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New card ideas and suggestions - Megathread


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Recently, an awesome event took place with the Official Card Design Contest. As with any game and ever more so with card games, people simply do enjoy coming up with their own card ideas. No wonder, that this contest was super popular and arguably one of the most partaken in. Even the forum thread itself got over 100 replies, which is super nice (I myself am guilty of around 16 posts there *cough cough*).

Since it seems people still want to share their ideas, instead of making up new thread every time, I decided that it might be worth while to make a megathread, where new card suggestions can be posted. 

I would also like to point to this awesome site - https://smj.cards/creator , where you can create extremely good mock-ups of new SR cards. Go wild people! 

 

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Might as well include the first idea I had, which is revisited Twilight T2 archer from my own submission into the contest. 

I just want to see more reskined Magma Hurler units 🤗

 

Cursewood
Uses Magma Hurler as a base.

Abilities:
Miasma Balls - Every 3 seconds, unit hurls a ball of infected miasma, dealing 210 damage to enemies in a 8m radius around its target, up to 330 in total. Enemies hit by the miasma are cursed: for the next 3 seconds, they will take extra 25% damage from entities infected by the Twilight curse. 
Transformation - The unit is infected with the Twilight Curse and can be transformed into any other Twilight creature. Activate to start the mutant process and choose a Twilight unit from the current deck to be transformed into. The current deck must contain at least one other Twilight unit whose orb requirements are met!
Impiety - When this unit is spawned through Transformation from other Twilight unit, its power cost is reduced by extra 15% on top of the usual reduction. When Cursewood is spawned in such a way, it will deal 50% less damage for 10 seconds. 

Cursewood.png

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I'm not giving up! I will make this thread a thing damn it, or die trying! Oh well, at least I can went all my card ideas here :^)

Black Fog

T1 Shadow spell, that is not pure CC but fulfils a similiar role. Since Shadow mostly deals in indirect means, think this might fit the faction.

Infused Dense Cloud - Summons a dark thick fog at the target location with a diameter of 15 meters. As long as any unit is caught within the black clouds, it will have their vision reduced to the area of the fog (ie. can only see and attack entities within the 15 meter radius, can be attacked from outside). Leaving the fog area will restore sight. Lasts for 15 seconds.

Blessed Dense Cloud - Summons a dark thick fog at the target location with a diameter of 20 meters. As long as any building is located within the black clouds, it will have its vision reduced to the area of the fog (ie. can only see and attack enemies within the 20 meter radius, can be attacked from outside). Lasts for 15 seconds.

1.png

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Well i cant help it, I had so much fun creating my card for that contest so here I am!

I present my card a T4 pure shadow spell

Armageddon!

Armageddon.png.8d8b1d152f2bf0f315547b52ce80b3be.png

What this card does is pretty simple.

End of the world: 

Damages every single unit on the entire map including your own and allies. (not sure about numbers so I'm just throwing in 1500) every upgrade reduces the damage allied units take from it (U1-10%, U2-20%, U3-30%) Buildings are not effected. Cooldown 30seconds. 

Its not very complex and not very creative. I just played a lot of heroes of might and magic and i really loved to use armaggedon there.

 

Really like your idea of keeping this topic alive, maybe some more people will join us 🙂 

Edited by Riviute
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10 minutes ago, Riviute said:

Its not very complex and not very creative. I just played a lot of heroes of might and magic and i really loved to use armaggedon there.

Really like your idea of keeping this topic alive, maybe some more people will join us 🙂 

Now that brings back memories! Armagedon + magic immunity was the stuff. 

Well, maybe it will be in the end only two of us, but I truly enjoy coming up with new cards, even if they will never see the light of day 😄

Also, I would maybe increase the damage reduction for allied units, so it cannot be used for griefing as much I guess. Fun idea otherwise!

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Time for another card, this time around its a twilight card.

The Thorn Empress

108671475_ThornEmpress.png.f49a063103bcc43062e16098c8e540ee.png

This units model should be based of the Overlord skin. I know it might look weird having a male model for a female creature but I'm also certain that a lot of things can be done with a model to make it look fitting. 

This unit comes with two abilities and yes,, it is missing the transformation ability but for a reason.

Recreation creates an aura surrounding the Thorn Empress that lowers the cost of Transforming Twilight Units. (5%, 10%, 15%, 20%) Should have the same range as breeding grounds.

Vile Blossom creates another aura where allied twilight creatures transfer some damage enemies do to them. However the damage your twilight units take is not reduced. (95%, 90%, 85%, 80%) This power should cost 50Power and lasts for 20seconds. 

