bubba's custom elemental master set
Hey. I just spent the last month making this- a custom elemental master set! It's made up of 6 factions, each one element related. There is earth, air, water, fire, cold, and lightning.
Summoner of the Earth elementalists
Attack: 3(melee), Life: 7,
Stone shield: Ethan may not be attacked by non-adjacent units when he is next to a wall.
Earth Titan: Champion of the Earth elementalists
Attack: 3(melee), Cost:8, Life:7
Slam: This earth titan may attack all units within 2 spaces of him. For un-adjacent units, you may only roll 1 attack die.
James rockshooter: Champion of the Earth Elementalists
Attack: 2(ranged), Cost:5, Life:5
Stone Arrows: If James OR his target is adjacent to wall, on an attack, you may roll 2 extra attack dice.
Grub Queen: Champion of the Earth elementalists
Attack: 3(melee), Life:4, Cost:4
Grub Inspiration: All burrow grubs within 2 spaces of this queen prior to moving may move 1 extra space and roll 1 extra attack die.
Earth mage: Common of the Earth Elementalistsx6
Attack: 1(melee), Life:3, Cost:2
Earth shield: A unit adjacent to this mage, but closer to your back row then this mage, cannot gain wounds from unadjacent units or events.
Earth elemental: Common of the Earth Elementalistsx7
Attack: 2(melee), Life:2, Cost:3
Burrow grub: Common of the Earth Elementalistsx5
Attack: 3(melee), Life:1, Cost:1
Burrow: this unit may move through other units. It must end its move on an unoccupied space. Subtract 1 from its attack for each space it moved.
Elemental Furyx3 -When summoning Earth elementals or the earth titan on this turn, you may summon them adjacent to Earth mages you control. You may summon during this event phase. Earthquakex3 -You may move 3 units on the battlefield one space. If the unit ends its move next to a wall, roll a die. On a 5 or 6, the unit gets one wound. Chasmx2 -If ypu have less units on the battlefield then your opponent, then choose a common with a Cost of 2 or less. put that common, and all commons adjacent to it with a cost of 2 or less, in your discard pile. Reform Earthx1 - You may take 2 wounds off each earth elemental you control, and 3 wounds off each wall, and the Earth Titan.
Anthony stormbringer: Summoner of the air elementalists
Attack: 2(ranged), Life:5
Air Rush: Anthony may move any champion or common unit within 4 spaces of anthony 2 spaces at the start of your turn.
Air titan: Champion of the Air Elementalists
Attack: 2(ranged), Life:5, Cost:6
Air blast: Instead of attacking, you may move all units within 2 spaces of this air titan up to 1 space each. You may add one Wound Marker to each Unit moved in this way by spending 1 Magic per Unit.
Air drake: Champion of the Air Elementalists
Attack: 2(melee), Life:4, Cost:6
Dragon: Champion of the Air Elementalists
Attack: 2(ranged), Life:5, Cost:7
Iron scale: All units have a base attack value of one when attacking this dragon.
Air mage: Common of the Air Elementalistsx7
Attack: 1(ranged), Life:1, Cost:1
Air push: After attacking, you may move the target of the air mage's attack 1 space.
Air elemental: Common of the Air Elementalistsx6
Attack: 1(ranged), Life:1, Cost:2
Vortex: If a unit 3 or more spaces away from this unit moves within 2 spaces of this elemental, it must end its move. The air elemental may then move that unit up to 2 spaces. it may not end that units move more than 2 spaces away from this elemental.
Giant Hawk: Common of the elementalistsx5
Attack:2(melee), Life:1, Cost:2
Dive bomb: This Unit may attack at any time during your movement.
Elemental Furyx3 -When summoning air elementals or the air titan on this turn, you may summon them next to air mages. You may summon during this event phase. Tornadox3 -You may move 3 champion or common units on your side of the battlefield up to 2 spaces each. Roll a die for each unit moved. On a 5 or 6, add 1 wound to the moved unit. Magic Drainx2 Hurricanex1 -You may distribute 4 wounds anyway you like across your opponents champions and commons on your side of the battlefield. You must wound at least 2 units like this.
Raknon Stormbringer: Summoner of the Fire elementalists
Fiery exposure: At the start of your turn, you may spend any number of magic points. For each point, put one wound on any champion or common unit. Place a lava lake on a space where a unit destroyed by this power occupied.
Fire titan: Chamion of the Fire elementalists
Attack: 3(melee): Life:6, Cost:8
Scorch the earth: An enemy unit that starts or ends its turn within 2 spaces of this fire titan gets 1 wound. Place a lava lake on any ONE space this fire titan moved on. A unit may only get one wound per turn by this ability.
