Author Topic: Just for fun - Create your own faction  (Read 15698 times)

Offline Tedskiebear

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Re: Just for fun - Create your own faction
« Reply #15 on: November 03, 2013, 11:20:36 AM »
Name of Faction – The Magis of Clairvoya

Color: Blue Green with Yellow and Blue highlights.

Theme –A mystical community composed of Oracles, Fortunetellers, Sages, and Prophets who uses magical items such as crystal balls, tarot cards, and mirrors to see the future and manipulate it.

Description – Clairvoya, was once a bustling human civilization, with being normal as its most defining characteristic. However, after “The Calamity” happened, everything has changed. The majority gained the power to predict the future, while a few chosen ones have the ability to harness the fabric of time according to their will.  Under the leadership of Aleta the Immortal Prophetess, this kingdom has evolved into an advanced society while at the same time being away from the conflicts happening beneath the rift. Yet, their peaceful days will now be over as everyone was shaken by a premonition that they only knew. Thus, the Magis of Clairvoya finally made their move.

Playstyle – Overwhelming the opponent through sheer card advantage.

Aleta – Aleta, the Immortal Prophetess
Cost - 5
Stats - 2/10
Race - Unique Character - Human
Ability - If Aleta is in the graveyard for 6 consecutive turns, she returns to play. Exhaust, Discard 2: Your Opponent Discards a card. If your opponent have no card to discard, send the top 2 cards of his deck.
Picture – Aleta concentrating with crystal orbs floating and surrounding her.
Flavortext – Aleta, having seen the future, vows to steer it into the right direction.

Unlimited –
Name – Apprentice Magician
cost 2, purity 1, 0/2 Unlimited Character – Human
When this card is discarded from your hand because of your card’s effect, draw a card from your deck. When this card was sent to graveyard from any of the zones, shuffle this card into your deck.

Yourself as a character –
Name - TedskieBear, the Wise
Cost - 4
Stats – 2/8
Race - Unique Character - Human
Ability – Pay x (max. 5): Shuffle X random cards from your deck to your hand. When TedskieBear, the Wise dies, he is removed from the game.
 Picture – A magician who is performing a ritual using a mirror with memories coming out from it.
Flavortext – “The Magis of Clairvoya, who only look towards the future, always rely on me when it comes to the happenings of the past.” - TedskieBear, the Wise
« Last Edit: November 03, 2013, 11:30:21 AM by Tedskiebear »

Offline Nidh0eggr

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Re: Just for fun - Create your own faction
« Reply #16 on: November 14, 2013, 07:36:48 AM »
Fraction Name - Seekers of Asgaard ( Color: White)

Theme -
Viking based warriors, which seek death in battle to access Asgard/Valhalla.

Descpriction -
Based on nordic mythology, those who die in battle enter the great hall Valhalla, where only great warriors live.        They feast, drink and fight for eternity
Those who die any other way, enter the realm of Hel, where they will be punished till Ragnarok come.

Playstyle -
Human characters, who seek death in battle. They have haste, medicore attackpower, and are healthy (hard to kill like vikings were). If one of these cards dies in battle, it will be marked likewise within your graveyard. Mainaspect of this fraction should be the 2 locations: Great Hall Valhalla/Realm of Asgard and Realm of Hel, which switch all your current characters into the graveyard ( besides commanders) and bring all the characters from your graveyard into play, but with buffs and/or abilities. Also calles the Realm which is active certain creatures forth ( makes them able to play ). Which could be weaker ones while Valhalla is active(since you buff your humans) and stronger ones while Hel is active ( In norhern mythology all strong creatures are living near Hel realm or in it.).

Aleta, Immortal Druid - 6/16; 6 rounds revive;
 Aleta isnt effected by Valhalla or Hel, when in the graveyard.
 Pay 2 Exhaust: Switch the Dedication of a character in your graveyard.

Unlimited -
One with Axe and Sword
Cost 2 Purity 1 Unlimited Character(Human)

myself as a character-
Name: Nidhoeggr, Dragon of Desstuction
Cost: 9
Stats: 25/25
Race: Unique Character- Dragon
Ability: Unstopable, Untouchable
Can only be played in the Realms of Hel. If you have Yggdrasil(possible artefact) in play, while Nidhoeggr dies, instead he returns to the support zone and feasts on one root. He comes exhaustet.
Picture: A dark, serpaint like dragon, which crawls trough roots.
Text: "He must be stopped, or will end this world"

That wa fun thanks for the idea guys.

Offline Nidh0eggr

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Re: Just for fun - Create your own faction
« Reply #17 on: November 14, 2013, 07:55:36 AM »
Forgot to add stats to my Unlimited.

Unlimited-
One with Axe ans Sword
Cost 2 Purity 1 4/8 Unlimited Character - Human
Haste

Offline Vorago

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Re: Just for fun - Create your own faction
« Reply #18 on: November 15, 2013, 09:53:36 AM »
Quote
Forgot to add stats to my Unlimited.

Unlimited-
One with Axe ans Sword
Cost 2 Purity 1 4/8 Unlimited Character - Human
Haste

Seems a bit too strong to be unlimited.  I mean, it's better than the Warpath Kangaroo, which isn't unlimited. Maybe you should raise the cost to 3 or reduce the values to 3/6 or something like that.

Offline Angel-

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Re: Just for fun - Create your own faction
« Reply #19 on: November 24, 2013, 03:11:23 AM »
name and color unknown.

Theme- ninja bugs

description- tall and slender bipedal bugs. brown exoskeleton with sharp/blade like points on fingers and around various joints. Two compound eyes where are would be. two smaller ones for a nose. Differences on the role of the bug

Keyword abilites- vanish. think princess Hinekri
Bypass- cannot be blocked by a creature that blocked
Playstyle- small(low power) creatures that do stuff when they deal damage to a creature or a fortress

of the hive- cost 1. 1 purity. 2 morale. 3/3 when it deals damage to a creature, poison it.(takes 1 damage at the end of the turn. poison is cumulative)

Aleta of the Hive- cost 5. 1 purity. 5 morale. 6/16. revives after 6. Vanish(harder for you to kill and spam her). when aleta enters play, poison 5 a creature.

Angel of the Hive. cost 5. 2 purity. 10 morale. 8/8. Haste. Untouchable. bypass. Angel of the hive cannot be placed in the support zone.
Nullify all comes into play and play abilities of creatures your opponents controls. Activated abilities of creatures your opponent controls cannot be used.

'scout' cost 3. 2 purity 10 morale. 4/4 bypass. when 'scout' deals damage to an enemy fortress, put a counter on him. sacrifice scout. look at target opponent's hand and discard x cards equal to the # of counters on him

posioned slow dart- cost 1- target creature gets poisoned and slow



Offline Isa

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Re: Just for fun - Create your own faction
« Reply #20 on: December 01, 2013, 04:21:36 PM »
Name: Depth Walkers / Walkers Of Avarrach

Theme: Underwater/Ice creatures. Some of them being true underwater monstrosities.

Colour: Cyan.

Realm: Avarrach.

A bit of Lore: Sleeping in underwater caverns and filling most of the unknown oceanic depths, and the north pole of Avarrach, they awoke when the Sleepers dared go underwater. They are intelligent to a degree, but they are still rather instinct-based.

Key Ability: Dive X. depending on the character card, pay X resources to bypass all defenses but deal half damage to the fortress. There would be characters that CAN block this ability. Another character using Dive is the only thing that can block other character with Dive.

Character Types: Beast/Human, with exceptions

Guide for card names: For some reason, I think lots of Latin names would look great for this faction.

Unlimited:
Triton Of The Dephs
Beast
Cost 3
5/5
Morale Cost 3
Dive 1

Rock Bottom card:
Anglerfish Spawn
Beast
Cost 2
3/3
Morale Cost 2
Dive 1

Grandio, Demon of The Depths
Uncommon
Demon
Cost 6
10/10
Cost 2, Launch an ice stake to target character for 2 damage in the Battlefield.
Dive 2

Shipwreck Anima
Spirit
Cost 5
10/3
Dive 2

Selachimorpha Giant
Beast
Cost 5
Can block characters with Flying
5/15

Ability Cards:

Shark Typhoon (yes)
Cost 7
Create 3 Selachimorpha Giants in Defense Zone

Congellatio
Cost 5
Target character becomes Exhausted (frozen) for 2/3 turns.

Tsunami
Cost 10
Remove target character in the battlefield from the game. After 6 turns it appears in the graveyard (washed up)
« Last Edit: December 01, 2013, 04:25:39 PM by Isa »

Offline Varkarrus

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Re: Just for fun - Create your own faction
« Reply #21 on: February 07, 2014, 05:44:14 PM »
Name: The Furious Blood

Theme: Deadly warriors

Colour: Rust Brown

Description: A fierce clan of warriors who wage war because it is all they know. They resort more to simple weapons, heavy armor, and pure grit then magic or technology.

Playstyle: Units generally revolve around simply not dying, or holding out as long as possible.

Aleta - Aleta the Immortal Warlord
Cost: 8
Stats: 6/16
Abilities:
Charge
Aleta returns directly to the assault zone after being in the graveyard for 6 consecutive turns.
As long as there is at least one ally in the same combat zone as her, Aleta has invincible.

Unlimited - Longguard
Cost: 3
Stats: 4/3
Abilities:
The first time this unit takes damage this turn, that damage cannot lower the longguard below 1 health, unless the longguard is at 1 health already

Yourself as a Card
Varkarrus, Mistress of Blades
Cost: 6
Stats: 8/12
Abilities:
Once per turn, become invulnerable and gain +5/0. At the end of your turn, take 4 damage. This ability can kill you.

Some other cards

A thousand Blows (Ability)
Cost: 5
Target's health becomes 1.

Shield Guardian
Cost: 5
Stats: 8/20
Ability: This unit will not attack while in the assault zone

Offline Vyltyx

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Re: Just for fun - Create your own faction
« Reply #22 on: March 06, 2014, 09:37:19 PM »
lol, I made a topic recently about new faction ideas, not realizing that it had already been done. This topic definitely gets more traffic than my post, so I guess I'll subject you all to the behemoth TL;DR i just made...

I apologize for the Great Wall of Text that I have just built. World-building is just too much fun  :-[ I also passed the posting limit of 20,000 characters, so it's gonna be a two-parter... again, I am sorry.

