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Post by PFA on Jun 23, 2008 9:29:12 GMT -5
Here's my deck. :3 1 - PFA 2 - Weewoid 3 - Weewoid 4 - Evil Eye 5 - Evil Eye 6 - Ginz 7 - Sacred Weewoo 8 - Sacred Weewoo 9 - Lightning Mage 10 - Lightning Mage 11 - Blackbird 12 - Blackbird 13 - Ninja Teleport 14 - Leocookies 15 - Light Energy 16 - Light Energy 17 - Light Energy 18 - Light Energy 19 - Light Energy 20 - Light Energy 21 - Light Energy 22 - Light Energy 23 - Light Energy 24 - Dark Energy 25 - Dark Energy 26 - Dark Energy 27 - Dark Energy 28 - Dark Energy 29 - Dark Energy 30 - Dark Energy *so not obsessed with Light and Dark* >_>
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Post by Shadaras on Jun 23, 2008 12:05:09 GMT -5
My turn, I suppose.
1- Dark 2- Fire 3- Dark 4- Fire 5- Dark 6- Fire 7- Dark 8- Fire 9- Dark 10- Fire 11- Dark 12- Dark 13- Dark 14- Dark 15- Dark 16- Shiva 17- Weewoid 18- TT Zombie 19- Mobster - Firepower 20- Evil Eye 21- Anti-Gravity Skull 22- Zombie Penguin 23- Plasma Puff 24- Amneiger 25- Shade 26- Ninja Teleport 27- Poison Cloud 28- Freeze 29- Pink Emo Corner 30- Blackbird
003: Shiva (Dark) HP: 7 Special Power: Demonic Speed – This Ally does not pay a retreat cost. (D) Demon Hooves – 2 Damage “No, Shiva, that’s not edible, that’s Leoness.”
006: Weewoid (Dark) HP: 5 (D) Mothership Frequency – Heal 2 HP (D) Psychic Toss – 2 Damage
012: Tabloid Town Zombie (Dark) HP: 5 (D)(D) Brain Brunch – 4 Damage (D) Limb Snatch – Heal 2 HP My pet zombie hates your guts but loves your brain.
013: Mobster - Firepower (Fire) HP: 5 (*)(*)(*) Bullet Barrage – 4 Damage (*)(*) Bulletproof Vest – Prevent the next 2 Damage
024: Evil Eye (Dark) HP: 6 (D)(D) Foresight – Look at your opponent’s hand. (D) Swoop - 2 Damage The eye has seen many things that others weren't meant to see.
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!?
083: Zombie Penguin (Dark) HP: 7 (D) Demon Breath – 2 Damage. Roll a die. If the result is 2 or less, the target is now poisoned. All it wants is a hug. Honest!
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!
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
205: Shade (Dark) HP: 5 (D) Savucu – 1 Damage (D)(D)(F) Dark Phoenix – Switch this Ally with a benched Ally. Roll a die. This Ally cannot be switched as the active Ally for a number of turns equal to the result. At the beginning of your next turn, deal 4 Damage to your opponent’s active Ally. I'm not a demon! Or a lady! Stop calling me those things!
042: Ninja Teleport Instantly switch your contending ally with an ally on your bench. Now you see me, now you d-*poof*
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...
114: Pink Emo Corner Heal all of your Dark-type allies in play by 2 HP *sobs* =D
188: Blackbird Gives +1 HP to all Dark-type Allies on play. Blackbird, fly, into the light of a dark, black night...
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Post by Kathleen on Jun 23, 2008 13:09:20 GMT -5
Um. Alright. I believe I've figured this out. Someone tell me if it's wrong; I've never done anything like this before. EDIT: Thank you, Scar. >.>; Neat Formatting
1. Dark 2. Dark 3. Dark 4. Dark 5. Dark 6. Dark 7. Dark 8. Dark 9. Dark 10. Water 11. Water 12. Water 13. Water 14. Water 15. Water
16. The Black Beedakoodle 17. Shiva 18. Pirate Crewman 19. The Thing from the Tabloids 20. PFA 21. Nimbostratus 22. Drizzlet 23. Tabloid Town Pierat 24. Weewoid 25. Evil Eye
26. Treasure Hunt 27. Leocookies 28. Pink Emo Corner 29. Blackbird 30. Neutralizer
Reference (because as if I could keep these all straight..)
