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Have any new, original card ideas you think should be implemented in Elements? Think any element is lacking in creatures, spells, or any card needs to be toned down?


You can list all your ideas on new creatures, spells, permanents, or even suggestions on how to improve current cards. Thanks -Disaru      

Knivetsil's IdeasEdit

Spells:

 

Apotheosis. Cost 4 light quanta. Target creature gains +1/+1 per turn. When the creature's HP equals 15, the creature becomes immortal and stops gaining +1/+1 per turn.

 

Power Channel. No quanta cost. Target one of your creatures that has an ability. Lobotomize the creature and gain X quanta of the creature's element, where X is the creature's attack power.

 

Flash Grenade. Cost 3 light quanta. Target creature gains -X/-1, where X is half the creature's attack power (rounded up).
Double Time. Cost 2 time quanta. Target creature can use its ability a second time this turn.
Whirlpool. Cost 7 water quanta. View your opponent's hand and remove one card of your choice.

 

Creatures:

 

Holy Commander. Cost 6 light quanta. 5/5. Has ability Divine Inspiration: When Holy Commander is in play, all of your creatures gain +1/0. Does not stack with other Holy Commanders. Does stack with Nightfall and Eclipse.

 

Ice Statue. Cost 5 water quanta. 0/12. Has ability Melting: Ice Statue gains +1/-1 each turn.
Bonfire. Cost 7 fire quanta. 3/2. Conflagration gains +2/+1 each turn. When Bonfire's HP equals 10, Conflagration dies.

 

Permanents:

 

Solar Flare. Cost 5 light quanta. While Solar Flare is in play, all non-light creatures have a 40% chance of missing.

 

Leaky Pillar. Cost 1 entropy quantum. Generates 1 entropy quantum and 1 random other quantum per turn.

 

Jonski1414 ideasEdit

=== other===
master pillar:generate all types of quantem every other turn cant be stolen or destroyed (3 copies maximum and obtained from the false gods and cant upgrade)
===water===
cold wind (5 water)


deals 2 damage to all opponents creatures and freezes all of opponents creatures


(updraged) blizzard (6 water)


deals 4 damage to all opponents creatures and congeals all of opponents creatures


clense(1 water)


cure one creature of of poison status


(upgraded) clense(1 random quanta)


same effect


===time===
time skip (12 time)


get another turn


(upgraded) time skip upgraded (10 time need a diff name for this one)  

hybrid ideasEdit

will add later    

i agree with they with the idea of hybrid cards (cost 2 different types of quantem)


this is all i have for now will add later  

OLEVONPETER'S IDEAS:Edit

Name: Teankakka (Entrophy) (Elite: Teanakkako)


Costs: 3


Spell: Execute Teankakka and mutate two (elite: three) creatures.


Power/Life: 3|3 (elite: 3|4)


I was thinking of the picture: http://www.spore.com/sporepedia#qry=usr-Olevonpeter%7C2268298821%3Asast-500529771659%3Apg-60    

Name: Sucker (Darkness) (Elite Sucker)


Costs: 5


Spell: 2 dark quanta: Target creature gets -0|-1 (Elite: -0|-2) at and Sucker gets +0|+1 (Elite: +0|+2).


Power/Life: 2|2


Picture (maybe):


http://www.spore.com/sporepedia#qry=usr-Olevonpeter%7C2268298821%3Asast-500536466698  

MURPHY5LAW'S IDEAS:Edit

 

Colossus (gravity):Edit

Costs 5 gravity quanta


3/5


Ability: Harden (1 gravity): target creature gains -1/+1


<note:this can also be a seperate card costing 3 quanta>  

Elite Colossus:Edit

5 gravity


4/6


Harden (1 gravity)    

Neutron Star (gravity):Edit

5 gravity


(skill)


turns target creature into Neutronium (upgraded: malignant neutronium)      

Neutronium (gravity)Edit

1 gravity


1/2


Ultra-gravity: uses 1 random quantum to copy itself    

Malignant Neutronium (gravity)Edit

1 gravity


2/2


Malignancy:automatically copies itself,using whatever quanta the owner has.  

Embers (fire)Edit

1 fire


1/1


Ignite (5 fire): causes 3 damage to a random enemy creature. (upgraded: 5 damage, costs 7 fire)    

Ideas by GoldErastosEdit

Random ideas, sorry, i don't think i have a well developed sense of balance so mind me    

Stepback (Time Lapse) Spell


4 Time Quanta (3 Time Quanta)


Gain as much life as you lost last turn    

Refresh (Reincarnate) Permanent


4 Life Quanta (5 Life Quanta)


WHen your Life drops to 0, gain 35 (40) HP    

Chainbolt (Chain Lighting) Spell


6 Wind Quanta


Deal 5 (6) damage to a target creature and all creatures with the same name    

Flashfire (Nova Fire) Creature


2/1 (4/1), 5 Fire Quanta (Ditto)


Dispersion: When Flashfire dies, gain Fire Quanta equal to it's attack    

Waterfall (Drift) Spell


4 Water Quanta (2 Water Quanta)


Discard 1 card from your opponent's hand at random    

Polar Pillar (Pollar Tower) Permanent


Free


Gain 1 Quanta of any type you've gained this turn (+When this card is played, gain 1 Quanta=To any pillar you posses)    

Quantum Leech (Quantum Force) Spell


4 Random Quanta (2 Random Quanta)


Gain Quanta from each of your Pillars and your Mark    

Assasinate (Murder) Spell


5 Death Quanta (4 Death Quanta)


Kill a target creature    

Headfront (Wind Charge) Spell


2 Wind Quanta (2 Quanta)


Target creature Dives this turn    

Dissarment (Weighten) Spell


5 Gravity Quanta (3 Gravity Quanta)


Discard your opponent's Weapon and Shield    

Bash (Reckless Bash) Spell


1 Earth Quanta (1 Quanta)


Destroy your Shield, deal damage equal to double it's Quanta cost to a target    

Flashlight (Fieldmaker) Creature


1/1 (2/2) 5 Light Quanta


Bioluminisence


Other creatures you control gain Momentum    

EDIT: I support the idea of having cards costing more than 1 type of quanta, and not only having other Quanta colored abilities  

Ideas by AltairEdit

   

A simple rule to add:


If you are forced to discard a card you get its amount of quanta in return.  

Suggestions Edit

       

Sweenej's stumblings:Edit

Format is as follows: 


Name (Elite Name) 


Cost(Upgraded Cost)


Type / Effect      

Denzel (New Deck or God) Edit

Cost - undefined since its a deck


Type = Deck Specialize in Effects


note: This is just a request if possible ^_^


willing to promote elements in my sitehttp://denzelsoto.synthasite.com thanks guys    

Impassable (Immovable Object) -


8 earth Quanta (6 earth quanta) 


Spell - Purge momentum from all creatures    

Downhill (Unstoppable Force) -


8 earth quanta (6 earth quanta)


Spell - All your creatures gain momentum for 1 turn <<Note: wouldn't these previous two fit better under Gravity?>>    

Inertial Well (Inertial Font) -


4 Entropy (3 Entropy)


Spell - Status effects on target creature are doubled.    

Star Flare (Astral Surge)


3 Light (4 light)


Permanent - All light and aether creatures gain +1/+1 (+2/+1)     

Symbiosis (Symbiotic Blood)


5 Death (4 death)


Permanent - Gain one life for each point of damage caused by poison.    

Quanta Conversion Cycle - This is a set of cards, one for each sign, that allows you to generate quanta of a particular type from other random quanta.    

  base card upgraded card
Cost 3 quanta of type 5 quanta of type
Effect on end of turn Converts 2 random non-type quanta to one of type. Converts 1 random non-type quanta to 1 of type
Aether Focused Aura Focused Ki
Air Barometer Isobar
Darkness New Moon Eclipse
Death Epidemic Pandemic
Earth Plate Shift Continental Drift
Entropy Decay Dissolution
Fire Melting Point Flash Point
Gravity Pericentre Periapsis
Life Pollenate Germinate
Light Sun Spot Solar Flare
Time Temporal Eddy Temporal Wave
Water Cistern Artesian Well

   

Ideas By JusAdT Edit

Death:


Name: Decay (Permanent)


Cost: 5 Death Quanta


Description: Every time one of your creature dies, add 1 death quanta to your quanta total.    

some cool and less cool spirit(s) in me idea


sry


some light boulding or item(lantern would be nice) that would generate rays of light - each turn or spending quanta (1 light propable).. or each spellcast, there are propable other options. the permament could be immune to steal.


Jurek     i think steal costs too low.


hmm prism (splits white light into few color rays), maybe it should make 1 light quanta into a few different quantas but it wouldn't be much needed I guess.    

(EDIT: just fixed the grammar mistakes that i understood, no details were changed)  

-.-... Edit

Let's face it... Most of the ideas here are insanely overpowered, and will unbalance the beautiful simplicity of the game by adding too many strategies.


None of the ideas here will ever be created, obviously...


aw well, it's still fun to post your ideas...


There are actually some good ideas here, like "devilord bloodshadow's" even though he's a *cough,cough- Suck-up*     


Eruption- Fire- Quantum Cost- 10 Fire                                            Upgrade- Quantum Cost- 7 Fire       


Deals 5 Damage to every card in play                                                           Deals 6 Damage to every card in play    


(This is just a more powerful version of rain of fire that affects all cards)    


Shadow- Dark- Quantum Cost- 7 Dark                                           Upgrade- - Quantum Cost- 8 Dark


10/1...Attack -2 for every light/fire quantum your opponent has                       12/3...Attack -2 for every light/fire quantum your opponent has    


Anger- Quantum- Quantum Cost- 2 Random                                   Upgrade- Rage- Quantum- Quantum Cost- 2 Random


Attack+2, Health-3                                                                                     Attack+4, Health-3    


Sand Man- Earth- Quantum cost- 5 Earth                                      Upgrade- Sand Shifter- Earth- Quantum cost- 7 Earth (yes the original idea came from Bobcamel/Minnakht, but it's alot different in my version)


3/1...Creates a Sand Pile when it dies                                                          5/2...Creates a when it dies


(So, first of all, the attack is better, and the cost is more relvant)    


Sand Pile- Earth- Quantum cost- 1 Earth                                       Upgrade- Sand Pile- Earth- Quantum cost- 2 Earth


0/1... Enters the game burrowed. Evolves to a Sand Man (2 Life)                     0/1... Enters the game burrowed. Evolves to a Sand Shifter (1 Life)


(See, now there is a cost for that, which is much smarter in my opinion) MURPHY'S NOTE: This seems like 4 life for both seems better, seeming as it is a powerful evolution.    

Sand Storm- Earth- Quantum cost- 1 Earth                                    Upgrade- Sand Hurricane- Earth- Quantum cost- 3 Earth     


Deals 1 damage to each of your opponents creatures for every                        Deals 2 damage to each of your opponents creatures for every (see, here's a pretty cool new Idea too)


sand pile you have in play                                                                            Sand Pileyou have in play    

I'll post more Ideas later, but you probably don't care....


                                                             - Some Random Guy  

Living Entropy Edit

Living Entropy (Dangerous Entropy)


cost 5 (5)


2/2 (5/5)


Statis=Entropy: Living Entropy gets a new ability each turn.   

Ideas by nekotatsuEdit

For each element:


Quantum Collider -- permanent; 2 [specific] quanta to cast


At the start of turn, takes 3 random quanta (2 if specific quantum type is not protected from random selection) and converts to 1 quantum of specific element; basically, mitigates rainbow-deck-favouring effect of Quantum Pillar (though this has card limit and casting cost). Upgraded version could convert 2 random to 1 specific (or 3 random to 2 specific, if not protected).


Colourless:


Prismatic Shield -- shield (rare); 8 random quanta to cast


Attacking creatures deal 1 less damage; all damage reduced becomes random quanta. Upgraded version could give 1 of each any turn that shield is hit?


(though obviously this favours rainbow decks, once again)


Entropy:


Delirium -- permanent; 5 Entropy to cast


Pay 2 Entropy to affect target creature. Target creature may change abilities (including losing ability, or gaining one if it doesn't have one), activate ability(?), attack owner, or be unaffected (really, the last two are one: the target creature gets a player as a target, which may be the same as before).


Upgraded version: 1 Entropy to use?


Death:


Reaper's Aspect -- 3/2 creature; 6 Death to cast


In any round that [any amount of] damage is dealt to any player, Reaper's Aspect gets +1/+1 at the beginning of controlling player's turn.


Upgraded version: Reaper's Essence -- starts as 4/2; gains +1/+1 at the end of whatever turn in which a player has taken damage(?), effectively enabling the possibility of doubling gain rate.


(Too complex, programmatically? I envision a boolean that gets set if a player takes damage, and gets reset once update to Reaper's Aspect occurs; though this may not be that easy.)


...


Comment- This idea is absurd. The creature is insanely overpowered. Vultures and other creatures can be ignored, but having cards like these would basically force all players to have creature control in their deck.    

Gravity:


Reverse Gravity -- spell; 3 Gravity to cast


Unburrow all burrowed creatures.


and/or


Graviton Forcewielder -- 2/6 creature, with momentum; 5 Gravity to cast


Pay 2 Gravity to unburrow target burrowed creature


Earth:


Corporeal Shell -- spell; 4 Earth to cast


Remove immaterial status from one creature


...that's all for now. Thanks for reading.  

Ideas by Credo(Cred) Edit

Another uniform card like the dragon card which is present for each element. Like an elemental guardian


Entrophy-Forgotten Warlock 5/6 ability Generate Mutation cost-4 pillars add a random mutation any combo of 3 points (1/2, 0/3)


Death-Skeleton Guardian 7/4 ability Generate Armored Skeleton cost-4 pillars 1/2 creature


Gravity-Graviton Captain 4/7 ability Generate Graviton guard cost-4 pillars 0/3 pay 3 fire quanta gain +1/0


Earth-Gnome General 3/4 ability Generate Gnome mercenary cost-4 pillars 3/2 creature


Life-Leopard King 5/7 ability Generate leopard cost-4 pillars 2/2 creature with stalk (ability to attack creatures directly) pay 2


Fire-Lava Lord 9/2 ability Generate lava eruption cost-3 pillars 3/0 creature dies at the end of turn


Water-Crab King 6/6 ability Generate crab-4 pillars 2/1 creature with scavenge add 1 health to player cost pay 2 green


Light-Paladin 5/6 ability Generate Soldier recruit cost-4 pillars 1/2 creature


Air-Wind Elemental 7/4 ability Generate Whisper cost-2 pillar 1/1 creature


Time-Time Shifter 4/9 ability Generate oneself cost-7 pillars generates 4/9 Time Shifter


Darkness-Vampire Lord 5/5 ability Generate Vampire cost-4 pillars 0/1 can gain +1/1 if attacks any creature cost 1 quanta


Aether-Phase Master 7/3 ability Generate 3 Sparks-3 pillars 2/0 creatures dies after attack


Time - Creature of Future - 4/3 ability - 2 light - remove any aliments (poison, lobotomized, freezed, etc) from target creature    

Then add 2 colorless creatures:


Shadow Dragon 9/9


Mercenary Marauder 6/6 ability Generate Mercenary any 4 color quanta 3/3 creature    

Then as a final quest reaching a score of 10,000 the player would be rewarded with a Monster Creature.


All creatures cost 20 quantum of their own color, so the card is more for the conquest of a 10,000 score then to play in hardcore PVP games, unless used very strategically.


