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ruxy
08-03-2010, 11:44 PM
i would suggest to make this the general topic for all card ideas so anyone can just dump their suggestions in here

high dark templar 40 gas
20/5
permanent invisible

change: put a scv repairing the supply depot and give it more hp (so it becomes like a immortal

tank
3/5
uses energy to fire a powerful shot what deals 10 damage
takes 5 secodns to channel target cant move when targeted (like infestor thing)
15 seconds cooldown

Clord
08-04-2010, 06:41 AM
Yeah good idea to have topic/thread like this.

Vanerias
08-04-2010, 05:06 PM
price 20
templar
1/8
range +4
5% chance on attack to cast a storm on the target, every kill increases the chance by 5%

unique idea:
cost is 100
5/60
range +7
every kill decreases range by 1, increase damage by 1 and gives 0.1 health regen per second

a card meant with support be able to gain a quick few kills and then goes to take damage with close range

ruxy
08-04-2010, 07:01 PM
just had this idea

baneling bust
50 gas
summons 20 elite zerglings and 1 second later 10 elite banelings, got same speed

dedicated to bestz erg rush there is :D

kinnt
08-08-2010, 11:03 AM
you should sticky this topic

like in other topic

price 13

ghost
20 seconds cloaked
1 hp 3 damage

Clord
08-08-2010, 11:28 AM
Now this thread is sticky. :)

Clord
08-09-2010, 10:52 AM
Just to note that Baneling Nest card is added.

Baneling Nest
0/1
When this nest is destroyed, it spawns five Banelings to take down enemies.

http://www.revolutionalarts.com/wiki/

Pr1nce)ne
08-12-2010, 08:15 PM
another building

mini command center
0/5
spawns units based on the timespan

1 extra marine every 5 seconds
1 extra marauder every 10 seconds
1 extra ghost every 15 seconds
1 tank every 30 seconds
1 thor every 60 seconds

Nonono
08-12-2010, 11:42 PM
I'd like some sort of enviourment-TYP-card(influencing each side)-should replace eachother/last only 90seconds:

Creep: Covering whole map with creep, slowing down non zerg units, healing 1 hp per second for each zerg unit.

Pylon Power: Spawning Pylons on the whole map giving powergrid. Units in Powergrid recover 3 shields per second(if shield card was used).

Thunderstorm: All Airunits loose 1 health per second (Medivacs get second use ;) )

Graveyard: Activates fog of war.

Zero Gravity: All Groundunits become unable to move and float in the air (I heared everything is possible in the galaxy editor ;D)

Time Stop: Time moves very slow. (like that old mothership spell which was removed very early, but covering the whole map)

Maybe not easy to do, but would add some tactical possibilities, as both side benefid from it, forcing you to negotiate even more with your teammates.

Oh, and there need to be some cheep card to counter raynor, he just rapes rediclusly right now with his imbah dmg.

Edit: maybe another trapcard(I see turrets as trap cards, as they last only 5 second), giving controll over an enemy unit closest to the CC for 12 sec? :D

Change of faith 75gas:
Gives controll over all enemy units. Gives controll of all allied units to enemies.

Maybe that card should only have a chance (small chance) to spawn if the teams CC is under 500 points.

edit: Lol, tell me if all my ideas are crap, I just get so creative at late hours :D.

small Change of faith 45gas:
Switch the position of CC's(just imagine this card used 3 times in a row, making all units sorta like run from left to right to left to right xD)

Could be usefull if ur CC is under siege, just to make enemie units walk the long way again :)

Backup 50gas:

Next card used after Backup was used will be drawn again.

EcoTricks 25gas 25minerals:

switches current gas with minerals

small gamble 10gas:

Spawn a random non epic unit.

Big gamble 90gas:

Spawn an epic card (including nuke :D)

Coinflip 100gas:
+100 or -100 points to a randomly choosen CC

Lurker 50gas:
A Lurker (just like the siegetank, but one would need an observer to kill it or catch it unburrowed)

Nonono
08-13-2010, 01:04 AM
Ok, promise, last post tonight!

Hudini 50 gas:
Cloaks all units on field(allied and enemies one, give observers,banelings kinda greater role).

Starwars(SDI) 20gas:
Spawn 3 Pointdefensedrones around ur CC

Vortex 0gas?:
Open Vortex in front of ur own nexus(sucking in all units for 6 seconds, give some additional time under heavy siege)

Edit:lol, I cheat by editing last post XD

Burrow 40gas:
Give ur Roaches which are on the field right now Burrow ability (Roaches should move burrowed as much as possible and heal of course!)

Shields 70gas:
Give Marines 15 additional health (is so expensiv because becomes redicoulis with elite training combined)

Btw, those specific cards are awesome - just like collecting 4*5 Zerglings and shields^^.

Recall 20 gas:
Recalls all your units to your CC.

Rainlings 25 Gas:
Spawn an fastflying Overload filled with 4 banelings, dropping them on top of enemy units.

Mark of Death 30gas:
Next Card used after Mark of Death kills all units of that type on the field, instead of spawning it.

Rauds are OP. 40gas:
Turns every unit on field with less than 20hp into a maraudor.

Chaintag 35gas:
Spawns 10 Neutral Zivilists randomly placed on the map. Whenever A player kills a Zivilist it turns into an Infested Terran (melee) 5/8 for that player. (which helps killing more Zivilist)

Boxer'sMove15gas:
Spawn a bunker in front of enemies CC. (should be manned by rauds and marines if nearby automaticly.)

Puszek_SE
08-13-2010, 10:12 AM
I really enjoy Mark of Death card ^^
____________________________

As for cards affecting single unit (roaches / marines upgrades you've mentioned) it's kinda ridicolous - if you want to add such thing, that should be some button to upgrade every single unit you select - i've written to much about that, so i'll just make another topic and pase it there :P...
____________________________

IDEAS

1. I would like to see some cards as Homming Missile - you would target enemy unit so rocket launched from CC would hit him ^^...
- it should be slow but accelerating if possible
- DMG / Gas are to balance, but i think that 25 gas for 10 Dmg would be balanced
(only unit that would use more gas to get than to kill would be sieage tank which is slighlt OP now... - less since you've added Rays, but still...)

2. Ultralisk, about 75 gas - since there's only one armored unit (firebat with 3 armor...) I would like to see some hero with armors - to not OP make it 1 to 4 (maybe increasing over time, every 10 incoming hits for example with max of 4 armor)
- or starting from 2
- give it 1 hp-reg /sec
- About 55 HP tp make it possible to survive single tank's atack
- 5 area dmg, meele ground
- slow (-30% move)

Price/HP/Dmg/Slow are not accurate - things to balance still, but leave armor idea itself (maybe changed hits required to lvl it or sth...).


3. Goliath, about 17 gas
HP - 6
DMG - 2 vs ground - 1 range/ 4 vs Air +2 range
Special - can attack air and ground simuntanously
(like that upgrade you could make in campaing)

________________________________

Not specific card - Some air hero, maybe phoenix with picking-up units using gravity...

RaVe
08-15-2010, 08:45 PM
hiho I would love new "tactical cards" like the shild-card (with zerglings).

something like
"teleport a target unit" (example: for the tank-card)
or
"speed up" (example: after a nuclear missle)
or
"all your units are immune to damage for 10 seconds and die after the time" (example: the enemy castle is nearly down)
or
"artifact cards" like: more damage for 1 unit / more hp / give them a special ability
example.:
Boots of Speed
Costs: 30 Gas
Effect: Equipt a specific aliend unit with the Boots of Speed, this unit gains +30% movementspeed and is able to teleport to an enemy unit. (12 seconds cooldown)
<-- (would be great for the Hybrid-Card)

or something like that ;)
(please recommend :D)

Clord
08-15-2010, 09:33 PM
Nice stuff.

RaVe
08-17-2010, 04:02 PM
Hey Clord,
how would it be when you say what kind of new cards you want to add in the map?
more units or more spells or something like this, so we could focus our mind to your aims.

Clord
08-17-2010, 04:15 PM
Epic Ultralisk
Rare Mine Field (spider mines)
Rare Vulture (might be mine layer)
Common Goliath

I have not yet implemented them to that map so ideas are still open.

Ginchan
08-17-2010, 04:23 PM
I had idea that ultra would burrow when reaching 10% hp and then regenerates to full hp.. that is if you don't have any detection ;)

Clord
08-17-2010, 04:26 PM
i would suggest to make this the general topic for all card ideas so anyone can just dump their suggestions in here

high dark templar 40 gas
20/5
permanent invisible

change: put a scv repairing the supply depot and give it more hp (so it becomes like a immortal

tank
3/5
uses energy to fire a powerful shot what deals 10 damage
takes 5 secodns to channel target cant move when targeted (like infestor thing)
15 seconds cooldown
High Templar idea sounds nice, tank is pretty much implemented (siege tank).

price 20
templar
1/8
range +4
5% chance on attack to cast a storm on the target, every kill increases the chance by 5%

unique idea:
cost is 100
5/60
range +7
every kill decreases range by 1, increase damage by 1 and gives 0.1 health regen per second

a card meant with support be able to gain a quick few kills and then goes to take damage with close range
Not bad.

just had this idea

baneling bust
50 gas
summons 20 elite zerglings and 1 second later 10 elite banelings, got same speed

dedicated to bestz erg rush there is :D
Way, way too imba and spesific card. XD

you should sticky this topic

like in other topic

price 13

ghost
20 seconds cloaked
1 hp 3 damage
Sounds like some Specter.

another building

mini command center
0/5
spawns units based on the timespan

1 extra marine every 5 seconds
1 extra marauder every 10 seconds
1 extra ghost every 15 seconds
1 tank every 30 seconds
1 thor every 60 seconds
Imba, overpowered, unpractical right now.

RaVe
08-17-2010, 05:08 PM
So.. I want to try to create a balanced " Mothership " :
The Mothership :

Vespine Gas- Costs : 150

Stats : 8 / 150 (Flying)

Ability:
The Mothership is able to attack 2 Enemies at once.

or for guys which want "special abilities" this version:
The Mothership :

Vespine Gas- Costs : 150

Stats : 4 / 100 (Flying)

Abilities:
-The Mothership is able to attack 3 Enemies at once.
-When the Mothership comes down to 10% of its life it will be ported back to the headquarter and full life. (only one time possible)

0p1um
08-17-2010, 06:28 PM
Some ideas:

> "Using the next card costs only 50% gas"

> "You get 5 new cards"

> "Your units gain (temporary) + 2 armour"

> "A slow unit with high healt/less damage that can heal nearby units on cost of its own healt"

> "Transporter - 0/15 Creates 5 marines if it reaches the enemy's base"

RaVe
08-17-2010, 06:37 PM
soo here are some other cards ;)



(Unit)
Reaper:
Vespine Gas : 8
Stats : 3/5
Abilities :
- Low Range [-2]
- Fast Msp [+25%]
- Deals 2 Extra Damage against Buildings.


(Building)
Barrack:
Vespine Gas : 45
Stats : 0/9
Abilities :
- Armored [+2]
- Summons each 15 Seconds 1 Space-Marine.
- Summons each 30 Seconds 1 Reaper.


(Unit)
Carrier:
Vespine Gas : 75
Stats : 3/35
Damage depends on Interceptors.
Abilities :
- Flying
- Long Range [+1,5]
- Every 12 Seconds, a new Interceptor is ready to fight. (max. 9)
- Starts with 9 Interceptor.

Interceptor:
Stats: 2/1

(Unit)
Corrupted:
Vespine Gas : 17
Stats : 5/11
Abilities :
- Long Range [+6]
- Only attacks Air-Units
- Slow Mspd [-40%]



(Unit)
Queen:
Vespine Gas : 40
Stats : 7/20
Abilities :
- Buffs all friendly (maybe only zerg) units. [+75% Movementspeed ; don't effect Queens]


(Unit)
Larva:
Vespine Gas : 17
Stats : 1/12
Abilities :
- Spawns 2 at once.
- Armored [+2]
- Meele
- Slow Mspd [-50%]
- +1 HP reg.




(Spell)
Hatchery:
Vespine Gas : 40
Effect :
- Change the Castle to a Hatchery for 20 seconds.

Hatchery:
- deals 2 (instead of 1) damage.
- Regenerates 3 HP/second.
- Armored [+5]
- attacks 4 Units atonce. [no splash damage]
- every 5 seconds, 7 Zerglings will be spawned and die after 7 seconds (only defending)

RaVe
08-18-2010, 01:05 AM
maybe the map need some "normal" units with normal speed :D
so here are some ideas to normal units xP (please read the ideas above, too)


(Unit)
Banshee:
Vespine Gas : 15
Stats : 2/6
Abilities :
- Extra Damage against Ground units. [+5]
- Flying
- Deals Line-Area Damage. (Like the upgrade in the campaign)



(Unit)
M.U.L.E.:
Vespine Gas : 8
Stats : 4/5
Abilities :
- Meele




(Unit)
Infestor:
Vespine Gas : 13
Stats : 6/5
Abilities :
- If the Infestor kills a unit, a Broodling will spawn at the dying unit.

(same unit as the Brood Lord summons)



(Unit)
Collosus:
Vespine Gas : 35
Stats : 14/12
Abilities :
- Can attacked by "Only Air-Attacks".
- Long Range. [+4]
- Small Splash Damage
- Long Reload Time [2 seconds instead of 1]



(Unit)
Hellion:
Vespine Gas : 10
Stats : 7/4
Abilities :
- Can't attack air.
- Short Range. [-1,5]
- Small Line-Damage


Please Recommend Clord ! =D
(know it's a lot to read but it takes a long time to create, too :D)

Ginchan
08-18-2010, 01:46 AM
Lets blatanly steal an idea from castle fight forums :p (warcraft 3 mod)

about the infestor, how about it applies a debuff to units it attacks what lasts for 6-8 seconds, if the buffed unit dies in that time period a greater broodling will be summoned

the greater broodling has the same ability, but instead summons a broodling when target unit dies :p

I would just love to see 4-8 of these corruptors just spamming an army what recreates an even bigger army

RaVe
08-18-2010, 01:51 AM
;D yeah sounds nice^^

kfr
08-18-2010, 06:11 AM
Someone has suggested a Scan card to show the cards the opponent has (I assume to check for nukes or a massive incoming wave of uniques). So I am just passing the idea along.

RaVe
08-18-2010, 05:40 PM
Epic Ultralisk
Rare Mine Field (spider mines)
Rare Vulture (might be mine layer)
Common Goliath

I have not yet implemented them to that map so ideas are still open.

Lol I'm so retarted XD thought you were ready with these units..:D..
so my ideas^^:

Goliath is fine balanced as it is in the map I would say.

Vulture:
Vespine Gas- Costs : 22
Stats : 7 / 12
Ability:
-Throws all 7 Seconds a Mine on a random place in the battlefield. (on the place where the units are walking)
-Fast Unit [+75%]

Mine: deals 4 (maybe 5?) Damage to the entered unit. (small splash dmg)

Mine-Field
Vespine Gas- Costs : 8
Effect:
Throws 7 Mines nearby the friendly castle (same are as the Vulture but only till the half of the map.


Ultralisk:
Vespine Gas- Costs : 110
Stats : 18 / 130
Ability:
- Meele (can't attack air)
- Armored [+2]
- Takes max. 20 Damage per Hit. (example: the siege-tank)





And don't forget the Mothership o.o" :D (epic of cause)
So.. I want to try to create a balanced " Mothership " :
The Mothership :

Vespine Gas- Costs : 150

Stats : 8 / 150 (Flying)

Ability:
The Mothership is able to attack 2 Enemies at once.

or for guys which want "special abilities" this version:
The Mothership :

Vespine Gas- Costs : 150

Stats : 4 / 100 (Flying)

Abilities:
-The Mothership is able to attack 3 Enemies at once.
-When the Mothership comes down to 10% of its life it will be ported back to the headquarter and full life. (only one time possible)

Ginchan
08-18-2010, 06:56 PM
-Throws all 7 Seconds a Mine on a random place in the battlefield. (on the place where the units are walking)
-Fast Unit [+75%]
these 2 abilities basically f*** eachother (couldn't find other way to say it)

either reduce movementspeed or reduce the throwing cooldown

I like the mothership altough I'm not too much a fan of units above 100 vespene gas cost

special ability one is epic btw :p

RaVe
08-18-2010, 07:08 PM
these 2 abilities basically f*** eachother (couldn't find other way to say it)

either reduce movementspeed or reduce the throwing cooldown

I like the mothership altough I'm not too much a fan of units above 100 vespene gas cost

special ability one is epic btw :p

well I gave him additional speed cause... JUST LOOK at him :D but it was only a idea^^ so delete the movementspeed :p





-----------
edit:
so what do you say about the units, clord? :o

0p1um
08-20-2010, 04:57 PM
i'd like to see a unit that can take over enemy units.

Like:
It moves forward till the first unit it reaches.
Both units will be stunned for 3/5 sec.
and if both units are alive after the stuningtime
the "overtaker unit" will die and the units "tanken over" changes team^^

RaVe
08-21-2010, 11:19 AM
i'd like to see a unit that can take over enemy units.

