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Warmyst: A New and Original Tactical Card/Board Game


Supreme Gamesmaster

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Guest Supreme Gamesmaster

Greetings, one and all. If you are reading this thread, you must have a fine taste in card games. You agree that in most card games, duels are decided largely before they begin due to the fact that a clever deck will destroy a less powerful one, even if the clever deck is in the hands of a bad player and the bad one in the hands of an expert. This is the card game that changes it all. A card game and a board game all in one. This... is WARMYST.

 

In order to participate in a Warmyst RP, you obviously need to know how to play. I'll show you written examples of cards (the speedy Zyrcon, the powerful Infra-Laser, the mysterious Emerald Myst, and the sturdy Bone Wall), and then show you the opening few turns of a game. Then I'll get into the plot.

 

First, Zyrcon, a Soldier card.

 

Zyrcon [HP||||||]

-Uncommon: 2 per deck-

Desc: An incredibly fast cybernetic falcon equipped with jet engines. Though its lightweight frame is fragile, its lasers and claws make up for it.

STR: 3 | SPD: 5

MGC: 3 | SKL: B

DEF: 1 | ATR: Cyber/Hurricane

MDf: 2 | ATP: MGC

 

You'll find out what the stats are about later. Next, Infra-Laser, an Item card.

 

Infra-Laser

-Common: 4 per deck-

Desc: A strong laser that fires infra-red beams. It's sturdy but cumbersome.

Effect:

+1 STR

+1 MGC

-1 DEF

Change ATR to Inferno

Add MGC to ATP

 

Again, you'll see. Now, Emerald Myst, a Terrain card.

 

Emerald Myst

-Common: 4 per deck-

Inferno: +1 STR | Hurricane: +1 SPD

Organic: +1 DEF | Cyber: -1 STR

Aquatic: -1 MGC | Angelic: 0

Cliff: -1 DEF | Dark Master: 0

Ice: -1 SPD | Knight: +1 STR

 

Now for Autonomize, one of the diverse Action cards.

 

Autonomize

-Uncommon: 2 per deck-

Select 1 Cyber soldier in a non-inducted Corps. The Corps gets an additional play.

 

Last, Bone Wall, a Castle card. Castle cards aren't explained below, but you put them adjacent to soldiers. You can put soldiers on top of walls to Mount them, but if you Mount a soldier, you immediately end the play. You can't make walls turn a corner unless you put a card with "Battlement" in its name as the metaphorical cornerstone.

 

Bone Wall

-Common: 4 per deck-

2 DEF / 4 MGC

Magic impenetrable

+1 MGC to mounted Dark Master

 

And now, how to play. Each game is called a Mystwar.

 

First' date=' set out all forty-four figurines (44 cards per deck x 1 figurine per card) and shuffle the deck. Switch decks and cut your opponent's deck. Shake hands and re-exchange decks. Then, draw until you have drawn 3 Soldier cards. In this instance, our player has drawn Zyrcon, Sulferlin, and Silicorpion.

 

Now you have to assign your Corps. Corps are very important, as you'll later find out. First, put down either a Player Marker or a Player Figurine (in holo-play, you'll actually stand on the battlefield) on the space closest to the center on the right-hand side. Since we're playing on a Small (10x10 square) grid, we'll put the Player markers six squares from the left, on the right side of the center line. Then, you have to start your strategic thinking. You have three Corps: the Garrison, the Assault Corps, and the Vanguard. The Garrison defends the Player Marker (which is a Soldier Card with 3 in every stat except the 1 SPD and 11 HP bars [you choose the ATR and ATP']), the Assault Corps attacks the enemy player marker, and the Vanguard can do either one, depending on your playing style. If you're lucky enough to get a rare card, you should probably put it in your Vanguard.

 

Place the figurine of the first member of the Garrison (in our case, Sulferlin, with 4 MDf) one square to the left and one square in front of the Player Marker. Put the figurine of the first member of the Assualt Corps (here Silicorpion, with 4 STR) two squares to the right of the Player Marker, and place the figurine of the first member of the Vanguard (here Zyrcon, with 5 SPD) two in front of the Player Marker. Your opponent does the same. Next, toss a coin to decide who chooses the first player. In this case, we get to go first. We shuffle our original hand into our deck and draw four cards.

 

THE PLAYING FIELD

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|_|_|_|_|G|_|A|_|_|_|

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Let's say we got Robeast, Grey Myst, Autonomize, and Infra-Laser. Since Robeast has two of every stat and 8 HP, we'll take our Garrison play first. Place Robeast's figurine adjacent (not diagonal) to a member of the Garrison. The Garrison is now inducted, so the play is over. Discard all cards involved to the Discard Pile.

