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Post by Jina on Jul 8, 2008 18:44:37 GMT -5
[glow=red,2,300] 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] Psst.... Rider... It's Tuesday! COMMONS Pirate Cabin Boy - (W) HP:6 (W) Deck Swab - Heal this card 1 HP for every (W) energy attached to it. (*)(W) Broomstick - 3 Damage
Pirate Cannon - (W) HP:5 Special: Reload - This card may only attack on every second turn. (W)(W)(W) FIRE! - 6 Damage. Roll a dice. If the result is even, this attack does 8 Damage instead.
Pirate Pegleg - (W) HP: 5 Special: Pegleg - This card costs an extra energy to Retreat, but may not be forced to Retreat or become Active. (*) Kick - 1 Damage (W)(W) Cutlass - 4 Damage
UNCOMMONS Super Tornado Switch your Opponent's Active Ally with any of your Opponent's Benched Allies. Switch your Active Ally with one of our Benched Allies.
Pirate Doctor - (W) HP:8 (*)(*) Medic Supplies - Heal any Ally 3 HP (W)(W) Poison - 2 Damage. Poison the Opponent's Active Ally.
Parrot Attach this to any Ally with Pirate in it's name. That card may retreat without cost. Pieces of Eight, Polly want a cracker!
Mutiny Discard your Active Ally and distribute all energies attached to it among your Benched Allies any way you wish. Select a new Active Ally.
RARES Mega Tornado Switch your Opponent's Active Ally with any of your Opponent's Benched Allies. Your Opponent may not retreat on his next turn. Switch your Active Ally with one of our Benched Allies. You may not retreat this turn.
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Post by Killix on Jul 8, 2008 23:06:32 GMT -5
Ummm Killix I think the Doom and Spirit spell stone's are mixed up. Doom= darkness Spirit= light I think I know more than anyone about spells from a fictional world I made myself. =P Spirit is its own "element" in DT. Its basically "life energy" "ghost-like" powers and psychic powers combined. Therefore I chose "Dark" element for it. and Doomspell is a status type spell that effects ghost/demon type enemies. Since spells that hurt demons and ghosts are generally "holy" or "strong light" I chose the "Light" element for it. Don't let the names trick you. I just had to compromise a bit when making them fit into the NTWF TCG.
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Post by Amneiger on Jul 9, 2008 0:47:46 GMT -5
[glow=red,2,300]Fraze, Walter the Porcupine terrifies me. 0_o[/glow] My name isn't Fraze. xD Walter the Porcupine was made on the Tabloids a few months ago; I think the blood drinking bit was by Rikku. xD Isn't he just the cutest thing you ever saw? :3
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Post by Rider on Jul 9, 2008 18:31:43 GMT -5
[glow=red,2,300]Fraze, Walter the Porcupine terrifies me. 0_o[/glow] My name isn't Fraze. xD Walter the Porcupine was made on the Tabloids a few months ago; I think the blood drinking bit was by Rikku. xD Isn't he just the cutest thing you ever saw? :3 [glow=red,2,300]Sorry Amnei. ... this is what happens when I multitask GW and TCG at the same time. That, and the snarky Katkat card. *casts Plot Avoidance for now* Regarding the fact that I said I'd have a list... ... *casts Plot Avoidance for now* >.>;[/glow]
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Post by Amneiger on Jul 10, 2008 0:18:01 GMT -5
[glow=red,2,300] Regarding the fact that I said I'd have a list... ... *casts Plot Avoidance for now* >.>;[/glow] *sings* She's making a list, checking it twice, seeing which cards are naughty and nice, Red Rider is coming to town! *is suddenly hit with Plot Avoidance* ...Uh, what was I doing again?
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Post by Omni on Jul 10, 2008 20:29:40 GMT -5
(Un?)Common Energy Renewal Choose three energy cards from your discard pile. Shuffle two of them into your deck. Put the third into your hand.
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Post by Deleted on Jul 11, 2008 19:26:48 GMT -5
I made up an equipment card.
Uncommon Giant Foam Cowboy Hat Increases damage by 2 for two turns, HP by 2. I'll take this giant foam cowboy hat off when I'm ready!
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Post by Killix on Jul 13, 2008 4:51:19 GMT -5
MOAR kardz. Why do I have the feeling 2nd edition is going to close as soon as the list is posted? XD Both are rares.
