Xenomic's Fan Cards Deck Challenge

By Xenomic, in UFS Deck Building

That's right! I'm issuing a challenge to those who are interested in doing so to try and make decks based off of my fansets (whether or not you just want to stick to the cards I've made or use all cards from both current UFS and mine is up to you). Link to my fancards can be found here:

s187.photobucket.com/albums/x308/Xenomic/UFS%20Fan%20Cards/

All folders are on the left.

For those who do participate in this, please post your deck here if you do so. I'm quite curious as to what all you deckbuilding fiends can do with what I have made (and to see if you can keep with the themes or find new things for them). Looking forward to the madness! Good luck to all!

here you go steve i'll even post the text of the cards (some had to be modified) so everyone can see the synergy

Character: Yuri2

Characters(4)
Yuri3 x4

Actions(8)
Calm Factor x4 3/4 +2L
Feisty Warrior x4 2/4 +0H

Assets(4)
Kyokugen-ryu Karate x4 2/5 +2H

Attacks(20)
Haoh Sho Koh Ken x4 8/3 5M9 Ryo/Yuri Only Pow: 2 Ranged +2M
The 100 Blows x4 5/3 2M2 Reversal Multi: 5 Pow: 1 +2M
Yuri's Double Upper x4 5/3 3H5 Reversal +2H
Yuri's Triple Upper x4 4/3 3L4 Reversal +2H
Flying Phoenix Kick x4 7[D: 5]/2 4M6 Yuri Only Multi: 2 Reversal

Foundations(32)
Avenger x4 3/4 +3L
Sibling Rivalry x4 2/4
The New King of Southtown x4 3/5 +2H [b: 1]
No Meaning to Life x4 2/6 +3H [b: 2]
Kyokugen-Style Martial Arts x4 1/4 +2M [b: 1]
Kyokugen Disciple x4 3/4/4 +1L Split 3M4
Right Here, Silly Pants! x4 2/5 +1H [b: 1]
The Kyokugen Karate Chick x4 1/5 +3H

Sideboard(8)
Top Mercenary x4 4/4 +1L
Thunderbolt Blast x4 4/2 3H5 Ranged Reversal Stun: 1 +3L [b: 1]


**Yuri**
Hand: 7
Vitality: 20
[All - Good - Water]
E: If this attack deals damage, add 1 Kyokugen Token to this card.
F Commit: Discard up to 5 Kyokugen Tokens. Draw X cards. X equals the number of Kyokugen Tokens removed for this effect.
E: Your Ranged or Reversal attack gets +2 speed.

***Yuri***
Hand: 7
Vitality: 21
[All - Life - Water]
E: If your attack deals damage, either add 1 Kyokugen Token to this card or draw 1 card.
E: Remove 1 Kyokugen Token. This attack gets -X damage. X equals the number of Kyokugen Tokens on this card.
Desperation E: Remove 1 Kyokugen Token. Gain X Vitality. X equals the number of Kyokugen Tokens on this card.

Calm Factor(Action)
[Death - Order - Water]
Block: +2L
R: After you have played a Reversal, look at your opponent's hand. Take 2 cards from your opponent's hand and discard them, then take 2 cards from your opponent's discard pile and add them to your opponent's hand.
Diff: 3 Control: 4

Top Mercenary(Action)
[Air - Earth - Water]
Block: +1L
F: For the rest of this turn, after a Throw attack deals damage, commit 1 Foundation of your choice in your opponent's staging area.
R: While taking damage from a Throw attack, reduce the damage to 0 and remove the Throw from the game. Remove this card from the game.
Diff: 4 Control: 4

Fiesty Warrior(Action)
[All - Life - Water]
Block: +0H
F: Discard 2 momentum: Until your next Ready Phase, each player may play up to 2 Reversals after blocking an attack.
Yuri F: Until the start of your next Ready Phase, attacks played as Reversals do not count towards progressive difficulty.
Diff: 2 Control: 4

Kyokugen-ryu Karate(Asset)
[All - Fire - Water]
Block: +2H
Stance
E Commit: This attack gets +X damage. X equals the number of attacks in your card pool precedding this attack that share the same keyword.
Ryo R Commit: After you draw a card, draw 1 card.
Yuri E: If this attack deals damage, add 1 Kyokugen Token to your character.
Diff: 2 Control: 5

Haoh Sho Koh Ken(Attack)
[All - Fire - Water]
Block: +2M
SZD: 5M9
Ranged - Ryo/Yuri Only - Powerful: 2
This card may be used as a block against any Ranged attack as if this card had a mid block of +0.
Ryo E Discard 4 momentum: This attack gets "Powerful: 4" instead of "Powerful: 2"
Yuri E: If this attack deals damage, add X Kyokugen Tokens to your character. X equals the damage dealt.
Diff: 8 Control: 3

The 100 Blows(Attack)
[All - Good - Water]
Block: +2M
SZD: 2M2
Punch - Reversal - Powerful: 1 - Multiple: 5
E Commit 4 Foundations: This attack is unblockable.
Yuri E Commit 6 Foundations: This attack is unblockable and gains "Powerful: 2" instead of "Powerful: 1"
Diff: 5 Control: 3

Thunderbolt Blast(Attack)
[All - Life - Water]
Block: +3L
SZD: 3H5
Ranged - Breaker: 2 - Reversal - Stun: 1
This attack may be played against any Ranged attack as if this card had a Mid block of +0.
E: Discard 2 cards. Draw 2 cards.
Yuri E: If this attack deals damage, add 1 Kyokugen Token to your character and the next Ranged attack you play this turn gets -2 difficulty.
Diff: 4 Control: 2