Like:
It moves forward till the first unit it reaches.
Both units will be stunned for 3/5 sec.
and if both units are alive after the stuningtime
the "overtaker unit" will die and the units "tanken over" changes team^^

this unit would be the same as the banshee in wc3.
Maybe low units takes 3 seconds, rare units 5 and epic units take 8 seconds to take over.

well here's my idea to this unit :
Infestor:
Vespine Gas- Costs : 32
Stats : 0 / 5
Ability:
- Long Range [+1]
- Can take over enemy units. (low units takes 3 seconds, rare units 5 and epic units take 8 seconds to take over.)


(I know that I suggested an "Infestor" unit before, but I think it would be the best model to the skill. or maybe the "High Templar" :p)

Clord
08-21-2010, 11:28 AM
Hehe, it is kinda like Banelings and Scourge but there is bigger reward if possession is succeed and target is not something like Zergling.

Ginchan
08-21-2010, 06:29 PM
was just thinking of some ideas that would cost more depending on how much units you got on the field (and thus balance out both shields and elite training since currently they're no brainer win cards)

like some team wide rain effect that toys around with some stats and costs 1 gas for every unit your team has on the field

Puszek_SE
08-23-2010, 12:06 PM
Clord!...
You're speaking of open ideas for Epic Ultralisk... I already mentioned one or to for it... it's on 2nd page I think - it seems like you're not even bothering to read what I've written when it;s more than one page ;p...
___________________

+ MindControlling Infestor (but +1,5 range is better I think.. Or even +4 with +3 seconds casting time)

Clord
08-23-2010, 02:11 PM
Clord!...
You're speaking of open ideas for Epic Ultralisk... I already mentioned one or to for it... it's on 2nd page I think - it seems like you're not even bothering to read what I've written when it;s more than one page ;p...
___________________

+ MindControlling Infestor (but +1,5 range is better I think.. Or even +4 with +3 seconds casting time)
I still read feedback. :)

StealthFire
08-24-2010, 01:44 AM
Here's some ideas from me :

Tychus - 1/60 with a 0.2 attack cooldown with 50 gas cost :)

Just as a hard-counter to spam-lings. Either that or normal attack cooldown and split-shot with +2 range.

Charge - Spawns a zealot and gives every zealot on the field the Charge ability.

The charge ability only works once and makes zealots invulnerable during travel time after locking on to a target. Triggers at ghost range + 1. The basic idea is to give them at least one hit before dying. With a cost of 10?

Raven - 0/5 with 35 gas cost

In addition to being a detector, uses the Homing Missile ability with +5 range and 2s cooldown, dealing 5 damage with splash.

Bunker - 0/40 with 1 armor and 20 gas cost

Ranged ground units spawned on your side will automatically enter the bunker and stay there until there is nothing within attack range from within the bunker. The bunker automatically uses the Salvage ability as soon as every unit has left the bunker.

Edit :

Science Vessel - 0/10 with 50 gas cost

Detector, Defensive Matrix on self (old-style, reduces incoming damage to 1), casts irradiate on biologicals, increases terrazine by 1 for every second it's on the field.

Bryen
08-29-2010, 10:11 PM
Would like to see more building Cards.

Barraks:
Costs : 10
Stats : 0 / 5
Ability:
-Receive additional marine/marauder for every marine/marauder card used;
-Lasts 30 seconds

Spawning Pool:
Costs : 15
Stats : 0 / 5
Ability:
-Receive 2 zerglings for any zerg type card used;
-Lasts 20 seconds

Engineering Bay:
Costs : 22
Stats : 0 / 5
Ability:
-All terran units get +1 damage;
-Lasts 20 seconds

Forge:
Costs : 16
Stats : 0 / 5
Ability:
-All protoss units get 2 hp shield;
-Lasts 20 seconds

Armory:
Costs : 6
Stats : 0 / 5
Ability:
-Increase Chance for receiving Thor or Siege Tank;
-Lasts 45 seconds

Hatchery/Nexus:
Costs : 12
Stats : 0 / 5
Ability:
-With Hatchery/Nexus Player will receive only zerg/protos type cards;
-Lasts 45 seconds

Assimilator:
Costs : 9
Stats : 0 / 5
Ability:
-If not destroyed by enemy Each player on the team will receive 15 gas;
-Lasts 40 seconds

Pylon:
Costs : 10
Stats : 0 / 5
Ability:
-Produces +1 mineral every 2 seconds;
-Lasts 60 seconds

Hanibalecter57
08-30-2010, 10:46 AM
Hi, i'm french and i love the card game
My english is not very good

I propose you cards:

http://img831.imageshack.us/img831/2079/trapw.jpg

Trap
Costs : 50
Ability :
- Destroy a random ennemy unit on the field

Blood-Fury
08-30-2010, 11:00 AM
Hi, i'm french and i love the card game
My english is not very good

I propose you cards:

http://img831.imageshack.us/img831/2079/trapw.jpg

Trap
Costs : 50
Ability :
- Destroy a random ennemy unit on the field

http://www.kids-n-fun.nl/Images/Kleuren/139.jpg YES!

0p1um
08-30-2010, 11:15 AM
50 gas? i think thats a bit much

Hanibalecter57
08-30-2010, 12:47 PM
http://img375.imageshack.us/img375/8561/anprjp053.jpg

Master Sniper
Cost : 20 + 2 sniper card
Stats : 5 / 3
Ability: spawn 1 master sniper with 1 or 2 more range than basic sniper

http://img843.imageshack.us/img843/567/limiter.jpg

Limiter Removal
Cost : 50
Ability: Double the attack (and/or speed) of your units, after 10sec all your units are destroy

Bryen
08-30-2010, 01:13 PM
Don't take pictures direclty from Yu-Gi-Oh!
In Starcraft Blizzard has stronger control over maps than it was in WarCraft so avoid anything that might go against copyrights/licenses and stuff like that.

0p1um
08-30-2010, 01:25 PM
Would like to see more building Cards.

Barraks:
Costs : 10
Stats : 0 / 5
Ability:
-Receive additional marine/marauder for every marine/marauder card used;
-Lasts 30 seconds

Spawning Pool:
Costs : 15
Stats : 0 / 5
Ability:
-Receive 2 zerglings for any zerg type card used;
-Lasts 20 seconds

Engineering Bay:
Costs : 22
Stats : 0 / 5
Ability:
-All terran units get +1 damage;
-Lasts 20 seconds

Forge:
Costs : 16
Stats : 0 / 5
Ability:
-All protoss units get 2 hp shield;
-Lasts 20 seconds

Armory:
Costs : 6
Stats : 0 / 5
Ability:
-Increase Chance for receiving Thor or Siege Tank;
-Lasts 45 seconds

Hatchery/Nexus:
Costs : 12
Stats : 0 / 5
Ability:
-With Hatchery/Nexus Player will receive only zerg/protos type cards;
-Lasts 45 seconds

Assimilator:
Costs : 9
Stats : 0 / 5
Ability:
-If not destroyed by enemy Each player on the team will receive 15 gas;
-Lasts 40 seconds

Pylon:
Costs : 10
Stats : 0 / 5
Ability:
-Produces +1 mineral every 2 seconds;
-Lasts 60 seconds

i like this idea. may there should be some defence building with some kind of aura like

Aura Tower:
Costs : 25
Stats : 0 / 15
Ability:
-Random Aura like +1 regeneration | +1 Attack | +2 range | +100%speed | +3 armor | + 50% attackrate
-10 AOE
-Lasts 60 seconds

or maybe one tower per aura

Seifer
08-31-2010, 04:28 PM
Mothership

low attack/high hp
cloaks units nearby.

Bryen
09-01-2010, 10:44 PM
Got more card ideas:

Raven
Costs : 18
Stats : 0 / 10
Abilities:
- recovers 0.5 hp per second of mechanical units in 5 range
- protects from nuke all units in 5 range

Sentry
Costs : 11
Stats : 2 / 6
Abilities:
- traps enemy into a force field for 7 seconds
- only sentry can attack that unit while in the force field

Warp Prism
Edit: Costs : 15
Stats : 0/ 10
Abilities:
- when attacked instantly warps all friendly units next to itself.

Barrel of terrazine
Costs : 10
Stats : 0 / 0
Abilities:
- adds 50 terrazine

Rich Terrazine Plant
Costs : 0
Stats : 0 / 0
Abilities:
- adds 100 terrazine

BattleCruiser
Costs : 75
Stats : 5 / 50
Abilities:
- the first acquired target is attacked with Yamato Cannon

Target for yamato should be acquired from bigger distance than its normal attack. Charging Yamato should take about 6-8 seconds making it defensles. If the target is destroyed before Yamato was charged BattleCruser will charge it on next unit.

Ginchan
09-02-2010, 04:27 PM
the raven is waaaaay too situational for its cost, maybe lasts for 30 seconds and able to move it yourself but medivac heal is way more powerful for less cost

0p1um
09-02-2010, 07:08 PM
due to the fact that you can prevent your archon or so in from a nuke i think the raven is worth that

Bryen
09-02-2010, 07:44 PM
I don't fiear to lose my army to a nuke but I have strong feeling that many are ready to pay big for any chance of security ^^

how about reducing cost to 10 gas, add detection and make 0.5 hp recovery global as it is to medivacs. Could be ultimate support unit of all purposes.

nuke safe range also could be increased to 6 or 7

vsurma
09-03-2010, 08:19 AM
50 gas? i think thats a bit much

50 gas to destroy a archon or kerrigan vs double? or even a tank that is annoying, I would not say it's much, fairly nice imo.

0p1um
09-03-2010, 08:29 AM
well, if i remember right it was said that it destroys a random enemy unit. no one sends out his epic without support.

1 support - 50% chance to kill archon |
2 support - 34% chance to kill archon |
3 support - 25% chance to kill archon |----- Zergling swarm
4 support - 20% chance to kill archon |
5 support - 17% chance to kill archon |
6 support - 14% chance to kill archon * - marine

sure if you manage to kill the archon it's worth it's definitly cost.

Clord
09-03-2010, 10:38 AM
Don't take pictures direclty from Yu-Gi-Oh!
In Starcraft Blizzard has stronger control over maps than it was in WarCraft so avoid anything that might go against copyrights/licenses and stuff like that.
Yeah, I will not publish anything for SCII what would violate their copyrights.

Hanibalecter57
09-03-2010, 02:40 PM
Monster Reincarnation
Costs : 10
Stats : 0 / 0
Abilities :
- Revives the last unit set up with 10% of his life

Spirit Caller
Costs : 15
Stats : 2 / 5
Abilities :
- the unit that kills this card sees his life and his attack divided by 2 for 10 sec
- low range attack
- normal travel speed

Vampire Genesis
Costs : 60
Stats : 10 / 30
Abilities :
- when the vampire kills a unit, he sees his life increased to a value equal to the unit killed
- low attack range
- low or medium speed attack

Fog
Costs : 15
Stats : 0 / 0
Abilities :
- Creates a mist over half of your ground for 20 seconds.
If enemy units are outside your own half, they did not see the units.
Fog dissipates when an enemy unit through your half field

Assassin
Costs : 20
Stats : 5 / 3
Abilities :
- The murderer vanishes into the shadows and become invisible. His next attack deals extra damage (10?) and terminate its camouflage.
- If it is not attacked for 3 seconds, it becomes invisible
- high travel speed

Requiem
Costs : 50
Stats : 5 / 25
Abilities :
- Once dead, the requiem channeling a spell for 3 seconds inflicting damage to all enemy units on this field (1, 2, 3 dmg?)
- good attack range

Change of heart
Costs : 40
Stats : 0 / 0
Abilities :
- You take control of an enemy unit (maybe randomly, or who has the biggest attack, ... ?) for 5 seconds

Evil Jar
Costs : 25
Stats : 2 / 2
Abilities :
- Once destroyed, each player discards his hand. Then, each player draws 5 new cards.

Gift of god
Costs : 15
Stats : 1 / 1
Abilities :
- If the unit arrives to kill a unit, the next card used costs 2 times less
- short attack range
- medium/high speed travel

Last will
Costs : 20
Stats : 0 / 0
Abilities :
- Destroy all the magical cards in the hands of your opponents (or cards that do not cost gas)
For each card destroyed, you won 10 vespenes gas

Clord
09-06-2010, 05:20 PM
Vortex
Creates Vortex below of selected unit what draws enemy units towards center of it.

TotallyNew
09-07-2010, 05:39 AM
Played this game for long so i got a lot of idea here and there,sorry for grammer and spelling I was not good in english and now in office cna't spell check too much:lol:

Unit Card
Battle Cruiser
cost 40 gas
3/25
+1 or 2 armor

will use the Yamato cannon on CC once close to it.

Yamato Cannon do 75 damage,Range 7 ( force player to engage it more early to avoid the daamge)

Unit card
Medic
stats 0/11

25 gas
heal nearby injured bio unit,start with 200 energy,no energy regen,and cost 8 energy for every hp healed
(I just want to see medic !)

Unit card(common)
20 gas
Halluication( the image spell from HT in sc1,or the thing in sentry)
it copy the highest hp unit your team currently on field and start it from you CC.
it will do 1 damage regardless what target it copy and take double damage

(good to fake nuke or fake double siege tank.leave it do 1 damage so it could kill to fake your enemy hahaha I was so cheap btw)


Special Spell card
Worker Rush
spawn 5 basic worker randomly (drone SCV p),5 workers will run to the nearby terrazine and capture it and return to CC,each succesful return give 10 terrzine.after that those worker will attack move to enemy CC.Each worker have 1 attack and 2 hp and have +50 movement speed.

M.U.L.E
0 gas (could add to 10 to 20)
call down a M.U.L.E to your CC and start repairing it
it has 30 hp no armor,repair 2 hp per second and last 40 second.

cost 1 mineral and 1 gas per point of hp repaired.

Useage:very useful card if you are in trouble,but if used too much you will backfire yourself due to it cost a bit of money.
also add tactical use in Suddenly Death mode.

Spell card
nuke
the new nuke now that 3-5 second to hit the target,and will have a warning message once it was used.

so many ppl complain about it ,I get a 3-5 game second increase will ensure more pre-casting of nuke,so player cna't wait until the last second to use it...and it give you counter or a idea to stop making more unit (2-3 second more in advice is a lot in a tight game)
consider in many epic card situation 3 second maybe mean 3 extra hit and other unit that already hitting it,a 3 second delay/mistake going to cost you 100to200 hp. I surely going to change when people will use nuke.

Spell card ,Epic card(purple)
Contianment
(the overseer ability)

cost 40-50 gas
prevent all enemy player form using card for 5 second(or 3)

it mainly use for push,so you will get a few extra hitting time on it.but if it is common card I afriad it will too powerful to silence the enemy for too long so 3 second will be enough if become common card ,or the nuke +3 second delay was also added.

Or you can change the card to unit card and have the overseer to fly over the enemy and drop it.sinceit have a chance to be killedor prevented it could have longer lasting time.


finally,I really want to add Discard option for many spell card ,and say discarding those card will return you 5 mineral ,since it really have some situation those shield card,blue mineral,seriously useless and took a card slot thus you must use it on useless situation to discard it and draw a new card.
it especially on blue mineral card where you get 20 mineral but cost you 10 gas,and now you draw a new card after using that...it mean you trade 10 gas for 10 mineral...omg...so I really want to suggest a cost return on discarding those card.

Puszek_SE
09-07-2010, 01:17 PM
t-up for idea of nuke delay! (That's not even 2nd or 3rd time when I've read here about it).
Warning also would be nice (for both sides, especially with newbies ;/...)

TotallyNew
09-07-2010, 03:40 PM
yea warning plus delay will reduce many ""trap" kill with nuke

Bryen
09-07-2010, 09:15 PM
Some ideas for invisible units:
Wrath
Cost : 25
Stats : 1 / 5
Abilities:
- invisible

banshee
Cost : 30
Stats : 2 / 5
Abilities:
- invisible
- attacks ground only

Radar Scan
Cost : 0
Stats : 0 / 0
Abilities:
- reviel all invisible units for 10 seconds

Carrier
Cost : 50
Stats : 0 / 25
Abilities:
- slow unit (-50%)
- starts with 4 Interceptors
- creates Interceptor every 5 seconds
Interceptor stats: 1/1, fast moving, maybe range -1 or -2

Interceptor
Cost : 15
Stats : 1 / 1
Abilities:
- spawns 5 Interceptors (like zergling card)

Also changes for earlier suggested:

raven
Cost : 10
Stats : 0 / 10
Abilities:
- globally recovers hp of machanical units
- detector
- Protects units from nuke in 6 range
if more invisible units are added another detector is what we need^^

Forge
Cost : 20
Stats : 0 / 5
Abilities:
- grants 2hp shield for all units on field
- recovers all shields (1 shield point per second)
- lasts 20 seconds
previous suggestion about forge currently don't fit the game.

TotallyNew
09-08-2010, 09:28 AM
To Bryen

about the raven,i guess giving it Point defense drone ability will be awesome(drain energy from raven itself),it also act as detector(with lesser range because it got PDD is hard to kill)
being able to protect nuke with 10 gas cost of a unit is too powerful imo,except u turn it into epic card. or rare card .

Bryen
09-08-2010, 01:50 PM
It's better to make Point Defence Drone as card on its own.

Raven's detect range should be the same as observer because Raven is not invisible.
As to the nuke protection, I think 6 range is not a very big area and since you can't control it yourself it may not be where it should be when nuke is used. it may even get destroyed.
I personally wouldn't depend on its nuke protection as much as other would do.

