Recent posts by superscheire on Kongregate

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Topic: Sonny 2 / Potential Sonny 3 Superbosses

fourth “uno”: the mixture

the juggernaut: 60.000 health, 1000 strenght, 1000 instinct, … vitality(must become 60.000 health), 200 speed, 100 focus
skills:
-shadow blend
-agile exposure
-withdrawal
-dark echoes
-nightmare
-shock therapy
-impair
-bloodshed

passive skills:
-predator form
-toxic form
-wraith form
-psychopatic form
-avenger form
-gaurdian form

behavior:
1st priority: shadow blend(himself)/agile exposure/withdrawal => weakest
2de priority: dark echoes/nightmare/shock therapy => weakest
3de priority: impair/bloodshed => weakest

if teammate dead(sort of):
fatal strike will leaves him with 1 hp => ultimatum(himself)

extra:
the 2 form abilities from the other guys above are now combined in 1 passive ability that makes his max focus increase with 50 and fully replentishes it when he skips a turn, he cant reach a higher max focus then 1000(he skips turns during stun)

apperances:
first duo dialogue:
brute: grrrrrrrrrrrrrrrrrrr
veradux: those guys definitely do not look friendly
sonny: youre kidding?
START OF FIGHT

second duo dialogue:
psycopath: (laughing beast voice)
veradux: what?! the same guys again?
felicity: i dont know, but i think their not really the same
sonny: butt they do reminde me on something……..
START OF FIGHT

third duo dialogue:
avenger: GRRRRRRRRRRRRRRRRRRRRR
veradux: when does this freakshow end?!
felicity: w8, sonny, couldn’t you change in those things?
sonny: hey yea!
START OF FIGHT

fourth uno dialogue:
professor: (mumbling)
veradux: wow, a person!
sonny: w8 veradux, i think he has to do something with those creatures
professor: (laughs) so…you figured it out, clever boy. Hey, wan’t to see my latest creation?
juggernaut: KIIIIIIIIIIIIIIIIIIIIIIIIIIIIIL………….
veradux: WTF?!
professor: juggernaut, want to do me a favour and kill those guys
sonny: this doesnt look good…….
START OF FIGHT

if someone has a professor idea then post it please, also with the details of when he met sonny. Maybe make him the paladin of sonny 1 that actually survived and wanted revenge. this can be an interesting adding for the storyline of sonny 3 i think

P.S: passive skills are not calculated in the beginning of their description and all skills are maxed, they are always bond on the law of CD and the “if teammate dead” effects are infinitife and undispellable, dispels all debuffs(and subversion;exept ultimatum) and heals the target for 100% of its health. ^after a priority means that that move will break a combo if theres 1 going on, combo’s continu after a stun interuption. conditions for doing a move are between [].basic piercings and piercing defences are all 500, exept the juggernaut who has a basic 750 for everything

P.P.S: “the juggernaut” has the same shape as the others but his base color is white and his eyes are black.

 
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Topic: Sonny 2 / Potential Sonny 3 Superbosses

third duo: the hydro’s

1) the avenger: 120.000 health, 500 strenght, 50 instinct, … vitality(must become 120.000 health), 250 speed, 100 focus

skills:
-demolish(2X equipped)
-wreck(2X equipped)
-decimate
-form ability(instantly restores all focus DC:6)
-restore(2X equipped)

passive skills:
-avenger form
-warm neurology

behavior:
1st priority[ice wall effect]^: restore => himself
2de priority[focus<15;focus<50%/3 turns]: form ability => himself
3de priority: demolish(2X)/wreck(2X)/decimate => weakest

after teammates dead:
recieves effect => strenght increases with 100% and healing/damage is increased with focus in %

new 1ste priority[health<20%]^: restore(2X) => himself

2) the gaurdian: 30.000 health, 50 strenght, 500 instinct, … vitality(must become 30.000 health), 250 speed, 100 focus

