Shattered Planes Archives (Seasons 4 & 5)

The Board => Archive => Void => Topic started by: Embodiment of Cringe on August 21, 2010, 02:21:32 AM

Title: SPTCG Card development
Post by: Embodiment of Cringe on August 21, 2010, 02:21:32 AM
Alright. Seeing as SPTCG is going to be a completely solo project (made by yours truly), you can at least help by pitching ideas. Keep in mind these few things though:

1. Read the rules at THIS POST (http://shatteredplanes.com/index.php?topic=1741.0) before posting in this topic!

2. This is not a "plllllz make my super totally awesome character plzkthx" topic. If you want a card of your stuff, go through the same process everyone else is.

3. Suggest cards! I don't care if they're the shittiest ideas ever, contribute! There are no dumb questions, just ones unanswered!

4. If you're just trying to get epic cards to mess with once we go to phase 2 (in other words, suggesting god moddy cards.) like over 9000 health on a unit or +20 attack to all your units by playing a planet, I will deny you rights to further contribute to this topic starting with a warning. Second time, you're gone.
Current people on warning:
Hawk

5. If you submit art with your card, it must be your own. You cannot pull images from google for this guys, we actually have to produce these ourselves. Now, I realize everyone's not an artist. Talent is definitely not an issue here, so if you want to, I highly encourage that you draw for your cards, whether you be skilled in the ways of the pencil or not.

6. If you feel like anything should be changed about the cards, the rules, or even this entire process itself, feel free to post it. (No more PMing/catching me on AIM/whatnot. You can still do this, but you'll get a better answer if it's posted, mostly because I can sit down and really think about your question.)

7. Do not ask to be on staff. That's what the other topic is for.



templates!


Characters

Name:
Type: (Character, Berserker) (No, we're not doing legendaries. Not yet.)
Attack: (Only if it's a Berserker!)
Life:
Soul:
Effect:
Flavor Text: (Can be anything. Encouraged, but optional.)


Units/summons (Specify! Unit = Tech, Summons = Soul)

Name:
Tech level/soul cost:
Life:
Attack:
Effect:
Flavor Text:


Planets

Name:
Life:
Tech Level:
Effect:
Flavor Text:


Spells/feats (Specify! Spells = Soul, Feats = Tech)

Name:
Soul/Tech level cost:
Effect:




Changelog (What's new?):
8/21/2010: Birth of topic and release of alpha cards!
9/5/2010: Card count has risen to 60%!
Title: SPTCG Card development (Joke card post)
Post by: Embodiment of Cringe on August 21, 2010, 05:27:48 AM
This is the post containing all of the joke cards. These will not be used in the game, but still should get some sort of recognition. If you want a joke card, make it yourself. The template is as follows:

(http://i9.photobucket.com/albums/a51/Zon_TH/SPTCGcardcharacter.jpg)

And here we go!

(http://i9.photobucket.com/albums/a51/Zon_TH/slenderman.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Firstcardever.png)(http://i9.photobucket.com/albums/a51/Zon_TH/-1.gif)

Title: SPTCG Card development (Rule Changes)
Post by: Embodiment of Cringe on August 21, 2010, 05:28:48 AM
Suggested changes:

Nothing at the moment. Might need to wait till Phase 2 for more changes.
Title: SPTCG Card development (Current cards)
Post by: Embodiment of Cringe on August 21, 2010, 08:31:28 AM
What we have so far. These cards can be edited easily without much trouble, so if you believe something is out of order, please say so. Keep in mind that we're just beginning, (and I made a lot of these when I was half asleep. x{D ) so these aren't final.

(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000001.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000002.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000003.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000004.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000005.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000006.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000007.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000008.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000009.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000010.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000011.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000012.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000013.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000014.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000015.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000016.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000017.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000018.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000019.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000020.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000021.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000022.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000023.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000024.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000025.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000026.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000027.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000029.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000030.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000031.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000032.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000033.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000034.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000035.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000036.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000037.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000038.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000039.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000040.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000041.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000042.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000043.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000044.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000045.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000046.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000047.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000048.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000049.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000050.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000051.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000052.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000053.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000054.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000055.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000056.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000057.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000058.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000059.png)(http://i9.photobucket.com/albums/a51/Zon_TH/Cards/000060.png)
Title: Re: SPTCG Card development
Post by: Orph on August 21, 2010, 09:10:31 AM
Name: Necromancer Adept, kick cost of three.
Type: Character
Attack: (Only if it's a Berserker!)
Life: Twenty
Soul: 25
Effect: During your effect phase you can spend 5 soul to summon a zombified version of any character/berserker card from any graveyard. Although the zombie version only has 5 health, but the attack is original.
Flavor Text: After the dark art of Necromancy became widespread, death was no longer considered an eternal rest.

Name: Novice Necromancer, kick cost of 1.
Type: Character
Attack: (Only if it's a Berserker!)
Life: 15
Soul: 20
Effect: During your effect phase you can spend five soul to summon a zombie token with 7 health and 3 attack onto the battlefield, you may not have more then five tokens on the field per copy of Novice Necromancer in play under your control.
Flavor Text: Nothing says love like an army of blindly loyal undead creatures.
Title: Re: SPTCG Card development
Post by: Embodiment of Cringe on August 21, 2010, 09:43:17 AM
Name: Necromancer Adept, kick cost of three.
Type: Character
Attack: (Only if it's a Berserker!)
Life: Twenty
Soul: 25
Effect: During your effect phase you can spend 5 soul to summon a zombified version of any character/berserker card from any graveyard. Although the zombie version only has 5 health, but the attack is original.
Flavor Text: After the dark art of Necromancy became widespread, death was no longer considered an eternal rest.

Decided to bring soul down to 23 and allowed only 1 token to be summoned this way. I foresee some problems with this effect in the future, but for now we'll go with it.
Title: Re: SPTCG Card development
Post by: Zero on August 21, 2010, 11:23:52 AM

Characters


Name: Zane Valatako
Type: Character
Attack: (Only if it's a Berserker!)
Life: 80
Soul: 20
Effect: If Zane is in play and the planet card Elemora is also in play then you may draw any card with the word element in it directly from your deck without waiting until your next turn.
Flavor Text: Zane is a warrior of Elemora that is loyal to the Elemental Elders but is not one of the natives of the planet.

Units/summons (Specify! Unit = Tech, Summons = Soul)


Name: Fire Elemental
Tech level/soul cost: 10
Life: 40
Attack: Shoot a raging inferno at your enemy.
Effect: Any fire based attacks get +20 attack.
Flavor Text:

Planets


Name: Elemora
Life: 1000
Tech Level: 0
Effect: When this in play if you have Zane Valatako in play then raise his soul to 30 and his life to 100.
Flavor Text:

Spells/feats (Specify! Spells = Soul, Feats = Tech)


Name: (Spell) Fists of Flame
Soul/Tech level cost:
Effect: When this in play 10 fists of flames will collide with the enemy doing light fire damage to them and will light them on fire doing 10 damage per turn until extuingished.
Title: Re: SPTCG Card development
Post by: Embodiment of Cringe on August 21, 2010, 11:39:36 AM
Name: Zane Valatako
Type: Character
Attack: (Only if it's a Berserker!)
Life: 80
Soul: 20
Effect: If Zane is in play and the planet card Elemora is also in play then you may draw any card with the word element in it directly from your deck without waiting until your next turn.
Flavor Text: Zane is a warrior of Elemora that is loyal to the Elemental Elders but is not one of the natives of the planet.

No. 80 Life is way too high, even if you stuck a kick cost of 3 onto it.

Name: Fire Elemental
Tech level/soul cost: 10
Life: 40
Attack: Shoot a raging inferno at your enemy.
Effect: Any fire based attacks get +20 attack.
Flavor Text:

this with the previous effect? At 40 life and fire based attacks +20? No. Let's go over why. First, the way this can be summoned (Almost immediately) with your first card in play, plus that +20 thing with fire is a big no no. We don't even have elements as a staple of this game, not to mention that 20 damage is really high, especially for something that can be summoned so easily.
Plus, the Attack: bracket is how much damage it would do if it attacked normally. Not the name of said attack.

Name: Elemora
Life: 1000
Tech Level: 0
Effect: When this in play if you have Zane Valatako in play then raise his soul to 30 and his life to 100.
Flavor Text:
No. I don't even have to look at the rest of this. 1000 Life is way out of proportion. WAY OUT OF PROPORTION.

Name: (Spell) Fists of Flame
Soul/Tech level cost:
Effect: When this in play 10 fists of flames will collide with the enemy doing light fire damage to them and will light them on fire doing 10 damage per turn until extuingished.
We're doing life in the 10s-50s thus far, and what you're suggesting here is pretty much being able to kill a planet in one to two turns combined with your fire elemental.



Look at rule 4.
Quote
4. Don't make overpowered cards because you want to use them whenever the card game actually kicks off. If you make anything like this, I will do either 1 of 2 things: 1. I will completely deny your card idea or 2. I'll balance it on my own and you won't like what I've done to it.

This is exactly what you're doing. I may have mentioned that I would fix the numbers, but you violating the 4th rule of the topic kind of overrides this. We're starting out with basic cards, and balancing them once we get into playtesting. We do not need these cards that have the potential to decimate everything.

