Login    Forum    Search    FAQ

Board index » Card Ideas




Post new topic Reply to topic  [ 4 posts ] 
Author Message
 Post subject: New trait - Burrow
 Post Posted: Sun Dec 05, 2010 8:34 pm 
Offline

Joined: Thu Nov 26, 2009 4:10 am
Posts: 829
Burrow - The target creature goes "Underground". Underground creatures can only be attacked normally by other Underground figures. If an underground creature attacks a non-burrowed creature, it can only deal 2 damage max. An "underground" creature can "unburrow" at the cost of dimming.

Mole
1 MF
3 Flux
1 2/2 3 3 0
Burrow
When burrowed, Mole's vision becomes 0.

Drilling Explosive
2 MF
1 Flux
5 1/1 5 0 0
Lifespan(3)
Burrow

Druid of the Earth
1 SYL
4 Flux
1 3/3 2 4 0
(3 Flux) Once per turn, provide 1 MF domain for the rest of the round.
(3 Flux)Burrow

Rock Golem
1 ELE
3 Flux
1 4/4 3 1 0
Burrow

Mole's Claws
1 MF or 2 UA
2 Flux
Enchant Target Creature
Draw a card when you play this enchant. Enchanted creature gains Burrow. If Mole's Claws are removed while the creature is still underground, it unburrows automatically.


Last edited by Zblader on Wed Dec 08, 2010 1:33 am, edited 3 times in total.

Top 
 Profile  
 
 Post subject: Re: New trait - Burrow
 Post Posted: Tue Dec 07, 2010 6:48 pm 
Offline

Joined: Fri Jul 31, 2009 3:30 am
Posts: 5
How about: the ability to "Burrow" allows the creature to become "Underground" which acts like an inverse of Flying/Aloft, except also immune to range attacks.


Top 
 Profile  
 
 Post subject: Re: New trait - Burrow
 Post Posted: Wed Dec 08, 2010 1:27 am 
Offline

Joined: Thu Nov 26, 2009 4:10 am
Posts: 829
rmanning wrote:
How about: the ability to "Burrow" allows the creature to become "Underground" which acts like an inverse of Flying/Aloft, except also immune to range attacks.


Cool suggestion. I've changed it, but I've limited the attack possiblities as well otherwise all burrowing creatures would be near invincible to other creatures.


Top 
 Profile  
 
 Post subject: Re: New trait - Burrow
 Post Posted: Tue Apr 19, 2011 9:25 am 
Offline
User avatar

Joined: Sat Jun 20, 2009 9:45 am
Posts: 156
Location: UK
The whole 'underground' idea is well in line with the rest of the game mechanics of TFW, so I think this could be an interesting development.

As we know, factions are 'theme-based' rather than 'lore-based' (for the sole reason that noone decided to develop the lore beyond the bare minimum?), yet 'Burrow' as a trait, or perhaps 'Underground' as an ability, fits better with some factions (Elementals) rather than others (Sylvan). So it wouldn't be surprising to see some factions benefiting more from this than others, with the usual counter-cards in place.

For example, if Sylvan is limited in the kind of Underground 'stuff' they can use, perhaps they can have traits such as 'Observer' where, say, a Thistle Falcon has the ability to detect underground creatures. The ability to Observer can function just like Vision, yet the Falcon might have better/worse Observation than Vision.

And along these lines, you can steal much more from SC2 :)


Top 
 Profile  
 
Display posts from previous:  Sort by  
 
Post new topic Reply to topic  [ 4 posts ] 

Board index » Card Ideas


Who is online

Users browsing this forum: Google [Bot] and 9 guests

 
 

 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to: