Aug. 26, 2011 8:46 PM
Hello WBO community! Before i start with the TCG itself, let me just say that this TCG has been in the making for a month or so, and the mechanics are STILL not finished. With that said, i have a "pre-alpha" gameplay made which i hope to tweak and improve upon your feedback. So i hope that you will give this thread a chance and hopefully give constructive criticism that'll help me improve it.
Summary:
-MAGIA is a fast-paced TCG centered around the concept of spellcasting. It puts the players in the spotlight as powerful Mages who try to defeat each other using epic and over-the-top spells. Other than casting from a wide range of unique magic cards, the players can also raise objects known as Wards which are used to shield them from the opponent's attacks. MAGIA also introduces a unique concept with the Manapool, a collective resource pile - adding another layer of complexity and strategy to the game.
Objective:
- Each player starts the game by drawing 10 cards from the top of a strictly 70 card deck and putting them facebown. Those 10 cards represent his manashields. The goal is to defeat the opponent by destroying those 10 manashields and then attacking one more time for the final blow(even if you have 0 manashields, you are not beaten until the opposing player lands one more successful hit, therefore you can still win.).
- If the player runs out of cards to draw, he doesn't lose automatically. This means that the opponent must still cast spells to defeat him. So if one player runs out of cards to draw, but in his hand he still has the cards he needs to win, he can still win.
Gameplay:
-As mentioned earlier, the gameplay in MAGIA is all about spellcasting. No more summoning monsters, no more units that fight for you. You are in the heat of battle, you have the power to cast spells. You are the Mage!
-You use a 70 card deck(no less, no more) that is filled with different kinds of spells(The types of cards and how they work will be explained later on). As stated before, at the beginning of the game, 10 cards are drawn from the top of the deck and placed facedown. So technically the game starts with 60 cards in each deck. The players draw 6 cards, with the player who starts first drawing two more. Each turn the players draw two cards from the top of their decks which they add to their hands. The cards they draw can be either offensive spells, defensive spells, enchantments or ward-summoning spells.
-Each turn, after drawing the two cards, players can either summon a ward to protect themselves from a future attack, attack with an offensive spell or effect the battlefield with an enchantment. This includes adding some positive or negative effect to certain cards, or even change the environment itself, giving bonuses to certain schools of magic and/or hindering others(The five Schools of Magic are explained and elaborated later on). If the player attacks the opponent with an offensive spell, the opponent can either choose to block with a ward or a defensive spell. The difference between the two is that wards are permanent unless destroyed, and defensive spells are instant and discarded immediately after their use into the manapool. And not just the defensive spells. EVERY spell after it's been cast(unless permanent) and ward after it's been destroyed - go to the manapool. And just like that turn after turn the players cast spells and try to destroy the opposing player.
-The Manapool is basically the discard pile in the game. There is no other pile the cards go to other than that. What makes it unique enough to have its own name? The manapool is not just a discard pile. It's also the resource pile which is used for casting more powerful spells(Yes, the more powerful spells in MAGIA will require a certain cost in cards from the manapool). But this is different from resource piles in other games in which it's collective. What this means is that players can use all cards in the manapool as resource, both theirs and their opponent's. The manapool refreshes every turn so if, for example, you cast five no-cost spells this turn, your opponent can use those five cards from the manapool to cast a spell that is more powerful than all five of those spells. This is why the manapool adds so much strategy. You need to play your cards carefully and think ahead of your opponent. And just like in every good anime, as the manapool is filled with more and more cards, the battles will end in a climactic action with epic spells that require an insane amount of cards from the manapool, but in turn are very overpowering. Of course, not every battle will end this way, but it'll be very much possible.
Schools of Magic:
- Before we can talk about the cards themselves, we must first clear out how they are split. Instead of the spells being categorized by elements( e.g Fire, Water, Earth), they are split into five distinct schools of magic, each named after the legendary mage that started it, and each represented by a unique color(Please note that this aren't the final names of the schools, so they MAY change, depending on feedback).
Aqualibrium: Symbolized by the color blue, this was the first school of magic. It was started by the great teacher Vodana Aqualibrium. This school is fabled for its use of water, ice and the element of cold. The Aqualibrium cards are balanced and revolve around the principle of going with the flow and slowly overcoming your opponent. Despite lacking in destructive force, the Aqualibrium enchantments are fabled for their diversity and power to change the tide of battle. The students in the Aqualibrium school are referred to as "priests" and are known to be cool and collected.
Ignogan: Represented by the color red, this school was built by the legendary archmage Mulciber Ignogan, who had an unprecedented skill with fire magic. This is why the spells of the Ignogan school revolve mostly around fire or heat and are centered around power and straightforward offensive. Their wards are made from red steel are said to be able to endure the heat of the sun. Most users of Ignogan cards are said to be hot-tempered and with an explosive personality.
Terrakov: Associated with the color green, this school rose up thanks to the efforts of the eastern wizard Zemian Terrakov, also known as "Zemian of the Quarry". He was famous for his raw strength and power to split the earth itself apart. For this reason, the Terrakov spells are all about raw power and using the land and trees themselves to your advantage. However, despite the epithet of being big and strong, the Terrakov students are known to be kindhearted and willing to put the needs of others before their own.
Lumar: This school is represented by the color white, and said to be the purest of all schools. Its name comes from the Lumar family, four priests and priestesses who came from an unknown land and decided to share with the world their knowledge of light. Bound together by fate they chose one name to represent all of them, and Lumar was that name. Their names were Aura, Jacob, Noah and Elisa Lumar. Perhaps the most delicate of schools, Lumar spells have defensive and healing properties, focusing on defense and growth rather than destruction.
Temnox: With the color black behind its name, it should come as no surprise that this is the most controversial school, with equally mysterious and dark past. It's said that it was started by a farmer possessed by an evil spirit, and it originated as a place for the evil and the occult. Centered around the element of death and darkness itself, Temnox spells are all about corruption and destruction. Its practitioners are hated and frowned upon, even though they are generally nice, albeit outlawish, characters with very cool hats!
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Types of SpellCards
Offensive Spells - These are the most important cards in the game. They are the attacks you use to defeat your opponent. All offensive cards have the same basic shape. They have a name, an image that represents the spell, an attack value, a power value, a mana cost(if any) and an Incantation fragment. The name is what the spell is called, and every spell has a unique name. The attack value is how strong the spell is. It can be 500, 1000, 10000 or more! The attack value dictates whether or not the spell can destroy a ward(if the attack value of the spell is higher than the defense value of the ward) or if it can break through a defensive spell(again, if the attack value is higher than the defense value). The power value is how many manashields the spell destroys if it makes a straight hit. A straight hit is when there is nothing blocking the spell, so it hits directly. Most cards vary between 2-4. However, if the spell hits a ward or a defensive spell and overcomes them, it only destroys 1 manashield, no matter how much more powerful it was. The mana cost is only present in more powerful spells. It shows how much cards must be tapped from the manapool in order for that specific spell to be cast. It can be from as little as 5 to as many as 50 cards from the manapool. And the incantation fragment is a mystical word that can be activated only by great mages!
Defensive Spells - These are instant spells that are used to defend against attacking spells. They usually have a higher defensive value than wards, and their structure is virtually the same as the attack cards, except for the Power Value part. And instead of an Attack Value, the defense cards have a Defense Value. Some defensive spells even have a special effect or condition that makes them more powerful against certain schools of magic.
Wards - Wards are permanent defensive structures that you summon. Their structure is similar to the defensive spells - a name, an image, a defense value/school defense and an incantation fragment. The wards are split into two subtypes - Mechanical Wards and Elemental Wards. Mechanical wards have a set defense value with a number, like 800, 2000 etc. Unlike them, Elemental Wards don't have a defense value and can only defend against certain schools of magic. However, whereas Mechanical Wards require a more powerful attack to be destroyed, Elemental Wards cannot be harmed by the specific school they guard against, and are useless against other schools of magic. So the Mechanical Wards are useful in some situations, and the Elemental Wards in others. Just like the other cards, wards can have a cost to play as well. Stronger wards will require more mana to be summoned. However, regardless of how strong the ward is, only up to three wards can be on the field at the same time.
Enchantment - These are effect-causing spell cards, and the things they can do are almost limitless. They can power-up an attack spell or give it a specific ability, increase the defense of a ward or protect it from harm, and they can even change the environment, giving bonuses to certain schools or hindering others, or even setting a specific condition to the battle(e.g "Only the strong" - No spells that require less than 5 mana can be played.)
Incantations - These are exceptionally powerful spells, with almost legendary reputation. Incantation spells are so powerful, they cannot be placed in a normal deck. Instead each player can have a side-deck with a maximum of 10 incantations. As the name suggests, Incantations require a certain "phrase" to be completed in order for them to be cast. And the phrase is completed by discarding select cards with specific fragments that complete the incantation into the manapool. Incantations can be anything from attack spells with powerful special effects to enchantments. [Now, let me note here that despite some of you may think these are rip-offs of YuGiOhs Fusion Monsters - they are not. And i hope you can figure out why ]
Spell Augmentation - This is a special technique used with decks made up of multiple schools. In short, spell augmentation is when a player casts an attack or defense spell and then uses another card from a different school to change the school of the original spell. It can be useful for overcoming elemental wards or avoiding enchantment effects. Also, augmenting is useful because each school gives the spell you're augmenting a different bonus:
-Aqualibrium gives the augmented spell splash damage.
-Ignogan - Allows the spell to break an additional manashield if the attack is successful.
-Terrakov - Adds a small ammount of extra attack power.
-Lumar - protects the spell from negative enchantments.
-Temnox - discards a card from your opponent‘s hand if the hit is succesful.
