Post by Rider on Jun 2, 2008 10:52:56 GMT -5
[glow=red,2,300]I've C&Ped the list of cards.
Go choose which ones you want to illustrate. Don't bite off more than you can chew. If you're gonna call dibs on an entire set, make sure you can do the entire set.
Re: Forumer cards (like Sablones). Sabs reserves the right to choose his artist and not the other way around.
Commons should probably be done first.
Thank you so much. <3 [/glow]
Creature Cards:[/u]
Common:
002: Fraze – Not Finished
Ventratta (Dark)
003:Fraze – Not Finished
Shiva (Dark)
004: Leoness – Not Finished
Weenix (Fire)
005: Leoness – Not Finished
Seawoo (Water)
006: Leoness – Not Finished
Weewoid (Dark)
007: Leoness – Not Finished
Weewood (Earth)
008: Leoness – Not Finished
Wingwoo (Air)
009: Leoness – Not Finished
Sacred Weewoo (Light)
010: Komori – Not Finished
Mage Manor Bat (Dark)
011: Omni – Not Finished
Tabloid Town Pierat (Water)
012: Tamia –Finished
Tabloid Town Zombie (Dark)
013:
Mobster - Firepower (Fire)
HP: 5
(*)(*)(*) Bullet Barrage – 4 Damage
(*)(*) Bulletproof Vest – Prevent the next 2 Damage
014: Nature – Finished!
Mobster - Watergunslinger (Water)
015:
Mobster - Biplane Assassin (Air)
HP - 5
(F)(F) Grenade Drop – 4 Damage
(A) Dogfight - 2 Damage
Historical accuracy is secondary to shooting accuracy.
016: Hunty – Not Finished
The Black Beekadoodle (Water)
017: Omni – Finished!
Sparx (Fire)
018: Omni – Finished!
Drizzlet (Water)
019: Omni – Finished!
Galeforce (Air)
020: Omni – Finished!
Nimbostratus (Dark)
022:
Pirate Crewman (Water)
HP: 5
(*)(*) Cutlass - 3 Damage
(W) Water Bomb - 2 Damage
Yo ho, yo ho, a pirate's life for me!
023: Fraze – Not Finished
Meepit (Colorless)
024: Clocky – Not Finished
Evil Eye (Dark)
025: Leoness – Not Finished
Cove Mermaid (Water)
026:
Anti-Gravity Skull (Dark)
HP: 7
(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: Chessy – Finished!
Fake Treasure Chest (Colorless)
056: Tamia – Finished!
Sabertooth Fish (Water)
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.
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: Cele –Finished
Rock Serpent (Earth)
060: Strife – Finished!
Will-O-The-Wisp (Earth)
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!
064:
Dunburrow Squire (Light)
HP: 5
(L) Shortsword - 2 Damage
(L) Recover - Heal 2 HP
Fresh from the farmlands, a squire of Dunburrow is always ready for action.
065: Nature – Not Finished
Lightning Mage (Light)
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.
067:
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
Henchmen are forever willing to die for their superiors. But hey, the swords they carry are pretty sweet.
068:
Piranha Crow (Air)
HP: 4
(A) Peck - 2 Damage
(A)(*) Aerial Swoop - 3 Damage
C-caw, c-caw!
069: Nature – Not Finished
Jelly Llama (Colorless)
029:
Socktopus (Water)
HP: 6
(*) Spell of Seven Silken Socks – 2 Damage
(*)(W) Roundhouse kick - Roll a 6-sided dice. This attack deals Damage equal to the result
070:
Stal’s Whiteboard – Air
HP – 5
(A) Wall of Text - 2 Damage. The target is now asleep
(*)(*) Works Cited – 3 Damage
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!
084: Sammy – Finished!
Ghost Guest (Dark)
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!
086: Killix – Finished!
Bob-OMG (Fire)
087:
Commoner Kitten (Colourless)
HP: 6
(*)(*) Basic Attack - 4 Damage
Nothing special.
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!
167:
Crazy Fangirl (Water)
HP: 5
Special Power: Fangirling - If this card is on the Bench, increase the HP of your active creature by 2.
(W) Scream - 1 Damage
Ow, my ears.
168:
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.
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!
170:
The Thing from the Tabloids (Dark)
HP: 6
Special Power: The Only Thing - You may only have one 'The Thing from the Tabloids' in your deck
(D) Fear - 3 Damage
ARGH! Not the Thing from the Tabloids!
Uncommon:
063: Cele –Finished
Red Stallion (Fire)
028: Nature - Finished
Necromancer (Dark)
030: Nature - Finished
Clara (Fire)
031:
Mage Manor Gargoyle (Earth)
HP - 8
(E)(E) Stone Claw – 4 Damage
(E) Acid Spray – 3 Damage. Roll a 6-sided die. If the result is even, this attack does 4 Damage
032:
Mage Manor Faerie (Earth)
HP: 7
(*)(*)(*)(*) Faerie Blast – 6 Damage
(E) Berry Broth – Heal 2 HP to any of your Allies
033:
Sunsnare (Light)
HP: 7
(L)(L) Solar Flare - 4 Damage
(*)(*) Refraction - 3 HP
072:
Muse (Light)
HP: 8
(L)(L) Inspiration - 4 Damage
(*)(L) Plothole Cement - Heal 3 HP to any Ally in play
073:
Smoghoul (Fire)
HP: 7
(D)(F) Acrid Smoke - Roll a 6-sided dice. This attack deals Damage equal to the result
(F)(F) Smoke Ring Strangle - 2 Damage. Roll a 6-sided die. If the result is odd, the target is now poisoned
088:
Tabloid Town Healer (Light)
HP: 6
Special Power: Urgency – This Ally does not pay a retreat cost.
(*) Staff Jab - 2 Damage
(L)(L)(L) Treatment – Heal 6 HP to any Ally in play. Roll a 6-sided die. If the result is 1, this attack does nothing
What with all the explosions and such, you can bet the healers are always busy.
089:
Guest Post From 1969 (Air)
HP: 7
Special Power: Glitch - When this Ally comes into play, choose and discard an energy card from one of your opponent's Allies.
(*) Destabilize - 1 Damage
(A)(*) Refraction – 3 Damage. Prevent the next 1 Damage
What happened to my post?!?!
