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Not sure if you misspelled 'Natural' on purpose or not, but I can let it slide since he's a drunken boxer. That reminds me of the Legend of Drunken Master movie of Jackie Chan's. Interesting mechanics on that card...I'll say that much right now.
Thanx, I was going for a few things with this one, shame it had to be so text heavy, I might simplify the third ablity eventualy.
Pay 2 endurance -> remove Rock Lee from this attack
In the fights he initiates or escapes from attacks, the in-game benefit is basicly negating opponents powerups and attack boosts, but it wont protect you from a straight up attack.
Pay 2 endurance -> reverse rock lee's ATK and DEF
The main benefit of his drunken boxing his inherant unpredictability....
And finaly, you better hope you packed enough alcohol that he dosent sober up during the battle.......
Yeah, I understand the mechanics. Although the first of the 3 seems a bit too powerful IMO. I think you should either restrict that to limit once per turn or allow the attacker to ready since it doesn't say that they do ready if the ability is used. The way it's worded currently is like 5 drop Mr. Miracle or Escape Artist. Just my 2 cents.
instead of kiba looking for another kiba, why dont you make another card for his dog, and then have them trigger of each other.
and for chouji you could make an equipment for the pills he takes in that one episode
Equipment
Akimichi Family Pills
Can only be equipped to Chouji
Activate >> Put 3 +1/+1 counters on Chouji
After 3 uses KO Chouji at the end of the turn.
I already mentioned about Akamaru earlier...that'll all depend on when he can make him since he could search for Akamaru<>Beastman or however he has it on there.
These cards are nice, really good concept and nice art. However, a few things:
You are going to make the Sound team version of Kabuto much more powerful than this one, right? Because he could hold his own against Kakashi and nearly killed Naruto at one point, if I'm not mistaken.
Neji should be much more powerful than this. His card should reflect both how his Byakugan can see anything (maybe hand or resource row of opponent) and how he can use that one move to reflect any attack back on the opponent.
I'm taking it that you're going to make two versions of every character, right? Because Kakashi, Naruto, and Sasuke all deserve bigger drops.
I like how the 2-drop Lee reflects his fast speed, but you should either make another version of him that utilizes the Lotus mechanic (for example, he gets a big attack bonus, but a low defense bonus) or make a plot twist of it.
As someone else has already said, you should make a Sasuke that gets a bonus while in combat with Itachi, if only because that defines his whole life.
If you're wondering what to do about the sand, here's an idea for Gaara:
Gaara, Bloodthirsty Ninja
Cost: 5
Team: Sand
Atk/Def: 9/9
Flight/Range: No/Yes
Gaara cannot team attack.
Whenever Gaara stuns a character, you may pay 5 endurance. If you do, KO that character, and put a +1 Atk/+1 Def token on Gaara.
I like this so far, and am interested to see what you come up with next. Hope this advice helps.
Well...you've pretty much already stated everything I did for the most part including Kabuto. I do like the Lotus idea there and the Gaara card. Just keep in mind that Hinata also has the Byakugan, but unlike Neji, she doesn't have much confidence in herself unless Naruto is around which is why I think she should get a bonus for Naruto being around. That's about all I'll say for now other than what's already been said.
AND finaly (now Ive done most all the naruto character card (though Ive still got to do their spot twists and locations and flesh out the bloodline versons) A sand ninja.
They infiltrated konoha villiage and manipulated them , their a control deck
Here is my submission of the Sannins that I thought is very flavourful of them (and abit of a spoiler alert!):
Tsunade
Version: Perfected Medic Nin
Recruitment Cost: 7
Attack: 17
Defense: 14
Team Afflication: Konoha (Leaf)
Ninja Endurance (This character's text box remains even if this character is stunned.)
Characters you control cannot be KO'd by effects your opponents control.
Remove 2 cards from your hand from the game-> Recover target stunned character.
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The Ninja Endurance ability repreents the ascept that even while injured, high level nins can retrain their abilities and still fight while even injured (and we saw this combined with Tsunade's abilities in her fight if you have seen that far :-p)
Jiraiya
Version: The Ever Powerful Perverted Toad Hermit
Recruitment Cost: 7
Attack: 15
Defense: 16
Team Afflication: Konoha (Leaf)
Ninja Endurance (This character's text box remains even if this character is stunned.)
At the start of the combat phase, you may have opponents reveal their hand. If you do, name a card, opponent may not play the named card from their hand. Jiraiya may not attack this turn.
Remove 2 cards from your hand from the game-> Negect target card effect. Use this only once per turn and only if the card was played from your opponent's hand.
