Lightmare Community Forums

Infinity Wars => News and Developer Talk => Suggestions => Topic started by: mace on March 05, 2013, 12:48:37 AM

Title: Future card ideas
Post by: mace on March 05, 2013, 12:48:37 AM
1) though be interesting to have cards that have added effects based you or oppenets life/moral.

2) Also cards that get bonus or effcts when there location is on the field.

3. and of course cards that work with graveyard

Feel free anyone else if you have card idea or mechanic to post here.
Title: Re: Future card ideas
Post by: flipsyalec on March 05, 2013, 01:18:38 AM
Cards with alternate modes. Example; "Choose one: Target character gets +2/+0 or target character gets -2/-0"

Trap cards. Stay face down in support zone, then trigger when a circumstance arises. Example; "[Grace of Angels] Triggers when a character you control dies. Return that character from the graveyard to the support zone"

Cards with low purity that get stronger in a high purity deck. Example "[Flame Dawn Bannerman] 1/2 As long as [cardname] is in the assault zone, Flame Dawn characters you control get +1/+0 for each Flame Dawn purity you have"
Title: Re: Future card ideas
Post by: Zinqf on March 05, 2013, 05:21:23 AM
Character Abilities

Ambush - Deals damage equal to its' power to target character that is deployed.
Battle-Ready - Can be moved into the assault zone on the turn it is played.
Impervious - Does not receive damage. This character's morale cost is doubled. (Kill, Sacrifice, Destroy, or other removal effects still occur)
Evasive X - Dodges one ability cast by the opponent per level of evasion until X=0. (Only functions with single target abilities)
Phalanx - Can be moved into the defense zone on the turn it is played.
Quickness - Does not receive combat damage if this character kills another character in combat. (If both characters have quickness, they are cancelled out)
Stealth - Attacks directly from the assault zone. Specifically targetting this character with an ability removes Stealth.

Title: Re: Future card ideas
Post by: Koey on March 05, 2013, 06:12:57 AM
Massive/ Colossus - able to block flying creatures (just giving this ability a name - would be nice to see Great Wall have it)

Consume (X) - killing target X creature regains +0/+X health
Coward (x) - would not attack unless there are X creatures in the same zone.

Tunneling - cannot be blocked by Flying.

Vicious Ransacker Equivalent that attacks command zone.
Title: Re: Future card ideas
Post by: mace on March 05, 2013, 08:57:57 AM
Stalwart once on battlefield cannot be move back.
Title: Re: Future card ideas
Post by: Lythrum on March 05, 2013, 09:02:46 AM
Ambush - Deals damage equal to its' power to target character that is deployed.

I really like the sound of that skill.

As for one of my own ideas hmm,
Lock down: Characters dealt combat damage by this character cant change zones on the battlefield for X turns. ( this would help set up for spells :3)
Parasite: When deployed choose an enemy deployed character, gain control of that character, if this character is removed from the battle field return control of controlled characters.
Covering fire: While this card is in the Defensive zone,  every time your opponent deploys a character add +0/1 to target creature in the assault zone.
Title: Re: Future card ideas
Post by: mace on March 05, 2013, 07:19:41 PM
Evolve: pay x and location turns into .....
Title: Re: Future card ideas
Post by: ShadowRyuu on March 06, 2013, 08:20:06 AM
Grounded - the ability 'flying' is negated while the grounded ability is in play. Can be used as a spell for a set turn, or a character ability or something.
Title: Re: Future card ideas
Post by: Teremus on March 08, 2013, 11:20:03 PM
Topic stickied for future inspiration and lulz.
Title: Re: Future card ideas
Post by: Agent Phaedros on March 09, 2013, 03:58:00 AM
First Strike (or another keyword) - Character resolves it's combat first.
Multi Strike X - see Agent Coyle, Firestarter
Vigilance - see Phalanx
Reach (or another keyword) - see Massive/Colossus
Ethereal - Character is unblockable except by other characters with Ethereal.
Flanking - If two characters with flanking are in a row the 2nd one may also deal damage to the defender (if the defender survives it attacks the 2nd character normally)
Shieldwall - If two characters with shieldwall are in a row the 1st one is treated as having health equal to its own plus the health of the 2nd one (they both die if enough damage is dealt)
Poison/ous - A character dealt damage by this character and not killed takes 1 damage at the beginning of each turn.
Revenge (or another keyword) - A character that kills this character is killed.
Shroud/ing - All characters in the same zone as this character gain Untouchable.
Title: Re: Future card ideas
Post by: Omega1618 on March 30, 2013, 11:24:39 AM
Shadow Form - can only be blocked by and can only block other creatures with shadow form.
Y Commander X - gives units of Type Y, +X/+X.
Rage - For every point of damage this card takes, it gains 1 attack.
Dying X - This creature dies after X turns.  Could be good on sleeper cards.
Reviving X - After being X turns in the graveyard, this card is put into the support zone from the graveyard.  The Aleta cards already have this ability, but it'd be nice if it had a name.  Again, this
could be a common ability among the sleeper faction's cards.
Title: Re: Future card ideas
Post by: Mystiak on April 06, 2013, 01:33:23 PM
Commanding Vigilance
Costs 6 resources

Command Zone is Protected. It cannot be targeted by ablities (even mass affect ablilities) for the turn it is played.

Commanding Vigilance will be applied first, regardless of Initiative.

Diminishing Returns (This would potentially be a new type of rule)
With Diminishing Returns, the following turn will be limited in how many resources you recoup.

Example: You are at 10 resources when you play a card with Diminishing Returns costing 6 resources. Next turn, you will only be able to get a max of 7 resources. Because half the cost of the card will not return to you the next turn. This is temporary though. So the turn to follow will function normally, allowing you to get your normal 10 resources.

How to word that properly.... I'm not quite sure.

But to sum up, this card would be purely defensive. But it would be a predictive defense. You wouldnt be able to be sure that your opponent is trying to target your commanders this turn.
Diminishing Returns helps to avoid people using the card 3 times in a row to try and build up a big finisher that cannot be prevented. It makes people have to predict the opponent, and decide if its worth the hit to the resources next turn.
Title: Re: Future card ideas
Post by: flipsyalec on April 22, 2013, 03:27:10 PM
TRAP CARDS!

basically reactive abilities, but you pre-pay for them and select targets at the time of "setting". The identity remains hidden in the support zone, but your opponent can see that a trap has been set. Targets couldn't be tracked this way in a physical ccg, but infinity wars is a ccg like no other. Technology can track hidden game states such as targets set without your opponent knowing, and i think we'd all be missing out if the design space didn't get used. Furthermore, because these abilities trigger on events, they can blend quite nicely into the initiative system and make it much less "me first, then you"

Examples

Mine Field (factionless) [trigger mine field the next time a character attacks you. mine field deals 2 damage to each creature in your opponents attack zone]

Geosat bomb (genesis) [Target character on the battlefield. when targeted character moves to the support zone, trigger geosat bomb. destroy targeted character and deal damage equal to that character's power to other support zone characters.]

Thickened Skin (warpath) [target character you control. triggers when targeted character would be dealt damage by an ability your opponent controls or combat. prevent damage taht would be dealt to targetted creature this turn]

Death's embrace (verore [triggers when a character you control dies. You gain morale instead of losing morale when that character dies. Characters you control get +1/+1 for each character that dies this turn.

Sear (flame dawn) [target a character you control. triggers when target character you control deals damage to an enemy character. the enemy character that was dealt damage becomes immolated

Indomitable Will (DoD) [target a character you control. triggers when targetted character is dealt combat damage or would be killed by an ability. targetted character becomes invincible until end of turn]

[edit: just noticed i'd submitted the same idea much earlier, but without going into detail. apologies for the repeat]
Title: Re: Future card ideas
Post by: WWKnight on April 23, 2013, 01:23:00 AM
I was opposed to trap cards until examples were put in front of me.

As long as they are used sparingly, I think they would make a great use of the digital medium.

+1
Title: Re: Future card ideas
Post by: Mugen Musou on April 23, 2013, 02:07:14 AM
TRAP CARDS!

basically reactive abilities, but you pre-pay for them and select targets at the time of "setting". The identity remains hidden in the support zone, but your opponent can see that a trap has been set. Targets couldn't be tracked this way in a physical ccg, but infinity wars is a ccg like no other. Technology can track hidden game states such as targets set without your opponent knowing, and i think we'd all be missing out if the design space didn't get used. Furthermore, because these abilities trigger on events, they can blend quite nicely into the initiative system and make it much less "me first, then you"

Examples

Mine Field (factionless) [trigger mine field the next time a character attacks you. mine field deals 2 damage to each creature in your opponents attack zone]

Geosat bomb (genesis) [Target character on the battlefield. when targeted character moves to the support zone, trigger geosat bomb. destroy targeted character and deal damage equal to that character's power to other support zone characters.]

Thickened Skin (warpath) [target character you control. triggers when targeted character would be dealt damage by an ability your opponent controls or combat. prevent damage taht would be dealt to targetted creature this turn]

Death's embrace (verore [triggers when a character you control dies. You gain morale instead of losing morale when that character dies. Characters you control get +1/+1 for each character that dies this turn.

Sear (flame dawn) [target a character you control. triggers when target character you control deals damage to an enemy character. the enemy character that was dealt damage becomes immolated

Indomitable Will (DoD) [target a character you control. triggers when targetted character is dealt combat damage or would be killed by an ability. targetted character becomes invincible until end of turn]

[edit: just noticed i'd submitted the same idea much earlier, but without going into detail. apologies for the repeat]

I suggested Trap card a while back as one potential way of counter.  So yeah I'm all for it.

Additional 3 other methods of potentially introducing counters in IWs.  Personally Time Card concept is what I truly want but least chance, and trap card is the second best and one of the easiest to implement: http://lightmare.com.au/forum/index.php?topic=495.0
Title: Re: Future card ideas
Post by: giantr15@gmail.com on April 23, 2013, 09:12:17 AM
And no one mentioned Equipments and Enchantments... Meaning cards that attach to other cards in order to gain effects.

There even is a pseudo enchant in the game: Extended Operation.

The possibilities are kinda endless. ( I can't actually think of good names)

FD:1 Purity 3 Resource: The next 2 creature cards you place, have haste - Not the best example but to show
some possibility

Warpath: 2 Purity 3 Resource: This creature gains +1/+1 for each 2 creatures you have deployed

CoV:3 Purity 5 Resource:When this creature deals damage to an enemy fortress. The enemy must sacrifice a creature The reverse can also be made meaning put it on an enemy and every time he deals damage to you he must sacrifice a creature.

DoD: 2 Purity 5 Resource : All damage dealt to this creature is reduced by half, rounded up.

Genesis:1 Purity 2 Resource: Target creature has: Pay 2 resource: Gain +1/+1
Geneses: 3 Purity 4 Resource: Create a copy of a target Artificial creature, if the original takes damage so does the copy. If the enchant is destroyed so is the copy.

Zombies:1 Purity 2 Resource: Target creature is:Slow


To be noted these cards are probably a bit too expensive considering you can stop them by destroying them.
Title: Re: Future card ideas
Post by: WarHawk on May 15, 2013, 03:09:52 AM
I had an idea for a card the other day,

Sniper: Pay X, Deal damage to target creature where X is the damage dealt; or you could do a fixed number of damage basically meant to do damage to any character that is deployed or in the command zone, you could also limit it to just characters in the support or command zone.

Oh, and I just thought of this one,

Enemy characters deployed this turn take X amount of damage.
Title: Re: Future card ideas
Post by: Calamity on May 15, 2013, 05:06:46 AM
Hmm, I like some of the idea mentioned in some of the HEX tcg video on how they plan to utilize "traps". Basically they're spell cards/ effects that cast  X amount trap cards to be shuffle within the opponent's deck. When the trap cards are drawn by the player, it activate it effects such dealing damage or some other effects.
Title: Re: Future card ideas
Post by: bdubs on May 20, 2013, 05:22:37 AM
Maybe I'm wrong but with all the board wipe cards (and by that I mean board wipes,or stuff that does 2 or 3 damage to everything) their should probably be some type of card that costs 4 or 5 resources that makes all your guys indestructible for a turn,or at least indestructible to spells for a turn, ie can still die to creature dmg,because if your building a purely creature based deck board wipes can really suck to come back from (not to mention you can lose from morale loss) at least something like this would give you a chance to guess when a board wipe is coming so you could avoid it...I don't know,just a thought.
Title: Re: Future card ideas
Post by: Zinqf on May 20, 2013, 05:29:24 AM
Maybe I'm wrong but with all the board wipe cards (and by that I mean board wipes,or stuff that does 2 or 3 damage to everything) their should probably be some type of card that costs 4 or 5 resources that makes all your guys indestructible for a turn,or at least indestructible to spells for a turn, ie can still die to creature dmg,because if your building a purely creature based deck board wipes can really suck to come back from (not to mention you can lose from morale loss) at least something like this would give you a chance to guess when a board wipe is coming so you could avoid it...I don't know,just a thought.
Maybe true, but I was leaning towards something with a risk/reward factor that could even protect you from a calamity...

Inter-dimensional Phasing - Cost: 5 - Remove all characters you control from the game, these characters return to play in their same zones at the end of the turn. (Comes into play effects will retrigger)

Also....

Promotion - Cost: 2 - Target an empty command zone slot. Play any character from your hand into that command zone slot.
Title: Re: Future card ideas
Post by: adin267 on June 06, 2013, 07:50:00 AM
Maybe cards with purity of 2 different factions .eg

Cyber-wolf
character
beast
purity 1 warpath 1 genesis

it would allow for cool combi creatures  and stuff
Title: Re: Future card ideas
Post by: shizuyami on June 06, 2013, 11:07:24 AM
Okay so as many of you might have noticed , in pvp using the genesis faction and spamming unending drones will really easily lose you the game because they only have 1 hp, with an upgrade 3, every faction is able to use winds of war on you and your morale dissappears faster than no other faction.

This said, making a pure genesis deck or a genesis deck with 2 genesis commanders will leave you open to a lot of weaknesses and 9 out of 10 times you die because of morale loss from unending drones dieing in your support zone.

solution: new location card.

Genesis location: requirments, 3 (or 2) genesis commanders, 5 points to summon (so you can summon it 1 turn before someone can use winds of war)

every artificial creature under 4 hp in your support zone becomes immune to spells.

The 4 hp is to avoid people from making insanely strong immune artificials in the support zone.
The 3 genesis commanders requirment is to avoid strong combinations with other factions and focusing purely on the genesis faction.

I think this location is exactly what the genesis faction is missing right now if you want to make a viable deck with 3 genesis commanders.

What do you guys think? I think we can see some fun genesis action with this card.
Title: Re: Future card ideas
Post by: Cykadelic on July 08, 2013, 10:30:35 PM
Faction: Factionless
Cost: 6
Type: Ability
Name: Double Edged Sword
Ability: Deal X damage to one card. X is equal to the current health the card has. 1/4 of X is dealt back to your health(morale).

Title: Re: Future card ideas
Post by: Hitori on July 10, 2013, 03:46:21 PM
Just gonna drop off critique of the last 2 card suggestions (don't hate fellas, I just think critique is a valid form of suggestion):

-Cykadelic's card: the double edged idea I like, but in my humble opinion it should deal the same damage. With proper planning this leads to you getting rid of a super strong card of the enemy while only losing a minor creature, or - lose a minor creature of the enemy that has some added utility and not lose any of yours by targeting something with more health.

-Shizuyami's card: I'm still new and haven't tested PVP much, but as a Genesis player that did face the spam of AOE (winds of war or the 1 hp one) I can tell you that immunity is not required. You have other alternatives as to how this location work, that will also be much more beneficial without being 'over powered'. If you have a location that adds +3/+3 to each artificial being that is in play, you can easily control the rest of the outcomes with planning. If you really feel it's still needed that location can also restore health to all artificial beings at each turn (let's say 3 points). Also, I noticed that while the mass AOE tactic can affect us, if we don't rely solely on Unending Drones we can still do well, I prefer sacrificing Bad-Bots and other heavier creatures if possible, sure it's not as cost effective but you can play around that considering that mass AOE is expensive as well.

Thanks for reading.
Title: Re: Future card ideas
Post by: TimetoSplit on July 10, 2013, 07:07:56 PM
I like cards that are not just straight forward.   Not saying they should be needlessly complex, but cards that can lead to very interesting decision trees, and here's a few ideas:

Contagion
Verore - 2 purity - Cost - 4
Destory a creature each player controls with the lowest power on the battlefield.  Each player discards a card with the lowest cost.  Return Contagion to its owner's hand.

Plaguebearer - 1/3
Verore - 1 Purity - Cost 1
At the beginning of each turn, choose a creature type.  If Plaguebearer deals combat damage to an opponent's fortress, deal damage to each creature of that type equal to Plaguebearer's power.  Plaguebearer may only attack alone.

Inspired Zealot 3/4
Flame Dawn - 1 Purity - Cost 5
When Inspired Zealot attacks, cast the top card of your graveyard.  Inspired Zealot takes damage equal to the cost of that card.
Title: Re: Future card ideas
Post by: Hitori on July 10, 2013, 10:16:43 PM
I like the 'Inspired Zealot' idea, the Contagion would probably be a tad too strong with the 'return to hand' condition, but that's just my opinion.
Title: Re: Future card ideas
Post by: LICKSPLICKITY on July 27, 2013, 09:20:57 AM
Random event idea-

Version 1.
                           
When a legendary card is killed by both players on the same turn- Tornado is in effect.
   
Tornado: = a set number of random cards (eg:eight)  removed from the entire game in a Whirlwind across the entire board.    basicly a lesser version of calamity with a twist, you may get lucky you may not.

Version 2.

When a legendary card is played by both players on the same turn- Lightning Charge is in effect.
   
Lightning Charge = all characters in your hand and the one's left in your deck gain 3/3 permanently from a bolt of lightning.
Title: Re: Future card ideas
Post by: WWKnight on July 30, 2013, 05:39:51 AM
I liked the idea of cards you put in your deck that played as soon as you drew them, event cards.

So, using calamity as an example, if it were an event card, it would trigger as soon as you drew it, meaning no player had any control over when the calamity happened, it just came out and reset the board, and you would realyl be caught off guard.

Other such events could be rift openings, where when it was drawn it would randomly open a rift to another plane, and both players could get a random character in play.

Just thought it'd make for interesting deck dynamics.  Keeping the idea alive so I can push it after release as perhaps an alternate play style like merged or hyper.
Title: Re: Future card ideas
Post by: Hitori on July 31, 2013, 06:06:41 AM
^ That Calamity sounds fun :)
Title: Re: Future card ideas
Post by: Kilroy512 on August 01, 2013, 07:48:21 AM
Cards with low purity that get stronger in a high purity deck. Example "[Flame Dawn Bannerman] 1/2 As long as [cardname] is in the assault zone, Flame Dawn characters you control get +1/+0 for each Flame Dawn purity you have"

Good idea, but people already have plenty of reasons to do mono color. How about cards with 1-2 purity requirement that gain bonuses for having other faction resources? It would be cool to have rainbow decks be viable.

In terms of specific cards, I feel like there is a distinct lack of hand management cards so perhaps something like:

[Echoing Nightmare] 2 Purity 4 Cost
At the end of each players turns, that player chooses and discards a card. If they cannot, they lose 2 morale.

The addition of morale as a win condition for discard decks would be an interesting change and it would probably make for some interesting synergy with the preexisting factions such as DOD. (Though the majority of discard cards themselves would probably go to... the purple race for lack of knowing their real name...)

Also, while I'm not against the idea of event cards per say, I feel a full board reset based on a lucky draw seems a bit excessive. Perhaps if there was a qualifier that requires you to have a certain amount of max resources when played (most likely 10 in this case) and then lowers your max depending on the effect. That would keep things balanced but give players more options for deck building.

Title: Re: Future card ideas
Post by: scoobyfred27 on August 01, 2013, 07:49:36 AM
Just wait until RISE, you will find that a lot of awesome strategies are very viable (:
Title: Re: Future card ideas
Post by: Kilroy512 on August 01, 2013, 09:11:49 AM
Had a few more ideas to go along with the discard deck:

[Mindrending Shade] COV, Purity 2, Cost 3, Power/Toughness 0/2: Mindrending Shade is unblockable. When Mindrending Shade attacks a player, that player discards a card. If they cannot they lose 2 moral.

[Empathic Night-Terror] COV, Purity 3, Cost 5, Power/Toughness 2/2: Flying; Pay 2 and exhaust this creature, this creature gains +X/+X where X is 5 minus the number of cards in your opponents hand. This creature deals damage to players in the form of moral.

[Oppressive Shade] COV, Purity 2, Cost 2, Power/Toughness 0/6: Vigilance; (possibly flying) This creature costs 1 more to play for each card in your opponents hand. When a creature deals damage to Oppressive Shade, return that creature to its owners hand at end of turn.

[Wailing Halls] COV, Purity 3, Cost 5, Field: When your opponent discards a card, they must discard another card. If that player cannot discard a card, they lose 2 moral. This effect can only activate once per turn. When a player fails to discard a card, that player loses 2  additional moral.

[Twisted Possessor] COV, Purity 1, Cost 1, Power/Toughness 0/2: While this creature is in the defensive zone, whenever your opponent draws a card, they lose 1 moral.

[Fog of the Veil] COV, Purity 1, Cost 4, Spell: Creatures on the field get -X/-0 where X if 5 minus the number of cards in your opponents hand. This spell does not effect shades.

Let me know what you guys think!
Title: Re: Future card ideas
Post by: Hitori on August 01, 2013, 03:26:08 PM
Mindrendering Shade - should not be unblockable, otherwise I find it a nice idea. Blocking is already not guaranteed in this game with the way you need to line up defenders properly.

Other than that I like your card ideas, but I wouldn't tie in Morale with Discard mechanics so much, I feel Discard mechanics are already very strong and there's no need to guarantee a reward for using characters/abilities that are attached to them.
Title: Re: Future card ideas
Post by: Kilroy512 on August 02, 2013, 08:38:53 AM
The classic issue with discard decks is that once your opponent has no hand left then discarding cards becomes all but useless. Add tom this that discarding cards, while it does give you a tactical advantage, it does not bring you any closer to any particular win condition. There is a unique opportunity here with the addition of morale in the game to give discard decks the ability to work towards a win condition without adding cards like "Rack" and "Megrim" for magic references.

Do keep in mind though that I'm not saying that all discard decks need to be like this, but it's an interesting concept for one faction. Also keep in mind that, mostly based on my suggestions, a deck like this has very little in terms of board clearing options. This makes it a bit more reliant on being able to stall or damage morale in other ways besides wiping the board. In this case I tied it in with discarding which is the main focus of the deck in this case.

It is very important that discarding is not possible to be used before an opponent is able to play the cards they draw or discarding becomes op, however, because of this, most TCGs have discarding become either chump early game pings that are useless in the late game, or are strictly ignored altogether which is a shame considering how cool a concept it is. (when was the last time you saw a discard deck in a magic tournament?) The suggested archetype would allow the player to force his opponent to choose whether they want to play the card they draw, or sac it to protect their morale values. Now that I have said this I think that there should be a qualifier for morale damage from discards that makes it so damage from failure to discard only applies if no cards were discarded in the same turn. That would really make it so its a meaningful decision for the opponent to play what they draw and keep the aspect of a control deck throughout the game instead of just the first 3-4 turns (being generous) until their hand runs out.

In defense of the unblockable card. While I value your critique, I actually spent a good amount of time considering this and generally find that it would be a challenging card to keep on the field if it did not have unblockable. It has 0 attack making it incapable of damaging other creatures and only 2 health which makes it so any spot removal whatsoever from any faction can deal with it easily if it becomes an issue. The cards function would change very little if it was simply changed to flying, but I don't think it is necesary simply because of the disproportionate cost/effect ratio (3 cost/~2 morale damage and 2 hp) when compared with similar cards. If you made it only have flying, it would be inferior to other similar fliers in every way (even the Ariel Scientist from Genesis is better in every sense assuming it isn't actively causing your opponents to discard cards and since it is a turn 3 drop you cannot expect that to last long, if at all) across the board and the presence of plentiful spot removal already shoves it into a "marginally useful" box. I don't know though, if you have any more specific balancing points I'm plenty open to discussion, but it seems to actually be a little on the underpowered side unless used properly, which is kinda what I was aiming for. A tactical deck style like this is one that should require serious thought and judicious use in order to succeed.
Title: Re: Future card ideas
Post by: Hitori on August 02, 2013, 02:09:25 PM
To me, the biggest issue with discard-decks is not their lack of viability once there's nothing to discard (all you need is one 4/4 creature to win a game slowly and keep drawing cards that remove your opponent's card from his hand). They do not need any added value.

Verore, which is the faction all these suggestions were made for, already has enough control without having to have an unblockable. That 3drop card can follow a mass death combined with a death ray for any leftovers, this already leaving an enemy with quite a few cards in hand (being able to out-think your enemy does not mean you need to have compensating tools for not playing well enough in the first place).

What I see as ideal combo with those cards you suggested, would be an early control-build of Verore as we already see it, combined with Calamity for the 10th+ turn. You get your turn 1-4 early easy control with Lightning/Ray/Mass, then you can drop discard cards on turns 5-9, and leave your enemy with no defenses after a Calamity.

I think Morale is already an issue when fighting heavy control decks, and should not be added to discard to such an extent (one or two cards that tie in can work, but it's not really needed the way I see it).

Unblockable discard mechanic should either be way more pricey (Resources/Morale) or if not, altered to not be unblockable. That's my view :)
Title: Re: Future card ideas
Post by: Carnivor on August 02, 2013, 09:22:31 PM
Phalanx: all characters with phalanx get +0/+1

This would stack
Title: Re: Future card ideas
Post by: Tyonidas on August 02, 2013, 09:26:22 PM
This sounds like an ability from a TCG (use that term loosely) that I played on Facebook called Confrontation.  Was basically just a deck building game...you make the deck and it gets played out for you...a true representative of P2W games.
Title: Re: Future card ideas
Post by: TimetoSplit on August 02, 2013, 09:30:36 PM
I would love to see this card:

Cost 1 - Factionless
Look at an opponent's hand and choose a card from it.  If that card is in their hand at the end of the turn, put it on bottom of that players deck and he or she then draws a card.

It's pseudo-discard, Vendillion Clique style.
Title: Re: Future card ideas
Post by: Tyonidas on August 02, 2013, 09:32:36 PM
I like the idea, but want more cost for that.  The reason being is not because you are possibly removing a card, its because you are getting to check out what is in your opponent's hand...thats a huge ability right there.
Title: Re: Future card ideas
Post by: Kilroy512 on August 03, 2013, 12:13:50 AM
I would love to see this card:

Cost 1 - Factionless
Look at an opponent's hand and choose a card from it.  If that card is in their hand at the end of the turn, put it on bottom of that players deck and he or she then draws a card.

It's pseudo-discard, Vendillion Clique style.

That seems far too powerful to be a 1 drop. Increase the price to something like 4-6 and maybe fiddle with its effect depending on which direction you go.
Title: Re: Future card ideas
Post by: Koey on August 05, 2013, 04:42:18 AM
I would love to see this card:

Cost 1 - Factionless
Look at an opponent's hand and choose a card from it.  If that card is in their hand at the end of the turn, put it on bottom of that players deck and he or she then draws a card.

It's pseudo-discard, Vendillion Clique style.

Personally I say this gets confusing, as currently the only actions that are "not un-doable" are Trading Post actions. Adding specific cards would make it a bit confusing.
(ie. Use to look at opponent hand, undo and do your stuff)
Title: Re: Future card ideas
Post by: abzolutebox on August 19, 2013, 05:48:52 PM
INFECT for Slepeers " EPIC or LEGENDARY"

When creature is being infected if this creature dies appear a zombie 4/4 with infect in your control.

rlly want a Anget coyle for sleeper like this.

Agent Coyle, The Pandemoniun.

Cost 8

10/10

When Agent enters to the battlefield you infect a creature ingame(supp,assault,defense,commander zone), if agent dies and the creature infected still alive the parasite explode and agent revive in your support zone slowed. (you can infect everytime agent backs to the game).

Pay 4: Infect a creature in the battlefield.
Pay 6, Exhaust: Destroy all  creatures infected.

:D

Title: Re: Future card ideas
Post by: PianoHandsThePerson on August 19, 2013, 06:34:34 PM
Lubricate  - Discard X Unending Drones. Target artificial character is Untouchable for X turns, where X is the amount of Unending Drones discarded.
Cost of 8 or higher I'd say :)
Affinity 2 or 3
Title: Re: Future card ideas
Post by: Githian on August 23, 2013, 02:24:35 PM
I was working on a faction based on a society of scientists which seek perfection by experimenting and copying everything they see/experience; however, since you probably have already planned out most future factions, I'll just drop some cool concepts in this thread  :)

Mass Production
Rarity – Rare
Purity  ●●
Type – Ability
Cost – 5
Text – Shuffle into your deck 3 copies of target non-location card on the battlefield.

Mime
Rarity - Epic
Purity  ●●
Type – Ability
Cost - 8
Text – You get a copy of each ability played by an opponent during the previous turn.

I'll be back with more  :P
Title: Re: Future card ideas
Post by: Hitori on August 23, 2013, 02:42:44 PM
^
Love those Githian, I think Mime should be the abilities the opponent uses THIS turn rather than the previous, much more mind game ( and could also make it cost 5-6 instead of 8 ).
Title: Re: Future card ideas
Post by: Githian on August 23, 2013, 02:46:31 PM
Haha I initially went with that and it costed exactly 5  ;D
In the end I decided for something more reliable at a higher cost, but both are interesting designs.
Title: Re: Future card ideas
Post by: Jade on August 25, 2013, 05:56:37 PM
I was working on a faction based on a society of scientists which seek perfection by experimenting and copying everything they see/experience; however, since you probably have already planned out most future factions, I'll just drop some cool concepts in this thread  :)

Mass Production
Rarity – Rare
Purity  ●●
Type – Ability
Cost – 5
Text – Shuffle into your deck 3 copies of target non-location card on the battlefield.

Mime
Rarity - Epic
Purity  ●●
Type – Ability
Cost - 8
Text – You get a copy of each ability played by an opponent during the previous turn.

I'll be back with more  :P

I like both of these  :)

Don't usually do this, but had a fun idea:

Token of Good Faith
Faction - Exiles
Rarity - Uncommon
Purity  ●
Type – Ability
Cost - 4 (?)
Text – Give opponent control of target card on the battlefield.  Card remains in the same zone under opponent's control.
Flavor Text - "Really, they're giving us this for free?  Suckers!"

Possible uses: Gift that character that just got sinister corruption applied to it; gift a small character in the attack zone for your devil of despair to eat (bonus if it's a wealthy noble for morale damage); gift a fatty and then called shot (you know where it's going to be) for morale damage; gift a lethargy stone so that opponent can't attack; gift ruins of an ancient civilization, attack with all of your characters, calamity next turn while they're in never-never-land; gift any location to replace opponent's current location; gift a Sydern so that opponent doesn't gain resources; gift Wall of the Dead to empty an opponent's graveyard.  The possibilities are endless!  Although would make balancing tough going forward...maybe needs to be more expensive or two purity to prevent future issues.
Title: Re: Future card ideas
Post by: Hitori on August 25, 2013, 09:29:33 PM
Love the concept Jade
Title: Re: Future card ideas
Post by: Githian on August 26, 2013, 06:42:45 PM

Token of Good Faith
Faction - Exiles
Rarity - Uncommon
Purity  ●
Type – Ability
Cost - 4 (?)
Text – Give opponent control of target card on the battlefield.  Card remains in the same zone under opponent's control.
Flavor Text - "Really, they're giving us this for free?  Suckers!"


Like it. Simple and nice concept with a lot of potential. It could probably stay at one purity, as it's a card that is almost only useful when paired with other specific cards.

More ideas:

Journey to Another Dimension
Rarity – Uncommon
Purity - Factionless
Type – Ability
Cost – 3
Text – You get a random Location card.

Planar Portal
Rarity - Epic
Purity - Factionless
Type – Artifact Magic
Cost – 7
Text - At the end of turn, summon a random character and put it into play.

Impending Disaster
Rarity - Rare
Purity ●●
Type - Ability Magic
Cost - 8
Text - At the end of turn, all characters are returned to their controllers' hand.



Title: Re: Future card ideas
Post by: PianoHandsThePerson on August 27, 2013, 07:35:00 PM

Token of Good Faith
Faction - Exiles
Rarity - Uncommon
Purity  ●
Type – Ability
Cost - 4 (?)
Text – Give opponent control of target card on the battlefield.  Card remains in the same zone under opponent's control.
Flavor Text - "Really, they're giving us this for free?  Suckers!"


Like it. Simple and nice concept with a lot of potential. It could probably stay at one purity, as it's a card that is almost only useful when paired with other specific cards.

More ideas:

Journey to Another Dimension
Rarity – Uncommon
Purity - Factionless
Type – Ability
Cost – 3
Text – You get a random Location card.

Planar Portal
Rarity - Epic
Purity - Factionless
Type – Artifact Magic
Cost – 7
Text - At the end of turn, put into play a random character.

Impending Disaster
Rarity - Rare
Purity ●●
Type - Ability Magic
Cost - 8
Text - At the end of turn, all characters are returned to their controllers' hand.
When I see Random, I'm thinking it should in the exiled faction. It would be kind of like having charge on a Verore card, just doesn't quite make sense :P.
Title: Re: Future card ideas
Post by: Githian on August 28, 2013, 12:38:43 AM
When I see Random, I'm thinking it should in the exiled faction. It would be kind of like having charge on a Verore card, just doesn't quite make sense :P.
Eh, I see where you are coming from, but if I remember correctly Exiles only have a single card with a random effect (Wholesome Slaughter) so I wouldn't consider it a mechanic specific to that faction. Keep in mind that one day Exiles will be out of 'standard', but that probably doesn't mean we won't see random effects on future cards  :) (actually there are already some: Evellee's recruit ability and Ancient Egg)
Also, I feel these cards make more sense as factionless simply based on their flavor  :P

EDIT: Ok, I forgot Hell's Gambler because it's a shi... ehm, bad card  ;D
Title: Re: Future card ideas
Post by: PianoHandsThePerson on August 29, 2013, 06:45:28 AM
Heh, exiled in generally just have that risky, random, gambling feel to them, and only cards with the random effects. If they are out of standard, then factionless or a new faction makes sense. Currently though, it would suit their style more and really play around the Gambling + Mind Games that exiled has the feel of. ; )! Just my opinion. Which means it's as good as fact! lol Fun concept though
Title: Re: Future card ideas
Post by: Githian on September 04, 2013, 10:01:04 PM
Ok, time for another batch of cards, just because I'm bored  :D

Twin Phoenix
Rarity – Epic
Purity ●●
Type – Character, Phoenix
Cost – 7
Stats - 15/15
Text – Flying. When you play Twin Phoenix, raise a card called Twin Phoenix from your graveyard to play.

Embargo Enforcer
Rarity - Rare
Purity ●
Type - Character, Human
Cost - 6
Stats - 8/8
Text - If Embargo Enforcer is on the battlefield, the Trading Post is disabled for all players.

Convince through Force
Rarity - Rare
Purity ●
Type - Ability
Cost - 6
Text - Deals 15 damage to target character on the battlefield. If that character would die because of this damage, instead you gain control of it.
Title: Re: Future card ideas
Post by: Kilroy512 on September 11, 2013, 11:26:07 AM
Love the ideas Gith. How about Embargo Enforcer/Barricade?
Title: Re: Future card ideas
Post by: Githian on September 11, 2013, 03:28:00 PM
Love the ideas Gith. How about Embargo Enforcer/Barricade?
Thank you  :) Embargo Enforcer is the perfect name, changing it right now.
If you have the time, check my previous suggestions, I'd like to hear your opinion on them as well  ;D

In the meantime, I'll take this chance to post a few others:

Fatigue
Rarity - Uncommon
Purity ●
Cost - 3
Text - Target character becomes fatigued. Whenever that character moves, it takes 4 damage.

Information Leakage
Rarity - Rare
Purity ●●
Type - Ability
Cost - 5
Text - Look at your opponent's hand and choose a card. Take that card and add it to your hand.
[this originally had a clause that you would take the card only if it was still in their hand at the end of the turn, but I figured it worked better this way: if they play the chosen card the same turn you play this, you get the card if you have priority, while the card is played normally if they have priority.]

Catastrophe
Rarity - Epic
Purity ●●
Type - Ability, Magic
Cost - 8
Text - Name a zone in play other than Command Zone. Kill all characters in that zone. You cannot move your characters this turn.
Title: Re: Future card ideas
Post by: Kilroy512 on September 12, 2013, 04:42:12 AM
Maw of Madness
Faction - Exiles
Rarity - Epic
Purity ●●
Type - Location
Cost - 7
Text - Creatures in a combat zone cannot be moved normally. At the beginning of each of your turns move, for both players, all characters in the assault zone to the defense zone and all characters in the defense zone to the assault zone.
Title: Re: Future card ideas
Post by: Hitori on September 13, 2013, 02:57:22 AM
Demonify
Faction - Exiles
Rarity - Rare
Purity ●●
Type - Ability
Cost - 5
Text - Target character gains Consume 2 and Unstopable. It cannot be killed from non-damage sources this turn.
Flavor Text - 'Call me to the realm of men, so that I may feed upon their lies forever again.'
Title: Re: Future card ideas
Post by: TimetoSplit on September 29, 2013, 12:32:06 AM
Precursor of All
Faction - Warpath
Rarity - Epic
Purity ●●
Type - Character
Cost - 6
Text - Whenever you cast a spell or ability targets Precursor of All, copy that spell for all characters on the battlefield.  Each copy targets another character
Flavor Text - "Instinct is neither good nor evil."

I would love to see this card.  Creates very interesting risk-reward scenarios.  Turns any targeted removal into mass removal, but also has ridiculous synergy with Aleta the Caretaker, Angelify, Demonic Corruption.  Anything you cast, your opponent gets as well, but this makes the card reaally interesting.  For example, if you have very few characters on the battlefield, but they have many, cast one removal spell on your Precursor. ;)  But if you have many characters out, then use Aleta the Caretaker's ability on it, or something like Demonic Corruption or Brutality.
Title: Re: Future card ideas
Post by: NatoPotato on October 01, 2013, 07:21:23 AM
(Mandatory/Forced) Leave of Absence
Faction - factionless?
Rarity - rare?
Type - Ability
Cost - 6?
Pay X: Target Card in commander zone, card is removed from play, after X+1 turns card returns to commander zone.
(similar to the controlled anomaly but only works on commanders and has a variable length, you could use it on an enemy commander to stop them using their ability or use it on one of your own commanders to protect them from assassinate/perils of command/etc)


Clone Hunter
Faction - Genesis?
Rarity - uncommon?
Type - character artificial
Cost - 4?
Stats - 2/2
If there are multiple cards with the same name in the opponents combat zones Clone Hunter gains +1/+1 for each instance of that card.

or maybe that should be at the end of the turn if there are multiple instances of the same card in the opponents combat zones Clone Hunter gains +1/+1 permanently, not sure which I prefer.

I just think it would be cool for a card to be affected by how many duplicate cards the opponent is using, useful when they use abilities that create cards like call to crusade or the hellmouth or are just using heaps of unlimited characters.


Repair Drone
Faction - Genesis
Rarity - uncommon
Type - character artificial
Cost - 3
Stats - 2/2
If Repair Drone is in the defensive zone at the end of the turn all other artificial cards in your defensive zone are healed 1 damage.



Still pretty new to the game so i dunno how useful/balanced those would be, but i think the affects are interesting.
Title: Re: Future card ideas
Post by: TimetoSplit on October 04, 2013, 03:50:48 AM
Wildfire Elemental
Character - 12/18
Flame Dawn - 1 purity
Cost - 7
Immotalated (When this creature enters the battlefield, it becomes immotalated.)
Whenever Wildfire Elemental attacks, put a Wildfire counter on burst elemental.
Each opponent loses 1 resource for each Coal counter on Wildfire Elemental as long as it is on the battlefield.

Beast of the Ashes
Character - 2/2
Cost - 2
Warpath - Purity 1
Whenever a noncharacter card goes to your graveyard, Beast of the Ashes gains +4/+4.
Whenever a character goes to your graveyard, Beast of the Ashes gets -2/-2.

Eternal Generator
Artificial Character
1/7
Cost - 2
Genesis - 2 purity
When Genesis Generator enters the battlefield or becomes exhausted, sacrifice an aritificial character, then gain 4 resources until end of turn.

Plagued Vial
Artifact
Sleepers of Avaarch - 2 purity
Cost - 7
Exhaust: Put an infection counter on Plagued Vial.
At the beginning of each turn, each player sacrifices a character for each infection counter on Plagued Vial.
If you control no characters, sacrificed Plagued Vial.

Devastating Strike
Ability
Descendants of Dragon - 1 purity
Cost - 3
Whenever an opponent is dealt damage this turn, that player loses an equal amount of morale.

Early Harvest
Artifact
Warpath - 1 purity
Cost - 4
At the beginning of next turn, each player may place a location, character, or artifact onto the battlefield from his or her hand.

Cyborg Synergist
Genesis - 1 purity
Cost - 6
Artificial Character - 12/12
Whenever Cyborg Synergist deals combat damage, place a charge counter on Cyborg Synergist.
For each charge counter on  Cyborg Synergist, reduce the cost of each activated ability by 1.

Eternal Rage
Artifact
Flame Dawn - 1 Purity
Cost - 10
For each Flame Dawn purity for your deck, Eternal Rage costs 2 less to cast.
At the end of each turn, Eternal Rage deals 5 damage to each player.

Plaguebearer
Character - 16/16
Sleepers of Avaarch - 2 purity
Cost - 8
Slow
When Plaguebearer enters the battlefield, all characters on the battlefield become slow.
Whenever a character becomes exhausted, Plaguebearer gains +1/+1.
Title: Re: Future card ideas
Post by: Madmax on October 07, 2013, 08:54:36 AM
Morale Hazard
Rarity – Rare
Purity  ●●
Type – Ability
Cost – 12
Text – Target players morale and Hitpoints are switched.
Title: Re: Future card ideas
Post by: kickinhead on October 16, 2013, 07:53:51 PM
I'd love to see some "Imprint" cards.

for example a creature:

cost X

Remove a creature on the Field with Cost X or less from the game - "card" becomes a copy of that Creature.

And an artifact:

cost 3

When you play "card", remove an Ability Card from your Hand. You may play the removed card once per turn for it's cost

And maybe a Land:

Cost 3

When you play "card" remove a Creature Card from your hand, you may play the removed Creature once per Turn for it's Cost.
Title: Re: Future card ideas
Post by: Freecandiez on October 16, 2013, 09:48:23 PM
Hmm i think of:
Essence of Wilderness
fraction: Warpath
rarity: epic
purity ***
type artifact
cost 8
text: all your beasts have haste
pay 3 all your beasts gain +4/+0 this turn
pay 5 all your beasts gain unstoppable this turn
pay 6 all your beasts attack twice this turn
you lose
"Once beasts smell their homeland, there is no way to stop them"

also, i think that Warpath kinda needs flying beasts so:
Western Eagle
fraction: Warpath
rarity: uncommon
cost 4
purity *
type character beast
text: haste
flying
can't block(warpath has ways to block flyers)
10/5
"Even tho we can make our units fly, there wont be such majestic creatures in the sky like eagles"~Genesis industry combat report(i cant remember who wrote the text on Hidden by the Clouds, it should be same source)

Title: Re: Future card ideas
Post by: Wolfstar on October 28, 2013, 08:03:54 AM
Was thinking a card with an effect that made a character lose health every time it was meant to gain it.  Thinking about it the card would probably work best in a sleeper or verore deck.

Sleeper because of the whole zombification nano tech.  I can imagine a single target spell that makes that single character lose x hp whenever it is meant to gain x hp.

Verore because dark twisted magic and the spell being a strong counter to DoD and the lore between the two factions.  The verore style spell would be an all enemies lose x hp instead of gain x hp for this turn.

Whilst strong ability it is situational
Title: Re: Future card ideas
Post by: Githian on October 29, 2013, 12:23:01 PM
A lot of interesting ideas! Time to get back to this thread...


Develop
Rarity - Common
Purity ●
Type - Ability
Cost - 3
Text - Increase your base resources by 1.

Bribe
Rarity - Rare
Purity ●
Type - Ability
Cost - 3
Text - Gain control of target character with a base cost of 7 or less. Increase the base resources of that character's controller by 2.

Tax Collector
Rarity - Rare
Purity ●
Type - Character, Human
Cost - 4
Stats - 6/10
Text - Trading Post costs 1 additional resource to activate for all players.

Illusionary God
Rarity - Legendary
Purity ●●
Type - Character, Spirit
Cost - 10
Stats - 20/20
Text - Flying.
When you play Illusionary God, all players shuffle their hand into their deck.
Players can't draw cards except at the beginning of their turn.
When Illusionary God becomes the target of a spell or ability, sacrifice it.

Pandora's Box
Rarity - Epic
Purity - Factionless
Type - Unique Artifact
Cost - 5
Text - When Pandora's Box is destroyed, you get three random Demon character cards.

Back Attack
Rarity - Epic
Purity ●●
Type - Ability
Cost - 8
Text - Your opponents simultaneously move the characters in their attack zone to their support zone, the characters in their defense zone to their attack zone and the characters in their support zone to the defense zone.


Title: Re: Future card ideas
Post by: BK2710 on October 31, 2013, 02:44:14 PM
Mindreading Fraud (meh couldnt come up with a better name ^.^)

Rarity - Epic
Purity - Factionless
Type - Unique Character
Cost - 6
Stats - 5/7
Text - Pay 2: Exhaust. Target any Charactercard (well a unit, not artifact etc) your opponent controls, if it uses it's effect this turn, negate the effect and inflict 2 damage. If it doesn't you lose 15 Morale and Mindreading Fraud takes 3damage.


Last Chance

Rarity - Legendary
Purity - Factionless
Type - Unique Spell
Cost - 13
Text - Revert any action and restore the health, damage and cards of both players to their previous state. Every card played during the turn this card is activated is negated and gets shuffled back into the deck (unless the card was on the field the turn before).
- Basicly you nullify the turn you play this card to replay your last turn and reset both players fields etc to that state. i thought this is a neat cardidea
Title: Re: Future card ideas
Post by: Madmax on November 08, 2013, 02:06:30 AM
I made Teremus a card :P

Terra Moose
Faction – Warpath
Rarity – Uncommon
Purity – ●
Type – Character
Cost – 3
Power – 4/6
Text – If Terra Moose is in the defence zone for 4 consecutive turns, all land cards in play are removed.
Flavour Text - Let the Terra Moose graze the land and he will eat it until nothing is left.

(http://i.imgur.com/xWV1xVU.png)
Title: Re: Future card ideas
Post by: Kindran on November 08, 2013, 02:20:15 AM
Redirect
Rarity – Rare
Purity – Factionless
Type – Ability
Cost – 6
Text – 'Preemptive' Select any card you control and redirect any ability your opponent cast during this turn to that card.

Hide n' Seek
Rarity – Rare
Purity – Factionless
Type – Ability
Cost – 5
Text – During this turn cards in your support and command zone are hidden from your opponent and shuffled.
Title: Re: Future card ideas
Post by: Hjorvir on November 08, 2013, 02:25:37 PM
Phoenix of the Dawn

Faction – Flame Dawn

Rarity – Epic (?)

Purity – •• / ••• (?)

Type – Unique Character, (Charge?), Flying

Cost – 6+

Power – 12/4

Text – If Phoenix of the Dawn is killed, he returns into an Egg (Artifact) - Each Character that is killed will bury the Phoenix in Ashes - After X characters have died, the Phoenix will be reborn.

Flavour Text - "The crusade will leave everything in Ashes. The phoenix shall rise."
Title: Re: Future card ideas
Post by: Isa on November 09, 2013, 07:57:53 AM
Name: Dullahan
Demon/Human/Spirit?

Rarity: ? ? ?

Purity: Factionless

Cost 10

Dullahan is a 16/16 unit that when dies/gets sacrified splits into a 4/4 and a 12/12 Head and Body character cards.

-----
Name: Justin, The Undisturbed
Human
Rarity:? ? ?
Purity: **/***
Unique Card.
Cost: 7-9?

When Justin gets hurt from any source, create a 4/4 zombie in the combat zone Justin's in.

The image would show the scene with his bleeding hand and the city lighting up, the Undead waking.

Flavour Text: <<Justin's blood was enough to wake the undead. They tore him apart.>>

------
Lesser Imp
Demon
Cost 4
Purity: Exiles */**
4/4
Effect1: Pay 5 Resources: Lesser Imp gains Flying for one turn, bypassing most defenses.
Effect2: Sacrifice 3 characters: Lesser Imp turns into Imp Lord, a 12/12 unit with Effect 1.
--------
Lord Of The Wastes, Jak'Naa
Unique Character, Demon
Cost 6
Purity: Exiles **
15/10
Effect: When Lord Of The Wastes, Jak'Naa destroys an enemy character, a 6/6 Worshipper character is created in the same combat zone she's in.

Flavour text: <<Jak'Naa's sheer power attracted those who would admire her, and she welcomed them with open arms.>>
---------
Candit, Head Corruptor
Unique Character, Demon
Purity: Exiles **
Cost 6
3/3
Effect: Pay 3, Candit, Head Corruptor gives a Demonic Corruption effect on any card in the battlefield.

Flavour text: <<After the fall of Veroria, Candit's mind got warped into a mere husk of her former self>>
------------
GREAT COMMANDER, PUFFY THE GOLDFISH THE IV
Unique Character, Fish
Purity: Factionless
Cost 3
0/1
Effect: Exhaust every single character you control, GREAT COMMANDER, PUFFY THE GOLDFISH THE IV, gains the attack power of all of these characters combined for one turn.
Title: Re: Future card ideas
Post by: Salteador Neo on November 17, 2013, 09:01:01 AM
Some of these could be insipired by MTG cards  :P

Trickster's joke
Faction – Factionless
Rarity – Common
Purity –
Type – Ability
Cost – 1
Power –
Text – Preemptive. Deal 1 damage to target character. Draw a card.

Medal of the Tribe
Faction – Warpath
Rarity – Common
Purity – ●
Type – Ability
Cost – 1
Power –
Text – Choose one: Put a 4/4 beast token on the battle zone of you choice; or: Heal 6 damage from a non-artificial character; or: Beast characters you control get +1/+0 until end of turn.

Fire Slash
Faction – Flame Dawn
Rarity – Uncommon
Purity – ●●
Type – Ability
Cost – 3
Power –
Text – Preemptive. Deal 7 points of damage to target character or player.

Reaper spawn
Faction – The Exiles
Rarity – Uncommon
Purity – ●●
Type – Character
Cost – 4
Power – 8/8
Text – When Reaper spawn comes into play looks at the opponent's hand. Choose a card from it and remove it from the game. When Reaper spawn leaves play, the card is returned to that player's hand.

Day of the Beast
Faction – Cult of Verore
Rarity – Rare
Purity – ●●●
Type – Ability
Cost – 6
Power –
Text – Deal 66 damage to target character.
Title: Re: Future card ideas
Post by: mik1o on November 18, 2013, 08:26:55 PM
Inspired by the conversation in the initiative thread which I'm not going to link here, I came up with an idea for an ability card or character ability.

- A character ability or an ability card which would use your leftover resources to either repair your fortress or gain back morale or something similar which doesn't require interaction during resolution phase.

This might be a stupid idea, but I'll just leave it here anyway...

-mik1o
Title: Re: Future card ideas
Post by: Githian on November 20, 2013, 01:50:20 AM
Reckless Research
Rarity - Rare
Purity ●
Type - Ability
Cost - 7
Text - Reveal cards from the top of your deck until you reveal an ability card. That card's cost becomes 0. Put that card into your hand and all the other cards revealed this way into your graveyard.


Wheel of Fate
Rarity - Epic
Purity ●●
Type - Ability
Cost - 13
Text - Shuffle your hand into your deck, then draw that many cards. The cost of all cards in your hand becomes 0.


All-in!
Rarity - Epic
Purity ●●●
Type - Ability
Cost - 11
Text - Each player reveals their hand and puts all characters revealed this way in their assault zone.
Title: Re: Future card ideas
Post by: Kindran on November 20, 2013, 04:32:22 AM
Apocalypse
Rarity - Epic
Purity - *** Sleeper
Type - Ability
Cost - 9
Text - For every undead creature card in your graveyard summon a 1/1 undead token in the attack or defense zone. Anytime a creature is dealt combat damage this turn they become an undead and die at the end of the next turn.
Title: Re: Future card ideas
Post by: epicab3l on December 02, 2013, 02:37:27 AM
Fusion cards.
Pay and sacrifice two different unlimited characters to summon another character. I loved that In yugioh. It would add a next level of strategy to the game.
Title: Re: Future card ideas
Post by: gpt999 on December 05, 2013, 04:30:51 AM
I'm gonna  do one for each faction, because why not.

Flamedawn:

Relentless
Rarity - uncommon
Purity - 2
Type - Ability
Cost - 3
Text - Target character attack twice this turn.

Genesis:

Fusion
Rarity - rare
Purity - 2
Type - Ability
Cost - 7
Text - target any number of characters you control, those characters merge together, combining all of their abilities and stats, the newly made character come into play exhausted.

Warpath:
Natural beauty
Rarity - uncommon
Purity - 1
Type - location
Cost - 3
Text - Opponent cannot play a location while natural beauty is in play

Verore:
Forced tribute:
Rarity - common
Purity - 1
Type - Ability
Cost - 2
Text - Opponent sacrifice a character of their choosing.

DoD:
Holiday truce
Rarity - Epic
Purity - 2
Type - Ability
Cost - 4
Text - preemptive, both player's fortress and characters cannot take damage or die this turn.

zombie:
Spore colony
Rarity - Legend
Purity - 2
Type - Character
Cost - 6
Text - Flying, untouchable, At the beginning of each turns, this character create a copy of itself for each spore colony in play, if this character goes into combat with another character, the opposing character gain -1/0 and spore colony is removed from the game. If spore colony would die, instead, remove it from the game.
0/3

Exile:
NO idea
Rarity -
Purity - 2
Type - Character
Cost - 3
Text - Charge, If a character would enter combat with No idea, then that character dies.
1/1
Title: Re: Future card ideas
Post by: Hitori on December 07, 2013, 01:38:05 PM
I'm gonna  do one for each faction, because why not.

Flamedawn:

Relentless
Rarity - uncommon
Purity - 2
Type - Ability
Cost - 3
Text - Target character attack twice this turn.

Genesis:

Fusion
Rarity - rare
Purity - 2
Type - Ability
Cost - 7
Text - target any number of characters you control, those characters merge together, combining all of their abilities and stats, the newly made character come into play exhausted.

Warpath:
Natural beauty
Rarity - uncommon
Purity - 1
Type - location
Cost - 3
Text - Opponent cannot play a location while natural beauty is in play

Verore:
Forced tribute:
Rarity - common
Purity - 1
Type - Ability
Cost - 2
Text - Opponent sacrifice a character of their choosing.

DoD:
Holiday truce
Rarity - Epic
Purity - 2
Type - Ability
Cost - 4
Text - preemptive, both player's fortress and characters cannot take damage or die this turn.

zombie:
Spore colony
Rarity - Legend
Purity - 2
Type - Character
Cost - 6
Text - Flying, untouchable, At the beginning of each turns, this character create a copy of itself for each spore colony in play, if this character goes into combat with another character, the opposing character gain -1/0 and spore colony is removed from the game. If spore colony would die, instead, remove it from the game.
0/3

Exile:
NO idea
Rarity -
Purity - 2
Type - Character
Cost - 3
Text - Charge, If a character would enter combat with No idea, then that character dies.
1/1

Some great ideas here Darkname, let me try and improve(?) by minor changes that I feel will make these more balanced:

Relentless: Target Character YOU control attacks twice this turn.

Fusion: Make it 3 purity, I think it's worth it potentially. Make it only work with Artificial units (I'm assuming that's intended by you as well). Reduce cost by 1-2 or so, Genesis is already quite late game.

Natural Beauty (change name to Natural Reserve perhaps?): Make it 2 purity. I like it, I think it might be even better as a 2 cost and a Rare. It's very strong, though it does limit you, and Warpath are dry on 2 drops so I think 2 cost could work.

Forced Tribute: Cool concept, but at 2 cost and 1 purity I feel it is way way too strong. Possibly a 4-5 cost if it's one purity. 3 cost if it's 2?

Holiday Truce: Make it so that DoT effects already in place (immolate for example) can kill targets. You can also make it a bit stronger (and higher cost?) and make it so that each attacking unit deals 4 Morale damage to it's own controller that turn (since, well, they're attacking on a holiday truce). Can be 2 Morale if that sounds too strong.

Exiles/No-Idea: Make it randomly place itself on the combat zone each turn (including the order of attackers/defenders), and of course it needs to die after one kill (thus the 1/1 attack/hp I guess?) unless we're talking Legendary.

--

Love your ideas, really do.

Title: Re: Future card ideas
Post by: epicab3l on December 10, 2013, 12:46:30 AM
Not many ideas

name: immortal slime
Purity: none
Type: character: slime
Atk/def: 8/8
Ability: if this card would would be destroyed reduce it's atk and def to half its current attack and create a duplicate of this card.
Title: Re: Future card ideas
Post by: epicab3l on December 10, 2013, 01:15:41 AM
Flamedawn

Cavalry steed
Cost 2
Purity *
2/8
Pay 1
Remove this card from play. A human character gains haste and +3/3.  When that character is destroyed return cavalry steed with -0/3 health. cavalry steed cannot enter combat zone.

Factionless
Sew lips
Cost 5
Target character is silenced. Remove target characters ability.

Factionless
Bouncy Jelly
Cost?
Character slime.
When a character battles this card return that character to the support zone.
(this is meant to deal with unstoppable)
2/12

Factionless
Gelatinous ooze
Character slime
Cost?
When a character does battle with this card tap that card until this card is destroyed.
4/10

Factionless
poisonous slime
Character slime
Cost?
When this card does damage to a character emulate that card for 3 (not sure if I'm using the right word but U guys get what I'm saying)
Atkdef?

I think factionless could do with some loving.
It might be neat to have mini subgroups within factionless. There is a lot of potential there. Feel free to build or make suggestions to whatever I have here.
Title: Re: Future card ideas
Post by: epicab3l on December 10, 2013, 02:01:04 AM
Oh just had an idea. This should make really for some awesome animation.

Front Hand
Rarity - epic
Cost 3
Ability
Text -Target character deals battle damage + 1 to target character in the opposing zone before battle. The cost of Back hand in your hand is reduced by one.

Back hand
Cost 3
Text -Target character deals battle damage + 1 to target character in the opposing zone before battle. The cost of Front hand in your hand is reduced by one.

Animation on this one should be hilarious.



Title: Re: Future card ideas
Post by: Githian on December 12, 2013, 06:39:58 PM
Kharon, Conductor of Souls
Rarity - Epic
Purity - Factionless
Type - Unique Character, Demon
Cost - 7
Stats - 5/13
Text - Whenever a character in the same zone as Kharon dies, return that character to your hand instead of putting it into your graveyard.


Chaos Rift
Rarity - Rare
Purity •
Type - Ability
Cost - 5
Text - Remove target character from the game. Then its controller reveals cards from his deck until he reveals a character card, and puts it into play. The other cards revealed this way are removed from the game.


Magic Manipulator
Rarity - Epic
Purity ••
Type - Unique Artifact
Cost - 6
Text - Whenever an opponent plays an ability card, you get a copy of that card and put a Overload counter on Magic Manipulator.
At the end of turn, if Magic Manipulator has 3 or more Overload counters on it, destroy it.


Title: Re: Future card ideas
Post by: martincelina on December 31, 2013, 11:59:05 AM
Future card ideas is best for new generation..
Title: Re: Future card ideas
Post by: Varkarrus on February 15, 2014, 12:39:39 AM
Franken | Cost: 6 | Purity -2 Zombie Faction
Unique Undead
5/5.
has +0.5X/+X, where X is equal to your (deck size/total deck size) * 30. Fractional stats are always rounded down.
Text: "Leading the charge was one abnormally large and frighteningly intelligent member of the undead"
(If your deck is full, Franken has 20/35, but your deck will never be full by the time you play Franken. It gets weaker as the game progresses.)

Zargletor'ds, Demon of the colossal blade | Cost: 10 | Purity: -2 Exiles
Unique Demon
10/50
Slow
When in the assault zone, attacks up to 3 seperate units in a turn, only taking damage from the unit it attacked with the most attack power.
Text: "Mine's bigger"

Blademaster | Cost: 5 | Purity: -2 Flame Dawn
15/15
Exists in both the Assault and Defense zones simultaneously.
Text: "With a single swipe he found himself without a blade or a shield. A few more swipes, and he found his pants at his ankles, underwear shown for all the world to see."

Meat Golem | Cost: 1 | Purity: Factionless
3/3
When used in a sacrifice, the unit that sacrificed it heals 10 HP and gets +5/0 for one turn.
Text: "Okay but why did you cook it?"

The Big Red Button | Cost: 2 | Purity: -1 Genesis
Ability
When Pressed, a timer is shown to all players. In 4 turns, all cards currently in a combat zone lose the ability to move to the support zone. On the 5th turn, all cards in a combat zone die.
Text: "Okay but why did you press it?"

Chaos Orb | Cost: 4 | Purity: -1 Verore
Artifact
At the start of your turn, before drawing a card, your entire hand is shuffled into your deck and new cards are drawn.
Title: Re: Future card ideas
Post by: jboundfly on February 17, 2014, 06:35:14 AM
i think u should implement a bleed effect into a game, like if this card attacks it bleeds a card and over time ultimately kills it.
Title: Re: Future card ideas
Post by: jboundfly on February 17, 2014, 06:36:53 AM
i think u should implement a bleed effect into a game, like if a card attacks this card it bleeds and ultimately kills it. Maybe it can be like  bleeds 1 or 2 every turn.
Title: Re: Future card ideas
Post by: Varkarrus on February 17, 2014, 04:52:46 PM
poison is already a thing
Title: Re: Future card ideas
Post by: Safonso on February 17, 2014, 05:01:58 PM
I'm gonna  do one for each faction, because why not.

Flamedawn:

Relentless
Rarity - uncommon
Purity - 2
Type - Ability
Cost - 3
Text - Target character attack twice this turn.

Genesis:

Fusion
Rarity - rare
Purity - 2
Type - Ability
Cost - 7
Text - target any number of characters you control, those characters merge together, combining all of their abilities and stats, the newly made character come into play exhausted.

Warpath:
Natural beauty
Rarity - uncommon
Purity - 1
Type - location
Cost - 3
Text - Opponent cannot play a location while natural beauty is in play

Verore:
Forced tribute:
Rarity - common
Purity - 1
Type - Ability
Cost - 2
Text - Opponent sacrifice a character of their choosing.

DoD:
Holiday truce
Rarity - Epic
Purity - 2
Type - Ability
Cost - 4
Text - preemptive, both player's fortress and characters cannot take damage or die this turn.

zombie:
Spore colony
Rarity - Legend
Purity - 2
Type - Character
Cost - 6
Text - Flying, untouchable, At the beginning of each turns, this character create a copy of itself for each spore colony in play, if this character goes into combat with another character, the opposing character gain -1/0 and spore colony is removed from the game. If spore colony would die, instead, remove it from the game.
0/3

Exile:
NO idea
Rarity -
Purity - 2
Type - Character
Cost - 3
Text - Charge, If a character would enter combat with No idea, then that character dies.
1/1

I like them all!   :D
Title: Re: Future card ideas
Post by: Varkarrus on February 17, 2014, 06:09:45 PM
I don't. Fusion is waay overpowered. You can end up merging abilities together that could leave a unit completely immune to everything or just simply overpowered.
Relentless looks pretty okay to me. I'd probably use it.
Forced Sacrifice might be a liiitle too cheap. Compared with other "insta-kill" abiltiies, maybe 3 might be a better price. Considering the enemy gets a choice it's not so bad.
Natural Beauty is nice, but because it lacks an ability, it's mostly just "nobody can play locations" which I guess isn't so bad. I probably wouldn't use it but I imagine it'd get mileage, especially because it can disrupt strategies.
Holiday Truce is pretty okay. I had a similar concept a while back.
Spore Colony has the possibility of REALLY snowballing, especially in the defensive zone. I mean, 4 turns, you'd have 16. Then 32, then 64. It's entirely possible that if you put it as the final unit in the defensive zone, ahead of some things like defense golems or other high HP units, and the opponent lacks targeted-kill cards, that by the time the spore colony is attackable, there's so many that it can't be destroyed. Unlike the unending drones, who instead of doubling simply pull an ally out of the graveyard, meaning there's a cap.
No Idea might be a little too cheap, even for a 1/1. Unless it dies when it enters combat, rather than killing the opponent before taking any damage. Either way the price should be bumped up to 4 probably.

All in all, I like Forced Sacrifice, Holiday Truce, Natural Beauty, No Idea, and Relentless, but Spore Colony and Fusion are waaaay too broken.

Now I want some opinions on mine :U
Title: Re: Future card ideas
Post by: Githian on February 17, 2014, 06:47:32 PM
Varkarrus I love the Blademaster idea ;) though I'd scale it down to 12/12 or something like that, its ability already makes it very efficient.
Title: Re: Future card ideas
Post by: chaosangel2112 on February 23, 2014, 12:15:12 PM
Dark Apostle - Unique Human 3/8
Purity - Dual Verore/Exiles
Cost - 5 or 6
Exhaust, Discard a Card and Pay x Resources - Create an X/X Demon with Flying where X is the resource cost of the discarded card
Exhaust, Sacrifice X amount of Demon characters - Deal X damage to target creature where X is twice the amount of sacrificed creatures.
Or
Sacrifice a Demon, Pay X - Dark apostle gains +X/+X where X is the resource cost of the sacrificed character, use this ability onky once per turn.


Focus Fire - Spell
Dual Purity - FD/GI
Cost - 3 or 4
Deal X amount of damage to target creature in a combat zone where X is the amount of Human and/or Atificial creatures in the opposing combat zone

Forward Observer - Human 2/5
Cost - 4-5
Purity - Factionless, GI or Flame Dawn
When Forward Observer is in the Assault Zone enemy characters in the support zone may be targeted by any spell or ability.  Can also add or change to make untouchable characters targetable.

Artillery Strike - Spell
Purity - Factionless, GI or flame Dawn
Cost - 4 or 5
Target a combat zone.  One random character is dealt 10 damage and adjacent characters are dealt 5 damage.  If forward observer is in play you may choose the target character. (Not required though, in some cases a player may still want the random auto hit)

Necromancer - Unique Human
2/8
Purity - Dual Sleepers/Verore
Cost - 5 or 6
Exhaust, Pay X+1 - Return Target creature from your graveyard to play where X is the resource cost of the targeted character.  It becomes Undead and gains Slow


Title: Re: Future card ideas
Post by: chaosangel2112 on February 23, 2014, 02:26:20 PM
Double Agent - 5/5 Unique Human
Purity - Factionless
Cost - 2-3
Double Agent comes into play in opponents support zone.  At the beginning of each turn Double Agent is in play, before the draw phase, reveal one random card from opponents hand(opponent does not know which card was revealed).  Each turn both players may pay X resources.  At the beginning of next turn, after a random card is revealed if your opponent paid equal to or more resources than you Double Agent is destroyed.
For flavor the double agent could take on the faction of a random faction in the opponents deck.  For example if it is Warpath the Agent would become a 5/5 beast, Sleepers a 5/5 undead, etc. etc.

Doppleganger - */* Unique Demon
Purity - 2 or 3 Exiles
Cost X+1
When Doppleganger comes into play select a character.  X is equal to that characters resource cost. Doppleganger becomes a copy of that creature and gains any non unique abilities it has. Basically Unstoppable, Slow, Haste, Charge, Vigilance, etc.
Pay X+1 - Select a character in play.  X is equal to that characters resource cost.  Doppleganger becomes a copy of target creature gaining any non unique abilities it has.

Glitch - Spell
Purity - 1 Genesis
Cost 1
When glitch is played choose target artifact or artificial in play and pay X.  That card is moved to the support zone and becomes exhausted for X amount of turns.
OR
The card could be removed from play and opponent could pay X to return it to play.
OR
It could become permanently exhausted until opponent pays X

Deja Vu, Life's Echo - 4/4 Unique Human
Purity - Factionless
Exhaust, Pay X+2 - Play a second copy of the spell or ability played before Deja Vu's ability where X is the resource cost of that spell or ability
OR
Exhaust, Pay X+2 - Play a copy of a spell or ability played last turn where X is the resource cost of that ability.

Pack Mentality - Spell
Purity - 1 or 2 Warpath
Cost - 3
All Beast characters gain +5/+5 until the end of the turn

Redirect - Spell
Purity - Not sure about this one, GI or Verore possibly
Cost - 3
Preemptive - Choose a character in play, it becomes the new target of the next spell or ability played

Mass Panic - Spell
Purity - 1 Flame Dawn
Cost - 4
Target character, in a combat zone, and adjacent characters are moved to the support zone

Yin the Moon's Flower - Unique Human 10/14
Purity - 2 or 3 DoD
Cost - 5
While Yin is on the battlefield all enemy characters receive -1/-1
Morphs into Yang at the end of the turn

Yang the Sun's Chosen - Unique Human 14/10
Purity - 2 or 3 DoD
Cost - 5
While Yang is on the battlefield all your characters receive +1/+1
Morphs into Yin at the end of the turn


Title: Re: Future card ideas
Post by: jboundfly on February 23, 2014, 04:34:16 PM
hi I think the foil animation should be amplified, because some cards u cant see the foil effect. In the game it is hard for other players to see u have a foil.
Title: Re: Future card ideas
Post by: Decadere on February 24, 2014, 09:57:32 AM
all factionless
-------------------------------------
Name: Forsaken  -cost 8?- : all of opponent's cards in selected zone other than target are moved to the support zone.
flavor text: "Not for being slow, but for being weak"

Called Out -cost 5- : target opponent character card is forced to the the front of opponent's defensive/assault line
flavor text: "Challenge, accepted"

Hesitation -cost 4- : target card cannot attack this turn.
flavor text: "The product of fear"
------------------------------------
Faction: FlameDawn
------------------------------------
Ability
Riposte -cost 4- : If target card is attacked this turn, Before the attack, deals X damage to the attacker where X is the target card's power.
-
i probably could have worded those better but i think thats enough to get the idea~

Title: Re: Future card ideas
Post by: Varkarrus on February 24, 2014, 04:51:31 PM
Yormuu, the Coward
0/20
Cost: 7
Morale: 0
Effect: When Yormuu takes combat damage, if he survives, both him and his opponent leave play. Yormuu returns to play after 2 turns.
Title: Re: Future card ideas
Post by: chaosangel2112 on February 25, 2014, 05:06:12 AM
Aether Barrier - Artifact or Location?

Cost 3-5

Purity - Factionless or 1 warpath or 1 GI or 1 Verore (really not sure)

The first spell cast each turn is nullified, put a charge counter on Aether barrier.  When Aether barrier has 5 charge counters destroy it and deal 10(5?) damage to all creatures on the battlefield.
Title: Re: Future card ideas
Post by: chaosangel2112 on February 26, 2014, 09:37:51 PM
Pyr Pariah - Human 8/8
Purity - 2 Flame Dawn
Cost - 5 or 6
Charge.  Pyr Pariah is immune to spells and abilities (everything, not just untouchable and non damage effects)
Title: Re: Future card ideas
Post by: ArcaneAzmadi on March 01, 2014, 12:10:58 PM
Eager Beaver - Beast 5/9
Purity - 1 Warpath
Cost - 4
Morale - 4
If you have initiative then after Eager Beaver attacks, move it into your Defence Zone. If your opponent has initiative then after Eager Beaver blocks, move it into your Assault Zone.

Dragon Hatchling - Dragon 4/4
Purity - 2 Warpath
Cost - 4
Morale - 10
Pay 4 resource - +3/+3. This may only be done once per turn.
While Dragon Hatchling is 10/10 or higher it gains Flight.
While Dragon Hatchling is 16/16 or higher it gains Immolate 4.
While Dragon Hatchling is 22/22 or higher it gains Unstoppable.
Title: Re: Future card ideas
Post by: Palaxar on March 08, 2014, 07:50:38 PM
What about something like a card that is "the more damage that this card deals means that this card takes less damage" ...terrible phrasing, but what I mean is a card is relatively weak if not pumped up, but if you CAN pump it up, or increase its attack power in some way, then it becomes a more valuable card(I'm sure with a cap though). You could also do something that is the opposite of that and make a card that takes more damage with the more damage that it deals, and perhaps it incrreases its power by 1 every turn.
Title: Re: Future card ideas
Post by: Swylli on March 09, 2014, 02:31:18 AM
Here are some ideas from my side :

Sinryu, the Enslaved Dragonbaby (Unique)
Purity : 2 (Exile)
Cost : 4 - Morale : 6
Dragon
Stats : 3/3
Rarity : Rare
Exile 2
Pay 5, Exhaust : Choose a Character on the Battlefield, target Character gets Untouchable for this turn.
Pay 11 : Sacrifice this Character. Search your Deck for a "Sinryu, the grown Rampage-Dragon" and put it into your Support zone.

Sinryu, the grown Rampage-Dragon (Unique)
Purity : 2 (Exile)
Cost : 10 - Morale : 12
Dragon
Stats : 23/23
Rarity : Epic
Flying, Unstoppable.
When this Card gets discarded, shuffle it into your Deck instead.
When you play this Card, sacrifice "Sinryu, the Enslaved Dragonbaby", otherwise "Sinryu, the grown Rampage-Dragon" gets sacrificed instead.
When this Character gets killed, and "Sinryu, the Enslaved Dragonbaby" is in your graveyard, return it into your Support zone.
----------------------------------------------------------------------------------------------------------------------------------------------------------------
Percus, the Merciless Striker
Purity : 2 (Firedawn)
Cost : 10 Morale : 15
Human
Stats : 12/4
Rarity : Epic+
Charge
Percus, the Merciless Striker cannot be Blocked by another Character.
When this Character dealt Damage to the Enemys Fortress, it gets Exhausted next turn.

Engulfed in Flames
Purity : 2 (Firedawn)
Cost : 5
Ability - Magic
Rarity : Rare
All Characters on the Battlefield get Exhausted for this turn and the next turn.
----------------------------------------------------------------------------------------------------------------------------------------------------------------
Protection of Mother Nature
Purity : 1 (Warpath)
Cost : 3
Ability - Magic
Rarity : Uncommon
Preemptive
Your Fortress cannot take any Damage this Turn.

Ansharn, the starving Saber-tooth (Unique)
Purity : 1 (Warpath) + 1 (Exile)
Cost : 6 / Morale 8
Beast
Stats : 11/11
Rarity : Rare
Unstoppable, Consume X
X Determines the Cost of the killed Character
At the End of the turn, If this Character didn't killed an enemy Character this Turn, its Health gets reduced to 1.
----------------------------------------------------------------------------------------------------------------------------------------------------------------
Fallax, the Deceiver (Unique)
Purity : 1 (DoD)
Cost : 4 / Morale 7
Human
Stats : 4/6
Rarity : Rare
Pay 2, Exhaust : Reduce targets Attack to 0 for this turn. Fallax, the Deceiver gets Exhausted next turn.

Tacitus, the Speechless (Unique)
Purity : 1 (DoD)
Cost : 4 / Morale 7
Human
Stats : 4/6
Rarity : Rare
Pay 2, Exhaust : Target Character looses all Abilitys this turn. Tacitus, the Speechless gets Exhausted next turn.
----------------------------------------------------------------------------------------------------------------------------------------------------------------
Trash Conversion
Purity : 2 (Genesis Industries)
Cost : 4
Location
Rarity : Rare
Pay X, Exhaust : Target a Character on the Battlefield. Remove target Artificial in your graveyard from the game and pay the resource of that Card. Target Character on the Battlefield gets the removed Characters Power and Health.

Scrap Metal Distortion
Purity : 1 (Genesis Industries) / 1 (DoD)
Cost : 5 / Morale 0
Artificial
Stats : 4/7
Rarity : Uncommon
Vigilance
When Scrap Metal Distortion gets killed by another Character, remove him and the Enemy Character from the game.
----------------------------------------------------------------------------------------------------------------------------------------------------------------
Fledsh, the crying Corpse (Unique)
Purity : 2 (Sleeper)
Cost : 3 / Morale 10
Undead
Stats : 1/1
Rarity : Epic
This Character gets +1/+1 for every Character in your Graveyard.

The Grave of the Soul Collection
Purity : 1 (Sleeper)
Cost : 2
Artifact
Rarity : Rare
Sacrifice the Grave of the Soul Collection, create X 1/1 Undead in your Support zone. While X Determines the Counters on this Card.
Whenever a Character Dies, put 1 Counter on this Card.
----------------------------------------------------------------------------------------------------------------------------------------------------------------
Amatus, the everlasting (Unique)
Purity : 2 (Verore)
Cost : 6 / Morale 1
Demon
Stats : 6/6
Rarity : Epic
Whenever this Character dies, it returns to play in your Support zone, with +3/+3.
When this Character is on the Battlefield, you loose 3 Morale at the end of every turn.

Venif, the venomous Vampire
Purity : 1 (Verore) 1 (Sleeper)
Cost : 7 / Morale 12
Beast
Stats : 6/6
Rarity : Legendary
Flying
When this Character enters Combat with another Character, he retreats back to the support zone and poisons the Enemy for 3 Damage at the End of every Turn. When the Enemy Character dies trough that poison, he looses Additional Morale equal to the cost of that Card and also dealing Damage to its Fortress, equal to the Health of that Character. This effect can be triggered multiple times on the same target, but only the damage it takes increases.
----------------------------------------------------------------------------------------------------------------------------------------------------------------
Final Judgement
Purity : None (Neutral)
Cost : 7
Ability - Magic
Rarity : Epic
Preemptive
Remove all Cards from the Graveyard of all Players.

Time Paradox
Purity : None (Neutral)
Cost : 10
Ability - (Unique)
Rarity : Epic
Shuffle all Cards on the Battlefield and the graveyard of all Players to their Controllers Deck. Each Player draw as many Cards as they had Cards on the Battlefield.
Title: Re: Future card ideas
Post by: tropireno on March 09, 2014, 02:47:34 AM
Thought about making an anti-meta card.

Angelic Charge
Purity : None (Neutral)
Cost : 10
Type : Ability
Rarity : Epic
All characters you control on the combat zone cannot be destroyed by non-damage sources this turn.  If a character would deal direct damage to your opponent's fortress during this turn, they are treated as having Flying until the end of the turn.
Title: Re: Future card ideas
Post by: ArcaneAzmadi on March 13, 2014, 01:25:36 AM
Cannibalism - Ability
Purity - 2 Exiles
Cost - 3
Sacrifice a non-artificial characters on the battlefield: target character gains the sacrificed character's power and health. They also gain one ability the sacrificed character had until the end of the turn.

Grail of the Dawn - Artifact
Purity - 3 Flame Dawn
Cost - 6
At the end of turn, all characters in your assault zone are healed to full health.

Might of the Mountain - Ability
Purity - 2 Descendants of Dragons
Cost - 5
Preemptive. Until the end of turn, all characters in your defence zone are Invincible, cannot be moved from the defence zone and do not deal any combat damage.

Reverse Engineering - Ability
Purity - 2 Genesis Industries
Cost - 6
Create a copy of a character on the battlefield controlled by an opponent in your support zone. The copy has -1/-1 and the Artifical subtype.
Title: Re: Future card ideas
Post by: sketchspace on March 13, 2014, 06:21:44 AM
I just want to see an exile faction demon have flying.

Verore and vanilla factions have demons with flying, why doesn't the main demon faction have one?
Title: Re: Future card ideas
Post by: ArcaneAzmadi on March 15, 2014, 12:32:58 PM
Agent Coyle, Madman
Unique character - Human 8/8
Purity - 2 Exiles
Cost - 5
Morale - 10
Can Evolve.
When Agent Coyle, Madman hits the opponent's fortress, their maximum resource is reduced by 1.
Pay 12, Exhaust: Evolve into a 22/22 Flying, Unstoppable dragon with Consume 3
Title: Re: Future card ideas
Post by: the_icarian on March 20, 2014, 05:15:29 AM
Flame Dawn's pretty great, but sometime we seem to have no hope at all against other decks.  Like Verore.  So I've been thinking about how to get around that and think it would fit the FD's MO to add more cards that buff power only.  Maybe one turn mass buffs.

Elsewise, though not fitting as much with the FD modus operandi, is the idea of creating characters with almost no power, but a lot of health coupled with various strengths of Immolate.

The Big thing is that unless we get lucky against certain Factions, the FD falls too easily.
Title: Re: Future card ideas
Post by: Swiftwynd on March 20, 2014, 03:05:40 PM
Flame Dawn's pretty great, but sometime we seem to have no hope at all against other decks.  Like Verore.  So I've been thinking about how to get around that and think it would fit the FD's MO to add more cards that buff power only.  Maybe one turn mass buffs.

Elsewise, though not fitting as much with the FD modus operandi, is the idea of creating characters with almost no power, but a lot of health coupled with various strengths of Immolate.

The Big thing is that unless we get lucky against certain Factions, the FD falls too easily.

This is an excellent suggestion for a dual faction FD + DoD card, a maybe a general who temporarily buffs all Human units while debuffing all Demon and Beast units in play then exhausts next turn, making it every other turn like the Hermit and the other DoD generals.
Title: Re: Future card ideas
Post by: Swiftwynd on March 20, 2014, 03:23:21 PM
Warpath doesn't have a single flying beast. Perhaps this is for balance reasons, but I think a low cost, very low body stats, hilariously themed card is in order!


Suicidal Eagle

Character - Beast 2/2
Purity - 1 Warpath
Cost - 2
Morale - 8
Flying, Haste.
If Suicidal Eagle would enter into combat with a Flying Artificial character, destroy the character, an adjacent non-flying enemy character unit, and the Suicidal Eagle, and gain 8 Morale.
"They bravely defend the skies, fighting their foes the only way they know by attacking the most vital spot: the engine!"

