Name: Anti-Life Weapon: Liche Staff Type of Effect: Damage, circumstantial Description: Removes all healed life from the target to a minimum of 1 life remaining Name: Unholy Martyr Weapon: Liche Staff Type of Effect: Damage, circumstantial Description: Deals damage to target equal to hit points they have restored to themselves and allies, destroys one heal card. Name: Graven Mistakes Weapon: Liche Staff Type of Effect: Damage, circumstantial Description: Causes the last two attack skills used by the target to strike the target, the cards are added back to his hand. Name: False Life Weapon: Liche Staff Type of Effect: Heal, curse Description: Grants target ally an additional 12 health for 1 round Name: Leech Shaft Weapon: Liche Staff Type of Effect: Damage, leech Description: Strikes target in melee range, deals 3 damage and heals you for 3 health. Necromancer! Definitely a Guild Wars 1-2 influence in some of these skill, all kinds of variations are possible which is why i like the theme.
How about some 3x team hosing? Name: vow of silence (gold) Weapon: Martyrs Cross Type of Effect: Magic, Ongoing Description: No magic cards may be used for 2 turns. Name: Peace Treaty(gold) Weapon: Shield of the Master Tactician Type of Effect: Ongoing Description: No non magic attack cards may be used for 2 turns. And how about a weak spell that grows the more you use it making long fights easy as pie if you can manage to set up the kills correctly. Name: Reaping(Plat) Weapon: Scythe of the Reaper (staff ) Type of Effect: Magic Description: Deal 3 damage to any target on the map no line of sight rules apply if that target is killed this way attach the creature card to the caster, for each creature card attached to the caster reaping deals 6 extra damage, Damage from reaping is not affected by armor or immunities. Numbers can obviously be tweaked but i like the ideas ^^
Ya that added damage is too high, but if it were 2 on top of a base attack card you attach it to then it would be nice.
Name: Sweep the Legs Type of effect: Melee disable Item it would be on: Polearm or Club style melee weapon Description: Target enemy cannot move the rest of the (turn/round/something feasible) Damage/Movement Value: Some if not minimum damage Name: Improvised Weapon Type of effect: Damage, ongoing Item it would be on: Broken Bottle or Broken Table Leg Description: If full damage connects, target gets an ongoing bleed effect for 2 rounds Damage/Movement Value: Moderate/Low damage, bleed making up for low damage Flavor Text: "Grok's weapon of choice when fighting in a bar" Extra: Weapon like this would probably have a lot of drawback cards Name: Gut Punch Type of effect: Melee disable Item it would be on: Fist style weapon or Dirty trick style equipment Description: Target enemy takes a violent punch to the stomach, dropping a random card he is holding. Damage/Movement Value: Card would have no damage, it would have to be a conscious choice to use it. Name: Hair Frizzle Type of effect: Magic Drawback Item it would be on: Fire or Lightning spells Description: Immediately take damage Damage/Movement Value: Low damage if not minimum Flavor Text: "Jeffery seems to have forgotten how powerful his magic can be"
Behold the Lingering Shadow. Yes i know this is a crazy suggestion. Playing Lingering Shadow when your target has 5 cards in its hand creates a strong shadow image with 10 hp. However your opponent will also be better suited to deal with this nasty being. Playing Lingering Shadow when target has 1 card in its hand leaves the shadow image vulnerable with 2 hp. But who knows, perhaps opponent is all out of attack cards at this point In game it would look something like this: Take that you dirty priest!
I really like that card. I think there may be a place for it or something vary simmilar in the game. Great job.
