Série "Drúedain". por R.C.Zarco - FanCard

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Série "Drúedain". por R.C.Zarco - FanCard

Postby mr_diaz » Tue Jul 03, 2012 12:24 pm

Saudações!

A pedido do amigo R. Z. Câmara, divulgo aqui a nova série inspirada no universo Middle Earth para Spellfire - Drúedain, baseada em um anexo do volume conhecido como "Contos Inacabados".
Seguem abaixo a descrição dos poderes das 30 cartas que compõe a série:

Barach
1/DR
Hero
Middle-Earth
Base Level: 1
Powers: Can use any wild card. Everytime one of your holdings, dungeon or realms is about to be discarded or removed from play by any reason, you can discard a golem from your hand or pool to prevent that removal or discard.

Aghan
2/DR
Cleric
Middle-Earth
Base Level: 7
Powers: Can use any wild card and unarmed combat cards usable by heroes. While in play any golem ally can be played directly in your pool as a Middle-Earth ally-champion which retains original ally's special powers, has base-level equal their printed level and still counts as a magical item.

Ghân-buri-Ghân
3/DR
Hero
Middle-Earth
Base Level:8
Powers: Can use any wild card, blood abilities and cast cleric spells. Once per any phase 4, you may concede to a champion of any player currently in combat up to 3 of your heroes as allies (these "heroes-allies" goes with their attachments); if on the losing side of battle, discard the conceded heroes (if on the winning side, simply return them to your pool).

Ghîm
4/DR
Hero
Middle-Earth
Base Level: 4
Powers: Can use any wild card. Ghîm can only be defeated and/or discarded through combat by level alone; he is immune to the special powers of all cards played against him in combat [opposing champions' special powers, their attached cards and all cards played by the opposing players during phase 4 (including Wish)].

Pôn-ora-Pôn
5/DR
Cleric
Middle-Earth
Base Level:4
Powers: Can use any wild card, blood abilities and artifacts without any restrictions (except for their number). She can only defend, never attack. In your phase 0, if Pôn-ora-Pôn doesn't have any attached artifact, she may inspect any discard pile and borrow a artifact of any world there found; the artifact is attached to her and is treated as hers until the end of the current turn (then, it is reshuffled in their original owner's draw pile).

Khûn-buri-Khûn
6/DR
Wizard
Middle-Earth
Base Level: 5
Powers: Undead. Can use any wild card, blood abilities and cleric spells. Each turn, she can retrieve from this player's discard pile any card with the words (including inflectional forms) ice, snow, cold, frost, gelid or freeze.

Dhôr-Tura-Dhôr
7/DR
Cleric
Middle-Earth
Base Level: 9
Powers: Golem. Can use any wild card and giant unarmed combat cards. Immune to offensive unarmed combat cards, thief skills, wild cards and psionics.At anytime can be reshuffled in the draw pile to remove any opposing offensive card or harmful event attached to any of your champions, ignoring the original conditions to remove them. In the end of your turn, can be sent to the Abyss to retrieve any champion or ally from your discard pile or Limbo.

Hullob
8/DR
Monster
Middle-Earth
Base Level: 3
Powers: Giant(troll). Can attack any realms which show trees. This cunning forest troll can anytime avoid to be discarded or removed from the game by any card or action simply going to the Limbo, with all his attachments, for a 1d4 full turns (if this power it's used in combat, Hullob is treated as defeated).

Barkmaster
9/DR
Cleric
Middle-Earth
Base Level: 7
Powers: Giant (ent). Can use any wild card (herb). Everytime, outside of combat, that an orc, troll, undead, demon/fiend or nazgûl play a card or actively use any of theirs powers or attached cards, Barkmaster may immediately enter in combat with this "dark minion"; the battle occurs like any regular combat with the following differences: 1. The losing side must be discarded regardless of what stated elsewhere; 2. If Barkmaster wins the combat, the opponent's card or power that generated the combat situation doesn't work; 3. If Barkmaster loses, the opponent's card or power that generated the combat situation works normally.

Rootcouncil
10/DR
Cleric
Middle-Earth
Base Level: 8
Powers: Giant (ent). Can use any wild card (herb). You may draw one less card than usual when beginning your turn; in addition, look at the bottom 3 cards in your draw pile placing all ent champions and allies in your hand (all other cards are returned to the bottom of the draw pile which must be reshuffled afterwards).

