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#51
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Let's try a Naruto Movie 2: Bonds theme here....
0-Tailed Beast /// Lightning/Water EC 2 HC 1 Tailed Beast/Name: Amaru [Thirst for Power] While this card is in your hand, it gets +1 Entrance Cost for each other card in your hand. Valid: Before this Ninja comes into play, choose 1 of your opponent's Ninjas. If you do, this Ninja comes into play with that Ninja's Characteristics, Effect Text, and X +1/+0 Coins, X = That Ninja's Healthy Combat Stats. 0/0 0/0 SR __________________________________________________ ____________ Amaru //// Lightning EC 1 HC 0 Leaf/Female/Medical/Mental Power: 2/Growth [Experience] During your Mission Phase, you can discard 1 of your Chakras. If you do, heal one of your Ninjas with Entrance Cost X or less. Then place 1 Ninja Blade Coin Symbolizing an Experience Coin on this Ninja. X = The number of Experience Coins on this Ninja. 0/2 0/0 Uncommon __________________________________________________ ______________ Shinno //// Wind EC 4 HC 0 Leaf/Male/Medical/Mental Power: 3 [Master of First Aid] During you Mission Phase, you can heal 1 Ninja. If you do, draw 1 card. 2/2 1/1 Common __________________________________________________ ____________ Going to make some more later...... Last edited by Kakashi_Hatake777 : 03-01-2010 at 05:38 AM. |
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#52
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I actually think that the Mental Power Attribute should be used in more ways than just in the Mental Power decktype. Some Jonin level jutsus I believe shoudl require the user to have the mental capacity to use it. Hidan will never be able to pull off Trigram......
For example, Water Style: Water Dragon Jutsu W/1 or F/F Requirements: Jonin or Higher Rank + Mental Power 2 or More. Target: 1 Ninja Battling Against the User. Effect: Deal 1 Damage to the Target. Then you can discard 3 cards from the top of your deck to repeat this effect. __________________________________________________ _____________ 8 Trigram Divination Seal Spell Formula F/F Requirements: Jonin or Higher Rank + Mental Power 2 or more Target: 1 Ninja Effect: Move the Target to the Bottom of the Deck. __________________________________________________ ______________ 100 Moves Ahead /////// Wind/Earth 1 Requirements: Mental Power 3 or more. Effect: Draw 3 Cards. __________________________________________________ ____________ |
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#53
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I noticed Naruto had a lack of one of a card type that has been pretty much in every game I've ever played. So I'm adding it here. The new card type is called Power. It remains in play after being played and attaches itself to a Ninja (called Wielding). Everytime a Ninja is deployed, you can move a Power card and attach it to that Ninja.
Power (card type) ///////// Wind/Earth Kunai (Name) EC 0 HC 0 Wielding Ninja gets +1/+1 and Weapon Combat Attribute in addition to its other Combat Attributes. __________________________________________________ _______ Snake Sword ////////// Water EC 2 HC 1 This Power Card can only be wielded by a Sasuke Uchiha with Entrance Cost 4 or more or an Orochimaru. Weilding Ninja gets +2/+0, Mastery, and the following effect: "If this Ninja's Team deals Damage to a Ninja as a result of the showdown, remove that Ninja from play. This effect is negated if the damage is negated." __________________________________________________ ______________ Shuriken /////// Lightning/Fire EC 1 HC 1 Weilding Ninja gains the following effect: "During the Exchange of Jutsu, you can injure 1 Ninja battling against this Ninja's team. Heal that Ninja at the beginning of the Showdown." __________________________________________________ ______________ Byakugan //// Earth EC 2 HC 1 This card can only be wielded by a Ninja with Byakugan. When the wielding Ninja's team wins a Victory or Outstanding Victory, your opponent must discard a card from their hand and a card in their Chakra Area. Wielding Ninja gets +2/+0. __________________________________________________ _____________ Sharingan //// Fire EC 1 HC 1 This card can only be wielded by a Ninja with Sharingan Eye. Whenever the wielding Ninja would become the user of a jutsu card with the same name as a jutsu card in the opponent's discard pile, you can ignore its jutsu cost. You can use this ability up to 3 times per turn. __________________________________________________ ______________ |
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#54
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Creativeness got to me again........
