|
Post by Rider on Jun 21, 2008 10:07:49 GMT -5
[glow=red,2,300]Remember what i said about you guys having the option of making your decks private? I totally lied. ^_^ So, all starter decks are 100% Common cards. Suggested format is 15 energy cards, 10 creatures and 5 Event cards. They can inculde common Forumers. Traditionally, two elements are used. Alternately, you can use one of Strife's pre-mades. So, post your starter deck here.[/glow] Starter Decks:
Water/Dark: 1 - Pirate Crewman 2 - Pirate Crewman 3 - Meepit 4 - Sabertooth Fish 5 - Seawoo 6 - Cove Mermaid 7 - Evil Eye 8 - Anti-Gravity Skull 9 - Tabloid Town Zombie 10 - Tabloid Town Zombie 11 - Water Energy 12 - Water Energy 13 - Water Energy 14 - Water Energy 15 - Water Energy 16 - Water Energy 17 - Water Energy 18 - Dark Energy 19 - Dark Energy 20 - Dark Energy 21 - Dark Energy 22 - Dark Energy 23 - Dark Energy 24 - Dark Energy 25 - Dark Energy 26 - Frag Grenade 27 - Lemon Bomb 28 - Treasure Hunt 29 - Treasure Hunt 30 - Tabloid Scandal
Fire/Earth: 1 - Patjade 2 - Elven Archer 3 - Weewood 4 - Rock Serpent 5 - Will-O-The-Wisp 6 - Leoness 7 - Plasma Puff 8 - Bob-OMG 9 - Bob-OMG 10 - Weenix 11 - Earth Energy 12 - Earth Energy 13 - Earth Energy 14 - Earth Energy 15 - Earth Energy 16 - Earth Energy 17 - Earth Energy 18 - Earth Energy 19 - Fire Energy 20 - Fire Energy 21 - Fire Energy 22 - Fire Energy 23 - Fire Energy 24 - Fire Energy 25 - Fire Energy 26 - Neutralizer 27 - Leocookies 28 - Energy Transfer 29 - Scout 30 - Call to Arms
Air/Light: 1 - Dunburrow Squire 2 - Dunburrow Squire 3 - Lightning Mage 4 - Flash Drone 5 - Sacred Weewoo 6 - Ninja Henchman 7 - Piranha Crow 8 - Wingwoo 9 - Galeforce 10 - Jelly Llama 11 - Light Energy 12 - Light Energy 13 - Light Energy 14 - Light Energy 15 - Light Energy 16 - Light Energy 17 - Light Energy 18 - Light Energy 19 - Air Energy 20 - Air Energy 21 - Air Energy 22 - Air Energy 23 - Air Energy 24 - Air Energy 25 - Air Energy 26 - Ninja Teleport 27 - Call to Arms 28 - Energy Transfer 29 - Tornado 30 - Tea Party
The Dead Men Tell No Tales Starter Deck:
Water energy x 8 Dark Energy x 7
001: The Red Rider (Water) HP: 6 (W) Sword Dance – 2 Damage (*)(*) Martial Prowess - 3 Damage Red cape, check. Meepit menace, check. Rum… Wait, why is the rum gone?
002: Ventratta (Dark) HP: 5 (*)(*) Nomnomnom – 2 Damage. Roll a 6-sided die. If the result is 5 or more, this attack does 4 Damage. *stare* *blinkblink*
003: Shiva (Dark) HP: 7 Special Power: Demonic Speed - This Ally does not pay a retreat cost. (D) Demon Hooves – 2 Damage “No, Shiva, that’s not edible, that’s Leoness.”
120: Sammy Cysso (Dark) HP: 5 (D) Black Magic -- 2 damage (D)(F) Rage -- 4 damage SIGH-SO. Not Kai-so, or See-so. Sigh-so. Sheesh.
011: Tabloid Town Pierat (Water) HP: 5 (*)(*) Needle Sword – 3 Damage (W) Gnaw - 2 Damage
012: Tabloid Town Zombie (Dark) HP: 5 (D)(D) Brain Brunch – 4 Damage (D) Limb Snatch – Heal 2 HP My pet zombie hates your guts but loves your brain.
