Berzerk: 3* 5/5
Ability: -3 opp. power min. 1
Nightmare: 3* 6/4
Ability: +1 Attack per life left
Cute little 3* Lea!
Huracan: 5* 7/6
Ability: -1 opp. pillz per opp life left min. 8
Naginata, Calm down!
Fang Pi Clang: 5*: 8/5
Ability: Confidence: +2 Power and Damage
Conditionally better Kerozinnn~
Bio: All those years of meditating, controlling his temper and trying to escape his own violent past had turned to Ash in his mouth the second the gas hit. With every one of his clanmates making him sick by embracing what they are, Gyatso has thrown himself even more into overcoming it. Let the others call him an Uncle Tom or the voice in his head tell him it's a farce, he can't give up now.
Look: Resembling David from Strangers In Paradise (who also had a violent past and found peace in religion), Gyatso starts off trying to fight his violent urges only to gradually lose patience and give into them.
Lv3: 7/4 (+1 attack per 2 life left)
So this means if the player's life is 12, Gyatso gets a +6 attack. Odd numbers are rounded down.
All things considered, I think Gyatso can get away with just +1 ApLL. His bonus doesn't help him win and Berzerk don't really protect their life points very well (Lola and Kostner VS all that Backlash). He basically replaces Kawamashi Cr, replace the static +9 with a unstable +12. Maybe lose a point of damage to even it out, if (and only if) you feel that'd be too powerful.
+1 Attack per Life Difference
Any life gap builds attack, both in your favor and against it. The gap becomes the weapon to either maintain it or recover from it. Equal life (like round one) means no attack.
Juncr was hot on the trail of a super-deadly android spy, or so he claims. When the robot passed through Clint City, the foreign ended up picking the wrong hotel to stay in. He's still after the android, don't fear, but he's got a much more straight-forward investigation technique now.
Carolina (aforementioned super-deadly android)
+1 Attack per Opp Life Lost (or Less than 12?)
An ELO legal, but much weaker Arkn?
Xpun-G8 (Dalek Plumber?)
+1 Attack per Opp Life Gained (or More than 12?)
To help against life gain decks.
I think these abilities are fairly weak considering their conditions and I'd appreciate some feedback on how to improve on them. Gained and Lost are total thus far, probably unprogrammable.
Latrina (Toilet-dwelling Ghost to oppose above)
+1 Attack per Life Left
If Kenny Cr is Harry Potter...
Some more low powered card ideas!
Stop opp Ability
A higher risk, higher reward Rubie.
All Stars 2*
-6 opp power min 3
Really bad against attack manipulation and SOB/SOA/P, dominates everything else.
Defeat: -4 opp pillz min 1
Completely powerless, but still a pain to face.
I wouldn't use the 3*, Rubie is already pretty risky to use.
As 2* is a bit powerful, despite all the weaknesses. I would say he's even better than Robb considering his stars and damage.
No idea how the Skeelz will fit, probably UP in the sense that he is extremely predictable, and one can simply old their main gap card with no risk. Complete Leviatonn bait too. Bonnie at least had 7 power and SoB to punish anything too fancy, this card on the other hand is way too one dimensional.