You have one more chance to suggest ideas. If it's as bloated in self interest like these ideas are, I will ignore any further posts from you in this topic.
Title: Re: SPTCG Card development
Post by: Zero on August 21, 2010, 11:02:35 PM
Units/summons (Specify! Unit = Tech, Summons = Soul)


Name: Elemental Fire Warrior  (Summon)
Tech level/soul cost:5
Life: 10
Attack : A blast of flame that does 2 damage will strike an enemy.
Effect: None
Flavor Text: When you get the fires mad I hope you brought sun block and heat resistant garments.

Planets


Name: Elemora
Life: 50
Tech Level: 0
Effect: None
Flavor Text: None

Spells/feats (Specify! Spells = Soul, Feats = Tech)


Name: Earth Quake
Soul/Tech level cost : 2
Effect: When this is activated all factories on each planet receive a violent earthquake doing 5 damage.
Title: Re: SPTCG Card development
Post by: Embodiment of Cringe on August 22, 2010, 12:24:44 AM
Name: Elemental Fire Warrior  (Summon)
Tech level/soul cost:5
Life: 10
Attack : A blast of flame that does 2 damage will strike an enemy.
Effect: None
Flavor Text: When you get the fires mad I hope you brought sun block and heat resistant garments.

Much better. Attack only has to be a number.

Name: Elemora
Life: 50
Tech Level: 0
Effect: None
Flavor Text: None

This is good too. If you're going no tech, you might as well raise it to 75 or so. Otherwise, at least add in 10 tech levels in there; you'll be glad you did.

Name: Earth Quake
Soul/Tech level cost : 2
Effect: When this is activated all factories on each planet receive a violent earthquake doing 5 damage.

This is my only concern. I don't think 2 soul should cover for damaging all three planets. More like maybe 13, or a whole 20 if it's unblockable (yes, magic will be blockable in this game.)


This is the kind of stuff I'm looking for. Good work.
Title: Re: SPTCG Card development
Post by: @Pokemon Master Red on August 22, 2010, 03:41:27 AM
Sorry, Im gonna have to pull the plug on that Elmora card. :/ Elmora's mine, after all, and I've already started thinking about what its stuff would be for this anyway.

As for the tech, though, he had it nailed. Elmora has nearly no tech whatsoever; the Elementals are still in the medieval stages at their most advanced, hence 0-or at least VERY low-levels of tech. So thats correct.
Title: Re: SPTCG Card development
Post by: Embodiment of Cringe on August 22, 2010, 09:57:15 AM
Sorry, Im gonna have to pull the plug on that Elmora card. :/ Elmora's mine, after all, and I've already started thinking about what its stuff would be for this anyway.

As for the tech, though, he had it nailed. Elmora has nearly no tech whatsoever; the Elementals are still in the medieval stages at their most advanced, hence 0-or at least VERY low-levels of tech. So thats correct.

Um, kay? I didn't really provide rules on giving others stuff ( I assumed everyone would do their own stuff rather than others D}: ) .
But to make up for it's lack of tech, it's health should either be increased over the norm or given an effect that helps magic users or something. I dunno.

Anyways, new rule attached since I can no longer assume anything.
Title: Re: SPTCG Card development
Post by: UnStellar on August 22, 2010, 02:27:09 PM
Name: Reincarnation
Tech level cost: 13
Effect: Send two character or unit cards from the Afterlife to Nonexistance to bring a character of your choice to your hand.

Name: Pax
Life: 60
Tech Level: 10
Effect: Destroy this planet to bring two characters of your choice from the Afterlife to your hand.
Flavor Text: The original planet of the Paxans, the Imbellis and Bellicus fought for centuries over control of it.

Name: Xap
Life: 33
Tech level: 15
Effect: Once every two turns, at your End Phase, take a Feat card of your choice from your deck to your hand.
Flavor Text: After the destruction of Pax, this planet was formed from the sense of humor of the Gods. When the Paxans were reincarnated, they built fast, becoming much more technology oriented.

Name: Savor, the Summoner. Kick cost of two
Type: Character
Attack: -
Life: 20
Soul: 30
Effect: Once per turn, you may bring one summon to the field without paying the Soul cost.
Flavor Text: Apathetically drifting through dimensions, Savor is a lost soul.

Name: Mutehell,  Summon
Tech level/soul cost: 5
Life: 20
Attack: 7
Effect: When it's life drops to 5 or lower, it's attack increases to 10.
Flavor Text: One of Savor's favorite summons, these creatures have their mouths sewn shut, or else they could defy a summoners incantations.

Name: Vymirror, summon
Tech level/soul cost: 7
Life: 30
Attack: 3
Effect: Every time this card is attacked, add one to it's total attack.
Flavor Text: A creature that absorbs magical energy and deflects most projectiles.

Name: Houbtbewerker-class, unit
Tech level/soul cost: 10
Life: 20
Attack: -
Effect: Every turn, this card may bring a unit of your choice from your deck to your hand, without paying any cost.
Flavor Text: The first space ship made by the Paxans, these ships have numerous Pocket Dimension Generator holds for unlimited storage capabilities.

Name: Vechter Schildwacht, Unit
Tech level/soul cost: 1
Life: 12
Attack: 5
Effect: Ever time a character or unit is attackedwith this card, roll a dice. If a 6 is rolled, that card is stunned and unable to attack until this cards next turn.
Flavor Text: The second generation of Schildwacht, the CQC robots have shocking tentacles mounted on their back.

Name: Jager Schildwacht, Unit
Tech level/soul cost: 1
Life: 12
Attack: 5
Effect: If this card survives three consecutive turns on the battlefield, bring a unit card of your choice to the battlefield, skipping the tech cost.
Flavor Text: The second generation Schildwacht, these long range robots have a variety of brutal weaponry.

Name: Groot Schildwacht
Tech level/soul cost: 8
Life: 20
Attack: 8
Effect: This cards attack is doubled when attacking a planet.
Flavor Text: Three times the size of your average Schildwacht, these first generation robots have yet to be branded obsolete.

Name: EMP
Tech level cost: 5
Effect: Cancel the effect of a Feat card used this turn.

Name: AM Field
Tech level cost: 5
Effect: Cancel the effect of a Spell card used this turn.

Name: AP/AT Field
Tech level cost: 20
Effect: For the next three turns, your opponent cannot place any cards on the battle field.

Title: Re: SPTCG Card development
Post by: Embodiment of Cringe on August 22, 2010, 03:58:04 PM
Whoa, that's a lot.
Okay, let's get down to business then.

Name: Reincarnation
Tech level cost: 7
Effect: Send two character cards from the Afterlife to Nonexistance to bring a character of your choice to your hand.

I'm assuming you're bringing the character card from the deck to your hand as the last bit of effect. I don't have a problem with this effect other than I think 7 is a bit low of a cost for this. Not to mention this looks more like magic than it does technology. I'd raise the cost to 11 or 13.

Quote
Name: Pax
Life: 60
Tech Level: 10
Effect: Destroy this planet to bring three characters of your choice from the Afterlife to your hand.
Flavor Text: The original planet of the Paxans, the Imbellis and Bellicus fought for centuries over control of it.

Don't have much of a problem with this either except the amount of characters you pull from the afterlife. To counterbalance this, I would suggest that you either 1. reduce it to two or only one character, 2. Have the effect cost some soul or tech levels.

Quote
Name: Xap
Life: 40
Tech level: 20
Effect: Once every two turns, take a Feat card of your choice from your deck to your hand.
Flavor Text: After the destruction of Pax, this planet was formed from the sense of humor of the Gods. When the Paxans were reincarnated, they built fast, becoming much more technology oriented.

I'm not sure how I feel about this one. The effect is pretty nifty for a tech deck, and it's a good way to get your characters back from the grave if used for the reincarnation feat, but I sort of feel uneasy about it. Perhaps lowering the life by 5 or 7 and the tech level by 3 would make up for it. It'd also be a good idea to include when you can do this effect, like the effect phase or end phase and such. I would lean more towards the end phase, so you can't spam a feat you just got, and it forces you to think ahead.

Quote
Name: Savor, the Summoner. Kick cost of two
Type: Character
Attack: -
Life: 15
Soul: 30
Effect: Every other turn, you may bring one summon to the field without paying the Soul cost.
Flavor Text: Apathetically drifting through dimensions, Savor is a lost soul.

You'll have to be more specific on 'every other turn.' I assume (like the last effect) it's every two turns or so. Life is a tad low for a kick cost of two though, might want to raise it to 20. The effect can probably work for every turn, just as long as it's only once per turn.

Quote
Name: Mutehell,  Summon
Tech level/soul cost: 3
Life: 20
Attack: 7
Effect: When it's life drops to 5 or lower, it's attack increases to 10.
Flavor Text: One of Savor's favorite summons, these creatures have their mouths sewn shut, or else they could defy a summoners incantations.

I like this one. I'd say to either raise the cost or lower the life and this one would be ready to go.

Quote
Name: Vymirror, summon
Tech level/soul cost: 2
Life: 30
Attack: 3
Effect: Every time this card is attacked, add one to it's total attack.
Flavor Text: A creature that absorbs magical energy and deflects most projectiles.

This one is pretty good too. I'd raise the cost by at least 2 or 4 at least.

Quote
Name: Houbtbewerker-class, unit
Tech level/soul cost: 8
Life: 20
Attack: -
Effect: Every turn, this card may bring a unit of your choice to your hand.
Flavor Text: The first space ship made by the Paxans, these ships have numerous Pocket Dimension Generator holds for unlimited storage capabilities.

No problems with this other than raising the cost to about 10 or 11. I assume you're getting the free units from the deck though.