Art would be a VERY resolute eagle, seen at first from afar, then zooming in close to its face, then back out really far as it gets sucked into a jet's engine and the jet engine has a poof of smoke and feathers, then veers off screen on the card.


Reluctant Falconer

Character - Beast 0/10
Purity - 2 Warpath
Cost - 5
Morale - 10

Pay 2 and Exhaust: Summon a Suicidal Eagle into play in the selected combat zone. Reluctant Falconer loses 2 defense each time a Suicidal Eagle is destroyed.
"No! I spent 6 months handraising that one! His name was Tim... and he will be remembered!"

Art would be a Warpath humanoid with his chest puffed out but a slight tear in his eye, and a Suicidal Eagle perched on his arm bracer.


... I would kill to have this in game :D
Title: Re: Future card ideas
Post by: Snosoul on March 21, 2014, 06:40:54 AM
This is an Idea for an Exile Ramp card I thought up that rather suits the faction.

Purity: 2 Exile
3/3
Demon
Name: Demonic Merchant
Cost 2:
Morale Cost: 6

Ability: Exile 1

One of these two would be suitable I think.

A. Pay 1, This card is Exhausted for 2 turns once used. On your next turn you gain 2 resources until end of the turn.

B. Discard 1 random card from your hand and exhaust this card. On your next turn, gain 1 extra resource until end of the turn.

Exile's currently focus a lot on their mid-game demon's so some form of ramp to let them get out quicker kind of suits them but it wouldn't be guaranteed ramp. After all, with the Exile's nothing is guaranteed.
Title: Re: Future card ideas
Post by: Palaxar on March 24, 2014, 08:32:57 AM
Just wanted to pop in and give a couple of card ideas.

The first card idea I have would most likely fit in Verore the best(as much as I hate Verore), it would be a spell that is something along the lines of "the first character your opponant plays this turn takes >insert number thats balanced for its cost here< damage."

Another idea for a card would be some kind of an antidote ability, where you could use it to cleanse target character(or all depending on which is better from a design standpoint) of effects like Poison, being Immolated, Sinister Corruption, etc.

Third card idea... a cost 1 beast, there are none in the game, Infested Monkey used to be before he got nerfed, but I would really like more options for turn 1 plays as Warpath(which Infested Monkey is technically DoD, but he fit in nicely in beast decks prior to being nerfed). Right now, the options for Warpath turn one is Aleta's ability, and thats about it unless I'm missing something, and thats excluding other factions. I mean, there is also Wealthy Noble, but the options are very much limited for turn 1.

Another idea that I just thought of, given how high risk/high reward the Exiles faction is, what if there was a card that if you put it in your deck, you start out with an 8/8 demon(or something, again, numbers adjusted for balance), but you start out with one less card in your hand, or something of a similiar concept? This was a bit inspired by Gao Han in that he's a turn 0 play.
Title: Re: Future card ideas
Post by: Palaxar on March 24, 2014, 08:36:16 AM
This is an Idea for an Exile Ramp card I thought up that rather suits the faction.

Purity: 2 Exile
3/3
Demon
Name: Demonic Merchant
Cost 2:
Morale Cost: 6

Ability: Exile 1

One of these two would be suitable I think.

A. Pay 1, This card is Exhausted for 2 turns once used. On your next turn you gain 2 resources until end of the turn.

B. Discard 1 random card from your hand and exhaust this card. On your next turn, gain 1 extra resource until end of the turn.

Exile's currently focus a lot on their mid-game demon's so some form of ramp to let them get out quicker kind of suits them but it wouldn't be guaranteed ramp. After all, with the Exile's nothing is guaranteed.
very interesting, I think he could use some tweaking, instead of 2 purity Exiles, I think he would fit better as a 1 purity Warpath, 1 purity Exiles, since one of the thing that the Warpath is about vs other characters is that they have alot of ramp.
Title: Re: Future card ideas
Post by: Conquest on March 25, 2014, 04:27:21 AM
Idea for an Exile card

Name: ?
Type: Character
Sub-type: Demon
Purity: 2
Cost: 7
Morale: 12

Ability:  When this character kills another character, the player whom controls the character killed has a card randomly discarded from their deck.  When this character dies, draw X amount of cards, where X = number of characters killed

Couldn't think of a name that would suit this card, open to suggestions.  :D
Title: Re: Future card ideas
Post by: NameruJaNai on March 25, 2014, 06:41:54 AM
Hi, I'm fairly new to IW and I didn't have the time to go through all the topics yet so I'm just gonna drop my suggestions here.

I don't know how far you've planned out the Lore or if it even fits in, but I think it would be nice to have an atlantic/deep-sea faction. Motives for strategy could be based around weakening enemy cards or reflecting damage/spells (which would introduce some nice combos with DoD by the way). I personally only care about having seacreatures (and mermaids of course lol) in my deck so I leave any futher ideas up to you. :)

Another idea - even if GI kinda does that already - would be cards based around fusion. With fusion the goal should be to fuse cards early and keep fusing them into stronger characters for the endgame - basicly a build-up strategy. There should also be at least 2 options for cards to fuse. Because if there's only 2 different cards that make up one fusion it's too easily countered. On the other side this also provides a little bit of counterplay.
For example, let's say you have card A, B and C on the field. You can fuse A with either B or C and depending on your choice you get a different result. So if your opponent doesn't want you to fuse A+C (because A+C has an ability he doesn't want to deal with) he can destroy C and force you into a A+B fusion. (I hope that made sense lol)
The Problem here is that we have no fusion decks in this game and I think you don't want to copy Yu-Gi-Oh. I still like the idea though.

And that's all I guess. I'll have to get more cards and gaming experience before I can come up with ideas for single cards.

See you ingame.
NJN
Title: Re: Future card ideas
Post by: ArcaneAzmadi on March 25, 2014, 09:21:12 PM
Flame Dawn Kamikaze - Human 12/1
Purity - 2 Flame Dawn
Cost - 4
Morale - 1
Charge
After Flame Dawn Kamikaze attacks, destroy it.
Title: Re: Future card ideas
Post by: ArcaneAzmadi on March 29, 2014, 10:57:13 AM
Suicidal Attack - Action
Purity - 2 Flame Dawn
Cost - 3
Target one of your characters in the Assault zone and an enemy character in the Support zone. Your character does damage equal to its power to the enemy character. Sacrifice your character.

Ambush Canyon - Location
Purity - 2 Descendants of Dragons
Cost - 5
Your first 2 characters in the defence zone both do their combat damage to each enemy attacking character. Only your first character receives combat damage.

Hoop Snake - Beast 5/8
Purity - 1 Warpath
Cost - 3
Morale - 4
Haste
Double strike
Once Hoop Snake has been moved into the Assault or Defence zone, it cannot be voluntarily moved back into the Support zone.
"They're even worse than the Drop Bears!"
Title: Re: Future card ideas
Post by: ArcaneAzmadi on April 06, 2014, 03:46:33 PM
Shin-Kai, the Sacred Guardian - Unique Human 6/14
Purity - 3 Descendants of Dragons
Cost - 8
Morale - 14
Vigilance
Untouchable
While Shin-Kai is in your Defence zone, all damage dealt to characters in your support zone is reduced to 0.

Foul Juggernaut - Undead 12/12
Purity - 2 Sleepers of Avarrach
Cost - 7
Morale - 7
Infect
Unstoppable

Vengeance is the Highest Duty - Action
Purity - 2 Flame Dawn
Cost - 4
The first time this turn that one of your characters is destroyed by a non-damage effect controlled by an opponent, destroy one random character on the battlefield controlled by that opponent.

Rabid Fury - Action
Purity - 1 Warpath
Cost - 2
Target character gains +3/+0 and Unstoppable. Whenever that character deals damage to an enemy character or fortress, it takes 3 damage.

Verore Scholar - Human 5/5
Purity - 1 Cult of Verore
Cost - 3
Morale - 5
Whenever you draw a card outside your normal draw phase, Verore Scholar gets +1/+1.
Title: Re: Future card ideas
Post by: ArcaneAzmadi on April 10, 2014, 09:59:50 AM
Just wondering, how often do the developers actually look in here and take note of these suggestions? Teremus told me that Drop Bear and Give Him a Jetpack! were based on player suggestions, so I wonder if they're still looking?
Title: Re: Future card ideas
Post by: Agrivane on April 12, 2014, 09:42:38 PM
I would like to see the cat-apult added to Warpath,  a character that throws the other kritters up in the air for the turn... perhaps with a +2/0 on launch and -2/-2 on landing. 
 
Title: Re: Future card ideas
Post by: DefenestratedCow on April 13, 2014, 01:31:58 AM
Also, "A Defenestrated Cow." Warpath 2 purity, 3 cost.  Target character becomes Flattened.

(Flattened: This character cannot be moved from the zone it is currently in and takes 1 damage at the end of every turn.)
Title: Re: Future card ideas
Post by: azetsu on April 15, 2014, 09:11:55 PM
Fast aging - Action
Purity - 1 Sleeper
Cost - 2
Target character becomes slow. After attacking or defending 3 times it dies.

Revenge - Action
Purity - 2 DoD
Cost - 2
The first character that deals damage to your fortress this turn dies. You can pay additional 2 resources to prevent the damage that character would deal.

Cyborgize - Action
Purity - 2 GI
Cost - 3
Target non artificial character becomes artificial and gets +2/2 at the end of each turn
Title: Re: Future card ideas
Post by: Rivera on April 16, 2014, 09:45:49 AM
Swarmer Overlord
Cost: 10 — Morale: 20
Unique Character - Insectoid
If Swarmer Overlord is a commander, it counts as every faction.
If Swarmer Overlord is a commander, you may not have character cards in your deck unless they are Insectoid.
Pay 4, Exhaust: Take control of target character, that character is transformed into a 4/4 insectoid.
Power: 10 | Health: 10

Embargo
Cost: 4 — Purity: 1
[Flamedawn] Artifact
Embargo comes into play under target player's control.
For every 1 resource that player spends they lose 1 morale.

Architect's Archives
Cost: 3 — Purity: 2
[Genesis] Unique Location
Exhaust: Select any number of cards in your hand to remove from the game. Draw that many cards and place the cards you removed from the game on top of your deck in any order.

Vespian Warrior
Cost: 3 — Morale: 4 — Purity: 1
[Warpath] Character - Beast
Flying
Characters damaged by Vespian Warrior are poisoned, taking 2 damage per turn.
Power: 4 | Health: 3

Black Grimoire
Cost: 5 — Purity: 1
[Verore] Unique Artifact
You have no maximum hand size.
At the end of every turn you gain 1 morale for every card in your hand.

A Starless Night
Cost: 3 — Purity: 1
[DoD] Ability
All characters in your combat zones become concealed. Concealed characters are flipped face down and only revealed when taking damage.

Processing Chamber
Cost: 3 — Purity: 1
[Sleeper] Unique Artifact
Exhaust: Shuffle target character from any graveyard into your deck face up. When that card is drawn it is immediately put into play and becomes Undead.

Pulling Teeth
Cost: 2 — Purity: 3
[Exile] Ability
Target opponent must discard 2 cards. For each card discarded this way that player loses 2 morale.
Instead of being placed in the graveyard it is placed in your opponent's hand.
Title: Re: Future card ideas
Post by: ArcaneAzmadi on April 17, 2014, 03:07:15 PM
Some nice ideas, but in need of tuning:
Swarmer Overlord
Cost: 10 — Morale: 20
Unique Character - Insectoid
If Swarmer Overlord is a commander, it counts as every faction.
If Swarmer Overlord is a commander, you may not have character cards in your deck unless they are Insectoid.
Pay 4, Exhaust: Take control of target character, that character is transformed into a 4/4 insectoid.
Power: 10 | Health: 10
That ability: no, just no. It might as well read "Can you kill this card while it's in command? No? Well concede now, 'cause you can't possibly win."

Quote
Embargo
Cost: 4 — Purity: 1
[Flamedawn] Artifact
Embargo comes into play under target player's control.
For every 1 resource that player spends they lose 1 morale.
FAR too powerful. It's not unique so it can be stacked and being an artifact it's EXTREMELY difficult to destroy. Also, what's the point of bringing it into play under the opponent's control?

Quote
Architect's Archives
Cost: 3 — Purity: 2
[Genesis] Unique Location
Exhaust: Select any number of cards in your hand to remove from the game. Draw that many cards and place the cards you removed from the game on top of your deck in any order.
You seem to have underestimated exactly how amazingly powerful that ability is. At 3 cost to play and NO cost to use, it's ABSURDLY overpowered. Also, there's no point making locations unique since you can only have 1 in play at a time anyway.

Quote
Vespian Warrior
Cost: 3 — Morale: 4 — Purity: 1
[Warpath] Character - Beast
Flying
Characters damaged by Vespian Warrior are poisoned, taking 2 damage per turn.
Power: 4 | Health: 3
Yeah, Warpath could do with a flier, but those stats (ESPECIALLY that HP) and that ability are just too weak for a 3 drop. For the same amount, Warpath could play a One of Many, which is 8/9.

Quote
Black Grimoire
Cost: 5 — Purity: 1
[Verore] Unique Artifact
You have no maximum hand size.
At the end of every turn you gain 1 morale for every card in your hand.
ABSURDLY overpowered. It basically means "you have infinite morale". Remember, it's very hard to destroy artifacts (very few people play with Vandalize since there aren't enough artifacts in common use, making it too often a dead card).

Quote
A Starless Night
Cost: 3 — Purity: 1
[DoD] Ability
All characters in your combat zones become concealed. Concealed characters are flipped face down and only revealed when taking damage.
How long does this last for? Until the end of the turn after you play it? For the rest of the game? The former is OK, the latter is ridiculous, especially as there's no way for the opponent to negate it once it's played. Or does it only affect the characters that are in play at the time you play it and not any ones played later?

Quote
Processing Chamber
Cost: 3 — Purity: 1
[Sleeper] Unique Artifact
Exhaust: Shuffle target character from any graveyard into your deck face up. When that card is drawn it is immediately put into play and becomes Undead.
Again, insanely OP. Only requires 3 to play, nothing to activate, can steal your OPPONENT'S dead creatures and makes them free when they come up. Oh and it's an artifact again. And only being 1 purity means you can (and will) run it in EVERY deck with even 1 Sleepers commander.

Quote
Pulling Teeth
Cost: 2 — Purity: 3
[Exile] Ability
Target opponent must discard 2 cards. For each card discarded this way that player loses 2 morale.
Instead of being placed in the graveyard it is placed in your opponent's hand.
Too strong again. Yeah, it's 3 purity. But it's radically better than Mind Splinter despite being cheaper. Also, the text is ambiguous- do you steal the cards you force your opponent to discard? Or does "it" in the second line refer to Pulling Teeth itself (you and your opponent take turns to force each other to discard?)
Title: Re: Future card ideas
Post by: Salteador Neo on April 19, 2014, 09:42:27 AM
Enraged Knight - Human Beast
Purity - Warpath/Flame Dawn
Uncommon
Cost - 3
Morale - 8
If Enraged Knight is in the assault zone, it attacks two times.
Enraged Knight takes 2 less damage from all sources.
Attack: 3 | Health: 9

The name could use some help, but it's clear and simple: A FD Knight is "mutating" into an (armored) beast. I got the design idea from Hulk, basically.

Coming from the 7/7, the guy loses the ability to use weapons and with them some power. But it gets faster and just beats the opponents with his bare arms, thus the double attack. The armored ability is there to make it feel more Warpath-ish and because it's just cool. I feel both abilites complement each other, which makes for good designed cards like Kung-Ji.
Title: Re: Future card ideas
Post by: Bactrian on April 24, 2014, 08:20:31 AM
Swarmer Queen
Unique Character - Insectoid
Factionless
Cost: 5 — Morale: 10
Power: 2 — Health: 8
Rarity: Rare/Epic

If Swarmer Queen is a commander, ignore purity requirements for Insectoid characters.
If Swarmer Queen is in a graveyard for 6 consecutive turns, she returns to play.
Exhaust, Pay 1: Create a 1/1 Insectoid character [see below for token stats]

Hatchling Swarmer
This is the token creature created by Swarmer Queen
Character - Insectoid
Factionless
Cost: 1 — Morale: 2
Power: 1 — Health: 1
Rarity: Common

Discussion:

Stats: The health and power are intended to be quite a bit below curve. This is because her ability is so powerful. Additionally as an insectoid, she is going to have access to a bunch of buffs - so even though her stats seem weaker there will still be situations it is worth throwing her out onto the field.
The morale cost is intended to be a bit higher, in keeping with the higher morale costs for Swarmers in general, and also to make her "worth" taking out - since she is an annoying token generator like Xi, that can also come back after 6 turns, a higher morale cost is definitely justified.

Purity: I was thinking a lot about an Enyah style effect. However Enyah has a very big drawback because her ability is so powerful.
The purity exclusion is designed to allow all the swarmers to be used without being too powerful by allowing all purities/two double purities/a triple purity.
Since she is neutral, the drawback is that any deck using her is capped at 2 purity.

Return to play: identical to that of Aleta. Lorewise though, rather than a single, immortal being (Aleta), when the Queen returns to play it represents a new insect becoming queen (like ants when the queen dies).

Swarmer token: Lorewise this reprents the queen giving birth to more swarmers. Since they are newly hatched they are the weakest swarmer around.
Cost-wise the token is a 1/1 for 1 cost, which is definitely well below curve. When other swarmers enter play though, they are a much bigger threat.
I've also made the Morale cost 2. This keeps in with the higher morale costs for the Swarmers elsewhere. Since Swarmers are going to be able to take certain cards (like Feast on the Dead or Protector of the Dead) for example to recoup or reduce Morale losses, I think a higher morale cost is OK.
Title: Re: Future card ideas
Post by: NatoPotato on April 24, 2014, 01:50:59 PM
Plagued Graveyard
Location
2 purity Sleepers
cost 7

At the end of each turn 1 random character card is moved from the graveyard to the support zone and becomes undead.



Substitution
Ability
Exiles
cost 3

Target two characters on the battlefield belonging to the same player, those characters swap positions.
Title: Re: Future card ideas
Post by: ArcaneAzmadi on May 01, 2014, 10:18:26 AM
Armus, the Skin of Evil - Unique Abomination 0/1
Purity - 0 (Neutral)
Cost - 6
Morale - 0
Indestructible
Slow
Any character that engages in combat with Armus is removed from the game.
Armus can never engage in combat with more than 1 character per turn or deal damage.
"Save your compassion; it's revolting. You offer it like a prize, when it's an insult."

Stone of Gol - Unique Artifact
Purity - 1 Federation
Cost - 5
Pay 4 resource: Exhaust Stone of Gol and a Human character you control. Deal damage to another target non-artificial character equal to half that character's morale cost.
"The resonator cannot be stopped by phasers and shields... but it can be defeated by peace."

Borg Cube - Artificial 30/30
Purity - 0 (Neutral)
Cost - 12
Morale - 14
Flying, Unstoppable, Shield 1
Every turn choose 1 of your non-Borg characters on the battlefield to be transformed into a 4/4 Borg Drone with no abilities. If you cannot do this, destroy Borg Cube
"We are the Borg. Lower your shields and surrender your ships. We will add your biological and technological distinctiveness to our own. Your culture will adapt to service us. Resistance is futile."
Title: Re: Future card ideas
Post by: FullMetalBucket on May 05, 2014, 12:14:18 PM
Card animations that play out across adjacent cards. Especially if the cards work together for some affect i.e. 2 or more Conscripted Militia, or a Verore Brute next to a Unique Character. I'm sure there are better examples in the current card sets. Maybe on future cards with some kind of synergy between them...

(Got the idea while looking at Assassinate and Called Shot side by side..."so that's where that big hole in the chest came from!")
Title: Re: Future card ideas
Post by: randomasta on May 05, 2014, 01:03:05 PM
Tunnel Digger - Human
Purity - Flame Dawn x 2
Uncommon
Cost - 4
Morale - 3
While Tunnel Digger is in the battlefield, your characters without flying cannot be blocked by characters with flying.
Attack: 2 | Health: 3
Title: Re: Future card ideas
Post by: DefenestratedCow on May 05, 2014, 07:31:16 PM
Substitution
Ability
Exiles
cost 4

Target two characters belonging to the same player, those characters swap positions.

This would have to be unable to target characters in the command zone.  Otherwise, it seems a bit expensive, considering it's basically a word of command with a negative side.
Title: Re: Future card ideas
Post by: NatoPotato on May 06, 2014, 01:55:57 AM
Substitution
Ability
Exiles
cost 4

Target two characters belonging to the same player, those characters swap positions.

This would have to be unable to target characters in the command zone.  Otherwise, it seems a bit expensive, considering it's basically a word of command with a negative side.

Was gonna go with 3 but then I thought, it works on command and was like using two word of commands at once, so... yeah

if its too expensive when being able to target command why would making it unable to target command make it less expensive?
if it cant work on command its a bit less useful and therefore should be a bit cheaper, right?
did you mean it should be able or am I just missing something?
Title: Re: Future card ideas
Post by: DefenestratedCow on May 06, 2014, 02:03:57 AM
I'm trying to say in my opinion, if it can target command then the cost needs to be increased, and if it can't target command, then it should be decreased.  I'm seeing the switch as more of a drawback, since you're likely to be able to move a character from the combat zones to the support zone without needing to use an ability.  If it's on an opponent, then it could be better, by moving a weak, supporting character to the defense zone while moving one of their big characters back, but I think that's not going to happen especially often.  The reason I don't like it being able to target command is that it would allow a turn 4 Mega Unit 02 or Dragon of Summer Flame, or others of that variety, without hindering your playstyle like the Mega Unit 02 + Awaken combo.

Tl;DR: I think it should either be able to target command and get a cost increase to about 6 (not optimal) or not be able to target command and get a cost decrease to 3.
Title: Re: Future card ideas
Post by: NatoPotato on May 06, 2014, 02:26:35 AM
ah good point, i hadnt even thought about +10 cost cards as commanders, duh
Title: Re: Future card ideas
Post by: Tyroki on May 09, 2014, 04:16:44 AM
Sap Will

Faction: Exiles

Function: Choose a card in your hand. Discard it.
Choose two cards from your opponents hand without looking. Discard them.


The idea is that your sacrifice some of your own hand strength to reduce the opponents. However, instead of them being able to choose what to discard, their hand (backs showing only) appears in front of you. You select two cards, and those are what are discarded.

It's like RNG, but instead whatever is lost is random only in which cards you yourself choose. Thus, no actual RNG.

The reason why I chose to discard a card of your own is because causing what is essentially random discards against your opponent is fairly powerful.

The card itself, I think, would be best suited to have a card cost of about 3-4 resources.

This would be best if Exiles return to using Sacrifice, due to the lack of RNG on this card concept.
Title: Re: Future card ideas
Post by: Onyx on May 09, 2014, 12:48:30 PM
Field Repairs
1P Genesis
Cost 2
Ability

Target artificial is healed x damage, where x is double the number of human characters belonging to the controlling player.
Title: Re: Future card ideas
Post by: DefenestratedCow on May 09, 2014, 06:49:33 PM
Sap Will

Faction: Exiles

Function: Choose a card in your hand. Discard it.
Choose two cards from your opponents hand without looking. Discard them.


The idea is that your sacrifice some of your own hand strength to reduce the opponents. However, instead of them being able to choose what to discard, their hand (backs showing only) appears in front of you. You select two cards, and those are what are discarded.

It's like RNG, but instead whatever is lost is random only in which cards you yourself choose. Thus, no actual RNG.

The reason why I chose to discard a card of your own is because causing what is essentially random discards against your opponent is fairly powerful.

The card itself, I think, would be best suited to have a card cost of about 3-4 resources.

This would be best if Exiles return to using Sacrifice, due to the lack of RNG on this card concept.

Honestly, this would have to be very expensive not to be overpowered.  The thing is, with Exiles, discarding certain cards is (are?) very beneficial.  The RNG is more of a balancing mechanic than a central mechanic.
Title: Re: Future card ideas
Post by: Tyroki on May 10, 2014, 01:32:15 PM
Sap Will

Faction: Exiles

Function: Choose a card in your hand. Discard it.
Choose two cards from your opponents hand without looking. Discard them.


The idea is that your sacrifice some of your own hand strength to reduce the opponents. However, instead of them being able to choose what to discard, their hand (backs showing only) appears in front of you. You select two cards, and those are what are discarded.

It's like RNG, but instead whatever is lost is random only in which cards you yourself choose. Thus, no actual RNG.

The reason why I chose to discard a card of your own is because causing what is essentially random discards against your opponent is fairly powerful.

The card itself, I think, would be best suited to have a card cost of about 3-4 resources.

This would be best if Exiles return to using Sacrifice, due to the lack of RNG on this card concept.

Honestly, this would have to be very expensive not to be overpowered.  The thing is, with Exiles, discarding certain cards is (are?) very beneficial.  The RNG is more of a balancing mechanic than a central mechanic.

Oh I know. Honestly, I wouldn't want to see this sort of thing while the Exiles work on discarding their own hand at random to make things happen. I actually came up with this after reading WWKnights suggestion on returning Exiles to using Sacrifices. IF they did that, then the card not using RNG isn't a big deal. You'll note that at the end of my post, I mentioned the card would be best if the Exiles returned to Sacrifice. That part was very important ^-^

Being new does not a fool make me. As I've stated in other threads, I believe that discarding cards is best when the opponent is doing it, not you. However, Exiles already have a card that forces the opponent to discard cards. However, they get to choose the loss.

With this card, it becomes a little more random, but isn't in the hands of some RNG. Nay, you the player get to pick the random cards that could be removing awesome from the opponents hand. Of course, you could be removing something that wouldn't have been useful to them.

Personally, I think it's interesting to allow a player to be the RNG.
Title: Re: Future card ideas
Post by: DrayGon777 on May 10, 2014, 02:09:27 PM
An interesting idea, but a little hard to implement, particularly since you don't ever see the actual cards in your opponent's hand beyond the number on the UI. Also, the cards would likely have to be mixed up, or else one end will likely have lower cost cards, and the other end higher cost.
Title: Re: Future card ideas
Post by: Tyroki on May 11, 2014, 03:29:50 AM
Well it could be something boring like:

Discard a card of your choice. Your opponent discards 2 at random.

But what fun is that?
Title: Re: Future card ideas
Post by: Tyroki on May 14, 2014, 04:17:19 AM
A legendary spell that cuts your health in half to use, but cuts the opponents in half as well would be interesting. o.o


Also an Equalizer. Both you and your opponent's health equalize based on the difference between you, for the cost of morale.

Early on, it would find use against rush decks, taking the wind out of their sails. But later on, when you're almost dead and your opponent is laughing, would be the most useful.
Then consider when both you and your opponent are neck to neck in terms of damage. The card would be of no real use. So it's situational, but while the amount of health gained (or lost) is variable, the morale cost would be the same. It should also be a heavy morale cost, due to not using resources. 25-30 morale would suffice.

Against a Morale deck, such a card is inadvisable for use.
This one would probably be DoD, due to other equalize cards such as Balance.

Outside of that, consider a Scatter card that not shuffles characters in their particular zones, but takes all characters in play and shuffles allegiances. Half for you, half for your opponent, but all randomized. It would be at it's most powerful if you have no creatures on the board and your opponent does.

However, it should only work on the battlefield. Commanders shouldn't be affected.

Maaaybe... Exile for that one?
Title: Re: Future card ideas
Post by: koyre on May 18, 2014, 12:23:51 AM
Back to Drawing board

Title: Re: Future card ideas
Post by: DrayGon777 on May 18, 2014, 12:33:01 AM
A card like this would essentially mean the opponent couldn't win unless they had direct damage, another win condition (namely Morale), or Calamity. :(
Title: Re: Future card ideas
Post by: koyre on May 18, 2014, 12:52:01 AM
I see. Well my intention was that it can only block one target. I forget that the blockers don't get exhaused. I guess that is what the fleeting footman does kinda.
Title: Re: Future card ideas
Post by: Tyroki on May 19, 2014, 01:36:06 PM
You didn't have to edit whatever the card idea was out of your post. We could have worked with what you had (which I have no clue what you put, as you edited it out =()

Sooo... what was it?
Title: Re: Future card ideas
Post by: DrayGon777 on May 20, 2014, 04:19:53 AM
Basically a 1/1 character with flying, untouchable, and invincible. He wasn't sure the cost for it and had it slated for about 6. Being invincible, the morale cost is pointless to discuss as sacrifices and removal from play do not incur a morale loss.
Title: Re: Future card ideas
Post by: Tyroki on May 22, 2014, 12:12:24 PM
Okay, a 1/1 flying, untouchable I could understand.

Especially one that can get a little bigger each turn, maybe for a 3-4 cost.

Not invincible.
Title: Re: Future card ideas
Post by: Saith on May 23, 2014, 05:45:30 PM
Trap cards. I imagine they would appear face down to your opponent. Your opponent would know that you have played a trap card, and how many traps are in-play. There could then be cards that reveal or destroy traps.

Equipment cards, cards that are attached to character cards to enhance them in various ways. There could then be character abilities that can re-assign equipment from one character to another, and cards that can steal or destroy equipment.
Title: Re: Future card ideas
Post by: Tyroki on May 24, 2014, 01:31:14 AM
Trap cards. I imagine they would appear face down to your opponent. Your opponent would know that you have played a trap card, and how many traps are in-play. There could then be cards that reveal or destroy traps.

Equipment cards, cards that are attached to character cards to enhance them in various ways. There could then be character abilities that can re-assign equipment from one character to another, and cards that can steal or destroy equipment.

My reply to the first will not be the expected reply. https://www.youtube.com/watch?v=kvX1QeySUJ0
Because screw Yuhioh =P

As for Equipment, it could be quite interesting. But would equipment really feel good in this particular game?
Title: Re: Future card ideas
Post by: DefenestratedCow on May 24, 2014, 04:27:41 AM
Flamethrower
FD 1/ Genesis 1
Cost 3
Artifact
Pay 2, sacrifice Flamethrower: Target artificial character gets +3/+0 and Immolate 4.
Title: Re: Future card ideas
Post by: Saith on May 24, 2014, 12:23:32 PM
Because screw Yuhioh =P
I get the impression that you've played and watched Yugioh. I've watched a few episodes, I thought it was ok, but I never really got into it. But yes, that is where I got the the idea of trap cards.

I've never played many tcgs, I just assumed trap cards were fairly common, since the idea seems simple enough. I wouldn't know how tcg veterans feel about them though.

I was also not suggesting an Infinity Wars anime.

As for Equipment, it could be quite interesting. But would equipment really feel good in this particular game?
Flamethrower
FD 1/ Genesis 1
Cost 3
Artifact
Pay 2, sacrifice Flamethrower: Target artificial character gets +3/+0 and Immolate 4.
To me, this seems like it should be an equipment card. We also already have Angelify, Give Him A Jetpack!, and Extended Operation. Having equipment (or enchantments, as I saw in another post) would give players a way to control and remove these bonuses.

At the very least I think Extended Operation should be shown with the targeted character, as it can sometimes be difficult to remember who has it equipped. The same can be said for Sinister Corruption and Undead Corruption, negative enchantments/curses/diseases like these could be locked to characters. Cures and Immunities could be be made for specific debuffs.
Title: Re: Future card ideas
Post by: Swiftwynd on May 24, 2014, 01:10:04 PM
Underbrush Rush!
- WP 1 (possibly 2 if all token generators get moved to 2 purity, a change I'm still undecided about)
- Cost 5

Select a zone on the battlefield to create 3 3/3 Beast tokens with Haste.

Rationale:

By itself, it is a very well costed card compared to the other token generators. While it creates 3 beasts critters at a cost of 5 at 3/3 with haste, other cards offer equally good or better benefits: Scouting Mission 3 x 3/4 with flying (better stats, flying artificial, but not usable on turn played), Call The Crusade 3 x 4/2 into offense zone with Haste, but locks them there, seemingly weaker than Underbrush Rush, but FD has synergy with an early Bromerch + Sacculus to makes these deadlier earlier in the game; Overwhelming Dead creates 4 x 2/2 zombies at a cheaper cost of 4; Jinhai Ambush creates 3 x 2/6 with Vigilance, also at a cheaper cost.

The only thing that really throws off its power curve is the fact that the WP Pack Leader exists.  I'm still a strong proponent of looking at how to deal with the Pack Leader issue itself, to reduce its power some how, so that cards like this can be used without it making WP even stronger than it already is, but to add more deck building options for things like Breeding decks, Hermit buff decks, and other such decks that could rely more on building up multiple, weaker critter type cards into an army.



Altar of Suffering
- CoV 2
- Cost 4

Artifact (might need to be unique, unsure without testing)

Ability : Pay 1, Exhaust - Target a non-artificial character in a Combat Zone, deal 2 for each charge on Altar of Suffering. Each time the Altar of Suffering kills a character, it gains one charge. Lose 3 morale for each charge on Altar of Suffering if destroyed.

Rationale:

I love the idea of Altar of Binding, and I'd like to see more of Verorian magical altar artifacts, especially if better artifact removal gets added. This would play exceptionally well into a Morale or late game strategy, while initially quite slow and with better alternatives to this card for early game removal. This would combine well with Hubris of the Strong as well as with Lightning Blast, Heat Wave, and Aleta, Immortal Sorceress to attempt to land the killing blows with the Altar after weakening with the other spells. This adds some awesome predictive element, requiring a placement guess (since its only combat zone targetable) and a health threshold guess, as any sudden buff of health could wiff the alter's kill, particularly at low charges.

Alternatively, you could kill your own characters (causing a morale loss for yourself, losing board units etc) to enhance the alter. This would work really well for a CoV 2 / DoD 1 or CoV 2 / Sleepers 1 deck, allowing you to place units and then kill them off each turn to buff its kill potential.

The artificial limitation is both for fluff and balance, as unending drones could fuel this card far too easily, as well as Lightning Blast plus this card landing entirely too easy early game kills on artificials. Also, robots and battle rams can't feel pain (sorry, Data!)

The morale loss provides a risk of using this card, and is neat fluff, as the pent up pain stored in the Altar is released among CoV's army.


Gene Splicer
GI - 1
Cost - 1

Artifact

Ability: Pay 2, target non-artificial, non-spirit character on the battlefield, that character's subtypes are copied and placed permanently on a second targeted non-artificial non-spirit character on the battlefield.


Rationale:

This card has the potential to really shake up some GI splash into tribal decks. It would allow for interesting sub-type combinations that we've yet to see, and offer some fun triple deck options that aren't used often, like WP + DoD + GI or FD + WP + GI and a whole host of others.  It would be a card that would have to be watched carefully, and might need significant adjustments, but I'd really love to see some more reasons to use GI in a non-artificial deck.
Title: Re: Future card ideas
Post by: Swiftwynd on May 24, 2014, 01:22:22 PM
Rather than a specific card offering, here is a concept I'd love to see implemented in some fashion for Exiles:


"Restricted" random discards contingent on various factors, such as:

Discard card with cost of X or Lower / X or Higher (e.g. Discard a card with cost 3 or lower, good for self plays, or Discard a Card with 5 or greater, better to use on opponent's generally) For example, Waste Chucker could discard cards in your hand of 3 cost or less only, while a new ability maybe Power of Corruption causes target player to discard a card with 5 cost or greater from hand.

Force opponent to Discard a specific type of card, like Creature or Artifact or Ability, and then give the Exile player the option to play it for an Exile cost at the start of the next turn. This exile cost could be increased or decreased from base value of card.


These kinds of mechanics could allow Exiles to really play more predictive mind games with opponents, and once you figure out what type of deck your opponent is using, you can focus on guessing what they might have in their hand, and try to mess them up.
Title: Re: Future card ideas
Post by: stranger42 on May 24, 2014, 01:38:24 PM
This one might be interesting:

Nega, Null Thaumaturgist (just pulling a name out of nowhere)
When Nega comes into play, he is chained (like Vasir). Pay 6, negate the effects of ALL abilities and character activated abilities this turn. Nega gains +x/+x, where x is the total cost of all the abilities negated this turn, and becomes unchained. This ability can only be used once.

The anti-spell caster card. I'm thinking Verore/Exile, since he could be some kind of magic negator the Verore feared, and the exiles have freed to help their cause.
Title: Re: Future card ideas
Post by: Cleanse on May 25, 2014, 02:57:54 AM
Building on my comments in the latest "Nerf Verore!" thread, some harder counters to ability-driven decks, and just general ways of gaining information about your opponent. All factionless.

* Ability - "Pay 1 --> Look at your opponent's hand." (add a card draw if considered too weak)
* Ability - "Pay 3 --> Look at your opponent's hand and choose an ability card. That ability is discarded at the beginning of the next turn. After playing this card, remove it from the game." (the last bit is to stop this being abused)
* Give a handful of lacklustre creatures a bonus: "When this card comes into play, look at your opponent's hand".
* Mass Deflect - Ability - 6 - "Pre-emptive. This turn, all your characters on the battlefield gain Untouchable, and cannot be killed by non-damage sources. After playing this card, remove it from the game." Picture: The Deflect guy with a bunch of soldiers behind him, standing in the middle of a shield bubble, flashing dual V for Victory signs like Nixon as spells fizzle out around him. The fact that it is pre-emptive means most of your own buffs won't work either.
* Copycat - Ability - 0 "Choose an ability card your opponent used last turn. Copycat copies that ability, including the cost (if any)." You wouldn't be allowed to play it if your opponent didn't play an ability card last turn (sorry Magic Siphoner)

And in the vein of fun factionless legendaries:
* Ilara, the Information Broker - "Pay 2 --> Name any card. During the ability phase, Ilara reports to both players how many copies of that card are in your opponent's deck and hand." (UI: Allow the player to start type the name of a card, then it pops up suggestions and you confirm)
Title: Re: Future card ideas
Post by: Palaxar on June 01, 2014, 05:54:42 PM
I had an idea for a card last night, I actually did ask NovaBlue if he liked it and it said it added another layer to Exiles. The card idea I had would be 2 purity Exiles, and what it would do is it would be a location that gives all your cards Exile equal to their cost +1. To give an example, One of Many would receive Exile 4. One of the biggest problems I have with Exiles is that there is not enough cards with Exile. As much as I love cards like Alpha Demon, Demonic Mercenary, Devil of Despair, or most Exiles abilities; I can't put much of those cards in my deck because it ruins the deck's consistency to reliably Exile cards out. Also, God forbid you try splashing for something. Since Exile is completely exclusive to the Exiles, it somewhat pigeon-holds you into running 3 purity Exiles.

A couple of drawbacks to this card would be that cards that already have Exile potentially receive reduced value. Demonic Disciple would receive Exile 2 instead of 1, Unstable Demon would receive Exile 4 instead of having Exile 1, etc. This would also make the spells that are Exiles a little predictable, but would also allow you to bluff your opponant into thinking you're paying the Exile cost when you're not.
Title: Re: Future card ideas
Post by: Spacemanspiff1984 on June 01, 2014, 11:35:04 PM
My idea is "Carrion of Avarrach", a (cybernetic vulture creature). 3 Resource cost, 5 Morale cost, 4/5 with Flying and Infect.


I'm new to this whole coming up with ideas for cards, thing so maybe some of the costs are off, or whatever, but that's why it's on the forum. Feedback is appreciated.  :D

Spacemanspiff1984 :)
Title: Re: Future card ideas
Post by: Adorabear on June 03, 2014, 06:56:53 AM
Honey Pot
2 Cost, 1 Purity WP, Artifact
All bears on the field have their power reduced to 0 while Honey Pot is in play. Each turn Honey Pot draws 3 characters with subtype bear from your deck to your support zone. If you have more than 15 bears on the field Honey Pot is destroyed and all bears enrage +6/6.

Title: Re: Future card ideas
Post by: Tyroki on June 03, 2014, 10:01:47 AM
Honey Pot
2 Cost, 1 Purity WP, Artifact
All bears on the field have their power reduced to 0 while Honey Pot is in play. Each turn Honey Pot draws 3 characters with subtype bear from your deck to your support zone. If you have more than 15 bears on the field Honey Pot is destroyed and all bears enrage +6/6.

Hahaha. We need an unlimited bear. Enough said.
Title: Re: Future card ideas
Post by: Enginarr on June 05, 2014, 12:48:35 PM
I was thinking about card ideas today and one that I thought might be interesting to share was this:

Mini-gunner (or chain gunner or something similar)
Character - Human

2/3 resources
either faction-less or 1 purity FD
1 power / 3-4 health
When this creature attacks double its base power (excludes position based buffs eg bromich, Aberions banner, plaguebearer)
If this creature is in the support zone at the end of the turn halve its power to a minimum of one.

My theory was that it would be interesting to have a creature that was able to attack for more damage each turn if it was continually attacking but was weak enough that it was able to be countered by each faction if required. I feel it would be better if this card was faction-less as it would allow decks with little to no attacking power to at least have a base level.

I apologize if this has been suggested before but I did not spot anything that reminded me of this when I read this thread.
Title: Re: Future card ideas
Post by: Palaxar on June 05, 2014, 08:56:11 PM
A card idea for Flame Dawn: it would have charge and when you play him, if one of your characters were targeted by your opponant, he would be targeted instead(and possibly have a 0 morale cost since he's designed to take the hit for others)
Title: Re: Future card ideas
Post by: chaosangel2112 on June 07, 2014, 01:19:09 AM
A card idea for Flame Dawn: it would have charge and when you play him, if one of your characters were targeted by your opponant, he would be targeted instead(and possibly have a 0 morale cost since he's designed to take the hit for others)

Martyr golem is similar.  Wouldn't even have to be FD for this guy. Make it factionless to follow suit with the string of 'Hunters' we've seen.  Call it The Bodyguard(rather imaginative, I know) or some such.  When it is in play it has to be targeted before any other creature can be targeted by any player.  Makes it a dual edged sword, somewhat balances out the ability and can be quite rewarding when played correctly.

Edit: Hell this would make a good spell, Take a/the Bullet or Dive! or whatever.  Preemptive- target creature becomes new target for played spells until end of turn.

Your idea also lead me to this idea.

Suicidal Charge.  Target creatures power is doubled/attacks twice/three times this turn.  At the end of the turn creature is removed from play.

Or

All creatures in the opposing assault zone attack targeted creature,  targeted creaturedeals damage to only the first creaturein opposing assault zone.  (Devs can fix that crappy wording).

And/or

Covering Fire - Target creature is unblockable this turn. Needs a drawback because this would be disgustingly OP.
Title: Re: Future card ideas
Post by: ArcaneAzmadi on June 07, 2014, 02:52:46 AM
Wait, hasn't anyone done this yet?

Swarmer Queen - Unique character - Insectoid 20/20
Purity - 0 (Neutral)
Cost- 10
Morale- 15
If it is a commander, Swarmer Queen counts as every faction for the purpose of character purity only and your deck may only include Insectoid characters.
While it is in the command zone, Swarmer Queen is indestructible.
While Swarmer Queen is on the battlefield, all Insectoids you control gain Unstoppable and heal 2 damage at the end of every turn.
3, Exhaust: Create a 4/4 Survival Swarmer token.

I believe one of the devs hinted that they were working on a similar creature for a future set, but with at least a 4th faction gaining Swarmers in Ascension (Genesis with their Artificial Swarmer) we need a way to play all-faction Swarmer decks sooner rather than later for the true Sliver experience.
Title: Re: Future card ideas
Post by: Tyroki on June 10, 2014, 02:26:43 PM
We need a card that drops multiple dropbears.

Call it... "Dropbear, The Reckoning"
Title: Re: Future card ideas
Post by: chaosangel2112 on June 10, 2014, 02:32:35 PM
We need a card that drops multiple dropbears.

Call it... "Dropbear, The Reckoning"

B.O.A.P. (See preorder thread for further clarification)
Title: Re: Future card ideas
Post by: Tyroki on June 10, 2014, 02:41:33 PM
I saw, and I'd like to change the name to "Death From Above" XD
Title: Re: Future card ideas
Post by: Benionin on June 11, 2014, 03:14:56 AM
Dropbear Dropship
GI/WP
Resource: 5, Morale: 10 (numbers obviously adjustable)
Flying
At the end (or beginning) of your turn, put a Dropbear into your support zone. (beginning lets haste play a factor and grants surprise. end lets your opponent remove the dropbears--though they might want to get rid of the dropship first)
4/4 (numbers also adjustable, but I wanted it to be vulnerable)
Title: Re: Future card ideas
Post by: Vertu Honagan on June 16, 2014, 07:22:27 AM
I couldn't sleep and while I was just laying there and thinking of cards costs vs abilities, then it occurred to me, we could have more abilities based on Characters. We have Lingbao's Will, Yuanshi's Wrath, and Daode's Protection. Where are some of the others? I can give an example of a few new ones that could be nice:

Lilariahs Influence: 2 cost ability, all Angels gain Flying this turn.

Sydern's Fury: 5 cost ability, Target character gains ability: Your base amount of Resources does not increase each turn.

Aberion's Hammer: 3 cost ability, Target character gains +8/+0 and invincible this turn.

Lucca's Enhancement: 4 cost ability, all Artificials gain +3/+3 permanently.

Orion's Engineering: 5 cost ability, Create 2 8/8 artificial construct characters.

Nysrughs Hunger: 3 cost ability, Sacrifice a character, create a 6/6 demon with consume x, where x is the cost of the sacrificed character.

Vasir's Revenge: 5 cost ability, Destroy target Verore card in play. (Exiles triple purity card.)

Rita's Shadow: 3 cost ability, Sacrifice a Character: All friendly characters heal 5 hp.

Candit's Research: 4 cost ability, Draw the bottom 2 cards of your deck.

Karani's Wisdom: 2 cost ability, The next Warpath card you play costs 2 less this turn.

Rakaarl's Rage: 3 cost ability, All characters your opponent control's get -2/-0

Ireul's Challenge: 3 cost ability, All characters in your opponents support zone move to their defense zone.

Kali's Purification: 4 cost ability, Any character killed by your characters this turn are removed from the game.
Title: Re: Future card ideas
Post by: Cleanse on June 16, 2014, 07:34:32 AM
Grounded! - "What goes up...must come down." - All flying abilities have no effect this turn. [Picture: Angel with a broken wing fighting off a demon on the ground]

Coup d'état - Remove a character from your command zone from the game. Gain morale equal to twice the removed character's morale cost. Then remove this card from the game. [Picture: Some factional leader with a surprised expression on his/her face, surrounded by an angry mob of a cheap unit from that faction (Orion and some Genesis robots would be amusing)]

Battlefield Promotion - Choose a character you control on the battlefield. Move that character into your command zone.  Play only if you have less than three characters in your command zone.

Diving attack - Choose a character you control in the Assault zone with Flying. Until end of turn, that character loses flying but gains +4 attack.
Title: Re: Future card ideas
Post by: mynci on June 18, 2014, 10:18:08 PM
how about a factionless or maybe DOD

"broker for peace" ability cost 3 or 4 - prememptive

all combat damage to characters is negated (morale damage taken by paying character equivalent to the number of cards they have less than their opponent in their defence zone) no cards can be destroyed this turn by any means, fliers are grounded facing their opponents for this turn.

save your cards and fortress damage for 1 turn at a morale loss but negate any spell damage.
Title: Re: Future card ideas
Post by: NatoPotato on June 19, 2014, 10:36:22 AM
My idea is "Carrion of Avarrach", a (cybernetic vulture creature). 3 Resource cost, 5 Morale cost, 4/5 with Flying and Infect.

I'm new to this whole coming up with ideas for cards, thing so maybe some of the costs are off, or whatever, but that's why it's on the forum. Feedback is appreciated.  :D

Spacemanspiff1984 :)

Had a very similar idea, came here to post it but saw yours lol

I was gonna call it Carrion Scavenger.

I was thinking it would have some mechanic around it taking a turn to 'feed' off dead cards, taking into account the whole 'vultures find stuff other animals have killed' thing so I thought it could have an activatable ability that moves it to the support zone and buffs or heals it if the targeted friendly unit dies or kills another card.

(eg it flies away looking for food, follows some creature, waits for it to kill something or die, feeds on the prey, if the thing it was following doesn't die or kill anything then the vulture is wasting it's time and doesn't get anything.)



Another thing I was thinking about before is an overseers faction swarmer that gives insectoids flying, would have the typical transparent insect wings and like other faction swarmers it would update the graphics of the other swarmer cards.

I dunno, just some ideas.
Title: Re: Future card ideas
Post by: Mysterion on June 27, 2014, 09:46:26 AM
I think this topic could use some sub folders for better functionality. For example there should be a subtopic for each faction, then maybe new abilities? This way the devs will have easy access to the ideas when/if they have time to read them. I know I have tons of ideas, but to me they would just get buried too quickly and not be easily found.
Title: Re: Future card ideas
Post by: humilityhehe on July 02, 2014, 09:56:32 AM
got this idea while strolling around. :D

Name: Xiao, Enlightened Vagabond
Faction: Dod and Verore
Cost: 5
Morale: 8
Effects:
- Vigilance
- Xiao gains +1/+0 for every opposing creature killed
- Xiao gains +0/+1 for every creature you have on your support zone
Attack: 4
Defense: 7

Name: Kiori, Dragon among Verore
Faction: DoD and Verore
Cost: 5
Morale: 7
Effects:
- Kiori gains +0/+3 when Xiao, Enlightened Vagabond is in your defense zone
- Exhaust: Kiori deals 3 damage to every creature in your opponent's offense zone
Attack: 6
Life: 5
Title: Re: Future card ideas
Post by: Thechynd on July 02, 2014, 12:29:05 PM
Teacher of Generals

Factionless
Cost 4
Morale 6
9/9

As an additional cost to play Teacher of Generals you may remove a non-Unique character card in your hand from the game.

When Teacher of Generals enters the battlefield, if you control fewer than 3 commanders and you paid his additional cost then put the removed character card into your command zone.
Title: Re: Future card ideas
Post by: Conquest on July 02, 2014, 05:15:20 PM
Sleepers of Avarrach
Purity:2
Type: Undead Beast; Unique

New Idea - Graveyard Unique; Another of this card can not be played while one is in the graveyard

Name: Protector of the Graves
Art: Undead Protector of the Dead

Cost: 3
Morale: 7
Stats: 6/6
Effect: While protector of the graves is in play, cards other than him can not be removed from the game. (This is so calamity will still work)

The "Graveyard Unique" effect is to both stop spam without the use of recycle/gather/raise, and to add a negative for removibg cards once he is in the grave, as it will alliw another one to be played. Just a rough idea.
Title: Re: Future card ideas
Post by: Swiftwynd on July 02, 2014, 07:21:29 PM
A card idea for Flame Dawn: it would have charge and when you play him, if one of your characters were targeted by your opponant, he would be targeted instead(and possibly have a 0 morale cost since he's designed to take the hit for others)

Martyr golem is similar.  Wouldn't even have to be FD for this guy. Make it factionless to follow suit with the string of 'Hunters' we've seen.  Call it The Bodyguard(rather imaginative, I know) or some such.  When it is in play it has to be targeted before any other creature can be targeted by any player.  Makes it a dual edged sword, somewhat balances out the ability and can be quite rewarding when played correctly.

Edit: Hell this would make a good spell, Take a/the Bullet or Dive! or whatever.  Preemptive- target creature becomes new target for played spells until end of turn.

I homebrew designed a card similar to this for my own faction idea.

Elemental Protector
2 Purity of my Faction
Haste
4 cost, 10 Morale
4 / 15

Pay 3, Preemptive Ability: Targeted ally adjacent Character becomes Protected for this turn, redirecting any targeted effects used by an opponent to the Elemental Protector.  Each time an effect is redirected, gain 3 Morale and 1 Special Resource (this is a faction based mechanic I'd have to go into too much detail about, but suffice to say its a balanced new form of resource generation).
Title: Re: Future card ideas
Post by: stranger42 on July 03, 2014, 05:14:32 AM
DoD Unique Artifact: Heaven's Lance

Exhaust. Target character gains reach this turn
Title: Re: Future card ideas
Post by: Mago on July 03, 2014, 06:10:49 PM
Time based abilities/faction with things like:
Backwards/Back in time : Match is taken to previous turn, all characters that where played are placed back in owners hands and characters that died or removed back to their zones. Also health/morale can be restored

Fowards: Next turn you also have initiative

Preemptive: The first ability you play gains preemptive.  and another where the first ability opp. plays is played after your cards are played, ignoring opp. initiative.

Time Machine : Target card gains X turns  (for cards that gain buffs each turn )

Stop: opp can't play cards this turn

Title: Re: Future card ideas
Post by: TimetoSplit on July 03, 2014, 08:05:56 PM
What if each faction had a 3-purity Wish?

(Flame Dawn)
Burning Wish- 5 cost - Choose one
-Attacking characters become invincible
-Attacking characters gain +5/+0 until end of turn
-Return all characters an opponent controls to the support zone until end of turn

(Warpath)
Natural Wish- 5 cost - Choose one
-Gain two resources permanently
-Put a character from your hand onto the battlefield without paying its cost.  That character gains haste and unstoppable.
-Create a number of 4/4 Beasts equal to your maximum resources.

(Exiles)
Chaotic Wish - 5 cost - Choose one
-Target player discards his hand.
-Choose a number.  Discard that many cards from your hand, then draw that many cards.
-Deal 4 damage to 4 random characters you control.  Each of those damaged this way gains consume 3.
Title: Re: Future card ideas
Post by: DrayGon777 on July 03, 2014, 08:48:14 PM
...

(Warpath)
Natural Wish- 5 cost - Choose one
-Gain two resources permanently
-Put a character from your hand onto the battlefield without paying its cost.  That character gains haste and unstoppable.
-Create a number of 4/4 Beasts equal to your maximum resources.

...

I'd certainly play this wish card. :D
Title: Re: Future card ideas
Post by: Cleanse on July 04, 2014, 01:14:52 AM
I just Wish the devs stop making Wish cards. Having flexible cards is one thing, cards that can do completely unrelated things is bad design IMO.
Title: Re: Future card ideas
Post by: rabidworm on July 04, 2014, 03:32:21 AM
Sleepers

I want a 2-card set. 

1) An Undead Ogre (3/6)
2) An Undead Cow (0/1)

Just like in the Middle Ages when a sieging army would launch diseased livestock at the enemy via their catapults, the Sleeper version would be the Ogre throwing the cow at the enemy, causing damage to the player Health.
Title: Re: Future card ideas
Post by: The_Fallen on July 04, 2014, 05:19:06 AM
Great ideas,
but to get the old wishes to the same lvl, I would suggest:

Dark Wise 2.0 5 cost
Choose one:
- Destroy all enemy characters.
- The enemy player loses 10 morale for every character he controls.
- Your fortress gain 50 health and the enemy players fortress loses 50 health.

:P
Title: Re: Future card ideas
Post by: TheTinCan on July 04, 2014, 08:08:19 AM
Vengeful Beasts - 0/(not sure what health would work) character - beast

gains +1/+0 every time a character you control takes damage

just something i think would be fun to play, i know there are similar cards for gaining stats on death but i think having one for damage would be cool too!
Title: Re: Future card ideas
Post by: Conquest on July 05, 2014, 07:23:56 PM
Sleepers
Grave Feaster
2 purity
4 cost
4 morale
7/7 Bloodthirst 2

When Grave Feaster hits an enemy fortress, the top 2 cards of their grave are removed from play and Grave Feaster gains +2/+2

Change for Undeath Wish

Add: Create 3 6/4 risens of avarrach in support
Change: Raise target character to Raise target charactr or ability (ability put in hand) other than a wish card.
Add: All friendly characters currently on the battlefield gain bloodthirst 2. If a card already has bloodthirst, it gains another (i.e. Bloodthirsty Dead becomes bloodthirst 5)
Maybe add?: All enemy characters permanently lose flying
Title: Re: Future card ideas
Post by: Zadier on July 06, 2014, 06:41:47 AM
I'm really new, but here's my try at coming up with some cards.  ;D

Devolution
When only the strong survive, unnecessary things like intelligence and reason can be cast aside.
Warpath Ability
5 Cost
Target character loses all card text.  It becomes a beast and gains +4/+4 for each affix or ability removed this way.

Note: each affix (e.g. Flying, Unstoppable, Charge, etc.) gives +4/+4; each activated ability gives +4/+4; if the card has any non-flavor card text other than the above, all of it gives one additional instance of +4/+4.

---

The Hungering Canopy
Even the ageless forests fell before the virus of Avarrach.
Warpath/Sleepers Character
8 Cost 10 Morale
9 Power 18 Health
Whenever an enemy character with flying would attack, The Hungering Canopy enters combat with it.
If The Hungering Canopy kills a character with flying through combat, it takes no damage.

---

Corpse Aggregate
When the sea of the dead surrounds you, beware the tide.
Sleepers Character (Undead)
6 Cost 8 Morale
0 Power 0 Health
When you play Corpse Aggregate, sacrifice any number of characters you control.  It gains +4/+4 for each card sacrificed this way.
At the beginning of each turn, Corpse Aggregate gains +4/+4 for each character that died the previous turn.
Activate: Corpse Aggregate gets -4/-4.  Create a 4/4 Endless Horde in the same zone.

---

Bionic Mass
For Science! -Genesis lab tech, last known words
Genesis/Sleepers Character (Artificial Undead)
7 Cost 9 Morale
6 Power 6 Health
Pay 3: Remove target character you control from the game.  Bionic Mass gets Shield 1 this turn and gains Power and Health equal to those of the sacrificed character permanently.

---

Sorcery Drone
Sufficiently analyzed magic is indistinguishable from science.
Genesis/Verore Character (Artificial)
4 Cost 5 Morale
4 Power 4 Health
Whenever you play an ability, Sorcery Drone gains charges equal to its resource cost.  Sorcery Drone gains +1/+1 for each charge on it.
Activate: Remove all charges on Sorcery Drone.  Deal damage equal to the number of removed charges to target character in a combat zone.

---

Heartless Angel
What man has wrought, let no god put asunder.
Genesis/Overseers Character (Artificial Angel)
4 Cost 8 Morale
5 Power 5 Health
Flying
If Heartless Angel ends the turn in a combat zone without having taken damage that turn, it ascends.  Heartless Angel gains Shield 1 upon ascending.

---

Corrupter of Purity
Even the dead can find no peace from this evil.
Overseers/Sleepers Character (Undead Angel)
4 Cost 4 Morale
7 Power 7 Health
Infect
While this card is in a combat zone, cards in your graveyard cannot be removed from the game.

---

Cannibalize
The first time was due to hunger.  The first time.
2 Cost
Exiles Ability
Sacrifice a character you control.  Target character you control gains Consume X, where X is the sacrificed card's resource cost.

---

Arson
If fire didn't solve your problem, you didn't use enough of it.
Flame Dawn Ability
6 Cost
Destroy target location and inflict Immolate 1 on all characters in the same zone.

---

Their Last Stand
A single sacrifice can buy the time to achieve victory.
Descendants of Dragons Ability
6 Cost
Target character in your defense zone becomes a 0/1 Doomed Defender and cannot die from damage until the end of the turn.  All other characters you control in a combat zone are moved to the support zone.
Title: Re: Future card ideas
Post by: DivineGuide on July 07, 2014, 03:23:19 AM
How about Angelify? Angelify should add Angel to the target’s subtype.  Speaking in terms of lore, Lucca was ascended, so she may have knowledge of Overseer’s technology, so she could help GI to help normal people ascend, much like Lucca, without being personally blessed by an Overseer.  Not giving it the Ascended ability, but just adding "Angel" to it's type, along with what it is originally
Title: Re: Future card ideas
Post by: Atelierista on July 07, 2014, 06:19:47 AM
I'm really new, but here's my try at coming up with some cards.  ;D

I like your ideas :), and the flavour text is really an added bonus :). I can see some cards being implemented, but i can also see some other cards which cannot be added to the game without some drastic changes.

De-evolution is fine i think :). An interesting ability with a loss/gain mechanic. I'm not sure whether you mean target character of your own, or it includes the enemy as well, but i think it would be better if you can only cast it on yourself, otherwise it becomes another humble / demonize (Even with the +4/+4).

Hungering canopy is a really interesting concept :). The only thing i would change is a requirement for the Canopy to be in a combat zone. Otherwise it could just sit in support, blocking out all flyers if it's properly buffed.

Corpse aggregate. I really do not see possible being implemented in its current form. It synergizes criminally well with the sleeper mechanic of death & ressurrection, and it basically creates free endless hordes at no cost since when the horde dies your corpse regains the buff. And all of this for a 6 cost.

Bionic mass. Ignoring the fact that you could possibly sacrifice chumps to gain a permanent shield every turn, the buffing ability of this card is far too high. It ignores the artificial requirement of secluded constructor, buffs the character permanently, and not to mention gaining a shield. Give it flying as well and you pretty much have a flying death bot that cannot die.

Sorcery drone, verore & GI purity, and is basically a much better version of Aether acolyte & unstable bomb-bot combined. Putting it in-game would render both of them useless, so no thanks :|. Not to mention a better, rechargeable mass death that can kill both Titan of the new world & paladin.

Heartless Angel is a really cool concept, i can totally see it working for a Overseers & GI cross :). Wouldn't change anything about it.

Corrupter of Purity is pretty balanced as well, though i would probably change its effect to everytime it attacks, the top card of your deck goes into your graveyard. This would fit better in the sleeper's theme of 'Putting more in the graveyard', rather than ' Protect my graveyard'.

Cannibalize seems totally overpowered. At the moment the card implies that it can be cast on cards in the command zone as well. Imagine giving a anyone of your mobs a 10 consume. Hell, if you run triple purity and have a Tygrugh you could give one of your mobs a 12+ consume pretty easily on turn 2-3. If you splash this with FD, you could drop one of these on a paladin and you've won the game. Splash warpath, and your first skraar's young charge would probably deal 100+ dmg to the fortress. And even if the card can only be cast on battlefield/combat zone, it would still be far too overpowered. Using this on a Vasir / hilderic / any card with a high cost really, to give one of your creatures an unbelievable consume is far too much. Even if cannibalize was a 10 cost it would still not be justified.

Arson is an interesting card, i'd play that if i had it ^_^. Though i would increase the cost to 7 since rift to the old world is a 6 cost, and Arson has a immolate 1. Would devastate ramp warpath decks (Assuming no matriarch), and would kill off nobles pretty easily.

Their last stand, i like that card :). I'd add on a 'Fixed to the defense zone' text as well, otherwise a word of command could simply remove the doomed defender.

All in all, really interesting suggestions for sure :).



Title: Re: Future card ideas
Post by: JHOW4864 on July 07, 2014, 12:00:17 PM
singularity

ability

faction gi

purity 3

choose human character in graveyard  pay 10 turn into artificial human 20/20  character
Title: Re: Future card ideas
Post by: Sol_Leks on July 14, 2014, 03:29:10 AM
The female in the card "Strength In Numbers"
to keep her flavor like Lingbao and his ability "Lingbao's Will"
id like her to have the effect of Pay X(appropriate cost): Target Character gains +1/+0 for every character you control.
I dont have an idea of what resourse cost to cast nor her stats, but id like her to be a char of her own,

same with the female in Blood Arrow, with
sacrifice a character: deal X(approriate damage) to target character on the battlefield.

(yay my first post in this forums, XD)

EDIT:

a duo of half brothers,
dont know 2 good names, nor if they are to be unique or not,

brother no.1
human 1 DoD purity
defensive stats,
the art to be facing foward in an angle with the brother 2 behind him back to back,
effect: brother 1 cant attack without brother 2, if brother 1 is in the defense zone while
brother 2 is in the attack zone, brother 1 gets +1/+2 at the end of the turn,

brother no.2
demon 1 Exile purity
offensive stats
the art the same as brother 1 but with brother 2 infront,
effect: brother 2 cant defend without brother 1, if brother 2 is in the attack zone while brother 1
is in the defense zone, brother 2 gets +2/+1 at the end of the turn,

dont know what resourse costs would be appropriate, but 1 should have slightly bigger
stats and thus cost 1 more resourse to be able to use them one after the other,
Title: Re: Future card ideas
Post by: poklok44 on July 20, 2014, 07:04:29 PM
Verore Suggestions:


Sacrificial Altar

Artifact
Sacrifice target Character you control gain 1 sacrifice counter. Exhaust: target creature gains +X/+X where X is the number of sacrifice counters, remove all sacrifice counters.


Hydra Den

Location
Exhaust: Sacrifice Target Character and create an X/X Hydra spawn where X is equal to the cost of sacrificed character.


Dark Ritual

Ability-Magic
destroy all characters you control on the battlefield and summon a X/X demon where X is equal to half the cost of the characters


Blood Rites

Ability-Magic
Deal X damage to your fortress then deal X damage to target Character in a combat zone


Altar of Blood

Artifact
Pay 5 Exhaust: Deal 5 damage to your fortress and 10 damage to your opponents fortress. Altar of blood is Exhausted next turn. if altar of blood is destroyed you take 10 damage


Genesis Suggestions


Laser Cannon

Artifact - Artificial
Pay X Exhaust: gain 1 charge. X is equal to the amount of charges +3. Exhaust: Deal X damage to target character equal to the amount of charges. remove all charges and exhaust.


Recycling Plant

Unique Artifact
Pay 3 Exhaust: Return target Artificial character from the graveyard to your deck


Repair Station

Unique Artifact
Pay X Exhaust: Exhaust target artificial character and heal X at the end of the turn, Repair station is exhausted next turn.


Factionless Suggestions


Truce!

Ability
No characters attack this turn, you cannot play any other cards this turn.


Hope some of this was Inspiring
Title: Re: Future card ideas
Post by: Azenfall on July 21, 2014, 04:22:36 AM
As a real lover of Warpath + Sleepers, i have a few suggestions of cards around these 2 factions.


Infested Rakarl
His fury was such, that when his body was taken by death, whole Avarrach charged in uncontrollable rage.
Unique Character - Undead Beast
Purity Sleepers 2, Warpath 1
Cost 6  Morale 12
Power 10  Health 12
If Rakarl is in the Graveyard, all Undead Beasts you control are Unstoppable. If Rakarl hits your enemy fortress, all enemy characters get -2 power.

Festering Rot
The stench of the fallen can make every man alive fall into madness or die in agony. But for the Undead, it's smells like victory... or dinner.
Artifact
Purity Sleepers 2
Cost 6
Each turn, removes a card from each graveyard and all not Undead Creatures in the battlefield get -2/-2. If the card removed is Undead, bring it back to it's controllers support zone.

Infested Breeder
It would be a loss if the multiplicative nature of beasts were not used by the multiplicative nature of the dead.
Character - Undead Beast
Purity Warpath 2, Sleepers 1
Cost 3  Morale 4
Power 2  Health 8
Pay 1: Exhaust an Beast character you control, create a 3/3 Undead Beast with Bloodthirst 2
Pay 3: Send an Undead character you control to the Graveyard, create a 5/5 Undead Beast with Bloodthirst 2.

Undead Warpath
Warriors in life, Destroyers in death
Ability
Purity Warpath 1, Sleepers 1
Cost 5
Each Beast you control gets +1/+1 for each Undead creature on your Graveyard. Each Undead Creature you control gets +1/+1 for each Beast Creature on your Battlefield.


EDIT: I changed Infested Breeder abilities...
Title: Re: Future card ideas
Post by: Conquest on July 21, 2014, 04:57:12 AM
Infested Angel
1 Sleepers/ 1 OoS
Cost: 3
Morale: 7
Stats: 6/6
Undead Angel

If Infested Angel enters combat with a flying character, it ascends. If this card were to die to a character without flying, it instead becomes a 6/4 Risen of Avarrach. When this character ascends, it gains flying and bloodthirst 3

Infested Aether
1 Sleepers/ 1 WP
Cost:5
Artifact

Whenever a spell is cast, all non-undead characters take 3 damage. All undead characters take 1 damage. (Undead overrules other subtypes)

Infested Chalice
2 Sleepers/ 1 Exiles
Cost: 7
Artifact

At the start of each turn, each player discards a card. If you discard an undead 4 cost or lower, it is instead brought to the support zone. If you discard a demon, it gains exile X-2, where X is the cost (lowest exile value chosen)

Infested Brimstone
1 Sleepers/ 1 FD
Cost: 4
Artifact

All undead and human characters gain bloodthirst 1 and immolate 1

Infested Generator
1 Sleepers/ 1 Genesis
Cost: 6
Artifact

At the start of each turn, you may sacrifice an artificial character. If you do, all undead gain bloodthirst 2 for one turn, and all artificials gain +1/+1

Infested Acolyte
1 Sleepers/ 1 CoV
Cost: 4
Morale: 6
Stats: 4/8
Undead Human

Whenever a spell is played, infested acolyte gets -0/-1 and gains a counter. Activate: Infested acolyte gains +2/+1, infect, and Bloodthirst X ehere X is the number of counters. Counter number can not exceed 5; can only activate once.

Infested Altar
Cost:4
1 Sleeper/ 1 CoV
Artifact

Pay 3, exhaust: target character becomes undead and gains bloodthirst 2. Character is locked to that zone

Infested Bell
Cost:4
1 Sleeper/ 1 DoD
Artifact

Pay 1, exhaust: target character is moved to the defense zone and gains bloodthirst 2 for that turn

Undead Adaption
Text: As the new threat of Solace began to cripple the undead horde, they were forced to adapt to the dire situation
Cost: 5
2 Sleepers/ 1 Any other faction
Unique Ability

Create a random infested artifact



Title: Re: Future card ideas
Post by: Azenfall on July 21, 2014, 01:20:55 PM
Seed of Death
Cost 6   Artifact
Warpath 1 Verore 1 Warpath 1
Seed of Death gets 20% complete each time a card enters your Graveyard. When Seed of Death reaches 100% it kills every character in a combat zone and grows into Sapling of Death.

Sapling of Death
Artifact
Sapling of Death gets 35% complete each time a card dies from ability effects. When Sapling of Death gets 100% it puts an 8/8 zombie in your support zone for each character in your opponents graveyard and grows into Tree of Death.

Tree of Death
Artifact
While Tree of Death is in play all characters in a combat zone are Undead, at the end of each turn all Undead characters in any zone or graveyard comes to your support zone. If Tree of Death would be destroyed, it gives +4/+4 to each Undead you control and a Seed of Death is put into your hand.

Wasteland of the Old World
Location, Sleepers 2
Cost 6
At the end of the turn while Wasteland of the Old World is in play, a random Beast in the battlefield is killed, loses all text and is brought into your control with +3/+3 and Bloodthirst 2 and is a Undead Beast.

Swarming the Above
Suggested Image: Zombies escalating one another until one catches an angel and grapples its wings.
Ability, Sleepers 2
Cost 12 (Reduced by 1 for each Undead under your control)
No creatures can fly this round, if a creature lost flying this way, it is destroyed, if no creatures are destroyed you put 3 5/5 zombies in your support zone, if at least one angel is destroyed you put one Drag Down card into your hand.
Title: Re: Future card ideas
Post by: The_Fallen on July 21, 2014, 02:22:22 PM
I have to sax there are interestinc concepts, but please think about balancing your suggestions. You can compare them with the already existing cards out there.
And espeically cards, which have always a good value, even if they miss there original purpose, are simplay way beyond the curve.
Title: Re: Future card ideas
Post by: OldScience on July 21, 2014, 08:15:36 PM
My card idea... Apologies if this has been proposed in some other form already.

Carrion Birds(?)

 - A flying (vulture/s or crow/s?) character-card for sleeper decks. They would have very weak stats like 1/2 or so, but gain maybe +0/+2 every time a character (either side) enters a graveyard. Once fattened up to say 10 HP or so, you could use an ability on the card to divide it into 5 starting versions of the same card and begin the growth again with more of them (at the same zone). Alternately they could be allowed to keep their raising HP as a single character with only 1 atk by not using the ability (though still only divide into the same determined amount later on). If they were made undead, beast or undead/beast type they could then interplay with infected pack-leaders and possibly zombie scavengers as well.
Title: Re: Future card ideas
Post by: Vertu Honagan on July 24, 2014, 08:01:39 PM
I thought up the greatest card idea ever:

Vertu Honagan, The Stubborn

1 cost, 12 morale, 3 purity Exiles

4/11

Unique - Human

Abilties:

Reach

At the end of the first turn you lose 99 health.
This card can only be killed by Combat damage
While this card is on the battlefield all Exiles gain +5/+5, except this character
Only one copy of this card may be in your deck

Flavor Text:

I said they are perfect! Now I will show you the power of the Demons!
Title: Re: Future card ideas
Post by: Sol_Leks on July 25, 2014, 03:09:48 AM
Designated Target
Either 1 GI purity or factionless
Cost 3
Ability
Choose target character. Your opponent cant see who is targeted.
When targeted character is in the defense zone, all other
characters are ignored and the attack zone characters attack
chosen character until it dies or leaves the field.


Demonic Neonate
Flavor: Taking the first step to insanity.
Character - Demon
2 purity Exile
Cost 3
Morale 5
Stats 10 power 9 health
no abilities
(a person that had to eat the tainted
foods of Reish after that food ran out,
he/she turned on others.)

A flying spaceship
Flavor, got nothing,
as for art, id like the flying ship on Call the crusade,
Character - Artificial
2 purity Flame Dawn
Cost 6
Morale 8
Stats 7 power 12 health
abilities
Flying
Pay X, Exhaust: Cast a character from your deck
with the same cost as X. Cant cast a unique
character that is on your side of the field.
Can only activate this ability once every
3 turns.

Polarity Reversal
Ability
Cost X
All characters in the attack zone are move to their
respective support zones, all support zone characters
are move to their respective defense zones, all defense
zone characters are move to their respective attack zones.

Imitator
not sure on what faction or factionless,
character - ???
Cost 4
Morale 5
Stats 4 power 7 health
When you cast this card, copy target character
on the battlefield. Imitator is always on the same
zone that the chosen character is.

Construct Companion
1 red dawn or 1 genesis purity
character - artificial
cost 1
morale 4
stats 3 power 3 health
when you cast a character with charge that costs
3 or more to cast, you can cast this character at 0 cost.
(like a mechanical dog of sort)
Title: Re: Future card ideas
Post by: chaosangel2112 on July 26, 2014, 04:50:43 PM
I thought up the greatest card idea ever:

Vertu Honagan, The Stubborn

1 cost, 12 morale, 3 purity Exiles

4/11

Unique - Human

Abilties:

Reach

At the end of the first turn you lose 99 health.
This card can only be killed by Combat damage
While this card is on the battlefield all Exiles gain +5/+5, except this character
Only one copy of this card may be in your deck

Flavor Text:

I said they are perfect! Now I will show you the power of the Demons!

Pease play this card.  A second turn torchbearer win would be awesome.
Title: Re: Future card ideas
Post by: Vertu Honagan on July 29, 2014, 06:30:43 PM
I thought up the greatest card idea ever:

Vertu Honagan, The Stubborn

1 cost, 12 morale, 3 purity Exiles

4/11

Unique - Human

Abilties:

Reach

At the end of the first turn you lose 99 health.
This card can only be killed by Combat damage
While this card is on the battlefield all Exiles gain +5/+5, except this character
Only one copy of this card may be in your deck

Flavor Text:

I said they are perfect! Now I will show you the power of the Demons!

Pease play this card.  A second turn torchbearer win would be awesome.

I would gladly play that card! :D

Thunderstorm - ability

3 cost - kill one random unit in the battlefield. All characters are exhausted this turn.

Talichquake - ability

5 cost - All characters take 5 - 20 damage.

Title: Re: Future card ideas
Post by: ArcaneAzmadi on July 30, 2014, 03:02:35 AM
I thought up the greatest card idea ever:

Vertu Honagan, The Stubborn

1 cost, 12 morale, 3 purity Exiles

4/11

Unique - Human

Abilties:

Reach

At the end of the first turn you lose 99 health.
This card can only be killed by Combat damage
While this card is on the battlefield all Exiles gain +5/+5, except this character
Only one copy of this card may be in your deck

Flavor Text:

I said they are perfect! Now I will show you the power of the Demons!

Pease play this card.  A second turn torchbearer win would be awesome.
Why would you need a Torchbearer? A first turn Aspirant brings him down to 96, at the end of the first turn he dies. Simple.
Title: Re: Future card ideas
Post by: Vertu Honagan on July 30, 2014, 03:56:57 AM
Why would you need a Torchbearer? A first turn Aspirant brings him down to 96, at the end of the first turn he dies. Simple.
Because the card is 1 cost and will kill Aspirant.
Title: Re: Future card ideas
Post by: vengefulmierothi on July 31, 2014, 04:17:35 PM
I thought up the greatest card idea ever:

Vertu Honagan, The Stubborn

1 cost, 12 morale, 3 purity Exiles

4/11

Unique - Human

Abilties:

Reach

At the end of the first turn you lose 99 health.
This card can only be killed by Combat damage
While this card is on the battlefield all Exiles gain +5/+5, except this character
Only one copy of this card may be in your deck

Flavor Text:

I said they are perfect! Now I will show you the power of the Demons!

Ok, I assume you're being a bit facetious with this suggestion...but I actually like the concept behind the card! Maybe with some tweaking, we can get it somewhere maybe playable. Try this on for size:

Devil of Desperation
Type: Unique Character - Demon
Rarity: Epic
Purity: Triple Exiles
Cost: 2
Morale: 15
Stats: 0/6
Passive: When Devil of Desperation enters the battlefield, your fortress takes 80 damage, and all characters cards in your deck gain Exile X-1 where X is the cost of the card. For the remainder of the game, whenever a character enters the battlefield by paying its Exile cost, your fortress is healed 3 damage. As long as Devil of Desperation is on the battlefield, all Exile characters you control have Bloodthirst 2.

What do you think? Keeps much of the flavor of your card idea, but perhaps turns it into something viable?
Title: Re: Future card ideas
Post by: Vertu Honagan on July 31, 2014, 06:08:07 PM
I think it sounds pretty good to be honest. Might want to put in there a maximum health like say 50. That way you can never heal above the 100 and so that the concept doesn't get too out of hand. Remember, cards like Cresil in this kind of deck would be healing you 24 HP in one turn.

Mine wasn't necessarily Facetious, it was more of a since I'm one of maybe a handful of players that don't want Exiles to be changed, I wanted to do a crazy idea that would show off just how good they can be. Even with the, "oh so horrible discard feature QQ", that everyone likes whining about but is easily played with and played around with. Though I have to say there have been a ton more Exiles decks running around and I'm very happy to see that!

Also, my card idea gave me another idea for a new faction and I'm going to post the faction now, because I'd really like to see what people think of it.
Title: Re: Future card ideas
Post by: pedropars on July 31, 2014, 10:19:34 PM
Had a few ideas awhile ago,sorry if someone already posted similar cards.

Card 1 - Name: Field Promotion - Faction: Factionless - Cost: 5 resources.
- Ability Card
- Pre-Emptive

Description : Target character you control in the battlefield is sent to your command zone ( if your command zone is full nothing will happen )

This card could be used to activate a character´s ability a second time,for example you could play Hehkeem then use Field Promotion on him to send him to command zone and re-play him,that would trigger his ability a second time,could also use it to save one of your cards in an emergency.

Card 2 - Name: Flame Dawn Berserk - Faction: Flame Dawn - Cost: 8 resources - Purity 3.

- Character : Human
- Stats : 10/10
- Charge

Description : Pay 6,Flame Dawn Berserk gets Unstoppable and Bloodthirst 5 for 3 turns.

So what do you guys think about these 2 cards? Are they bad or good ideas?
Title: Re: Future card ideas
Post by: OldScience on August 01, 2014, 08:36:16 PM
I really like the thought of being able to move a card into the command-zone. I think it's a mechanic that Infinity-Wars could really use.

Kudo's on the idea.
Title: Re: Future card ideas
Post by: Aussiebumbum on August 05, 2014, 11:20:32 PM
- Dragons misfit
15/6 Cost 6, Morale 8
Haste, Human, Unique
FD or DoD
or
Double purity DoD
Text: If this card is in the combat zone and takes damage, Instead it's damage is directed towards the card on the right and is shuffled left from it's current position
Reasoning: (If there's no card on it's right it takes the damage. Given it has 6 heath leaves it open for counter play but also an open window For DoD users to shield it up early. Because of it's relative low health this also makes a great card to multi fraction with Flamedawn.)

-Walls among men
Cost 4
Artifact
Double purity DoD
Text: If a character were to take damage instead its damage is shared between 2 surrounding cards from its left and right in its zone other than the Command and Support zone.
OR
- Shield of the wall
Cost 6
Location
Triple purity DoD
Text: All damage is shared in the zone other than the command zone.
Reasoning: (Triple purity allows it to be a respective strong card.)
Title: Re: Future card ideas
Post by: Palaxar on August 10, 2014, 03:02:45 AM
I know that people are going to claim that 3 purity Warpath is dead, but I just wanted to state here that Warpath needs a common/uncommon 3 purity card. Currently ALL THREE of the 3 purity Warpath cards are Epic. I do have almost a full set of all three of them, but I feel that its a bit lacking. Flame Dawn has Flame Dawn Fanatic, Sleepers have Inevitable Dead, so I know that Lightmare isn't totally against the idea of making 3 purity cards that are easy to attain, and I'm sure there are some other factions which need common/uncommon 3 purity cards.
Title: Re: Future card ideas
Post by: DeathDealingDarkness on August 18, 2014, 10:05:38 AM
Dark Assassin
Non-Unlimited
Cult of Verore Purity 2
Text: The unseen blade is the deadliest.
Shown as a black cloaked man, whose arm is basically a black steel sword. He's waiting and watching some random from a shadowy corner.
Cost: 6/ Morale: 8/ Stats: 12/8
Stealth (can't be targeted by any card abilities until the assassin attacks, will show his card slightly more shadowed during stealth).

