Etherian Warcards [abandonment discussion?] page 5 (locked)

995 posts

Flag Post

POWAH = 3

Another fighter jet comes down, my original jet (now on 200 hp) deals 3×50 to the damaged Crusader, destroying it and uses warp signet to come back to my hand, giving me back my 3 points I spent on it.

POWAH = 3

The new full HP fighter jet attacks the remaining Crusader for a further 3×50 damage.

275/500 Terminal
500/500 Terminal
350/350 Fighter Jet

 
Flag Post

Ocelot

Barriers: (4x of the same)

Crimson Aviator Terminus
Hps: 500
Yield: 1 sky sentinal point.

Quickplays: 2x of each one.

Name: Avionics
Cost: 8 SSP
Results: During the turn this is played, your forces may attack directly.
Name: Aeronautics
Cost: 12 SSP
Results: Until your next turn, your forces can defend an unlimited number of times.

Monsters 5x commons, 3x uncommons, 2x of 2 different rares.

Name: Fighter Jet
Rarity: Common
Cost: 3 SSP
Hps: 350
Specials:
warp signet
After this unit attacks, you may return this unit to the hand, recovering the points you spent to play it.
Abilities:
precision missle strike
Does 3 attacks with 50 damage. You may choose who you attack.
bomb payload
For each enemy, there is a 35% chance they will take 200 damage.
Name: Patriot Bomber
Rarity: Uncommon
Cost: 8 SSP
Hps: 600
Specials:
infinite defense
This unit may defend an ulimited number of times.
advanced aerial alloys
This unit is unnafected by any non-damage form of harm.
Abilities:
precsion bombing
Each enemy on a target player looses 200 life, and a target enemy also looses another 300 life.
aerial relief aide
All allies regain 100 life, and you may play any quickplays you desire this turn.
Name: Cybernetic Sky Patriot
Rarity: Rare
Cost: 8 SSP
Hps: 600
Specials:
telekenetic shield
This unit is unnafected by any harmful abilities that require points to execute except quickplays.
sonic insurgence
This unit may attack and defend up to 3 sessions atime.
Abilities:
disablement
There is a 50% chance the opponent cannot attack for another turn when successful.
resonator
Does 35 damage for each point of any kind the unit costs.
Name: Helix Command Aircraft
Rarity: Rare
Cost: 12 SSP.
Hps: 800.
Special:
advanced aerial coordination
Allied forces take no damage from attacks that affect more than 1 thing at a time.
advanced aerial alloys
This unit is unnafected by any non-damage form of harm.
Abilities:
Heat-Seeking Missles
1 SSP. Does 350 damage against a target thing. may repeatedly attack with this any number of times.
cyclone generator
All allied forces take 30% less damage until your next turn.
supply convoy
Gain 1 chosen point for each unit you presently control added directly to yourself.
 
Flag Post
Originally posted by therealsirmark4:

decelpous, made my sign look at my first post on this thread.

OKI:


Barriers: (4x of the same)

Hazmat Complex
Hps: 500
Yield: 1 biohazard point.

Quickplays: 2x of each one.

Name: Contamination
Cost: 5 BHP.
Results: All attacks against you this turn do half the usual damage.
Name: Toxify
Cost: 8 BHP.
Results: Enemy forces loose half their present oxygen supply.

Monsters 5x commons, 3x uncommons, 2x of 2 different rares.

Name: Hazmat Soldier
Rarity: Common
Cost: 3 BHP
Hps: 225
O2: 65
Specials:
quarantine
This unit cannot be affected by harmful quickplay abilities.
regeneration
This unit regains 25 life per turn.
Abilities:
chemical strike
Does 25 damage versus all the forces of a target player.
outfitting
Costs 3 BHP. Allied forces must pay 2 more points to utilize their quickplay abilities.
Name: Biotech Mutoid
Rarity: Uncommon
Cost: 8 BHP
Hps: 600
O2: 65
Specials:
reliable defense
This unit may defend up to 3 times as desired.
regeneration
This unit regains 35 life per turn.
Abilities:
mauling blow
Does 300 damage, but there is a 35% chance this will miss.
recovery
Regain 100 life, and this unit cannot be destroyed by quickplays this turn.
Name: Quarantine Officer
Rarity: Rare
Cost: 12 BHP
Hps: 400
O2: 85
Specials:
quarantine
Enemy forces cannot leave the field when this unit is in play.
decontamination
Allied forces do not loose life from continuous sources.
Abilities:
chemical spray
Target unit looses 15 oxygen counters
virus outbreak
Every unit takes 25 damage and their attacks are 25 points weaker until your next turn.
quarantine outfitter
Costs 3 BHP. Target unit gains the quarantine special.
Name: Nerve Gas Cannister
Rarity: Rare
Cost: 12 BHP
Hps: 85
Special:
oxy immune
This unit is immune any oxygen stat situations
Abilities:
chemcial surge
All enemies take 25 damage, and has a 50% chance of their next attack being negated.
biohazard leak
Every enemy looses 1 o2 each turn permanently as long as this is on the field
 
