ChanceArcana - Suggest Cards
#11
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I tried I swear. I don't have cards to test with, but I feel like these are super weak.
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#12
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Rats. Would probably need to play some games to get a feel for balance, but figured Rat Gang would likely tend more towards control and hindering your opponent, instead of raw power individually. 

Some exceptions apply.
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#13
[Image: kofecard.png]

Name - The Lorespeaker **
Power / Toughness - 5/3
Type - Monster (RHOYNISH)
Effect - At the start of your turn the Lorespeaker may inspire any other creature on the side of your field, granting them a total of two points of power and toughness allocated in any way you see fit (2/0, 1/1, 0/2). This effect happens on every turn following the monster's summon.

[Image: horncard.png]

Name - Horn of Njorun
Rune or Ward - Rune
Effect - Every RHOYNISH monster in your netherworld is brought back as a 1/1 (RHOYNISH) spirit with no special effect. The monsters brought back this way remain on the field until destroyed.

[Image: unknown.png]

Name - The Hopeful Seafarer *
Power / Toughness - 2/2
Type - Monster (RHOYNISH)
Effect - This card is granted an additional 2 power against FALLEN monsters and an additional 2 toughness against SIREN (or BEAST if we never have the tribe) monsters.

[Image: unknown.png]

Name - The High Lord **
Power / Toughness - 7/5
Type - Monster (RHOYNISH)
Effect This monster permanently gains 1 power whenever it attacks. This includes against multiple blockers.


[Image: unknown.png]

Name - The Stubborn Alchemist *
Power / Toughness - 3/2
Type - Monster (RHOYNISH)
Effect When a combat phase in which this monster has participated by either attacking, being attacked, or blocking, you can either inflict an opponent's monster with -1 toughness per turn or grant this card +3 power until the end of the next turn.

[Image: unknown.png]

Name - The Political Savage **
Power / Toughness - 4/5
Type - Monster (RHOYNISH)
Effect This monster is granted +3 power when they are the target of an attack.

[Image: unknown.png]

Name - The Rhoynish King **
Power / Toughness - 6/6
Type - Monster (RHOYNISH)
Effect This creature permanently gains an additional 1/1 if a RHOYNISH monster dies on your side of the field while it is in play. Additionally, it can be normal summoned without paying its tribute cost should a RHOYNISH monster have died this turn.

[Image: unknown.png]

Name - The Brazen Youth *
Power / Toughness - 4/1
Type - Monster (RHOYNISH)
Effect When sent to the netherworld by any means, this monster can instead return to the battlefield instantly and be cleansed of any effect applied to it. This can be done during the combat phase, allowing this monster to block the same creature twice. This effect can only be used once.

[Image: unknown.png]

Name - Axe of Njorun
Rune or Ward - Ward
Effect - (RELIC) This can only be equipped to RHOYNISH monsters. This grants them an additional 4 power. When the equipped monster is defeated, this card will be equipped to the next RHOYNISH monster summoned.


Name - Njorun the Undying ***
Power / Toughness - 10/10
Type - Monster (RHOYNISH)
Effect When summoned, destroy every single monster the opponent controls. For each immortal creature the opponent controls, deal 1 damage to your opponent's HP instead.
[Image: nR3lU0X.png][Image: unknown.png]
Vriska Wrote: yeah having an MCU loki icon is pretty cringe huh
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#14

First things, First things, First.

Board control:

Name - Deflecting palm.
Rune or Ward -  Rune


Effect -  Target attacking Creature. Target Creature gets destroyed.
Effect can only be used once per turn.

Name -  Two for One.
Rune or Ward -  Rune
Effect - Sacrifice two cards  from hand then Sacrifice any card from the field.

Name - Polymorph.
Rune or Ward - Rune


Effect -  Target Creature. Creature becomes 1/1 and has no abilities.


Can only use this card effect once.




Name - Magimechanical Breakdown


Rune or Ward - Rune


Effect - User takes 1 HP. Destroy Target Rune or ward.




Phase 1:
Sirenyde Expansion
*Name in progress.*

"Ready to pay the price?"

Name -  *** Hatsune Panic

Power / Toughness -  8/7
Type -  [Siren]
Effect - If an opponent activates an effect, Discard 1 card.
All Sirens gain 1+ Toughness for each effect activated.
This effect can also activate on Opponents turn.
Name -  **Sea Shark Pirate.

Power / Toughness -  5/5

Type - [Pirate]
Effect - If an opponent summons more than one card, discard one pirate or siren card. Sea Shark Pirate attacks with the Summoned card with
1+/1+.
This card is treated as a siren until it leaves the field.
Can only be used once per turn.
Name - **Venomous Pirate Siren.