Quick Charge Chidori F Requirements: Sasuke Uchiha or Kakashi Hatake Target: 1 Ninja Battling Against the User. Effect: Apply 1 of the following: 1) Deal 1 Damage to the target. 2) The target get's -5/-5 and -5 Mental Power until the end of the turn. While this Jutsu card is in your Chakra Area, you can't play Jutsu cards with Chidori in their name. You can't use this card to pay the Chakra cost of a Jutsu card with Chidori in it's name. __________________________________________________ ______________ Brain Hack E/E Requirements: "Mind" Combat Attribute + Chunnin or Higher Rank Effect: Draw until you have 6 cards in your hand. __________________________________________________ ______________ Gentle Fist Style: Twin Lion Fists E/E/E Requirements: Byakugan + Entrance Cost 3 or more. Target: 1 Ninja Battling Against the User. Effect: Place the Target as a Back Ninja or a Head Ninja in that Ninja's team. If you win any Victory look at the opponent's hand, Chakra Area, Village and/or top X cards of his/her deck and discard all Jutsu Cards and Mission Cards. X = the Entrance Cost of the User + 1. Then shuffle your opponent's deck. __________________________________________________ ______________ Expert /////// Fire/Water EC 4 HC 2 Effect: Search your deck for 1 Jutsu Card and put it in your hand. Until the end of your turn, you can ignore all Requirements on your Jutsu cards. __________________________________________________ _______________ Neji Hyuga EC 4 HC 1 Leaf/Male/Jonin/Byakugan/GROWTH [Hand to Hand Combat Expert] Valid: When this Ninja is sent out to Attack, choose 1 of your opponent's Ninjas. That Ninja must block this Ninja's Team. Valid: When this Ninja's team wins any Victory, discard 2 cards from your opponent's hand at random. Negate this ability if you have less than 3 Ninjas with Byakugan in the Battlefield. 5/0 5/0 __________________________________________________ ______________ Hiashi Hyuga EC 5 HC 1 Leaf/Male/Byakugan/Main Branch/Mastery [The Strongest Clan] Valid: While you have 4 or more Ninjas with Byakugan this Ninja gains the following effect: Valid: At the beginning of the turn, you can discard 1 card at random from your opponent's hand. 6/0 3/0 __________________________________________________ _______________ Rasengan Barrage L/L/L/L/L Requirements: Naruto Uzumaki or Jiraiya. Target: 1 Ninja Battling Against the User. Effect: Deal 2 Damage to the Target. While this card remains in your Chakra Area, ignore all Jutsu costs of any cards with Rasengan in their name or have Requirements: Naruto Uzumaki. __________________________________________________ ______________ Kakashi Hatake EC 5 HC 1 Leaf/Male/Jonin/Sharingan Eye/Mental Power: 3 [Master of a Thousand Jutsus] During the Exchange of Jutsu you can discard 1 Non-Ninja card from your hand. If you do, you can search for 1 Jutsu card from your Sideboard Deck and put it in your hand. 6/3 3/2 Last edited by Kakashi_Hatake777 : 06-30-2010 at 12:06 AM. |
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#55
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Hey, everyone. I'm going to start my card making flow soon, but comment on the old ones to see if I get any more ideas!!
