User:Elizard FB/sandbox

Power Trip DCG
Power Trip is a draftable card game intended to be played by at least two players.

Contents:

-60 Dark Cards, 2*20 Commons, 1*20 Rares

-60 Light Cards, 2*20 Commons, 1*20 Rares

-60 Body Cards, 2*20 Commons, 1*20 Rares

-60 Mind Cards, 2*20 Commons, 1*20 Rares

-4 Dark/Light Cards

-4 Light/Mind Cards

-4 Mind/Body Cards

-4 Dark/Mind Cards

-4 Light/Body Cards

-4 Dark/Body Cards

-15 Dark Resource Cards

-15 Light Resource Cards

-15 Mind Resource Cards

-15 Body Resource Cards

-4 Life Cards

-X Damage Counters

Setting up the Game
Before setting up the game, shuffle all non-resource cards together. Keep the resource cards to the side.

1. For each player, make three stacks of 15 cards each, for a total of 45 cards per player. Each of these stacks is called a "pack". Do not look at the packs.

2. Once everyone is ready, each player selects one of their packs and looks at it. Each player takes one card out of it. That card is now theirs for the remainder of the game. Then, each player passes the remainder of that pack to the player on their right.

3. Once a player has taken a card from the pack they're looking through, and passes it to the next player, they take the pack that has been passed to them from another player. Each player takes one card out of that pack, keeping the chosen card for the remainder of the game, then passes that pack to the right.

4. Complete this process until each pack has 0 cards.

5. Repeat steps 2-4, but pass the second group of packs to the left.

6. Repeat once more, but pass the third group of packs to the right.

7. By now, all the cards should be picked out by players, and each should have exactly 45 cards.

8. Each player builds a deck out of their 45 cards. Decks must have at least 25 cards, but can use as many as they like which they drafted. -Cards cannot be exchanged between players (or do it, if everyone agrees and it seems fun. This is a game!).

9. Each player plays each other player, one-on-one, one at a time in best-of-three matches. Each game within a match is called a "round". When you win two rounds against an opponent, you win the match.

Anatomy of Cards
Now for the exciting part: how to play cards.

Each card has the following properties:

1) A name

A card's name describes the entity, power, spell, or trickery the card represents. It has no gameplay function.

2) A cost to play

Many cards have a cost which must be payed in order to play the card. Paying the cost happens before the card is played. Actions cannot be taken between paying a cost and playing the card, except if a trick can be played (more on this later).

You can play as many cards as you want during your turns, provided you can pay the cost(s) for each!

Costs only need to be paid when playing a card from your hand, or when an effect tells you to "play" something. [need example card here].

3) Types

All cards have types which denote what they are and how they work. The types are -Mind, Dark, Body, Light -Entity, Spell, Power, Trick

Mind, Dark, Body, and Light do not directly have an effect, but some cards may care if a card is of that type.

Entity, Spell, Power, and Trick determine how that card works and how it is played (more on this later).

4) Abilities

Most cards have an ability that activates when it is played, when it dies, or while it's face-up on the field. There are several keywords which are shorthand for more complex effects. A glossary of keywords can be found later in the rules. Power Trip was designed to be easy to understand, so when in doubt, interpret the ability as literally as possible. It'll probably be fine.

5) Stats: attack points (AP) and hit points (HP)

AP and HP are only found on entity cards. These denote the entity's offensive power and its longevity when it comes to combat. As a rule of thumb, higher the better! The rules of combat will be explained in the COMBAT chapter.

How to Play Cards
Many cards have a cost which must be payed in order to play the card. Paying the cost happens before the card is played. Actions cannot be taken between paying a cost and playing the card, except if a trick can be played (more on this later).

You can play as many cards as you want during your turns, provided you can pay the cost(s) for each!

Costs only need to be paid when playing a card from your hand, or when an effect tells you to "play" something. [need example card here].

There are a few symbols which represent costs which are common in Power Trip. These are:

- [B]: [B], also called "blood", means this card requires you to sacrifice entities you control in order to play it. You must sacrifice an amount of entitities equal to the amount of [B] in that card's cost. Some cards, like Dark Resources, are worth [B][B] when sacrificed, meaning you only need to sacrifice one of them to play an entity with [B][B] in its cost, instead of two creatures.

-[D]: also called "self-damage", means this card requires you to take damage in order to play it. You take damage equal to the amount of [D] in that card's cost. If you have multiple cards with [D] in their costs, you must take damage for each card you play.

-[C]: also called "card discard", means this card requires you to discard other cards in order to play it. You discard an amount of cards equal to the [C] in that card's cost to play it.

-[L]: also called, "light", means this card requires you to pay [L] generated by Light Resources and Light cards in order to play it.

-Other costs: Some cards have costs which ask you to perform certain actions in order to play the card. Follow the instructions as written, if possible, and then you can play the card.

You can only control a maximum of 5 entities at once, and 3 powers. If you play more than this amount, sacrifice other entities/powers so you only control 5/3, respectively.

When entities or powers die, they are sent to the grave. When spells or tricks are used, they are sent to the grave.

Resource Cards
Resource cards are the backbone of every Power Trip deck you'll make. While unimpressive by themselves, they act as the fuel for a deck's strategy. There is no cost for playing them, and you draw one at the beginning of each turn, so you'll be using them all the time! There are four kinds of resources:

- Light Resources

- Dark Resources

- Body Resources

- Mind Resources

Here's what they are:

Light Resource

Light Resource Entity

When summoned: Gain LLL.

1/1

L is energy which lets you play some Light cards and activate their effects. When you play and summon a Light Resource, you gain two of these L. You never lose L unless you spend it, so if you don't use that LL this turn, you can save it for later. Keep track of it through dice, or paper and pen, or any easy-to-manage method. You spend L when a card requires it to be paid (for example, see Contained Pulsar), or when activating ability ([need example]).

Non-Light cards don't have any effects which care about L, so you won't be using this resource unless you pick cards which need L to shine.

Dark Resource

Dark Resource Entity

When this is sacrificed, deal 1 damage to any target.

1/1

Body Resource

Body Resource Entity

MFuse

2/1

Mind Resource

Mind Resource Entity

When summoned: draw a card from your main deck.

0/1

How to Play the Game
Once you and your opponent decide to play, determine who will go first. Any method that both players agree on is fine. When in doubt, flip a coin. The winner of the coin flip must go first.

