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Post by Strife on Mar 23, 2010 4:52:20 GMT -5
I decided to change my cards to be more in sync with Guild Wars 3. xD; I don't know if they match the point requirements, but I guess we'll see. Common: Commander Strife (Earth) HP: 5 (E)(E) Psionic Burst - (4 damage) (E) Execution - Discard one of your benched allies. If the ally has any energy cards attached to it, attach them to Commander Strife. ~ Power was the best thing that ever happened to him... and the worst. ~
Rare: Underdeep Strife (Dark) From Commander Strife HP: 18 Special power: Intimidation. While active, event cards have no effect on Underdeep Strife or his attacks. (E) Obsidian Spire - 2 damage for each energy card. If there are 4 or more energy cards, discard one of them. ~ I can smell that little pinch of fear in the back of your mind... Don't think for one second that you have any sort of power over me. ~
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Post by Deleted on Mar 23, 2010 5:42:45 GMT -5
I decided to change my cards to be more in sync with Guild Wars 3. xD; I don't know if they match the point requirements, but I guess we'll see. Common: Commander Strife (Earth) HP: 5 (E)(E) Psionic Burst - (4 damage) (E) Execution - Discard one of your benched allies. If the ally has any energy cards attached to it, attach them to Commander Strife. ~ Power was the best thing that ever happened to him... and the worst. ~
Rare: Underdeep Strife (Dark) From Commander Strife HP: 18 Special power: Intimidation. While active, event cards have no effect on Underdeep Strife or his attacks. (E) Obsidian Spire - 2 damage for each energy card. If there are 4 or more energy cards, discard one of them. ~ I can smell that little pinch of fear in the back of your mind... Don't think for one second that you have any sort of power over me. ~ Although I do think they're pretty awesome cards, they're also both overpowered ... erm ... quite a bit overpowered. UD Strife is around 5 or 6 points over the limit and Commander Strife is 2 points over the limit so he's not uber powerful. Can I suggest simply bringing his attack strength down to 3?
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Post by Killix on Mar 23, 2010 13:36:43 GMT -5
This used to be my Bob-OMG card. Retooled to be more NTWF-y, and is now an uncommon.
UNCOMMON Bomb Marvir (Fire) HP: 8 Special: Detonate. If Bomb Marvir is defeated while active, 5 damage to your opponent's active fighter and 1 damage to every ally on your own bench. (*) Roll - 2 damage ~Poke, Poke—KABOOOOOM!!~
EDIT: GJ editing the card's special there Killix. *fixes*
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Post by Strife on Mar 24, 2010 8:16:50 GMT -5
I decided to change my cards to be more in sync with Guild Wars 3. xD; I don't know if they match the point requirements, but I guess we'll see. Common: Commander Strife (Earth) HP: 5 (E)(E) Psionic Burst - (4 damage) (E) Execution - Discard one of your benched allies. If the ally has any energy cards attached to it, attach them to Commander Strife. ~ Power was the best thing that ever happened to him... and the worst. ~
Rare: Underdeep Strife (Dark) From Commander Strife HP: 18 Special power: Intimidation. While active, event cards have no effect on Underdeep Strife or his attacks. (E) Obsidian Spire - 2 damage for each energy card. If there are 4 or more energy cards, discard one of them. ~ I can smell that little pinch of fear in the back of your mind... Don't think for one second that you have any sort of power over me. ~ Although I do think they're pretty awesome cards, they're also both overpowered ... erm ... quite a bit overpowered. UD Strife is around 5 or 6 points over the limit and Commander Strife is 2 points over the limit so he's not uber powerful. Can I suggest simply bringing his attack strength down to 3? Gotcha. xD How's this? Common: Commander Strife (Earth) HP: 5 (E)(E) Psionic Burst - (3 damage) (E) Execution - Discard one of your benched allies. If the ally has any energy cards attached to it, attach them to Commander Strife. ~ Power was the best thing that ever happened to him... and the worst. ~
Rare: Underdeep Strife (Dark) From Commander Strife HP: 13 Special power: Intimidation. While active, event cards have no effect on Underdeep Strife or his attacks. (E) Obsidian Spire - 2 damage for each energy card. If there are 4 or more energy cards, discard one of them. ~ I can smell that little pinch of fear in the back of your mind... Don't think for one second that you have any sort of power over me. ~
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Post by Celestial on Mar 24, 2010 12:50:14 GMT -5
Better repost my Forumer cards. I wanted to make some changes to this for a while now. As for the others, I didn't really crate much and don't have any ideas. ^^;; I'll post them if I get any. Common: Celestial (Air) HP: 6 Wall of Air (A)(*)- 3 Damage Snark (*)- 1 Damage Here be dragon mages.