Spell Boosting - This is when a player has two or more of the same spell card in his hand(only works for attack/defense spells). The player can cast all same cards at the same time, doubling or tripling the attack value(depending on how many cards he casts). This can be useful for defeating a stronger ward. BUT, the drawback is that the power values don't add up. Instead, if it's not a clean hit, only one shield is destroyed, just like with one card. And if it's a clean hit, only ONE is added per card(e.g if the card's power is 2, and you cast two cards at the same time, the damage done won't be 4, as in 2+2, but rather 3 as in 2+1).
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Also, here is a list of prototype cards you can check out. They will be used for testing out the gameplay mechanics and balancing purposes, but some(if not most) won't make it to the final version of the game.
Name: Water Turbine
Description: A horizontal pillar of spinning water speeds towards the enemy
ATK/DEF: 5.000
Effect: N/A
Name: Ice Scattershot
Description: A hundred ice spikes are shot out close together, forming a tight swarm of sharp, white needles.
ATK/DEF: 4.000
Effect: N/A
Name: Rising Tide
Description: A substantial amount of water is summoned as a wave rises up and slams into the opponent.
ATK/DEF: 2.500
Effect: This spell hits every enemy ward.
Name: Cyclone
Description: A storming pillar of water rises up from below.
ATK/DEF: 6.000
Effect: N/A
Name: Razorstream
Description: You have control over a thin stream of fast-flowing water, flowing with speeds high enough to allow it to cut clean through metal.
ATK/DEF: 5.500
Effect: N/A
Name: Velocity Bubble
Description: A bubble filled with pressurized water is shot towards the enemy like a bullet.
ATK/DEF: 4.500
Effect: N/A
Name: Winter Lance
Description: A lance made up of hard ice is hurled towards the enemy at great speeds.
ATK/DEF: 6.500
Effect: If this spell is a successful hit, it breaks 2 manashields.
Name: Warping River
Description: A floating river that you control with your mind bursts out and flows towards your opponent
ATK/DEF: 6.000
Effect: The user can choose to split the river, dealing half the spell's attack power to two different targets.
Name: White Tree
Description: A tree grows out in front of the caster, made solely out of ice and snow, absorbing the attack and disappearing afterwards.
ATK/DEF: 5.000
Effect: N/A
Name: Pressure Vault
Description: A portal is opened and a highly pressurized wave of steam comes out, bursting through any oncoming attack.
ATK/DEF: 3.000
Effect: N/A
Name: Zero Gravity Bubble
Description: A Bubble filled with magical water floats in mid-air, absorbing any attack that hits it.
ATK/DEF: 5.500
Effect: This spell lasts until the end of the turn unless broken through.
Name: Fridge Drop
Description: A magical fridge drops from the sky at the right moment, hitting the oncoming attack and driving it into the ground.
ATK/DEF: 6.000
Effect: N/A
Name: Iceberg summon
Description: A giant floating iceberg is summoned that acts as a defensive wall.
ATK/DEF: 4.000
Effect: This spell lasts until the end of the turn unless broken through.
Name: Spinstream
Description: A mechanical plate with openings all over its edge that shoot out streams of water, causing the plate to spin in the air and creating a wide-area defensive field.
ATK/DEF: 5.000
Effect: This spell fully absorbs attack spells that hit multiple targets.
Name: Geiser
Description: Water erupts from before the caster's feet, creating for a pillar of water that's an effective defense spell.
ATK/DEF: 6.500
Effect: N/A
Name: Waterify
Description: "You want more attack power for your spells?! Simple. Add more water!" This spell increases the amount of water in an Aqualibrium spell.
ATK/DEF: N/A
Effect: Adds 2.000 ATK to the selected attack spell.
Name: Accelerate
Description: Accelerate the attack, causing it to gain in breaking power.
ATK/DEF: N/A
Effect: The enchanted spell breaks an additional manashield if the attack is successful.
Name: Dissipation
Description: Magical rain falls down upon the target.
ATK/DEF: N/A
Effect: This enchantment can dispel one enchantment(only works on enchantments up to level 20).
Name: Thicken
Description: The armor of the selected ward thickens and becomes encased in ice
ATK/DEF: N/A
Effect: Adds 1.500 DEF to a selected ward.
Name: Liquidation
Description: Water goes into the insides of a ward, weakening it.
ATK/DEF: N/A
Effect: Reduces the defense of a selected ward by 2.000.
Name: Voden
Description: A tall box made out of white steel and filled with magical water, so cold that the air around it gets cooled down.
ATK/DEF: 6.000
Effect: When this ward is broken through, the user receives no damage.
Name: Mraz The White
Description: A statue of a soldier made up of thick ice.
ATK/DEF: 7.000
Effect: N/A
Name: Frozen Pillar
Description: A tall and wide pillar made up of clear ice, almost see-through.
ATK/DEF: 6.500
Effect: N/A
Name: Cold Shield
Description: A floating shield made up of blue steel, cold enough to freeze the surrounding moisture and cover itself with shreds of ice.
ATK/DEF: 5.000
Effect: N/A
Name: Icework Golem
Description: An inanimate mechanical contraption made of white gears and icy steel, hard and sturdy.
ATK/DEF: 7.500
Effect: N/A
Name: FrostGlaive
Description: A giant Glaive made up of steel and ice, as big as a dozen men, available for your throwing pleasure.
ATK/DEF: 11.000
Effect: N/A
Name: Iceshard Turbine
Description: A step-up from the water turbine, this one has dangeour shards of ice inside it, spinning like saws on the surface of it.
ATK/DEF: 12.000
Effect: N/A
Name: Megaton Raindrop
Description: A tiny raindrop, with the weight of an entire lake compressed into it.
ATK/DEF: 10.000
Effect: N/A
Name: Frostwork Bomb
Description: An ice bomb filled with gears and cranks, covered in a white casing as cold as a winter's night, exploding upon contact and freezing the target.
ATK/DEF: 9.000
Effect: If this spell doesn't break through the target ward, it reduces its defense to 1.
Name: Coolermeister Drop
Description: An extremely large fridge dropping from heavens above like an icy meteor
ATK/DEF: 11.500
Effect: N/A
Name: Snowflake Conjure
Description: A giant snowflake is conjured up in front of the caster, receiving the impact of the attack instead.
ATK/DEF: 9.000
Effect: N/A
Name: Morningstar Summoning
Description: A star made out of ice and with a liquid heart protects its summoner.
ATK/DEF: 10.000
Effect: This spell lasts until the end of the turn unless destroyed.
Name: Ice Ring
Description: A Ring made out of ice with steam shooting out inside of it spins, trapping the oncoming attack.
ATK/DEF: 8.000
Effect: N/A
Name: IceFlower Bloom
Description: A beautiful ice sculpture arises in the shape of an oversized rose flower.
ATK/DEF: 12.000
Effect: N/A
Name: Antigravity Bubble
Description: A step up from the no gravity bubble, this one is infused with a stronger magic field inside of it.
ATK/DEF: 11.500
Effect: N/A
Name: Shifting Tide
Description: The area is enchanted with a magical layer of water.
ATK/DEF: N/A
Effect: A permanent enchantment(unless destroyed), this spell allows the mages to freely use attack spells for defense as well, and defense spells for attack as well.
Name: Snowfall
Description: Suddenly, the battlefield is covered in white. Snow is falling.
ATK/DEF: N/A
Effect: This enchantment is permanent, unless destroyed. All Aqualibrium spells get a 3.500 bonus, whether it's Attack or Deffense.
Name: Aquabend
Description: Gives you greater control over a selected spell. You can literally bend the water to your will.
ATK/DEF: N/A
Effect: Allows the selected attack spell to bypass the defending ward(s) and achieve a direct hit. Only one Manashield is broken with the use of this enchantment.
Name: Submerge
Description: The selected ward is submerged in a field of water suspened around it, reducing its defense.
ATK/DEF: N/A
Effect: This enchantment is permanent unless destroyed. Reduces the selected ward's defense by 3.000.
Name: Winter's hold
Description: The selected ward is encased in ice completely and winter winds surround it.
ATK/DEF: N/A
Effect: This enchantment is permanent unless destroyed. Increases the selected ward's defense by 3.500.
Name: Antigan the FlameEater
Description: A big and round blob of water, standing on top of stubby steel legs.
ATK/DEF: N/A
Effect: Ignogan attack spells are useless against this ward.
Name: Jadees the Smasher
Description: A tall and thin ice contraption encased in shreds of icing, with two long, white shields.
ATK/DEF: N/A
Effect: Terrakov attack spells are useless against this ward.
Name: Typhon the Extinguisher
Description: A small metalic body with a floating head made up of water above it. The head stretches and swallows oncoming attacks.
ATK/DEF: N/A
Effect: Lumar attack spells are useless against this ward.
Name: Svetlon the Priest
Description: A tall and thick blue body with a heart made up of water with no head and a large cross floating above it.
ATK/DEF: N/A
Effect: Temnox attack spells are useless against this ward.
Name: Jetstream Ice Drill
Description: A giant rotating drill made up of ice that's propelled by a constant jet of water.
ATK/DEF: 14.500
Effect: If this spell breaks through a ward, it breaks an additional manashield.
Name: Snowball shot
Description: A snowball of monstrous size is shot out like a bullet towards the enemy
ATK/DEF: 15.000
Effect: N/A
Name: Winter Saw
Description: A very large saw made entirely out of ice spins rapidly, cutting through the air as it heads towards the enemy.
ATK/DEF: 16.500
Effect:
Name: Epic Fridge Drop
Description: An even larger and much more epic cooler drops down from the sky.
ATK/DEF: 17.000
Effect: N/A
Name: Healing Snowflake
Description: A giant, magical snowflake that heals its caster upon shattering.
ATK/DEF: 16.500
Effect: If this spell is broken through, the caster doesn't receive any damage and one of his manashields are rebuilt.
Name: Iceshard Geiser
Description: A stronger version of the geiser with very large shards of ice inside the ice-cold water.
