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Realm of Beasts TCG: Relapse


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After 2 Failed attempts, I finally decided to go back to a much more simple engine for the game. Thanks for all the support from the past two threads. Before I start, I just want to dump all of the OCG Grammar and Symbols into a small spoiler.

[spoiler='You actually want to read this? LOL']
■□≠∞→•='#[/spoiler]

[spoiler='Card Grammar Rules']Now what they mean.

■ Designates an Activated effect, one you must declare by first fufilling the conditions written on the card, then declare you are activating the effect of said card.

□ Insignates a Continous effect, and can be negated upon a card's play. You do not have to declare the activation of these effects, as they will activate immediately upon play.

≠ Does not equal. Instead of writing "If this does not equal 3" The game writes it as "≠3."

= Equals. Same as last one. "=3"

∞ Infinity. Repeat effect infinite number of times. If □∞ is written on a Card, it means the effect Infinately applies itself until the card is removed from the field.

→ Insignates a Cost Effect. Cost effects are activated effects.

• Insignates a Quick-Play effect. These effects can be used on your opponent's turn.

' If a card name is written in following grammar, It is not a valid target for a specific effect. I.e: "Valkyrie's Lance" and 'Valkyrie's Lancer' Although Valkyrie's Lancer contains both keywords, it is not a valid target as it is [b]not [/b]Valkyrie's Lance.

# Number. This is usually used when a effect can be used multiple times in 1 activation. I.e: Let's take Brionac and Realm of beasts-ify his effect.

"Discard # Cards. Return # Cards to your Opponent's hand = to the # Of cards discarded."

It looks wierd, but it shortens card text down. If a negating effect is used on a '#' effect, all attempts of the effect are negated. If you discarded 3 Cards and it got negated, you would lose all 3 chances.[/spoiler]

[spoiler='Game rules']Game rules and structure of a turn:

Turn Zero(After selecting turn order)

•Both players choose a World card, and move it to their active World Zone.
•Turn ends

Turn One

Draw Phase
•Turn player draws a card.
•The other player can now activate a Response Card or Activate a Quick-Play Effect.

Check Phase
•Check the field for win conditions, place 1 Counter on World Cards.
•Turn player can state he/she wants to check his field. During this time, any card they control can be viewed(Even face-down cards) and both players can activate Quick-Play Effects(They cannot activate a response card yet.)

Turn Phase
•Turn player can now Play 1 Creature, set Activation and or Response cards, trigger the effect of World Cards, and activate Response and Face-down Activation Cards. Player 1 Can also Mount Creatures during this Phase.
•Player 2 Retains all Card Priorities when not the turn player(Response cards and Quick-Play effects.)

Battle Phase
•Turn Player can attack creatures.
•Player 2 retains card priorities(Until end of turn, fyi.)

End Turn
•Turn Player can check his field one more time if they wish to.
•Turn Player ends their turn.

Repeat until 1 Player wins.

[spoiler='CARD SPECIFIC RULINGS']
[spoiler='CREATURE TYPING VS MOUNTED CARDS']
If at any point, a Mounted Activation and or Creature's Activation Requirements are not met while it is Mounted, immediately destroy it. This applies even if 1 of them is broken, if there are 3, only one needs to be false to destroy the card.[/spoiler][/spoiler]

Types of Cards

•Creatures

Creatures are the main cards, and should take up roughly 15 to 20 Slots in your Deck. Each Creature has a 'Guild' which tells you how many of a specific card you can run, and how it can be played. Anything between Guilds 1-7 can be played in 4 Copies. Guild 7 Creatures require you to destroy 1 Creature you control to play. Only up to 5 Guild 8-9 Creatures can be played, and they require 2 Creatures to be destroyed to be played. Only 1 Guild 10 Card can be played in your deck, and they usually have specific requirements to play.

•Activation

Activation cards are somewhat similar to Spell Cards. However, they work like Trap cards that you can activate the turn you set them. Also they can be attacked whilst face-down which will trigger their effects.

•Response

Well, these work like Traps. Again, they can be attacked while face-down and most have an activation requirement. Response cards cannot be activated if they would be destroyed, so no herpaderpa I activate this herpderp so you just wasted your card.

Yep, the type of cards where inspired by Yugioh. But hey, they are not exact copies.

•Mounts

Mounts can be any type of card. A card is a mount by the subtype "-Mount" Written after it's main typing. Usually the card will ask you to mount it for effects.