Rare: Overlady Celestial (Dark) HP: 10 Magnificent scoundrel- This fighter is immune to all status effects. Evil Plan (D)(D)- Roll one die and deal damage equal to that die. Affably Evil (*)(D)(*)- 1 HP healing for each Benched Fighter on the field. What good would fighting against me do, "hero"?
Tell me if those are overpowered because Celest tends to screw things up. xD
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Post by Killix on Mar 24, 2010 13:46:11 GMT -5
Cele, you can make Celestial's "Wall of Air" cost (A)(*) if you want, because (A)(A) is actually worth 4 points of damage.
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Post by Jina on Mar 24, 2010 14:21:39 GMT -5
Cele, you can make Celestial's "Wall of Air" cost (A)(*) if you want, because (A)(A) is actually worth 4 points of damage. You could make it (*)(*). Also, might be just me, but for the upgrade I'd go for two stronger attacks, instead of three weaker ones. And you have half a point, if you can find a way you want to spend it.
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Post by Killix on Mar 25, 2010 1:04:52 GMT -5
02022: 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!?
I created that card and would like to change "Discard" into "Return" to your deck.
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Post by Amneiger on Mar 27, 2010 1:10:19 GMT -5
Went back through the card list so I could resubmit cards that I want to resubmit. =D Spacefleet Security (Light) (common) HP: 7 Special: Police Hoverbike - Spacefleet Security pays no retreat cost (L) Light Laser Pistol - 2 damage We have an armed robbery in progress in Beta sector on Level 1.
Minitank (Fire) (uncommon) HP: 9 Special Power: Suppressive fire – If this Fighter is on the bench and the active Fighter is dealt Damage, roll a die. If the result is 5 or more, deal 2 Damage to the attacking Fighter. (*)(*)(*) Rifle – 5 Damage >>Allies under attack, engaging new targets...
Android Shopkeeper (Light) (uncommon) HP:10 Special Power: Grapple – When this Fighter is active, +1 to your opponent’s Fighters’ retreat costs. (L)(L) Taser – 3 Damage. Roll a die. If the result is 4 or more, the target is now paralyzed And that's why nobody tries to rob the bakery anymore.
Spacefleet Soldier (Light) (uncommon) HP: 10 Special: Jump Jets - Spacefleet Soldier pays no retreat cost (L)(L) Laser Rifle - 4 damage I see them!
Spacefleet Medic (Light) (uncommon) HP: 7 Special Power: Jump Jets - Spacefleet Medic pays no retreat cost. (*)(*) Smoke Grenade - The opponent's active Fighter is paralyzed. (L)(L)(L) First Aid - Heal 5 HP to any Fighter in play. Any wounded here?
Mini Hovertank (Air) (uncommon) HP: 10 Special Power: Intercept Guns - If this card is on the bench and the active Fighter is targeted by an attack that does 8 or more damage, roll a six-sided die. If the result is 4 or 5, halve the damage dealt by the attack. If the result is 6, block the attack completely. (*)(*) Machine Turret - Roll a six-sided die and deal the rolled damage. >>Projectiles inbound.
Spacefleet Commando (Light) (rare) HP: 12 Special: Antigravity Jetpack - Spacefleet Commando pays no retreat cost (L)(L)(L)(L) Heavy Laser Cannon - 7 damage On my mark...mark.
Spacefleet Marine (Fire) (rare) HP: 10 Special Power: Jump Jets - Spacefleet Marine pays no retreat cost. (*)(*)(*)(*) Acquire Target - Allows this Fighter to use Guided Rocket. (F)(F)(F)(F) Guided Rocket - 10 damage. May only be used after Acquire Target. Discard an (F) energy from this Fighter. This follows the target even onto the bench. I've got a lock, everybody get down!
