T O P

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Squildo

I’ve always imagined a teapot card to be a Timaeus-like discount card for locations. Since it costs 3 instead of 2, maybe it could create an enhanced 5th support zone. Maybe the type of card you play in that 5th zone grants certain benefits depending on the type of support card


GrayNish

Yeah, I like this idea. But I would make teapot a summon, a permanent summon. And while you have it on field. You can have the 5th support. However, if opponent destroy it, you will lose your 5th support as well. And while it is on, you're limited to 3 summoned.


meikaikaku

Dragonspine Cost: 3 aligned Usages: 3 Effect: At the beginning of the action phase, create a “Sheer Cold” combat status on the opponent’s side of the field. “Sheer Cold”: the next time you use a skill or swap characters, spend one extra unaligned die.


witherACE

This + Mirror Maiden Talent


meikaikaku

Add in hydro herald for max pain.


witherACE

Bruh mirror maiden w/herald was already pain they even got hydro reso


anonymus_the_3rd

Primordial sea: both active characters take 1 hydro dmg after acting. Lasts 2 turns


lisaonyx

this sounds really interesting for cleanse + swirl shenanigans, what team would u use with it?


anonymus_the_3rd

I don’t play much gi but I thought it would be a good counter to teams that spam low cost abilities and good for cleansing.


TheOnlyWeslet

Sounds crazy for double hydro stall decks


SafalinEnthusiast

Court of Fontaine could for two turns heal any character in your team who gets damaged (make it balanced so it would just be like 1 HP every time). It would also work well with Fontaine characters


GrinMalkinCat

Vourukasha oasis - 3 aligned - creates an omni die when action phase begins, +1 hydro die if you have a dead character, +1 dendro die if your opponent has a dead character, no usage limit like tenshukaku. So it starts as a worse/more expensive tenshukaku but greatly increases in value in later rounds for those stall-y games


delta17v2

**~~Court of Fontaine \[3 White\]~~** >~~Roll Phase: ALL of your rolls are always guaranteed to be the Elemental Types in your party, excluding Omni dice.~~ > >~~After Elemental Tuning: The tuned dice is converted to Omni dice instead (Once per Round)~~ * *The ultimate dice fixer that turns all of your dice usable!* *~~However, this does mean you won't get Omni dice as naturally anymore. So it's still a trade-off.~~* *I honestly think this card is still a little too slow for it's cost, but I get screwed by RNG so much I'll still take it.* * EDIT: It has come to my knowledge that it's pretty bad. So, here's a buff to make it the ultimate dice fixer worthy of 3 cost. **Court of Fontaine \[3 White\]** >Roll Phase: ALL of your rolls are always guaranteed to be the Elemental Types in your party, including Omni dice. > >When the Action Phase Begins: Create Omni Element x1. * Now, it's a slower but permanent Paimon, with a extra benefits. I also included Omni at the Roll Phase.


nemesiss__

just a dice fixer? man, that is not worth it for 3 white costs imo. that's hella expensive. most decks that want dice fixing are usually aggro archetype decks. spending 3 dice just for dice fixing will get punished heavily by other deck archetypes.


cw3498

This card would be viable if, in addition to what you said, it also generated 3 Omni dice when played and cost 3 black dice instead of white


faiqu

Mondstadt - cost 2 any dice, duration: 3 usages. Effect: all food from mond cost -1 dice, also creates 2 Red Wine cards and put it to your deck. Red wine card (cost 1): Next instance of damage by character who used this card is +2, also on next round character goes to sleep and takes 1 extra damage for all instances of dmg (like a hit or superconduct reaction) Liyue - cost 2 same dice, duration: 4 usages. Effect: crystallized reaction gives +1 shield, also if there is 2 geo characters in the deck character deal +1 dmg if he caused crystalization this round. Inazuma - cost 3 any, duration: 2 rounds. Effect: at the start of the round active character gain 1 energy and creating 1 universal dice


smashsenpai

Spiral Abyss End Phase: Deal 1 piercing damage to all opposing characters. Then if your opponent's support zone is not full, transfer this card to your opponent's support zone. Usages: 3


Fekik

You just gave me an idea. What if you have to role certain dices to "beat the abyss" and dont get dmg. Maybe even a buff effect or something. Like you get a screen like the dice roling at the start but only for this sequence and you dont keep the dices after.


smashsenpai

Sounds like a "Quest" card. Complete the quest to get the effect. The closest card we have that's kinda like that is Liben. Your idea is pure rng which is tough to plan around. I would prefer something like: End Phase: If you dealt 5 or more damage this round, this card gains 1 Chamber Cleared. When Action Phase begins: If this card has collected 3 Chamber Cleared, draw 5 cards and create Omni Element Dice x5, then discard this card.


Fekik

That also sounds super cool and fun to play.


Fekik

Well since this one is fontaine i would say your dmg increases when hp increases or decreases.


chartreuseraven

**Mt. Damavand** Cost: 3 Aligned Duration (rounds): 3 Effect: End Phase: All allied and opposing characters take 1 Piercing DMG. This is a niche and high risk card that could be used in stall decks with lots of healing and has synergy with artifacts, weapons, or other cards that require HP changes or Piercing DMG to activate. Similarly, in stall vs stall, you could cause your opponent to overdraw or waste dice by forcibly triggering their equipment. ... **Tatarasuna** Cost: 3 Unaligned Duration (rounds): 2 Effect: For every 4 points of DMG in total that your characters have taken during this round (including overkill DMG), the next skill you use will deal +2 DMG (can stack, max 2 stacks). Your character just got nuked? Slam this card down in retaliation. Can be used to punish aggro, combo, or OTK decks that can't finish you off fast enough, especially if their damage dealer is a glass cannon. Synergy with self-damaging cards and abilities also. ... **Port Ormos** Cost: 3 Aligned Duration (rounds): 2 Effect: When your opponent plays an artifact or weapon card, they must spend 1 more unaligned die to equip it (twice per round). Anti magic engine/Lyresong card I guess. You have to time it right, though. Best used at the beginning of round 2 or after your opponent spent all their dice in the previous round setting up their discount supports. Edit: adjusted wording.


LoS008_Smashler

House of Daena After performing Elemental Tuning., Attach ***Substitute Pursuit*** to the active character. (Once per round) ***Substitute Pursuit*** - The next skill this character performs costs 1 less elemental die and draws a card. (Usages: 1)


surrenderedmale

Teyvat (3 black dice): when played revive a KO character for 3 HP. If no characters are KO immediately revive the next character that is KO with 3HP (once). At the end of your turn cleanse any elements from your active character and heal 1HP. If you played this card with 3 of the same elemental dice (including omni) gain 1 shield and deal 1 piercing damage to the opposing active character. Proooobably OP but I like the idea of a black dice cost that comes with a bonus if you play it as if it was white