Design a card! Let your imagination flow!
Design a card by it's:
Timeline of post creators of the "If you will be making a card in this game, what will it be?" series:
-6SimS-Sven (Original Creator, Part 1)
-Mr Intelijent (Part 2)
-Edon EG (Part 3)
-SadisticCynic (Part 4)
-Six Nations (Part 5)
Post away, fellow Urban Rivals players!
8/6 unlock all bonuses
it means any card will have its bonus
And I merely didn't believe in your eyes. And wanted to showoff a little.
I'm certain this idea has been thought of before, but how about Clan-specific Leader-type cards? Obviously not calling them Leader, maybe God (might be too powerful sounding), Champion, or Testament? Could function similar to Lds in that they are unlocked by missions (no buying, selling, or trading), but instead of a small set of simple missions to be completed in a week or two, they require much more play of their clan (1000 damage in SVR with Uppers and 100 KOs with Uppers, for example) with no time limit.
Their abilities would only function for their clan (and will aid your opponent if they too have that clan). Probably immune to SoA due to being derived from Team.
Uppers: -2 Opp Attack, Min 1
The Uppers bonus gets even better with him around. As a safety precaution, his damage is low.
5* La Junta
La Junta: Stop: +2 Damage
If Junta lose their abilities, they gain damage.
Lelena Tm (Ielena 's good twin)
Roots: -1 Opp Damage, Min 3
Honestly, I could see the neo Ld system functioning, but I doubt that Team Leader cards would ever be seriously considered by staff or players. I just wouldn't want to repeat the old "Lds aren't Legendary."
Reprisal: Stop Opp Bonus
A non-team example. Bizzaro X-0DUS.
7/4 Stop Bonus
So, stops his own bonus so is a 7/4 , but when SOA hits he is a 9/4. Less powerful than stop because he is a 7/4 when he doesn't draw his bonus against SOA, but better than a stop because SOB does nothing to him (unless its SOA and SOB).
Clan idea: Amort the dead clan
The pharmaceutical corporation, Greenman, was hard at work at creating a cure for (and a vaccine against) the zombie virus plaguing Elektrozova. Mystical sabotage from the Nightmare clan brought about a strange reaction that neither side anticipated. Divine entities possessed the aimless corpses and an exodus of undead toward Clint City. The evil should take heed, there is no more room in Hell.
Bonus: -1 Opp Attack per Opp Life Left, min 7
The opposite of Huracan, your bonus is weakened by winning against your opponent (Zombies are more effective against large crowds than a few survivors, for some reason). Like with the Montana, olding may prevent you from using your bonus effectively.
Xolot (skeletal dog)
Reprisal: Stop Opp Ability
Dameon (creepy child)
Defeat: Recover 2 out of 3 Life
Jerik (loves building walls)
-3 Opp Damage, Min 2
+2 Life per Damage
Metaflan (Zombie Priest with six dove wings)
Heal 3, Max 9
Genie Ziz (giant bird of corpses)
Stop Opp Bonus
Gelgamsh (Several corpses combined into one armored warrior)
-3 Opp Life, Min 0
deArk (glowing female knight - leader)
Backlash: +4 Opp Life
Healing aura helps enemies. Oops.
Backlash: Heal Opp 1, Max 8
Why do I fix everything I touch!?
Backlash: Poison 1, Min 6
Overriding my opp's poison, ho!
I've been thinking about the "stop cure/poison" effect for a while and it's just too specific an ability for actual play. That is obvious. However, if the anti-heal/poison was just a side effect to a differently intended ability, it could see more use. See poison and heal do not stack, so a new one applied deletes the old. (Only explaining it for the few that didn't already know this.) Gork 's ability works like this, but his poison is too strong for most people. So why not try a weaker version? Also, we've yet to see Backlash: Heal Opp and I think it'd funny.
I like TDB's idea in post 96.
How about something like -1 opp. life per damage, min. X?
Say, 3* 7/3 -1 Opp. Life per damage, Min. 3?
Something like Oxen, but more susceptible to DR.
Spikey 13's idea for Shilpah is interesting, as there are already a few Fantasy Rivals cards with "Impose Power" and "Impose Damage" abilities, changing opponent's Power and Damage to be same as your card, respectively. I've been wondering if these abilities can work without being broken in Urban Rivals as well. Perhaps they can.
Level 1: 2/1
Level 2: 7/1 Ability Unlocked: Support: Damage +1
Level 1: 1/1
Level 2: 1/2 Ability Unlocked: +4 Pillz
Level 3: 3/2
Level 4: 8/2
Level 1: 2/3
Level 2: 7/3
Level 3: 8/3 Ability Unlocked: Defeat: +2 Pillz
Level 2: 1/1
Level 3: 1/2
Level 4: 3/3
Level 5: 4/5 Ability Unlocked: Support: Power and Damage + 1
Level 1: 5/4
Level 2: 5/4 Ability Unlocked: Reprisal: Revenge: Stop: Power +3