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View Full Version : A look into insanity, by flameslayer



flameslayer93
09-09-2011, 04:16 AM
My customs that are generally designed for craziness:)

Faction: The Mad

Welcome, fellow demons who think they are summoners. I'll introduce you into the wonderful world of pure insanity, and to start, I'll let you meet the Mad King himself...Salazar

King Salazar
Summoner for The Mad
1 Attack, Sword, 7 HP
Forced Martyr:
An adjacent unit you control may take any wounds that Salazar receives. If the number of wounds would kill the unit, your unit will go onto your magic pile instead of your opponent's.

A King needs some sort of minions. Umm, these guys are close enough:rolleyes:

Umbrella Knight(1 to summon)
Common for The Mad
1 Attack, Sword, 2 HP
Parasol Protection:
This unit is never affect by events.

Joker(2 to summon)
Common for The Mad
0 Attack, Bow, 1 HP
Card Tricks:
This unit gains +1 attack and can shoot up to four spaces if you have at least 1 card in your hand. If you show your opponent a card in your hand, this unit gains an additional attack.

Scribble(2 to summon)
Common for The Mad
4 Attack, Sword, 1 HP
Coloring By a Child:
This unit may not attack common units or summoners.

Fool's Chest(3 to summon)
Common for The Mad
1 Attack, Bow, 3 HP
Treasured Mana:
When you build magic, if you show this card to your opponent they nay choose to put it on top of their magic pile. If they do, they may not summon any units or play a wall until the start of your next turn.

Exploding Penguin(2 to Summon)
Common for the Mad
1 Attack, Sword, 4 HP
*Bang*:
Instead of attacking with this unit and an adjacent The Mad Hero you control, you may choose any space within 3 straight spaces of the Hero and place this Exploding Penguin there. Deal a wound to the card this unit is placed on top of and roll a die. If you get a 3 or better, inflict a wound on the card this unit was placed on and every adjacent card for each remaining HP to this unit. Discard this card afterwards.

It's almost impossible to hate if your insane. The ones who have truly embraced the insanity will be given powers beyond normal immortals.

Frankie(7 to summon)
Hero for The Mad
4 Attack, Sword, 7 HP
Rocket Fists:
Instead of attacking normally, Frankie may attack a unit within 3 clear spaces of him with 2 attack. For this attack, only a 4 or better will count as a hit.

Stealth Dodge(3 to Summon)
Hero for The Mad
1 Attack, Bow, 2 HP
Dodging the Hammer:
Once per game, when Stealth Dodge is destroyed instead of placing him on your opponent's Magic Pile, you may place him in your Discard Pile and put an Umbrella Knight from your hand or deck in his place.

SpameBot(4 to Summon)
Hero for the Mad
3 Attack, Sword, 5 HP
Cannot Spell:
SpameBot can move through any cards, regardless of their effects. If SpameBot is affected by an event or power, you may roll a dice. If you roll a 4 or better, ignore the effect of the card and place it under this card if it is an event.

King Salazar is crazy, childish, and a little evil. If he manages to get his wits together long enough, his Summoning Stone will launch some nasty spells...

Ignoring Thyself(x2)
A unit you control may add 5 to it's attack while attacking an adjacent card, but every wound it deals, it also takes. Their attacks only land on a 4 or better.

The Dastardly Walls!!(x1)
You may destroy a wall you control and destroy an adjacent common unit. Then add a discarded card from your discard pile to your magic pile for every HP the wall had left. You may summon during this event phase.

Fool Moon(x3)
Remove a wound from up to two common units you control.

Burning Wave(x2)
Deal a wound to a Common unit and any adjacent cards to it. You may only play this card during your Event phase and no other events. Summoners are never affected by Burning wave and can never be targeted.

False Trap(x1)
If a Hero or Summoner you control would be wounded this turn, you may instead place this card on top of your discard pile to ignore any wounds. The attacking card may choose a different target for their attack. They must re-roll any hits.

