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Thread: Tidus's Customs

  1. #1
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    Default Tidus's Customs

    Here are my customs... I have split each faction into 7 different sections starting with the Guild Dwarves on this post. I will try to keep the cards as balanced as possible. I will likely never actually use these because i like to play with official cards. Just something to look at. I am limited to 4 Pictures per post so there may be multiple posts of one faction. The pictures that have the faction symbol's are from [replacer_a] from the Faction's section. the pictures of the units are from an online game called Poxnora, [replacer_a], events have no picture. I hope you find the customs interesting as i did creating them.

    Key:

    Italicized - Description of the card
    Faction - The faction the unit or event is from
    Type - Champion, Common, Summoner, Event
    Life - Life Points
    Cost - Cost to summon
    Power - Attack power (Dice rolled when attacking)
    Abilities - Special powers
    Range - Melee (Sword - 1) OR Ranged (Bow - 3)

    Guild Dwarves


    Cryptor
    Champion of the Guild Dwarves
    A drunken but deadly champion of the Guild Dwarves. Wielding his dual axes, Cryptor unleashes havoc upon any who come neer and in any environment.


    Cost - 5
    Life - 4
    Power - 3
    Range - Melee
    Abilities - Drunken Rampage - Instead of attacking normally with Cryptor you may roll a die for each unit adjacent to Cryptor, if you roll a 4 or higher that unit recieves 1 wound.
    (Still considered an attack)

    Raider
    Common of the Guild Dwarves
    The raiders are the leading force of dwarven looting, they are always successfull in their art and have raided thousands of small villages.


    Cost - 1
    Life - 2
    Power - 1
    Range - Melee
    Abilities - Loot - Whenever a Raider destroys a unit you may roll a die, if you roll a 4 or higher you may take one magic card from the top of your opponents magic pile and add it to your magic pile.

    Crusher
    Common of the Guild Dwarves
    The crushers have an odd passion... a passion to kill. Crushers are slow moving hammer swingers of the Guild Dwarves who will go to no end to kill the enemy.


    Cost - 2
    Life - 4
    Power - 2
    Range - Melee
    Abilities - Lumbering - Crusher's can only move 1 space instead of the normal 2, during the movement phase.

    "Fire in The Hole!"
    Faction - Guild Dwarves
    Type - Event
    Choose any wall on the battlefield, The chosen wall recieves 3 wounds, all cards adjacent to the targeted wall recieve 1 wound.
    Last edited by Tidus; 06-30-2010 at 08:15 PM.
    ''This is it. This... is your story. It all begins here.''

    My Customs
    http://www.plaidhatgames.com/sum_for...read.php?t=338

  2. #2
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    Cave Goblins



    Trainer
    Common of the Cave Goblins
    Trainers are skilled goblins recruited by the Cave Goblin leaders. The trainers have the ablity to communicate with Cave Dwellers and summon them to the battlefield.


    Cost - 2
    Life - 3
    Power - 1
    Range - Melee
    Abilities - Call - Instead of attacking with a Trainer, you may use Call. Search your hand for a Cave Goblin unit with the ability Recieve. Summon the unit adjacent to the Trainer that used Call for no summoning cost. Any Cave Goblin with the ability Recieve that is adjacent to a trainer has +1 attack power. A Trainer recieves 1 wound after using Call.

    Ravager
    Common of the Cave Goblins
    Ravagers are medium sized 2 legged creatures that live in Cave Goblin caves all over Itharia. The Ravagers are rarer than most beasts and are powerfull neer the master who is the only one who can get them to fight.


    Cost - 2
    Life - 3
    Power - 2
    Range - Melee
    Abilities - Recieve - If a friendly unit with the ability Call that is on the battlefield uses it's ability, Ravager gains the ability Charge. (Charge: A Ravager must be adjacent to a Trainer before using Charge. Instead of attacking normally, a Ravager may move one space and attack an adjacent unit at +1 attack power, the attacked unit must be placed on a space opposite of the direction the Ravager moved after the attack ends.)

    Giga Worm
    Champion of the Cave Goblins
    The goblins waited quietly in the bowel of the caves... chanting an unusual call, a call to feed. Louder... louder... louder. The chanting could be heard by the Guild Dwarves in a rush for some reason. Then it was silent...


