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DarkGricer's cards
Topic Started: May 19 2016, 01:43 PM (2,538 Views)
DarkGricer
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Definitely an official card maker... Trust me, I am...
So, given that this site's been getting a good dose of revival, and I still have a love for designing cards, I figured I might as well make this thread to post some designs I have made. I might not be a card maker (At least not yet, and probably not for the foreseeable future), but that's not gonna stop my creative mind!

Now, here's the first batch:


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So here's Titanophoneus. Normally, it's a pretty bad card. Low HP, low damage, no crazy status conditions to speak of. But as you can tell, Titanophoneus is a dedicated anti-power card, becoming stronger the bigger and badder its opponent is. This thing packs enough of a punch to one shot a bunch of the site's sauropods, especially the likes of Amphicoelias and Bruhathkayosaurus. The bigger they are, the harder they fall.

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Corpse counter:
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This counter can be consumed to restore 20% of the owner's HP. If the owner of this counter is defeated by a card not of the death attribute, this counter explodes, dealing 20 damage to all other cards, and 40 damage to the card that defeated its owner. If the owner of this counter is defeated by a Death attributed card, this counter is moved to that card.

One of may personal favorites. Another card that is normally quite weak, but can wreak some serious havoc if allowed. In contrast to its fossil counterpart, mass graveyards involving this card usually end with a pile of bodies from any species BUT Metoposaurus. Seriously, if you see this thing, kill it before it gains the power of a hundred zombies.

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Something that might not seem like it makes sense, coming from me, but I really enjoy making support cards. Hibbertopterus is one such cards. Welcome around Water and Nature attributed cards alike, Hibbertopterus lives to keep its allies unharmed. It's heal might not be too spectacular, but the sheer amount of damage it can mitigate with both of its abilities can be quite high. Needless to say, it is not to be underestimated.

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Titanic Token:
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HP: 100
Type: (Same as summoner)
Abilities: Link (This Token is connected to the card that summoned it. If the card that summoned it is destroyed, all connected Titanic Tokens are also destroyed. This Token can only attack when the card it is connected to attacks, and must attack the same target.)
Attack: Mirror Strike, ??? (This attack deals a third of the damage that the attack of the connected card dealt.

Crush Counter:
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For every Crush Counter on a card, its damage reducing abilities are 25% less effective.

Titanis is probably the least viable of all these cards at high level play. But it is quite strong for a card with 40 HP. Titanic Image provides it with a solid meat shield that can be very difficult for weaker cards to bring down. Titanic Axe also allows it to get past the defenses of its opponents as long as its Titanic Token is still up.

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Last but certainly not least, the big bad itself, Dreadnoughtus! Though not the strongest of sauropods, its has its fair share of abilities that keep it notable. I mean, I'm just saying, but this thing cares not for your Aqua Devastators and would rather continue stepping on everything you ever held dear.

That's it for batch number 1. Expect to see more cards soon.

Edit: CB is apparently allergic to Imgur. Reuploaded everything on Photobucket so it works now.
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Apatosaurus
It's Legalosaurus to you.
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I almost reported you for lack of a like button :P
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Superdude327
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That needs to be rectified sometime soon.
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Altaria
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I NEED Hibbertopterus in my life.

In which Card Battles takes place in an alternate universe from Genome Incorporated where, among other things, reporting people to the authorities is a gesture of love or approval.
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DarkGricer
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Definitely an official card maker... Trust me, I am...
Altaria,May 19 2016
11:37 PM
I NEED Hibbertopterus in my life.

In which Card Battles takes place in an alternate universe from Genome Incorporated where, among other things, reporting people to the authorities is a gesture of love or approval.

Eurypterids are love. Eurypterids are life.

In related news.


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Most obscure yet completely awesome creature ever. Gigantoscorpio is more of an offensive support. It is highly effective when partnered up with powerful Poison attributed card, giving them turbo-damage while they give it turbo-healing. Even on its own, it's still a notable threat against weaker cards, though nothing spectacular.


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Sacrifice counter (Formerly Skull counter):
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For every Sacrifice counter on an allied card, all allied cards are healed for 10 HP at the end of every turn.

One of my all-time favorite synapsids, one with a name that's just begging for a mythologically influenced card. Anteosaurus is a scary, scary force in multi-battles, gaining lots of power for each of Gaia's children present. Once it's accumulated a bit of a killing spree, it will also begin to sustain itself and any other Water attributed cards present. Truly a scary, scary force.


