I'm borrowing heavily from Corey's first draft. Shadow of Erebus
Discard X Command Cards before your opponent rolls to hit. If your opponent does equal or less than X points of damage, your unit takes no damage from the attack. Otherwise, your unit takes the full amount of damage. Increase X by 1 if your unit is nearby a Priestess.
I think it's OK to let someone pitch a ton of cards to be sure of nullifying one attack. This version is weaker if you're not near a Priestess.Challenge of Herakles
Play before your opponent rolls to hit. Your unit gains D: +1/+0 for this attack and +1 Cge this turn. If your unit is engaged with an enemy unit that has Offensive Skill 6 or higher, your unit gains an additional D: +1/+0 and +1 Cge.
I think it should invoke a different name, since Hercules by any name is more known for power than skill (although he had that, too!) Athena, maybe?Defiance of Thanatos
Play on an engaged unit before rolling to hit. Your unit gets (+1)+1/+0 this attack. If it is in the Yellow or in the Red or nearby a Priestess it gets an additional (+1)+0/+0 this attack and C+2 this turn.
While I like the original design I'd rather restrict that sort of thing to factions like the Hawks that were all about the training.Insert religious name here
Play before your opponent rolls to hit. Your unit gets D+1/+0. If it is in the Yellow or in the Red or nearby a Priestess it gets an additional D+0/+1.Aim of the Huntress
Play before rolling to hit. Your unit gains (+1) +0/+1 this attack and if you cause at least two of damage before damage prevention, you cause an additional point of damage.
I still think this is very powerful. Might is a perfectly OK command card and this will let an unfair fight get truly gross.Sisters in Arms
Play when you fail a rout check. Reroll that rout check. If the unit is nearby a Priestess it gets C+2 this turn.Presence of the Huntress
Play during the Movement & Command Phase. Mark up to two Arete boxes.Worthy of the Gods
Play before rolling to hit. Your unit gains (+1) +1/+0 on this attack. If the unit's Arete box is marked, the unit also gains (+0) +0/+1 on this attack.