ATK/DEF: 18.000
Effect: N/A
Name: Temperature Block
Description: The battlefield is set in a state of a non-changing temperature, set to cold.
ATK/DEF: N/A
Effect: This enchantment is permanent unless destroyed. While this enchantment is active, only level 10 spells of any kind may be played.
Name: Cold Field
Description: A liquid ice forcefield appears before the caster.
ATK/DEF: N/A
Effect: The caster is protected from all attack spells for 2 turns.
Name: Dispersion
Description: The selected attack spells disperses, hitting all of the opponent's wards for the same damage.
ATK/DEF: N/A
Effect: This enchantment allows a chosen attack spell to deal the same damage to all of the opponent's wards.
Name: Icework Giant
Description: A gigantic golem made up of white steel and icy clockworks stands tall before the caster.
ATK/DEF: 18.000
Effect: N/A
Name: Absorber Mechanism
Description: A very large ring with a water bubble inside it.
ATK/DEF: 16.000
Effect: If the opponent's spell has the same attack value as the Absorber Mechanism, the attack doesn't break through.
Name: Frost Statue
Description: An enormous statue made out of ice, resembling a man in armor.
ATK/DEF: 17.500
Effect: N/A
Name: Supersonic HydroDrill
Description: An upgrade to the Jetstream Ice Drill, this one is much bigger and much faster!
ATK/DEF: 20.000
Effect: If this spell breaks through a ward, it breaks an additional manashield.
Name: Gigaton Raindrop
Description: This one magical raindrop is said to contain the water from a hundred oceans.
ATK/DEF: 22.000
Effect: N/A
Name: Freezeframe
Description: A mirror made out of water and with an ice frame around it.
ATK/DEF: 20.000
Effect: If this spell is broken through, the attack is frozen in time and doesn't affect its target for one frame.
Name: Ice Cross
Description: A giant cross made out of ice is summoned.
ATK/DEF: 23.000
Effect: N/A
Name: Encase
Description: The selected ward is encased in an almost indestrutible case of ice.
ATK/DEF: N/A
Effect: This enchantment is permanent unless destroyed. It adds 6.000 to the selected ward's defense.
Name: Shatter
Description: The targeted ward shatters completely into million pieces.
ATK/DEF: N/A
Effect: Destroys the selected ward completely(doesn't affect wards above level 20)
Name: Heavy Ice
Description: A statue holding a giant shield made of ice.
ATK/DEF: 25.000
Effect: N/A
Name: Time Bubble
Description: A floating magical bubble
ATK/DEF: 20.000
Effect: If this ward is broken through, the attacking spell goes through time, not dealing its damage for three more turns.
Name: Allwinter Turbine
Description: The epic version of the turbine, this one is a hell of a lot bigger and contains ice shards big enough to cut through a mountain
ATK/DEF: 27.000
Effect: N/A
Name: Poseidon's Shelter
Description: A large wave of impenetrable water rises up before the caster.
ATK/DEF: 26.600
Effect: This spell lasts for two turns unless destroyed.
Name: Ice Age
Description: The battlefield freezes as a harsh climate arrives.
ATK/DEF: N/A
Effect: Aqualibrium spells get a 5.000 bonus while spells from all other schools have 2.500 less power
Name: Tundra Surge
Description: The battlefield is struck by a severe hailstorm, and only the caster remains unhinged.
ATK/DEF: N/A
Effect: All schools except Aqualibrium have 5.000 less power.
Name: Winter Stone
Description: A magical white stone encased in ice and with strange inscriptions upon it.
ATK/DEF: 30.000
Effect: N/A
Name: Fresh Waterfall
Description: A magical waterfall bathes the user, healing them.
ATK/DEF: N/A
Effect: Restores 3 manashields.
Name: Total Freeze
Description: All of the opponent's wards are frozen completely.
ATK/DEF: N/A
Effect: All of the opponent's wards have their defense lowered to 1 for two turns.
Name: Poseidon's Shield
Description: A giant floating magical shield ward.
ATK/DEF: 36.000
Effect: N/A
Name: Winter Lulaby
Description: A magical tune that is as deadly as it is beautiful.
ATK/DEF: N/A
Effect: This incantation destroys two of the opponent's manashields.
Name: Calm Sea
Description: A wave of seawater repeatedly hits the opponent's ward.
ATK/DEF: 20.000
Effect: This attack spell lasts for three turns, each turn hitting once. If it breaks through, it destroys one manashield
Name: Freezebeam
Description: A beam of extremely cold water.
ATK/DEF: 1
Effect: This defense incantation stops any attack.
Name: Water
Description: "All of the world's water descends upon you. What do you do?!"
ATK/DEF: 40.000
Effect: This attack incantation destroys two manashields.
Name: Molten Tomahawk
Description: A human-sized Tomahawk as hot as lava itself is hurled towards the enemy.
ATK/DEF: 8.000
Effect: N/A
Name: Pyrobolt
Description: A large bolt of intense flame and heat is shot out towards the enemy at great speeds.
ATK/DEF: 5.000
Effect: N/A
Name: Burning Laser
Description: Unlike lasers that use light, this one is actual fire condensed so much that it appears just as a thin line, piercing through anything!
ATK/DEF: 6.500
Effect: N/A
Name: TNT
Description: An oversized pack of dynamite is lunged at the enemy, exploding in a glorious manner.
ATK/DEF: 4.000
Effect: This attack spell hits two neighboring wards.
Name: Fiery Minigun
Description: A large minigun is summoned, made out of red steel and flames coming out of every side, shooting out a deadly spree of many small fireballs.
ATK/DEF: 5.500
Effect: N/A
Name: Bucket of Magma
Description: Pretty much self-explanatory, really. A bucket….Filled with MAGMA! And thrown at the enemy.
ATK/DEF: 6.500
Effect: N/A
Name: Deadman’s Rocket
Description: A large rocket meant for suicide bombing, but its user now reduced to a corpse due to long flight times. Now used as a devastating spell, with the corpse still chilling on top.
ATK/DEF: 7.000
Effect: N/A
Name: Burning Steed
Description: It’s a magical flame, taking the form of a burning stallion, made up entirely of fire.
ATK/DEF: 7.500
Effect: If this spell is a successful hit, it breaks 2 manashields.
Name: Heatwire
Description: The user takes controlled of a magical, superheated wire that can slice through spells like a knife through butter.
ATK/DEF: 5.500
Effect: N/A
Name: Flaming Wheel
Description: A giant, flaming wheel of a monster truck forms before the caster to protect them from harm.
ATK/DEF: 4.500
Effect: N/A
Name: Sparking Wall
Description: A red wall rises in front of the caster, inner workings sparking as they turn and activate the wall.
ATK/DEF: 6.000
Effect: This spell lasts until the end of the turn unless broken through.
Name: Hotrod summon
Description: The most amazing of hotrod vehicles drops from the sky at the right moment, hitting the oncoming attack and driving it into the ground.
ATK/DEF: 6.500
Effect: N/A
Name: Magma Sculpt
Description: Magma bursts from an unknown dimension, forming a beautiful sculpture that acts as a defense.
ATK/DEF: 5.000
Effect:
Name: Flaming Skull
Description: The skull of a dragon is summoned, pure bone but still spewing fire, enough to defend its caster.
ATK/DEF: 6.000
Effect:
Name: Superheat Zone
Description: A magical zone is heated to extreme temperatures, forming a red square that burns anything that enters it.
ATK/DEF: 6.500
Effect: This spell fully absorbs attacks that hit multiple targets.
Name: Melting Point
Description: This spell heats the selected ward severely, bringing it to a melting point and weakening it.
ATK/DEF: N/A
Effect: Reduces the defense of a selected ward by 2.000.
Name: Internal Combustion
Description: Heats up the selected attack spell even more so, increasing its breaking power.
ATK/DEF: N/A
Effect: This enchantment causes the selected attack spell to break another manashield if the attack is successful.
Name: Molten Armor
Description: Additional metal is melted down upon the selected ward, creating a red armor of metal around it and increasing its defenses.
ATK/DEF: N/A
Effect: Adds 1.500 DEF to a selected ward.
Name: Dessert Rising
Description: The battlefield turns into a desert, dry and hot.
ATK/DEF: N/A
Effect: This enchantment is permanent(Unless destroyed). It adds 1.500 to all Ignogan spells.
Name: Flaming Approach
Description: The selected spell gets covered in flames, increasing its attack.
ATK/DEF: N/A
Effect: Adds 2.500 ATK to a selected attack spell.
Name: Molten Core
Description: A golem made up of melted steel, rigid but sturdy and with flaming clockworks to drive it.
ATK/DEF: 6.500
Effect: N/A
Name: Flaming Shield
Description: A giant shield hovering in mid-air, flames coming out of it.
ATK/DEF: 8.000
Effect: N/A
Name: Magma Body
Description: A faceless creature made up of magma.
ATK/DEF: 7.000
Effect: N/A
Name: Superhot Statue
Description: A metallic statue standing tall, hot enough to evaporate anything that touches it.
ATK/DEF: 5.500
Effect: N/A
Name: Hellrisen Skull
Description: A demonic skull, as large as a car, with flaming eyes and fangs that can tear through anything.
ATK/DEF: 7.000
Effect: N/A
Name: Heat Cannon
Description: A gigantic cannon is summoned, shooting out a concentrated beam of heat.
ATK/DEF: 12.000
Effect: N/A
Name: Magma Wave
Description: A magical portal is opened up and magma pours out like a wave, melting everything.
ATK/DEF: 9.500
Effect: This spell hits all of the enemy’s wards.
Name: Flaming Skull Tomahawk
Description: A step up from the Molten Tomahawk, this one is at least three times its size, and with flames spewing out of the skull that acts as the blade-holder on top of the handle.
ATK/DEF: 14.000
Effect: N/A
Name: Firebola
Description: Three exploding fireballs, strung together by a hot wire, thrown at the enemy. They wrap around their target and explode, dealing severe damage.
