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Post by Mati Shadōfang on Sept 12, 2013 10:06:02 GMT -5
Good morning all
uber looking good nice jbo
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Post by ubertac on Sept 12, 2013 11:03:34 GMT -5
Thanks dude just got off work early so I'm going to make a few grammar and card changes
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Post by Mati Shadōfang on Sept 12, 2013 11:17:03 GMT -5
cool nice i've been lazy today reloaded my ipad with epic music of awesomeness now rocking out modifying card lists so epic lol
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Post by Mati Shadōfang on Sept 12, 2013 11:51:34 GMT -5
Also i posted Kho's Rules for battle up in game info
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Post by Mati Shadōfang on Sept 12, 2013 12:55:39 GMT -5
ok heres the updated form of card list for Shadow Nations name: Shadōmūn Thief ( Damage card counts) & assassin( Bleeding Damage based criticals 1 Ancient Creature (ultra-rare) ShadōFlame Kitsune- Fox Flame- When fused to a general All Critical in addition to normal abilities Fox fire activates All cards attacked by general are destroyed and cannot be used for the remainder of the battle
2. Generals (1 for each rarity so they get bigger. the first one will be the showcase card in your nation’s intro deck)
FleétFôot Clan Leader- Nemi FleétFôot - Ability Breaking and entering-Get a successful Critical with shadow weapon, force opponent to discard from their hand
Dárkmoön Clan Leader-Rumi Dárkmoön -Ability Backstab Get a successful Critical with shadow weapon, apply bleeding damage ¼ weapon damage/turn
Silvermáne Clan Leader-Kesuke Silvermáne - Ability Infiltrate look at next two cards in opponent's deck pick one and place it on the bottom NïghtWìng Clan Leader- Asaru NïghtWìng - Ability Shadow Wing- All Attacks,spells directed at Asaru miss this turn
Shadōfang High Clan Leader - Mati Shadōfang Ability Corrupt Take control of 1 Solider on opponent’s side for 3 turns. Breaking and entering-Get a successful Critical with shadow weapon,force opponent to discard from their hand
3.Creatures 6 C Rat- Increases Dodge- Plague bite poison -1hp/turn
C Raven- Increases Speed - Crows Song- No dodge next turn UC Bat- Increases Hit % - Echo- Attack twice
UC Wolf -Increases Speed - Wolf’s Howl- +5 to Damage R Hati -Increases Dodge - Lunar Strife - All Shadōmūn Soldiers Have Lunar Rondo Ability - Lunar Rondo when opponent successfully dodges re roll again My Fenrir Increases Hit% - Ragnarök- Destroy any permanent Support or Spells on field
4.Soldiers 5 FleétFôot Thief- Dárkmoön Assassin- Silvermáne Spy - NïghtWìng Rouge - Silvermáne Charmer-Smooth talker control an opponent Soldier or Creature for 1 turn
5.Support(5 total nation support)
C Treasure Trove- -Draw 3 cards
R Assassins training - - Next attack to opponent will cause Bleeding -1hp/turn
C Thieves Training - -take 1 card from opponent's hand if able use it, if not discard it
R Resupply - -Discard then draw 3 Cards
SR Shadow Crisis- -Have opponent cut their deck in half pick one half and remove it from play while this card is in play opponent can not use the half you picked
6.Spells 5 C Shadow Fang- “Attack from your opponents shadow” - No dodge chance 100% hit rat
R Shadow Cloak- “just lurking in the shadows waiting for the hero to pass by” 3 turns of perfect dodge must activate on opponent's draw phase
R Pickpocket -”The number one rule of thieves is that nothing is too small to steal.” - search opponent's deck for a support or weapon/tool card and take it reshuffle
R Plan B- -Make opponent put their hand back into their deck, shuffle and redraw that many cards
SR The Great Heist- - Take one of your opponents gems out of play for the remainder of the battle
7.Tools/weapons 6 C Shadow Kuni +5 Damage C Ninjatō +10 Damage: Dual Wield UC Akiuchi +5 Damage: Dual Wield R Shadow Kodachi +15 Damage My Massive Shuriken +20 Damage Ani Lunar Fang (Ōdachi) +30 to damage
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Post by ubertac on Sept 12, 2013 13:55:56 GMT -5
nice if the a shadow nation crits it's gg for everyone Here's mine complete Nation name:Bansun
Ancient:The Great Leviathan-The great devourer: When this Card is played he destroys all cards on the field, when he’s destroyed you may return 2 cards as undead
1.Generals a.PirateLord Udo Farla-Ability Treasure Hunt-search the bottom 3 cards of the deck any weapons or support items you find get add to your hand.
b.Admiral Udoose Farla-Ability Water Cannon:Return a card back to the opponent to hand
c.Sleepy Admiral Murda-Ability careless sacrifice-You can cast any spell from the deck but lose hp and it's removed from play(spells use this are removed from the game)
d.PirateLord Davy:Ability Necromancer:You may turn a soldier to it’s undead form
e.Sea King Poisdon :Ability False life-Poisdon makes unstable merfolk/illusion(creature token) when it is destroyed by a creature it exploded destroying both creatures, if it is targeted by a spell it dies-kraken mastery
2.Support(5 total nation support) a. C:treasure dig-call a card type then look at the bottom of the deck if you call right put it in your hand if it’s wrong put it in the graveyard b.C:curse of the sea-choose a creature if it remains alive for 2 more turn it becomes undead c. UC:Mermaids lamont:Both player draw for each undead on the battlefield d. R:Locker of the sea-when a class with an undead form dies is locked inside for a turn,then for some energy points you may bring it as it’s dead version back you can only have 1 pirate in a locker and only own one locker on the board
e. SR: Offering to poisdon-by sacrificing a spell, a weapon, a support ,a creature and a living soldier you can control the kraken.