Name: The Precursor Drakes

Theme: An elder race of dragons. We've seen dragons for each faction, but they had to come from somewhere, right? Although there will be some powerful dragon cards, most of them will be minor drakes (so don't worry, I'm not gonna make a cost 3, 10/10 flying unlimited ::)). They are an ancient race, so the focus will be on using artifacts to win. Since the Calamity, they have also been nomads, so a few cards will have location control. At the moment, I don't think artifacts are shown enough love (and I would love to see more people running walrus and overload, too). As for aesthetic design, they will have a sort of Greek utopia feel about them, all marble and huge structures, etc.

Color: Orange, Black, and white

Symbol: (attached) [bonus points to whoever can tell me what game the background is from :D]

Description:

NOTE: A little bit of inspiration is taken from the story of the time-lords from doctor who. Their story is just so cool :)

Before the Calamity, dragons created a utopian empire that spanned the entirety of a world called Archaia. While they were somewhat technologically advanced, their mastery of magic was great, and their artistry in enchanting was unequaled. Their society ran on these magic artifacts, from heating homes and nest, to growing food, and providing transportation and basic amenities. The highest level of governement was an arcanocracy, where those who were the most magically inclined gained the greatest status. Among the middle and lower classes, class was dictated by a meritocracy. The entire planet was beautiful, and had sprawling cosmopolitan cities alongside vast stretches of untouched wilderness, of which skyward mountains, raging rivers, and lush valleys were commonplace. Life was relatively peaceful, and war was a thing of the distant past.

When the Calamity struck, the greatest minds within the dragon scholars created an artifact capable of shielding the capital of Archaia, a city by the name of Van' Ashil. It was designed to trap the city in it's own dimension, a pocket of time in which nothing would touch the city. The rest of creation, including the majority of Archaia, was annihilated by the calamity. Isolated from the rest of reality by space and time, the denizens of Van' Ashil eked out a living, while the city slowly but surely fell into disrepair. In order to save all of dragonkind, the same scholars that isolated Van' Ashil now sought to release it from its temporal prison. Centuries passed, with no sign that salvation was even possible...

The original plan behind the time artifact was ingenious. The time bubble saved Van' Ashil by speeding up time within the bubble. Inside the bubble, hundreds of years had passed; outside, the Calamity was still only hours away from destroying Archaia. The goal was to accelerate the discovery of magic capable of transdimensional travel. Once the means was discovered, an artifact would be made to transport the whole of Van' Ashil to another dimension, in a time after the Calamity. The scholars slaved away to build this artifact, while the rest of dragonkind watched the sky burn, and the ground crack, creeping toward their city like a glacier. Outside the bubble, buildings toppled and mountains crumbled, all with the speed of a still-life painting, and with the horror and despair of a recurring nightmare.

The nightmare persisted until a malfunction in one of the experimental artifacts brought something through from the other side. In a blinding flash of light, amidst magical flux and energy sparks, a single being was deposited on the floor of the laboratory. A single human child. This infant became a symbol of hope for all of dragonkind, and so was named Aleta — the word for "hope" in draconic (dragon language). The child was raised by the most senior of the dragon scholars, Ao Shun the Wise. She grew up inundated in draconic lore and magic, and became an accomplished artisan in her own right. After becoming a master enchanter, Aleta was initiated into the scholars guild, and worked alongside Ao Shun and the other dragons in saving the city.

Then, they had a breakthrough. Although only able to transport small amounts of matter, Aleta had found a way to make an interdimensional link, and had succeeded in sending some objects through the link, and pulling them back after a short time. Unfortunately, whenever she tried this on any living being (like plants or livestock), the subject came back deceased. Travel through the link was either going to be a suicide mission, or a one-way trip. The citizens of Van' Ashil resigned themselves to the fact that if they left, they would never see Archaia again.

The day came to finally test the prototype artifact. A contingent of Archaia's best warriors and scouts were the guinea pigs. They would be sent through the link. They took with them an unassuming chest, with paper and ink inside (no need for quills, dragons use their claws to write ;D). Among the scouting party was Ao Shun the Wise, to help establish a link from the new world to Van' Ashil;  Ulringr the Summer Flame, a prominent general of the Archaia army, and willing volunteer;  Ansolus the Proud, a wealthy nobleborn dragon, and main supplier of the project (his stipulations for donating were that he be the first to "get out of this hell-pit of a city");  Temalia the Pure, as a representative from the Council of Elders, a defunct organization that acted as the governing body for Archaia; and finally Vyltyx the Elusive, commander of the recon regiment, leading a small contingent of scout dragons. Aleta stayed behind, in order to continue developing the artifact, in case travel through the link proved to be fatal.

The air around the scouting party rippled like a mirage, and in the blink of an eye, the entire group vanished.

A day passed before anything came back through the link. In the same blinding light that heralded Aleta's arrival as an infant, a chest materialized into the laboratory. It was the same chest sent with the scouting regiment. Upon opening it, Aleta carefully unfolded a ragged piece of paper, with spots of blood staining the edges. On it was written a single word, "Salvation". The regiment had survived the journey.

A few days later, after giving instructions and her research notes to the rest of the scholars, Aleta used the artifact on herself, determined to find the scouting regiment and save the city she had grown to love.

But as an old sage once said, fear leads to anger, anger leads to hate, and hate leads to suffering. And the city of Van’ Ashil was full of fearful citizens. A mere 10 years after the departure of the scouting regiment and Aleta, unrest within the city reached a boiling point. Two factions of dragons emerged from the discontent; the Archaia Loyalist, and the New Salvationist. The Loyalist were mostly made of members of the elite class, and were led by Emperor Tarkylos. In their minds, the scouting regiment’s single message of “Salvation” was not enough to go blindly hopping through rifts, especially when they had a perfectly good refuge. They advocated staying in Van’ Ashil, and attempting to halt the Calamity in Archaia. The Salvationist were led by the dragon princess, and Tarkylos daughter, Zephyrine. These colonist (or as Tarkylos’ propaganda calls them, traitors) sought out a new life on the New World. They knew what they were potentially getting themselves into; the scouting regiment had not yet brought the city through the link, and it was highly unlikely they had already established another colony. The journey would be perilous, but they found it more preferable than wasting away in a dying city, awaiting a firey death.

Resources were strained enough as it was, and both sides knew that if the colonist were allowed to leave, those remaining in the city faced societal collapse and eventual starvation. The laboratory became a battleground. The royal guards, under the order of Tarkylos, held the lab for close to a year. The guards were told to use non-lethal force; killing the colonist would have the same consequences as letting them leave. But this meant that whenever the “traitors” were beaten back, they would always come back with better plans, better equipment, more people, and most importantly, a hotter fire in their hearts. Tarkylos prepared for the day they would break through to the laboratory, and to the link.

Eventually, Zephyrine’s forces overran the lab, and started to send families through, until all the colonist had arrived in the New World. They were scared and mystified, but mostly, they felt free. Free from the blazing sky that had loomed over them every second of every day back home.

Disregarding the scholars warnings, Tarkylos gathered all his soldiers (except for the city police) and created an expedition with one goal in mind — to retrieve the wayward colonist, create or find another link in the New World, and return to Van’ Ashil. The entirety of dragonkind depended on it.



Wow, didn't mean to write so much, oops  :P. Anyway, I think this race is perfect for infinity wars, for a few reasons:

1. Dragons

2. DRAGONS

3. Explains where dragons came from, and why there are so few.

4. Sets the precedent that interdimensional travel can also be accomplished with magic, not just technology. It opens up more story options for verore, exiles, DoD, and warpath, who aren't that technologically advanced.

5. Another example that magic is responsible for the Calamity.

6. Explains where each faction's dragon came from, and gives a name to them (Ao Shun shouldn't be the only named dragon). Each of the dragons named in the story correspond to a real dragon card already in the game, except for the Genesis Dragon, because it was made by GI. Try to guess who each one is  ;)


Also, to those people that say “The Agent Coyles are the dragons! They can’t come from some other place!”, I say poppypuffy! While he might have the same stats and abilities, the name is different and the art is different. Meaning, different dragons. Only the lore needs to make sense, anyways.
 
7. Opens up so many more potential story arcs. What happened to the scouting regiment after they arrived in the New World? Each of the dragons has a great potential story. Also sort of explains why DoD doesn't have an Aleta, as Ao Shun probably wouldn't trust any of the other Aletas. Either he thinks they are impostors, or he knows that they have different goals and motives. How did the infant Aleta arrive in Van’ Ashil? There are also now three sub-factions within dragon society; those led by the scouting regiment, who seek to bring Van’ Ashil to the New World;  those that have decided to abandon Van’ Ashil, and create Salvation on the New World;  and those that want Van’ Ashil to stay in Archaia, and the populace to stay.

8. Ermagerhd, I was just thinking about Ao Shun, and what if Shrine to the Heavens was set up by Ao Shun as THE OTHER SIDE OF THE TRANSDIMENSIONAL LINK O_O

9. I'm gonna say it again, but artifacts need a lot more love. I feel sorry for the walruses (walri???) that have nothing to stomp  :'(.... Think of the walrus children!

10. There should be some unlimited flyers. Wait... wait... hear me out. I got a good idea for this. I guess this is a good time to segue into the example cards section. One more point though!

11. DRAGONS!!!
All the forces in the world are not so powerful as an idea whose time has come.

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Offline Vyltyx

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Re: Just for fun - Create your own faction
« Reply #23 on: March 06, 2014, 09:38:33 PM »
Example Cards:

NOTE: These are just rough ideas, and everything is subject to change. Advice on balancing, and constructive criticism are greatly appreciated :)

Minor Drake
Type: Unlimited Character- Dragon
Cost: 2
Morale: 4
Stats: 4/4
Purity: 1
Activate: Pay 1: This creature gains Flying until the end of the turn
Passive: N/A
Flavor: We watched our world burn, we fled across time and space, and we've battled demons and behemoths. You will NOT deny us Salvation!
Art: Just a normal dragon, not too big, probably grey in color.

Scout Dragon
Type: Character- Dragon
Cost: 5
Morale: 4
Stats: 4/3
Purity: 1
Activate: Pay 1: This creature gains flying until the end of the turn.
Passive: When Scout Dragon comes into play, search your deck for an artifact card and put it into your hand.
Flavor: They came through the rift looking for artifacts and a suitable refuge. No one knows what became of them.
Art: A group of 2-3 flying dragons. One of them looks like the subjugated dragon, but without the hood (a little continuity for those that might not be familiar with the lore).

