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Author Topic: DIYCCG - Team Two  (Read 10919 times)

TricMagic

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Re: DIYCCG - Team Two
« Reply #225 on: November 24, 2023, 10:38:08 am »

Quote
Name: Star Sea Navel
Color: Pink
Image:
Cost: ?
TYPE - SUBTYPE: Critter - Seaborn
Effect: [Shielded] [Naval-Striker] When this enters play, discard up to ? cards from your hand to summon Seaborn Veil Tokens. If this card is damaged, reduce VIT from Tokens you control instead. At the start of your turn, for each Seaborn Veil attacked last turn, you can discard 1 card to summon 1 Sea Veil Token.
Flavor Text: Sink to the depths mankind is not meant to know.
STRENGTH - VITALITY: Higher STR, Lower VIT.
Rarity: ?
---
Token Name: Seaborn Veil
Image:
Type: Critter - Seaborn
Colour: Pink
Effect: On play, this card has 10 VIT for each card discarded by Star Sea Navel this turn. When this card is destroyed, draw 1 card.
STR/VIT 0/?
Flavor: Do not look upon it's visage.
This may be a bit much. So have ? marks for Nuke to decide.
This is the sort of idea it would be fun to make a deck around.
« Last Edit: November 24, 2023, 01:53:17 pm by TricMagic »
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Happerry

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Re: DIYCCG - Team Two
« Reply #226 on: November 24, 2023, 04:29:24 pm »

Quote
NAME*: Eldritch Waifu
COST: 5
IMAGE*:
COLOUR*: White/Pink
TYPE-SUBTYPE: Critter
EFFECT: Eldritch Waifu gains +10 Strength for each critter your opponent controls. When a Critter Eldritch Waifu has damaged this turn is sent to the discard pile, create a token that is a copy of that critter on the playing field under your control.
FLAVOUR TEXT: "Your friends? My friends."
STRENGTH-VITALITY: 20/100
RARITY: Rare
----
NOTES: Punishment for all their token creatures, and a way to potentially steal their godzilla.

Quote
NAME*: Sacrificial Waifu
COST: 1
IMAGE*:
COLOUR*: White/Pink
TYPE-SUBTYPE: Critter
EFFECT: When Sacrifical Waifu is sent to the discard pile, remove the critter that sent it to the discard pile from the game.
FLAVOUR TEXT: "In the name of love, I sacrifice all that I am!"
STRENGTH-VITALITY: 10/10
RARITY: Common
----
NOTES: Another anti-godzilla card, but also just a general way to remove stuff. We can suicide it into enemies as well after all.

Quote
NAME*: Saberface Waifu
COST: 0
IMAGE*:
COLOUR*: White/Green
TYPE-SUBTYPE: Critter
EFFECT: When you gain a Rad, place a sword counter on this card. Saberface Waifu may remove any sword counters on the card to gain +20 strength until the end of turn.
FLAVOUR TEXT: "By the sword in my hands!"
STRENGTH-VITALITY: 20/20
RARITY: Common.
----
NOTES: Short term power spikes for stabbing something strong.

Edit : Also, I want to call Field Hospital for balance review if no one else has by now.
« Last Edit: November 24, 2023, 04:45:48 pm by Happerry »
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TricMagic

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Re: DIYCCG - Team Two
« Reply #227 on: November 24, 2023, 04:50:00 pm »

I'll repeat myself and suggest voting for Simpler Days.

Also this.

Quote
NAME*: Precise Demolition.
COST: 0
IMAGE*:
COLOUR*: Grey
TYPE-SUBTYPE: Trick
EFFECT: [Quickplay] Destroy target sticky costing 0 or less.
FLAVOUR TEXT: Sometimes smaller is better.
STRENGTH-VITALITY: N/A
RARITY: Common
We need a easy and quick way to kill stickies. A method to induce rebellion. and Rad Gen or boss card. (Star Sea Navel is neat for being able to help cycle through cards.)
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Crystalizedmire

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Re: DIYCCG - Team Two
« Reply #228 on: November 26, 2023, 01:53:59 pm »

Quote
NAME*:Counterfeit Machine
COST: 1 or 2
IMAGE*: [210x120 pixels]
COLOUR*: Grey
TYPE-SUBTYPE: Trick
EFFECT: Double the number of Counters on a specific card
FLAVOUR TEXT: [If you want]
STRENGTH-VITALITY: N/A
RARITY: Common
The intended use of this card is to get our opponent's cards rebel
« Last Edit: November 26, 2023, 06:53:10 pm by Crystalizedmire »
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TricMagic

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Re: DIYCCG - Team Two
« Reply #229 on: November 26, 2023, 03:21:06 pm »

Compared to the Days that boosts counters over time? (Yeah it's only stickies, but it can also force the mechanic on a card.)
« Last Edit: November 26, 2023, 03:28:11 pm by TricMagic »
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Stirk

