Other: 6
Photon Generator
Type: Spell Effect
Cost: 5
Effect: Creates one photon card in your deck for 5 turns
Notes: This is a card to prevent you from being decked out, at least for a time. Running out of cards? No problem. We’ll just poof up some light balls so you can try and win for five more turns.
Photon Generator 2.0 (upgrade)
Type: Spell Effect
Cost 5
Effect: Creates two photon cards in your deck for 4 turns.
Notes: 3 more cards. I would suggest the upgrade cost only be 750 instead of 1500.
Mimic Pillar (RARE)
Type: Pillar
Cost: N
Effect: Generates ½N quantum’s of your most common pillar in play. N = pillars you have of that type.
Notes: Kind of hard to describe that effect properly. Basically, if I have 3 Jade Pillars, 2 Bone Pillars, and 6 Time Pillars, this will emulate the time pillars, and generates 3 time quantums every turn. If I add two more time pillars, this will generate 4 time quantums. If, however, I have those pillars, and then add 4 Jade Pillars, the Shifting Pillar generates 3 water quantums. Also, if you have two pillars with the same quantity (5 Jade, 5 Time) it picks one at random.
Shifting Pillar (RARE)
Type: Pillar
Effect: Takes five quantums you have that are not your element and turns them into four different quantums.
Notes: One of the quantums is destroyed basically, but you get 4 different quantums. Kind of usefull, especially if you have a bunch of quantums you’re not going to use. Might change them.
Focus Pillar (RARE)
Type: Pillar
Cost: 1 of each
Effect: Forces all Quantum Pillars to generate only elements that would be used by your cards.
Notes: None
Balancer (RARE):
Type: Spell
Cost: 20 of each, sacrifice one creature
Effect: Both players now have HP equal to the current average HP
Notes: Basically, if I have 25 HP, and you have 75 HP, and I play this card, now we both have 50 HP. It might seem a bit over powered, but remember…your paying 240 quantums AND sacrificing a creature. Powerful, but you have to have generated a lot of quantums with Quantum Pillars to really use it, and you need a creature, and it just has to be epic. Only about a 1 in 4 chance you can, or would use it, but if you could, and did, use it, it could be a game shifter, in truth.
Entropy: 2
Clever Shifter: 3/6
Type: Creature
Cost: 6 Entropy
Effect: 4 Entropy: change all opponents main quantum’s to another one at random.
Notes: Lets say that I’m elemental water. This effect used by an opponent would change my water quantum’s to something else, like time, or gravity.
Mad Shifter: 3/6
Type: Creature
Cost: 6 Entropy
Effect: 1 Entropy: Flip one random opponents creature’s Attack and Health
Notes: None
Death: 3
Lame Skelter: 2/2
Type: Creature
Cost: 4 Death
Effect: 2 Death: Destroy this card, poison 2 creatures.
Notes: None
Demented Skelter (upgrade): 2/2
Type: Creature
Cost: 5 Death
Effect: 2 Death: Destroy this card, poison player 5 times.
Notes: None
Grimoire Of Death (RARE)
Type: Spell
Cost: 20 Death
Effect: Upgrade all creatures in play on your side to Elite
Notes: Might be a bit overpowered…might…but still, would be epic, neh?
Gravity: 3
Singularity: 2/0
Type: Creature
Cost: 1 Gravity
Effect: You gain one of your opponent’s towers.
Notes: None
Thrake: 4x2/8
Type: Creature
Cost 8 Gravity
Effect: This creature does 4 damage to one creature at random and 4 to the players health.
Notes: If the opponent has not creatures, this creature does 8 damage to health.
Obelisk: 0/25
Type: Creature…sort of
Cost: 15 Gravity
Effect: Half of all damage is redirected to this creature.
Notes: Well, I’d classify this as a creature…but it’s really just an epic pillar with health.
Earth: 5
Deep Miner: 1/5
Type: Creature
Cost: 2 Earth
Effect: (Passive) Turns two other quantums into two earth quantums each turn.
Notes: None
Expert Miner (upgrade): 2/6
Type: Creature
Cost: 1 Earth
Effect: (Passive) Turns one other quantum into two earth quantums each turn.
Notes: Upgrade cost for this one should probably be 1750 instead of 1500 since this is kind of an epic card.
Resonater
Type: Spell Effect
Cost: 5 Earth, 1 Gravity, 1 Air
Effect: Creatures that are burrowed only lose ¼ damage, instead of ½
Notes: Mixed cost card. Yay. Adding complexity.
Chaed Earth Swimmer: 5/10
Type: Creature
Cost: 8 Earth
Effect: 2 Earth: Burrows and is inactive for two turns. On turn three, this card un-burrows and deals 4 times damage and takes 3 damage.