ATK/DEF: 13.000
Effect: N/A
Name: Firestorm
Description: A red cloud opens up, shooting down large bolts of flame.
ATK/DEF: 4.000
Effect: This spell hits 3 times separately. Its target is chosen for each hit by the caster.
Name: Pyrogate Summon
Description: An overly large gate made up entirely of flames and hot steel.
ATK/DEF: 11.000
Effect: This spell lasts until the end of the turn unless destroyed.
Name: Burning Cauldron
Description: A large, black cauldron with flames coming out of it. It’s presumed it was used for cooking dragons.
ATK/DEF: 8.000
Effect: N/A
Name: Lava Rising
Description: A crack opens up on the ground and a geyser of lava shoots out, defending against the oncoming attack.
ATK/DEF: 9.500
Effect: N/A
Name: Hellfire
Description: A portal opens up as flames from the underworld reach out and burn to a crisp anything that touches them.
ATK/DEF: 11.000
Effect: N/A
Name: Laser Grid
Description: A dozen red lasers forming a fence that incinerates anything that touches it.
ATK/DEF: 10.000
Effect: N/A
Name: Magmarise
Description: The selected ward is covered in magma, adding another layer of protection to it.
ATK/DEF: N/A
Effect: Adds 2.500 DEF to a selected ward.
Name: Spitting Fire
Description: The selected attack spells splits into multiple versions of itself.
ATK/DEF: N/A
Effect: Allows the selected attack card to attack every ward the enemy has on the field, dealing half its ATK to each.
Name: Focus Heat
Description: The selected attack spell has all its power focused on a critical point in the opponent’s ward.
ATK/DEF: N/A
Effect: Allows the selected attack spell to break-through the selected ward, ignoring the ward’s defense.
Name: Card Burn
Description: A pin-point magical attack that targets the opponent’s deck.
ATK/DEF: N/A
Effect: Allows the caster to take the top card of the opponent’s deck and place it in the manapool.
Name: Burn-Through
Description: This enchantment targets the opponent’s ward and destroys it from the inside.
ATK/DEF: N/A
Effect: This enchantment allows the selected attack spell to break through the targeted ward, ignoring its defense.(Works only for wards up to level 20)
Name: Paren the Steamer
Description: A large, round metallic sculpture with an orb of fire inside it.
ATK/DEF: N/A
Effect: Aqualibrium attack spells are useless against this ward.
Name: Bogia the Shredder
Description: A square box standing on two stout feet with a blob of magma as its head and a set of razors across its front.
ATK/DEF: N/A
Effect: Terrakov attack spells are useless against this ward.
Name: Izdaga the Trapper
Description: A large floating head with burning eyes and a large mouth covering most of its face.
ATK/DEF: N/A
Effect: Lumar attack spells are useless against this ward.
Name: Morzana the Lightess
Description: A tall and lean feminine statue with a burning cross in its hands.
ATK/DEF: N/A
Effect: Temnox attack spells are useless against this ward.
Name: Elemental Monster Truck
Description: A giant monster truck made up of lava and flames, riding straight into the enemy.
ATK/DEF: 18.000
Effect: N/A
Name: Epic Fireball
Description: A potent magical fireball at least ten times the size of a human with a magic sygil in the center of it and a chain of hardened lava spikes around it rotating.
ATK/DEF: 19.000
Effect: N/A
Name: Meteor Drop
Description: A meteor falls from the sky, slamming into its target
ATK/DEF: 17.500
Effect: N/A
Name: Fire Zone
Description: An extremely dense zone of fire appears, acting as a wall of pure flames.
ATK/DEF: 17.500
Effect: N/A
Name: Core Summon
Description: The core of a small planet is summoned to take the impact for the caster.
ATK/DEF: 16.500
Effect: This spell lasts until the end of the turn unless broken through.
Name: Giga Laser
Description: A very large laser blocks the oncoming attack.
ATK/DEF: 17.000
Effect: N/A
Name: Superheat
Description: The selected attack spell is heated up to insane temperatures
ATK/DEF: N/A
Effect: Adds 5.000 ATK to a selected attack spell.
Name: Hellfire Armor
Description: Literally an armor crafted in hell is donned upon the selected ward.
ATK/DEF: N/A
Effect: Adds 5.000 DEF to a selected ward.
Name: Implosion
Description: The selected ward is destroyed from the inside-out.
ATK/DEF: N/A
Effect: This enchantment destroys a ward completely.(Works only on wards up to level 20)
Name: Magma Walker
Description: A gigantic golem made up solely of magma and hardened lava acting as its armor.
ATK/DEF: 17.000
Effect: N/A
Name: Shield Core
Description: A very large magical shield with the core of a small star in the center of it and a surface so hot even the air around it gets set on fire.
ATK/DEF: 16.500
Effect: N/A
Name: Flaming Coffin
Description: A large steel coffin with the only thing inside it being flames and more flames.
ATK/DEF: 17.500
Effect: If the attack breaks through this spell, the caster receives no damage.
Name: Flaming Dragonskull Tomahawk
Description: The ultimate in Tomahawk spells, this one is sure to pack quite a punch! Ten times as big as the Molten Tomahawk and a hundred times more powerful!
ATK/DEF: 25.000
Effect: N/A
Name: Burning X
Description: Focused magical fire is shot out towards the enemy in the form of an X.
ATK/DEF: 23.000
Effect: If this spell breaks through a ward, it breaks an additional manashield.
Name: Pocket Star Summon
Description: A magical portal opens up and a small star comes out. It cannot be explained.
ATK/DEF: 22.000
Effect: N/A
Name: Flaming Grasp
Description: A gigantic palm made of lava appears, blocking the oncoming attack.
ATK/DEF: 20.000
Effect: If the opponent's spell has the same attack value as the Flaming Grasp, the attack doesn't break through.
Name: Hell’s Mantle
Description: The selected ward is covered by a magical burning mantle, increasing its defense.
ATK/DEF: N/A
Effect: This enchantment is permanent unless destroyed. It adds 6.000 DEF to the selected ward.
Name: Double Fire
Description: The selected spell is doubled.
ATK/DEF: N/A
Effect: The selected attack spell hits two times, dealing full damage each time.
Name: Epic Oven
Description: A gigantic oven with flames coming out of it.
ATK/DEF: 24.000
Effect: N/A
Name: Fire Guardian
Description: A monstrous, gigantic mechanical beast with flames coming out of every part of its body
ATK/DEF: 20.000
Effect: N/A
Name: Hell’s Arrow
Description: A monstrous arrow comprised of flames from hell itself.
ATK/DEF: 28.000
Effect: N/A
Name: Flaming Locomotive.
Description: A flying, burning, steaming locomotive. Made of lava.
ATK/DEF: 30.000
Effect: N/A
Name: Flame Lord’s Hand.
Description: An almost demonic spell, this one summons a large, monstrous hand to block the oncoming attack.
ATK/DEF: 25.000
Effect: This spell lasts for the entire turn unless broken through.
Name: Laser Guide
Description: Telepathically connects the attack spell with the caster after it has been cast.
ATK/DEF: N/A
Effect: Allows the selected attack spell to bypass the opponent’s wards.
Name: Firestone
Description: A magical red stone with flaming red glyphs written upon it.
ATK/DEF: 30.000
Effect: N/A
Name: Magical Nuke.
Description: A large magical nuke strikes the field.
ATK/DEF: 25.000
Effect: This attack spell hits all of the opponent’s wards. However, it always only breaks one manashield.
Name: Phoenix’ Run
Description: A magical fire projectile in the form of the legendary bird, controled by the caster.
ATK/DEF: 28.500
Effect: This attack spell bypasses the opponent’s wards. Upon hit it breaks 3 manashields.
Name: Lava zone.
Description: A field of lava appears under the opponent’s wards.
ATK/DEF: N/A
Effect: This enchantment is permanent unless destroyed. All of the opponent’s current and future wards lose 5.000 DEF.
Name: Red Steel
Description: The selected ward’s construction is transmoprhed into red steel, the strongest Ignogan-made casing.
ATK/DEF: N/A
Effect: This incantation adds 8.000 DEF to the selected ward.
Name: Hellgate Summon
Description: A gate rising from the depths of hell, this colossal ward is very hard to break through.
ATK/DEF: 35.000
Effect: N/A
Name: Holy Flames
Description: The ultimate magical fireball. Cannot be destroyed by anything.
ATK/DEF: 30.000
Effect: This attack spell cannot be affected by any enchantments. If it achieves a direct hit, it breaks 3 manashields.
Name: Ashes
Description: "Ashes and ashes, all will be reduced to dust.â€
ATK/DEF: N/A
Effect: This incantation destroys up to two of the enemy’s wards and cannot be affected by any enchantments.
Phew. That was ALOT of writing. I hope you guys like it and if you have any questions or comments, feel free to post
P.S: Keep in mind this is a work in progress so the mechanics may change, hopefully for the better!
P.P.S: YES, there is a lore, world and story behind the TCG as well
Name
MAGIA
MAGIA
Summary:
-MAGIA is a fast-paced TCG centered around the concept of spellcasting. It puts the players in the spotlight as powerful Mages who try to defeat each other using epic and over-the-top spells. Other than casting from a wide range of unique magic cards, the players can also raise objects known as Wards which are used to shield them from the opponent's attacks. MAGIA also introduces a unique concept with the Manapool, a collective resource pile - adding another layer of complexity and strategy to the game.
Objective:
- Each player starts the game by drawing 10 cards from the top of a strictly 70 card deck and putting them facebown. Those 10 cards represent his manashields. The goal is to defeat the opponent by destroying those 10 manashields and then attacking one more time for the final blow(even if you have 0 manashields, you are not beaten until the opposing player lands one more successful hit, therefore you can still win.).
