Just going to list the ideas, if you like them feel free to use them, and create their cost along with element, strength, etc.
#1: Safety Dance Enchantment Any creature that fails to move on any given turn takes 2 damage. (Clarification - the idea is that this card is an anti-caster, thus they'd need to move instead of cast in order to avoid taking 2 damage. If this card had "move" replaced with "dim" it'd not serve that purpose)
#2: Goblin Vandals Creature Whenever Goblin Vandals attacks a construction site, it adds another construction token onto the building. Whenever Goblin Vandals attacks an existing building, it instantly exhausts for the turn.
#3: Awaken The Giants Enchantment (lifespan: 2) Un-aligned, 3XX All creatures domain cost is removed, but require two more flux to cast.
#4: Wildfire Land Enchantment Cast Wildfire on any space you have vision. Wildfire randomly expands to any adjacent tile each turn, excluding ocean tiles. Any non-fire entity on the same tile as wildfire at the end of the turn takes two damage. Any fire entity on the same tile as wildfire at the end of the turn gains a +1/+1 token.
#5: Poison The Wells Spell Whomever controls the most flux wells at the end of this turn loses 4 glory instead of earning 2 glory.
#6: Lurking Willow Creature Lurking willow appears and behaves like a forest tile to any opponents. If Lurking Willow moves, the opponent can see and attack Lurking Willow.
|