Flag Post

Well then I summon my Prophet, heal my Basic Crusader to full, and have them both attack the new Fighter Jet for 100 damage.
CSP:0

 
Flag Post

POWAH = 5

Summon Fighter Jet, Attack with both, dealing 6×50 to the Crusader, taking it out, then I warp signet the damaged Fighter Jet into my hand.

POWAH = 5

In Play

275/500 Terminus
500/500 Terminus
350/350 Fighter Jet

 
Flag Post

Hyped:

Image and video hosting by TinyPic

(pending edit)

Team Special

All monsters with this variant will regain 75 hitpoints per turn, and all enemy attacks are 25 points less damage.

Barriers: (4x of the same)

Delta Complex
Hps: 500
Yield: 1 delta point.

Quickplays: 2x of each one.

Name: Major Healing
Cost: 8 DTP
Results: All allied forces are healed for 700 life.
Name: Rebreather Upgrade
Cost: 12 DTP
Results: here out, all your cards begin with +15 oxy counters in cp and amount, along with their o2 restored now.

Monsters 5x commons, 3x uncommons, 2x of 2 different rares.

Name: Scubadiver
Rarity: Common
Cost: 3 DTP
Hps: 225
O2: 35
Specials:
aqua sentinal
This unit can detect even legendry stealth, with average efficiency.
reliable defense
This unit can defend up to 3 times.
rebreather
loose 1 oxy counter per turn. Other than this special, you cannot loose o2, and this cannot be negated.
Abilities:
spear gun
Does 75 damage, targeting, ignoring any defensive advantages.
deepsea harvest
Gain any one point thats water based and recover 25 life.
Name: Crimson Barricuda
Rarity: Uncommon
Cost: 7 DTP
Hps: 325
O2: 45
Specials:
team fortitide
As long as this unit is present, allied forces attacks cannot be negated.
delta deployment source
Monsters can be summoned for 1 less delta point, not lower than 1.
Abilities:
javelyn tackle
Does 35 damage, targeting.
barricuda teams
Costs 3 DTP. Search your deck for a barricuda and special summon it.
Name: Deep Submersible
Rarity: Rare
Cost: 12 DTP
Hps: 700
Oxy: 350
Specials:
deepsea advent
This unit has average stealth, and can detect all stealth forces averagely, even legenrdy.
mythril alloys
This unit is unnafected by harmful quickplay results and its attacks plus specials cannot be negated.
oxygen filler
oxygen lost from a unit can refilled by this unit at a rate of 1 o2 from this to refill 5 o2 for it save those with rebreather, then equal.
Abilities:
torpedos
does 200 damage, targeting. May attack directly.
sonic pulse radar
Costs 3 DTP. Detects all enemy stealth forces and you may rearrange the top 3 cards of your deck.
oxygen refill
Costs 2 DTP. Restore the oxygen on this unit.
Name: Deepsea Technician
Rarity: Rare
Cost: 17 DTP.
Hps: 425.
O2: 65
Special:
legendry scouting
This unit can even detect legendry stealth, and with a 100% success rate!
aquanartian defense
This unit may defend an unlimited number of times, healing all allies for 25 life each time.
rebreather
loose 1 oxy counter per turn. Other than this special, you cannot loose o2, and this cannot be negated.
Abilities:
Deepsea Engineering
Search your deck or used pile for a quickplay and put it into your hand, then shuffle. This may also be used for each ally as desired as well.
Delta Insurgence
Permanently gain a defensive special from a target monster, but cannot gain repeatedly.
mythic spear gun
Does 125 damage, targeting, ignoring any defensive advantages.
cloak generator
Target unit now has average stealth if less than that or else regains its stealth.
 
Flag Post

Apparently this is still kicking.

So…someone wanna duel?

 
Flag Post
Originally posted by SilentSam:

Closest symbol is SAND… so there.


