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Post by Rider on Jun 11, 2008 14:00:55 GMT -5
One question - How does it do damage to the opponent? It... doesn't. ^_^; Can't we have cards that only affect the player's own hand? [glow=red,2,300]It is counter-intuitive, since 4 KOs = victory, Is it OK if I change it to: roll 1d6. If even, heal 5 damage on any ally. If odd, deals 5 damage to the opponent’s active ally. And, that more-or-less closes card creation for 1st edition cards. I guess we fill the rest of the space up with forumer cards. if you have ideas, you may continue to post them and we'll put them in 2nd edition. <3 Thank you everyone. ^_^ You are amazing.[/glow]
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Post by Spoon on Jun 11, 2008 14:08:57 GMT -5
Gah, this may be a bit too late, then. I'll post it anyway.
Common: Spoon (Light) Special Power: Damage Return – When any damage is done to Spoon, roll a die. A 1 or 2 means that the damage is done to the card dealing the damage instead. HP: 4 (L) Scoop (2 damage) A portable catapult or a kitchen utensil?
(I’m not sure how much the special power would be worth, since it would depend on the strength of the card it was facing. I also debated for a while whether ‘1 and 2’ was too regular – but just 1 seemed too unlikely to be a useful power. Based on what was there, I took a guestimate value of 4, and worked from there.)
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Post by PFA on Jun 11, 2008 14:17:03 GMT -5
It... doesn't. ^_^; Can't we have cards that only affect the player's own hand? [glow=red,2,300]It is counter-intuitive, since 4 KOs = victory, Is it OK if I change it to: roll 1d6. If even, heal 5 damage on any ally. If odd, deals 5 damage to the opponent’s active ally.[/glow] XD; This is just kind of a random idea I had, but maybe it could do something like this? "Pick either your opponent's active card, or any ally of your choice. Roll 1d6. If even, heal 5 damage to the card you picked. If odd, deal 5 damage to the card you picked." That way it would be ever so chaotic and based off luck that it'd be lyk whoa. Buuut maybe that'd be a little too crazy, I dunno.
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Post by Tam on Jun 11, 2008 14:45:26 GMT -5
It... doesn't. ^_^; Can't we have cards that only affect the player's own hand? [glow=red,2,300]It is counter-intuitive, since 4 KOs = victory, Is it OK if I change it to: roll 1d6. If even, heal 5 damage on any ally. If odd, deals 5 damage to the opponent’s active ally. And, that more-or-less closes card creation for 1st edition cards. I guess we fill the rest of the space up with forumer cards. if you have ideas, you may continue to post them and we'll put them in 2nd edition. <3 Thank you everyone. ^_^ You are amazing.[/glow] Ah. ^_^ I just figured that keeping your own allies alive long enough to reach the 4 KOs would be the card's appeal -- but sure, if you think that would work better, go ahead. ...I do like PFA's idea, though. xD The eminent chaos is intriguing.
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Post by Rider on Jun 11, 2008 14:51:23 GMT -5
[glow=red,2,300]It is counter-intuitive, since 4 KOs = victory, Is it OK if I change it to: roll 1d6. If even, heal 5 damage on any ally. If odd, deals 5 damage to the opponent’s active ally.[/glow] XD; This is just kind of a random idea I had, but maybe it could do something like this? "Pick either your opponent's active card, or any ally of your choice. Roll 1d6. If even, heal 5 damage to the card you picked. If odd, deal 5 damage to the card you picked." That way it would be ever so chaotic and based off luck that it'd be lyk whoa. Buuut maybe that'd be a little too crazy, I dunno. [glow=red,2,300]A lot of this is based on luck lyk whoa. the Horsemen of the apocolypse cards are evil as well. XD In any case, I like it. ^_^ Spoon - Looks good. ^_^ I think I'll make it just 1, though. (EDIT: By which I mean the dice roll) EDIT: Tamia, in order to use this ability, Fred would have to be the Active creature. *shrug* He'd be a sitting duck.[/glow]
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Post by Spoon on Jun 11, 2008 14:56:27 GMT -5
Okay!
