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Post by Killix on Mar 29, 2010 11:01:39 GMT -5
Light's Special shouldn't be worth more than 2 points, since that's what it costs to discard an Energy. Considering this Energy goes to the deck, and it's only when it's attacked first time, I put it at 1. Heehee, having it activate with every attack would be way overpowered. XD It is definitely worth at least 2 points, due to this rule (Forcing discards of energy cards from opponent's active Ally: 2 points) but I think I can still squeeze an extra point out of it. XD It doesn't work just once per match, but each time a new opponent first attacks it. Not sure if it was worded clearly enough to reflect that, I'll definitely make it clearer. I dunno, I dunno. What could I add to it that would slide it up an extra point? Special: Aura Force. When a fighter attacks Griffglow for the first time, the attacker returns one energy to their deck. Griffglow heals 1HP.Makes it seem like Griffglow is stealing some of the aura energy and using it to heal slightly. XD I like it. EDIT: Wait, it doesn't need dice. >_> EDIT: Yeesh, so many typos. Hmm. *fixes last post* How's that look? Well, no card has ever attempted such an ability, so I guessed. XD but... I'll change it. Griffore (Earth) HP: 10 Special: Root Tunnel. When Griffore is on the field, –1 to your Fighters’ retreat costs (E)(E) Leafstorm - 4 damage. ~The mythical forest Griff is real?~ Almost free, but not. You still have to pay, but chump change. XD If your opponent doesn't like it, they can bring out Android Shopkeeper? :'D
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Post by Jina on Mar 29, 2010 11:22:05 GMT -5
Oh, right. xD I suppose two points makes sense, then. In which case adding a 1 HP heal would work, yeah.
..What happens if something activates the ability, then retreats, and is made Active again? Does it activate the ability a second time?
Water works now, yeah.
Earth's new power is basically exactly the same as before, isn't it? Doesn't really take off 2 points. Couldn't you knock the HP down by 2?
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Post by Killix on Mar 29, 2010 11:28:36 GMT -5
Oh, right. xD I suppose two points makes sense, then. In which case adding a 50% chance of healing 2 HP would work, yeah. ..What happens if something activates the ability, then retreats, and is made Active again? Does it activate the ability a second time? Oops, now I regret editing that. XD Well, I do like healing 2HP at a 50% chance more, but the wording was really weird, which was why I changed it.  Griffglow (Light) HP: 7 Special: Aura Force. When a fighter attacks Griffglow for the first time, the attacker returns one energy to their deck. Griffglow heals 1HP. (L)(L) Ultraviolet - 4 damage. Roll a 1d6. If 1 or 6, opponent is paralyzed. ~A shining feather of justice!~ EDIT: I keep missing things. I'm sorry. XD The ability only activates when someone attacks. If they come onto the field and then retreat, nothing happens. If they come onto the field, attack, and retreat, and come back onto the field, it wont activate again because that particular card has already activated it. *facepalm* Just a typo. XD Yeesh, I need to get some sleep. I meant -1 to the retreat cost. It's the exact same ability as the old Patjade (common forumer) card's. EDIT: Earth is just supposed to be more of a support/stayalive card than the other elements. XD I tried to give those kinds of themes to each one. Fire- pokepokepoke can't touch this. Water- healing Light- depletion/force Earth- defence Dark- offence
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Post by Deleted on Mar 29, 2010 16:21:41 GMT -5
Guys, can I ask that you take this to PM? I'd like to keep things tidy and all this back-and-forth confuses me as to which cards I'm actually suppsed to be adding/editing in the list. Sorry to be a pain but ...
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Post by Killix on Mar 29, 2010 17:28:44 GMT -5
D:? buuuut this is the creation thread, PMs are too inconvenient for this kind of thing? o_o *points to the last thread* We would post our cards, and Rider (and others) would come in and let us know if we needed to change anything. It worked well. :/ I put the finished cards in spoilers as I was fixing them. I'll go back and edit them into one post again. EDIT: Done.EDIT: I also went and spoilered over my posts, to help with the confusion. XD
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Post by Deleted on Mar 29, 2010 17:42:43 GMT -5
D:? buuuut this is the creation thread, PMs are too inconvenient for this kind of thing? o_o *points to the last thread* We would post our cards, and Rider (and others) would come in and let us know if we needed to change anything. It worked well. :/ I put the finished cards in spoilers as I was fixing them. I'll go back and edit them into one post again. EDIT: Done.EDIT: I also went and spoilered over my posts, to help with the confusion. XD M'kay, sorry about that. ^^;;; And thanks for the spoilering. <3
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Post by Dice on Apr 1, 2010 16:19:58 GMT -5
Pyro (Fire) HP: 5 (F)(F) Flameblade: 3 Damage (*) Knight's Fealty: Heal 2 HP. Where there's smoke, there's fire.