Spacefleet Surgeon (Light) (rare) HP: 10 Special Power: Antigravity Jetpack - Spacefleet Surgeon pays no retreat cost. (L)(L) Restore - Remove one status effect from any Fighter in play. (L)(L)(L) Stabilize - Discard an energy. Take a Fighter from your discard pile and place it on your bench with half of its HP rounded up. He's hurt bad, but he'll live.
Botched Healing Potion (event) (common) You may play this card if your opponent heals one of their Fighters. That Fighter is poisoned. Did that last batch seem off to you?
Pirate RCP (event) (uncommon) Roll a die. If the result is even, draw a card from your opponent's deck; you may keep and use this card as if it were your own for five turns, after which it goes into your opponent's discard pile. If odd, your opponent draws a card from your deck; they may keep and use this card as if it were their own until five turns pass, after which they must place it in your discard pile. Why are those ninjas taking our pirate ship away?
Tactical Deployment (event) (uncommon) Choose one of your benched Fighter. This Fighter may attack as normal for this turn. This attack replaces any attack your active Fighter may make. At the end of your turn, discard an energy from the benched Fighter you chose. Go go go!
Accounting Error (event) (uncommon) Both players discard their hands and draw from their decks until they have the same number of cards in their hands as they did when you played this card. Wait, this is a 5, not a 6!
Dropship (event) (uncommon) Draw until you get an Fighter. Place the first Fighter you find that isn’t a Power-up directly onto your bench. Shuffle all other cards you drew back into your deck. Landing zone, ETA 10 seconds!
Mind Trick (event) (uncommon) Your opponent shows you their hand. If you wish, pick a card from their hand; your opponent must now play this card according to your instructions. You cannot instruct them to perform especially odd actions such as healing your Fighters or attacking their own Fighters, but you can instruct them to do things like attach energy or heal one of their own Fighters. Ah ha! I saw right through you and stopped your plan early! Wait...
Critical Existence Failure (event) (rare) Discard your active Fighter. Follow any special instructions that would apply if your active Fighter had been defeated by your opponent. This does not count as a KO for either side. Blargh I am dead!
Encryption (event) (rare) Play this card when you place a Fighter onto the bench. Place the Fighter face down and place this card face up on top of it. Any cards that are attached to the Fighter are also played face down. As soon as the Fighter becomes the active Fighter, turn the Fighter and all cards attached to it face up and discard this card. Orra pbqroernxvat, unira'g jr?
Power Armor (event) (rare) Attach this card to any Fighter in play. For each turn that it is attached, reduce the damage done by attacks targeted at the Fighter by 4 and discard an energy from the Fighter. You may discard this card at any time. I'M INVINCIBLE!
Self Sacrifice (event) (rare) You may play this card whenever something happens that would result in the KO of one of your Fighters in play. KO another one of your Fighters instead.
Advanced Mind Trick (event) (rare) Discard a card from your hand. Your opponent shows you their hand. If you wish, pick a card from their hand; your opponent must now play this card according to your instructions. It made sense at the time...
We might want to rename Mind Trick to "Xanatos Gambit" and Advanced Mind Trick to "Xanatos Speed Chess" or something. xD
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Post by Jina on Mar 27, 2010 6:01:05 GMT -5
Amnei, you don't need to resubmit events, they're just being carried over. =3
Question: Since many people who first made cards are away or busy, are we able to reumbit Fighters (not Forumers) that we didn't make? And if so, how long do we give people to resubmit their own cards before we start doing it ourselves?
Also, is there a problem with starting to suggest new cards?
