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─Realm Of Beasts TCG─Set 4 In progress─


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Rules:
Outside of Card Effects, you can place 1 creature on the board a turn. On your first turn, you must play a creature. If there isn't one in your hand, replace your hand until you have one.
Decks are 30-40 cards.
Rows, Positioning and Long Range:
Each Player has three Rows

Front
Middle
Back

NEW STUFF


Mounts

A Mount is a special type of creature that is equipped to a Creature. A mount is written Race:____/Mount. While a Creature has a Mount equipped to it, it gains the perk of the mount, symbolised by this symbol ¤. For Instance

Horse
Race:Natural/Mount
You can Mount this card to a Human-Race Creature you control, while this card is mounted, that Human-Race Creature Gains
¤This card can move twice per turn.

Delay upon playing a creature

I realised through multiple playtests that whoever has the biggest creature in their hand can easily select to go second, then crush the opposing creatures easily. To counteract this, a Creature cannot attack until your next turn. Creatures who are Fast-Footed are immune to this.

New Card Wording

I've realised that my old card wording may not make sense. Some cards are well written, where as others are as confusing as heck. Considering how confusing Mounts might be without this text, I decided to make the card wording more simple, and use keywords for good measure. A card that has the ability to attack Immediately will have just the word "Fast-Footed"




[spoiler='Base Set/Everlasting Battle! Series 1~ELB~']
Base set is based on Humans Vs Orcs. Underworld and Higher Plane Creatures also make their first appearences, Introduces 32 cards. Yes, I said it was going to be 45... But wait a little... There are 13 cards in this pack that can be obtained(If this is made real) in a Special Edition of sorts, coming with 5 Base set and 2 Blinding Moonlight. The 13 cards are marked [ELB-SP__] and are automaticially limited to 1 in any deck. They come with a special type of holofoil, only the border is shiny.
Cards Per Pack: 7
Cover Card: Higher Plane's Will
Reverse Rares: Legendary Sword Wielder, Zanmato the Mighty And Burnstrike Tech Dragozoid.
Pack Colour: Blue&White

ShockTroops[ELB1]
Race: Human
Power:8 Block:3
When "ShockTroops" is destroyed and sent to the discard pile, add 1 "ShockTroops" from your card pile to your hand. Then discard the top 2 cards of your protection barrier. "ShockTroops" is considered to be destroyed even when destroyed by the effects of a Creature,Activation or Response card. Your opponent can block this card's effect by discarding the top 3 cards of their protection barrier.

Sage's Recovery Techniques[ELB2]
Activation
Select up to 2 Cards in your discard pile. Put them faceup on the top of your protection barrier.

Explosive Trench[ELB3]
Response
Explosive Trench triggers when a Enemy Creature(s) moves itself onto your front row. Destroy all creatures on the front row.

Catapult[ELB4]
Race: Meckina
Power: 12 Block:0
Long Range Non-Magical; Range 2
If this card battles with a opponent's Creature in the adjacent squares to this card, this card's power becomes 0 and it is destroyed after the attack.

Orc BattleSoldier[ELB5]
Race: Orc
Power: 8 Block: 2
When "Orc BattleSoldier" Destroys a Enemy Creature and sends it to the discard pile, discard 2 cards from your hand. If you do not have any cards in your hand to discard, this card is destroyed and sent to the discard pile.

Captian of The Guard, Lux[ELB6]
Race: Human
Power: 15 Block: 12
Send 1 face-up creature you control to the discard pile to play this card. While "Captian of The Guard, Lux" is faceup on the board, all Orc Race Creatures lose 1/2 of their Power and Block. "Captian of The Guard, Lux" cannot be destroyed and sent to the discard pile in a face-off with a Orc Race creature. When "Captian of The Guard, Lux" is destroyed by Face-off, add 1 Human Race Creature card with a Power lower than 10 to your hand.

Orc's Battle Cannon[ELB7]
Activation
When "Orc's Battle Cannon" is played, this card is treated as a Creature card. You do not discard cards from your Protection Barrier as the Results of Face-off(s) involving this card. Once per turn, you can Destroy and send 1 card on the field to the Discard Pile. When you have used this effect three times, this card is sent to the discard pile.

Creature To Cards[ELB8]
Activation
Send 1 creature you are in control of to the discard pile. Draw 2 cards from your card stack.

Sage's War Plans[ELB9]
Response
Sage's War Plans automaticially triggers(This is not a optional effect) when your opponent plays a Creature. Both players send the top 5 cards of their protection barriers to the discard pile and draw 2 cards from their card stack.

Higher Plane's Will[Cover Card][ELB10]
Response
Higher Plane's Will Triggers when the Opponent Plays or Activates a Creature's Effect, A Response Card, A Creature Card or a Activation card. Send Half of your Remaining Protection Barrier to the discard pile. Block the Targeted card's effect and Exile it.

Guardian of The Higher Plane[ELB11]
Race: Angelic Creature
Power: 0 Block: 0
When "Guardian of The Higher Plane" is played, Block the effects of all Non-Angelic Creature Type creatures on the board.

Warrior Of The Higher Plane[ELB12]
Race: Angelic Creature
Power: 6 Block: 8
When "Warrior Of The Higher Plane" is played and remains on the board, cards cannot directly be sent from the Protection Barriers to the Discard Pile(Results of Face-offs and Costs still apply)



Recruiter Of The Higher Plane[ELB13]
Race: Angelic Creature
Power: 4 Block: 6
Long Range: 4 Squares Magic
When "Recruiter Of The Higher Plane" is played, add 1 Activation card from your Card Stack to your hand.


Heavy-Duty Blast[ELB14]
Activation
Destroy 1 card on the board.


Legendary Sword Wielder, Zanmato The Mighty[Reverse Rare][ELB15]
Race:Human
Power:22 Block:12
Remove 2 Human Race Creatures you are in control of to play this card. Once per turn, "Legendary Sword Wielder, Zanmato The Mighty" can Teleport. To Teleport, Move the card anywhere on the board. If you activate this effect "Legendary Sword Wielder, Zanmato The Mighty" loses half of it's Power And Block. Up to Twice per turn, you can halve this card's Power to Exile 1 card on the board. If you activate this effect, "Legendary Sword Wielder, Zanmato The Mighty" is Destroyed and Exiled at the end of your turn.

Zanmato's Perfect Strike[ELB16]
Activation
Destroy 2 cards on the board. If you control a "Legendary Sword Wielder, Zanmato The Mighty" you can destroy all cards your opponent is in control of instead.