•World

World Cards are not played in your main deck. You can have up to 3 World Cards. You must have a world card in play, and if all 3 are removed somehow from the game: You lose. World Cards gain a counter each turn which is used to fuel their effects.

How to win and stuff:

•Destroy all 3 Of your Opponent's World Cards
•Opponent has 60 Damage Counters
•Card Effects

If your Opponent controls [b]no cards[/b], a creature can declare an attack on the player or their active world card. The world card loses counters equal to total damage. If it has no counters on it after the attack, destroy it. If the player is attacked they take damage equal to the total damage etc.

•Abridged Rules
•You must have a world card in play, when one is destroyed replace it with another.
•You can only play 1 Creature per turn. Only 5 Guild 7-9 Cards in your deck and only 1 Guild 10 in your deck.
•Decks must be exactly 60 Cards.
•Up to 4 Copies of any given card can be played unless banlist and or card rules state otherwise(such as guilds.)

BANLIST

None yet.[/spoiler]


Cards[More coming tommorow or later, bit lazy atm.

Base Set, Battle for Moonvalleyl! [Base]
[spoiler='Click here ']
•Moon Soldier[Base 1]
•Guild 4
•Power:3
•No effects.

•Moon Valley[Base 2]
•World
• During each Check Phase, place 1 Moonveil Counter on this card. When this card has a specific number of Moonveil Counters:
□3: All "Moon" Creatures gain 1 Power.
□5: "Moon" Creatures cannot be targetted.
□7: Remove all Moon Counters from this card, Play 1 "Baku or Nawa" from your deck.
[i]"By Day, a home. By Night, a hiding place."[/i]

•Moon Hunter[Base 3]
•Guild 4
•Power: 3
•When you play this card, select # of cards Opponent controls. You can discard any # of cards equal to the # of cards you selected, and destroy cards equal to the # of cards you discarded, except World Cards. If you activate this effect, skip your next turn.
[i]"The beasts are no match for his crossbow. His safety is no match for his crossbow's reloading time."[/i]

•Vampric Dragon - Scar the Caller[Base 4]
•Guild 4
•Power:4
•When this card is played: Place 1 Blood Poison counter on any card your Opponent Controls.
→Once Per Turn, Remove 1 Blood Poison Counter from 1 card on the Board: Add 1 "Vampric Dragon", 'Vampric Dragon - Demise the Dragonic Ruler' to your hand. You can only activate the effect of 1 "Vampric Dragon - Scar the Caller" Per turn.

•Blood Poisoning[Base 5]
•Continuous Activation
•Once per turn, you can double and re-distribute Blood Poison Counters on the field. If there are 15 or More Blood Poison Counters on the field, you can destroy all Blood Poison Counters on the field and play 1 "Vampric Dragon - Demise the Dragonic Ruler" From your Deck, Ignoring the usual play conditions.
[i]"To give is to take. Unfortunately, their bite is poisonous."[/i]

•Vampric Dragon - Klar the Slaughterous[Base 6]
•Guild 6
•Power: 5
• You cannot play this card normally. Remove 1 Blood Poison Counter from the field to Normal Play this card. When a "Vampric Dragon" Creature destroys another creature by battle: ■ Place 1 Blood Poison Counter on 1 Card on the field.

•World-Eater's Scout[Base 7]
•Guild 2
•Power:0
•When you play this card, put 1 Hunger counter on 1 World Card on the field. During your next turn, you can remove the Hunger Counter from that world card and add 1 "World-Eater" Card from your Deck to your Hand(Even if this card is no longer face-up)
[i]"They're not evil, he just looks for the most delicious rock for them to feed on."[/i]

•World-Eater, Tar the Ravenous[Base 8]
•Guld 3
•Power:3
•When you play this card, you can select 1 World Card in your Inactive world card zone, and mount the card to it.
→Unmount the World Card, and select 1 "World-Eater", 'World-Eater's Scout' In your Discard Pile and play it.
"[i]The smallest of the world eaters. So small infact, he finds a simple mountian a ordeal to eat."[/i]

•World-Eater's Plain[Base 9]
•World
•During each check phase, place 1 Counter on this card, and then # of Hunger Counters equal to the # of World-Eater Creatures you control.
[i]"They're not from another planet or dimension. They just enjoy eating. I mean, they're the most docile creatures ever, they give everyone a good fair amount of time to move away before they start to eat, and their process only helps with construction. Though their plains are a bit hard to get to. Their leader decided it was delicious. - Moonveil Studier"[/i]

