Author Topic: Future card ideas  (Read 56291 times)

Offline Benionin

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Re: Future card ideas
« Reply #735 on: April 11, 2017, 11:44:28 AM »
Keep him alive, of course.
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Offline Hiding

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Re: Future card ideas
« Reply #736 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
« Last Edit: April 12, 2017, 07:54:56 AM by Hiding »

Offline Benionin

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Re: Future card ideas
« Reply #737 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
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Offline Number11

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Re: Future card ideas
« Reply #738 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.
« Last Edit: April 13, 2017, 10:17:56 PM by Number11 »

Offline ecliptix

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Re: Future card ideas
« Reply #739 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"
No matter the problem, the solution is always a flying emberstarter.

Offline Hiding

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Re: Future card ideas
« Reply #740 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

Offline Hiding

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Re: Future card ideas
« Reply #741 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.
« Last Edit: April 17, 2017, 07:28:20 AM by Hiding »

Offline ecliptix

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Re: Future card ideas
« Reply #742 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.
No matter the problem, the solution is always a flying emberstarter.

Offline NatoPotato

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Re: Future card ideas
« Reply #743 on: April 23, 2017, 12:40:02 AM »
The Primal Frenzy Inducer
 
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.

Offline Hiding

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Re: Future card ideas
« Reply #744 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.
« Last Edit: July 20, 2017, 07:24:58 AM by Hiding »

Offline NatoPotato

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Re: Future card ideas
« Reply #745 on: May 21, 2017, 06:13:26 AM »
Feed the Masses

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

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

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

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 deployed enemy Characters that were in play on the turn this was played to where they should have moved that turn.



Basically take the enemies memories, making them forget what they're supposed to be doing, hold onto the memories for a while, then give them back, tricking them into doing something they probably shouldn't.

The 'movement prevention' triggers during the deploy phase so you do actually get to see where the enemy units moved to, essentially you see the units move, then the ability goes off, then they all move back to where they were at the end of the last turn.

Allows you to not only mess with their missions but also with troop deployment/arrangement, the opponent can destroy the artifact themselves but they do have to keep their unit movement in mind.
« Last Edit: September 13, 2017, 12:01:42 AM by NatoPotato »

Offline Hiding

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Re: Future card ideas
« Reply #746 on: July 09, 2017, 03:14:13 PM »
Preemptive Security
2p OoS
3 cost
Artifact

This card does not trigger until the beginning of the turn after the turn it's played

The first time your opponent deploys a card, sacrifice Preemptive Security and remove that card from the game.

The first time your opponent plays an Ability, sacrifice Preemptive Security and counter that card, then removue that card from the game.
« Last Edit: July 19, 2017, 05:04:48 AM by Hiding »

Offline Hiding

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Re: Future card ideas
« Reply #747 on: July 19, 2017, 04:38:36 AM »
Reaving Wurm
2p WP
3 cost
8 morale
Character- Beast

Unstoppable

Reaving Wurm's cost is paid with maximum resources.

Reaving Wurm gains +4/+4 for each maximum resource you have.

0/0

---
Dawn Logistician
1p FD
1 cost
8 morale
Character- Human

Complacent 2 (This character gains -2/-2 if it is in play and not on the battlefield)

Pay 2, exhaust: return target character you control to your hand; it gains charge. Draw 2 cards.

2/6
« Last Edit: July 20, 2017, 07:26:56 AM by Hiding »

Offline Number11

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Re: Future card ideas
« Reply #748 on: July 19, 2017, 05:33:23 PM »
Attack of The Mad Rabies Zombie
2 Purity SoA - common
3 Cost
Ability
Infect

Deal 4 damage to target deployed character. If this Ability is in the Graveyard for 4 consecutive turns, it returns to your hand.


Go to Sleep
2 Purity SoA - common
0 Cost
Ability

3 random Sleeper of Avarrach are moved from your deck to your graveyard.


No more Sleeping
2 Purity SoA - uncommon
4 Cost
Ability

Target 2 undead characters in your graveyard that cost 2 resources. Target characters are raised to your Support Zone.


