Pokémon TCG: Sword and Shield—Brilliant Stars

Super Smash Bros. Battle Cards First Set

It's the final day now, and I've been saving the best/interesting cards for last. :)

Day 10

Character Select Screen
Setting

Search your deck for a Basic Smasher (Excluding Ex and FS Smashers), show it to your opponent, and put it into your hand. Shuffle your deck afterward.

32/59 Uncommon

Image: Click here to View
SUDDEN DEATH!
Setting

When you play this card, place it between both Active Smashers. Put damage counters on both Active Smashers until both are 10 HP away from being Knocked Out, and remove all Special Conditions from both Active Smashers. While this card is in play, both players can’t remove any damage counters from their Active Smashers, any Support cards currently in play are discarded (Excluding Stage cards), and Support cards can’t be played. All Benched Smashers can’t use their Smash Powers and both player’s Active Smashers can’t retreat. Flip a coin. If tails, your turn ends. When 1 of the Active Smashers have been Knocked Out, discard this card and remove all damage counters and Special Conditions from the remaining Active Smasher (Ignore all Smash Bodies on both Active Smashers that prevent the opponent from drawing a Prize card after that Smasher has been Knocked Out).

36/59 Rare

Image: Click here to View
Final Destination
Stage

While this card is in play, any Support cards currently in play are sent back to their player's hands, and no Support cards can be played (Excluding any Stage cards).

52/59 Rare

Image: Click here to View
Double Smash Energy
Special Energy [C][C]

Provides [C][C] Energy (Doesn’t count as a Basic Energy card).

53/59 Uncommon

Image: Click here to View

Master Hand Ex 120HP [C]
Stage Basic

Smash Power: Creator
Once during your turn (Before your attack), you may search your deck for any Smasher (Excluding Ex and FS Smashers), show it to your opponent, and put it into your hand. Shuffle your deck afterward.

Smash Body: Omnipotent
You can’t attach any Support cards to Master Hand and you can’t use any Support cards on Master Hand.

[C][C][C] Finger Bullet
Does 30 damage to 1 of your opponent’s Smashers. This attack’s damage isn’t affected by Weakness or Resistance.

Weakness:
Resistance:
Retreat Cost: 4
1/59 Ultra Rare

Image: Click here to View

Some important rule I forgot to mention concerning Ex cards. Unlike Pokemon TCG, in Smash cards, you can only 1 Ex of each Smasher in your deck (Like the Shining Pokemon).

That's all of the cards from this set... Well almost all of them, I lied. There's one secret card but you're gonna have to find it yourselves. >____________>
 
Last edited:
Dude, the card back looks pretty sweet, thanks for sharing that.

Also, I had a comment about Kirby's Inhale. You should edit the text so that it says (except any Kirby in play) so that you cannot infintely use inhale.

Also, why is Stock Ball in this set? That's a brawl item :p

Haha, and it only took me a few minutes to find the secret card. I thought it was pretty funny, and I didn't even realize at first it was actually playable with a purpose. Good Job on all of these cards.
 
Last edited:
Thanks for pointing that out, I completely overlooked that possibility.

I fixed the card now. Working on Kirby's attack is just a pain in general trying to word it out the right way so people know how the attack works as intended.

Stock Ball's in this set because it's a rather obscure reference that refers to the stock icons used in stock matches. That and I thought having an item such as Stock Ball this handy would help improve the series's early set metagame.

And cheers for the compliment. XD
 
Thanks for pointing that out, I completely overlooked that possibility.

I fixed the card now. Working on Kirby's attack is just a pain in general trying to word it out the right way so people know how the attack works as intended.

Stock Ball's in this set because it's a rather obscure reference that refers to the stock icons used in stock matches. That and I thought having an item such as Stock Ball this handy would help improve the series's early set metagame.

And cheers for the compliment. XD

I thought that's why you used stock balls.

I would try using this, though you may edit it to your liking.

"Choose any Smasher in play (excluding any Kirby). Put 1 damage counter on that Smasher and choose 1 of their attacks. Kirby may use that attack after the end of your turn (Kirby must still have the energy necassary to perform that attack). When using another Smasher's attack, treat the attack as the same type of the Smasher who's attack you are using."

Also, why does Star Rod say, when this card has 4 counters on it, discard it?
 
