It would be nice to have our own little Brainhook. Name: Mind Blow Quality: ? Rarity: ? Color Class: Attack Attack Type: Melee Damage Type: Crushing Damage: 2 Range: 1 Play effect 1: When this card does damage, increase its damage by 2 for each card attached to target.
If you want a decent brain hook affect then I present this version instead Name: Mind Blow Quality: Bronze+ Color Class: Attack Attack Type: Melee Damage Type: Crushing Damage: 3 Range: 1 Play effect 1: When this card does damage, increase its damage by 3 for each card attached to target (Max damage: 12)(With 2 attachments you get 9 damage which is solid for Bronze+)
Yeah, those are the original Brainhook stats (minus the hit everyone everywhere of course). I don't know, given how easy is to gift attachments 3 damage plus a potential 9 may be excessive. Boosting base damage could be ok I guess, but I'll stick with only 2 bonus damage for each attached card, in the guise of Punishing Strike and the likes.
Currently you are right you can get the full 12 damage but you are paying for it because you have to use cards to get that advantage. And punishing strike does give 2 per card but the enemy can easily get 5 cards in hand(2 from last round, 2 drawn, 1 racial move)
I'll give this a try. Might be a high-risk, high-reward way for wizards to deal with maneuvering elves a little bit. Not sure it's enough, however. Name: Prognostication Quality: no clue Rarity: no clue Color Class: I'm assuming Purple. Attack Type: Arcane (?) Damage Type: no damage Damage: Range: 3 Select target, roll. 4+: Look at the next 3 cards in the selected target's deck and return them in any order. I'm thinking you can either set your ally up for a string of attacks, or move an opponent's attack further down the line. Needs some work, but I think there's something fun to be explored here.
Not sure i get it... Is it some sort of reversed inspirational thinking? Where you look at 3 and then rearrange? Not sure thats very powerful, given drawing often comes in batches. I would go for a straight discard - look at 3, get rid of one - so you not only know whats coming, but threw an actual wrench into the targets capabilities.
I know it's not perfect, I just thought it might be an interesting starting point for something. I think the look at 3, discard 1 is a good idea as well; that actually does sound like a reverse inspirational thinking.
Purple "color class" is called utility Attack type is Melee, Projectile or Magic, so I assume it should be Magic here Arcane is the Damage type, even if it does no damage Now, for the card itself. The idea is nice, but rearranging 3 cards when we draw 2 per turn is quite weak I think. I'd go for 4 cards, maybe 5? Also I would not associate this kind of effects with wizards, it looks more like a human skill to me. Range 3 looks very short for a wizard card. Range 3 is the maximum range a warrior can attack you with a step move. Personnaly, I do not think my wizards are safe against warriors before range 4. But maybe that's the risky part you wanted. And what is that roll? do you mean this card has 50% chance of doing nothing? This alone would throw most cards 6 levels down or so. I really think you should remove it.
Like I said, I threw it out as a starting point. And I was thinking arcane because I was thinking about mystics and fortune tellers and such, and thought it fit there. That being said, I could see it as a human skill as well. Maybe Battlefield Anticipation? I thought it was a nice idea as well, that's why I threw it out there, I'm interested to see what people would do with it. Thanks for the pointers on the guide as well.
Uppercut Damage: 5 | Range: 1 Melee Crushing Desc: When a character is targeted by this card, turn that character away from the character that used this card. Stealthy. Cantrip. Flavor Text: ~
Headshot Damage: 5 | Range: 8 Magic Laser Desc: Increase the damage by 10 if the target is not facing you. Flavor Text: "H-H-H-HEADSHOT!!!" - an unnervingly loud voice.
@BlackVoidDeath: You can have more than one idea per post. Devastating Stab Attack Card Damage: 4 Range: 2 Melee Piercing Add 2 to this card's damage for every Attack Card that the target has in their hand. Penetrating. Sight Of Hand Attack/Move Card Move: 3 Range: 1 If you end this move directly behind an enemy, immediately see all Cards in their hand. Huh. I see..... Judgment Handicap Card. Holy Magic. Trait, Duration 2. If you are killed while this card is attached to you, this card immediately does 13 Holy damage to the owner of the card that killed you. "No good deed goes unpunished. Farewell." - The last words of the reverend Tycho. Pacifist Assist/Handicap Card. Holy Magic. Trait, Duration 1. Discard all Attack cards in your hand when you play this card. Whenever a Heal card is used on you while this card is attached to you, add 2 to it.
Its so that after the other character turns away, that they dont turn back to look at the character, and so defeating the point of the card. I make one card, then closed the forums, half a minute later thought of another one. That would have a red background.
If it was 5 + 5 with the condition, I think it should be Emerald-(11, AA-), oh and I think it should be a projectile attack.
I think Devastating Stab should be Amethyst=(15, AAA). Sight of Hand needs to be reworded, because currently it doesn't say it only applies to enemies within 1 space.
@BlackVoidDeath: It would be both Attack AND Move, actually. Thanks. Edited. @timeracers: Well, firstly, Thanks for the Sight of Hand suggestion. Edited. Secondly, Impaling Stab is only a Gold, and that does 9 damage by itself, and has the same range and Penetrating properties. Punishing Stab's attack power only goes up if ATTACK Cards are in the target's hand, not just ANY card like with Punishing Strike or Punishing Bolt. Under normal circumstances, with no attachments or Boosts involved, the max damage that Punishing Stab would be able to do is 12, and even then, it can still be Blocked. I can maybe see an argument for it being Emerald, but, how exactly is that an Amethyst? THIS would be an Amethyst: Almighty Stab Attack Card. Melee Piercing. Damage: 15 Range: 2 Penetrating. If this attack is blocked, do 4 Penetrating Piercing damage to the target. There is no armor on the mortal plane that can withstand that. It knows only one thing that can stop it; Bone.