PDA

View Full Version : New cards that you want to see in next expansion.



Ravinnir
07-11-2015, 11:48 AM
Hi, Im Ravignir from Polish MMDoC community and i decided to create a new thread in which you can post your proposition for new cards.
I hope that BB_Momi will send these propositions to developers :) ;(

I think that we need 100 cards

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
6 heroes, one for each faction.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
8 "Epic" cards:

- one for every faction - non-unique
- and two neutrals: I think that one should be an unique building and
the second one should be a fortune.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
12 "Rare" cards, two for each faction

Academy: 2 fortunes
Haven: 1 creature, 1 fortune
Inferno: 2 fortunes
Necropolis: 1 creature, 1 building
Stronghold: 2 fortunes
Sanctuary: 1 fortune, 1 building
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
18 "Uncommon" cards, three for each faction

Academy: 1 fortune, 1 creature, 1 building
Haven: 2 creatures, 1 building
Inferno: 1 fortune, 2 creatures
Necropolis: 2 creatures, 1 building
Stronghold: 1 fortune, 2 buildings
Sanctuary: 2 fortunes, 1 creature
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
24 "Common" cards, four for each faction

Academy: 1 fortune, 3 creatures
Haven: 2 fortunes, 1 creature, 1 building
Inferno: 1 fortune, 2 creatures, 1 building
Necropolis: 1 fortune, 2 creatures, 1 building
Stronghold: 3 fortunes, 1 building
Sanctuary: 3 creatures, 1 building

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
21 Spell cards.

one "Rare" spell card for every school of magic
one "Uncommon" spell card for every school of magic
one "Common" spell card for every school of magic

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
10 Neutral Cards:

Events:
1 Rare
1 Common

Creatures:
3 Uncommon
1 Common

Fortunes
1 Common
2 Uncommon

Buildings
1 Common
1 Uncommon

- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

Template for Event

Name:
Rarity:
Effects and abilities:

Example:

Name: Week of the elementals
Rarity: common
Effects and abilities: All neutral Spirit creatures cost 1 less to play.


Template for Hero

Name:
Faction:
Statistics (might/magic/destiny):
Schools of magic:
Special ability:
Health:

Example:

Name: Anton
Faction: Haven
Statistics (might/magic/destiny): 1/1/1
Schools of magic: Light, Air
Special ability: 4 Resources; Increase the size of all friendly stacks by 1.
Health: 20

Template for Creature

Name:
Faction:
Rarity:
Cost:
Requirements (might/magic/destiny):
Schools of magic ( If any):
Type:
Subtype:
Attack:
Retaliate:
Health:
Special ability:

Example:

Name: Chaos Lacerator
Faction: Inferno
Rarity: Uncommon
Cost: 2
Requirements (might/magic/destiny): 2/1/1
Schools of magic ( If any): Fire
Type: Magic Melee
Subtype: Demon - Tormentor
Attack: 2
Retaliate: 0
Health: 3
Special ability: Area Blast 3. When Chaos Lacerator dies during your turn, opponent discards a card at random


Template for Spell

Name:
Rarity:
School of magic:
Cost:
Requirements (might/magic/destiny):
Subtype:
Effect:

Example:

Name: Soulreaver
Rarity: Uncommon
School of magic: Dark
Cost: 4
Requirements (might/magic/destiny): 0/4/0
Subtype: Instant
Effect: Destroy target creature.

Template for Fortune

Name:
Faction:
Rarity:
Cost:
Requirements (might/magic/destiny):
Subtype:
Effect:

Example:

Name: Supply Caravan
Faction: Haven
Rarity: Common
Cost: 0
Requirements (might/magic/destiny): 0/0/2
Subtype: Instant
Effect: Gain 1 resource for each friendly building on the battleground


Template for Building

Name:
Faction:
Rarity:
Cost:
Requirements (might/magic/destiny):
Effect:

Example:

Name: Tower of the Gardener
Faction: Neutral
Rarity: Epic, Unique
Cost: 3
Requirements (might/magic/destiny): 2/1/0
Effect: Creatures at Tower of the Gardener gain Infect 3. Necropolis creatures at Tower of the Gardener gain Regenerate 2.


I hope that you will understand what i write here ;)

And please post your ideas in this thread

Ravinnir
07-12-2015, 02:50 PM
Spells:

Name: Elrath's mercy
Rarity: Rare
School of magic: Light
Cost: 4
Requirements (might/magic/destiny): 0/2/0
Subtype: Ongoing
Effect: At the end of your turn chose friendly creature. It cannot be targeted until your next turn.
-----------------------------------------------

Name: Life after death
Rarity: Rare
School of magic: Dark
Cost: 5
Requirements (might/magic/destiny): 0/6/0
Subtype: Instant
Effect: Take target creature from enemy graveyard and deploy it for free. When this creature dies, banish it instead.

----------------------------------------------

Name: Overload
Rarity: Rare
School of magic: Prime
Cost: 5
Requirements (might/magic/destiny): 0/5/0
Subtype: Instant
Effect: Deal 6 damage to all magic creatures.

-----------------------------------------------

Name: Eternal Fire
Rarity: Rare
School of magic: Fire
Cost: 3
Requirements (might/magic/destiny): 0/5/0
Subtype: Ongoing
Effect: At the beginning of your turn chose friendly creature. It gains +2 attack and +2 retaliate, until your next turn

------------------------------------------------

Ravinnir
07-12-2015, 03:11 PM
Fortunes:

Name: Magic Link
Faction: Academy
Rarity: Uncommon
Cost: 2
Requirements (might/magic/destiny): 0/0/2
Subtype: Ongoing
Effect: Until end of turn: Whenever you deploy a magic creature, draw a card

---------------------------------------------------

Ravinnir
07-12-2015, 03:25 PM
Heroes:

Name: Katashi
Faction: Sanctuary
Statistics (might/magic/destiny): 1/1/1
Schools of magic: Water/Prime
Special ability: 0 resources; Until end of your turn; Spirit creatures on your hand cost 1 less to play.
Health: 20

-------------------------------------------------

Name: Rangi
Faction: Stonghold
Statistics (might/magic/destiny): 1/1/1
Schools of magic: Air/ Light
Special ability: 3 Resorces; Heal all damage from friendly harpies and they gain + 1 attack until end of turn
Health: 20

BB_Momi
07-16-2015, 02:27 PM
Hello Ravignir, welcome to the Global forum!

Some good card ideas. I know you're propositions are just bouncing ideas and proposing cards for our team. What was your thinking behind some of these cards? For example, Rangi's special ability, it seems quite strong for some of the harpies in standard/open at the moment, for quite an efficient cost.

Licker34
07-16-2015, 03:11 PM
That harpy ability is pure rip off of Nahlas beast man ability.