- If the player runs out of cards to draw, he doesn't lose automatically. This means that the opponent must still cast spells to defeat him. So if one player runs out of cards to draw, but in his hand he still has the cards he needs to win, he can still win.
Gameplay:
-As mentioned earlier, the gameplay in MAGIA is all about spellcasting. No more summoning monsters, no more units that fight for you. You are in the heat of battle, you have the power to cast spells. You are the Mage!
-You use a 70 card deck(no less, no more) that is filled with different kinds of spells(The types of cards and how they work will be explained later on). As stated before, at the beginning of the game, 10 cards are drawn from the top of the deck and placed facedown. So technically the game starts with 60 cards in each deck. The players draw 6 cards, with the player who starts first drawing two more. Each turn the players draw two cards from the top of their decks which they add to their hands. The cards they draw can be either offensive spells, defensive spells, enchantments or ward-summoning spells.
-Each turn, after drawing the two cards, players can either summon a ward to protect themselves from a future attack, attack with an offensive spell or effect the battlefield with an enchantment. This includes adding some positive or negative effect to certain cards, or even change the environment itself, giving bonuses to certain schools of magic and/or hindering others(The five Schools of Magic are explained and elaborated later on). If the player attacks the opponent with an offensive spell, the opponent can either choose to block with a ward or a defensive spell. The difference between the two is that wards are permanent unless destroyed, and defensive spells are instant and discarded immediately after their use into the manapool. And not just the defensive spells. EVERY spell after it's been cast(unless permanent) and ward after it's been destroyed - go to the manapool. And just like that turn after turn the players cast spells and try to destroy the opposing player.
-The Manapool is basically the discard pile in the game. There is no other pile the cards go to other than that. What makes it unique enough to have its own name? The manapool is not just a discard pile. It's also the resource pile which is used for casting more powerful spells(Yes, the more powerful spells in MAGIA will require a certain cost in cards from the manapool). But this is different from resource piles in other games in which it's collective. What this means is that players can use all cards in the manapool as resource, both theirs and their opponent's. The manapool refreshes every turn so if, for example, you cast five no-cost spells this turn, your opponent can use those five cards from the manapool to cast a spell that is more powerful than all five of those spells. This is why the manapool adds so much strategy. You need to play your cards carefully and think ahead of your opponent. And just like in every good anime, as the manapool is filled with more and more cards, the battles will end in a climactic action with epic spells that require an insane amount of cards from the manapool, but in turn are very overpowering. Of course, not every battle will end this way, but it'll be very much possible.
Of SpellCards
Schools of Magic:
- Before we can talk about the cards themselves, we must first clear out how they are split. Instead of the spells being categorized by elements( e.g Fire, Water, Earth), they are split into five distinct schools of magic, each named after the legendary mage that started it, and each represented by a unique color(Please note that this aren't the final names of the schools, so they MAY change, depending on feedback).
Aqualibrium: Symbolized by the color blue, this was the first school of magic. It was started by the great teacher Vodana Aqualibrium. This school is fabled for its use of water, ice and the element of cold. The Aqualibrium cards are balanced and revolve around the principle of going with the flow and slowly overcoming your opponent. Despite lacking in destructive force, the Aqualibrium enchantments are fabled for their diversity and power to change the tide of battle. The students in the Aqualibrium school are referred to as "priests" and are known to be cool and collected.
Ignogan: Represented by the color red, this school was built by the legendary archmage Mulciber Ignogan, who had an unprecedented skill with fire magic. This is why the spells of the Ignogan school revolve mostly around fire or heat and are centered around power and straightforward offensive. Their wards are made from red steel are said to be able to endure the heat of the sun. Most users of Ignogan cards are said to be hot-tempered and with an explosive personality.
Terrakov: Associated with the color green, this school rose up thanks to the efforts of the eastern wizard Zemian Terrakov, also known as "Zemian of the Quarry". He was famous for his raw strength and power to split the earth itself apart. For this reason, the Terrakov spells are all about raw power and using the land and trees themselves to your advantage. However, despite the epithet of being big and strong, the Terrakov students are known to be kindhearted and willing to put the needs of others before their own.
Lumar: This school is represented by the color white, and said to be the purest of all schools. Its name comes from the Lumar family, four priests and priestesses who came from an unknown land and decided to share with the world their knowledge of light. Bound together by fate they chose one name to represent all of them, and Lumar was that name. Their names were Aura, Jacob, Noah and Elisa Lumar. Perhaps the most delicate of schools, Lumar spells have defensive and healing properties, focusing on defense and growth rather than destruction.
Temnox: With the color black behind its name, it should come as no surprise that this is the most controversial school, with equally mysterious and dark past. It's said that it was started by a farmer possessed by an evil spirit, and it originated as a place for the evil and the occult. Centered around the element of death and darkness itself, Temnox spells are all about corruption and destruction. Its practitioners are hated and frowned upon, even though they are generally nice, albeit outlawish, characters with very cool hats!
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Types of SpellCards
Offensive Spells - These are the most important cards in the game. They are the attacks you use to defeat your opponent. All offensive cards have the same basic shape. They have a name, an image that represents the spell, an attack value, a power value, a mana cost(if any) and an Incantation fragment. The name is what the spell is called, and every spell has a unique name. The attack value is how strong the spell is. It can be 500, 1000, 10000 or more! The attack value dictates whether or not the spell can destroy a ward(if the attack value of the spell is higher than the defense value of the ward) or if it can break through a defensive spell(again, if the attack value is higher than the defense value). The power value is how many manashields the spell destroys if it makes a straight hit. A straight hit is when there is nothing blocking the spell, so it hits directly. Most cards vary between 2-4. However, if the spell hits a ward or a defensive spell and overcomes them, it only destroys 1 manashield, no matter how much more powerful it was. The mana cost is only present in more powerful spells. It shows how much cards must be tapped from the manapool in order for that specific spell to be cast. It can be from as little as 5 to as many as 50 cards from the manapool. And the incantation fragment is a mystical word that can be activated only by great mages!
Defensive Spells - These are instant spells that are used to defend against attacking spells. They usually have a higher defensive value than wards, and their structure is virtually the same as the attack cards, except for the Power Value part. And instead of an Attack Value, the defense cards have a Defense Value. Some defensive spells even have a special effect or condition that makes them more powerful against certain schools of magic.
Wards - Wards are permanent defensive structures that you summon. Their structure is similar to the defensive spells - a name, an image, a defense value/school defense and an incantation fragment. The wards are split into two subtypes - Mechanical Wards and Elemental Wards. Mechanical wards have a set defense value with a number, like 800, 2000 etc. Unlike them, Elemental Wards don't have a defense value and can only defend against certain schools of magic. However, whereas Mechanical Wards require a more powerful attack to be destroyed, Elemental Wards cannot be harmed by the specific school they guard against, and are useless against other schools of magic. So the Mechanical Wards are useful in some situations, and the Elemental Wards in others. Just like the other cards, wards can have a cost to play as well. Stronger wards will require more mana to be summoned. However, regardless of how strong the ward is, only up to three wards can be on the field at the same time.
Enchantment - These are effect-causing spell cards, and the things they can do are almost limitless. They can power-up an attack spell or give it a specific ability, increase the defense of a ward or protect it from harm, and they can even change the environment, giving bonuses to certain schools or hindering others, or even setting a specific condition to the battle(e.g "Only the strong" - No spells that require less than 5 mana can be played.)
Incantations - These are exceptionally powerful spells, with almost legendary reputation. Incantation spells are so powerful, they cannot be placed in a normal deck. Instead each player can have a side-deck with a maximum of 10 incantations. As the name suggests, Incantations require a certain "phrase" to be completed in order for them to be cast. And the phrase is completed by discarding select cards with specific fragments that complete the incantation into the manapool. Incantations can be anything from attack spells with powerful special effects to enchantments. [Now, let me note here that despite some of you may think these are rip-offs of YuGiOhs Fusion Monsters - they are not. And i hope you can figure out why ]
Advanced Mechanics
-Basically these are some more advanced ways of playing the game, or rather advanced "moves", if you will. And those moves are Spell Augmentation and Spell BoostingSpell Augmentation - This is a special technique used with decks made up of multiple schools. In short, spell augmentation is when a player casts an attack or defense spell and then uses another card from a different school to change the school of the original spell. It can be useful for overcoming elemental wards or avoiding enchantment effects. Also, augmenting is useful because each school gives the spell you're augmenting a different bonus:
-Aqualibrium gives the augmented spell splash damage.
-Ignogan - Allows the spell to break an additional manashield if the attack is successful.
-Terrakov - Adds a small ammount of extra attack power.
-Lumar - protects the spell from negative enchantments.
-Temnox - discards a card from your opponent‘s hand if the hit is succesful.
Spell Boosting - This is when a player has two or more of the same spell card in his hand(only works for attack/defense spells). The player can cast all same cards at the same time, doubling or tripling the attack value(depending on how many cards he casts). This can be useful for defeating a stronger ward. BUT, the drawback is that the power values don't add up. Instead, if it's not a clean hit, only one shield is destroyed, just like with one card. And if it's a clean hit, only ONE is added per card(e.g if the card's power is 2, and you cast two cards at the same time, the damage done won't be 4, as in 2+2, but rather 3 as in 2+1).
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Also, here is a list of prototype cards you can check out. They will be used for testing out the gameplay mechanics and balancing purposes, but some(if not most) won't make it to the final version of the game.
Aqualibrium, prototype cards
Card list (Click to View)
Attack spells, level 0 (Click to View)
Name: Water Turbine
Description: A horizontal pillar of spinning water speeds towards the enemy
ATK/DEF: 5.000
Effect: N/A
Name: Ice Scattershot
Description: A hundred ice spikes are shot out close together, forming a tight swarm of sharp, white needles.
ATK/DEF: 4.000
Effect: N/A
Name: Rising Tide
Description: A substantial amount of water is summoned as a wave rises up and slams into the opponent.
