I have some ideas on the names of each ability. Some of the names dont reflect the abilities as well as it should. The names should be short and to the point. There are some names that matches other abilities more.
Malice: | Attack damage is converted to poison damage. |
-Malice is crazy strong imo. It should be called
Blight,
Corrupt or
Cancer.
Weaken | Creature loses one attack point per turn. |
-Weaken should be changed to
dwindle or
diminish. Weaken feels like a one time deal while
dwindle or
diminish feels more like something over time.
Dazed | Creature has 60% chance to miss. |
-Dazed is too minor of a word to reflect what is a pretty beefy debuff. I suggest
blind.
Converted | Creature attacks owners quanta pool. |
-Converted is a good one. But I feel as though it implies a creature being converted to attack the actual health of the owner. When it attacks the quanta, it should be called
sabotage.
Pillar-kind | As an additional cost to play this creature, sacrifice a pillar of it's element |
-Pillar kind should be changed to
deplete.
Blind | Creature has a 50% miss chance |
-Blind should be
darkness because blind is more severe.
Bleeding | Costs 1 quanta of the appropriate type for turn for the next three turns. If an appropriate quanta is not found, it dies. |
-Bleeding should be
thirst.
Exhaustion | Creature's special abilities require more quanta to use (double or triple the amount). |
-Exhaustion should be changed to
amateur for obvious reasons.
Rejuvenate | Creature recovers HP over time (a counter to poison), but deals significantly less damage (X%). |
-Rejuvenate is good, but because you lose attack power, it should be called
resting or
rest.
Burning | Every time the creature successfully causes damage, they lose 1 AP (a Sundial or shield can prevent the burn effect). |
-Burning should be called
Exhaustion.
soul bound | creature won't die, but rather go back to owner's hand (if hand is full it is discarded, instead of dead - won't feed graveyard/bonewall/vulture) |
-soul bound should be called
recall.
De-armored | Target creature receives +1 damage from all incoming damage sources. |
-De-armored confused me until i read the notes. Calling it
Brittle clarifies things more i think.
Sickness | Target creatures gains 1 poison counter per turn. Surrounding creatures are poisoned if target creature survives for 2 or more turns. |
-Sickness is good, but because other creatures can get it, it should be called
outbreak.
Struggle | Target creature's ability cost 2 more quanta to use. |
-Struggle should be called
novice.
Wounded | Creature takes 50% extra damage from all sources |
-Being Wounded doenst mean you take more damage, being
fragile does.
Phasing | Place a doomclock on target creature. When doomclock hits 0, target creature is removed from play. |
-Phasing should be called
doom.
Exhausted | After target creature attacks, put it into a time bubble for 2 turns, remove Exhausted status. |
-Exhausted should be called
slow.
coming undone | target creatures gains -1/-1 every turn. |
-coming undone should be
Phasing.