Quote
Name: Vechter Schildwacht, Unit
Tech level/soul cost: 1
Life: 12
Attack: 5
Effect: Ever time a character or unit is attacked, roll a dice. If 3 or 6 is rolled, that card is stunned and unable to attack until this cards next turn.
Flavor Text: The second generation of Schildwacht, the CQC robots have shocking tentacles mounted on their back.

This is one of the few I have a problem with. I recognize that to make up for it's effect, it's health is low. However, the effect it gives pretty much makes your units or characters invincible (if you have a lot of luck, of course.), and that's a bit much for something that only costs 1. There are a few things I would do to fix this card;

1. Raise the cost.
Of course. This wouldn't fix the problem, but it'd at least keep it from happening too early in the war for anyone to do about it, so by the time someone got it out, it'd be in the heat of things where it's protection actually mattered.

2. Lower the chances. <-- Suggested
Maybe making it to where only landing on 6's would mean protection?

3. Add a drawback. <-- Suggested
Like, 'if you fail, the attacked character/unit takes 5 more damage.' or so, or maybe the first time it fails, the card itself is destroyed.

Quote
Name: Jaeger Schildwacht, Unit
Tech level/soul cost: 1
Life: 12
Attack: 5
Effect: If this card survives three consecutive turns on the battlefield, bring a unit card of your choice to the battlefield, skipping the tech cost.
Flavor Text: The second generation Schildwacht, these long range robots have a variety of brutal weaponry.

Alright, nothing against this. Like the effect too, and considering how low the health is compared with the low cost as well balances this out. It'd be a challenge to keep it alive, but I'd say it's worth it for the effect.

Quote
Name: Groot Schildwacht
Tech level/soul cost: 3
Life: 20
Attack: 8
Effect: This cards attack is doubled when attacking a planet.
Flavor Text: Three times the size of your average Schildwacht, these first generation robots have yet to be branded obsolete.

I'd say raise the cost to 7 or so and that would be it.

Quote
Name: EMP
Tech level cost: 5
Effect: Cancel the effect of a Feat card used this turn. This card cannot effect the EMP feat card.

At this point in time, I must say the last bit of negating EMP cards has to be taken off. At the moment, there's nothing else that negates feats or stuff like this, so it'd be only fair for (right now anyways) to have this feat for playtesting for continuous negating.
I'm not saying anything is wrong with the card, we might revisit it later to add it back in, but for now, no 'cannot negate emp' effect. (Yes, I realize it makes no sense to negate a actual EMP with a EMP, but meh.)

Quote
Name: AM Field
Tech level cost: 5
Effect: Cancel the effect of a Spell card used this turn. This card cannot negate the AM field feat card.

Don't see any reason why it'd be able to negate AM field. This is a feat card, and the card negates spells. x{D

Quote
Name: AP/AT Field
Tech level cost: 8
Effect: For the next three turns, your opponent cannot place any cards on the battle field.
To balance this, I would suggest that both players are effected, or the cost is raised pretty high up there (like make 18 or 22.).
Title: Re: SPTCG Card development
Post by: Embodiment of Cringe on August 22, 2010, 04:01:36 PM
Alright, I'll be making the next batch of cards soon. Anyone that has suggested cards and has had them looked over by me, please make your changes BY EDITING YOUR POSTS (do not post a new post for your edits). Do not try to edit your cards if I outright refused them (in this case, Hawk's first card post.). Once you've edited your posts, please PM me telling me you've done so. My quote-filled balancing posts will be left for reference.

And uh, from now on, let's follow the 'only post your own stuff' rule.
Title: Re: SPTCG Card development
Post by: UnStellar on August 22, 2010, 04:30:42 PM
Name: Red Summoner kick cost of 2
Type: Berserker
Attack: 10
Life:20
Soul: 10
Effect: Every time you attack, roll the dice. If an odd number is rolled, the attack is doubled. If an even number is rolled, the attack is halved.
Every time this card is attacked, roll the dice. If an odd number is rolled, the attack is doubled. If an even number is rolled, the attack is halved.
Flavor Text: A practitioner of the Tresform, this man is a servant of God.
Title: Re: SPTCG Card development
Post by: Zero on August 22, 2010, 05:05:21 PM
Name: Order Tyrus
Type: Character
Attack: 
Life: 15
Soul: 10
Effect:  When Order is in play all cards with chaos in their name lose 5 attack.
 
Flavor Text: 
A failed son of Anarchy, the Embodiment of Chaos Order seeks to become the Embodiment of Order himself so as to counteract what his father is doing. He has allies that join him in the battle field.


Name: Excalibur
Tech level/soul cost: 5  (Unit)
Life: 10
Attack: 6
Effect: If this card is in play then if a successful attack is made on a character with this card you may take the damage used to the character and instead split it, targeting two characters or units or bersekers.

Flavor Text:  An invention of Veritas Star and one of the ships he has made before his destruction at the hands of the Relorians and then at the hand of Rogue.

Name: Wraith (Summon)
Tech level/soul cost: 6
Life: 3
Attack: 1

Effect:  Attacking this card causes something to happen. What happens once this card is successfully attacked is that the character that attacked it or berseker is moved over to the person who had this card in play allowing them to control said card for 2 consecutive turns.

Flavor Text:  A spectral foe that can get inside the opponent and take control of them if attacked. In other words you don't want to mess with these.
Title: Re: SPTCG Card development
Post by: Embodiment of Cringe on August 22, 2010, 05:25:25 PM
First Unstellar's.

Quote
Name: Red Summoner kick cost of 2
Type: Berserker
Attack: 10
Life:20
Soul: 10
Effect: Every time you attack, roll the dice. If an odd number is rolled, the attack is doubled. If an even number is rolled, the attack is halved.
Every time this card is attacked, roll the dice. If an odd number is rolled, the attack is doubled. If an even number is rolled, the attack is halved.
Flavor Text: A practitioner of the Tresform, this man is a servant of God.

Okay. You might as well substitute the dice rolls with coin flips since you have a 50% chance at either happening.

Now Hawk's.

Name: Order Tyrus
Type: Character
Attack: 
Life: 15
Soul: 10
Effect:  When Order is in play all cards with chaos in their name lose 5 attack.
Flavor Text: 
A failed son of Anarchy, the Embodiment of Chaos Order seeks to become the Embodiment of Order himself so as to counteract what his father is doing. He has allies that join him in the battle field.

No to that effect. There's no 'chaos' cards yet, and we have no idea how any card with chaos in the name will be balanced. Not to mention that a random card completely unrelated to the card named probably something like "little harmless fluffy pink bunny with loving care devoid of CHAOS" would be affected.


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Name: Excalibur
Tech level/soul cost: 5  (Unit)
Life: 10
Attack: 6
Effect: If this card is in play then if a successful attack is made on a character with this card you may take the damage used to the character and instead split it, targeting two characters or units or bersekers.
Flavor Text:  An invention of Veritas Star and one of the ships he has made before his destruction at the hands of the Relorians and then at the hand of Rogue.

Your effect makes no sense. I'm assuming if anything attacks that card, you could split the damage between two other characters or units. Which is useless considering you can block attacks towards that character...
Elaborate, or the card is denied.

Quote
Name: Wraith (Summon)
Tech level/soul cost: 6
Life: 3
Attack: 1
Effect:  Attacking this card causes something to happen. What happens once this card is successfully attacked is that the character that attacked it or berseker is moved over to the person who had this card in play allowing them to control said card for 2 consecutive turns.
Flavor Text:  A spectral foe that can get inside the opponent and take control of them if attacked. In other words you don't want to mess with these.

The effect can be much more concise, like "Whenever this card is attacked, the attacking unit/summon/berserker becomes under your control for two turns." This card is pretty good, though rather than whoever 'attacks it becomes under your control,' it should be 'whoever kills it becomes under your control.'
Title: Re: SPTCG Card development
Post by: Beware Ye Who Enter Here on August 22, 2010, 06:10:58 PM
What about ships? Do they count as units?
Anyway...


Planets
Name: Tefillin
Life: 50
Tech Level: 45
Effect: Any Zarethian unit/character/thing gets 15+ life points and 10+ attack points
Flavor Text: When the Zarethians finally found a home, they will fight for it with all their power.
Title: Re: SPTCG Card development
Post by: Embodiment of Cringe on August 22, 2010, 06:22:02 PM
What about ships? Do they count as units?