You missed out the part where Kirby can only copy 1 attack at a time, his copied attack is meant to be saved for repeated use. Unless if that's what the attack description you suggested means or whether you think I'm making the attack too complicated. But at the same time I am trying to make it a useful attack.

And I only just realised I wrote out Star Rod's attack effect wrong, it's meant to say put 1 damage counter on this card afterward. XD I'll go fix it.
 
You missed out the part where Kirby can only copy 1 attack at a time, his copied attack is meant to be saved for repeated use. Unless if that's what the attack description you suggested means or whether you think I'm making the attack too complicated. But at the same time I am trying to make it a useful attack.

And I only just realised I wrote out Star Rod's attack effect wrong, it's meant to say put 1 damage counter on this card afterward. XD I'll go fix it.

I didn't understand that part, as I thought it was just unneccassary text, but I understand it now. If that's the case, you can change the attack to treat it similar to Ditto LA's pokebody.

"As long as Ditto is your Active Pokémon, its maximum HP is the same as your opponent's Active Pokémon. Ditto can use the attacks of that Pokémon as its own. (You still need the necessary Energy to use each attack.) If that Pokémon is no longer your opponent's Active Pokémon, choose 1 of your opponent's Active Pokémon for Ditto to copy. "

This makes it so that Kirby can only use the Defending smashers attack, which would make a little bit more sense IMO, but you can alter it to your taste.
 
Thanks, that came in handy. Here's what I have now (Hopefully it's been completely sussed).

Kirby 40HP
Stage Basic

Smash Body: Convert
Each Basic Energy card attached to Kirby provides every type of Energy but provides only 1 Energy at a time.

[C] Inhale
Choose any Smasher in play (Excluding any Kirby). Put 1 damage counter on that Smasher and choose 1 of their attacks. Kirby may use that attack as his own (Kirby must still have the Energy necassary to perform that attack). When using another Smasher's attack, treat the attack as the same type of the Smasher who's attack you are using.

Weakness: [F] +10
Resistance: -20
Retreat Cost: 1
7/59 Common

Image: http://img.photobucket.com/albums/v383/Shadow_master9000/SSB Cards/Super Smash Bros/SSB7KirbyR8.png
 
Wuold the description I have mean that Kirby can copy multiple attacks?

Well, with the current wording, it means that you would have to use Inhale each turn to copy attacks. You can only copy 1 attack, but you have to to use Inhale again the next turn to copy that attack, or a different attack. Also, if a smasher is knocked out, you would no longer be able to use its attack.
 
Curses.

... How would you like to join the SSBBC development team? XD

Apologies, despite having done some research before, you can obviously tell I'm still a newbie at this (That and I have bad english comprehension >___>). Just to cut things short (As to not play some bizarre guessing game) I'm going to explain in steps what I would like Inhale to do (If possible, if not then I can simplify the attack effects).

1. Copies any Smasher's attack (Apart from any Kirbys to avoid Inhale looping).
2. After that turn, Kirby can use that attack as his own, this lasts until Kirby is Knocked Out or until he uses Inhale again.
3. This means that he can only copy 1 attack at a time.
4. And if possible Kirby can still use his copied attack even if the Smasher that Kirby copied the attack from is Knocked Out or removed from play (If this step is too complicated I'm fine completely removing this step).
 
Curses.

... How would you like to join the SSBBC development team? XD

Apologies, despite having done some research before, you can obviously tell I'm still a newbie at this (That and I have bad english comprehension >___>). Just to cut things short (As to not play some bizarre guessing game) I'm going to explain in steps what I would like Inhale to do (If possible, if not then I can simplify the attack effects).

1. Copies any Smasher's attack (Apart from any Kirbys to avoid Inhale looping).
2. After that turn, Kirby can use that attack as his own, this lasts until Kirby is Knocked Out or until he uses Inhale again.
3. This means that he can only copy 1 attack at a time.
4. And if possible Kirby can still use his copied attack even if the Smasher that Kirby copied the attack from is Knocked Out or removed from play (If this step is too complicated I'm fine completely removing this step).

Yeah, I understand the what you want for the attack, but that's a little complicated to word. But I'll try my best:

"Choose any Smasher in play (yours or your opponent's)(excluding and Kirby) and place 1 damage counter on that Smasher. Now choose one of the Smasher's attack. If you do, your turn ends. Kirby may use that attack as its own (Kirby must still have the Energy necessary to perform that attack), until Kirby uses Inhale or Kirby is knocked out."

