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 Sujet du message : Re: Breor's Ideas
Message Publié : 26 Septembre 2016, 02:51 
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chaosdark1 a écrit :
i like than stop time idea



Ohh thanks, is our(Krillan and I) first idea for tempus kk

But i like more of the warriors kkk

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>>>>> OLD NICK: BREOR DE GWAD <<<<<

How Changed: GL exclusivity
Why changed: Now i have an original nick! :P


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 Sujet du message : Re: Breor's Ideas
Message Publié : 01 Décembre 2016, 04:23 
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Hi, much more ideas(86 exactly):
All this card can have several alterations, I didn't analyze much they, can have some OP's, others weak...
My comments are in the end!!

Some Legendary Possible Effects:

Choose one character to attach this card. Permanent.
In the next time that your opponent try discard one of cards from the character chosen, this card will be discarded and the other cards t be discarded, don't is discarded.
Chain. Heals 2 Life Points when discarded, more 2 if discarded out of the combat.


Initiative +10.
Attack and Spirit +2.
Additional of Attack and Spirit +2 if the you don't started with the initiative.
Chain.


The Turn Counter is immediately restarted to 1.
You receive your Order Bonus if you don't have it.
Chain.


- Marauder/Mercenary/Human
Spirit = 2, Defense = 1, Attack = 6/8, Life = 13
Attack +X, where X equals to your level divided by 10(arredondado para baixo e máximo 5).
Can use any Marauder card without restrictions.
Turns 3 and 6: All opponents becomes Mercenaries until the end of the turn.


Turns 1, 4 and 6: All character becomes Humans permanently.
Turns 2, 5 and 7: All character becomes Guemelites permanently.
Turns 3, 8 and 9: All character becomes Demons permanently.
Chain.


An item, an action, a theurgy and a spell are created and played, all random. Choose one, the others are removed.
If you choose the: Item, Defense +2 permanently. Action, Attack +2 permanently. Spell, Spirit +2 permanently. Theurgy, heals 6 of Life.
In the end of combat, this card returns for the deck.


Play a copy of each card in the hand of the opponent. If they have the same type, +3 of inflicted damage this turn. Choose one, after choose, all will be removed. Chain.


Now this are the Nehantist ideas:

- Nehantist - Marauder - Demon
Life = 14, Defense = 1, Attack = 8/9, Spirit = 2
Attack +2 against Demon Servant's holders.
At the beginning of the turn, a opponent thats hold a Demon Servant lost 1 Life Point, and one of your characters that holds a Demonic Servant heals 1 life point.
Turns 3, 4 and 6: A Darkness is created and played.



Life = 15, Defense = 2, Attack = 7/9, Spirit = 2
Attack +1 against Marauders.
You can attach Darkness to any character.
Whenever a Darkness causes Damage to an opponent, Attack +1/+0 Attack until end of turn.
Turns 2, 4 and 5: Attack +3/+0.


Kotoba cards:

- Human - Kotoba - Warrior
Life = 14, Defense = 3, Attack = 6/8, Spirit = 1
Chain with daggers.
If you play a dagger, an opponent's card is discarded.
Whenever a dagger is activated, Niwa deals 5 physical damage to a random opponent.
Turns 2 and 6: A dagger from your deck is placed in your hand.


- Kotoba - Clothing Item
Attack, Defense and Spirit +1.
Choose up to 4 characters out of combat, all chosen ones are flipped if untapped or vice versa.
Permanent.


- Kotoba - Clothing Item (This is the evolution of , need 1 and 2 )
Attack, Defense and Spirit +2.
Choose up to 4 characters out of combat, all chosen ones are flipped if untapped or vice versa.
Permanent.


- Kotoba - Warrion - Action
A Kotoba weapon from your hand is played.
All your weapons in play, in the discard and in the deck become kotoba.
Chain.


Sap Heart Cards:

- Sap Heart
Permanent.
Beast or Guemelite of Nature: Your characters receive Spirit +1 until the end of the game.
Dais or Human: Your characters receive Defense +1 until the end of the game.
Elfine or Hom'chai: Your characters receive Attack +1 until the end of the game.


