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 Post subject: Re: Minds' Card Ideas
 Post Posted: Thu Feb 05, 2009 12:09 am 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
Evasive Maneuvers
Cost: S2
Enchant Creature

If enchanted creature is attacked while undimmed, you may choose to dim it. If so, enchanted creature takes no damage from that attack.



Slayer, Hunter of the Wild
Cost: SS4
Creature
Attack 3, Health 4, Move 4, Vision 4, Range 3

When you cast Slayer, lose 2 glory. If a spell you cast destroys Slayer, gain 2 glory.



Charging Station
Cost: E2
Enchant Building

Enchanted Building is now a base


Rape and Pillage
Cost: DD3
Enchant Creature

When enchanted creature attacks a building, that building loses Salvage, and you gain flux equal to the salvage tokens on that building.



Slowsand
Cost: MM3
Enchant Space

Enchant desert space. Creatures in all adjacent desert spaces have a speed of 0. If a creature begins three consecutive rounds in a desert space adjacent to Quicksand, destroy that creature.


Shaker
Cost: EEX3
Spell

The additional domain required to cast Shaker cannot be satisfied by Elemental domain.
Choose an order for the last 5 actions this round (if there have been less than 5 actions, undo all actions taken this round). Undo those actions, and redo them in the order of your choosing.



More Lumber is Required
Cost: MMX3
Spell

The additional domain required to cast More Lumber cannot be satisfied by Sylvan domain.
Destroy target contiguous forest. Cast a non-Sylvan building from your hand at no cost to you with a max flux cost of X, where X is the number of forest spaces affected by More Lumber.



Eclipse
Cost: DX3
Enchant World

The additional domain required to case Eclipse cannot be Dark Legion.
All creatures in domains which you do not have any levels have their vision reduced by half (rounded down).
If at any time an opponent has more levels in Dark Legion than you, destroy Eclipse.

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 Post subject: Re: Minds' Card Ideas
 Post Posted: Thu Feb 05, 2009 3:09 am 
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Joined: Sat Nov 01, 2008 7:14 am
Posts: 89
Location: Victoria, BC
Given the name "Charging Station" and alternative could be "Enchant domain granting building, this building no longer provides domain and instead grants 1 flux at the end of each round."


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 Post subject: Re: Minds' Card Ideas
 Post Posted: Thu Feb 05, 2009 5:52 am 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
It's a whole 'nother card! My thinking with "charging station" was that it's elemental, so you're letting off electricity, etc.

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 Post subject: Re: Minds' Card Ideas
 Post Posted: Mon Feb 09, 2009 4:21 pm 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
Trip Wire
Cost: MX3
Enchant Space

For display purposes, Trip Wire appears as a World Enchantment to enemy players (which spaces it enchants cannot be seen)
Choose a completed building you control. Trip Wire enchants the spaces forming the shortest path from that building to the nearest completed building you control.
If an enemy creature passes through a space enchanted with Trip Wire, it stops on that space immediately and dims.


Guest
Cost: E1
Creature
Attack 0, Health 1, Move 3, Vision 3, Range 0

Hover.
Guest cannot attack or be attacked.
If a spell or enchantment targets Guest, Guest goes to the bottom of your deck.

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 Post subject: Re: Minds' Card Ideas
 Post Posted: Sat Feb 14, 2009 4:53 pm 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
Do It Right the First Time
Cost: M4
Spell

Target completed building cast this round is replaced with a construction site for that building


Time Rift
Cost: E4
Enchant Space

At the end of a round, if the space Time Rift enchants is occupied by an Entity that was cast this turn, remove that Entity from the game for the next round. If Time Rift is destroyed before that Entity returns, that Entity is removed from the game permanently.


Acolyte Medium
Cost: D2
Creature
Attack 1, Health 1, Move 3, Vision 3, Range 0

Dim: Choose an adjacent corpse. Any creatures which dealt damage to the creature on the round it became a corpse are revealed to you until the end of the round.

Flavor text: Tell me. Who did this to you?

Plague Scab
Cost: D1
Enchant Creature

Heal 1 damage for enchanted creature. Enchanted creature cannot be the target of any further healing spells, enchantments, or abilities.
(Eds. note: this doesn’t include cards like morph)


Blight
Cost: DX3
Enchant World

Spaces you control cannot be the target of cards that would change the terrain-type of that space.
(Eds. note: this includes volcano)


Craftsmanship
Cost: M2
Enchant World

Any time you cast a creature construct, you may choose to pay an additional 1 flux. If you do, the creature construct comes into play with Armor [X], where X is the level of MF domain you have at the time of casting the creature.


