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Bowser:L8,3100 AP,2800 DP,Koopa,automatically starts on the field but cannot attack or be attacked until properly summoned, and allows all L4s and lower to be summoned without limit.
Bowser Jr.:L7,2700 AP,1300 DP,Koopa,+500 AP if Bowser is on the field.
Boo:L6,2200 AP,2400 DP,when flipped,reduces enemy's AP by the difference in AP and DP.
Dry Bones:L3,1200 AP/DP,Koopa/Undead,revives if killed by a result of battle.
Goomba:L3,1400 AP,700 DP,Minion
Koopa Troopa:L4,1000 AP,1600 DP,Koopa,if attacked,turns into Koopa Shell.
Koopa Paratroopa:L4,1200 AP,1600 DP,Koopa,can attack directly until hit,then if hit again,turns into Koopa Shell.
Koopa Shell(Token):500 AP,can be sacrificed to deal direct damage.
Buzzy Beetle:L4,100 AP,2100 DP,Minion
Bob-omb:L4,2500 AP,0 DP,Minion,suicides when attacking,automatically dies if attacked.
Magikoopa:L4,1500 AP/DP,Koopa,when flipped,draw a card.
Piranha Plant:L5,2100 AP,400 DP,Minion,if attacked facedown,swap AP for DP for the attack.
Hammer Bro:L6,2300 AP,1600 DP,Koopa
Shy Guy:L4,1500 AP,1400 DP,Minion,all equips double on Shy Guy.
Have fun. And you guys can start dueling at any time,really. Just do this:
To draw,assign a number to a card in your deck. Use the RNG and draw the cards with the first 5 numbers on them to start. When you draw a card,use the next number if you already have that card and it's not in your deck. No cheating or I bring out my +5/+5 Hammer of Fairness.
10-05-2005, 10:01 PM
Felonious Monk
Er... I think it would save a lot of trouble if you rolled for us, save the numbers in a txt file or something and the when we post our cards and their numbers you can tell us what's in our deck. It's much more reliable if one person handles it, especially since it's impossible to tell if someone is cheating. Even if they aren't and they just get lucky, it still looks that way.
Side note: I'm going out of town yet again, but I swear it will only be for a few days. I'll be leaving tomorrow and coming back on Monday or Tuesday. I pretty much have to since my wife is getting the pins in her finger removed on Tuesday.
10-06-2005, 05:32 AM
JYAP
But that's so much work! :razz: Fine fine. Just assemble your decks and I'll roll for you.
Hmm.
My Deck:
Rain Mirnimanex1
Harner Aylomein(L8,2800 AP,2900 DP,Melee/Pro)x1
Heat Mirnimane(L6,2100 AP,2000 DP,Melee,+500 if played alongside Rain)x1
Snow Mirnimane(L6,1900 AP,2300 DP,Caster,+500 if played alongside Rain)x1
Sleet Mirnimane(L6,1800 AP,2200 DP,Rogue,when flipped,slays attacking target,+500 if played alongside Rain)x1
Hail Mirnimane(L6,1500 AP,2400 DP,Ranged/Caster,attacks directly,+500 if played alongside Rain)x1
Drago Blimfen(L6,1000 AP,2800 DP,Caster,reduces attacker's AP by 300 if hit,+500 if played alongside Harner)x1
Serind Tylner(L6,1000 AP,2700 DP,Ranged/Caster,can attack directly or make a crippling shot on a opponent,reducing the enemy's AP by 500,+500 if played alongside Harner)x1
Rali Lutgenest(L6,2100 AP,1800 DP,Caster,attacks the 2 monsters adjacent to the one he attacks with no LP penalty if his AP is lower,+500 if played alongside Harner)x1
The Ninja(L6,2000 AP/DP,Rogue,when flipped,slays enemy target and inflicts 500 LP damage on the owner of the target,+500 if played alongside Harner)x1
Halfling Warrior(L4,1600 AP,1000 DP,Melee)x5
Mirnimane Fanatic(L4,1200 AP,1700 DP,Melee)x5
RNG Sacrifice(Summons as many Sacrificial Goats(0 AP) onto the field as you can have. They may be used for a sacrifice at the cost of 1000 LP)x2
Trap Kit(Equip on a rogue to kill the next attacker,play face down)x2
Fireball/Flamestrike/Flame Lash/Whatever! It's a fire spell ok?(Equip on a caster to boost AP by 500)x4
Invisibility Sphere(Equip on a caster to make him unable to be attacked as well as the 2 monsters next to him until he attacks. Even if he attacks,the monsters are still invisible until they attack)x2
Scythex1
Dragon's Lairx1
Delayed Blast Fireball(Trap)(Choose a caster on your side. If there are none,you cannot play this. This trap will spring when the caster is attacked. If the caster is killed via magical means,this card is discarded. The trap makes a attack against the attacker as if it had a AP of (Caster's AP+1500).)x2
Knockdown(Equip on a melee to turn his next attack into a KD attack that stops the target from doing anything for 2 turns)x2
Longbow(Equip on Ranged for +300 AP)x2
Spawn Camp(Inflict 800 LP damage on your opponent)x1
Double Team'd/10(If Rain and Harner are on the field and either one attacks directly,both attack)x1
Double Team isn't that overpowered since I need Rain AND Harner and Sacrificial Goats will devour all my LP,and I have no LP recovery. Anyways,duel me if you want to.
