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Author Topic: DIYCCG - Team Two  (Read 7973 times)

NUKE9.13

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DIYCCG - Team Two
« on: October 31, 2023, 07:55:43 am »

DIYCCG
TEAM TWO

Welcome. If you haven't read the core thread, or if you haven't joined Team Two, do those things first before reading on.

Right. You can start proposing cards. The first 3 turns will not have battles.

Here's the template you should use when proposing a new card. The three fields marked with an asterisk are mandatory, everything else can be left vague or blank. 
Quote
NAME*: [Not too long]
COST: [For the first few turns at least, you can ask me for an estimate of the cost of a proposal]
IMAGE*: [210x120 pixels]
COLOUR*: [One of the six colours, or a combination]
TYPE-SUBTYPE: [Critter, Sticky, Trick][Subtype is optional]
EFFECT: [Go nuts]
FLAVOUR TEXT: [If you want]
STRENGTH-VITALITY: [N/A for Stickys and Tricks]
RARITY: [Common (6 copies max per deck), Rare (3 copies max per deck), Unique (1 copy max per deck)]
----
NOTES: [If you want to explain something about the proposal that isn't obvious from the above, mention it here. This can be explaining a reference, describing the general intent, or if it's crucial that it has exactly this cost or that strength or those effects (etc). I'll try to take this into account, although I make no promises]
----
[If a card has sub-components, like if it creates token cards or whatever, include the name/image/etc for those down here]

Spoiler: Balance (click to show/hide)

When voting, each player has two votes (which have to be for two different things). Tally votes in a quote box, aka a votebox:
Quote from: Example Votebox
Amazing Card: (3) Alice, Bob, Cyanide
Great Card: (2) Alice, Cyanide
Decent Card: (2) Bob, DAVE
Awful Card: (1) DAVE



Team Two's current collection looks like this:
Spoiler: STARTER CARDS (click to show/hide)
Spoiler: CREATED CARDS (click to show/hide)



Spoiler: KEYWORDS (click to show/hide)
« Last Edit: November 21, 2023, 12:31:05 pm by NUKE9.13 »
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TricMagic

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Re: DIYCCG - Team Two
« Reply #1 on: October 31, 2023, 11:38:39 am »

Quote from: Rare
NAME*: Waifufy
COST: 1
IMAGE*:
COLOUR*: White/Pink
TYPE-SUBTYPE: Trick
EFFECT: Target 1 Critter on the Field, and discard 1 Critter from your hand or remove 1 Critter in your Deck from the game with equal or greater Rad Cost. Restore the target's Strength/Vitality to full, and if you do not control it, you can pay it's Rad Cost-1 to take control of it, but it cannot attack directly this turn.
FLAVOUR TEXT: All things shall be vanquished and Befriended.
STRENGTH-VITALITY: [N/A for Stickys and Tricks]
RARITY: Unique (1 copy max per deck)

Quote from: Rare
NAME*: Rad Solider
COST: 1
IMAGE*:
COLOUR*: Yellow
TYPE-SUBTYPE: Critter
EFFECT: When this card enters play, it gains Energy Counters equal to the number of other non-token cards in play. If this card would be damaged, remove 1 counter for every 10 damage instead. If this card leaves play while it has Energy Counters, gain 1 Rad for each.
FLAVOUR TEXT: Always have cover, be it real or phantom.
STRENGTH-VITALITY: 40 Strength/10 Vitality
RARITY: Common (6 copy max per deck)
« Last Edit: November 02, 2023, 03:20:58 pm by TricMagic »
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NUKE9.13

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Re: DIYCCG - Team Two
« Reply #2 on: October 31, 2023, 11:54:19 am »

Waifufy
EFFECT: Target 1 Critter on the Field. If you do not control it, pay it's Rad Cost and send 1 Critter from your hand or Deck with equal or greater Rad Cost to the discard pile to take control of it. Restore the target's Strength/Vitality to full, but it cannot attack directly this turn.
Did you mean to write Deck there?

Quote from: ibid
Rad Solider
COST: 1
EFFECT: When this card enters play, it gains Rad Counters equal to the number of cards in play. If this card would be damaged, remove 1 counter for every 10 damage instead. If this card is sent to the leaves play while it has Rad Counters, gain 1 Rad for each.
STRENGTH-VITALITY: 50 Strength/30 Vitality
Two things: one, it would be confusing to have Rad Counters when there are already Rads. Energy Counters would probably be a better name. Two, this is too strong. It's a concept that can work, but it would either need to be weaker or cost more. As is, it's a card with 80 S+V for 1 Rad, which is already baseline, but then you're adding a fairly strong bonus on top.
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TricMagic

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Re: DIYCCG - Team Two
« Reply #3 on: October 31, 2023, 11:58:37 am »

Yeah. Unique Card. (Since I know theft cards are strong. Though if you think Deck is a bit much even with paying the rad cost?)

