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Post by PFA on Jun 10, 2008 9:25:03 GMT -5
Ta-da. :3 I made an evolved PFA, and I actually managed to keep it as Uncommon rather than having to bump it up to Rare! (Well, if I got my points added up right, that is. I'm pretty sure I did...)
Tell me if you think I should change anything. Namely the second attack. XD;
UNCOMMON Yin-Yang PFA (Light) Evolves from PFA HP: 6 Special Ability: Healing Light - Heal 2 damage of any ally when Yin-Yang PFA first comes onto the field. (*)(*) Kunai - 3 damage (L)(L)(D)(D) Harmonization - 8 damage. Discard all energies attached to Yin-Yang PFA after use. A delicate balance of light and dark... Yin and Yang.
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Post by Killix on Jun 10, 2008 10:39:06 GMT -5
Commoner Kitten (colourless) HP: 6 (*)(*)(*) Basic Attack - 4 damage ~Nothing special.~
High Angle Backshot Attach this to a creature. When this creature attacks, discard this card and roll 1d6. If 5 or 6, add +3 damage to the attack.
Trap Door Attach this to a creature. When the creature with this card attached is active and your opponent places a creature on their bench, that creature is destroyed.
Downpour Each Water energy in play counts as 2 Water energies for 4 turns.
Wall of Fire Each Fire energy in play counts as 2 Fire energies for 4 turns.
Sandstorm Each Earth energy in play counts as 2 Earth energies for 4 turns.
Aura Shroud Each Light energy in play counts as 2 Light energies for 4 turns.
Black Hole Each Dark energy in play counts as 2 Dark enegies for 4 turns.
More cards. XD
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Post by Omni on Jun 10, 2008 20:47:22 GMT -5
A couple more.
Thin Armor Attach this card to your active creature. If attacked during your opponent's next turn, reduce damage to that creature by 1. Discard this at the start of your next turn.
Pick-Me-Up Attach this card to your active creature. If you deal damage when you attack, increase damage by 1. Discard this at the end of your turn.
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Post by Rider on Jun 10, 2008 21:29:20 GMT -5
[glow=red,2,300]Sorry for taking so long to reply. It mostly has to do with me getting distracted by secondhand-fangirling and shiny objects.
Killix, I encourage original characters being card'd, but only forumers can power-up. Can Crimson Snailord and Snailord be seperate cards? Without the Transform ability?
Omni - Moonlight Warrior was a card Ery made to show off his card-making abilities. it's not an official card. (But it is shiny and pretty.)
Thanks everyone. ^_^ I'm so happy. There's been such an outpouring of card-making. <3 Thank you so much.
(By the way, I still <3 new creature cards.)[/glow]
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Post by Tam on Jun 10, 2008 21:55:54 GMT -5
Mmkay, this is just an attempt. Tell me if I did something horribly wrong. >.>;
(Uncommon) Fred the Zombie (Dark) HP - 10 (D)(D)(D) Zombie Love - roll 1d6. If the outcome is 2 or above, heals 5 HP on any ally. If 1, deals 5 damage to the active ally. ..Hello. :3
I assumed that the average of that roll would be 5, whether that's in damage or healing. That might be wrong, though, I dunno. ^^;
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Post by Killix on Jun 10, 2008 22:12:11 GMT -5
[glow=red,2,300] Killix, I encourage original characters being card'd, but only forumers can power-up. Can Crimson Snailord and Snailord be seperate cards? Without the Transform ability? [/glow] They are seperate cards. Transform is a move that doesn't do any damage, but instead basically 'summons' the other card and gives it the old card's energies. It's not a power up.
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Post by Omni on Jun 10, 2008 22:19:16 GMT -5
(D)(D)(D) Zombie Love - roll 1d6. If even, heal 5 damage on any ally. If odd, deals 5 damage to the active ally. You mean 'deal 5 damage to the active enemy', right?