Not saying it's good or bad, but that's the clear comparison. At least Air/Light is a pretty (very) crappy spell school combo so that hero might not be too bad, but Harpy decks aren't exactly dominant in SH either, so it would be interesting to see them. Personally I'd rather a Kiril type ability to make all centaurs and harpies cost one less to deploy :)

Ravinnir
07-17-2015, 07:41 PM
That harpy ability is pure rip off of Nahlas beast man ability.
Exactly

Not saying it's good or bad, but that's the clear comparison. At least Air/Light is a pretty (very) crappy spell school combo so that hero might not be too bad, but Harpy decks aren't exactly dominant in SH either, so it would be interesting to see them.
I decided to light and air because stronghold have many heroes with air+earth

Personally I'd rather a Kiril type ability to make all centaurs and harpies cost one less to deploy :)
I think that would be OP, maybe "air/earth creatures cost one less to play" be more balanced.

Giddimak
07-18-2015, 06:58 PM
Well, as Academy-Player Iīd like to see something like this:

Name: Madness-Corrupted Djinn
Faction: Academy
Rarity: Uncommon
Cost: 4
Requirements (might/magic/destiny): 3/3/0
Schools of magic ( If any): Prime
Type: Flyer
Subtype: Djinn
Attack: 4
Retaliate: 0
Health: 5
Special ability: Magic Channel 2

Special ability: Whenever damage is dealt to your hero, that does not originate from an attacking creature, opponent discards a card at random. If he canīt Madness-Corrupted Djinn deals 2 damage to his hero.

Name: Adolescent Rakshasa
Faction: Academy
Rarity: Common
Cost: 1
Requirements (might/magic/destiny): 2/0/0
Schools of magic ( If any): none
Type: Warrior
Subtype: beastman
Attack: 2
Retaliate: 0
Health: 1
Special ability: Evade
Special ability: Adolescent Rakshasa gains +1 attack for each other beastman, you control.

Name: Void-Fuelled Golem
Faction: Academy
Rarity: Common
Cost: 3
Requirements (might/magic/destiny): 3/2/1
Schools of magic ( If any): Prime
Type: Shooter
Subtype: Wizard
Attack: 2
Retaliate: 0
Health: 4
Special ability: Immune to retaliation
Special ability: Magic Channel 1
Special ability: Whenever Void-Fuelled Golem attacks, put the top card from your library into your graveyard. At the end of your turn put the top card of opponents library in his graveyard.

******

Spell:

Name: Sold Souls
Rarity: Rare
School of magic: Dark
Cost: 4
Requirements (might/magic/destiny): 0/6/0
Subtype: Enchant Creature
Effect: Take target enemy creature and put it into play under your control. During your upkeep banish a creature, you control.

Name: Dimensional Rift
Rarity: Rare
School of magic: Prime
Cost: 2
Requirements (might/magic/destiny): 0/6/0
Subtype: Instant
Effect: All Prime creatures gain fast attack until end of the turn.

Pikolo01
07-19-2015, 12:40 AM
I really like adolecsent Rakshasa concept. Even though your version seems quite OP.

I'd like to see more mill focused academy.

Unique fortune
Name: Fearfull Example
Faction: Academy
Rarity: Epic
Cost: 4(5?)
Requirements (might/magic/destiny): 0/3/3
Subtype: Ongoing
Effect: Whenever a prime creature you controll destroys an enemy creature, put 2 cards from the top of the opponents deck int their graveyard

Knighty-Salt
07-19-2015, 03:43 AM
Name: Dimensional Rift
Rarity: Rare
School of magic: Prime
Cost: 2
Requirements (might/magic/destiny): 0/6/0
Subtype: Instant
Effect: All Prime creatures gain fast attack until end of the turn.

I. Good idea, but prime school allready have a nice finishing card - timejump. Why don't give such spell to light school (call it light speed (i know light speed spell allready exist, but it sucks so we can steal it's name :p )
reasons:
1. Prime decks are cool
2. Light magic in standard mode sucks atm
3. It could make haven not "only baracks" faction
4. Cheap light creatures have poor atack stats, good attackers are very exepensive so it could be prety balanced.

II. But anyway prime creatures or light, it makes another "1 specialised faction only" spell, and it's definitely not cool, and spell is too cool to be onesided, maybe better idea is to make "enchant row, creatures on enchanted row gain fast attack"

III. Hey it's generaly stronghold specific ability (it's like sharing posibility to mill with inferno :p )

BTW. Mill, I want to see good cards supporting mill mechanic in next set, because a one of very special academy mechanics is completely dead in std, and it's not cool.

Giddimak
07-19-2015, 05:48 PM
I really like adolecsent Rakshasa concept. Even though your version seems quite OP.

Thanks for the input. :) I was worrying about that myself, thinking of a backdoor "Dark Assassin." But then again, it probably isnīt. It nearly only works in early game. If you are starting player, itīs boots wonīt even touch the ground, before it is shot down, as the enemy has a counter fortune. It would need a rather perfect draw, to be able to take out 2 res. shooters, which the enemy might play against it and as itīs strength increases, beastmen being mostly melee, itīs survivability by evade shrinks. It would have to be tested, but thereīs quite a possibilty, no one would even play it. Itīs kind of a very high risk, potentially very high yield option for decks, which struggle to get firepower into play.


I'd like to see more mill focused academy.

Unique fortune
Name: Fearfull Example
Faction: Academy
Rarity: Epic
Cost: 4(5?)
Requirements (might/magic/destiny): 0/3/3
Subtype: Ongoing
Effect: Whenever a prime creature you controll destroys an enemy creature, put 2 cards from the top of the opponents deck int their graveyard

Thatīs actually a great idea. Unique fortunes are really hard to remove though. Iīd think of a unique creature with magic requirement 6. perhaps a 2/0/6 shooter with magic resist. Call it "Omar, Hakeemīs apprentice." :D

Giddimak
07-19-2015, 06:21 PM
As the proposals start coming in: My hero

Name: Houry, Corrupter of Wills
Faction: Academy
Statistics (might/magic/destiny): 1/1/1
Schools of magic: Dark/Water
Special ability: 4 ressources: Gain control of target creature. That creature has fast attack. At the beginning of your next round, return that creature to itīs ownerīs hand.
Health: 18

NeonKnight6
07-20-2015, 01:25 PM
Name: Sandro, nihilomancer
Faction:Necropolis
Statistics (might/magic/destiny): (1/1/1)
Schools of magic: prime, air
Special ability: cost 0 : banish 2 target cards from your graveyard, draw a card.
Health: 20

Ravinnir
07-20-2015, 02:59 PM
Well, as Academy-Player Iīd like to see something like this:

Name: Madness-Corrupted Djinn
Faction: Academy
Rarity: Uncommon
Cost: 4
Requirements (might/magic/destiny): 3/3/0
Schools of magic ( If any): Prime
Type: Flyer
Subtype: Djinn
Attack: 4
Retaliate: 0
Health: 5
Special ability: Magic Channel 2

Special ability: Whenever damage is dealt to your hero, that does not originate from an attacking creature, opponent discards a card at random. If he canīt Madness-Corrupted Djinn deals 2 damage to his hero.



this djinn seems to be quite OP



Name: Adolescent Rakshasa
Faction: Academy
Rarity: Common
Cost: 1
Requirements (might/magic/destiny): 2/0/0
Schools of magic ( If any): none
Type: Warrior
Subtype: beastman
Attack: 2
Retaliate: 0
Health: 1
Special ability: Evade
Special ability: Adolescent Rakshasa gains +1 attack for each other beastman, you control.


