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vonFiedler
03-10-2011, 06:14 PM
About a year ago I was talking to Jason from Jasco Games, and I came up with a challenge. If he told me his favorite resource symbols and a few things he'd like to see with a Character (which were I believe being able to do more on the opponent's turn, and a character who can't OTK). Jasco-Man has a few very good combos, but really needs that momentum to pull them off. The challenge was that I had 2 hours to make this, and I returned it in 1 hour.

Jasco has already seen these designs, but if you especially like them, tell Jasco Games!

*Jasco-Man*
Air All Order
Character
6 Hand Size 28 Vitality
Block: +0 Mid
E Commit: This non-throw attack gains "Powerful: X". X equals the amount of momentum you have discarded this turn.
E Discard 1 momentum: Ready 1 foundation that has not been readied this turn. If this ability is played on your opponent's turn, ready one additional foundation.

:Jasco-Man:
Air All Order
Character
6 Hand Size 27 Vitality
Block: +0 Mid
E Commit 2 foundations: This attack with X+2 or less damage gains "Multiple: 2". X equals the amount of momentum you have discarded this turn.
E Discard 1 momentum: Draw 1 card. If this ability is played on your opponent's turn, draw one additional card.

Great Revival 1/5
Air All Order
Action
R (+5), destroy 2 foundations: After your opponent plays an attack, ready all foundations in your staging area that have not been readied this turn, draw to your hand size, then discard all cards in your card pool.

Negotiation 1/5
Air All Order
Action
Block: +2 Mid
Breaker: 2
E: The player whose turn it is draws 1 card. The other player draws 3 cards. If both players agree to it, they may each draw an additional card. Discard this card from your card pool.
E: The player whose turn it is readies 1 foundation. The other player readies 3 foundations. If both players agree to it, they may each ready an additional foundation. Discard this card from your card pool.

Jasco Games 2/4
Air All Order
Asset
Block: +1 Mid
Terrain
At the beginning of the combat phase, if both players agree to it, they may each draw 1 card.
R Commit: After your opponent plays an ability on a card in their staging area, it is negated and they draw 1 card. If you use this ability on your turn, remove this asset from the game and your opponent draws 1 additional card.

UFS License 2/4
Air All Order
Asset
Block: +2 Low
Unique
E Commit: Choose 1 foundation in your opponent's staging area. That card is considered to be a blank foundation until the end of this turn. If you use this ability on your turn, destroy 2 foundations in your staging area.
Jasco-Man R: After discarding more than 1 momentum, add the top card of your deck to your momentum.

Ambitious Jab 4/3
Air All Order
Attack
Block: +2 High
Multiple: 2 * Punch
3 Damage 2 Speed Low
E: When you discard X momentum to pay for this card's multiple ability, ready X foundations that have not been readied this turn.
Air E: When this attack's multiple copies resolve, discard them from your card pool.

Collectable Kick 5/3
Air All Order
Attack
Block: +2 High
Kick * Powerful: 1
4 Damage 3 Speed Low
E: When you discard X momentum to pay for this card's powerful ability, draw X cards.
All E: If this attack is unblocked, add 1 card from the top of your deck to your momentum.

Dice Roundhouse 5/3
Air All Order
Attack
Block: +2 Low
Combo (Punch) * Kick * Multiple: 2
4 Damage 3 Speed High
Combo E: When you discard X momentum to pay for this attack's multiple ability, your next attack played this turn gets +X times 2 damage.
R (+4): When a multiple copy of this attack resolves, discard it from your card pool.

Jasco Uppercut 7/2
Air All Order
Attack
Combo (Low, Mid) * Punch
8 Damage 4 Speed High
If you are playing as Jasco-Man, this card gets -X difficulty. X equals the amount of momentum you have discard this turn.
Combo E: Add the top 2 cards of your deck to your momentum.

Lubbock Cross 5/2
Air All Order
Attack
Block: +2 Mid
Combo (Kick) * Powerful: 1 * Punch
5 Damage 4 Speed Mid
Combo E: When you discard X momentum to pay for this attack's powerful ability, your next attack played this turn gets +X speed.
E: If this attack is unblocked, add 1 card from the top of your deck to your momentum.

Tabletop Drop 5/3
Air All Order
Attack
Desperation: 4 * Throw
5 Damage 3 Speed Mid
E: If this attack deals damage, during the end phase add it your momentum face-up, then add the top card of your deck to your momentum.
Order R Discard 1 card with a keyword ability: After your opponent plays a keyword ability, negate it, then draw 1 card. If that ability is powerful or multiple, discard this card from your momentum. Only playable while this card is face-up in your momentum.

A New Investor Approaches 1/5
Air All Order
Foundation
R Commit: After your opponent plays their second or more keyword ability this turn, negate that ability.
R Commit: After drawing cards during your opponent's combat phase, ready 1 foundation that has not been readied this turn.

Acquiring the Card Game 1/5
Air All Order
Foundation
R Commit: After discarding 2 or more momentum, add the top card of your deck to your momentum.
R Commit: After readying foundations during your opponent's combat phase, draw 1 card.

Battle with Fantasy Flight 2/5
Air All Order
Foundation
E Commit: Draw 1 card. If you play this ability on your opponent's turn, draw an additional card.
Jasco-Man E Commit: If your attack is unblocked, add the top card of your deck to your momentum.

Business Venture 2/5
Air All Order
Foundation
E Commit: Ready 1 foundation that has not been readied this turn. If you play this ability on your opponent's turn, ready an additional foundation. You may not ready copies of this card.
Desperation F Commit: Both players draw X cards. Both players must agree to the value of X. If both players cannot agree to the value of X, X equals 1.

Friendly Local Game Store 3/4
Air All Order
Foundation
Block: +4 Mid
R Commit, discard 1 momentum: After your opponent plays an enhance, negate it. If you played this ability on your turn, destroy this foundation and one other.
R Commit, discard 1 momentum: After your opponent plays a response, negate it. If you played this ability on your turn, commit 3 foundations in your staging area.

New Ideas 3/5
Air All Order
Foundation
Block: +3 Mid
E Commit, discard 1 momentum: This attack gains "Powerful: 2".
E Commit, discard 1 momentum: This attack with a printed damage of 5 or lower gains "Multiple: 1".

Dillon
03-10-2011, 06:22 PM
too much reading for me