Clord
09-08-2010, 03:26 PM
Raven is insanely cost effective with such stats. :)

Hanibalecter57
09-08-2010, 03:45 PM
Marine murloc
Costs : 15
Stats : 1 / 1
Abilities :
- A squad of five marine Murloc

Aberration
Costs : 75
Stats : 10 / 25
Abilities :
- When he dies, it releases 5 banneling

High Templar
Costs : 15
Stats : 4 / 5
Abilities :
- It creates a single discharge psi (aoe 2dmg per sec) for 5 seconds

Predator
Costs : 20
Stats : 4 / 5
Abilities :
- Rapid Unit
- Jump on the enemy and stun for 2 sec

Colossus
Costs : 25
Stats : 3 / 5
Abilities :
- AoE damage
- can't attack air

Sentry
Costs : 15
Stats : 1 / 5
Abilities :
- Creates an aura of increased four reducing the damage suffered by the allies of 2 for 15sec
- Protect from the nuke

Sentry
Costs : 15
Stats : 1 / 5
Abilities :
- Creates an aura of increased four reducing the damage suffered by the allies of 2 for 15sec
- Protect from the nuke

Devil dog
Costs : 150
Stats : 3 / 100
Abilities :
- Loses 2% hp per second
- low travel speed
- short-range attack
- lot pv

Bryen
09-08-2010, 03:55 PM
could reduce raven's hp to 5.
Cost may be increased but I feel it should not go over 20.

Bestgame
10-24-2010, 02:08 AM
Hi everyone, this game is by far the best game ever made, I love it and play it since... buff can´t remember :D

I believe this game is pretty well balanced and when something is balanced it´s time to put in new cards so new strategys can be made :P

As many of you may know,in some battles you finish winning or loosing having excess of minerals and//or gas, thats why I "suggest" implanting new cards which cost minerals and gas :D

The cards i propose are divided in 3 categories, army//spell//building

I´ll start with army :

Army

Mule : 10 minerals and 25 gas Pros: Huge HP Contras: Can´t attack any units

Corruptor : Cost 40 gas Pros: Super anti air unit, very strong vs air units Contras: Low HP

Carrier : 100 minerals and 200 gas Pros: "Purple Heroe" focused on air, huuuge shell, can attack from distance Contras : Too expensive

Phase Prism : 25 minerals and 2 gas Pros: Unit that stays at base "teleporting zealots every 3 seconds" Contras : Too weak

Queen : 15 minerals and 5 gas Pros: Unit that stays at base "hatching eggs that spawn into zerglings every 3 seconds" Contras: Too weak

SCV : 20 minerals and 7 gas Pros: Unit that stays at base "trainig marines every 3 second" Contras: Too weak

Spell

x2 : 5 gas Effect: Minerals x2 (keep shuffling for better cards)

Units x2 : 5 mienrals 25 gas Effect: Next army card unit used will spawn x2

Exchange : FREE Effect: Convert all your gas to minerals and all the minerals to gas

Terrazine : 10 minerals//20 gas Effect: You earn 400 Terrazine !

Invisible : 20 minerals//20 gas Effect: All you´re units become invisible for 3 seconds

Invencible : 50 minerals//50 gas Effect: All you´re units become invencible for 3 seconds

Heal : 10 minerals//15 gas Effect: All you´re units on the battlefield are healed !

Recicle : FREE Effect:All you´re units on the battlefield are recicled (100% gas refund back)


Building

Bunker: 100 minerals 50 gas Effect and use: Bunker can attack air and ground units, defensive structure

Extractor : 50 minerals Effect and use: You generate 2 gas every 5 seconds, lasts till you earn 30 gas or building is destroyed

Sensor Tower: 35 minerals 5 gas Effect and use: All invisible units on battlefield are shown for 15 secs (building lasts for 15 secs or till its destroyed)

Nydus Network : 15 minerals 15 gas Effect and use : "Spawn an Hydralisk every 6 seconds"


And that´s pretty much all of it, I know some cards may be overpower // hard to implement // absurd to implement // unbalanced // excelent and that stuff but well, this is the forum for new cards so here is the place to post this kind of things xD

Good stuff and work guys !


BTW, sorry for my poor english :blushing:

Bryen
10-24-2010, 08:05 PM
only ideas of Exchange and Recycle spells sound balanced to this game :D

Invincible spell should be free for such small duration.
Heal spell - also free.

if you win/lose having too much minerals left its your fault for not discarding enough:)
If cards should cost something more than gas whay not go one step forward and make a 4th resurce. I think this topic should deserve it's own thread some day:)

Clord
10-24-2010, 10:01 PM
Current resource system is kinda like some of the Age of whatever games. Resource made for defense was one of nice touches how they balanced defenses out without making them not worth to build.

Bryen
11-28-2010, 03:28 PM
Some more ideas from me

Queen
cost: 45
dmg/hp: 5/25
effect:
-slow moving (-25%)
-spawns infested terran marine when kills any unit
infested terran marine dmg/hp: 1/2

Infestor
cost: 55
dmg/hp: 1/15
effect:
-slow moving(-50), slow attack(-50%)
-short range(-2)
-permanently takes control over attacked unit

Elite Sniper (JimRaynor from Belly of the Beast mission)
cost: 50
dmg/hp: 3/20
effect:
every 5th attack is penetrating round
Penetrating round: 5 damage to all units in a straight line[/COLOR]

Reinforced armor
cost: 0
effect:
add +1 armor to all player's units on field

Clord
11-29-2010, 11:34 AM
I asked Evilhoshi to do following cards graphics.

Common Cards
Phoenix
Battlecruiser

Epic Cards
War Pigs
Jackson's Revenge

Kitsu
12-05-2010, 03:32 PM
Hi,

Thanks for this awsome game =D

I have some ideas :

Combat Medic (ex: medic skin)
Type : Unit
Cost : 15
Stats : 0/8
Abilities :
- Starts with 15 Energy
- Drugs an enemy for 5 sec. Energy cost : 10
- Recovers 1 Energy per second
- Long Range (+1)
- Drugged unit attacks his teammates.

Illusion (ex: hybrid skin, 25% transparent)
Type : Unit, Rare
Cost : 10 + 0.5 per second (max: 200)... or something else
Stats : 0/X
Abilities :
- Slow speed (-25%)
- Illusion's HP are equal to all enemies max HP minus all allies max HP. Min HP : 5
- Instantaneously becomes all enemies target (if in their range). Target locked until its death.
- Loses 1 HP per hit, regardless unit's attack points.
- Unit destroyed after 15 sec.

Parasite Eggs
Type : Batiment
Cost : 15
Stats : 0/1
Abilities :
- Spawns 3 Parasite Eggs near the CC
- Each egg releases a parasite when destroyed

Parasite (ex: larva skin)
Type : Unit
Cost : -
Stats : 0/3
Abilities :
- Move Speed +100%
- Changes an enemy unit into allied unit when in contact.
- Transformation duration : 3 sec. During this time the unit's "frozen" and can be attacked by it's former allies.

Bryen
12-05-2010, 09:24 PM
idea about Ilusion sounds good. Only take out '-unit destroyed after 15 sec'. part :D
Cost could be 10 + (all_rnrmy_unit_hp / 5) but is it possibe only Clord knows :)

And one more idea:
Nukeling(giant baneling, darck red coloring)
Cost:30
Stats: 0/50
Abilities:
-slow moving(-25%)
-Explodes on death damaging all units(enemy, friendly, air) in range of 5(50 damage+200 to structures)

Clord
12-06-2010, 11:23 AM
idea about Ilusion sounds good. Only take out '-unit destroyed after 15 sec'. part :D
Cost could be 10 + (all_rnrmy_unit_hp / 5) but is it possibe only Clord knows :)

And one more idea:
Nukeling(giant baneling, darck red coloring)
Cost:30
Stats: 0/50
Abilities:
-slow moving(-25%)
-Explodes on death damaging all units(enemy, friendly, air) in range of 5(50 damage+200 to structures)

Sounds kinda overpowered. 3.75 speed Nukeling with quick way to rape pinned down base. Also it's HP make it have insane chance to hit something.

NumbRain
12-06-2010, 01:22 PM
I do not think you should invent units, just go with normal starcraft units. :) But cardy.

Anyway, colossus and terrazine canister(why not?)

Bryen
12-06-2010, 08:17 PM
I gueass I shouldn't wright that so late at night :) it realy could be too powerful.
Setting nukelings HP to 20(+30 for 115terrazzine) and damage range to 3.5 should be better.
Not shore what move speed would fit the best because speed upgrade could add too great effect. My opinion: speed 2(+1.5 for 120 terrazine).

Random
01-26-2011, 09:02 PM
i'd like to see a sentry-type unit, that absorbs damage. for example:

Sentry 40 (rare)
2/60 short range
Generates a Shield: All damage dealt to your nearby units is dealt to the Sentry instead.

- or -

Sentry 25 (uncommon)
1/5 chargeable attack 1/2 (similar to Void Rays, if that's possible)
Generates a Shield: All damage dealt to your nearby units is reduced by 1.

other ideas:

Aberration 17 (uncommon)
10/5 fast melee attack, fast movement speed (maybe like Goliath)

Tassadar 50 (rare)
6/5 has 25 Shield Points
When you play Tassadar, all your units gain 5 Shield Points. As long as Tassadar is alive, all your units regenerate 1 Shield Point per second.

Gabriel Tosh 45 (rare)
3/2 long range (like Void Ray)
Puts a marker on an enemy unit every 10 seconds. After 5 seconds the unit gets hit by a Laser that deals 50 damage. If a unit dies this way, another random enemy unit automatically gets marked.

Random
01-27-2011, 12:36 AM
Queen 25 (uncommon)
2/5 fast movement speed (like Goliath), short attack range (like Firebat)
All enemy units lose 1 HP every 5 seconds.

Reaper 8 (common)
1/4 deals +400% damage against structures, very fast movement speed (like Zealot), short attack range (like Firebat), fast attack speed (like Spore Crawler)

Stone Zealot 60 (rare)
10/15 splash damage
All damage dealt to the Stone Zealot is reduced to 1.

Science Vessel 20 (uncommon)
0/15 slow movement speed (like Firebat)
As long as Science Vessel is in play, all enemy units (including Planetary Fortress) turn invisible for 1 second every 5 seconds.

Mule 5 (uncommon)
0/3 slow movement speed
Mule generates 1 Terrazine per second.

Decoy (tiny red Wraith) 17 (uncommon)
0/1 extremely fast movement speed (like speed boosted Zealot)
All your other units can't be attacked as long as Decoy is alive.

Battlecruiser 60 (rare)
1/50 same attack as Jackson's Revenge (without Yamato), normal movement speed

Photon Cannon 20 (uncommon)
5/0 defensive structure, same attack as Spore Crawler but hits ground units too

Pylon 7 (common or uncommon)
0/1 structure like Supply Depot
Your Planetary Fortress regenerates 1 HP per second.

Combat Medic (olive green Medic) 8 (uncommon)
1/8
As long as Combat Medic is alive, every 5 seconds all your units regain full health and every 10 seconds they lose 1 Maximum HP.

High Templar 20 (uncommon)
0/3
As long as High Templar is alive, every 5 seconds all your units gain +1 Maximum HP and +1 HP.

Tychus Findlay 30 (rare)
3/3 fast attack speed, fast movement speed (like Goliath)
With every kill, Berserker gains +1 Maximum HP, regains full HP and gains +1 attack damage.

Mohandar 80 (rare)
1/20 chargeable attack 1/2/50

Bryen
01-27-2011, 07:15 AM
Queen 25 (uncommon)
2/5 fast movement speed (like Goliath), short attack range (like Firebat)
All enemy units lose 1 HP every 5 seconds.

Combat Medic (olive green Medic) 8 (uncommon)
1/8
As long as Combat Medic is alive, every 5 seconds all your units regain full health and every 10 seconds they lose 1 Maximum HP.

High Templar 20 (uncommon)
0/3
As long as High Templar is alive, every 5 seconds all your units gain +1 Maximum HP and +1 HP.

Tychus Findlay 30 (rare)
3/3 fast attack speed, fast movement speed (like Goliath)
With every kill, Berserker gains +1 Maximum HP, regains full HP and gains +1 attack damage.


are you crazy?! Those things would be uber owerpowered

Mule and Photon canon sounds good.
Stone zealot sound very much like ultralisk.

Kitsu
01-27-2011, 12:20 PM
i'd like to see a sentry-type unit, that absorbs damage. for example:

Sentry 40 (rare)
2/60 short range
Generates a Shield: All damage dealt to your nearby units is dealt to the Sentry instead.

This version is better, a pure meatshield =D But maybe 1 or 0 attack point.


Aberration 17 (uncommon)
10/5 fast melee attack, fast movement speed (maybe like Goliath)

Will be the most discarded unit xD
5 HP is quite few for this type of offensive unit, it's as resistant as a zealot. Many units will crush it easily (marauder, roach, goliath, hydra, baneling, air-ground units, firebat, heroes, maybe infested terran, zerglings, marine). Useful against immo and stalker (with some HP loss), but for 17 gas this unit isn't very effective.


Tassadar 50 (rare)
6/5 has 25 Shield Points
When you play Tassadar, all your units gain 5 Shield Points. As long as Tassadar is alive, all your units regenerate 1 Shield Point per second.


Combination between Medivac and shield spell. Quite good unit but I'd drop attack point to 4 or 5 (they shouldn't crush goliath or immo with first shoot). Be careful with Tassadar + Tassadar or Tassadar + Mothership combos (shields card regenerates all the shields points) ^^


Gabriel Tosh 45 (rare)
3/2 long range (like Void Ray)
Puts a marker on an enemy unit every 10 seconds. After 5 seconds the unit gets hit by a Laser that deals 50 damage. If a unit dies this way, another random enemy unit automatically gets marked.

I don't like this unit ~~. We can't say if this unit is OP or useless before testing it. And there's a problem : it will continue attacking the marked unit ?

Reaper 8 (common)
Mule5 (uncommon)
Decoy (tiny red Wraith)
Pylon 7 (common or uncommon)
Good units.
Maybe 2 terrazine/s for Mule ?
Interesting Decoy, must be used very wisely.
Pylons should be uncommon (we sometimes see 5-6 depots near a CC). Shows problems when Sudden Death Mode.

Stone Zealot 60 (rare)
Science Vessel 20 (uncommon)
Why not, quite interesting. But I dont like them xD


Battlecruiser 60 (rare)
1/50 same attack as Jackson's Revenge (without Yamato), normal movement speed

Sounds underpowered for 60 gas (Jackson's a lot better for 100 gas). Will be crushed by scout too easily.

Photon Cannon 20 (uncommon)
Sounds overpowered.

Mohandar 80 (rare)
meeega over powered ! Use HP boost, send it against a immortal, and you get a mass killing machine : 50/60.

Queen, Combat Medic, High Templar, Tychus Findlay :
Sounds overpowered.

Bryen
01-27-2011, 12:52 PM
Acctually balltecruser is quite good idea. Only movement spedd should be like frirebat's. No special ability is a little disapointment since jackon took Yamato. Manybe 40 hp and +1 armour?

Kitsu
01-27-2011, 01:14 PM
Defiler (uncommon)
Cost : 30
Stats : 0/5
- Invisible (burrowed) Unit
- Dark Swarm : Cast a cloud around it which prevents units under this from taking damage from ranged attacks. Units under the cloud take -50% damage from Yamato gun and Tanks. Lurker, Firebat, Brood Lord attacks are not affected.
- Plague : When dying, Defiler cast a small AoE which inflicts 1 damage to the enemies within. Damage is applied to the HP, regardless the enemy's shield.

Zerg Salvation (rare)
Type : Spell
- Player's Zerg units are invincible for 5 seconds.

Protoss Salvation (rare)
Type : Spell
- Player's Protoss units are invincible for 5 seconds.

Terran Salvation (rare)
Type : Spell
- Player's Terran units are invincible for 5 seconds.

Random
01-27-2011, 01:27 PM
are you crazy?! Those things would be uber owerpowered
maybe the effects should occur every 10 instead of 5 seconds. but still, all those units can be killed very easily unless they have strong support.

Stone zealot sound very much like ultralisk.
true, main difference is that Stone Zealot attacks ground and air. but maybe it should cost some more then.

This version is better, a pure meatshield =D But maybe 1 or 0 attack point.
i'm fine with 1 attack point and maybe slow attack speed. 0 is not so good, because then the Sentry just goes straight to the enemy base.

Will be the most discarded unit xD
5 HP is quite few for this type of offensive unit, it's as resistant as a zealot. Many units will crush it easily (marauder, roach, goliath, hydra, baneling, air-ground units, firebat, heroes, maybe infested terran, zerglings, marine). Useful against immo and stalker (with some HP loss), but for 17 gas this unit isn't very effective.
we just have so few units with more attack points than HP. what if it costs 12 or so?

Combination between Medivac and shield spell. Quite good unit but I'd drop attack point to 4 or 5 (they shouldn't crush goliath or immo with first shoot). Be careful with Tassadar + Tassadar or Tassadar + Mothership combos (shields card regenerates all the shields points) ^^
5 attack is fine, 4 is too little. a single Immortal shouldn't be able to stop Tassadar.

I don't like this unit ~~. We can't say if this unit is OP or useless before testing it. And there's a problem : it will continue attacking the marked unit ?
i dunno. i just posted an idea so it could develop here. so, you tell me.

Maybe 2 terrazine/s for Mule ?
either you get +200% Terrazine (so you only get any when your team controls the Tanks) or 1 Terrazine per second (so you get it anyway).

