Snatch Steal Posted January 3, 2018 Report Share Posted January 3, 2018 I am currently undergoing the honeymoon period for a card game that I started when I was 12, then restarted several times. As such, this is (unfortunately) the best it's ever been. Although clearly in development, I have created various rules and descriptions for the cards and the game's properties. This topic will mostly lack substance during its posting, and thus it will need editing as I gradually write more. [spoiler=Rules] While reading these rules, it is advised to open the Glossary spoiler and use command + F to locate words which require definition. Beginning a game Both players require their own deck containing at least 40 cards as well as a method for keeping track of Actions. A deck may have any number of cards, as long as a player can shuffle the entire deck in their own two hands. Most players will use 40 cards in their deck so that they draw their most necessary cards. Both players begin with 5 cards in their hand and in their Vanaheim, as well as 2 actions at the start of their turn. The cards from a player’s hand are drawn before cards are added to Vanaheim. Field setup Deck: Place your pile of 40 or more cards here. Asgard: The forefront of your field. At the end of your turn, if a Relic is here, add it to Vanaheim. Generally, Relics with high Critical belong here, as they earn several benefits during the Advance Phase. Midgard: A secondary set of four spaces for auxiliary Relics. Cards receive no benefit or drawback. Nifhelheim: It only costs 1 action to put a card here, regardless of rank, but it cannot attack. Up to 5 Relics can enter Nifhelheim at once. Helheim: If a card is defeated in a battle, sent to the discard pile by a Relic's Ability, or discarded from Vanaheim because of a Critical Hit, put it here. Vanaheim: Your life points represented as cards. Players begin the game with 5 cards each in this zone. At the end of the turn, while the turn player's card is on Asgard, put it here. When a player takes a Critical Hit, discard as many cards from this zone as the Critical of that attacker (e.g. If they attack with Earwig Warrior, whose Critical is 1, discard 1 card from this zone). A player wins by removing all cards in their opponent’s Vanaheim. Muspelheim: The zone specifically for Trance cards. These cards have not yet been released, so this zone is unused and absent from an official playing field. Turn OrderStart PhaseThis phase has 3 steps:Draw 1 cardGain 2 Actions (up to 5)Use any cards that say "During the Start Phase" Main PhaseDuring this phase, you can play relics from your hand to Asgard, Midgard, or Nifhelheim by Normal Conjuring them. You also have the option of discarding 1 Vanaheim card to gain 1 Action. The Rank of a Relic determines how many Actions are needed to Conjure it. Only Relics with a numerical Rank can be Normal Conjured (which excludes Rank C and Rank E Relics). In a similar vein, some Rank C Relics can be Instant Conjured during this phase by meeting their Conjure Conditions. Rank C Relics possess a [C] Ability that defines specifically when and how they can be Instant Conjured; thus, the turn player has complete control over meeting those conditions. Rank C Relics must be Instant Conjured by Condition before they can be Instant Conjured by other methods. Instant Conjures also do not cost any Actions, so they can be performed infinitely. Advance PhaseYour relics can attack your opponent's relics, as well as the opponent themselves.Relic vs. RelicSubtract your attacker's Drive from the target's Resist. When the target's Resist goes past 0, put it in Helheim.Relic vs. PlayerYou can only attack your opponent while they control no relics in Asgard or Midgard. Controlling cards on Nifhelheim does not prevent this attack. Inflict Critical Hit damage by discarding cards from your opponent's Vanaheim equal to the Critical of your attacker. This type of attack is called a Critical HitRelic vs. AsgardIf a Relic defeats an opposing Relic in Asgard, a Critical Hit is dealt to the opponent in addition to the destruction of that opposing Asgard. This only applies if the attacker's Drive is more than the target's remaining Resist. Advantage of Asgard in Advance Phase:While your opponent has no cards in their Asgard, the relic in your Asgard can land a Critical Hit, even while they control cards in Midgard.Advantage of Nifhelheim in Advance Phase:If an opponent’s Relic attacks you or your Relic, the Relics in Nifhelheim can decrease the damage. After an opponent’s attack, the defending player can “guard” by placing any number of Relics from their Nifhelheim in front of the attacked Zone (for example, a Critical Hit will entail Relics placed before Asgard). Then, the Resist of each guarding Relic is subtracted from the Drive of the attacker, and the attack follows through afterwards, dealing less or no damage. Bear in mind that a Critical Hit must be completely nullified in order to prevent damage (so D: 15 vs an R: 14 defender means the defending player still takes Critical Hit damage). End PhaseAt any time, you can use abilities that say “At the End Phase.” Put the card in your Asgard into your Unit Gauge (if any). Relics that lost Resist due to attacks are restored to their full Resist. About “BRAVE”Oftentimes, the strongest Relics of a deck will have the “BRAVE” Ability, which allows them to remain in Asgard at the end of your turn instead of being added to Vanaheim. These Relics can land Critical Hits against an opponent’s empty Asgard, and simultaneously protect your own Asgard from Critical Hits. Rank E RelicsA card with Rank E is considered an Equipment Card. These cards cannot be Normal or Instant Conjured and must be Equipped to another Relic by placing it from your hand underneath that Relic. Some Rank E cards can be equipped from other places, such as Helheim. Also, some Normal Relics can be equipped by the ability of a Relic, as long as they possess an [E] Ability. [spoiler=Glossary] Relic: A word interchangeable with "card" that refers to units