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Thread: Archetypes

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    Senior Member supatroopa45's Avatar
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    Archetypes

    I recently had an idea for some cards to be grouped together in an archetype like in games such as yugioh.
    For those of you who do not know, an archetype is a group of cards all grouped together with a common word or phrase in their name such as "Ogre" or "Flame Dancer" as (rather rubbish) examples. Cards in an archetype also have effects that support other cards in that archetype. For example lets say I have a card named "Shadow blade slayer." Who has an effect that, when activated, gives all cards in the "Shadow Blade" archetype that you control +2 damage until the end of the turn. Archetypes also usually have ability and equipment a cards.

    Now we know what an archetype is, allow me to explain how it will fit into SE. Archetype cards will still be split into human/shadow and possibly some archetypes will be split by class. Some large archetypes will have heroes who can be found only in booster packs and in the market, same goes for the other archetype cards, they are purely for enhancing your current deck and building decks around specific archetypes.

    So, what do you think, will it be the big next thing for SE or will it be rejected before even entering the planning phase.
    It's your call.
    Quote Originally Posted by supatroopa45 View Post
    Not straightforward? Well I am a very backward person.

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    Senior Member supatroopa45's Avatar
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    Incase you don't understand, or even if you do, I'll give you some examples.

    Wood elf
    Faction: Human
    Class: Hunter
    Focuses on destroying allies and dealing high damage to heroes.

    Name: Wood elf sniper
    Cost: 4
    Human ally
    Effect: (Cost 2) This turn, this cards attack ignores all effects and armour.
    Attack: 3
    Health: 4
    Flavour: "You can't hide"

    Name: Wood elf assassin
    Cost: 5
    Human ally
    Effect: (Cost 3) destroy target ally.
    Attack:3
    Health: 2
    Flavour: "Nowhere to run."

    Wood elf leader
    Human hero
    Class: Hunter
    Effect: (Cost 5) Reduce target 2 allies to 1 health.
    Health: 27
    Flavour: "If you go out in the woods today, prepare for your demise."

    Wood elf leaf cloak
    Hunter armour
    Cost: 4
    Effect: if you control a "Wood Elf" ally, it becomes the target of the attack.
    Uses: 1
    Armour: 0

    Nightmare
    Faction: Shadow
    Class: Elemental
    Focuses on weakening allies.

    Nightmare bunny
    Cost: 3
    Shadow ally
    Effect: This card gains 1 base health every time it damages an ally.
    Attack: 2
    Health:1
    Flavour: "Don't be ridiculous, it's just a bunny" -Famous last words.

    Nightmare executioner
    Cost: 4
    Shadow ally
    Effect: When this card destroys an ally, weaken target allies base attack by 1.
    Attack: 3
    Health: 3
    Flavour: Here come the executioner to chop off your head, chop, chop, chop.

    Nightmarish hallucination
    Cost: 3
    Elemental ability
    Effect: Reduce base attack of target ally by 2.
    Flavour: "What are you scared of?"

    Nightmare hound
    Cost: 2
    Shadow ally
    Effect: Defender
    (Image shows a ceberus.)
    Attack: 2
    Health: 1
    Flavour: Sometimes, three heads are better than one.

    Potion of nightmares.
    Cost: 4
    Elemental ability
    Effect: Target resting ally, target ally takes 2 damage and cannot attack next turn.


    Sorry for the crappy flavour texts, I couldn't come up with anything better.
    Quote Originally Posted by supatroopa45 View Post
    Not straightforward? Well I am a very backward person.

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