Griffgon (Colourless) HP: 10 Special: Cosmic Energy. This ally heals 1HP each turn it is sitting on the bench. Only effective if this ally has two or more energy attached. (*)(*) Shockwave Roar - 3 damage. Your opponent's Fighter is paralysed. (*)(*)(*) Nova Rain - 5 damage ~An ancient Griffon and Dragon hybrid, it gazes accross the universe with a calm eye.~
Baygull (Air) HP: 10 Special: Arial Pursuit. Roll a die. If the result is 6, 2 damage to your opponent's retreating Fighter. Cannot be used consecutively. (A)(*) Wind Blade - 3 damage. (A)(A)(A) Flash Dive - 5 damage. Add +1 damage if this fighter is inflicted with a status condition. ~If a gull that flies over the sea is a seagull, then what would you call a gull that flies over the bay? A pun opportunity.~
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Post by Kat on Jul 13, 2008 4:53:39 GMT -5
[glow=red,2,300]That, and the snarky Katkat card.[/glow] [shadow=purple,left,300]The one I made, or the prank card? XD[/shadow]
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Post by Vyt: Down, but Not Out on Jul 13, 2008 10:32:36 GMT -5
I made up an equipment card. Common Giant Foam Cowboy Hat Increases damage by 2 for two turns, HP by 2. I'll take this giant foam cowboy hat off when I'm ready!Too powerful, methinks. It should be Uncommon
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Post by Ian Wolf-Park on Jul 13, 2008 10:50:01 GMT -5
Amulet Frenzy, all common
Lava Amulet Gives 2 HP when equipped to a Fire creature
Dewdrop Amulet Gives 2 HP when equipped to a Water creature
Leaf Amulet Gives 2 HP when equipped to an Earth creature
Black Hole Amulet Gives 2 HP when equipped to a Dark creature
Divine Light Amulet Gives 2 HP when equipped to a Light creature
Cloud Amulet Gives 2 HP when equipped to an Air creature
There's also necklaces as well, all common as well
Wolf-shaped necklace Adds a single attack point to Earth creatures
Phoenix-shaped necklace Adds a single attack point to Fire creatures
Dolphin-shaped necklace Adds a single attack point to Water creatures
Unicorn-shaped necklace Adds a single attack point to Light creatures
Griffin-shaped necklace Adds a single attack point to Air creatures
Crow-shaped necklace Adds a single attack point to Dark creatures
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Post by Spoon on Jul 14, 2008 5:13:14 GMT -5
(I'm not sure if cards to this effect have already been made - sorry if they have) Uncommon Energy Removal Select a Fighter. All the energy cards attached to that Fighter are returned to the hand of the person who the Fighter belongs to. I'm exhausted...
Uncommon Fanatic Search your deck for a Fighter with the same name as a card already in play. Place that Fighter onto your bench. You like them too? *squee*
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Post by Vyt: Down, but Not Out on Jul 14, 2008 5:30:54 GMT -5
Time to make some bizarre cards. Because I'm good at it.
Rare Discussions and Debates All Fighters on the field receive 2 Damage. Umm, are you even -trying- to get my point?
Common Off-Topic Discard one non-Energy card from your hand. Search your deck for any card of a different card type (Fighter, Event etc.) and put it in your hand. Cards should be of the same rarity. Like, oh my gosh! Did you see that picture over there?
Rare Forum Jump For each Damage your Active Fighter deals (excluding Damage prevented), draw a card. You can only draw up to three cards this way. Too lazy to browse?
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Post by Jina on Jul 14, 2008 5:55:34 GMT -5
COMMONS Battle Sword Attach this to any of your Fighters. That Fighter may now use this attack: (*)(*) Battle Sword - 2 Damage. Roll a dice. If the result is even, this does 4 Damage instead.
Voodoo Doll Attach this to any of your Dark-Type Fighters. That Fighter may now use this attack: (D)(D) Voodoo Doll - 2 Damage. If you used this attack last turn, roll a dice. If the result is 4 or less, deal 5 Damage instead.
Water Balloon Attach this to any of your Water-Type Fighters. That Fighter may now use this attack: (W)(W) Water Balloon - 3 Damage. You may discard a "Water Balloon" from this Fighter to do 5 Damage.
Flamethrower Attach this to any of your Fire-Type Fighters. That Fighter may now use this attack: (F)(F) Flamethrower - 4 Damage. You may target your Opponent's Benched Fighters. If you do, this attack only does 2 Damage.