Yuri's Double Upper(Attack)
[All - Life - Water]
Block: +2H
SZD: 3H5
Punch - Reversal
E: If this attack deals damage, Ready your character card.
Yuri R: If this attack was played after "Yuri's Triple Upper", you automatically pass the control check (no control check neccessary). If this attack deals damage, draw 2 cards.
Diff: 5 Control: 3

Yuri's Triple Upper(Attack)
[All - Life - Water]
Block: +2H
SZD: 3L4
Punch - Reversal
E: Your next card played as a Reversal this turn gets -2 difficulty.
Diff: 4 Control: 3

Flying Phoenix Kick(Attack)
[All - Good - Water]
SZD: 4M6
Reversal - Kick - Yuri Only - Multiple: 2 - Desperation: 5
E: Discard all Kyokugen Tokens when you play this Enhance. This attack gets +X damage. X equals the number of Kyokugen Tokens removed for this effect.
Diff: 7 Control: 2

Avenger(Foundation)
[Chaos - Death - Water]
Block: +3L
R Commit: After you have played a Reversal, look at your opponent's hand and choose 1 card. Your opponent may not attempt to block this attack with the chosen card. Only playable if your opponent has 3 or more cards in their hand.
Diff: 3 Control: 4

Sibling Rivalry(Foundation)
[Air - Order - Water]
This card counts as 2 foundations when commiting to pass a control check. If this card is committed for a non-Reversal card, it is immediately destroyed.
Alba/Soiree F Commit: Discard 1 Reversal. After either player has played a Reversal, the opposing player may also play a Reversal even if that player has not blocked the attack.
Diff: 2 Control: 4

The New King of Southtown(Foundation)
[Chaos - Order - Water]
Block: +2H
Breaker: 1
E Discard 1 Reversal: This attack gets +X damage. X equals the printed damage of the discarded Reversal.
F Commit, discard X Reversals: Your opponent may not play X cards from their hand this turn. X equals the number of Reversals discarded for this effect.
Diff: 3 Control: 5

No Meaning to Life(Foundation)
[Evil - Fire - Water]
Block: +3H
Breaker: 2
R Commit: If your [Fire] or [Water] attack is blocked, discard 1 card from your card pool.
Diff: 2 Control: 6

Kyokugen-Style Martial Arts(Foundation)
[All - Fire - Water]
Block: +2M
Breaker: 1
F Commit: Before you make a control check for any Punch or Kick attacks, all Foundations committed count as +2 when used to make a control check until the start of your next turn. Any Foundations committed due to this effect are destroyed at the start of your next turn.
Ryo E Commit: If this attack deals damage, the next attack your play this turn gets +X damage. X equals the control of the attack that dealt damage to your opponent.
Yuri F Commit: Add 1 Kyokugen Token to your character card. Until the start of your next Ready Phase, if any of your attacks played as a Reversal deals damage, place 1 Kyokugen Token on your character card.
Diff: 1 Control: 4

Kyokugen Disciple(Foundation)
[All - Fire - Water]
Block: +1L
E Commit: This attack gets +X damage. X equals the number of cards you have discarded this turn.
E Commit: If this attack deals 4 or more damage, commit 1 Asset and 1 Foundation in your opponent's staging area.
Diff: 3/4 Control: 4
Attack 3M4 E: This attack gets +X damage. X equals the number of cards in your hand minus the number of cards in your opponent's hand.

Right Here, Silly Pants!(Foundation)
[All - Good - Water]
Block: +1H
Breaker: 1
R Commit: After your opponent fails a control check, play any attack from your hand as normal. That attack gets +2 difficulty.
Yuri R Commit: After your opponent fails a control check, play up to 2 attacks from your hand as normal. Those attacks get +2 difficulty.
Diff: 2 Control: 5

The Kyokugen Karate Chick(Foundation)
[Air - All - Water]
Block: +3H
R Commit: Before you make a control check for a Punch or Kick attack, your control check gets +X. X equals your momentum.
Yuri F Commit: Until the end of your opponent's turn, whenever an attack deals damage, add 1 Kyokugen Token to your character card.
Diff: 1 Control: 5

simple reversal rush down deck, the way that she should be played, Stacking can become a priority IF need be, but it's built to run off of Yuri** someone please top this one.

N.J.

Observations: Yoko-3 + Big Cyclone + Fight or Flight = zomg. This card seems to enjoy a power level of all its own.

Anyway, I browsed for a while, found some fun stuff :]. I couldn't quite find enough fun things to put in (foundation-wise and whatnot) to keep this all-custom, and in any case it's based around a Midnight Bliss'd non-KOF character using KOF attacks, so it's pretty **** crossover already XD

1x MB Dizzy or MB Zheng He ... I really can't decide. More later.

Attacks - 12

4x Penitent Flash

4x Raw Talons

4x Drunk Sign Art of Oni Binding

Assets - 8

4x Olcadan's Mentoring 0/6 +0L

4x Lynette's Shop 3/6 +1M

Foundations

4x Secretly a Spy

4x Saikyo Ryu 0/4 +3H

3x Military Combat Arts 1/4 +2H

4x Huge Wrestling Army 1/4

4x Alluring Beauty 1/4 +1L

4x Chief Maid

3x Destiny 2/5

3x Revenant's Calling 2/5 +1M

3x Oral Dead 2/5 +1L

4x Deceptively Powerful

3x Counterspe-ImeanImmenseDestructivePower

Total: 59 + 1 character

Which character, which character... Dizzy can fetch Secretly a Spy, Olcadan's or Saikyo back every turn for free, as well as Drunk Sign Art for relatively cheap. But Zheng He can actually make momentum {for Raw Talons' powerful} without needing a foundation to do it for her. I could settle on Dizzy by adding Kunai, but I'm going for a block 3 thing with my "official" cards XD.

