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10 New Cards that Could Deal with Spells and Trigger Cards

Posted: Fri Oct 26, 2018 12:25 am
by ECB-Bookie
1. Disarm - Spell - CD=9, When Disarm is Cast All Enemy Trigger Cards with current CD=0 are destroyed. Disarm is destroyed after it is cast. (Only affects trigger cards that are ready to activate - if those trigger cards are not ready and are cooling down then doesnt affect them)
2. Hunter/ Master Trap Setter - Unit, When Master Trap Setter Activates Adjacent Traps CD Decrease by 2sec
3. Hunter/ Trap Disarmer- Unit, when hunter attacks an is targeted by enemy trigger card there is a 50% chance that it will have no effect.
4. Genie - Unit - When Genie Activates 25% Chance to destroy opposing energy spell. Can activate up to 3 times.
5. Three Headed Dragon - Unit - CD 11 - After first attack its CD resets to 2 if its max CD was previously 11. After second attack its Max CD resets to 1 if its previous Max CD was 1. After third attack its Max CD resets to 11 if its previous max CD was 1. So it attacks kind of like 3 creatures. Each attack could eat a trap.
6. Polymorph - Trigger Card - when enemy spell card activates it is turned into a Level 40 Dryad. Turn a spell into a unit to deal with it?
7. White Mage - CD = 13, HP=High, spell damage from enemy cards is reduced by 75%. Acts like lightning rod for some spells like assasination and drain life.
8. Wizard - Unit - At the beginning of battle there is a 15% chance to destroy an enemy spell. This % is increased by 15% for each enemy spell. Kind of like sabotage but from a unit.
9. Dragon Hero, Unit - Spell Damage from hell legion and shrine cards is reduced by 25%. Balance out effect of those two factions having all the powerful spells at the moment by giving the weakest faction more appeal.

10. Invent some new ability that called "RESistance" that is retroactively applied to every unit card - All Cards are retroactively have a Magic Resistance number added to them. Resistance number can be a number from 0-999 just like defense. The resistance is a number % that spell damage is reduced for that creature. It is identical to DEF but instead it is a new attribute and is used to calculate what the defense is when attacked by a spell. When a unit is attacked by a spell then instead of DEF being used to calculate how much defense they have instead RESistance is used as the defense number instead. This would be a big change because obviously this would affect every unit in the game and would result in a complete shift in the dynamics. Units that may have high RES numbers may have low DEF number or vice versa. So for example a gargoyle with 999 Defense and 30 RESistance has only 30 defense when attacked by a spell. On the flip side you could create units which have 10 DEF and 120 RES. This unit has low defense vs units but high defense vs spells. So some card like Elvyn Fairy could be change from being immune to spell damage to having a RESistance at start of battle of 200. Each time a spell damages it then it would take some smaller amount of damage but its ability could be that its RESisistance increases by 50 or 100 each time it takes spell damage so it becomes more and more resistant to spell damage over time. The concept of spell RESistance could then be applied to each unit in some strategic manner to make some lesser played units more attractive and some overplayed units less attractive. Some new cards could be invented that increases the RESistance of different units so you could have decks with cards like santa or bunny which are gaining resistance to magic spells.