Ideas for passive:
A) Rusty: Robot enters the game delayed for one turn
B) Slow: Robot will not be able to attack if a shield is in play, unless it has momentum
C) Overloaded: Robot will not attack if it's ability is used this turn
D) Reset: Robot has a 25% chance to lose half it's attack. Robot gains 1 attack per turn up to its max attack ("Borrowed" from Slow)
E) Overwrite: Robot has 25% chance to change into another robot of a different element
F) Overheat: Robot has a 50% chance to gain 1 "burn" counter. Burns reduce both current and max hp.
Ideas for Active:
Ethereal Construct:
Phase: Target creature cannot be targeted this turn.
Flying Construct:
Fly: Target creature gains "airborne"
Shrouded Construct:
Corrupt: Take control of an enemy creature for 1 turn. Creature can use skills on this turn.
Skeletal Construct:
: Target creature generates 2 bone shields upon death if there is no bone wall active. If there is an existing bone wall, creature generates 3 bone shields.
Grounded Construct:
Armor: Target creature gains 4 HP, 1 HP per turn for 4 turns.
Energetic Construct:
Train: Target creature without a skill gains a random skill
Flaming Construct:
Burn: Target creature gains 1 burn counter
Gravity Construct:
Ground: All airborne creatures cannot attack this turn.
Forest Construct:
Sacrifice: Sacrifice target creature to gain 20 life
Bright Construct:
Guard: Target creature will be saved from a killing action and survive with 1 HP left. Bright construct takes whatever damage would have been dealt.
Golden Construct:
Save: Target creature will become the top card of the opponents deck when killed.
Wet Construct:
Patience: Target creature gains +1|+1 but is delayed for one turn. +2|+2 if a water creature; +4|+4 if in a flooded area
Repair Droid: 0 attach: Target creature is healed for 2 HP per turn. Culumative.
OR
Battle Droid: 0 attach: Target creature gains 1 ATK per turn. Cumulative.