Hard-Rock Golem[ELB17]
Race: Natural
Power:0 Block:8
When "Hard-Rock Golem" is played, switch the Power and Block of all Creatures on the board.

Clawing Deamon[ELB18]
Race: Underworld Inhabitant
Power:11 Block:7
Any Damage to your Opponent's Protection Barrier becomes Damage to Your Protection Barrier Instead.

Howling Wolf[ELB19]
Race: Natural
Power:8 Block:4
When "Howling Wolf" is played, your opponent cannot trigger any Activation or Response cards until the start of your next turn.

Down to Earth[ELB20]
Activation
Destroy one Flying Race creature on the board.

Bottle Of Sake[ELB21]
Activation
Human Race creatures can enter face-off Twice per turn, Until the end of the turn this card is activated.

Orc Necromancer[ELB22]
Race: Orc
Power: 0 Block:12
Up to 3 times per turn, you can select one Orc Race Creature in your Discard Pile and play it.

Burnstrike Tech Dragozoid(By AsterikcAde)[Reverse Rare][ELB23]
Race: Dragon
Power: 25 Block: 15
Card's Effect: When Burnstrike Tech Dragozoid is played, decrease the Power and Block of other creatures on the board by 5. If Burnstrike Tech Dragozoid successfully destroys a creature during a Face-Off, your Opponent sends the top 3 cards of their Protection Barrier to the Discard Pile. If Burnstrike Tech Dragozoid is destroyed by a Trigger of an Activation or Response Card or is destroyed during a Face-Off, both Players sends the top 5 cards of their Protection Barrier to the Discard Pile.

Death Bird[ELB24]
Race:Flying
Power:30 Block:-2
If this card enters face-off, it is destroyed.

Square Forbid[ELB25]
Response
Square Forbid Triggers automaticially when a Creature is played. The 8 Squares adjacent to this card cannot be moved into for the next 5 turns. There can only be the effects of 1 "Square Forbid" on the board.

♦Crazed Deamon[ELB26]
♦Race: Underworld Inhabitant
♦Power:18 Block:0
♦ Vanilla Sundae. This card has no effects.

♦Toxic Virus[ELB27]
♦Response
♦Toxic Virus can be triggered at any time. Destroy all cards Adjacent to this card.

♦Sages' Meditation Technique[ELB28]
♦Activation
♦ Add 1 Creature with less than 10 Power from your card stack to your hand. If there is not a applicable target in your Card Stack, send the top 3 cards of Your Protection barrier to the discard pile.


♦Giant Dynomite[ELB29]
♦Activation
♦ Destroy 4 Cards on the board. Then send the top 8 cards of your Protection Barrier to the discard pile.

♦Shard Of Hope[ELB30]
♦Protection Barrier Resource
♦ This card cannot be in your main card stack. You can use up to 10 of this card in your Protection Barrier.

♦Shard of Peace[ELB31]
♦Protection Barrier Resource
♦This card cannot be in your main card stack. You can use up to 10 of this card in your Protection Barrier.

♦Shard of Defence[ELB32]
♦Protection Barrier Resource
♦This card cannot be in your main crd stack. You can use up to 20 of this card in your Protection Barrier.
[/spoiler]
[spoiler='Blinding Moonlight~Series 2~ ~BMN~']
Blinding Moonlight Introduces More Higher Plane and Underworld Inhabitant cards, and introduces two of the strongest creatures currently in the TCG. Both Appear as Reverse Rares, and one of them continues the Japanese Mythology series started in the last pack. 40 Card set.

♦Water Javelin[BMN1]
♦Race: Aquatic Creature
♦Power:7 Block:5
♦ When "Water Javelin" is played, Draw 2 cards.

♦Dragon's Endless Eating[BMN2]
♦Activation
♦You can only play this card if you are in control of a Dragon-Race Creature. Destroy 3 cards, then draw up to 2 cards. Then, destroy one Dragon-Race Creature you control.

♦Dragonic Guardian Of The Moonshadow[BMN3]
♦Race:Dragon
♦Power:0 Block:12
♦"Dragonic Guardian Of The Moonshadow" cannot be Destroyed in Face-off with a "Higher Plane" Creature.

♦Weaponsmith of The Higher Plane[BMN4]
♦Race:Angelic Creature
♦Power:0 Block:0
♦You can discard this card from your hand to add 1 Card from your Card stack to your hand.

♦Succubus[BMN5]
♦Race:Underworld Inhabitant
♦Power:8 Block:2
♦Once per turn, select 1 card on the board. You are now in Control of that card Until the end of this turn.

♦Nightmayer[BMN6]
♦Race:Underworld Inhabitant
♦Power:0 Block:4
♦Once per turn, you can play 1 Underworld Inhabitant-Race Creature from your Hand.

♦Chavelier Of The Higher Plane[BMN7]
♦Race:Angelic Creature
♦Power:15 Block:0
♦Vanilla Sundae. This card has no effects.

♦Higher Plane's Seal[BMN8]
♦Activation
♦ Destroy all Underworld Inhabitant-Race creatures on the board.

♦Spear Soldier Of The Higher Plane[BMN9]
♦Race: Angelic Creature
♦Power:2 Block:4
♦Long Range: Non Magical, 2 squares
♦ Any creature that enters face-off with this card is destroyed instantly.

♦Dragonic Atma Knight Of The Blinding Moonshadow[BMN10][Cover Card]
♦Race: Dragon
♦Power:29 Block:4
♦ Destroy 2 Dragon-Race creatures on the Board(Controlled by either Player) to play this card. When this card is played, destroy all cards in Your Hand, Your Opponents Hand and All cards on the board. Then Place all cards in the Discard Piles on top of your Protection Barrier(Facedown) then shuffle it. Each Player then draws 5 cards from their Opponent's Card Stack.

♦Librarian Of The Higher Plane[BMN11]
♦Race:Angelic Creature
♦Power:4 Block:5
♦Once per turn, add 1 "Higher Plane" Creature from your Card Stack to your hand.

♦Higher Plane's Gift[BMN12]
♦Activation
♦Draw 4 Cards.

♦Fire![BMN13]
♦Activation
♦Select 2 Cards on the board. They cannot trigger their effects until the 3rd turn after this card has been Triggered.

♦Underworld Dragger[BMN14]
♦Race:Underworld Inhabitant
♦Power:1 Block:0
♦This card cannot be destroyed by Face-off.