Yeah, ships = units.
Title: Re: SPTCG Card development
Post by: Orph on August 22, 2010, 07:27:07 PM
Name: Orpheus
Type: Legendary, Berserker, Tyrant.
Attack: ∞
Life: ∞
Soul: ∞
Effect: When this card is in play your opponent cannot win, and you cannot lose, you've also already won, but you cannot officially win until you kill the entire opposing force. Cannot be the target of spells or feats, any characters or units that attack it must be sacrificed.
Flavor Text: "Overkill is a term used by people not cool enough to understand that if it isn't dust at the end of your assault, it just isn't worth it."
Title: Re: SPTCG Card development
Post by: Embodiment of Cringe on August 22, 2010, 07:36:13 PM
Name: Orpheus
Type: Legendary, Berserker, Tyrant.
Attack: ∞
Life: ∞
Soul: ∞
Effect: When this card is in play your opponent cannot win, and you cannot lose, you've also already won, but you cannot officially win until you kill the entire opposing force. Cannot be the target of spells or feats, any characters or units that attack it must be sacrificed.
Flavor Text: "Overkill is a term used by people not cool enough to understand that if it isn't dust at the end of your assault, it just isn't worth it."

lolno denied
Title: Re: SPTCG Card development
Post by: Orph on August 22, 2010, 07:43:36 PM
As a joke card idiot. :D
Title: Re: SPTCG Card development
Post by: Embodiment of Cringe on August 22, 2010, 07:44:33 PM
As a joke card idiot. :D
I know. I never get to deny anything around here. ;__;
Title: Re: SPTCG Card development
Post by: Orph on August 22, 2010, 07:44:57 PM
We denied your denial rights.
Title: Re: SPTCG Card development
Post by: Beware Ye Who Enter Here on August 22, 2010, 07:45:14 PM
The description is all f=wrong anyway.
More like "when being a jerk is never enough"
:P
Title: Re: SPTCG Card development
Post by: Admiral Regis Hermitage on August 22, 2010, 08:02:55 PM
Name: Mark Tepper (Kick cost= Specific...Discard Siphire Halsey and Mark Halsey from Hand and/or Field)
Type: Character
Attack:
Life: 35
Soul: 32
Effect: +10 Life, +5 Attk on All Grunder Industries Units while He is on the field as well as half Tech cost for Grunder Units.
Flavor Text: CEO of Grunder Industries Limited

(I know he is a little powerful)

Name: Mark Halsey
Type: Character
Attack: (Only if it's a Berserker!)
Life: 20
Soul: 15
Effect: When Sacrified in conjunctino with "Dr Siphire Halsey" You may summon Mark Tepper to the field from your Deck,Hand or Afterlife.
Flavor Text: False Heaven Class-C Admin. Former PMC Captain.


Name: Dr Siphire Halsey
Type: Character
Attack: (Only if it's a Berserker!)
Life: 15
Soul: 20
Effect: When sacrified in conjuntion with Mark Halsey you may summon Mark Tepper from your Deck,hand or afterlife
Flavor Text: Tepper's Daughter...Though she doesnt quite know who her father is...she's had her suspicions.


Name: Fleet of Particular Justice, Unit
Tech level/soul cost: 60
Life: 100
Attack: 50
Effect: When Attacking planets this card recieves an additional 10 Attack
Flavor Text: The Infamous Fleet of Particular Justice...Tepper's Iron fist.



Name: Grunder PMC, Unit
Tech level/soul cost: 2
Life: 10
Attack: 10
Effect: N/a
Flavor Text: Basic Grunder PMC Unit



Name: Belka
Life: 60
Tech Level: 45
Effect: + 20 Def, to All Belkan Characters.
Flavor Text: Once lost with the ISAF this is the home planet of the Belkans


Name: Sword of Razgriz
Soul/Tech level cost: 17
Effect:  When the Character wielding this sword Attacks or is attacked by another using Excalibur the Game comes to an Immediate end with no winner...
Title: Re: SPTCG Card development
Post by: @Pokemon Master Red on August 23, 2010, 01:33:22 PM
Feats-

Name:ID-Gate--Mechera
Tech level cost:10
Effect:This card can only be played during a battle. Select one of the following effects:
1. Return all cards under your control(within this battle only) to the owner's hand, and negate the effects of the battle.
2.Discard X number of cards from the top of your deck to summon the same number of Units from your hand directly into the battle, disregarding Tech costs. These cards are returned to your hand by the end of your turn unless destroyed.
Flavor Text(I know feats dont normally have this, but blah, I like flavor text):Inter Dimensional Gates are the methods of which the Mechera travel the dimensions, and bolster their battles with many more allies, or run with their tails between their legs.

Name:Perfected Hive Mind--Lorcar
Tech level cost:*
Effect:This card can only be played during a battle. All Lorcar under your control in a single battle gain a bonus to attack and health proportional to the number of Lorcar(again, under your control) in that battle. Eg, 5 Lorcar would all gain +5 to Attack and Health. However, the Tech Cost of this card is also equivalent to the number of Lorcar under your control in said battle.
Flavor Text:All of the Lorcar know the thoughts of one another through their Hive Mind. But sometimes...A little bit better is needed than just knowing the other's thoughts. Sometimes, its best if their thoughts are also your thoughts.

Planets-

Name:Elmora
Life:35
Tech Level:25
Effect:This card's Tech level is treated as Soul, and counts towards the Soul cost of Spells, not Tech. Increase the health and attack of any defending Units, Summons, Characters, and Berzerkers by 5 during your opponent's turn only.
Flavor Text:Home of the Elementals, this planet is known for its harsh and varied landscape. This, however, has led to it being a fortress in terms of defensibility.

Name:Maltruse
Life:30
Tech Level:30
Effect:All Lorcar on this world receive a bonus to attack and life, equal to the number of other Lorcar also on the planet. However, non-Lorcar defending Units, Summons, Characters, and Berzerkers on this world are destroyed by the end of the turn they're played.
Flavor Text:Maltruse, home of the Lorcar. A massive, biotechnological masterpiece, it seems the planet itself has also succumbed to the will of its inhabitants.

Units-

Name:Lorcar Swarmer
Tech level:5
Life:10
Attack:5
Effect:You may play up to two other 'Lorcar Ravager's from your hand when this card comes into play if available, unless this card was brought into play by the same effect. Tech levels of cards played by this effect are reduced to 0.
Flavor Text:Swarmers, while not individually strong, take the initiative for the Lorcar Horde by being the front-line cannon-fodder.

Name:Lorcar Scout
Tech level:5
Life:5
Attack:5
Effect:If this card survives a battle, you may look at your opponent's hand.
Flavor Text:Scouts go to the enemy bases and check out the forces the enemy has, then transmits it back to the Horde via the telekinetic link shared between all Lorcar. However, most armies have learned their value, and shoot them on sight.

Name:Lorcar Reaver
Tech level/soul cost:10
Life:15
Attack:10
Effect:If a Lorcar Psyker is not in control and in the same battle as this card, its life and attack drop by 5.
Flavor Text:Reavers are the Lorcar powerhouses, and are very effective fighters. However, its been scientifically proven that a stick outranks them in terms of IQ.

Name:Lorcar Psyker
Tech level:10
Life:5
Attack:10
Effect:During battle, automatically destroy a single Unit or Summon with a Tech Level/Soul Cost less than 10.
Flavor Text:Psykers are powerful Lorcar, but not physically-rather, its because they can turn their opponents from trained fighters into brain-dead idiots with a single thought.

Name:Lorcar Breeder
Tech level:20
Life:15
Attack:5
Effect:You may play a extra Lorcar during your turn for every Lorcar Breeder on the field, and with half the cost(if it doesn't divide evenly, the big half).
Flavor Text:Breeders are massive Lorcar, built to mass-produce more members for their ever-growing Hordes.

Name:Lorcar Guardian
Tech level:5
Life:10
Attack:1
Effect:Damage directed against a specific Lorcar may be redirected to this Unit.
Flavor Text:Guardians are the Lorcar who protect the bases of the Hordes. Unrelenting beasts, they always seem to prevent foes from attacking other targets.

As you can see, the Lorcar are built for having numbers on the field, and to do so fairly fast. On the other hand, their feats are gonna be meant to be fairly high in cost, which might turn people away from using them as much, and their cheaper units might not always be as strong. Im not sure if I got the numbers right, so feel free to adjust them accordingly, I just did what I thought would be good...Which probably isn't as balanced as I hoped. :/ Anyways, as for Lorcar card effects that concern other Lorcar, since we dont have a type/attribute/whatever system, Lorcar are just Units, Summons, Characters, and Berzerkers with the word Lorcar in their names. Ja, I know, the whole 'Bunny who is totally not Chaos' argument, but we dont have a way to classify them, so its the best I got.
Title: Re: SPTCG Card development
Post by: Embodiment of Cringe on August 23, 2010, 11:18:06 PM
Whoa, I'm more behind than I thought I was. Okay, let's get to it!

Quote
Name: Tefillin
Life: 50
Tech Level: 45
Effect: Any Zarethian unit/character/thing gets 15+ life points and 10+ attack points
Flavor Text: When the Zarethians finally found a home, they will fight for it with all their power.

I'll say okay to the + life, but not so sure about the + attack. I'd say make it to about 3 would do it.

Quote
Name: Mark Tepper (Kick cost= Specific...Discard Siphire Halsey and Mark Halsey from Hand and/or Field)
Type: Character
Attack:
Life: 35
Soul: 32
Effect: +10 Life, +5 Attk on All Grunder Industries Units while He is on the field as well as half Tech cost for Grunder Units.
Flavor Text: CEO of Grunder Industries Limited
(I know he is a little powerful)

I would say that he is a little powerful as well, but I'll let it slide considering you have to kick two specific cards rather than any ol' two.

Quote
Name: Mark Halsey
Type: Character
Attack: (Only if it's a Berserker!)
Life: 20
Soul: 15
Effect: When Sacrified in conjunctino with "Dr Siphire Halsey" You may summon Mark Tepper to the field from your Deck,Hand or Afterlife.
Flavor Text: False Heaven Class-C Admin. Former PMC Captain.

Actually, now that I read this effect, I guess we should now apply some sort of 'quick play' thing now for these kind of summons. Tepper will probably just say something like "You cannot play this card normally. You must sacrifice ... ... ... " or something.


Quote
Name: Dr Siphire Halsey
Type: Character
Attack: (Only if it's a Berserker!)
Life: 15
Soul: 20
Effect: When sacrified in conjuntion with Mark Halsey you may summon Mark Tepper from your Deck,hand or afterlife
Flavor Text: Tepper's Daughter...Though she doesnt quite know who her father is...she's had her suspicions.

Kay.