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I hope you like eurypterids, because if you don't you are a terrible person and I will disown you there's a lot of them this batch. Pentecopterus is a tank, constantly forcing retreats and wearing the enemy down as its bulk keeps it nice and safe. Additionally, it works extremely effective when teamed up with other Water attributed cards, gaining death-defying abilities.


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What is this? A sea scorpion for whom the name makes sense? Well you know I'm gonna make it poison people. Its damage numbers might not be very impressive on their own. But its combination of boosted Poison and Heart Attack allows this otherwise sub-par card to dish out a ton of punishment. Whatever you do, don't let it sting you.


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The final eurypterid for this batch, or is it a spider? I'm pretty sure eurypterids aren't supposed to spin webs. Wait, is that even a real web? Well anyway, the point is that Megarachne is a eurypterid that tries to be a spider. And I'd say it succeeds at that... for the first 5 turns its on the field. It's got a pretty powerful start, but wait too long and it becomes a pretty bad card.


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What? Did you really think this wouldn't immediately be a thing as soon as Card Battle got revived? This one true king of the mammals certainly packs a punch. Whatever doesn't kill it only makes it stronger.


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Cripple Counter:
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For every Cripple Counter on a card, it deals 15% less damage, up to a maximum of 90%.

Last, but not least, we have PLS in card form. As expected, she thrives when she is hurting things. In fact, her entire kit revolves around it! A combination of Sadism and Cripple Counters allow her to mitigate a good amount of damage, whilst King of Gore (Wait, shouldn't PLS be the QUEEN of Gore?) gives her an emergency heal that can also be a nuclear bomb if everything on the field has loads of Cripple Counters on it, but I doubt that's very likely to happen.

Until I card-ify some of my other cards... >:)

Edit: GIGANTOSCORPIO DID NOT HAVE STATS THAT AREN'T SUPPOSED TO EXIST yet, OK?! YOU SAW NOTHING!
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DarkGricer
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Definitely an official card maker... Trust me, I am...
And another batch. This one's pretty big.


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Right of the bat, we have the one and only Eurypterus! Pretty much, it's the new and improved Plains Ginudi. Unsurprisingly, like many of my eurypterids, it has the Wing Gust ability, so it won't be the only thing being retreated. That said, its low attack power means it probably won't be doing much other than slowly wearing down its opponents.


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On the opposite spectrum of eurypterid power is Acutiramus. A true nightmare for many Earth attributed cards, and also quite a threat to even some of the stronger Fire attributes, Acutiramus name rings true. Once it takes aim, there's no escape.


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Brontosaurus here goes hand-in-hand with the Apatosaurus update I suggested. Naturally, it borrows from the current Apatosaurus, having the good ol' Lightningrod ability. However, when the Wonder Twins come together, Brontosaurus pulls out some other tricks out of its non-existent sleeves.


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This is definitely not a card you want to use in a single battle. However, in multi-battles where it can have a bunch of allies backing it up, Archosaurus becomes an excellent low-level card. However, if that's what you're looking for, you might also want to consider...


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... Ouranopithecus! Though not capable of buffing itself to the extent that Archosaurus can, Ouranopithecus is far more generous to its allies, inspiring them more and more for every foe they smite. Heck, if you want to be an absolutely disgusting person, you could think about using Archosaurus and Ouranopithecus TOGETHER. :P


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Moropus here certainly has an... interesting... battle strategy. It has great power compared to other cards of similar HP, but seems a bit too lazy to make full use of it. So lazy in fact, that it might just end up spontaneously falling asleep. But if you can work around its laziness, Moropus is quite the force to be reckoned with. I only just realised how disgusting of a combo Moropus + Ouranopithecus would be.


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From the dopey, we come to the terrifying. It's high base HP already makes taking down Sarcosuchus a daunting task for many cards, even if its base damage is not particularly high. The addition of its % missing HP damage doesn't make it any easier to take out either. Like with Metoposaurus, coming in against a low HP opponent to score a quick, easy kill is an excellent strategy that allows it to snowball out of control quite easily.


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Cockroaches are great, and Apthoroblattina seeks to prove it, even if, technically speaking, it's not quite a cockroach. Either way, Apthoroblattina is a great support to have around other Nature attributed cards. With it around, the battle is sure to turn into Healfest 2016, at least on your end of things. Being a pseudo-cockroach, Apthoroblattina is a quite tricky to take down. Or at least, tricky enough that an apocalypse isn't gonna do the trick.


That's it for this batch.
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DarkGricer
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Definitely an official card maker... Trust me, I am...
Mor cerds fer yu al.