003: Shiva (Dark) HP: 7 Special Power: Demonic Speed - This Ally does not pay a retreat cost. (D) Demon Hooves – 2 Damage “No, Shiva, that’s not edible, that’s Leoness.”
022: Pirate Crewman (Water) HP: 5 (*)(*) Cutlass - 3 Damage (W) Water Bomb - 2 Damage Yo ho, yo ho, a pirate's life for me!
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!
082: PFA (Dark) HP: 5 (D) Sneak Attack - 2 Damage (*)(*) Katana Slash - 3 Damage This ninja gear isn't just for show, you know.
020: Nimbostratus (Dark) HP: 4 (D)(D) Approaching Storm – 2 Damage. Heal 2 HP (*)(*) Lightning Whip - 3 Damage
018: Drizzlet (Water) HP: 5 (W) Deluge - 3 Damage (W)(W) Raindrops on Roses - Heal 3 HP to any Ally in play
024: Evil Eye (Dark) HP: 6 (D)(D) Foresight – Look at your opponent’s hand. (D) Swoop - 2 Damage The eye has seen many things that others weren't meant to see.
039: Treasure Hunt Draw two cards. Aye, thar be shinies in that chest!
044: Leocookies 4 HP to one fighter. The ambrosia of the gods… but not liquid… and cookies.
114: Pink Emo Corner Heal all of your Dark-type allies in play by 2 HP *sobs* =D
188: Blackbird (Dark) Gives +1 HP to all Dark-type Allies on play. Blackbird, fly, into the light of a dark, black night . . .
131: Neutralizer Your active Ally is no longer poisoned.
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Post by ♥ Rain on Jun 23, 2008 20:03:02 GMT -5
So. I made a deck. That was fun. Now let's hope my lack of diversification won't harm me. Oh, well. >__> 1. Water Energy 2. Water Energy 3. Water Energy 4. Water Energy 5. Water Energy 6. Water Energy 7. Water Energy 8. Light Energy 9. Light Energy 10. Light Energy 11. Light Energy 12. Light Energy 13. Light Energy 14. Light Energy 15. Light Energy 16. The Black Beekadoodle 17. The Black Beekadoodle 18. Lightning Mage 19. Commoner Kitten 20. Commoner Kitten 21. Scarven, Rogue Chronomancer 22. Scarven, Rogue Chronomancer 23. Scarven, Rogue Chronomancer 24. Drizzlet 25. Drizzlet 26. Ninja Teleport 27. Ninja Teleport 28. Concentrate Energy 29. Frag Grenade 30. Leocookies
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Post by Elcie on Jun 23, 2008 20:32:11 GMT -5
Yay deck. =D This looks like fun. 1. Water Energy 2. Water Energy 3. Water Energy 4. Water Energy 5. Water Energy 6. Water Energy 7. Water Energy 8. Water Energy 9. Air Energy 10. Air Energy 11. Air Energy 12. Air Energy 13. Air Energy 14. Air Energy 15. Air Energy 16. Drizzlet 17. Cove Mermaid 18. Pirate Crewman 19. The Black Beekadoodle 20. Mobster - Watergunslinger 21. Ninja Henchman 22. Piranha Crow 23. Wingwoo 24. Mobster - Biplane Assassin 25. Stal's Whiteboard 26. Treasure Hunt 27. Ninja Teleport 28. Energy Transfer 29. Tea Party 30. Rainbow Prism
Allies
Drizzlet (Water) HP: 5 (W) Deluge - 3 Damage (W)(W) Raindrops on Roses - Heal 3 HP to any Ally in play
Cove Mermaid (Water) HP: 5 (W)(*) Water Jet - 3 Damage (W) Revitalize - Heal 2 HP to any Ally in play.
Pirate Crewman (Water) HP: 5 (*)(*) Cutlass - 3 Damage (W) Water Bomb - 2 Damage Yo ho, yo ho, a pirate's life for me!
The Black Beekadoodle (Water) HP: 7 Special Power: Take Flight - The Black Beekadoodle does not have to pay a retreat cost (W) Mystic Mist - 3 Damage Wow, you shot that merc in a perfect parabola!
