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.
Two more new Lds and abilities.
Rally: This is an identifier that activates an effect if, after a card has won the fight, its player is still losing the game.
Verdict: This is an identifier means that an effect ALWAYS activates. It cannot be stopped or interrupted in any way. It occurs regardless of whether the card wins or loses its fight.
Rally: -3 Opp Life, Min 2 (Note that the effect ONLY kicks in if Jimbo's controller is still losing AFTER having dealt 6 damage.)
At first glance, Jimbo Ld looks like a complete loser. He's the kind of guy that highschool football players simply dream of shoving head-first into a toilet. What is this fighting game champ doing hanging out with the All Stars? In an attempt to be acknowledged as a real sportsman, he invited them to attend one of his competitions. They were not terribly impressed by his lightning-fast combos... However, when a rival accused him of cheating and started a real fight, Jimbo put him in the hospital with one powerful strike of his muscular left thumb. The All Star crew was quite ready to call him a champion after that.
Verdict: -2 Opp Life, Min 4
Hodes is a repugnant creature, a prototype for a new generation of Gheistlings. Instead of being equipped with a slow-acting poison, his wrist spines deploy a highly concentrated acid. Unfortunately, the acid cannot be contained by anything other than Hodes himself, making lab tests extremely difficult.
Transfer as Bonus analysis:
Transfer: Y Power to Damage, Min X
This bonus would make most of its cards effective power value 6 or lower (assuming Y is 2 and X is less than 6), rendering any card without power or attack abilities extremely risky to play, even moreso than the other damage clans. Not a worthwhile bonus.
Transfer: Y Damage to Power, Min X
This one is much better. Assuming Y=2, X=1, this bonus would make its clan similar to Ulu Watu in stats. Giving them damage-focused abilities would help distance the two.
Transfer in theoretical combinations and match-ups:
Protection: If the stat to be lowered is protected, the transfer is negated, but if the raised stat is protected alone, the transfer would still work.
Copy: The transfer would work for the copier as well as the copied. The copier could find itself DRed by its own ability. Power reduction would be less of an issue, considering both cards would be hit.
Steal: Same as above, except the copied card keeps its base stats. TP>D cards would have a power advantage, while TD>P cards can take a loss like a DR.
Transfer Opp: Power to Damage (and the reverse)
Lower an opponent's stat, but give them a boost to the other. Simplified, these would be DRs that help the opponent win or PR that make it riskier to lose.
Transfer Opp: 3 Power to Damage, Min 6
Transfer Opp: 3 Damage to Power, Min 1
Rally seems overly restricting, maybe the card should be more powerful to compensate? Also, would this prefix be exclusive to post-round abilities?
Rally: -3 Opp Life, Min 0
On the other hand, Verdict sounds too powerful. Immune to SoA and activates regardless of win? The first effect is an insult to Roots, GHEIST, Skeelz, SoA ability, and stop cards. The second effect, however, is an interesting feature. Maybe just that function on its own? Still vulnerable to SoA, but losing still activates the ability. Even then, the ability should probably be weak to keep it fair.
4* Ulu Watu
Verdict: +1 Life
Some more cards for TransferOpp
Transfer Opp: 2 Power to Damage, Min 3
Transfer Opp: 4 Damage to Power, Min 2
Transfer Opp: 5 Damage to Power, Min 2
3* La Junta
Transfer Opp: 4 Power to Damage, Min 4
Team: Transfer: 2 Damage to Power, Min 4
Team: Transfer Opp: 2 Power to Damage, Min 6
Hmmmm, i think Verdict: will be similar on the abitilies of the Leader characters that can't be stopped..
anyway.. i know this abilities might be suggested long ago.. but here is it anyway..
-1 opp life and pillz min 1
Leech 1 min 1
similar to +X life per dmg but this time, the +X and -X life will be determined by a fixed number not by damage.
it also create 2 gap like Jungo, Berzerk, FPC ang juntas..
UR can also make another animation so it won't be a typical remove life and gain life animation.
Ability: -3 Opp. Power Min. 5
Support: +1/2 Power
1/2 Power would move up if its 1 1/2 or 1/2 so the power would at least go up to 7.
Stop: -6 Opp. Life Min. 0
The reason why its so big of -6 is because that your opp. would have to stop your bonus and ability and when does that ever happen, rarely so lets make it a 1HKO if it happens!
Retaliate: -3 Opp Damage Min. 2
Retaliate is an ability that has been mentioned before but I feel that Retaliate is a better name, the ability is when you play 2nd in the round!
Ah, sorry, should have clarified that. Rally should only take life disadvantage into account. It would typically either increase the gap through a +Life or -Life ability, or add pills.
While we're at it:
Rally: Support: +1 Pills
Hailing from some northern country with an unpronounceable name, Quiet Boris tends to keep to himself. Most of his days are spent in a tiny, filthy little lab, where he cooks up exotic mind-altering substances. Once every few weeks, he emerges from within, bearing vials of strange powder and tablets with the most unusual shapes and colors... No one, not even Don and Avola, know his secrets.
@awilly This first point doesn't matter much so I thought I'd adress it first. Caution (or Ambush as TheDoomBug suggests) are surely better names for abilities occuring when the card is played 2nd in the round than Retaliate, because the word retaliate seems to carry vengeful connotations, like Revenge does. The other two suggested condition names don't, instead they imply preperation based on foreknowledge for a fight that has yet to occur, which seems very appropriate. As for the card idea utilizing it, Flawne, it appears to be a very good idea as it fills an Arno shaped space for the Roots clan.
Second:I observe that Pillz/Life Drain abilities are often referred to as either Steal or Leech, and it is unclear (to me at least) if there is any consensus on what is the better name to use to describe such abilities.
May I suggest a convention? For Pillz Draining ONLY the term Steal should be used. Likewise, for Life Draining ONLY the term Leech should be used.
This would help clarify matters so everyone knows immediately (without having to think too much) what someone else on this thread is trying to describe with their ability suggestions, and also cause consistency between posts.