016: The Black Beekadoodle (Water) HP: 7 Special Power: Take Flight - The Black Beekadoodle does not have to pay a retreat cost (W) Mystic Mist - 3 Damage Wow, you shot that merc in a perfect parabola!
025: Cove Mermaid (Water) HP: 5 (W)(*) Water Jet - 3 Damage (W) Revitalize - Heal 2 HP to any Ally in play.
083: Zombie Penguin (Dark) HP: 7 (D) Demon Breath – 2 Damage. Roll a 6-sided dice. If the result is 2 or less, the target is now poisoned. All it wants is a hug. Honest!
085: Octo Pie (Water) HP: 5 (W)(*) Sweet Aroma - 3 Damage. Roll a 6-sided die. If the result is odd, the target is now paralyzed. I wanted cherry, but they gave me octo instead!
040: Frag Grenade Add 2 Damage to your opponent's active creature. Nothing gets the job done like a face full of scrap metal.
042: Ninja Teleport Instantly switch your contending ally with an ally on your bench. Now you see me, now you d-*poof*
044: Leocookies 4 HP to one fighter. The ambrosia of the gods… but not liquid… and cookies.
080: Tornado Choose one of your opponent's benched Allies. Your opponent must switch their active ally with the target. No thanks! I'll play with you some other time.
131: Neutralizer Your active Ally is no longer poisoned.
|
|
|
Post by Omni on Jun 21, 2008 15:02:05 GMT -5
*looks over her deck* Yeah, I think that's it. 2 Earth energies 2 Air energies 2 Fire energies 2 Water energies 3 Light energies 3 Dark energies
076: Wild Omni (Colorless) HP: 7 (*) Tooth and nail – 2 Damage. If 2 or more energies are attached to this Fighter, this attack deals 3 Damage instead. Before I joined the Mage Guild, I survived like a wild animal, using strength and strategy to catch my food.
076: Wild Omni (Colorless) HP: 7 (*) Tooth and nail – 2 Damage. If 2 or more energies are attached to this Fighter, this attack deals 3 Damage instead. Before I joined the Mage Guild, I survived like a wild animal, using strength and strategy to catch my food.
(In other words, Wild Omni x2)
077: Scarven, Rogue Chronomancer (Light) HP: 5 Special Power: Chronoshift – This Fighter does not pay a retreat cost. (*) Blink Strike – 2 Damage (L)(L) Slow Shell – The target is now paralyzed
066: Flash Drone (Light) HP: 6 (*)(*) Electric Net – 3 Damage (L)(L)(*)(*) Flash Grenade – The target is now paralyzed. They're slower than sedated gorillas, but they sure get the job done.
191: Midknight – Shadow Mage (Dark) HP: 7 Special Power: Darkness Falls – Roll a die before each attack, if the result is 6, that attack gets +1 Damage. (*)(*) Cutlass Slash – 3 Damage
010: Mage Manor Bat (Dark) HP: 5 (*)(*) Echolocation – 3 Damage. Roll a die. If the result is 5 or more, this attack does 2 Damage instead. (D)(D) Swarm – Roll a die. This attack deals Damage equal to the result minus 1
059: Rock Serpent (Earth) HP: 6 (*) Fang Attack – 1 Damage (E)(E) Tremor – 3 Damage. Target an opponent’s benched Fighter. This attack deals 1 Damage to the target. And they thought I was crazy when I told them the rocks were breathing...
070: Stal’s Whiteboard (Air) HP: 5 (A) Wall of Text – 2 Damage. The target is now asleep (*)(*) Works Cited – 3 Damage
103: Nova Storms (Fire) HP: 5 (F)(F) Annihilate – 3 Damage (*)(*) Electrocute – 2 Damage Will you marry me?
029: Socktopus (Water) HP: 6 (*) Spell of Seven Silken Socks – 2 Damage (*)(W) Roundhouse kick – Roll a die. This attack deals Damage equal to the result
109: GLOMP! Target any Fighter in play. Roll a die. If the result is odd, heal 3 HP to the target. If the result is even, deal 3 Damage to the target.
055: Energy Transfer Select an energy card from one of your Fighters and attach it to a different Fighter.