Mobster - Watergunslinger (Water) HP: 5 (W) Jet Spray - 3 Damage (W)(W) Water Cannon – 2 Damage. Roll a 6-sided die. If the result is even, this attack does 4 Damage.
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.
Piranha Crow (Air) HP: 4 (A) Peck - 2 Damage (A)(*) Aerial Swoop - 3 Damage C-caw, c-caw!
Wingwoo (Air) HP: 5 (A)(A) Blustery Gale - 1 Damage. This attack continues for 3 turns. (*)(*)(*)(*) Dive Bomb – 2 Damage. Look at your opponent's hand.
Mobster - Biplane Assassin (Air) HP - 5 (F)(F) Grenade Drop – 4 Damage (A) Dogfight - 2 Damage Historical accuracy is secondary to shooting accuracy.
Stal’s Whiteboard – Air HP – 5 (A) Wall of Text - 2 Damage. The target is now asleep (*)(*) Works Cited – 3 Damage
Events Treasure Hunt Draw two cards. Aye, thar be shinies in that chest!
Ninja Teleport Instantly switch your contending ally with an ally on your bench. Now you see me, now you d-*poof*
Energy Transfer Select an energy card from one of your allies and attach it to a different ally.
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?
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.
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Post by Killix on Jun 24, 2008 12:16:12 GMT -5
That card is uncommon, you're only allowed to have commons in your starter deck.
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Post by Dice on Jun 24, 2008 13:47:53 GMT -5
1. Dark Energy 2. Fire Energy 3. Dark Energy 4. Dark Energy 5. Dark Energy 6. Dark Energy 7. Fire Energy 8. Fire Energy 9. Dark Energy 10. Fire Energy 11. Fire Energy 12. Fire Energy 13. Dark Energy 14. Dark Energy 15. Dark Energy
16. Shiva 17. Tabloid Town Zombie 18. Pyro 19. Midknight--Shadow Mage 20. Ikkin 21. Commoner Kitten 22. Sammy Cysso 23. Fake Treasure Chest 24. The Thing from the Tabloids 25. Bob--OMG
26. Treasure Hunt 27. Frag Grenade 28. Pink Emo Corner 29. Frag Grenade 30. Call to Arms
Reference:
003: Shiva (Dark) HP: 7 Special Power: Demonic Speed - This Ally does not pay a retreat cost. (D) Demon Hooves – 2 Damage “No, Shiva, that’s not edible, that’s Leoness.”
191: Midknight - Shadow Mage (Dark) HP: 7 Special Power: Darkness Falls - Roll a die before each attack, if the result is 6, that attack gets +1 Damage. (*) (*) Cutlass Slash - 3 Damage
012: Tabloid Town Zombie (Dark) HP: 5 (D)(D) Brain Brunch – 4 Damage (D) Limb Snatch – Heal 2 HP My pet zombie hates your guts but loves your brain.
284: Pyro (Fire) HP: 5 (F)(F) Flameblade: 3 Damage (*) Dunburrow's Fealty: Heal 2 HP. Veni, vidi, vici, or, I hope you like that loss with a side of scorching.
185: Ikkin (Fire) HP: 5 (F) Fireball – 2 Damage (F)(F) Fire Sword – 2 Damage. Roll a die. If the result is odd, this attack deals 4 Damage instead.
087: Commoner Kitten (Colorless) HP: 6 (*)(*) Basic Attack – 4 Damage Nothing special.
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.
027: Fake Treasure Chest (Colorless) HP: 6 (*)(*) Rolling Tackle – Roll a die. This attack deals Damage equal to the result (*)(*)(*) Item Chomp – Discard an energy card from this Ally. Your opponent discards a card from their hand.
086: Bob-OMG (Fire) HP: 3 Special Power: Detonate - When this Ally is KO'd, deal 5 Damage to your opponent's active Ally and 1 Damage to your benched Allies. (F) Roll - 2 Damage Eeeoouueeeii!
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!
039: Treasure Hunt Draw 2 cards. Aye, thar be shinies in that chest!
040: Frag Grenade (x2) Deal 2 Damage to your opponent's active Ally. Nothing gets the job done like a face full of scrap metal.
