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
|