Deal 8 damage to a random enemy. Deal 8 true damage to a random enemy. Cause 8 Status effects randomly split among all enemies. Gain 8 life. Repeat the effect one more time if an enemy dies.
(Idea: wanted to see an upgraded/higher rarity version of Dragonette)
Playing off the idea mentioned above that this was created by Sparkgrinder to protect the Merfolk, here is my suggestion:
Color: Yellow/Purple
Cost: 15 mana
Spell: Doc Oc- Remove all Blue gems, Heal all allies [Magic+8] boosted by Merfolk allies (x1)
This would be a troop that I could see maxing out with a Magic stat of 4, giving them the potential to heal all troops 12, but with 4 merfolks that would be 48 Life to all allies. Respectable for an Epic, I think.
Spell: Dark Sigil (17 purple/brown)
Mark all gems (or numbers based on magic) of a chosen color (or a fixed color) on the board. If the marked gems are destroyed by allies, then every allie gain 1 mana for every destroyed marked gem. If the marked gems are destroyed by enemies, then every enemy take 4 damage for every destroyed marked gems.
Spell: Ultimate Spy( 18 blue/purple/green)
Swap with the strongest enemy and then deal (magic) damage to all allies. Then double my mana cost
Drain mana and Change mana generation of selected enemy troop to Blue with 20 percent chance to recover at start of turn. Remove all Blue Gems and Disease self.
Unfinished idea but something like:
Deal x damage to the first enemy, half of that to adjacent enemies, half again to not yet damaged enemies and half again to still not yet damaged enemies.
Double that if I took skull damage last turn.
Colors I don’t know.
The rider (double that) could also be changed to something else, for example do triple damage to submerged enemies.
Apply the shocked status effect to all enemies
Shocked means that actions taken by that troop and mana gained by that troop cause X damage while the effect lasts
Spell:
Chain Lightning: Deal [Magic+X] damage to the enemy with the highest armor, boosted by all enemy armor. Deal 1/2 that damage to the enemy with the second highest armor, 1/4 that damage to the enemy with the third highest armor, then 1/8 that damage to the enemy with the lowest armor.
The ability being an electrical charge, it makes the most sense to target armor. If the numbers are hard to add up or balance then the ability could be changed to do damage to the enemy with the highest armor, boosted by all enemy armor, then half that to adjacent enemies.
Behind the scenes, if all enemies have no armor, the ability could target at random, or you could tweak to target the enemy with the most life (meatiest target? ).