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Chariot Rider

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The Grand Card Suggestion Archive
« on: August 10, 2017, 03:48:10 PM »
Greetings my fair Armellians

A great few years have passed since the first release of Armello and the forums have always been populated by people making suggestions to make Armello a even better game.  My favorite ones were always the card discussion threads, because you never knew what to expect when someone threw out a new card.   The spectrum of creativity always amazed me that such variety could be wrung out of such a simple base system.  Eventually I realized that an archive of all previous card would be beneficial.  We could see the earliest, craziest, and unique ideas all in one thread, and fueling our further creativity off the ideas of the previous explorers of the game design universe.  Plus it just gave me a kick reading through all of these.

A couple housekeeping notes, I have searched through all forum posts on the general discussion and feedback and suggestions sections of the forum.  It is possible that I missed one so feel free to add any other ideas I missed.  All suggestions are in their original forms, with the exception of the occasional formatting change to make the card fit in better with the rest.  Cards are organized under the original poster.  Feel free to add your own ideas to this thread, or if a card idea gets missed post it here and give original poster credit.  Also, wall of text alert.

Grand Ring and Amulet Suggestion Archive: http://leagueofgeeks.com/forums/index.php?topic=3365.0

Note: The purpose of this post is to be an archive, so feel free to create separate threads to critique and suggest specific cards, as long as the final version of the card makes it to this thread.  Please keep discussion of cards off this thread (not that it was a problem, I just like to plan for all possibilities),

Lunaraia

Mantle of the Worm
Treasure
Cost: 2 Rot
Effect: In battle gain 1 Shield, if Corrupted you can enter Stone Circles.

Dark Shadow
Follower
Cost: 1 Rot, 4 Gold
Effect: If not corrupted Rot Dice Explode and Wylds are misses, if corrupted Wylds count at Rot.

Celestial Reflection:
Magic
Play to Hero
Cost: all Magic
Effect: set your rot to Zero

Moon Flare
Enflame for Moons.

Wyldstar Amulet
Treasure
Cost: 0
After a battle heal 1 life if you survive, if you become corrupted lose all life, discard Wyldfire Amulet, Rot becomes 0

Spirit Shard
Treasure
Cost: 0
Effect: If you are in a stone circle when night comes gain a Spirit Stone, can only trigger once per stone circle.

Biologist

Meditation Incense:
Item, 1 Gold cost, +1 Spirit until end of your next turn, -1 Fight until end of your next turn.

Forbidden Tome:
Item, 1 Gold cost, +1 Wits until end of your next turn, -1 Body until end of your next turn.

Spirit Vessel:
Item, 1 Gold cost, +1 Spirit until end of your next turn, -1 Body until end of your next turn.

Chariot Rider

Tournament Lance
Item
Sword
Cost: 2 Gold
Get +Attack.If you have more prestige than your opponent get +1 Pierce.  If you win the combat gain +1 prestige.

Blessing
Spell
Wyld
Cost: 1 Magic
Play to hero, Creature
Heal +1 damage, heal +3 instead if target target has no rot.

Rondel Dagger
Item
Moon
Cost: 3 gold
In battle +1 attack.  Trickeries cost 1 less to play.

Spirit Swap
Spell
Wyld
Cost: 6 Magic
Cast to hero or creature
Trade places with the caster of this card (palace restricted).

Shatter Shield
Trickery
Sun
Cost: 2
Play to hero or settlement
Target discards all Shield cards in their hand

Heavy Mail
Item
Symbol: Defense
Cost: 4
Get +2 dice when in combat and -1 dice in perils

Marsh Staff
Item
Equipable
3 cost
Rot
Moving onto a marsh does not consume AP.  You take an additional damage when moving onto a marsh.

[Note: these next 3 cards used the special “Ember” keyword I came up with.  Essentially it is a special effect when burning the card.  IMO these are really cool (winks at Darcy)]

Cloak and Dagger
Sword
1 cost
Item
Equipable
+1 sword in combat
Ember: gain +1 gold after combat

Magic Missile
Spell
Moon
2 mana
Deal 2 damage to target
Ember: -1 mana and deal 1 damage to opponent after battle

Espionage
3 gold
Moon
Play to settlement
Gain Scout on the settlement.  Gain +1 gold for every hero within 1 tile around the city.
Ember: The first dice that misses explodes

Wessolf27

Silver Compass
Item (Unique) (also not an equipment!!!)
Cost: 6 gold
Symbol: Moon
Play to Self.
Effect: Guarantee a random treasure on a dungeon roll.

Wyld's Ward
Spell (uncommon)
Cost: 2 Magic
Symbol: Shield (or Wyld)
Play to: Settlement
Effect: Protects settlement from being terrorized by Banes once. (Effect cancelled if Settlement is taken by another Hero.)

Bombadier
Trickery (uncommon)
Cost: 3 or 4 gold.
Symbol: Sword (or Sun)
Play to: Settlement
Effect: Destroys fortifications from a settlement. (Includes Palisade Walls, Elyssia's fortifications, and the above Wyld's Ward)
Alternate Effect (if played to Mountain): Removes 1 movement cost from mountains (for 1 turn?)