090:
Giant Trogan Snail (Earth)
HP: 7
(E) Acid Spit - 2 Damage
(E)(E)(E) Quake – 4 Damage. Distribute 2 Damage among your opponent's Allies.
Most who enter the forest of Amrak leave with an intense fear of mushroom soup. I wonder why...
091:
Thorgon (Light)
HP: 7
(*) Peck - 2 Damage
(L)(L)(L) Thundering Strike - 4 Damage. Roll a 6-sided die. If the result is 4 or more, the opponent is now paralyzed
092:
Minitank (Fire)
HP: 9
Special Power: Suppressive fire - If this Ally is on the bench and the active ally is dealt Damage, roll a 6-sided die. If the result is 5 or more, deal 2 Damage to the attacking Ally.
(*)(*)(*) Rifle - 5 Damage
>>Allies under attack, engaging new targets...
093:
Android Shopkeeper (Light)
HP:10
Special Power: Grapple – +1 to all opponent's Allies’ retreat costs while active.
(L)(L) Taser – 3 Damage. Flip a coin. If the result is heads, opponent is now paralyzed
And that's why nobody tries to rob the bakery anymore.
094: Killix – Not Finished
Snailord (Earth)
095: Killix – Finished
Hai Gao (Light)
096:
Impish Tree (Earth)
HP: 10
Special Power: Flammable – Deal 1 Damage to all Allies in play if Impish Tree is struck with a Fire element attack.
(E)(E) Leaf Cutter - 4 Damage
140:
Self Proclaimed Dunburrow Steed (Light)
HP: 8
(L)(*) Mighty Moo - 4 Damage
(L)(L) Udder Bliss – Heal 3 HP to any of your Allies except Dark types
Someone's been spending too much time in the stables .
152:
Fred the Zombie (Dark)
HP: 10
(D)(D)(D) Zombie Love - Roll a 6-sided die. If the result is even, heal 5 HP to any Ally in play. If the result is odd, deal 5 Damage to the opponent’s active Ally.
...Hello. :3
156:
Griffair (Air)
HP: 7
Special Power: Aerial Pursuit - +1 Damage to Wind Cutter for every additional Air energy attached to this Ally not used for Wind Cutter.
(A)(A) Wind Cutter - 4 Damage
Lighter than a feather.
157:
Griffglow (Light)
HP: 7
(L) Eye Laser - 2 Damage
(L)(L) Ultraviolet - 4 Damage. Roll a 6-sided die. If the result is 1 or 6, the target is now paralyzed.
A shining feather of justice!
158:
Griffire (Fire)
HP: 6
(F) Flame Pillar - 2 Damage. Roll a 6-sided die. If the result is even, the target is poisoned.
(F)(F)(F) Vulcan Dive - 6 Damage
Rising from the ashes to smite with flame.
159:
Griffvox (Dark)
HP: 7
Special Power: Alternate Dimension - For every 3 Dark energies attached to this Ally, prevent 1 Damage dealt to this Ally.
(D) Invert - 2 Damage.
(D)(D)(*) Mysterious Fog - 5 Damage.
Stare into the endless vortex that is my dark, foreboding gaze.
160:
Griffrain (Water)
HP: 9
(W)(*) Pressure Mist - 3 Damage.
(*)(*)(*) Liquefy - 2 Damage. Heal 1 HP
A rainy day, now that is my kind of day.
161:
Grifflore
(Earth)
HP: 10
Special Power: Legend - If there are any Allies on your bench with "Griff" in their name, add +3 HP to Grifflore.
(E)(E) Leafstorm - 4 Damage.
Doesn't exist. Is only a legendary myth.
179:
Psychedelic Walrus (Light)
HP: 5
(L)(*) I am the Eggman - 4 Damage
(L)(L)(*) Psychedelics - 6 Damage
Goo goo g'joob.
184:
Rainbow-flavored Jelly Llama (Colorless)
HP: 6
Special: True Colors – When Rainbow-flavoured Jelly Llama comes into play, Heal 1 HP to every Colorless-type card in play.
(*) Joy – 1 Damage
(*)(*) Sugar Rush – 3 Damage
A rainbow of joy in every llama.
Rare:
036:
Mobster - Da Boss (Dark)
HP: 11
(D)(D) Unrefusable Offer - 4 Damage
(*)(*)(*) Marked Man – 3 Damage. Roll a 6-sided die. If the result is 4 or more this attack does 5 Damage
037:
Dread Ship (Dark)
HP: 14
(*)(*) Cannon Load – Allows Dread Ship to use Dread Cannon.
(D)(D)(*) Dread Cannon – 8 Damage. May only be used after Cannon Load
Legends tell of a magnificent vessel that wanders the seven seas. What the legends don't say is that it will cannonball anyone who comes close to it.
034: Hunty – Not Finished
The Blarf (Water)
071: Ikkin – Not Finished
Generic Fire User (Fire)
097: Killix – Not Finished
Crimson Snailord (Earth)
098:
Knife Tree (Earth)
HP: 12
(E)(*) Root Energy - 2 Damage. Heal 2 HP.
(E)(E)(E) Seed Gatling - 5 Damage.
In this forest, the trees carve YOU.
153:
Innocent Bystander (Light)
HP: 3
Special: Flee - Innocent Bystander pays no retreat cost
(*) Small, Fragile Twig - 1 Damage
Run away!
164:
Blowhard (Air)
HP: 10
Special Power: Strong gust - When Blowhard comes into play, Your opponent must switch their active ally with a benched ally
(*)(*) Buffeting Winds - 3 Damage
(A)(A) Wind Chill - 3 Damage. Roll a 6-sided die. If the result is even, your opponent can't attack the next turn
165:
Guardian Angel (Light)
HP: 14
Special Power: Protection - Whenever an opponent Ally's attack or special power deals damage to your benched Allies, apply half the Damage (rounded down) to this Ally instead if this Ally is active.
(L) Soothing Presence - Flip a coin. If the result is heads, the target is now asleep
(*)(*) Defensive Strike - 4 Damage
166:
Geoterr (Earth)
HP: 10
Special Power: Non-organic – This Ally cannot be poisoned
(E)(E)(E)(E) Earthquake - deal 6 Damage to your active opponent and 2 Damage to all other Allies in play
171:
Cloud Cannon (Air)
HP: 2
Special Power: Charging - Every time a (A) energy is attached to this Ally, double its current HP.