skills:
-regulate
-shatter
-vascular arrest
-glacier
-flash freeze
-ice wall(2X times)
-reconstruct

passive skills:
-gaurdian form
-cold neurology

behavior:
1st priority[health<20% + no ice wall effect]^: ice wall => himself
2de priority[focus<60 + health<20%]^: regulate => random enemy
3de priority[ice wall effect]^: reconstruct => himself
4de priority[team8 health<20% + no ice wall effect]^: ice wall => team8
5de priority: shatter => weakest
6de priority: flash freeze => weakest
7de priority: vascular arrest/glacier => weakest

after teammates dead:
recieves effect => instinct increases with 100% and immunity for stuns

 
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Topic: Sonny 2 / Potential Sonny 3 Superbosses

second duo: the psycopatics

1) the wraith: 80.000 health, 50 strenght, 500 instinct, … vitality(must become 80.000 health), 100 speed, 100 focus

skills:
-shock therapy(X2)
-electron charge
-high voltage
-electrical storm
-destruction
-form ability(instantly recovers 50 focus DC:0)
-shock coma

passive skills:
-wraith form
-charged blood

behavior:
1st priority[health<20%]^: shock coma => himself
2de priority: destruction => teammate
3de priority[focus<15]: form ability => himself
4de priority: electron charge/high voltage/shock therapy => weakest
5de priority: electrical storm => weakest

after teammates dead:
recieves effect => instinct increases with 100% and charged blood effect is doubled

new 3de priority[focus<15]: electrical storm => weakest
new 5de priority: form ability => himself

2) the psychopath: 10.000 health, 50 strenght, 500 instinct, …… vitality(must become 10.000 health), 250 speed, 100 focus
skills:
-epiphany
-terrify
-dark echoes
-nightmare
-free wil
-insecurity
-implosion
-confinement

passive skills:
-psychopatic form
-overdrive

behavior:
1st priority: free wil => himself
2de priority: epiphany/insecurity/[enemy no healing/time]implosion => weakest
3de priority: dark echoes/nightmare/confinement => weakest
4de priority: dark echoes/terrify => weakest

after teammates dead:
recieves effect => instinct increases with 100% and overdrive effect is doubled without the damage over time

 
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Topic: Sonny 2 / Potential Sonny 3 Superbosses

first duo: the bio’s

1) the predator: 100.000 health, 500 strenght, 50 instinct, … vitality(must become 100.000 health),250 speed, 100 focus

skills:
-destroy
-agile exposure
-wound
-reform
-animalism(X2)
-adrenaline(X2)

passive skills:
-predator form
-savagery

behavior:
1st priority[health<20%]^: reform => himself
2de priority[health<40%]: adrenaline(himself)/agile exposure/destroy => weakest
3de priority: animalism(himself)/wound/agile exposure/destroy => weakest

after teammates dead:
recieves effect => strenght increases with 100% and attacks never miss

2) the toxicant: 20.000 health, 500 strenght, 50 instinct, … vitality(must become 20.000 health), 250 speed, 100 focus

skills:
-withdrawal
-shadow blend
-enrage
-corrosion
-envenom(X4)

passive skills:
-toxic form
-acidic blood

behavior:
1st priority: shadow blend(himself)/enrage(himself)/withdrawal => weakest
2de priority: corrosion => weakest
3de priority: envenom => weakest

after teammates dead:
recieves effect => speed increases with 100% and CD off al moves becomes 0

new 1ste priority^: shadow blend/[no focus block + focus>15] corrosion/withdrawal => weakest

 
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Topic: Sonny 2 / Potential Sonny 3 Superbosses

on the end of page 29 and in the beginning of page 30 i posted this idea, but this isn’t a repost, i changed and improved some things, normaly i would delete the previous post, but i can’t because there were replies so….. here it comes again (2.0 version ;)