Win condition is Raw Talons + Penitent Flash, Drunk Sign Art or Immense Destructive Power to deny your block, and a couple different tricks to keep you from just Holding Ground-ing me or something.

AW CRAP I JUST NOTICED THAT GUILTY GEAR HAS ITS OWN SECTION THAT ISN'T IN THE MB PROMOS. Now I gotta go do something completely different. >_<

Hm....that's rather impressive actually. Didn't think about the Secretly A Spy being fetched back. And it's a 0/7 at that. lol

All in all, this deck seems rather interesting. Though now that you've noticed the GG folder (lol), I'm interested in seeing what else you come up with. ^^

And yeah, I think 9 is a bit TOO powerful D:

And I just noticed that Deceptively Powerful is missing the "damage" bit on it.....that needs fixed >.>

Hrm......I might make some decks based off of my stuff now thanks to you two, though I need to fix up some things first with cards before I do so. But I'll still try this, since it actually does seem like more fun than it seems. ^^

Woahly crap. I want to build Order or Water Chip (I wanted Order Chip-3 with his speed pump + Cobra Blow, but then I noticed he doesn't have Order :[ ) and I-don't-even-know-which symbol Dizzy (Pirate Outfit, 4 amazing characters; Awe of She {Lord of Makai? Oh, I'll mentoring that away...}, stuff...). Looking through Dizzy's stuff, I can't help but wonder -- ARE these sets supposed to be played with whatever is out there at the moment, or are they meant to be self-contained? Mainly, I haven't come across a single "commit 1 of your opponent's foundations" on anything but a 6/3 attack with low damage :P

Quick draft of Air/Water Chip...

1x Chip-3 9HS 12 VIT :DDD

4x Penitent Flash

4x Delta End

4x Androgynous Appearances <3 4cc attack that fetches more attacks

4x Omnidirectional Clusterbomb 5/3 +1M split 4diff action <SNK04 pack version>

3x Feline Spike 7/1 +1L

4x Tag Along

4x Rejection 3/5 +1L

4x Olcadan's Mentoring 0/6 +3L

4x Fighting For Information 3/4 +2L [lololol, Delta End w/ Chip's R to pass, fetch Feline Spike, use Delta End's R...]

4x British Subject 2/5

4x Soul of Ling-Sheng Su 2/6 +2H [high block!!!]

4x Kyokugen Disciple [all kinds of good in this card... 5cc attack side if I can get by resource restriction {F Spike?}, pump based on abusing my hand size, commit effect, breaker! :D ]

4x coughbrokencardcough yeah... Penitent Flash, discard 5, this F pick any 5 cards in my discard pile and add them to my hand? Or Alluring Beauty and Chip's abilities... mmhmmm.

4x Ninjitsu Training

4x Chief Maid

4x Alluring Beauty 1/4 +1L

4x The Human Weapon of Steel 0/5 +3M [spam, also makes me a TEENY WEENIE bit more survivable]

19 attacks (and 4 more splits), 8 actions (and 4 more splits), 4 assets, 28 foundations, 1 dude

Pretty straightforward offense. Get momentum via Omnidirectional Clusterbomb or Chief Maid. Alluring Beauty, Olcadan's and Kyokugen Disciple serve as your meager control base, while Ninjitsu Training, Soul and of course Chip make your checks work. Tag Along, Fighting for Information Mysterious and uhh 9 handsize should be enough to get the necessary damage to win the game with. British Subject was stuck in because I was going to dual-symbol my foundation base with Air, and it remains because it gives me the chance to plop down a Mysterious or Chief Maid and use it T2 even if I couldn't find it T1. You don't have much of a chance of surviving any real aggro push, but Chip's R can be used to assist a block, the deck does pack Rejection, and the threat of a huge reversal (you thought that playing that Mega Spike would be a free 2? You'll be paying penance soon :] )

I thought about this little beauty, but Chip doesn't have the capability to make the check AND make it sufficiently difficult to block very well, nor necessarily the time to get a momentum for the huge Powerful. And on the topic of hugely powerful cards, Iga Apprentice. I almost gutted the foundation base over from Water to Good just for this card, and the deck may well be better off if I did. >_<

Also, rules observations. I don't think Robo Ky's action works at all. The R is the only way to attach it to your character, but the only ways to "play this card" are by playing it for one of its other abilities {which are only playable while attached...} or by playing it as a block, which seems odd and really unintuitive. This thing has an R without a clear trigger, plus it uses the word "or" -- so I can play this ability whenever I want as long as either my opponent hasn't played an attack, or hasn't yet dealt damage. Seems very wrong.

Well, do keep in mind that the Guilty Gear set IS ancient as sin (as ancient as my KOF 2006 and KOF Extension set....I do believe it was either the 2nd or 3rd set I made, and that was a year ago? lol), so yeah, these WERE meant for cards way back when in November of 07, not for what's out now (that's mostly set up for the recent stuff like my Touhou, Final Fantasy, and mainly the Promos section altogether, though those have issues too.

And yes, I'm well aware that my wording is bad on cards. Hence why I like to have people review such things ^^;;. I'll probably review the older stuff (like GG and the like) at a later time if I have help with that.