- Item Two-Handed Weapon - Sap Heart - Elfine
Permanent. At the beginning of the combat, you cause a physical attack equal to your printed minimum attack.
At the end of the fight, this card have 1 chance in 2 to be attached to one of your allies.


- Item Other - Sap Heart - Unique
When played and at the beginning of each combat, a copy of this card is attached to another character. Permanent.
Duration 3 turns: If it is an ally, it gains +1 for healing effects.


- Item One-Handed Weapon Powder - Sap Heart
Duration 4 Turns.
Unknown Race: All Opponents suffer 1 of Direct Damage. Chain.
Choose an opponent, this card attaches to it and becomes an Item Other.
At the beginning of each turn, he will receive +1 Suffered Direct Damage.


Stonelinkers related cards:

- Stone Linkers - Fire Spell
Duration 4 Turns. All opponents suffers 1 Magic Damage, +1 per Fire Guemelite alive.
Fire Guemelite: At the end of the 4th Turn, all opponent suffers X of Magic Damage, where X is equal to the number of Guemelites in play.


- Without Guild - Fire Spell.
Defense +2. Permanent.
Each time you receive damage, deal 3 of magic damage.
Fire Guemelite: Cause 5 instead of 3.


- Without Guild - Water Spell.
Defense and Spirit +2.
Discard a card attached to the opponent.
Water Guemelite: -2 of suffered damage.


- Without Guild - Air Spell.
-3 of Suffered Damage. Permanent.
Each time you receive damage, you gain +1 of Suffered and Inflicted damage (Max +3).
Air Guemelite: when it reaches the maximum, it causes 5 of Air Magic Damage to all Opponents.


Desert Nomad cards:

have 2 options to evolve:

1st Option - Desert Nomad - Eclipse - Marauder - Solarian
Life = 18, Defense = 0, Attack = 8/9, Spirit = 3
At the beginning of the combat of your Eclipses: Sacrifice 1: Your opponent receives Defense -2 until the end of the match.
Turns 3, 4 and 6: Attack +2


2st Option - Desert Nomad - Eclipse - Priest - Solarian
Life = 17, Defense = 0, Attack = 5/5, Spirit = 3
Yours Eclipse Priests have Chain with Theurgies in Odd Turns.
At the end of the combat: Sacrifice 1: All opponents suffer 1 of Direct Damage.
Turns 1, 2 and 5: Your Eclipse Priests gain Attack +1 until the end of the game.


- Desert Nomad - Jewelry Item
Spirit +2 and your opponent receives Spirit -2.
Solarian: recovers 1 life point at the end of combat.
Permanent. Chain.


- Item One-Handed Weapon Sword - Desert Nomads - Temple Guardian
Attack +2 and -1 of Suffered Damage.
Undead: +1 of Inflicted Damage and Chain.
Triple Wield: Mummified Rupture.


- Item One-Handed Weapon - Desert Nomads - Marauder - Priest
Attack +2. All characters heals 2 life points.
At the beginning of the turn, all characters who have already suffered physical damage by the holder of this card suffer 1 Damage Direct.
Chain. Permanent.


Pirate cards:

- Woman - Pirate - Fire Guemelite - Warrior (have a Fire body, like catalyna, but Bonilla can't change his body, is permanent)
Life = 15, Defense = 2, Attack = 6/9, Spirit = 2
Chain with Fire Spell.
At the beginning of the match 12 Powder tokens are distributed among all other characters.
After activating a Fire Spell, receive 2 Powder Tokens.
Turns 4, 5, and 6: A Fiery Sword from your Discard pile is played.


- Fire Spell - Pirate - Area of Effect
All opponents suffer 2 Magic Damage+1 for each of your characters with more than 4 Powder Tokens.
Non-Multiclass Mage: +1 for each opponent with more than 4 Powder Tokens.


Noz related cards:

- Noz'dingard - Water Spell - Witchblade
Only one of this card per characther. An Ice Shield is created and played.
Defense +2.
Warrior: Attack +2.


- Light Spell - Noz'dingard - Witchblade
Defense +1. Each time an opponent deals Magical Damage to him, he will suffer 2 points of Direct Damage. Chain. Permanent.

