Fantasia and dynast rising trap needed
Posted: Wed Dec 24, 2014 11:52 am
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.
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.