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avatar for JDOELE JDOELE 63 posts
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Originally posted by stormcommando:
Originally posted by JDOELE:
Originally posted by stormcommando:
Originally posted by JDOELE:

Imperial Excavator
Rare Unique Imperial Assault
0/4/1
Summon Underground Bunker
Siege 2

Underground Bunker
Uncommon Imperial Structure
-/3/4
Refresh
Protect All Imperial 1

any comments would be appreciated

Hope Mason is Almost OP and it has 3 wait and summons marks of hope, which are weaker than underground bunker. This has 1 wait. Get it?

I don’t think comparing hope mason to this is very valid, mason has much better survivability (+3 health and a defensive skill) and mark of hope has an immediate impact upon play that assists in hope masons survivability, by healing it. Underground bunkers, on the other hand, have no immediate impact on play and it is highly unlikely that one will be active at the same time as the excavator. The opponent has much more time to deal with an underground bunker than they do a mark of hope.

no doubt rally 1 heal 1 is more powerful than protect all 1 (sarcasm) Besides, ever heard of chaos?

I didn’t say rally 1, heal 1 is better, I said it has situational advantages, specifically tempo advantages. On the topic of chaos, excavator would see play solely in Imperial based decks (Protect all IMPERIAL 1 is useless if you have no imperials) and Imperials have 0 cards with chaos besides LH, who can be played with just about any deck.

 
avatar for stormcommando stormcommando 1260 posts
Flag Post
Originally posted by JDOELE:
Originally posted by stormcommando:
Originally posted by JDOELE:
Originally posted by stormcommando:
Originally posted by JDOELE:

Imperial Excavator
Rare Unique Imperial Assault
0/4/1
Summon Underground Bunker
Siege 2

Underground Bunker
Uncommon Imperial Structure
-/3/4
Refresh
Protect All Imperial 1

any comments would be appreciated

Hope Mason is Almost OP and it has 3 wait and summons marks of hope, which are weaker than underground bunker. This has 1 wait. Get it?

I don’t think comparing hope mason to this is very valid, mason has much better survivability (+3 health and a defensive skill) and mark of hope has an immediate impact upon play that assists in hope masons survivability, by healing it. Underground bunkers, on the other hand, have no immediate impact on play and it is highly unlikely that one will be active at the same time as the excavator. The opponent has much more time to deal with an underground bunker than they do a mark of hope.

no doubt rally 1 heal 1 is more powerful than protect all 1 (sarcasm) Besides, ever heard of chaos?

I didn’t say rally 1, heal 1 is better, I said it has situational advantages, specifically tempo advantages. On the topic of chaos, excavator would see play solely in Imperial based decks (Protect all IMPERIAL 1 is useless if you have no imperials) and Imperials have 0 cards with chaos besides LH, who can be played with just about any deck.

LH. You hit the problem right there.

 
avatar for Nintendoman07 Nintendoman07 36 posts
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Overload X – Defensive : This card may take no more than X damage total each turn
Expose – Damage-Dependent : Target’s Defensive skills no longer activate (susceptible to Cleanse)


Brute Golem
Rare Imperial Assault
3/4/4
Overload 1
Armored 1
Immobilize

Exposer
Rare Bloodthirsty Assault
1/5/1
Pierce 3
Expose

Undying
Legendary Bloodthirsty Assault
4/6/4
Refresh
Overload 3
Disease

Any thoughts? (mainly ways to make these less OP, if that ends up being the case)

 
avatar for RATHRARETH RATHRARETH 52 posts
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2 New Skills:
Nullifier: Damage- dependant: After damaging an enemy from an attack, damaged assault unit can not be affected by ally activation skills and his own activation skills be desactived. (cleance works with nullifier too).