 
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Topic: General Gaming / Epic War MMO

if every-one can have the same units and heroes, there will be a great change that the “ultimate” strategie will be found and used by almost every-one, to avoid this, you can use different races:

every race has its own hero (or heroes) and unit collection, some races may have weak units but maybe a kick ass hero, or otherwise, weak hero and strong units. and ofcourse you may not be able to fight against somebody of the same race.

if you make it able to buy cards then the newbs would have a great disadvange against the greater players, to neglect make a lvl system, so newbs can play against their own lvls and the higher ranked can play against eachother

i dont know or u are going to use mana or card slot things to make sure a player cant put his team full of super bosses, probably you will use mana but you can also consider a different slot for bosses and normal units, when players lvl up you can also make them have slight more mana or more slots or slot abilities

youre hero spawns units and thats quite awsome, but it would be also awsome if their were buildings that could spawn units, like in ew5 with the hobbits from the castle, with their own command system or attached to the general command system

some of these ideas may already been said, i didnt read the whole topic, but its not my intention to steal somebodies idea, i hope you like these suggestions

 
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Topic: General Tyrant Discussion / tyrant trainer

oww K

 
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Topic: General Tyrant Discussion / tyrant trainer

i dunno or you want this but i would sure like to see a trainer in tyrant, the concept is simple: you can experiment with all cards butt can only test them against an AI (were you choose what commander and cards he got) to see what the best strategy is, i mean i want to know were i wanna spare my war bonds for(with daily price) and work directly towards the best deck for me, and if the tyrant creaters think this is a good idea but dont want to give it to anyone, then make it a part of the elite(but that would suck ass for most of the players)

 
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Topic: Sonny 2 / Potential Sonny 3 Superbosses

i’m not really in in playing 2 hours in one piece just to defeat 1 boss, and WTF with the only 30 of the attacks, these bosses only can have 8 different attacks.
butt the story of the FG’s looks nice, just make the discription longer and limit the attacks to 8 (1 attack could be the unknow element attack)

 
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Topic: Sonny 2 / Potential Sonny 3 Superbosses

yea……………..the boss sucks, admit it

 
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Topic: Sonny 2 / Potential Sonny 3 Superbosses

i dont kno…………….. in my case juggernaut was his last attempt, after that he would battle sonny himself, so i’m not such a great fan, but maybe krin is and thats whats the most important. oww, and why am i the only one who makes discreptions of when the bosses will use what(in my former bosses was it “behavior”), so you can really see of his moves will work in a deadly way and share youre perspectif of him using his moves on a certain way.

 
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Topic: Sonny 2 / Potential Sonny 3 Superbosses

sended a private message to the armor games account on kongregate, i cant do more………. hope he accepts it :/

 
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Topic: Sonny 2 / Potential Sonny 3 Superbosses

updated, oww and vesperbot, u seem to have a BIG amound of posts and reactions in here and may be able to tell some of these ideas to krin(with krin considering it). i dont kno how good u find my idea but i ask u or u could tell this idea to krin plz.

 
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Topic: Sonny 2 / Potential Sonny 3 Superbosses

NICE tought ending and to answer some questions:
1) the predator DOES regain 100 focus/turn.
2) the toxic has only 100 strenght, not much for such moves. i made him a 1-hit killer to make you forcing to stun him all the time.
3) the “if his teammate would die” effects are kinda passive, there not in the 8-weel becouse then they could use it more then once, even if its 99 turns.
4) of the ultimatum issue was i not aware, i will find somthing else then.
5) 1 of the passive abilities of the psycopathic form is focus regeneration, thats taking care of.
6) the avanger has 140 focus due warm neurology, like the gaurdian only has 60 focus due cold neurology.
7) i saw the GREAT effect of combining gaurdians 30% with cold neurologies 20% with ice walls 75%. just be able to destroy his focus enough and be able to somtimes remove the ice wall effect, you will slowly chip his health away.
8) i kno that no enemy can cast a thing when its killed, so lets say that he has a passive extra that when he would reach 0 hp, he would have 1 remaining and quikly casts ultimatum.
9) i will modify them a bit, so the critics of above may have been correct but are now not correct anymore.
10) the juggernaut has actually 1000 speed due the wraith forms +400% speed, just like the wraith form has 500 speed due his passive skill.
11) also remember that i cant make the combs of the toxic and juggernaut to deadly becouse due there speed they can go twice/turn