    Cost - 3
    Life - 5
    Power - 0
    Range - Melee
    Abilities - Flesh Feed - When Giga Worm is summoned you may destroy up to 3 Cave Goblin commons that you control and place them under Giga Worm. Giga Worm has +1 attack power for each card under it.


    Goblin Brawl
    Faction - Cave Goblins
    Type - Event
    Goblin Brawl may only be used if you have more units than your opponent. Select a friendly common Cave Goblin unit, each unit adjacent to that targeted unit recieves wounds equal to the targets attack power.
    Last edited by Tidus; 07-25-2010 at 03:03 PM.
    ''This is it. This... is your story. It all begins here.''

    My Customs
    http://www.plaidhatgames.com/sum_for...read.php?t=338

  3. #3
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    Tundra Orcs


    Leagra Griptor
    Champion of the Tundra Orcs
    Leagra Griptor is a cold hearted leader led by Grognack, she possesses the power to call down icy hail upon her victims. When Leagra was young her father was slain by the Phoenix Elves she was scarred by the incident for life. She now fights alongside Grognack in hopes of finding that Elf... that vicious monstrosity and ripping it's heart out.


    Cost - 6
    Life - 5
    Power - 3
    Range - Ranged
    Abilities - Ice Hail - Instead of attacking normally with Leagra Griptor, you may select a unit within 2 spaces of Leagra. Roll a die, if you roll a 3 or higher that unit and all units adjacent to the targeted unit recieve 1 wound.

    Mana Beast
    Common of the Tundra Orcs
    The Mana Beast lives off of its magic shell, it can absorb all magic in it's environment, knowing this the Tundra Orcs capture the beasts and use them to gain Magic during battle.


    Cost - 2
    Life - 4
    Power - 1
    Range - Melee
    Abilities - Mana Release - Instead of attacking, a Mana Beast may use Mana Release. Remove the top card of your discard pile and place it on top of your Magic Pile. Mana Beast recieves one wound after using Mana Release.

    Shardshooter
    Common of the Tundra Orcs
    The Shardshooters are considered the Tundra Orc archers. These Orcs can use their own hands to fire ice projectiles towards any enemy. Their art has been mastered and is a great use during battle.


    Cost - 1
    Life - 1
    Power - 1
    Range - Ranged
    Abilities - Shard Storm - As long as a Shardshooter is adjacent to another friendly Shardshooter unit, that Shardshooter recieves +1 Attack Power.


    Frostburn
    Faction - Tundra Orcs
    Type - Event
    Select a common or champion unit, that unit recieves 1 wound. At the end of your turn that unit recieves another wound.
    Last edited by Tidus; 06-16-2010 at 12:44 PM.
    ''This is it. This... is your story. It all begins here.''

    My Customs
    http://www.plaidhatgames.com/sum_for...read.php?t=338

  4. #4
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    Phoenix Elves



    Roran
    Champion of the Phoenix Elves
    The sight of Roran the fanatic has scared many and has even sent many running into desolation. Roran will stand to no end and will charge into any struggle with full strength. Roran serves Prince Elien with very deep trust, Roran has been used in secret missions and has even killed major generals solo, all without ever revealing his true name. Roran is known as The Fanatic to all enemies.


    Cost - 5
    Life - 5
    Power - 1
    Range - Melee
    Abilities - Quick Draw - When Roran attacks a unit he may attack one additional time, both attack's always have Precise (add the dice that would be rolled, and place that many wounds on the target.)

    Flame Leech
    Common of the Phoenix Elves
    Flame Leech's are a rare floating leech used by the Phoenix Elves. Flame Leeches have the ability to fire flame blasts at any enemy and can charge up with magical enhancements leading some to believe they never die.


    Cost - 3
    Life - 2
    Power - 2
    Range - Ranged
    Abilities - Mana Leech - Whenever a Flame Leech destroys a unit, instead of placing that card in your magic pile you may place the card under this Flame Leech. Whenever a Flame Leech would recieve wounds from an attack, you may instead remove cards from under that Flame Leech up to the total wounds and place them in your discard pile, each card discarded from under Flame Leech negates 1 wound from the attack.