Power / Toughness -  2/3

Type - [Pirate]
Effect - If an opponent starts an attack Discard a pirate card or sacrifice a siren on the field. The attacking monster
loses -2/-2 until the end of the turn. After turn end, Venomous pirate siren loses 1 toughness.
This card effect can only be used once per turn
This card is treated as a siren until it leaves the field.
Name - *Siren Warrior.

Power / Toughness -  1/1

Type -  [Siren]
Effect -  If card is sacrificed or discarded by a [Siren] or [Pirate], Reveal your hand to your opponent. For each card
revealed, to your opponent, place Siren, and Pirate cards in netherworlds back into deck. Then shuffle said deck.
This card effect can only be used once
Name - *Siren Pirate

Power / Toughness -  1/2

Type -  [pirate]
Effect - If Siren Pirate is sent towards the Netherworld. Siren Pirate can return to field if another [Siren] or [Pirate] is sent from netherworld out of play.
This card effect can only be used 
once.
Name - *Siren Priest.

Power / Toughness - 1/1

Type - [Siren]
If a Siren or Pirate is sacrificed, summon this card without any further cost. Destroy this card at the end of turn if not sacrificed.


Name - * Ravaging Pirate Siren Army.
Power / Toughness -  2/2
Type - [Pirate]
Effect - If Ravaging pirate Siren army attacks and Opponent blocks, 1+/+1 for each Siren Sacrifice made for that battle. (max 3.)
This card can only be used once.

Name - Deep ones sacrifice.
Rune or Ward -  Ward
Effect -  One can offer HP as sacrifice instead.
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#15
no jerk off cards

stop trying to add cards of your own/your friend's characters
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#16
Legendary Weapons.

Could serve as Runes/Wards?

Caliburn - Ward
A targeted monster is shielded from all attacks for a turn. If attacked, the attacker is destroyed. Can change targets every two turns.

Rebirth - Ward
Gain HP according to the number of monsters you control on the field every 2 turns. If all monsters on your field are destroyed, send this card to the Netherworld. It is resummoned on the following turn.

Caledfwlch - Ward
The targeted monster loses 2/2.


im bad at this, but i think legendary weapons would be cute
i just dont know many of them!
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#17
(01-09-2021, 08:04 AM)Milly Wrote: Legendary Weapons....

Balmung the Dragonslayer - Rune

Select one monster on your side of the field. Add 6/0 to its attributes. For every turn this monster remains on the field, send the next most powerful monster on your side of the field or in your hand to the netherworld. Every time you destroy another monster with the monster wielding Balmung, lose 1 LIFE.
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#18
Name - Galenes Trident
Rune or Ward -  Rune
Effect -  The equipped monster can attack twice. After turn ends, destroy both the equip card and itself.
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#19
I make these suggestions without having engaged in Arcana at all! I'm not assigning power/toughness as a result.

Name - High Lord 
Power / Toughness - x/x
Type -  Teraphim
Effect - All Teraphim type gain x Power when this card is on the field. Cannot be played while a 'The White Witch' card is in play.

Name - High Consort 
Power / Toughness - 0/x
Type -  Teraphim
Effect - When this card is played, double the Power/Toughness of any played 'High Lord' or 'The White Witch'. When either this card or its bonded card is destroyed, so is the other.

Name - Bonded Teraphim
Power / Toughness - x/x
Type - Teraphim
Effect -  When two of this card are on the field at the same time, double their power/toughness. When one is destroyed, so is the other.

Name - The White Witch
Power / Toughness - x/x
Type -  Teraphim
Effect - If this card is played while a 'High Lord' card is in play, it replaces the 'High Lord' card. All Teraphim type gain x Power/Toughness when this card is on the field. 

Name - Rite of the Chrysalis
Rune or Ward - Rune
Effect - When this card is played, change one non-Teraphim type card into a Teraphim type card.

Name - Crown of Aschea
Rune or Ward - Rune
Effect - When this card is played, change one Teraphim type card into a 'High Lord'.
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#20
Name - Oscuri Warrior*
Power / Toughness - 3/3
Type - Fallen
Effect - Tribute 1 HP. Oscuri Warrior becomes immune to all effects targeting it until end of turn.

Name - Oscuri Vindicator**
Power / Toughness - 6/6
Type - Fallen
Effect - When Oscuri Vindicator enters play, select an enemy creature. That creature loses all of it's abilities.

Name - The Lich King ***
Power / Toughness - 5/10
Type - Fallen
Effect - This creature cannot be destroyed.

Name - Godslayer
Rune or Ward - Ward
Effect - RELIC: The equipped creature gains 3/3. If the creature equipped with Godslayer destroys another creature, that creature is removed from the game instead of being placed into the Nether.

Some suggestions for Oscuri cards? Big Grin
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