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Some Ideas from my side :
First some Units,
Cyborg Infiltrator (Elite Mek/Dark Elves) – CD : 5, Atk : 3, Life : 2
Effect : Machine – At the start of every turn apply stealth to Cyborg Infiltrator.
Deflector (Barricade/Dark Elves) – CD : 4, Atk : -, Life : 5
Effect : Wall – Any Magic or Range Damage inflicted on this Unit is also applied to the enemy.
Grotesque (Beast Hero/Nameless Horde) – CD : 8, Atk : 2, Life : 7
Effect : Rage 1 – Frenzy 1
Demonic Incarnation (Elite Infantry/Nameless Horde) – CD : 7, Atk : 2, Life : 6
Effect : Increase attack and health by 1 every time a debuff is applied to this Unit.
Queen Arachne (Legendary Cavalry/Spider People) – CD : 8, Atk : 2, Life : 8
Effect : Venomous, Corrode (Every Poisoned Enemy takes 2 Damage)
Silent Assassin (Elite Ranged/Spider People) – CD : 6, Atk : 2, Life : 4
Effect : Ranged – Any Poisoned Enemy damaged by this Unit is destroyed instead.
And here are some Hero ideas,
Cyborg Infiltrator (Hero Version) :
Level 1 : Apply Stealth to 1 Unit every other turn.
Level 7 : Apply Stealth to 1 Unit every turn.
Level 15 : Apply Stealth to 1 Unit and self every turn or to 2 Units.
Merphentes (Demon of Corruption) : [Basically the opposite effect of Malik, but the same amount would be broken]
Level 1 : Slowing : Increase the timer of a random card in your enemys hand by 0-1.
Level 7 : Delay : Increase the timer of a random card in your enemys hand by 1.
Level 15 : Counter Clock : Increase the timer of a random card in your enemys hand by 1-2.
(Would also be nice to see Unit’s with such an effect.)
Some more Cards, specialized in their own Faction.
Warlord (Atlantean) – CD : 8, Atk : 1, Life : 7
Effect : Extra Attack – Everytime this Card damages another Creature, increase the Attack of a random Atlantean Creature you control by 1.
Magic Spirit (High Elf) – CD : 2, Atk : 2, Life : 2
Effect : As long as you control another ‘High Elf’ while this card is destroyed, it is returned to your Hand instead.
Juggernaut (Dark Elf) – CD : 8, Atk : 2, Life : 7
Effect : Increase Atk by 1 and Life by 2 everytime one of your other ‘Dark Elf’ Cards is destroyed.
Giant Ogre (Orcish Tribes) – CD : 7, Atk : 1, Life : 7
Effect : Increase Atk by 1 everytime one of your other ‘Orcish Tribes’ Creatures is damaged.
Broodmother (Spider People) – CD : 8, Atk : 3, Life : 6
Effect : Every time this Creature kills an enemy, put the topmost ‘Spider People’ Card from your graveyard into your Hand.
Infernal Fiend (Nameless Horde) – CD : 4, Atk : 0, Life : 5
Effect : Increase attack of this card by 1 for every other ‘Nameless Horde’ Creatures you control.
Now, some random ideas.
Executioner (Atlantean) – CD : 7, Atk : 1, Life : 6
Effect : Extra Attack on first turn, Any Creature that is damaged twice by this Card is destroyed.
Sacred Phoenix (High Elf) – CD : 8, Atk : 2, Life : 4
Effect : Ignite, Fire Aura – When this creature is destroyed, it is returned to your Hand instead, while also reducing Life by 1 and the Timer by 2. (Can’t reduce below 1 Life.)
Suicide Bomber (Dark Elf) – CD : 5, Atk : 1, Life : 1
Effect : When this Card attacks both this and the enemy card is destroyed.
Enslaved Colossus (Orcish Tribes) – CD : 9, Atk : 7, Life : 7
Effect : Paralyze self after Attack.