Great idea ! Anyway I want to see him with 2 HP and 1 attack




Name: Void-Fuelled Golem
Faction: Academy
Rarity: Common
Cost: 3
Requirements (might/magic/destiny): 3/2/1
Schools of magic ( If any): Prime
Type: Shooter
Subtype: Wizard
Attack: 2
Retaliate: 0
Health: 4
Special ability: Immune to retaliation
Special ability: Magic Channel 1
Special ability: Whenever Void-Fuelled Golem attacks, put the top card from your library into your graveyard. At the end of your turn put the top card of opponents library in his graveyard.



looks good



Spell:

Name: Sold Souls
Rarity: Rare
School of magic: Dark
Cost: 4
Requirements (might/magic/destiny): 0/6/0
Subtype: Enchant Creature
Effect: Take target enemy creature and put it into play under your control. During your upkeep banish a creature, you control.

I would say that this card should cost 5 resources



Name: Dimensional Rift
Rarity: Rare
School of magic: Prime
Cost: 2
Requirements (might/magic/destiny): 0/6/0
Subtype: Instant
Effect: All Prime creatures gain fast attack until end of the turn.

Ravinnir
07-20-2015, 03:01 PM
Name: Sandro, nihilomancer
Faction:Necropolis
Statistics (might/magic/destiny): (1/1/1)
Schools of magic: prime, air
Special ability: cost 0 : banish 2 target cards from your graveyard, draw a card.
Health: 20

Nice :)

Ravinnir
07-20-2015, 03:04 PM
I really like adolecsent Rakshasa concept. Even though your version seems quite OP.

I'd like to see more mill focused academy.

Unique fortune
Name: Fearfull Example
Faction: Academy
Rarity: Epic
Cost: 4(5?)
Requirements (might/magic/destiny): 0/3/3
Subtype: Ongoing
Effect: Whenever a prime creature you controll destroys an enemy creature, put 2 cards from the top of the opponents deck into their graveyard

What do you think about: making this non-unique, "until end of turn" and decrease it's cost to 2?

Ravinnir
07-20-2015, 03:21 PM
buildings:
Name: Tower of the Hunter
Faction: stronghold
Rarity: epic, unique
Cost: 4
Requirements (might/magic/destiny): 4/0/2
Effect: Creatures at Tower of the Hunter gain Quick attack. Stronghold creatures at Tower of the Hunter also gains +1 attack and Swift. Non-Stronghold creatures deployed at Tower of the Hunter gains Anchored, until opponents turn.

Name: Clan's Keep
Faction: Stronghold
Rarity: uncommon
Cost: 2 ( or 3)
Requirements (might/magic/destiny): 3/0/1
Effect: For every creature you deploy this turn, creatures at Clan's Keep gains +1 attack until end of turn.

Ravinnir
07-20-2015, 03:28 PM
Name: Week of Luck
Rarity: Rare
Effects and abilities: 1 resource. Until end of turn. Play with the top card of your library revealed. While that card is a fortune card, your fortunes cost 1 less to play.

Ravinnir
07-20-2015, 03:38 PM
Name: Stunning light
Rarity: uncommon
School of magic: light
Cost: 4
Requirements (might/magic/destiny): 0/4/0
Subtype: ongoing
Effect: until your next turn. All creatures gain cannot attack. When stunning light enters the
battleground deal 1 damage to every non-light creature.

Giddimak
07-20-2015, 04:28 PM
this djinn seems to be quite OP

Strange, I cinsidered that one the most balanced of my creations. :) Itīs closely shaped to the Void-Tainted Djinn, moving 1 health to attack, in order to put it into Arkathīs Wrathes range. Itīs special ability almost entirely targets inferno rush/pain decks, which - in my humble opinion - may not need nerfing, but effective counters. The only other deck I could think of, which is played very often are mill decks and then itīs ability kicks in only in the very endgame, when you are out of cards. Of course you could build decks around it with Nether Curse, but then again, it has some requirements that to not work very well with mill decks. But perhaps I am just not seeing some other threats here. Oh, wait and there are those Void Wraithes. However 1 card in the graveyard for dealing 3 damage seems fair to me.




Great idea ! Anyway I want to see him with 2 HP and 1 attack


Thanks! And yes, that might be a better version.




looks good

;)


l I think in the end you might have had an issue with the coding. :) I hope to see the comments soon. (And yes, the finetuning with ressources etc. might need work. My ideas came pretty much from the hip).

Ravinnir
07-20-2015, 04:46 PM
Thanks, I fixed my post ;)

Giddimak
07-20-2015, 04:49 PM
Name: Zhao, Grand Tutor of Sabotage
Faction:Sanctuary
Statistics (might/magic/destiny): (1/1/1)
Schools of magic: Dark
Special ability: cost 2 : Until your next turn: The first time, opponent plays a card, pay that cards ressource cost, then cancel that card.
Health: 18

Licker34
07-20-2015, 04:53 PM
As the proposals start coming in: My hero

Name: Houry, Corrupter of Wills
Faction: Academy
Statistics (might/magic/destiny): 1/1/1
Schools of magic: Dark/Water
Special ability: 4 ressources: Gain control of target creature. That creature has fast attack. At the beginning of your next round, return that creature to itīs ownerīs hand.
Health: 18

Good god no, just, no.

Giddimak
07-20-2015, 04:54 PM
Thanks, I fixed my post ;)

I think, your last comment on the Dimensional Rift got lost in the process.

Giddimak
07-20-2015, 04:57 PM
Good god no, just, no.

I can see why. I just thought of getting some of the old "Gain control of target creature" mechanics back playable. This one is probably not right, though. Perhaps without fast attack.

Giddimak
07-20-2015, 05:05 PM
Name: Stunning light
Rarity: uncommon
School of magic: light
Cost: 4
Requirements (might/magic/destiny): 0/4/0
Subtype: ongoing
Effect: until end of turn. All creatures gain cannot attack. When stunning light enters the
battleground deal 1 damage to every non-light creature.

I think, I see, where you are going, but shouldnīt that be: "Until your next turn"? Else I would make the effekt: All creatures have retaliation 0 until end of round. When stunning light enters the
battleground deal 1 damage to every non-light creatures.

