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Kelltaron
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Publié : 07 Décembre 2015, 17:30 |
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Inscription : 08 Novembre 2015, 23:03 Message(s) : 261
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hmmm I like to create cards, so I have many ideas !! Maaaaaaaaaaaaany Ideas xD
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Attack:5/9 Defense:2 Spirit:2 Life:15 Castes: None Races: Human Classes: Unknown Guild: Mercenaries Rarity: Mystic
You can play cards without restriction. Cannot play cards. At the beginning of combat, creates and plays an Uncommon and a Common card. Turns 1, 4 and 7: Creates and plays 3 cards Rare or Legendary, choose one, the other will be removed.
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Attack:7/7 Defense:2 Spirit:1 Life:15 Castes: None Races: Demon Classes: Warrior/Marauder Guild: Nehantists Rarity: Uncommon
In even turns, the opponents have Spirit, Attack and Defense -1. In odd turns, your Demons have Spirit, Attack and Defense +1. Even Turns: Spirit, Attack and Defense +2. Odd Turns: your opponent has Spirit, Attack and Defense -2. ----
Attack:0/0 Defense:3 Spirit:3 Life:14 Castes: World Tree Races: Daïs/Nature Guemelite Classes: Unknown Guild: Sap Hearts Rarity: Rare
Your opponent can't play 2 cards Affiliated to the same Guild. At the beginning of combat, or you win the warrior class and its printed attack turns 8/8, or the attack of your opponent becomes 3/3. Turns 2, 3 and 5: Activates all purposes of this letter. ----
Attack:6/9 Defense:3 Spirit:0 Life:14 Castes: Circus Races: Golem/Shadow Guemelite Classes: Warrior Guild: Zil Warriors Rarity: Uncommon For each Zil in game, have Attack, Defense or Spirit +1 permanently. The Obscure played by your characters are duplicated and become Item Other. Turns 1, 2 and 4: 2 Circus Items from your deck are played. ---- Attack:4/7 Defense:3 Spirit:0 Life:15 Castes: Mechanist Races: Golem Classes: Warrior Guild: Pirates Rarity: Common Chain: Item. Attack +1 for each Ally Mechanist Defense and Spirit +1 for each ally craftsman. Turns 4, 6 and 8: Attack +1 per item attached to Scrap. ----
Attack:5/8 Defense:2 Spirit:1 Life:14 Castes:None Races:Human Classes: Warrior Guild: Kotoba Rarity: Uncommon Chain with Items if all your others characters are Female. Attack +1 for every female character in your Team. Defense +1 for every male character in your Team. Turns 1, 2, 4 and 5: -3 magic damage suffered.
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Attack: 7/9 Defense:1 Spirit:2 Life: 15 Castes: Mystic Slayer Races: Unknown Classes: Marauder Guild: Mercenaries Rarity: Rare
At the Start of the Game, a S.G.A.M.W. from your Deck is attached. At the beginning of combat a weapon of your deck is placed in his hand. Turns 3, 5 and 6: A Lightning Recharge from your deck is played. ----(Slinger Gun Anti Magic Wave) - One handed Weapon Powder - Unique
Permanent. Attack +1, +2 against Mages and Clerics. Every time your Mistic Slayers activate an action, they have Attack +1 until end of turn. Every time your Mistic Slayers an item, they have Defense +1 until end of turn.
_________________ 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 Décembre 2015, 22:18, édité 1 fois.
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Cat_Wachter
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Publié : 07 Décembre 2015, 20:31 |
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Vénérable |
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Inscription : 08 Octobre 2013, 17:34 Message(s) : 657
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Some of these are way to OP Citer : "Chain if all your others characters are Female. Attack +1 for every female character in the game. Defense +1 for every male character in the game." means 5 points up permanently or will they go down when a character dies? Instead " in the game" would be better "from your team". Also the chain is very strong, even more when there are no limitations what cards he could chain (I would suggest chain for example only for mercanary cards) Also the collector is very OP with: Citer : "can cards play without any restriction" He could play any card of the game, action, spells, any guild ... that is truely way to OP. So the character should be weak to balance it, but you want him to also create many cards, wich also is very strong. There may be some good ideas, but some are total powercreep. xD
_________________ /\_/\ >^,^< -/ \ (__)__, Al hail and glory to the Zil, the living Shadow and the Circus!
PS.: Right now I'm only on for calendar. Not playing activ. We lost the balance too bad since the damned sacred cards.
