Had some creative ideas flowing, so I wanted to get them down on paper. Maybe the team can take some inspiration from these designs.
I am not thinking too hard about these designs, they are more conceptual than anything, and mana costs / stats should not be taken to heart.
All images taken from google
Molten Champion:
Faction: Towns Guard or Arcane Institute
Mana: 3
Attack: 3
Defense: 3
Type: Melee
Effect: I am immune to fire. At the end of the turn, if I am standing on fire, gain +1/+1
Inferno:
Faction: Arcane Institute
Mana: 4
Type: Spell
Effect: Set every grass or tree hex ablaze. Destroy all trees.
These two cards were made with the intent to work well together. I was interested in a spell that set everything on fire, once I got on that track I started thinking about units that wanted to fight in fires.
Heavy Rain:
Faction: Merchant Navy
mana: 3
Type: Spell
Effect: Put all fires out. Target (or random) hex turns into a water hex.
Its only natural to move from fire based cards to water based. I also think theres clear room for a unit that creates and likes water hex’s.
Tidecaller Captain:
Faction: Merchant Navy
Mana: 5
Power: 5
Defense: 5
Effect: When I attack, I turn the hex im attacking into a water hex. My attacks ripple through water, hitting all connected water tiles. I can move indefinitely through connected water tiles.
Here the goal was a payoff for water hex’s. my goal was to create a late game win condition for water centric decks. This statline may be too powerful, but it was a baseline for where id like to test it out.
Stoneweaving:
Faction: Arcane Institute?
mana: 3
Type: Spell
Effect: Create a wall of impassable terrain 3 tiles wide for 3 turns
I keep thinking about a tool that allows us to make a massive wall of stone that would completely warp the flow of battle without actually putting or removing stats in play. I can see this being too strong for 3 mana.
Mindseeker:
Faction: Beast Hunter or Towns Guard
Mana: 2
Power: 2
Defense: 2
Effect: (One time use) If I hit the enemy Golem look at its controllers hand. Discard a spell from it.
I love hand disruption. I believe it provides a fair, and healthy way to keep problematic cards in the metagame under control. Cards like Thoughtsieze are a bit too efficient, so I felt it was best to attach this ability to a body.
Infinity Gauntlet:
Faction: Towns Guard
Mana: 6
Type: Spell
Effect: Every turn your golem gains 1 power.
A classy, expensive win condition that will eventually get the job done once in play.
Sir Fishington Nathan Paig:
Faction: Merchant Navy
Mana: 2
Power: 0
Health: 2
Effect: If I am standing in a water hex, I can forgo my attack and catch a fish! (draw a card)
Szerro this isnt very original…..
Shadowed Assassin
Faction: Beast Hunter or Towns Guard
Mana: 4
Power: 3
Health: 2
Effect: The first time I would be killed, withdraw 3 and ignore the damage. I become Ranged, and my power is changed to 2.
I wanted to make something that felt like a ninja using a substitution jutsu. Top down design here, but I think it works well. Quite possibly too efficient at this stat line, its like piloted shredder on crack.
Ghito, the Lumberjacked
Faction: Beast Hunter
Mana: 4
Power: 2
Health: 5
Effect: I may attack a tree one time. If I do, destroy the tree. I equip the tree, and gain 2 power and 1 range.
Since I mostly experimented with different hex types in this post, I was thinking about fun mechanics we can do with trees. Naturally, I thought of a lumberjack. The idea of a lumberjack that is so strong he can uproot a tree with his bear hands and swing it around the battlefield just felt right.
How do you feel about some of these designs? They are mostly conceptual but they seemed fun to me. If you have some design ideas feel free to share them in the comments.