Board Thread:Update Suggestions/@comment-29191679-20161129161815

Hey.

This is a new idea that I've had for a little while. These cards are of an entirely new rarity, and they have unique effects.

Mythical Chests
The Mythical Chest looks kind of like a Legendary Chest, but golden.

Unlocking it takes 24 hours, and when unlocked, you recieve 5 random Mythical Cards.

The Mythical Chest appears twice in the chest cycle, so every 120 or so victories will give you one of these. You will start getting them in Goblin Stadium.

Mythical Cards
When obtained, Mythical Cards will replace a random card with a similar Elixir cost as long as it is not in one of your 3 current decks. If there are no cards within 1 Elixir of the Mythical card that would be obtained, it will not be given to you. The only exception is when there are no normally eligible cards remaining.

They are also fragile, and last for 3 battles before shattering and once again revealing the card hidden behind it. This does not come into effect if you do not play the card once during the battle.

Certain Mythical cards will reveal the card underneath it when played once in battle.

There are 3 Mythical cards that can be obtained from every Arena, including Training Camp, for a total of 30 Mythical cards.

Training Camp
Butterfly: 3 Elixir spell. Distracts a random troop within a 3 tile radius, forcing them to chase it to the other lane. Targets PEKKAs and Mini PEKKAs. Ideal for splitting pushes.

Flood: 5 Elixir spell. Deals 1000 damage to all ground troops in the Arena.

Timber: 4 Elixir spell. A tree falls in the Arena, dealing 500 damage to anything in its way and creating a small wall for 5 seconds.

Goblin Stadium
Goblin Blimp: 7 Elixir flying troop. 3000 health. Slow speed. Targets towers, attacking using 6 level 9 Spear Goblins. Upon death, spawns those 6 Spear Goblins.

Flail Goblin: 4 Elixir ground troop. 1250 health. Slow speed. Targets ground troops and buildings. Attacks every 2 seconds, dealing 450 damage to anything that it hits.

Bridge Breaker: 6 Elixir spell. Fires a more powerful rocket that destroys the left or right bridge for 15 seconds.

Bone Pit
Wall Breaker: 4 Elixir ground troop. 400 health. Very Fast speed. Rushes to the Crown Tower. Once it reaches the tower, it drops its bomb, dealing 1500 damage. Ideal when your opponent is very low on Elixir.

Skeleton Barrel: It's back and better than ever! 2 Elixir spell. Summons 12 level 9 Skeletons anywhere in the Arena.

Healer: 6 Elixir flying troop. 500 health. Heals friendly ground units. Slow.

Barbarian Bowl
Catapult: 7 Elixir ground troop. 1200 health. Ranged, targets towers. Fires boulders at the tower every 5 seconds, dealing 750 damage. On death, summons a Barbarian. Very slow.

Elite Horde: 9 Elixir. Summons 4 level 3 Elite Barbarians.

Barbarian King: 8 Elixir ground troop. 2500 health. Targets troops. Attacks every second, dealing 650 damage. Very slow.

PEKKA's Playhouse
Lava Pit: 5 Elixir spell. Summons a 5x5 lava pit. Anything standing on it gets stuck until it cools. Every second, deals 500 damage to anything standing on it, but cools in 5 seconds.

Elite PEKKA: 9 Elixir ground troop. 4000 health. Deals 900 damage every 1.8 seconds. Very slow.

Chance: THE High Risk High Reward card. 5 Elixir spell. Summons 2 random cards in the Arena, and there's a 25% chance of either card being on the opponent's side.

Spell Valley
Wall: 7 Elixir building. Creates a wall with 2000 health. Lasts 30 seconds.

Jump: 4 Elixir spell. Allows any troop to jump over an obstacle for 15 seconds.

Earthquake: 5 Elixir spell. Deals 2000 damage to any buildings in its 4 tile radius. Doesn't affect crown towers.

Builder's Workshop
Giant Bomb: 6 Elixir building. Once attacked or left standing for 15 seconds, explodes for 1000 damage. Can only be placed on your side of the Arena.

Builder: 4 Elixir troop. 300 health. Repairs nearby friendly buildings. Slow.

Gold Mine: 5 Elixir building. Gives you 1 gold per second, lasts 60 seconds.

Royal Arena
Master Archer: 7 Elixir ground troop. Ranged. 500 health. Deals 250 damage to a troop every second. Slow.

Curse: 5 Elixir spell. For the mean guy. Causes the opponent's next loss to result in a Trapped Chest (from here). Stays in your hand to become the card that it replaced. However, you recieve a Trapped Chest as well when it shatters...

Bless: 5 Elixir spell. For the nice guy. Gives the opponent a Legendary chest for the next battle that they play while they have a chest slot open, whether they win or lose. Stays in your hand to become the card that it replaced. Upon shattering, you get one as well...

Frozen Peak
Heal:  5 Elixir spell. Creates a healing ring, healing all your troops for a total of 500 health in 5 seconds!

Gems!: 5 Elixir spell. Instantly grants both players 100 gems. Stays in your hand to become the card that it replaced. This card lasts for 5 battles instead of 3!

Permafrost: 4 Elixir spell. Slows down all troops in its radius, permanently.

Legendary Arena
Meteor: 8 Elixir spell. Casts a meteor that deals 850 damage to anything in its radius of 2. Reduced damage to towers.

Windy Day: 4 Elixir spell. Wind blows in the direction that you placed the card. Use it right to split pushes.

Laser: 9 Elixir spell. Destroys anything whose hitbox touches the tile that you place it on.

Let me know what you guys think is overpowered or underpowered, and I'll try to change it up. 