The reason for this card, because there isn't really any assassin characters in game and it would work really well with the verore.
Title: Re: Future card ideas
Post by: DrayGon777 on August 19, 2014, 11:43:41 PM
Would work better as a female. Just saying since it's hard to get higher in the ranks as a male in Verore... or was. Nice idea though, but does sound a lot like the stealth from Hearthstone. *shrugs*
Title: Re: Future card ideas
Post by: Dylantriskel on September 11, 2014, 11:11:27 AM
Here is my idea!

"Idios, Void mumbler" (Inspired by Lovecraftian Azathoth and Yog Sothoth :P)

Unique character

Purity -> x2 The Exiles, 1x Cult of Verore

Cost -> 10

Morale cost -> 6

Power -> 25

Health -> 15

To deploy it-> When "Idios, Void mumbler" enter in the battlefield/support zone, you must sacrifice a "human" card, when you do it, if the sacrificed card has 4 or more health points, "Idios, Void mumbler" gain 10 health points (25), if not, lose 10 health points (5).

When attacking -> "Frantic Chaos"-> When attacking, it does a random attack, with possibilities of attack all possible targets in this moment. (Enemy´s creatures/fortress in the battlefield/support zone/command zone or your own creatures/fortress in the battlefield/support zone/command zone (but just one target per turn)).

Pay 1, create a 2/3 "Divided Shape Changer" demon creature (I´ll talk about this creature below).
Pay 5, create a 5/6 "Shape Changer" demons creature (I´ll talk about this creature below).
Pay 10, create x2 "Shape Changer" and "Idios, Void mumbler" become exhausted untill the end of the turn.

When "Idios, Void mumbler" is in the graveyard, both player´s decks are shuffled every turn.
-------------------------------------------------------------------------------------------------------------------------------
"Shape Changer"

Unlimited Character - Demon

Purity -> 1x Cult of Verore or 1x The Exiles

Cost -> 4

Morale cost -> 3

Power -> 5

Health -> 6

When "Shape Changer" is defeated, it create in the same zone x2 2/3 "Divided Shape Changer" demon creature with 2 of morale cost.


--------------------------------------------------------------------------------------

Well, I hope I was clear, and hope you like it!
Title: Re: Future card ideas
Post by: wyrmberg on September 19, 2014, 08:25:35 AM
Invisibility:-
Cards with invisibility would be untouchable (you can't see them to target them) and would have pretty low stats. However they can bypass all defences and whittle away at the fortress unopposed. Also, they cannot be moved after they've been deployed to the battlefield (again, can't be seen so can't tell them where to go). Fear would move it to the Support Zone, where it is lost until detected.
Detection:-
Cards and abilities that can detect will reveal all invisible cards in the the same zone/on the battlefield which also lose their Untouchable ability and can be moved. Care must be taken not to play your own detecting cards next to your own invisible cards (unless you need to find it to move it or buff it) or it would reveal them to the opponent.
Cards like Winds of War, Heat Wave, Mass Death etc. would target invisible cards as per usual.

A variant on this could be:
Burrowing:-
Which is essentially the same as flying, except the defender needs cards that can defend against them, the opposite of reach. Flyers and burrowers can never block each other (unless they have an ability that states they can).
Title: Re: Future card ideas
Post by: Poweren on September 19, 2014, 08:48:16 PM

Characther:

Verore Death Channeler

purity: 1 Verore - 1 Sleeper

COST: 5

morale 6

power 2
healt 6

Active: pay 1, sacrfice a card you controll, Verore Death Channeler gain 1 token.
Active: pay 3, Charather on battlefield take X damage, where X is the number of token.


Appareance: i think something like a corrupted Verrore Syphoner.

Title: Re: Future card ideas
Post by: Poweren on September 19, 2014, 08:51:00 PM
Invisibility:-
Cards with invisibility would be untouchable (you can't see them to target them) and would have pretty low stats. However they can bypass all defences and whittle away at the fortress unopposed. Also, they cannot be moved after they've been deployed to the battlefield (again, can't be seen so can't tell them where to go). Fear would move it to the Support Zone, where it is lost until detected.
Detection:-
Cards and abilities that can detect will reveal all invisible cards in the the same zone/on the battlefield which also lose their Untouchable ability and can be moved. Care must be taken not to play your own detecting cards next to your own invisible cards (unless you need to find it to move it or buff it) or it would reveal them to the opponent.
Cards like Winds of War, Heat Wave, Mass Death etc. would target invisible cards as per usual.

A variant on this could be:
Burrowing:-
Which is essentially the same as flying, except the defender needs cards that can defend against them, the opposite of reach. Flyers and burrowers can never block each other (unless they have an ability that states they can).

The idea of burrowing is interested i think it could be something more like: the caracther posses Untouchable while in support zone
Title: Re: Future card ideas
Post by: Clearbeard on September 20, 2014, 02:48:14 AM
Invisibility:-
Cards with invisibility would be untouchable (you can't see them to target them) and would have pretty low stats. However they can bypass all defences and whittle away at the fortress unopposed. Also, they cannot be moved after they've been deployed to the battlefield (again, can't be seen so can't tell them where to go). Fear would move it to the Support Zone, where it is lost until detected.
Detection:-
Cards and abilities that can detect will reveal all invisible cards in the the same zone/on the battlefield which also lose their Untouchable ability and can be moved. Care must be taken not to play your own detecting cards next to your own invisible cards (unless you need to find it to move it or buff it) or it would reveal them to the opponent.
Cards like Winds of War, Heat Wave, Mass Death etc. would target invisible cards as per usual.

A variant on this could be:
Burrowing:-
Which is essentially the same as flying, except the defender needs cards that can defend against them, the opposite of reach. Flyers and burrowers can never block each other (unless they have an ability that states they can).

I'd rather see some kind of temporary invisibility like cloaking, instead of a permanent.  A mechanic like:

Ability: Cloaked:  Character is untouchable.  When defending, it deals its damage first, taking no damage in return if its target is killed.  When attacking, it ignores all blockers and deals its damage directly to the opposing fortress.  Whenever this character deals damage, it loses Cloak and gains Decloaked.

Ability: Decloaked: Character loses Decloaked and gains Cloaked if it ends the turn in the support zone.

I like the Burrowing concept, but for simplicity's sake I'd not have it be mutually exclusive with flying.  If you give a Mole a jetpack, it should be able to block either, for instance.  A non-burrowing counter (like Reach) could be Depth.  An "untouchable while in support" would be an interesting feature to add, a la Starcraft's Zerg burrowers lying in ambush.  But it might make the ability too powerful.
Title: Re: Future card ideas
Post by: Salabar on September 21, 2014, 06:31:19 AM
It is Infinity Wars, with simultaneous turns invisibility can mean an actual invisibility for your opponent.
Something like
4/4 Silent Assassin
When Silent Assassin deals combat damage to a character, that character dies.
Your opponents cannot see this character until it deals damage.
Title: Re: Future card ideas
Post by: Heaven-Canceler on September 26, 2014, 07:05:16 PM
Ideas....

Quintessence
Ability, 2 Cost
Single DoD Purity
Chose Target character, add his power and health together, then divide the result by two. The resulting value becomes the character's power and health (rounded down).

Firework of Sagacious Wu
Artefact, 4 Cost
Double DoD Purity
Pay 2, Exhaust: All characters the opponent controls have -2/-0 until end of turn.

Growing Protector
Character, 3 Cost (3/9)
Single DoD Purity
At the start of turn, if Growing Protector blocked an enemy character last turn, it gets +0/+1

Mian Monastery
Land, 5 Cost
Double DoD Purity
At the start of each turn, any character next to Mian Monastery gets +0/+2.

Master of Mian Monastery
Unique Character, 6 Cost (5/5)
Triple DoD Purity
If a Disciple of Mian Monastery is in the same Zone of Master of Mian at the start of the turn, this card's power and health becomes equal to the disciple's power and health +2, if there is no Disciple in the same Zone, the values return to their base state.

Bird of Paradise
Character, 5 Cost (4/5)
Triple Warpath Purity
Flying, When Bird of Paradise Comes into play, heal all damage done to target creature.
Title: Re: Future card ideas
Post by: jaymiechan on September 29, 2014, 01:09:00 AM
Sleeper Unique artifact: something heart-based.
4 cost.
something that deals minor (1 or 2) damage before you draw, and at the end of, each turn. Basically operates like a slow heartbeat.
Big Telltale Heart reference.
Title: Re: Future card ideas
Post by: Clearbeard on September 29, 2014, 02:59:26 AM
I would enjoy seeing Waste Chucker get a bigger, older brother version.

Coprophiliac
Cost 3
6/6
Consume 1
After killing a unit in combat, Coprophiliac's consume value increases by one, to a maximum of 3.
Pay 1: Discard 2 random cards and reduce Coprophiliac's consume value by one

Quote: "Where does he get that stuff he's throwing?  You really don't want to know."
Title: Future card ideas - 'Contingency"
Post by: nick_of_many_names on September 30, 2014, 02:51:38 AM
Here's a general idea for a card that could be useful:

Card Names (for internal use only): Contingency I and II, phantom duplicate:

Step 1: Search an independent library, or your deck, or opponents deck, for any card. 

Step 2: Search your deck for any card, and put a phantom copy of the card selected from your deck into your hand, and also a 'contingency 2' ability card in your hand, then shuffle your library. 

Step 3: You may play the phantom card as you would play any other card normally at any time, except you do not pay for its resource cost, and your phantom card does not immediately trigger any abilities nor deploy if it is a character.  To play the phantom card, first play "contingency 2".  Now you may play your phantom card, and may play any other cards with it in any order from your hand and from the board, for no resource costs. After you have finished entering actions, hit escape or something to finish playing 'contingency 2'.  The game goes on as if none of your actions played within 'contingency 2' happened, though the phantom card and 'contingencies 1 and 2' are removed from the game.


If at any point you or your opponent plays the first card selected from step 1, and the card you have selected from your deck in step 2 is currently in your hand, and you have the resources to pay for the phantom card's activity in step 3, and the resources to pay for any other actions from step 3, and all cards that were involved in step 3 are still in your hand or on the board, then pay all related resource costs execute the action(s).


purity: factionless, or something genesis.
Title: Re: Future card ideas
Post by: TjMellows on October 21, 2014, 12:05:29 PM
How about Avatar of Yuanshi and Avatar of Daode. i got a couple ideas for them!
Title: Re: Future card ideas
Post by: TjMellows on October 21, 2014, 12:20:14 PM
I say these because theyd just fit in really well lore wise (and also cuz im a huge fan of DoD! ;). ever since ascension, where dod kinda got shafted card wise, avatar of lingbao has made me want Yuanshi and Daode in "Avatar State". the only thing i can think of is the titan card mechanic for them but heres my idea for Daode:

Avatar of Daode
cost 90
morale cost 10-20

0/30

Unique character - Spirit

this cards cost is reduced by the sum of all characters' Toughness (health) in the defense zone. At the beginning of the turn, While this card is in the defense zone, all characters in the defense zone have there power equal to there health, until the end of the turn. At the end of the turn all characters on the battlefield gain +0/+2, while this card is in the defense zone. if this card would die to a non-sacrifice ability it is instead exhausted for 2 turns.

Art: Small silhouette of Daode slams fists together. giant turtle appears.


Yuanshi coming soon
Title: Re: Future card ideas
Post by: DrayGon777 on October 21, 2014, 08:46:56 PM
WP also saw very few cards in that set as well. Granted, they got a few good cards such as Hulking Sniper, Track, and their own Titan (which is equally potentially the easiest and hardest Titan to get out as you're building up resources in a ramp faction anyways, but you still have to wait till late game to play him). Not sure if they got less than DoD did, but I know they didn't get a lot either. Kinda hope both factions get more in Order. Least, DoD seems to be getting a couple good commons/uncommons.
Title: Re: Future card ideas
Post by: TjMellows on October 22, 2014, 12:08:35 PM
very true. what sucks is the way i see the good/evil for factions is like this:

Verore- witch craft, summons demons. EVIL, but planet Reish (almost said Reach, Halo) is kind of a crap hole. Faction is not OP and provides an alternative to character gameplay.

Exiles- 3rd favorite faction. I honestly see them as victims. I dont believe they are evil because they're the victims of verore (or something? i forget atm). i would place them as Mischievous even though they kill each other and stuff. great game mechanic for the discard thing they got going on but id like to see more of a card pool and less reliance on ritual master. overall cool faction.

Descendants: MY ABSOLUTE FAVORITE FACTION! I LOVE them! Definetely not Evil. Second place in being the good guys. Needs to be able to make a decent deck without having cards that are absolutely nessesary. Far from OP. order is looking good for them card wise though

Warpath: 2nd favorite faction. and definetely the Good guys. I love the artwork on this faction (SYDERN!). asides from them being powerhouses they are the underdogs, they be getting bullied by almost everyone. not OP just have good cards. Order cards so far are not the best ive seen for warpath.

Flame dawn: Cool faction. not OP, sorta evil i mean what do they fight for?

Genesis: Cool faction, not OP. Orion seems like an okay mislead in the good/evil.
 
Sleepers: bullies :). joking. not OP. not evil cuz the virus is like all viruses: it wants to spread. Not Good either.

Overseers: Bane of my existance. Cool idea but because there are so many ways to rush and have flying and not many cards can counter them meaning you need to make a deck to counter them. not going to be like every person thats like: "OoS needs to be nerfed!". itd be a good solution to up the morale cost, resource cost, and/or decrease power and health by maybe half. Evil cuz they killed warpath even more. why u mean to the fuzzy animals!

Would like there to be way more epics and/or legendaries forr DoD, just my opinion.
Title: Re: Future card ideas
Post by: Heaven-Canceler on October 26, 2014, 01:15:09 PM
Since the Descendants of Dragons are based around ancient China, (And I think to a lesser degree, General Asia.) I think a candidate for a potential legendary could be some kind of equivalent to the Yellow Emperor of Chinese mythology.

What could be an intersting mechanic would be a Card whose attack is equal to the attack of the Opponent. That would also mean it is useless for attacking the Opponent, but it gets more dangerous the more powerful the Opponent is. Currently Moral isn't that big a Thing too, so they could probably use some more Cards that have mechanics interacting with morale in some way aside from Adorable Monkey. I wonder if the King Kong that could be seen in yesterday's stream is somehow related to the monkey. I only saw the start, so I have no clue whether they talked about the Card art we got to see at the start of the stream.

The Warpath Cards for Order we have seen aren't anything incredible, but they don't look useless. A 4/4 for 2 isn't impressive for Warpath, but the Haste allows it to actually hurt something if you can Combine it with say, Brutality. The Leaping Tiger also has haste, and can let you get around a single big Defender, or a Defender that would annoy you, like something that pushes your characters back or something like that. And Mountain Giant is an earlier defence against flying than Jungle Giant.

Maybe Warpath is going to get more Cards with Haste in this set, since two of them already have it?

What could be useful for Warpath are higher cost characters, like 8-10, since I am not seeing much in that Price range. Only exception I have seen right now is Primal Hunter's Transformation.
Title: Re: Future card ideas
Post by: DrayGon777 on October 27, 2014, 03:22:53 AM
Thing is, they probably already have Order's cards planned out, though possibly a few changes when the set is finally released. Still, these might be useful for the following set. :)
Title: Re: Future card ideas
Post by: TjMellows on October 27, 2014, 11:37:52 AM
Still fun to talk about them. and for what i know orders going to be pretty good for DoD
Title: Re: Future card ideas
Post by: Hunters12 on October 29, 2014, 09:12:08 AM
-Red Horseman

Type: Unique Character - Flame Dawn
Rarity: Epic
Purity: 1 Flame Dawn
Cost: 10
Morale: 15
Stats: 18/18
When you deploy Red Horseman or revived by White horseman, All character in combat zone return to support zone and become exhausted for 3 turn,
Cannot be chosen as a commander
Max 1 card per deck

-Black Horseman

Type: Unique Character - Descendents of the Dragon
Rarity: Epic
Purity: 1 Descendents of the Dragon
Cost: 10
Morale: 15
Stats: 18/18
When you deploy Black Horseman or revived by White horseman, reduce 10 damage to all character in combat zone,
Cannot be chosen as a commander
Max 1 card per deck

-Pale Horseman

Type: Unique Character - Cult of Verore
Rarity: Epic
Purity: 1 Cult of Verore
Cost: 10
Morale: 15
Stats: 18/18
When you deploy Pale Horseman or revived by White horseman , deal 13 damage to all character in combat zone,
Cannot be chosen as a commander
Max 1 card per deck

-White Horseman

Type: Unique Character - Factionless
Rarity: Epic
Purity: -
Cost: 10
Morale: 15
Stats: 18/18
When you deploy White Horse, revive 1 Horseman in your graveyard,
Cannot be chosen as a commander
Max 1 card per deck


If White Horseman, Red Horseman, Black Horseman, Pale Horseman in battlefield,
Hades summoned in your support zone

-Hades
Type: Unique Character - Factionless
Rarity: -
Purity: -
Cost: -
Morale: 50
Stats: 50/75
Cannot deal damage to enemy fortress, Cannot be killed from non-damage sources, Connot be remove from play, Untouchable, All damage that would  be dealt to 4 Horseman you control is redirected to Hades
If Hades in the Battlefield for 4 consecutive turn, you win the game
Title: Re: Future card ideas
Post by: DeathDealingDarkness on October 29, 2014, 10:08:50 AM
Faction-less Card Ideas
Card Idea and possible suggestions for infinity wars. Please know that some of these are pretty rough designs but could still work well in game.

The Endless and Unlimited
Unique Artefact
Animation: Shows a heap of unlimited character cards (all factions).
Cost: 5
Once per turn either return 1 unlimited character from the grave to your deck or draw a random unlimited character from you deck to your hand.

Pod Rocket Base
Non-Unlimited Artificial Character
Animation: Shows a large rocket turret firing multiple rockets into the air.
Cost: 4 Morale: 4 Stats: 6/12
Reach/deals double damage to all flying characters

Card Loader
Unique Artificial Character
Animation:Shows random characters giving energy through machines to the great sleek silver cannon as it charges up slowly.
Cost: 7 Morale: 10 Stats: 0/20
Slow/When Card Loader attacks the enemy fortress directly, it deals 3 points of damage for every card in your hand.

Providence Battle Craft
Unique Artificial Character
Animation: A giant, grey, armoured aircraft bearing many gun cannons as it flies over the area.
Cost: 20 Morale: 20 Stats: 30/30
Flying
The cost of this card is reduced by 5 for each non-faction-less commander you started the match with. This card can only be damaged and destroyed by other flying characters.

Beast Hunter
Non-Unlimited Human Character
Animation: A hunter wielding a crude spear and a black net. He wears fur armour, the hide of which was taken from a bear. He carries trap in the bag on his back.
Cost: 3 Morale: 3 Stats: 6/8
Deals double damage to all beast type characters.

Alpha Blade
Unique Artificial
Animation: Broad black sabre is a red edge.
Cost: 0 Morale: 0 Stats: 0/4
Can Evolve/Alpha Blade stays in the support zone until its effect can be activated. To activate this card you must sacrifice Agent Coyle – Alpha One. When activated, it evolves into Dragon Coyle – Alpha Omega.

Dragon Coyle – Alpha Omega
Unique Dragon
Animation: A humanoid dragon who stand on his 2 hind legs. Has a metallic orange skin colour and big broad wings. Wears heavy metal armour and wields the Alpha Blade.
Cost: must be evolved into. Morale: 10 Stats: 20/20
Pay X to activate an effect. Pay 2 for +4/4. Pay 6 for untouchable this turn. Pay 7 for triple attack this turn. And Pay 9 for Invincible this turn. If Dragon Coyle is destroyed, then the original Agent Coyle – Alpha One is returned to the support zone.

Hope you like 'em.
Title: Re: Future card ideas
Post by: Heaven-Canceler on November 10, 2014, 07:56:21 PM
Give Him A Flamethrower
1 Flame Dawn Purity
Cost: 1
Ability Card
Effect: Target character gains Immolate 3.
Picture: A guy being given a Flamethrower and then starting to madly burn down everything around him.
"Burn! All of you Burn!!!"
Title: Re: Future card ideas
Post by: comradbrody on November 14, 2014, 06:41:11 PM
Personally I would like to see more sleepers cards that can fly. Currently it stands with only 1 card can fly, and then drag down which removes flying from one character. With the way it sits, it makes it difficult to face anyone with many cards that can fly.
Title: Re: Future card ideas
Post by: DrayGon777 on November 14, 2014, 11:20:41 PM
Warpath are "kinda" in the same boat, though I guess they do have characters that can block fliers and one that can deal 8 damage to them. Probably better anti-flier control than Sleepers. Unfortunately, Sleepers also aren't getting any more cards at this time. :( Will have to wait for their comeback (if and when they do come back) to see if they get more anti-flier, or flying character cards.
Title: Re: Future card ideas
Post by: Vertu Honagan on November 18, 2014, 12:05:14 AM
Name: The One, Agent Coyle
Costs: 5 cost/10 morale
Stats: 0/1
rarity: Legendary
Abilities:

You may only play The One, Agent Coyle in the command zone. Your deck may only contain Factionless cards and cards with the name Agent Coyle

When a card with the name Agent Coyle is deployed or Evolved, The One, Agent Coyle gains +x/+x, where x = the stats of the Agent Coyle that was deployed.
Title: Re: Future card ideas
Post by: Sabwa on November 25, 2014, 06:55:58 PM
Someone had a typo in global chat a few days ago, they said something about a unit having consume 8. The chat proceeded to talk about how cool it would be to have a unit with consume 8. Someone thought of having a WP/Exiles mix 1/1 character with consume 8 named hungry hungry hippo as a joke. The more I thought about it the more I liked it, perhaps not consume 8 but a high consume number on a 1/1 character would be fun. Mixed with WP you could come up with cool combos with brutality+primal rage+unstoppable.

I usually don't post my weird ideas but this just sounds really fun and I like cool hybrids like wp/exiles.

edit: forgot to mention Aleta and pack leader for some interesting play as well
Title: Re: Future card ideas
Post by: TjMellows on November 26, 2014, 01:10:22 PM
So... been looking at agent coyle, mechborn's sword and it is bad puff! then i thought; "shame. he a zombie now. WHOA!! Someone has to continue the agent coyle mission-slash-legacy!" So yeah... new evolve faction or something... i lost all my steam. anyway this is kinda a pointless post but im boring so yeah. now a card for DoD...

Thade, Chosen one
3p DoD
7 resource
morale 10
human
vigilance

his ability is something about using other characters powers against them.

lore: hes like chosen by ao shun or something to be taught by the sages to be the savior?

idk! dont judge my awkwardness  :'(
Title: Re: Future card ideas
Post by: DrayGon777 on November 27, 2014, 01:56:38 AM
So... been looking at agent coyle, mechborn's sword and it is bad puff! then i thought; "shame. he a zombie now. WHOA!! Someone has to continue the agent coyle mission-slash-legacy!" So yeah... new evolve faction or something... i lost all my steam. anyway this is kinda a pointless post but im bored so yeah. now a card for DoD...

Thade, Chosen one
3p DoD
7 resource
morale 10
human
vigilance

his ability is something about using other characters powers against them.

lore: hes like chosen by ao shun or something to be taught by the sages to be the savior?

idk! dont judge my awkwardness  :'(

Figure you mean bored, rather than boring so fixed that part of your post. :P

Also, if I know my lore right, the Coyle that was Mechborn wasn't the one that became infected. It was Alpha One who took the powers from the other Coyles. The one that was Mechborn (Firestarter, Unmovable, and Primal Hunter), eventually became Soulseller in order to regain the power to beat the other Coyle (who through means I don't really understand managed to shrug off the virus through, I guess, some demonic pact, becoming Hellbringer and supposedly gaining even more power).

Anyways, interesting concept, but not sure exactly how that'd work. Considering how they handled Alpha One (the card says use an ability but it doesn't specify that it's only from a list of abilities similar to the other Coyles), I'm really not sure how they'd be able to work a card like this in. :/
Title: Re: Future card ideas
Post by: zekses on December 01, 2014, 08:40:51 PM
An ability for a creature that  lets it jump to the adjacent zone (attack) if tehre are no more defenders necessary after defense has resolved
Title: Re: Future card ideas
Post by: zekses on December 06, 2014, 10:21:54 AM
How about "preparation zone"? A zone that means the card is played, but can't act until a little more is paid, Also, opponent can't see or target that card until it is actually revealed. He only knows that it was played and for how much.

This way there will always be that uncertainty factor that currently only cards like Shikana bring.The opponent will not be completely in the dark - he can deduce something from mana cost.

Probably should only work for creatures though, otherwise delayed mass deaths could become a thing and this is not good at all.

Obviuosuly, only 1 card should be allowed there forcing the player to decide who he wants to prepare.
Title: Re: Future card ideas
Post by: Clearbeard on December 06, 2014, 07:46:17 PM
I like that we have more missions coming into the game with Order.  What I'd like to see next are secret missions/hidden agendas, which function much the same way as missions but are played face down and not revealed until their success conditions are met.  Coupled with this could be a "reveal intentions" ability card, factionless, that turns a hidden agenda face up for a cost. 

Realistically there would have to be 2 different ones for each faction right off the bat.  Having a few factionless secret missions could be a nice thing too.  So devoting 14 or more out of 100 cards in an expansion set to a whole new mechanic might be asking too much, where a single regular mission per faction isn't as big a commitment.  I think it would be a fun element to incorporate though.
Title: Re: Future card ideas
Post by: Heaven-Canceler on December 06, 2014, 08:25:00 PM
Shiyu, Seeker of Harmony – Unique Human
2 DoD Purity – 3 Cost
7 Morale Cost – Uncommon
Exhaust, All characters in your Defense Zone get +1/-1 or -1/+1
6/6
Flavor: "She who wishes to bring balance to the Descendants by giving them strength and taking away endurance."
Image: A petite woman wearing a black and white Kimono holding a great axe that looks too heavy for her. Orbs of green light are surrounding her, similar to the Shifting Stones.

Jiao, Destroyer of Might – Unique Human
3 DoD Purity – 5 Cost
8 Morale Cost – Uncommon
Vigilance
Whenever Jiao blocks a character, all deployed characters your opponent controls take damage equal to half their power. (Rounded up – Maybe just in the attack zone if this sounds too strong.)
2/14
Flavor: "Strength without wisdom leads to an early downfall."
Image: A man in army that uses a small blade to push back a giant demon many times his size. There is a crash and other Demons around Jiao fall over dead or wounded.
Title: Re: Future card ideas
Post by: Salabar on December 06, 2014, 10:23:24 PM
Memento Mori - 2x Flame Dawn Ability.
Art: FD Knight killed someone and his friend stares at him in horror, while trying to crawl back.
Flavour: "Remember that you are mortal."

Whenever you kill an enemy character during your Assault Phase this turn, roll a 6-edged die. If the result is higher than base resource cost of the next character in opponent's Defense Zone, it retreats.
Title: Re: Future card ideas
Post by: Heaven-Canceler on December 07, 2014, 09:49:00 AM
Gao Han's Strength - Ability
2 DoD Purity - 2 Cost
Uncommon
Until end of turn, characters you control cannot be moved from the defense Zone by enemy abilities.
Image: A shining wall of light Standing in front of an army of defenders and stopping a giant demonic beast that tries to crush the line.
Title: Re: Future card ideas
Post by: Heaven-Canceler on December 07, 2014, 08:53:37 PM
Asyrath, The Great Spider - Unique Beast
2 Warpath Purity - 8 Cost
13 Morale Cost, Rare
Reach
While Asyrath is on the Battlefield, all other beasts you control have flying. Whenever Asyrath kills a character with flying, he gains +2/+2.
16/16
Flavor: "This Arachnide has destroyed approximately 300 of our aerial vessels and captured an unknown number of Overseers in its net. It seems to attack anything that can fly, do not approach while airborne." - Genesis Industries Field Operations Manual
Image: A Spider that is building a net in a area filled with fog, when the fog clears, it turns out that it is building the net between two small mountains.

This is a sort of different idea compared to Force against the law. Everything on the side of the Warpath can move on its net while it allows so. It also likes snacking on any fliers^^

Mass flying is extremely easy for Overseers, so I wondered what to do with mass Reach? But then this turned out more expensive than I expected. Maybe have a small Spider that gives Reach to the character next to it?
Title: Re: Future card ideas
Post by: Blue Lightning on December 08, 2014, 08:22:51 AM
Giga Ton, The Forbidden project
Artificial
2 or 3Gi Purity
Cost 0
Morale 20

Legendary
Shield 1

Animation: A titanic machine in some sort of junkyard with a very intimidating look is quietly sitting and with a surge of energy it annihilates the opposing army.

Giga Ton cannot attack or block unless it activated.
Gigaton is activated once it reaches 60 attack.
Sacrifice a deployed artificial character, it gains attack, health and text of the sacrificed character.

Once Giga Ton is activated all your artificial characters are sacrificed to it and deal combat damage to all characters in the battlefield equal to the sum of the health of the sacrificed characters.

0/1


Giga Ton's Surge
Spirit / artificial
2Gi Purity
Cost 1
Morale 10
Rare
Haste , Flying

"Just a little surge from the titan can wreak havoc to us all."

Animation: a surge of electricity shaped like an android with Giga Ton or a titanic machine at the background.

Instead of taking non-combat damage it gains +1/+1 for each damage that would have been dealt to it.
At the end of each turn, as long as it gains +1/ +1 this turn  it doubles its attack and health otherwise it dies dealing damage to your fortress equal to its attack.

1/1

It was fun imaging them :D hope you guys imagine what i had imagined :D
Title: Re: Future card ideas
Post by: NatoPotato on December 15, 2014, 12:00:22 PM
Hologram - Character
Cost - 3/0
Stats - 0/1
Purity - 1 maybe 2 GI
Ability - Cannot deal damage.
If Hologram enters combat or is targeted by an ability it changes to its default appearance and stats.
Pay1: Target a character or artifact you control, Hologram appears as a copy of that card and moves next to it, this ability may only be used once per turn.
Picture - Person gets attacked, attacker goes through person causing 'glitchy' and transparent appearance.

(To opponents it would look identical to target card, when they move next to the card they would basically 'fly' up and disappear like when cards are removed from play, it would appear at the targeted cards location, then the two cards would move sideways so they aren't stacked on top of each other, with the direction of the 'real' card being randomized.
To the player using them they would have the same picture and stats but still be called Hologram and have the Hologram ability text.)
Title: Re: Future card ideas
Post by: TjMellows on December 15, 2014, 01:35:02 PM
New faction: FoN (Forces of Nature)

Legendary:
Zachrys, Incarnation of Torrents
6 cost
13 morale
2p FoN

"The tides wash away all"

elemental

When this card is deployed, you must return x target to the bottom of their owners decks, where x equals the number of cards in your hand.

7/7

Art: horse headed body made out of water with armor and wings. angle makes the character look like its flying and escaping the funnel of water chasing it.

IDK i got bored....
Title: Re: Future card ideas
Post by: Fixaway on December 15, 2014, 03:49:04 PM
Name: River Styx
Faction: Undead - tba ;)
Type: Location
Cost: 5?
Effect: Only characters for which the toll (1 resource) has been paid, may attack.

In effect: at the start of the turn both players pay a toll. Your opponent for example pays 4 and has 6 characters in the assault zone, then only the first 4 can attack, same goes for your own forces.
Title: Re: Future card ideas
Post by: toon310 on December 16, 2014, 08:16:47 PM
Hey guys, i'm here introducing 2 FD cards that might work together

Quote
1. Field medic :

Faction: FD
Type: Character
Cost: 3
Purity : 1 FD
Rarity : Uncommon
Power : 2
Health : 5
Morale : 8
Effect: At the end of ech turn, field medic gives 2 health back to the 2 nearest injured characters that are in the same zone as him.
Effect 2 : pay 5 - Field medic becomes a "combat medic" gaining 2 in power, 1 health, 1 in morale and the  ability to heal an extra character.

Text : " Some soldiers prefer taking care of their comrades than wearing a weapon. It doesn't mean they are cowards or defenseless. Despite their lack of fighting skills, they never hesitate to join the battlefield to save as many lives as they can."

2. Military hospital :


Faction: FD
Type: Location
Cost: 5
Purity : 2 FD
Rarity : Rare
Power : /
Health : /
Morale : 10
Effect: If the hospital is destroyed, you loose 10 morale
Effect 2 : Every field medic that is in the same zone as the hospital can heal for an extra point. Every combat medic that is in the same zone as the hospital can heal for 2 extra points.
Effect 3 : pay 6 - The character you choose is brought to the hospital in the support zone and will be healed for 8 points each turn but won't be able to move until he is completely healed. Once the healing phase is done, that character is exhausted. If this location is destroyed while it is healing, the process is stopped. The hospital cannot heal more than 1 character this way.

Text : "Military hospitals provide the medics with a large amount of equipment and can turn a battle that seemed over to a great victory."

I had the idea when i saw the new card "Tactical retreat". I find that the medic and the hospital fit very well with it. You bring your troops in your support zone, heal them and make a counter attack when your health is back and when you have the power bonus. Also, FD doesn't have any cards that is healing.
Title: Re: Future card ideas
Post by: toon310 on December 16, 2014, 10:39:37 PM
Another card idea : the rework of the Pyr fortress

Quote
3. Outpost :

Faction: FD
Type: Location
Cost: 2
Purity : 2 FD
Rarity : Rare
Power : /
Health : /
Morale : 5
Effect : If the Outpost is destroyed, you loose 5 in morale
Effect 2 : Pay x - Create 1 of the following character in your assault zone at the beginning of your turn.
Pay 1 - Flame dawn aspirant : 4/2. Maximum 4
Pay 2 - Flame dawn footman : 5/4. Maximum 3
Pay 3 - Sergeant : 6/6, command : gives +1/0 to each adjacent character. Maximum 1
Effect 3 : Pay 5 - Upgrade your outpost into a fortress

Text : Outposts are located near the borders of the Flame Dawn territory and often commanded by authoritarian sergeants hardened by a rude life far away from their family.

4. Flame dawn fortress

Faction: FD
Type: Location
Cost: Upgrade of the outpost
Purity : 2 FD
Rarity : Rare
Power : /
Health : /
Morale : 8
Effect : If the Fortress is destroyed, you loose 8 in morale
Effect 2 : Choose one of the following

Pay x - Create 1 of the following character in your assault zone at the beginning of your turn.

Pay 1 - Flame dawn aspirant : 4/2. Maximum : 5
Pay 3 - Vanguard knight : 7/5.  Maximum : 3
Pay 4 - Staff sergeant : 7/7, command : gives +1/0 to each adjacent character.   Maximum : 1

Pay x - Create 1 of the following character in your support zone at the beginning of your turn

Pay 3 - Knight of the flame dawn : 7/7  Maximum : 3
Pay 4 - Heavy armored knight : 7/9, Bash : Each time an opponent is hit by a character with bash, his power is divided by 2 until the end of the turn  Maximum : 2
Pay 5 - Captain : 8/8, Command aura : gives +1 to every character in the assault zone  Maximum : 1

Text : "When a city is developping, the creation of a fortress is necessary to maintain the order and to offer to the citizens the protection they need."

5. Pyr, the fortress of flame dawn :

Faction: FD
Type: Location
Cost: 5
Purity : 3 FD
Rarity : Epic
Power : /
Health : /
Morale : 12
Effect : If Pyr is destroyed, you loose 12 morale

Effect 2 : Choose one of the following

Pay x - Create 1 of the following character in your assault zone at the beginning of your turn.

Pay 3 -  Flame dawn fanatic : 8/2. Maximum : 2
Pay 4 -  Staff sergeant : 7/7, command : gives +1/0 to each adjacent character.   Maximum : 1
Pay 5 -  Emberstarter : 6/6, Multistrike 2 Maximum : 1

Pay x - Create 1 of the following character in your support zone at the beginning of your turn.

Pay 4 - Heavy armored knight : 7/9, Bash : Each time an opponent is hit by a character with bash, his power is divided by 2 until the end of the turn  Maximum : 3
Pay 5 - Captain : 8/8, Command aura : gives +1 to every character in the assault zone  Maximum : 1
Pay 6 - Rocket launcher : 5/5, rocket : exhaust, launch a rocket on a targeted character on the battlefield, deals 8 damage to that target and 4 to each adjacent character. Deals double damage to artificial characters Maximum : 1
Pay 8 - Elite warrior : 12/8, I have got a big gun : at the beginning of your turn, you may pay 2- and deal 4 damages to a target character. First strike: This character always attacks first and doesn't suffer any retaliation damages if he kills his opponent
Pay 10 - Botcher : 1/6, Destruction : if this character hits an opponent fortress, it doesn't make any damages and leaves the game. Then, in the next 1 - 3 turns, it blows a bomb, dealing 15-25 damages to the ennemy fortress, killing every character in the command zone, dealing  3-5 damages to every opponent characters in the support zone, 2- 4 damages to every character in the opponent's defense zone and 2 - 4 damages to the character in your offensive zone.

Text : "Pyr is among all the Flame dawn fortress the greatest and the strongest. The warriors it accomodates are the skillest and the most dangerous one"
Title: Re: Future card ideas
Post by: toon310 on December 16, 2014, 10:54:20 PM
Now, some standard infantry

Quote
6. Heavy armored knight :

Faction: FD
Type: Character
Cost: 3
Purity : 2 FD
Rarity : Uncommon
Power : 7
Health : 9
Morale : 8
Effect : Bash - Each time an opponent is hit by a character with bash, his power is divided by 2 until the end of the turn

Text : "Always on the first line, these ferocious knights are trained to take some hits and to break some skulls with their heavy maces"

7. Rocket launcher team:

Faction: FD
Type: Character
Cost: 5
Purity : 2FD, 1GI
Rarity : Rare
Power : 5
Health : 5
Morale : 6
Effect : exhaust for the rest of the turn and for the next turn, the team launches a rocket on a targeted character on the battlefield, deals 8 damage to that target and 4 to each adjacent character. The rocket can be launched from any deployed area.

Text : "3...2....1..., Fire !"
Title: Re: Future card ideas
Post by: ecliptix on December 21, 2014, 03:25:26 AM
Standardbearer of the Line

Faction: DoD
Type: Character
Cost: 4
Purity : 2 DoD
Rarity : Uncommon
Power : 2
Health : 16
Morale : 10
Effect : While Sentinel is in the defense zone, other creatures you control cannot be removed from the defense zone by opponents.

Text :
"Never retreat, never surrender!"


Will of the Dragon

Faction: DoD
Type: Ability
Cost: 6
Purity : 3 DoD
Rarity : Epic

Effect : This turn, whenever a creature you control in the defense zone that has more than 1 hp would be killed by combat damage, its hp is instead set to 1 and it deals 4 morale damage to the opposing creature's controller. At the end of the turn, all creatures in the defense zone regain full health.

Text: "And though they were weary, each man held his ground to the bitter end."

Diplomat

Faction: DoD
Type: Character
Cost: 3
Purity : 3 DoD
Rarity : Rare
Ability: Vigilance
Health: 10
Power: 4
Morale: 8

Effect: While in the defense zone, if Diplomat enters combat with an opposing character, that character's power and health values are exchanged until the end of turn.

Text: "At long last, peace"


Korge, King of the Wastes

Faction: Exile
Type: Character
Cost: 8
Purity : 3 Exile
Rarity : Legendary
Ability: Consume 4
Health: 10
Power: 10
Morale: 15

Effect: At the start of each turn, you and your opponent each randomly discard 1 card. For each card you discard, Korge gains +1/+1. If the card your opponent discards is a creature card, that card is instead deployed in the support zone and deals combat damage equal to its power to Korge and takes combat damage equal to Korge's power. When Korge is deployed, sacrifice all creatures you control except Korge. Korge gains health and power equal to the combined health and power of all creatures sacrificed this way.

Text: "KORGE HUNGRY!!!"

Title: Re: Future card ideas
Post by: Zoot on December 21, 2014, 04:02:45 PM
Some ideas to make the Insectoid deck more competitive.  They need fleshing out a bit:

Queen of the Swarm/Broodmother - Epic Insectoid
Pay 3, Exhaust Queen of the Swarm and target deployed Insectoid you control:  Choose a new faction for the targeted Insectoid.

Ability - Insectoid subtype
Suicidal Swarm - all deployed Insectoids you control gain +3/-3
Defend the Hive - 3 Survival Swarmers are created in your Defense Zone
For the Swarm! - Pay X, sacrifice target Insectoid: deal the Insectoids power + X to target deployed character
Title: Re: Future card ideas
Post by: toon310 on December 22, 2014, 01:05:45 AM
Nice ideas from Ecliptix and Zoot, especially the will of the dragon :)

I have a new one ^^

Quote
8. Black cat, Anubis Reincarnation :

Faction: Factionless
Type: Character - Beast
Cost: 9
Purity : /
Rarity : Legendary
Power : 9
Health : 9
Morale : 9
Effect : The black cat has 9 lives. Each time this character dies, it looses 1 power, 1 heath and costs 1 less in morale. Each time that character dies, its controller looses X (current amount) in morale.
Effect 2 : Untouchable

Text : "The legends say that the cats have 9 lives. Time to check it out !"

Special note : this card is stats retaining and is designed to be buffed. 9 lives are, yeah, hell a lot but i wanted to offer something funny and WOW. It can also give some ideas to the game makers :)
Title: Re: Future card ideas
Post by: Cleanse on December 23, 2014, 08:43:59 AM
Skittish Soldier
1 Purity DoD
Character
Human
2 cost
2/8
While Skittish Soldier is in the Defense zone and would enter combat with a character, he retreats instead.
Picture: An Invincible Defender that's comically running away from a giant creature in fear.
Text: Even cowardice has some tactical advantages.
Hidden Text: I'm not paid enough for this puffy!

(Basically the old Fleeting Footman effect, which was tactically interesting and DoD could really use)

Rally the Defenders
2 Purity DoD
Ability
3 cost
All your characters gain Vigiliance next turn.

Disciple of Gao Han
2 Purity DoD
Character
Human
2 cost
4/8
While deployed this character can only be in the Defense zone. This character cannot be moved from the Defense zone.

Mei Sun, The Bold Commander
1 Purity DoD
Character - Unique
Human
5 cost
10/12
While Mei Sun is deployed, whenever you deploy a character with Vigilance you may choose to deploy it to the Assault zone instead of the Defense zone.
"While her unorthodox tactics were frowned upon by the Sages, her victories made her popular among the common soldiers."

Title: Re: Future card ideas
Post by: Zoot on December 23, 2014, 01:19:37 PM
Another insectoid idea:

Cocoon
Ability - Insectoid
Pay X, Exhaust target Insectoid for X turns: Targeted Insectoid gains Flying, and is Untouchable for X turns.  For each turn that it is exhausted, it gains +2/+2.

Title: Re: Future card ideas
Post by: heavyyield on December 23, 2014, 09:17:03 PM
More in-depth mechanics

Quote
Chaos Elemental
3 purity Exiles, rare
5 cost, 10 morale
10/14
Character - Elemental


Exile: 6
While Chaos Elemental is deployed, all cards in your hand have Exile equal to their cost. If a card already has Exile, the lowest value is chosen.

True madness thrives where reason dies.
For clarification, because wording may not be my strongest suit: all cards you discard while this bad boy is in play get Exile. This means discarding cards will now be neutral or even advantageous in terms of card advantage.

This card has some very fun synergy with Cresill, Tygrugh (yes, it will cost 8 no matter what and yes you can exile stolen cards) and all the random discarding mechanics. It is also the first card that would have an Exile cost higher than its own cost, which may be an interesting concept too.

Quote
Fields of Slaughter
Purity: Exile and Flame Dawn
Cost: 7
Location

Flame Dawn Characters you control have Consume 2 and Plunder 1. Exile Characters you control have Charge.

A feast for mad men, mad men their feast.
This fills weaknesses in both sides and can offer interesting cross faction synergy. Flame Dawn can run out of steam, while Exiles are quite slow. No more!

Quote
Demonic Fervor
2 purity Exiles, rare
4 cost

Ability - Enchantment


Target character gets +5/+5, consume 3 and is locked to the Assault Zone. The first time each turn that character kills another character, it attacks again. At the end of each turn, if that character did not kill another character, it is removed from the game.

The demon within demands blood. The demon within does not discriminate.
Gives Exiles more punch in the Assault zone and gives them pseudo-unstoppable. In the absolute worst case, it can be used offensively to bypass two lives(cough Sol cough)

Quote
Law of the Wild
2 purity Warpath, uncommon
8 cost
Location
* Untouchable
At the end of each of your turns, your character with the lowest total amount of Power and Health is sacrificed. All Beasts you control gain Power and Health equal to the sacrificed creature's Power and Health.

Survival of the strongest, weeding out the weakest.
This is somewhat of a win-more card, but is usable in pretty much all WP decks. It makes it so your small beasts will become big very fast. It is also a way to cheat Pack Leader's buff to become permanent.

Quote
Predator Eagle
3 purity Warpath, epic
6 cost, 12 morale
Character - Beast
8/18

Flying, Untouchable
Pay 2, Exhaust: Predator Eagle fights target deployed character.

High and dry, as opposed to its prey.
Why doesn't WP have flying again?

Quote
Belligerent Buzzard
2 purity Warpath, uncommon
4 cost, 6 morale
Character - Beast
4/10


Flying, Untouchable
"Evolution is a fascinating process." - Aleta, Immortal Caretaker
Basic flyer

Quote
Gack, Warden of Insanity
2 purity Exiles, epic
8 cost, 15 morale
Unique Character - Demon
8/22


Flying, Untouchable
While Gack is deployed, you draw an additional card each turn. Your maximum hand size is reduced to 2.

Dementia gives them power. Insanity is their reason.
The idea is obvious and he fills three critical roles in the Exiles arsenal, but statwise it may be a bit hard. Initial idea was to give him vigilance and make him a DoD hybrid, but we already have such a hybrid.
Title: Re: Future card ideas
Post by: Held on December 27, 2014, 08:47:23 PM
Name: I have no idea :D

Faction: DoD
Type: Location
Cost: 7
Purity : 2
Rarity : Rare
Effect : Opponent characters with more than 10 power cannot attack

Faction: DoD
Type: Artifact
Cost: 6
Purity : 2
Rarity : Uncommon
Effect : You can have 2 locations at the same time. If you control two locations: At the end of each turn you loose 6 Health.


Faction: DoD
Type: Location
Cost: 7
Purity : 2
Rarity : uncommon
Effect : When your opponent attacks your fortress you loose Moral instead of Health.
Ability: Destroy this card.

Alternative:
Faction: DoD
Type: Ability
Cost: 5
Purity : 2
Rarity : uncommon
Effect : This turn: When your opponent attacks your fortress you loose Moral instead of Health.
Title: Re: Future card ideas
Post by: toon310 on January 04, 2015, 01:07:24 PM
Quote
9. Summon the death :

Faction: Factionless
Type: Unique artefact
Cost : 3
Purity : /
Rarity : Epic
Stats (Power/Health) : /
Morale : /
Effect : At the begin of each turn, you can pay x AND sacrifice x character. Each time you pay that cost and sacrifice that much characters, the summoning becomes 10% complete (E.G : you choose to pay 3 and sacrifice 3 characters --> the summoning becomes 30% more complete). Once it reaches 100%, you can choose to summon the death in exchange of 1 more sacrifice. If you don't do it within the 2 following turns, the summoning is canceled and the artefact destroyed (it goes to the graveyard). When the death appears, the artefact leaves the game as well as the other copies that are still in your hand and in your deck.

Quote
Effect 2 : Death is here !

Death:

Faction: Factionless
Type: Unique character
Cost : 13 (3 for the artefact + 10)
Purity : /
Rarity : Epic
Stats (Power/Health) : 35/20
Morale : 0
Effect : Reach
Effect 2 : When the death attacks an opponent fortress, it doesn't make any damages. Instead, its controller looses 10 morale and looses 1 random character in the command or in the suport zone.
Effect 3 : Hardened - The death takes 1/3 less damages from all sources. If its hp drop to 0 or below, it goes to the support zone and it is exhausted for 1 turn instead.
Effect 4 : At the end of each turn, the death kills a random character on the battlefield (opponent or ally). Once it has killed 10 characters, the death leaves the game and the artefact is replaced into your support zone at 0% completion. The other copies are lost. If the death hasn't managed to kill 1 single character at the end of a turn, it leaves the game and the artefact and all its copies are lost for good.
Effect 5 : Fear - Each time the death kills a character, the controller of the killed character looses 5 morale.

Text : " Will you dare summoning it ?"

Special note : A WOW card designed to work with sacrificed characters or tokens. Death has also the particularity to turn against its summoner if the opponent stops putting characters on the battlefield.
Title: Re: Future card ideas
Post by: toon310 on January 04, 2015, 01:20:54 PM
Quote
10.  Diplomatic mission :

Faction : Factionless
Type : Unique mission
Cost : 1
Purity : /
Rarity : Rare
Stats (Power/Health) : /
Morale : /
Effect : At the end of each turn, you may pay 1 and give 1 of your max ressources to your opponent. In addition, the card is exhausted. Diplomatic mission becomes 50% more complete.
Effect 2 : When the mission is complete, it destroys any mission card your opponent owns.

Text : "Sometimes, words are stronger than any armies if you can afford the cost".
Title: Re: Future card ideas
Post by: toon310 on January 07, 2015, 01:36:49 PM
Quote
11. Dragon hunter :

Faction : Factionless
Type : Character
Cost : 5
Purity : /
Rarity : Uncommon
Stats (Power/Health) : 10/14
Morale : 7
Effect : When Dragon hunter enters combat with a dragon, he deals double damage.
Effect 2 : Net, target must be on the battlefield - Pay 2 (can be used 1 time), Dragon hunter launches a net on a targeted flying character or a dragon and brings it to the ground. The character looses flying, deals half-damages, cannot use any abilities and looses its text (unstoppable, consume, etc) until the end of the turn.

Text : "Only the skillests hunters dare attacking a dragon"

Title: Re: Future card ideas
Post by: DrayGon777 on January 07, 2015, 03:11:12 PM
11. Dragon hunter :

Faction : Factionless
Type : Character
Cost : 5
Purity : /
Rarity : Uncommon
Stats (Power/Health) : 10/14
Morale : 7
Effect : When Dragon hunter enters combat with a dragon, he deals double damage.
Effect 2 : Net, target must be on the battlefield - Pay 2 (can be used 1 time), Dragon hunter launches a net on a targeted flying character or a dragon and brings it to the ground. The character looses flying, deals half-damages, cannot use any abilities and looses its text (unstoppable, consume, etc) until the end of the turn.

Text : "Only the skillests hunters dare attacking a dragon"

I don't approve. :P

Course that might be because I'm a dragon. :P
Title: Re: Future card ideas
Post by: toon310 on January 07, 2015, 10:13:07 PM
Thanks for that very constructive answer ^^
Title: Re: Future card ideas
Post by: RingoFEAR on January 09, 2015, 12:02:32 AM
A DoD wish card, like Fiery Wish for FD

Triple DoD purity, cost 5

Choose one of the following:
Effect 1: The first character you deploy next turn gains Vigilance
Effect 2: All character in your defend zone take half damage this turn (rounded down)
Effect 3: Target character in your defend zone gains Reach

Rationale for the three effects:

DoD has many great defender and what make DoD shine is the element of surprise with Vigilance. I often wish I could deploy a shield bearer or even Ao Shun straight into defend without worrying about any removal. The first effect is like a mirror image to the one in Fiery Wish.

Taking half damage is a great effect of Zunshen, the Resolute General, having a wish that grants the same effect but only to defend zone fits the general theme of DoD imo.

DoD has a lot of problem with anti-flyer, especially with 3p DoD. Allowing one character to get Reach, like an one-off Eagle-Eye can be a game saver.


Other factions like FD and OoS have pretty power wish cards, DoD needs one that can supplement its play style. What do you guys think?
Title: Re: Future card ideas
Post by: DrayGon777 on January 09, 2015, 12:36:58 AM
The factions will be getting their own Wish cards. It started with Verore, but I believe I heard that the developers had a desire to give every faction one.
Title: Re: Future card ideas
Post by: toon310 on January 11, 2015, 10:57:49 PM
Cards drawing, something that the game is lacking :)

Quote
12. Clairvoyance :

Faction : Factionless
Type : Ability
Cost : 3
Purity : /
Rarity : Uncommon
Stats (Power/Health) : /
Morale : /
Effect : Reveals your next 3 cards. Choose 1 and put it into your hand. Shuffle a second into your deck. Discard the last one.

Text : "Future is the key"

Quote
13. Medium :

Faction : Factionless
Type : Unique Character
Cost : 2
Purity : /
Rarity : Uncommon
Stats (Power/Health) : 1/4
Morale : 5
Effect : Exhaust character - Reveals the next card. You may put it into your hand, shuffle it back into your deck or discard it. This abilty also costs 1 health to the medium.
Effect 2 : If the medium dies because of his ability, draw a card.

Text : "It may be dangerous to see further than the common ones"

Quote
14. Excavation :

Faction : Factionless
Type : Ability
Cost : 4
Purity : /
Rarity : Uncommon
Stats (Power/Health) : /
Morale : /
Effect : The next location or aterfact of your deck is placed into your hand.

Text : "I found something !"
Title: Re: Future card ideas
Post by: toon310 on January 11, 2015, 11:52:24 PM
A factionless location

Quote
15. Mercenary's tent :

Faction : Factionless
Type : Location
Cost : 5
Purity : /
Rarity : Rare
Stats (Power/Health) : /
Morale : /
Effect : you must have at least 1 factionless commander to use this card.
Effect 2 : Each 2 turn, the tent creates at the end of the turn a non-unique mercenary in your support zone.
Effect 3 : Once you have 5 deployed factionless characters, every factionless characters gain +3/+3. If the number of factionless characters you own goes beyond 5, you loose the bonus.

Text : "To war !"
Title: Re: Future card ideas
Post by: toon310 on January 18, 2015, 06:05:12 PM
Quote
16. Dungeon :

Faction : Factionless
Type : Ability
Cost : 4
Purity : /
Rarity : Uncommon
Stats (Power/Health) : /
Morale : /
Effect : Targeted unique character forget its name and becomes non-unique

Text : "Hocus Pocus"

Quote
17. Tamed dragon :

Faction : Factionless
Type : Character - Dragon
Cost : 8
Purity : /
Rarity : Epic
Stats (Power/Health) : 20/20
Morale : 12
Effect : Flying
Effect 2 : Dumb - The dragon can barely do something by its own. It can block and fight back if it takes any damages but it can't attack
Effect 3 : Exhaust, pay 4 - Target an unique human deployed character and exhaust him. Targeted character jumps on the back on the tamed Dragon. Both characters are mixed together. A new character is created. The dragon doesn't gain any hp but gains the power and the abilities of the targeted character. If the dragon dies, the character that was on it takes the remaining damages, goes to the support zone if it is still alive and is exhausted for the next turn.
Effect 4 : The dragon can attack if it has a character on its back.

Text : "Grooooarrrr"

Special note : this might be a bit hard to understand so i'm going to take an example. Let's say that you target Kali, the flaming blade (10/8). She jumps on the back on the dragon, which means that the dragon can now attack, has flaming strike, has 30 power (20+10) and still 20 health. Let's say that your opponent makes 22 damages to it. The dragon dies, Kali suffers 2 damages and i sent to the support zone with 6 remaining  health (8-2).
Title: Re: Future card ideas
Post by: Cuttlebone on January 19, 2015, 08:24:12 PM
Thinking up cards are we?
Not that I have any idea on how to go about this, but may as well join in.

Laika, the Moon Badger

Type: Unique Character, Beast
Faction: Warpath, Genesis Industries
Cost: 2
Purity: 1WP 1GI
Rarity: Rare
Morale: 10
Power/health: 0/1
Effect: Haste. If this card would be blocked, move it to the opponents support zone instead. If, at the end of the turn this card is in the support zone it is removed from the game and both players shuffle a copy of Laika, the Moon Badger into their deck.

Text: "Admittedly, there were some problems with hyperspace. Surviving, however, was not one of them."
Title: Re: Future card ideas
Post by: NomiFromUR on January 20, 2015, 08:38:39 AM
Brief Display of Knowledge
Ability - Magic
3p Verore
Cost 8
Channeling (The first card you play next turn costs 1 resource less for each card you play this turn.)
Draw 5 cards, then discard 2 Ability cards. If you don't have 2 Ability cards in your hand, remove from the game all cards in your hand.
Title: Re: Future card ideas
Post by: Stingeris on January 21, 2015, 06:40:06 PM
Got few card Ideas for GI (surprise surprise)


2purity Location 4 cost.
Recycle Factory.
Exhaust two turns.An artificial card from graveyard is recycled. Two turns later that card is brought back to support zone however it does not retain abilitys having only artificial effect up.


3 purity GI cost 3. Ability
Upgrade
Target an artificial character. It gains evolve. 1st turn it gains +2/+2 2nd turn it gains +3/+3. 3rd turn It gains Flying. 4th turn It gains +5/+5.

1purity GI. 2 cost 0/5 6 morale. Unique character. Human
Sid, Apprentice Mechanic.
When Sid is in play at start of turn repair your artificial characters 2 hp. If Lucca is in play repair 3 hp.( Sid is supposed to be apprentice under Lucca).


2 purity GI. 6 cost. Unique Artifact.
Project Mayhem
Sacrifice an artificial character. Project Mayhem becomes 20% more complete. When project mayhem reaches 100% It deals damage 30 damage split between oponents characters.

1 purity GI. 2 cost. Ability
Degrade
Target Your own deployed artificial character. That character is Removed from the game. Create X Cannon fodders where X, is cost of artificial character, in same zone where character was.

1purity GI 1 purity Warpath. 5 cost. 11/11Character. Artificial Beast. Haste.
Mechanized Wolf.
pay 5. Howlitzer cannon(pun intended). Wolf shoots Howlitzer cannon at oponents in oposing zone. Deals 8 damage to 1st oponent in oposite zone 4 to second 2 to 3rd and 1 to 4th. 2 turn cooldown. Can only be shot from assault or defence zones.
Text. I said I can improve anything.
Title: Re: Future card ideas
Post by: Andras on January 22, 2015, 06:28:54 AM
Not really a full fledged card concept here, but a mechanic I thought of that doesn't seem to have been posted.

Endurance, essentially like a Shield X that protects the card from being exhausted.  For example, FD's Exhaust would return a character with Endurance 1 to its owner's support zone, but it would not be exhausted next turn, because it absorbed it with Endurance.

This would help protect from enemy abilities, and with the synergy of your cards. For balance reasons, certain effects that would normally exhaust a character might still move them to the support zone, like Warpath breeding.  However, a Beast character with Endurance 1 could breed twice in one turn, though it would likely have to be with two different mates.

And of course, some abilities that give characters Endurance:

Genesis Industries:  Stim Pack (2 Resources) - Target non-artificial character gains Endurance 1 until the end of the turn.

Exiles: Burst of Power (4 Resources) - Target non-artificial character gains Endurance 2 for two turns. After, it becomes exhausted for three turns.

You get the idea.  I haven't really come up with any specific characters, and the costs above are waaaaay just off the top of my head.
Title: Re: Future card ideas
Post by: Stingeris on January 22, 2015, 03:13:26 PM
The factions will be getting their own Wish cards. It started with Verore, but I believe I heard that the developers had a desire to give every faction one.

Is Omnimind not a subtype of wish card allready
Title: Re: Future card ideas
Post by: DrayGon777 on January 22, 2015, 11:50:16 PM
Omnimind might have multiple choices, but it's not a wish in that it isn't one time use, and thus also potentially destroyable.
Title: Re: Future card ideas
Post by: Mavloc on January 23, 2015, 03:26:53 AM
Name: Clumsy Thief
Faction : Factionless
Type : Human
Cost :  1
Purity : N/A
Rarity : Uncommon
Stats (Power/Health) : 4/4
Morale : 2
Effect : Deal 2 damage to self. Destroy target artifact.
Title: Re: Future card ideas
Post by: Stingeris on January 23, 2015, 03:41:33 PM
Name: Cloaking Golem
Faction : GI+DoD
Type : Golem
Cost :  5
Purity : GI+DoD 1p
Rarity : rare
Stats (Power/Health) : 4/22
Morale :8
Effect :Cloaking golem cannot be seen by oponent untill golem takes damage for first time.
Title: Re: Future card ideas
Post by: Andras on January 25, 2015, 03:08:22 AM
Name: Clumsy Thief
Faction : Factionless
Type : Human
Cost :  1
Purity : N/A
Rarity : Uncommon
Stats (Power/Health) : 4/4
Morale : 2
Effect : Deal 2 damage to self. Destroy target artifact.

The effect should probably exhaust, otherwise this is a 1 mana cost way to destroy two artifacts, or one shielded artifact, assuming your opponent doesn't kill it somehow, and also not counting the ability for the player to buff it. Which has to be taken into greater account considering that it is factionless.

Maybe it should lose 50% of its maximum health, instead of two damage?
Title: Re: Future card ideas
Post by: toon310 on January 25, 2015, 09:47:20 PM
Quote
Ok everyone, here are my next ideas for the Sunday ^^. Let's try the Genesis faction this time


18. Troop transportation

Faction : Genesis
Type : Character - Artificial
Cost : 5
Purity : 1 GI
Rarity : Uncommon
Stats (Power/Health) : 0/15
Morale : 8
Effect : Armor plating - The truck is very resilient to any kind of combat and non combat damages. The truck takes 4 less damages from all damage sources. The first time the truck is supposed to die from a instant non sacrifice effect, it lives with 1 hp instead.
Effect 2 : Exhaust - Select up to 3 characters that are still in your hand. Pay 1 for each character that you selected plus the individual cost of each character. Targeted characters are loaded into the truck. Once the previous ability is activated, if there is at least 1 character in the truck, you need to unload it first before putting anymore characters in it.  No cost, ability to activate,  the truck must be on the battlefield (defense or assaut zone) - Unload the characters in the same zone as where the truck sits. The effect will trigger at the begining of the combat phase.  The characters are unloaded and put randomly behind the truck. The characters can attack or block but cannot use their abilities this turn if they need to be activated.
Effect 3 : If the truck is destroyed, every single character in it looses 3/4 of its own hp.

Text : "Better be inside than outside"

Special note : here is an explanation with an example. Deploy your truck on, for instance, turn 5. On turn 6, load, let's say, 2 characters (1 torch bearer + Kali). You pay 2 (1 ressource for each character)+ 1 (the cost of the torch bearer) + 3 (the cost of Kali) = 6 ressources. The characters are now in the truck and cannot be targeted by any spells. On turn 7, unload your characters. The torch bearer makes 3 damages to the fortress, both kali and the torch bearer can now attack your opponent's characters. Your characters are unharmed and avoided any kind of abilities, spells damages.
Title: Re: Future card ideas
Post by: DrayGon777 on January 25, 2015, 10:13:54 PM
Here's a thought on that card. Instead of an on/deploy, effect, you can exhaust it to load it up (since it'd make sense to have to head back to base to pick up troops). Also, might want to clarify the specific interactions with the various forms of removal. For instance, we know it dying to health damage or instant kill effects might not be different, but what about sacrifice, or remove from play?
Title: Re: Future card ideas
Post by: toon310 on January 25, 2015, 11:26:22 PM
Quote
Here's a thought on that card. Instead of an on/deploy, effect, you can exhaust it to load it up (since it'd make sense to have to head back to base to pick up troops). Also, might want to clarify the specific interactions with the various forms of removal. For instance, we know it dying to health damage or instant kill effects might not be different, but what about sacrifice, or remove from play?

Very pertinent :) I modified it ^^
Title: Re: Future card ideas
Post by: toon310 on January 26, 2015, 12:03:45 AM
An artefact. It seems a bit complicated again ^^, sry for the ones who are reading my cards suggestions. Also, i'm not 100% about the translation.

Quote
19. Ionic bond :

Faction : Genesis
Type : Unique Artefact
Cost : 6
Purity : 2 GI
Rarity : Rare
Stats (Power/Health) : /
Morale : /
Effect : Pay 4 - Select a character on the battlefield. You may select multiple one.

If this is an artificial character (need to be 100% artificial), it overloads and gains 50% more hp and power. A link is created with the targeted character. On the next turn, if you don't pay 4 + x, where is x is the number of turns during which the link has been created, the character is destroyed. If you choose to pay, the character gains again +50% more hp and power.

If this is a non-artificial character , it looses 50% of its hp and power each turn it is linked to the artefact. if you don't pay 4 + x, where is x is the number of turns during which the link has been created, the effect stops, the character is exhausted and gains back on the next turn the stats it had before it was linked with the artefact.

Effect 2: if the artefact is destroyed while linked with a character, that character dies.

Text : "Electricity... Eveywhere"
Title: Re: Future card ideas
Post by: toon310 on January 26, 2015, 12:07:26 AM
Name: Clumsy Thief
Faction : Factionless
Type : Human
Cost :  1
Purity : N/A
Rarity : Uncommon
Stats (Power/Health) : 4/4
Morale : 2
Effect : Deal 2 damage to self. Destroy target artifact.

The effect should probably exhaust, otherwise this is a 1 mana cost way to destroy two artifacts, or one shielded artifact, assuming your opponent doesn't kill it somehow, and also not counting the ability for the player to buff it. Which has to be taken into greater account considering that it is factionless.

Maybe it should lose 50% of its maximum health, instead of two damage?

Yep, i do agree.
Title: Re: Future card ideas
Post by: toon310 on January 26, 2015, 12:10:51 AM
Name: Cloaking Golem
Faction : GI+DoD
Type : Golem
Cost :  5
Purity : GI+DoD 1p
Rarity : rare
Stats (Power/Health) : 4/22
Morale :8
Effect :Cloaking golem cannot be seen by oponent untill golem takes damage for first time.

Nice one. :) Still it seems a bit cheap for that effect.
Title: Re: Future card ideas
Post by: toon310 on January 26, 2015, 01:14:48 PM
Quote
20. Flame dawn Cyborg :

Faction : Genesis + Flame Dawn
Type : Character - Human, Artificial
Cost : 5
Purity : 1GI + 1 FD
Rarity : Uncommon
Stats (Power/Health) : 12/10
Morale : 8
Effect : Haste
Effect 2 : Repair - At the end of each turn, the cyborg heals 20% of its hp. If its hp is full and if it hasn't suffered any damages during the turn, it evolves, gaining +2/+1.

Text : "Combine a great injured warrior with the genesis's technology and you can create a wonderful war machine, capable of anything. The cyborgs are not only faster than most soldiers, they are also stronger, more resistant and able to increase their own power."
Title: Re: Future card ideas
Post by: Crimes on January 27, 2015, 06:33:57 AM
New keyword for abilities that would make a nice cycle (could be characters too but I think it works better with abilities.) Also they are essentially 3 cards in one so Lightmare can stick to 100 cards per set but sneak in some more this way.

Flux Ability: Flux Abilities effects change depending on the purity of your deck.

Examples:
Defensive Flux
DoD Flux Ability 5 Cost

1P Increase a target chatacters moral cost by 8.
2P If target character dies this turn, double its moral cost.
3P Target characters moral cost is doubled.

Chaotic Flux
Exile Flux Ability 2 Cost

1P Opponent discards a card of their choice.
2P Opponent discards a random card.
3P Opponent discards a random card into your graveyard. That card gains Exile X where X = the cost of the card.

Celestial Flux
Overseers Flux Ability 5 Cost

1P Your fortress gains 10 health.
2P Your fortress gains 10 health. Your opponents fortress loses 5 health.
3P Your fortress gains 10 health. Your opponent loses X health, where X = half of the health your fortress healed this turn.

Would be incredibly extra awesome if the card art changed slightly depending on your deck purity.

My apologies if this idea isn't original.
Title: Re: Future card ideas
Post by: Andras on January 29, 2015, 03:32:49 AM
New keyword for abilities that would make a nice cycle (could be characters too but I think it works better with abilities.) Also they are essentially 3 cards in one so Lightmare can stick to 100 cards per set but sneak in some more this way.

Flux Ability: Flux Abilities effects change depending on the purity of your deck.

Examples:

-snip-

Would be incredibly extra awesome if the card art changed slightly depending on your deck purity.
fortress gains 10 health. Your opponent loses X health, where X = half of the health your fortress healed this turn.
My apologies if this idea isn't original.

I don't think the idea is that original, but I don't think I've seen any other ideas on how to execute a card that changes with your purity, and I actually really like your suggestion.  As an addendum to the DoD example, there should be some kind of notice that the increased morale cost is always +8 or the highest purity effect, whichever would result in a greater morale cost increase.

I'm having trouble thinking of a possible Flux card for FD, that doesn't just copy stumble/flashbang/etc., though.

Warpath could be an increasingly powerful buff for your deployed beasts, going from +0/+3, to +3/+3, to +3/+3 and -1/-1 to the enemy's deployed units, or give some kind of enrage +X to deployed beasts that you can activate for additional cost.
Title: Re: Future card ideas
Post by: Stingeris on January 29, 2015, 12:55:52 PM
Drone turret.
Faction: Genesis.
Type:spell,Artificial.
Cost: 4
Purity: 2GI
Rarity: Uncommon.
Ability. Target artificial character in defence zone. Character gets locked and cannot be moved. His HP is doubled. He takes 2 less damage from all sources.
Title: Re: Future card ideas
Post by: DrayGon777 on January 29, 2015, 01:48:44 PM
New keyword for abilities that would make a nice cycle (could be characters too but I think it works better with abilities.) Also they are essentially 3 cards in one so Lightmare can stick to 100 cards per set but sneak in some more this way.

Flux Ability: Flux Abilities effects change depending on the purity of your deck.

Examples:

-snip-

Would be incredibly extra awesome if the card art changed slightly depending on your deck purity.
fortress gains 10 health. Your opponent loses X health, where X = half of the health your fortress healed this turn.
My apologies if this idea isn't original.

I don't think the idea is that original, but I don't think I've seen any other ideas on how to execute a card that changes with your purity, and I actually really like your suggestion.  As an addendum to the DoD example, there should be some kind of notice that the increased morale cost is always +8 or the highest purity effect, whichever would result in a greater morale cost increase.

I'm having trouble thinking of a possible Flux card for FD, that doesn't just copy stumble/flashbang/etc., though.

Warpath could be an increasingly powerful buff for your deployed beasts, going from +0/+3, to +3/+3, to +3/+3 and -1/-1 to the enemy's deployed units, or give some kind of enrage +X to deployed beasts that you can activate for additional cost.
While I don't entirely mind the enrage mechanic of Warpath, it seems that it's not the best thing to add to a card, seeing as it costs more resources to increase stats which could instead be used to throw more bodies onto the field. Don't get me wrong, Enrage is a nice mechanic, but I only see the cards that gain special effects when they enrage or have haste in addition to enrage being used in most decks.
Title: Re: Future card ideas
Post by: Perzyn on February 03, 2015, 10:32:31 AM
Name: Resolute Guardian
Puritty: 2 DoD
Cost: 3
Morale: 3
Statline: 0/16
Effect text: Whenever Resolute Guardian takes combat damage enemy loses that much morale.
Flavor: We came at him over and over again, but he just refused to fall. - Haxesh, the Demonic Disciple
Artwork descritpion: A spear wielding warior stands in front of a smashed gate. He is obviously exhausted and wounded. He bleeds, his right eye is stuck close by blood from a head wound. But he still rebuffs attackers with his spear, pushing them away from the gate he guards.
Title: Re: Future card ideas
Post by: The_Fallen on February 11, 2015, 08:42:55 PM
3 DoD
Eternal Guardien
10 Cost
10 Moral
2/15
Vigilance

"Can't be removed from the game. Untouchable. As long as he remains in the defense zone, characters you control in the same zone can't be removed from the game too."

Yeah I guess everybody knows, why this suggestion came up.

Title: Re: Future card ideas
Post by: Wayfinder1026 on February 24, 2015, 11:16:06 PM
eh, i think trap cards wouldn't be a good way to go. It doesn't stick to the overall feel of the game. it would over complicate things and take away from what is "infinity wars." it would be more like yu gi oh and I don't know. infinity wars is it's own thing right now. know what I mean?
Title: Re: Future card ideas
Post by: zekses on February 28, 2015, 10:49:30 PM
Genesis Spy rework or just other card idea:

'If Genesis spy is in the support zone, activate him to look like another character you control, if he is already disguised, pay 1 to continue the disguise, if the spy attacks, disguise is lost at the end of turn until he assumes it again' the ability (misinformation) stays the same. If the spy is disguised he _does not deal damage_ to enemy fortress.


What it will bring:
1) It will be harder for an opponent to prevent misinformation from happening.
2) It will be lore friendly, spy is a COVERT agent, it's simply wrong that opponent always knows where it is.
3) It will help a lot of weak cards that need distraction to actually work and not be singled out the moment they are played. (tithe collector, xac, constructor among others)


What it might hurt: potentially, masquerading as a strong creature might make single target spells ineffective since there are two targets instead of one. One way around that is limit the stats that can be faked by the spy to its own stats.This way, to mimic, say MU02, it will have to be buffed to the same level prior to that
Title: Re: Future card ideas
Post by: Junker99 on March 01, 2015, 01:34:49 AM
Genesis Spy rework or just other card idea:

'If Genesis spy is in the support zone, activate him to look like another character you control, if he is already disguised, pay 1 to continue the disguise, if the spy attacks, disguise is lost at the end of turn until he assumes it again' the ability (misinformation) stays the same. If the spy is disguised he _does not deal damage_ to enemy fortress.


What it will bring:
1) It will be harder for an opponent to prevent misinformation from happening.
2) It will be lore friendly, spy is a COVERT agent, it's simply wrong that opponent always knows where it is.
3) It will help a lot of weak cards that need distraction to actually work and not be singled out the moment they are played. (tithe collector, xac, constructor among others)


What it might hurt: potentially, masquerading as a strong creature might make single target spells ineffective since there are two targets instead of one. One way around that is limit the stats that can be faked by the spy to its own stats.This way, to mimic, say MU02, it will have to be buffed to the same level prior to that

I'm not one for meta but if something like this could work, it would be amazing for the head game factor of anyone facing a deck that could be using the spy. Actual spy paranoia! Though for balance I think some people better skilled than I would need to sound in on this.
Title: Re: Future card ideas
Post by: Stingeris on March 04, 2015, 02:24:17 PM
Power Station
2GI.
Artificial Location.
4 cost.
Each turn power station generates 6/6 energy that is split between random artificial units (Single unit might receive more then 1 energy).

Essentialy its like Pyr but instead of creating units it distributes free stats.
Title: Re: Future card ideas
Post by: Wayfinder1026 on March 04, 2015, 06:16:36 PM
Shadow Form - can only be blocked by and can only block other creatures with shadow form.
Y Commander X - gives units of Type Y, +X/+X.
Rage - For every point of damage this card takes, it gains 1 attack.
Dying X - This creature dies after X turns.  Could be good on sleeper cards.
Reviving X - After being X turns in the graveyard, this card is put into the support zone from the graveyard.  The Aleta cards already have this ability, but it'd be nice if it had a name.  Again, this
could be a common ability among the sleeper faction's cards.

hmm... except for shadow and commander, I really like these concepts. But I think that part of the balancing of this game is the fact that everything can be blocked.
Title: Re: Future card ideas
Post by: Wayfinder1026 on March 04, 2015, 06:50:33 PM
Lightning Rod
   4 Resource Cost
   Unique Artifact
   3 Gen. Purity
   Epic

Opening (this card is in the support zone at the start of the game)

This card comes in to play with 100%

Whenever a character you control becomes targeted by a damaging effect, half the damage is dealt to Lighting Rod instead, decreasing it's health by 15%.
When Lighting Rod reaches 0% it is removed from the game and 3 6/6 Kinetically Overloaded Drones are left in the support zone.
Title: Re: Future card ideas
Post by: DrayGon777 on March 05, 2015, 04:43:13 PM
I'd just like to point out that flying is already a type of card that can only be blocked by others of it's type. Still, I agree that having a second one, particularly something that may be faction specific, might not be a good idea to add.

As for the card idea, Since it's targetted damage, I'm guessing it wouldn't work with AoE? If you DO intend for it to work with AoE damage, though, how would the health drop work in such a case? Personally, I think AoE damage not working does help to keep it from being too potent, though.
Title: Re: Future card ideas
Post by: Wayfinder1026 on March 06, 2015, 07:32:26 PM
I'd just like to point out that flying is already a type of card that can only be blocked by others of it's type. Still, I agree that having a second one, particularly something that may be faction specific, might not be a good idea to add.

As for the card idea, Since it's targetted damage, I'm guessing it wouldn't work with AoE? If you DO intend for it to work with AoE damage, though, how would the health drop work in such a case? Personally, I think AoE damage not working does help to keep it from being too potent, though.

you're right in that AoE damage is does not work for it's effect. as you said it would probably bee too overpowered if it did. I originally was going to say that whenever a character became randomly targeted then it would hit lightning rod instead, but I realized that would only counter a demon deck for the most part. so I changed it up a bit.
Title: Re: Future card ideas
Post by: ToxicShadow on March 08, 2015, 04:26:36 PM
I don't know if the card is balanced the way I imagined it, so costs/stats are of course debatable. :)

Name: Greedy Djinn
Purity: 1DoD/1CoV
Costs: 6
Morale: 12
Stats: 20/20
Type: Unique Demon Spirit
Rarity: Epic (?)
Abilities: Flying. At the beginning of each turn, Greedy Djinn is moved to the Support Zone. It cannot be moved from the Support Zone by ability cards or his controlling player.
Pay 6 life: Move Greedy Djinn either to the Defense or the Assault Zone.
Pay 10 life, exhaust: Deal 10 damage to the enemy fortress.
Pay 12 life, exhaust: Kill target deployed character.
If neither of Greedy Djinn's abilities is used for two consecutive turns, Greedy Djinn will leave the game at the end of the turn and deal 20 damage to his owner's fortress.
Flavor: "I can make your wishes come true....for a price."
"Not everything is payed in gold. I want something far more precious."
Title: Re: Future card ideas
Post by: Cleanse on March 09, 2015, 08:56:56 AM
Inspired by an infamous bug that's slated to get fixed soon:

Neutralize
2 DoD
3 cost
Ability

"Target Artifact or Location loses all card text."

In this context, lose all text means that it becomes a blank Artifact or Location. 3 cost is on-curve with Consecration.

Compared with Consecration, it has the bonus of getting around Omnitron's shield. (Note that it would remove uniqueness so the Omnitron player is free to play another one, and benefit from the 1 resource discount from controlling another artifact) Also, as your opponent would still control a (blank) location, Explore would make them draw 2 cards instead of search.

On the other hand it would be less beneficial than Consecraction when cards like Symbiote Prototype, Collector, Defender of the Realm (and Omnitron's cost reduction) are considered.

This would make some interesting trade-offs as the game develops. Just like Humble itself vs. kill effects.
Title: Re: Future card ideas
Post by: Wayfinder1026 on March 13, 2015, 02:42:54 PM
Give Him A Flamethrower
1 Flame Dawn Purity
Cost: 1
Ability Card
Effect: Target character gains Immolate 3.
Picture: A guy being given a Flamethrower and then starting to madly burn down everything around him.
"Burn! All of you Burn!!!"

I like it.
Title: Re: Future card ideas
Post by: exoduz on March 16, 2015, 01:59:39 PM
Quote
Genesis Spy rework or just other card idea:

'If Genesis spy is in the support zone, activate him to look like another character you control, if he is already disguised, pay 1 to continue the disguise, if the spy attacks, disguise is lost at the end of turn until he assumes it again' the ability (misinformation) stays the same. If the spy is disguised he _does not deal damage_ to enemy fortress.


What it will bring:
1) It will be harder for an opponent to prevent misinformation from happening.
2) It will be lore friendly, spy is a COVERT agent, it's simply wrong that opponent always knows where it is.
3) It will help a lot of weak cards that need distraction to actually work and not be singled out the moment they are played. (tithe collector, xac, constructor among others)


What it might hurt: potentially, masquerading as a strong creature might make single target spells ineffective since there are two targets instead of one. One way around that is limit the stats that can be faked by the spy to its own stats.This way, to mimic, say MU02, it will have to be buffed to the same level prior to that

Seems like a great idea. Many cards could also use a rework to make them viable so we can have the ability to choose from a variety of decks than just the meta.
Title: Re: Future card ideas
Post by: zekses on March 17, 2015, 12:01:02 AM
Ability : 'All cards lose text for 1 turn'

Should be fun to play, also enables buffs/debuffs on otherwise untouchable creatures.
Title: Re: Future card ideas
Post by: CommunistMountain on March 17, 2015, 12:45:36 AM
'If Genesis spy is in the support zone, activate him to look like another character you control, if he is already disguised, pay 1 to continue the disguise, if the spy attacks, disguise is lost at the end of turn until he assumes it again' the ability (misinformation) stays the same. If the spy is disguised he _does not deal damage_ to enemy fortress.
I had come up with a similar idea before, for my 'Create Your Own Faction' entry. I made a TF2–themed one, and the abilities on the Spy goes:

–Pay 5: Kill target enemy character on the Battlefield and disguise as the dead character, in the opponent’s side of the Battlefield. This can only be done once per turn. Opponents will not see this: the killed character’s card will only enter the Grave upon revelation of the Spy, or when the Spy takes another disguise.

–Both you and the opponent are able to move the Spy within the opponent’s Deployed Area. If there is a dissonance between which Zone you and the opponent place the Spy, the Spy is revealed and returns to your Support Zone exhausted for 2 turns.


This forces players to play mind games with each other. Firstly, as with all Battlefield–confined abilities, one can dodge the Spy. However, once the Spy gains a disguise, players must guess where the other player would place the Spy. Admittedly, it's easier for the opponent since the chances of getting it different is higher than the chances of getting it the same.

If the opponent knows who the Spy is beforehand, by observing that a particular character doesn't deal damage to the fortress, the opponent could also try to get the Spy into the same Zone so that it wouldn't go back to the opponent's Support Zone, and Death Ray or sacrifice it to get rid of the threat permanently.
Title: Re: Future card ideas
Post by: Wayfinder1026 on March 22, 2015, 10:11:13 PM
I've recently tried to make an insectoid deck. Much to my shagrin there are really only three different kinds of insectoids: the swarmed; the broodlord; and the exhaust create a 4/4 one who's name escapes me. So I've decided we need more choices and here are my suggestions...

