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Post by M is for Morphine on Aug 26, 2010 5:27:29 GMT -5
Fighters: # 0001: Crazy Fanboy (Colourless) HP: 6 Special: Fanboying - When this card is placed on the field, increase the damage of your Active Fighter's attacks by 2 for one turn. (*) Wolf Whistle - 1 Damage
# 0002: Crazy Fangirl (Colourless) HP: 6 Special: Fangirling - When this card is placed on the field, prevent the next two damage done to your Active Fighter. (*) Fangirl Scream - 1 Damage
# 0003: Space Weasel (Colourless) HP: 6 (*)(*)(*) Thrash - 4 damage
# 0004: Times Author (Colorless) HP: 5 (*)Author's Note - Discard one energy from the Opposing Fighter. (*)(*)Obsessive Writing - 3 damage. "If you're reading this, I'm in the NT!"
# 0005: Times Regular (Colorless) HP: 6 (*)(*)NT Star Avvie Cheer - Roll a die. If the result is odd, this attack does 2 damage. If the result is even, this attack does 3 damage and heals Times Regular 2 HP. "Developing fan base: check. Shiny trophies on my lookup: check. Not squealing when I get into the NT: ..."
# 0006: 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!~
# 0007: 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.
# 0008: Jelly Llama (Colorless) 5 HP Special Ability: Gelatinous Form – When this fighter takes variable damage, prevent 1 damage (*) Jelly Pinball – 2 damage (*)(*) Regenerate – Heal 2 HP
# 0009: Blank Paper (Colorless) HP: 6 Special Ability: Penmanship -- This card's element changes depending on the energies attached to it. If it has Fire energies attached to it, this card becomes Fire. Only one type of energy may be attached to this card at a time. (*)(*)Write - 4 damage. All energies attached to this card are shuffled back into the deck. "A blank paper withholds all the writing in the world; the writer's job is to coax these secret words out of hiding."
# 0011: Random Godmodable Ninja (Air) HP: 7 (A)(*) Staff Swing - 3 damage Of course I have a name! It's—
# 0012: 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.
# 0013: Ninja Henchman (Air) 4 HP Special Ability: Preemptive Strike – When this fighter comes into play, 1 damage to your opponent's active (*) Roundhouse Kick – 1 damage (A)(*) Katana – 3 damage Henchmen are forever willing to die for their superiors. But hey, the swords they carry are pretty sweet
# 0014: Stal’s Whiteboard (Air) HP: 5 (A) Wall of Text – 2 Damage. The target is now asleep (*)(*) Works Cited – 3 Damage
# 0015: Ninja Bowgirl (Air) HP: 4 (A)Arrow Strike: 2 Damage (A)(A)(*)Stealth Arrow: 4 Damage. You may target a Benched Ally with this attack. If you do, deal 2 Damage instead. "They told me I was deadly. I told them the same, minus the last two letters."
# 0016: Shipper Badge (Air) 7 HP (A)(*) Relationship - Roll a die. If 1 or 2, 1 damage. If 3 or 4, 3 damage. If 5 or 6, 5 damage Love is in the air, badge requests are on the board…
# 0017: Wingwoo (Air) HP: 5 (A)(A) Blustery Gale – 1 Damage. This attack continues for 3 turns. (*)(*)(*)(*) Dive Bomb – 2 Damage. Look at your opponent's hand.
# 0018: Kite (Air) HP: 6 (A)(A) Sniper – 4 Damage. You may target any Fighter in play. If you target a benched Fighter, this attack does 2 Damage instead. Their happily-ever-after was his torment.
# 0019: NNPC Squad Member (Dark) 4 HP Special Ability: Ninja Medic – Return a common ally from discard pile. (D) Ninja Strike – 2 (*) Kunai Throw – 1 The Red Shirts of the Ninjas…
# 0021: Thing from the Tabloids (Dark) HP: 8 Special: Unique Monster - You may only have one The Thing from the Tabloids in your deck. (D) Fear - 2 Damage
# 0022: Ventratta (Dark) HP: 5 (*)(*) Nomnomnom – 2 Damage. Roll a die. If the result is 5 or more, this attack does 4 Damage instead. *stare* *blinkblink*
# 0023: Shiva (Dark) HP: 7 Special Power: Demonic Speed – This Ally does not pay a retreat cost. (D) Demon Hooves – 2 Damage “No, Shiva, that’s not edible, that’s Leoness.”
# 0024: Tabloid Town Zmobie (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.
# 0025: Zombie Penguin (Dark) HP: 7 (D) Demon Breath – 2 Damage. Roll a die. If the result is 2 or less, the target is now poisoned. All it wants is a hug. Honest!
# 0026: Unidentified Backstabber (Dark) HP: 4 Special Ability: Loyalty Check -- When this card becomes Active, roll a die if you have a benched Ally as well. If the result is odd, do 2 damage to the opponent's Active Ally. If the result is even, do 2 damage to one of your benched Allies. (D)Bandage Wrap - Roll a die. If the result is odd, heal one of your Allies (Active or benched) 2 damage. If the result is even, heal the opponent's Active Ally 2 damage. (D)(*)Mistaken Shrapnel - 3 damage. Does 1 damage to one of your benched Allies. "I never did trust you."
# 0027: Shadowy Tentacle (Dark) 6 HP (D)(D) Grapple - 2 damage. Your opponent discards an energy from their active
# 0028: Petrifying Ooze (Dark) 2 HP Special Ability: Underdeep - This card may only recieve damage from fire attacks. After using Petrify, you opponent may discard 1 energy from their active to change the element of one attack on their next turn (D)(D) Petrify - The target and one benched fighter are both paralyzed
# 0029: Nightmare Creature (Dark) 5 HP Special Ability: Nightmare Freeze – Roll a die. If even, target is paralyzed. (D) Shadow Surprise – 2 (*) Razor Bite – 1 From the shadows it spawns.
# 00210: Ghost Guest (Dark) 7 HP Special Ability: Spirit Power - +1 damage to this fighter's attacks for each KO you suffer (D) Glitch Post - 2 damage The Guest from 1969 is here! ...Or is he?
# 0031: 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.
# 0032: 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
# 0033: Peasant Farmer (earth) HP: 6 (E) Pitchfork - 2 damage (E) Turnip - Heal 2 HP Well, here I grow turnips and potatoes and turnips and carrots and turnips and corn and turnips and ...
# 0034: Mercenary Cohort (Earth) HP: 8 (E)(*)Gunshot: Roll a six-sided dice. If the result is even, deal 4 Damage. If odd, this attack does nothing. "Ten shinies says he's mine for the taking. Oh wait, he IS!"
# 0035: Weewood (Earth) HP: 6 (*)(*) Spine Slam – 2 Damage. Roll a die. If the result is 3 or more, this attack does 4 Damage instead. (E) Leech Spore – 1 Damage. Heal 1 HP
# 0036: Queen Kienne (Earth) HP: 5 (E)(E) Ancient Knights – 4 Damage (E)(*)(*) Royal Command – Your opponent must switch their active Fighter with a benched Fighter. “You couldn't still feel... We were at war, Rane!”
# 0037: Captain Rane (Earth) HP: 6 (E)(E) Naval Battle – 3 Damage. Target an opponent’s benched Ally. This attack deals 1 Damage to the target. “This was a war created by murderers and traitors… It wasn't your fault, or mine.”
# 0038: Kitspore (Earth) HP: 5 (E) Reproduce – Search your deck for another Kitspore and put it directly on your bench (E)(*) Spore Cloud – 3 damage
# 0039: Generic Tabloider (Earth) HP: 5 (*)Greeting: 2 Damage (E)(*)Random Talk: 3 Damage "Hello! ^_^"
# 00310: Marvir Statue (Earth) 6 HP Special Ability: Rock Armour. All regular attacks do -2 damage to allies when Marvir Statue is on the field. (E) Hit - 2 damage - This solid rock Marvir rarely moves. It even has a bored expression permanently fixed to its face.-
# 0041: 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
# 0042: Robotics Lab Assistant (Fire) HP: 6 (F) Blowtorch - 2 HP (*)(*) EMP grenade - Your opponent's active ally discards an energy card. The fact that you feel I might need these grenades someday worries me.
