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Shard's Amazing TCG


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|Random TCG Draft thing /again/|
|1.0:Game Mechanics|
|1.1: Card Mechanics|

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|1.0: Game Mechanics|

You can only have 60 Cards in your deck. And no more than any 4 Cards with the same name. You cannot have any more than 2 copies of any CrossCore card or any more than 1 copy of any X-CrossCore Card.

|Turn Structure|
|Draw Phase
|Select Phase
|Main Phase
|Attack Phase
|Main Phase
|Select Phase
|End Phase

When the game starts, select a Core Creature from your deck, and place it onto the field. Then shuffle your deck. Draw 5 Cards, and you may Mulligan your entire hand down to 4 if you wish to, and so on. You then place the top 12 cards of your deck underneath your core as your Reserved Stack.

Decide which player is going first in any way you like. The first player starts their turn at the draw phase. They draw 1 card. Any abilities that state, during ____ phase... or at the start or end of ___ Phase will activate as such.

The player then enters thier select phase. During this phase, a player can Charge. You can only charge once per turn. To Charge, they place a Applicable Card from thier hand face-up into the charge zone. They can also CrossCharge, which is used to bring CrossCores and X-CrossCores into play. When you have two or more creatures that are applicable CrossCore materials, move the Materials to the Charge zone and play the CrossCharge creature from your hand, it goes on top of your Core. X-CrossCores work the same.

The player now enters their main phase. During this turn, a Player can play Creatures, activated cards and Flash Cards. You can only play cards if you have equal to or more cards in your charge zone. When you play a card, flip that number of cards in your charge zone face-down. During the draw phase, they flip face-up again. You can also activate the effects of your Core during this phase. Flash Cards can also be paid for, and activated on the opponent's main phase, or either player's battle phase. After the player is finished activating abilities of creatures, cores and cards, they move to the Battle Phase. Please note that Creatures with Fast Abilities([F]) work the same as Flash cards.

The player now enters their attack phase. Any ready creature can declare an attack during this phase. To declare an attack, declare the attacker and the target. You cannot target a Readied Creature, but you can target a readied core. The opponent may now declare a creature to Intercept the attack. If they do, compare the Powers of the creatures. If the Intercepter wins, the attacker is destroyed, and the Intercepter remains on the field in a non-ready position. If the attacker wins, reduce the power of the attacker by the intercepter's power, then apply battle again. Cores cannot attack, so an attack is either a hit or miss.

|>If the attack was successful

Take the bottom card of your reserve stack, and add it to your hand. Your Opponent takes a Damage equal to the attacker's strength. If a player has 12 damage, that player loses.

|>If the attack failed

Nothing happens, Continue to declare attacks.

The other two phases are just repeats. During your draw phase, all of your creatures become readied. Note that creatures start in a non-ready state unless they have a skill that says otherwise.

Once you reach your end phase, all effects that last for the turn wear off, and then your opponent's turn begins. Repeat until a winner is declared.

|1.1 Card Mechanics|

Name - The name of the card. Simple.

Title - Tells you which archetype the card is from. This relates to charging. You cannot charge a card with a different Title than your Core. You can include other cards from different titles in your deck and play them, but you cannot charge them, unless stated otherwise. If a card has 2 titles, it is both of those titles. I.e: Dragonic Forces/Steel Soul is both a Dragonic Forces card and a Steel Souls card.

Art - Just art.

Power - A number that tells you the the Power of the creature.

Strength - How much damage said creature deals to an Opponent's core.

Creature/Flash Card/Activated/CrossCore/X-CrossCore/Core - Tells you the type of card.

Text Box - Tells you what the card does.

The written format:

[Name][Type]
[Title]
[Power]/[Strength]
[Effect]
[Text]
[Flavor text]

[Lore]

DF = Dragonic Forces
Na = Natural Jungle
Ss = Steel Soul
S = Sky Utopia
Aq = Aquatic Depths
G = Gaia's Force




[spoiler='']Dragon's Scout[1][Creature](001)
DF
6000/1
When Dragon's Scout dies, you can search your deck for a DF with less than 7000 Power and add it to your hand.
"All melts in the heat of the forge."

Berserk Scout[1][Creature](002)
Na
6000/1
When Berserk Scout dies, you can search your deck for a Na with less than 7000 Power and add it to your hand.
"Hear the roar of nature!"

