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Card Ideas

A topic by Martin Nerurkar created 34 days ago Views: 128 Replies: 8
Viewing posts 1 to 9
(Edited 4 times)

If you have any card ideas, do drop them here. 

I'm currently thinking about leader cards specifically as I want a bit more variety here. Mainly to make the Enemy decks more varied. At the moment the base of a lot of decks enemy decks are unit buffs and direct damage, which is fine but gets quite boring quickly. Also it leads to too many attack cards in play.

Some more basic leader cards are sorely needed. Especially some that don't add entirely new features, mechanics and interface requirements. :) 

The most obvious ones are probably some simple "gain keyword X" cards. These would need to be valuable enough to see play though, and there's already criticism for the existing Gain Taunt cards.

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For every ability, the ability to give it or take it away, themed and costed appropriately for each deck. 

War Drums (Ferals): 6 momentum, Construct, 0,3, Followers you control gain Charge.

Propaganda Broadcast (Union Fist): 4 momentum, target follower loses Taunt and gains Stealth. If it already has Stealth, it gains Shielded.

Infiltration Protocol (Rusters): 5 momentum, target Obstacle is destroyed and deals 2 damage to its neighbor tiles. Spawn a 2,2 Drone. 

Aging Artillery (Union Fist): 7 Momentum, Construct, 0,5, Incite, deal 3 damage to a random enemy tile, and 1 to each adjacent tile and itself. Revenge: Deal 3 damage to the controlling player.

Subversive Doctrine (Fanatics): 6 Momentum, target follower loses Sniper and gains Taunt. 

No Fly Zone (Union Fist): 5 Momentum, target follower loses Flight, gains +2,-1, and Rage.

Provoke: 4 Momentum, target follower loses Taunt and gains +2,-1 and First Strike

Stampede (Beast): 3 Momentum, Construct, 0,4, Followers under your control lose Charge and gain Overwhelming and +2, +1.

Brilliant Missile Battery (Rusters): 6 Momentum, Construct, 0,4, at the start of your turn draw Brilliant Missile. Revenge: Deal 3 damage to each adjacent space. Brilliant Missile: 0 Momentum, Charge, Flight, 1,1.

Asymmetric (Raiders): 6 Momentum, target follower's health becomes 2 and gains Shielded.

Collateral (Raiders): 4 Momentum, target follower gains -2,0 and Blast.

Meat Shield (Ferals): 3 Momentum, spawn a 2,1 beast with Taunt and Charge.

Flak Drones (Rusters): 5 Momentum, target followers' attack is set to 0, and they gain Sniper and Blast. 

Savage (Ferals): 5 Momentum, destroy target follower you control. Heal remaining followers to full.





 

(Edited 1 time) (+1)

Leadership cards

Explosive Armor (1 momentum cost) - Lose all armor, deal damage equal to armor lost to target

Gauntlet Bash (2 momentum cost) - Gain 2 armor, deal 2 damage to target

Roulette (1 momentum cost) - Destroy a random follower

Hm. A few of these are very enemy specific and might be well suited to equipment. For example something that takes away flying. So far only Rusters have flying so it'd be something only needed in a deck with these dudes.

(Edited 4 times)
The most obvious ones are probably some simple "gain keyword X" cards. These would need to be valuable enough to see play though, and there's already criticism for the existing Gain Taunt cards.


I like the idea of cards that give abilities.  The criticism for the Gain Taunt cards, is there, because Taunt is pretty much unimportant in the game right now.

Taunt is not really working to "protect" your low HP cards.  The Taunt follower with its large HP pool is supposed to protect your other low HP followers that have lots of attack strength or special abilities.

But the problem is threefold: 

  1. The enemy decks have tons of small direct damage cards.  They don't need to kill your Taunt follower to get to the 6/2 follower, they just murder your 6/2 follower with a simple direct damage card.
  2. The other followers you have, don't have abilities that make them especially important to have on the board.  (There are things like First Strike, that you would want to protect, but you rarely even have these cards)
  3. I never lose board control.  Well, almost never.   When I end my turn, the enemy followers are always dead or pose no threat, and I have followers on the board.  So why would I need Taunt, when followers won't be attacking next turn.  There are not many units that can attack on the turn they get into play.


Playing cards like Berserker and a Taunt card to keep the enemy followers away, is not a viable strategy.   Followers with 2 HP still have a very low chance of survival.

Followers with 1 HP  - Extremely iffy survival

Followers with 2 HP - Small chance of survival.     There are still 5 different cards in enemy decks that do 2 damage.  (if not more)

Followers with 3 HP - Decent chance of survival.    3 HP is ideal right now.   Yes, they can still get removed by some of the bigger damage cards, but enemies will have to pay the price.   Bigger removal cards cost a good amount of momentum, and you will feel perfectly happy when an enemy uses a Rend card, just to remove your 2/3 Initiate follower.


I just found a new Rare follower, that i have never seen before!   Here it is:


As the game is right now, I would not play this card.

  1. It gives Taunt, which I don't need.  
  2. It has only 2 HP     (survival chance of a 4 momentum drop is important)

So basically I will be putting this follower into the T3 group in my Cards and Strategies thread.


Edit: My evaluation my be wrong if you get tons of cards later that combo with Taunt cards, then Taunt may act a bit like Armor, setting up combos.  (Armor also has some synergistic cards)

As the enemy leader card deck starts filling up with cards that aren't direct damage, taunt will be more important since it won't be using direct damage each turn.

If all the enemy has in its hand is direct damage, it'll use it. If you consider what you've seen the enemy decks play, its mostly buffs, reinforcements, and direct. Leader cards that do other things displace direct damage and transfer the focus back to creature battle. IMO.

(Edited 1 time) (+1)
Roulette (1 momentum cost) - Destroy a random follower

Hehe, my suggestion already exists as a card!   Its called "Blind Shot".   I saw eeet.

Further ideas:

Deathly Conversion: (2 momentum cost)  Deal 2 damage to target, if follower is killed, add follower to  your hand

Bulldozer (0 momentum cost) - Move an obstacle to any location on the battlefield (including enemy side)

Infest (3 momentum cost) - turn an obstacle into a follower, follower gains +2/0

Poke (1 momentum cost) - Target follower's Fury ability is triggered twice

More ideas:

Interdimensional Slap - (1 momentum) 1 damage to target, target is moved to a random location.

In the Shadow we Grow - (2 momentum) Your followers that are behind cover gain +2/+2

Lure - (1 momentum) Target gains Taunt and +0/+1.
I know this card already exists.....  I just want a buff  haha.