 

THE PLAYING FIELD

|_|_|_|_|_|_|_|_|_|_|

|_|_|_|_|E|_|_|_|_|_|

|_|_|_|A|_|G|_|_|_|_|

|_|_|_|_|V|_|_|_|_|_|

|_|_|_|_|_|_|_|_|_|_|

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|_|_|_|_|_|V|_|_|_|_|

|_|_|_|R|S|_|A|_|_|_|

|_|_|_|_|_|P|_|_|_|_|

|_|_|_|_|_|_|_|_|_|_|

 

Next our Assault Corps will play. We'll move Silicorpion's figurine two squares forward, constituting half a play. After moving, we can either equip Silicorpion, attack with him, or end the play. Since there's nothing for Silicorpion to attack, we'll give him an Infra-Laser, increasing his STR to 5, his MGC to 4, decreasing his DEF to 3, and changing his ATR from Cyber to Inferno. The play is now over. However, we can play Autonomize. Since the Garrison is inducted, we can't give it an extra play, and we haven't played the Vanguard yet. On the other hand, we can give the Assault Corps an extra play, so we'll move Silicorpion another two forward. Since Infra-Laser has no range capabilities, Silicorpion can only attack adjacently, so we'll have to end, discarding all cards involved.

 

THE PLAYING FIELD

|_|_|_|_|_|_|_|_|_|_|

|_|_|_|_|E|_|_|_|_|_|

|_|_|_|A|_|G|_|_|_|_|

|_|_|_|_|V|_|A|_|_|_|

|_|_|_|_|_|_|_|_|_|_|

|_|_|_|_|_|_|_|_|_|_|

|_|_|_|_|_|V|_|_|_|_|

|_|_|_|R|S|_|_|_|_|_|

|_|_|_|_|_|P|_|_|_|_|

|_|_|_|_|_|_|_|_|_|_|

 

For the Vanguard, we'll play our Grey Myst. Terrain cards like Grey Myst can only be played adjacent to a soldier, so we'll put it in front of Zyrcon. However, the SPD of all members of the Corps we played a Terrain card in is reduced to 1 until the end of the turn. We'll just move Zyrcon onto the Grey Myst and end our play. Grey Myst states that Cyber cards get +1 SPD during a play in which it started on the Terrain card, so next turn, Zyrcon will have an SPD of 6, and be able to move 6 spaces. However, we've used up all of our plays, so we have to end our turn. Next turn, we'll draw and/or discard cards from our hand until we have 4 cards, and play for all three Corps again, until the opposing Player loses 11 HP bars from battle. Let's just give a battle example.

 

Next turn, our Silicorpion attacks the opponent's Guard member, an Ice Lizard. Ice Lizard has 7 HP bars, 4 DEF, and 2 MDf, and is Ice ATR. Contrastingly, Silicorpion has 8 HP bars, 5 STR, and 4 MGC, and is Inferno ATR. Since the difference between MGC and MDf is greater than the difference between STR and DEF in this case, we'll use MGC attack. Both players now roll a 6-sided die. We rolled a 3, which we can add to the 4 MGC to get a total of 7. The enemy rolled a 3 also, which he adds to the 2 MDf to get a total of 5. The enemy loses 2 HP bars. Had Ice Lizard run out, its figurine would have been removed from the board and placed in the Ghostrealm. If the Player Marker is defeated in battle, the enemy loses the Mystwar.

 

And now, finally, the plot.

 

••

 

Harvey Isler. The name is a legend around the world. Harvey Isler is the creator of the brilliant card strategy game of Warmyst.

 

Tenuto is another famous name. Their hologram technology was used in conjunction with Harvey's card game to create a virtual combat experience like no other.

 

Eighty-eight people from around the world are now on a plane to the Warmyst Citadel, a mysterious artificial island built at the point where the Equator and the Prime Meridian meet. They are going to participate in a massive tournament thrown by Harvey to celebrate the new holographic experience. The prize? No one knows.

 

••

 

So basically, it's Duelist Kingdom, but for Warmyst. And it's one hell of a lot deeper than DK. Apps are here.

 

Name:

Birth City:

Current Residence (City):

Gender:

Appearance (Link to a picture):

Playing Style (In detail; how would they lead troops in battle?):

Requested Deck Theme:

Personality (In detail):

Biography (optional) (In detail):

 

You can also supply up to forty-four fake cards. Forms are above. I advise against making Action cards, but you can do whatever.

 

CARD ARCHIVE

 

001

Grim Phantom [HP||||||||]

-Rare: 1 per deck-

Desc: A spawn of the Grim Reaper, it has the power to reap souls. However, its strength is but a fraction of the real Reaper'.

STR: 2 | SPD: 3

MGC: 3 | SKL: A

DEF: 1 | ATR: Dark Master

MDf: 3 | ATP: MGC

 

002

Grim Scythe

-Uncommon: 2 per deck-

Desc: An evil scythe that draws on the energy of war.

S-Level | Weapon | Player-Equippable

STR +1

MGC +2

DEF -1

When the equipped enters battle, -1 HP bar from all combatants.

 

003

Invisible Cloak

-Rare: 1 per deck-

Desc: A mysterious cloak that makes the wearer invisible.

A-Level | Armor | Non-equippable

When attacking, STR +1 and MGC +1.

The equipped cannot be attacked.

 

004

Zyrcon [HP||||||]

-Uncommon: 2 per deck-

Desc: An incredibly fast cybernetic falcon equipped with jet engines. Though its lightweight frame is fragile, its lasers and claws make up for it.

STR: 3 | SPD: 5

MGC: 3 | SKL: B

DEF: 1 | ATR: Cyber/Hurricane

MDf: 2 | ATP: MGC

 

005

Sulferlin [HP|||||||]

-Common: 4 per deck-

Desc: A sturdy robot with powerful shielding. Though its defenses are strong, it has little offensive power.

STR: 1 | SPD: 1

MGC: 1 | SKL: C

DEF: 3 | ATR: Cyber

MDf: 4 | ATP: MGC

 

006

Robeast [HP||||||||]

-Common: 4 per deck-

Desc: Essentially a robotic animal, Robeast is extremely well-rounded. However, it has no specialties, and often fails before specialists.

STR: 2 | SPD: 2

MGC: 2 | SKL: C

DEF: 2 | ATR: Cyber

MDf: 2 | ATP: STR

 

007

Silicorpion [HP||||||||]

-Rare: 1 per deck-

Desc: Silicorpion's crushing pincers, powerful lasers, and sturdy armor are all state-of-the-art. There's no escaping it.

STR: 3 | SPD: 2

MGC: 3 | SKL: B

DEF: 2 | ATR: Cyber/Inferno

MDf: 2| ATP: MGC/STR

 

008

Infra-Laser

-Common: 4 per deck-

C-Level | Weapon | Player-Equippable

Desc: A strong laser that fires infra-red beams. It's sturdy but cumbersome.

+1 STR

+1 MGC

-1 DEF

Change ATR to Inferno

Add MGC to ATP

 

009

Ultra-Laser

-Common: 4 per deck-

C-Level | Weapon | Player-Equippable

Desc: A strong laser that fires ultraviolet beams. It has a built-in shield, but it's heavy.

+1 MGC

+1 MDf

-1 STR

Change ATR to Aquatic

Add MGC to ATP

 

010

Upgrade

-Uncommon: 2 per deck-

Only activate before making any plays. Add 1 in all Battle Stats and SPD to your Cyber soldier in the active Corps. The Corps is now inducted.

 

011

Autonomize

-Uncommon: 2 per deck-

Select 1 Cyber soldier in a non-inducted Corps. The Corps gets an additional play.

 

012

Clear the Myst

-Rare: 1 per deck-

Remove 1 Terrain from the Battlefield.

 

014

Summon Myst

-Common: 4 per deck-

Use before Warfogging. Put a Terrain anywhere on the Battlefield. You can't Warfog with the active Corps.

 

015

Soul Summon

-Uncommon: 2 per deck-

Move a soldier in the Ghostrealm onto the Battlefield adjacent to a member of the active Corps. The Corps is now inducted.

 

016

Sorceror of Souls

-Common: 4 per deck-

Desc: It has power over souls like few others. His kindness is extended in his lust to save others.

STR: 1 | SPD: 2

MGC: 1 | SKL: C

DEF: 1 | ATR: Angelic

MDf: 1 | ATP: MGC

When this soldier is Inducted, move a non-Dark Master soldier in the Ghostrealm to the Battlefield adjacent to Sorceror of Souls. When a non-Dark Master soldier is moved to the Battlefield, add 1 MGC & MDf.

 

017

Sorceress of Shadows

Desc: A learner of the Dark Arts. She grows in mystical power every day.

STR: 1 | SPD: 2

MGC: 1 | SKL: B

DEF: 1 | ATR: Dark Master

MDf: 1 | ATP: MGC

When you draw, add 1 to a Battle Stat or the SPD of Sorceress of Shadows.