114: Pink Emo Corner Heal 2 HP to all of your Dark–type Allies in play *sobs* =D
053: Call to Arms Search your deck for a Common Ally. Place that Ally into your hand Sometimes, the outcome of battle is a simple matter of mathematics. There is great strength in numbers.
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Post by Dan on Jun 25, 2008 13:29:53 GMT -5
1. Earth Energy 2. Earth Energy 3. Earth Energy 4. Earth Energy 5. Earth Energy 6. Earth Energy 7. Earth Energy 8. Earth Energy 9. Light Energy 10. Light Energy 11. Light Energy 12. Light Energy 13. Light Energy 14. Light Energy 15. Light Energy
16. Dan (E) 17. Ginz (L) 18. Rock Serpent (E) 19. Lightning Mage (L) 20. Scarven, Rogue Chronomancer (L) 21. Cyborg, Earth Mage Extraordinaire (E) 22. Vyt (E) 23. Muffin Monster (E) 24. Weewood (E) 25. Sacred Weewoo (L)
26. Call to Arms 27. Treasure Hunt 28. Frag Grenade 29. Ninja Teleport 30. Concentrate Energy
104: Dan (Earth) HP: 5 (E) Fanboy Spaz Attack - 2 Damage (*)(*) Team Cleric - Heal 3 HP to any Ally in play. If Ginz is on the bench, heal 6 HP instead. OMGLOSTSMOKEMONSTERTHEOTHERS4815162342
105: Ginz (Light) HP: 5 (L) Overenthusiastic Glomp - 2 Damage (*)(*) Team Cleric - Heal 3 HP to any Ally in play. If Dan is on the bench, heal 6 HP instead. Less than three, she loves you. <3
059: Rock Serpent (Earth) HP: 6 (*) Fang Attack - 2 Damage (E)(E) Tremor – 3 Damage. Target an opponent’s benched Ally. This attack deals 1 Damage to the target. And they thought I was crazy when I told them the rocks were breathing...
065: Lightning Mage (Light) HP: 5 (L) Bolt - 2 Damage (L)(L)(*) Thunderstorm – 3 Damage. Roll a die. If the result is 2 or less, this attack does 5 Damage instead. Anger me, and I shall summon a force greater than a thousand microwaved forks upon thee.
077: Scarven, Rogue Chronomancer (Light) HP: 5 Special Power: Chronoshift – This Ally does not pay a retreat cost. (*) Blink Strike - 2 Damage (L)(L) Slow Shell - The target is now paralyzed
190: Cyborg, Earth Mage Extraordinaire (Earth) HP: 6 (*) Cutlass Slash - 2 Damage (*)(E)(E) Earthquake – Roll a die. If the result is even, this attack deals 3 Damage. If the result is odd, the target is now paralyzed. Yo ho ho and a bottle of, HEY GIVE ME MY RUM!!!!
212: Vyt (Earth) HP: 6 Special Power: Slither – Whenever this Ally is switched from benched to active, roll a die. If the result is 4 or more, deal 2 Damage to the opponent’s active Ally. (*)(*) Tackle - 3 Damage "Mmmyes, that sounds very nice... *wanders off*"
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!
Weewood (Earth) HP: 6 (*)(*) Spine Slam – 2 Damage. Roll a die. If the result is 3 or more, this attack does 4 Damage instead. (E) Leech Spore – 1 Damage. Heal 1 HP
009: Sacred Weewoo (Light) HP: 4 (L)(L)(L)(L) Sacrifice – Discard this Ally. Restore all HP to your Allies in play. This does not count as a KO (L) Blessed Beak Beam – 2 Damage.
053: Call to Arms Search your deck for a Common Ally. Place that Ally into your hand Sometimes, the outcome of battle is a simple matter of mathematics. There is great strength in numbers.
039: Treasure Hunt Draw 2 cards. Aye, thar be shinies in that chest!
040: Frag Grenade Deal 2 Damage to your opponent's active Ally. Nothing gets the job done like a face full of scrap metal.
042: Ninja Teleport Switch your active Ally with a benched Ally. Now you see me, now you d-*poof*
116: Concentrate Energy You may attach 1 more energy card this turn.