# 0043: Mage Associate (Fire) HP: 5 Special Ability: Mix-up. Discard one Energy card attached to this Ally. Return your hand to the deck and draw cards up to the amount of cards returned. (F)Magic Assist: Heal 2 HP (F)(*)Unstable Fireball: Flip a coin. If heads (1), deal 3 Damage to Opponent's Active Ally. If tails (2), Mage Associate does 1 Damage to himself. "... I swear, that green round thing I put in your concoction was a pea!"
# 0044: Weenix (Fire) HP: 4 (F) Flame Flap – 2 Damage (*)(*) Fire Peck – 2 Damage. Roll a die. If the result is 4 or more, this attack does 3 Damage instead.
# 0045: Three-Megaton Nuke (Fire) HP: 3 Special Power: Detonate – When this Fighter is KO'd, deal 5 Damage to your opponent's active Fighter and 1 Damage to your benched Fighters. (*) Radiation – 2 Damage Yes, this happens all the time.
# 0046: Owen (Fire) HP: 5 Special Power: Armoured Suit - Prevent 1 Damage from every attack. (F)(*) Punch - 3 Damage
# 0051: Old Knight (Light) HP: 8 Special: Old Age - At the end of each turn, this card becomes asleep. (*)(*) Swordplay - 3 Damage
# 0052: Spacefleet Security (Light) 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.
# 0053: Lightning Mage (Light) HP: 5 (L) Bolt – 2 Damage (L)(L)(*) Thunderstorm – 3 Damage. Roll a die. If the result is 2 or less, this attack does 5 Damage instead. Anger me, and I shall summon a force greater than a thousand microwaved forks upon thee.
# 0054: Flash Drone (Light) HP: 6 (*)(*) Electric Net – 3 Damage (L)(L)(*) Flash Grenade – The target is now paralyzed. They're slower than sedated gorillas, but they sure get the job done.
# 0055: Vyt's Energy Tentacle (Light) HP: 6 Special Ability: Stack. During your Attack Phase, this card gains +1 Damage for every card with "Vyt" on its name on the field. (L)(*) Whip: 2 Damage A lost tendril from the catboy's energy evolution.
# 0056: Clockwork Maid (Light) HP - 5 (L)(*) Five-finger Discount – Take 1 energy from your opponent’s Active Fighter and return it to his deck. (L) Super-Wedgie – 2 Damage
# 0057: Dunburrow Squire (Light) HP: 5 (L) Shortsword – 2 Damage (L) Recover – Heal 2 HP Fresh from the farmlands, a squire of Dunburrow is always ready for action.
# 0061: Pirate Cannon (Water) HP: 5 Special: Reload - This card may only attack on every second turn. (W)(W)(W) FIRE! - 6 Damage. Roll a dice. If the result is even, this attack does 8 Damage instead.
# 0062: Tabloid Town Pierat (Water) HP: 5 (*)(*) Needle Sword – 3 Damage (W) Gnaw – 2 Damage
# 0063: Seawoo Water) HP: 5 (*)(*) Headbutt – 3 Damage (W)(W) Dive and Breach – 1 Damage to all opponents' Allies. Can only be used once per battle.
# 0064: The White Weewoo (Water) HP: 6 (*)(*) Fire Away! – Roll a die. This attack deals Damage equal to the result (*)(*)(*) Prepare to be Boarded – Discard an energy card from this Fighter. Your opponent discards a card from their hand. It may not look like much, but it’s home.
# 0065: The Black Beekadoodle (Water) HP: 7 Special Power: Take Flight – This Fighter does not pay a retreat cost (W)(*) Mystic Mist – 3 Damage Wow, you shot that merc in a perfect parabola!
# 0066: Pirate Raider (Water) HP: 6 (W)(W) Cutlass - 4 Damage
# 0067: Steampunk Boiler (Water) HP: 5 (F)(*) Explode - 3 Damage for every Water Energy attached to this card, up to 9 Damage, plus 1 Damage for each Water Energy attached to one of your Benched Fighters. Discard this card and all cards attached.
# 1000: Anester (Colorless) HP: 7 (*) Pickpocket - Roll a dice. If the result is 2 or less, deal 1 damage to this card. If the result is 3 or more, randomly select a card from your opponent's deck. If the card is an Energy, attach it to this card. If the card is a Fighter, discard the Fighter. If the card is an Event, roll a dice. If the result is even, add it to your hand. If the result is even, add it to your opponent's hand. (*)(*) Monkey Punch - Roll a dice, and do damage equal to half the damage rounded up. If the result is even, your Opponent's Active Fighter is Asleep.
# 1001: Newbie 'Bloider (Colourless) HP: 8 Special: Be Eaten - You may discard this card from the field, and distribute it's remaining HP and any attached cards amoung your other Fighters. This counts as a KO for your opponent. (*)(*) Sanity - 3 Damage
# 1002: Times Scribe (Colorless) HP: 7 (*)(*)New Collaborator - Switch the Active Opposing Fighter with a Benched Opposing Fighter. Roll a die. If even, deal the new Fighter 2 damage. (*)(*)(*)Tranquilizing Times Quill Stab - 3 damage. Roll a die. If the result is 1 or 2, nothing more happens. If the result is 3-6, the Opposing Fighter is Asleep. "But the green on my name doesn't look any lighter!"
# 1003: Times Star (Colorless) HP: 9 Special Ability: Stardom -- When this card is Paralyzed, roll a die. If the result is odd, nothing happens. If the result is even, the Paralysis is lifted. May only be used once per times Paralyzed. (*)(*)(*)Trampling Mob of Fans - 3 damage. Roll a die. If the result is even, the Opposing Active Fighter is Paralyzed. If the result is odd, both Active Fighters are Paralyzed. "Yes, I'd say I have a pretty well-established audience."
# 1004: Patri (Colorless) 6 HP Special Ability: Grapple - After you draw, roll a die. If even, you can move an energy from any fighter to another ally (*)(*)(*) Ball - 2 damage to your opponent's active, +1 damage to all other fighters in play for each energy attached to your opponent's active. This attack may only KO your opponent's active
# 1005: Generic Card (Colorless) 10 HP Special Ability: Totally Generic - This card can't be affected by special abilities. (*)(*) Generic Attack - 3 damage. Just another card in the crowd.
# 1006: Merpo's Generator (Colorless) 9 HP Special Ability: Generate - Both players may attach 2 energies per turn while this card is on the field. (*) Energise - Roll a die. If even, 2 damage per energy, if odd, 1 damage per energy. This attack may not do more than 7 damage
# 1011: Killer of Tabloid Town (Air) HP: 9 (*)(*) Backstab - 3 Damage (A)(*) Hidden Identity - 2 Damage. Swap this card with a Benched Fighter.
# 1012: Ninja Superior (Air) HP: 7 (A) Special Punch - 2 damage. Roll a die. If you roll a 6, your opponent's active Fighter becomes paralyzed. (A)(A)(*) Superior Katana - 5 damage Watch closely. THIS is how it is supposed to be done.
# 1013: Mini Hovertank (Air) 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.
# 1014: 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.~
# 1015: Guest Post From 1969 (Air) HP: 7 Special power: Glitch. When this ally first comes into play, choose and discard an energy card from one of your opponent's allies. (*) Destabilize - (1 damage) (A)(*) Refraction - Reduce the damage from your opponent's next attack by 1. (3 damage) ~ What happened to my post?!?! ~
# 1016: Spacefleet Pilot (Air) HP: 7 (*) Emergency Pistol - 2 damage. (F)(F)(F) Missile - 6 damage. This attack can be used against allies on the opponent's bench; if it is, halve the total damage. Did somebody call for air support?