 

018

Granite Wall

-Common: 4 per deck-

5 DEF | 3 MDf

+1 DEF to mounted Cliff

 

019

Gem Wall

-Uncommon: 2 per deck-

7 DEF | 4 MDf

Magic-penetrable

+1 DEF to mounted Cliff

 

020

Stone Battlement

-Common: 4 per deck

6 DEF | 4 MDf

Magic-penetrable

+1 STR to mounted Cliff

 

021

Bone Wall

-Common: 4 per deck-

3 DEF | 5 MDf

Magic-impenetrable

+1 DEF to mounted Dark Master

 

022

Skull Wall

-Uncommon: 2 per deck-

4 DEF | 7 MDf

Magic-impenetrable

+1 DEF to mounted Dark Master

 

023

Bone Battlement

-Common: 4 per deck-

4 DEF | 6 MDf

Magic-impenetrable

+1 MGC to mounted Dark Master

 

024

Steel Wall

-Common: 4 per deck-

4 DEF | 4 MDf

Magic-impenetrable

+1 DEF to mounted Cyber

 

025

Dura Wall

-Uncommon: 2 per deck-

6 DEF | 5 MDf

Magic-penetrable

+1 DEF to mounted Cyber

 

026

Steel Battlement

-Common: 4 per deck-

5 DEF | 5 MDf

Magic-impenetrable

+1 MGC to mounted Cyber

 

027

Ruby Myst

-Common: 4 per deck-

Inferno: +1 MGC | Hurricane: -1 DEF

Organic: 0 | Cyber: +1 MGC

Aquatic: -1 STR | Angelic: +1 MGC

Cliff: 0 | Dark Master: 0

Ice: -1 MDf | Knight: 0

 

028

Emerald Myst

-Common: 4 per deck-

Inferno: +1 STR | Hurricane: +1 SPD

Organic: +1 DEF | Cyber: -1 STR

Aquatic: -1 MGC | Angelic: 0

Cliff: -1 DEF | Dark Master: 0

Ice: -1 SPD | Knight: +1 STR

 

029

Aquamarine Myst

-Common: 4 per deck-

Inferno: -1 STR | Hurricane: 0

Organic: +1 DEF | Cyber: -1 SPD

Aquatic: +1 MGC | Angelic: 0

Cliff: -1 DEF | Dark Master: 0

Ice: +1 MDf | Knight: +0

 

030

Mountain Cliff

-Common: 4 per deck-

Inferno: +1 MGC | Hurricane: 0

Organic: +1 MDf | Cyber: -1 SPD

Aquatic: -1 MGC | Angelic: 0

Cliff: +1 STR | Dark Master: 0

Ice: -1 SPD | Knight: 0

 

031

Mountain Peak

-Common: 4 per deck-

Inferno: +1 MGC | Hurricane: +1 SPD

Organic: -1 DEF | Cyber: -1 DEF

Aquatic: 0 | Angelic: 0

Cliff: 0 | Dark Master: 0

Ice: +1 SPD | Knight: -1 STR

 

032

Erupt

-Rare: 1 per deck-

Activate only when 030 "Mountain Cliff" or 031 "Mountain Peak" is on the Battlefield. Move all non-Inferno soldiers on 030 "Mountain Cliff" or 031 "Mountain Peak" to the Ghostrealm.

 

033

HUD

-Rare: 1 per deck-

Desc: An integrated device that lets wearers perceive the world more clearly. It fits seamlessly onto most combat machines.

D-Level | Clothing | Non-Equippable

+1 SKL level

While equipped to a Cyber soldier, this doesn't count towards the Item limit.

 

092

Gust Minion [HP |||||]

-Common: 4 per deck-

Desc: Although this creature is powerful with the wind, it lacks physical strength.

STR: 1 | SPD: 4

MGC: 4 | SKL: D

DEF: 1 | ATR: Hurricane

MDf: 1 | ATP: MGC

Remove 3 HP bars. This soldier can move twice this turn. No sub-plays can be used on the second move.

 

093

Breeze Minion [HP |||||||]

-Common: 4 per deck-

Desc: A guardian soldier, designed to block the enemy with heavy breezes.

STR: 1 | SPD: 3

MGC: 2 | SKL: D

DEF: 3 | ATR: Hurricane

MDf: 3 | ATP: MGC

 

094

Wind Minion [HP |||||]

-Common: 4 per deck-

Desc: This creation of wind utilizes it's injuries to make it stronger.

STR: 1 | SPD: 4

MGC: 3 | SKL: D

DEF: 1 | ATR: Hurricane

MDf: 2 | ATP: MGC

If this soldier has 2 or less HP bars, add 2 to its MGC.

