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mindstheatre
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Post subject: Minds' Card Ideas Posted: Mon Dec 01, 2008 8:38 pm |
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Joined: Sat Nov 01, 2008 4:29 pm Posts: 254
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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.
_________________ -Minds
Last edited by mindstheatre on Wed Dec 03, 2008 1:50 am, edited 1 time in total.
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VeratilEladamri
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Post subject: Re: Minds' Card Ideas Posted: Mon Dec 01, 2008 10:59 pm |
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Joined: Sat Nov 01, 2008 9:09 pm Posts: 104
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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.
_________________ Card List
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MistStlkr
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Post subject: Re: Minds' Card Ideas Posted: Mon Dec 01, 2008 11:04 pm |
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Joined: Tue Nov 04, 2008 12:05 am Posts: 385 Location: South of Sanity
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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?
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mindstheatre
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Post subject: Re: Minds' Card Ideas Posted: Wed Dec 03, 2008 1:54 am |
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Joined: Sat Nov 01, 2008 4:29 pm Posts: 254
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Added more!
_________________ -Minds
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mindstheatre
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Post subject: Re: Minds' Card Ideas Posted: Sat Dec 06, 2008 10:59 pm |
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Joined: Sat Nov 01, 2008 4:29 pm Posts: 254
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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
_________________ -Minds
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mindstheatre
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Post subject: Re: Minds' Card Ideas Posted: Sat Dec 13, 2008 5:38 am |
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Joined: Sat Nov 01, 2008 4:29 pm Posts: 254
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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.
_________________ -Minds
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mindstheatre
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Post subject: Re: Minds' Card Ideas Posted: Sat Dec 27, 2008 8:11 pm |
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Joined: Sat Nov 01, 2008 4:29 pm Posts: 254
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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.
_________________ -Minds
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RedFlag
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Post subject: Re: Minds' Card Ideas Posted: Sun Dec 28, 2008 1:13 am |
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Joined: Fri Oct 31, 2008 4:21 pm Posts: 265 Location: California
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Astridian Peacekeeper is overpowered. It should prevent control of uncontrolled spaces, not removing control from spaces that are already owned.
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mindstheatre
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Post subject: Re: Minds' Card Ideas Posted: Fri Jan 02, 2009 4:08 pm |
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Joined: Sat Nov 01, 2008 4:29 pm Posts: 254
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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
_________________ -Minds
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chiaone
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Post subject: Re: Minds' Card Ideas Posted: Fri Jan 02, 2009 9:22 pm |
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Joined: Sun Nov 02, 2008 11:55 am Posts: 19 Location: Crawfordville, FL
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My favorites are Reflecting Pool, Threnody, The Culling, and Mimic.
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