Barriers: (4x of the same)

Desert Ruins
Hps: 500
Yield: 1 sand point.

Quickplays: 2x of each one.

Name: Chronaxis
Cost: 4 SP.
Results: Anything present that lasts for a set number of turns is negated.
Name: Desert Heat
Cost: 7 SP.
Results: Every player except you looses half his present points.

Monsters 5x commons, 3x uncommons, 2x of 2 different rares.

Name: Desert Raider
Rarity: Common
Cost: 2 SP
Hps: 225
Specials:
fleety
After attacking and/or defending, this unit may return to the hand, recovering the points for such.
Abilities:
basic strike
Does 35 targeted damage.
desert dagger dance
Costs 1 SP. Does 2 targeted attacks inflicting 45 damage on different monsters.
Name: Caravan
Rarity: Uncommon
Cost: 3 SP
Hps: 225
Abilities:
desert lore
Does 35 damage. Another targeted player also regains 35 life.
trade program
Costs 1 SP on success. Offer a trade with a player involving your monsters and his, possibly offering points.
Name: Desert Camel
Rarity: Rare
Cost: 7 SP
Hps: 300
Specials:
caravan
This unit generates 1 point of your choice per turn.
Abilities:
bite
Damages for 25 life.
first aide
Heals for 200 life. Works only every other turn.
trade routes
This turn, all units hired will cost 1 point less to purchase, not lower than 1 in any such scores.
Name: Sanuvian Raider
Rarity: Rare
Cost: 7 SP
Hps: 325
Specials:
legendry stealth
This unit has a form of steath that is never detected!
Abilities:
sanuvian strike
Damages for 25 life, and player looses half his points.
arabian death dance
Does 75 damage. Flip a coin. If heads, repeat this attack, doubling the total damage each time. On tails, resolve this.
 
Flag Post
Originally posted by SilentSam:

Apparently this is still kicking.

So…someone wanna duel?

Let’s fight.

 
Flag Post
Originally posted by ocelot:

POWAH = 5

Summon Fighter Jet, Attack with both, dealing 6×50 to the Crusader, taking it out, then I warp signet the damaged Fighter Jet into my hand.

POWAH = 5

In Play

275/500 Terminus
500/500 Terminus
350/350 Fighter Jet

Bumping it up here to evade Dev’s quotespam.

 
Flag Post
Originally posted by Kyle123197:
Originally posted by SilentSam:

Apparently this is still kicking.

So…someone wanna duel?

Let’s fight.

Just after I bump the lists in.

Catching up now… down to presently 2…. the grind continues.


(pending)

Barriers: (4x of the same)

Dark Altar
Hps: 500
Yield: 1 dark point.

Quickplays: 2x of each one.

Name: Concealment
Cost: 3 DP.
Results: All allies have average stealth this turn.
Name: Terror Strike
Cost: 7 DP.
Results: All enemies take 200 damage and has a 30% chance of returning to the hand.

Monsters 5x commons, 3x uncommons, 2x of 2 different rares.

Name: Basic Zombie
Rarity: Common
Cost: 1 DP
Hps: 100
Specials:
ectoplasm
This unit regains 25 life per turn. Further, attacks are reduced by 25 points.
Abilities:
basic strike
Does 25 damage.
Name: Skeletal Swordsman
Rarity: Uncommon
Cost: 3 DP
Hps: 225
Abilities:
slasher
Does 85 damage.
blade dance
Costs 2 DP. Does 65 damage a target player’s forces.
Name: Basic Vampire
Rarity: Rare
Cost: 7 DP
Hps: 300
Specials:
Abilities:
vampirism
Does 125 damage, healing for the damage done.
vampiric curse
Costs 3 DP. Does 125 damage, and the target opponent cannot attack on his turn.
Name: Shadow Stalker
Rarity: Rare
Cost: 12 DP
Hps: 325
Specials:
legendry stealth
This unit has a form of steath that is never detected!
Abilities:
dark strike
Damages for 125 life, and opponent has a 50% chance it cannot attack on its next turn.
shadow nova
Costs 7 DP. Damage every enemy for 125 and they cannot defend when attacked again.
 
Flag Post

I play my crusader’s chapel and use my Prophet to attack his Fighter Jet.
CSP:3
Chapel x3 : 500/500

 
Flag Post

I play my Dark Church.

/end turn

EDIT: Forgot to mention, I now have 3 DP.
Also, Dark Church: 1500/1500

 
Flag Post

Uhh, did I gain any VPs from ocelot’s and my fight?