This may be incorrect, but it's the best I could do.
 
Yeah you can blame me for trying to come up with effects not in the Pokemon TCG. >_____>

But that should do it now thanks.

Kirby 40HP
Stage Basic

Smash Body: Convert
Each Basic Energy card attached to Kirby provides every type of Energy but provides only 1 Energy at a time.

[C] Inhale
Choose any Smasher in play (Yours or your opponent's) (Excluding any Kirby) and place 1 damage counter on that Smasher. Now choose 1 of the Smasher's attack. If you do, your turn ends. Kirby may use that attack as his own (Kirby must still have the Energy necessary to perform that attack), until Kirby uses Inhale or Kirby is Knocked Out.

Weakness: [F] +10
Resistance: -20
Retreat Cost: 1
7/59 Common

Image: http://img.photobucket.com/albums/v383/Shadow_master9000/SSB Cards/Super Smash Bros/SSB7KirbyR10.png


By the way, you should see the card effects for a card called 'Brinstar Escape Shaft' from my Melee set, it's absolutely horrendous >____> (And if you ever wondered why I did it, it's cause I try to make a card's effect as close to their effects from their games as possible, for better or for worse).
 
Yeah you can blame me for trying to come up with effects not in the Pokemon TCG. >_____>

But that should do it now thanks.



By the way, you should see the card effects for a card called 'Brinstar Escape Shaft' from my Melee set, it's absolutely horrendous >____> (And if you ever wondered why I did it, it's cause I try to make a card's effect as close to their effects from their games as possible, for better or for worse).

I commented on your Melee thread already. I noticed 1 slight error that is easy to overlook, but it isn't anything big.

And if you want, I'll look at your Brinstar Escape Shaft if you want and try to help you. You can post it in the Melee thread or PM it to me.

Happy to help with these cards. :thumb:
 
I'll post it along with the other cards you said you'd be interested in seeing in my next batch (Should be within the next couple of days), along with a fix to Peach's Castle.
 
I'll post it along with the other cards you said you'd be interested in seeing in my next batch (Should be within the next couple of days), along with a fix to Peach's Castle.

Thanks. I'm a pretty big fan of Smash Bros. and I'd love to see this project advance even further. I'll try to help you out any way I can. :thumb:

---------- Post added 07/06/2010 at 07:59 PM ----------

Ok, I checked out all of the First Set cards again, and I found some errors that may need to be improved.

Peach's Castle :
Change the wording so that it says "If tails, prevent all effects of that Smash-Power. (This counts as that smasher using its Smash-Power.)"

Yoshi & Ness
:
Both of these cards have an effect that reduces damage. They both say "before applying weakness and resistance." Change this to "after applying weakness and resistance." In Pokemon, damage that is reduced is almost always after apply Weakness and Resistance, not before. It is vice-versa for increasing damage.

Captain Falcon :
"Show me your moves!" should be a Smash-body, not a Smash-Power.

Pikachu
:
Add a comma after "including damage."

Jigglypuff :
Change the comma after "sing" to a period. Not sure if this is necessary or not.

Master Hand :
Chang its Creator Smash-Power to say "any Basic Smasher," instead of "any Smasher." This makes it so that Stage 1 smashers cannot be placed on the bench. Unless it is supposed to do that. If it is, change it to say "put it onto your bench as a Basic Smasher."

Final Destination
:
Change the wording so that is says "and no support cards can be played (excluding any Stage cards)."

Sudden Death
:
Somewhere in there, add the effect that neither of the Active Smashers may retreat.

Random Stage :
Change the effect of the card so that the revealed stage card goes to your hand, not in play. This is so that if a stage card is revealed, and one with the same name is already in play, you wouldn't be going against the stage cards text. (For example, if you revealed Hyrule while a Hyrule card where already in play.)

Exit :
Reword it so that is says this, "Return 1 of your Smashers and all energy cards attached to it to your hand. Discard all other cards attached to that Smasher." Also, did you mean for it to say "and all smasher cards attached to it?" I'm assuming you meant energy.

Green Shell, Red Shell, & Beam Sword :
Add to these cards "Don't apply Weakness and Resistance to benched Smashers."