    Helm Of Hate
    Champion of the Phoenix Elves
    Once there was a valiant young man who served as a great Guardian for the Phoenix Elves. Everything changed when he was kidnapped by the Cave Goblins. When the man got back he was torn up, the elves couldn't save him; they used the last of their power to transfigure his soul into his helmet. The helm burned viciously, the light of the flame was so hatefull. The helm was as red as the blood of the mans now vanished corpse. So he wanders all of Itharia bringing wrath to all who oppose the Phoenix Elves, the helm speaks through death so it has been given the name it rightfully deserves.


    Cost - 5
    Life - 4
    Power - 2
    Range - Melee
    Abilities - Spite - When Helm Of Hate is destroyed, Instead of sending the card to your opponents magic pile you may place this card on top of any common or champion unit. Whenever that unit attacks it recieves 1 wound. When the selected unit leaves the battlefield, Helm Of Hate is discarded.

    Fire Storm
    Faction - Phoenix Elves
    Type - Event
    Fire Storm may only be used if you have less units than your opponent, after using this event you must skip your attack phase this turn. Select a common or champion unit, that unit and all cards within 2 spaces of the unit recieve 1 wound.
    Last edited by Tidus; 10-25-2010 at 04:35 PM.
    ''This is it. This... is your story. It all begins here.''

    My Customs
    http://www.plaidhatgames.com/sum_for...read.php?t=338

  5. #5
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    Mercenaries



    Gargoyle
    Common of the Mercenaries
    Sizzle... the sound of flame, Swish... the sound of water, Bristle... the sound of Nature, Bam!.... Bam!.... Bam!..... What a sight to behold!


    Cost - 3
    Life - 4
    Power - 2
    Range - Melee
    Abilities - Mold - After attacking with a Gargoyle, that Gargoyle may mold. A Molded Gargoyle is considered and treated as a wall. At any time, any player may pay 1 magic to remove a Gargoyle from it's molded state. While molded a Gargoyle may not move, attack, or activate abilities.

    Raha Mensa
    Champion of the Mercenaries
    Raha Mensa has never been loyal to anyone. The beast cannot be tamed and will usually only last for one battle. Times are changing though Raha Mensa continuously looks for the right summoner to serve, many look up to the beast for it can change the tide of 100 battles.

    Cost - 7
    Life - 6
    Power - 3
    Range - Melee
    Abilities - Sand Storm - After attacking with Raha Mensa you must roll a die, on a result of 3 or higher all adjacent units recieve one wound and you may move Raha Mensa up to 2 spaces. While moving using this ability Raha Mensa may move through all cards.

    Dreadnought
    Champion of the Mercenaries
    Known to man as the bringer of chaos, known to Dwarf as the bringer of destruction, known to all as "death". The Dreadnought is a huge source of flight, the creature is well trusted and maintained and has spread fear across all of Itharia. The holder of Dreadnought can overtake any fortification with full throttle flight, for the Dreadnought has only known one name...


    Cost - 7
    Life - 7
    Power - 3
    Range - Melee
    Abilities - Horde Flight - Before moving with dreadnought you may select up to 2 friendly common units adjacent to Dreadnought, after ending movement with dreadnought place those 2 selected units in unoccupied spaces adjacent to Dreadnought. While moving with Horde Flight, Dreadnought may move across other cards. If you use Horde Flight, Dreadnought recieves 1 wound after ending its movement.
    Last edited by Tidus; 06-16-2010 at 12:53 PM.
    ''This is it. This... is your story. It all begins here.''

    My Customs
    http://www.plaidhatgames.com/sum_for...read.php?t=338

  6. #6
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    Vanguard

    Symbol coming soon....

    Saint Flaskis
    Champion of the Vanguard
    Saint Flaskis was abandoned as a child and taken in by the Vanguard. She rose along with Sera Eldwyn in her community, Flaskis rose fast and has become one of the armies leaders. Flaskis is a master of the holy shield and uses it to guard her fellow companions during campaigns and onslaughts.


