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Old 07-27-2007   #1
KRool
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Default Sonic the Hedgehog set

All right, here's the main set.

There are only two teams in this set, the Sonic Team, and the Eggman Empire.

The Sonic Team's main theme is evasion, they have ways of gaining it and it's members get bonuses for having it as well. The Chaotix sub-team, on the other hand, is heavy on increasing their locations.

The Eggman Empire loves to abuse their own expendable robots when they've used up their purpose. Another theme they have is discarding.

Sonic Team
Sonic, The Hedgehog
Sonic, Speed Junkie
Sonic, Blue Blur
Sonic, Speed Demon
Sonic, Need for Speed
Sonic, Chaos Infused
Sonic, Ultimate Hog
Tails, The Fox
Tails, Sidekick
Knuckles, The Echidna
Knuckles, Chaos Guard
Knuckles, Chaotic Leader
Knuckles, Guardian
Knuckles, Hyper Knux
Amy Rose, The Hedgehog
Amy Rose, Obsessive
Cheese, Constant Companion
Cream, The Rabbit
Cream, Innocent
Charmy, The Bee
Big, The Cat
Espio, The Chameleon
Espio, Camouflage
Vector, The Crocodile
Vector, Headphones
Mighty, The Armadillo
Tikal, The Echidna
Blaze, The Cat
E-102 Gamma, Mind Control Immunity
Dr. Robotnik, Reluctant Ally

Equipment
Tornado, Unique

Locations
Angel Island, Team Up
Green Hill Zone

Plot Twists
Sonic Spin
Gotta Juice!
Sonic Flare
Mach Speed
Blue Streak
Chili Dog Break
Skidding Halt
Meteor Punch
The Chaotix
Chaotix on Guard
Hog Squad, Team Up
Chaotic Comrades, Team Up


Eggman Empire
Dr. Robotnik, Ovi Kintobor
Dr. Robotnik, Ivo Robotnik
Dr. Robotnik, Butt-Nik
Dr. Robotnik, Eggman
Dr. Robotnik, Hard Boiled Villain
Dr. Robotnik, Bad Egg
Dr. Robotnik, Mecha Madness
Rouge, The Bat
Rouge, Jewel Thief
Rouge, Narcissist
Shadow, Deadshot
Shadow, Experiment
Shadow, The Hedgehog
Shadow, Chaos Control
Shadow, Total Chaos
Knuckles, Rival
Scratch, Lackey
Grounder, All Functional Idiot
Coconuts, Lackey
Bokkun, Messenger
Nack, The Weasel
Eggrobo, Substitute
Metal Sonic, Copycat
Silver Sonic, Immitation
Chaos, Chaos 0
Crabmeat, Army
Motobug, Army
Buzzer, Army
Rexon, Army
Egg Pawn. Army
Spikebonker, Army

Equipment
Eggmobile

Locations
Eggman's Lab, Non-Unique
Flying Battery
Death Egg
Space Colony ARK
Pinball Defense System
Egg Fleet

Plot Twists
Eggman's Big Plan
Chaotic Power
Ultimate Life-Form
Scrambled Eggman
Mad Mechanic


Unaffilated
Chaos, Perfect Chaos
Biolizard, Prototype of the Ultimate Life
Erazor, Wicked Djinn
Silver, The Hedgehog

Equipment
Gold Ring
Green Emerald
Grey Emerald
Red Emerald
Yellow Emerald
Cyan Emerald
Blue Emerald
Purple Emerald
Master Emerald
Hover Board

Locations
Station Square
Special Stage, Grab the Gold Rings
Special Stage, Get the Blue Spheres

Plot Twists
Chaos Control
Doomsday Zone
Special Zone Warp
Total Chaos
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Last edited by KRool; 09-29-2007 at 10:45 AM.
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Old 07-30-2007   #2
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Now, I read some sets, found the pics nice... Other sets "delighted" me with creative ideas on one card, the others were average..... Only few sets really set me off....

THIS ONE IS THE KING!

Boy, this is good. There are three halfs I wanna talk about

First, the Sonic Team. Let everyone in the team gain evasion and then make a deck around it - simple and good! Why did that not happen earlier? And - it's Sonic anyways!

Second, the Eggman Empire. Exploiting the army as Eggman did and as it happens in the games. I'm looking forward to swarming the field with 1-drops and KOeing them at once for some nasty World War effect...

Third, the Emeralds... Each one is a little treasure. Equip them or play them as a plot twist, each one has a creative idea, ending in the Master Emerald as an alternative game winner that makes sense. Total Chaos will be an important card, but I'm expecting some cards to maipulate your resource row as it is ongoing. Maybe some army swarm in the resource row with KOeing or replacing?!? And - if you played an Emerald as equipment, you should make those reappear in the hand or resource row where they belong . How about the Master Emerald: Can you KO from both in play and the resource row? That should be clarified.

