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Ideas for Elements CCG (Destructive criticism will be ignored) page 134

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Originally posted by Icybreath:

Yes but this creature will be OP if you don’t make it weak because you can just enchant every permanent and win.

That’s like saying SoFo isn’t overpowered because you can just use a spell on it.

 
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7 death
spell
destroy all creatures even immatireal ones

 
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Originally posted by that1guy9999:

7 death
spell
destroy all creatures even immatireal ones

This kind of card is an auto-no. Forceful creature killing can’t be done in any way, and only 7 quanta? Definitely too OP

 
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element dark
card name Traitor
card cost 15 dark quanta
card type spell- convert any creature to your side of the field creature loses 2hp per turn ( immatireal creatures are killed )

 
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Originally posted by goodguyina:

element dark
card name Traitor
card cost 15 dark quanta
card type spell- convert any creature to your side of the field creature loses 2hp per turn ( immatireal creatures are killed )

Looks useless as with that 15 darkness quantum you can play better creatures then what you’re stealing plus if you do convert a creature it losses hp? Big draw back. I don’t see why lmmaterial creatures are being killed unless this was your main focus of the card and not the converting of a creature? Instant killing of creatures is a no no. :P

 
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Permanent: when played, sacrifice a pillar/pend, it will randomly convert your other quanta into that color.

It is meant to be sort of an opposite to discord, but like the soul catcher it would be a permanent.

It would make quantum towers into powerful engines for mono decks though, which might be a bad thing!
 
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Hey how about better water creatures such as:
Piranha, cost: 4 water quantums, 2/3
Skill: Craving (passive): creature has 25% chance of attacking a random (opponent’s) monster instead.
upgraded: 5 water quantums, 3/4.
This creature + fractal wouldn’t be as OP since its vulnerable and the cost is pretty high for upgraded version.

I feel like scarier or cooler water creatures would help boost up the popularity of water decks so:

Viperfish, cost 5 water quantums, 5/4
Skill (passive): gains +4/4 when cloak is in play. (attack and hp reverts back to normal when cloak is gone).
Upgraded: 7/5, 5 water quantums.

These are just my thoughts. You can slightly edit their stats as deemed fit.

Also I don’t know if this has been suggested before, but:
Shapeshifter: 4 dark quantums 2/4
Skill: 1 Entrophy, select a creature on the field and gain that creature’s atk, hp, and ability until the start of your next turn. It turns back at the end so u have the option to choose a different creature every turn. If the creature selected is killed or this creature is killed while changed, then shapeshifter dies.
Upgraded: 4 dark quantums, 3/4. This creature is basically like crusader, but copies a creature instead. Copying creatures may be a bit overpowered, so making it last one turn is acceptable.
Again, I don’t know if this has been mentioned before by someone else, so I’ll just put it out there.
Feel free to edit the stats/ skills as needed.

 
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For Piranha, I expect it to have Swarm ability, since Piranha is always shown in a group. I say drop upped cost to 4.

Viperfish is buffed if we play Cloak? Looks awesome, bringing Dark/Water combo into a new level. I like.

Shapeshifter’s skill cost looks too low, maybe 2 or 3? 2/4 stat is kinda making it capable to attack on it’s own, not dependant on it’s skill, maybe 0/4?

Ignore this random rambling :P

 
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About the Shapeshifter above…why not nerf him by putting his ability cost to be like: monster atk+HP/4= Qunat cost (so a dragon with 10/10 would cost 5 dark quanta to be copied)

 
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Dunno if this has been suggested before, this is my first post on this thread.

Necromancer, cost: 6 dark quanta, 4/5
Skill: Necromancy cost: 1 dark quanta. Summons 1 skeleton.

Upgraded: 8 dark quanta, 6/8. Skill now has a chance to summon 2 skeletons.

I do not think this would be op, the cost of quanta is a lot, plus its ability will help full pledged darkness users because they can now have a skeleton army without boneyard or bone pillars.