    Cost - 5
    Life - 7
    Power - 1
    Range - Melee
    Abilities - Holy Shield - When a friendly unit adjacent to Saint Flaskis recieves one or more wounds, you may remove up to 2 of those wounds from the attacked unit and place them on Saint Flaskis.

    Rager
    Common of the Vanguard
    Rager's are the muscle of the Vanguard, they will go to any measure to bring down the enemy and back up the rest of the vanguard. Only the finest soldiers can become a Rager.


    Cost - 2
    Life - 2
    Power - 2
    Range - Melee
    Abilities - Defender - Whenever a unit with 2 or more attack power attacks a Rager, the attacking unit has one less attack power for that attack.

    Helm Of Valor
    Champion of the Vanguard
    The Helm Of Valor is said to have powers, some say it contains the soul of one of the oldest kings of Itharia. Now the rumors have been porven true, with the summoning stone the Vanguard can call forth the soul within the helm to act, they call "Fight with us!". The helm responds in a powerfull manner...


    Cost - 5
    Life - 5
    Power - 1
    Range - Melee
    Abilities - Valor - When Helm Of Valor is destroyed, Instead of sending the card to your opponents magic pile, you may place this card on any common or champion unit you control. Whenever that unit attacks, you may remove 1 wound from the unit this card is on top of. When the selected unit leaves the battlefield, Helm Of Valor is discarded.




    Angelic Blessing
    Faction - Vanguards
    Type - Event
    All common Vanguard units that you control may move one extra space this turn.
    Last edited by Tidus; 06-17-2010 at 12:30 PM.
    ''This is it. This... is your story. It all begins here.''

    My Customs
    http://www.plaidhatgames.com/sum_for...read.php?t=338

  7. #7
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    Fallen Kingdom

    Symbol coming soon...


    Gravewatcher
    Common of the Fallen Kingdom
    The Gravewatchers are Ret-Talus's undead horde of arcane warriors that watch over the army, delivering all destroyed units into the arcane sanctuary where they can be ressurected once again. The destroyers of these faithfull servants that Gravewatchers watch over are cursed at the time of the last breathe of the undead.


    Cost - 2
    Life - 2
    Power - 1
    Range - Melee
    Abilities - Locked Bane - If a friendly unit adjacent to a Gravewatcher is destroyed, the unit that destroyed the friendly unit recieves 1 wound. The friendly destroyed unit is placed in your Discard pile instead of your opponents magic pile.

    Tolltaker
    Champion of the Fallen Kingdom
    The Tolltaker has only been known by one name. No living or undead soul knows the real name of this mysterious man. Even Ret-Talus does not know much about the Tolltaker, some say he is related to Ret-Talus others say he is the bringer of all death. In the eyes of the smallest amount of individuals the Tolltaker is just a poor soul that has been taken control by greater ambitions...


    Cost - 6
    Life - 5
    Power - 2
    Range - Melee
    Abilities - Death Toll - Whenever an enemy common unit becomes adjacent to the Tolltaker, the player controlling that unit may take a card from the top of their magic pile and place it on top of the player controlling Tolltaker's Magic pile. If the player controlling the common unit does not pay magic, Tolltaker destroys that common unit.

    Zemnor
    Champion of the Fallen Kingdom
    Once a soldier that served the Vanguard, in death Zemnor has been called upon by Ret-Talus. To pay for his acts he was put into a vicious miserable ritual to transform into death itself. Now he wanders performing every task forced upon him, more simply put... to kill.


    Cost - 7
    Life - 7
    Power - 2
    Range - Melee
    Abilities - Hollow Explosion - Whenever Zemnor destroys a unit you may place that unit under Zemnor. When Zemnor is destroyed all units within 2 spaces of him recieve wounds equal to the amount of cards under Zemnor. After being destroyed all cards under Zemnor go to your discard pile and Zemnor goes to your opponents magic pile.



    Necromancy Boon
    Faction - Fallen Kingdom
    Type - Event
    This card can only be used when you have less units than your opponent. All Fallen Kingom units that you control gain Life Drain until the end of the turn. (Life Drain: When attacking with this unit, if you have any wound markers on this card, you may remove them up to the total hits from the attack and place them on the attacked unit. If you use Life Drain the attacked unit does not recieve wounds from the attack.)
    Last edited by Tidus; 06-17-2010 at 12:50 PM.
    ''This is it. This... is your story. It all begins here.''

