[Clash of the Dragons] CARD CONCEPTS (please read thread rules)

276 posts

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Partly for the sake of creative thought, and partly for the marginal chance that some ideas might be noticed and used in the future, I thought it might be fun to start a design-a-card thread. To keep it tidy and constructive, I also propose some guidelines:

1. Keep the card properties realistic and balanced
2. Present ideas clearly, accounting for all properties (as if the post was the actual card description)
3. Try to avoid redundancies with existing cards
4. CONSTRUCTIVE feedback is welcome

 
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THREE-HIT COMBO
Attack 3, Defense 0
Melee Weapon Attack
-Play the next 2 melee attacks in your deck. If each attack deals at least 1 damage, the enemy is stunned for one turn.
-Deplete 3

 
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TRIPLE THREAT
Attack 3, Defense 2
Generic magic attack
+2 to next melee attack
+2 to next ranged attack
-2 MC

 
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SQUAD LEADER
1 Attack, 1 Defense
NPC
-Play up to 2 more NPCs from your deck. Combine the attack and defense of all three NPCs into a single, unified attack/defense

 
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FALL BACK!
0 Attack, 3 Defense
Generic weapon attack
-Deplete up to 3 NPCs from your deck

(This is useful for collections of NPCs with on-depletion skills, such as cleric, barbarian, or silver arrow, and can be useful in fighting stat-lowering foes)

 
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MASTER OF PUPPETS
Attack 0, Defense 1
Dark Magic Attack (or possibly an NPC)
- Play a random NPC from the enemy’s library against the enemy.
- Controlled enemy NPC ignores enemy shields.

 
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Sword of Asgard

Attack 10, defense 0

Generic weapon attack
- Banish your remaining deck except for 1 card

 
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Originally posted by Lethalcupkake:

Sword of Asgard

Attack 10, defense 0

Generic weapon attack
- Banish your remaining deck except for 1 card

A real niche card! Nineteen out of twenty times, this threat would be a huge liability, but that one specific circumstance makes it a must-have…

 
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ranged deck + silver arrow + sword of asgard = PAWN

 
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Originally posted by kirbopher:

ranged deck + silver arrow + sword of asgard = PAWN

no. Silver Arrow would get banished.

 
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Mana Charge

Uncommon
Light, 1 Attack 2 Defence
Damage is multiplied by number of your MC.

(This is cheap card for people that can generate alot of MC but dont have any card that uses them.)

 
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Sunlight
Rare

Type: Light
Attack/Absorb /Banish: 05/02/00
Heal /Deplete /Banish: 00/00/00
-Attack Pts/-Absorb Pts: 00/00
Add MC/Dep MC/Dp O MC: 02/00/00

Extra: Bonus
Sentinel Bonus: Nothing
Assassin Bonus: Nothing
Pyrelord Bonus: Nothing
D r u id Bonus: Nothing
Miscellaneous: Criticals and Extras
Cr. Hit % Extra/Turns: 000/00
Ex. Wp/Ag/S/M/I/Wi/Ab: 00/00/00/00/00/00/00
Ext. 'SWIM WAA Turns': 00 Turns
'Confusion' stays for: 00 Turns
Turn over the top card of your deck. If it is a Generic Weapon, deal 0 extra damage.
Damage x MC?: No/up to 0
When Depleted: Do Nothing
Ignore Enemy Def?: Yes
For The Rest Of The Battle: Generic Weapon attacks played deal 0 more damage

Description: “The sun can’t hold it!”

As if it were a real card:

Sunlight
Rare – Light
5 Attack / 2 Defense
+2 MC.
Deplete 3.
“The sun can’t hold it!”

 
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Extinguish
Legendary

Type: Ranged
Attack/Absorb /Banish: 05/01/01
Heal /Deplete /Banish: 00/03/00
-Attack Pts/-Absorb Pts: 00/00
Add MC/Dep MC/Dp O MC: 01/00/00

Extra: Bonus
Sentinel Bonus: Heal 1
Assassin Bonus: +1 MC
Pyrelord Bonus: Extinguish does 1 extra damage.
D r u id Bonus: Ignore enemy defense.
Miscellaneous: Criticals and Extras
Cr. Hit % Extra/Turns: 100/99
Ex. Wp/Ag/S/M/I/Wi/Ab: 01/01/01/01/01/01/01
Ext. 'SWIM WAA Turns': 06 Turns
'Confusion' stays for: 01 Turns
Turn over the top card of your deck. If it is a Generic Weapon, deal 4 extra damage.
Damage x MC?: Yes/up to 1
When Depleted: Do Nothing
Ignore Enemy Def?: Yes
For The Rest Of The Battle: Generic Weapon attacks played deal 0 more damage

Description: “Too powerful for me.”