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I have many cards ideas to share, but one that has been a constant in my mind is Void Maw. I really like the idea of a one-shot mechanic, but I believe Void Maw falls under the bar in terms of playability. My main issue with the card is that it comes out way too late. By the time you're at t4, you have so many more ways of dealing with units, that Void Maw becomes too much of a liability having to micro it to deal with a single unit. It's been uber-buffed and I still don't really see it be used much.

Here's how I think Void Maw should be changed:

191176658_VoidMaw.png.ae8e0b0d76ebe46e6e96e3e000a4f7d2.png

Of course Void Shear's damage would be reduced to 3000 or something to put it more in line with T3 Health and such, but most everything else would stay the same. (Although it would also be reasonable to make Void Shear cost more as well)

This could also be a monoshadow card. I believe this would breathe new life into the card and give monoshadow and such in pve a new way to deal with singular huge units more easily in t3. I also like the idea of using it with Fallen Skyelf to one-shot the bigger enemies.

 

Now here's why I want to make Void Maw a t3 unit. I really like Mind Control as a card, but as an avid MTG player who is used to kill spells, it stumps me that there isn't a spell that just outright kills a unit, even though Mind Control basically does that but so much better.

 

So here's my idea:

Exterminate.png.90a40669c5e79feae96d9f3cd1c2af03.png

Return to the Void would read: Immediately kills an enemy unit of a maximum of 4 orbs and 350 power cost. Reusable every 30 seconds. (I should also mention that this won't affect boss-units, because that would be op ofc)

This could also be a 4 shadow-cost as well.

One reason I have for wanting a card like this, is that heavy shadow t4 doesn't really have a big flashy spell besides Plague, which is more aoe control. It just seems natural for an insta-kill spell to exist in the game, and shadow feels like the obvious fit.

A big upside, is that it would be an easy way to get a corpse on the ground to start feeding your corpse collecting abilities, and I think that would be fun!

On 1/18/2023 at 2:27 AM, Hrdina_Imperia said:

Infused Dense Cloud - Summons a dark thick fog at the target location with a diameter of 15 meters. As long as any unit is caught within the black clouds, it will have their vision reduced to the area of the fog (ie. can only see and attack entities within the 15 meter radius, can be attacked from outside). Leaving the fog area will restore sight. Lasts for 15 seconds.

Blessed Dense Cloud - Summons a dark thick fog at the target location with a diameter of 20 meters. As long as any building is located within the black clouds, it will have its vision reduced to the area of the fog (ie. can only see and attack enemies within the 20 meter radius, can be attacked from outside). Lasts for 15 seconds.

1.png

Also I forgot to reply before, but I really like the idea of vision control as a mechanic. If there was a way to make it affect pve ranged enemies from attacking, I could totally see it seeing a lot of play.

Edited by WatcherOfSky
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12 hours ago, WatcherOfSky said:

I have many cards ideas to share, but one that has been a constant in my mind is Void Maw...

Interesting. I guess the Ability of Void Maw indeed comes a bit too late at 4th Era. It's usefulness would be great an Orb earlier. What holds the unit up in the game is the passive ability, I guess, thanks to which it is still useful also in the Tier 4. 

I like the idea for the T4 Shadow kill spell! Really feels fitting for Shadow. It should probably be balanced with comparission to the Mind Control spell, considering it should be a bit weaker in general (with MC you also receive the unit unbound). Maybe it could gain an extra effect, that the killed unit provides 2x the usual corpse hit points? As such it would be useful for feeding other units. 

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2 hours ago, Hrdina_Imperia said:

Interesting. I guess the Ability of Void Maw indeed comes a bit too late at 4th Era. It's usefulness would be great an Orb earlier. What holds the unit up in the game is the passive ability, I guess, thanks to which it is still useful also in the Tier 4. 

I like the idea for the T4 Shadow kill spell! Really feels fitting for Shadow. It should probably be balanced with comparission to the Mind Control spell, considering it should be a bit weaker in general (with MC you also receive the unit unbound). Maybe it could gain an extra effect, that the killed unit provides 2x the usual corpse hit points? As such it would be useful for feeding other units. 

I was thinking about adding an extra effect like a leftover poison cloud or maybe a knockback AOE around the unit (double corpse effectiveness sounds fun too), but I think sometimes the simplest designs might just be the best in terms of understanding and using the card. My main comparison to MC was to make it cheaper, but this kind of effect really can't be too cheap.

Edited by WatcherOfSky
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New player so this may have been suggested already or perhaps obvious, but I would like to see an Amii card that turns natures healing offensive,

Amii Martyr:

Passive: After being healed does 20% damage for 10s

Active ability: for 10s reflects 50% of healing received as damage to enemy units within 15m

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