Virulent Hunter
1 Purity SoA - rare
4 Cost
4 Morale
Character - Undead Beast
6/6
Infect, Bloodthirst 6

Cannot block. Virulent Hunter gains Haste if you Overcharge on deployment.


Alpha Lord
3 Purity SoA - epic
8 Cost
5 Morale
Character - Undead
10/10
Infect

When Alpha Lord dies, at the start of the next turn select a character that costs less than 7 to raise from your graveyard.


Beta Lord
3 Purity SoA - uncommon
6 Cost
4 Morale
Character - Undead
10/10
Infect

When Beta Lord dies, at the start of the next turn select a character that costs less than 5 to raise from your graveyard.


Grave Scavenger
2 Purity SoA - epic
4 Cost
3 Morale
Character - Undead
10/10

Pay X: X is half the cost of a target character in your graveyard(rounded up). Remove the target character from the game. Grave Scavenger gains the removed characters health.

"The image of Grave Scavenger is that of a big mouth monstrosity similar to final fantasy malboro. Grave Scavenger picks up corpses from the grave and eats them."

Offline Hiding

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Re: Future card ideas
« Reply #749 on: July 20, 2017, 07:30:29 AM »
Metoma
Neutral Purity
3 cost
6 morale
Character- Crystalloid Jelly

Flying
Metoma gains+2/+2 for each resource you have.

4/4

---
Metoma counts only resources not maximum resources. In other words resources you have not spent by the time Resolving of the turn occurs. If turn 10 you have not spent any resources that turn, Metoma is a 24/24 flying.

---
Shard Mite
Neutral Purity
3 cost
2 morale
Character- Crystalloid Beast

Reach

Whenever Shard Mite deals damage to another character, that character becomes neutral purity and gains the subtype Crystalloid.

4/5

---
Slivers of Stone
Neutral Purity
5 cost
Ability- Crystalloid

Deal 10 damage divided any way you choose among any characters on the battlefield.

Characters dealt damage this way gain the subtype Crystalloid.

---
Fade-Crystal Luminescent
Neutral Purity
5 cost
8 morale
Character- Crystalloid Elemental

When you deploy Fade-Crystal Luminescent, all characters with the Crystalloid subtype become neutral purity and lose all other subtypes.

When Fade-Crystal Luminescent deals damage to another character, that character becomes neutral purity and gains the subtype Crystalloid.

9/12

---

Resonance Monument
Neutral Purity
3 cost
Artifact

As an additional cost to deploying Resonance Monument, Overcharge a Crystalloid card.

pay 2: Gain control of target Neutral purity, Crystalloid Character on the battlefield.

---

Pure Beam
Neutral Purity
2 cost
Ability

Deal 2+2X Damage to target deployed character where X is the amount of Neutral purity your deck has.

That character becomes Neutral Purity.
---

Pale-Crystal Channeler
Neutral Purity
4 cost
6 morale
Character- Crystalloid Elemental

If there are 5 or more Crystalloid characters deployed, Crystalloid characters you control gain +5/+2.

When Pale-Crystal Channeler deals damage to another character, that character becomes neutral purity and gains the subtype Crystalloid.

5/2

---

Crystal Infection
Neutral Purity
3 cost
Ability- Crystalloid

Target non-Crystalloid character gains +6/-3, becomes Neutral purity, loses all subtypes, and gains the Crystalloid subtype.

---

Pale Heart
Neutral Purity
0 cost
Ability- Unique

This card is always on the top of your deck if it is in your deck. You may only have 1 copy of this card in your deck

You may only play this card if your deck has at least 2 neutral purity.

The cost of all Crystalloid cards in your deck cost 1 less. All Crystalloid permanents in your deck gain "At the end of the turn sacrifice this card unless your deck is 1 or more neutral purity".

Remove this card from the game.

---
Becoming Neutral purity involves losing all Faction purities.
« Last Edit: September 05, 2017, 06:52:52 AM by Hiding »