# 1021: Kindleflare (Dark) HP: 8 (D) Needle Jab - 2 damage. Roll a 6-sided die. If you roll a six, your opponent is poisoned. (D)(*) Whip - 4 damage I am Kindleflare, your new administrator.
# 1022: 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.~
# 1023: 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 Ally. (D)(D)(D)(D)Mind Shot: 8 Damage. Discard two Energy cards attached to Subila. "My, my, my! How idiotic these fools are!"
# 1024: Bluisa, 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!"
# 1025: Fred the Zombie (Dark) HP - 10 (D)(D)(D) Zombie Love - Pick either your opponent's active card, or any ally of your choice. Roll 1d6. If even, heal 5 damage to the card you picked. If odd, deal 5 damage to the card you picked.. ..Hello. :3
# 1026: Underdeep Weaver (Dark) 4 HP Special Ability: Terror – When this fighter comes into play, your opponent discards a card from their hand (D)(D)(D) Deep Shape – Search your discard pile for any fighter and return it to your hand (D) Dark Threads – 2 damage
# 1027: Underdeep Lurker (Dark) HP: 5 Special Power: Cold Fear – When this Fighter comes into play, your opponent discards a card (D)(D) Gloom Venom – 2 Damage. The target is now poisoned (*)(D)(D) Chilling Bite – 3 Damage. Roll a die. If the result is even, the opponent discards a card
# 1028: Underdeep Dragon (Dark) HP: 7 Special Power: Shadowform – This Fighter is not affected by status effects (D)(D)(*) Fear Cascade – 4 Damage. Roll a die. If the result is odd, the target is now paralyzed
# 1031: Jernath (Earth) HP: 6 (E)(*) Dagger Stab - Flip a coin. If tails, deal 3 damage. If heads, deal 4 damage. (E)(E)(E) Arrow Barrage - 6 damage
# 1032: 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?~
# 1033: Mage Manor Gargoyle (Earth) HP – 8 (E)(E) Stone Claw – 4 Damage (E) Acid Spray – 3 Damage. Roll a die. If the result is even, this attack does 4 Damage instead
# 1034: Mage Manor Faerie (Earth) HP: 7 (E)(*)(*)(*) Faerie Blast – 6 Damage (E) Berry Broth – Heal 2 HP to any of your Fighters
# 1035: Self Proclaimed Dunburrow Steed (Earth) HP: 8 (L)(*) Mighty Moo – 4 Damage (L)(L) Udder Bliss – Heal 3 HP to any of your Fighters, except Dark types Someone's been spending too much time in the stables .
# 1036: Catapult (Earth) HP: 7 Special: Grapeshot - Once per game, you may return an (E) Energy to the top of your deck from this card to deal 2 damage to all your Opponent’s Fighters. If the damage would kill the Fighter, leave that Fighter with 1 HP. You may not attack on the turn this is used. (*) Reload - Add an (E) Energy to this card from your hand. (E)(E)(E) Fire - 5 Damage. Roll a dice. If the result is even, this attack does 7 Damage instead. Return 2 (E) Energies to your deck.
# 1037: Sandra (Earth) 10 HP Special Ability: Transform - After you draw, you may return a card from your hand to your deck to change the type of this card to earth, air, or water (*)(*) Animal Attack - 2 damage. If earth, 3 damage, if water, prevent 1 damage, if air, retreat this card
# 1038: Mercenary Commando (Earth) 10 HP Special Ability: Camouflage Paint - If this card is targetted with an attack that uses variable damage, deal the lowest possible damage (E)(*) Machine Gun - Roll a die and deal damage equal to the result
# 1039: Known Tabloider (Earth) 9 HP (E)(*) Random Talk - 3 damage. (E)(E) Quick Edit - Heal 3 HP. It's you!
# 1041: Marvir Bomb (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!!~
# 1042: Minitank (Fire) 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...
# 1043: 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.~
# 1044: Oran (Fire) HP: 6 Special Ability: Telepathy. Flip a coin. If Tails, blocks all damage from the opponent's last attack. If Heads, has no effect. This ability may only be used once. (F)(F)(*) Really Sharp Claws: 5 Damage You'd probably like him a lot more if he stayed out of your head.
# 1045: Sev (Fire) 6 HP (D)(D) Phoenix Fire – 4 damage (D)(D)(D) Resurrection – Select a common or uncommon Fighter from your discard pile and return it to your hand WE WILL, WE WILL, ROCK YOU!
# 1046: Clara (Fire) HP: 7 (F)(F) Polite Fire – 4 Damage (F) Pig Rush – 2 Damage. Roll a die. If the result is even, this attack does 3 Damage instead.
# 1051: Tabloid Town Healer (Light) HP: 6 Special Power: Urgency – This Fighter does not pay a retreat cost. (*) Staff Jab – 2 Damage (L)(L)(L) Treatment – Heal 6 HP to any Fighter in play. Roll a die. If the result is 1, this attack does nothing What with all the explosions and such, you can bet the healers are always busy.
# 1052: Android Shopkeeper (Light) HP:10 Special: Grapple. The opponent needs to spend +1 energy to retreat. (L)(L) Taser - Flip a coin. If heads, opponent is paralyzed. (3 damage) And that's why nobody tries to rob the bakery anymore.
# 1053: Spacefleet Soldier (Light) HP: 10 Special: Jump Jets - Spacefleet Soldier pays no retreat cost (L)(L) Laser Rifle - 4 damage I see them!
# 1054: Spacefleet Medic (Light) 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?
# 1055: 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!~
# 1056: Cat Assassin (Light) HP: 9 (L)Flashback: His Roundhouse Kick's damage will be doubled for the next round only. (L)(*)Roundhouse Kick: 3 Damage "I swore never to take away lives again, and I will live by that."
# 1057: Marine Ethan (Light) HP: 8 Special: Computer Precision - When Marine Ethan attacks, if the opponent is using damage reduction/blocking abilities, roll a die. If 3 or 4, half the damage that would be reduced (rounded down) is still dealt, if 5 or 6, the full damage is still dealt, if 1 or 2 damage is reduced as normal. (*) Call Companion - Search the deck for a Young Siber card. If you find one, show it to your opponent and put it in your hand. Shuffle the deck afterward. (L)(L) Ultrek Rifle - 4 damage I was promoted the day after I joined the 'Fleet. They don't do that without reason.
# 1058: Thief of Time (Light) HP: 10 (L)(L)(L) Stolen Years - 3 damage, Heal 3 HP I've shattered more hourglasses than you can care to count.
# 1061: 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.~
# 1062: Leste (Water) HP- 7 Special Ability: Shadow Dodge- Roll a dice. If the roll is greater than 3, deflect the damage inflicted (*)(W) Cutlass Attack- 4 damage (*) Sneaky Dagger- 2 damage You 'ship me, you eat steel, capisce?
# 1063: Boom (Water) HP: 7 (*)(*) Medic Supplies - Heal any Fighter 3 HP (W)(W)(*) Poison - 3 Damage. Poison the Opponent's Active Fighter.
# 1064: Pirate Pillager (Water) HP: 7 Special Ability: Loot - When this card deals damage, draw a card. (F) Torch Attack - 2 Damage (F)(F) Arson - 3 Damage. Roll a dice, if even, discard the top card of your opponent's deck.
# 1065: Underdeep Squid (Water) 9 HP (W)(W) Drown - 2 damage. Your opponent's active discards an energy. (*)(*) Tentacle Smash - 3 damage. Drowning is a horrible way to die...
# 1066: Starfishi (Water) 11 HP (W) Net - 2 damage. The target is paralysed I wish, I wish, for lovely fish!
# 2001: Times Superstar (Colorless) HP: 10 Special Ability: Constructive Criticism -- When this card becomes Active, heal each of your benched cards 1 HP. (*)Editing And Revising - Roll a die. If the result is even, heal Times Superstar by 2 HP. If the result is odd, nothing happens. (*)(*)(*)(*)Extremely Harsh Review - 5 damage. The Opposing Active Fighter is Poisoned. "I made it far, man. Real far."