♦Legendary Deamon Slayer,Raikau[Reverse Rare][BMN15]
♦Race: Human
♦Power:15 Block:15
♦Long Range: Entire Board
♦When "Legendary Deamon Slayer, Raikau" Is played, destroy all Underworld-Race Inhabitant Creatures on the board, Then, Draw 2 cards for each card destroyed by this effect. If this card enters Face-off, Draw 1 card. If this card enters Face-off with a Underworld Inhabitant Creature, destroy the opposing Creature Immediately, then draw 2 cards. While this card is on the board, all Underworld Inhabitant cards lose 1/2 of their power and block, and their effects cannot be triggered. When this card is destroyed by Face-off, add it to your hand instead of Sending it to the discard pile.

♦Sage's Unfair Oppression[BMN16]
♦Activation
♦ Add 1 Response card from your Card Stack to your hand.

♦Hunter Of Lost Mind[BMN17]
♦Race:Underworld Inhabitant
♦Power:20 Block:5
♦When you play this card, Discard 1 card from the Top of Your Card Stack.

♦Reanimation[BMN18]
♦Activation
♦Select 1 Creature Card in your Discard Pile. Play it Faceup anywhere on your field.

♦Gambler Of The Higher Plane[BMN19]
♦Race:Angelic Creature
♦Power:0 Block:0
♦ When you play this card, roll a six-sided Dice. Based on the results, apply the following effects.

♦1: Destroy all cards on your Board.
♦2:Destroy all cards on your Opponent's Board.
♦3: Draw 3 Cards.
♦4: Your Opponent Draws 3 Cards.
♦5:Destroy this card.
♦6: Nothing Happens.

♦Dark Knight V'a'yn[BMN20]
♦Race:Underworrld Inhabitant
♦Power:7 Block:2
♦ When you play this card, add 1 Underworld Inhabitant-Race creature from your Card Stack to your hand. Once per turn, this card cannot be destroyed by Face-off.

♦Sage's Arrest[BMN21]
♦Activation
♦Return 2 Cards in your Opponent's Discard Pile to their Card Stack.

♦Tech Curse[BMN22]
♦Response
♦After Triggering this card, leave it on the board. Creatures with Long Range;Magical cannot enter face-off.

♦ScarStorm Dragon[BMN23][Reverse Rare]
♦Race: Dragon
♦Power:35 Block:29
♦This card cannot be removed from the field. Remove 5 Dragon-Race creatures from the field to play this card. While this card is face-up on the field, during each player's draw, Take half of the cards from both player's protection barriers and place them in the discard pile. This effect does not activate 5 Turns after this card is played. Once this card has been on the board for 6 turns, Destroy it. This effect cannot be negated.

♦Centaur Of Fallen Leaves[BMN24]
♦Race:Natural
♦Power:7 Block:19
♦When this card is played, destroy all non Naturual-Race Creatures on the board.

♦Sage's Trial[BMN25]
♦Response
♦Sage's Trial Triggers automaticially when your opponent activates a Response or Activation card, Block the card's effect and Exile it.

♦Underworld's Rotting Curse[BMN26]
♦Activation
♦Select 1 card on the field, destroy it. 2 Turns after this card's Trigger, Play the card on your field. If it is a creature card, play it faceup on your front row. If not, play it facedown on your front row.

♦Soul Sucker[BMN27]
♦Race:Underworld Inhabitant
♦Power:0 Block:0
♦Once per turn, destroy 1 card on the board and place it underneath this card, this card gains that card's effect/Power/Block until the end of this turn.

♦Sky Hunter[BMN28]
♦Race:Flying
♦Power:10 Block:4
♦This card can teleport once per turn.

♦Dragonic Warrior Of The Moonshadow[BMN29]
♦Race:Dragon
♦Power:12 Block:4
♦Vanilla Sundae. This card has no effects.

♦Rampaging Rhino[BMN30]
♦Race:Natural
♦Power:23 Block:0
♦When this card is played, draw 1 card. If it is not a Natural-Race Creature, destroy this card and put the card back on the top of your Card Stack.

♦Dragonic Elite Of The Moonshadow[BMN31]
♦Race:Dragon
♦Power:8 Block:0
♦ When this card is played, select one "Dragonic" Creature in your Discard Pile. Play it.

♦Meckina Soldier Code 12000[BMN32]
♦Race:Mackina
♦Power:12 Block:3
♦When this card is played, add 1 "Skrapyard" from your Protection Barrier to your hand.

♦Skrapyard[BMN33]
♦Protection Barrier Resource
♦This card cannot be in your main card stack. You can use up to 3 of this card in your Protection Barrier. If this card is in your hand, you can play it, and it gains the following effect:
♦Once during each of your turns, you can Play 1 Mackina-Race Creature from your hand or Discard pile.

♦Meckina RifleRocket Code 120[BMN34]
♦Race:Mackina
♦Power:7 Block:3
♦Long Range:Non-Magical
♦When this card is played, add 1 Machina-Race Creature from your Card Stack to your Hand.

♦Angelic Lands[BMN35]
♦Protection Barrier Resource
♦This card cannot be in your main card stack. You can use up to 1 of this card in your Protection Barrier. f this card is in your hand, you can play it, and it gains the following effect:
♦Add 1 "Higher Plane" Creature to your hand. You can activate this effect up to 5 times per turn.

♦Meckina Gardna Code 1234[BMN36]
♦Race:Mackina
♦Power:1 Block:14
♦When this card is played, discard 1 "Meckina" Card from your hand, if you don't, Destroy this card.

♦Higher Plane's Rise[BMN37](By Insanious)
♦Activation
♦ Select a "Higher Plane" creature on the board. That creature gains 3 power and block until your next turn.

♦Meckina Kagemusha Code 0001[BMN38]
♦Race:Mackina
♦Power:1 Block:17
♦When this card is played, select 1 card on the board. Send it back to your opponent's hand.

♦Ray Of Sunshine[BMN39]
♦Activation
♦Select 1 "Higher Plane" Creature in your discard pile. Add it to your hand.

♦Meckina BigHand Code 1010[BMN40]
♦Race:Mackina
♦Power:10 Block:0
♦Vanilla Sundae. This card has no effects.
[/spoiler]
[spoiler='Reprint Pack 1']
Introduces no new cards, Pack specifically given out at events.(If this is made real) contains all Reverse Rare Prints of Cards.

♦Legendary Sword Wielder, Zanmato The Mighty[RP1]
♦Legendary Deamon Slayer Raikau[RP2]
♦Higher Plane's Gift[RP3]
♦Higher Plane's Will[RP4]
♦Sage's Trial[RP5]
♦Creature to cards[RP6]
♦Reanimation[RP7]
[/spoiler]
[spoiler='Evolve Or Die!~Series 3~EOD']
Evolve Or Die! Introduces the new Jurrasic Creatures, More Support for Naturals,Meckina,Aquatic Creatures and more, as well as some of the most useful cards ever. 45 Card Set. Introduces the third Reverse Rare of packs, being in the 45th slot.

