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[ 7 posts ] |
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mindstheatre
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Post subject: Human Building Parts Posted: Wed Apr 08, 2009 1:42 pm |
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Joined: Sat Nov 01, 2008 4:29 pm Posts: 254
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New Card Concept: Building Parts Assume that Human buildings have no special abilities, or very limited abilities. They are naturally cheaper than the other races’ buildings, but lack power. The cards below are a new type of cards – “Building Parts” – that would function as an Enchant Building for the most part. However, Building Part cards have the following two qualifications. 1) They aren’t subject to disenchants. This is true even though the language refers to “enchanted building” 2) “Every time damage is done to enchanted building, a Building Part on that building is removed at random.”
Sanctuary Cost: HX2 Building Part
Creatures adjacent to enchanted building are healed at the beginning of every turn
Barracks Cost: H4 Building Part
Barracks can only target a Base Building. Creatures cast adjacent to enchanted building cost 1 less flux.
Blacksmith – Armory Cost: H3 Building Part
Blacksmith can only target a Base Building. Creatures cast adjacent to enchanted building come into play with Armor[1] (this effect cannot stack) (Dim): Replace Blacksmith – Armory with Blacksmith – Weaponry
Blacksmith – Weaponry Cost: H3 Building Part
Blacksmith can only target a Base Building. Creatures cast adjacent to enchanted building come into play with a +1 Attack Token (this effect cannot stack) (Dim): Replace Blacksmith – Armory with Blacksmith – Armory
Fletcher Cost: H1 Building Part
Upkeep: 1 flux Fletcher can only target a Base Building Creatures cast adjacent to enchanted building with range greater than 0 gain a +1 Range Token
Merchant Cost: H4 Building Part
Gain an additional flux at the beginning of every turn (Dim): Transfer Merchant to another building you control
Town Guard Cost: H2 Building Part
Enchanted Building gains +2 attack and can battle back
Arrow Slits Cost: H2 Building Part
Enchanted Building gains +1 attack and +1 range
_________________ -Minds
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MistStlkr
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Post subject: Re: Human Building Parts Posted: Wed Apr 08, 2009 5:05 pm |
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Joined: Tue Nov 04, 2008 12:05 am Posts: 385 Location: South of Sanity
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Really, really like the idea. Jed, will you give this person a job already??
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mindstheatre
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Post subject: Re: Human Building Parts Posted: Wed Apr 08, 2009 5:06 pm |
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Joined: Sat Nov 01, 2008 4:29 pm Posts: 254
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Hah, too kind Mist. I do what I can.
_________________ -Minds
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Sunyaku
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Post subject: Re: Human Building Parts Posted: Tue Apr 14, 2009 1:23 am |
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Joined: Sat Nov 01, 2008 2:51 am Posts: 584 Location: Madison, WI
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I'd like to build on this a little more... what if there were a class Human creatures... let's call them "templar"... and whenever one of them came into play, you got to add an ability token to target creature (maybe only human?).... and then you could have templar for each stat (attack, max HP, vision, speed, range) ... and depending on the ability, the overall cost and of these templar would be cheap... i.e. they wouldn't be that great on their own, but could be used in conjunction with other cards to be awesome.
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mindstheatre
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Post subject: Re: Human Building Parts Posted: Tue Apr 14, 2009 3:38 am |
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Joined: Sat Nov 01, 2008 4:29 pm Posts: 254
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Sounds hot, Suny, but I'm confused about the application. Maybe make an example card so we can see how it works in practice?
_________________ -Minds
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Sunyaku
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Post subject: Re: Human Building Parts Posted: Tue Apr 14, 2009 4:29 am |
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Joined: Sat Nov 01, 2008 2:51 am Posts: 584 Location: Madison, WI
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Clairvoyant Templar Creature: Human Templar Cost: 2H Rarity: Common Attack 1, HP 1, Speed 3, Sight 3, Range 0
When Templar comes into play, add a permanent +1 vision token to target (human?) creature.
Look beyond what you see, and see what is not there.
Enduring Templar Creature: Human Templar Cost 2H Rarity: Common Attack 1, HP 1, Speed 3, Sight 3, Range 0
When Templar comes into play, add a permanent +1 max HP token to target (human?) creature.
A little bit of exercise never hurt anyone.
Nimble Templar Creature: Human Templar Cost 3H Rarity: Uncommon Attack 1, HP 2, Speed 4, Sight 3, Range 0
When Templar comes into play, add a permanent +1 speed token to target (human?) creature.
Jack be nimble-- and you will be too.
Mighty Templar Creature: Human Templar Cost 3HH Rarity: Uncommon Attack 2, HP 3, Speed 3, Sight 3, Range 0
When Templar comes into play, add a permanent +1 attack token to target (human?) creature.
Flying Dagger Templar Creature: Human Templar Cost 2H Rarity: Common Attack 1, HP 1, Speed 3, Sight 4, Range 2
When Templar comes into play, add a permanent +1 range token to target (human?) creature.
Templar of the Ancestral Vortex Creature: Human Spirit Templar Cost 4HHX Rarity: Rare Attack 1, HP 1, Speed 1, Sight 1, Range 1
When Templar comes into play remove all Templar you control from the game. Templar of the Ancestral Vortex gains ability tokens equal to all creatures removed in this way, as well as any ability tokens on those creatures. Does not undim as normal. 0: Remove an ability token to undim. Cannot be the target of spells or enchantments.
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mindstheatre
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Post subject: Re: Human Building Parts Posted: Tue Apr 14, 2009 12:46 pm |
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Joined: Sat Nov 01, 2008 4:29 pm Posts: 254
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Some things which follow...
Cathedral Cost: HH5 Building Part
Templar that come into play under your control have twice as many tokens to distribute as they would normally
Recruitment Cost: H2 Spell
Dim target templar you control. Cast a templar from your hand with flux cost less than or equal to dimmed templar at no cost to you.
Tax Day Cost: HHX Spell
Remove all tokens on X creatures you control. Gain flux equal to the number of tokens you remove in this way.
_________________ -Minds
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