The player who goes first draws [] cards. The player going first cannot attack on their first turn.

The player who goes second draws [] cards.

Draw Phase

At the beginning of the draw phase, draw a card from your main deck and your resource deck. Then proceed to your Main Phase.

Remember that the player who goes first still takes their draw phase!

Main Phases

Twice per turn, you have the opportunity to play cards. This is when you can play Entities, Spells, and Powers.

After your first main phase, it becomes your combat phase.

After your second main phase, your turn ends.

Combat Phase

Combat is the part of your turn where you attack your opponent. You do not have to attack if you don't want to.

The player who goes first cannot attack on that first turn.

Entity Cards
Entity cards represent the forces which are invading, disturbing, and re-shaping the world. And you get to control them. They serve as the front line of offense and defense.

To play an Entity, pay its costs and then it is summoned. Entities can be sacrificed to pay for [B] costs. Entities stick around until they die, typically through a fight, sacrifice, or a card effect. When an Entity dies, it goes to the grave.

Phenomenon Cards
Phenomenon are cards which provide permanent effects while you control them. They usually make your Entities stronger, let you draw more cards, deal damage, or more!

To play a Phenomenon, pay its cost and then it is summoned. Its effects immediately apply and don't go away until it is killed or sacrificed. Note that you cannot sacrifice these to pay for [B]. Your opponent can't attack them, so only card effects will work.

Some effects transform Entities into Powers. A transformed Entity cannot fight, but any effects it had still exist as a Power. This isn't always useful, but be mindful of powerful combos which could come up during deckbuilding!

Aberration Cards
Aberration are cards which allow you to surprise and sabotage your opponent. They can even be used on your opponent's turn! However, you can only play an Aberration ard when its "trigger" condition is met, such as:

- When a spell is played...

- When an entity is summoned...

- When an entity attacks...

[]

Keyword Glossary
This section is incomplete

There are several 'keywords' which are short terms which would make cards a bit too wordy. The exact rules of these keywords are described here to explain how they work, and to clean up ambiguous situations.

Play - Play means to use a card under normal circumstances by paying its cost (if it has one) from your hand in order to use the card. This is different from summon.

Summon - This has two meanings:

"When summoned:..." When this enters the field, apply whatever effect is written.

"Summon a card from your hand/deck." This means to simply place the card from one place to another, without paying its cost. Yay, free cards!

Revive - Revive means to summon something from a grave. You do not pay a card's cost to revive it, or when it is revived. Both entities and powers can be revived, depending on what the card says. If the revive effect just says "entity" or "power", then you can only revive that type. Unless otherwise specified, you can revive cards from either player's grave.

Activate - Cards with Activate have abilities which can be manually activated while they're on the field during one of your main phases. Any restrictions or costs of the activation will be listed on the card, such as Activate, once per turn, [B]:. Activating an ability is not the same as playing a card.

Some cards have Trick Activate, which means, like Trick cards, they can be activated when a certain condition is met. Trick Activate abilities will have any restrictions or costs listed alongside their trigger to activate them.

Tutor - Tutor means to search your deck for a card mentioned in the tutor effect, and add it to your hand. You must show the card you tutored to verify it matches the type of card mentioned in the effect.

Purely - Purely means that this effect takes effect if all cards in your deck are of one kind - Dark, Light, Body, Mind. If your deck isn't pure, that effect does nothing.

Negate - Negate means to completely stop a card's effects. You can only negate cards which have been played but have not been summoned, or their effects haven't taken place. Negate is typically found on Trick cards. Negated cards are still played, meaning that whatever costs where payed are still payed. The negated card goes directly to the grave, and this is not considered dying by effects which care if an Entity dies or not.

Intercept

Combat, Damage, and Life
Combat is the backbone of Power Trip, and how you win the game. Combat is one of the trickiest parts of the game, both in strategy and the steps you need to perform. So pay attention!

Life and Damage
Unlike many strategy games, you do not have a pool of health which makes you lose when you hit 0. To win a game of Power Trip, you must have 10 or more damage inflicted on your opponent than you currently have.

Example:

Tony and Ellie are playing. Tony takes 3 damage from one of Ellie's cards. The score is now 3 - 0. At this point, if Tony takes 7 more damage, he loses. However, next turn he's able to deal 4 damage back to Ellie. The score is now 3-4. Now, if Ellie takes more 9 damage, she loses.

Each player must keep track of the damage they directly receive throughout the game. Once a player has accumulated 10 or more damage than their opponent, the more damaged player loses.

This system lets there always be a back-and-forth style to games. Each player could receive 100 damage each, but as long as they're within that 10-point margin, they still have a fighting chance!

Attacking and Defending
Attacking can only be done with an entity. If you control no entities, you cannot attack.

To attack, select an entity you control, and then select an appropriate target.

You can attack an opponent's entities, or if they control no entities, you can attack them directly.

If you attack directly, your opponent takes damage equal to your attacking entity's attack.

If you attack an opponent's entity, it's time to do math. There is now an attacking entity and a defending entity.

Each entity in combat deals damage equal to its attack to each other's HP. Then both players put damage counters equal to their entities' attack number on the opposing creature.

Example: Cyprus controls a 3/4 entity, and attacks her opponent's 2/7 entity. Cyprus' 3/4 attacking entity deals 3 damage to the 2/7 defending entity, placing 3 damage counters on it. At the same time, her opponent's 2/7 deals 2 damage, placing 2 damage counters on it.

Damage counters stay on damaged entity until that entity dies, it is sent to the hand or deck, or until damage counters are removed by a card effect.

Card List
[Name] - [Cost]

[Kind - Type]

[Effect (if any)]

[Atk/HP (if any)]

[# of card's kind]/75

==

Dark Cards (Playtest 45 Done)
Hulking Demon - BB

Dark Entity

5/3

D1/40

[Common]

==

Die! - BB

Dark Spell

Kill an Entity.

D2/40

[Common]

==

Ghoul - B

Dark Entity

When this dies: draw 1 Main card.

If it was sacrificed to play a Dark card: draw 1 additional Main card.

2/2

D3/40

[Common]

==

Impending Doom

[]

D4/40

[Common]

==

Black Queen of the Oblivion - BBBB

Dark Entity

Activate once per turn, sacrifice a card: kill an Entity.