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Starting off, we have Erythrosuchus. It certainly is an... interesting support. Engulf, though it can be a risky move, is also an excellent way of healing cards in your hands. Blood-Red Beast certainly helps it stay alive, allowing it to take hits even from the likes of Tyrannosaurus as long as it's got a buddy on the field. Its damage isn't something to brag about, but in case you haven't noticed, this card cares more about not dying than it cares about killing things.


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Oh my. Erythrosuchus has a secret dark side it seems. It has chosen to no longer restrain its appetite. The same belly that was a safe haven for its allies has now turned into a graveyard for its enemies. However, without restraint, it is only a matter of time before its own appetite drags it down.


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I imagine a lot of you will like THIS card. Barameda is a great card to have around if you like having some of the more frail cards around. It takes its job as a guardian very seriously. Those who do not heed its warnings will find out first hand what an angry bodyguard can do.


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(Note: When Keeper of the Winds is deactivated, this card is returned to its base HP)

Oh, you thought Erythrosuchus was a risk-reward card? Try Aeolosaurus. A potentially enormous risk is accompanied by an equally enormous reward. If you've got a lot of Wind attributed cards, Aeolosaurus can easily gain enough power to be on par with Epic cards, if not more powerful. The risk of course being that if your hyper-Aeolosaurus ends up being defeated, it's taking 90% of your deck with it.


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And here you have a card with an ability I would never slap on something that is even halfway good in other departments. And its effect also makes sure that Chaos Genesis, Evolvers and mimicking cards can't slap it onto halfway good cards either. Crowned King is hands down one of, if not THE most powerful ability I have ever designed, so, needless to say, this thing would be pretty powerful in low-tier matches. But thankfully, it's sub-par HP and attack power keep it in check.


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Good ol' Torosaurus. One of my childhood favorites. Many cards with big scary crests like to scare their enemies whenever they suddenly materialise out of card form. Torosaurus does the exact opposite. Instead of making it so that it won't be damaged by paralysing its foes, it prefers to ensure it's survival by murdering the crap out of them. That said, its big frill does still serve to intimidate anything that survives.


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Pro tip: Megalograptus is not a card you want to send out on the very first turn of the battle. Although, unlike what the name of its ability suggests, no victory is written in stone, Megalograptus can easily turn the tide of a battle, even if it is one's only remaining card. Each fallen ally only makes it more and more difficult to deal with, until it becomes a nigh unstoppable force.


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Making all these cards has made me wonder why there so few Poison attributed cards on this site. Seriously, there's more Poison attributes on this thread than there are Lightning or Nature attributes. Anyway, here's Brontoscorpio. Though a rather low tier card in general, Venom Seeker Storm can put a big dent in anything weak to Lightning. Water attributes, beware of Poison. Because Lightning. That makes no sense outside of this context.
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DarkGricer
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Definitely an official card maker... Trust me, I am...
And here's another new batch, this time featuring Move cards.


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Deimos Counter:
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If a card that has any Deimos counters on it is defeated, the card that defeated it is unable to attack next turn.

First we have Dinodontosaurus. Quite tanky for a low level card, it can combine its bulk with a new version of Terrible Aura to keep itself alive for quite a bit, all while beating down the enemy with Deimos Tusk.


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Pristichampsus isn't a very complex card, yet Accelerate allows it to constantly modify its approach to a battle, switching between speed and brute force on the fly.


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I know what you might say. "25 damage? Shouldn't it be either 20 or 30?" Well, Sigma and I had a little talk last night and he said HP numbers ending in 5 are fine, so I can only assume damage numbers ending in 5 are fine too. Either way, back to the card at hand. Aegirocassis is an excellent support when combined with other tanky cards, as it increases the bulk of its allies, and the bulkier its allies, the less Aegirocassis has to worry about.


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And here we have Ceratosaurus/Certosaurus, featuring an ability-fied version of Saurian Weaponry/Weapontry. In addition, it shares the Tank ability with Dinodontosaurus, which, combined with the raw damage of Power Jaws, makes it a very threatening lower tier card.


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Another one of my favorite dinosaurs. Being a mountain sauropod, it should come as no surprise that it is very, very bulky, even if much of its bulk is lost against Wind, Water and Earth attributes. Mountain Range further reinforces its defenses, while Tectonic Rift gives it a solid attack that can take out multiple opponents, though it's allies might not be too big of a fan of it.


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And here are the move cards. Starting of we have Bone War. It should come to no surprise that Cope and Marsh are perfectly willing to play dirty, even in card games. 3 active creatures in a single battle is certainly within their border. To add insult to injury, they're also willing to mess with the opponent's supply of creatures.


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Nothing goes unnoticed to the eye of Sauroniops. And nothing is safe from its gaze, not even those who have long retreated from the battlefield.