Recruit
Trickery (Unique)
Cost: 6 Gold (or 3 Prestige)
Symbol: Sun
Play to: Self on Settlement
Effect: Draw one random follower card.

Dragoncrescent

Fulminous Edge
Spell
Symbol: Sword
Cost: 2 magic
Effect: Turn all cards in target's hand into the Sword Symbol.

Symbol: Moon
Cost: 1 Prestige
Play to Hero
Effect: Next turn, draw 4 additional cards

Queen's Handmirror
Equipment/Treasure: 4 gold (yes, expensive. This is a powerful effect)
Ability: Once per round, negate the effect of one spell or trickery card played directly to your hero. This effect refreshes at Dusk/Dawn.

CrazyBob05

Power of the Clan
Cost: All you gold and spirit
Effect: Gain the abilities of your Hero's clanmates for the next 4 turns.

Eye of Ra
Cost: 4 Mana
Range: 7 tiles
Effect: During the day - Strikes an enemy for 2 Health for every Rot.  You gain no Prestige if they die.
During the night - Grants Scout to all nearby Forest and  Mountain tiles.

Shapeshifter
Cost: 3 Mana
Effect: Gain the appearance and stats of another Hero in the match until the end of your next turn.  During your turns your Hero will appear to you as they normally are.

Possession
Cost: 6 Mana
Range: 1 Tile
Effect: You can seize control of another Hero but you use your own AP to move with them.

Concealed Dagger
Regular Item
Symbol: Moon
Cost: 5 gold
Effect: +2 swords with pierce if attacking while cloaked.

Blade of Storms
Symbol: Wyld
Cost: -3 Prestige
Effect: Gain +3 Shield symbols in next fight after failing a Peril.  Gain +3 Sword symbols in next fight after escaping a Peril.  Either one will be cleared after the next fight or the next Peril.

Moon Mirror
Symbol: Moon
Cost: -3 Gold
Effect: Moon symbols burned at night in battle count as defense, explode, and gain Reflect.

Sun Gem
Symbol: Sun
Cost: -3 Mana
Effect: Sun symbols burned during the day in battle explode and gain Pierce.

Hired Magister
Symbol: Wyld
Cost: 3 Mana
Effect: Mana cost for spell cards is changed to Gold cost instead and 1 point is added.

Treasure Guard
Cost: 6 Gold
Symbol: Shield
Effect: Opponents cannot steal an equipped treasure.

Caravan Guard
Cost: 7 Gold
Symbol: Shield (during the day), Sword (at night)
Effect: Opponents gain +1 Gold instead when they would otherwise steal Gold from you.

Corrupted Living Statue
Cost: +2 Rot
Symbol: Rot
Effect: +2 Swords and Shields if user is Corrupted.

Shield of the Phalanx
Symbol: Shield
Cost: 6 Gold
Effect: During battle, 1 card your opponent has equipped that affects battle is randomly selected and negated until the battle is over.  With the exception of the King's treasures.

Blind Seer
Companion - Wyld Symbol
Cost: 4 Mana
Effect: Perils within a 3 tile radius will be revealed when you hover over them.  Revealing them shows the Peril's card and how many symbols it has.  This effect does not work on Castle Perils.

Master-at-Arms
Companion
Symbol: Attack
Cost: 7 Gold
Effect: Allows Equip cards to be placed in Companion card slots at double their normal equipment price.

Simple Stone Sword
Symbol: Attack
Cost: 1 Gold
Effect: Adds one Attack during your next 3 battles.  After that it disappears.

Simple Wooden Shield
Symbol: Defend
Cost: 1 Gold
Effect: Same as Simple Stone Sword except with Defend.

Magic Bag of Holding
Symbol: Wyld
Cost: 9 Gold
Effect: Instantly raises your Wits stat to 10 and if you have any AP left at the end of your turn will activate an ability similar to the Temple Ruins tile without a chance for Rot or a Bane.

Cursed Bag of Rot
Symbol: Rot
Cost: 9 Gold
Effect: Nearly identical to Magic Bag of Holding, when it's AP effect is activated you instantly gain +1 Rot and lose -1 Health.  It also has double the chance of summoning a Bane as a Temple Ruins tile.  While not equipped it appears identical to the Magic Bag of Holding save for the fact that it's symbol shows.

AmorousBadger

The Leprechaun
cost : 4 gold
get a feee 'dungeon roll' every morning. Note - this is a FULL dungeon roll, complete with risk of Banes hitting you up.

Gambler
cost - 2 gold
 Every evening you get a 'gold roll'. You could receive 1, 2 or 3 gold. Or lose them.

Lienn

Purge
Spell
Cleans the target's Rot and causes -1 Health for every Rot point the target lost.

Wyld Fire
Spell
Causes -1 Health to target for every Wyld-type card in your hand.

