Not overly exposed to all the cards, so bear with me. I'm not proficient enough to start saying the cost and which colour, so do suggest if you wish. Any comments appreciated.
The ones below are Encantment and spells
Displacement Selected Creature is displaced X distance in a random direction. -The creature is moved as many places as you paid in flux. If you paid 3 flux, it is moved 3 spaces, each time randomly chosen, except never back towards the original location. It could move right, downright, and downleft for example. Down left being not moving back but keeping the distance. The move is regardless of terrain type, and other figures will make it "rechoose" where it goes to.
Forced Retreat Selected Figure that has moved this turn is returned to its original location that it started the turn from.
Far Reach For purposes of Melee attacks, this figure is considered to have one Move more. -Say a 3 move unit is 2 hex away from the target, who is on a hill, with a plain hex between them. He can still hit the target.
Dodge For purposes of Melee attacks, this figure is considered to have one Move more. -The reason for not being ranged is cos i think it would be imbalanced.
Haste This Figure gains +X moves. -The figure gains as many moves as you paid in flux.
Run Targeted Figure with moves gain double their move -1, with a minimum of 2. -Benefits slow units, yet not that bad for others.
Second Breath Target creature is undimmed, it can only move, nothing else.
Flux Plug Temporary Enchantment Targeted Flux Well stops emitting Flux for as many turns as half of X. -So lets say you pay 4 flux, the one well stops "fluxing" for 2 turns, possbily gaining you 4 glory and the enemy loses 2 flux. Compare to traitous foundation.
Flux Bomb. All players pay 2 flux. It enchants one new random figure in the game every round starting with the one the owner places it on. Everytime it is enchanted on a figure, there is a 25% chance of the flux bomb going off. The total flux paid is the damage. -The card can't be played if everyone cannot pay. Totally choatic!
Weakend Foundation Building takes double damage. -Based off traitours foundation. Should be cheap.
Land Mine Enchant Space. Invisible to everyone. Doesn't effect owner. Any non-owner figure that ends its turn on this space takes 3 damage.
Time Vortex Target creature dissapears for as many rounds as x. It comes back undimmed if it is dimmed at the start of that round. -Great for keeping pesky enemies away, or if say an important creature is about to die and is already dimmed, you do this for 1 flux, and it can still attack the next turn b4 dying!
Tsunami Similar to avalanch, but next to water, and affects aqua creatures.
WhirlPool Cast in water. All creatures within one water hex gets pulled into the hex. Those that can't take 2 damage. Those in the middle or pulled into the middle sucessfully take 4 damage.
Forest Fire Target forest hex catches fire, dealing 1 damage to any creature who stops there(not end of turn). Each forest hex beside it has a 33% chance of gaining the Forest Fire enchantment next turn. Destroy the forest at the end of the round.
Raise Zombie Choose as many as half the amount of flux you paid of tombstones. Raise a zombie under your control from each one.
Blind Target creature loses all but one sight range.
Dark Fog Enchanted space and one space in all direction is enchanted. Any Figure in the space has its sight reduced to one range. Duration lasts for X rounds.
Shield Target creature gains an enchatment that absorbs x+1 damage before breaking apart. -If a creature has a 3 flux Shield casted on him, the shield can take 4 damage before it disenchants. Say the creature takes 3 damage 1st, which is absorbed, then 3 damage again, which one damage is absorbed and the 2 damage goes through. Armor is always counted 1st.
Rage Target creature gains +1 attack, but loses 1 life every round.
Uncontrollable Surge Target gains +4 attack this round, but is destroyed at the end of the round. -Should cost 2 flux, compared to demonic surge.
Starting from here are Creatures and Buildings:
Rampaging *Thingy* Creature For every creature this creature kills, it gains a Rampage Token. Pay 1 flux, Spend a Rampage Token, creature undims. Stats: 3/3/2/3/0
Dispelling Runes Building Cost: 2 flux. As long as this building is standing, everytime a spell or enchantment is cast, the owner can choose to dispel the spell or not. Dispelling it destroys this building. Stats: 0/3/0/0/0
Slavage Team Creature Cost: 2 Flux When this team is next to a building, sacrifice it to grant the target building a Salvage value of 4. Stats: 1/2/3/3/0
----------- Dats all i can think off the top of my head. Started with 3, and look what came out :S
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