The Bearer's Sleeping Root
11/DR
Monster
Middle-Earth
Base Level: 10
Powers: Giant (ent). Can use any wild card (herb). Immune to offensive wild cards and harmful events. In your phase 0, this champion may stretch their rotten roots to another player's formation, negating all the powers of his/her realms and holdings which show trees until the beginning of your next turn (when this power is used, this evil tree can do nothing until your next phase 0). In combat, Sleeping Root can corrupt a giant (ent) in any pool: The "corrupted" ent it's used as a Sleeping Rot's ally and comes with his/her attachments; win or lose, the "ent-ally" must be discarded at the end of the combat.

Námo
12/DR
Cleric
Middle-Earth
Base Level: 22
Powers: Avatar; a cleric must be discarded to bring Námo into play. Immune to harmful events, rule cards, undead powers, undead unarmed combat cards and instant defeat cards. Can use psionic power cards. Every player must ask Námo's permission to see, retrieve, steal, borrow, reshuffle, manipulate or remove card(s) placed in any discard pile or Abyss.

Razarac
13/DR
Monster
Middle-Earth
Base Level: 6
Powers: Demon/Fiend. Immune to offensive cards and cards with the words (including inflectional forms) fire, flame, burn, hot, light and/or heat. Can use giant unarmed combat cards and any cards with the words (including inflectional forms) fire, flame, burn, lightning, energy, electricity, light, hot and/or heat. While in play realms and holdings which show freshwater lose their special powers; also, these realms don't count for victory purposes.

Bugrug
14/DR
Monster
Middle-Earth
Base Level:5
Orc. Underdark. Earthwalker. Can use blood abilities. All orcs and theirs attached cards in this player's pool can be turned face down while Bugrug is in play. Between 6 p.m. until dawn, Bugrug grants to this player's attacking orc champions the ability to choose which of the opponents' champions will defend.

Drúadan Forest (Tawar-in-Drúadan)
15/DR
Realm
Middle-Earth
This realm can be defended by his natives woses (level 7 cleric which can use any wild card with theirs levels doubled). Draw another card every time a wild card is played.

Drúwaith-Iaur watch Stones
16/DR
Dungeon
Middle-Earth
Everytime an harmful event, offensive spell, psionic power card, wild card,blood ability or thief skill targets you or any of your cards you may discard a wild card from your hand to counter that card.

Orcish Fires!
17/DR
Rule Card
Middle-Earth
When an orc champion attacks a realm he/she can discard all holdings in that formation. Orc champions and allies can use any cards with the words (including inflectional forms) fire, flame, burn, hot and/or heat.

Eilenach Glens
18/DR
Holding
Middle-Earth
A champion defending any of your realms can use golem allies placed in any discard piles (allies used in this manner are reshuffled in their owner's draw pile after combat). Golem allies may be played in any battles fought by any of your champions ignoring any prohibition to play allies, these allies can't be forced to switch sides by any reason or card, and opposing champions and allies don't have any kind of immunity to the powers or levels of your golem allies.

Wose Wrath
19/DR
Event
Discards all orcs in play.
(Harmful)

Accute Smell
20/DR
Unarmed Combat Card
+4
Can be only used by Heroes, Nazgûl, Werebeasts, Orcs, Giants or Dragons. Play this card anytime to cancel an opposing player action which tries to interrupt or abruptly end the current battle. Actions which force the retreat of one of the fighting champions back to his/her pool or simply tries to finish the current battle without the discard of one of the champions involved in the present combat are negated. (Def/4)

Duping
21/DR
Thief Skill
+7
An opposing champion unable to cast spells or use psionic power cards retreats back to his/her pool, defeated.
(Off/4)

Númenorian Colonization
22/DR
Blood Ability
Can only be played by heroes. If you didn't play or rebuild a realm in this turn, you can play this card over any opposing player's realm: The affected realm is transferred to your formation and are considered yours until it is razed or removed from play (then, it is reshuffled in the original owner's draw pile). The "colonized"/stolen realm doesn't count for victory purposes and can be laid in any place in your formation. You can only play this blood ability just once per game. (Off/5)

Create Pûkel-Man
23/DR
Cleric Spell
Create a golem ally which copies the level and powers of any ally in play or discard piles. The ally it is discarded when the combat is over.
(Def/4)

Lesser Demonic Gate
24/DR
Wizard Spell
Search your draw pile for any demon/fiend and put it in your hand. The draw pile must be reshuffled afterwards.
(Def/3/4/5)

Drúedain Silence
25/DR
Wild Card
+2
Can only be used by heroes or golens. Immediately cancel for this champion all the offensive cards played or held by the opposing champion. Can be used as a counter card.
(Def/4)

Pûkel-Man
26/DR
Ally
+9
Golem. Can use giant unarmed combat cards. Immune to rule cards, harmful events, offensive magical itens, wild cards, unarmed combat cards and thief skills. Counts as magical item. Can be played directly in your pool as a ally-champion which also counts as a magical item: it must be the first champion to defend your realms or dungeon; can only defend, never attack; magical itens and a Middle-Earth artifact can be attached to it, as you would do with a "regular champion", however these objects can't have any restrictions in them[ Ex.: "The One Ring" (86/TH) can't be attached to him, because only "ringbears" could wear this artifact].