Quote
Name: Fleet of Particular Justice, Unit
Tech level/soul cost: 60
Life: 100
Attack: 50
Effect: When Attacking planets this card recieves an additional 10 Attack
Flavor Text: The Infamous Fleet of Particular Justice...Tepper's Iron fist.

That's rather high. Then again, it does have a cost of 60... Kay.

Quote
Name: Grunder PMC, Unit
Tech level/soul cost: 2
Life: 10
Attack: 10
Effect: N/a
Flavor Text: Basic Grunder PMC Unit

Cost of 2 for 10 attack... I'd say lower the attack to 4 or 5 or raise the cost to 12 or 14. Or lower the health.

Quote
Name: Belka
Life: 60
Tech Level: 45
Effect: + 20 Def, to All Belkan Characters.
Flavor Text: Once lost with the ISAF this is the home planet of the Belkans

There's no defense stat at this time. Even if we did, 20 goes beyond a lot of attacks at the moment. I'd say just like 'whenever belkan characters are attacked, take 2 damage off from calculation.'

Quote
Name: Sword of Razgriz
Soul/Tech level cost: 17
Effect:  When the Character wielding this sword Attacks or is attacked by another using Excalibur the Game comes to an Immediate end with no winner...

I'll accept this purely for the lulz. Since it doesn't really do anything other than making the game a truce.

Quote
Name:ID-Gate--Mechera
Tech level cost:10
Effect:This card can only be played during a battle. Select one of the following effects:
1. Return all cards under your control(within this battle only) to the owner's hand, and negate the effects of the battle.
2.Discard X number of cards from the top of your deck to summon the same number of Units from your hand directly into the battle, disregarding Tech costs. These cards are returned to your hand by the end of your turn unless destroyed.
Flavor Text(I know feats dont normally have this, but blah, I like flavor text):Inter Dimensional Gates are the methods of which the Mechera travel the dimensions, and bolster their battles with many more allies, or run with their tails between their legs.

I <3 these sorts of cards. Imma let it in to see how it plays out against all these other cards.

Quote
Name:Perfected Hive Mind--Lorcar
Tech level cost:*
Effect:This card can only be played during a battle. All Lorcar under your control in a single battle gain a bonus to attack and health proportional to the number of Lorcar(again, under your control) in that battle. Eg, 5 Lorcar would all gain +5 to Attack and Health. However, the Tech Cost of this card is also equivalent to the number of Lorcar under your control in said battle.
Flavor Text:All of the Lorcar know the thoughts of one another through their Hive Mind. But sometimes...A little bit better is needed than just knowing the other's thoughts. Sometimes, its best if their thoughts are also your thoughts.

I see no problems here.

Quote
Name:Elmora
Life:35
Tech Level:25
Effect:This card's Tech level is treated as Soul, and counts towards the Soul cost of Spells, not Tech. Increase the health and attack of any defending Units, Summons, Characters, and Berzerkers by 5 during your opponent's turn only.
Flavor Text:Home of the Elementals, this planet is known for its harsh and varied landscape. This, however, has led to it being a fortress in terms of defensibility.

Hmm... I'd say just increasing health. Attack, I don't think so.

Quote
Name:Maltruse
Life:30
Tech Level:30
Effect:All Lorcar on this world receive a bonus to attack and life, equal to the number of other Lorcar also on the planet. However, non-Lorcar defending Units, Summons, Characters, and Berzerkers on this world are destroyed by the end of the turn they're played.
Flavor Text:Maltruse, home of the Lorcar. A massive, biotechnological masterpiece, it seems the planet itself has also succumbed to the will of its inhabitants.

Units/characters/summons/berserkers aren't on individual planets, they are all on the battlefield, the same ground. I see what you were going for here, but I don't think it works the way you want it to. Now, you can go ahead and go with this effect, but just realize that it effects all your units/characters/summons rather than a set few.
If you are going for this effect though for your side of the battlefield, I'd raise Maltruse's tech or life for a tradeoff.

Quote
Name:Lorcar Swarmer
Tech level:5
Life:10
Attack:5
Effect:You may play up to two other 'Lorcar Ravager's from your hand when this card comes into play if available, unless this card was brought into play by the same effect. Tech levels of cards played by this effect are reduced to 0.
Flavor Text:Swarmers, while not individually strong, take the initiative for the Lorcar Horde by being the front-line cannon-fodder.

Sure.

Quote
Name:Lorcar Scout
Tech level:5
Life:5
Attack:5
Effect:If this card survives a battle, you may look at your opponent's hand.
Flavor Text:Scouts go to the enemy bases and check out the forces the enemy has, then transmits it back to the Horde via the telekinetic link shared between all Lorcar. However, most armies have learned their value, and shoot them on sight.

Hmm... Not too sure... Meh, why not.

Quote
Name:Lorcar Reaver
Tech level/soul cost:10
Life:15
Attack:10
Effect:If a Lorcar Psyker is not in control and in the same battle as this card, its life and attack drop by 5.
Flavor Text:Reavers are the Lorcar powerhouses, and are very effective fighters. However, its been scientifically proven that a stick outranks them in terms of IQ.

Uhm... the effect is kind of confusing me. Elaborate in a post.

Quote
Name:Lorcar Psyker
Tech level:10
Life:5
Attack:10
Effect:During battle, automatically destroy a single Unit or Summon with a Tech Level/Soul Cost less than 10.
Flavor Text:Psykers are powerful Lorcar, but not physically-rather, its because they can turn their opponents from trained fighters into brain-dead idiots with a single thought.

I'd say less than or equal to 3 or 5 rather than 10.

Quote
Name:Lorcar Breeder
Tech level:20
Life:15
Attack:5
Effect:You may play a extra Lorcar during your turn for every Lorcar Breeder on the field, and with half the cost(if it doesn't divide evenly, the big half).
Flavor Text:Breeders are massive Lorcar, built to mass-produce more members for their ever-growing Hordes.

You can play more than one unit/summon in a turn. It's the planets and characters that are limited, so that effect isn't needed. The half cost thing is okay.

Quote
Name:Lorcar Guardian
Tech level:5
Life:10
Attack:1
Effect:Damage directed against a specific Lorcar may be redirected to this Unit.
Flavor Text:Guardians are the Lorcar who protect the bases of the Hordes. Unrelenting beasts, they always seem to prevent foes from attacking other targets.

You can already block attacks with other creatures... ... Then again this would come in handy for unblockable damage. Kay.

Quote
Ja, I know, the whole 'Bunny who is totally not Chaos' argument, but we dont have a way to classify them, so its the best I got.
The only reason I denied Chaos as one was because it can be a more common word than not for cards. Lorcar on the other hand is a pretty uncommon word, and I'm sure that only Lorcar cards will actually have it in their name (except maybe a name like Billy Joe, killer of Lorcar or something.)
Title: Re: SPTCG Card development
Post by: Admiral Regis Hermitage on August 24, 2010, 02:44:00 AM
There are only 4 Belkans in the Dimention.
Title: Re: SPTCG Card development
Post by: @Pokemon Master Red on August 24, 2010, 03:46:21 PM
Quote
Quote
Name:Elmora
Life:35
Tech Level:25
Effect:This card's Tech level is treated as Soul, and counts towards the Soul cost of Spells, not Tech. Increase the health and attack of any defending Units, Summons, Characters, and Berzerkers by 5 during your opponent's turn only.
Flavor Text:Home of the Elementals, this planet is known for its harsh and varied landscape. This, however, has led to it being a fortress in terms of defensibility.

Hmm... I'd say just increasing health. Attack, I don't think so.
Fine with me. Its supposed to be defensive, so I just thought the attack would also reflect that, but meh.

Quote
Quote
Name:Maltruse
Life:30
Tech Level:30
Effect:All Lorcar on this world receive a bonus to attack and life, equal to the number of other Lorcar also on the planet. However, non-Lorcar defending Units, Summons, Characters, and Berzerkers on this world are destroyed by the end of the turn they're played.
Flavor Text:Maltruse, home of the Lorcar. A massive, biotechnological masterpiece, it seems the planet itself has also succumbed to the will of its inhabitants.

Units/characters/summons/berserkers aren't on individual planets, they are all on the battlefield, the same ground. I see what you were going for here, but I don't think it works the way you want it to. Now, you can go ahead and go with this effect, but just realize that it effects all your units/characters/summons rather than a set few.
If you are going for this effect though for your side of the battlefield, I'd raise Maltruse's tech or life for a tradeoff.
Hm...I thought that units WERE placed on specific planets. My bad. In that case, its first effect affects all Lorcar, and its second effect only effects Units/Summons/Ect blocking a attack for it, then, excluding Lorcar. Which means that if someone attacks the planet, only a Lorcar can safely block it.
As for increasing the Health or Tech, I'll wait for your thoughts and if you might change your mind concerning it before I'll suggest that stuff.
Quote
Quote
Name:Lorcar Swarmer
Tech level:5
Life:10
Attack:5
Effect:You may play up to two other 'Lorcar Ravager's from your hand when this card comes into play if available, unless this card was brought into play by the same effect. Tech levels of cards played by this effect are reduced to 0.
Flavor Text:Swarmers, while not individually strong, take the initiative for the Lorcar Horde by being the front-line cannon-fodder.

Sure.
Knew I was forgetting something; Lorcar Ravager was the card's original name before I figured that didn't make sense. Its supposed to summon more Swarmers, if you got confused.

Quote
Quote
Name:Lorcar Reaver
Tech level/soul cost:10
Life:15
Attack:10
Effect:If a Lorcar Psyker is not in control and in the same battle as this card, its life and attack drop by 5.
Flavor Text:Reavers are the Lorcar powerhouses, and are very effective fighters. However, its been scientifically proven that a stick outranks them in terms of IQ.