ATK/DEF: 2.500
Effect: This spell hits every enemy ward.
Name: Cyclone
Description: A storming pillar of water rises up from below.
ATK/DEF: 6.000
Effect: N/A
Name: Razorstream
Description: You have control over a thin stream of fast-flowing water, flowing with speeds high enough to allow it to cut clean through metal.
ATK/DEF: 5.500
Effect: N/A
Name: Velocity Bubble
Description: A bubble filled with pressurized water is shot towards the enemy like a bullet.
ATK/DEF: 4.500
Effect: N/A
Name: Winter Lance
Description: A lance made up of hard ice is hurled towards the enemy at great speeds.
ATK/DEF: 6.500
Effect: If this spell is a successful hit, it breaks 2 manashields.
Name: Warping River
Description: A floating river that you control with your mind bursts out and flows towards your opponent
ATK/DEF: 6.000
Effect: The user can choose to split the river, dealing half the spell's attack power to two different targets.
Defense spells, level 0 (Click to View)
Name: White Tree
Description: A tree grows out in front of the caster, made solely out of ice and snow, absorbing the attack and disappearing afterwards.
ATK/DEF: 5.000
Effect: N/A
Name: Pressure Vault
Description: A portal is opened and a highly pressurized wave of steam comes out, bursting through any oncoming attack.
ATK/DEF: 3.000
Effect: N/A
Name: Zero Gravity Bubble
Description: A Bubble filled with magical water floats in mid-air, absorbing any attack that hits it.
ATK/DEF: 5.500
Effect: This spell lasts until the end of the turn unless broken through.
Name: Fridge Drop
Description: A magical fridge drops from the sky at the right moment, hitting the oncoming attack and driving it into the ground.
ATK/DEF: 6.000
Effect: N/A
Name: Iceberg summon
Description: A giant floating iceberg is summoned that acts as a defensive wall.
ATK/DEF: 4.000
Effect: This spell lasts until the end of the turn unless broken through.
Name: Spinstream
Description: A mechanical plate with openings all over its edge that shoot out streams of water, causing the plate to spin in the air and creating a wide-area defensive field.
ATK/DEF: 5.000
Effect: This spell fully absorbs attack spells that hit multiple targets.
Name: Geiser
Description: Water erupts from before the caster's feet, creating for a pillar of water that's an effective defense spell.
ATK/DEF: 6.500
Effect: N/A
Enchantments, level 0 (Click to View)
Name: Waterify
Description: "You want more attack power for your spells?! Simple. Add more water!" This spell increases the amount of water in an Aqualibrium spell.
ATK/DEF: N/A
Effect: Adds 2.000 ATK to the selected attack spell.
Name: Accelerate
Description: Accelerate the attack, causing it to gain in breaking power.
ATK/DEF: N/A
Effect: The enchanted spell breaks an additional manashield if the attack is successful.
Name: Dissipation
Description: Magical rain falls down upon the target.
ATK/DEF: N/A
Effect: This enchantment can dispel one enchantment(only works on enchantments up to level 20).
Name: Thicken
Description: The armor of the selected ward thickens and becomes encased in ice
ATK/DEF: N/A
Effect: Adds 1.500 DEF to a selected ward.
Name: Liquidation
Description: Water goes into the insides of a ward, weakening it.
ATK/DEF: N/A
Effect: Reduces the defense of a selected ward by 2.000.
Wards, level 0 (Click to View)
Name: Voden
Description: A tall box made out of white steel and filled with magical water, so cold that the air around it gets cooled down.
ATK/DEF: 6.000
Effect: When this ward is broken through, the user receives no damage.
Name: Mraz The White
Description: A statue of a soldier made up of thick ice.
ATK/DEF: 7.000
Effect: N/A
Name: Frozen Pillar
Description: A tall and wide pillar made up of clear ice, almost see-through.
ATK/DEF: 6.500
Effect: N/A
Name: Cold Shield
Description: A floating shield made up of blue steel, cold enough to freeze the surrounding moisture and cover itself with shreds of ice.
ATK/DEF: 5.000
Effect: N/A
Name: Icework Golem
Description: An inanimate mechanical contraption made of white gears and icy steel, hard and sturdy.
ATK/DEF: 7.500
Effect: N/A
Attack spells, level 5 (Click to View)
Name: FrostGlaive
Description: A giant Glaive made up of steel and ice, as big as a dozen men, available for your throwing pleasure.
ATK/DEF: 11.000
Effect: N/A
Name: Iceshard Turbine
Description: A step-up from the water turbine, this one has dangeour shards of ice inside it, spinning like saws on the surface of it.
ATK/DEF: 12.000
Effect: N/A
Name: Megaton Raindrop
Description: A tiny raindrop, with the weight of an entire lake compressed into it.
ATK/DEF: 10.000
Effect: N/A
Name: Frostwork Bomb
Description: An ice bomb filled with gears and cranks, covered in a white casing as cold as a winter's night, exploding upon contact and freezing the target.
ATK/DEF: 9.000
Effect: If this spell doesn't break through the target ward, it reduces its defense to 1.
Name: Coolermeister Drop
Description: An extremely large fridge dropping from heavens above like an icy meteor
ATK/DEF: 11.500
Effect: N/A
Defense spells, level 5 (Click to View)
Name: Snowflake Conjure
Description: A giant snowflake is conjured up in front of the caster, receiving the impact of the attack instead.
ATK/DEF: 9.000
Effect: N/A
Name: Morningstar Summoning
Description: A star made out of ice and with a liquid heart protects its summoner.
ATK/DEF: 10.000
Effect: This spell lasts until the end of the turn unless destroyed.
Name: Ice Ring
Description: A Ring made out of ice with steam shooting out inside of it spins, trapping the oncoming attack.
ATK/DEF: 8.000
Effect: N/A
Name: IceFlower Bloom
Description: A beautiful ice sculpture arises in the shape of an oversized rose flower.
ATK/DEF: 12.000
Effect: N/A
Name: Antigravity Bubble
Description: A step up from the no gravity bubble, this one is infused with a stronger magic field inside of it.
ATK/DEF: 11.500
Effect: N/A
Enchantments, level 5 (Click to View)
Name: Shifting Tide
Description: The area is enchanted with a magical layer of water.
ATK/DEF: N/A
Effect: A permanent enchantment(unless destroyed), this spell allows the mages to freely use attack spells for defense as well, and defense spells for attack as well.
Name: Snowfall
Description: Suddenly, the battlefield is covered in white. Snow is falling.
ATK/DEF: N/A
Effect: This enchantment is permanent, unless destroyed. All Aqualibrium spells get a 3.500 bonus, whether it's Attack or Deffense.
Name: Aquabend
Description: Gives you greater control over a selected spell. You can literally bend the water to your will.
ATK/DEF: N/A
Effect: Allows the selected attack spell to bypass the defending ward(s) and achieve a direct hit. Only one Manashield is broken with the use of this enchantment.
Name: Submerge
Description: The selected ward is submerged in a field of water suspened around it, reducing its defense.
ATK/DEF: N/A
Effect: This enchantment is permanent unless destroyed. Reduces the selected ward's defense by 3.000.
Name: Winter's hold
Description: The selected ward is encased in ice completely and winter winds surround it.
ATK/DEF: N/A
Effect: This enchantment is permanent unless destroyed. Increases the selected ward's defense by 3.500.
Wards, level 5 (Click to View)
Name: Antigan the FlameEater
Description: A big and round blob of water, standing on top of stubby steel legs.
ATK/DEF: N/A
Effect: Ignogan attack spells are useless against this ward.
Name: Jadees the Smasher
Description: A tall and thin ice contraption encased in shreds of icing, with two long, white shields.
ATK/DEF: N/A
Effect: Terrakov attack spells are useless against this ward.
Name: Typhon the Extinguisher
Description: A small metalic body with a floating head made up of water above it. The head stretches and swallows oncoming attacks.
ATK/DEF: N/A
Effect: Lumar attack spells are useless against this ward.
Name: Svetlon the Priest
Description: A tall and thick blue body with a heart made up of water with no head and a large cross floating above it.
ATK/DEF: N/A
Effect: Temnox attack spells are useless against this ward.
Attack spells, level 10 (Click to View)
Name: Jetstream Ice Drill
Description: A giant rotating drill made up of ice that's propelled by a constant jet of water.
ATK/DEF: 14.500
Effect: If this spell breaks through a ward, it breaks an additional manashield.
Name: Snowball shot
Description: A snowball of monstrous size is shot out like a bullet towards the enemy
ATK/DEF: 15.000
Effect: N/A
Name: Winter Saw
Description: A very large saw made entirely out of ice spins rapidly, cutting through the air as it heads towards the enemy.
ATK/DEF: 16.500
Effect:
Defense spells, level 10 (Click to View)
Name: Epic Fridge Drop
Description: An even larger and much more epic cooler drops down from the sky.
ATK/DEF: 17.000
Effect: N/A
Name: Healing Snowflake
Description: A giant, magical snowflake that heals its caster upon shattering.
ATK/DEF: 16.500
Effect: If this spell is broken through, the caster doesn't receive any damage and one of his manashields are rebuilt.
Name: Iceshard Geiser
Description: A stronger version of the geiser with very large shards of ice inside the ice-cold water.
ATK/DEF: 18.000
Effect: N/A
Enchantments, level 10 (Click to View)
Name: Temperature Block
Description: The battlefield is set in a state of a non-changing temperature, set to cold.
ATK/DEF: N/A
Effect: This enchantment is permanent unless destroyed. While this enchantment is active, only level 10 spells of any kind may be played.
Name: Cold Field
Description: A liquid ice forcefield appears before the caster.
ATK/DEF: N/A
Effect: The caster is protected from all attack spells for 2 turns.
Name: Dispersion
Description: The selected attack spells disperses, hitting all of the opponent's wards for the same damage.