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#56
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Nine Tailed Fox
EC 8 HC 1 [Wrathful Beast] While this Ninja card is in your hand, during your Mission Phase you can remove this card and another card with the Lightning Symbol. If you do, deal 1 damage to 1 Ninja. Valid: This Ninja is unaffected by your opponent's cards with either EC 4 or lower or a jutsu cost 2 or less. 9/9 9/9 __________________________________________________ _____________ Hiashi Hyuga EC 5 HC 1 Leaf/Male/Byakugan/Main Branch Tracking Your opponent's Hand Size Limit is reduced by X. X = The Tracked Ninja's Entrance Cost. 6/2 6/0 __________________________________________________ _______________ Hizashi Hyuga EC 3 HC 0 Tracking Prevent all Damage that a Tracked Ninja's Team would deal. 4/2 3/0 __________________________________________________ _______________ Neji Hyuga Tracking When the Tracked Ninja would be sent out to Attack, discard 1 card at random from your opponent's hand. Valid: When this Ninja is removed from play, discard 1 card from your opponent's Hand. 5/0 5/0 __________________________________________________ _____________ 4th Great Ninja War EC 7 HC 2 Effect: Both players search their deck for any number of Ninja Cards and Permanent Mission Cards and put them into play. Then they draw the up to the same number of cards they put into play. Then, draw 2 cards. __________________________________________________ _____________ Madara Uchiha ///// Fire EC 6 HC 1 Uchiha Clan/Male/Sharingan Eye/Mental Power: 3 [Power] When this Ninja wins any Victory or any Battle Reward, put 2 Growth coins on this Ninja. Valid: This Ninja can be the user of any Jutsus regardless of their requirements. 7/3 5/2 __________________________________________________ _________ Hashirama Senju EC 6 HC 1 Senju/Satoosa/Male/Mental Power: 2 [The Senju's Most Powerful] When this Ninja is deployed, you may put 1 Tailed Beast Ninja from your Discard Pile or Chakra Area into play. Valid: During the Exchange of Jutsu, you can discard 1 Chakra with the Earth Symbol. If you do, all your Ninjas are unaffected by your opponent's Jutsu Cards. 6/4 5/2 __________________________________________________ ______________ Tobirama Senju ////// Water Senju/Satoosa/Male/Mental Power: 2 [Ultimate Ninjutsu] During the Exchange of Jutsu, you can discard 2 of your Chakra's with the Water Symbol. If you do, you can return 1 of your Ninjas to your hand and place a copy of it in any team in any position. It gains the following effect: "At the end of your turn, remove this Ninja from the game and put a Ninja with the same name from your hand into play." 6/4 3/3 __________________________________________________ _____________ Naruto Uzumaki (Nine Tailed Chakra Mode) ////// Lightning EC 8 HC 3 You can remove 1 Naruto Uzumaki with Entrance Cost 3 or more from the game to put this Ninja card into play (Entrance Cost and Hand Cost must be met.) Valid: During the Exchange of Jutsu, you can place this Ninja in any team in any position. If you do, this Ninja is unaffected by your opponent's Jutsu cards until the end of the turn. Valid: Your card effects can't be negated. 12/3 15/2 Enjoy, rate and comment!!! |
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#57
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Going to make some nice clients and introduce the request/payment mechanic that some of them will have. In my opinion, Clients should have a higher power level than Missions, since they don't aid in Chakra making, a very important part of the game. Also, I should add that Chakra in this game doesn't do a lot much in this game, except pay for jutsus and some effects.
New mechanics should try to make more use of Chakra and Chakra making should be made more easier, like DBZ's top charging rule. Request: When the situation is accomplished, the request is considered to be accomplished. Payment: When the Request is accomplished, use it's payment effect. An example of the request/payment mechanics. __________________________________________________ _______ Koyuki Kazahana //// Water/Wind EC 2 HC 0 Request - Use a jutsu card with Rasengan in the name with your Naruto Uzumaki. Payment - Draw 3 cards. Of course, you can add some more text like normal clients have. _________________________________________________ Ibiki Morino //// Earth EC 4 HC 1 When this Client is put into play, flip all your opponent's Battle Rewards up. Request - Flip down 2 or more Battle Rewards. Payment - You can search for 1 Ninja with the Earth Symbol in your deck and add it to your hand. |
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#58
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Going to make some stuff to vent off the boredom......