Entrophy-Devils Mutation 19/19 abilities (pay 1 darkness poison target creature)(pay 2 entrophy mutate gain random effect)


Death-Skeleton Golem 16/17 abilities (pay 1 gravity and gain gravity lock down damage taken by creature is reduced by 1/2)(pay 1 death generate 1 bone wall-this removes shield can generate 2 per turn)


Gravity-Graviton Protector 7/20 abilities (pay 2 fire gain +1/+1) (pay 2 gravity give target creature 3 damage)


Earth-Titanium Golem 10/40 (pay 2 life gain titanium mite 1/4)(Titanium Coating-pay 3 earth gain 0/+3 on target creature)


Life-Guardian Wolf Pack 14/14 abilities (pay 3 water destroy target permanent)(pay 3 life gain 4/4 lone wolf)


Fire-Phoenix 30/8 abilities (pay 7 air destroy any creature minus monster cards)(pay 3 fire create fire wisp 3/1)


Water-Sea Monster 12/16 abilities (pay 5 darkness place 2 poison counters on all creatures)(pay 8 water and dive causing double damage)


Light-Archangel 20/20 abilities (pay 3 air destroy target permanent)(Divine light-pay 10 light destroy all death/dark creatures minus monster card/pay 6 light to cause 0/-2 damage to all creatures of other elements)


Air-Thunder Dragon 10/14 abilities (pay 3 Aether cause 5 lighting damage)(If player has more than 20 air quantums add +2/+2 at the end of the turn)


Time-Vortex Master 4/18 abilites (Gravity Force-pay 2 gravity target creature cannot attack for one turn)(Time warp-pay 4 time gain random creature)
Darkness-Diseased Behemoth 17/17 abilites (pay 2 entrophy add random mutation to Diseased Behemoth)(pay 1 darkness remove poison from any source)


Aether-Phase Creator 0/25 abilities (pay 10 air evade all damage from all creatures this turn/ pay 6 aether bring the strongest creature in players deck to the game)


Colorless Creature-Army for Hire 27/27 no abilities


These are just some ideas for creatures more to engage players to get to 10,000 and gain a monster creature. I try to balance as much as possible, but, I'm sure if its used they will be need to be modified.  

Ideas by Devilord Bloodshadow Edit

Who the heck edited my ideas?! Some anonymous person edited my "Curse" spell idea, he added "and the creature gets -1/-1".


Can we just keep our own ideas and comments to ourselves, and NOT EDIT OTHER PEOPLE'S IDEAS? I am NOT happy about this.


[Comment: No, keeping our ideas to ourselves defeats the purpose of this page. If you don't want your work edited, don't post it to a wiki.]


(comment: at the top there it says "ideas by devilord bloodshadow". that means that theyre his ideas and he wants his ideas shown here. if anyone has an edit of his idea they should leave his there and write an edit at the bottom, not completely change it!!)


Mirror World: Permanent (5 Entropy Quanta) - The ATK and HP of all creatures on the field are reversed.
This card could very well be the most interesting card in the game, inspiring many new innovative strageties. For example, if this card is combined with Armagio, then you will get a whopping 25/1 creature! Although this could possibly lead to balance issues: e.g. Titan + Flying Weapon + Mirror World = 70/7 with Momentum = killing your opponent in 2 turns.


Curse: Spell (3 Dark Quanta) - Removes the Immortal status from the target creature, and the creature gets -1/-1.
This is the only spell that can target Immortal creatures.


Prismatic Mephit: 1/1 (4 Light Quanta) - Resonance: Prismatic Mephit gains +1/+1 for every other Prismatic Mephits on your field.
Parallel Universe spam anyone? With 12 Mephits on the field, you will have 12x 12/12 creatures!


Living Shield: Spell (1 Earth Quantum) - Turn your shield into a creature that absorbs all damage onto itself.
Shield creatures have no ATK. The HP equals the shield's original defense times 15. They keep their original abilities.


Infinity Machine (rare): 8/1 (9 Time Quanta) - Everlasting: Infinity Machine has both Immortality and Momentum.
A very powerful creature that should be made into a rare. No other creature has both Momemtum and Immortality.


Cockroach: 2/2 (4 Death Quanta) - Persistance: Cockroach will continue to live for 2 more turns when its HP was reduced to 0.
The only card capable of killing Cockroach directly is probably Reverse Time. This card, when spammed, will be damned annoying :P


Lightning Thief: 4/2 (7 Air Quanta) - Steal (2 Air Quanta): Steals a permanent.
I don't think there is a card with the Steal ability yet...


Trickster: 1/1 (4 Aether Quanta) - Masquerade (2 Dark Quanta): Turns into an exact copy of the target creature for 1 turn.
Temporary PU-on-wheels.


Pestilent Shield: Shield (5 Death Quanta) - Prevents 1 damage. The attacking creature might take 1 Poison damage.
The chance of a creature getting poisoned by this shield is the same as a creature getting frozen by Ice Shield.


Spirit Bomb (rare): Spell (15 Life Quanta) - Deals damage equals to half of the total HP of all your creatures to the target. Then, halve the HP of all your creatures.
An uber-powerful spell of the same class as Miracle, ultra 15-Quanta spells. Yes, this is taken from Dragon Ball Z - use the life force of the creatures around you to attack.


Soul Eater (Not the show or character): 6/2 (8 Dark Quanta) - Drain (2 Dark Quanta): Deal 1 damage to the target creature, and Soul Eater gains +0/+1. If this ability killed the target creature, then Soul Eater gains +1/+1.
Dark needed a powerful creatures like this. Devourers and Parasites and Minor Vamps are just too weak in attack power.


Mole Man: 2/3 (5 Earth Quanta) - Traphole (1 Earth Quantum): Burrows the target creature.
Actually, I saw someone with this idea on the forums, but I forgot whom. I take no credit of originality for this card. This card can be used to protect your own creatures, or weaken enemy creatures.


Recycle: Spell (Colorless - No Cost) - Destroys one of your creatures. You gain the same amount of Quanta as its cost.


Quantum Focus: Spell (Colorless - No Cost) - Converts all your Quanta into the target Quantum type.
Quantum Burst: Spell (Colorless - No Cost) - You gain 10 Quanta of the selected Quantum type.


The above two cards target your Quantum resource panel instead of creatures or permanents.


Shuffle: Spell (Colorless - No Cost) - Returns all cards in your hand to your deck, shuffles your deck, and draws the same number of cards you've just returned.


Card Rush: Spell (Colorless - 3 Random Quanta) - You draw 3 cards from your deck.


Origin of Life (rare?): Permanent (7 Life Quanta) - Creates a Spark each time a creature is summoned; Stabilize (2 Life Quanta): Convert all Spark into Photons.


This card is for countering mob decks. Doesn't work on Boneyard Skeletons though, because the Skeletons were "created" just like the Spark, not "summoned".


Kamikaze: Spell (4 Fire Quanta) - Select one of your creatures; its HP becomes 0, and its ATK becomes its original plus its original HP.


Useful on some creatures, useless on some others. You can use this on Armagio or Golden Dragon, but you shouldn't really use it on Crimson Dragon.


Flawed Experiment: 0/0 (4 Entropy Quanta) - Unstable: Every turn, Flawed Experiment is mutated into a random creature with random stats and abilities.


Perfect Experiment (upgrade of Flawed Experiment): 0/0 (6 Entropy Quanta) - Evolution: Every turn, Perfect Experiment is mutated into a superior creature with random stats and abilities.


A Perfect Experiments surviving for many turns could be INSANELY powerful, because it gets more powerful each turn. It may become a 20/15 creature with Steal one turn.


Life Harvester: Permanent (4 Death Quanta) - Each time a creature dies, you gain Life Quanta equals to the HP of that creature before it died.


I may post about my God Cards later, but this can be the ULTIMATE creature in game:
Zanzarino (ultra-rare): 30/30 (Colorless - 50 Random Quanta) - Deletion (5 Random Quanta): Destroy the target creature, permanent, or 3x pillars from a cluster. This ability cannot be prevented by any means, nor can this ability be removed.
Zanz is the one who created this awesome game, so he should be the ultimate creature in it :)


And now... It's time for the God Cards!!! DUN DUN DUUUM!!!!!!


Each of the God Cards cost 20 of their respective Quanta to summon. They each have an ability that costs 5 of their respective Quanta to use. Their abilities cannot be used on themselves or other Gods.
The only way to obtain a God Card is to obtain 10000 score, and choose one of the twelve True Gods. Each person can maximally have only ONE God Card in his or her deck. The God Cards are named after the constellations of the Zodiac. Yes, I am aware that there are False Gods named Gemini and Scorpio, but who cares :P


Aries: 16/14 (20 Light Quanta) - Bless (5 Light Quanta): The target creature gains +3/+3.


Taurus: 13/17 (20 Gravity Quanta) - Thrust (5 Gravity Quanta): The target creature gains Momentum.


Gemini: 15/15 (20 Aether Quanta) - Clone (5 Aether Quanta): Summons an exact copy of the target creature.


Cancer: 18/12 (20 Dark Quanta) - Drain (5 Dark Quanta): Drains 4 HP from the target creature.


Leo: 22/8 (20 Fire Quanta) - Flare (5 Fire Quanta): Destroys the target permanent.


Virgo: 10/20 (20 Life Quanta) - Soothe (5 Life Quanta): Heals the target for up to 8 HP.


Libra: 12/18 (20 Time Quanta) - Judge (5 Time Quanta): Returns the target creature to its owner's hand.


Scorpio: 20/10 (20 Death Quanta) - Venom (5 Death Quanta): Deals 4 poison damage to the target creature.


Sagittarius: 21/9 (20 Air Quanta) - Arrow (5 Air Quanta): Deals 8 damage to the target creature.


Capricorn: 14/16 (20 Earth Quanta) - Quake (5 Earth Quanta): Shatters 3x pillars from a cluster.


Aquarius: 17/13 (20 Water Quanta) - Frost (5 Water Quanta): Freezes the target creature for 3 turns.


Pisces: 11/19 (20 Entropy Quanta) - Mutate (5 Entropy Quanta): Mutates the target creature.


A link to many of my card ideas: http://www.kongregate.com/forums/3/topics/50610 (This is NOT an ad!)


Just a thought, instead of costing quanta, the balance could be costing pillars themselve, for example pisces cost 10 entropy pillars    

[Comment: The God Cards' Elements ought to match the correspondences on the Oracle's Wheel:  

  • Aries - Life
  • Taurus - Earth
  • Gemini - Entropy
  • Cancer - Darkness
  • Leo - Fire
  • Virgo - Light
  • Libra - Gravity
  • Scorpio - Death
  • Sagittarius - Time
  • Capricorn - Entropy
  • Aquarius - Air
  • Pisces - Water ]

[Comment: Prismatic mephit seems a lot like scarabs


love the idea for the quantum focus and burst, but should be expensive or rare due to the fact that if someone had a bunch of these and quantum pillars but a mono *element* deck, this may as well be dangerous.


God cards are also an epic idea and perfectly executed (I wonder if you would be able to upgrade them!)]  

Ideas by Lomus Edit

The game lacks several types of cards:  

  • Draw speed-up cards: colorless spell that draw 3 cards from deck upon casting (3-5 quanta).
  • Healing cards: White or green creature (0/5) which heals owner for 3 at the end of turn. Can be activated to remove 1 poison counter from any creature or player. Sacrifice spell, kill own creature, get his toughness * 3 health.
  • Quanta speed up and convert cards: Add 5 to specific quanta (cost 0). (this way it will be possible to create pillarless decks more easily).


Also card to convert all/10 quanta color X to color Y.


This is not certain cards, just the ideas what could be done.    

Further to Lomus' thoughtsEdit

The ability of mono-pillar/tower or pillarless decks to use creatures abilities could be facilitated by a card such as: Equilibrium - 10 quanta Drain the all quanta from the most abundant type present, and distribute evenly to every other type, rounding up to the nearest unit. For example, if I had 40 life quanta and played the card, I would have 40-10(cost) = 30 quanta distibuted between the 11 other quanta types, rounding up to 3 quanta added to each category.  

~troushers  

Card suggestions from matt859 Edit

(not much but I hope that everyone enjoys them=)


LIGHT


FAITHFUL ORACLE (5 light quanta) creature (1/4) ability : At the end of every turn generate 1 photon with (1/1)  

  • could be a good combo


SPIRIT OF LIGHT(5 light) creature (0/2) ability: for every light creature you control spirit of light gains (+1/+1)


ENTROPY


EXPERIMENT ( 7 entropy) creature (5/5) ability: each turn experiment gains a differnt a different ability


CONFUSION SEED(3 entropy)spell:destroy a random creature on opposing side if their is no targetable creature confusion seed is redirected to your side


DEATH


UNFORGIVING WRAITH (6 death)creature (3/0) ability:during a turn following the death of unforgiving wraith return unforgiving wraith to your side


FLESH BOMB (10 death+10hp) creature (20/0)ability: gains (+2/+0) for every skeleton in play  

(comment: flesh bomb should be inmaterial, so you cant momentum or bless it in combo with graveyards and be unstopable)

Lord Midnight's Library of Cards Edit

Air


Flight - target creature gains Dive


Time


SlipStream - player discards one card for each Time Quanta you have


Life


Light


Death


Darkness


Aether


Water


Fire


Wind


Earth


Gravity


Solemn Guard - 2 G: Carry Shield, move shield to guard,


Entropy


Wellspring - Permanent - 4 random Quanta: a random Pillar is added to the bottom of your deck  

Cards Edit

Final Flame


[18 fire quanta]


Deal 50 damage to yourself, and deal 80 damage to your enemy.  

Upgraded version: Edit

Final Flame


[18 fire quanta]


Deal 50 damage to yourself, and deal 100 damage to your enemy.


Note that these cards are affected by emerald shield, solar shield,      

Ideas by Ben1792 Edit

   

Darkness: Count Dracula (Rare card)


(6 Dark Quanta)


6/6 - Vampire Bite (2 Dark Quanta) - Allows target monster to steal health, but target monster loses -2/2    

Death: Poison Arrow


(3 Death Quanta)


Do 2 Damage and inflict 1 damage per turn for every 10 quantums in your possession    

Fire: Phoenix


(6 Fire Quanta)


4/4 - Reborn (3 fire quanta) - if killed the phoenix regenerates itself    

Ideas by teffy Edit

Here are some ideas, to strenghen Mono-Decks and to weaken Rainbow- Decks and to balance overpowered cards:
   

Effect for Earthquake: 3 random elements are chosen. For each of these elements 1 pillar is destroyed, which can generate its quanta (if possible),(perhaps even your own ones) Earthquake becomes a spell without target .If it is hard to programm, use enemy health as target.


This makes Earthquake to a card, which is mainly played by Mono-Decks against Rainbow-Decks and not the other way round. And rainbow is always able to use enchant artifact.


-> Balancing mono-decks against Rainbow decks. Special threat for Rainbow- Decks.


Pillar Idea:    

Mirror Pillar / Upgraded Quantum pillar *evil*:


Choose one of your pillars or your mark.  The Miror Pillar gets this color. Enchanted Pillars cant be used .


(For better Duo Decks)    

New Card:
Oak Tree (about ?/4, not too strong) Regenerates its health at the end of turn (makes it partial resistant against poison and immune to fire shield).


Other possible effect to think of:


wisdom of age: Oak tree gets +1/+1 in every turn without damage for each player. (That´s the time for the tree to grow),    

Ideas by Bobcamel/Minnakht Edit

   

Sand man: 3/1 (6 Earth quanta)


When Sand man dies, a Pile of Sand is created on your side of field. This cannot be lobotomized.


Pile of Sand: 0/1 (Free, Earth-flavoured and cannot be obtained as a card)


Reform (free, automatic): Turns into a Sand man at the end of your turn. Pile of Sand enters the game burrowed, like a Graboid.


This makes Sand man a practically invincible card, as killing it will just make it not attack for a turn. However, for 5 Earth quanta you can have a Hematite Golem, and with 5 HP it's not likely to die.



Also, I have lots of ideas in the same place where this Devilord Bloodshadow has his. You can check the link he gave to see our ideas.  