Dung Slinger Attach this to any of your Earth-Type Fighters. That Fighter may now use this attack: (E)(E) Dung Slinger - 3 Damage. Your Opponent's Active Fighter is Poisoned.
Air Gun Attach this to any of your Air-Type Fighters. That Fighter may now use this attack: (A) Air Gun - 2 Damage for every Air-Type Energy attached to this Fighter (max. 5 Damage). Roll a dice. If the result is equal to or less than twice the number of energies attached to this card, your Opponent's Active Fighter is Asleep.
Super Torch Attach this to any of your Light-Type Fighters. That Fighter may now use this attack: (L)(L) Super Torch - 3 Damage. Roll a dice. If the result is even, prevent the next 2 Damage.
UNCOMMONS War Sword Attach this to any of your Uncommon or Rare Fighters. That Fighter may now use this attack: (*)(*)(*) War Sword - 4 Damage. Roll a dice. If the result is 5 or more, this does 6 Damage instead.
Morphing Weapon Attach this to any of your Uncommon or Rare Fighters. That Fighter may now use this attack: (*)(*)(*) Morphing Weapon - 3 Damage. Roll a dice. If the result is 5 or more, this does 6 Damage instead. This does damage of the element of the Fighter it is used by.
RARES Hero Sword Attach this to any of your Rare Fighters. That Fighter may now use this attack: (*)(*)(*)(*) Hero Sword - 7 Damage. Roll a Dice. If the result is 6, this does 10 Damage instead.
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Post by Deleted on Jul 14, 2008 15:51:23 GMT -5
I haven't made cards in a while. Note: all of the following cards are of the "common" rarity.
Creatures
ShipLove (Air) HP: 7 (A)(*)Relationship - Roll a die. If the result is 1 or 2, this attack does 1 damage. If the result is 3 or 4, this attack does 3 damage. If the result is 5 or 6, this attack does 5 damage. "Love is in the air..."
Blank Paper (Colorless) HP: 6 Special Ability: Penmanship -- This card's element changes depending on the energies attached to it. If it has Fire energies attached to it, this card becomes Fire. Only one type of energy may be attached to this card at a time. (*)(*)Write - 4 damage. All energies attached to this card are shuffled back into the deck. "A blank paper withholds all the writing in the world; the writer's job is to coax these secret words out of hiding."
Unidentified Backstabber (Dark) HP: 4 Special Ability: Loyalty Check -- When this card becomes Active, roll a die if you have a benched Ally as well. If the result is odd, do 2 damage to the opponent's Active Ally. If the result is even, do 2 damage to one of your benched Allies. (D)Bandage Wrap - Roll a die. If the result is odd, heal one of your Allies (Active or benched) 2 damage. If the result is even, heal the opponent's Active Ally 2 damage. (D)(*)Mistaken Shrapnel - 3 damage. Does 1 damage to one of your benched Allies. "I never did trust you."
Quicksand (Earth) HP: 5 Special Ability: Sticky Situation -- Each time the opposing Ally attacks Quicksand, the opponent must roll a die. If the result is odd, nothing happens. If the result is even, the opponent is Paralyzed. (E)(*)Gravity - 3 damage. "Getting stuck in quicksand? Gaah -- this is way too cliché!"
Exploding Birthday Card (Fire) HP: 1 (F)Slight Burn - 2 damage. (F)(F)(*) - 7 damage. This card is KO'ed. "Surprise!"
Innocent Child (Light) HP: 6 Special Ability: Guilt Trip -- Each time an opponent attacks this creature, they must roll a die. If the result is 1-4, nothing happens. If the result is 5 or 6, the opponent receives 2 damage. (*)(*)Deafening Wail -- 3 damage. "Mama? Mama?!"
Poisoned Water (Water) HP: 7 Special Ability: Immunity/Disability -- Dark creatures do not have an elemental advantage over Poisoned Water. Poisoned Water does not have an elemental advantage over Fire creatures. (W)(*)Tempting Drink -- 2 damage. The opposing Ally is poisoned. "The Black Plague is now said to have been caused by poisoned and unclean well water. Back in the day, however, they placed the blame elsewhere..."
Events
Lie Detector Guess the type (Ally, Energy, Event) of the card the opponent draws next. If you are correct, draw two cards. "Beep, beep, beep, BEEBEEBEEBEEP!"
Small Fortune Draw a card. "Find a penny, pick it up, all day long you'll have good luck!"
Nightmare If the opposing Ally is asleep, do 2 damage to it. "This is one nightmare you just won't wake up from..."
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