Pylons should be uncommon (we sometimes see 5-6 depots near a CC). Shows problems when Sudden Death Mode.
sure, why not.


Sounds underpowered for 60 gas (Jackson's a lot better for 100 gas). Will be crushed by scout too easily.
but it has normal movement speed, unlike the very, very, VERY slow Jackson's Revenge. and with HP Boost and Elite Training it even has 300 HP like Jackson.

Photon Cannon 20 (uncommon)
Sounds overpowered.
range could be reduced a little (but really just a little)

Mohandar 80 (rare)
meeega over powered ! Use HP boost, send it against a immortal, and you get a mass killing machine : 50/60.
yeah xD i wonder if it's possible to make a chargeable attack that goes 0/0/50. i'd love to see that. or else reduce HP to 15.

Bryen
01-27-2011, 02:29 PM
maybe the effects should occur every 10 instead of 5 seconds. but still, all those units can be killed very easily unless they have strong support.

That's the problem. They don't need strong support. they turn regular suport to a stong attack force. They will get easy killed only when used by complete noobs.
I don't want to go much in details but medics would make rare units immortal since it's hard to kill them in 5 seconds. High templars would counter max hp loose. also keep in mind that hp boost and elite training multiplies your current hp so we might see firebats with over 200 hp without elite training.

Random
01-27-2011, 02:44 PM
That's the problem. They don't need strong support. they turn regular suport to a stong attack force. They will get easy killed only when used by complete noobs.
I don't want to go much in details but medics would make rare units immortal since it's hard to kill them in 5 seconds. High templars would counter max hp loose. also keep in mind that hp boost and elite training multiplies your current hp so we might see firebats with over 200 hp without elite training.
i'm afraid you're right. do you have a suggestion how to make units with similar abilities that are not overpowered? maybe they should have energy and instead of every X seconds, they can just use their abilities X times. that would be better, right?

Bryen
01-27-2011, 02:58 PM
Adding energy could be solution.
Medick could have lets say 50 energy and every 5 seconds it would reconer X hp for Y energy making its ability wanish quickly if there are rare units.

Kitsu
01-27-2011, 05:48 PM
we just have so few units with more attack points than HP.

Yeah but I think we shouldn't reason like this. That would destroy the current gameplay, if we want to create too many similar units. (With extreme thoughts we can imagine air and ground units with stats : 10/1, 7/2, 5/5, 2/7, 1/10 xD). Units should be rather unique with their own abilities.

Morevoer, the Aberration problem is melee attack added by few HP. It'll automatically go to the front and take damages first. For same attack, baneling with hp or speed boost would be more effective.

Kitsu
01-28-2011, 11:22 PM
What about an unit like this :
Predator
Cost : 11
Stats : 3/5
- Short range Unit
- Can't attack air
- Fast Movement Speed (+50%)
- For each another Predator in the Battlefield, the units gains +1/+1

Or something similar ?

Random
01-29-2011, 09:09 AM
What about an unit like this :
Predator
Cost : 11
Stats : 3/5
- Short range Unit
- Can't attack air
- Fast Movement Speed (+50%)
- For each another Predator in the Battlefield, the units gains +1/+1
yeah, i like it. maybe add fast attack speed?

Random
01-29-2011, 08:15 PM
Leviathan 100 (rare)
2/50
- Flying unit
- Slow movement speed (-25%)
- 1 armor
- Has 4 attacks
- Deals reduced damage to armored units (-50%)
- Gains +1 armor every time it gets hit

Supplies (uncommon)
Spell
- All your units regain full health.

Warp Prism 12 (uncommon)
0/12
- Flying unit
- Gives all your units +2 armor

Overlord 8 (uncommon)
0/∞
- Flying unit
- Fast movement speed (+25%)
- Picks up all your Zerg units on its way and transports them to the enemy Base
- Self-destructs when units are dropped off

Spectre 15 (uncommon)
5/2
- Long range (+2)
- Ignores enemy armor
- Deals reduced damage to Light units (-60%)

Chemical Warfare (rare)
Spell
- All enemy units on the Field get poisoned
- Poisoned units lose 1 HP every 5 seconds

Clone X (rare)
Spell
- Copies the last card you've played for reduced cost (-50%)
- When applied to a Spell card, the effect is doubled
[e.g. You play Rich Vespene Geyser and get 30 Vespene. You play Clone after that and get another 60. Total: 90 Vespene]

Random
01-31-2011, 11:35 AM
Tychus Findlay 40 (uncommon)
2/10
- Fast attack speed (0.4)
- Has 2 armor
- Can't attack Structures

Odin 80 (rare)
12/60
- Has 2 attacks (2 x 6 damage)
- Can attack air and ground at the same time
- Has 5 armor

Swarm Guardian 40 (rare)
6/15
- Flying unit
- Slow movement speed (-25%)
- Has 2 armor
- Spawns Swarms [like the Brood Lord spawns Broodlings]
- Swarms are 3/3 melee units with fast movement speed (+50%)

Kitsu
01-31-2011, 04:09 PM
Jewelry (uncommon)
Spell card
- Dispatches a random amount of mineral, gas and terrazine in the battlefield. The resource crates (or some other object) can't be destroyed.

M.U.L.E (uncommon)
Cost : 3
Stats : 0/5
- Collects the crates.

MrFindlay
01-31-2011, 08:40 PM
http://www.steventomkins.com/Resources/Uncommon_Overseer.jpg

Kitsu
02-01-2011, 09:41 AM
+1 ^^

But stats are 0/1, not 1/0 ~~

MrFindlay
02-01-2011, 10:36 AM
+1 ^^

But stats are 0/1, not 1/0 ~~

It is suggested to use this template when submitting your entry

HP/DMG:
Vespene cost:
Card concept:
Useful when:
Card description:
Card picture:


My Template is as Ginchan has asked, 1hp / 0 dmg.

Random
02-01-2011, 11:07 AM
My Template is as Ginchan has asked, 1hp / 0 dmg.
I think he just mistyped it. Because if he didn't, they'd have to change all existing cards from DMG/HP to HP/DMG.

Clord
02-01-2011, 11:39 AM
Yeah it is typo.

Ginchan
02-01-2011, 04:20 PM
woops my mistake

MrFindlay
02-01-2011, 05:41 PM
Damn, it took me about 5 seconds to amend and update the dmg/hp. I'll never get that time back :sad:

Ginchan
02-01-2011, 05:47 PM
don't forget the 15 seconds it took you to post about it, heavy time waste :(

Cuiu
02-11-2011, 07:02 PM
Scan
Duration:3sek
Costs:10Gas 10minerals
Uncommon

Bennosmak
03-12-2011, 06:38 PM
A rare upgrade card for each hero, which upgrades only that type of unit. (it could even upgrade enemies heroes too. then u would always try to play the same herocard, to get the upgrade too)


Kerrigans swords
Costs: 0 Gas
All Kerrigan on the field get +3 range

Zeratuls revege
Costs: 0 Gas
All Zeratul on the field get + 50 hp

Tychus Findlay
Costs: 0 Gas
For all Jim Raynor on the Field it spawns a Tychus Findlay (5/40, basic card)

Carrier
Cost: 0 Gas
All Carrier on the field spit out the interceptors 80% faster.

Hybrid brood
Costs: 0 Gas
For each Hybrid spawns a Mini-Hybrid, same abilities like Hybrid but only 30 hp.

Tauren medikit
Costs: 0 Gas
All Tauren on the field regenerate 2 hp each second.

Mohander
Costs: 0 Gas
All Mohander on he Field get + 50 hp.

Archon
Costs: 0 Gas
All Archon on the field get +1 armor

Terran Ultalisk anti air cannon
Costs: 0 Gas
All Ultralisk on the field get a air attack. (cause the terraner invented a anti air cannon which is easily equiped on the Ultralisk, so ultralisk can shoots turret missiles against air.)

Stonezealot
Costs: 0 Gas
All Stonezealot on the field attack 50% faster

Mothership
Cost: 0 Gas
All mothership on the field stay on their poossition and move no further

Yahamoto upgrade
Costs: 0 Gas
Yahamotocanon doesnt take hp any more, from all Jackson Revenge on the Field


The card text can be changed to make the cards more ballanced for each hero.
Its the basic idea of a additional upgrade only for one special type of unit (heros). Im not sure if my examples are that good, but that was what came in my mind. Hope i missed none hero. If someone got good ideas for the card text changes or cardnames, ur welcome and i will edit them soon.

Random
03-12-2011, 06:58 PM
I like the idea of unit-specific upgrades for epic units, or any unit. However, I think it makes more sense to implement this as a fourth Boost, next to Attack/HP/Speed Boost. If they're cards, they will be discarded non-stop, because there's a very low probability to have fitting pairs of epic units and their respective upgrade cards.

Bryen
03-12-2011, 07:47 PM
+1 for making it as epic unit special upgrade even though that would be quite a lot of work starting with making specific boost screen for epicd eith 4th upgade and then making uniqe ability for all epics currently in game (21 i think)

I also don't mind if it was card upgrade (then it would be for fee :))
Many players usually try maknig specific combos like Revenge/Archon + elite training and so on. If you believe in luck you would try having bot unit and upgrade card.

Bennosmak
03-12-2011, 09:34 PM
I like the idea of unit-specific upgrades for epic units, or any unit. However, I think it makes more sense to implement this as a fourth Boost, next to Attack/HP/Speed Boost. If they're cards, they will be discarded non-stop, because there's a very low probability to have fitting pairs of epic units and their respective upgrade cards.

U need 10 epic cards in custom deck, if u put 4 heros with 3-4 hero specific cards in and the rest elite, hast,... U will probably have a fitting pair after 15-20 minutes

and if u once discarded a hero-upgrade card and seconds later u will get the hero, u will always think twice discarding it.

But i think these cards should cost 50 gas, then they can be made even stronger. Or not?

Bryen
03-12-2011, 10:06 PM
I wouldn't rate increased range for cerigan just as good as Yamato do no damage to revange or 50% speed for stone zelot. Not moving mothership card for example should be for free.
But why make just 1 upgrade card per epic? Some epics could have more upgrades. Only problem, who could find so many specific card graphics that resemble units ability not unit itself or something like that :)

Random
03-12-2011, 11:21 PM
How about making less of these cards for several units, instead of one card for every unit. Like one card per race or two per race (air & ground) or something like that. It could be discussed if all units affected by one card should have the same bonus, or if one card could have different effects on different units (like Elite Training has a different effect for Siege Tank than other units).

Clord
03-13-2011, 07:39 AM
Some new cards could make more sense like. Card what orders most Zerg units to burrow for ten seconds (game time seconds naturally). Could nicely sneak past some units to whack that Siege Tank etc. Or prevent Siege Tank from destroying your non-elite Zerg units.

Bryen
03-13-2011, 11:33 AM
It would be enjoyable if mothership lets say 3 or 4 upgrade cards.
One that makes it stop like suggested.
Second that adds additional weapons that would actually be useful ^^
3rd that teleports all allied units under it.
4th that adds purifyer's special attack to mothership. the one it needed to charge while on top of the building
since those are spell cards they are obviously for free :)

Trias
03-16-2011, 06:04 PM
Hatchery: Spawns a random zerg unit (from zergling to ultralisk - with probability adjusted accordingly) every x seconds until destroyed.

Bennosmak
03-17-2011, 03:19 PM
what about a new card gascosting style.
lets take for example DarkArchon

Dark Archon 10/100 (Splashdamage)
Gas 0, Minerals 0
Each second this card is on the field, it costs the player 10 vespene (or if balance issues, 5 vespene) more. If player cant afford the vespene, Dark Archon gets destroyed.


Its the idea of a cheap defending and extreme high costing attacking unit. If Dark Archon reaches the enemy comandcenter it should cost the same as Archon. This way it gets more expensive every second fighting.

Bryen
03-17-2011, 05:40 PM
Dark Archon 10/100 (Splashdamage)
Gas 0, Minerals 0
Each second this card is on the field, it costs the player 10 vespene (or if balance issues, 5 vespene) more. If player cant afford the vespene, Dark Archon gets destroyed.

Totally not worth for attacking enemy fortress as it could take about half minute to reach it costing 150 gas.
But I like the idea how you can use it in defending vs enemy waves at your own base - pay nothing, destroy main attackers, archon gets killed while draining small amount of your gas and then you send some real counter :)

Clord could really use this idea on some card.

Clord
03-17-2011, 05:43 PM
Totally not worth for attacking enemy fortress as it could take about half minute to reach it costing 150 gas.
But I like the idea how you can use it in defending vs enemy waves at your own base - pay nothing, destroy main attackers, archon gets killed while draining small amount of your gas and then you send some real counter :)

Clord could really use this idea on some card.
Then again. That is somewhat similar what Missile Turret, Spore Crawler and Sentry pretty much does. Also with price of HP Boost, those things can keep cleaning base from enemies even longer.

Bryen
03-17-2011, 07:45 PM
only this thing would cost you gas only. And if it does not die while defenging it will drain too much your precious gas.
Idea is amazingly simple - buy now, pay later - yet its so good for different kind of strategies:)
How about giving this effect to the other hybrid unit. Should look for good dmb/hp/gas drain combination though.

iRage
03-24-2011, 01:53 PM
Sorry for the double post, but i just found this thread, so:

What about a "clone"-card. After using the "clone"-card, the next card you will use will automatically spawn again. So if you use clone-card and ultralisk, you will get another ultralisk. I think with such a card you could try out a lot of nice tactics: (double queen, double sentry, double medic, double hero etc.) But it also might be OP. Just an idea.

A friend of mine also talked about a "REAL" changeling card, that will change into the unit, it first runs into.

Clord
03-24-2011, 02:04 PM
Actually Clone Card idea is something I have already thought of and will eventually be in the map.

My approach for card functionality would be that it is first card what effects to unit what is already selected.

It would cost 50-75% unit's Vespene price to clone it.

Random
03-24-2011, 05:12 PM
I'm looking forward to that card.

Oh and by the way... (since iRage is not the first one to have that idea):

http://img402.imageshack.us/img402/5649/clonel.png

A friend of mine also talked about a "REAL" changeling card, that will change into the unit, it first runs into.
I like it. Changeling could be replaced by Drone or Larva (graphics are already there) and the new Changeling could be what you described.

Random
03-25-2011, 06:02 PM
http://img830.imageshack.us/img830/6352/evac2.png

Stats: Spell

Price: free of charge (still up for discussion)

Description: All your units are teleported back to your team's Planetary Fortress immediately with their health, shields and energy fully restored.

Bryen
03-25-2011, 07:03 PM
its a spell card so it should be for free :)

Bestgame
03-27-2011, 02:21 PM
http://img830.imageshack.us/img830/6352/evac2.png

Stats: Spell

Price: free of charge (still up for discussion)

Description: All your units are teleported back to your team's Planetary Fortress immediately with their health, shields and energy fully restored.




+1 yes yes yeeeeeeeeeeeaaaaaaaaaaah evac evac evac :D O boy so many units i wouldn´t loose when 50 units atacking enemmy base are ganked by 1 marine :D

Ginchan
03-27-2011, 03:12 PM
definitely needs a price, extremely powerful to stop turrets/ an attempted pushback

Random
03-27-2011, 03:22 PM
I guess it could cost up to 30 vespene, but nothing more than that.

Also, I'm not sure if boosted units should keep their boosts or not.

Bryen
03-27-2011, 03:26 PM
The price should be free if it epic.
if its uncommon then make it somwhere between 10 to 25.

BorkBot
03-27-2011, 07:34 PM
It's too good not to cost something.. even if epic. It allows you to use multiple very expensive units a second time due to the recharging of health and shields and whatnot. You may say spell cards cost nothing, but Nuclear Strike is essentially a spell card, too.

I'd say 50 gas seems about right. And strip the boosts.


As for the changeling, maybe it could turn into whatever unit kills it. That'd make long range units/very fast moving units a proper counter against it, as they could prevent the changeling from taking a very powerful (epic) shape.

Bryen
03-27-2011, 08:24 PM
ohh, i somehow missed the part saying it recowers hp :D
but why would evac restor hp? i though it could be used to call bak my voidrays from spore crawler and other epics from sentry gun.
And still why should it cost something just because of recovering hp if Elitte training not only restores it but also doubles for free.

BorkBot
03-27-2011, 09:25 PM
Because elite training doesn't save your epic unit from certain death at the hands of mass cannons / failure to target masses of enemies hitting your epic unit that's attacking the enemy PF. It just prolongs the inevitable if it's used that way.

Sending in mass reinforcements to deal with a push that's attacking your base generally costs a lot of gas and chances are the defenders will have little left when that push rolls in a second time. It's only fair that such a 'second chance' has a price tag attached.

Ginchan
03-27-2011, 09:37 PM
a full hp archon with elite training will still attack the planetary fortress
a full hp archon that got evaced will first kill your army, then attack the planetary fortress

Bryen
03-27-2011, 09:42 PM
you won't have enough gas to use this card in some cases then. you could send some backup instead if you had a spare gas and maybe also win. Just saying that making too big cost would make card usless for one or another reason.

BorkBot
03-27-2011, 09:52 PM
I think the best solution would be to simply evac units back to your base without restoring anything, keeping boosts and then having no cost attached to it.