Caterbeast -> crystalous -> famished butterfly
Resource: 2
Morale: 4
faction: warpath
Character - insectoid
butterfly larvae transforms at the end of the turn if it attacked that turn.
(The idea is that with each attack it transforms from a caterpillar to a cocoon to a butterfly.)
4/2 -> 4/5 -> 6/6

Antlion
Resources: 6
Morale: 7
Faction: faction less
Character - insectoid
insectoids have a random buff applied when poisonous beetle is on the battlefield.
5/7
Title: Re: Future card ideas
Post by: Emwill on April 03, 2015, 03:23:32 PM
Ruins of an Ancient Civilization
If RAC destroyed, removed from game, switched to another location - other wolds if it GONE - then trapped characters dont come back.

Support Drone
It can  support himself. This is stupid.

(sry offtop) So much need autoscroll in chat tabs and loadaut deck in cards tab.

And last one - pls dont use crapy 3D like in Cottontail VX1600 or Chaos in the Ranks


Title: Re: Future card ideas
Post by: zekses on April 08, 2015, 12:00:30 AM
The idea about big beefy cards (who no one wants to play cause they are too risky),
why dont we give anyone(or at least some of them) who is X times bigger than the defender, the unstoppable ability for just that creature? If it meets someone beefy enough to be a serious blocker, it will stop, but any chump blockers will just fall (or at least a given number of them)
Title: Re: Future card ideas
Post by: NatoPotato on April 18, 2015, 02:52:13 PM
Energy Warrior
1FD and 1GI
Picture: Flame Dawn soldier with a GI jetpack holding 2 energy weapons that change between a sword and a shield.

Cost 4/6
Stats 2/5
Flying
Pay 1: Choose one, can only be used once per turn:
Energy Warrior has +8/+0 until the end of the turn.
Energy Warrior has +4/+0 and takes 2 less damage from all sources until the end of the turn.
Energy Warrior takes 4 less damage from all sources until the end of the turn.


So basically 'mode 1' is 2 swords, 'mode 2' is sword and shield and 'mode 3' is 2 shields.





Also just for the lolz  ;D 


"Oyob, who nobody notices", Factionless, Character, Cost 6, Morale 0, Unique, 6/6
As long as there is a character on either side of Oyob he is Unblockable and Untouchable.

There is hate, and there is love.   Between them, is indifference.

"Wait, there's a third?" "Yeah, that guy's got a pretty serious case of middle child syndrome."

"Middle child syndrome?" "You know, eldest gets all the freedom, youngest gets all the love, middle kid gets all....  ignored."
Title: Re: Future card ideas
Post by: Trespasser on May 10, 2015, 10:14:57 PM
Name: Gold Mine
Faction : None
Type :  Land
Cost :  4
Rarity : Uncommon

Effect : Gain 1 resource when Gold Mine is played. If Gold Mine leaves play, lose 1 resource.



Name: Fusion Power Plant
Faction : GI
Type : Artifact
Cost :  7
Purity : 3 GI
Rarity : Legendary

Effect: Pay 6: Increase your maximum resources by 1. If Fusion Power Plant is destroyed, sacrifice all characters in your support zone.


Name: Mana Stone
Faction : CoV
Type : Artifact
Cost :  5
Purity : 3 CoV
Rarity : Epic

Effect : Your VoC Abilities cost 1 less resource.  If Mana Stone is destroyed, destroy all creatures in your support zone.
Title: Re: Future card ideas
Post by: zakmackay on June 03, 2015, 01:38:35 PM
Name: Scorched earth
Faction: triple purity FD
Cost: 3
Effect: Each Player loses 1 max resource

Being able to deny the opponent mana needed to play mass death prevents mass death. Aggro decks are optimal in the early turns so it extends what period they are best in.

Name: Tithe collector
Cost: 4
Rework: Whenever the opponent deploys a creature Tithe collector gets +2/+2

This will punish the opponent more for using creatures and he currently does nothing with the tithe collected.

Name: Talich expedition team
Faction: FD or GI (hybrid)
Cost: 3
Stats: 7/7
Ability: Haste, EXpedition team gets +2/+2 for each location or artifact the opponent controls

"A new world much to learn and conquer"

For FD this gives a 3 drop charge and helps them against combo decks. Genesis decks have a creature they can pump immediately when its deployed
Title: Re: Future card ideas
Post by: Junker99 on June 04, 2015, 10:35:39 PM
Name: Scorched earth
Faction: triple purity FD
Cost: 3
Effect: Each Player loses 1 max resource

Being able to deny the opponent mana needed to play mass death prevents mass death. Aggro decks are optimal in the early turns so it extends what period they are best in.

Name: Tithe collector
Cost: 4
Rework: Whenever the opponent deploys a creature Tithe collector gets +2/+2

This will punish the opponent more for using creatures and he currently does nothing with the tithe collected.

Name: Talich expedition team
Faction: FD or GI (hybrid)
Cost: 3
Stats: 7/7
Ability: Haste, EXpedition team gets +2/+2 for each location or artifact the opponent controls

"A new world much to learn and conquer"

For FD this gives a 3 drop charge and helps them against combo decks. Genesis decks have a creature they can pump immediately when its deployed

Curious I'm most fond of the last one a heck of a lot just from a lore POV.
Title: Re: Future card ideas
Post by: toon310 on June 07, 2015, 08:59:30 PM
Hi there, i strike again with my next cards ideas :p

This time, let's work on the warpath faction.

Quote
21. Vulture :

Faction : Warpath
Type : Character - Beast
Cost : 2
Purity : 1 WP
Rarity : Uncommon
Stats (Power/Health) : 1/2
Morale : 1
Effect 1 : Flying
Effect 2 : Activate to use the ability - at the end of the turn, the vulture eats the corpses of the characters that died on the battlefield. The vulture will spend 1 turn in the support zone to eat and will gain +2/+1 and +1 counter on the end of that turn for each character that died on the previous turn. When the vulture reachs 5 counters, it evolves into a great vulture.

Text : " (vulture howls)"

Great vulture

Faction : Warpath
Type : Character - Beast
Cost : 2
Purity : 1 WP
Rarity : Uncommon
Stats (Power/Health) : x/x
Morale : 5
Effect 1 : Flying
Effect 2 : Activate to use the ability - at the end of the turn, the vulture eats the corpses  of the characters that died on the battlefield. The vulture will spend 1 turn in the support zone to eat and will gain +1 health back on the end of that turn for each character that died on the previous turn.

Text : " The great vulture is something to fear"
Title: Re: Future card ideas
Post by: toon310 on June 07, 2015, 10:25:16 PM
Quote
22. Giant bat :

Faction : Warpath / COV
Type : Character - Beast
Cost : 2
Purity : 1 WP or 1 COV
Rarity : Uncommon
Stats (Power/Health) : 5/3
Morale : 3
Effect 1 : Flying
Effect 2 : Drain 40% - At the end of a combat, if it is still alive, the character with the drain ability gains some health back equal to 40% (rounded up) of the power of its attack.
Effect 3 : Pay 1 -  Bat attacks ! Select an ennemy character : the bat moves on the battlefied in the zone opposing the selected character. If the selected character stands in the support zone, the bat stays in the zone where it was at the begin of the turn.

Text : "Some bats can grow to an enormous size and can pose a huge threat"

Quote
23. Sonic bat :

Faction : Warpath / COV
Type : Character - Beast
Cost : 2
Purity : 1 WP or 1 COV
Rarity : Common
Stats (Power/Health) : 3/2
Morale : 2
Effect 1 : Flying
Effect 2 : Drain 30% - At the end of a combat, if it is still alive, the character with the drain ability gains some health back equal to 30% (rounded up) of the power of its attack.
Effect 3 : Pay 1 - Sonic wave - The bat casts a sonic wave that lowers the power of all the ennemies's characters in the opposing adjacent zone by 30% (rounded down) of the bat's power.

Text :"Some bats howl so loud that it can scare their ennemies, lowering their will to fight"
Title: Re: Future card ideas
Post by: toon310 on June 07, 2015, 10:39:30 PM
Quote
24. Fanglood, the needler :

Faction : Warpath / COV
Type : Unique character - Beast
Cost : 5
Purity : 2WP or 2 COV
Rarity : Epic
Stats (Power/Health) : 10/5
Morale : 8
Ability 1 : Flying
Ability 2 : Drain 50% - At the end of a combat, if it is still alive, the character with the drain ability gains some health back equal to 50% (rounded up) of the power of its attack.
Ability 3 : Pay 1 - Bat's attack -  Fanglood can enter combat with any deployed character. This ability can only be used once per turn.
Ability 4 : Feeding - Each time Fanglood the needler kills a character, it adds 1 power to its stats and 2% to its drain ability


Text : "Run away and try to escape me... Niark Niark...."
Title: Re: Future card ideas
Post by: toon310 on June 07, 2015, 10:49:00 PM
Quote
25. Furious bats swarm :

Faction : Warpath / COV
Type : Ability
Cost : 5
Purity : 1 WP + 1 COV
Rarity : rare
Stats (Power/Health) : /
Morale : /
Effect : Each ennemy deployed character takes 2 damages + x, where x is the number of bats you control. In addition, the bats you control can make an additional attack.

Text : "What's that noise ?"
Title: Re: Future card ideas
Post by: toon310 on June 07, 2015, 11:30:54 PM
Quote
26. Otoah, the shaman bear :

Half human form

Faction : Warpath
Type : Unique character - Human Beast - Bear
Cost : 6
Purity : 2 WP
Rarity : Epic
Stats (Power/Health) : 7/10
Morale : 8
Ability 1 : Exhaust, Pay 2 - Natural bond - Otoah links himself to another deployed bear. The damages that both the linked characters suffer are evenly shared. If the total amount of damages taken is an odd number, Otoah always take the less damages. (eg: if Otoah suffers 11 damages from an attack, he takes 5 and the bear he is linked to takes 6). The link disapears when 1 of the 2 characters dies.
Ability 2 : Exhaust - Metamorphosis - Otoah transforms himself into a powerful bear, gaining anothers abilities and extra stats.

Text : "Nature is power !"

Bear form

Faction : Warpath
Type : Unique character - Beast - Bear
Cost : 6
Purity : 2 WP
Rarity : Epic
Stats (Power/Health) : 10/13
Morale : 12
Ability 1 : Warcry - Pay 4 - Otoah and every other bears in the same zone as him gains +20% of Otoah 's power in power. Can only be used once per turn.
Ability 2 : Brutal Swipe - Passive ability - Otoah deals 50% more damages (rounded up) to the characters with less power than him when he enters combat.
Ability 3 : Exhaust - Metamorphosis - Otoah transforms himself into a shaman, gaining anothers abilities and losing -3/-3. Otoah always lives with at least 1 hp when he transforms back.

Text : "Grooooaarrr"
Title: Re: Future card ideas
Post by: joenathon on June 08, 2015, 12:06:13 PM
Some ideas that I have. I apologise if my suggestions is not to your liking.

Name: Tech Lord
Faction: None
Cost: 5/10
Stat: 9/12
Character - Human
All Tech Knights in the same zone as Tech Lord get +2/+3. At the end of the turn, if Tech Lord is in your support zone, he heals all damage from himself.

Name: Guardian Swarmer
Faction: None
Cost: 5/9
Stat: 1/11
Character - Insectoid
Vigilance, Reach
Guardian Swarmer cannot enter the Assault Zone. Guardian Swarmer cannot take more than 5 damage from all sources. You must have Swarmer Broodlord as a commander to have Guardian Swarmer in the deck.

Name: Awaken The Swarmers
Faction: None
Cost: 13
Ability - Insectoid
Put every Insectoid Character card in your deck to your Support Zone.

Name: Korvol, Ancient Dragon
Faction: None
Cost: 12/20
Stat: 20/20
Unique Character - Dragon
Unstoppable, Flame Strike 4
Pay 4: Korvol gains Flying until the end of the turn. If Korvol is in the Battlefield at the start of the turn, a Firebolt is created in your hand. You must have at least 2 Factionless commander to add Korvol, Ancient Dragon to your deck

Name: Parrying Aspirant
Faction: FD/DoD
Cost: 4/7
Stat: 0/5
Character - Human
Vigilance
Parrying Aspirant cannot be buffed. Parrying Aspirant redirect half the damage it would take back to the source.
Text: "Parry the world!"
Title: Re: Future card ideas
Post by: Osamaru on June 08, 2015, 04:32:10 PM
@NatoPotato, I like the idea of Oyob, Who nobody notices. BUT that is way to powerful for a 4 drop. it should be 7-8 at least. Even if he can't be directly buffed, having a 7/7 unblockable on turn 4 would be insane.
Title: Re: Future card ideas
Post by: NatoPotato on June 08, 2015, 11:38:20 PM
@NatoPotato, I like the idea of Oyob, Who nobody notices. BUT that is way to powerful for a 4 drop. it should be 7-8 at least. Even if he can't be directly buffed, having a 7/7 unblockable on turn 4 would be insane.

Yeah, there wasn't much thought put into stats, was literally just: lol, edit post, type for 3 seconds, submit.
I just put the stats the same as the others. (or at least what I thought the others were at the time, I later noticed that the others were 3 cost rather than 4, Oyob could've been worse)
Title: Re: Future card ideas
Post by: ecliptix on June 14, 2015, 09:05:09 PM
So the new champion-based OOS cards got me to thinking and here are the thoughts I thunk:

Name: Resurrection
Faction : OOS
Type : Ability
Cost : 5
Purity : 2 OOS
Rarity : Rare

Effect: Kill target non-champion creature you control. At the end of turn, target creature is returned to the support zone from your graveyard and becomes a champion as well as an angel, in addition to its existing subtypes, upon returning from the graveyard. The next time this creature is killed it is removed from the game.


Name: Heaven's Wrath
Faction : OOS
Type : Mission
Cost : 2
Purity : 1 OOS
Rarity : Uncommon

Effect: Each time you play a champion, Heaven's Wrath Becomes 25% more complete. When Heaven's wrath becomes complete, any number of champions MAY be played from your hand and any number of champions MAY be returned to your hand whenever you play a champion.

Name: Hall of the Champions
Faction : OOS
Type : Location
Cost : 6
Purity : 3 OOS
Rarity : Uncommon
Effect: Each time a champion is deployed Hall of the champions you may choose one of the following:
-Target angel gains flying
-All angels gain +1/+1
-All angels cannot be killed by non-creature sources this turn (This option is tentative as it may be
Title: Re: Future card ideas
Post by: Draeios on June 14, 2015, 11:18:21 PM
My first post on the forums!


Name: Evolving Virus
Faction: Sleepers of Avarrach
Type: Unique Character - Artificial
Cost: 2
Purity: 2
Rarity: Legendary
Stats: 3/3
Effect: Evolve

          If Evolving Virus dies in battle: Kill the first character in the Command Zone.
          If Evolving Virus dies by a non-sacrafice ability: Kill the second character in the Command Zone.
          If Evolving Virus is sacrificed: Kill the third character in the Command Zone.

Each turn, if Evolving Virus is deployed, its power, health, and abilities evolve into a stronger form.

Evolve bonus:
Turn 1: 5/5 Infect
Turn 2: 8/8 Infect
Turn 3: 9/9 Infect - Pay 3: Kill target character in the Command Zone. Evolving Virus is sent to the Graveyard.
Turn 4: 12/12 Infect - Pay 6: Kill target character in the Command Zone. It is raised to your support zone and becomes undead. Evolving Virus leaves the game.

         


The card would look a bit like this: (http://vignette2.wikia.nocookie.net/revolutiontv/images/e/eb/Revolutionnanites_zpscbbcc91a.jpg/revision/latest?cb=20130426005601)

The card might look a bit strong at first, but keep in mind that it has to build up (evolve) to be effective. It doesn't have dragon form like Zomborg but it's also a legendary.
Title: Re: Future card ideas
Post by: toon310 on June 15, 2015, 01:55:00 PM
Genesis faction 's next ideas

Quote
27.  Recycling factory :

Faction : Genesis
Type : Location
Cost : 2
Purity : 3 GI
Rarity : Rare
Stats (Power/Health) : /
Morale : /
Ability 1 : Pay x - Select x artificial characters in your graveyard and remove them from the game. The factory creates a new artificial character that has a cost and a morale cost of x and which stats are the total amount of power and health of the recycled characters divided by 2

Text: "Contruction... completed zzzzz"

Quote
28. Cuttor the chopper :

Faction : GI
Type : Unique character - Human artificial
Cost : 6
Purity : 2 GI
Rarity : Legendary
Stats (Power/Health) : 8/8
Morale : 10
Ability 1 : Exhaust, pay 4 - Unpredictable attack - Select a character - Cuttor the chopper creates a hole in the ground, jumps in it and disapears from the game. On the beginning of the next turn, it hits the selected character for 1,5x his power (rounded up) as combat damages then comes back exhausted for the rest of the turn in its original zone.
Ability 2 : Passive - Bleeding - Each time a character is attacked by Cuttor, put a counter on it. The character suffers an additional 1 damage for each counter it has each time it takes combat damages.

Text : "Where is he going to strike ? "!

Quote
29.Overcharged grave :

Faction : GI
Type : Ability
Cost : 2
Purity : 1 GI
Rarity : Uncommon
Stats (Power/Health) :/
Morale : /
Effect : Target any graveyard - Remove up to 5 artificial characters located in the graveyard. Deals 1 damage to the fortress of the owner of the graveyard for each character removed that way.
Title: Re: Future card ideas
Post by: Conquest on June 18, 2015, 04:05:56 AM
Hanako, The Gentle Flower

DoD
Unique Character
Purity: 2
Cost: 9
Rarity: Epic
Stats: 7/17
Morale: 12

Vigilance; Cannot Attack

When you deploy Hanako, your opponent loses 5 morale. You may overcharge her any number of times; your opponent loses 5 additional morale for each card overcharged. The first time Hanako is attacked, the damage is ignored.



Gates of Torment

2 Exiles
Location
Rare
Cost: 6

Exile 5

Pay X; swap the attack and health of X-2 minions and give them -2/-2

Pay 3 and X morale, Exhaust; Your fortress cannot take more than 15-X damage this turn
Title: Re: Future card ideas
Post by: CommunistMountain on June 18, 2015, 09:48:22 AM
minions
Minions? IN MY INFINITY WARS? BLASPHEMY!
Title: Re: Future card ideas
Post by: Creature_of_Exis on June 21, 2015, 04:28:59 PM
(suggestion to a specific hybrid card between Genesis and Dod a highely modified/agumented elite Dod soldier with a high tech shield with magic runes on it and a high tech sniper rifle with a blue/teal flames on it, along the tip of the sniper to the end of it.

(like a line of blue/teal flames on the sniper)

(as a proof of a defensive pact between Dod and genisis industry and to say that this card is an elite soldier with magic and technology at its disposal.)

as for abilities: i suggest that he can change stance or modes after he gets exhausted

(he can pick one ability out of 2-4 that can be used during a battle and one passive out of 2-4)

 And after a battle/conditon has been met he becomes exhausted and gains a boost in one of the passive abilities during the exhausting.

 during the exhausted time he can chose one of them to boost (such as extra gain in hp,damage or regenration, due to the nature of dod and genesis (magic and tech) (a combo with the passive and the condition ability usage with the after effects of exhausting. 

(that way he can behave very differently according to the players desire or need and stay close as possible to the nature of the Dod and Genesis.)
Title: Re: Future card ideas
Post by: joenathon on June 22, 2015, 07:02:10 AM
Name: Ashes To Ashes
Faction: OOS
Purity: 2
Cost: 5
Ability
Preemptive
All cards that would go to grave this turn are instead removed from the game.
Text: "Dust to dust"

Name: Veil of the Dragon
Faction: DoD
Purity: 2
Cost: 2
Ability
Preemptive
Target Character gains Untouchable and Shield 1 until the end of the turn

Name: Self Destruct Sequence
Faction: G.I.
Purity: 2
Cost: 4
Ability
Target deployed Artificial Character you control is moved to the Defense Zone and cannot leave the Defense Zone. At the end of the turn, if target Character is still alive and has Artificial subtype, that character deals damage based on it's power to all other characters on the Battlefield, sacrificing the character afterward.
Text: "Initiating self destruct sequence."

Name: Berserk
Faction: Warpath
Purity: 2
Cost: 4
Ability
Target non-Artificial Character gains +5/+3 and can no longer enter the Defense Zone by any means. Whenever the character attacks, there is a chance that the character attacks one of it's allied character instead.

Name: Blood Magic
Faction: Cult of Verore
Purity: 2
Cost: 5
Ability
Cannot be Undone. Pay 5 health. The cost of the next Ability card costing 10 resource or less that you play this turn will be payed with your health instead of your resource.

Name: Deal with the Devil
Faction: Exiles
Purity: 2
Cost: 1
Ability
The next cards that you play cost 3 less but with a random price at the end of the turn:
1. Lose 10 health.
2. 1 random cards from your hand and 2 random cards from your deck is sent to your graveyard.
3. The power and health of 1 random character you control is halved.
4. The cost of 1 random card in your hand is increased by 2(does not increase the cost of similar copies as well).

Name: Sweeping Strike
Faction: Flame Dawn
Purity: 2
Cost: 2
Ability
Until the end of the turn, when target Character you control deals damage to another character, characters adjacent to it takes damage as well.

Sorry if the card's description aren't clear enough.
Title: Re: Future card ideas
Post by: toon310 on June 22, 2015, 03:05:35 PM
Ok let's come to the Verore faction this time :)

First idea coming from Tyrantherus

Quote
28. Krusk, the resilient Thrall :

Faction : Verore
Type : Unique character
Cost : 3
Purity : 2 VER
Rarity : Rare
Stats (Power/Health) : 5/5
Morale : 5
Ability : At the beginning of each turn, your opponent may spend 2. If he doesn't, sacrifice Krusk, the resilient Thrall. The first time Krusk would be sacrificed each turn, he  becomes exhausted and gains +3/+3.

Text: "Yes, I've tried using the chains, the whips, and the pitchfork, he just won't fall! Here, you try too!" ~Mira, Thrall Trainer"

An idea by myself ^^

Quote
29. Fate stealer :

Faction : COV / Exiles
Type : Unique character - Human
Cost : 4
Purity : 1 Cov + 1 Exiles
Rarity : Rare
Stats (Power/Health) : 2/6
Morale : 10
Ability : Exhaust, pay 5 --> Discard a spell in hand of your choice. Every copies of that spell are removed from the game. Select a spell that is in your opponent's grave. Targeted spell and every copies of it are placed randomly into your deck.

Text : "I see what you need..."
Title: Re: Future card ideas
Post by: iofhua on June 24, 2015, 11:50:20 PM
Patrol Droid
Genesis 2 purity
1 attack, 9 defense
Artificial
Shield 1
Costs 1 resource

Flavor text:
"These patrol droids police the streets of Genesis and protect it's citizens. While they have little firepower, they offer a sense of security to the people."

The goal here is to create an ideal sacrificial artificial character that could be comboed up with Orion, Master Engineer. Too many times I have gotten 7 resources and when I go to sac my cannon fodder, the opponent kills it with an ability and I waste all my resources, which frustrates me to no end.  This character could withstand a single lightning blast, and thanks to resolve is immune to instant death attacks like assassination or death ray. The low resource cost lets you draw it early using Evelee.

It not only works great for this specific deck build, but it would also be a great early game blocker in many other Genesis decks. It should probably be an uncommon or a rare.

Bonus points if you make it look like a Star Wars Patrol Droid: http://starwars.wikia.com/wiki/RT-11_Patrol_Droid (http://starwars.wikia.com/wiki/RT-11_Patrol_Droid)

*Actually shield 1 instead of resolve would make it fit more with the theme of Genesis.
Title: Re: Future card ideas
Post by: Hiding on June 25, 2015, 07:30:37 PM
Grave Keeper
4 cost
8 morale
2 purity sleeper
Character- Artificial Undead

While Grave Keeper is in the defense zone, cards in your graveyard are unaffected by abilities or effects.

8/9
Uncommon

"An old Genesis security bot. Job ain't too different though: just shoots anything that moves"

---

Strike Swiftener
3 cost
2 Purity FD
Artifact

Costs 1 less for each Strike Swiftener you played this turn.
pay 5 exhaust: Target Character attacks an additional time each turn.

Rare

"Swiftens your strikes! A must have for any fanatic or centurion! Order now and get a second one 30% off!"
Title: Re: Future card ideas
Post by: Hiding on June 25, 2015, 07:41:34 PM
Hi there, i strike again with my next cards ideas :p

This time, let's work on the warpath faction.

Quote
21. Vulture :

Faction : Warpath
Type : Character - Beast
Cost : 2
Purity : 1 WP
Rarity : Uncommon
Stats (Power/Health) : 1/2
Morale : 1
Effect 1 : Flying
Effect 2 : Activate to use the ability - at the end of the turn, the vulture eats the corpses of the characters that died on the battlefield. The vulture will spend 1 turn in the support zone to eat and will gain +2/+1 and +1 counter on the end of that turn for each character that died on the previous turn. When the vulture reachs 5 counters, it evolves into a great vulture.

Text : " (vulture howls)"

Great vulture

Faction : Warpath
Type : Character - Beast
Cost : 2
Purity : 1 WP
Rarity : Uncommon
Stats (Power/Health) : x/x
Morale : 5
Effect 1 : Flying
Effect 2 : Activate to use the ability - at the end of the turn, the vulture eats the corpses  of the characters that died on the battlefield. The vulture will spend 1 turn in the support zone to eat and will gain +1 health back on the end of that turn for each character that died on the previous turn.

Text : " The great vulture is something to fear"

Quote
Vulture vulture

Faction : Warpath
Type : Character - Beast
Cost : 2
Purity : 1 WP
Rarity : Epic
Stats (Power/Health) : 1/2
Morale : 5
Effect 1 : Flying
Effect 2 : Activate to use the ability - at the end of the turn, the vulture eats the corpses of the vultures that died this turn. The vulture will spend 1 turn in the support zone to eat and will gain +x/+x where x is equal to the total power and health of the Vultures that died on the previous turn.

Text : " Yes that just happened"
Title: Re: Future card ideas
Post by: Hiding on June 25, 2015, 07:57:17 PM
Balance Beam
Cost 4
2 purity DoD
Artifact

pay 4: Target character's power becomes equal to its health

Uncommon

"This card is balanced"

---

Mass Balance
cost 5
2 purity DoD
Ability

Each character's power becomes equal to its health

Epic

"It's balanced I swear"

---

Imbalance
cost 2
1 purity exiles or 1 purity DoD
Ability

Target Character's health becomes equal to its power

Uncommon

"I'm out of balance jokes"
Title: Re: Future card ideas
Post by: iofhua on June 26, 2015, 11:22:53 PM
Daedalus, Master Artificer
Cost: 5
Morale: 12
Purity: Genesis 2
Type: Unique Human
Rarity: Epic
Power/Health: 0/5
Ability 1: Pay 3, Exhaust: Target artifact in your deck is placed into your hand.
Ability 2: Pay 1, Exhaust: Transform target artifact into an artificial character with X/X where X is the cost of that artifact plus 1.

"Though weak in his old age, Daedalus is one of the most brilliant minds in all of Talich. He has spent decades studying mechanics and engineering and was once even tutored by Alita herself."

"Uninterested in political matters, Daedalus toils away in his workshop working on mechanical creations that are more artwork than they are simply functional. He would rather build a humanoid robot comprised of ten thousand interlocking parts and able to speak in seventy languages than a common military droid."

"A true Renaissance Man, Daedalus has advanced the fields of mathmatics, robotics, and engineering more so than any other mind in all of Talich. However few of his creations have direct military applications."

Spatial Vortex Generator
Cost: 3
Purity: 2 Genesis
Type: Unique Artifact
Rarity: Rare
Ability 1: Pay 2, Exhaust: Target character on the battlefield is removed from the game. For every character removed from the game in this way, you must pay 2 resource at the beginning of your turn. If you fail to pay this resource cost, all characters removed from the game by Spatial Vortex Generator are returned to play. If Spatial Vortex Generator is sent to the graveyard all characters it has removed from the game are returned to play.

"An artificial subspace pocket where reality is twisted into a geometric algorithm that only Daedalus understands, this labyrinth is his greatest achievement and can trap anything sucked into it, as long as it remains powered on."

"A pacifist, Daedalus wanted an answer to warfare that didn't involve any further bloodshed. The Spatial Vortex Generator was the answer he searched for, for so long."
Title: Re: Future card ideas
Post by: tom1193 on July 05, 2015, 03:23:37 AM
COUNTERSPELLS!!!! Anyone who played MTG knows that these kind of cards was a staple of every control deck. About time we have them in IW.

Name: Counterspell
Faction: DoD
Type: Ability
Cost: 4, or 5???
Purity: 1 or 2 DoD??
Rarity: Common
Effect: Preemptive. Counter the first ability card played by an opponent this turn.

Comments:

Counterspells would be the first of their kind in IW, since you they require you to take action while the turn is being played out. We could just have cards that say 'counter the first ability that the opponent plays'. But we also could introduce cards that say 'pick an ability that the opponent plays to counter'. How that would work is, as the turn plays out, for each ability your opponent played, the animation pauses and gives you time to decide if you would like to counter or pass. If you pass on an ability, you are NOT allowed go back on this decision. This adds a higher level of predictive strategy to the game.

For example, you play counter spell on the same turn your opponent first plays a lightning bolt, and then a mass death. As the turn folds out, you may choose to pass on countering the lightning, and instead counter the mass death. The mass death just goes to the graveyard after that, without its affect taking place. You have just made the opponent blow 6 resources to no affect and waste a valuable ability card - this only cost you... say 4 resources to play that counterspell. Obviously, playing this card wisely takes skill and luck... if you played it on a turn where the opponent just played a 1 cost lightning blast or didn't play any ability at all, then you have just traded inefficiently.

 There could also be cards that counter character cards, locations, artifacts, abilities, etc. Counterspells would be a counter *literally* to character cards that have on-play affects such as Sacullus and Lucca because they prevent them from going into play at all. they also provide a means of 'touching' untouchable characters, locations, and artifacts.

Since DoD have consistently been one of the weakest faction since the beginning of IW, I think making counterspells exclusive to them would add to their lacking arsenal and give people a reason to play them or at least splash them. A counterspell is also defensive in nature, and could go a long way in stalling the game and getting that mission completed for the win.

The possibilities are endless with this kind of card. Variations could include:
'Counter target character. Characters countered this way are removed from the game'
'Counter all creatures played by an opponent this turn.' (Obviously this would be a high cost card)
'Counter all abilities of cost X or lower played by an opponent this turn'
'Counter the first ability played by an opponent this turn. Overcharge any number of times to counter subsequent abilities'
'Counter the first [some faction] card played this turn'
Artifact - 'Counter the first card played by your opponent every turn' (heh maybe too OP?)

Let me know what you think! Lets make this happen!
Title: Re: Future card ideas
Post by: Salabar on July 05, 2015, 08:11:42 AM
Quote
How that would work is, as the turn plays out, for each ability your opponent played, the animation pauses and gives you time to decide if you would like to counter or pass. If you pass on an ability, you are NOT allowed go back on this decision. This adds a higher level of predictive strategy to the game.
It will not work. Online TBS games should have one phase period. In IW and in Hearthstone you can plan out your turn and then do your own stuff. Adding more stalling points will slow down the flow of a game. It is what irritates me in Hex. For the rest of the post, DoD have lots of saving abilities as is, so it is probably not what fraction strives for atm.
Title: Re: Future card ideas
Post by: toon310 on July 06, 2015, 05:15:02 PM
Quote
30. Equalizer :

Faction : FD
Type : Unique ability
Cost : 7
Purity : 2FD
Rarity : Epic
Stats (Power/Health) : /
Morale :
/
Ability : Draw as many cards as your opponent has in hand.

Text : "On equal terms"
Title: Re: Future card ideas
Post by: Conquest on July 08, 2015, 06:43:06 PM
Unstable Wish
3 Exiles
Cost: 5

You lose 3-5 health and morale a turn for each copy of Unstable Wish in your grave
Unstable Wish is bound to your grave when used.

Choose one:

-Target character turns into a 20/20 demon dragon with flying and unstoppable in 2-4 turns; When this occurs, lose 10 morale and health.
-All characters have their power and health swapped for 2 turns. All characters affected by this are permenantly bound to the grave when they die.
-While this card is in your graveyard, all cards with Exile have their Exile cost reduced by one (does not stack). Your opponent gains the option at the start of each turn to pay 2 and overcharge once to remove this copy of Unstable Wish from the game
-Randomly scramble all characters' position and zones, excluding command zone. 2 cards are randomly discarded from you and your opponents' hands. If the discarded cards are abilities, they are permanently bound to the graveyard
-Randomly swap 3 opposing character's resource cost and morale cost. These characters are placed back into the opponent's hand. If the cost becomes 0, remove the character from the game instead

"The Exiles pray to the divine entity of the Wastes known as Aren-Geezus. ...He only answers on random occassions."
Title: Re: Future card ideas
Post by: ORISOLVE on July 09, 2015, 02:34:30 AM
Demonic Wish
3 Exiles
5 Cost
Rare/Epic

Pre-emptive

Choose One:
1. Both players discards their hand and draws 3 cards
2. All cards are Untargetable until the end of the turn
3. Target Character tranforms into an 8/8 Demon with Consume 3
4. Every Demon in play gains +3/+3, while every Non-Demon's stats are adjusted by -3/-3
Title: Re: Future card ideas
Post by: ORISOLVE on July 09, 2015, 03:16:43 AM
Xia Han Wish
3 DoD
5 Cost
Rare/Epic

Pre-emptive

Choose One:
1. Create four flying 3/3 Spirits in your support zone
2. Every Character in play has its Health and Attack swapped this turn
3. Create the following cards in your hand: Lingbao's Will, Daode's Protection, and Yuanshi's Wrath
4. Draw 3 cards
Title: Re: Future card ideas
Post by: SamPan, Who Nobody Likes on July 10, 2015, 07:54:20 PM
Boyo, the Final Form

Ability

1 Exile/ 1 Overseer/ 1 DoD

5 cost
Legendary

Create a 1/1 Angry Mob with charge, for  each copy of Boyo in the graveyard. When 5 Angry Mobs have died to non sacrifice effects, remove all copies of Boyo from the graveyard and create a x/x flying angel demon dragon spirit where x = the amount of damage that all angry mobs have done to the enemy fortress multiplied by 20. When Boyo's final form would die, instead replace it with a Boyo, Who Everybody Likes and gain 100 Morale.
Title: Re: Future card ideas
Post by: Hiding on July 12, 2015, 08:46:14 PM
Quote
30. Equalizer :

Faction : FD
Type : Unique ability
Cost : 7
Purity : 2FD
Rarity : Epic
Stats (Power/Health) : /
Morale :
/
Ability : Draw as many cards as your opponent has in hand.

Text : "On equal terms"

This is more like Surpasserizer because unless you have 0 cards in hand, this will always cause you to end up with more cards than the opponent.
Title: Re: Future card ideas
Post by: SamPan, Who Nobody Likes on August 24, 2015, 02:09:09 AM
I have a couple of Star Trek cards I'd like to see on a set that would center around the Borg + a temporal disturbance in space time continuum:

La Forge/Scottie
Epic

"Cpn, we're given it all we've got!"
Unique Character
Cost 5
6 attack / 10 health / 12 Morale

Cost 2, Exhaust for 2 turns - The USS Enterprise is healed for 10 health, gains Haste, Untouchable, and cannot be blocked for this turn.

Cost 8, Exhaust - Recruit the USS Enterprise from your Deck

----

Locutus of Borg
Legendary

"Resistance is futile...Number One"

Unique Character
Cost 4
10 attack / 15 health / 0 Morale

Discard your hand. Each ability discarded this way becomes an Assimilate card. Each character discarded this way becomes a 6 cost 20/6 Artifical/Borg with Shield 3 and Unstoppable. Lose 20 Morale.

----

Assimilate

"We are the Borg"

Ability

Cost 2

Target Deployed character has no card text for this turn. If Target Character dies this turn, it is revived as a Borg under your control.
Title: Re: Future card ideas
Post by: ecliptix on September 23, 2015, 05:21:47 PM
A couple of ideas for other 4 cost GI alternatives:

Repair Drone
Type: Artificial Creature
Faction: 2p GI
Rarity: Uncommon
Cost: 4
Stats: 2/2 - 5 morale

When you deploy Repair Drone, select an artificial creature to bond it to. That creature heals 8 hp at the end of each turn. If the creature Repair Drone is bonded to dies or is removed from play, sacrifice repair drone.

-Pay 3, Sacrifice Repair drone - Fully heal bonded artificial creature

Experimental Poly-Drone
Type: Unique Artificial Creature
Faction: 2p GI
Rarity: Legendary
Cost: 4
Stats: 1/1 - 3 morale each

When Experimental Poly is deployed or is removed from the game, it creates 2 copies of itself which come into play with 1/1 stats. As long as there are at least three creatures on the field called "Experimental Poly Drone", they gain +1/+1 for each other creature on the field named "Experimental Poly Drone".

Each Time a card named "Experimental Poly Drone" is killed, all other cards named "Experimental Poly Drone" gain -1/-1

Anti-Magic Construct
Type: Artificial Creature
Faction: 2p GI
Rarity: Uncommon
Cost: 4
Stats: 6/10 - 5 morale

Untouchable

When AMC scripts for a zombie show, give it a superfluous golden token.

Whenever an ability your opponent controls with a single target affects a creature in the same zone as or the zone opposing it, instead cancel that effect and deal 5 damage to AMC for each creature that would otherwise be affected by the cancelled ability. If there are multiple Anti-Magic Constructs in the same zone, this damage is evenly distributed between them and rounded up.

(For obvious reasons, you probably wouldn't want to put both this AND Repair Drone into circulation at the same time.)

Title: Re: Future card ideas
Post by: SynthMinus on October 15, 2015, 04:17:27 AM
Thought of some Ascended characters.

Daode, Champion of Vitality
1 DOD, 1 OS, 4 cost, 2/10
Unique Character - Angel
Flying, Champion
All characters in the same zone as Daode have +0/+6 and heal 3 damage every turn.

Yuanshi, Champion of Might
1 DOD, 1 OS, 4 cost, 2/10
Unique Character - Angel
Flying, Champion
All characters in the same zone as Yuanshi deal 5 bonus damage to characters.

Lingbao, Champion of Will
1 DOD, 1 OS, 4 cost, 2/10
Unique Character - Angel
Flying, Champion
While Lingbao is on the battlefield, all characters your opponent controls gain +1 morale cost every turn, up to a maximum of +5.

Sacullas, Ascended
1 FD, 1 OS, 5 cost, 0/10
Unique Character - Angel
Flying, Charge
Sacullas' power is equal to the number of characters you control. At the end of the turn, Sacullas returns to your hand.

Proctul, Ascended
1 FD, 1 OS, 4 cost, 4/6
Unique Character - Angel
Flying
While Proctul is deployed, she deals 5 damage to the enemy Character on the battlefield with the lowest HP at the end of each turn.

Aleta, Immortal Ascendant
1 OS, 5 cost, 6/16
Unique Character - Angel
Flying
Pay 2, Exhaust: Target character gains Flying until the end of the turn.
Title: Re: Future card ideas
Post by: ecliptix on October 16, 2015, 07:43:51 PM
Candit, The Spellweaver
Purity: 3p CoV
Type: Unique Character - Human
Cost: 3
Stats: 4/5
Rarity: Legendary

When you deploy Candit, Overcharge an ability card with a base cost of 3 or less and remove all copies of it from your hand, deck and grave. Candit gains the ability:

Exhaust: You may play the card you removed from the game when you deployed Candit as if it were in your hand.


Aerial Drone
Purity: 1p GI
Type: Artificial Creature
Cost: 3
Stats: 6/7
Rarity: Common

Flying

Suicide Operative
Purity: 2p FD
Type: Creature
Cost: 1
Stats: 5/1
Rarity: Uncommon

When you deploy suicide operative, whenever a creature takes 4 damage from a source this turn, instead halve that damage and deal 4 damage to the opposing fortress for each instance this ability takes effect.

At the end of the turn, sacrifice suicide operative.
Title: Re: Future card ideas
Post by: ToxicShadow on October 17, 2015, 12:34:28 AM

Suicide Operative
Purity: 2p FD
Type: Creature
Cost: 1
Stats: 5/1
Rarity: Uncommon

When you deploy suicide operative, whenever a creature takes 4 damage from a source this turn, instead halve that damage and deal 4 damage to the opposing fortress for each instance this ability takes effect.

At the end of the turn, sacrifice suicide operative.


I guess it is meant to be a counter for yunashi's wrath, but you could actually add 1 dod and play yunashis wrath yourself to create a nightmarish burn deck with sacullas, yunashi and this....tons of unblockable fortress damage.
Title: Re: Future card ideas
Post by: ecliptix on October 17, 2015, 12:44:15 AM
Suicide Operative
Purity: 2p FD
Type: Creature
Cost: 1
Stats: 5/1
Rarity: Uncommon

When you deploy suicide operative, whenever a creature takes 4 damage from a source your opponent controls this turn, instead halve that damage and deal 4 damage to the opposing fortress for each instance this ability takes effect.

At the end of the turn, sacrifice suicide operative.


Fixed. Lets not even kid about that. Sacculus is bad enough - the stacking would just be...no. Our fortresses can't repel firepower of that magnitude!
Title: Re: Future card ideas
Post by: ToxicShadow on October 17, 2015, 06:04:08 PM
Yeah, that fixed it. I'll just throw in some random card ideas i had for a while already.

Experimental Particle Cannon
Purity: 3Gi
Type: Artifact
Cost: 5
Rarity: Rare

Pay 5, Exhaust: All Characters on the battlefield owned by your opponent receive 10 damage.  At the end of this turn, sacrifice Experimental Particle Cannon. All characters on the battlefield you control receive 10 damage.


Weapon Trade
Purity: 2Gi
Type: Ability
Cost: 3
Rarity: Uncommon

Your opponent gains control over target artifact you control. You gain 1 additional max. resource.


Champion's Bodyguard
Purity: 2Oos
Type: Character
Cost: 3
Morale: 5
Rarity: Uncommon
Stats: 5/5

Flying, Haste

When Champion's Bodyguard is on the battlefield, the first ability an opponent uses on a champion you control targets Champion's bodyguard instead. If this ability does not kill Champion's bodyguard, he is sacrificed at the end of this turn.

Flavor: "A necessary sacrifice" - Sol

Twisted Artifact
Purity: 2Exile
Cost: 5
Type: Ability
Rarity: Uncommon

Target Artifact is turned into a twisted Artifact. The owner of the twisted artifact may pay 2 every turn. If he does not, he has to discard a random card. If he payed three times in total, Twisted Artifact is removed from the game.

Uncontrollable Rage
Purity: 1Wp/1Exile
Cost: 5
Type: Ability
Rarity: Uncommon

Target character on the battlefield deals combat damage to all adjectent characters in the same zone.

Self-Cannibalism
Purity: 1Exile
Cost: 4
Type: Abilitly
Rarity: Common

Target character gains consume 3 and deals damage to itself equal to its power.
Title: Re: Future card ideas
Post by: SynthMinus on October 18, 2015, 11:05:17 AM
Quantum of Solace
Purity: 2 OS
Type: Ability
Cost: 7
Rarity: Rare

Preemptive

This turn, all characters in play have 1/1, Untouchable and cannot take non-combat damage.

Skyfall
Purity: 3 OS
Type: Ability
Cost: 10
Rarity: Epic

All non-Unique Angels in your deck are summoned to your Assault Zone or Defense Zone, in random order. Characters summoned this way have 0 morale cost and cannot be sent to the graveyard. Instead they are shuffled back to your deck.

At the end of the turn, all characters summoned by this ability are shuffled back to your deck. Skyfall is removed from the game.
Title: Re: Future card ideas
Post by: Hiding on October 18, 2015, 03:31:05 PM
Candit, The Spellweaver
Purity: 3p CoV
Type: Unique Character - Human
Cost: 3
Stats: 4/5
Rarity: Legendary

When you deploy Candit, Overcharge an ability card with a base cost of 3 or less and remove all copies of it from your hand, deck and grave. Candit gains the ability:

Pay X and Exhaust: You may play the card you removed from the game as if it were in your hand for X, where X is the cost of the card you removed from the game


Unsure if intended but for this card, you have to pay double the removed card's cost to use it.
Title: Re: Future card ideas
Post by: Hiding on October 18, 2015, 03:45:41 PM
A couple of ideas for other 4 cost GI alternatives:

Repair Drone
Type: Artificial Creature
Faction: 2p GI
Rarity: Uncommon
Cost: 4
Stats: 2/2 - 5 morale

When you deploy Repair Drone, select an artificial creature to bond it to. That creature heals 8 hp at the end of each turn. If the creature Repair Drone is bonded to dies or is removed from play, sacrifice repair drone.

-Pay 3, Sacrifice Repair drone - Fully heal bonded artificial creature

Experimental Poly-Drone
Type: Unique Artificial Creature
Faction: 2p GI
Rarity: Legendary
Cost: 4
Stats: 1/1 - 3 morale each

When Experimental Poly is deployed or is removed from the game, it creates 2 copies of itself which come into play with 1/1 stats. As long as there are at least three creatures on the field called "Experimental Poly Drone", they gain +1/+1 for each other creature on the field named "Experimental Poly Drone".

Each Time a card named "Experimental Poly Drone" is killed, all other cards named "Experimental Poly Drone" gain -1/-1

Anti-Magic Construct
Type: Artificial Creature
Faction: 2p GI
Rarity: Uncommon
Cost: 4
Stats: 6/10 - 5 morale

Untouchable

When AMC scripts for a zombie show, give it a superfluous golden token.

Whenever an ability your opponent controls with a single target affects a creature in the same zone as or the zone opposing it, instead cancel that effect and deal 5 damage to AMC for each creature that would otherwise be affected by the cancelled ability. If there are multiple Anti-Magic Constructs in the same zone, this damage is evenly distributed between them and rounded up.

(For obvious reasons, you probably wouldn't want to put both this AND Repair Drone into circulation at the same time.)

I feel repair drone would be better off as a cheap cost low healbot. I feel it would be a lot mor useful that way~ 1 cost 2 heal.

For ur polybot is the -1/-1 permanent? You have 3 bots they are 3/3. 1 dies, not only do the others get -1/-1 because they are no longer buffed, they also get another -1/-1 due to the bot die effect leaving them at 1/1. (Current effects: base stats 1/1, buff from ally drone +1/+1, debuff from drone dying last turn -1/-1= 1/1). So if you somehow have 4 drones, if 2 die they all die?

Title: Re: Future card ideas
Post by: ToxicShadow on October 21, 2015, 02:21:21 PM
Candit, The Spellweaver
Purity: 3p CoV
Type: Unique Character - Human
Cost: 3
Stats: 4/5
Rarity: Legendary

When you deploy Candit, Overcharge an ability card with a base cost of 3 or less and remove all copies of it from your hand, deck and grave. Candit gains the ability:

Pay X and Exhaust: You may play the card you removed from the game as if it were in your hand for X, where X is the cost of the card you removed from the game


Unsure if intended but for this card, you have to pay double the removed card's cost to use it.

The way I understand it, you actually give candit the ability to play the card you removed from the game over and over again. So only the first time you exhaust her the cost of the ability is doubled (3 for candit and 3 for her ability, that is what you mean with doubled, right?), and it gets better the more you use her ability from that point onwards.

Title: Re: Future card ideas
Post by: ecliptix on October 24, 2015, 10:43:34 PM
For ur polybot is the -1/-1 permanent? You have 3 bots they are 3/3. 1 dies, not only do the others get -1/-1 because they are no longer buffed, they also get another -1/-1 due to the bot die effect leaving them at 1/1. (Current effects: base stats 1/1, buff from ally drone +1/+1, debuff from drone dying last turn -1/-1= 1/1). So if you somehow have 4 drones, if 2 die they all die?

Yeah its permanent, but also keep in mind, they are ARTIFICIAL. So if you throw down a lucca, suddenly they can all survive losing their buddies. Plus they grow exponentially. Its very much like interdimensional phase bot, except they chain like Best fiends does and have a sizeable morale cost. Ideally its a very strong card until you can start breaking the pieces up.

What this card really does though is make mass reality shift a more viable and potentially potent card. Since each one creates 2 copies, one mass reality shift means you now have 9 9/9 bots. Add in CTA and this gets out of hand really fast. Honestly its probably OP as is and needs its ability to NOT trigger when deployed - otherwise its just too easy for them to get out of kill range with basic abilities.

The intent was to make a card with exponential growth thats more manageable. In retrospect though this card is way too powerful and has some serious balance issues.
Title: Re: Future card ideas
Post by: SynthMinus on October 27, 2015, 01:06:08 AM
Barrage BX-04
Purity: 2 GI
Type: Unique Character - Artificial
Cost: 5
Stats: 0/16
Rarity: Epic

Shield 1
Cannot attack or block

All health that Barrage BX-04 would gain is converted to power.

Pay X: Barrage BX-04 gains power equal to 4 times the cost paid.

Exhaust: Barrage BX-04 deals damage to every character on an opponent's combat zone. The damage is equal to its current power distributed evenly among all characters in the targeted zone, rounded down. Barrage BX-04's power resets to 0 and is exhausted next turn.

Fibonaccitron
Purity: 1 GI
Type: Character - Artificial
Cost: 2
Stats: 1/1
Rarity: Rare

Pay 2, Exhaust: Fibonaccitron gains +X/+Y, where X and Y are its power and health, respectively, at the end of the previous turn.

Backup Unit
Purity: 2 GI
Type: Character - Artificial
Cost: 3
Stats: 1/1
Rarity: Rare

When you deploy Backup Unit, it becomes a copy of a deployed Artificial character you control. It is Exhausted and Untouchable until the original Artificial character leaves play.

Turtle Mode
Purity: 1 GI or 1 DOD
Type: Ability
Cost: 2
Rarity: Uncommon

Target Artificial character you control gains health equal to its current power. It gains Reach and has its power reduced to 1.
Title: Re: Future card ideas
Post by: SynthMinus on October 30, 2015, 01:41:05 PM
And now some Factionless abilities.

Persistence of Memory
Purity: Factionless
Type: Ability
Cost: 1
Rarity: Common

This card cannot be moved from your hand except when you play it. When you play this card, choose one other card in your hand. This paragraph of text is transferred to that card.

Deja Vu
Purity: Factionless
Type: Ability
Cost: 4
Rarity: Rare

The last 3 cards you played that cost 2 or less are copied and placed in your hand.

Meld
Purity: Factionless
Type: Ability
Cost: 1
Rarity: Rare

Choose a non-Unique character in your hand to be removed from the game, then choose another non-Unique character in your hand with equal or higher cost. That character gains all text and sub-types of the removed character and becomes Unique.

If both characters have an attribute in common, the attribute from the removed character carries over.
Title: Re: Future card ideas
Post by: Allaun on November 03, 2015, 04:04:07 PM
Only been playing for about a week, so may not be useful. But an ability card that costs 7 resources to activate and then leaves the game. Pillage the village, which steals all the support cards from your opponents side. As a counter to cards that raise all the cards from the grave.
Title: Re: Future card ideas
Post by: Klassick on November 03, 2015, 05:53:14 PM

Persistence of Memory
Purity: Factionless
Type: Ability
Cost: 1
Rarity: Common

This card cannot be moved from your hand except when you play it. When you play this card, choose one other card in your hand. This paragraph of text is transferred to that card.

Really liked this one.
Title: Re: Future card ideas
Post by: SynthMinus on November 06, 2015, 10:49:54 AM
Verorian Lich
Purity: 1 COV + 1 SOA
Type: Character - Undead
Cost: 3
Stats: 5/6
Rarity: Rare

Pay X, Exhaust: Target ability card from your opponent's graveyard is sent to your hand, where X is the ability's cost. Its cost is reduced by 1.

Juggernaut of Flame
Purity: 2 FD
Type: Character - Human
Cost: 4
Stats: 3/10
Rarity: Rare

Charge, Flame Strike 3

Combat damage dealt and received by this character is capped at 3. When Juggernaut of Flame takes combat damage, he attacks again.

Memory Bank
Purity: 1 GI
Type: Artifact
Cost: 1
Rarity: Uncommon

Pay 3: Target character retains its health and power the next time it leaves play.

Response Angel
Purity: 2 OS
Type: Character - Angel
Cost: 4
Stats: 2/2
Rarity: Uncommon

When you deploy Response Angel, choose a deployed character the opponent controls. Response Angel gains +X/+Y, where X is the targeted character's health and Y is the targeted character's power.

If the targeted character has Flying, Response Angel also gains Flying.
Title: Re: Future card ideas
Post by: LiliumAtratum on November 06, 2015, 11:05:11 AM
Persistence of Memory
Purity: Factionless
Type: Ability
Cost: 1
Rarity: Common

This card cannot be moved from your hand except when you play it. When you play this card, YOU MAY choose one other card in your hand. This paragraph of text is transferred to that card.

You don't want to get stuck with a single card in your hand having that text, unable to play just because you don't have valid targets for this ability.
Title: Re: Future card ideas
Post by: SynthMinus on November 10, 2015, 03:55:45 PM
Javelin Knight
Purity: 3 FD
Type: Character - Human
Cost: 2
Stats: 7/4
Rarity: Uncommon

If Javelin Knight attacks a character, he also deals damage to the enemy fortress.

Lance Knight
Purity: 2 FD
Type: Character - Human
Cost: 3
Stats: 8/5
Rarity: Uncommon

Charge

If Lance Knight attacks a character, he also deals 50% and 25% damage (rounded down) to the 2 characters behind it.

Interceptor
Purity: 1 GI
Type: Character - Artificial
Cost: 3
Stats: 6/7
Rarity: Uncommon

Flying, Haste

If Interceptor is in play at the end of the turn, it returns to your hand.

Scrapyard Machinist
Purity: 1 GI
Type: Character - Human
Cost: 3
Stats: 5/9
Rarity: Uncommon

If Scrapyard Machinist is in play, you may deploy Artificial characters from your graveyard. Characters deployed this way lose all text and cannot attack or block.

Amplified Bolt
Purity: 1 COV
Type: Ability - Magic
Cost: 4
Rarity: Uncommon

Deals X damage to target character on the battlefield and all characters in the same zone, where X is twice the number of characters in that zone.

Aleta's Apprentice
Purity: 1 COV or 1 GI
Type: Character
Cost: 3
Stats: 5/4
Rarity: Uncommon

While deployed, all abilities deal 2 extra damage.
Title: Re: Future card ideas
Post by: Hiding on November 12, 2015, 06:48:32 PM
Javelin Knight
Purity: 3 FD
Type: Character - Human
Cost: 2
Stats: 7/4
Rarity: Uncommon

If Javelin Knight attacks a character, he also deals damage to the enemy fortress.

Lance Knight
Purity: 2 FD
Type: Character - Human
Cost: 3
Stats: 8/5
Rarity: Uncommon

Charge

If Lance Knight attacks a character, he also deals 50% and 25% damage (rounded down) to the 2 characters behind it.

Interceptor
Purity: 1 GI
Type: Character - Artificial
Cost: 3
Stats: 6/7
Rarity: Uncommon

Flying, Haste

If Interceptor is in play at the end of the turn, it returns to your hand.

Scrapyard Machinist
Purity: 1 GI
Type: Character - Human
Cost: 3
Stats: 5/9
Rarity: Uncommon

If Scrapyard Machinist is in play, you may deploy Artificial characters from your graveyard. Characters deployed this way cannot attack or block.

Amplified Bolt
Purity: 1 COV
Type: Ability - Magic
Cost: 4
Rarity: Uncommon

Deals X damage to target character on the battlefield and all characters in the same zone, where X is twice the number of characters in that zone.

Aleta's Apprentice
Purity: 1 COV or 1 GI
Type: Character
Cost: 3
Stats: 5/4
Rarity: Uncommon

While deployed, all abilities deal 2 extra damage.

These are good card ideas I can definitely see them used perhaps in the future. Kinda want scrap machinist renamed to Scrap Sculptor though cuz from the looks of it, the robots are more like art pieces since they cant rly move.
Title: Re: Future card ideas
Post by: Klassick on November 12, 2015, 07:23:23 PM

These are good card ideas I can definitely see them used perhaps in the future.

+1
Title: Re: Future card ideas
Post by: SynthMinus on November 18, 2015, 05:08:44 PM
I'm back!

Jialan, Champion of Hope
Purity: 1 DOD or 1 OOS
Type: Unique Character - Angel
Cost: 5
Stats: 3/12
Rarity: Rare

Flying, Champion

Pay X, Remove X characters from your graveyard: Your fortress is healed 2 health and 2 morale for each character removed.

Bromich, Champion of Command
Purity: 1 FD + 1 OOS
Type: Unique Character - Angel
Cost: 6
Stats: 10/10
Rarity: Epic

Flying, Champion

When Bromich attacks the enemy fortress, he creates three 6/4 Ferocious Flyers with Flying in your Assault Zone. They are removed from the game at the end of the turn.

Vai, Champion of the Forgotten
Purity: 3 OOS
Type: Unique Character - Angel
Cost: 5
Stats: 6/6
Rarity: Epic

Flying, Champion

Vai gains +2/+2 whenever a card is removed from the game.

Agile Assassin
Purity: 2 FD
Type: Character - Human
Cost: 2
Stats: 7/3
Rarity: Rare

While Agile Assassin is in the Assault Zone, she cannot take combat damage. Agile Assassin cannot deal damage to the enemy fortress.

Quartermaster
Purity: 1 DOD or 1 FD
Type: Character - Human
Cost: 2
Stats: 5/5
Rarity: Rare

Activate: Toggle whether the next characters you deploy would gain +2/+0, +0/+2, or +1/+1. Only activate this ability while deployed.

Factory Intern
Purity: 1 GI
Type: Character - Human
Cost: 1
Stats: 2/4
Rarity: Common

At the end of each turn that Factory Intern is deployed, a random Artificial character in your deck permanently gains +2/+2.

Hivemind Mainframe
Purity: 2 GI
Type: Unique Character - Artificial
Cost: 5
Stats: 6/6
Rarity: Epic

Untouchable

Hivemind Mainframe has +2/+2 for every Artificial character you control in play and in the graveyard.

Brings Life by Sleeping
Purity: 1 SOA or 1 WP
Type: Character - Spirit
Cost: 2
Stats: 0/4
Rarity: Common

While Brings Life by Sleeping is in your graveyard, you have 1 additional maximum resource.

Purifying Flame
Purity: 1 FD or 1 OOS
Type: Ability
Cost: 1
Rarity: Common

Target character becomes Immolated for 1 damage each turn. When that character would die, it is removed from the game.

Weapon of Lingbao
Purity: 1 DOD
Type: Ability
Cost: 1
Rarity: Common

Target character will deal morale damage instead of fortress damage.

Scrap Stash
Purity: 1 GI
Type: Ability
Cost: 0
Rarity: Uncommon

Pay X: Create X 2/2 Unending Drones in your graveyard.

Mobilize
Purity: 1 GI
Type: Ability
Cost: 2
Rarity: Uncommon

Target character loses "Cannot attack or block".
Title: Re: Future card ideas
Post by: Hiding on November 19, 2015, 01:58:36 AM
I'm back!

Jialan, Champion of Hope
Purity: 1 DOD or 1 OOS
Type: Unique Character - Angel
Cost: 5
Stats: 3/12
Rarity: Rare

Flying, Champion

Pay X, Remove X characters from your graveyard: Your fortress is healed 2 health and 2 morale for each character removed.

Bromich, Champion of Command
Purity: 1 FD + 1 OOS
Type: Unique Character - Angel
Cost: 6
Stats: 10/10
Rarity: Epic

Flying, Champion

When Bromich attacks the enemy fortress, he creates three 6/4 Ferocious Flyers with Flying in your Assault Zone. They are removed from the game at the end of the turn.

Vai, Champion of the Forgotten
Purity: 3 OOS
Type: Unique Character - Angel
Cost: 5
Stats: 6/6
Rarity: Epic

Flying, Champion

Vai gains +2/+2 whenever a card is removed from the game.

Agile Assassin
Purity: 2 FD
Type: Character - Human
Cost: 2
Stats: 7/3
Rarity: Rare

While Agile Assassin is in the Assault Zone, she cannot take combat damage. Agile Assassin cannot deal damage to the enemy fortress.

Quartermaster
Purity: 1 DOD or 1 FD
Type: Character - Human
Cost: 2
Stats: 5/5
Rarity: Rare

Activate: Toggle whether the next characters you deploy would gain +2/+0, +0/+2, or +1/+1. Only activate this ability while deployed.

Factory Intern
Purity: 1 GI
Type: Character - Human
Cost: 1
Stats: 2/4
Rarity: Common

At the end of each turn that Factory Intern is deployed, a random Artificial character in your deck permanently gains +2/+2.

Hivemind Mainframe
Purity: 2 GI
Type: Unique Character - Artificial
Cost: 5
Stats: 6/6
Rarity: Epic

Untouchable

Hivemind Mainframe has +2/+2 for every Artificial character you control in play and in the graveyard.

Brings Life by Sleeping
Purity: 1 SOA or 1 WP
Type: Character - Spirit
Cost: 2
Stats: 0/4
Rarity: Common

While Brings Life by Sleeping is in your graveyard, you have 1 additional maximum resource.

Purifying Flame
Purity: 1 FD or 1 OOS
Type: Ability
Cost: 1
Rarity: Common

Target character becomes Immolated for 1 damage each turn. When that character would die, it is removed from the game.

Weapon of Lingbao
Purity: 1 DOD
Type: Ability
Cost: 1
Rarity: Common

Target character will deal morale damage instead of fortress damage.

Scrap Stash
Purity: 1 GI
Type: Ability
Cost: 0
Rarity: Uncommon

Pay X: Create X 2/2 Unending Drones in your graveyard.

Mobilize
Purity: 1 GI
Type: Ability
Cost: 2
Rarity: Uncommon

Target character loses "Cannot attack or block".

Have to say quartermaster is a bit on the strong side esp with the +2 atk for fd is similar to having a permanent bromich buff for everything. Imagine this thing turn 2 then 3 aspirants into bromich.
Title: Re: Future card ideas
Post by: SynthMinus on November 19, 2015, 11:46:08 PM
Have to say quartermaster is a bit on the strong side esp with the +2 atk for fd is similar to having a permanent bromich buff for everything. Imagine this thing turn 2 then 3 aspirants into bromich.

Counter-proposal:

Quartermaster
Purity: 1 DOD or 1 FD
Type: Character - Human
Cost: 3
Stats: 6/6
Rarity: Rare

Pay 2, Exhaust: Choose whether characters you deploy this turn gain +2/+0, +0/+2 or +1/+1. Only use this ability while deployed.

And because I feel like renaming & reworking these characters:

Vai, Champion of Amnesia
Purity: 3 OOS
Type: Unique Character - Angel
Cost: 6
Stats: 4/4
Rarity: Epic

Flying, Champion

Vai gains +2/+2 whenever a card is removed from the game. This bonus can still be gained while Vai is not in play.

Brings Life by Sleeping
Purity: 1 SOA or 1 WP
Type: Character - Spirit
Cost: 1
Stats: 0/4
Rarity: Common

While Brings Life by Sleeping is in your graveyard, you have 1 additional maximum resource.
Title: Re: Future card ideas
Post by: SynthMinus on November 29, 2015, 05:48:01 PM
Angelic Paladin
Purity: 2 OOS
Type: Character - Angel
Cost: 3
Stats: 6/6
Rarity: Rare

Flying

Cannot be killed by non-damage sources

Soldier of Mercy
Purity: 1 OOS
Type: Character - Angel
Cost: 2
Stats: 5/5
Rarity: Common

When Soldier of Mercy enters the deployed area, your fortress heals 4 health and 4 morale.

Death Knight
Purity: 1 COV + 1 FD
Type: Character - Human
Cost: 4
Stats: 7/7
Rarity: Uncommon

Charge

When you deploy Death Knight, kill target character in the Defense Zone.

Pyrrhus, the Arsonist
Purity: 2 FD
Type: Unique Character - Human
Cost: 3
Stats: 8/8
Rarity: Rare

When Pyrrhus ends in the Assault Zone, the opponent's fortress takes 3 damage. The damage is increased by 1 for each other character that ends in your Assault Zone.

Agnyr, the Demonic Psychic
Purity: 2 EX
Type: Unique Character - Demon
Cost: 3
Stats: 5/8
Rarity: Rare

Pay 3, Exhaust: Reveal a random card in your opponent's hand. This action cannot be undone. If you pay an additional 3, your opponent discards that card.

Jiao, the Instigator
Purity: 2 DOD
Type: Unique Character - Human
Cost: 4
Stats: 5/10
Rarity: Rare

Vigilance

When you deploy Jiao, all characters in your opponent's hand gain Charge and 2 additional morale cost.

Eureka!
Purity: Factionless
Type: Ability
Cost: 1
Rarity: Common

When you draw this card, draw another card. When you play this card, this paragraph of text is transferred to a random card in your deck.

Battery
Purity: Factionless
Type: Unlimited Artifact
Cost: 0
Rarity: Common

This card cannot be played. When you remove Battery from the game, draw a card.

Rite of Passage
Purity: 1 WP
Type: Ability
Cost: 0
Rarity: Common

As an additional cost to play Rite of Passage, sacrifice a character you control.

Gain 1 additional maximum resource. Rite of Passage is removed from the game.

Weapon of Daode
Purity: 1 DOD
Type: Ability
Cost: 2
Rarity: Common

Choose a character you control. When that character deals combat damage, it heals damage equal to the total damage it dealt at the end of the turn.

Weapon of Yuanshi
Purity: 1 DOD
Type: Ability
Cost: 3
Rarity: Common

Choose a character you control. When that character deals combat damage, it deals 1 damage to all characters in the same zone.

And because this is in the lore but we don't have a card for it yet:

Rematerialize
Purity: 1 EX or 1 OOS
Type: Ability
Cost: 6
Rarity: Rare

All Angels and Demons in your graveyard that cost 1 or more are shuffled back into your deck. Draw 3 cards.
Title: Re: Future card ideas
Post by: Hiding on December 04, 2015, 04:50:20 AM
Angelic Paladin
Purity: 2 OOS
Type: Character - Angel
Cost: 3
Stats: 6/6
Rarity: Rare

Flying

Cannot be killed by non-damage sources

Soldier of Mercy
Purity: 1 OOS
Type: Character - Angel
Cost: 2
Stats: 5/5
Rarity: Common

When Soldier of Mercy enters the deployed area, your fortress heals 4 health and 4 morale.

Death Knight
Purity: 1 COV + 1 FD
Type: Character - Human
Cost: 4
Stats: 7/7
Rarity: Uncommon

Charge

When you deploy Death Knight, kill target character in the Defense Zone.

Pyrrhus, the Arsonist
Purity: 2 FD
Type: Unique Character - Human
Cost: 3
Stats: 8/8
Rarity: Rare

When Pyrrhus ends in the Assault Zone, the opponent's fortress takes 3 damage. The damage is increased by 1 for each other character that ends in your Assault Zone.

Agnyr, the Demonic Psychic
Purity: 2 EX
Type: Unique Character - Demon
Cost: 3
Stats: 5/8
Rarity: Rare

Pay 3, Exhaust: Reveal a random card in your opponent's hand. This action cannot be undone. If you pay an additional 3, your opponent discards that card.

Jiao, the Instigator
Purity: 2 DOD
Type: Unique Character - Human
Cost: 4
Stats: 5/10
Rarity: Rare

Vigilance

When you deploy Jiao, all characters in your opponent's hand gain Charge and 2 additional morale cost.

Eureka!
Purity: Factionless
Type: Ability
Cost: 1
Rarity: Common

When you draw this card, draw another card. When you play this card, this paragraph of text is transferred to a random card in your deck.

Battery
Purity: Factionless
Type: Unlimited Artifact
Cost: 0
Rarity: Common

This card cannot be played. When you remove Battery from the game, draw a card.

Rite of Passage
Purity: 1 WP
Type: Ability
Cost: 0
Rarity: Common

As an additional cost to play Rite of Passage, sacrifice a character you control.

Gain 1 additional maximum resource. Rite of Passage is removed from the game.

Weapon of Daode
Purity: 1 DOD
Type: Ability
Cost: 2
Rarity: Common

Choose a character you control. When that character deals combat damage, it heals damage equal to the total damage it dealt at the end of the turn.

Weapon of Yuanshi
Purity: 1 DOD
Type: Ability
Cost: 3
Rarity: Common

Choose a character you control. When that character deals combat damage, it deals 1 damage to all characters in the same zone.

And because this is in the lore but we don't have a card for it yet:

Rematerialize
Purity: 1 EX or 1 OOS
Type: Ability
Cost: 6
Rarity: Rare

All Angels and Demons in your graveyard that cost 1 or more are shuffled back into your deck. Draw 3 cards.

I feel angelic paladin should cost less or something or gain an additional ability--> "2 resources: 6/4 flying, cant die..."
Pyrrhus i assume is "ends the turn"?
Eureka seems rather great for such a good card draw with potential for future card draw, maybe make it 2 resources?

Weapon of Lingbao
Purity: 1 DOD
Type: Ability
Cost: 1
Rarity: Common

Target character gains "When this character does damage, your opponents lose 4 morale"

---

Endless Toil
Purity: 3 sleepers
Type: Mission
Cost:3
Rarity: Rare

Endless Toil has 10% for each character in each graveyard.

If Endless Toil has 100% or more, then at the end of each turn the bottom 3 characters in each player's deck is placed into that player's support zone, become exhausted next turn, and gain Undead.

---

Oh btw for endless toil it can actually go under 100% not sure if i made that clear. so if there are exactly 10 characters combined then 3 will be pulled from each graveyard if 6 are pulled this card goes down to 40% and doesnt do the effect anymore until it reaches 100% again
Title: Re: Future card ideas
Post by: SynthMinus on December 04, 2015, 11:26:13 AM

Weapon of Lingbao
Purity: 1 DOD
Type: Ability
Cost: 1
Rarity: Common

Target character gains "When this character does damage, your opponents lose 4 morale"

I already posted an idea for Weapon of Lingbao but I kinda like this one better. 4 morale seems a bit too much for the cost though, either reduce it or increase the cost.
Title: Re: Future card ideas
Post by: SynthMinus on December 07, 2015, 02:53:28 PM
Time for some hybrids!

Dragon's Knight
Purity: 1 DOD + 1 FD
Type: Character - Human
Cost: 3
Stats: 4/7
Rarity: Rare

When you deploy Dragon's Knight, choose one of the following:

-Dragon's Knight gains +2/+0 and has Multi Strike 2
-Dragon's Knight gains +0/+2 and takes 2 less damage from all sources

Cyber-Wolf
Purity: 1 GI + 1 WP
Type: Character
Cost: 3
Stats: 6/6
Rarity: Rare

When you deploy Cyber-Wolf, choose one of the following:

-Cyber-Wolf is an Artificial and gains +3/+3
-Cyber-Wolf is a Beast with Unstoppable

Fallen Angel
Purity: 1 EX + 1 OOS
Type: Character
Cost: 3
Stats: 7/7
Rarity: Rare

Exile 2

When you deploy Fallen Angel, choose one of the following:

-Fallen Angel is an Angel with Flying
-Fallen Angel is a Demon with Consume 2

Infested Acolyte
Purity: 1 COV + 1 SOA
Type: Character - Undead
Cost: 3
Stats: 4/4
Rarity: Rare

When you deploy Infested Acolyte, choose one of the following:

-Infested Acolyte gains +1/+1 for each character in your opponent's graveyard
-Infested Acolyte gains +1/+1 for each character in your graveyard
Title: Re: Future card ideas
Post by: Hiding on December 13, 2015, 09:45:29 PM

Weapon of Lingbao
Purity: 1 DOD
Type: Ability
Cost: 1
Rarity: Common

Target character gains "When this character does damage, your opponents lose 4 morale"

I already posted an idea for Weapon of Lingbao but I kinda like this one better. 4 morale seems a bit too much for the cost though, either reduce it or increase the cost.

oh didnt see it. i feel like your idea is more powerful as you can kinda tack it onto a flying thing and it would be quite effective. 4 damage is constant and only so long as the character survives and keeps hitting whatever

good hybrid comboes btw the options make them rly nice and versatile though "infested" is kinda a set already. maybe call it Risen Acolyte or Deathsurge Adept or something.

Twilight Guard
Verore + Overseer
4 cost
7 morale
Character- Artificial

Flying, Vigilance

At the beginning of the turn or when you deploy Twilight Guard you may overcharge Twilight Guard with an ability card or an angel card (up to 2 cards maybe be removed).

If an ability was removed then until end of the turn, whenever Twilight Guard deals damage to a character, that character is destroyed.
If an angel was removed then until end of the turn, Twilight Guard only takes half damage from all sources.

1/9
(U)
Title: Re: Future card ideas
Post by: ToxicShadow on December 20, 2015, 02:34:04 PM
High Throughput Production
Purity: 2GI
Cost: 1
Type: Misson
Rarity: Rare

All artifical characters you control cost 2 less to play.
All artifical characters you control have -4/-4.
If that would reduce their health to 0 or less, they will have 1 health left instead.

"We can double our production speed and lower the costs by skipping unnecessary steps like quality control."

Overrun
Purity: 1 SoA
Cost: 4
Type: Ability
Rarity: Uncommon

Destroy target location. Create X 2/2 undead zombie characters in your support zone. X is equal to the cost of the destroyed location.

Outmaneuver
Purity: Factionless
Cost: 2
Type: Ability
Rarity: Common

Your opponent takes control of target location you control. If your opponent already controls a location, that location is destroyed.

"Sometimes it is better to fight on a battlefield of your own choice."

Demon of Sloth
Purity: 2CoV
Cost: 5
Morale: 10
Type: Character - Demon
Stats: 14/14
Rarity: Rare

If Demon of Sloth is in the defense or the assault zone at the end of the turn, it gets a sloth mark. As long as Demon of Sloth has at least 2 sloth marks, it can neither block nor attack.
Pay 2 and exhaust Demon of Sloth: Remove one sloth mark from Demon of sloth. Demon of Sloth heals 6 hp.

Flame Dawn Maniac
Purity: 3FD
Cost: 6
Morale: 6
Type: Character - Human
Rarity: Rare
Stats: 8/5

Charge
Multistrike 2
Two lives
Flamestrike 5
Immolated 5




Title: Re: Future card ideas
Post by: Hiding on December 30, 2015, 11:36:17 PM
Quote
High Throughput Production
Purity: 2GI
Cost: 1
Type: Misson
Rarity: Rare

All artifical characters you control cost 2 less to play.
All artifical characters you control have -4/-4.
If that would reduce their health to 0 or less, they will have 1 health left instead.

"We can double our production speed and lower the costs by skipping unnecessary steps like quality control."

I feel like this would be funnier and appropriate if it just reduced all artificial characters you control's health to 1. And more useful.
Title: Re: Future card ideas
Post by: Wayfinder1026 on January 05, 2016, 07:00:33 PM
In an effort to commemorate the unofficial announcement of the collaboration of the "Mysterious Publisher" with Lightmare, I have some cards I would like to see implemented... :3


Mysterious Publisher
G.I. / New Faction (?)
4 Cost
Ability

Create 3 0/1 Cannon Fodder in the defense zone. Overcharge any number of times, each time give them +3/+3.


Crestmoor, Master of Shadows
Factionless / ?
5 Cost / 8 Morale
Character - Human
3/9

Cannot be a commander. Cannot leave the battlefield. Haste. When Deployed, create a copy  of this card named "Crestmoor's Shadow." Everything that Crestmoor does, the shadow does the opposite. Shadow is invincible and untouchable as long as Crestmoor is in play, removed from the game if Crestmoor dies.
(When I say Shadow does the opposite, that includes the placement on the battlefield. Cannot be in the same zone as Crestmoor. And whenever Crestmoor takes damage, Shadow gains the amount lost. I added untouchable at the last minute to avoid the headache of working around cards like word of command.)


Agent Coyle, Reborn
Flame Dawn / ?
4 Cost / 4 Morale
Character - Human
5/4

Multilives 3, Flame Strike 5, Charge. Pay 9, Transform into a 20/20 Phoenix Dragon with Flying, Unstoppable, when attacks fortress deal 2 damage to opponents battlefield, and overcharge 2, play from graveyard.


Representing all the players...

39 YO Otaku
Factionless / ?
1 Cost / 2 Morale
Unlimited Character - Human
3/4

Whenever Ally Otaku is deployed, All Ally Otaku have +1/+2 with +2 morale cost.


and finally, for keeping the hope a tribute to Adorabear...

Adorabear
DoD / ?
1 Cost / 10 Morale
Character - Cosplaying Human, Bear, Coffee Mug
1/10

Vigilance. When attacked, Opponent loses morale equal to damage received.

Title: Re: Future card ideas
Post by: Hiding on January 06, 2016, 03:54:50 PM
For above post: What if crestmoor is in support zone?

Random card idea:

Firebomb Infantry
1 purity FD
1 cost
6 morale

Whenever Firebomb Infantry attacks, the opponent's fortress takes 4 damage

0/6
(U)
Title: Re: Future card ideas
Post by: Wayfinder1026 on January 06, 2016, 04:11:06 PM
That's why I said he had to be on the battlefield (I.E. either the assault or defense zone) And in your card do you mean if Firebomb attacks in general or if he attacks the fortress?
Title: Re: Future card ideas
Post by: Hiding on January 09, 2016, 08:16:48 AM
That's why I said he had to be on the battlefield (I.E. either the assault or defense zone) And in your card do you mean if Firebomb attacks in general or if he attacks the fortress?

Oh I see now. I mean attack in general otherwise this card would be pretty bad. Compare him to a torchbearer except he can do it over and over again as long as he survives
Title: Re: Future card ideas
Post by: Hiding on January 10, 2016, 10:37:45 AM
Tian Shan, Radiant City of the Dead
2p DoD
4 cost
Location

Soldiers you control have +0/+1

Pay 1, exhaust: Target spirit gains the subtype Soldier
Pay 3, exhaust: Put a 4/4 Spirit with flying into play

(R)

Stone Soldier
1p DoD
3 cost
8 morale
Character- Spirit Soldier

Faceless 5 (you may have up to 5 copies of this card in your deck)

If this card is on the battlefield, each other spirit soldier you control on the battlefield gains +2/+2

7/7

(R)

Trees of Our Ancestors
2p wp
4 cost
Location

Spirits you control gain +1/+1
Beasts you control gain +0/+1

Pay 6: put a 2/2 spirit beast character into play for each beast or spirit you controlled that died last turn

(R)

Fades in the Light
1p WP
3 cost
0 morale
Character- Spirit Beast

Haste, Faceless 5, Unstoppable

At the end of the turn if this card is not in the support zone remove it from play, return it to play at the end of the next turn

8/8

(R)

Deathbloom Valley
2 purity verore
4 cost
Location

Non-spirit characters on the battlefield gain -1/-0

Whenever a spirit deals damage to a non-spirit character, that character gets -0/-1

Whenever a non-spirit character dies put a soul counter on this card

Pay 4 soul counters: put a 4/4 flying spirit into play

(R)

Spiteful Haunt
1 purity Verore
3 cost
6 morale
Character- Spirit

When Spiteful Haunt becomes deployed target a deployed character. When Spiteful Haunt dies, kill that character.

Non-spirit characters you control gain -1/-1

6/6

(R)
Title: Re: Future card ideas
Post by: Wayfinder1026 on January 10, 2016, 10:37:02 PM
Tian Shan, Radiant City of the Dead
2p DoD
4 cost
Location

Soldiers you control have +0/+1

Pay 1: Target spirit gains the subtype Soldier
Pay 3: Put a 4/4 Spirit with flying into play

(R)

Stone Soldier
1p DoD
3 cost
8 morale
Character- Spirit Soldier

Faceless 5 (you may have up to 5 copies of this card in your deck)

If this card is on the battlefield, each other spirit soldier you control on the battlefield gains +2/+2

7/7

(R)

Trees of Our Ancestors
2p wp
4 cost
Location

Spirits you control gain +1/+1
Beasts you control gain +0/+1

Pay 6: put a 2/2 spirit beast character into play for each beast or spirit you controlled that died last turn

(R)

Fades in the Light
1p WP
3 cost
0 morale
Character- Spirit Beast

Haste, Faceless 5, Unstoppable

At the end of the turn if this card is not in the support zone remove it from play until the end of the next turn

8/8

(R)

Deathbloom Valley
2 purity verore
4 cost
Location

Non-spirit characters on the battlefield gain -1/-0

Whenever a spirit deals damage to a non-spirit character, that character gets -1/-0

Whenever a non-spirit character dies put a soul counter on this card

Pay 5 soul counters: put a 4/4 flying spirit into play

(R)

Spiteful Haunt
1 purity Verore
3 cost
6 morale
Character- Spirit

When Spiteful Haunt becomes deployed target a deployed character. When Spiteful Haunt dies, kill that character.

Non-spirit characters you control gain -1/-1

1/6

(R)


i LOVE the faceless mechanic
Title: Re: Future card ideas
Post by: NatoPotato on January 12, 2016, 07:44:05 AM
Morph, the adaptable
Factionless
Cost: 4
Unique Character
Morale: 8
Stats: 8/8

Pay X: Activate 1 ability, the effects of the chosen ability only last until the end of the turn.
    (Cost: 1) Gain Reach and become a Giant.
    (Cost: 1) Gain Flame Strike 2 and become an Elemental.
    (Cost: 2) Gain Infect and become an Undead.
    (Cost: 2) Gain Consume 2 and become a Demon.
    (Cost: 3) Gain Flying and become an Angel.
    (Cost: 3) Gain Unstoppable and become a Beast.
    (Cost: 4) Gain Untouchable and become a Spirit.
    (Cost: 4) Gain Shield 1 and become an Artificial.
Title: Re: Future card ideas
Post by: ToxicShadow on January 12, 2016, 07:32:50 PM
Morph, the adaptable
Factionless
Cost: 4
Unique Character
Morale: 8
Stats: 8/8

Pay X: Activate an ability, the effects of the chosen ability only last until the end of the turn.
    (Cost: 1) Gain Reach and become a Giant.
    (Cost: 1) Gain Flame Strike 2 and become an Elemental.
    (Cost: 2) Gain Infect and become an Undead.
    (Cost: 2) Gain Consume and become a Demon.
    (Cost: 3) Gain Flying and become an Angel.
    (Cost: 3) Gain Unstoppable and become a Beast.
    (Cost: 4) Gain Untouchable and become a Spirit.
    (Cost: 4) Gain Shield 1 and become an Artificial.

