Hey, remember my old MMRPG Trading Card Game RP? Yeah, THAT ancient thing? Well, some people *cough*Tails*cough* didn't like a few ideas or something like that, and I kinda feel like starting from scratch. So, yeah, take 2! Action! Let's start with the rules, which are the same as usual, with small changes. -There are TWO THREE types of cards: Robot Master Cards, Support Cards, and, as of recently, Field Cards. -The maximum amount of cards in a deck is 50. -You can only have ONE deck. You are banned from using alts just to have extra. -You can trade for cards. -Everyone starts with 100 Zenny in this RP. Every victory gives you 50 Zenny. You can use Zenny to get more cards. -Run out of space in your deck? Not a problem! Use your Profile Description as a storage unit, and you can switch up your deck. However, it will require you to notify me through personal messaging. -Each single card is 25 zenny. Every pack is 50. -Every card you make, unless I decide otherwise, if you have more than 1 card, will go into your own pack. -There is ONE exception to both of these above rules... Special Cards. You can win these through an event or as a prize in a tournament. One of my characters, Bt Ghost, on the other hand, had the sneakiness (and kindness?) to allow people to use zenny to buy Special Cards for 50 zenny per card. -You can also SELL cards. Each card you decide to sell will be placed in a lot. Support Cards are 5 Zenny, RM cards, Field Cards, and Special Support Cards are 10, and Special RM Cards and Special Field Cards are 15. -The cards you get is randomized. I will use random.org's list generator if more than 5, and the top 5 will be your cards. -When you create your own cards, you will have them automatically. However, I don't automatically get the starter pack cards. -Going back to the use of random.org, you can go here for coin flipping, a feature I banned from use in the original. The same will go for a new feature asked about by StupidStudiosN, which is the requirement of rolling dice. -The cards can't change forms or core colors. Even though you could place certain Pokemon cards over each other as a form of evolution, the cards used hare are not real and will NOT use that feature. Also, that means more cards to fight with for you, so yay you. -Support cards CAN'T paralyze, burn, make users fall asleep, change moves, ect., but they CAN give you a one-time use of a different attack or the attack last used by the opponent. -Banned core types: Energy, Weapon, Attack, Defense, Speed, Weapons, Light, Wily, Cossack. These are banned from RM/weapon core types due to impossibility in-game. Empty cores, however, ARE available. The banned cores CAN be used for Powers and Support Cards. -Speaking of core types, Powers and Attacks, if you don't know by now, do NOT have to match the core type of the robot using it. -Powers allows you to do a thing. Idk, I think it is obvious what they do. -I do not allow attacks that can do 100 damage or more on it's own. This means that if there is an attack that deals 90 damage and a support card (or a weakness) is used to make it do 100 or more damage, that's fine, but in other cases, no. As of lately, I had two new exceptions: Special Cards and Recoil Damage. For Special Cards, I decided to increase the damage limit to 150, mainly to make another difference between Special Cards and Regular Cards. Another exception is recoil damage: I'll allow damage of over 100 IF it comes with recoil damage of at LEAST 70 damage. However, for every 30 numbers, the recoil damage must be 70+(10*# of damage increase (by 20)). (If I said the equation wrong, then I'm sorry, but not everyone is a genius.) -There is also a new health limit so nobody can go crazy. This limit is 300 and it goes for ALL cards, including Special Cards. (Though, Special Cards MAY get a 50-200 HP limit increase in the future, but we may see.) -Speaking of Special Cards, one more thing: You can only have a limit of THREE Special Cards in your deck. Otherwise... Eh, not sure what would come out of it, but I'm pretty sure it's nothing good. -We will not use Hands and Benches for the battles, there are just robots in battle, an Robots deck, and a Support Cards deck. -I have a certain HP system in which numbers for attacks and HP MUST end with a 0. (Decimals, obviously, are also on this ban list.) -In addition, to make things fair, the number of health the robot starts with must NOT be below 90 HP. That way, no cards can be too weak. -I won't add cards that instantly disables (or not allow the use of) a Robot card, though I will allow one that disables SUPPORT cards. -Ok, let's just say Guts Man uses Super Arm on Cut Man. Since