Control TCG

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“Whoever controls the cards, controls the game.”

Control TCG is a TCG unlike any other. You play as a Consumer, a chaos being that prohibits and allows, that stops and starts. While most conventional TCG’s involve wearing down your opponent’s health, Control TCG is exactly that. The main aim of the game is to force your opponent to be unable to play a card during his turn. Note that you don’t have to play a card every turn, you just have to be able to play a card every turn. Another interesting concept is where your energy “darkness” is your health. Darkness is required to play cards; but if you play too many or too expensive cards, you leave yourself vulnerable to attacks. Consume too little darkness, and you’ll lose control of the game, and be hardplaced to play a card. Darkness is regenerated at a moderate rate.

At the start of a duel, both players PM me a deck of __ cards.
Sometimes, at the start of a tournament, players will PM me a deck of __ cards, and some draft cards depending on what tournament it is. They PM me their deck at the start of their duel every game.

Each player starts with 15 Darkness + 2 Darkness per turn. The game ends when a player’s darkness is reduced to 0, a player is unable to play a card during his turn, or he cannot draw. A random player starts first, with the second player getting a one card advantage.

Monsters can attack once a turn normally and deals X damage. Monsters are killed via an effect, e.g. [Consume 3 Darkness] or [Sacrifice a monster].


Self-explanatory, unique card game concept.

I need: 1) Card Suggestions

Spells

Cost:
Effect(s):

Monsters

Cost:
Damage:
To Consume:
Ability(s)


This is gonna be a testrun of the concept cause holidays coming up for 2 weeks.

 
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…well, I assume cards with the effect “Prevent your opponent from drawing/playing a card next turn”, or something similar to that, are prohibited. Under which circumstances, the only real ways to make your opponent unable to play a card is to either drain most of their stock of Darkness at a time when they have no cards that cost 2 or less to play, or to make them lose all of their cards from their deck. Interesting concept, somewhat complex execution… and what exactly does “To Consume” refer to? Is that what this

Monsters are killed via an effect, e.g. [Consume 3 Darkness] or [Sacrifice a monster].

was talking about?

 
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BCLegends, those cards could be used; just that they’d be pretty good/costly/rare/shiz.

E.g. A spell could be – monsters that cost 2 or less cannot be played this turn.

So you can restrict them, and start blocking them up basically. More powerful cards = more darkness = more vulnerability.


To consume is like.

Monster – 2 Attack – To Consume: Discard a card.


Monster atks for 2 dmg to Player 2.
Player 2 consumes Monster [via] discarding a card.

Basically its the way to kill the monster.

 
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Aaaalright, then. And what exactly does Attack do? I assume that reduces the amount of Darkness in a player’s stockpile.

 
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Originally posted by BCLEGENDS:

Aaaalright, then. And what exactly does Attack do? I assume that reduces the amount of Darkness in a player’s stockpile.

Yep, yep.

 
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And with that, I believe I now have enough information to start making cards… let’s have a go at it.

Sentient Burden
Cost: 3
Damage: 0
To Consume: Opponent must return highest-cost monster on their side of the field to their hand.
Ability(s):
Burden of Sentience – Reduce opponent’s Darkness generation rate by 1 per turn.

The Deal
Cost: 1/2 of current Darkness stocks
Effect(s): Increase Darkness generation rate by 3 per turn. After ten turns, and every third turn subsequent to this, decrease Darkness generation rate by 1 per turn.

 
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Goblin Servant
Cost: 2
Damage: 1
To Consume: Owner of the card must have at least 1 more creature with the ability “Goblin”.
Goblin: This creature is a goblin type monster.

Goblin Fighter
Cost: 3
Damage: 0
To Consume: Your opponent total cost for monsters must be higher that the cost of all of your monsters with the ability “Goblin”.
Goblin: This creature is a goblin type monster.
Goblin Warrior army: This creature gains 1 more damage for each other “Goblin Warrior/Fighter” on the field.

Goblin Warrior
Cost: 4
Damage: 1
To Consume: Your opponent total cost for monsters must be higher that the cost of all of your monsters with the ability “Goblin”.
Goblin: This creature is a goblin type monster.
Goblin Warrior army: This creature gains 1 more damage for each other “Goblin Warrior/Fighter” on the field.

