Create your own card! Any ideas, just post em!
Originally created by 6SimS-Sven followed by Mr Intelijent then by Edon EG and then by SadisticCynic
To start us off:
7/4 -3 opp damage min 1
bio-The third member of the Circle of Assasins, Kimi is a master of acupuncture and can throw a needle faster than you can blink, a quick shot to the jugular and you're dead.
Ability idea: Transfer
When active, the card loses either power or damage (depending on the card) to increase the other stat. Possible names: Charge for Damage to Power and Meditate for Power to Damage. Minimums included for the lowered stat (first listed) in case of opp abilities.
Transfer: 2 Power to Damage, Min 5
8/4 against SoA. 6/6 against most everything else.
Revenge: Transfer: 3 Damage to Power, Min 4
6/8 against SoA or without Revenge. 9/5 with Revenge.
Transfer: 2 Power to Damage, Min 6
8/2 becomes 6/4.
Courage: Transfer: 2 Power to Damage, Min 4
Yes, this can one hit KO, but requires Courage, Revenge, and fury to do so.
Transfer: 2 Power to Damage, Min 6
In the face of SoB, this card does not reduce itself.
4* All Star
Transfer: 2 Damage to Power, Min 1
DR will wreck this.
Confidence: Transfer: 5 Damage to Power, Min 5
Here's a fun one. Normally becomes an 8/5, but with fury becomes 10/5. Fury increasing power instead of damage, can you imagine?
2* Ulu Watu
Transfer: 2 Damage to Power, Min 2.
This dude only gets more power from fury (or Timber).
4* La Junta
Transfer: 5 Damage to Power, Min 5
Unlike Honey, Samson's bonus is used to up his power, leaving fury to boost damage should you want. Effectively a 9/5.
(Sorry if this has been suggested before)
Why not the ability of " -1 opp damage per damage" includes a minimum. Not only would fury be used offensively, but now defensively too!
For example, a card with 7 power, and 2 damage. The ability of "-1 opp dmg per dmg, min 2" (meaning his ability would be -2 opp damage, minimum 2. Or with fury, -4 opp damage, minimum 2)
Transfer looks like a fun idea, although i reckon giving it prerequisites such as courage/confidence/revenge would make it somewhat more dependable
and ravenholm srsly can't be 2*... 4* more like it...
cactus should also probably be 5*
Honey seems a tad underpowered, just slightly though...
wall o is probably a 3* as well, a bit overpowered for a 2* without drawbacks...
perhaps courage on Sarah b would make her more balanced, otherwise she's probably better as a 5*
the others you've given is pretty balanced imho
Courage: Transfer 2 power to damage, min. 5
Corrections: Ravenholm is a three star, less dependable than Pan, but better than Mawpin. V-Man should be 7/3 to make him stand out more from Fanny. You're right, Wall-O should be 3*.
For the others, I can defend.
Cactus Max (without his ability) is Boyle minus ability. With the ability in play, he matches Gus with Courage.
Honey is just slightly underpowered because she's in Roots. SoA on possible 10 Power? That's pushing it.
Sarah B is basically Eryton that turns into Liu when hit by SoA. I can understand adding courage as a balance, but don't think it's necessary.
Ardent is interesting, but a base power of 9? Is UR ready for that?
Reducing damage based on your own damage? Sounds cool, but I don't know if it's possible.
3* Fang Pi Clang
Transfer: 4 Damage to Power, Min 3
(9/3 normal conditions) Fury would add 1 power and 1 damage.
@TheDoomBug Question: What effect would Pow=Pow Opp or Dam=Dam Opp work against cards with these abilities? The same as against typical power manip, copying the base Power? Otherwise- interesting concept.
@Only On3 (BZ): Cards with this ability would need to have very low damage or risk being overpowered.
I've said this before, but we are still waiting for a condition which is the opposite of Courage. I'm sure that everyone agrees that if Ambre is in a battle (T2) and only one player has her, then that player has ALMOST ALWAYS has the odds stacked in his favour. No other Leader has such a game changing impact (although 6/10 are elo banned, some justifiably so, like Morphun, and others unjustifiably so, like Hugo). If there was a kind of Ability that worked when a card is played second in the round, and there were many cards in the game with such abilities, Ambre would be less dangerous in T2, but still retain the POSSIBILITY of sometimes being a gamechanger. How about a Leader with such an ability too? Personally I'd call the condition Caution. It would arguably be less risky to use than Courage as you have the advantage of knowing what the opp has played, so any cards with Caution would need to have lower base stats than courage versions(new releases that is, some of the old Courage cards are dreadful).
Pow. and Dam.+1
(I think it would have to be worded such to fit in the ability space).
Yes, Copy stat cards will still copy the base power/damage.
Agreed, Caution (or Ambush or whatever it will be called) is an ability status that's long been missing and requested.
Pro: You can see what your opponent plays and react accordingly. Easily dodges SoA ability cards.
Con: Your opponent knows that this card has to be played second, so they can plan ahead for it. If you open with the card, your opponent knows it won't have its ability.
3* Ulu Watu
Caution: -2 Opp Power, Min 1
With this card, your opponent will know that they're two opening cards run the risk of losing power, unless they have Protection or SoA.
Ability: Support: +1 pillz
Stats: Lv.1: 2/3, Lv.2: 4/4, Lv.3: 7/5
Bio: Raven is easy to spot in the Skeelz Academy, not because she has conservative clothing (unlike the other girls in the Academy), but her ability to asorbe anyone's abilities and memories of anyone she touches with her skin. With that great power comes with a 50 percent chance of the people she touches will end up in a coma, or worse.
Goldan: Fair for a Freaks card.
Scorab: Gonna say OP.
Unity: Touch Op.
Luciano Ld: Touch OP
Stehon Ld: OKish
Rori: Probably OP.
Chillz: Probably a touch UP
1950: Not bad, but won't happen.
Sallie May: OK
Parashrrom Ld: OK
Slug Ld: OK
Galahad Ld: OP combo with Eddie, IMO. But a nice idea.
Oil Ld: Fair
Punch Justice: Fair
Eyeornwhaal: I guess OK.
Jae Hoon Ld: OK.
Lenz: Tad OP
1987: UP, and 7/6 would still be OP. Just because a DR doesn't overpower Graks, doesn mean it can't be OP himself.
Bomb-Bomb: Touch OP
Katz: Bit OPish
Dr Salt: Ok.
Shimi: See DoomBug's analysis
Six Bobo: Ok.
Emb W Bam: OPish.
Cactus Max: OK
Glizzar: Touch OP
Wall-O: Touch OP
Sarah B: OKish
Honey: OK enough to get an Elo ban.
Samson: Platinum's gonna love him.
Ardent: Could you not go beyond 8 base power before the staff does?
Jimbo: Just gonna say OK.
Antiochus: I say OP.