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Post by Amneiger on Jun 10, 2008 22:23:42 GMT -5
[glow=red,2,300]Thanks everyone. ^_^ I'm so happy. There's been such an outpouring of card-making. <3 Thank you so much. [/glow] But I was looking at the list of cards, and I noticed that some of them have a *** in front of their names. It looks like it means something like "needs editing," right? Anyway, a few more cards I thought of. Innocent Bystander (light) HP:3 Special: Flee - Innocent Bystander pays no retreat cost (*) Small, Fragile Twig - 1 damage Run away!Pirate RCP Flip a coin. If heads, 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 tails, 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?Can we make Innocent Bystander rare? Just to mess with people's heads?
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Post by Tam on Jun 10, 2008 22:55:06 GMT -5
(D)(D)(D) Zombie Love - roll 1d6. If even, heal 5 damage on any ally. If odd, deals 5 damage to the active ally. You mean 'deal 5 damage to the active enemy', right? No, actually. xD; It's a risky card. Edit: Although I suppose if that's too nasty, we could also go with only a roll of 1 resulting in damage.
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Post by Jina on Jun 10, 2008 23:07:04 GMT -5
Mmkay, this is just an attempt. Tell me if I did something horribly wrong. >.>; (Uncommon) Fred the Zombie (Dark) HP - 10 (D)(D)(D) Zombie Love - roll 1d6. If even, heal 5 damage on any ally. If odd, deals 5 damage to the active ally. ..Hello. :3I assumed that the average of that roll would be 5, whether that's in damage or healing. That might be wrong, though, I dunno. ^^; One question - How does it do damage to the opponent?
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Post by Killix on Jun 10, 2008 23:13:54 GMT -5
COMMON Griffpun (Colourless) HP: 5 Special: Roost. Heal 2 HP when Griffpun is sent from active to the bench. (*)(*) Rapidity - 3 damage. ~50% phoenix, 50% lion... 100% bad taste!~
UNCOMMON Griffair (Air) HP: 7 Special: Arial Pursuit. Add +1 damage for every Air energy attached to Griffair. (A)(A) Wind Cutter - 4 damage ~Lighter than a feather.~
UNCOMMON Griffglow (Light) HP: 7 (L) Eye Laser - 2 damage (L)(L) Ultraviolet - 4 damage. Roll a 1d6. If 1 or 6, opponent is paralyzed. ~A shining feather of justice!~
UNCOMMON Griffire (Fire) HP: 6 (F) Flame Pillar - 2 damage. Roll a 1d6. If even, opponent is burned. (F)(F)(F) Volcan Dive - 6 damage ~Rising from the ashes to smite with flame.~
UNCOMMON Griffvox (Dark) HP: 7 Special: Alternate Dimension. For every 2 Dark energies attached to Griffvox, reduce damage taken by 1. (D) Invertion - 2 damage. (D)(D)(*) Mysterious Fog - 5 damage. ~Stare into the endless vortex that is my dark, forboding gaze.~
UNCOMMON Griffrain (Water) HP: 9 (W)(*) Pressure Mist - 3 damage. (*)(*)(*) Liquify - 2 damage. Heal 1 HP ~A rainy day, now that is my kind of day.~
UNCOMMON Grifflore (Earth) HP: 10 Special: Legend. If there are any allies on your bench with "Griff" in their name, add +3 HP. (E)(E) Leafstorm - 4 damage. ~Doesn't exist. Is only a legendary myth.~
COMMON Disasterous Typo Discard an energy from your hand and redraw. ~I meant jump! Aww, why does the H have to be so close to the J!?~
RARE Roll Typhoon Roll a 1d6. The number you recieve determines the position on your opponent's bench which this card strikes. (starting from top to bottom, repeating) 8 damage. Discard after use. ~Lost platform run~
and since I forgot it in my last batch:
Hurricane Gale Each Air energy in play counts as 2 Air enegies for 4 turns.