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Re: DIYCCG - Team Two
« Reply #230 on: November 26, 2023, 05:46:43 pm »

NAME*: Balance The Scales
COST: ?
IMAGE*: [210x120 pixels] (Blind Justice statue as a snek girl)
COLOUR*: White/Green
TYPE-SUBTYPE: Sticky
EFFECT: Every time you gain a Rad, your opponent looses a Rad.
FLAVOUR TEXT: Jussssstice is sssslow but ssssssure.
STRENGTH-VITALITY: N/A
RARITY: Common

Bypassing the enemy's sticky defense entirely to destroy their rad supply without needing to destroy their rad suppliers.
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Happerry

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Re: DIYCCG - Team Two
« Reply #231 on: November 26, 2023, 05:58:26 pm »

Quote
NAME*: Palace of Waifu
COST: 2
IMAGE*:
COLOUR*: White/Pink
TYPE-SUBTYPE: Sticky
EFFECT: At the beginning of your turn, Palace of Waifu creates a 10/10 Palace Waifu Token. Whenever a Waifu enters play, Palace of Waifu generates 1 Rad.
FLAVOUR TEXT: "A paradise of Waifu."
STRENGTH-VITALITY: NA
RARITY: Common
----
NOTES: A resource generation sticky that fits our thematics better then a Modern Reactor copy would, that also gives us token creatures to feed either the railgun waifu or the gothic waifu.
----
NAME*: Palace Waifu Token
IMAGE*:

Quote
NAME*: Paradoxical Waifu
COST: 2
IMAGE*:
COLOUR*: White/Pink
TYPE-SUBTYPE: Critter
EFFECT: For as long as Paradoxical Waifu is in the discard pile, any Paradoxical Waifu currently in play gain 20 strength and 20 Vitality.
FLAVOUR TEXT: "All are as one. One is as all. Join the cuddlepile."
STRENGTH-VITALITY: 20/40
RARITY: Common
----
NOTES: Another attempt at a way of being able to get big creatures out that fits our current deck thematics.

Bypassing the enemy's sticky defense entirely to destroy their rad supply without needing to destroy their rad suppliers.
Oh, this is nice.
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TricMagic

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Re: DIYCCG - Team Two
« Reply #232 on: November 26, 2023, 06:25:28 pm »

Bypassing the enemy's sticky defense entirely to destroy their rad supply without needing to destroy their rad suppliers.
Oh, this is nice.
Ridiculous expensive and/or once per turn restriction. Won't make it through without heavy nerfs. Or, you know. Also effecting us, ensuring that rads stay low. You only have the rads you generate in that turn to work with. (Unless your name is Sopre Colonist)
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Stirk

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Re: DIYCCG - Team Two
« Reply #233 on: November 26, 2023, 06:28:56 pm »

Ridiculous expensive and/or once per turn restriction. Won't make it through without heavy nerfs. Or, you know. Also effecting us, ensuring that rads stay low. You only have the rads you generate in that turn to work with. (Unless your name is Sopre Colonist)

We can always just ask. Speculating on downsides has become obsolete since Nuke gives an outline of how much it would cost and what nerfs might apply.
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TricMagic

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Re: DIYCCG - Team Two
« Reply #234 on: November 26, 2023, 06:32:44 pm »

I don't have much to say about Simpler Days other than repetition, but I did get a check. So it's pretty much what it says on the card. A cheap and easy way to reverse the stickies.
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Stirk

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Re: DIYCCG - Team Two
« Reply #235 on: November 26, 2023, 06:51:18 pm »

I don't have much to say about Simpler Days other than repetition, but I did get a check. So it's pretty much what it says on the card. A cheap and easy way to reverse the stickies.

It is OK? Not really easy in that it is countered by Lightning Rod, everything that it targets spends half the time with the enemy, and the psudo-stickies they tried out last time with the boat also bypass it.

It would be confusing to use against the Field Hospital and Modern Reactor would still give them an average of 1 rad a turn. We don't really have a way to use rads right now so destroying it would probably work better :V
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TricMagic

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Re: DIYCCG - Team Two
« Reply #236 on: November 26, 2023, 07:07:08 pm »

Yet the only one that destroys it directly that has been suggested is Plague.
Hospital triggers one each time a critter takes damage. So if 5 get hit by Wave on our turn, we can probably trigger a full rebellion in an instant. And it will be at least 2 turns before they can get it back. It refilling also counts as an activation. Cards with a lot of activation are naturally more affected by it. Likewise cards that lose those counters over time. They don't anymore.