on the field. Deck: Place your pile of 40 or more cards here. Asgard: The forefront of your field. At the end of your turn, if a Relic is here, add it to Vanaheim. Generally, Relics with high Critical belong here, as they earn several benefits during the Advance Phase. A Relic with BRAVE will remain in Asgard during the End Phase. Midgard: A secondary set of four spaces for auxiliary Relics. Cards receive no benefit or drawback for being placed here. Nifhelheim: It only costs 1 action to put a card here, regardless of rank, but it cannot attack. Up to 5 Relics can enter Nifhelheim at once. Helheim: If a card is defeated in a battle, sent to the discard pile by a Relic's Ability, or discarded from Vanaheim because of a Critical Hit, put it here. Vanaheim: Your life points represented as cards. Players begin the game with 5 cards each in this zone. At the end of the turn, while the turn player's card is on Asgard, put it here. When a player takes a Critical Hit, discard as many cards from this zone as the Critical of that attacker (e.g. If they attack with Earwig Warrior, whose Critical is 1, discard 1 card from this zone). A player wins by removing all cards in their opponent’s Vanaheim. Muspelheim: The zone specifically for Trance cards. These cards have not yet been released, so this zone is unused and absent from an official playing field. Normal Conjure: A Conjure of a Relic from a player's hand that costs Actions. As long as a player can pay Actions for it, they can perform a Normal Conjure. Instant Conjure: A Conjure of a Relic from various areas that does not cost Actions. Rank: The amount of Actions needed to Normal Conjure a Relic. Rank C: Relics that have a [C] ability stating their Conjure Conditions. They cannot be Normal Conjured, and must be Instant Conjured by Condition before they can be Instant Conjured by other methods. Conjure Condition: Criteria necessary for Rank C Relics to be Instant Conjured. The [C] Ability of Rank C Relics denotes this. Drive: The attack power of a Relic. Resist: The defense of a Relic. Critical: The amount of cards removed from the opponent's Vanaheim when the Relic lands a Critical Hit. Critical Hit: Occurs when a Relic attacks an opponent directly, or when an opponent's Asgard is defeated in battle. Block: A card in Nifhelheim can be placed in front of a Relic being attacked during the Advance Phase to lower the attacker's Drive by its Resist. Afterwards, the blocking card is placed in Helheim, regardless of its remaining Resist. Downflip: Turn a card (or this card if {DF}) in Vanaheim face-down. Unflip: Turn a face-down card in Vanaheim face-up. Equip: Place underneath a specific Relic you control and apply the [e] ability of the card. [spoiler=Cards (very big spoiler)] [ LEGEND ]Rank: Conjure cost for a unit ("C" means it has a special conjure cost).[ Species ][C]: Conditions for an Instant Conjure (implies it cannot be Normal Conjured)[E]: Equip CostD: Drive (attack).R: Resist (defense).X, XX, XXX, x: Critical, how much damage your opponent takes from a Critical Hit. (X means 1, XX means 2, XXX means 3, x is a variable).{A}: Occurs on Asgard{M}: Occurs on Midgard{N}: Occurs on Nifhelheim{V}: Occurs on Vanaheim{H} Occurs on Helheim{DF}: Downflip (this card){Q}: Quick Effect Odin, King of the ÆsirRank CODIN // D: 25 | XXX | R: 25[ Deity ][C] Pay 2 ODIN {V}[1] BRAVE[2] {A} Once per turn, you can Instant Conjure 1 Relic from {H}. [3] Your Relics gain D: 5 | R: 5, also your opponent cannot use abilities during the Advance Phase. |BAST000| Valkyrie, Ember Warrior Rank CVALKYRIE // D: 25 | XXX | R: 19[ Deity ][C] Pay 2 VALKYRIE {V}[1] BRAVE[2] {A} Once per turn, you can destroy all Relics on the field, except this card, but this card cannot land a Critical Hit this turn. [3] {H} {Q} Once per game, while you only have 1 card in {V}, you can Instant Conjure this card, but add it to {V} when it leaves the field. |BAST001| Thor, Thunderclap ArcanaRank CTHOR // D: 19 | XXX | R: 25[ Deity ][C] Pay 2 THOR {V}[1] BRAVE[2] {A} Once per turn, you can add any number of cards from {V} to your hand, then put that many cards from the top of your deck in {V}. [3] When this card leaves the field, put the top 2 cards of your deck in {V}, draw 1 card, then shuffle this card into the deck.|BAST002| Freya, Queen of the Vanir Rank CBRISINGR // D: 20 | XXX | R: 29[ Deity ][C] Pay 2 BRISINGR {V}[1] BRAVE[2] {A} Once per turn, you can send up to 2 cards from your deck to {H}[3] {Q} Once per turn, you can cancel an opponent’s Ability.|BAST003| Loki, Deviant ArcanaRank CLOKI // D: 0 | x | R: 0[ Deity ][C] Pay 2 LOKI {V}[1] BRAVE[2] {A} Once per turn, you can send any number of cards from your hand to {H}, and your opponent sends the same number from their hand to {H}. This card gains D: 3 | R: 3 for each card sent, and 1 Critical for every 3 cards sent. [3] When this card leaves the field, shuffle all cards in your opponent’s {H} into the deck. |BAST004| Breakneck BitewolfRank CLOKI // D: 24 | X | R: 0[ Mechanism ][C] After taking 3 or more damage in a single turn (attack or otherwise)[1] {A} The first time this card lands a Critical Hit, it can attack a second time during this Advance Phase and it gains 1 Critical.[2] {V} {Q} While this is the only card in {V}, you can discard it, then put the top 2 cards of your deck face-down in {V}.|BAST053| Earwig WarriorRank 1VALKYRIE // D: 18 | X | R: 10[ Insect ][1] BRAVE[2] While you have no cards in {N}, this card gains R: 10.|BAST016| Bank PiggyRank 1ODIN // D: 5 | X | R: 8[ Mammal ][1] {M} When your card in {A} is placed on {V}, draw 1 card.[2] {V} {DF} If you have less than 5 cards in {V}, place the top 2 cards of your deck in {V}, face-down.|BAST073| Eventyr, Herald of LoveRank 1THOR // D: 0 | 0 | R: 0[ Sprite ][1] {Q} During your opponent’s Advance Phase, you can Instant Conjure this card from your hand to your empty {A}. If you do, your opponent cannot land a Critical Hit for the rest of this turn.