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Post by Jina on Jul 3, 2008 5:56:13 GMT -5
Not sure of these rarities, so please correct me if/when I'm wrong: Any Cards I make, their art can be done by anyone, so just ask if you want. Anyway... Hmm.... some of the cards in those threads didn't really make sense; why don't you look over other cards, it might help with the wording and so on. [glow] Sorry for not keeping up with this thread. I'll have a list of 2nd edition cards this weekend, if the fourth of July doesn't kill me. ^_^ [/glow] Please, July 4th, don't kill Rider. ... What am I saying?
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Post by Mr. Meepit's Puppet on Jul 3, 2008 8:27:12 GMT -5
What am I saying? --- LOL! Anyway, what parts of the wording are not making any sense? My mind is so whacked that not even I can see where I made a mistake
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Post by Deleted on Jul 3, 2008 14:56:59 GMT -5
What am I saying? --- LOL! Anyway, what parts of the wording are not making any sense? My mind is so whacked that not even I can see where I made a mistake I think those cards you made (Weewoil) are a bit too powerful. I know it's giving your opponent an instant KO, but 9 damage without any energy? That's a bit much... Just voicing my opinion. I've got a few Event cards that I think would be pretty cool x3. Note: all of the following cards, except for Pain, are of the "common" rarity.
Take One for the Team Your Active Ally takes 3 damage. Your Active Ally is impervious to damage for the next two turns. "The ends justify the means."
Tremor Give all Earth creatures on the field 2 damage. "Well that one sure ranked high on the Richter Scale"
Hurricane Give all Air creatures on the field 2 damage. "And this is just the eye of the storm!"
Whirlpool Give all Water creatures on the field 2 damage. "Oh no, Cap'n! We're gettin' sucked in!"
Fire Hydrant Give all Fire creatures on the field 2 damage. "These things aren't only doggie lavatories..."
Pitch Black Give all Light creatures on the field 2 damage. "I can't see anything in here. Is that you Bob? Bob...?"
Sunrise Give all Dark creatures on the field 2 damage. "Gaah! The sun, it burrrrrrrns!"
Uncommon
Pain Give all creatures on the field 2 damage. "Ow!"
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Post by Omni on Jul 3, 2008 20:32:27 GMT -5
Running Late For three turns, all effects of your opponent's attacks, including damage, are delayed by one turn. If there are already delayed effects, those effects are delayed by one more turn. Playing multiple Running Late cards against the same opponent will not stack effects. Did I miss anything?
Uncommon Cyonla (Water) HP: 7 (*) Flyby - 2 damage (W)(W)(*) Tidal Wave - 4 damage to your opponent's active card, and 1 damage to each of your opponent's benched cards
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Post by Amneiger on Jul 4, 2008 11:17:51 GMT -5
Two new cards: Mind Trick Your opponent shows you their hand. If you wish, pick a card from their hand; your opponent must now play this card according to your instructions. You cannot instruct them to perform especially odd actions such as healing your allies or attacking their own allies, but you can instruct them to do things like attach energy or heal one of their own allies. Ah ha! I saw right through you and stopped your plan early! Wait...
Advanced Mind Trick Discard a card from your hand. Your opponent shows you their hand. If you wish, pick a card from their hand; your opponent must now play this card according to your instructions. It made sense at the time...
I'm not sure what kind of rarity these should have.
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Post by Amneiger on Jul 5, 2008 2:23:29 GMT -5
Sorry if this is late, but I went back and looked at Spacefleet Telekenesis Master, decided that it was a terrible card, and decided to change it. Rare Spacefleet Telekenesis Master (dark) HP: 8 Special Power: Assisted Flight - When this Ally is in play, –1 to your Allies’ retreat costs (D)(D)(D) Telekenetic Hammer - 6 damage (D)(D)(D) Telekenetic Tissue Reknitting - Heal 5 damage to any ally in play. I have control.
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Post by Killix on Jul 6, 2008 17:15:09 GMT -5
Just thought of some event cards: Surprise Attack! If your opponent switched allies last turn, deal 3 damage to their active ally. ~Surprise attacks work best when one does not shout "surprise" while attacking.~
Floppy Disk Heals 4 HP to all colourless allies in play.
