New Card Suggestions

Individual card discussion.
justabum
Posts: 31
Joined: Fri May 30, 2014 5:16 am

Re: New Card Suggestions

Post by justabum »

Sebastian
Unit: each time this card activates it will reduce the damage of all spell cards in play by 50%. Both friendly and enemy.

I'd keep his attack small since he would be more of a defensive play against decks running a lot of spell cards. If you want to make him really interesting have his attack increase a percentage of what he reduces. 10-11 cool down with chaos attack so he trumps most spell cards before their first attack but takes a while to activate the second time.
isley89
Posts: 32
Joined: Mon Jun 30, 2014 10:44 pm

Re: New Card Suggestions

Post by isley89 »

My idea (not complete) is about something that has its effect based on the current number of ur/opponent's cards on board. There is no card works rely on this yet if i remember correctly.
Bookie
Posts: 151
Joined: Mon Jun 23, 2014 4:12 am

Re: New Card Suggestions

Post by Bookie »

My suggestion is to give each unit a race such as human, elf, undead, dragon, mystical, etc. you can then create cards that target specific races. Since they are narrower in focus they might be more powerful. Other ideas:

1. Spell card: all mystical units gain 15% attack! cool down 8
2. spell card: all humans heal 300 and all undead take 300 damage, cool down 9
3. Trigger: when target elf attacks all it's hit points are restored and it performs a second attack to same target for 50%
4. trigger: when target mystical unit attacks, it is negated and it's attack type changes to random attack type
5. Unit: such and such does 50% damage to hell legion but 200% attack to shrine alliance units
6. Trigger: target undead unit comes back to life with 50% health! cool down 12
Bookie
Posts: 151
Joined: Mon Jun 23, 2014 4:12 am

Re: New Card Suggestions

Post by Bookie »

This last season creator so powerful that top players completely have to pick first four cards around the threat of this card resulting in lots of repeatable themes such as godfather and red dragon. Ready for Blade shield to come back here are some other card suggestions:

1. Trigger: shield of protection. When opposing unit with special attack attacks all your units get def +30. Creator counter.
2. Unit: each enemy spell increase starting hp by 20%. Need more allies to resist/counter/deter overplaying spell cards.
3. Spell: weak minded. Deal 200 damage to random target. If that unit is below 50% hp and you have open slot he joins your side. Can see newer players stealing epics from stronger players with this card. Used with wrath and hope to get lucky. Balancing card.
4. Trigger: when enemy heal card is used it is negated. Cooldown 2s. Faster sabotage specific to heal spells AND triggers. No chance of destruction. Unlimited use. Bear balance.
5. Unit: spearman. When Spearman is attacked by non area attack unit he gets first strike counter attack. 9 second cooldown. When Spearman activates his attack is reduced by 75%. Basically defense card. Designed to counter low cooldown decks by getting first strike. By unlike godfather is not anti area attack unit.
6. Spell: blood thirst. ally units health reduced 10%. Attack increased by 20%. Chance for newer cards to get stronger. Like an archangels courage but does not self destruct hence the negative effect that comes with it. When combined with heal spells your units keep getting stronger every round at the expense of hit points.
7. Unit cool down 19. Touch of death one shots any unit it attacks. Cooldown of 19 allows cooldown 9 units to hit twice before counter easily taking him down. This would be good counter card to opponents overplaying cooldown 10-12 cards.

No need to nurf a lot of cards out there instead just create more diverse strategies to counter them.
Floyd
Posts: 51
Joined: Thu Mar 27, 2014 9:17 am

Re: New Card Suggestions

Post by Floyd »

Unit: Mime

Kind of looks like Joker but instead of transforming into the card it attacks after 10 sec, it just changes into the card facing its slot right at the start of the battle (i.e. if it is in slot 6, it will replicate the opponent card in slot 1). Can transform into spell or trigger too.

Could be useful in pro-mode when you see an overpowered card in the first too slots of your opponent's deck.
Also in hardcore mode when you realise your opponent will win first round and start second round with a boosted card (Lich, Bear, or a card boosted by Summer Time).

Can be a gold card if you adjust Cooldown to copied card's CD+1.
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ecb_admin
Site Admin
Posts: 371
Joined: Mon Nov 04, 2013 9:58 pm

Re: New Card Suggestions

Post by ecb_admin »

Bookie wrote:This last season creator so powerful that top players completely have to pick first four cards around the threat of this card resulting in lots of repeatable themes such as godfather and red dragon. Ready for Blade shield to come back here are some other card suggestions:

1. Trigger: shield of protection. When opposing unit with special attack attacks all your units get def +30. Creator counter.
2. Unit: each enemy spell increase starting hp by 20%. Need more allies to resist/counter/deter overplaying spell cards.
3. Spell: weak minded. Deal 200 damage to random target. If that unit is below 50% hp and you have open slot he joins your side. Can see newer players stealing epics from stronger players with this card. Used with wrath and hope to get lucky. Balancing card.
4. Trigger: when enemy heal card is used it is negated. Cooldown 2s. Faster sabotage specific to heal spells AND triggers. No chance of destruction. Unlimited use. Bear balance.
5. Unit: spearman. When Spearman is attacked by non area attack unit he gets first strike counter attack. 9 second cooldown. When Spearman activates his attack is reduced by 75%. Basically defense card. Designed to counter low cooldown decks by getting first strike. By unlike godfather is not anti area attack unit.
6. Spell: blood thirst. ally units health reduced 10%. Attack increased by 20%. Chance for newer cards to get stronger. Like an archangels courage but does not self destruct hence the negative effect that comes with it. When combined with heal spells your units keep getting stronger every round at the expense of hit points.
7. Unit cool down 19. Touch of death one shots any unit it attacks. Cooldown of 19 allows cooldown 9 units to hit twice before counter easily taking him down. This would be good counter card to opponents overplaying cooldown 10-12 cards.