As if it were a real card:

Extinguish
Legendary – Ranged
5 Attack / 1 Defense
+2 MC.
Deplete 3.
Banish 1 card from opponent’s deck.
Extinguish’s damage is multiplied by your number of MC.
Sentinel: Heal 1.
Assassin: +1 MC.
Pyrelord: Extinguish does +1 Extra damage.
Druid: Ignore enemy defense.

“Too powerful for me.”

 
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main_gi, I like your presentation. How do you format the post that way? Specifically, how did you use “quote post” boxes without quoting a post?

 
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BERSERKER’S GAMBIT
4 Attack, 0 Defense
Melee Weapon Attack
-Hero does +2 damage for the next two turns
-Hero becomes confused and plays cards at random for the next two turns (Alternate version: -2 absorption for 2 turns)
-Sentinel does an additional +1 damage for the next two turns

 
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Originally posted by Vladeus:

main_gi, I like your presentation. How do you format the post that way? Specifically, how did you use “quote post” boxes without quoting a post?

Well, use <blockquote> at the beginning, and use </blockquote> at the end.

 
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Greater Extinguish
Legendary

Type: NPC
Attack/Absorb /Banish: 09/04/01
Heal /Deplete /Banish: 05/00/01
-Attack Pts/-Absorb Pts: 00/00
Add MC/Dep MC/Dp O MC: 01/00/00

Extra: Bonus
Sentinel Bonus: Heal 2
Assassin Bonus: +2 MC
Pyrelord Bonus: Greater Extinguish does 4 extra damage.
D r u id Bonus: Ignore enemy defense.
Miscellaneous: Criticals and Extras
Cr. Hit % Extra/Turns: 100/99
Ex. Wp/Ag/S/M/I/Wi/Ab: 05/04/01/01/01/01/01
Ext. 'SWIM WAA Turns': 06 Turns
'Confusion' stays for: 04 Turns
Turn over the top card of your deck. If it is a Dark, deal 5 extra damage.
Damage x MC?: Yes/up to 1
When Depleted: 100% Critical Hit for the rest of the battle
Ignore Enemy Def?: Yes
For The Rest Of The Battle: Generic Weapon attacks played deal 0 more damage

Description: “This is a huge, overpowered card. It is a 1/1337 chance to find in a Gold Pack, 1/9001 chance to find in a bronze pack, 1/7331 chance to find in a Silver Pack, and 1/1009 chance of finding in a Mystery pack. 1/666 chance to find in a Platinum pack, and 1/42 chance to find it in a Diamond pack!” – main_gi

As if it were a real card:

Greater Extinguish
Legendary – Ranged
9 Attack / 2 Defense
+2 MC.
Heal 5.
When depleted, all your next attacks are critical hits.
Flip over the first card of your deck. If it is a Dark attack, deal 5 more damage.
Everyone is Confused for 4 turns.
Your damage is multiplied by your number of MC.
Playing this card gains a 100% Critical Hit chance for 99 turns.
+5 Weapon, +4 Agility, +1 Strength, +1 Magic, +1 Intellect, +1 Wisdom, +1 Absorb that lasts for 6 turns
Banish 1 card from your deck.
Banish 1 card from opponent’s deck.
Extinguish’s damage is multiplied by your number of MC.
Sentinel: Heal 2.
Assassin: +2 MC.
Pyrelord: Greater Extinguish does +4 Extra damage.
Druid: Ignore enemy defense.

“This is a huge, overpowered card. It is a 1/1337 chance to find in a Gold Pack, 1/9001 chance to find in a bronze pack, 1/7331 chance to find in a Silver Pack, and 1/1009 chance of finding in a Mystery pack. 1/666 chance to find in a Platinum pack, and 1/42 chance to find it in a Diamond pack!” – main_gi

 
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Nature´s Wrath
Epic-General Magic
5attack/ -5 defense
Druid:Attack +5 / Defense +3/ The cards depleted this turn get banished.
Pyrelord:Attack + 2
Sentinel:Deplete 40
Assasin: Banish all your cards in your graveyard.

 
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Originally posted by Noly:

Nature´s Wrath
Epic-General Magic
5attack/ -5 defense
Druid:Attack +5 / Defense +3/ The cards depleted this turn get banished.
Pyrelord:Attack + 2
Sentinel:Deplete 40
Assasin: Banish all your cards in your graveyard.

Sentinels get a HUGE disatvandage.