Restore Floppy All colourless allies in play with status ailments are now cured. ~Format c:/s? [Y/N]~
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Post by Vyt: Down, but Not Out on Jul 6, 2008 17:43:33 GMT -5
Rare I-Guy, TCG Specialist (Colorless) HP: 10 Special Ability: Over-Exaggerated Criticism. When this Ally is benched from Active, deal 3 Damage to your opponent's Active Ally and increase the attack damage of your new Active Ally by 2 for that turn only. Also, this ally does not need to pay retreat costs. (*)(*)Interview Segment: 1 Damage. Roll a six-sided dice. If the result is 1 or 4, the target Ally is poisoned. (*)(*)(*)Deep Suggestion: 3 Damage. Roll a six-sided dice. If the result is even, this attack deals 5 Damage, instead. "For the last time, I'm not the cousin of that long-spiked-hair Yugi guy!" Also, I've had some inspiration to put in my own characters. Hope you don't mind. Common Cylak, Soul Seeker (Colorless) HP: 4 Special Ability: Soul Search. Each turn, even when this card is benched, you may search your discard pile for any Ally card and attach it to this card as a Colorless Energy. This does not count towards the "one Energy card per turn" rule. (*)(*)Soul Talk - Deal damage equal to the Energy cards attached to this card. It is rumored that when Cylak sheds a tear, a wandering soul is nearby.
Uncommon C-086 "Krytos" (Earth) HP: 8 Special Ability: Titanium Body. All attacks done to this card is decreased by 2 (if the attack damage is two or less, nullify the attack). Also, this Ally cannot be affected by poison or sleep. (E)(*) Arm Blast - 3 Damage. Deal 1 Damage to this card (Titanium Body cannot nullify this damage). (E)(E)(E)(*) Explosion - KO this card (this counts as a KO for your opponent). Deal 3 Damage to your opponent's Active and Benched Allies. "I'm not afraid to die. I've already met Death himself."
Uncommon Laine, Wind Specialist (Air) HP: 7 Special Ability: Avoid. Discard one Air Energy card attached to this card and either nullify up to 3 Damage done to this card or make this card immune to any Event cards for that turn only. (A)(A) Suffocation Bubble - 4 Damage. "You're not going to make use of me anymore!"
Common SILE (Colorless) HP: 3 Special Ability: Transformation. Discard this card from your field and play "3715" from your hand as a Powered-up card. Put all attached cards to "3715". Remove all damage and status effects before powering up to "3715". (L) Katana Slash - 2 Damage (L)(L) Mind Spell - 4 Damage She is supposed to be what the prophecy had foretold.
Rare 3715 (Light) HP: 7 Special Ability: Unexist. Discard four Light Energy cards attached to this card and KO one of your opponent's Ally. This ability cannot be used if 3715's HP is below 3. (L)(L)(L) Energy Beam - You may target up to three of your opponent's Benched Allies. If you do, deal 2 Damage to each Ally. (L)(L)(L)(*) Mind Shot - 6 Damage. No one stands in front of her path and lives to tell her tale.
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Post by Rider on Jul 8, 2008 15:14:18 GMT -5
[glow=red,2,300]A few things, some from 3+ pages back.
Katkat, this is your power-up, but do you have a basic card?
Doody, your Common card is asking for it. Permission to add 2 HP to it?
Also, your upgrade is nowhere near powerful enough. Even if you count your damage over time as a poison status effect, you still have 5 points left to spend.
I apologize in advance for fidding with the other cards.
Fraze, Walter the Porcupine terrifies me. 0_o
Sam, you can only have one upgrade. Sorry.[/glow]
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Post by Omni on Jul 8, 2008 15:17:49 GMT -5
Common Recycle Choose a discarded (event?) card, place it in your hand. Oh wait, this one's #5 plastic.
Uncommon Craven (Dark) HP: 7 (*) Shadowed Flight - 2 damage to your active enemy, or 1 damage to a benched enemy (D)(D)(*) Devour - 4 damage, opponent is paralyzed
Out of curiosity: Will equipment cards count as 'event' cards, or will they be able to be played in the same turn as event cards?
