Great for a dwarven tank anyway! Return beacon Magic assist/boost - Type arcane Range 4 Create a beacon terrain - Duration 3 Attach this card to yourself. When this card is discarded you move to a beacon terrain Teleport. - Duration 1
Devastating Siphon Attack card [red] Melee Unholy 1 Damage 2 Range Increase this card's damage by 1 for every card in the target's hand. For each point of damage this attack does, Heal 1.
Flaming Aura Armor 3 against projectiles. Roll 3+ Keep Armor 1 against magic and melee attacks. Roll 4+ Keep When armor defends from a melee attack deliver 2 penetrating fire damage to the enemy.
Also add "At the end of the round take 4 fire damage" because I am pretty sure it would hurt to wear flames.
Pummel Melee attack - Type crushing Range 1 - Damage 3 Choose up to 3 targets for this Attack. You may choose the same target multiple times.
Reactive Armor Armor 3 - roll 4+ When armor protect from damage, deliver 3 crushing damage to attacker. Slide back 1
Silencing Block Block (roll 3+), Emerald quality Block magic. Attach this card to the attacker. They may not play magic cards. Duration 1. "I was left speechless by his remarkable blocking skills!"
Oil Spill Magic Attack - Type fire Damage 0 - Range 5 Attach a "combustible" handicap card on targets. Create "Oil Spill" terrain (if a character on Oil Spill takes fire damage, it becomes Lava Terrain - Duration 2) - Duration 3 Burst 1
Food Fight [Emerald =] Assist Create a Morsel card in every character's hand. Create a Mass Frenzy in your hand. Holy Concentration [Gold -] Assist; Magic Holy Draw a card. Discard that card unless it is a Holy card. Repeat until you have drawn 2 Holy cards or discarded 6 cards. Unholy Concentration [Gold -] Assist; Magic Unholy Draw a card. Discard that card unless it is an Unholy card. Repeat until you have drawn 2 Unholy cards or discarded 6 cards. Quick Thinking [Silver -] Assist Draw a card. Cantrip. Free Draw.
Ride The Lightning -Mages only- Move 5 Teleport If you move next to a character, deliver 1 electrical damage for every square moved.
Sacrificial offering Priest spell If your character is = or < 3hp deal 3 unpreventable damage to the caster. Gain 1 victory point.
Got quite a few ideas to poke around here with. IGN GreenSabere if you want to contact me in game and give greater feedback. Revealing Storm Deal 2 electric damage to all enemies, Unblockable. Roll a die and increase damage by half of the amount rolled. Reveal your hand. Magic Electric. I made this as a way to initiate a fight without triggering blocks, or to take down fleeing enemies, since when mixed with cards such as Arcane Shell and Mass Frenzy, it can do some solid damage. The 2 damage prevents it from being a stand alone game winner, up to a max of 5 base if you are lucky. Delayed Recovery Range 3. Attach to target. Duration 1. If this card would expire, Heal 13. Magic Holy. I created this as a more powerful version of normal heals, but also with the drawback of being an attachment, along with being delayed. It provides immense recovery, but can be purged off, and the ally can be killed before it heals. Blood Rage Trait. Attach to self. Duration 2. Every time you take damage, gain Melee Frenzy 1. This stacks up to a maximum of 3 times, and resets at the end of the round. Warriors only. I figured, we have blocks to ward damage, heals to restore health, and armor to reduce damage taken. But there were no perks of BEING damaged. I figured I could create a way to make being damaged have benefits, without going overboard. Corruption Range 5. 2 damage. Increase damage dealt by 1 for each card attached to the target. Frenzy 2. Duration 3. Target draws 3 cards and discards all non-attack cards in their hand. You take 3 Unholy Damage. Unholy Magic. This is a useful 2-in-1 frenzy and card draw, but not without its downsides. Not only do you take damage, but so does the target. The target also draws 3 cards THEN they discard all non attacks, meaning you could draw Elven Maneuvers, just to have it discarded before you could use it. It allows you to refresh your hand while in battle, and also to initiate fights, but you can't run without step moves.
I like the card ideas but Revealing Storm can be OP because unlike burst you don't even need to be close or have them clumped, and to top this off it is unblockable. I suggest this be unbuffable. I would also nerf Corruption.
Alright what do you think of raising Revealing Storm to 5 damage and giving it unbuffable? And how does Corruption need a nerf?
That's still a lot of unblockable damage, how about 1 + minor erratic damage with no malfunctions. Currently Corruption draws 3 cards and gives a frenzy effect at price of discarding non-attack cards and a few damage. Check Inspirational Thinking. Ok Corruption should be about AAA= with current version.
So. New Revealing Storm: Deal 2 damage to all enemies. Unblockable. Roll a die and increase the damage by half of the amount rolled. Reveal your hand. And for corruption, I'll increase it to 3 damage to self and target receives 1 extra damage per card attached to them.