Card Ideas

Discussion in 'Feedback and Suggestions' started by timeracers, Jan 2, 2015.

  1. WexMajor

    WexMajor Thaumaturge

    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.
     
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  2. ParodyKnaveBob

    ParodyKnaveBob Thaumaturge

    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). $:^ ]
     
    Last edited: Feb 14, 2016
  3. WexMajor

    WexMajor Thaumaturge

    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.
     
  4. WexMajor

    WexMajor Thaumaturge

    Searing Memory

    Magic attack
    Type fire
    Damage 4 - Range 5
    Burning 3 Duration 1
    Anytime the character takes burning damage, discards a card.
     
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  5. mikey76500

    mikey76500 Hydra

    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.
     
    Last edited: Feb 16, 2016
  6. BlackVoidDeath

    BlackVoidDeath Guild Leader

    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.
     
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  7. timeracers

    timeracers Guild Leader

    No you are mistaken, you only keep if you roll a one.
     
    Last edited: Feb 16, 2016
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  8. WexMajor

    WexMajor Thaumaturge

    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.
     
  9. mikey76500

    mikey76500 Hydra

    @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.
     
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  10. Master Goo

    Master Goo Ogre

    Trait- Firewalker.
    Every move generates lava terrain on it.
     
  11. BlackVoidDeath

    BlackVoidDeath Guild Leader

    The cards these days... well then, my turn!

    Ragequit
    Assist
    If you killed an enemy elf wizard this round, win the game.
     
  12. WexMajor

    WexMajor Thaumaturge

    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+
     
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  13. WexMajor

    WexMajor Thaumaturge

    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.
     
  14. timeracers

    timeracers Guild Leader

    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
     
    WexMajor likes this.
  15. WexMajor

    WexMajor Thaumaturge

    Sunstrike

    Melee attack
    Type holy
    Damage 6 - Range 1
    Attach a Fright card on target
    Slide back 1
     
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  16. WhiteSorcerer

    WhiteSorcerer Guild Leader

    Delaying Curse

    priest unholy magic assist - range 6 - paper quality

    Put 3 slowed cards in the hand of the target
     
    Last edited: Feb 18, 2016
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  17. WexMajor

    WexMajor Thaumaturge

    I got an idea.
    If we replace "any number of cards" with "his hand", this could be better.
    1. You have less control, reinforcing the idea of a dark bargain
    2. you can use it as an attack card also, by targeting enemies
    3. probably, if used on enemies it should behave like an "Energize"
     
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  18. Fanturluche

    Fanturluche Thaumaturge

    Aura of Protection

    Armor card (on Holy armors), Bronze or Silver?
    Armor 1. Keep. This armor also protects allies within 3 squares.
     
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  19. WexMajor

    WexMajor Thaumaturge

    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.
     
  20. Sir Veza

    Sir Veza Farming Deity

    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.
     

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