Aleta, Immortal Artisan
Type: Unique Character- Human
Cost: 5
Morale: 5
Stats: 6/16
Purity: 1
Activate: Pay 5, Exhaust: Make a copy of target artifact, and place it into your hand.
Passive: If Aleta is in the graveyard for 6 consecutive turns, she returns to play.
Flavor: Ao Shun took Aleta in as a child, and taught her the magic and lore of dragons. She has used that knowledge to become a master enchanter in her own right.
Art: Has a toga (or something Greek), and is holding a powerful looking artifact. The monoliths and pillars of Van' Ashil stand behind her.
<OR>
Aleta, Immortal Savior
Type: Unique Character- Human
Cost: 5
Morale: 5
Stats: 6/16
Purity: 1
Activate: Pay 10, Exhaust: Your fortress receives +3 resources for the next turn only. Aleta, Immortal Savior becomes exhausted for the next 3 turns.
Passive: If Aleta is in the graveyard for 6 consecutive turns, she returns to play.
Flavor: Ao Shun took Aleta in as a child, and taught her the magic and lore of dragons. She has used that knowledge to become a master enchanter in her own right.
Art: Has a toga (or something Greek), and is holding a powerful looking artifact. The monoliths and pillars of Van' Ashil stand behind her.

The Link
Type: Artifact
Cost: 4
Purity: 1
Activate: Pay 3, Exhaust: Sacrifice target location you control, and remove it from the game. Search your deck or a graveyard for a location card, and put it into play under your control.
Passive: N/A
Flavor: "Just so we're clear, this is a one-way trip... I can't bring you back. Also, it stings like hell." — Aleta, Immortal Artisan/Savior
Art: No idea

Temporal Shield
Type: Artifact
Cost: 5
Purity: 2
Activate: N/A
Passive: Upkeep 2: If you do not pay upkeep at the start of your turn, destroy Temporal Shield. Creatures in your support zone and command zone gain invincible until the end of the turn.
Flavor: "Outside, the storm of calamity rages. Inside, we are sheltered. But at what cost?" — Memoirs of Ao Shun the Wise
Art: Standard force field. Perhaps showing the calamity surrounding it.

The Cosmic Wellspring
Type: Artifact
Cost: 11
Purity: 2
Activate: N/A
Passive: All cards in your hand with cost of 10 or below now cost 0 resources.
Flavor: "All the forces in the world are not so powerful as an idea whose time has come." — Victor Hugo
"Sometimes I wonder if we did the right thing in unleashing this power upon Archaia. I only hope Aleta protects it from falling into the wrong hands." — Memoirs of Ao Shun the Wise
Art: A floating globe, with white, glowing runes that slowly move across its surface. Its surface is transparent, and inside it is what looks to be an entire galaxy.

Zephyrine, Draconic Princess
Type: Unique Character- Dragon
Cost: 5
Morale: 8
Stats: 7/7
Purity: 1
Activate: N/A
Passive: Flying. When Zephyrine comes into play, all dragons you control gain +1/+2
Flavor: N/A
Art: Some sort of large, noble looking dragon, color purple and dark blue

Tarkylos, Draconic Sovereign
Type: Unique Character- Dragon
Cost: 11
Morale: 15
Stats: 30/30
Purity: 2
Activate: N/A
Passive: Flying. When you play an artifact, all dragons you control get Unstoppable until the end of the turn.
Flavor: N/A
Art: Gigantic dragon roaring, wings wide, could be whatever color

Dimensional Mirror
Type: Artifact
Cost: 3
Purity: 1
Activate: Pay 2, Exhaust: Preemptive. Switch you and your opponent's initiative this turn.
Passive: N/A
Flavor: Wait a minute, since when did you have a goatee?
AGHHH!!! Evil Twin!
Art: An ornate hand-mirror. Half the picture has the color inverted.

Major Drake
Type: Character- Dragon
Cost: 4
Morale: 9
Stats: 11/10
Purity: 1
Activate: Pay 2: This creature gains flying until the end of the turn.
Passive: N/A
Flavor: Once majestic creatures, the hardships of the New World turned them into brutal scavengers and survivalist.
Art: Large dragons, unadorned, possibly in a fighting scene.

Magic Armor
Type: Artifact
Cost: 3
Purity: 2
Activate: N/A
Passive: All characters you control in a combat zone gain +0/+3 for each artifact you control, including this one.
Flavor: The Calamity took everything from us. But look upon all we have achieved, all we have built! Now fight for what we might become, and what we might build in the future!
Art: A dragon looking at his hand. On his hand, stone plates inscribed with runes have assembled around it, held together by threads of magic. The stones form a guantlet.

Scholarly Dragon
Type: Character- Dragon
Cost: 2
Morale: 4
Stats: 6/6
Purity: 1
Activate: N/A
Passive: If you control an artifact when Scholarly Dragon comes into play, this character gains haste. If you do not, draw a card.
Flavor: With knowledge comes power. With character, respect.
Art: Small dragon, with silk clothing (possibly a monocle ;D), doing something scientific (looking through telescope, tinkering with an artifact, etc.)

Van’ Ashil, City of Dragons
Type: Location
Cost: 4
Purity: 2
Activate: N/A
Passive: When you activate an artifact, all dragons gain flying until the end of the turn.
Flavor: “Grand temples, vast libraries, sparkling waterways, trees blooming purple in summer, turning blue in autumn, marble as white as snow… the most beautiful city.” — Aleta, Immortal Artisan
Art: The only stipulation is it has to be awesome.

Salvation, the Dragon Colony
Type: Location
Cost: 3
Purity: 1
Activate: Pay 2, Exhaust: Search your opponents deck for an unlimited character. Target unlimited character is placed into your hand.
Passive: N/A
Flavor: Salvation was created as a refuge for dragonkind to rebuild. Soon, though, it became a haven for outcast of every faction.

Dragon’s Breath
Type: Ability- Magic
Cost: 2
Purity: 1
Activate: Deal 2 damage to target character and 1 damage to characters adjacent to it. All affected characters become immolated, taking 1 damage at the start of every turn.
Flavor: Meddle not in the affairs of dragons, for thou art crunchy and good with ketchup.
Art: Dragon breathing fire. Pretty straightforward.

Magic Medallion
Type: Ability- Magic
Cost: 1
Purity: 1
Activate: Target character in a combat zone gains flying until the end of the turn.
Flavor: “Were actually quite clumsy flyers. Each dragon is given this medallion at birth, so we can soar.”
Art: An unassuming little coin, design is variable.
All the forces in the world are not so powerful as an idea whose time has come.

"NQQbz - It has it all!  Noobz, Boobz and QQ'ing.  I win the internet for today." — ChaosAngel

"You are probably going to end up quoting me in your sig.  Everyone else already has." — WWKnight

Offline Swylli

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Re: Just for fun - Create your own faction
« Reply #24 on: March 07, 2014, 02:13:17 PM »
I were abit bored and then, i just accidently stumpled above this.. and tought, sure? Why not, lets try to be abit Creative - and thus i invested abit of Time to write something myself, the result.. well, see it for yourself :P

Name of Faction - Fog Mirage

Theme - A Bright Blue Cloud, split in half - revealing an eye behind it (Bright Blue Background)

Description - It first appeared after The Calamity occured. Some whould say it was a side or after effect which shouldn't exist - an unindentified lifeform born through The Calamity. While wandering as nothing into endless dimensions. It started to copy different lifeforms and slowly formed a shape. While "it" - which cant be called a being - transformed into more and more variations, it also started to gain a consciousness. First they were just imagined memories, some were driven into a rampage. What started as brainless copys were given a new chance after Mirtyas formed itself out of the fog. His existence was born through the long investigation of the different Dimensions - the first out of the Mist which had an own Subconsciousness. He crowned himself into the leading position. He learned to form awarness and an artificial brain into the other Mist creatures. But he wasn't satisfied yet, he was aiming for more. "Fog Mirage" - started to infiltrate the other Realities with doubles, created trough the Fog. A new threat has risen.

Playstyle - Its Playstyle is based mainly on irritation and making Copy's of the Enemy, using their force against themselve.