When this dies: you must pay B: Revive this.

2/7

Dx/40

[Rare]

==

Embrace Entropy - B

Dark Anomaly

Look through your Main deck and choose 3 cards. Send them to your Grave.

Dx/40

[Rare]

==

Necrotic Recruiter - BB

Dark Entity

When this dies: revive an Entity with exactly 1 [B] in its cost (it can have other costs that aren't [B]).

3/2

D7/40

[Common]

==

Dark Contract - B

Dark Phenomenon

Activate only once per turn: tutor an Entity that costs at least [B][B], then take damage equal to the amount of [B] in its cost.

D8/40

[Rare]

==

Will-o-the-Wisp

Dark Entity

[]

Dx/40

==

Relentless Dead

[]

Dx/40

[Rarity]

==

[]

Dx/40

==

Carnage Dancer - BB

Dark Entity

Bleed - When this damages an Entity, that Entity gets a **Bleed Counter** (At the start of that player's turn, that Entity takes 1 damage for each Bleed Counter on it)

When this is summoned: this fights an Entity your opponent controls (this can still attack this turn).

2/6

Dx/40

[Common]

==

Writhing Shadows

Dark Entity

[]

Dx/40

[Common]

==

Blood Bank - B

Dark Phenomenon

Whenever you sacrifice an Entity, []

Dx/40

[Rare]

==

Pain Hedonist - B

Dark Entity

Intercept - If another Entity you control is attacked, you may have this be attacked instead.

At the end of your turn, remove 1 damage from this.

1/4

D15/40

[Common]

==

Bloodsucker - BB

Dark Entity

Vampiric - When this attacks, after this deals damage, remove damage from this equal to the damage this inflicted (this must survive to heal).

[]

[1/5]

Dx/40

[Rare]

==

Corruption - BBB

Dark Power

Whenever you play a card: draw 1 Dark Resource.

D17/40

[Rare]

==

Toxicologist - B

Dark Entity

Venomous - When this deals damage to an Entity, that Entity immediately dies.

1/2

Dx/40

[Common]

==

Foul Thing - B

Dark Entity

[]

Dx/40

==

Hellfire - B

Dark Phenomenon

At the end of your turn, deal 1 damage to all Entities.

Dx/40

Rare

==

Plump Offering

Dark Entity

[]

Dx/40

==

Nihilism - DDD

Dark Anomaly

Draw 2 Main cards.

Dx/40

[Common]

==

The Dragon Tyrant of Hell - BBB

Dark Entity

This can attack each Entity once per turn. If it does, it can't attack directly this turn.

At the end of your turn, this heals 1 HP for each Entity it attacked.

6/6

D6/40

[Rare]

=

Abyss-touched - B

[]

Dx/40

[Cultist]

=

[Rejector of Life] - B

Dark Trick Entity

Trigger: An opponent plays an Entity.

When this is summoned: negate that Entity being played.

2/1

Dx/40

[Common]

==

Willing Pawn - B

Dark Entity

The first time this is Sacrificed each turn: revive this.

1/1

dx/40

[Common]

==

The Goatman - B

Dark Entity

Your opponent's Entities deal 1 less damage to your Entities.

This is worth [B][B] when sacrificed.

1/3

Dx/40

[Rare]

Let me in.

==

[]

Dark

Dx/40

==

Tyrant's Supplicant - B

Dark Entity

This is worth BB when sacrificed.

4/1

Dx/40

[Common]

==

Let Me Carve Your Way - BB

Dark Spell

Revive an Entity.

Dx/40

[Common]

==

Ghastly Visage - B

Dark Spell

Search your deck for 1 Entity and put it on the board. Its HP becomes 1 and it can't heal.

Dx/40

[Rare]

==

Ghoul Concert

[]

Dx/40

==

Hasty Grave

Dark Spell

Choose 1 card in your Main deck and send it to your Grave.

D33/50

[Common]

==

Temporary Escape

Dark Spell

Revive an entity. At the end of this turn: you must sacrifice it.

D34/40

[]

==

Crimson King of the Abyss - BB

Dark Entity

Activate once per turn, C: Send 1 card from your grave to your hand.

When this dies as an Entity: it becomes a Power.

3/5

D35/40

[Rare]

==

The Aristocrats! - BCD

Dark Spell

Revive an Entity, then choose 1:

- Sacrifice it. Then your opponent takes damage equal to its AP

- Send it to your hand, then summon a different Entity from your hand. It can't attack this turn.

- It fights an enemy Entity (it can still attack this turn).

"So, is that all ya' got?"

[Rare]

D36/40

==

Deal With the Dragon

Look through your deck and add 1 card to your hand. Reveal it and take damage equal to the number of symbols in its cost [B, C, D, L are each symbols. Take 1 damage for each symbol present, not each kind of symbol].

D37/50

You choose the reward; you choose the price.

[Rare]

==

[]

Dx/40

==

[]

Dx/40

==

Witch - B

Dark Entity

Activate, C: 1 Entity's stats become 1/1 until the end of this turn.

2/3

Dx/40

[Common]

==

Wendigo - B

Dark Entity

1/3

When this attacks and kills an Entity: draw 1 Main Card.

Activate, B: this can make an additional attack this turn.

Dx/40

==

Chupacabra

Dark Entity

[]

Dx/40

==

Draugr

Dark Entity

[]

Dx/40

==

Banshee - B

Dark Entity

0/4

[]

Dx/40

==

Grootslang - BBD

Dark Entity

When summoned: terminate up to 1 non-Entity Card.

When this dies: all players draw 1 Resource Card.

3/3

Dx/40

==

The Slayer - BB

Dark Entity

After this attacks an Entity, put a +1/+1 counter on it (it must survive to get the counter).

3/3

Dx/40

[Rare]

==

Imp - D

Dark Entity

This doesn't take damage when it attacks.

When this is sacrificed: deal 1 damage to 1 target.

1/1

Dx/40

==

Light Cards (Playtest 45 Done)
They who See Beyond - C

Light Entity

When this is summoned: randomly pick 3 cards outside the game (this includes undrafted cards, and cards you drafted but aren't in your deck.). Add 1 to your hand. Return the rest (keep the selected card for the rest of the draft).

1/1

L1/50

==

Lightblaster - BB

Light Entity

Activate, L: deal 2 damage to an Entity.

