So, I am always thinking up new cards, but posting them one at a time on the forum here can be tedious, and they get lost in the shuffle. As such, I started creating a bunch of them on the A1 internal forums and then, with the feedback and suggestions of the other guild members, tweaked and adjusted for balance and usefulness.
That said, I give you the current list of card ideas that I/we feel are relatively balanced, and will work within the framework of Shadow Era's current mechanics. (The only sad part is that there is no way to test them in real life)
Feedback and thoughts welcomed!
Neutral:
Arturro, the Recurring
Neutral Ally - Unique
Cost: (2)
Attack: 1
Health: 1
Haste
If Arturro is put into any graveyard from play, immediately put him into play under the opposing player's control as though he were just summoned.
Human:
Field Medic
Human Ally
Cost: (2)
Attack: 1
Health: 2
Combat damage dealt to other allies you control is reduced by 1.
Subtle Decoy
Human Ally
Cost: (1)
Attack: 0
Health: 2
Your allies lose Protector. Enemy heroes and allies may only attack Subtle Decoy.
"It was just some sticks and stuffing, but you know them zombies ain't too bright."
Beacon of the Sun
Human Item - Artifact
Cost: (5)
Heroes cannot gain shadow energy.
Shadow:
Waking Nightmare
Shadow Ability - Support
Cost: (5)
Until the beginning of your next turn, whenever an ally is killed, that ally's controller discards a card at random.
"The reality is worse than the dream."
Onyx Guard
Shadow Ally
Cost: (4)
Attack: 3
Health: 3
Enemy heroes take 1 damage at the end of your turn.
Harbinger of Shadows
Shadow Ally
Cost: (4)
Attack: 1
Health: 5
When Harbinger of Shadows is summoned, both players lose 2 shadow energy.
When Harbinger of Shadows is killed, both players gain 2 shadow energy.
(Note: Players only lose the 2 shadow energy when it is summoned, not simply when it enters play)
Norsa, the False Prophet
Shadow Ally - Unique
Cost: (5)
Attack: 5
Health: 3
Haste; When Norsa enters play, discard your hand. When Norsa is killed, your opponent discards a random card from their hand.
(Note: Haste only functions when the ally is summoned, and not when simply entering play, as with Gravebone's ability)
Ebony Acolyte
Shadow Ally
Cost: (3)
Attack: 2
Health: 3
When Ebony Acolyte is summoned, you lose 1 life and gain one shadow energy.
Haunting Wraith
Shadow Ally
Cost: (2)
Attack: 1
Health: 1
Haunting Wraith is Hidden (cannot be targeted by abilities or attacks)
(Note: This includes being your own abilities, so no playing Surprise Attack on him )
Shadow Capacitor
Shadow Item - Artifact
Cost: (4)
At the beginning of your turn, Shadow Capacitor gains (1SE).
If Shadow Capacitor leaves play, lose life equal to the amount of shadow energy stored on it.
(0), Sacrifice Shadow Capacitor: Your hero gains (xSE)
(Note: (xSE) is the amount of shadow energy stored on the Capacitor at the time of its destruction - You will always lose life from it, whether sacrificed or by an enemy destroying it. However, you will only gain shadow energy if you sacrifice it)
Priest:
Tithe
Priest Ability
Cost: (2)
Sacrifice an undamaged ally: You gain 1 resource.
Selfless Martyr
Priest Ally
Cost: (4)
Attack: 1
Health: 2
Whenever Selfless Martyr is killed, restore all of your spent resources.
Delicate Harmony
Priest Ability - Support
Cost: (4)
If you control no allies, destroy Delicate Harmony. Allies cannot attack.
Warrior:
Forced Exodus
Warrior Ability
Cost: (6)
Return all allies to their owner's hand. Any allies that cannot be returned due to maximum hand size are killed instead.
(Note: This would select the allies to return in a random order)
Double Strike
Warrior Ability - Support
Cost: (5)
Until the start of your next turn, combat involving your hero is resolved as normal, and then your hero makes an additional attack or counterattack, if able.
(Note: Additional attacks would still use up durability, as applicable)
Battle Fatigue
Warrior Ability - Support
Cost: (4)
All enemy allies are exhausted until the beginning of your next turn.
Hunter:
Back to the Primitive
Hunter Ability - Support
Cost: (5)
For the next 3 turns, all allies lose all abilities and have base attack and health equal to their cost.
Mage:
One Thousand Suns
Mage Ability - Support
Cost: (6)
Details: Until the beginning of your next turn, all damage dealt, by all sources, is doubled.
Wulven:
Cull the Weak
Wulven Ability
Cost: (5)
Exhaust your hero: Destroy all allies with cost (3) or less. Destroy all cards in your support field.
Rabid Dog
Wulven Ally
Cost: (4)
Attack: 0
Health: 8
At the start of your turn, Rabid Dog gains 1 attack and loses 1 health. If Rabid Dog is killed, it deals 2 damage to both heroes.
Elemental:
Essence Harvester
Elemental Item - Artifact
Cost: (4)
Whenever a friendly ally is killed during your turn, you gain 1SE.
Essence Dynamo
Elemental Item - Artifact
Cost: (4)
(1), remove the top 2 cards of your graveyard from the game: Draw a card.
Molecular Rearrangement
Elemental Ability
Cost: (4)
Destroy target enemy ally. That ally's controller puts a random ally from their deck into play.
Synaptic Overload
Elemental Ability
Cost: (5)
Discard your hand. Your opponent randomly discards an equal number of cards from their hand. Draw a card.
Siphon Worlds
Elemental Ability - Support
Cost: (4)
Any time you do not have more resources than your opponent, destroy Siphon World.
At the beginning of your turn, your hero gains 1 life. At the beginning of your opponent's turn, their hero takes 1 damage.
(Note: This is a support card, as it has a duration; that duration being until the triggering condition is met)
Gravity Well
Elemental Item - Artifact
Cost: (5)
Players may not draw more than one card per turn.
Weapon & Armor:
Dragonscale Platmail
Armor - Warrior/Priest
Cost (4)
Armor: 3
Durability: 3
"It doesn't come in fancy colors, but there's nothing tougher!"
Aegis of the Meek
Armor - Warrior/Priest
Cost: (4)
Defense: 1
Durability: 3
So long as you control exactly one ally, all damage dealt to your hero is reduced to 0.
(Note: Attacks against your hero will still result in a loss of armor durability)
The Bloody Rose
Weapon - Priest
Cost: (3)
Attack: 4
Durability: 1
Details: At the end of your turn, destroy The Bloody Rose.
Twilight's Caress
Weapon - Rogue
Cost (3)
Attack: 0
Durability: 3
Twilight's Caress has +1 attack while you control Night Prowler.
Allies defending against your hero lose defender.
Any ally damaged in combat by your hero is killed.
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