Deadly Arachne (Spider People) – CD : 7, Atk : 1, Life : 6
Effect : Poison Nova (Poison all Enemy Creatures.)
Lord of Darkness (Nameless Horde) – CD : 9, Atk : 1, Life : 9
Effect : Extra Attack, Frenzy
Combination Attack (Spell) – CD : 7
Effect : For this turn only, all your Creatures get 1 Attack and have Extra Attack.
Time Leap (Spell) – CD : 8
Effect : Reduce the Timer of every Card in your Deck by 1.
Ritual Master (Hero)
Level 1 : Every three turns, return the bottom card from your graveyard to the bottom of your deck.
Level 7 : Every other turn, return the bottom card from your graveyard to the bottom of your deck.
Level 15 : Every other turn, return the bottom card from your graveyard to your hand.
Summoner (Hero)
Level 1 : Every other turn, draw an extra card and increase its timer by 2-3.
Level 7 : Every other turn, draw an extra card and increase its timer by 2.
Level 15 : Every other turn, draw an extra card and increase its timer by 1-2.
Strategist (Hero)
Level 1 : Every other turn increase the Attack or Life of the highest timer Card in your Hand by 1.
Level 7 : Every other turn increase the Attack and Life of the highest timer Card in your Hand by 1.
Level 15 : Every other turn increase the Attack and Life of the highest timer Card in your Hand by 1-2.
Couple more ‘shrines’
Alter of Sacrifice – (Wall Nameless Horde) CD: 3, Atk: – , Life 3
Effect: Randomly hurts on of your own creatures 1 and heals hero 1.
Medical Tent – (Wall Atlantean) CD: 2, Atk: -, Life 4
Effect: Heal adjacent creatures 1-2
And a different idea for fast decks
Parasite – (Common / Spider People) – CD: 2, Atk:1, Life:1
Effect: Shift – At the end of each turn, moves to the right most position
> *Originally posted by **[stormwars](/forums/32949/topics/621434?page=1#posts-10361170):***
>
> These are all awesome. You should be game designers :)
Maybe i should, well it would at least be something i would like to do x3
But we don’t want to be offtopic here, so i add some more ideas ;)
Magical Stormruler (Hero)
Level 1 : Every other turn, apply Storm Shield to a random allied Unit and damage it by 2.
Level 7 : Every other turn, apply Storm Shield to a random allied Unit and damage it by 1.
Level 15 : Every other turn, apply either Storm Shield or Magic Shield to a random allied Unit and damage it by 1.
(Cant target the same creature with both spells and can’t target any Unit that has already one of the two abilities)
Divine Caretaker (Hero)
Level 1 : Every other turn remove all Negative Status abilitys from all allies.
Level 7 : Every turn remove all Negative Status abilitys from all allies.
Level 15 : Every other turn remove all Negative Status abilitys from all allies and increase their Max Life by 0-1.
Slavedriver (Hero)
Level 1 : Every turn damage your left most unit by 1 and increase it’s attack by 1-2.
Level 7 : Every turn damage your left most unit by 1 and increase it’s attack by 2-3.
Level 15 : Every turn damage one of your units by 1 and increase it’s attack by 3-4.
And some more Unit ideas \o/
Paladin (Elite Cavallery, Atlantean), CD : 6, Atk : 2, Life : 5
Effect : Heavy Shield, Heal 1
Dire Wolf (Elite Beast, High Elf), CD : 7, Atk : 1, Life : 6
Effect : Drain, Wolfpack
Mobile Destroyer (Mek, Night Elf), CD : 5, Atk : 3, Life : 5
Effect : A Wall attacked by this Unit is destroyed. If a Wall is destroyed through this Effect, increase Atk and Life of this Unit by 1.
