I know, I have not a mind for details. However... Reckless Strike Melee attack Type slashing Range 1 - damage 6 Discard all armor and block cards in hand, add 3 damage per discarded card.
Invulnerability Cube would probably be terrible in regular MP without a Stone Pillar nerf or at least a very high quality rating -- but I could see it being fun in yet more Geomancing shenanigans or in some other non-regular-player card. Edit: WexMajor, off the top of my head, I believe Reckless Strike is the best card idea you've submitted, hands-down. It's potentially very powerful but comes at a true price to self (if you consider discarding your defenses a price, which you can probably tell from my statement here that I do). Even if you stock up on Officer's Harness cards in hand, they only aid the damage one time, and you're losing how much of your deck all at once -- and this attack isn't even Penetrating or Hard to Block or anything. Very interesting (and usable and not strictly OP) in my opinion (however much that's worth). $:^ ]
Now that I think about it, Reckless strike should be an attack/handicap. On average you should pull out 12 damage, costing you your 2 armors. If you're lucky, 18 damage could be achieved; you should always weight your decision though. And if the opponent can block (or have the cushioning armor), you've made a HUGE mistake. Also, Invulnerbility cube is better suited as a monster card, I think.
Searing Memory Magic attack Type fire Damage 4 - Range 5 Burning 3 Duration 1 Anytime the character takes burning damage, discards a card.
In response to the new announcement [AND my hating of how Roulette seems to be planned to work]..... Roulette Attack/Boost card [Red/Orange] This card affects the enemy that is closest to you. Ties are broken by whoever has the least HP. Roll a die; this card does damage equal to double the die roll to the target. If you roll a 1 or 2, this card provides Cantrip. Discard Unless 1. Mandatory Action. Needless to say, Discard Unless 1 dictates that the user must discard the card after use unless they roll exactly a 1. This eliminates the chance for friendly fire to the user and simply randomizes damage, instead, and no, this is not like an ETTSC card, as ETTSC cards have clearly defined ranges and guaranteed attack values; the range of Roulette--from what I can tell, at least--seems to be infinite.
So you get a card that effects an ENEMY character that is CLOSEST to the user and you get to use this card almost INFINITIALLY unless you roll a 1 AND you might even get CANTRIP if you roll a 1 OR 2 (not 5 or 6?)? I have to say that I prefer the BM version of Roulette.
Also, 10 damage to a random character is too powerful. It could destroy a won match. So a die of damage is way more balanced.
@BlackVoidDeath: You're confusing "Discard Unless 1" with "Keep Unless 1"; my idea only lets the enemy Keep if they roll PRECISELY a 1 [at which point, this version of Roulette will have done only 2 Damage], and they only Cantrip if they roll a 1 or 2 [2 and 4 Damage, respectively]. It's not 5 or 6, 'cause no sane person wants endless strings of 10-12 damage attacks happening to them. Ever.
The cards these days... well then, my turn! Ragequit Assist If you killed an enemy elf wizard this round, win the game.
Unless you are also immune to fire damage, this seems a bad handicap card. Retreating Block Move/block If you are attacked from the front, Slide back 1 Roll 5+ Keep ---0--- If you are still in range of the attack block it, Roll 3+
Dark Bargain Assist / damage Type unholy Target character can discard any number of cards in hand. Draws 1 card an recieves 1 Penetrating damage for every discarded card.
Remains me of my first card suggestion(opening post). I would buff the chance for slide back to 4+ I would suggest this new version as a Bronze=(3, C) card
Delaying Curse priest unholy magic assist - range 6 - paper quality Put 3 slowed cards in the hand of the target
I got an idea. If we replace "any number of cards" with "his hand", this could be better. You have less control, reinforcing the idea of a dark bargain you can use it as an attack card also, by targeting enemies probably, if used on enemies it should behave like an "Energize"
Aura of Protection Armor card (on Holy armors), Bronze or Silver? Armor 1. Keep. This armor also protects allies within 3 squares.
Hand Clap Parry (it's the act of catching the blade of a sword mid swing, between your hands) Block melee ; Roll 6+ If you block, attacker discards all his attack cards.
If you fail badly, I think this should cause extra damage and/or an attack penalty for the remainder of the battle. Signifying the loss of a thumb, or a hand.