Card Ideas

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

  1. WexMajor

    WexMajor Thaumaturge

    Acid Ball

    Magic attack
    Type acid
    Damage 3 - Range 4
    Target square and 2 random squares within 3 become Acid Terrain (Stop. At the start of each round, occupant discards all armor cards and takes 3 Acid damage)
     
  2. Fanturluche

    Fanturluche Thaumaturge

    Magic Missile
    Attack, Paper or Bronze quality
    Magic Arcane, range 5
    Target square. Deals 3 buffable magic arcane damage to a random ennemy within 1 square of the target.
    (like a burst 1 but it hits only one ennemy)
     
    Last edited: Feb 21, 2016
    ParodyKnaveBob and timeracers like this.
  3. Super4011

    Super4011 Lizardman Priest

    More Ideas. Are any of these ideas too powerful?

    Bypassing Strike

    Attack, melee slashing, 6 damage, 1 range, warrior card. Penetrating, Hard to block 2, if this attack is blocked, draw a card.
    Final Fight
    Utility, 0 range, warrior card. Attach to yourself: Melee Frenzy 3, this character cannot heal in any way, at the start round, take 40% of your maximum health in damage. Duration 3.
    Fire Aura
    Armor/Utility, wizard card. 1. Armor 2 (roll 4+), this armor cannot prevent fire or cold damage, keep. 2. At the start of each round, deal 4 fire damage to all adjacent characters, keep.
    Infectious Poison
    Attack, magic poison, 1 damage, 6 range, wizard card. Attach to target: Poison 2, at the start of each round, attach this effect to all adjacent characters. Duration 2.
    Holy Nova
    Attack/Assist, magic holy, 3 damage, 2 range, priest card. Affects all characters other than yourself within 2 squares, ally characters hit by this heal 3 instead.
    Blessed Armor
    Armor/Boost, priest card. 1.Armor 3 (roll 3+), keep. 2. At the start of each round, attach to yourself: When you take damage, reduce the amount of damage taken by 2. Duration 1 or until triggered.
    Roll
    Move. Move 4, move in a straight line, if there is an enemy character adjacent to you at the end of this move, deal 3 crushing damage to them.
    Back-Shielding Armor
    Armor. 1.Armor 3 (roll 3+), keep. 2.When taking damage from behind, reduce the amount of damage taken to 6, keep.
    Disappearing Block
    Block. Block any (roll 5+), move 5 teleport randomly, if possible, you must move out of the attacker's line of sight, set your facing randomly, increase the roll of this block by 1 for every magic card in your hand.
    Remember
    Boost. Trait, Whenever you discard a card from an enemy controlled card, draw a card from your discard pile. Duration 2.
     
    Last edited: Feb 20, 2016
  4. WexMajor

    WexMajor Thaumaturge

    I like to create powerful cards, but some of those are well above the line:
    Bypassing strike is WAY too powerful, Final fight is WAY too weak, Fire aura is ok (but by flavour, you should be immune to fire, otherwise you would be a tibetan monk), I noticed poison cards don't mix well with wizards (could be priest card), I proposed something similar to Holy nova - it's good -, I don't understand Blessed armor, Roll is a weaker version of charging attacks (could be made good by adding it Free move), Back shielding armor is a gimmick that works as long as the enemy don't know it's there (I would lower the armor values by 1 point each), Disappearing block is pure genius, Remember is too niche to really matter.
    Good job anyway! :)

    Also
    Timeslip

    Block/Assist
    Block any roll 4+
    Activate all start round effects.
     
  5. timeracers

    timeracers Guild Leader

    I am pretty sure you don't know where the line is. Currently you don't even try to guess the rating of your cards.
    Too powerful for what? Obviously bypassing strike is too powerful if it was a Black=(E, or -3) quality card but it would be too weak as a Amethyst+(AAA+, or 16) quality card.
     
    ParodyKnaveBob and WexMajor like this.
  6. Super4011

    Super4011 Lizardman Priest

    I meant would they be too powerful to be a player card. Also, some notes on my cards:
    Bypassing Strike- It is supposed to get pass blocks and armor, though it's damage is not that high. The card draw is also supposed to help bypass blocks, though it will not work often.
    Final Stand- This card is supposed to be a last resort, though I now see it is pretty weak. My original idea was more powerful (stronger frenzy + less damage per turn), though I thought it was too powerful. I also had an alternate card idea which I would of used the same name where it would set your health to 1 if the character would die, draw 1 or 2 cards, and gain a frenzy. That idea also seems too powerful.
    Fire Aura- This card was mainly focused on dealing damage to all adjacent characters. I was thinking about the idea of this card in a way that made the idea of fire immunity not come up.
    Infectious Poison- This idea is rough. This was one of the ideas that I definitely wanted feedback on. I could see this being really powerful (Enemies are packed in very close to each other)
    Holy Nova- I had some other ideas for this card, like lower the damage and healing to 1 or 2, but it affects all characters you have line of sight to.
    Blessed Armor- To be more clear (Or at least trying to be more clear): When the effect trigger at the start of each round: you basically gain an armor of faith that only reduces 2 damage, but can also prevent penetrating damage.
    Roll- This is a version of rumbling charge that cannot move as far and the damage is a set amount. Adding free move would actually make the idea better (In my opinion) now that it has been brought up.
    Back-Shielding Armor- This card was mostly designed to try to protect attacks from behind. I do not have any further notes on it.
    Disappear- I had a very similar version of this card in mind for quite some time (The similar version did not have: Increase the roll of this block by 1 for every magic card in your hand) (I do not know why I did not post it sooner). I can see it being weak in some situations, but powerful in others (If a wizard has this card and is attacked by, say a dwarf warrior, this card can help). The power of this card definitely relies on the RNG.
    Remember- I just thought it would be a cool idea to create a card that draws from your discard pile. If your opponent does not run cards that can discard your cards, this trait is useless. I should also mention, because I did not point this out in the original idea, attachments that cause you to discard cards (Mind leak, superstitious, mind worm, even dastardly curse, etc.) do not affect this trait .
     