3.Spells 5 a. C:Siren's call-an enemy soldier refuse to attack for 2 turns, must roll to hit
b. C:Water bolt:Deals damage
c. UC:Frostbite:A non-general card become inactive until attacked
d. R:Illusion trick:Copied a card that you have played if it’s a creature it leaves next turn
e. SR:claim waters:for 2 turn no one can attack, or cast spells
3.soldier classes/undead form a.C:Pirates/Undead-Can't attack/come back with less health but more power b.C:Sharkmen/dead fish:less attack /shark mastery c.UC:Peasant/zombie:Can't attack/can turn undead or attack d.R:Sea Enchantress/Banshee:Claim waters and Sirens call last for 1 more turn/Lets out a scream that e.SR:Water Mage/lich:Gain attack for each time a spell is cast/attack reset gain life for Each time a soilder is turned undead
4.Creatures 6-can’t fuse to undead a.C:Seahorse: increase speed b.C:Shrimp :increase dodge c.UC:Monkey:increase hp-Staff Master d.UC:Shark:increase attack-Mastery Only:Bleed attack e.R:Sea Serpent:Constrict-Stun both user and f. USR: Kraken: Attacks you unless Controlled, Masters-doesn't attack you,the kraken can't' fuse and if he is on the field for 3 turn without being controlled he destroy your general
5.weapons 6 C.Staff:+5 to attack,Masters can hit opponents as they hit them C.Cutlass:+1 to dodge and +5 to attack UC. Cannon:+10 to attack R.Trident:Blast:grants a stun chance to attack SR.Lich wand:heals undead by a littl
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Post by Mati Shadōfang on Sept 12, 2013 15:58:06 GMT -5
Nice job BTW i like the idea that your deck can have undead on back that way they canfilp to undead. Ready for earth....
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Post by Mati Shadōfang on Sept 12, 2013 16:09:11 GMT -5
Nations name: Arakhora Growth(stasis) & Defense Based play
1 Ancient Creature (ultra-rare) Gigas Shell Akūpāra - when fused +15 DEf activates world defense reflect next 3 Attacks Back at soldier or General who attacked
2. Hero- Sarnor of the Earth -Ability Earthguard- Boost to Def 20 2 turns
Eredhil of the Flower - Ability Tranquility- No harmful attacks or spells this turn for either side
Arnor of the Forest- Ability Natures Blessing - Pick a team hero and creature to fuse no fusion card required. Ability Earthguard- Boost to Def +20 2 turns
Úllothon of The Fading Leaf - Ability Leaf Storm place two Ents into play, when there is a Ent on field Úllothon gets Immunity to status effects (burn,bleed,stasis,poison)
Aglarel Emissary of the Elfs- Ability ElfKin - All Arkhora Cards Take 1/4 damage next 3 turns. Ability Tranquility- No harmful attacks or spells this turn for either side
3.Creatures 6 C - Armadillo
C - Butterfly
UC- Elephant
UC - Ent
R - Floral Ent
My- Stone Giant
4. Soldiers 5 Elf
Stone cutter elf
Forest Tender
Treetop Archer
Garden Caregiver- Floral spores - After being hit, next attacker can not move
2.Support(5 total nation support) C Massive Growth- - boost x2 to all Arakhora players Def
C Floral Stasis - -No spells can be used next turn
R Nature's Serenity- - Enemy units Cannot Attack for 2 turns still able to use support/spells
R Stone Armor- Negate Next attack
SR The Forest is alive- - While this card is in play Recover 2hp for every creature on field
3.Spells 5 C Creeping vines - - All Soldiers are stuck and are unable to be used this turn
UC Gaia’s Hamer Soldier gets +5 Attack +10 Def until next turn
R Longevity - - Take 1/2 from all forms of damage directed at you general
R Forest Festivities- - Add Three 5Atk 5Def Elf’s into play
SR Harmony- - fuse all available units when you play this card no fusion card required
5.Tools/weapons 5 Bow +5 Damage Arrow Equipable, useless without arrows Quick Arrows +2 Damage Heavy Arrows +10 Damage Gigas Shield +10 Defense (Two Handed) Bow of the Forest +15 Damage Arrow Equiptable
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Post by ubertac on Sept 12, 2013 17:05:53 GMT -5
We should have water get the least hp cause they have a lot of effects
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Post by Mati Shadōfang on Sept 12, 2013 17:38:25 GMT -5
yeah thats next phase figuring out what Atk Def Hp ranges are shadow has low atk Flame has high atk low def we'll get there starting on gen spells and support do you get the generic deck?? did kho explain it?
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Post by ubertac on Sept 12, 2013 18:01:17 GMT -5
o yeah he said cards with no nataion I'm working on the creatures some ideas now
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Post by Mati Shadōfang on Sept 12, 2013 19:04:11 GMT -5
yeah me too
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