•Vampric Dragon - Leer of the Thunder[Base 10]
•Guild 8
•Power:7
•You cannot play this card normally. Remove 5 Blood Poison Counters from anywhere on the field to play this card.
→Once per turn, you can discard # of cards. Place # of Blood Poison Counters on any card(s) on the field up to the # of cards discarded. If this card would be destroyed, you can remove 1 Blood Poison Counter from the field instead. □ If you activate this effect, place 3 Corrosion Counters on this card. During each of your Draw Phases, remove 1 Corrosion Counter from this card. □ When it has no corrosion counters, destroy it and place 3 Blood Poison Counters anywhere on the field.

•Moon Assassin[Base 11]
•Guild 3

→Once per turn, Discard 1 Card: Select 1 Card on the field and destroy it.

•Vampric Dragon - Shadow the Deathraiser[Base 12]
•Guild 5
•Power:5
•When a "Vampric" Creature you control is destroyed, you can send this card from your deck to your Discard Pile. While this card is in your Discard Pile:
∞ All "Vampric" Creatures gain 2 Power.
[i]"He's already dead enough, of course: That isn't an excuse that he can't make others dead too."[/i]

•Vampric Dragon's Self-Destruction Technique[Base 13]
•Activation
•Select and Destroy 1 "Vampric Dragon" Creature you control, then place 5 Blood Poison Counters anywhere on the field.
[i]"It's a little slow, I'll grant you that. Unfortunately, anything in a 200-Mile radius will be uninhabitable in 5 days. So just hurry up on your merry way. - Vampric Dragon - Gull the Poison Fang"[/i]

•Vampric Dragon - Gull the Poison Fang[Base 14]
•Guild 2
•Power:4
•When you play this card, place 5 Day Counters on it. During each of your Check Steps, take 1 Day Counter off this card, and increase it's power by 1. When it has no Day Counters on it, destroy it and double and re-distribute all Blood Poison Counters on the board.

•World-Eater, Calamio: Ruler of the World-Eaters[Base 15]
•Guild 10
•Power:15
•You cannot play this card normally. When a world card is destroyed:
→Destroy 1 Card you control, then play this card.
When this card is played, Activation or Response cards cannot be triggered in response to this card. Once per turn:
→Take 1 Damage, Destroy 2 Cards your Opponent controls, then remove 2 Counters from your World Card. If you don't activate this effect, place 1 Hunger Counter on this card during the end of your turn. If it has 3 or more Hunger Counters on it, you must activate this effect. Once per turn,
■ Mount 1 Creature to this card, It gains all the Power and Effects of that card, you can send the Mounted Creature to the discard pile to place 1 Counter on your World Card. When this card is destroyed, Select and play 2 "World-Eater", 'World-Eater's Scout' From your Discard Pile.


•Flare Arrows[Base 16]
•Response
•Activate only when your Opponent plays a creature. Discard 1 Card, Destroy the Creature.

•Golden Lightning Bolt[Base 17]
•Response
•Select 2 Cards on the board, and remove all counters from them.

•Moon's Studier[Base 18]
•Guild 4
•Power:3
•Once per turn:
→Destroy this card, and add 1 "Moonveil" Creature from your deck to your hand.
[i]"I am currently studying the Vampric Dragons. If we can study this species to a high level, we will be able to easily defeat them."[/i]

•Vampric Dragon - Storm the Untold Wanderer[Base 19]
•Guild 4
•Power:4
•When you play this card, place 2 Poison Blood Counters on any card you control, and then place 2 Poison Blood Counters on any card on the field.
□ During the end of each turn, remove 1 Poison Blood Counter from all cards on the field. If there is none, destroy that card.
[i]"He wanders the land, far away from his companions. Unlike them, he has no intention to destroy."[/i]

•Dragonic Ally[Base 20]
•Response
•Activate when your Opponent Plays a Creature that has a Guild Higher than 4 and has a Power of 4. Take Control of that Creature.

