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Post by Rider on Aug 27, 2008 12:26:27 GMT -5
Oh, in case you decide to use it, I made a little mistake with the 'Translation' card I submitted; the flavor text should say 'kikire ru' instead of 'kikire su.' Also, the Roc, Thorgon, Craven, and Cyonla and meant to be a set of sorts. (Haven't done fire and earth types, yet.) …I'm guessing third edition won't open until after the tourney? [glow=red,2,300]OK, thanks. ^_^ And yeah, I'm holding off 'til after the tourney. >.>; [/glow]
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Post by Jina on Sept 18, 2008 21:09:29 GMT -5
[glow=red,2,300]Aaaaand 2nd edition is now closed. ^_^ Thanks everyone! <3 There's still a LOT that's marked for editing, so I ask for your patience. ^_^; [/glow] *whistles* What? I'm being patient! Just like I have been the last seven weeks
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Post by Vyt: Down, but Not Out on Sept 19, 2008 13:40:06 GMT -5
Found a cheat with 'Bloidal Explosion in the first turn. Turns out if your draw has two fighters and 'Bloidal Explosion and your opponent only has one Fighter on the field (his active, to be exact), you can play the two fighters and play 'Bloidal Explosion to remove one of your fighters and your opponent's only fighter. Insta-kill.
Rider, can I request this card to be nerfed? Maybe it can have the condition of not being able to remove your opponent's Active Fighter, or a grace period before this card can be played from your drawed hand.
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Post by Jina on Sept 19, 2008 16:33:53 GMT -5
Found a cheat with 'Bloidal Explosion in the first turn. Turns out if your draw has two fighters and 'Bloidal Explosion and your opponent only has one Fighter on the field (his active, to be exact), you can play the two fighters and play 'Bloidal Explosion to remove one of your fighters and your opponent's only fighter. Insta-kill. Rider, can I request this card to be nerfed? Maybe it can have the condition of not being able to remove your opponent's Active Fighter, or a grace period before this card can be played from your drawed hand. Or the simple solution: Make it soyou can only use it if they have at least 2 cards on the field
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Post by Omni on Sept 19, 2008 16:46:30 GMT -5
Found a cheat with 'Bloidal Explosion in the first turn. Turns out if your draw has two fighters and 'Bloidal Explosion and your opponent only has one Fighter on the field (his active, to be exact), you can play the two fighters and play 'Bloidal Explosion to remove one of your fighters and your opponent's only fighter. Insta-kill. Rider, can I request this card to be nerfed? Maybe it can have the condition of not being able to remove your opponent's Active Fighter, or a grace period before this card can be played from your drawed hand. Or the simple solution: Make it soyou can only use it if they have at least 2 cards on the field Or so that you can't use it on the first turn, or until the first time they have two cards out. At least it's a rare event, so it's not likely that anyone will have it anyway.
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Post by Vyt: Down, but Not Out on Sept 19, 2008 18:21:18 GMT -5
Or the simple solution: Make it soyou can only use it if they have at least 2 cards on the field Or so that you can't use it on the first turn, or until the first time they have two cards out. At least it's a rare event, so it's not likely that anyone will have it anyway. I just did. Just today, I fought against Hunter in the tournament, and I had 'Bloidal Explosion, Lupehunter and Vyt while he only had Anti-Gravity Skull ON OUR FIRST ROUND. I didn't use 'Bloidal Explosion for the sake of prolonging the match (at least technically).