Spirit Bolt
Spell
Consumes all your Spirit and causes -1 Health to target for evety Spirit lost this way.

VartLoccur

Flight
Spell
3 Mana
Sun
Cast on target hero, instant. Adds 1 AP this turn. Until the end of the next turn target can move over tiles, ignoring movement penalties, perils and other characters. Target doesn't stop in skipped tiles to explore, gather crystal stones or quest, however.

Local Guides
Trickery
1 gold
Shield
Cast on tile, instant. Until the end of your next turn you ignore all movement penalties on the target tile and adjacent ones.

Kitsu Aeryn

Night Owl
Follower
$2 to equip.
-1 AP gained at dawn. +1 AP gained a dusk.

Sifthewuff

Fighting instinct
item
Gain one sword/fight for every missing health below 5 (4 health=1 sword, 1 health=3 swords)

Survival instinct
Hero power or item
Below 2 health gain +2 swords and shields

Battle prowess
Hero power or item
gain +1 fight for every enemy hero within one tile radius.

Juggernaut
Item (could be a power but may be to strong without some kind of risk)
gain +1 sword/fight for each enemy(Just hero or all?) killed up to 5, card is reset(or destroyed) upon death. (might have a high price to make it a really risky choice)

Flaming shield
Hero power or item
gain +1 sword for every 2(or 3?) shields

Sickening curse
Item
all healing is reduced by one until the end of target's next turn. (or prevented entirely, but that may be too strong)

Trap setter
Hero power or item
Gain extra dice when ambushing

David12596

Bandage
Play to Creature
Cost: 1 Gold
Symbol: Shield
+1 health and prevents or removes one negative debuff. Negative debuff would be like -1 AP or poison.

Potion of Empowerment
Play to Hero
Cost: 4
Symbol: Fight
+1 fight and +1 body until the end of your next turn.

Book of the Wyld
Play to Self
Cost: 2
Symbol: Sun
+1 Spirit and -1 Wits until the end of your next turn.

Book of the Wise
Play to Self
Cost: 2 gold
Symbol: Moon
+1 Wits and -1 Spirit until the end of your next turn.

Potion of Darkness
Play to Hero
Cost: 1 Rot
Symbol rot
+1 fight, +1 spirit, +1 body, and +1 Wits until the end of your next turn.

Campfire:
Play to Forest
Cost: 1 gold
Symbol: Sun
Range: 1
Creates a Campfire at target location. Grants scout to all hexes around it and gives you +2 health if you start your turn if you begin your turn on or adjacent  to the camp fire. Lasts for two turns.


Smokescreen
Play to Tile
Cost: 2 gold
Symbol: Shield
Range: 1
Creates a smokescreen in target hex which grants you stealth if you are in the tile with the smokescreen or adjacent to it. Last one turn.

Rope
Play to Self
Cost: 2 gold
Symbol: Shield
Range: 1
Ignores mountain and swamp penalties until the end of your turn..

Stoneskin:
Play to Creature
Cost: 3 Mana
Symbol: Shield
Spirit Range X
In battle +2 shields, -1 AP, and prevents piercing until the end of your turn.

Rot Mastery:
Play to creature:
Cost: 1 Rot
Symbol Rot
Range: 1
Until the end of your turn of your next turn enemies that attack you are poisoned.

Wyld Barrier:
Play to Creature
Cost: 3 mana
Symbol: Wyld
Spirit Range X
Prevents the first incoming source of damage you would get from a spell or peril until the end of your next turn.

Rewind
Play to Self
Cost: 3 mana
Symbol: Wyld
Spirit Range X
Lets the user reroll and try a peril again if they failed it the first time.

Trade:
Play to Hero
Cost: 4 gold
Symbol: Shield
Range 1
Take one item of your choice in the target's inventory  and switch it with one of your items of your choice in your inventory.

Bottomless Pit:
Play to Forest, Swamp
Cost: 3 gold
Symbol: Moon
Peril Rating 3
-1 AP and the target randomly loses one equipmentment.


Decoy:
Play to Settlement, Forest
Cost:  4 gold
Symbol: Moon
Peril Rating 3
Target is forced to move into an adjacent hex and losses one follower if they have more than one.

Truce:
Play to Self
Cost: 3 gold
Symbol: Shield
In your next battle it is considered a standoff. Note: Basically no one deals damage to anyone.

Malfunction
Play to  Hero
Cost: 3 gold
Symbol: Moon
Causes one random equipments on target hero to be disabled until the end of their turn.

Misdirection
Play to Hero
Cost: 1 Prestige
Symbol: Rot
Causes the targets quest to get reassigned somewhere else on the map.

King’s Dungeon
Play to Settlement
Cost: 1 Rot
Symbol: Rot
Cause the target to lose all their AP and they get a bounty. If they had one AP when entering the Dungeon they lost 2 gold.

Tax Collector:
Play to Settlement
Cost: 2 gold
Symbol: Shield
Cause target settlement to not generate any gold for two turns.