•Moon's Dragoon[Base 21]
•Combined Form - 1 "Moon" Creature + 1 "Vampric Dragon" Creature.
•Note text: "This card does not go in your main deck."
•Power:7
•Mount the Material Cards to this card. You cannot Normal Play this card. Once per turn, you can destroy 1 Creature with a Poison Blood Counter on it, or a Creature that has an Effect Including the text "Poison Blood Counter"

•Moon's Studies[Base 22]
•Response
•Destroy 1 "Moonveil" Card you Control. Draw 2 Cards.
[i]"My studies are complete. It was most helpful of that Dragon to not only help us, but allow me to examine him in detail. -Moon's Studier"[/i]

•Succubus Scout[Base 23]
•Guild 4
•Power:3
•When you play this card, add 1 "Succubus" or "Succubi's Lair" Card from your Deck to your Hand.
[i]"Oh, and while you're at it, head to the shops and buy a new Freezer. Blasted Dragons stole our other one. AND IT HAD MY FREAKING FOOD IN IT!! -Succubus Leader"[/i]

•Succubus Lair Guard[Base 24]
•Guild 5
•Power:6
•When this card is played, your Opponent cannot declare an attack or activate a Triggered creature attack until the end of your next turn.
"[i]They're there to guard the Succubus Lair from visitors. Why they do this is unknown, as anyone is welcome."[/i]

•Succubi's Lair[Base 25]
•World
•During Each Check Phase, place 1 Counter on this card. Once per turn, you can remove 1 Counter from this card and play 1 "Succubus" Card from your hand. If this card would be targetted by an effect, you can remove 1 counter from it.
[i]"The Succubi's Lair is full of two things: Succubi, and for some strange reason: Mirrors."[/i]

•Vampric Dragon - Thermo the Volcanic Blaze[Base 26]
•Guild 4
•Power:4
•When this card is played, Inflict 1 Damage on your Opponent for each Poison Blood Counter on your side of the field. If you play this card, Skip your next turn.

•Moon's Summoner[Base 27]
•Guild 1
•Power:0
•When this card is played, Discard 1 Card: Play 1 "Moonveil" Creature from your deck. You can discard another card during your next turn, activate it's effect again.

•Vampric Dragon - Venom the Poison Chain[Base 28]
•Guild 3
•Power:3
•When you play this card, you can mount it to a creature on the board. That creature has 10 Poison Blood Counters placed on it. You can send this card to your Discard Pile to Destroy that creature and double and re-distribute Poison Blood Counters onto any cards on the field.

•Emergency Vaccine[Base 29]
•Activation
• •Remove all Poison Blood Counters from the field. You can activate this card on your Opponent's turn.

•Vampric Dragon - Demise the Dragonic Ruler[Base 30]
•Guild 10
•Power:8
•Cannot be played normally. Can only be played by Removing 20 Poison Blood Counters from the board. During the start of your turn, Place 10 Poison Blood Counters on this card. When this card attacks, ■ Place all Poison Blood Counters on this card on the creature you are attacking. □ Each creature with a Poison Blood Counter loses 1 Power for each Poison Blood Counter on it, except "Vampric Dragon" Creatures. If a creature's power becomes 0 by this effect, destroy it immediately(this also applies to creatures with 0 Power), and place one Demise Counter on this card. If this card is destroyed while it has 5 or more Demise Counters on it, you can Play 1 "Spiritual Dragon - Demise the Ruinator" from your Deck or Hand.

Rather than continue the base set to 40 Cards, I am going to make the next set 115+ Cards with the other cards in them. Sorry about this.

[/spoiler]
[spoiler='Series 2: Dragon's Descent![DRAG]']
•The Sunlit Dragon, Baku[DRAG 1]
•Guild 10
•Power:5
•Cannot be played normally. Can only be normal played while you control >2 "Equipment Knight" or "Phalanx Armoury" Cards.
[i]Sunrise - [/i]Once per turn, during your draw step, you can place 5 Counters of any Type on any card(s) you control. Except on a World Card. ■ You can mount this card to a "Equipment Knight" or "Phalanx Armoury" Card you control. □ While this card is mounted, it gains [i]Encourage 4 - [/i]When a Creature you control battles, Increase the Power of all other Creatures you control by 4, Until the end of your Turn.
"[i]The Moon falls and the Sun rises... A natural cycle."[/i]

•The Moonlit Dragon, Nawa[DRAG 2]
•Guild 10
•Power:5
•Cannot be played normally. Can only be normal played while you control >2 "Stormwyrm" or "Stormcaller" Cards.
[i]Eclipse - [/i]Once per turn, during your draw step, you can remove all counters from the board. Except counters on World Cards. ■ Once per turn, while this card is face-up on the Board, you can select 1 "Stormwyrm" and 1 Card your Opponent controls, Destroy both Targets, then draw 1 Card.
[i]"The Sun falls and the Moon rises.. A natural cycle."[/i]

