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Artifacts of the False Gods https://elementscommunity.org/forum/index.php?topic=45716.msg1029172#msg1029172
« on: January 06, 2013, 08:29:55 am »
This was an idea I had a while back. These cards can only be won by beating the False God it's related to and getting lucky on the spinner. Mechanically, the cards would help support the theme/strategy of the False God and I think it would give a slightly greater depth of lore to the world. All the cards are upgraded since FGs only give upgraded cards. I also couldn't think of good card ideas for all the False Gods but here's what I got for now.

Format of each card is as follows:
[Name]
[Cost and Element]
[Card Type and stats if it's a creature]
[Effect]

Akebono's Armagio
6 :gravity
Creature 1/20
 :gravity:Gravity Pull
This creature recovers 2 HP at the end of every turn.

Crystal of the Chaos Lord
8 :entropy
Permanent
 :entropy :entropy:Improved Mutation
This ability can be used twice a turn.

Gift of Ferox
0 :life
Spell
Generate 6 :light and 1 :life. All quanta is drained at the end of the turn before towers and pendulums activate.
(I chose this number as it allowed the summoning of 1 Leaf Dragon to convert all the quanta to summon 1 Jade Dragon)

Staff of Osiris
9 :time
Spell
Generate a Pharoah and 1 Scarab for every 3 quanta. All remaining time quanta is drained.
(For example, I have 16  :time quanta and I cast the spell. After casting I have 7 left so I generate 2 Scarabs)

Rainbow's Relic
12 :rainbow
Permanent
By paying 2 quanta of the element of your choice, an effect takes place.
 :aether: Remove skill from target creature
 :air: Generate Wings which lasts 1 turn. (Replaces your old shield if you have one)
 :darkness: Cloaks the field for one turn
 :death: Inflict 3 poison damage to your opponent
 :earth: Enchant target permanent
 :entropy: Mutate target creature
 :fire: Destroy target permanent
 :gravity: Target creature gains momentum
 :life: Heal 1 HP for every creature you have
 :light: Casts Holy Light
 :time: Draw one card
 :water: Casts Purify or Casts Congeal (I can't decide on which)

Seism's Shifting Sands
3 :earth
Permanent (But it's of the environment changing variety like Flooding or Nightfall)
Every new pillar or pendulum placed on the field has a 1/3 chance of being destroyed. Does not affect stacks that are immaterial.
 :time :time :Delay the effect of this card for one turn
(In other words, if I cast Enchant Artifact on my stack of Fire Pillars any new Fire Pillar I place is safe from this card. Also, Towers and upgraded pendulums will still give their initial quanta before being destroyed. The 'one turn' is until the end of your opponent's turn)

Serket's Scorpion
4 :death
Creature 1/3
Venom and Momentum

 

anything
blarg: