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LV Solace

PostPosted: Tue Jul 08, 2008 10:37 pm
II guess I'll leave it out here. this'll be the index.

So first there will be the leaders, there will be some
eader
HP : 5000
Income: 500 (500-800)
Deck Points: 25000
Ability: TBA


Hero/Strong Creature
HP: 1250-2500+
Deck Cost: 1500 (1000-2000)
Summon: 500 (500-1000)
Power: 500-1000+
Ability:

Obviously Heroes are going to be on the lower end of power and have great abilities. Either that, or they will take a while to play.

Average Creature
HP: 750-1250
Deck Cost: 800 (600-1000)
Summon: 250
Power: 300-500
Ability:

No comment; the numbers fit.

Weak Creature
HP: 250-750
Deck Cost: 400 (200-600)
Summon: 100 (100-150)
Power: 100-300
Ability:

Creatures with abilities will have little attack and defense at this tier of power.

Fortress/Massive Structure
Deck Cost: 800 (800-1000)
Summon: 1000 (1000-1500)
Power: - (0-300)
HP: 3000-6000
Ability:

We might not need structure points if we make structures in the same model as creatures, but more expensive to summon.

Temple/Support Structure
Deck Cost: 300 (300-400)
Summon: 1000
Power: -
HP: 1000 (900-1500)
Ability: (+50 income something like that)

These will most likely be your income/shelter buildings. I've set them up in a manner that it takes 3 or more units of the same class as the structure to tear it down. Makes sense to me.

Shack/Common Structure
Deck Cost: 200 (150-200)
Summon: 200 (150-200)
Power: -
HP: 500 (300-900)

Something akin to a yurt or sod house; easy to set up, but just as easy to destroy.

Artifact
Deck Cost: 900 (800-1000)
Summon: 500 (500-1000)
Ability:

A rare item; could be an equip, could be a support, could be expendable.

Equipment
Deck Cost: 300 (300-400)
Summon: 150 (150-200)
Ability:

Common Equipment. Think plate-mail and rapiers, or beam swords and Franklin Badges.

Potion/expendable item
Deck Cost: 200 (150-200)
Summon: 100 (100-150)
Ability:

Also as a note I'll be using my own numbers. so I can later adjust it to see how this all works, with the other expansions.

I'm working on a few assumptions firstly being that the income from your leader does not "roll over" to the next turn. And second being that your deck count only referes to whats on the field, so Those may very well both be wrong.


Tirns out they were both wrong so Here I am to adjust the numbers.  
PostPosted: Tue Jul 08, 2008 10:40 pm
Leaders - Magus Lord of the Mystics, and Crono Savior of Time, Queen Zeal Oppressor

Magus, Lord of the mystics

Stamina: 4500
Income: 900
Deck Points: 18000
Ability: Magus Lord of the Mystics, instsntly destroys any hero with "magus" in thier name. Magus lord of the mystics also grants an additional 3300 deck points for use with crads with the type "mystic". Cards with the type "mystic" cost 150 less than normal, unless they cost less than 200.

-----
Crono, Savior of Time

Stamina: 6100
Income: 400
Deck Points: 22500
Ability: Cards with the type "savior" cost 200 less to play, unless they cost 300 or less. Once every seven of your turns all opposing creatures take 100 damage.

-----
Queen Zeal, Oppressor

Stamina: 5700
Income: 700
Deck points: 20000
Ability: In crease the statistics and costs of everything you play by 10% to the closest hundred, except Queen Zeal. If you have Kingdom of Zeal in play Queen zeal is healed by 200 each of your turns.

-----
Azala
HP : 7300
Income: 400
Deck Points: 23500
Ability: All Reptites gain the following: 200 max health, and whenever a reptite kills a creature they gain health equal to 25% of the opposing creatures max health.

-----
King Guardia XXI
HP: 6350
Income: 450
Deck points: 25000
Ability: All non mystics, you control gain 150 HP and 100 attack. All mystics you don't control lose 50 attack.  

LV Solace


LV Solace

PostPosted: Tue Jul 08, 2008 11:19 pm
These are the heroes, If there is no data besides a name and (title) it's things to be done.

Magus (savior)/(Mystic)
Stamina: 2400
Power: 900
Deck Cost: 3550
Summon Cost: 2100
Ability: Once every three turns, you make take control of target (mystic), this does not end at end of turn. Once every five turns You may destroy target non-structure, non-leader.

Schala (Elnlightened)
HP: 1150
Deck Cost: 2300
Summon: 1200
Power: 50
Ability: Schala may not attack. Every three turns you may play any non-creature, non-hero, non-structure, as though it's summon cost was 0, any additional costs must still be played. Everyturn Schala may deal 200 damage to target non-leader.

Melchior (Enlightened)
Gasper (Enlightened)
Belthasar (Enlightened)
Glenn (Savior)
HP: 1700
Deck Cost:
Summon:
Power: 600
Ability: Glenn may attack twice per turn.

Nadia (Savior)
Lucca (Savior)
R66-Y (savior)
Ayla (Savior)
Ozzie (Mystic)
Slash (Mystic)
Flea (Mystic)
Toma  
PostPosted: Tue Jul 08, 2008 11:24 pm
Creatures, are getting done last, and for me are bing treated as filler for the greater part.

ITems of all kinds are also here.  

LV Solace


LV Solace

PostPosted: Tue Jul 08, 2008 11:44 pm
These are the structures. Events will also be placed here.

Kingdom Of Zeal

Stamina: 12000(yes twelve thousand)
Deck Cost: 5000
Summon Cost: 2400
Ability: Reduce the cost of everythiing by 250, reguardless of cost. You may destroy kingdom of Zeal at anytime. Kingdom of Zeal deals 100 damage to your leader each turn.

Ozzie's Fort

Stamina: 4000
Deck Cost: 2400
Summon cost: 1750
Ability: Ozzie slash and Flea all gain 1000 max stamina and all other mystics lose 50 health. Magus Castle and Ozzie fort can not coexist.

Magus Castle

Stamina: 1
Deck cost: 0
Summon cost: 0
Ability: If Magus lord of the Mystics is in play any Mystics you have are allowed to attack any structures as though your oponent had no creatures, and Magus castle gains 5999 stamina.  
PostPosted: Wed Jul 09, 2008 9:52 am
Items go here. I guess I'll chroonicle them like I did heroes.

Gate Key  

LV Solace


LV Solace

PostPosted: Fri Jul 11, 2008 10:58 am
Events go here.  
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