|BAST005| Punching BoxRank 1LOKI // D: 5 | X | R: 0[ Diabolist ][1] {Q} During your opponent’s Advance Phase, you can discard this card from your hand to destroy 1 card in {A} or {M}. |BAST052| Snowflake AssailantRank 1BRISINGR // D: 15 | X | R: 6[ Human ][1] When this card attacks, destroy 1 card in any player’s {N}.|BAST051| Jailer DogRank 1ODIN // D: 5 | X | R: 15[ Mammal ][1] Cards cannot be removed from {H}, also cards in {H} cannot use their abilities. |BAST009| Odin Scout Rank 1ODIN // D: 10 | X | R: 11[ Human ][1] {A} When this card enters play, reveal the top 4 cards of your deck and add 1 ODIN card revealed to your hand.[2] {H} You can shuffle this card into the deck to prevent your {A} card’s destruction until your next End Phase. |BAST010| Human FlowerRank 1ODIN // D: 6 | X | R: 10[ Plant ][1] {M} Whenever an ODIN Relic is sent to {H}, including this card, you can Instant Conjure 1 Human Flower from your deck. |BAST011| Odin's FlowerRank 1ODIN // D: 10 | X | R: 6[ Plant ][1] {A} or {M} Other ODIN Relics are indestructible during the Advance Phase. |BAST012| FafnirRank 2ODIN // D: 25 | XX | R: 19[ Reptile ][1] BRAVE[2] {A} When this card enters play, send cards from the top of your opponent’s deck to {H} until you send a card with D: 20 or higher. This card gains D: 1 for each card sent.|BAST013| Ratatosk Rank 1ODIN // D: 13 | 0 | R: 0[ Mammal ][1] {Q} Once per turn, you can change this card’s Zone.[2] {V} or {H} You can shuffle this card into the deck.*the [1] ability can be used during an opponent’s attack to move to Nifhelheim, or during the Advance Phase to move back from Nifhelheim to the front row, hence why it has no Critical or Resist. |BAST014| Coal Bat Rank 1VALKYRIE // D: 12 | X | R: 10[ Mammal ][1] {A} When this card enters play, reveal the top 4 cards of your deck and add 1 VALKYRIE card revealed to your hand.[2] {H} You can shuffle this card into the deck to have 1 VALKYRIE card on {A} gain 1 Critical.|BAST015| EmbersRank 1VALKYRIE // D: 6 | X | R: 17[ Elemental ][1] VALKYRIE Cards you control gain D: 2 | R: 2|BAST017| ShazamRank 1VALKYRIE // D: 12 | X | R: 4[ Elemental ][1] You can Instant Conjure this card by paying 1 VALKYRIE {V}. |BAST018| Mara, Soul of the FallenRank 1VALKYRIE // D: 0 | X | R: 0[ Undead ][1] {V} {DF} Add 1 card from {H} to your hand.|BAST019| Valkyrie ImpRank 1VALKYRIE // D: 12 | X | R: 18[ Diabolist ][1] {H} You can shuffle this card into the deck to have your {A} gain 1 Critical.|BAST020| ScoffinRank 2VALKYRIE // D: 27 | X | R: 20[ Dragon ][1] You can Instant Conjure this card from your hand by destroying 1 card you control.[2] {V} {DF} Destroy 1 card in {A} or {M}.|BAST021| Valkyrie EggRank 1VALKYRIE // D: 0 | 0 | R: 0[ Elemental ][1] At your opponent’s End Phase, you can send this card from the field to {H} to add 1 Rank 1 VALKYRIE Relic from your deck to your hand. |BAST022| Coronal Jotun Rank XVALKYRIE // D: 35 | XXX | R: 27[ Giant ] [1] BRAVE[2] Cannot be destroyed by Abilities.[3] This card’s Rank X equals the number of cards in your {V}.[4] Cannot Be Instant Conjured, also you cannot control other cards, except [Giant] Relics.|BAST023| Electro-GiraffaRank 1THOR // D: 6 | X | R: 13[ Mammal ][1] {A} When this card enters play, reveal the top 4 cards of your deck and add 1 THOR card revealed to your hand.[2] {H} You can shuffle this card into the deck to add 1 THOR card from your deck to {V}.|BAST024| Lizard MageRank 1[ Reptile ]THOR // D: 14 | X | R: 16[1] When this card is Normal Conjured, draw cards until you have 5 in your hand, then send the same number of cards drawn from {V} to {H}. At the end of your turn, discard the same number of cards drawn. |BAST025| VeilfolnirRank 2THOR // D: 23 | XX | R: 16[ Avian ][1] You can Instant Conjure this card from your hand when an opponent’s Rank 1 Relic enters play.[2] When this card destroys a Rank 1 Relic in battle, you can add 1 Rank 1 Relic from your deck to your hand. |BAST026| Hycinian Rank 1THOR // D: 0 | X | R: 15[ Avian ][1] When this blocking card enters {H}, you can Instant Conjure 2 Hycinian from your deck.[2] {H} You can pay 1 {V} to shuffle this card into the deck. |BAST027| Dainn the Dead WindRank 2THOR // D: 25 | XX | R: 20[ Mammal ][1] {A} When this card enters play, you can add any Rank 2 [Mammal] Wind cards from {H} and/or {V} to your deck.[2] {V} {DF} Instant Conjure Dvalin the Sleeping Wind from your hand or deck. |BAST028| Dvalin the Sleeping WindRank 2THOR // D: 27 | XX | R: 18[ Mammal ][1] {A} When this card enters play, destroy 1 card in {A} or {M}, then draw 1 card. [2] {V} {DF} Instant Conjure Duneyr the Thundering Wind from your hand or deck.|BAST029| Duneyr the Thundering Wind Rank 2THOR // D: 20 | XX | R: 25[ Mammal ][1] {A} When this card enters play, return your opponent's {A} to their hand, then add the top card of your deck to {V}.[2] {V} {DF} Instant Conjure Dyrathor the Snoring Wind from your hand or deck.|BAST030| Dyrathor the Snoring Wind Rank 2THOR // D: 18 | XX | R: 27[ Mammal ][1] {A} When this card enters play, Downflip 1 of your opponent's {V}.[2] {V} {DF} Instant Conjure Dainn the Dead Wind from your hand or deck.|BAST031| Time FliesRank 1THOR // D: 12 | X | R: 17[ Elemental ][1] Skip each player’s Start Phase and End Phase. |BAST032| Shadow DewRank 1BRISINGR // D: 15 | 0 | R: 2[ Elemental ][1] {Q} Once per turn, you can change this card's Zone.[2] {A} This card gains 1 Critical.|BAST033| SurmaRank 2BRISINGR // D: 29 | XX | R: 22[ Fish ][1] BRAVE[2] Cards cannot be removed from {H}, also cards in {H} cannot use their abilities. [3] {A} During your opponent’s Start Phase, Downflip 1 of their {V}.|BAST034| Brisingr BirdRank 1BRISINGR // D: 10 | 0 | R: 6[ Avian ][1] {A} or {M} When this card is Normal Conjured, the next Relic you Normal Conjure costs 1 less action.|BAST035| Jormungand, the Midgard SerpentRank 3BRISINGR // D: 38 | XXX | R: 35[ Reptile ][1] Cannot be Instant Conjured, and is unaffected by Abilities.[2] When this card enters play, send all cards from your hand and in your deck to {H}.