If you want to heal 'em back up for your next push, then use healing units/cards/boosts in addition to the evac card. It's easier to keep it balanced that way.. Not too good by itself in some situations, while it's still worth using under circumstances that occur frequently enough (a high cost would only make it worth it for recalling one or more epic units, and not for your void ray example).

Random
03-27-2011, 10:14 PM
but why would evac restor hp?
If you evacuated your troops from a battle zone, would you just send them right back in there without letting them recover first?

BorkBot
03-27-2011, 10:25 PM
If you'd let them recover, it would take a while before they could be out in the field again. It'd depend on the circumstances if that time is available or not...

If Evacuation itself does not heal, the circumstances would depend on the other cards in your hand, or whatever medics/medivacs/science vessels were among the evacuated units to help patch them up.

Random
03-27-2011, 10:37 PM
How about adding a timer for the card here, like the nuke has? It could start at 0 and increase over time to a certain maximum: X (maybe 25 or so). Then it would restore X HP to the evac'd units and it could also cost X vespene.

Ginchan
03-27-2011, 10:38 PM
If you evacuated your troops from a battle zone, would you just send them right back in there without letting them recover first?

if u were to train all your troops, would you do that whilst they are fighting on the battlefield or would you do that in advance whilst they are in your base?
also, how are you possible to give all the units such intensive training in 0,1 seconds

stuff in this map doesnt make sense

BorkBot
03-29-2011, 03:47 PM
It seems there are very few uncommon combat focused units...

A suggestion for the inclusion of the Predator unit has already been made, but I want to make another one (not that I didn't like the original suggestion, that one was cool too :p)

Predator
Uncommon
Cost : 30
Attack: 2 (vs light: 4) - in an arc, like firebat
HP: 12
Speed : 1.5
Attack Speed : 1
Range : Melee
Target : Ground only
Cloak (like banshee: cloak turns off while attacking)
Detector

Murloc Marine
Uncommon
Cost : 20
Attack: 2-12 (random - it came from an RPG after all!)
HP: 4
Speed : 2
Attack Speed : 1
Range : 7
Target : Ground/Air

Fumbling, unpredictable unit that might get streaks of awesome, or instant utter failure. Though a few ghosts/stalkers will dispatch of it quickly.

Hercules
Epic
Cost : 65
Attack: 20 (splash)
HP: 60
Armor: 1
Speed : 0.5
Attack Speed : 0.5
Range : Melee (must fly over target)
Target : Ground only

Basically a lesser air-tank (compared to Jack's) that's devastating if it's allowed to reach its target to unleash its carpet bombs, but vulnerable to fighter aircraft.

Rory Swann
Epic
Cost : 40
Attack: 6
HP: 30
Speed : 1
Attack Speed : 1
Range : 5
Target : Air
Places a Sentry Gun when he reaches the center of the map (uses energy that does not recharge, to avoid incidents of multiple turrets due to pathing). This Sentry Gun can be boosted just like any other turret.

The use of this card should speak for itself. A means to turn the tables before the enemy is at your doorstep. Pretty good surface tank against air units as well.

Overlord/Leviathan
Epic
Cost : 50
Attack: 6
HP: 30
Speed : 1
Attack Speed : 1
Range : 5
Target : Ground
Places a Spore Crawler when it reaches the center of the map (uses energy that does not recharge, to avoid incidents of multiple turrets due to pathing). This Spore Crawler can be boosted just like any other turret.

Same as above. Except it's the opposite.

Random
03-29-2011, 07:44 PM
I like the Hercules and especially the Murloc Marine.

The Predator is cool too, but I'd prefer the Hellion for that concept. And I'm not so sure about the cloaking...

I like your concepts for Rory Swann and the Overlord/Leviathan, but unless Sentry Gun and Spore Crawler both get nerfed, they shouldn't be boostable when deployed this way.

Nillen
04-06-2011, 03:32 PM
What about the SC1 broodwar unit Dark Archon, which had mindcontrol over enemy units? Would be fun to turn an elite archon over to your own side :lol:

I suggest same stats as regular archon, except only 5 dmg, price increased to 150 gas, and random mindcontrol every 5 seconds :D

Random
04-06-2011, 08:17 PM
I had a different idea for the Dark Archon:

http://img546.imageshack.us/img546/1219/darkarchon.png

Stats: 0/70 (10 HP + 60 Shields)

Price: 90 Vespene

Description: Whenever a unit deals damage to the Dark Archon, the same amount of damage is dealt to that unit.


(Of course the exact numbers are up for discussion.)

Ginchan
04-06-2011, 08:41 PM
I kind of like that random,
how about adding this spell aswell
Whenever a unit gets killed by the dark archon, the archon recharges a small portion of his shields

this would require the vespene price to be increased though

Random
04-06-2011, 08:49 PM
I kinda like that, Gin. :)

I've had other ideas for more abilities as well, but I thought, that might be too much.

- When Dark Archon dies, 2 Dark Templars are spawned.
- When Dark Archon dies, all units within a range of 4 become unable to move or attack for 5 seconds.
- You permanently take over the unit that kills Dark Archon.

All abilities are inspired by the original abilities of the Dark Archon in SC1.

Ginchan
04-06-2011, 09:04 PM
- You permanently take over the unit that kills Dark Archon.

that sounds sexy :o, other ones don't seem that special or exciting though

Nillen
04-07-2011, 05:10 AM
Sounds nice Random! ^^

Bryen
04-07-2011, 06:10 AM
It doesn't seem right for epic card to not have attack. How about giving him 5 damage attack? For a little increase in price of coures :)

Random
04-07-2011, 09:24 AM
In SC1, the Dark Archon didn't have an attack either. His ability should make him able to kill most units that attack him.

If you wanted to counter Dark Archon with a single unit, it would need more HP than him (Archon, Kerrigan, J's Revenge, Mothership, Stone Zealot, Carrier, or boosted stuff), deal a huge amount of damage in one blow (fully charged Mohandar, J's Revenge's Yamato Cannon, boosted stuff) or have HP regeneration that is higher than the damage it deals and thus takes (Immortal, Hybrid, stuff that is being repaired).

Of course you wouldn't send your Dark Archon alone and you wouldn't usually counter it with only one unit. This is just to show you, that an additional "real" attack is unnecessary and would be way OP.

I'd rather add another ability than an attack (see posts above). My favorite is the one where the unit that kills the Dark Archon is taken over. The unit would very often die or have very low HP from attacking the Dark Archon, so the ability only makes sense if it also revives the unit (if necessary) and restores its HP (or at least a part of it). That would have to come with an increased Vespene price, of course.

The original Dark Archon was also immune to many abilities, wich could be used for balancing. Although I'd prefer it if that wasn't the case.
Buff: Make it immune to (some) enemy abilities (Yamato, Poison Glands, Spider Mines, Slow, Vortex) (NOT immune to Nukes)
Nerf: Make it immune to (some) friendly spells and abilities (Elite Training, Shields, Haste, Berserk, Pylon, Emperor's Will, Vortex, Medivac, Guardian Shield, Terrazine Boosts) (still NOT immune to Nukes)

BorkBot
04-07-2011, 01:37 PM
I can totally see it happening already... the Planetary Fortress kills the Dark Archon, the PF is taken over and the enemy's units start attacking their former PF. Doh :p

On a more serious note.. banelings will pwn that card. Massive damage and nothing left to take over.

Random
04-07-2011, 01:44 PM
Not only Banelings. A single Immortal could actually kill a Dark Archon. :)

I guess if it's killed by the PF (or any other structure), the last UNIT to damage the Dark Archon could be taken over. Or nothing happens, I don't care. :P

Ginchan
04-07-2011, 04:19 PM
the Planetary Fortress kills the Dark Archon, the PF is taken over and the enemy's units start attacking their former PF. Doh :p

would be worth it to put that in the game just to see the reactions of some players :drool:

BorkBot
04-10-2011, 03:15 PM
More random (well, not really) ideas...

Demoralise
Epic
Cost : -
Reduce attack damage of all hostile units on the field by 50%.

Seeker Missile
Uncommon
Cost: 15
Deals 9 damage to a targeted hostile unit. Splash 3 radius, hits both air and ground units.

Point Defense Drone
Uncommon
Structure
Air
Cost : 20
Attack: -
HP: 20
Energy: 25 (1/sec recharge)

Automatically shoots down projectile attacks within 8 radius. Costs 5 energy.

( marauders, vikings, banshees, battlecruisers, thors, stalkers, phoenixes, scouts, mutalisks, corruptors, hydralisks )

This could be a good replacement for the supply depot if no use is found for that...

Psi Disruptor
Epic
Structure
Cost : 20
Attack: -
HP: 10

The Psi Disruptor slows the movement and attack speed of all enemy units within a radius of 8 by 50%. Fires about once every second.

Diamondback
Uncommon
Cost : 25
Attack: 2 (5 vs armored)
HP: 15
Armor: 1
Speed : 1.5
Attack Speed : 1
Range : 7
Target : Ground only

Fires on the move, though it stops once it's close enough to shoot the enemy PF.

Kitsu
04-17-2011, 12:17 PM
Marionette Control
Uncommon
Spell Card
You can control by yourself the selected allied unit.

Clord
04-17-2011, 07:19 PM
Marionette Control
Uncommon
Spell Card
You can control by yourself the selected allied unit.
Would require to make unit timed so it can't just sit there shooting Planetary Fortress from back. :)

Ginchan
04-22-2011, 06:15 AM
what an insightful card design

Random
05-01-2011, 05:31 PM
http://img215.imageshack.us/img215/3949/exaltation.png

Stats: Targeted Spell

Price: 25 Vespene

Description: Gives a selected Protoss unit the following boosts:

+100% attack damage
+50% attack speed
+2 armor
+10 HP

NumbRain
05-01-2011, 10:27 PM
does that include carrior and mothership? So overpowered :)

Ginchan
05-01-2011, 11:20 PM
I don't like that damage numbers are % based yet survivability numbers are flat, either make both % or both flat numbers

Clord
05-04-2011, 11:09 AM
http://img215.imageshack.us/img215/3949/exaltation.png

Stats: Targeted Spell

Price: 25 Vespene

Description: Gives a selected Protoss unit the following boosts:

+100% attack damage
+50% attack speed
+2 armor
+10 HP
When it comes to releasing next batch of new cards. This sounds nice. :)

With some changes of course like armor and Hit Points being percentage based and not restrict it to buff Protoss related units only.

Random
05-04-2011, 01:15 PM
With some changes of course like armor and Hit Points being percentage based
I chose a flat number for HP to make it more effective for common/uncommon units instead of epics.
And a percentage based armor buff would only apply to units that already have armor, wouldn't it?
I'd prefer all flat numbers instead of all percentage, but if all are percentage based, that should include the vespene cost, too (maybe cost of Exaltation = cost of targeted unit?).

and not restrict it to buff Protoss related units only.
Why not add different cards for Zerg and Terran?
I made so many graphics, you could use some of those, like Evolution or Hive Mind for Zerg, Rage for Zerg/Protoss (could be changed to Zerg only), Last Stand for Terran/Protoss, Suicide Mission, Evac or Sabotage for Terran.
Or I could make new graphics if someone has a good idea that doesn't fit these cards.

Battleangel
05-07-2011, 01:50 PM
Ok i have 2 ideas for cards...


1. Souleater
rare card 20 bespin
slow moving stealth untit with 1 hp that takes over the body of the first non mechanical unit it reaches (small range).

2. Kismet
free epic card
cast 1 of 4 possible effects (by coincidence) on non enemy target
1-3 the upgrades like armor speed damage
4 kills unit

hope you like it :)

Shizophreak
05-07-2011, 06:03 PM
Terrazine Tank Engineer

Uses Swan's Model

Uncommon
25 or 40 Gas (see below)
Slow Movement Speed (like -50%)
0/5 Attack/HP

Effect:
Once he's on the Field, increases your terrazine income by 100% (for 25 Gas, so if you have 0 income, it's still zero, otherwise 2).
Or +1 (for 40 Gas - so if you have 0 income, it becomes 1, otherwise 2).

Hope this hasn't come up yet ;>

Knut
05-22-2011, 05:38 PM
Brutalisk

http://www.bilder-hochladen.net/files/i1bf-1.jpg

CardType: Uncommon

Stats: 2x2/15 (1x4 vs Air)

Cost: 40 Vespene

Armor: 1

Speed: 1

Type: Bio/Armored/Massive

Description:
When it dies it spawns 8 Broodlings

Details: Tanklike unit with special suprise.

Easy Kills: light units and light air

Effective Counters: Firebats, Banelings, Bane Nests, Immortals, Turrets, Sentry Guns,...

Open Questions: I hope none


If you like it, please write a comment!

Knut

Random
05-25-2011, 02:53 PM
http://img12.imageshack.us/img12/2338/evolutionb.png

Stats: Spell

Price: 40

Description: All your Zerg units gain +1 Attack Damage, +5 HP and +1 Armor.

__________________________________________________ __________________________________________________ _______________________________


http://img835.imageshack.us/img835/4976/terrazinetank.png

Stats: Spell

Price: Free

Description: +75 Terrazine Gas.

Details: It doesn't make sense that there are CO-Powers for all three resources but only 2 resources get a card (or even two cards in the case of Minerals).

__________________________________________________ __________________________________________________ _______________________________


http://imageshack.us/m/837/362/suicidemission.png

Stats: Target Spell

Price: 10

Description: Teleports target unit forth to the enemy PF.

Details: If the target unit is an enemy, the "enemy PF" is actually your own.

__________________________________________________ __________________________________________________ _______________________________


http://imageshack.us/m/638/8145/evacu.png

Stats: Target Spell

Price: 10

Description: Teleports target unit back to the friendly PF.

Details: If the target unit is an enemy, the "friendly PF" is actually your enemies'.

__________________________________________________ __________________________________________________ ______________________________


http://img412.imageshack.us/img412/9915/laststand.png

Stats: Spell

Price: 30

Description: For the next 15 seconds, all players are unable to play any cards or CO-Powers.

Kitsu
05-25-2011, 04:10 PM
http://img12.imageshack.us/img12/2338/evolutionb.png

Stats: Spell

Price: 40

Description: All your Zerg units gain +1 Attack Damage, +5 HP and +1 Armor.

There's already balance issues with zergling rush + shield, this one would be worse ^^ Would be imba on Aberration too (maybe I'd use it in my deck with this card ~~)
But nice for Mutalisk, Roach or a wave of scrouge or banelings


Suicide and Evac are nice both for offense and defense use against epic units. A Mohandar or a Tank is annoying you ? A enemy MS is just spawned ?Suicide mission on it ~~ That would raise the interest of Ultralisk or Hybrid. But be careful with Jackson's



http://img412.imageshack.us/img412/9915/laststand.png

Stats: Spell

Price: 30

Description: For the next 15 seconds, all players are unable to play any cards or CO-Powers.


That would be a little too easy if a tank or a mohandar reaches the enemy's FP.

Random
05-25-2011, 04:31 PM
There's already balance issues with zergling rush + shield, this one would be worse ^^
In the case of Zerglings, it's like using Shields and Berserk at the same time (plus the Armor, but it's not that effective on small units). Shields and Berserk are both free; Evolution costs 40.

Bryen
05-25-2011, 04:46 PM
Evac could be for free

Suicide mission may be too powerful on Some epics like J's revange. Maybe it should work on non-massive units

Ginchan
05-25-2011, 05:45 PM
Description: For the next 15 seconds, all players are unable to play any cards or CO-Powers.

with some decent teamwork you could disable everyone from actually doing anything for over a minute

Random
05-25-2011, 06:59 PM
with some decent teamwork you could disable everyone from actually doing anything for over a minute
How? /:|

Ginchan
05-25-2011, 07:39 PM
How? /:|

have some luck with last stand cards and after you summoned a big army, whole your team could just coordinate the usage of them and (hopefully) be the best at mashing buttons

BorkBot
05-25-2011, 08:21 PM
Agree with the concerns already posted.. Suicide Mission is too powerful combined with units that were made slow for a reason. Best only make it possible to use on non-epic units.

The problem with Evolution is that it's far too effective when combined with shields. Giving the weakest units like a triple survivability boost and then some attack power to boot. Best only make that card work on units that cost vespene, just like the pylon's shields. Then at least it can't be used with the zergling rush co-power and the BC riot.

As for Last Stand.. not really a good idea in my opinion. It's even the most useful for doing the exact opposite of what the card name implies, which is preventing a 'last stand' on the enemy's turf when you're already blasting their PF to bits. Such a card seems really unnecessary as it's already hard enough to get rid of a superior attacking army.

I think the following would be better for a 'last stand' type of deal, which only works defensively:

For the next 5 seconds, all units and structutres that are on your team's half of the field become immune to damage, including newly spawned units and units that enter the area.

This would mean that you could quickly spawn a number of units to counter the attackers without being shot down immediately, and hopefully gather sufficient numbers to turn the tide. Of course it'd be far more efficient if teamwork is applied, which is a bonus. It could also be used to quickly spawn units to defend vulnerable, tactical units such as a siege tank or Emperor's Will in situations where you might otherwise be too late. Or to shield them from banelings.

Random
05-25-2011, 08:45 PM
Suicide Mission is too powerful combined with units that were made slow for a reason. Best only make it possible to use on non-epic units.
Yeah, I guess.

Best only make that card [Evolution] work on units that cost vespene, just like the pylon's shields.
That would make sense for balancing reasons. But it would suck if some spells affected them and some wouldn't.

