We only need a handful of Rares, imho. Having a lot of them wouldn't be so...
Each individual card would be rarer, as I limit the number of rares you get per pack. Nonetheless, we shouldn't have too many.
Bit of a pickle there in that its a result of having an open card list. It either needs to be mostly open with only a few restrictions or mostly closed. Considering that I tried to strike a balance between the two and people ignored it ... yeah. Its basically up to the individual card creator to be sensible about it. Unless there's a major problem with the card, I'm obliged to add it. *shrug*
Well the way things are balanced now, or trying to be balanced. This is what I see for the time until everything is balanced nicely.
Common - Limit to 9-10 cards for each element Uncommon - Limit to 5-6 Rare - Limit to 3-4
Of course the Rare and Uncommons are also limited later by the card shop as well, so yeah. Of course there are going to be a lot of commons in the future. So many, that it will make people's brains hurt.
Uncommon Underdeep Squid (Water) HP: 9 (W)(W) Drown - 2 damage. Your opponent's active discards an energy. (*)(*) Tentacle Smash - 3 damage. Drowning is a horrible way to die...
Rare Uber-Generic Card (Colorless) HP: 13 Special: Still Totally Generic - This card can't be affected by special abilities. (*)(*)(*) Generic Attack, But Better - 4 damage. Just yet another card in the crowd.
Rare Underdeep Leviathan (Water) HP: 11 Special: Grab - The opponent's active can't retreat unless the opponent either uses an event card, attack, or special ability that involves retreating. (W)(W) Drown - 2 damage. Your opponent's active discards an energy. (W)(*)(*) Crushing grip - 4 damage. Sailors once told tales about sea monsters. This was unwise.
He spoke much of the sciences – of electricity and psychology — and gave exhibitions of power which sent his spectators away speechless, yet which swelled his fame to exceeding magnitude. And where he went, rest vanished; for the small hours were rent with the screams of nightmare. Men advised one another to see Nyarlathotep, and shuddered.
Ok, I'm slowly changing the card classification numbers because I ralized that I didn't include 0 for the 4th digit. So, anyone who uses the card numbers may want to go and edit. Just -1 from the 4th number or, if there's a 5th number ... 01033 becomes 01032 and 01010 becomes 0109 and suchlike.
And, as a guideline for future card creation, any category in which the last card's number ends with a 9 or 10 means there are enough cards so DO NOT CREATE MORE! That should stem the flow of common cards and we'll deal with uncommon and rare on a case-by-case basis.
Uncommon: Starfishi (W) HP: 11 (W) Net - 2 damage. The target is paralysed. -I wish, I wish, for lovely fish!-
Rare: Valimarv (L) HP: 14 (L) Poke - 2 damage. The target is Chibi. (L)(*) Chance - Roll a die. Damage is equal to the result. -The miracle of good fortune!-
Devimarv (F) HP: 13 (F) Prank - 2 damage. The target is inflicted with Sleep. (F)(*) Luck - Roll a die. Damage is equal to the result. -Bad luck's apprentice.-
Merrymint Marvir (*) HP: 13 Special Ability: Magic. This fighter pays no retreat cost. (*)(*) Mysterious Gift - Roll a die. If 5 or higher, 5 damage. Otherwise, 3 damage. (*)(*) Gifting Day - Return a common Event card from the discard pile to your hand. -Spreading the gift of... gifts all over Marville!-
All of those are NPCs from Adopt-A-Marvir. XD (Starfishi is the fishing exchange NPC, Valimarv and Devimarv were NPCs in the Marathon, and Merrymint Marvir is kinda like Marville's Santa Clause.)
Common Animated Chest (W) 6 HP Special Ability: Treasure Spell - Both players draw 2 cards each turn while this card is on the field. (*)(*) Toxic Treasure - 1 damage. The target is poisoned.
Uncommon Merpo's Generator (*) 9 HP Special Ability: Generate - Both players may place 2 Energies per turn while this card is on the field. (*) Energise - Roll a dice. If even, 2 damage per energy, if odd, 1 damage per energy. This attack may not do more than 7 damage.
Rare TMC's Bike (D) 12 HP Special Ability: Time Fluctuation - Both players may play 2 Events per turn while this card is on the field. Once per battle, each player may reroll 1 dice. (*)(*)(*) Run Over - Roll 4 Dice. For each even result, 2 damage, up to 7 damage.
Rare Mercenary Saboteur (F) 10 HP Special Ability: Spanner in the Works - Once per battle, cancel the effect of an Event card. (F) Gunplay - 1 damage. Roll a die, if even, 3 damage. (F)(F)(F) TNT - 4 Damage. Roll a dice for each Opponent's benched fighter. If even, 1 damage to that fighter.
Name: Drew Type: Common Element: Dark HP: 5 Special Ability: Teleport- Drew has no retreat cost. Attacks: (D) Muffin Bomb- 2 Damage (*)(D) Poison- The target is now poisoned. Description: Your 'friendly' local scarf salesman.
Don't want to double post here, so I'll just edit this post. I have 2 new cards here, an evolution card and one for our very own Icy Taco.
DrewDrop From Drew 8 HP Colorless Uncommon Special Ability: Procrastinator- This card cannot attack on the first turn it is active. The turn after, it does +2 damage for one attack. (*)Lawl- 2- Roll a die. If even, the target is chibi'd (*)(*)(A)MegaTele- Bench your active and your opponents active. Opponents new active takes 3 damage.
Icy Taco 10 HP Colorless Rare Special Ability: Alter Ego Appearance - Roll a die. If 5 or 6, draw a card (*)(*) Character Mob - 1 damage for every ally on your bench. Max 5 (*)(*)(L) Only Temporary - Return one common fighter from the discard pile to your hand. Heal 1 HP Alter Egos! GET HIM!
Let me know if one if overpowered or too similar to another card. :B
Common Enchanted Fire (Fire) 4 HP Special Ability: (F)(F) Scorch - If an opponent's Fighter attacks Enchanted Fire, deal the same amount of damage done to the Fighter after the attack. (F) Flame - 2 Damage Looks like one of the mages' fire spells went too well.
Uncommon Glidolphin (Water) 8 HP (W)(*)(*) Glide - 1 Damage. Draw a card. If it is an Energy card, heal 3 HP. (W)(W)(W) High-speed Bump - 6 Damage. Deal 2 damage to Glidolphin if the attack is successful. Afterwards, Glidolphin cannot use High-speed Bump for one turn. Sometimes seen along with pirate ships, these sea mammals use their flexible fins to jump into the air and glide through for a few seconds.
Rare Mud Swamp Blob (Earth) 13 HP (E)(E) Mudspit - Roll a die. If 3 or lower, 3 Damage. If 4 or higher, 5 Damage. (E)(E)(*) Quickmud - 4 Damage. Roll a die. If 5 or 6, Quickmud's target cannot attack or retreat for one turn. A mysterious creature residing around the forest of Ninja Dojo, responsible for the disappearance of many.
Name: Saeryena Type: Common Element: Air HP: 7 Special Ability: Lunatic Winds - opponent's active must use weakest attack or ability on next turn due to "insanity." Attack(s): Whirlwind - 2 damage Description: The Hero Lunatic?! From Altador, no less...