Dark Chant:
Play to Dungeon
Cost: 1 rot
Symbol: Rot
Causes a bane to spawn during the dungeon roll if the target fails the peril

Fortuneteller:
Recruitable
Cost: 5 gold
Symbol: Moon
Grants the ability to see the top card of each deck.

The Jester
Recruitable
Cost: 3 gold
Symbol: Sun
Enemies that fight you in battle get -1 Wits until the end of their next turn.

Tactician
Recruitable
Cost: 3 gold
Symbol: Shield
+1 Wits and +2 dice in perils.

Assassin:
Recruitable:
Cost: 3
Symbol Rot
In battle +2 swords when ambushing.

Scout
Recruitable
Cost: 3
Symbol: Sun
Grants you scout and reduces the chances of spawning banes in dungeons.

Magus
Recruitable
Cost: 2 Rot
Symbol: Rot
You ignore penalties from swamps, gain +2 shields in swamps  and In battle Wyld Cards are changed to Rot.

The Wyld Sword
Equippable
Cost: 4 Gold
Symbol: Wyld
+1 Spirit, +1 fight, and if you kill a corrupted creature you get -1 Rot.

Guardian Shield
Equippable
Cost: 4 gold
Symbol: Moon
Spells deal one reduce damage to you and in battle you get +1 shield. Spells can never deal 0 damage to you.

« Last Edit: August 24, 2017, 07:55:16 AM by Chariot Rider »
Some people think chivalry is dead but I think it just has a really bad cold

Chariot Rider

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Re: The Grand Card Suggestion Archive
« Reply #1 on: August 10, 2017, 03:48:24 PM »
The Observer

Name: Charnel Vial
Cost: 2 Gold
Rarity: Uncommon
Play To: Creature
Effect: Until target's next turn, body is reduced by two.
Three times three things most vile, we consign to this charnel vial.

Name: Ironheart Truffle
Cost: 3 Gold
Rarity: Uncommon
Play To: Self, King's Guard
Effect: Until target's next turn, shields will explode.
A delicacy found growing between the roots of great Wyld trees, it has absorbed much of the earth's strength.

Name: Moon Charm
Cost: 3 Gold
Rarity: Rare
Play To: Equippable
Effect: Reduce damage from spells by 1.
Sun of gold, moon of silver.

Name: Archmage
Cost: 1 Prestige
Rarity: Unique
Play To: Self
Effect: Drain 2 magic from all heroes.
"Hmm, not exactly ethical, but I do concur it would be a fascinating experiment."

Name: Assassin
Cost: 5 gold.
Rarity: Unique
Play To: Hero, Settlement
Effect: Deal 5 damage.
"A hero, eh? That'll look good on my resume."

Name: Body Double
Cost: 3 gold
Rarity: Unique
Play To:  Hero
Effect: Until target's next turn, no cards may be played to the target.
"It's a living. I get to wear his clothes, eat his food...and draw the occasional arrow meant for him."

Name: Inquisitors
Cost: 2 Gold
Rarity: Rare
Play To:  Hero, King's Guard
Effect: Until target's next turn, no spells may be cast by or to the target.

Name: Forged Missive
Cost: 4 Gold
Rarity: Unique
Play To: Hero
Effect: Returns hero to their clan grounds.
Dear [insert name here], we deeply regret to inform you that [family member] has suffered [ailment of choice] and your presence is needed posthaste...

Name: Magebane Snare
Cost: 3 gold
Rarity: Uncommon
Play To: Stone Circle, Dungeon, Forest
Effect: Drains half the target's magic and deals the same amount of damage.
"The beauty of this little contraption? It turns the victim's power against him or herself."

Name: Misdirection
Cost: 2 gold
Rarity: Uncommon
Play To:  Tile
Effect: Ejects hero from tile and lose 1 AP.
"I TOLD you we should've taken a left turn at those mountains!"

Name: Rabble Rousers
Cost: 2 gold
Rarity: Uncommon
Play To: Settlement, Plains
Effect: Reduce target's wits by 2 until the end of their next turn.
"You refusing a drink from Big Bert, mate? No one refuses a drink from Big Bert!"

Name: Relic Peddler
Cost: 5 gold
Rarity: Unique
Play To:  Settlement, Stone Circle, Dungeon
Effect: Steal a spirit stone from target.
"Oh, you've got some blue rocks? Well, I've got some red ones, yellow ones...a green one, too. Want to trade?"

Name: Royal Command
Cost: 1 Prestige
Rarity: Rare
Play To: Self
Effect: Existing King's Guards gain 1 fight and 1 body.
"Impressive how the slightest injection of morale turns the despondent into proper beasts again."

Name: Mobilisation Order
Cost: 1 Prestige
Rarity: Rare
Play To: Empty Tile
Effect: Spawns a King's Guard on the tile.
Directive 73-6: Travel to location and administer justice for the crime of poaching from the Crown.