Titanium Scout[1][Creature](003)
Ss
6000/1
When Titanium Scout dies, you can search your deck for a Ss with less than 7000 Power and add it to your hand.
"Nature has flaws. We do not."

Angel's Scout[1][Creature](004)
S
6000/1
When Angel's Scout dies, you can search your deck for a S with less than 7000 Power and add it to your hand.
"Intelligence before power."

Merfolkian Scout[1](005)
Aq
6000/1
When Merfolkian Scout dies, you can search your deck for a Aq with less than 7000 Power and add it to your hand.
"Knowing is half of the battle.

Gaia's Scout[1](006)
G
6000/1
When Gaia's Scout dies, you can search your deck for a G with less than 7000 Power and add it to your hand.
"Feel the crushing force of 100 Tonnes of rock."

Death's Scout[1](007)
Un
6000/1
When Death's Scout dies, you can search your deck for a Un with less than 7000 Power and add it to your hand.
"Your life is over."

Vengeful Scout[1](008)
Sp
When Vengeful Scout dies, you can send one Sp with less than 7000 Power from your deck to your Discard Pile.
"Wooooooo Wooooooo Wooo! It screams, but no one understands a word."

Dragon's Hunting Grounds(009)
Core/DF
During your Turn, all DF Creatures gain 1000 Power.
[F][Non-Ready]
During your turn, when you play a DF Creature, that Creature gains
"Rampage 1" Until the end of this turn.(When this Creature attacks, all
other creatures you control gain 1000 Power until the end of your turn.)
"Scientists still wonder to this day why Creatures still visit this site."

Yggdrasil, Tree of Life(010)
Core/Na
During your Turn, all Na Creatures gain 1000 Power.
[F][Non-Ready]
During your turn, when you play a Na Card, all Na Creatures gain
Fast-Footed(Including cards you play from your hand and Tokens) until
the end of this turn.(Creatures come into play Ready.)

Lightning Prowler[3](011)
Na
9000/1
When Lightning Prowler Attacks, place a token called Prowler's Double onto the field. It has 9000 Power, 1 Strength and it's a Natural Creature. Choose a New Attack Target for Prowler's Double. At the end of your turn, destroy all tokens called Prowler's Double.
"It's claws move as quick as the wind."

Chamber of Steel(012)
Core/Ss
[F][Non-Ready]
During your turn, when you play a Ss card, all Ss Creatures gain +2000 Power until the end of the turn.
"The laws of nature mean nothing to them."

Depths of the Abyss(013)
Core/Un
[F][Non-Ready]
During your turn, when you play a Un card, your Opponent discards 1 random card from their hand. You cannot activate this card's effect more than twice.

Quicksand Plains(014)
Core/G
[F][Non-Ready]
During your turn, when you play a G Card, select an G Creature with 9000 or more power. It gains "Rockfall 1" Until the end of the turn(If this card's attack is successful, your opponent selects 1 Creature they control and destroys it.)

Hall of the Fallen(015)
Core/Sp
[F][Non-Ready]
During your turn, when you play a Sp card: Discard 1 card, place 2 tokens on the field named "Spirit Ghoul" and "Spirit Warrior" They both have 4000 Power, 1 Strength and they are both Sp Creatures.

Titanium Colossus[4](016)
Ss
11000/1
When Titanium Colossus Attacks, all Ss creatures with less than 11000 Power gain 1000 Power until the end of the turn.
"A Heart of Iron, a fist of steel."

Lightning-Claw Pouncer[5](017)
Na
12000/1
When this card attacks, and you have a Na Core, this card gains 1000 Power for that battle.
"Lightning never strikes in the same place twice. It won't take one of your arms, It'll take both. If you're lucky."

Blaze Forge Dragon[5](018)
DF
12000/1
When this card attacks, and you have a DF Core, this card gains 1000 Power for that battle.

Angelic Stallion[5](019)
S
12000/1
When this card attacks, and you have a S Core, this card gains 1000 Power for that battle.
"It protects the Sky from evildoers."

Gigant Earthplate[5](020)
G
12000/1
When this card attacks, and you have a G Core, this card gains 1000 Power for that battle.
"The Giants of the earth rarely communicate, when they do, it's with their fists."

