Post by Spoon on Jun 30, 2008 2:53:50 GMT -5
(Well, somebody has to make one of these at some point)
Dark Energy x8
Earth Energy x8
Fire Energy x14
Dark
010:
Mage Manor Bat (Dark)
HP: 5
(*)(*) Echolocation – 3 Damage. Roll a die. If the result is 5 or more, this attack does 2 Damage instead.
(D)(D) Swarm – Roll a die. This attack deals Damage equal to the result minus 1
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.
026:
Anti–Gravity Skull (Dark)
HP: 6
(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!?
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
PFA (Dark)
HP: 5
(D) Sneak Attack – 2 Damage
(*)(*) Katana Slash – 3 Damage
This ninja gear isn't just for show, you know
006:
Weewoid (Dark)
HP: 5
(D) Mothership Frequency – Heal 2 HP
(D) Psychic Toss – 2 Damage
Earth
057:
Patjade (Earth)
HP: 5
Special Power: Charisma – When this Ally is in play, –1 to your Allies’ retreat costs
(E) Silver Arrow – 2 Damage
(E)(E) Rejuvenate – Heal 3 HP.
Administrator, janitor, babysitter, and assorted odd jobs.
058:
Elven Archer (Earth)
HP: 4
(E) Hunting Knife – 2 Damage
(E)(E) Sniper – 4 Damage. You may target any Ally in play. If you target a benched Ally, this attack does 2 Damage instead.
Legolas: Proof that androgyny is more elvish than pointy ears.
059:
Rock Serpent (Earth)
HP: 6
(*) Fang Attack – 1 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...
Water
056:
Sabertooth Fish (Water)
HP: 6
(W) Chomp – 2 Damage
(W)(W) Bubble Shield – Prevent the next 1 Damage.
Long thought to be extinct, Sabertooth Fish colonies have recently appeared again, presenting a danger to both pirates and tourists.
Fire
103:
Nova Storms (Fire)
HP: 5
(F)(F) Annihilate – 3 Damage
(*)(*) Electrocute – 2 Damage
Will you marry me?
207:
Lupehunter (Fire)
HP: 6
(F)(*) Firestorm Barrage – 3 Damage
(F) Singe – 2 Damage
Careful, I'm smoking dangerous
102:
Amneiger (Fire)
HP: 5
(F)(F) Dazzler – The target is now paralyzed.
(*)(*) Lab equipment – 3 Damage
"This isn't a pistol! This is a test tube!"
Sparx (Fire)
HP: 5
(*)(*)(*) Ash Storm – Roll a die. This attack deals Damage equal to the result
(F)(F) Firestorm – 3 Damage
Light
288:
Bettyming (Light)
Hp: 5
(L) Airhorn – 2 damage
(L)(L) Mocking - 4 damage.
The only thing we have to fear is fear itself. And Bettyming.
Air
None.
Colorless
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.
Hey, I found gold! Wait a minute... RUUUN!
(x2)
155:
Griffpun (Colorless)
HP: 5
Special Power: Roost – Whenever this Ally is benched, heal 2 HP.
(*)(*) Rapidity – 3 Damage.
50% phoenix, 50% lion... 100% bad taste!
Dark
None
Earth
None
Water
None
Fire
158:
Griffire (Fire)
HP: 6
(F) Flame Pillar – 2 Damage. Roll a die. If the result is even, the target is poisoned.
(F)(F)(F)(*) Vulcan Dive – 6 Damage
Rising from the ashes to smite with flame.
073:
Smoghoul (Fire)
HP: 7
(D)(F) Acrid Smoke – Roll a die. This attack deals Damage equal to the result
(F)(F) Smoke Ring Strangle – 2 Damage. Roll a die. If the result is odd, the target is now poisoned
Light
135:
Spoonguard (Light)
HP: 12
Special Power: Spoon Protection – Once a turn, any Damage dealt to any card with the word Spoon in the title is instead dealt to this Ally
(L)(L) Ladle – 4 Damage
Watch where you’re putting that spoon…
033:
Sunsnare (Light)
HP: 7
(L)(L) Solar Flare – 4 Damage
(*)(*) Refraction – Heal 3 HP
Air
None
Colorless
None
Dark
193:
Midknight – Shadow Assassin (Dark)
From Midknight – Shadow Mage
HP: 13
Special Power: Anger – Whenever this Fighter is dealt Damage, +1 Damage to Shadow Barrage, up to a maximum of +3, until the end of the game
(D)(D)(*) Shadow Barrage – 5 damage
(*) Cat's Eye Necklace – Discard all energy cards attach to this Fighter. Heal 3 HP
What you see in the dark may be scary, what you don't see is scarier.
Earth
None
Water
203:
Miss Walrus (Water)
HP: 5
Special Power: I am the Walrus – When this card comes into play, deal 2 Damage to all your opponent's Fire–type Allies
(W)(W)(D) Illusionist's Tricks – 5 Damage
(W)(W)(D)(D) Goo goo g'joob – 8 Damage. Discard a (W) energy
I am she as you are he and you are me and we are all together!
Fire
183:
Faerie of the East (Fire)
HP: 5
Special Power: Tyranny – When this card comes into play, deal 2 Damage to all your opponent's Allies.
(F)(F) Crippling Flames – 4 Damage
(D)(D)(F)(*) Dark Fire – 6 Damage
Someone throw a house on her! Quick!
Light
None
Air
None
Colorless
None
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.
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.
(x2)
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.
114:
Pink Emo Corner
Heal 2 HP to all of your Dark–type Allies in play
*sobs* =D
111:
Freeze
Target any Ally in play. The target is now paralyzed.
I always did enjoy turning people into giant blocks of ice...