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Kelltaron
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Publié : 07 Décembre 2015, 22:17 |
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Inscription : 08 Novembre 2015, 23:03 Message(s) : 261
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Cat_Wachter a écrit : means 5 points up permanently or will they go down when a character dies? Instead " in the game" would be better "from your team". Also the chain is very strong, even more when there are no limitations what cards he could chain (I would suggest chain for example only for mercanary cards)
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He could play any card of the game, action, spells, any guild ... that is truely way to OP. So the character should be weak to balance it, but you want him to also create many cards, wich also is very strong.
hmmm and if the Collector can not play cards and live by the randomness? and if the Ishbal have chain only for items? about the sex bonus, i understand, then I modified ^^ think that Junior is OP too? and thanks for discuss xD
_________________ 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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Kelltaron
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Publié : 20 Janvier 2016, 00:19 |
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Inscription : 08 Novembre 2015, 23:03 Message(s) : 261
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Attack:5/9 Defense:3 Spirit:3 Life:15 Castes: Circus Races: Human Classes: Craftsman Guild: Zil Warriors Rarity: Rare
Each time that a "" is activated, Arrelia have permanently Defense +1. Each time that a "" is activated, Arrelia heals 1 Life Point. Turns 1, 2 and 3: Choose an allie, he have Attack, Defense and Spirit +2 until the end of his fight.
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Item Food - Artisan - Zil Warrior - Circus
Activated after the fight. At start of the fight, for each "Zircus Popcorn" attached to you, another "Zircus' Popcorn" is created and played. Attack -1.
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Item Food - Artisan - Zil Warrior - Circus
Activated after the fight. At start of the fight, for each "Zircus' Cotton Candy" attached to you, another "Zircus' Cotton Candy" is created and played. Attack +1.
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Attack:6/7 Defense:2 Spirit:3 Life:14 Castes: Avalonian Races: Human Classes: Priest Guild: Mercenary Rarity: Rare
At start of the fight, all opponents loses a level until the end of the match. Your Priests have Spirit and Defense +1. Turns 3, 4 and 7: a is created and played.
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Item Jewel - Avalonian
Your Avalonians have Defense +1, and all opponents with level 2 or minor have -1 of Inflicted Damage. Chain
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Attack:2/3 Defense:3 Spirit:3 Life:16 Castes: Compendium Races: Human/Dragon Guemelite Classes: Mage Guild: Nozdingard Envoys Rarity: Rare
At start of the fight: Sacrifice 1: A is created and played. Your Compendium have +1 of effects in Draconic Spells(non AoE). Turns 1, 4 and 6: a Dragon's Armor from your hand is played.
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Item Jewel - Mage - Noz - Compendium - Unic
+1 for Spells Effects. At start of the fight, if your opponent is a guemelite, you have Spirit +2.
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Attack:3/6 Defense:3 Spirit:3 Life:13 Races: Elfine/Beast Classes: Mage Guild: Sap Heart Rarity: Rare
After play the cards, a "" is created and played. When a allie die, Astenaki gain the class Warrior, Impress Attack 8/8, and Chain. Turns 3 and 5: Your elfines and beasts have +2 of inflicted damage until the end of next turn.
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Item of Clothing - Sap Heart
Your beast have Attack, Defense and Spirit +1. Your Elfines have -1 of suffered damage.
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Attack:7/8 Defense:3 Spirit:1 Life:14 Races: Human Classes: Warrior Guild: Pirates Rarity: Rare
If Captain Hic has a "Captain's Hipflask", chain. At start of the fight your Allies and your opponent gain 3 Powder tokens. Turns 4, 5 and 6: For each 4 Powder tokens in play, heals 1 Life Point.