For the next 5 seconds, all units that are on your team's half of the field become immune to damage, including newly spawned units and units that enter the area.
That was my original idea for the Last Stand, but I was afraid that would be OP.

Kitsu
05-26-2011, 10:17 AM
Nydus Worm (uncommon)

Cost : 15 (or 20?)

Description : Transform a targeted unit into a Nydus Worm. When a player owns 2 Nydus Worms, a Nydus network is created and his units are automatically transferred from the first (if reached) to the second Worm.
Nydus Worm's stats are 0/5 (or 0/10 ?) with 1hp/sec regen.

Idea that went through my head.
Surely very useful to keep terrazine control, to reach the enemy's PF faster. But rather easy to destroy if there's no protection (so the teammates must continually send units too).
But 2 issues :
- The structures (they're somewhat big)
- Units like Jackson's Revenge are really advantaged.
Maybe the transfer would require some seconds and if the Worm is destroyed, the units in the transfer too.

Random
05-26-2011, 11:42 AM
When a player owns 2 Nydus Worms, a Nydus network is created
So unless you get the card twice, it's completely useless? Isn't the Nydus supposed to be one worm with two endings?

- The structures (they're somewhat big)
That can be changed.

- Units like Jackson's Revenge are really advantaged.
How about ground units only? Or non-massive only?

Maybe the transfer would require some seconds and if the Worm is destroyed, the units in the transfer too.
I don't know about that. The Nydus is very vulnerable, thus making it extremely risky to send valuable units (or ANY unit).

All in all, I like the idea. I just don't think it's necessary to get 2 Nydus Worms for it to work.

Shimeone
05-26-2011, 11:54 AM
I like the idea of Nydus Worm :p

Well i did have also some idea, and here's something i should have done for the contest :

Prepare for War

http://imageshack.us/m/832/951/prepareforwar.jpg

Type: Spell card / Uncommon

Cost: 30 Vespene gas

Text: Search into your deck for a card, and put this card in your hand taking the slot of Prepare for War.

Issue : Is this hard to implement? I love tutor :o

Random
05-26-2011, 12:08 PM
Nice idea. May be hard to implement, though. Not sure.

I like how you get your ideas from MtG. :asawe:

Bryen
05-26-2011, 12:25 PM
Corruptor
cost: 20
HP/ATT: 10/0
ability: gives a 15% chance that enemy player will draw Corrupted card.

Corrupted card can only be discarded.

Random
05-26-2011, 12:52 PM
http://img638.imageshack.us/img638/9482/lightningbolt.png

Stats: Target Spell

Price: 80% of target unit's cost

Description: Destroy target unit.

BorkBot
05-26-2011, 12:55 PM
http://www.youtube.com/watch?v=j_ekugPKqFw

:p

Bryen
05-26-2011, 01:15 PM
http://img638.imageshack.us/img638/9482/lightningbolt.png

Stats: Target Spell

Price: 80% of target unit's cost

Description: Destroy target unit.

That doesn't look like lightning. Maybe Ion-Cannon?

BorkBot
05-26-2011, 02:38 PM
That was my original idea for the Last Stand, but I was afraid that would be OP.
It wouldn't be OP if the enemy's units in the area are also made invulnerable for the duration. Units spawned on the defense would start shooting at enemies but not actually damage them, while during those 5 seconds your PF will still be under fire and there's not a thing you can do about it. It's a trade-off to be able to gather enough forces to deal with current attackers and fresh units being sent by the enemy. For it to be really effective, you'd need good preparation (good counter cards that are likely to kill off as many units as possible and/or survive for a while after the 5 seconds of invulnerability are over) and coordination (everyone on your team holds onto their vespene and good cards and plays them all at once while Last Stand is active).

I like the idea of Nydus Worm :p

Well i did have also some idea, and here's something i should have done for the contest :

Prepare for War

http://imageshack.us/m/832/951/prepareforwar.jpg

Type: Spell card / Uncommon

Cost: 30 Vespene gas

Text: Search into your deck for a card, and put this card in your hand taking the slot of Prepare for War.

Issue : Is this hard to implement? I love tutor :o

I doubt that this idea is feasible. In MtG, being able to search for specific cards in your deck means that you can save valuable turns. But TCG works with the discard for minerals system. This means that +minerals cards already have a similar effect (you can spam discard a few times and hopefully you'll get something you like).

To be able to search for a card, a new GUI would have to be made (something where you can browse through the cards and pick one) and tested. That seems a lot of work just for one card with an effect that can already be simulated in the existing system.


As for the Lightning Bolt card.. I find that direct destroy cards might be a bit excessive. In its current form, it's cost efficient to counter everything and requires hardly any thought and no luck at all to use. It'd be more balanced as a co-power, similar to sabotage (but with a greater cost if it's to work on epics, like 500). If there's one thing about MtG that I hate, it's those cheap destroy cards that blow up even the most powerful and expensive cards, which you can't do anything against besides counterspell (which isn't even possible in TCG).

I think that cards that do a static amount of damage for a static cost are better as a means to support the front rather than dominate it.

For instance, a common card that deals 4 damage for 10 vespene, an uncommon card that deals 9 damage for 20 vespene and an epic card that deals 45 damage for 50 vespene to a target unit.

That basically allows you to snipe some particularly bothersome units with high damage and low survivability, but tougher (or hp boosted/shielded) units of the same quality as your card are generally still too strong to zap away at will with just one card. You'd need at least two cards or target a unit that already took some damage to take them out entirely.

Clord
05-26-2011, 06:44 PM
Problem is that there is already tons cards and we are trying to push even more what adds something to map in good way.

Random
05-26-2011, 08:07 PM
Problem is that there is already tons cards and we are trying to push even more what adds something to map in good way.
Problem is that, no matter how awesome THE Card Game is right now, if you don't keep adding new stuff, people will eventually get bored.

Clord
05-26-2011, 09:42 PM
Problem is that, no matter how awesome THE Card Game is right now, if you don't keep adding new stuff, people will eventually get bored.
Actually. I did not onepoint edit map for months and it was more popular than ever before.

Anyways. Ideal thing is to prepare new stuff. Thus contest winner gives good excuse to update the map. :)

Kitsu
05-27-2011, 09:36 AM
So unless you get the card twice, it's completely useless?

That the idea of this card =) to create the first Worm the nearest possible from your CC and the second one at a good distance.

Isn't the Nydus supposed to be one worm with two endings?

Err yeah it's possible, I don't play Zerg in normal games xD. But you understand the purpose of this card : you need the two parts to make the transfer work.

Regarding Lightning Bolt, It's not a bad idea but I think It would be too situational. Coz experienced people know about countering and rather send units to get rid of some epic units (some cannon fodder + damage dealer vs JR is cheaper than spending 80 gas).

BorkBot
05-27-2011, 01:03 PM
That the idea of this card =) to create the first Worm the nearest possible from your CC and the second one at a good distance.



Err yeah it's possible, I don't play Zerg in normal games xD. But you understand the purpose of this card : you need the two parts to make the transfer work.

Regarding Lightning Bolt, It's not a bad idea but I think It would be too situational. Coz experienced people know about countering and rather send units to get rid of some epic units (some cannon fodder + damage dealer vs JR is cheaper than spending 80 gas).

Quite the opposite. Sending counter units is iffy because the enemy can counter your counters and you might end up wasting vespene with little effect. Shooting things down without repercussion with a means that costs less than the target is cheap in both senses of the word. And once that obstacle is dead you can steamroll the enemy's units which required that zapped unit to protect them. Too effective. Especially because you can completely ignore spell buffs and terrazine boosts while counter units can't. If it was implemented in this form, I think you'd see them being used constantly, to a point where it's just irritating. Siege tanks and Mohandars would be shot down all the time, and so would any boosted epics and other tactically important units which you might've struggled to get into position. Not fun.

Clord
05-27-2011, 07:03 PM
Yeah. It is ideal to be careful when it comes to damage dealing spells. Make them too powerful and common and you have match with more length but less actual countering, etc.

Damage
05-28-2011, 03:37 PM
The game needs more basic cards in my honest opinion. Far too many people are suggesting these really complicated and confusing cards when really the game is complex enough as it is.

Here's some of my ideas for nice simple cards:

Name: Hellion
Quality: Common
Race: Terran
Classification: Mechanical, Light, Ground
Cost: 17 Gas
Description: Deals damage in a line. +100% movement speed. +2 damage versus Biological. Cannot attack air.
Damage/Health: 1(+2 Bio)/5
Reasons: This is a nice basic unit that has some uses against Hydralisks, large groups of Marines/Marauders and is generally just a nice all round basic unit, sort of like the Goliath. Seeing as it uses a Flamethrower, it makes sense that it hurts Biological units more, but it still doesn't hurt a Firebat due to their armour.

Name: Corruptor
Quality: Uncommon
Race: Zerg
Classification: Air, Armoured, Biological
Cost: 25 Gas
Description: Can only attack Air. Long Range (+4). Armoured (+1). +8 Damage versus Massive.
Health/Damage: 2(+8 Massive)/6
Reasons: A sort of Zerg version of a Phoenix, but with an added bonus against massive air units such as the Carrier, Jackson's Revenge and Mothership. Of course, having a shorter range than a Phoenix means that it will not beat other Phoenixes, but it is much stronger against the heroic air units.

Name: Infested Terran (Ranged)
Quality: Common
Race: Zerg
Classification: Light, Biological, Ground
Cost: 10 gas
Description: +1/sec health regen.
Damage/Health: 2/3
Reasons: Like the Abberation is to the Infested Terran, this unit is a slightly stronger version of a Marine.

Name: Black Zealot
Quality: Common
Race: Protoss
Classification: Light, Biological
Cost: 11 Gas
Description: +1 health regen. Cannot attack air.
Damage/Health: 2(x2)/6
Reasons: Again, like a buffed up version of a Zealot. There is a "Prison Zealot" model file in the game for this unit, which essentially looks like a darkly coloured zealot. This unit will still lose however to an Abberation, but will beat an Infested Terran. This unit gives the Protoss deck a cheap and effective counter against massed Stalkers, which currently normal Zealots are incapable of dealing with due to their low health. And, this unit is easily beaten by a Firebat, as it should.


See? Nice and simple cards.

Random
05-28-2011, 03:48 PM
I like the ideas. I'd change the Black Zealot to Dark Zealot or Infested Zealot, though. And there is already an Infested Terran, so maybe choose a different unit for the concept (Marine with a shield?).

Another basic card could be:

Reaper
Stats: 2/3
Price: 7 Vespene
Description: Fast movement speed (+400%), uses D-8 Charges against structures and massive units (+300% damage), can't attack air.

Damage
05-28-2011, 04:12 PM
What I meant by the infested terran ranged unit though is the one that is found in normal Melee games that uses an infested Rifle.

I quite like the Reaper idea. Nice and simple, and at 7 gas he's almost a throw-out card. Dealing 8 damage against massive is nice too, so he'd actually do some nice damage against things like a Thor, and combining it with his speed, he'd be awesome at taking out Pylons really suddenly before the enemy can react.

BorkBot
05-29-2011, 12:54 AM
This is kinda why I used the Murloc Marine for my submission. It'd be nice to see some more variety in basic common/uncommon units, and everybody else submitted spells or epic units so I hoped it'd fill a niche. Too bad only one other person voted on it |:/

I love your corruptor idea by the way. If it had been on the poll I would have voted on it :approve:

Clord
05-29-2011, 01:12 PM
I like the ideas. I'd change the Black Zealot to Dark Zealot or Infested Zealot, though. And there is already an Infested Terran, so maybe choose a different unit for the concept (Marine with a shield?).

Another basic card could be:

Reaper
Stats: 2/3
Price: 7 Vespene
Description: Fast movement speed (+400%), uses D-8 Charges against structures and massive units (+300% damage), can't attack air.
I kinda like this idea, there is room for anti-structure unit. Also unit like this could provide quick reinforcements, especially if it is an five Reaper squadron.

Knut
05-29-2011, 10:56 PM
"I kinda like this idea, there is room for anti-structure unit. Also unit like this could provide quick reinforcements, especially if it is an five Reaper squadron."

sounds great for me !! reapers ftw ^^

NumbRain
06-12-2011, 03:54 PM
Raven...as the "vulture" for air, use pdd model for bomb drone(stealthed as well duh) that is like a flying spider mine.(and same damage would probably be enough. maybe more if you can't have it move towards target.)

BorkBot
06-12-2011, 04:54 PM
Raven...as the "vulture" for air, use pdd model for bomb drone(stealthed as well duh) that is like a flying spider mine.(and same damage would probably be enough. maybe more if you can't have it move towards target.)

Love this idea. DO IT!

Damage
06-12-2011, 05:09 PM
Raven...as the "vulture" for air, use pdd model for bomb drone(stealthed as well duh) that is like a flying spider mine.(and same damage would probably be enough. maybe more if you can't have it move towards target.)

Now this I like. Air mines for the win.

Bryen
06-12-2011, 05:44 PM
And we could still make PDD a seperate card :D

PDD: cost 35
dmg/hp: 0/5
abilities:
-destroys enemy unit projectiles
- slow move speed(-50%)

Damage
06-12-2011, 06:54 PM
Could also just use the Seeker Drones as the model for air mines, so people are more likely to think "that's gonna explode aint it?".

Clord
06-12-2011, 08:48 PM
I kinda like the idea of Point Defense Drone. With removing expiration time and some changes, it can turn out to be awesome.

NumbRain
06-12-2011, 09:00 PM
Could also just use the Seeker Drones as the model for air mines, so people are more likely to think "that's gonna explode aint it?".

why not.

aikwood
07-17-2011, 11:46 AM
fist of all, love th game, and all the new changes over the last weeks. The Morlocks are epic fun ^^
But what i have been tinking of this few days, is adding a Templar. I see someone sugeting it shud cost 100 gas....i disagree, and i do not like the 5% chanse of killing a unit, or what he sayd. Maby the templar cud throw down 3 or 4 storms across the battle-fiel, layd down at a given distance from the closest enemy unit, sort of blocking the road with storms. This happening every so and so secounds. The Templar shud have alot of life, so it would have the chanse of laying down alest two Storm-blockers, or stormfields across the field. Maby the Templar shud cost 50 or 60 gas. And maby, when it dies, it can make a hallusiation witch takes so an so mutch damage, sort of protecting the othr units. The hallusiation she be blue to all teams, clearly showing its not an attacking unit.Maby it could be a none-attacking collosal, heavely armord so it would be able to absorb alot of damage.

NiggerHacker
07-23-2011, 11:12 PM
my cards suggestion. i know couple of them were already suggested, but here i give my vision on their stats/ballance
COMMONS:



REAPER:

cost:5
hp: 1
atk: 2 (- 50% vs armour units); 8 vs buildings

fast unit, atacks only ground






UNCOMMONS:


GATEWAY:

cost: 25
hp:10

each 10 seconds spawns randomly stalker,immortal, or zealot




HIGH TEMPLAR:

costs: 15
hp: 5
mana:7(regenerating)

can cast storm (manually!) for 7 mana (4dmg per hit)




OVERLORD:

cost:6
hp:5

normal speed. as long as overlord is on map, u draw cards for 5 minerals only




FORGE:

cost: 30
hp:10

as long as forge is on map, u get randomly 1 resource (gas, minerals, terrazine) for every enemy killed by ur units














RARES:


CO POWER:

spell.doubels ur CO power




TOSH:

costs: 30
hp:15
atk:1
mana:10(not regenerating)

can use "snipe" ability manually (10dmg , 5mana cost). clocked unit












BALLANCE suggestions:


immortal : cost 17, 3 dmg vs armored

hydra: 6 hp

hellion: cost 15

bunker: cost 15, hp 30, already loaded with marines (otherwise supply depot is much butter, only 3 gas cost!)

Knut
10-04-2011, 08:15 PM
infested spacemarine
common card

http://starcraftunits.info/system/photo2s/38/standard/Z_infested_terran.jpg?1291408251
cost 8 gas
Stats ( 10, 5, 2.5, 1,25 | 4hp )
Range -1
move Speed -50%
attack speed -50%
has Hydrapoison
Special:
First Shot makes 10 dmg
Second Shot 5 dmg
Third 3 dmg
fourth 2 dmg ( and stays to 2 if healthboosted )
( starts with 10 dmg and after every shot his attack dmg is reduced by -50% approximated)

maybe he contaminates the ground beneath him like the infestor:approve:
looks great with his slow movespeed

every shot drains 1 life caus he shoots with his infestation
maybe we can add a little green or red snotball he shoots:approve:

role: hard damage dealer! glass-cannonball! dies after 4 shots! slow move and attackspeed! weak! dies by almost every unit!

card dicription example:
looses 1hp for every attack,
every attack reduces
next attack damage by -50%
( 10 | 4 )

Knut
10-04-2011, 08:26 PM
i like the overlord suggestion:
OVERLORD:

cost:6
hp:5

normal speed. as long as overlord is on map, u draw cards for 5 minerals only

i would make him:

uncommon
http://images3.wikia.nocookie.net/__cb20090220033336/starcraft/images/3/39/Overlord_SC2_DevRend2.jpg

stationary
cost: 20gas
(0|7)
airtarget <-- no base unit blocker ;)
as long as overlord is on map, u draw cards for 8 minerals

he has no attack animaton and can only poo slime...
i realy like this suggestion because i like playing a lot small and cheap units and im running very fast out of minerals...
in alienpathways too =)

Knut
10-04-2011, 08:51 PM
"Reinforcements" or "Allycall" or "FOR AYUR, RAYNOR AND THE QUEEN" XD

[Epic Card]

spawns 20(!) Units
cost 110 gas
spawns 4 eggs/Zerg droppods with 2x zerglingcard 1 hydra, 1 roach
teleports 4 units with 2 zealots 1 stalker, 1 immortal
Terran droppods 4 pods with 2 marines 1 marauder, 1 goliath



eggs/zergdrop pods, teleports and terran drop pods are not attackable.
teleporting, hatching and dropping in takes the same time (5 seconds?)
and from one to another u have a lot units for a cheaper price.

your base gets knocked down ? take reinforcements and after 5 sek u have a lot of firepower to defend ur base.
the problem: your base is under heavy attack and one unit after another will be chewed up very fast, but 20 units at once take a punch.

pro: a lot units at once, its EPIC it has to be good! Cheaper price fo them all togehter.
no: these units have ther own negatives, u dont get a lot epic cards in the game

Knut
10-04-2011, 09:14 PM
Seeker Missile

uncommon card
http://www.theuen.com/images/abilities-upgrades/seeker-missile.gif
Spellcard (like cloning just more lethal)
Cost 25 gas

you have to target an enemy unit and your cc sends out a Seeker Missile
the missile is not attack or avoidable
has only fuel for your side of the map!

