I have an idea for a new card called Soul Summoning. When you use the card it breaks up into two cards and goes in your deck.Then on your next turn you use the ritual card to summon the creature that you got with the Soul Summoning card. The creature is summoned to the filed and you can use that creature as a member of your group. All the thing can do is two options. One, to move or as much as a walk card lets you move. Second you can attack, depending on the creature what the attack is like. Each turn you get one move and two attack cars. Each creature has different amounts of hit points. It has no defense and when your whole group dies even if you have that creature on the filed you lose. As long as the person who summoned it dies the creature just disappears or goes back to where it came from since the summoner is not there to control it.
I think people like the idea of summons, but so far I'm not convinced they've been especially balanced suggestions so far. I can just see them slowing down the game and/or being OP/abused. I do also think the GMs also said there were difficulties programming in summons which is why they haven't done any yet, but I can't recall the thread now (or if it was IG chat). Only really negative offhand, quirky-style, would be if those annoying monkeys stole the card and from then on kept pumping out an army of monsters to attack you. XD
Yeah, summons have been suggested many times before, usually as a feature for a new class. We'll probably see it in some form eventually.
All you really would have to do is limit it to one monster on the filed or something like that. And why need to make a new class? Just have the wizard have them. You don't need to make the creature stronger than your character. That would be dumb. Slowing down the game a little, I can see that. But abuse its hard to do that when you set limits to it.
You can even set a limit to one per deck. Programming it would be hard but maybe it will be worth it in the end.
I don't see it as being worth the trouble to add something to the Wizard when I'd much rather see the other underrepresented elements (acid/electricity) with more cards/items than adding something so limited and tacked-on feeling. Best to just leave it to a class either built around it (a summon/buffing Druid) or maybe a full-blown summoner class that can summon enemies for limited amounts of turns etc.