As for the deck, first off, I gotta say I love how you love the Chief Maid. Then again, who wouldn't? And besides, Chipp can use all the help he can get to live. That 12 vitality will go down fast even if you get a good Foundation base set up.....then again, he's supposed to be the king of aggro as I have him (I have another 9 HS character as well, but that's in the Arcana Heart folder, and she's.....well....I don't know yet. lol). Love that you're also using Ninjitsu Training and using it for more than its own ability. Yes, Mysterious was supposed to work mostly with I-No's stuff. And well, there really wasn't that many that forced you to discard your hand normally besides costs for abilities so....I thought it was a good idea at the time....and a way to make I-No better. Glad to see that you made it broken like I knew it would eventually. lol

I also love how you love Penitent Flash, and yet again using it for more than just its ability here (yay broken Mysterious! lol). At least that attack isn't super powerful eh? Though it probably should be a 5/2 or something eh?

All in all, not bad at all! Aside from the (obviously) broken set-up you have (I wonder how long he'd actually be able to last in a real game....huh), it's pretty good! I was actually expecting you to make Dizzy after your last reaction. lol

I pretty much saw Chipp and thought, "Turn 1 win is way more fun than T2 control setup", and I figured it wouldn't take that long to build ^_^ . Then I spent like 40 minutes trying to find a decent Water foundation with a high block...

I'll do another Dizzy when I have some free time, computer science projects beckon for now :P

Or maybe I'll take a shot at Touhou / FF, I've [mostly] avoided them so far because I don't play those games.

Good luck with those. There's some characters (in both sets) that I think would be interesting to try and/or challenging to try and win with. ^^

what happened to your Touhou set? I was gonna make a deck with Alice cause I remembered you made her a lot of doll assets, but then this isn't the set I remember...

I believe you're thinking of Cetonis' Alice set.

Maybe that was it... Anyway, here's a deck I built that I've wanted to do for awhile, off-symbol mill.

Characters:
1x *Valentine* 6/6 +0M (Chaos/Death/Life)

Attacks:

Assets:
4x Olcadan's Mentoring 0/6 +0L (Infinity)
4x Seal of Cessation 3/3 +2L (Infinity)
2x King's Games 3/4 +1M (Death/Life)
2x Yun's Cap 3/4 +0L (Life)

Actions:
3x Rejection 3/5 +1L Breaker:2 (Life)
3x You Will Not Escape 2/3 (Death)

Split:
4x The Anti K' 1/5/4 +3M (Chaos/Life)
3x Defender 2/3/3 +0L Breaker:1 (Chaos)
4x Immense Destructive Power 3/4/4 +3M (Death/Life)
4x Reproduction 2/4/4 +2M (Chaos/Life)
^- those two make for ridiculousness...

Foundations:
4x Lord of the Makai 2/6 +1M (Chaos)
4x Forethought 1/5 +1M (Chaos/Life)
4x Iga Apprentice 2/4 +3M (Life)
4x Battle Prowess 1/4 (Life)
4x The Gorgeous Team 3/4 +3H (Life)
4x Adopted 1/5 +3M (Chaos/Life)
4x Fortune Teller 2/4 (Chaos/Death)
4x Red Lotus of the Sun 2/5 +3L (Chaos)
3x Yoga Mastery 4/6 (Death)

Valentine gains extra vitality and makes your opponent draw cards whenever you gain vitality. There are 2 Assets that statically gain vitality for me, and to be perfectly honest, I was half-tempted to throw in NoEggs and the All seal just for Altered Mind and Body, 4 of them out means I make my opponent draw 24 cards? Iga Apprentice is ridiculous with her and Battle Prowess and rejection, and 8x basically counterspell means you aren't playing something I don't like.

and as for broken cards... I wish Meet Again wasn't Justice Only... then I would abuse the crap out of it...

See? Broken things balances themselves out sometimes when they're Unique and Character Only :P

also anyone who wants to help X ballance his set out, just hit me up on MSN at [email protected] and if we're doing a chat session we'll invite you in there to help us out, trust me we need all the help we can get at times

also, great decks guys, i'll come up with another one sometime tomorrow.

N.J.

well as promised here is my next concoction...

Hotaru*
Hand: 8
Vitality: 18
[Good, Life, Water]
R: After you play a card that matches the difficulty of the last card in your card pool, add 1 card of the same type from your discard pile to your hand.
E: Your attack with printed difficulty of 3 or less gets +2 damage and +1 speed.

Hotaru**
Hand: 7
Vitality: 23
[Air, Good, Life]
As long as this card is ready, whenever you gain Vitality, gain 2 additional Vitality.
All of your attacks with Difficulty of 4 or lower get +2 speed.
E Commit: Reduce your attack's damage by X (to a minimum of 1). Ready X of your Foundations that has not been readied this turn.