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Post by Rider on Sept 19, 2008 18:44:28 GMT -5
[glow=red,2,300]Okies, thanks Vyt. ^_^ 'bloidal Explosion is re-written so it can't be used in the first couple rounds.[/glow]
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Post by Amneiger on Dec 27, 2008 3:26:05 GMT -5
*casts Resurrect Thead * UncommonDunbarrow Knight (light) HP: 11 (L)(*) Longsword - 4 damage For chivalry and honor!RareDunbarrow Champion (light) HP: 12 Special Ability: Courage - As long as Dunbarrow Champion is in play, your opponent can't force your Fighters to retreat. (L)(*) Greatsword - 4 damage (L)(*)(*) Riposte - Block half the damage from the opposing active Fighter's next attack (rounded up). If the opposing Fighter attacks, they take half the damage their attack deals (rounded up). To me, fellow warriors!CommonNinja Apprentice (dark) HP: 5 Special Ability: Escape rope - Ninja Apprentice doesn't pay a retreat cost. (D)(*) Wakizashi - 4 damage Attack your enemy where he is unprepared, appear where you are not expected. UncommonNinja Warrior (dark) HP: 8 Special Ability: Smoke bomb - Ninja Warrior doesn't pay a retreat cost. (D) Poison - The opponent is now poisoned. (D)(*) Wakizashi - 4 damage When the enemy is at ease, be able to weary him; when well fed, to starve him; when at rest, to make him move. Appear at places to which he must hasten; move swiftly where he does not expect you. RareNinja Master (dark) HP: 10 Special Ability: Disappear - Ninja Master doesn't pay a retreat cost (D)(D)(D)(D) Shuriken - 5 damage. Target one of your opponent's benched allies. This attack does 2 damage to them. And therefore those skilled in war bring the enemy to the field of battle and are not brought there by him.RareNinja Gymnastics Instructor (dark) HP:10 Special Ability: Blur - Ninja Gymnastics Instructor doesn't pay a retreat cost. (D)(D)(D) Agility - 3 damage. Block the next 3 damage. Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponent's fate.UncommonPirate Sailor (water) HP: 9 (*)(*) Cutlass - 4 damage (W)(W) Pillage - The opposing fighter discards an energy card. Avast, matey!RarePirate Captain (water) HP: 13 (W)(*) Recruit - Discard an energy. Search your deck for any Fighter with the word "Pirate" in their name and play it directly to your bench. (W)(*)(*) Flintlock Pistol - 5 damage X markes the spot!CommonMercenary Recruit (colorless) HP:5 (*)(*) Sidearm - 3 damage. (*) Bandage - Heal 2 damage. I have to do how many pushups?UncommonMercenary Soldier (colorless) HP: 9 (*)(*) Shotgun - 4 damage. (*) Bandage - Heal 2 damage. We better get paid for this.RareMercenary Commander (colorless) HP: 14 Special Ability: Rally - As long as Mercenary Commander is in play, your opponent can't force your Fighters to retreat. (*)(*)(*) Chaingun - Roll a die and add 1. Deal this much damage to your opponent. Onward to glory! Onward to victory!CommonAnnoyance Roll a dice. On 1-2, your opponent's active Fighter is poisoned. On 3-4, your opponent's active Fighter is asleep. On 5-6, your opponent's active Fighter is paralyzed. Make...it...STOP! RareBerserk Your active Fighter loses an amount of HP of your choosing. Your opponent's active Fighter takes damage equal to this amount. ROAR. >ORarePeace Through Superior Firepower For this turn, your active Fighter deals 1 more damage for each energy card attached to it. Sorry if I've submitted Annoyance or Peace Through Superior Firepower before; I don't quite remember. And I know that Sun Tzu was Chinese and ninja are Japanese, but hey, Rule of Cool. ^_^ And I have a possible rewording of the definition of Sleep from the rules thread. Pirate Sailor and Pirate Captain need better flavor text. Any suggestions?
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Post by Amneiger on Dec 27, 2008 13:36:21 GMT -5
Krisseh, what do you mean by defend?
I assume that the part about dealing one point of damage applies to your opponent's active Fighter.
Edit: Wait, you deleted your post. >_>
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Post by Jina on Jan 4, 2009 0:00:59 GMT -5
Revival eh? I guess I'll post the things I have been saving then =P Demon General (*) Rare HP: 8 Special - Demon Kinship: When this Fighter recieves damage, share the damage evenly between all cards on the field with the power Demon Kinship. If the recieving Fighter is Active, round the damage up. If the recieving Fighter is Benched, round the damage down. (*)(*)(*) Demonic Blast - 2 Damage for every card on the field with the power Demon Kinship. (*) Long-Term Strategy - Retreat this card free of cost. The new Active Fighter heals 1 HP for every turn this card is in play. This effect cannot be stacked.