Goblin Shaman
Cost: 5
Damage: 1
To Consume: Opponent kills one of his creatures that cost more than the “goblin shaman” and draws a card. or he discards two cards.
Goblin: This creature is a goblin type monster.
Lighting Circuit: Each turn the “Goblin Shaman” remains on the battle field, his damage is doubled.

Ogre Worker
Cost: 7
Damage: 0
To Consume: Owner of the card must have at least 1 more creature with the ability “Ogre”.
Ogre: This creature is a Ogre type monster.
Goblin alliance: Every goblin costs 1 less with as long as “Ogre Worker” is on the field.

Goblin Warlord
Cost: 8
Damage: Creatures with “Goblin” x 1
To Consume: Discard all cards with lower cost than the “Goblin Warlord”.
Goblin: This creature is a goblin type monster.
Warlord: When you have no monsters with the effect “Goblin” on the field, “Goblin Warlord” dies.

Ogre Smasher
Cost: 11
Damage: 6
To consume: Enemy discards all of his cards, he can only do that when the owner of this card has at least one hand card.
Ogre: This creature is a ogre type monster.
Huge: This creature is a huge type monster.

Mutated Abomination Ogre
Cost: 19
Damage: 7
To Consume: You must discard all your cards, kill all your monsters except monsters with the ability “Ogre” and lose 2 darkness income permanently.
Ogre: This creature is a ogre type monster.
Huge: This creature is a huge type monster.
Infinite Hunger: “Mutate Abomination Ogre” can consume one creature without the ability “Huge” each turn.

 
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Immortal Twin Bloodshed
Cost: 5
Damage: 1
To Consume: Your opponent must not have any cards alive.
Abilities:
Bloodshed – If this card is consumed, you lose 10 darkness.
Immortality – Every turn you have the option of returning this card to your hand and playing Immortal Twin Warfare at no cost from anywhere.
Fear – All of your opponent’s attacks deal -1 damage.

Immortal Twin Warfare
Cost: 5
Damage: 1
To Consume: Your opponent must not have any cards alive.
Abilities:
Warfare – If this card is consumed, discard your hand.
Immortality – Every turn you have the option of returning this card to your hand and playing Immortal Twin Bloodshed at no cost from anywhere.
Death Toll – Your opponent doesn’t gain darkness this turn.

Nightmare
Cost: 3 darkness
Effect: Your opponent loses 7 darkness. They get +1 darkness regain for 5 turns. Cannot kill foe; They will always have at least 1 darkness left.

Paradox Failure
Cost: 2 Darkness
Damage: 1
To Consume: Your opponent pays 1 darkness; destroys this card.
Abilities:
Paradox CLONE: If you play this card, you gain a copy of it in your deck.

Slot Machine of Death
Cost: 4 darkness
Damage: 0
To Consume: Fail conditions on ‘gambling problem’ effect.
Abilities:
Spin the slots – Random effect on a 10d roll:
1 – Lose 3 darkness
2 – Lose 1 darkness
3 – Gain 2 darkness
4 – Gain 4 darkness
5 – Put a dead card into your deck
6 – JACKPOT – Gain 10 darkness. Destroy this card.
Gambling Problem – Must use Spin the slots every turn or pay 1 darkness.

Betrayal
Cost: 7 darkness
Effect: You gain control of one of your opponent’s monsters.

Investment
Cost: 5 darkness
Effect: You get +2 darkness gain for 5 turns.

Fearful Solider
Cost: 2 darkness
Damage: 3
To Consume: Your opponent must discard a card
Ability:
Fear – Return to your hand at the end of every turn.

Defense Pillar
Cost: 4 darkness
Damage: 3
To Consume: Have 0 counters
Ability(s):
Defend – Remove health counters from this instead of darkness from the owner. If this enters play, it has 7 health counters.

Phaser
Cost: 10 darkness
Damage: 2
To consume: Your opponent must reduce their darkness by 10
Abilities:
Phase – Ignores other card’s effects.
Energy – Gains 1 damage every turn.

 
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Skeleton
Cost: 2
Damage: 1
To Consume: Pay 3 Darkness.
Undead: This creature is a undead type monster.

Necromancer
Cost: 9
Damage: 5
To Consume: Pay 1 darkness for each monster with the ability “undead” on the battlefield.
Necromancy: This creatures cost is reduced by 1 for each monster with the ability “Undead” in your battlefield.