(A)(A)(A)(A)(A) Cannon – 10 Damage. Discard 5 energy cards. If the health of this card is greater than 2, reduce the health of this card to two.
KAPOOOFFF!
180:
Faerie of the North (Air)
HP: 7
Special Power: Goodness – When this Ally comes into play, roll a 6-sided die. If the result is even, Heal 3 HP to every Air-type Ally in play.
(A)(A)(L) Glitters - 5 Damage
(A)(A)(L)(L) Sweet Reverie - 6 Damage
The ditsiest and most fashionable of the faeries.
181:
Faerie of the South (Light)
HP: 8
Special Power: Dance of the Universe – When this Ally comes into play, roll a 6-sided die. If the result is even, Heal 1 HP to every Colorless-type Ally in play. If the result is odd, deal 1 Damage to every Dark-type Ally in play.
(L)(L) Moonshine - 4 Damage
(L)(L)(L)Stardust - 7 Damage
The most powerful of all the faeries, she was a mistress of Light and vanquisher of the Darkness.
182:
Faerie of the West (Dark)
HP: 9
(D)(D)Cursed Tears - 4 Damage
(D)(D)(D)Defying Gravity - 7 Damage
How long must she hide in the darkness? How long must she bear the pain of her loss …?
183:
Faerie of the East (Fire)
HP: 5
Special Power: Tyranny – When this card comes into play, deals 2 Damage to all opponent's Allies.
(F)(F) Crippling Flames - 4 Damage
(D)(F) Dark Fire - 6 Damage
Someone throw a house on her! Quick!
189:
Generic Water Musician (Water)
HP: 7
(W)(W)(W)(W)Melodious Nocturne - 9 damage
Keep to the Beat Lvl. 2 - Roll a six-sided die. Even gives +5 HP to all Water-type cards on play. Odd takes away 3 HP from Fire-type cards of opponent on field.
Boy, did they send the wrong guy for this one . . .
Common Forumers:
074: Tamia
Tamia Wendfeld (Earth)
075:
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!
076:
Wild Omni (Colorless)
HP: 7
(*) Tooth and nail - 2 Damage. If 2 or more energies are attached to Wild Omni, this attack does 3 Damage.
Before I joined the Mage Guild, I survived like a wild animal, using strength and strategy to catch my food.
001: Chessy – Finished!
The Red Rider (Water)
021: Tamia – Not Finished
Sablones (Dark)
061:
Leoness (Fire)
HP: 5
Special Power: Plate of Cookies. When Leoness comes into play, Heal 2 HP to any Ally in play.
(F) Fire Orb - 2 Damage
(F)(F) Laser Whip - 4 Damage
077:
Scarven, Rogue Chronomancer (Light)
HP: 5
Special Power: Chronoshift – Scarven does not have to pay a retreat cost
(*) Blink Strike - 2 Damage
(L)(L) Slow Shell - The target is now paralyzed
082:
PFA (Dark)
HP: 5
(D) Sneak Attack - 2 Damage
(*)(*) Katana Slash - 3 Damage
This ninja gear isn't just for show, you know.
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
100:
Nature the Freezemancer (Water)
HP: 4
Special Power: Song of Winter - When Nature comes into play, Heal 1 HP to all water-type Allies in play.
(W) Snowflake Dance - 2 Damage
(W)(W) Avalanche - 4 Damage
101:
Jina (Air)
HP: 4
(*) Anaesthetic – The target is now asleep
(*)(*)(A) Dagger - 5 Damage
A great thief said to have once stolen a cookie.
102:
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.
103:
Nova Storms (Fire)
HP: 5
(F)(F) Annihilate - 3 Damage
(*) Electrocute - 2 Damage
Will you marry me?
104:
Dan (Earth)
HP: 5
(E) Fanboy Spaz Attack - 2 Damage
(*)(*) Team Cleric - Heals 3 HP to any Ally in play. Effect is doubled if Ginz is benched.
OMGLOSTSMOKEMONSTERTHEOTHERS4815162342
105:
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
185:
Ikkin (Fire)
HP: 5
(F) Fireball - 2dmg
(F)(F) Fire Sword – Roll a die. Even deals 2 Damage, odd deals 4.
117:
Spoon (Light)
HP: 4
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. Card must be of the same rarity.
(L) Scoop (2 damage)
A portable catapult or a kitchen utensil?
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...
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.
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
Uncommon Forumers
106:
Yin-Yang PFA (Light)
HP: 6
Special Power: Healing Light - When Yin-Yang PFA comes into play, Heal 2 HP to any Ally in play.
(*)(*) Kunai - 3 Damage
(L)(L)(D)(D) Harmonization - 8 Damage. Discard all energies attached to Yin-Yang PFA.
A delicate balance of light and dark... Yin and Yang.
135:
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…
Rare Forumers:
078:
Scarven, Agent of Chronos (Light)
HP: 12
Special Power: Temporal Miasma - +4 to all opponents' retreat costs. This Ally is not affected by Events while active
(L)(L) Displacement - Switch this Ally with a benched Ally. End your turn
(L)(L)(L) Temporal Rift - Opponent is now paralyzed and asleep
035: Old pic - Finished
Cap’n Rider (Water)
079: Strife – Finished!
Commander Strife (Dark)
107:
Nin Jina (Air)
HP: 10
Special Power: Thief in the Night - If your opponent is asleep when this Ally attacks, your opponent must discard an energy card from their active Ally.
(*) Diluted Toxins - Roll a die. If the result is 6, Poison the opponent.
(*)(A)(A)(A) Dream Dagger - 7 Damage, Sleep
Nin Jina: Nutcase in disguise
108:
Werewolf Killix (Dark)
HP: 10
Special Power: Moonlight - +1 HP for every Dark energy attached to this Ally up to a maximum of 7 HP.
(D) Dark Illusion - 2 Damage. Roll a 6-sided. If the result is even, the target is now paralyzed.
(D)(D) Phantom Claw - 4 Damage
163:
Professor Amneiger (Fire)
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.
***178:
DragonPower Celestial (Fire)
HP: 10
(F)(A) Absorb Aggression- Reduce attack by 3
(F)(A)(A)(F) Dragon's Rage- 6 damage
(*)(F) Inner Star- 4 damage
Are you ok, your eyes are a multicoloured.