Fairy Mistress, Titania(021)
CrossCore/Na
Any 2 Na "Fairy" Creatures
[Non-Ready][Flp2](Select cards in your Charge Zone, and flip them over.)
Place a token named Titania's Servant onto the field. It has 7000 Power, 1 Strength and it's a Na Creature. If This card would be attacked, you can change the Target of the Attack to an Titania's Servant instead.

Vinestorm[4](022)
Na
Constant(Place this card onto the field, and keep it there until it is removed.)
At the end of your Draw Phase, you can Discard 1 card. If you do, Place a Token named Vinestorm Sapling onto the field. It has 6000 Power, 1 Strength and it is a Natural Creature. When Vinestorm is removed from the field, destroy all Tokens called Vinestorm Sapling.

Pyromania[3](023)
DF
Flash Card
Your Opponent selects 1 Card they control, and then destroys it. You can only activate this card during your Opponent's Main Phase.

Angelic Cavalry[2](024)
S
7000/1
When you play Angelic Cavalry, you can select 1 Other creature you control. It gains Phantom Strike until the end of the turn.(Target creature's attacks cannot be blocked, but it cannot attack a player.)
[Non-Ready]
While you control another Angelic Cavalry, during this turn, all S Creatures gain 1000 Power.
"Bright as the Sky, Strong as the Wind."

Alchemize[3](025)
Na
Select 1 Na Creature and Destroy it. Then, select 1 Na Card in your hand and discard it. Draw 3 Cards. You can only activate 1 Alchemize in 1 turn.

Swordswielder Dragon[2](026)
DF
7000/1
Rampage 1

Merfolkian Lancelot[2](027)
Aq
8000/1
When Merfolkian Lancelot attacks, you can discard 1 card. If you do not, Merfolkian Lancelot loses 1000 Power.

Primal Wolfpack[10](028)
Na
Activated
Put 7 Tokens called Wolfpack onto the field. They have 8000 Power, 1 strength and they are natural creatures.

Fishing for Gold[5](029)
Aq
Activated
Draw 2 Cards.
"The best prize is not always Gold and Diamonds."

Card Eater[5](030)
Un
Activated
Your Opponent discards 1 random card from their hand.

Gold Titan[6](031)
G
13000/2
Rockfall 1
When Gold Titan is destroyed by the result of a battle, you can search your deck for a Clay Titan, and place it onto the field non-ready. Then shuffle your deck.
"It's a battle of the titans and the shiniest wins."

Blazing Flamepool[5](032)
DF
Activated
Your Opponent selects 2 Creatures they control, and then destroys them.
"Bang."

Angel's Song[5](033)
S
Activated
Select 2 Creatures you control, and they gain 4000 Power until the end of the turn.

Spirit Engine[5](034)
Sp
Constant
[Non-Ready]
Discard 1 card. Select 1 Sp Creature in your Discard pile with a Ch.Cost less than the card you discarded, and place it onto the field. It gets Fast-footed, and is destroyed at the end of your turn.

Rockslide[5](035)
G
Activated
During this turn, if a G Creature is destroyed, you may search your deck for a Rock Golem, and play it onto the field non-ready.

Rock Golem[3](036)
G
5000/1
[Non-Ready]
Send Rock Golem to the Discard Pile. You can search your deck for a card called Gold Titan, Diamond Titan, Platinum Titan or Clay Titan and add it to your hand. You can only use this effect once per turn.
"He likes pretty ROCKy music."

Rotting Dragon[2](037)
Un
7000/1
Fast-Footed
When this card's attack is successful, destroy it.

Void-Cutter, Spirit Dragon[4](038)
Sp
9000/1
When this card is played from your discard pile, it gains 3000 Power until the end of your turn.
"He cuts the void within the Spirit Zone."

Merfolkian Scientist[3](039)
Aq
4000/1
Once per turn, at the start of your draw phase, reveal the top 5 cards of your deck. Your Opponent picks one of those cards, and adds it to your hand. You then skip your normal draw. Shuffle the other cards back into your deck.

Water Soldier[2](040)
Aq
7000/1
"He guards the reef side from Dragons, Bandits, and even bigger Dragons."

Bullet Rain Dragon[4](041)
DF
8000/1
When this card's attack is successful, your Opponent discards 1 card OR selects 1 creature they control, and destroys it. When this card is destroyed, you discard 1 card OR select 1 creature you control and destroy it.
"Winning a fight? No Problem. Making Swiss Cheese? No Problem. DIY? Quite a problem."

moar cards coming soon including the Program cards.[/spoiler]

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