- Nozdingard - One-Handed Weapon Sword - Warrior - Marauder
Attack, Spirit and Defense +1.
An additional Attack +2 if a Draconic spell is in play.
Marauder: If you have more items in the Discard Pile than your opponent, the next card is ignored and if it is a Item you receive additionally Attack +2.
Dualwield. Permanent.


- Item One-Handed Weapon Dagger - Without Guild - Marauder - Berserker
Dualwield. A Frostbite is created and played without restrictions.
Berserker: Your opponent suffers 1 of Direct Damage for each Frostbite in play.
Witch-Blade: Your opponent suffers 2 Damage Direct for each Ice Shield in play.


Zil cards:

- Mental Guemelite - Mage/Priest - Zil - Circus/Night Terror
Life = 14, Defense = 2, Attack = 3/7, Spirit = 3
You cannot play Faith or Divine Fury Theurgies.
A "Hypnosis" is created and attached to each of your Night Terrors.
Turns 3, 4 and 5: A "Deadly Trance" is played from your deck after your cards.


- Mental Spell - Circus - Zil Warriors
A "Deadly Trance" is created at the beginning of combat.
Defense +1. Permanent.


- Destiny Theurgy - Circus - Zil Warriors
The opponent have Attack -2, Spirit -1 and Defense -1 until the end of turn.
At end of combat, this card is placed on the deck of the opponent.


Runic related cards:

- Item Other - Runic Legion - (this is evo 1, the evo 2 substitute Yr to Nox or Cor)
Choose a character, attach this item to it.
Whenever he activates a Runic Legion card, he receives a Yr Rune.
Craftsman: Chain and receive 2 Yr runes.


- Item Two-Handed Weapon - Without guild - Human
Runic Legion: +1 of Inflicted Damage. Permanent.
Cor Rune: Chain and all opponents suffer 1 of Direct Damage.
Cor Rune: +1 additional Direct Damage.


Mercenaries related cards:

(Ebohki's Bow, Hunter of Magic) - Without Guild - Two-Handed Weapon - Mystic Slayer
Permanent. Attack and Defense +1.
When activated and in the Beginning of combat, 2 Spellbreaker Arrows are created.
Against Mages or Priests, create an additional Spellbreaker Arrow.


- Without Guild - Arrow Item
Choose a character in play. He receives Spirit and Defense -1 and suffers 1 of Direct Damage.
If he is a Mage or Priest, this card becomes Permanent.


- Mercenary - Marauder - Human
Life = 15, Defense = 2, Attack = 8/8, Spirit = 3
Attack +2 against Ghosts or Ghosts Guemelites.
At the beginning of the combat a Ghost Mask is created and attached to an opponent.
At the beginning of the match, characters with a Ghost Mask suffer 3 Damage Direct.
Turns 4, 5, and 7: Heals 2 Life Points per Ghost in game.


- Human - Mercenary - Warrior/Mage - Courtier
Life = 14, Defense = 3, Attack = 5/7, Spirit = 2
Copy the guild of all your characters.
Doubles the bonuses and penalties of all Courtier cards played by the Minister.
Turns 5 and less: Choose a character. If he is a courtier, he receives Spirit and Defense +1 permanently, otherwise he becomes a courtier.


- Mercenary - Ice Elf - Item Jewelry
Permanent. Your character gains "Rage: At the end of the combat heals 1 life point per Raged Character".
Priest: You're Raged. Chain.


- Without Guild - Item Shield - Ice Elf
Defense and Spirit +1 by Ice Elf Raged (Max 2). Chain.
An Ice Barrier is created and played.


- Without Guild - Item Magic Book - Ice Elf - Unique
Duration 2 Turns.
You become Water Guemelite until the end of the game. A Water Spell from your hand is played.
Raged: Your allied ice elves become Water Guemelites as long as this book is active.


- Item Two-Handed Weapon Sword - Without Guild - Unique
This card counts as a Christmas Gift.
Attack +1 for each Christmas Gift in play.
Chain. At the end of the fight this card has 1 chance in 2 to return to the Deck.