187:
Dragoness (Dark)
HP: 10
(D)(F) Flames -- 4 damage
(D)(F)(F) Ring of Fire -- 6 damage
Special: Sacrifice -- Discard Dragoness to bring back one card from the discard pile.
DOES NOT EQUAL THE HULK
193:
Midknight - Shadow Assassin (Dark)
HP: 13
Special: Anger - Every time an opponent successfully attacks this card, permanently add 1 damage to Shadow Barrage (until damage reaches 8)
(*)(D)(D) Shadow Barrage: 5 damage
(*)Cat's Eye Necklace: discard all energy to regain 3 HP
What you see in the dark may be scary, what you don't see is scarier.
Events:[/u]
Common:
038: PFA – Finished!
Tabloid Scandal
039:
Treasure Hunt
Draw two cards.
Aye, thar be shinies in that chest!
040: Omni – Finished!
Frag Grenade
041:
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.
042:
Ninja Teleport
Instantly switch your contending ally with an ally on your bench.
Now you see me, now you d-*poof*
043: Killix – Finished
Lemon Bomb
044: Strife’s Photo – Not Finished
Leocookies
055: Omni –Finished!
Energy Transfer
052: PFA – Not Finished
Scout
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: Killix –Finished
Tornado
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?
109:
GLOMP!
Choose one creature in the battlefield. Roll a die. If odd, 3 Damage is healed from that creature. If even, 3 Damage is dealed to that creature.
110:
Poison Cloud
Choose a character in play. That character becomes poisoned.
Ughh... my head feels funny...
111:
Freeze
Choose a character in play. That character becomes paralyzed.
I always did enjoy turning people into giant blocks of ice...
112:
Monologue
Choose a character in play. That character is inflicted with sleep.
You are brave, young warrior... but you are foolish to stand up to a being such as I, for I have the perfect plan to bring about the downfall of your miniscule plane of existence. No one shall stand in my way as I d...
131:
Neutralizer
Your active Ally is no longer poisoned.
132:
Re-Energizer
Your active Ally is no longer paralyzed.
133:
Awakener
Your active Ally is no longer asleep.
114:
Pink Emo Corner
Heal all of your Dark-type allies in play by 2 HP
*sobs* =D
116:
Concentrate Energy
Add one more energy to a creature this turn.
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 creature. They may use it as any colour energy. For every turn this card is attached to a creature, remove 1HP from that creature.
The underhanded trick of the century.
186:
Rainbow Prism: Heals 1 HP to all your allies.
2% of NTWFers hate rainbows. If you are one of those 98% that love rainbows, scream 'WEEWOO!' as loud as you can.
188:
Blackbird (Dark)
Gives +1 HP to all Dark-type Allies on play.
Blackbird, fly, into the light of a dark, black night . . .
Uncommon:
045: Omni - Finished
Medicine
047: Cele –Finished
Phoenix Feather
048:
Energy Drain
Select an energy attached to your opponent’s active Ally and discard it.
049:
Walk the Plank
Place one of your opponent's benched allies back into their deck. If the ally has any cards attached to it, return them to your opponent's hand. Using Walk the Plank does not count as a KO.
Captain, I swear, the rum just grew wings and flew off the side of the ship!
113: Onmi - Finished
Restoring Balm
118: Ikkin – Not Finished
Train
124:
Leech Device
Look at your opponent's active ally and select one of their attacks. Your active ally may use this attack for one turn if they are able to pay the attack cost in colorless energy.
Your abilities are impressive. I think I’ll take them.
125:
Fake Persona
Change around your active ally and your opponent's active ally until the end of your opponent's next turn. Both cards must be of the same rarity.
I didn't know you were a mod! Oh... wait.... ^^
126:
Quoting
Instead of your attack, do the exact Damage you received on your opponent's last turn to your opponent's active ally
... And then he said... And then I said...
127:
Energy-Matter Exchange
Discard two energies to search your deck for an ally (energies and ally must all be the same type)
And.... ZAAPPPPP!
115:
Matter-Energy Exchange
Discard an ally to search your deck for two energies (energies and ally must all be the same type)
And… PAAZZZZZ!
129:
Share Energy
Remove up to two energy from a benched creature, and attach it to another.
141:
Downpour
Each Water energy in play counts as 2 Water energies for a turn.
142:
Wall of Fire
Each Fire energy in play counts as 2 Fire energies for a turn.
143:
Sandstorm
Each Earth energy in play counts as 2 Earth energies for a turn.
144:
Hurricane Gale
Each Air energy in play counts as 2 Air energies for a turn.
145:
Aura Shroud
Each Light energy in play counts as 2 Light energies for a turn.
146:
Black Hole
Each Dark energy in play counts as 2 Dark energies for a turn.
154:
Pirate RCP
Roll a die. If even, draw a card from your opponent's deck; you may keep and use this card as if it were your own for five turns, after which it goes into your opponent's discard pile. If odd, your opponent draws a card from your deck; they may keep and use this card as if it were their own until five turns pass, after which they must place it in your discard pile.
Why are those ninjas taking our pirate ship away?
174:
Hi-Lo
If you have less energies attached to your active creature than your opponent has to their active creature, you may search your deck for 2 energies of any type and add it to your hand.
High! Oh wait... no, I just can't count.
177:
Gale Winds
Return any active Ally in play and all its attached energy to their player’s hand
Okay, who was that?
Rare Events
046: Sammy –Finished
‘Bloidal Explosion
050: FrozenLeo
Plunger
051: Nature - Finished
Switcharoo
054: Cele – Finished
Healing Potion
130:
Chuck Norris
Remove all benched allies from play. Reshuffle all energy cards attached to both active Allies back into the deck. Restore both active Allies to full health
There is no theory of evolution, just a list of Ally Cards that Chuck Norris allows to live.
136:
Sugar Rush
Count every energy attached to your active ally as two energies (of the same type) until the end of the turn
*whizzes around randomly*
***138:
Hai Gao's Plan
Discard one of your benched creatures. Your opponent draws and discards until they draw a creature.
I have a plan, my Lord.