10 dmg
5 dmg splash radius 2

good against militiagroups or taking out scoutgrups or something
high gas cost and medium/low damage lets u think twice if u use it, but can be useful to take out that one single annoing unit

banelings do 10 dmg and costs 5...
but the damage is something to argue ^^

comments please :)

Knut
10-05-2011, 11:29 AM
THE GIANT LASER!!!
epic card
http://static.strategyinformer.com/r/article_images/thumb/62.png

125gas
spawns the giant laser drill cannon (25|10) +1 Armor next to your cc
and a targeter unit ( 0 | 1 ) like the raynor with sniper or gabrieltosh or the other ghost model or someone... /:|

works:
the targeter unit has +1 range and ONLY targets with his laserpointer and no damage
hes cloaked all the time
(can attack the cc i dont know... i dont want a lurker like he was in the beginning: staying out of the detector Range and attack the cc)

targeting takes 5 seconds (or more maybe like mohandar) and a big red targetmarker is on that unit
after these seconds the laser begins to... drill :sexytime:

if the laser is destroyed, the targeter dies on a heartattack
if the tagreter dies, after the dubble targeting time, another targeter spawns and does his work.

good for taking down massive units with much hp
looks cool, ist huge, and its THE GIANT LASER!!!

weak agains a lot fast and small ones
weak like the emperors will and almost that dangerous
if u like the hugeness of the stonezealot, u will love thisone

Card discription example:
Needs his cloaked spotter
to fire
firing needs 5 seconds
+1 Armor
( 25 | 10 )

Knut
10-05-2011, 12:19 PM
Purifier/Artanis
Epic Card
http://galeria.starcraft2.hu/albums/userpics/Artanis_(Mothership).jpg

100 gas
( 25 | 100 )
same abilitys like the normal ms
50% shielded hp
no cloaking
no weapons

CAN be gunned down / no air attack

uses his Planetcracker ability...

http://blog.disappointment.com//wp-content/uploads/2007/06/protoss-mothership-unleashes-its-planetcracker-ability.jpg

...to wash away all enemy ground units
does not affect ally units
stays ontop of the enemy cc and dealing 25 dmg per second

NO startcamper

Damage
10-05-2011, 12:27 PM
As nasty as this might sound Knut, a lot of these ideas are either:
- WAY too complicated. The Laser drill is rediculously long to explain and so is the Infested Space marine.
- Blatently overpowered.
- Boring. (The Reinforcement card, I'm looking at)

Having said that, the Seeker Missile is okay. If a little bit overpowered.

Knut
10-06-2011, 01:49 PM
- WAY too complicated. The Laser drill is rediculously long to explain and so is the Infested Space marine.
i made carddiscription examples...

- Blatently overpowered.
most of the cards are more concepts and good ideas, balancing is not my area of responsibility.
And most of em are Epic they has to be good.

- Boring. (The Reinforcement card, I'm looking at)
That's a matter of opinion. for me its (for example: The Reinforcement card) a answer for a hard enemy rush


so the seeker missile is something to talk about ^^?

Knut
10-10-2011, 08:57 AM
[Epic Card]

Hammer Secuitys

http://images2.wikia.nocookie.net/__cb20110216003741/starcraft/images/thumb/8/82/MarauderMerc_SC2_Rend1.JPEG/335px-MarauderMerc_SC2_Rend1.JPEG

Stats
( 5 / 12 )
Vespene Cost
[45]
Abilities
[Spawn in two]
[Dubble Melee damage]
[Marauder debuff attack]
Special Attacks
[throws the G-4 Clusterbomb only to Buildings, Armored and Massive ground targets]
http://wiki.starcraft2.hu/images/G-4_Cluster_Bomb.jpg
works like the psy-storm or tycus grenade, with ignition delay [15 dmg in area 2]
Armor
[0]
Movement Speed
[slow -50%]
Attack Speed
[normal]
Attack Range
[normal]
Race
[Terran]
Type
[Bio, Armored]
Targets
[both]
Details
[Like the Thor but split up in two units with the G4 Clusterbomb ability]
Strengths & Weaknesses
[Good against slow units and tanks, cheap epic card, hunts down almost every unit and with his 10 hp quite tanky]
[weak against strong damage dealers and high range, swarms, a small version of Tycus]

why this card is not overpowered:
thor does 2x 5 dmg, same here
thor cost 40 gas, here 45
thor 25 life +1 armor, here 2x 10 life
thor one, hammers spawns in two <-- a matter of opinion whats better
thor no spechial ability, G4 clusters <-- compensation more gas cost,slow move speed and no armor

Random
10-10-2011, 04:29 PM
I like it. It's an epic version of Damage's version of my version of the Reaper. ^^

I think they could use a little more HP or some armor, but weaker G-4 Clusterbombs (25 is a lot of damage). Besides that, they're quite nice.

Knut
10-10-2011, 08:08 PM
I like it. It's an epic version of Damage's version of my version of the Reaper. ^^
jop, they inspired me

i had the first idea of +1 armor each, but thats make them pretty tuff with 10 hp
then 15 life but then they had more than the thor...

maybe 12 life each, so the 5dmg´er have to 3 hit em ^^

cluster 18 dmg.
+one shot of them = firebat down

then im for 15 cluster dmg.

Knut
10-15-2011, 10:28 AM
Eagon Stetman

Epic Card
http://images4.wikia.nocookie.net/__cb20110216004040/starcraft/images/c/c9/EgonStetmann_SC2_Rend1.JPEG

(Dmg/Hp)
(0/10)
12 energy
no energy regeneration
gas cost
35
movespeed
normal
armor
+1
spechials
-heals all allys on the field with 1hp regen
-an additionally +3 hp regen in a medium radius around egon

-all allys in egons medium radius have 25% faster attack and move speed after their first attack for 7 seconds
because egon applyed stimpacks/upgrades spell
(stacks with emperors will i dont know)
energy cost 2

-if an allys health drops lower than 25% he casts the:
Phoenix Graviton Beam (air units zeratuls Void Prison)( or toshs Psionic Shield)
on them, in a medium range around him, to save him.
this ability sets the ally in the air for 10 seconds. /the unit cant do anything for 10 seconds.
and gives them an armorboost of +5
no massive units
not channeling
energy cost 5

-if egon runns out of energy he stops all his actions of healing and sarts to regen energy
(2 energy per sec/ and 1 hp per sec) by sitting on the floor untill hes full energy and typing something in his keybard.

Role: Big Healer, unit saver, fire supporter, weak low hp, epic card with no attack, energy regen stops healing

after rethinking:
same stats but:
no energystuff
+1Armor
+1hp global healaura
+3hp mid/shortrange healaura
+25% a&m speed aura in mid/shortrange

Knut
10-15-2011, 12:43 PM
uncommon
spellcard

Bodyguards
http://www.bilder-hochladen.net/files/i1bf-4-a87f.jpg
target spellcard
cost: 30 gas
spawns(like cloning next to the unit): 2 marines, 1 marauder and 1 ghost
these units stick to the targeted unit like the marineguards from the raynor card

good for adding firepower to a firebat or some other slow moving unit. works good with medic card, and stone zealot.
if the vip dies, they die too.

Knut
10-15-2011, 03:13 PM
Epic Card
Marauder Hunters
http://farm6.static.flickr.com/5019/5419826741_c99bd34e36.jpg

Stats (DMG/HP)
(2/20)
Vespene Cost
[130]
Abilities
[improved marauder attack, -50% move and attack speed]
[spawn in 5]
Special Attacks
[600% against armored, means 12 dmg]
Armor
[+1]
( 20 life but +1 armor i think it fits better with these Big guys)
Movement Speed
[normal]
Attack Speed
[+100% = dubble reloadtime]
(big guns need time to reload)
Attack Range
[normal]
Race
[Terran]
Type
[Armored]
Targets
[Air and Ground, both]
Details
[Warpigs clone, but with: 20 instead of 25 life, +1 armor, slowdown, dubble damage but dubble reloadtime. little increased price ]

Knut
10-15-2011, 04:05 PM
uncommon card

cost 25gas
spawns: randomly 4 parts of scrap in front of your base
with (0|5) +1 Armor to soak up dmg
[light]
only you and your allys can walk over/throu these things
enemy meele attackers become 1 dmg per attack
http://galeria.starcraft2.hu/albums/userpics/wireframe-terran-scrapcube.jpg,http://galeria.starcraft2.hu/albums/userpics/wireframe-terran-scrapcubemedium.jpg

protect your queens and eperors will from speeded banelings, zerglings, abberations, infested terrans, give some time if a ghost comes by and so on, the old version of the supplydepot

Damage
10-16-2011, 05:56 PM
Would love to know how you explain that Egon Stettman card in the character limit of the card descriptions.
Also, that Marauder pack is supposed to be like War Pigs.. but they do way more damage, and have armour AND a slow down AND cost less?

Knut
10-17-2011, 06:49 AM
yes! your right ^^"
i rethink these and change some...
the marauderhunters suppose to shoot very slow equal to the warpigs,
warpigs shoots 2 times in the same time but m-hunter shoots only once.
but they do 2x dmg so they supposed to do the same dmg like warpigs.
i rised their price.

with egon...
he supposed to be a simple healer caster but he turned out very comlex.
thx for your comment =)

Knut
10-17-2011, 07:45 AM
Rory Swann
Epic Card

http://images3.wikia.nocookie.net/__cb20110216003652/starcraft/images/4/4b/RorySwann_SC2_Rend1.JPEG

Stats (DMG/HP)
(0|40)
Cost
80
Armor
+1
Movespeed
normal
Abilitys
every time he wants to attack or he gets attacked
he runs in range of 5 and builds up 2 untargetable turrets to his defense
1 for air and 1 for ground

1x Flaming Betty: 2dmg per sec/ 300% against bio/ only ground targets | 1x Autoturret: 2dmg per sec / 300% xtra dmg and against air / targets air and ground
http://images4.wikia.nocookie.net/__cb20100817170504/starcraft/images/4/4b/FlamingBetty_SC2_Game1.jpg and http://images3.wikia.nocookie.net/__cb20081030000859/starcraft/images/thumb/9/9c/AutoTurret_SC2_Art1.jpg/185px-AutoTurret_SC2_Art1.jpg
turrets stay for 10 seconds
Rory Stays next to his Turrets

can build up turrets only all 15 seconds

Race
Terran
Type
Armored
Special attacks
none
Details
counts only on his turrets

baybe he can defend himselfe with his claw i dont know

BorkBot
10-17-2011, 02:51 PM
Prefer my own Rory Swann suggestion from a while ago, as it was more tactical as opposed to this all-purpose unit.


Ground unit with strong missile attacks against air units only, places a one-time ground-only turret once he reaches the center of the map.


The Hammer Securities seem kind of nice, though.

Knut
10-17-2011, 06:28 PM
APC
Uncommon - Card

http://images2.wikia.nocookie.net/__cb20110212135127/starcraft/images/thumb/2/23/APC_SC2_Rend1.JPEG/634px-APC_SC2_Rend1.JPEG

Stats (DMG/HP)
(2/15)
Vespene Cost
[30]
Abilities
[waits on your cc till 8 places (marines 1place, reapers 1place, marauders 2places, ghosts 2places, Firebats 3places ) are loaded up (like the bunker) then it drives to the enemy cc]
[spawns the units if it dies]
Special Attacks
[cannon active all the time]
Armor
[+1]
Movement Speed
[normal]
Attack Speed
[normal]
Attack Range
[normal]
Race
[Terran]
Type
[Armored]
Targets
[Air and Ground, both]
Details
[driving bunker but no shooting windows, if you dont load it up, it stays in front of your cc]

i start to like this more and more =) more toys for my beloved marines ^^

BorkBot
10-18-2011, 01:32 AM
That's a really nice unit concept, actually. Though I wouldn't let it load ghosts. Ghosts operate better on their own. You don't want to bring them to the front.

Knut
10-18-2011, 07:19 AM
yout can load up what u want or what card comes first on your hand ^^ so the apc can be a marine suprise a ghostsuprise or whatever :)

btw. dont worry my head is almost empty

Knut
10-18-2011, 09:06 AM
i know its posted bevore but i like it and i cant find it here anymore
so all the fame belong to the original not me

Nomad or Blimp
Uncommon Card

http://images4.wikia.nocookie.net/__cb20080606124815/starcraft/images/7/7e/Nomad_SC2_GameOld1.jpg or http://www.sc2mapster.com/media/images/33/220/unit-btn-blimp.png

Stats (DMG/HP)
(0/5)
Vespene Cost
[20]
Abilities
[Lays 15 Air Mines (3 damages, splash on hit). Fast movement speed (+100%)http://images2.wikia.nocookie.net/__cb20090418213310/starcraft/images/b/b1/HunterSeekerMissile_SC2_DevGame1.jpg]
Special Attacks
[none]
Armor
[none]
Movement Speed
[normal]
Attack Speed
[none]
Attack Range
[none]
Race
[Terran]
Type
[light]
Targets
[none]
Details
[Vulture for Air, suppose to work like him, air mines are invisible attack when a enemy comes closer with the same dmg of the spidermines. makes the new interceptorcard more interesting.]

BorkBot
10-18-2011, 03:44 PM
yout can load up what u want or what card comes first on your hand ^^ so the apc can be a marine suprise a ghostsuprise or whatever :)

btw. dont worry my head is almost empty

Yeah but that means you can't play ghosts when you just want to play ghosts if an APC is out on the field already.

Knut
10-18-2011, 04:06 PM
then you have to hold em back... i like ghosts in the apc :approve:

Knut
10-18-2011, 04:16 PM
Hercules Dropship
Uncommon - Card

http://images4.wikia.nocookie.net/__cb20100820164519/starcraft/images/3/33/Hercules_SC2_Rend1.jpg

Stats (DMG/HP)
(0/20)
Vespene Cost
[55]
Abilities
[comes with 15 marines inside]
[spawns the marines with 50%life if it dies]
[unloads its payload in front of the enemy cc almost instantly]
Special Attacks
[none]
Armor
[+3]
Movement Speed
[slow -50%]
Attack Speed
[none]
Attack Range
[none]
Race
[Terran]
Type
[Armored, Massive]
Targets
[none]
Details
[takes marines to the front]

another toy for my beloved marines ^^

Card discription example:
Giant Carrier with 15
Marines inside.
-50% Movespeed
+3 Armor
-50% Passengerlife
if destroyed

Knut
10-19-2011, 08:38 AM
RipFieldGenerator
Epic - Card

http://images4.wikia.nocookie.net/__cb20101017182432/starcraft/images/7/78/RipFieldGenerator_SC2_Game1.jpg

(1|25)

Cost
75 Gas

Stationary

Building

Creates a Ripfield around the whole map and
deals 1 dmg per second | 0,5 to buildings
dies after 50 seconds if not healthbuffed
armorpiercing effect

the energy fielddome can be so big that the enemy cc is barely inside.

shielded units/buildings are immune until the shield is gone

dammages ALL defense buildings, both cc, all units payed out and it selfe.
can be extended with health buff
effects do not stack

building can be shot down to end the effect

can NOT end the game

Units with active plasma shields, such as protoss units, are unaffected by the drain.
If a protoss unit is attacked until it shields are depleted,
it will be rendered vulnerable until its shields begin to regenerate.
Units being damaged by the field give off light green smoke.

mybe reduce the cost of eperors will health boost to let hin surwive this

Card discription example:
Creates a Global
Energyfield with:
-1dps to units
-Buildings 0,5dps.
-Armorpiercing.
does not affect Shields.

Damage
10-19-2011, 11:12 AM
Actually, if you made that card only affect enemies, and no effect on buildings, I'd say that's a very interesting card idea actually. It'd probably need nerfing down in damage, but it's still interesting.

...actually on second thought it'd be horrifically overpowered.