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Post by Rider on Jul 8, 2008 15:48:18 GMT -5
Common Recycle Choose a discarded (event?) card, place it in your hand. Oh wait, this one's #5 plastic.Uncommon Craven (Dark) HP: 7 (*) Shadowed Flight - 2 damage to your active enemy, or 1 damage to a benched enemy (D)(D)(*) Devour - 4 damage, opponent is paralyzed Out of curiosity: Will equipment cards count as 'event' cards, or will they be able to be played in the same turn as event cards? [glow=red,2,300]Equipment cards are event cards, yes. ^_^[/glow]
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Post by PFA on Jul 8, 2008 15:56:25 GMT -5
>_> PFA thinks this TCG needs more ninjas. Uncommon Ninja Superior (Air) HP: 7 (A) Special Punch - 2 damage. Roll a die. If you roll a 6, your opponent's active Ally becomes paralyzed. (A)(A)(*) Superior Katana - 5 damage Watch closely. THIS is how it is supposed to be done.
Common Some Random Godmodable Ninja Guy (Air) HP: 7 (A)(*) Staff Swing - 3 damage Of course I have a name! It's-- Tell me if the second one's name is too long. xP
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Post by Vyt: Down, but Not Out on Jul 8, 2008 16:14:55 GMT -5
Since PFA started the trend, I'll populate this one with Ninja-themed cards! Uncommon Rogue Ninja (Air) HP: 6 Special Ability: Poisonberries. When this Ally comes into play, your opponent's Active Ally is poisoned. (A)(A) Village Raze - 1 Damage to all of your opponent's Allies in play. (A)(A)(*) Stealth Attack - 3 Damage. Prevent the next 2 Damage. "Have you seen a Rogue Ninja? Short, black hair..."
Common Target Dummy Nullify the attack's effect (damage is still counted). Battered and bruised, yet it doesn't fight back.
Common Ninja Tool Kit You can play this card if the opponent's Active Ally attacks your Active Ally. Roll a six-sided dice. If the result is: 1 - Make your Active Ally invulnerable to the attack. 2 - Nullify the attack's effect (damage is still counted). 3 - Prevent the next 2 Damage. 4 - Increase the attack's damage by 2. 5 - Your Active Ally is poisoned. 6 - Your Active Ally's HP drops down to 1 before the attack. A medley of lethal devices.
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Post by Killix on Jul 8, 2008 16:33:07 GMT -5
So... how's about some basic Dark Tide (my fantasy world, and Killix's home world) style Spell Stone cards? *tries to fit in every element* XD Not sure on the rarity...
Firespell Stone Your opponent takes 2 points of Fire element damage. ~A stone marked with the magic of Firespell. Use it well.~
Aquaspell Stone Your opponent takes 2 points of Water element damage. ~A stone marked with the magic of Aquaspell. Use it well.~
Naturespell Stone Your opponent takes 2 points of Earth element damage. ~A stone marked with the magic of Naturespell. Use it well.~
Spiritspell Stone Your opponent takes 2 points of Dark element damage. ~A stone marked with the magic of Spiritspell. Use it well.~
Staticspell Stone Your opponent takes 2 points of Air element damage. ~A stone marked with the magic of Staticspell. Use it well.~
Doomspell Stone Your opponent takes 2 points of Light element damage. ~A stone marked with magic. Unleashes a light that weakens ghosts.~
Aura Stone Your opponent takes 2 points of damage. Roll a dice, the result determines the element of the attack: 1 = Fire element. 2 = Water element. 3 = Earth element. 4 = Dark element. 5 = Air element. 6 = Light element. ~A rare stone that is marked with the power of each element. Use it wisely.~
Yeah, DT doesn't have "Light" or "Air" elements, so I had to improvise. XD The flavour text is the item desc. from the 3rd DT game I created. XD Those were all of the most basic spell stones of each element. I figured making all of them into cards (3 tiers of stones for each element) would be too much. >_> <_<
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Post by Cyborg on Jul 8, 2008 18:00:39 GMT -5
Ummm Killix I think the Doom and Spirit spell stone's are mixed up. Doom= darkness Spirit= light
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