 
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I have a good card idea:

Card name: bounty hunter
cost: 6 entropy quanta
type:creature
stats: 5/4
skill: bounty target(4 entropy): sets a bounty target on an opponent’s creature. Bounty hunter attacks that target dealing 2 damage every turn. When creature dies, you gain 3-5 random quanta.

Upgraded:
Bounty hunter
cost: 7 entropy quanta
stats: 6/5
skill; bounty target(5 entropy): sets a bounty target on an opponent’s creature. Bounty hunter attacks that target dealing 4 damage every turn. when creature dies, you gain 5-7 random quanta.

 
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Originally posted by Lantern123:

Necromancer, cost: 6 dark quanta, 4/5
Skill: Necromancy cost: 1 dark quanta. Summons 1 skeleton.

Upgraded: 8 dark quanta, 6/8. Skill now has a chance to summon 2 skeletons.

I do not think this would be op, the cost of quanta is a lot, plus its ability will help full pledged darkness users because they can now have a skeleton army without boneyard or bone pillars.

The idea is kinda new, kinda like it. Stat is kinda balanced too.

Originally posted by chatroomsearher:

I have a good card idea:

Card name: bounty hunter
cost: 6 entropy quanta
type:creature
stats: 5/4
skill: bounty target(4 entropy): sets a bounty target on an opponent’s creature. Bounty hunter attacks that target dealing 2 damage every turn. When creature dies, you gain 3-5 random quanta.

Upgraded:
Bounty hunter
cost: 7 entropy quanta
stats: 6/5
skill; bounty target(5 entropy): sets a bounty target on an opponent’s creature. Bounty hunter attacks that target dealing 4 damage every turn. when creature dies, you gain 5-7 random quanta.

Now this is newer to me. Bounty Hunter should deal full damage to creatures, but need to attack a creature every turn?

 
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Card Name: Animal Tamer / Animal Whisperer
Cost: 7 Life Quanta / 6 Life Quanta
Type: Creature
Element: Life
Stats: X/1 → X+1/1
Skill: Gains 1/1 for every “pure” (Original stats summoned from hand, so mitosis wouldn’t effect it) life creature on your side of the field. (*Note: Since it gains 1/1 for each creature, it loses 1/1 if a creature dies.)


Card Name: Valkyire / (Can upgraded cards keep the same name? Not sure what to name it upped.)
Cost: 7 Light Quanta
Type: Light
Stats: 5/5 → 6/6
Skill: Holy Order: Player gains 1 health for each Crusader on your side of the field. (Only works with one Valkyire at a time)


Name: Hive / Hive Mind
Cost: 6 Air Quanta
Type: Weapon
Stats: Does 3 + X damage per turn → Does 4 + X damage per turn
Skill: Hive (Mind) does +1 damage for each firefly out on the field. Cannot be animated.


Name: Rough Seas / Typhoon
Cost: 8 Water Quanta / 7 Water Quanta
Type: Permanant
Ability: All non-water, non-immaterial creatures are “stuck”, halving their damage every other turn. All “stuck” creatures are automatically killed with thunderstorm and lose 1 HP per turn with Flooding.


Name: Leprachaun / Corrupted Leprachaun
Cost: 4 Life Quanta → 4 Life Quanta
Type: Creature
Stats: 1/3 → 2/3
Skill: Each sucessful attack adds 1 electrum to gold gained at the end of the match. (Only works if you win) (Upped): 2 Darkness Quanta: Steal 2 health and give it to the owner.

 
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New idea, hope you guys like it.

Master, cost: 5 random quanta, 1/3
Skill: Elemental Switch cost: 2 random quanta. Gains target creatures element and +2/2, ability changes to Elemental Reset.
Elemental Reset: Cost: free. Becomes colorless again. (Can keep doing this to gain +2/2.

Note: The Masters name becomes the element then Master when he uses Elemental Switch.
Ex: Dark Master.

This can be a lifesaver becaue it is ever-growing attack and defence. After it’s attack becomes 9, it loses its ability and stays colorless.