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Action Terrain(Only one terrain in play)
At start of Even Turns, all characters gain 3 Powder Tokens. At start of Odd Turns, all characters loses 2 powder Tokens. Permanent.
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Attack:8/10 Defense:2 Spirit:2 Life:14 Races: Shadow Guemelite Classes: Marauder Guild: Kotoba Rarity: Rare
At start of match, a "" is attached to each of your characters. When you have the initiative, after play card a "" is created and played. Turns 2 and 4: a Shadow Spell from your deck is placed in your hand.
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Shadow Spell - Kotoba - Crow
Marauder: Chain. Attack +1. Choose a opponent, it can't have chain and at start of the turn this opponent is untapped. Permanent.
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Attack:4/6 Defense:0 Spirit:3 Life:17 Races: Solarian Undead Classes: Priest Guild: Desert Nomads Rarity: Rare
If Atum dies, all Solarians have Spirit +2 and a "" is attached in they. If your characters play "", they Spirit isn't altered, and no lose the class. Turns 1, 2, 4, 7 and 8: a "" from your deck is immediately played.
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Desert Nomads - Priest - Solarian - Item of Clothing
When a Theurgy is activated, a random opponent suffers 3 of Magic Damage. Duration: 4 Turns.
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Attack:5/8 Defense:3 Spirit:1 Life:14 Races: Human Classes: Warrion Guild: Runic Legion Rarity: Rare Rune Slots: 4
Chain with "". For each Runic Warrior Human allie, you draw a additional card in next turn. Turns 1, 2 and 3: a "Aura of the divine warrior" from your deck is played.
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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: adittional of +1 of Direct Damage. Cor Rune: adittional of +1 of Direct Damage.
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Attack:5/7 Defense:3 Spirit:2 Life:14 Races: Human Classes: Mage - Craftsman Guild: Stone Linkers Rarity: Rare
After you cards, a "" is created and played. Your Elementals have Spirit, Defense and Attack +1. Turns 3, 5 and 6: For each Elemental, a Stone Heart of his type is created and played.
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Item Other - Artisan - Stone Linkers
Choose a Jewel in game. A copy of it is created and played. Chain.
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Attack:8/8 Defense:3 Spirit:1 Life:15 Races: Human - Demon Classes: Warrior Guild: Nehantists Rarity: Rare
Chain if has "". When a Cursed Item is activated, Fengar gain Attack, Defense and Spirit +1 per 2 turns. Turns 4, 6 and 7: Attack +1 per Cursed Item in game.
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Item Shield - Nehantists
If you no have other Cursed Item, you suffer 2 of Direct Damage. Defense +2 and draw a additional card durind the draw phases.
Isabelle is the mother of Aez. Astenaki is a ancestor of Sachem. Asal is the first Crystalomancer. Atum is the an name of Rá, when end the day. Nuijutsu is a prison jutsu. Asal's Monocle is used by Marlok, the repentant.
_________________ 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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Kelltaron
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Publié : 26 Janvier 2016, 16:13 |
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Inscription : 08 Novembre 2015, 23:03 Message(s) : 261
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As Ixor, Xenophon and Dalus born ?? Who Privus married ?? These questions are answered now:
Runic Cows Easteregg: Muu, and Murana means delicate as glass, how ironic huh xD
----------------------------------------------Characters----------------------------
----- Archon - Priest/Craftsman - War Guemelite - Runic Legion - Uncommom Can attach Craftsmen Items to any character. If you only have one living Archon, your Guemelites have Chain with Theurgies. Turns 4, 6 and 8: Defense +3.
----- Priest - War Guemelite - Runic Legion - Rare If you not have a weapon after the 1st combat, a Theurgy from your deck is played after your cards. If you suffer more that 7 Damage Points, your allies have -1 of suffered damage in next turn and you heals 1 life point. Turns 5, 6 and 7: Attack +2, +4 if have a weapon.
