#Ignore this thread

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wide eagle
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Transform
Note - the Transform cards count towards any effect based on number of album/collection cards in your deck, as they are that album/collection in your deck before they Transform

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Collapse:
Collapse functions like lock, but instead of locking a card in hand, it locks a card slot. The card will specify the duration of the Collapsed card slot, and which specific card slot will Collapse

Restrictions:

  1. Only 1 card slot is allowed to be Collapsed at a time. Effects cannot stack to prolong the effects of Collapse

  2. There is a 2 turn grace period before a new Collapse can activate again

  3. Cards with the Collapse ability must have a losing/trailing by stipulation if only affecting the opponent. If Collapse triggers without the losing/trialing by stipulation, it must affect both players

  4. The arena and collection bonuses that would be affected by cards on the Collapsed card slot, are divided evenly between the other 2 card slots.

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2 Different Forms of "Copying" type abilities
(read text attacehd to cards for description of mechanic)

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Average Power - read card attached text for description of mechanic

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Link
Link forces 2 cards of a players to have to be played together in order to play them. This creating a “link”

  1. Link is permanent

  2. Link affected 2 cards at a time, if 2 cards available cannot be linked than not effect occurs

  3. A card cannot be linked to more than 1 card at a time. Multiple pairs of links can be made, but cannot use the same card

  4. Link works through Lock. Meaning of a linked card is locked, the other linked card cannot be played.

  5. Link counts for overlock, but card do not become unlinked

  6. Cards cannot be linked cross players. Your cards can be linked together, your opponents cards can be linked together, your cards cannot be linked to your opponents

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Bounce
See attached mechanic info for how it would work
(A favoured 1 of @glacial dock)

Spoilers: Spider cards, hidden for any with arachnophobia

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Boost
Boost is a mechanic only useful in league
Boost allows cards to gain the collection bonus of the arena in league, regardless of what the actual card is
Boost requires a relatively hard condition to meet as it could be quite strong, depending on bonuses during the week
Boost only applies for the turn the card is played, if the conditions are met

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They're opposites of each other so it's easiest to keep them together I find

wide eagle
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New Mechanic Idea: Shine
(a more tame mechanic idea)

Shine works by highlighting a card in a players hand while it is in their hand or in play (not in deck). The highlighted card becomes the hotspot for any ability that hits a RANDOM card (lock, debuff, inflation, etc.). Instead of it hitting a random card, it would hit the Shined on card. If multiple cards are Shined on, it selects randomly from those cards. A card can get Shined on multiple times, simply having the longer duration of the effects

Shine can be any type of ability (If it's a play ability, must play it before the random effect to be able to target the card)
Shine can affect both players
Shine duration is specified on the card
Shine can affect any card, if there are specifics then they are specified on the card
Multiple Shine cards can be in a deck

wide eagle
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Reset Mechanic Idea:
Reset is designed to be a control mechanic for your opponent and a counter mechanic for yourself
Reset has its own "window" where it occurs within each phase of the game (draw, start, play, return). Reset occurs before nay of abilities of its type within the specific phase of the game (a draw reset ability triggers before any other draw abilities of either player)

Reset affects the power and energy of any cards and sets them to a specific number that's specified on the card (often the base energy and base power). This effect lasts the duration specified on the card. When a stat is Reset, it is set at the specified amount, any buffs or debuffs that were applied before the Reset has occurred, are removed for the duration of the effect and reapplied (if applicable) after the duration has ended. A card who's stat has been Reset can still gain buffs and debuffs after the Reset has occurred like normal
Multiple Resets of different ability types can be used on the same turn (ie. draw reset and play reset)
Each player can only run 1 type of each Reset in their deck

The main idea around this is that it counters any permanent power on your opponent's cards, and any inflation on your cards.
Note: Factory Reset should have an "and" on the card, making the sentence "this card and your opponent's Science cards" I didn't catch that at the time and am too lazy to fix it
Note 2: Clean Slate has 1 ability, the way its formatted makes it look like 2 different abilities again I'm too lazy to fix it

I will post the Aleutian islands details when I post my next batch of disasters so the info for it will be found on that post

wide eagle
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What Blind does:
When a card is Blinded, the owner of the card cannot see any attributes of the card. Rather they can only see their card back with the Blind icon over it. This DOES NOT reveal the card to your opponent but is an aesthetic choice so that the player is not looking at a black rectangle
Note: The icon also appears on the card back, so the opponent can see which cards are Blinded for the player

Rules of Blind:

  • Can affect both players, specified who on the card
  • Can affect cards anywhere, specified where on the card
  • Can last for any duration, specified on the card
  • Blinded cards can be specifically affected by cards
  • Cards can have abilities which Unblind Blinded cards for any duration specified on the card

Interactions of Blind:
Blind does not stop any card abilities from triggering. However it doesn't show when the Blinded card's abilities trigger. The abilities still trigger when they should, the player just cannot see it themselves, but the opponent can. It also doesn't show where the ability triggers, meaning if the player is playing with the visual that uses lines to indicate where the target cards of an ability are, those lines will not appear

Playing a Blinded card will deduct the correct amount of energy when you play it, meaning you can indicate how much the card costs on your turn. However this is not the case for the cards current power, the power of the Blinded card will be revealed in play when scoring is calculated

Interactions with other custom mechanics:

  • Blinded cards can be Revealed to the opponent, the Blinded card will be visible to the opponent and remain Blind to the player
  • A card can be Hidden from the opponent and Blinded to the player at the same time

updated

wide eagle
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Camo mechanic idea:

Pretty much allows cards to exist as multiple albums or collections
Camo cards are affected by both buffs and debuffs that affect their "base album" and "base collection" as well as their "additional album" and "additional collection" --> this means the card can match multiple arenas and better fill out certain album and/or collection requirements when deck building (this does allow for easy building of rainbow decks)
Eg. True Stonefish specifically Camos as a Feisty Fish card over Cameoing as a base Oceans card like Common Chameleon

Camo would have an icon but the idea had for it is a little more complicated, it has a typical camo pattern but the colours would match to each specific card and what it can Camo as.
Eg. Carpet Chameleon's icon would be coloured green, purple, and black. Whereas Eastern Screech Owl's would be coloured green, pink, teal, and black