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 Post subject: Skeletons
 Post Posted: Sun Mar 07, 2010 10:10 pm 
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Joined: Thu Nov 26, 2009 4:10 am
Posts: 829
Hm... if the DL's have so many undead creatures, where are their skeleton buddies? Here are a few ideas for that. Themist, I hope you aren't too offended by the scholarly quotes on them :D :D :D.
Skeleton Grunt
0 Flux
1 Dl
1 1/1 3 2 0
Creature Undead Skeleton
Morph from corpse.
Alone, they are pathetic. In numbers.... well, not so much. - Themist the Kalikian Scholar

Skeleton Archer
0 Flux
1 DL 1 UA
1 2/2 4 3 3
Creature Undead Skeleton
Morph from corpse of creature with range.
I have no idea how necromancers can have their skeletons retain their memory of skill and not their memory of life. It only proves how good a job they do with this kind of stuff. - Themist the Kalikian Scholar

Skeleton Myrmidon
0 Flux
1 DL 1 UA
2 4/4 4 3 0
Creature Undead Skeleton
Morph from Corpse or morph from Skeleton you control. If morphed from a corpse (Skeleton trait doesn't count), the Myrmidon gains 1 Negative Attack token and 1 negative speed token. If Myrmidon's speed is higher than a creature that attacks it, it takes 1 less damage.
Skeletons seem to have a hierarchy based on their combat skill... sadly, that's probably the only way one can ever classify them - Themist the Kalikian Scholar


Lich
5 Flux
1 DL 2 UA
Creature Undead Skeleton
Isolation 2
Morph from Living creature you control.
2 6/6 3 5 1
(2 Flux, Dims) Lich gains 2 sleep tokens. Target creature is enchanted with Black Plague.
(1 Flux) Morph a corpse in sight into a Skeleton. You may use this ability twice per turn.
Well, I guess you could just say they're very old and insane humans.... but don't you think they're still NOT a living creature's best friend? - Themist the Kalikian Scholar

I'll add more once the public speaks.


Last edited by Zblader on Sat Mar 20, 2010 10:58 pm, edited 5 times in total.

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 Post subject: Re: Skeletons
 Post Posted: Sun Mar 07, 2010 10:43 pm 
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Joined: Thu Jun 11, 2009 5:38 am
Posts: 315
I like the morphing from corpse idea as a theme for DL.

My only comments are that skeletal archer will never be played at 2DL. At least one needs to be unaligned so it can be played with guards and tenderfoots.

Also skeletal myrmadon is a steal at 0 flux. I think your underestimatings DLs ability to create corpses with this card.


Not because I think it needs it.. but it would be cool to see one that has speed summon, just for the shock value. It would be flavorful. It would also be cool if skeleton was classified as a walking corpse. So it could be removed by gather spirits.. pump up death mark.. have fear when hollows eve is in play :). I think it would be a very interesting game dynamic.

I like this idea.


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 Post subject: Re: Skeletons
 Post Posted: Sun Mar 07, 2010 11:32 pm 
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Joined: Thu Nov 26, 2009 4:10 am
Posts: 829
UBER wrote:
I like the morphing from corpse idea as a theme for DL.

My only comments are that skeletal archer will never be played at 2DL. At least one needs to be unaligned so it can be played with guards and tenderfoots.

Also skeletal myrmadon is a steal at 0 flux. I think your underestimatings DLs ability to create corpses with this card.


Not because I think it needs it.. but it would be cool to see one that has speed summon, just for the shock value. It would be flavorful. It would also be cool if skeleton was classified as a walking corpse. So it could be removed by gather spirits.. pump up death mark.. have fear when hollows eve is in play :). I think it would be a very interesting game dynamic.

I like this idea.

Rearranged the stats because of your suggestions (I'm keeping that corpse penalty on Myrmidon which is intentionally there because of 0 flux, but gave him an ability to compensate). Thanks. As for that walking corpse idea.... well, technically every non-vampire undead creature is a walking corpse, so maybe we should give skeletion trait that effect instead :).


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 Post subject: Re: Skeletons
 Post Posted: Mon Mar 08, 2010 10:00 pm 
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Joined: Thu Nov 26, 2009 4:10 am
Posts: 829
In the meantime, more Skeletons!

Skeleton Abomination
0 Flux
2 DL
2 3/3 3 3 0
Morph from target any Corpse or a Skeleton you control.
If Abomination attacks a creature that is destroyed this turn, it gains 1 Bone Token.
Remove 3 Bone Tokens: Abomination gains 1 Max Health (not a token, permanent).
As if reanimating dead was bad enough, now they take random bones and make a giant ... fighter out of them. How crazy can Necromancers get? - Themist the Kalikian Scholar

Skeleton Javelineer
0 Flux
1 DL
1 1/1 3 2 0
Morph from target corpse.
Starts with one Ammo token. Has Range 2 if it has an ammo token. If Javelineer makes a ranged attack it loses 1 Ammo Token.
(Dims)Remove Target corpse from the board. Add 1 Ammo token to Javelineer.
Although they're a bit more frail then their living counterparts, they have considerably more ammo and a better arm. - Themist the Kalikian Scholar


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 Post subject: Re: Skeletons
 Post Posted: Mon Mar 08, 2010 10:29 pm 
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Posts: 829
And more skeletons.
Skeletal Mage
2 Flux
1 DL
1 2/2 3 2 0
Morph from target corpse.
(1 Flux) Target creature loses 1 speed until the end of round. (You may only use this once per turn).
(3 Flux,Dims) Target Space is Enchanted with Ice Sheet.
Normal Skeletons have no knowledge whatsoever of magic, but some smart ones can use Cold Magic if possible. Don't ask me why, I try not to wander too close, even with Camoflauge on.-Themist the Kalikian Scholar


Last edited by Zblader on Wed Mar 10, 2010 2:00 am, edited 1 time in total.