147: Hunty – Not Finished
Death
148: Hunty - Finished
War
149: Hunty - Finished
Famine
150: Hunty – Not Finished
TMC
151: Hunty – Not Finished
Pestilence
172:
Poker Face
Only play this card if you have an energy in your hand. If your opponent has no energies in their hand, he must choose a card in his hand and discard it. If your opponent does have an energy, you must both play your energies. If they are the same type, your opponent puts both energies on one of his benched Allies. Otherwise, you put both energies one of your benched Allies.
My card is a- Hey, wait a minute!
176:
Speed Upgrade
Search your deck for a powered-up forumer and add it to your hand.
Weakness is never needed.
Go choose which ones you want to illustrate. Don't bite off more than you can chew. If you're gonna call dibs on an entire set, make sure you can do the entire set.
Re: Forumer cards (like Sablones). Sabs reserves the right to choose his artist and not the other way around.
Commons should probably be done first.
Thank you so much. <3 [/glow]
Creature Cards:[/u]
Common:
002: Fraze – Not Finished
Ventratta (Dark)
003:Fraze – Not Finished
Shiva (Dark)
004: Leoness – Not Finished
Weenix (Fire)
005: Leoness – Not Finished
Seawoo (Water)
006: Leoness – Not Finished
Weewoid (Dark)
007: Leoness – Not Finished
Weewood (Earth)
008: Leoness – Not Finished
Wingwoo (Air)
009: Leoness – Not Finished
Sacred Weewoo (Light)
010: Komori – Not Finished
Mage Manor Bat (Dark)
011: Omni – Not Finished
Tabloid Town Pierat (Water)
Tabloid Town Zombie (Dark)
013:
Mobster - Firepower (Fire)
HP: 5
(*)(*)(*) Bullet Barrage – 4 Damage
(*)(*) Bulletproof Vest – Prevent the next 2 Damage
Mobster - Watergunslinger (Water)
015:
Mobster - Biplane Assassin (Air)
HP - 5
(F)(F) Grenade Drop – 4 Damage
(A) Dogfight - 2 Damage
Historical accuracy is secondary to shooting accuracy.
016: Hunty – Not Finished
The Black Beekadoodle (Water)
Sparx (Fire)
Drizzlet (Water)
Galeforce (Air)
Nimbostratus (Dark)
022:
Pirate Crewman (Water)
HP: 5
(*)(*) Cutlass - 3 Damage
(W) Water Bomb - 2 Damage
Yo ho, yo ho, a pirate's life for me!
023: Fraze – Not Finished
Meepit (Colorless)
024: Clocky – Not Finished
Evil Eye (Dark)
025: Leoness – Not Finished
Cove Mermaid (Water)
026:
Anti-Gravity Skull (Dark)
HP: 7
(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!?
Fake Treasure Chest (Colorless)
Sabertooth Fish (Water)
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.
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.
Rock Serpent (Earth)
Will-O-The-Wisp (Earth)
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!
064:
Dunburrow Squire (Light)
HP: 5
(L) Shortsword - 2 Damage
(L) Recover - Heal 2 HP
Fresh from the farmlands, a squire of Dunburrow is always ready for action.
065: Nature – Not Finished
Lightning Mage (Light)
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.
067:
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
Henchmen are forever willing to die for their superiors. But hey, the swords they carry are pretty sweet.
068:
Piranha Crow (Air)
HP: 4
(A) Peck - 2 Damage
(A)(*) Aerial Swoop - 3 Damage
C-caw, c-caw!
069: Nature – Not Finished
Jelly Llama (Colorless)
029:
Socktopus (Water)
HP: 6
(*) Spell of Seven Silken Socks – 2 Damage
(*)(W) Roundhouse kick - Roll a 6-sided dice. This attack deals Damage equal to the result
070:
Stal’s Whiteboard – Air
HP – 5
(A) Wall of Text - 2 Damage. The target is now asleep
(*)(*) Works Cited – 3 Damage
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!
Ghost Guest (Dark)
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!
Bob-OMG (Fire)
087:
Commoner Kitten (Colourless)
HP: 6
(*)(*) Basic Attack - 4 Damage
Nothing special.
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!
167:
Crazy Fangirl (Water)
HP: 5
Special Power: Fangirling - If this card is on the Bench, increase the HP of your active creature by 2.
(W) Scream - 1 Damage
Ow, my ears.
168:
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.
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!
170:
The Thing from the Tabloids (Dark)
HP: 6
Special Power: The Only Thing - You may only have one 'The Thing from the Tabloids' in your deck
(D) Fear - 3 Damage
ARGH! Not the Thing from the Tabloids!
Uncommon:
Red Stallion (Fire)
Necromancer (Dark)
Clara (Fire)
031:
Mage Manor Gargoyle (Earth)
HP - 8
(E)(E) Stone Claw – 4 Damage
(E) Acid Spray – 3 Damage. Roll a 6-sided die. If the result is even, this attack does 4 Damage
032:
Mage Manor Faerie (Earth)
HP: 7
(*)(*)(*)(*) Faerie Blast – 6 Damage
(E) Berry Broth – Heal 2 HP to any of your Allies
033:
Sunsnare (Light)
HP: 7
(L)(L) Solar Flare - 4 Damage
(*)(*) Refraction - 3 HP
072:
Muse (Light)
HP: 8
(L)(L) Inspiration - 4 Damage
(*)(L) Plothole Cement - Heal 3 HP to any Ally in play
073:
Smoghoul (Fire)
HP: 7
(D)(F) Acrid Smoke - Roll a 6-sided dice. This attack deals Damage equal to the result
(F)(F) Smoke Ring Strangle - 2 Damage. Roll a 6-sided die. If the result is odd, the target is now poisoned
088:
Tabloid Town Healer (Light)
HP: 6
Special Power: Urgency – This Ally does not pay a retreat cost.
(*) Staff Jab - 2 Damage
(L)(L)(L) Treatment – Heal 6 HP to any Ally in play. Roll a 6-sided die. If the result is 1, this attack does nothing
What with all the explosions and such, you can bet the healers are always busy.
089:
Guest Post From 1969 (Air)
HP: 7
Special Power: Glitch - When this Ally comes into play, choose and discard an energy card from one of your opponent's Allies.
(*) Destabilize - 1 Damage
(A)(*) Refraction – 3 Damage. Prevent the next 1 Damage
What happened to my post?!?!