Common: Spoon (Light) Special Power: Damage Return – When any damage is done to Spoon, roll a die. A 1 means that the damage is done to the card dealing the damage instead. HP: 4 (L) Scoop (2 damage) A portable catapult or a kitchen utensil?
(I also remembered I'd made an evolution - but it's non-essential.
Uncommon: Spoonguard (Light) Evolves from Spoon Special Power: Spoon Protection – Once a turn, any damage on a Spoon may be transferred to Spoonguard HP: 12 (L)(L) Ladle (4 damage) Watch where you’re putting that spoon…
Again, the value of the special power is probably debatable.)
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Post by Tam on Jun 11, 2008 23:06:40 GMT -5
XD; This is just kind of a random idea I had, but maybe it could do something like this? "Pick either your opponent's active card, or any ally of your choice. Roll 1d6. If even, heal 5 damage to the card you picked. If odd, deal 5 damage to the card you picked." That way it would be ever so chaotic and based off luck that it'd be lyk whoa. Buuut maybe that'd be a little too crazy, I dunno. [glow=red,2,300]A lot of this is based on luck lyk whoa. the Horsemen of the apocolypse cards are evil as well. XD In any case, I like it. ^_^ Spoon - Looks good. ^_^ I think I'll make it just 1, though. (EDIT: By which I mean the dice roll) EDIT: Tamia, in order to use this ability, Fred would have to be the Active creature. *shrug* He'd be a sitting duck.[/glow] ... *headdesk* I knew there was something else I was meaning to edit in. xD; I'm so sorry for making a mess here. I meant to cut out the "active" part altogether. Based on that... this is more or less my top preference, although Rider's suggestion would also be fine if this one doesn't work. (Uncommon) Fred the Zombie (Dark) HP - 10 (D)(D)(D) Zombie Love - Pick either your opponent's active card, or any ally of your choice. Roll 1d6. If even, heal 5 damage to the card you picked. If odd, deal 5 damage to the card you picked.. ..Hello. :3...I stole PFA's wording. =D *glomps*
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Post by Amneiger on Jun 11, 2008 23:39:52 GMT -5
The list of cards doesn't have either Laser Turret or Magic Mirror on it; I assume that means that guaranteed counterattacks when your opponent attacks are out then? Anyway, more cards. Rare: Professor Amneiger (fire) (evolves from Amneiger) HP: 10 (*) Scientific Analysis - If Professor Amneiger uses High Explosive Pack on your next turn, the attack will do either 9 damage to the opponent's active creature or two damage to each of the opponent's benched creatures. (F)(F)(F) High Explosive Pack - Do either 3 damage to the opponent's active creature or one damage to each of the opponent's benched creatures. Choke point, crossfire, indirect fire...looks good to me.
Uncommon: Automated Mortar (fire) HP: 8 Special: Hover engine - Automated Mortar pays -2 energy to retreat. (F)(F)(F) Mortar - 6 damage to a creature on your opponent's bench. Commencing bombardment.
Treasure Map Draw cards until you find an Event Card and put it into your hand. Shinies! =D
Critical Existance Failure Discard your active creature. Follow any special instructions that would apply if your active creature had been defeated by your opponent. Blargh I am dead!
Professor Amneiger uses all 23 points for rare forumers, right? Because if he doesn't, he could use some extra attack power and HP >_> I'm not sure what kind of rarity Treasure Map and Critical Existance Failure should have; any suggestions?
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Post by Jina on Jun 12, 2008 0:11:47 GMT -5
[glow=red,2,300]And, that more-or-less closes card creation for 1st edition cards. I guess we fill the rest of the space up with forumer cards. if you have ideas, you may continue to post them and we'll put them in 2nd edition. <3 Thank you everyone. ^_^ You are amazing.[/glow] Ooh, already? Cool =D [glow=red,2,300] Spoon - Looks good. ^_^ I think I'll make it just 1, though. (EDIT: By which I mean the dice roll)[/glow] Hmmm... are you sure about that? The Magic Mirror card shows that to get a 6/6 chance of reflecting, you need 15 points. So, to work out the right chance to make it worth 4 points, you do: 4/(15/6) = 1.6 So yeah, it should be a 1.6/6 or, with rounding, 2/6 chance to reflect. Spoon was right. Unless of course you give him another point to make up for the loss, or adjust the Magic Mirror card. I'm not sure what kind of rarity Treasure Map and Critical Existance Failure should have; any suggestions? Treasure Map would be common, simply because you kill an event card for another random event card, which is a 1:1 swap and a waste of a card space. CEF looks like basically a retreat at the cost of an event card and a creature (which probably has energies) so that's probably common too. Leviathan (Rare) Water HP:9 (W)(W)(W)(*) Water Quake - 7 Special: King of the Seas - When this card is on the bench, you may discard a water energy at the start of your turn to increase the damage done by any water monsters during that turn by 3 RRUURGGGHHHHH!
