Forums Tyrant

Post your own card ideas here..... page 2

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[Note: I try to keep my ideas relatively balanced]

Fire in the Sky
[Action]
Strike 1
Strike 1
Strike 1
Jam
Jam
Jam

Rock N’ Roll
[Action]
Rally 3
Heal All 2

Scalar Walker (2)
[Raider Assault]
Strike 4
Evade
Armored 3
4/2

Scalar Probe (4)
[Imperial Structure]
Strike 3
Counter 1
0/5

Flanking
[Action]
Rally 4
Weaken 4

These are the funny ideas

Optimus Prime (4)
[Legendary Imperial Assault]
Evade
Jam
7/5

Megatron (3)
[Legendary Xeno Assault]
Counter 1
5/7

Kazuma, the Shell Bullet (2)
[Legendary Raider Assault]
Strike 1
Strike 2
Strike 3
1/7

The three increasing instances of Strike represent his three “Shell Bullet” abilities.

Ryuho (4)
[Legendary Imperial Assault]
Summon Zetsuei [If card named Zetsuei is in your hand, it is played and you draw a new card]
1/6

Zetsuei (1)
Immobilize
Jam
Evade
Strike 2
Strike 2
1/3

The Immobilize and Jam represent his “ribbon” defense which seems practically impenetrable. The evade represents how fast he is at dodging and the two instances of Strike 2 represent the two Right and Left Arm attacks AKA “Vigorous Right Fist Fukuryuu” and “Vigorous Left Fist Garyuu”.

Straight Cougar (0)
Strike 1
Strike 1
Strike 2
0/7

Straight is all about speed and using his feet to attack, so it makes sense that he has no attack power. His kick attacks are the same as Kazumas Shell Bullets seeing how he was taught by Straight after all.

Kyouji Mujo (7)
[Legendary Imperial]
Mimic
Mimic
Mimic
2/15

The 3 instances of Mimic represent his ability to “absorb the life and powers of other alters”. His high health represents how elusive he is and his ability to manipulate his surroundings to do so.

If you don’t know who any of these characters are, they are from an old Anime show called S-CRY-Ed. It’s hands down the best Anime ever made imo.

 
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Two Krakens Mud Wrestling (4)
[Legendary Xeno Assault]
Flurry 1
0/22

 
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Originally posted by Spence:

Two Krakens Mud Wrestling (4)
[Legendary Xeno Assault]
Flurry 1
0/22

HA!

 
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Originally posted by loki3:

New mechanic: Flashbang (Defensive: When this card takes combat damage, the attacking card is jammed and immobilized until end of turn.)

Blinding Wall
(Uncommon) Imperial Structure Card
Wall, HP 5, Delay 0
Flashbang (Defensive: When this card takes combat damage, the attacking card is jammed and immobilized until end of turn.)
“Walls were made to be broken” -Duncan

Geckatron
(Rare) Imperial Assault Card
Attack 3, HP 2, Delay 2
Regenerate 1
Counter 1
Flashbang (Defensive: When this card takes combat damage, the attacking card is jammed and immobilized until end of turn.)
“If you bite my tail, I bite your tail. You’ll choke. And I’ll grow me a new one, sucka.”

New mechanic: Repair (Activation – Increases health of a random allied structure.)

Mechanical Mechanic
(Common) Raider Assault Card
0 Attack/4 HP, Delay 1
Repair 1 (Activation – Increases health of a random allied structure.)
“I feel like a tool.”

Magnus Cannon
(Unique) Raider Structure Card
3 HP, Delay 2
Strike 1
Strike 1
Repair 2 (Activation – Increases health of a random allied structure.)
“Boom, boom, boom. Gotta fix that.”

awesome man…. :D

 
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“Ditto” – Legendary Xeno (2)
1/6
Mimic 5

 
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Parallel Universe
(Legendary) Xeno Action Card
Mimic All (Activation – Mimics all enemy assault cards)

Spectre
(Unique) Imperial Assault Card
1 Attack/1 HP, Delay 0
Immobilze
Anti Air
Pierce

Death and Decay
(Unique) Bloodthristy Action Card
Weaken All 3
Siege 5
Siege 5

Karen
(Unique) Imperial Commander Card
5 HP
Weaken Bloodthirsty 2
Jam Xeno
Mimic Imperial