055:
Energy Transfer
Select an energy card from one of your Allies and attach it to a different Ally.
CARDS
Dark Energy x8
Earth Energy x8
Fire Energy x14
Dark
010:
Mage Manor Bat (Dark)
HP: 5
(*)(*) Echolocation – 3 Damage. Roll a die. If the result is 5 or more, this attack does 2 Damage instead.
(D)(D) Swarm – Roll a die. This attack deals Damage equal to the result minus 1
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.
026:
Anti–Gravity Skull (Dark)
HP: 6
(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!?
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
PFA (Dark)
HP: 5
(D) Sneak Attack – 2 Damage
(*)(*) Katana Slash – 3 Damage
This ninja gear isn't just for show, you know
006:
Weewoid (Dark)
HP: 5
(D) Mothership Frequency – Heal 2 HP
(D) Psychic Toss – 2 Damage
Earth
057:
Patjade (Earth)
HP: 5
Special Power: Charisma – When this Ally is in play, –1 to your Allies’ retreat costs
(E) Silver Arrow – 2 Damage
(E)(E) Rejuvenate – Heal 3 HP.
Administrator, janitor, babysitter, and assorted odd jobs.
058:
Elven Archer (Earth)
HP: 4
(E) Hunting Knife – 2 Damage
(E)(E) Sniper – 4 Damage. You may target any Ally in play. If you target a benched Ally, this attack does 2 Damage instead.
Legolas: Proof that androgyny is more elvish than pointy ears.
059:
Rock Serpent (Earth)
HP: 6
(*) Fang Attack – 1 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...
Water
056:
Sabertooth Fish (Water)
HP: 6
(W) Chomp – 2 Damage
(W)(W) Bubble Shield – Prevent the next 1 Damage.
Long thought to be extinct, Sabertooth Fish colonies have recently appeared again, presenting a danger to both pirates and tourists.
Fire
103:
Nova Storms (Fire)
HP: 5
(F)(F) Annihilate – 3 Damage
(*)(*) Electrocute – 2 Damage
Will you marry me?
207:
Lupehunter (Fire)
HP: 6
(F)(*) Firestorm Barrage – 3 Damage
(F) Singe – 2 Damage
Careful, I'm smoking dangerous
102:
Amneiger (Fire)
HP: 5
(F)(F) Dazzler – The target is now paralyzed.
(*)(*) Lab equipment – 3 Damage
"This isn't a pistol! This is a test tube!"
Sparx (Fire)
HP: 5
(*)(*)(*) Ash Storm – Roll a die. This attack deals Damage equal to the result
(F)(F) Firestorm – 3 Damage
Light
288:
Bettyming (Light)
Hp: 5
(L) Airhorn – 2 damage
(L)(L) Mocking - 4 damage.
The only thing we have to fear is fear itself. And Bettyming.
Air
None.
Colorless
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.
Hey, I found gold! Wait a minute... RUUUN!
(x2)
155:
Griffpun (Colorless)
HP: 5
Special Power: Roost – Whenever this Ally is benched, heal 2 HP.
(*)(*) Rapidity – 3 Damage.
50% phoenix, 50% lion... 100% bad taste!
Dark
None
Earth
None
Water
None
Fire
158:
Griffire (Fire)
HP: 6
(F) Flame Pillar – 2 Damage. Roll a die. If the result is even, the target is poisoned.
(F)(F)(F)(*) Vulcan Dive – 6 Damage
Rising from the ashes to smite with flame.
073:
Smoghoul (Fire)
HP: 7
(D)(F) Acrid Smoke – Roll a die. This attack deals Damage equal to the result
(F)(F) Smoke Ring Strangle – 2 Damage. Roll a die. If the result is odd, the target is now poisoned
Light
135:
Spoonguard (Light)
HP: 12
Special Power: Spoon Protection – Once a turn, any Damage dealt to any card with the word Spoon in the title is instead dealt to this Ally
(L)(L) Ladle – 4 Damage
Watch where you’re putting that spoon…
033:
Sunsnare (Light)
HP: 7
(L)(L) Solar Flare – 4 Damage
(*)(*) Refraction – Heal 3 HP
Air
None
Colorless
None
Dark
193:
Midknight – Shadow Assassin (Dark)
From Midknight – Shadow Mage
HP: 13
Special Power: Anger – Whenever this Fighter is dealt Damage, +1 Damage to Shadow Barrage, up to a maximum of +3, until the end of the game
(D)(D)(*) Shadow Barrage – 5 damage
(*) Cat's Eye Necklace – Discard all energy cards attach to this Fighter. Heal 3 HP
What you see in the dark may be scary, what you don't see is scarier.
Earth
None
Water
203:
Miss Walrus (Water)
HP: 5
Special Power: I am the Walrus – When this card comes into play, deal 2 Damage to all your opponent's Fire–type Allies
(W)(W)(D) Illusionist's Tricks – 5 Damage
(W)(W)(D)(D) Goo goo g'joob – 8 Damage. Discard a (W) energy
I am she as you are he and you are me and we are all together!
Fire
183:
Faerie of the East (Fire)
HP: 5
Special Power: Tyranny – When this card comes into play, deal 2 Damage to all your opponent's Allies.
(F)(F) Crippling Flames – 4 Damage
(D)(D)(F)(*) Dark Fire – 6 Damage
Someone throw a house on her! Quick!
Light
None
Air
None
Colorless
None
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.
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.
(x2)
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.
114:
Pink Emo Corner
Heal 2 HP to all of your Dark–type Allies in play
*sobs* =D
111:
Freeze
Target any Ally in play. The target is now paralyzed.
I always did enjoy turning people into giant blocks of ice...
055:
Energy Transfer
Select an energy card from one of your Allies and attach it to a different Ally.