Creature cards out the yin AND yang! I made one for each element. XD
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Post by Omni on Jun 10, 2008 23:17:25 GMT -5
Now for a few rare creatures
Blowhard Air HP: 10 Special: Strong gust - When Blowhard comes into play, switch your opponents active card with another card (A)(*) Buffeting Winds - 3 Damage (A)(A)(W) Wind Chill - 5 Damage, roll a die, is even, your opponent can't attack next turn
Guardian Angel Light HP: 15 Special: Protection - If your opponent uses an attack that hurts any creatures in your bench, apply half the damage (rounded down) to Guardian Angel instead (L) Soothing Presence - Flip a coin, if heads, the opponent falls asleep (*)(*) Defensive Strike - 4 damage
Geoterr Earth HP: 11 Special: Non-organic - Geoterr cannot be poisoned (E)(E)(E)(E) Earthquake - deal 6 damage to your active opponent and 2 damage to all benched creatures (including your own)
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Post by Jina on Jun 10, 2008 23:54:51 GMT -5
The Wall Earth HP:9 (*) Rebuild - Heal this card by one HP So... uhh... how do we get past this thing?
Shattering the Fourth Wall Discard four 'The Wall's from your hand. Then discard all creatures on your opponent's bench. The writer killed my monsters.
Crazy Fangirl Water HP:5 (W) Scream - 1 Damage Special: Fangirling - If this card is on the Bench, increase the health of your active creature by 2HP Ow, my ears.
Crazy Fanboy Fire HP:4 (F) Whistle - 2 Damage Special: Fanboying - If this card is on the Bench, increase the damage of your active creature's attacks by 2 He's nuts.
Muffin Monster Earth HP:4 (E) Muffin Bomb - 2 Damage (E)(E) Blueberry Shot - 2 Damage. Posion your opponent. Yum, Muffi- ARGHHHHH!
N Dark HP:3 (*) N Attack - 1 Damage Special: The NTWF - If this card, along with 'T','W', and 'F', is on the bench, roll a dice. If the result is greater than or equal to three, you win. If the result is less than 3, Discard your hand and all your benched creatures. Naughty nostalgic nachos
T Dark HP:3 (*) T Attack - 1 Damage Tiled trumpeting tomatoes
W Dark HP:3 (*) W Attack - 1 Damage Wild wishful watermelons
F Dark HP:3 (*) F Attack - 1 Damage Freaky flirtatious fish
INSANE! If the special effect of 'N' takes place, you may use this card to re-roll the dice. The NTWF
The Thing from the Tabloids Dark HP:3 Fear - 3 Damage Special: The Only Thing - You may only have one 'The Thing from the Tabloids' in your deck ARGH! Not the Thing from the Tabloids! (p.s. I hope the lack of power makes up for the lack of energies)
Cloud Cannon Air HP:2 (A)(A)(A)(A)(A) Cannon - Discard 5 energies from this card. If the health of this card is greater than 2, reduce the health of this card to two. 10 Damage. Special: Charging - Every time an air energy is attached to this card, double its health. KAPOOOFFF!
Snap! If your active pet and your opponent's active pet are the same type, you may attach all energies attached to your opponent's active creature to your active creature Mwahaha! All your cards are mine!
Poker Face Only play this card if you have an energy in your hand. If your opponent has no energies in their hand, randomly select one card from their hand and discard it. If your opponent does have a energy, you must both play your energies. If they are the same type, your opponent puts both energies on one of his benched creatures. Otherwise, you put both energies one of your benched creatures. My card is a- Hey, wait a minute!
21 Draw the 21st card from your deck. If that card has already been drawn, count this card as 2 energies of any type and attach it to your active creature. I hate counting cards
Hi-Lo If you have more energies attached to your active creature than your opponent has to their active creature, you may search your deck for an energy of any type and add it to your hand. If your opponent has more energies on their active creature than you have on your active creature, your opponent may search their deck for an energy of any type and add it to their hand. If you and your opponent have the same number of energies attached to your active creatures, discard all energies on both active creatures. High! Oh wait... no, I just can't count.