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Finally, Miracle Heal. If Agathaumas is the creature behind the card, then you know you can't go wrong with it. Though not as strong of a heal as Nature Heal, Miracle Heal lasts longer and keeps the healing creature safe from status conditions.
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Apatosaurus
It's Legalosaurus to you.
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AS AN AVID SAUROPOD COLLECTOR I NEED AN ANDESAURUS
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DarkGricer
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Definitely an official card maker... Trust me, I am...
So, today's is gonna be a short batch. But trust me, it doesn't need to be long to be pretty dang awesome.


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Starting off we have Embolotherium. An odd card that gains damage the longer it is off the field. Its whole kit is designed around constantly switching it in and out. But be careful. If it goes to fast, turning around is easier said than done.


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Brother to Barameda, but a lot less protective over its allies. Rhizodus prefers to fuel its own strength by draining the strength of its fellow Water attributes, though it certainly appreciates having a couple Water attributed allies on its side.


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And what do you know, the next card is a perfect partner for Rhizodus! Toujiangosaurus supports all Water attributed cards, though at the cost of being quite vulnerable to opposing Water attributes. As mentioned before, Rhizodus is an excellent partner, due to its natural tendency to scare off opposing Water attributes, who wouldn't want to fuel its growth.


And now for the final card of the batch. A card I bet at least some of you have been curious about.


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Upgrade 1 abilities:

Steel Plates, innate (This card takes 40 less damage from all sources. If an attack or damaging ability failed to damage this card, this card is unaffected by its secondary effects.)

Recharge, normal (For 2 turns, this card cannot attack or retreat and takes half damage. At the end of the duration, this card is fully healed. This ability has a 5 turn cooldown.)

Upgrade 2 abilities:

Titanium Plates (Upgrade of Steel Plates), innate (This card takes 80 less damage from all sources, plus an additional 20 for each additional upgrade after the second. If an attack or damaging ability failed to damage this card, they are rebounded. This card cannot be defeated by effects that do not deal damage.)

Overcharge (Upgrade of Recharge), normal (For 2 turns this card cannot attack or retreat and it takes 66% less damage. At the end of the duration, this card gains HP equal to 120% of its base HP. This ability has a 5 turn cooldown.)
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Here it is, my baby! Technosaurus is to me what Arthropleura is to Sigma or what Amphicoelias fragillimus is to Clocky. (It is also the number 1 reason why we need the Metal attribute ASAP! :fistshake: ) Though it starts of as a rather weak card, Technosaurus evolves over the course of battle into a force that can go toe to toe with the likes of T.rex itself. Heck, if you have the time, this thing can develop into a powerhouse on the level of Amphicoelias! If you have the time, that is, which I doubt anyone is ever going to have, unless their opponents literally cannot touch it in the first place. Its arsenal of abilities allow it to serve as a great tank (Did you expect anything else from something made of metal?), while its attack give it a great offensive presence as well. I mean, geesh, Electric Overload deals a ton of damage, though it does leave Technosaurus vulnerable for the next 2 turns, so I guess it balances out.
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Altaria
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Have I ever told you that I really like the vast majority of your cards and that they give me a sort of nostalgia?
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DarkGricer
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Nope, but better late then never. :D

See, everyone likes my cards, so I obviously deserve a promotion. P:
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DarkGricer
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And here's the latest batch, introducing something new in the form of type icons! These icons allow for cards to have multiple weaknesses and resistances (Thus allowing for offensive and defensive cards/attributes to be further distinguished.) without taking up like most of the lower half of the card. Which could come in useful if *redacted*! Each icon should be fairly easy to identify, as it is of the same color as the attribute it represents. And if you've got good eyes, you can also identify them by the unique markings each one has, but given how small they are, that might not be so easy.

Earth:
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Fire:
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Lightning:
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Nature:
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Poison:
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Water:
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Wind:
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Now, onto the actual cards.


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Though primarily meant to be used by beginners, Eyes of the Gorgon can be used to great ends even if higher tier battles, as it can take out pretty much anything with the proper setup. In lower tier battles, however, Leogorgon serves as quite a powerful offensive card, able to switch in for free against most opponents and abusing the effect of Gorgon's Tusks.


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Entelodonts are awesome, at least 50% as awesome as eurypterids, which is pretty dang awesome. So here's the namesake of the group. On its own, Entelodon isn't too bad to deal with, even for lower tier cards. However, thanks to Great Completion, you absolutely DO NOT want this thing to have a buddy covering its back, for that will make it a nightmare to deal with, unless you have some pretty strong cards.