•Phalanx Armoury - Dragonic Lance[DRAG 3]
•Guild 1
•Power:0
•When you play this card, select 1 "Equipment Knight" Card on the board, if you cannot: Destroy this card.
[i]Armour, Unite! [/i]- Select this card and another Card on the field With [i]Armour, Unite! [/i]and Mount this card to it. While this card is mounted to a creature, that Creature gains:
■ Once per turn: You can destroy 1 Mounted Card that is Mounted to this card, select 1 "Phalanx Armoury" or "Equipment Knight" Card in your Deck and add it to your hand, then take 1 Damage.

•Equipment Knight - Dragoon[DRAG 4]
•Guild 4
•Power:4
•When you play this card, select 1 "Phalanx Armoury" Card in your Hand, and Mount it to this card.

•Stormwyrm - Tornado[DRAG 5]
•Guild 4
•Power:5
•[i]Stormcall - [/i]When you play this card, you can destroy another "Stormwyrm" or "Stormcaller" Card you control and activate the effect of this card and the card you destroyed.
■When you activate this card's effect and [i]Stormcall [/i]Successfully: You can add 1 "Stormwyrm" Creature from your deck to your hand, place 1 Storm Counter on this card.
This card loses 1 Power for each storm counter on it, if it has 3 or More storm counters on it, you cannot play Response Cards.

•Dragon's Fire[DRAG 6]
•Activation
•Destroy all Creatures both player's control. Then inflict Damage to both players equal to the number of creatures destroyed.

•Nemesis Fireball[DRAG 7]
•Activation
•Take 5 Damage. Your Opponent discards 1 Random card.

•Sky Shatter[DRAG 8]
•Response
•Activate only when your Opponent activates a Activation Card. Negate the effect of that card, and destroy it.

•Crimson Howling Wolf[DRAG 9]
•Guild 4
•Power 4
•[i]Loner 3[/i] - While this is the only creature on your side of the board, it gains 3 Power.
[/spoiler]
[spoiler='Additional Pack 1: Staple Set[ADP1]']

Set is 30 cards.

•Dragon's Fire[ADP1 1]
•Activation
•Destroy all Creatures both Players control. Then inflict Damage = to the # of Creatures destroyed to both players.
"[i]How do dragons solve a fire? They douse it, with more fire."[/i]

•Shadowing Lurker[ADP1 2]
•Guild 2
•Power 0
•When this creature is destroyed by a Battle, Remove both Creatures from the game and place 5 Time Counters on both players. During each player's Draw Phase, remove 1 Time Counter. When there is no Time Counters left on a Player:That player can play 1 Creature in his or her Removed Pile.


[/spoiler]

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update will be coming later, hopefully over 30 new cards will be added.

The two new archetypes(World-Eaters and Vampric Dragons) will be added soon and will recieve quite a bit of support. The World-Eaters revolve around destroying world cards with their effects(or rather eating them, so they equip them) and then using them to attack. Vampric Dragons are as you might expect, and their key card is called "Blood Poisoning" and they have the first Guild 10 Card "Vampric Dragon - Demise the Dragonic Ruler"

As I'm still designing these, they should be up around 9/10PM my time.

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[quote name='~Burning Soul~' timestamp='1326400192' post='5761313']
SDs not really, SEs, yea it would look weird as is
[/quote]

Probably the Vampric Dragons and World-Eaters will get an SD.
The sunveil and the moonveil pretty much just start killing each other for the other dragon and then World-Eater Leader is like " -_-" Oh, and only the Vampric Dragons are evil. The World-Eaters help with construction work(they flatten the land by nom nom nomming it) and they're like... Whales but more Dragonic and have like wings. The Vampric Dragons just want to Poison everything so they can rule the world, the sunveil and the moonveil are trying to impress their dragons and the Wolrd-Eaters are just lying around with nothing to do because they're no longer hungry. Is pretty much the story. Oh, like there's only 10 actual World-Eater cards, excluding scout because he isn't actually one(He's sort of like, a person that's a good friend of the leader so he got the job of the scout) Boring story, I know.

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[quote name='.Rai' timestamp='1326415490' post='5761796']
Oh, k.

