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Guild Arms

OdinVanguard

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Cardinal Arms / Cardinal Arms
Cost: 5 cardinal ( :entropy :aether :gravity :time ) / 3 cardinal ( :entropy :aether :gravity :time )
Stats (if creature or weapon): -NA- (spell)
Ability(ies):
  • unupgraded: "Spawn a 1|6 Warrior to target field slot or give a Warrior
    +2|+5. It will cast osmosis on creatures it damages."
  • upgraded: "Spawn a 1|6 Warrior to target field slot or give a Warrior
    +2|+5. It will cast osmosis on creatures it damages."

Spoiler for Material Arms:
Material Arms / Material Arms
Cost: 5 Material ( :air :water :earth :fire ) / 3  Material ( :air :water :earth :fire )
Stats (if creature or weapon): -NA- (spell)
Ability(ies):
  • unupgraded: "Spawn a 2|4 Warrior to target field slot or give a Warrior
    +3|+3. It will freeze creatures it damages."
  • upgraded: "Spawn a 2|4 Warrior to target field slot or give a Warrior
    +3|+3. It will freeze creatures it damages."

Spoiler for Spirit Arms:
Spirit Arms / Spirit Arms
Cost: 5 Spirit ( :life :death :light :darkness ) / 3 Spirit ( :life :death :light :darkness )
Stats (if creature or weapon): -NA- (spell)
Ability(ies):
  • unupgraded: "Spawn a 3|2 Warrior to target field slot or give a Warrior
    +4|+1. It will poison creatures  it damages."
  • upgraded: "Spawn a 3|2 Warrior to target field slot or give a Warrior
    +4|+1. It will poison creatures  it damages."

Spoiler for Warrior:
Warrior / Warrior
Cost: 3 fused / 2 fused
Stats (if creature or weapon): *|* / *|*
Ability(ies):
  • unupgraded: "Base stats depend on element used to cast this creature.
    1: Duel a random enemy creature or attack."
  • upgraded: "Base stats depend on element used to cast this creature.
    1: Duel a random enemy creature or attack."

The idea is to have a spell that can either summon a creature (with stats based on its particular guild elements) or enhance the creatures that get summoned this way.
I went with one spell for each ‘guild’ type to try and keep the total number low.
It should also make a very fun set of cards to use during guild events.

Cardinal (defense) - Focuses on high HP and siphons enemy stats.
Material (balance) - Focuses on balanced HP and Strength and freezes enemies.
Spirit (offense)- Focuses on high Strength and poisons its enemies.

The spells summon or enhance a ‘Warrior’ which has base stats that depend on the guild element(s) that are used to summon it.
The Warrior card would not be available (like malignant cell). I defined its cost in case players use mitosis, fractal, etc.
Here ‘fuse’ means that its cost is payed from a single element so that if one gets summoned from hand or spawned by mitosis its stats get determined by the particular element that gets used to pay its cost.

All 3 Warriors have ‘Duel’ as their activated skill. This causes them to duel a random enemy creature. If there are no enemy creatures, they attack the opponent instead.

When the Arms spell is used on a warrior, that warrior gets bonus stats and will inflict an additional effect on the creatures it duels. This effect applies only to creatures, not to players. (e.g. spirit warriors will not poison the enemy player when they attack)

If needed this idea could be split into 3 warriors and 3 enhancement spells instead, but I think it makes things more interesting to have limited number of cards. That way players must decide whether to use them for summoning more creatures or enhancing the creatures they created.
« Last Edit: June 22, 2015, 06:18:02 pm by OdinVanguard »