Coloring Stone
27/DR
Artifact
Middle-Earth
Powers: In your phase 0, the user may choose one of the following: a) Immune to offensive unarmed combat cards; b) Can use any wild card; c) Immune to offensive and defensive wild cards; d) Can cast any spell. The chosen option lasts until a new one be elected.

Drûg Cinzel
28/DR
Magical Item
+1
Each turn you may search your draw pile or discard pile for a golem. If you choose to take the golem from the draw pile, reshuffle this pile afterwards. (Def)

Merge with Mentalist
29/DR
Psionic Power Card
This champion can copy the special power of any champion able to use psionic power cards in play. The copied champion become powerless retaining only their race and/or movement abilities (these characteristics can't be copied). Lasts until negated. (Off/3)

Erebor's Quest
30/DR
Quest
Only playable by a player with at least one dragon (monster) champion with attached objects (artifacts and/or magical itens) in it. Target player must discard through combat one dragon (monster) champion with attached objects (magical itens and artifacts). Discard this quest if no dragon (monster) champion with attached objects (artifacts and/or magical itens) is in play for one full turn. Player may not win while targeted by a quest. Immune to Wish and Gib Kcir.

Amplexos Fraternos!
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Re: Série "Drúedain". por R.C.Zarco - FanCard

Postby LUCAL » Wed Jul 11, 2012 9:42 am

mais uma série muito interessante, parabéns ao Zarco pelas idéias e iniciativa e Vitor pela arte das cartas que também estão muito legais

minhas considerações

12 - muito boa a carta
22 -Apelo total
23 - muito legal

só achei alguns textos muito extensos, dificultando a leitura e dando canseira, o que poderia causar confusão no entendimento

no geral parabéns mais uma vez
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Re: Série "Drúedain". por R.C.Zarco - FanCard

Postby ThiagoCampos » Fri Jul 20, 2012 2:01 pm

a 22 realmente e forte, mas nao e facil de usar.
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Re: Série "Drúedain". por R.C.Zarco - FanCard

Postby Lucius » Fri Jul 20, 2012 2:27 pm

Não é fácil de usar e também só pode ser usada uma vez por jogo. Não vejo grande problema.
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Re: Série "Drúedain". por R.C.Zarco - FanCard

Postby mr_diaz » Fri Jul 20, 2012 3:31 pm

Senhores, quantos herois capazes de usar habilidades de sangue existem no spellfire?
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Re: Série "Drúedain". por R.C.Zarco - FanCard

Postby ThiagoCampos » Tue Aug 21, 2012 9:49 pm

mr_diaz wrote:Senhores, quantos herois capazes de usar habilidades de sangue existem no spellfire?

Boa pergunta, me lembro de cabeça de três. O Ogre, um drow de quarta edição e um da proprai birthright.
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Re: Série "Drúedain". por R.C.Zarco - FanCard

Postby mr_diaz » Wed Aug 22, 2012 1:39 pm

Se olharmos as cartas da Middle-Earth, veremos que é possível usar esta carta em um baralho, pois há bastantes opções de campeões capazes de usar esta carta, contudo neste metajogo também há diversas cartas capazes de cancelar uma habilidade de sangue, portanto uma coisa compensa a outra.
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Re: Série "Drúedain". por R.C.Zarco - FanCard

Postby Spark » Wed Aug 22, 2012 1:48 pm

Maleficent (4th/324)
Merika (4th/326)
The Ogre (BR/37)
Guairacá, Lobo dos Campos e das Águas (ML/122)
Capitão Rodriguez (ML/124)

Se bem me lembro, os boosters online não tem nenhum..
"Nós não somos inimigos... nossos ideais é que são diferentes."
- Sir Augustus, Cavaleiro do Abismo e Lorde de Satherok.

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Re: Série "Drúedain". por R.C.Zarco - FanCard

Postby mr_diaz » Wed Aug 22, 2012 7:42 pm

E será que realmente compensa colocar estes 5 campeões no baralho apenas para usar esta carta?
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