New Cards - Submit Your Ideas! page 5

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i feel like some sort of robotic monster would be cool.

 
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Some kind of monster fusion mechanic would be cool. A card that fuses the two monsters you played of the same element, for example.

One more thing I thought of – a card that could capture some triggered ability from the creature you played and copy it when played. Example: I have Ascendant Golem with Shield 75; if I could capture that Shield 75 and play it when I knew I was going to lose a matchup that would be sweet. Sort of like a “Bottle of Monster Essence”.

 
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its not really a card idea, but it would be fun to be able to center your deck around a strategy more, like if there were earth or fire cards with bleed effects, to be able to make a bleed-deck, the addition of the elite cards also came with some novel abilities that are clearly centered around comboing, which is a great addition, but for example rending zombie and bloodthirsty axe, while they do have excellent combo-potential, also need some bleeding effects to be done before them, and that means you can’t really have a traditional 4/4/4 setup if you are to have a chance for it to trigger. adding some fire and earth cards with some weak bleed effects, say, 15-20 bleed for 3 turns, would greatly improve the comboing potential of those cards, and something similar could be done with poison, adding some weaker poison effects to water and fire to allow skeleton guerilla to have better chances to trigger.

also, it would be fun to be able to customize your character so that each character is fighting in slightly different terms, like, lets say you can unlock “traits” for your character, and you can choose which one of them you want to use, but you can only use 1 at any time.
and the traits might be things like:
(element) mastery: all your (element) cards have +10 power
brute force: all your cards have +5 power
elementalist: all your cards have ELEMENTAL 20 and LINKED ARMOR 20
resistant: your resist effects are increased by 50%
pyromancer: your fire cards have REIGNITE 20
aquamancer: your water cards have SAP 20
humusmancer: your earth cards have ANTIDOTE and BANDAGE 20
poison alchemist: poison effects deal double damage
hemorrhage: bleeding effects last 1 additional turn.
item specialist: 1 item is returned to your hand if you lose
magician: playing a magic card causes WEAKEN 30 next turn
equalizer: if you have less health than your opponent after combat each turn, DRAIN 20
heavily armored: your SHIELD effects are increased by 20
resiliant: you start with 20% more health
regeneration: you heal 15 health every turn
sentinel aspect: start with 50% more health, you may only use cards of 1 element

also, the “bottle of monster essence” idea from gilmok sounds cool, not sure how it would work though.

 
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I would like to see trap item cards. A couple of quick examples:

Cursed Mirror: Inverts element wheel for the turn.

Spike Pit: Cards with greater than 80 innate power automatically lose this round.

Potato Bomb: In play for 3 rounds. On win, passes to other player. Player holding bomb at the end of the 3rd turn takes 100 damage.

The Big Gun: Activates when your opponent’s card has higher innate power than your own. Converts your card’s innate power to 120.

War Drum: Both players add their unselected field card’s power to that of their selected card.

Oh yes, and lets add a kitty to the game:

Feisty Feline (t2):
Power – Max 30
Element – Red
Skill 1 – Pierce 30

Ferocious Feline (t4):
Power – max 75
Element – Red
Skill 1 – Pierce 60

Feline Frenzy (t6)
Power – max 80
Element – Red
Skill 1 – Pierce 75
Skill 2 – Berserk 35 (win or lose, deals 35 damage)

Saber-toothed Savage (t7)
Power – max 100
Element – Red
Skill 1 – Pierce 80
Skill 2 – Berserk 55

Killer Kitten (epic t7)
Power – max 120
Element – Red
Skill 1 – Cute Routine (opposing card loses half its innate power)
Skill 2 – Berserk 80

 
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there should be more animals in general really, there’s so much cool stuff that can be done with what we have here on earth, we don’t necessarily even need elementals, dragons or tribelings
porcupines, causing bleed on loss
armadillos, with tons of shield
rats, with poison
rhinoceroses, with pierce
spiders, with maim

the only animals I have a hard time understanding how they would work would be fish. but practically all other fauna and flora could be candidates.

 
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About some of the evolution we see in game but can’t level our cards into (e.g. Inferno Dragon, Armored Flare). I had a suggestion on how you could make those cards available to us despite their insane power. Beyond being available in the platinum pack, how about you make a specific sacrifice required to unlock that evolution. For instance, for Inferno Dragon, you would need to sacrifice three additional Red Dragons to unlock the potential for a 4th Red Dragon to be leveled to Inferno. You would still need to do the normal leveling after that in order to level them, though.