# 2002: Times Legend (Colorless) HP: 12 Special Ability: Engraved -- This card pays no Retreat Cost. (*)(*)(*)Legacy - 3 damage. At your next Attack Phase, this attack does an additional 2 damage. "And may you be remembered forever as a legend of the times."
# 2003: I-Guy, TCG Specialist (Colorless) HP: 10 Special Ability: Over-Exaggerated Criticism - When this Fighter is benched from Active, deal 3 Damage to your opponent's Active Fighter and increase the attack damage of your new Active Fighter by 2 for that turn only. (*)(*)Interview Segment: 1 Damage. Roll a six-sided dice. If the result is 1 or 4, the target Fighter is poisoned. (*)(*)(*)Deep Suggestion: 3 Damage. Roll a six-sided dice. If the result is even, this attack deals 5 Damage, instead. "For the last time, I'm not the cousin of that long-spiked-hair Yugi guy!"
# 2004: Uber-Generic Card (Colorless) 13 HP Special Ability: 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.
# 2005: Merrymint Marvir (Colorless) 13 HP Special Ability: Magic - This fighter pays no retreat cost (*)(*) Mysterious Gift - Roll a die. If 5 or 6, 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!
# 2011: Sarn (Air) 10 HP Special Ability: SarnFeather Blanket - When this card comes into play, all opponent's allies are asleep (A)(A)(A) Golden Arrow - 6 damage
# 2012: The Don (Air) 9 HP Special Ability: Mafia Wars - When this card comes into play, roll a die. If 6, KO your opponent's active (A)(*) Sleepin' Fishes - 3 damage
# 2012: Spacefleet Starfighter (Air) 14 HP Special Ability: Flight - This fighter pays no retreat cost (A)(*)(*) Aerial Bombardment - 3 damage to your opponent's active and 1 damage to one of their benched fighters
# 2020: Dessan: Wanted (Dark) 10 HP (D)(D) Stopwatch - 2 damage. The target is paralyzed (D)(D)(D) Rise to Power - 6 damage
# 2021: Leraye (Dark) 8 HP Special Ability: Teleportation – This card pays no retreat cost (D)(*) Charming Smile – The target is paralyzed (D)(D)(D)(D) Soul-Snatcher – Roll a die. If 6, the target is KO'd. You may redistribute all energy attached to allies You'll have your destruction, Hungry One
# 2022: Halin (Dark) 12 HP Special Ability: Strategy - After you draw, you may retreat your active (D)(D)(D) Psychic Fighting - 3 damage. This cannot be prevented. Prevent the next 2 damage
# 2023: TMC's Bike (Dark) 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 die (*)(*)(*) Run Over - Roll 4 dice. For each even result, 2 damage, up to 7 damage
# 2030: Deus Ex Machina (Earth) 12 HP Special Ability: Miraculous Trasportation - Return an anergy from this card to your deck. Retreat your active and remove all status effects from it. This card cannot become your new active (E)(E) Trample - 4 damage
# 2031: Sharrad Ihmbali (Earth) 10 HP Special Ability: Ranger - When this card becomes active, heal 5 HP to any fighter in play (E)(E)(*) Poison Arrow - 5 damage
#2032: Mage Manor (Earth) 12 HP Special Ability: Magical Protection - This fighter is immune to status effects (E)(*) Down the Wrong Corridor - 2 damage. 50% chance of paralysis Hang on, where did that door go?!
# 2033: Legendary Tabloider (Earth) 13 HP (E)(*) Random Talk - 3 damage (E)(E)(*) Mass Quote - Deal the same amount of damage this fighter received this turn
# 2040: Spacefleet Marine (Fire) 10 HP Special Ability: Jump Jets - This card pays no retreat cost. (*)(*)(*)(*) Acquire Target - Opponent is now the target for Guided Rocket (F)(F)(F)(F) Guided Rocket - 10 damage. Can only be used after Acquire Target. Discard an energy card I've got a lock, everybody get down!
# 2041: NTWFirstspawn (Fire) 7 HP Special Ability: Birth - When this card comes into play, opponent's active is chibi'd (F)(*) Mummy Leoness - 2 damage. Prevent the next 4 damage (F)(*) Daddy Strife - 4 damage. The target is paralyzed
# 2042: Devimarv (Fire) 13 HP (F) Prank - 2 damage. The target is asleep (F)(*) Luck - Roll a die. Deal damage equal to the result Bad luck's apprentice
# 2043: Mercenary Saboteur (Fire) 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 die for each of your opponent's benched fighters. If even, 1 damage to that fighter
# 2050: Mod (Light) 15 HP (L)(*)(*) Swordfish - 5 damage
# 2051: Spacefleet Commando (Light) 12 HP Special Ability: Antigravity Jetpack - This card pays no retreat cost (L)(L)(L)(L) Heavy Laser Cannon - 7 damage On my mark... Mark!
# 2052: Spacefleet Surgeon (Light) 10 HP Special Ability: Antigravity Jetpack - This card pays no retreat cost (L)(L) Restore - Remove one status effect from any ally (L)(L)(L) Stabilize - Discard an energy. Return any discarded fighter to your bench with half HP rounded up He's hurt bad, but he'll live
# 2053: Solitary Mage (Light) 9 HP Special Ability: Gather - At the start of your turn, roll a die. If even, search your deck for a Light energy and attach it to this fighter. No other effect can remove or attach energy to this fighter (L) Blind - 1 damage. Roll a die. If even, the target is paralyzed (L)(L)(L)(L) Light Blast - 8 damage. This card must be retreated after use
# 2054: Valimarv (Light) 14 HP (L) Poke - 2 damage. The target is Chibi'd (L)(*) Chance - Roll a die. Deal damage equal to the result The miracle of good fortune!
# 2060: The Blarf (Water) 9 HP (W)(W) Chomp – 4 damage (W)(W)(W)(*) Trample – 6 damage. Roll a die. If 5 or 6, the target is paralyzed Those who wander the waters near the cove must keep a constant eye out for this monstrous creature. Its appetite is nigh unshakeable
# 2061: Rane's Navy (Water) 12 HP (W)(W)(W)(W) Sunk My Battleship - 8 damage. Return 2 eneries to your deck
# 2062: Underdeep Leviathan (Water) 11 HP Special Ability: 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.
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Post by M is for Morphine on Aug 26, 2010 5:28:57 GMT -5
Forumers
# 0100: Killix (Colorless) 7 HP Special Ability: Rally – Whenever this fighter is retreated, your current active fighter's attacks gain +2 damage for 4 turns. This effect cannot be stacked (*) Cactus Thwack – 2 damage
# 0101: Sam (Colorless) 4 HP Special Ability: Three-Month Hiatus - This card cannot take damage for 1 turn after becoming active. Status effects still apply (*)(*) Short Magic Burst - 3 damage Sure, you can attack me...if you can find me
# 0102: Wild Omni (Colorless) 7 HP (*) Tooth and nail – 2 damage. If 2 or more energies are attached, 3 damage Before I joined the Mage Guild, I survived like a wild animal, using strength and strategy to catch my food
# 0103: Nasuella Lagan (Colorless) 4 HP Special Ability: Cowardly - This fighter pays no retreat cost (*)(*) Claw - 2 damage (*)(*)(*) Freakout - 1 damage. Both active fighters are paralyzed
# 0110: Jina (Air) 4 HP (*) Chloroform – The target is asleep (*)(*)(A) Dagger – 5 damage
# 0111: Celestial (Air) 6 HP (*) Snark - 1 damage (A)(*) Wall of Air - 3 damage Here be dragon mages
# 0112: Ikkin (Air) 5 HP (A) Power Strike - 2 damage (A)(*) Spin Attack – 1 damage. Distribute +2 damage among your opponent's fighters I'm not just helping the distressed. I'm stopping the jerks who cause it. Someone has to put them in their rightful place
# 0120: PFA (Dark) 5 HP (D) Sneak Attack – 2 damage (*)(*) Katana Slash – 3 damage This ninja gear isn't just for show, you know
# 0121: Draco (Dark) 5 HP (D)(*) Shadow Katana – 3 damage (*) Kunai Strike – 2 damage You never know what can be hidden in the shadows
# 0122: Drew (Dark) 5 HP Special Ability: Teleport - This card pays no retreat cost (D) Muffin Bomb - 2 damage (*)(D) Poison - The target is poisoned Your 'friendly' local scarf salesman
# 0130: Commander Strife (Earth) 5 HP (E)(E) Psionic Burst - 3 damage (E) Execution - Discard one of your benched allies and attach its energies to this card Power was the best thing that ever happened to him... and the worst
# 0131: Vyt (Earth) 6 HP Special Ability: Slither – When this fighter becomes active, roll a die. If 4 or more, 2 damage (*)(*) Tackle – 3 damage I'm not a catperson! I'm a CATBOY!