044: Leocookies Heal 4 HP to any Fighter in play. The ambrosia of the gods… but not liquid… and cookies.
042: Ninja Teleport Switch your active Fighter with a benched Fighter. Now you see me, now you d–*poof*
080: Tornado Target one of your opponent's benched Fighters. Your opponent must switch their active Fighter with the target. No thanks! I'll play with you some other time.
053: Call to Arms Search your deck for a Common Fighter. Place that Fighter into your hand Sometimes, the outcome of battle is a simple matter of mathematics. There is great strength in numbers.
|
|
|
Post by Deleted on Jun 21, 2008 18:32:57 GMT -5
I put it in the format that Strife's decks are in. After reading the rules, that seems like it would be easier to use in actual gameplay (Because it's already set up for the 30 dice roll to draw a card) If this is wrong, tell me. 1. Dark Energy 2. Dark Energy 3. Dark Energy 4. Dark Energy 5. Dark Energy 6. Dark Energy 7. Dark Energy 8. Water Energy 9. Water Energy 10. Water Energy 11. Water Energy 12. Water Energy 13. Water Energy 14. Water Energy 15. Water Energy 16. Ghost Guest 17. Seawoo 18. Hunter 19. Drizzlet 20. Mage Manor Bat 21. Nimbostratus 22. Meepit 23. Anti-Gravity Skull 24. Sabertooth Fish 25. Pirate Crewman 26. Freeze 27. Frag Grenade 28. Toxic Energy 29. Disasterous Typo 30. Pink Emo Corner
EDIT: I just noticed I had included an uncommon accidentally. Replaced with Pirate Crewman. Good thing I hadn't tried to start a match against anyone yet.
|
|
|
Post by Rider on Jun 21, 2008 19:49:36 GMT -5
I put it in the format that Strife's decks are in. After reading the rules, that seems like it would be easier to use in actual gameplay (Because it's already set up for the 30 dice roll to draw a card) If this is wrong, tell me. [glow=red,2,300]I put mine in that form because I may need to check to see what cards do multiple times. I also plan on mixing my cards up to throw confusion and terror into the hearts of my enemies. >o ... But it's all a matter of personal preference. ^_^[/glow]
|
|
|
Post by Cyborg on Jun 21, 2008 21:58:37 GMT -5
This is my deck: The Dark Forest Light Energy x2 Earth Energy x5 Dark Energy x8 012: Tabloid Town Zombie (Dark) HP: 5 (D)(D) Brain Brunch – 4 Damage (D) Limb Snatch – Heal 2 HP My pet zombie hates your guts but loves your brain.
027: Fake Treasure Chest (Colorless) HP: 6 (*)(*) Rolling Tackle - Roll a 6-sided dice. This attack deals Damage equal to the result (*)(*)(*) Item Chomp - Discard an energy card from Fake Treasure Chest. Your opponent discards a card from their hand. Hey, I found gold! Wait a minute... RUUUN!
058: Elven Archer (Earth) HP: 4 (E) Hunting Knife - 2 Damage (E)(E) Sniper – 4 Damage. You may target any opponent in play. If you target a benched opponent, this attack’s Damage is reduced by half (rounded down). Legolas: Proof that androgyny is more elvish than pointy ears.
060: Will-O-The-Wisp (Earth) HP: 4 (E) Mystic Flare – 2 Damage. Roll a 6-sided die. If the result is even, this attack deals 3 Damage instead. (E)(E) Illusion - Switch this Ally with one of your benched Allies. When your next turn begins, switch your active Ally with this Ally and deal 4 Damage to your opponent's active ally. You cannot use this attack if you have no benched allies.
074: Tamia Wendfeld (Earth) HP: 5 Special Power: Herblore - When Tamia comes into play, Heal 2 HP to any Ally in play. (E)(E) Slingshot - 4 Damage Don't laugh. This stick has gotten me out of more sticky situations than I care to count.
099: Killix (Colorless) HP: 7 Special Power: Rally. When Killix is benched, the current active Ally gains +2 Damage to all attacks for 4 turns. (*) Thwack - 2 Damage
190: Cyborg - Earth Mage Extraordinaire (Earth) HP: 6 (*) Cutlass Slash - 2 damage (*)(E)(E) Earthquake- roll dice, if you roll an even, do 3 damage, if an odd, opponent is paralyzed. Yo ho ho and a bottle of, HEY GIVE ME MY RUM!!!!
