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Basically the idea is these guys sacrifice raw power for fire damage and intimidation.
They're good for interrupting the opponents defensive line and giving your units access to the fortress and/or avoiding certain defending units, especially if you play multiples or use swift strikes.
It can be played for 4 resources instead of the full 7, but it does this with resource refunding rather than cost reduction so it's not like you'll be able to play it on turn 4.
I know less damage is kind of a DOD thing but to be fair it only works while in the assault zone and only applies to combat damage, plus it is kinda hard to fight someone who's charging stright for you while ON FIRE.
IGN is Hiding
To the Last Drop
3p FD
9 cost
Ability
Until end of turn characters you control attack an additional time [gains a multistrike].
If a character you control would die for the first time this turn, it instead survives at 1 health.
"Are you ready to shed your blood for your Empire?"
(L)
This card is essentially what Bloodbath is supposed to be tbh. This only works if you have kept at least some soldiers alive, knowing when to stop blind charging and wait for a more opportune moment to finish them off.
---
Side idea:
Martyr of Reflection
3p FD
10 cost
10 morale
Character- Spirit
Charge
Sacrifice Martyr of Reflection: Deploy a copy of each card you have deployed not named Martyr of Reflection in your assault zone.
"Look into the purifying flames, only then will you see your true nature"
10/21
purity: 2 flame dawn
resource cost: 8
morale cost: 10
Character type: human (unique)
rarity: legendary
character power/health: 10/7
Charge
When Hero of the dawn enters the deployed area all characters in your assault zone take half the damage
this turn and have Swift strikes. (ability efect)
Name: Forward Base
purity: 2 flame dawn
resource cost: 7
type: Location
rarity: rare
Characters in your support zone take 3 less damage from all sources.
Pay 1 to move a character in your support zone to the assault zone.
Name: Kratox, Battlemaster
Purity: 3 Flame Dawn
Cost: 7
Moral: 15
Power: 4
Health: 10
Type: Unique Character - Human
Text: While Kratox is in your Command Zone, all other Characters in your hand cost -1 to deploy.
He has pour stats for his cost, but it is compensated with his powerfull effect on tempo. As you figured it out, he is designed to be a Commander.
Overpowered as hell. Turn 1 30+ damage with a hand full of aspirants and a 1 drop commander. He doesnt even need to be deployed to work. His cost doesnt matter if he doesnt need to be deployed to work
Purity: 2 Flame Dawn
Cost: 7
Moral: 8
power: 12
Health: 13
Type: Unique Character - Human
Rarity: Epic
Text: During the turn this card is debloyed owner can't lose morale and can choose 1 ability card with cost 2 or lower from own grave and activate it.
If something worked fine the first time, why do it differently for second time?
Name: Cleanse the Skies
Faction/Purity: 3p FD
Type: Ability
Rarity: Epic
Cost: 7
Rules Text:
Flamestrike 8
Deal 8 damage to each character on the battlefield with flying. (Characters dealt damage this way become immolated, taking 8 additional damage at the end of each turn.)
Characters you control that started the turn on the battlefield cannot be moved to the support zone this turn.
Flavor Text:
"...For this is the hour of the Phoenix.
When skies are awash with flame.
As we fight beneath pyres,
and the sky cries tears of fire..."
from "Under the Flaming Banner"- anonymous Flame Dawn poet.
Name: Bromich, Ascended
Type: Unique Character - Angel
Purity: 2 Flame Dawn, 1 Overseers of Solace
Cost: 8
Morale cost: 12
Power/Life: 8/12
Abilities:
Flying,
During the turn Bromich, Ascended enters a deployed area, this ability is active: when one of your characters in the assault zone attacks a character, your next attacking character gains flying.
While deployed, other flying characters with at least 1 Flame Dawn purity in your assault zone gain +4/+0. If Bromich, Ascended is in the assault zone, apply this ability to all other characters with flying in your assault zone
Lore/flavour text:
While Aberion only accepted the Overseers' offer for his own gain, Bromich saw an opportunity for all of Flame Dawn.
While reluctantly joining the cause of the Overseers, he now waits for the right time to rebel with his forces renewed.
My original idea was to give FD a card that would feed off of your characters hitting your opponent's characters in the defence zone to give others "unstoppable". However, as that seemed quite overpowered, since it doesn't really have much counterplay. And so the idea of flying having a similiar impact on the game and it fits into the theme of OoS, the combination seemed natural.
IGN: OceanDragon
Faction/Purity: 2 FD
Type: Character Artifical
Rarity: Epic
Cost: 8
Morale Cost: 1
power/health: 10/1
Rules Text:
Charge
When Tank Truck directly attacks the player's fortress, it deals additional 10 damage and dies.
When Tank Truck dies, it explodes dealing 6 damage to all Characters in the same zone, and the zone opposing it,
all Characters that are hit by explosion become Immolated, taking 2 damage at the end of each turn.
Flavor Text:
Don't charge, boys. Let them burn!