Card Ideas

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

  1. seth arue

    seth arue Thaumaturge

    The card did state Allies only, essentially, so is this even worth mentioning?
     
    ParodyKnaveBob and timeracers like this.
  2. timeracers

    timeracers Guild Leader

    Good catch.
     
  3. Vlamona

    Vlamona Thaumaturge

    A problem would be if this is a boost card, Genetic Engineering becomes realy risky.
     
  4. timeracers

    timeracers Guild Leader

    This would be an assist card, not boost.
     
    ParodyKnaveBob and Vlamona like this.
  5. WexMajor

    WexMajor Thaumaturge

    Zombie Minion - Has 7 hp, can't control VP and has all the zombie cards except...

    They Rise

    Assist
    Create a zombie minion on a random square - Range 1

    Outbreak

    Trait - Duration 2
    If a character is killed by a melee attack from attached character, replace it with a Zombie Minion
     
    wereviper likes this.
  6. Super4011

    Super4011 Lizardman Priest

    I might of came up with too many card ideas, so I put them into a spoiler so that this post does not take up a large portion of the page.
    Pulverizer
    Trait, warrior card. Trait, attach to self: When a melee attack you play is blocked, deal 3 unblockable crushing damage to the blocker. Duration 3.
    Exhausting Rage
    Boost/Handicap, warrior card. Attach to self: Frenzy 4, at the end of the round, if this card expires, discard all move cards then discard a random card. Duration 2.
    Human Shield
    Block, warrior card. Block Any (Roll 5+), swap places with and redirect the target of the card to a random adjacent enemy, this block can only trigger if there is an enemy adjacent to you that is not the attacker.
    Confusion
    Attack, magic arcane, 0 damage, 3 range, wizard card. Attach to target: When the target plays a card, randomize the target, can only select valid targets, all cards can target self. Duration 1.
    Bound Spark
    Attack/Handicap, magic electric, 1 damage, 4 range, wizard card. Slide Back 1, Hard to Block 1, place a copy of this card in the target's hand, if the attack is blocked, return it to your hand, if you discard this card, take 10 penetrating electric damage.
    Repetitive Action
    Utility/Handicap, 6 range, wizard card. Mandatory Action, can only target allies, target discards their hand and draws a card, create a copy of that card and put it in the target's hand for each card the target discarded, then reveal target's hand.
    Death Cloud
    Attack, magic unholy, 0 damage, 2 range, priest card. Occupying square becomes death terrain: At the end of each round, the occupant of this square and adjacent squares take 4 unholy damage, if this card expires at the end of the round, reattach it to a random adjacent square. Duration 1.
    United Smite
    Attack, melee holy, 3 damage, 1 range, priest card. Slide Back 1, for each adjacent ally, deal an additional 3 damage and the target slides back an additional 1.
    The Great Gamble
    Utility, magic unholy, priest card. Unblockable, Affects all characters, for each character, attach random boost/handicap cards until they have 3 cards attached to them, each character then draws a card and discards a random card.
    Siphoning Block
    Block. Block Any (Roll 3+), draw a card, if this card blocked magic, draw an additional card.
    Multi-Use Armor
    Armor/Block. 1. Block Any (Roll 6+). 2. Armor 1 (Roll 4+), when this card is discarded, draw 2 cards.
    Stagnation Curse
    Handicap. Trait, when you deal damage, set the damage amount to 3, when you take damage, set the damage amount to 7.

    Edit: Small changes: Human shield now requires a roll of 5+. Bound Spark now has Hard to Block 1. Death Cloud damage has been reduced to 4.
     
    Last edited: Jan 15, 2017
    wereviper and tolkien like this.
  7. Maloqi

    Maloqi War Monkey

    Purging Zap
    Magic Electrical
    Deal 1 damage for each card attached to character. Discard all cards attached to character. Attach a copy of Spark Inductor to the character. Attack 0 Range 6

    Purging Spark
    Magic Electrical
    Deal 1 damage for each card attached to character. Discard all cards attached to character. Attach a copy of Spark Generator to the character. Attack 1 Range 6

    Purging Bolt
    Magic Electrical
    Deal 1 damage for each card attached to character. Discard all cards attached to character. Attach a copy of Spark Inductor and Spark Generator to the character. Attack 2 Range 6
     
    Last edited: Jan 17, 2017
  8. PULSEFIRE

    PULSEFIRE Ogre

    For the new purging electrical cards above, I suggest that thou increase the range of each card, considering that they are electrical attacks.

