New Card Suggestions
New Card Suggestions
Got a cool idea for a new card(s)? Post them here!
Re: New Card Suggestions
I'll kick things off. I don't know how balanced these cards would be but I'll leave that job to ECB's game maths genius to work out.
"Haste"
Spell - Reduce base cooldown of friendly units by 1 sec to a minimum of 5 sec. Haste is destroyed after effect.
Cooldown: 0 sec
"Priest"
Unit - When activated, Priest also heals most wounded friendly unit for x hit points.
Cooldown: 7 sec
"Shrink"
Spell - Reduces attack of most threatening enemy unit by 15%
Cooldown: 7 sec
"Haste"
Spell - Reduce base cooldown of friendly units by 1 sec to a minimum of 5 sec. Haste is destroyed after effect.
Cooldown: 0 sec
"Priest"
Unit - When activated, Priest also heals most wounded friendly unit for x hit points.
Cooldown: 7 sec
"Shrink"
Spell - Reduces attack of most threatening enemy unit by 15%
Cooldown: 7 sec
Re: New Card Suggestions
"Mage Hunter / Anti-Mage"
Unit - Targets units with area attack first and deals an additional 15% dmg to them.
"Squire"
Unit - When activated, increases atk and def of friendly units by 10%
"Mind Control / Madness"
Trigger: Causes enemy unit to attack its allies if any.
Cooldown: 10 sec
Unit - Targets units with area attack first and deals an additional 15% dmg to them.
"Squire"
Unit - When activated, increases atk and def of friendly units by 10%
"Mind Control / Madness"
Trigger: Causes enemy unit to attack its allies if any.
Cooldown: 10 sec
Re: New Card Suggestions
Magician(tricky attack)
Unit, attacking right to left, aoe dmg attacking, the first in right side take 150% dmg, next 125%, after normal 100%.
Unit, attacking right to left, aoe dmg attacking, the first in right side take 150% dmg, next 125%, after normal 100%.
Re: New Card Suggestions
Hehe, I like that one. Sneaky! Maybe even call him Loki.kissbb wrote:Magician(tricky attack)
Unit, attacking right to left, aoe dmg attacking, the first in right side take 150% dmg, next 125%, after normal 100%.
Re: New Card Suggestions
1. A unit who gets buffed when his cool down increases to counter frost worms. Diamond card w magic attack and heavy armor.
2. "Trap master" - he has 15% chance per trap to dodge trap and still attack. He attacks first to set off traps. Great counter to all trap decks for newbies. Gold or silver card alternative to trap detection.
3. "Spell vortex" - after 20 seconds all spells on both sides are destroyed. Great counter to all spell decks. Can be tweaked by cool down to find best fit.
3b. "Spell disintegrate" - cooldown 20s trap. Not active at beginning of battle. Counter target spell and destroy all spells of same kind.
4. "Delusion" - trap - when a chaos unit attacks it attacks one of its own units instead. This would be a great counter to all Aphrodite decks. And the magic overwhelms could be part of the attack still since the trap is so specific.
5. "Necromancer" unit _ when activated all spells dec base cool down by 1
6. "Dragon hatchling" - a gold card dragon. Random attack. Takes no damage from other dragons. Great against all dragon decks.
7. "Clone" - unit - if kills opposing unit and there is an empty space next to clone another clone appears in that space.
8. "Unicorn" - this card already exists but it's attack needs to be changed to magic or special. Pierce on enchanted does 75%. This makes it's ability damn near worthless. A special attack unit deals 150% or twice the damage so it can often kill an enchanted unit faster by taking its full hp out.
9. "Shield of protection" - trap - when units def is decreased its effects are negated and it gains 20 def and 20 attack. Great counter to gargoyle or faeries.
10. "Transmute weapon" - spell - target weapon is turned into melee and attack is reduced by 10%. Great setup for a specter but may be too powerful. Perhaps turn into pierce. Could stack deck with heavy armor units.
2. "Trap master" - he has 15% chance per trap to dodge trap and still attack. He attacks first to set off traps. Great counter to all trap decks for newbies. Gold or silver card alternative to trap detection.
