Card Ideas and Suggestions 2

By cuttingrage, in Warhammer: Invasion The Card Game

Here are some new ideas as promised earlier. They mainly revolve around High Elves and their healing theme:


Supports and Units:
Sacrifice a development in a zone to heal all damage on one target unit in that zone (limit once per turn).
When this zone is attacked, you may reassign all combat damage assigned to our defending units to distribute that damage among all units you control before it is applied.
Whenever one or more of your units are healed, draw a card.
Whenever one or more of your units are healed, put a resource token on this card. This card gains 1 power for each resource token on it.

Tactics:
Play during any battlefield phase after damage is assigned. Cancel 1 point of combat damage assigned to each of your units. Helps keep units alive but with damage on them. This tactic will work well with Orks too.
Until the end of this turn whenever one or more of your units are healed, draw a card for each unit healed.
Gain 1 resource for each point of damage healed from all your units until the end of this phase.
Cancel all damage that would be dealt to your units until the end of this turn.

Here are some ideas for Support or Unit cards revolving around making attachment cards more competitively playable:
You may play attachment cards whenever you could take an action.

Draw a card whenever you play an Attachment card from your hand. OR Draw a card whenever an Attachment card you control enters the discard pie.

Cheap support card for hexes and diseases: When a card an opponent controls leaves play, if you had an Attachment attached to it under your control draw a card. OR Whenever you play an Attachment attached to a card an opponent controls draw a card.


Hexes:

Waning Hex: Attach to a target Building support card. Treat attached support card as if its printed text box were blank (except for Traits). Note: This can be attached to cards like Warpstone Excavation and Squig Pen to get rid of their negative effects. It can also weaken cards like Garden of Morr or Slave Pen which gain power for resource tokens.

Wasting Hex: Attach to a target Unit card. Attached Unit loses all power.

Here are some ideas to encourage questing especially with Bretonnian neutral cards:

Unit: If you play this unit on a quest you may put a resource token on that quest.

Unit: This unit gains +3 hit points if it is questing.

Support: At the beginning of your turn heal all damage from your units that are questing.

Support: Quest. You may have more than one Hero card in your Quest zone if those Units are questing.

I think the best way they could continue is start creating double cards. Cards with two possible effects:
One powerful but difficult to use
One less powerful but easy to use.

This could give a lot of depth and versatility to decks

cuttingrage said:

Here are some ideas to encourage questing especially with Bretonnian neutral cards:

Unit: If you play this unit on a quest you may put a resource token on that quest.

Unit: This unit gains +3 hit points if it is questing.

Support: At the beginning of your turn heal all damage from your units that are questing.

Support: Quest. You may have more than one Hero card in your Quest zone if those Units are questing.

There are really a few Bretonian cards in thsi game... it's a pity, i ever considered bretonian one of the most important and interesting faction in Warhammer backgrond.

Why did desiners make this choice?

Perhaps they didnt want to make it look too similar to the Empire for people who dont know the Warhammer lore?

Some more cards to encourage questing:

Neutral Tactic: Play during your turn. Move target Unit you control to your quest zone and put it on a quest in play.

Neutral Support: Quest. Whenever one of your questing units leaves play you may immediately place a target unit in your Quest zone on that quest.

My main suggestion would be adding mercanary units because that has huge depth in the warhammer fantasy game. You will have loads of cards to choose from.

One of these units being Gotrek and Felix of the slayer books.

and if they ever intend to add in the missing armies. Only main ones I think have been missed include:

Bretonnians

Tomb kings.

There are lesser armies that have no army books like kislevites and amazons and halflings but I personally havent seen those in years.

CeresBane said:

and if they ever intend to add in the missing armies. Only main ones I think have been missed include:

Bretonnians

Tomb kings.

There are lesser armies that have no army books like kislevites and amazons and halflings but I personally havent seen those in years.

Don't forget the Ogre Kingdoms!

i would love to see tomb kings get its own cap board or better yet i would love to see chaos dwarfs as neutrals just because i think they would be epic in this game and how would the mercenaries work if u dont mind me askin

My suggestion is to release new starter decks for new players. These starter decks would be like pre-constructed magic starter decks and be faction specific. In buying one of these decks a new player could get into the game, with a deck that contains a sampling from the card pool already available. I think doing this would lower the barrier of entry for new players.

Another thing these starter decks could do is help meet the call for reprinting cards that were not originally done in triplicate. The starter decks could purposely be built so that that they each contain a couple of sets of these cards in triplicate. That way the people who want them can buy one thing instead of two more things. Core players get there cards for cheaper, new players have a lower barrier of entry, and Fantasy Flight makes money on cards they have already made money on once. I think everyone wins this way!


A few high elf healing tips page topic.:

3h-1- building- When this card enters play, place 3 resources on it Action: At the beginning of your turn add 1 resources the card. Remove a resource token from this card to spend 1 resource heal 1 target creature.

-3hh-creature- 2/3 spend 1 resource heal 1 target creature.

-5hh-creature -hero- spend 1 resource heal any creature 1 you control and deal 1 damage target creature 1

hi all Pedro

Support:

Name: aint sure yet :)

UNIQUE

Cost:: 2 HE

1 power

Lower the cost of the first Spell you play each turn by 1.

---------------------------------------------------------------------------------

Cost and ability determines this card to be uniqe. Ability makes in sensless to play in other faction. It's about to make HE better, because they need it :)

Thanks to it we gain more table control. It allows us to play Judgement of Loec in first turn, also drain magic, shield of saphery and disdain to control enemy from the first turns, later it allow us to play more powerfull spells like Flames of Phoenix and Gift of Aenarion for just 3 recources (if this support is put to quest).

what do you think about it?

Nice Card, I think it should be 3HH tho. Decided to post this here instead of a new thread. Here is some errata I would like to suggest:

Warpstone Excavation: Make limited
Wilhelm of Osterknacht: this unit attacks, pay 1 resource to move one unit…
Mining Tunnels: … development from your hand into this zone , draw …

Slayers of Karak Kadrin: … destroy one target unit attacking this zone .
Dwarf Cannon Crew: … support card with cost 1 or lower …
Iron Discipline: …pays an additional 2 resources…
Rodrik’s Raiders: Raise loyalty cost by 1
Lelansi: Limit once per turn
Vile Sorceress: Reduce the HP of this unit by 1

Not sure about these:

Dwarf Ranger: Remove Scout
Grudgebearer: Raise loyalty cost by 1
My Life for the Hold: …cancel all combat damage dealt…
Sorcerer of Tzeentch: … deal X damage to target unit in corresponding zone
Slave Pen: Sacrifice a unit in this zone

I have been thinking about Rodrik's Raiders and realized that it is not that it is too good a card, its the fact that it encroaches on the Dwarves' focus of dealing with Support cards efficiently that I find more worrisome. Here is the new errata I suggest:

Rodrik’s Raiders: When this unit enters play, put target support card on top of its owner's deck.