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Author Topic: DIYCCG - Team Two  (Read 7974 times)

VermilionSkies

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Re: DIYCCG - Team Two
« Reply #15 on: October 31, 2023, 04:18:46 pm »

Quote from: March of Industry
----
NAME*: March of Industry
COST: 2
IMAGE*:
COLOUR*: Yellow
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.
FLAVOUR TEXT: "There's no such thing as 'overproduction', merely a deficit of demand."
RARITY: Common?(6 copies max per deck)
----
I've got no clue where to source images, but I've got a few card ideas.
« Last Edit: November 01, 2023, 08:54:04 am by VermilionSkies »
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TricMagic

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Re: DIYCCG - Team Two
« Reply #16 on: October 31, 2023, 04:24:32 pm »

I might make that a Red rather than a yellow? With each generating Rebellion if there is more than one out. (At a certain point, they can default to the other side.)

"but place 1 Rebellion Counter on this card. (Max 5). Give control of this card to your opponent when this is maxed out and remove the Rebellion Counters."
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Stirk

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Re: DIYCCG - Team Two
« Reply #17 on: October 31, 2023, 04:52:53 pm »

Quote
It wouldn't be fun if every single card was a White-Something hybrid.

In a perfect world, every card would be a Waifu V_V

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

Dunno. We don’t actually have any established terms yet.
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VermilionSkies

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Re: DIYCCG - Team Two
« Reply #18 on: October 31, 2023, 05:51:51 pm »

I might make that a Red rather than a yellow? With each generating Rebellion if there is more than one out. (At a certain point, they can default to the other side.)

"but place 1 Rebellion Counter on this card. (Max 5). Give control of this card to your opponent when this is maxed out and remove the Rebellion Counters."
Either that, or making it scale all generator sub-types, including the opponent's, though NUKE hasn't smited it for being too powerful yet.
What sort of archetype do we want to build our cards around, here?
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TricMagic

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Re: DIYCCG - Team Two
« Reply #19 on: October 31, 2023, 06:19:41 pm »

It's likely to be ecliptic. Yellows I design are based around Energy Counters to do things. Waifu are the fancy aces. And Black Steel the core of our defenses. Heart for enchantments, Red for powerhouses. And Green is for hordes.

Quote
NAME*: Goblin Waifu
COST: 0
IMAGE*:
COLOUR*: Green/White
TYPE-SUBTYPE: Critter - Waifu
EFFECT: When this card enters play, summon 1 Goblin token.
FLAVOUR TEXT: Even Greens have a love life you know.
STRENGTH-VITALITY: 20/10
RARITY: Common(6 copies max per deck)
----
NAME*: Goblin
COLOUR*: Green
Effect: While this card is in play, if a Goblin Waifu would take damage 1 Goblin is destroyed instead.
STRENGTH-VITALITY: 10/10

Quote
NAME*: Orc Waifu
COST: 0
IMAGE*:
COLOUR*: Green/White
TYPE-SUBTYPE: Critter - Waifu
EFFECT: You can destroy up to 3 Green Critters you control in Play, then put this card into Play from your hand. It gains 10 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
RARITY: Common(6 copies max per deck)

A 1-2 combo.
« Last Edit: November 01, 2023, 08:25:41 am by TricMagic »
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Stirk

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Re: DIYCCG - Team Two
« Reply #20 on: October 31, 2023, 07:06:35 pm »

I might make that a Red rather than a yellow? With each generating Rebellion if there is more than one out. (At a certain point, they can default to the other side.)

"but place 1 Rebellion Counter on this card. (Max 5). Give control of this card to your opponent when this is maxed out and remove the Rebellion Counters."
Either that, or making it scale all generator sub-types, including the opponent's, though NUKE hasn't smited it for being too powerful yet.
What sort of archetype do we want to build our cards around, here?

Does it already buff itself?

We can just kinda make individually powerful/cool cards that have synergy with at least some others, if we specialize too much we are vulnerable to counter cards that can ruin whatever archetype we build around.
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VermilionSkies

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Re: DIYCCG - Team Two
« Reply #21 on: October 31, 2023, 07:19:16 pm »

I might make that a Red rather than a yellow? With each generating Rebellion if there is more than one out. (At a certain point, they can default to the other side.)

