first two are good,
but the rest gets kinda iffy, might need to reconsider all the possible permutations and how it might be imbalanced - although perhaps clever manipulation of the cards' base stats could even things out.
a possible bonus that might also be in that category is: copy opp. ability. Would really be interesting to see that come out... even as an ability in existing clans (although that might be too hard to balance).
Yarr, exactly my thoughts - as a bonus it would shut down too many cards.
and i like what you did with Waldo. 7/4 makes it doable since his bonus isn't atk or power manip, otherwise he'd become OP.
lemme see if i can come up with possible cards for other clans with atk or power manip (otherwise it'd have to stick with other clans with utility bonuses)
perhaps something like 4* 7/3 Copy opp ability sentinels would be doable hmm...
I'm curious as to how the Copy abilities would interact. It depends on how the game is programed. For the purpose of demonstrating my thoughts, I will use Saki and an imaginary card. Imaginary card stats: 7/3 A: Copy: Opp Ability and B: Copy: Opp Bonus.
Hypothesis 1: Copied but useless.
Imagine attempts to copy Saki's ability, but it doesn't get an effect from it. Saki attempts to copy Imagine's bonus, but she doesn't get an effect from it. Imagine successfully copies Saki's bonus and both cards lose 2 power.
Hypothesis 2: Copied as stated.
Imagine copies Saki's ability which is then used to copy her bonus. Saki attempts to copy Imagine's bonus, but it tells her to copy it again (infinite loop), therefore Saki's ability becomes useless. Imagine copies Saki's bonus without issue. This means that Saki loses 4 power and Imagine loses 2.
Hypothesis 3: Copy what it's copying.
Imagine copies Saki's ability which is copying Imagine's bonus which is copying Saki's bonus of -2 power. This means that both cards lose 4 power. This is the interaction I'd prefer.
Yarr, i guess it does get confusing and really depends on the way the game is programmed.
Neverthelss, Amiral Coco does set a precedent - the enemy's bonus is copied first and then cancelled out by his own bonus. So in this case it only does one run to reach the most tangible outcome.
therefore i reckon hypothesis 3 will occur.
I think H2 is the most likely, but would love it to be H3.
I'm so glad they released a PaDR card. I hope to see more soon.
-2 Opp Power and Damage, Min 2
After an extended stay in the Nightmare manor, Kroak has thought of some wicked ideas on how to find and punish on those that would dare sneak on to the Jungo's turf. With the GHEIST tech that his assistant, Gluup, stole and his arcane devices of necromantic origin, the frog now can control death, but can he control himself?
Stop: -4 Opp Power and Damage, Min 2
Once upon a time, there was a little fishy who met a frog. The frog had a plan for protecting their friends. First, the fishy would sneak into the sewers and take some machines and liquids from the men and women that live there. This didn't work out so well. The fishy was caught and injected with strange fluids and had mechanical devices imbedded into it and then the fishy died. For a time. The frog brought the fishy back and now has a new, better plan: destroy the sewer people. The not-so-little fishy likes this plan.