Revisionist History Type: Magic, Arcane Description: Reverse the effects of the last card played by an opponent this turn. Your opponent's card is not returned to their hand. Warp Time Type: Magic, Arcane Description: All players discard their hands then draw a number of cards equal to the number they discarded. Draw a card.
Tower shield. When activated it blocks all cards 100% chance from one direction. Also acts as line of sight and blocked terrain from that direction for allies and enemies. Ends that character's actions the rest of that turn.
Party Hard: Description: All allies draw 2 cards. Attach to all your allies. At the end of the round, discard all cards. Duration 1. Flavor text: Have the best night of your life, and the worst morning after.
Berserker's Barrage Description: Trait. Attach this card to yourself. ----- Whenever you play a Melee attack card, add 1 damage to that attack for each Melee attack you've played this turn and draw a card, discard that card if it's not a Melee attack card. Keep. ----- At the end of round, discard this card and take 2 Psychic damage for each Melee attack you've played this round. This damage can't be prevented. Flavor text: Not Wolverine's.
The berserker's barrage card is completely broke just saying. Armor of the blood pact Armor 2. This card can not be discarded in any way. You can not receive healing from anything except drain attacks. Basically a reliable mail that they cant force you to discard but you cant discard it either so once you have both you cant save any other cards. I would putt it as a x2 in armor of unholy pacts item together with some good unholy spell like unholy wellspring.
Well, I was hoping for something of this feel + a Melee variant of Spell Train. And I forgot to have the 'discard that card if it's not attack' (i.e. Spell Train) . -. gonna edit it now. Also, in hindsight, with cards like that nimbus thing that prevent damage, I should make it completely can't be prevented. That should make it less broke (and I make it stronger than Spell Train based on how Frenzy works only for Melee attacks) The +damage actually isn't as impressive unless you're loaded with attacks though. At 3 attacks, you get 6 damage bonus. That's equal to if it'd just have Frenzy 2. At 5 attacks you get a total of +15, equal to just having Frenzy 3 (and anything below, Fren3 is better) Anything below and just having Frenzy X is better. Not to mention the end of turn damage. Other variants I thought of were: 1. X damage attack, your target draw a card. Keep. Whenever you play another attack card, discard this card. Which give the enemy a chance to retaliate at least. 2. Whenever you attack, take damage and draw a card.
The damage is meaningless the broken part is that the damage is back loaded and that it draws you cards. I could build a warrior that just kills your entire team using just that card and then he dies at the end of the turn but who cares if the game is over?
I wish i knew the mechanics a lot better , but ill give it a shot. Smoke bomb/Spectral image Concealing smoke/image allows for partial misses on the spot your at. Could be a tactic/ item associated with the rogue/mage.
Name:Black Mass of Destruction (Legendary) Type of effect: Magic Arcane Item it would be on: Rod of Destruction Description: Each creature chooses an armor to destroy/Caster loses 1 hp per a card discarded from creatures Range: line of sight 5 Name: Stone Gaze Type of effect: Magic Arcane Item it would be on: Earth staff Description: Choose a target and the target turns to stone and leaves the board the caster is also removed from the board Range: line of sight 8