Hi, i'm back to this topic!! I think that Tempus caste will be a guild in Eredan Arena... but for this they need more classes... if this occurs, they will release in itcg after some time this new characters of other classes, with new metagames... then i want suggest 3 meta games!!
First i will suggest the Priests, the group that pray for the Time stop, the group that pray for have a infinity time:
For this idea have a new thing, Hourglasses, one counter showing as many turns the Turn Counter is stopped. The Hourglasses can be used for some extra effects in cards.
Example: The game is in the fifth turn, but the Turn Counter are yet in the turn 1, then the Hourglasses Counter is in 4.
Cards:
- Rare At start of combat, if your hand have only Theurgies, inflicts 5 of Magic Damage at two random opponents. If you play 2 Tempus Theurgies, the turn will not advance. Turno 1 and 5: Spirit +1, additional of +1 for each Hourglass in game.
Life = 14, Defense=3, Spirit=3, Attack = 4/7 level 5 - Rare Chain with Tempus cards. The Order Bonus of your Tempus are activated two times if you have 2 Hourglasses in game or the Turn Counter is 11 or more. Turns 1 and 4: One Theurgy or Spell of your hand is played. Life = 15, Defense=2, Spirit=3, Attack = 3/7 level 3 - Common Always that one Tempus activates one Theurgy, it heal 2 life point. Turns 2 and 4: Add 2 Hourglasses to the game. Life = 15, Defense=2, Spirit=3, Attack = 3/6 level 3 - Rare Human - Priest - Tempus At start of combat, attack +2 for each Hourglass in game. At start of game, 2 Tempus Theurgy are placed in your hand. Turns 1, 2 and 3: One Theurgy from your deck are played. Life = 14, Defense=3, Spirit=3, Attack = 2/5
Destiny Theurgy - Tempus - Uncommon The Turn Counter will not advance in next turn. -2 of suffered damage for each Hourglass in game(Max.: 6).
Destiny Theurgy - Tempus - Unique - Rare Duration: 3 Turns. In the next 3 turns, the Turn Counter will not advance in his next turn. 6 Hourglasses or more: Attack, Spirit and Defense +2 until the end of the game.
Destiny Theurgy - Tempus - Common The Turn Counter will not advance in next turn. Attack +3 until the end of the game. 3 Hourglasses or more: Your opponent have Attack and Spirit -2 until the end of the game.
Destiny Theurgy - Tempus - Uncommon Attack +2 for each Hourglass in game Chain: Theurgy. Part 2: Now we go for the Marauders, the group that fix the time's errors, making anything to fix, killing if necessary. Are the Time Killers.
His ability are back in time, in other words, back in turns. The game will start in Turn X, and will back turns, 6 > 5 > 4 > 3 > 2 > 1, after turn 1 is more debatable, per example can have negative turns(krillan idea), or can back to normal, then i will show the two ideas : The Turn that will start the game is showed in the text like "Past: X"
a) Negative Turns version
lvl4 - Uncommon Past: 6. Attack +2 versus Warriors. Chain with Keys. Your Tempus have Defense and Attack +1. Turns -2, -1, 4 and 5: Attack +3. Life = 14, Spirit = 2, Attack = 7/9, Defense = 3
lvl3 - Common Past: 5. Attack +2 versus Marauders. If you die, your allies receive Attack +1. Turns -3, -2, 2 and 5: Choose a card from your hand after play your cards, it is played. Life = 14, Spirit = 2, Attack = 7/10, Defense = 2
Marauder - Tempus - Uncommon Past: 6. Attack +2 versus Mages. Turns -4, -1, and 3: Your characters have Chain until the end of the next turn. Life = 14, Spirit = 2, Attack = 7/9, Defense = 2
Marauder - Tempus - Rare Past: 8. Attack +2 versus Priests. Turns -5 and -2: Choose and opponent, it lose 4 Life Points. Turns 5, 6 e 7: All opponents suffer 1 to 2 of Direct Damage. Life = 15, Spirit = 2, Attack = 8/9, Defense = 2 - Marauder - Uncommon - Tempus If you are in a positive Turn: Attack +X, where X equals to 9 - Turn Counter(min 2 max 6). If you are in a negative Turn: Attack +4 and +3 of inflicted damage. Chain: Old Sin
- Marauder - Common - Tempus You receive Attack + X where X equals to you opponent Attack Bonus. The Attack Bonus of your opponent are ignored.
- Marauder - Uncommon - Unique - Tempus The Turn Counter backs 2 more turns in the next turn. Then this card is removed from the game. Chain.