Interesting card!

Just having two small questions: how high is the consume it gets when it becomes a Demon? And can you activate several of the abilities in one turn? (for example, make it an undead giant with reach and infect for 3?)
Title: Re: Future card ideas
Post by: Wayfinder1026 on January 12, 2016, 09:36:56 PM
It would be a truly fearsome card if you can activate multiple abilities. D:
Title: Re: Future card ideas
Post by: Hiding on January 15, 2016, 02:29:35 AM
Pyrrin Memorial
2p FD
4 cost
Location

Pay 4: non-spirit characters you control cannot be blocked by spirits this turn
Pay 1: Preemptive, if target non-spirit character you control were to die this turn, put a 4/4 human spirit into play in your attack zone attacking.

(R)
---

Conviction
1p FD
3 cost
6 morale
Character- human spirit

If a non-spirit character in your attack zone dies, put this card from your hand into your attack zone

When this character attacks, create a 4/2 spirit in your attack zone

4/2

(R)
---

Godless Grave
2p Sleepers
4 cost
Location

Undead characters you control are not affected by spirit sources (damage or kill target)

(R)
---

Souless Risen
1p sleepers
3 cost
4 morale
Character- undead

Infect, Faceless 5

Cannot block or be blocked by spirits

7/8

(R)
---

Ivory Mounds
2p Exiles
4 cost
Location

When ever a non-spirit character dies, put an Bone counter on Ivory Mounds.

Remove an Bone counter from Ivory Mounds: target character gains +1/-1

Whenever a spirit dies, each character takes 1 damage

(R)
---

Hysteria
1p Exiles
3 cost
Character- Spirit

Each time your fortress takes damage each Spirit gains +2/+0

Each time you discard a card each Demon gains +1/+1

Discard a random card: Your fortress take 5 damage. This ability may only be activated once a turn.

8/6

(R)
Title: Re: Future card ideas
Post by: Klassick on January 15, 2016, 02:43:09 PM
I liked a lot that "deeper" spirit concept in your cards and I do agree it should be explored cause, as we know, we already have some spirits at the game! ^^

And Hiding, you are an endless source of good ideas!!  ;D


Title: Re: Future card ideas
Post by: Stompu on January 16, 2016, 06:38:16 AM
I'm thinking of trying to make cards that give the Flame Dawn other options rather than Charge/rush oriented play.

The Armory
Location
4 cost
While The Armory is in play, all allied characters with charge lose charge when they are played, and are deployed in the support zone instead. They gain +0/+8.

--
This one still utilizes charge cards but uses them differently, making the rush-down playstyle a little less there.

--

Terbian, Who Values Patience
6 cost
Triple Flame Dawn Purity
13/13
If Terbian is in the command zone, you cannot have any "Charge" cards in your deck, and all non-charge character cards gain +2/+2 permanently.

Pay 0: Exhaust; give an enemy +2/+2 and gain 1 extra resource this turn. Can only be used once per turn.

--
This one literally removes the charge aspect from your deck. I'm not sure how good it would be.

Anyone else got ideas? And are mine alright?
Title: Re: Future card ideas
Post by: SwatAK on January 16, 2016, 07:15:52 AM
Terbian is pretty nice though i think he could use a cost raisr.
The armory on the other hand is extremely op. Ur FD aspirants become 4/10 for a 1 cost
Title: Re: Future card ideas
Post by: Stompu on January 16, 2016, 12:40:48 PM
Yeah, but I mean its a  location, so you have to get it out first before you get the benefits. Maybe a slight reduction. It just has to feel worth losing the charge I guess.
Title: Re: Future card ideas
Post by: Hiding on January 16, 2016, 02:07:38 PM
Yeah, but I mean its a  location, so you have to get it out first before you get the benefits. Maybe a slight reduction. It just has to feel worth losing the charge I guess.

I think it's alright depending on purity. If it's like 3 purity then wayy underpowered as FD has no use for 4/10's even if they cost 1. If it was 1 purity maybe a bit strong as you can get a lot of cheap bodies out to later on buff with something else like maybe liand or dojo or something. But I mean strong doesnt mean bad I think it would do just fine at 1 purity
Title: Re: Future card ideas
Post by: SwatAK on January 16, 2016, 07:54:10 PM
Yeah, but I mean its a  location, so you have to get it out first before you get the benefits. Maybe a slight reduction. It just has to feel worth losing the charge I guess.

I think it's alright depending on purity. If it's like 3 purity then wayy underpowered as FD has no use for 4/10's even if they cost 1. If it was 1 purity maybe a bit strong as you can get a lot of cheap bodies out to later on buff with something else like maybe liand or dojo or something. But I mean strong doesnt mean bad I think it would do just fine at 1 purity
underpowered? Are u kidding me? Imagine the hound , terror moose etc.
The problem with 3p FD is they're too fragile once the opponent builds a solid defense, but with something like that well not anymore.
the design is pretty good, but if something like that enters the game it will be nerfed faster than the old noble martyt that used to block all kinds of damage (well not exactly but still)
Title: Re: Future card ideas
Post by: ES [BoD] on January 19, 2016, 06:25:26 PM
Possible ideas:

#1 Character: Corrupted Angel

rarity: rare
Purity:  exile & oos
cost: 5
Stats: 10/12
Morale cost: 10

When Corrupted Angel is in play, all your angel characters has 1 exile.
Flavor: "You are deemed unworthy" sol.

#2 Ability : Lick your wounds

Rarity: Uncommon
Cost: 2
Purity: double Warpath

Heal heal 2 damage from target non-Artificial character and remove all negative effects (such as poison/flame strike)

#3 Ability: Transference
Rarity: Uncommon
cost:0
Purity: single Exile

Draw a card from target opponent's deck

#4 Ability: Bloodlust
Rarity: Uncommon
Cost : 3
Purity: double Warpath

Target character gain consume 2 until the end of turn.

Flavor: "a thirst that cannot be quenched".

#5 Ability: Obliterate
cost: 4
rarity: Uncommon
Purity: Factionless

Target opponent's Mission is destroyed, opponent's max resource is increased by 1.

Flavor: Destroyed, but at what cost?

#6 Ability Retreat
Cost: 2
Rarity: Uncommon
Purity: Single Purity Flame Dawn

Target opponent's character in the Defense zone is returned to his owners hand.

Flavor: "Whether it was from magic or monstrosities ES didn't know, he just ran."

#7 Character: Bromich's apprentice
Rarity: Rare.
Cost: 3
Morale: 6
stats: 5/5
Purity : Single Flame Dawn.
*Unique character.
Pay 2: Target character you controll gains +2/+0 this turn.

#8 Character: Harbinger Of Life
Rarity: Uncommon
Cost: 5
stats: 8/8
morale: 8
Purity: Double Dod.

Vigilance

Target character in the Support Zone moves to the defense zone.
Title: Re: Future card ideas
Post by: Hiding on January 20, 2016, 03:43:40 AM
Transcendence
1p DoD + 1p OoS
2 cost
Ability

Draw a card from target deck
Shuffle this card into your deck.
(U)

Information Network
1p GI + 1p FD
2 cost
Ability

Draw 2 cards.
Shuffle this card into target opponent's deck
(U)

Web of Spies
1p Verore + 1p GI
1 cost
Ability

Draw a card from target opponent's deck.
Shuffle this card into that deck
(U)

Recurrent Vision
1p Exiles + 1p Sleepers
3 cost
Ability

Target player draws 2 cards, discards 2 cards and puts the top 2 cards of their deck into their grave
Shuffle this card into that players deck.
(R)
Title: Re: Future card ideas
Post by: ToxicShadow on January 23, 2016, 04:07:47 AM
Some ideas to expand on the mechanism of a fun card (can you guess which one? It is really difficult to notice*cough cough* ::)) , maybe to make it somewhat more playable.

Genesis Hacker
Purity: 1 GI
Cost: 4
Morale: 8
Stats: 6/6
Character - Human

Misinformation cards can no longer be removed from the game.
As long as Genesis Hacker is deployed, each player takes 1 damage each turn for every Misinformation card in their hand.

Apate, Demon of Lies
Purity: 1 Exile
Cost: 3
Morale: 12
Stats: 5/5
Unique Character - Demon

Exhaust, create 3 Misinformation in each players deck.
Apate, Demon of Lies gains +3/+3 for every Misinformation card in all graveyards.

Spreading rumors
Purity: 1 Exile
Type: Ability
Cost: 1

Create 3 Misinformation cards in your own deck. Spreading rumors stays in your hand.

You may overcharge with X Misinformation cards: Create X Misinformation cards in your opponents deck, with X being the number of Misinformation cards you used to overcharge Spreading rumors. Spreading rumors goes to your graveyard instead of staying in your hand.

Trojan Infection
Purity: 1 GI
Type: Ability
Cost: 2

At the end of each turn, target artificial character or artifact creates a misinformation card in its owners deck.

Misleading Orders
Purity: 1GI/ 1 Exiles
Type: Ability
Cost: 3

As an additional cost to play Misleading Orders, discard two Misinformation cards.
The first and the last character in the opponents assault zone deal damage equal to their attack to each other.

Undercover Agent
Purity: 2 GI
Cost: 5
Morale: 10
Character - Human
Stats: 9/9

Haste

When Undercover Agent deals damage to the opponents fortress for the first time, create 5 Misinformation cards in the opponents deck.

Curse of Madness
Purity: 2 Exiles
Type: Ability
Cost: 3

Create 3 Misinformation cards in both players decks. Both players draw 2 cards.

Madness and genius often go hand in hand.

Deceptive Construct
Purity: 1 GI/1 Exile
Cost: 4
Morale: 8
Character - Artifical Demon
Stats: 10/10

Remove 1 Misinformation from your hand. Deceptive Construct gains untouchable until the end of turn.

Self-replicating Virus
Purity: 2 GI
Cost:1
Ability

If you draw Self-replicating Virus, you must play it immediatly.
Self-replicating Virus creates a copy of itself and a misinformation card in the opponents deck.

"It works not quite how it was intended, but it works." -Tygris

Defensive Illusion Projector
Purity: 1 GI
Cost: 2
Type: Artifact

Pay 3, Exhaust: Create a 0/10 Hardlight Construct in your defense zone.

Hardlight Construct
Purity: 1 GI
Cost: 3
Morale: 1
Type: Character - Illusion
Stats: 0/10

If Hardlight Construct receives non-combat damage, it is destroyed immideatly. Hardlight Construct creates a misinformation card in your opponents deck for every character it successfully blocks. If it has created at least 1 misinformation card, Hardlight Construct is destroyed at the end of the turn.

Title: Re: Future card ideas
Post by: Hiding on January 25, 2016, 06:27:01 AM
Some ideas to expand on the mechanism of a fun card (can you guess which one? It is really difficult to notice*cough cough* ::)) , maybe to make it somewhat more playable.

Genesis Hacker
Purity: 1 GI
Cost: 4
Morale: 8
Stats: 6/6
Character - Human

Misinformation cards can no longer be removed from the game.
As long as Genesis Hacker is deployed, each player takes 1 damage each turn for every Misinformation card in their hand.

Apate, Demon of Lies
Purity: 1 Exile
Cost: 3
Morale: 10
Stats: 5/5
Unique Character - Demon

Exhaust, create 3 Misinformation in each players deck.
Apate, Demon of Lies gains +3/+3 whenever a Misinformation card is played or discarded.

Spreading rumors
Purity: 1 Exile
Type: Ability
Cost: 1

Create 3 Misinformation cards in your own deck. Spreading rumors stays in your hand.

You may overcharge with X Misinformation cards: Create X Misinformation cards in your opponents deck, with X being the number of Misinformation cards you used to overcharge Spreading rumors. Spreading rumors goes to your graveyard instead of staying in your hand.

Trojan Infection
Purity: 1 GI
Type: Ability
Cost: 2

At the end of each turn, target artificial character or artifact creates a misinformation card in its owners deck.

Misleading Orders
Purity: 1GI/ 1 Exiles
Type: Ability
Cost: 3

As an additional cost to play Misleading Orders, discard two Misinformation cards.
The first and the last character in the opponents assault zone deal damage equal to their attack to each other.

Undercover Agent
Purity: 2 GI
Cost: 5
Morale: 10
Character - Human
Stats: 9/9

Haste

When Undercover Agent deals damage to the opponents fortress for the first time, create 5 Misinformation cards in the opponents deck.

Curse of Madness
Purity: 2 Exiles
Type: Ability
Cost: 3

Create 3 Misinformation cards in both players decks. Both players draw 2 cards.

Madness and genius often go hand in hand.

Deceptive Construct
Purity: 1 GI/1 Exile
Cost: 4
Morale: 8
Character - Artifical Demon
Stats: 10/10

Remove 1 Misinformation from your hand. Deceptive Construct gains untouchable until the end of turn.

Self-replicating Virus
Purity: 2 GI
Cost:1
Ability

If you draw Self-replicating Virus, you must play it immediatly.
Self-replicating Virus creates a copy of itself and a misinformation card in the opponents deck.

"It works not quite how it was intended, but it works." -Tygris

Defensive Illusion Projector
Purity: 1 GI
Cost: 2
Type: Artifact

Pay 3, Exhaust: Create a 0/10 Hardlight Construct in your defense zone.

Hardlight Construct
Purity: 1 GI
Cost: 3
Morale: 1
Type: Character - Illusion
Stats: 0/10

If Hardlight Construct receives non-combat damage, it is destroyed immideatly. Hardlight Construct creates a misinformation card in your opponents deck for every character it successfully blocks. If it has created at least 1 misinformation card, Hardlight Construct is destroyed at the end of the turn.

Apate should just be +3/+3 for each misinformation in all graveyards
Title: Re: Future card ideas
Post by: ToxicShadow on January 25, 2016, 03:59:15 PM
Apate should just be +3/+3 for each misinformation in all graveyards

I like the idea. Makes him in fact a little stronger, but also opens him up to new counters. I'll change it.
Title: Re: Future card ideas
Post by: Hiding on January 26, 2016, 02:17:53 AM
Mind Skewer
2p Verore + 1p GI
8 cost

Target player puts cards from the top of their deck into their grave until 3 ability cards have been put into the grave this way.

Put 2 ability cards from that player's grave into your hand

(E)
Title: Re: Future card ideas
Post by: CommunistMountain on January 26, 2016, 02:59:52 AM
Mind Skewer
2p Verore or 2p GI
6 cost

Target player puts cards from the top of their deck into their grave until 3 ability cards have been put into the grave this way.

Put 3 ability cards from that player's grave into your hand

(E)
So against a deck with little ability cards like Warpath, the other player is screwed by mill? May be overpowered.
Title: Re: Future card ideas
Post by: ToxicShadow on January 26, 2016, 03:20:12 AM
Mind Skewer
2p Verore or 2p GI
6 cost

Target player puts cards from the top of their deck into their grave until 3 ability cards have been put into the grave this way.

Put 3 ability cards from that player's grave into your hand
(E)
So against a deck with little ability cards like Warpath, the other player is screwed by mill? May be overpowered.

I agree. Also, do you get to choose the abilities from your opponents graveyard? or are those the top 3?or chosen at random? Because getting three abilities of your choice from the opponents graveyard can be pretty scary too, especially if you get to pick whatever you just need.
Title: Re: Future card ideas
Post by: HeliosAFlame on January 26, 2016, 01:17:52 PM
its an instant win against broodlord swarmer decks. Finally the counter we needed and deserved.
Title: Re: Future card ideas
Post by: ToxicShadow on January 27, 2016, 03:07:06 AM
Holy Orders
Purity: 1 Oos or 1 DoD
Cost: 2
Type: Ability
Rarity: Common

Preemptive

Target character can not be moved by abilities or removed from the game until the end of turn.

Be just or be dead!

Holy Grenade
Purity: 1 Oos/ 1 GI
Cost: 2
Type: Ability
Rarity: Common

Target Demon Character on the battlefield, as well as each adjacent Character in the same zone, takes 8 damage. Targets killed this way are removed from the game.

"Thou shalt count to three...."

Beast Deterrent
Purity: 1 FD/ 1 GI
Cost: 3
Type: Ability
Rarity: Common

Target Beast Character on the battlefield, as well as each adjacent Character in the same zone, are moved back to the support zone and become exhausted.

"On Vegimite basis. Do NOT apply behind the ears!" - Beast deterrent manual



Title: Re: Future card ideas
Post by: Chappie on January 27, 2016, 04:39:05 AM
Holy Orders
Purity: 1 Oos or 1 DoD
Cost: 2
Type: Ability
Rarity: Common

Target character can not be moved by abilities or removed from the game until the end of turn.

Be just or be dead!

Holy Grenade
Purity: 1 Oos/ 1 GI
Cost: 2
Type: Ability
Rarity: Common

Target Demon Character on the battlefield, as well as each adjacent Character in the same zone, takes 8 damage. Targets killed this way are removed from the game.

"Thou shalt count to three...."

Beast Deterrent
Purity: 1 FD/ 1 GI
Cost: 3
Type: Ability
Rarity: Common

Target Beast Character on the battlefield, as well as each adjacent Character in the same zone, are moved back to the support zone and become exhausted.

"On Vegimite basis. Do NOT apply behind the ears!" - Beast deterrent manual

Thank you for taking the time to write to us. Rest assured we will be looking into this. For other concerns please feel free to email us at support@lightmare.com.au anytime.
Title: Re: Future card ideas
Post by: Cleanse on January 27, 2016, 06:12:42 AM
Uh wrong post Chappie? ;)

Anyway:

Flatten
Purity: 1 WP
Cost: 5
Type: Ability
Rarity: Uncommon

Exhaust target Giant you control --> Destroy target Artifact or Location. That Giant gains + X / + X where X is the cost of the destroyed card.
Title: Re: Future card ideas
Post by: Chappie on January 27, 2016, 06:54:52 AM
Nope  :) just letting you guys know that all of your suggestion and concerns will be heard.
Title: Re: Future card ideas
Post by: Hiding on January 27, 2016, 07:27:27 AM
For mind skewer:

You choose the cards. Was meant to be pretty powerful. But made the cost 8 so you kinda lose a late game turn to benefit. Note you can also use it on yourself if you really want to to fetch spells.

Prolly should turn it down abit though to like 2 ability cards or so.
Title: Re: Future card ideas
Post by: Goldschuss on January 27, 2016, 02:50:17 PM
Aleta, Immortal commander.

Faction: FD
-Graveyard passive every Aleta has
-Pay 1, Exhaust: Target Human Character gains +3/+0
Title: Re: Future card ideas
Post by: zekses on January 27, 2016, 04:43:33 PM
Unstable Mutation.

Ability.

Not sure what faction this should be.

if a creature is alive and on the battlefield at the end of the turn, it explodes, dealing damage equal to its health to every creature in the same zone.

Maybe the efect should only kick in the turn after it's been cast to allow mind games around creature placement.


Should probably be fun comboing with Martyrs, NPs or DOD creatures that can't receive more than a set amount of damage.

Title: Re: Future card ideas
Post by: ToxicShadow on January 27, 2016, 05:12:58 PM
Unstable Mutation.

Ability.

Not sure what faction this should be.

if a creature is alive and on the battlefield at the end of the turn, it explodes, dealing damage equal to its health to every creature in the same zone.

Maybe the efect should only kick in the turn after it's been cast to allow mind games around creature placement.


Should probably be fun comboing with Martyrs, NPs or DOD creatures that can't receive more than a set amount of damage.

How much does it cost? And is it target creature rather than 'a' creature? Right now I would understand it this way: At the end of turn, all creatures on the battlefield explode if they are still alive. I am pretty sure that is wrong, though. :)

And for faction I would suggest Exiles since it reminds me a little on Volatile Genome and mutations are kind of an Exile theme. But you made the card, you can decide where you think it could somewhat fit.
Title: Re: Future card ideas
Post by: zekses on January 28, 2016, 01:14:01 AM
It's an ability that's used on a single creature which then can go to the battlefield and explode NEXT turn  (meaning, mutation exhausts it) if it survives or stay in support and become a mini bomb that they opposing player has to either kill with direct spells or play around with cards like rampaging  stag to ensure it's dead before it explodes when it acually enters the battlefield.
Title: Re: Future card ideas
Post by: Hiding on January 29, 2016, 02:30:07 AM
It's an ability that's used on a single creature which then can go to the battlefield and explode NEXT turn  (meaning, mutation exhausts it) if it survives or stay in support and become a mini bomb that they opposing player has to either kill with direct spells or play around with cards like rampaging  stag to ensure it's dead before it explodes when it acually enters the battlefield.

When Suddenly
2 cost
2p Exiles or 2p FD
Ability

Target a character

Next turn, if that character takes damage it dies and characters in the same zone as it take 8 damage.
Title: Re: Future card ideas
Post by: zekses on January 29, 2016, 04:19:32 PM
It wouldn't be of much use if it's only 8 damage. The real strength of the card comes with possible buffs that can skyrocket the damage.
Title: Re: Future card ideas
Post by: Interesting_Socks on January 30, 2016, 11:44:04 PM
This game needs more answers to AOE, more answers to small creatures and warpath could do with a good 3 drop.

Name: Mother of the Young
Purity: 1 Warpath
Cost: 3
Stats: 4/12
Character: Beast
Text: Whenever this creature takes damage, spawn a 4/4 beast in your support zone


Title: Re: Future card ideas
Post by: Hiding on January 31, 2016, 04:04:00 AM
It wouldn't be of much use if it's only 8 damage. The real strength of the card comes with possible buffs that can skyrocket the damage.

well i made it a 2 cost removal. It's still pretty high reward as it is a very inaccurate delayed deathray but it deals aoe which can be good early game.

Most likely tho itll be a glorified stumble
Title: Re: Future card ideas
Post by: ToxicShadow on January 31, 2016, 02:08:13 PM
It wouldn't be of much use if it's only 8 damage. The real strength of the card comes with possible buffs that can skyrocket the damage.

well i made it a 2 cost removal. It's still pretty high reward as it is a very inaccurate delayed deathray but it deals aoe which can be good early game.

Most likely tho itll be a glorified stumble

I think Zekses intended it to target one of your own characters to make some kind of bomb-bot out of it.

This game needs more answers to AOE, more answers to small creatures and warpath could do with a good 3 drop.

Name: Mother of the Young
Purity: 1 Warpath
Cost: 3
Stats: 4/12
Character: Beast
Text: Whenever this creature takes damage, spawn a 4/4 beast in your support zone

Isn't this card destined to be part of the problem rather than the solution? I mean, it would be easy to make it spawn lots and lots of free tokens. Just imagine two of them in command with Shizarius, that is going to give you 2 free 4/4 beasts every turn for at least 4 turns (if the opponent can't do anything about that).
Title: Re: Future card ideas
Post by: Interesting_Socks on January 31, 2016, 03:14:39 PM
Make it 3 purity then :P
Title: Re: Future card ideas
Post by: ToxicShadow on January 31, 2016, 03:23:55 PM
Okay, that elegantly solves it I guess. :)
Title: Re: Future card ideas
Post by: ToxicShadow on January 31, 2016, 05:11:59 PM
Koios, the Inquisitor of the Dawn
Purity: 1FD
Cost: 2
Morale: 8
Stats: 6/5
Type: Unique Character - Human

When Koios is deployed, place a Wanted! mark on target character.
Characters with a Wanted! mark take 2 additional damage from all sources.

Exhaust, pay 1: Place a Wanted! mark on a new character. There can always only be one marked character per deployed copy of Koios.

"No one will escape the justice of the Flame Dawn."

Themis, the heavenly Judge
Purity: 1Oos
Cost: 3
Morale: 8
Stats: 4/5
Type: Unique Character - Angel

Pay 2, exhaust: Target character is moved to the front of their current zone. If they have a Wanted! mark, they are moved to the front of the defense zone instead.

"Murder? - Execution!, Treason? - Execution, Theft? - Execution. Bad fashion sense? -Execution. Makes you wonder what they need a judge for." - Lucca

Japetus, the Executioner
Purity: 1FD/1Oos
Cost: 4
Morale: 8
Stats: 8/8
Type: Unique Character - Angel

When Japetus enters combat with a character, he deals 4 damage to it. If the character has a Wanted! mark, he deals 8 damage instead.

At the beginning of the combat phase, if there is a character with a Wanted! mark on the battlefield, Japetus is moved to the front of the opposite zone.
Title: Re: Future card ideas
Post by: Brueson on February 03, 2016, 05:21:52 PM
Cull the Weak
The lowest health character in each zone is killed.
* Alternatively, the card could target just the support zones or one from each player and be zone agnostic.

One from Many
At the end of the turn. For each player, all remaining characters in play are removed from game. Create a character in the support zone with the combined power and health of the characters removed. This new character is untouchable and cannot be killed by non-dmg effects.
* There is wiggle room on how the characters are removed as the various ways can be advantageous on the method. Sacrificed or Killed/Destroyed could trigger too many effects or make this ability able to be dodged. Only one character I know of triggers effect on any remove from game effect, Inter-Dimensional Phase Bot. But also, removing stuff from game may be beneficial as well, unending drone loop comes to mind.
** The protections are aimed keeping them on the battlefield and not allow the player using the ability to easily get around the other players with fly, unstoppable, death ray, etc.
Title: Re: Future card ideas
Post by: Hiding on February 04, 2016, 12:06:23 AM
Cull the Weak
The lowest health character in each zone is killed.
* Alternatively, the card could target just the support zones or one from each player and be zone agnostic.

One from Many
At the end of the turn. For each player, all remaining characters in play are removed from game. Create a character in the support zone with the combined power and health of the characters removed. This new character is untouchable and cannot be killed by non-dmg effects.
* There is wiggle room on how the characters are removed as the various ways can be advantageous on the method. Sacrificed or Killed/Destroyed could trigger too many effects or make this ability able to be dodged. Only one character I know of triggers effect on any remove from game effect, Inter-Dimensional Phase Bot. But also, removing stuff from game may be beneficial as well, unending drone loop comes to mind.
** The protections are aimed keeping them on the battlefield and not allow the player using the ability to easily get around the other players with fly, unstoppable, death ray, etc.

Does one from many cost less or more than calamity? If it cost less than FD gonna have a ball with that one.
Title: Re: Future card ideas
Post by: Wayfinder1026 on February 04, 2016, 12:30:03 AM
Explosive Milk Cow
Cost: 3
Morale: 7
Factionless
Character - Mutant Cow
6/6

At the end of the turn if Explosive Milk Cow is on the battlefield it creates a Milk Bomb ability card in your hand. Milk Bomb costs 1 and deals 4 damage to a random enemy character. 
Title: Re: Future card ideas
Post by: Goldschuss on February 04, 2016, 10:39:47 AM
Flame Dawn Treasure Hunter

2 FD Purity

If FD Treasure Hunter is in play the first turn of the game, start with an additional rescource.
While FD Treasure Hunter is in play, your rescources are capped at 8.
If he is destroyed, you lose an additional rescource.

Stats and Costs not determined yet.

Idea behind this card: This card helps Flame Dawn further by outrushing your opponent
and ending the game as early as possible, but punishes you if you can't do that.
The Flame Dawn Way.
Title: Re: Future card ideas
Post by: Brueson on February 04, 2016, 03:21:31 PM
One from Many
At the end of the turn. For each player, all remaining characters in play are removed from game. Create a character in the support zone with the combined power and health of the characters removed. This new character is untouchable and cannot be killed by non-dmg effects.
* There is wiggle room on how the characters are removed as the various ways can be advantageous on the method. Sacrificed or Killed/Destroyed could trigger too many effects or make this ability able to be dodged. Only one character I know of triggers effect on any remove from game effect, Inter-Dimensional Phase Bot. But also, removing stuff from game may be beneficial as well, unending drone loop comes to mind.
** The protections are aimed keeping them on the battlefield and not allow the player using the ability to easily get around the other players with fly, unstoppable, death ray, etc.

Does one from many cost less or more than calamity? If it cost less than FD gonna have a ball with that one.

I would say less than calamity for various reasons. Calamity favors the one with fewer characters and as such benefits the caster, one would hope. One from Many just changes the dynamic and could end up being bad for the caster if the enemy does a mass buff right before battle that saves or buffs all his characters. So it might be nice to be able to do a least a minor group buff along with  One from Many.

As for FD having fun, most of their characters have higher power then health. So if done wrong, FD could have a 128/5 character and the enemy have a 50/50. Next round, they haste a 5/5 out to be first in line to take on the 128/5. Just something to consider. Also, it happens at the end of the turn, after battle, so all the FD units need to live through the day to be able to merge.
Title: Re: Future card ideas
Post by: Wayfinder1026 on February 04, 2016, 03:25:40 PM
One from Many
At the end of the turn. For each player, all remaining characters in play are removed from game. Create a character in the support zone with the combined power and health of the characters removed. This new character is untouchable and cannot be killed by non-dmg effects.
* There is wiggle room on how the characters are removed as the various ways can be advantageous on the method. Sacrificed or Killed/Destroyed could trigger too many effects or make this ability able to be dodged. Only one character I know of triggers effect on any remove from game effect, Inter-Dimensional Phase Bot. But also, removing stuff from game may be beneficial as well, unending drone loop comes to mind.
** The protections are aimed keeping them on the battlefield and not allow the player using the ability to easily get around the other players with fly, unstoppable, death ray, etc.

Does one from many cost less or more than calamity? If it cost less than FD gonna have a ball with that one.

I would say less than calamity for various reasons. Calamity favors the one with fewer characters and as such benefits the caster, one would hope. One from Many just changes the dynamic and could end up being bad for the caster if the enemy does a mass buff right before battle that saves or buffs all his characters. So it might be nice to be able to do a least a minor group buff along with  One from Many.

As for FD having fun, most of their characters have higher power then health. So if done wrong, FD could have a 128/5 character and the enemy have a 50/50. Next round, they haste a 5/5 out to be first in line to take on the 128/5. Just something to consider. Also, it happens at the end of the turn, after battle, so all the FD units need to live through the day to be able to merge.

Giving it untouchable seems a bit much
Title: Re: Future card ideas
Post by: Brueson on February 04, 2016, 04:37:00 PM
One from Many
At the end of the turn. For each player, all remaining characters in play are removed from game. Create a character in the support zone with the combined power and health of the characters removed. This new character is untouchable and cannot be killed by non-dmg effects.
* There is wiggle room on how the characters are removed as the various ways can be advantageous on the method. Sacrificed or Killed/Destroyed could trigger too many effects or make this ability able to be dodged. Only one character I know of triggers effect on any remove from game effect, Inter-Dimensional Phase Bot. But also, removing stuff from game may be beneficial as well, unending drone loop comes to mind.
** The protections are aimed keeping them on the battlefield and not allow the player using the ability to easily get around the other players with fly, unstoppable, death ray, etc.

Giving it untouchable seems a bit much

Its to avoid next round giving it unstoppable or flying and just steam over the enemy's mega character. I want the two big creatures to fight each other. I don't want them removed or avoided at the start of next round.

I was trying to use already established mechanics to protect it, but maybe it would be better just to add new mechanics to it. Like "This character cannot gain flying, unstoppable, or unblockable. Can never be sacrificed. Can not be removed from game."

If there is a better solution, that would be great. I also don't think it should be able to have its stats doubled from other cards.
Title: Re: Future card ideas
Post by: Wayfinder1026 on February 04, 2016, 04:43:19 PM
but so wait, both players have a "giant" creature created? or just the one playing the card?
Title: Re: Future card ideas
Post by: Hiding on February 04, 2016, 05:14:42 PM
One from Many
At the end of the turn. For each player, all remaining characters in play are removed from game. Create a character in the support zone with the combined power and health of the characters removed. This new character is untouchable and cannot be killed by non-dmg effects.
* There is wiggle room on how the characters are removed as the various ways can be advantageous on the method. Sacrificed or Killed/Destroyed could trigger too many effects or make this ability able to be dodged. Only one character I know of triggers effect on any remove from game effect, Inter-Dimensional Phase Bot. But also, removing stuff from game may be beneficial as well, unending drone loop comes to mind.
** The protections are aimed keeping them on the battlefield and not allow the player using the ability to easily get around the other players with fly, unstoppable, death ray, etc.

Does one from many cost less or more than calamity? If it cost less than FD gonna have a ball with that one.

I would say less than calamity for various reasons. Calamity favors the one with fewer characters and as such benefits the caster, one would hope. One from Many just changes the dynamic and could end up being bad for the caster if the enemy does a mass buff right before battle that saves or buffs all his characters. So it might be nice to be able to do a least a minor group buff along with  One from Many.

As for FD having fun, most of their characters have higher power then health. So if done wrong, FD could have a 128/5 character and the enemy have a 50/50. Next round, they haste a 5/5 out to be first in line to take on the 128/5. Just something to consider. Also, it happens at the end of the turn, after battle, so all the FD units need to live through the day to be able to merge.
Chances are more likely that fd charges out more things than the opponent can put out to defend with. Also flagbearer can knock ur untouchable back allowing the fd powerhouse to go thru. This is partially why fd loves calamity so much, because they can take that reset gap and finish the rush
Title: Re: Future card ideas
Post by: Brueson on February 04, 2016, 09:08:05 PM
but so wait, both players have a "giant" creature created? or just the one playing the card?

Yes. Both players will get a giant creature based own their own creatures. Or maybe it would be more fun to give both players a copy of the same giant creature? I was just thinking of a fun card that changed the board state dynamics. Could be useful for those that have big creatures getting blocked by one small creature each time.
Title: Re: Future card ideas
Post by: Brueson on February 04, 2016, 09:14:41 PM
Chances are more likely that fd charges out more things than the opponent can put out to defend with. Also flagbearer can knock ur untouchable back allowing the fd powerhouse to go thru. This is partially why fd loves calamity so much, because they can take that reset gap and finish the rush

Ya. One more protection that might be needed, lol. I want a fight! No avoiding the big giant creature staring you in the face. Of course if you had something that prevented fortress dmg for a turn, you could gamble that they attack, and you attack too. But to avoid a tie, you cast your protection, or use the artifact.

Meh. Was simple at first thought. I just didn't want a super power card, but I guess there is mass death already. What harm would it be if it just created two big creature with no protections that could be further buffed?
Title: Re: Future card ideas
Post by: Hiding on February 08, 2016, 12:01:25 AM
Wanted to throw these up from the challenge thread

Secluded Initiator
1 resource
1 purity FD
5 morale
Character- Human

pay 2: Sacrifice a character, characters in your assault zone gain +2/+0 until end of turn
A sacrifice is the quickest way to start a war
0/4 (C)
---

Secluded Weaver
1 resource
1 purity Verore
5 morale
Character- Undead Human

pay 2: Sacrifice a character, destroy target character in target zone
The fates unfurl upon its web. A tug here... a stitch there... a path is no more
0/4 (C)
---

Secluded Sufferer
1 resource
1 purity DoD
5 morale
Character- Human Spirit

Whenever Secluded Sufferer takes damage, other characters you control gain +0/+2
Pay 3: Target deployed character deals combat damage equal to its power to Secluded Sufferer
0/4 (U)
---

Secluded Musician
1 resource
1 purity Sleepers
5 morale
Character- Undead Human

If deployed, whenever a character enters a graveyard, it gains +2/+2 permanently.
Pay 2: Put the top card of your deck into your graveyard
0/4 (U)
"Sing me a lullaby, priest. Sing me to sleep... for the only thing that frightens me more than eternal rest, is eternal life"
---

Ovis, the Secluded Tyrant
1 resource
1 purity Overseers
5 morale
Unique Character- Human Angel

Untouchable
Ovis, the Secluded Tyrant has -20/-20.
Pay 2: Target character you control gains "Champion" and becomes Unique. All other deployed champions are returned to your hand.
Ascend: 6 cards with "Champion" are in your graveyard: remove all text on this card, then it gains Flying and Unstoppable and loses its Human subtype.
20/24 (R)

"It was my champions who imprisoned me in this box and it is their downfall that will set me free"

---

Secluded Innovator
1 resource
1 purity Exiles
5 morale
Character- Human Demon

If this card is deployed, whenever a card is discarded, a random deployed character on each side gains +4/-4.
Pay 4: Target opponent discards a card at the beginning of their next turn (after they draw a card for that turn).
Loneliness, the breaker of minds but not wills
0/4 (U)

---

Secluded Dreamer
1 resource
5 morale
Character- Angel Spirit

Pay 2: Shuffle a random card from Infinity Wars into your deck
0/4 (R)
Title: Re: Future card ideas
Post by: ToxicShadow on February 08, 2016, 02:04:03 AM

Secluded Weaver
1 resource
1 purity Verore
5 morale
Character- Undead Human

pay 2: Sacrifice a character, destroy target character in target zone
The fates unfurl upon its web. A tug here... a stitch there... a path is no more
0/4 (C)


What is 'target zone' meaning? Is this working like called shot?


Also, a few small own ideas:

Holy Commandment
Purity: 1Oos
Cost: 5
Type: Ability

Preemptive

All characters you control cannot be removed from the game or moved by abilities until the end of turn.

Time Acceleration
Purity: 1Gi/1CoV
Cost: 2
Type: Ability

Preemptive.

The next ability you play this turn gains preemptive.

Edit: Lowered cost, added preemptive.

Slow Time
Purity: 1Gi/1CoV
Cost: 2
Type: Ability

The next ability you play this turn triggers last.

If both players play this ability the same turn, Initiative decides which ability is triggered first.
Title: Re: Future card ideas
Post by: Hiding on February 08, 2016, 03:45:47 AM

Secluded Weaver
1 resource
1 purity Verore
5 morale
Character- Undead Human

pay 2: Sacrifice a character, destroy target character in target zone
The fates unfurl upon its web. A tug here... a stitch there... a path is no more
0/4 (C)


What is 'target zone' meaning? Is this working like called shot?


Also, a few small own ideas:

Holy Commandment
Purity: 1Oos
Cost: 5
Type: Ability

Preemptive

All characters you control cannot be removed from the game or moved by abilities until the end of turn.

Time Acceleration
Purity: 1Gi/1CoV
Cost: 3
Type: Ability

The next ability you play this turn gains preemptive.

Slow Time
Purity: 1Gi/1CoV
Cost: 2
Type: Ability

The next ability you play this turn triggers last.

If both players play this ability the same turn, Initiative decides which ability is triggered first.
Yeah more or less use thrall fueled infinite called shots.

also its funny that your card that gives preemptive isnt preemptive... cost reduction would make it more actually useable I feel
Title: Re: Future card ideas
Post by: Brueson on February 08, 2016, 02:56:30 PM
Field Medic
Factionless
0/6
Untouchable. While on the battlefield, heals 3 dmg to every character on the battlefield. Attack can never be higher than zero.
Title: Re: Future card ideas
Post by: Hiding on February 09, 2016, 12:26:58 AM
Field Medic
Factionless
0/6
Untouchable. While on the battlefield, heals 3 dmg to every character on the battlefield. Attack can never be higher than zero.

per turn im guessing?
Title: Re: Future card ideas
Post by: Wayfinder1026 on February 09, 2016, 12:40:39 AM
Field Medic
Factionless
0/6
Untouchable. While on the battlefield, heals 3 dmg to every character on the battlefield. Attack can never be higher than zero.

Does this include enemy creatures?
Title: Re: Future card ideas
Post by: Brueson on February 09, 2016, 03:25:15 PM
Field Medic
Factionless
0/6
Untouchable. While on the battlefield, heals 3 dmg to every character on the battlefield. Attack can never be higher than zero.

per turn im guessing?

Yes, per turn the medic remains on the battlefield.

Does this include enemy creatures?

Yes. The field medic is just there to end suffering. He/she doesn't take sides.
Title: Re: Future card ideas
Post by: ToxicShadow on February 12, 2016, 02:08:51 AM
also its funny that your card that gives preemptive isnt preemptive... cost reduction would make it more actually useable I feel

Lol. you are right. I didn't think of that. Will change it.

I have to admit that i was a little uncertain about the costs for that one to prevent to make it too strong. Maybe 2 cost is better though.

Field Medic
Factionless
0/6
Untouchable. While on the battlefield, heals 3 dmg to every character on the battlefield. Attack can never be higher than zero.

per turn im guessing?

Yes, per turn the medic remains on the battlefield.

Does this include enemy creatures?

Yes. The field medic is just there to end suffering. He/she doesn't take sides.

Interesting. Difficult to use since he also heals the opponents characters and you pay for it. How much resources would he cost?
Title: Re: Future card ideas
Post by: Brueson on February 12, 2016, 03:05:10 PM
Field Medic
Factionless
0/6
Untouchable. While on the battlefield, heals 3 dmg to every character on the battlefield. Attack can never be higher than zero.

per turn im guessing?

Yes, per turn the medic remains on the battlefield.

Does this include enemy creatures?

Yes. The field medic is just there to end suffering. He/she doesn't take sides.

Interesting. Difficult to use since he also heals the opponents characters and you pay for it. How much resources would he cost?

It could be useful in various ways. Counter poison cards. Your big creates get a small bump every round and they eats smaller guys completely that wouldn't get healed. Mostly I like just coming up with neat ideas. Card interactions will emerge. Maybe there is a card that always heals for double in the future. Then you always come out ahead. Or an artifact that doesn't allow your opponents to heal. Another way is the rotating defense zone as people get hit hero, sorry I forget his name, could put this to good use spreading the dmg out.

As for cost. I think 3 or 4 would be reasonable since it effects both sides.
Title: Re: Future card ideas
Post by: Hiding on February 12, 2016, 05:44:04 PM
Transcendant Decree
DoD+OoS+WP
7 cost
Ability

Choose 2:
-Characters you control gain +0/+5 permanently each time they enter combat with another character this turn
-Create 5 4/5 Angel Spirit Beasts in your assault zone. These have Unstoppable.
-Whenever a character you control survives combat with another character this turn, it gains +2/+2 and Flying
(E)
---

Feral Decree
Exiles + WP + Sleepers
7 cost
Ability

Choose 2:
-The first time each character you control would be killed this turn, it survives at 1 health instead
-characters you control gain consume 1 until end of turn. Additionally, each time they take damage, they gain power equal to the health they lost.
-put 2 target characters from your grave into your assault zone, these gain unstoppable. At the end of the turn they are killed.
(E)
---
Title: Re: Future card ideas
Post by: Hiding on February 13, 2016, 12:04:03 AM
Desolation Decree
Verore+Sleepers+Exiles
7 cost
Ability

Choose 2-
-Create a "Soulbond" artifact with "Whenever a card you control enters your graveyard, your opponent puts a card from the top of his deck into your graveyard"
-Discard your hand, then draw that many cards, then put that many cards from the top of your deck into your graveyard
-Kill all characters on the battlefield. Characters destroyed this way are put into your graveyard.
(R)
Title: Re: Future card ideas
Post by: zekses on February 15, 2016, 05:44:19 PM
Spell Alter
Unique Ability
Neutral
Cost 2

Alter any part of the spell wording of the next spell you cast.
For example:

If spell said "battlefield" it can be altered to 'command' or 'support'
If spell said "artificial" it allows to choose any other subtrype
If the spell said "deal", it will allow to "heal"
Etc...

Yes, I know how broken this potentially can be, hence Unique and even then I am not sure XD


Though this would probably be a hilarious "Normal only" card
Title: Re: Future card ideas
Post by: Hiding on February 15, 2016, 06:45:57 PM
Spell Alter
Unique Ability
Neutral
Cost 2

Alter any part of the spell wording of the next spell you cast.
For example:

If spell said "battlefield" it can be altered to 'command' or 'support'
If spell said "artificial" it allows to choose any other subtrype
If the spell said "deal", it will allow to "heal"
Etc...

Yes, I know how broken this potentially can be, hence Unique and even then I am not sure XD


Though this would probably be a hilarious "Normal only" card

Uh well how would this even work. Tbh i dont think this card is possible. Why dont i "alter" recycle to say "deal 200 damage to the opponents fortress" instaed of "draw 1 card shuffle card from graveyard to library"
Title: Re: Future card ideas
Post by: zekses on February 15, 2016, 06:46:36 PM
It will only allow you to change ONE word. And that word will not include numbers
Title: Re: Future card ideas
Post by: zekses on February 15, 2016, 06:52:19 PM
Bluff
Neutral Ability
1 cost

Make a card in your hand visible to your opponent
Title: Re: Future card ideas
Post by: antideath on February 15, 2016, 11:28:56 PM
I Based this off of Zekeses idea above (If the spell said "deal", it will allow to "heal")

Suprise Rift Rare
Colorless Ability
Cost 2
for the rest of turn
all abilities or character triggered effects that do damage/ increase stats now heal instead.
all abilities or character triggered effects that heal / increase stats instead do damage.

Example chef would do one damage end of turn
and aletta would give -3 /-3
Lighting bolt would heal for 4 or 8 if robot!
Yuanshi would heal for 4! everyone!
Lucaa would give bots -2/-2!
Mad Monk would heal 12!
ect...



Ancient Rift Relic Epic
Colorless Artifact
Cost 6-7?
While in play effect
turns all abilities or character triggered effects that do damage now heal instead.
all abilities or character triggered effects that heal instead do damage.


Title: Re: Future card ideas
Post by: ToxicShadow on February 16, 2016, 01:30:32 PM
I would love Suprise Rift togheter with Ruins of Veroria. I get the ruins and get healed for half of my current life, right? :) Also, if your opponent would happen to play the full 10 resource Siphon Structure, this would be hilarious (10 damage for him, 10 heal for you!).
Title: Re: Future card ideas
Post by: Brueson on February 16, 2016, 03:44:32 PM
The Architect
Faction: 1 Future Faction
Cost 5
Morale 15
Unique Character - Human
0/8

If The Architect is a commander, your starting fortress health is reduced by 25.

While The Architect is in the command zone, any damage dealt to the fortress by a character is reduced by 1.

When The Architect is deployed form your hand, heal your fortress 15 health. If the Architect end the turn in the defense zone, heal your fortress 10 health.
Title: Re: Future card ideas
Post by: antideath on February 16, 2016, 03:50:57 PM
Toxicshadow suprise rift and ruins of Veroria haha yes thats the idea!!

it can really twist some games if timed right, hence would be a very fun card indeed! creates many useful and not so useful interactions!
Title: Re: Future card ideas
Post by: Brueson on February 16, 2016, 04:00:59 PM
The Prideful Architect
Faction: 1 Future Faction
Cost 5
Morale 8
Unique Character - Human
5/11

While The Prideful Architect is not in the assault zone, any characters that damage the fortress take 2 damage.

Any turn your fortress takes damage, The Prideful Architect gets +5/-5 at the end of the turn.
Title: Re: Future card ideas
Post by: Brueson on February 16, 2016, 04:22:17 PM
Quantum Potentialities Controller
Faction: Colorless
Cost: 6
Artifact

All damage that your fortress would take is instead stored as potential at a ratio of 1 for 1 in the controller. If the stored potential is over 50 at the end of a turn, you lose the game.
Title: Re: Future card ideas
Post by: Hiding on February 16, 2016, 08:31:46 PM
Toxicshadow suprise rift and ruins of Veroria haha yes thats the idea!!

it can really twist some games if timed right, hence would be a very fun card indeed! creates many useful and not so useful interactions!

Lone keep: pponents cant attack until end of game. Or this game. Lolwhat.
Title: Re: Future card ideas
Post by: antideath on February 16, 2016, 09:02:01 PM
Lone keep..darnproblem card haha!
well as a single ability card yes it would for one turn...not so gamebreaking

i do see as a permanent artifact it would make that combo..
but as a single ability (one turn) not so devastating....at first ...playing 3 in a row will crush spirit in opponent..unless opponent plays the same card and reverses it back to normal?

Good catch on lone keep..clever!!

all the more reason for remove artifact cards! and or locations!
More Wreckful walrus type for each faction would also be keen.
no one likes putting it in exclusively.

Title: Re: Future card ideas
Post by: Hiding on February 17, 2016, 12:22:23 AM
Lone keep..darnproblem card haha!
well as a single ability card yes it would for one turn...not so gamebreaking

i do see as a permanent artifact it would make that combo..
but as a single ability (one turn) not so devastating....at first ...playing 3 in a row will crush spirit in opponent..unless opponent plays the same card and reverses it back to normal?

Good catch on lone keep..clever!!

all the more reason for remove artifact cards! and or locations!
More Wreckful walrus type for each faction would also be keen.
no one likes putting it in exclusively.

tbh i dont think thats even that much of a buff for lone keep. lol.

When you play Intimidating Rally, you may Overcharge it any number of times.

Move target Character on the Battlefield to the Graveyard. You may target an additional Character for each time you Overcharged.

And of course Eucalyptus Tree:

Create two Ultra-Units in your assault zone and 2 Dropbears in your defense zone
Title: Re: Future card ideas
Post by: ToxicShadow on February 17, 2016, 12:29:28 AM
I think you mean the Spell alter card zekses created. The one antideath made, Suprise Rift, is a weaker version that cant change Zone words like Battlefield to Graveyard. Instead it will turn damage into heal and vice versa. And buffs into debuffs and the other way around, and thats it.

Just noticed that the Ruins/Suprise Rift Combo wouldn't work anyways, for the same reason that Ruins won't work with angelic veil. Ruins trigger at deployment speed and therefore before the ability would do anything.
Title: Re: Future card ideas
Post by: Brueson on February 17, 2016, 03:20:42 PM
Multiphasic Duplication
Faction: 1 GI
Cost: 3
Ability

Preemptive

The next single target ability the opponent uses this turn effects every character in all zones.


Target opponent just so you can't do a death ray on a character and wipe everyone out like a cheap far reaching mass death. Add more strategy, but could really change the game if they using lots of abilities. Even spirit armor on all characters on the battlefield could be beneficial.
Title: Re: Future card ideas
Post by: ToxicShadow on February 21, 2016, 02:44:26 PM
Multiphasic Duplication
Faction: 1 GI
Cost: 3
Ability

Preemptive

The next single target ability the opponent uses this turn effects every character in all zones.


Target opponent just so you can't do a death ray on a character and wipe everyone out like a cheap far reaching mass death. Add more strategy, but could really change the game if they using lots of abilities. Even spirit armor on all characters on the battlefield could be beneficial.

An interesting card that requires lots of prediction, but can have pretty entertaining results. Probably the most reliable use (and one of the more hilarious ones) would be to cast this when you see your Exiles-Opponent discard descension at 6+ resources.


Flamethrower Trooper
Purity: 1FD
Cost: 4
Morale: 6
Type: Character - Human
Stats: 2/10

Flamestrike 6

When Flamethrower Trooper enters combat with another character, all characters adjactent to that character take 1 damage.

Flamethrower Tank
Purity: 1FD
Cost: 6
Morale: 10
Type: Character - Artificial
Stats: 4/12

Flamestrike 8

When Flamethrower Tank enters combat with another character, all characters adjactent to that character take 2 damage.

To solve bigger problems you just need a bigger fire.

Spreading The Fire
Purity: 2FD
Cost: 3
Type: Ability

The opponent's fortress takes 4 damage for every immolated character.

"Running around and panicing is a bad idea when you are burning. That is easy to say when you are not the one who burns."- Handwritten comment on a Flame Dawn security manual for flamethrowers

Melt Artifact
Purity: 2FD
Cost: 4
Type: Ability

Destroy target artifact. Adjactent characters become Immolated 5.

Paranoia
Purity: 3Oos
Cost: 7
Type: Ability

When you play Paranoia, you may overcharge it up to two times.
Destroy all cards in play with Purity X or less, where X is the number of cards you used to overcharge.

"If you aren't with us, then you are against us. Die, heretic." - Sol

EDIT: Reduced the max. number of overcharges.
Title: Re: Future card ideas
Post by: Brueson on February 22, 2016, 03:16:47 PM
Multiphasic Duplication
Faction: 1 GI
Cost: 3
Ability

Preemptive

The next single target ability the opponent uses this turn effects every character in all zones.


Target opponent just so you can't do a death ray on a character and wipe everyone out like a cheap far reaching mass death. Add more strategy, but could really change the game if they using lots of abilities. Even spirit armor on all characters on the battlefield could be beneficial.

An interesting card that requires lots of prediction, but can have pretty entertaining results. Probably the most reliable use (and one of the more hilarious ones) would be to cast this when you see your Exiles-Opponent discard descension at 6+ resources.


Flamethrower Trooper
Purity: 1FD
Cost: 4
Morale: 6
Type: Character - Human
Stats: 2/10

Flamestrike 6

When Flamethrower Trooper enters combat with another character, all characters adjactent to that character take 1 damage.

Flamethrower Tank
Purity: 1FD
Cost: 6
Morale: 10
Type: Character - Artificial
Stats: 4/12

Flamestrike 8

When Flamethrower Tank enters combat with another character, all characters adjactent to that character take 2 damage.

To solve bigger problems you just need a bigger fire.

Spreading The Fire
Purity: 2FD
Cost: 3
Type: Ability

The opponent's fortress takes 4 damage for every immolated character.

"Running around and panicing is a bad idea when you are burning. That is easy to say when you are not the one who burns."- Handwritten comment on a Flame Dawn security manual for flamethrowers

Melt Artifact
Purity: 2FD
Cost: 4
Type: Ability

Destroy target artifact. Adjactent characters become Immolated 5.

Paranoia
Purity: 3Oos
Cost: 7
Type: Ability

When you play Paranoia, you may overcharge it up to three times.
Destroy all cards in play with Purity X or less, where X is the number of cards you used to overcharge.

"If you aren't on our side, then you are against us. Die, heretic." - Sol

I like these all but I am confused by Paranoia. Is X a number, or a chosen purity color? If it is any purity of X or less, meaning 2 GI would not die if X was 1, I would limit it to two overcharges. Since it is a 3 purity card, you wouldn't want it destroying your most loyal followers of 3 Oos.

The flamestrike numbers seem high, but I get why as their attacks are low.

I like Melt Artifact. I like any cards that force players to think about positions in all zones. Planning to defend this card maybe be as simple as moving all artifacts to the left or right. If you have two artifacts, rotate them randomly, or put your highest valued one away from characters as they will likely target that one.
Title: Re: Future card ideas
Post by: Brueson on February 22, 2016, 04:06:54 PM
Burning Lands
Faction: 1 FD
Cost: 4
Location

Your fortress is dealt 15 damage when you play this card.

At the end of each turn, all characters without flying that ended the turn in your defense zone or corresponding opponent's assault zone take 5 damage. If a character damages your fortress, they take 5 damage. Each character can only be damaged once per turn by this card.

"Our land is on fire. Why did you think we wanted your land?"
Title: Re: Future card ideas
Post by: ToxicShadow on February 22, 2016, 05:30:31 PM
I like these all but I am confused by Paranoia. Is X a number, or a chosen purity color? If it is any purity of X or less, meaning 2 GI would not die if X was 1, I would limit it to two overcharges. Since it is a 3 purity card, you wouldn't want it destroying your most loyal followers of 3 Oos.

Yes, X is intended as a number. Overcharged once would mean that 2GI or 2SoA (or 2+ purity of any other faction) would be safe. I guess you are right about the logic of the card, doesn't really make sense to be able to kill all your really loyal 3 purity subjects. So maybe only two possible overcharges make more sense.
Title: Re: Future card ideas
Post by: Hiding on February 22, 2016, 05:32:20 PM
Multiphasic Duplication
Faction: 1 GI
Cost: 3
Ability

Preemptive

The next single target ability the opponent uses this turn effects every character in all zones.


Target opponent just so you can't do a death ray on a character and wipe everyone out like a cheap far reaching mass death. Add more strategy, but could really change the game if they using lots of abilities. Even spirit armor on all characters on the battlefield could be beneficial.

An interesting card that requires lots of prediction, but can have pretty entertaining results. Probably the most reliable use (and one of the more hilarious ones) would be to cast this when you see your Exiles-Opponent discard descension at 6+ resources.


Flamethrower Trooper
Purity: 1FD
Cost: 4
Morale: 6
Type: Character - Human
Stats: 2/10

Flamestrike 6

When Flamethrower Trooper enters combat with another character, all characters adjactent to that character take 1 damage.

Flamethrower Tank
Purity: 1FD
Cost: 6
Morale: 10
Type: Character - Artificial
Stats: 4/12

Flamestrike 8

When Flamethrower Tank enters combat with another character, all characters adjactent to that character take 2 damage.

To solve bigger problems you just need a bigger fire.

Spreading The Fire
Purity: 2FD
Cost: 3
Type: Ability

The opponent's fortress takes 4 damage for every immolated character.

"Running around and panicing is a bad idea when you are burning. That is easy to say when you are not the one who burns."- Handwritten comment on a Flame Dawn security manual for flamethrowers

Melt Artifact
Purity: 2FD
Cost: 4
Type: Ability

Destroy target artifact. Adjactent characters become Immolated 5.

Paranoia
Purity: 3Oos
Cost: 7
Type: Ability

When you play Paranoia, you may overcharge it up to three times.
Destroy all cards in play with Purity X or less, where X is the number of cards you used to overcharge.

"If you aren't on our side, then you are against us. Die, heretic." - Sol
I forget does the splash damage proc flamestrike
Title: Re: Future card ideas
Post by: ToxicShadow on February 22, 2016, 06:09:14 PM
I forget does the splash damage proc flamestrike

I think it should, yes. Never tried it though, but i think Immolation Drone + Brimstone works, so it should also work here.
Title: Re: Future card ideas
Post by: ToxicShadow on February 24, 2016, 02:49:18 PM
Scorched Wilderness
Purity: 2Wp
Cost: 6
Type: Location

The maximum resources of each player only increase up to a maximum of 6 (instead of 10).

Pay resources equal to your max. resources: Increase your max. resources by 1. Every player may activate this ability.

When the Overseers burned the unending Hordes of Sleepers, the old World was burned with them and the once rich wilderness turned into a barely inhabitable wasteland.

Edit: Increased card cost. Added ability to increase max. resources by 1 for both players.
Title: Re: Future card ideas
Post by: Hiding on February 24, 2016, 06:02:51 PM
Scorched Wilderness
Purity: 2Wp
Cost: 4
Type: Location

The maximum resources of each player only increase up to a maximum of 6 (instead of 10).

When the Overseers burned the unending Hordes of Sleepers, the old World was burned with them and the once rich wilderness turned into a barely inhabitable wasteland.
What happens if ur resources is already past 6? Alsowhat about resource ramp cards? Lastly this is rather overpowered in that you cant reincrease resources because trade price is 9 resourcrs. Maybe make an ability on the card to pay your max resources to increase your max resource by 1 can be used by any player
Title: Re: Future card ideas
Post by: ToxicShadow on February 25, 2016, 02:00:51 PM
What happens if ur resources is already past 6? Alsowhat about resource ramp cards? Lastly this is rather overpowered in that you cant reincrease resources because trade price is 9 resourcrs. Maybe make an ability on the card to pay your max resources to increase your max resource by 1 can be used by any player

Okay, sounds fair to add an ability for every player to pay all resource to increase their resource by 1. If you play it after turn 6, the resources won't increase further, but you also don't lose max. resource back to 6. If you are already at ten, nothing is going to happen. Ramp can still increase your resources as long as the ramp card is alive.
Title: Re: Future card ideas
Post by: Conquest on February 25, 2016, 10:05:41 PM
I had an idea for a "blessing" card, which, sort of like the denial cards, will have a unique version in each faction. These cards are powerful triple faction cards that will only be able to be used once, and as such must be used wisely. The costs are just there to be there, and would ultimately be up to Lightmare, so don't take them too seriously.  ;)

Blessing of Wrath
3 FD
Cost: 5
Unique blessing
Target character with 12 or less attack ignores all defenders for one turn, and exhausts the character it would have otherwise attacked. This card is removed from the game.

Blessing of Life
3 DoD
Cost: 5
Unique blessing
Target character gains 4 health each time they are attacked for one turn and is moved to the defense zone. If this character causes 10 or more morale damage while blessed, your fortress gains 10 health. This card is removed from the game.

Blessing of Chaos
3 Exiles
Cost: 5
Unique blessing
Target character gains 2 random attributes (flamestrike, consume, etc.). For one turn, this character will swap the attack/health of each character it attacks or is attacked by. This card is removed from the game.

Blessing of Solace
3 OoS
Cost: 5
Unique Blessing
Bring back 2 random characters that died in a certain zone the previous turn (i.e. If assault zone is selected, 2 characters that died in the assault zone last turn are brought back into play). This may also bring back cards that were removed from the game. These cards are remived from the game after 1 turn. This card is removed from the game.

Blessing of Advancement
3 GI
Cost: 5
Unique blessing
Target artificial gains +4/+4 and untouchable. After one turn, if this character is still in play, it is removed from the game and a random artifact that costs less than or equal to the character's resource cost is placed in your support zone. This card is removed from the game.

Blessing of Nature
3 WP
Cost: 5
Unique blessing
Target character gains unstoppable and haste. At the end of your turn, if this card is still alive, remove it from the game. For every X characters it killed, your next X cards cost 2 resources less. This card is removed from the game.

Blessing of Death
3 CoV
Cost: 5
Unique blessing
Destroy everything in play. No morale damage is taken by either player this turn, and new (unaltered stats) versions of the cards destroyed are put back into play next turn. Come into play effects will not trigger when this happens (i.e. Sacculas, Lucca). This card is removed from the game.

Blessing of Numbers
3 SoA
Cost: 5
Unique blessing
For every 3 cards in your graveyard (to a limit of 30), create 6/4 Risen of Avarrachs with 0 morale costs in zones of your choice (distributed at the time of playing this card). When these characters die for the SECOND time, they are removed from the game. This card is removed from the game.
Title: Re: Future card ideas
Post by: Hiding on February 25, 2016, 11:05:03 PM
Fog Brute
1p SoA
7 cost
4 morale
Character- Undead

At the end of the turn if this card is in your hand discard it.

18/18
(U)

Crumble-form
1p SoA
4 cost
4 morale
Character- Undead

At the end of the turn, if Crumble-form is in your command zone, sacrifice it.
At the end of the turn, if Crumble-form was deployed from your hand, sacrifice it.

20/20
(U)

Buried Alive
1p SoA
3 cost
Ability

Deal damage to target deployed character equal to the number of cards in your graveyard.
(U)

Grave Tunneler
2p SoA
6 cost
Character- Undead Worm

Unblockable

When Grave Tunneler is deployed, you may remove any number of character cards from your graveyard from the game, Grave Tunneler gains +1/+2 for each card removed.

6/6
(R)
Title: Re: Future card ideas
Post by: ToxicShadow on February 26, 2016, 03:31:23 PM
I had an idea for a "blessing" card, which, sort of like the denial cards, will have a unique version in each faction. These cards are powerful triple faction cards that will only be able to be used once, and as such must be used wisely.

I guess you can only have one of those in your deck? Because if not, they don't really need to be unique. The way unique abilities work right now, it won't matter if they are unique or not as long as they are removed from the game after use anyways.

Crumble-form
1p SoA
10 cost
4 morale
Character- Undead

At the end of the turn if this card is in your hand discard it.

20/20
(U)

Buried Alive
1p SoA
3 cost
Ability

Deal damage to target character equal to the number of cards in your graveyard.
(U)

Grave Tunneler
2p SoA
6 cost
Character- Undead Worm

Unblockable

When Grave Tunneler is deployed, you may remove any number of cards from your graveyard from the game, Grave Tunneler gains +1/+2 for each card removed.

6/6
(R)

I like those. Crumble-form seems pretty useful with Awaken or in SoA/Exile Hungry Abomination decks. Grave Tunneler and Buried Alive make good use of graveyard mechanics of Sleepers too. Buried Alive might be a little too good in longer games since it is relatively easy for SoA to get large numbers of cards into the graveyard.

Title: Re: Future card ideas
Post by: Hiding on February 27, 2016, 12:55:23 AM
Changed a few things. Buried is only for deployed characters and grave worm only eats dead characters to grow. Changed names and remade crumble-form. Originally Crumble-form was supposed to be used with reckless abandon and humble, now more so.
Title: Re: Future card ideas
Post by: Hiding on February 27, 2016, 11:04:37 PM
Dire Chronoglass
1p verore or 1p DoD
3 cost
Artifact

Opening, Shield 1
You may only have 1 copy of this card in your deck.

At the end of the turn, Dire Chronoglass gains one counter then it Flips.
(E)

---

Foiled
2p Verore
3 cost
Ability

Beacon (When you draw this card, it is revealed to your opponent)
Destroy the first character your opponent deployed this turn.
(U)
---

Ambush
1p Verore
3 cost
Ability

Deal 8 damage to the first character your opponent deployed this turn
(C)
---

Reject Existence
2p Verore
3 cost
Ability

Beacon
Destroy the first card your opponent deployed this turn
(U)
---

Mass Disintegrate
2p Verore
4 cost
Ability

Beacon
When you play this card, you may overcharge as many times as you want.
Destroy the first 1+X cards your opponent deployed this turn where X is the number of times you overcharged.
(R)
Title: Re: Future card ideas
Post by: ToxicShadow on February 28, 2016, 03:47:02 PM
Dire Chronoglass
1p verore or 1p DoD
3 cost
Artifact

Opening
You may only have 1 copy of this card in your deck.

At the end of the turn, Dire Chronoglass gains one counter then it Flips.
(E)

---

Foiled
2p Verore
3 cost
Ability

Beacon (When you draw this card, it is revealed to your opponent)
Destroy the first character your opponent deployed this turn.
(U)
---

Ambush
1p Verore
3 cost
Ability

Deal 8 damage to the first character your opponent deployed this turn
(C)
---

Reject Existence
2p Verore
3 cost
Ability

Beacon
Destroy the first card your opponent deployed this turn
(U)
---

Mass Disintegrate
2p Verore
4 cost
Ability

Beacon
When you play this card, you may overcharge as many times as you want.
Destroy the first X cards your opponent deployed this turn where X is the number of times you overcharged.
(R)

I like the hourglass with the flipping mechanic. That is pretty cool. Mass Disintigrate seems to be very strong, ironicly also because of the beacon mechanic. Very mindgame-ish card.

Cemetary
Purity: 1FD or 1GI
Cost: 2
Type: Location
Rarity: Common

Pay 1: All cards that would go to the graveyard this turn are instead removed from the game.

"With the rise of the sleepers, cremation became much more popular."

War Economy
Purity: 3FD
Cost: 0
Type: Mission
Rarity: Rare

Opening

Your base amount of resources does not increase every turn.
At the end of turn, if you dealt damage to an opponents fortress, you gain 2 maximum resources.

If you didn't deal damage to an opponents fortress at the end of the turn, you lose 2 maximum resources to a minimum of 1. War Economy becomes 34% more complete. If War Economy reaches 100%, sacrifice it at the beginning of your next turn.

"Without constant successful conquest, the Flame Dawn Economy would collapse."


Plague Rat
Purity: 1 WP
Cost: 1
Morale: 1
Type: Character - Beast
Stats: 2/2

If Plague Rat is killed by a character, this character becomes poisoned 3.

"Some animals survived both, the corrupted forest and the purge of the Overseers. However, they weren't the same as before."

Plague Raven
Purity: 1 WP
Cost: 2
Morale: 1
Type: Character - Beast
Stats: 2/2

Flying

If Plague Raven is killed by a character, this character becomes poisoned 3.

Title: Re: Future card ideas
Post by: Hiding on February 28, 2016, 04:01:33 PM
Mass disintegrate was a bit card ineffective so i made it 1+X. Lets say you overcharged 2 and your opponent only played 1 card then you essentially used 3 cards to kill 1. Not necessairly good.

Your plague cards are pretty cool, good for early stall. War economy seems kinda powerful though. It makes things really onesided even more than they might already be. Turn 2 3 resources, then 5. Also makes games seem really predictable as if you dont attack you are pretty much done.
Title: Re: Future card ideas
Post by: ToxicShadow on February 28, 2016, 04:23:48 PM
Mass disintegrate was a bit card ineffective so i made it 1+X. Lets say you overcharged 2 and your opponent only played 1 card then you essentially used 3 cards to kill 1. Not necessairly good.

Your plague cards are pretty cool, good for early stall. War economy seems kinda powerful though. It makes things really onesided even more than they might already be. Turn 2 3 resources, then 5. Also makes games seem really predictable as if you dont attack you are pretty much done.

I thought of Mass Disintegrate mainly as a scare card. The opponent knows you have this and will always have to think about it when deploying anything. Not sure if i would even use it for most of the time, just kinda have it in hand and let the opponent be stressed out about it.

For War Economy, well. I am not satisfied with how the card turned out, but decided still to post it and see if anyone has an idea how to really improve it. Right now, it is too much a do or die card. Get the damage out every turn, and you'll have a huge advantage. Get the damage prevented, and you are kind of screwed.
Title: Re: Future card ideas
Post by: Hiding on February 28, 2016, 05:45:15 PM
Mass disintegrate was a bit card ineffective so i made it 1+X. Lets say you overcharged 2 and your opponent only played 1 card then you essentially used 3 cards to kill 1. Not necessairly good.

Your plague cards are pretty cool, good for early stall. War economy seems kinda powerful though. It makes things really onesided even more than they might already be. Turn 2 3 resources, then 5. Also makes games seem really predictable as if you dont attack you are pretty much done.

I thought of Mass Disintegrate mainly as a scare card. The opponent knows you have this and will always have to think about it when deploying anything. Not sure if i would even use it for most of the time, just kinda have it in hand and let the opponent be stressed out about it.

For War Economy, well. I am not satisfied with how the card turned out, but decided still to post it and see if anyone has an idea how to really improve it. Right now, it is too much a do or die card. Get the damage out every turn, and you'll have a huge advantage. Get the damage prevented, and you are kind of screwed.

Hmm for 3 purity maybe make it pay 3: if a character you control hit the opponents fortress this turn, you gain 1 max resource. As FD 3 cost early game is huge as you need that to be an attacker. Even if you do make it through you are ramping for a late game that FD doesnt rly have. It doesnt matter if you have 20 resources if all you draw and put down  are 7/4s or 6/6s and such. Though thats a bit of an exaggeration but i feel ramping for FD isnt rly effective unless its super cheap.
Title: Re: Future card ideas
Post by: Hiding on February 29, 2016, 01:06:12 AM
Stormsurge Dragon
1p FD + 1p GI
6 cost
10 morale
Unique Character- Dragon

Charge, Flying

When you deploy Stormsurge Dragon you may pay X. Stormsurge Dragon comes into play with +2X/+X.

Pay 1: Stormsurge Dragon gains +2/+1.

If Stormsurge Dragon's power is equal to or more than 20, he gains Unstoppable.

6/6
(L)
Steer clear of that thing. It just showed up at Breakwater Station and started suckin up all the power, by the time reinforcements got there it was already too big to stop... These days we just kinda pretend that place doesn't exist anymore.
---

Nemrik, the Thought Hoarder
1p Verore+1p DoD
6 cost
10 morale
Unique Character- Dragon

Flying, Unstoppable
Whenever Nemrik, the Thought Hoarder does damage to an opponent's fortress, put the top card of the player's deck into your hand.

pay 3: Nemrik, the Thought Hoarder does 7 damage to target fortress or character. This may only be activated if he is on the battlefield.

10/10
(L)
Title: Re: Future card ideas
Post by: ToxicShadow on March 01, 2016, 05:10:37 PM
A dragon with less than 20 attack? Heresy! :P

But seriously, I like both dragons. Stormsurge could be pretty strong if you craft sth on him instead of using his inbuilt buff system. But i like how he works.

And Nemrik is pretty nice too. You can get cards from your opponent that either help you or can be used for overcharge.

I wanna try and create some cards for factionless that might could be played togheter, would be fun to have a deck with a factionless backbone after all.

New character ability: Hunter "subtype" : Deals double damage against the mentioned "subtype"
(so basicly, Spec-Ops, Demon Hunter and so on).

Hunters Guild
Purity: Factionless
Cost: 2
Type: Location
Rarity: Rare

All your characters with the ability "Hunter" have +1/+1.

Pay 1,exhaust target character with a Hunter ability: Change the subtype of the Hunter ability to a subtype of your choice.

Pay 4: Create a 6/6 human Hunter character with the ability "Hunter X" in your support zone. X is a character subtype of your choice.


Nivvan, the Dragon Hunter
Purity: Factionless
Cost: 5
Morale: 12
Type: Unique Character - Human
Stats: 10/10
Rarity: Rare

Hunter: Dragon

If Nivvan would be killed by a dragon for the first time this turn, he survives with 1 health instead.

Pay 1: Target Dragon loses flying and unstoppable until the end of turn.

If Nivvan kills a dragon in combat for the first time, create an Inspiring Dragon Trophy in your support zone.


Big-game Hunter
Purity: Factionless
Cost: 3
Morale: 4
Type: Character - Human
Stats: 6/8
Rarity: Common

Hunter: Beast

Angel Hunter
Purity: Factionless
Cost: 4
Morale: 6
Type: Character - Human
Stats: 7/9
Rarity: Common

Reach

Hunter: Angel

Undertaker
Purity: Factionless
Cost: 2
Morale: 4
Type: Character - Human
Stats: 4/6
Rarity: Common

Hunter: Undead

Characters killed by this character are removed from the game.

Zombie hunters are mockingly called undertakers by other hunters. After all, where is the thrill in hunting something that is already dead?


Eto, the first Undertaker
Purity: Factionless
Cost: 5
Morale: 10
Type: Unique Character - Human
Stats: 8/10
Rarity: Rare

Hunter: Undead

Characters killed by this character are removed from the game.

If Eto was killed by an Undead for the first time this turn, he survives with 1 health instead.

Pay 1: Remove target character from the graveyard. You may only use this ability once per turn.

When Eto kills an Undead in combat for the first time, create an Urn Grave in your support zone.


Colt, the legendary bounty hunter
Purity: Factionless
Cost: 6
Morale: 8
Type: Unique Character - Human
Stats: 6/8
Rarity: Rare

Hunter: Human

When you deploy Colt, kill target deployed unique character.

If that character was human, create a "Fullfilled Contract" in your support zone.

"One shot is all I need." -Colt


Hunting Party
Purity: Factionless
Cost: 5
Type: Ability
Rarity: Common

Create three human 4/6 Hunter characters with the ability "Hunter X" in your support zone. X is a character subtype of your choice.

Hunting Dog
Purity: Factionless
Cost: 1
Morale: 2
Type: Character - Beast
Stats: 3/3

When you deploy Hunting Dog, choose another character you control. As long as both, Hunting Dog and the chosen character are alive, both have +1/+1.

If the chosen character has a "Hunter" ability, then Hunting Dog has the same ability as long as the chosen character is alive.
Title: Re: Future card ideas
Post by: Hiding on March 01, 2016, 11:20:01 PM
Narja, Who eats Rot
1p Sleepers + 1p WP
6 cost
10 morale
Unique Character- Dragon

Vigilance, Unstoppable, Infect

At the beginning of each turn, exhaust Narja, Who eats Rot unless you pay 2.
Whenever an Undead character dies to Narja, Who eats Rot, she gains +0/+6.
Sacrifice any amount of Undead characters: exhaust Narja, Who eats Rot Any player may activate this ability.

6/10
(L)
Her magic protects her from the dark powers of the Dead Ones. A strange twist of fate, she gains vitality from agents of death

---
Angry Mob
Neutral
2 cost
Mission

Whenever a character you control dies, this card becomes 20% more complete.

At 100% destroy this card, humans you control gain Hunter X where X is any subtype you choose

(U)
"That monster destroyed our homes!"
"YEAH"
"That thing killed my parents!"
"KILL IT!"
"It ate my pet turtle!"
-silence-
"Well I really liked my pet turtle..."
Title: Re: Future card ideas
Post by: ToxicShadow on March 03, 2016, 12:05:01 PM
A dragon without flying? Even more Heresy!!  ;)

I think Narja is pretty cool. I like that your opponent can sacrifice his own undead to exhaust her (which also gives her +0/6).

Yay, a mission with my 'new' Hunter ability. I like it. Would fit right into the Hunter theme. And the flavor text is nice, too :).

Pet Turtle
Purity: Factionless
Cost: 1
Morale: 0
Type: Character - Beast
Stats: 0/1

Gains 1 less damage from all sources.
When Pet Turtle dies, both players lose 10 morale.

And you already thought those monkeys would be adorable?
Title: Re: Future card ideas
Post by: Hiding on March 03, 2016, 09:52:43 PM
A dragon without flying? Even more Heresy!!  ;)

I think Narja is pretty cool. I like that your opponent can sacrifice his own undead to exhaust her (which also gives her +0/6).

Yay, a mission with my 'new' Hunter ability. I like it. Would fit right into the Hunter theme. And the flavor text is nice, too :).

Pet Turtle
Purity: Factionless
Cost: 1
Morale: 0
Type: Character - Beast
Stats: 0/1

Gains 1 less damage from all sources.
When Pet Turtle dies, both players lose 10 morale.

And you already thought those monkeys would be adorable?

Watch out for that turtle, make it 0 resources and we gonna see mechaturtle decks all over-- that 1 damage reduction OP.

Time to make FD decks even more OP:
Crusade
3 cost
1 purity FD
Ability

Until end of turn, characters you control gain Hunter X where X is any character type you choose
(C)
---

Get ready to bust through any defense line you want
Title: Re: Future card ideas
Post by: Brueson on March 03, 2016, 10:20:31 PM
Chaos Storm
Cost: 7
2 Exiles
Ability

All characters have a 50% chance to swap their power and health. Any character that dies this way deals 5 damage to each character next to it.
Title: Re: Future card ideas
Post by: Conquest on March 04, 2016, 01:22:53 AM
Skraar, Martyr of the Path
3 WP
Unique Beast
Cost: 8
Morale: 10
18/13
Haste
Blocks flying

If Skraar, Martyr dies to a character with flying or angel subtype, gain 25 morale, and create two 7/7 Avengers of the Path in your support zone. Remove ALL copier of this card from the game.
"Refusing the demands of Ex, Skraar gave his life shielding the last of the Warpath's breeders and caretakers.

...Though this was mostly because Skraar could not understand Ex."

Avengers of the Path
Morale: 4
Beast
7/7
This character gains +2/+2 and +2 morale cost for every unique character in your grave.

Crumbling Shrine to Skraar
Cost: 6
Unique Artifact
Your beasts gain 5 health at the end of each turn if there is a skraar in your graveyard.
When destroyed, lose X+5 morale, where X is the number of turns Crumbling Shrine to Skraar has been in play.

By the way, what happens if someone's suggestion is taken? Will the creator recieve a special version of their card (i.e. a special bordered, say purple bordered for example, soulbound version of their card)?
Title: Re: Future card ideas
Post by: Hiding on March 04, 2016, 03:09:41 AM
Not sure why this isnt thing yet:

Mass Balance
2 purity DoD
5 cost
Ability

The power of each character on the battlefield becomes equal to that character's health

(R)
---

Clockwork Colossus
Neutral
7 cost
8 morale
Character- Artificial Giant

Unstoppable, Reach

At the beginning of the turn, if Clockwork Colossus does not have a Charge counter on it, move it to the support zone.
At the end of the turn, remove a Charge counter from Clockwork Colossus.

Pay 3: put 3 Charge counters on this character.

18/35
(E)
Title: Re: Future card ideas
Post by: ToxicShadow on March 04, 2016, 05:39:04 PM
Chaos Storm
Cost: 7
2 Exiles
Ability

All characters have a 50% chance to swap their power and health. Any character that dies this way deals 5 damage to each character next to it.

To be honest I don't like random effects, even if it is exiles. I don't really like to use those cards or the luck that is involved when using them. Another reason why i don't like to create cards with random chance is that i find it difficult to estimate their costs. If you are particulary unlucky, this card might does nothing for 7, or it ll effect every character in play. My guess would be that you can reduce the costs since the chance per character is only 50% and you dont know which characters will be effected. This effect also will only kill characters with 0 attack, which means that you are probably having low chances of it triggering the second effect.

Skraar, Martyr of the Path
3 WP
Unique Beast
Cost: 8
Morale: 10
18/13
Haste
Blocks flying

If Skraar, Martyr dies to a character with flying or angel subtype, gain 25 morale, and create two 7/7 Avengers of the Path in your support zone. Remove ALL copier of this card from the game.
"Refusing the demands of Ex, Skraar gave his life shielding the last of the Warpath's breeders and caretakers.

...Though this was mostly because Skraar could not understand Ex."

Avengers of the Path
Morale: 4
Beast
7/7
This character gains +2/+2 and +2 morale cost for every unique character in your grave.

Blocks Flying = Reach, right? :P

The skraar martyr is interesting. The avengers it spawns could be pretty good because of their buff. But the skraar martyr is removed from the game upon death, sooo...you would have to send other uniques into the grave first for the avengers to shine.


By the way, what happens if someone's suggestion is taken? Will the creator recieve a special version of their card (i.e. a special bordered, say purple bordered for example, soulbound version of their card)?

To be honest, i have no idea. I do this simply because i enjoy creating those cards. I would say if they really choose to use one of the ideas, it really would be fair if the creator of the card gets a special bordered copy of it. I don't know if it needs to be yet another new border type (certainly wouldn't say no, though :D), but a plat-foil or maybe gold-foil would be certainly nice, even if it were soulbound.

Not sure why this isnt thing yet:

Mass Balance
2 purity DoD
5 cost
Ability

The power of each character on the battlefield becomes equal to that character's health

(R)
---

Clockwork Colossus
2 purity GI
7 cost
8 morale
Character- Artificial

Unstoppable, Reach

At the beginning of the turn if this character has no Wind-up counters on it, it becomes exhausted.
At the beginning of the turn, remove a Wind-up counter from this character.