[3] When this card leaves the field, exclude it from the game, then add 2 cards from {H} to your hand. |BAST036| Liquid Metal LadyRank 2BRISINGR // D: 18 | 0 | R: 23[ Elemental ][1] {H} {Q} You can Downflip 1 {V} to Instant Conjure this card. Any of your Liquid Metal Lady Relics can only use this ability once per turn.|BAST037| KrakenRank 2BRISINGR // D: 27 | XX | R: 22[ Mollusk ][1] {A} At your End Phase, you can move this card to {N}.[2] {N} {Q} You can move this card from {N} to {A}, and if you do, return 1 card your opponent controls to the deck. |BAST038| PinfishRank 1BRISINGR // D: 0 | X | R: 5[ Fish ][1] When this card enters {H}, your opponent discards 1 card. |BAST039| Amazon HuntressRank 1BRISINGR // D: 17 | X | R: 16[ Human ][1] BRAVE[2] {A} At your End Phase, you can add 1 Rank E Relic from your deck to your hand. |BAST040| GeyeserRank 1BRISINGR // D: 8 | X | R: 15[ Elemental ][1] {A} or {V} Your opponent plays with their hand revealed. |BAST041| FenrirRank 2LOKI // D: 23 | X | R: 23[ Diabolist ][1] BRAVE[2] {M} Once per turn, you can discard 1 card to destroy 1 card on {A} or {M}.|BAST042| Loki FishRank 1LOKI // D: 8 | X | R: 12[ Fish ][1] {H} You can shuffle this card into the deck to discard 1 card from your opponent's hand. |BAST043| Venom DragonRank 3LOKI // D: 32 | XXX | R: 29[ Dragon ][1] BRAVE[2] Destroy any Relic that attacks this card after damage infliction. [3] {A} When this card lands a Critical Hit, or when this card enters {H}, your opponent discards 1 card. |BAST044| Helheim DogRank 1LOKI // D: 17 | X | R: 0[ Mammal ][1] BRAVE[2] {A} You can shuffle 1 card from {H} into your Deck to destroy 1 Relic on {A} or {M} with lower Resist than this card's Drive, but this card cannot land a Critical Hit this turn. |BAST045| Helheim Twin DogRank CLOKI // D: 24 | X | R: 0[ Mammal ][C] Shuffle 2 Helheim Dog from {H} into your deck[1] BRAVE[2] {A} This card can attack twice.[3] {A} Up to twice per turn, you can shuffle 1 card from {H} into your Deck to destroy 1 Relic on {A} or {M} with lower Resist than this card's Drive, but this card cannot land a Critical Hit this turn. [4] You can shuffle this card from your hand into the deck to add 2 Helheim Dog from your deck to your hand. |BAST046| Helheim Thousand Fanged DogRank CLOKI // D: 0 | x | R: 0[ Mammal ][C] Shuffle all Helheim Dog and Helheim Twin Dog from {H} into your deck (minimum 1 of each)[1] BRAVE[2] This card's Critical equals the number of cards shuffled into the deck for its Conjure Condition. [3] {A} You can shuffle 1 card from {H} into your deck to destroy 1 Relic on the field.|BAST047| Undead WarriorRank 1LOKI // D: 18 | X | R: 14[ Undead ][1] If this card would be added to {V}, send it to {H} instead.[2] {H} You can discard 1 card to Instant Conjure this card. |BAST048| Undead Magician Rank 1LOKI // D: 14 | X | R: 18[ Undead ][1] If this card would be sent to {H}, add it to {V} instead.[2] {V} {DF} You can replace up to 3 cards in {V} with the same number of different cards in {H}.|BAST049| Loki EggRank 1LOKI // D: 0 | 0 | R: 0[ Elemental ][1] At your opponent’s End Phase, you can send this card from the field to {H} to add 1 Rank 1 LOKI Relic from your deck to your hand. |BAST050| Lobster WarriorRank 1BRISINGR // D: 14 | XX | R: 0[ Crustacean ][1] {N} While blocking, this card gains R: 12x, where x equals the Rank of the attacking Relic. [2] Increase this card's Rank (including in your hand) by 1 for every 3 cards in your {V}. |BAST054| Sabertooth the MightyRank CODIN // D: 15 | XXX | R: 26[ Human ][C] Have at least 3 Rank E Relics in {H}[1] BRAVE[2] {A} Upon Instant Conjure by Conjure Condition, equip any number of Rank E Relics from {H} to this card as Equipment.[3] Once per turn, you can either:Equip 1 Rank E card from {H} to this cardRemove 1 Equipment Card from this card to destroy 1 card on the field|BAST055| Comeback BearRank 1ODIN // D: 5 | X | R: 0[ Mammal ][1] {Q} {A} Once per turn, you can add 1 card from your hand to {V} face-down. [2] {V} During your opponent’s Start Phase, you can Instant Conjure this card to {A}. |SDAC18| Sleipnir, the Iron SteedRank CODIN // D: 27 | XX | R: 23[ Mammal ][C] Downflip 3 ODIN {V}[1] Not destroyed by Abilities.[2] At your End Phase, you can pay 1 Action to Instant Conjure an ODIN Relic from {H}.|SDAC00| Sleipnir TamerRank 1ODIN // D: 14 | X | R: 14[ Human ][1] {A} or {M} When this card is Normal Conjured, you can pay 1 {V} to add Sleipnir, the Iron Steed from your deck to your hand.[2] {V} {DF} You can Downflip 2 fewer cards for the Conjure Condition of Sleipnir, the Iron Steed. |SDAC01| Odin's AngelRank 2ODIN // D: 18 | XX | R: 23[ Deity ][1] When you Instant Conjure this card or another ODIN relic, switch its A/D.|SDAC02| Odin’s Golden AngelRank CODIN // D: 23 | XX | R: 18[ Deity ][C] Downflip 1 ODIN {V}[1] {A} or {M} When this card leaves the field, add it to {V}.|SDAC03| Rock FlingerRank 1ODIN // D: 10 | X | R: 20[ Reptile ][1] {A} Once per turn, by sending an ODIN Relic you control to {H}, you can inflict 1 damage to your opponent, but you cannot land a Critical Hit this turn. |SDAC17| Dwarvish QuarrierRank 1ODIN // D: 16 | X | R: 18[ Dwarf ][1] {A} or {M} When you Normal Conjure this card, you can add 1 ODIN Relic from your {H} to {V}.[2] {V} {DF} Draw the bottom card of your deck. |SDAC19| SheppyRank 1ODIN // D: 4 | X | R: 10[ Mammal ][1] The first time this card’s R would go below 0 each turn, it becomes 0.|BAST006| RelationsheppyRank 2ODIN // D: 8 | XX | R: 20[ Mammal ][1] {A} or {M} This card counts as 2 Sheppy cards for the Instant Conjure of Goatee[2] At your opponent’s End Phase, you can add 1 Sheppy card from your deck to your hand. |BAST056| German SheppyRank 1ODIN // D: 16 | X | R: 12[ Mammal ][1] {A} or {M} When this card is Normal Conjured, add 1 Sheppy card, or Goatee, from your deck to your hand.[2] Whenever a Sheppy card would be sent from the field to {H}, you can discard this card you control or from your hand instead.|BAST008| Wolf in Sheppy’s ClothingRank 1LOKI // D: 20 | X | R: 0[ Mammal ][1] {A} or {M} This card’s name is treated as Sheppy.[2] You can Instant Conjure this card from your hand by sending 1 Sheppy from your deck to {H}.