"but place 1 Rebellion Counter on this card. (Max 5). Give control of this card to your opponent when this is maxed out and remove the Rebellion Counters."
Either that, or making it scale all generator sub-types, including the opponent's, though NUKE hasn't smited it for being too powerful yet.
What sort of archetype do we want to build our cards around, here?

Does it already buff itself?

We can just kinda make individually powerful/cool cards that have synergy with at least some others, if we specialize too much we are vulnerable to counter cards that can ruin whatever archetype we build around.
It's a generator subtype, so it should buff it's own Rad generation.
I'm planning on making a deck for generating Rads quickly to drop down a high-cost Black critter that's as annoying as possible to remove.
I was thinking of making the Immutability keyword look something like this:
Quote from: Immutability
----
Immutability (X):
This card is immune to any effects originating from cards costing less than (X) Rads.
----
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NUKE9.13

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Re: DIYCCG - Team Two
« Reply #22 on: November 01, 2023, 06:28:19 am »

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.

Quote
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
----
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).

Quote
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.
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TricMagic

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Re: DIYCCG - Team Two
« Reply #23 on: November 01, 2023, 08:44:55 am »

Edits made to Thunder Plains and Goblin/Orcs.

Quote
NAME*: Energy Burst
COST: 0
IMAGE*:
COLOUR*: Yellow
TYPE-SUBTYPE: Trick
EFFECT: Target 1 card you control and destroy it, then spread any Energy Counters it had to cards in play. Critters take 10 damage for each placed this way. If a card in play has 4+ Energy counters, this does not count towards your once per turn play limit.

FLAVOUR TEXT:
STRENGTH-VITALITY:
RARITY: Common(6 copies max per deck)

Quote
NAME*: Dies to Damage
COST: 0
IMAGE*:
COLOUR*: Generic
TYPE-SUBTYPE: Trick
EFFECT: Deal 10 damage to all Critters on the field.

FLAVOUR TEXT: Anything with 10 Vitality just isn't viable.
STRENGTH-VITALITY:
RARITY: Common(6 copies max per deck)
This one is more a point of low damage field nukes. (An Alt is "Dies to Nuke", a rad card that deals more.)
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Stirk

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Re: DIYCCG - Team Two
« Reply #24 on: November 01, 2023, 10:07:45 am »


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.


Would tokens count as a card being destroyed?

If so then we combine a Certain Scientific Waifu, add the team party damage for 2 Rad a turn, then add Goblin Waifu with

Quote
Something like this could maybe work if it spawned Goblin tokens when you generate Rads

and we have a free Goblin toke and free rads every turn.
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VermilionSkies

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Re: DIYCCG - Team Two
« Reply #25 on: November 01, 2023, 10:10:57 am »

Upped the cost on March of Industry.
Quote from: Rapid Refit
----
NAME*: Rapid Refit
COST: X
IMAGE*: [210x120 pixels]
COLOUR*: Black
TYPE-SUBTYPE: Trick
EFFECT: Chose a Critter or Sticky and pay any amount of Rads. Target card gains Immutable equal to the amount of Rads spent.
FLAVOUR TEXT: "...This can't be up to regulations."
RARITY: Rare (3 copies max per deck)
----
Immutable X
This card is immune to any effects originating from cards costing less than (X) Rads.
----

Quote from: Assault Unit Mecha-chan
----
NAME*: Assault Unit Mecha-chan
COST: 7?
IMAGE*: [210x120 pixels]
COLOUR*: Black/White
TYPE-SUBTYPE: Critter - Mech
EFFECT: When played, gains Immutable equal to the number of Generators on the field.
FLAVOUR TEXT: "All systems nominal. I'll wrap this up quickly, Commander."
STRENGTH-VITALITY: 60/120
RARITY: Unique (1 copy max per deck)
----
NOTES: The high-cost beatstick I mentioned earlier.
----
Immutable X
This card is immune to any effects originating from cards costing less than X Rads.

