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Minds' Card Ideas http://thefarwilds.com/forum/viewtopic.php?f=3&t=371 |
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Author: | mindstheatre [ Mon Dec 01, 2008 8:38 pm ] |
Post subject: | Minds' Card Ideas |
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. |
Author: | VeratilEladamri [ Mon Dec 01, 2008 10:59 pm ] |
Post subject: | Re: Minds' Card Ideas |
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. |
Author: | MistStlkr [ Mon Dec 01, 2008 11:04 pm ] |
Post subject: | Re: Minds' Card Ideas |
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? |
Author: | mindstheatre [ Wed Dec 03, 2008 1:54 am ] |
Post subject: | Re: Minds' Card Ideas |
Added more! |
Author: | mindstheatre [ Sat Dec 06, 2008 10:59 pm ] |
Post subject: | Re: Minds' Card Ideas |
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 |
Author: | mindstheatre [ Sat Dec 13, 2008 5:38 am ] |
Post subject: | Re: Minds' Card Ideas |
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. |
Author: | mindstheatre [ Sat Dec 27, 2008 8:11 pm ] |
Post subject: | Re: Minds' Card Ideas |
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. |
Author: | RedFlag [ Sun Dec 28, 2008 1:13 am ] |
Post subject: | Re: Minds' Card Ideas |
Astridian Peacekeeper is overpowered. It should prevent control of uncontrolled spaces, not removing control from spaces that are already owned. |
Author: | mindstheatre [ Fri Jan 02, 2009 4:08 pm ] |
Post subject: | Re: Minds' Card Ideas |
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 |
Author: | chiaone [ Fri Jan 02, 2009 9:22 pm ] |
Post subject: | Re: Minds' Card Ideas |
My favorites are Reflecting Pool, Threnody, The Culling, and Mimic. |
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