 

095

Hurricane Lord [HP ||||||]

-Uncommon: 2 per deck-

Desc: Commander of the wind elementals, he leads his troops into battle.

STR: 2 | SPD: 4

MGC: 3 | SKL: C

DEF: 1 | ATR: Hurricane

MDf: 2 | ATP: MGC

All adjacent Hurricane soldiers gain +1 MGC and +1 MDf. Negate this effect if total HP bars equal 2 or less.

 

096

Azra the Skylord [HP |||||||||]

-Rare: 1 per deck-

Desc: Azra is compromised of pure wind, with the strength to destroy whole batallions.

STR: 3 | SPD: 4

MGC: 4 | SKL: D

DEF: 1 | ATR: Hurricane

MDf: 1 | ATP: MGC

Move your adjacent Hurricane soldier to the Ghostrealm for two sub-plays.

 

097

Realm of the Skylords

-Common: 4 per deck-

Inferno: 0 | Hurricane: +1 MGC

Organic: 0 | Cyber: 0

Aquatic: -1 MDf | Angelic: +1 DEF

Cliff: -1 DEF | Dark Master: 0

Ice: 0 | Knight: 0

 

098

Staff of the Clouds

-Common: 4 per deck-

D-Level | Weapon | Non-Equippable

Desc: An ancient staff infused with the power of the sky itself. It requires charity from the wielder.

Effect:

+1 SPD

+2 MGC

The equipped soldier cannot attack the Player Marker.

This can only be equipped to a Hurricane soldier.

 

099

Whirlwind Strike

-Uncommon: 2 per deck-

Only activate before making any plays. Detract 3 HP bars from a soldier adjacent to your Hurricane soldier in the active Corps. The Corps is now inducted.

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This looks brilliant! I'll post my cards later. They can have effects, right? And somehow I seem to be the first person to fully understand it!

 

Name: Kai Winters

Birth City: Cardiff, Wales

Current Residence (City): Miami, America

Gender: Male

Appearance (Link to a picture): http://i204.photobucket.com/albums/bb59/Riceeman/KaiWinters-3.png

Playing Style: He is rather agressive, although he also counters this with strategical manouevures.

Requested Deck Theme: Hurricane Soldiers

Personality (In detail): Kai is often deep in thought, concentrating on his duelling rather then social interaction.

Biography (optional) (In detail): (May do one later)

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Guest Supreme Gamesmaster

riceeman: All cards except Terrain cards can have unrelated effects. I'm glad you understand it.

 

Umbra: Tell me what to explain, and I'll explain it.

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Guest Supreme Gamesmaster

Play: An action you take during your turn. The possible plays are:

Induct: Place a soldier adjacent (not diagonal) to an existing soldier. No sub-plays are allowed. After you Induct a soldier, the Corps becomes inducted.

Move: Move any number of soldiers in a Corps up to an amount detailed by their SPD. Sub-plays are allowed.

Fortify: Place a Castle card adjacent to or diagonal from an existing soldier. Set SPD of the adjacent soldier to 0 for that turn. You may then move.

Warfog: Place a Terrain card adjacent (not diagonal) to an existing soldier. Set SPD of all soldiers in the corps to 1 for that turn. You may then move.

Act: Play an Action card. You may then take another play.

 

Sub-Play: An action you can take before or immediately after moving. After using a sub-play, you cannot take any actions with the involved soldier, but you can move the other soldiers in the same Corps before ending the play. The possible sub-plays are:

Equip: Play an Item card. The Item is equipped to the selected soldier, stats are modified, and any effects are activated. Only two Item cards can be equipped to a soldier, unless the Item in question says otherwise (for example, HUD's effect states "This card doesn't count towards the Equip limit," while Gorgeclan Club's effect states "This fills the Equip limit").

Attack: Engage in battle with an adjacent (not diagonal) soldier. If a soldier is defeated, the victorious soldier moves onto the defeated soldier's space immediately.

 

Inducted Corps: A Corps that used Induction as its play. Inducted Corps cannot be involved in any actions until all three Corps have ended their plays.

 

I changed "G" to "S" because at that point the Garrison had two members in it. "G" stood for "Garrison," while "S" stood for "Sulferlin." The "R" stood for "Robeast."

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Guest Supreme Gamesmaster

SKL has to do with Item cards. Items all have a Skill level on them (I forgot to put that Infra-Laser is C-Level). You can only equip an Item to a Soldier if the Soldier's SKL is equal to or greater than that of the item. F-Level SKL means that you can't equip anything. In case you couldn't tell, the SKL levels are (from lowest to highest), F, E, D, C, B, A, S. The player always has an SKL of S, so they can equip any item. The Secret-Rare Grim Reaper is only Secret Rare because it has an SKL of S.