----- Priest - War Guemelite - Runic Legion - Commom If you play 2 Theurgies, chosse other Theurgy from your hand, it is played. Your allies start the match with 1 Nox Rune or Cor Rune. Turns 2, 3 and 4: -1 of suffered damage for each of your rune.
------------------------------------------------Theurgies----------------------------
---- - Runic Theurgy - War Guemelite - Runic Legion - Uncommom This card immediately becomes a Two-Handed Lance. Permanent. +4 of Inflicted Damage and your allies have +1 of Suffered Damage. Cor Rune: Increases by 1 the effects of this card. Nox Runa: Increases by 1 the effects of this card. ---- - Runic Theurgy - War Guemelite - Runic Legion - Commom This card immediately becomes a Two-Handed Axe. Permanent. At start of the combat, divide the opponent's bonus by 2. Your allies have Attack +1 and Defense +1. 3 Cor Rune: You have Attack +2 and Defense +2. ---- - Runic Theurgy - War Guemelite - Runic Legion - Rare This card immediately becomes a Two-Handed Sword. Permanent. Attack +2 and your allies have -2 of Suffered Damage. 2 Cor Rune: Additional of Attack +2. 1 Nox Rune: your allies have -3 of suffered Damane, instead of 2.
_________________ 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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Kelltaron
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Publié : 28 Janvier 2016, 03:57 |
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Inscription : 08 Novembre 2015, 23:03 Message(s) : 261
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----Modified:
Permanent. Defense +2. If you have a Champion, Arms and Armor playable by its allies will be activated automatically. Chain.
You and your opponent receive the Champion caste. You can play specific cards for Champions after this card. Chain. Sacrifice 2: A is created and played.
Duration: 2 turns. Attack +2 and Spirit +1 for each one of your tapped allies. Chain. If you have a dead Champion, an additional Attack +3.
You copy the Attack, Defense and the spirit of one of his champions. Sacrifice 1: This card returns to your hand at end of combat.
New:
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Races: Human Classes: Marauder - Craftsman Guild: Mercenary Castes: Champion - Mystic Slayer
Starts the game with a attached, and another in his hand. At the beginning of the first combat, one is attached to each of your characters. Turns 2, 3 and 5: His Mystic Slayers have Attack, Spirit and Defense +1 this and next turn.
---- - Unique - Marauder Craftsman Item
If you not is a Craftsman, choose a marauder, this card is attached in it. Chain. At the beginning of the fight, if the opponent's defense be less than 3, ignore it. Champion: If the current opponent is mage or priest, he has Defense = 0.
---- - Champion - Priest - Runic Legion
At the end of fight, all your priests gain Spirit +1. A Item Runic is placed in his hand at the start of combat. Turns 1 to 4: A of your Deck is attached to the opponent.
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His Priests have Spirit +1. His Warriors have Defense +1. His War Guemelites have Attack +1. Champion: Your characters get -1 to damage suffered. Chain.
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Your champion has Spirit +2 and Defense +2. If an opponent is champion, Attack +2 and one ally has Spirit and Defense +1 until the end of the game. Chain.
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The opposing character has Attack -3. Chain. Champion: The opposing characters have Defense -2. Duration of 2 to 3 turns.
_________________ 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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Kelltaron
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Publié : 01 Février 2016, 23:08 |
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Inscription : 08 Novembre 2015, 23:03 Message(s) : 261
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---- - Action Spirit +5. Attack -1 and Defense -1.
Chain: ""
---- - Mental Spell - Unique If played after "" deals X+1 of Magic Damage to the opponent, where X is equal to your Spirit. Sacrifice 2: This card returns to your hand at the end of combat.
---- - Mental Spell In the next turn, nothing character suffers damage.
---- - Action Duration: 3 turns. This card cannot be detached. When this card is activated and in beginning of the turn, you have Attack +1, Defense +1, Spirit +1 and heals 1 Life Point. When the Duration ends, you suffer 3 Direct Damage points.
