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View Profile Elios
Camera/Attention whore.

Age 38, Male

Massage Therapist

NYIM

Buffalo NY

Joined on 7/20/07

Level:
28
Exp Points:
8,500 / 8,700
Exp Rank:
4,349
Vote Power:
6.98 votes
Rank:
Staff Sergeant
Global Rank:
1,406
Blams:
1,560
Saves:
4,772
B/P Bonus:
26%
Whistle:
Bronze
Medals:
1,011

Comments

--Amplify: Deal 25 point damage this turn, or skip a turn and the damage will be doubled. No damage capacity if you choose to keep skipping turns.
--Obscure Artillery: Deal 10 damage for every accessory you have. Wallet, credit cards, debit cards, cash, and coins all count as one. Earrings and other paired accessories count as one.
--Conversion: Sacrifice 100 points for another turn. Works 3 times.
--Coma: Your points are set to 999, but your opponent can play any card from any deck. This can't be chosen by a 'choose a card' card and can't be played with a regenerative card active.
--Battle Sequence: Win condition changes; reduce your opponent's points to 0 to win. Automatically activates when both players have over 0 points.
--Cancel: Keep on field. When used, cancel any card played by an opponent but lose your next turn.
--Inaction: Deactivate a passive card. Use instantly or replace and draw again.
--Weaken: All opponent's gains are halved, all damage they deal is halved. Does not stack, lasts 10 turns.
--Fresh Air: If you can see a window, gain 25 points.
--Reach: If you are close enough to touch an opponent, you both lose 25 points.
--Final Countdown: Reduce the opponent's points to 0 within 10 turns or both of your points are set to 0 at the end of the countdown.
--Prisoner's Dilemma: Both players choose A or B silently. A/A = Both gain 25, B/B = Both lose 25, A/B = B drains 50 points from opponent.
--Choice: All players gain OR lose 50 points. User chooses.
--Electric Shock: All players lose 10 points for every active digital device in the room.
--Pity: Winning player gives 50 points to losing player.
--Painful Choice: Lose 100 points or give 100 points away and draw again. If you have less than 100 points, replace this card and draw again.
--Charity: Draw 2 cards. Play one, and give one away.
--Heavy Storm: Disables all passive cards.
--Republic: Winning player gets 100 points.
--Win Win: Choose between all players gaining 50 or 100 points.
--Carbon Copy: Next card played is played as if by both players; essentially it's played twice.
--Tick Tock: All players gain points equal to the time (hours)*10. User gains an additional 10 points.
--Oil Slick: Cancels the next played card.
--Pendulum: All players lose 10 points on their turn. Lasts forever, or until dispelled by another card.
--Transfusion: If user's and target's blood type are the same, the user drains 100 points. Otherwise, the target drains 100 from the user.
--Green Thumb: Activate 1 passive card from the deck.
--Income Taxes: All players lose 10% of their points. Round.
--Last Chance: When a player reaches 1000 points, the other player gets a turn. If they can win within that turn and that turn only, they win instead.
--Focus: If you're wearing glasses, your next card is unaffected by counters and barriers.
--Bigfoot: Player with bigger shoe size gains 50 points.
--Handicap: For every mental or physical disability you have, gain 50 points.
--Game Freak: For every game console you have, gain 50 points.
--Swing Card: Your points are set to 950 and you draw a card. If you don't win, your points are set to 0 and your opponent's points are set to 950.
--Daredevil: If you choose not to play this card, you lose a turn. If you do, flip this card. Faceup = You drain 200 points from target. Facedown = Opponent drains 200 points from user.
--Berserker: Deal double damage for 3 turns, but flip this card on each. Faceup, damage is dealt normally, but facedown, you take the (doubled) damage instead. Refresh for another 3 turns at the cost of 100 points.
--Absorption: Regenerate 20% of your dealt damage for 4 turns.
--Mercy: If you must flip a card, you can use this card to flip it again. One use only.