Zombie
Cost: 5
Damage: 2
To Consume: Discard two cards.
Undead: This creature is a undead type monster.

Phantasmal
Cost: 7
Damage: 3
To Consume: Discard all your cards, then draw 1.
Undead: This creature is a undead type monster.
Forge 1: You gain 1 darkness each turn while this creature is on the battlefield.

 
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Wormling

Cost: 3
Damage: 1
To Consume: Opponent must sacrifice another Monster that was worth at least 3 Darkness.
Abilities:

Every turn, Damage is increased by one.

If there are multiple Wormling cards in a deck, the second one played is worth the amount of damage the last one had.

And if the Wormling has five damage, the “To Consume” becomes

To Consume: Opponent must play a card worth more than the Wormling’s damage.

Trapdoor

Cost: 6
Effect: One chosen monster of Opponent’s current holdout is disabled for three turns.

Time Worm

Cost: 4 Darkness per turn for 4 turns
Damage: 2
To Consume: Opponent must wait 4 turns.
Abilities:

The user can discard at any time, at the cost (in Darkness) of the remainder of turns before the Opponent would discard it.

 
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Moving the four five horsemen of the apocalypse to this post to separate them from the other cards I made so far. New ones coming soon.

Conquest
Cost: 8
Damage: X
To Consume: Opponent must have more stockpiled Darkness and a higher total cost of monsters present on their side of the field than the owner of this card.
Ability(s):
Crush Them Underfoot – This monster’s damage is X, where X is equivalent to the total cost of monsters on the owner’s side of the field minus the total cost of monsters on the opponent’s side of the field, to a minimum value of 0.
Failure Is Not An Option – Whilst this monster is on the field, the owner cannot lose by any means.
Horseman of the Apocalypse – Whilst this card is on the field, future monsters played by the owner that also possess this ability reduce their cost by 1. This effect stacks with itself. Additionally, this card can only be destroyed via the requirements of its To Consume effect.

Pestilence
Cost: 8
Damage: 4
To Consume: Opponent must sacrifice two cards that would normally undo the negative effects of previously-played cards.
Ability(s):
Pandemic – Every second turn that this monster is on the field, every monster on the opponent’s side of the field reduces their damage by 1, to a minimum of 0.
Even Your Leaders Are Not Safe – Whilst this monster is on the field, the strongest monster on the opponent’s side of the field is unable to attack.
Horseman of the Apocalypse – Whilst this card is on the field, future monsters played by the owner that also possess this ability reduce their cost by 1. This effect stacks with itself. Additionally, this card can only be destroyed via the requirements of its To Consume effect.

War
Cost: 8
Damage: 4
To Consume: Opponent must play no cards and deal no damage to the owner for three turns.
Ability(s):
Slaughter of the Masses – This monster gains 1 damage for every monster on either side of the field. Every turn, this monster must destroy two monsters with a lower combined damage than it on the opponent’s side of the field, or any one monster on the owner’s side of the field, or it is returned to the owner’s hand.
The H-Word – Whilst this monster is on the field, any other monster that makes an attack has their damage permanently reduced by one quarter of their nominal attack power.
Horseman of the Apocalypse – Whilst this card is on the field, future monsters played by the owner that also possess this ability reduce their cost by 1. This effect stacks with itself. Additionally, this card can only be destroyed via the requirements of its To Consume effect.

Famine
Cost: 8
Damage: 4
To Consume: Opponent must sacrifice any seven cards in their hand or on their field with a total combined cost greater than 15.
Ability(s):
Starvation – Whilst this monster is on the field, the opponent cannot play any card with a cost greater than 4, or any combination of cards with a total combined cost greater than 7 in a given turn.
Tax Them Unto Poverty – Whilst this monster is on the field, the weakest monster on the opponent’s side of the field every turn is returned to the owner’s hand.
Horseman of the Apocalypse – Whilst this card is on the field, future monsters played by the owner that also possess this ability reduce their cost by 1. This effect stacks with itself. Additionally, this card can only be destroyed via the requirements of its To Consume effect.

