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 Post subject: Zycomancer's card ideas
 Post Posted: Thu Nov 06, 2008 5:50 pm 
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Joined: Sat Nov 01, 2008 4:05 am
Posts: 137
Location: Cincinnati OH
Everspire Watchtower - cost 3 - uncommon -
Sylvan - structure
type requirement 1 sylvan
attack 0, health 3, move 0, vision 4, attack range 0
salvage
does not control spaces beyond itself.

the concept here is to have a card that allows you to see whats going on efficently with a structure, however it does not claim the spaces it sees except the one it resides on.


Demonspeed Glyph - cost 1 - uncommon -
Dark - Enchantment
type requirement 2 dark
any creature that begins a turn on this space is dealt 1 damage and gains +3 movement.

A fairly large speed bost for a little heath, also doubles as a minor defence, you'd put it near your base to get your troops out quickly, because of the dual element as a boon for you and a bane for agressors, i believe a level 2 dark requirement is appropriate though a low cost to cast it.


Wandering Barbarian - cost 2 - common
Clanless
type requirement - none
attack 2, health 2, move 2, vision 2, attack range 0
play on controlled space next to building

a cheap to produce 2 attack power creature would be nice, hell cat is a dominating force with its long range though the 1hp draw back is significant. this guy has only 2 move, where 3 would be more sought after, this is to keep his cost at 2, the most significant aspect of this unit though is that it has no type requirement whatsoever, playable if your buildings get destroyed or you decied to start the game without a base facility. If the 2 attack is overpowered for cost a 1 attack 3 health would also seem appropriate, as a slightly weaker alternative, as a 1 attack 2 health a lot of his impact would be lost and i would be more for raising his cost then putting him as a 1 atk 2 hp creature.

Great Spider - cost 4 - common
Dark
type requirement - 1 dark
attack 1 health 4 move 2 vision 2 attack range 2
ability: web ;
cost : dim
effect : target aloft creature loses aloft as long as great spider is alive.

this card, besides my love for spiders, is to combat aloft, large aloft creatures can virtual avoid combat by taking there actions late in the round, while not fool-prof aloft creatures do not yet have a great number of answers, especialy large ones such as volcano pheonix and barkskin dragon. This guys ability at least lets you get some hits in against them.

Portal Walker - cost 3 - rare
Elemental
type requirement 3 elemental
attack 3 health 4 move 5 vision 2 attack range 0
ability: teleportation
cost : innate
effect : treats each terrain as cost 1, may move thru units.

this card is a fairly hard hitter but its glory comes from being able to teleport about, avoiding bottlenecks, enemy guards inpeading structures and the like.


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 Post subject: Re: Zycomancer's card ideas
 Post Posted: Tue Nov 25, 2008 3:53 pm 
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Joined: Sat Nov 01, 2008 4:05 am
Posts: 137
Location: Cincinnati OH
Crysmirror Palace
building
cost 5 flux, uncommon
atk 0, hp 5, move 0, vis 1, range 0

provides domain of your chose.
At the beginning of your turn the domain in provides becomes a random domain.

This is pretty straight forward, a location whose domain it grants shifts around each turn. I don't think this should be the final form of it, but the basic concept is down, as far as its stats they could really be tweeked around.

Alliance Headquarters
building
cost 5 flux, uncommon
atk 0, hp 5, move 0, vis 1, range 0
special base
you may spawn creatures here of any domain you control (this means universal creatures can never be spawned here.)

Another building, im sure everyone wishes they could spawn for multiclaned decks a little more fluently and this is the ticket to do so.


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 Post subject: Re: Zycomancer's card ideas
 Post Posted: Sun Dec 07, 2008 7:02 am 
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Joined: Sat Nov 01, 2008 4:05 am
Posts: 137
Location: Cincinnati OH
Lightweave Waypoint
Universal
6 xxx - uncommon
building - 0 atk, 4hp, 0 move, 0 range, special sight

when this comes into play choose a domain type. It is a base for that domain.

choose a space adjacent to this and five more continous spaces from that, you control those spaces.


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 Post subject: Re: Zycomancer's card ideas
 Post Posted: Tue Dec 09, 2008 5:01 am 
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Joined: Sat Nov 01, 2008 4:05 am
Posts: 137
Location: Cincinnati OH
Pterathopter
uncommon
creature- construct
XX domain
2 flux
1 atk, 3 HP, 4 move, 3 sight, 0 range
2 flux: Gains aloft until end of turn.

Dark Prophet
uncommon
dark ones
D domain
5 flux
2 atk, 2 hp, 3 move, 3 sight, o range
Dim: Target space and all adjacent spaces become revealed

Elemental Bloom
rare
elementals
EEE domain
6 flux
three random mogi are put into play randomly on the board under your control dimmed

Elemental Intersection Earth
uncommon
elemental
EE domain
5 flux
enchantment
Lifespan 4
at the beggining of your turn if enchanted space is ocean it becomes plains if it is plains it becomes hills and if it is hills it becomes mountains, if it is mountains put a copy of elemental intersection earth on all adjacent spaces.

Rushing River
rare
elemental
EE domain
5 flux
magic
choose upto 5 continous spaces, the first and last space chosen must me adjacent to ocean. The chosen spaces become ocean.

Outpost
uncommon location
universal
X domain
3 flux
0 atk, 3hp, 0 move, 0 range, 1 sight
may not build in controlled space.

Mindeater
Dark Ones- rare
D domain
0 flux
0atk, -1 hp, 3 move, 0range, 5 sight
in order to play mind eater discard any number of cards
for each card you discarded to play mindeater it gets that many +1 attack counters and twice as many +1 life counters
whenever an opponute discards a card mindeater is fully healed.


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 Post subject: Re: Zycomancer's card ideas
 Post Posted: Wed Dec 10, 2008 5:10 am 
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Joined: Sat Nov 01, 2008 4:05 am
Posts: 137
Location: Cincinnati OH
Growth Spurt
SS 3
magic
choose one - all seedlings become saplings or all seedlings become forests.


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