4/3

L2/75

[Cosmic]

==

Cosmos Knight - BLL

Light Entity

6/4

L3/75

==

Solar Shield - L

Light Spell

Give an Entity shield (the next time it would be damaged, prevent all of that damage).

L4/75

==

Sunburn - L

Light Spell

1 Entity gets loses 2 AP and takes 2 damage.

L5/75

==

Radiation Channeler - B

Light Entity

Activate, L: deal 1 damage to anything.

0/2

L6/75

[Cosmic]

==

Refractor Spawn - D

Light Entity

This gains +1 AP for each L you have.

0/2

L7/50

==

Solar Flare - DD

Light Spell

You gain LLL.

L8/75

==

Stellar Journey - LB

Light Power

Whenever you spend L: for each L you spend, 1 Entity you control gets +1/+1.

L9/75

It sure was.

==

Blessed Perfection - LLB

Light Power

Whenever you gain L: make a Light Entity Token with stats equal to the amount of L gained.

L10/75

==

Disintegrate - LL

Light Spell

Choose 1 Entity with 3 or less remaining HP: kill it.

L11/75

==

Luminous Purger - B

Light Entity

Shield

When this kills a Entity: you gain L.

2/1

L12/50

[Cosmic]

==

Approaching Comet - L

Light Spell

Deal 1 damage to 1 Entity then put this on top of your deck.

Each time you play this: it does 1 more damage each time for the rest of this game.

L13/50

==

Refract - LC

Light Spell

Draw 2 Cards.

L14/75

==

Quasar - L

Light Spell

Double your L.

At the end of this turn: you lose all L.

L15/75

==

Amethyst Sentry - BLL

Light Entity

Whenever you gain L (any amount): this gains +1 HP.

3/1

L16/75

[Gem]

==

Complete Annihilation - BC

Light Spell

Kill all Entities. Each opponent tutors 1 Entity.

L17/75

==

Spectrum Enhancer - BB

Light Entity

When summoned, for the rest of the game, when you summon a Resource: gain L (if you summon a Light Resource, you gain LLL total).

4/1

L18/75

[Gem]

==

Star-spawn of the Destroyer - BBLL

Light Entity

Activate once per turn, Pay any amount of L: inflict twice that much damage to an Entity.

If you pay 10 L, kill all cards your opponents control. This cannot attack before or after you use this ability.

5/4

L19/75

[Boss][Cosmic]

==

ET Conscriptor - B

Light Entity

Activate, [L]: summon a 1/1 "Alien" Light Entity Token. Sacrifice it at the end of the turn.

1/4

L20/75

[Alien]

==

Supernova - all L (min 1), DD

Light Spell

Kill all Entities.

L21/75

==

Brilliance - LB

Light Power

You may pay [B], [C], or [D] with [L] instead.

L21/75

==

Devouring Stars - DD

Light Spell

Mill any amount of cards, for every 3 milled: add [L].

L22/75

==

Bloodstone Mender - B

Light Entity

Activate, [L]: Remove 2 damage from another Entity.

1/5

L23/75

[Gem]

==

Mother Sun - LLLLLLLB

Light Power

When summoned: Gain LLLLL.

All your Light Entities gain 2 AP.

At the end of your turn: send this to your hand.

At the beginning of your next turn, if sent this way: summon it from your hand.

L24/75

==

Dwarf Star Extractor - LLL

Light Entity

You cannot spend [L]. When this kills an Entity, gain L equal to the dead entity's HP.

3/2.

L25/75

[Cosmic]

==

Denier of Power - C

Light Trick Entity

Trigger: An opponent plays a Power.

When summoned: negate that Power being played.

1/2

L26/75

[Alien]

==

Crystal Colossus - BCLL

Light Entity

Your opponent can't use spells on this, unless this is damaged.

3/6

l27/75

[Gem]

==

"Spirit" - ET.1213 - B

Activate, LL: Remove 1 damage from all entities you control.

1/5

l28/75

[Cosmic]

==

"Raguel" - ET.0027 - B

Light Entity

Shield

Neither player can draw more than 2 cards each turn (remember that each player draws 2 at the start of their turn).

2/2

l29/75

==

Syzygy - DLC

Light Trick

Trigger: You control exactly 1 Entity, 1 Power, and you just played a Spell.

Effect: Tutor 1 Entity, 1 Power, and 1 Spell.

l30/75

==

Contained Pulsar - LLL

Light Power

At the end of your turn: deal 2 damage to 1 enemy Entity.

l31/75

==

Blazar Jet - LLB

Light Spell

Trample - If this kills an Entity and does excess damage, the excess damage is dealt to the entity's controller.

Deal 6 damage to an entity.

L32/75

==

Solar Sacrifice - B

Light Entity

When this dies: Gain L equal to its AP as it died.

2/2

I give my life for my kin.

L33/75

[Alien]

==

Cosmic Ascension - BCLLLL

Light Spell

Revive the Entity sacrificed to play this spell. Double its HP, then choose 1 effect to apply:

- Your opponent puts 1 card from their hand on top of their deck.

- Kill 1 Power.

L34/75

==

Irradiated Roach - DL

Light Entity

You can play this from your grave.

2/1

L35/75

[Cosmic]

==

Glorious Leader - CLL

Light Entity

When this attacks: 'tutor' an Entity without C or B in its cost.

1/3

L36/75

[Cosmic]

==

"Unstable Visitor" - ET.8709 - BBDL

Light Entity

At the end of your turn: Pay L or sacrifice this.

5/6

L37/50

[Alien] ==

Star-Spawn of the Unknowable - BBCLLL

Light Entity

Activate, DDD: Send an Entity to the bottom of its owner's deck.

When this dies: shuffle your grave into your deck.

6/6

L38/75

[Boss][Cosmic]

==

Igneous Reflector - BLL

Light Entity

Revenge - When this is damaged, it does 1 damage back to the Entity that attacked it.

1/5

L39/75

[Gem]

==

Glassify - LLL

Light Power

Choose 1 Entity. It cannot block Light Entities. If that Entity is the only one that player controls, Light entities can attack that player directly.

If that Entity dies, sacrifice this.

L40/75

==

Obsidian Protector - BCL

Light Entity

Intercept, Shield

When this dies: you may give 1 Entity Shield.