Ravinnir
07-20-2015, 05:12 PM
I think, I see, where you are going, but shouldnīt that be: "Until your next turn"? Else I would make the effekt: All creatures have retaliation 0 until end of round. When stunning light enters the
battleground deal 1 damage to every non-light creatures.
Yeah, it should be " until your next turn", thx for report ;)

Licker34
07-20-2015, 05:26 PM
I can see why. I just thought of getting some of the old "Gain control of target creature" mechanics back playable. This one is probably not right, though. Perhaps without fast attack.

Look at what Noboru can do. And Noboru doesn't even have Water to make relocation that much more deadly.

Now look at what you proposed. Quick attack is the least of the issues here :)

You want an ability that bounces a card to the opponent hand, it better cost a lot. Sure Town Portal costs only 3, but do you really want to face infinite Town Portals?

Cost 4 and discard and it's still probably OP.

Giddimak
07-20-2015, 05:27 PM
Unique Building
Name: Lair of the Necromant
Faction: Necro
Rarity: epic, unique
Cost: 4
Requirements (might/magic/destiny): 4/0/0
Effect: The first time this round, one of your creatures goes to the graveyard, put one 1/01 melee shooter skeleton with stacking into play.

Ravinnir
07-20-2015, 05:35 PM
Unique Building
Name: Lair of the Necromant
Faction: Necro
Rarity: epic, unique
Cost: 4
Requirements (might/magic/destiny): 4/0/0
Effect: The first time this round, one of your creatures goes to the graveyard, put one 1/01 melee shooter skeleton with stacking into play.

building? strange, i would make non-unique fortune from it.

Giddimak
07-20-2015, 05:43 PM
Look at what Noboru can do. And Noboru doesn't even have Water to make relocation that much more deadly.

Now look at what you proposed. Quick attack is the least of the issues here :)

You want an ability that bounces a card to the opponent hand, it better cost a lot. Sure Town Portal costs only 3, but do you really want to face infinite Town Portals?

Cost 4 and discard and it's still probably OP.

Ok, thatīs an argument. But Noburuīs opponent keeps the creature to attack next round and to be totally honest, I canīt remember any match within the last monthīs, in which I faced Noboru or any number of matches, in which his ability would have had a serious impact on the outcome. Heroīs abilities with a cost of 4 or more are rarely played these days and even less often used. The game has become to fast for that. But then again, itīs just brainstorming, and weīll see, what the future brings. :)

Giddimak
07-20-2015, 05:49 PM
building? strange, i would make non-unique fortune from it.

I just did not want to bring another fortune besides Army of the Dead. Iīd have made it Unique, as it has the potential to bring 2 skeletons into play (your round and the opponents) one of which could be able to attack the next round, which is a deadly threat combined with strength in Unity. But these are just gut instincts.

Giddimak
07-20-2015, 06:14 PM
Fortune

Name: Spy Network
Faction: Sanctuary
Rarity: Uncommon
Cost: 2
Requirements (might/magic/destiny): 0/0/2
Subtype: Ongoing
Effect: Pay 2: Until next round, whenever opponent draws one or more cards, draw a card.

Llewella
07-20-2015, 06:48 PM
Spell

Name: Bridge to heaven
Rarity: uncommon
School of magic: light
Cost: 4
Requirements (might/magic/destiny): 0/4/0
Subtype: ongoing, row enchant
Effect: until your next turn, all creatures on target row gain "Phased"


Fortune

Name: Basic Gate
Faction: Inferno
Rarity: Common
Cost: 2
Requirements (might/magic/destiny): 0/0/1
Subtype: Instant
Effect: Pay 2: Select target inferno creature who has not yet attacked this turn. This creature gains cannot attack until the end of this turn. Deploy a copy of this creature on a valid position of the battleground. If the copy takes one dammage, bannish it.

Event

Name: Week of Plague
Rarity: Rare
Effects and abilities: Automatically active. Discard a creature card. If you can't, you cannot play any card this turn.

(might be a fortune, I don't know)

I would also enjoy alternate victory conditions (http://forums.ubi.com/showthread.php/931186-Alternate-victory-conditions?p=10265450#post10265450).

Giddimak
07-20-2015, 07:16 PM
Spell

Name: Bridge to heaven
Rarity: uncommon
School of magic: light
Cost: 4
Requirements (might/magic/destiny): 0/4/0
Subtype: ongoing, row enchant
Effect: until your next turn, all creatures on target row gain "Phased"

This is a beautiful idea and it addresses the problem of spell weakness for light players.



Event

Name: Week of Plague
Rarity: Rare
Effects and abilities: Automatically active. Discard a creature card. If you can't, you cannot play any card this turn.

(might be a fortune, I don't know)

I think, I get the idea, but there are creatureless decks, which I personally hate, but which have their right to existance. Theý be dead in the tracks. Perhaps an event for every subtype, simply saying "Discard a fortune/creature/spell at random." Instead of requiring the other player to play a certain subtype, youīd partially counter the one, that is most dangerous to you - with a 25 % chance.

Giddimak
07-20-2015, 08:55 PM
And as the thread starts taking up steam:

Name: Rakshasa Pickpocket
Faction: Academy
Rarity: Common
Cost: 1
Requirements (might/magic/destiny): 1/0/0
Schools of magic ( If any): none
Type: Warrior
Subtype: beastman
Attack: 1
Retaliate: 0
Health: 2
Special ability: swift
Special ability: Whenever Rakshasa Pickpocket deals combat damage, draw 1 card.

Name: Common Bazaar Thief
Faction: Academy
Rarity: Epic
Cost: 7
Requirements (might/magic/destiny): 4/0/0
Schools of magic ( If any): none
Type: shooter
Subtype: Wizard
Attack: 2
Retaliate: 0
Health: 4
Special ability: When Common Bazaar Thief is deployed, take target Unique Card, the enemy controls and play it for free. You do not need to meet itīs requirements.

Fortune:
Name: Bazaar of Al-Safir
Faction: Academy
Rarity: Common
Cost: 2
Requirements (might/magic/destiny): 4/1/1
Subtype: Ongoing
Effect: Whenever you increase your magic level, gain 1 resource.

Licker34
07-20-2015, 08:56 PM
Ok, thatīs an argument. But Noburuīs opponent keeps the creature to attack next round and to be totally honest, I canīt remember any match within the last monthīs, in which I faced Noboru or any number of matches, in which his ability would have had a serious impact on the outcome. Heroīs abilities with a cost of 4 or more are rarely played these days and even less often used. The game has become to fast for that. But then again, itīs just brainstorming, and weīll see, what the future brings. :)

Really?

No hero spams a 4 cost ability? Really?

Noboru isn't played much because sanc and one spell school kind of suck. Outmanuver is a very powerful ability though. Return to hand is arguably even better, especially since Noboru only has Dark, if he had water it might be different.

