Ha. No, it's to make more non-Armor protections like Impenetrable Nimbus and Force Field without making them hyper-broken like freaking Invisibility. Not enough balanced ones.
Some ideas (and dreams...). Numbing Spear - Melee Unholy - Range 2, Damage 4 For each point of damage this Attack does, heal 1. Target doesn't turn to face you. (^^ from wiki) Mind Spear - Melee Unholy - Range 2, Damage 0 When this card does damage, increase its damage by 1 for each card in target's hand. Penetrating. Attach to target. Target retains one less card at end of each Round. Frantic Swinging - Melee Slashing - Range 2, Damage 7 Cone. Discard your oldest card when you play this (or put a Fumble in your hand, 'cuz that's way cooler). When this card does damage, it also does 3 Slashing damage to you. Arcane Smash - Magic Crushing - Range 5, Damage 4 Burst 1. When this card does damage, increase its damage by 2 for each revealed card in target's hand. Arcane Fist - Magic Crushing - Range 4, Damage 3 Hard to Block 3. Increase the range by 1 for this card for each Magic card in your hand. And why isn't this a thing yet?! Magic Missile - Magic Arcane - Range 6, Damage 3 Increase this card's damage by 2 for each Magic card in your hand.
Erratic Bandage Heal: 4 | Range: 6 Magic, Laser Silver Quality Desc: Minor Erratic Heal (Roll a die. Add half that much health, rounded up. If you roll 2 or less, draw a random laser malfunction card) Flavour Text: So lets put this here, this on here and that there. Perfect! Erratic Heal Heal: 5 | Range: 6 Magic, Laser Gold Quality Desc: Major Erratic Heal (Roll a die. Add that much health. If you roll 2 or less, draw a random laser malfunction card) Flavour Text: ~ Erratic Greater Heal Heal: 8 | Range: 8 Magic, Laser Emerald Quality Desc: Major Erratic Heal (Roll a die. Add that much health. If you roll 2 or less, draw a random laser malfunction card) Flavour Text: I am sure at least some good should come from this.
I see where you're trying to go with these, but, a Laser malfunction card would suggest that.....you know.....a laser malfunctioned, and how is a laser going to heal one to begin with? Better to just go with a new keyword, Erratic Heal +#, where a die roll decides how erratic the heal is, [die roll = how much target heals] and use it like this: Unexperienced Heal White card. Range: 8 Erratic Heal +1. Sorry, I'm kinda new at this... Painful Heal White/Black card. Damage: 3 Range: 6 Choose a target. If this card is still attached to target when this card's Duration expires, Erratic Heal +4. Duration 1. It's going to get worse before it gets better..... Unholy Heal White/Black card. Range: 6 Erratic Heal +2, and attach a random Handicap card to target. Darkness works in mysterious ways.....
i think they use lasers to heal in some sci-fi shows, so i could imagine a surgical laser malfunctioning.
Misguided Laser Surgery: Do minor erratic damage to target, then heal 8. (Then say "whoops" when you Laser Spray everybody.)
Movemetic Armor would be broken as heck, mostly because of what it generates and the fact that there is another Armor card precisely like it in existence, besides the fact that it needs no cards to help the bearer move, just a roll [which is in your favor, by the by]. .....no, I'm not showing it. New Armor ideas, though: Replicating Armor Color: White/Gray Armor 3. Roll 4+ When you play this card, Create a Reliable Hide Armor card each for you and your 2 closest allies before discarding it. Silver Mail Color: Gray/Black Armor 3, Keep. Encumber 3. Holy Mail Color: White/Gray Armor 2, Keep. Roll 4+ When this card prevents damage, all allies, including you, Heal 2. Chain Armor Color: Orange/Gray Armor 1, Keep. Melee Frenzy 1. Roll 4+.
Armor ideas?! I got some! Empowered Aura (Rare, Gold) Armor 1, Roll 3+, Keep. Increase damage prevented by this card by 1 for every Magic card in your hand. Nanofiber Lining (Rare, Gold-) Armor 1, Roll 4+, Keep. Increase damage prevented by this card by 1 for every Armor card in your hand. Nimble Leather Armor (Rare, Silver+) Armor 1, Roll 3, Keep. Increase damage prevent by this card by 1 for every move card in your hand. This is not effected by Step moves. Whenever you play a Move card, add 1 to its Move Points. Does not affect Step moves. Edits: Changed Nanofiber Armor to Nanofiber Lining, added card quality and rarity, balanced some rolls, added keyword Keep, changed step attacks to Step moves
What do you need to roll? What quality is it? What amount of damage does it prevent? What is the token cost? Do you keep it when you block? Etc., etc. Also this already exists.
That's Holy ARMOR, sir. Mail is more solid and thick. Also, I'm leaving the Quality rating to Jon and BM; their formula for quality is probably better than my judgment. Heck, their JUDGMENT is likely better than my judgment. x)