Name: Stagecoach
Cost: Variable
Rarity: Rare
Play To: Empty Tile
Effect: Move to tile. Costs 1 gold per tile travelled.
"Hop in! Sure, we can get you there safely...for a price."

Name: Trickster
Cost: 4 gold
Rarity: Rare
Play To:  Settlement, Stone Circle, Forest
Effect: Until target's next turn, target is considered to have no items equipped.
"Follow the lady, follow the lady, follow the lady...now, can you tell me where the lady is?"

Name: Wayward Witch
Cost: 4 gold
Rarity: Rare
Play To: Forest, Dungeon, Swamp
Effect: Target gains 1 rot, and spirit is reduced by 2 until their next turn.
"By the pricking of my thumbs, the next fool this way comes."

Name: Weapon Venom
Cost: 1 Rot
Rarity: Rare
Play To: Self
Effect: Until end of target's next round, wounds inflicted will cause poisoning.
Apply evenly on edges very carefully and leave for one hour to set before use.

Echo

Spirit Shield
Cost: 0 Gold
Rarity: Treasure
Equip on self
Effect: In battle gain equal amount of Shields to your current magic points.
OR
In battle any injuries suffered drain magic points before health.

Parry
Cost: 2 Gold
Rarity: Uncommon
Play to target
Effect: When attacking any overkill damage dealt goes into defense until end of target's next turn.

Boomerang
Cost: 4 Gold
Rarity: Rare
Equip on self
Effect: Steal 2 dice from opponent in battle

Cut off Supplies
Play to any tile (peril)
Hero can't draw any cards on next turn.
Cost: 4 Gold

Cut off Hand
Play to town (peril)
Hero discards all their cards.
Cost: 6 Gold

Give a Hand
Play to Hero
You give your current cards to the other hero.
Cost: 2 Gold

Swap Hands
Play to Hero
You swap an even amount of cards with another hero (cant be more than either hero's current hand).
Cost: 1 Gold per card

Draw for me
Play to Hero
The next card hero draws will be given to you.
Cost: 3 Gold

Scammed
Play to Hero
The next time hero receives a treasure or follower, you take it away.
Cost: 6 Gold

Rotten Luck
Play to Hero
The next card hero draws will be a Rot card.
Cost: 1 Rot

Zsword

Raven Feather Mantle
Treasure
Rot
0 gold
Gain 1 Rot every Dusk. Also, +1 Shield in combat

Inspire

Name: TBD
Cost: 0(?)
Rarity: Treasure
Play to: Hero
Effect: While wearing this garment your mana is burned by spell damage instead of health, when your mana reaches 0 take damage normally.

Loremaster

Volley
Deck: Trickery
Symbol: Sword
Cost: 3 Gold
Play to Plains, Mountains
-1 Health per Symbol unmatched, and -1 Action Point
Peril Rating: Shield, Shield, Shield. (Only Shields add up when rating increases)
Rarity: Uncommon to Rare

Battle Plan
Deck: Trickery
Symbol: Shield
Cost: 4 Gold
Play to Hero
In Battle, +4 Dice when attacking until the end of your next battle or turn.
Rarity: Rare to Unique

Assasin
Deck: Trickery
Symbol: Sword
Cost: 1 Prestige
Play to Hero, Settlement, Dungeon
-1 Health per each Prestige point target has
Peril Rating: Sword, Moon, Shield, Sword
Rarity: Rare

Salvagers
Deck: Trickery
Symbol: Shield
Cost: 3 Gold
Play to Hero
Draw 2 Item Cards with Sword or Shield symbol; these cards are pulled from discard pile
Rarity: Common

Bifold Blades
Deck: Treasure
Symbol: Sword
Cost: 0 Gold
Equippable
Doubles all attacks granted by Swords*

Conscriptor
Deck: Follower
Symbol: Sword
Cost: 0 Gold
Recruitable
+1 Sword Trickery when visiting a Settlement

Plague Doctor
Deck: Follower
Symbol: Moon
Cost: 0 Gold
Recruitable
-1 Rot if you are in Settlement at the start of your Turn

Afraid
Deck: Spell
Symbol: Rot
Cost: 3 Magic
Play to Hero, Dungeon - Range Spirit
-2 Spirit(But not less than 1) of a Target until the end of their next Turn
Peril Rating: Moon, Shield, Rot
Rarity: Uncommon to Rare

Frailty
Deck: Spell
Symbol: Rot
Cost: 3 Magic
Play to Creature - Range Spirit
-2 Body(But not less than 1) of a Target until the end of their next Turn
Rarity: Uncommon

Pacify
Deck: Spell
Symbol: Wyld
Cost: 3 Magic
Play to Creature, Stone Circle - Range Spirit
-2 Fight(But not less than 1) to the Target until the end of their next Turn
Peril Rating: Wyld, Shield, Wyld
Rarity: Uncommon

Fire Shield
Deck: Spell
Symbol: Sun
Cost: 5 Magic
Play to Hero - Range Spirit
In Battle, +2 Reflecting Shields until the end of your next Turn
Rarity: Rare