Name - Mirtyas, the Creator (Unique)
Cost 5/ Morale 10
Power 9/Health 9
Character - Spirit
Purity : 2
Ability - Pay 5, Exhaust : Every "Fog Mirage" Card you play next turn, costs 2 less to play.
Rarity - Epic
--
1 - The first who learns, the first who struggles, the first.. who aims to be a God.
2 - His Mind is set on war, he wont stop until everyone worships him.
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Name - Mist Dragon
Cost 12/ Morale 12
Power 5/Health 20
Character - Dragon
Purity : 2
Ability - Flying, Unstoppable. When this card comes into play, it gains Attack equal to the Amount of Resources all players used this turn. When Mist Dragon gets removed from play, while on the battlefield - return him to the controllers hand instead. When this card gets moved out of the Support zone, it stays in the zone it got moved into.
Rarity - Epic
--
1 - Born trough evil thoughts, it were unable to control and leaves nothing but a Havoc behind itself.
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Name - Aleta, Immortal Immitation (Unique)
Cost 5/ Morale 6
Power 6/ Health 16
Character - Human
Purity : 1
Ability - Pay X+2, Exhaust : Target Character you control creates a copy of itself in the same zone it is in. X is the cost of the target card.
Rarity - Rare
--
1 - Drifted through Dimensions it seen multiple Humans with a similarity, starting to Observe her further, the Mist created itself a copy for Infiltrations in the near future.
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Name - Tastraj, the fearsome successor (Unique)
Cost 5/ Morale 8
Power 8/Health 8
Character - Spirit
Purity : 3
Ability - When this Card gets into combat with another Character that got a cost of 4 or less, the Enemy Character retreats back into Support Zone and gets exhausted next turn. If Mirityas, the Creator is on the Battlefield while this Character dies, return him to your Hand instead.
Rarity - Rare
--
1 - Tastraj was the second which created its own Subconsciousness, he was by far not as Skilled as the Creator, but he learned how to use the enemy strength against them, his talents acknowledged he became the right hand of Mirityas.
2 - Started off as Commander to investigate the Flamedawn and learned some mentionable knowledge.
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Name - Growing Multiplying Absorber
Cost 8 / Morale 14
Power 0/ Health 5
Character - Spirit Artificial
Purity : 2
Ability - Pay 6, Exhaust : Choose a Character on the Battlefield. Create a copy of a Character in the zone opposing it, when Multiplying Absorber leaves the Battlefield, he is removed from play.
Pay 6 : Sacrifice a Copy created trough this Card, increase Multiplying Absorbers Power and Health by the same amount as the sacrificed Character. It also gets the targets passive Abilitys.
Rarity - Rare
--
1 - This was the first product they Created through the fog by observing Genesis Industries. It started to be fairly weaker, but with some tweaks on the Engine they implanted it got an Artificial Intelligence and can act on its own.
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Name - Crying Demon
Cost 5 / Morale 12
Power 10/ Health 10
Character - Demon
Purity : 1
Ability - Flying.
When this Card comes into Play, select a Character. The Target Character looses all Abilitys.
Rarity - Rare
--
1 - The Scream, when this Demon appears paralyze ears and mind, almost crushing the Brain, it's best to keep a fair Distance to it, if you dont want to get affected.
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Name - Imagination of the Fog (Unlimited)
Cost 2 / Morale 4
Power 2/Health 2
Character - Spirit
Purity : 1
Ability - Imagination of the Fog gets +1/+1 for every Card your opponent controls.
Rarity - Common
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Name - Foggy Irritation
Cost 2 / Morale 0
Power 0/Health 1
Character - Spirit
Purity : 1
Ability - When you play Foggy Irritation, copy one of your characters with Cost 3 or less.
Rarity - Common
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Name - The Drifting Lifeform
Cost 1 / Morale 2
Power 1/Health 1
Character - Spirit
Purity : 1
Ability - Haste. When The Drifting Lifeform gets removed from the game, it returns to it's controllers hand instead. When this card comes into Play, all Players draw a Card.
Rarity - Common
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Name - Stolen Smog-Ghost
Cost 5 / Morale 8
Power 0/Health 20
Character - Spirit Demon
Purity : 1
Ability - Vigilance. Flying.
When this Character gets attacked and survives, it poisons the enemy Character, letting it take 3 Damage at the End of every turn. When Stolen Smog-Ghost kills an enemy Character trough its effect. It heals itself by the amount of Health the target had.
Rarity - Common
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Name - Hot Levitating Smoke
Cost 5 / Morale 5
Power 8/Health 11
Character - Spirit
Purity : 1
Ability - Flying. Immolate 5
Rarity - Common
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Name - Rapid Whiff
Cost 4 / Morale 0
Power 7/Health 5
Character - Spirit
Purity : 1
Ability - Haste.
When Rapid Whiff dies, remove him from the Game.
Rarity - Common
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Name - Cloudy Scout
Cost 4 / Morale 0
Power 0/Health 1
Character - Spirit
Purity : 2
Ability - Haste. When Cloudy Scout gets killed by another Character, you make a copy of that Card in the same zone Cloudy Scout was in (But loosing the Abilitys).
Rarity - Uncommon
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Name - Steam-Demon
Cost 2 / Morale 4
Power 4/ Health 4
Character - Demon
Purity : 2
Ability - When you play this Card, the First Character you play next turn gets Haste.
Rarity - Uncommon
1. - The Hot steam spit out by Steam-Demon forces to all to run through it as fast as possible.
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Name - Reality Jumper
Cost 1 / Morale 5
Power 10/Health 11
Character - Spirit Artificial
Purity : 2
Ability - When this card comes into play for the first time, it gets shuffled into your Opponents Deck. When your Opponent Draws this Card, it gets put back into the support zone on your Side of the Field.
Rarity - Uncommon
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Name - Imvo, the spreading Gas (Unique)
Cost 4 / Morale 7
Power 8/Health 2
Character - Spirit
Purity : 1
Ability - As long as this Character is on the Battlefield, other Spirit Characters you control get +2/+2.
Rarity - Uncommon
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Name - Decaying Dust
Cost 3/ Morale 6
Power 1/Health 1
Character - Spirit
Purity : 1
Ability - When you play Cloning Dust, choose a character your opponent Controls on the Battlefield. Cloning Dust gets +x/+x. While X is the cost of the targeted Character.
Rarity - Uncommon
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Name - Novis, the one who shouldn't exist (Unique Character)
Cost 10 / Morale 15
Power 0/ Health 1
Character - Spirit Human
Purity : 2
Ability - Haste, Unstoppable.
If there is no Unique Ability in your Graveyard, destroy this Character. This Character gets +1/+1 for every Card removed from the Game. When you play Novis, you can search your deck for an Unique Ability Card.
Rarity - Legendary
1. - It is said, that Novis worshipped the Calamity, since it given Life to him. He tried to cause another one, through many Experiments and Dimension Traveling he didn't achieved his Goal, instead he found something even more Terrible.
2. - His first goal was, to test out his new discovery after altering it - one which will probably never be forgotten.
-------------------------------------------------------------------------------------------------------------------
Name - The Mind Breaking Alteration (Unique Ability)
Cost 11
Ability (Unique)
Purity : 3
Ability - Deal Damage to your opponents Fortress equal to the Number of Cards removed from the Game.
Rarity - Epic
1. - First Discovered by Novis, it wasn't nearly as powerfull as it is now. Trough Experiments its power got insanely increased.
-------------------------------------------------------------------------------------------------------------------
Name - Fake Mirror
Cost 4
Ability
Purity : 1
Ability - Your Opponent Draws a Card and reveals it to you. Create a Copy of that Card in your Hand.
Rarity - Uncommon
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Name - Gambling Robbery
Cost 5
Artifact
Purity : 2
Ability - Pay X, Exhaust : Pay X Resources, your Opponent Reveals a random Card in his hand equal to the amount of Resources paid and removes it from game. Create a copy of that Card in your hand. If there is no valid Card in your opponents Hand, he Draws a Card instead.
Rarity - Rare
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Name - Guidance of the Truth
Cost 3
Ability - Magic
Purity : 1
Ability - Your Opponent reveals all his Cards in his Hand.
Rarity - Common
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Name - Tricky Trap
Cost 4
Location
Purity : 2
Ability - Whenever a Player draws a card, that Players needs to remove another Card in his Hand from the game, if he still got 3 or more Cards in his Hand after drawing. This effect only apply's on Card effects and Trading Post.
Rarity - Uncommon
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Name - The false Dimension
Cost 4
Unique Artifact
Purity : 1
Ability - When this Card comes into Play choose either Health gain or Health loss. As long as this Card is ingame, the corresponding effect occurs :
Health gain : Whenever a Card gets removed from game, the player who controlled that Card gains 3 Health.
Health loss : Whenever a Card gets removed from game, the player who controlled that Card looses 3 Health.
Rarity - Rare
-------------------------------------------------------------------------------------------------------------------
Name - Unpredicted Experiment
Cost 5
Ability
Purity : 1
Ability - Remove a Character from the game. Create a Copy of that Card in your Support zone. When the Copy is removed from the Battlefield, return the removed Character to the game.
Rarity - Uncommon
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Name - Phase-Shift
Cost 2
Ability
Purity : 1
Ability - Create a Copy of the Card which is on the bottom of your Opponent's deck into your Hand, you loose Morale equal to its Cost.
Rarity - Common
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Name - Clone Creation
Cost 0
Ability
Purity : 2
Ability - Choose a Character. Pay additional X - while X determines the cost of that Character. Create a Copy of the choosen Card into your Support zone. When Clone Creation gets used, it gets shuffled back into your deck afterwards.
Rarity - Common
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Name - Reforming Ritual
Cost 2
Ability
Purity : 1
Ability - Choose a Character in the Combat zone. When the Target Character dies this Turn, it gets removed from Game and you create a X/X Character in your Support zone, while X is double the cost of that Character.
Rarity - Common
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Name - Binding Chain
Cost 2
Ability
Purity : 2
Ability - Preemptive.
Target Character can not be removed from game this Turn, but gets exhausted next turn instead.
Rarity - Common
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Name - Reworked Reality
Cost 5
Ability
Purity : 2
Ability - Preemptive.
Remove all Characters in combat zones from the game until the end of the turn.
Rarity - Uncommon
-------------------------------------------------------------------------------------------------------------------
Name - Rushing Factory
Cost 5
Ability
Purity : 1
Ability
Increase your maximum resource by 2 for the next turn.
Rarity - Common

Offline Naudilent

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Re: Just for fun - Create your own faction
« Reply #25 on: March 08, 2014, 01:43:50 AM »
All Worlds Omnitrust (aka AWO or "The Company")
In brief, a highly corrupt, highly effective financial powerhouse seeking to take advantage -- through market share or murder -- of the recent tumult.  Drugs, slavery and skullduggery are as much a part of the business as spreadsheets and vaults for valuables. 

Style: AWO lacks a lot of heavy hitters.  It compensates for this lack by ensnarling opponent Resources in a never ending effort at avoiding AWO's market-based mayhem. 

Characters

Wolnek, Vice-President of Human Resources
Cost: 7, Purity 2
Unique Character - Human
4/7
Pay 4, Exhaust.  Three 2/2 Human slave characters appear in your Support Zone.
Now hiring. Inquire within.

Casanasta, Vice-President of Forecasting
Cost: 6, Purity 2
Unique Character - Demon
10/8
Pay 2, Exhaust. Owner gains 1 additional Resource next turn for every character that dies this turn. 
Her fitful visions of the future drove her from Hell into employment with All Worlds Omnitrust. Her dreams of profit and slaughter appeal to both sides of her nature.

Lafrig Art-Valen, Vice-President of Propaganda
Cost 4, Purity 1
2/5
Unique Character - Human
While on the battlefield, the cost of All Worlds Omnitrust characters decreases by 1. "Whatever your needs, we have a product for you!  Or your next of kin."

Sorvad, Chief Technical Officer
Cost: 6, Purity 1
12/15
Unique Character-Artificial
Has Consume 3 for artificial characters.
Pay X, Exhaust.  Target artificial character gains X/X.  Sorvad loses X/X.
Sorvad gave freely of himself to others.  In the end, would it mean his utter dissolution? Or a ubiquity of presence for which Aleta could only dream?

Petrala, Liaison to Genesis Industries
Cost 4, Purity 1 AWO, 1 GI
7/7, Flying
While Petrala is in play, all characters in a zone containing at least one AWO and one GI character gain +1/+1.  Petrala counts as both for this purpose.
"Say what you will about Petrala's employer, she's earned her jetpack!"