Death
Cost: 8
Damage: 4
To Consume: Opponent must sacrifice all monsters in their hand or all monsters on their side of the field, depending on which value is greater; no less than three monsters may be sacrificed to consume this monster.
Ability(s):
Inevitability – For every three monsters that are consumed or otherwise destroyed, this monster gains 1 damage.
Destroyer – Whilst this monster is on the field, one monster belonging to the opponent is destroyed every second turn.
Horseman of the Apocalypse – Whilst this card is on the field, future monsters played by the owner that also possess this ability reduce their cost by 1. This effect stacks with itself. Additionally, this card can only be destroyed via the requirements of its To Consume effect.

 
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what if there were classes of creatures with their own weaknesses? these are based on the fey, which are weak to iron and roan wood. and there might be objects that may be cheap and have limited uses but add stats to monsters

Crimson Knight
cost: 14
damage: 1
to consume: opponent must play a weapon made of iron or pay 5 shadow
Ability:
when this card is played play 3 Crimson Hounds
max: 1 per deck

Crimson Hound
cost: 6
damage: 4
to consume: opponent play witches bane (rowan wood)
ability:
only physical objects can block attack
immune to iron

Black Knight
cost: 5
damage: 2
to consume: iron or witch’s bane
ability:
armor- any attempt at consummation through physical means has a 30% chance to fail

 
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Hey thanks for the suggestions guys; one thing: Your opponent total cost for monsters must be higher that the cost of all of your monsters with the ability “Goblin”.

Do they auto die CYrus?


Some of these cards sound pretty OP to me, but hey, you don’t know till you try it. Let’s see how it goes.

 
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Joining later… gonna make a nasty ‘delta sentinels’ deck…

 
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Originally posted by DragonArcherZ:

Hey thanks for the suggestions guys; one thing: Your opponent total cost for monsters must be higher that the cost of all of your monsters with the ability “Goblin”.

Do they auto die CYrus?


Some of these cards sound pretty OP to me, but hey, you don’t know till you try it. Let’s see how it goes.

Yes they autodie, thats the idea of a swarmer deck. If you cant swarm early, you lost.

 
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this will be edited…..

Deepsea lair
cost: 12
To consume: Have no rebreather card anywhere at the end of the turn.
dmg: 3
specials:
1) Each turn, cumulative, for each monster other than this one without rebreather, the controller looses 1 dark or sacrifices the card.
2) Anyone can pay 3 dark to give a card rebreather. machines, undeads, vechs, and builds gain this automatically and free.

Scubadiver
cost: 3
To consume: A monster with equal or more damage sacrifices it’s damage to attack this monster.
dmg: 2
specials:
1) Harvesting: Each turn, gain 1 darkness or draw a card, chosen.
2) Rebreather: This unit is immune to all forms of deprivation.

Delta Ironclad
cost: 5
To consume: This card can only be destroyed by a monster that is able to suicide itself, replacing the usual conditions.
dmg: 3
specials:
1) This card is treated as a vehicle. It may also provide ‘Rebreather’ for up to 3 cards.
2) Any card, reguardless who, that costs equal or less, cannot be consumed, except this card.

Deepsea Harvest
cost: 8
Abilities: Everyone gains darkness equal to half the totals of all cards on the field. The user also adds the total attack to this figure as well.

That’s all for now…

 
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I’ll put in some opinions about others’ cards and then some of my own.

I like BC’s ideas, but both Sentient Burden and The Deal should have a clause that limits Darkness generation to a minimum of 1, at least in case of SB. Unless abilities cost Darkness too.

If you can consume more than one card per turn, CY’s Goblin cards pretty much kill themselves, but the swarming idea is awesome.

For thecartm’s cards, I assume Death Toll takes place when the switch occurs/the card is played? Does Betrayal convert the opponent monster to your side?

KZ has, probably, the most OP monster (Wormling) since it takes only two damage increases for it to become extremely difficult to kill.

Not sure about efar’s card since we don’t have weapon classes like Iron.

dev’s cards seem okay in their consumption criteria, but I am not sure about the abilities of the first two cards :/ Elaborate on Deprivation?


Kind of Holy cards.

Wine of Fury
Cost: 5
Effect(s): Temporarily doubles the damage dealt by the target monster to the opponent’s Darkness. Target monster is unable to deal damage to anything else.

Martyrdom
Cost: Equal to target monster’s cost.
Effect(s): Target monster gets Martyr status. The total damage dealt by target monster during its lifetime is added to your Darkness when the monster is consumed. If the monster suicides, this will not take effect. If the monster is killed by another monster, that monster will gain the Martyr status.