No need to nurf a lot of cards out there instead just create more diverse strategies to counter them.
Thank you for your suggestions. We will take note.

Creator's current enhancing properties are incorrect, it will be corrected in next version. Besides, with the return of blade shield and 2 more cards along the new cards will effectively counter Creator, the game will be more balanced.
Bookie
Posts: 151
Joined: Mon Jun 23, 2014 4:12 am

Re: New Card Suggestions

Post by Bookie »

1. Unit: nature, ability is that it's defense cannot be reduced. Anti elves seduction currently no counter to this card when only spell played except sabotage one for one.
2. Trigger: cd=9. when a unit with special damage attacks it is negated. That units hp is reduced by 1. At lvl 50 it is reduced by 51. If you do this free players rejoice for one free round vs a hidden creator. And you give players an excuse to level creators tonsething other than 1, 26, or 50.
Bookie
Posts: 151
Joined: Mon Jun 23, 2014 4:12 am

Re: New Card Suggestions

Post by Bookie »

Trigger card suggestions.

1. Frenzy. When target unit is attacked it gains max cd minus 2. It would be nice to bring back bear style deck however this would take up a card slot so it would not be as op. Plus could be used with any unit. This was a good concept with bear just needs to be brought back in fair manner.
2. Counter trap. When enemy "trap" is played it Has no effect. Cd=2. For players who play five pit traps. Works well vs players even who always play two traps. Not all triggers are traps of course.
3. Divine protection. At start of battle if enemy has exactly one trigger and one spell card both are destroyed. Kind of like a divine barrier risk card. But gives free players a gamble vs top players who play one of each to avoid trap detection and sabotage from double striking them.
charliecow20
Posts: 1
Joined: Sat Jun 28, 2014 8:49 pm

Re: New Card Suggestions

Post by charliecow20 »

Unit card:Jinx has a cool down of 7 and HP of 300 swaps position with an enemy unit this card will be great as a diamond card.
Spidie
Posts: 28
Joined: Sun Aug 17, 2014 8:03 pm

Re: New Card Suggestions

Post by Spidie »

Name: False Alarm
Type: Trap
Description: When a trap other than "False Alarm" is trigger when another trap or spell card is activate, all enemy card CD+2 Max CD+1

Name: Safe Path
Type: Spell
Description: Activate at start game, this card is destroyed after 20s or after a unit (friendly or enemy) is destroyed. As long as this card remain on field, all spell and trap card cannot activate.

Name: Confusion
Type: Spell
Description: All unit in field target change to chaos until it took damage.

Name: Guardian Angel
Type: Unit
Description: All non-Epic unit takes less 200 damage from non-Epic unit.

Name: Time Machine
Type: Spell
Description: All friendly cards CD reduce by 1, All enemy cards CD increase by 1.

Name: Queen Ant
Type: Unit
Description: Before attack if there is empty slot on your field, summon one "Soldier Ant". Before "Queen Ant" takes damage, if there is empty slot on your field, summon one "Guard Ant". After Queen Ant is destroyed. All Ant Unit turn to Giant Ant

Name: Soldier Ant
Type: Unit
Description: Activate when attack. All Ant Unit atk increase 20%.

Name: Guard Ant
Type: Unit
Description: All Ant Unit received less 20% damage.

Name: Giant Ant (chaos)
Type: Unit
Description: 30% chance does double damage to target. 5% chance destroyed target if it is non-Epic.

Name: David's Sling
Type: trigger
Description: when a non-area Silver or Gold Unit target an Epic Unit, there is 90% chance destroy the target. the chances are reduce for each epic and legend cards on your field.

Name: Endure
Type: trigger
Description: when a unit is destroyed. there is 20% chance the unit is not destroyed and remain 1hp in field. the chance is increase by (6-X x 5%). X is number of cards remain on your field.

Name: Demon of Rage
Type: unit
Description: damage is increase by hp loss. 5% hp reduction after attacked.

Name: Melody of Peace
Type: spell
Description: all damage are reduce to 1 for next 3s.

Name: Rise of the Dead
Type: trigger
Description: when a hell region unit is destroyed, it has 1 chance to reborn. this card is destroyed afterwards.

Name: Haze
Type: spell
Description: all secondary effect of an attack is prevented for 5s.

Name: Hell Fire
Type: spell
Description: Destroy all unit with reborn ability and negate the ability to reborn. Destroy "Rise of the Dead". Does 15% hp deduction to hell region unit.

Name: corpse recycle
Type: trigger
Description: when a unit is destroy. 20% of its max hp is added to most left unit and the unit recover 35% of its new max hp. (**p.s. since creator cannot be healed. if creator is most left, its max hp is increase but still unable to heal.

Name: roulette
Type: spell
Description: random select one unit on field and destroy it.
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