Formation: When a unit equiped with formation is placed between two allied units, the units receive an increase in attack and health. (Example using Formation 1: Attack 2= Attack 3, Health 2= Health 3)

Gremlin – 2 Wait
Rare Bloodthirsty unit
2 Attack 5 Health
Nullifier
Pierce 3
Counter 2

Formation Leader – 3 Wait
Unique Righteous unit
3 Attack 5 Health
Formation 3
Intercept
Evade

 
avatar for JDOELE JDOELE 63 posts
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Originally posted by Nintendoman07:

Overload X – Defensive : This card may take no more than X damage total each turn
Expose – Damage-Dependent : Target’s Defensive skills no longer activate (susceptible to Cleanse)


Brute Golem
Rare Imperial Assault
3/4/4
Overload 1
Armored 1
Immobilize

Exposer
Rare Bloodthirsty Assault
1/5/1
Pierce 3
Expose

Undying
Legendary Bloodthirsty Assault
4/6/4
Refresh
Overload 3
Disease

Any thoughts? (mainly ways to make these less OP, if that ends up being the case)

I like Brute Golem and Exposer (though I would suggest giving Exposer two attack so it’s not completely impotent against Draco). I think having refresh and overload on the same card is not a good idea (it makes for a very narrow method of countering) but considering it is legendary and doesn’t have something ridiculous like flurry, berserk or swipe I think its not completely OP.

 
avatar for Ultradc Ultradc 93 posts
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Odyne
Legendary Raider Assault
2/15/4
Wall
Counter 3
Regenerate 3

That’s right, wall on an assault unit.

Ares
Legendary Raider Assault
7/10/4
Burst 3
Strike 1
Siege 1

 
avatar for lukediewalker lukediewalker 502 posts
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JAXA
Epic raider structure
8/4
summon Orbital bombarder
summon heli-duster
summon heli-duster

Orbital bombarder
Uncommon raider structure
3/2
evade
strike 2

Armory
Epic imperial structure
8/4
wall
armored 3
summon sabre

Hivemind
Epic bloodthirsty structure
7/4
heal all bloodthirsty 2
rally all bloodthirsty 2
summon arcid

Doomsday warpgate
Epic xeno structure
6/4
evade
summon merciless invader
summon phantasm

Sacred garden
Epic righteous structure
8/4
Heal all righteous 2
cleanse all righteous
protect all righteous 1

 
avatar for bc007004 bc007004 236 posts
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Today’s theme: Upgrade

Venomous Phantom
Unique Xeno Assault
0/5/2
Rally All Xeno 1/Poison 3

Suppressive Anvil
Unique Raider Assault
4/3/2
Armored 2/Crush 4

Unexpected Shapeshifter
Unique Bloodthirsty Assault
1/4/0
Mimic/Flurry 1

 
avatar for SpirituInsanum SpirituInsanum 37 posts
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Skill: Manipulate: Activation- Activates a random inactive card for this turn. Cooldown is not stopped.
(it’s like a forced blitz)

Colosseum:
Unique Rare Righteous Building
-/7/3
Manipulate Righteous
Mimic
Rally All Righteous 1

Milliped:
Unique Rare Xeno Assault
2/8/3
Poison 2
Summon Xeno Mauler
Manipulate Xeno

Flying Tentacular Monster:
Legendary Bloodthirsty Assault
3/9/1
Flying
Manipulate Bloodthirsty
Augment All Bloodthirsty 1

Activator:
Rare Raider Assault
1/5/0
Manipulate Raider
Rally Raider 1

 
avatar for Monotoneman Monotoneman 53 posts
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Has it occurred to you that a 3/9/1, no matter what its skills, would be quite ridiculous? *cough*flyingtentacularmonster*cough*

 
avatar for LokiofAshe LokiofAshe 59 posts
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I think more than one summon per card per turn is OP. On play it may work, but each turn is totally insane.
I can see it happening if it summons weak cards that are easily dealt with, have an incredible disadvantage (like backfire) or are limited greatly in damage output (like 4 wait with 0 attack or something equally bad)

With that in mind:

Troop transport
Unique Imperial Assault

2/6/2
Flying
Summon rocket infantry
Summon infantry

I think it mite b cool to revamp cards from the first missions, when everything was more militaristic like and the bloodthirsty were awesome, even terrible opponents if your gold packs betrayed you with bad rares.
Infantry is probably the weakest playable card in the game, but with 0 wait and rally it could really pack a punch to some unprotected decks, or work as cannon fodder to protect slower assault units/structures.

Wait 2, 6 health and a defensive skill give the transport some survivability, but generally it shouldn’t stick around enough to summon more than 2 times, except in a very good deck (plus infantry & rocket infantry can be blocked with weaken).
Will accept suggestions for editing it.

 
avatar for SpirituInsanum SpirituInsanum 37 posts
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Originally posted by Monotoneman:

Has it occurred to you that a 3/9/1, no matter what its skills, would be quite ridiculous? *cough*flyingtentacularmonster*cough*

A single hydra would be enough to counter it. FTM does 1 damage on first played turn, 1 on the second, hydra does 5 damage, FTM does 1, hydra does 5, FTM loses.

