Cool New Steem Monsters Abilities and Card Ideas by cryptoeater

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· @cryptoeater ·
$2.08
Cool New Steem Monsters Abilities and Card Ideas
Hey guys! I recently [made a post of some new abilities](https://steemit.com/steemmonsters/@cryptoeater/new-steem-monsters-ability-suggestions) that I thought might be cool, so I decided to turn them into actual cards in this post! 

Before I start, I'd like to say that I'm not very creative with names and I'm not an artist, so I won't even bother trying to come up with any names or draw anything.

## All stats below are at max level

# Legendary Death Summoner
* 6 Mana
* Reduce enemy speed by 1
* Reduce enemy health by 1
* Poison mist: chance to poison all enemies at the end of the turn unit's turn

# Legendary Fire Summoner
* 6 Mana
* Reduce enemy health by 1
* Hellfire: deal one magic damage to all enemies at the start of the unit's turn

# Legendary Life Summoner
* 6 Mana
* Increase ally's maximum health by 3 (doesn't affect current health)
* Holy rain: heal all allies for one health at the end of the unit's turn

# Common Neutral Monster (some sort of gunner)
* 1 Mana
* 3 Health
* 1 Ranged Damage
* 6 Speed
* Ricochet: deal 2 damage to a random enemy if the attack hit armor 
* Snipe: targets a ranged or magic monster or monster with no attack

# Epic Death Monster (big rotting wall thing)
* 6 Mana 
* 10 Health
* 0 Attack
* 1 Speed
* Self destruct: upon death, deal damage equal to max health to adjacent units (ally and enemy)
* Shield: halves ranged and melee damage
* Void: halves magic damage 
* Piercing: If Melee or Ranged attack damage is in excess of the target's Armor, the remainder will damage the target's Health.

# Legendary Nature Monster (armored tree) 
* 8 Mana
* 8 Health
* 2 Melee Damage
* 1 Speed
* Growing armor: at the start of this unit's turn gain one max health (doesn't affect current health)
* Omniarmor: reduce the damage taken from all sources by 1
* Heal: restores a portion of this monster's health per turn

# Legendary Life Monster (some sort of king/knight)
* 7 Mana 
* 6 Health
* 2 Melee Damage 
* 4 Speed
* 3 Armor 
* Avenge: gain 1 health, 1 speed and 1 attack each time a friendly minion dies 
* Sneak: can attack the back from any position

# Legendary Neutral Monster (wolf thing)
* 6 Mana 
* 7 Health
* 1 Melee Damage 
* 6 Speed
* Inspire: give all melee minions +1 attack
* Bloodthirst: deal double damage to damage units
* Double Strike: hits twice

## Although I have more card ideas, I'd be interested to see what ideas/synergies you guys have come up with for these cards and existing cards! 
👍  , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , and 5 others
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vote details (69)
@apshamilton ·
$0.24
Cool ideas. There are already so many card options its getting hard to work out the right strategy.
👍  , , ,
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@cryptoeater ·
Thanks, and I know right! Hopefully there will be more cards being released to increase strategy.  Also, I had an idea of making gameplay more interactive by giving some cards an active ability which can be played at the start of a turn. For example, you can plan to play it at turn 4, and if it reaches turn 4 that ability will play! Or, perhaps another way to go is allowing each battle to go turn by turn and letting players end turn or use an ability each turn, but this will drastically increase the length of each battle. 
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@tts ·
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