LMeire
23 posts
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Topic: Elements /
Ideas for Elements CCG (Destructive criticism will be ignored)
Spell: Divide by Zero
Cost: 10 Entropy
Effect: Discard a random 10-25% of both the caster’s and the opponent’s decks.
Upped: Discard a random 15-20% of both the caster’s and the opponent’s decks.
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LMeire
23 posts
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LMeire
23 posts
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Topic: Elements /
Ideas for Elements CCG (Destructive criticism will be ignored)
Creature: Quark
Cost: 1 of any quantum
1/1
Ability: Generates a random quantum if attack misses or is blocked.
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LMeire
23 posts
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Topic: Elements /
Ideas for Elements CCG (Destructive criticism will be ignored)
Spell: Last Stand
Cost: 10 Light
Effect: Sacrifice a creature, deal damage to target creature based on sacrifice’s HP. (So basically it’s Catapult, only one-time and targeting creatures instead of the player.)
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LMeire
23 posts
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Topic: Elements /
Ideas for Elements CCG (Destructive criticism will be ignored)
Originally posted by MansW1:
Originally posted by LMeire:
Spell: Sinkhole
Cost: 5 Earth
Effect: Permanently burrows target creature, halving damage and preventing creature from being targeted. Does not affect Airborne creatures.
I dont understand it’s use. It is a versitile quint or 1/2 an instakill, but i’d price it 3/2.
The idea is that you could use it to reduce damage you take from powerful enemies OR to protect your own creatures that have useful skills. So you could Gravity Pull and Petrify an Armagio, and then use Sinkhole to keep him out of reach from Owls Eye etc.
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LMeire
23 posts
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Topic: Elements /
Ideas for Elements CCG (Destructive criticism will be ignored)
Spell: Sinkhole
Cost: 5 Earth
Effect: Permanently buries target creature, halving damage and preventing creature from being targeted. Does not affect Airborne creatures.
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LMeire
23 posts
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Topic: Elements /
Ideas for Elements CCG (Destructive criticism will be ignored)
Spell: Contract
Cost: 4 random quanta
Effect: Generates 0 to 3 “Hired Thug” creatures
Hired Thugs start with x/0, where x can be any number between 0 and 5.
Upped Spell: Improved Contract
Cost: 5 random quanta
Effect: Generates 1 to 3 “Well-payed Thug” creatures
Well-payed Thugs start with x/1, where x can be any number between 1 and 5.
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LMeire
23 posts
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Topic: Elements /
Ideas for Elements CCG (Destructive criticism will be ignored)
Originally posted by MansW1:
Originally posted by LMeire:
Spell: Lost Potential
Cost: 10 Time
Effect: Put a target permanent or creature back into its owner’s deck, it is marked to remind its owner of its status. If this card is played again, heal opponent (of card) for 20 hp. If this card is deleted, heal owner for 20 hp.
So basiclly, destroy target, your, opponent gains a dead hard that heals 20 if discarded?
Actually the card isn’t ‘destroyed’ it’s ‘reversed’, and it could make for some tough decisions if the targeted card was a dragon or something else that would make up the difference quickly.
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LMeire
23 posts
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Topic: Elements /
Ideas for Elements CCG (Destructive criticism will be ignored)
Spell: Lost Potential
Cost: 10 Time
Effect: Put a target permanent or creature back into its owner’s deck, it is marked to remind its owner of its status. If this card is played again, heal opponent (of card) for 20 hp. If this card is deleted, heal owner for 20 hp.
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LMeire
23 posts
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Topic: Elements /
Ideas for Elements CCG (Destructive criticism will be ignored)
Originally posted by imgodzila12:
Originally posted by LMeire:
Spell: Outbreak
Cost: 10 Death, absorbs remainder of Death quantum.
Effect: Grants + 2/2 to all Malignant Cells for 3 turns.
WAY OP
What if it just raised attack? Then it’s like an all or nothing strike that’s easily thwarted by Thunderstorm, Plague, Rain of Fire, and damage-based shields.
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LMeire
23 posts
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Topic: Elements /
Ideas for Elements CCG (Destructive criticism will be ignored)
Spell: Outbreak
Cost: 10 Death, absorbs remainder of Death quantum.
Effect: Grants + 2/2 to all Malignant Cells for 3 turns.
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LMeire
23 posts
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Topic: Elements /
Epic Screenshots Thread!!!!

We kept going back and forth as I drew more empathies and he drew more dragons and shields.
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LMeire
23 posts
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Topic: Elements /
Ideas for Elements CCG (Destructive criticism will be ignored)
And gargolyle will never be used again.
Totally forgot about gargoyle. ;^_^
What if the stats were lowered to 4/2? Then it could also be like some sort of counterpart to Crusader.