--Neutrality Vacuum: When a player reaches 1000 points, it's set back to 999 and all excess gain is absorbed for up to 500 points. Passive until the vacuum reaches its limit.
--Graveyard Bomb: All players take damage equal to 25 points for each passive card on the field. Does NOT dispel the passive cards.
--Limbo Card: Choose a target. It may be yourself. Your points are set to n/a. This means your points are not effected by any damage or gain, but can be removed by a card that sets their score back to a certain number.
--Thumb War: Whoever wins gets 100 points.
--Recycle: Choose 1 card that has been used in the deck already.
--Big Shot A: Keep on field. Player to draw B drains 200 points from opponent.
--Big Shot B: Keep on field. Player to draw A drains 200 points from opponent.
--Golden Plate: Any damage dealt to your points next turn is halved.
--Evade: Passively reflects one damage attack back at the user.
--Quickdraw: On 3, draw a card from your deck. First to draw plays both cards wins 15 points.
--Mind Rot: Keep on field. The next turn at which your opponent has a card giving them a choice of how to play it, the choice instead goes to you.
--Drain Attack: Steal 50 points from target and regenerate 75, or steal 75 and regenerate 50.
--Not Yet: First person with >750 points has their score set back to 300. If 2 or more players already have >750 points, replace this card and draw again.
--Bored: All players gain 100 points.
--Hurry Bomb: You opponent has 5 turns to play a non-numeric card, else they lose all of their points when the counter expires.
--Snatch Steal: Passively use opponents card on their next turn.
--Revival: If your points go below 50, regenerate 200 points. Passive, keep on field.
--Reversal: Damage and point rewards are reversed for 3 turns.
--Colors: Everyone's points are incremented or decreased as such according to their shirt color: (Multiple variations)
--ZARDIS: Flip this card. Faceup = deal 50 damage to opponent and flip again. Facedown = end turn.
--Food: What's the last thing you ate? Bitter = +25, Sour = +50, Salty = +100, Sweet: +200
--Switch points with opponent. Cannot be dispelled. Use immediately.
--Armor: Gain 10 points for every item of clothing you're wearing. Socks count as one, likewise with other paired clothing.
--Calc: Pick a number 1 to 5, and have your opponent do likewise. If they are equal, both of you gain 50 points.
--Vampire: Counterattack a card by infecting it with vampirism. Its powers are that of this one until the end of the game.
--Sticky Hold: Keep a non-passive card until you choose to use it.
--RPG: Choose an RPG and gain points equal to your level in it *10. Caps at 250 points of increase.
--End of the World: Gain 50 points for every turn, lasts 10 turns.
--Paralysis: Flip this card. Faceup = user loses a turn. Facedown = target loses 2 turns.
--Combo Strike: Deal 50 point damage and draw again.
--Fatness: Take no damage for 2 turns.
--PWSRF: Flip this card 5 times. For each faceup, lose 50 points. For each facedown, target loses 50 points.
--Mana Regeneration: Skip 1-5 turns, gain 100 points for each you skip. Can't be used to win.
--Ethereal Barrier: Absorbs 100 points of damage.
--Summoning Art: Activate 1 card in your deck.
--Black Hole: Absorbs 1000 points from cards; rewarded and damage, all players.
--Counter: Negate a non-numeric card. Passive.
--Nun: Everyone slouching loses 100 points.
--Pope: Negate a negative status ailment. If none are active, this remains passive.
--Judgment: Play rock paper scissors. The winner drains all of the loser's points.
--Reckless Greed: Activate 2 cards from your deck. When done, skip 2 turns.
--Doom Desire: Your points are set to 0, but you may activate 5 cards from your deck. Lose 5 turns.
--Outta Time: If you're wearing a watch, gain 300 points. Otherwise, deal 300 point damage.
--Lol: Each player says a random movie name. First to laugh loses 50 points. Tricks and dialogue permitted.
--Shield: Absorbs 500 points in damage, costs 100 points to activate.
--Ladder: Gain 250 points but take double damage next turn.
--Lich: If you have less than 100 points, drain 100 from an opponent. Passive, keep on field.
--Doom: Next offensive hit against an opponent deals double damage.