it is Impact-core, the attack would deal it's basic damage +10 to Cut Man. Let's also say that Shadow Man uses Shadow Blade to Beta Man. Since it is a Shadow-core, the attack would deal it's basic damage -10 to Beta Man. However, if Beta Man is hit with a Shadow-core attack that normally deals 10 damage, it will still deal 10 damage. -Field Cards don't have to do both Increases and Decreases. It can just increase without a decrease, or it can decrease without an increase. It has to at least have one or the other, though. -The attack increase and decrease limit for Field Cards is 30. If it's a Special Field Card, the limit is 50. -Any suggestions on what should be added/removed/changed? Just say so! -Certain rules based on making a card will only have warnings. Other rule breaks, such as taking an extra turn when not supposed to, will go in this order: Warning, loss of 10 Zenny, loss of up to 50 Zenny, loss of ALL Zenny, and probably loss of all Zenny AND a week-long ban.Here is the card maker for robots:
Name: Core: Increases: Decreases: Flavor Text: (Optional)I somehow ran out of space to place down the card sets. If you want cards go HERETo save space, I placed all players into this one pastebin: Players
MMRPG Trading Card Game: The Remake! Posted by Beta Shadow on November 10th, 2015 at 6:57pm Viewed 27751 Times
Skull Man uses Skull Grenade! 10 Damage! Skull Barrier has worn off! Skull Man 100/100 Status: Dead? Fine? Only time will tell. Hector 200/220 Status: Defense +20
Btw, for no reason in particular, is Hector human?
Hector used Armads again! 80 Damage! Hector gained 20 defense!
Hector 200/220 Status: Defense +20 Skull Man 20/100 Status: CRITICAL
EDIT: While I wait for Beta to make his next turn, allow me to place a TON of support cards.
Name: Power Change Core: Neutral Description: If your current robot has a Power, you may change that power for another robot's power from your deck.
Name: Eclipse Core: Shadow Description: The target's HP is halved, rounded up (70 -> 40). If the target has a weakness to Shadow, the target's HP is reduced to 10. If the target has a resistance to Shadow, the target's HP is unaffected. If the target already has 10 HP, this does 10 damage.
Name: Curaga Core: Energy Description: Heals your current Robot by 90
Name: Restore Core: Energy Description: Removes all status conditions (both positive and negative). Can be used on you or opponenent.
Name: System Reset Core: Energy Description: Removes all status conditions (both positive and negative) and fully heals both you and your opponent.
Name: Victory Star Core: Neutral Description: You may use this support card after a coin flip or dice roll. Redo your coin flip or dice roll, and pick the better result of the two. If you pick the original result, this support card goes right back into your deck.
Name: Zero Z Core: Laser Health: 130 Attack 1: Z Saber Attack 1 Description: This attack does 20 laser and cutter damage. Z Saber now does 20 more damage for the rest of the fight. Effect stacks, but caps at +80 damage (100 damage total). Attack 2: Saber Combo Attack 2 Description: Flip coins until you get tails or 3 consecutive heads. For each heads, this attack does 40 laser and cutter damage. If Z Saber is at maximum power (100 damage), this attack does 60 damage for each heads instead of 40. Attack 3: Shield Boomerang Attack 3 Description: Takes 1 turn to charge. During charge state, attacks do 20 less damage to Zero Z. When the attack is used again, this attack does 70 laser and shield damage. Weakness: Cutter Resistance: Shadow
Name: Eddie Call Core: Neutral Description: Roll a die. If... - 1: Heal your robot by 30 - 2: Heal your robot by 60 - 3: Heal your robot by 90 - 4: Heal your robot by 120 - 5: Damage foe by 30 - 6: Damage foe by 70
Name: Beck Core: Copy Health: 140 Power: RefleXion Power Description: If Beck has defeated a foe with Xel Dash, he may use any of the victim's attacks for the rest of the battle. Attack 2: Buster Shot Attack 2 Description: Roll a die. Multiply the result by 10, and do that amount of neutral damage to the foe. Attack 3: Xel Dash Attack 3 Description: This attack does 10 swift and copy damage. If the foe has 40 or less HP, this attack does 40 damage, ignores resistance, activates RefleXion, and Beck is healed by 40 HP.
Name: Weakness Change Core: Neutral Description: Change the weakness of either your robot or your opponent's robot for 3 turns. Must be a "Legal" core type (i.e. no Cossack or Weapons).
Name: Resistance Change Core: Neutral Description: Change the resistance of either your robot or your opponent's robot for 3 turns. Must be a "Legal" core type (i.e. no Cossack or Weapons).