 
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Topic: Sonny 2 / Potential Sonny 3 Superbosses

fourth “uno”: the mixture

juggernaut: 60.000 health, 1000 strenght, 1000 instinct, … vitality(must become 60.000 health), 200 speed, 100 focus
skills:
-shadow blend
-agile exposure
-withdrawal
-dark echoes
-nightmare
-shock therapy
-vascular arrest
-hypotermia

passive skills:
-predator form
-toxic form
-wraith form
-psychopatic form
-avenger form
-gaurdian form

behavior: he’s relentless, comboing the weakest enemy target with shadow blend/agile exposure/withdrawal(1st prioirity^) or with dark echoes/nightmare/shock therapy(2de priority^) or with hypotermia/vascular arrest(3de priority^). when you delivered him the killing blow then he will have 1 hp remaining and quikly casts ultimatum on him[his type of a “if his teammate …” effect, due the fact he doesnt have 1].

extra: the 2 form abilities from the other guys above are now combined in 1 passive ability that makes his max focus increase with 50 and fully replentishes his focus when he skips a turn, he cant reach a higher max focus then 1000(he skips turns during stun)

apperances:
*first duo dialogue:
brute: grrrrrrrrrrrrrrrrrrr
veradux: those guys definitely do not look friendly
sonny: youre kidding?
START OF FIGHT

*second duo dialogue:
psycopath: laughing beast voice
veradux: what?! the same guys again?
felicity: i dont know, but i think their not really the same
sonny: butt they do reminde me on something……..
START OF FIGHT

*third duo dialogue:
avenger: GRRRRRRRRRRRRRRRRRRRRR
veradux: when does this freakshow end?!
felicity: now i recognize them, they reminde me of you in a “super” state
sonny: then the maker of them must had some data about me, we need to find him!
START OF FIGHT

*_fourth uno dialogue_:
professor: mumbling
veradux: HEY, hey you! youre that geek that makes super copies of sonny, who are you?!
professor: oh my, is it that late. i must go. juggernaut, want do do me a favour and kill those guys?
juggernaut: KIIIIIIIIIIIIIIIIIIIIIIIIIIIIIL………………………
sonny: this doesnt look good…….
START OF FIGHT

if someone has a professor idea then post it please, also with the details of when he met sonny. Maybe make him the paladin of sonny 1 that actually survived and wanted revenge. this can be an interesting adding for the storyline of sonny 3 i think.

P.S: passive skills are not calculated in the beginning of their description and all skills are maxed, they are always bond on the law of CD and the “if his teammate …” effects are infinitife and undispellable, dispels all debuffs[exept ultimatum] and heals the target for 100% of its health. ^after a priority means that that move will only be executed when there is no combo going, if there is one going, then it will be executed after the combo is finished or interrupted. there basic piercings and piercing defences are all 500, exept the juggernaut who has a basic 750 for everything

P.P.S: “the juggernaut” has the same shape as the others but his base color is white and his eyes are black.

 
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Topic: Sonny 2 / Potential Sonny 3 Superbosses

third duo: the hydro’s

1) the avenger: 120.000 health, 500 strenght, 50 instinct, … vitality(must become 120.000 health), 250 speed, 100 focus
skills:
-demolish(2X equipped)
-wreck(2X equipped)
-decimate
-form ability(instantly restores all focus DC:6)
-restore(2X equipped)

passive skills:
-avenger form
-warm neurology
-lasting pain

behavior: he’s relentless, comboing the weakest enemy target with demolish(2X)/wreck(2X)/decimate(3de priorority). When his focus drops below 25% of its total or if he has less then his max focus for 3 turns, then he uses form ability(2de priority^) and when his health drops below 20% then he uses restore on himself until until the ice wall effect is worn off[when he cant use restore then he uses demolish](1ste priority). If his teammate would die before him then he will use an effect on itself that doubles his strenght and increases his damage and healing dealt by his focus in …%, now when his health drops below 10% he will heal himself until he’s above 20%(new 1ste priority).