Dragonic Saurian (Beast Hero, Orcish Tribes), CD : 8, Atk : 1, Life : 6
Effect : Extra Attack, Rage
Wolf Spider (Beast, Spider People), CD : 2, Atk : 1, Life : 3
Effect : Wolfpack
Shade (Elite Infantry, Nameless Horde), CD : 6, Atk : 3, Life : 4
Effect : Assault (Increase Damage by 1 everytime this Card inflicts damage on the Enemy Hero), Ignores Creatures and Damages Enemy Hero directly.
Bloodsucking Incubus (Legendary Mage), CD : 7, Atk : -, Life : 7
Effect : Drain Bolt 2, Magic Drain
Corpse Collector (Spell), CD : 8
Effect : Destroy All Creatures on the Battlefield, ignores Magic Shield. Afterwards, heal your Hero by 1 for every Creature destroyed this way.
Fantastic Deworx – again, thanks for the ideas and I will be using many of them. I hope to have the expansion list nailed down in a week or so, and will publish it in the forums here for comment :)
New Card type: Undead
Background: Undead types feature high attack and life for an aggressive play style. To counter possible overpowered attributes, each turn undead loses 1 life and atk.
Innate ability: Each turn loses 1 atk and 1 life (Exception to legendary)
Attributes:
Common: 3 CD, Atk: 4, Life: 3
Uncommon: 4 CD, Atk: 4, Life: 4 – 5
Rare: 5 to 6 CD, Atk 5 – 6, Life: 6
Legendary: CD: 9, atk 10, Life: 8
Legendary Ability: Necrosis- each unit it attacks loses 1 health every turn
Innate Ability: This unit loses 2 atk and 2 life every turn.
NOTE: I did not go into detail for each effect but just an idea of a new type.
Thought I might share this:
[https://docs.google.com/spreadsheets/d/14YiHOr7UytYhw4jU6zxJrnkWKdSkIvbW3maXcVPs3wE/edit?usp=sharing](https://docs.google.com/spreadsheets/d/14YiHOr7UytYhw4jU6zxJrnkWKdSkIvbW3maXcVPs3wE/edit?usp=sharing)
It’s just WIP for expansion 1, nothing is concrete yet but you can see my general direction. Would love to hear what y’all think :)
Interesting. I like the thought of legendary cards, and those being dragons doesnt make it worse. And a few of those epic spells I would like to have. :-)
Almost need a better counter to flying. Like a special effect called ‘Cover’ that shields against flying attackers. Maybe a unit that covers itself and its adjacent units like guarded. Or even a wall/building/spells that covers all units. Or would Wind Shield do that?
we could add a unit or two that has the ground capability (to remove flying). Also, corrode will probably remove flying. And flying units aren’t invulnerable to magic/ranged damage so in a lot of cases it will be useless.
Magic Bulwark: adds shield (or maybe magic shield) to 3+ allies.
If you have the undead faction added, you could have a ‘reanimate’ card that restores 2 dead units to your hand.
Falcon-elf unit with fly and extra attack 3-1, 4 turn wait. Uncommon?
Diver- Atlantean unit with 3-2 and pierce, 3 turn wait. Rare?
ChargeMek- support gives Zap 1, 1 attack +1 health to Meks. 1-4, 6 turns wait. Rare. Dark elf
WarBanner- 2-5, 7 turn wait. Gives cavalry and infantry +2/1 while on the field. Rare. Orc
Tarantula-3-5, 8 turn wait. Wound, stealth. Rare spider people.
Shieldbreaker: Removes all shields from 3 enemies. 7 turns. Rare magic.
As far as factions go, I sometimes get bored with the elf/orc/human/elf meme (though it is classic and I enjoy this game.) While undead has a nice modern shtick to it, there’s the question of the lore and backstory.
I know very little about the world you guys thought up for the game (and I’ve been playing less than a week) but with Atlantis obviously being part of your inspiration, you could definitely use more inspirations from Greek antiquity of other parts of the world.