Ideas by RavingRabbidEdit

Cell: Type: Life Stats: 0/4 Cost: 1 Quanta Every turn generates another cell with +1/+1 higher BASIC stats.


DNA segment: Type: Life Stats: 0/4 Cost: 3 Quantas Upgraded version of: Cell Every turn splits into two other DNA segments with +1/+0 higher basic stats.


Space Warp Type: Aether/Permanent Description: Makes all your creatures with defense lower than 6 gain the status immortal Cost: 15 quantas


Space Alteration Type: Aether/Permanent Description: Makes all your creatures gain the status immortal Cost: 17 quantas Upgraded version of: Space Warp


Hail Type: Water/Spell Description: Deals 2 Damage to every enemy creature and has a chance to freeze Cost: 7 Quantas


Hailstorm Type: Water/Spell Description: Deals 2 Damage to every enemy creature and has a chance to congeal Cost: 5 Quantas Upgrade of: Hail


Parallel Permanent Type: Aether Description: Copies an enemy permanent Cost: 2 Quantas


Parallel Permanents Type: Aether Description: Copies all your enemy's permanents Cost: 7 Quantas Upgrade of: Parallel Permanent


Sun Type: Light Stats: 1/7 Cost: 5 Quantas Generates a Photon per turn (Cost: 2 Life Quantas) or Generates two fire quantas (Cost: 1 Light Quanta)


Upgraded in: Giant Star Type: Light Stats: 7/7 Cost: 7 Quantas Generates a Ray of Light per turn (Cost: 2 Life Quantas) or Generates five fire quantas (Cost: 2 Light Quantas)


Air Cutter Type: Air Stats: 2/5 Cost: 3 Quantas


Upgraded in: Air Dancer Type: Air Stats: 8/9 Cost: 10 Quantas Generates a random creature per turn with Dive ability instead of his usual.(Cost: 4 Entropy Quanta)


Light Eater Type: Darkness Stats: 0/5 Cost: 4 Quantas Absorbs all opponent's Light Quantum gives you them morphed into random quantas. Absorbs all opponent's Life Quantum gives you them morphed into random quantas. (Cost: 3 Death Quantas)


Upgraded in: Quantum Eater Type: Darkness Stats: 0/9 Cost: 7 Quantas Absorbs all opponent's random element Quantum and gives you them morphed into random quantas.  

RavingRabbid Ideas, part 2Edit

Rebuilder


Type: Entropy


Stats: 1/0


Cost: 3 Quantas


Inverts all the creatures's stats


Upgraded in:


Editor


Type: Entropy


Stats: 1/0


Cost: 2 Quantas


Inverts all the creatures's stats  

Seal


Type: Aether - Spell


Cost: 9 quantas


Lobotomizes all creatures


upgraded in: Seal


Type: Aether - Spell


Cost: 15 quantas


Lobotomizes all opponents creatures and destroys all non-effect opponent creatures        

Bill Door's Ideas: Edit

Symbols:  (E)=Entropy (W)=Water (D)=Death (L)=Light (G)=Gravity (A)=Air (Ea)=Earth (T)=Time (Li)=Life (Da)=Darkness (F)=Fire (Ae)=Aether


Cards follow this pattern:


Name | Cost# Element | Attck/Def (creature only)


Type | Target/Ability


Ability/Effect Text


Upgrade Path ==>    


Distort Reality | 4 Aether


Spell | Targets Creatures


Targeted creature becomes Immortal.


Distort Reality ==> Shift Reality


Shift Reality | 3 Aether


Spell | Targets Creatures


Targeted creature becomes Immortal    

Mimic | 5 Entropy | 0/1


Creature | Active Ability


2(E) : Mimic becomes a copy of the target creature until the end of the turn.


Mimic ==> Doppleganger


Doppleganger | 8 Entropy 1/1


Creature | Active Ability


3(E) : Doppleganger becomes a copy of the target creature.    

Anti-Gravity | 2 Gravity


Spell | Targets Creatures


Targeted creature gains Dive for 2 (G), over-write previous ability.


Anti-Gravity ==> Wieghtless


Wieghtless | 2 Gravity


Spell | Targets Creatures


Targeted creature gains Dive for 1 (G), over-writes previous ability.    

Seal of Death | 5 Death


Permanent | Active Ability


Sacrifice Mark of Death to deal 5 damage every turn to target creature (infect 5)


Seal of Death ==> Seal of Doom


Seal of Doom | 8 Death


Permanent | Active Ability


Sacrifice Seal of Doom to deal 10 damage every turn to target creature (infect 10)    

More has been added!    


Paradox | 3 Entropy


Spell | Targets Creatures


Target creature whose Atck is higher than thier Def is destroyed.


Paradox ==> Impossible


Impossible | 5 Entropy


Spell | Targets Creatures


Target creature whose Atck and Def are different by more than 3 is destroyed.    


Pit Viper | 3 Life 3/1


Creature | Active Ability


2(D) : Poison. Pit Viper does not attack this turn.


Pit Viper ==> Blood Asp


Blood Asp | 4 Life 4/3


Creature | Passive Ability


Venom.    


Scrap | 4 Earth


Spell | Targets Shields or Weapons


Destroy target Shield or Weapon. Its controller recieves Earth quanta equal to half its cost, round down.


Scrap ==> Recycle


Recycle | 5 Earth


Spell | Targets Shields or Weapons


Destroy Target Shield or Weapon. Its controller recieves Earth quanta equal to 3/4 its cost, round down.    

Unstable Mutant | 3 Entropy   0/1


Creature | Passive Ability


At the end of every turn, mutate Unstable Mutant. It retains this ability.


Unstable Mutant ==> Flawed Shapeshifter


Flawed Shapeshifter | 5 Entropy 0/1


Creature | Active Ability


2(E) : Turn Flawed Shapeshifter into a Mutant until end of turn. It retains this ability.    

Zombie | 1 Death   2/1


Creature | No Ability


Zombie ==> Lich


Lich | 5 Death   2/5


Creature | Active Ability


2(D) : Plague    

Time Shift | 15 Time


Spell | No Target


Return all creature, permanents, and discarded cards back to thier owners decks, and shuffle them. Both player's life totals are returned to maximum. Other Time Shift and Sands of Time cards are unaffected by this spell.


Time Shift ==> Sands of Time


Sands of Time | 10 Time


Spell | No Target


Return all creature, permanents, and discarded cards back to thier owners decks, and shuffle them. Both player's life totals are returned to maximum. Other Time Shift and Sands of Time cards are unaffected by this spell.    


Hero | 8 (one Hero for each element. each costs its given element)


Creature | Abilities cost 3 of respective element (unless Passive), and are as follows:  

Element (Stat) - Ability
Earth (6/8)                     Tsunami
Air (5/9) Sniper (5 dmg)
Fire (9/5) Ablaze (+4 instead of +2)
Water (7/7) Congeal
Light (2/12) Heal (creatures or players)
Darkness (9/5) *Vampire
Entropy (*/*) Scramble (based on dmg dealt)
Gravity (6/8) *Momentum
Time (11/3) Replicate (create a copy of target creature)
Aether (10/4) *Immortal
Life (3/11) Regenerate (+ 10 health per turn)
Death (9/5) *Venom (amount equal to 1/2 dmg dealt)

                                                     


*Atck is random when played, an amount from 0 to 13. Health is 14 - Atk.


*Passive Ability


Heroes cannot be upgraded and are awarded for a score of 2,500 and at 5,000 (yes, you can get two this way)


Heroes cannot be won on the spinners.


Heroes are not Infectable (can't target with Virus or Parasite, unaffected by Plague or Retrovirus) and cannot be Devoured.


Only one Hero per player may be on the field at one time (total of two, one for each player). any new Heroes put into play by a player after the first is destroyed. This does not activate 'death' effects such as the Scavenger ability or the Graveyard's ability.  

Bill Door's Ideas Cont'd Edit

Symbols:  (E)=Entropy (W)=Water (D)=Death (L)=Light (G)=Gravity (A)=Air (Ea)=Earth (T)=Time (Li)=Life (Da)=Darkness (F)=Fire (Ae)=Aether


Cards follow this pattern:


Name | Cost# Element | (Attck/Def) (creature only)


Type | Target/Ability


Ability/Effect Text


Upgrade Path ==>    

Archer | 3 Life (3/1)


Creature | Active Ability


2(A) : Sniper (3Dmg)


Archer ==> Elite Archer


Elite Archer | 5 Life (6/2)


Creature | Active Ability


1(A) : Sniper    

Fire Ants | 3 Life (0/1)


Creature | Active Ability


2(F) : Ablaze


Fire Ants ==> Army Ants


Army Ants | 3 Life (1/2)


Creature | Active Ability


2(F) : Devour    

Ancient Fossil | 4 Earth


Artifact | Passive Ability


All Death spells cost one quanta less to play.


All Death Abilities cost one quanta more to use. (A death ability is one that costs Death quanta to use)


Ancient Fossil ==> Fossil Remains


Fossil Remains | 6 Earth


Artifact | Passive Ability


At the end of your turn, produces one Elite Skeleton and removes one Earth quanta and one Death quanta. (if player does not have required quanta, ability doesn't activate)    

Rusty Automaton | 2 Earth (5/8)


Creature | Multiple Abilities


Lasts 3 turns


3(T) : Rewind (add another turn to Rusty Automaton's count-down)


Rusty Automaton ==> Clockwork Soldier


Clockwork Soldier | 4 Earth (5/8)


Creature Multiple Abilities


Lasts 5 Turns


2(T) : Rewind (add another turn to Rusty Automaton's count-down)    

Elixir of Life | 8 Life


Spell | No Target


Both players gain life equal to the amount of Light Quanta you control x2


Elixir of Life ==> Fountain of Youth


Fountain of Youth | 8 Life


Spell | No Target


Both players gain life equal to the amount of Water Quanta you control x3    

Goblin | 1 Fire (n/1)


Creature | Passive Ability


Swarm


Goblin ==> Goblin Soldier


Goblin Soldier | 2 Fire (n+1/2)


Creature | Passive Ability


Swarm    

Gorgon | 3 Death (1/3)


Creature | Active ability


2(D) : Poison


Gorgon ==> Medusa


Medusa | 5 Death (3/5)


Creature | Passive Ability


Venom      

Even more of Bill Door's Ideas Edit

Symbols:  (E)=Entropy (W)=Water (D)=Death (L)=Light (G)=Gravity (A)=Air (Ea)=Earth (T)=Time (Li)=Life (Da)=Darkness (F)=Fire (Ae)=Aether


Cards follow this pattern:


Name | Cost# Element | (Atk/Def) (creature only)


Type | Target/Ability


Ability/Effect Text


Upgrade Path ==>    

Shade | 2 Darkness (3/1)


Creature | No Ability


Shade ==> Shadow


Shadow | 3 Darkness (6/1)


Creature | No Ability    

Stoic Guard | 1 Light (0/10)


Creature | Passive Ability


Defender (Permanent Gravity Pull, starts play w/ it active)


Valiant Guard ==> Paladin


Paladin | 5 Light (5/15)


Creature | Multiple Abilities


Defender


1(L) : Heal    

Giant Squid | 4 Water (4/2)                                Idea from a friend


Creature | Active Ability


2(W) : Devour


Giant Squid ==> Kraken


Kraken | 6 Water (4/5)


Creature | Active Ability


2(W) : Devour    

Raccoon | 2 Life (1/2)


Creature | Active Ability


3(Da) : Steal


Raccoon ==> Thief


Thief | 3 Life (3/2)


Creature | Active Ability


3(Da) : Steal    

Apprentice | 1 random (0/2)


Creature | No ability


Apprentice ==> Necromancer


Necromancer | 3 Death (3/1)


Creature | Passive Ability


Whenever a creature dies, Necromancer creates one Skeleton


Apprentice ==> Mage


Mage | 3 Water (2/2)


Creature | Active Ability


3(W) : Destroy target Pillar or Tower (minor Tsunami)


Apprentice ==> Priest


Priest | 3 Light (0/4)


Creature | Active Ability


1(L) : Heal


Apprentice ==> Quartermaster


Quartermaster| 3 Earth (0/4)


Creature | Active Ability


2(Ea) : Target creature gains +0/+1    

Overlord | 4 Darkness (5/2)


Creature | Passive Ability


All creature spells cost 2 additional quanta to play


Overlord ==> Tyrant


Tyrant | 6 Darkness (5/2)


Creature | Passive Ability


All Creature spells cost 3 additional quanta to play. Players cannot play any other Tyrants while this one is in play      

Still more of Bill Door Edit

Symbols:  (E)=Entropy (W)=Water (D)=Death (L)=Light (G)=Gravity (A)=Air (Ea)=Earth (T)=Time (Li)=Life (Da)=Darkness (F)=Fire (Ae)=Aether


Cards follow this pattern:


Name | Cost# Element | (Atk/Def) (creature only)


Type | Target/Ability


Ability/Effect Text


Upgrade Path ==>    

Will-O-Wisp | 0 Death (1/0)


Creature | Passive Ability


Will-O-Wisp generates 1  Death quanta at the end of each turn (generates it before it dies!)


Will-O-Wisp ==> Wraith


Wraith | 0 Death (2/0)


Creature | Passive Ability


Wraith generates 2 Death quanta at the end of each turn (generates it before it dies!)    

Incarnation | 5 (same quanta as your mark) (*/*)


Creature | Passive Ability


Incarnation is the same Element as your Mark


Incarnation's starting Attack and Health is equal to the amount of quanta of (your Mark's type) divided by 10, removing fractions


Incarnation ==> Incarnation (Elite)


Incarnation | 4 (same quanta as your mark) (*/*)


Creature | Passive Ability


Incarnation is the same Element as your Mark


Incarnation's starting Attack and Health is equal to the amount of quanta of (your Mark's type) divided by 10, removing fractions.    

Shadow | 3 Darkness (2/1)


Creature | Active Ability


2(L) : Growth


Shadow ==> Elite Shadow


Elite Shadow | 4 Darkness (2/1)


Creature | Multiple Abilities


Immortal


3(L) : Growth    

Plague Bearer | 4 death (0/1)


Creature | Passive Abilities


At the end of each turn, infect every creature


Immune (Plague Bearer cannot be infected)


Plague Bearer ==> Plague Warden


Plague Warden | 3 Death (0/1)


Creature | Passive Abilities


At the end of each turn, infect every creature


Immune (Plague Bearer cannot be infected)    

Candle | 5 Light


Artifact | Passive Abilities


At the end of each turn, you lose two Fire quanta. If you can't, Candle is destroyed


Players do not produce Darkness Quanta


Lasts 2 turns


Candle ==> Lantern


Lantern | 5 Light


Artifact | Passive Abilities


At the end of each turn, you lose two Fire quanta. If you can't, Lantern is destroyed


Players do not produce Darkness Quanta


Lasts 3 turns    

Scythe | 4 Random


Artifact (Weapon) | Passive Ability


Deals 3 damage at the end of each turn. deals an extra 1 damage if owner's mark if Death or Life


Scythe ==> Reaper's Blade


Reaper's Blade | 6 Death


Artifact (Weapon) | Passive Ability


Each turn, reduce both players maximum Health total by 5.