Character: **Hotaru**

Characters(4)
*Hotaru* x4

Actions(4)
Peace-Loving x4 4/4

Assets(4)
Itokatsu x4 3/4 +2L

Attacks(24)
Hakki Shou x4 2/3 3M3 Stun: 1 +2M
Soushou Shin x4 3/3 4M2 Multi: 2
Kobi Kyaku x4 2/3 4H1 Reversal +2M [b: 1]
Shinjou Tai x4 2/3 4M2 Throw Reversal +2M
Tenshou Ranki x4 3/3 3H3 Throw Reversal Pow: 1 Hotaru ONLY +2H
Cloud Tosser x4 7/3 4H12 Throw

Foundations(32)
Juu-Kei Style x4 1/6 +1L
Unwilling to Harm x4 +3/5 +2H [b: 1]
Ri En no Kamae x4 2/5 +2H
Carry Out the Operation x4 2/4 +2L [b: 1]
Strengthened Through Genetic Engineering x4 2/6 +3L
Co-Existing With Nature x4 2/5 +2M
Practical Joker x4 1/5 +2M
Standard Stance x4 1/6 +1L

Sideboard(8)
Cleansing Evil x4 2/4 +2M
En Un Juurokushu no Kamae x4 1/5 +2L


Peace-Loving(Action)
[Good, Life, Water]
R: While taking damage from an attack, reduce that attack's damage to 0. Only playable if your character has either Good, Life, or Water and your opponent's character has Chaos, Evil, or Death.
Hotaru R: When your opponent would lose vitality from one of your attacks, gain X Vitality. X equals half the damage your opponent would take.
Diff: 4 Control: 4

Cleansing Evil
Action
[All - Good - Order]
Block: +2M
F Discard 1 momentum: Until the start of your next Ready Phase, neither player may modify control checks by card abilities.
[Good] Character E: Gain X Vitality and discard X of your opponent's momentum. X equals your momentum.
Diff: 2 Control: 4

Itokatsu(Asset)[Ally][Hotaru ONLY]
Block: +2L
[Good, Life, Water]
As long as this card remains in your card pool, your attacks of printed damage 3 or less get -3 to their difficulty. At the end of your turn, this card is added to your staging area.
F Discard 1 momentum: Add this card to your card pool. Only playable while in your staging area.
Diff: 3 Control: 4

Hakki Shou(Ranged)[stun: 1]
Block: +2M
SZD: 3M3
[Air, Good, Life]
E: If this attack deals damage, gain X vitality. X equals the damage dealt.
Hotaru E Discard X momentum: This attack gets +X speed.
Diff: 2 Control: 3

Soushou Shin(Punch)[Multi: 2]
SZD: 4M2
[Good, Life, Water]
E Discard 1 momentum: If this attack (and each of its Multiple copies) deals damage, gain 2 vitality.
Hotaru E Discard this card from your card pool: Play any card with printed difficulty of 3 or less from your hand as normal (no control check neccessary)
Diff: 3 Control: 3

Kobi Kyaku(Kick)[Reversal]
Block: +2M [b: 1]
SZD: 4H1
[Good, Life, Water]
E Discard 1 momentum: When this card is discarded from your card pool, you may instead add it to your hand.
Hotaru R: After you have played this card as a block, you may add 1 card with printed difficulty of 3 or less from your discard pile to your hand.
Diff: 2 Control: 3

Shinjou Tai(Kick)(Throw)[Reversal]
Block: +2M
SZD: 4M2
[Air, Life, Water]
If this attack is completely blocked, it still deals half damage (rounded up).
E: Gain 2 vitality.
Hotaru E Discard 2 cards: If this attack deals damage, add 2 cards from your momentum to your hand.
Diff: 2 Control: 3

Tenshou Ranki(Kick)(Throw)[Reversal][Pow: 1][Hotaru ONLY]
Block: +2H
SZD: 3H3
[Air, Good, Life]
If this attack is completely blocked, it still deals half damage (rounded up)
E Commit X Foundations: Gain X Vitality.
R: For each momentum that you use to pay for this card's Powerful ability, you may instead gain 1 Vitality for each momentum instead of increasing the damage of this attack.
Diff: 3 Control: 3

Cloud Tosser(Throw)[Reversal]
Block: +3L
SZD: 3H12
[Death, Earth, Good]
If this attack is completely blocked, it still deals half damage (rounded up).
E Lose X vitality: Neither player may play any abilities printed on their Foundations in their staging area until the end of X turns.
Diff: 8 Control: 3

Juu-Kei Style(Foundation)
Block: +1L
[Air, Good, Life]
E: Gain 2 vitality. If your character is Hotaru, gain an additional 1 vitality.
"G:F" E: Reveal 1 card to your opponent. This attack gets -X speed. X equals the control of the revealed card.
Diff: 1 Control: 6

Unwilling to Harm(Foundation)
Block: +2H [b: 1]
[Air, Life, Water]
R Commit: After you fail to block an attack, add 1 card with printed difficulty of 3 or less from your discard pile to your hand.
R Commit, discard 1 momentum: After taking damage from an unblocked attack, if you have less vitality than your opponent, gain 2 vitality.
Diff: 3 Control: 5

Ri En no Kamae(Foundation)[stance]
Block: +2H
[Air, Good, Life]
R Commit: After you have blocked your opponent's attack, you may play any attack with printed difficulty of 3 or less as a Reversal, following all restrictions and paying all costs.
F Commit: After you have dealt damage with a high attack this turn, you may discard 1 momentum to take 1 card with a printed difficulty of 3 or less from your discard pile to your hand.
Diff: 2 Control: 5

En Un Juurokushu no Kamae(Foundation)[stance]
Block: +2L
[Good, Life, Water]
As long as this card is ready, you take no damage from high attacks or Ranged attacks. If you take any damage while this card is ready, commit it.
E: Your attack of printed difficulty 3 or less gets +1 speed and +1 damage.
R Commit, commit 1 other Foundation, discard 1 momentum: After your opponent has played an attack with printed damage of 5 or higher, your opponent may not play anymore attacks with printed damage of 5 or higher until the end of your next turn.
Diff: 1 Control: 5