191: Midknight - Shadow Mage (Dark) HP: 7 (*) Cutlass Slash - 3 damage Special: Darkness Falls - Roll a dice before each attack, if a 6 is rolled add 1 damage to attack.
192: Rose - Healer/Butt Kicker (Light) HP: 5 (*) Bo Staff: 2 damage (L)(L)Silver Glow- Heal an ally 4 damage
205: Shade (Dark) HP: 5 (D) - Savucu: 1 damage (D)(D)(F) - Dark Phoenix: Retreat for one round. The following round, deal 6 damage. Using this ability automatically retreats Shade. If Shade retreats due to this ability, roll a die to determine the number of rounds until you can bring her back. I'm not a demon! Or a lady! Stop calling me those things!
212: Vyt (Earth) HP: 6 Special Ability: Slither. If Vyt is switched from benched to active, roll the dice. If the result is 4 or more, damage the active opponent by 2. (*)(*) Tackle - 3 Damage "Mmmyes, that sounds very nice... *wanders off*"
039: Treasure Hunt Draw two cards. Aye, thar be shinies in that chest!
040: Frag Grenade Add 2 Damage to your opponent's active creature. Nothing gets the job done like a face full of scrap metal.
044: Leocookies 4 HP to one fighter. The ambrosia of the gods… but not liquid… and cookies.
053: Call to Arms Search your deck for a Common ally. Place that ally directly into your bench and shuffle your deck. Sometimes, the outcome of battle is a simple matter of mathematics. There is great strength in numbers.
114: Pink Emo Corner Heal all of your Dark-type allies in play by 2 HP *sobs* =D
|
|
|
Post by Jina on Jun 21, 2008 23:18:21 GMT -5
So let me get this straight: We can use any common cards for our starters, but if we want more commons we have to buy them? Or did I get that all wrong? ENERGIES Fire x 5 Light x 10
CREATURES/FORUMERS 061:Leoness 077:Scarven, Rogue Chronomancer 102:Amneiger 105:Ginz 192:Rose - Healer/Butt Kicker 009:Sacred Weewoo 017:Sparx 064:Dunburrow Squire 065:Lightning Mage 168:Crazy Fanboy
EVENTS 039:Treasure Hunt 044:Leocookies 053:Call to Arms 116:Concentrate Energy 186:Rainbow Prism
That's okay, right?
|
|
|
Post by Vyt: Down, but Not Out on Jun 22, 2008 8:42:09 GMT -5
Sparx (Fire) Plasma Puff (Fire) Lightning Mage (Light) Bob-OMG (Fire) Crazy Fanboy (Fire) Vyt (Earth) Lupehunter (Fire) Ginz (Light) Amneiger (Fire) Spaceman Strife (Colorless) 9 x Fire Energy Card 6 x Light Energy Card Tea Party Neutralizer Sleigh of Hand Ninja Teleport Lemon Bomb
Sparx (Fire) HP: 5 (*) Ash Storm – Roll a 6-sided die. This attack deals Damage equal to the result (F)(F) Firestorm - 3 Damage
Plasma Puff (Fire) HP: 5 Special Power: Spontaneous Combustion - When this Ally is KO'd, deal 2 Damage to your opponent's active Ally. (F) Flame Tongue - 2 Damage It's cute, but for goodness sake, don't pet it!
Lightning Mage (Light) HP: 5 (L) Bolt - 2 Damage (L)(L)(*) Thunderstorm – 3 Damage. Roll a 6-sided die. If the result is 2 or less, this attack does 5 Damage instead. Anger me, and I shall summon a force greater than a thousand microwaved forks upon thee.
Bob-OMG (Fire) HP: 3 Special Power: Detonate - When this Ally is KO'd, deal 5 Damage to your opponent's active Ally and 1 Damage to your benched Allies. (F) Roll - 2 Damage Eeeoouueeeii!