Uhm... the effect is kind of confusing me. Elaborate in a post.
Exactly what it says on the tin-If you dont have a 'Lorcar Psyker' card out on the battlefield, its attack and life drop by five. Its meant to reflect how Reavers are veeeeeery stupid in the RP, and have to rely on Psykers(any Lorcar more in-tune with their limited Hive Mind; since they all know each other's thoughts but remain independent minds, it generates a lot of Psychic power, which is manipulated by Psykers) to directly assume control of them so that they'll use actual tactics instead of blinding chasing the enemy into the fire of a cannon.
Quote
Quote
Name:Lorcar Psyker
Tech level:10
Life:5
Attack:10
Effect:During battle, automatically destroy a single Unit or Summon with a Tech Level/Soul Cost less than 10.
Flavor Text:Psykers are powerful Lorcar, but not physically-rather, its because they can turn their opponents from trained fighters into brain-dead idiots with a single thought.

I'd say less than or equal to 3 or 5 rather than 10.
Alright, five then. I was going to do that, but I figured not a lot of cards had that Tech level...I think. Not sure, actually.
Quote
Quote
Name:Lorcar Breeder
Tech level:20
Life:15
Attack:5
Effect:You may play a extra Lorcar during your turn for every Lorcar Breeder on the field, and with half the cost(if it doesn't divide evenly, the big half).
Flavor Text:Breeders are massive Lorcar, built to mass-produce more members for their ever-growing Hordes.

You can play more than one unit/summon in a turn. It's the planets and characters that are limited, so that effect isn't needed. The half cost thing is okay.
Oh, really? Alright, then, how about the cost is halved for all Summons/Units, and per Lorcar Breeder you have out on the battlefield, you can produce another Character or Berzerker per turn than usual?
Quote
Quote
Name:Lorcar Guardian
Tech level:5
Life:10
Attack:1
Effect:Damage directed against a specific Lorcar may be redirected to this Unit.
Flavor Text:Guardians are the Lorcar who protect the bases of the Hordes. Unrelenting beasts, they always seem to prevent foes from attacking other targets.

You can already block attacks with other creatures... ... Then again this would come in handy for unblockable damage. Kay.
Ahhh, see, thats why it doesn't say 'Attacks'. :D It supposed to be able to redirect Feats and Spells that do damage to it as well. Any kinda damage at all that targets another Lorcar can be redirected to a Guardian.
Title: Re: SPTCG Card development
Post by: Beware Ye Who Enter Here on August 24, 2010, 03:50:48 PM
Name: Addler vas Vacon
Type: Berserker
Attack: 12
Life: 45
Soul: 35
Effect: All Zarethian units immediately gain 5+ Attack, 10+ life and can attack as soon as they are played. Kick cost of 1.
Flavor Text: Leadership is the winner of wars, not guns.

Name: Isaac Tanak
Type: Character
Attack:
Life: 40
Soul: 50
Effect: Time stop: when he is played, no cards on either side can attack for 1 turns.
Flavor Text: He is Jesus!

Name: Charles - the Harbinger of Death
Type: Berserker
Attack: 15
Life: 45
Soul: 45
Effect: Whenever this card is played, destroy any unit or character/berserker of the players choosing.
Flavor Text: Such a name has never inspired so much fear.

Name: Zakary K'olar
Type: Berserker
Attack: 13
Life: 40
Soul: 38
Effect: whenever this card is played, search you deck for a fire based spell card (or whatever its called) and put it in your hand. Shuffle your deck.
Flavor Text: When you play with fire...
Title: Re: SPTCG Card development
Post by: UnStellar on August 25, 2010, 11:32:08 PM
Name: Zed
Life: 70
Tech Level: 15
Effect: All Unit  cards under your control receive an additional 5 attack.
Flavor Text: A primitive world of vast, varying landscapes and enormous, fierce predators.

Name: Serpencullis Warrior, unit
Tech level/soul cost: 4
Life: 10
Attack: 4
Effect: If you have a Whooma unit on the battlefield, increase this cards power by one.
Flavor Text: The Serpencullis tame and draw strength from the Whooma.

Name: Serpencullis Master, unit
Tech level/soul cost: 8
Life: 20
Attack: 7
Effect: If you have a Whooma  unit on the battlefield, increase this cards power by three.
Flavor Text: Only Serpencullis who have trained multiple Whooma are granted the title Master.


Name: The Whooma Lord
Type: Character
Attack:
Life: 17
Soul: 12
Effect: When this card is played, all Whooma, under your control, have their attack doubled.
Flavor Text: To be the ruler of the Serpencullis Kingdom, you have to tame every type of Whooma, and obtain the legendary Leets.

Name: Lamron, Unit
Tech level/soul cost: 5
Life: 15
Attack: 5
Effect: For each Whooma card on the field, this card gains an additional 1 attack.
Flavor Text: The Lamron is the most widely distributed of the Whooma.

Name: Onrefni, unit
Tech level/soul cost: 5
Life: 14
Attack:6
Effect: Every this card is attacked, flip a coin. If heads, the damage received is reduced by 2.
Flavor Text: The Onrefni are Whooma who live in the volcanic regions of Zed.

Name: Retaw, unit
Tech level/soul cost: 5
Life:17
Attack: 4
Effect: Every time this card attacks, flip a coin. If tails, the damage dealt is 6.
Flavor Text: The Retaw are Whooma who live in the oceans and rivers of Zed.

Name: Gnintil, Summon
Tech level/soul cost: 8
Life: 16
Attack: 8
Effect: If injured, every turn, flip a coin. If heads, this card gains 2 life.
Flavor Text: These unique Whooma attack with electricity stored in their wool.

Name: Digirf, unit
Tech level/soul cost: 15
Life: 20
Attack: 12
Effect: Every time this card attacks, roll the die. If a one is rolled, the attacked card is frozen for the next three turns.
Flavor Text: The Intense creatures live in Zed's arctic regions and are among the hardest Whooma to train.

Name: Riorraw, unit
Tech level/soul cost: 7
Life: 10
Attack: 20
Effect: This card cannot attack planets.
Flavor Text: These Whooma are vicious and easy to train.

Name: Menov, Summon
Tech level/soul cost: 5
Life: 14
Attack: 4
Effect: Whenever this card attack, roll the die. If a 5 is rolled, the attacked card takes 2 damage for the next five turns.
Flavor Text: These Whooma are covered in poisonous spikes.

Name: Trid, unit
Tech level/soul cost: 6
Life: 15
Attack: 6
Effect: When attacking planets, this card's attack is 8.
Flavor Text: These Whooma burrow in Zed's Beaches and deserts.

Name: Drizaw, kick cost of 1
Type: Character
Attack: (Only if it's a Berserker!)
Life: 15
Soul: 30
Effect: Every second Summon this card summons has half a Soul cost.
Flavor Text: Highly intelligent Whooma, hiding in Zed's caves.

Name: Leets, kick cost of 1
Type: Berserker
Attack: 8
Life: 17
Soul: 15
Effect: This card's attack is 12 when attacking Character type cards.
Flavor Text: Forged for war by the Whooma centuries ago, the Leets are buried below Zed's surface.



Title: Re: SPTCG Card development
Post by: Embodiment of Cringe on August 25, 2010, 11:57:29 PM
http://shatteredplanes.com/index.php?topic=1734.msg17564#msg17564

Everything after that post needs to be edited before I can add the cards.

I'll get around to critiquing/balancing the rest of these cards after I fix these cards and upload them.
Title: SPTCG Card development (Massive card balancing post. Card Makers look!)
Post by: Embodiment of Cringe on August 30, 2010, 03:47:12 PM
Quote
Quote
Quote
Name:Maltruse
Life:30
Tech Level:30
Effect:All Lorcar on this world receive a bonus to attack and life, equal to the number of other Lorcar also on the planet. However, non-Lorcar defending Units, Summons, Characters, and Berzerkers on this world are destroyed by the end of the turn they're played.
Flavor Text:Maltruse, home of the Lorcar. A massive, biotechnological masterpiece, it seems the planet itself has also succumbed to the will of its inhabitants.

Units/characters/summons/berserkers aren't on individual planets, they are all on the battlefield, the same ground. I see what you were going for here, but I don't think it works the way you want it to. Now, you can go ahead and go with this effect, but just realize that it effects all your units/characters/summons rather than a set few.
If you are going for this effect though for your side of the battlefield, I'd raise Maltruse's tech or life for a tradeoff.

Hm...I thought that units WERE placed on specific planets. My bad. In that case, its first effect affects all Lorcar, and its second effect only effects Units/Summons/Ect blocking a attack for it, then, excluding Lorcar. Which means that if someone attacks the planet, only a Lorcar can safely block it.
As for increasing the Health or Tech, I'll wait for your thoughts and if you might change your mind concerning it before I'll suggest that stuff.

Ah, in that case, there's no need to increase/decrease life or tech since the second effect only affects units blocking the unit. Carry on.

Quote
Quote
Quote
Name:Lorcar Swarmer
Tech level:5
Life:10
Attack:5
Effect:You may play up to two other 'Lorcar Ravager's from your hand when this card comes into play if available, unless this card was brought into play by the same effect. Tech levels of cards played by this effect are reduced to 0.
Flavor Text:Swarmers, while not individually strong, take the initiative for the Lorcar Horde by being the front-line cannon-fodder.

Sure.