090:
Giant Trogan Snail (Earth)
HP: 7
(E) Acid Spit - 2 Damage
(E)(E)(E) Quake – 4 Damage. Distribute 2 Damage among your opponent's Allies.
Most who enter the forest of Amrak leave with an intense fear of mushroom soup. I wonder why...
091:
Thorgon (Light)
HP: 7
(*) Peck - 2 Damage
(L)(L)(L) Thundering Strike - 4 Damage. Roll a 6-sided die. If the result is 4 or more, the opponent is now paralyzed
092:
Minitank (Fire)
HP: 9
Special Power: Suppressive fire - If this Ally is on the bench and the active ally is dealt Damage, roll a 6-sided die. If the result is 5 or more, deal 2 Damage to the attacking Ally.
(*)(*)(*) Rifle - 5 Damage
>>Allies under attack, engaging new targets...
093:
Android Shopkeeper (Light)
HP:10
Special Power: Grapple – +1 to all opponent's Allies’ retreat costs while active.
(L)(L) Taser – 3 Damage. Flip a coin. If the result is heads, opponent is now paralyzed
And that's why nobody tries to rob the bakery anymore.
094: Killix – Not Finished
Snailord (Earth)
Hai Gao (Light)
096:
Impish Tree (Earth)
HP: 10
Special Power: Flammable – Deal 1 Damage to all Allies in play if Impish Tree is struck with a Fire element attack.
(E)(E) Leaf Cutter - 4 Damage
140:
Self Proclaimed Dunburrow Steed (Light)
HP: 8
(L)(*) Mighty Moo - 4 Damage
(L)(L) Udder Bliss – Heal 3 HP to any of your Allies except Dark types
Someone's been spending too much time in the stables .
152:
Fred the Zombie (Dark)
HP: 10
(D)(D)(D) Zombie Love - Roll a 6-sided die. If the result is even, heal 5 HP to any Ally in play. If the result is odd, deal 5 Damage to the opponent’s active Ally.
...Hello. :3
156:
Griffair (Air)
HP: 7
Special Power: Aerial Pursuit - +1 Damage to Wind Cutter for every additional Air energy attached to this Ally not used for Wind Cutter.
(A)(A) Wind Cutter - 4 Damage
Lighter than a feather.
157:
Griffglow (Light)
HP: 7
(L) Eye Laser - 2 Damage
(L)(L) Ultraviolet - 4 Damage. Roll a 6-sided die. If the result is 1 or 6, the target is now paralyzed.
A shining feather of justice!
158:
Griffire (Fire)
HP: 6
(F) Flame Pillar - 2 Damage. Roll a 6-sided die. If the result is even, the target is poisoned.
(F)(F)(F) Vulcan Dive - 6 Damage
Rising from the ashes to smite with flame.
159:
Griffvox (Dark)
HP: 7
Special Power: Alternate Dimension - For every 3 Dark energies attached to this Ally, prevent 1 Damage dealt to this Ally.
(D) Invert - 2 Damage.
(D)(D)(*) Mysterious Fog - 5 Damage.
Stare into the endless vortex that is my dark, foreboding gaze.
160:
Griffrain (Water)
HP: 9
(W)(*) Pressure Mist - 3 Damage.
(*)(*)(*) Liquefy - 2 Damage. Heal 1 HP
A rainy day, now that is my kind of day.
161:
Grifflore
(Earth)
HP: 10
Special Power: Legend - If there are any Allies on your bench with "Griff" in their name, add +3 HP to Grifflore.
(E)(E) Leafstorm - 4 Damage.
Doesn't exist. Is only a legendary myth.
179:
Psychedelic Walrus (Light)
HP: 5
(L)(*) I am the Eggman - 4 Damage
(L)(L)(*) Psychedelics - 6 Damage
Goo goo g'joob.
184:
Rainbow-flavored Jelly Llama (Colorless)
HP: 6
Special: True Colors – When Rainbow-flavoured Jelly Llama comes into play, Heal 1 HP to every Colorless-type card in play.
(*) Joy – 1 Damage
(*)(*) Sugar Rush – 3 Damage
A rainbow of joy in every llama.
Rare:
036:
Mobster - Da Boss (Dark)
HP: 11
(D)(D) Unrefusable Offer - 4 Damage
(*)(*)(*) Marked Man – 3 Damage. Roll a 6-sided die. If the result is 4 or more this attack does 5 Damage
037:
Dread Ship (Dark)
HP: 14
(*)(*) Cannon Load – Allows Dread Ship to use Dread Cannon.
(D)(D)(*) Dread Cannon – 8 Damage. May only be used after Cannon Load
Legends tell of a magnificent vessel that wanders the seven seas. What the legends don't say is that it will cannonball anyone who comes close to it.
034: Hunty – Not Finished
The Blarf (Water)
071: Ikkin – Not Finished
Generic Fire User (Fire)
097: Killix – Not Finished
Crimson Snailord (Earth)
098:
Knife Tree (Earth)
HP: 12
(E)(*) Root Energy - 2 Damage. Heal 2 HP.
(E)(E)(E) Seed Gatling - 5 Damage.
In this forest, the trees carve YOU.
153:
Innocent Bystander (Light)
HP: 3
Special: Flee - Innocent Bystander pays no retreat cost
(*) Small, Fragile Twig - 1 Damage
Run away!
164:
Blowhard (Air)
HP: 10
Special Power: Strong gust - When Blowhard comes into play, Your opponent must switch their active ally with a benched ally
(*)(*) Buffeting Winds - 3 Damage
(A)(A) Wind Chill - 3 Damage. Roll a 6-sided die. If the result is even, your opponent can't attack the next turn
165:
Guardian Angel (Light)
HP: 14
Special Power: Protection - Whenever an opponent Ally's attack or special power deals damage to your benched Allies, apply half the Damage (rounded down) to this Ally instead if this Ally is active.
(L) Soothing Presence - Flip a coin. If the result is heads, the target is now asleep
(*)(*) Defensive Strike - 4 Damage
166:
Geoterr (Earth)
HP: 10
Special Power: Non-organic – This Ally cannot be poisoned
(E)(E)(E)(E) Earthquake - deal 6 Damage to your active opponent and 2 Damage to all other Allies in play
171:
Cloud Cannon (Air)
HP: 2
Special Power: Charging - Every time a (A) energy is attached to this Ally, double its current HP.
