flameslayer93
09-09-2011, 04:16 AM
My customs that are generally designed for craziness:)
Faction: The Mad
Welcome, fellow demons who think they are summoners. I'll introduce you into the wonderful world of pure insanity, and to start, I'll let you meet the Mad King himself...Salazar
King Salazar
Summoner for The Mad
1 Attack, Sword, 7 HP
Forced Martyr:
An adjacent unit you control may take any wounds that Salazar receives. If the number of wounds would kill the unit, your unit will go onto your magic pile instead of your opponent's.
A King needs some sort of minions. Umm, these guys are close enough:rolleyes:
Umbrella Knight(1 to summon)
Common for The Mad
1 Attack, Sword, 2 HP
Parasol Protection:
This unit is never affect by events.
Joker(2 to summon)
Common for The Mad
0 Attack, Bow, 1 HP
Card Tricks:
This unit gains +1 attack and can shoot up to four spaces if you have at least 1 card in your hand. If you show your opponent a card in your hand, this unit gains an additional attack.
Scribble(2 to summon)
Common for The Mad
4 Attack, Sword, 1 HP
Coloring By a Child:
This unit may not attack common units or summoners.
Fool's Chest(3 to summon)
Common for The Mad
1 Attack, Bow, 3 HP
Treasured Mana:
When you build magic, if you show this card to your opponent they nay choose to put it on top of their magic pile. If they do, they may not summon any units or play a wall until the start of your next turn.
Exploding Penguin(2 to Summon)
Common for the Mad
1 Attack, Sword, 4 HP
*Bang*:
Instead of attacking with this unit and an adjacent The Mad Hero you control, you may choose any space within 3 straight spaces of the Hero and place this Exploding Penguin there. Deal a wound to the card this unit is placed on top of and roll a die. If you get a 3 or better, inflict a wound on the card this unit was placed on and every adjacent card for each remaining HP to this unit. Discard this card afterwards.
It's almost impossible to hate if your insane. The ones who have truly embraced the insanity will be given powers beyond normal immortals.
Frankie(7 to summon)
Hero for The Mad
4 Attack, Sword, 7 HP
Rocket Fists:
Instead of attacking normally, Frankie may attack a unit within 3 clear spaces of him with 2 attack. For this attack, only a 4 or better will count as a hit.
Stealth Dodge(3 to Summon)
Hero for The Mad
1 Attack, Bow, 2 HP
Dodging the Hammer:
Once per game, when Stealth Dodge is destroyed instead of placing him on your opponent's Magic Pile, you may place him in your Discard Pile and put an Umbrella Knight from your hand or deck in his place.
SpameBot(4 to Summon)
Hero for the Mad
3 Attack, Sword, 5 HP
Cannot Spell:
SpameBot can move through any cards, regardless of their effects. If SpameBot is affected by an event or power, you may roll a dice. If you roll a 4 or better, ignore the effect of the card and place it under this card if it is an event.
King Salazar is crazy, childish, and a little evil. If he manages to get his wits together long enough, his Summoning Stone will launch some nasty spells...
Ignoring Thyself(x2)
A unit you control may add 5 to it's attack while attacking an adjacent card, but every wound it deals, it also takes. Their attacks only land on a 4 or better.
The Dastardly Walls!!(x1)
You may destroy a wall you control and destroy an adjacent common unit. Then add a discarded card from your discard pile to your magic pile for every HP the wall had left. You may summon during this event phase.
Fool Moon(x3)
Remove a wound from up to two common units you control.
Burning Wave(x2)
Deal a wound to a Common unit and any adjacent cards to it. You may only play this card during your Event phase and no other events. Summoners are never affected by Burning wave and can never be targeted.
False Trap(x1)
If a Hero or Summoner you control would be wounded this turn, you may instead place this card on top of your discard pile to ignore any wounds. The attacking card may choose a different target for their attack. They must re-roll any hits.