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LMeire
23 posts
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Topic: Elements /
Ideas for Elements CCG (Destructive criticism will be ignored)
Creature: Maskeraider
Cost: 5 Dark
6/3
Ability: “Impersonate” for 3 Dark. (Copies the abilities of any targeted creature.)
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LMeire
23 posts
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Topic: Elements /
Ideas for Elements CCG (Destructive criticism will be ignored)
Creature: Destructive Impulse
Cost: 3 Aether
2/3
Ability: “Take Action” for 1 Aether (Deals 2 spell damage directly to opponent’s hp, 50% chance to deal 2 spell damage to own hp.)
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LMeire
23 posts
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Topic: Elements /
Ideas for Elements CCG (Destructive criticism will be ignored)
Originally posted by imgodzila12:
Meire, Im not trying to hate but most of your ideas are already in game.
Flytrap = Oty
Assassin Bug = Oty
Giant sloth = good idea
mud skipper = bad idea because bypass should be called momentum and be gravity
zombie = to OP
Fair points, though Flytrap doesn’t actually gain any permanent bonuses from it’s ability unlike Oty, nor can it consume the opponent’s creatures. I was thinking it would work similar to “Steam”; you sacrifice a weak creature to slightly buff your Flytrap for so many turns, but then it slowly loses charges and you have to sacrifice again.
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LMeire
23 posts
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Topic: Elements /
Ideas for Elements CCG (Destructive criticism will be ignored)
Originally posted by jooe15:
would you be able to use fly trap more then once a turn? and also if it eats Singularity what will happen?
I suppose it could keep eating if you had enough creatures and quantum, but to keep from getting OP it should still go back to 0 fairly quickly. I don’t play rainbow very often so I’m not sure why Singularity would make much difference, does it not react well to dying?
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LMeire
23 posts
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Topic: Elements /
Ideas for Elements CCG (Destructive criticism will be ignored)
Assassin Bug
Creature
5 Life
2/4
Ability: “Predation” for 2 Dark (Destroys target creature with 2 hp or less)
*
Giant Sloth
Creature
7 Earth
12/4
Ability: “Lazy” (Becomes delayed for 1 turn with each successful attack, stacks with Procrastination.)
*
Mud Skipper
Creature
5 Water
3/4
Ability: “Bypass” for 3 Earth (Ignores shield effects for 1 turn.)
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Flytrap
Creature
3 Life
0/5
Ability: “Feed” for 1 Death (Sacrifice a creature to boost Flytrap’s attack by 1.)
*
Zombie
Creature
3 Death
3/1
Ability: “Horde” (Each Zombie, Skeleton and Mummy in play raises Zombie’s strength by 1/2)
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LMeire
23 posts
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Topic: Elements /
Artificial Genius
A thread for those little moments when the AI completely screws you over.
http://imgur.com/WvOVR
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LMeire
23 posts
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Topic: Elements /
Ideas for Elements CCG (Destructive criticism will be ignored)
Amnesia Bomb
Cost: 10 Time
Type: Spell
Ability: The entire field (Including hands) is hidden from both players for 3 turns. All creatures and weapons are delayed for 3-5 turns. Drawing continues as normal, and a turn ending on a full hand deletes a random card to facilitate drawing the next turn.
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LMeire
23 posts
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Topic: Elements /
weirdest mutations
Okay so this happened when my board was filled with Malignant Cells and my opponent had deployed a titanium shield so save what little health he had left, suddenly he pulls out a stone dragon and I (sadly shield-less due to conflagration.) had little choice but to gamble and cast Mutation on a cancer cell.
It became a 14/12 Golden Dragon with Heal.
And I was all like: OAO <(“I discovered the cure to terminal Cancer! **** YEAH!”)
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LMeire
23 posts
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Topic: Elements /
best unupped decks
Personally I use a Death/Darkness deck. With lots of Aflatoxins, Nightmares, Steals, Skull Shields, Bone Walls, Bone Yards, Vultures and Minor Vampires. The vampires and Steals are primarily for stalling as using Death means that you’ll be restricting your healing ability, which can finish you up rather anticlimactically. My favorite combo is as follows:
Skull Shield + Bone Yard(s)
Aflatoxin on most annoying monster opponent currently has.
Wait for cancer to spread across his side, but don’t worry because Skull Shield will take the damage.
Vulture(s) + Plague + Nightmare (target a cancer cell) + Bone Wall
The above will typically result in a 25+ Bone Wall and all Vultures at 28/29, and since you filled his hand with free monsters the typical AI will helpfully fill his side with cancer again so you can repeat it as many times as you have the necessary cards. Plus if you have any Bone Yards then you’ll also get an army of skeletons that you could possibly buff with the Nightfall card under Darkness.
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LMeire
23 posts
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Topic: Crush The Castle 2 /
No more crap!!!
1) I totally agree with you.
2) Unfortunately, this is the internet.
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