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 Post subject: Re: Skeletons
 Post Posted: Wed Mar 10, 2010 12:58 am 
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Joined: Sat May 30, 2009 10:31 pm
Posts: 188
Haven't read all of the ideas for skeletons, but I very much like UBER's idea of making skeletons count as corpses. Would finally give a use for Hallow's eve.Only problem I see with it, is it would suck to have skeletons out then just have them turned into corrupting flux, or a haunt for the enemy.
Edit- at 0 flux casting cost, they seem a bit OP. Ill take a free coldstream guard cast right at their base anyday. But also, skeleton buildings would be cool :)


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 Post subject: Re: Skeletons
 Post Posted: Wed Mar 10, 2010 1:42 am 
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Joined: Thu Nov 26, 2009 4:10 am
Posts: 829
noob_mexican wrote:
Haven't read all of the ideas for skeletons, but I very much like UBER's idea of making skeletons count as corpses. Would finally give a use for Hallow's eve.Only problem I see with it, is it would suck to have skeletons out then just have them turned into corrupting flux, or a haunt for the enemy.
Edit- at 0 flux casting cost, they seem a bit OP. Ill take a free coldstream guard cast right at their base anyday. But also, skeleton buildings would be cool :)

True. But Myrmidon has penalties if he's morphed from a corpse. I'm considering adding a penalty to Archer as well, but it depends. By the way, you want skeleton buildings? You got Skeleton Buildings :D. (Also throwing in some support buildings as well.)
Necropolis
6 Flux
Building Base
1 UA (Still a DL card)
0 4/4 0 1 0
Provides 1 DL domain.
(2X Flux) Spawn X amount of corpses for every 2 flux spent. (E.g. 2 Flux for 1 corpse,4 Flux for 2 corpses, etc...)
A community for Skeletons. Never go near one of these unless you want to smell like manure. -Themist the Kalikian Scholar


Last edited by Zblader on Wed Mar 10, 2010 1:57 am, edited 3 times in total.

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 Post subject: Re: Skeletons
 Post Posted: Wed Mar 10, 2010 1:47 am 
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Joined: Thu Nov 26, 2009 4:10 am
Posts: 829
Had to split buildings into a second post due to my text box acting up :|.
Bone Stable
3 Flux
Building Skeleton
1DL 1 UA
0 3/3 0 1 2
If a creature is destroyed within range of Bone Stable, add one bone token to this card.
Remove 3 Bone Tokens : Create 1 Skeleton Grunt on adjacent space.
Remove 5 Bone Tokens : Creatre 1 Skeleton Archer on Adjacent Space.

Tower of Bones
0 Flux
Building Skeleton
1 DL 1 UA
0 3 0 1 0
If tower has no Vision Tokens, it's Vision is treated as 0.
Sacrifice adjacent Skeleton: gain vision tokens equal to Skeleton's sight (you can only do this once per turn.)
Tower loses 2 vision tokens at the end of round.

Some other stuff for skeletons.

Extra Calcium
Enchant
3 Flux
1 DL
Enchant Target Skeleton. Target gains 3 max health.
Apparently Necromancers think that stuff from milk will improve their Skeletons. Since Skeletons can't drink, they were forced to extract new Zombie teeth. - Themist the Kalikian Scholar

Skeletal Morph
Spell
3 Flux
1 Dl 2 UA
Enchant Target Creature. Target creature is now treated as an Undead Skeleton and gains 1 of the following abilities: Armor 1, Healing 1, Aloft, or Swims.


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 Post subject: Re: Skeletons
 Post Posted: Wed Mar 10, 2010 2:01 am 
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Joined: Thu Nov 26, 2009 4:10 am
Posts: 829
Hey Themist, don't you like being a Kalikian Scholar?
EDIT: Apparently he does. Oh, and here's what I thought Skeleton trait should be. Anyone up for critique?
Trait-Skeleton
Entity can be treated as a corpse, but is cannot be morphed unless the card specifically states to morph from a Skeleton. (Countering any cheap corrupting flux or haunts)


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 Post subject: Re: Skeletons
 Post Posted: Thu Mar 11, 2010 1:14 am 
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Joined: Thu Nov 26, 2009 4:10 am
Posts: 829
Wicked wrote:
"Unit Skeleton, undead.
Uncontrolled.
If Fallen Champion is uncontrolled it will seek out and attack the nearest living unit.
Immune to damage spells.

Attackpower: 4
HP/Max HP: 10/10
Vision: 4
Speed: 4
Range: 0

Fluxcost: 7??

Domains: 3x Dark Legion."

Image idea(s): The reverse image of that on 'Paladin of Xosa', seen from the side of the Fallen Champion with him as the victorious one.) It could also be the fallen champion with a corpse of a Paladin of Xosa lying on the ground.

~Wicked~


Hmm, this was the first card idea ever submitted, and ironically it's a skeleton. Think it's worth adding to the Skeleton Army?

Zblader's Version
Fallen Champion
7 Flux
1 DL 2 UA
4 10/10 4 4 0
Creature Undead Skeleton
Morph from target corpse.
Immune to damage spells.


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