Saving Grace
Deck: Spell
Symbol: Wyld
Cost: 4 Magic
Play to Hero - Range Spirit
Target survives Death Blows until the end of their next Turn, unless Battle results in Carnage against them
Rarity: Unique

Greatsword
Deck: Item
Symbol: Sword
Cost: 4 Gold
Equippable
In battle, +3 Swords, and after the Battle lose 1 Action Point
Rarity: Uncommon to Rare

Silver Saber
Deck: Item
Symbol: Sword
Cost: 4 Gold
Equippable
In battle, +1 Piercing Moon
Rarity: Rare

Hand Bomb
Deck: Item
Symbol: Sword
Cost: 5 Gold
Play to Creature, Range 1
Causes -4 Health instantly
Rarity: Uncommon to Rare

Insomnicron

Unknowable Doohickey (Wyld symbol, item, 0 gold)
play to a hero, that hero has the celebration visual effect triggered on them (no other effect)
NOTE: If Wyld symbols explode for you, burning this card results in 3 extra dice not just 1.

Under cover of darkness (moon, trickery, 0 gold)
Play to a hero to play the smoke bomb animation (only a cosmetic effect, no in game effect)
NOTE: burning this card also ends the burn down time.

Hedge magic (shield, magic 0 gold)
Play to a hero to trigger the thorns animation (only cosmetic, not in game effect)
NOTE:  burning this card is treated like burning a Wyld card, then a sun card, then a moon card... In that order (it will turn up to 3 of your dice to those symbols if you have 3 dice.)

Vryl

Garlic Soup: this stuff is wondrously healthy, and for the cost of just two gold will improve your body (or that of an adjacent hero) by one for two whole turns, a duration much like that of the haste spell.  Of course, garlic breath is pretty unpleasant.  Whoever this is used on will lose one prestige for the same duration.

Lunar Frost

Marauder Greaves-
Cost: +1 Rot
+1 Shield. +1 Rot Symbol in Battle and Perils (No, the Shield doesn't work in perils).

Marauder Breastplate-
Cost: +2 Rot
+2 Shields

Crazy

Mountain Cane : Mountains cost 1 ap to travel on

Swamp Boots: Removes health penalty on swamps

Sir_Bertran

Guard Disguise
Type: Trickery
Symbol: Moon
Cost: 1 Prestige
Effect: Take the form of a King's Guard for one turn.  Until the end of your present turn, you gain any buffs the Guards presently have.
Some people think chivalry is dead but I think it just has a really bad cold

Wessolf27

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Re: The Grand Card Suggestion Archive
« Reply #2 on: August 11, 2017, 09:10:11 AM »
Wonderful work! Thank you for archiving everyone's cards. This definitely should be stickied, but other than that, let me contribute another card.

Rot Drain
Unique Spell
Cost: 5 Magic
Symbol: Rot
Play to: Hero, Bane
Effect: Steal 2 points of Rot from the target.
Re-probus: A Story of Ferals

Omegaupdate Forums | Eagle Time Forums

Darcy Smith

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Re: The Grand Card Suggestion Archive
« Reply #3 on: August 11, 2017, 03:55:03 PM »
ACE! I've sent this through to the powers that be for them to take another look.


Cheers,

<3 Darcy

Chariot Rider

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Re: The Grand Card Suggestion Archive
« Reply #4 on: August 12, 2017, 06:12:17 AM »
I might as well tack on a few more ideas here.

Celestial stone
Type: Item
Cost: 2 Gold
Symbol: Moon
Sun and Moon cards burned in combat and perils return to your hand after the encounter
Flavor text: Starlight is imbued with memories remembered only by heroes of ages long ago passed

Moon Shield
Type: Item
Cost: 4 gold
Symbol: Moon
Moon attacks do not decrease your defenses i.e. you cannot be hurt by moons, provided you still have a shield
Flavor text: Strike my silver shined shield, however futile it may be
« Last Edit: August 12, 2017, 07:47:54 AM by Chariot Rider »
Some people think chivalry is dead but I think it just has a really bad cold

Wessolf27

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Re: The Grand Card Suggestion Archive
« Reply #5 on: August 12, 2017, 10:47:11 AM »
Oops, after thinking about it, Rot Drain is sorta weak for a card. Here is what it's supposed to be.

Rot Race
Unique Trickery
Cost: 1 Rot
Symbol: Rot
Play to: Hero, Bane
Compare difference between caster and target, if target has more rot, steal 2 rot from them.
Re-probus: A Story of Ferals

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Shrapnel

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Re: The Grand Card Suggestion Archive
« Reply #6 on: August 12, 2017, 01:44:12 PM »
These are taken from my heroes ideas on the steam forum. It's rather cloudy in my head, can't get any enlightening inspiration XD

I'll start with 6/8 from my Disciples of the Veiled One

Name: Sword of the Sky
Deck: Treasure
Symbol: Sword
Cost: 0 gold
Effect: When attacking, burn a sun/moon to destroy sword and shield. Nullifies pierce, reflect or poison if the attack from burnt sun/moon meet one of those.

