity

1. The default time limit in between games is 5 minutes unless otherwise agreed upon by both players.  If Player A notices Player B is repeatedly taking longer than 5 minutes, Player A should remind Player B of the time limit and ask if there's a particular reason they need more time.  Some in between 'thinking' and 'adjustment' is absolutely fine.

2.  Interrupted play -  If you need to suddenly leave due mid-match to real life circumstances, please communicate this clearly to your opponent; make every effort to reschedule again and finish the match.

3.  Inactivity -  When a player drops out mid-event, both completed match results and unplayed matches are voided.

43
Decks / Desert Life
« on: November 11, 2023, 09:27:30 pm »
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One early scorpion, early poison chip, is usually enough.  Multiple scorps with deserts start locking down  :life.  Epoch is great early, to slow opponent down, but may slow self down in late game.  With opponent damage chipped away and stabilized in defense, use EQ on 52 pickup for heavy (often lethal) spell damage. Neurotoxin, Epoch, Rejuv, LW are all tech and easily +/- from deck.  If you feel you have exhausted your opponent's creatures, you can remove desert; you also kick Epoch out with LW own creature for faster play/draw for faster draw - drawing either more defense elements or offense.

44
Decks / Metal Detector (OuijaSalvage)
« on: November 09, 2023, 02:44:26 pm »
Use  :life on Oujia skill. 
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45
Events / 12 Lives - Round 8
« on: November 05, 2023, 06:25:00 pm »
12 Lives - Individual PVP Event
Round 8

Art credit to Niharia

Thoughts woven openly.

Elements Remaining
Player
VS
Player
Elements Remaining
:aether :darkness :time :water
Septima Rhay
Pimpollo
:fire :aether

Spoiler for Rules:
- You can NOT use the same Mark more than once in the same match.
- Chroma mark is NOT allowed
- You may only use cards that match the elements of Marks (Lives) you have remaining.
- You may use up to 10 upgraded cards in your deck.
- Only allowed chroma cards are Material, Cardinal, Spiritual pillars, and Quantum pillars and pendulums.
- MARK cards count as cards of the element they match.
- After a match and once per match, you may exchange one Mark that you won a game with (in that match) for a Mark that you've lost.

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