♦Jurrasic Rex[EOD1]
♦Race:Prehistoric
♦Power:9 Block:4
♦ When this card is played, add 1 "Prehistoric Realm" from your Protection Barrier to Your hand.

♦Forgotten Chest[EOD2]
♦Protection Barrier Resource
♦This card cannot be in your Main Card Stack. You can use 1 of this card in your Protection Barrier. If this card is in your hand, you can discard it to add 3 Aquatic Creature-Race Creatures to your hand.

♦Jurrasic Titan[EOD3]
♦Race:Prehistoric
♦Power:10 Block:0
♦This card can enter face-off twice per turn.

♦Jurrasic Evil Bird[EOD4]
♦Race:Prehistoric
♦Power:1 Block:1
♦You can discard this card from your hand to add 1 "Prehistoric Realm" from your Protection Barrier or Discard Pile to your hand.

♦Aquatic Knight[EOD5]
♦Race:Aquatic Creature
♦Power:7 Block:0
♦When this card is played, add 1 Creature Card from your Card Stack to your Hand.

♦Jurrasic Winged Gull[EOD6]
♦Race:Prehistoric
♦Power:4 Block:5
♦When this card is played, add 1 card from your Discard Pile to your hand.

♦Meckina TurboRocket Code 12012[EOD7]
♦Race:Mackina
♦Power:0 Block:0
♦You can discard this card to sent the top card of the Opponent's Protection Barrier to the Discard Pile.

♦Jurrasic Terradawn[EOD8]
♦Race:Prehistoric
♦Power:15 Block:5
♦You can only play this card while you are in control of a face up "Prehistoric Realm" If the "Prehistoric Realm" is removed from the board, this card is destroyed and exiled. When you play this card, look at your opponent's hand, select 2 cards. Exile them. If this card is destroyed by Face-off, add 1 Prehistoric-Race Creature from your Card Stack to your hand. If this card is destroyed by it's own effect, you can add 1 "Prehistoric Realm" from your discard pile to your hand, instead.

♦Aquatic CannonBlasters[EOD9]
♦Race:Aquatic Creature
♦Power:16 Block:1
♦Vanilla Sundae. This card has no effects.

♦Prehistoric Realm[EOD10][Cover Card]
♦Protection Barrier Resource
♦This card cannot be in your Main card stack. You can use 1 of this card In your Protection Barrier. You can discard this card to play as many Prehistoric-Race Creatures as possible from your Card Stack.

♦Aqua Pulseguard[EOD11]
♦Race:Aquatic Creature
♦Power:7 Block:4
♦When you play this card, add 1 Aquatic Race-Creature from your Card Stack to your hand.

♦Jurrasic Veloci[EOD12]
♦Race:Prehistoric
♦Power:11 Block:2
♦When you play this card, select one Prehistoric-Race creature in your Card Stack, play it.

♦Jurassic Sauroseismos[EOD13](By AsterikcAde)
♦Race: Prehistoric
♦Power: 40 ♦Block: 0
♦Send all Prehistoric Race Creatures on the board to their owner's Discard Pile in order to play This card. During face off, you can switch the value of Jurassic Sauroseismos' Power and Block until the end of your turn. As long as Jurassic Sauroseismos is on the board, all Players must send the top 2 cards of his or her's Protection Barrier to the Discard Pile as an extra cost in order to Trigger an Response, Activation, or Protection Barrier Resource card. If Jurassic Sauroseismos is destroyed, all Players cannot play a Creature, Response, Activation, or Protection Barrier Resource card for five of their respective turns.

♦Discovery of the Rare Amber[EOD14](By AsterikcAde)
♦Activation
♦Discard 1 Prehistoric-Race Creature and 1 Activation card from your hand to search your Card Stack for 1 Prehistoric Race Creature and put it in the Discard Pile. Discovery of the Rare Amber doesn't resolve until the end of your next two turns. After two turns, put the 1 Prehistoric Race Creature you sent to the Discard Pile by this card's effect in your Hand and draw 2 cards. If Discovery of the Rare Amber is countered, discard your hand and draw until you have 5 Prehistoric Race Creatures in your new Hand and put the rest at the bottom of your Card Stack.

♦Stratosphere Knight - Galeforce[EOD15][Reverse Rare]
♦Race:Aquatic Creature
Power:8 Block:2
♦When you play this card, add 1 "Stratosphere Knight" Creature from your Card Stack to your hand, Except "Stratosphere Knight - Galeforce"

♦ Wind Compression[EOD16]
♦Activation
♦Send 1 "Stratosphere Knight" Card to the Discard Pile. Draw 3 cards.

♦Stratosphere Knight - Tundra[EOD17]
♦Race:Aquatic Creature
♦Power:9 Block:2
♦When this card is added to your hand from your Card Stack, you can Reveal this card to Add 1 "Stratosphere Knight" Card from your Card Stack to your hand, except "Stratosphere Knight - Tundra" Then send 1 Card on the board and send it back to the Owner's Card Stack.

♦Stratosphere Knight - Atmosphere[EOD18]
♦Race:Aquatic Creature
♦Power:10 Block:6
♦When this card is added to your hand from your Card Stack, you can Reveal this card to Destroy 1 card on the Board and then add 1 "Stratosphere Knight" Card from your Card Stack to your hand, it's effects are blocked while it is in your hand. When you play this card, send 1 "Stratosphere Knight" Card from your Card Stack to your Discard Pile to add 1 "Stratospheric Dimension" from your Protection Barrier to your Hand.

♦Stratospheric Dimension[EOD17]
♦Protection Barrier Resource
♦his card cannot be in your Main card stack. You can use 1 of this card In your Protection Barrier. If this card is in your hand, you can play this card, and it gains the following effect:
♦Once per turn, you can add 1 "Straosphere Knight" Card From your Card Stack to your hand.

♦Jurrasic Waterborne Gull[EOD18]
♦Race:Prehistoric
♦Power:7 Block:0
♦This card cannot be destroyed by Face-off.

♦Stratosphere Knight - Ionosphere[EOD19]
♦Race:Aquatic Creature
♦Power:12 Block:0
♦When this card is added from your Card Stack to your hand, Reveal it and then Play it.

♦Jurrasic Healing Leaf[EOD20]
♦Activation
♦Select 2 cards in your discard pile. Put them on the top of your Protection Barrier(Face-up)

♦Stratospheric Gust[EOD21]
♦Activation
♦ Add 1 "Stratosphere Knight" Creature from your Discard Pile to your hand.