 
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Originally posted by kaocre:

About some of the evolution we see in game but can’t level our cards into (e.g. Inferno Dragon, Armored Flare). I had a suggestion on how you could make those cards available to us despite their insane power. Beyond being available in the platinum pack, how about you make a specific sacrifice required to unlock that evolution. For instance, for Inferno Dragon, you would need to sacrifice three additional Red Dragons to unlock the potential for a 4th Red Dragon to be leveled to Inferno. You would still need to do the normal leveling after that in order to level them, though.

roadhouse have said t8 evolutions will be unlocked when more t8 cards have been released, I would imagine we will need to wait for at least 5-8 additional t8 cards (there are just 8 t8 cards so far, 3 of which are unobtainable as far as we know) before we can hope to evolve to them.

also, there are 5 t8 cards that we can get. by being lucky with map 5 chest.

 
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ok kaocre that mean I can get 20 inferno dragons yeah

 
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Originally posted by ks5bns:

ok kaocre that mean I can get 20 inferno dragons yeah

Sure, so long as you don’t mind getting beaten out by every Water card with 81+ damage.

 
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item card: Poison Haze
picture: bottle with green mist

+50 power to creatures with poison
regardless of who wins, both players are afflicted with poison equal to 17% of the damage dealt this turn for 6 turns.

example:
turn 1: player A wins with adamant golem (100 power), player B uses poison haze, both players are affected by 17 poison damage for 6 turns.
turn 2: player B wins with skeleton guerilla, poison spike triggers.

item card: blood thinning agent
picture: bottle with blue mist

+50 power to creatures with bleed
rend wounds 1

item card: weakening mist
picture: bottle with red mist

all creatures without resist lose 50% power

magic card: regrowth

for 5 turns:
+25 health
healing effects heal an additional 25 health

magic card: Earth/Fire/Water Sanctuary

non-earth/fire/water cards get -30% power

 
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technical question for roadhouse:
as far as I know there are no cards with more than 2 abilities (for example: ice axe champion, it has +damage and pierce, but there are no cards that has three abilities, only up to 2)
is this an engine limitation or is it a choice you have made for the sake of not having overly complicated cards?

for example, would the following card even be possible to exist engine-wise (ignoring for a moment that it would be a horrible card design-wise):

Dandelion
power: 1
revenge 100
shield 100
explode 100
drain 100
antidote
bandage 100
rend wounds 5
maim 100
pierce 100
damage 100
elemental 100
bleeding 100
poison 100
resist 100
noxious 100

 
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The engine as a whole is both the logical code side of things that parses in data, then the visualization of that data from the code. The logical code could absolutely handle the data that would create that monstrosity of a card ;) , and there are no arbitrary limits in the data, but the visualization side of things would be limited to being able to display only two.

So in that respect, the engine does not support more than two special bonuses per card.

 
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thanks for the answer, much appreciated :)

 
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Thought about card fussions f.e: Reanimated Warlord + Vampire Axe Armor => Reanimated Champion

What do you think?

 
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like a lot of robins ideas though think “humusmancer: your earth cards have ANTIDOTE and BANDAGE 20” should be renamed Geomancer.

Thief – magic card that uses opponents items on your monster
Reflect (magic card or monster effect ) reflects opponents magic cards back at them and or negates/protects from dispel
Crystal Golem – No element – max power 100 with Reflect
Adding in Air Element cards
adding in a trading system
Expanding the revolving card shop

Just some ideas floating around in my head looking forward to feedback sorry if some of my ideas have already been posted

 
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Some card ideas. Although I do think that there should be some design overhaul per my comments elsewhere.

Magic Missile (T4 spell)
Deal 40 damage to opponent.

Amnesia (T7 spell)
Opponent may not play an item or spell card next turn.

Battle Gauntlets (T6 item)
+40 power.
Reduce damage by 40 on loss.

Immunity Orb (T8 item)
Your creature is immune to elemental loss this round.

Lithid (T3 water creature)
power: 44 – 56
[ Mind Flay ] Reduce opponent’s power by 18 for each special ability it has.

Mind Flayer (T5 water creature)
power: 58 – 70
[ Mind Flay ] Reduce opponent’s power by 24 for each special ability it has.

Cthulhu (T7 water creature)
power: 90 – 106
[ Mind Flay ] Reduce opponent’s power by 24 for each special ability it has.
[ Brainwash ] Remove opponent’s special abilities.

Fire Snake (T3 fire creature)
power: 50 – 64
[ Cinderize ] On win, remove a random creature card from opponent’s hand.

Fire Serpent (T5 fire creature)
power: 66 – 80
[ Cinderize ] On win, remove a random creature card from opponent’s hand.

Salamander (T7 fire creature)
power: 82 – 132
[ Cinderize ] On win, remove a random creature card from opponent’s hand.
[ Incinerate ] On win, remove a random item card from opponent’s hand.

Fox Thief (T3 earth creature)
power: 21 – 31
[ Trick ] Switch power with opponent.