But your proposal is even more powerful than town portal since you actually get the creature to block with for a turn, or in some cases, use their end of turn ability, start of opponents turn.

It's a pretty busted ability for the cost you gave it.

Ravinnir
07-20-2015, 09:19 PM
Name: Faiz, Tainted
Faction: Academy
Statistics (might/magic/destiny): 1/1/1
Schools of magic: dark, fire
Special ability: 4 resorces (or more to balance it) ; target creature gains phased until your next turn.
Health: 20

Giddimak
07-20-2015, 09:25 PM
Really?

No hero spams a 4 cost ability? Really?

Noboru isn't played much because sanc and one spell school kind of suck. Outmanuver is a very powerful ability though. Return to hand is arguably even better, especially since Noboru only has Dark, if he had water it might be different.

But your proposal is even more powerful than town portal since you actually get the creature to block with for a turn, or in some cases, use their end of turn ability, start of opponents turn.

It's a pretty busted ability for the cost you gave it.

Never mind, Iīm not married to her ... ^^

Hereīs an alternative:

Name: Abu Kelb, The Beggar-King
Faction: Academy
Statistics (might/magic/destiny): (1/1/1)
Schools of magic: Prime, Dark
Special ability: If your might level is at least 5, the first time, your opponent discards a card in a turn, draw a card.

Giddimak
07-20-2015, 09:28 PM
Name: Faiz, Tainted
Faction: Academy
Statistics (might/magic/destiny): 1/1/1
Schools of magic: dark, fire
Special ability: 4 resorces (or more to balance it) ; target creature gains phased until your next turn.
Health: 20

I like it. Itīs a very versatile abilty.

Ravinnir
07-20-2015, 09:31 PM
Name: Sarah
Faction: Inferno
Statistics (might/magic/destiny): 1/2/0
Schools of magic: fire, light
Special ability: 1 resource ; destroy friendly demon creature then deal 1 damage to enemy hero.
Health: 20

-------------

Why don't make an Inferno hero with light spell school, if Jezebeth has a water? :cool:

Giddimak
07-20-2015, 10:05 PM
Name: Sarah
Faction: Inferno
Statistics (might/magic/destiny): 1/2/0
Schools of magic: fire, light
Special ability: 1 resource ; destroy friendly demon creature then deal 1 damage to enemy hero.
Health: 20

-------------

Why don't make an Inferno hero with light spell school, if Jezebeth has a water? :cool:

Right, or something like that:

Name: Tzukume
Faction: Sanctuary
Statistics (might/magic/destiny): 1/2/0
Schools of magic: fire, water
Special ability: Whenever Tzukume plays a fire-spell, deal 1 damage to all creatures on the board.
Health: 20

In the end, there are Volcanoes underneath the sea ... ^^

Pikolo01
07-21-2015, 01:19 AM
I really like the way this thread is going, you can see people noticing which mechanics(mill) and factions(sanctuary and academy) are underused. I think mill could be more popular if Gazal, Lady of secrets would have her special as a passive, maybe with Ammar's requirements.

Right, or something like that:

Name: Tzukume
Faction: Sanctuary
Statistics (might/magic/destiny): 1/2/0
Schools of magic: fire, water
Special ability: Whenever Tzukume plays a fire-spell, deal 1 damage to all creatures on the board.
Health: 20

In the end, there are Volcanoes underneath the sea ... ^^

God forbid.... Imagine a controlldeck with this - a firebolt has an added bonus of a heatvave....
However, with an added minimum requirement limit(for example 4 might 6 magic so it is not too quick) for this to kick in, we could get a non stall controll deck hero. However this would fit academy more, as it has a few spell/magic resit creatures, while sanctuary only has Mizu.

What would you say about that:

Name: Gore Feaster
Faction: Stronghold
Rarity: Rare
Cost: 5?
Requirements (might/magic/destiny): 5/0/0
Schools of magic ( If any): None
Type: Mele
Subtype: Orc - Warrior
Attack: 0
Retaliate: 2
Health: 8
Special ability: Gore Feaster gets a "+1 attack counter" for every creature that went to graveyard the turn he enterd the battlefield. Gore Feaster can not attack the turn he enteres the battleield(not even when something makes him gain quick attack)

Giddimak
07-21-2015, 02:24 AM
God forbid.... Imagine a controlldeck with this - a firebolt has an added bonus of a heatvave...

Are we just creating a sanctuary control deck? ^^

But Iīll just throw another one into the pit:

A combination, Academy does not have right now, seems to be water and dark. Water is usually associated with supply and trade, especially in a desert, where the routes rely on Oases. So:

Name: Jamal, Master of Caravans
Faction: Academy
Statistics (might/magic/destiny): 1/1/1
Schools of magic: Dark, Water
Special ability: If your might-level is at least 4, the first time, you draw a card outside your supply phase, gain 1 ressource.
Health: 20

Ravinnir
07-21-2015, 10:37 AM
Name: Chambers of Madness
Faction: Inferno
Rarity: common
Cost: 1
Requirements (might/magic/destiny): 0/0/1
Subtype: instant
Effect: choose one; look at opponent's hand and choose a creature card from it. opponents discards that card. OR search opponent's library for non-unique creature card and put it into their graveyard, then shuffle their library.

Ravinnir
07-21-2015, 10:48 AM
Name: day of rest
Rarity: common
Effects and abilities: 4 resources: heal 1 damage from friendly creatures.


OR 2nd version

Name: Day of Rest
Rarity: common
Effects and abilities: ongoing; at the end of your turn heal 1 damage from each friendly creature, which did not attack this turn.

Ravinnir
07-21-2015, 11:37 AM
Name: Shadow Elemental
Faction: neutral
Rarity: uncommon
Cost: 5
Requirements (might/magic/destiny): 3/2/0
Schools of magic ( If any): Dark
Type: magic meele
Subtype: spirit
Attack: 3
Retaliate: 1
Health: 6
Special ability: Dark Ward. incorporeal. Shadow elemental cost 1 less to play for every dark card on battleground

Name: Light Elemental
Faction: Neutral
Rarity: uncommon
Cost: 5
Requirements (might/magic/destiny): 2/4/0
Schools of magic ( If any): light
Type: magic flyer
Subtype: spirit
Attack: 2
Retaliate: 3
Health: 5
Special ability: preemptive strike. no counter can be put on light elemental. light elemental gains +1 retaliate for each friendly light creature.

Ravinnir
07-21-2015, 01:17 PM
Name: Gate of the Void
Faction: academy
Rarity: uncommon
Cost: 3
Requirements (might/magic/destiny): 2/3/2
Effect: Whenever magic creature is deployed or dies on Gate of the Void, take 2 top cards of enemy library and put it to their graveyard. If creature dies at Gate of the Void, banish it.

