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 Post subject: Minds' Card Ideas
 Post Posted: Mon Dec 01, 2008 8:38 pm 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
Rather than making separate threads and flooding the forum, I'll take Zyco's lead.

Temperamental Elemental
Cost: EE2
Creature
Attack 4, Health 2, Move 4, Vision 3, Range 0
Suggested Rarity: Uncommon

Temperamental Elemental comes into play undimmed
When Temperamental Elemental attacks, it gets a -1 Attack Token
If Temperamental Elemental has not attacked this round, it deals damage equal to its attack to a random adjacent figure.
If Temperamental Elemental has an attack value of 0 or less, it goes to the bottom of your deck


Funeral Procession
Cost: DD6
Creature
Attack 0, Health 5, Move 4, Vision 2, Range 0
Suggested Rarity: Odd

At the end of round, for every corpse adjacent to Funeral Procession, controller of Funeral Procession gains a flux.


Rot
Cost: DDD3
Spell
Suggested Rarity: Common

Target contiguous forest becomes a contiguous swamp. Draw a card.


Reflecting Pool
Cost: XXX1
Enchant Building
Suggested Rarity: Rare

Enchanted Building cannot be the target of spells


Weight of the Earth
Cost: MMM6
Spell
Suggested Rarity: Odd

Every mountain space changes to a hill space of the same type
Every hill space changes to a flat space of the same type
Unoccupied plains, swamps, flat desert, and flat forest spaces change to ocean spaces


Ossification
Cost: SS4
Enchant World
Suggest Rarity: Uncommon

All treents get Armor[1] and -1 Attack


Night of the Dead
Cost: DDDX
Spell
Suggested Rarity: Rare

Create an undimmed zombie under your control in X spaces you control. At the end of the round, remove all zombies created by Night of the Dead.


Apprentice Witch
Cost: DD2
Creature
Attack 2, Health 1, Move 2, Vision 3, Range 0
Suggested Rarity: Common

Aloft
Dim + (1 Flux): Cast a random spell from your hand, ignoring domain and flux costs. If you cannot meet any additional requirements of the spell, discard it instead of casting it.


Ord-inary
Cost: X2
Creature
Attack 0, Health 4, Move 0, Vision 1, Range 0
Suggested Rarity: Uncommon

Uncontrolled
Spawn on a Flux Well
At the end of a round, all creatures adjacent to Ord-inary are healed for 3
If any creature attacks Ord-inary, that creature’s controller loses 1 glory


Death Scream
Cost: DD2
Enchant Creature
Suggested Rarity: Uncommon

Enchant creature you control with HP lower than 0. Dim all creatures in sight of enchanted creature. Enchanted creature dies at the end of round.


Cutting Corners
Cost: MX
Spell
Suggested Rarity: Common

Deal X damage to a completed building you control. Gain 2X flux.


The Academy
Cost: MM8
Building
Attack 0, Health 6, Move 0, Vision 2, Range 0
Suggested Rarity: Uncommon

If a building site is completed in sight of The Academy, a copy of that building is added to your hand.


Let's add some more:

Need
Cost: S1
Spell
Suggested Rarity: Common

Draw a basic base card from your deck of your choosing



Badge of Honor
Cost: MM3
Enchant Creature
Suggested Rarity: Uncommon

Enchant creature you control.
Gain 2 glory. If enchanted creature dies, lose 2 glory.



Lord of [Domain]
Cost: [3Domain]1
Spell
Suggested Rarity: Rare

Target player loses all [domain] until end of round.

(Explanation: you could have one for every domain. So Lord of the Mountains would cost MMM1, and target player would lose all MF domain until end of round.)



They’re All Dead
Cost: DDD3
Enchant Creature
Suggested Rarity: Rare

Isolation [5]

Dim enchanted creature: gain a glory for every corpse in sight
Sacrifice enchanted creature: return They’re All Dead to your hand



Impermanence
Cost: E2
Enchant Creature
Suggested Rarity: Uncommon

If enchanted creature takes damage this round, it cannot be the target of attacks or spells this round.



Threnody
Cost:D4
Spell
Suggested Rarity: Uncommon

Remove target corpse you control. Undead creatures adjacent to that corpse are undimmed.

_________________
-Minds


Last edited by mindstheatre on Wed Dec 03, 2008 1:50 am, edited 1 time in total.

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 Post subject: Re: Minds' Card Ideas
 Post Posted: Mon Dec 01, 2008 10:59 pm 
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Joined: Sat Nov 01, 2008 9:09 pm
Posts: 104
mindstheatre wrote:
Night of the Dead
Cost: DDDX
Spell
Suggested Rarity: Rare

Create an undimmed zombie under your control in X spaces you control. At the end of the round, remove all zombies created by Night of the Dead.

Haha, that could be a cool card.


mindstheatre wrote:
Apprentice Witch
Cost: DD2
Creature
Attack 2, Health 1, Move 2, Vision 3, Range 0
Suggested Rarity: Common

Aloft
Dim + (1 Flux): Cast a random spell from your hand, ignoring domain and flux costs. If you cannot meet any additional requirements of the spell, discard it instead of casting it.

That's pretty bamf. The flux cost might need to be increased a little. Otherwise you could cast spells like Lightning Bolt or Soul Plague for next to nothing.

_________________
Card List


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 Post subject: Re: Minds' Card Ideas
 Post Posted: Mon Dec 01, 2008 11:04 pm 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
I like some of those and don't have time for a full reply, but notably, I like The Academy, Night of the Dead, and Funeral Procession. Dislike the witch for reason noted already, and the Weight of the Earth seems backwards to me, wouldn't the mountain folk want mountains, not to destroy them?


