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« on: December 23, 2009, 11:10:37 pm »
Well, I have a ton of stuff to show you guys, and I keep coming up with new ones all the time.
Symbols: (E)=Entropy (W)=Water (D)=Death (L)=Light (G)=Gravity (A)=Air
(Ea)=Earth (T)=Time (Li)=Life (Da)=Darkness (F)=Fire (Ae)=Aether
Template is as follows:
Name: Cost
class (stats)
AbilityType/EffectTarget:
Ability/Effect Text
upgrade ==> path
Elite Name: Cost
Class (stats)
AbilityType/EffectTarget:
Ability/Effect Text
Mimic: 5 Entropy
Creature (0/1)
Active Ability:
2(E) : Mimic becomes a copy of target creature until end of turn (Includes all statuses and abilities)
Mimic ==> Doppleganger
Doppleganger: 6 Entropy
Creature (0/1)
Active Ability:
3(E) : Doppleganger becomes a copy of target creature (Includes all statuses and abilities)
Anti-Gravity: 3 Gravity
Spell
Targets creatures:
target creature gains Dive for 2 Gravity quanta. all other abilities (not statuses) are removed.
Anti-Gravity ==> Wieghtless
Wieghtless: 2 Gravity
Spell
Targets Creatures:
Target creature gains Dive for 2 Gravity quanta. All other abilities (not statuses) are removed.
Pit Viper: 2 Life
Creature (2/1)
Active Ability:
2(D) : Poison the opponent. Pit Viper does not attack this turn.
Pit Viper ==> Blood Asp
Blood Asp: 4 Life
Creature (3/2)
Passive Ability:
Venom
Zombie: 1 Death
Creature (2/1)
No Ability
Zombie ==> Lich
Lich: 2 Death
Creature (2/2)
Passive Ability:
Whenever a creature dies while Infected, generate 1 Zombie creature.
Archer: 2 Life
Creature (3/1)
Active Ability:
2(A): Sniper
Archer ==> Elite Archer
Elite Archer: 4 Life
Creature (5/2)
Active Ability:
2(A): Sniper
Ancient Fossil: 4 Earth
Artifact
Passive Abilities:
All Earth and Death spells cost 1 quanta less to play.
All abilities that cost Earth or Death quanta cost 1 quanta more to use.
Ancient Fossil ==> Ancient Fossil(Elite)
Ancient Fossil: 5 Earth
Artifact
Passive Ability:
At the end of each turn, remove 1 Earth and 1 Death quanta from your stockpile. Generate 1 Skeleton creature. If you do not have the required quanta, this ability does not activate.
Rusty Automaton: 2 Earth
Creature (3/5)
Multiple Abilities:
Countdown 3 (Lasts 3 turns)
3(T) : Rewind (Add another turn to Rusty Automaton's countdown)
Rusty Automaton ==> Clockwork Soldier
Clockwork Soldier: 2 Earth
Creature (3/5)
Multiple Abilities:
Countdown 5 (Lasts 5 turns)
3(T) : Rewind (Add another turn to Rusty Automaton's countdown)
Goblin: 1 Earth
Creature (n/1)
Passive Ability:
Swarm (n=number of Goblins in play)
Goblin ==> Goblin Commando
Goblin Commando: 1 Earth
Creature (n/2)
Passive Ability:
Swarm (n=number of Goblins in play)
Gorgon: 3 Death
Creature (1/3)
Active ability:
2(D) : Poison
Gorgon ==> Medusa
Medusa: 5 Death
Creature (3/5)
Passive Ability :
Venom
Shadow: 1 Darkness
Creature (0/1)
Active Ability:
2(L) : Growth
Shadow ==> Shadow Guard
Shadow Guard: 2 Darkness
Creature (1/3)
Active Ability:
2(L) : Growth
Palace Guard: 2 Light
Creature (0/10)
Passive Abilities:
Defender (Palace Guard enters play with the Gravity Pull ability active)
Reduce all damage to Palace Guard by 1
Paladin: 5 Light
Creature (0/15)
Passive Abilities:
Defender (Paladin enters play with the Gravity Pull ability active)
Reduce all damage to Paladin by 2
Giant Squid: 4 Water
Creature (4/2)
Active Ability:
3(W) : Devour
Giant Squid ==> Kraken
Kraken: 6 Water
Creature (4/4)
Active Ability:
3(W) : Devour
Apprentice: 1 random
Creature (0/2)
No ability
Apprentice ==> Necromancer
Necromancer: 3 Death
Creature (3/1)
Passive Ability:
Whenever a creature dies, generate one Skeleton
Apprentice ==> Mage
Mage: 3 Water
Creature (2/2)
Active Ability:
3(W) : Destroy target Pillar or Tower (minor Tsunami)
Apprentice ==> Priest
Priest: 3 Light (0/4)
Creature
Active Ability
3(L) : Minor Blessing (Target non-death-or-darkness creature gets +1/+1)
Overlord: 5 Darkness
Creature (2/6)
Passive Ability:
All creature and artifact spells cost 1 quanta more to play, and creatures recieve -1/-1 upon entering play.
