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Banjo-Kazooie and Banjo-Tooie Character Cards


clarkart

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Just for fun I decided to make some cards based off of games from my childhood, Banjo-Kazooie and Banjo-Tooie. They may not rival Mario and Sonic, but I like their games and artwork.  All of the artwork is from actual promotional artwork, and I added in backgrounds from various levels.
 
Banjo:

 
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A tough card, but anything can attack it, so it makes up for it. You also take battle damage, making him a problem against a high ATK Monster.
 
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Kazooie:
 

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Just to help out Banjo. Not much by herself.
 
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The Duo: Banjo-Kazooie
 
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This is the ace for those cards. Its ability to destroy Field Spells works with The World Field Spells such as Rusty Bucket Bay.

 

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Rusty Bucket Bay (World Field Spell)

 

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Basically its for The Duo's effect. The destroying WATER monsters comes from the poisoned water in the level.

 

((((SPOILER!!!! I will make Mumbo Jumbo eventually.))))

 

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And Now, the Witch herself...

 

Gruntilda The Witch

 

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Since she's the antagonist of the game, the opponent should get to control her, right? She takes the "Defeated" World and makes Banjo "Beat" them again to activate their effects.
 
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Mecha-Gruntilda
 
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The Robo-Witch is based around protection, as that's what her suit was made to do. It seems overpowered for just 1 Monster, but Gruntilda the Witch effect makes it have to be summoned or its banished.

 

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Skeletal-Gruntilda

 

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The zombie version of Gruntilda, ready to take down the opponent. Since she's a zombie, her DEF is low, but she makes up for that with her effect.
 
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(Any suggestions for the affects are appreciated, just don't change the entire effect.)

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This actually looks pretty cool!

 

However,you did bring up a card ("Mumbo Jumbo") that you did not make. Do you plan on completing the Set later? Heck, creating monsters for the NPCs and enemies (possibly a really jerkish multi-stage monster for Grunty herself), more Field Spells for the other game areas, and some archetype support through the game items and events would be really awesome.

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Draconus297, I grant your wish of the Gruntilda Multi-stage Monster. I didn't know exactly what you were thinking, but I think this covers it perfectly.

 

Look at me, I'm now a card,

Ready to beat you really hard,

That Bear and Bird are so lame,

My cards will steal all their fame! :rolleyes:

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Things I like:

1. Banjo and Kazooie being a Union is pretty cool

2. Guntilda being summoned to the opponents side of the field is also interesting

3. The card art looks good

 

Things I don't like

1. The Duo is pretty broken. A 2800 atk fusion monster that doesn't need polymarization to be summoned that can't be destroyed by battle 6 times (more with Rusty Bucket Bay) that can gain atk by destroying field spell cards is not balanced at all. It's especially easy to summon since Banjo can't be destroyed by battle. Just wait to get Kazooie and boom, you have it. Decrease it's atk and defense by 400 points and you're somewhat better.

2. Mecha Guntilda and Skelatal Gruntilda are insanely easy to summon and are really powerful.

 

Overall it's ok, but it needs work.

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The ideas are creative, but the deck doesn't have a general theme that it runs off of. Like, the effects of all the gruntilda cards are very random, and don't function within the deck. If you want to build an archetype, you need effects that function in unison with one another. Also, some of the effects are just plain bad (5 card cost for 1 honeycomb counter plus card cost of field spell? Really?). Overall, cool deck, but the rest of the cards should be based more around a specific mechanic (honeycomb counters maybe?)

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I have taken your comments into account, and tried to edit them without changing the entire effect. I made the cards more based around Honeycomb counters.

 

1. The Duo has a lot lower ATK and DEF, and doesn't keep gaining ATK.

 

2. I added paying Life Points to Skeletal Gruntilda

 

3. Made other cards based have effects based off of Honeycomb Counters.

 

(But also remember: A simple Trap Hole, Fissure, Raigeki Break, etc. can destroy these cards. Also Banjo can be attacked by anything, even stuff weaker than it.)

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  • 7 months later...

To me the large ATK and DEF stats are what makes Mecha-Grunty powerful, I just added the Continuous Spell Card effect as a protection. Your opponent can't use cards like "Ectoplasmer", "Advance Force", or "The Dark Door" because it targets her. It seems random, but it is useful to keep her at bay.

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