 
Flag Post

I’ve read through this thread. It looks really nice.

We are supposed to post a symbol/picture right?
Here’s mine.

Image and video hosting by TinyPic

 
Flag Post

(STILL Editing)

Originally posted by Hyped:

Uhh, did I gain any VPs from ocelot’s and my fight?

1 on loose, 3 on win for 2 plyr games.


Image and video hosting by TinyPic

Barriers: (4x of the same)

Surge Terminus
Hps: 500
Yield: 1 neutron vortex point.

Quickplays: 2x of each one.

Name: Giga Insurgence
Cost: 4 NVP.
Results: Gain 3 of any kind of point(choose it) for each monster in play, then remove this from the duel.
Name: Power Strike
Cost: 17 NVP.
Results: use only on your turn, dissallowing attacking this turn no matter what if successfull. Destroy all enemy units in play. Then remove this from the duel.

(not play – DUEL. That means NO CHANCE for regaining, not even exceptions.)

Monsters 5x commons, 3x uncommons, 2x of 2 different rares.

Name: Vortex sentinal
Rarity: Common
Cost: 4 NVP
Hps: 225
Specials:
hyper terminus
This unit may return back to the hand or playing field as desired, but only if played after last death where applicable.
reliable guardian
This unit may defend up to 3 times.
Abilities:
sonic pulse strike
Does 35 damage. Works no matter what, and may target plus attack directly.
riptide strike
Pay 2 NVP. Target a monster. It takes 75 damage, and the oppnent looses points equal to its costs(may drop lower than 0).
Name: Enerator Sentinal
Rarity: Uncommon
Cost: 7 NVP
Hps: 225
Special:
power source
When summoned, you may search your deck for a barrier and activate it.
charger
Gain 1 NVP for every 3 monsters you control.
Abilities:
sonic slasher
Does 65 damage. Ignores all defensive calculations and may target, but cannot attack barriers.
dimension dance
Costs 3 NVP. Send a target monster out of play until this unit is destroyed.
Name: Mini Hyper Vortex
Rarity: Rare
Cost: 8 NVP
Hps: 225
Specials:
hyper evasion
There is only a 35% chance an attack will hit this unit.
energy spike
Gain 3 NVP per turn.
Abilities:
bolt lash
Does 135 damage, targeting, may attack directly.
power vortex
Does 45 damage against all units, and all defense based advantages are nullified for them until the end of the controller’s turn.
Name: Hypertech Sentinal
Rarity: Rare
Cost: 12 NVP
Hps: 325
Specials:
hyper terminus
This unit may return back to the hand or playing field as desired, but only if played after last death where applicable.
infinite defense
This unit may defend an unlimited number of times.
dimensionator
When this monster is destroyed by an attack, destroy the attacking monster as well. Further, you can always use quickplays no matter what.
Abilities:
ion strike
Does 165 damage, targeting. Attacks 3. Always works no matter what.
bondage
Target anything. Until your next turn, any damage on it is done on this instead.
energy spike
Gain 3 NVP, and recover a quickplay thats used.
 
Flag Post

Huh, I was expecting more of lightning/wind.

 
Flag Post
Originally posted by NoMomentum:

Huh, I was expecting more of lightning/wind.

he’s editing

 
Flag Post

Oh, okay.

 
Flag Post
Originally posted by NoMomentum:

Huh, I was expecting more of lightning/wind.

Also, wind wont be much. Its an ENERGY tornado, so expect such.

 
Flag Post
Originally posted by NoMomentum:

Oh, okay.

Its done, now the turn.

 
Flag Post

/builds 2 Desert Ruins
/summons 1 Desert Raider
/attacks
/end

 
Flag Post

Total DP: 6
Summon 3 Basic zombies
Total DP: 3
Attack with all of the zombies.

/end turn

Dark Church 1465/1500

 
Flag Post

POWAH = 7

Play 2 fighter jets, attack with all 3 jets. 2×50 to the prophet, killing it. and another 7×50 to your Chapel, bringing it down to 150/500, I then warp signet all three of my fighters back to my hand.

POWAH = 10

I play the first Patriot Bomber. It’s on bitches. I’m going to Precision Bombing, dealing 300 damage to the weakened chapel and taking it out.

POWAH = 2

Terminus 275/500
Terminus 500/500
Patriot Bomber 600/600

 
Flag Post

I think I need to downtone the bombers.

New run variant: Now only 75 per unit and 200 for target.