Scythe ==> Harvest Blade


Harvest Blade | 6 Life


Each turn, increase both players maximum Health total by 5. (does not heal)    

Gravity Bolt | 3 Gravity


Spell | Targets Creatures and Players


Deal 1 damage for every 10 Gravity Quantum you control


Momentum (allows it to ignore Emerald/Jade shield + Reflective/Mirror shield)


Gravity Bolt ==> Gravity Shot


Gravity Shot | 3 Gravity


Spell | Targets Creatures and Players


Deal 1 damage for every 7 Gravity Quantum you control


Momentum (allows it to ignore Emerald/Jade shield + Reflective/Mirror shield)    

Shield | 3 random


Artifact (Shield) | Passive ability


Reduces all damage dealt to you by 1


Shield ==> Buckler


Buckler | 1 random


Artifact (Shield) | Passive Ability


Reduces all damage dealt to you by 1


Shield ==> Kite Shield


Kite Shield | 5 Random


Artifact (Shield) | Passive Ability


Reduces all damage done to you by 2        

Ever more of Bill Door Edit

Symbols:  (E)=Entropy (W)=Water (D)=Death (L)=Light (G)=Gravity (A)=Air (Ea)=Earth (T)=Time (Li)=Life (Da)=Darkness (F)=Fire (Ae)=Aether


Cards follow this pattern:


Name | Cost# Element | (Atk/Def) (creature only)


Type | Target/Ability


Ability/Effect Text


Upgrade Path ==>    


Acid Burst | 5 Death


Spell | Targets Creatures


Deal 2 damage to each creature for every 15 Water quanta you control. Also, infect each creature effected this way.


Acid Burst ==> Acid Spray


Acid Spray | 6 Death


Spell | Targets Creatures


Deal 2 damage to each enemy creature for every 15 Water quanta you control. Also, infect each creature effected this way.    


Ninja | 4 Darkness | (3/1)


Creature | Passive Ability


Immortal


Ninja ==> Ninja Master


Ninja Master | 8 Darkness (5/1)


Creature | Multiple Abilities


Immortal


2(D) : Destroy target creature with Immortal status (can, obviously, target immortal creatures only)    


Leapord | 4 Life (4/2)


Creature | Passive Ability


Adrenaline


Leapord ==> Mist Leapord


Mist Leapord | 6 Life (3/3)


Creature | Passive Abilities


Adrenaline, Immortal    


Hunter's Creed | 8 Life


Spell | Targets Immortal Creatures


All creatures lose the Immortal Status. Creatures effected by this also receive -1/-1.


Hunter's Creed ==> Hunter's Call


Hunter's Call | 7 Life


 Spell | Targets Immortal Creatures


All creatures lose the Immortal Status. Creatures effected by this also receive -1/-1.    

Flare | 5 Fire


Spell | Targets creatures


Target creature is stunned for X turns, where X=(Light quanta)/10


Flare ==> Improved Flare


Improved Flare | 3 Fire


Spell | Targets creatures


Target creature is stunned for X turns, where X=(Light quanta)/10    

Medic | 3 Light


Creature | Active Ability


1(Li) : Heal target creature for 5


Medic ==> Field Surgeon


Field Surgeon | 5 Light Creature | Active Ability


2(Li): Heal target creature or player for 5


Medic ==> Combat Medic


Combat Medic | 5 Light


Creature | Active Ability


3(Li): Target Creature gains Adrenaline      

Bill Door Presents:   Heroes of the Elements! Edit

All Heroes have the following characteristics:


they cost 8 of their given quanta to put into play


all activated abilities cost 5 of their respective quanta to activate


you can only have 1 on your side of the field at a time


you can't PU, Infect, Lobotomize, or Devour them, and the Death and Darkness ones are unaffected by Holy Light


Hero abilities ignore the Immortal status.


They can't be won from the spinners


they only show up as a reward for the 2,500 and 500,000 score marks


they don't upgrade


they can't be sold


When a Hero is destroyed, it does not activate death-based effects, such as the Scavenger ability or for the Bone/Graveyards


Heroes have the Upgraded Card background from the start.    

This is the layout:


Name - Element


Stats: */*


Ability text    

And here they are!


The Unbreakable - Earth


Stats: 6/8


Whenever The Unbreakable deals damage to the enemy, destroy one of their permanents at random    

The Unerring - Air


Stats: 5/9


Spend 5 Air quanta to deal 5 damage to target creature. The Unerring does not attack this turn.    

The Raging - Fire


Stats: 10/4


Whenever The Uncontrollable deals damage to the opponent, it recieves +5/+1    

mperturbable - Water


Stats: 7/7


At the end of each turn, randomly congeal one of the opponents creatures    

The Illuminated - Light


Stats: 2/12


At the end of each turn, heal all creatures by 10 and both players by 5    

The Avaracious - Darkness


Stats: 9/5


Whenever The Undying deals deals damage to the opponent, it gets +0/+X and you gain X life, where X = the amount of damage dealt.    

The Twisted - Entropy


Stats: X/Y


Whenever The Twisted damages the opponent, the opponent loses that much random quanta and you gain that much random quanta


X= any number from 0 to 13


Y=14-X    

The Unstoppable - Gravity


Stats: 6/8


The Unstoppable cannot be prevented from attacking (stasis, sheild effects, freeze/congeal, stun, etc. have no effect)    

The Eternal - Time


Stats: 13/1


Whenever The Eternal would be removed from play for any reason, instead place it back on its owner's deck.    

The Immortal - Aether


Stats: 10/4


Whenever The Immortal damages the opponent, randomly return 3 permanents (Creatures, artifacts, weapons, permanent spells, or pillars/towers) to the top of their deck.


Immortal    

The Savage - Life


Stats: 3/11


Whenever The Savage would deal damage to the opponent, instead deal that much damage to each of his/her creatures instead. This includes Immortal creatures. If the opponent does not have any creatures, ignore this ability.


Adrenaline    

The Foul - Death


Stats: 9/5


If The Foul would deal damage to the opponent, instead poison him/her for that much.


Whenever a creature is damaged, if The Foul is in play, infect it as well.  

Lunter's ideas: Edit

I think all elements world it's greatly balanced but some elements lack some abilities, I'll try to make my cards as


balanced as the game offers right now:


Others:


______________________________________________________________


bad luck:


type: spell


cost: 5 random quantums


shuffle the cards in hand, and draw as many as you shuffled.


Upgrade ==>


spy:


type: spell


cost: 7 random quantums


shuffle your opponents cards, he may draw as many as he shuffled X 2


______________________________________________________________


Entropy


______________________________________________________________


drums of chaos:


type: spell


cost: 5 entropy quantums


all the creatures in play change their stats randomly atk -2/+2 def -2/+2 (life cannot get lower than 1)


Upgrade ==>


mind controling drums:


type:spell


cost: 10 entropy quantums


opponents creatures lose -1 atk


______________________________________________________________


neverending stair:


type: permanent


cost: 5 entropy


monster summon cost +1


Upgrade ==>


infinite stairs:


type: permanent


cost: 10 entropy


monster summon cost +2


______________________________________________________________


dice-monster:


type: creature


cost: 5 entropy quantums


N*/N*


(N its equal to a random number between 1 and 6)


Upgrade ==>


elite dice-monster:


type: creature


cost: 7 entropy quatums


N*/N*


(N its equal to a random number between 3 and 6)


#( dice-monster can only be destroyed in one turn, after  

that a new N value will be chose and and life will


be set to N regardless damage took)


______________________________________________________________


gamble:


type: permanent


cost: 1 entropy


every turn yours and your opponent HP is reduced by 1


at the end of the turn someone gains +2HP


Upgrade ==>


high risk gamble:


type: permanent


cost: 3 entropy


every turn yours and your opponents is reduced by 2


at the end of the turn someone gains +4HP


______________________________________________________________


Death


______________________________________________________________


ambush:


type: spell


cost: 3 death quantums


all your creatures atacks are redirected to the target (if you kill the target


and you still have creatures prepared to atack theyre atacks are equal 0)


Upgrade ==>


improved ambush:


type: spell


cost: 2 death quantums


all your creatures atacks are redirected to the target (if you kill the target


and you still have creatures prepared to atack theyre atacks are equal 0)


______________________________________________________________


string of life:


type: creature


cost: 7 death quantums


8/16


if the string of life is destroyed


you lose 100HP


Upgrade ==>


string of the fallen:


type: creature


cost: 10 death quantums


15/1


if the string of the fallen is destroyed


you lose 100HP


______________________________________________________________  

CommentsEdit

 

nekotatsuEdit

@DevilLord BloodShadow:


Curse: Yes. There should be some others for Immaterial (if this doesn't apply) and Burrowed.   


Living Shield: Would this work on walls, too (which are functionally the same as shields)? If so, Fire Wall's HP would be 0 (15 x 0 = 0), using the 15x defensive power formula you stated. What about dusk mantle? Also, consider the effect of having 4 or 5 living emerald/jade shields or dusk mantles (in particular): the former could not be targeted/destroyed/stolen/reverse-timed (4 - 10 HP of permanent protection; and with empathic/feral bond, 4 or 5 undeniable life regen), and the latter would effectively reduce all attacks to 0 (but at least they could be destroyed/poisoned/etc). Multiple Bone Walls would be quite formidable as well (if you do manage to kill one bone wall, you pump up the others, and Nightfall would give them attack power as well).


Infinity Machine: Since immortality effectively makes HP infinity, Infinity Machine should cost a lot more to cast. Phase Dragon is an 8/6 for 13 Aether (why 6 HP? It can't be targeted by ANYthing, so it is no different than if it had 1 HP). *Actually, it is. If an opponent uses Gravity Shield, Phase Dragon cannot attack. If it were an 8/1, it could. also, fire shield can kill them in 6 turns*


Comment- This is because of gravity shield...-.- 6 is bigger than 5 and 1 isn't


   Ah, yes, I was forgetting about Gravity Shield. Thanks, that was bothering me.


Cockroach: Amusing, but silly. How much damage can a dead cockroach do? Then again, how much can a live one do? Programmatically, this is probably too much work for too little return.


Soul Eater: For that ability, it should start out weaker, particularly considering Nightfall.


Kamakaze: If a 10/10 creature has been damaged to 1 HP, it will become 20/0 regardless? Or 11/0? Kamakaze/Blessing combos would be ridiculously powerful (would healing via Holy Light/Guardian Angel keep it alive as well?).


Perfect Experiment: Either ATK or HP should be "stabilized" (i.e., options for next best should be constrained to the next point up, if available, and should start low -- e.g. (if ATK is criteria), skeleton, graboid, graviton mercenary, etc) to keep it from becoming too powerful too quickly. But again, this is probably not feasible programmatically (possible, but requiring a lot of work for this one card; although if they code for your version, they could code for mine just as easily).  

GUTSalphaEdit

All great and seriously wonderful and innovative ideas! I especially like DevilLord BloodShadow's ideas. Some improvements: 1) The suggested card shuffle is good, but should be renamed Mulligan 2) Card Rush is far too cheap. 3) I was thinking of Mirror World too, as in, the effect, in honour of the spell in the card game 'Magic the Gathering'. But such an effect would be seriously win. Maybe it can reverse the stats of the creature for one turn, then destroy the creature? 4) I don't see how Kamikaze works. 5) Archangel's name is already used (upgraded card) 6) Experiment is quite a good change, as it has the auto-mutate ability, but I'm not sure if Zanz can make the effect automatic.


Oops, I missed a word on the card Kamikaze. Basically, you take away all a creature's HP, and add it to its ATK. It can only survive 1 turn, but deals massive damage, like suicide bombing. And I don't think Card Rush is too cheap... Mirror World shouldn't be nerfed, because another Mirror World woud nullify both. -Bloodshadow      

Bill Door Edit

hmm, a couple of Ideas could use some tweaking here and there, but over all, I like the ideas. OH, and BloodShadow, I liked your idea about the heroes, that's where I got my Heroes ideas. Each would be named differently. If anyone has any ideas about my cards, please post




I can't help but think a lot of these cards are quite overpowered and care should be taken to adjust cost/effects if any were ever actually implemented. Indeed some seem to come off as 'if this is drawn game over'... it just seems improper to offer 80 damage spells or easy ways to turn Armagio's obvious defensive purpose into a killing machine with one quick play. Also balance issues are a concern, some colors have weaker creatures because they have stronger alternatives, dump a bunch of big baddies in their deck and their weakness evaporates. Curse is an interesting idea but do we want one color to get all the handy counters? Care should also be taken to make sure abilities match up with coding already implemented. I believe I read a few of these but they've slipped my mind, so just wanted to remind for the record.. if it sounds like a special routine would need to be added for your card to work then perhaps you should rework it.


And as fun as they may have been to design, I must strongly disagree with the concepts of 'god cards'. The power deferential in this game between folks just starting and people playing for a while is far too large as it is, it's already to the point where PvP is pointless if you haven't ground for ages for a few upgrade cards and if you're truly lucky perhaps you finally got two of the same rare weapon and can start depending on it. We already grind ai3 until our eyes bleed in an almost futile attempt to catch up, why make this worse?


I also wanted to add.. way too many colorless options listed above! Rainbow is arguably overpowered as it is, toss in a few colorless creatures and abilities and you won't be seeing any mono/duo decks for a loooong time. -- Lamenick15:22, 25 August 2009 (UTC)    

I'm beginning to think God Cards are overpowered, too. Maybe change them to Hero cards, with their stats a little bit stronger/weaker than dragons. And they can ONLY be obtained once you reach 10000 score; they cannot be won from anywhere else.


For the Armagio killing machine problem, perhaps that can be balanced a bit, by making Armagio's Gravity Pull effect activate automatically; that way, a Mirror World Armagio could only survive for 1 turn. As for the 70/7 Flying Titan, its HP could simply be nerfed from 70 to 7.


I do believe that some cards are overpowered, such as that 80-damage one; but for my ideas, I try to balance as much as possible. And for coding, I also try to make it as easy for Zanz as possible by not "inventing" any new abilities.


Devilord Bloodshadow 18:25, 25 August 2009 (UTC)


I think the slipstream card is way too overpowered, if you have 8 or more time quanta, then basically your opponent discards its entire hand. It might as well be nerfed to one card per 10 time quanta, so that you need 80 time quanta for your enemy to discard its entire hand.  



I noticed that the description of Water Elementals says that we are gifted with alchemy. That's not implemented in the actual cards Water has, but I really like the idea. Some ideas as to how to incorporate that:


"Sublimate" Spell (7 Water): Sublimate 3 of your opponent's pillars into a thick cloud of water particles, creating a Phase Shield (Fog Shield makes more sense, but then it would stick around forever, which is too powerful.) Nothing happens if there are less than three pillars in the targeted stack.==upgrade to: "Transubstantiate" Spell (7 Water): Transmute 3 of your opponent's pillars into a Short Sword. Nothing happens if there are less than three pillars in the targeted stack.


"Transmute" Spell (5 Water): All of target player's (you or opponent) quanta are transformed into Water quanta. Since spell hits player directly, reflection shields work against it.==upgrade to: "Transfigure" Spell (5 Water): All of target player's quanta are transformed into Life quanta.


"Permeate" Spell (5x Water): Targeted creature gains +N|+N, where N is the number of water quanta you have divided by 5. This card uses 5 water quanta per N. (i.e. If you have 19 water quanta, the creature gains +3|+3, and you have 4 water quanta left.)==upgrade to: "Imbue" Spell (8 Water): Targeted creature with no active ability gains +2|+2 and the ability: "Growth (1 Water): creature gains +1/+1" (Basically, it becomes a weaker version of a Forest Spirit).


Also, more cards I just thought up:


"Rain Spirit" 0|3 Creature (2 Water): Generates 1 Water quantum each turn. ==upgrade to: "Storm Spirit" 2|3 Creature (5 Water): Generates 1 Water quantum each turn; 1 Air (or 1 Aether): Deals 3 damage to target (via lightning bolt).


"Corrupter" 4|1 Creature (3 Death): (1 Random) Corruption: Generate 2 Death quanta. (Usable once a turn only, btw.)==upgrades to: "Necromancer" 2|7 Creature (5 Death): (3 Life) Necromancy: Next creature to die after necromancy is activated will regenerate with half health, rounded down. (If creature's health was one, it regenerates with one health. All status effects like poison, momentum, etc. will be gone.)