Ravinnir
07-21-2015, 01:21 PM
Name: House of Amnesia
Faction: Inferno
Rarity: common
Cost: 3
Requirements (might/magic/destiny): 1/0/2
Effect: Whenever demon creature dies at Hause of Amnesia, opponent discards a card at random.

Ravinnir
07-21-2015, 01:31 PM
i changed the Katashi concept: i remove air spell school and give her special ability thats propably make this hero much more playable ;)

Later, I will try to do sum up of all cards you create :)

ftr_midnight
07-21-2015, 02:15 PM
2 similar concepts:

Raise the Dead

Unique Fortune - Instant
Faction: Necropolis
Requirements: 3/0/5
Cost: 6?
Effect: Banish all creatures in both players' graveyards. Deal damage to opponent hero equal to the amount of creatures banished this way.

-------------

Aftershock

Unique Fortune - Instant
Faction: Academy
Requirements: 0/3/5
Cost: 6?
Effect: Banish all spells in both players' graveyards. Deal damage to opponent hero equal to the amount of spells banished this way.

ftr_midnight
07-21-2015, 02:21 PM
Conscription Army

Unique Fortune - Instant
Faction: Haven
Requirements: 3/0/5
Cost: 0
Effect: Pay 1 [Resource]. Deploy 1/1/1 melee shoter Soldier token on a valid battleground position. You may repeat this as many times as you want.

frontliner0123
07-21-2015, 02:34 PM
[QUOTE=Giddimak;10932841]Are we just creating a sanctuary control deck? ^^

But Iīll just throw another one into the pit:

A combination, Academy does not have right now, seems to be water and dark. Water is usually associated with supply and trade, especially in a desert, where the routes rely on Oases. So:

Name: Jamal, Master of Caravans
Faction: Academy
Statistics (might/magic/destiny): 1/1/1
Schools of magic;light.water
special ability;if your might level is 4 or more and your magic level is 3 or more the first time you draw a card outside your supply phase all cards in your hand that share the same type with the drawn cards cost 1 resource less to play until end of turn.

Ravinnir
07-21-2015, 03:06 PM
2 similar concepts:

Raise the Dead

Unique Fortune - Instant
Faction: Necropolis
Requirements: 3/0/5
Cost: 6?
Effect: Banish all creatures in both players' graveyards. Deal damage to opponent hero equal to the amount of creatures banished this way.

-------------

Aftershock

Unique Fortune - Instant
Faction: Academy
Requirements: 0/3/5
Cost: 6?
Effect: Banish all spells in both players' graveyards. Deal damage to opponent hero equal to the amount of spells banished this way.

OP cards

Ravinnir
07-21-2015, 03:16 PM
Name: Kilburn
Faction: Haven
Statistics (might/magic/destiny): 1/1/1
Schools of magic: air, earth
Special ability: If your might is level 4 or more and your destiny is 3 or more, at the beginning of your turn deploy a meele-shooter, human soldier token at valid battleground position if possible.
Health: 20

ftr_midnight
07-21-2015, 03:18 PM
Why? They cost a lot and the cost can be increased (I put a question mark there). They have high stats requirements.
They can be countered by Rise of the Nethermancer or Moon Pheonix.

Also, the Necro fortune (which is more dangerous as there are more creatures in decks) is anti-synergic with its user's Boneyards.

Edit: typo

Ravinnir
07-21-2015, 03:23 PM
20 creatures or spells in both graveyards is easy to reach and these fortunes might be a game breakers even if they cost a lot

ftr_midnight
07-21-2015, 03:34 PM
20 creatures or spells in both graveyards is easy to reach

It may seem like easy task but in reality it's not.
In order to put creatures in graveyard you have to play removal and it means leveling up Magic, while this fortune requires high Destiny. You probably won't hit required stats until turn 10 or maybe even later. Also, while you are leveling your stats, your opponent draws cards with his hero, gaining card advantage which he can turn into board advantage.

Anyway, most games are over before turn 10, which means that this idea (even if implemented) would not see much play at all -)

Giddimak
07-21-2015, 09:55 PM
Just because this nice element seems to be so underrepresentated:

Fortunes

Name: Dance of the Whirlwind
Faction: Academy
Rarity: Uncommon
Cost: 2
Requirements (might/magic/destiny): 2/0/1
Subtype: Ongoing
Effect: All Dervishes gain "evade" and "range reflect 1"

Name: Dance of Swords
Faction: Academy
Rarity: Uncommon
Cost: 2
Requirements (might/magic/destiny): 3/0/1
Subtype: Ongoing
Effect: Until end of turn: All Dervishes gain + 1 attack and swift

Name: Fan of daggers
Faction: Academy
Rarity: Uncommon
Cost: 2
Requirements (might/magic/destiny): 2/0/1
Subtype: Ongoing
Effect: All Dervishes gain "Immune to retaliation."

Hero:
Name: Szira, The Dancing Sandstorm
Faction: Academy
Statistics (might/magic/destiny): 1/1/1
Schools of magic: Water/Dark
Special ability: 2 resources: Until your next turn: All Dervishes gain "combat guard 1."
Health: 20

Name: Veiled Dervish
Faction: Academy
Rarity: Common
Cost: 3
Requirements (might/magic/destiny): 3/0/0
Schools of magic ( If any): none
Type: shooter
Subtype: warrior, dervish, man, creature
Attack: 2
Retaliate: 0
Health: 4
Special ability: Immune to retaliation
Special ability: Range reflect 1
Special ability: Evade

Name: Lost Caravan
Faction: Academy
Rarity: Common
Cost: 4
Requirements (might/magic/destiny): 3/0/0
Schools of magic ( If any): Prime, Dark
Type: melee/shooter
Subtype: warrior, caravan, man, creature, illusion
Attack: 2
Retaliate: 0
Health: 6
Special ability: Phasing
Special ability: During your supply-phase reveal the top card of your opponents deck. If it is a creature or fortune card, put it into his or her graveyard.

lore: "It is said, this caravan lost itīs way during a sandstorm, more than 1000 years ago and since then itīs unfortunate souls are condemned to travel the desert for all eternity. Whoever spots the Lost Caravan is doomed to join it. But then again, who told the tale?"

Toe.Salesman
07-22-2015, 05:43 AM
Loving the ideas so far guys. So much brainstorming! I have a few primitive ideas on some new Unique spells, and there are more to come. Any thoughts?