# 0132: Patjade (Earth) 5 HP Special Ability: Charisma – When this fighter is in play, –1 to your fighters’ retreat costs (E) Silver Arrow – 2 damage (E)(E) Rejuvenate – Heal 3 HP Administrator, janitor, babysitter, and assorted odd jobs
Fire
# 0140: Lupehunter (Fire) 6 HP (F) Singe – 2 damage (F)(*) Firestorm Barrage – 3 damage Mess with me, you'll be burned
# 0141: Pyro (Fire) 5 HP (*) Knight's Fealty - Heal 2 HP (F)(F) Flameblade - 3 damage Where there's smoke, there's fire
# 0142: Leoness (Fire) 4 HP Special Ability: Plate of Cookies - When this fighter comes into play, Heal 2 HP to any ally (F) Fire Orb – 2 damage (F)(F) Mithril Claw – 4 damage You can try to break me, but you'll have to get closer first
# 0143: Candy (Fire) 5 HP Special Ability: Sweet - Heal 1 HP. Can only be used once per battle (F) FireBolt - 2 damage (*)(*) Flight - 3 damage I'm not edible, no matter how much you want me to be
# 0150: Amneiger (Light) 5 HP (L)(L) Dazzler – The target is paralyzed (*)(*) Lab equipment – 3 damage This isn't a pistol! This is that blowtorch that I've been meaning to fix but haven't gotten around to yet!
# 0151: JDB1984 (Light) 4 HP Special Ability: Writer's Block - Roll a die. If even, your opponent discards an energy from their active. If odd, discard an energy from your active (L)(L) Ranilo's Wand - 4 damage (L) Trapped in Cassandra's bottle - The target is paralyzed I get my power from my characters
# 0152: Lady Sarinon (Light) 5 HP Special Ability: Blind Sight – Your opponent must reveal their hand. May only be used once. If Oscar is on the bench, Sarinon pays no retreat cost (L)(L) Mercy – Heal 4 HP to any fighter in play Grace and civility are your finest weapons. I suggest you use them
# 0153: Oscar Featherstone (Light) 5 HP Special Ability: Dramatic Entrance – When this card comes into play, the opponent’s active is paralyzed. If Sarinon is on the bench, Oscar pays no retreat cost (L)(*) Trip – 1 damage, the target is paralyzed The key to anything is to make a good first impression, then rob them blind
# 0160: Hayati (Water) 6 HP (W) Recover - Discard 1 Water energy to heal 2 HP and prevent 1 damage (*)(*) Watery Lurking - 2 damage Where is Krisseh when you need her!?
# 0161: Hunter (Water) 4 HP (*) Staff Whack – 2 damage (W)(W) Ice Magic– 3 damage (W) Cryonics – The target is asleep Never mess with an ice mage
#0162: The Red Rider (Water) 6 HP (W) Sword Dance – 2 damage (*)(*) Martial Prowess – 3 damage Red cape, check. Meepit menace, check. Rum… Wait, why is the rum gone?
# 1110: Sambeast (Air) From Sam 9 HP Special Ability: Dazzle - When this card comes into play, roll a die. If 4 or more, the target is paralyzed (*)(*) Loud Mouth - Roll a die. If odd, 2 damage. If even, 4 damage (A)(*)(*) Aerial Magic Burst - 5 damage Nicknames seem harmless...
# 1120: Underdeep Draco (Dark) From Draco 10 HP Special Ability: Shadow Retreat – This fighter pays no retreat cost (D)(D) Shadow Ambush – 4 damage (D)(*) Wild Katana Strike – 3 damage Gave into power to protect his friends… Was it worth it?
# 1130: Corrupted Vyt (Earth) From Vyt 9 HP Special Ability: Predator Aura – 1 damage to your opponent's active for every round this card is active (*)(*) Scratch – 3 damage (*)(*)(*) Pin-down – 3 damage - Discard 2 energy cards from this fighter. Both active fighters cannot be retreated for 2 turns Ultimately consumed by the side-effects of his transmogrification, this half-feline seeks out for his prey like a wild predator on the loose
# 1140: Lupehunter, Wolf Form (Fire) From Lupehunter 8 HP Special Ability: Blazing Run - This card pays no retreat cost (F)(F) Fire Breath – 4 damage (F)(F)(*) Cursed Burn – 5 damage It's best not to cross paths with this one
# 1150: Koala Candy (Light) From Candy 9 HP Special Ability: Sugar Rush - When this fighter becomes active, +2 damage on your first attack (L)(L) Loud Music - 3 damage (L)(L)(*) Optimism - Roll a die. If even, 4 damage, if odd, 2 damage Just because I'm happy doesn't mean I can't beat you at a TCG!
# 1151: Yin–Yang PFA (Light) From PFA 6 HP Special Ability: Healing Light – When this card comes into play, Heal 2 HP to any ally (*)(*) Kunai – 3 damage (L)(L)(D)(D) Harmonization – 8 damage. Discard all attached energy A delicate balance of light and dark... Yin and Yang
# 1160: Lord Hayati (Water) From Hayati 9 HP Special Ability: Melt - Discard all attatched energies to heal all damage (W)(W) Jellify - 3 damage. Prevent 1 damage on your next turn (W)(W)(W) Summon Krisseh - 5 damage. Heal 3 HP. This can only be used once Lord of jelly world, but the worst tasting jelly of them all
# 2100: Mage Omni (Colorless) From Wild Omni 15 HP Special Ability: Energy Transfer – Once per turn, remove 1 energy card from a benched Ally and attach it to this Ally or vice-versa. If you do, end your turn (*) Slash – 2 damage (*)(*) Magic Spell – Heal 4 HP to any ally, or 4 damage to your opponent’s active. If this attack deals damage, discard an energy card to give this attack an element I'm a little low on energy. May I take some of yours?
# 2110: Nin Jina (Air) From Jina 13 HP Special Ability: Nimble - This card pays no retreat cost (A)(A) Mugging - 1 damage. The target is asleep. Discard 1 energy from your Opponent's ctive (*)(*)(A) Double Dagger - 3 damage. Roll 2 dice. For each even result, add 2 damage
# 2111: Vanguard Ikkin (Air) From Ikkin 6 HP Special Ability: Bond of Hearts - When Vanguard Ikkin is in play, +1 damage to your active’s attacks. Does not apply to this card (A)(A) Rising Slash - 4 damage (A)(A)(*) Razor Wind - Distribute 5 damage among your opponent's fighters How can you save the world without saving the ones you care about first?