Overlord ==> Tyrant
Tyrant: 7 Darkness
Creature (2/6)
Passive Ability:
All creature and artifact spells cost 2 quanta more to play, and creatures recieve -1/-1 upon entering play.
Will-O-Wisp: 0 Death
Creature (1/0)
Passive Ability
Generates 1 Death quanta at the end of each turn (before it dies)
Will-O-Wisp ==> Wraith
Wraith: 0 Death
Creature (1/0)
Passive ability
Generates 2 Death quanta at the end of each turn (before it dies)
Plague Bearer: 5 Death
Creature (0/1)
Passive Abilities:
At the end of each turn, infect each creature.
Immunity (cannot become infected)
Plague Bearer ==> Plague Warden
Plague Warden: 4 Death
Creature (0/1)
Passive Abilities:
At the end of each turn, infect each creature.
Immunity (cannot be infected)
Gravity Bolt: 3 Gravity
Spell
Targets Creatures and Players
Deal 1 damage for every 10 Gravity quanta you control.
Momentum (Allows it to ignore Reflect and damage reduction)
Gravity Bolt ==> Gravity Lance
Gravity Lance: 1 Gravity
Spell
Targets Creatures and Players
Deal 1 damage for every 10 Gravity Quanta you control.
Momentum (Allows it to ignore Reflect and damage reduction)
Shield: 3 random
Artifact (Shield)
Passive Ability:
Reduce all damage dealt to you by 1.
Shield ==> Buckler
Buckler: 1 random
Artifact (Shield)
Passive Ability:
Reduce all damage dealt to you by 1.
Shield ==> Kite Shield
Kite Shield: 5 random
Artifact (Shield)
Passive Ability:
Reduce all damage dealt to you by 2.
Leapord: 3 Life
Creature (4/2)
Passive Ability:
Adrenaline
Leapord ==> Mist Leapord
Mist Leapord: 5 Life
Creature (3/2)
Passive Abilities:
Adrenaline, Immortal
Heroes:
All Heroes have the following characteristics:
they cost 8 of their given quanta to put into play
all activated abilities cost 5 of their respective quanta to activate
you can only have 1 on your side of the field at a time
you can't PU/TU, Infect, Lobotomize, or Devour them, and the Death and Darkness ones are affected normally by Holy Light, not damaged
Hero abilities ignore the Immortal status.
They can't be won from the spinners
they only show up as a reward for the 2,500 and 500,000 score marks
they don't upgrade
they can't be sold
When a Hero is destroyed, it does not activate death-based effects, such as the Scavenger ability or for the Bone/Graveyards
Heroes have the Upgraded Card background from the start.
This is the layout:
Name - Element
Stats: */*
Ability text
The Destroyer - Earth
Stats: 6/8
Whenever The Destroyer deals damage to the enemy, destroy one of their permanents at random and two of thier Pillar/Towers at random (yes, this can stack for up to 3 pillar/towers destroyed)
The Unerring - Air
Stats: 5/9
Spend 5 Air quanta to deal 5 damage to target creature. The Unerring does not attack this turn.
The Raging - Fire
Stats: 10/4
Whenever The Raging deals damage to the opponent, it recieves +5/+1
The Imperturbable - Water
Stats: 7/7
At the end of each turn, randomly congeal one of the opponents creatures
The Illuminated - Light
Stats: 2/12
At the end of each turn, heal all creatures by 10 and both players by 5
The Avaracious - Darkness
Stats: 9/5
Whenever The Avaracios deals deals damage to the opponent, it gets +0/+X and you gain X life, where X = the amount of damage dealt.
The Twisted - Entropy
Stats: X/Y
Whenever The Twisted damages the opponent, the opponent loses that much random quanta and you gain that much random quanta
X= any number from 0 to 13
Y=14-X
The Unstoppable - Gravity
Stats: 6/8
The Unstoppable cannot be prevented from attacking (stasis, sheild effects, freeze/congeal, stun, etc. have no effect)
The Eternal - Time
Stats: 13/1
Whenever The Eternal would be removed from play for any reason, instead place it back on its owner's deck.
The Immortal - Aether
Stats: 10/4
Whenever The Immortal damages the opponent, randomly return 3 permanents (Creatures, artifacts, weapons, permanent spells, or pillars/towers) to the top of their deck.
Immortal
The Savage - Life
Stats: 3/11
Whenever The Savage would deal damage to the opponent, instead deal that much damage to each of his/her creatures instead. This includes Immortal creatures. If the opponent does not have any creatures, ignore this ability.
Adrenaline
The Foul - Death
Stats: 9/5
If The Foul would deal damage to the opponent, instead poison him/her for that much.
Whenever a creature is damaged, if The Foul is in play, infect it as well.