|BAST057| GoateeRank CODIN // D: 25 | XX | R: 30[ Mammal ][C] Send 3 Sheppy from {A} or {M} to {H}[1] BRAVE[2] {A} Cannot be destroyed by a Relic’s ability. [3] {A} Once per turn, you can add 1 Sheppy card from {H} to {V}.|BAST07| Plowing SteerRank 2ODIN // D: 24 | XX | R: 26[ Mammal ][1] BRAVE[2] {A} Once per turn, you can destroy 1 card on your opponent’s {N}. |SDAC14| Kangaruler Rank 2ODIN // D: 26 | XX | R: 21[ Mammal ][1] {Q} Once per turn, during your turn, you can change this card’s Zone. [2] {H} You can discard 2 cards to add this card to your hand.|SDAC15| TurnipRank 1ODIN // D: 3 | X | R: 3[ Plant ][1] When you block using this card, it gains R: 20.|SDAC16| Quick QuestionRank 1THOR // D: 0 | 0 | R: 10[ Sprite ][1] While you control no cards, you can Instant Conjure this card from your hand.|BAST065| Trick QuestionRank 1LOKI // D: 0 | X | R: 0[ Diabolist ][1] {Q} A chosen player shuffles all cards they control into a pile, then randomly places each card face-down into its own zone. The cards are then flipped face-up. |BAST066| Dragonsoul ScoffinRank CVALKYRIE // D: 27 | X | R: 20[ Dragon ][C] Pay 1 VALKYRIE or Dragonsoul {V}[1] {A} When this card enters play, destroy 1 card on the field.[2] {V} You can downflip this card to destroy 1 card on the field.|BAST060| Dragonsoul VeilfolnirRank CTHOR // D: 23 | X | R: 16[ Dragon ][C] Pay 1 THOR or Dragonsoul {V}[1] {A} When this card enters play, take 1 card from your deck and place it on top of your deck.[2] {V} You can downflip this card to add 1 Dragonsoul card from your deck to your hand. |BAST061| Dragonsoul Surma Rank CBRISINGR // D: 29 | X | R: 22[ Dragon ][C] Pay 1 BRISINGR or Dragonsoul {V}[1] {A} When this card enters play, downflip an opponent’s {V}.[2] {V} You can downflip this card to send 1 card from your deck to {H}.|BAST062| Dragonsoul Fafnir Rank CODIN // D: 25 | X | R: 19[ Dragon ] [C] Pay 1 ODIN or Dragonsoul {V}[1] {A} When this card enters play, you can add the top 3 cards of your deck to {V}, face-down.[2] {DF} Unflip another {V} card.|BAST063| Dragonsoul FenrirRank CLOKI // D: 23 | X | R: 23[ Dragon ][C] Pay 1 LOKI or Dragonsoul {V}[1] When this card enters play, you can pay 1 {V} to prevent your opponent from using cards’ abilities in the Advance Phase.[2] {DF} Your {A} gains 1 Critical. |BAST064| Valkyrie, Blue Flame WarriorRank CVALKYRIE // D: 25 | XXX | R: 19[ Deity ][C] Send Valkyrie, Ember Warrior and Freya, Queen of the Vanir from {V} to {H}[1] {A} When this card enters play, destroy up to 2 cards on the field and send 2 cards from your deck to {H}. [2] Once per turn, you can cancel an opponent’s Relic’s ability and destroy that Relic.[3] {V} {DF} Add Valkyrie, Ember Warrior and Freya, Queen of the Vanir from {H} to your hand. Odin, Rolling Thunder of the ÆsirRank CODIN // D: 27 | XXX | R: 27[ Deity ][C] Send Odin, King of the Æsir and Thor, Thunderclap Arcana from {V} to {H}[1] {A} When this card enters play, Instant Conjure 1 card from {V}, add any other cards from {V} to your hand, then add cards from the top of your deck to {V} equal to the deficit.[2] Your Relics gain D: 3 | R: 3[3] {V} {DF} Add Odin, King of the Æsir and Thor, Thunderclap Arcana from {H} to your hand. Loki, Omnipresent ArcanaRank CLOKI // D: 0 | x | R: 0[ Deity ][C] Send 1 card each from ODIN, VALKYRIE, THOR, BRISINGR, and LOKI from your deck to {H}[1] This card is also always treated as ODIN, VALKYRIE, THOR, and BRISINGR.[2] {A} {Q} Once per turn, you can shuffle 1 card from {H} into the deck to give this card that relic’s name, Rank, army, Drive, Resist, Critical, and Abilities until the end of your next turn. Using this ability a second time cancels the previous usage. Arcane Arts EnablerRank ELOKI // D: 0 | 0 | R: 0[ Mechanism ][1] If this card would be send to {H} while equipped, add it to {V}.[E] Equip only to a Fenrir Relic in order to grant the following ability:[e] {A} Any number of times per turn, you can discard 1 card to destroy 1 card on {A} or {M}, and if you do, this card gains 1 Critical (max 3). Snowflake GrandmasterRank 2BRISINGR // D: 21 | XX | R: 20[ Human ][1] {A} or {M} When this card enters play, destroy all cards in your opponent’s {N}.|SNMD09| Skoll the Scorching SunRank 2VALKYRIE // D: 23 | XX | R: 19[ Elemental ][1] When this card enters play, destroy 1 card on the field.[2] When this card enters {H}, you can Instant Conjure Hati the Hallowed Moon from your hand or deck. |BAST058| Hati the Hallowed MoonRank 2BRISINGR // D: 19 | XX | R: 23[ Elemental ][1] When this card enters play, put the top card of your deck in {V}.[2] When this card enters {H}, you can Instant Conjure Skoll the Scorching Sun from your hand or deck. |BAST059| Fumbling MummyRank 1LOKI // D: 25 | X | 18[ Undead ][1] You must Downflip a card to attack with this card.[2] {A} or {M} When this card leaves the field, Unflip all face-down cards in your {V}|BAST075| Phlogiston KnightRank 2VALKYRIE // D: x | XX | R: 23[ Giant ][1] BRAVE[2] This card's D: x equals the highest Resist among cards your opponent controls. [3] This card can attack all Rank 2 or higher Relics, or Instant Conjured Relics, your opponent controls.|BAST072| Nine-Volt ChariotRank 1THOR // D: 18 | X | R: 2[ Elemental ][1] {V} When you pay 2 Actions at once, Unflip 1 {V}.|BAST071| Nidhogg the UprooterRank CLOKI // D: 40 | X | R: 23[ Reptile ][C] Whenever 3 or more cards leave the field at once[1] BRAVE[2] {A} Once per turn, if your opponent has 2 or more {V}, you can pay 1 Action to send 1 card from your opponent's {V} to {H}, but skip your Advance Phase this turn.|BAST070| SarkanyRank 2VALKYRIE // D: 28 | XX | R: 16[ Dragon ][1] BRAVE[2] {A} or {M} At the End Phase, destroy 1 card you control or take 1 damage. |BAST067| Njord's CaretakerRank 2BRISINGR // D: 16 | XX | R: 28[ Sprite ][1] {N} When this card or another blocking card enters {H}, add it to {V}. |BAST068| Beetle MageRank 1VALKYRIE // D: 17 | X | R: 13[ Insect ][1] {A} Whenever a player's card from {V} enters {H}, draw 1 card. [2] Increase this card's Rank (including in your hand) by 1 for every 3 cards in your {V}. |SDNH03| SnowmambaRank 1BRISINGR // D: 18 | X | R: 10[ Reptile ][1] {A} When this card enters play, you can send 1 Snowm card from your deck to {H}. [2] {V} Once per turn, you can send 1 Snowm card from your deck to {H}, but Downflip this card if you control a card other than a Snowm Relic.