Knut
10-19-2011, 11:48 AM
jop its a hard work to balance. i dont know how...
the 1 dmg was for having named a number.

the fact is it dos not only hurt the enemy its a knife with two blades what i like ;)

BorkBot
10-19-2011, 12:38 PM
I don't like that card.. it makes it so that there's a lot of units you simply can't play, so people can only play epic units, immortals and abominations to counter it. You can't even use sabotage to destroy the thing, and it instantly ends the game on sudden death mode even if the team that hits 1 hp on their planetary fortress first does a terrific job at defending and making counter attacks.

Too OP.

Damage
10-19-2011, 01:09 PM
Well, he said that it'd be so that it wouldn't be able to destroy the base. Even so, a field that makes nearly all units worthless - no, no and NO.

Knut
10-19-2011, 09:44 PM
nearly all units wothless?
its a hard card yes
the damage is something to talk about...

but it can be something interresting!!!
you have to hold back your weak units but thats his strenght!!!
maybe save gas for only epics and abberations, or medic...
but if you have a pylon out on the field you can play every card...

i still think its a cool idea but maybe u2 are right and its to spechial...

BorkBot
10-19-2011, 10:05 PM
Why would you play a 35 gas pylon if you're going to lose it in 20 seconds?

Other than abominations, infested terrans, immortals and maybe hellions, there isn't a single common unit that's able to make it to the enemy base if it takes 1 damage per second. Uncommon units will all die as well, so you could only play those few commons, epic cards or buffed firebats to desperately try to reach the enemy base.

Really, that effect is far too dominating to be balanced. In the campaign, the rip-field is OK because you're using units with hundreds of hitpoints. Most units here don't have more than 10.

Maybe the effect should never drop any unit's HP below 5, but drain all shields completely. That way, it would complement a deck that focuses on using many weaker units to counter slow epic cards and tough units such as firebats and void rays, as it will slowly drain their hp and shields so that smaller units can take them out more easily. Structures should be completely unaffected though, in my opinion.

Clord
10-19-2011, 10:18 PM
That Shield Generator would require a some ridiculous gas price and even that barely would justify an almost sure win structure.

Damage
10-20-2011, 12:58 AM
Why would you play a 35 gas pylon if you're going to lose it in 20 seconds?


Technically under his idea, the pylon wouldn't die as it has shields for half its health.

Knut
10-20-2011, 01:54 PM
1. units and buildings with shield are immune as long as the shield is active (like the pylon and all units under his protection)

2. the bulding has a limited life beacuse it hurt it selfe max 50 ingame seconds with healthbuff 150 ingame seconds

2.1: 25 - 75 DMG at all to a cc with 1500 HP is really NOT much

maybe reducing the damage but that woud take its spechial function away

3. the abberation dont losses 1 hp per second, it only compares his 1 hp regen so he can run throu and kill the building if you dont pay attention!!
so all epics
and a goliath or helion with healthbuff comes throu

4. it does NOT end the game (i hope so)

5. gasprice can be something to talk about but it has a limited life

6. At he end of the generatorlife time most players have enauge gas for a big wave so it can be a countdowncard for the big bang( just a theory)

Knut
10-20-2011, 02:44 PM
Point Defense Drone

Uncommon - Card

http://wikicheats.gametrailers.com/images/3/3b/StarCraft_2_Point_Defense_Drone_01.jpghttp://starcraft-2.gamersunity.de/img/sys/2010-08/thumbs/verteidigungslaser-screenshot.1024-535.jpg

Stats (DMG/HP)
(0/100)
Vespene Cost
[15]
Abilities
[is a base defense and not attackable]
[looses 1 hp per second]
Special Attacks
[The drone intercepts missiles and projectiles fired by certain enemy units.
it is effective against:
-marauders,
-vikings,
-banshees,
-goliath,
-battlecruisers/Jacksons Revenges,
-stalkers,
-Reaper D8 Charges,
-militias molotovs,
-scouts,
-phoenixes,
-mutalisks and
-hydralisks.
Its defensive abilities use up 2 Health per shot.
Units like vikings and phoenixes that attack twice or more per cycle will drain 2 Health for each of its individual attacks
(i.e. 1 viking attack consists of 2 missiles. 4 Health would be consumed to intercept both attacks).]
Armor
[none]
Movement Speed
[stationary]
Attack Speed
[-90% very fast]
Attack Range
[+2]
Race
[Terran]
Type
[light]
Targets
[Air and Ground, both]
Details
[point defese drone, uses health to deflect missiles]

Knut
10-21-2011, 05:30 PM
Corruptor
Uncommon Card

http://images3.wikia.nocookie.net/__cb20090511221406/starcraft/images/3/39/Corruptor_SC2_Art2.pnghttp://www.sc2blog.com/wp-content/uploads/2008/07/corruptors.jpg
http://images2.wikia.nocookie.net/__cb20110213205320/starcraft/images/d/df/Corruptor_SC2_Head1.gif
Stats (DMG/HP)
(8/11)
Vespene Cost
[20]
Abilities
[The corruptor covers with his normal attack a single unit in slime. For the duration, that unit suffers an extra 50% damage. for 7 seconds]
Armor
[none]
Movement Speed
[normal]
Attack Speed
[+600% very very slow]
Attack Range
[+5] <-- normaly i wanted +4 but his slimeball has to fly
Race
[Zerg]
Type
[light]
Targets
[Air and Ground, both]
Details
[weak support fighter, good debuff, i tyed to compare him with the broodlord, with his huge range hes a all timegood, cheap version of mohandar or siegetank]

Damage
10-22-2011, 05:09 PM
Giving a 50% damage taken debuff to a common unit is very much not a clever idea. Jackson's Revenges and Motherships would become stupidly easy to counter.

Also, why the stupidly slow attack speed with low damage? It almost seems like you don't actually want this card to be able to kill anything, but only do a debuff - so why not make it uncommon and change the numbers a bit?

Random
10-22-2011, 05:53 PM
Giving a 50% damage taken debuff to a common unit is very much not a clever idea. Jackson's Revenges and Motherships would become stupidly easy to counter.

Also, why the stupidly slow attack speed with low damage? It almost seems like you don't actually want this card to be able to kill anything, but only do a debuff - so why not make it uncommon and change the numbers a bit?
Exactly my thoughts. This might work as an uncommon card with different numbers.

Knut
10-23-2011, 11:45 AM
changed some stats

Clord
10-23-2011, 12:39 PM
I kinda like the idea as an uncommon Corruptor (Since it is a support unit).

Knut
10-23-2011, 01:08 PM
because of his strong debuff he is a support unit in the common game too...
any ideas of changing the stats to your like?

Knut
10-23-2011, 01:16 PM
[Diamondback]
My Diamondback idea as the Uncommon Card

http://images.wikia.com/starcraft/images/7/75/Diamondback_SC2_Rend1.jpg
pic from: http://starcraft.wikia.com/wiki/Diamondback

Stats
( 2 / 18 )
Vespene Cost
28
Abilities
has the Lightning Attack:
looks cool!
Fire on the Move:
The Diamondback can fire its Rail Gun while moving.
and a Mad Driver:
He drives throu the map from a to b with no stop till he reaches the enemy Base
Shoots all the way to all enemys in sight/range
Special Attacks
dubble damage to Mechanical +100%
Armor
+1
Movement Speed
+100% same speed like Goliath
Attack Speed
x2 dubble (= 4dps normal, 8dps against mechanical)
Attack Range
good +1
Race
Terran
Type
Armored, Mechanical
Targets
Both, Ground and Air
Details
good for taking the terrazine tanks and snipe ghosts behind a tank unit because of his mad driver
good against Mechanical units
Strengths & Weaknesses
Strong against a lot weak units, beacause of his fast attack speed
good against Mechanical
Weak because he drives into the range of all enemys ect. Yamato Cannon, Firebats, CC Cannon, Expensive card can be taken out very quickly, when he shoots on the cc he cannot change target anymore.

in the normal game the diamondback shoots his railguns simultaneously i hope clord can change this to shoot alternating,
it might look better becaue of his fast attack speed

i have two another diamondback ideas,

20 gas
2 / 8
+1 armor
+100% speed
no crazy driver
charged shot(original scrapped concept of blizzard):
like the high templar he has energy witch reloads and when hes full he uses it to do 15 dmg to one single target
Role:
damage dealer


or:

30 gas
2 / 10
+1 armor
+100% speed
no crazy driver
no charged shot
+1 range
uses his driving skills to stay out of the enemys range while he can shoots with his +1 range the enemy.
Role:
picking out single units, annoying like the stalker

Knut
10-23-2011, 02:18 PM
Odin
Epic Card

http://images3.wikia.nocookie.net/__cb20100817144710/starcraft/images/d/d0/Odin_SC2_Rend1.jpghttp://images1.wikia.nocookie.net/__cb20100817012559/starcraft/images/b/b9/Odin_SC2-WoL_Story1.jpg

Stats
( 30 / 75 )
Vespene Cost
120 or 1000 Co Power
Abilities
Splash attack
Guns take long to prepare for shooting
Special Attacks
Barrage: Range 12 / 10dmg per second / 6 seconds(?) / only one use
Fires a barrage of shells in front of the cc and its spawningzone, inflicting massive splash damage, hitting ground units, air units and structures.
Armor
+6 (or hardened Armor: max dmg taken = 3)
Movement Speed
-50%
Attack Speed
1x 30 to ground / 2x 10 to air (missile attack)
Attack Range
Odin Weapons Range 6
Barrage Range 12
Race
Terran
Type
Armored, Mechanical, Massive
Targets
Both, Ground and Air

barrage is good for cleaning up in front of the enemys base, high armor,

Knut
10-23-2011, 10:06 PM
Siegebreaker or Viking
I prefere the Siegebreaker with his big turret, hes more tank and less siege :)

Common Card
http://galeria.starcraft2.hu/albums/userpics/Siege_Breaker.jpg,http://images1.wikia.nocookie.net/__cb20080628185131/starcraft/images/a/ac/VikingGroundMode_SC2_Game1.jpg

Stats
( 2 / 10 )
Vespene Cost
16
Abilities
Splash attack / Bulletstorm attack
no siege mode / no air mode
Armor
1
Movement Speed
normal
Attack Speed
2x1 normal attack speed / 1x2 normal attack speed
Attack Range
normal
Race
Terran
Type
Armored, Mechanical
Targets
Ground only

good advantage to the roach
with his splash attack and +1 armor not so strong but pretty tuff life

Knut
10-24-2011, 08:19 AM
Cargo Train front machine Rocket version
Uncommon Card

http://images2.wikia.nocookie.net/__cb20090827202650/starcraft/images/thumb/1/1c/Train_Job.jpg/671px-Train_Job.jpg

Stats
( 5 / 22)
Vespene Cost
25
Abilities
20 hp is shielded
Special Attacks
Roll over attack: attacks the train himselve and the enemy alike
Armor
Hardened Shield = max dmg income 2 (<--- makes the dmg upgrade not wothless)
Movement Speed
fast +100%
Attack Speed
normal
Attack Range
meele
Race
Terran
Type
Armored, Mechanical, Massive
Targets
Ground only

Knut
10-24-2011, 09:42 AM
Obelisk
Uncommon Card

http://images2.wikia.nocookie.net/__cb20100817141114/starcraft/images/7/72/Obelisk_SC2_Rend1.jpg

Stats
(0|10hp +5 shield)
Cost
35
Ability
like the mothership cloaks the cc and all nearby friendly units and buildings in a small area, only your side of the map
Stationary
does not cloak itself
Can be sabotaged
(the cloakingfield suppose to be so small that it does not cloak the siegetank or mohandar when they in range to shoot the enemy cc)

can be used to cloak your pylons andy supply depots to avoid Sabotage

Knut
10-24-2011, 10:05 AM
Warp Prism
UncommonCard

http://images2.wikia.nocookie.net/__cb20090129012051/starcraft/images/6/69/WarpPrism_SC2_Rend1.jpghttp://images1.wikia.nocookie.net/__cb20090129012151/starcraft/images/thumb/5/58/WarpPrism_SC2_Rend2.jpg/367px-WarpPrism_SC2_Rend2.jpg

Stats
( 1 / 15)
Vespene Cost
25
Abilities
-has to deploy to shoot or activate auras, deploying takes some time
-if deployed he has a +1 Armor Aura for all allys in medium range (shield and normal)
-if deployed a +1 healthregen for allys in range
Special Attacks
same weapon as the stalker if deployed
Armor
0
Movement Speed
normal
Attack Speed
slow +100%
Attack Range
long +5
Race
Protoss
Type
Mechanical
Targets
Both, Ground and Air
Role:
Supporter, has to depoly to support

Knut
10-24-2011, 10:46 AM
SpawningPool
Uncommon Card

http://images3.wikia.nocookie.net/__cb20090506205724/starcraft/images/2/25/SpawningPool_SC2_DevRend2.jpg

Stats
( 0 / 1 )
Vespene Cost
9
Abilities
spawns 5 Zerglings and 5 drones if destroyed (drones have same stats as zerglings but normal movespeed)
The Units can be controlled manually. They die after a short time outside their Pool.
Armor
0
Movement Speed
Stationary
Race
Zerg
Type
Bio
Role:
meatshieds for more dangerous units

Damage
10-24-2011, 01:24 PM
I like the Obelisk. It's interesting that it cloaks your own structures and therefore makes them immune to Sabotage. Might need a health boost though, as it'd be the only thing on that side of the field that can be attacked, so more or less anything would destroy it very quickly.

As for the Spawning pool... well, why would I get that if I can have a baneling nest instead?

What would be more interesting is if while the Spawning pool is alive, it spawns a Broodling every 3 or so seconds that attacks the enemy, and give it around 20 health like a supply depot.

Knut
10-24-2011, 04:03 PM
Overseer
Uncommon Card

http://images4.wikia.nocookie.net/__cb20090220033440/starcraft/images/5/5b/Overseer_SC2_Rend2.jpg

Stats
( 0 / 12 )
Vespene Cost
18
Abilities
Detector
Special Attacks
The overseer disables a unit or building, which becomes covered in slime. It can move -50% but cannot shoot while contaminated. does work on massive units.
lasts 6 seconds
can disable up to 2 targets at the same time
channeling ability
Armor
1
Movement Speed
normal
Attack Speed
fast -50%
Attack Range
+2
Race
Zerg
Type
Bio
Targets
Both, Ground and Air
Role:
Supporter, no damage

Knut
10-24-2011, 04:10 PM
the Spawning pool suppose to spawn meatshield units so you can spawn more expensive units or other units like the ghost to take out the enemy units

i like your idea of the Spawning pool but we dont want another dota i think.

maybe the zergversion of the supplydepot with zerglings?

Knut
10-24-2011, 04:28 PM
Forcefield
Uncommon Spell Card

http://images3.wikia.nocookie.net/__cb20110807163526/starcraft/images/c/cd/Force_field.jpg

cost
25 Gas or 250 Co power
Ability
creates 6 or more Forcefields around your cc for 30seconds
meelefighters are unable to attack beacause they cant reach.

when selected an enemy or ally air or ground unit, it is surrounded by 6 or more fields unable to move for 30seconds.
good for stopping healer or ms.

Damage
10-24-2011, 04:29 PM
Since when were Zerglings with 1 health considered meat shields? Plus, being uncommon and costing 15 gas... really not worth it for 5 zerglings and 5 well.. more crap zerglings.

Knut
10-24-2011, 04:58 PM
hmm yea your right sounds crap xD
spawningpool spawns 5 Scourges if destroyed?

and the spawningpool isn a spawning pool its a normal spire
http://images2.wikia.nocookie.net/__cb20090708232054/starcraft/images/thumb/6/6a/Spire_SC2_DevRend2.jpg/200px-Spire_SC2_DevRend2.jpg

so w have a banenest for air
Scourges work well becaus they need some time to accelerate when they want to dive intothe enemy :)

Knut
10-25-2011, 10:25 AM
Tosh
Epic Card

http://images4.wikia.nocookie.net/__cb20110220135835/starcraft/images/1/1b/GabrielTosh_SC2_Rend1.JPEG

Stats
( 2 / 10 )
Vespene Cost
60
Abilities
Can Cast Psionic Shield with 30 hp to protect him
Special Attacks
with every unit he kills, he gains +1 dmg and +1 hp (like zeratul)
Armor
0
Movement Speed
normal
Attack Speed
-50% fast
Attack Range
normal
Race
Terran
Type
Bio
Targets
Both, Ground and Air
Role: dd

Knut
10-25-2011, 10:33 AM
Spectre
Uncommon Card

http://images4.wikia.nocookie.net/__cb20110220135618/starcraft/images/4/41/Spectre_SC2_Rend1.JPEG

Stats
( 4 / 10 )
(14 energy)
Vespene Cost
22
Abilities
colaked if not attacks
Special Attacks
Can cast Ultrasonic Pulse:
The spectre stunns a group of air and ground units for 6 seconds.
(cost 7 energy)
Armor
0
Movement Speed
normal
Attack Speed
normal
Attack Range
normal
Race
Terran
Type
Bio
Targets
Both, Ground and Air
Role: supporter

Damage
10-26-2011, 11:54 AM
I can imagine that playing Tosh into a Supply depot would get pretty freaking crazy, very very quickly. It's a nice idea really to have a unit that gets stronger as it kills enemies, I just wonder how broken it would be if he managed to keep himself alive through a militia horde or zergling rush, and follows up by smacking the base for some ludicrous damage amount after. Could work though, I like it.

As for the Spectre... not sure if I like it, it seems a bit like a High Templar in that it will probably cast its spell once, then end up dead.