Card Ideas

Discussion in 'Feedback and Suggestions' started by timeracers, Jan 2, 2015.

  1. Goodwin

    Goodwin Ogre

    The God's Blessing
    Magic holy
    Gold quality
    Range 4
    Attach to target. Their next attack does not trigger blocks, armors, or reactions [dodge, quick reactions for example]. Duration 1 or until triggered.
    PULSEFIRE and ParodyKnaveBob like this.
  2. WexMajor

    WexMajor Thaumaturge

    Burst effect 4 penetrating damage is WAYYY too much too. :)
    It's supposed to make you laugh ;)
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  3. tolkien

    tolkien Thaumaturge

    Why is 12 too much damage? It's not mandatory action or a trait (or serious.)
  4. WexMajor

    WexMajor Thaumaturge

    Untrained Fireball

    Magic attack - Type fire
    Range special - Damage 4
    Burst 2
    Attach to target - Burning 2 duration 1
    Roll a dice to set the range
  5. Sir Veza

    Sir Veza Farming Deity

    I left out the Mandatory Action bit. My bad. The 12 points was based upon the basic poison damage and the internalized nature of ignition. In hindsight (so to speak), methane won't ignite without an oxidizer, so the damage would be primarily external, though in a sensitive area. 6 should do it. Might as well throw in 1 fire damage (burning 1, duration 1) to any character along the flight path. It probably wouldn't fit on the card, but I don't see BM actually making the card, so it's all good.
    For some reason, I'm now thinking about Flaxative's old avatar with the rainbow.
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  6. tolkien

    tolkien Thaumaturge

    Can you help us create this card for ozyola?

    For coding purposes I would make this linear range 6 with the other previous rules
    Last edited: Jul 26, 2017
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  7. Levent

    Levent Kobold

    I had this idea for a long time, don't know if it is mentioned. A card blocking attacks from behind.

    Neck Block: Block any, any direction. You take 3 crushing damage.

    "You thought you could catch me off-guard, huh? Ridiculous."

    And the image could be similar to that of unstoppable chop, only this time sword held by only one hand and the sword looking straight to ground.
    Last edited: Jul 26, 2017
  8. Goodwin

    Goodwin Ogre

    Delaying block
    Block any. The attacker puts the card back in their hand.
    "Death is inevitable... but it may be delayed."
    [If this card needs a buff, add "draw a card"]

    handicap Trait
    Duration 3. Whenever an ally tries to target this character, their cards trigger blocks if this character has line of sight. This character turns to any character that targets this character, unless Clumsy is also attached.

    Spare move
    move 2.
    Free card.
    Last edited: Jul 29, 2017
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  9. WexMajor

    WexMajor Thaumaturge

    Beam of Light

    Magic Assist/attack - Type Holy
    Range 5 - (Damage 5)
    If a character has a form attached they take 5 damage, otherwise they Heal 5.
    Discard all form cards attached to target.
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  10. tolkien

    tolkien Thaumaturge

    Ethereals be like...untargeted damage don't phase me.
  11. WexMajor

    WexMajor Thaumaturge

    At least they stop being ethereal.
  12. Goodwin

    Goodwin Ogre

    maybe you should remove first then deal damage so it's fair :)
  13. Goodwin

    Goodwin Ogre

    Team player
    golden trait (maybe even green quality)
    duration 3.
    Whenever any ally (including this one) plays a card with the word "team" in it, draw a card. [Roll 4+ to trigger.]

    [Combo with dash, sprint, walk, scuttle, etc. team, as well as team heal]

    golden trait
    duration 3.
    At the start of each round, instead of drawing two cards, you draw three cards and choose two to keep, one to discard. [extra draws from other effects occur after this]
    Last edited: Aug 2, 2017
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  14. seth arue

    seth arue Thaumaturge

    But.....Linear doesn't target? Consider changing to affected characters?
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  15. snickersimba

    snickersimba Goblin Champion

    antimage armor:
    armor 2 roll 5+ keep
    while this card is in your hand, you cannot be targeted by enemy magic cards.

    Bracing armor:
    armor 3 roll 5+ keep
    while this card is in your hand, you cannot be moved by enemy cards.

    these are cards we need in the game. Wizards are far too strong right now and this should help bring them back down to a reasonable level.
  16. seth arue

    seth arue Thaumaturge

    Considering that armour cards aren't automatically revealed, this would be weird. How would this work while hidden? Perhaps a better idea would be Traits that do the same? Although, we already have Immovable....
  17. Maniafig

    Maniafig Thaumaturge

    Antimage Armor is clearly overpowered, it can't even be removed by conventional armor removal spells and it affects a ton of magic cards that don't need to be nerfed. It would make more sense as a Trait or an Assist card, but even then I don't think the game should use this sort of mechanic.

    Agreed on Bracing Armor though, more counterplay to control spam is something I readily welcome.
  18. seth arue

    seth arue Thaumaturge

    I still think Immovable works just fine for this. Otherwise, you'd have to create a hybrid Boost/armour, on account of Immovable already existing.
    My idea:
    Warrior, suggest at Silver=
    Whenever an enemy card would move you, you decide where you move to. Duration 2.
    This would be an interesting counter, in my opinion.
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  19. snickersimba

    snickersimba Goblin Champion

    it would work like sparkling cloth armor. It reveals itself and remains in your hand.
  20. seth arue

    seth arue Thaumaturge

    Sparkling Cloth is COMPLETELY different, here. First off, SCA only activates after you take damage, thus, after armour stage, meaning it's already revealed.
    You're trying to make a card that prevents a person from being targeted, which is like Invisibility. Therefore, you've still not answered the question. I guess my question to you now, is would you make it so that it prevents the card being played against you?
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