CancerTurtle Posted March 31, 2013 Report Share Posted March 31, 2013 Hi there. I don't have a fancy banner, but hear me out. This is a set containing cards from both the Super Smash Brothers series from Nintendo, and the game Playstation All-Stars: Battle Royale. I decided to group them together because they have a similar concept, bringing a whole of characters owned by a specific company together to duke it out in battle. Final Smashes and Supers are included as game mechanics (although not yet seen in any cards). These are seen through the "Smash Ball" and "Level 1/2/3 Super" cards, allowing you to summon "Final Smashers" and "Lvl. 1/2/3 All-Stars". Rarity of Smashers/All-Stars works as follows:Smashers: Common are regular Smashers, Rare are Smashers who were secret characters in Super Smash Brothers Brawl (e.g. Luigi), Super Rare as Smashers who weren't in SSBB (e.g. MewTwo). Final Smashers are Ultra Rare.All-Stars: Common are regular All-Stars, Rare are DLC All-Stars (e.g. Isaac Clarke). Lvl. 1 All-Stars are Rare, Lvl. 2 are Super Rare, Lvl. 3 are Ultra Rare. [spoiler=Card List]EN000: Smasher - Mario EN001: Smasher - Ice Climbers EN002: Smasher - Kirby EN003: Smasher - Pokemon Trainer EN004: Smasher - PT's Charizard EN005: Pokeball - Electrode EN006: Assist - Nintendog EN007: All-Star - Sackboy EN008: Lvl. 1 All-Star - Sackboy EN009: Level 1 Super EN010: Smash Ball EN011: Item - Assist Trophy EN012: Final Smasher - Pokemon Trainer EN013: Final Smasher - Mario EN014: Smasher - Yoshi EN015: Level 2 Super EN016: All-Star - Cole MacGrath EN017: All-Star - Evil Cole MacGrath EN018: Smasher - Sonic EN019: Final Smasher - Sonic EN020: Level 3 Super EN021: Final Smasher - Ice Climbers EN022: Stage - Summit EN023: Stage Hazard - Ultimate Chimera EN024: Stage - Hades EN025: Stage Mashup EN026: All-Star - Sir Daniel Fortesque EN027: Smasher - Snake EN028: Pokeball - Bellossom EN029: Stage Hazard - Buzz EN030: All-Star - PaRappa EN031: Smasher - Olimar EN032: Red Pikmin EN033: Smasher - PT's Squirtle EN034: Smasher - PT's Ivysaur EN035: Stage Hazard - Gargoyle EN036: White Pikmin EN037: Smasher - Lucario EN038: Smasher - Jigglypuff EN039: Final Smasher - Jigglypuff EN040: Stage Hazard - Halberd Cannon EN041: All-Star - Big Daddy[/spoiler] [spoiler=Cards][spoiler=Super Smash Brothers][spoiler=Smashers][spoiler=Mario] [spoiler=Reasoning]Mario has two special that attributed to his effect, his side special: Cape and his down special: F.L.U.D.D. Cape can reflect projectiles, while F.L.U.D.D. pushes enemies away. Both these strategies force the opponent to get a bit defensive with what they are doing. When Mario uses his final smash, due to it's large range, most players will run as far away as possible.[/spoiler][/spoiler] [spoiler=Ice Climbers] [spoiler=Reasoning]The Ice Climbers consist of Popo and Nana. You control Popo, so if Nana dies, it doesn't count as losing a life. This is why I gave them the Climber Token. When they would die, you instead remove the Climber Token, representing Nana, and keep fighting. The addition on the Final Smasher card comes from the face that the Summit stage look a lot like a hollowed out version of their final smash.[/spoiler] [spoiler=Final Smash Lore]This card may only be summoned through the effect of "Smash Ball". When this card is summoned, place one "Climber Token" on it (Max. 1). You may also search your deck for "Stage - Summit" and add it to your hand. Shuffle your deck afterwards. When this card would be destroyed, you may remove 1 Climber Token instead. While this card does not have a Climber Token, its attack and defense is halved.[/spoiler][/spoiler] [spoiler=Kirby] [spoiler=Reasoning]Kirby's standard special: Inhale allows him to gain the standard special of another fighters, translating here into gaining their effect.[/spoiler][/spoiler] [spoiler=Yoshi] [spoiler=Reasoning]Yoshi's standard special: Egg Lay allows you to eat and enemy and turn them into an egg, essentially stopping them from attacking.[/spoiler][/spoiler] [spoiler=Olimar] [spoiler=Reasoning]Olimar has the ability to pluck Pikmin out of the ground during battle, and it is a lot easy to fight as him if you do so.[/spoiler] [spoiler=Pikmin]All Pikmin have an effect relating to being sacrificed, because the Pikmin have different effects when thrown.