Post by Jason on Jul 3, 2008 12:58:59 GMT -5
1.Water Energy
2.Earth Energy
3.Water Energy
4.Earth Energy
5.Water Energy
6.Earth Enegry
7.Water Energy
8.Earth Energy
9.Water Energy
10.Eath Energy
11.Water Energy
12.Earth Energy
13.Water Energy
14.Earth Energy
15.Seawoo
16.Weewood
17.Tabloid Town Pierat
18.Patjade
19.Crazy Fangirl
20.Muffin Monster
21.The Red Rider
22.Tamia Wendfeld
23.Treasure Hunt
24.Ninja Teleport
25.Leocookies
26.Tea Party
27.Disastrous Typo
28.Toxic Energy
29.Scout
30.Toxic Energy
Allies and Forumers
005:
Seawoo (Water)
HP: 5
(*)(*) Headbutt – 3 Damage
(W)(W) Dive and Breach - 1 Damage to all active and benched opponents. Can only be used once per battle.
007:
Weewood (Earth)
HP: 6
(*)(*) Spine Slam – 2 Damage. Roll a 6-sided die. If the result is 3 or more, this attack does 4 Damage..
(E) Leech Spore - 1 Damage. Heal 1 HP
011:
Tabloid Town Pierat (Water)
HP: 5
(*)(*) Needle Sword – 3 Damage
(W) Gnaw - 2 Damage
057:
Patjade (Earth)
HP: 5
Special Power: Charisma - -1 to all your Allies’ retreat costs while in play.
(E) Silver Arrow - 2 Damage
(E)(E) Rejuvenate - Heal 3 HP.
Administrator, janitor, babysitter, and assorted odd jobs.
167:
Crazy Fangirl (Water)
HP: 5
Special Power: Fangirling - If this card is on the Bench, increase the HP of your active Ally by 2.
(W) Scream - 1 Damage
Ow, my ears.
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!
001:
The Red Rider (Water)
HP: 6
(W) Sword Dance – 2 Damage
(*)(*) Martial Prowess - 3 Damage
Red cape, check. Meepit menace, check. Rum… Wait, why is the rum gone?
074:
Tamia Wendfeld (Earth)
HP: 5
Special Power: Herblore - When Tamia comes into play, Heal 2 HP to any Ally in play.
(E)(E) Slingshot - 4 Damage
Don't laugh. This stick has gotten me out of more sticky situations than I care to count.
Events
039:
Treasure Hunt
Draw two cards.
Aye, thar be shinies in that chest!
042:
Ninja Teleport
Instantly switch your contending ally with an ally on your bench.
Now you see me, now you d-*poof*
044:
Leocookies
4 HP to one fighter.
The ambrosia of the gods… but not liquid… and cookies.
081:
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?
162:
Disastrous Typo
Discard as many energy from your hand as desired and redraw the same number of cards.
I meant jump! Aww, why does the H have to be so close to the J!?
175:
Toxic Energy
Attach this card to your opponent's active Ally. They may use it as any colour energy. For every turn this card is attached to an Ally, remove 1HP from that Ally.
The underhanded trick of the century.
052:
Scout
Your opponent must reveal their hand. Afterwards, draw a card.
There is one advantage to living amongst the trees... You can see everything if you climb high enough.
175:
Toxic Energy
Attach this card to your opponent's active Ally. They may use it as any colour energy. For every turn this card is attached to an Ally, remove 1HP from that Ally.
The underhanded trick of the century.