Name: NOU! Type of effect: Physical Item it would be on: The Overseer's Slapglove. Description: Stun 1. When an enemy on an adjacent tile plays an attack card, you may play this card in reaction. (Should cancel the attack by said opponent) Damage Value: 3 Name: GET TO IT! Type of effect: Physical Item it would be on: The Overseer's Slapglove. Description: Only usable on ally. That ally draw 2 cards and take a turn immediately. Damage Value: 4 Name: I.AM.NOT.AMUSED Type of effect: Physical Item it would be on: The Overseer's Slapglove. Description: Slap yourself and glare (through the fingers) at everything around you really, really hard. Allies within 2 range will try harder, doing +2 damage to all their attacks and +1 to all their rolls for the round. Enemies within 2 range will be terrified and suffers -2 damage to their attack as well as -1 to all their rolls for the round. Damage Value: 4
Name: Final Blast Type of effect: Spell - Fire Item it would be on: Robes of some kind Description: When a character holding this card dies, they explode in a final big bang. For each other Final Blast in hand the radius is increased by one, for each spell in hand the damage is increased by 4 for fire spells and 2 for every other spell. Damage/Movement Value: 2/1 Name: Last Resort (reworked) Type of effect: Weapon attack Item it would be on: Double Edged Sword (?) Description: Discard all armor and block cards from your hand. For every card discarded this way you deal an additional 6 damage to target. If target is slain draw cards equal to the number you discarded. Cards removed this way are permanently removed until the end of combat. Damage/Movement Value: 2/1 Name: Witless Magic Type of effect: Spell - Wild Arcane Item it would be on: The enhancement slot Description: Choose a target. Witless Magic has equal odds to do the following: 1) Target is fully healed 2) Target draws until their hand is full 3) Nothing 4) Target discards their hand 5) Target looses life equal to half their current HP As long as you are holding Witless Magic there is a chance that it will replace any targeted spell you cast. Damage/Movement Value: 0/5
Name: The Knight of Ni Type of effect: ??? Item it would be on: Shoes (?) Description: You meet legendary Knight of Ni you can't move in this turn, but you can place a shrubbery anywhere at the gamefield for few turns. Damage/Movement Value: 0/0 Of course it's a reference to Holly Grail! While this card can seem funny for some of you it can make huge advantage against mage having teams, because it can block vision/spellcasting like normal obstacles do
I would love to see some animate dead cards, so I can play a necromancer who creates undead from my fallen enemies. They could raise as skeletons or zombies and have their own decks. How cool would that be.
Might be more interesting to implement those as a trait: "The first card (qualifiers) discarded each turn is returned to your hand."
Some of these cards may be completely and utterly overpowered but hey if it's just for fun... Name: Cataclysmic Guillotine (gold) Type of Effect: Weapon Attack Item: Axe of the Destroyer (?) Description: If target enemy has no allies in adjacent squares it takes triple damage from Cataclysmic Guillotine. Cataclysmic Guillotine applies burning terrain effect to an expanding cone behind target, cone's range will continue to expand until it reaches the far side of the map. In addition, the user must discard all armor/block cards. Damage: 8, (24 if isolated) Terrain Burning damage is 3 per turn. Numbers may need to be tweaked on this one but I thought it might be a neat idea for a high end card. Name: Time Shift (gold) Type of Effect: Arcane, Enchantment Item: Hourglass Pendant Description: Attach to self, at the end of the round, return this unit to the position it was in at the beginning of the round. (This includes health status, any attached cards except for Time Shift, and all cards in hand except for Time Shift.) Damage/Movement: N/A Name: Diabolic Bolt (silver) Type of Effect: Spell, Arcane Item: Soul Stealing Orb (?) Description: Deals damage to single target. If target dies, attach a Soul Charge card to self and return Diabolic Bolt to your hand. If diabolic bolt fails to kill it's target, remove all Soul Charge cards from self. Diabolic Bolt's damage is multiplied by the number of Soul Charge card's attached to self and has additional effects based on the number of Soul Charges. 2: Diabolic Bolt forces target to discard one card at random. 4: Diabolic Bolt destroys one offensive card in target's hand. 6: Diabolic Bolt becomes Easy to Block 2 (adds 2 to target's defensive rolls). 8: Diabolic Bolt now hits all targets in a straight line. 10: Diabolic Bolt returns to your hand as Soul Tornado and all Soul Charge cards are removed from self. (Soul Tornado: Hits every square on the map for 10 damage. Soul Tornado is Unblockable.) Damage/Movement: 2 damage I think maybe this card is a bit complicated but a card that grows in power as it kills enemies and then even transforms after achieving so many kills would be a fantastic addition to this game and add even more depth of strategy.