# 2120: Werewolf Killix (Dark) From Killix 15 HP Special Ability: Inspire Beam – Discard 2 energies from a benched ally. This fighter gains +4 damage for 1 turn (D) Cactus Whip – 2 damage. Roll a die. If even, the target is paralyzed (D)(D) Phantom Claw – 4 damage
# 2121: Underdeep Strife (Dark) From Commander Strife 13 HP Special Ability: Intimidation - While active, event cards have no effect on this card (E) Obsidian Spire - 2 damage for each energy. If there are 4 or more, discard 1 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
# 2122: Overlady Celestial (Dark) From Celestial 10 HP Special Ability: Magnificent scoundrel - This fighter is immune to all status effects (D)(D) Evil Plan - Roll a die and deal damage equal to the result (*)(D)(*) Affably Evil - Heal 1 HP to all allies What good would fighting against me do, "hero"?
# 2150: Professor Amneiger (Light) From Amneiger 10 HP Special Ability: Emergency Beacon - Discard this card and any cards attached to search your deck for any Spacefleet themed card and add it to your hand (L)(L) Dazzler – The target is paralyzed (L)(*)(*) Automated Turrets - 4 damage. If the target uses a delay, spread the damage out among your opponent's benched fighters See, you get them into a choke point like a long hallway and then you start firing from this end...
# 2151: Sarinon, Fox Form (Light) From Lady Sarinon 11 HP Special Ability: Scorn – When Sarinon becomes active, your opponent's active discards 2 energy cards (L) Adorably Fluffy – The target is chibi’d and asleep (L)(L)(L) Sharp Little Teeth – 6 damage Yipp! @__@
# 2152: Oscar, Globetrotter (Light) From Oscar Featherstone 10 HP Special Ability: Daring Rescue – if your active falls to or below half its HP, switch them with Oscar and deal 5 damage (*)(L) Fancy Footwork – 2 damage. You may switch Oscar with any ally (L)(L) Unexpected Flashbomb – 2 damage. The opponent is paralyzed Ah this reminds me of the man-eating ell tribe of ...
# 2160: Cap’n Rider (Water) From The Red Rider 12 HP (*)(*)(*) Red Sunset – 4 damage. Heal 4 HP (W)(W)(W) Storm on the Seas – Roll 2 dice. For every result of 4 or more, +3 damage The scourge of the seven seas, this card came through a temporal anomaly to not invoke Hunty’s wrath!
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Post by M is for Morphine on Aug 26, 2010 9:08:43 GMT -5
Event Cards
# 0200: Tabloid Scandal Your opponent selects and discards a card from their hand If the public ever finds out about this, there will be too many exclamation points for us to handle
# 0201: Treasure Hunt Draw 2 cards Aye, thar be shinies in that chest!
# 0202: Frag Grenade 2 damage to your opponent's active Nothing gets the job done like a face full of scrap metal
# 0203: Sleight of Hand Roll 5 30–sided dice. Rearrange the order of the results to determine the order of cards for your next 5 card draws The reason why you never play cards with the residents of Tabloid Town
# 0204: Ninja Teleport Switch your active with a benched fighter Now you see me, now you d–*poof*
# 0205: Leocookies Heal 4 HP to any fighter in play The ambrosia of the gods… but not liquid… and cookies
# 0206: Energy Transfer Remove an energy from one fighter and attach it to another The Mage’s Guild has been working on methods of storing and transferring magical energy… with varying degrees of success
# 0207: Scout Your opponent reveals their hand. Afterwards, draw a card There is one advantage to living amongst the trees. You can see everything if you climb high enough
# 0208: Call to Arms Search your deck for a common fighter Sometimes the outcome of battle is a simple matter of mathematics. There is great strength in numbers
# 0209: Switcheroo Force your opponent to switch their active with a benched fighter of your choice No thanks! I'll play with you some other time
# 02010: Tea Party Each player draws two cards. Both players skip their next attack phases Well, General, I do have some tea and sippy cups... Why don't we all sit down and start a dialog?
# 02011: GLOMP! Target any fighter in play. Roll a die. If odd, heal 3 HP. If even, 3 damage
# 02012: Poison Cloud Poison a fighter of your choice Ughh... my head feels funny...
# 02013: Freeze Paralyze a fighter of your choice I always did enjoy turning people into giant blocks of ice
# 02014: Monologue Put any fighter in play to sleep You are brave, young warrior... but you are foolish to stand up to a being such as I, for I have the perfect plan to bring about the downfall of your miniscule plane of existence. No one shall stand in my way as I d...
# 02015: Aww! Chibi a fighter of your choice *pinch cheek*
# 02016: Neutralizer Your active is no longer poisoned
# 02017: Re–Energizer Your active is no longer paralyzed
# 02018: Awakener Your active is no longer asleep
# 02019: RAWR! Your active is no longer chibi'd
# 02020: Pink Emo Corner Heal 2 HP to all Dark–type allies *sobs* =D
# 02021: Concentrate Energy Attach an extra energy card
# 02022: Disastrous Typo Return any number of energy cards from your hand to your deck. Draw that many cards I meant jump! Aww, why does the H have to be so close to the J!?
# 02023: Toxic Energy Attach this event to your opponent's active. This counts as an energy card of any element. At the end of each round, deal 1 damage to that fighter The underhanded trick of the century
# 02024: Rainbow Prism Heal 1 HP to every ally 2% of NTWFers hate rainbows. If you are one of those 98% that love rainbows, scream 'WEEWOO!' as loud as you can
# 02025: Skin Suit Attach this card to your active to reduce damage by 1. Discard this card at the start of your next turn
# 02026: Positive Spin Attach this card to your active Fighter. If you deal Damage when you attack, increase Damage by 1. Discard this at the end of your turn. Otherwise known as a frappalappacino
# 02027: Energy Transformation Change the type of any energy attached to your active
# 02028: De-Weaponiser Discard all event cards that are equipped to Fighters in play.
# 02029: CCC Cookies Attach this card to a fighter. If they fall below half their HP, heal 3 HP Melt in your mouth, not in your hand
# 02030: Quote Disaster Discard one card from your hand to nullify any event played by your opponent
# 02031: Castration Discard a card from your hand. 1 damage to your opponent's active. Increase your active fighter's attack by 2 for 1 round Hey, good-lookin- AAAAAAW!
# 02032: Quarry Search your deck for an (E) Energy and add it to your hand.
# 02033: Tabloid Romance If both active fighters are forumers, your opponent's fighter is paralyzed [ultimate verb]x4 + Nick = Valentine's Day, every day
# 02034: Potions Shop Discard any number of energy cards from your active fighter. Heal 2 HP for each Rejuvenation comes at a price
# 02035: Ghost from the Past Both you and your opponent choose a Common Fighter from the discard pile, if you have one, and return it to your deck. Remember me?
# 02036: Urgent Call-Out Prevent your opponent from healing for 1 turn Is there a doctor in the house...?
# 02037: Level Playing Field All elemental advantages are cancelled for three turns Well, now that the combatants are equal, who's the better competitor?
# 02038: Test Your Luck Return your hand to the deck. Roll a die. Draw that number of cards The question you have to ask yourself is... do you feel lucky? Well, do ya, punk?
# 02039: Botched Healing Potion 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?
# 02040: Nullify Attach this card to your opponent's active. Your opponent must roll a die each time they want to use that fighter's special ability. If odd, they cannot use it. If even, they can use it and they discard this card.
# 02041: Surprise Attack! When your opponent switches their active fighter, deal 3 damage to the new active Surprise attacks work best when one does not shout "surprise" while attacking
# 02042: Battle Sword Attach this to any of your fighters. That fighter may now use this attack: (*)(*) Battle Sword - 2 damage. Roll a die. If even, 4 damage
# 02043: Lie Detector Guess the type of the card your opponent draws next. If you are correct, draw two cards Beep, beep, beep, BEEBEEBEEBEEP!