Carry Out the Operation(Foundation)
[Earth - Evil - Good]
Block: +2L [b: 1]
E Commit: Your [Good] attack gets +2 damage or +2 speed.
F Commit: For the rest of this turn, after any player adds a card to their momentum, that player must add the cards placed in their momentum face-up. Abilities on cards that may be played while face-up in momentum may be used as normal.
Diff: 2 Control: 4

Strengthened Through Genetic Engineering
Foundation
[Evil - Good - Water]
Block: +3L
E Commit, discard 1 momentum: Make a control check(this may not be modified). This attack gets -X damage. X is equals the control check.
E Commit: This attack gets +X damage. X is equal to the control of the top card of your opponent's discard pile.
Diff: 2 Control: 6

Co-Existing With Nature(Foundation)
Block: +2M
[Earth, Good, Life]
E Commit, reduce this attack's damage by X: Both players gain X vitality. X may not be greater than this attack's printed damage.
Diff: 2 Control: 5

Practical Joker(Foundation)
Block: +2M
[Air, Fire, Good]
R Commit: After your opponent's attack has been blocked, your opponent must play a non-attack card as their next form or they must pass.
Diff: 1 Control: 5

Standard Stance(Foundation)
Block: +1L
[Air, Fire, Good]
F Commit: Reveal your hand to your opponent. Your attacks of printed difficulty 4 or less gets the Reversal keyword until the start of your next turn.
F Commit: Reveal your hand to your opponent. Gain 4 vitality.
Diff: 1 Control: 6

now it may take a few tries to figure out what this deck does, it's a weenie rush deck, with one BIG attack in the deck in case they're just gonna block everything you throw at them anyway, all attacks except the big one get hit by BOTH of Hotaru's abilites so they should be a little difficult to block for the opponents.

N.J.

Starting Character: Malin*

Other Characters(4)
Malin** x4

Actions(4)
Various Weapons x4 3/5 +2M

Assets(6)
Order-Maid Hammer x4 2/5/6 Weapon Unique Malin ONLY 5H4 +3M
Butterfly Hairpiece x2 2/5 Unique +3H

Attacks(24)[all attacks are Weapons]
Terrestrial Yellowjacket x4 4/3 4M3 +2M [b: 1]
Demon Arachnid x4 5/3 4H4 Stun: 1 +2L
Poison Scorpion x4 4/3 4L3 Reversal Stun: 2 +2H
Smashing Salamander x4 7[D: 4]/2 4M6 Reversal Malin ONLY +3M
Flaming Mid-Section Club Cruncher x4 5/3 2M5 Reversal +1M
Hurricane Cutter x4 5/3 5H3 Stun: 3 +3L

Foundations(32)
Quick and Nimble x4 2/5 +1L
Weapon User x4 1/5 +2M
Sneaky Tactics x4 2/4
Ageless x4 3/4 +0H
The True Master of Shiranui x4 1/5 +3M
Vicious Butcher x4 2/5 +1L
Practical Joker x4 1/5 +2M
Disregarding Femininity x4 1/6 +2M

Sideboard(8)
Anti-K' Fighting Style x4 2/5 +3M
Juu-Kei Style x4 1/6 +1L


Malin*
Hand: 7
Vitality: 21
[Air, Fire, Water]
F Commit, discard 2 momentum: For the rest of this turn, after 1 of your attacks have dealt damage, add 2 Malin Token to this card or, after 1 of your attacks have been blocked, add 1 Malin Tokens to this card.
E Commit, remove X Malin Tokens from this card: Choose from 1 of the following - Your Weapon attack gets +X damage, +X speed, or "Stun: X".

Malin**
Hand: 7
Vitality: 23
[Air, Fire, Life]
E Commit X Foundations and/or X momentum: This attack gets +X speed.
R: After your opponent has committed Foundations to pass a control check, your opponent must commit an additional Foundation or the check fails.

Various Weapons(Action)
Block: +2M
[Air, Fire, Life]
E: Your Weapon attack gets +4 speed or "Stun: 2"
Malin F Discard 1 momentum: Add 2 Weapon attacks from your discard pile to your hand or draw 1 card.
Diff: 3 Control: 5

Order-Maid Hammer(Asset)[Weapon][unique][Malin ONLY]
Block: +3M
[Air, Fire, Life]
While this card is Ready, Your Weapon attacks get -1 difficulty.
F Discard 2 momentum: All Weapon attacks do not count towards progressive difficulty until the start of your turn.
F Commit, discard 1 card: Add 1 Malin Token to your character card.
Attack: E: If this attack deals damage, add 1 Weapon attack from your discard pile to your hand. 5H4
Diff: 2/6 Control: 5

Butterfly Hairpiece
Asset
[Air - Good - Life]
Block: +3H
Item - Unique
F Commit, discard 1 card from your card pool: Play 1 card from your hand with difficulty equal to or less than the total difficulty of the discarded card (printed plus progressive difficulty) (no control check neccessary). Only playable while you have at least 3 cards in your card pool
F Commit: Draw 2 cards.
Diff: 2 Control: 5

Terrestrial Yellowjacket(Weapon)
Block: +2M [b: 1]
SZD: 4M3
[Air, Life, Water]
E Discard 1 momentum: Gain 3 Vitality.
Malin E Discard 1 momentum: If this attack deals damage, add 1 Malin Token to your character.
Diff: 4 Control: 3

Demon Arachnid(Weapon)[stun: 1]
Block: +2L
SZD: 4H4
[Air, Life, Water]
E Commit 2 Foundations in either player's staging area: Both players add 1 Foundation from their discard pile to their hand.
Diff: 5 Control: 3

