Hey
I have been playing this game for a while now and I tought it would be cool to have some new cards come in play.
So Im throwing here my ideas about the possible new cards
So here is my list, feel free to comment any of my suggestions if you like
[Scorching Heat/Infernal Heat] fire permanent card. Cost 6(7) fire quantum
All fire and air creatures gain +2/0 (upg +3/0) and all others lose -1/1 (upg -2/1)
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[Mercy/Grace] light permanent card. Cost 6(5) light quantum [rare?]
Every fourth (upg third) attack made against you by creature is converted into healing
When the card is in play it should display a number counting the attacks so you could see when the heal occurs.
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[Seal Fate/Doom] time spell card cost 7(7) time quantum
Dooms the target creature causing it to make suicide after 7 turns, but the target also gains +3 attack power while doomed.
Upg. when target commits suicide it will also take along one random creature from the opponent
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[Flood/Deluge] water spell card. Cost 5(6) water quantum
All water and life creatures gain +2(3) attack power temporarily others lose -1(2). Also all water
and life creatures gain +1(2) hitpoints when the card is played, this effect is permanent
Card remains in play for 3(5) turns, does not stack.
-Attackpower bonus is rather high because card is not permanent
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[Forbid Draw/Prohibited Draw] entropy spell card. Cost 3(3) entropy quantums
Un Upg. Denies card drawing from your opponent for the next round
Upg. Draw a card from your opponents deck and use it yourself
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[Landslide/Improved Landslide] earth spell card. Cost 6(7) earth quantum
Two effects will occur when the card is played
All the enemy land units are burrowed for 3 turns and take 1(2) damage (once)
All the burrowed enemy units become unburrowed and take 2(3) damage
Flying or protected units are uneffected
- I would love to see this card in hand of Seism or used against him
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[Respect/Awe] life spell card. Cost 6(5) life quantum
For the next 2(3) turns opponent cant use any creature skills or spells
(you could still use deflagration or similar to destroy this card)
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[Coup'de grace/Improved Coup'de grace] death card. Cost 7(6) death quantum
Un upg. Destroys targetted creature if it has 3/6/9/12 (can be divided by 3) hitpoints and deals 1 damage to
all other enemy creatures
Upg. Destroys targetted creature if it has 2/4/6/8/10 (can be divided by 2) hitpoints and deals 1 damage to
all other enemy creatures
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[Spin/Improved Spin] gravity spell card. Cost 6(5) gravity quantums
Swaps target's attackpower and hitpoints around.
- Oh yes this card would be fun against massive dragons or used offensively with armagio
- Idea is good but needs some fine tuning for cards like titan etc..
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[Dominate mind/Shackle mind] air spell card. Cost 5(7) air quantum
Targetted card changes sides for the next 5 turns/permanent
- Since there is no creature steal card in the game yet..
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[Chain lightning/Improved Chain lightning] aether spell card. Cost 7( 8 ) aether quantums
Deals 5/3/1(6/4/2) damage jumps 3 times damage is reduced at each jump
- Aah good old chain lightning <3
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and lastly
[Sunset/Dark fall] darkness spell card. Cost 2(3) darkness quantum
You cannot be killed while the card is in play (will leave you with 1 hp)
Sub Spell: Hasten; Pay 2(1) darkness quantums to draw extra card
Card lasts 2 turns
Playing this card destroys all the sundials you have active
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