- Without Guild - Item One-Handed Weapon Staff - Unique
All characters receive a Christmas Gift. Permanent.
After causing Physical Damage, receive -X of Suffered Damage, where X is the half of Christmas Gifts in play.


- Item One-Handed Weapon Dagger - Without Guild - Marauder - Berserker
Dualwield. A Frostbite is created and played without restrictions.
Berserker: Your opponent suffers 1 of Direct Damage for each Frostbite in play.
WitchBlade: Your opponent suffers 2 Damage Direct for each Ice Shield in play.


- Without Guild - Item Jewelry - Avalonian
Duration: 3 Turns.
All other "7 Kingdoms' Brooches" in play are discarded.
Immediately after your Avalonians play the cards, they receive one level until the end of the game for each card played.
Chain: Mission.


Some trophies ideas:

[How to do it: Discard 1000 cards]
Choose a card from your hand, two copies of it are placed on your opponent's deck. Chain.

[How to do it: Use 200 cards with duration between 2 turns and 10 turns. (Max 20 per game)]
Choose a character in play, if it is a character of your own, all cards in play that have a temporary duration superior to 1 increase 1 turn of duration, otherwise they lose 1 turn in duration.
Chain.


[How to do: Play 500 permanent cards.]
Permanent. The card letter becomes Permanent. Chain: Item.

[How to do: Play a Pet 300 times (max 10 points per game)]
The next Pet of your Deck is played. Chain.

[How to Do: Equal a characteristic of your opponent to 0, about 200 times (max 1 point per turn.)]
Both characters in combat receive Attack, Defense and Spirit = 0.
Chain.


[How to do: Face 150 times a champion.]
Permanent. Choose an opponent and attach this card to him. He receives the Champion caste.
Champion: A "Dark Secret" from your deck is played.

[How to Do: Win a match with 3 characters of the same caste 130 times.] (Jian and Yakiba one from back to the other battling)
Your allies of the same caste receive Defense and Spirit +2. Permanent.

Cards not related to a strategy:

- Without Guild - Item Potion
+1 Inflicted Damage
-1 Suffered Damage
At the end of the turn, the turn counter will regress 2 turns.


- Guem Spell - Guemelite - Without Guild
Attack + X, where X is equal to your Printed Defense.
Defense + Y, where Y is equal to your Printed Spirit.
Stonelinker: Spirit + Z, where Z is equal to its printed Minimum Attack.


- Without Guild - Time Spell
In the next turn, no character suffers damage.

- Without Guild - Action
Duration: 3 turns. This card cannot be attached.
When this card is activated and at the beginning of each turn, you receive Attack, Defense and Spirit +1, and heals 1 Life Point.
When the duration of this card ends, your character suffers 4 from Direct Damage.


- Without Guild - Action
Spirit +5.
Attack -1 and Defense -1.
Chain: "... is Power"


- Without Guild - Action Unique
If played after "Knowledge ..." causes X + 3 of magical damage to the opponent, where X is equal to your spirit.
Sacrifice 2: This card returns to your hand as soon as it is activated.


- Without Guild - Action
Attack +2, Defense +2 and Spirit +2.
Chain: ... leads to destruction.


- Without Guild - Action
If played after "The Obsession", Attack +5.
At the end of the combat receive Attack, Defense and Spirit -1 until the end of the match for each card played by you this turn.


- Without Guild - Magic Book Item
Permanent. At the beginning of combat, receive attack, defense, and spirit +1 until end of turn. Additionally +1 if are using Eredan's Saga: Volume 1.
If your characteristics are greater than 10, heals 10 life points.


- Without Guild - Earth Spell
All Physical Damage you suffer this turn will be directed at another character in play.

- Without Guild - Item Jewelry
After causing a physical attack, you gain the Wizard class until the end of the game. Permanent.

- Item One-handed Weapon Sword - Without Guild - Unique
Whenever you deal physical damage, a random character suffers 7 Magic Damage(only one time per Turn). Permanent. Chain.

Colossus related cards: (all don't have restrictions and are Actions)

(It would show 4 Colossus releasing their souls)
Colossus: Spirit +3. Chain.
Cause X + 2 of Magical Damage to the opponent, where X is your spirit.