# 02044: Forum Filter Declare an energy type, all fighters currently in play become that type for 2 rounds
# 02045: Lemon Bomb 1 Damage to any Fighter in play. As lethal as it is citrusy fresh!
# 1200: Medicine Distribute 6 HP among your allies Tastes like a subtle mix of rotten cherries, Stal’s socks and cat hair, with just a hint of burnt rubber
# 1201: Walk the Plank Return one of your opponent's benched fighters to their deck. If the fighter has any cards attached, return them to your opponent's hand. This does not count as a KO Captain, I swear, the rum just grew wings and flew off the side of the ship!
# 1202: Brain Bleach The targeted fighter is cured of all status effects
# 1203: Mafia Wars Both fighters may attack twice this round FOCUS!
# 1204: Fake Persona Exchange your active fighter with your opponent's active for one round. They must be of the same rarity I didn't know you were a mod! Oh... wait.... ^^
# 1205: Quoting Deal damage equal to what your active received on your opponent's last turn. Skip your attack phase ... And then he said... And then I said...
# 1206: Devolve Discard a fighter from your hand to search your deck for 2 energy cards of the same type. This does not count as a KO And… PAAZZZZZ!
# 1207: Snog Remove 2 energy cards from a benched fighter and attach it to another
# 1208: Pirate RCP Roll a die. If even, draw a card from your opponent's deck. You may keep and use this card for five turns, after which it goes into your opponent's discard pile. If odd, your opponent does the same from your deck Why are those ninjas taking our pirate ship away?
# 1209: Gale Winds Return any fighter in play and all its attached energy cards to their owner’s hand Okay, who was that?
# 12010: Booster Shot Your active is immune to all status effects for 3 turns, or until discarded Don't worry, this won't hurt a bit… *evil grin*
# 12011: Berserk Mode Attach this card to a fighter to increase their attack by 2 damage for 2 turns
# 12012: Tactical Deployment Choose a 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 fighter you chose Go go go!
# 12013: Chibi Entwuffers All forumer cards are chibi'd Aww, isn't it so cute? *pinches cheek*
# 12014: Love Cake Heal 7 HP and chibi your active fighter
# 12015: Sun Sword Equip to any Fighter. It adds +2 damage to any attack. If it's attached to a light Fighter, the power added is +4. If used against a dark Fighter, that Fighter must discard a dark energy Powered by sunlight, this weapon will cut down the forces of darkness
# 12016: Accounting Error Both players discard their hands and redraw the same number of cards Wait, this is a 5, not a 6!
# 12017: Dropship Draw until you get a fighter. Place the first fighter you find directly onto your bench. Excludes power-ups Landing zone, ETA 10 seconds!
# 12018: Intimidation For each two damages your Active Fighter takes, your opponent's Active Fighter must discard an energy card, which gets shuffled back into their deck. Sometimes looking tough goes a long way.
# 12019: Dangerous Diagnostics Deal two damage to one of your Fighters. On your next turn, restore them to full health. Hello, sick people!
# 12020: Soothing Melody Both active fighters are healed 5 HP and fall asleep
# 12021: TNT Boxes Attach to your opponent's active. If that fighter is attacked with a Fire attack, discard this card and deal 2 Fire damage to all your opponent's fighters.
# 12022: Thundy’s Nukes For each fighter in play, roll a die. If even, that fighter takes 2 damage Bombs away!
# 12023: Running Late For three turns, all effects of your opponent's attacks, including damage, are delayed by one turn. If there are already delayed effects, those effects are delayed by one more turn. Playing multiple Running Late cards against the same opponent will not stack effects. Did I miss anything?
# 12024: Mind Trick 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. This does not count as their turn Ah ha! I saw right through you and stopped your plan early! Wait...
# 12025: Parrot Attach this to any fighter with Pirate in its name. That fighter pays no retreat cost Pieces of Eight, Polly want a cracker!
# 12026: Mutiny Discard your active and distribute all energies attached to it among your allies
# 12027: Superbloid Choose three energy cards from your discard pile. Shuffle two of them into your deck. Put the third into your hand
# 12028: Voodoo Doll Attach this to any of your Dark fighters. That fighter may now use this attack: (D)(D) Voodoo Doll - 2 damage. If you used this attack last turn, roll a die. If 4 or less, 5 damage
# 12029: Water Balloon Attach this to any of your Water fighters. That fighter may now use this attack: (W)(W) Water Balloon - 3 damage. Roll a die. If even, 5 damage
# 12030: Flamethrower Attach this to any of your Fire fighters. That fighter may now use this attack: (F)(F) Flamethrower - 4 damage. You may target benched fighters. If you do, 2 damage
# 12031: Dung Slinger Attach this to any of your Earth fighters. That fighter may now use this attack: (E)(E) Dung Slinger - 3 damage. The target is poisoned
# 12032: Air Gun Attach this to any of your Air fighters. That fighter may now use this attack: (A) Air Gun - 2 damage for every Air energy attached. Roll a die. If equal to or less than twice the number of energies attached, the target is Asleep
# 12033: Super Torch Attach this to any of your Light fighters. That fighter may now use this attack: (L)(L) Super Torch - 3 damage. Roll a die. If even, prevent the next 2 damage
# 12034: "Last to Post Wins" thread Attach this card to one of your fighters. Heal 1 HP each turn until the fighter is fully healed Because everyone claims they've won
# 12035: Please Do Not Use Your opponent may not use event or equipment cards for 4 turns. This effect can be cancelled if your opponent removes 2 energies from their active Epic Equipment- Please do not use
# 12036: Proboards Glitch Elemental advantages are reversed for 3 turns Good is good! *wood no longer burns*
# 12037: Translator Attach this to a fighter. All energy cards attached to that fighter are treated as that card's element Ima kikiresu ka?
# 12038: Too Many PMs Choose a discarded event card, place it in your hand Oh wait, this one's #5 plastic
# 12039: Tremor All Earth fighters on the field take 2 damage Well that one sure ranked high on the Richter Scale
# 12040: Hurricane All Air fighters on the field take 2 damage And this is just the eye of the storm!
# 12041: Whirlpool All Water fighters on the field take 2 damage Oh no, Cap'n! We're gettin' sucked in!
# 12042: Fire Hydrant All Fire fighters on the field take 2 damage These things aren't only doggie lavatories...
# 12043: Pitch Black All Light fighters on the field take 2 damage I can't see anything in here. Is that you Bob? Bob...?
# 12044: DST All Dark fighters on the field take 2 damage Gaah! The sun, it burrrrrrrns!
# 12045: Faerie Wars Force your opponent to discard any energy cards from their active fighter that do not match that fighter's element
# 12046: Dialog Glitch Your opponent must skip their next draw phase What can I do for you?What can I do for you?What can I do for you?
# 12047: Solar Temple Aura Attach this card to one of your fighters and treat it as a light energy. Discard it at the end of your turn Feel the surge of mana coursing through your body
# 12048: Phoenix Feather Search your discard pile for any Fighter and put it into your hand. Conveniently located in random treasure chests on the side of the road around the world!
# 2200: ‘Bloidal Explosion Target one of your fighters and one of your opponent's fighters. Discard both targets and their attached energy cards. Cannot be used during the first two rounds What the – why’re we back at page 12?
# 2201: Healing Potion Heal 3 HP to any Fighter in play. The target is no longer affected by status effects. Can I have a six–pack of these?
# 2202: Hunty Facts Remove all benched fighters. Return all energy cards attached to both active fighters into the deck. Restore both active fighters to full health There is no theory of evolution, just a list of fighter cards that Huntress allows to live
# 2203: Sugar Rush Each energy attached to your active fighter counts as 2 energy cards of the same type until the end of your turn *whizzes around randomly*
# 2204: Death Roll a die. If 6, your opponent’s active is KO’d. If 1, your active is KO’d THE APOCALYPSE IS HUMAN BUSINESS. WE JUST HAVE TO RIDE OUT WHEN IT HAPPENS
# 2205: War Both players roll a die. Their active fighter receives damage equal to the result Well, this is a war. All's fair in war and gathering taxes
# 2206: Famine Both players roll a die. Discard an equal number of attached energy cards All of them, like, totally hungry for revenge. It's like, the gig of the millennium!
