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:
Apostle of Destiny - 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
The Archivist 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
The Annunciator 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
Gofferty 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
Continuous Present Destiny Theurgy - Tempus - Uncommon
The Turn Counter will not advance in next turn.
-2 of suffered damage for each
Hourglass in game(Max.: 6).
Temporal Break 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.
Time Barrier 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.
Eternity 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
The Judge 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
The Executioner 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
Decima 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
Destiny Slayer 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
Murderous Past - 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
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.
Time Theft - Marauder - Uncommon - Unique - Tempus
The Turn Counter backs 2 more turns in the next turn. Then this card is removed from the game.
Chain.
Rejuvenation - 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
The Judge 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
The Executioner 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
Decima 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
Destiny Slayer 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
Murderous Past - 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
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.
Time Theft - Marauder - Uncommon - Unique - Tempus
The Turn Counter backs 2 more turns in the next turn. Then this card is removed from the game.
Chain.
Rejuvenation - 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!
The Judge 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
The Jailer 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
Time Guardian 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
Destiny Wanderer 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
Past Key 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.
Present Key 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.
Future Key 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.
Collecting Keys - 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
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?