ATK/DEF: N/A
Effect: This enchantment allows a chosen attack spell to deal the same damage to all of the opponent's wards.
Wards, level 10 (Click to View)
Name: Icework Giant
Description: A gigantic golem made up of white steel and icy clockworks stands tall before the caster.
ATK/DEF: 18.000
Effect: N/A
Name: Absorber Mechanism
Description: A very large ring with a water bubble inside it.
ATK/DEF: 16.000
Effect: If the opponent's spell has the same attack value as the Absorber Mechanism, the attack doesn't break through.
Name: Frost Statue
Description: An enormous statue made out of ice, resembling a man in armor.
ATK/DEF: 17.500
Effect: N/A
Attack spells, level 20 (Click to View)
Name: Supersonic HydroDrill
Description: An upgrade to the Jetstream Ice Drill, this one is much bigger and much faster!
ATK/DEF: 20.000
Effect: If this spell breaks through a ward, it breaks an additional manashield.
Name: Gigaton Raindrop
Description: This one magical raindrop is said to contain the water from a hundred oceans.
ATK/DEF: 22.000
Effect: N/A
Defense spells, level 20 (Click to View)
Name: Freezeframe
Description: A mirror made out of water and with an ice frame around it.
ATK/DEF: 20.000
Effect: If this spell is broken through, the attack is frozen in time and doesn't affect its target for one frame.
Name: Ice Cross
Description: A giant cross made out of ice is summoned.
ATK/DEF: 23.000
Effect: N/A
Enchantments, level 20 (Click to View)
Name: Encase
Description: The selected ward is encased in an almost indestrutible case of ice.
ATK/DEF: N/A
Effect: This enchantment is permanent unless destroyed. It adds 6.000 to the selected ward's defense.
Name: Shatter
Description: The targeted ward shatters completely into million pieces.
ATK/DEF: N/A
Effect: Destroys the selected ward completely(doesn't affect wards above level 20)
Wards, level 20 (Click to View)
Name: Heavy Ice
Description: A statue holding a giant shield made of ice.
ATK/DEF: 25.000
Effect: N/A
Name: Time Bubble
Description: A floating magical bubble
ATK/DEF: 20.000
Effect: If this ward is broken through, the attacking spell goes through time, not dealing its damage for three more turns.
Attack spells, level 30 (Click to View)
Name: Allwinter Turbine
Description: The epic version of the turbine, this one is a hell of a lot bigger and contains ice shards big enough to cut through a mountain
ATK/DEF: 27.000
Effect: N/A
Defense spells, level 30 (Click to View)
Name: Poseidon's Shelter
Description: A large wave of impenetrable water rises up before the caster.
ATK/DEF: 26.600
Effect: This spell lasts for two turns unless destroyed.
Enchantments, level 30 (Click to View)
Name: Ice Age
Description: The battlefield freezes as a harsh climate arrives.
ATK/DEF: N/A
Effect: Aqualibrium spells get a 5.000 bonus while spells from all other schools have 2.500 less power
Name: Tundra Surge
Description: The battlefield is struck by a severe hailstorm, and only the caster remains unhinged.
ATK/DEF: N/A
Effect: All schools except Aqualibrium have 5.000 less power.
Wards, level 30 (Click to View)
Name: Winter Stone
Description: A magical white stone encased in ice and with strange inscriptions upon it.
ATK/DEF: 30.000
Effect: N/A
Incantations (Click to View)
Name: Fresh Waterfall
Description: A magical waterfall bathes the user, healing them.
ATK/DEF: N/A
Effect: Restores 3 manashields.
Name: Total Freeze
Description: All of the opponent's wards are frozen completely.
ATK/DEF: N/A
Effect: All of the opponent's wards have their defense lowered to 1 for two turns.
Name: Poseidon's Shield
Description: A giant floating magical shield ward.
ATK/DEF: 36.000
Effect: N/A
Name: Winter Lulaby
Description: A magical tune that is as deadly as it is beautiful.
ATK/DEF: N/A
Effect: This incantation destroys two of the opponent's manashields.
Name: Calm Sea
Description: A wave of seawater repeatedly hits the opponent's ward.
ATK/DEF: 20.000
Effect: This attack spell lasts for three turns, each turn hitting once. If it breaks through, it destroys one manashield
Name: Freezebeam
Description: A beam of extremely cold water.
ATK/DEF: 1
Effect: This defense incantation stops any attack.
Name: Water
Description: "All of the world's water descends upon you. What do you do?!"
ATK/DEF: 40.000
Effect: This attack incantation destroys two manashields.
Ignogan, prototype cards
Card list (Click to View)
Attack spells, level 0 (Click to View)
Name: Molten Tomahawk
Description: A human-sized Tomahawk as hot as lava itself is hurled towards the enemy.
ATK/DEF: 8.000
Effect: N/A
Name: Pyrobolt
Description: A large bolt of intense flame and heat is shot out towards the enemy at great speeds.
ATK/DEF: 5.000
Effect: N/A
Name: Burning Laser
Description: Unlike lasers that use light, this one is actual fire condensed so much that it appears just as a thin line, piercing through anything!
ATK/DEF: 6.500
Effect: N/A
Name: TNT
Description: An oversized pack of dynamite is lunged at the enemy, exploding in a glorious manner.
ATK/DEF: 4.000
Effect: This attack spell hits two neighboring wards.
Name: Fiery Minigun
Description: A large minigun is summoned, made out of red steel and flames coming out of every side, shooting out a deadly spree of many small fireballs.
ATK/DEF: 5.500
Effect: N/A
Name: Bucket of Magma
Description: Pretty much self-explanatory, really. A bucket….Filled with MAGMA! And thrown at the enemy.
ATK/DEF: 6.500
Effect: N/A
Name: Deadman’s Rocket
Description: A large rocket meant for suicide bombing, but its user now reduced to a corpse due to long flight times. Now used as a devastating spell, with the corpse still chilling on top.
ATK/DEF: 7.000
Effect: N/A
Name: Burning Steed
Description: It’s a magical flame, taking the form of a burning stallion, made up entirely of fire.
ATK/DEF: 7.500
Effect: If this spell is a successful hit, it breaks 2 manashields.
Defense spells, level 0 (Click to View)
Name: Heatwire
Description: The user takes controlled of a magical, superheated wire that can slice through spells like a knife through butter.
ATK/DEF: 5.500
Effect: N/A
Name: Flaming Wheel
Description: A giant, flaming wheel of a monster truck forms before the caster to protect them from harm.
ATK/DEF: 4.500
Effect: N/A
Name: Sparking Wall
Description: A red wall rises in front of the caster, inner workings sparking as they turn and activate the wall.
ATK/DEF: 6.000
Effect: This spell lasts until the end of the turn unless broken through.
Name: Hotrod summon
Description: The most amazing of hotrod vehicles drops from the sky at the right moment, hitting the oncoming attack and driving it into the ground.
ATK/DEF: 6.500
Effect: N/A
Name: Magma Sculpt
Description: Magma bursts from an unknown dimension, forming a beautiful sculpture that acts as a defense.
ATK/DEF: 5.000
Effect:
Name: Flaming Skull
Description: The skull of a dragon is summoned, pure bone but still spewing fire, enough to defend its caster.
ATK/DEF: 6.000
Effect:
Name: Superheat Zone
Description: A magical zone is heated to extreme temperatures, forming a red square that burns anything that enters it.
ATK/DEF: 6.500
Effect: This spell fully absorbs attacks that hit multiple targets.
Enchantments, level 0 (Click to View)
Name: Melting Point
Description: This spell heats the selected ward severely, bringing it to a melting point and weakening it.
ATK/DEF: N/A
Effect: Reduces the defense of a selected ward by 2.000.
Name: Internal Combustion
Description: Heats up the selected attack spell even more so, increasing its breaking power.
ATK/DEF: N/A
Effect: This enchantment causes the selected attack spell to break another manashield if the attack is successful.
Name: Molten Armor
Description: Additional metal is melted down upon the selected ward, creating a red armor of metal around it and increasing its defenses.
ATK/DEF: N/A
Effect: Adds 1.500 DEF to a selected ward.
Name: Dessert Rising
Description: The battlefield turns into a desert, dry and hot.
ATK/DEF: N/A
Effect: This enchantment is permanent(Unless destroyed). It adds 1.500 to all Ignogan spells.
Name: Flaming Approach
Description: The selected spell gets covered in flames, increasing its attack.
ATK/DEF: N/A
Effect: Adds 2.500 ATK to a selected attack spell.
Wards, level 0 (Click to View)
Name: Molten Core
Description: A golem made up of melted steel, rigid but sturdy and with flaming clockworks to drive it.
ATK/DEF: 6.500
Effect: N/A
Name: Flaming Shield
Description: A giant shield hovering in mid-air, flames coming out of it.
ATK/DEF: 8.000
Effect: N/A
Name: Magma Body
Description: A faceless creature made up of magma.
ATK/DEF: 7.000
Effect: N/A
Name: Superhot Statue
Description: A metallic statue standing tall, hot enough to evaporate anything that touches it.
ATK/DEF: 5.500
Effect: N/A
Name: Hellrisen Skull
Description: A demonic skull, as large as a car, with flaming eyes and fangs that can tear through anything.
ATK/DEF: 7.000
Effect: N/A
Attack spells, level 5 (Click to View)
Name: Heat Cannon
Description: A gigantic cannon is summoned, shooting out a concentrated beam of heat.
ATK/DEF: 12.000
Effect: N/A
Name: Magma Wave
Description: A magical portal is opened up and magma pours out like a wave, melting everything.
ATK/DEF: 9.500
Effect: This spell hits all of the enemy’s wards.
Name: Flaming Skull Tomahawk
Description: A step up from the Molten Tomahawk, this one is at least three times its size, and with flames spewing out of the skull that acts as the blade-holder on top of the handle.
