Grab Enemy Boost If an enemy charachter moves from or to a square adjacent to you he stops. Halt. Duration 1 Roll 4+
Irradiated Heal Magic Holy Assist, Paper Quality Play Effect: 'Heal 5. Create a random handicap card and attach it to the target.'
Hand Axe Attack, melee slashing, 6 damage, 4 range, warrior card. If you attack an adjacent character, increase the damage of this attack by 2, if you target a non-adjacent character, discard your oldest attack card. Swift Shove Attack, melee bludgeoning, 5 damage, 1 range, warrior card. Slide Back 1, Cantrip. Fatigued Strike Attack, melee slashing, 16 damage, 1 range, warrior card. For every card in your discard pile, reduce the damage dealt by this attack by 1. Transform Weapon Attack, magic arcane, range 6, wizard card. Target discards 2 attack cards, for each card discarded, create a weak strike, simple strike, or bludgeon card at random and place it in their hand. Shock Collar Attack, magic electric, 1 damage, 4 range, wizard card. Attach to target: Whenever you play a card, take 2 electric damage and roll a dice, on a 4 or greater, discard this. Duration 3. Icy Wind Attack, magic cold, 2 damage, 5 range, wizard card. Linear, Slide Back 2, Attach to target: Encumber 2. Duration 2. Peace Bomb Attack/Support, magic holy, 0 damage, 3 range, priest card. Burst 1, affected characters take 2 holy damage for each card in their hand, after the damage is dealt, affected characters Heal 3. Combined Power Support, magic holy(/unholy), 1 range, priest card. Attach to target: Frenzy 2, heal 3 on your next attack and attach a random handicap to the target. Duration 1 or until you play an attack card. Holy Repulsion Attack/Support, magic holy, 6 range, priest card. Heal 4, enemies of the target that are adjacent to the target take 2 penetrating holy damage and slide back 1.
I think 'hand axe' is the type of card we all keep trying to make. I think it should only be range 3 as that is the current warrior max range (dancing cut) I think the damage makes more sense as piercing and perhaps add 3 to block rolls against. That would be awesome to have a greater burst heal than we already have. Icy wind sounds very similar to frosting cannon.
Blunt Thrust Silver quality Uncommon Piercing damage Range 1, Damage 7 Step 1, Add 3 to armor rolls against this attack Blunt Stab Silver quality Rare Piercing damage Range 2, Damage 6 Step 1, Add 3 to armor rolls against this attack Blunt Bash Silver quality Rare Crushing damage Range 1, damage 6 If damage is prevented by armor, slide back 1. Add 3 to armor rolls against this attack
Hesitation Black quality Common Trait. Duration 2. Add 3 to armor rolls and block rolls against all attacks played by this character.
Beam of Light Assist - Type holy Range 4 Heal 5 Linear Sun Explosion Assist - Type holy Range 5 Heal 5 Burst 1
Grave Robber's Curse Shuffle 3 cards from your graveyard to your deck then Draw 2. Skip Draw next 3 turns.
Deflecting Block Block, Gold Quality Reaction: 'Block any (chance 3+). Apply any damage and effects to a random character other than you.'
Spell Focus Boost, Silver Quality Play Effect: 'Trait. Attach this card to yourself, duration 2.' Reaction: 'All Magic cards you play have +2 range. Keep.' Extended Reach Boost, Gold+ Quality Play Effect: 'Trait. Attach this card to yourself, duration 2.' Reaction: 'All Melee Attacks you play have +1 range. Keep.'
I like the ideas behind these ones the warrior one but I think +2 range to magic may make wizards more OP.
Battle Ready Each Ally draws 2 cards. If not attack cards, discard both cards. Dungeon Master Roll a Die once. If 4 or more, draw a card. If 3 or lower, take 2 Unblockable Crushing damage.
Bubble Block Roll 3+. Block projectile, block magic. This block protects simultaneously all allies (including you) within 3 squares. You must be facing the attacker.
Fire Ring Boost Play Effect: 'Trait. Attach this card to yourself, duration 2.' Reaction: 'When someone standing on a square next to you, plays a card, he immediately takes 4 fire damage.'