3/2

L41/75

[Gem]

==

Jasper Enhancer - BL

Light Entity

All Entities you control get +1 AP (including this).

1/3

L42/75

[Gem]

==

Deflect

Light Trick

Trigger: Your opponent uses a spell on a card you control.

Effect: Instead, that spell now affects an appropriate card your opponent controls.

L43/75

==

Jade Seer - BCL

Light Entity

At the end of your turn: Scry 2 (look at the top 2 cards of your deck. Put them on the top/bottom of your deck in any order).

3/4

L44/50

[Gem]

==

Immaculate Diamond - LLLL

Light Power

Activate once per turn, LL: If there is a card with an "activate" ability in your grave, use that ability now (you don't need to pay its cost).

L45/50

[Rare]

==

Unending Cosmos

Light Terrain

L46/50

[Common]

Mind Cards (Playtest 45 Done)
Silent Psychic - D

Mind Entity

Trick Activate: If your opponent plays a card, [c][c]: negate that card.

0/4

M1/50

==

Overwhelm - DDD, Mill half your deck, round up

Mind Trick

Trigger: A card is played, or a card is summoned.

Choose 1:

-Negate the card being played - Kill the summoned card.

M2/50

=

Corporeal Cognitohazard - D

Mind Entity

When summoned, put a Brick on top of each opponent's deck. When this dies, put a Brick on top of each opponent's deck.

2/1

M3/50

==

Brick - B

Token Mind Spell

This can't be discarded for a cost [C].

Draw a card.

t1/x

[this card is not draftable. It only appears due to other card effects]

==

Mullagizer

Mind Entity

Activate once per turn: Shuffle your hand into your deck. Then draw that many cards (if you shuffle in resources this way, they are shuffled into your main deck).

1/2

M4/50

==

Got 'Em - B

Mind Trick

Trigger: An entity attacks you.

Take control of that attacking Entity.

M5/50

==

Defense Drone - B

Mind Entity

Intercept - If another entity you control would be attacked, you may have this be attacked instead.

1/4

M6/50

==

Bounce - C

Mind Trick

Trigger: Any time during your main phase, or when an Enemy Entity attacks.

Effect: Return 1 Entity to its owner's hand.

M7/50

==

Dominate - BC

Mind Spell

Take control of 1 entity.

M8/50

==

Absurdist - B

Mind Entity

This can't be damaged in a fight.

0/1

M9/50

==

Thought-thief - B

Mind Entity

When this damages an opponent: draw 1 Main card from their deck (give it back when the game ends).

3/1

M10/50

[Psychic]

==

Astronomers - DD

Mind Entity

Whenever you draw your third card during a turn: gain L and Scry 1.

0/3

==

Bamboozlers - B

Mind Entity

Decoy - The first time this is attacked, instead stop the attack and make a 0/2 Mind Entity.

1/4

m12/75

[Psychic]

==

Form of Largeness - BC

Mind Power

Double each number in all card effects you control (this does not affect an entity's AP or HP. Costs are not effects).

M13/75

==

Flow State - CC

Mind Spell

Draw 2 cards, then return this to your hand. You can only play this once per turn.

M14/75

==

Concentrate - C

Mind Spell

Draw 2 Resources. You can't draw Resources for the next 2 turns.

M15/75

==

Neurotic Nerd - B

Mind Entity

Whenever this deals damage: Scry equal to the amount of damage dealt.

2/3

M16/75

[Psychic]

==

Fuss

Mind Spell

Scry 4. If you put all cards on the bottom of your deck, draw 1 card.

M17/50

==

Data Processor

Mind Entity

Whenever you play a non-Entity card: Scry 1.

0/4

M18/50

==

Quantum Entanglement - CD

Mind Power

When you would draw a resource: you may instead choose a card from your side deck and add it to your hand.

M19/50

==

Re-conceptualize - CD

Mind Spell

Summon 1 Entity from your deck onto the field as a power (it has no AP/HP, it cannot attack or be attacked, and cannot be sacrificed for [B]).

M20/50

==

Madness Realized - CCC

Mind Power

At the end of your turn: create a Bamboozler entity [a 1/4 with Decoy]. Your Decoy Tokens get +1/+1.

M21/50

==

Anomaly Echo - C

Mind Entity Trick

Trigger: An Entity you control dies in a fight.

When summoned: summon 1 Entity from your deck with up to 1 symbol in its cost [B, C, D, L are symbols].

1/1

M22/50

==

Cyrus, First of the Gifted - Sacrifice any amount of Powers

Mind Entity

When summoned: This gains AP/HP equal the amount of Powers sacrificed for this cost x 2. Then kill cards equal to the amount of Powers sacrificed.

x/x

M23/50

==

Unmake - D

Mind Trick

Trigger: an Entity is in the Ether.

Send that Entity in the Ether to the grave, then revive any Entities sacrificed for the negated Entity's cost (if any). Those revived Entities can't attack players this turn.

M24/50

==

Tinkering

Mind Power

Activate once per turn, shuffle 1 card from your hand into your Main deck: draw 1 Main or Resource card.

M25/50

==

Counterfactual Counter - C

Mind Trick

Trigger: An entity attacks you.

Effect: Apply the following effect(s) depending on the kind of entity attacking you:

-Light: Reduce the attacking entity's AP to 1, and its controller loses LL.

-Dark: Shuffle the attacking entity into its owner's deck.

-Mind: Send an entity to its owner's hand.

-Body: An entity you control permanently gets +2/+2, and draw a resource.

M26/50

==

Riposte

Mind Trick

Trigger: A Trick is in the Ether.

Effect: Negate that Trick.

M27/75

==

Disruptor of Anomalies - C

Mind Trick Entity

Trigger: An opponent plays a spell.

When summoned: negate a spell being played.

1/2

M28/50

==

Imaginary Friend

Mind Entity

You can only play this once per turn.

When this dies: transform it into a power.

Activate, send this to your hand: Scry 1.

0/2

It will always be by your side.

M29/50

==

Sleep Paralysis Demon - BC

Mind Entity Trick

Trigger: Your opponent enters the combat phase.

When summoned: your opponent cannot attack this turn.

2/2

m30/50

It's not just in your head.

==

Think Fast - CCDD

Mind Power

At the start of your turn: draw 1 extra card from your main deck.