Foolishness /////// Lightning EC 2 HC 1 Effect: You can draw 1 card. If you don't, place up to 2 cards from your discard pile to your Chakra area. __________________________________________________ ___________ Emergency Deployment EC 2 HC 1 Effect: Search your deck for a Ninja with Entrance Cost 1 or less and add it to your hand. During the Exchange of Jutsu, you can reveal this card from your hand. Then you can remove it and another card in your hand from game to search your deck for 1 Ninja with Entrance Cost 1 or less and place it in any of your teams in any position. Discard that Ninja at the end of your turn. __________________________________________________ _______________ The Fifth Hokage //// Wind/Lightning EC 6 HC 1 Leaf/Female/Satoosa/Sannin/Medical/Mental Power: 3/GROWTH [Watching Them Grow] Valid: Growth Coins on your Ninjas give an additional +1/+1. Valid: If a Ninja with a growth coin would be discarded, remove all the coins on that Ninja instead. 8/2 5/1 __________________________________________________ ______________ Sasori ///////// Wind EC 5 HC 1 Akatsuki/Rogue Ninja/Puppet Master/Mental Power: 3/SURGE When this Ninja is Surged, you can place 1 Coin (symbolizing a "1,000 Puppets" Ninja) in play with the following: "Power: 3/3 (Healthy and Injured) / Entrance Cost: 1 / "Puppet" / Valid: This Ninja can't be the user of Jutsu cards without Requirement: Puppet. Discard this Ninja at the end of the turn. This effect can't be negated." __________________________________________________ ______________ The Fifth Kazekage /// Wind EC 5 HC 1 Sand/Male/Satoosa/SURGE/GROWTH During the Exchange of Jutsu, you can Surge 1 other Ninja. Valid: When this Ninja is Surged, you can Surge 1 other Ninja. Valid: Cards discarded by the effect of Surge are sent to the chakra area instead. 6/4 1/3 __________________________________________________ ______________ Intense Training /////// Fire/Lightning F/F or L/L or 3 Target: All your Ninjas with Growth Coins Effect: Place a growth coin on them. Also, you can negate and discard any jutsu cards that target the target. __________________________________________________ ______________ Multi Shadow Clone Jutsu EC 6 HC 1 Permanent Effect: When this Mission card is put into play, you can put into play a copy of each of your in-play Ninjas with Clone Status as if they were Non-Unique. Then place 2 growth coins on each one. While you have Efficient Training in play or in your Chakra Area, your Permanent Missions you control can't be affected by your opponent's effects. __________________________________________________ _____________ The Wrath of Pain /// Void EC 3 HC 1 Effect: Move your turn marker up by 2. __________________________________________________ ______________ Ritual of Jashin F Requirements: Hidan Target:1 of your opponent's Ninjas Effect: Deal X damage to the target. X = Damage that has been dealt to Hidan this turn divided by 2. (Rounded up) __________________________________________________ _____________ Hidan's Prayer EC 2 HC 1 Effect: Search your deck for 1 Hidan Ninja Card or Ritual Mission Card, reveal it and place it in your hand. During the Exchange of Jutsu, if this card is in your chakra area, you can deal 1 damage to your Hidan. __________________________________________________ ______________ |
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#59
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Almost a year after, I'm pondering to come back to the game.... I'll make some stuff to get back into my Naruto mode.