 
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White knight: cost 2 light quanta 0/1 creature
skill: (brotherhood-passive) gains + 1/+ 1 for every white knight in play
upgrade: start stats 0/2

King of the Holy Order: cost 9 light quanta 5/5 creature
skill: (king-passive) all creatures with knight in name gain momentum, airborne,adranaline and cannot be targeted
upgrade: start stats 6/6

Bond of Faith: cost 6 light quanta permanent immaterial
all light creatures you control gain + 2/+ 2
upgrade; cost 5 light quanta

Dark knight: cost 5 dark quanta 4/4
skill (rise): (cost 1 light quanta) dark knight is now airborne
upgrade: stats 5/5

 
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Originally posted by andrewthegreat90:

White knight: cost 2 light quanta 0/1 creature
skill: (brotherhood-passive) gains + 1/+ 1 for every white knight in play
upgrade: start stats 0/2

King of the Holy Order: cost 9 light quanta 5/5 creature
skill: (king-passive) all creatures with knight in name gain momentum, airborne,adranaline and cannot be targeted
upgrade: start stats 6/6

Bond of Faith: cost 6 light quanta permanent immaterial
all light creatures you control gain + 2/+ 2
upgrade; cost 5 light quanta

Dark knight: cost 5 dark quanta 4/4
skill (rise): (cost 1 light quanta) dark knight is now airborne
upgrade: stats 5/5

King of the Order is really OP.

 
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Originally posted by Lantern123:

New idea, hope you guys like it.

Master, cost: 5 random quanta, 1/3
Skill: Elemental Switch cost: 2 random quanta. Gains target creatures element and +2/2, ability changes to Elemental Reset.
Elemental Reset: Cost: free. Becomes colorless again. (Can keep doing this to gain +2/2.

Note: The Masters name becomes the element then Master when he uses Elemental Switch.
Ex: Dark Master.

This can be a lifesaver becaue it is ever-growing attack and defence. After it’s attack becomes 9, it loses its ability and stays colorless.

That sounds a bit like an Entropy card, entropy is all about randomness!

 
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I want to apologize right now for my extremely long post, I just love this game and I wanted to show my support in suggestions. Sorry again for long post.

Chameleon Cost 7 Enthropy quanta, 4/1 creature
Skill:Shift cost:1 random quanta. Becomes the element of the random quanta sacraficed, does double damage if Chameleon is the same element as the opponent

Heavily Clad, Cost 4 Gravity quanta, spell
Gives selected creature the skill ‘Short Reach’
Short Reach
Skill: The creature can only attack creatures in the front row of the opponents field. The creature dies if there are no creatures on the field.

Drought, Cost 15 Fire quanta, spell
Skill: Flood is no longer activated. If there is no flood when this card is played, all creatures die except Fire and Earth elementals, water creatures have a %10 chance of turning into Ash.

Armored Knight, 10 random quanta, 1/6, creature
Skill:Slayer, cost[explained in description]:Any dragon can be killed by using the same amount of quanta used to put the dragon on the field

Troll, 4 death quanta
Skill:Tempermental, cost 3 fire quanta: Inflicts X amount of damage to a creature [X is the equivalant of the creatures HP]

Undertoad, 6 water quanta, 4/6, creature
Skill:Destiny, cost 2 death quanta: If Undertoad dies this turn from an attack by a creature, that creature dies.

Salvation, 3 light quanta, spell
Skill: Three photons are summoned to the field

Berries, 2 life quanta, 0/1, creature
Inflicts one of four satuses if eaten:Death, Aflitoxen, Poison, 5/5

Chameleon Skin, 10 enthropy quanta, spell
Turn two of your creatures [One if only one is present] into a random creature. [No death chance like Mutation]

Chasm Dragon, 7 Earth quantum, 2/4, creature
Stomp:All burried creatures die

Rare Card Suggestion, these are my ideas for spell equivelents of Nymphs.
F

iesty Move, 4 fire quanta, spell
All creatures do double damage

Patient Move, 4 life quanta, spell
Instead of your creatures doing damage to your opponent, they heal you this turn

Uncaring Move, 4 death quanta, spell
All creatures die on both fields

Sly Move, 4 dark quanta, spell
All opposing creatures do double damage, then die.

