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mindstheatre
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Post subject: Re: Minds' Card Ideas Posted: Thu Feb 05, 2009 12:09 am |
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Joined: Sat Nov 01, 2008 4:29 pm Posts: 254
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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.
_________________ -Minds
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Tryste
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Post subject: Re: Minds' Card Ideas 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
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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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mindstheatre
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Post subject: Re: Minds' Card Ideas Posted: Thu Feb 05, 2009 5:52 am |
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Joined: Sat Nov 01, 2008 4:29 pm Posts: 254
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It's a whole 'nother card! My thinking with "charging station" was that it's elemental, so you're letting off electricity, etc.
_________________ -Minds
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mindstheatre
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Post subject: Re: Minds' Card Ideas Posted: Mon Feb 09, 2009 4:21 pm |
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Joined: Sat Nov 01, 2008 4:29 pm Posts: 254
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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.
_________________ -Minds
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mindstheatre
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Post subject: Re: Minds' Card Ideas Posted: Sat Feb 14, 2009 4:53 pm |
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Joined: Sat Nov 01, 2008 4:29 pm Posts: 254
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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
_________________ -Minds
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MistStlkr
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Post subject: Re: Minds' Card Ideas 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
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Would Plague Scab on an enemy creature essentially nullify Mountain's Blessing?
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mindstheatre
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Post subject: Re: Minds' Card Ideas Posted: Sat Feb 14, 2009 7:07 pm |
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Joined: Sat Nov 01, 2008 4:29 pm Posts: 254
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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.
_________________ -Minds
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mindstheatre
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Post subject: Re: Minds' Card Ideas Posted: Thu Feb 19, 2009 5:01 am |
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Joined: Sat Nov 01, 2008 4:29 pm Posts: 254
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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)
_________________ -Minds
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mindstheatre
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Post subject: Re: Minds' Card Ideas Posted: Sun Feb 22, 2009 2:21 am |
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Joined: Sat Nov 01, 2008 4:29 pm Posts: 254
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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)
_________________ -Minds
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mindstheatre
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Post subject: Re: Minds' Card Ideas Posted: Wed Feb 25, 2009 2:34 pm |
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Joined: Sat Nov 01, 2008 4:29 pm Posts: 254
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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
_________________ -Minds
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