Sea Monster (Uncommon) Water HP:6 (W) Thrash - 2 (W)(W) Water Blast - 4 Special: Water Minion - For every 'Shark', or 'Sabertooth Fish' on the field, increase the damage done by this card by 1 (max. 7) Cap'n, 'tis a monster!
Shark (Common) Water HP:4 (W)(W)(W) Bite - 6 Dun, dun. Dun, dun... dun, dun.
Little Kraken (Common) Water HP:4 (W) Tentacle Grab - 2 (W)(W) Dash - Shift this card to the bench, and put all its energies on the new active creature Here, squiddy-squiddy
Water Tank (common) If your active creature has more than 2 water energies attached, you may attach this card to that creature and treat it as 2 water energies If only it had TNT inside...
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Post by Scar on Jun 12, 2008 1:06:50 GMT -5
Hmmm... are you sure about that? The Magic Mirror card shows that to get a 6/6 chance of reflecting, you need 15 points. So, to work out the right chance to make it worth 4 points, you do: 4/(15/6) = 1.6 So yeah, it should be a 1.6/6 or, with rounding, 2/6 chance to reflect. Spoon was right. Unless of course you give him another point to make up for the loss, or adjust the Magic Mirror card. Treasure Map would be common, simply because you kill an event card for another random event card, which is a 1:1 swap and a waste of a card space. CEF looks like basically a retreat at the cost of an event card and a creature (which probably has energies) so that's probably common too. Actually Magic Mirror has been nerfed because it's a game breaker. Too strong to even be a rare. Several Event cards were also axed for the same reason And Treasure Map isn't very clearly worded. What happens to the cards that you draw while looking for an Event? Are they put into your hand or shuffled back in? CEF on the other hand looks good, activating 'Upon KO' special powers and all that. However it doesn't say whether that counts as a KO.
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Post by Jina on Jun 12, 2008 1:24:31 GMT -5
Hmmm... are you sure about that? The Magic Mirror card shows that to get a 6/6 chance of reflecting, you need 15 points. So, to work out the right chance to make it worth 4 points, you do: 4/(15/6) = 1.6 So yeah, it should be a 1.6/6 or, with rounding, 2/6 chance to reflect. Spoon was right. Unless of course you give him another point to make up for the loss, or adjust the Magic Mirror card. Treasure Map would be common, simply because you kill an event card for another random event card, which is a 1:1 swap and a waste of a card space. CEF looks like basically a retreat at the cost of an event card and a creature (which probably has energies) so that's probably common too. Actually Magic Mirror has been nerfed because it's a game breaker. Too strong to even be a rare. Several Event cards were also axed for the same reason And Treasure Map isn't very clearly worded. What happens to the cards that you draw while looking for an Event? Are they put into your hand or shuffled back in? CEF on the other hand looks good, activating 'Upon KO' special powers and all that. However it doesn't say whether that counts as a KO. Oh, okay. Well then yeah, 1 seems good.