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These abilities basically represents Jiraiya's observational skills as a spy and a seal master as we have seen him undoing various enemy ninja's seals as well as cataloguing them for future reference.
Orochimaru
The Great Snake
Recruitment Cost: 7
Attack: 17
Defense: 17
Team Afflication: Oto (Sound)
Concealed-Optical
Orochimaru may not be stunned. (you still take any stun and breakthrough endurance damage as if he was going to be stunned.)
If you have no cards in your deck, you lose the game.
If you would suffer endurance loss, instead put that many cards from your dec into your KO'd pile.
Put half of your deck rounded up into your KO'd pile-> Search your deck for a card or return any card from your KO'd pile.
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This is very flavourful of what Orochimaru is capable of. Basically, how he has access to a large amount of forbidden jutsus (thus the cost of his ability, paying a huge price for the right move at the right time). However, as we learn, the jutsus he use also take a huge strain on his current body.
Anyway, this is my first attempt at the Naruto cards (or VS fan cards period), tell me what you think :-p.
I like the Ninja Endurance ability. I also like how you represent Tsunade's healing ability, Jiraiya's affinity for seals, and Orochimaru's lust for forbidden and unusual techniques. However, the other big thing about the sannins is their summons, like Jiraiya's Gamma Bunta (which one of the Narutos should also be able to summon) and Orochimaru's Manda snake. Maybe it should be something like this:
Gamma Bunta, Chief Toad
Cost: 8
Atk/Def: 20/20
Flight/Range: No/No
Summoned.
Gamma Bunta costs -1 if you control Jiraiya, and an additional -1 if you control Naruto or the Fourth Hokage.
Gamma Bunta cannot cause breakthrough.
At the start of the recovery phase, KO Gamma Bunta and lose 8 endurance.
This represents how Gamma Bunta is very powerful, but only comes out for certain people (those people being Jiraiya, the Fourth Hokage, and eventually Naruto). It also represents how he comes out only for a short time, but takes a great toll on the summoner (Naruto was hospitalized for a few days.)
I do like yoour summon idea. Maybe vary the effects each one has too :-p. However, allow me to introduce the first Naruto expansion Plot Twist!
Orochimaru's Immortality Jutsu, Kinjutsu
Plot Twist
Threshold Cost: 4
As an additional cost to play this card, KO a character you control.
Target character with the printed Oto (Sound) afflication cost 2 less to play this turn. That character cannot attack this turn. Lose endurance equal to that character's cost.
If this card would be put into your KO'd pile from your deck, remove this card and the 15 top cards of your deck from the game. Reshuffle your KO'd pile back into your deck.
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Alittle costly (and wordly) I know, but this basically would be the centerpiece of any Orochimaru/Sound based deck :-p. Also, no infinite uses of Orchimaru's Immortality jutsu/forbidden jutsu ability in the removal of the top 15 cards and that card :-p (thus repreenting the 3 year restriction he has, not overusing forbidden jutsus to kill of his current body before he can change to another :-p).
Kabuto
Version: Eyes and Ears of the Great Snake
Recruitment Cost: 6
Attack: 13
Defense: 13
Team Afflication: Oto (Sound)
[b]Concealed-Optical[b] Ninja Endurance (This character's text box remains even if this character is stunned)
Pay 1 endurance -> Kabuto has the team afflication of your choice until the end of the turn. Use this ability only once per turn.
Free -> Recover or KO target stunned character. Lose endurance equal to that character's cost. Use this ability only once per turn.
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This is the later version of Kabuto, the first ability represents his aspect as a spy (yes, even after the Konoha incident, he is still spying on other groups besides Konoha :-p). However, his second ability represents his abilities as a Medic Nin, the ability to heal himself and others, but also knowing to damage an opponent's body as well.
I really like your Kabuto ideas, it really exemplifies the character well. However, on the immortality jutsu, I was thinking along these lines.
Immortality Jutsu, Forbidden Technique
Plot Twist, Threshold 4
As an additional cost to play Immortality Jutsu, KO a character you control named Orochimaru.
Put a +1 Atk/+1 Def on target Sound character you control. That character loses all names and identities and gains the name Orochimaru.
This fits my version of the Sound affilitation, which, like Eclipse's, focuses on having one character named Orochimaru out and having most of your cards give bonuses to Orochimaru. The real Orochimaru, as well as other Sound characters, will work off of Forbidden Techniques as well, and there will probably be a tutor fo them. I'll be gone on vacation for the next two weeks, but one I get back I'll start posting my other cards.