Fire:
http://i.imgur.com/O2qrmNk.jpg

Light:
http://i.imgur.com/2l11x2Z.jpg

Dark:
http://i.imgur.com/zCRy4FR.png

Prime:
http://i.imgur.com/whV01nL.png

lockman17
07-22-2015, 09:45 PM
Name: Third Eye
Faction: Neutral
Rarity: Epic-Unique
Cost: 6 Production
Requirements (might/magic/destiny):0/0/5
Subtype: Instant
Effect: Banish 2 cards in your hand then Look through opponents library and choose 4 cards to place in your hand.
(When chosen cards are sent to your graveyard banish them instead)

Giddimak
07-23-2015, 02:03 AM
I actually found one card, I would really like to see in the next expansion:

Name: King of Fools
Faction: Neutral
Rarity: Common
Cost: 10
Requirements (might/magic/destiny): 0/0/0
Schools of magic ( If any): None
Type: melee/shooter
Subtype: Any whatsoever
Attack: 0
Retaliate: 0
Health: 1
Special ability: If you have played at least 1.000 matches and deployed the King of Fools during this match, the taunt screen, "helping" you by advising to change your deck does not appear after three defeats in a row.

edit: Oh, and I want a "King of Fools in the Infernal Pit"-Monday!

Giddimak
07-23-2015, 02:19 AM
Name: Third Eye
Faction: Neutral
Rarity: Epic-Unique
Cost: 6 Production
Requirements (might/magic/destiny):0/0/5
Subtype: Instant
Effect: Banish 2 cards in your hand then Look through opponents library and choose 4 cards to place in your hand.
(When chosen cards are sent to your graveyard banish them instead)

I really like, where this is going, but I think it should be something like banishing 2 cards at random and drawing 4 cards at random for 4 ressources and 4 destiny. But thatīs maybe just me.

frontliner0123
07-23-2015, 08:01 AM
spells:
name:volcanic eruption
school:fire
requirements:5 magic
cost:5
type:instant
effect:deal 6 damage to all non-fire creatures on the battleground,flyer creatures only take half damage,rounded down

Sol_Blaze
07-23-2015, 02:02 PM
Card Type: Event
Name: Rain dance
Rarity: rare
cost: 5 Production
Effects and abilities: Target creature gains frozen touch and target enemy creature gains cannot attack until your next turn

Sol_Blaze
07-23-2015, 02:16 PM
Card Type: Event
Name: Primitive Necromancy
Rarity: uncommon
cost: 4 Production
Effects and abilities: take target common card from your graveyard and put into your hand or take target common card from opponents library and place into your graveyard

Ravinnir
07-23-2015, 05:40 PM
Name: Mercy of the Elder
Faction: Neutral
Rarity: uncommon
Cost: 2
Requirements (might/magic/destiny): 0/0/3
Subtype: Ongoing
Effect: Permanent. Target creature gains Enemy Spell Ward


Name: Siege
Faction: Neutral
Rarity: uncommon
Cost: 4
Requirements (might/magic/destiny): 0/0/2
Subtype: instant
Effect: Destroy target building

Name: Void Sign
Rarity: common
School of magic: Prime
Cost: 1
Requirements (might/magic/destiny): 0/2/0
Subtype: ongoing
Effect: Enchant creature. Permanent. When enchanted creature dies, banish it instead. Persistent.

Name: Magic Missiles
Rarity: uncommon
School of magic: prime
Cost: 3
Requirements (might/magic/destiny): 0/4/0
Subtype: instant
Effect: deal 3 damage to target 2 creatures

Name: Flood
Rarity: uncommon
School of magic: Water
Cost: 4
Requirements (might/magic/destiny): 0/4/0
Subtype: ongoing
Effect: Enchant row. Until your next turn: All Non Flyer creatures from enchanted row gain cannot attack. When Flood eneters the battleground deal 2 damage to all non-flyer creatures in enchanted row and 1 damage to all non-flyer creatures in adjacents rows.

Name: Spiked Thorns
Rarity: rare
School of magic: earth
Cost: 5
Requirements (might/magic/destiny): 0/4/0
Subtype: ongoing
Effect: Until your next turn: Earth creatures gain anchored. When Spiked Thorns enters the battleground, deal 4 damage to all non-earth creatures

Name: Hurricane
Rarity: Rare
School of magic: Air
Cost: 5
Requirements (might/magic/destiny): 0/5/0
Subtype: ongoing
Effect: When Hurricane enters the battleground destroy every flyer creature on battleground. When enemy deploys a flyer creature, destroy it and destroy Hurricane.

Ravinnir
07-23-2015, 05:44 PM
Name: Enlightment
Rarity: uncommon
School of magic: light
Cost: 2 or 3
Requirements (might/magic/destiny): 0/3/0
Subtype: ongoing
Effect: Enchant creature. Permanent: Whenever enchanted creature attacks, draw a card.

Toe.Salesman
07-24-2015, 12:18 AM
Name: Blazing Death
Spell School: Fire
Rarity: Epic
Card type: Unique Spell - Ongoing
Requirements: 5 Magic
Cost: 6 Resources
Effect: Whenever a creature moves to, moves from, or is deployed at a building, deal 1 damage to it and all adjacent creatures.

Name: Abysmal Burial
Spell School: Dark
Rarity: Epic
Card type: Unique Spell - Ongoing
Requirements: 4 Magic
Cost: 5 Resources
Effect: Whenever a creature you control dies, destroy a creature an opponent controls with a Might requirement of 2 or less at random.

Name: Voice of the Void
Spell School: Prime
Card type: Spell - Instant
Rarity: Epic
Requirements: 8 Magic
Cost: 8 Resources
Effect: Both players discard their hands. All cards on the battlefield and in both graveyards are banished. Both players then draw 5 cards.

HSVler
07-24-2015, 05:51 PM
Some ideas that would possibly fit to heaven and the angels/light based part:


Name: Angel of Hope
Faction: Haven
Rarity: Epic
Cost: 4
Requirements (might/magic/destiny): 3/2/0
Schools of magic ( If any): Light
Type: Magic Flyer
Subtype: Angel
Attack: 2
Retaliate: 1
Health: 5
Special ability: When Angel of Hope enters the Battleground, choose one Light Creature from your Grave that was destroyed during the last turn, deploy it for free at the same position where it was before. It's HP are half of it's Original HP (rounded down).

In my mind this one would also fit to the Angel's abilities of HoMM in a way.


Name: Angel of Justice
Faction: Haven
Rarity: Rare
Cost: 4
Requirements (might/magic/destiny): 4/1/0
Schools of magic ( If any): Light
Type: Flyer
Subtype: Angel
Attack: 2
Retaliate: 2
Health: 6
Special ability: When Angel of Justice enters the Battleground, deal 1 damage to target enemy creature for each Angel Creature you control. (Angel of Justice included)


Name: Healing Angel
Faction: Haven
Rarity: Uncommon
Cost: 3
Requirements (might/magic/destiny): 3/1/0
Schools of magic ( If any): Light
Type: Magic Flyer
Subtype: Angel
Attack: 2
Retaliate: 1
Health: 6
Special ability: When Healing Angel enters the Battleground, heal 1 damage from your hero.