In My Ways:
Nature’s Wrath
Epic

Type: General Magic
Attack/Absorb /Banish: 05/00/01
Heal /Deplete /Banish: 05/00/01
-Attack Pts/-Absorb Pts: 00/05
Add MC/Dep MC/Dp O MC: 00/00/00

Extra: Bonus
Sentinel Bonus: Nature’s Wrath does 4 extra damage. Deplete 10.
Assassin Bonus: Heal 99. Banish all the “healed” Graveyard cards.
Pyrelord Bonus: Nature’s Wrath does 2 extra damage.
D r u id Bonus: Nature’s Wrath does 5 extra damage, gets 3 extra defense, and all Depletes are Banishes.
Miscellaneous: Criticals and Extras
Cr. Hit % Extra/Turns: 000/00
Ex. Wp/Ag/S/M/I/Wi/Ab: 00/00/00/00/00/00/00
Ext. 'SWIM WAA Turns': 00 Turns
'Confusion' stays for: 00 Turns
Turn over the top card of your deck. If it is a Dark, deal 0 extra damage.
Damage x MC?: No/up to 0
When Depleted: Nothing
Ignore Enemy Def?: No
For The Rest Of The Battle: Generic Weapon attacks played deal 0 more damage

Description: No description

 
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Originally posted by main_gi:
Originally posted by Noly:

Nature´s Wrath
Epic-General Magic
5attack/ -5 defense
Druid:Attack +5 / Defense +3/ The cards depleted this turn get banished.
Pyrelord:Attack + 2
Sentinel:Deplete 40
Assasin: Banish all your cards in your graveyard.

Sentinels get a HUGE disatvandage.

… well… lets change it to: Everyone gets hit for 4 damage / Deplete 6

 
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“Heal 99. Banish all healed Graveyard cards.”

I don’t get it. If it’s healed, it’s not in the graveyard, is it?

 
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Originally posted by Vladeus:

“Heal 99. Banish all healed Graveyard cards.”

I don’t get it. If it’s healed, it’s not in the graveyard, is it?

Nature’s Wrath
Epic

Type: General Magic
Attack/Absorb /Banish: 05/00/01
Heal /Deplete /Banish: 05/00/01
-Attack Pts/-Absorb Pts: 00/05
Add MC/Dep MC/Dp O MC: 00/00/00


Extra: Bonus
Sentinel Bonus: Deplete 10. The enemy is hit for 4 damage.
Assassin Bonus: Banish all Graveyard cards.
Pyrelord Bonus: Nature’s Wrath does 2 extra damage.
D r u id Bonus: Nature’s Wrath does 5 extra damage, gets 3 extra defense, and all Depletes are Banishes.

Miscellaneous: Criticals and Extras
Cr. Hit % Extra/Turns: 000/00
Ex. Wp/Ag/S/M/I/Wi/Ab: 00/00/00/00/00/00/00
Ext. 'SWIM WAA Turns': 00 Turns
'Confusion' stays for: 00 Turns
Turn over the top card of your deck. If it is a Dark, deal 0 extra damage.
Damage x MC?: No/up to 0
When Depleted: Nothing
Ignore Enemy Def?: No
For The Rest Of The Battle: Generic Weapon attacks played deal 0 more damage

EDIT:

Description: Even those who call the natures wrath won´t escape unharmed.

changed. Changed twice due to implementation problems.

 
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Nature’s Wrath
Epic

Type: General Magic
Attack/Absorb /Banish: 05/00/01
Heal /Deplete /Banish: 05/00/01
-Attack Pts/-Absorb Pts: 00/05
Add MC/Dep MC/Dp O MC: 00/00/00

Extra: Bonus
Sentinel Bonus: Nature’s Wrath does 4 extra damage. Deplete 10.
Assassin Bonus: All Graveyard cards turn into Banished cards.
Pyrelord Bonus: Nature’s Wrath does 2 extra damage.
D r u id Bonus: Nature’s Wrath does 5 extra damage, gets 3 extra defense, and all Depletes are Banishes.
Miscellaneous: Criticals and Extras
Cr. Hit % Extra/Turns: 000/00
Ex. Wp/Ag/S/M/I/Wi/Ab: 00/00/00/00/00/00/00
Ext. 'SWIM WAA Turns': 00 Turns
'Confusion' stays for: 00 Turns
Turn over the top card of your deck. If it is a Dark, deal 0 extra damage.
Damage x MC?: No/up to 0
When Depleted: Nothing
Ignore Enemy Def?: No
Deal +0 damage to Kobolds.
For The Rest Of The Battle: Generic Weapon attacks played deal 0 more damage

Description: No description

I changed it too…

 
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MAN TO MANA
Attack 0, Defense 0
Dark Magic Spell
-Banish up to 3 NPCs from your own library
+10 MC for each NPC banished in this way

“I finally have all the ingredients I need for the transmutation…. now I just need a new apprentice”

 
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I have no idea how to format posts in KONG, so this is probably gonna look like a wall of text.

Arrow to the Knee.
Uncommon – Ranged.
2-2.
If it causes any damage, banish one enemy NPC.

Double Edged Sword.
Uncommon – Melee.
5-0.
If it does less than 5 damage, deplete 5.

Flank Attack
0-2
Rare – Generic Weapon.
Deplete 4 and cause damage to the enemy equal to his number of shields in that turn.

Death Curse.
1-1
Epic – Dark.
Consume 5 MC. If it causes any damage, the enemy depletes 13 cards in the fifth turn after this card is played.

Blinding Flash.
1-0
Epic – Light
Consume 2 MC. The enemy can’t see what card you play in the next 3 turns.