That’s not counting all the weaken/enfeeble skills, so it could work.

*cough*spaghetti wouldn’t look serious xD*cough*

 
avatar for lukediewalker lukediewalker 502 posts
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Originally posted by LokiofAshe:

I think more than one summon per card per turn is OP. On play it may work, but each turn is totally insane.
I can see it happening if it summons weak cards that are easily dealt with, have an incredible disadvantage (like backfire) or are limited greatly in damage output (like 4 wait with 0 attack or something equally bad)

With that in mind:

Troop transport
Unique Imperial Assault

2/6/2
Flying
Summon rocket infantry
Summon infantry

I think it mite b cool to revamp cards from the first missions, when everything was more militaristic like and the bloodthirsty were awesome, even terrible opponents if your gold packs betrayed you with bad rares.
Infantry is probably the weakest playable card in the game, but with 0 wait and rally it could really pack a punch to some unprotected decks, or work as cannon fodder to protect slower assault units/structures.

Wait 2, 6 health and a defensive skill give the transport some survivability, but generally it shouldn’t stick around enough to summon more than 2 times, except in a very good deck (plus infantry & rocket infantry can be blocked with weaken).
Will accept suggestions for editing it.

please dont add cards that summon 0 delay cards D:

 
avatar for Behemoth542 Behemoth542 1192 posts
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Unstable Morph

Unique Bloodthirsty Assault

0/2/1

Emulate
Mimic
Summon Unstable Morph

 
avatar for LokiofAshe LokiofAshe 59 posts
Flag Post
Originally posted by lukediewalker:
Originally posted by LokiofAshe:

I think more than one summon per card per turn is OP. On play it may work, but each turn is totally insane.
I can see it happening if it summons weak cards that are easily dealt with, have an incredible disadvantage (like backfire) or are limited greatly in damage output (like 4 wait with 0 attack or something equally bad)

With that in mind:

Troop transport
Unique Imperial Assault

2/6/2
Flying
Summon rocket infantry
Summon infantry

I think it mite b cool to revamp cards from the first missions, when everything was more militaristic like and the bloodthirsty were awesome, even terrible opponents if your gold packs betrayed you with bad rares.
Infantry is probably the weakest playable card in the game, but with 0 wait and rally it could really pack a punch to some unprotected decks, or work as cannon fodder to protect slower assault units/structures.

Wait 2, 6 health and a defensive skill give the transport some survivability, but generally it shouldn’t stick around enough to summon more than 2 times, except in a very good deck (plus infantry & rocket infantry can be blocked with weaken).
Will accept suggestions for editing it.

please dont add cards that summon 0 delay cards D:

Ok, fine, maybe heavy infantry then. Or raise the delay to 3, IDK

 
avatar for stormcommando stormcommando 1260 posts
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Avenging Phoenix
Unique Rare Righteous? Assault
1/1/2
Flying
Regenerate 1
Berserk 10 on Death

 
avatar for ratchet500 ratchet500 265 posts
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Originally posted by stormcommando:

Avenging Phoenix
Unique Rare Righteous? Assault
1/1/2
Flying
Regenerate 1
Berserk 10 on Death

Increase the attack of a dead unit by 10? Might as well give this 1 hp unit refresh…

 
avatar for ShatteredReality ShatteredRea... 537 posts
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Originally posted by ratchet500:
Originally posted by stormcommando:

Avenging Phoenix
Unique Rare Righteous? Assault
1/1/2
Flying
Regenerate 1
Berserk 10 on Death

Increase the attack of a dead unit by 10? Might as well give this 1 hp unit refresh…

Me thinks u no read das regenerato.

 
avatar for masterluke masterluke 1196 posts
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Overseer
Unique Imperial Assault
2/9/3
Berserk 1 on Attacked
Weaken All 1 on Played
Summon Reinforcer on Death

Reinforcer
Rare Imperial Assault
3/7/3
Armored 1
Augment Imperial 1
Strike 1

 
avatar for zys123 zys123 7244 posts
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Entropy
(Action)
Chaos All
Enfeeble All 1
Summon Chaos Swarm
(I’d like Summon Gravity Distorter here as a more certain jam but that would both be quite OP, even though right now it is still kinda OP, but the 100k price tag and lv90 requirement would be an instant kill of an idea)