Crazy Fanboy (Fire) HP: 4 Special Power: Fanboying - If this card is on the Bench, increase the Damage of your active Ally’s attacks by 2 (F) Whistle - 2 Damage He's nuts.
Vyt (Earth) HP: 6 Special Ability: Slither. If Vyt is switched from benched to active, roll the dice. If the result is 4 or more, damage the active opponent by 2. (*)(*) Tackle - 3 Damage "Mmmyes, that sounds very nice... *wanders off*"
Lupehunter (Fire) HP:6 (F)(*)-Firestorm Barrage: 3 damage (F)-Singe: 2 damage Careful, I'm smoking dangerous
Ginz (Light) HP: 5 (L) Overenthusiastic Glomp - 2 Damage (*)(*) Team Cleric - Heals 3 HP to any Ally in play. Effect is doubled if Dan is benched. Less than three, she loves you. <3
Amneiger (Fire) HP: 5 Special Power: Build - Discard one energy to draw a card (F)(F) Dazzler – The target is now paralyzed. (*)(*) Lab equipment – 3 Damage Remind me to buy a real weapon someday.
Spaceman Strife (Colorless) HP: 5 (F) Blaster Pistol - 2 Damage (*)(*) Force Shield – Prevent the next 3 Damage. Don't tell me the sky is my limit. I've been to the moon and back!
Tea Party Each player draws two cards. In addition, you and your opponent must skip your next attack phase. Well, General, I do have some tea and sippy cups... Why don't we all sit down and start a dialog?
Neutralizer Your active Ally is no longer poisoned.
Sleight of Hand Roll 5 30-sided dice to preview which cards you will draw the next 5 rounds. An ace up my sleeve, insurance if you will.
Ninja Teleport Instantly switch your contending ally with an ally on your bench. Now you see me, now you d-*poof*
Lemon Bomb 1 Damage to selected fighter. As lethal as it is citrusy fresh!
|
|
|
Post by Deleted on Jun 22, 2008 14:24:56 GMT -5
I put it in the format that Strife's decks are in. After reading the rules, that seems like it would be easier to use in actual gameplay (Because it's already set up for the 30 dice roll to draw a card) If this is wrong, tell me. [glow=red,2,300]I put mine in that form because I may need to check to see what cards do multiple times. I also plan on mixing my cards up to throw confusion and terror into the hearts of my enemies. >o ... But it's all a matter of personal preference. ^_^[/glow] Yeah, I realized that I'd want to mix it up for every game, so my opponent doesn't know what's in my hand. But I'll just leave it set up like it is for now.
|
|
|
Post by Celestial on Jun 22, 2008 14:30:08 GMT -5
This should be ok... Without further ado I present...my deck! Energies 3 x Light energy 6 x Fire energy 6 x Air energy
Creatures/Allies 119: Celestial (Air) HP: 6 (A) Air Current- Roll dice. 4- does 2 damage while 4 or more does 4. (*)(*) Fireball- 2 damage. Something is burning...
008: Wingwoo (Air) HP: 5 (A)(A) Blustery Gale - 1 Damage. This attack continues for 3 turns. (*)(*)(*)(*) Dive Bomb – 2 Damage. Look at your opponent's hand.
062: Plasma Puff (Fire) HP: 5 Special Power: Spontaneous Combustion - When this Ally is KO'd, deal 2 Damage to your opponent's active Ally. (F) Flame Tongue - 2 Damage It's cute, but for goodness sake, don't pet it!
070: Stal’s Whiteboard – Air HP – 5 (A) Wall of Text - 2 Damage. The target is now asleep (*)(*) Works Cited – 3 Damage
155: Griffpun (Colourless) HP: 5 Special Power: Roost. Heal 2 HP when Griffpun is benched. (*)(*) Rapidity - 3 Damage. 50% phoenix, 50% lion... 100% bad taste!
103: Nova Storms (Fire) HP: 5 (F)(F) Annihilate - 3 Damage (*) Electrocute - 2 Damage Will you marry me?
019: Galeforce (Air) HP: 5 (A)(A) Cyclone - 4 Damage (A)(*)(*) Blown Away - Your opponent must switch their active ally with a benched ally.