Knew I was forgetting something; Lorcar Ravager was the card's original name before I figured that didn't make sense. Its supposed to summon more Swarmers, if you got confused.

Ah, I thought you were going to produce another card later or something. I wasn't confused, just more or less "Ah, kay. I'll just look at Ravager once he makes it."

Quote
Quote
Quote
Name:Lorcar Reaver
Tech level/soul cost:10
Life:15
Attack:10
Effect:If a Lorcar Psyker is not in control and in the same battle as this card, its life and attack drop by 5.
Flavor Text:Reavers are the Lorcar powerhouses, and are very effective fighters. However, its been scientifically proven that a stick outranks them in terms of IQ.

Uhm... the effect is kind of confusing me. Elaborate in a post.
Exactly what it says on the tin-If you dont have a 'Lorcar Psyker' card out on the battlefield, its attack and life drop by five. Its meant to reflect how Reavers are veeeeeery stupid in the RP, and have to rely on Psykers(any Lorcar more in-tune with their limited Hive Mind; since they all know each other's thoughts but remain independent minds, it generates a lot of Psychic power, which is manipulated by Psykers) to directly assume control of them so that they'll use actual tactics instead of blinding chasing the enemy into the fire of a cannon.

Ah, so you're saying that a Psyker must participate in the Declaration phase during battle along with a psyker or else it's stuff goes down. Alright. It's just that your effect was too concise for me. D}:

Quote
Quote
Quote
Name:Lorcar Psyker
Tech level:10
Life:5
Attack:10
Effect:During battle, automatically destroy a single Unit or Summon with a Tech Level/Soul Cost less than 10.
Flavor Text:Psykers are powerful Lorcar, but not physically-rather, its because they can turn their opponents from trained fighters into brain-dead idiots with a single thought.

I'd say less than or equal to 3 or 5 rather than 10.
Alright, five then. I was going to do that, but I figured not a lot of cards had that Tech level...I think. Not sure, actually.

Yeah, we're going with 2's and 5's and 10's thus far. Once we get to phase 2 and 3, we'll finally figure this stuff out and we'll have more of a feel of what it should be at.

Quote
Quote
Quote
Name:Lorcar Breeder
Tech level:20
Life:15
Attack:5
Effect:You may play a extra Lorcar during your turn for every Lorcar Breeder on the field, and with half the cost(if it doesn't divide evenly, the big half).
Flavor Text:Breeders are massive Lorcar, built to mass-produce more members for their ever-growing Hordes.

You can play more than one unit/summon in a turn. It's the planets and characters that are limited, so that effect isn't needed. The half cost thing is okay.
Oh, really? Alright, then, how about the cost is halved for all Summons/Units, and per Lorcar Breeder you have out on the battlefield, you can produce another Character or Berzerker per turn than usual?

Hm, I'm not too sure for another character per breeder... Then again, they do cost 20... Kay, why not.

Quote
Quote
Quote
Name:Lorcar Guardian
Tech level:5
Life:10
Attack:1
Effect:Damage directed against a specific Lorcar may be redirected to this Unit.
Flavor Text:Guardians are the Lorcar who protect the bases of the Hordes. Unrelenting beasts, they always seem to prevent foes from attacking other targets.

You can already block attacks with other creatures... ... Then again this would come in handy for unblockable damage. Kay.
Ahhh, see, thats why it doesn't say 'Attacks'. :D It supposed to be able to redirect Feats and Spells that do damage to it as well. Any kinda damage at all that targets another Lorcar can be redirected to a Guardian.

Feats and spells can be blocked too unless they say they're unblockable. To make the effect more meaningful, you could probably make it something like "During Vindication phase, you may take any damage directed towards a certain Lorcar unit, summon, character, or planet to 0." It keeps the effect, and I think it adds a bit more strategy; Should you zero out the damage towards your planet, or another unit that you don't want dead yet?
I'm not saying your original effect is bad, just a suggestion. D}:

Quote
Name: Addler vas Vacon
Type: Berserker
Attack: 12
Life: 45
Soul: 35
Effect: All Zarethian units immediately gain 5+ Attack, 10+ life and can attack as soon as they are played. Kick cost of 1.
Flavor Text: Leadership is the winner of wars, not guns.

I'd say add a kick cost of 2.

Quote
Name: Isaac Tanak
Type: Character
Attack:
Life: 40
Soul: 50
Effect: Time stop: when he is played, no cards on either side can attack for 1 turns.
Flavor Text: He is Jesus!

lulzk

Quote
Name: Charles - the Harbinger of Death
Type: Berserker
Attack: 15
Life: 45
Soul: 45
Effect: Whenever this card is played, destroy any unit or character/berserker of the players choosing.
Flavor Text: Such a name has never inspired so much fear.

I'd say just limit it to units/summons/Berserkers ON FIELD. I think killing a character would make it a tad overpowered. Either that or put a kick cost of 1 or 2.

Quote
Name: Zakary K'olar
Type: Berserker
Attack: 13
Life: 40
Soul: 38
Effect: whenever this card is played, search you deck for a fire based spell card (or whatever its called) and put it in your hand. Shuffle your deck.
Flavor Text: When you play with fire...

This would work, but we don't have elements. You could specify the card names, or something like "Any spell card with fire in it's name" or something. Or maybe in the description of whatever fire cards we have, it could have something like "This is classified as a fire card."

Quote
Name: Zed
Life: 70
Tech Level: 15
Effect: All Unit  cards under your control receive an additional 5 attack.
Flavor Text: A primitive world of vast, varying landscapes and enormous, fierce predators.

Herm... why not. Maybe a tad high on Life, but I'll accept it and see where it takes us.

Quote
Name: Serpencullis Warrior, unit
Tech level/soul cost: 4
Life: 10
Attack: 4
Effect: If you have a Whooma unit on the battlefield, increase this cards power by one.
Flavor Text: The Serpencullis tame and draw strength from the Whooma.

Alright.

Quote
Name: Serpencullis Master, unit
Tech level/soul cost: 8
Life: 20
Attack: 7
Effect: If you have a Whooma  unit on the battlefield, increase this cards power by three.
Flavor Text: Only Serpencullis who have trained multiple Whooma are granted the title Master.

lulzk

Quote
Name: The Whooma Lord
Type: Character
Attack:
Life: 17
Soul: 12
Effect: When this card is played, all Whooma, under your control, have their attack doubled.
Flavor Text: To be the ruler of the Serpencullis Kingdom, you have to tame every type of Whooma, and obtain the legendary Leets.

I'd say it's overpowered, but you made up for this by having low life and Soul. So it's alright. However, I have noticed that you haven't submitted any other whooma cards (unless I'm blind.). If you're talking about the Serpencullis Master/Warrior, you may want to place in their descriptions something like "This is classified as a whooma card."

Quote
Name: Lamron, Unit
Tech level/soul cost: 5
Life: 15
Attack: 5
Effect: For each Whooma card on the field, this card gains an additional 1 attack.
Flavor Text: The Lamron is the most widely distributed of the Whooma.

I don't see why not. Let's do it!

Quote
Name: Onrefni, unit
Tech level/soul cost: 5
Life: 14
Attack:6
Effect: Every this card is attacked, roll the dice. If a 3 is rolled, the damage received is reduced by 2.
Flavor Text: The Onrefni are Whooma who live in the volcanic regions of Zed.

That's a low chance for an effect like that. Maybe instead have it flipping a coin, and whenever it's heads the damage is reduced?

Quote
Name: Retaw, unit
Tech level/soul cost: 5
Life:17
Attack: 4
Effect: Every time this card attacks, roll the dice. If a 3 is rolled, the damage dealt is 6.
Flavor Text: The Retaw are Whooma who live in the oceans and rivers of Zed.

Same suggestion earlier.

Quote
Name: Gnintil, Summon
Tech level/soul cost: 8
Life: 16
Attack: 8
Effect: If injured, every turn, flip a coin. If heads, this card gains 2 life.
Flavor Text: These unique Whooma attack with electricity stored in their wool.

I have no problems with this.

Quote
Name: Digirf, unit
Tech level/soul cost: 15
Life: 20
Attack: 12
Effect: Every time this card attacks, roll the die. If a one is rolled, the attacked card is frozen for the next three turns.
Flavor Text: The Intense creatures live in Zed's arctic regions and are among the hardest Whooma to train.

I think the effect on this one is good enough.

Quote
Name: Riorraw, unit
Tech level/soul cost: 5
Life: 10
Attack: 20
Effect: This card cannot attack planets.
Flavor Text: These Whooma are vicious and easy to train.

Hmm... 20 attack, but can't attack planets... raise the cost to maybe 10 or 7.

Quote
Name: Menov, Summon
Tech level/soul cost: 5
Life: 14
Attack: 4
Effect: Whenever this card attack, roll the die. If a 5 is rolled, the attacked card takes 2 damage for the next five turns.
Flavor Text: These Whooma are covered in poisonous spikes.

Kay.

Quote
Name: Trid, unit
Tech level/soul cost: 6
Life: 15
Attack: 6
Effect: When attacking planets, this card's attack is 8.
Flavor Text: These Whooma burrow in Zed's Beaches and deserts.

Alright.

Quote
Name: Drizaw, kick cost of 1
Type: Character
Attack: (Only if it's a Berserker!)
Life: 15
Soul: 30
Effect: Every second Summon this card summons has half a Soul cost.
Flavor Text: Highly intelligent Whooma, hiding in Zed's caves.

Why not.