[/spoiler][/spoiler] [spoiler=Pokemon Trainer] [spoiler=Reasoning]Pokemon Trainer doesn't actually do any fighting himself. He sits on the sidelines and commands his pokemon, labelled here with "PT's" (short for Pokemon Trainer's). SInce the Pokeballs are also pokemon, I decided to include them in the effect. His final smash has all three pokemon on the field at once, hence the boosted attack gain. I left the Pokeballs with the same attack gain because they aren't really involved in his final smash.[/spoiler][/spoiler] [spoiler=Charizard][/spoiler] [spoiler=Ivysaur][/spoiler] [spoiler=Squirtle][/spoiler] [spoiler=Sonic] [spoiler=Reasoning]Sonic is an incredibly fast character, which is why he attacks twice. As Super Sonic, his final smash form, he is even faster, but to balance it out, I didn't raise his defense so he isn't too overpowered.[/spoiler][/spoiler] [spoiler=Snake] [spoiler=Reasoning]Snake's taunt where he hides in a box is the inspiration for Snake having a flip effect. His box can be picked up, and if I remember right, it will hurt players it hits slightly.[/spoiler][/spoiler] [spoiler=Lucario] [spoiler=Reasoning]Lucario's Aura ability makes him deal more damage when he has a higher damage percentage, making for a high risk, high reward strategy.[/spoiler][/spoiler] [spoiler=Jigglypuff] [spoiler=Reasoning]Jigglypuff has the move Sing which allows he to put enemies to sleep if they get too close. The final smash's effect is due to her final smash pushing other players away.[/spoiler][/spoiler][/spoiler] [spoiler=Assists][spoiler=Nintendog] [spoiler=Reasoning]When Nintendog is summoned, he blocks the screen, making it hard to fight.[/spoiler][/spoiler][/spoiler] [spoiler=Pokeballs][spoiler=Electrode] [spoiler=Reasoning]When Electrode is summoned, he will explode.[/spoiler][/spoiler] [spoiler=Bellossom] [spoiler=Reasoning]Bellossom puts players to close to her to sleep, rendering them unable to attack.[/spoiler][/spoiler][/spoiler] [spoiler=Items][spoiler=Smash Ball] [spoiler=Reasoning]Smash Balls allow players to use their final smashes, and therfore allow players to play the final smash forms of smashers. I didn't label it as an Item because it is sort of rare, and I don't people to be able to access it whenever through effects like Sackboy's.[/spoiler][/spoiler] [spoiler=Assist Trophy] [spoiler=Reasoning]Assist Trophies allow other characters to be summoned to help you in the fight. These characters are labelled in this set as Assists.[/spoiler][/spoiler][/spoiler] [spoiler=Stages][spoiler=Summit] [spoiler=Reasoning]Being the Ice Climbers' home stage, they should get some benefit from it. The loss of defense comes from the fact that the stage is very slippery, making it hard to manuever around.[/spoiler][/spoiler][/spoiler] [spoiler=Subspace/Other][spoiler=Stage Hazards][spoiler=Ultimate Chimera][/spoiler] [spoiler=Halberd Cannon] [spoiler=Reasoning]The cannon is attacked to the Halberd.[/spoiler][/spoiler][/spoiler][/spoiler][/spoiler] [spoiler=Playstation All-Stars][spoiler=All-Stars][spoiler=Sackboy] [spoiler=Reasoning]Sackboy spawns a lot of items from his Pop-It in order to attack. Because of this, he can get an Item from the deck whenever he kills a player.[/spoiler][/spoiler] [spoiler=Cole MacGrath] [spoiler=Reasoning]Cole and Evil Cole are the same character, only karmic opposites. Because of this, you can switch between them when one is on the field and the other is in your hand, allowing you to switch between offensive and defesive.[/spoiler][/spoiler] [spoiler=Evil Cole MacGrath] [spoiler=Reasoning]See Cole MacGrath's reasoning.[/spoiler][/spoiler] [spoiler=Sir Daniel Fortesque] [spoiler=Resoning]Sir Daniel is a skeleton. He can detact his head and continue fight (if somewhat ineffectivley). I think this is enough justification for a reviving effect.[/spoiler][/spoiler] [spoiler=PaRappa] [spoiler=Reasoning]PaRappa is paper thin. You'd have to think he'd be pretty hard to hit.[/spoiler][/spoiler] [spoiler=Big Daddy] [spoiler=Reasoning]Big Daddy is very protective of Little Sister, so I gave him a protecting effect.[/spoiler][/spoiler][/spoiler] [spoiler=Items]None yet.[/spoiler] [spoiler=Stages][spoiler=Hades] [spoiler=Reasoning]Hades's place in the underworld is very dark, and lava can be seen in the background. On top of this, Hades himself will be a Fiend-type monster, and so will gain a bonus from his own stage.[/spoiler][/spoiler][/spoiler] [spoiler=Other] [spoiler=Stage Hazards][spoiler=Buzz] [spoiler=Reasoning]Buzz will ask questions of the players and if they guess right, they recieve a bonus. In this case, the bonus is destroying a card or minimising damage.