004: Weenix (Fire) HP: 4 (F) Flame Flap - 2 Damage (*)(*) Fire Peck – 2 Damage. Roll a 6-sided die. If the result is 4 or more, this attack does 3 Damage.
013: Mobster - Firepower (Fire) HP: 5 (*)(*)(*) Bullet Barrage – 4 Damage (*)(*) Bulletproof Vest – Prevent the next 2 Damage
066: Flash Drone (Light) HP: 6 (*)(*) Electric Net - 3 Damage (L)(L)(*)(*) Flash Grenade - The target is now paralyzed. They're slower than sedated gorillas, but they sure get the job done.
Events 044: Leocookies 4 HP to one fighter. The ambrosia of the gods… but not liquid… and cookie
131: Neutralizer Your active Ally is no longer poisoned.
110: Poison Cloud Choose a character in play. That character becomes poisoned. Ughh... my head feels funny...
052: Scout Your opponent must reveal their hand. Afterwards, draw a card. There is one advantage to living amongst the trees... You can see everything if you climb high enough.
040: Frag Grenade Add 2 Damage to your opponent's active Ally. Nothing gets the job done like a face full of scrap metal.
Tell me if something is wrong, I'm new to this. ^^;
|
|
|
Post by Rider on Jun 22, 2008 14:32:45 GMT -5
[glow=red,2,300]Cele, your deck appears to have 31 cards. Do you still want to have 2 Wingwoos?[/glow]
|
|
|
Post by Celestial on Jun 22, 2008 14:34:19 GMT -5
[glow=red,2,300]Cele, your deck appears to have 31 cards. Do you still want to have 2 Wingwoos?[/glow] >< I knew there was something wrong. I'll delete one of the Wingwoos. Thanks for letting me know. ^^
|
|
|
Post by Killix on Jun 22, 2008 19:01:22 GMT -5
So we can have any common card we want? 1 Weewood 2 Frag Grenade 3 Dark 4 Sablones 5 Ninja Teleport 6 Earth 7 Griffpun 8 Concentrate Energy 9 Dark 10 Killix 11 Earth 12 Fake Treasure Chest 13 Freeze 14 Earth 15 Commoner Kitten 16 Tornado 17 Earth 18 Dark 19 Spaceman Strife 20 Dark 21 Weewood 22 Earth 23 Tamia Wendfeld 24 Dark 25 Earth 26 Dark 27 Zombie Penguin 28 Earth 29 Earth 30 Dark
|
|
|
Post by Spoon on Jun 22, 2008 19:16:27 GMT -5
Right, I think I've got a working starter deck. (Bear with me - I'm new to this) 1. Dark Energy 2. Dark Energy 3. Dark Energy 4. Dark Energy 5. Dark Energy 6. Dark Energy 7. Dark Energy 8. Dark Energy 9. Earth Energy 10. Earth Energy 11. Earth Energy 12. Earth Energy 13. Earth Energy 14. Earth Energy 15. Earth Energy 16. Earth Energy 17. Mage Manor Bat 18. Tabloid Town Zombie 19. Anti Gravity Skull 20. Fake Treasure Chest 21. Patjade 22. Elven Archer 23. Rock Serpent 24. Griffpun 25. Treasure Hunt 26. Frag Grenade 27. Call to Arms 28. Call to Arms 29. Tornado 30. Pink Emo Corner
(For reference purposes:)
010: Mage Manor Bat (Dark) HP: 5 (*)(*) Echolocation – 3 Damage. Roll a 6-sided die. If the result is 5 or more, this attack does 2 Damage. (D)(D) Swarm – Roll a 6-sided die. This attack deals Damage equal to the result minus 1
012: Tabloid Town Zombie (Dark) HP: 5 (D)(D) Brain Brunch – 4 Damage (D) Limb Snatch – Heal 2 HP My pet zombie hates your guts but loves your brain.
Anti–Gravity Skull (Dark) HP: 6 (D)(*) Absorb – 2 Damage. Heal 1 HP (D)(D) Curse – The target is now paralyzed. How on earth does it float in the air like that!?
