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Topics - eaglgenes101

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1
New Card Suggestions / Sacred Relic
« on: December 20, 2022, 03:06:05 pm »
Element: :light
Cost: 1 :light
Type: Spell

Effect: Spawn Sacred Relic in target empty permanent slot. As a shield, it has damage reduction of 0, and as a weapon, it deals no damage (0|1 when flown). Remains in your hand when played. 
Skill: 1 :light : Give Sacred Relic to the opponent, returning permanents it displaces to the opponent's hand. Replace this skill with "Lasts for 1 more turn".
Passive (unupped): When destroyed, adds Sacred Relic to its owner's hand if it is not full. When discarded, lose 4 :chroma, draw 1 card, destroy a random card in your deck, and add Sacred Relic to the bottom of your deck.
Passive (upped): When destroyed, adds Sacred Relic to its owner's hand if it is not full, and shuffles a copy of Sacred Relic into their deck. When discarded, lose 4 :chroma, draw 1 card, and replace a random card in your deck with Sacred Relic.

A :light denial card in the form of a white elephant gift, inspired by the original Elements the Game's relic. By itself, play on your side, then use its skill to hand it off to the opponent, for good but slow-burning denial. This usage is best accompanied with stalling.

Potential combos and synergies:
  • Sacred Relic + Give: Give Sacred Relic from hand to skip straight to the hand-filling part. Or use Give on Sacred Relic after playing it to get rid of pesky equipment rather than just displacing it.
  • Sacred Relic + PC: Spawn on opponent's side, then destroy to expedite the denial. Or clear a permanent slot before using Sacred Relic's skill. If you have a repeatable source of PC, you can use upped Sacred Relic to prevent deckout, but this will clash with use of Sacred Relic as denial.
  • Sacred Relic + Flying Weapon + Nightmare: Fill all the opponent's hand slots with Sacred Relic, not just one.
  • Sacred Relic + Burn Card: Instead of letting the opponent choose whether they want to rid of useful cards or deny themselves of cards, make the choice for them.

2
New Card Suggestions / Decayed patch
« on: November 21, 2022, 05:36:16 pm »
Element: :death
Cost (unupped): 3 :death
Cost (upped): 2 :death
Type: Spell

Effect: Target player or creature gains 8 max HP, is healed 30 HP, and given 4 poison counters.

Patch yourself or a creature up temporarily at the cost of dooming long-term survivability, or poison a target (at raw, best done at full HP to minimize the healing effect, but synergies can work around this). Natural synergies are with purify and other poison removal when patching yourself up, with stalling to let poison keep ticking down, and with catapult, epidemic, and voodoo doll to transfer poison counters to your opponent without also healing them.

3
Decks / Lifelight Ramp
« on: October 11, 2019, 03:39:37 pm »
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Because of the preponderance of permanent control in demigods relative to that of creature control, I decided to try crafting a demigod deck that didn't rely too much on destructible permanents to get going. This is what I got after experimentation with using creatures for purposes other demigod decks would use permanents for. To my surprise, I was able to dispense with creature control mitigation, as demigods don't pack that much CC. Only permanents in this deck are Light Tower, which serve mostly to jumpstart the deck with a small amount of light quanta, and Hope, which is immune to permanent control.

General strategy is to start by pushing out rays of light and rustlers, then some shamans, then hope, and finally as many jade dragons as possible. Some care should be taken to have plenty of room for the endgame wave of jade dragons, so don't spawn too many more shamans and rays of light than you have to. There are three jade dragons so that this endgame push can usually be started fairly soon after lockdown is achieved.

4
Decks / High-load SNBow
« on: June 30, 2019, 09:24:24 pm »
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Now reloaded. Cards have been chosen to more effectively sink the huge amounts of quanta you will have after it gets set up, the most prominent of which is Water Nymph replacing Nymph's tears. Shards of bravery and Whim also supplement Midas's touches to more effectively search the deck for what you need. The basic strategy and feel of the deck remains the same.

Spoiler for v1:
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A slight variant of a deck whose code I passed around a bit in chat. The deck's quantum foundation consists of three georesonators in addition to a standard chroma-mark PSNbow setup, which the rest of the deck takes advantage of.

For offense, the deck has four efficient offense creatures, an unstable gas, a utility jackknife in Nymph's tears, and grab bags in shards of serendipity and a mindgate. Four permanent control cards means that shields shouldn't give you too much of an issue.

For defense, there are two debris barricades, the aforementioned four permanent control cards, Nymph's tears, and unstable gas and desert which can be self-sacrificed for extra permanent destruction events. The desert can also help clamp down on the opponent's creatures if combined with pillar destruction.

Though not an original design goal of the deck, the grab bag cards in the deck mean that games will vary quite a bit, so the deck is quite fun and effective.

5
New Card Suggestions / Rectifier
« on: June 19, 2019, 09:42:34 pm »
Element: :aether
Cost: 2 :aether
Type: Spell

Effect (unupgraded): Generate a rectifier bridge which converts 7 of target owner's quanta not of target's element to that of target's element each turn, self-destructing if it cannot do so.
Effect (upgraded): Generate a rectifier bridge which converts 9 of target owner's quanta not of target's element to that of target's element each turn, self-destructing if it cannot do so.

An aether spell for persistent quantum conversion. To avert the possibility of using Rectifier as an adaptive quantum source, the effect is intentionally inflexible. The targeting is one-shot, the generated permanent only stops its quantum conversion effect when destroyed, and the permanent self-destructs if it cannot perform its conversion.

The card is designed to have effects for targeting both sides. On your own side, it is designed to combine with varied quantum sources to form an efficient single-element quantum generation system. On the opponent's, it is designed to interfere with decks which use more than one element by causing an imbalance in the opponent's quantum supply, causing shortages of a particular elements.

6
Chroma / Quartet Pillars
« on: December 13, 2014, 12:15:18 am »
Material Pillar

additive.Randomly gain 1-2 each turn. ⅔ chance to gain 2.

Spiritual Pillar

additive.Randomly gain 1-2 each turn. ⅔ chance to gain 2.

Cardinal Pillar

additive.Randomly gain 1-2 each turn. ⅔ chance to gain 2.


Long story short, http://elementscommunity.org/forum/forge-archive/quartet-pillars-quartet-towers
and http://elementscommunity.org/forum/card-ideas-and-art/spaced-pendulum-spaced-pendulum

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