Name: Travelling Arcanist
Deck: Trickery
Symbol: Moon
Cost: 4 golds
Effect: All spells cast from target are inversed until the end of next turn.
When we're under the effect of this card:
*Regeneration deals 2 hp damage for 2 turns.
*Immolation and moonbite heal.
*Aflame is still damaging but caused moons to explode.
*Haste deals -1 AP for 2 turns, etc

Name: Inquisitor's Gauntlets
Deck: Treasure
Symbol: Moon
Cost: 0 gold
Effect: After a battle, deal 1 damage to opponent's magic for every non missing burn.

Name: Psionicist
Deck: Follower
Symbol: Shield
Cost: 0 gold
Effect: After surviving a battle as defender, take control of the attacker to move them to an empty tile adjacent to them. The move costs AP for the attacker.

Name: Marauder
Deck: Follower
Symbol: Sun
Cost: 0 gold
Effect: When attacking, gain 1 sword for every occupied tile behind the opponent. Up to 2 swords.
When defending, gain 1 shield for every unoccupied tile behind us. Up to 2 shields.

Name: Shrewd Chamberlain
Deck: Trickery
Symbol: Sun
Cost: 3 golds
Effect: Increase the margin of trickeries effects until the end of next turn.
When we're under the effect of this card:
*Our Crooks and Pickpockets demand 3 golds.
*Our Mercenaries and Plaguebringers deals 3 damage.
*Our Grand Heist steals 2 stones.
*Our Patronage and Industry gives additional 1 gold and 1 prestige, etc
« Last Edit: August 12, 2017, 03:29:50 PM by Shrapnel »

Shrapnel

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Re: The Grand Card Suggestion Archive
« Reply #7 on: August 12, 2017, 04:47:18 PM »
Another ability inspired items ^^

Name: Brutality
Deck: Spell
Symbol: Moon
Cost: 4 magics
Effect: When attacking, gain direct healing bloodthirst and all non missing die and roll count as attack (inversed evade) until the end of next turn

Name: Fumbling Poison
Deck: Item, consumable
Symbol: Rot
Cost: 2 golds
Effect: Affected targets are unable to use their ability until the end of next turn

Name: Crystallized Rot
Deck: Treasure
Symbol: Rot
Cost: 1 Rot
Effect: Increase the margin of spells effects by 1  for every rot the owner has. Only works inside stone circle. Reset owner's rot to zero after casting a spell from inside the circle.
For example:
*Aflame deals 4 damage for 2 rots
*Glamour steals 5 cards for 4 rots
*Regeneration heals 5 hp for 2 turns for 3 rots, etc
*Stone circle limitation is there to prevent crazy things like 11 damage from moonbite or +9 AP for 2 turns from haste

Name: Nitroglycerin
Deck: Item, consumable
Symbol: Sun
Cost: 3 golds
Effect: Special dice (pierce, reflect, poison) from equipment, burnt card, or roll, explodes until the end of next turn. After a battle, suffer -hp equal to half amount of explosions from burns (rounded up)

Name: Drunken Buddy
Deck: Follower
Symbol: Shield
Cost: 0 gold
Effect: Gain 1 shield for every multiply of two missing rolls
*2 missing rolls give 1 shield, 4 give 2, 6 give 3, etc
*The 1st, 3rd, 5th, etc missing rolls are given to the King
« Last Edit: August 24, 2017, 10:04:26 PM by Shrapnel »

CrazyBob05

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Re: The Grand Card Suggestion Archive
« Reply #8 on: August 13, 2017, 12:05:21 PM »
Good gravy there's a lot here!  But I wonder if anyone else realizes that "Power of the Clan" was a joke?  I didn't mean for anyone to take it seriously, it was ridiculously OP when I suggested it.  The thought process was "lol there's no way anyone will ever take this idea seriously".   Now with extra tasty flavoring texts!

Anyway, I have an idea to put up here.

Reflecting Barrier
Spell Card
Cost - 5 Mana
Effects - This card's activation is hidden from your opponents, when an opponent uses an offensive spell against you it hits them instead.
Flavoring - "By the power of this, my holy shield, I turn thy curse against thee!"

Rotten Gift
Trickery Card
Cost - 9 Gold
Effects - Transfer all of your Rot to another player.  (Purposely expensive because it's a d**k-move.)
Flavoring - "I channel all of my wickedness into this vial to give to the fool who next crosses me."

Gilded Flintlock
Treasure Card
Cost - 0 Gold
Effects - You can now engage battle with opponents up to 3 tiles away.  In battle your first rolled Shield is counted as an attack.
Flavoring - "The glint of gold plating, the sound of thunder, and the smell of hot metal."
« Last Edit: August 13, 2017, 12:19:20 PM by CrazyBob05 »

Wessolf27

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Re: The Grand Card Suggestion Archive
« Reply #9 on: August 16, 2017, 11:30:20 AM »
This isn't exactly a place for it, but it's best to add the old Ring Ideas thread here as well.