Agent Coyle, Corporate Spy
Cost 4, Purity 2
Pay X, Exhaust.  See X cards currently in opponent's hand.  Increase cost of one card by 2.  Your max resources decreases by 1.
"His methods are questionable, his costs considerable, and his results outstanding.  I should probably have him killed, just in case." -Mathax, the Big Boss

Mathax, The Big Boss
Cost 8, Purity 2
Unique Character
7/15
When Mathax enters the battlefield, a Mathax Bodyguard is put in your hand. While the Big Boss is in play, if you end a turn with 18 Resource points unspent, you win the game.  The Big Boss is an applicable target for cards affecting Humans, Demons, and Artificial beings.
Few ever saw him, and fewer still knew anything about him, but no one felt beyond his reach -- the haughty and powerful even less so.
(Appearance: either an otherworldly horror a la the Jagrefess from Doctor Who or a tremendously mutated or altered person, like Mr Motley from "Perdido Street Station").

Mathax Bodyguard
Cost 4, Purity 1
Character - Human
10/8
If Mathax is on the battlefield, the Mathax Bodyguard enters play in the same zone he occupies.  If an effect would cause the bodyguard to leave the zone occupied by Mathax, that effect fails unless it sends the bodyguard to the graveyard.  Exhaust: Prevent 6 damage to Mathax this turn.
"Death before retirement!" - Bodyguard brigade slogan.

Waste Management Team
Cost 3, Purity 1
Character - Human
6/8
While on the battlefield, opponents take 1 damage at the end of a turn for every Resource point not spent.
"The most enjoyable advantages to exploit are the advantages of your enemy." -Casanasta, Vice-President of Forecasting

Corporate Combat Jet
Cost: 5, Purity 1
Character - Artifical
8/5, Flying
If placed in a combat zone, Corporate Jet also appears in adjacent combat zone.  Destroying one copy of the jet destroys the other. 
The eyes of the Big Boss are everywhere, sometimes less obviously than others.

Smiling One
Cost 4, Purity 1
Character-Human
9/7
When a Smiling One starts its turn in a combat zone, opponent must pay 1 or take 3 damage to his fortress at the end of the turn.
The Smiling Ones are the friendliest of people, but only so long as  you pay them off.

Night Trader
Cost 2, Purity 1
Character-Human, Unlimited
4/5
The first card played by the opponent on the turn after this card enters play costs 1 additional Resource.  Exhaust: Provide 1 Resource on the next turn.  Character remains exhausted that turn.
They call them night traders because that's what they do when they leave work at the exchange.

Mobile Exchange
Cost 5, Purity 1
Artificial Character
0/15
If Mobile Exchange is not blocked while in the attack zone, it costs the opponent 2 Resource points on the next turn.  The Mobile Exchange's owner gains 1 extra Resource point on the next turn.  Characters blocking Mobile Factory are destroyed.  Exhaust: Provide 2 Resource points usable for activation costs only.
The Company's traveling marketplaces moved only a few miles a day. Amazing what the engineers found in the treads each night.
[Picture: An enormous citadel of profit moving across a barren landscape. Barely visible, the paws of a One of Many emerge from the vehicle's giant tread.]

AWO Location Manager
Cost 4, Purity 1
Character-Human
7/10
Characters you control occupying the same zone as the Location Manager gain +1/+1. 
4, Exhaust: Target location leaves the game.  At the end of the turn, location returns to the game. 
"Realty...reality...what's the difference to us?" -Sorvad, CTO

Assistant Property Inspector
Cost 4, Purity 1
Character-Human
8/8
While this character is in a combat zone, opponents with a location must pay 1 each turn or the location goes to the graveyard, inflicting its cost as damage to its owner's fortress.
"If someone doesn't put out that fire, we'll have to foreclose the whole property."
[Picture: A fierce, roughly tattooed and pierced, molotov-puffytail wielding vandal with clip-on tie]

High Counsel
Cost 3, Purity 1
Character-Human
8/5
The Counsel inflicts X damage to an opposing fortress, where X is the amount of damage dealt to Counsel by a character this turn.  Counsel cannot be blocked by Unlimited characters.
The Company's legal team moves well above the thronging masses.  Going after them is often more trouble than it's worth.

Pharm Hand
Cost 3, Purity 1
Character-Human
6/5
1, Exhaust: Target character on the battlefield cannot block Pharm Hand for the remainder of the game.
That All Worlds Omnitrust dealt in all manner of morally obscene, highly desirable substances was an ill kept secret among rival factions, who constantly sought to poison their rivals with The Company's goods.

Abilities

Explosive Nullification of Warranty
Cost 3, Purity 1
Destroy target artifact.  Creatures adjacent to artifact take x damage, where x equals its Resource cost.
"In case of malfunction, please reference user agreement attached to device."

Invitation to the Pleasure Hive
Cost 3, Purity 1
Exhaust target character.  Character remains exhausted until its owner pays 1.  Doing so damages Morale as if the character had been destroyed. Target re-enters play at -2/-2.
One could spend a lifetime earning a pass to the Celadora Pleasure Hive.  One would spend the rest of that lifetime wishing they'd never left.

Bag Man
Cost: 2, Purity 1
Target character gains +1/+1.  Character also acquires 1 investment point at the end of every turn.  Damage that would reduce target character below 1 health removes investment points instead.  Sacrifice character to add investment points to your Resources until the end of the turn.
"You're welcome, sir, but what's this 'no witnesses' clause you mentioned?"

Golden Shackles
Cost 2, Purity 1
Target character gains +1/+1 and cannot be targeted by an effect that would change its owner.  These effects continue while the character is in the graveyard.
The "non- compete" clause in The Company's  contracts persists even when health benefits do not.

Corporate Sponsored Popular Uprising
Cost 4+ X, Purity 2
X is the number of characters of the same name currently occupying a combat zone that enter your attack zone until the end of the turn. 
"Rise up, workers, and throw off your chains!  Try our chains instead." -Lafrig Art-Valen, Vice-President of Propaganda

Calculated Shift of Wealth
Cost 3, Purity 1
Opponent loses 1 Morale for each character he or she controls on the battlefield.  Each character in the opponent's command zone gains 1 Health.
All Worlds Omnitrust had no qualms about benefitting its business rivals  in the short-term, should it pave the way for their eventual downfall.

Scheduled Catastrophic Market Upheaval
Cost 4, Purity 3
Preemptive
No player may spend Resource points to play cards from their hand this turn.
"Or, as I like to call it, the SCAM U.  That doesn't leave this office." -Lafrig Art-Valen

Mindless Entertainment Broadcast
Cost 8, Purity 3
All characters of target subtype become exhausted. 
The Company's carefully tailored transmissions could render even robots or the shambling dead blissfully inert. 

Exclusive Special Offer for a Limited Time!
Cost 4, Purity 2
Select a character, artifact, or land under your control.  Next turn, designated opponent spends Resources equal to target's cost +1 and takes control of target. 
A small army of skilled forgers ensured that even the most wretched merchandise was sold at profit.

Artifacts

The Non-Compete Clause
Cost 2, Purity 1
If an opponent controls a unique character that is also controlled by the owner of this artifact, the opponent must pay 2 each turn or his or her character goes to the graveyard, dealing its resource cost in damage and causing loss of morale.
"Loyalty is a virtue well-suited to turning a profit." - Petrala

Rift World Superimpositor
Cost 5, Purity 2
The owner of this artifact may utilize two Locations.  Losing control of this artifact results in the loss of one random location. 
The cost of juxtaposing two worlds within the same dimensional space was incalculable, but the Big Boss was not a fan of travel.


Locations

The Infinite Worlds Exchange
Cost 7, Purity 2
5, Exhaust. Take control of target character, artifact, or location on the battlefield until the end of the turn.  A character moves into the same zone in which it started the turn.  On the next turn, the owner of this card loses 2 Resources, and the owner of the target gains 2.  Resource totals return to normal on the following turn.
The paragon of free markets, here even the shopkeeps and moneychangers are for sale.

The Celadora Pleasure Hive
Cost 3, Purity 1
Damaged characters in the support zone heal 2 health at the end of the turn.  An exhausted character in the support zone becomes Untouchable. 
Pay 1: The Celadora Pleasure Hive enters the graveyard.  You gain 20 Morale.  Opponents lose 10 Morale.  All "Invitations to the Pleasure Hive" also enter the graveyard.
"Despite its many uses, the Pleasure Hive is as much part of the market as anything, or anyone, else, and shall be discarded when it is advantageous to do so." - Casanasta

Offline Naudilent

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Re: Just for fun - Create your own faction
« Reply #26 on: March 20, 2014, 07:54:25 PM »
The Skodak

The wars between the rifts' factions have shaken the foundations of their worlds.  Those foundations are not amused.  The placid Skodak left their burrows to plead for an end to the violence that collapsed their tunnels and opened rifts to unsavory domains within their warrens.  Their overtures -- made in the form of songs quite beautiful when reverberating through caverns deep, but maddening in a surface world of untuned ears and debased acoustics -- were not well received.  Turned away, the Skodak have now risen up to silence their tormenters--and they bring the earth with them. 

Ancestors of humanity, the Skodak left the  burning sun and flood-bringing storms of the surface world long ago for the deep places of the earth.  Most are blind, but keen of hearing, communicating in a clicking language or in song that transmit easily throughout the labyrinths in which they dwell.  Names reflect these distinct styles of communication.  They long ago mastered control of the earth through the harmonics of their combined voices and have made allies of many subterranean creatures.  Not all rifts open in convenient city streets or remote meadows, however, and those found in the underdark often link to frightening dimensions, the energies of which have begun to corrupt Skodak society...

Style: A variety of smaller, Tunneling creatures resilient to defenders and adding a little extra punch against enemy fortresses front a variety of less subtle golem-type characters that laugh in the face of non-damage removal.  Several, perhaps too many, big power options allow for terrifying amounts of damage across the board.

Subtypes: The Skodak are essentially human-like, so Human they are.  I've used Golem to describe the various mineral beings in the faction, as they aren't the same sort of  "Artificial" as the golems currently in game (Defense, Martyr).  If that's too confusing, I'd go with Earthen as subtype, which might pave the way for elemental subtypes in future factions.  For the sake of simplicity, I'm broadening Insectoid to include some annelids.

Tunneling: Character cannot be blocked by flying creatures. Other characters have -1 Power when attempting to block.  +1 damage to fortress.  This ability is lost if the creature gains Flying and vice versa.