|SNMD04| SnowmanRank 1BRISINGR // D: 12 | X | R: 20[ Human ][1] {A} Whenever a Snowm card enters {H}, you can draw 1 card. |SNMD05| SnowmuttRank 1BRISINGR // D: 15 | X | R: 10[ Mammal ][1] {Q} You can discard 1 card to have all Snowm cards on your field gain D: 2 | R: 2 (any number of times per turn).[2] When this card enters {H}, you can Instant Conjure 1 Snowm card from your deck, but it loses 1 Critical this turn. |SNMD06| SnowmailRank CBRISINGR // D: 0 | 0 | R: 0[ Elemental ][C] Instant Conjure to your opponent's empty {A}[1] When this card is Instant Conjured, its owner can add 1 Snowm card from their deck to their hand. |SNMD07| Snowmaker Rank 1BRISINGR // D: 13 | X | R: 13[ Mechanism ][1] {A} or {M} Once per turn, you can add 1 Snowm card from {H} to your hand.[2] {N} You can pay 1 {V} to Instant Conjure 1 Snowm card from {H} to {N}.|SNMD08| SnowmasterRank CBRISINGR // D: 20 | XX | R: 27[ Human ][C] Shuffle 4 Snowm cards from {H} into your deck[1] BRAVE[2] {A} Once per turn, you can Instant Conjure 1 Snowm card from your hand, then you can return 1 card your opponent controls to the hand.[3] {H} You can shuffle this card into the deck to add up to 2 Snowm cards from {H} to your hand.|SNMD00| Rosenbloom Wolf Rank 2VALKYRIE // D: 20 | X | R: 5[ Mammal ][1] When this card is discarded, you can Instant Conjure it to {A}.[2] {V} {DF} Draw 1 card. |SNMD11| Rosenbloom CactusRank 1VALKYRIE // D: 10 | X | R: 15[ Plant ][1] Once per turn, you can discard 1 card and draw 1 card.[2] {Q} Once per turn, you can discard 1 card to have this blocking card gain R: 10|SNMD12| Rosenbloom HawkRank 1VALKYRIE // D: 15 | X | R: 0[ Avian ][1] When this card is discarded, you can Instant Conjure it to {M}.[2] {H} You can discard 1 card to shuffle this card into the deck and draw 1 card.|SNMD13| Rosenbloom TortoiseRank 2VALKYRIE // D: 5 | X | R: 24[ Reptile ][1] You can Downflip 1 Rosenbloom {V} to discard 1 card and draw 1 card.[2] Whenever a Rosenbloom card enters {H} from the field, including this card, draw 1 card.|SNMD14| Rosenbloom SeedsRank 1VALKYRIE // D: 0 | 0 | R: 0[ Plant ][1] {H} You can discard 1 card and shuffle this card into the deck to Instant Conjure 1 Rosenbloom Relic from your deck. Any Rosenbloom Seeds can only use this ability once per turn.|SNMD15| Rosenbloom ThresherRank 2VALKYRIE // D: 24 | X | R: 15[ Fish ][1] You can discard 2 cards to Instant Conjure this card from your hand. [2] {Q} Once per turn, you can discard 1 card to change this card's zone. |SNMD16| Rosenbloom ToadRank 1VALKYRIE // D: 14 | X | R: 18[ Amphibian ] [1] When this card is discarded, you can draw 1 card for every 3 Rosenbloom cards in {H}.[2] {A} or {M} At your End Phase, you can add 1 Rosenbloom card from your deck to your hand for every 2 cards you discarded this turn. Other Rosenbloom Toad cannot use this ability this turn. |SNMD17| Rosenbloom OverseerRank CVALKYRIE // D: x | x | R: x[ Human ][C] Draw 4 or more cards in the same turn[1] BRAVE[2] This card's D: x | R: x equal the number of cards players have drawn this turn x10. Its Critical equals every 2 cards drawn this turn. [3] {A} {Q} Once per turn, you can discard 1 card to cancel an opponent's ability, then draw 1 card. |SNMD01| Arboros BeekeeperRank 1ODIN // D: 15 | X | R: 19[ Human ][1] {A} You can pay 1 {V} to Instant Conjure 1 Arboros Relic from your deck and equip it with this card.[E] Equip only to an Arboros Relic by an Arboros card's ability to grant the following ability.[e] This Relic can attack twice during each Advance Phase, but it loses 1 Critical. Arboros CrusaderRank 2ODIN // D: 21 | XX | R: 24[ Human ][1] BRAVE[2] {A} When this card is sent to {H}, Instant Conjure any Arboros cards equipped to it, then you can equip 1 Arboros Relic you control with this card.[E] Equip only to an Arboros Relic, except Arboros Crusader, by an Arboros card's ability to grant the following ability.[e] This Relic gains D: 4 | R: 4, also it cannot be destroyed by abilities. Arboros SageRank 1ODIN // D: 14 | X | R: 21[ Human ][1] {M} {Q} Once per turn, you can equip 1 Arboros card from your hand or {H} to an Arboros Relic you control.[E] Equip only to an Arboros Relic by an Arboros card’s ability to grant the following ability.[e] Once per turn, you can add 1 Arboros card from your deck to your hand. Arboros Woodcutter Rank 2ODIN // D: 28 | X | R: 22[ Human ][1] BRAVE[2] When you Normal Conjure an Arboros card, this card gains D: 2 | R: 2, also you can destroy 1 card on {A} or {M}.[E] Equip only to an Arboros Relic by an Arboros card’s ability to grant the following ability.[e] When this card attacks, you can destroy 1 card on {A} or {M}. Arboros SerpentRank 1ODIN // D: 13 | X | R: 4[ Reptile ] [1] {H} You can Instant Conjure this card whenever an Arboros Relic leaves play and you control no cards afterwards.[2] When this card enters play, you can add 1 Arboros card from {H} to your hand, but shuffle this card into the deck when it leaves play. Arboros Gaia LionRank CODIN // D: 34 | XXX | R: 31[ Mammal ][C] Send 1 Relic with 3 Equipment cards to {H}[1] BRAVE[2] When this card enters play, you can equip up to 5 Rank E and/or Arboros cards to it from your hand or {H} as equipment.[3] If this card would be destroyed, remove an equipment instead. Lioness BladeRank EODIN // D: 8 | 0 | R: 0[ Mammal ][E] Equip to a [Human] Relic to grant the following ability.[e] Cancel the abilities of your opponent’s cards that prevent destruction. Lion Mane ShieldRank EODIN // D: 2 | 0 | R: 6[ Mammal ][E] Equip to a [Human] Relic to grant the following ability.[e] Your opponent cannot force you to discard cards. Giant’s MalletRank EVALKYRIE // D: 10 | 0 | R: 10[ Giant ][E] Equip only to a [Giant] Relic to grant the following ability.