What would you suggesting for Rad Soldier's cost be? /should it be a Rare?

Made an edit to Waifufy's text and gave it a cost. See how that feels?

Rad Solider's last effect only applies if leaving play with counters. But could remove that bit.
« Last Edit: October 31, 2023, 12:08:53 pm by TricMagic »
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NUKE9.13

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Re: DIYCCG - Team Two
« Reply #4 on: October 31, 2023, 01:10:11 pm »

Yeah. Unique Card. (Since I know theft cards are strong. Though if you think Deck is a bit much even with paying the rad cost?)

Made an edit to Waifufy's text and gave it a cost. See how that feels?
Well, I don't understand why moving a Critter from your deck to discard causes the other to defect? From your hand, I can sort of see, that's an actual sacrifice- one less card in your hand, a card that conceivably you could've wanted to play. But being able to search your deck for your most expensive critter so that you can resurrect it or whatever isn't a cost, that's an upside.

What would you suggesting for Rad Soldier's cost be? /should it be a Rare?

Rad Solider's last effect only applies if leaving play with counters. But could remove that bit.
I would reduce the Strength to 40, and either reduce the Vit to 10, or increase the cost to two. And I'd probably change "number of cards in play" to "number of other, non-token cards in play".
The little gimmick of discouraging non-damage removal is fine, although it'd likely be capped to gaining 3 or 4 Rads at most. 
The above is an approximation, I reserve the right to change my mind. To be clear, you can submit it as-is, I'm just explaining the sort of nerfing you could expect.
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TricMagic

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Re: DIYCCG - Team Two
« Reply #5 on: October 31, 2023, 01:13:49 pm »

Solution to Waifu might be banish face-down. (I.E. remove from the game.)

Edits. Rad Solider changed to Rare, lose 10 ATK/VIT. Waifu changed to remove from the game in case of Deck. (As a permeant cost, cards removed from game can't be interacted with.)
« Last Edit: October 31, 2023, 01:22:52 pm by TricMagic »
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Stirk

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Re: DIYCCG - Team Two
« Reply #6 on: October 31, 2023, 03:23:36 pm »

We need solid generators to start out with. Green is a really powerful color in that it increases in strength every turn if you make a generator out of it, if we could make a green/white/yellow combo we'd be set for rad gen. Unfortunately I can't get/find an anime mutant girl who shoots lightning V_V


NAME*: A Certain Scientific Waifu
COST: 0
IMAGE*:
COLOUR*: Yellow/White
TYPE-SUBTYPE: Critter - Waifu
EFFECT: Generate 2 Rad every time a card is destroyed.
FLAVOUR TEXT: The blitz loop this planet to search way- Only my RAILGUN can shoot it
STRENGTH-VITALITY: 20/20
RARITY: Common

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NUKE9.13

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Re: DIYCCG - Team Two
« Reply #7 on: October 31, 2023, 03:35:47 pm »

NAME*: A Certain Scientific Waifu
COST: 0
COLOUR*: Yellow/White
EFFECT: Generate 2 Rad every time a card is destroyed.
STRENGTH-VITALITY: 20/20
While being a Yellow/White card would let it generate Rads at an impressive rate, this would be too much. I could maybe see 1 Rad per card destroyed. To get 2 Rads, there would need to be a Yellow-type downside involved. Yellow "tends to have damaging effects", but it doesn't say who those effects target, so causing some friendly fire when generating might suffice.
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Stirk

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Re: DIYCCG - Team Two
« Reply #8 on: October 31, 2023, 03:42:51 pm »

NAME*: A Certain Scientific Waifu
COST: 0
COLOUR*: Yellow/White
EFFECT: Generate 2 Rad every time a card is destroyed.
STRENGTH-VITALITY: 20/20
While being a Yellow/White card would let it generate Rads at an impressive rate, this would be too much. I could maybe see 1 Rad per card destroyed. To get 2 Rads, there would need to be a Yellow-type downside involved. Yellow "tends to have damaging effects", but it doesn't say who those effects target, so causing some friendly fire when generating might suffice.

Grey cards can generate one per turn as an undestroyable sticky tho. Using that as a baseline yellow critter cards should have a lot more generation than that :V
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TricMagic

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Re: DIYCCG - Team Two
« Reply #9 on: October 31, 2023, 03:47:11 pm »

Quote from: Edit

NAME*: A Certain Scientific Waifu
COST: 0
IMAGE*:
COLOUR*: Yellow/White
TYPE-SUBTYPE: Critter - Waifu
EFFECT: Place 2 Energy Counters on this card when other card(s) are destroyed. (Max 4.) If this card is destroyed, deal damage to a single target equal to 10 x the number of Energy Counters this card had during the start of your next turn, and if the target is destroyed, gain 1 Rad.
FLAVOUR TEXT: The blitz loop this planet to search way- Only my RAILGUN can shoot it
STRENGTH-VITALITY: 20/20
RARITY: Common

Sling and release.