Ablative X: If character is destroyed by non-damage sources, character returns to play at -X/-X.

Characters

Skodak Tunnel Guide
Cost: 3, Purity: 1
4/6, Tunneling
Character - Human
Exhaust: Target character gains Tunneling (if not possessed) and Unstoppable.  If no damage would be dealt to target creature by a blocker, it remains unblocked.
The Tunnel Guides can navigate the underbellies of fortresses and cities with ease, giving their allies access to the heart of the enemy's defenses.
 
Skodak Deep Scout
Cost: 3, Purity 1
8/8, Tunneling
Character - Human
Opponents' spells that would target Skodak Deep Scout cost 1 additional Resource to cast.
Their eyes have never opened, but who knows what strange echoes from the deep earth the Skodak explorers have heard in their wanderings.

Skodak Surface Raider
Cost: 2, Purity 1
5/4, Tunneling
Unlimited Character - Human
Characters have an additional -1 Power when blocking a Surface Raider.
Only a faint tremor presages their coming.  By the time alarms sound, the guards are dead, the food stores are pillaged, and the equipment lies shattered.

Skodak Tunnel Fiend
Cost: 4, Purity 1
8/10, Tunneling
Character: Human
Skodak Tunnel Fiend takes first position when in a combat zone.  A creature that blocks Tunnel Fiend cannot block other creatures this turn.  A creature blocked by Tunnel Fiend becomes exhausted next turn.
 
Skodak Trap-setter
Cost: 3, Purity 1
6/5, Tunneling
Character: Human
Pay 2: Skodak Trap-layer must be in a combat zone.  Any creature that blocks or
is blocked by Trap-layer takes 4 damage prior to combat. 
(Image:  the trap-layer crawls upside-down just beneath the surface, directly under human legs walking above)

Skodak Fungus Hunter
Cost: 3, Purity Skodak 1, Sleepers 1
8/7, Tunneling
Character: Human
Fungus Hunter gains 2 Health at the end of any turn in which it was damaged.  If Fungus Hunter dies it returns as a 7/6 undead character with Consume 1.  The health recovery effect remains.
The fungus fights back.  Sometimes, a sybmiotic relationship forms between predator and prey, but ultimately the Skodak will be the loser in this arrangement.

Fitektakik, The Pillar
Cost: 6, Purity 2
12/13, Morale 9, Tunneling
Unique Character: Human
The Pillar grants +1/+2 for characters in your Defense zone and +2/+1 for characters in your attack zone.  While The Pillar is on the battlefield, if you would lose Morale due to the death of a character other than The Pillar, that loss is decreased by 2.
As a single column can hold a ceiling high or bring death to an entire Skodak village should it fail, so does the Pillar bear the weight of the people on his shoulders.

Ssseeyyrrrooo-och, the Lore Carver
Cost: 5, Purity 2
9/11, Tunneling
Unique Character: Human
When Sssseeyyrrroooo-och comes into play the top card of your deck is put into your hand.  If that card is a non-Unique Skodak, it gains Haste and may be played immediately at no cost.  If it is an Ability card, its cost is reduced by 1.
The granite walls of the Skodak warrens give way easily to her chisel, as if eager to be part of the stories her reliefs tell.

Arroch'tok, Who Calls Salt to Rise
Cost: 4, Purity 1
7/7, Tunneling
Unique Character: Human
Pay 2, Exhaust: All characters controlled by opponents take 1 damage.
Fertile fields withered as their soil turned to clay, trees perished upon their dying roots.  Soon, even weeds no longer grew, the machines fell to unnatural corrosion, and we began to die.

Zezzlaan-octh, Who Carves the Earth to Life
Cost: 6, Purity 3
8/11, Tunneling
Unique Character: Human
While Zezzlaan-octh is in play, golems cost 1 less to play and gain +1/+1 while on the battlefield.
She cared nothing for the war, except that the people continually brought her the choicest blocks of stone, and better, with which she could practice her art.

Ezh-ezh-ezh-ezh-zhoch, Whose Songs Lament All Fallen
Cost: 4, Purity 1
9/9, Tunneling
Unique Character: Human
If  Ezh-ezh-ezh-ezh-zhoch damages an opponent's fortress, exhaust target creature next turn.
No creature -- be it animal, created, or a hateful otherworlder -- is immune to the pangs of loss and regret evoked by the Skodak dirge for the dead.

Eknatek, Whose Hands Crack Stone
Cost: 5, Purity 2
12/10, Tunneling, Unstoppable
Unique Character: Human
Eknatek adds the number of characters in the attack zone to his power if he damages an opponent's fortress.

Carrion Worms
Cost 3, Purity 1
2/4, Tunneling
Character - Insectoid
Every turn Carrion Worms end in a combat zone, remove random character in an opponent's graveyard from the game.  Carrion Worms gain +1/+1.  Target creature you control heals 2. 
"Don't ask where it came from. Just eat it!"
 
Ambitious Stalagmite
Cost: 4, Purity: 1
4/15. Haste
Character - Golem
Ambitious Stalagmite cannot be moved from the combat zone it is placed in except by card or ability. Blocks flying.
(Image: the titular figure erupting from the ground, then a flying figure smacking into it edge on, cleaving it in twain)

Fragment of the Mantle
Cost: 10, Purity: 3
20/30, Tunneling, Ablative 5
Character - Golem
(Image: one of the game's dragons looks up, way up, at the monolith that has just risen from the earth.)

Living Avalanche
Cost: 9, Morale 1, Purity: 3
24/24, Unstoppable, Charge, Ablative 6
Living Avalanche applies its power to all creatures in your Attack zone and the opponent's Defense zone.  All creatures in Defense zone apply their power to Living Avalanche.   Living Avalanche goes to the graveyard at the end of any turn in which it deals damage to the opponent's fortress.

Crystal Golem
Cost: 3, Purity: 1
8/4
If a character destroys the Crystal Golem in combat, that character suffers 2 damage at the end of each turn.
Death by 1000 cuts comes quickly when each shattered razor shard digs for your heart.

Granite Golem
Cost: 4, Purity 1
10/12, Slow, Ablative 4

Igneous Golem
Cost: 5, Purity 2
9/8, Ablative 3, Immolate 3
Pay 4: Igneous Golem causes 6 damage to all enemy creatures in opponent's Defense zone.  It may do this once, then becomes Slow and loses Immolate.

Diamond Golem
Cost: 9, Purity 2 or 3
9/15, Untouchable, Ablative 3
Damage dealt to Diamond Golem is reduced to 1.  Each time Diamond Golem is reduced to 0 health or would go to graveyard, its owner receives cumulative 1 extra Resource the following turn.

Great Razor-Worm
Cost: 4, Purity 2
8/6, Tunneling
Unique Character - Insectoid
The Great Razor-Worm inflicts double its power in damage to a fortress it successfully strikes.  Other worms you control gain +1/+1
It eats everything, eats it quickly, and incites others of its kind to eat.

Stone-Slicing Swarmer
Cost: 3, Purity 1
7/4, Tunneling
All swarmers you control gain Tunneling.

The Swarmer Hive Queen
Cost: 5, Purity 1
7/10
If 3 or more swarmers are removed from play in one turn, The Hive Queen gains Charge and Enrage X, where X is the number of swarmers that died.  Swarmers do no damage to and will not block The Hive Queen.
Pay 4, Exhaust: create three 2/2 swarmer hatchlings.
Even death itself would not prevent the brood mother from protecting her young.

Hell-touched Swarmer
Cost: 4, Purity Skodak 1, Exiles 1
7/8, Tunneling
Character: Insectoid, Demon
Pay 2, target swarmer adds the subtype Demon and gains +1/+1.  It is still a swarmer and Insectoid.
The Queen smelled strange, brimstone-tinged pheromones drift through the hive.  In her primitive way she wondered, "Can these strange creatures still be my children?"

Leviathan Mole
Cost: 5, Purity: Skodak 1, Warpath 1
8/10, Tunneling
Character - Beast
Pay 2: Enrage 3 (Pay 2 to enrage this character, giving it +3/+3.  This can only be done once.)
If Leviathan Mole takes damage, its Enrage ability resets and may be activated again.
Despite its size, one of the most peaceful creatures of the subterranean world.  No more!

Mass of Worms
Cost: 2, Purity 1
3/4, Tunneling
Character - Insectoid
Mass of Worms cannot be killed by non-damage sources.  If Mass of Worms is destroyed, it returns to your support zone at -1/-1.
The ground never runs out of worms.

Abilities
Wing-Encasing Mud Geyser
Cost 3, Purity 1
Target creature takes 3 damage.  If creature has Flying, that ability is removed.
After the battle, all of Heaven mocked her as the Angel of *splort*.

Ensconced
Cost 2, Purity 1
Target character takes no damage and deals no damage until end of turn.
(Image: a Skodak encased in a sphere of stone.)

The Mountain Falls Over
Cost: 5, Purity 1
All creatures on the battlefield take 6 damage.  No attack takes place this turn.
"Now that you mention it, I'm not sure a mountain was there in the first place."

The Frozen Earth
Cost: 3, Purity 1
Non-flying creatures currently in target zone cannot be moved within or from the zone by a  player.  New creatures can be added to the end of the combat line and moved normally.  Cards work normally.
(Image: Creatures stuck in place as the Living Avalanche rushes toward them)

Emissions from the Hellish Core
Cost 4, Purity 1
Three target creatures you control gain +1/+1, Consume 1, and add the subtype: Demon.
How deeply the underfolk burrowed no one knew.  As it turned out: that deep.

Volcanic Catafalque
Cost 10, Purity 3
Exhaust all creatures under your control.  They are exhausted until the end of the next turn.  All opponents' fortresses and all opponents' creatures in play and in the graveyard take 12 damage.  Creatures in graveyard reduced to 0 health are removed from the game.
Next to the endless mad keening of the Skodaks, the volcano their howlings evoked seemed almost superfluous.
(Image: Profile view of a city atop a funeral bier, which then erupts.)

Cleave from the Herd
Cost: 3, Purity: 1
Target creature in a combat zone takes 2 damage for each of your creatures in opposing combat zone.
The chase could go on for hours.  Sometimes they'd let the victim think he'd escaped, only to ambush it as freedom seemed just within its grasp.
{This would also work well as a Warpath card}
 
Song of the Stone
Cost: 4, Purity: 2
Fortress is repaired for 1 per creature you control.  Each golem in play gains
+1/+2.
The reverberations of the Skodak dirge heal all things fashioned from the
earth.