Name: Regen Core: Energy Description: Heals your robot by 30 HP for 4 turns.
Name: AntiField Core: Shadow Description: Immediately removes the current field in play.
Name: Field Reverse Core: Empty Description: The Increases and Decreases of the current field in play are reversed (i.e. -10 flame becomes +10 flame)
Name: Azura's Song Core: Water Description: Flip a coin. If heads, you can use 2 attacks on this turn. If tails, nothing occurs and this card is wasted.
Name: Roar Core: Neutral Description: Forces the opponent to switch out their current Robot Master with another card of YOUR choice.
Name: DarkChip Core: Shadow Description: Increases the power of your attacks by 50, but reduces both current and maximum HP by 50% (rounded down). Buff lasts until card is switched out or defeated, but Debuffs last until defeated.
Name:Reverse Coin Fliping Desc: This card when Is summoned its effect activated,Each time when coin fliping Is required makes in reverse eff that the flipping of the coin would be stopped immediately,when the coin flipping is negated that card special effect is stopped aswell,If the card effect misses once it makes it automatically destroyed .
Name:Roll Emergency Call Desc: Roll Emergency Call is offensive support card to give one random permanent effect to the card (Strenght.Defense,Speed)mostly this card effect will last for one turn,Second turn if this card effect is acquired You will be needing to flip the Coin otherwise if is Heads the effect continues to be active summon on battle,Secondary thing the coing if hits tail this card effect is canceled.
This all for now I meanwhile thing about more card's to add later
Name: Proto Man MKII Health: 200 Core:Shield/Shadow Power: Roboenza Infection Power Description: If the enemy attacked Proto Man MKII with a part of their body (punch,kick,etc.), then the opponent is effected with Roboenza, doing 20 Damage That turn and for the next ten. Attack 2: Proto Strike Attack 2 Description: Proto Man MKII fires a big blast from his buster. -80 Damage Attack 3:Proto Shield Attack 3 Description: The damage of the next five is split in half, rounded down to the nearest 10 for the next five turns. Resistance:Impact/Shield
Posted on August 17th, 2016 at 7:16pmEdited on 2016/08/24 at 2:46pm
Posted 2016/08/17 at 7:16pmEdited 2016/08/24 at 2:46pm
#6
Okay, neat. The battle is still going on.
Name: BossDrain01 Core: Copy Description: An eye does 10 damage to the foe for 20 turns. This does 40 extra damage against special cards. This lasts even after the opponent is KO'd.
Name: BossDrain02 Core: Copy Description: An eye does 20 damage to the foe for 10 turns. This does 30 extra damage against special cards. This lasts even after the opponent is KO'd.
Name: BossDrain03 Core: Copy Description: An eye does 40 damage to the foe for 5 turns. This does 10 extra damage against special cards. This lasts even after the opponent is KO'd.
Adventure Fredbear is now weak to Copy as well as Shadow. You know how two Fredbears can't exists in the same space at the same time or else they both blow up, causing the universe to end?
BossDrain01 does 40 extra damage to special cards now.
BossDrain02 does 20 extra damage to special cards now.
BossDrain03 does 10 extra damage to special cards now.
Posted on September 4th, 2016 at 4:40pmEdited on 2016/09/05 at 7:16pm
Posted 2016/09/04 at 4:40pmEdited 2016/09/05 at 7:16pm
#11
While I wait for Bt's next turn, I'll be uploading a bunch of cards I created in my free time. ...This is going to take up a lot of posts.
Name: Xane Core: Copy Health: 140 Attack 1: Freelancer Attack 1 Description: Select an ally in your deck. Copy that card's attacks, weaknesses, resistances, powers, etc. for 5 turns. Attack 2: Chameleon Attack 2 Description: Select a robot in the opponent's deck. Copy that card's attacks, weaknesses, resistances, powers, etc. for 3 turns. Weakness: N/A Resistance: N/A
* Xane does not copy Current HP or Max HP.