Might be nice to diversify the set by adding some cards that basically nuke/semi-nuke counters universally from the field.
[/quote]

Yea, Demise, Dragonic Ruler is probably going to do that. I need some response cards though... The idea is that it moves all counters on the field onto itself, then it transfers all Blood Poison counters to anything it attacks, and while it's on the field: it has a Venom Swamp esque effect. Oh, it puts 10 Blood Poison Counters on itself during the start of your turn, so it kills almost anything it attacks.

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About The Next Set, Dragon's Decent.

The next set will be much larger, containing 80 cards, and will feature the first outings of: "Spiritual Dragons", "Demise Spawn" and quite a few new keywords. Also the release of "Sunlit Dragon, Baku" and "Moonlit Dragon, Nawa"

Set storyline, finale of the base set: Demise, the Dragonic Ruler attacks the moonveil's valley, almost completely destroying them. well, the Dragon's Blood Poisoning takes quite a while to affect something as big as a dragon, but very little time to affect smaller things, so they practicially died instantly. The world-eaters, annoyed by this all attacked Demise and eventually defeated him, along with all the other Vampric Dragons. They'll all re-appear as Spiritual Dragons, with the exception of Storm, who left the vampric dragons. Demise splits into 2 Forms 'Rotting Soul-less Dragon, Demise the Vengful Soul" and "Spiritual Dragon - Demise the Ruinator" Demise leaves behind his "Demise Spawn" which are similar to Vampric Dragons, only their goal is to place Counters on themselves. Confused by all the chaos that had arisen, both of the Legendary Dragons appear to solve the chaos. The key cards of Dragon's Descent will be up before I leave for a few days, and Base set will be postphoned at 45 cards until I return, and the last 15 cards are added.

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Additional game mechanics 22/01/2012
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Apart from the basic rules, there are many more game mechanics in the game. This FAQ of sorts will cover all the additional mechanics, as well as clarify specific rulings and or how specific mechanics will work.

Keywords - What is a keyword? A keyword is a small phrase and or word to tell you to perform a Specific action or something that will tell you more about the card. In the first instance of a keyword ever appearing, a explaination will be given. After this, the keyword will simply be given. Note that the normal Activated,Continual Effect, Cost Effect and Infinite Effect Rules still apply to Keywords. This guide will cover all the keywords that appear in the Second Set, Dragon's Descent.

Sure-footed - Creature does not get play stun(see later in the guide) upon play. Cannot be forced into play stun, or attack stun if a card would give it. Sure-footed is a Infinite effect that applies itself to the card infinitely once it reaches the board, and cannot be responded to as it doesn't activate.

Armour, Unite! - Found on Equipment Knight cards and their respective Armour Peices. Armour, Unite! Is an Activated Effect, and can be responded to. Note that both Creatures must have Armour, Unite! In order for you to be able to activate the effect of one of the cards. You cannot activate "Equipment Knight Dragoon" and "Equipment - Dragoon's Lance" at the same time to apply both effects. You can either have Dragoon equip the lance, or the lance equip Dragoon for either one of their effects.

Stormcall - Found on Storm Wanderers and Stormwyrms. Stormcall is an Activated Effect. Stormcall asks you to destroy a different "Storm" Card, and apply the effect of both cards. That means, you will get the effect of both cards, the one you where destroying, and the card that has Stormcall.

Loner #- Creature gains # Power while it is the only creature on the player's side of the board. Continual Effect, cannot be responded to.

Natural Harmony - Found on Forest cards. Natural Harmony has different effects depending on which Forest card is using it. As a general rule, they are all activated effects, with the exception of "Crow Claw, the Hawk of the Forest" whose effect is a Infinite effect. Natural Harmony can be used by any "Forest" card for the effect of a different "Forest" card. If you have 2 Creatures with Natural Harmony with different effects, the other can activate the other Creature's effect.

Spiritualize - Found on Spirit Dragons. It works similarly to Armour, Unite! However you can target any creature on the board. Usually has a Positive effect when used on a Vampric Dragon or Dragon Spawn, and a negative effect when used on anything else. Activated effect.

Decay # - Found on various cards. Upon play, place the # of Decay counters on the card and remove 1 every time you start your turn, when it has no decay counters left, destroy the creature. Infinite Effect. Cannot be responded to at all.

Sunrise - Found on 1 Card in the set. On the start of your turn, you can place up to 5 Counters of any type on Any Card on the board. Works well with Equipment Knights, as they use Equip Counters to search and use their keycards.