I think that's okay. I just don't know if it's any good. XD
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Post by Amneiger on Jun 29, 2008 4:12:16 GMT -5
I should probably make a deck now. 10 Fire Energy 5 Light Energy Amneiger ( ) Commoner Kitten Ginz Griffpun Fake Treasure Chest Ikkin Killix Pyro Scarven, Rogue Chronomancer Spaceman Strife Concentrate Energy Frag Grenade Leocookies Leocookies Tornado
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Post by Deleted on Jun 29, 2008 12:06:35 GMT -5
8x Dark Energy 7x Light Energy
DARK 003: Shiva (x2) 012: Tabloid Town Zombie 170: The Thing from the Tabloids 021: Sablones
LIGHT 095 : Hai Gao 282: Squiesh 288: Bettyming (x2)
COLORLESS 099: Killix
EVENTS 053: Call to Arms (x2) 080: Tornado 114: Pink Emo Corner 186: Rainbow Prism
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Post by Rider on Jun 29, 2008 12:24:25 GMT -5
[glow=red,2,300](Psst, Sabs, Colorless energy doesn't exist. >.>; Putting elemental energy in would be to your benefit anyway.) [/glow]
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Post by Mr. Meepit's Puppet on Jul 1, 2008 6:17:32 GMT -5
My deck is filled with common cards, Anyway: 1. Earth Energy 2. Earth Energy 3. Earth Energy 4. Earth Energy 5. Earth Energy 6. Earth Energy 7. Earth Energy 8. Earth Energy 9. Earth Energy 10. Earth Energy 11. Earth Energy 12. Earth Energy 13. Earth Energy 14. Earth Energy 15. Earth Energy 16. Meepit 17. Meepit 18. Vyt 19. Rock Serpent 20. Rock Serpent 21. Jelly Llama 22. Jelly Llama 23. Muffin Monster 24. Muffin Monster 25. Tamia Wendfeld 26. Cyborg, Earth Mage Extraordinaire 27. Frag Grenade 28. Frag Grenade 29. Frag Grenade 30. Frag Grenade
That okay? EDIT: Easy to readness added
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Post by Deleted on Jul 1, 2008 15:04:45 GMT -5
Guess I'll post mine then! Energies Water x 7 Earth x 9
Allies Tamia Wendfeld Nature the Freezemancer Hunter Vyt Patjade Weewood Commoner Kitten Fake Treasure Chest Killix
Events Leocookies Treasure Hunt Call to Arms Poison Cloud Neutralizer
Haha, I have Leocookies in my deck, but I saw them and typed Leoness under Allies instead xD. Major mistake.
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Post by Psycho on Jul 2, 2008 10:16:17 GMT -5
1. Wingwoo (A) 2. Sparx (F) 3. Galeforce (A) 4. Stal's Whiteboard (A) 5. Bob-OMG (F) 6. Commoner Kitten (C) 7. Lupehunter (F) 8. Lupehunter (F) 9. Goosh (A) 10. Killix (C) 11. Tornado 12. Disastrous Typo 13. Leocookies 14. Sleight of Hand 15. Monologue 16. Neutralizer 17. Air 18. Air 19. Air 20. Air 21. Air 22. Air 23. Air 24. Fire 25. Fire 26. Fire 27. Fire 28. Fire 29. Fire 30. Fire
008: Wingwoo (Air) HP: 5 (A)(A) Blustery Gale – 1 Damage. This attack continues for 3 turns. (*)(*)(*)(*) Dive Bomb – 2 Damage. Look at your opponent's hand.
017: Sparx (Fire) HP: 5 (*)(*)(*) Ash Storm – Roll a die. This attack deals Damage equal to the result (F)(F) Firestorm – 3 Damage
086: Bob–OMG (Fire) HP: 3 Special Power: Detonate – When this Ally is KO'd, deal 5 Damage to your opponent's active Ally and 1 Damage to your benched Allies. (*) Roll – 2 Damage Eeeoouueeeii!
070: Stal’s Whiteboard (Air) HP: 5 (A) Wall of Text – 2 Damage. The target is now asleep (*)(*) Works Cited – 3 Damage
019: Galeforce (Air) HP: 5 (A)(A) Cyclone – 4 Damage (A)(*)(*) Blown Away – Your opponent must switch their active ally with a benched ally.