Start-up
http://www.plaidhatgames.com/sum_forums/picture.php?albumid=18&pictureid=112
S=Salazar
W=Wall
Scr=Scribble
UK=Umbrella Knight
J=Joker
Base Deck(prototype)
Salazarx1
Frankiex1
SpameBotx1
Stealth Dodgex1
<Events as listed>
Umbrella Knight x8
Joker x4
Scribble x4
Fool's Chest x2
Faction: The Mad
Welcome, fellow demons who think they are summoners. I'll introduce you into the wonderful world of pure insanity, and to start, I'll let you meet the Mad King himself...Salazar
King Salazar
Summoner for The Mad
1 Attack, Sword, 7 HP
Forced Martyr:
An adjacent unit you control may take any wounds that Salazar receives. If the number of wounds would kill the unit, your unit will go onto your magic pile instead of your opponent's.
A King needs some sort of minions. Umm, these guys are close enough:rolleyes:
Umbrella Knight(1 to summon)
Common for The Mad
1 Attack, Sword, 2 HP
Parasol Protection:
This unit is never affect by events.
Joker(2 to summon)
Common for The Mad
0 Attack, Bow, 1 HP
Card Tricks:
This unit gains +1 attack and can shoot up to four spaces if you have at least 1 card in your hand. If you show your opponent a card in your hand, this unit gains an additional attack.
Scribble(2 to summon)
Common for The Mad
4 Attack, Sword, 1 HP
Coloring By a Child:
This unit may not attack common units or summoners.
Fool's Chest(3 to summon)
Common for The Mad
1 Attack, Bow, 3 HP
Treasured Mana:
When you build magic, if you show this card to your opponent they nay choose to put it on top of their magic pile. If they do, they may not summon any units or play a wall until the start of your next turn.
Exploding Penguin(2 to Summon)
Common for the Mad
1 Attack, Sword, 4 HP
*Bang*:
Instead of attacking with this unit and an adjacent The Mad Hero you control, you may choose any space within 3 straight spaces of the Hero and place this Exploding Penguin there. Deal a wound to the card this unit is placed on top of and roll a die. If you get a 3 or better, inflict a wound on the card this unit was placed on and every adjacent card for each remaining HP to this unit. Discard this card afterwards.
It's almost impossible to hate if your insane. The ones who have truly embraced the insanity will be given powers beyond normal immortals.
Frankie(7 to summon)
Hero for The Mad
4 Attack, Sword, 7 HP
Rocket Fists:
Instead of attacking normally, Frankie may attack a unit within 3 clear spaces of him with 2 attack. For this attack, only a 4 or better will count as a hit.
Stealth Dodge(3 to Summon)
Hero for The Mad
1 Attack, Bow, 2 HP
Dodging the Hammer:
Once per game, when Stealth Dodge is destroyed instead of placing him on your opponent's Magic Pile, you may place him in your Discard Pile and put an Umbrella Knight from your hand or deck in his place.
SpameBot(4 to Summon)
Hero for the Mad
3 Attack, Sword, 5 HP
Cannot Spell:
SpameBot can move through any cards, regardless of their effects. If SpameBot is affected by an event or power, you may roll a dice. If you roll a 4 or better, ignore the effect of the card and place it under this card if it is an event.
King Salazar is crazy, childish, and a little evil. If he manages to get his wits together long enough, his Summoning Stone will launch some nasty spells...
Ignoring Thyself(x2)
A unit you control may add 5 to it's attack while attacking an adjacent card, but every wound it deals, it also takes. Their attacks only land on a 4 or better.
The Dastardly Walls!!(x1)
You may destroy a wall you control and destroy an adjacent common unit. Then add a discarded card from your discard pile to your magic pile for every HP the wall had left. You may summon during this event phase.
Fool Moon(x3)
Remove a wound from up to two common units you control.
Burning Wave(x2)
Deal a wound to a Common unit and any adjacent cards to it. You may only play this card during your Event phase and no other events. Summoners are never affected by Burning wave and can never be targeted.
False Trap(x1)
If a Hero or Summoner you control would be wounded this turn, you may instead place this card on top of your discard pile to ignore any wounds. The attacking card may choose a different target for their attack. They must re-roll any hits.
Start-up
http://www.plaidhatgames.com/sum_forums/picture.php?albumid=18&pictureid=112
S=Salazar
W=Wall
Scr=Scribble
UK=Umbrella Knight
J=Joker
Base Deck(prototype)
Salazarx1
Frankiex1
SpameBotx1
Stealth Dodgex1
<Events as listed>
Umbrella Knight x8
Joker x4
Scribble x4
Fool's Chest x2