♦Exploding Gift[EOD22]
♦Response
♦Destroy 2 cards on the board. You cannot attack during the turn you activate this card.

♦Stratosphere Knight - Terminal Velocity[EOD23][Reverse Rare]
♦Race:Aquatic Creature
♦Power:8
♦ Up to twice per turn, you can add 1 "Stratosphere Knight" Card from your Discard Pile to your hand, then send 1 "Stratosphere Knight" Card in your hand back to your Card Stack.

♦Mecka Driver[EOD24]
♦Race:Meckina
♦Power:1
♦Once per turn, you can choose 1 Meckina-Race creature in your Discard pile, Exile it and then discard 1 card from your hand.

♦Battle Cry![EOD25]
♦Activation
♦Creatures you Control cannot be destroyed by Face-off, Until 3 turns after this card was Triggered.

♦Stratosphere Knight - Hurricane[EOD26]
♦Race:Aquatic Creature
♦Power:12
♦When this card is added to your hand from your Card Stack through the effect of a "Stratosphere Knight" Creature, add 1 "Stratosphere" Card from your Card Stack to your Hand, except "Stratosphere Knight - Hurricane" Then, select 1 card on the board and destroy it, Instead of sending it to the discard pile, place it on the top of the Owner's Card Stack.

♦Controller Of Exile[EOD27]
♦Race:Human
♦Power:0
♦Once per turn, you can Exile the bottom card of your deck. This card gains 5 Power until the end of the turn if you do. When this card is removed from the field and Exiled, select 3 cards that are exiled, except this card and add them to your hand.

♦Mighty Trunk Guardian[EOD28]
♦Race:Natural
♦Power:12
♦When this card is played, add 1 Natural-Race creature from your Discard Pile to your hand.

♦Acceleration Of Fate[EOD29]
♦Activation
♦ Add 1 "Accelerator" Creature from your Card Stack to your Hand, then select and Destroy 1 card on the field.

♦Accelerator Core[EOD30]
♦Race:Meckina
♦Power:0
♦You can discard this card and 1 other Meckina-Race creature to draw 1 card. Each player can only use the effect of "Accelerator Core" once per turn.

♦Unneeded Banter[EOD31]
♦Response
♦Trigger only when a Opponent plays a Creature. Play a creature from your hand whose power is equal to or lower than the played creature.

♦Risking Myself For a Friend[EOD32]
♦Activation
♦Destroy 1 creature you control, then draw 1 card. If that card is a creature card, you can play it and draw 1 more card. Repeat this process until a Non-Creature card is Drawn.

♦Rush Of Tech[EOD33]
♦Activation
♦ Discard 1 card. Select 2 cards in your Discard Pile. Send them to the Surge Zone.

♦Sage's Last Stand[EOD34]
♦Response
♦Trigger Only when "Sage's Trial" is activated, draw 2 cards and Block the effect of "Sage's Trial"


♦Groun, The Living Mountian[EOD35]
♦Race: Natural
♦Power:15
♦Discard 2 cards to play this card. When this card is played, your Opponent cannot Trigger any Response cards until this card reaches play. When this card is Targeted by a effect Trigger, select and destroy 1 Card you control to Block the effect. When this card is destroyed by Face-off, add 1 Natural-Race creature from your Card Stack to your hand, except "Groun, The Living Mountain"

♦Humilating Defeat[EOD36]
♦Response
♦Trigger only when a Creature is destroyed by face-off. Return that Creature to it's Owner's Hand.

♦Jurrasic Hunter[EOD37]
♦Race:Prehistoric
♦Power:7
♦Prehistoric-Race Creatures cannot be played while this card is on the board.

♦Mechanic Of The Higher Plane[EOD38]
♦Race: Angelic Creature
♦Power:0
♦Discard 2 cards and this card then, select 2 cards in your card stack. Add 1 of them to your hand, then exile the other. Each Player can only use the effect of "Mechanic Of The Higher Plane" Once per Game.

♦Mobilized Fortress: Electierus[EOD39]
♦Race:Meckina
♦Power:16
♦You cannot play this card Normally. You can only play this card when a Meckina-Race Creature you control is destroyed by Face-off. While this card is face-up on the board, this card is treated as "Skrapyard" and gains all the effects of "Skrapyard" This effect is negated if you control another face-up card called "Skrapyard"

♦Meckina Strike!![EOD40]
♦Activation
♦Discard 1 Meckina-Race Creature. Select 1 Meckina-Race creature in your Card Stack, send it to the Discard Pile. Then select 2 cards your Opponent is in Control of. Destroy them.

♦Unneeded Greed[EOD41]
♦Activation
♦Draw 1 card, then your Opponent selects 1 card in your hand and exiles it.

♦Tome Of The Higher Plane[EOD42]
♦Activation
♦Your opponent selects 1 card in your hand. Then, select 1 card in your Opponent's Hand. Switch control of these cards.

♦Meckina Overclock[EOD43]
♦Activation
♦Send 3 Meckina-Race Creatures you control to the discard pile. Play 1 "Mobilised Fortress:Electierus" from your card stack.

♦Sacred Sword Of The Higher Plane[EOD44]
♦Activation
♦Activate only while you control a "Higher Plane" Creature. Draw 2 cards.

♦Divine Wolf King Of The Higher Plane[EOD45][Reverse Rare]
♦Race: Angelic Creature
♦Power:27
♦Send 2 "Higher Plane" Creatures on the Board to the Discard Pile to play this card. Once per turn, you can activate one of the following effects:

♦Add 1 "Higher Plane" Creature from your Card Stack to your hand.
♦Draw 1 Card.
♦Destroy 1 card on the board.
♦Destroy and exile 1 card on the board, If you activate this effect, you cannot Draw Card(s) this turn.
♦When a "Higher Plane" Creature Enters Face-off, this Creature Can Interrupt. To Interrupt, Place this card on top of the Defending/Attacking Creature until the end of Face-off, it is treated as the Defending/Attacking Creature.




[/spoiler]




[spoiler='Infernal Steamstorm~Series4~IFSS']
♦AquFiar, Master of the Elements[IFSSM000]
♦Race: Divine Being
♦Power:14
♦You can discard 1 card from your Hand to destroy half of the cards in your Opponent's Protection Barrier. You can only activate this effect twice. This card cannot be destroyed by Card Triggers. This card is unaffected by the effects of creatures on the Play Field. You can send this card to the Discard Pile to draw 5 Cards.