"Squire" 0|3 Creature (3 Light): All of your creatures gain +2|+2 as long as Squire is alive. ==upgrade to: "Paladin" 3|4 Creature (6 Light): All of your creatures gain +2|+2 as long as Paladin is alive. (2 Light) Subdue: Eliminate target death or entropy creature.


Thank you for your time! -The Intricacer


P.S. Why is Arctic Squid a rare card all of a sudden? Could we have it back, please?    

Javajava's ideas


Multicolor cards!    

Drain life (2Darkness+2Light)


your opponent lose X hp and you gain X hp where X is the amount of light+death quanta you have    

Basilisk eyes(2Life+2Death)


target creature gets +3|+0 and gain 1Death:poison target creature    

Waterflare bolt(2fire+2water)


deals 2damage to target for each 10fire quantums and 3damage for each 10water quantums in your possession


target might freeze    

Gravitational caos(2gravity+2entropy)


target creature gains momentum and another random skill    

Great lava armor(4fire+2earth)


target creature gets +8|+8    

Shining hourglass(3light+2time)


1time:draw a card 1light:heal 5hp


and etc etc(i hope to have explained the idea)    

and it miss a colorless dragon!


Rusty Dragon(15random quantums)7|9


=>Shiny Dragon (20random quantums)12|10


Maybe it should cost more since quantum pillars give 3quantums but it is also the less powerful dragon:)    

Clockwork Beetle(3random quantums)2|2        

EJdecks Edit

Spell: Force brand(Power mark)


7 gravity(5 gravity)


Allows a monster to use it's ability twice per turn.    

Permenant: Converter(Shifter)


5 random quanta (7)


Converts 2 enemy quanta into three quanta for you. (4 enemy quanta, 5 for you.)    

Spell: Hunger(Insatiable)


5 gravity


The targeted monster gains devour over their previous ability, but dies after three turns. (4 turns)    

Spell: Blood ritual(Arcane ritual)


10 death (9 death)


Removes immortality from all creatures in play, but drains 15hp. (10hp)    

Creature: Mimic(Clone)


4 entropy 3/2(7 entropy 1/5)


Take's the ability of the next creature played. (Copies the next creature played)    

Just these four for now, maybe some later.    

Sorry, mooching of your space because I don't know how to submit on my own, but...


I think it would be interenting to see a monster called "cockroach", with two time quantum summoning cost, time, 1 attack, 2 defense, and an effect that reads: while on the field, this card is treated as "scarab". All monsters on the field (other than this card) that are named scarab gain +0/ +2. You may tribute this card to summon a "scarab" from your deck. -nerd1    

Eternal Darkness' IdeasEdit

 

Here are my card ideas:    

Armeggedon: 25 random quantums Destroy all creatures on the field and deals 50 damage to all players


Used for ending long games or finishing off a weak opponent    

Raise Dead Get Y number of skeletons Y= number of creatures killed last turn 5 death quantums


use after armeggedon is cast to get great results    

Doom Puppet 25/20 passive effect inanimate: whenever somebody deals damage to the controller, all doom puppets die 15 darkness quantums


get a super large absorber type of shield and mass summon doom puppets    

Dragonslayer Axe 20 fire(fixed:now is 20 RANDOM quantums) quantums does 10 damage to enemy skill: Dragon Destroyal destroy all dragons cost: free


To combo super nova super nova summon dragon summon dragon combos(one of the most annoying strategies hehehe    

Chaotic explosion (Chaotic Gigastorm)


4 entropy( 5 entropy)


Swap stats of two creatures( randomly swap stats of all creatures    

God Transformation only card that can be used outside of battle it lets you become a false god costs 9999 coins (really) at the bazaar and must have 10000 pts first still you get all false gods benefits but players cannot fight you using false god fight option


-What about reducing Dragonslayer axe to 15 random quanta? hyper killer


No. It would be unbalanced. But I think I can make it 20 random quantums so that people who want to pw3n dragons don't need to use fire decks :)-Eternal Darkness    

GhostWheel's IdeasEdit

 

Big Bang: 20 radom quantum to completely discard your current hand and select an entirely new hand of your choice from your deck.    

Cosmic Horn: sacrifice all pillars and towers on your side of the field to summon every creature from your deck.  

Unionruler's Ideas [15/03/10]Edit

Water Clock (Improved Water Clock)
Water - Artifact


Cast Cost: 5 Water (4 Water)


Active Ability: For the next turn, opponent may not play more than 2 cards


Activation Cost: 1 Time ( " )    

Life Force (Improved Life Force)
Life - Spell


Cast Cost: 5 Life ( " )
Spell Effect: All Immortal creatures -1/0, All other creatures except burrowed/scavenger +1/0 (same except Immortal -2/0)    

Tectonic Shift (Plate Subduction)
Earth - Spell


Cast Cost: 4 Earth ( " )


Spell Effect: Burrowed creatures each have a 50% chance of being unburrowed and stunned for the next turn (Burrowed creatures each have a 50% chance of dying)    

Herbal Grass (Herbal Root)


Life - Creature


Cast Cost: 3 Life (4 Life)


Damage | Life: 1 | 2 ( " )


Active Ability: Sacrifice herbal grass to remove 8 poison counters and heal 8 hp (Sacrifice herbal root to remove 10 poison counters and heal 10 hp)


Activation Cost: 1 Life (1 random quantum)


Note: Herbal Root enters the game burrowed--no unburrow skill    

Chaos Surge (Anarchy)
Entropy - Spell


Cast Cost: 4 Entropy ( " )


Each of your creatures damage has a 20% chance of being diverted onto a random enemy creature this turn (same except 30%)    

Sprite (Faerie)
Light - Creature


Cast Cost: 5 Light (6 Light)


Damage | Life: 1 | 5 (1|6)
Active Ability: Spells targetted at your creatures (excludes unstable gas) are ineffective the next turn


Activation Cost: 1 Light (0 ie skill is passive)    

Skunk (Striped Skunk)


Life - Creature


Cast Cost: 5 Life ( " )


Damage | Life: 3 | 3 (3|4)


Active Ability: Stuns a random enemy creature for 1 turn (Stuns a target enemy creature for 1 turn)


Activation Cost: 1 Darkness ( " )  

zuderpuckers ideas


return of undead: costs 5 death quanta gives you a skeleton for each 10 death quanta fly swarm:costs 4 death quanta makes your opponent 5 dmg if a creature dies Ultimate leader: 1/1costs 6quanta(colorless) creature gains 10dmg for each 10 creatures(from you and your opponent) little dragon: costs 8quanta(colorless) 1/1 : 2 time quanta gain a random dragon Parents! : costs 8earth quanta : u need to own at least one little dragon gain 1 golden and one stone dragon Rage: costs 3 fire quanta: gives you creature double dmg it will die after this round    

Darkness neverdies (continued)


Fear(Terror)


6 death quanta (5 death quanta)


This creature cannot attack the next turn(this creature attacks it's own master the next turn)


Ghost/Spirit


5 death quantums(6 Death quantums


2/3(3/4)


Active skill: 2 darkness quanta Possess: Sacrifice Ghost to gain control of the targeted creature for one turn(3 darkness quanta Possess: Sacrifice Spirit to gain control of the targeted creature permanently)


Notes and tips: Use Fear to stop powerful dragons finishing you off and Terror to make the enemy afraid(no pun intended) to summon heavy hitters


use Ghost to give the opponent a taste of his own medicine and Spirit to force him to eat massive truckloads of it(kinda extegerrating... But if you possess a ruby dragon your opponent might.. you know, cry.)      

1337sword (KidBazooka)'s ideas Edit

---


Upgraded cards are listed right below  

  • Higher Vampire (7 Dark Quantums)


5/3


The damage you dealt is returned to you as healing  

  • Elite Higher Vampire (8 Dark Quantums)


6/4


The damage you dealt is returned to you as healing      

  • Tornado (3 Air Quantums)


Deal 3 damage to target for each 10 air quantums in your posession.  

  • Hurricane (3 Air Quantums)


Deal 3 damage to target for each 9 air quantums in your posession.      

  • Tidal Wave (4 Water Quantums)


Deal 1 damage to each enemy creature. Deals 3 damage if creatures are fire.  

  • Tsunami (3 Water Quantums)


Deal 1 damage to each enemy creature. Deals 3 damage if creatures are fire.      

  • Landslide (5 Earth Quantums)


Deals 2 damage to each enemy creature  

  • Landslide (elite) (4 Earth Quantums


Deals 2 damage to each enemy creature      

  • Suicide(free)(this card automatically comes into play at the start of gameplay)


You discard your entire deck


note: upgrades into reverse suicide      

  • Reverse Sucide(free)(this card automatically comes into play at the start of gameplay)


Your opponent takes 999999999999 damage      

  • Snowstorm (6 Water Quantums)


Deals 2 damage to every enemy creature. Creatures might freeze  

  • Hailstorm (5 Water Quantums)


Deals 2 damage to every enemy creature. Creatures might freeze.


===Balancing ideas by 1337sword ===    


*Supernova


Make it cost 0 quantums or 1 Entropy instead of 2.      

  • Discord


Deal 5 damage instead of 4 with scramble      

  • Discord (elite)


Deal 7 damage instead of 6 with scramble      

  • Arsenic


Deal 4 damage instead of 2 with 1 poison every turn      

  • Arsenic (elite)


Deal 6 damage instead of 4 with 1 poison every turn      

  • Graviton Mercenary


Reduce cost to 3 gravity quantums      

  • Titan (elite)


Deal 9 damage instead of 8 every with momentum every turn.      

  • Pulveriser (elite)


Deal 6 damage every turn instead of 5    


*Druidic Staff  

Deal 3 damage instead of 2        

  • Jade Staff


Deal 5 damage instead of 4 and heal 6 or 7 HP        

  • Fire Buckler


Deal 2 damage to each attacking creature instead of 1. Increase cost to 8 Fire Quantums        

  • Fahrenheit


Make X the number of fire quantums you have divided by 4 instead of 5.    

  • Fahrenheit (elite)


Make X the number of fire quantums you have divided by 4 instead of 5      

  • Poseidon


Deal 5 or 6 damage instead of 4      

  • Solar Buckler


Increase summon cost to 5, absorb all damage that has been reduced (basically 1 HP per creature attacking)      

  • Morning Star


Reduce summon cost to 4      

  • Morning Glory


Increase damage to 9 or 10      

  • Minor Vampire


Increase attack to 3, maybe increase summon cost to 4      

  • Vampire


Increase attack to 5      

  • Vampire Stiletto


Increase damage and healing to 4. Increase summon cost to 2 or 3      

  • Vampire Dagger


Increase damage and healing to 5 or 6, Increase summon cost to 3 or 4      

  • Electrocutor


Increase damage to 6 or 7    

That's all I have for now, I might come back with more later.  

Zerris' Ideas:Edit

I assume people can think of normal damage and creature cards on their own just fine, therefor I only present oddities I think of.  

  • Death Monk (7 Death Quanta) (Creature)


Death Monk starts with 0/10 (upgraded --> 0/15). Death Monk's attack and health will always total 15. At the end of each turn, Death Monk loses 1 health.


Explanation: This creature would start as a 0/10, mostly useless. But if you hit it with, say, 6 damage - it would instantly become a 6/4. Hit it with 2 more damage, it becomes a 8/2. Heal it for 5 and it becomes a 3/7. It would be a delicate balance of keeping it alive versus having it do damage, for both player and opponent. It would also gain one damage each turn by default (since it loses one health each turn).    

  • Jester Bomb (10 Entropy Quanta) (Permanent)


If you run out of cards in your deck while Jester Bomb is in play (on your side), your opponent instantly takes damage equal to 4x the number of turns Jester Bomb has been in play. Cost 2 (upgraded --> 1) Entropy Quanta per Turn. You may only have one Jester Bomb active at a time.


Explanation: A card encouraging very very precise deck suicide and strategies unlike any seen yet. Your opponent would die before you, if the damage was enough to kill him.    

  • Armagheddon (10 Quanta of every type) (Instant)


Every card in play is removed from play, both players discard their entire hands. You take 30 (upgraded --> 20) damage.


Explanation: A reset button to demolish decks with intricate strategies, and encourage cheap rainbow creature rushes. Note that this would also remove all pillars in play.    

  • Sacrificial Assassin (6 Darkness Quanta (upgraded --> 5)) (Creature)

Sacrificial Assassin starts with 0/10. Ability: (Cost 1 Darkness Quanta), kill target creature. Sacrificial Assassin loses life equal to the current life of target creature.    

  • Gelatinous Ooze (5 Life Quanta) (Creature)


Gelatinous Ooze starts as a 5/5 (upgraded --> 6/6). Ability (Cost 1 Life Quanta): Split: Gelatinous Ooze splits into as many ?/1 Gelatinous Oozes as it has health, with attack evenly distributed between them. Ability (Free): Combine: Gelatinous Ooze is sacrificed, add its stats to any other Gelatinous Ooze. (i.e. it could become five 1/1s, then a 3/3 and a 2/2, or any preferred combination as desired.)


Explanation: This card could be used to very quickly spawn creatures (five 1/1s on the second turn) for Empathic Bond, but could be returned to 5/5 form before duplicating with parallel universe or to get around shields. If any smaller Ooze is returned to deck, it returns to play as a 5/5, allowing for fun with Reverse Time or Eternity. You cannot run out of slots to play ooze, they can just keep combining into bigger oozes. Oozes cannot split if they have only 1 health left, even if they have more than 1 attack.  

R401JL's question / idea:Edit

I know there is already an 'Ash Eater' so really I suppose this is a modification proposal. The Pheonix (7 Fire quanta - 7/1) turns into 'ash'when killed so why not...  

  • Ash Eater (1 Fire Quanta - 2/1)

consume ash: creature becomes Fire Elemental: 5/5 (pay X fire quanta to deal X damage to target creature).    

Requiring a sacrifice of a Pheonix card, the new creature spawned should perhaps be a little more potent or exotic. Perhaps a 'Firefly Queen' effect: 1 Fire Quanta - Create a Fire Sprite 1/1. Maybe even add 'consume ash'to the fire elemental for an even bigger creature.          

Leech(Parasite) 4 Death Quanta(3 Death Quanta)1/1(1/1)


Suck Blood Passive ability: Each time this creature attacks, it gains +1/1


If this creature was immortalized, it could lead to devastating results.


Dice(Elite Dice) 3 Entropy(2 Entropy) 0/1(0/1)


Active ability:Gamble 1 entropy(free) Randomly, either 10,20,30,40,50,60,70,80,90 or 100 hp is deducted from BOTH players. If both die, it is counted as the player who was NOT controlling the dice wins(so as to avoid people suiciding to win)


This is a very interesting creature. In fact, you could actually spam parallel universe on elite dice and activate its ability constantly. If you have guardian angels/heals/miracles/feral bonds with enough creatures, you could keep your health up while dealing HEAVY damage to your opponent    

__________________________________________________________________________________________________________________________________________________________________  

time_lord_victorius' ideaEdit

ruby firecaster 3/4(elite: ruby hellcaster 4/6) (4 fire for both elite and normal)


ability:pyromancy: (1 fire: deal 2 damage to target creature or player; elite version: 1 fire: deal 3 damage to target creature or player)


i've seen a lot of creatures being able to damage creature but not often players, this creature would be the perfect addition in a burn deck like fire/aether


possible creature to be used:[[1]]    

Death 1/6 (elite: megadeath 2/8) (6 death for normal and elite)


abilty: near death (2 time: age a creature down to the fourth (quarter) of its current HP)


elite ability:near death(1 time: age a creature down to the fourth (quarter) of its current HP)


possible creature to be used:[[2]]


this is THE biggest threat i could've thought to go against a huge otyuhg but against scarabs, its pretty worthless. this can also be a threat to collossal dragons and massive dragons    

Time voids ideas:


NOTE: still incomplete!    


