Totally agree with Bookie that we should fix every single card ulti it is possible to use
From my experience, some cards are completed dead and unsable
- princess Mia : keep her hp full with CD=9 is not simple task. Reduce CD or add more HP to her so she isnt early target is more visible
- Entrantress: This card probably use in old version when ppl can play 6 same cards. in current version, to use her when versus 3 same cards is almost impossible, especially in pro mode. This card need to be reworked...perhaps change into 3 same armor/unit type is much better. Also add a bonus damage when condition met is an option
- Cyclop : completed useless without 4-6 same cards. It need to be reworked.
- Joker: concept is good but its hard to use against high-end decks where battle usually end up shortly. Since almost no one care to enhance this card, it probably need to boost up more HP.
- Treant: i think the most usable case for this card is against joker or other high thread attack (like diao chan). Its CD is too high.. almost not to use for attack. If its just picked as a tanker, its vulnerable to magic/special attack. So make it more tanky or more damage dealer is ok. Another option is ability to auto healup if it has a nature force ally.
- Duke Vamp : his ability without slashshing strike is really weak. Add more HP steal ratio and also more and more HP steal when he has low HP is much better.
New Card Suggestions
Re: New Card Suggestions
Spell: Rush
CD: 2
all friendly unit CD set to 0. this card is destroyed afterward.
p.s. not max CD
Unit: Dragon Knight
After this unit attack, all friendly unit with chaos attack target does additional attack to target.
Unit: Dragon Tamer
All friendly unit with chaos attack target recover 15% HP and increase 15% attack
Spell: Soul Chain
chain two unchained enemy unit. a chained unit receive magic damage the other chained unit receive same amount of damage. A unit is unchained after received magical damage.
Unit: Minerals
immune to all spell, trigger, and special damage.
Unit: Lord of Sea Dragon
friendly Blizzard spell card Max CD reduce by 1. reset the spell card CD to 0 when attack.
Trigger: Ring of Flame Lord
CD: 0
All unit are prevent CD and Max CD increment.
Spell: Angel's Blessing
CD: 1
All friendly unit increase Min Attack by (Max Atk - Min Atk)/3
Unit: Doppelganger
When this card is destroyed by a unit, it will reborn once with the unit ATK, DEF, MHP.
CD: 2
all friendly unit CD set to 0. this card is destroyed afterward.
p.s. not max CD
Unit: Dragon Knight
After this unit attack, all friendly unit with chaos attack target does additional attack to target.
Unit: Dragon Tamer
All friendly unit with chaos attack target recover 15% HP and increase 15% attack
Spell: Soul Chain
chain two unchained enemy unit. a chained unit receive magic damage the other chained unit receive same amount of damage. A unit is unchained after received magical damage.
Unit: Minerals
immune to all spell, trigger, and special damage.
Unit: Lord of Sea Dragon
friendly Blizzard spell card Max CD reduce by 1. reset the spell card CD to 0 when attack.
Trigger: Ring of Flame Lord
CD: 0
All unit are prevent CD and Max CD increment.
Spell: Angel's Blessing
CD: 1
All friendly unit increase Min Attack by (Max Atk - Min Atk)/3
Unit: Doppelganger
When this card is destroyed by a unit, it will reborn once with the unit ATK, DEF, MHP.
Re: New Card Suggestions
1: Trigger: Rune Trap. When An enemy unit attacks all enemies take 100 magic damage. 5 use maximum.
2: Unit: Necromancer. Takes no damage or effects from enemy Shrine Alliance Triggers or spell.
3: Spell: Vortex. All enemy cards take 125 unblockable damage.
4: Unit: Fallen Angel. Has a 15% chance to auto kill a card that's below 10% HP
2: Unit: Necromancer. Takes no damage or effects from enemy Shrine Alliance Triggers or spell.
3: Spell: Vortex. All enemy cards take 125 unblockable damage.
4: Unit: Fallen Angel. Has a 15% chance to auto kill a card that's below 10% HP
Re: New Card Suggestions
Undead: unit. Ability: target unit that takes damage from u dead becomes hell legion.
Re: New Card Suggestions
1. Mercury, fastest unit on earth: 3 sec max cooldown cant be changed its cooldown by any means. Att : aoe 50-99 att 2. Kraken ,skill devour→eat 1 random unit and spit it out with 50%hp. 3. Xbalanque, unit. Skill : poison dart → throw a poison dart at threat enemy and deals 100 damage every second untill its dead. 4. Chronos, unit. Skill : stop time → stop every movement from both enemy and allies except chronos for 4 sec. Cooldown 12 sec
Re: New Card Suggestions
Unit: Invisible Dragon. Attack = 1000 Defense = 0. Each time after invisible dragon activates its attack and defense switch places.
Re: New Card Suggestions
With stronger and stronger and more and more spells and triggers being created and introduced into the game, I think a card with some kind of ability like below is becoming increasingly more needed and would be interesting for the game. Can help manage those players in pro who like to play 3-4 face down cards everytime and also help deal with any OP spells or triggers that are in the current version.
Fortune Teller: Dynasty Rising. (spell). 0cd. During card selection enemy face down cards have a 80% (100% at level 100) chance of being shown right side up. At beginning of the battle the farthest right friendly card that is either a spell or unit begins the battle with 0cd readied. Fortune teller is immediately destroyed after activation.
(This card is a spell of course and will be played face down during card selection so your opponent will not even know you played it unless they also have played fortune teller.)
Fortune Teller: Dynasty Rising. (spell). 0cd. During card selection enemy face down cards have a 80% (100% at level 100) chance of being shown right side up. At beginning of the battle the farthest right friendly card that is either a spell or unit begins the battle with 0cd readied. Fortune teller is immediately destroyed after activation.
(This card is a spell of course and will be played face down during card selection so your opponent will not even know you played it unless they also have played fortune teller.)
Re: New Card Suggestions
Bookie i like that.
But it should be done other than a card.
On stage 3 there should be a Button:
Reveal all hidden enemy cards but Limit own deck size to 5.
But it should be done other than a card.
On stage 3 there should be a Button:
Reveal all hidden enemy cards but Limit own deck size to 5.
Re: New Card Suggestions
Card name: Karma
Type: trigger
Cool Down: 0 (special)
Card activates at a random time between 10 and 45 seconds. This is decided at match start.
Target: Area
Damage Type: All (special)
Damage type is the optimal type for each target.
Attack damage: special
Sums up all damage minus healing done to your side by enemy units, spells, and triggers up to activation. At activation it deals a percentage of that damage divided evenly to all enemy units. This card is destroyed after activation. Cool down cannot be effected in any way during the match once set at match start.
As to the percentage of accumulated damage i'm not to sure on that. I'm thinking 10 or 15 percent, but I will leave that up to the devs.
Type: trigger
Cool Down: 0 (special)
Card activates at a random time between 10 and 45 seconds. This is decided at match start.
Target: Area
Damage Type: All (special)
Damage type is the optimal type for each target.
Attack damage: special
Sums up all damage minus healing done to your side by enemy units, spells, and triggers up to activation. At activation it deals a percentage of that damage divided evenly to all enemy units. This card is destroyed after activation. Cool down cannot be effected in any way during the match once set at match start.
As to the percentage of accumulated damage i'm not to sure on that. I'm thinking 10 or 15 percent, but I will leave that up to the devs.