Introduction
Alright! 😅
So what about these next?
The exact buffed stats, damage or mana cost are not important, I don't know anything about balancing a TCG, so consider them just a approximation.
Charged Forgery
At the end of your turn, the GP absorbs any unspent mana gems. Upon activation, delve a spell from the opponent's domain with the mana cost equal to the current charge.
Could also be a random spell. I suspect delving at a later stage of the game could be too powerful and predictable in some situations.
Fae Drought
Give a friendly creature
+1/+1 or
+1/+2 or
+2/+1
and Confused
Myrto's Cycle
Starts with Flesh Charm.
Flesh Charm - Add a Blood and Bone to your hand. Change your God Power to Leviathan Charm.
Leviathan Charm - Add a Leviathan Scales to your hand. Change your God Power to Harvest Charm.
Harvest Charm - Add a Low-Hanging Fruit to your hand. Change your God Power to Flesh Charm.
The exact spells are not important here. What matters is the concept of offering a few selected weak utility spells on a rotation.
Mana Harvest
Consume all your unspent mana gems.
- Add a random Nature spell to your hand with the same mana cost.
or
- Delve a Nature spell with the same mana cost.
Tripwire Balista
Summon a 0/1 Tripwire Balista that deals 1-2 damage to the first creature your opponent plays to the board.
Tuning options could be
reduce mana cost with 'Can't attack', as it would create the significant downside of clogging the board.
single use or re-armed at the end of each turn (perhaps with higher mana cost)
destroyed after triggered
could have an attack value equal to the damage before triggering, and then become 0 when the creature procs
Image from Turbosquid.
Tailwind
Reduce the cost of a random Nature Spell in your hand by 1.
Could also limit the reduction effect to the end of your next turn.
Clumsiness
Give target enemy creature "After attacking, deal 1 damage to itself and the friendly creature with the least health".
Reinvigorating Decay
Obliterate a random creature from your void. If you do, give a random friendly creature +1/+2.
Want not, waste not
Gain your opponent's unspent mana gems. Disable the GP for your next turn.
Overcharge
I would also like to offer an alternative to Overcharge. Currently this GP is not popular at all. I think a simple and effective improvement would be, for the same mana cost
"Gain Spell Boost +1 until the end of your next turn"
I've been trying out this GP lately. The current effect at 2 mana feels a bit expensive to be usable, especially early in the game.
This change makes the effect usable for 2 turns instead of one and opens the possibility of stacking Spell Boost +2 for a extra strong effect.
AI images generated at https://creator.nightcafe.studio/
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