Bartiuus: Champion of the fire elementalists
Attack: 3(ranged), Life:5, Cost: 5
Burning flames: After attacking, you may place any amount of additional wounds on the target of the attack. Place the same number of wounds on Bartiuus. You may not put more ounds than bartiuus has remaining lives. When Bartiuus kills a unit, place a lava lake there.
Bee-toon: Champion of the fire elementalists
Attack: 4(melee), Life:4, Cost:6
Demonic sacrifice: when Bee-toon gets a wound, you may discard any friendly common on the battlefield. For each summon cost point, ignore 1 wound Bee-toon just got.
Fire mage: Common of the fire elementalists
Attack: 1(ranged), Life:1, Cost:1
Burn: When an enemy unit moves adjacent to this fire mage, roll a die. on a 5 or 6, add 1 wound to that unit.
Fire elemental: Common of the fire elementalists
Attack: 3(melee), Life:2, Cost:3
Burning corpse: When this elemental destroys a unit, attack all units adjacent to the destroyed unit. Resolve each attack seperately. This ability doesn't affect other fire element units.
Combustsion orb: Common of the fire elementalists
Attack: 1(melee), Life:3, Cost:3
Combust: All enemy units adjacent to a unit this orb destroyed, or this unit when it is destroyed, get one wound.
Elemental furyx3-When summoning fire elementals or the fire titan during this turn, you may summon them next to fire mages. You may summon during this event phase. Burnx2-Add 1 wound to any common or champion unit. Meltdownx2-place a lava lake on your side of the battlefield. Flame whipsx2-All melee units you control have the bow symbol until the end of your turn, OR all ranged units you control roll 1 extra attcak die.
Extra-Lava lakesx10: 1. Life: Lava Lakes have 1 Life Point.
2. Placement: A Lava Lake can be placed on a space where a Unit already exists; place the Lava Lake under the existing Unit. However, you can never place a Lava Lake on a space where a Wall or another Lava Lake already exists.
3. Movement: Units can move or be placed onto a space containing a Lava Lake. When a Fire Element Unit moves, moving onto a Lava Lake space doesn't count as moving 1 space. When a enemy Unit moves onto a space with a Lava Lake, that Unit receives 1 Wound Marker.
4. Attacking: A Lava Lake can be attacked even if there is a Unit sharing a space with it. A player must say whether he is attacking the Unit or the Lava Lake. Units on a Lava Lake space are considered to be adjacent to that lake and can attack it. Those units that share spaces with Lava Lakes can attack and be attacked from any direction unless blocked by another card.
5. when destroyed, lava lakes go in the lava lake pile
John Stormbringer: Summoner of the water elementalists
Attack: 2(ranged), Life:5
Tempest fury: At the end of your turn, discard any common you control on the battlefield. Subtract the number of wounds on the card from its total life. Put that many wounds on any wall.
Water titan: Champion of the water elementalists
Attack: 2(ranged), Life:6, Cost:6
Wave assualt: This titan my attack all units adjacent to it. Resolve each attack seperately. If this titan attacks an unadjacent unit, it may move adjacent to it after they attack, or on the space it occupied if it was killed.
Makron Rans: Champion of the water elementalists
Attack: 3(ranged), Life:7, Cost:7
Hydraulic Blast: When Makron wounds a unit, he may move it one space.
Sepronen: Champion of the water elementalists
Attack: 3(melee), Life:6, Cost:6
Crush: When Sepronen moves, he may move through commons. If he ends his move on an occupied space, then he must attack that unit. if the unit isn't killed, place 3 wounds on this card, and place this card adjacent to the attacked unit.
Water mage: common of the water elementalists
Attack: 2(ranged), Life:1, Cost:2
Drowning touch: If this water mage wounds a unit, that unit may not move during its next move phase.
Water elemental: Common of the water elementalists
Attack: 2(melee), Life:1, Cost:1
Wave attack: Instead of attacking normally, you may attack a unit 3 straight line spaces away. If the unit isn't destroyed, move the unit back 1 space. Destroy this elemental after using this power.
Hydroserpent: Common of the water elementalists
Attack: 1(melee), Life:1, Cost:2
Coil: Instead of attacking, this hydroserpent may be put on top of an adjacent unit.This serpent may not move with a card under it. A unit under this card may not attack or move. any misses rolled when attacking this hydroserpent count as hits on a unit under it. A hydroserpent may uncoil a unit by moving off it.
Elemental Furyx3 -When summoning water elementals or the water titan this turn, you may summon them next to water mages you control. You may summon during this event phase. Wavex3 -You may move up to 3 enemy commons or champions within 4 spaces of any champion or summoner you control one space each. Magic Drainx2
Tempestx1 -Add 2 to the attack values of all water elementals and 1 to the water titan's attack value for this turn.
Last edited by Joseph; 07-23-2012 at 04:22 PM.
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