[/spoiler][/spoiler] [spoiler=Gargoyle] [spoiler=Reasoning]The gargoyle taunts players while they fight, which could serve to make them angrier. When someone is fighting out of anger, they are generally more agressive but lack defense.[/spoiler] [spoiler=Effect]nce per turn, during your Main Phase, you can equip this card to a Zombie-Type or Fiend-Type monster you control as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. For every turn this card is equipped, the monster gains 100 attack and loses 100 defense. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, this card is destroyed instead.)[/spoiler][/spoiler][/spoiler] [spoiler=Level 1 Super] [spoiler=Reasoning]As with the smash ball, supers are ways of killing opponents, and are progressively built.[/spoiler][/spoiler] [spoiler=Level 2 Super] [spoiler=Reasoning]As with Level 1 Super. However, the life point cost here represents that it takes a lot longer to go from level 0 to 2 than it does to go from 1 to 2.[/spoiler][/spoiler] [spoiler=Level 3 Super] [spoiler=Reasoning]As with, Level 2 Super.[/spoiler][/spoiler] [spoiler=Stage Mashup] [spoiler=Reasoning]All of Playstation All-Stars's stages are mash ups between to franchises. Usually halfway during the battle, a stage hazard will appear. Some stage hazards are stronger than others, and this is represented by the time the stage has been in play.[/spoiler][/spoiler][/spoiler][/spoiler][/spoiler] Keep in mind I'm new to making cards seriously, so any critiques are welcome. 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CancerTurtle Posted April 1, 2013 Author Report Share Posted April 1, 2013 This post contains achievments/direction for this set. (totally not an excuse to bump) [spoiler=Achievements]31/3/13 - Set created, reached 25+ cards.[/spoiler] [spoiler=Direction]Planned: All Smashers from Brawl. All Assist Trophies from Brawl. MewTwo, Roy, Young Link, Pichu, and Dr. Mario. All Pokeballs from Brawl. All Stages from Brawl. All Items from Brawl. All characters that appear as Stage Hazards in Brawl. All All-Stars. All Items from PSAS. All Stages from PSAS. All characters that appear as Stage Hazards in PSAS. Considering: Alternate versions of Smashers from SSB/SSBM. Pokeballs from SSB/SSBM. Items/Stages/Stage Hazards from SBB/SSBM. Alternate costume characters from PSAS.[/spoiler] Link to comment Share on other sites More sharing options...
Serefin Posted April 2, 2013 Report Share Posted April 2, 2013 Doing good CT!! Link to comment Share on other sites More sharing options...
Deathdwarf Posted April 2, 2013 Report Share Posted April 2, 2013 Very good cards. I like them ;) But to the Ice Climbers: If Nana dies, the Ice Climbers should lose some of their ATK/DEF too (probably the half). Link to comment Share on other sites More sharing options...
CancerTurtle Posted April 4, 2013 Author Report Share Posted April 4, 2013 Very good cards. I like them ;) But to the Ice Climbers: If Nana dies, the Ice Climbers should lose some of their ATK/DEF too (probably the half). I didn't think of that. X/ Done. Link to comment Share on other sites More sharing options...
Serefin Posted April 6, 2013 Report Share Posted April 6, 2013 I think Big Daddy should have a bit more attack. 1500 just seems like too little for something with a freaking drill for one of its hands. Try 1700. Not large enough to make your monsters effectively invincible while he's on the field, but not so small that you always keep him in defense position. Link to comment Share on other sites More sharing options...
ConstrainedAllegory Posted May 22, 2013 Report Share Posted May 22, 2013 Mario basic wouldn't hurt if he got upgraded to 1900 attack. Link to comment Share on other sites More sharing options...
FF Fan Posted June 20, 2013 Report Share Posted June 20, 2013 There are some balancing problems with these cards. Kirby definitely has that problem. I understand the copy effect, but being able to do it at anytime with no cost or restriction is op. Also you have lot of weird wording issues like with Yoshi. Link to comment Share on other sites More sharing options...
pureradman1 Posted June 23, 2013 Report Share Posted June 23, 2013 Took..tht off of my friend and the first day to be able at least the sender immediately notify us know what you are a canBut anyway... very creative and this is pretty well made also listen 2 these peoples advise its helpfull Link to comment Share on other sites More sharing options...
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