Poison Scorpion(Weapon)[Reversal][stun: 2]
Block: +2H
SZD: 4L3
[Air, Fire, Water]
E Discard 1 momentum: If this attack deals damage, draw 1 card.
Malin E Discard 1 card: If this attack deals damage, draw X cards. X equals the printed control or difficulty of the discarded card, whichever is lower.
Diff: 4 Control: 3

Smashing Salamander(Weapon)[Reversal][Malin ONLY]
Block: +3M
SZD: 4M6
[Air, Fire, Life]
E: If this attack deals damage, for the rest of this turn, whenever you give an attack a speed bonus, you may draw 2 cards instead.
Diff: 7 [D: 4] Control: 2

Flaming Mid-Section Club Cruncher
Attack
[Air - Death - Fire]
Block: +1M
SZD: 2M5
Weapon - Reversal
If this card blocks an attack with Multiple, discard all Multiple copies created by the Multiple ability.
R Discard 2 momentum: After you have blocked an attack with this card, either gain X Vitality or ready X Foundations in either player's staging area. X equals the difficulty of the attack that was blocked.
Diff: 5 Control: 3

Hurricane Cutter(Weapon)[stun: 3]
Block: +3L
SZD: 5H3
[Air, Chaos, Death]
E Discard 1 momentum: If your opponent attempts to block this attack with a +2 or +1 block, the control check for that block gets +1.
Diff: 5 Control: 3

Quick and Nimble(Foundation)
Block: +1L
[Air, Life, Water]
E Commit, discard 1 card: This attack gets +X speed. X equals the difference between the difficulty of the discarded card and the control of the discarded card.
E Commit, discard 1 card: This attack gets -X speed. X equals the difference between the difficulty of the discarded card and the control of the discarded card.
Diff: 2 Control: 5

Weapon User(Foundation)
Block: +2M
[Air, Fire, Life]
E Commit: Your Weapon attack gets +2 speed and +2 damage.
F Commit, discard 2 cards: Add 1 Weapon attack from your discard pile to your hand.
Diff: 1 Control: 5

Sneaky Tactics(Foundation)
[Air, Fire, Life]
R Commit, discard 1 Weapon card: Before your opponent's attack would deal damage, if you failed to block that attack, reduce the damage of that attack by X. X equals the printed speed of the discarded card.
Diff: 2 Control: 4

Anti-K' Fighting Style
Foundation
[Air - Good - Life]
Block: +3M
E Commit: This attack gets +X speed. X equals your momentum.
R Commit: After one or more of your control checks have been modified by your opponent, your opponent must commit 3 Foundations.
R Commit: After your opponent plays a [Fire] or [Chaos] card, either draw 1 card or gain 2 Vitality.
Diff: 2 Control: 5

Ageless
Foundation
[Air - Good - Life]
Block: +0H
E Commit, discard 1 Attack card: This attack gets +X speed. X equals the printed damage of the discarded attack.
E Commit, discard 1 momentum: This attack gets +X speed and +X damage. X equals the control of the discarded card.
Diff: 3 Control: 4

The True Master of Shiranui
Foundation
[Air - Fire - Life - Order]
Block: +3M
F Destroy this Foundation: For the rest of this turn, all of your control checks of 3 or less gets +1 to them.
Mai R Destroy this Foundation, discard 1 card: After your opponent's draw phase, all of your opponent's control checks get -2 until the end phase of your next turn.
Mai F Commit: For the rest of this turn, either Life, Fire, Air, or Order attacks do not count towards progressive difficulty.
Diff: 1 Control: 5

Vicious Butcher(Foundation)
Block: +2L
[Air, Chaos, Death]
As long as this card is ready, after a player checks a 2 to play a card, that player may discard the cards from the top of their deck and/or discard momentum instead of committing Foundations to pass the check.
E Commit: Your Weapon attack gets +3 damage. If you character is Choi, this attack also gets +2 speed.
Diff: 2 Control: 5

Juu-Kei Style(Foundation)
Block: +1L
[Air, Good, Life]
E: Gain 2 vitality. If your character is Hotaru, gain an additional 1 vitality.
"G:F" E: Reveal 1 card from your hand: This attack gets -X speed. X equals the control of the revealed card.
Diff: 1 Control: 6

Practical Joker(Foundation)
Block: +2M
[Air, Fire, Good]
R Commit: After your opponent's attack has been blocked, your opponent must play a non-attack card as their next form or they must pass.
Diff: 1 Control: 5

Disregarding Femininity(Foundation)
Block: +2M
[Air, Life, Water]
R Commit: After 1 of your attacks have been blocked, discard 1 card from your card pool.
Diff: 1 Control: 6

rundown of the deck; simple weapon assault just like she is in the game, start launching weapon based attacks as soon as turn 2, turn 3 is more likely though, some control some life gain lots of speed and damage pumps.

N.J.

boy this thing is ancient as dirt... time to revive it.