Pay 3: put 3 windup counters on this character

18/35
(E)

Mass Balance would be great in DoD, they almost always have more health than attack after all.
And it could be a problem for FD, since they are just the other way around.

For the clockwork giant...I am not sure, but can you activate abilities like his even when he is exhausted? I think you can't, which means you can never wind him up since he exhausts at the beginning of each turn, which is before the ability can be used.
Title: Re: Future card ideas
Post by: Hiding on March 04, 2016, 05:46:23 PM
For the clockwork giant...I am not sure, but can you activate abilities like his even when he is exhausted? I think you can't, which means you can never wind him up since he exhausts at the beginning of each turn, which is before the ability can be used.

Huh you're right. Ill add something to it. I forgot this isnt mtg where u can activate mana abilities even when tapped
Title: Re: Future card ideas
Post by: Brueson on March 04, 2016, 05:50:02 PM
Chaos Storm
Cost: 7
2 Exiles
Ability

All characters have a 50% chance to swap their power and health. Any character that dies this way deals 5 damage to each character next to it.

To be honest I don't like random effects, even if it is exiles. I don't really like to use those cards or the luck that is involved when using them. Another reason why i don't like to create cards with random chance is that i find it difficult to estimate their costs. If you are particulary unlucky, this card might does nothing for 7, or it ll effect every character in play. My guess would be that you can reduce the costs since the chance per character is only 50% and you dont know which characters will be effected. This effect also will only kill characters with 0 attack, which means that you are probably having low chances of it triggering the second effect.

Ya I get random is not for everyone, not even me, lol. Ideas just flow and if I don't write them down sometimes they will just invade every new card thought. The cost is for sure tricky, but I figured it would be warranted due to disarm and pacifying winds, which I just realized is blocked cause winds is 2 purity as well as this card. So ya the cost could be reduced 1 or 2 if Chaos Storm stays 2 purity. If it drops to 1 purity, then 6 still might be fine since winds costs 4, and a 10 resource combo is nice.

Skraar, Martyr of the Path
3 WP
Unique Beast
Cost: 8
Morale: 10
18/13
Haste
Blocks flying

If Skraar, Martyr dies to a character with flying or angel subtype, gain 25 morale, and create two 7/7 Avengers of the Path in your support zone. Remove ALL copier of this card from the game.
"Refusing the demands of Ex, Skraar gave his life shielding the last of the Warpath's breeders and caretakers.

...Though this was mostly because Skraar could not understand Ex."

Avengers of the Path
Morale: 4
Beast
7/7
This character gains +2/+2 and +2 morale cost for every unique character in your grave.

Blocks Flying = Reach, right? :P


I read that and asked myself the same question. But then it led to the thought of a line of characters that could ONLY block flying.
Title: Re: Future card ideas
Post by: ToxicShadow on March 04, 2016, 05:56:16 PM
Blocks Flying = Reach, right? :P

I read that and asked myself the same question. But then it led to the thought of a line of characters that could ONLY block flying.

That is a possiblity i didn't consider. I guess only conquest can tell us if it is reach or if he can only block flying.
Title: Re: Future card ideas
Post by: Hiding on March 04, 2016, 06:12:23 PM
Blocks Flying = Reach, right? :P

I read that and asked myself the same question. But then it led to the thought of a line of characters that could ONLY block flying.

That is a possiblity i didn't consider. I guess only conquest can tell us if it is reach or if he can only block flying.

Maybe new keyword? Farsighted

Title: Re: Future card ideas
Post by: ToxicShadow on March 04, 2016, 09:45:51 PM
Manhunter T-900
Purity: 2GI
Cost: 5
Morale: 10
Type: Character - Artificial
Stats: 6/14
Rarity: Epic

When you deploy this character, sacrifice all deployed non-artificial characters you control.

Manhunter T-900 gains +2/+2 for every character sacrificed that way. If you sacrifice 3 or more characters that way, he also gains Shield 1. If you sacrifice 5 characters or more, he also gains Unstoppable.

Hunter: Non-Artificial

1: "Don't enter the factory. Life hazard! Only authorized constructs may built and maintain T-900 class constructs" - Warning sign at a Genesis Manhunter Factory.

2:"Robots building robots to kill non-robots. This is the beginning of the end" - Graffiti on a Manhunter Factory.


Kills for Vengance
Purity: 2Wp
Cost: 3
Morale: 8
Type: Character - Beast
Stats: 5/5
Rarity: Uncommon

The first time a beast you control is killed in combat by a character and that character survives, Kills for Vengance deals damage to that character equal to his attack value. If this kills the opponent's character, Kills for Vengance gets +4/+4.

Killing for reasons other than feeding or defending your own life and family was unknown for the Warpath before the Invaders showed up at the Old World. But the Beasts of the Warpath proved to be fast learners.

Wary Defender
Purity: 2 DoD
Cost: 4
Morale: 7
Type: Character - Human
Stats: 8/12
Rarity: Uncommon

If your opponent has at least 1 character in their assault zone at the beginning of the combat phase, move Wary Defender to the defense zone.

Emergency Converter
Purity: 2 GI
Cost: 2
Type: Artifact
Rarity: Rare

Pay 2, sacrifice target artifact: Create an artifical character with X+2/X+2 in your defense zone. X equals double the cost of the artifact you sacrificed.

Title: Re: Future card ideas
Post by: Hiding on March 05, 2016, 03:10:26 AM
Clockwork Dragon
Neutral
6 cost
8 morale
Character- Artificial Dragon

At the beginning of the turn, if Clockwork Dragon does not have a Charge counter on it, move it to the support zone.
At the end of the turn, remove a Charge counter from Clockwork Dragon.

pay 2: Put 2 Charge counters on Clockwork Dragon
pay 2: Clockwork Dragon gains Flying until end of turn.
pay 1: Clockwork Dragon gains Unstoppable until end of turn.
pay 1: Clockwork Dragon gains +10/+10 until end of turn. this ability may only be used once a turn

15/15
(L)
---

Clockwork Soldier
Neutral
3 cost
4 morale
Character- Artificial Human


At the beginning of the turn, if Clockwork Soldier does not have a Charge counter on it, move it to the support zone.
At the end of the turn, remove a Charge counter from Clockwork Soldier.

pay 2: Put 3 charge counters on Clockwork Soldier

12/12
(U)
Ahhh... The first of its kind. I feel a new beginning Jerrod. This technology is genius! So energy efficient that resource costs for these designs are nearly halved!
---

Charging Station
3 cost
Neutral Purity
Location

Characters you control gain +1/+1 for each charge counter on them.

pay 3: Put 5 charge counters on target artifacts or artificial characters you control.
(E)
Title: Re: Future card ideas
Post by: Hiding on March 05, 2016, 03:23:34 AM
Manhunter T-900
Purity: 3GI
Cost: 6
Morale: 10
Type: Character - Artificial
Stats: 10/12

When you deploy this character, sacrifice all deployed non-artificial characters you control.

Hunter: Non-Artificial

1: "Don't enter the factory. Life hazard! Only authorized constructs may built and maintain T-900 class constructs" - Warning sign at a Genesis Manhunter Factory.

2:"Robots building robots to kill non-robots. This is the beginning of the end" - Graffiti on a Manhunter Factory.


Kills for Vengance

Purity: 2Wp
Cost: 3
Morale: 8
Type: Character - Beast
Stats: 5/5
Rarity: Uncommon

The first time a beast you control is killed in combat by a character and that character survives, Kills for Vengance deals damage to that character equal to his attack value. If this kills the opponent's character, Kills for Vengance gets +4/+4.

Killing for reasons other than feeding or defending your own life and family was unknown for the Warpath before the Invaders showed up at the Old World. But the Beasts of the Warpath proved to be fast learners.

Wary Defender
Purity: 2 DoD
Cost: 4
Morale: 7
Type: Character - Human
Stats: 8/12
Rarity: Uncommon

If your opponent has at least 1 character in their assault zone at the beginning of the combat phase, move Wary Defender to the defense zone.

Emergency Converter
Purity: 2 GI
Cost: 2
Type: Artifact
Rarity: Rare

Pay 2, sacrifice target artifact: Create an artifical character with X+2/X+2 in your defense zone. X equals double the cost of the artifact you sacrificed.

Kills for vengeance is pretty interesting as extra removal for WP... And it can help stop some unstoppables too. I feel the robot is a bit too weak. Sure it can deal double dmg to nonartificials but i feel like itll just die first fight. maybe around same level as that pit boss thing in WP.

Wary defender is pretty cool tho. Very useful pseudo vigilance that dodges mass death. Pretty nice
Title: Re: Future card ideas
Post by: Conquest on March 05, 2016, 09:02:16 AM
Blocks Flying = Reach, right? :P

I read that and asked myself the same question. But then it led to the thought of a line of characters that could ONLY block flying.

That is a possiblity i didn't consider. I guess only conquest can tell us if it is reach or if he can only block flying.

Whoops, that's my bad  :P I meant reach. Coming back to Infinity Wars after a few months, can't expect me to remember everything  ;) Blocking only flying is a really intriguing mechanic idea, though. I'll have to try to expand on that.
Title: Re: Future card ideas
Post by: ToxicShadow on March 05, 2016, 02:46:43 PM
Clockwork Dragon
Neutral
6 cost
8 morale
Character- Artificial Dragon

At the beginning of the turn, if Clockwork Dragon does not have a Charge counter on it, move it to the support zone.
At the end of the turn, remove a Charge counter from Clockwork Dragon.

pay 2: Put 2 Charge counters on Clockwork Dragon
pay 2: Clockwork Dragon gains Flying until end of turn.
pay 1: Clockwork Dragon gains Unstoppable until end of turn.
pay 1: Clockwork Dragon gains +10/+10 until end of turn. this ability may only be used once a turn

15/15
(L)

That one is terrifying. Good stats, great abilities that all come relatively cheap and even factionless. I don't think there is a temporary health buff in the game yet other than bloodthirst, so...does this +10/+10 work similar? Is it going to use up the 10 health from the buff first or would it die if it survives on 10 health and the buff runs out?

I feel the robot is a bit too weak. Sure it can deal double dmg to nonartificials but i feel like itll just die first fight. maybe around same level as that pit boss thing in WP.

You are right. I was so concentrated on not making it too good that i made it too weak. Lowered the cost and raised the health, it is at three purity after all and has an additional disadvantage compared to pit brawler.

Whoops, that's my bad  :P I meant reach. Coming back to Infinity Wars after a few months, can't expect me to remember everything  ;) Blocking only flying is a really intriguing mechanic idea, though. I'll have to try to expand on that.

I was going to say that the skraar martyr is too expensive if it can only block flying. It is fine with reach though, i think. :)

I agree, a character that only can block flying is an interesting idea.
Title: Re: Future card ideas
Post by: Hiding on March 05, 2016, 06:02:07 PM
Well i actually made my dragon basically the agent coyle dragons but with costs broken down. Without winding it up it costs 10 resources to make it 25/25  flying unstoppable including deploy cost.
As for the 10/10 id say make it like aberions banner. A bit strong but kinda necessary. You are basically constantly putting resources into this thing to make it work.
Title: Re: Future card ideas
Post by: Brueson on March 07, 2016, 03:25:09 PM
Manhunter T-900
Purity: 3GI
Cost: 5
Morale: 10
Type: Character - Artificial
Stats: 10/20
Rarity: Epic

When you deploy this character, sacrifice all deployed non-artificial characters you control.

Hunter: Non-Artificial

1: "Don't enter the factory. Life hazard! Only authorized constructs may built and maintain T-900 class constructs" - Warning sign at a Genesis Manhunter Factory.

2:"Robots building robots to kill non-robots. This is the beginning of the end" - Graffiti on a Manhunter Factory.



T-900 should get something for each non-artificial character you sacrifice. A scaling bonus would be fun over a straight +1/+1 for each. Maybe the first tier is a +3/+3. Second tier is Shield 1. Third Heals 5 dmg at the end of each turn. Final tier could be a +1/+1 for any additional after reaching whatever tier you feel is a good stopping point.

Just an idea as it learns as it kills... stumbled into this idea just now as I write this. The tier could go up for each kill it gets after being deployed. Which would make it useful without sacrificing as well.

Side note, this would be a fun character to play with other factions. Reducing its purity to 2GI might be nice.
Title: Re: Future card ideas
Post by: ToxicShadow on March 07, 2016, 03:44:13 PM
T-900 should get something for each non-artificial character you sacrifice. A scaling bonus would be fun over a straight +1/+1 for each. Maybe the first tier is a +3/+3. Second tier is Shield 1. Third Heals 5 dmg at the end of each turn. Final tier could be a +1/+1 for any additional after reaching whatever tier you feel is a good stopping point.

Just an idea as it learns as it kills... stumbled into this idea just now as I write this. The tier could go up for each kill it gets after being deployed. Which would make it useful without sacrificing as well.

Side note, this would be a fun character to play with other factions. Reducing its purity to 2GI might be nice.

Those are nice ideas. I think I'll change the card. I like the idea to make the sacrifices matter for the card strength.
Title: Re: Future card ideas
Post by: ToxicShadow on March 11, 2016, 01:18:20 AM
Just to get some ideas written down before i forget them, and i guess the last of my hunters. There are enough of them now.

Crom, the Verorian Beast Master
Purity: 1CoV
Cost: 4
Morale: 10
Type: Unique Character - Human
Stats: 4/9
Rarity: Rare

When you deploy Crom, create two 7/8 Beasts of Burden in your support zone.

Beasts in the same zone as Crom gain +3/+0 and receive 2 damage at the end of turn.

Exhaust, pay 3: Create a 7/8 Beast of Burden in your support zone.

If Crom dies, your opponent gains control over all of your deployed beasts at the end of the turn.


Multi-Component-Prototype
Purity: 3GI
Cost: 6
Morale: 10
Type: Unique Character - Artificial
Stats: 10/10
Rarity: Epic

If this character dies while being deployed, create 5 2/2 Artificial Component characters in your support zone. At the end of next turn, transform all surviving Component characters into single a new Multi-Component-Prototype with the combined stats of all remaining Components.

 For every component missing, the newly formed character gains -4/-4.

"For how many years were we stuck using a robot that breaks into two independantly operating pieces as our gold standard? It is time for a technical revolution, Ladies and Gentlemen! This newly created construct can break into five! operational pieces and reform to a potentially even bigger robot! This is progress!" - Excerpt from the first presentation of the functional prototype by Master Engineer R.O.Rian


Incinerator
Purity: 1FD/1GI
Cost: 3
Morale: 7
Type: Character - Artificial
Stats: 5/9
Rarity: Uncommon

Flamestrike 3

Characters killed by this character are removed from the game.

"Zombies on your lawn? You don't have to wait for later, here is a new eleminator. Just ask your local weapon trader for the new incinerator." - Advertisment of Genesis Industries at Pyr, shortly before the end of the sleeper crisis and the appearance of the Overseers.

Zoan, the Skinner
Purity: Factionless
Cost: 5
Morale: 10
Type: Unique Character - Human
Stats: 7/14
Rarity: Rare

Hunter: Beast

Cannot take more than 6 combat damage from beasts.

The first time Zoan kills a beast in combat, create an Intimidating Trophy in your support zone.


Yin, Master Exorcist
Purity: Factionless
Cost: 3
Morale: 8
Type: Unique Character - Human
Stats: 5/9
Rarity: Rare

Reach

Hunter: Spirit

If Yin is killed by a spirit, he is moved to the support zone and exhausted until the end of the next turn instead.

The first time Yin kills a spirit in the game, create a Spirit Prison in your support zone.

"Who you gonna call?"



Title: Re: Future card ideas
Post by: Hiding on March 11, 2016, 02:35:51 AM
Just to get some ideas written down before i forget them, and i guess the last of my hunters. There are enough of them now.

Crom, the Verorian Beast Master
Purity: 1CoV
Cost: 4
Morale: 10
Type: Unique Character - Human
Stats: 0/5
Rarity: Rare

When you deploy Crom, create two 7/8 Beasts of Burden in your support zone.

Beasts in the same zone as Cormal gain +2/+0 and receive 2 damage at the end of turn.

Exhaust, pay 4: Create a 7/8 Beast of Burden in your support zone.

If Crom dies, your opponent gains control over all of your deployed beasts at the end of the turn.


Multi-Component-Prototype
Purity: 3GI
Cost: 6
Morale: 10
Type: Unique Character - Artificial
Stats: 10/10
Rarity: Epic

If this character dies while being deployed, create 5 2/2 Artificial Component characters in your support zone. At the end of next turn, sacrifice all Component characters.

 If three or more components are sacrificed that way, create a new Multi-Component-Prototype with the combined stats of all sacrificed components.

 For every component missing, the newly formed character gains -4/-4.

"For how many years were we stuck using a robot that breaks into two independantly operating pieces as our gold standard? It is time for a technical revolution, Ladies and Gentlemen! This newly created construct can break into five! operational pieces and reform to a potentially even bigger robot! This is progress!" - Excerpt from the first presentation of the functional prototype by Master Engineer R.O.Rian


Incinerator
Purity: 1FD/1GI
Cost: 3
Morale: 7
Type: Character - Artificial
Stats: 5/9
Rarity: Uncommon

Flamestrike 3

Characters killed by this character are removed from the game.

"Zombies on your lawn? You don't have to wait for later, here is a new eleminator. Just ask your local weapon trader for the new incinerator." - Advertisment of Genesis Industries at Pyr, shortly before the end of the sleeper crisis and the appearance of the Overseers.

Zoan, the Skinner
Purity: Factionless
Cost: 5
Morale: 10
Type: Unique Character - Human
Stats: 7/14
Rarity: Rare

Hunter: Beast

Cannot take more than 6 combat damage from beasts.

The first time Zoan kills a beast in combat, create an Intimidating Trophy in your support zone.


Yin, Master Exorcist
Purity: Factionless
Cost: 3
Morale: 8
Type: Unique Character - Human
Stats: 5/9
Rarity: Rare

Reach

Hunter: Spirit

If Yin is killed by a spirit, he is moved to the support zone and exhausted until the end of the next turn instead.

The first time Yin kills a spirit in the game, create a Spirit Prison in your support zone.

"Who you gonna call?"


Why is crom so ridiculously bad? Also you could make the 2/2's for the bot transform back into the 10/10. I wonder if that works having multiple cards transform into a single card. Unless it is to ur benefit to have tons of 2/2's in ur graveyard.

I like spirit prison that thing is cool. (may go interestingly with my spirit set i thought up a while back)

Cornelius, your Neighborhood Spirit Eater
Neutral
3 cost
6 morale
Unique Character- Human Shade

Hunter: Spirit
Cornelius gains +4/+4 and heals for 4 health when he kills a Spirit

Pay 3, exhaust: Cornelius deals 2 damage to each Spirit, Demon, or Undead character

7/7
(R)
"Cornelius? Why he's a good fellow, old friend of mine actually. Helped me out a while back when my car was possessed. Other than the fact that he's a natural Shade, he's pretty much like anyone else."

"And then I saw her, she was the most beautiful girl I had ever seen. Yknow her body parts falling apart just really adds to her personality"
---

Samantha, Who Hungers for Souls
Neutral
4 cost
10 morale
Unique Character- Undead Human Shade

Reach, Hunter: Spirit, Shade
Samantha gains +4/+4 and heals for 4 health when she kills a Spirit or Shade
If Samantha were to take non-combat damage from a Spirit or Shade, she gains +4/+4 instead.
At the end of each turn, Samantha gains -2/-2.

16/16
(R)
"Don't go near that house. The girl that lives there, she's got somethin dark about her. Some say she's turned herself into a Shade. Artificial Shades don't last long with out souls, pretty soon she gon run out and then what? She gon decide to make more."

"And then I saw him, the most delicious looking boy I had ever seen. The fact that he oozes spirit energy just makes him irresistible"
Title: Re: Future card ideas
Post by: ToxicShadow on March 11, 2016, 01:13:18 PM
Cornelius, your Neighborhood Spirit Eater
Neutral
3 cost
6 morale
Unique Character- Human Shade

Hunter: Spirit
Cornelius gains +4/+4 and heals for 4 health when he kills a Spirit

Pay 3, exhaust: Cornelius deals 2 damage to each Spirit, Demon, or Undead character

7/7
(R)
"Cornelius? Why he's a good fellow, old friend of mine actually. Helped me out a while back when my car was possessed. Other than the fact that he's a natural Shade, he's pretty much like anyone else."

"And then I saw her, she was the most beautiful girl I had ever seen. Yknow her body parts falling apart just really adds to her personality"
---

Samantha, Who Hungers for Souls
Neutral
4 cost
10 morale
Unique Character- Undead Human Shade

Reach, Hunter: Spirit, Shade
Samantha gains +4/+4 and heals for 4 health when she kills a Spirit or Shade
If Samantha were to take non-combat damage from a Spirit or Shade, she gains +4/+4 instead.
At the end of each turn, Samantha gains -2/-2.

16/16
(R)
"Don't go near that house. The girl that lives there, she's got somethin dark about her. Some say she's turned herself into a Shade. Artificial Shades don't last long with out souls, pretty soon she gon run out and then what? She gon decide to make more."

"And then I saw him, the most delicious looking boy I had ever seen. The fact that he oozes spirit energy just makes him irresistible"

Those two go well togheter. If Samantha gets damage from your friendly neighbourhood spider spirit eaters ability, she ll get +4/+4, right? I would say Samantha is even without other spirits pretty good, 4 cost 16/16 that shrinks by -2/-2 every turn doesnt seem too bad, especially if you can give her ferocity or vigilance. Could be very useful in SoA decks, too, since she comes with reach and gets all the undead synergies.

Why is crom so ridiculously bad? Also you could make the 2/2's for the bot transform back into the 10/10. I wonder if that works having multiple cards transform into a single card. Unless it is to ur benefit to have tons of 2/2's in ur graveyard.

I like spirit prison that thing is cool. (may go interestingly with my spirit set i thought up a while back)

I guess it is often the same when I make bad cards, I don't want them to be too strong and stomp them into the ground instead. In his case, I thought he might should not be very strong himself since he brings 6 resources worth tokens with him (two vanilla Beasts of Burden, basicly).
Considerably buffed him, since his disadvantage upon death is pretty huge.

For the bot...hmm. Did not think of all the 2/2s that would go to your graveyard. Wasnt sure if a transform effect like that would work, so I was choosing a mechanism that i know would work. But why not being bold here and change it to transform...I don't have to code it after all  :D.

And yes, the Excorcist (and with him the spirit prison) was inspired by your spirit set...right now the spirit subtype is not important enough to have an hunter against them.
Title: Re: Future card ideas
Post by: ToxicShadow on March 12, 2016, 01:29:08 PM
Halberdier
Purity: 1DoD
Cost: 4
Morale: 6
Type: Character - Human
Stats: 6/8
Rarity: Uncommon

Vigilance

When Halberdier enters the deployed area, the attack of the first character in the opponents assault zone is set to 0 until the end of turn.

Praetorian
Purity: 3DoD
Cost: 5
Morale: 12
Type: Character - Human
Stats: 10/15
Rarity: Rare

Vigilance

Can't be moved by abilities.

"Like moving a Praetorian" - Descendants phrase for impossible

Phalanx Soldier
Purity: 2DoD
Cost: 3
Morale: 5
Type: Character - Human
Stats: 6/9
Rarity: Common

Vigilance

When Phalanx Soldier receives damage, that damage is distributed evenly among all characters with the name Phalanx Soldier under your control (rounded up).
Title: Re: Future card ideas
Post by: Hiding on March 12, 2016, 05:01:02 PM
I give you the most flavorful  and unique cards ever to be concieved by my brilliant mind:

Attack
Neutral
5 cost
Ability

Move all your characters to the assault zone

(C)
---

Defend
Neutral
4 cost
Ability

Move all your characters to the defense zone
(C)
Title: Re: Future card ideas
Post by: ToxicShadow on March 12, 2016, 05:42:24 PM
I give you the most flavorful  and unique cards ever to be concieved by my brilliant mind:

Attack
Neutral
4 cost
Ability

Move all your characters to the assault zone

(C)
---

Defend
Neutral
4 cost
Ability

Move all your characters to the defense zone
(C)

Attack, aka: Fear, now 100% more terrifying!

Seriously, as long as fear exists in its current form, attack almost cries for fear combo abuse. Fear + Attack on your opponents priority: Your whole board gets to do uncontested damage to the opponents fortress.

Defend would be nice to get out of that damn caltrops lock-down.
Title: Re: Future card ideas
Post by: Hiding on March 12, 2016, 06:54:53 PM
I give you the most flavorful  and unique cards ever to be concieved by my brilliant mind:

Attack
Neutral
4 cost
Ability

Move all your characters to the assault zone

(C)
---

Defend
Neutral
4 cost
Ability

Move all your characters to the defense zone
(C)

Attack, aka: Fear, now 100% more terrifying!

Seriously, as long as fear exists in its current form, attack almost cries for fear combo abuse. Fear + Attack on your opponents priority: Your whole board gets to do uncontested damage to the opponents fortress.

Defend would be nice to get out of that damn caltrops lock-down.

Hmm Then I propose these be implemented when Sleepers cycles out. also upping cost on attack
Title: Re: Future card ideas
Post by: Hiding on March 12, 2016, 06:57:14 PM
Halberdier
Purity: 1DoD
Cost: 4
Morale: 6
Type: Character - Human
Stats: 6/8
Rarity: Uncommon

Vigilance

When Halberdier enters the deployed area, the attack of the first character in the opponents assault zone is set to 0 until the end of turn.

Praetorian
Purity: 3DoD
Cost: 5
Morale: 12
Type: Character - Human
Stats: 10/15
Rarity: Rare

Vigilance

Can't be moved by abilities.

"Like moving a Praetorian" - Descendants phrase for impossible

Phalanx Soldier
Purity: 2DoD
Cost: 3
Morale: 5
Type: Character - Human
Stats: 6/9
Rarity: Common

Vigilance

When Phalanx Soldier receives damage, that damage is distributed evenly among all characters with the name Phalanx Soldier under your control (rounded up).

Solid Defender choices. Would Phalanx Soldier be OP with something like Faceless 4 (you may include up to 4 copies of this card in your deck). That Halberdier is pretty nice kinda reminds me of Harbingers or Flag Bearer but like DoD style. Maybe make a targeted one too.
Title: Re: Future card ideas
Post by: ToxicShadow on March 12, 2016, 07:27:29 PM

Solid Defender choices. Would Phalanx Soldier be OP with something like Faceless 4 (you may include up to 4 copies of this card in your deck). That Halberdier is pretty nice kinda reminds me of Harbingers or Flag Bearer but like DoD style. Maybe make a targeted one too.

Not sure if Faceless would make them OP. The damage is rounded up, so they still should get 1 at least, even if there are many of them around. I guess it could be okay? The Faceless mechanic is a neat idea, btw.

The Halberdier is indeed derived from the flagbearer. I think it is unfair that FD gets to deal with a potential deployed vigilance character they can't target directly, but DoD cant really affect a charge or haste attacker with abilities. Halberdier could deal with those.
Title: Re: Future card ideas
Post by: Conquest on March 16, 2016, 08:24:36 PM
Introducing, The Harbingers:

An incentive to have a factionless commander.  ;)

Conquest, the Forgotten Horseman
Factionless
Cost: 3
Morale: 0
10/15
Unique Harbinger

You may only have one copy of this card in your deck.

If Conquest is a commander, he spreads the effects of each Harbinger you control onto all other Harbingers you control (besides Conquest). If Conquest is played from your hand, he fills an empty command zone slot. Conquest may not attack or block, cannot be healed or buffed, and cannot be removed from the game unless "forgotten".

Once an effect has been spread (i.e. 2+ other Harbingers in play), you must have at least 3 resources leftover when you end your turn, which are consumed. If at least 3 resources are not consumed when ending your turn, Conquest takes 5 damage, and spread Harbinger effects are lowered by 2 this turn. If Conquest dies to this effect, he is "forgotten" and removed from the game.

"The Forgotten One watched in silence as his brethren wreaked havoc amongst the rifts."

..."Little did they know, it was he who invoked their powers and granted them the right to ruin."


Pestilence, the "First" Horseman
1 Factionless commander required
Cost: 5
Morale: 9
8/9
Unique Harbinger

You may only have one copy of this card in your deck.

When Pestilence is deployed, all your opponents characters in play are afflicted with poison 2. While Pestilence remains deployed, all your opponents characters take 1 damage each turn (This effect is spread to other Harbingers if Conquest, the Forgotten Horseman is a commander).

"Disease cripples even the toughest of bodies."

War, the Second Horseman
1 Factionless commander required
Cost:7
Morale: 11
14/9
Unique Harbinger

You may only have one copy of this card in your deck.

When War is deployed, all your characters on the battlefield gain +2/+0. All your characters have +1 bloodthirsty (i.e. if War and Pestilence [2 Harbingers] are in play, and Conquest is a commander, all your characters without bloodthirsty will have bloodthirsty 2). All characters that already have bloodthirsty 2+ cannot have their bloodthirsty raised  (This effect is spread to other Harbingers if Conquest, the Forgotten Horseman is a commander).

"War destroys even the sturdiest of civilizations."

Famine, the Third Horseman
1 Factionless commander required
Cost: 6
Morale: 7
7/9
Unique Harbinger

You may only have one copy of this card in your deck.

When Famine is deployed, your opponent cannot have above 9 resources under any circumstances. While Famine is deployed, all your opponents characters have -1/-1 (This effect is spread to other Harbingers if Conquest, the Forgotten Horseman is a commander).

"Hunger breaks even the strongest of wills."

Death, the Fourth Horseman
1 Factionless commander required
Cost: 8
Morale: 14
13/8

Death MUST be played last out of all 4 harbingers
When Death is deployed, all characters that die this turn are instead shuffled into your deck, and Conquest's resource consumption does not take place this turn. While Death is deployed, if a friendly Harbinger dies, it is placed in your hand instead of the grave. Death takes 1 less damage from all sources (This effect is spread to other Harbingers if Conquest, the Forgotten Horseman is a commander). Conquest's resource consumption is increased by 2.

"Ultimately life is disease, death and oblivion."

"...It's still better than high school."

Title: Re: Future card ideas
Post by: Hiding on March 16, 2016, 10:28:55 PM
Introducing, The Harbingers:

An incentive to have a factionless commander.  ;)

Conquest, the Forgotten Horseman
Factionless
Cost: 3
Morale: 0
10/15
Unique Harbinger

You may only have one copy of this card in your deck.

If Conquest is a commander, he spreads the effects of each Harbinger you control onto all other Harbingers you control (besides Conquest). If Conquest is played from your hand, he fills an empty command zone slot. Conquest may not attack or block, cannot be healed or buffed, and cannot be removed from the game unless "forgotten".

Once an effect has been spread (i.e. 2+ other Harbingers in play), you must have at least 3 resources leftover when you end your turn, which are consumed. If at least 3 resources are not consumed when ending your turn, Conquest takes 5 damage, and spread Harbinger effects are lowered by 2 this turn. If Conquest dies to this effect, he is "forgotten" and removed from the game.

"The Forgotten One watched in silence as his brethren wreaked havoc amongst the rifts."

..."Little did they know, it was he who invoked their powers and granted them the right to ruin."


Pestilence, the "First" Horseman
1 Factionless commander required
Cost: 5
Morale: 9
8/9
Unique Harbinger

You may only have one copy of this card in your deck.

When Pestilence is deployed, all your opponents characters in play are afflicted with poison 2. While Pestilence remains deployed, all your opponents characters take 1 damage each turn (This effect is spread to other Harbingers if Conquest, the Forgotten Horseman is a commander).

"Disease cripples even the toughest of bodies."

War, the Second Horseman
1 Factionless commander required
Cost:7
Morale: 11
14/9
Unique Harbinger

You may only have one copy of this card in your deck.

When War is deployed, all your characters on the battlefield gain +2/+0. All your characters have +1 bloodthirsty (i.e. if War and Pestilence [2 Harbingers] are in play, and Conquest is a commander, all your characters without bloodthirsty will have bloodthirsty 2). All characters that already have bloodthirsty 2+ cannot have their bloodthirsty raised  (This effect is spread to other Harbingers if Conquest, the Forgotten Horseman is a commander).

"War destroys even the sturdiest of civilizations."

Famine, the Third Horseman
1 Factionless commander required
Cost: 6
Morale: 7
7/9
Unique Harbinger

You may only have one copy of this card in your deck.

When Famine is deployed, your opponent cannot have above 9 resources under any circumstances. While Famine is deployed, all your opponents characters have -1/-1 (This effect is spread to other Harbingers if Conquest, the Forgotten Horseman is a commander).

"Hunger breaks even the strongest of wills."

Death, the Fourth Horseman
1 Factionless commander required
Cost: 8
Morale: 14
13/8

Death MUST be played last out of all 4 harbingers
When Death is deployed, all characters that die this turn are instead shuffled into your deck, and Conquest's resource consumption does not take place this turn. While Death is deployed, if a friendly Harbinger dies, it is placed in your hand instead of the grave. Death takes 1 less damage from all sources (This effect is spread to other Harbingers if Conquest, the Forgotten Horseman is a commander). Conquest's resource consumption is increased by 2.

"Ultimately life is disease, death and oblivion."

"...It's still better than high school."


Please wording.
Also what do you mean by "fills empty command slot" Why not just go to command? You can have more than 3 commanders in game just try controlled temporal anomalying a phase bot.

What do you mean reduce by 2? And what does Spread to other's mean? They are effected? They gain that text? Do they stack?

Can Death be played without all other horsemen in play? If not then why not just say it requires all other horsemen to be in play?

Personal opinion, it would be a lot cooler if the horsemen had effects that affected everything rather than just one side.

Title: Re: Future card ideas
Post by: Conquest on March 16, 2016, 11:57:08 PM
Please wording.
Also what do you mean by "fills empty command slot" Why not just go to command? You can have more than 3 commanders in game just try controlled temporal anomalying a phase bot.

What do you mean reduce by 2? And what does Spread to other's mean? They are effected? They gain that text? Do they stack?

Can Death be played without all other horsemen in play? If not then why not just say it requires all other horsemen to be in play?

Personal opinion, it would be a lot cooler if the horsemen had effects that affected everything rather than just one side.

I was considering having them affect everything. I apologize for the sloppy wording; it was chewing up a lot of time writing this out and I had other things to do, so I kind of just threw down some ideas without much revision.

Yes I could say Death can only be played when 3 other horseman in play, but this would mean should a horseman die, Death can't be played with this wording. I don't know if this is really what I was intending

By "spread" I mean that each horseman attains the effect of each other horseman. So if War and Pestilence are in play, War would give your characters +1 bloodthirsty and Pestilence would do so as well. Pestilence would deal 1 damage to characters at the end of the turn, and so would any other horseman in play. I suppose an easier way to word it would be 1+X, where X is the number of Harbingers besides Conquest in play, but this is more susceptible to humble. I will be going through and revising the cards a bit later. These are just general thoughts for now.
Title: Re: Future card ideas
Post by: Hiding on March 17, 2016, 02:18:45 AM
Please wording.
Also what do you mean by "fills empty command slot" Why not just go to command? You can have more than 3 commanders in game just try controlled temporal anomalying a phase bot.

What do you mean reduce by 2? And what does Spread to other's mean? They are effected? They gain that text? Do they stack?

Can Death be played without all other horsemen in play? If not then why not just say it requires all other horsemen to be in play?

Personal opinion, it would be a lot cooler if the horsemen had effects that affected everything rather than just one side.

I was considering having them affect everything. I apologize for the sloppy wording; it was chewing up a lot of time writing this out and I had other things to do, so I kind of just threw down some ideas without much revision.

Yes I could say Death can only be played when 3 other horseman in play, but this would mean should a horseman die, Death can't be played with this wording. I don't know if this is really what I was intending

By "spread" I mean that each horseman attains the effect of each other horseman. So if War and Pestilence are in play, War would give your characters +1 bloodthirsty and Pestilence would do so as well. Pestilence would deal 1 damage to characters at the end of the turn, and so would any other horseman in play. I suppose an easier way to word it would be 1+X, where X is the number of Harbingers besides Conquest in play, but this is more susceptible to humble. I will be going through and revising the cards a bit later. These are just general thoughts for now.

They could just humble your conquest. Maybe have it say "give text"?
Title: Re: Future card ideas
Post by: ToxicShadow on March 20, 2016, 03:00:34 PM
Auto-Turret
Purity: 2Gi
Cost: 2
Morale: 4
Type: Character - Artificial
Stats: 0/12
Rarity: Common

Cannot attack.

Pay 2: Auto-Turret is moved to the defense zone and gains +8/+0.
You can activate this ability only once.

With Sword and Sorcery
Purity: 1FD/1CoV
Cost: 5
Type: Ability
Rarity: Epic

Destroy the first character in your opponents defense zone. Create a 6/6 Paladin of the Flame Dawn in your assault zone.

"Both, the Flame Dawn and the Cult of Verore wish to conquer. A temporary alliance was only logical." -Candit


Alessandra, the Lich Queen
Purity: 1CoV/1SoA
Cost: 4
Morale: 10
Type: Unique Character - Human
Stats: 7/5
Rarity: Legendary

You can only have one copy of this card in your deck.

When you deploy Alessandra, remove an undead you control from the game and deal damage to target deployed character equal to the number of deployed undead you control.

If Alessandra is in your graveyard, you may pay 4 and remove two undead from your graveyard from the game: Alessandra is risen to your support zone, becomes undead and deals damage equal to all undead in your graveyard to target deployed character. If this character is killed by Alessandra, she gains +3/+3 and infect. This effect persists through death.

After countless experiments, Alessandra realized that controlling the virus with magic made it possible to achieve immortality without losing your sanity. At least if becoming a sentient walking corpse is your definition of immortality.

Rotting Monstrosity
Purity: 1SoA
Cost: 4
Morale: 7
Type: Character - Undead
Stats: 6/10
Rarity: Uncommon

When a character enters combat with Rotting Monstrosity, they gain -4/-0 until the end of turn.

"That thing is disgusting. And the stench..... better to keep your distance." - Flame Dawn Footman



Title: Re: Future card ideas
Post by: NatoPotato on March 22, 2016, 06:49:36 AM
Chukwa, the Great Tortoise
WP/DOD/DOD
Cost 11
Unique Character - Giant Elemental
Stats 0/35
Morale 16
Reach, Cannot deal damage.
If Chukwa is Deployed it is in the Defense Zone and all non-combat damage and kill effects that would affect a character in your Defense Zone on Chukwa's right are redirected to Chukwa instead.
If Chukwa would be killed by a non-damage source, it instead takes 15 damage.
If Chukwa dies it is removed from the game and a "Shell of the Great Tortoise" is created in your Support zone at the end of the turn.



Shell of the Great Tortoise
WP/DOD/DOD
Cost 0
Location
Shield 1
You cannot play Chukwa, the Great Tortoise.
Your fortress takes half damage from all sources (rounded up).





Ok so basically a World Tortoise (but not quite that big) which becomes a location on death, the idea being to focus on defense and ramp initially then get it out and switch to going hard on the offensive with much less risk.


It's pretty strong, though it's so slow and bulky that it can't really attack or move far, making it very defensive but an easy target at the same time.

Basically it just acts like a massive shield to anything that doesn't run out in front of it, kind of like martyr golem except it's conditional and counts kill effects as well.
Essentially every character to the right of it in the defense zone is either hiding underneath it or in the forest on top of its shell and is difficult to target, so you just end up hitting the tortoise. (though this does make it weaker to AOE effects if you keep a bunch of units in defense, eg mass death + 2 units to its right = insta death assuming no health buffs, though it would of course save those 2 units)

It's shell is incredibly thick and durable and as such provides a rather strong fortification which is difficult to damage, once it's actually on the ground and no longer 'in use' of course.
The locations effect obviously provides greater benefit the more health you have remaining when it comes into play, encouraging more defensive play until it's on the field while allowing for more offensive play once it's out.
Title: Re: Future card ideas
Post by: Hiding on March 23, 2016, 01:28:49 AM
Auto-Turret
Purity: 2Gi
Cost: 2
Morale: 4
Type: Character - Artificial
Stats: 0/12
Rarity: Common

Cannot attack.

Pay 2: Auto-Turret is moved to the defense zone and gains +8/+0.
You can activate this ability only once.

With Sword and Sorcery
Purity: 1FD/1CoV
Cost: 5
Type: Ability
Rarity: Epic

Destroy the first character in your opponents defense zone. Create a 6/6 Paladin of the Flame Dawn in your assault zone.

"Both, the Flame Dawn and the Cult of Verore wish to conquer. A temporary alliance was only logical." -Candit


Alessandra, the Lich Queen
Purity: 1CoV/1SoA
Cost: 5
Morale: 10
Type: Unique Character - Human
Stats: 7/5
Rarity: Legendary

When you deploy Alessandra, deal damage to target deployed character equal to the number of deployed undead you control.

You cannot play another copy of Alessandra if she is in your graveyard.

If Alessandra is at least two consecutive turns in your graveyard, you may pay 5 and remove two undead you control from the game: Alessandra is risen to your support zone, becomes undead and deals damage equal to all undead in your graveyard to target deployed character. If this character is killed by Alessandra, she gains +8/+8 and infect. You can use this ability only once.

After countless experiments, Alessandra realized that controlling the virus with magic made it possible to achieve immortality without losing your sanity. At least if becoming a sentient walking corpse is your definition of immortality.

Rotting Monstrosity
Purity: 1SoA
Cost: 4
Morale: 7
Type: Character - Undead
Stats: 6/10
Rarity: Uncommon

When a character enters combat with Rotting Monstrosity, they gain -4/-0 until the end of turn.

"That thing is disgusting. And the stench..... better to keep your distance." - Flame Dawn Footman

Sword and sorcery is cool, is killing a character necessary to spawn a paladin? Auto turret seems kinda weird tbh but interesting.
Alessandra seems kinda convoluted. Would be interesting if she could somehow combo her infect with her damage abilities.
Perhaps make her revive remove undead from graveyard as well and have her able to use it endlessly. This way she deals less damage, and is actually immortal as long as there is stuff in the grave to revive her

Title: Re: Future card ideas
Post by: Hiding on March 23, 2016, 04:36:17 PM
Spirit Hunter V73
1p GI
4 cost
4 morale
Character- Artificial Human Shade

Consume Spirit 4

At the end of each turn, Spirit Hunter V23 gains 2 Fatigue (Gains -1/-1 for each Fatigue on it)

Pay 1: Remove 2 Fatigue from Spirit Hunter V73.

14/10
---

Soul Shackler
1p Verore
3 cost
4 morale
Character- Human Shade

Consume Spirit 4, Hunter Spirit

At the end of each turn Soul Shackler gains 2 Fatigue

Activate: Sacrifice target spirit

6/9
---

Spirit-Module Experiment 1
2p GI
6 cost
8 morale
Unique Character- Artificial Human Shade

Consume Spirit 4, Hunter Spirit

At the end of each turn, Spirit-Module Experiment 1 gains 3 Fatigue.

Pay 1: Spirit-Module Experiment 1 gains +2/+2

20/10
---

Underworld Tormentor
1p Exiles
3 cost
8 morale
Character- Demon

Consume 4 Spirit, Hunter Spirit

Pay 2: Put a 2/2 Spirit character in your opponent's attack zone. This ability may only be used up to twice per turn.

7/7

With the increase in spirit activity, many of our demons have rekindled their appetite for souls
---

Hollow Lurcher
1p Sleepers
4 cost
2 morale
Character- Undead Shade

If Hollow Lurcher were to take damage from a spirit, it instead gains -2/-2

Each time Hollow Lurcher kills a spirit, remove that character from the game and put a Charge counter on Hollow Lurcher. When Hollow Lurcher leaves play, put a 4/4 flying spirit in your support zone for each Charge counter that was on Hollow Lurcher

8/8
---

Unfinished Business
1p DoD or 1p Verore or 1p Sleepers
5 cost
Mission

Whenever a non-undead character dies, it becomes undead. Put a 4/4 spirit into play in that character's controller's support zone
---
Title: Re: Future card ideas
Post by: ToxicShadow on March 26, 2016, 02:33:25 PM
Sword and sorcery is cool, is killing a character necessary to spawn a paladin? Auto turret seems kinda weird tbh but interesting.
Alessandra seems kinda convoluted. Would be interesting if she could somehow combo her infect with her damage abilities.
Perhaps make her revive remove undead from graveyard as well and have her able to use it endlessly. This way she deals less damage, and is actually immortal as long as there is stuff in the grave to revive her

I am not sure if Sword and Sorcery should need the kill to spawn a paladin. Would make no sense from a logical point of view, then again it might be better for balance? Not sure tbh. Right now i'd tend to let them have the paladin even if the spell misses. Auto-Turret was meant to be different. I dont think (triple) GI should have the usual charge or vigilance (and i wanted to make something new). The idea is that the turrets are inactive upon deployment and get activated later.

For Alessandra...I guess you are right, i made her quite complicated. I'll try to make her easier to use and understand.

---

I like the Fatigue mechanic. Those are pretty interesting characters. My favorite is the one that can make weak spirits for your opponent, that is looks like fun to use.

---

Banshee
Purity: 1SoA
Cost: 3
Morale: 5
Type: Character - Undead Spirit
Stats: 5/6

Remove X characters from your graveyard:
When Banshee enters combat the first time this turn, the opponents character gets -X/-0 until the end of turn.

If that reduces the attack of that character to 0, it is killed instead and all non-spirit characters receive -X/-0 until the end of turn.

With time, the virus learned to infect new hosts, even if their bodies were ethereal.


Title: Re: Future card ideas
Post by: ToxicShadow on March 31, 2016, 12:33:40 PM
Arsonist
Purity: 2FD
Cost: 4
Morale: 7
Type: Character - Human
Stats: 7/5

Flamestrike 2
Multistrike 2

Cannot be blocked by Immolated characters.

"Some people just want to see the world burn."


Genesis Stabilizer
Purity: 1GI
Cost: 1
Morale: 2
Type: Character - Artificial
Stats: 4/3

Cannot be chosen as commander.

Faceless 10

For each 5 copies of this card in your deck, you may include 1 copy of a 3p GI card, even if you do not have the necessary commanders for it.

Flame Dawn Recruiter
Purity: 1FD
Cost: 5
Morale: 9
Type: Character - Human
Stats: 3/6

When you deploy Flame Dawn Recruiter, place target non-Flame Dawn character with cost 4 or less from your deck in your assault zone.

"Hey you! Come, join the Red side, The Flame Dawn Empire!" - Unknown Flame Dawn Recruiter

Silence
Purity: 2DoD
Cost: 4
Type: Ability

No player can play any ability cards next turn.

Unearth
Purity: 1SoA
Cost: 3
Type: Ability

Rise two characters from your graveyard to your support zone. The combined cost of these characters cannot exceed 5.

Tunneling Abomination
Purity: 1SoA
Cost: 4
Morale: 7
Stats: 10/8

Cannot be blocked by flying characters.

Title: Re: Future card ideas
Post by: Hiding on April 01, 2016, 12:57:45 AM
Those are actually pretty cool. Arsonist is like pretty rad. Wish there were more like him really makes immolate a thing. Rather than Impossible construct maybe name it like idk Genesis Stabilizer or something as it makes something able to be used where it wouldnt be.

The resource based cards recruiter and Unearth are also pretty nice. Not sure what recruiter would be used for yet... Most probably a splitter bot but yeah.

Rather than buried zombie maybe make it like some sort of Tunneler cuz it looks like it moves underground. Undercrawler or something idk.

Silence is a pretty cool card it's like "everyone just chill for a turn guys"

---

Tag Mask Magistrate
2p DoD
7 cost
10 morale
Character- Spirit

Spirit cards you control cost 1 less to play.
Spirit characters you control have no morale cost.

Pay 3, exhaust: At the end of your turn Soldiers in your defense zone gain +0/+3

5/10
---

Lin Zhi, Shadow-Tag Lord
2p DoD
11 cost
10 morale
Unique Character- Spirit God

Cannot be removed from the game, Untouchable

If deployed, whenever a non-spirit non-undead character dies, put a spirit into play in your support zone that is a copy of that character. The character that died becomes Undead.

5/10
---

Sighing Lantern
1p FD
1 cost
2 morale cost

Vigilance
When you deployed Sighing Lantern, choose a character, that character loses all text until end of turn.

2/3
---

Shadow Light
2p FD
6 cost
2 morale cost
Character- Spirit

Vigilance
When you deploy Shadow Light, choose a character, that character gains Untouchable and Unblockable until end of turn.

2/3
---

Eyes of the Afterworld
1p FD
11 cost
10 morale
Unique character- Spirit God

Indestructible

When Eyes of the Afterworld blocks a character, it moves to the support zone.
When you deploy Eyes of the Afterworld, characters you control become unblockable, characters your opponent controls lose Untouchable.

7/5
---

He who Passes
2p WP
11 resources
10 morale
Unique character- Spirit God

Indestructible, Untouchable
When He who Passes blocks a character, move it to the support zone.
Your maximum resources is increased by 2 as long as this card is in play.
At the end of each turn, characters you control as well as your fortress are healed by 3.

Remove He who Passes from the game: Put 3 6/6 Brings Life by Passing into Play. Repair your fortress equal to X.

X is double the number of spirits you have in play.

X/8
---

Kami-Killer Construct
3 purity GI
20 cost
20 morale
Unique character- Artificial

Unstoppable, Shield 1

If this card is in your hand, at the beginning of the turn you may exhaust any number of characters, Kami-Killer Construct's resource cost decreases by 1 for each character you exhausted. [only applies for each specific one in your hand]
Kami-Killer Construct deals damage to characters in the form of Fatigue

Pay 5: all cards lose flying, untouchable, and shield

20/50
Title: Re: Future card ideas
Post by: ToxicShadow on April 01, 2016, 03:06:51 PM
Those are actually pretty cool. Arsonist is like pretty rad. Wish there were more like him really makes immolate a thing. Rather than Impossible construct maybe name it like idk Genesis Stabilizer or something as it makes something able to be used where it wouldnt be.

The resource based cards recruiter and Unearth are also pretty nice. Not sure what recruiter would be used for yet... Most probably a splitter bot but yeah.

Rather than buried zombie maybe make it like some sort of Tunneler cuz it looks like it moves underground. Undercrawler or something idk.

Silence is a pretty cool card it's like "everyone just chill for a turn guys"

Yes, I would love if FD as a faction would offer an alternative playstyle to all the rushing. My idea of it would be an immolation based playstyle that aims to immolate as much of the opponents board as possible. And then get advantage from that.

There were two cards which I could not come up with good names, and you found both of them. Genesis Stabilizer is much better and more fitting than what i came up with, gonna change that. For the zombie...was going to call it grave tunneler, until i remembered that you made a card with that name some time ago. I'll think of something else.


Tag Mask Magistrate
2p DoD
7 cost
10 morale
Character- Spirit

Spirit cards you control cost 1 less to play.
Spirit characters you control have no morale cost.

Pay 3, exhaust: At the end of your turn Soldiers in your defense zone gain +0/+3

5/10
---

Lin Zhi, Shadow-Tag Lord
2p DoD
11 cost
10 morale
Unique Character- Spirit God

Indestructible, Untouchable
When Shadow-Tag Lord blocks a character, move it to the support zone.
If deployed, whenever a non-spirit non-undead character dies put a spirit into play in your support zone that is a copy of that character. The character that died becomes Undead.

5/20
---

Sighing Lantern
1p FD
1 cost
2 morale cost

Vigilance
When you deployed Sighing Lantern, choose a character, that character loses all text until end of turn.

2/3
---

Shadow Light
2p FD
5 cost
2 morale cost
Character- Spirit

Vigilance
When you deploy Shadow Light, choose a character, that character gains Untouchable and Unblockable until end of turn.

2/3
---

Eyes of the Afterworld
1p FD
11 cost
10 morale
Unique character- Spirit God

Indestructible

When you deploy Eyes of the Afterworld, characters you control become unblockable, characters your opponent controls lose Untouchable.

7/5
---

He who Passes
2p WP
11 resources
10 morale
Unique character- Spirit God

Indestructible, Untouchable
When He who Passes blocks a character, move it to the support zone.
Your maximum resources is increased by 2 as long as this card is in play.
At the end of each turn, characters you control as well as your fortress are healed by 3.

Remove He who Passes from the game: Put 3 6/6 Brings Life by Passing into Play. Repair your fortress equal to X.

X is double the number of spirits you have in play.

X/8
---

Kami-Killer Construct
3 purity GI
20 cost
20 morale
Unique character- Artificial

Unstoppable, Shield 1

If this card is in your hand, at the beginning of the turn you may exhaust any number of characters, Kami-Killer Construct's resource cost decreases by 1 for each character you exhausted. [only applies for each specific one in your hand]
Kami-Killer Construct deals damage to characters in the form of Fatigue

Pay 5: all cards lose flying, untouchable, and shield

20/50


Lots of cool ideas, but I also have lots of question about those.

When Lin Zhi makes a character undead, that character still dies, right? It becomes undead and goes to the graveyard? Idestructible and Untouchable on that character togheter seem like a bit much, it means that the only counter left is calamity. No other way to get rid of it anymore (i think, maybe i forget something?). I would suggest to get rid of either untouchable or indestructible.

Sighing lantern seems fine and like a cool card. Just somehow i would say it sounds like a dod card instead of a FD card.

For Shadow light, i would also say that unblockable and untouchable at the same time are a bit much for a 5 cost 1purity card. It is even a little better than Fiery Wish (let's face it, 90% of the time that card is used to make something unblockable) which costs the same, is 3 Purity and does not give you a small vigilance character.

Eyes of the Afterworld is fine i guess. It is a finisher, if you deploy it you either win within the next two turns or you ll probably lose anyways. However, if it remains as it is, it can block the entire opponents board forever if they cant remove it from game or transform it. Might be too strong togheter with sleepers when you raise it for 5. Maybe raise its purity to 3?

He who passes seems cool. A monster attacker with Heekhem and probably going to be a very scary combo with Call the WP.

Lastly, Kami-Killer Construct is pretty good, just not sure how the fatigue attack works on cards like Immovable. Will he get Fatigue 5 or Fatigue 20? Also, do they get the Fatigue debuff immideatly or are they getting the Fatigue ability that will (likely) kill them at the end of turn?
Title: Re: Future card ideas
Post by: Hiding on April 01, 2016, 11:00:54 PM
Fatigue is basically a -1/-1 counter in magic terms. I made it because I wanted something that could be removed through abilities rather than something that was countered by straight up buffing like a normal -1/-1 would. For example the shade that has remove fatigue as an ability rather than +2/+2. In this case it is immediately applied because Fatigue is basically just -1/-1, the shades just specifically stated it happened at the end of turn.

I agree maybe the shadow lantern should be increased cost or something. I feel cards in IW are weird in that you cant make them indestructible and leave their blocking ability, I forgot to address this in Eyes. I meant to have it be the same as the others, return to support zone if blocked one character.

The undead character still goes to the grave yes, it's basically he steals the characters soul to use as a servant. I guess I can just make him only untouchable because his ability is so much stronger, but then again he is supposed to be a finisher as well.
Title: Re: Future card ideas
Post by: ToxicShadow on April 02, 2016, 01:05:02 PM
I agree, indestructible is a strange ability in infinity wars due to the way blocking works here.
So the Kami-Killer will give enemy characters -20/-20 in combat? Guess that kills most. Interestingly, that makes balanced warrior a potent counter, right? :).

I thought that the undead characters probably die, but i wasnt sure and had to ask. If they wouldnt die, the card would be OP. That way I think it would be probably fine. Could be countered by assimilator or rampant virus, which is good. There should be always good answers if people get a little creative.
Title: Re: Future card ideas
Post by: Hiding on April 02, 2016, 09:38:28 PM
Grudge
1p Verore + 1p FD
4 cost
2 morale
Character- Spirit

Haste
At the end of the turn, if Grudge is in your graveyard, it gains 1 Fatigue then is moved to your support zone.

7/7
---

Word of caution it will keep doing this even if it dies immediately after going into play meaning eventually this card will just be a morale drain.
Title: Re: Future card ideas
Post by: SynthMinus on April 04, 2016, 07:37:58 AM
Protects the Mountain Nest
Purity: 2 WP
Type: Character - Beast
Cost: 4
Stats: 8/12
Rarity: Uncommon

Flying, Unstoppable

Protects the Mountain Nest will only enter combat against characters with Flying.

Protects the Mountain Nest cannot deal damage to the enemy fortress.

Restless Dead
Purity: 2 SOA
Type: Character - Undead
Cost: 3
Stats: 6/6
Rarity: Common

You may deploy Restless Dead from your graveyard.

Whenever Restless Dead is sent to the graveyard, its cost is permanently reduced by 1.

Dranath, the Executioner
Purity: 3 FD
Type: Unique Character - Human
Cost: 3
Stats: 7/5
Rarity: Rare

Unstoppable

Whenever Dranath would enter combat against an enemy character whose Health is equal to or less than Dranath's Power, he immediately kills that character without taking combat damage.

Jeraziel, Champion of Humanity
Purity: Factionless
Type: Unique Character - Human Angel
Cost: 5
Stats: 0/0
Rarity: Epic

Champion, Untouchable

Cannot be killed by non-damage sources

Jeraziel has +2/+2 for each Human you control.

Other Humans in the same zone as Jeraziel have +2/+2.

Space-Time Rift
Purity: Factionless
Type: Ability
Cost: 10
Rarity: Epic

Each player discards all cards in their hand, shuffles all cards in their graveyard into their deck, gains 100 Health and Morale, then draws 5 cards. Space-Time Rift is removed from the game.

Aleta, Immortal Rift Runner
Purity: Factionless
Type: Unique Character - Human
Cost: 5
Stats: 6/16
Rarity: Rare

If Aleta is in the Graveyard for 6 consecutive turns, she is raised to the Support Zone at the end of the turn.

Pay 2, Exhaust: Target card in your graveyard is shuffled back into your deck.

Pay 4, Exhaust: Look at the top 3 cards of your deck. Rearrange them in any order. This action cannot be undone.
Title: Re: Future card ideas
Post by: ToxicShadow on April 04, 2016, 08:42:26 PM
I like most of the cards you created there. Like the champion of humanity card or the Restless Dead.

But space time rift is just...I dont know. I never liked cards like that. They are just super frustrating, especially if it happens several times a game. Also, with corrupted celestial dragon this card is basicly a OTK. Although that seems still more difficult to pull off as siphoner :).
Title: Re: Future card ideas
Post by: Hiding on April 04, 2016, 11:47:32 PM
I like most of the cards you created there. Like the champion of humanity card or the Restless Dead.

But space time rift is just...I dont know. I never liked cards like that. They are just super frustrating, especially if it happens several times a game. Also, with corrupted celestial dragon this card is basicly a OTK. Although that seems still more difficult to pull off as siphoner :).

ha yeah, after u play that only thing that matters really is current board. A bit too swingy for me.

Restless dead is kinda... OP I feel 1 resource reccurring 6/6 is a bit crazy. Also dranath is rather OP if he can kill a whole line of defenders without taking damage just throw in a bit of strength in numbers and ... power of the underdog maybe???
Title: Re: Future card ideas
Post by: SynthMinus on April 05, 2016, 07:22:10 AM
I think making it just Multi Strike instead of Unstoppable would be a suitable nerf.

In the meantime, more ideas:

Inquisitor of Solace
Purity: 1 OOS
Type: Character - Angel
Cost: 1
Stats: 1/4
Rarity: Common

Flying

When Inquisitor of Solace attacks the opponent's fortress, the top card of their deck is removed from the game.

Templar of Solace
Purity: 2 OOS
Type: Character - Angel
Cost: 4
Stats: 3/7
Rarity: Uncommon

If Templar of Solace would enter combat against a character, he instead returns that character to the top of its controller's deck, then retreats to the Support Zone.

Pay 1: Templar of Solace gains Flying until end of turn.

Forbidden Knowledge
Purity: 1 OOS
Type: Ability
Cost: 2
Rarity: Common

Cannot be undone

Reveal 3 random cards from your opponent's deck. Remove one from the game and put the rest at the bottom of their deck in any order.

Book Burning
Purity: 1 OOS
Type: Ability
Cost: 0
Rarity: Uncommon

Pay X: The top X cards of your opponent's deck are removed from the game. Book Burning is removed from the game.

Nemocyn, Champion of Inquisition
Purity: 2 OOS
Type: Unique Character - Angel
Cost: 5
Stats: 6/10
Rarity: Rare

Champion, Flying

At the start of each turn that Nemocyn is deployed, your opponent must choose a card in their hand and remove it from the game. If they don't, the top 3 cards of their deck are removed from the game.

The Great Amnesia
Purity: 1 OOS
Type: Unique Mission
Cost: 2
Rarity: Rare

At the end of the turn, when your opponent has no cards remaining in their deck, you win the game.
Title: Re: Future card ideas
Post by: Pelagoth on April 05, 2016, 07:43:26 AM
Nemocyn, Champion of Inquisition
Purity: 2 OOS
Type: Unique Character - Angel
Cost: 5
Stats: 6/10
Rarity: Rare

Champion, Flying

At the start of each turn that Nemocyn is deployed, your opponent must choose a card in their hand and remove it from the game. If they don't, the top 3 cards of their deck are removed from the game.
A bit too powerful for the milling gimmick you are suggesting. Id say that it'd be more balanced if the effect triggered when the character is in either the assault/defense zone or if he attacks the fortress.
The Great Amnesia
Purity: 1 OOS
Type: Unique Mission
Cost: 2
Rarity: Rare

At the end of the turn, when your opponent has no cards remaining in their deck, you win the game.
Why is it a Mission? There is no progression for this card, only a trigger. It only reveals your intent without doing anything in the process. If it gains X% for each card you discarded from the enemy's pile, then it'd be worthy of a mission.
Title: Re: Future card ideas
Post by: ToxicShadow on April 06, 2016, 12:58:53 PM
Fire Elemental
Purity: 1FD/1CoV
Cost: 3
Morale: 5
Type: Character - Elemental
Stats: 1/15

Flamestrike 6

If Fire Elemental enters combat with an immolated character, destroy that character.

Rak-K'tan, the Flesh Sculptor
Purity: 2 Exiles
Cost: 6
Morale: 12
Type: Unique Character - Demon
Stats: 6/6

Consume 3

Pay 1, exhaust and choose one:

Target character you control gets +X/-X. X can be any number greater than 3.

Target character you control gains -3/-3 and flying.

Target character you control gains consume X and gets -0/-3X. Consume cannot become higher than consume 4.

"In the demon wastes, you can become whatever you want. The question is....what are you willing to give up in return?" - Rak-K'tan



Might be interesting to note that his abilities can kill your own characters if you choose to lower their health to zero.
Title: Re: Future card ideas
Post by: Conquest on April 06, 2016, 08:37:25 PM
Volt Orb
2 GI
Unique Artifact
Cost: 4

Volt Orb starts with 4 counters. Whenever the effect of an artifact takes place (ex. mechanism's buff), Volt Orb gains a counter. Volt Orb cannot exceed 10 counters.
Pay 4: Choose a zone. Destroy Volt Orb; deal damage equal to the amount of counters on Volt Orb to ALL characters in that zone. Artificial characters take half damage from this effect.

"Productions of the Volt Orbs were halted and nearly discontinued due to copyright reasons, but thankfully Tygris had the brilliant idea to put a space in the contraption's name."
Title: Re: Future card ideas
Post by: Hiding on April 06, 2016, 10:20:56 PM
Fire Elemental
Purity: 1FD/1CoV
Cost: 3
Morale: 5
Type: Character - Elemental
Stats: 1/15

Flamestrike 6

If Fire Elemental enters combat with an immolated character, destroy that character.

Archetype of Fury
3p FD
10 cost
10 morale
Unique Character- Archetype

Charge

When you deploy Archetype of Fury, put all characters in your hand into the assault zone. Then, all characters in play become Immolated 3.

10/10

Title: Re: Future card ideas
Post by: Hiding on April 06, 2016, 10:25:46 PM
Volt Orb
2 GI
Unique Artifact
Cost: 4

Volt Orb starts with 4 counters. Whenever the effect of an artifact takes place (ex. mechanism's buff), Volt Orb gains a counter. Volt Orb cannot exceed 10 counters.
Pay 4: Destroy Volt Orb. Deal damage equal to the amount of counters on Volt Orb to all characters in a random zone. Artificial characters take half damage from this effect.

"Productions of the Volt Orbs were halted and nearly discontinued due to copyright reasons, but thankfully Tygris had the brilliant idea to put a space in the contraption's name."

funny quote, but I recommend you have this work like Called Shot. Randomness is never fun. Especially when it is so swingy and specific like this
Title: Re: Future card ideas
Post by: Conquest on April 07, 2016, 02:49:04 AM
Volt Orb
2 GI
Unique Artifact
Cost: 4

Volt Orb starts with 4 counters. Whenever the effect of an artifact takes place (ex. mechanism's buff), Volt Orb gains a counter. Volt Orb cannot exceed 10 counters.
Pay 4: Destroy Volt Orb. Deal damage equal to the amount of counters on Volt Orb to all characters in a random zone. Artificial characters take half damage from this effect.

"Productions of the Volt Orbs were halted and nearly discontinued due to copyright reasons, but thankfully Tygris had the brilliant idea to put a space in the contraption's name."

funny quote, but I recommend you have this work like Called Shot. Randomness is never fun. Especially when it is so swingy and specific like this

Thanks for the feeedback; text is now updated :)
Title: Re: Future card ideas
Post by: ToxicShadow on April 07, 2016, 01:26:27 PM
Fire Elemental
Purity: 1FD/1CoV
Cost: 3
Morale: 5
Type: Character - Elemental
Stats: 1/15

Flamestrike 6

If Fire Elemental enters combat with an immolated character, destroy that character.

Archetype of Fury
3p FD
10 cost
10 morale
Unique Character- Archetype

Charge

When you deploy Archetype of Fury, put all characters in your hand into the assault zone. Then, all characters in play become Immolated 3.

10/10


Would really hurt if you play the Archetype while defending with the Fire Elemental (or if your opponent plays a fire elemental and moves it to defense the same turn you play the Archetype.)

I like it. Hurray for immolation combos! I really would like to see something like that in the actual game.
Title: Re: Future card ideas
Post by: Hiding on April 07, 2016, 11:12:28 PM
In lieu of recent Card Design challenge:

Quadratitron
2p GI
1 resources
2 morale
Character

At the end of each turn Quadratitron gets -X/-Y, where X is half its power rounded up and Y is half its health rounded up. Then, it creates an exact copy of itself in the support zone.

1/1
---

time to buff this muthrfkr like crazyyyyyy. Give it flying, give it... idk even more flying. Thats like the only ability u can permanently give something.... Except maybe with junkyard. Give it unstoppable. Make it big as hell and itll make thousands of baby flying unstoppable shts.

1 mass death will wipe ur morale out though.
Title: Re: Future card ideas
Post by: ToxicShadow on April 08, 2016, 01:03:23 PM
In lieu of recent Card Design challenge:

Quadratitron
2p GI
7 resources
2 morale
Character

At the end of each turn Phantasm Slime gets -X/-Y, where X is half its power rounded up and Y is half its health rounded up. Then, it creates an exact copy of itself in the support zone.

4/4
---


That is...a weird one. Not sure if it would be worth the 7 resources. You get to buff it and then basicly it performs a better void split on itself at the end of every turn. I suppose it is great to avoid single target removal by constantly redistributing it stats by splitting, but it needs quite some work to get going, especially with those poor starting stats.

---

The Skulltaker
Purity: 1SoA
Cost: 5
Morale: 10
Type: Unique Character - Undead
Stats: 15/14

Non-undead characters you control cost 2 more morale.

Whenever the Skulltaker kills a character, the characters owner loses additional 4 morale.

Kill an non-undead character you control: The Skulltaker gains unstoppable until the end of turn.

1 - While the Skulltaker himself barely ever causes any sounds, the trophies he took from his victims are constantly talking and mourning their fate.

2 - "The Skull on the far left says that his name is Murray." - Report of an unknown survivor.

Title: Re: Future card ideas
Post by: Hiding on April 08, 2016, 01:25:44 PM
Changed to mirror logarithmatron. Instead of doubling in stats this doubles in numbers ver unstabily. Can go for lucca box for tons of 6/6s or build some 16/16 w/ artifact.

One chain lightning and your plans are over
Title: Re: Future card ideas
Post by: Hiding on April 10, 2016, 03:12:38 AM
In lieu of recent Card Design challenge:

Quadratitron
2p GI
7 resources
2 morale
Character

At the end of each turn Phantasm Slime gets -X/-Y, where X is half its power rounded up and Y is half its health rounded up. Then, it creates an exact copy of itself in the support zone.

4/4
---


That is...a weird one. Not sure if it would be worth the 7 resources. You get to buff it and then basicly it performs a better void split on itself at the end of every turn. I suppose it is great to avoid single target removal by constantly redistributing it stats by splitting, but it needs quite some work to get going, especially with those poor starting stats.

---

The Skulltaker
Purity: 1SoA
Cost: 5
Morale: 10
Type: Unique Character - Undead
Stats: 15/14

Non-undead characters you control cost 2 more morale.

Whenever the Skulltaker kills a character, the characters owner loses additional 4 morale.

Kill an non-undead character you control: The Skulltaker gains unstoppable until the end of turn.

1 - While the Skulltaker himself barely ever causes any sounds, the trophies he took from his victims are constantly talking and mourning their fate.

2 - "The Skull on the far left says that his name is Murray." - Report of an unknown survivor.

never seen sleepers go for morale before. kinda strange. Not entirely sure how well this would work.
Title: Re: Future card ideas
Post by: ToxicShadow on April 10, 2016, 01:02:18 PM
I have a 2SoA/1DoD morale drain deck. It surely is no ranked material, but it is fun in normal constructed from time to time. Tends to suprise people because they often don't expect it.
Title: Re: Future card ideas
Post by: CommunistMountain on April 11, 2016, 12:34:28 PM
If you think about it, the fact that they benefit from death makes them synergise extremely well with abilities which damage both enemy and your own characters, which is a staple of Morale Control decks. Sleepers are designed to have cheap Morale anyway, to promote dying.
Title: Re: Future card ideas
Post by: Hiding on April 12, 2016, 09:31:18 PM
reposting here from Card design challenge

Containment Sphere
2p OoS
6 cost
14 morale
Character- Artificial Spirit
Whenever containment sphere enters combat with another character, remove that character from the game and put a charge counter on Containment Sphere.


At the beginning of each turn, Containment Sphere gets -0/-2 for each Charge counter on it.

When Containment Sphere leaves play, return all characters removed by Containment Sphere to play in the zone they were removed from.

0/20
---

yes this can essentially block a whole line of defenders but it will die at the beginning of the next turn giving the opponent essentially a line of untouchable attackers
Title: Re: Future card ideas
Post by: ToxicShadow on April 13, 2016, 01:51:03 PM
What happens if you humble the containment sphere while there are characters trapped within it?
Title: Re: Future card ideas
Post by: Hiding on April 13, 2016, 08:01:44 PM
What happens if you humble the containment sphere while there are characters trapped within it?

What happens if u humble kidnapper
Title: Re: Future card ideas
Post by: ToxicShadow on April 13, 2016, 10:20:41 PM
What happens if you humble the containment sphere while there are characters trapped within it?

What happens if u humble kidnapper

Hmm, not sure if i saw that happening before or just forgot about it. But true, it is the same case. I assume the kidnapped character comes back into play?
Title: Re: Future card ideas
Post by: Hiding on April 13, 2016, 10:33:52 PM
What happens if you humble the containment sphere while there are characters trapped within it?

What happens if u humble kidnapper

Hmm, not sure if i saw that happening before or just forgot about it. But true, it is the same case. I assume the kidnapped character comes back into play?

actually no the only thing allowing them to return is the text on kidnapper. Without it, the card is gone forever. This also happens if you transform kidnapper into a demon.

Same thing here, except if you wanna pull the combo off, it needs to survive the initial -0/-2 from each character it absorbed because that happens at the beginning of the turn before humbles goes off

Its a more expensive kidnapper that cost 2 purity and requires combat/not as accurate but can "kidnap" more things

An old post I made
http://forum.lightmare.com.au/index.php?topic=64439.msg138029#msg138029
Title: Re: Future card ideas
Post by: ToxicShadow on April 13, 2016, 11:51:46 PM
Cool. Makes sense that way. I like that interaction actually.
Title: Re: Future card ideas
Post by: ToxicShadow on April 14, 2016, 02:58:28 PM
Edge of Extinction
Purity: Factionless
Cost: 2
Type: Unique Mission
Rarity: Rare

When a character leaves play, the cost of all characters with the same name as that character increases by 2.

Partisan
Purity: Factionless
Cost: 2
Type: Character - Human
Rarity: Common
Stats: 4/5

When Partisan is deployed, set all progress (counters, percentage of completion) of target card your opponent controls to 0.

Sabotage
Purity: Factionless
Cost: 4
Type: Ability
Rarity: Common

Destroy target artifact or mission.
Title: Re: Future card ideas
Post by: Hiding on April 14, 2016, 03:57:41 PM
Edge of Extinction
Purity: Factionless
Cost: 2
Type: Unique Mission
Rarity: Rare

When a character leaves play, the cost of all characters with the same name as that character increases by 2.

Partisan
Purity: Factionless
Cost: 2
Type: Character - Human
Rarity: Common
Stats: 4/5

When Partisan is deployed, set all progress (counters, percentage of completion) of target card your opponent controls to 0.

Sabotage
Purity: Factionless
Cost: 4
Type: Ability
Rarity: Common

Destroy target artifact or mission.

That powercreep tho. Vandalize is 6 cost. (Jk vandalize sucks dick). Edge of extinction is pretty demm good tho. Esp if u count unlimited chars also kinda hard counters hekheem sleeper decks
Title: Re: Future card ideas
Post by: Brueson on April 14, 2016, 05:09:48 PM
Jakuris, The Hate Maker
Purity: Factionless
Cost: 4
Morale: 5
Unique Character - Human
10/4

Any thing that targets Jakuris, instead affects the character to the right. If no character is to the right of Jakuris, the ability affects him normally.

When Jakuris enters combat, the damage he would take is instead dealt to the character to the right of Jakuris. If the character is killed by this combat damage, Jakuris attacks again. If no character is to the right of Jakuris, he takes the damage as normal and does not attack again.

"Wherever Jakuris goes, hate will follow. Even his friends end up hating him."

I'm guessing his ability would go through untouchable, yours and enemies alike. Downside is that you even have to plan his buffs accordingly or it will target something else.
Title: Re: Future card ideas
Post by: ToxicShadow on April 14, 2016, 05:24:52 PM
Jakuris, The Hate Maker
Purity: Factionless
Cost: 6
Unique Character - Human
10/1

Any thing that targets Jakuris, instead affects the character to the right. If no character is to the right of Jakuris, the ability affects him normally.

When Jakuris enters combat, the damage he would take is instead dealt to the character to the right of Jakuris. If the character is killed by this combat damage, Jakuris attacks again. If no character is to the right of Jakuris, he takes the damage as normal and does not attack again.

"Wherever Jakuris goes, hate will follow. Even his friends end up hating him."

I think that is kinda cool. The type of guy that points towards others to take the blame. More of a character that seems to make others hate the wrong person I would say. I think he is quite expensive with 6 though, especially since his health is just 1. Yunashi, hermit and so on will get rid of him very easily. Also, what is his morale cost?
Title: Re: Future card ideas
Post by: Hiding on April 14, 2016, 07:55:57 PM
Jakuris, The Hate Maker
Purity: Factionless
Cost: 6
Unique Character - Human
10/1

Any thing that targets Jakuris, instead affects the character to the right. If no character is to the right of Jakuris, the ability affects him normally.

When Jakuris enters combat, the damage he would take is instead dealt to the character to the right of Jakuris. If the character is killed by this combat damage, Jakuris attacks again. If no character is to the right of Jakuris, he takes the damage as normal and does not attack again.

"Wherever Jakuris goes, hate will follow. Even his friends end up hating him."

I'm guessing his ability would go through untouchable, yours and enemies alike. Downside is that you even have to plan his buffs accordingly or it will target something else.

Not sure about the hate part as that generlly implies he himself has something that is bad not redirected stuff. Still nice concept.

Deflector Shield
2p GI
5 Cost
Ability- Artificial Aura

Target character gains the text: "If there is a character to the right of this character, effects that target this character instead affect the character to the right of this character and damage dealt to this character is instead dealt to the character to the right of this character."

"Deflecting something doesn't necessarily mean that that something is cancelled, it just means it was moved in another direction"
Title: Re: Future card ideas
Post by: Brueson on April 14, 2016, 08:48:36 PM
I think that is kinda cool. The type of guy that points towards others to take the blame. More of a character that seems to make others hate the wrong person I would say. I think he is quite expensive with 6 though, especially since his health is just 1. Yunashi, hermit and so on will get rid of him very easily. Also, what is his morale cost?

Totally forgot about morale. The 1 health was to make sure he didn't get out of control with buffs. I want him vulnerable to AOE. Maybe a boost to 4 health. The cost is high because of his synergy with token makers and the ability to mostly avoid getting targeted. He can potentially do crazy things like take out all defenders and attackers. But as a solo card, ya he is high cost. I will adjust it.
Title: Re: Future card ideas
Post by: Hatchett on April 15, 2016, 11:56:54 AM
Here's a few ideas:
1. An ability that only triggers once a card hits the graveyard. When X hits the graveyard all characters take x damage, when x hits the graveyard all characters you control gain x health, when x hits the graveyard target opponent discards 2 random cards. When x hits the graveyard you gain 5 life. These abilities don't necessarily mean the card is in play first. i.e. can be triggered by discard.

2. Mass effect cards. All creatures loose flying until end of turn. All characters you control gain infect until end of turn, All creatures you deploy next turn gain charge. Destroy all opponents characters they are placed in your support zone at end of turn. Remove all characters from the game until end of turn. etc.

3. Sacrificial abilities. When x creature is sacrificed gain 5 morale.

4. Invisible. Invisible characters are played face down and only turn face up when attacking or blocking or a trigger condition is met. This can be tied in with abilities. i.e. when x is turned face up target opponent sacrifices a creature.

Just a few thought but may be interesting. As a final thought if a card proves too strong how about building in a counter. i.e. adding cards to counter a card which seems broken....





Title: Re: Future card ideas
Post by: Pelagoth on April 15, 2016, 12:28:25 PM
Just a question. Why is there no subforum for Future Card Ideas? Making a Topic to discuss a certain card idea might not be a bad idea, as it is hard to discuss multiple cards in one page without having to scroll through pages to find a comment related to the card you are trying to discuss.

I'm not sure who creates these subforums, but I definitely think that this deserves one for accessibility.
Title: Re: Future card ideas
Post by: Hiding on April 15, 2016, 12:39:29 PM
I was thinking invisible could be like morph in mtg. This is the only way to keep cards actually completely anonymous. I would name it Masked. And when u turn it face up it would be Unmasked

Or you could actually have invisible card that the opponent couldnt see or target. I mean this is a digital card game you could possibly do this
Title: Re: Future card ideas
Post by: _rgriff on April 15, 2016, 01:18:14 PM
A sudden change of plans - Ability

3p Exiles - 6 cost

All cards you had in your hand at the start of the turn is moved to your opponents hand. All cards in your opponents hand that he had at the start of the turn is moved to your hand.

Exile 6

"Nobody can comprehend how mind of a demon works"
Title: Re: Future card ideas
Post by: Brueson on April 15, 2016, 02:42:00 PM
A sudden change of plans - Ability

3p Exiles - 6 cost

All cards you had in your hand at the start of the turn is moved to your opponents hand. All cards in your opponents hand that he had at the start of the turn is moved to your hand.

Exile 6

"Nobody can comprehend how mind of a demon works"

This one could be loads of fun. I think it could slide down to 2p Exiles without much trouble. Open up the card a little bit.

Mimic Devil
Cost: 3
Morale: 5
Character - Demon
1/1

When Mimic Devil is deployed, his power and health change to a match a random deployed character already in play.

Pay 2 Exhaust: Power and health change to match a random deployed character.

His ability effectively heals him every time he uses it. But if there is a small creature, it may end up being worse.
Title: Re: Future card ideas
Post by: _rgriff on April 15, 2016, 03:51:54 PM
Well maybe it could be moved to 2p. But i think the text should be changed somehow... Card is intended to swap hands,  and now it will swap it but also gives you all cards that was cast or deployed this turn  :P . Maybe just say "You and your opponent exchange hands at the end of the turn" ? LF good wording
Title: Re: Future card ideas
Post by: ToxicShadow on April 16, 2016, 04:08:50 PM
Zelina, the Femme Fatale
Purity: Factionless
Cost: 3
Morale: 9
Type: Unique Character - Demon Siren
Stats: 7/9
Rarity: Rare

Whenever an opponent gains control over one of your characters, this character is killed at the end of the turn.

"'til death us part, honey. Don't you ever leave my side."-Zelina

Altar of Nightmares
Purity: 2 CoV
Cost: 3
Type: Artifact
Rarity: Uncommon

When you play Altar of Nightmares, exhaust target deployed character.

Pay 2, exhaust: Exhaust the same character again. It takes 5 damage.

If you do not use this ability or the targeted character leaves play, sacrifice Altar of Nightmares at the end of turn.


"Sweet dreams" - Candit

Title: Re: Future card ideas
Post by: Hiding on April 24, 2016, 06:15:46 PM
Judge
1p OoS
3 cost
8 morale
Character- Angel

When an opponent's card is removed from the game, this character Ascends gaining +8+/0 and Flying

7/5

---
I feel like we need more hardcore flying powerhorses
Title: Re: Future card ideas
Post by: ToxicShadow on April 24, 2016, 10:25:08 PM
Hardcore Flying Powerhorse
Purity: 2GI
Cost: 5
Morale: 12
Type: Character - Artificial Horse (?)
Stats: 7/14

As long as this character has more than 10 health, it has +5/+0 and flying.