Power Drill
(Unique) Xeno Assault Card
0 Attack/1HP, Delay 0
Siege 3
Siege 3
Siege 3

Signal Jammer
(Unique) Xeno Assault Card
0 Attack/1HP, Delay 0
Jam
Jam

Flithy Mass
(Uncommon) Bloodthirsty Assault Card
1 Attack/1HP, Delay 0
Immobilze

 
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Ceasefire
Action card
All damage is negated for some number of turns

Summat like this would be real neat, make the game more interesting
(specifically i think it useful for my strategy of just getting a gigantic array of missle sattelites to strike them out of existance, when they can barely even touch my sattelites, just so i dont lose b4 i can finish deploying them)

 
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New set of legendaries for Enclave:

SkyRaptor
Imperial
4/2
Delay 2
Evade
Anti-Air 2
Flying

Protoype-4
Xeno
1/1
3 Delay
Evade
Seige 2
Rally all 1
Heal all 1
Armor 2

ShadowMech
BloodThirsty
2/4
2 Delay
Armor 1
Anti-air 3
Poison 4

Omni-Hunter
Raider
4 Delay
6/5
Crush 3
Anti-air 3
Armor 1

 
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Unique Bloodthirsty
Gore Rhinox
4/5, 4 wait, Crush 4

Unique Bloodthirsty
Deathspitter Cannon
2/5, 2 wait, Flurry 1; Anti-Air 2

What do you think, overpowered or balanced?

I think they’re rather balanced

 
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new mechanic:

suizide X : When the unit is destroyed it does siege X & Strike X

example :

Suizide Trooper
Wait 1
1/1
counter 1
Suizide 2

new mechanix : shield X

Prevent X dmg. for target creature

new mechanix: duplicate

The unit creates a copy of a random friendly unit that lasts 1 round with all skills

new mechanic: ardent zeal X

If target units prevents death by evade or regenrate it’s healthpoints grow by X.

example :

Ardent Zealot
Wait 1
Evade
Regenerate
ardent zeal 1
2/1

 
This post has been removed by an administrator or moderator
 
Flag Post
Originally posted by Murok:

new mechanic:

suizide X : When the unit is destroyed it does siege X & Strike X

example :

Suizide Trooper
Wait 1
1/1
counter 1
Suizide 2

new mechanix : shield X

Prevent X dmg. for target creature

new mechanix: duplicate

The unit creates a copy of a random friendly unit that lasts 1 round with all skills

new mechanic: ardent zeal X

If target units prevents death by evade or regenrate it’s healthpoints grow by X.

example :

Ardent Zealot
Wait 1
Evade
Regenerate
ardent zeal 1
2/1

Sorry about the mass post above. I requested that it get deleted.

Analysis: You have really cool ideas, but they feel kind of complicated (and wordy on the card. ex: ardent zeal only exists on cards that have regenerate or evade already). Generally, cards with multiple powers should be rarer, and abilities should be able to exist stand alone on commons.) I think “suizide” could actually work as a mechanic if it was similar to counter (uncounterable damage to enemy unit).

 
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ardent zeal can also procc on survived dmg. :-)

 
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New Action cards:

-Stasis
Prevents all cards on the field from attacking for 1 turn

-Artillery
Deals 2 direct damage to the enemy commander

New Mechanic:
Mass Produce: Decrease wait time for a unit to enter the battle by X

-Reinforcements
Mass Produce all 1

-Assembly Plant
2 wait
5 health
Mass Produce 1

 
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Elder Jade Uncommon Imperial: 0/10 0 turn delay.
Gains 1 counter per turn
Use 1 counter, choose between Siege 2 or Select 2 assault cards and target them with strike 1.
Use 2 counters, Choose between rally all 2 or heal all 2.

Dark Nightmare rare Bloodthirsty: 2/6 2 turn delay.
Every time Dark nightmare attacks. It gains +1 attack.
May decrease attack to heal or strike a selected card.

Imperial Assault Squad, rare set: A Kit of cards consisting of Assault Trooper, Engineer Trooper, Medic Trooper, Sniper Trooper.

Assault Trooper: 3/6 2 turn delay. If Any other Trooper is out on the battlefield, Damage Dealt to any other trooper will get redirected to Assault Trooper.
Armored 1.