Eclipse - Also found on a single card. At the start of your turn, you can remove all counters on the field(Except Counters on World Cards). Works very well with Stormwyrms, as they are weaker when they have more Storm Counters on them.

Mimic - Found on Jester cards and so forth. Select 1 Creature on the board, and the creature with Mimic gains all attributes of that card including effects. Activated effect. Does not apply costs or limitation texts such as (>You cannot activate this effect<)

Intimidation # - Found on Wolf Cards. When the creature battles another creature, the creature that is being attacked loses # Power. Intimidation is a rare instance of a Continual effect during a battle, and is quite complex, which will require an explaination later in the FAQ.

Encourage # - When a creature with Encourage attacks, all other creatures that player controls gains # Power, until the end of the turn. Follows same ruling as Intimidation.

Note that these are only keywords found on archetypes within the second set and not every keyword.

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Game terminology
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"Board" - The 5 Squares where a Player can place Creatures, Response or Activation cards. A player can only control 5 Cards at one time, However: Activation cards can be played from your hand if you control 5 Cards.

■ - Activated Effects are written after this. All activated effects end with a "." Sometimes, Multiple sentances may be needed to explain, but it should be easy enough to understand. Activation effects are activated by declaring you want to activate them when the conditions are met.

□ - Continual Effects are written after this. Continual effects apply themselves, as you might have guessed: Without an activation.

→ Cost effects. Cost effects require a specific cost to be payed in order to activate them. They are all Activated Effects and are activated the exact same way.

∞ Infinite effects. They are similar to Continual effects, but apply themselves infinitely instead of just once like Continual Effects.

● - Effect can be activated on either player's turn. Always followed by another Effect Puncuation.

>< - Limitation Texts. Such as >Cannot be activated except by...< and so on.

"Target" - A keyword of sorts, known as an Action. When a Card asks you to target, you declare an applicable target.

"When a..." Another Action, When a... Action Triggers can be responded to, where as "Then when...","And then..." "If a..." Action Triggers cannot be responded to.

' ' - Means the card is not a Target for a specfic effect, if a name of a card is wrapped in these tags, such as 'Equipment Knight Dragoon' it is not a valid target. If a specific word is wrapped in them, nothing with that word in it's name is an applicable target.

" " - If a single card is written in these, it must be the target for that card in order to activate. I.e: If a search card designates "Heroic Dragon - Storm the Untold Wanderer" You must add that card to your hand with it's effect. Nothing else.

Play stun - Play Stun occurs when a Creature without Sure-Footed is played. A creature with Play Stun cannot attack, however: Any effects it may have, except for any cost effects can be activated. Regular activation effects can be activated upon the card's play. It is ONLY COST EFFECTS that cannot be activated. If play stun is removed by a card effect, the creature can activate during the same turn it was played. If it is given Sure-Footed, the same applies.

Attack Stun - Some creatures experience attack stun after attacking. Attack stun is exactly the same as Play Stun, except it works with attacks instead of being Played.
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How "Action Trigger Links" Work
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Action Trigger Links are a stack of cards trying to resolve. Very similar to the chaining system found in Yu-Gi-Oh! And so on. Much like the Chaining system found there, the system relies on 4 Speeds of Action Triggers. They are....

Action Trigger Speed 4
Creature's Activated Effects, Basic Activation Cards, Continual Activation Activating, Continual Response Activating

Action Trigger Speed 3
Creature's Quick Trigger effects, Either player's turn effect, Response Cards, Quick Activation Cards

Action Trigger Speed 2
Quick Response Cards, Application of Keyword effects(If possible), World Card's effects

Action Trigger Speed 1
Keywords
Game Mechanics

1>2>3>4

1 is the fastest speed where as 4 is the slowest.

I.e:

Player 1 Activates the effect of "Blood Poison Zone" A Continual Activation Card.
Player 2 Responds with the Quick effect of "Crimson Howler" to Destroy "Blood Poison Zone"
Player 1 Responds to "Crimson Howler"'s effect by activating "Vampric Dragon's Poisoned Fang" A Quick Response Card.
Player 2 Responds with the World Card Effect of "Full Moon Night" and Removes 3 Counters to Negate the effect of Poisoned Fang.
The Game Mechanics take the priority, and the links resolve backwards.

This means, Indimidation and Encourage apply immediately upon attacking, even if they are continual effects. As they are keywords.
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Not exactly the update, but still some information about Dragon's Descent and so on.

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