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Archaeotherium is pretty much the team-friendly, but less powerful version of Megalograptus. Primal Power increases its strength as the battle goes on without the need of having its friends slaughtered in the process. And Berserker Roar is a useful tool for allowing it to last a couple more turns.


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Never thought I'd see a big dang elephant be a support, but here is just that. Gomphotherium is a tank's best friend, while they, in turn, keep it from being hit. A whopping 3 resistances also makes it capable of taking hits fairly well.


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Oh hey, It's Moby Dick. Interestingly, it's sort of an anti-Water attribute, but only against creatures that are only partially Water attributed. Pod Hunter also makes it more lethal in groups, because judging from Melville's book, we clearly needed MORE white whales.


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Finally, here's a fly-ey thing. Haast's Eagle's job is pretty much to trap cards and proceed to murder the crap out of them. Though not outright immune to the shenanigans of Earth attributes, Soar does give it a temporary immunity, as well as a damage reduction from most other attributes. And after it's done flying high, it can swoop down for an extra powerful that's pretty much sure to finish its trapped target off.


So, that's all the cards. Please tell me what you all think of the icons, so I know if there's any point in adding them on future cards.
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Altaria
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OMG YES. Wow, I actually quite like the idea of the icon system!!! Honestly one of my absolutely positively favorite things about card battles is that despite many cards sharing the same attribute, they all have unique resistance and weaknesses to different elements! I feel like it really gives personality to the cards, like a final loving touch to each individual creature that gives it uniqueness based on the individual animals and not on whatever fictional type they're assigned to. Honestly I like to think that it makes GI pretty unique. If it was the same old "water is weak to nature, nature is weak to fire, fire is weak to water" every single time we'd be literally every other soulless card game out there. A low bugdet pokemon or a homebrew dinosaur king lol. Instead the unique R/W really gives our cards character and love; I remember designing card suggestions and spending most of my time figuring out what W/R combos would give the most justice to the creature I wanted to represent. Now with the ability for multiple W/R I think it might be a bit harder to balance but it would certainly make this place more beautiful and unique. The cards here are a labor of love imo, not the product of soulless capitalist industry. Also I totally need to put that wind icon in my sig haha
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DarkGricer
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Well, given that reaction I think I'll continue to use them. :P

Also, 3 more icons:

Dark:
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Light:
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Death:
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Now back to the cards.


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Another excellent card for beginners. Most potent in multi battles, Pyrotherium's abilities allow it to deal a lot of DoT as well as keep itself nice and healthy. The downside being that it's not the best ally for a non-Fire attribute to have.


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Angelosaurus is an interesting support. In addition to healing allies, it also keeps them from being OHKO'd. Sacrifice also means that it can actually be a good thing when this card is defeated. Also, even though it has 3 weaknesses, they are all to attributes that are quite rare in the prehistoric section.


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Yes. That's a pun. Deal with it. B)

Err... anyway. Diprotodon is all about timing. The buff from Never Surrender is quite powerful, but it only gets one chance to exploit it per battle. Thus, it is quite tricky to use right. But if you do send it out at the right time, it can deal a lot of damage.


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Ophiacodon is quite nasty. Not really on its own, but the kind of allies it encourages the player to put next to it is very nasty indeed. If you see Ophiacodon, you can expect to see a lot of status inducing cards standing by its side, or even cards that buff status conditions, like Stylonurus and Gigantoscorpio. Really, it's just going to be quite unpleasant.


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And his name is Jon Keria! Sorry. That's what I think of everytime I read Jonkeria's name. Anyway, Jonkeria has some fairly interesting abilities. Molten Rock grants all its Earth attributed brothers and sisters the Fire attribute. How you can go exploit this ability, I'll let you discover, but changing the attributes of other cards is hardly the only thing John Cena does. Obsidian Hide does provide some solid protection, though it is far from impenetrable, while Obsidian Fang is particularly nasty if used on Burned cards.


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If something has two abilities named after an awesome song and a mythological monster respectively, you know it can't be that bad. The saying "you're not getting any younger" doesn't quite apply to Rutiodon, even if its getting all its youth by draining it from its enemies. It's not exactly the bulkiest thing out there, but who needs bulk when you're sapping away your opponent's ability to do damage?


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Crush Counter:
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For every Crush Counter on a card, its damage reducing abilities are 25% less effective.

And finally we have Ptychodus. Though it is not the most powerful of cards, it is quite tanky. Gentle Giant gives it the damage reduction whilst Shellcracker gives it solid sustain, whilst simultaneously breaking through the enemy's defenses.
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