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 Post subject: Re: Minds' Card Ideas
 Post Posted: Wed Dec 03, 2008 1:54 am 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
Added more!

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-Minds


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 Post subject: Re: Minds' Card Ideas
 Post Posted: Sat Dec 06, 2008 10:59 pm 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
Still more:

Astridian Peacekeeper
Cost: XX4
Creature
Attack 0, Health 4, Move 3, Vision 2, Range 0

The Peacekeeper cannot be attacked
All spaces adjacent to the Peacekeeper are uncontrolled




Astridian Strike
Cost: X2
Enchant Building Site

Enchanted building site does not lose a construction token at the end of round.
Any player can pay 3 flux to remove Strike.




The Culling
Cost: DDD4
Spell

All creatures with current Health less than 2 are killed.



Mimic
Cost: EE2
Creature
Attack 1, Health 2, Move 3, Vision 3, Range 0

Dim: use special ability of target creature in sight



Hellsmouth
Cost: DD3
Enchant Space

Any time an undead creature dies, an uncontrolled copy of that creature is created adjacent to Hellsmouth

_________________
-Minds


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 Post subject: Re: Minds' Card Ideas
 Post Posted: Sat Dec 13, 2008 5:38 am 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
Blood in the Water
Cost: DD2
Enchant Space

Enchant contiguous ocean. At the end of each round, all non-aloft living creatures on an enchanted space take 1 damage.



Wave Break
Cost: MM2
Enchant Space

Enchant contiguous ocean. All non-aloft creatures on an enchanted space have a speed of 0.



Whirlpool
Cost: EE2
Enchant Space

Enchant contiguous ocean. At the end of each round, all non-aloft creatures on an enchanted space are moved to another random space enchanted with Whirlpool. No non-aloft creatures or buildings can be cast on a space enchanted with Whirlpool.



Rapids
Cost: SS2
Enchant Space

Enchant contiguous ocean. At the end of each round, one random space enchanted with Rapids becomes a forest. One random unoccupied space adjacent to enchanted ocean becomes an ocean space enchanted with Rapids.



Water of Ord
Cost: XX2
Enchant World

Each player gains flux equal to the number of water spaces they control at the beginning of each round.

_________________
-Minds


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 Post subject: Re: Minds' Card Ideas
 Post Posted: Sat Dec 27, 2008 8:11 pm 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
Rumor Mill
Cost: XXX3
Enchant World

May only target a player you have battled 50 or more times.
At the end of round, target player loses 1 glory. Add a Rumor counter to the Mill.
If Rumor Mill has 3 or more counters, return it to the hand of the player with the most glory.

_________________
-Minds


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 Post subject: Re: Minds' Card Ideas
 Post Posted: Sun Dec 28, 2008 1:13 am 
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Joined: Fri Oct 31, 2008 4:21 pm
Posts: 265
Location: California
Astridian Peacekeeper is overpowered. It should prevent control of uncontrolled spaces, not removing control from spaces that are already owned.


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 Post subject: Re: Minds' Card Ideas
 Post Posted: Fri Jan 02, 2009 4:08 pm 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
Winter
Cost: DX
Enchant World

Season Enchantment
Lifespan [X]
Flux wells produce no flux. When Winter comes into play, destroy all other Season Enchantments.


Spring
Cost: EX
Enchant World

Season Enchantment
Lifespan [X]
At the start of a round, flux wells produce 1 extra flux for each creature adjacent to that well. When Spring comes into play, destroy all other Season Enchantments.


Summer
Cost: SX
Enchant Space

Season Enchantment
Lifespan [X]
Create a flux well on target uncontrolled space. When Summer comes into play, destroy all other Season Enchantments

Fall
Cost: MX
Enchant World

Season Enchantment
Lifespan [X/2]
Buildings adjacent to flux wells give no control. When Fall comes into play, destroy all other Season Enchantments


Curse of Qin Shi
Cost: DDD6
Enchant World

All creatures have a speed of 0. All aloft creatures lose aloft.






Fragility
Cost: M2
Enchant Creature

If enchanted creature is attacked, destroy it



Trapper
Cost: SS4
Creature
Attack 2, HP 3, Move 2, Vision 3, Range 0

Creature Treent, spawn in forest.
Enemy creatures adjacent to Trapper at the start of a round do not undim.
Trapper cannot leave the forest. If Trapper is outside of the forest, destroy it.



Dark Riders
Cost: DD4
Creature
Attack _ , HP _ , Move 4, Vision 4, Range 0

Creature Undead, spawn adjacent to ruins
Dark Riders starts with 2 Rider tokens.
Attack and HP are equal to the number of Rider tokens on Dark Riders
Dark Riders takes no damage. Instead, remove X tokens where X is the damage Dark Riders would otherwise take.
(Dim)(2): If Dark Riders is adjacent to ruins, add two Rider tokens to Dark Riders


Phase
Cost: E2
Enchant Creature

Enchanted creature has Hover, and cannot attack or be attacked.
Enchanted creature can pass through enemy units and buildings.


Tall Grass
Cost: SS2
Enchant Space

Choose 3 adjacent plains or forest spaces to enchant. Enchant spaces cannot be seen by creatures.



Guerilla Dwarves
Cost: MM5
Creature
Attack 4, HP 1, Move 5, Vision 2, Range 0

Spawn in mountain controlled by an opposing player only
If Guerilla Dwarves attacks, return it to the space it spawned on. If that space is occupied, destroy Guerilla Dwarves

_________________
-Minds


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 Post subject: Re: Minds' Card Ideas
 Post Posted: Fri Jan 02, 2009 9:22 pm 
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Joined: Sun Nov 02, 2008 11:55 am
Posts: 19
Location: Crawfordville, FL
My favorites are Reflecting Pool, Threnody, The Culling, and Mimic.


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