Demon Necromancer (D) Uncommon HP: 6 Special - Demon Kinship: When this Fighter recieves damage, share the damage evenly between all cards on the field with the power Demon Kinship. If the recieving Fighter is Active, round the damage up. If the recieving Fighter is Benched, round the damage down. (*) Revive - Select any attack from any Fighter in your discard pile. If you have more than the number of energies required for that attack, use it's effect (you may discount the type of energy)
Demon Illusionist (L) Uncommon HP: 6 Special - Demon Kinship: When this Fighter recieves damage, share the damage evenly between all cards on the field with the power Demon Kinship. If the recieving Fighter is Active, round the damage up. If the recieving Fighter is Benched, round the damage down. (*)(*)(*) Illusion - When this card is next attacked, your opponent rolls a dice. If the result is greater than 3, the attack is stopped and your opponent's Active Fighter recieves 3 damage. If the result is 1, do an additional 1 damage to this card.
Demon Fire Mage (F) Common HP: 4 Special - Demon Kinship: When this Fighter recieves damage, share the damage evenly between all cards on the field with the power Demon Kinship. If the recieving Fighter is Active, round the damage up. If the recieving Fighter is Benched, round the damage down. (*)(*) Fireball - 3 Damage
Demon Earth Mage (E) Common HP: 4 Special - Demon Kinship: When this Fighter recieves damage, share the damage evenly between all cards on the field with the power Demon Kinship. If the recieving Fighter is Active, round the damage up. If the recieving Fighter is Benched, round the damage down. (*)(*) Gravel Shot - Roll a dice. This does half the roll, rounded up, plus one damage.
Demon Water Mage (W) Common HP: 4 Special - Demon Kinship: When this Fighter recieves damage, share the damage evenly between all cards on the field with the power Demon Kinship. If the recieving Fighter is Active, round the damage up. If the recieving Fighter is Benched, round the damage down. (*)(*) Raincloud - 1 Damage. Each turn for the next 2 turns (not including this one), your opponent's Active Fighter recieves an additional 1 damage. This effect can stack.
Demon Light Mage (L) Common HP: 4 Special - Demon Kinship: When this Fighter recieves damage, share the damage evenly between all cards on the field with the power Demon Kinship. If the recieving Fighter is Active, round the damage up. If the recieving Fighter is Benched, round the damage down. (*)(*) Bright Blast - 2 Damage. Roll a dice. If the result is even, your opponent's Active Fighter is paralyzed.
Demon Air Mage (A) Common HP: 4 Special - Demon Kinship: When this Fighter recieves damage, share the damage evenly between all cards on the field with the power Demon Kinship. If the recieving Fighter is Active, round the damage up. If the recieving Fighter is Benched, round the damage down. (*)(*) Buffet - Select up to five of your opponent's Fighters. Each Fighter recieves 1 damage. You may not choose the same fighter twice.
Demon Dark Mage (D) Common HP: 4 Special - Demon Kinship: When this Fighter recieves damage, share the damage evenly between all cards on the field with the power Demon Kinship. If the recieving Fighter is Active, round the damage up. If the recieving Fighter is Benched, round the damage down. (*)(*) Draining Beam - 2 Damage. Heal any of your fighters 1 HP.
Demon Invasion Ev. Rare Cut the current health of all your in-play Fighters by a half, and give them this power: Special - Demon Kinship: When this Fighter recieves damage, share the damage evenly between all cards on the field with the power Demon Kinship. If the recieving Fighter is Active, round the damage up. If the recieving Fighter is Benched, round the damage down.
Diplomacy Ev. Commmon When you play this card, leave it in play. So long as this card is in play, neither you nor your opponent may attack. You or your opponent may choose to discard 2 cards from your hand to send this card to the discard pile.
Anester (*) Uncommon HP: 7 (*) Pickpocket - Roll a dice. If the result is 2 or less, deal 1 damage to this card. If the result is 3 or more, randomly select a card from your opponent's deck. If the card is an Energy, attach it to this card. If the card is a Fighter, discard the Fighter. If the card is an Event, roll a dice. If the result is even, add it to your hand. If the result is even, add it to your opponent's hand. (*)(*) Monkey Punch - Roll a dice, and do damage equal to half the damage rounded up. If the result is even, your Opponent's Active Fighter is Asleep.
The Killer of Tabloid Town (A) Uncommon HP: 7 Special - Hidden Identity: When this card is attacked, roll a dice. If the result is 4 or less, pass the damage to your Benched Fighter with the most HP. This card may be retreated free of cost. (A) Swift Strike - 2 Damage (A)(A)(*) Killing Spree - Roll a dice for every Benched Fighter belonging either to you or your opponent. If the result is even, discard that Fighter along with any cards attached to it. Heal this card 1 HP for every Fighter discarded.