Some of the rings here would be good for consideration (namely the Swamp penalty ring)

Another card suggestion:

Prayer of Resolve
Uncommon Spell Card
Play on Hero, King's Guard
Cost: 3 Magic
Symbol: Wyld (or Sword)
Effect: When facing a Bane or Corrupted Hero, gain +2 Dice. Does not work against the King, and lasts for one battle.
Re-probus: A Story of Ferals

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CrazyBob05

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Re: The Grand Card Suggestion Archive
« Reply #10 on: August 23, 2017, 12:38:03 PM »
I have more than a few more

Corrupted Amulet
Treasure Item
Symbol: Rot
Cost: 0 Gold
Effect - No matter how little Rot you have, you're considered Corrupted.

Sacred Sunlight/Ashen Moonlight
Rare Magic Card
Symbol: Sun (Day), Moon (Night)
Cost: 3 Mana
Effect - (Day) Turns all cards in your hand into Sun symbols.  (Night) Turns all cards in your hand into Moon symbols.  Card changes name, appearance, and symbol during day and night.

Reckless Charge
Magic Card
Symbol: Sword
Cost: 3 Mana
Effect - Turns all cards in your hand into Sword symbols.

Paladin's Glaive
Treasure Item
Symbol: Wyld
Cost: 5 Gold
Effect - For every point of Rot your opponent has, you gain 1 Sword in battle.  First Sword you gain has Pierce.  If your opponent has no Rot points, you still gain 1 Sword, but it does not gain Pierce.

Wicked Scythe
Treasure Item
Symbol: Rot
Cost: 2 Gold
Effect - First rolled Rot symbol gains Pierce but only if you have at least 1 Rot point.  At the end of the battle you lose 1 Rot point.

Wessolf27

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Re: The Grand Card Suggestion Archive
« Reply #11 on: August 28, 2017, 11:02:00 PM »
Here's an old card from (funny enough) the old ring suggestion thread that might warrant another look:

Fallback Plan
Cost: 4 Gold
Card Symbol: Shield
Rarity: Rare
Use on: Any Hero, King's Guard

Effect: Misses will count as defense until the next turn.


Nevermind, I realized that King's Guard's Armor does this already.

Instead, I'll go for this card:

Wyld's Favor:
Card Symbol: Wyld
Rarity: Unique Treasure Card
Cost: 0 gold
Image: A four leaf clover.
Effect: In battles and perils, gain +1 Wyld Die.
« Last Edit: August 28, 2017, 11:58:58 PM by Wessolf27 »
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Chariot Rider

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Re: The Grand Card Suggestion Archive
« Reply #12 on: August 31, 2017, 02:36:30 AM »
Archiving this card

SurefireTactics

Life Insurance (Working Title, obviously not gonna be the card name.)
Rarity: Rare.
Cost: 2/3 Gold (Feel free to discuss cost.)
Effect: Play to another hero to have both you and the hero you play this to gai +1 health at the start of their respective turns.
Some people think chivalry is dead but I think it just has a really bad cold

Chariot Rider

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Re: The Grand Card Suggestion Archive
« Reply #13 on: December 16, 2017, 02:26:53 PM »
Time to update this thread

Librarian
Type: Follower
Symbol: Moon
Cost: 0
Ability:  Once per turn when drawing cards you may chose to discard a card you drew and draw another card.
Alternate ability: When drawing a card from the item deck, you have a small chance of drawing a treasure
Image:  a picture of an older mole wearing glasses, reading a dusty anchoring tome.
Quote:  Perhaps the wisdom you seek is hidden away in our archives.
Modify message
Alternate Alternate Ability: +1 spirit if your hand has more spells than any other card type.  +1 wit if your hand has more treachery cards than any other card type.  +1 fight if your hand has more items than any other card type.  If there is a tie no bonus is awarded.

Dragoncrescent
Librarian
Librarian
Follower
Symbol: Moon
Ability: Your hand size limit becomes 8. You still only draw up to your Wits each turn.

Punktepfusher
Follower: Bane Hatchling,
Symbol: Rot,
Costs: +1 (or +2?) Rot,
Effect: +1 Rot symbol in combat and perils. Additionally: All Wyld cards in your stock will be transformed into Rot cards during combat/ perils.
« Last Edit: December 16, 2017, 02:56:22 PM by Chariot Rider »
Some people think chivalry is dead but I think it just has a really bad cold

Khauss

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Re: The Grand Card Suggestion Archive
« Reply #14 on: January 04, 2018, 05:13:51 PM »
The Priestess
Uncommon Follower
Symbol: Wyld (or Sun)
Effect: Lose 1 rot everytime you play a Wyld card on yoursel (Alternatively: Heal and lose 1 rot everytime you pass a spirit peril or save a terrorized settlement)

The Grim Prophet
Uncommon Follower
Symbol: Rot
Effect: Gain 1 rot everytime you kill a player