Divine Armor
Cost: 3
Effect(s): Target monster gets Divine Armor. Attempting to consume target monster will instead remove Darkness from you equal to its cost. The target monster can still be killed/suicide without activating the Divine Armor.

Voice of Command
Cost: 9
Effect(s): Target Monster suicides when it can be consumed. Returns Darkness equal to its cost to owner.

Tome of Truth
Cost: 1
Effect(s): Target Monster gains Repentant status. It can no longer target other monsters. If it must target a monster, it suicides.

Fallen Putto
Cost: 7
Damage: 0
To Consume: Consume any two other monsters on its side (after the card is played, and not necessarily in the same turn). If there are no other monsters in play on its side, pay 1 Darkness to consume.
Abilities:
Living Shield – Any damage to owner’s Darkness is redirected to self. Cost acts as Health to determine when the monster dies.
Adorable – If killed by a monster, that monster gets Repentant status.

Haester
Cost: 3
Damage: 0
To Consume: Don’t Consume a Monster on its side for 2 turns. Then it can be consumed by paying 1 Darkness.
Abilities:
Limbo: Starts off with either Repentant status or Divine Armor. Alternate between the two every turn.
Flail: If the card can be consumed, deal 5 damage to opponent’s Darkness.
Extraplanar Obstruction: Any monster that will deduct more Darkness than owner has will not be able to attack.

In going with the Lovecraftian theme, I didn’t use any Angels or Archangels. Grabbed the Haester out of thin air. ‘Haesit’ is Latin for stuck, from which Haester originates. It is a soul that is stuck in limbo because the Day of Judgement hasn’t come, or something.

Got some other number-based monsters and spells that I need to work on a bit more. Will edit them in.

 
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I like BC’s ideas, but both Sentient Burden and The Deal should have a clause that limits Darkness generation to a minimum of 1, at least in case of SB. Unless abilities cost Darkness too.

I think abilities do cost Darkness to use.

If you can consume more than one card per turn, CY’s Goblin cards pretty much kill themselves, but the swarming idea is awesome.

I get the impression that MAO is slightly broken, just because not many creatures made by people other than CY will have “Huge” as an ability.

KZ has, probably, the most OP monster (Wormling) since it takes only two damage increases for it to become extremely difficult to kill.

Four damage increases. It’s only one additional damage gained per turn, and the To Consume criteria only changes once it hits 5 damage.

Not sure about efar’s card since we don’t have weapon classes like Iron.

The thing about his cards is that they assume someone will have items in their card decks for just such an occasion as there’ll be those monsters in a person’s deck.

dev’s cards seem okay in their consumption criteria, but I am not sure about the abilities of the first two cards :/ Elaborate on Deprivation?

I get the impression that Deprivation is basically referring to what Pestilence does with the damage reduction thing. Seeing as there’s little else that could be “deprived” from a monster.

[bAdeeb’s cards]

1. I don’t think monsters are allowed to target anything other than an opponent’s Darkness stocks with their basic attacks.
2. Interesting effect for Martyrdom.
3. Divine Armor is also interesting.
4. Again, interesting effect on VoC, although one wonders if this is worth it for most monsters.
5. This… what, can it target any monster on the field? Because assuming monsters can be targeted by other monsters, it should have a cost much higher than 1.
6. …so basically, the opponent gets to destroy three monsters on the owner’s side of the field to get rid of Fallen Putto.
7. Haester is weird. Mind explaining how that works to us?

I think I’m going to give the Horsemen a few additional abilities, to spice them up a bit more.

EDIT: Done. And I’ll make some more cards shortly.

 
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Golem (monster)
cost: 6+ 1 darkness every turn
damage: 3
to consume: pay 8 darkness. destroyed if owner stops paying darkness
ability: Feet of clay: cannot be eaten and immune to disease and poison.

Lich (Monster)
cost: 8
damage: 0. for every 2 undead monsters on field, this increase by 1.
to consume: discard cards with more darkness cost. Can discard multiple cards.
Ability: undead.
Soul drain: Pick a monster on your side of field. Destroy it. each turn regenerate darkness at their attack for half as many turns as their cost is. e.g.: a golem will regenerate 3 darkness every turn for three turns. Regeneration stops if no Liches are on your side of field.