    My Customs
    http://www.plaidhatgames.com/sum_for...read.php?t=338

  8. #8
    Join Date
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    A lot of unique abilities. A few gripes and concerns....

    Drunken Rampage seems like a weaker variant on the Cave Goblin's Berserker.

    I like the looters and Fire in the hole!

    Dreadnought is broke. 11-cost is far too expensive. and 4 unhindered attack dice is also really freaking good. Only Grognack and Blarf get 4 unhindered attack dice as the sets sit now. You've also given him an already existing ability (Archangel's Greater flight) and allowed him to transport up to 3 CG units.

    Cave Goblins are already "hurting" for magic. Its hard enough for them to get 5 for mook or the eater. 11 for Dreadnought is quite spendy. On top of all that, 2 for a trainer and 2 for a ravager is plain robbery.

    Trainer + Ravager is a nice combo, but its too "situational" in my honest opinion. 3 life common units are also a little overpowered. Charge is a nice ability on the other hand, though the wording is a little.....wordy

    ice hail is a little grrr. 1 damage to all adjacent units, or 2 damage to target and all adjacent units. It seems kind of good. but almost too good.

    mana release is nice. a few people trying to make "magic recycling" abilities. Dunno how it interacts.

    shard shooters are stalwart archers for tundra orcs -_- feels a bit redundant and just blah...

    I like frostburn. 2 free damage on any summoner (hahaha @ prince) is a little too good however. Its a little redudant also. I'd just it for the 2 free damage. why the need to do 1 now and 1 later?

    Quickdraw is a "reverse burning blade" nice concept. once again, 4 dice (2 auto hits) is a little high.

    firestorm fits with the "burn" spell-base of the deck. However once again, targeting summoners with "free damage" is a bit scary. within 2 spaces is also quite large.

    Gargoyles are fun. Lots of people have been messing with "moving walls" There is no distinguishable way to discern a molded gargoyle from a non-molded gargoyle right now though.

    Placing one wound marker on a card as a "set-back" or "penalty" for a good ability is fine and dandy. I don't think it needs to be on every other card.

    holy shield already sort of exists as in the form of intercession. The ability to prevent damage and that much is a bit too much in a primarily 'healing-oriented" deck however. As far as speculation goes, there isn't a unit in Vanguard that has 1 life, so with this champion and a nearby full-life common, you need to do 4 damage just to kill the common. kind of overpowered. and not really fun.

    1 extra space is fun. But there's a reason movin 2 spaces is the rule. 3 spaces make the board much too tiny, and also with Greater flight, 4 spaces and fly over stuff makes for a very dead prince.

    Locked bane sems just a combination of "counterattack" and magic locked. gaining a magic and preventing a magic from an opponent on THEIR turn is mean. and unfair imho

    Life Drain already exists on dragos, it needs to be reworded to avoid confusion i think. currently it also does not affect Skeletal Archers. Wording is quite confusing too.

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

    here's the page that has pics of the back of the vanguard and fallen kingdom cards... and a few cards that haven't been posted on bgg or here yet...

    http://docsavagetales.blogspot.com/
    Last edited by Jivatma; 06-06-2010 at 06:44 PM.

  9. #9
    Join Date
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    Wow, those look really cool. I love how they all fit the respective themes of all the factions really well.

    Also, where did you get those pics? Those are rad. EDIT: Oh, right there in the first couple sentences...
    Anything that happens, happens.
    Anything that, in happening, causes something else to happen, causes something else to happen.
    Anything that, in happening, causes itself to happen again, happens again.
    It doesn't necessarily do it in chronological order, though.

  10. #10
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    Sweet

    realy kool im going to have to try these out .
    one question were are you getting those images?
    "Ash nasg durbatuluk, ash nazg gimbatul, ash nazg thrakatuluk agh burzum-ishi krimpatul."

    Have a Look at My Custom Summoner Wars Creations...

    http://www.plaidhatgames.com/sum_forums/album.php?u=204

    If you have a Custom Faction try getting into card form and really achieve the "WOW" Factor, feel free to use my templates.

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