I had an idea for my next series: "Neutral" cards
I am borrowing / adapting this concept from strategy games like WarcraftIII where they put in neutral creatures to harrass and impede early rush tactics and also to provide mercenaries, etc.
Each would have the word "Neutral." At the start of the card text.
These cards would get played to one of 7 slots in region between the two fields (yes, I know there are none there at the moment but I would imagine it shouldn't be too hard to overlay them right?)
The cards would have costs of about one half what a creature or permanent of their power would normally have
Their skills / abilities would be useable by either player on their respective turns.
The main perogatives of neutral creatures would be to heckle both players and extort quanta from them in exchange for stopping / providing favors.
I would like to get some feedback and discussion from the community before starting. E.g.
-Does this seem like a good idea or waste of time
-What would be some good abilities
-Are there any pitfalls, etc. to look out for with this.
An example card:
Balrog 5
8|6 creature
Text:
"Neutral. Battles any attacker in column. Regenerates 50%
Pact: Sacrifice an ally to have Balrog attack opponent."
-Notes:
--Regenerate means it get back up to the listed percentage of hp each turn it takes damage. E.g. Balrog would heal up to 3 hp per turn.
--"Battle any attacker in column." means that it will strike the first creature in its column that tries to attack each turn. If the creature lives, its attack will then be directed at the Balrog.
--When the "Pact" ability is used, the Balrog will attack the opponent instead of picking a fight with one of your creatures. This only lasts 1 turn.
So the idea would be, you would put this into play and it would fight with any creatures that come into the middle of the field. Its regeneration, coupled with the fact that it gets the first strike would make it tough to kill, so players would be enticed to sacrifice allies to it in exchange for a potent attacker for 1 turn.