"This...is not really a horse, is it?" - Aleta

Sorry, just couldn't resist.  :P
Title: Re: Future card ideas
Post by: Hiding on April 25, 2016, 01:22:47 AM
Even Morer Hardcorer Flyinger Powerhorse II
3 purity GI
10 cost
25 morale
Unique Character- Powerhorse

Flying, Unstoppable, Flying, Untouchable, Flying, Flying, Reach

Powerhorse characters you control gain Flying (including this character)

pay 1: Characters you control become Powerhorses and gain +2/+0 (including this character)
pay 1: This character gains Flying. Can only be cast up to 2 times in one turn

13/37
(L)
Title: Re: Future card ideas
Post by: ToxicShadow on April 25, 2016, 12:12:30 PM
So much flying! This really hardcounters drag down. Even if untouchable is removed. But are you sure that it should be limited to give itself flying only twice per turn?
Title: Re: Future card ideas
Post by: Hiding on April 25, 2016, 12:44:54 PM
Yeah well we need more cards that counter the current drag down meta but we dont want to make him too powerful so 2 max should be fine I feel. Esp given his stats are pretty 1337
Title: Re: Future card ideas
Post by: ToxicShadow on April 26, 2016, 12:19:59 PM
Whisp
Purity: 1DoD
Cost: 2
Morale: 1
Type: Character - Spirit
Rarity: Common
Stats: 0/1

Vigilance

When Whisp enters combat with an enemy character, that character attacks the adjactent character to his right instead. If that happens, sacrifice Whisp.

Even the slightest glimmer of the ancestors will has power over the living.

Traumatize
Purity: 1CoV/1GI
Cost: 4
Type: Ability
Rarity: Uncommon

Target deployed character is sent to their owners hand. Its cost is increased by 2.

"You have met with a terrible fate, haven't you?"

Face Melt
Purity: 1 Exile
Cost: 1
Type: Ability
Rarity: Common

Target character receives 2 damage and gains Disturbing Presence 4 (characters that enter combat with this character have -4/-0 until end of turn).

Phase Shift
Purity: 1DoD or 1GI
Cost: 2
Type: Ability
Rarity: Uncommon

Target character becomes ethereal (can neither attack nor block) until the end of turn.
Title: Re: Future card ideas
Post by: Hiding on April 26, 2016, 03:36:07 PM
I feel ethereal should be renamed somhow cuz ethereal things should be able to hit other ethereal things.
Ethereal- this character can only block or be blocked by charavters with ethereal.

Also disturbing presence → Intimidating
Title: Re: Future card ideas
Post by: ToxicShadow on April 26, 2016, 03:55:46 PM
Well, somebody suggested the ethereal ability in the mechanic suggestions, so i just took it over from there. Not my choice of word.

For disturbing presence, I imagined that the character is so disgusting and twisted that the soldiers engaging him don't want to get close and therefore can't attack with full force. I guess intimidation works just fine for this mechanic, too.
Title: Re: Future card ideas
Post by: Hiding on April 26, 2016, 08:40:01 PM
Well, somebody suggested the ethereal ability in the mechanic suggestions, so i just took it over from there. Not my choice of word.

For disturbing presence, I imagined that the character is so disgusting and twisted that the soldiers engaging him don't want to get close and therefore can't attack with full force. I guess intimidation works just fine for this mechanic, too.

I was thinking disturbing presence would be more of a static affect everything around it in a negative way. Like mentally somehow. Maybe cause discard or milling of some sort.

Btw i kinda stole intimidating from pokemon which lowers opponent pokemon attack by i think 25% or something
Title: Re: Future card ideas
Post by: Hiding on April 27, 2016, 11:18:42 PM
Adamantium Clam
2p DoD
4 cost
1 morale
Unique Character- Shellfish Beast

Sturdy (If this character is at full hp and it were to die, instead its remaining health becomes 1

If Adamantium Clam attacked or blocked this turn, it becomes exhausted for the next 2 turns

0/1
(E)
Title: Re: Future card ideas
Post by: ToxicShadow on April 30, 2016, 02:49:56 PM
Enshrine
Purity: 2DoD
Cost: 2
Type: Ability
Rarity: Common

Target artifact or artificial character your opponent controls is transformed into a Shrine of Warding.

Shrine of Warding
Purity: 2DoD
Cost: 2
Type: Artifact
Rarity: Common

Shrine of Warding starts with 3 counters.
At the start of each turn, you may pay 2. If you do, Shrine of Warding loses one counter.
If you don't, remove Shrine of Warding from the game.

If Shrine of Warding has 0 counters at the end of turn, it transforms back into the original artifact or artificial character.


I don't think that destroying artifacts (or anything really) fits the DoD faction theme very well, so I tried to come up with an alternative way for them to deal with such things. The idea is that they try to place the dangerous item inside a ward and seal it off. Possibly forever, if the opponent doesn't tear down the Shrine that is used to seal it before the seal gets permanent.
Title: Re: Future card ideas
Post by: Hiding on April 30, 2016, 03:45:29 PM
Enshrine
Purity: 2DoD
Cost: 2
Type: Ability
Rarity: Common

Target artifact your opponent controls is  transformed into a Shrine of Warding.

Shrine of Warding
Purity: 2DoD
Cost: 2
Type: Artifact
Rarity: Common

Shrine of Warding starts with 3 counters.
At the start of each turn, you may pay 2. If you do, Shrine of Warding loses one counter.
If you don't, remove Shrine of Warding from the game.

If Shrine of Warding has 0 counters at the end of turn, it transforms back into the original artifact.


I don't think that destroying artifacts (or anything really) fits the DoD faction theme very well, so I tried to come up with an alternative way for them to deal with such things. The idea is that they try to place the dangerous item inside a ward and seal it off. Possibly forever, if the opponent doesn't tear down the Shrine that is used to seal it before the seal gets permanent.

Personal opinion here, I feel most artifact removals should be dual purpose so perhaps  up the cost of this and include maybe artificial characters or something else.
Title: Re: Future card ideas
Post by: Hiding on April 30, 2016, 04:11:13 PM
Frowny Doll
2p Verore
6 cost
10 morale
Character- Artificial

Sturdy
Frowny Doll cannot block

Whenever Frowny Doll takes damage, each opponents' fortress takes that much damage.

pay 2, exhaust: Frowny Doll deals 2 damage to target character, this damage is doubled if it targets itself.
0/1
(E)
---

Smiley Doll
2p Verore
6 cost
10 morale
Character- Artificial

Sturdy, Lethal (Characters dealt damage by this source die at the end of the turn)
When Smiley Doll blocks a character, move it to the support zone.

1/1
(E)
Title: Re: Future card ideas
Post by: ToxicShadow on April 30, 2016, 06:03:38 PM

Personal opinion here, I feel most artifact removals should be dual purpose so perhaps  up the cost of this and include maybe artificial characters or something else.

I agree, and including artifical characters is no bad idea. Would synergize well with Mechanize then.

However, even if it doesn't have a 2nd option, it is still better than relying on vandalize :).

Frowny Doll
2p Verore
6 cost
10 morale
Character- Artificial

Sturdy
Adamantium Doll cannot block

Whenever Adamantium Doll takes damage, each opponents' fortress takes that much damage.

pay 2, exhaust: Adamantium Doll deals 2 damage to target character, this damage is doubled if it targets itself.
0/1
(E)
---

Smiley Doll
2p Verore
6 cost
10 morale
Character- Artificial

Sturdy, Lethal (Characters dealt damage by this source die at the end of the turn)
When Smiley Doll blocks a character, move it to the support zone.

1/1
(E)

I think in case of Frowny doll you meant itself and not adamantium doll. or you'll have to make an adamantium doll character that is influenced by frowny doll.
Title: Re: Future card ideas
Post by: Hiding on April 30, 2016, 07:01:23 PM

Personal opinion here, I feel most artifact removals should be dual purpose so perhaps  up the cost of this and include maybe artificial characters or something else.

I agree, and including artifical characters is no bad idea. Would synergize well with Mechanize then.

However, even if it doesn't have a 2nd option, it is still better than relying on vandalize :).

Frowny Doll
2p Verore
6 cost
10 morale
Character- Artificial

Sturdy
Adamantium Doll cannot block

Whenever Adamantium Doll takes damage, each opponents' fortress takes that much damage.

pay 2, exhaust: Adamantium Doll deals 2 damage to target character, this damage is doubled if it targets itself.
0/1
(E)
---

Smiley Doll
2p Verore
6 cost
10 morale
Character- Artificial

Sturdy, Lethal (Characters dealt damage by this source die at the end of the turn)
When Smiley Doll blocks a character, move it to the support zone.

1/1
(E)

I think in case of Frowny doll you meant itself and not adamantium doll. or you'll have to make an adamantium doll character that is influenced by frowny doll.

Yeah happens when i change names of cards halfway through
Title: Re: Future card ideas
Post by: Pelagoth on May 06, 2016, 10:10:17 AM
Name: Concealed Vigilance of Dragons
Rarity: Epic
Card type: Unique Artifact
Purity: 2p DoD
Cost: 1

The morale cost of characters you control with Vigilance is reduced by half.

Pay 1, Exhaust: the first character you play from hand this turn gains Vigilance.
Pay 3, Sacrifice: All characters you play from hand this turn gain Vigilance.

If unconcealed, the vigilance of dragons will immediately rush to defense.
Title: Re: Future card ideas
Post by: Hiding on May 06, 2016, 01:59:05 PM
He who breathes the Sky
1p OoS
3 cost
6 morale
Character-Archetype

He who breathes the Sky gains +2/+2 for each character with Flying in play.

He who breathes the Sky gains each keyword each Flying character has.

5/3
---

He who challenges the World
1p WP
8 cost
10 morale
Character- Archetype

Unstoppable
Whenever a character your opponent controls enters play, He who challenges the world enters combat with that character.
Unstoppable characters gain Bloodthirst 4.

6/12
Title: Re: Future card ideas
Post by: Conquest on May 12, 2016, 10:26:25 PM
Orion, The Space-Time Anomaly
3 GI
Unique Character - Artificial Human
Cost: 6
Morale: 10
7/1
(L)

Null-Martyr - Cannot be sacrificed

Prideful - Does not accept sacrificial effects

At the start of your turn, Orion, Space-Time Anomaly transforms into a character with cost equal to Orion, Anomaly's current health. All buffs will go towards Orion, Anomaly, while all damage will go towards the current character he has transformed into.

Pay X+1; Exhaust: Target character leaves the game for X turns. When they return, they transform into character with cost equal to X. This effect cannot be used if the targeted character has not returned to play yet. This text remains on Orion, Anomaly while he is transformed.



"The Overseers' actions would obviously lead to rebellious tenancies among the Genesis Industries, but with Ex looming over the Industries' shoulder, the GI had to act quietly and carefully.

With all their machinery being guarded by the angels, they had to rely solely on the blueprints stored in their memories. Slowly, those who managed to sneak away were able to construct a variant of the Controlled Temporal Anomaly.

However, before they had a chance to send in a scouting party, the anomaly twitched. Suddenly, two figures stepped forth from the anomaly and left the group in shock. Before them stood Justin and Orion."



... "When inquired as to how this was possible, Orion responded: 'We ran into two agents both claiming they were named "Coyle". You really don't want to know the rest, trust me.'"
Title: Re: Future card ideas
Post by: Hiding on May 16, 2016, 03:49:45 PM
Null-Martyr- this character cannot be sacrificed

Scrap- this character cannot be sacrificed to increase another character's stats
Title: Re: Future card ideas
Post by: ToxicShadow on May 17, 2016, 08:50:38 PM
Null-Martyr- this character cannot be sacrificed

Scrap- this character cannot be sacrificed to increase another character's stats

That fits better into the Mechanic suggestion threat, i would say.

Portal Bot
Purity: 3GI
Cost: 3
Morale: 5
Type: Character - Artificial
Stats: 6/4

Remove portal bot from the game: Recruit the artificial with cost 4 or less which is closest to the top of your deck. It enters the game in the same zone as the removed portal bot was in.

Edit: Removed the resource cost from the bots ability. With it, there was basicly little reason to play it over a regular 4-drop. Now you can potentially call a bigger robot and save 1 resource.
Title: Re: Future card ideas
Post by: Hiding on May 17, 2016, 10:29:50 PM
Null-Martyr- this character cannot be sacrificed

Scrap- this character cannot be sacrificed to increase another character's stats

That fits better into the Mechanic suggestion threat, i would say.

Portal Bot
Purity: 3GI
Cost: 3
Morale: 5
Type: Character - Artificial
Stats: 6/4

Pay 1, remove portal bot from the game: Recruit the artificial with cost 4 or less which is closest to the top of your deck. It enters the game in the same zone as the removed portal bot was in.

Meant it as a response to the other guy. His ketword was rather specific and most likely difficult to program/felt rather sloppy
Title: Re: Future card ideas
Post by: Conquest on May 17, 2016, 10:59:15 PM
Null-Martyr- this character cannot be sacrificed

Scrap- this character cannot be sacrificed to increase another character's stats

Thanks for the suggestion, but the main point was that you could not build onto HIM, so that you cannot simply make his health 30 and have him transform into a titan. I'll try to improve on the wording.
Title: Re: Future card ideas
Post by: ToxicShadow on May 18, 2016, 12:57:42 PM
Ultor, the Demon Merchant
Purity: 3Exiles
Cost:5
Morale:12
Type: Unique Character - Demon
Stats: 10/8
Rarity: Legendary

As long as Ultor is deployed, you no longer draw a card at the start of your turn.

Instead, look at the top three cards of your library. Take one to your hand, discard one and remove the third card from the game.

Overhaul
Purity: 3GI
Cost: 5
Type: Ability
Rarity: Uncommon

Target artificial character is exhausted and its power becomes same as the character with highest attack and health becomes same as character with highest health.

"The best solution for a huge problem is always an equally huge robot" - Tygris

Edit: Changed the wording of overhaul to clarify its mechanics.
Title: Re: Future card ideas
Post by: Hiding on May 18, 2016, 02:17:18 PM
Ultor, the Demon Merchant
Purity: 3Exiles
Cost:5
Morale:12
Type: Unique Character - Demon
Stats: 10/8
Rarity: Legendary

As long as Ultor is deployed, you no longer draw a card at the start of your turn.

Instead, look at the top three cards of your library. Take one to your hand, discard one and remove the third card from the game.

Overhaul
Purity: 3GI
Cost: 5
Type: Ability
Rarity: Uncommon

Target artificial character is exhausted and has its attack and health increased until they match the attack and health of the character with the highest stats in play.

"The best solution for a huge problem is always an equally huge robot" - Tygris

Dat merchant is pretty cool. Like the risk reward.
Overhaul should probably be "highest combined stats" i beleive as u intended. Would be interesting if it was "power becomes same as the character with highest attack and health becomes same as character with highest health".

Ima rip off MTG:
Terrible Knowledge
2p Verore
0 cost
Ability- Spell

Draw a card. Your fortress takes damage equal to 5 times that cards resource cost. You may repeat this any amount of times. (Cards drawn only become available to play next turn, this officially resolves at the beginning of resolution phase)
(L)
Title: Re: Future card ideas
Post by: ToxicShadow on May 18, 2016, 03:03:19 PM
Dat merchant is pretty cool. Like the risk reward.
Overhaul should probably be "highest combined stats" i beleive as u intended. Would be interesting if it was "power becomes same as the character with highest attack and health becomes same as character with highest health".

Ima rip off MTG:
Terrible Knowledge
2p Verore
0 cost
Ability- Spell

Draw a card. Your fortress takes damage equal to 5 times that cards resource cost. You may repeat this any amount of times. (Cards drawn only become available to play next turn, this officially resolves at the beginning of resolution phase)
(L)

You are right, that was pretty much what i intended. Just had to leave when i was typing that down and got a bit lazy with the wording towards the end.

The idea for the verore card is pretty cool, goes well with rubble golem. Could be good in oblivion decks....as long as you dont draw oblivion too early, which would probably one shot yourself. Could be hilarious, though :) .
Title: Re: Future card ideas
Post by: Hiding on May 21, 2016, 06:44:55 PM
Sasori Ninja
1p DoD + 1p Verore
3 cost
4 morale
Character- Human Ninja

Evade 1, Last Word 1, Venomous 3

Ninjutsu 5

0/8

Shinobi of the Shadows
1p DoD or 1p Verore
2 cost
6 morale
Character- Human Ninja

Evade 1

Ninjutsu 4

At the end of each combat Shinobi of the Smog and the character it was in combat with both move to the support zone.

2/1

Tsurihito
1p Verore or 1p DoD
3 cost
6 morale
Character- Ninja

Lethal

Ninjutsu 5

When Tsurihito Ninja enters deployed area, move target haracter to the assault zone.

4/8


Title: Re: Future card ideas
Post by: ToxicShadow on June 01, 2016, 06:24:59 PM
The Elementalist
Purity: 3DoD
Cost: 6
Morale: 15
Type: Unique Character - Human
Stats: 10/10
Rarity: Legendary

At the start of each turn, choose a stance. The Elementalist will use this stance until the end of turn. Only one stance can be active per turn.

Stone Stance: The Elementalist gains -2/+4 and cannot take more than 4 damage from the same source.

Wind Stance: The Elementalist gains +2/-2 and Multistrike 2. When he attacks, he ignores the first defending character.

Fire Stance:  The Elementalist gains +4/+4 and Unstoppable.

Water Stance: The Elementalist gains Reach and +0/+2. Characters that enter combat with the elementalist get -5/-0 until the end of turn.

"I am as stone. Immovable, solid, and strong." - The Elementalist

So yeah, thought i attempt to make this card after reading Benionin's short story (you can find it here. It is very entertaining to read: http://forum.lightmare.com.au/index.php?topic=66144.msg157590;boardseen#new). Just my idea of how that character could look as an actual card in game.
Title: Re: Future card ideas
Post by: Benionin on June 01, 2016, 07:51:47 PM
I like it.

If it were actually printed, I would aggressively trade for it in platfoil.
Title: Re: Future card ideas
Post by: Klassick on June 02, 2016, 03:55:39 PM
After reading the story, I liked the card ToxicShadow create even more!

Suggestion: made this card like Coyle Alpha One, with an animation for each stance and... a flavor text for each too!!!

Like this:

Normal: "The Elementalist did not blame anyone for his present predicament. Laying blame is a pointless distraction from solving a problem, and besides, the only one to blame was himself."

Stone: " I am as stone. Immovable, solid, and strong."

Water: "I am as water. Graceful and fluid. Gentle yet destructive."

Wind: "I am as wind. Swift and striking. Uncatchable."

Fire: "I am as fire. Consuming, aggressive, powerful."

Oh boy, I want to see this card!
Title: Re: Future card ideas
Post by: Number11 on June 06, 2016, 09:55:59 PM
Demon of greed
1 purity Exile
4 cost
8 morale
Character - Demon
8/6
Plunder 1

When an opponent discards a card, it will go to your hand.


Demon of envy
1 purity Exile
3 cost
7 morale
Character - Demon
8/6

When you deploy Demon of envy, the opponent discards a random card that you don't have a copy of in hand or deck.

"You never know what Demon of envy will envy the most and then take it away from you"
Title: Re: Future card ideas
Post by: ToxicShadow on June 08, 2016, 02:44:01 PM
The Great Conflict
Purity: 1OoS/1Exiles
Cost: 2
Type: Unique Mission
Rarity: Epic

If you don't control at least 1 Demon and 1 Angel at the end of your turn, sacrifice The Great Conflict.

Pay 3: Target demon you control gains consume 2 and kills target angel you control.

Pay 2: Target angel you control gains +2/+2 and flying and kills target demon you control.

"The war between angels and demons never stops. Not even when the sleepers endangered angels and demons alike they would stop fighting. However, the war might be costly, but it offers an opportunity for unexperienced angels to earn their wings....and for demons to gain a taste for angel flesh."

---

Basicly, there is no alliance between demons and angels. If a common foe arises, they start a kind of a three way war. That means additional losses due to infighting between demons and angels, but offers them the possibility to send more experienced troops to the front.
Title: Re: Future card ideas
Post by: ThatHitmann on June 09, 2016, 03:17:54 PM
MORE COWS

---Artifacts---
Cow Bell-Heavens bell for cow, cheaper
Cattle Prod-cows have haste
Milker-exhaust milker and a cow, create a "milk" card in your hand
UFO-jinhai dojo for cows

---Characters---
unlimited
Cow-3/6 [2]
limited
Angry Bull-5/6, pay 3: enrage 3. Angry Bull has unstoppable while enraged. [3]

Caretaker of the Herd-1/6, pay 1, exhaust Caretaker of the Herd and a deployed cow you control: Caretaker of the Herd creates a 3/3 cow character in you support zone [3]

Cow Wrangler- Deals double damage to cows
unique
Bovius, the Strong-12/12, charge, unstoppable, cannot die to a non-damage source, cannot attack the enemy fortress directly, if Bovius, the Strong doesn't manage to kill a character he enters combat with, he is returned to your hand. [6]

Aleta, Immortal Rancher-buff target cow or something

---locations---
Barn-At the end of each turn barnyard heals all cows in your support zone for 4 damage and gives them all +1/+1

---Abilities---
Tornado-all cows all in all players control are randomly repositioned within their controllers deployed area, [3]

Milk-give target cow +2/+2 [1]

===========================================================================================

"Purge The Scum" neutral mission-0 resources, opening. "When Purge The Scum enters the deployed zone it gains 15% completion for every "Death Ray" "Mass Death" "Annihilate" "Verore Kidnapper" and "Verore Death Worshipper" in your opponents deck, hand, and command zone. When Purge The Scum reaches 100% completion you win the game.

This suggestion shows you my feelings towards the Cult of Verore in a nutshell. Also what is up with that expression, why is a generalization "in a nutshell"?

===========================================================================================

Support-cannot attack or block, when a character in the same zone as this one enters combat,
   he is given power and health equal to this characters power and health, if a character in the
   same zone as this one would die to combat damage, this character dies instead
Purify-why didn't you decide to make this an ability, or give it to infected purifier, as he is still a
   purifier, and after being infected he would realize the fear and crushing despair of knowing that
   you will die and turn into a festering, bloodthirsty savage doomed to sentencing others to the
   same fate. If anything he would fight to purify the sleepers with a much more ferocious and
   courageous valor, for saving others from his terrible curse, for vengeance, and for knowing that
   the zombies can no longer do anything but stop him from fighting. Unless he is just really lazy
   and that is how he got infected in the first place.

===========================================================================================

More insectoids, just one per faction and an extra WP one doesn't seem enough

-Maneater Swarmer, insectoids you control gain +2/+0 when attacking humans (Or bloodthirst, your choice)
-Armored Swarmer, insectoids you control take 1 less damage from all sources
-Leaping Swarmer, insectoids you control ignore the first blocker
-Enlivening Swarmer, at the end of each turn, all insectoids you control are healed for 2 damage
-Swarmer Queen (unique), while swarmer queen is deployed, other insectoids in your support zone gain indestructible
-Crawling Hive (Location), all insectoid cards you cast cost 1 less to cast
-Scavenging Swarmer, all non factionless insectoids you control gain plunder
-Blazing Swarmer needs to be something like gives flame strike 2
-Rampaging Swarmer, all insectoids you control have unstoppable
-Reaping Swarmer, all insectoids you control have consume 1, or gain 1 level to consume if they already have consume
-Cocooning Swarmer, if an insectoid you control kills another character, cocooning swarmer raises them to your support zone with half their previous power and health, they gain the subtype insectoid
-Purifying Swarmer, all insectoids you control gain reach
-Silkwhip Swarmer, all insectoids you control have reach (much cheaper, yet weaker, than ascending swarmer)

===========================================================================================

That is all I can think of at the moment-thank you!
Title: Re: Future card ideas
Post by: Benionin on June 09, 2016, 03:33:12 PM
A nutshell has a very small volume, so saying something briefly enough that it would fit in a nutshell if written down is to sum it up.

In a nutshell.
Title: Re: Future card ideas
Post by: Number11 on June 12, 2016, 05:37:41 PM
Some morale damage cards.

Display of dominance
1 purity WP or DoD
2 cost
Ability

If you have any characters deployed and the opponent does not, deal 10 morale damage.

"Show the enemy that your forces dominate the battlefield"


Murder
Factionless
2 cost
Ability

Kill the highest morale cost character in the opponents hand(One is chosen at random, if more than one highest morale cost character). (Characters killed in the hand are sent to the graveyard)


Untouchable dragon flag
2 DoD
2 cost
Artifact
Untouchable

Deal 1 morale damage if the opponent puts no characters into attack zone. You also deal additional 1 morale damage for each consecutive turn that the opponent puts no characters into attack zone(Starting at the first turn opponent characters are not in the assault zone). If your fortress is attacked, then Untouchable dragon flag is destroyed.


With Untouchable dragon flag the first turn that the opponent puts no characters into assault he takes 2 morale damage and for every consecutive turn not attacking gets 1 more in total to the morale damage each turn. It would fit perfect for the defence faction.
Title: Re: Future card ideas
Post by: Hiding on June 12, 2016, 07:45:40 PM
Survival of the Fittest
1p DoD + 1p Wp
10 cost
Ability

The deployed character on each side with the highest combined power and health is moved to the Defense zone.

Kill all other deployed characters.
Title: Re: Future card ideas
Post by: Number11 on June 12, 2016, 08:37:59 PM
Survival of the Fittest
1p DoD + 1p Wp
10 cost
Ability

The deployed character on each side with the highest combined power and health is moved to the Defense zone.

Kill all other deployed characters.

I'm curious. Why move the two characters to the Defense zone instead of the Support zone when there will be no other characters to attack. Is it to activate abilities that only work in defence or the battlefield like Glorious warrior. Was there a specific strategy you were thinking of using the card in. Would be interested to know.

Edited.
When thinking about the card further then obviously there are cards that can survive kill effects and going into defence is helpful for countering that. On the other hand there could be more than one character with highest combined power and health. I would presume in such a case that one of the highest is chosen at random. Also it looks like the card is good for when you play a strategy with few powerful cards and to use this card to counter decks that put into play higher number of characters.
Title: Re: Future card ideas
Post by: Hiding on June 13, 2016, 12:52:59 AM
Survival of the Fittest
1p DoD + 1p Wp
10 cost
Ability

The deployed character on each side with the highest combined power and health is moved to the Defense zone.

Kill all other deployed characters.

I'm curious. Why move the two characters to the Defense zone instead of the Support zone when there will be no other characters to attack. Is it to activate abilities that only work in defence or the battlefield like Glorious warrior. Was there a specific strategy you were thinking of using the card in. Would be interested to know.

Edited.
When thinking about the card further then obviously there are cards that can survive kill effects and going into defence is helpful for countering that. On the other hand there could be more than one character with highest combined power and health. I would presume in such a case that one of the highest is chosen at random. Also it looks like the card is good for when you play a strategy with few powerful cards and to use this card to counter decks that put into play higher number of characters.

It does help block things like Call the Crusade. But also leaves your character open to enemy removal
Title: Re: Future card ideas
Post by: Hiding on June 13, 2016, 12:58:16 AM
Stormbringer
1GI+1OoS
3 cost
6 morale
Character-Artificial

Flying
Pay 2: deal 4 damage to target character

3/5
Title: Re: Future card ideas
Post by: Hacker on June 13, 2016, 04:18:35 AM
MORE COWS

---Artifacts---
Cow Bell-Heavens bell for cow, cheaper
Cattle Prod-cows have haste
Milker-exhaust milker and a cow, create a "milk" card in your hand
UFO-jinhai dojo for cows

---Characters---
unlimited
Cow-3/6 [2]
limited
Angry Bull-5/6, pay 3: enrage 3. Angry Bull has unstoppable while enraged. [3]

Caretaker of the Herd-1/6, pay 1, exhaust Caretaker of the Herd and a deployed cow you control: Caretaker of the Herd creates a 3/3 cow character in you support zone [3]

Cow Wrangler- Deals double damage to cows
unique
Bovius, the Strong-12/12, charge, unstoppable, cannot die to a non-damage source, cannot attack the enemy fortress directly, if Bovius, the Strong doesn't manage to kill a character he enters combat with, he is returned to your hand. [6]

Aleta, Immortal Rancher-buff target cow or something

---locations---
Barn-At the end of each turn barnyard heals all cows in your support zone for 4 damage and gives them all +1/+1

---Abilities---
Tornado-all cows all in all players control are randomly repositioned within their controllers deployed area, [3]

Milk-give target cow +2/+2 [1]


I want a factionless BSE virus card that gives your cows mad cow disease so they attack each other and do 50% damage
Title: Re: Future card ideas
Post by: Hacker on June 13, 2016, 04:30:56 AM
Azael The Fallen

1OOS 2SOA
cost 30 reduced for damage taken previous turn
20/20 stats Flying

If total damage amount was enough and was made by fliers all your cards gain flying for the turn she is deployed and gain 2/2

If damage was taken by grounded cards your fortress is healed for 20 and all your cards gain 2/2 for that turn and the following turn

If damage was taken by a combination of grounded and flying cards, select 4 cards to make fly for that turn plus they gain 2/2 for that turn and the following turn
Title: Re: Future card ideas
Post by: ToxicShadow on June 13, 2016, 09:48:20 PM
The Purge
Cost: 11
Purity: 3OoS
Type: Unique Ability
Rarity: Epic

Remove all non-fyling characters in play and in all graveyard from the game.
Destroy all locations.

The Untamed World had been ruined, the major site of the infestation. When the Overseers arrived, they decided to purge it from orbit, wiping much of the face of the planet clean of all life.

---
A little more of a lore driven card (can't believe that this major event actually didn't get an own card yet) that probably would need tweaking.  Chose non-flying characters because a) many angel characters fly and they wont burn themselves and b) it would pretty much burn almost all wp and sleepers cards (so yeah, kinda chose that to fit the lore here).

Soldier of Aberion's Wolves
Purity: 2FD
Cost: 4
Morale: 7
Type: Character - Human
Stats: 12/5
Rarity: Rare

Charge

As long as Aberion's Wolves are in the assault zone and your opponent has two or less defenders, they are indestructible.

"Lone animals we pursued and killed, but larger packs we left alone. Knight-Captain Damian once called us "Aberion's Wolves," and it quickly caught on." - Endymion

Finally finished reading Into the Fray by Benionin (You can find the start of the story here: http://forum.lightmare.com.au/index.php?topic=64641.0) , and once again decided to make a card. This time I imagined a nameless soldier serving alongside the main protagonists in the same company (if you want to know what group exactly or where, then you'll have to read and find out :P).

Picking up the Torch
Purity: 2FD
Cost: 2
Type: Ability
Rarity: Uncommon

Remove target character from your graveyard: Target character you control gains the text of the removed character.

If the removed character was unique, the targeted character also becomes unique.

"Each of the Purifiers wields a blade enchanted by Kali herself to burn with the fury and power of the Flame Dawn. If one of us falls in battle, pick up their weapon and use it to slay more of the undead." - Purifier to regular Flame Dawn soldiers

All three flavor texts are taken from the 'Into the Fray' story, since it reminded me of the event of the purge and i got the idea for the last card from reading the story, too (if you read it , you can probably tell from which part of the story).
Title: Re: Future card ideas
Post by: Number11 on June 14, 2016, 08:14:47 PM
The Purge
Cost: 10
Purity: 3OoS
Type: Unique Ability
Rarity: Epic

Remove all non-fyling characters in play and in all graveyard from the game.
Destroy all locations.

The Untamed World had been ruined, the major site of the infestation. When the Overseers arrived, they decided to purge it from orbit, wiping much of the face of the planet clean of all life.

---
A little more of a lore driven card (can't believe that this major event actually didn't get an own card yet) that probably would need tweaking.  Chose non-flying characters because a) many angel characters fly and they wont burn themselves and b) it would pretty much burn almost all wp and sleepers cards (so yeah, kinda chose that to fit the lore here).

Nice card and very fitting lore wise. As a more handy calamity I think it would fit better as 11 cost. Not only that but if you use wealthy noble in order to use the ability, then if used correctly with priority you can remove the wealthy noble without the morale repercussion, unless flame dawn commando. ;)
Title: Re: Future card ideas
Post by: ThatHitmann on June 14, 2016, 10:06:09 PM
---Saryn, the Skilled Salesperson-2p GI, Unique character. Pay X, exhaust: At the start of next turn your opponent must take control of target artificial character you control unless he pays X+1. If your opponent did not pay the cost, Saryn gains 1 level. If Saryn has 3 or more levels, she transforms into Saryn, Genesis Treasurer.

---Saryn, Genesis Treasurer-2p GI, Unique character. While Saryn, Genesis Treasurer is deployed, Genesis Industries cards you control cost 2 less to play, to a minimum of one.
Title: Re: Future card ideas
Post by: ToxicShadow on June 15, 2016, 12:40:03 PM
Nice card and very fitting lore wise. As a more handy calamity I think it would fit better as 11 cost. Not only that but if you use wealthy noble in order to use the ability, then if used correctly with priority you can remove the wealthy noble without the morale repercussion, unless flame dawn commando. ;)

Thanks, glad you like it. As i mentioned, I am very unsure about the cost for this. You might be right that it is better at 11.
Title: Re: Future card ideas
Post by: Hiding on June 15, 2016, 05:25:53 PM
Cloud Skimmer
1p Cloudland
2 cost
4 morale
Character- Unlimited Beast

Flying

4/1

---
Sky Behemoth
2p Cloudland
5 cost
10 morale
Character- Beast

Flying, Unstoppable

4/20
"A flying whale... that's new I guess"
---

Krg'Gnash, Storm Gripper
2p Cloudland
8 cost
14 morale
Unique Character- Octopus Beast

Flying, Reach

When Krg'Gnash, Storm Gripper were to take damage or were to die from a non-damage source, it gains -0/-4 instead.

pay 2, Krg'Gnash gains -0/-4: Exhaust target character. At the beginning of the next turn, Krg'Gnash gains +0/+4.

8/32

---
Air Blast
?? purity
1 cost
Ability

Each deployed character your opponent controls takes 1 damage. If it is Flying it takes 3 instead.

---
Sky Sail
1p Cloudland
4 cost
8 morale
Character- Artificial

Pay 2: This Character gains Flying until end of turn.

Exhaust: Deal 4 damage to target character on the battlefield

8/9
Title: Re: Future card ideas
Post by: ToxicShadow on June 15, 2016, 06:15:40 PM
Oooh, new faction cards. What is the Cloudland signiture (except flying, because we have a flight heavy faction already).

And why does the Storm Gripper have flying and reach? he is flying already, so reach doesnt really do anything for him?
Title: Re: Future card ideas
Post by: Hiding on June 15, 2016, 08:10:15 PM
Oooh, new faction cards. What is the Cloudland signiture (except flying, because we have a flight heavy faction already).

And why does the Storm Gripper have flying and reach? he is flying already, so reach doesnt really do anything for him?

He's a biggass octopus he can have reach. If he ever loses flying like with Dive he can still block flyings stuff. btw his ability and passive are based on having 8 arms

Overseers isnt the flying faction, they are the "idk what im doing but i have like flying and removal and tokens and like champions and other stuff" faction.

I was thinking more a world based sort of on Flying ships and the sea. Maybe a world with no ground? or a dangerous one that made everyone decide to fly and live in the sky including all the "sea creatures"
Title: Re: Future card ideas
Post by: ToxicShadow on June 18, 2016, 12:38:41 PM

He's a biggass octopus he can have reach. If he ever loses flying like with Dive he can still block flyings stuff. btw his ability and passive are based on having 8 arms

Overseers isnt the flying faction, they are the "idk what im doing but i have like flying and removal and tokens and like champions and other stuff" faction.

I was thinking more a world based sort of on Flying ships and the sea. Maybe a world with no ground? or a dangerous one that made everyone decide to fly and live in the sky including all the "sea creatures"

There are not that many cards that make you lose flight, but okay...the new faction could have more of them, and then it could be quite cool.

Your idea for a new world is valid of course. Infinite worlds, infinite possiblities. Maybe the calamity shattered this world in the process and now its like flying islands? Or it poisoned the ground, just as you said....or something else did it. I think in terms of backstory, almost every idea can be explained quite well.
Title: Re: Future card ideas
Post by: JLazeZ on June 20, 2016, 03:51:04 AM
Ju-Lin, Who Rewrites History

Purity / Triple DoD
Resource / 3 
Morale / 0

Power / 0
Health / 15


If Ju-Lin is in play, he is in the Support Zone. He cannot be moved from the Support Zone.

Whenever a character you control dies, Ju-Lin gains a chapter. Chapters are kept upon death.

Pay X Chapters to raise a character from your graveyard, X being the cost of the character.

Q&A :

Reason for reworking? - I thought DoD needed more strategist type characters who fight away from the front lines.

Why isn't he unkillable like the avatars? - The avatars are spirits while Ju-Lin is a human so I thought it'd be weird for him to also be unkillable.

Why is his ability raising the dead? - I wanted his ability to show that he is a historian who can change history. If your characters die he can rewrite it as if they had never died at all.

What were your intentions with the ability? - Versatility. I thought it'd be cool if you could decide how many characters you want to bring back or how strong a character based on his chapters.

Please share your thoughts! I'm always ready to discuss.
Title: Re: Future card ideas
Post by: rebellion on June 20, 2016, 06:16:09 AM
Ju-Lin, Who Rewrites History

Purity / Triple DoD
Resource / 3 
Morale / 0

Power / 0
Health / 15


If Ju-Lin is in play, he is in the Support Zone. He cannot be moved from the Support Zone.

Whenever a character you control dies, Ju-Lin gains a chapter. Chapters are kept upon death.

Pay X Chapters to raise a character from your graveyard, X being the cost of the character.

Q&A :

Reason for reworking? - I thought DoD needed more strategist type characters who fight away from the front lines.

Why isn't he unkillable like the avatars? - The avatars are spirits while Ju-Lin is a human so I thought it'd be weird for him to also be unkillable.

Why is his ability raising the dead? - I wanted his ability to show that he is a historian who can change history. If your characters die he can rewrite it as if they had never died at all.

What were your intentions with the ability? - Versatility. I thought it'd be cool if you could decide how many characters you want to bring back or how strong a character based on his chapters.

Please share your thoughts! I'm always ready to discuss.

As someone who has played DoD quite a large bit and owes maybe 60% of the victories on my account to Ju-Lin in his current state I must say that this seems like it should be anew card rather than a rework. His old design as an alternate win condition offered a unique playstyle and board game. When he is in command or hits the field the game changes to keeping him from reaching his chapters for victory condition and it becomes a good focal point for mind game plays. Your rework while interesting I think moves him away from what DoD as a faction is supposed to do. It may be my old thinking and ideas of the faction from before to what the playstyle/meta is moving it to become but I see DoD as a defensive faction that can do occasional offensive swings if the opponent allows it. Not so much as a victory by HP but pressure on it and largely on defense/morale victories via destruction of characters or other creative situations. Ju-Lin being one of the best ones in this situation I put. Yours while nice it might as well be a new creature in the faction given that that effect/style of reviving based on numbers lost sounds more like a sleepers card instead of a DoD card.

You do make a nice argument of raising the dead as rewriting history for reviving a character but the current one rewrites the outcome of the game so...I might be biased for the current one xD
Title: Re: Future card ideas
Post by: JLazeZ on June 20, 2016, 11:15:50 PM
@Hiding Does Silas buff your opponent's characters too or just the ones you control?

@Rebellion Thanks for your feedback! I'm curious though, When you say you owe 60% of your wins to him, do you mean in his current state? If so then you gotta tell me how you're doing it. I promise I won't reveal your secrets  ;)
Title: Re: Future card ideas
Post by: Hiding on June 21, 2016, 12:27:29 AM
@Hiding Does Silas buff your opponent's characters too or just the ones you control?

@Rebellion Thanks for your feedback! I'm curious though, When you say you owe 60% of your wins to him, do you mean in his current state? If so then you gotta tell me how you're doing it. I promise I won't reveal your secrets  ;)

Woops i meant ones you control.

Also fixedJura imagine turn 9 play her, turn 10 spam her 1 cost activation for 10 spells. Next turn throw down +30/+30 in addition to any other aether siphoner summoning stone buffs for FREE.
Title: Re: Future card ideas
Post by: ToxicShadow on June 21, 2016, 01:32:08 PM
Azagh, (unoffical and unwanted) devoted Follower of the Flame Dawn
Purity: 1FD/1Exiles
Cost: 3
Morale: 8
Type: Unique Character - Demon
Stats: 2/9
Rarity: Epic

Whenever a character you control starts its turn in the assault zone and didn't deal damage to the fortress at the end of the turn, Azagh kills it and gains +4/+1.

If he killed 2 or more characters that way, he gains charge.

If he killed 4 or more characters that way, he gains unstoppable.

If he killed 6 or more characters that way, he gains consume 2.

Azagh retains his stats and abilities when leaving play.

Pay 2: Take Azagh back to your hand.

Azagh, self-proclaimed devotee to the way of the Flame Dawn (formerly known as Azagh the mad slaughterer) was so impressed with the speed and efficient brutality of the Flame Dawn assaults that he decided to join them (if they wanted or not). He quickly became infamous for showing up at Flame Dawn attacks and 'motivating' troops that weren't efficient enough for his taste.


Elite Strike Teams
Purity: 2Oos
Cost: 2
Type: Tactic (The Tactic card closest to the top of your deck is moved to your hand on turn 2 if you don't have any tactic card in your hand. There can only be 1 tactic active at the same time).
Rarity: Rare

You may deploy more than 1 champion as long as Elite Strike Teams is in play.

Unique characters you control cost 1 less.

Non-Unique characters you control cost 2 more.

When you play Elite Strike Teams, all deployed non-unique characters you control are returned to your hand.

"Some missions are too important to leave them to anyone else but the best" - Sol
Title: Re: Future card ideas
Post by: Hiding on June 21, 2016, 07:06:19 PM
Azagh, (unoffical and unwanted) devoted Follower of the Flame Dawn
Purity: 1FD/1Exiles
Cost: 5
Morale: 12
Type: Unique Character - Demon
Stats: 2/9
Rarity: Epic

Whenever a character you control starts its turn in the assault zone and didn't deal damage to the fortress at the end of the turn, Azagh kills it and gains +4/+1.

If he killed 2 or more characters that way, he gains charge.

If he killed 4 or more characters that way, he gains unstoppable.

If he killed 6 or more characters that way, he gains consume 2.

Azagh retains his stats and abilities when leaving play.

Pay 2: Take Azagh back to your hand.

Azagh, self-proclaimed devotee to the way of the Flame Dawn (formerly known as Azagh the mad slaughterer) was so impressed with the speed and efficient brutality of the Flame Dawn assaults that he decided to join them (if they wanted or not). He quickly became infamous for showing up at Flame Dawn attacks and 'motivating' troops that weren't efficient enough for his taste.


Elite Strike Teams
Purity: 2Oos
Cost: 2
Type: Tactic (The Tactic card closest to the top of your deck is moved to your hand on turn 2 if you don't have any tactic card in your hand. There can only be 1 tactic active at the same time).
Rarity: Rare

You may deploy more than 1 champion as long as Elite Strike Teams is in play.

Unique characters you control cost 1 less.

Non-Unique characters you control cost 2 more.

When you play Elite Strike Teams, all deployed non-unique characters you control are returned to your hand.

"Some missions are too important to leave them to anyone else but the best" - Sol

question can u play a tactic if you already have one out and it will replace the other one? If this happens does the other tactic get destroyed or maybe have it reshuffle into your deck?

Counter-Attack
Purity: Neutral
Cost: 4
Type: Tactic (The Tactic card closest to the top of your deck is moved to your hand on turn 2 if you don't have any tactic card in your hand. There can only be 1 tactic active at the same time).

At the beginning of each turn, characters in your assault zone gain +1/+0 until end of turn for each character in your opponent's assault zone.

When this Tactic leaves play, draw the Tactic closest to the top of your deck.
---

Hold the Line
Purity: Neutral
Cost: 6
Type: Tactic (The Tactic card closest to the top of your deck is moved to your hand on turn 2 if you don't have any tactic card in your hand. There can only be 1 tactic active at the same time).

At the beginning of each turn, each character in your defense zone gains +0/+1 until end of turn for each character in your opponent's assault zone.

When this Tactic leaves play, draw the Tactic closest to the top of your deck.
---

As for Azargh I feel he should cost wayy less. He is essentially a negative card advantage to make him work. Not to mention a FD character that manages to survive till the end of the turn usually tends to have hit the fortress.
Title: Re: Future card ideas
Post by: ToxicShadow on June 21, 2016, 08:03:49 PM
question can u play a tactic if you already have one out and it will replace the other one? If this happens does the other tactic get destroyed or maybe have it reshuffle into your deck?

Yes, if you play a tactic and there is already one out, it will replace the old tactic and the old tactic gets destroyed.


As for Azargh I feel he should cost wayy less. He is essentially a negative card advantage to make him work. Not to mention a FD character that manages to survive till the end of the turn usually tends to have hit the fortress.

You are probably right. Gonna reduce his costs.
Title: Re: Future card ideas
Post by: Number11 on June 27, 2016, 10:02:07 PM
Wrath
1 purity DoD - Common
1 cost
Ability - Magic

Target 1 character you control and 1 opponent character. The missing health of your character is dealt as damage to the opponents character.


Dragon guard
1 purity DoD - Rare
2 cost
5 morale
Character - Human
6/6
Vigilance

When you have a dragon in play, Dragon guard gains +0/+4.


Reflector guard
2 purity DoD - Uncommon
2 cost
6 morale
Character - Human
0/7

When Reflector guard enters combat he deals damage equal to the opponents power.


Mating call
1 purity WP - Common
1 cost
Ability

Draw two beast cards.


Seed
2 purity WP - Common
1 cost
Ability

If seed is in the graveyard for 3 turns, it is removed from the game and an Fruit Tree Artifact is put in play. At the start of each turn, Fruit Tree gives you 1 extra resource for the turn.

Fruit Tree
Artifact

At the start of each turn, Fruit Tree gives you 1 extra resource for the turn.


Hagen, Who Declares a Challenge
1 purity WP - Uncommon
4 cost
4 morale
Unique Character - Beast
10/10

When Hagen enters the Deployed Area, draw 3 characters and the opponent draws 3 ability cards.


Bully
2 purity WP - Uncommon
3 cost
4 morale
Character - Beast
8/8

Pay 2: Bully enter combat with target deployed opponents character.


Cultist Hexer
1 purity CoV - Common
2 cost
3 morale
Character - Human
4/4

When you deploy Cultist Hexer, she gives target Character -2/-2. When the health of Cultist Hexer reaches 2, draw a card.

Flavor text: During the power struggle between Candit and Rita, Candit developed curses that Ritas Guards can not guard her from.


Verore Prison
1 purity CoV - Uncommon
1 cost
Location

Characters removed from the game can not return while Verore Prison is in play.

Flavor text: When the guilty are not killed or exiled, they are imprisoned.


Grave Eater
2 purity SoA - Uncommon
3 cost
3 morale
Character - Undead
8/5

Pay 2: Remove target character in your graveyard from the game, Grave Eater gains the removed cards health.
Title: Re: Future card ideas
Post by: ToxicShadow on July 18, 2016, 03:04:07 PM
Oathbound Knight
Purity: 1FD/1DoD
Cost: 5
Morale: 8
Type: Character - Spirit
Stats: 10/12
Rarity: Rare

Cannot be killed by non-damage sources.

When Oathbound Knight enters the battlefield for the first time, he becomes locked to the zone he was moved to and cannot be moved out of it (neither by the controlling player nor by abilities).

"Here we stand, bound forevermore, onto this world, until the end." - Excerpt from a popular legend in some areas of Reish and Talich.




Title: Re: Future card ideas
Post by: Hacker on July 19, 2016, 06:32:38 AM
I want a 6/6 GI drone with charge/vigilance choice
Title: Re: Future card ideas
Post by: ToxicShadow on July 19, 2016, 03:03:41 PM
I want a 6/6 GI drone with charge/vigilance choice

So basicly a 6/6 artificial with haste? Something like that:

Emergency Deployment Unit
Purity: 1GI
Cost: 4
Morale: 4
Type: Character - Artificial
Stats: 6/6

Haste

"Not our most powerful creation, but certainly one of the fastest"
Title: Re: Future card ideas
Post by: Benionin on July 19, 2016, 03:30:39 PM
Advanced Readiness
0 Cost
DoD

Pay X, where X is no more than 5. Reduce target commander's cost by X.

Aka the opposite of Burden of Command and the only way to play Ao Shun
Title: Re: Future card ideas
Post by: ToxicShadow on July 19, 2016, 03:56:41 PM
Advanced Readiness
0 Cost
DoD

Pay X, where X is no more than 5. Reduce target commander's cost by X.

Aka the opposite of Burden of Command and the only way to play Ao Shun

Not sure if that isn't a bit too useful. Can potentially give you a turn 4 avatar. I might be wrong, but that seems pretty strong to me (turn 3, reduce the cost for the avatar by 3, turn 4 play the avatar).
Title: Re: Future card ideas
Post by: Benionin on July 19, 2016, 04:08:40 PM
Yeah, that was a problem. Another option was:

Pay 2X: reduce target commander's cost by X.
Title: Re: Future card ideas
Post by: Hiding on July 19, 2016, 11:28:02 PM
dont do it! I want ultra unit to maybe possibly be played one day.
Title: Re: Future card ideas
Post by: Hiding on July 19, 2016, 11:29:42 PM
Stubborn Moose
1p WP
2 cost
8 morale
Character- Beast

Cannot be moved except by abilities.
Cannot take non-combat damage

10/10
Title: Re: Future card ideas
Post by: ToxicShadow on July 21, 2016, 01:00:52 PM
Fortress-Powered Golem
Purity: 1CoV
Cost: 3
Morale: 4
Type: Character - Elemental
Stats: 15/15
Rarity: Common

Whenever this character deals damage, the fortress of the controlling player takes that much damage.

Candit: "I am impressed. Cheap but of impressive strength at the same time. How did you achieve that?"

Apprentice: "Oh, that was easy really. I connected it to our fortress, it gains its power from the.."

Candit: "You did WHAT? You useless IDIOT! Guards! Into the Wastes with her!"



Cresill's Great 'Wall' of the Wastes
Purity: 1Exiles
Cost: 3
Type: Location
Rarity: Rare

At the beginning of the combat phase, each non-flying character in the assault zone is randomly affected by one of these effects:

Nothing - Nothing happens. The character attacks normal.

Stop - The character stops before worse happens. This character can't attack this turn

Fall - The character falls down and into the pit, but can climb out on the other side. The character takes 5-10 damage and attacks normally.

Into the Abyss - The character falls all the way down into the pit. It is removed from the game.

"Cresill looked at the great Wall of Jinhai and became jealous. Why, so thought he, should these dragon-loving bores have such an impressive building while the proud, entertaining people of the wastes barely can build a hut? After countless attempts of constructing a wall - he tried everything! threatening the bricks, beating them, throwing them around or beating other demons to make them build a wall - he came up with a brilliant idea. If he would dig two huge pits on both sides of a piece of land, this piece of land would become a magnificent wall. So far, he finished the first half...."


Life-Leeching Binding
Purity: 2CoV
Cost: 3
Type: Ability
Rarity: Uncommon

All damage received by the targeted character is redirected to its owners fortress until the end of turn.

Augmented Soldiers
Purity: 3GI
Cost: 2
Type: Tactic (The Tactic card closest to the top of your deck is moved to your hand on turn 2 if you don't have any tactic card in your hand. There can only be 1 tactic active at the same time).
Rarity: Epic

All artificial characters you control have -4/-4 and cost 1 more.

All non-artifical characters you control cost 1 less. Whenever a non-artifical character receives a buff, that character receives additional +3/+3 and shield 1 until the end of turn. Every character can receive this buff only 1 time per turn.

"Some jobs can't be left to machines."

Blood-Pact
Purity: 1CoV
Cost: 2
Type: Tactic (The Tactic card closest to the top of your deck is moved to your hand on turn 2 if you don't have any tactic card in your hand. There can only be 1 tactic active at the same time).
Rarity: Epic

All your ability cards cost additional 8 life. Whenever you play an ability, create a 6/6 flying demon in your support zone.
Title: Re: Future card ideas
Post by: Hiding on July 22, 2016, 12:50:05 AM
Fortress powered golem sounds terrible lol I guess if u have more HP than opponent u can use it to trade but yeah if it hits any character it pretty much going negative.

Primux Ritual
?? Purity (Not verore though)
5 cost
Ability

You may pay any amount of X fortress health when playing this card. Deal X damage to target character.
---

(Combo with Frowny Doll for ez wins, and ofc rite of rage)
Title: Re: Future card ideas
Post by: ToxicShadow on July 22, 2016, 12:00:41 PM
Fortress powered golem sounds terrible lol I guess if u have more HP than opponent u can use it to trade but yeah if it hits any character it pretty much going negative.

Exactly. Why do you think Candit was so mad about it? But the golem is bad by design, because I had a certain use for it in mind (Inflitration. Because we clearly need more characters that can be infiltrated to your opponent :) ).
Title: Re: Future card ideas
Post by: Hiding on July 24, 2016, 10:58:31 PM
Mobile Defense Bot
2p FD or 2p GI
1 cost
6 morale
Character- Artificial

Whenever a character adjacent to Mobile Defense Bot takes damage, the damge is redirected to Mobile Defense Bot.

2/2
(R)
---

Now imagine using this with Fiery Wish
Title: Re: Future card ideas
Post by: ToxicShadow on July 25, 2016, 01:32:42 PM
Mobile Defense Bot
2p FD or 2p GI
1 cost
6 morale
Character- Artificial

Whenever a character adjacent to Mobile Defense Bot takes damage, the damge is redirected to Mobile Defense Bot.

2/2
(R)
---

Now imagine using this with Fiery Wish

What happens if the adjactent character is a martyr?

----

Guardian of the Afterlife
Purity: 1DoD
Cost: 6
Morale: 10
Type: Character - Spirit
Stats: 6/8

When Guardian of the Afterlife enters play, remove all cards from all graveyards from the game.

When Guardian of the Afterlife leaves play, return all cards that have been removed that way to their owners graveyard.

At the end of the turn, if Guardian of the Afterlife is in the graveyard, remove him from the game.

"The honored anceistors have earned their peace. They must not be disturbed."
Title: Re: Future card ideas
Post by: Hiding on July 27, 2016, 10:31:10 PM
Purity Monolith
3 OoS
3 cost
Artifact

Ascend- At the end of the turn you control 5 or more Angels

If Purity Monolith is Ascended, Angels you control gain +1/+1.

(This card has no effect until it's ascended)
Title: Re: Future card ideas
Post by: ecliptix on July 31, 2016, 05:40:36 PM
The Promised Land
2p WP
5 + x Cost
Location
Rare

While The Promised Land is in play, pay an additional X. The Promised Land comes into play with X charge tokens on it. Whenever you or an opponent play an ability card instead, negate that ability and remove a charge counter from the Promised Land. If there are no charge counters, instead remove The Promised Land from the game.

Meditating Shaman
1p DoD or 1p Exile
4 Cost
Creature - Beast Shaman
7/9
Uncommon

While Meditating Shaman is in the support zone, if any creature  would return to the game after being removed, it instead returns to the game in the graveyard of that card's owner.

"Spiritual Warfare. Apparently that's a thing now"

Greed Demon
2p Exile
1 Cost
Creature - Demon
4/5
Common

Whenever any creature would be targeted by any spell controlled by any player it instead targets Greed Demon.
Title: Re: Future card ideas
Post by: Hiding on July 31, 2016, 08:02:09 PM
The Promised Land
2p WP
5 + x Cost
Location
Rare

While The Promised Land is in play, pay an additional X. The Promised Land comes into play with X charge tokens on it. Whenever you or an opponent play an ability card instead, negate that ability and remove a charge counter from the Promised Land. If there are no charge counters, instead remove The Promised Land from the game.

Meditating Shaman
1p DoD or 1p Exile
4 Cost
Creature - Beast Shaman
7/9
Uncommon

While Meditating Shaman is in the support zone, if any creature  would return to the game after being removed, it instead returns to the game in the graveyard of that card's owner.

"Spiritual Warfare. Apparently that's a thing now"

Greed Demon
2p Exile
1 Cost
Creature - Demon
4/5
Common

Whenever any creature would be targeted by any spell controlled by any player it instead targets Greed Demon.

Greed demon is quite frankly ridiculously powerful. Keep it in your support zone an watch all death rays or demonizes do nothing
Title: Re: Future card ideas
Post by: fluffyfish on August 01, 2016, 06:24:44 PM
So some random cards:

Resilient Monk
Character - Human
3 Cost
4 Morale
1p DoD
5/9
If Resilient Monk has received combat damage, it has +5/+0.
I endure. I endure so one day I can pay them back.
> I really think cards similar to "Strikes When Struck" would fit DoD very much (instead of plenty of cards that stall for the sake of stalling), and would make transitions between defense and offense smoother and more intuitive.

Aerial Defense Formation
Ability
4 Cost
1p DoD
All characters in your Defense Zone gain reach until the end of the turn and +0/+4.
> Dunno but I kinda miss something like this.

Blood Craving Demon
Character - Demon
4 Cost
5 Morale
1p Ex
8/8
If Blood Craving Demon enters combat with a character, it gains Bloodthirst equal to that character's cost.
> I think a couple more solid Demon bodies would be a nice addition.

Chaotic Metamorphose
Ability
2 Cost
2p Ex
Target a character you control and give it one of the following effects:
- -2/+0 and Infect
- +0/+2 and Consume 2
- +2/+0 and Bloodthirst 2
> Just some fun exileness. Infect is generally a bit stronger than the other two (field advantage) so a drawback felt fitting.

Unwavering March
Ability
3 Cost
1p FD
Preemptive
This turn, the first time an opponent's effect targets a character you control on the battlefield, that effect does nothing.
> I'm a bit unsure about the cost (it was 4 a while ago), but either way I dislike how many tools CoV/control has for disruption while other decks have very few defensive measures (even if some can be avoided/baited, it still feels a bit unfair).

Attack Reflection
Ability
6 Cost
2p CoV
This turn, the first time an opponent's character would deal damage to your fortress, that damage is inflicted to your opponent's fortress instead.
> Kinda what I felt Reflective Shield should have been (this is not a remake of the card tho). While I'm considering increasing the cost or purity, it probably will only deal 10-15 damage and can also be baited (either by attacking first with a weak character or by not attacking at all) so for now I will leave it as is (plus its more interactive and interesting than the other CoV burn cards).

Heaven's Blessing
Ability
5 Cost
2p OoS
This turn, each time a character you control inflicts damage to your opponent's fortress, your fortress is healed by half that damage (rounded up).
> The idea here is to synergize with the flying-aggro playstyle. Mainly to be able to compete properly with other aggro decks (in theory a non-flying aggro deck would have a stronger push so this may give the edge you need to win). Most fortress healing abilities in OoS feels incredibly out of place so I wished to do a fun and intuitive one. May increase the cost to 6 or 7 tho.
Title: Re: Future card ideas
Post by: sogeking on August 02, 2016, 01:44:06 AM
        Unique Mission Bankrupt
Purity : 3 p dod
Rarity : Epic
Cost :1
When Bankrupt Deployed every turn you lend 1 resources to your opponent and it becomes %33 more complete.When Bankrupt is completed your opponent loses 6 resource that turn and you gain that much.

       Unique Character Lifestealer
Purity : 2 p soa
Rarity: Legendary
Cost: 4
Stats: 6/6
Whenever Lifestealer kills a character he gain extra life.
Title: Re: Future card ideas
Post by: ToxicShadow on August 03, 2016, 01:15:30 PM
Demon Catapult
Purity: 1Exiles
Cost: 2
Type: Artifact
Rarity: Uncommon

Target non-flying character you control gains flying. At the end of turn, sacrifice this character.

No demon ever grew wings midair, but that doesn't keep some from trying.
Title: Re: Future card ideas
Post by: ecliptix on August 03, 2016, 03:45:19 PM
Quote
Greed demon is quite frankly ridiculously powerful. Keep it in your support zone an watch all death rays or demonizes do nothing

That's true but keep in mind it also prevents you from using your buffs and kill spells freely. You can't really buff while he's out as he'll absorb all the buffs and the proceed to be insta-killed by a sure fire death ray or debuff. He's deliberately 1 cost because unless he soaks up a powerful kill spell he's really more of a hindrance than help. Genesis would hate him though.
Title: Re: Future card ideas
Post by: Hiding on August 03, 2016, 04:22:44 PM
Quote
Greed demon is quite frankly ridiculously powerful. Keep it in your support zone an watch all death rays or demonizes do nothing

That's true but keep in mind it also prevents you from using your buffs and kill spells freely. You can't really buff while he's out as he'll absorb all the buffs and the proceed to be insta-killed by a sure fire death ray or debuff. He's deliberately 1 cost because unless he soaks up a powerful kill spell he's really more of a hindrance than help. Genesis would hate him though.

Death rays wont be sure fire though because they only hit the battlefield. If they redirect to him and hes in support they wouldnt do anything. So buffing him would just be the same as buffing anything else
Title: Re: Future card ideas
Post by: ecliptix on August 04, 2016, 01:43:22 PM
Death rays wont be sure fire though because they only hit the battlefield. If they redirect to him and hes in support they wouldnt do anything. So buffing him would just be the same as buffing anything else

Point Taken - I meant for it to read like this:

Greed Demon
2p Exile
1 Cost
Creature - Demon
4/5
Common

Whenever any creature would be affected by any spell controlled by any player it affects Greed Demon.
Title: Re: Future card ideas
Post by: fluffyfish on August 05, 2016, 05:54:14 PM
Turns out that when I was playing a DoD/WP deck, I suddenly thought "We could have more interesting non-limiting ways to damage the enemy morale." (Non-limiting as in not-restricted to morale win-con decks).
To be precise, I just want more Glorious Warriors.
Thus I made these:

Ravages into pieces
Character - Beast
4 Cost
10 Morale
1p WP
10/12
Whenever Ravages into pieces kills a character, your opponent loses 4 morale.

Gyahaha, the Disgusting Mockery
Unique Character - Demon
4 Cost
9 Morale
1p Ex
6/10
Discard a random card: All characters in your opponent's assault Zone get -1/+0, and your opponent loses 5 morale. You can only use this ability once per turn and while deployed.
"Gyahaha", said Gyahaha while pointing at others, once again today.

Honorable in Life, Honorable in Death
Ability
3 Cost
2p DoD
This turn, the first time you would lose morale due to a character you control dying, your opponent loses that much morale instead (if more than one die at the same time, this only affects one with the highest morale cost).

Humiliate
Ability
4 Cost
2p CoV
Target character on the battlefield is transformed into a 1/1 Slime with 12 morale cost.

Unavoidable Takeover
Unique Artifact
3 Cost
1p SoA
Whenever you gain control of an opponent's character, that character gains +1/+1 and your opponent loses 3 morale.

Fear*
Ability
2 Cost
1p SoA
This turn, whenever an undead character you control would enter combat with an opponent's character, both characters are moved to the Support Zone, then your opponent loses 2 morale.

*This one is a remake. I personally think Fear is one of the most offensive cards (fun/interesting-wise), and while I was wondering how to change it, I ended up mixing both ideas to create this version. I tried to do something that felt more sleeper-like and also dealt morale damage (because fear, you know).

Either way, my goal with these cards was "never something as boring as Demoralize" and that also could be useful even in non-morale win-con decks (possibly as an alternative win-con).
I often really wish to include a bit of morale damage in some of my decks (oh, how many times I make my opponent <30 morale with non-morale decks but can't finish them off), but everything seems turned towards "you either go full morale win-con or nah", which I find rather boring. Thus avoiding that was my main goal (although they are obviously focused into their morale factor). Because more cards like Glorious Warrior would be great.

Hope you liked them and Cheers.
Title: Re: Future card ideas
Post by: ToxicShadow on August 06, 2016, 04:07:35 PM
Death rays wont be sure fire though because they only hit the battlefield. If they redirect to him and hes in support they wouldnt do anything. So buffing him would just be the same as buffing anything else

Point Taken - I meant for it to read like this:

Greed Demon
2p Exile
1 Cost
Creature - Demon
4/5
Common

Whenever any creature would be affected by any spell controlled by any player it affects Greed Demon.

Hm. If you phrase it that way, it means he would actually nullify Mass Death, Yuanshi or similar AoE effects aswell, just like martyr redirects all Yuanshi damage to himself (since it more or less happens at the same time). Or steal all buffs from Guns of Goliath. I think you mean any 'single target' spell.

Also, welcome back ecliptix. Nice to see you around again. :)

---

@fluffyfish: I agree that there should be more interesting possibilities to drain morale. Not sure if every faction should get them though. But would be curious to see how that works out. There are some interesting ideas, but I want address only one of the cards though because it is way too good:

Humiliate
Ability
4 Cost
1p CoV
Target deployed character is transformed into a 1/1 Slime with 12 morale cost.

4 cost, 1 purity and it basicly is a way better version of demonize or Hubris. I think you need to either raise the cost a lot or drasticly raise its purity requirements (or both). Compare it to Hubris which is in the same faction: This one can hit any character deployed (not only on the battlefield), will strip them of their abilities and in most cases even raise their morale cost. That is a lot improvement for a mere resource more. Too much of an improvement imho.

But it is an interesting idea in any case.

Title: Re: Future card ideas
Post by: fluffyfish on August 06, 2016, 05:43:29 PM
@Toxic Shadow: Yep, can't deny Humiliate was a bit too good for what I had in mind (its more that I didn't really took into account taking away the target's text while balancing it).
Thus was edited into 2 purity and battlefield only (it sounded a bit unfair on a second look to strip a card of all its dignity while it couldn't even avoid it), also because after researching a bit the only targeted kill that is not battlefield-restricted is Annihilate and I'd rather not take this away from it for now. In the end I just embraced the card as a "Demonize + Hubris" (which it already was, but not balanced as such).

Also, while one of my goals was indeed to give morale options to other factions, its more in the sense of being able to support more with morale damage, not really to let all factions have the possibility of morale as a main win-con (just so they can be used either as support for proper morale win-con decks, or to let you inflict that 15-30 morale damage you need while playing other decks). Because imo limiting ALL morale options to CoV and DoD is rather boring (morale is such an interesting and innovative mechanic, but I don't think it's explored enough), obviously, they should get a bigger portion or the best options since it fits them more. For now I was just thinking on 2-5~ cards for other factions that could justify using them together with a CoV/DoD morale deck if desired. An exception being Flame Dawn, because of course it'd just feel very wrong to give it morale damaging cards (if anything, just more ways to survive against morale decks), funny enough, I also couldn't think of any GI morale card that felt right.
Either way, thanks for the feedback.
Title: Re: Future card ideas
Post by: ecliptix on August 07, 2016, 12:32:08 AM
Death rays wont be sure fire though because they only hit the battlefield. If they redirect to him and hes in support they wouldnt do anything. So buffing him would just be the same as buffing anything else

Point Taken - I meant for it to read like this:

Greed Demon
2p Exile
1 Cost
Creature - Demon
4/5
Common

Whenever any creature would be affected by any spell controlled by any player it affects Greed Demon.


Erm...Yeah basically that

Whenever any creature would be affected by any single target spell controlled by any player it affects Greed Demon.

^This. Basically he's just there to suck up any single spell directed at a single creature hence "Greed" Demon. He's more like a cassial/martyr except for single target spells, hence the low cost. Other wise he'd just be a bit too cost ineffective to be worthwhile with exiles imo.
Title: Re: Future card ideas
Post by: Hiding on August 07, 2016, 12:58:22 AM
Death rays wont be sure fire though because they only hit the battlefield. If they redirect to him and hes in support they wouldnt do anything. So buffing him would just be the same as buffing anything else

Point Taken - I meant for it to read like this:

Greed Demon
2p Exile
1 Cost
Creature - Demon
4/5
Common

Whenever any creature would be affected by any spell controlled by any player it affects Greed Demon.


Erm...Yeah basically that

Whenever any creature would be affected by any single target spell controlled by any player it affects Greed Demon.

^This. Basically he's just there to suck up any single spell directed at a single creature hence "Greed" Demon. He's more like a cassial/martyr except for single target spells, hence the low cost. Other wise he'd just be a bit too cost ineffective to be worthwhile with exiles imo.

Feel he needs to cost at least 3. As a martyr golem for all abilities like wow. Hes very good insurance that doesnt need much prediction (similar to cassial)
Title: Re: Future card ideas
Post by: ecliptix on August 07, 2016, 04:11:43 PM
I thought the same, but all the important stuff exiles can do is already fairly expensive and unless you absorb an ability dump its kinda meh. Maybe a 2 cost? Unlike Martyr or Cassial he isn't going to protect all your assets. But he'd HAVE to be 2p otherwise log would definitively become the new meta. And you know my thoughts on that puffy deck.
Title: Re: Future card ideas
Post by: ToxicShadow on August 10, 2016, 03:46:53 PM
Strong-Willed Sentinel
Purity: 2DoD
Cost: 4
Morale: 7
Type: Character - Human
Stats: 6/8

Vigilance

At the start of combat phase, if your opponent has more characters in his assault zone than you have characters in your defense zone, Strong-Willed Sentinel gains +2/+4 per attacking character that the defending character are outnumbered with.

There is no strength in numbers. Have no such misconception.


Collaborator
Purity: 1OoS + 1GI or 1FD or 1CoV or 1DoD (basicly you need at least 1 of the 'human' factions)
Cost: 2
Morale: 3
Type: Character - Human
Stats: 4/4

Collaborator gains +3/+3 for every adjactent angel.

"I, for one, welcome our new angel overlords."


Anti-Gravitational Field Generator
Purity: 2GI
Cost: 3
Type: Artifact

As long as Anti-Gravitational Field Generator is deployed, all characters in play gain flying.

"Gravity is a funny thing, you only ever think about it when you are falling - or when it is suddenly missing." - Tygris
Title: Re: Future card ideas
Post by: Hiding on August 17, 2016, 04:07:31 AM
Strong-Willed Sentinel
Purity: 2DoD
Cost: 4
Morale: 7
Type: Character - Human
Stats: 6/8

Vigilance

At the start of combat phase, if your opponent has more characters in his assault zone than you have characters in your defense zone, Strong-Willed Sentinel gains +2/+4 per attacking character that the defending character are outnumbered with.

There is no strength in numbers. Have no such misconception.


Collaborator
Purity: 1OoS + 1GI or 1FD or 1CoV or 1DoD (basicly you need at least 1 of the 'human' factions)
Cost: 2
Morale: 3
Type: Character - Human
Stats: 4/4

Collaborator gains +3/+3 for every adjactent angel.

"I, for one, welcome our new angel overlords."


Anti-Gravitational Field Generator
Purity: 2GI
Cost: 3
Type: Artifact

As long as Anti-Gravitational Field Generator is deployed, all characters in play gain flying.

"Gravity is a funny thing, you only ever think about it when you are falling - or when it is suddenly missing." - Tygris

If everything has flying, nothing does. Useful with anti air sounds like a Solid card vs flying decks.

Like the sentinel but does he get weaker as opponent characters die?
Title: Re: Future card ideas
Post by: Hiding on August 17, 2016, 05:00:11 AM
Ideas for Oppression cards. Mainly because with the new defiant cards it feels a bit disconnected with the other set (probably because the gme had no direction previously)

Monitor
1p OoS
3 cost
4 morale
Character- Artificial Angel

Whenever a card your opponent controls is removed from the game, Monitor gains Flying until end of turn.

8/8

---
Cleanse
1p OoS
2 cost
Ability

If a character dies this turn, remove it from the game.

---
Pleiea, Head Overseer
2p OoS
6 cost
10 morale
Unique Character- Angel

Champion, Flying

If deployed, whenever a card your opponent controls is removed from the game, other Angels you control gain +1/+1.

4/14
(L)
Title: Re: Future card ideas
Post by: ToxicShadow on August 17, 2016, 12:58:31 PM
Anti-Gravitational Field Generator:
If everything has flying, nothing does. Useful with anti air sounds like a Solid card vs flying decks.

Yup, sums up what I had in mind for the card pretty well. Allows GI to combo it with their anti-air cards or simply counter flying.


Like the sentinel but does he get weaker as opponent characters die?

Good question! I didn't plan him to become weaker when opponent characters die. However, not sure whether his text would need to be changed to accuratly reflect that.

Ideas for Oppression cards. Mainly because with the new defiant cards it feels a bit disconnected with the other set (probably because the gme had no direction previously)

Monitor
1p OoS
3 cost
4 morale
Character- Artificial Angel

Whenever a card your opponent controls is removed from the game, Monitor gains Flying until end of turn.

8/8

---
Cleanse
1p OoS
2 cost
Ability

If a character dies this turn, remove it from the game.

---
Pleiea, Head Overseer
2p OoS
4 cost
10 morale
Unique Character- Angel

Champion, Flying

If deployed, whenever a card your opponent controls is removed from the game, other Angels you control gain +1/+1.

4/14
(L)

I like those. Think it would be a good idea to expand on the Overseers capabilities to remove cards. And add cards to the faction that synergize with that. Could become a big Overseers theme (instead of ascend which is almost non-existant now and champions which are ...meh. Also, nice champion design).
Title: Re: Future card ideas
Post by: Hiding on August 17, 2016, 01:36:23 PM
Ideas for Oppression cards. Mainly because with the new defiant cards it feels a bit disconnected with the other set (probably because the gme had no direction previously)

Monitor
1p OoS
3 cost
4 morale
Character- Artificial Angel

Whenever a card your opponent controls is removed from the game, Monitor gains Flying until end of turn.

8/8

---
Cleanse
1p OoS
2 cost
Ability

If a character dies this turn, remove it from the game.

---
Pleiea, Head Overseer
2p OoS
4 cost
10 morale
Unique Character- Angel

Champion, Flying

If deployed, whenever a card your opponent controls is removed from the game, other Angels you control gain +1/+1.

4/14
(L)

I like those. Think it would be a good idea to expand on the Overseers capabilities to remove cards. And add cards to the faction that synergize with that. Could become a big Overseers theme (instead of ascend which is almost non-existant now and champions which are ...meh. Also, nice champion design).

The idea was based on the Defiant cards reveal. Seeing as they are "defiant" it probably means they are standing against the overseers or oppression or something. Because their effect happens when they are removed from the game, I thought of it as they did their effect as an act of defiance against the oppressors removing them from play. As a sort of final act before disappearing.

But during Oppression Overseers didnt have any focus on removing from play. So it doesnt really make sense that the defiant cards do what they do. Hence my sort of "oppression amendment" cards.

Monitor Sphere
1p OoS
3 cost
Artifact

When Monitor Sphere is deployed, target 3 character's you control. They gain the subtype Sentry.

Whenever a card an opponent controls is removed from the game, Sentries you control gain Flying.
---

Court Sycophant
1p OoS
2 cost
4 morale
Character- Angel

Whenever a card an opponent controls is removed from the game, your champion gains +1/+2.

6/5
---

Twilight Obelisk
1p OoS + 1p Verore
3 cost
Artifact

When Twilight Obelisk enters play target a deployed permanent [character/location/artifact].

If a card your opponent controls is removed from play, destroy the targeted permanent.

I don't consider missions permanents as they seem like they are simply a longer lasting spell that requires more conditions to cast
Title: Re: Future card ideas
Post by: ToxicShadow on August 17, 2016, 02:26:14 PM
The idea was based on the Defiant cards reveal. Seeing as they are "defiant" it probably means they are standing against the overseers or oppression or something. Because their effect happens when they are removed from the game, I thought of it as they did their effect as an act of defiance against the oppressors removing them from play. As a sort of final act before disappearing.

Makes sense. And yeah, they are defiant against the angelic rule. You can see it in the art actually, they are standing against an angel (often you see only the shadow the angel casts) and many of them stand in front of members of another faction and protect them. I like the art theme for the defiant cards actually, it tells a nice little story.
Title: Re: Future card ideas
Post by: ecliptix on August 18, 2016, 01:07:50 AM
Guardian Angel
1p OoS & 1p DoD
2 cost
6/6
4 morale
Character- Spirit Angel
Uncommon

When you deploy Guardian Angel, bond it to a target character. Any spells which would kill that creature, remove it from the game, remove it from its current zone or deal damage to it are instead redirected to Guardian Angel.

War Griffon
1p OOS & 1p WP

4 cost
8/8
7 morale
Character- Beast Angel
Common
Flying, Haste

When you deploy War Griffon, target creature gains flying as long as both creatures share the same zone.



Title: Re: Future card ideas
Post by: hibbidy_jibbidy0 on August 18, 2016, 01:55:04 AM
I have not gone through all 40 odd pages, appologize if this has been suggested.

how about a really great buff card that adds  moral cost to whatever card(s) it applied too?

or possibly costing moral if/(and?) it does not trigger?
Title: Re: Future card ideas
Post by: Hiding on August 19, 2016, 05:09:44 AM
I have not gone through all 40 odd pages, appologize if this has been suggested.

how about a really great buff card that adds  moral cost to whatever card(s) it applied too?

or possibly costing moral if/(and?) it does not trigger?

Futility of War
2p DoD
3 cost
Ability

The morale cost of each Character in play increases by 2.
---

Wall Crier
2p DoD
2 cost
8 morale
Character- Human

Pay 2, exhaust: You lose 4 morale. Until end of turn, whenever your opponent loses morale, they lose an additional 2 morale.

2/4
Title: Re: Future card ideas
Post by: ToxicShadow on August 19, 2016, 03:19:58 PM
Hunter-Killer Missile
Purity: 2GI
Cost: 4
Type: Ability

Target a character an opponent controls and choose a zone.

A 0/1 artificial missile character which can neither attack nor block is created in the chosen zone on your opponents side.

At the start of each turn, the missile moves to the zone the targeted character was in last turn.

At the end of each turn, if the missile character is in the same zone as the targeted character, that character is killed and all adjactent characters take 5 damage.

If the targeted character leaves play without triggering the missile, remove the missile from the game.

You can't run forever!


Disgusting Monkey
Purity: 1DoD
Cost: 2
Morale: 3
Type: Character - Beast
Stats: 6/9

Vigilance

When Disgusting Monkey dies, your opponent gains 5 Morale.

Sally
Purity: 2DoD
Cost: 2
Type: Tactic

When your opponent has initiative, you may pay 3. If you do, all your defending characters are moved to the assault zone after your opponent characters have attacked.


Shen-Lin, last line of Defense
Purity: 2DoD
Cost: 5
Morale: 12
Type:Unique Character - Human
Stats: 12/15

Cannot block or attack

Whenever a character would directly attack your fortress, they enter combat with Shen-Lin instead.
Title: Re: Future card ideas
Post by: ecliptix on August 19, 2016, 03:56:36 PM
WHY DID I NOT USE THIS AS MY MISSION CARD SUBMISSION?!?!?! IT WOULD HAVE MADE DRAW DECKS VIABLE! hrgablerghager

Mech Lab
Purity: 3 GI
Cost: 6
Type: Mission

If Mech Lab is a card in your deck, no cards with the name "Mega Unit" can be a commander.

While Mech Lab is deployed, if you have Mega Unit 01, Mega Unit 02 and Mega Unit 03 in your hand you may Overcharge those three cards and create an Ultra-Unit in the support zone which comes into play exhausted.

Title: Re: Future card ideas
Post by: Benionin on September 02, 2016, 07:45:12 AM
[Character Name], the Daunting Guard
3p DoD
6 cost, 12 morale
Legendary
Unique Character--Human
5/12

Vigilance
At the beginning of combat, if CARDNAME is in the defense zone all characters in your opponent's assault zone lose Indestructible, Flying, Unstoppable, and Unblockable
The attackers gazed at the walls and trembled, for there stood CHARACTER in all of his glory, his intimidating countenance filling their hearts with dread

Let them quake with fear. Designed to give 3 DoD some answers to problems like flying and unstoppable, forcing your opponents to fight you toe to toe on the ground. It also prevents Avatars from cutting through or ignoring your hard-earned defensive line in mirror matches. His stats are pretty weak to counterbalance the strength of his ability.
Title: Re: Future card ideas
Post by: ToxicShadow on September 02, 2016, 12:28:53 PM
[Character Name], the Daunting Guard
3p DoD
6 cost, 12 morale
Legendary
Unique Character--Human
5/12

Vigilance
At the beginning of combat, if CARDNAME is in the defense zone all characters in your opponent's assault zone lose Indestructible, Flying, Unstoppable, and Unblockable
The attackers gazed at the walls and trembled, for there stood CHARACTER in all of his glory, his intimidating countenance filling their hearts with dread

Let them quake with fear. Designed to give 3 DoD some answers to problems like flying and unstoppable, forcing your opponents to fight you toe to toe on the ground. It also prevents Avatars from cutting through or ignoring your hard-earned defensive line in mirror matches. His stats are pretty weak to counterbalance the strength of his ability.

That would certainly be a nice card for 3p DoD! So much even that I would suggest to reduce the purity and not hide it behind legendary rarity. Since it completly shuts down flying and severly slows down (or even stops :) ) unstoppables too, I might would remove the vigilance on it. But i am a little unsure about that part too.

Anyways, i really like the idea.
Title: Re: Future card ideas
Post by: Hiding on September 02, 2016, 04:37:19 PM
Question is this card a one time effect that happens when it enters the defense zone like assimilator, or a static effects like pack leader in that when it leaves the defense zone the enemies regain their abilities?
Title: Re: Future card ideas
Post by: Benionin on September 02, 2016, 04:52:30 PM
Question is this card a one time effect that happens when it enters the defense zone like assimilator, or a static effects like pack leader in that when it leaves the defense zone the enemies regain their abilities?

It's designed to trigger once a turn, though I suppose a static effect would fulfill the same purpose.
Title: Re: Future card ideas
Post by: NatoPotato on September 06, 2016, 12:51:56 AM
ShieldBreaker
2 FD
5 cost, 7 morale
Character Human
8/8

When ShieldBreaker enters combat with a card that has more health than power that characters health becomes equal to its power+1.