027: Fake Treasure Chest (Colorless) HP: 6 (*)(*) Rolling Tackle - Roll a 6-sided dice. This attack deals Damage equal to the result (*)(*)(*) Item Chomp - Discard an energy card from Fake Treasure Chest. Your opponent discards a card from their hand. Hey, I found gold! Wait a minute... RUUUN!
57: Patjade (Earth) HP: 5 Special Power: Charisma – Reduce your Allies’ retreat costs by 1 while this Ally is in play. (E) Silver Arrow - 2 Damage (E)(E) Rejuvenate - Heal 3 HP. Administrator, janitor, babysitter, and assorted odd jobs.
058: Elven Archer (Earth) HP: 4 (E) Hunting Knife - 2 Damage (E)(E) Sniper – 4 Damage. You may target any opponent in play. If you target a benched opponent, this attack’s Damage is reduced by half (rounded down). Legolas: Proof that androgyny is more elvish than pointy ears.
059: Rock Serpent (Earth) HP: 6 (*) Fang Attack - 2 Damage (E)(E) Tremor – 3 Damage. Target an opponent’s benched Ally. This attack deals 1 Damage to the target. And they thought I was crazy when I told them the rocks were breathing...
155: Griffpun (Colourless) HP: 5 Special Power: Roost. Heal 2 HP when Griffpun is benched. (*)(*) Rapidity - 3 Damage. 50% phoenix, 50% lion... 100% bad taste!
039: Treasure Hunt Draw two cards. Aye, thar be shinies in that chest!
040: Frag Grenade Add 2 Damage to your opponent's active Ally. Nothing gets the job done like a face full of scrap metal.
053: Call to Arms Search your deck for a Common ally. Place that ally directly into your bench and shuffle your deck. Sometimes, the outcome of battle is a simple matter of mathematics. There is great strength in numbers.
080: Tornado Choose one of your opponent's benched Allies. Your opponent must switch their active ally with the target. No thanks! I'll play with you some other time.
114: Pink Emo Corner Heal all of your Dark-type allies in play by 2 HP *sobs* =D
EDIT: Updated card details.
|
|
|
Post by Jason on Jun 23, 2008 2:44:30 GMT -5
1.Water Energy 2.Earth Energy 3.Water Energy 4.Earth Energy 5.Water Energy 6.Earth Enegry 7.Water Energy 8.Earth Energy 9.Water Energy 10.Eath Energy 11.Water Energy 12.Earth Energy 13.Water Energy 14.Earth Energy
15.Seawoo 16.Weewood 17.Tabloid Town Pierat 18.Patjade 19.Crazy Fangirl 20.Muffin Monster 21.The Red Rider 22.Tamia Wendfeld
23.Treasure Hunt 24.Ninja Teleport 25.Leocookies 26.Tea Party 27.Disastrous Typo 28.Toxic Energy 29.Scout 30.Toxic Energy
Allies and Forumers 005: Seawoo (Water) HP: 5 (*)(*) Headbutt – 3 Damage (W)(W) Dive and Breach - 1 Damage to all active and benched opponents. Can only be used once per battle.
007: Weewood (Earth) HP: 6 (*)(*) Spine Slam – 2 Damage. Roll a 6-sided die. If the result is 3 or more, this attack does 4 Damage.. (E) Leech Spore - 1 Damage. Heal 1 HP
011: Tabloid Town Pierat (Water) HP: 5 (*)(*) Needle Sword – 3 Damage (W) Gnaw - 2 Damage
057: Patjade (Earth) HP: 5 Special Power: Charisma - -1 to all your Allies’ retreat costs while in play. (E) Silver Arrow - 2 Damage (E)(E) Rejuvenate - Heal 3 HP. Administrator, janitor, babysitter, and assorted odd jobs.
167: Crazy Fangirl (Water) HP: 5 Special Power: Fangirling - If this card is on the Bench, increase the HP of your active Ally by 2. (W) Scream - 1 Damage Ow, my ears.
169: Muffin Monster (Earth) HP: 4 (E) Muffin Bomb - 2 Damage (E)(E) Blueberry Shot - 2 Damage. The target is now poisoned. Yum, Muffi- ARGHHHHH!