Character: Xiao Qiao1[Air, Fire, Life] s187.photobucket.com/albums/x308/Xenomic/UFS%20Fan%20Cards/Dynasty%20Warriors/

Characters(4)
Xiao Qiao2 x2
Xiao Qiao3 x2

Actions(8)
Malicious Intent x4 0/5 +1M
Shiranui Flames x4 2/5 +2M

Attacks(24)
Cutless Europa x4 5/2 5M4 Pow: 2 +2M
Lela Mutsube x4 4[D: 2]/2 3L5 Pow: 2 +2M
Kunai x4 3/3 2H3 Ranged +3L
Oratorio Halcyon x4 5/3 5M4 Combo(M, M) +2M
Sophie's Guardian's Judgement x4 6/2 4M8 Pow: 2 +2H
Widow Maker x4 4/3 3M3 Throw +2M

Foundations(32)
Blood of the Innocent x4 2/5 +2M
E.S.P. x4 1/5 +2M
Family Values x4 2/5 +3H
Friends and Rivals x4 2/5 +2M
Heidern's Assassination Arts x4 2/5 +1L
Infected x4 0/6 +2H
The Anti K' x3 1/5/4 +3M
Unrequitted Love x4 1/5/2 +3M

Sideboard(8)
Xiao Qiao2 x2
Xiao Qiao3 x2
Yun's Cap x3 3/4 Unique +0L
The Anti K' x1

yes there are 12 2's in here but all have a reason to be in there, the strategy to the deck is to constantly block your opponents attacks if it gets to that point, then slowly as he has a hard time building, build to the point that you can rush him in one turn, Kunai keeps the card pool clear durring the kill turn, and should you get beaten down you got a 2 difficulty 3L5 with Pow: 2 to throw down their throats with a good amount of speed bonuses to give it. Lets see everyone else get in on the act, i know i can't be the only one thinking outside the box when it comes to deckbuilding.

N.J.

if this is still going, I'm up for giving it a go.

I can only seem to get the following folders though:

Dynasty Warriors
Fire Emblem
Midnight Bliss
Touhou

oh and I'm not allowed my own fan character (now slightly less broken) am I?

*Draco* 6/6 +0H

7/21

[AIR] [FIRE]

R: Before you make a control check for a card, if it doesn't share a block zone with the last card in your card pool (I believe this counts the characters high), that card gets -X difficulty, where X is its block modifier. Only playable during your turn.

R, Commit: After you pass a control check for a card with "dragon" in its name, you gain vitality equal to the check made.

I have read that you did a Gilty Gear set, where is it? Id love to see them.

go to general discussion and clik the second link in his fancards thread.

The other cards are in the ShinXenomic account, so you'll have to go there for the majority of them. And yes, they're in my thread on General Discussion (1st post)

it apears Chronicles of NESTS destroys my character. litterally.

I'll bite. Give me time, I'll come up with something.

Have you ever considered making your own card of yourself?

•Draco• [AIR][FIRE] 6/6 +0H
7/21

[AIR] [FIRE]
R : Before you make a control check to play a card, if it doesn't share a block zone with the last card in your card pool, that card gets -X difficulty, where X is its block modifier. (If no other cards are in your card pool, count the block zone of your starting character instead.) Only playable during your turn.
R , Commit: After you pass a control check for a card with "dragon" in its name, you gain vitality equal to the check made.

Foundations (20)
M (9)
2 x Act Cadenza [DEATH][FIRE][VOID] 2/6 +1M
2 x Youkai Saviour [ALL][FIRE][GOOD] 3/4 +3M
3 x A Real Man's Punch! [AIR][EARTH][FIRE] 2/5 +2M
2 x Corrupt Flames [CHAOS][EVIL][FIRE] 2/5 +4M (D:1)
L (9)
4 x The Invincible Dragon [ALL][EARTH][FIRE] 2/5 +3L
2 x Ruthless Fighter [CHAOS][EARTH][EVIL][FIRE] 2/5 +2L
3 x Handsome Fighter [AIR][FIRE][LIFE] 0/5 +0L (D:3)
2 x Battle For All Eternity [AIR][FIRE][LIFE] 3(4)/5 +3L
2 x Night Sparrow Apparition [CHAOS][FIRE][GOOD] 1/5 +2L
H (2)
2 x Son Of Geese [ALL][EVIL][FIRE] 3/4 +2H

Foundations/Attacks (4)
M (4)
4 x Warriors Rage [DEATH][FIRE][LIFE][ORDER] 1(4)/4 +1M (3H/4 R)

Attacks (31)
M (18)
3 x X-Strike [ALL][EARTH][FIRE] 4/3 +3M (3M/4 R)
2 x Cape [ALL][FIRE][GOOD] 2/3 +3M (3M/3 R)
3 x Haoh Shiko Ken [ALL][FIRE][GOOD] 4/1 +4M (5M/5 S:4 R)
2 x 402 Verdict [CHAOS][FIRE][GOOD] 3/3 +3M (3M/3 R)
2 x Tiger Flame Punch [ALL][EARTH][FIRE] 5/2 +4 (3M/5 R)
3 x Din's Fire [ALL][FIRE][ORDER] 5/3 +4M (3M/4)
2 x Spirit Blast [CHAOS][EVIL][FIRE] 4/3 +3M (3M/5 S:1)
1 x Fire Metal Sign [FIRE][ORDER][VOID] 4(2)/3 +3M (4M/4 S:2)
L (11)
3 x Dropping Dragon Jab [ALL][EARTH][FIRE] 4/3 +2L (4M/4 S:1 R)
3 x Puppeteer Sign [AIR][FIRE][GOOD] 4/3 +4L (2H/4)
3 x Tiger Kick [AIR][FIRE][GOOD] 4/2 +3L (2H/6 S:2)
2 x Bowser Bomb [EARTH][EVIL][FIRE] 6/2 +3L (4H/6 R)
H (2)
2 x Killer Wrecking Ball [ALL][EARTH][FIRE] 6/2 +4H (2L/5 S:1 DP:2 R)

Auras (4)
L (4)
4x Parting Ways [ALL][FIRE][GOOD][LIFE] 3/5 +2L

Have to say, that's an interesting deckbuild. I see how it works, and I must say, it does make using high block modifiers worth using in the end. ^^