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Post by Amneiger on Jun 12, 2008 4:29:43 GMT -5
Treasure Map would be common, simply because you kill an event card for another random event card, which is a 1:1 swap and a waste of a card space. CEF looks like basically a retreat at the cost of an event card and a creature (which probably has energies) so that's probably common too. Hmm...I think you're right. That needs changing. Actually Magic Mirror has been nerfed because it's a game breaker. Too strong to even be a rare. Several Event cards were also axed for the same reason And Treasure Map isn't very clearly worded. What happens to the cards that you draw while looking for an Event? Are they put into your hand or shuffled back in? CEF on the other hand looks good, activating 'Upon KO' special powers and all that. However it doesn't say whether that counts as a KO. For Treasure Map the other cards that are drawn are supposed to be shuffled back in, so here it would be simply rolling until you found an event card and ignoring the rest of the rolls. CEF probably shouldn't count as a KO for either side, since it didn't get defeated in combat and winning by self-destructing your own creatures is kind of silly. Magic Mirror was nerfed? I couldn't find it on the card list even though it was there a few days ago, so I thought it had been removed entirely. So these would be the new versions of those cards: Treasure Map Declare that you are searching for a Creature, Energy, or Event card. Draw from your desk until you find one of that kind of card, put it in your hand, and reshuffle your deck. Critical Existance Failure Discard your active creature. Follow any special instructions that would apply if your active creature had been defeated by your opponent. This does not count as a KO for either side. ...Treasure Map still doesn't seem to be very good, but if I had it do something like searching for creatures by name that would be too powerful.
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Post by Jina on Jun 12, 2008 5:04:16 GMT -5
Hmm... Treasure Map is better, it allows you to get what you need to help your situation; CEF is clearer, but you could mention KO powers rather than just defeated by the opponent. They are the same thing, but saying KO is much clearer.
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Post by Killix on Jun 12, 2008 11:01:30 GMT -5
and now for a collection of mutated animal creature cards: RARE Piranhasaurus Bat (Dark) HP: 10 Special: Omnivore. Place a benched creature back into your hand, and heal Piranhasaurus Bat equal to the ammount of energies attached to that creature. (D)(*) Gnaw - 3 damage. (D)(D)(*) Sonic Boom - 5 damage. ~What has 55 razor sharp teeth, is 30 feet tall and can fly? No time to ponder such things, Piranhasaurus Bat is trying to eat you!~
UNCOMMON Ratbear (Earth) HP: 8 (E)(*) Slam - 2 damage. Roll 1d6. If 5 or 6, opponent suffers an additional 2 damage. (E)(E) Power Throw - 4 damage. ~Tries to be sneaky, but is too large to NOT go unnoticed.~
UNCOMMON Moosemonkey (colourless) HP: 11 (*)(*)(*) Banana Bomb - 4 damage. ~A lazy, crazy, guy with a fondness for pine nuts and bananas.~
COMMON Octopossum (Water) HP: 6 Special: Grapple. 2 damage to any creature who is sent to the bench when Octopossum is active. (W)(*) Octo Ink - 3 damage.
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Post by Jina on Jun 13, 2008 0:38:34 GMT -5
I had a sciencey day today, and I had a few brainwaves. Some Most are probably too powerful. Mad Chemist Fire HP:4 (*) Accidental Lab Explosion - Deal 2 Damage, Take 1 Damage (*)(*) Chemical Weapon - 1 Damage. Select and add one of these effects: A - For every Fire energy attached to this card, add one damage to this attack. (Max 8) B - For every Water energy attached to this card, heal one HP (Max 8) C - Roll a d6. If the result is equal to or less than the number of Dark energies attached to this card, add a sleep effect to the attack. D - Roll a d6. If the result is equal to or less than the number of Light energies attached to this card, and less than 4, add a paralysis effect to the attack. E - For every Air energy attached to this card, draw a card (max 3) F - Roll a d6. If the result is equal to or less than the number of Earth energies attached to this card, add a poison effect to the attack. I am the master of atoms
Catalyst Reduce the energy cost of all your creature's attacks by one. Add this card to your opponents hand. Fizzle fizzle.... BOOM!
Mutation Change the type of one of your creatures to any type you choose. Who needs Dr. Sloth?
Energy Transformation Change the type of any energy attached to your active creature to any type you choose.
Focal Energy Beam Discard 5 energies from you benched creatures. Your opponent's active creature takes 11 damage.
Molecular Energy When you play this card, attach it to your active creature. Select one type. This card counts as an energy of that type (and cannot be changed). You may only have one Molecular Energy in your deck.
Mad Chemist might have to be split into several cards if it is too big to fit on one card/too powerful.
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