001: The Red Rider (Water) HP: 6 (W) Sword Dance – 2 Damage (*)(*) Martial Prowess - 3 Damage Red cape, check. Meepit menace, check. Rum… Wait, why is the rum gone?
074: Tamia Wendfeld (Earth) HP: 5 Special Power: Herblore - When Tamia comes into play, Heal 2 HP to any Ally in play. (E)(E) Slingshot - 4 Damage Don't laugh. This stick has gotten me out of more sticky situations than I care to count.
Events
039: Treasure Hunt Draw two cards. Aye, thar be shinies in that chest!
042: Ninja Teleport Instantly switch your contending ally with an ally on your bench. Now you see me, now you d-*poof*
044: Leocookies 4 HP to one fighter. The ambrosia of the gods… but not liquid… and cookies.
081: Tea Party Each player draws two cards. In addition, you and your opponent must skip your next attack phase. Well, General, I do have some tea and sippy cups... Why don't we all sit down and start a dialog?
162: Disastrous Typo Discard as many energy from your hand as desired and redraw the same number of cards. I meant jump! Aww, why does the H have to be so close to the J!?
175: Toxic Energy Attach this card to your opponent's active Ally. They may use it as any colour energy. For every turn this card is attached to an Ally, remove 1HP from that Ally. The underhanded trick of the century.
052: Scout Your opponent must reveal their hand. Afterwards, draw a card. There is one advantage to living amongst the trees... You can see everything if you climb high enough.
175: Toxic Energy Attach this card to your opponent's active Ally. They may use it as any colour energy. For every turn this card is attached to an Ally, remove 1HP from that Ally. The underhanded trick of the century.
I did do that right, right?
|
|
|
Post by Christos on Jun 23, 2008 7:27:32 GMT -5
*attempts for a deck* Energies 1. Water Energy 2. Water Energy 3. Water Energy 4. Water Energy 5. Water Energy 6. Water Energy 7. Water Energy 8. Water Energy 9. Air Energy 10. Air Energy 11. Air Energy 12. Air Energy 13. Air Energy 14. Air Energy 15. Air Energy
Allies 16. Wingwoo (Air) HP: 5 (A)(A) Blustery Gale - 1 Damage. This attack continues for 3 turns. (*)(*)(*)(*) Dive Bomb – 2 Damage. Look at your opponent's hand.
17.Tabloid Town Pierat (Water) HP: 5 (*)(*) Needle Sword – 3 Damage (W) Gnaw - 2 Damage
18. Pirate Crewman (Water) HP: 5 (*)(*) Cutlass - 3 Damage (W) Water Bomb - 2 Damage
19. Cove Mermaid (Water) HP: 5 (W)(*) Water Jet - 3 Damage (W) Revitalize - Heal 2 HP to any Ally in play.
20. Stal’s Whiteboard – Air HP – 5 (A) Wall of Text - 2 Damage. The target is now asleep (*)(*) Works Cited – 3 Damage
21. Christos (Water) HP- 4 (W) Water bubble- 2 Damage (W)(W) Water slap - 4 Damage
22. The Red Rider (Water) HP: 6 (W) Sword Dance – 2 Damage (*)(*) Martial Prowess - 3 Damage
23. The Black Beekadoodle (Water) HP: 7 Special Power: Take Flight - The Black Beekadoodle does not have to pay a retreat cost (W) Mystic Mist - 3 Damage
24. Fake Treasure Chest (Colorless) HP: 6 (*)(*) Rolling Tackle - Roll a 6-sided dice. This attack deals Damage equal to the result (*)(*)(*) Item Chomp - Discard an energy card from Fake Treasure Chest. Your opponent discards a card from their hand.
25. Ninja Henchman (Air) HP: 4 Special Power: Preemptive Strike - When Ninja Henchman comes into play, deal 1 Damage to opponent's active Ally. (*) Roundhouse Kick - 1 Damage (A)(*) Katana - 3 Damage
Events 26.Poison Cloud Choose a character in play. That character becomes poisoned. 27. Frag Grenade Add 2 Damage to your opponent's active Ally. 28. Tabloid Scandal Your opponent selects and discards a card from their hand. 29. Lemon Bomb 1 Damage to selected fighter. 30. Leocookies 4 HP to one fighter.
|
|