Ninja. And it's a Sticky, they don't block attacks. Instead, bring the Railgun. (Assuming it gains them even if it's destroyed.) It kills a card, dies, and then next turn comes in for 20 damage to a foe's card. Or if it sees a card destroyed previously that's 40. And you get a Rad if it manages to destroy a card with that effect.
« Last Edit: November 02, 2023, 03:16:18 pm by TricMagic »
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NUKE9.13

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Re: DIYCCG - Team Two
« Reply #10 on: October 31, 2023, 03:48:06 pm »

Grey cards can generate one per turn as an undestroyable sticky tho. Using that as a baseline yellow critter cards should have a lot more generation than that :V
I mean, there's literally a grey card that can destroy it, but yes, it's harder to destroy. But your specific empirical waifu is 20-20, leaving only 10 to 'pay' for the generating bit.
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TricMagic

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Re: DIYCCG - Team Two
« Reply #11 on: October 31, 2023, 03:51:18 pm »

Is my edit to it okay?
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Stirk

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Re: DIYCCG - Team Two
« Reply #12 on: October 31, 2023, 03:58:47 pm »

Quote from: Edit

NAME*: A Certain Scientific Waifu
COST: 0
IMAGE*:
COLOUR*: Yellow/White
TYPE-SUBTYPE: Critter - Waifu
EFFECT: Place 2 Energy Counters on this card when other card(s) are destroyed. (Max 4.) If this card is destroyed, deal damage to a single target equal to 10 x the number of Energy Counters it had during the start of your next turn, and if it is destroyed, gain 1 Rad.
FLAVOUR TEXT: The blitz loop this planet to search way- Only my RAILGUN can shoot it
STRENGTH-VITALITY: 20/20
RARITY: Common

Sling and release.

Ninja. And it's a Sticky, they don't block attacks. Instead, bring the Railgun. (Assuming it gains them even if it's destroyed.) It kills a card, dies, and then next turn comes in for 20 damage to a foe's card. Or if it sees a card destroyed previously that's 40. And you get a Rad if it manages to destroy a card with that effect.

The idea is to then make a card that can discard both players hands, giving us a ton of Rads in one turn, once we have our foot in the door with this as an acceptable idea. Which we kinda do so I can blab about the plan!

Stickies are specifically noted as having less powerful effects, the grey sticky should be the worst Rad generator in the game according to what we've been told.

Grey cards can generate one per turn as an undestroyable sticky tho. Using that as a baseline yellow critter cards should have a lot more generation than that :V
I mean, there's literally a grey card that can destroy it, but yes, it's harder to destroy. But your specific empirical waifu is 20-20, leaving only 10 to 'pay' for the generating bit.

I have no baseline for what stats are supposed to be so I just copied Generic Mook's stats :V. Do the colors not give any sort of bonus?
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NUKE9.13

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Re: DIYCCG - Team Two
« Reply #13 on: October 31, 2023, 04:09:08 pm »

Is my edit to it okay?
Oh, I didn't spot that. Well, that's closer to being a completely different card than a minor edit, but yeah, that seems close to reasonable.

I have no baseline for what stats are supposed to be so I just copied Generic Mook's stats :V. Do the colors not give any sort of bonus?
The stat baseline is 50, plus 25 (rounded up or down depending on my mood several factors) per Rad cost.
The colours do give a bonus, which is why your proposal is potentially possible with the described tweaks. But adding White to other colours doesn't just emphasise the positive elements, it intensifies the negative aspects of a colour too. So yes, you can get stronger effects, but usually requiring some sort of tradeoff. It wouldn't be fun if every single card was a White-Something hybrid.
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TricMagic

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Re: DIYCCG - Team Two
« Reply #14 on: October 31, 2023, 04:15:16 pm »

Isn't there a major difference between discard and destruction?

NAME*: Thunder Plains
COST: 0
IMAGE*:
COLOUR*: Yellow
TYPE-SUBTYPE: Sticky
EFFECT: At the end of each turn, the turn player can draw 1 card, then discard 1 card. If this effect is used, place 1 Energy Counter on this card, then gain 1 Rad. When 4+ Energy Counters are on this card at the end of the turn, move as many as possible to a Critter you control, and deal 5 damage for each placed on it. If you control no Critters, target a foe's Critter instead. If there are no targets, destroy this card.
FLAVOUR TEXT:
STRENGTH-VITALITY:
RARITY: Common


And yeah, the edit does make it a different card. More sparky.
« Last Edit: November 01, 2023, 08:23:16 am by TricMagic »
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