Name: Roy Core: Flame Health: 130 (+60 when Promoted) Power: Promotion Power Description: If Binding Blade is played while Roy is active, Roy gains 60 to maximum health and Roy's attacks gain damage and extra effects. The effects last for 3 turns or until Roy is defeated. Attack 1: Attack! Attack 1 Description: This attack normally does 30 cutter damage. If Roy is promoted, this attack deals 60 extra damage (100 extra damage instead if the target has either a weakness to flame or if they are shadow core) and gains the [flame element}. Attack 2: Join Us! Attack 2 Description: Roll a pair of die. If the amount is exactly 8, the opponent's active card is added to your deck. If Roy is promoted, this attack is now Flare Seal. Attack 2 (ALT): Flare Seal Attack 2 (ALT): Description: Replaces Join Us! when Roy is promoted. This attack does 90 flame damage, but defeated foes are left with 10 HP). Flip a coin. If heads, the target is swapped out and the next card that is sent out is now Sealed for 2 turns.* Weakness: Nature Resistance: Impact
* Sealed is a harmful status that prevents the victim from switching out and passively deals 10 damage at the beginning of the victim's turn.
Name: Binding Blade Core: Flame Description: Flip 2 coins. For each heads, this card deals 50 cutter and flame damage. If used by Roy, this card instead fully heals the user.
Name: Lilina Core: Electric Health: 120 Power: For my Friend Power Description: If Roy has been played but has not been defeated, Lilina's attacks do 30 more damage. If Roy has been defeated, Lilina's attacks do 30 less damage. Attack 1: [Thunder]{elecric} Attack 1 Description: This attack does 50 electric damage. Flip 2 coins. If both are heads, this attack does 40 more damage. Attack 2: Overflowing Magic Attack 2 Description: This attack does 90 crystal damage. You may flip a coin. If heads, Lilina takes 10 recoil damage and you may use one support/field card before you end your turn. Weakness: Impact Resistance: Crystal
Name: Forblaze Core: Flame Description: If Lilina is your active card, her next attack is replaced by Forblaze, an attack that deals 90 flame damage and grants 10 extra attack and 10 extra defense for 3 turns.
How about a card that sorta comes with more cards.
Name: Prince Lyon Core: Shadow Health: 190 Power: Demon King's Grasp Power Description: Each time Prince Lyon defeats a foe, you obtain 3 "Demon Points." At the beginning of each turn, flip a coin. - If heads, Lyon is Humane, allowing moveset (H) and adding 20 defense. - If tails, Lyon is Possessed, allowing moveset (P) and healing himself by 20 HP. Attack 1 (H): Foresee Attack 1 (H) Description: Until your next turn, Lyon recieves 40 less damage. Lyon's next attack deals 20 more damage (attack buff does not stack with itself). Attack 2 (H): Salvage Attack 2 (H) Description: Take a discarded support card and add it to the support deck. You may flip a coin. If heads, add 2 more discarded support cards to the deck. If tails, this card takes 50 damage.Attack 1 (P): Summon Attack 1 (P) Description: Roll a die. Add a robot card to the deck depending on the amount rolled: 1-3: Entombed 4-5: Gorgon 6: Formortiis+ (Awards 4 "Demon Points") Attack 2 (P): Naglfar Attack 2 (P) Description: This attack does 80 shadow damage. You may sacrifice 40 HP. If you do so, this attack does 50 more damage Weakness: Shadow (When Humane), Time (When Possessed). Resistance: Crystal (When Humane}, Shadow (When Possessed).
Name: Entombed Core: Shadow Health: 90 Power: Summoned Power Description: This card cannot be put in the initial deck. If this card defeats a foe, obtain 2 "Demon Points." You can only have one robot with "Summoned" power at a time. Attack 1: Rotton Claws Attack 1 Description: Flip a coin. If heads, this attack does 40 cutter damage. If tails, this attack does nothing. Attack 2: Sacrifice Attack 2 Description: Discard this card. If this card was at full HP, obtain 2 "Demon Points." Otherwise, obtain 1 "Demon Point." Weakness: Flame Resistance: Impact
Name: Gorgon Core: Shadow Health: 100 Power: Summoned Power Description: This card cannot be put in the initial deck. If this card defeats a foe, obtain 2 "Demon Points." You can only have one robot with "Summoned" power at a time. Attack 1: Demon Surge Attack 1 Description: Roll a die. If 3 or more, this attack does 70 shadow damage. If 2 or less, this attack does nothing. Attack 2: Sacrifice Attack 2 Description: Discard this card. If this card was at 50% or less HP, obtain 1 "Demon Point." If this card was at higher than 50% HP (but not at full HP), obtain 2 "Demon Points." If this card was at full HP, obtain 3 "Demon Points."