(A)(A)(A)(A)(A) Cannon – 10 Damage. Discard 5 energy cards. If the health of this card is greater than 2, reduce the health of this card to two.
KAPOOOFFF!
180:
Faerie of the North (Air)
HP: 7
Special Power: Goodness – When this Ally comes into play, roll a 6-sided die. If the result is even, Heal 3 HP to every Air-type Ally in play.
(A)(A)(L) Glitters - 5 Damage
(A)(A)(L)(L) Sweet Reverie - 6 Damage
The ditsiest and most fashionable of the faeries.
181:
Faerie of the South (Light)
HP: 8
Special Power: Dance of the Universe – When this Ally comes into play, roll a 6-sided die. If the result is even, Heal 1 HP to every Colorless-type Ally in play. If the result is odd, deal 1 Damage to every Dark-type Ally in play.
(L)(L) Moonshine - 4 Damage
(L)(L)(L)Stardust - 7 Damage
The most powerful of all the faeries, she was a mistress of Light and vanquisher of the Darkness.
182:
Faerie of the West (Dark)
HP: 9
(D)(D)Cursed Tears - 4 Damage
(D)(D)(D)Defying Gravity - 7 Damage
How long must she hide in the darkness? How long must she bear the pain of her loss …?
183:
Faerie of the East (Fire)
HP: 5
Special Power: Tyranny – When this card comes into play, deals 2 Damage to all opponent's Allies.
(F)(F) Crippling Flames - 4 Damage
(D)(F) Dark Fire - 6 Damage
Someone throw a house on her! Quick!
189:
Generic Water Musician (Water)
HP: 7
(W)(W)(W)(W)Melodious Nocturne - 9 damage
Keep to the Beat Lvl. 2 - Roll a six-sided die. Even gives +5 HP to all Water-type cards on play. Odd takes away 3 HP from Fire-type cards of opponent on field.
Boy, did they send the wrong guy for this one . . .
Common Forumers:
074: Tamia
Tamia Wendfeld (Earth)
075:
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!
076:
Wild Omni (Colorless)
HP: 7
(*) Tooth and nail - 2 Damage. If 2 or more energies are attached to Wild Omni, this attack does 3 Damage.
Before I joined the Mage Guild, I survived like a wild animal, using strength and strategy to catch my food.
The Red Rider (Water)
021: Tamia – Not Finished
Sablones (Dark)
061:
Leoness (Fire)
HP: 5
Special Power: Plate of Cookies. When Leoness comes into play, Heal 2 HP to any Ally in play.
(F) Fire Orb - 2 Damage
(F)(F) Laser Whip - 4 Damage
077:
Scarven, Rogue Chronomancer (Light)
HP: 5
Special Power: Chronoshift – Scarven does not have to pay a retreat cost
(*) Blink Strike - 2 Damage
(L)(L) Slow Shell - The target is now paralyzed
082:
PFA (Dark)
HP: 5
(D) Sneak Attack - 2 Damage
(*)(*) Katana Slash - 3 Damage
This ninja gear isn't just for show, you know.
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
100:
Nature the Freezemancer (Water)
HP: 4
Special Power: Song of Winter - When Nature comes into play, Heal 1 HP to all water-type Allies in play.
(W) Snowflake Dance - 2 Damage
(W)(W) Avalanche - 4 Damage
101:
Jina (Air)
HP: 4
(*) Anaesthetic – The target is now asleep
(*)(*)(A) Dagger - 5 Damage
A great thief said to have once stolen a cookie.
102:
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.
103:
Nova Storms (Fire)
HP: 5
(F)(F) Annihilate - 3 Damage
(*) Electrocute - 2 Damage
Will you marry me?
104:
Dan (Earth)
HP: 5
(E) Fanboy Spaz Attack - 2 Damage
(*)(*) Team Cleric - Heals 3 HP to any Ally in play. Effect is doubled if Ginz is benched.
OMGLOSTSMOKEMONSTERTHEOTHERS4815162342
105:
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
185:
Ikkin (Fire)
HP: 5
(F) Fireball - 2dmg
(F)(F) Fire Sword – Roll a die. Even deals 2 Damage, odd deals 4.
117:
Spoon (Light)
HP: 4
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. Card must be of the same rarity.
(L) Scoop (2 damage)
A portable catapult or a kitchen utensil?
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...
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.
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
Uncommon Forumers
106:
Yin-Yang PFA (Light)
HP: 6
Special Power: Healing Light - When Yin-Yang PFA comes into play, Heal 2 HP to any Ally in play.
(*)(*) Kunai - 3 Damage
(L)(L)(D)(D) Harmonization - 8 Damage. Discard all energies attached to Yin-Yang PFA.
A delicate balance of light and dark... Yin and Yang.
135:
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…
Rare Forumers:
078:
Scarven, Agent of Chronos (Light)
HP: 12
Special Power: Temporal Miasma - +4 to all opponents' retreat costs. This Ally is not affected by Events while active
(L)(L) Displacement - Switch this Ally with a benched Ally. End your turn
(L)(L)(L) Temporal Rift - Opponent is now paralyzed and asleep
Cap’n Rider (Water)
Commander Strife (Dark)
107:
Nin Jina (Air)
HP: 10
Special Power: Thief in the Night - If your opponent is asleep when this Ally attacks, your opponent must discard an energy card from their active Ally.
(*) Diluted Toxins - Roll a die. If the result is 6, Poison the opponent.
(*)(A)(A)(A) Dream Dagger - 7 Damage, Sleep
Nin Jina: Nutcase in disguise
108:
Werewolf Killix (Dark)
HP: 10
Special Power: Moonlight - +1 HP for every Dark energy attached to this Ally up to a maximum of 7 HP.
(D) Dark Illusion - 2 Damage. Roll a 6-sided. If the result is even, the target is now paralyzed.
(D)(D) Phantom Claw - 4 Damage
163:
Professor Amneiger (Fire)
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.
***178:
DragonPower Celestial (Fire)
HP: 10
(F)(A) Absorb Aggression- Reduce attack by 3
(F)(A)(A)(F) Dragon's Rage- 6 damage
(*)(F) Inner Star- 4 damage
Are you ok, your eyes are a multicoloured.