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Attack:9/9 Defense:2 Spirit:2 Life:15 Races: Demon Classes: Marauder Guild: Nehantists Rarity: Uncommon
Attack +2 against Characters with a Demonic Servant. At start of turn, a opponent with a Demonic Servant suffer 1 of Direct Damage, and one of your demons with a Demonic Servant heals 1 Life Point. Turns 3, 4 and 6: A Blackness is created and played.
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Attack:6/12 Defense:2 Spirit:2 Life:14 Races: Demon Classes: Marauder Guild: Nehantists Rarity: Rare
Attack +1 against Marauders. Can attach Blackness to any character. All time that a Blackness deal damage to a opponent, Attack +1/+0 until end of the turn. Turns 2, 4 and 5: Attack +3/+0.
---- - Stone Linkers - Fire Spell Duration: 3 Turns. All opponents suffer 1 of Magic Damage, +1 per Fire Guemelite in play. Fire Guemelite: At end of the 3rd turn, all opponents suffer X of Magic Damage, where X is equal to the number of Fire Guemelites in play.
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Attack:1/1 Defense:1 Spirit:1 Life:10 Races: Beast Classes: Unknown Guild: Mercenary Rarity: Event
Copy the Guilds of your allies. If you play "", you have -2 of Suffered Damage and +2 of Inflicted Damage until the end of the game. Odd Turns: you becomes Warrior-Mage, Printed Defense = 3, Printed Spirit = 3, Printed Attack = 6/9, Life Limit = 15 Even Turns: you becomes Marauder-Priest, Printed Defense = 2, Printed Spirit = 2, Printed Attack = 9/10, Life Limit = 18
---- - Without Guild +1 of Inflicted Damage. -1 of Suffered Damage. At end of the turn, the Turn Counter retreats 2 turns.
---- Stone Linkers - Guem Spell Attack +X, where X is equal to your Printed Defense. Defense +Y, where Y is equal to your Printed Spirit. Spirit +Z, where Z is equal to your Printed Minimal Attack.
---- - Action Duration: 2 turns. At start of the turn, the Turn Counter is restarted.
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Attack:7/9 Defense:3 Spirit:2 Life:14 Races: Human/Dragon Guemelite Classes: Warrior/Marauder Guild: Noz Envoys Caste: Dragon Knight Rarity: Rare
Attack +2 against Ice Elf. At end of the combat, your Guemelites heals 1 Life Point. Your Humans have the Life Limit increased by 2. Turns 2, 3 and 4: a Weapon from your Deck is placed in your hand.
---- - Noz Envoys - Two-Handed Weapon Axe - Warrior Attack +3 and Spirit +2. When you kill a opponent and you have "Dragon's Justice" attached, you heals 6 Life Points. : Chain and this card becomes One Handed Weapon instead of Two Handed Weapon.
_________________ 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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Kelltaron
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Publié : 04 Février 2016, 04:38 |
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Inscription : 08 Novembre 2015, 23:03 Message(s) : 261
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10 Characters with Sacrifice mechanic ---- Attack:4/6 Defense:3 Spirit:3 Life:14 Races: Human Classes: Mage Guild: Noz Envoys Caste: Compendium At start of fight, Sacrifice 1: a is created and played. If your allies have 3 or more Draconic Spells attached, Chain. Turns 4, 6 and 7: Attack +1 per each penalty in the opponent. ---- Attack:7/9 Defense:3 Spirit:1 Life:15 Races: Demon/Human Classes: Warrior Guild: Nehantists Caste: None Chain with Cursed Items and with "". At start of fight, Sacrifice 1: all opponents have Defense -1 until the end of the game. Turns 3, 4 and 5: Choose a Cursed Item in play, it's removed and played. ---- Attack:6/8 Defense:3 Spirit:0 Life:14 Races: Elfine Classes: Warrior Guild: Sap Hearts Caste: None Your Elfines have Chain with Arrows and Daggers. At start of fight, Sacrifice 1: a from your Discard Pile or Deck is played. She performs an extra attack that equals her Printed Min. Attack. Turns 4 and 6: A Arrow