NAME: FOMORTIIS CORE: SHADOW HEALTH: 300 POWER: DEMON KING POWER DESCRIPTION: THIS CARD CANNOT BE PUT IN THE INITIAL DECK. THIS CARD REQUIRES 44 "DEMON POINTS" TO BE PLAYED. WHEN 44 "DEMON POINTS" ARE OBTAINED, THE FOLLOWING HAPPENS: - ANY CARDS WITH "SUMMONED" POWER ARE DISCARDED - PRINCE LYON IS DISCARDED (IF PRINCE LYON IS ALREADY DISCARDED, THIS CARD CANNOT BE PLAYED) - FOMORTIIS IS AUTOMATICALLY PUT IN THE ACTIVE POSITION (AND CANNOT BE SWAPPED OUT, NO MATTER WHAT) - THE CURRENT FIELD IS DESTROYED, AND "WORLD OF DARKNESS" IS INSTANTLY PUT INTO PLAY. - IT IS AUTOMATICALLY YOUR TURN AGAIN AFTER ALL OF THIS, FOMORTIIS BEING ACTIVE SETS SOME CERTAIN... CONDITIONS - THE USER CAN'T USE SUPPORT CARDS - ENEMY CARDS TAKE 20 DAMAGE AT THE BEGINNING OF EACH OF FOMORTIIS' TURNS - FOMORTIIS RESTORES 10 HP AT THE BEGINNING OF EACH OF HIS TURNS - NO FIELD CARDS CAN BE PLAYED - ALL SPECIAL CARDS DEAL 30 LESS DAMAGE AND TAKE 30 MORE DAMAGE - FOMORTIIS OBTAINS TRIPLE INCREASES AND NO DECREASES FROM THE CURRENT FIELD - FORMORTIIS CAN NEVER LOSE THE DEMON KING POWER (IF DISABLED THROUGH ANY MEANS, FORMORTIIS IMMEDIATLY GAINS HIS POWER BACK. ALL OF THIS ENDS WHEN FOMORTIIS IS DEFEATED, AND FOMORTIIS CAN ONLY BE SUMMONED ONCE PER BATTLE, NO MATTER WHAT ATTACK 1: NIGHTMARE ATTACK 1 DESCRIPTION: THIS ATTACK DEALS 70 SHADOW DAMAGE. IF THE TARGET WAS HIT WITH NIGHTMARE LAST TURN, THIS ATTACK DEALS 50 MORE DAMAGE. ATTACK 2: RAVAGER ATTACK 2 DESCRIPTION: THIS ATTACK DEALS 80 SHADOW DAMAGE. IF THE TARGET HAS A STATUS CONDITION, A WEAKNESS TO SHADOW, OR IS A SPECIAL CARD, THIS ATTACK DEALS 40 MORE DAMAGE FOR EACH CONDITION MET. WEAKNESS: CRYSTAL RESISTANCE: SHADOW
NAME: WORLD OF DARKNESS CORE: SHADOW INCREASES: SHADOW +10 DECREASES: EVERYTHING (INCLUDING SHADOW) -10 FLAVOR TEXT: ONLY ACTIVATES WHILE FOMORTIIS IS ACTIVE; CANNOT BE PUT IN INITIAL DECK.
Posted on September 4th, 2016 at 4:55pmEdited on 2016/09/04 at 5:00pm
Posted 2016/09/04 at 4:55pmEdited 2016/09/04 at 5:00pm
#13
Name: Corrin (M) Core: Water Health: 160 Power: Dragon Ward Power Description: When the user is about to be attacked, flip a coin. If heads, the damage dealt to the user is halved (rounded up). Attack 1: Blazing Yato Attack 1 Description: This attack deals 60 Flame Damage. The user's next attack deals 30 more damage. Attack 2: Sun Festal Attack 2 Description: Restores 50 HP to any ally in your deck, including this card. Weakness: Shadow Resistance: Water
Name: Corrin (F) Core: Shadow Health: 120 Power: Draconic Hex Power Description: After each time an enemy attacks this robot, they lose 10 attack and 10 defense. Effect stack infinitely. Status lasts until victim is defeated. Attack 1: Shadow Yato Attack 1 Description: This attack deals 80 Shadow Damage. The user gains 30 defense until their next turn. Attack 2: Ragnarok Attack 2 Description: This attack deals 100 Shadow and Flame Damage. The user takes 30 damage recoil. Weakness: Water Resistance: Shadow
Name: Dragonstone Core: Water Description: Your current card deals 10 more damage for the rest of the battle. If used on Corrin (M) or Corrin (F), the effect is buffed to 30 more damage dealt for the rest of the battle. You cannot use Dragonstone and Dragonstone+ on the same card.
