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DarkGricer's cards
Topic Started: May 19 2016, 01:43 PM (2,540 Views)
DarkGricer
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Definitely an official card maker... Trust me, I am...
Yeah, well, I hope you're happy that you ruined the plans of fire breathing serpents around the world to get famous by calling themselves "dragons". They could've landed some nice jobs, man. Not anymore now that you've exposed them! :fistshake:
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Clockwork
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"Yeah, I like that meme." -Clockwork, 2016
[ *  *  *  *  *  *  *  *  *  *  *  * ]
Kiyo-tan gets lots of work because she is a qt3.14 yandere waifu, not because she is a fake dragon~
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DarkGricer
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Definitely an official card maker... Trust me, I am...
It's finally time for a comeback. Before I get started, I would like to mention that I have made small icons for each type of counter or token on this thread.

Onto the cards.

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Bleed Counter:
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A card with a Bleed Counter on them takes damage equal to 15% of the base HP of the card that placed the Bleed Counter on them at the end of every turn. Bleed Counters disappear after 4 turns. A card can only have 1 Bleed Counter on them at a time.

Stethacathus is a solid support to Metal attributes, giving them extra damage or extra protection based on their needs. Plus, it can always patch up its injured allies.

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Inoceramus is a solid defensive tank in lower tiers and combos very well with Stage cards that would otherwise be harmful to it. Its combination of skills allows it to serve as a trapper in multi battles, trapping the cards its allies fear, while the stage cards supporting it discourage its counters from coming in on it.

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If there's two things I'm obsessed with, its eurypterids and ediacaran life forms, so it's a shame the latter hasn't really gotten much attention outside of one move card. But here we have Dickinsonia. On its own, it's a rather annoying card, being untargetable by prehistoric creatures. But its true strength comes from being teamed with healing cards. Though it will never be an offensive threat, the more healing it gets, the more HP it gains in turn.

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(Note: Trench has a typo. It's supposed to say "allied cards CAN CHOOSE to forego their ability to attack. Unfortunately I cannot fix it right now.)

Bothriolepis is an interesting support card. Focused on keeping its allies alive, the use of Bothriolepis means sacrificing offensive potential to instead keep your cards unharmed. Whether this sacrifice is worth it depends on how well you use it.

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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%.

Though small, Yawunik is not a card to be underestimated. Not to be used willy nilly, it requires proper timing or good support to be used at its fullest potential. But if these requirements are met, Yawunik can be a brutally powerful card.

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Frost counter:
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If a card has at least 3 Frost counters, the next Ice attribute dattack that hits it consumes all Frost counters on it. After the counters are consumed, the card on which they wer placed is Frozen. Frozen cards cannot have more than 1 Frost counter on them.

An odd card. Yutyrannus is a bit of an offensive tank. Freeze over allows it to disrupt opposing strategies by changing Water attributes into Ice attributes. Frostbite also combos well with Freeze Over.

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Likely the tankiest of all support cards on this thread, Nodosaurus takes a different approah to protecting its allies. Rather than reducing damage dealt to them, Nodosaurus takes the hits for its allies. It's own ability to dish out hits is certainly lackluster, but its Unbreakable Shield allows it to stall for its allies for quite a while.

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Though in general a rather weak card, Byronosaurus' Nest Parasite is an invaluable ability, especially given its otherwise sub-par nature. Micropredator gives it a but more punch against even weaker cards, but for the most part, this card's function depends entirely in its ability to stall with Nest Parasite.

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Bleed counter:
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A card with a Bleed counter on them takes damage equal to 15% of the base HP of the card that placed the Bleed counter on them at the end of every turn. Bleed Counters disappear after 4 turns. A card can only have 1 Bleed counter on them at a time.

Velocity counter:
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A card with Velocity counters on it can choose to consume 3 Velocity counters. If they do so, for one turn, all attacks targeting it miss and it can attack an additional time.

Blitzing into battle is Dromaeosaurus. A solid low tier card. Maximum Velocity is a great tool for its survival, while the combination of Velocity counters and Violent Pack allows it to deal some serious damage with proper support. But without support, it remains a frail, weak card.

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Brutalize counter:
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A card with Brutalize counters can consume them to gain one of the following effects of the user’s choice (No limit on how many Brutalize counters can be used per turn. Cannot choose the same effect more than once per turn):
- Brutal Attack: The user’s next attack deals double damage.
- Executing Attack: The user’s next attack deals bonus damage equal to 50% of the target’s missing HP.
- Hastened Attack: The user’s next attack moves before other attacks.
- Piercing Attack: The user’s next attack ignores damage reducing abilities.
- Ravaging Attack: Place a Cripple and a Crush counter on the target of the user’s next attack. If the target already has Cripple and/or Crush counters on them, double the amount of Cripple and Crush counters placed on them instead.

A sweeper through and through. Judging from the amount of text on its card, it is easy to brand Rubidgea as weak, simple card. However. its strength comes from the incredible power provided by its Brutalize counters, allowing it to enhance its attacks in a variety of ways, even stacking different enhancements on top of each other. Rubidgea is certainly not to be underestimated

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Charge counter:
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No effect on its own.

The Epic card of this batch. Parabrontopodus is a tank, with loads of HP and Lord of Storms, it's mere presence on the battlefield is a problem. Added on top of that, Thunderclap is a powerful attack that hits all other combatants for some damage as well. To add insult to injury, Lord of Storms lets it spread Charge counters that it can use to not simply boost its damage, but also paralyze its targets.

And now onto some more stage cards.

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A rather simple card. Mountain Peak is an excellent card in a Wind themed deck, though Ice attributes can work alongside it as well.

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Old Mineshaft is a much less harmful card. It is best used when paired with defensive support card such as Bothriolepis or Inoceramus, though one must take care not to let this stage card go so easily.

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The first stage card of a non-standard attribute. Slaughterhouse is a nightmarish card for a defensive deck to face, giving many of the offensive cards that use it the wallbreaking power they need.

That's it for now. I should have some more cards coming up soon.

Edit: And by soon I mean once my Mac figures out how to internet again.
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