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AuthorNew Cards
@20. might be a bit overpowered.
Inflation: consider if your Monastery was at 15 for example..suddenly it's 45?

Sabotage: same thing, what if enemy barracks is 15...45 damage for 11 cost?!maybe cut out the multiplier and this one would work. =)
Tsunami - 4 damage to your enemy tower and -1 to mine, monastery and barracks to your enemy (??)

Economy - skip your own turn and gain +8 of each resource

Honor fight - All barracks tie up to the highest

That's all, meanwhile.
@ 21

oh yeah i didnt think about other zones, was only thinkin about great capital where max monastary is like 6, by which time you pretty much want the game to finish anyway
Anyway, got some more ideas

Joker
Green, 10 stacks
Randomly discards 1 of you opponents cards

Gift of the gods
Blue, 16 mana
Adds 15% of max tower to your tower (in great capital its 7 while in ridge of hope its 30)

Dragon essence
Red, 15 ore
wall = 25% your tower, and that amount of damage is dealt to opponent, -10 stacks
Snigger or bigger - if the enemy does not play a card with asset value greater than yours, it loses 50% of all its resources.

Agent - does 5 damage to the walls and steal 8 stacks (paying the soldiers to work for you of cours ^^).

Weaponry - the next attack card gets a extra 5 damage to it. (does not matter if damage to both tower and wall, will only damage the wall)
a list of cards that we thought of the i dont think are too over powered
-Genie- 1+monastary 1-monastrary to enemey(blue card,cost 11)
-Angel-14 damage to enemy tower(yellow card)
-Griffen-6 damage to enemy tower (yellow card,cost 8)
-Trade-Trades your barrack lv for mine lv(yellow card,cost 15)
-Golem-1+ mine 7 attack(red card,cost 10)
-Druid-6 damage to tower,-8 mana to enemy(blue card,13)
-Farmers- 5+ wall +5 stack(red card,3
-Uprising - The opponent takes damage of 25% in the tower with the addition of all their resources (eg, 5 ore + 10 mana stacks + 9 = 24 ==> 24 - 25% damage = 6) (stack)
-Crystal of chance - the player wins 6 ore and play again (ore)
-Gift of ogre-workers - The player gains +1 mine, monastery and barracks (ore)
-Opal - The player wins more than 50% of the amount that your opponent's resources. (mana)
-Infiltration - 8 damage to the tower and the walls (stack
-Warrior-MonksGreen, 5 StacksIf Barracks > Monastery, +1 to Monastery
-Swords To Picks-Red, 0-1 to Barracks, +1 to Mine
-Fervent PrayerBlue, 3 Mana-6 Stacks, -6 Ore, +1 Monastery
-Buttress-Red,/ 3 Ore/-3 to Tower, +10 to Wall
-Assault-Green, 5 stacks-1 to Barracks, -1 to Enemy Monastery
-Crumbling Wall-Red, 1 Ore-5 to Wall, -10 Stacks to the Enemy
-Economy - skip your own turn and gain +8 of each resource
-Honor fight - All barracks tie up to the highest
-Joker-Green, 10 stacksRandomly discards 1 of you opponents cards
-Gift of the gods-Blue, 16 mana-Adds 15% of max tower to your tower (in great capital its 7 while in ridge of hope its 30)
-Dragon essence-Red, 15 ore-wall = 25% your tower, and that
-Agent - does 5 damage to the walls and steal 8 stacks (paying the soldiers to work for you of cours ^^).
-Weaponry - the next attack card gets a extra 5 damage to it. (does not matter if damage to both tower and wall, will only damage the wall)
why renewal absolute its not in the list, she is good and could be RARE :D
now what would a topic about cards be without ME, hehe.

Dude I have prayed for a new card system and such for sooooo long but alas the response I got was this is not a game based on cards but the game itself and that the cards are just filler for time when we have nothing else to do :(

If we had our own decks and cards to choose from, I would definatly show my dominance in card battles.

I remember when magic the gathering (card game) was relativly new, the very first local tourny I played was awesome. I bought ONE booster set with 12 cards.

I saw a guy who bought a box that had 16 boxes of cards, now mind you each individual box had 48 booster sets, so 16 x 48 x 12= a whole bunch of cards.

Needless to say he won, but I still placed second. The only defeats either one of us suffered during the whole tourny was to each other. Everyone watched us and it was thrilling to play.

But I digress, ummm, yeah, new cards....I'm totally for it (sighs and comes back to the reality that it won't happen anytime soon)
oh, yeah, by the way as far as my story about the tourny I played, I odviously had a deck of 60 (the mandatory amount for tourny battles) but bought a booster deck in hopes of a card that could help. I got one called "controlling Licid", (no not Lucid, that would have been cool though considering I've been using Lucid for almost a decade now) and for those that have played magic, I'm a true and true blue mage, meta all the way baby
also, how has this not been transfered to idea's and suggestions?
hehe, while we are at it, why not a double or nothing card that if u play it and win within 3 turns you get twice as much earning but not costing the opponent the additional charge, cuz lets face it, its not like the game will suffer from giving out additional money
and it should be called the Lucid Gambit. So the drawback would be u would lose twice as much if you don't win, or win in the alloted time. Thus the Gambit part
Poisoning Shot

5 Damage
-1 to enemy barrack
-5 mana

Use 8 Stack


Empire of Sealed

+5 Tower
+15 Wall
+1 Monastery
-10 Stacks

Use 20 Ore Mine


Rain

2 Damage to all
2 Damage to all tower
-2 Stacks , Mana , Ore to all
Play again

Use 3 Mana


Beehive Madness

5 Damage to enemy tower
-10 to enemy stacks
-1 to enemy barrack

Use 12 stacks
Vitality

+2 to tower and wall

Use 1 Stack


Elite Forest Keeper

If wall > enemy wall 5 damage to enemy tower , -3 To enemy stacks , mana and ore . Else 5 Damage
FOR EFK = Use 10 Stack


Hell Horse

If Tower > enemy wall 10 Damage to enemy tower , else 7 Damage

Use 11 Mana


Guardian

If enemy wall > 5 8 Damage , else 5 Damage

Use 6 Stack


Shrew

7 Damage -1 Barrack , Play again

Use 10 Stack
the shrews seem a lil over powered for a play again card and -1 barracks
how bout 3 damage -1 barracks damge play again and uses 14 stack
Stolen supplies-your wall becomes as big as enemeys wall but doesnt trade like with shift 15-ore
Sword of Crystal

9 Damage
+5 Stacks

Use 11 Mana


Earthquake

10 Damage to all
-10 Stacks to all

Use 5 Mana


7 Legendary Fighter

14 Damage
-7 Mana
-1 Barrack to enemy

Use 14 Stacks
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