Fire cards: Ablaze: (spell type cost 2 fire quanta). effect: instantly get 20 fire quanta but your fire quanta will drop to zero at next turn.


Phoenix's rebirth: (spell type cost 3 fire quanta). effect: Replace targets skill with "reincarnation". If target gets killed it will instantly reincarnacates back to life but without any skill    

Water cards: Water elemental: (creature cost 3 water quanta 1/1 atack and hp {left one is atack and right is hp]). Skill: use 1 water quanta to get 2/2. Skill name. growht


Siren: (creature cost 3 water quanta 3/1 atack and hp). Skill: if sirens atack is higher than sher targets HP use 1 aether quanta to posses him to your side. Skill name: Sirens song


Coral shield: (pernament, shield cost 7 water quanta). effect: every creature that attacks you has 75% chance to get infected by 1. effect name: venomous corals.


blizzard: (spell type cost 7 water quanta). effect: every enemy craeture will take 2 and each one has 30% to get freezed    

Earth cards: Earth golem: (creature, cost 4 earth quanta 2/2 atack and hp). Skill: use 1 earth quanta to get 2/2. Skill Name growht


Sand barrier: (pernament, shield cost 6 earth quanta). effect: every creature has 50% chance to miss you


NOTE: still incomplete!


Time cards: Avatar: creature, cost 3 time quanta 2/1 attack and HP). Skill: use 1 time quanta to get 2/2. Skill name: Eternal growht


Deja vu paradox: (Spell, cost 6 time quanta). effect: create a copy from target creature for you but without any buffs or poisons or any


Winds of time: (spell, cost 2 time quanta). effect: HEAL targeted craeture 5 hp and remove poison and other effects from it    

Gravity cards: Gravity field: (pernament, shield cost 5 gravity quanta). effect: damage from physical attacks are reduced by 1, reflects spells, immaterial. effect name: magnetism.


Massive bolt: (spell, cost 4 gravity quanta). effect: Destroy target pernament or deal 5 damage to targeted unit, ignores shields (including reflect)


Vaccuum: (spell, cost 2 gravity quanta). effect: kill enemy creature that has less than 5 hp, get 5 health if you succesfully cast this spell


Quanta star: (pernament/spell, cost 2 gravity quanta). effect: when this pernament is active EVERY of your creatures will get 1/1, drains 4 random quanta per turn, can be inactivated for free each turn    

Death cards: Death gem: (pernament, cost 5 death quanta). effect: get 5 health every time a creature is killed, can heal only max 50 hp. effect name: Soul harvesting


Necromancy: (spell/pernament/creature cost 8 death quanta). effect: one of following effects will happen as random.


deal 15 spell damage to enemy


summon a single random darkness or death creature


get necromantic book as your weapon and shield (any older weapons/shields will be replaced)


Weapon: Name: necromantic book: effect deal 4 damage to enemy each turn, generate 1 death


quanta each turn when this card is active.


Shield: Name necromantic defence book: effect: absorb next 5 atacks get adittional block


(works like bone shield) every time a creature is kiled.    

Death bolt: (spell, cost 3 death quanta) effect: deal 5 damage to target    

Darkness cards: Shade    

JouninOfDespair's Ideas :DEdit

 

LIFE CARDS:Edit

Entangle: (Spell - cost 2 Life Quanta) Effect: Grasps target creature in vines trapping it for 2 turns


Snare: (upgraded form of Entangle, Spell cost 3 Life Quanta). Effect: Grasps target creature in vines, trapping it for 3 turns


Nature Spirit: (Creature - Cost 7 Life Quanta) (Stats: 2|6) (Skill: Entangle. Cost: 3 Earth Quanta)


Nature Elemental: (Upgraded form of Nature Spirit) (Creature Cost - 9 Life Quanta) (Stats: 4|7) (Skill: Snare. Cost: 4 Earth Quanta)    

ManectricMan's IdeasEdit

(Brackets mean that this is the change when upgraded.)  

Chronoton [Moment] (3 [1] Time Quanta, Creature, 0/1) - Each turn, your opponent discards one card from their deck.


Life Link (8 Time Quanta, Permanent) - Whenever an opponent's creature attacks [or leaves the field], they discard one card from their deck.


Spacetime Rift [Dimension 3.5] (3 Aether Quanta, Permanent) - All Aether Creatures get +1/+1 [+2/+1]


Quantacrawler [Quantacreeper] (4 Random Quanta, Creature, 1/1) - Growth: One Random Quanta to increase this card by +1/+1 [+2/+2]


Quantaspider [Quantarecluse] (6 Random Quanta, Creature, 2/4) - [Generate 3 random Quanta per turn.]


Quantablader [Quantacutter] (7 Random Quanta, Creature, 3/1) - Each time this card attacks, your opponent loses one [three] random Quanta.


Quantadragon [Elite Quantadragon] (17 Random Quanta, Creature, 9/3 [12/5]) - Sacrifice this card. Gain 3 Quanta of every Element.


Quantacrash [Quantablast] (9 Random Quanta, Spell) - Inflict 2 [3] damage for every 10 Quanta you have.


Omnipotence (12 [9] Random Quanta, Permanent (weapon)) - This card deals 5 damage at the end of each turn. 3 Random Quanta - Deal damage to target equal to the number of Quanta you have of a Random Element (can not exceed 10).


Red Knight [Fire Knight] (5 Fire Quanta, Creature, 4/4 [6/4]) - This card inflicts 1 extra damage for each 10 Fire Quantums you control.


Blue Knight [Water Knight] (5 Water Quanta, Creature, 4/4 [6/4]) - This card inflicts 1 extra damage for each 10 Water Quantums you control.


Steel Knight [Earth Knight] (5 Earth Quanta, Creature, 4/4 [6/4]) - This card inflicts 1 extra damage for each 10 Earth Quantums you control.


Sky Knight [Air Knight] (5 Air Quanta, Creature, 4/4 [6/4]) - This card inflicts 1 extra damage for each 10 Air Quantums you control.


White Knight [Light Knight] (5 Light Quanta, Creature, 4/4 [6/4]) - This card inflicts 1 extra damage for each 10 Light Quantums you control.


Black Knight [Darkness Knight] (5 Darkness Quanta, Creature, 4/4 [6/4]) - This card inflicts 1 extra damage for each 10 Darkness Quantums you control.


Gold Knight [Time Knight] (5 Time Quanta, Creature, 4/4 [6/4]) - This card inflicts 1 extra damage for each 10 Time Quantums you control.


Spark Knight [Aether Knight] (5 Aether Quanta, Creature, 4/4 [6/4]) - This card inflicts 1 extra damage for each 10 Aether Quantums you control.


Purple Knight [Entropy Knight] (5 Entropy Quanta, Creature, 4/4 [6/4]) - This card inflicts 1 extra damage for each 10 Entropy Quantums you control.


Orange Knight [Gravity Knight] (5 Gravity Quanta, Creature, 4/4 [6/4]) - This card inflicts 1 extra damage for each 10 Gravity Quantums you control.


Green Knight [Life Knight] (5 Life Quanta, Creature, 4/4 [6/4]) - This card inflicts 1 extra damage for each 10 Death Quantums you control.


Bone Knight [Death Knight] (5 Death Quanta, Creature, 4/4 [6/4]) - This card inflicts 1 extra damage for each 10 Death Quantums you control.


King Knight [Royal Knight] (10 Random Quanta, Creature, 7/7 [9/7]) - All Knights gain 2 extra damage, instead.


Poison Fog (6 Death Quata, Spell) - Inflict 1 [2] poison damage per turn for each 10 Death Quantums you have.


Clockwork Lord (10 Time Quanta, Creature, 0/10) - 4 [2] Time Quanta: Target player draws until their hand is filled.


Elemental Shooter [Elemental Buster] (10 Random Quanta, Creature, 0/1 [2/1]) - Once per turn, one random group of quanta are completely used up, and this card gains +X/+X, where X is half the total Quanta Amount, rounded up.


HammerSpace [Mobius Loop] (8 [6] Entropy Quanta, Instant) - Double your Entropy Quanta. Lose all Entropy Quanta at the end of the turn.


Alpha Gunner (5 [4] Fire Quanta, Creature, 0/5) - 1 Fire Quana: Inflict 5 points of damage to your opponent


Beta Gunner (7 [6] Fire Quanta, Creature, 0/3) - 3 Fire Quana: Inflict 3 points of damage to your opponent. You may activate this ability multiple times per turn.


Gamma Gunner (3 [1] Fire Quanta, Creature, 0/5) - 1 Fire Quana: Inflict 4 points of damage to your opponent


Omega Gunner (9 [7] Fire Quanta, Creature, 0/10) - 1 Fire Quana: Inflict X damage to your opponent, where X is equal to half the number of Fire Quanta you have.


Thunderbird [Garuda] (10 Air Quanta, Creature, 5/10) - 3 Aether Quanta: Generate 3 Sparks [Ball Lightnings].


Life's Bane (15 [12] Death Quanta, Permanent) - Any healing attempt will instead deal that much damage.


Seed Elemental (4 Life Quanta, Creature, 0/2) - Evolve this card into a Rose Elemental [Rose Mastress].


Rose Elemental [Rose Mastress] (7 Life Quanta, Creature, 6/4 [8/4]) - 3 Life Quanta: Generate a Seed Elemental [Upgraded]


Petal Storm [Rose Hurricane] (9 [8] Life Quanta, Instant) - Activate the abilities of all Seed Elementals [upgraded] and Rose Elementals [Rose Mastresses].


Sun (10 Gravity Quanta, Creature, 5/15 [5/40]) - Grandoise (cannot be damaged unless specifically targeted, but only one of this card may exist on your side of the field at one time) This card may attack once for each different planet you control (including this card)


Mercury (1 Gravity Quanta, Permanent) - All Creatures [Your creatures] gain Momentum (drains 1 Gravity Quanta per attack, from the attacking side, otherwise it becomes inactive).


Venus (2 Gravity Quanta, Permanent) - 3 Gravity Quanta: Target creature goes into Stasis for 1 turn [3 turns].


Earth (3 Gravity Quanta, Permanent) - Both players [You] gain 1 life per attacking creature they control (does not stack)


Mars (4 Gravity Quanta, Permanent) - 3 Gravity Quanta: Deal 3 [5] damage to target creature.


Jupiter (5 Gravity Quanta, Permanent) - Double the Health of all [your] creatures during their respective owners turns.


Saturn (6 Gravity Quanta, Permanent) - 3 [2] Gravity Quanta: Target Creature gains Immortality until your next turn.


Uranus (7 Gravity Quanta, Permanent) - 6 [5] Gravity Quanta: Gain Control of Target Creature until the end of this turn.


Neptune (8 Gravity Quanta, Permanent) - 3 Gravity Quanta: Return target card to owner's hand.


Pluto (9 Gravity Quanta, Permanent) - 3 Gravity Quanta: Inflict damage to opponent's monsters equal to half [equal to] the monsters' respective healths, rounded up.


CosmoSpace [Universe] (1 Gravity Quanta, Permanent) - Gain 1 [2] Gravity Quanta every turn equal to the number of Planets you control.


Shouter [Echoer] (6 Air Quanta. Creature, 4/5 [6/7]) - 1 Air Quanta: Inflict 4 damage to target creature. If the creature is frozen, kill it instantly, instead.


Audition [Assembly of Band] (5 [3] Air Quanta, Instant) - Pay 10 Life and Summon four Shouters [Echoers].


Crow [Raven] (3 Darkness Quanta, Creature, 1/3 [3/3]) - Each turn, steal 3 Quanta from the opponent and generate 3 Darkness Quanta.


Megamantis [Kamakiri] (5 Life Quanta, Creature, 2/2 [3/3]) - Adrenaline


Giant Cocoon [Royal Cocoon] (7 Life Quanta, Creature, 0/9 [0/10]) - Absorb up to 2 Life Quanta per turn. When this card absorbs 10 Life Quanta, transform this card into Giant Butterfly [Royal Butterfly].


Giant Butterfly [Royal Butterfly] (9 Life Quanta, Creature, 5/8) - 1 Air Quanta [No Cost]: Once per turn, you may send a card back to its' owner's hand.


Rhinobeetle [Kabuto] (5 Life Quanta, Creature, 1/5 [2/8]) - This card takes half the damage of other cards.


Honey-Pot Ant (4 [3] Life Quanta, Creature, 0/6) - Deal 1 damage to Honey-Pot Ant to make a creature you control gain 3 health.


Stinkbug (2 [4] Life Quanta, Creature, 2/1 [4/2]) - Each opponent monster has a 30% chance [50% chance] to miss an attack.


Bee Drone (2 Life Quanta, Creature, 1/1 [2/1]) - Instead of inflicting damage, place one poison counter on opponent for each point of damage it would deal. Bee Worker (2 Life Quanta, Creature, 1/1 [2/1] - Instead of inflicting damage, heal yourself by the same amount it would deal


Bee Queen (10 Life Quanta, Creature, 0/7 [3/7] - Sacrifice a Bee (besides Queen) to bring out two of the same type.


Flying Shield [Animate Shield] (1 Air [Random] Quanta) - Your shield becomes a creature.


Mark of Existance - Generate 3 Random Quanta per turn.


Corps Soldier (4 [3] Fire Quanta, Creature, 0/1) - When a "Corps" creature you control enters the battlefield, all "Corps" creatures you control gain +1/+1


Corps Cryomancer (4 [3] Water Quanta, Creature, 0/2) - When a "Corps" creature you control enters the battlefield, you may freeze one creature your opponent controls.


Corps Driller (4 [3] Earth Quanta, Creature, 2/1) - When a "Corps" creature you control enters the battlefield, inflict 1 damage to your opponent.


Corps Glider (4 [3] Air Quanta, Creature, 2/1) - When a "Corps" creature you control enters the battlefield, this creature has "Dive" this turn.


Corps Cleric (4 [3] Light Quanta, Creature, 0/5) - When a "Corps" creature you control enters the battlefield, you and all "Corps" creatures you control get healed for 5.


Corps Spy (4 [3] Darkness Quanta, Creature, 0/1) - When a "Corps" creature you control enters the battlefield, one permanent at random is stolen from your opponent.


Corps Berzerker (4 [3] Life Quanta, Creature, 3/1) - When a "Corps" creature you control enters the battlefield, target "Corps" creature gains "Adrenaline".


Corps Assassin (4 [3] Death Quanta, Creature, 0/1) - When a "Corps" creature you control enters the battlefield, target player or creature gets 1 poison.


Corps Mechanic (4 [3] Time Quanta, Creature, 0/4) - When a "Corps" creature you control enters the battlefield, You may draw a card.


Corps Pathclearer (4 [3] Gravity Quanta, Creature, 2/1) - When a "Corps" creature you control enters the battlefield, all "Corps" creatures you control gain "Momentum" until the end of the turn.


Corps Hypnotist (4 [3] Aether Quanta, Creature, 0/1) - When a "Corps" creature you control enters the battlefield, you may Lobotomize one creature.


Corps Encourager (4 [3] Entropy Quanta, Creature, 1/1) - When a "Corps" creature you control enters the battlefield, you may activate the ability of one "Corps" creature you control twice.


Angler Fish (3 Water Quanta, Creature, 2/1 [3/2]) - At random, one opponent's creature will take 2 [3] damage at the end of your opponent's next turn. Gills: This card can attack twice if the field is flooded.


Electric Eel (3 Water Quanta, Creature, 2/4 [3/6]) - If this card is destroyed, your opponent cannot attack the next turn. Gills: This card can attack twice if the field is flooded.


Swordfish [Marlin] (3 Water Quanta, Creature, 4/1 [5/2]) - Momentum. Gills: This card can attack twice if the field is flooded.