Quote
Name: Leets, kick cost of 1
Type: Berserker
Attack: 8
Life: 17
Soul: 15
Effect: This card's attack is 10 when attacking Character type cards.
Flavor Text: Forged for war by the Whooma centuries ago, the Leets are buried below Zed's surface.

Maybe make the increase to 12 instead? I mean, you are kicking something for it, right?
Title: Re: SPTCG Card development
Post by: UnStellar on August 31, 2010, 01:39:37 PM
Cards edited to your specifications. Here's some spells.

Name: Energy wave
Soul level cost: 14
Effect: Select up to three cards on the battlefield. Each of these cards is dealt 5 damage. This spell cannot effect planets.


Name: The  Moving Energy
Soul level cost: 8
Effect: This spell deals 6 points of damage to the card chosen. No other card can defend the chosen card.


Name: Teleport
Soul level cost: 6
Effect: Take a character or unit card of your choice from the battlefield and bring it back to your hand.


Name: Shocking touch
Soul level cost: 3
Effect: Flip a coin. If heads, the targeted card take 3 damage. If tails, the targeted coin takes 3 damage and cannot move for it's next turn.


Name: Strong Barrier
Soul level cost: 20
Effect: Any attacks used against a card this turn do not harm them.


Name: Weak Barrier
Soul/Tech level cost: 10
Effect: Any attacks used against a card this turn have their damage halved.










Title: Re: SPTCG Card development
Post by: Embodiment of Cringe on September 05, 2010, 12:20:06 AM
YES. SOME MAGIC CARDS. 8{DDD
Alright, here we go!

Name: Energy wave
Soul level cost: 14
Effect: Select up to three cards on the battlefield. Each of these cards is dealt 5 damage. This spell cannot effect planets.

lolk

Name: The Moving Energy
Soul level cost: 8
Effect: This spell deals 6 points of damage to the card chosen. No other card can defend the chosen card.

Kay.

Name: Teleport
Soul level cost: 6
Effect: Take a character or unit card of your choice from the battlefield and bring it back to your hand.

Alright.

Name: Shocking touch
Soul level cost: 3
Effect: Flip a coin. If heads, the targeted card take 3 damage. If tails, the targeted coin takes 3 damage and cannot move for it's next turn.

Uhm.. the coin? You mean the targeted card, right? And I assume "cannot move" means "cannot attack."

Name: Strong Barrier
Soul level cost: 20
Effect: Any attacks used against a card this turn do not harm them.

Alright.

Name: Weak Barrier
Soul/Tech level cost: 10
Effect: Any attacks used against a card this turn have their damage halved.

Kaaay~
Title: SPTCG Card development (MASSIVE CARD UPDATE)
Post by: Embodiment of Cringe on September 05, 2010, 02:59:57 AM
Head on over to http://shatteredplanes.com/index.php?topic=1734.msg17446#msg17446 to see your cards!
Title: Re: SPTCG Card development
Post by: Admiral Regis Hermitage on September 07, 2010, 04:26:02 PM
Name: Grunder Spec Op
Tech level: 10
Life: 15
Attack: 15
Effect: When on teh field with another Spec Op, each card gains an extra 5 Attk
Flavor Text: Silence is Key....

Name: Halcyon Class-6 Combat Skin
Tech cost- 10
Effect- Any Character wearing this will have thier LPs doubled

Name: ER-75
Tech Cost- 5
Effect- +3 Attk


Name: Fleet of Retribution
Tech level/soul cost: 40
Life: 75
Attack: 40
Effect: When on the field with another Grunder Fleet they both gain an extra 10 Attk
Flavor Text: Grunder's 2nd Planet Killing fleet


Name: Fleet of Sorrow
Tech level/soul cost: 40
Life: 70
Attack: 45
Effect: When on the field with another Grunder Fleet they both gain an extra 10 Attk
Flavor Text: Grunder's 3rd Planet Killing Fleet


Name: Fleet of Divine Absolution
Tech level/soul cost: 40
Life: 70
Attack: 45
Effect: When on the field with another Grunder Fleet they both gain an extra 10 Attk
Flavor Text: Grunder's 4th Planet killing Fleet
Title: Re: SPTCG Card development
Post by: Zero on September 24, 2010, 02:03:45 PM
Name: Nap
Life: 20
Tech Level: 12
Effect: You may summon 2 Scholar Mages if allowed to the field directly from your deck or hand, once every 5 turns without a kick cost. It costs you 3 tech points to do it though as the tech is sort of counted as soul for this planet.
Flavor Text: When they finally had a base, The WH weren't about to allow just anyone to attack them and so they advanced their tech and magic. 

Title: Re: SPTCG Card development
Post by: Admiral Regis Hermitage on September 24, 2010, 05:21:58 PM
Name: Nap
Life: 20
Tech Level: 12
Effect: You may summon 2 Scholar Mages if allowed to the field directly from your deck or hand, once every 5 turns without a kick cost. It costs you 3 tech points to do it though as the tech is sort of counted as soul for this planet.
Flavor Text: When they finally had a base, The WH weren't about to allow just anyone to attack them and so they advanced their tech and magic.

Make it one Mage with half the kick cost and ill Approve..
Title: Re: SPTCG Card development
Post by: Embodiment of Cringe on September 24, 2010, 05:50:00 PM
Name: Grunder Spec Op
Tech level: 10
Life: 15
Attack: 15
Effect: When on the field with another Spec Op, each card gains an extra 5 Attk
Flavor Text: Silence is Key....
lolk

Name: Halcyon Class-6 Combat Skin
Tech cost- 10
Effect- Any Character wearing this will have their Life doubled
I don't think we can get into equips quite yet. We'll wait and see after Phase 2.

Name: ER-75
Tech Cost- 5
Effect- +3 Attk
Yaaay, more feats~

Name: Fleet of Retribution
Tech level/soul cost: 40
Life: 75
Attack: 40
Effect: When on the field with another Grunder Fleet they both gain an extra 10 Attk
Flavor Text: Grunder's 2nd Planet Killing fleet
No problems here.

Name: Fleet of Sorrow
Tech level/soul cost: 40
Life: 70
Attack: 45
Effect: When on the field with another Grunder Fleet they both gain an extra 10 Attk
Flavor Text: Grunder's 3rd Planet Killing Fleet
so i herd u liek fleetz

Name: Fleet of Divine Absolution
Tech level/soul cost: 40
Life: 70
Attack: 45
Effect: When on the field with another Grunder Fleet they both gain an extra 10 Attk
Flavor Text: Grunder's 4th Planet killing Fleet
KROOOOOZE- Oh, wait, too much Yugioh Abridged. Approved.
Title: Re: SPTCG Card development
Post by: Embodiment of Cringe on September 30, 2010, 05:34:16 PM
Unit

Name: Table
Tech cost: 1
Life: 1
Attack: 0
Effect:
Flavor text: Just an ordinary table.

Berserker

Name: Black Novierian of Inferno
Kick cost: 3
Life: 9001
Soul: 9001
Attack: 9001
Effect: Only play Black Novierian of Inferno when the unit card 'table' is out on field. If table is destroyed, Black Novierian of Inferno is sent to nonexistence, and all of your planets suffer 9001 damage.
Flavor text: NOVIERIANS ON TABLES.


... Just kidding.
Title: Re: SPTCG Card development ( Legendary edit )
Post by: Embodiment of Cringe on October 05, 2010, 02:12:23 AM
Name: Benjamin South
Class: LEGEN-DAIRY
Life: 100
Soul: 180
Effect: Whenever this card is attacked, restore it's Soul Points by the number of Life lost.
Flavor: Creature of fate, Benjamin is not someone you want to piss off.

Name:The Grim Reaper (kick cost-3)
Class: LEGENDARY
Life: 150
Soul: 130
Effect: Once per turn, flip three coins. For each heads, choose a single card not in the Nonexistence stack, your opponents hand, or their deck, and send those cards to the Nonexistence stack.
Flavor Text:"Come'th with me, and leave the realm of mortals..."

Name: Nisorin Lertis (Kick cost = 1)
Class: Legendary
Life: 175
Soul: 80
Effect: Cards with Soul costs of less than 40 have their soul costs halved.
Flavor Text: "For Dragon Moon we fight this day!"

Name: Celestie Lertis (Kick cost = 1)
Class: Legendary
Life: 125
Soul: 200
Effect: Cards with multiple turn casting times have their casting times halved.
Flavor Text: "Can't kill what you can't hit!"


Name: Fatet (Kick Cost = 3)
Class: Legendary
Life: 232
Soul: Roll a nice. Divide the number you get by 232.
EX: Roll a dice, get 6.
232/6=39
Effect: Decide the fate of your enemy's cards... Every two turns, pick a card in the enemy's afterlife. Either move the card to the enemy's nonexistence or bring it to your deck, fully replenished. All of your planet's life lowers by one point for every card you bring to your deck.
Flavor Text: "Your will is strong, stronger than that of most.. But it does not excuse your sin against fate!"

Name: Abel (Kick cost of three)
Class: LEGENDARY
Life:  100
Soul: 145
Effect:

Absorption - Whenever Abel is responsible for sending a character, or a living unit card to the graveyard Abel's soul and health are raised by that card's initial life/soul. Abel's life and soul however cannot exceed two-hundred and twenty.

Double tap - If Abel attacks the same card twice, destroy that card, no matter how much damage is done.

Flavor Text: "No matter how polite it sounds..never shake his hand." - Prince Valentine of the Nyx Federation.



ALL HAVE BEEN ACCEPTED AND CAN BE USED INGAME. Please note that only a maximum of 2 can be in your deck at one time though.