Fantasia and dynast rising trap needed

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-bookie-
Posts: 180
Joined: Sat Dec 06, 2014 11:32 am

Fantasia and dynast rising trap needed

Post by -bookie- »

Every faction has a trap and some have multiple. Definitely need maybe a trap for each of these factions so that those building faction decks don't always have to pull traps from the other factions.

Here's a few suggestions just to get some ideas going.

1. Trap: target attacking enemy unit of even cooldown takes "x" melee damage
2. Trap: Target attacking unit attacks friendly unit next to it if any instead.
3. Trigger: 50% chance to cancel enemy trigger or spell card. (It's not guaranteed like a sabotage or trap detect but targets both and allows other factions the ability to counter spells and traps better)
4. Trigger: target enemy spell randomly targets a single enemy unit instead.
5. Trigger: target attacking enemy unit loses it's special ability if any
6. Trigger: when enemy unit attacks all friendly units of same faction get a faction bonus

Anyway just a few to get started if anyone else wants to chime in please do.
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Legion
Posts: 85
Joined: Tue Feb 25, 2014 4:47 pm

Re: Fantasia and dynast rising trap needed

Post by Legion »

I like the ideas bookie.


1 great idea

2 very good but is it overpowered?... imagine if a booster card was used in the attack - for example slashing strike. Although on the flipside this could be an epic card killer... hmmm

3 i dont think this would be used over sabotage

4 wouldn't work... what about spells such as blizzard?

5 good concept but would people really use this? If this was activated like blindfold it would be WAY overpowered.

6 great idea
LEGION =GH=
''It is what it is homie.''
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