Engineer Trooper:1/4 1 turn delay. Repair 1 building.

Medic Trooper:1/4 1 turn delay. Heal 2. If any other trooper is out. Medic Trooper gets heal 4. and Revive 1. (10% chance to revive any other Assault card on the field. (assault as in normal cards))

Sniper Trooper:1/2 1 turn delay. Evade. Counter Trooper. (If a other trooper gets hit. Sniper trooper has a 50% chance to shoot/attack at attacking monster.)

Hmm…Ideas running out. If i get any more. Ill post it here. Reply and think its Overpowered or too weak. Honestly i think its OP.

 
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reincarnation: revive a fallen unit without its effects and with 2 less attack.
delay beam staysa: battlefield(like field spell) health 2, add a delay to all units
delay beam nulla: battlefield health 2 delays all structures 1
delayed beam: battlefield wait 2 health 4: adds a one turn delay for all actions
reversed battle: action delay 4 health 4 acts as wall until delay ends then activates and removes itself from the game.both commanders heal 10, all cards on field return to deck, if attacker timeout occurs at turn 45 and if defender timeout occurs at turn 60. This skill would be called reversion 10.

 
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Dune Sniper
Raider Assault Card
6 Attack/2 HP, Delay 2
Immobilze
Pierce 2
Evade

Mine Field
Raider Structure Card
3HP / Delay 0
Wall
Counter 4

 
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Apocalypse Tank: (probably promotional)
Legendary Xeno
4/3
Delay 4
Evade
Pierce 3

Blitz Rush:
Rare Effect Card (like Rally Flag)
0/3
Rally 2
Causes 1 unit that has 1-3 Delay to have 0 delay.

Seismic Wave Generator:
Structure card (Like the Raider nuclear silo thing)
0/3
Delay 2
Causes all enemy units to take damage half of their attack (If the unit has 1 attack then they will get damaged by 1)

Time Machine:
Legendary Effect Card
0/4
Delay 5
Causes 1 Unit that has died in the past 1 round that the Time Machine has been activated to be placed back into the game with 1 delay.

Bandit:
Rare Raider
2/2
Pierce 1
Evade
Delay 2
If Bandit strikes the killing blow on an enemy 1 hp goes back to You. (Your Commander)

Virmire:
Legendary Raider
6/2
Pierce 2
Attack all Imperial 1
Rally 1
Evade
Immobilize
Delay 4

Hit Squad:
Rare Effect Card
Causes the Enemy commander to take damage to how many Executioners there are on the field.

Executioner:
Rare Raider
2/6
Delay 2

Sand Crawler
Bloodthirsty
2/4
Immobilize
Delay 2

 
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awesome cards guyz…….

 
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Commander Assassin
Raider Assault Card
5 Attack/2 HP, Delay 2
Fear
Evade

 
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Commander assassin seems like if you mass them two things could happen many times….Either the enemy gets out a quick heavy hitter and obliterates them or they get set up and massacre the other commander which is kinda op if you have a rally raider command or structure >.>

 
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Wereman
Rare Bloodthirsty
3/2
Immobilize
Fear
Evade
Delay 1
If there is 1 Wereman and 1 Vampire on the field of battle then they cause 2 damage to the enemy commander.

Meat Wagon
Legendary Structure Card
0/6
Delay 0
Causes allied Bloodthirsty units to go on a frenzy and start doubling their attack (2 attack = 4, 4 = 8 e.t.c)

Bloodthirsty Genesis
LEGENDARY Bloodthirsty Commander
12 hp
Weaken Imperial 3 (Commander must wait 3 turns for this to turn active)
Heal all Bloodthirsty 3 (Commander must wiat 3 turns for this to turn active)
Mimic Xeno

 
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Assault Commando
Imperial Assault Card
3 Attack/2 HP, Delay 3
Pierce 1
Immobilize
First Strike (this card makes a attack on the first turn it enter play.)

 
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new mechanism

deja vue X : random allied creature uses it´s activated abilitys X times.

 
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Meat Wagon
Legendary Structure Card
0/6
Delay 0
Causes allied Bloodthirsty units to go on a frenzy and start doubling their attack (2 attack = 4, 4 = 8 e.t.c)

Thats totally broken I think … delay 0 , permanent and 6 HP ^ come on ^

Lets make it a action card and a flurry once :-)