[e] If this is the only Relic you control, it gains 1 Critical. Mjolnir, Hammer of ThorRank ETHOR // D: 7 | 0 | R: 0[ Elemental ][E] Equip only to a THOR Relic to grant the following ability.[e] {A} Once per turn, if your opponent controls more cards than you control AND possess in your {V} combined, you can add 1 card from your deck to your hand. Saber SpearRank EODIN // D: 15 | 0 | R: 0[ Mechanism ][E] Equip to a Relic to grant the following ability.[e] This card gains an attack each time your opponent uses an ability during the Advance Phase. Saber SlingshotRank EODIN // D: 6 | 0 | 0[ Mechanism ][E] Equip to a Relic to grant the following ability.[e] This card gains 1 Critical for each card in your opponent’s {N}. Saber Net TrapRank EODIN // D: 3 | 0 | 3[ Mechanism ][E] Equip to a Relic to grant the following ability.[e] If this Relic would be attacked, Equip its Equip Card to the attacker to grant D: -10 | -X | R: -3. Guardian AngelRank EVALKYRIE // D: 3 | 0 | R: 0[1] This card can attack while equipped (but it is still considered an Equip Card).[2] {A} or {M} This card gains 11 | X | 10[E] Equip this card to a Relic to grant the following ability.[e] When this card is destroyed, you can Instant Conjure the Guardian Angel Equipped to it. Rabbit EarsRank EODIN // D: 0 | -XXX | R: 0[E] Equip to a [Mammal] Relic to grant the following ability.[e] {Q} Once per turn, during your opponent’s turn, you can change this card’s Zone. Forge MalletRank EVALKYRIE // D: 4 | 0 | R: 2[E] Equip to a Relic to grant the following ability.[e] Once per turn, you can pay 1 Action to add 1 Rank E Relic from your deck to your hand. Witch Doctor’s BriefcaseRank ELOKI // D: 0 | 0 | R: 0[1] When you Equip this card to a Relic, send the top card of your deck to {H}.[E] Equip to a LOKI Relic to grant the following ability.[e] {Q} You can return this card to your hand, also Equip the Equip Card to another Relic you control. Time-Traveling TapirRank 1LOKI // D: 10 | X | R: 20[ Mammal ][1] During each player’s Start Phase, you can add 1 card from either player’s {H} to the deck.[2] {H} You can shuffle this card into the deck to return 1 card on the field to its owner’s hand. The owner of that card then adds the top 2 cards of their deck to {V}. Earthy MochaRank 1ODIN // D: 0 | X | R: 10[ Elemental ][1] {A} Once per turn, you can shuffle all ODIN cards from {V} into your deck, then place the same number of cards from the top of your deck in {V}. Smoky MochaRank 1VALKYRIE // D: 0 | X | R: 10[ Elemental ][1] {A} Once per turn, you can shuffle all VALKYRIE cards from {V} into your deck, then place the same number of cards from the top of your deck in {V}. Whirly MochaRank 1THOR // D: 0 | X | R: 10[ Elemental ][1] {A} Once per turn, you can shuffle all THOR cards from {V} into your deck, then place the same number of cards from the top of your deck in {V}. Watery MochaRank 1BRISINGR // D: 0 | X | R: 10[ Elemental ][1] {A} Once per turn, you can shuffle all BRISINGR cards from {V} into your deck, then place the same number of cards from the top of your deck in {V}. Tainted MochaRank 1LOKI // D: 0 | X | R: 10[ Elemental ][1] {A} Once per turn, you can shuffle all LOKI cards from {V} into your deck, then place the same number of cards from the top of your deck in {V}. Ancient MochaRank 1ANARCHY // D: 0 | X | R: 10[ Elemental ][1] {A} Once per turn, you can shuffle all ANARCHY cards from {V} into your deck, then place the same number of cards from the top of your deck in {V}. Miracle MochaRank 1LOKI // D: 0 | X | R: 10[ Elemental ][1] {A} Once per turn, you can shuffle all cards that do not share an Army from {V} into your deck, then place the same number of cards from the top of your deck in {V}. Hellbent HellbeastRank 2LOKI // D: 27 | XX | R: 20[ Diabolist ][1] You can Instant Conjure this card from your hand or {H} by discarding 1 LOKI and 1 VALKYRIE card. [2] {A} or {M} once per turn, you can discard 1 card to destroy 1 card on the field. That card's controller draws 1 card. |BAST076| Dark Nebula PlundererRank 1LOKI // D: 18 | X | R: 14[ Diabolist ][1] {A} Once per turn, you can send 1 Dark Nebula Relic from your deck to {H}.[2] At your End Phase, you can send this card to {H} to send the top card of your deck to {H}. Dark Nebula ChampionRank 2LOKI // D: 26 | XX | R: 22[ Diabolist ][1] BRAVE[2] {Q} Once per turn, you can shuffle 1 card from {H} into your deck to cancel 1 opponent's ability that destroys cards you control.[3] At your End Phase, you can send this card to {H} to send the top 2 cards of your deck to {H}. Dark Nebula CnidarianRank 1LOKI // D: 10 | X | R: 17[ Diabolist ][1] Once per turn, you can send the top card of your deck to {H} to add 1 Dark Nebula Cnidarian from your deck to your hand. [2] When this card blocks, you can send the top card of your deck to {H}, and if you send a Rank 1 Dark Nebula Relic with R: 17, you can Instant Conjure it to {N}. Dark Nebula GrasperRank 1LOKI // D: 12 | X | 17[ Diabolist ][1] {M} You can pay 1 {V} to add up to 2 Dark Nebula cards from {H} to your hand.[2] At your End Phase, you can send this card to {H} to send the top card of your deck to {H}. Dark Nebula TriopsRank 2LOKI // D: 27 | X | R: 4[ Diabolist ][1] {Q} Once per turn, you can Downflip 1 Dark Nebula {V} to change this card's Zone.[2] At your End Phase, you can send this card to {H} to send the top 2 cards of your deck to {H}, then destroy cards on {A} or {M} equal to the number of Dark Nebula cards sent. Dark Nebula OracleRank 2LOKI // D: 0 | X | R: 29[ Diabolist ][1] Once per turn, you can reveal the bottom card of your deck, then send that card—and if it was a Dark Nebula card, cards from the top of your deck equal to its rank—to {H}.[2] {A} or {M} At your End Phase, you can send this card to {H} to Instant Conjure 1 Dark Nebula Relic from {H}. Pharaoh of Dark NebulaRank CLOKI // D: x | XXX | R: x[ Diabolist ][C] Send 3 Dark Nebula cards from {A} and/or {M} to {H}[1] BRAVE[2] This card's D: x | R: x equals the number of cards in {H} x3[3] {A} Once per turn, you can Instant Conjure 1 Relic from {H}, but at the End Phase, send 2 Relics you control to {H}.