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.
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."
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}:
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.
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.
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'.
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}:
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.
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
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.
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."
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.
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.
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
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."
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!
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?
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.
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.
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.
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.
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.
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.
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.
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?