Quote from: Lightning Rod
----
NAME*: Lightning Rod
COST: 1
IMAGE*: [210x120 pixels]
COLOUR*: Black/Yellow
TYPE-SUBTYPE: Sticky - Generator
EFFECT: Gain 1 Rad every time a Yellow card is played, up to twice per turn. Immutable 1.
FLAVOUR TEXT: "It's ALIVE!"
RARITY: Common (6 copies max per deck)
----
Immutable 1
This card is immune to any effects originating from cards costing less than 1 Rad.
----

Quote from: Votebox
March of Industry (1): VermilionSkies
Orc Waifu (1): VermilionSkies
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NUKE9.13

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Re: DIYCCG - Team Two
« Reply #26 on: November 01, 2023, 10:46:16 am »

Would tokens count as a card being destroyed?
It would, unless the wording specifically excluded tokens.

Quote from: Immutability
----
Immutability (X):
This card is immune to any effects originating from cards costing less than (X) Rads.
----
Question, is this intended to include damage dealt by Critters in regular combat?
« Last Edit: November 01, 2023, 10:47:47 am by NUKE9.13 »
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VermilionSkies

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Re: DIYCCG - Team Two
« Reply #27 on: November 01, 2023, 10:59:49 am »

Quote from: Immutability
----
Immutability (X):
This card is immune to any effects originating from cards costing less than (X) Rads.
----
Question, is this intended to include damage dealt by Critters in regular combat?
Nope, just card effects. Standard combat is unaffected.
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Stirk

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Re: DIYCCG - Team Two
« Reply #28 on: November 01, 2023, 11:03:43 am »

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. Deal 10 damage to a card on your side of the field at the start of every turn.
FLAVOUR TEXT: The blitz loop this planet to search way- Only my RAILGUN can shoot it
STRENGTH-VITALITY: 20/20
RARITY: Common

---------------

NAME*: Goblin Waifu
COST: 0
EFFECT: When you gain Rads with this card on the field, spawn 1 Goblin Token
STRENGTH-VITALITY: 20/10
----
NAME*: Goblin
Effect: While this card is in play, if a Goblin Waifu would take damage 1 Goblin is destroyed instead.
STRENGTH-VITALITY: 10/10

----------

Then we can use this to farm Rads easy, perfect plan. We could possibly proc both multiple times a turn, for both insane damage and Rad gen. 1 Goblin Waifu, 1 Scientific Waifu, 1 Goblin Token and we win. Goblin Token attacks and gets destroyed, +2 Rad, new goblin token. Repeat until the field is cleared.

 Do you have an image in mind for the token and goblin Trick?
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This is my signature. There are many like it, but this one is mine.

This is my waifu, this is my gun. This one's for fighting, this ones for fun.

TricMagic

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Re: DIYCCG - Team Two
« Reply #29 on: November 01, 2023, 11:22:31 am »

I'll note it should say Critter given Stickies exist. Also.. How will we get both out if it's killing us via radiation?

Quote
NAME*: Dreaming Waifu
COST: 0
IMAGE*:
COLOUR*: White
TYPE-SUBTYPE: Critter, Waifu
EFFECT: This card does not count towards your play limit. When this card is played, gain 1 Rad. During the opponent's turn only, it's Strength becomes the number of different Colours on the field x 10.
FLAVOUR TEXT: Reach out. Dream. It may just be within your grasp.
STRENGTH-VITALITY: 0/10
RARITY: [Common (6 copies max per deck)]
While generators exist, sometimes you want a quick burst.

Quote
NAME*: Revolutionist
COST: 0
IMAGE*:
COLOUR*: Red
TYPE-SUBTYPE: Critter
EFFECT: When this card is played, you can place 1 Rebellion Counter on a Critter, then deal 10 damage to it. When this card destroys another, place 1 Rebellion Counter on it. If it already has a Rebellion Counter on it when one is placed, transfer control of it to your opponent.
FLAVOUR TEXT: Revolution waits for no man.
STRENGTH-VITALITY: 20/20
RARITY: [Common (6 copies max per deck)]
The old deal 10 damage on play.
« Last Edit: November 02, 2023, 09:57:30 am by TricMagic »
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