I am not angry. I am trying to suggest a different way to format cards because the way you format them makes them hard for me to understand. Adapted to Holy is a card which prevents all holy damage that would be dealt to the character. Immunity to holy isn't a thing. You can make new keywords if you want but use "()" and fill them with what you want it to mean or specify outside the card what you want it to mean.
http://wiki.cardhuntria.com/wiki/Immunity Anyway. Blur Magic assist, type arcane Range 4. Attach to target. Duration 2. Target isn't targettable except by being in contact with it.
I am going to try to guess the card ratings for this one. Sharpen Blades Boost, warrior card. Attach to yourself, when you play an attack card with piercing or slashing damage targeting a single enemy, add 3 damage and give the attack penetrating. Duration 3 or until triggered. (Bronze-?) Desperate Strike Attack, melee slashing, 4 damage 1 range, warrior card. When this card does damage, increase the damage by 10 if you are the only ally character left. (Silver?) Blind Attack, magic arcane, 1 damage, 6 range, wizard card. Attach to target: Whenever the target plays a card with range 3 or more, reduce the maximum range by 1. Duration 2 (Bronze+?) Blizzard Zone Attack, magic cold, 1 damage, 4 range, wizard card. Burst 2, attach to targets: Encumber 2. Duration 1. Target squares become blizzard terrain (At the end of each round, occupant takes 1 cold damage and gains encumber 2. Duration 1.). Duration 3. (Emerald-?) Holy Flash Attack, magic holy, 2 damage, 0 range, priest card. Affects all characters you have line of sight to. Attach to targets and yourself: Stun, Halt. Duration 1 or until any character plays a card. (Bronze?) Vengeance Aura Armor/Boost, magic unholy, priest card. 1. Armor 1, when you take damage from an enemy controlled card, deal 1 unpreventable unholy damage to the source. 2. When an ally character dies, draw a card and deal 3 unpreventable unholy damage to the killer. (Silver+?) Warming-Up Jog Move. Move 2, create a dash card and place it in your hand. (Bronze+?) Armor Of Peace Armor/Handicap. 1.Armor 4 (roll 2+). 2. When you deal damage, reduce that damage by 4 (roll 6)(saving roll) (Silver-?) Horribly Gripped Shield Block. Block any (roll 2+), if this card blocks an attack of 6 or more damage, discard all block cards in your hand and take 1 crushing damage (Paper?) Endure Boost. When you are hit with an enemy controlled card, take half damage and ignore all other factors the card has (roll 5+). (Silver-?) Mentally Insane Boost/Handicap. Trait, attach to yourself: At the end of each round, deal 3 piercing damage to a random character adjacent to you. If there is no character adjacent to you, take 3 piercing damage. Duration 3. (Paper?)
Oh you mean immunity to holy damage Sharpen Blades: Since it only applies once this should be compared to surestrike blessing. Surestrike Blessing is paper=, Surestrike Blessing allows you to target who you want for the buff, Surestrike Blessing makes the attack unpreventable. Surestrike Blessing doesn't add 3 damage. So this might be decent at Paper=(D, 0) Desperate Strike: Lifesaving block is awesome if you can hold onto it, this is similar but is more conditional and doesn't give out as much. I suggest Bronze=(C, 3) for this. Blind: The effectiveness of reducing the range of a card depends on the range of the card(the difference between 2 and 1 is bigger then 12 to 10). Reducing the range of a char's 3 range or more cards by 1 isn't much even if you have it for 3 turns. Against warriors: almost useless. Against vampire priests: almost useless. Against buff priests: still bad. Against rad priests: still not great. Against wizards: solid. When I say solid I mean I wouldn't pay that much for it still. Considering that this is only useful in some matches so this really needs to be great in those matches. I haven't calculated my suggested rating yet, Blizzard Zone reminds me of Cone of Cold but this is greatly overrated. Holy Flash: Wouldn't want this to be a MP card. The armor part is very strong about as strong as reliable mail. Why? Because this requires no roll and reduces the damage by 1 and deals 1 damage to the attacker. Throw onto that possible draw and more damage dealing. So maybe Gold+. Warming-Up Jog: This is better then dash because you get a walk(the first move) and a dash. I think this would be fair as a Silver=(B, 6) card. Armor of Peace: This is clearly better for priests then other classes. Obviously you will be playing as a supportive priest if you play this. Reliable Mail on average reduces 2 damage from each attack. This reduces 3 and 1/3 damage on average. If you just consider the difference better Reliable Mail and Hide you see it has a 1 damage average reduction and a 6 rating point difference, you will value this at 14 rating or Amethyst- but this has a handicap, also Reliable Mail might be a little over-rated. Actually the handicap can be a buff because those damage dealing buffs now don't deal damage(which helps more if they have non-keep-able armors(like frenzy aura or inspiring armor)). So I would still give this Gold+(A+, 10) rating. Horribly Gripped Shield: Discarding cards is a potent handicaps, but this won't discard if you don't have any blocks left. This can actually block attacks unlike unblock(unreliable block). I would value this at Bronze-(C-, 2) Mentally Insane: I assume duration 3, considering that I think this should be about Bronze=(C, 3)
Shield Bash (Buffed by bruiser) Melee attack/block Type crushing Damage 3 - Range 1 Step 1 Slide back 2 ---0--- Block melee 3+ Step 1 Slide back 1
Good point ~~~ Bad point, new features can always be implemented and this thread is not for cards that must be added.
Armor of Hope Armor 2 - Roll 4+ Keep ---0--- If you are below half health, Roll becomes 2+ ---0--- If you are the last character in your team Armor becomes 4
Holy Emblem Armor*, for priests, Bronze quality At the start of each round, create an Armor Of Faith card and attach it to yourself. Keep. *Technically it should be a boost card, but, as for Adaptable, it is set as an armor so it can be removed more easily
Static Shield Armor | Amethyst Quality At the start of each round, create a Force Field card and attach it to yourself. Keep.
Spoiler: or a better version Static Shield Armor | Paper Quality At the start of each round, if you are standing on a victory square, discard your hand. Create a Trip card and attach it to self. Create an Immovable card and attach it to yourself. Create an Impenetrable Nimbus card and attach it to yourself. Draw ten Eyes Everywhere cards. Keep. ~~~ If a card would be attached to you, discard that card instead. Keep. ~~~ If an attached card was to be discarded, do action one. Keep.
Evasive Trait Attacks that don't directly target you deal no damage to you. (this will still trigger blocks and armor)
Fade Away Block/assist Block any - Roll 5+ If this blocks an attack, attach to self. If this card is attached you can't be targeted. Duration 2.
Nostalgic Memory | Paper Uncommon | Utility Range 6 Target gains a copy of his oldest card and discards his newest card. Eager Memory | Paper Uncommon | Utility Range 6 Target gains a copy of his newest card and discards his oldest card.
Feast | Silver Uncommon | Utility Every character keeps drawing a card untill they have 4 cards in their hand. Newborn | Silver Uncommon | Utility End the round without anybody gaining Victory Point.
Firewalker | Paper Rare | Assist/Attack | Magic Fire Attack 1 | Range 5 Attach to target. After every move target makes, Square occupied by target becomes Lava Terrain (Duration 2). Target gets Immunity to Fire damage. Duration 3.