Copy opp. Bonus (ability of a card or a new clans bonus)
Top pillz: blank ability (if your leading in the pill count activate blank ability)
Top life: blank ability (if you are leading in life points activate blank ability)
Underdog pillz: blank ability (if your losing in the pill count activate blank ability)
Underdog life: blank ability (if you are losing in life points activate blank ability)
Pillz > X: blank ability (if your pillz are greater then X amount activate blank ability)
Pillz < X: blank ability (if your pillz are less then X amount activate blank ability)
Pillz = X: blank ability (if your pillz equal X amount activate blank ability)
Opp. Damage > X: blank ability (if your opp. Dam. Is greater then X activate blank ability)
Opp. Power > X: blank ability (if your opp. power is greater then X activate blank ability)
Opp. Damage < X: blank ability (if your opp. Dam. is less then X activate blank ability)
Opp. Power < X: blank ability (if your opp. power is less then X activate blank ability)
Pillz odd: blank ability (if you have an even pill count activate blank ability)
Pillz even: blank ability (if you have an odd pill count activate blank ability)
Reflect X damage max Y (reverses X amount of damage taken back to opp. Up to a maximum of Y)
Switch (switches power and damage of your card)
Switch opp. (switches power and damage of your opp. Card)
I can do you 5 better
Bonus: strike back. When a clan member is played in the round before with bonus shown th the next round the controlling player goes second. If two of this clan's members are shown then the first played gets the bonus.
It's a game changer bonus. You can go second all 4 rounds. But like everything there's a dow side. Ambre. Courage cards, bsides Ambre, need some serious field manip to avoid soa. An with the unpredictablity of going second you can play soa or Dr or sob whenever. Another d side is like Skeelz no fightable bonus. No help in helping you win the round.
And no damage help for easy 2hko.
Like how Skeelz were released with alot of situal abilities, Vortex brought defeat and Berzerk brought protection stats and backlash. This clan would bring hindsight and foresight, premontion and curse.
Foresight, if plated first in the round, would give you
the option, if you have enough pillz, to give your character 1 more pill or take 1 away once the fight starts.
While hindsight can only be played second in a round, it would tell you if the opp uses more then 3 pillz. Helps if less then 3 then you know how many pillz to win if more it random.
Curse: only playable in forst round if player wins then before round 4 and after 3 you get + or pillz or -life or pillz
Premontion: playable round 2 only. can choose your opp character for round 3. if soa then it's ineffective.
@Gwaapap: good ideas, all can be implemented without unbalancing the game. My favorite is switch i see it working better with abilities like courage, defeat or confidence so you actually can decide when the switch happens.
@TS bee beard: This abilities are too OP and cant be implemented without changing not only the code of the game but also the way it is played. Curse is the only one that is ok, i think. Not hat i dont fantasise about those kinds of cards too =P
I was debating on switch, i think that with situational abilities like courage, confidence etc it would be ok. but switch opp would be to unbalanced the more i think about it. you would dominate to much in elo makeing 8/4 into an ez 4/8 to kill. so unless the card with the ability had like 3-4 power, switch opp would be too unbalanced.
Switch opp is OP as a bonus probably confidence or revenge switch opp
since then ur opp would find hard to end the match
switch as an ability or bonus is fine though as the staff only needs to make cards that wont get too op when stats are switched around. Or too crappy like a 8/4 that becomes a 4/8
but itself it would be kinda strange either we would get the normal stats bad both stats even or if switch does happen then its worst for ya.
striek back could be good as Strike back: then blank happens
or an ability that fi you win or loose you stroke back
TS bee bear u didnt give 5 better you gave 5 worst,
Switch opp. would finally be the anti wall ability tho. makeing 8/4 into 4/8 might not be as bad as i think. it allows for cards like zatman to finally lose a round. and it messes with all clans play styles. makeing la junta/FPC into ulu wata/bangers and vice versa. nanook as a ohk would be funny to see.