How many Gold Rings will there be on the table? What are you planning with them in the end? Boy, I wanna know....

But there are cards to wait for - I'm expecting a terrific and creative set with very well done cards (good watermarks ).

PS.: I should alter my own "Wrong Game" from my Streets of Fighters Set. The flavor text is becoming wrong itself .

PPS.: My congrats for your sense of keeping the balance. I believe that this one was a hard piece of work.

Last edited by MrHeckensleigh; 07-30-2007 at 05:49 AM.
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Old 07-30-2007   #3
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Just added a bunch. If a card isn't there, it isn't finished yet.

Thanks, Heckensleigh. I'm trying to work a bit more on the Chaos Emerald alternate win idea.
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Old 07-30-2007   #4
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well done KRool, I hope to see the rest when you're done
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Old 07-30-2007   #5
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All right. Here's what I'm gonna do. I'll tell you 2 cards that I like, and 2 cards that I do not.


I like Meteor Punch. It is an interesting idea to flip a location as a cost. BUT, I have a way that would work....better.

Current Text: To play, flip a location you control face-up. Negate it's effects this turn.

Ok, I don't think that is a good way to word it just because you want to negate a location's effects for a turn and it gets very wierd when you want to negate a location's effects. So, I would make it:

My Idea for the text: You may reveal a face-down resource you control face-up. If it is a location, turn it face-up and target Sonic Team character you control gets +3 ATK this attack.

Now, the way that I have worded it it's 'when flipped effects' will not trigger. I think this is a great idea. A new cost for a plot twist. Now, this is horribly uh...broken, maybe. Just think of it like this. You can turn any location you control face-up. This could allow you to flip a location that has a huge cost to flip. This gets you around having to 'exhaust four characters you control' or 'choose two team affiliations among characters you control'. Okay, it's not broken, but it makes things very messy.

Okay now a card that I don't like. Sorry but I have to critisize the stuff I don't like too. Some of your Sonic characters, have the ability to reveal a plot twist and use it's effect. What if the plot twist has numerous effects? This also will get messy, if you use all of it's effects or if you just choose a single effect, it gets you around it's costs. Gets very wierd...

Okay, back to the stuff I like. Mighty, The Armadillo is looking good. It's a wierd thing to do if you return a 6 drop that has to be non-stunned back to it's owner's hand. But I think it is a cool effect. I suggest allowing him to flip all location's in play face-down however, just to have a way to interfere with your opponents.

One more. Oh, Chilli Dog Break I don't like. Sorry, it's just that the end of the recovery phase it not a time for effects to trigger. I understand that you want to gain only for the characters that do not get KO'd due to regular stuns. Just make it trigger at the 'start of the build phase' or the 'start of the draw phase' those are both trigger moments. Oh, and I think this card is way too good. Just compare it to 'The Alley'. The Alley is a location, so you can only have 1 of it face-up, and it only hurts your opponents 1 whereas this gains you 2 endurance. If you have 2 or 3 of these face-up, it completely restores the endurance you lost from evading, as I am assuming that is it's purpose.


Okay, I've only looked at a few as you can tell. I will make it to the others later. The advice that I can give you is just to not have a way to get around the costs of plot twists and locations. Some of your Sonic Team characters have the ability to use a 'Nega-Bomb' or 'Last Son of Krypton' as early as turn 5. And that is limited to the recovery phase! And you can break it into using it during the combat.
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Last edited by wiiman; 07-30-2007 at 03:52 PM.
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Old 07-30-2007   #6
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just make it start of rec not end of rec. It will basically accomplish the same, if not more.
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Old 07-30-2007   #7
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Meteor Punch needs work, but the Sonic Team effects have a limit. The plot twist must be a lower cost than the number of resources you have, and I always thought that the term "use it's effect" would mean to follow everything the card says to do, payments, requirements, whichever. Maybe it should be reworded?

Chili Dog Break might be tricky to word correctly, cause evaded characters recover at the start of recovery, but the effect would work at the same exact time, so I don't think it would count them.
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0259-0007-0797
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Old 07-30-2007   #8
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Currently your Chili Dog Break would heal you up for the stunned characters too.

I did forget about the 'less than amount of resources' part. That makes it a little better but still avoiding all costs seems too much. Perpaps a better wording, but I really can't think of a way currently.
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Old 07-31-2007   #9
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Reveal a non-ongoing plot twist from your hand (and/or resource row?). If you may play that card, you are considered having played it. It stays where it is in the state it was before.

Or shorter: Knuckle target Plot Twist card. (I like new keywords for a lot of the same effects that are a theme to a set.)
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