Madara's Wish ////////// Fire EC 6 HC 1 Effect: Place X -1/-1 Counters among X number of Ninjas distributed as you like. X is the total number of Battle Rewards. (Both yours and your opponent's) __________________________________________________ _______________ Naruto Uzumaki (Nine Tailed Fox Cloak) ///// Lightning EC 12 HC 2 Leaf/Genin/Male/REINFORCEMENT/Clone Status [Heroic Arrival] Sacrifice: Naruto Uzumaki + Entrance Cost 3 or more. This Ninja card Entrance Cost gets -X. X = The number of your opponents Battle Rewards. Valid: This Ninja can be the Head Ninja of any number of your teams. Valid: This Ninja get's +Y/+0. Y = The number of your Battle Rewards. 8/0 10/0 __________________________________________________ ______________ Lift in Morality //////// Wind/Fire "The Kages are all working together!!" EC 6 HC 3 Permanent Effect: When this Mission card is played, draw 3 cards. All your Ninjas get +2/+2. __________________________________________________ ______________ Pardon ////// Wind EC 3 HC 1 Effect: Discard 2 of your Battle Rewards. If you do, draw 4 cards. If you don't, draw 2 cards and return 1 card from your hand to your deck and shuffle it. __________________________________________________ _______________ Meteor //////// Fire F/F/F/F Requirements: Madara Uchiha Target: Every Ninja with EC 4 or less Effect: Discard the target. __________________________________________________ _______________ I might make some more in a bit..... Last edited by Kakashi_Hatake777 : 02-05-2012 at 08:40 AM. Reason: Naruto couldn't be played. |
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#60
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So, I've been noticing that most decks have their mission line-up already set and there isn't much innovation when it comes to their missions. I believe that missions that can go on any deck should be a couple times less powerful that on theme missions. This will be the theme on this card creation spam.
Resurrect //////// Water EC 4 HC 1 Permanent (1) Effect: Attach this to the target. Then put into play 1 Ninja not named Orochimaru or Kabuto Kayushi from a discard pile. When this mission is removed from the field, remove that Ninja from play. If you control an Orochimaru or a Kabuto Kakushi + Entrance Cost 6 or more, coins can't be removed from this card. __________________________________________________ ______________ Sunshine and Commodity EC 2 HC 0 ////////// Earth/Wind/Water Effect: Draw 1 card __________________________________________________ ______________ The Leaf's Mightiest Clan EC 3 HC 0 Permanent As an additional cost to play this card, reveal 2 Ninja cards with "Byakugan" from your hand. Effect: Your Byakugan Ninjas get +2/+0. When a Ninja with Byakugan wins any Victory, after Showdown, discard X of your opponent's Chakra. X = The damage dealt to your opponent's Ninjas during this turn times 2. __________________________________________________ _______________ Puppeteer ////////// Wind EC 1 HC 1 Permanent Effect: Your Puppet Ninjas gain the following effect: "[EOJ]1: You may place this Ninja into any of your Battling teams in any position. __________________________________________________ _______________ Raging Storm ////////////// Lightning EC 6 HC 2 Permanent (1) Effect: Non-Lightning and Non-Wind Ninjas can't be sent out to battle. Your opponent can organize his teams. __________________________________________________ ______________ Amazing Insight //////// Earth/Wind EC 2 HC 1 Effect: Draw 1 card. If you have 10 or more Mental Power among the Ninjas you control, draw 1 additional card and all Battles are considered Mental Power Battles during this turn. __________________________________________________ _______________ Detonate! //////// Earth/Fire EC 3 HC 0 This mission card doesn't count as a mission being played. You can only play this card if you have control a Deidara. Target: 1 of your opponent's Ninjas. Effect: Deal 1 Damage to the target. __________________________________________________ _______________ Synchronicity //////////////// Water/Wind EC 3 HC 1 Effect: Draw 2 cards and return 1 card from your discard pile to your Chakra Area. __________________________________________________ _______________ Quick Antidote ////////////// Wind EC 2 HC 0 Effect: Draw 1 card. You have 4 or more Medical Ninjas in play, heal all your Ninjas and during this turn and the next turn, Medical Ninjas you control get +2/+2. __________________________________________________ _______________ Impossibility ////////////// Fire/Lightning EC 3 HC 2 Counter Effect: Negate and discard 1 Mission card being played. Last edited by Kakashi_Hatake777 : 02-05-2012 at 08:45 AM. Reason: Changes |
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