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Post by Jina on Apr 2, 2010 4:20:09 GMT -5
Common Baby Tyrannosaurus (Earth) HP: 6 Special - Tyrannosaurus Day: When this card is summoned, no forumers can be upgraded for one round, starting with your Opponent's next turn. (E) Bite - 2 Damage
Common Steampunk Engineer (Fire) HP: 7 Special - Weapon Improvement: While this card is on the field, all Fighters on your side of the field do an additional 1 damage with every attack for each Event card equipped to them. (F) Weld - 2 Damage
Common Steampunk Airship (Air) HP: 6 Special - Flight: This card pays no retreat cost. (A)(*) Gunners - Roll a dice. If even, this attack does 4 Damage, if odd, this attack does 2 Damage. You may target a Benched Fighter. If you do, this attack does half the damage.
Common Steampunk Alchemist (Colourless) HP: 6 (*)(*) Alchemy - 3 Damage. If both Energies used for this attack are of the same element, this attack does damage of that element. This card's element becomes the element of the damage done by this attack for one round.
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Post by Vyt: Down, but Not Out on Apr 8, 2010 16:01:42 GMT -5
Forumer Vyt (Earth) HP: 6 Special Power: Slither – Whenever this Fighter is switched from benched to active, roll a die. If the result is 4 or more, deal 2 Damage to the opponent’s active Fighter. (*)(*) Tackle – 3 Damage "I'm not a catperson! I'm a CATBOY!"
Evolution Forumer (Uncommon) Corrupted Vyt (Earth) From Vyt HP: 9 Special Ability: Predator Aura – If Corrupted Vyt is your active Fighter during your turn, deal 1 Damage to your opponent's active Fighter. (*)(*) Scratch – 3 Damage. (*)(*)(*) Pin-down – 3 Damage. Discard two Energy cards of any type. Corrupted Vyt and the opponent's Active Fighter cannot be switched out for the next two turns (this includes Event cards and Special Abilities). Ultimately consumed by the side-effects of his transmogrification, this half-feline seeks out for his prey like a wild predator on the loose.
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Uncommon Cat Assassin (Light) HP: 9 (F)(*)Flashback: Cat Assassin deals 2 Damage to himself. His Roundhouse Kick's damage will be doubled for the next round only. (F)(L)Roundhouse Kick: 4 Damage "I swore never to take away lives again, and I will live by that."
Uncommon Subila the Yin (Dark) HP: 6 Special Ability: Negative Energy. For every Dark Energy card (up to three) attached to Subila the Yin, roll a six-sided dice. If result is 3 or 6, discard one Energy card from your opponent's active Fighter. This may only be used once per two rounds. (D)(D)(D)(D)Mind Shot: 8 Damage. Discard two Energy cards attached to Subila. "My, my, my! How idiotic these fools are!"
Uncommon Bluisa, the Shadow Remnant (Dark) HP: 8 Special Ability: Time Shift. Return all cards attached to this card back to the deck. Remove all damage and status effects on this card. This can only be activated once per match. (D)(D) Mind Shot - 4 Damage "I look like Subila, but I sure don't scowl like her!"
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Post by Killix on Apr 12, 2010 8:46:13 GMT -5
Forum Filter Declare an energy type, all Fighters currently in play become that type for 2 turns.
EDIT: bad wording. Fixed. EDIT2: I didn't declare a rarity type because I'm not sure if that would be a common or uncommon.
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Post by Vyt: Down, but Not Out on Apr 13, 2010 0:51:18 GMT -5
I wasn't very clear about Corrupted Vyt's Pin-Down. It's supposed to be "Discard two Energy cards of any type attached to Corrupted Vyt".
Just wanted to clarify that.
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Post by Deleted on Apr 22, 2010 19:52:17 GMT -5
I kept meaning to post here, but forgot.
Common Hunter (Water) HP: 4 (*) Staff Whack – 2 Damage (W)(W) Ice Magic– 3 Damage (W) Cryonics – The target is now asleep. "Never mess with an ice mage."
This is pretty much my forumer card from before with attack names changed, but if there have been any changes that I need to make, let me know.
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Post by jdb1984 on Apr 22, 2010 22:50:39 GMT -5
I did an overhaul to my old card.
Name:jdb1984 Type: Common Element: Light HP:4 Special Ability:Writer's Block-Once per turn (before you attack), you may roll a die. If even, your opponent discards an energy card from their active ally. If odd, you discard an energy card from your active ally. Attack(s): (L)Ranilo's Wand: The target takes 2 damage (L)(L) Trapped in Cassandra's bottle:The target is now paralyzed Description:I get my power from my characters
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Post by Deleted on Apr 23, 2010 17:45:49 GMT -5
Vyt, I think that goes without saying. ^^
JDB, your paralysis attack requires too many energies. Can I suggest the following?
JDB1984 (Light) HP:4 Special Ability: Writer's Block - Once per turn you may roll a die. If even, your opponent discards an energy card from their active fighter. If odd, you discard an energy card from your active. (L)(L) Ranilo's Wand - 4 damage (L) Trapped in Cassandra's bottle - The target is now paralyzed I get my power from my characters
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Post by jdb1984 on Apr 27, 2010 9:51:26 GMT -5
Event card.
Faerie War: If your opponent has any energy cards that don't match the type of card it's attached to, all of the ones that don't match must be discarded
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