Start-up
http://www.plaidhatgames.com/sum_forums/picture.php?albumid=18&pictureid=112

S=Salazar
W=Wall
Scr=Scribble
UK=Umbrella Knight
J=Joker

Base Deck(prototype)

Salazarx1
Frankiex1
SpameBotx1
Stealth Dodgex1
<Events as listed>
Umbrella Knight x8
Joker x4
Scribble x4
Fool's Chest x2

Sauam
09-09-2011, 06:27 AM
I liked King Salazar, pretty good ability to push forward him, sort of like MV's Sunderved.

Umbrella Knight is kinda bad because you wont be able to use most of own event on him. And there really aint much enemy event that would matter anyways.

Joker is pretty much PE's Archer but with double attack and more expensive, I kinda like.

Scribble is pure anti-hero card, which I very much like to see in SW... it would be cooler if some sort of synergy you can have to shut off it's restriction somehow, albeit may need to be hard to un-restrict.

Fool's Chest... I am lost on this card, please explain the purpose.

Frankie is pretty boring and lame, sorry.

Stealth Dodge is pretty neat idea, although Umbrella Knight is pretty lacklustre as I mentioned, also you need to specify where the replacement knight is coming from, discard? hand? or draw pile? or everywhere?

SpameBot, sort of like Umbrella Knight but I guess it's their boss unit... this ability is better though even though you need to roll for activation.

Ignoring Thyself is pretty broken on a Joker even though it can only attack once, 6 dice at 4 space is... damn...

The Dastardly Walls!!, I like this trump card, it seem to be quite balance as one-of card. Their form of a CUE I suppose.

Fool Moon, under current version of yours, only Fool's Chest will benefit from this... which makes this card super useless.

Burning Wave, little bit above power level, it is quite strictly a much better version of PE's Burn and it can burn summoner, which so far in SW is a no no to directly harm a summoner with an event (for balance issue I suppose)

False Trap, I like this quite very much, should have more of these.

flameslayer93
09-09-2011, 03:01 PM
Thanks for the overall criticism!

I'm glad you pretty much liked this faction(your post doesn't say it was -all- bad:D).

King Salazar also works great by simply using him with Stealth Dodge and leaving the pair in the back. This way, you have the option to burn SD via Forced Martyr or use SD to pull out an Umbrella Knight.

Yup, Scribble is more or less meant to tackle other factions with big heroes with almost impenetrable defenses (i.e. heroes). He can also attack walls pretty well too.

SD should only be able to pull out an Umbrella Knight from the deck or hand.

Fool's Chest is mostly to sync with jokers, as you can always have it ready to stop up a greedy opponent.

Would Ignoring Thyself be better if I restricted it to melee? I mostly added it because The Mad really don't have heavy-duty heroes(well Frankie's the exception).

As for Frankie, what do you suggest I do with Frankenstein? Rocket Punch is boring, but is useful option.

Well, for the Fool's Moon I can always add more commons later on:p
Mercs will also affected by it too, y'know.

Burning Wave is pretty simple and effective. Don't hate using it on your own UK. The same goes for Those Dastardly Walls. Who said the Umbrella Knights stink? You can still target him with your autokill spells and they won't be affected:D

Glad to know that False Trap was a hit for you!

Again thanks for the comments, will make minor edits later.

flameslayer93
09-10-2011, 02:38 AM
Updates to OP and added the Exploding Penguin Common unit.

flameslayer93
09-25-2011, 02:22 AM
Meet Oingo Boingo!

Oingo Boingo(5 to summon)
Hero for The Mad
1 Attack, Bow, 4 Life
Power Trick:
Adjacent units have no special powers. At the end of your turn, any adjacnet commons take a hit. Any adjacent Heroes take a hit if you roll a 5 or better.

Healing is handy, but purifying is the best!

Heretic(2 to summon)
Common for The Mad
1 Attack, Sword, 2 Life
Purify:
Remove a wound from an adjacent Common or Hero you control. Place a wound on this card.