Hmm, four-five star stats on a two star with a possible self-KO ability in a clan who's bonus doesn't help. It's a nice idea, but two flaws jump out to me immediately.
1. This card would hardly ever see play in a Skeelz deck, but used as a splash in any other deck, it loses that restricting bonus opening itself to SoA.
2. Much like Gork, the backlash is meaningless on the last round.
Of course, the card's weakness help balance that. It has absolutely nothing to help it win a round and is only useful as a splash. I think it's actually an okay card, but would be slightly more fair at 3 stars. Cool idea.
Confession: For a minute, I thought you had suggested defeat. Glad I double-checked before posting.
New abilities for new Lds. These could create some interesting strategic opportunities, possibly making some old cards ELO-playable.
-Poison Boost: If poison is active when this card wins a round, poison damage is increased by X this round. The poison retains its old min.
-Heal Boost: If heal is active when this card wins around, life recovery is increased by X this round. The heal retains its old max.
-Overdrive: All cards and all abilities in play on your side have their Min lowered by 1 and Max increased by 1, where applicable.
Poison Boost 3 (meaning that if Slug Ld hits while Freak bonus poison is active, it will tick for 5 min 3 on the turn that he hit... Or if Paolo has his poison active, it would tick for 4 min 3, and so on.)
Slug Ld is a hateful little man who often assists Kharl with ticket sales, and ensures that no one sneaks into a Freaks show for free. He is not above physically tormenting would-be freeloaders, shaking them about with inhuman strength until they cough up the price of admission.
Heal Boost 2 (if Galahad Ld hits while Ulawele has his heal active, it ticks for 3 max 10, and so on.)
Head of Queen Naliah's 4th Seahorse Cavalry Division, Galahad Ld is loyal, chivalrous, and deadly with a harpoon. His devotion to Lianah Ld is so great, that he risked losing his post by following her land-side. Determined to keep her safe at all costs, he goes wherever she goes.
Overdrive 1 (if Oil Ld hits, the Max on Lakit's heal goes up to 8, whether the effect has been activated or not, and the min on Sigma's poison goes down to 3, whether the effect has been activated or not, and so on.)
Interstellar assassin and skilled shapeshifter Oil Ld cares little for Sakrohm's nutty religious rights. Of course, he keeps that information all to himself. For now, they are the perfect front for his operation on Earth. Matiz may be catching on to him, but fortunately, he is not terribly coherent...
Those are some really cool ideas, Ghelas, but I can't help feel that they're too specific. The poison card works because of the Freaks' bonus, but that Ulu card requires a heal card to be present and is extremely predictable in that situation. However, those stats are still usable without the ability, so nice call there. The Oil guy is also predicatable, but without the stats to back it up.
Stop Opp Bonus
It's become apparent to Ottavia that some visitors to Borgia's Palace have some unfair advantages against the others (and more importantly, the house). To remedy this situation, an anti-psychic has been hired to occasionally send out a surge of mental power in the casino. He's been doing such a good job that the Don has given him a few assignments elsewhere.
3* Fang Pi Clang
Stop Opp Ability
A smooth soul brotha, Punch Justice, is hot on the trail of the foul demon that has possessed his cousin. The monster's now under the protection of the Nightmare, so Punch has joined the Clang to even the odds. He doesn't care how many demons he'll have to fight, or how many Bruce Lee movies he'll have to sit through, because nothing is going to stop him from taking that piece-of-crap hellian down!
I think for the most part these abilities should work a bit like Stop, in that they are best on cards that are just fine when the ability is not active. Overdrive is the iffiest and hardest to balance, IMO. Maybe Overdrive would be better as an always-active Leader power, because having to hit with a specific card just to change max/min is very restrictive...
if anything, that does sound like a cool Leader idea - but it has to be specific like overdrive -1 poison min. Leader or +1 heal max Leader.
scripting issues aside, i wonder how the overdrive ability will interact with karion's and eloxia's poison.... kinda seem moot... nevertheless, a -1 poison min. Leader would be somewhat useful with the Freaks and +1 heal max. sure seems Hax for sakhrom
on that note, perhaps a set of 7/5 and 6/8 Leader with +1 life or -1 opp. life min. 4 Leader power?
As much as I would love a -1 Opp Life, Min 4 Leader, I think it would make Timber obsolete. Consider, how many people use Vholt (DR) over Bridget (life gain)?
A Min Max changing Leader sounds interesting, though.
Would a Pill Heal/Poison ability be overpowered? I assume a high min or low max would make it fair on paper, but player's would overvalue it in actual play, by that I mean, overpilling with or against it. It would also draw comparisons to Morphun and Eklore, but Bridget's life gain hasn't negatively affected heal and Leaders are already out of Elo and have limited DT play.
Burn 2, Min 5 (Poison for Pillz, I recall someone else using that name.)
If used on the first round, your opponent can lose up to 4 pillz. Second round, 2 pillz. Ability is useless in the later rounds.
Obtain 2, Max 7 (I'm sorry, I can't come up with a better, more clear name.)
First round victory sets a possible gain of 4 pillz. Second round, 2. Yet again, the later rounds are worthless making this card very predictable.
Defeat: Recover 2 of 3 Life
I think it would be interesting to see a more adaptive defeat: life gain. Against high damage/life drain, it would be better than normal, but a low hitter would give you much.