Personally I like both ideas! What if there was a way to combine these effects...hey maybe something like this I've seen in Shadowverse but taliored to Cardhunter...though might be too OP the way I'm thinking...anyhow here's my idea.... Dark Ritual Unholy Magic Assist When you recieve damage, your allies heal for that amount. When you heal, your allies recieve that amount as unpreventable unholy damage then create 3 random negative traits in your hand.
Speaking of "red".... Sacrificial Blood Trait/Assist (Priest only?) Duration 3. (?) If this character dies while this card is attached, Heal 3 all Allies. Allies healed by this effect discard 1 random card from their hand.
Interesting that Blu Manchu thought of such a powerful card as like unto a word from God instead of as a Dark Ritual. I certainly agree with that sentiment.
Battle Calm Divine item card Quality: bronze Attack projectile sonic range 1 Attach to all adjacent Characters. When you play an attack subtract 2 damage from it. Or for silver quality, instead of adjacent, all characters within 5 squares. Because 'Battle Frenzy' didn't test well with the nun demographic.
Sometimes you don't want to accelerate the regenerating skeleton, your poisoned elf and your burning warrior, but only the tree with 2 burning card and Combustible.
Blood Shards Magic attack - Type arcane Range N/A - Damage 1 Attack all enemies in line of sight. Recieve 1 unpreventable unholy damage for every enemy attacked. Blood Spike Magic attack . Type arcane Range 2 - Damage see below Roll a dice, you recieve that amount of unpreventable unholy damage, the damage of the attack is that amount doubled.
Heart of Stone Armor This armor grants immunity to penetrating damage. Keep. Aiming for the heart is not always a good idea. Then you can just cast Surestrike Blessing on your ennemies
Blood Shards for sure sounds like an intresting card but to me without proper heals, Blood Spike would still be a hellava gamble if you draw it at low health and have no heals avaliable
@wereviper Blood shards is a block checker (buffable) and it feels right to cost you. Blood spike is supposed to give dwarven mages an edge over the more mobile races. But yes, you'd better have a healer in the party.
@WexMajor Makes more since since you clarified it. Even at full health, taking a hit like rolling a 6 for 12 damage seems kind of risky if you either don't one-hit the enemy or don't have any other way to deal out the rest of the needed damage. I would for sure play that with dwarven mages for sure though because they are tough mages for being the least mobile race of the three. I think about it now and you could always use Impenetrable Nimbus to completely negate the damage of Blood Spike perhaps? I'd still have to have heals on hand personally.
@Kalin, thanks for clearing that up! So that applies to cards like Demonic Revenge, Demonic Power and Daylight too then?
Deathly Gaze Boost, Silver+ Quality Play Effect: 'Trait. Attach to self, Duration 3.' Reaction: 'At the start of each round, deal 3 unpreventable Unholy damage to all characters in your line of sight in front of you.'
Deathly Aura Armor/Boost, Silver+ Quality Reaction 1: 'Armor 1. Keep.' (chance: 5+) Reaction 2: 'When another character within 2 squares takes damage, add 2 to that damage. Keep.' (chance: 3+)
Wow that does a lot of unpreventable damage, penetrating is one thing but unpreventable is for the most part unpreventable.