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« on: January 14, 2010, 08:18:32 pm »
So, here goes. Happy Reading!
[Invisibility] - Spell
Cost: 1 Aether (or Light, or Water, not sure which is best!)
Ability: Target creature cannot be targeted by the opponent.
*NERF: Invisible Creatures only do half damage.
**NERF: If an Invisible Creature uses his ability, he loses the invisible status.
***Can be removed by Flash of Light
****The reason for this card is simple. You are drawing cards and coming close to throwing stuff away but the opponent as some serious anti-creature control on the table. This gives you the option of playing your creature and then defending it from any sort of malicious poison/devour/firebolts/lightnings etc while you wait for a card that can remedy your situation.
[Flash of Light] - Spell
Cost: Two Light Quanta
Ability: No creatures can attack for 1 turn
*In order to give sundial back it's rightful place as a 2 turn-stalling card, however, it (Sundial) might need to have an increased cost of Time Quanta.
**Removes Invisibility from all creatures in play.
***@ Bobcamel: I was thinking that you cast the spell, and then as soon as it is cast the code does something like checkInvisbility... removeInvisibility... then as for the stopping attacks, maybe make it work like sundial? Is sundial a permanent or a spell? Not sure on how coding works (as you can tell, hopefully that answers your question)
[Espionage] - Spell
Cost: 3 Darkness - 5 Darkness Upgraded
Ability: Reveal the next 3 cards that you/or your opponent will draw.
Upgraded: Reveal the next 5 cards that you will draw, pick one and put it in your hand.
*Instead of relying on the blind luck of Hourglasses and Sundials, this will at least let you know when to cast extra card-drawing spells. When upgraded it gives you even more flexibility in playing strategically - especially when decking out is becoming a possibility.
**I am aware that a new layer of interface will be required for a spell like this, although I am sure it will not be too intensive/complicated to implement.
Permanents
[Sphere of Warding: Quanta Type] - Permanent for 4 Turns
Cost: 8 Random Quanta
Ability: Stops all damage from 'Quanta Type' getting through to you or your creatures.
*eg, Circle of Protection: Fire, means that Fahrenheit, Firebolt, Deflagration, all do nothing. The card would have to be stolen or destroyed by means other than fire.
**@ Bobcamel: Maybe, when the card is played the player is given a choice of picking 1 of the 12 quanta types he wants immunity from. See 3rd Note on Espionage.
***@YoYoBro: Name changed, less magicky.
Creatures
[Skeleton Captain]
Cost: 3 Death
Stats: 6/4
Ability: All Skeletons in play get +1/+0
*Stacks with other Skeleton Captains
**Stacks with x1 Nightfall or Eclipse.
***The reason behind this card is to simply give a bit more necromantic power to Death.