(It would show a giant damage that a Colossus did, like a crater)
Attack +4 and take 1 direct damage.
Colossus: Additionaly Attack +2, Defense-2 and -1 Damage Suffered. Chain.


(one of the colossus punching the floor with an aura around him)
Colossus: -2 of Suffered Damage.
Attack and Defense +3 and suffer 3 points of Direct Damage.


(It would show the Giant of Foam giving a strike with both hands together too nervous)
All characters receive 2 of direct damage
Guemelite: +2 of Inflicted Damage
Colossus: Your character does not receive this damage, and the damage inflicted to the other characters can not be reduced.


(Sol'ra giving a "great" blessing)
All characters suffer 2 Magic Damage points and 2 Physical Damage points, these damage can not be changed.
Colossus: all characters lose 1 life and yours characters receive the Colossus caste.


(Asmoroth Roaring)
Cause X damage to all non-colossus opponents, where X is equal to the number of non-colossus characters in play.
All yours Colossus Heals X health points, where X equals the number of colossus in game.


(Artaban and his sword and the foam giant with the Hammer, the Wrecker of Guem fighting and destroying everything around with his hits)
All characters alive or dead, suffer X + 2 points of direct damage, where x is the number of colossus in play.
At the end of Combat if you have at least one Colossus alive it recovers in life one third of the damage inflicted on all characters.


(Bes becoming stronger)
Attack, Defense and Spirit +1 for every colossus in play. Chain.
Colossus: This bonus is permanent. If this is only one Colossus in play the bonus is doubled.



Choose a card from your or opponent's Guild from a discard pile, it is played if you have a colossal one in play and at the end of the fight is removed, otherwise it is removed.
Colossal: She is not removed if was played.



Permanent.
At the end of each turn, all colossal players receive -1 of each characteristic until the end of the game. Chain.


And finally patching all Axioms: (and creating the Stone Linker Axiom)


Spirit +2. Chain. Permanent.
Noz: Deals 4 of Draconic Magic Damage to opponent.
Golem: additional of Spirit +1.



Defense +2. Chain. Permanent.
Runic: You receive 1 Cor Rune and 1 Nox Rune.
Golem: additionaly Defense +1.



Attack +2. Chain. Permanent.
Kotoba: Your characters heal 1 life.
Golem: Attack +1 additional.



At the beginning of the combat and when activated, the opponent receives Spirit -2. Chain. Permanent.
Pirate: Cause 4 of Physical Damage to opponent.
Golem: Your opponent receive additionaly Spirit -1.



At the beginning of the match and when activated, the opponent receives Defense -2. Chain. Permanent.
Sap: Your opponents suffer 1 Damage Direct.
Golem: Your opponent receives additionaly Defense -1.



At the beginning of the combat and when activated, the opponent receives Attack -2. Chain. Permanent.
Nehantist: -2 Damage Suffered.
Golem: Your opponent receives additionaly Attack -1.



Heal 2 life points at the end of combat. Chain. Permanent.
Nomad: Your life limit is increased by 2.
Golem: Heal 3 instead of 2.



You receive Chain with any card (not AdE). Chain. Permanent.
Mercenary: At the beginning of combat, you receive 2 levels until the end of the turn and at the end of this turn the Turn Counter advances 2 additional turns.
Golem: Draw 1 extra card during draw phases.



At the beginning of the match, deals 1 of Direct Damage to the opponent. Chain. Permanent.
Zil: +1 Inflicted Damage.
Golem: Deals 1 of additional direct damage.



At the beginning of the combat and when activated, you permanently gain the races you do not have between: Fire Guemelite, Air Guemelite, Earth Guemelite and Water Guemelite.
Stonelinker: An opposing card in play is discarded and a Stone-Heart with the type from one of the races gained is created.
Golem: Your Order bonus is activated if it has not already been.



My comments:
I repeated the icy dagger two times because have 2 strategies.
Veenk-man is for Halloween.
The gifted sword and candy cane is for Christmas, the explosive blade of artifices is for the new year commemoration.
The elemental armors can be used in other MegaGames too, like pirates.
The draconic ice armor can be used by the water elemental, that will make a very good use!!
The axioms need of one patch, they aren't used. Only the nomad...

