Thread:Primuure/@comment-25542469-20180610110728/@comment-28583988-20180610120601

Depends how you design the card, whichever ideas work. For example Up to you decide which, but every decision isn't always all plus, there's always some minus parts.
 * V1a. Small/simple effects but cheap requirements. It is more like creating a combo for the end turn bonus. Though it lacks finishing touch, it is more like resource management or game stalling, like Gavrail/Raphael.
 * V1b. Massive effects but large requirements. You take advantage of the minus you did during that turn into this effect, it is more like a finisher that can turn the table, like Ogma.
 * V2a. Small requirements with many units. It is aggressive during the battle phase, but you need correct combo pieces to achieve it, like how Luard/Dagda multiple attacks.
 * V2b. Big requirements but only a few units. Your other cards just do their job to fulfill it, like Gastille/Balaam.
 * V3a. Cheap/Simple effects with many units. Spammable or stackable effects, but lacks the necessary finishing touches, it's like how Fenrir/Wiseman take their time to set the combo.
 * V3b. Massive effects with a few units. Basically, you need to search for this, and at the right moment, ditch it to activate its effect, like Dogma/Rex (possibility of 3 VG attacks).