Basically negative balance, particularly devastating on cards like defense golem.
Title: Re: Future card ideas
Post by: ToxicShadow on September 07, 2016, 12:37:16 PM
ShieldBreaker
2 FD
5 cost, 7 morale
Character Human
8/8

When ShieldBreaker enters combat with a card that has more health than power that characters health becomes equal to its power+1.



Basically negative balance, particularly devastating on cards like defense golem.

Sounds like a nice idea. Probably especially devastating against DoD.


Shin, the Renegade Ronin
Purity: 1DoD/1CoV
Cost: 5
Morale: 15
Type: Unique Character - Human
Stats: 4/14
Rarity: Legendary

Vigilance

When Shin receives damage for the first time this turn, he gains +8/+0 and is moved to the assault zone.

Exhaust: Shin deals 5 damage to himself. If Shin dies to this effect, you don't lose morale for his death.

From the Sages he learned to control his rage. From Rita he learned that such control is only an obstacle on the way to true power.
Title: Re: Future card ideas
Post by: ecliptix on September 12, 2016, 03:24:50 PM
Primal Fury
Purity: 2p WP
Cost: 10
Type: Ability
Rarity: Epic

Whenever a beast creature you control would die  for the first time this turn, instead it survives with 1 hp. At the end of the turn, all creatures you control take 1 damage.

Great Wyrm
Purity: 1p WP 1p Exile
Cost: 5
Type: Creature - Beast Demon
Rarity: Rare
Stats: 10/11
Morale: 8

Consume 2

Great Wyrm cannot be killed by any means other than combat.


Flanking Maneuver
Purity: 3p FD
Cost: 6
Type: Ability
Rarity: Epic

When you play Flanking Maneuver, all creatures rotate the zone they occupy clockwise.
Overcharge 2 - Rotate the zone of all creatures COUNTER-CLOCKWISE.

Immunity
Purity: 2p DoD
Cost: 6
Type: Ability
Rarity: Rare

Target creature gains indestructible and untouchable until the end of the turn. Any ability which would remove this card from the game does nothing.

A New Dawn
Purity: 2p OOS / 1p DoD
Cost: 4
Type: Unique Mission
Rarity: Legendary

When you play A New Dawn, your fortress gains 4hp for every creature you control and your maximum hp becomes 150. At the start of each turn your fortress gains 2 hp for each angel you control. If your fortress' HP becomes greater than or equal to 150 you win the game.

Survival of the Fittest [THANKS Toxic! :D]
Purity: 1p WP / 1p Exile OR 1p WP / 1p CoV
Cost: 5
Type: Ability
Rarity: Rare

Kill all creatures whose cost is equal to or less than 1.

Jerugh, The Prime Demon
Purity: 2p Exile
Cost: 4
Type: Unique Character - Demon
Rarity: Rare
Stats: 10/10
Morale: 7

Exile 4

When you discard Jerugh, all cards with exile have their exile cost reduced by 1 until the end of the next turn.

Ivory Dove
Purity: 1p WP / 1p OOS
Cost: 4
Type: Beast Angel
Rarity: Uncommon
Stats: 4/5

Haste, Flying

When you deploy Ivory Dove, heal all beasts you control by 4.

Psychosis
Purity: 2p Exile
Cost: 6
Type: Ability
Rarity: Uncommon

Target character cannot be targeted by abilities you control. At the start of each turn it deals damage equal to its power to a random character. If there are no other deployed characters or characters in the command zone <cardname> deals its power in damage to your fortress.

Exiled Monk
Purity: 1p Exile OR 1p DoD
Cost: 3
Type: Ability
Rarity: Uncommon
Stats: 3/10

Vigilance, Exile 1

When Exiled Monk enters the deployed zone it immediately moves to the defense zone.

Immolated Demon
Purity: 1p Exile & 1p FD
Cost: 5
Type: Human Demon
Rarity: Uncommon
Stats: 25/2
Morale: 8

Charge, Immolated 1, Fire Strike 10

As an additional cost to deploy Immolated Demon, overcharge a card. When Immolated demon enters combat with another character it receives -24/0.




Title: Re: Future card ideas
Post by: ecliptix on October 10, 2016, 01:39:36 AM
Jian-Hueng, The Emperor Who Watches All
Purity: 3p DoD
Cost: 10
Type: Unique Character
Rarity: Legendary
Stats: 0/20
Morale: 115

While Jian-Jue is deployed you may not attack an opponent's Fortress and all other characters you control gain indestructible. If Jian-Jue was on the battlefield at any point this turn, at the end of the turn, for each point of morale your opponent lost this turn they lose an additional point of morale.

Title: Re: Future card ideas
Post by: Hiding on October 10, 2016, 05:14:53 AM
Jian-Hueng, The Emperor Who Watches All
Purity: 3p DoD
Cost: 10
Type: Unique Character
Rarity: Legendary
Stats: 0/20

While Jian-Jue is deployed you may not attack an opponent's Fortress and all other characters you control gain indestructible. If Jian-Jue was on the battlefield at any point this turn, at the end of the turn, for each point of morale your opponent lost this turn they lose an additional point of morale.

I assume the morale cost on this is 10000 cuz otherwise this card op as hell
Title: Re: Future card ideas
Post by: ecliptix on October 10, 2016, 04:01:06 PM
Whoops, forgot that.

Its 115 :D

If your head of state dies - you're gonna have a bad day.
Title: Re: Future card ideas
Post by: ecliptix on October 18, 2016, 02:42:23 AM
Warpath Shaman
Purity: 2p WP
Cost: 3
Type: Beast
Rarity: Uncommon
Morale: 2
Stats: 3/5

When Spirit Ward comes into play, bond it to target creature. While spirit ward is bonded to that creature, it cannot be killed by abilities as long as both creatures are in the same zone.

Spirit Ward
Purity: 2p DoD
Cost: 1
Type: Ability
Rarity: Common

Target creature ignores the effects of the first card to affect it this turn.

Absolution
Purity: 2p FD
Cost: 4
Type: Ability
Rarity: Rare

Whenever an opponent plays an ability card this turn, remove all copies of that card from their deck, hand and graveyard. The ability's effect(s) still trigger normally.

Magic Disruption Array
Purity: 2p GI
Cost: 5
Type: Unique Artifact
Rarity: Rare

Prevent all non-combat damage your fortress would take.

Resurrection
Purity: 2p OOS
Cost: *_*
Type: Ability
Rarity: Epic

As an additional Cost to play resurrection, sacrifice X resources at the end of your turn up to 6 where X is the number of creatures that die from abilities this turn. Resurrection cost is equal to your maximum resources. Creatures that die this turn from abilities do not cause you to lose morale.

Return all creatures that died this turn from abilities back to your support zone at the end of the turn. They Gain +Y/+Y where Y is the number of creatures that died this turn prior to combat. The value of Y cannot exceed that card's total cost.
Title: Re: Future card ideas
Post by: Hiding on October 18, 2016, 06:50:21 AM
Muse of Madness
Neutral
3 cost
2 morale
Character- Spirit

Flying

When you deploy Muse of Madness, each player draws 3 cards, then discards 5 cards.

5/5
---

A Flicker of Hope
Neutral
1 cost
Ability- Unique

Immediately draw a card, then discard a card.

Your opponents draw a card, then discard a card.
Title: Re: Future card ideas
Post by: ecliptix on October 27, 2016, 05:27:48 PM
Spirit Bond
2 DoD
4 cost
Ability

Pre-Emptive

Whenever an ability you opponent controls would affect two or more creatures you control this turn, instead, cancel that ability. Creatures that would have been affected by this ability gain +x/+x where X is the number of creatures that would have been affected.

Platoon HQ
2 FD
5 Cost
Location

Creatures you control are unaffected by ability cards which cost less than the total number of creatures you control in the same zone.

Flame Dragon Knight
1FD/1DoD
4 Cost
8 Morale
Character - Human
10/10
Uncommon

Untouchable

Demonized Spellcatcher
3 EX
2 Cost
8 Morale
Character - Demon
4/4
Rare

Whenever an ability your opponent plays would deal damage to a creature you control, that opponent's fortress takes damage equal to the total amount of damage your creatures took this turn to a maximum of 30 damage.


D'Mar, Spirit of the Wolf Tribe
2 WP
8 Cost
12 Morale
Character - Unique Beast
15/18
Epic

When D'mar is deployed, remove all abilities from both players hands. They return to their controller's hand at the end of the turn.


Seriously, the hostile abilities are completely out of hand in this game and we need some serious counterplays to them. Yes I realize this means MD would be nerfed to borderline unusable but at this point I feel its a necessary evil to address the rest of this games excessive removal. Just rework MD.

Flame Dragon Knight
1FD/1DoD
4 Cost
8 Morale
Character - Human
8/10
Uncommon

Untouchable, Haste

Mass Death
2 CoV
Ability
6 cost

Kill all creatures on the battlefield. Whenever a card would alter how Mass Death functions, ignore those effects.
Title: Re: Future card ideas
Post by: Number11 on October 27, 2016, 10:27:40 PM
Seriously, the hostile abilities are completely out of hand in this game and we need some serious counterplays to them. Yes I realize this means MD would be nerfed to borderline unusable but at this point I feel its a necessary evil to address the rest of this games excessive removal. Just rework MD.

We are getting Marina The Selfless, that should alleviate some of your problems with ability cards. I am interested to see what effect she will have on the game.
Title: Re: Future card ideas
Post by: ORISOLVE on October 27, 2016, 10:29:24 PM
If Marina is a Legendary, Pay To Win much?  :'(
Title: Re: Future card ideas
Post by: Number11 on October 27, 2016, 10:39:05 PM
If Marina is a Legendary, Pay To Win much?  :'(

Marina would be such a game changer. As a card that would have such a big impact on the game she should be accessible, like rarity at rare to avoid pay to win in the game.
Title: Re: Future card ideas
Post by: ecliptix on October 28, 2016, 12:22:22 AM
Marina would be such a game changer.

...If you draw her. So yes, I'm very much looking forward to a meta where the success or failure of a deck depends on whether or not you draw one very specific card -_-

At least martyr has some cloneish types.

Anywho, completely tangental to the thread.
Title: Re: Future card ideas
Post by: Hiding on October 28, 2016, 03:28:22 AM
Marina would be such a game changer.

...If you draw her. So yes, I'm very much looking forward to a meta where the success or failure of a deck depends on whether or not you draw one very specific card -_-

At least martyr has some cloneish types.

Anywho, completely tangental to the thread.

Make demon of smog marina for 1 turn and you get a clone. Protector is also kinda a clone
Title: Re: Future card ideas
Post by: Hiding on November 05, 2016, 02:33:47 PM
Tactical Fusion Device
1p Fd 1p Gi
11 cost
Ability

Regret [if there is a copy of this card in your graveyard, you cannot play another copy of it]
Sanction: Calamity [there can only be a maximum of 3 copies of this card or calamity combined in your deck]

Remove all deployed characters from the game.

Deploy a Radiation Zone in each player's support zone.

---
Radiation Zone
Neutral
0 cost
Location

Whenever you deploy a character, that character gains Poison 2
Title: Re: Future card ideas
Post by: ToxicShadow on November 05, 2016, 02:49:27 PM
Biore, the Blood Merchant
Purity: 2CoV
Cost: 4
Morale: 10
Type: Unique Character - Demon
Stats: 6/6
Rarity: Legendary

When you play Biore, you may overcharge him with an ability card.
If you do, the effect of the overcharged ability card will be executed when Biore is deployed.
You lose 10 health for every 1 resource Biore is cheaper than the ability he was overcharged with.
You gain 10 health for every 1 resource Biore is more expensive than the ability he was overcharged with.

"Blood for power, power for blood. What shall it be?"

Convict Regiment
Purity: 1FD
Cost: 3
Morale: 6
Type: Character - Human
Stats: 12/10
Rarity: Uncommon

Charge
Daredevil (has always to be first (most left) in its zone)

When Convict Regiment would attack the opponents fortress directly, it is removed from the game instead. Create two 6/6 traitor human characters in the opponents support zone.

In countries ruled by the FD, dangerous criminals are conscripted into so called Convict Regiments for unforgivable offenses like: Defying an order from a military officer. Stealing from the military. Murder. Cursing Aberion. Tax fraud. Graffiti on official FD buildings or abuse of the FD emblem. These regiments are forced to lead every charge as cannon fodder, but their loyality is very questionable.

"Puffy you, Aberion. Down with the dictator!" - FD Traitor


Flexible Infantry
Purity: 1 DoD
Cost: 2
Morale: 3
Type: Character - Human
Stats: 5/7
Rarity: Common

Vigilance

Overload 4 (You may pay the Overload costs instead of the normal costs to play this card. If you do, double all numbers on the card (stats/morale cost and - if available - numbers in card text)

Either lightly equipped and fast, or heavily armored to hold a position. DoD infantry can fullfill both roles if needed.
Title: Re: Future card ideas
Post by: ecliptix on November 05, 2016, 03:05:27 PM
Spiritual Knight
Purity: 1 FD /1 DoD
Cost: 3
Morale: 7
Type: Character - Human
Stats: 9/9
Rarity: Uncommon

Whenever Spiritual Knight takes damage, it heals that much HP.

"With the ferocity of Aberion and the Discipline of Daode, there are few who can match a Spirit Knight on the field of battle."

Dark Angel
Purity: 1 OOS/1 CoV
Cost: 3
Morale: 7
Type: Character - Angel
Stats: 4/4
Rarity: Common

When dark angel deals combat damage to a creature, that creature dies and dark angel gains +2/+2.
Title: Re: Future card ideas
Post by: Pixels on November 05, 2016, 09:14:29 PM
Leave No Trace

Purtiy: Factionless
Type: Ability
Cost: 8

Remove target deployed character from the game.
Title: Re: Future card ideas
Post by: Hiding on November 09, 2016, 10:29:50 AM
Twilight Vanguard
1p Oos + 1p Verore
5 cost
7 morale
Character- Angel

Vigilance

When Twilight Vanguard deals damage to a character, kill that character.

When Twilight Vanguard kills a character, it gains +2/+2.

Ascend, Twilight Vanguard kills 2 characters: Twilight Vanguard gains Flying

2/10

---

Crimson-Lust Angel
1p Exiles + 1p OoS
6 cost
6 morale
Character- Angel

Whenever your Fortress repairs, the opponents' fortress takes that much damage.

6/8
Title: Re: Future card ideas
Post by: ToxicShadow on November 16, 2016, 02:10:52 PM
Shrine of Silence
Purity: 1DoD
Cost: 2
Type: Location
Rarity: Uncommon

As long as shrine of silence is in play, characters can't use their active abilities (they still benefit from passive abilities).

Suppressive Pulse
Purity: 2DoD
Cost: 3
Type: Ability
Rarity: Uncommon

Untargeted effects (such as MD or Lucca) only affect the first character in each zone until the end of turn.

Aberion the Corrupted
Purity:  1FD/1CoV
Cost: 7
Morale : 15
Type: Unique Character - Human Demon
Stats: 15/6
Rarity: Epic

Charge, Locked to the Assault zone

Indestructible

At the end of turn, if you didn't deal damage to the opponents fortress, Aberion deals damage equal to his attack to your fortress instead.

Rita always knew that aggression and anger are very useful traits for her purposes.

Wounded Dropbear Matriarch
Purity: 2WP
Cost: 3
Morale: 8
Type: Character - Beast
Stats: 6/13
Rarity: Uncommon

Haste

When this character comes into play, it deals damage to itself equal to its attack.

Enrage 4 - This character gains +6/+6.

If this character has full health, it enrages automaticly for free.


Misshaped Monstrosity
Purity: 2Exiles
Cost: 5
Morale: 9
Type: Character - Demon
Stats: 20/20
Rarity: Rare

Consume 3

Whenever this card deals damage, it deals half the damage to itself instead of its opponent.

Not every change caused by the demon wastes is strictly helpful and power has its price.


Title: Re: Future card ideas
Post by: Hiding on November 19, 2016, 02:52:59 PM
Script of Compromise
2p DoD
4 cost
Artifact

Each player plays with their hand revealed.
---
I somehow feel DoD needs hand revealed more than OoS ever did.

---
Smog BiXi
2p DoD
8 cost
10 morale
Character- Beast Tortoise

Colossal- [If there is another Colossal character out, you cannot play this character]

Smog BiXi takes 5 less damage from all sources

Characters you control in the same zone as BiXi and opposing characters across on the battlefield gain Untouchable.

0/50
---

We need giant tortoises in this game. Dont we need giant tortoises? Yes we do.

Colossal is different than Champion in that you simply cannot play another Colossal character if you have one out already.

---

Cavernous BiXi
2p DoD
7 cost
10 morale
Character- Beast Tortoise

Colossal

Cavernous BiXi takes 5 less damage from all sources

If an Untargeted effect would effect a character you control in the same zone as Cavernous BiXi or opposing character in a zone across on the battlefield, it instead affects only Cavernous BiXi.

0/38

"The denizens living on Shinju Peak only realized they were not in fact living on a mountain when it woke up one day and told them. They were rather consternated. The mountain said it was fine and went back to sleep for another 1000 years."
Title: Re: Future card ideas
Post by: ToxicShadow on November 21, 2016, 01:51:04 PM
Interesting idea, somewhat reminds me of the diskworld.  :D
I assume that the colossal limitation counts only for yourself, right (so you and your opponent can have one?). Also, their morale costs seem to be pretty low (which might is intentional?).

Because this is a thing in the lore, but no cards for this purity are available:

Hero of the Alliance
Purity: 1FD/1Oos/1DoD
Cost: 2
Morale: 10
Character - Human Angel
Stats: 4/4
Rarity: Rare

Whenever you play a character with a standard keyword (such as Vigilance, Flying and so on) which Hero of the Alliance doesn't have, he gains that keyword while in your hand or in play.

For every Keyword gained that way, Hero of the Alliance gains +3/+3.
Title: Re: Future card ideas
Post by: Hiding on November 21, 2016, 04:18:35 PM
Interesting idea, somewhat reminds me of the diskworld.  :D
I assume that the colossal limitation counts only for yourself, right (so you and your opponent can have one?). Also, their morale costs seem to be pretty low (which might is intentional?).

Because this is a thing in the lore, but no cards for this purity are available:

Hero of the Alliance
Purity: 1FD/1Oos/1DoD
Cost: 2
Morale: 10
Character - Human Angel
Stats: 4/4
Rarity: Rare

Whenever you play a character with a standard keyword (such as Vigilance, Flying and so on), Hero of the Alliance gains this keyword while in play or in your hand.

For every Keyword gained that way, Hero of the Alliance gains +3/+3.
Unique keyword? Or are we gonna see : Flying, Charge, Reach, Flying, Charge, Charge, charge, flying with +24/+24
Title: Re: Future card ideas
Post by: ToxicShadow on November 21, 2016, 04:49:07 PM
Unique keyword? Or are we gonna see : Flying, Charge, Reach, Flying, Charge, Charge, charge, flying with +24/+24

You are right of course. He is meant to gain every keyword just once. Fixed it.
Title: Re: Future card ideas
Post by: NatoPotato on November 22, 2016, 07:24:17 AM
Update to old entry, now that faction specific overcharging is a thing.


Morph, the adaptable
Factionless
Cost: 4
Unique Character - Slime
Morale: 8
Stats: 8/8

At the start of each turn you may Overcharge up to 3 cards, Morph gains a keyword and sub-type until the end of the turn based on the factions of the cards used.
    Genesis: gain Shield 1 and become Artificial.
    Verore: gain Bloodthirst 3 and become an Aberration.
    Flame Dawn: gain Multi-strike 2 and become a Human.
    Descendants: gain Untouchable and become a Spirit.
    Sleepers: gain Infect and become an Undead.
    Exiles: gain Consume 2 and become a Demon.
    Overseers: gain Flying and become an Angel.



Basically transforms to suit its current allies, most effective in triple faction decks since it can be given 3 different abilities and sub-types at once.






Nishant, Champion Of Resurrection
OS/OS/GI
Type: Unique Character - Angel
Rarity: Rare/Epic
Cost: 5
Morale: 7
Stats: 7/7

Champion, Flying
Whenever Nishant raises an Angel Character from the graveyard, regain its morale cost and increase Nishant's morale cost by 2.

Pay 3, Preemptive: If target deployed Character you control dies this turn it raises from the graveyard to the support zone at the end of the turn.
This Ability can only be activated while Nishant, Champion Of Resurrection is deployed.

"They believed the virus should be destroyed, that Genesis was making a mistake..."
"They were wrong."





Basically an Angel who went behind Sol's back and helped Aletas Searcher & Sufferer, obtaining the modified avarrach virus that was developed, allowing them to bring people back from the dead without turning them into mindless bloodthirsty zombies.

At first angels thought of him as a traitor, but the more angels he resurrected (without any observable side effects), the more they trusted him, the more they revered him, and the more they depended on him.
Title: Re: Future card ideas
Post by: Hiding on December 04, 2016, 02:25:34 PM
Laine, Heavens Lance
2p Oos
4 cost
8 morale
Unique Character- Angel

Champion, Flying

When you deploy Laine, Heavenly Lance, he deals 8 damage to target deployed character or fortress.
Characters killed by Laine are removed from the game.

8/4
Title: Re: Future card ideas
Post by: CommunistMountain on December 05, 2016, 02:48:52 AM
I feel Morph, the Adaptable would be too underwhelming if it's overcharge effects only last 1 turn. It's OK for the buffs to be permanent in my opinion.

I think Laine, Heaven's Lance is too strong. It's base stats is worth around 3 Resources, so you're paying only 1 Resource for nuking target deployed character by 8 damage or dealing 8 direct fortress damage. Reducing the damage to 6 and increasing the Resource Cost to 5 would make it more balanced in my opinion. However, I don't know if being a Champion should warrant this level of strength.


I'm not sure if this has been suggested before, but there could be a character which can 'transfer' it's stats between turns. At the start of each turn, it can choose whether it wants to 'borrow' stats from the next turn (but not further turns), or 'lend' stats to it's future self (any turn in the future). It can choose any combination of Power and Health transferred, but in order to not die, it needs at least 1 Health.

For example, it's base stats is 4/4. If I want to have an 8/7 on Turn 2, I will make it have -4/-3 on Turn 1, so it will become a 0/1. At the start Turn 2, I can choose to either save that 4/3, or use it now. I choose to use it now, to get a 8/7. Now, I want to make it a 12/10 on Turn 2, so I 'borrow' +4/+3 from the future. I cannot borrow from Turn 4 onwards. On Turn 3, it becomes a 0/1, and if I do nothing with it, on Turn 4 onwards it will remain as a 4/4.

If I want to, I can save up stats indefinitely or until it dies, and can also choose whether to use it all up or save it further. For instance, I can make it stay as 0/1 for 9 turns, saving up 36/27 worth of stats. On turn 10, I can either use all my saved stats to get a 40/31 character, or use 16/16 worth of stats to get a 20/20, while I still have 20/11 saved up.

If its stats change, you will have different amounts of stats to work with. For instance, if it is buffed by Support Drone, you will have 7/6 to work with permanently. On the other hand, if you get hit by Heat Wave, you only have 4/1 to work with permanently.

What happens when you take lethal damage but survive due to borrowed stats? E.g. it has 8/7 due to saving up from the past, and next turn it will be a 4/4 again. It gets -4/-4 from Mark of the Demon, surviving and becoming 4/3. However, at the start of the next turn, it will die due to having only 4 Health; all damage/health debuffs will also affect it's future self.
Title: Re: Future card ideas
Post by: Hiding on December 05, 2016, 03:32:38 AM
Note that laine being a champion can be returned to your hand easily and played again. Which is the entire purpose of his existence. Changed to be more balanced

Borrowing stats for the future is an interesting idea. Seems really weird to try to program though and unsure how easy it would be to communicate easily
Title: Re: Future card ideas
Post by: CommunistMountain on December 05, 2016, 04:50:33 AM
Pseudo Time-Traveller
Cost: 1
Morale: 5
Purity: Factionless
Power/Health: 4/4
Subtypes: Human

Description:
-Activate: Give Pseudo Time-Traveller -X/-Y this turn. Pseudo Time-Traveller may gain any amount of Power and/or Health which he lost through this ability in future turns. The Power and/or Health gained this way last for 1 Turn only.
-Activate: Give Pseudo Time-Traveller -X/-Y next turn and gain +X/+Y this turn, where X and Y are the maximum amount of Power and Health Pseudo Time-Traveller would have next turn respectively, disregarding any damage, buffs and debuffs received after the activation of this ability.

(At the start of each Turn, he will first have -X/-Y based on whether you used the second ability. Then, if he has stats in reserve, a pop-up would say: Choose the amount of Power and Health you want to give Pseudo Time-Traveller this turn. Unspent Power and Health will continue to be saved.)

Flavour Text: He's not actually a time traveller, he just transfers his physical and mental strength to or from his future self.


buff Soldier of Fortune pls
Title: Re: Future card ideas
Post by: Ben4d90 on December 05, 2016, 05:51:37 AM
Pseudo Time-Traveller
Cost: 1
Morale: 5
Purity: Factionless
Power/Health: 4/4
Subtypes: Human

Description:
-Activate: Give Pseudo Time-Traveller -X/-Y this turn. Pseudo Time-Traveller may gain any amount of Power and/or Health which he lost through this ability in future turns. The Power and/or Health gained this way last for 1 Turn only.
-Activate: Give Pseudo Time-Traveller -X/-Y next turn and gain +X/+Y this turn, where X and Y are the maximum amount of Power and Health Pseudo Time-Traveller would have next turn respectively, disregarding any damage, buffs and debuffs received after the activation of this ability.

(At the start of each Turn, he will first have -X/-Y based on whether you used the second ability. Then, if he has stats in reserve, a pop-up would say: Choose the amount of Power and Health you want to give Pseudo Time-Traveller this turn. Unspent Power and Health will continue to be saved.)

Flavour Text: He's not actually a time traveller, he just transfers his physical and mental strength to or from his future self.


buff Soldier of Fortune pls

That would be far too OP for 1 cost with no activation cost. Imagine running 3 in a 2GI deck and buffing it with constructor etc. Even just buffed with a single Upgrade, it would be 9/9 and you could charge it by +9/+4 (leave 5hp to ensure difficult removal) every turn for no cost and then board wipe with intimidating rally etc, ferocity it, use all of the saved stats and finish. All from a 1 cost char.

I can see it now. 2gi deck, commanders are Pseudo Time-Traveller, and 2 support drones. Turn 1 play support drone to buff PTT to 7/7, activate his ability and save 7/2 (leave 5hp to prevent blast kill). Turn 2 play second support drone to buff him to 10/10, save another 10/5. That's 17/7 in reserve by turn 3 for 3 res. Yea, OP. You wouldn't even need to reserve hp since he would be used as a 1 hit kill win condition in this manner. Assuming you drew a support drone and an upgrade by turn 3, you could buff him to 18/18, save 18/0 and have 36/7 banked on turn 4. That would give him stats of 54/25 by turn 4, for 6 cost. 72/25 turn 5. 90/25 turn 6, and you could win on this turn by using the stats and then borrowing 10/17 from the following turn, giving him 100/43. On turn 6. Use give him a jetpack/angelify and that's gg.

Yea. Too OP.  ;D
Title: Re: Future card ideas
Post by: ToxicShadow on December 07, 2016, 02:12:40 PM
Enyah's Martyr
Purity: 1 of each faction
Cost: 10
Morale: 15
Type: Character - Human
Stats: 20/20
Rarity: Legendary

Sacrifice Enyah's Martyr: All cards in play, all hands, all graveyards and all decks become unique if they aren't already.

Enyah's most loyal followers sacrifice themselves to limit the infinite number of choices to a number that is barely possible to manage, even for Enyah. But at least it is possible.

Embassy
Purity; 3DoD
Cost: 0
Type: Location
Rarity: Epic

Opening

When Embassy is in your deck, you may include any 2p or lower cards in your deck, even if your commanders don't meet the purity requirements. As long as no suitable character has been removed from the game by Embassy, you cannot play cards of other factions.

Pay 1, remove target character you control from the game: You now may play cards of other factions with cost X or less. X being the cost of the character you removed from the game.

"Togheter we shall prevail. Divided, we will fall." - Xi, Martyr of Peace


Trading Outpost
Purity: Factionless
Cost: 1
Type: Location
Rarity: Uncommon

Using the Trading post costs 1 less resource for you and 1 resource more for your opponent.


Caravan Guard
Purity: Factionless
Cost: 2
Morale: 4
Type: Character - Human
Stats: 5/5
Rarity: Common

If you draw Caravan guard through the trading post, he gains +5/+5 and reach.

Trade between the rifts promises wealth of immense proportions - if you survive that is.
Title: Re: Future card ideas
Post by: ecliptix on December 08, 2016, 02:20:49 AM
Fang'yu - The Righteous Guardian
Purity: 3 DoD
Cost: 2
Type: Unique Creature - Spirit
Rarity: Rare
Stats: 0/7

Vigilance

Whenever an opposing creature deals damage to Fang'yu', Fang'yu deals that much damage to the opposing creature up to a maximum of 10 damage.

Those who strike out in anger shall be struck.


Title: Re: Future card ideas
Post by: Hiding on December 08, 2016, 03:14:33 PM
Souls of the Innocent
2p DoD 1p Verore
5 cost
10 morale
Unique Character- Spirit

Flying, Vigilance
Whenever Souls of the Innocent takes damage, each opponent loses that much morale

0/10
Title: Re: Future card ideas
Post by: Hiding on December 08, 2016, 03:30:36 PM
Enyah's Martyr
Purity: 1 of each faction
Cost: 10
Morale: 15
Type: Character - Human
Stats: 20/20
Rarity: Legendary

Sacrifice Enyah's Martyr: All cards in play, all hands, all graveyards and all decks become unique if they aren't already.

Enyah's most loyal followers sacrifice themselves to limit the infinite number of choices to a number that is barely possible to manage, even for Enyah. But at least it is possible.

Embassy
Purity; 3DoD
Cost: 0
Type: Location
Rarity: Epic

Opening

When Embassy is in your deck, you may include any 2p or lower cards in your deck, even if your commanders don't meet the purity requirements. Cards of other factions cannot be played without a suitable Ambassador.

Pay 1, remove target character you control from the game: You now may play cards of other factions with cost X or less. with X being the cost of the character you removed from the game.

"Togheter we shall prevail. Divided, we will fall." - Xi, Martyr of Peace


Trading Outpost
Purity: Factionless
Cost: 1
Type: Location
Rarity: Uncommon

Using the Trading post costs 1 less resource for you and 1 resource more for your opponent.


Caravan Guard
Purity: Factionless
Cost: 2
Morale: 4
Type: Character - Human
Stats: 5/5
Rarity: Common

If you draw Caravan guard through other means than your starting hand, the starting reshuffle or the standard draw at the start of your turn, he gets +4/+4 and reach.

Trade between the rifts promises wealth of immense proportions - if you survive that is.

Whats an ambassador? Also perhaps make caravan guard only trading post draw to make it more merchant like. I like the idea of a merchant/neutral faction that works off bending of resources and utilizing the trading post.

Highway Anarchist
Neutral Purity
4 cost
8 morale
Character

Charge
Highway Anarchist gets -2/-2 for each non-neutral purity your deck has.

12/13
---

Investor
Neutral Purity
2 cost
10 morale
Character- Human

Whenever you increase your maximum resources using the Trading Post, gain another maximum resource permanently.

0/4
---

Money Lender
Neutral
3 cost
8 morale
Character- Human

Pay 1 maximum resource: Draw a card. This can only be used if this card is deployed.

4/9
---

Hired Assassin
Neutral Purity
4 cost
6 morale
Character

Pay 3 maximum resources, exhaust: Destroy target character on the battlefield.

9/6
---

Elite Mercenary
Neutral Purity
4 cost
10 morale
Character

Unstoppable
At the beginning of the turn, exhaust Elite Mercenary unless you pay 2 maximum resources.

20/21
Title: Re: Future card ideas
Post by: ToxicShadow on December 08, 2016, 05:19:53 PM
With Ambassador i meant the character that is removed. May should have explained that. And yeah, i think you are right with caravan guard. I made him mainly for the trading post after all. Since the trading post is a rather unique feature too, but not really much utilized by any cards yet.
Title: Re: Future card ideas
Post by: Hiding on December 09, 2016, 03:26:33 AM
Wealthy Shareholder
Neutral
1 cost
12 morale
Character

This character may only be added to your deck as a commander

Your maximum resource increases by 1 as long as this card is deployed.

As long as their money is involved they want to be in charge. Even if they are bad at it.

0/2
Title: Re: Future card ideas
Post by: ecliptix on December 09, 2016, 07:14:45 AM
Life from Death
Purity: 3 DoD
Cost: 6
Type: Unique Ability
Rarity: Legendary

Until the end of this turn, for every point of damage your fortress takes, your fortress gains 2hp and you cannot lose the game if your fortress has less than 0 hp until the start of the next turn. If your opponent gains control of this card, move it to your hand instead.

Monks don't die. They Ascend.


Acquire
Purity: 2 CoV
Cost: 3
Type: Ability
Rarity: Common (wut?)

Remove the top two cards of your opponents deck from the game. If either of these cards are 1 purity or factionless, instead of removing it from the game, place that card in your hand.

Nerf'd
Title: Re: Future card ideas
Post by: ToxicShadow on December 09, 2016, 02:57:34 PM
Life from Death
Purity: 3 DoD
Cost: 6
Type: Unique Ability
Rarity: Legendary

Until the end of this turn, for every point of damage your fortress takes, your fortress gains 2hp and you cannot lose the game if your fortress has less than 0 hp until the start of the next turn. If your opponent gains control of this card, move it to your hand instead.

Monks don't die. They Ascend.


Acquire
Purity: 2 CoV
Cost: 3
Type: Ability
Rarity: Common (wut?)

Remove the top two cards of your opponents deck from the game. If either of these cards are 1 purity or factionless, instead of removing it from the game, place that card in your hand.

Nerf'd

So for Life From Death, is that part 'and you cannot lose the game if your fortress has less than 0 hp until the start of the next turn.' really necessary? There is no card that can outdamage this anyways since every point of damage is going to heal you. Maybe give it preemptive though to avoid it being too priority dependant.

And the interaction with an opponents Corrupted Dragon might be broken since it would be an infinite loop of damage and heal.

I like your suggestion for the (much needed) acquire nerf.
Title: Re: Future card ideas
Post by: ecliptix on December 10, 2016, 05:29:27 AM
So for Life From Death, is that part 'and you cannot lose the game if your fortress has less than 0 hp until the start of the next turn.' really necessary? There is no card that can outdamage this anyways since every point of damage is going to heal you. Maybe give it preemptive though to avoid it being too priority dependant.

And the interaction with an opponents Corrupted Dragon might be broken since it would be an infinite loop of damage and heal.


Well the infinite loop was kind of the point (You infiltrate a corrupted dragon and win). And since the game doesn't have any infinite loops yet I saw a potential moment there. Also the additional text was mostly there just to ensure that you don't lose from letting the opponent go ham on your fortress the moment you hit '0'. (I don't think its an issue but I wanted to be sure).
Title: Re: Future card ideas
Post by: largenuggets [BoD] on December 10, 2016, 06:50:58 AM
Well the infinite loop was kind of the point (You infiltrate a corrupted dragon and win). And since the game doesn't have any infinite loops yet I saw a potential moment there.

Infinite loops are very bad in digital games. The old cassial + martyr bug was because of an infinite loop. Physical card games like MTG can have infinite combos like that because you are allowed to just end them any time you want. In IW that would just crash the game.
Title: Re: Future card ideas
Post by: ecliptix on December 14, 2016, 06:58:09 PM
Avatar of Ao-Shun
Purity: 3 DoD
Cost: 27
Type: Unique Creature - Dragon Spirit
Rarity: Legendary

100/100


You may not include Ao-Shun in any deck with cards with other than factionless or DoD purities.

Avatar of Ao-Shun's cost is reduced by 1 for each turn of the game that has passed. When you deploy Avatar of Ao-Shun you win the game.

When the dragon is roused, there are none who can stand up to him.
Title: Re: Future card ideas
Post by: TameRlane on December 16, 2016, 11:10:33 PM
Flame Dawn APC
purity 3FD
cost 6
morale 1
character - artificial
1/20

charge, multistrike 2, multi pilot

FDAPC may not be placed in the command zone. FDAPC may not be moved from the assault zone.

When you deploy FDAPC you may pilot it with any number of deployed characters you control. For each character piloting FDAPC, FDAPC gains an additional attack.

Characters dealt damage by FDAPC are moved to their owners support zone.

If FDAPC would deal damage to an opponents fortress or if it would be destroyed, it is instead sacrificed and all pilots attack this turn. 

"Created by the Genesis, powered by the Dawn, a truly fearsome machine" 

special thanks to Benionin! reading Into the Fray gave me this idea.
   

possible flavor text from  "Into the Fray"
"...one such behemoth of engineering."

 "...how are we going to deploy? Out the back, the way we came in?..."No, we're in formation now and these transports are designed with an exit through the front. It'll go forward until it crashes and we'll charge out..."
Title: Re: Future card ideas
Post by: Hiding on December 17, 2016, 11:17:34 AM
Chere the Swift
2p OoS
3 cost
10 morale
Unique Character- Angel

Flying, Haste, Champion

If deployed, Champions you control gain Haste.

8/4
Title: Re: Future card ideas
Post by: ToxicShadow on December 23, 2016, 03:22:15 PM
Dragonflame Defender
Purity: 1DoD
Cost: 4
Morale: 7
Type: Character - Human
Rarity: Uncommon
Stats: 5/14

Vigilance

You may overcharge Dragonflame Defender with a FD card when you deploy him. If you do, he gains Flamestrike 5.


Arsen, the illoyal Mercenary
Purity: Factionless
Cost: 2
Morale: 6
Type: Unique Character - Human
Stats: 12/8

When Arsen enters combat with a character, that character is killed at the end of combat.
Your opponent may pay 1 max. resource to gain control of Arsen.

"Some mercenaries are honorable men who would never betray their client for money. Lucky for you, I am not one of them."
Title: Re: Future card ideas
Post by: TameRlane on December 23, 2016, 07:06:15 PM
Dragonflame Defender
Purity: 1DoD
Cost: 4
Morale: 7
Type: Character - Human
Rarity: Uncommon
Stats: 5/14

Vigilance

You may overcharge Dragonflame Defender with a FD card when you deploy him. If you do, he gains Flamestrike 5.

This is a really cool card! +1
Title: Re: Future card ideas
Post by: ecliptix on December 24, 2016, 09:22:44 AM
Soothe
Purity: 2 DoD
Cost: 5
Type: Ability
Rarity: Epic

Until the end of the turn, swap the hp and power of all characters in your opponent's attack zone.

*coughcoughDoDenablercoughcough*
Title: Re: Future card ideas
Post by: Hiding on January 07, 2017, 06:19:45 AM
Patchwork Dragon
1p GI or 1p Verore
6 cost
10 morale
Character- Artificial Dragon

Flying, Unstoppable

At the end of each turn Patchwork Dragon gets -5/-5

If Patchwork Dragon has less than 20 health, it loses Flying
If Patchwork Dragon has less than 15 health, it loses Unstoppable.

Pay 3: Patchwork Dragon gains +4/+4

25/25
Title: Re: Future card ideas
Post by: ToxicShadow on January 21, 2017, 01:39:12 PM
Brute, the free demi-human
Purity: 1CoV/1Exiles
Cost: 5
Morale: 10
Type: Unique Character - Demon Human
Stats: 6/12

Whenever an ability targets Brute, it also targets every other character.

Flavor: "I am Brute!"
"Yes, yes, you said that already...like, 60 times!"


Hidden Flavor: "Listen Brute, whatever you do...don't activate this rune or you'll kill us all! Understood? Now, repeat!"
"I am Brute!!"
"Nooo, that is the rune that will kill us all!"



Adonael, Champion of Dedication
Purity: 2Oos
Cost: 2
Morale: 8
Type: Unique Character - Angel
Stats: 2/2

Champion, Flying, Untouchable

Can only be killed by combat damage.

If Adonael is the only champion in your deck, he gains opening.

"There is nothing angels can't achieve when they give it everything they've got."


Enyah's Champion
Purity: 1 of all factions
Cost: 5
Type: Unique Ability

Create one of the following characters of your choice with champion in your support zone:


Hidden Flavor: "You should have picked mercy....or any kind of support!"
Title: Re: Future card ideas
Post by: NatoPotato on January 21, 2017, 03:17:24 PM
Siege Tower
Artifact
Cost - 2
Purity -  (http://i.imgur.com/MKhQWiX.gif) OR (http://i.imgur.com/Qdy6y97.gif)
If a non-flying character you control would attack an opponents fortress and their Support zone is not empty, Siege Tower is Exhausted and the character enters combat with the left-most character in the opponents Support Zone instead.

(basically get over the wall and kill some people, having 1 out lets 1 character attack the support zone per turn, having 3 out lets 3 characters hit support)
Title: Re: Future card ideas
Post by: ecliptix on January 21, 2017, 05:19:32 PM
Spirit Tether
Artifact
3p DoD
Cost = 20

When you draw this card, bond it to a deployed creature you control. When that creature is removed from the game from ANY location, deploy spirit tether for free. While spirit tether is deployed, creatures you control that leave the game immediately re-enter the game and gain +2/+2. Any additional affects that would occur also occur.

1.) Speed up dojo
2.) Gives DoD an anti-calamity option (the only faction that really should have one)
3.) Makes DoD buffs more persistent and difficult to remove.

Flash Martyr
Purity: 3p FD
Cost: 8
Morale: 15
Type: Human Creature
Stats: 0/1

Charge

When Flash Martyr dies on the battlefield, all creatures on the battlefield are moved to the support zone at the end of this turn's combat phase and become exhausted until the end of the next turn.
Title: Re: Future card ideas
Post by: Number11 on January 21, 2017, 11:17:32 PM
Adonael, Champion of Dedication
Purity: 2Oos
Cost: 2
Morale: 8
Type: Unique Character - Angel
Stats: 2/2

Champion, Flying, Untouchable

Can only be killed by combat damage.

If Adonael is the only champion in your deck, he gains opening.

"There is nothing angels can't achieve when they give it everything they've got."

Like the conditional opening keyword and the card as a whole. Strength of Leadership, Defiant Herald and Champion's Attendant would work well with it. I had thought of before an Untouchable Champion would work well with these cards as they don't use target.

Some card ideas for Cult of Verore focused decks.

Kill the Absent
Purity 2 CoV
3 Cost
Ability

Cannot be Undone.
3 random characters in opponent's hand are revealed. Target one. The targeted character in the players hand is killed and sent to the graveyard. (Only effects cards that can be killed in one go)


The card gives a player the option to kill a card in hand dealing morale damage even if the opponent is not deploying characters. As the card works it would have no effect on cards with multiple lives, shield or cards like Infected Purifier, Infected Monk and so on. It also can not target Untouchable. The effect can be evaded by playing the target card, use it in overcharge or trading it out with trading post.


Simulate Death
Purity 2 CoV
2 Cost
Ability

Target a deployed character. The owner of the character takes morale damage equal to the morale cost of the card.

Flavor: The pain was not forgotten even after the illusion was broken.


Declare Death
Purity 3 CoV
1 Cost
Ability

Choose target character your opponent controls. At the start of the next turn, the targeted character becomes marked for death for two turns. If he is killed by you while being marked, your opponent receives 15 morale damage. If the opponent kills the marked target without sacrificing, then he receives 4 morale damage. If the marked character survives both turns, you receive 30 morale damage instead.

Flavor: It is even more demoralizing when the opponent declares a death sentence well in advance while still not being able to do anything.


Cultist Scavanger
Purity 3 CoV
4 Cost
4 Morale
Character - Human
8/10

When you deploy Cultist Scavanger, move a target ability in the opponents graveyard to your hand.
Title: Re: Future card ideas
Post by: Hiding on January 22, 2017, 04:05:11 AM
Limber Adept
1p DoD + 1p FD
3 cost
4 morale
Character

Pay 3: At the beginning of your combat step move this character to target deployed zone.

6/10
Title: Re: Future card ideas
Post by: NatoPotato on January 26, 2017, 12:27:15 AM
Personnel Catapult
Artifact
Cost - 3
Purity -  (http://i.imgur.com/MKhQWiX.gif) (http://i.imgur.com/MKhQWiX.gif)
Pay 1, Exhaust: Choose a deployed Character you control, that Character gains Flying and moves to the Assault zone.
At the end of the turn the Character loses Flying and takes 6 damage.

"Are you sure about this? Doesn't seem SAAAAAAAAAAAAAAAA..."
Title: Re: Future card ideas
Post by: Hiding on January 26, 2017, 02:07:32 AM
Body Bomb
2p FD
1 cost
Ability- Human

Sacrifice a Human. Deal 8 damage to target fortress or deployed character.
Title: Re: Future card ideas
Post by: ToxicShadow on January 26, 2017, 01:35:27 PM
Like the conditional opening keyword and the card as a whole. Strength of Leadership, Defiant Herald and Champion's Attendant would work well with it. I had thought of before an Untouchable Champion would work well with these cards as they don't use target.


Thanks, glad you like it. And yes, that was exactly the idea I had too, to combo him with the cards you mentioned.


Kill the Absent
Purity 2 CoV
1 Cost
Ability

3 random characters in opponent's hand are revealed. Target one. The targeted character in the players hand is killed and sent to the graveyard. (Only effects cards that can be killed in one go)

Simulate Death
Purity 2 CoV
1 Cost
Ability

Target a deployed character. The owner of the character takes morale damage equal to the morale cost of the card.

Flavor: The pain was not forgotten even after the illusion was broken.


Declare Death
Purity 3 CoV
1 Cost
Ability

Target opponents deployed character. If the character is killed during the next subsequent two turns by the player, the opponent takes extra 15 morale damage. If the target is still alive after those two turns, the player will take 30 morale damage.

Flavor: It is even more demoralizing when the opponent declares a death sentence well in advance while still not being able to do anything.

I think all these cards have really interesting, underlying ideas and mechanics, but you would have to fix their cost/numbers. Right now, all of them are ridiculously cost effective.

Compare "Kill the absent" with the Denial cards...It is cheaper, deals morale damage, avoids discarding (which is neat against exiles) and presents you any 3 random characters (instead of conditional characters with certain stats/keywords.)

Simulate Death would be single handedly the most cost efficient direct morale drains in the game (even without targeting a super high morale value target...and without using lingbao).

And lastly, Declare Death is super cheap and easy to land....just play it first and pair it with annihilate (or lightning blast or overcharged blast) the very same turn, and the targeted character is dead before the opponent even knows what's going on. Since you have no obligation to target a high value character with this, you can even just target a token and lightning blast it away...over 15 morale damage for mere 2 resources and almost impossibly to predict.


And a small idea of my own:
Order of the Morning Star
Purity: 1FD
Cost: 2
Type: Tactic

As long as this card is deployed, all your characters with charge lose it (no matter where they are).

Instead, all of your characters gain 'When you deploy this character, you may overcharge it once.  If you do, it gains charge.'

"Today, no matter what you have been before, all of you are knights of the Morning Star!" - Sirius, Grandmaster of the Order of the Morning Star
Title: Re: Future card ideas
Post by: Hiding on January 26, 2017, 02:37:09 PM
And a small idea of my own:
Order of the Morning Star
Purity: 1FD
Cost: 2
Type: Tactic

As long as this card is deployed, all your characters with charge lose it (no matter where they are).

Instead, all of your characters gain 'When you deploy this character, you may overcharge it once.  If you do, it gains charge.'

"Today, no matter what you have been before, all of you are knights of the Morning Star!" - Sirius, Grandmaster of the Order of the Morning Star

Pretty solid card. I rather like simple interactive cards like these and wish the design team followed these ideas more. This card would be pretty nice in an FD/WP deck probably driving it to meta even with a flood of giants charging the lines.

Amnesium
2p Aether Archives
6 cost
0 morale
Character- Spirit Horror

Unblockable

When this card deals combat damage to an opponent's fortress, at the beginning of the next turn you may play an Ability card from that player's graveyard. If you do, add that card's resource cost to this card's morale cost then remove that card from the game.

When this character dies, each player draws cards equal to half its morale cost rounded down.

4/16
Title: Re: Future card ideas
Post by: Number11 on January 26, 2017, 10:52:13 PM
I think all these cards have really interesting, underlying ideas and mechanics, but you would have to fix their cost/numbers. Right now, all of them are ridiculously cost effective.

Compare "Kill the absent" with the Denial cards...It is cheaper, deals morale damage, avoids discarding (which is neat against exiles) and presents you any 3 random characters (instead of conditional characters with certain stats/keywords.)

Simulate Death would be single handedly the most cost efficient direct morale drains in the game (even without targeting a super high morale value target...and without using lingbao).

And lastly, Declare Death is super cheap and easy to land....just play it first and pair it with annihilate (or lightning blast or overcharged blast) the very same turn, and the targeted character is dead before the opponent even knows what's going on. Since you have no obligation to target a high value character with this, you can even just target a token and lightning blast it away...over 15 morale damage for mere 2 resources and almost impossibly to predict.

You are right about Kill the Absent and Simulate Death having too low of a cost. I have updated the post with the cards. I put Kill the Absent at 3 cost so that it won't completely overshadow Denial of Surprise even though Kill the Absent would still be a better card. I do however think some of the denial cards are too weak, Denial of Surprise could just as well be 1 cost. And now Simulate Death has the same cost as Lingbao's Will while at two purity.

As for Declare Death. The morale damage is not supposed to trigger on the turn it is played, but is supposed to trigger during the next two turns. So basically the player pays 1 and tells the opponent what card (s)he is going to try to kill. The player then gets two turns to try to accomplish this, but will take far more morale damage if he fails. So now it turns into who can make the better plays in killing or protecting the card.

Also if the opponent is desperate enough to counter the 15 morale damage he can also kill his own card. However, if he does that, then the verore player will not take the 30 morale damage. The card has high values for morale damage in order to reduce the number of matches with 3 verore where the match drags on for a long time before it reaches an end. And the card is not supposed to be unfair as the opponent will now know what card (s)he has to protect. If you know of a better way to word the card so that those reading it won't think the morale damage can happen the same turn the card is played, then that would be helpful and I could update the text of the card again.
Title: Re: Future card ideas
Post by: ToxicShadow on January 27, 2017, 03:00:53 PM
I agree that some of the denial cards are very lackluster (especially the verore one). As for Declare Death, i have to admit i missunderstood a little how it works. Also, i didn't consider the possibility of the owner of the character killing/sacrificing it himself to avoid the morale penalty.

I would suggest to word it like that: "Choose target character your opponent controls. At the start of the next turn, the targeted character becomes marked for death for two turns. If he is killed by you while being marked, your opponent receives 15 morale damage. If the marked character survives both turns, you receive 30 morale damage instead."

What do you think, is that better?
Title: Re: Future card ideas
Post by: Hiding on January 27, 2017, 04:27:13 PM
I personally feel the character should deal morale damage if it ends up in the graveyard while the debuff is on it. No matter if it was sacrifice or what.
Title: Re: Future card ideas
Post by: keyranaway on January 27, 2017, 06:54:31 PM
More morale dmg will make this game quite problematic.
Title: Re: Future card ideas
Post by: Number11 on January 28, 2017, 03:36:21 AM
I agree that some of the denial cards are very lackluster (especially the verore one). As for Declare Death, i have to admit i missunderstood a little how it works. Also, i didn't consider the possibility of the owner of the character killing/sacrificing it himself to avoid the morale penalty.

I would suggest to word it like that: "Choose target character your opponent controls. At the start of the next turn, the targeted character becomes marked for death for two turns. If he is killed by you while being marked, your opponent receives 15 morale damage. If the marked character survives both turns, you receive 30 morale damage instead."

What do you think, is that better?

Yes it is better. I also added to it that if a player kills his own card that was marked, he will take morale damage even if mitigated.

I personally feel the character should deal morale damage if it ends up in the graveyard while the debuff is on it. No matter if it was sacrifice or what.

I wanted to give the other player more options for dealing with Declare Death. I have however added 4 morale damage as the prize for killing your own card without sacrificing. That way the player can mitigate the the morale damage, but won't get off scot-free for killing his own card without the use of sacrifice.
Title: Re: Future card ideas
Post by: Hiding on February 17, 2017, 04:58:00 PM
Maloth, Lord of Knowledge
2p Exiles
7 cost
10 morale
Unique Character- Demon Horror

At the beginning of each turn, draw 10 cards then discard 10 cards.

5/11

---
Will of the Strong
1p Warpath
4 cost
Artifact- Intangible

Characters you control with health 14 or greater gain Unstoppable.

---

Intangible just means its more of an idea than an actual solid artifact. Kinda like freedom or something.

---
Eater of Chaos
2 AntiFaction purity [2 commanders must be neutral]
9 cost
13 morale
Unique Character- Elemental Horror

Unblockable, Consume 5
Whenever a spell is cast, counter it and trigger Consume.

9/20
Title: Re: Future card ideas
Post by: ToxicShadow on March 03, 2017, 03:20:51 PM
Tax Collector
Purity: Factionless
Cost: 3
Morale: 5
Type: Character - Human
Stats: 5/8

Whenever a player uses the Trading post, you temporarily gain 1 additional resource next turn.

"The only thing that is more ruthless than a demon and even more soulless than an undead." - Yobo


Idol of Decadence
Purity: 1Ex/1CoV
Cost: 4
Type: Unique Artifact

At the end of each turn, all characters in play gain -X/-X, with X being the amount of additional resources the owner of the character has (base resources don't count).

"Abundance makes lazy and weak. Only those who know hardship can become truely strong." - Princess Hinekri


Reliable Mercenary
Purity: Factionless
Cost: 4
Morale: 7
Type: Character - Human
Stats: 10/12

When you use the Trading Post to draw a card and have no copy of Reliable Mercenary in your hand, you are guranteed to draw a copy of this card through the trading post.

Where there is conflict and money, there will be mercenaries.
Title: Re: Future card ideas
Post by: Hiding on March 05, 2017, 09:39:39 AM
Guardian Golem
Neutral purity
3 cost
8 morale
Character- Artificial

Redirect all damage that would be taken by characters in the same zone as Guardian Golem to Guardian Golem.

3/10
Title: Re: Future card ideas
Post by: NatoPotato on March 05, 2017, 11:30:13 AM
From platform_disciple's Flame Dawn card design challenge (http://forum.lightmare.com.au/index.php?topic=66964.0)

http://i.imgur.com/kaA49GY.jpg

Burning Berserker
(http://i.imgur.com/MKhQWiX.gif) (http://i.imgur.com/MKhQWiX.gif)
7 cost
8 morale
Character - Human
3/9

Charge, Flame Strike 4, Multi Strike 2
While in the Assault zone Burning Berserker takes half combat damage (rounded up) and Characters it attacks are moved back to the Support zone.
When you deploy Burning Berserker you may Immolate it for 4 damage at the end of each turn, if you do you are refunded 3 resources.

These unparalleled warriors douse themselves in flames in a glorious and frightening display, though sometimes they forgo the flame retardant.


Basically the idea is these guys sacrifice raw power for fire damage and intimidation.
They're good for interrupting the opponents defensive line and giving your units access to the fortress and/or avoiding certain defending units, especially if you play multiples or use swift strikes.
Title: Re: Future card ideas
Post by: ToxicShadow on March 05, 2017, 02:58:53 PM
Guardian Golem
Neutral purity
3 cost
8 morale
Character- Artificial

Redirect all damage that would be taken by characters in the same zone as Guardian Golem to Guardian Golem.

3/10

So that is kinda Martyr-Lite? :)
Title: Re: Future card ideas
Post by: Hiding on March 05, 2017, 03:56:32 PM
Guardian Golem
Neutral purity
3 cost
8 morale
Character- Artificial

Redirect all damage that would be taken by characters in the same zone as Guardian Golem to Guardian Golem.

3/10

So that is kinda Martyr-Lite? :)

Kinda
Martyr Golem is prolly the size of a house. This thing would be the size of your closet.
Martyrlite [size of your chair]:

Shield Golem
Neutral
1 cost
6 morale
Character- Artificial

Redirect all damage that would be taken by characters adjacent to Shield Golem to Shield Golem.

1/4
Title: Re: Future card ideas
Post by: Hiding on March 12, 2017, 02:37:08 PM
Dysentery Agent
1p Verore or 1p Exiles
2 cost
4 morale
Character- Demon

While Dysentery Agent is in your Assault zone, your opponent's characters cannot be healed and their fortress cannot be repaired.

4/6
Title: Re: Future card ideas
Post by: Hiding on March 16, 2017, 05:38:35 PM
Hiding, the Informant
2p Genesis Industries
0 cost
8 morale
Unique Character- Artificial Human

When Hiding, the Informant enters play, each player draws a card.

When Hiding, the Informant dies, add a misinformation to your opponent's deck.

0/2
(R)

---

Hiding, the Netdecker
Neutral Purity
3 cost
8 morale
Unique Character- Artificial Human

Pay X: Activate an activated ability that a card in the same zone as Hiding, the Netdecker has where X is the cost of that ability. Pay all costs and effects as if Hiding, the Netdecker were that card (exhaust, self healing etc.)

0/2
(E)

---

Hiding
Neutral Purity
0 cost
4 morale
Unique Character- Artificial Human

Unblockable, Untouchable

0/2
(L)

---

Hiding-bot
1p OoS or 1p GI
0 cost
5 morale
Unlimited Character- Artificial Angel

Flying

0/1
(U)

---

Hiding, the Lost Spy
1p GI
1 cost
6 morale
Unique Character- Artificial Human Undead Demon Angel

When Hiding, the Lost Spy deals damage to your opponent's fortress, shuffle 2 Misinformation cards into their deck.

0/2
(C)
Title: Re: Future card ideas
Post by: antideath on March 16, 2017, 10:16:22 PM
Hiding, the Hider
Neutral Purity
3 cost
5 morale
Unique Character- Artificial Human

vigilance or charge is chosen on deployment.
4/9 stats

Since u gave me the idea haha  i got one! cards based of players name can be fun!

Antideath
Veroe Triple Purity
7 cost Ability
Adjust Your twist of fate Up or down 1 counter. 

Title: Re: Future card ideas
Post by: Hiding on March 17, 2017, 05:35:39 AM
Hiding, the Hider
Neutral Purity
3 cost
5 morale
Unique Character- Artificial Human

vigilance or charge is chosen on deployment.
4/9 stats

Since u gave me the idea haha  i got one! cards based of players name can be fun!

Antideath
Veroe Triple Purity
7 cost Ability
Adjust Your twist of fate Up or down 1 counter.

I would prefer to be a 0/1 kthx. Also if im hiding i can hardly be standing in front of people trying to block them right?

Is your card related to alearem?

edit: due to concerns about my poor survivability Ive upgraded myself to 2 hp
Title: Re: Future card ideas
Post by: antideath on March 17, 2017, 02:30:27 PM
well i wanted your card to be "invisible" on the playing field kinda but cant see how they could do that...so only thought was offer charge or vigilance as your only hiding in your hand really...perhaps u can hide in the grave and come out like a trapdoor spider...dunno haha :)
i was just playing with your name as you did :)

Yes mine is related to to alearem and adjusting the fate counter.
Title: Re: Future card ideas
Post by: ToxicShadow on March 17, 2017, 03:24:24 PM
Since u gave me the idea haha  i got one! cards based of players name can be fun!

I agree. Could actually be a fun design challenge. How about that?

Antideath
Purity: 3CoV
Cost: 7
Morale: 10
Type: Unique Character - Elemental
Stats: 12/12

As long as Antideath is deployed, all other characters can't die, even if their health is reduced to 0. Abilities that would kill characters immideatly instead reduce their health to 0.

The Morale costs of all characters in play and the graveyard are permanently doubled while Antideath is deployed (this also applies to characters that enter play or graveyard while this character is deployed).

The absence of death strangely enough is not exactly the same as being alive.


So the idea with this one is that it doesn't let characters die - neither yours nor your opponents - but they are also not kept healthy, they are still mortally wounded. Why would you want that? Well, remove your Antideath and all the 'dead men walking' he created are going to die togheter for double morale damage!

Title: Re: Future card ideas
Post by: Hiding on March 17, 2017, 04:41:21 PM
Since u gave me the idea haha  i got one! cards based of players name can be fun!

I agree. Could actually be a fun design challenge. How about that?

Antideath
Purity: 3CoV
Cost: 7
Morale: 10
Type: Unique Character - Elemental
Stats: 12/12

As long as Antideath is deployed, all other characters can't die, even if their health is reduced to 0. Abilities that would kill characters immideatly instead reduce their health to 0.

The Morale costs of all characters in play and the graveyard are permanently doubled while Antideath is deployed (this also applies to characters that enter play or graveyard while this character is deployed).

The absence of death strangely enough is not exactly the same as being alive.


So the idea with this one is that it doesn't let characters die - neither yours nor your opponents - but they are also not kept healthy, they are still mortally wounded. Why would you want that? Well, remove your Antideath and all the 'dead men walking' he created are going to die togheter for double morale damage!

Toxic Shadow
2p Verore or 2p Sleepers
3 cost
7 morale
Unique Character- Spirit Aberration

Toxic Shadow cannot attack or block.

At the beginning of each turn, characters across on the battlefield from Toxic Shadow gain an additional Poison 2 [meaning it stacks].

0/9
(U)
Title: Re: Future card ideas
Post by: ecliptix on March 17, 2017, 09:21:04 PM
Runestone of the Vengeful Spirits
2p DoD
5 Cost
Artifact

Whenever your fortress heals hp, deal half that much damage (rounded down) to the opposing fortress.


Title: Re: Future card ideas
Post by: ToxicShadow on March 17, 2017, 09:39:50 PM
Runestone of the Vengeful Spirits
2p DoD
5 Cost
Artifact

Whenever your fortress heals hp, deal half that much damage (rounded down) to the opposing fortress.

Aka grilled corrupted dragon half. :P
Title: Re: Future card ideas
Post by: Hiding on March 30, 2017, 04:01:19 AM
Thrones
3p OoS
3 cost
8 morale
Character- Angel

When Thrones deals damage to your opponent's fortress, remove the first card in your opponent's support zone from the game.

9/6

---
Powers
3p OoS
7 cost
8 morale
Character- Angel

At the beginning of each turn, target 2 Characters. At the beginning of the combat phase, if Powers is in the Assault Zone, move those characters to the support zone. Those characters are exhausted during the next turn.

10/10

---
Virtues
3p OoS
6 cost
8 morale
Character- Angel

If another character without a Miracle counter in the same zone as Virtues would die, it instead remains at 1 health and gains a Miracle counter.

10/10

---
Dominions
3p OoS
5 cost
8 morale
Character- Angel

At the beginning of each combat step, other Angels in the same zone as Dominions gain +1/+1.

10/8
Title: Re: Future card ideas
Post by: ToxicShadow on March 30, 2017, 12:41:14 PM
Lem, the infant god
Purity: 3Ex
Cost: 5
Morale: 10
Type: Unique Character - Demon
Stats: 0/1
Rarity: Epic

Consume 5

At the start of each turn, if Lem is deployed, every player may sacrifice a character to Lem.

If they don't, they must discard 2 cards from their hand. If no player sacrifices a character to Lem this turn, sacrifice Lem instead.

"Object 54677X is tiny, weak and ridiculously gluttonous. If provided with sufficient nutrition, it grows at ludicrous speed. Engaging it in its weak state is highly adviced." - Genesis Scouting report
Title: Re: Future card ideas
Post by: ecliptix on April 02, 2017, 01:21:20 AM
In Defense of the Wall
Purity: 3 DoD
Cost: 11
Unique Ability
Rarity: Legendary

As an additional cost to playing In Defense of the Wall, you may not use activated abilities or play additional cards this turn.

Until the end of the turn, all creatures you control in your defense zone gain untouchable, Indestructible and cannot be removed from the game by any means. Whenever your opponent loses morale this turn they lose an additional 2 morale.

Whenever In Defense of the Wall prevents a creature you control from being affected by an ability your opponent controls, that opponent loses 1 morale.
Title: Re: Future card ideas
Post by: ToxicShadow on April 02, 2017, 03:12:41 PM
In Defense of the Wall
Purity: 3 DoD
Cost: 11
Unique Ability
Rarity: Legendary

As an additional cost to playing In Defense of the Wall, you may not use activated abilities or play additional cards this turn.

Until the end of the turn, all creatures you control in your defense zone gain untouchable, Indestructible and cannot be removed from the game by any means. Whenever your opponent loses morale this turn they lose an additional 2 morale.

Whenever In Defense of the Wall prevents a creature you control from being affected by an ability your opponent controls, that opponent loses 1 morale.

I think you should add preemptive. It is kind of annoying if a high cost defensive spell like that only really works on your priority.
Title: Re: Future card ideas
Post by: ecliptix on April 04, 2017, 03:16:36 AM
I thought about it, but I think that would be a bit over the top. As is, there is the potential for HUGE morale damage with this card. Giving it pre-emptive would just make it semi-non interactive. I wanted to make it capable of standing up to calamity without necessarily negating it all together.

I also thought it might give timestopper a chance to be useful xD
Title: Re: Future card ideas
Post by: Hiding on April 04, 2017, 12:15:36 PM
On that note i feel it would be interesting to give timestopper something like

Pay 2: remove timestopper from the game, at the beginning of the next turn return it to play in your support zone.

This allows you to be able to manipulate time a bit. I mean otherwise there is very little reason to use it.
Title: Re: Future card ideas
Post by: ToxicShadow on April 04, 2017, 02:41:54 PM
I thought about it, but I think that would be a bit over the top. As is, there is the potential for HUGE morale damage with this card. Giving it pre-emptive would just make it semi-non interactive. I wanted to make it capable of standing up to calamity without necessarily negating it all together.

I also thought it might give timestopper a chance to be useful xD

Well, a protective ability only being protective at your priority (except for combat) is kind of weird though. I mean, about 2/3 of the cards effects are just useless if you don't have priority, and good players will just calamity on their priority against DoD then - if you have upped your resources that is. The inbuilt lingbao is neat, but if your opponent doesn't attack into you, nothing will happen at your priority since the card is most likely too expensive to combo it with your own abilities.
Title: Re: Future card ideas
Post by: Number11 on April 04, 2017, 05:52:57 PM
In Defense of the Wall
Purity: 3 DoD
Cost: 11
Unique Ability
Rarity: Legendary

As an additional cost to playing In Defense of the Wall, you may not use activated abilities or play additional cards this turn.

Until the end of the turn, all creatures you control in your defense zone gain untouchable, Indestructible and cannot be removed from the game by any means. Whenever your opponent loses morale this turn they lose an additional 2 morale.

Whenever In Defense of the Wall prevents a creature you control from being affected by an ability your opponent controls, that opponent loses 1 morale.

You could remove "Whenever your opponent loses morale this turn they lose an additional 2 morale." and add preemptive to the card.
Title: Re: Future card ideas
Post by: Hiding on April 05, 2017, 02:10:55 AM
What is the point of this card? If its to simply help survive combat and give you good trades then leave it as it is.

If its suppose to survive removal~ like say mass death or calamity, then give it preemptive. Seeing as how its 11 cost, id say one of its main purposes is to help you survive calamity as that is one of DoD's greatest weaknesses.
Title: Re: Future card ideas
Post by: Hiding on April 09, 2017, 01:12:16 PM
Black Knight
2p Verore
2 cost
7 morale
Unique Character- Human Demon

Unstoppable

Black Knight takes 2 less damage from all non-Verore sources.

When you deploy Black Knight, put a White Knight into play under your opponent's control

10/10

Title: Re: Future card ideas
Post by: ToxicShadow on April 09, 2017, 01:16:42 PM
Black Knight
2p Verore
2 cost
7 morale
Unique Character- Human Demon

Unstoppable

Black Knight takes 2 less damage from all non-Verore sources.

When you deploy Black Knight, put a White Knight into play under your opponent's control

8/10


That is a pretty interesting concept. I like it.

On a side note, successfully fusing them togheter with etheral fusion should produce a grey knight as an easter egg  ;).
Title: Re: Future card ideas
Post by: Hiding on April 09, 2017, 01:36:20 PM
Black Knight
2p Verore
2 cost
7 morale
Unique Character- Human Demon

Unstoppable

Black Knight takes 2 less damage from all non-Verore sources.

When you deploy Black Knight, put a White Knight into play under your opponent's control

8/10


That is a pretty interesting concept. I like it.

On a side note, successfully fusing them togheter with etheral fusion should produce a grey knight as an easter egg  ;).

Modified it a bit white knight needs to be weaker or youre paying to give your opponent a card that counters you for free
Title: Re: Future card ideas
Post by: NatoPotato on April 11, 2017, 07:37:46 AM
The Spirit Channeller
(http://i.imgur.com/jt5dUvF.gif) / (http://i.imgur.com/fVk8Hne.gif)
Unique Character - Beast
Rare
6 cost
9 morale
6/8

While Spirit Channeller is deployed, it gains an extra life whenever another character you control dies to a non-combat effect your opponent controls.
Spirit Channeller has +2/+1 for each extra life it has.
If Spirit Channeller would be removed from the game it instead loses 1 life.

"Those who were taken by unnatural means are given a second chance, and they give me strength and protection in return."



Basically it's power is relative to how much removal your opponent uses, especially powerful with stuff like mass death, that said it's only 1 character so the opponent may still be better off killing off your other units and of course they do still have ways of dealing with it using things like red tape, humble, hubris or zuza.
Title: Re: Future card ideas
Post by: Benionin on April 11, 2017, 08:56:10 AM
NAME, the War Crier
Unique character
5-cost, 10 morale
2 DoD

At the beginning of your turn, choose Spell or Soldier. If you chose Spell, every time CARDNAME is dealt damage this turn, add a copy of Spirit Armor to your hand. If you chose Soldier, every time CARDNAME is dealt damage this turn, create a Warden of the Wall in your support zone.

3/16

Basically, a DoD card inspired by Gowron with a twist of offering you a way to buff your characters instead of getting an army. Since his individual options are smaller he can activate multiple times in a turn (Perhaps comboing with the Wall or Zunshen to soak up a line of attackers and create a massive army for you?). He works in command, so can be combo'd with Daode and Yuanshi to guarantee some effectiveness. Doesn't work with poison or immolate with current programming.

I know, he's probably pretty darned powerful at the moment if you can bring him out and eat a line to create a free army of soldiers.
Title: Re: Future card ideas
Post by: Hiding on April 11, 2017, 10:07:16 AM
Rune Carved Maw
3p Exiles
4 cost
10 morale
Character- Demon Horror

Consume 3

Unaffected by spells (can still be affected by on-deploy effects)

Exhaust: Sacrifice a random deployed demon you control with health 8 or less, Rune Carved Maw gains +5/+5

4/4

---

Rune Carved Screecher
2p Exiles
6 cost
7 morale
Character- Demon Aberration

Unstoppable, Haste, Flying

Unaffected by spells

When you deploy Rune Carved Screecher, it deals 3 damage to all deployed characters without the word "Screecher" in their name

6/9

---

Rune Carved Abomination
2p Exiles
8 cost
14 morale
Character- Giant Demon Aberration

Unstoppable, Reach

As an additional cost to deploying Rune Carved Abomination, sacrifice 2 Demons

Unaffected by spells

Rune Carved Abomination gains +4/+4 for each other Demon you control

12/25
Title: Re: Future card ideas
Post by: Hiding on April 11, 2017, 10:12:39 AM
NAME, the War Crier
Unique character
5-cost, 10 morale
2 DoD

At the beginning of your turn, choose Spell or Soldier. If you chose Spell, every time CARDNAME is dealt damage this turn, add a copy of Spirit Armor to your hand. If you chose Soldier, every time CARDNAME is dealt damage this turn, create a Warden of the Wall in your support zone.

3/16

Basically, a DoD card inspired by Gowron with a twist of offering you a way to buff your characters instead of getting an army. Since his individual options are smaller he can activate multiple times in a turn (Perhaps comboing with the Wall or Zunshen to soak up a line of attackers and create a massive army for you?). He works in command, so can be combo'd with Daode and Yuanshi to guarantee some effectiveness. Doesn't work with poison or immolate with current programming.

I know, he's probably pretty darned powerful at the moment if you can bring him out and eat a line to create a free army of soldiers.

Hmmm why would anyone choose spell?
Title: Re: Future card ideas
Post by: Benionin on April 11, 2017, 11:44:28 AM
Keep him alive, of course.
Title: Re: Future card ideas
Post by: Hiding on April 12, 2017, 07:22:15 AM
Thats a good point haha didnt realize you could choose at beginning of each turn.

Chasm Maw
1p Exiles or 1p WP
4 cost
6 morale
Character- Beast Horror

Consume 4

Cannot gain Flying or Reach

If this character is deployed, it is locked to the defense zone.

"A giant teeth filled hole in the ground"

10/8

---

Mortality Screecher
1p Verore or 1p Sleepers
5 cost
10 morale
Character- Undead Demon

Haste

When you deploy Mortality Screecher, it deals damage to all deployed characters without the word "Screecher" in their name equal to half of their maximum health rounded up.

"When that terrible, terrible sound hit me... it was like half my life-span had just disappeared"

11/3

---

Emperium Colossus
Neutral Purity
11 cost
10 morale
Character- Artificial Giant

Unstoppable

Cannot be removed from the game

At the beginning of each turn, choose a Giant character or a character with health greater than or equal to 20. When Emperium Colossus attacks this turn, target that character and gain control of targeted character.

"Legend tells it, there is an ancient construct so large, so awe inspiring, that Giants have no choice but to kneel and obey."

80/80
Title: Re: Future card ideas
Post by: Benionin on April 12, 2017, 06:27:28 PM
Crazy Dave
2 EX
numbers numbers numbers, stats, blah

Crazy Dave cannot be in your deck if you have any Sleepers of Avarrach cards in it. The first time Crazy Dave would fight an undead character each turn, destroy that character.

Because I'm CRAAaaaAAaAaaazy
Title: Re: Future card ideas
Post by: Number11 on April 13, 2017, 11:37:39 AM
New keywords: Cannot Sacrifice - This card cannot be sacrificed. Overcost X - Costs X more to target an opponents card.


Guiding Stick
3 purity EX - Uncommon
0 cost
Artifact

Exhaust: Target deployed character you control moves somewhere to the battlefield.


The image is of a demon holding a stick upright and letting it fall to the ground, where the stick points will determines his destination.


Bloodlust
1 purity EX - Common
1 cost
Ability

Target deployed character moves somewhere to the battlefield.


Demon of Chaos
2 purity EX - Rare
7 cost
7 morale
Character - Demon
16/16
Exile 6, Cannot Sacrifice

When Demon of Chaos is deployed, all targeting turns random and no distinction is made for who owns the randomly selected card.


With Demon of Chaos in play, cards like Undead Corruption can hit your own cards and Awaken can raise an opponents card to your side.


Demon of Transformation
1 purity EX - Uncommon
3 cost
6 morale
Character - Demon
4/12

Activate: Demon of Transformation transforms into a 12/4 Transformed Demon.


Hungry Scavenger
1 purity EX - Uncommon
2 cost
4 morale
Character - Demon
6/6
Consume 1

Activate: Target and kill a 1 health character.


Bully the Weak
1 purity EX - Common
1 cost
6 morale
Character - Demon
4/4
Consume 1

If any character has his power or health debuffed, then Bully to the Weak gains +2/+2.


Twist the Land
3 purity EX - Rare
0 cost
Ability
Overcost 3

Target a Location and transform it into Deformed Location. Deformed Location forces the owner to discard a card at the start of the turn. Cards drawn during that turn are not eligible for discard.
Title: Re: Future card ideas
Post by: ecliptix on April 14, 2017, 11:44:49 PM
Spirit Tether
2p DoD
5 Cost
Artifact
Epic

Exhaust: During the combat phase, when you attack move all creatures you control to the assault zone. Additionally, move all creatures you control to the defense zone when your opponent attacks.

"Locked in deep meditation, their spirits could finally turn the tide whilst their bodies held the line"
Title: Re: Future card ideas
Post by: Hiding on April 16, 2017, 09:52:34 AM
Spirit Tether
2p DoD
5 Cost
Artifact
Epic

Exhaust: During the combat phase, when you attack move all creatures you control to the assault zone. Additionally, move all creatures you control to the defense zone when your opponent attacks.

"Locked in deep meditation, their spirits could finally turn the tide whilst their bodies held the line"

Isn't this a bit op? Everything you have now dodges board clears and blocks+ attacks each turn
Title: Re: Future card ideas
Post by: Hiding on April 16, 2017, 09:55:21 AM
Soulmark
1p Verore
5 cost
Ability

Put a Mark on up to 6 target characters. If a character with a Mark takes combat damage, it dies.

---

Mark for Demolition
1p Verore + 1p Gi
6 cost
Ability

Put a Mark on up to 5 cards in play. The next time a card with a Mark is targeted, is activated, or takes damage, destroy it.
Title: Re: Future card ideas
Post by: ecliptix on April 17, 2017, 03:49:28 AM
Spirit Tether
2p DoD
5 Cost
Artifact
Epic

Exhaust: During the combat phase, when you attack, move all creatures you control on the battlefield to the assault zone. Additionally, move all creatures you control to the defense zone when your opponent attacks.

"Locked in deep meditation, their spirits could finally turn the tide whilst their bodies held the line"

Isn't this a bit op? Everything you have now dodges board clears and blocks+ attacks each turn

Oh yeah, I forgot to say "all creatures on the battlefield" so the thought was you couldn't just sit in the Support Zone - you'd still have to commit to the battlefield. The idea was to shore up DoD's inability to apply mid game pressure by allowing them to effectively occupy both zones at once.

Updated text in the quote.
Title: Re: Future card ideas
Post by: NatoPotato on April 23, 2017, 12:40:02 AM
The Primal Frenzy Inducer
(http://i.imgur.com/jt5dUvF.gif)  (http://i.imgur.com/Qdy6y97.gif)
6 cost
6 morale
Unique Character - Demon Beast
10/10

Pay X (min 1), Exhaust: Target deployed non-artificial character gets +3X/+X until the end of the turn, after the combat step it gets -0/-X and enters combat with a random character in the same zone.

"Twisting the body and mind to expose a beings hidden, vicious, primal tendencies can have an extraordinary affect on their capacity for combat...  and a detrimental affect on their self control."



Basically you can give a decent boost to your own units for a turn and if they're 'alone' (or you get them killed that turn) you can avoid the additional combat, or you can target characters in your opponents support (or defense) zone to cause health loss and infighting, although your opponent might move the targeted card to the battlefield.

The more resources you put into it the bigger the boost, but also the bigger the fall in health afterwards, and the more likely you are to kill something else you control, the more you spend on an enemy the more dangerous the risk if they decide to move it to assault.
Title: Re: Future card ideas
Post by: Hiding on April 29, 2017, 07:07:00 AM
Without a Trace
1p OoS+1p Verore
3 cost
Ability

Beacon

The first card your opponent deployed this turn is removed from the game.

---

Genocide
1p Verore + 1p OoS
5 cost
Ability

Destroy target card on the battlefield and all other cards with the same name.

---

Morbid Animation
3p Sleepers
6 cost
Ability

Transform target Location or Artifact into a 20/20 Undead character with the same rule text and name as the original card. Move it to your support zone.
Title: Re: Future card ideas
Post by: NatoPotato on May 21, 2017, 06:13:26 AM
Feed the Masses
(http://i.imgur.com/Qdy6y97.gif) (http://i.imgur.com/Qdy6y97.gif)
Ability
Cost 1

Sacrifice a deployed non-artificial non-spirit character you control and choose X non-artificial non-spirit characters you control where X is the cost of the sacrificed character, the chosen characters get +1/+1 and heal 1 damage.
(You may choose the same unit more than once.)

"Those who have outlived their usefulness are no more valuable than the meat on their bones."



Essentially just lets you use consume effect on non-consume characters, and without needing them to actually kill things in combat.




Flame Dawn Pyro
(http://i.imgur.com/MKhQWiX.gif) (http://i.imgur.com/MKhQWiX.gif)
Character - Human
Cost: 4
Morale: 6
8/7

Flame Strike 3
When Pyro attacks a defending character it deals half its power (rounded down) in combat damage to the next 2 defending characters and immolates them for 1 damage per turn. ('next' characters are to the right of the card entering combat)



Wave of Fear
(http://i.imgur.com/OE4uuXx.gif)
Ability - Magic
Cost: 4

When you play Wave of Fear, you may Overcharge it once.
Whenever an enemy character on the battlefield takes damage this turn it gets -2/-0 until the end of the turn and moves to the back of the zone (interrupting multi strike or unstoppable).
If you Overcharged Wave of Fear the damaged enemy characters are moved to the support zone if they have half health or less.



Basically the pyros attack is a long stream of fire that doesn't just stop at one character but hits a few enemies (and immolates them) while the pyro only takes damage from one, it can be effective at damaging enemies in the defense zone that are hiding behind a big blocker.

Fear spell is effective at reducing defensive and offensive presence for a turn, including making the enemies multi strike and unstoppable useless (unless they attack a 0 power character), in pure verore it's not too powerful as it's messing with combat, though you can have it stumble attacking characters by dealing some damage to them, so its better in combo with other factions.

With the 2 cards together the pyro sends 3 characters to the back of the defense zone, immolating and debuffing them (if they don't die from the initial attack), possibly stumbling some, allowing the rest of your assault to either stumble some of the defenders and hit the fortress or cycle through the defenders and deal a bunch of damage to them while also taking less damage.

Buff the pyro a bit, add in some ability damage and/or multi strike and the combo can get pretty effective.




Memory Seizing Tome
(http://i.imgur.com/fVk8Hne.gif) (http://i.imgur.com/4xfAC02.gif)
Unique Artifact
2 cost

When you play Memory Seizing Tome remove all Missions owned by the opponent from the game and any enemy Characters that started the turn deployed cannot be moved this turn.
At the start of each turn you may Overcharge a card, if you do not Memory Seizing Tome is destroyed.
When Memory Seizing Tome is destroyed return the removed Missions to the game at the same level of completion as when removed and move any depl