Works great in anti-strike decks if enfeeble lasts till enemy’s turn ends, if not. Well, it’s still a quite nice card.

 
avatar for PfCHellston PfCHellston 235 posts
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Insomnia
Legendary Xeno
2/7/2 wait
Emulate
Augment Xeno 2
Summon Induce Madness

Iron Sparrow
Rare Imperial
2/4/2 wait
Payback
Flying
Burst 4

Salvation Denier
Rare Xeno
3/7/3 wait
Fear
Strike 3

Orichalcum
Legendary Righteous
2/8/2 wait
Refresh
Immobilize
Swipe

Decoydroid
Rare Raider
0/6/0 wait
Intercept
Regenerate 3

 
avatar for bc007004 bc007004 236 posts
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Today’s theme : Reputation Reward

Cat’s eye
Common Xeno Assault
1/5/1
Emulate/Payback/Tribute

Aquamarine Warden
Uncommon Imperial Assault
3/4/2
Cleanse Imperial/Refresh

Spirit of Ruby
Rare Bloodthirsty Assault
0/7/3
Augment 2/Rally 2/Berserk 2

 
avatar for RATHRARETH RATHRARETH 52 posts
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Alpha
Legendary Imperial Assault
2 Wait
2 Attack 5 Health

Augment 3
protect 1
weaken all 1

 
avatar for Behemoth542 Behemoth542 1192 posts
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Mercury, the Flaming Prince

Legendary Raider Assault

4/5/2

Refresh
Flurry 1
Swipe

Venus, the Charmer

Legendary Righteous Assault

0/7/2

Protect All 1
Emulate
Cleanse All

Gea, the Shrine of Hope

Legendary Righteous Structure

-/9/4

Cleanse All
Heal All 2
Protect All 1

Mars, the War Bringer

Legendary Xeno Assault

8/7/4

Flying
Swipe
Crush 5

Halley, the Speeder

Legendary Imperial Assault

3/2/0

Flurry 1
Berserk 1

Jupiter, the Void Splitter

Legendary Imperial Assault

8/9/6

Refresh
Pierce 5
Crush 8

Saturn, Ring of Power

Legendary Xeno Assault

0/8/4

Cleanse Xeno
Augment All Xeno 2
Heal All Xeno 1

Uranus, the Sky Dweller

Legendary Bloodthirsty Assault

4/4/2

Flying
Swipe
Berserk 1

Neptune, the Destroyer

Legendary Bloodthirsty Assault

0/6/2

Refresh
Berserk 2 on Attacked
Supply 1 on Attacked

Pluto, Doomsday Device

-/8/4

Enfeeble All 1
Strike All 1
Summon Electromagnetic Pulse

 
avatar for stormcommando stormcommando 1260 posts
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Originally posted by Behemoth542:

Mercury, the Flaming Prince

Legendary Raider Assault

4/5/2

Refresh
Flurry 1
Swipe

Venus, the Charmer

Legendary Righteous Assault

0/7/2

Protect All 1
Emulate
Cleanse All

Gea, the Shrine of Hope

Legendary Righteous Structure

-/9/4

Cleanse All
Heal All 2
Protect All 1

Mars, the War Bringer

Legendary Xeno Assault

8/7/4

Flying
Swipe
Crush 5

Halley, the Speeder

Legendary Imperial Assault

3/2/0

Flurry 1
Berserk 1

Jupiter, the Void Splitter

Legendary Imperial Assault

8/9/6

Refresh
Pierce 5
Crush 8

Saturn, Ring of Power

Legendary Xeno Assault

0/8/4

Cleanse Xeno
Augment All Xeno 2
Heal All Xeno 1

Uranus, the Sky Dweller

Legendary Bloodthirsty Assault

4/4/2

Flying
Swipe
Berserk 1

Neptune, the Destroyer

Legendary Bloodthirsty Assault

0/6/2

Refresh
Berserk 2 on Attacked
Supply 1 on Attacked

Pluto, Doomsday Device

-/8/4

Enfeeble All 1
Strike All 1
Summon Electromagnetic Pulse

Most of these are way beyond OP.