_________________
Guild Leader Noz
>>>>> OLD NICK: BREOR DE GWAD <<<<<

How Changed: GL exclusivity
Why changed: Now i have an original nick! :P


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 Sujet du message : Re: Breor's Ideas
Message Publié : 14 Décembre 2016, 18:41 
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1 suggested person, 6 suggested patchs :D, Noz theme :D


Noz Marauder Mage Human Witchblade
Spirit: 2
Attack: 7/9
Defense: 2
Life: 14
Attack +2 against Pet holders.
If a Noz Item is discarded from you, a copy that was on the Discard before of be discarded is attached to you.
At start of fight, if you select 1 of your items, discards 2 of his copies from the Deck, otherwise you gain chain.
Turns 4 and more: Attack +2 per item attached(max. 4).



The opposing character have Defense -1 until the end of the game.
Witchblade: Additional of Defense -2 until the end of the turn.
Dragon Knight: Attack +2, +3 if all characters are alive.

Chain Action or Item.


Spirit +2 if you plau a spell as a chain, otherwise Attack +2.
Dragon Guemelite: Defense +1 and Permanent.
Chain.


The Attack bonuses of the next opposing cards are divided by two(rounded up).
Marauder and Warrior: The Attack of the opponent is divided by two(rounded up).
Chain if one of your characters is dead.


Spirit +3 to +4 if the opponent's Maximum Attack is superior to 10 or your Minimum Attack is less to 7.
Defense +2 to +3 if the opponent's Spirit is superior to 2 or your Spirit is less to 1.
Attack +1 if the opponent's Defense is superior to 2 or your Defense is less to 2.


Your Characteristic Penalties are ignored and 2 opposing cards that you are wearing are discarded.
Human: Duration 2 to 3 Turns and you cannot receive more Penalties.
Chain.


Permanent. Defense +1. If you are Dragon Guemelite at start of next fight 1 Recreate the link is created and played, otherwise you earn Dragon Guemelite.
Heals 1 Health Point per Dragon Guemelite.

_________________
Guild Leader Noz
>>>>> OLD NICK: BREOR DE GWAD <<<<<

How Changed: GL exclusivity
Why changed: Now i have an original nick! :P


Dernière édition par Kelltaron le 29 Décembre 2016, 19:12, édité 1 fois.

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 Sujet du message : Re: Breor's Ideas
Message Publié : 16 Décembre 2016, 03:01 
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10 characters lost here :(

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Guild Leader Noz
>>>>> OLD NICK: BREOR DE GWAD <<<<<

How Changed: GL exclusivity
Why changed: Now i have an original nick! :P


Dernière édition par Kelltaron le 07 Février 2017, 15:04, édité 1 fois.

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New Cycle/Round of heroes ^^

- Warrior - Unknowm - Sap Heart
0 6/8 2 14

If you play an One handed weapon, chain and deals 1 of direct damage to each opponent.
In each turn, after the first damage inflicted by your allies to a opponent, they have +1 of inflicted damage during the turn.
Turns 1, 3 and 6: Attack +1 per Unknown Race in game and the opponent's Suffered Damage reductions are canceled until the end of turn.

- Marauder - War Guemelite - Kotoba - Tsoutai
2 7/11 2 14

Attack +2 against holders and Spirit +2 against holders.
After your Tsoutais plays a "", a and a from your discard are attached to an opponent out of combat.
Turns 2, 3 and 4: 2 actions from your deck are placed in your hand.

- Marauder - Human/Nature Guemelite - The Pack
2 7/8 1 15

Attack +1/+2 per card discarded by your The Pack in the last turn.
At start of fight, discard up to 2 cards from your hand, for each discarded card, a is created and played.
Odd Turns: a "" are created and played.
Even Turns: Defense +2.

- Marauder - Demon - Nehantists
2 8/8 2 14

Your opponents cannot discard during the Discard Phase.
Attacker: The characters wounded at least one time by have Defense and Healing Effects -1 permanently.
Turns 1, 3 and 4: your opponent lose 1 life points per card in his hand, and has Sacrifice 2: Cancel this effect.