187:
Dragoness (Dark)
HP: 10
(D)(F) Flames -- 4 damage
(D)(F)(F) Ring of Fire -- 6 damage
Special: Sacrifice -- Discard Dragoness to bring back one card from the discard pile.
DOES NOT EQUAL THE HULK
193:
Midknight - Shadow Assassin (Dark)
HP: 13
Special: Anger - Every time an opponent successfully attacks this card, permanently add 1 damage to Shadow Barrage (until damage reaches 8)
(*)(D)(D) Shadow Barrage: 5 damage
(*)Cat's Eye Necklace: discard all energy to regain 3 HP
What you see in the dark may be scary, what you don't see is scarier.
Events:[/u]
Common:
Tabloid Scandal
039:
Treasure Hunt
Draw two cards.
Aye, thar be shinies in that chest!
Frag Grenade
041:
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.
042:
Ninja Teleport
Instantly switch your contending ally with an ally on your bench.
Now you see me, now you d-*poof*
Lemon Bomb
044: Strife’s Photo – Not Finished
Leocookies
Energy Transfer
052: PFA – Not Finished
Scout
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.
Tornado
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?
109:
GLOMP!
Choose one creature in the battlefield. Roll a die. If odd, 3 Damage is healed from that creature. If even, 3 Damage is dealed to that creature.
110:
Poison Cloud
Choose a character in play. That character becomes poisoned.
Ughh... my head feels funny...
111:
Freeze
Choose a character in play. That character becomes paralyzed.
I always did enjoy turning people into giant blocks of ice...
112:
Monologue
Choose a character in play. That character is inflicted with sleep.
You are brave, young warrior... but you are foolish to stand up to a being such as I, for I have the perfect plan to bring about the downfall of your miniscule plane of existence. No one shall stand in my way as I d...
131:
Neutralizer
Your active Ally is no longer poisoned.
132:
Re-Energizer
Your active Ally is no longer paralyzed.
133:
Awakener
Your active Ally is no longer asleep.
114:
Pink Emo Corner
Heal all of your Dark-type allies in play by 2 HP
*sobs* =D
116:
Concentrate Energy
Add one more energy to a creature this turn.
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 creature. They may use it as any colour energy. For every turn this card is attached to a creature, remove 1HP from that creature.
The underhanded trick of the century.
186:
Rainbow Prism: Heals 1 HP to all your allies.
2% of NTWFers hate rainbows. If you are one of those 98% that love rainbows, scream 'WEEWOO!' as loud as you can.
188:
Blackbird (Dark)
Gives +1 HP to all Dark-type Allies on play.
Blackbird, fly, into the light of a dark, black night . . .
Uncommon:
Medicine
Phoenix Feather
048:
Energy Drain
Select an energy attached to your opponent’s active Ally and discard it.
049:
Walk the Plank
Place one of your opponent's benched allies back into their deck. If the ally has any cards attached to it, return them to your opponent's hand. Using Walk the Plank does not count as a KO.
Captain, I swear, the rum just grew wings and flew off the side of the ship!
Restoring Balm
118: Ikkin – Not Finished
Train
124:
Leech Device
Look at your opponent's active ally and select one of their attacks. Your active ally may use this attack for one turn if they are able to pay the attack cost in colorless energy.
Your abilities are impressive. I think I’ll take them.
125:
Fake Persona
Change around your active ally and your opponent's active ally until the end of your opponent's next turn. Both cards must be of the same rarity.
I didn't know you were a mod! Oh... wait.... ^^
126:
Quoting
Instead of your attack, do the exact Damage you received on your opponent's last turn to your opponent's active ally
... And then he said... And then I said...
127:
Energy-Matter Exchange
Discard two energies to search your deck for an ally (energies and ally must all be the same type)
And.... ZAAPPPPP!
115:
Matter-Energy Exchange
Discard an ally to search your deck for two energies (energies and ally must all be the same type)
And… PAAZZZZZ!
129:
Share Energy
Remove up to two energy from a benched creature, and attach it to another.
141:
Downpour
Each Water energy in play counts as 2 Water energies for a turn.
142:
Wall of Fire
Each Fire energy in play counts as 2 Fire energies for a turn.
143:
Sandstorm
Each Earth energy in play counts as 2 Earth energies for a turn.
144:
Hurricane Gale
Each Air energy in play counts as 2 Air energies for a turn.
145:
Aura Shroud
Each Light energy in play counts as 2 Light energies for a turn.
146:
Black Hole
Each Dark energy in play counts as 2 Dark energies for a turn.
154:
Pirate RCP
Roll a die. If even, draw a card from your opponent's deck; you may keep and use this card as if it were your own for five turns, after which it goes into your opponent's discard pile. If odd, your opponent draws a card from your deck; they may keep and use this card as if it were their own until five turns pass, after which they must place it in your discard pile.
Why are those ninjas taking our pirate ship away?
174:
Hi-Lo
If you have less energies attached to your active creature than your opponent has to their active creature, you may search your deck for 2 energies of any type and add it to your hand.
High! Oh wait... no, I just can't count.
177:
Gale Winds
Return any active Ally in play and all its attached energy to their player’s hand
Okay, who was that?
Rare Events
‘Bloidal Explosion
050: FrozenLeo
Plunger
Switcharoo
Healing Potion
130:
Chuck Norris
Remove all benched allies from play. Reshuffle all energy cards attached to both active Allies back into the deck. Restore both active Allies to full health
There is no theory of evolution, just a list of Ally Cards that Chuck Norris allows to live.
136:
Sugar Rush
Count every energy attached to your active ally as two energies (of the same type) until the end of the turn
*whizzes around randomly*
***138:
Hai Gao's Plan
Discard one of your benched creatures. Your opponent draws and discards until they draw a creature.
I have a plan, my Lord.
147: Hunty – Not Finished
Death
War
Famine
150: Hunty – Not Finished
TMC
151: Hunty – Not Finished
Pestilence
172:
Poker Face
Only play this card if you have an energy in your hand. If your opponent has no energies in their hand, he must choose a card in his hand and discard it. If your opponent does have an energy, you must both play your energies. If they are the same type, your opponent puts both energies on one of his benched Allies. Otherwise, you put both energies one of your benched Allies.
My card is a- Hey, wait a minute!
176:
Speed Upgrade
Search your deck for a powered-up forumer and add it to your hand.
Weakness is never needed.