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 Post subject: New Card Ideas - Card Slot Savers
PostPosted: Wed Jul 27, 2011 11:06 pm 
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Joined: Fri Dec 03, 2010 3:56 pm
Posts: 369
Location: Kent, Ohio
Name: Double Firepower
Cost: 100g?
Duration: Permanent
Text: Two ground mechanical units deal +50% more damage.

(ETC for Double Airpower, Double Ballistics, Double Aviation Ballistics, Camouflage, Reactive armor... most of the buffs work with this. It would be nice to save a card if I'm making a deck that uses 2.)

Name: Blind Area
Cost: 40g?
Duration: 2 turns
Text: All units in target hex and adjacent hexes have -4 vision for 2 turns

Name: Immobilize Area
Cost: 80g?
Duration:2 turns
Text: All units in target hex and adjacent hexes are immobilized for 2 turns

Name: Vandalism
Cost: 75g?
Duration: Permanent
Text: All units in target hex and adjacent hexes have their movement reduced by 50% permanently.

Name: Hire Four Mercenary Infantry
Cost: 100g
Duration: 5 rounds
Text: Place four Infantry units in your starting area with less health than a regular Infantry unit.

(Also possibly the rest of the same combinations that already exist for enlists)

Name: Triple Overhaul
Cost: 100g?
Duration: 15 turns
Text: Three mechanical units heal 10hp a turn for 15 turns.

Name: Firepower Barrage
Cost: 125g?
Duration: 1 turn
Text: Three ground mechanical units deal +100% damage this turn.

Name: Airpower Barrage
Cost: 80g?
Duration: 1 turn
Text: Three air mechanical units deal +100% damage this turn.

Name: High Caliber Barrage
Cost: 50g
Duration 1 turn
Text: Three Infantry units deal +300% damage this turn.

Name: Ballistics Boost Maneuver
Cost: 50g
Duration: 1 turn
Text: Three Ground Mechanical units have +2 range this turn.

(Also Aviation version)

Name: Field Intelligence
Cost: 50g
Duration: Permanent
Text: Four units gain +1 vision and can see hidden units.

Name: Guerilla Team
Cost: 110g
Duration: Permanent
Text: Two Infantry units gain +100% firepower, +1 range, +1 vision, and camouflage and can shoot while camouflaged.

(Same for Special Forces/Ghost/Delta/Infantry Tech)



And lastly one that I thought of but doesn't really fit with this theme:

Name: Home away from home
Cost: 50g?
Duration: 1 turn
Text: Target hex counts as one of your starting hexes for 1 turn.

(This card would let you get non-temporary heros/merc special forces/etc out on the battlefield where you need them, also would combo with evac and possibly last line of defense)


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 Post subject: Re: New Card Ideas - Card Slot Savers
PostPosted: Sat Jul 30, 2011 2:26 am 
Battle Dex Team

Joined: Sun Aug 23, 2009 4:02 pm
Posts: 1222
I like the ideas.

I love the last card. It is basically an airlift 1 for any unit without needed an adjacent unit. Sick. Maybe underpriced a bit at 50.


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 Post subject: Re: New Card Ideas - Card Slot Savers
PostPosted: Sat Jul 30, 2011 8:02 am 
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Joined: Mon Mar 29, 2010 7:32 pm
Posts: 2829
Location: Louisiana, U.S.
it astounds me how many awesome card ideas roth is able to think up

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 Post subject: Re: New Card Ideas - Card Slot Savers
PostPosted: Thu Jan 23, 2014 5:47 am 

Joined: Thu Jan 23, 2014 5:44 am
Posts: 1
yes please

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