I don't think there's enough rooom to fit those Diabolical Bolt instructions on a single card! More to the point, while a card that grows in power over time is interesting, I doubt there would be sufficient numbers on most maps to support this method. In multiplayer, for instance, there are only five possible targets discounting the caster.
Yeah i have also thought about this for a while. I guess there could be some generic monsters you could summon, and then perhaps some buffs that would alter their decks, like add something special to their deck and reshuffle it. Would also make AoE more rock, paper, scissorish in pvp since it would be even more useful against a necro/summoner deck. A cool idea. (a little bit like my lingering shadow if you scroll up a bit)
Obviously it would need to be refined and it wouldn't be effective in multiplayer. It would be a card only really useful in PvE... unless this movement for allowing cards that summons creatures go through, then demolishing these weak creatures would power up Diabolic Bolt pretty quickly. I believe the powering up idea is still valid though and I would love to see it in the game! My thoughts on the summoning cards, I think it should be approached in one of these ways: 1) Give the creatures a limited number of rounds to exist and give them a unique deck depending on the card that summoned them. 2) Give the creatures a full hand of cards and they last as long as they still have an action card left. Just my two cents on the idea, would really love to see necromancers/summoners in game!
Kinda sad that more people haven't commented on this thread! Here's my next idea... Name: Thornmail Effect: Magic Item: (?) Description: Attach to self, whenever an enemy strikes you with a melee attack you deal half of the damage back to them. Since I'm not in beta yet *cough* I don't know if there's a card in the game like this yet but I would love something like this for my tank. Maybe make my opponents think twice before smacking him.
Can't really contribute until I get into the beta. For all I know any card I make could be something that exists, and I can't accurately gauge the power level of cards others submit.
Trained Guardian (Martial Skill) Intervening Guard Type: Reaction Description: Block Any. This card can block attacks against allies within two squares. If this card successfully blocks an attack against an ally, return it to your hand. (D6 value = 3+) Oath of Protection Type: Attachment Description: When an ally is attacked, draw a card, Duration 3. Overprotective Type: Trait Description: At the beginning of each round you Move 1 square towards the nearest ally, Duration 3. ________________________________ I have no idea what the rarity would be. I'd guess Intervening Guard would be Rare, Oath would be Rare and Overprotective would be Common or Uncommon. I'd put the skill itself at Rare.
Had a few more ideas. I'm not sure how to assign types or rarities, so I've given up trying. Spirit Speaker Spear -Guided Strike x3 Description: Hard to Block 2 Damage/Range: 6/3 -Awaken Spirit Description: Summon a Wolf Spirit in an adjacent square. It has a hand size of 3 and always draws Dash, Bite and Tough Hide, replenishing them at the start of each turn. The Wolf Spirit has 10 HP, plus an additional 5 HP for every dead ally. -Consult Those Gone Before Description: Draw a card. Draw two additional cards for every dead ally. -Offer Chiminage Description: Trait. Discard a revealed card in your hand. Insidious Shiv -Opportunistic Strike x2 Description: Hard to Block X, where X is the number of cards attached to the target. Damage/Range: 4+X/1 -Puncture Armor x2 Description: Armor used to reduce the damage of this attack loses 1 point of Armor. Damage/Range: 7/1 -Aggravate Wounds Description: Target takes 2X damage, where X is the number of times it has taken damage this turn. Alchemist's Satchel -Thunderclap Gem Description: Block Any. When this card successfully blocks an attack, the attacker discards all movement cards. D6 Roll: 4+ -Sunrod Description: A random unrevealed card in each opposing player's hand is revealed. -Vile Vial Description: Anyone in the target square and all adjacent squares becomes Poisoned 2.