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 Post subject: The Ullari
 Post Posted: Tue Jul 07, 2009 5:49 am 
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Joined: Thu Jun 11, 2009 9:57 am
Posts: 41
The Ullari are a faction, they from Ullara. Ullari are very attuned to flux control and manipulation. The are a generally peaceful people, who when threatened use powerful artifacts to defend themselves.

The rough of the Ullari Symbol, a spiral shell with rays of light coming out:
Attachment:
Ullari.png
Ullari.png [ 71.73 KiB | Viewed 8790 times ]



The Ullari have a few mechanisms that are recurring. One is Shard.
Shard is a tile enchantment similar to a Seedling, but works like a Single space Attrition or Termite Token. It deals damage to creatures on the tile it enchants. There are several spells and effects that work with shards.

Ullari use living crystal to construct their cities and buildings. Many of their items and such reflect this. By using Flux and the Living crystal, they create powerful items to use. They are a bit untrusting of outsiders, many Ullari will no use Other Domain spells or effects. Being seekers of knowledge, many Ullari abilities require specific domain other than their own to work properly.



Buildings:

_____________
Crystal City: 7f
Building Base Salvage
Provides {U}
0/5/0/1/0


______________
Crystal Keep: 6f
Building Base Salvage
Provides {U}
Provides (+1f)
Spawn Flux Well
1/4/0/2/2
If Crystal Keep is not on a Flux Well at the end of the round, it is destroyed.

___________________
Crystal Tower: 6f , {U}
Building Salvage
Provides (+1f)
0/5/0/3/0
*Shard Ruin

___________________
Living Cluster: 5f , {U}
Building
0/5/0/0/0
4f: Create a Copy of Living Cluster in an adjacent Space.
*Shard Ruin



Creatures

__________________
Ullari Warrior: 2f , {U}
Creature, Ullari
1/2/3/3/0

_____________________
Ullari Guardsman: 4f, {U}
Creature Ullari
1/4/3/3/0

_______________________________
Ullari Venom Keeper: 4f, {U}{U}{Sy}
Creature Ullari
1/2/3/3/0
3f: Heal 1 HP to target creature you control, or deal 1 damage to a creature you do not
Ullari Venom Keeper cannot be the target of spells or enchantments

_____________________
Ullari Warden: 6f, {U}{X}
Creature Ullari
2/4/5/4/2

____________________________
Ullari Flux Weaver: 6f, {U}{U}{X}
Creature Ullari
0/3/3/3/3
Provides +(1f) at the beggining of your turn
Consumes (1f) at the end of your turn, if you dont have 1f to give, Flux Weaver is destroyed

_______________________
Ullari Seeker: 4f {U}{U}{El}
Creature Ullari
2/2/4/2/2
(dim): draw two cards and discard 1 of your choosing

__________________________
Ullari Blood Giver: 8f{U}{U}{Dl}
Creature Ullari
0/18/3/3/0
When Creature You control takes damage in sight, it is dealt to Ullari Blood Giver instead
If Ullari Blood Giver dies the same turn he shared damage, Controller gains 2 Glory.

_____________________________________
Singer of Endless Dreams: 0f {U}{U}{U}{X}
Creature Ullari
0/4/4/4/0
At the end of your turn, gain 2 glory


____________________________
Ullari Shock Trooper: 3f + 3 Glory
Creature Ullari, Swims
1/2/4/2/1
Spawn in an unrevealed location, if in fog, start undimmed, if there is an enemy in sight and you do not attack, destroy shock trooper at the end of your turn


Enchantments:
Many Ullari "Enchantments' are items. Many have Tokens that they use.

______________
Flux Rifle: 3f {U}
Target Creature gains +1 attack, +2 range
3 Attack tokens

___________________
Flux Barrier: 4f {U}{U}
Target Creature gains Fear and Armor(2) and cant attack.
(2f) return flux barrier to your hand

________________
Pulse Blaster: 3f{U}
Target Creature's Attack causes Dim, and gains attack +1, but deals no damage
4 Attack Tokens
(dim)+X: add X attack tokens

_____________________
Gregan Beast: 3f {U}{X}
Target Creature gains +2 Movement and +1 Sight
Gregan Beast consumes 1 flux at the end of the round or returns to your hand.

_______________________
Reap the Benefits:4f{U}{U}
Global enchant
both players gain 1 glory at the end of each turn for each flux well they control

______________
Shard: 1f{U}{X}
Enchant tile.
Creatures you do not control take 1 damage if they are on the tile shard enchants at the end of the turn.


Spells:

__________________________
Summon to the Surface: 8f {U}
Create Flux Well on target tile

__________________
Exile to Below: 8f {U}
Destroy Flux Well on target tile

____________
Flux Wave: 0f
Both Players gain +10 flux, flux wells produce no flux next round

__________________
Pulsewave: 2f {U}{X}
Dim all creatures:

________________________
ShatterStorm: 5f {U}{U}{X}
Destroy Target Crystal Building and put a shard enchantment in that tile and all adjacent tiles.




Still a work in progress, but I think it could be good. Ullari are powerful, but are not very diverse. They also are not very combat oriented.


Last edited by lord_midnight on Fri Jul 10, 2009 10:19 am, edited 2 times in total.

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 Post subject: Re: The Ullari
 Post Posted: Tue Jul 07, 2009 1:54 pm 
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Joined: Mon Mar 02, 2009 11:00 am
Posts: 150
Many cards are absurdly good (crystal keep) and some are quite bad, it looks very unbalanced to me. Ullari Guardsman is stricly worse than lawn gargoyle; Ullari Flux Weaver is completely useless, Ullari Seeker is good and most of the other creature cards are poor. I don't understand the +1 attack of pulse blaster. If you just took all the good cards and a few cards from X or other domains it would be easy to have an incredibly strong deck. Summon to the Surface is incredibly strong, its like an immortal ord stone with +2 glory per turn. play the +flux cards with some ord beasts and you'll never lose a game.

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 Post subject: Re: The Ullari
 Post Posted: Tue Jul 07, 2009 3:15 pm 
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Joined: Thu Jun 11, 2009 9:57 am
Posts: 41
yeah, these still have a ways to go, just blocking out the cards right now. I do see that several are overpowered. I am wanting the Ullari to have very high casting costs, Im still trying to get a good feel for the Domain/Flux balance. They should be able to create a lot of energy, but require it to use their strong abilities. I think many of these effects need lifespan to work right. I have had a pretty good idea of what I want the Ullari to be like, but Im still not exactly sure where all the pieces fit.

The Flux Weaver may seem strange, but he is actually in what I am pretty sure the final form. It has no base attack ability, but if given attack power through things like training or the flux rifle, already starts with good overall attributes. His Range is 3, even if his base attack is 0. The Flux trade mechanism lets you sacrifice him to use that granted flux from the beginning.


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