Name: Clarissa, Gateway to Heaven
Faction: Haven
Statistics (might/magic/destiny): 2/1/0
Schools of magic: Light + Air or Light + Prime
Special ability: 3 Resources: Choose 1 "Angel" Creature from your deck and add it to your hand.
Health: 20

Sol_Blaze
07-24-2015, 07:33 PM
Name: A World of Hate
Faction: Inferno
Rarity:Rare
Cost:4
Requirements (might/magic/destiny): 0/2/3
Subtype: Instant
Effect: Choose target Enemy creature on battleground and banish it .Then decrease production by 1

HSVler
07-24-2015, 10:04 PM
Nothing against you but I think the sense of this thread is not to create totally overpowered unbalanced cards that should never be ingame. Even for 5 Costs this would be way too heavy.. ^^

Ravinnir
07-24-2015, 11:41 PM
Nothing against you but I think the sense of this thread is not to create totally overpowered unbalanced cards that should never be ingame. Even for 5 Costs this would be way too heavy.. ^^

yea, i created this thread to allow you to post balanced, not-OP cards. I made a list of needed cards, which is based on previous expansions.

So, before you post your idea here, make sure that:
1) cards you create is not OP when combined with other cards/heroes, and its not OP itself.
2) cards you create are not only rare/epics/unique - make uncommon/common cards too.
3) spell cards you made fit their schools archtypes and are not only one-faction specified.
4) you balanced your cards with their: costs, abilities, effects, statistics, requirements.

Example:
imagine that there is spell/fortune card for 6 resources that enchants row until end of turn. it gives all creatures deployed in this row "quick attack" ability.seems balanced? No. Why?
.
.
.
Myranda and Akane had air spell school that allow you to play "windborn speed" - spell card that gives all creatures on battleground swift ability. Combined with djinn cloudshapers or other spirit creatures and portal of house animal allows you to return them to your hand as many times as you want, and every time you playing them you may attack. You could play memory lapse too and mill your opponent only in one turn, because you will gain resources from building.

Mushidoz
07-25-2015, 05:31 PM
Baaah, why the heck not!

Here are some ideas that crossed my mind:



http://vignette3.wikia.nocookie.net/mightandmagic/images/5/50/Vittorio.jpg/revision/latest?cb=20121212160533&path-prefix=en
Name Vittorio
Faction: Haven
Statistics (might/magic/destiny): 1 / 0 / 2
Schools of magic: Earth / Fire (siege theme)
Special ability: 0 Resources; Until the end of turn, buildings cost 1 less to play
Health: 20
Reference: http://www.heroesofmightandmagic.com/heroes5/toe_duel_haven_preset2.shtml



http://fc00.deviantart.net/fs45/i/2009/148/9/8/Kuntimong__Demon_Lord_by_Gandharvasstudio.jpg
(kudos to Gandharvasstudio for this amazing picture)
Name: Greater Shadow Elemental
Faction: Neutral
Rarity: Rare
Cost: 5
Requirements (might/magic/destiny): 4 / 4 / 0
Schools of magic ( If any): Dark
Type: Magic Melee
Subtype: Spirit
Attack: 2
Retaliate: 2
Health: 6
Special ability:
- Incorporeal
- When Greater Shadow Elemental enters the battleground, nullifies the current effect of passive and targeted events on creature at targeted position




http://www.teacherneedhelp.com/homehy/flashlight.jpg
Name: Greater Light Elemental
Faction: Neutral
Rarity: Rare
Cost: 6
Requirements (might/magic/destiny): 2 / 5 / 0
Schools of magic ( If any): Light
Type: Magic Flyer
Subtype: Spirit
Attack: 1
Retaliate: 5
Health: 7
Special ability:
- Dark Ward
- Premptive Strike
- Retribution


Maybe more to come when I feel like it.

I'll try and do one for Nebiros, Chosen of Urgash (Inferno hero from heroes 5 and 6 - http://mightandmagic.wikia.com/wiki/Nebiros) and Kilghan the Goblin King (Stronghold hero from Heroes 5 - http://mightandmagic.wikia.com/wiki/Kilghan), probably following the 1 / 0 / 2 format that I used for Vittorio because I like the idea.

lockman17
07-25-2015, 06:34 PM
Name: Quetzalcoatl
Faction: Stronghold
Statistics (might/magic/destiny): 2/0/1
Schools of magic: Earth and Air
Special ability: Ongoing: friendly creatures with a base attack of 2 or less gain attack anywhere
Health: 20

noetha
08-04-2015, 05:29 PM
yea, i created this thread to allow you to post balanced, not-OP cards. I made a list of needed cards, which is based on previous expansions.

So, before you post your idea here, make sure that:
1) cards you create is not OP when combined with other cards/heroes, and its not OP itself.
2) cards you create are not only rare/epics/unique - make uncommon/common cards too.
3) spell cards you made fit their schools archtypes and are not only one-faction specified.
4) you balanced your cards with their: costs, abilities, effects, statistics, requirements.

Example:
imagine that there is spell/fortune card for 6 resources that enchants row until end of turn. it gives all creatures deployed in this row "quick attack" ability.seems balanced? No. Why?
.
.
.
Myranda and Akane had air spell school that allow you to play "windborn speed" - spell card that gives all creatures on battleground swift ability. Combined with djinn cloudshapers or other spirit creatures and portal of house animal allows you to return them to your hand as many times as you want, and every time you playing them you may attack. You could play memory lapse too and mill your opponent only in one turn, because you will gain resources from building.


You should add something
1) Sanctuary cannot have heroes with fire school
2) Inferno cannot have heroes with light school
3) Stronghold cannot have prime school
4) Necropolis cannot have light school

and: the cards and their effects should match the faction they belong to. For example, a dschinn should never have discard from hand or dmg to enemy player (burn) effect,,this belongs to inferno.

About that hero ability that was discussed earlier: It's complelty op. Every hero ability that turns any of your cards into a spell has at least a discard effect:
eg. Kal-Azaar can turn any card into a firebolt, Old Mother can turn any card into massgrave and so on.

What was proposed is: Unlimited shadowimages with the added effect of town portal, unless you suicide that creature. It's way too strong. To be eben remotely in line with the rest of abilities it would have to be something like: discard a card and had to cost 7-9 ressources. Furthermore, consider the main theme of the factions, when designing hero abilites.

zielarz757
08-19-2015, 03:03 PM
Name: Arcane Pigeon
Faction: Neutral
Rarity: Epic
Cost: 2
Requirements (might/magic/destiny): 3 / 2 / 0
Schools of magic ( If any): Prime
Type: Magic Flyer
Subtype: Spirit
Attack: 1
Retaliate: 0
Health: 4
Special ability: Arcane Pigeon gains +1 attack and +1 retaliation for every spirit creature on the battleground you control.

Ah, I couldn't resist that :). I personally consider Arcane Eagle a prime elemental, so why shouldn't we get "lesser" version of it.