2) the gaurdian: 30.000 health, 50 strenght, 500 instinct, … vitality(must become 30.000 health), 200 speed, 100 focus
skills:
-regulate
-shatter
-vascular arrest
-glacier
-flash freeze
-ice wall(2X times)
-reconstruct

passive skills:
-gaurdian form
-cold neurology
-crystal ice

behavior: he is relentless, comboing the weakest enemy target with first flash freeze[if its DC is 1+ at the moment then it will be used as soon as possible during the comb] and then vascular arrest/glacier until he has 3 ice debufs, then he will use shatter(4de priority^), the comb is done after doing shatter. If his health drops below 20% of its max, then he will comb himself with ice wall(replentishes it when it would be gone) and reconstruct(1ste priority), if he hasent have enough focus for reconstruct and wanna do it then he uses regulate on a random target and does it again when its stabelized effect would be gone(2de priority). If the avengers health drops below 20% of his max, then he uses ice wall on him and replentish it when it is or would be gone(3de priority).If his teammate would die before him then he will use an effect on itself that doubles his instinct and makes him unvernable for stuns.

 
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Topic: Sonny 2 / Potential Sonny 3 Superbosses

second duo: the psycopatics

1) the wraith: 80.000 health, 50 strenght, 500 instinct, … vitality(must become 80.000 health), 100 speed, 100 focus
skills:
-shock therapy
-electron charge
-high voltage
-electrical storm
-destruction
-form ability(instantly recovers 50 focus DC:0)
-shock coma
-implossion

passive skills:
-wraith form
-charged blood

behavior: he’s relentless, comboing the weakest enemy target. He combs him with electron charge/high voltage/shock therapy [when shock therapys DC is 1+ then he will use electrical storm](5de priority), but before all that he uses destruction on his teammate and replentish it when avaible again(4de priority^), he will use shock coma on himself when he has less then 15% of his health(1ste priority) and uses implossion on himself when he has the “nightmares over” effect and when he’s not retrogated(2de priority^), when he has less then 15 focus he uses form ability(3de priority). If his teammate would die before him then he will use an effect on itself that doubles his instinct and doubles the charged blood effect, he will now use elecrical storm instead of form ability when focus drops below 15(new 3de priority)

2) the pshycopath: 10.000 health, 50 strenght, 500 instinct, …… vitality(must become 10.000 health), 200 speed, 100 focus
skills:
-epiphany
-terrify
-dark echoes
-nightmare
-free wil
-insecurity
-retrogate
-confinement

passive skills:
-psychopatic form
-overdrive

behavior: he’s relentless, comboing the weakest enemy target with dark echoes/nightmare/confinement(5de priority^) or with dark echoes/terrify[if other comb cant be done due DC](6de priority^). he uses free wil on himself when he doesnt have the will power effect(2de priority^), he uses epiphany when its avaible(3de priority^) and the same for insecurity(4de priority^). he will use retrogate/nightmare on his teammate when his hp is below 70% of his total[first time], 50% of his total[second time], 30% of his total[third time], the times reset when the wraith form used shock coma and is out of the coma](1st priority^). If his teammate would die before him then he will use an effect on itself that doubles his instinct and doubles all the positive and deletes all the negatives effects of overdrive.