    Sincerely, Idiot.
     
  9. PULSEFIRE

    PULSEFIRE Ogre

    Retaliation
    Boost/Melee Crushing.
    If an adjacent enemy plays an attack card, deal 4 crushing damage to that enemy.
    Keep, Free Card.
     
    Last edited: Jan 19, 2017
    wereviper, WexMajor and tolkien like this.
  10. Maloqi

    Maloqi War Monkey

    I thought of making them longer range, but then again Spark of Undeath is... well, it's what it is :p

    Anyways, will be edited. Thanks for the input!
     
  11. WexMajor

    WexMajor Thaumaturge

    Caustic Tar

    Melee attack - Type slashing
    Range 1 - Damage 4
    Attach to target - Duration 4
    At the start of round target takes 1 poison damage.
    Poison is unsportsmanhip, doesn't always work and a pain to find in the wild. Yet, it gives you an edge.
     
    trrst likes this.
  12. visak13

    visak13 Ogre

    Manipulator

    Trait (Human only)
    Attach to target - Duration 3
    At the start of each round if you draw a block card change it to the type of last damage taken.

    You must be shapeless, formless, like water. When you pour water in a cup, it becomes the cup. When you pour water in a bottle, it becomes the bottle. When you pour water in a teapot, it becomes the teapot. Water can drip and it can crash. Become like water my friend. -Bruce Lee

    P.S.: For example, if you take magic damage then change the card to counterspell, if from melee then to parry. Including special blocks may make this card OP. You may change the block cards. Counterspell and parry are the first cards that came to my mind.
     
  13. PULSEFIRE

    PULSEFIRE Ogre

    The above block changer ^^^
    Is indeed OP, as visak13 actually said.
    However, I would suggest it changing it to something like subtle parry instead, and counterspell to missile block, as counterspell could also be used to force a wizard discard, and with items like Patrolman's Flail, or Blocking Mace could get spammy real fast.

    Also, for Caustic Tar:
    Not many poison cards are supposed to be available for players, and note that the developers currently haven't added any poison cards for players, other than, well...Everybody Drink! (btw, add ! in the search menu after Everybody Drink.)
    If you want to make it better, reduce the duration to 3. Not many cards have a duration 4 attachment.
     
    Last edited: Jan 17, 2017
  14. PULSEFIRE

    PULSEFIRE Ogre

    Crippling Blow
    Melee Slashing
    Damage 5, range 1

    When this card does damage, increase it's damage by 1 for every card above 6 in your opponent's discard.

    FLAVOR FLAVOR ON THE FLAVOR...
    Agh, damn! - Second-to-last words of Captain Cedric.
     
    Last edited: Jan 18, 2017
  15. PULSEFIRE

    PULSEFIRE Ogre

    Banshee Wail
    Magic Sonic
    Damage 2, Range 9
    Cone, Slide Back 2

    Secondary effect
    3+ Target discards a random card.
     
  16. WexMajor

    WexMajor Thaumaturge

    Lay Waste

    Magic attack - Type radiation
    Range 2 - Damage 1
    Cone
    Target squares become Irradiated terrain.

    I don't understand the name. Lay Waste? All it does is making the ground glow.
     
    wereviper likes this.
  17. PULSEFIRE

    PULSEFIRE Ogre

    ^^^
    Haha, this would be great on my triple priest loadout, one that I nicknamed "Chernobyl" for a very certain reason.
    Anyways, the fact that is is cone would be counter-intuitive, as you would be stuck next to it if you didn't draw a movement card, or already used one to move into range.
    :(
     
    wereviper likes this.
  18. WexMajor

    WexMajor Thaumaturge

    That's the beauty. It creates A LOT of danger on the board, you either save a move card or suffer damage to it.
     
    ParodyKnaveBob and wereviper like this.
  19. PULSEFIRE

    PULSEFIRE Ogre

    Oh, and the handicaps. That would be painful.
     
    wereviper likes this.
  20. WexMajor

    WexMajor Thaumaturge

    Penetrating Bolt II

    Magic attack - Type arcane
    Range 6 - Damage 3
    Penetrating, Linear

    Acid Ball

    Magic attack - Type acid
    Range 5 - Damage 4
    Burst 1
    Targets discard their oldest Armor card (before that Armor can prevent damage)

    Absorb Life

    Melee attack - Type unholy
    Range 1 - Damage 0
    When this card does damage, increase its damage by 2 for each card in target's hand;
    For each point of damage this Attack does, Heal 1
     
    tolkien likes this.

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