M31/75

==

Mind Messer - CC

Mind Human Entity

When summoned: send 1 Anomaly Card from your Grave to your hand.

Whenever you play an Anomaly Card: send 1 Anomaly Card from your Grave to the top of your Deck.

x/x

Mx/40

[Rare]

==

Propaganda Mixer - DD

Mind Entity

At the end of your turn: send 1 card from your grave to the bottom of your deck.

When this dies: Put a Brick on top of your opponent's deck.

0/2

M33/75

[Robot]

==

Corrupt Collective Consciousness - D

Mind Phenomenon

Activate once per turn: Shuffle 1 Brick into your opponent's main deck.

Activate, sacrifice this: Draw 1 card.

Mx/40

==

Frustrate - CD

Mind Trick Power

Trigger: an opponent summons an Entity.

Effect: The summoned Entity cannot attack while you control this card.

Activate, C: Send this to your hand.

M35/75

==

Traumatize - B

Mind []

Look at an opponent's hand: Discard 1 non-Resource card from it.

M36/75

==

Memory Eater - CB

Mind Entity

When this kills an Entity: put 1 Brick Spell on top of your opponent's deck.

1/6

M37/75

[Anomaly]

==

Amplify - C

Mind Anomaly

Trigger: This can be played at any time.

Effect: Choose 1 card being played or 1 card on the board. Add 1 to all numbers in that Card's effect for this turn only (if you choose an Entity, this does NOT change its AP/HP).

Mx/40

[Common]

==

Combat Analyzer - D

Mind Entity

Whenever this fights: Scry 2.

M39/75

[Robot]

==

Neutralizer - C

Mind Entity

Activate, put 2 damage on this: Kill a power.

2/3

M40/75

[Robot]

==

Dimensional Probe - BC

Mind Entity

When this kills an entity: draw a card from your side deck.

3/3

M41/75

[Robot]

==

Absolute Terror Unit - BCC

Mind Entity

When this fights an entity: that entity's AP becomes 1 just during that fight.

When this kills an entity: draw a resource.

While it's not your turn: this entity's AP becomes 0.

5/5

M42/75

[Robot][Boss]

==

Dream Sculptor - D

Mind Entity

When summoned: tutor an Entity. You cannot play it this turn.

1/1

M43/75

[Anomaly]

==

Aggression Mirror - CDD

Mind Entity

This entity's AP is always equal to the entity with the highest AP your opponent controls.

x/3

M44/75

[Anomaly]

==

Illusion Maze - D

Mind Power

Activate once per turn, D: Create a Decoy (0/2 Mind Entity).

Your Decoys don't provide B if sacrificed.

M45/75

==

Body Cards (Playtest 45 under revision)
[under construction]

B1/75

==

Watchful Symbiote - B

Body Entity

Intercept - When an entity you control is attacked, you may have this Entity be attacked instead.

Assimilate - If you sacrificed an Entity to play this, Fuse up to 1 of those Entities to this.

1/3

B2/75

[Genetic]

==

Thriving Organism - B

Body Entity

Mutate

At the end of your turn, create a token copy of this, and any cards fused to this, but it has no abilities.

0/1

B3/75

[Genetic]

==

Adrenaline Rush - D

Body Power Trick

Trigger: Any entity attacks.

1 entity you choose permanently gets +1/+2.

B4/75

==

[under construction]

b5/75

==

Mulch - BC

Body Spell

Kill an entity, then draw a card or a resource.

B6/75

==

Assert Dominance - Any amount of B and/or C

Body Power

Your entities get +1/+1 for each B/C spent to play this.

B7/75

==

Ambush - B

Body Trick

Trigger: Your opponent enters combat.

Play an entity. It costs B less to play this way.

B8/75

==

Cornered and Vicious - B

Body Power

While you control one entity: its AP is multiplied by 2.

b9/90

==

Calcium Symbiote - B

Body Entity

Assimilate - If you sacrificed an Entity to play this, Fuse up to 1 of those Entities to this.

0/4

b10/75

[Genetic]

==

Protein Symbiote - B

Body Entity

Assimilate - If you sacrificed an Entity to play this, Fuse up to 1 of those Entities to this.

3/0

b11/75

[Genetic]

==

Cortex Symbiote - B

Body Entity

Assimilate - If you sacrificed an Entity to play this, Fuse up to 1 of those Entities to this.

Whenever an Entity enters your board: Scry 2.

1/1

b12/75

[Genetic]

==

Chameleon - DD

Trick Activate, when this is attacked, L or C: neither Entity takes damage in this fight.

1/3

b13/50

[Common]

==

Trans-Dimensional Symbiote - B

Body Entity

Fuse

When this is summoned: choose an Entity in your side deck. Fuse it to this. After this, cards can't be Fused to this.

When this Fuses: choose an entity in your side deck: Fuse it to this. After this, cards can't be Fused to this.

1/1

B14/50

==

Survival of the Fittest - CD

Body Power

All Entities on the board lose all abilities, except Fused Entities.

At the beginning of your turn: sacrifice a card.

b15/75

==

Predator Pack - DDDDD

Body Entity

4/4

b16/75

[Prehistoric]

==

Devouring Parasite - B

Body Entity

This doesn't take damage when it attacks.

When this attacks and kill an Entity: Fuse it to this.

1/1

b17/50

==

Lurking Predator - BB

Body Entity

If your opponent controls the entity with the lowest HP on the field: you can play this without paying its cost.

3/3

b18/75

[Prehistoric]

==

Terrifying Predator - BC

Body Entity

When this kills an Entity: put that Entity at the bottom of its owner's deck.

2/5

b19/75

[Prehistoric]

==

Brooding Herbivore - BC

Body Entity

When this kills an entity: tutor an entity with up to 1 symbol in its cost.

2/4

b20/50

==

Smasher of Trickery - C

Body Trick Entity

Trigger: An opponent plays a trick.

When summoned: negate a trick being played.

2/1

b21/75

==

Adrenaline Overload - DDD

Body Spell

Choose 1 creature you control: this turn, it can attack each Entity your opponent controls. At the end of this turn, sacrifice it.

b22/75

==

Pipa Pipa Maximus

[under construction]

b23/75

==

Soncoya Reclaimer - B

Body Entity

At the end of your turn: send a card from your Grave to your deck, then shuffle.