 

ATP has to do with battle. You can either use STR to face an opponent's DEF (ATP of STR), or you can use MGC to face an opponent's MDf (ATP of MGC). You have to use the stat outlined in the ATP to fight with, unless Items change the ATP. Some Items also add to the ATP, so if you give a soldier with an ATP of STR an Infra-Laser (as an example), you can use MGC or STR to attack. Does that make sense?

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Guest Supreme Gamesmaster

Terrain cards take up nine tiles: the center tile and each tile adjacent or diagonal to that one.

 

If you add a soldier to a Corps, the Corps is then inducted, so no further plays can be made. You are correct.

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If you want to change them, please do. They might be slightly overpowered. I'll build my deck when I see what you've made and if you want to change my cards.

 

Gust Minion [HP |||||]

-Common: 4 per deck-

Desc: Although this creature is powerful with the wind, it lacks physical strength.

STR: 1 | SPD: 5

MGC: 4 | SKL: D

DEF: 1 | ATR: Hurricane

MDf: 1 | ATP: MGC

Decrease this soldier's health by 3. This soldier can move twice this turn.

 

Breeze Minion [HP |||||||]

-Common: 4 per deck-

Desc: A guardian soldier, designed to block the enemy with heavy breezes.

STR: 1 | SPD: 3

MGC: 2 | SKL: D

DEF: 3 | ATR: Hurricane

MDf: 4 | ATP: MGC

 

Wind Minion [HP |||||]

-Common: 4 per deck-

Desc: This creation of wind utilizes it's injuries to make it stronger.

STR: 1 | SPD: 6

MGC: 3 | SKL: D

DEF: 1 | ATR: Hurricane

MDf: 2 | ATP: MGC

If this soldier is on 2 or less health bars, add 2 to it's MGC.

 

Hurricane Lord [HP ||||||]

-Uncommon: 2 per deck-

Desc: Commander of the wind elementals, he leads his troops into battle.

STR: 1 | SPD: 6

MGC: 3 | SKL: C

DEF: 1 | ATR: Hurricane

MDf: 1 | ATP: MGC

All adjacent "Hurricane" attribute soldiers gain +1 MGC and +1 MDF.

 

Azra the Skylord [HP |||||||]

-Rare: 1 per deck-

Desc: Azra is compromised of pure wind, with the strength to destroy whole battallions.

STR: 1 | SPD: 7

MGC: 4 | SKL: D

DEF: 1 | ATR: Hurricane

MDf: 1 | ATP: MGC

Send one adjacent "Hurricane" Attribute soldier to the Ghostrealm. This soldier can attack twice this turn.

 

Realm of the Skylords

-Common: 4 per deck-

Inferno: 0 | Hurricane: +1 MGC

Organic: 0 | Cyber: 0

Aquatic: -1 MDF | Angelic: 0

Cliff: -1 DEF | Dark Master: 0

Ice: 0 | Knight: 0

Staff of the Clouds.

-Common: 4 per deck-

Desc: An ancient staff, infused with the power of the sky itself.

Effect:

+1 SPD

+2 MGC

The eqipped soldier cannot attack the opposing player.

This can only be equipped to a "Hurricane" monster.

Skill Lvl: D

 

Whirlwind Strike

-Uncommon: 2 per deck-

Select 1 Hurricane soldier in a non-inducted Corps. Remove 3 health bars from an adjacent opposing soldier. The selected soldier cannot attack or move this turn.

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Guest Supreme Gamesmaster

Edited and posted. Zyrcon is supposed to be the fastest card in the game (think Blue-Eyes), so I cut speed to increase other things oftentimes.

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may i join?

 

Name: Ryan

Birth City: Columbus, Ohio

Current Residence (City): Miami, Flordia

Gender: Male

Playing Style (In detail; how would they lead troops in battle?): Recklessly, but defensively at the same time, in addition, strategy is variable

Requested Deck Theme: KAOS (Cyber/Darkmasters that if mounted on a castle, it makes that castle and its garrison immortal)

Personality (In detail): Very Protective of his cards, very mean, except to his friends

 

Example cards: will post later

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Guest Ixigo

[Character & Profile inspired from D.Gray Man]

 

Name: Allen Walker

Age: 16

Birth City: Eisenstadt [Austria]

Current Residence: Vienna [Austria]

Gender: Male

Appearance: *will edit once I find a good picture of Allen*

Playing Style: Allen focuses mostly on the Vanguard, keeping his most important troops there. He will hold back until he is ready to confront the enemy, waiting for his opponents to come to him while he is preparing the field. His weakness is the relatively low emphasis on the Garrison. If you want to beat him, you have to strike hard, and fast, as your chances grow slim the more time you give him to deploy his forces.