3. "Spell vortex" - after 20 seconds all spells on both sides are destroyed. Great counter to all spell decks. Can be tweaked by cool down to find best fit.
3b. "Spell disintegrate" - cooldown 20s trap. Not active at beginning of battle. Counter target spell and destroy all spells of same kind.
4. "Delusion" - trap - when a chaos unit attacks it attacks one of its own units instead. This would be a great counter to all Aphrodite decks. And the magic overwhelms could be part of the attack still since the trap is so specific.
5. "Necromancer" unit _ when activated all spells dec base cool down by 1
6. "Dragon hatchling" - a gold card dragon. Random attack. Takes no damage from other dragons. Great against all dragon decks.
7. "Clone" - unit - if kills opposing unit and there is an empty space next to clone another clone appears in that space.
8. "Unicorn" - this card already exists but it's attack needs to be changed to magic or special. Pierce on enchanted does 75%. This makes it's ability damn near worthless. A special attack unit deals 150% or twice the damage so it can often kill an enchanted unit faster by taking its full hp out.
9. "Shield of protection" - trap - when units def is decreased its effects are negated and it gains 20 def and 20 attack. Great counter to gargoyle or faeries.
10. "Transmute weapon" - spell - target weapon is turned into melee and attack is reduced by 10%. Great setup for a specter but may be too powerful. Perhaps turn into pierce. Could stack deck with heavy armor units.
Re: New Card Suggestions
Bookie wrote:1. A unit who gets buffed when his cool down increases to counter frost worms. Diamond card w magic attack and heavy armor.
2. "Trap master" - he has 15% chance per trap to dodge trap and still attack. He attacks first to set off traps. Great counter to all trap decks for newbies. Gold or silver card alternative to trap detection.
3. "Spell vortex" - after 20 seconds all spells on both sides are destroyed. Great counter to all spell decks. Can be tweaked by cool down to find best fit.
3b. "Spell disintegrate" - cooldown 20s trap. Not active at beginning of battle. Counter target spell and destroy all spells of same kind.
4. "Delusion" - trap - when a chaos unit attacks it attacks one of its own units instead. This would be a great counter to all Aphrodite decks. And the magic overwhelms could be part of the attack still since the trap is so specific.
5. "Necromancer" unit _ when activated all spells dec base cool down by 1
6. "Dragon hatchling" - a gold card dragon. Random attack. Takes no damage from other dragons. Great against all dragon decks.
7. "Clone" - unit - if kills opposing unit and there is an empty space next to clone another clone appears in that space.
8. "Unicorn" - this card already exists but it's attack needs to be changed to magic or special. Pierce on enchanted does 75%. This makes it's ability damn near worthless. A special attack unit deals 150% or twice the damage so it can often kill an enchanted unit faster by taking its full hp out.
9. "Shield of protection" - trap - when units def is decreased its effects are negated and it gains 20 def and 20 attack. Great counter to gargoyle or faeries.
10. "Transmute weapon" - spell - target weapon is turned into melee and attack is reduced by 10%. Great setup for a specter but may be too powerful. Perhaps turn into pierce. Could stack deck with heavy armor units.
Hi Bookie, those are really some brilliant ideas! We will pass them to the designers. Thank you.
Re: New Card Suggestions
Trap: Broken mirror: reflects the incoming attack evenly among all enemy unit cards. For example, incoming attack of 600 would be negated and if attackers deck contained 4 unit cards, each card would take 150 DMG.
Re: New Card Suggestions
justabum wrote:Trap: Broken mirror: reflects the incoming attack evenly among all enemy unit cards. For example, incoming attack of 600 would be negated and if attackers deck contained 4 unit cards, each card would take 150 DMG.
Good one.
Re: New Card Suggestions
Yu-Gi-Oh! Mirror Forcejustabum wrote:Trap: Broken mirror: reflects the incoming attack evenly among all enemy unit cards. For example, incoming attack of 600 would be negated and if attackers deck contained 4 unit cards, each card would take 150 DMG.
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