from your deck is attached to the opponent. ---- Attack:8/9 Defense:3 Spirit:0 Life:16 Races: Beast Classes: Warrior/Marauder Guild: Zil Warrior Caste: The Pack Chain if you have a Folk Pet attached. At start of fight, Sacrifice 1: your beasts have Attack +2 and Defense +1 until end of next turn. Turns 1, 2 and 4: a "" from your deck is played after your cards. ---- Attack:4/7 Defense:2 Spirit:2 Life:16 Races: Human Classes: Priest Guild: Desert Nomads Your Priests have Defense +1 permanently. At start of fight, Sacrifice 1: +X of Magic Damage Inflicted, where X equals the half of Total Defense of your allies. Turns 5, 8 and 9: all opponentes suffer 1 Magic Damage point for each Sacrifice that Abrack did. ---- Attack:6/7 Defense:4 Spirit:1 Life:14 Races: Human Classes: Warrior - Craftsman Guild: Runic Legion Chain with Craftsman Items. At start of fight, Sacrifice 1: All your Craftsmans gain a Cor Rune. Even Turns: for each Craftsman Item in game, Cabiros have +1 of Inflicted Damage. ---- Attack:9/9 Defense:2 Spirit:2 Life:14 Races: War Guemelite Classes: Marauder Guild: Kotoba Castes: Tracker Attack +2 against Beasts. At start of fight, Sacrifice 1: a from your deck is played. Turns 1, 2 and 3: a from your deck is played. Turns 4 and more: a is created and played. ---- Attack:6/7 Defense:3 Spirit:1 Life:15 Races: Human Classes: Warrior Guild: Mercenary Castes: Avalonian Chain if your allies have a Shield attached. At start of fight, Sacrifice 1: a weapon from your deck is played. Turns 2, 3, 5 and 6: a is created and attached to a ally. ---- Attack:4/5 Defense:6 Spirit:2 Life:10 Races: Human Classes: Warrior Guild: Stone Linkers Castes: Abara Chain with Jewels. At start of fight, Sacrifice 1: all Jewels attached to you are reactivated. At Discard Phase, your opponent discard at least 1 card. ---- Attack:8/10 Defense:1 Spirit:2 Life:15 Races: Human Classes: Marauder Guild: Pirate Castes: None Attack +2 against Marauders. At start of fight, Sacrifice 1: choose a opponent, he suffers 1 Direct Damage Point for each Powder Weapon in game. Turns 2 and 5: from your deck or Discard Pile is played after your cards.
_________________ 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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Kelltaron
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Publié : 06 Mai 2016, 04:48 |
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Inscription : 08 Novembre 2015, 23:03 Message(s) : 261
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Hii, now i got an idea for the Avalonians I want that the Guilds Council accept the 7 Kingdoms like a guild, then i make some cards for they. Some details: I created too a new type of Spell, for the avalonians that don't have one specific. Cards that will be from this guild: All from avalonian caste cards. The others cards that not have the caste but have an effect with the caste only will change the text of Avalonian to 7 Kingdoms. I don't minded what can be the new caste for this guild that someones will have, but can be something like Royals, or keep Avalonians but take this from some avalonians that don't are from Avalonia e.e New cards: The 7 Kingdoms - Warrior - Human Spi: 1 Atk: 7/9 Def: 3 Lif: 16 The "" in game give to an additional of Attack +2, and to the character chosen an additional of Defense +1. At start of combat: Sacrifice 1: A "" is created and played immediately. Turns 2, 3 and 4: Attack, Defense, and Spirit +1 per each "" in game. The 7 Kingdoms - Warrior - Human Spi: 0 Atk: 6/9 Def: 3 Lif: 15 Chain with missions. Always that a 7 Kingdom's character complete a mission, "" have Attack, Spirit and Defense +1 permanently. Turns 2, 4 and 5: Your characters with a mission have +1 Level definitely, and +1 Level definitely after the next turn. The 7 Kingdoms - Mage - Human Spi: 3 Atk: 4/4 Def: 2 Lif: 15 Your Mages have +1 Level until the End of Turn always that