Power = Opp Life is an interesting idea, but IMO it NEEDS a max. If memory serves, 11 power is the best you can get, and it's either on a low-damage card (Fanny, Thormund) or conditional (Shayna, Willy.) 14 power in ELO would be a bit too much, even if that only happens in round 1. Unopposed, Jamez would get a ridiculous 50 attack for 3 pills... With the additional strategic issue of only becoming a little bit weaker if your opponent 1-pills a card, expecting a Jamez block, and you low-pill a low-damage card like Morgan.
There's an ability I haven't heard of before. The possibility of very high or very low power is interesting. Amazing, but predictable opening ability.
Jamez' base 8 power is an oddity. Typically, power equal cards have low base power to encourage their ability. Jamez' high power makes him solid against SoA, but weaker late in a fight. Of course, 12 (or 14 power in ELO) in the first round means that few would wait to use him.
*3 Ulu Watu
Confidence: Power Equals Opp Life
Without his ability, this is an 8/5, which is godd for an Ulu. His ability is confidence, so that he can't start as a 14 (or 16 ELO!) power card.
Bear with me, two new ideas for my fan-clan, Arcadia, came to me.
Bonus: -1 opp power and damage, min 1
Davin tried to warn Oberon that Titania was unworthy of the throne, but his friend wouldn't listen. He questioned the clan's straying from the Fae's role as helpers and was reduced to a servant as a result. With his patience shot, Davin has vowed to find a way to overthrow their wicked king and queen with as few casualties as possible.
Lv 1: 3/1 (A rosey-cheeked Gnome with a bushy white beard, blue clothes and a red, pointy hart, smokes a long pipe.)
Lv 2: 7/3 (Defeat +2 life) (No longer smoking, a mystical smoke-like creature emerges from his pipe.)
If the present was going to make Moradin feel foolish, he'd going to fight back. Spending three months using the finest gems to create Jasper and a month to remodel it when it looked too much like C Blade. Sure Jasper's can think on his own and has an expensive diet of gems, but when he's smashing a car on your head who's the fool now?
Level 2: 2/1 (A giant creature made of gems that looks like C Blade. Inside his chest is a beating heart made of the gemstone he's named after.)
Level 3: 3/4 (An angry Moradin chisels away on Jasper to change his look.)
Level 4: 5/4 (With a sleeker design, Jasper lumbers towards the player.)
Level 5: 8/4 (-2 opp life, min 2) (He holds the barrel of a Tank that he's crushing with his hands.)
Ability: +1 pillz per damage
Stats: Lv.1: 2/1, Lv.2: 4/3, Lv.3: 6/3, Lv.4: 7/5
Bio: Tony was a normal man, until he was granted the touch of death by an unknown force. When Ielena caught wind of what Tony had, she convinced him to join the Nightmare clan to get rid of some of there enemies.
I don't think 0 works as a Base stat. One should be the minimum.
Regain all pillz for victory is way too powerful. Even Defeat: Recover doesn't hit that high. It also leads to:
Does your opponent have SoA?
If yes, use "Too Lazy" as a response to a different card.
If no, open with all pillz, maybe fury.
If all Opp Cards have SoA, sacrifice this card.
Here's my silly idea.
Support: Support: -1 Opp Attack, Min 0
Confused? Here's the math.
Alone: -1 Opp Attack, Min 0
Half Hand: -4 Opp Attack, Min 0 +Bonus = -16 Opp Attack, Min 4 (Ace)
3/4 Hand: -9 Opp Attack, Min 0 +Bonus = -21 Opp Attack, Min 0
Mono: -16 Opp Attack, Min 0 +Bonus = -28 Opp Attack, Min 0
Behold my wall! SoA or SoB can wreak it's day.
Support: Support: +1 Attack
Mono wall of +16 attack.
MM's allies with Support count her twice. So an additional +3 attack to their bonus. Those with abilities like Pam and Marco Cr also get a boost. Note: Against SoA, MM loses her extra support, but the ability will still be active for her allies. Stopping their abilities would be a smarter use of SoA.
2* La Junta
Boosts Support cards further.
Boosting card are strong against SoA.
Boosting card has no ability for itself.
If no Support are present, ability is useless.
Support cards are still vulnerable to SoA.
Basically with "too lazy" he ensures 2 free damge in the first round. Because you just max pill + furry and your opponent will most likely not challenge if he doesn't have a soa. The reasoning for him having 0 damage is because if he had 1 base damage it would mean he would deal 3 free damage unless vs pusscats or a soa and 3 free damage is significant for only a 2 * card.
Any amount free damage of free damage is too much. That's a whole round- a whole card- wasted for your opponent, one-fourth of the match that they cannot affect. Sure, they could aim to beat that sixty-eight attack, but it wouldn't be worth it most of the time. It'd also be an insane risk; what if Too Lazy was olded? You can't risk wasting mass pillz to stop two damage. They are forced to lose at least one life. It takes away choice for a player and that's not fair.
How about Recover: 1 of 3 Pillz?
Win and get one-third of your spent pillz back. Lose, and the pillz are gone. The pillz recovered aren't enough to make All Pilling worth it unless you NEED to do so to win the round.
Recover: 1 of 3 Pillz
Tulzi gets one-third back for a win and two-thirds back for a loss.