 
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Topic: Sonny 2 / Potential Sonny 3 Superbosses

first duo: the bio’s

1) the predator: 100.000 health, 500 strenght, 50 instinct, … vitality(must become 100.000 health),250 speed, 100 focus
skills:
-agile exposure
-destroy
-wound
-reform
-animalism(equipped 2 times)
-adrenaline(equipped 2 times)

passive skills:
-predator form
-savagery

behavior: he is relentless, comboing the weakest enemy target with animalism/wound/agile exposure/destroy comb(2de priority). if his health drops below 40% of its total, then his comb changes in an adrenaline/agile exposure/destroy comb(new 2de priority^), if his health drops below 20% of his total, then he uses reform on itself(1ste priority). If its teammate would die before him then he will use an effect on itself that doubles its strenght and let his attacks never miss.

2) the toxic: 20.000 health, 100 strenght, 50 instinct, … vitality(must become 20.000 health), 500 speed, 100 focus
skills:
-withdrawal
-shadow blend
-enrage
-crystalize(equipped 2 times)
-slash(equipped 2 times)
-vicious strike

passive skills:
-toxic form
-integrity

behavior: he is relentless, comboing the weakest enemy target with crystalize[only when enough focus]/shadow blend/enrage/withdrawel/slash X2/vicious strike[the first time is without the crystalize](2de priority). he will crystalize himself when his health drops below 20% (1st priority). If his teammate would die before him then he will use an effect on itself that doubles its speed and reduces the CD of all his moves to 0, changing the comb to shadow blend/enrage/withdrawel(new 2de priority).

 
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Topic: Elements / Ideas for Elements CCG (Destructive criticism will be ignored)

crane and lion are cool, the rest is waaaay to military, doesnt fit with elements and graverobber…………i dont kno

 
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Topic: Elements / Ideas for Elements CCG (Destructive criticism will be ignored)

not meant to

 
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Topic: Elements / Ideas for Elements CCG (Destructive criticism will be ignored)

thats OP becouse then u can use a skeleton to kill a dragon, my ability is more balanced then

 
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Topic: Elements / Ideas for Elements CCG (Destructive criticism will be ignored)

some other idea’s of me ;p, upped changes or card type are between (), extra info between []

MARK ENCHANTER (spel)
cost: none
effect: target a cluster of pillars/towers of the same element as youre mark of you with atleast 2 in it, they’re now destroyed and youre mark produces 1 more of his element a turn(the same effect butt now you need only 1 towers/pillars)

ANTIBODY’S (spell)
cost: 1(3) life
effect: cure target creature from poison and makes him immuum to poison (cure all youre creatures from poison and make them immuum to it)

ANCIENT SPARK (creature)
cost: 15(12) aether
att/def: 1/0
effect: passive: makes all youre creatures on the same line then ancient spark immaterial upon death

HUMAN (creature)
cost: 4 life
att/def: 1/1
effect: 2(1) eather: can learn a creature his skill with 0 skill cost, when he is lobotomized he regains “learn” skill [the 2(1) eather skill is learn]

COLLAPSE (spel)
cost: 15(12) gravity quanta [consumes all resting gravity quanta]
effect: all permanents on the field are destroyed, exept pillars/towers and pendulums

MAGMA BOLL (creature)
cost: 5 fire
att/def: 1/1(2/1)
effect: passive: delayed for infinitive turns + passive: attack is doubled each time you end youre turn, damages the player who kills it equal to his attack upon death

SACRIFICE CANNON (permanent)
cost: 3 death
effect: 2(1) death: sacrafice a friendly creature to kill an enemy creature with the same cost[number] or lower cost as the card you sacrificed

LOOTERS (permanent)
cost: 5 quanta
effect: raises the money that you earn when you win the match if this card is active when you give the killing blow by 10%(raises it by 20%), cumultative

 
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Topic: Elements / Ideas for Elements CCG (Destructive criticism will be ignored)

it may not be OP, you can base a deck on stalling enemy and sparing quanta

 
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Topic: Elements / Ideas for Elements CCG (Destructive criticism will be ignored)

some other ideas, upped changes are between () in “cost”, “att/def” or “effect”

KILLING BLOW (spell/legendary)
cost: 600 quanta
effect: deals the remaining hp of the enemy as damage to him

