Isn't there a major difference between discard and destruction?
Discard is moving a card from your hand directly to the discard pile (ie without being played). Destruction is a card that is on the board leaving the board and going to the discard pile. A Trick that is played is neither discarded nor destroyed. You can call the discard pile the graveyard if that makes it less confusing.
NAME*: Thunder Plains
COST: 0
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 if that card is not Yellow, 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.
An interesting card. Dealing damage in increments of 5 is a bit odd, but then most of the time it will be a total of 20, so okay. Might scrap the part about Yellow Critters being immune to the backlash, since presumably a lot of Yellow Critters will already be benefiting from gaining Energy Counters.
NAME*: Goblin Waifu
COST: 0
EFFECT: When this card enters play, summon 2 Goblin tokens.
STRENGTH-VITALITY: 20/15
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NAME*: Goblin
Effect: While this card is in play, if a Goblin Waifu would take damage 1 Goblin is destroyed instead.
STRENGTH-VITALITY: 15/5
75 stats over three bodies for 0 Rads, with additional damage shield stuff... that's too much. Something like this could maybe work if it spawned Goblin tokens when you generate Rads, but even getting 1 free Goblin would be too much.
Also, my initial intention was for all S/V values to be multiples of 10, but I'm willing to allow multiples of 5... when
necessary. This would be changed into 20/10 and 10/10 (in addition to the previous change).
NAME*: Orc Waifu
COST: 0
EFFECT: You can destroy up to 3 Green Critters you control in Play, then put this card into Play from your hand. It gains 15 Strength/Vitality for each destroyed this way. This card gains 5 Strength but loses 5 Vitality when you gain Rads.
FLAVOUR TEXT: The strong win love.
STRENGTH-VITALITY: 20/20
The S/V gained from sacrificing Green Critters on entry would be changed to 10/10, but the Strength gain/Vitality loss could stay as +5/-5 (+S/-V on Rad generation is a suitably Green/White feature, nice idea).
NAME*: March of Industry
COST: 1
TYPE-SUBTYPE: Sticky - Generator
EFFECT: At the start of your turn, gain 1 Rad. All cards of subtype Generator produce 1 additional Rad at the start of your turn.
I think I'd bump the cost of this up to 2. Other than that, it's fine.