    Last edited: Feb 20, 2016
    WexMajor likes this.
  7. WexMajor

    WexMajor Thaumaturge

    Don't try to guess the rating.
    I have to write the ideas that pop in my mind. Some are good, others are not. It doesn't matter :)

    Restart

    Magic assist
    Type holy
    Heal 50 all characters on the map

    Reset

    Magic assist
    Type arcane
    All characters discard their hand and draw the "card per round" value.
    Energize all
     
  8. WexMajor

    WexMajor Thaumaturge

    Divine Intervention

    Trait
    When character recieves damage, Heal 5
    Duration 2 or until triggered

    Retribution

    Trait
    When character dies deliver 5 Penetrating holy damage to all enemies
    Range 0 - Duration 3
    Burst 2
     
    BlackVoidDeath likes this.
  9. Fanturluche

    Fanturluche Thaumaturge

    Panic
    Handicap, Tar quality
    Trait. Play your oldest move card randomly, with cantrip.
    Not thinking is the secret to the quickest reactions. And the greatest disasters.

    Note: yes, you lose your movement card.
     
    xged, Inkfingers, WexMajor and 3 others like this.
  10. Fanturluche

    Fanturluche Thaumaturge

    Haemophilia
    Handicap, Tar quality
    Trait. Attach to yourself. Duration 3.
    At the start of each round, take 2 unpreventable unholy damage if you are below half health. If you are below 1/4 health, take 3 unpreventable unholy damage instead.
     
    Last edited: Feb 21, 2016
  11. adajon

    adajon Thaumaturge

    Rain Shower
    Magic Attack, Gold Quality
    "Every square becomes Puddle terrain, Duration 3 (When any character moves into Puddle terrain, on a roll of 6+, attach a Trip handicap card to them, Duration 1)."

    Tropical Downpour
    Magic Attack, Emerald Quality
    "Every square becomes Shallow Water terrain, Duration 3 (When any character moves into Shallow Water terrain, on a roll of 6+, attach a Trip and a Dropped Guard handicap card to them, Duration 2)."

    Wellington Boots
    Armour, Bronze Quality
    "Armour 1 (4+), Keep. While this card is in your hand, you are immune to the effect of Puddle terrain and you may move through Water terrain."

    Heavy-Duty Wellington Boots

    Armour, Silver Quality
    "Armour 2 (4+), Keep. While this card is in your hand, you are immune to the effect of Puddle, Shallow Water, Acid and Lava terrain. You may also move through Water terrain."
     
    ParodyKnaveBob likes this.
  12. Fanturluche

    Fanturluche Thaumaturge

    Doom Mark
    Attack, Bronze+ quality?
    Magic Unholy, range 6
    Attach to the target. Duration 1. When target takes damage, it becomes unpreventable.

    Note: target may still block and dodge attacks. Impenetrable Nimbus is ignored, as well as armors, including those which give immunities. It might be problematic in SP.
     
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  13. WexMajor

    WexMajor Thaumaturge

    (Monster card)
    Growing Skin
    Armor 1
    Roll 3+ Keep
    At the start of a turn put a Tumor card in your hand

    Tumor
    trait
    Armor 3
    Roll 3+
    Duration 3
     
  14. WexMajor

    WexMajor Thaumaturge

    Displacing Hit

    Melee attack
    Type arcane
    Damage 3 - Range 1
    Targets moves to a random square within 4 squares Teleport.
    Set his facing randomly
     
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  15. ParodyKnaveBob

    ParodyKnaveBob Thaumaturge

    I almost didn't like Displacing Hit because "oh no, pre-nerf Whirlwind! BM wants to minimize total destruction of the positioning game!" -- but then it hit me, you're only affecting one target, and it can be *Parried* even, edit: and it's only range 1!

    Interesting. Especially if it gets a decent quality value.
     
  16. WexMajor

    WexMajor Thaumaturge

    The image of the card should be a backhand.
    You have been slapped so hard you don't know where you are anymore. :confused:
     
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  17. WexMajor

    WexMajor Thaumaturge

    Flailing Madly

    Trait
    At the start of the round deliver 4 crushing damage to all characters within 1 square
    Duration 3
     
    Last edited: Feb 24, 2016
    ParodyKnaveBob likes this.
  18. Valadilene

    Valadilene Lizardman Priest

    Teleport
    (Wizard robes or arcane skill)
    silver movement card

    move 6, teleport
    requires line of sight
     
  19. WexMajor

    WexMajor Thaumaturge

    This could as well be Free move.
    Teleport is used to go where you don't see.

    Phase (?)

    Move 6 free move
    You can't move into a square if you haven't line of sight
     
  20. timeracers

    timeracers Guild Leader

    You mean fly because you can see pass impassable terrain.
     
    ParodyKnaveBob and WexMajor like this.

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