Name: Dragonstone+ Core: Shadow Description: Your current card takes 10 less damage for the rest of the battle. If used on Corrin (M) or Corrin (F), the effect is buffed to 30 less damage taken for the rest of the battle. You cannot use Dragonstone and Dragonstone+ on the same card.
Name: Azura Core: Water Health: 130 Power: Knowledge of Val- Power Description: When this card reaches 50 HP or less, flip a coin. If heads, Azura regains 70 HP, and the current enemy takes 30 damage and permanently loses 10 defense. This can even activate if Azura's HP reaches 0 or less. This can only activate once per battle. Attack 1: Descant of Direction Attack 1 Description: Flip a coin. If heads, take a discarded support card and add it to your deck, and all of your cards deal 10 more damage for 3 turns. Effect cannot stack. Attack 2: Dance of Doom Attack 2 Description: This attack does 40 water and shadow damage. Flip a coin. If heads, your opponent must discard a support card (if possible), and their current card takes 30 more damage for 3 turns. Effect cannot stack. Weakness: Time Resistance: Water
Name: The Bright Light Core: Level Description: If Azura is currently in your deck, all robots take 30 less damage for 5 turns.
Name: Embrace the Dark Core: Shadow Description: If Azura is currently in your deck, all robots deal 30 more damage for 5 turns.
Name: Xander Core: Shadow Health: 150 Power: Chivalry Power Description: This card deals 30 more damage and receives 30 less damage when facing a foe with full Health. Attack 1: Siegfried Attack 1 Description: This attack either does 70 cutter damage or 70 shadow damage Attack 2: Unrestrained Rule Attack 2 Description: This attack does 50 shadow damage. You may take 20 damage recoil. If so, you may attack again with 20 less attack. Weakness: Crystal Resistance: Electric
Name: Siegfried's Potential Core: Shadow Description: If used on Xander, Siegfried's damage is increased by 40 for 1 turn.
Name: Camilla Core: Shadow Health: 160 Power: Rose's Thorns Power Description: If Camilla is at half HP or less and has been swapped out for another card, the next robot deals 20 more damage and recieves 10 less damage. Attack 1: Dark Impulse Attack 1 Description: This attack does 40 shadow damage. If an enemy user was defeated 2 or less turns ago, this attack does 40 more damage. Attack 2: Aura of Death Attack 2 Description: This attack does 60 shadow damage. If there are any cards in the opponent's deck with 30 HP or less after the attack, instantly defeat them. Weakness: Wind Resistance: Nature
Name: Protective Sister Core: Swift Description: If used on Corrin (F), swap the card out for Camilla, and she can perform 2 attacks this turn.
Name: Leo Core: Earth Health: 140 Power: Pragmatic Power Description: This card does 20 more damage and recieves 20 less damage if the current enemy is injured. Attack 1: Brynhildr Attack 1 Description: This attack does 50 earth damage. Flip a coin. If heads, Leo recieves half damage (rounded up) from enemy attacks on their next turn. Attack 2: Sinister Tome Attack 2 Description: This attack does 40 shadow damage. Flip a coin. If heads, pick a support card from the opponent's deck and destroy it. If they do not have any support cards, this attack does 50 more damage. Weakness: Wind Resistance: Crystal
Name: Brynhildr's Potential Core: Earth Description: If used on Leo, Brynhildr's defense effect is buffed for 1 turn: it automatically halves the next attack.
Name: Elise Core: Nature Health: 120 Power: Lily's Poise Power Description: If Elise is at half HP or less and has been swapped out for another card, the next robot deals 10 more damage and recieves 20 less damage. Attack 1: Heal Attack 1 Description: Select an injured ally in your deck and heal them by 50 HP. Attack 2: Let me at 'em! Attack 2 Description: This attack does 40 nature damage. You may flip a coin. If heads, choose a discarded support card and re-add it to your deck. If you flip a coin, Elise takes 10 damage. Weakness: Shadow Resistance: Nature
Name: Healing Potency Core: Nature Description: If used on Elise, you may attack twice this turn, at the cost of being unable to switch this turn.