Medal of Bravery
Cost: M1
Enchant Creature

Enchanted creature is immune to fear

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 Post subject: Re: Minds' Card Ideas
 Post Posted: Sat Feb 14, 2009 5:36 pm 
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Joined: Tue Nov 04, 2008 12:05 am
Posts: 385
Location: South of Sanity
Would Plague Scab on an enemy creature essentially nullify Mountain's Blessing? :-D


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 Post subject: Re: Minds' Card Ideas
 Post Posted: Sat Feb 14, 2009 7:07 pm 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
That's the idea. It would probably also take away Pine Ent's ability? A lot of people were complaining about Bindleweed et. al. and I figured this would be a fun solution.

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 Post subject: Re: Minds' Card Ideas
 Post Posted: Thu Feb 19, 2009 5:01 am 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
Erosion
Cost: SE3
Spell

Spaces adjacent to target contiguous ocean become ocean spaces. Non-aquatic, non-aloft buildings on any affected space are destroyed.


Oceanic Foundation
Cost: M3
Building
Attack 0, Health 10, Move 0, Vision 0, Range 0

Salvage
Dim: Cast a building card for full domain and flux costs from your hand on the space Oceanic Foundation occupies. Oceanic Foundation is replaced with that building with no construction site, and that building is now Aquatic.

(Eds. note: Oceanic Foundation still has a construction site)



Ord Drill
Cost: MMM6
Creature Construct
Attack 2, Health 6, Move 2, Vision 2, Range 0

Reload [3]

Dim, 3 reload tokens: Create a flux well on the space currently occupied by Ord Drill



Fog
Cost: E4
Enchant World

Aloft creatures cannot attack non-aloft creatures.


Order of Light
Cost: X1
Enchant Creature

Enchanted creature cannot be sacrificed


Embalm
Cost: DDD2
Enchant Corpse

Cards you cast targeting enchanted corpse execute as normal but do not remove enchanted corpse.

(Eds. note: the reason for “you cast” is so that fucking ghost can still be stopped)

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 Post subject: Re: Minds' Card Ideas
 Post Posted: Sun Feb 22, 2009 2:21 am 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
Lots of Elemental Cards, and I'm now trying to add flavor text.

Soul Saver
Cost: EX4
Attack 2, Health 4, Move 3, Vision 3, Range 0

Creatures damaged by Soul Saver this round cannot be sacrificed this round

Your business is rejoicing! Your business is rejoicing!


Sandman
Cost: ED4
Attack 4, Health 4, Move 1, Vision 4, Range 0

Desertstride
Spawn Desert
If Sandman ends a turn on a space that is not desert, it takes 1 damage

(X): Sandman gains +X max attack and –X max health until end of round. This ability can only be used if Sandman is in the desert.
(X): Sandman gains –X max attack and +X max health until end of round. This ability can only be used if Sandman is in the desert.

Sleep tight.



Ricochet
Cost: E3
Spell

Undo the effects of the last spell or special ability that targeted a creature. Redo those effects on a new creature of your choice.

The gnome bumped my elbow right as I was casting. I swear.

(Eds. note – this comes pretty close to a counterspell. Thoughts?)


Sluggish
Cost: EX4
World Enchantment

Lifespan [2]
Any time target player takes an action, the results of that action are delayed for one turn.

But I am le tired.

(Eds. note – I’m the target, you cast Pending. I cast volcano – the card actually is not cast until you complete a turn, then I take an action such as moving my Home Guard. The volcano is cast, it is your turn, and then I do something, and then the Home Guard moves. Etc.)


Two-Dimensional
Cost: EXX2
Enchant Creature

When you cast Two-Dimensional, choose a direction. Enchanted creature can only move in that direction, and 180 degrees from that direction.

The animator has a sick sense of humor.

More of the Same
Cost: E(X)
Spell

Target enchantment or creature with a lifespan gets an additional X added to the lifespan value.

"Abrixa has never been one to turn down a bargain" - Mogi Saying

(Eds. note – the X is a variable flux casting cost, not a universal domain requirement)

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 Post subject: Re: Minds' Card Ideas
 Post Posted: Wed Feb 25, 2009 2:34 pm 
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Joined: Sat Nov 01, 2008 4:29 pm
Posts: 254
Gerrymandering
Cost: X2
Enchant Space

Choose three non-flux well spaces controlled by opponent. You control those spaces. Choose three spaces you control. Opponent controls those spaces.

“This right here. This is the problem with those damned diplomats!” – The Constable, to Hadth


Harvester
Cost: DX1
Creature
Attack 2, Health 1, Move 3, Vision 3, Range 0

(1): Remove adjacent target corpse. Harvester heals for 1 health.

The soldiers had seen every part of him before.



Gargoyle
Cost: DX6
Creature
Attack 4, Health 3, Move 2, Vision 4, Range 0

Aloft
When Gargoyle melees a ground creature, it gains Fear [1] until end of turn

Stone by day, warriors by night, we were betrayed by the humans we had sworn to protect, frozen in stone by a magic spell for a thousand years.

(Eds. note – I will marry whoever gets this reference)



Heart of Darkness
Cost: DX3
Enchant World

Any enemy Creature in area you control loses 1 attack

“I think the knowledge came to him – only at the very last” – Dellenari Historian

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