Fox Rogue (T5 earth creature)
power: 33 – 43
[ Trick ] Switch power with opponent.

Kitsune (T7 earth creature)
power: 45 – 65
[ Trick ] Switch power with opponent.
[ Pickpocket ] Remove opponent’s items and use them on self.

 
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The Amnesia card would be very good for strategy in PvP, because it would allow you to play the next turn without any surprises through items and spells. A basic spell that always damages the opponent regardless of whether you win or lose is also a good idea so I created Magic Missile.

The Battle Gauntlets item is pretty versatile, making it a decent item to splash in a deck for a mid-level player. I believe there should be a new mode invented where you are only allowed to use cards up to a certain tier (to make low-tiered cards more useful and to offer new gameplay options). In that case this would be good for a T6-max fight. The Immunity Orb is also an item I would love to see since it adds great strategy — you could intentionally choose creatures that would lose an elemental battle but have high attack power and trick your opponent this way.

The creature cards introduce a new concept for each element. The water cards work by penalizing attack power when the opponent has special abilities, and even can remove them. This would be great against a lot of complex enemies. The fire creatures do damage to the opponent’s hand which I think is a cool mechanic and something fire should be able to do (typical destruction-type effect). The earth cards introduce a “thief” concept which is also neat because those cards try to have lower power than the opponent so that they can then switch and beat up the enemy. It’s an interesting new strategy. Also the ability of T7 Kitsune to steal items in play would have interesting new effects.

 
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A couple more ideas.

Power Drain (T6 spell)
If opposing creature is T6 or higher, it loses 50% of its power.

Voodoo Doll (T7 item)
Remove opposing creature’s abilities and add them to your creature.

Rain Wizard (T8 water creature)
power: 90 – 121
[ Elemental 50 ] +50 damage on elemental win.
[ Spellcraft 50 ] Heal 50 for every item or spell opponent uses.

Archdemon (T8 fire creature)
power: 97 – 155
[ Blood Thirst 75 ] If opponent is bleeding, +75 power.
[ Bleeding 24, 2 ] Inflicts 24 bleeding damage for 2 turns on win.

Steel Giant (T8 earth creature)
power: 75 – 89
[ Shield 150 ] Blocks 150 damage on loss.
[ Curse 50 ] Deal 50 damage to opponent on elemental loss.

 
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A magic card that can conceal another card you play and the magic card itself. It would be good for PvP because the enemy will think you are playing no magic/item cards, and underestimate you.

 
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I think a magic card with the ability to randomly change your and opponent element card is a plus =). It can give some winning percentage for those whose card is not high level enough and have to depend on the elements only. And it can annoy your opponent when they think they got the round in their hand already…just a suggestion.

 
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Than (T2)
Power-Max 34
Element-Blue
Skill 1-Life link 10 on loss

Thanatill (T4)
Power-Max 67
Element-Blue
Skill 1-Life link 20 on loss
Skill 2-Null 1 enemy magic card

Thanatos (T7)
Power-Max 132
Element-Blue
Skill 1-Life link 50 on loss
Skill 2-Null all enemy magic cards
Skill 3-Change element with enemy

 
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Originally posted by dlarose:

Than (T2)
Power-Max 34
Element-Blue
Skill 1-Life link 10 on loss

Thanatill (T4)
Power-Max 67
Element-Blue
Skill 1-Life link 20 on loss
Skill 2-Null 1 enemy magic card

Thanatos (T7)
Power-Max 132
Element-Blue
Skill 1-Life link 50 on loss
Skill 2-Null all enemy magic cards
Skill 3-Change element with enemy

starts has blue tribe sprite

 
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stone zombie (T4)
Power-Max 5
Element-green
Skill blocks all damage on loss,cannot use items
(A zombie unwillingly fell into the magic swamp and created this)

 
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Originally posted by secretwolve:

stone zombie (T4)
Power-Max 5
Element-green
Skill blocks all damage on loss,cannot use items
(A zombie unwillingly fell into the magic swamp and created this)

I would make a deck made of 12 of these and 6 reversals. since I would be incapable of taking combat damage, I would be unable to lose against almost all types of decks, some of the only decks that could potentially win would be:
a deck made only of fire cards, at least one of which are blood knight. (the direct counter that always wins given that both players have the same starting health)
a deck with a lot of poison/noxious damage.
a deck with a lot of bleeding damage that uses magic cards to win despite the elemental weakness.

and note, due to reversals it would not be good enough for the opponent to “just” deal a little bit of effect damage and call it a day, they would have to deal enough effect damage to make for the fact that their own creature-power will be turned on them half of the time.

 
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except the stone zombie would be extremely hard to get if it was mad e a card