I'm bored, so I made some custom OL cards. Mainly looking for some help with the costs, listed as [Type: Threat cost / Discard gain].
These four cards have a Horsemen of the Apocalypse theme. I tried to scale their potency based on the fact that later cards cannot be used until the prior cards have been played.
Pestilence [Power: 20/5] - Play at the start of your turn. At the end of every hero's turn, they must roll a power die. Unless they roll a surge, they receive one poison token.
War [Power: 20/5] - Play at the start of your turn, and only after Pestilence is in play. At the end of every hero's turn where they did not attack, they must roll a power die. Unless they roll a blank, they receive one wound, ignoring armor and other effects.
Famine [Power: 20/5] - Play at the start of your turn, and only after War is in play. Healing potions are no longer available from treasure chests or on dungeon floors. Immediately remove all healing potion markers from dungeon spaces, and any time a healing potion would normally be received from a treasure chest or card, it is not received. Additionally, all healing and vitality potions cost an additionall 25 coins to purchase from the shop.
The Pale Rider [Power: 20/5] - Play at the start of your turn, and only after Famine is in play. Any time a hero is killed, place them in Limbo instead of town. Heroes cannot take any actions or spend any movement points in Limbo. They cannot receive any items or treasures in Limbo. At the end of every turn, the hero may roll a power die. If they roll a blank, they return to town. Otherwise, they stay in Limbo. At the start of their turn, heroes may choose to pay one conquest to leave Limbo immediately.
These next three cards continue with the Seven Deadly Sins theme that the game started in Altar of Despair. Lust is not included because that would be weird.
Wrath [Power: 16/4] - Play at the start of your turn. Every time a hero attacks, they must spend at least one fatigue to add a power die. If they do not (or cannot), they must roll a power die. Unless they roll a blank, they receive one wound.
Greed [Power: 16/4] - Play at the start of your turn. Every time the heroes receive coins, only the person who picked up the coin marker or opened the treasure chest gets the full amount of coins. Every other hero receives 50 less coins.
Sloth [Power: 16/4] - Play at the start of your turn. All heroes receive 1 less movement point than normal, and must spend two fatigue to gain one movement point. Additionally, vitality potions only restore 2 fatigue.