1/4

b24/75

[Flora/Fauna]

==

Fraxinus Americana Symbiote - BC

Body Entity

Mutate

When this mutates or is summoned: kill up to 1 power.

3/4

b25/75

[Flora/Fauna]

==

Apex Lifeform - BBCC

Body Entity

Fuse

When this Fuses or is summoned: Fuse up to 3 Entities with Fuse to this Entity from your hand and/or Grave.

1/1

b26/75

[Genetic]

==

Capable Host

Body Entity

Double the AP of any entity mutated to this.

0/1

b27/75

==

Unstable Symbiote - B

Body Entity

Assimilate - If you sacrificed an Entity to play this, Fuse up to 1 of those Entities to this.

When this dies in a fight: deal damage equal to its AP to 1 Enemy Entity.

2/0

b28/75

[Genetic]

==

Unifying Roots - B

Body Entity

While you control this: all powers are also 1/1 entities (including in your deck and grave).

1/4

b29/75

[Flora/Fauna]

==

'Varanus Komodoensis' Maximus - BCC

Body Entity

When this dies in a fight, or is sent from the Ether to the Grave: kill 1 Entity.

4/7

b30/75

[Flora/Fauna]

==

Worm Swarm - CD

Body Entity

This Entity's stats are equal to the number of Entities in your grave.

x/x

b31/75

[Flora/Fauna]

==

Charging Predator - BC

Body Entity

While this is attacking: double its AP.

2/4

b32/75

[Prehistoric]

==

Gifted Fighter - C

Body Entity

3/3

When the world changed, some people's own powers surged.

b33/75

==

Prehistoric Chicken - BC

Body Entity

3/5

Its form speaks enough of its efficacy.

b34/75

[Prehistoric]

==

Predator Hatchling - D

Body Entity

3/1

It is born hungry.

b35/75

[Prehistoric]

==

Mysterious Egg

Body Entity

At the beginning of your turn, sacrifice this: then summon 1 Entity from your deck with up to 2 symbols total in its cost (B, C, D, L are symbols).

0/1

B36/75

==

Surrender to Nature - CCCC

Body Spell

Summon 2 Entities from your deck. They can never attack directly.

B37/75

=

Sudden Adaptation - DD

Body Trick

Trigger: A mutated Entity you control would die by a card's effect.

Negate that card.

B38/75

=

Pack Revolution - Sacrifice an Entity with at 4+ AP

Body Spell

Draw 2 Resources.

If you sacrificed an Entity with 6+ AP, draw 1 more Resource. If you sacrificed an entity with 8+ AP, draw 2 more Resources.

B39/75

=

Ferocious Raccoon - D

Body Entity

When summoned: Scry 2 (look at the top 2 cards of your deck, then put them on the top/bottom in any way you wish).

1/3

B40/75

[Fauna/Flora]

==

Cingulata Maximus - B

Body Entity

Shield - If this is damaged, ignore the damage and then this loses shield.

At the end of your turn, if this didn't attack: it gains shield (entities can only have one shield at a time).

2/3

B41/75

[Fauna/Flora]

==

Soaring Predator - DD

Body Entity

This can always attack your opponent directly.

1/1

B42/75

==

Territorial Taipan - D

Body Entity

Venomous - if this damages an entity, that entity immediately dies.

1/2

B43/75

==

Predator King - BCDD

Body Entity

Activate, B: This can make 1 additional attack this turn.

At the end of your turn: remove 3 damage from this.

3/5

B44/75

==

Gene Splicer

Body Power

Activate, remove a Fusion from an Entity you control: Draw 1 Main card.

B45/75

Dark/Light Cards
Setting Sun, Waxing Moon - C

Light Dark Trick

Trigger: A light entity you control is killed by an attacking entity.

Effect: Revive a non-light entity. Gain LL.

dl1/10

==

Total Eclipse - DD, All L

Light Dark Power

You cannot gain L. You cannot play cards.

When summoned: revive as many entities as possible from your grave.

At the end of your turn, sacrifice this and all entities you control.

dl2/10

Light/Mind Cards
Quark Angel - CBLLLL

Light Mind Entity

Cannot be summoned except by paying its cost or by its own effect. Trick ability: When a card is played, pay L: Sacrifice this, negate a card being played. At end of turn, revive this.

5/2

lm1/10

==

Fuzzball Theory

Light Mind Power

When a card you control dies, put a string counter on this [these have no effect except for this card].

When playing a card, you may remove a string counter on this rather than paying a L, B, D, or C.

lm2/10

Mind/Body Cards
Famine Essence - D

Mind Body Entity

Mutate

Each player can only draw 1 card per turn (at the start of each turn, they must choose between a resource or a card from their main deck)/

0/1

mb1/10

==

Epitome of Progress - BB

Mind Body Entity

Mutate When you play a power, you may mutate them to this card (they still keep their abilities as powers). When this attacks, do each of the following for the number of mutations this has: 1: If this would be destroyed this turn, remove a mutation instead. 2: +2/+1 this turn 3: You may play a power mutated on this. If you do, remove it. 4: Destroy all entities you don't control.

2/2

mb2/10

==

Apex Downfall

Mind Body Trick

Trigger: One of your mutated entities dies in a fight.

Effect: draw cards/send cards from your grave to your hand equal to the number of mutations that entity had as it died.

mb3/10

==

Electrophorus Mamillia

Mind Body Entity

When this attacks: negate all other entity effects everywhere until the end of the turn.

2/2

mb4/10

==

Scavenging Symbiote - BB

Mind Body Entity

Mutate

Mutation ability (while this is a mutation, the mutated entity gains this ability): When this mutated entity fights, draw a card.

1/1

mb5/10

==

Defensive Coloration Symbiote

Mind Body Entity

Mutate

Your opponent's entities which fight this entity lose 1 ATK just for that fight.

Mutation ability (while this is a mutation, the mutated entity gains this ability: Your opponent's entities which fight this entity lose 1 ATK just for that fight.

0/2

mb6/10

==

Mind Body Problem - C

Mind Body Spell

Transform 1 entity into a power (it keeps its effects but can't fight or take damage). Its controller creates 1 Husk Entity Token with stats equal to the transformed entity's (without its original effects).

mb7/10

Body/Dark Cards
Hellfire Symbiote - BB

Dark Body Entity

When summoned: until end of game, multiply the AP of your Resources x2 (apply this before other additive effects).

