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 Post subject: Knight's Card Ideas
 Post Posted: Mon May 18, 2009 3:34 pm 
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Joined: Tue May 12, 2009 10:11 pm
Posts: 36
Location: Lost in Crossworld
Well, I'm new to this game but I do have some ideas. I'm sure this has come up before because it seems obvious but one thing I like is Dual Domain cards. I'll update this post with new cards as I think of them.

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ImageImage4 Fungal Atrocity
Creature
Spawn in Forest or Swamp

1 Flux; Fungal Atrocity gets a -1 Attack Token: Fungal Atrocity deals 1 damage to adjacent creature and that creature is dimmed. Use this ability once per turn.

Power: 2 | Health: 3/3 | Speed: 3 | Vision 3 | Range 0

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ImageImage3
Charged Sentry
Creature
Charged Sentry comes into play undimmed.

Power: 3 | Health: 1/1 | Speed: 5 | Vision 4 | Range 0

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Image/Image3
Righteous Vengeant (This card can be pard with either Sylvan or Mountain Folk domain.)
Creature
Righteous Vengeant un-dims when it takes damage

Power: 2 | Health: 1/1 | Speed: 4 | Vision 4 | Range 0

"He was nameless, so we gave him one. Vengeant, you have our thanks."
- Survivors of a zombie attack


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Image1
Marsh Wisp
Creature

When Marsh Wisp comes into play draw a card. Hover.

Power: 1 | Health: 1/1 | Speed: 3 | Vision 2 | Range 0

"Not only did they show us the way out, but they showed us the way out through a treasure trove!" -Lost Elven Scout

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Image3
Floating Market
Building

Uncontrolled

When Floating Market comes into play, the player who cast it gains 3 Flux.
Every turn move Floating Market 2 in a random direction that it would not run into a figure.

If a creature becomes adjacent to Floating Market it's controller may sacrifice it to gain 1 glory for every domain type except for Universal.

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Image/Image3
Woodland Cohorts
Creature Elf Elemental

Power: 1 | Health: 2/2 | Speed: 4 | Vision 4 | Range 2

Some Elves transcend nature, becoming more attached to the forests and it's inhabitants then most. These blur the line between mortal and spirit, often serving both's purposes at once.

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ImageImage4
Dwarvic Enchanter

When Dwarvic Enchanter comes into play, you may destroy target Enchantment.

Enchantments in your hand have their Domain costs changed to X.

Power: 4 | Health: 5/5 | Speed: 3 | Vision 3 | Range 0

Some Dwarven dis-enchanters learned much about the very magics they seeked to destroy, using them to further that goal.
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Last edited by KnightoftheWild on Thu May 21, 2009 3:57 pm, edited 6 times in total.

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 Post subject: Re: Knight's Card Ideas
 Post Posted: Mon May 18, 2009 4:09 pm 
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Joined: Wed Apr 08, 2009 8:03 pm
Posts: 43
Hello Knight. Welcome to the TFW forums! ;)

I think Fungal Atrocity is too expansive and with a small benefit.

What u think about reduce flux cost to 4 and makes him 3 atk, 3 HP and 3 vision?

I think dual domain cost is a flaw, and the creature need to be better to cover this cost.

Post more cards!!! :D :D :D

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 Post subject: Re: Knight's Card Ideas
 Post Posted: Mon May 18, 2009 4:58 pm 
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Joined: Tue May 12, 2009 10:11 pm
Posts: 36
Location: Lost in Crossworld
No Problem! I'll submit some more soon. Also, I though Fungal Atrocity was overpowered. Oh wait, just noticed it's dim. Maybe make that a flux cost one per turn ability? That way it could move and then hit a creature.

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 Post subject: Re: Knight's Card Ideas
 Post Posted: Tue May 19, 2009 11:34 am 
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Joined: Tue May 12, 2009 10:11 pm
Posts: 36
Location: Lost in Crossworld
Added some cards awhile ago, there in the original post. Should I post them in other posts then?

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 Post subject: Re: Knight's Card Ideas
 Post Posted: Thu May 21, 2009 3:50 pm 
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Joined: Tue May 12, 2009 10:11 pm
Posts: 36
Location: Lost in Crossworld
Alright, some new cards I though of! Here we go:

ImageImage3 Resident Oracle
Enchantment

Enchanted Building gets +2 Vision.

This cards domain cost can be paid with just Image.

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ImageImage5
Basin Flood

Enchantment

Enchanted Space is surrounded by Ocean Spaces. Any creatures in the affected spaces are moved to the nearest viable location. Any buildings on those spaces have Swims.

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Image2
Shorecrasher Mogi
Creature Elemental Mogi

Must be in sight of ocean at end of turn or Shorcrasher Mogi is destroyed.

Power: 1 | Health: 1/1 | Speed: 6 | Vision 6 | Range 0

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Image5Lapiz Spring
Structure

Discovered (This structure comes into play immediatly and has no work site.)

This structure casts Heal 1 on all friendly figures in sight.

This figure cannot control Flux Wells (It prevents other structures from controlling them normally.)

Power: 0 | Health: 3/3 | Speed: 0 | Vision 3 | Range 0

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"I'll figure this out in the end. After all, options are deadly!"


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 Post subject: Re: Knight's Card Ideas
 Post Posted: Tue Jun 16, 2009 9:36 pm 
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Joined: Sat Apr 11, 2009 3:40 am
Posts: 31
Intersting ideas. I also like your format, how did you make the domain icons?

I think Shorecrasher Mogi and Lapiz Spring may be too powerful. For the spring, do the creatures still have heal 1 after they leave it?


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 Post subject: Re: Knight's Card Ideas
 Post Posted: Thu Jul 30, 2009 8:29 pm 
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Joined: Tue May 12, 2009 10:11 pm
Posts: 36
Location: Lost in Crossworld
Oh, to get the Domain pics you have to go to the page which explains domain symbols in help and hit properties. Copy the URL and paste that into the Img funtion in this editor. Viola! Domain symbols.

As for Lapiz Spring, I revised it. Its ability text is now:

Discovered, Armour 1

Casts Heal 2 on one friendly creature in sight.

Lapiz Spring does not have an Area of Control. It prevents Area of Control normally.

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 Post subject: Re: Knight's Card Ideas
 Post Posted: Wed Feb 03, 2010 3:20 pm 
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Joined: Tue May 12, 2009 10:11 pm
Posts: 36
Location: Lost in Crossworld
:geek: I'm back. So borderlands is out. Cool. Gives more ideas! I like it! GJ TFW Dev Team!

Flood - Space Enchantment | CX 3
Target space becomes swamp or ocean.

2 Flux, Dim - Flood is moved to an adjacent space. That space becomes swamp or ocean.

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Barksoul Puritan | SS 3

Creature Treant

Armour 1, Ignours Armour 1

Attack 1 | Health 2/2 | Speed 3 | Vision 2 | Range 0 |

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