Blood for blood
Cost: 5 darkness+1 monster.
effect: pick one monster on your side of field or in your hand. Pick one monster on your opponents field that has equal or less darkness cost. Destroy both cards.

hellhound
cost: 4 darkness
damage: 1
to consume: pay 6 darkness or discard a card
ability: none,

Abberation
cost 10 darkness or sacrifice a cultist
damage: 2
to consume: Sacrifice 2 cards that their darkness total is less than 10, or pay 13 darkness.
ability: fear factor: there is a chance an opponents monster won’t attack this turn. This effect stacks with multiple abberations. passive.
demon: this monster is a demon

Spy cost: 5
damage: 0
to consume: This card is removed if no other monster are on its owner’s field.
Ability: Spy: at a cost of 3 darkness, you may see one of your opponents cards.

assassin cost 8
damage: 0
to consume: sacrifice one monster on your field that has an attack of 1 or greater.
Ability: assassinate: pick a target enemy monster on field. Flip a coin. Heads, enemy dies, tails the assassin dies.

Colossus
cost: 18+3 darkness per turn active.
damage: 6
to consume: Sacrifice a monster and a spell card and pay 5 darkness. destroyed if owner stops feeding darkness.
ability: huge, feet of clay. earth stomp: the creature stomps the earth, perhaps stunning enemies and allies. (higher chance on enemies) Colossus can’t attack when using this skill.
(I’ll make moar later. Futuristic ones are okay, right?)

Phantom
cost: 8 darkness or sacrifice a monster
damage: 1
to consume: discard a card.
ability: scare: cost 3 darkness: monster may not attack this turn( medium chance), die (low chance), return to owner’s hand (lowish chance) or no effect (highest chance)

darkness generators
cost: 7 darkness
damage: 0
to consume: discard a spell and a monster.
ability: Produce: increase darkness production by 1 as long as this card is on the field.
cannot attack. period.

sacrifice
cost: 8 darkness
pick a card you own. destroy it and deal its darkness cost as damage to your opponent. the damages can’t kill the opponent.

Cultist
cost: 5 darkness.
damage: 1
to consume: pay 5 darkness
ability: this card gains a +1 attack bonus if a demon is on your side.

Fallen Knight
cost: 8 darkness, or sacrifice any humanish monster.
damage: 2
to consume: discard any non-undead monster or 2 spells.
ability: undead.

Puppeteer
cost: 7 darkness
damage: 1
to consume: discard any card and pay 3 darkness, but this won’t work if a Puppet is on the field.
ability: Puppet master: allows playing of puppets.

Puppet cost: 2 darkness
damage:2
to consume: discard a card. destroyed if owner has no Puppeteers in play. can’t be played unless a puppeteer is on owner’s field.
ability: none.

Abomination
cost: 8 darkness+sacrifice an abberation.
damage: 6
to consume: discard your hand, and a monster on your field.
ability: fear factor: there is a chance an opponents monster won’t attack this turn. This effect stacks with multiple monsters. Higher level than abberations, but abberations fear factor doesn’t count while this is in play. passive.
Huge. demon.

Mechanical soldier
cost: 3 darkness+1 darkness per turn.
damage:2
to consume: discard a card. Destroyed if darkness flow is stopped.
Ability: immune to disease or poison.

 
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The Pact
Cost: 1/2 of current Darkness stocks.
Effect(s): Increase damage of all of the owner’s monsters by 2. If the owner’s Darkness stocks ever exceed the value they held immediately prior to when this card was played, decrease Darkness generation rate by 4 per turn and negate the damage increase given to the owner’s monsters. This card then ceases to have any additional effect.

The Loan
Cost: 0
Effect(s): The owner gains any amount of Darkness they choose, up to a maximum of 15. They may then repay as much Darkness as they like to remove this debt every turn. Every turn that they do not repay the remaining amount of Darkness that needs to be paid, the remaining Darkness payment requirements increase by 10%. If the owner does not fully repay the loan after seven turns, they automatically lose all remaining Darkness that needs to be repaid, losing the game if they do not have this amount remaining in their stocks, and they are rendered incapable of playing any cards or attacking with any monsters that are on the field for three turns. Another instance of this card cannot be played whilst a pre-existing loan is in effect.

The Agreement
Cost: 4
Effect(s): The owner chooses one card from their deck and plays it immediately, paying the full cost for that monster in the process. The opponent may then do the same, but with the cost of any monster they choose to play reduced by 4.

