Those ideas occured to me last night. Right now, in the game there are two Golems: Lava Golem and Hematite Golem, for Fire and Earth respectively. So I thought, why not a Golem for every element?
There is a central theme to the twelve Golems: stat change. All of the Golems have abilities that involve changing the the stats of themselves and/or other creatures.
Hematite Golem doesn't have an ability at the moment, but for consistency and usefulness I'll give it one.
Ballistic Golem: 4/4 (6
)
Skydrop (1
): For 1 turn, halve Ballistic Golem's HP and double its ATK.
UPGRADERocket Golem: 4/4 (5
)
Skydrop (1
): For 1 turn, halve Rocket Golem's HP and double its ATK.
Using its ability turns this Golem from 4/4 to 8/2 for one turn; after you end your turn, its HP stays 2 during your enemy's turn, and it only returns to normal at your next turn.
Is this overpowered? It could be pretty abusable to use Heavy Armor on Ballistic Golem.
Hematite Golem: 4/6 (4
)
Reassemble (free): Redistribute Hematite Golem's ATK and HP.
UPGRADESteel Golem: 6/9 (5
)
Reassemble (free): Redistribute Steel Golem's ATK and HP.
This idea is inspired by
PhantomFox.
For example, if you use Reassemble on Hematite Golem, it might become 5/5, 9/1 or 2/8. If you use Blessing on it, then Reassemble, it might become 6/10, 16/0 or 8/8.
I see a potential combo with this card and Heavy Armor. It's not very reliable since the stat scrambling is random, but still it could be powerful.
Lava Golem: 5/1 (5
)
Growth (1
): Lava Golem gains +2/+2.
UPGRADELava Destroyer: 7/1 (5
)
Growth (1
): Lava Destroyer gains +2/+2.
Not much to say, since it's already a real card.
Ice Golem: 3/3 (4
)
Frost (1
): Freeze the target creature for 1 turn.
When Ice Golem is frozen, it is untargetable and gains +1/+1 per turn.
UPGRADEPermafrost Golem: 3/3 (5
)
Frost (2
): Freeze the target creature for 2 turns.
When Permafrost Golem is frozen, it is untargetable and gains +1/+1 per turn.
When you use Frost on Ice Golem itself, here's what happens: It is frozen, and does not attack; you end your turn, and it gains +1/+1; your opponent tries to kill it but cannot target it; it's your turn again, but it's frozen and you cannot use its ability; you end your turn, Ice Golem gains +1/+1 again, unfreezes, but does not attack.
Light Golem: 2/2 (5
)
Bless (2
): The target creature gains +2/+2.
UPGRADELight Sentry: 3/3 (5
)
Bless (2
): The target creature gains +2/+2.
I know that a Blessing on a stick might be overpowered, but that's the only stat-changing ability I could think of for Light. The ability is not as powerful as the real Blessing, so I hope that balances things a bit.
Shadow Golem: 4/3 (5
)
Drain (2
): The target creature gains -1/-1. Shadow Golem gains +1/+1.
UPGRADEDarkness Golem: 5/4 (5
)
Drain (2
): The target creature gains -1/-1. Shadow Golem gains +1/+1.
This ability will not reduce the target creature's ATK below 0. If no more ATK can be drained, then Shadow Golem does not gain any ATK.
Mechanical Golem: 5/5 (5
)
Disassemble (2
): Mechanical Golem gains -3/-3. Generate two Droids.
UPGRADEMachine Golem: 6/6 (5
)
Disassemble (2
): Machine Golem gains -3/-3. Generate two Droids.
Droid: 2/2 (2
)
Attach (1
): Sacrifice Droid. The target creature gains +2/+2 and has a 20% chance to gain Momentum.
Droid is not a standalone card. The cost is simply for Reverse Time and Fractal.
And yes, if you reattach the Droids back to the Golem, the Golem actually gains stats. It is deliberate.
Chaos Golem: 4/4 (5
)
Upon entering play, Chaos Golem gains a random boost to its stats.
Each turn, Chaos Golem has 75% chance to gain a random boost to stats, and a 25% chance to lose stats instead.
UPGRADEChaos Mech: 5/5 (5
)
Upon entering play, Chaos Mech gains a random boost to its stats.
Each turn, Chaos Mech has 75% chance to gain a random boost to stats, and a 25% chance to lose stats instead.
The random boost is like Chaos Power. I think you can gain up to +5/+5.
The boost-per-turn is up to +3/+3 or -3/-3.
Chrono Golem: 4/4 (5
)
Slipstream (1
): Chrono Golem becomes immortal/mortal.
When Chrono Golem is immortal, it gains -1/-1 per turn; when it is not, it gains +1/+1 per turn.
UPGRADEChrono Phaser: 4/4 (5
)
Slipstream (free): Chrono Phaser becomes immortal/mortal.
When Chrono Phaser is immortal, it gains -1/-1 per turn; when it is not, it gains +1/+1 per turn.
Chrono Golem's ability is basically a toggle between immortal and mortal. It gets weaker when it's immortal (exposed to the aging energies of slipstream), but gets stronger when mortal.
Mirror Golem: X/4 (4
)
X = ATK of strongest creature on board.
Each turn, 2
is consumed; otherwise Mirror Golem becomes 1/4 until you have the quanta.
UPGRADETwin Golem: X/Y (5
)
X = ATK of strongest creature on board.
Y = HP of strongest creature on board.
Each turn, 3
is consumed; otherwise Mirror Golem becomes 1/1 until you have the quanta.
This idea is inspired by
Bobcamel.
For example, if there is a Crimson Dragon and an Armagio on board, Mirror Golem would become 12/4 while Twin Golem would become 12/25.
Tree Golem: 0/6 (5
)
Germinate (1
): Generate a Tree Sprite.
UPGRADEForest Golem: 0/8 (5
)
Germinate (1
): Generate a Tree Sprite.
Tree Sprite: 0/5 (1
)
Each turn Tree Sprite gains +1/-1.
Tree Sprite is not a standalone card. The cost is only for Reverse Time and Fractal.
This idea is inspired by
Iblis.
In total, a Tree Sprite will deal 10 damage (0, 1, 2, 3, 4, dies); but, you can buff them. Is this overpowered?
Bone Golem: 4/4 (5
)
Assimilate (1
): Sacrifice a Skeleton. Bone Golem gains that Skeleton's stats.
UPGRADEBone Horror: 4/4 (5
)
Assimilate (free): Sacrifice a Skeleton. Bone Horror gains that Skeleton's stats.
This could possibly be overpowered, especially if you use Elite Skeletons + Eclipse. That way, Bone Golem gains +4/+3 per turn for very little cost... But if I make the stat increase static, then it wouldn't be any different from Growth, except weaker.
What do you think? Suggestions to improve?