they activate an Evolution Spell. Turns 2, 3 and 5: +1 Level per Ally Human until the End of Turn. In the next Turn, will have +1 level until the end of the game. Level 10 and more: at end of combat you receive Spirit and Attack +1 permanently. The 7 Kingdoms - Priest - Human Spi: 3 Atk: 4/5 Def: 3 Lif: 15 +2 of Theurgy Heals. The Theurgies played by "" have +1 Turns of Duration. Turns 4, 7 and 8: you have +1 Level definitely, and -2 of suffered Damage. The 7 Kingdoms - Marauder - Undead Spi: 2 Atk: 8/11 Def: 2 Lif: 14 Can play Powder Weapons and Jewels without restrictions. Start the game with a Jewel from your deck attached. At start of fight choose one of yours allies, it is tapped. Turns 4, 5 and 6: Attack +2 The 7 Kingdoms - Marauder - Undead Spi: 1 Atk: 9/10 Def: 2 Lif: 16 Can play Dagger and Potions without restrictions. Start the game with a Potion from your deck attached. At start of fight choose one of yours allies, 2 opponent's cards attached to it are discarded. Turns 2, 3, 5 and 6: Chain. The 7 Kingdoms - Mage/Priest - Human Spi: 3 Atk: 2/6 Def: 3 Lif: 14 Your priests have chain with Evolution Spells. 7 and less: at start of combat, a is attached to the opponent. 9 and more: at start of combat, a is created and played. Turns 1, 4 and 6: Spirit +2 per Sphere in game. The 7 Kingdoms - Warrior - Human Spi: 1 Atk: 6/9 Def: 3 Lif: 15 Chain with One handed Swords. Dual Wield: One handed Weapon. If Eudeselle has "" attached to her, all yours 7 Kingdoms' characters have Attack and Defense +1. Turns 1 and 3: Attack +2, and +2 levels in the next 3 turns. The 7 Kingdoms - Warrior - Human Spi: 2 Atk: 7/10 Def: 3 Lif: 14 Chain with non-affiliated Items.Your characters have Spirit +1 if an opposing Mage is alive, Defense +1 if an opposing Marauder is alive, Attack +2 if an opposing Warrior is alive and Life Limit +1 if an opposing Priest is alive.Turns 3, 4 and 5: The opposing characters who have an Item attached to them have Defense -1 until the end of the game. Action: - Mission At start of the turn if all your characters have a "" attached, the holder of this card receive permanently Attack +2, Defense and Spirit +1, and -1 of suffered damage. Then this card is removed from the game. Items: Duration: 3 Turns. Choose an opponent, this card is attached to it. -2 of Inflicted Damage. -1 to Heals Effect. Permanent. Evolutions Spells: Deal X Magic Damage to your opponent, where X equals to your Level - the opponent's level. - Mission If in the moment that someone's level rise, the sum of levels of yours characters is more that 100, then each of your characters receive permanently Attack +4, Defense +4, Spirit +4, Life Points Limit +4, 3 Levels and Heals 7 Life Points. Chain One "" is created and attached to each of your allies. Yours "s" are attached from your deck to your characters without it. Chain. Duration: 4 Turns. Always that a character's level change, two opponent suffers 1 Direct Damage Points.
_________________ 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 06 Mai 2016, 13:47, édité 1 fois.
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Wolvos
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Publié : 06 Mai 2016, 05:18 |
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Immortel |
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Inscription : 04 Février 2013, 17:01 Message(s) : 6173 Localisation : da world
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maybe a synergy like archon with non archons for avalonian and 7 kingdoms would be nice, having +3 in heals and +2 in theurgy duration is madness
noble supper should be a unique mission removed when activated the effect
last card could be 1 dd to 2 random enemies
_________________ My (outdated) deckscreate a new post if you want to communicate with me, DONT SEND PMs!!!! CURRENT STATUS: OFFLINE / NOT MODERATING
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