[4] {H} You can pay 2 {V} to add this card to your hand. Persistent JotunRank 2THOR // D: 28 | X | R: 20[ Giant ][1] At your End Phase, place the top card of your deck in {V}.[2] During each Advance Phase, you can Block using 1 [Giant] Relic from {V}. Diving JotunRank 2BRISINGR // D: 24 | XX | R: 27[ Giant ][1] Once per turn, you can Instant Conjure 1 [Giant] Relic from {V} to {N}. Forest JotunRank 2ODIN // D: 20 | XX | R: 30[ Giant ][1] Reduce the Rank of [Giant] Relics in your hand for each [Giant] Relic in your {V} (can’t go below 1). Blizzard JotunRank 2LOKI // D: 25 | XX | R: 25[ Giant ][1] {H} You can Instant Conjure this card by sending 1 [Giant] Relic from your deck to {H}, except Blizzard Jotun.[2] [Giant] Relics on your field cannot be destroyed by abilities. Giant-Slayer ArcanaRank CTHOR // D: 50 | 0 | R: 16[ Human ][C] Destroy 1 [Giant] Relic on the field[1] BRAVE[2] {A} While a [Giant] Relic is on the field, cancel the abilities of all other Relics on the field.[3] This card gains 1 Critical for every [Giant] Relic on the field. Andromedan QuickdrawRank 2LOKI // D: 30 | XX | R: 0[ Diabolist ][1] If this card is attacked, destroy the attacker before battle. [2] At your opponent’s End Phase, or when this card would enter {V} from {A}, pay 1 {V} or shuffle this card into the deck. Saber DogRank 1ODIN // D: 16 | X | R: 16[ Mammal ][1] {A} or {M} Once per turn, you can add 1 Rank E or Rank C Saber card from your deck to your hand. [2] This card can attack opposing Relics while equipped. [E] Equip to Sabertooth the Mighty from {H} or your field. Border Guard of the VanirRank 1BRISINGR // D: 4 | X | R: 20[ Diabolist ][1] When you Normal Conjure a Relic, you can Unflip 1 {V}.[2] {A} or {M} Your opponent cannot use abilities to add cards to or remove cards from {V}.[3] If this card would enter {H}, add it to {V} instead. Vanisher of InhibitionsRank 1VALKYRIE // D: 15 | 0 | R: 15[ Sprite ][1] {A} or {M} Your {A} gains BRAVE.[2] If it is the first turn of the game, you can Instant Conjure this card from your hand. Sparkling DolphinRank 1BRISINGR // D: 16 | X | R: 3[ Mammal ][1] {A} When this card enters play, reveal the top 4 cards of your deck and add 1 BRISINGR card revealed to your hand.[2] {H} You can shuffle this card into the deck to send 1 card from your deck to {H}, except Sparkling Dolphin. Bringer of the AuroraRank 1LOKI // D: 14 | X | R: 5[ Mammal ][1] {A} When this card enters play, reveal the top 4 cards of your deck and add 1 LOKI card revealed to your hand.[2] {H} You can shuffle this card into the deck to add 1 card from {H} to your hand. Centipede MastermindRank CLOKI // D: 0 | 0 | R: 0[ Insect ][C] Downflip 2 [insect], [Mollusk], or [Crustacean] {V}[1] This card gains D: 10 | X | R: 10 for each [insect], [Mollusk], and [Crustacean] Relic in {M}.[2] {V} {DF} You can add 1 [insect], [Mollusk], or [Crustacean] Relic from your deck to {V}. |BAST069| Valkyrian Rebel AngelRank CVALKYRIE // D: 29 | XX | R: 19[ Sprite ] [C] Downflip 3 VALKYRIE {V}[1] Whenever you lose 1 {V} (by damage or otherwise), destroy 1 card on the field.[2] {V} {DF} Your {A} gains 1 Critical. Valkyrian CharioteerRank 1VALKYRIE // D: 15 | X | R: 13[ Sprite ][1] {A} or {M} Upon Normal Conjure, you can pay 1 {V} to add Valkyrian Rebel Angel from your deck to your hand.[2] {V} {DF} You can Downflip 2 fewer cards for the Conjure Condition of Valkyrian Rebel Angel. Brick Breaker BeetleRank CVALKYRIE // D: 25 | x | R: 25[ Insect ][C] Send 0-2 VALKYRIE cards from {V} to {H}[1] This card's Critical: x equals the number of cards sent to {H} for its Instant Conjure. [2] You can Downflip 1 VALKYRIE {V} to have this card gain D: 3 | R: 3. Arsonist MummyRank 2VALKYRIE // D: 20 | X | R: 0[ Undead ][1] {A} You can destroy this card and 2 other cards on {A} or {M}. [spoiler=The Field] There is a small likelihood that whatever version of this you are reading is outdated. Please tell me if you have any ideas for cards, game mechanics, or for differentiating this game from other card games. I am aware that many phrases and game mechanics are similar to Yugioh, Vanguard, and other games, but this is also not intended to be a moneymaking franchise as much as a fun project for me and whoever else decides to contribute. If necessary, please move this topic to its applicable section. [spoiler=Notes / FAQ] Isn't it stupid to place a card in Asgard on the first turn?Some Relics, such as Earwig Warrior, are low-rank and still possess BRAVE. This grants early protection of a player's Vanaheim cards. Some cards also use abilities in Vanaheim, so to add an extra life point with a bonus effect helps. For example, using Bank Piggy allows the player to draw a card whenever their Asgard enters Vanaheim, so they can maintain their hand advantage while simultaneously protecting themselves. This card's ability is OP! It cancels all other abilities/destroys a lot of cards/etc.! Some cards are designed to possess powerful abilities that only function on Asgard, while lacking the BRAVE ability. Thus, their ability only functions during that turn, and at the end of the turn, they enter Vanaheim. But what if they gain BRAVE through another ability, like Vanisher of Inhibitions? Vanisher of Inhibitions has 15 Resist, and its ability only functions in Asgard or Midgard. Therefore, it combats Stall by forcing them to remove it somehow. Since Vanisher of Inhibitions will be vulnerable as long as its ability is functional, it acts as a high-risk, high-reward Relic. Other cards that add BRAVE will be designed similarly, or not at all. How do you determine which cards go to Helheim after a Critical Hit? Currently, the defending player decides which card(s) are sent, but this may change so that the top or bottom card is sent instead. It depends on how important Downflipping becomes, since players do not need to be conscious of which cards are downflipped at what time. Link to comment Share on other sites More sharing options...
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