Also, do equipment cards stay in play after the smasher they are attached to have been knocked out?
 
Last edited:
Whoopsie, I never saw your edited post, time for me to answer stuff now.

Peach's Castle :
Change the wording so that it says "If tails, prevent all effects of that Smash-Power. (This counts as that smasher using its Smash-Power.)"
K, noted.

Yoshi & Ness :
Both of these cards have an effect that reduces damage. They both say "before applying weakness and resistance." Change this to "after applying weakness and resistance." In Pokemon, damage that is reduced is almost always after apply Weakness and Resistance, not before. It is vice-versa for increasing damage.

It was intentional to make their attacks just that little bit more useful, it's an effect you would only notice when using these characters while a card such as Jungle Japes was in play. Decreasing damage done to a Smasher before a double Weakness is applied results in less damage dealt than if decreasing damage done to a Smasher took place after double Weakness was applied.

Captain Falcon :
"Show me your moves!" should be a Smash-body, not a Smash-Power.

Again it was intentional so effects that disable Smash Powers could disable that ability. Like the original Pokemon TCG cards from the first sets, you'll get a few Smash Powers that act like Smash Bodies, even though Smash Bodies still exist.


Pikachu
:
Add a comma after "including damage."

Jigglypuff :
Change the comma after "sing" to a period. Not sure if this is necessary or not.

K, noted.

Master Hand :
Chang its Creator Smash-Power to say "any Basic Smasher," instead of "any Smasher." This makes it so that Stage 1 smashers cannot be placed on the bench. Unless it is supposed to do that. If it is, change it to say "put it onto your bench as a Basic Smasher."

Yeah the Smash Power should allow you to summon any Stage Smasher onto your bench, so I'll add in that extra text then.


Final Destination
:
Change the wording so that is says "and no support cards can be played (excluding any Stage cards)."

Sudden Death
:
Somewhere in there, add the effect that neither of the Active Smashers may retreat.

K, noted.

Random Stage :
Change the effect of the card so that the revealed stage card goes to your hand, not in play. This is so that if a stage card is revealed, and one with the same name is already in play, you wouldn't be going against the stage cards text. (For example, if you revealed Hyrule while a Hyrule card where already in play.)

Stage cards revealed from Random Stage are meant to be played straight away, so I guess I'll try finding a way of rewording it so it doesn't conflict with the Stage card rule.

Exit :
Reword it so that is says this, "Return 1 of your Smashers and all energy cards attached to it to your hand. Discard all other cards attached to that Smasher." Also, did you mean for it to say "and all smasher cards attached to it?" I'm assuming you meant energy.

I said Smashers so you could get all stages of that Smasher back, since the original Scoop Up refered to only the Basic Pokemon. Does previous stages of a Smasher/Pokemon count as attached cards? Or does the way you said it mean that all previous stages of that Smasher would also return to the player's hand?

Green Shell, Red Shell, & Beam Sword :
Add to these cards "Don't apply Weakness and Resistance to benched Smashers."

Also, do equipment cards stay in play after the smasher they are attached to have been knocked out?

It does already say on the cards "This attack's damage isn't affected by Weakness or Resistance". Or does that only apply to the opponent's Active Smasher?

Also no they're not supposed to stay out in play when the Smasher they are attached to is Knocked Out, I thought it was common sense, but if it needs to be said, then I'll add it in.
 
Last edited:
Thanks.

I think I may have fixed all the cards now (Including Exit and the extra description needed for each Equipment card).
 
Apologies for the nearly 2 month bump, but a member from my forum thinks that the Ray Gun is too good. I've always had difficulty trying to balance it, it either ends up being too weak or too powerful (Though I've only tried messing around with the number of coin flips).

Ray Gun
Equipment

[.] Stun Blast 10
Flip 2 coins. If 1 of them is heads, the Defending Smasher is now Stunned. This attack’s damage isn’t affected by Weakness or Resistance. Put 1 damage counter on this card afterward.

26/59 Common

Image: http://img.photobucket.com/albums/v.../SSB Cards/Super Smash Bros/SSB26RayGunR6.png

Here's the card so you don't have to go hunting through my card list. Any advice on how I can tweak the card to make it balanced will be greatly appreciated.
 
Back
Top