Requested Deck Theme: Allen's deck consists mostly of dark sorceresses, some of which rather comical like those on fairy tales. The attribute mostly seen in his deck is Dark Masters, with a few exceptions. [i've made some of the cards already]

Personality: Allen is seemingly carefree and relaxed most of the time. Even though he bears the scars of his past, he hides them well enough. He is compassionate and trusting, trustworthy and helpful, as well as polite regardless of the circumstances. He is often smiling. He likes sweets and fantasy stories, often daydreaming about them. He dislikes lying and violence.

Biography: Allen lost both of his parents in a car accident, the same accident which left a strange red scar across his left eye. He was barely five years old when it happened. He was raised by a foster family, and his foster father was quite a successful businessman in holographic technology. However, both his foster parents, even though they treated him well, did not spoil him, instead teaching him to value honesty, dignity, trust and most of all other people. This helped him through school, where he was picked on often enough for being adopted. As he grew to a teenager he came to appreciate his family's efforts to shape him into what he came to be. He lately picked up the Warmyst game, which fascinated him because he had a chance to use his favorite magical beings from fantasy in a realistic environment, but he is still an amateur in it.

 

========================================

 

Some cards I've thought up:

 

Soldiers:

 

Dark Witch Blaire [HP|||||]

-Common: 4 per deck-

Desc: A young, Halloween-themed practicioner of the dark arts. She enjoys toying with her opponents.

STR: 1 | SPD: 3

MGC: 3 | SKL: B

DEF: 1 | ATR: Dark Master

MDf: 2 | ATP: MGC

 

Dark Witch Samantha [HP||||||]

-Common: 4 per deck-

Desc: A rather notorious witch who can use the evil magic of necromancy to ressurect dead people.

STR: 1 | SPD: 2

MGC: 2 | SKL: B

DEF: 3 | ATR: Dark Master

MDf: 4 | ATP: MGC

 

Dark Witch Arachne [HP||||||]

-Common: 4 per deck-

Desc: A powerful witch with a fascination for spiders. She likes creeping up on her enemy.

STR: 1 | SPD: 3

MGC: 2 | SKL: B

DEF: 2 | ATR: Dark Master

MDf: 2 | ATP: MGC

 

Dark Witch Angela [HP|||||]

-Common: 4 per deck-

Desc: A very aggressive witch. She has a large staff that allows her to attack either physically or with dark magic.

STR: 3 | SPD: 3

MGC: 4 | SKL: B

DEF: 1 | ATR: Dark Master

MDf: 1 | ATP: MGC, STR

 

Dark Lady of Silence [HP|||||||]

-Uncommon: 2 per deck-

Desc: Most witches defer to her. She has sacrificed her eyesight to increase her magical prowess. She is almost completely hidden beneath a dark cloak and a shroud of magic.

STR: 1 | SPD: 2

MGC: 4 | SKL: B

DEF: 2 | ATR: Dark Master

MDf: 3 | ATP: MGC

 

Voracious Eater [HP||||||||]

-Uncommon: 2 per deck-

Desc: A powerful demon summoned as a personal bodyguard by the strongest witches. He obeys blindly its summoner, while destroying everything else with ferocious might.

STR: 3 | SPD: 3

MGC: 1 | SKL: F

DEF: 3 | ATR: Dark Master / Inferno

MDf: 2 | ATP: STR

 

Black Knight [HP|||||||]

-Uncommon: 2 per deck-

Desc: A strong undead knight, dedicated to defending its evil masters.

STR: 2 | SPD: 2

MGC: 1 | SKL: D

DEF: 4 | ATR: Dark Master / Knight

MDf: 4 | ATP: STR

 

Witch Empress Domina [HP||||||]

-Rare: 1 per deck-

Desc: The queen of all witches, she is very powerful and possesses the strongest dark magic spells imaginable. Noone has ever dared stage a revolution against her.

STR: 1 | SPD: 3

MGC: 5 | SKL: A

DEF: 3 | ATR: Dark Master

MDf: 4 | ATP: MGC

 

Actions:

 

Necromancy

-Common: 4 per deck-

You can only activate this card when Dark Witch Samantha is part of one of your Corps before making any plays with that Corps. Induct one Common soldier from your Ghostrealm to the selected Corps (the selected Corps is now inducted).

 

Spider Web

-Common: 4 per deck-

You can only activate this card when Dark Witch Arachne is part of one of your Corps. Reduce the SPD of one of your opponent's soldiers by 3 for 2 of your opponent's turns. (target cannot be over 4 squares away from Arachne).