ATK/DEF: 14.000
Effect: N/A
Name: Firebola
Description: Three exploding fireballs, strung together by a hot wire, thrown at the enemy. They wrap around their target and explode, dealing severe damage.
ATK/DEF: 13.000
Effect: N/A
Name: Firestorm
Description: A red cloud opens up, shooting down large bolts of flame.
ATK/DEF: 4.000
Effect: This spell hits 3 times separately. Its target is chosen for each hit by the caster.
Defense spells, level 5 (Click to View)
Name: Pyrogate Summon
Description: An overly large gate made up entirely of flames and hot steel.
ATK/DEF: 11.000
Effect: This spell lasts until the end of the turn unless destroyed.
Name: Burning Cauldron
Description: A large, black cauldron with flames coming out of it. It’s presumed it was used for cooking dragons.
ATK/DEF: 8.000
Effect: N/A
Name: Lava Rising
Description: A crack opens up on the ground and a geyser of lava shoots out, defending against the oncoming attack.
ATK/DEF: 9.500
Effect: N/A
Name: Hellfire
Description: A portal opens up as flames from the underworld reach out and burn to a crisp anything that touches them.
ATK/DEF: 11.000
Effect: N/A
Name: Laser Grid
Description: A dozen red lasers forming a fence that incinerates anything that touches it.
ATK/DEF: 10.000
Effect: N/A
Enchantments, level 5 (Click to View)
Name: Magmarise
Description: The selected ward is covered in magma, adding another layer of protection to it.
ATK/DEF: N/A
Effect: Adds 2.500 DEF to a selected ward.
Name: Spitting Fire
Description: The selected attack spells splits into multiple versions of itself.
ATK/DEF: N/A
Effect: Allows the selected attack card to attack every ward the enemy has on the field, dealing half its ATK to each.
Name: Focus Heat
Description: The selected attack spell has all its power focused on a critical point in the opponent’s ward.
ATK/DEF: N/A
Effect: Allows the selected attack spell to break-through the selected ward, ignoring the ward’s defense.
Name: Card Burn
Description: A pin-point magical attack that targets the opponent’s deck.
ATK/DEF: N/A
Effect: Allows the caster to take the top card of the opponent’s deck and place it in the manapool.
Name: Burn-Through
Description: This enchantment targets the opponent’s ward and destroys it from the inside.
ATK/DEF: N/A
Effect: This enchantment allows the selected attack spell to break through the targeted ward, ignoring its defense.(Works only for wards up to level 20)
Wards, level 5 (Click to View)
Name: Paren the Steamer
Description: A large, round metallic sculpture with an orb of fire inside it.
ATK/DEF: N/A
Effect: Aqualibrium attack spells are useless against this ward.
Name: Bogia the Shredder
Description: A square box standing on two stout feet with a blob of magma as its head and a set of razors across its front.
ATK/DEF: N/A
Effect: Terrakov attack spells are useless against this ward.
Name: Izdaga the Trapper
Description: A large floating head with burning eyes and a large mouth covering most of its face.
ATK/DEF: N/A
Effect: Lumar attack spells are useless against this ward.
Name: Morzana the Lightess
Description: A tall and lean feminine statue with a burning cross in its hands.
ATK/DEF: N/A
Effect: Temnox attack spells are useless against this ward.
Attack spells, level 10 (Click to View)
Name: Elemental Monster Truck
Description: A giant monster truck made up of lava and flames, riding straight into the enemy.
ATK/DEF: 18.000
Effect: N/A
Name: Epic Fireball
Description: A potent magical fireball at least ten times the size of a human with a magic sygil in the center of it and a chain of hardened lava spikes around it rotating.
ATK/DEF: 19.000
Effect: N/A
Name: Meteor Drop
Description: A meteor falls from the sky, slamming into its target
ATK/DEF: 17.500
Effect: N/A
Defense spells, level 10 (Click to View)
Name: Fire Zone
Description: An extremely dense zone of fire appears, acting as a wall of pure flames.
ATK/DEF: 17.500
Effect: N/A
Name: Core Summon
Description: The core of a small planet is summoned to take the impact for the caster.
ATK/DEF: 16.500
Effect: This spell lasts until the end of the turn unless broken through.
Name: Giga Laser
Description: A very large laser blocks the oncoming attack.
ATK/DEF: 17.000
Effect: N/A
Enchantments, level 10 (Click to View)
Name: Superheat
Description: The selected attack spell is heated up to insane temperatures
ATK/DEF: N/A
Effect: Adds 5.000 ATK to a selected attack spell.
Name: Hellfire Armor
Description: Literally an armor crafted in hell is donned upon the selected ward.
ATK/DEF: N/A
Effect: Adds 5.000 DEF to a selected ward.
Name: Implosion
Description: The selected ward is destroyed from the inside-out.
ATK/DEF: N/A
Effect: This enchantment destroys a ward completely.(Works only on wards up to level 20)
Wards, level 10 (Click to View)
Name: Magma Walker
Description: A gigantic golem made up solely of magma and hardened lava acting as its armor.
ATK/DEF: 17.000
Effect: N/A
Name: Shield Core
Description: A very large magical shield with the core of a small star in the center of it and a surface so hot even the air around it gets set on fire.
ATK/DEF: 16.500
Effect: N/A
Name: Flaming Coffin
Description: A large steel coffin with the only thing inside it being flames and more flames.
ATK/DEF: 17.500
Effect: If the attack breaks through this spell, the caster receives no damage.
Attack spells, level 20 (Click to View)
Name: Flaming Dragonskull Tomahawk
Description: The ultimate in Tomahawk spells, this one is sure to pack quite a punch! Ten times as big as the Molten Tomahawk and a hundred times more powerful!
ATK/DEF: 25.000
Effect: N/A
Name: Burning X
Description: Focused magical fire is shot out towards the enemy in the form of an X.
ATK/DEF: 23.000
Effect: If this spell breaks through a ward, it breaks an additional manashield.
Defense spells, level 20 (Click to View)
Name: Pocket Star Summon
Description: A magical portal opens up and a small star comes out. It cannot be explained.
ATK/DEF: 22.000
Effect: N/A
Name: Flaming Grasp
Description: A gigantic palm made of lava appears, blocking the oncoming attack.
ATK/DEF: 20.000
Effect: If the opponent's spell has the same attack value as the Flaming Grasp, the attack doesn't break through.
Enchantments, level 20 (Click to View)
Name: Hell’s Mantle
Description: The selected ward is covered by a magical burning mantle, increasing its defense.
ATK/DEF: N/A
Effect: This enchantment is permanent unless destroyed. It adds 6.000 DEF to the selected ward.
Name: Double Fire
Description: The selected spell is doubled.
ATK/DEF: N/A
Effect: The selected attack spell hits two times, dealing full damage each time.
Wards, level 20 (Click to View)
Name: Epic Oven
Description: A gigantic oven with flames coming out of it.
ATK/DEF: 24.000
Effect: N/A
Name: Fire Guardian
Description: A monstrous, gigantic mechanical beast with flames coming out of every part of its body
ATK/DEF: 20.000
Effect: N/A
Attack spells, level 30 (Click to View)
Name: Hell’s Arrow
Description: A monstrous arrow comprised of flames from hell itself.
ATK/DEF: 28.000
Effect: N/A
Name: Flaming Locomotive.
Description: A flying, burning, steaming locomotive. Made of lava.
ATK/DEF: 30.000
Effect: N/A
Defense spells, level 30 (Click to View)
Name: Flame Lord’s Hand.
Description: An almost demonic spell, this one summons a large, monstrous hand to block the oncoming attack.
ATK/DEF: 25.000
Effect: This spell lasts for the entire turn unless broken through.
Enchantments, level 30 (Click to View)
Name: Laser Guide
Description: Telepathically connects the attack spell with the caster after it has been cast.
ATK/DEF: N/A
Effect: Allows the selected attack spell to bypass the opponent’s wards.
Wards, level 30 (Click to View)
Name: Firestone
Description: A magical red stone with flaming red glyphs written upon it.
ATK/DEF: 30.000
Effect: N/A
Incantations (Click to View)
Name: Magical Nuke.
Description: A large magical nuke strikes the field.
ATK/DEF: 25.000
Effect: This attack spell hits all of the opponent’s wards. However, it always only breaks one manashield.
Name: Phoenix’ Run
Description: A magical fire projectile in the form of the legendary bird, controled by the caster.
ATK/DEF: 28.500
Effect: This attack spell bypasses the opponent’s wards. Upon hit it breaks 3 manashields.
Name: Lava zone.
Description: A field of lava appears under the opponent’s wards.
ATK/DEF: N/A
Effect: This enchantment is permanent unless destroyed. All of the opponent’s current and future wards lose 5.000 DEF.
Name: Red Steel
Description: The selected ward’s construction is transmoprhed into red steel, the strongest Ignogan-made casing.
ATK/DEF: N/A
Effect: This incantation adds 8.000 DEF to the selected ward.
Name: Hellgate Summon
Description: A gate rising from the depths of hell, this colossal ward is very hard to break through.
ATK/DEF: 35.000
Effect: N/A
Name: Holy Flames
Description: The ultimate magical fireball. Cannot be destroyed by anything.
ATK/DEF: 30.000
Effect: This attack spell cannot be affected by any enchantments. If it achieves a direct hit, it breaks 3 manashields.
Name: Ashes
Description: "Ashes and ashes, all will be reduced to dust.â€
ATK/DEF: N/A
Effect: This incantation destroys up to two of the enemy’s wards and cannot be affected by any enchantments.
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Phew. That was ALOT of writing. I hope you guys like it and if you have any questions or comments, feel free to post
P.S: Keep in mind this is a work in progress so the mechanics may change, hopefully for the better!
P.P.S: YES, there is a lore, world and story behind the TCG as well