And :) to you Monkey.
10-06-2005, 05:49 AM
JYAP
Oh,to make Dredoc a happy ranger.
Metroid:L3,1100 AP,800 DP,Metroid,respawns on death with 100 less AP and DP,if attacking a L6 or higher target,deals AP damage equal to Metroid's AP/2.
Fission Metroid:L3,1000 AP,600 DP,Metroid,becomes vulnerable to a specific enemy monster type each turn. If hit with the right one,calculate damage normally. If hit with the wrong one,summon Fission Metroid again and give each +100 AP/DP. You choose the type BTW,and it can't be the same until you use them all.
Hunter Metroid:L3,1200 AP,400 DP,Metroid,has Metroid's power,can attack directly and give half the LP damage to your LP.
Metroid Prime:L8,2700 AP,2000 DP,Metroid,all Metroids except Prime get +100 to their AP/DP each turn.
Have fun.
10-07-2005, 04:15 PM
JYAP
Ehh,if you catch me online,here's the conditions for some cards.
Harner Aylomein or any EB resident:Defeat _________ alone!
Itchy the Swordfish:Ask me about Insaniquarium!
Gash the Shark:Actually download and play Insaniquarium and tell me the name of the special droppable item in tank 2!
DM:Make Almuric make me a DM! :razz: Not really. Convince Al to nerf both Ice Storm and Bigby's Forceful Hand(again).
RNG Sacrifice:Get horribly raped by the RNG when fighting me!(Roll below 9 on a lot of your attack rolls)
Trap Kit:Spawn trap some really bloody annoying noob 3 times!
Double Team:While Harner is active,gang someone attacking Harner with a 18+ char!
Can we get something done please? Buy a starter kit and some boosters,trick out your deck,and let's go!
10-07-2005, 07:48 PM
Halfwingseen
um
My special card that unique to me only and no one can ever get and i call it for now and forever:
Thox: ( 2700/3000 caster/prolvl 10(sacrifice ohh lets say 6 monsters ) When played kills all monsters with less than 2000 ap and all monsters with less than 2100 dp with wail of banchee and timestop spammation )
i calls him ^_^
and my deck is
*buys two undead starter decks*
*buys one creep starter deck*
*sorts and combines*
*adds 500/500 to all monsters in those deck to balance it out*
*lists deck...soon*
*hates asteriks*
*lists deck*
*riiiiight*
*now*
AcrolyteX5
GhoulX20
AbominationX4
Meat wagonX3
NecromancerX2
Skeleton WarriorX15
LichX2
Upgrade Attack X9
Upgrade ArmorX9
Hydra AncientX1
Hydra X3
Hydra HatchlingX7
ThoxX1
Battle GolemX2
Granite GolemX1
10-07-2005, 07:56 PM
JYAP
Nice. Considering Thox can't be summoned due to the 5 monster limit,his stats don't matter.
Magic card effects:
Bowser's Castle:All Minions and Koopas get +200 to AP and DP.
Bowser's Breath:Burninate 1 monster if Bowser is on the field.
Swarm(Trap):When your opponent attacks,summon all monsters you can onto the field.
ROAR!:If Bowser is on the field,all L4 and lower monsters flee to the opponent's hand.
Kidnap:Choose a target one of your monsters could destroy. That target is now kidnapped,and equipped as a magic card. If the kidnapper is attacked,the kidnapped takes the blow,dealing appropriate damage to the owner.
Persistance(Continuous):When played,destroyed monsters on your side don't go to the discard pile for 5 turns.
There.
10-07-2005, 08:51 PM
Halfwingseen
Thats the point JYAP besides he would slaughter every deck with his prensence hes just in there for kicks