Holy Move, 4 light quanta, spell
All creatures gain Blessing 3/3]

Quick Move, 4 time quanta, spell
All opposing creatures are in a time bubble for 2 turns

Calm Move, 4 water quanta, spell
All creatures lose attack power [0/X]

Superior Move, 4 Aether quanta, spell
Combination of Precognition and Silence

Grounded Move, 4 gravity quanta, spell
Creatures on your field gain 0/20

Terrain Move, 4 earth quanta, spell
All creatures -1/-1, Delayed for 2 turns

Suprise Move, 4 Enthropy quanta, spell
Butterfly effect and -10 Health to your opponent

Rushed Attack, 4 Air quanta, spell
All creatures lose airborn abillity and gain adrenaline

 
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Troll seems extremely OP, you can kill any creature for 3 fire quanta? I do like the rare spells though surprise move and superior move, to me, are UP.

 
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Troll was OP, i’ll admit that, but I can remix the two moves. I thought Superior Move was good, and that Rushed Attack was quite weak. Suprise move could be tweaked a bit more, I have never used Enthropy on a large effect, so I had almost no thought on it. This could fix it.

Suprise Move, 4 Enthropy quanta, spell
-30 HP to opponent, nightmare effect, discord effect

Superior Move, 4 Aether quanta, spell
Precognition and Silence effect on opponent. Fractal effect on creature of choice.

Aether and Enthropy are elements I rarely use, there’s too many spells. I love to use spells, but when i use those two I have a tendency to have only spells with no offence. Sorry. If you have ideas, just say something.

Trophy Wall, shield+Weapon, 20 random quanta
Skill:Hang cost 0:All shields and weapons can be stacked, effects are ignored, only damage and defence is counted.

 
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Originally posted by NekoSlave:

Trophy Wall, shield+Weapon, 20 random quanta
Skill:Hang cost 0:All shields and weapons can be stacked, effects are ignored, only damage and defence is counted.

Cost is the cost of the shields and weapons

Originally posted by coonradt:

Troll seems extremely OP, you can kill any creature for 3 fire quanta? I do like the rare spells though surprise move and superior move, to me, are UP.

Troll cannot kill any creature, only if the HP is higher than the Attack. Put it this way. It would be the opposite of Maxwell’s dragon, which kills any creature [for 3 quanta like Toll] if the Attack is higher than the HP.

 
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You seem to put a lot of work into this, and you have a very active imagination. But I don’t think many people wil have the time or patience to read all of this.

 
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arun, if you can say something like that, use the energy to give positive feedback for Neko’s ideas, please?

The only card I like is:
1.) The Moves set, some could get some more balancing, like Sly Move, kinda too forcing. Uncaring Move kinda too OP.
2.) Berry, this idea seems new to me. Maybe 2 debuff and 2 buff? The chance of getting 5/5, even if it’s big, kinda risky, making it somehow situational and luck-based.
3.) Salvation, Photons are free, make it a no-cost card?
4.) Troll, people judged this as an OP card. Well, it is TOO OP. 3 Fire quanta, a sure-kill skill.
5.) Armored Knight, kinda underpowered, because decks rarely use dragons nowadays, and the cost, is it on the dragon’s element or random?
6.) Drought, forceful removing of creatures beside Fire and Earth, see my comment for Troll.
7.) Heavily Clad, UP, because front row is the last to be filled, making it not that useful.

Might want to comment some more later on :>

 
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Has anyone ever had that match where they don’t get any pillars/pendelums?
What if for the new version, if you sacrifice a card, you get the amount of quanta that is required for the card.

 
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Originally posted by NekoSlave:

Has anyone ever had that match where they don’t get any pillars/pendelums?
What if for the new version, if you sacrifice a card, you get the amount of quanta that is required for the card.

Sacrifice only if it’s in play already?