Flying Fish (3 Water Quanta, Creature, 2/1 [4/1]) - 3 Water Quanta: Dive. Gills: This card can attack twice if the field is flooded.


Devil Ray (3 Water Quanta, Creature, 0/5 [2/6]) - Once per turn, you may reduce an opponent's monster's power 5 [6] by until the end of their next turn. Gills: This card can attack twice if the field is flooded.


Great White (9 Water Quanta, Creature, 7/5 [9/6]) - 1 Water Quanta: Devour. Gills: This card can attack twice if the field is flooded.


Life Drainer [Soul Drainer] (5 Darkness Quanta. Creature, 1/1 [2/2]) - When this card inflicts damage, increase the Power and Toughness of this card by the damage dealt.


King Beast Leviathan (15 Earth Quanta, Creature, 0/50 [0/100]) - Grandoise (This card cannot be harmed if it is not specifically targeted, and you can only have one copy of this card on the field at one time). If the Leviathan is complete, you win automatically.


Leviathan Segments (1-7) (10 Earth Quanta, Creature, 0/50 [0/100]) - Grandoise (This card cannot be harmed if it is not specifically targeted, and you can only have one copy of this card on the field at one time). When one segment is placed on the field, you may bring another different one from your deck to your hand.


Chaos Butterfly (5 Entropy Quanta, Creature, 2/3 [4/3]) - Scramble (When this card attacks, your opponent's Quanta are Randomized). This card gains 1 Power for every 7-X Entropy Quanta your opponent has, where X is the number of "Chaos Butterflies" you control. Cannot go below 1.


Death Puppet [Death Marionette] (3 Darkness Quanta, Creature, 1/3 [4/3]) - Sacrifice this card to inflict "Control" one one opposing creature (Creatures with "Control" have control switched to your side of the field, and have their Power reduced to 0).


Death Puppetteer (3 Darkness Quanta, Creature, 0/6 [3/6]) - This card gains 3 power for each "Death Puppet" or creature with "Control" that you control. 3 Darkness Quanta: Generate a Death Puppet [Death Marionette].


Zombie [Flesh-Eater] (2 Death Quanta, Creature, 4/1 [5/2]) - When this creature dies, it is revived at the end of your next turn.


Generation Armor (15 Aether Quanta, Permanent) - 3 Aether Quanta: Generate a Spark [Ball Lightning]. This can be done multiple times per turn.


Avatar of Existance (15 [12] Quanta of your Mark Color, Creature, 10/10) - If this card dies, you lose the duel. (has the following ability and color, according to the mark you have)(each costs 5 (for Existance, 15 random) quanta of the mark you use)
Existance: Activate one of the following abilities at random.
Fire: Deal 5 damage to target.
Water: Freeze target creature.
Air: Send one opposing creature at random back to the opponent's hand.
Earth: Destroy up to 5 Pillars in target stack.
Life: Gain 10 Life.
Death: Inflict 3 Poison.
Time: Target Creature gets Time Lapse (Instead of dealing damage, the opponent discards that many cards from their deck.)
Entropy: Target Creature gets "Scramble".
Aether: Create a copy of this card. It is Lobotomized.
Gravity: Gravity Shield (Opposing creatures with 6 or more health cannot Attack)(No cost, "built in"). Gravity Sink (Until the end of the next turn, the health of all opposing monster triples).
Light: Target card gains +3/+3.
Darkness: Steal Target Permanent.


Grand Convergance (15 Random Quanta, Spell) - Activate only when you control one set of the following compatable monsters. Sacrifice both to summon the mentioned monster.
[Elite] Phoenix Dragon: Phoenix [Minor Phoenix] + Crimson Dragon [Ruby Dragon]
[Elite] Blizzard Dragon: Arctic Squid [Arctic Octopus] + Ice Dragon [Arctic Dragon]
[Elite] Hurricane Dragon: Wyrm [Elite Wyrm] + Azure Dragon [Sky Dragon]
[Elite] Gaia Dragon: Graboid [Elite Graboid] + Stone Dragon [Elite Dragon]
[Elite] Shade Dragon: Devourer [Pest] + Black Dragon [Obsidian Dragon]
[Elite] Radiant Dragon: Photon [Ray of Light] + Golden Dragon [Light Dragon]
[Elite] Electro Dragon: Spark [Ball Lightning] + Aether Dragon [Elite Aether Dragon]
[Elite] Chaos Dragon: Abomination [Minor Abomination] + Purple Dragon [Amathyst Dragon]
[Elite] Nepthys Dragon: Pharaoh [Elite Pharaoh] + Devonian Dragon [Silurian Dragon]
[Elite] Galaxy Dragon: Armagio [Elite Armagio] + Colossal Dragon [Massive Dragon]
[Elite] Forest Dragon: Forest Spirit [Forest Spectre] + Emerald Dragon [Jade Dragon]
[Elite] Boneyard Dragon: Skeleton [Elite Skeleton] + Bone Dragon [Ivory Dragon]


[Elite] Phoenix Dragon (15 Fire Quanta, Creature, 15/1 [18/1]) - Grandoise. This card cannot be summoned unless with "Grand Convergance." When this creature dies, it generates one "Glowing Ash".


Glowing Ash (10 Fire Quanta, Creature, 0/10 [0/15]) - 3 Fire Quanta: Evolve this creature into a [Elite] Phoenix Dragon.


[Elite] Blizzard Dragon (15 Water Quanta, Creature, 13/7 [15/8]) - Grandoise. This card cannot be summoned unless with "Grand Convergance." 3 Water Quanta: Freeze [Congeal] Target creature.


[Elite] Hurricane Dragon (15 Wind Quanta, Creature, 10/3 [12/5]) - Grandoise. This card cannot be summoned unless with "Grand Convergance." 2 Wind Quanta: Dive


[Elite] Gaia Dragon (15 Earth Quanta, Creature, 14/16 [16/18]) - Grandoise. This card cannot be summoned unless with "Grand Convergance." 1 Earth Quanta: Burrow


[Elite] Radiance Dragon (15 Light Quanta, Creature, 13/13 [15/15]) - Grandoise. This card cannot be summoned unless with "Grand Convergance." 3 Light Quanta: Cast "Blessing" on target creature.


[Elite] Shade Dragon (15 Darkness Quanta, Creature, 12/10 [15/10]) - Grandoise. This card cannot be summoned unless with "Grand Convergance." Absorb 5 Quanta at a time from your opponent, generating them into Darkness Quanta.


[Elite] Electro Dragon (15 Aether Quanta, Creature, 11/1 [14/1]) - Grandoise. This card cannot be summoned unless with "Grand Convergance." Immaterial. 2 Aether Quanta: Lobotomize


[Elite] Chaos Dragon (15 Entropy Quanta, Creature, 13/7 [15/6]) - Grandoise. This card cannot be summoned unless with "Grand Convergance." 5 Entropy Quanta: Pandemonium


[Elite] Nepthys Dragon (15 Time Quanta, Creature, 13/10 [15/11]) - Grandoise. This card cannot be summoned unless with "Grand Convergance." 2 Time Quanta: Reverse Time


[Elite] Galaxy Dragon (15 Gravity Quanta, Creature, 10/35 [12/37]) - Grandoise. This card cannot be summoned unless with "Grand Convergance." Gravity Pull. 5 Gravity Quanta: Regenerate all of this creature's health.


[Elite] Forest Dragon (15 Life Quanta, Creature, 11/12 [13/15]) - Grandoise. This card cannot be summoned unless with "Grand Convergance." At the end of each turn, gain 1 life for each Life Quanta you have.


[Elite] Boneyard Dragon (15 Death Quanta, Creature, 16/6 [17/7]) - Grandoise. This card cannot be summoned unless with "Grand Convergance." When this creature dies, it generates four [Elite] Skeletons.


Machine Commander [Machine Controller] (8 Random Quanta, Creature, 2/1) - Grandoise. When this card is summoned, summon one "Machine Right Arm" [Machine Cannon], "Machine Left Arm" [Machine Sword], "Machine Right Leg" [Machine Booster 1], and "Machine Left Leg" [Machine Booster 2]. When this card is removed from the field, destroy all of those cards you control.


Machine Right Arm [Machine Cannon] (2 Random Quanta, Creature, 0/1) - Grandoise. Immaterial. When this card is summoned, "Machine Commander" [Machine Controller] gets +2/+1. 5 Random Quanta: Destroy.


Machine Left Arm [Machine Sword] (2 Random Quanta, Creature, 0/1) - Grandoise. Immaterial. When this card is summoned, "Machine Commander" [Machine Controller] gets +2/+1. 5 Random Quanta: Slice (Deal damage to target creature equal to Machine Commander's [Controller's] power).


Machine Right Leg [Machine Booster 1] (2 Random Quanta, Creature, 0/1) - Grandoise. Immaterial. When this card is summoned, "Machine Commander" [Machine Controller] gets +2/+1. 5 Random Quanta: "Machine Commanders" [Controllers] you control Dive.


Machine Left Leg [Machine Booster 2] (2 Random Quanta, Creature, 0/1) - Grandoise. Immaterial. When this card is summoned, "Machine Commander" [Machine Controller] gets +2/+1. 5 Random Quanta: "Machine Commanders" [Controllers] you control get Momentum until the end of the turn.


Pillar Bloom (1 [0] Random Quanta, Permanent) - At the end of each of your opponent's turns, generate one pillar of each element in their Permanents category.


Doom Prism (1 Quanta of Each Element, Permanent) - At the end of your turn, deal damage to your opponent equal to the types of Pillars they control (IE, if they have Fire, Water, and Light pillars out, they take 3 damage). You must discard one card per turn. [The discarding effect does not take effect if upgraded.]


Rainbow Spirit [Prismatic Phantom] (6 Random Quanta, Creature, 0/0 [0/1]) - This card gains +1/+1 for each type of pillar your opponent controls. The following abilities activate when your opponent controls the following number of copies of all pillars:
1+ Copy of Each: This card gains Momentum.
2+ Copies of Each: Each time a non-Colorless creature attacks, the Controller of that card loses quanta equal to that creature's Quanta Cost, of that color
3+ Copies of Each: You gain half the Quanta your opponent gains (rounded down).
4+ Copies of Each: Both you and your opponent may only play up to 3 cards per turn.


Iron Soul [Adamantine Soul] (10 Earth Quanta, Shield) - Halve any damage you take. [When you take damage the source takes the other half. Creatures damage themselves, and spells like Fire Lance and weapons halve the damage split between both players equally.]


Colossus [Iron Gigantes] (11 Random Quanta, Creature, 0/15) - 5 Random Quanta: Generate 3 Charges (+1/+0) When this card attacks, up to three Random pillars your opponent controls are destroyed and this card loses charges equal to the number of destroyed pillars [minus 1.]


Flame Fray Sprite (1 [0] Fire Quanta, Creature, 0/1) - This card cannot be Summoned from your hand. You do not draw nor discard when your hand is full. When an opponent's monster attacks and this card is in your hand, one "Fray Sprite" is randomly summoned (only one per attack). Generate 1 Fire Quanta per turn.


Snow Fray Sprite (1 [0] Water Quanta, Creature, 0/1) - This card cannot be Summoned from your hand. You do not draw nor discard when your hand is full. When an opponent's monster attacks and this card is in your hand, one "Fray Sprite" is randomly summoned (only one per attack). Generate 1 Water Quanta per turn.


Breeze Fray Sprite (1 [0] Wind Quanta, Creature, 0/1) - This card cannot be Summoned from your hand. You do not draw nor discard when your hand is full. When an opponent's monster attacks and this card is in your hand, one "Fray Sprite" is randomly summoned (only one per attack). Generate 1 Wind Quanta per turn.


Dust Fray Sprite (1 [0] Earth Quanta, Creature, 0/1) - This card cannot be Summoned from your hand. You do not draw nor discard when your hand is full. When an opponent's monster attacks and this card is in your hand, one "Fray Sprite" is randomly summoned (only one per attack). Generate 1 Earth Quanta per turn.


Flash Fray Sprite (1 [0] Light Quanta, Creature, 0/1) - This card cannot be Summoned from your hand. You do not draw nor discard when your hand is full. When an opponent's monster attacks and this card is in your hand, one "Fray Sprite" is randomly summoned (only one per attack). Generate 1 Light Quanta per turn.


Shade Fray Sprite (1 [0] Darkness Quanta, Creature, 0/1) - This card cannot be Summoned from your hand. You do not draw nor discard when your hand is full. When an opponent's monster attacks and this card is in your hand, one "Fray Sprite" is randomly summoned (only one per attack). Generate 1 Darkness Quanta per turn.


Leaf Fray Sprite (1 [0] Life Quanta, Creature, 0/1) - This card cannot be Summoned from your hand. You do not draw nor discard when your hand is full. When an opponent's monster attacks and this card is in your hand, one "Fray Sprite" is randomly summoned (only one per attack). Generate 1 Life Quanta per turn.


Bone Fray Sprite (1 [0] Death Quanta, Creature, 0/1) - This card cannot be Summoned from your hand. You do not draw nor discard when your hand is full. When an opponent's monster attacks and this card is in your hand, one "Fray Sprite" is randomly summoned (only one per attack). Generate 1 Death Quanta per turn.


Mass Fray Sprite (1 [0] Gravity Quanta, Creature, 0/1) - This card cannot be Summoned from your hand. You do not draw nor discard when your hand is full. When an opponent's monster attacks and this card is in your hand, one "Fray Sprite" is randomly summoned (only one per attack). Generate 1 Gravity Quanta per turn.


Spark Fray Sprite (1 [0] Aether Quanta, Creature, 0/1) - This card cannot be Summoned from your hand. You do not draw nor discard when your hand is full. When an opponent's monster attacks and this card is in your hand, one "Fray Sprite" is randomly summoned (only one per attack). Generate 1 Aether Quanta per turn.


Quark Fray Sprite (1 [0] Entropy Quanta, Creature, 0/1) - This card cannot be Summoned from your hand. You do not draw nor discard when your hand is full. When an opponent's monster attacks and this card is in your hand, one "Fray Sprite" is randomly summoned (only one per attack). Generate 1 Entropy Quanta per turn.


Sand Fray Sprite (1 [0] Time Quanta, Creature, 0/1) - This card cannot be Summoned from your hand. You do not draw nor discard when your hand is full. When an opponent's monster attacks and this card is in your hand, one "Fray Sprite" is randomly summoned (only one per attack). Generate 1 Time Quanta per turn.


Sprite's Blessing (10 [9] Random Quanta, Permanent) - Gain life each turn equal to the number of Sprites you control.


Sprite's Curse (10 [9] Random Quanta, Permanent) - Inflict damage equal to the number of Sprites you control.


Note: All traps use up 3 Quanta of their color to activate their "trap" ability.


Fire Trap (5 Fire [Random] Quanta, Permanent) - A random trap is activated (if possible) when your opponent plays a Creature or Permanent. Every creature your opponent summons is inflicted with "Rage" [Berserk]. You cannot summon Fire monsters from your hand.


Water Trap (5 Water [Random] Quanta, Permanent) - A random trap is activated (if possible) when your opponent plays a Creature or Permanent. Every creature your opponent summons is Frozen [Congealed]. You cannot summon Water monsters from your hand.


Earth Trap (5 Earth [Random] Quanta, Permanent) - A random trap is activated (if possible) when your opponent plays a Creature or Permanent. Every creature your opponent summons is Burrowed [Buried (buried creatures have 0 power until dug out for 3 quanta of their color)] You cannot summon Earth monsters from your hand.


Wind Trap (5 Wind [Random] Quanta, Permanent) - A random trap is activated (if possible) when your opponent plays a Creature or Permanent. Every creature your opponent summons is hit by "Shockwave". You cannot summon Wind monsters from your hand.


Light Trap (5 Light [Random] Quanta, Permanent) - A random trap is activated (if possible) when your opponent plays a Creature or Permanent. Every creature your opponent summons boosts your base health by that creature's Power. You cannot summon Light monsters from your hand.