Name: Ryoma Core: Electric Health: 160 Power: Bushido Power Description: If there is an injured ally in your deck, this card deals 10 more damage and takes 20 less damage. Attack 1: Raijinto Attack 1 Description: This attack either does 80 electric and cutter damage Attack 2: Unyielding Forces Attack 2 Description: Discard a support card from your deck. This attack does 50 neutral damage. Select a robot from your robot deck, and it may use another attack at half damage. Weakness: Flame Resistance: Shadow
Name: Raijinto's Potential Core: Electric Description: If used on Ryoma, Raijinto deals 30 more damage this turn.
Name: Hinoka Core: Wind Health: 130 Power: Rallying Cry Power Description: If Hinoka is at half HP or more and has been swapped out for another card, all allied robots deal 20 more damage for 3 turns. This cannot affect Hinoka herself. Attack 1: Galloping Gallantry Attack 1 Description: This attack does 60 wind damage. On your next turn, allied robots deal 20 more damage. This cannot affect Hinoka herself. Attack 2: Flyer's Emblem Attack 2 Description: Flip a coin. If heads, Hinoka recieves 30 damage. Select a used support card and add it back to your support deck. Weakness: Shadow Resistance: Crystal
Name: I Found You, Brother Core: Wind Description: If used on Corrin (M), swap him out for Hinoka. Hinoka deals 20 more damage and takes 20 less damage for 3 turns.
Name: Takumi Core: Wind Health: 140 Power: Competetive Power Description: If an uninjured ally has been swapped out for Takumi, this card deals 20 more damage and recieves 10 less damage. Attack 1: Fujin Yumi Attack 1 Description: This attack does 70 wind damage and ignores effects that reduce damage (i.e. resistance, support cards, fields, powers, etc.) Attack 2: Clearing the Skies Attack 2 Description: This attack does 60 wind damage. If the target either has a weakness to wind, a resistance to earth, or is a wind core card, this attack does 40 more damage. Weakness: Earth Resistance: Impact
Name: BETRAYAL Core: Shadow Description: If used on Takumi, and the current opponent is Corrin (F), Takumi deals 30 extra damage and takes 10 less damage for the rest of the battle.
Name: Sakura Core: Crystal Health: 120 Power: Quiet Strength Power Description: If Sakura is at half HP or more and has been swapped out for another card, all allied robots recieve 30 less damage for 3 turns. This cannot affect Sakura herself. Attack 1: Heal Attack 1 Description: Select an injured ally in your deck and heal them by 50 HP. Attack 2: Blossoms of Restoration Attack 2 Description: This attack does 40 crystal damage. You may flip a coin. If heads discard 3 support cards and revive 1 defeated ally at half HP (rounded down) and add it to your deck. If you cannot discard the appropriate amount of support cards, you may instead sacrifice 20 MAX HP for each card. Weakness: N/A Resistance: N/A
Name: Moon Festival Core: Crystal Description: If used on Sakura, all cards in your deck (except this card) are restored to Full Health.
Name: Rally Strength* Core: Attack Description: All of your attacks deal 30 more damage for 3 turns. You may use as many "Rally" support cards in your deck at once. Effect stays even after any robots are defeated.
Name: Rally Defense* Core: Defense Description: All of your cards recieve 30 less damage for 3 turns. You may use as many "Rally" support cards in your deck at once. Effect stays even after any robots are defeated.
Name: Rally Magic* Core: Attack Description: All of your attack deal 20 more damage for 4 turns. You may use as many "Rally" support cards in your deck at once. Effect stays even after any robots are defeated.
Name: Rally Resistance* Core: Defense Description: All of your cards recieve 20 less damage for 4 turns. You may use as many "Rally" support cards in your deck at once. Effect stays even after any robots are defeated.
Name: Rally Speed* Core: Speed Description: For 3 turns, after any attacks, flip a coin. If heads, attack again at quarter power (rounded up). You may use as many "Rally" support cards in your deck at once. Effect stays even after any robots are defeated.
Name: Rally Luck* Core: Level Description: For 3 turns, at the beginning of each turn, flip a coin. If heads, all of your cards gain 20 attack and 20 defense. You may use as many "Rally" support cards in your deck at once. Effect stays even after any robots are defeated.