 
Precious Metals Distraction
Cost: 2, Purity: 1
Target creature cannot use activated ability until owner has spent Resources
equal to the activation cost +2.  If target is in a combat zone it moves to the end of
the combat line and has -4/-0.
(Image: a character enraptured by shinies ignores allies falling in combat nearby)

Fungal Spine Wrap
Cost: 5, Purity: 2
Remove target non-artifical character on the battlefield from the game.  This is not visible to the character's owner.  Fungal Spine Wrap replaces that character.  The character does not attack or block.  If the character has an activated ability, it appears to activate (Resources are spent, glowing may happen) but has no effect.  If the character is destroyed, a 4/4 Fungal Spine Worm appears in your Support zone. 
The once-Daode smiled reassuringly, clapped his hands together in his ritual manner,  and sent the unprotected Jinhai warriors off to die.
(Image: the semi-tranparent figure of a character with its spine and base of brain wreathed in a fungal bloom.  Image of the Spine Worm: a fungus wrapped spine topped by a toothy skull with demon's horns, slithering to the attack)
 
Encasement
Cost: X, Purity 1
Target creature is exhausted until freed.  All of opponent's creatures with power X or higher gain the following: Exhaust, target creature with Encasement is no longer exhausted.
 
 
Artifacts

Skodak Tunnel Map
Unique Artifact
Pay 2: Target character you control gains Tunneling until the end of the turn.

Warren-Linked Model of Clay
Cost 2, Purity 2
Artifact
Creatures striking your fortress take 2 damage
Ssseeyyrrrooo-och molded the replica of the Skodak lair, changing the true lair's features to bring harm to the invaders.

Locations

Fungal Bloom of the Never-lit Sea
Cost: 4, Purity 3
Pay 2: All Skodaks gain +1/+1 and all opponent's creatures in a combat zone get -1/-1

Unassailable Labyrinth
Cost: 6, Purity 2
Character attacks that damage your fortress deal 2 less damage.

No Faction

The 17th Year
Cost: 11
All Survival swarmers in your deck appear in your Support zone. After 3 turns they are shuffled back into your deck.
As the Hive Queen's pheromones wafted once more through the underworld her brood awoke, hungry for flesh from the surface world.

Ten Thousand Hosts Transformed
All non-swarmer creatures on the battlefield become the Swarmer subtype. 
Sir, they appear to be microscopic eggs of a new class of swarmer.  And they appear to be hatching!  Get-t-t over here and-dz-dz- look at thisszzzz...
(Image: a GI scientist looking into a microscope while another looks on.  The picture shifts, with the 1st scientist beginning to sprout insectoid wings while the other grows faceted eyes)

Offline DrayGon777

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Re: Just for fun - Create your own faction
« Reply #27 on: March 24, 2014, 10:19:59 AM »
Here's my idea of a faction based around the dragon type. I'm open for suggestions on a better name and possibly story as those tend to be my weaker areas.

Name of Faction - Immortal Dragons (till I come up with a better name)

Theme - Tough characters that are hard to remove. Unique mechanic, I'm torn between a breath type of attack or self-regeneration, the latter probably being easier to add.

Description - In their world for Draknaria (till I decide upon a better name), they have been around since the beginning of time. A peaceful race that nurtures the other races of the world. While they do not start wars, they have had to defend themselves from those that fear them and claim they meddle in too many affairs.

The majority of this faction are of the dragon type. While they have full-fledged 4-legged dragons, most of them are bipedal. They also all have wings, but most of them are too small to fly with, or at least for more than short distances.

Playstyle - A slow-growing lategame faction. Their characters are tough to kill. They'll play similer to Warpath, but lack ramp and will include some flyers, and instead of more aggressive abilities, will include somewhat peaceful (buffs), and delaying spells.

New Mechanic - Regenerate X: At the end of the turn, character heals for X.

Aleta -

Name - Aleta, the Immortal Speaker
Cost - 5
Morale - 7
Stats - 6/16
Race - Human
Ability - If Aleta is in the Graveyard for 6 consecutive turns, she returns to play. Pay Xx2: Exhaust X characters for 1 turn. (Effect may need some work.)
Picture - Aleta standing in front of a crowd of people with a dragon right behind her. Her arms are articulating her speech as she attempts to convey the message of the dragons.
Flavortext - Having been alive as long as the dragons, Aleta is the only human to have learned their language. Realizing their peaceful intentions, she has become their voice to relay their message to those they want to help.

Though trying at times, she has managed to calm some groups down and prevent hostilities from arising. Those are her good days, and sadly they seem to be getting shorter and far between.

Unlimited -

Name - Dragon Guard
Cost - 3
Morale - 5
Stats - 6/8
Race - Unlimited Character - Dragon
Ability - Reduce all damage to this card from all sources by 2
Picture - A bipedal dragon with a spear and shield standing at attention.
Flavortext - While the dragons do not desire to fight, they have had to train soldiers to defend themselves from those seeking them harm for one reason or another.

Yourself as a character -

Name - Dray'Gon, the Immortal Defender
Cost - 6
Morale - 9
Stats - 8/18
Race - Unique Character - Dragon
Ability - If Dray'Gon is in the graveyard for 6 consecutive turns, he returns to play. Regenerate 4. Cannot die to non-damage sources.
Picture - A green bipedal dragon clad in armor, a decorative shield, and a sword. Stands with shield in front, sword at ready as he is surrounded by angry humans and backed against a wall. Behind him is a little bipedal dragon girl whom looks on with fear.
Flavortext - Dray'Gon was around during the times of great war. He has seen what war does, the bloodshed, and the aftermath. He has also somehow survived grievous wounds. The sight of war sickens him, and so he strives to protect the peace his kind has struggled to bring.

I may try adding more cards later if there ends up being any interest.
Just so you guys know, if you're ever vs WWK, just start putting out random numbers and mathematical symbols, he will surrender.

Offline Naudilent

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Re: Just for fun - Create your own faction
« Reply #28 on: March 29, 2014, 04:12:26 PM »
New Faction: the Hourglass Deme

Briefly: Time travelers and their odd pets using space-time as a tool for conquest.  Lore write-up in the spoiler.


Style: The Hourglass Deme offers considerable flexibility, capable of striking fast early with Displaced Quasmids and Advent Rangers and either letting them go in favor of introducing stronger units or drawing back to pay Displacement costs.  The faction is led by a barely sane motley of savants with a variety of abilities that can lock down the opposition or tear through the normal limitations faced by other factions. 

Displacement X: A character with Displacement may be brought into play by paying X instead of its regular cost.  The player may pay the difference on subsequent turns.  Unpaid characters that activate abilities or leave the Support zone gain a counter. A character that starts a turn with 2 counters does its Cost in damage to the player's fortress and leaves the game.
{The owner would have the chance to pay the remainder before the character exits.  A character that leaves the game this way does harm Morale.}

Characters

Dr. Schreddinger, Probabilistics
Cost: 5, Purity 2
9/10, Displacement 4
Unique Character - Human
If Dr Schreddinger is destroyed while in a combat zone he moves to the end of the combat line and deals no further damage.  If he is the only character in a combat zone, with no enemies opposing him, he does not die and all damage taken this turn is undone.
No one was there to see if he was dead, and so he wasn't.

Naudilent, Corsair Commander
Cost: 5, Purity 1
11/10, Displacement 3
Unique Character - Human
Damage done to Naudilent does not register until combat begins on the following turn.
”It's not as bad as it looks...yet.”

Excelsior Brom, in Gravitics
Cost: 5, Purity 1
8/12, Displacement 3
Unique Character - Human
Characters in combat with Excelsior Brom are at -2 Power.  Excelsior Brom can block creatures with Flying.
Pay 3: Target character gains flying. 
At the start of a turn Pay 1: A character given flying by Excelsior Brom retains flying.  If this cost is not paid, character loses flying and suffers 2 damage before combat begins.
”What goes up need not necessarily come down.  Best keep me alive to ensure that remains the case.”
(Image: a majestic Mad Hatter-in-a-lab-coat fellow, above which a character soars ungainly overhead.)

Docent Imbrogil, Space-Time Maintenance
Cost: 6, Purity 2
9/10, Displacement 4
Unique Character - Human
4: Exhaust.  Pre-emptive: creatures in enemy Command zone cannot leave that zone and cannot use activated abilities until end of turn.
He describes himself as no more than a sophisticated janitor, but some say the Docent holds the master key to the universe.

Vagrad, Professor of Very Special Relativity
Cost: 6, Purity 2
8/8, Displacement 4
Unique Character - Human
Pay 2: Until the end of the turn, if Vagrad is the target of an Ability or activated power, another character under your control becomes the target instead.
Pay 4: Until the end of the turn, if Vagrad is the target of an Ability or activated power, another character in a combat zone becomes the target instead.  If no character is available, Vagrad remains the target.
”Ramifications?  I don't know the meaning of the word!”

Palebright Armiger, Assessor of Priorities
Cost: 5, Purity 1
9/9, Displacement 4
Unique Character - Human
Exhaust: You receive +2 resources until the end of turn but start the next turn with -2 resources. Your fortress suffers 2 damage.
”I've already seen the future.  Trust me, there's no use planning for it.”

Aleta, the Immortal Horologist
Cost 5, Purity 1
5/12
Unique Character - Human
Pay 5: The first ability or activated effect used by an opponent does not take place until the following turn.  If the original target is no longer valid a new target may be chosen  unless the character targeted himself or no other valid targets remain.
At first, she revelled in her frequent glimpses of the far future.  Then Aleta realized she did not appear in any of them.