087: Commoner Kitten (Colorless) HP: 6 (*)(*) Basic Attack – 4 Damage Nothing special.
099: Killix (Colorless) HP: 7 Special Power: Rally – Whenever this Ally is benched from active, your current active Ally's attacks get +2 Damage for 4 turns. (*) Thwack – 2 Damage
207: Lupehunter (Fire) HP: 6 (F)(*) Firestorm Barrage – 3 Damage (F) Singe – 2 Damage Careful, I'm smoking dangerous
216: Goosh (Air) HP: 5 Special Power: Yurble Secret Talent – When this Ally comes into play, roll a die. If odd, heal 2 HP to any ally on field. If even, deal 2 Damage to any ally on opponent's field. (A)(*) Angry Flail – 3 Damage Betcha didn't know Yurbles could do THAT.
041: Sleight of Hand Roll 5 30–sided dice. Rearrange the order of the results to determine the order of cards for the next 5 card draws. An ace up my sleeve, insurance if you will.
044: Leocookies Heal 4 HP to any Ally in play. The ambrosia of the gods… but not liquid… and cookies.
080: Tornado Target one of your opponent's benched Allies. Your opponent must switch their active Ally with the target. No thanks! I'll play with you some other time.
162: Disastrous Typo Discard any number of energy cards from your hand. Draw that many cards. I meant jump! Aww, why does the H have to be so close to the J!?
112: Monologue Target any Ally in play. The target is now asleep..
131: Neutralizer Your active Ally is no longer poisoned.
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Post by Scar on Jul 8, 2008 1:05:39 GMT -5
I'm finally free enough to start playing so I guess it's time I posted my deck Neat Formatting
1. Dark 2. Light 3. Dark 4. Light 5. Dark 6. Light 7. Dark 8. Light 9. Dark 10. Light 11. Dark 12. Light 13. Light 14. Light
15. Scarven, Rogue Chronomancer 16. Shiva 17. Scarven, Rogue Chronomancer 18. Killix 19. Sablones 20. Killix 21. Ginz 22. Rose, Healer/Butt Kicker 23. Ginz 24. Rose, Healer/Butt Kicker
25. Sleight of Hand 26. Leocookies 27. Ninja Teleport 28. Leocookies 29. Ninja Teleport 30. Tornado
Card References
003: Shiva (Dark) HP: 7 Special Power: Demonic Speed - This Ally does not pay a retreat cost. (D) Demon Hooves – 2 Damage “No, Shiva, that’s not edible, that’s Leoness.”
077: Scarven, Rogue Chronomancer (Light) HP: 5 Special Power: Chronoshift – This Ally does not pay a retreat cost. (*) Blink Strike – 2 Damage (L)(L) Slow Shell – The target is now paralyzed
021: Sablones (Dark) HP: 7 Special Power: Portal – This Ally does not pay a retreat cost. (D) Gunplay – 2 Damage
099: Killix (Colorless) HP: 7 Special Power: Rally – Whenever this Ally is benched from active, your current active Ally's attacks get +2 Damage for 4 turns. (*) Thwack – 2 Damage
105: Ginz (Light) HP: 5 (L) Overenthusiastic Glomp – 2 Damage (*)(*) Team Cleric – Heal 3 HP to any Ally in play. If Dan is on the bench, heal 6 HP instead. Less than three, she loves you. <3
192: Rose, Healer/Butt Kicker (Light) HP: 5 (*) Bo Staff – 2 Damage (L)(L) Silver Glow – Heal 4 HP to any Ally in play.
041: Sleight of Hand Roll 5 30–sided dice. Rearrange the order of the results to determine the order of cards for the next 5 card draws. An ace up my sleeve, insurance if you will.
044: Leocookies 4 HP to one fighter. The ambrosia of the gods… but not liquid… and cookies.
042: Ninja Teleport Switch your active Ally with a benched Ally. Now you see me, now you d–*poof*
080: Tornado Target one of your opponent's benched Allies. Your opponent must switch their active Ally with the target. No thanks! I'll play with you some other time.
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