A few random ability ideas:
-Discourage: LOWERS the stats of opponent character(s). It might fit well as the anti-battle song for nameless horde units.
-Backstab: spider people/dark elves/maybe elves also. Does +2 damage while stealthed.
-Freeze: remove burning, and paralyze. 2-3 damage (spell).
Also, why not an aerial faction to oppose the nameless horde. They are on floating islands; it stands to reason the horde has ethereal enemies.
New Faction Stats:Defenders of the Skies
The faction should be defensive, allowing you to accumulate materiel until you wallop the enemy at the end, sort of as a counter to the nameless horde. But with a few aggressive units and several utility units to customize playstyles.
Common:
Guardian
3 CD 0 attack 4 health, shield
Ability: convert health: for each HP lost gain 1 attack.
~~Soldier~~
~~1 CD 1 attack 2 health, shield~~
~~Uncommon:
Aerial Officer
5 CD 1 attack 5 health, flying, bombard~~
Bombard-Does 1 random damage per round to 2 non-flying enemies-
Defender
6 CD 2 attack, 4 health, shield
-Convert health
Starburster
CD 3 0 attack hp 5 light shield
Starburst: magic 1-2 damage vs 2 enemies +1 vs horde
Rare:
Horde Slayer
CD: 6 1 attack, 6 health, magic shield
Ability: horde bane +2 attack vs horde
Aerial cavalry
CD 7 2 attack 4 health, shield, bombard, flying
Star Magus
CD 7 1 attack 5 health, shield
Starburst 2
Epic:
Pegasus
CD 7 3 attack, 6 health, regenerate 2, flying, wind shield
~~Aerial Commander~~
~~CD 9 3 attack, 7 health, bombard 2, horde bane, flying~~
The best way to counter Flying being overpowered will be to ensure that Flying units are significantly weaker than their non-Flying counterparts. And that is generally always going to be the best design case for skills that provide heavy immunity, in my view …
New Cards
“Hoplite Guard”
CD 9 , Attack 2 , Health 8
Shield, Magic Shield, ~~Guardian~~
~~Guardian Directs all damage thrown at the player hit this unit instaid~~
“Fetish Beserker”
CD 8 , Attack 2 , Health 6
Weaken, Rage, Regenerate 2
“Loyal Golem”
CD 5 , Attack 1 , Health 6
Machine, Regenerate 2, ~~Guardian~~
New Hero “Ajax” “Atlantean Legend” Reach 35 Stars +2 health per level +1 Card per Level Shield \> ~~Heavy Shield~~ \> ~~Giant Shield~~
~~Heavy Shield Ignores 2 Damage from any none Magical damage~~
~~Giant Shield Ignores 2-3 Damage from any none Magical damage~~
New Spells “Beserk” Grant a single card Shield and Rage 2 CD 7 “Chosen one” Grant a single card Guardian and 5 Health CD 7 “Conjure Familiars” Summon 2 2/3 Frenzy Familiars CD 5
Felt creative so I thought I’d post a couple ideas here, off the top of my head. The suggested cards are really representative of a card type that could add dimension and strategy to the game. I left off the factions and class descriptions as you could re-flavor them and add them anywhere (edit: added); the mechanics are the important part. If you think about each one, you can see how it would affect the game strategy in some way or another.
Hopefully they’re inspiring.
* * *
**Wraith** (Undead = new faction, Infantry)
CD 7
2
6
**Death Force** (magic) – Any time any other creature dies this creature gets + 1/1 to attack and life.
* * *
**Goblin Henchman** (Orc Tribes, Infantry)
CD 4
1
5
**Call Goblin** – If there is another goblin in the staging area and free space on the board, then when this creature enters play immediately enter the second goblin as well. This ability does not stack.
* * *
**Ivory Oak** (High Elf, Elemental)
CD 6
0
8
**Recover 3**
**Rejuvenate 3** (magic) – Each round restore 3 life to hero.