♦Tech Adjust[IFSS1]
♦Activation
♦Select 1 card in your hand, send it to the Surge Zone. During this turn, you cannot enter Tech Surge.

♦Dragonic Scout Of The Moonshadow[IFSS2]
♦Race: Dragon
♦Power:3
♦Fast-Footed.

♦Mount Mastery[IFSS3]
♦Activation/QuickTrigger
♦Select 3 Mounts in your deck. Place them on the table(Face-down) and shuffle them. Your opponent selects one of the cards. Mount that card to a applicable creature. If there is none, destroy it and your Opponent selects again. Shuffle the remaining cards back into your deck.

♦Tech Controller Of The Moonshadow[IFSS4]
♦Race:Dragon
♦Power:0
♦Once per turn, select 1 card on the top or bottom of your Card Stack. Send it to the Surge zone.

♦Flames Of The Pheonix[IFSS5]
♦Activation
♦Select 1 card in your Discard Pile. Add it to your hand.

[i]"The Pheonix is a Great Example of Natural Peace among the lands."[/i]

♦The Tech Stream[IFSS6]
♦Protection Barrier Resource
♦This card cannot be in your Main card stack. You can use up to 2 of this card in your Protection Barrier. When this card is sent to the discard pile, play it. and it gains the following effect:
♦During each of your turns, send the top card of your card stack to the Surge Zone.

[i]"The Tech Stream Holds no Strength for those only with Brawn. You must too have brains. - Tech Controller of The Moonshadow"[/i]

♦Overworld Dragon[Reverse Rare][IFSS7]
♦Race: Angelic Creature/Mount
♦You can mount this card to a Angelic Creature-Race Creature you control, that creature gains
¤ Once per turn, you can add 1 "Higher Plane" Creature from your card stack to your hand.
¤ Draw 1 card, then discard 1 card.
¤ All creatures you are in control of gain Twin-Strike
¤ Eliminator: Underworld Inhabitant

[i]"This dragon delivers Judgment to the Evil and the Wicked. One day, The Higher Plane shall defeat the Underworld. It will be a day of glorious celebration and eternal Peace. That day shall come soon."[/i]

♦Glorious Feast[IFSS8]
♦Activation/Quicktrigger
♦Select 1 Mount in your Discard Pile, then select a applicable creature. Mount the card to the Applicable Creature

[i]"The Underworld was destroyed with the aid of our Mounts. Let us Celebrate our victory."[/i]

♦Tech Call[IFSS9]
♦Activation
♦Select 2 cards being treated as tech, add them to your hand.

♦Burst Of Sunlight[IFSS10]
♦Activation
♦Select 1 "Higher Plane" Creature in your Card Stack, add it to your hand. Then, select 1 card in your Opponent's Discard pile, Dismiss it.

[i]"Without Sunlight, many of us could not exist or thrive - Natural Tribe"[/i]

♦Natural Tribe[IFSS11]
♦Race:Natural
♦Power:2
♦When this card is destroyed, Play 1 "Natural Tribe" from your Card Stack or your Hand.

♦Underworld Devouring Wall[IFSS12]
♦Activation
♦Destroy all non-Underworld Inhabitant Race Creatures on the board. Then select 2 Underworld Inhabitant-Race creatures in your Card Stack. Zombify them. At the end of the turn, destroy them and take damage equal to the combined power of those cards.

♦Mount From Beyond[IFSS13]
♦Activation/Quick Trigger
♦ Select 1 Mount in your deck, Dismiss it and create a Token that is a mount and has the same abilities as the mount you Dismissed. Mount it to an Applicable Creature.

♦Legendary Dragoon[IFSS14]
♦Race:Dragon/Mount
♦You can mount this card to a Dragon-Race Creature you control, that creature gains
¤Eliminator: Natural
¤All Dragon-Race Creatures you control gain Fast-Footed.
¤When a Dragon-Race Creature you control is destroyed, draw 1 card and then send the top card of Your Protection Barrier to the discard pile.
¤You can unmount this card once per turn, if you do, draw 1 card.

[i]"Some say it is a Symbol of Hope and peace, where as others say it's a Symbol Of Destruction. Generally speaking, what would you call a Giant Dragon that holds two swords?"[/i]

♦Wyrm Catastrophe[IFSS15][Reverse Rare]
♦Race: Dragon
♦Power:8
♦When this card reaches play successfully, select 1 "Wyrm" Creature in your deck. Dismiss it, then draw 2 cards. During your next turn, Play the dismissed "Wyrm" Creature.

♦Wyrm Oblivion[IFSS16]
♦Race: Dragon
♦Power:12
♦When this card is Dismissed from the deck, select 1 "Wyrm" Creature in your deck. Add it to your hand.

♦Wyrm Devestator[IFSS17]
♦Race: Dragon
♦Power:0
♦Discard this card to dismiss 1 "Wyrm" Creature from your deck.

♦Crimison Sky[IFSS18]
♦Protection Barrier Resource
♦This card cannot be in your Main card stack. You can use up to 1 of this card in your Protection Barrier. If this card is in your hand, play it, and it gains the following effect:
♦Once per turn, destroy 1 card on the board. Your opponent picks up the top card of their Card Stack. If it is a creature card, dismiss it. If it is an activation card, add 2 Activation cards from your Card Stack to your hand. If it is a response card, draw 2 cards, then your opponent shuffles thier card stack and picks up the top card of their deck again, Apply the same effect.

♦Cards from nowhere[IFSS19]
♦Activation
♦Draw 2 cards, then select 1 card in your hand. Put it face-up on the top of your Card Stack, then shuffle your card stack. When you draw that face-up card, discard 2 cards from your hand.

♦Attack The Gate[IFSS20]
♦Activation/Quicktrigger
♦Select 1 Human-Race Creature on the board, then select 1 Creature your opponent controls. Enter Face-Off With those two creatures. During this turn, you cannot enter Mana Surge or Draw Cards.

♦Calamity Dragon[IFSS21]
♦Race: Dragon
♦Power:9
♦When you play this card, select 1 Mount in your Discard Pile. Mount it to this card(Even if this card is not an applicable target). When this card is destroyed, Dismiss all Mounts mounted to this card.

♦Spirit Weapon - Legendary Sword Of Light[IFSS22][Reverse Rare]
♦Race:Legendary Weapon/Mount
♦Once per turn, mount this card to a Creature you control, that Creatures gains:
¤Eliminator: Underworld Inhabitant, Spirit
¤ Once per turn, Dismiss 1 Card on the Board. If it was a Creature, send half of your Protection Barrier to the Discard Pile.
¤ Unmount this card, select 2 cards on the board and destroy them(You cannot mount this card again until your next turn, this card becomes a Power 0 Creature)
¤ Self-Destruct. When the Mounted Creature is destroyed by Face-Off or a Creature Effect, destroy the Creature that destroyed this card.