Sausage Inna Bun Ev. Rare Roll 4 dice. For every even result, select one status effect. Your Opponent's Active Fighter recieves this effect.
Entwuffese Throwing Cards Ev. Uncommon Discard a card from the top of the deck, and do 1 damage to your opponent's Active Fighter. You may discard a card from you hand to do an additional 2 damage. If you discard a card from your hand you may discard an energy from your Active Fighter to do an additional 4 damage, and if you discard an energy you may discard a fighter from your bench along with any energies attached to it to do 2 damage to all of your opponent's Benched Fighters.
Pressurised Energy Tank Ev. Rare Attach this card to any of your fighters. This card counts as 6 energies of a single type. If that card uses an attack, reduce the number of energies this counts as by the number of energies (colourless or as the chosen type for this card) used in the attack.
The Underdeep Ev. Uncommon When you play this card, leave it in play. At the start of each players turn, the player rolls a dice. If the result is even, that player discards a card. If they have no cards in their hand, they do not draw instead. If the result is one, this card is discarded. At the start of each turn this card is in play, all cards with "Underdeep" in their name gain one HP.
Underdeep Swarm (D) Rare HP: 12 Special: Dread - Roll a dice. If the result is even, your opponent ust discard cards from their hand equal to half the number on the roll. If the result is odd, your opponent must discard a card from their deck. (D) Plague - Your opponent must discard a card from their hand when they next attack. (D)(D) Bite - 3 Damage. Heal 1 HP.
Generic 'Bloider (*) Uncommon HP: 1 Special: Be eaten - Discard this card and everything attached to it (this does not count as a KO). Select one of your fighters in play. The Maximum HP of that fighter is increased by 1. Heal that fighter to full HP. This power can be used at any time durig your turn. (*)(*) Asplodey - 5 Damage. Discard this card and any cards attached to it (this does not count as a KO). You may not use this on the turn this card becomes Active.
Manhunt Ev. Rare Select one of your opponent's benched Fighters and shuffle it into your deck. When you pick up the Fighter, it is placed as your opponent's Active Fighter on 1 HP (Return your opponent's previous Active Fighter and all cards attached to it to their hand). You may not attack the turn you draw the selected Fighter. You'd think the would have at least considered the bank...
Ambush Ev. Uncommon Switch your Active Fighter with one of your Benched Fighters. Deal 1 damage to your opponent's Active Fighter for every energy attached to your new Active Fighter. You may not attack this turn.
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Post by Amneiger on Jan 4, 2009 0:56:47 GMT -5
Entwuffese Throwing Cards does a lot of damage; maybe make it a rare and lower the damage amounts a little?
Generic Bloider should probably be a rare instead of an uncommon. And it should probably do either less damage or cost more energy for Asplodey.
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Post by Jina on Jan 4, 2009 7:03:32 GMT -5
Entwuffese Throwing Cards, upon review, should probably do 1 and 2 damage on the first two and only 2 to all benched... but I'll leave the four, because discarding an energy from your Active can do alot more damage than it seems at first, because it basically puts you behind a turn back on your energy input. As for the rarity, I'll leave it at uncommon and if it needs to be pushed up it can be.
Generic Bloider... I'll make it so that it can't use Asplodey when it first becomes Active, and add an energy to it. That way your opponent gets a nice easy chance to kill it. But the rarity I'll leave for the sam reason as ETC.
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Post by Vyt: Down, but Not Out on Jan 4, 2009 7:29:19 GMT -5
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Post by Jina on Jan 4, 2009 17:52:22 GMT -5
Ah, I see. But the trouble with the other one is that it's another 5-3-2 card, and there are quite a few of those around =P I never really thought of the rarity having much to do with a name. There's a 1st edition "Generic Fire User" which is rare. Most of them are. There's PET, which I kinda liked the effect of and coulnd't think of a better name for, then there's Ambush, which is the same thing but a bit more... generic >.> And ETC is only in the name. But the rest comes from the NTWF.
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Post by Sock on Jan 13, 2009 1:11:34 GMT -5
Common Sock (Colorless) HP: 5 (*) (*) CAPS LOCK - 2 Damage (F) Debater Fury - 3 Damage And we thought she was mild-mannered...
I hope I did that right and that it's not too late, hah. And if I can't do Colorless, feel free to make it Fire.
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