PIGEON (creature)
cost: 4 air
att/def: 0/N [N is the number of pigeon on the field]
effect: 3(2) light: players take no damage until youre next turn, this creature is lobotomized

T-REX (creature)
cost: 8(9) life
att/def: 8/4(10/5)
effect: “devour” [1 gravity]

ELEMENTAL SURPRISE (spell)
cost: cost 10 of youre hp
effect: spawns an “elemental” at youre side of the field

LAST CHANCE (shield)
cost: 3(2) time
effect: when u would be killed by youre opponent then you survive the whole attack with 1 hp, destroys itself after effect is used

hope you like them, subscribe plz

 
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Topic: Elements / Ideas for Elements CCG (Destructive criticism will be ignored)

a new kick ass idea by me: the elementals!
ELEMENTAL (creature)
cost: 10 quanta
att/def: 0/3
effect: 0 quanta: select a mark, the elemental changes in an elemental of that marks element [if there reverse timed then they returne as original elemental in youre deck]

entropy elemental
att/def: 5/2
effect: 3(4) entropy: all creatures on the field who have immaterial lose their immaterial skill (all enemy creatures who have immaterial lose their immaterial skill)

death elemental
att/def: 0/1(0/2)
effect: passive: every time a friendly creature dies, the enemy must choose 1 of his creatures [if he can], that creature is killed + passive: scavenger

gravity elemental
att/def: 3/4(4/6)
effect: passive: all airbone creatures lose their airborne skill and all creatures who have dive lose their dive skill

earth elemental
att/def: 0/20(0/30)
effect: 3 earth: he will use the “gaurd” skill to every enemy creature that damages you next turn, stunning that enemy creature for 1 turn and damaging it equal to the earth elementals attack and stunning himself 1 turn, the earth elemental loses 1 hp for each creature, besides himself, that he afflicted this way

life elemental
att/def: 4/5
effect: 1(0) life: cures poison on one of youre creatures [can be used multiple times a turn] + passive: immuum to poison

fire elemental
att/def: 9/1(9/2)
effect: 2 fire: target creatures attack is doubled for 1 turn butt his hp is halved permenantly [0,5=>0]

water elemental
att/def: 0/5(2/6)
effect: passive: if this creature is targetted by freeze/congeal, ice bolt[takes no damage] or when it attacks the enemy who haves a ice/permafrost shield then it gains 3/10(5/10), becomes immuum to be frozen and gains the skill “freeze” with cost 0 [returnes to the original form with the conditions of the next passive skill, in this form it gets a new image] + passive: if this creature is targetted by fire bolt/lance, immolation or attacks an enemy with fire shield/buckler then it gets +1/-4(0/-5), becomes airborne and gains a skill that he can use only on creatures that have the skill “steam”, he sacrefices himself then so the creature automaticly uses steam everytime before he attacks for a cost of 0, this skill becomes passive and the player cant steam him anymore [returnes to the original form with the conditions of the former passive skill, in this form it gets a new image]
this skill is WAY to big to get on a card so WHOLE this explenasion is in short this passive skill: state of matter

light elemental
att/def: 4/5(4/8)
effect: passive: heals itself to full hp every time you attack [happens before he receives damage of shields or poison] + the skill “heal”

air elemental
att/def: 4/3
effect: 1(0) air: gives a friendly creature the passive skill airborne and the skill dive + passive: airborne

time elemental
att/def: 5/6
effect: 2(1) time: removes the selected target out the game until the start of youre next turn[doesnt triggers death effects]

darkness elemental
att/def: 4/3
effect: 4(3) darkness: sacrifices a friendly creature to inflict damage to the enemy equal to the combined attack and defence of that creature and heals you equal to the damage inflicted in this way

eather elemental
att/def: 6/1
effects: passive: immaterial + 2 eather: makes an unupped copie of the target and puts it on the top of youre deck (makes an upped copie of the target and puts it on the top of youre deck)