- Marauder - Rare - Tempus Attack +2. The opponent have Defense = 0. If the opponent die this turn, the Turn Counter will backs 1 more in the next turn. Chain. b) Back to normal version
lvl5 - Uncommon Past: 6. Attack +2 versus Warriors. Chain with Keys. Your Tempus have Defense and Attack +1. Turns 5, 4 and 3: Attack +3. Life = 14, Spirit = 2, Attack = 7/9, Defense = 3
lvl3 - Common Past: 5. Attack +2 versus Marauders. If you die, your allies receive Attack +1. Turns 5, 2 and 1: Choose a card from your hand after play your cards, it is played. Life = 14, Spirit = 2, Attack = 7/10, Defense = 2
Marauder - Tempus - Uncommon Past: 6. Attack +2 versus Mages. Turns 6, 5 and 2: Your characters have Chain until the end of the next turn. Life = 14, Spirit = 2, Attack = 7/9, Defense = 2
Marauder - Tempus - Rare Past: 8. Attack +2 versus Priests. Turns 7, 6 and 5: All opponents suffer 1 to 2 of Direct Damage. Turns 2: Choose and opponent, it lose 4 Life Points. Life = 15, Spirit = 2, Attack = 8/9, Defense = 2 - Marauder - Uncommon - Tempus Attack +X, where X equals to 10 - Turn Counter(min. 2 máx 6). If the Bonus of this card are less than 4, +2 of inflicted damage. Chain: Old Sin
- Marauder - Common - Tempus You receive Attack + X where X equals to you opponent Attack Bonus. The Attack Bonus of your opponent are ignored.
- Marauder - Uncommon - Unique - Tempus The Turn Counter backs 2 more turns in the next turn. Then this card is removed from the game. Chain.
- Marauder - Rare - Tempus Attack +2. The opponent have Defense = 0. If the opponent die this turn, the Turn Counter will advance 1 more in the next turn. Chain. c) Warriors, the Time Travelers, help in the combats versus the enemies of Tempus, help too some times in hte world war, when one side need much win. Some of they protect the base of Tempus. They use Keys like the way to travel, opening doors to where want!
lvl5 - Uncommon Past: 6. Attack +2 versus Warriors. After play the cards, a key from your hand is played. Your Tempus have Defense and Attack +1. Turns 5, 4 and 3: Attack +3. Life = 14, Spirit = 2, Attack = 7/9, Defense = 3 lvl3 - Uncommon Chain with Clothings, Shields and Armors. After activate 2 cards, one key from your deck is played. Turns 4 and less: Your defense are doubled. Life = 14, Spirit = 2, Attack = 7/9, Defense = 3
Warrior - Tempus - Time Guemelite - Golem Always that a Key is activated you receive Attack and Spirit +1 until the end of the turn, and Defense +1 permanently. Turns 6 and less: one Key from your deck is played. Life = 14, Spirit = 2, Attack = 7/8, Defense = 2
Warrior - Tempus Chain with Keys. One key from your deck is placed in your hand at start of the combat. Turns 5 and more: Spirit, attack and defense +1. Life = 15, Spirit = 1, Attack = 7/9, Defense = 3
Item Key Attack +2 and +1 of inflicted physical damage. Chain with actions. Tempus: The Turn Counter will be 3 in the next turn, and will back 1 in his next turn.
Item Key Defense +2 and -1 of suffered damage. Chain with actions. Tempus: The Turn Counter will be 5 in the next turn, and not will advance or back in his next turn.
Item Key Spirit +2 and +1 of inflicted magic damage. Chain with actions. Tempus: The Turn Counter will be 9 in the next turn, and will advance 2 in his next turn.
- Unique Action Tempus Spirit and Attack +2 per key in your discard. All keys from your discard are placed in your deck. Chain. This card returns to your deck.
And finally the characther with mix of all metas: The Eternal lvl6 Chain with Tempus Spells and Keys. Can use they without restriction. If you have other Marauders: Past = 4. If you have other Priests: Your second Turn don't advance and don't back. Turns 3, 7 and 10: Attack and Defense +2 Life = 16, Spirit = 3, Attack = 7/9, Defense = 3
The Negative Turn version have the additional Order Bonus: "Turns -1, -3 and -7: Spirit and Attack +2".
The three metas contact are that :
-Priests versus: The Marauders and the Mages don't have his effect, because they change the time. The Warriors are semi-unaffected, because will change the Turn Counter,but not advance or back.
-Marauders versus: The mages is a normal game, who advance or back more win, more chance for Mages in this case The warriors a normal match, but warriors can control more, going for the turn that is better for they.
-Mage versus: The warriors are more sided for the warrior, that only need use the past key much times, or present key, if the turn are much advanced. But when the keys ends, and you don't collect they, mages have a good chance...
Any comment? You Like?
_________________ 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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