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
Speed Upgrade With this card, you may either: A - Search your deck for a powered-up forumer and add it to your hand B - Play a powered-up forumer directly to the bench without needing the forumer You may only have one 'Speed Upgrade' in your deck Weakness is never needed.
Gale Winds Return your opponent's active creature to their hand Okay, who was that?
Reversal Play this card along with any effect card to reverse the players the effect takes place upon .drac gnitseretni na tahW
Yes, I am a fan of using effects and combos. It makes things more fun.
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Post by Nature on Jun 11, 2008 9:27:23 GMT -5
Creatures:(Uncommon) Psychedelic Walrus (Light) HP: 5 (L)(*)Walrus Tooth - 4 damage (L)(L)(*)Psychedelics - 6 damage I am the Eggman - Revives KO'd cards on play with +2 HP. Goo goo g'joob.(Rare) Faerie of the North (Air) HP: 7 (A)(A)(L)Glitters - 5 damage (A)(A)(L)(L)Sweet Reverie - 6 damage Goodness - Roll a six-sided die. Even gives +3 HP to every Air-type card on play. Odd gives +3 HP to every Light-type card on play. The ditsiest and most fashionable of the faeries.(Rare) Faerie of the South (Light) HP: 8 (L)(L)Moonshine - 5 damage (L)(L)(L)Stardust - 7 damage Dance of the Universe - Roll a six-sided die. Even gives +5 HP to every Colorless-type card on play. Odd gives +5 damage to every Dark-type card of the opponent on play. The most powerful of all the faeries, she was a mistress of Light and vanquisher of the Darkness.(Rare) Faerie of the West (Dark) HP: 6 (D)(D)(W)Cursed Tears - 6 damage (D)(D)(D)(F)Anger - 7 damage Defying Gravity - Takes away 4 HP from all active cards of the opponent on play. How long must she hide in the darkness? How long must she bear the pain of her loss . . .?(Rare) Faerie of the East (Fire) HP: 5 (F)(F)Crippling Flames - 4 damage (D)(F)Dark Fire - 6 damage Tyranny - Takes away 3 HP from all of opponent's cards. Someone throw a house on her! Quick!(Common) Blackbird (Dark) Moment to be Free - Gives +2 HP to every Dark-type card on play when first enters field. Blackbird, fly, into the light of a dark, black night . . .(Rare)Generic Water Musician (Water) HP: 7 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 . . .(Rare) Rainbow-flavored Jelly Llama (Colorless) HP: 4 True Colors - Adds +1 HP to every Colorless-type card on play. A rainbow of joy in every llama.Forumer Card (There's one more?! ) (Uncommon) Miss Walrus (Water) Evolves from Nature the Freezemancer HP: 5 (W)(W)(W)Illusionist's Tricks: 5 damage Goo goo g'joob: 8 damage I am the Walrus: Takes away 2 HP from Fire-type cards on opponent's side when first comes on field. I am she as you are he and you are me and we are all together!Events(Common) Rainbow (Light) Prism: Adds +1 HP to all cards on play when first placed on field. 2% of NTWFers hate rainbows. If you are one of those 98% that love rainbows, scream 'WEEWOO!' as loud as you can.(Uncommon) Read and Review (Colorless) Lets you look at your opponent's deck. I'll review yours if you review mine, okay? I must've failed big time, ne? >_>
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Post by Tam on Jun 11, 2008 13:29:50 GMT -5
Mmkay, this is just an attempt. Tell me if I did something horribly wrong. >.>; (Uncommon) Fred the Zombie (Dark) HP - 10 (D)(D)(D) Zombie Love - roll 1d6. If even, heal 5 damage on any ally. If odd, deals 5 damage to the active ally. ..Hello. :3I assumed that the average of that roll would be 5, whether that's in damage or healing. That might be wrong, though, I dunno. ^^; One question - How does it do damage to the opponent? It... doesn't. ^_^; Can't we have cards that only affect the player's own hand?
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