Unfixed Avenger
Cost: 3, Purity 1
7/6, Displacement: 1
Character - Human
The Unfixed Avenger leaves the game at end of turn before other end of turn effects take place.  At the start of the turn it appears in a random zone under your control.  It cannot be moved from that zone.  If it appears in the Support zone it gains +2/+2.
”I appreciate their pinpoint precision. I just wish they had fewer pinpoints.” - Naudilent, Corsair Commander

Advent Ranger
Cost: 2, Purity 1
5/4, Displacement: 0
Unlimited Character – Human

Foreshadowing Fighter
Cost: 5, Purity 2
9/8
Character – Human
The turn after this card is played, a Foreshadowed Fighter enters the same zone currently occupied by this character.  If the Foreshadowing Fighter is no longer on the battlefield at that time, the new arrival is a Foreshadowing Fighter instead.
{Foreshadowed Fighter has identical stats to the Foreshadowing Fighter, as they are the same person.  Lack of Displacement on this character is purposeful.  I've toyed with the idea that FF's can't share the same zone, but that would cause issues with having multiple FF's in a deck.}

Chrono-Corsair
Cost: 4, Purity 1
7/7, Displacement 2
Character – Human
Pay 1, Chrono-Corsair deals its Power in damage to an opposing character before the opponent may strike.  Its power is then reduced to 0 during simultaneous combat.
Their reputations aren't the only thing that precedes them.
{Basically, an inelegant way of saying it has first strike.}

Timestream Desync Technician
Cost: 3, Purity 1
1/4, Displacement 1
Character – Human
When Timestream Desync Technician is brought into play select one of the following: All characters with Displacement receive +3/+0.  All creatures with Displacement receive +0/+3.
Silent and dispassionate, their minds overflowing with equations, the Technicians sculpt Time into an inscrutable weapon or bulwark according to the need of past and future moments.

Rift-born Pet
Cost: 6, Purity 1
10/12, Displacement 3
Character
The first character in a turn that blocks or is blocked by Rift-born Pet returns to its owner's Support zone.  At the end of combat, Rift-born Pet returns to your Support zone and steals 2 Health from one adjacent character there. If it cannot steal 2 Health from a character it goes to the graveyard.
”Yes, it's a monstrous horror whose nature we cannot explain and which occasionally drives those who tend it irrevocably mad.  It also follows directions well and serves the cause.  Tell it what to do and be sure to have a cookie for it afterwards.” -Palebright Armiger

Quasmid
Cost: 1, Purity 1
3/3, Displacement 0
Character
Quasmid may combine with other quasmids, adding Health and Power. 
Pay 1: a 3/3 Quasmid separates from a larger Quasmid.  If an Ability affects a Quasmid, the Quasmids that separate from it do not retain that Ability.  Pay 1: a Quasmid combines with another Quasmid. 

Quasmid Propagator
Cost: 8, Purity 2
12/12, Displacement 4
If Quasmid Propagator leaves the game due to Displacement counters, all Quasmids in play enter your graveyard.
A character killed by the Quasmid Propagator is removed from the game.  A number of 3/3 Quasmids equal to its cost appear in your Support zone. Each has the following text.  Pay 1: a 3/3 Quasmid separates from a larger Quasmid.  If an Ability affects a Quasmid, the Quasmids that separate from it do not retain that Ability.  Pay 1: a Quasmid combines with another Quasmid. Abilities are retained.

Chronovore
Cost: 7, Purity 1
12/14, Displacement 4
Character
The first source of damage in a turn does not harm Chronovore until it takes a second source of damage that turn.  The second source of damage in a turn does not harm Chronovore until it takes a third source of damage that turn.  Further damage affects Chronovore normally.

Abilities

Acceleration of Senescence
Cost: 3, Purity 1
Target creature suffers a cumulative loss of -1/-1 at the end of each turn.

Target-Tuned Micro-Oscillation Beam
Cost: 4, Purity 1
Play after a turn where your fortress or one of your creatures has been damaged by target Subtype.  All creatures of target Subtype on the battlefield take 6 damage.
(Image: a number of like creatures vibrating into atoms)

Predestined Fail Condition
Pre-emptive
Cost: 5, Purity 2
Select one condition, of which the opponent becomes immediately aware.  If the opponent does not meet that condition this turn, his or her Fortress loses half its remaining Health.  Applicable conditions: Must not attack this turn.  Must not play a Character.  Must not activate any characters' effects.  Must not play an Ability.

Quasmid Collective
Cost: 4, Purity 2
Three 3/3 Quasmids appear in your support zone.  They have the following text: Pay 1: a 3/3 Quasmid separates from a larger Quasmid.  If an Ability affects a Quasmid, the Quasmids that separate from it do not retain that Ability.  Pay 1: a Quasmid combines with another Quasmid. Abilities are retained.

Chronolock
Cost: 6, Purity 2
Pre-emptive
Target player's characters cannot be moved this turn.
An observer would not see them move at all until, suddenly, their corpses littered the earth.

Grandfather Paradox Exploit
Cost: 3, Purity 1
Target one creature on the battlefield or in a graveyard.  Up to 3 creatures with the same name in play, in the graveyard, or in a deck are removed from the game.  This does not cause Morale loss. 
”Elimination of a common ancestor could very likely produce ripple effects that play havoc with the space-time continuum, resulting in untold negative consequences and dooming us all to retroactive never-existence.  Well, that's war for you.”  Dr. Schreddinger, Probabilistics

Accelerated Motion
Cost: 2, Purity 1
Target character deals twice its power in damage until the end of the turn.  If it inflicts damage on another character or an opponent's fortress it loses 4 health.
”We'll try it again when you return from surgery.” – Excelsior Brom

Temporary Lazarus Recursion
Cost: 7, Purity 3
All characters in your graveyard return to play in the Support zone, as if Displacement costs had been paid.  Characters without Displacement add the following: Displacement 0. 
”Be sure to smile when you see them again and don't explain too much about how they got here.” -Vagrad

Retrocausal Elimination of Significance
Cost: 3, Purity 2
At the end of the turn, all damage dealt by target character, all activated effects, and the results of any abilities it possesses are cancelled except for damage taken.  The character's Morale trait gains +4.  This character may be targeted in a graveyard.

Trans-Conflict Spatial Distortion
Cost: 2, Purity 1
Only the first character in a combat line may attack or defend this turn.

Butterfly Effect
Cost: 2, Purity 1
Damage inflicted this turn to target creature is dealt to three target creatures on the battlefield in two turns.  Three separate creatures, possibly including your own, must be targeted if possible.
”Of course we know what we're doing.  Just avoid anywhere that isn't a wide open field with low seismic activity and clear skies for the rest of the day.” -Docent Imbrogil

Instantiation of  Compossibility
Cost: 4, Purity 2
Unique characters in your deck are no longer Unique. 
”As if there weren't enough Aletas already.” - Aleta, the Immortal Horologist

Reiterated World Line
Cost: 2, Purity 1
A card in your graveyard is shuffled back into your deck along with a copy of that card.

Intercalation
Cost: 4, Purity 3
At end of turn your Resources reset to the full value of that turn.  You may spend these points normally.  No attack takes place.  End of turn effects on your cards take place during this separate phase before the actual turn ends.

Closed Timeline Curve
Cost: 4, Purity 2
At the end of the turn, players' hands and all cards on the board revert to their state at the start of the turn except for the introduction of Displaced characters and any effects and damage produced by Displaced characters.  Displaced characters lose 1 counter.


Artifacts

Tempus Array
Cost: 4, Purity 2
Artifact
Activated effects, character abilities, and Ability cards with ongoing effects that take place wholly in your Support zone are treated as if one extra instance of the effect took place that turn.
The Deme finds that their time-traveling tactics stimulate the senses, their sense of deja vu most of all.

Multiverse Correspondence Window
Cost: 4, Purity 1
Unique Artifact
Pay 3: A copy of target creature in graveyard appears in the support zone.  Creature has the following: Pay 1: Creature remains in play.  This cost increases by 1 each turn.  If payment is not made or the Multiverse Correspondence Window is destroyed, the creature and its original are removed from the game. 

Ozymandias Engine
Cost: 5, Purity 3
Unique Artifact
While this artifact is in play, at the end of the turn one opponent's fortress takes 1 damage.  This amount increases by 1 each turn.
With a little prodding, Time can be made a very impatient master.” - Docent Imbrogil

Unassuming Renewal Box
Cost: 4, Purity 1
Artifact
Pay 2, Exhaust. Target character leaves the game.  If the artifact is still in play at the end of the turn, target character returns to the zone it previously inhabited at +2/+2.
This is no ordinary water closet, is it?!
{Probably bigger on the inside, in fact.}

Locations

Traversible Wormhole
Cost: 6, Purity 2
Exhaust: a Non-Unique character may be put into play at -2/-2 from the Graveyard by paying its cost. If the character has Displacement, that trait may be used as if the character was played from your hand.      If such a Character is destroyed it is removed from the game.
Despite their mission and their methods, the ramifications of both are a topic rarely discussed.
{Note that Characters returned this way are not Undead.}

Pocket Singularity
Cost: 9, Purity 2
Each player draws 3 cards.  All decks are removed from the game until this Location leaves play.
And suddenly there was...nothing.

Offline Zaerosz

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Re: Just for fun - Create your own faction
« Reply #29 on: April 03, 2014, 09:38:27 PM »
    Name: Starfall
    Theme: Setting up delays to buy time for alternate win conditions, and gaining effects from other Starfall characters in play. This is a delay deck through and through.
    Colour Scheme: Black w/ gold sparkles
    Unique Effects:
    • Cohesion X: This character gets +0/+X for every other copy of this character in play.
    • Cannibalize X: This character may consume another copy of this character on your battlefield to heal for X.

    A parasitic alien race, consuming planets for food and incubating their young in the hollow husk left behind.

    No Aleta for this group.

    Example Cards:

    Star Mote
    Cost 2, Morale 1, Purity 1
    1/1
    Cohesion 1
    Unlimited Character - Alien
    If there are four or more Star Motes in play, this character's resource cost becomes 1.

    Starlight Angler
    Cost 4, Morale 5, Purity 1
    6/4
    Cannibalize 2
    Character - Alien
    Pay X: Target character on the battlefield is moved to the Defense Zone.

    Meteor Lodestone
    Cost 5, Purity 2
    Unique Artifact
    The first Alien character you play each turn gains Haste. Pay 1 resource at the start of each turn; if you do not, this card leaves the game.

    Kastouroborous
    Cost 3, Morale 3, Purity 2
    0/5
    Vigilance, Cannibalize 2
    Character - Alien
    If this character is in your graveyard after all abilities played this turn have activated, it moves to the back of your Defense Zone.

    Star-Eating Wyrm
    Cost 12, Morale 15, Purity 3
    15/15
    Flying, Haste
    Unique Character - Alien Dragon
    Pay 1, sacrifice a character: This card heals 3 damage.
    Pay 12: This creature automatically moves to the back of the Defense Zone and becomes Untouchable. This creature cannot deal damage during this time. If this creature remains in the Defense Zone for 7 turns, you win the game.[/list]
    « Last Edit: April 03, 2014, 09:40:32 PM by Zaerosz »