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Juryoko

Custom Card Creation Central

33 posts in this topic

Monika, Scarlet Admiral

Swordcraft Silver Commander

5 PP 2/4 > 4/6

Bane

Fanfare: Deal 2 damage to an enemy follower. Restore 2 health to your leader.

(What's this you say, that's just a Scarlet Sabreur reprint? Take it up with Savage Wolf :P)

 

Artillery Officer

Swordcraft Gold Officer

4 PP 4/3 > 6/5

Rush

Fanfare: Put a random amulet from your deck into your hand.

(Support Cannon, uh, support)

 

General Lecia

Swordcraft Legendary Commander

2 PP 2/2 > 4/4

This follower has the following effects any time it is in play.

If there is an allied Officer in play, all followers in play cannot be damaged by spells or effects.

If there is an allied Commander in play, all followers in play gain +0/+2.

These effects last until the end of the current turn if General Lecia is destroyed.

(Eh, rough idea that needs some work)

 

Chivalrous Knight

Swordcraft Silver Officer

3 PP 2/2 > 4/4

Rush

Fanfare: Choose one, either gain +0/+1 or +1/+0

(Flexible follower that allows you to trade defensively or aggressively)

 

Artillery Captain

Swordcraft Silver Commander

4 PP 2/5 > 4/7

Fanfare: Deal 2 damage to an enemy. 

Whenever an allied officer is played, deal 2 damage to a random enemy follower. 

(Another rough idea. General concept is Sword needs more followers that can go 2 for 1 on play)

 

Supply Officer

Swordcraft Bronze Commander

2 PP 2/2 > 4/4

Fanfare: Draw 1 card. Draw another card if there is an allied Officer in play.

Last Words: Draw 1 card.

(Trying to think of a way to give Sword some much needed card draw. Also, more Support Cannon support as the deck desperately needs viable 2 PP Commanders. Chancellor is just a bad joke, along with Accolade. Honestly a bit insulted Cygames printed those cards.)

 

Wielder of Light

Swordcraft Legendary Commander

6 PP 6/5 > 8/7

Fanfare: Put a random Commander that costs 5 or less play points from your deck into your hand. Put a random Commander that costs 6 or more play points from your deck into your hand. 

Last Words: Give your leader the following effect for the rest of the match. Whenever you play an allied Commander, restore 2 play points. 

(Eh, another rough idea aimed at a Commander/Cannon Sword deck, also just trying to take Lumi Mage to the next level)

Edited by cypherhalo

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The Traitor

Neutral, Legendary Follower

7PP 5/5 Evolve 7/7

Fanfare: Restore 10 defense to your leader. Then, draw 3 cards.

At the end of your turn, this card moves to your opponent's area.

Last Words: Destroy the follower that destroyed this card.

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PRDTR

Bloodcraft, Legendary Follower

9PP 5/9 Evolve 7/11

Storm

Clash: If the enemy follower has a Last Words ability, banish it before it can deal any damage in return.

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Lethe, Dark Bishop

Havencraft, Legendary Follower

10PP 4/4 Evolve 6/6

Fanfare: Summon an Incandescent Dragon. Then, give all enemy followers in play -1/-0.

Evolve: Give all enemy followers in play -1/-0.

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*unnamed* Forest, Gold, 7pp

9/1, Evolved 9/1 

Fanfare: Lose X Attack where X equals the number of cards in your hand. Then this follower gains X defense where X equals the number of cards in your hand. When this follower is played, if its attack is higher than its defense, gain ambush. If it's defense is higher than its attack however, gain ward and resistance to spells and effects that would destroy or banish this follower (but not damage.) 

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So the idea is that if you're playing very aggressive and reckless you can get a high damage ambush follower to finish the job late game but it has very low defense and is therefore vulnerable to AOE damage. If you're playing very controlly then you likely have many cards in hand and get a big ward up to buy you a turn or 2 which can't simply be hard removed. 

 

Was my attempt at making a more interesting card using the handsize gimmick that is slightly underutilized in Forest. 

Edited by Karahi

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I was thinking a mechanic that serves only for Legendary followers and was pretty unique but balanced. The concept was "this hero/deity/villain/demon...descends into your aid"
dce80915.jpg

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Seriously no one uses this thread for nothing? time to put some crazy stuff here. Will try to adapt some Magic cards into Shadowverse to see how crazy is the power level of Magic vs Shadowverse stuff. I will put a link to the cards i choose. Lets begin.

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Ojutai, Celestial Guardian

Legendary Follower - Havencraft

5 PP - Atk 4 Def 5 Evol Atak 5 Def 6

This follower cant be target for attacks, spells or effects. When this follower attacks it loses this ability until the beginning of your next turn.

When this follower attacks draw 3 cards, reduce the cost of those cards in 1 then exile all the followers that you draw this way.

http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=394549
 

Divine punish

Gold Spell - Havencraft

4 PP

All followers loses protection to damage and destruction. Destroy all followers.

http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=129808

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Mystical Tome

Legendary Amulet - Runecraft

6 PP

Countdown 3

Fanfare: put a copy of a random spell that you cast in this match that cost 3 or more in your hand.

At the beginning of each turn put a copy of the last spell that you cast in you hand.

Lastwords: Until the end of the turn when you cast a non-spellboost spell cast a copy of that spell, it cost 0 play points.

http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=442945

Jaya, Wonderful Witch

Gold Follower - Runecraft

4 PP - Atk 2 Def 2 Evol Atak 4 Def 4

Fanfare: Transform each card in your hand into a random spell that you cast this match that cost 3 or more. Reduce the cost of all the spells in your hand by 3.

http://www.magicspoiler.com/mtg-spoiler/jaya-ballard/

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Edited by HollowShadow

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