# 2207: TMC Both players roll a die. If 2 or 3, lose 1 turn. If 4 or 5, lose 2 turns. If 6, lose 3 turns You still ride these manure–factories? Seriously, I know keeping up with the times never was your forte…
# 2208: Pestilence Both players roll a die. If even, the opponent's active and benched fighters are poisoned. Health inspection's everywhere these days, always with their raids and use–dishwashing–liquid and get–rid–of–the–rats. I like rats.
# 2209: Plot Speed Search your deck for a powered–up forumer and add it to your hand Weakness is never needed
# 2210: Critical Existence Failure Discard your active. Follow any special instructions that would apply if your active fighter had been defeated by your opponent. This does not count as a KO Blargh I am dead!
# 22011: Treason Change the element of one of your fighters Who needs Dr. Sloth?
# 22012: For Great Justice Discard 5 energies from your benched fighters. Distribute 11 damage among your opponent's allies
# 22013: Closet Attach this card to your opponent’s active to prevent them from being retreated
# 22014: Bring out the Big Guns You may not attack on the turn this card is used. Discard your active fighter. Search your deck for a non-forumer fighter and three energy cards. Make the fighter your active and attach the energies to it. Your opponent may do the same at the start of their next turn
# 22015: Demonic Flu Attach this card to your opponent's active. At the start of every turn, roll a die. If 6, 1 damage to all your opponent's fighters Ahh-Ahh-ACHOO! Sorry...
# 22016: Dead 'Bloids Discard all cards in play and in both player's hands that contain the word 'Tabloid' R.I.P. 'Bloids. May you come back and haunt us more than you haunted us in your life
# 22017: ‘Ship Heal your active 5 HP and double the power of your next attack Aww! <3 *'shippergasm*
# 22018: Faulty Vita-Pack Attach this to either your active Fighter or your opponent's active Fighter. Paralyze, sleep, poison, and chibi the attached Fighter, and count this as 2 of any kind of energy.
# 22019: Tabloidal Anniversary Your opponent gives you 2 cards for the duration of the game It's hard to find a bloidal ship that lasts an entire year
# 22020: Spacefleet Encryption Use this card to place a fighter and any attached cards face down on the bench. As soon as the fighter becomes active, turn the fighter and all cards attached to it face up and discard this card Orra pbqroernxvat, unira'g jr?
# 22021: Force Shield Attach this card to any ally. For each turn that it is attached, reduce the damage done by 4 and discard an energy from the fighter. You may discard this card at any time. I'M INVINCIBLE!
# 22022: Self Sacrifice Redirect any damage that would KO one of your fighters among your benched allies
# 22023: Tabloid Marriage If both active fighters are forumer cards, your opponent's fighter must give your active 2 energies
# 22024: Soul Gem Attach this card to one of your fighters. You may treat it as an energy card of any type. When the fighter is defeated, return this card to your deck Eventually . . . the ancestors of Otanis learned of a precious type of stone that was the key to supressing the Underdeep's chaotic energy." - Asukan, Brief History of the Luminarium
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Post by M is for Morphine on Aug 31, 2010 7:26:02 GMT -5
FableQuest Expansion Pack! This expansion was created by Strife to celebrate the world of FableQuest! Released June 1st, 2010.
Common Forumer- # 0112: Ikkin (Air) 5 HP (A) Power Strike - 2 damage (A)(*) Spin Attack – 1 damage. Distribute +2 damage among your opponent's fighters I'm not just helping the distressed. I'm stopping the jerks who cause it. Someone has to put them in their rightful place
Rare Forumer- # 2111: Vanguard Ikkin (Air) From Ikkin 6 HP Special Ability: Bond of Hearts - When Vanguard Ikkin is in play, +1 damage to your active’s attacks. Does not apply to this card (A)(A) Rising Slash - 4 damage (A)(A)(*) Razor Wind - Distribute 5 damage among your opponent's fighters How can you save the world without saving the ones you care about first?
Common Fighters- # 00011: Armon (Colorless) 4 HP Special Ability: Shadow Walker – This card pays no retreat cost (*) Ground Dash – 1 damage. Switch this fighter with a benched ally (*)(*) Twin Daggers - 3 damage You and I have completely different ideas about what's right. Ironic, considering we're both after the same jerks
# 0019: Otani Infantry (Air) 5 HP (A) Quick Stab - 2 damage (A)(A) Power Strike - 4 damage Traditionally, we leave combat to the women, but our numbers are wearing thin. The Council needs every Otani it can get
# 00210: Mallus (Dark) 5 HP (*) Cheap Shot - 1 damage. You may target benched fighters (D)(D) Blood Lance – 3 damage. Heal 1 HP It's going to feel so wonderful to hear your screams as I push my sword into your cute little chest
# 00211: Quendathu's Child (Dark) 4 HP (D) Scratch - 2 damage (D)(D) Absorb - 3 damage. Heal 1 HP Your children will grow hungry and travel to the surface for food... and then you'll be exposed for the monster you really are
# 0058: Calin (Light) 4 HP Special Ability: Heroic Sacrifice - When you opponent deals damage, this card will absorb all damage from the attack (*) Rusted Sword - 2 damage When many of us were wrongfully imprisoned by the Imperium, Calin was there to set things right
Uncommon Fighters- # 1007: Blin (Colorless) 7 HP Special Ability: Unstable Arena - While this fighter is active, each player rolls a die at the beginning of their turn. If 4 or less, the player's active fighter receives that much damage (*)(*) Claw Cutter - 3 damage
# 1028: Fallen Ikkin (Dark) 9 HP Special Ability: Sudden Infection – When you draw this fighter, choose an Ikkin card in play. This fighter replaces that card and inherits all of its attachments (*) Bloodlust - 1 damage The seers... Don't look into their eyes. They make you see things... horrible things... everything... nothing...
# 1039: Bloodweed King (Earth) 7 HP (E) Lifeforce Leech - Heal 1 HP. KO one of your benched fighters and attach them to this fighter. Treat them as an earth energy. May only be used once (E)(E) Vine Hammer – 4 damage. You may discard an energy. If you do, the target is paralyzed She-mammal must balance life force in wetlands. Must heal me
# 1058: Raiken the Thunder Fist (Light) 6 HP Special Ability: Reinforcements - When this fighter comes into play, search your deck for a common fighter and place that card on your bench (L)(L) Lightning Broadsword - 4 damage (*)(*) Five-Knuckle Faceplant – 3 damage. You may discard an energy. If you do, the target is paralyzed In my experience, nothing keeps promises better than freshly sharpened steel
Rare Fighter: # 2024: Arcadios the Everscourge (Dark) 7 HP Special Ability: Respawn - If this fighter is KO’d, restore all of its HP and return it to your bench. Return its attachments to your deck. This still counts as a KO for your opponent. May only be used once (D) Vicious Claw - 2 damage (D)(D)(*)(*) Grapple – 5 damage. The target is paralyzed Any attempt to kill him will only multiply his pain and anger
Uncommon Events # 12046: Dialog Glitch Your opponent must skip their next draw phase What can I do for you?What can I do for you?What can I do for you?
# 12047: Solar Temple Aura Attach this card to one of your fighters and treat it as a light energy. Discard it at the end of your turn Feel the surge of mana coursing through your body
Rare Event # 22024: Soul Gem Attach this card to one of your fighters. You may treat it as an energy card of any type. When the fighter is defeated, return this card to your deck Eventually . . . the ancestors of Otanis learned of a precious type of stone that was the key to supressing the Underdeep's chaotic energy." - Asukan, Brief History of the Luminarium
Card # 1043: Sev is a FableQuest character as well. See the uncommon fighters from the core card list. 
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