 

Halloween Cannon

-Common: 4 per deck-

You can only activate this card when Dark Witch Blaire is part of one of your Corps. Remove 2 Health bars from an enemy soldier (target cannot be over 4 squares away from Blaire).

 

Silence

-Uncommon: 2 per deck-

You can only activate this card when Dark Lady of Silence is part of one of your Corps. A targeted enemy soldier cannot use MGC attack for 3 of your opponent's turns (target cannot be over 4 squares away from DLoS).

 

Mind Control

-Rare: 1 per deck-

You can only activate this card when Witch Empress Domina is part of one of your Corps. Control the targeted enemy soldier as if he was part of the Corps WED is in until the end of your turn (target cannot be over 4 squares away from WED).

 

Equip:

 

Big Bad Pumpkin

-Common: 4 per deck-

C-Level | Weapon | Non-Equippable

Desc: Blaire summons a few giant pumpkins to better protect herself.

+1 DEF

+1 MDf

-1 SPD

Can only be equipped to Dark Witch Blaire

 

Staff of Dark Curse

-Common: 4 per deck-

B-Level | Weapon | Player-Equippable

Desc: The staff casts a curse that automatically weakens the attacker when in battle.

+1 MGC

-1 DEF

Can only be equipped to a Dark Master (and the player). When the equipped soldier is involved in a battle, reduce the enemy's ATK and MGC by 1.

 

Shield of Witchcraft

-Uncommon: 2 per deck-

D-Level | Weapon | Player-Equippable

Desc: A shield imbued with dark sorcery that drains the wielder's own energy to protect him.

+3 MDf

-1 MGC

The wielder loses 2 MDf when facing an Angelic attribute soldier.

 

The Witchhunter

-Rare: 1 per deck-

A-Level | Weapon | Player-Equippable

Desc: A scythe that is rumored to have slain a thousand witches, whose blood has given it the ability to detect and destroy sorcery.

+2 STR

+1 MDf

-2 MGC

Increase the wielder's STR by 2 when attacking a Dark Master attribute soldier.

 

Terrain

 

Myst of Avalon

-Uncommon: 2 per deck-

Inferno: -1 STR | Hurricane: 0

Organic: 0 | Cyber: -1 DEF

Aquatic: +1 SPD | Angelic: +1 DEF

Cliff: -1 STR | Dark Master: +1 MGC

Ice: +1 DEF | Knight: -1 DEF

 

Castle

 

Old Hag's Home

-Common: 4 per deck-

0 DEF / 6 MDf

Magic impenetrable

+1 MGC to mounted Dark Master

 

Well... they probably need some heavy balancing, though I tried to base them off the cards you posted... eh, anyway, I might come up with more later, and I need to organize all these in a deck... are there any tips on deckbuilding and stuff? I'm really lost here...

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Here's my form:

 

Name: Krassius Davok

Birth City: Vancouver [Canada]

Current Residence (City): Vancouver [Canada]

Gender: Male

Appearance (Link to a picture): http://public2.tektek.org/img/av/0805/d11/17/791e8.png

Playing Style (In detail; how would they lead troops in battle?): Krassius usually leads his troops out while keeping his Garrison heavily guarded. Usually plans out every move, is pretty much unpredictable. The road to beating him is usually expecting the unexpected, attacking swift and hard, and not letting your guard down.

Requested Deck Theme: Krassius usually leads a Demonic deck, usually concerning the different Hells of mythology: Hell, Nifleheim, the Underworld, and Tartarus.

Personality (In detail): Krassius is a highly intelligent player with an IQ of around 190. Is evil and calculates every move set before him. He usually underestimates his opponents, though, something that usually leads to his downfall,

Biography (optional) (In detail): Krassius was born in a car accident when their parents have rammed into a nearby car. All his parents except him were killed, and Krassius was sent to an orphanage. Later, Krassius learned that his parent's deaths was because of a pact made by his father to the Lord of the Dead Hades to save his wife. They hadn't met their bargain so Hades and the Grim Reaper had the parents killed. Unfortunately, Krassius was saved before the Grim Reaper could find him. On the run from death, Krassius befriended the exiled demon Y'xtraz and made a partnership together. Finally, meaning the confront the Grim Reaper and avenge his parents death, and also to hold his ambition of Lord of the Underworld by slaying Hades, Krassius was invited to join the new Warmyst tournament before he could confront the Grim Reaper. It's just as well, for the Grim Reaper was waiting for him. Wishing to outrun death and win the tournament, Krassius won't let anyone stand in his way.

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