Name: Rally Skill* Core: Neutral Description: For 3 turns, all of your cards deal 10 more damage and recieve 10 less damage. You may use as many "Rally" support cards in your deck at once. Effect stays even after any robots are defeated.
* Rally Cards cannot be reused, even if returned from the deck via certain attacks.
Posted on September 4th, 2016 at 4:58pmEdited on 2016/09/04 at 5:02pm
Posted 2016/09/04 at 4:58pmEdited 2016/09/04 at 5:02pm
#16
Name: Great Shield Scroll Core: Shield Description: SCROLL - Grants user an extra power. When the user is about to be attacked, flip 2 coins. If both are heads, ignore all damage.
Name: Luna Scroll Core: Shadow Description: SCROLL - Grants user an extra power. When you are about to do a damaging attack, flip a coin. If heads, ignore any factors that reduce damage (i.e. support cards, resistance, powers).
Name: Sol Scroll Core: Flame Description: SCROLL - Grants user an extra power. When you are about to do a damaging attack, flip a coin. If heads, heal the user by 50% of the damage dealt (rounded down).
Name: Aether Scroll Core: Cutter Description: SCROLL - Grants user an extra power. When you are about to do a damaging attack, flip 2 coins. If both are heads, attack twice, utilizing effects of Sol, then Luna.
Name: Lethality Scroll Core: Shadow Description: SCROLL - Grants user an extra power. When you are about to do a damaging attack, you may flip 2 coins. If both are heads, the total damage dealt is increased/decreased to send the opponent's HP to 10.
Name: Renewal Scroll Core: Energy Description: SCROLL - Grants user an extra power. At the beginning of each of your turns, regain 30 HP. Activates even if the user isn't active.
Name: Aegis Scroll Core: Defense Description: SCROLL - Grants user an extra power. When you are about to be attacked, flip a coin. If heads, reduce the damage dealt by 50%, rounded down (i.e. 70 --> 40 (reduced by 30)).
Name: Miracle Scroll Core: Level Description: SCROLL - Grants user an extra power. When you are struck with a fatal blow, flip a coin. If heads, survive with 10 HP. Cannot activate if HP is already 10.
Name: Heavy Blade Scroll Core: Attack Description: SCROLL - Grants user an extra power. All attacks deal 30 extra damage, but you cannot use support cards while they are active.
Name: Dancing Blade Scroll Core: Speed Description: SCROLL - Grants user an extra power. All attacks deal 10 less damage, but you can use up to 2 support cards every turn.
Name: Ignis Scroll Core: Nature Description: SCROLL - Grants user an extra power. When you are about to do a damaging attack, flip a coin. If heads, take half the damage from another of your attacks (rounded down) and add it to your attack damage total.
Name: Counter Scroll Core: Swift Description: SCROLL - Grants user an extra power. Whenever you recieve damage from an attack, flip a coin. If heads, return 50% of the damage dealt to the opponent (rounded down). Can't activate if said attack defeats the user.
Name: Nilhil Scroll Core: Empty Description: SCROLL - Grants user an extra power. While this card is active, support cards and powers cannot be used on either side of the field.
Name: Vantage Scroll Core: Swift Description: SCROLL - Grants user an extra power. When this card is at 40 HP or less, this card can use 2 attacks every turn.
Name: Awakening Scroll Core: Level Description: SCROLL - Grants user an extra power. When this card is at 40 HP or less, this card deals 40 more damage, recieves 30 less damage, and can only be harmed by direct attacks (i.e. no support cards or powers).
Name: Savage Blow Scroll Core: Damage Description: SCROLL - Grants user an extra power. At the beginning of each of your turns, when this card is active, the current active enemy takes 30 damage. This cannot activate on foes with 30 or less HP.
Name: Salvaging Scroll Core: Nature Description: SCROLL - Grants user an extra power. Whenever you successfully defeat a foe, take a discarded support card and add it back to your deck.
Name: Lifetaker Scroll Core: Shadow Description: SCROLL - Grants user an extra power. Whenever you successfully defeat a foe, restore 50% of your HP.
Name: Self-Destruct Scroll Core: Shadow Description: SCROLL - Grants user an extra power. When the user is defeated, take the amount of health the user had before the last blow that defeated them, and deal that amount of damage to the foe.
Name: Canto Scroll Core: Speed Description: SCROLL - Grants user an extra power. After the user attacks, they may instantly swap out for another card.
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