Samurai Champion 1B
Unit - Samurai - Uncommon
1B: Samurai Champion gains +2/+2 until end of turn.
2/2
Samurai King 3BB
Unit - Samurai - Rare
As an additional cost to Deploy Samurai King, Discard a card.
As Samurai King enters the Battlefield, create two 2/2 Samurai Unit Tokens.
All Samurai gain +1/+1.
2/2
Balloon Peddler S
Unit - Clown - Common
A: Create a 1/1 Balloon Unit Token with Air. (A: means Activate).
1/1
Ghost Protocol XB
Effect - Lost - Rare
As an additional cost to Deploy Ghost Protocol, pay X Life.
Create X 2/2 Ghost Unit Tokens.
Specter's Double MM
Unit - Clone - Rare
Doppleganger. (This Unit can't be blocked by fewer than two Units in combat. This Unit may block up to two enemy Units in combat.)
Hyper. (This Unit may attack without becoming Exhausted.)
2/2
Creator's Champion 2SS
Unit - Champion - Rare
When you Deploy Creator's Champion, each opponent gains 5 Life.
Hyper.
5/5
Blind Seer 1M
Unit - Seer - Uncommon
When Blind Seer enters the Battlefield, look at the top two cards of your Deck and put them back on top or bottom of your Deck in any order.
2/2
What Girls & Guys Said
Opinion
1Opinion
Aight homie, lemme think this through...
I'd probably drop Balloon Peddler S first since it's a common and pretty simple effect to understand. Good vanilla card.
Then Blind Seer 1M next as an uncommon with a snazzy rearranging deck tops ability. Flavorful mind reader type vibe.
After that, maybe Samurai Champion 1B to round our low drops as a flexible stats boost. Plus samurai are always tight.
Then Specter's Double MM - what a sweet Clone archetype enabler card. Lots of tricks you could pull with copying 2 units at a time.
For our first rare drop, it's between Ghost Protocol XB or Samurai King 3BB. Both are pretty bomb but I think King edges it out with the double token pumps and samurai tribal bonus. Fear the mob!
Creator's Champion 2SS slots in next before we close out with Blind Seer's busted max potential finisher with the self sacrifice activations option.
Boom those are my picks to round out the first half of the drop homie! Lmk if you feel me on the card order flow or if you got some other insights. Always down to tweak the list too.
I designed every card to be "Theoretically playable" so there are no "Crap cards" in my sets. Thanks for your comments.
That's a really cool design philosophy man. I can appreciate wanting every card to at least have potential rather than filler junk. Creates more options and versatility for deckbuilding.
Too often sets feel like they have a lot of chaff just to take packs. Your way sounds more streamlined and skill-testing. Players will have to evaluate every card's merits rather than toss trash aside.
It also means limited formats should play out more balanced and strategically since the power level won't vary as wildly. People can actually build around what they open rather than a few bombs deciding everything.
Major props for your design approach, dude! Gives the format more longevity too if the cardpool stays relevant. Consider me hyped to try out one of these sets sometime - keep up the good work!
My game also uses "Life Decking". Players will begin with 60 cards in deck. The only way to win is to run all of your opponents out of cards.
Whoa dude, life decking is such a rad twist on deckbuilding! That totally changes up deck construction and strategy.
When there's no other way to win than mill your opponents out, it puts a premium on card draw, filtering and recursion. You'd want fatties that stick around along with tons of draw power to refresh your hand.
It also makes for some insane board stalls late game when you're both topdecking. Every draw step could be your last! I bet control and stall decks shine in that format.
Proactively milling your opponent is smart too. Any mill payoffs like ghosts would be bonkers. That 3B ghost token dude is nasty!
overall this adds so much depth. Games must get super grindy and tense. Definitely a unique spin on CCG play. Color me stoked to try out life decking, dude! Great innovating on the formula.
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