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Post by Deleted on Mar 27, 2010 16:47:04 GMT -5
Amnei, you don't need to resubmit events, they're just being carried over. =3 Question: Since many people who first made cards are away or busy, are we able to reumbit Fighters (not Forumers) that we didn't make? And if so, how long do we give people to resubmit their own cards before we start doing it ourselves? Also, is there a problem with starting to suggest new cards? I would like to give the creators as much time as possible. All of them have been PM'd be either Celest or myself so we'll just play it by ear. Yes, go ahead and propose new card ideas. All cards are welcome. ^_^
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Post by Killix on Mar 28, 2010 17:05:51 GMT -5
COMMON
Griffpun (Colourless) HP: 5 Special: Roost. Heal 2 HP when Griffpun is sent from active to the bench. (*)(*) Rapidity - 3 damage. ~50% bird, 50% lion... 100% bad taste!~
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UNCOMMON
Griffair (Air) HP: 7 Special: Aerial Pursuit. Add +1 damage for every Air energy attached to Griffair. (A) Skydive - 2 damage (A)(A) Wind Cutter - 4 damage ~Lighter than a feather.~
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!~
Griffire (Fire) HP: 7 Special: Firewall. This fighter is immune to status effects. (F) Flame Pillar - 2 damage. Roll a 1d6. If even, opponent is burned. ~Rising from the ashes to smite with flame.~
Griffvox (Dark) HP: 7 Special: Alternate Dimension. For every 2 Dark energies attached to Griffvox, reduce damage taken by 1. (D) Invertion - 2 damage. (D)(D)(*) Shadow Rain - 5 damage. ~Stare into the endless vortex that is my dark, forboding gaze.~
Griffrain (Water) HP: 7 Special: Absorb. For every Water energy attached to Griffrain, increase max HP by +1. (W) Splash - 2 damage. (W)(W) Liquify - 3 damage. Heal 1 HP ~A rainy day, now that is my kind of day.~
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?~
I fixed them, they should be pretty balanced with each other now. I wasn't sure how to word the special for Griffore, but it is supposed to work for allies when he's on the bench and for him when he's in play. "burned" is just another word for poison. It just makes more sense than a fire attack "poison"ing people. XD
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Post by Jina on Mar 29, 2010 5:52:25 GMT -5
Killix, I think most of those uncommons are either over or underpowered.
Air - 7 + 4 + 2 = 13
Light - 4 + 4.67 + 2 = 10.67
Fire - 7 + 2.5 + 5 = 14.5
Dark - 7 + 2 + 5 + 1 = 15
Water - 7 + 5 + 2 = 14 (Liquify also needs another energy)
Earth - 10 + 4 + 3 = 17
Common Sparky the Drama Llama (Earth) HP: 6 Special: Dramaz - When this card is retreated, deal 2 damage to both Active Fighters. (E)(*) Annoying Wail - 2 Damage. Roll a dice. If even, paralyze the Opponent's Active Fighter.
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Post by Killix on Mar 29, 2010 8:00:20 GMT -5
Mmkay. It's sometimes difficult to gauge how many points a unique special should be worth, so that's why I might be a point shy. I can adjust. XD; I agree about Air, I can use those two points for another attack. Griffair (Air) HP: 7 Special: Aerial Pursuit. Add +1 damage for every Air energy attached to Griffair. (A) Skydive - 2 damage (A)(A) Wind Cutter - 4 damage ~Lighter than a feather.~ Fire is exactly 15 points. 7(HP)+2(attack)+2(poison)+4(element immunity special)= 15 Light uses 7(HP)+4(attack)+1(paralysis) +3 points (=15) for the Special, which is a pretty annoying one. XD Another opinion, anyone? For Liquify, I didn't even change that move. As in, it was accepted like that before with those energies . I think because the energy cost is always rounded up. I have no problem changing that (*) into a (W). As far as the point total... I guess I could bump the special up a point... Griffrain (Water) HP: 7 Special: Absorb. For every Water energy attached to Griffrain, increase max HP by +1. (W) Splash - 2 damage. (W)(W) Liquify - 3 damage. Heal 1 HP ~A rainy day, now that is my kind of day.~ Earth: A no retreat cost is always worth 1 point, isn't it? Thanks for looking 'em over. XD
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Post by Jina on Mar 29, 2010 8:59:05 GMT -5
Air's good now.
Fire.. for some reason I was thinking poison costs one point. xD So yeah, that's right.
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.
I think water's now probably over powered. I was judging that type of special on how much it would give you when you had the number of Energies needed for attacks. On the new one, it would be 2 Energies times 2 HP = 4 points. And Liquify still needs more Energy, because that's only enough for four points. It would work if you took Liquify down by one point, that would fix the Energy and the points at the same time.
No retreat cost = 1 point when it affects only the card it's on. Free retreats whenever the card is on the field is much better.
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