[i]"Legendary Sword Of Light! Help me defeat these Evil Poltergiests that stand in my way! Readying TECH SURGE... TECH SURGE, Ok! Spirit Weapon, ENGAGE!"[/i]

●Thunder Weapon - Blade Of Bolts[IFSS23]
●Race: Legendary Weapon/Mount
●Once per turn, mount this card to a Creature you control, that creature gains:
¤Eliminator: Aquatic Creature
¤Once per turn, select 1 Creature on the board, dismiss it.
¤Discard 1 card, draw 2 cards.

"[i]Thunder! Lightning! Storms! When all 3 Combine, the Blade Of Bolts is forged! Readying Tech Surge... Tech Surge, Ready! Ok! Blade Of Bolts, OBLITERATE!"[/i]

●Travelling Swordsman, Zanmato[IFSS24]
●Race: Human
●Power:12
● Once per turn, select 1 "Weapon" Mount and add it to your hand.

●Merchant Of Wonders[IFSS25]
●Race: Human
●Power:1
●When this card reaches play successfully, create 1 "Merchant Token" that's a Human Creature with 0 Power. When you start your turn, draw 1 card for each "Merchant Token" on the board.

●Mount dismiss![IFSS26]
●Activation/Quicktrigger
●Destroy 1 Mount on the board. Draw 1 card.





[/spoiler]




[spoiler='Stratospheric Force ~Series 5~SSF']???[/spoiler]
[spoiler='Voyage Of Fate~Series 6~VOF']???[/spoiler]







[spoiler='Restriction List(Infernal Steamstorm)]
BANNED
♦Dragon's Endless Eating
♦Weaponsmith Of The Higher Plane
♦Dragonic Atma Knight Of The Blinding Moonshadow
♦AquFiar, Master Of the Elements


RESTRICTED

♦Mage Of The Higher Plane
♦ScarStorm Dragon
♦Higher Plane's Gift

HALF-RESTRICTED

♦Rush Of Mana

QUARTER-RESTRICTED

♦Stratosphere Knight - Tundra

[/spoiler]



[spoiler='Rulebook/Game explaination.']

Welcome to the Official Rulebook.

♦Contents
♦1.0:What will I need?
♦1.1:Types of cards
♦1.2:Protection Barrier
♦1.3:Where do I place things?
♦1.4:Card Rarities
♦1.5:Card Restrictions
[hr]
♦What will I need?

First of all, You need your own deck of 30 to 40 cards. It's suggested that you use the minimum of 30 cards. But It's really up to you. Then you will require a "Protection Barrier" of 40 cards made from cards that are Protection Barrier Resources. You cannot have these in your main deck, but may be added to your hand through card effects.
[hr]
♦Types of cards

♦Creature

A creature card is a Yellow and white card, it is the main thing you use to wage battle and take over the board. You can only play a creature once per turn, outside of a card effect. To play a creature, simply place it on your front,middle or backrow. Effects activate as soon as the creature reaches the board successfully. If the creature is blocked from the board, it's effect(s) will not activate. You must play a creature faceup.

♦Activation

Activation cards are coloured Blue. You can activate these cards from your hand by placing them faceup on the board, or you can even choose to place them facedown. Activation cards can do a plethora of things, from destroying both player's protection barriers to drawing cards. Skillful use of them is one of the many Crucial things to winning.

♦Response

Response cards are coloured Green. They cannot be activated until their trigger effect is met. If the card activates automaticially, you Must declare that when you place the card. You place Response cards facedown, and when their trigger is met, you can activate them by revealing them.

[hr]
♦Protection Barrier

The most important part of the game is the protection barrier. It starts off at 40 cards, representing 100% Power. Once it reaches 0, the player loses. Some cards may require you to send your Own parts of the protection barrier to the Discard Pile, weakening it. When two creatures enter Face-off, the loser's creature loses Protection Barrier parts equal to the difference between the two monsters powers, divided by two. The losing creature's block is then divided by that number, and this is the damage. Take the top cards from the protection barrier and place them face-up in the discard pile. When you are asked to take a card from the protection barrier, you must shuffle it afterwards, as if it was your deck. You must also show your opponent that your protection barrier contains exactly 40 cards at the start of the game. Numbers for damage are rounded up.

[hr]
♦Where do I place things?

After counting the number of cards in each Protection Barrier, place the protection barrier sideways in front of yourself, as if it was shielding you. Then Shuffle it. Now, Ask your opponent to count the number of cards in your deck(Facedown) and ask them to shuffle it. After doing so, place the decks next to your left/right hand. Pick up the top 5 cards of your deck. Decide who is going first. At this point, if you wish, you can swap your hand once. Place it on the bottom of your deck and shuffle it, then draw 5 cards again. There are 7 zones per row, and you have 3 rows, make sure you have enough space on the table. Let's pretend we are going first, both players pick up their hands.
[hr]
♦Card Rarities

♦Common♦
You recieve 10 commons in a pack. Commons are usually the weakest types of cards, however, this does not mean all commons are terrible. Think of them as the lowest tier of cards. Commons contain no holofoil at all.

♦Rare♦
You will recieve 2 rares in a pack. Rares are usually a bit better than commons, and are slightly harder to get. Rares have a slightly lower Saturation on the card's picture compared to a common, so you can easily find the difference.

♦Super Rare♦
Super Rares are found in every Tenth Pack(Printing Ratios) and have a Gold name. Super rares are elusively hard to find, but have great power as a result.

♦Extremely Rare♦
Extreme Rares are found once in every 25 packs. Extreme rares have a rainbow effect on their name, and are extremely powerful.

♦Reverse Rare♦
Reverse rares are the hardest cards to find in a standard booster pack. They appear once in every 100 packs, they have a very distinct 3D effect, Rainbow name, gold lettering and a entirely holofoil card front.

♦Mana Rares♦
These are not found in regular booster packs, and are only given out as prizes. Mana rares have a 3D effect on the front of the card, The card's picture is 3D and is Lenticular(Used to make moving images). The card's name is in a purple effect, along with the card's text. Mana rares are not legal for play until released in a booster pack. Just to keep things fair.
[hr]
♦Card Restrictions

Every Booster Pack, a card restriction list is updated. There are 4 different stages of Restriction.

♦Not Restricted
You can use up to 4 of this card in your Main Deck Or Protection Barrier. Unless Explictly stated, all new print cards are not added or considered for Restriction until 7 days after the Booster Pack's Release. (Me sounding very...odd here) We/I use this time to see how the current game plays with these new cards.