- Priest - Human - Runic Legion
3 3/4 2 16

At start of the turn, have +1 of Magic Damage per Yr Rune in game, and them becomes Nox Runes.
If you have one ally Archont alive, heal 4 life points at end of the combat.
Turns 1, 2, 4 and 5: All your Rune Slots are filled with Yr Runes at end of combat.

- Warrior/Craftsman - Human - Pirates - Mechanist

Chain with Actions.
One "" from your deck is attached to at start of the game and at end of 3rd turn.
Turns 2 and 3: Choose one opponent card, it is removed from the game. If is an item, the holder receive 6 Powder tokens.

- Priest - Human/Beast - Desert Nomads
3 4/4 0 18

The "" played by have her effects in characters out of combat too.
+1 of Healing Effects for each Jewel attached to your Desert Nomads.
Turns 6 and more: Heal X life points, where X equal to the difference between your Impress Life Points and your Max Life Points.

- Warrior/Marauder - Human - Noz'dingard Envoys - Witchblade
2 7/10 2 14

Chain with non-weapon items.
At start of combat, suffers 2 Direct Damage points and you allies have Attack and Spirit +1 permanently if at least one ally are alive, otherwise can't receive penalties.
Turns 3, 4, 6 and 7: 2 cards are discarded from the players' decks.

- Mage/Warrior - Water Guemelite - Stonelinkers
3 5/6 2 15

Your characters that holds a have Attack +2, additional of Spirit +2 and Defense +1 if holds more than one.
Chain with Water Spells and the first played ignore the restrictions.
Turns 2 to 6: +1 of Inflicted Damage for each Water Spell in game.

- Marauder/Warrior - Unknown - Mercenaries
2 6/11 3 13

Attack +3 against champions.
Chain if any champion are alive in game.
Attacker: +2 of Direct Damage inflicted and inflicts 1 of Direct Damage to the opponent.
Defender: Impress Attack = 4/5 and Impress Defense = 6

- Mage - Time Guemelite - Mercenaries - Tempus/Avalonian
2 2/5 2 14

At start of fight, for each extra turn advanced in this turn, randomly your characters receive 1 level until the end of the game.
Spirit +2 if the Turn Counter is 9 or more and Defense +2 if your level is 7 or more.
Turns 1, 5 and 6: a "" from your hand is played.

- Berserker - Ice Elf/Water Guemelite - Mercenaries
2 7/12 0 15

Rage: The "" played by your characters return to your hand at end of fight.
Every time a Ice Elf become raged, the current opponent suffers 2 of Water Magic Damage.
Turns 3, 4 and 5: The opponent have Spirit -2 and a Ice Elf card from your deck is placed in your hand.

_________________
Guild Leader Noz
>>>>> OLD NICK: BREOR DE GWAD <<<<<

How Changed: GL exclusivity
Why changed: Now i have an original nick! :P


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 Sujet du message : Re: Breor's Ideas
Message Publié : 07 Février 2017, 18:31 
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Inscription : 07 Juin 2015, 18:16
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Some of your cards idea are realy op

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 Sujet du message : Re: Breor's Ideas
Message Publié : 07 Février 2017, 18:34 
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Inscription : 08 Novembre 2015, 23:03
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ZyronHD a écrit :
Some of your cards idea are realy op


Say they for i patch :v

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 Sujet du message : Re: Breor's Ideas
Message Publié : 07 Février 2017, 20:06 
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Inscription : 07 Juin 2015, 18:16
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Breor De Gwad a écrit :
ZyronHD a écrit :
Some of your cards idea are realy op


Say they for i patch :v

what?!

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 Sujet du message : Re: Breor's Ideas
Message Publié : 07 Février 2017, 20:27 
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Inscription : 08 Novembre 2015, 23:03
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What characters are op? If they are op I can patch they...

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Guild Leader Noz
>>>>> OLD NICK: BREOR DE GWAD <<<<<

How Changed: GL exclusivity
Why changed: Now i have an original nick! :P


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