Notes: None
Chaed Earth Caller: 2/2
Type: Creature
Cost: 5 Earth
Effect: 10 Earth: Summon a Chaed Earth Swimmer.
Life: 5
Grace of the Land
Type: Spell Effect
Cost: 4 Life, 1 Earth
Effect: Heals all your creatures by 1 every turn.
Notes: None
Growth
Type: Spell
Cost: 3 Life
Effect: Target creature gain +2/+4
Notes: None
Improved Growth (RARE)
Type: Spell
Cost: 5 Life
Effect: Target creature becomes an elite and gains +1/+1
Wood Sprite: 2/3
Type: Creature
Cost: 4
Effect: 2 Earth: Combine 2 wood sprites. Improved wood sprite gains +0/+1
Notes: You can combine them as many times as you like. Costs 2 earth each time. Two combined would have 4/7, three would have 6/11, four would have 8/15, and so on. It might seem a tad overpowered, but when you consider to summon two its 8 earth and then to combine its another two, its not bad. 10 earth quantums per, so forty to get it to just 8/15.
Mother Tree (RARE): 0/20
Type: Creature
Cost: 10 Life, 5 Earth
Effect: Spawns 1 Wood Sprite each turn.
Notes: NOW it’s overpowered. But that’s why this is a rare.
Fire: 3
Nix Sprite: 3/10
Type: Creature
Cost: 5 Fire
Effect: Every turn, this cards stats are changed by +1/-1
Notes: None
Ra Sprite: 3/3
Type: Creature
Cost: 2 Fire
Effect:
Notes: None
Fire Behemoth: 8/8
Type: Creature
Cost: 12 Fire
Effect: (Passive) Intimidate: Opponents creatures lose 1/1 unless the stat is 1 or less.
Notes: If a creatures stat would be reduced to 0, this does nothing to that stat. But if the creature has like, 0/2, then it would become 0/1.
Water: 4
Whirlpool
Type: Spell
Cost: 4 Water
Effect: Confusion: Causes target card to attack at random. Possibility of hurting creatures rather than health.
Notes: None
Great Tide:
Type: Spell Effect
Cost: 4 Water
Effect: Erosion: Destroys an opponent’s pillar once every three turns.
Notes: None
Greater Tide:
Type: Spell Effect
Cost: 4 Water
Effect: Erosion: Destroys an opponent’s pillar once every two turns.
Notes: None
Water Mantle: 5/3
Type: Creature
Cost: 6 Water
Effect: 1 Water: Cure Poison
Notes: Like a manta ray, only with epic heally powers.
Light: 4
Smite Cane (RARE)
Type: Weapon
Cost: 3 Light
Effect: Deal 5 damage every turn. Deal 1 damage each turn to all creatures of Death, Darkness, or Entropy.
Notes: None
Smite Pillar (RARE)
Type: Pillar
Cost: 5 Light
Effect: Changes type of opponents cards to Death
Notes: Combo card with Smite Cane.
Sanctuary: 0/50
Type: Creature
Cost: 3 Light, 3 Earth, 3 Life
Effect: All damage done to creatures you control and half damage done to your HP is dealt to the Sanctuary instead. One per deck.
Notes: None
Watcher: 5/5
Type: Creature
Cost: 5 Light
Effect: 1 Light: Reveal 3 random cards in opponents hand.
Notes: Could be useful for strategy.
Air: 1
Doldrums
Type: Spell Effect
Cost: 3 Air
Effect: One of your opponent’s cards is chosen at random every turn. This card cannot attack or use abilities.
Notes: Effect doesn’t stack. If you have four of these out there, only one creature will still be chosen.
Time: 4
Sand Maker: 3/2
Type: Creature
Cost: 3 Time
Effect: 2 Time: Activate ability of a creature that had just been set down.
Notes: For speedy hatchings and such.
Time Bringer (RARE): 1/3
Type: Creature
Cost: 10 Time
Effect: 5 Time, Sacrifice creature: Generate the equivilant of 3 turns of Quantums
Notes: The idea is that this creature travels into the future and brings back the quantums you generated in the future.
Second Life (RARE)
Type: Spell
Cost: 5 Time, 5 Life
Effect: Target creature will come back to life if it is killed.
Notes: None
Black Hourglass
Type: Spell Effect
Cost: 3 Times
Effect: Allows you to chose if you draw a card or not.
Notes: To avoid being decked out basically. Kind of cheap, but entertaining.
Darkness: 1
Population Limit
Type: Spell Effect
Cost: 20 Darkness
Effect: Your opponent can place four fewer creatures. (eight in upgraded version)
Notes: None