And, of course, Lightning Rod counters everything. Your point is mute. Unlike an expensive option, Days is 0 cost. So triggers it and allows stickies to be targeted again, all on a Common card. Being able to play 6 makes it fairly effective in disrupting enemy stickies so they don't generate endlessly. And on the point of not having things to spend rads on, that's why we make such.
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Happerry

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Re: DIYCCG - Team Two
« Reply #237 on: November 26, 2023, 11:25:32 pm »

Quote
NAME*: Dragon Waifu
COST: 4
IMAGE*:
COLOUR*: White/Black
TYPE-SUBTYPE: Critter
EFFECT: Flying. Whenever Dragon Waifu deals damage to another critter, Dragon Waifu gains Vitality equal to the amount of damage she dealt, up to her starting maximum.
FLAVOUR TEXT: "By right of dragon, gimme."
STRENGTH-VITALITY: 40/80
RARITY: Rare
----
NOTES: Another attempt at a big creature for our deck.

Quote
NAME*: Haunted Mansion
COST: 1
IMAGE*:
COLOUR*: White/Red
TYPE-SUBTYPE: Sticky
EFFECT: Whenever a non-Ghostly Maiden critter leaves play, generated a 10/10 Ghostly Maiden token. You may exhaust a creature and spend a tea to generate a 10/10 Ghostly Maiden Token as well.
FLAVOUR TEXT: "As the moon climbs high o'er dead oak tree
Spooks arrive for the midnight spree!"
STRENGTH-VITALITY: NA
RARITY: Rare
----
NOTES: It combos both with Railgun Waifu's tendency to murder our own critters, Gothic Waifu's desire to have critter's dying, and the enemy token spam.
----
NAME*: Ghostly Maiden
IMAGE*:
FLAVOUR TEXT: "I haunt you, I taunt you, I'm just a phantom of your past."

Quote
NAME*: Mistress of the Mansion
COST: 1
IMAGE*:
COLOUR*: White/Pink
TYPE-SUBTYPE: Critter
EFFECT: Mistress of the Mansion has +10/+10 for every Ghostly Maiden currently on the playing field.
FLAVOUR TEXT: "Won't you come in and... socialize?"
STRENGTH-VITALITY: 30/30
RARITY: Rare
----
NOTES: And if we produce enough Ghostly Maidens, well, it's time for the Mistress of the Mansion to arrive and sweep all before her away.
« Last Edit: November 27, 2023, 09:42:17 pm by Happerry »
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NUKE9.13

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Re: DIYCCG - Team Two
« Reply #238 on: November 27, 2023, 06:48:05 am »

NAME*: Balance The Scales
COST: ?
COLOUR*: White/Green
TYPE-SUBTYPE: Sticky
EFFECT: Every time you gain a Rad, your opponent looses a Rad.
RARITY: Common
This is A) a powerful effect; B) a no-fun effect; C) a white-hybrid card with a powerful effect which lacks a downside.
If you insisted on pushing this through, I would probably make it symmetrical (C/A), limit the number of activations per turn (B/A), and give it a fairly high cost (A).
I feel like there are better ways of implementing a rad-drain card, though.

Name: Heart Power Plant
Color: Yellow/Pink
Image:
Cost: 2
Effect: At the end of turn gain a Rad. At the start of turn, add a Heart Counter to this card. You may expend Heart Counters equal to 2*Rad cost of an opposing sticky to perform a friendship merger, in which you take control of a enemy sticky and place it on your side of the board.
Rarity: Rare
So, stealing enemy cards is kinda Red, though an argument can be made for Pink, I suppose. I'd change the wording to "You may pay 2X+1 Heart Counters to take control of a Sticky with cost X." so you couldn't steal 0-cost Stickys for free. And since I assume you'd throw a fit if it added a Rebellion Threshold, I'd probably add "This card can only take control of one Sticky at a time. You may return the controlled Sticky at any time during your turn."

Quote
Name: Plague of Death
Color: Yellow
Cost: ?
Effect: Remove the card effect text on all critters and stickys on the board (this ignores immutable and shielded), then destroy all critters and stickys
Rarity: Rare
Why are people so eager to just ignore Immutable? Also, this wouldn't need to ignore Shielded, since it doesn't target. Anyway, this would cost in the realm of 4-5 Rads, I think.

Quote
Name: Game Playtesting Waifu
Color: White
Cost: 1
TYPE - SUBTYPE: Critter - Waifu
Effect: When this enters play, set a critter stats to 30/30, this ignores shielded.
STRENGTH - VITALITY: 30/40
Rarity: Rare
This is probably better suited as a Pink effect. It's also an effect that is definitely worth a lot more than 5 potential, especially with the "Ignore Shielded" thing. Cost no lower than 3 Rads, I'd say. Probably higher, really, since it can be a substantial buff to a friendly Critter or a major nerf to an enemy one depending on the situation, and that flexibility comes at a cost.
« Last Edit: November 27, 2023, 07:56:08 am by NUKE9.13 »
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TricMagic

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Re: DIYCCG - Team Two
« Reply #239 on: November 27, 2023, 07:50:08 am »

Like a straight rad theft trick. Or a once per turn trigger on destruction.
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