♦Quarter-Restricted
You can use up to 3 of this card in your Main Deck Or Protection Barrier. These cards are usually brought down to 3 in a attempt to slow down the best decks of the current format, to allow new decks to enter and make a more diverse metagame.

♦Half-Restricted
You can use up to 2 of this card. These cards enter this section of the list due to their relative ease of use/power/impact on the meta game. To allow a more diverse meta, cards usually ending up here are more key cards to a deck and or splashable cards.

♦Restricted
You can use 1 of this card. This stage is usually a test to see if a card is still bad for the meta even ran in one copy. Some cards are brought to 1 because of Infinite loops or etc may be performed with more than 1 copy of the card.

♦Banned
You cannot use this card. Cards in this section are usually bad for the game, and end up on the banned list because they are simply degrading the game's fun factor, which is exactly why you play a card game, right? Some cards are brought back to 1 for a quick re-test or even We/I think that the card has much less applicable use now.

There may even be a official Banlist blog, depending on if I get the time or not, where you can suggest changes during the next list.
[hr]

[/spoiler]
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Great start so far, and yes I do think the Protection Barrier concept is very innovative...usually popular card games like MTG and YGO have points to see who wins or loses but a deck out for a victory seems straightforward and right to the point. I would like to see more rules and mechanics for your TCG, nice work so far dude.
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[quote name='Infinite-fury' timestamp='1306438064' post='5233447']
Hm, I'd like to see how this goes on. Nice TCG. I don't properly understand how all of these creatures get onto the field. Do they start there or get placed on the field?
[/quote]

You place them on the field in the specific row you desire, cards with a requirement(s) are written in the card's lore. Yes, new mechanics will be put in the game. Currently, the first pack is based off Humans Vs Orcs. Don't know what the second one will be, but I'll work something out.


EDIT: I'm probably going to sit up all night designing cards for this TCG. Expect a flood of cards tommorow.
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[quote name='Communityreborn' timestamp='1306456875' post='5234280']
This card game is quite interesting. May I suggest a card? Try a Catapault. The Catapault is single use, and allows you to destroy any one creature on your opponent's field, regardless of distance.
[/quote]

[quote name='Original Post']
♦Catapult
♦Race: Machina
♦ Power: 12 Block:0
♦ Long Range Non-Magical; Range 2
♦ If this card battles with a opponent's Creature in the adjacent squares to this card, this card's power becomes 0 and it is destroyed after the attack.[/quote]


:mellow: That was one of the first 5 cards I came up with :lol:

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[quote name='Communityreborn' timestamp='1306457944' post='5234324']
Wow, I didn't even see that.

Hmm...Try something like a Black Knight. He has decent attack, and if a creature would be destroyed, he can block the attack completley(Once).
[/quote]

That'd create some iffy rulings, but I'll give it a go.

Also another rule. I'll be working on a Official Card Grammar Dictionary for you people, so you understand what a term is.
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Sounds a bit like Dungeon Dice Monsters but a LOT more Advanced. May I suggest a Card like Burning Oil that blocks a certain Radius of Blocks for a set number of Turns? Would add a lot of STrategy. I'm not going to follow everyone else and suddenly design a Card Game but I can see this has a lot of Potential. Keep it up :)

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[quote name='J-Max' timestamp='1306522505' post='5235703']
Sounds a bit like Dungeon Dice Monsters but a LOT more Advanced. May I suggest a Card like Burning Oil that blocks a certain Radius of Blocks for a set number of Turns? Would add a lot of STrategy. I'm not going to follow everyone else and suddenly design a Card Game but I can see this has a lot of Potential. Keep it up :)
[/quote]

Thanks ^___^

That's actually a good idea.

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I really like this idea, as well. It's really creative and can involve a lot of strategy, especially with movement. It makes it so that attacking becomes more of a necessity than just clearing the field.

Are there any Summoning costs, though? Maybe it's just me, but perhaps this could incorporate something like that, unless you want to keep it simple.
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[quote name='Altαir' timestamp='1307648029' post='5269901']
I really like this idea, as well. It's really creative and can involve a lot of strategy, especially with movement. It makes it so that attacking becomes more of a necessity than just clearing the field.

Are there any Summoning costs, though? Maybe it's just me, but perhaps this could incorporate something like that, unless you want to keep it simple.
[/quote]

If there are any costs or conditions to the card, it's written on the card itself. I'll be making a banlist pretty soon, which restricts to 4(Normal),3(Quarter-Limit),2(Half-limit),1(Limit),0(Ban). Usually, the stronger creatures have some sort of catch(See: Rampaging Rhino).
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Since you asked me to look at this, I did. And I got to say, I think the idea is amazing. Like J-Max said, sounds like Dungeon Dice Monsters but more advanced. I'm guessing your Creatures can go into your opponent's field and vice versa? Does your Creatures start on your Back row and go from there or start from anywhere on your board? You might want to make a rulebook or something for people like me that don't understand stuff. xD

Anyway, the game looks amazing and this might be one I would spend money on if it was real.
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[quote name='Eliminate' timestamp='1307653137' post='5270069']
Since you asked me to look at this, I did. And I got to say, I think the idea is amazing. Like J-Max said, sounds like Dungeon Dice Monsters but more advanced. I'm guessing your Creatures can go into your opponent's field and vice versa? Does your Creatures start on your Back row and go from there or start from anywhere on your board? You might want to make a rulebook or something for people like me that don't understand stuff. xD

Anyway, the game looks amazing and this might be one I would spend money on if it was real.
[/quote]

You can go anywhere on the board(Including the opponent's side) once a creature has been placed, but you can only place creatures on your side of the board. A rulebook? Yeah, I'll make one.
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I like the name of the second set "Blinding Moonlight" sounds epic, and the "Evolve or Die" set sounds really awesome too. Are you gonna make another contest to help you add cards to the sets? If you are I'll be happy to enter and hopefully my ideas would get added to one of your sets, because I have tons of ideas for your tcg, hopefully your idea gets published in real life so I can play it.
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[quote name='AsterikcAde' timestamp='1307657460' post='5270193']
I like the name of the second set "Blinding Moonlight" sounds epic, and the "Evolve or Die" set sounds really awesome too. Are you gonna make another contest to help you add cards to the sets? If you are I'll be happy to enter and hopefully my ideas would get added to one of your sets, because I have tons of ideas for your tcg, hopefully your idea gets published in real life so I can play it.
[/quote]

I should make one soon enough, and thanks ^_^

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