2/2

BD1/10

==

Symbiote Omega - CD

Dark Body Entity

Mutate

Must be mutated onto an entity with 2+ mutations.

You cannot summon Entities (but you can play Entities as mutations).

At the beginning of your opponent's combat: you may remove 2 mutations from this: kill all other Entities.

2/2

BD2/10

==

Abyss Fugitive - DDDDD

Dark Body Entity

Mutate

4/4

''Let me out! LET ME OUT!!!''

BD3/10

==

Subject 7 - D

Dark Body Entity

When this dies: send it to your hand.

When this is discarded: send it to your hand.

1/1

BD4/10

==

Skinwalker - BB

Dark Body Entity

At the beginning of each combat phase (yours and your oppo, you may have this become a copy of an Entity in a grave.

3/3

BD5/10

==

Penanggalan - C

Dark Body Entity

Activate, [B][B]: Mutate any Entity from your grave to this.

1/1

BD6/10

Dark/Mind Cards
Forbidden Knowledge - Discard your hand (min 1).

Dark Mind Spell

Draw your entire deck. At the end of this turn, you lose the game.

DM1/10

==

Role Reversal - BBC

Dark Mind Trick

Trigger: your opponent summons an Entity.

Effect: your opponent gains control of one of your Entities. You take control of the Entity they just summoned.

DM2/10

==

Bukavac - BBC

Dark Mind Trick Entity

Trigger, can only be played from your grave: your opponent plays an Entity.

When summoned: negated that Entity being played.

2/2

DM3/10

==

Light/Body Cards
Halo of Flesh - B

Light Body Entity

Mutate

Mutation ability: A creature mutated by this is unaffected by all card effects, except when mutating a card to it.

0/1

lb1/10

==

Spaghettification - L

Light Body Trick

Trigger: An entity is summoned.

Effect: That entity's stats become 1/1.

lb2/10

==

Misc Cards and Tokens
Brick - B

Mind Spell

Cannot be discarded for a cost. Draw a card.

t1/x

FCOM Notes
Figure out the fae situation

What can Alder do? Weak spellcaster. Was involuntarily summoned by the latte. What if he can ferry the party to the place in-between? Seems reasonable. How does one navigate the space in-between? Through thought and swimming

It takes a DC 13 Wisdom check to set a new direction of gravity as a free action; this check can be made once per round. Any character who fails this Wisdom check in successive rounds receives advantage on subsequent checks until he or she succeeds. •Timeless: Age, hunger, thirst, poison, and natural healing don’t function in the Astral Plane, though they resume functioning when the traveler leaves the Astral Plane.

Travellers using astral projection have another problem to deal with – the silver cord that links the projected form to the traveller’s real body. If the cord is cut, the character is slain.

Erratics are the free-floating chunks of matter that dot the Astral Plane. Most are lumps of stone which have been sheared away from the Plane of Earth or a decaying demiplane, but there are pockets of empty air, globes of water or spheres of eternal flame drifting through the Astral Plane. Most solid erratics are inhabited by the various denizens of the Great Realm, while watery or fiery erratics are tapped to refuel and resupply astral barges going on voyages to planes with a normal Time trait

Waystations are inhabited erratics that have been claimed by one of the astral civilisations or guilds, such as the Wayfarers. A small waystation looks like a border fort clinging to a floating rock, with several strange astral barges docked at arched metallic spines that sprout from the fort. Larger waystations can have thousands of inhabitants.

The main feature of a waystation is its aethervane, a complex assemblage of crystals, brass rods, cogs and gauges. Aethervanes are sensitive to the distortions caused by the opening and closing of portals on the Astral Plane. A skilled aethervane operator can detect a portal opening millions of miles away. The waystations send their astral barges to these portals to pick up travellers.

Inside a waystation, a traveller may expect to find a small general store selling supplies (although food and drink are rarely sold), rooms to rent, a common room, a place to book passage on an astral vessel and the chamber containing the aethervane. As gravity is subjective here, chambers tend to be put to multiple uses; a craftsman on a waystation might have his bed and personal effects attached to the ‘floor’ of a room, and his tools and work area on the ‘ceiling’ – when he goes to work, he simply reverses his personal gravity and makes the work area into the floor. Waystations can be surprisingly well equipped for their size.

Autumn Waystation

Astral Parasites

This creature is a mess of little barbed tentacles, eyes, mouths and fins; it seems to be nothing but appendages, with no real body at all.

Astral parasites are the vermin of the Great Realm, a species (or rather, hundreds of similar species) that graze contentedly on stray thoughts, emotions and magical emanations that flow through the Astral Plane. They are spawned in their millions from starcs and other major astral events, and swarm through the plane in vast hosts. They are almost useless as a food source, as only other native creatures can digest the energies of a dying parasite. They vanish seconds after being slain.

Astral parasites are only dangerous when they focus on a particular character’s mind. A swarm of parasites can suck up stray thoughts and emotions using their psychic drain ability. The swarm can be driven off by killing 30 + 1d20% of its members.

Octopus Variant: Astral Parasite

An astral parasite has the following changes: •Type Aberration •Speed fly 30 ft. •The astral parasite gains the following action: Psychic Drain: An astral parasite can target a character and feed off his mind. For every twenty parasites feeding, the character suffers a –1 penalty to all Wisdom saves.

A massive creature glides past; it resembles a whale, but its iridescent hide is covered in strange protrusions and dangling tendrils.

Astral whales feed on parasites just as baleen whales feed on plankton.

Killer Whale Variant: Astral Whale

An astral whale has the following changes: •Size Gargantuan •Hit Points 138 (12d20 + 12) •Speed fly 60 ft. •The astral whale gains the following action: Gravity Pulse: The astral whale emits a pulse of energy in a cone 360 feet long and 120 feet wide. Any creatures caught in the cone must make a Constitution save (DC 12) or be unable to use the Subjective Gravity trait of the Astral to move for 1d12 rounds. Native astral creatures with a Fly speed cannot move if they fail the save. Astral whales are immune to the gravity pulses of other whales.

•The distance one moves in the astral plane is 3 x its Intelligence score.

Wounds don’t heal normally on the Astral Plane. If you’re cut, you’ll bleed. That stays the same. Only problem is you won’t heal naturally.

The only way to heal on the Astral Plane is through magical means.