The Arrangement
Cost: 7
Effect(s): The owner states an integer value, X. After X turns, X of the opponent’s monsters with the highest Darkness cost are destroyed.

 
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Placebo
Cost: 0
Effect:
Gain 8 darkness. Lose 8 darkness next turn.

Nuisance
Cost: 4
Effect:
Select one card. Double it’s attack. It’s consume becomes “your opponent must pay 1 darkness.”

 
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Actually, deprivation covers all such forms. Put simply, plague and famine in this case.

Spear gunner
cost: 5
To consume: A monster with equal or more damage sacrifices it’s damage to attack this monster.
dmg: 3
specials:
1) Amphibious Assault: If this unit has rebreather, this unit cannot be blocked.
2) Naval Hunter: Once per turn, you may take a card that involves ‘rebreather’, ‘delta’, or ‘deepsea’ from the grave and place it on the bottom of the deck at a cost of 3 darkness.
3) Deployment V1: At a cost of doing damage and using naval hunter, a chosen ironclad can sacrifice it’s attack to send a card from the field back to the hand.

Delta Stockpiles (magic)
cost: 8
Specials: Take any chosen scuba divers, deep-sea harvests, deep-sea lairs, and spear gunners from your grave and place them on the bottom of the deck in any order, then place this below the selected cards. There must be a Delta Ironclad in play to use this.

Naval Scientist
cost: 8
To consume: A monster with equal or more damage sacrifices it’s damage to attack this monster.
dmg: 4
specials:
1) Delta Scientology: for 8 darkness each use, you may increase the darkness rates of deep-sea lair by 1 as long as this card is in play. Further, when such is in play, you may look at the top card of the opponent’s decks each turn.
2) Naval Operations: When this card comes into play, search your deck for a Deep-sea lair or Delta Ironclad and put it into your hand.
3) Scuba Outfitting: Each monster that has rebreather cumulatively gains 1 damage.

Delta Trinity (magic)
cost: 12
Specials: For the remainder of the duel, the user’s forces and himself cannot be affected by harmful status conditions.
Requires: 1x of each in play on your side: Naval Scientist, Delta Ironclad, Deepsea Lair.

Advanced Rebreather (magic)
cost: 5
Specials: Target a monster with ‘rebreather’. That card gains 3 attack, and each time it attacks, the enemy must discard the top card of their deck.

Tidal Surge (magic)
cost: 3
Specials: Everyone draws one card, revealing to everyone else. If that card is a monster, the user of this card gains 1 darkness or inflicts 1 darkness against the drawer. Everyone keeps those cards, and this card is placed on the bottom of the deck. If you cannot draw, you loose the duel. Further, if the drawer is you, you must loose the darkness, paying double.

Life Hunter (magic)
cost: 3
Specials: Both you and your opponent keeps drawing cards, discarding them, until a monster card is drawn, then keep the card.

Drown (magic)
cost: 3
Specials: Target a random monster without an innate rebreather special. Kill that monster. Only works when Deepsea lair is in play.

 
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Yeah, okay, way to not explain anything about what Deprivation is, developous. Also, I don’t think you know what Scientology is.

 
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Mind I make a suggestion how to earn new cards:

Development system:

You begin with the standard cards that would make up your deck generally, then the OP would choose how many, from 1-5 of each initially.
After which, the OP decides if you dueled well enough in a duel to improve your deck in relation to the involved decks that duel, judging only how well you dueled.

Nice idea?

Originally posted by BCLEGENDS:

Yeah, okay, way to not explain anything about what Deprivation is, developous. Also, I don’t think you know what Scientology is.

Edited….. thanks.

Deprivation, as in loosing potentials. For example, cannot normally play in the first place or loosing power. However, this doesn’t cover things like direct inflicts and drains, however.

My Counts: Please! (35 cards)

Deep Lair – 3
Scubadiver – 4
Delta Ironclad – 3
Deepsea Harvest – 2
Elite Guardian – 3
Spear Gunner – 4
Delta Stockpiles – 1
Naval Scientist – 3
Delta Trinity – 1
Advanced Rebreather – 5
Tidal Surge – 3
Life Hunter – 3
Drown – 3
Transparency – 3
Periscope – 2
The Loan – 2

Finished! ??

 
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