Darkness Trap (5 Darkness [Random] Quanta, Permanent) - A random trap is activated (if possible) when your opponent plays a Creature or Permanent. Every creature your opponent summons is inflicted with "Drain Life". You cannot summon Darkness monsters from your hand.


Life Trap (5 Life [Random] Quanta, Permanent) - A random trap is activated (if possible) when your opponent plays a Creature or Permanent. Every creature your opponent summons heals you for an amount equal to their toughness. You cannot summon Life monsters from your hand.


Death Trap (5 Death [Random] Quanta, Permanent) - A random trap is activated (if possible) when your opponent plays a Creature or Permanent. Every creature your opponent summons inflicts "Poison" to your opponent equal to it's quanta cost. You cannot summon Death monsters from your hand.


Time Trap (5 Time [Random] Quanta, Permanent) - A random trap is activated (if possible) when your opponent plays a Creature or Permanent. Every creature your opponent summons is stuck in a stasis bubble for one turn. You cannot summon Time monsters from your hand.


Entropy Trap (5 Entropy [Random] Quanta, Permanent) - A random trap is activated (if possible) when your opponent plays a Creature or Permanent. Every creature your opponent summons is inflicted with a random condition. You cannot summon Entropy monsters from your hand.


Gravity Trap (5 Gravity [Random] Quanta, Permanent) - A random trap is activated (if possible) when your opponent plays a Creature or Permanent. Every creature your opponent summons is inflicted with "Intense Gravity Pull" (damage that would be dealt to you is instead dealt to the opposing creature). You cannot summon Gravity monsters from your hand.


Aether Trap (5 Aether [Random] Quanta, Permanent) - A random trap is activated (if possible) when your opponent plays a Creature or Permanent. Every creature your opponent summons is "Lobotomized". You cannot summon Aether monsters from your hand.


Landmine Launcher (9 [8] Random Quanta, Creature, 0/12) - Every time a trap activates, summon one "Landmine".


Landmine (3 [2] Random Quanta, Creature, 0/1) - When an opposing creature attacks, inflict 5 damage to that creature and the opponent.


Samurai (6 Random Quanta, Creature, 7/1) - Bushido: Sacrifice this card to summon one "Katana" [Kusanagi].


Katana [Kusanagi] (0 Quanta, Creature, 0/10) - Sacrifice this card to give target creature "Bushido". (Creatures with Bushido gain +2/+1 [+3/+2])


Ninja (6 Random Quanta, Creature, 3/5) - Ninjutsu: Sacrifice this card to summon one "Shuriken" [Kunai].


Shuriken [Kunai] (0 Quanta, Creature, 0/2) - Ninjutsu: Sacrifice this card to give target creature "Ninjutsu". (Creatures with Ninjutsu attack three times, but gain -2/-2 [-1/-1])


Shogun (10 Random Quanta, Creature, 7/5) - This card gains +2/+1 [+2/+2] for each "Ninjutsu" and "Bushido" counter on it.


Methane Bomb [Ignition Bomb] (0 Air Quanta, Creature, 0/1) - 1 Fire Quanta: Ignite. Sacrifice this card to inflict 5 damage to the opponent. [When this creature dies in a way other than it's own ability, inflict 5 damage to the opponent].


Gas Leak (3 [6] Air Quanta, Permanent) - Each turn, generate 1 [2] Methane Bombs [Ignition Bombs] on the side of the field of the person whose turn just ended.


Reality Crash (10 [9] Aether Quanta, Instant) - Create a copy of every creature you control, then reduce all their healths to 0.


Telekinetic Assassin [Psychokinetic Assassin] (10 Random Quanta, Creature, 0/10 [0/20]) - 5 Random Quanta: Animate Weapon


Telekinetic Defender [Psychokinetic Defender] (10 Random Quanta, Creature, 0/10 [0/20]) - 5 Random Quanta: Animate Shield


Buckler [Circle Shield] (4 [3] Random Quanta, Shield) - Blocks 1 [2] damage.


Spartan Shield [Studded Shield] (7 Random Quanta, Shield) - Blocks 2 damage. [If the opponent attacks, that monster's power is reduced by 1.]


Power Rush (15 Random Quanta, Permanent) - Deal 1 [2] damage for every time a Weapon deals damage to the opponent (this counts weapons that have been Animated).


Defender's Rush (15 Random Quanta, Permanent) - Deal 1 [2] damage every turn times the number of Shields you control. At the end of each turn.


Venom Beast [Naga King] (10 Death Quanta, Creature, 8/8 [9/10]) - Generate 1 Snake [Cobra] per turn. This creature deals damage in the form of poison counters instead of damage.


Snake [Cobra] (3 Death Quanta, Creature, 1/3 [2/3]) - When this creature deals damage, the opponent gets poisoned for 1.


Acid Bog (10 [8] Death Quanta, Permanent) - Each turn, put a poison counter on all non-Death, non-Colorless Creature.  

Elysium's Tears Card Ideas:Edit

I'm sorry if any of this ideas has been already posted, sincerely I didn't read all the cards ideas.


Rainbow: (6 water Quanta) [Permanent] Pay 6 light and 6 water quanta, Rainbow produces 1 quantum for each color ----> Prism: (6 water quanta) [Permanent] Pay 4 light quanta, all your creatures are healed +3. Sincerely I don't care if you change the names or quanta values, both Ideas were inspired by Sacrifice XP, i still insist it would be somewhat useful to have a water card that would generate all quantas, since water cards use different kind of elements. And we desperately need a card that heals all creatures.  

Jebob's card ideas:Edit

Gamma Burst (Entropy)


spell (6 entropy)


Mutates half the creatures on the field (randomly selected), and then does 1 damage to all creatures. The upgraded version mutates all creatures.      

-Intrikete's- ideas:Edit

Death- Pathos (Permanent) (Death, 3 Quantums)- You gain 2 hp every time health is lost due to poison.


Suffering (Permanent) (Death, 2 Quantums)- You gain 4 hp every time health is lost due to poison.


(Note: Stackable. Will work both with creatures or the opponent.)    

Fire- Hellfire (Spell) (Fire, 9 Quantums)- Sacrifice a creature to destroy the next n cards in your opponent's deck. N = creatures attack


Hellfire (Spell) (Elite) (Fire, 8 Quantums)- Sacrifice a creature to destroy the next n cards in your opponent's deck. N = creatures attack    


Water- Kraken (Creature) (Water, 16 Quantums)- (10,8) Gains +1/+1 when placed in water. Active Skill: (1 Water Quantum) Devour Elite Kraken (Creature) (Water, 14 Quantums)- (12,10) Gains +3/+3 when placed in water. Active Skill: (1 Water Quantum) Devour


("Placed in water" refers to a square affected by Flooding.)  


Time- Analemma (Permanent) (Time, 10 Quantums)- Active Skill: Sunbeam (3 Light Quantums): Generate a Photon

Analemma (Elite) (Permanent) (Time, 9 Quantums)- Active Skill: Sunbeam (3 Light Quantums): Generate a Ray of Light  

Fate Chicken (Creature) (Time, 10 Quantums)- (10/10)- Active Skill: Labor (4 Time Quantums): Create a fate egg


Fate Hen (Creature) (Time, 11 Quantums)- (10/10)- Active Skill: Labor (4 Time Quantums): Create an elite fate egg


Fate Hooker (Creature) (Time, 12 Quantums)- (10/10)-Passive Skill: Unplanned Parrent Hood (0 quantums): Every turn /fate Hooker generates a Fate Chicken  

Darkness- Shadow Mist (Permanent) (Darkness, 5 Quantums)- Your creatures' identites are hidden. Cost 3 Darkness quantums a turn.


Umbra (Permanent) (Darkness, 3 Quantums)- Your creatures' identites are hidden. Cost 3 Darkness quantums a turn.  


Aether- Power Drain (Spell) (Aether, 6 Quantums)- Lobotomize all your creatures. Gain 12 hp for every ability removed.


Implosion (Spell) (Aether, 6 Quantums)- 'Lobotomize all your creatures. Gain 15 hp for every ability removed.

ChrisHansen's IdeasEdit

Enemy rape: Cost = free. Instantly kills opponent after they use Miracle or Improved Miracle. Why don't you have a seat?: Cost = Free. Makes opponent embrace your phallus after they use Mi10racle or Improved Miracle.    

I think 2 examples is enough. Miracle sucks and takes the fun out of the game.  

Leetskillz's CardsEdit

   

Jaimes Vu : Opposite of Deja Vu, 2|2, can be returned to the hand refunding all quanta spent


Berserker : 6 Fire, starts 1|8 ; The ability is Beserk: gains +1|-1 for 2 fire quanta


Ghoul : 4 Death, 3|1 ; Has the ability Curse: target loses -1|-2, and Ghoul gains +1|+0, if something is killed by this ability, one other monster on that side is poisoned

 Edit

Shields:

Yahtzee713's IdeasEdit

Mutant Shield (Entropy) - Reduce damage taken by one. 20% chance of attacking creature to die, become an abomination, or become a mutant.

Toxic Shield (Death) - Reduce damage taken by one. For every 5 damage reduced, poison the opponent directly, poison can stack.

Heavy Shield (Gravity) - Reduces damage taken by X. X is the number of cards on your side of the field with more than 5 health.

Burried Shield (Earth) - Only burrowed creatures can attack. Lasts 3 turns.

Rooted Shield (Life) - Reduces damage taken by one. For every damage reduced heal yourself by one.

Smoke Shield (Fire) - Creatures have a 60% to miss you.

Steam Shield (Water) - Use one fire quanta and one water quanta to absorb 5 damage.

Illuminating Shield (Light) - Reduces damage taken by one. 50% chance of creature's current ability being replaced by the ability Bioluminescence.

Flight Shield (Air) - Reduces damage taken by one. Each creature that attacks gets their passive ability changed to airborne.

Rewind Shield (Time) - Reduces damage taken by one. 30% chance of creature returning to the top of the opponents deck.

Grudge Shield (Darkness) - For every 3 damage taken from the enemy, destroy one pillar/pendulum.

Phase Shield (Aether) - Reduce damage taken by two. Immortality: 3 Aether Quanta to make one creature or permanent immortal.

 

 

Battlealvin2009's IdeasEdit

CREATURES:

Sprit; (ELITE SPRIT): Cost 20 (15) random quantum. Boost all your creture ((doesn't affect immortal or burrowed creatures)) by +1|+1 (+2|+2) for 5 (3) turns. After that, the sprit dies. Add 10 (20) health to the opponment and reduce 20 (25) health to yourself.

Eel; (ELECTRIC EEL): Cost 4 (5) water quantums. Active skill: cost 4 water quantums, change from physical damage into spell damage for 3 turns. (Active skill: cost 5 aether quantums, target a creature to make it unable to attack for 2 turns, 50% chance to inflict 1 damage.)

SPELLS: 

Wind; (GUST): Cost 2 (2) air quantums, send a permanent (two permanents of your choice) back into opponment's deck and randomly place it in order.

Switcheroo; (Disorder): Cost 5 (5) entropy quantums, swaps the creature's attack and hp (swaps the creature's attack and hp and decrease both by 1).

Apocalypse: (END OF THAT WORLD): Cost 50 (74) death quantums. Destroys everything on the field, including yours. The deck of cards you haven't take won't be destroyed.. (Destroys everything that opponments has, except the deck of cards the opponent haven't take yet. And decrease your health by 25%).

Stockpile; (Depends attack): Cost 8(15) Aether quantums. If an opponent decides to destroy or steal your premanents, decrease the opponent's hp depends on the number of cards the opponent still have (Decrease the opponent's hp depends on the number of cards the opponent still have times 1.5. ((Round down to nearest tnteger))) Always leaves the opponent 1 hp left even though the spell woulld have killed the opponent.

ARTIFACTS:

Slot machine (SPAWN MACHINE): cost 6 (10) time quantum, every turn, the slot machine will spin itself 1 time. If three of them matches ((5% chance)), the creature or permanent shown on the machine will immidiately appear on the field. (The arrow on the squawn machine will stop at a creature ((electum cost below 30)) and it will immediately appear on the field.

Curse: (Revenge): cost 6 (15) dark quantums. If the opponent's creature regains full heath, reduce 3 hp. The creature will die if hp is below 3. (When the opponent's health regains to maximum, it will be dcreased by 15% ((Round down to nearest integer)))


Dirte737's Ideas Edit

Spells:

(Aether) Comminute(Triturate) 6(5) quantum - Comminute(Triturate) Disables the target creatures or permanents abilities, can target immaterial creatures(Excluding permanents)

(Darkness) Disquietude(Dysphoria) 4(3) quantum - Causes the target creature or permanent to be unable to use abilities for 3(4) turns.

(Air) Pierce(Puncture) 5(4) quantum - Deals 3 damage to the target creature and 2 damage to any creature behind the target, can target immaterial creatures.

Permanents:

(Death) Rigor Mortis(Death Rattle) 8(7) quantum - Any creature that dies on the field remains on the field for 2 turns (continues to attack before decaying with Death Rattle) Note: At 1st death and after 2 turns causes death effects, killing a creature under the effect of Rigor Mortis or Death Rattle causes the timer to reset. Can backfire if the enemy has a strong creature that dies.

(Life/random) Regrow(Bloom) 6(5 random) quantum - Allows the user to place a previously destroyed/killed creature or permanent back into their hand and draw it at their next turn.

(Time) Revert(Rewind) 10(8) quantum - Rewinds time by 5 turns leaving cards in play and in hand/deck but returning health and quantum to their previous numbers.

Creatures:

(Any) [Whatever quantum, i.e. fire or water] Elemental(Eternal) 14(18) of specified quantum - 0|5(0|7), (Passive) Storm: Deals 1(2) damage to all enemy creatures of different elements when the elemental/eternal attacks. Does not affect Immaterial creatures.

(Random) Spikes(Caltraps) 4(5) - 0|1(0|1) (Passive) Spring: Whenever this card is played it moves to the enemies field and is hidden from their sight. If they play a creature card that creature takes 3(4) damage and destroys the Spikes(Caltraps). (Caltraps also stun the target for 1 turn.)

(Random) Pins(Needles) 4(5) - 0|1(0|1) (Passive) Infect: Whenever this card is played it moves to the enemies field and is hidden from their sight. If they play a creature card that creature takes 1(2) damage, adds 1(2) poison counter(s) to the enemy and destroys the card. (Needles have a 50% chance to also Lobotomize the card.)

(Random) Arm(Endow) 3(4) - 0|1(0|2) (Passive) Equip: Whenever this card is played it remains hidden from the enemies sight, destroys itself on use but does NOT trigger death effects. Grants the target creature N|M where N is equal to your weapon damage and M is equal to half the quantum cost (rounded up) of your equiped shield. Grants +1|+1(+2|+2) if weapon or shield is missing. (+1|M with shield and no weapon, N|+1 with weapon and no shield.)

(Random) Charm(Allure) 4(5) - 0|1(0|1) (Passive) Convert: Whenever this card is played it moves to the enemies field and is hidden from their sight. If they play a creature card that creature has a 20%(30%) chance to become charmed, causing Antimatter and Vampire to affect them and destroys this card. If the creature is not charmed the card remains hidden on their field until a creature is charmed, or a spell affect that targets all creatures hits the card (Dry spell, plague, thunderstorm, etc...)

(Random) Rage(Enrage) 5(6) - 0|1(0|2) (Passive) Berserk: Whenever this card is played it remains hidden from the enemies sight. Whenever the summoner of this card plays a creature with 1|1 or more this creature gains Adrenaline and +2|+0(+4|+0) and the card destroys itself but does NOT trigger death effects.

I think traps would be a nice addition and allow some more unique strategies to be used.

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