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 Post subject: Some Ideas
 Post Posted: Wed Oct 28, 2009 1:33 pm 
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Joined: Thu Sep 03, 2009 2:36 pm
Posts: 118
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

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Dats all i can think off the top of my head. Started with 3, and look what came out :S


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 Post subject: Re: Some Ideas
 Post Posted: Sat Nov 21, 2009 9:16 am 
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Joined: Thu Sep 03, 2009 2:36 pm
Posts: 118
Again, im not proficent enough to be able to set the domain and flux cost. Do suggest any:

Farsighted
X flux cost
Pay 1 additional glory.
See x cards on top of your library. Set any one of them to the top.

Mutual Dishonour
Pay x Glory
Target player loses same amount of Glory.

Shame
X flux cost
Target unit (or maybe a knight?) takes as much damage as half the Glory the controler has. To the maxsimum of twice the flux cost.
(eg pay 2 flux, maxsimum, 4 damage gains someone with 8 glory)

Crippling Disease
Enchant living units only.
Target gains one random non-ranged negative token every turn.
All living unit beside this unit at the end of turn gains this enchantment.

Epidemic/Pandemic(whichever)Enchant World
Lifespan (5)
All living creatures gains one random non-ranged negative token at the end of the turn.
When this enchantment goes away, so does the negative tokens gain in this way.

Diseased Zombie
Rare Card
DL/DL/X 3
0/2/4/4/0

Spawns from corpse that died with Crippling Disease or Epidemic.
Pay X: Gain X attack and life tokens
Every creature hit by Diseased Zombie gains as many non-ranged negative token as damage it takes.
Diseased Zombie has Crippling Disease but does not gain negative tokens from it.

Disease CenterBuilding
0/3/0/0/0
Pay 1 flux, Target ajecent(?) friendly creature gains the ability to enchant the next creature it attacks sucessfully with Crippling Disease.

Virus AttackEnchant Building
All living creatures next to the building at the end of turn has Crippling Disease.


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