Trait isn't a type of card, but boost is. Did you want the card to be a trait? Since it isn't currently.
How about like this: Life Cycle. Priest Card. Give the target a Bud Strike. Bud Strike When Bud Strike is used, attach it to yourself. Duration 1. When this card would expire, create a Sapling Strike (Short Plant) in your hand. Sapling Strike (Short Plant Strike) When Sapling Strike is used, attach it to yourself. Duration 1. When this card would expire, create a Tree Bash (Long Plant Strike) in your hand. Tree Bash (Long Plant Strike) When Tree Bash is used, attach it to yourself. Duration 1. When this card would expire, create an Elder Tree Bash (Spiked Plant) In your hand Elder Tree Bash (Spiked Plant Strike) When Elder Tree Bash is used, attach it to yourself. Duration 2. When this card would expire, create a Bud Strike and put it in your hand. Also: Bud Strike: 3 damage 1 range Sapling Strike: 5 Damage 1 range Tree Bash: 7 damage range 2 Elder Tree Bash: 9 damage range 2. And an item to pair with it, the only item for these cards. Archdruid's Club of Rooting: Entangling Roots, Entangling Roots, Entangling Roots, Bud Strike, Bud Strike, Combustible. 2 Blue Tokens. Divine Weapon. Level Unknown. Legendary.
Thanks for the inspiration. Arcane Accumulator When you play this card, attach it to your character - Duration 3 Create a Small Arcane Blast in your hand Small Arcane Blast Magic attack - Type arcane Damage 2 - Range 2 If you discard this card while Arcane Accumulator is attached, create a Perforating Arcane Blast Perforating Arcane Blast Magic attack - Type arcane Damage 4 - Range 4 Penetrating If you discard this card while Arcane Accumulator is attached, create a Pushing Arcane Blast Pushing Arcane Blast Magic attack - Type arcane Damage 4 - Range 5 Linear, Push back 4 If you discard this card while Arcane Accumulator is attached, create an Arcane Eclipse Arcane Eclipse Magic attack - Type arcane Damage 5 - Range 3 Stun - Duration 1 -, Burst 2
Warty Shapechanger Hide Armor 1. Roll 4+. Keep This armor grants you immunity to Unholy, Radiation, Poison, and Acid. Keep. At the beginning of your turn destroy this card and create a random Shapechanger Hide card and put it in your hand. Scaly Shapechanger Hide This armor grants you immunity to Fire, Electrical and Arcane. Keep. At the beginning of your turn destroy this card and create a random Shapechanger Hide card and put it in your hand. Feathery Shapechanger Hide Armor 1. Keep This armor grants you immunity to Slashing, Piercing, Cold, and Holy. Keep. At the beginning of your turn destroy this card and create a random Shapechanger Hide card and put it in your hand. Furry Shapechanger Hide Armor 2. Keep This armor grants you immunity to Crushing, Laser, Psychic and Sonic. Keep. At the beginning of your turn destroy this card and create a random Shapechanger Hide card and put it in your hand.
I suggest you add replace "and create a random Shapechanger Hide card and put it in your hand." with "and create a random Shapechanger Hide card, put it in your hand, and reveal it." Also I suggest trying to balance lower (see Resistant Hide) those armor values
This would probably be wizard armors, so you're right that the values should be lower. I'm editing them. I don't agree the armor shoud be revealed. Then the opponent could just wait a turn before attacking.
Wouldn't you agree that it's too strong, then? That means the opponent's attacks are invalidated for the whole round. If the armor is not revealed they could even lose an attack to the hide on top of immunity, which is probably too good (card advantage AND immunity). Also, what is the basis of the type distribution and armor value? Keep in mind also that with the way it's phrased, the hide can create an identical hide card in hand and it's not revealed. That means the opponent always risks running an attack into Immunity every round, which is ridiculous considering that we only have cards that will make the opponent lose an attack to immunity once (Resistant Hide, Grounding Plates, and Toughness) or grant immunity afterward (Adaptable). More concerning is that it's difficult for warriors to deal with this armor if you use a 4+ roll like Resistant Hide. Armor proc equivalent to Reliable Hide Armor would be more reasonable so that Sundering Strike could always deal with it.
Repulsive Ringmail Armor, Gold Quality Reaction 1, on a roll of 4+: 'Armor 3. Keep.' Reaction 2, on a roll of 5+: 'If an enemy moves into an adjacent square, they Slide Back 1 away from you. Keep.'
Desperate Strike - Mage only - Melee attack - Type crushing Range 2 - Damage 6 Easy to block 2 You have a staff, right? Could you use it, maybe, to hit something... Right?
What if there was five shapechanger hides? Then there would only be a 1 in 5 chance of stopping an attack. Does not seem too powerful to me. Warty Shapechanger Hide Armor 1. Keep This armor grants you immunity to Unholy, Radiation, Poison, and Acid. Keep. At the beginning of your turn destroy this card and create a random Shapechanger Hide card and put it in your hand. Scaly Shapechanger Hide Armor 1. Keep This armor grants you immunity to Fire, Electrical and Sonic. Keep. At the beginning of your turn destroy this card and create a random Shapechanger Hide card and put it in your hand. Feathery Shapechanger Hide Armor 1. Keep This armor grants you immunity to Slashing, Piercing, Psychic, and Holy. Keep. At the beginning of your turn destroy this card and create a random Shapechanger Hide card and put it in your hand. Furry Shapechanger Hide Armor 1. Keep This armor grants you immunity to Cold and Arcane. Keep. At the beginning of your turn destroy this card and create a random Shapechanger Hide card and put it in your hand. Carapace Shapechanger Hide Armor 1. Keep This armor grants you immunity to Crushing and Laser. Keep. At the beginning of your turn destroy this card and create a random Shapechanger Hide card and put it in your hand.
Flail Bash Melee attack - Type crushing Damage 8 - Range 2 You can't attack enemies adjacent to you Push back 1
Pickaxe Strike Melee attack - Type piercing Damage 7 - Range 2 You can't attack enemies adjacent to you Penetrating Yeah, pickaxes are for mines! You'll be surprised about what lurches underground.
Confused Handicap, Tar Quality Play Effect: 'Trait. Attach to self, Duration 2.' Reaction: 'When you play a card that targets a character, target a random character instead. Saving Roll.' (Roll 2+)
Yes, I know. But think of how many cards you play that target a character - attacks, heals, utilities, etc. Now think of the disastrous consequences that could occur from targeting the wrong character - healing an enemy, firing a Mega Laser at an ally, casting Impenetrable Nimbus on the wrong character. So many cards could be wasted, which is why I think the chance of the handicap triggering should be low.
But doesn't this follow normal targeting rules making it so you can bash allies that are 3 spaces away or nimbus enemy characters that are out of sight.
What I meant by 'target a random character' was 'target a random character that you still could have otherwise targeted'. For example, if a warrior with this handicap is adjacent to only one enemy and the handicap triggers when she plays, for example, Bludgeon, it wouldn't do anything. But if a priest had line of sight to every character and he played Greater Heal, it would affect any of them. Do you have a suggestion for how I could word this more concisely?