Wyrmknave

Misfits Expansion (QQDND CCG)

Apr 20th, 2015
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  1. Party Members:
  2.  
  3. Tangerine, Prodigious Wilder
  4. NG Human Psion Party Member
  5. RV: 12 RR: No evil, no martial
  6. HV: 2 Life: 4
  7.  
  8. Psiblast: (5-3) Discard 2 Spells from your hand and deal 3 damage to target card. This damage cannot be increased.
  9.  
  10. Cathetal, Paladin of the Dawnflower
  11. LG Aasimar Paladin Party Member
  12. RV: 14 RR: No evil, no chaotic
  13. HV: 1 Life: 7
  14.  
  15. Saviour: (19-16) Put one Shield counter on Cathetal and two on any other card you control.
  16. Whenever another Party Member would take damage, you may have Cathetal take half of the damage, rounded up (the original target still takes the other half).
  17.  
  18. Sickle, Protective Automaton
  19. LN Construct Fighter Party Member
  20. RV: 10 RR: No magic, must be either items or attacks
  21. HV: 2 Life: 5
  22.  
  23. At the start of the game, place a Mastery counter on a Party Member you control. You may choose to have Sickle take any amount of damage that a card with a Master counter on it would take. If no card has a Master counter on it, you may place a Mastery counter on any Party Member you control at the start of the round.
  24. Synthesise: (19-2) Destroy any number of Items you control. Remove that many damage counters from Sickle.
  25.  
  26. Buster, Master Exploder
  27. CG Human Sorceror Party Member
  28. RV: 13 RR: No lawful, must either deal damage or discard cards
  29. HV: 1 Life: 6
  30.  
  31. Kaboom: (5) Discard your hand. Deal 1 damage to 1 target card per card discarded this way.
  32.  
  33. Paddy O'Patrick, Fallen Wizard
  34. CE Gnome Wizard Party Member
  35. RV: 15 RR: No martial
  36. HV: 3 Life: 4
  37.  
  38. Metagame: (20-1) As you play it, target card becomes any one card not in your deck. You may use this action only once per game.
  39.  
  40. Resources:
  41.  
  42. Psionic Boom (17)
  43. Action – Psion, Psionic, Spell
  44. Target opponent chooses one:
  45. Discard three cards from their hand
  46. Destroy one Item or Location they control
  47. Frequency – 3
  48.  
  49. Wilder's Imagination (15)
  50. Action – Psion, Psionic, Spell
  51. Play any Ally or Location in your hand. When it becomes Exhausted, return it to the top of your deck.
  52. Frequency – 2
  53.  
  54. Psion Shuffle (17-12)
  55. Action – Psion, Psionic, Spell
  56. Search your discard pile and deck for one card each, then select a card from your hand. Take the three cards chosen this way and distribute them at random one into your deck, one into your discard pile, and one into your hand. Shuffle your deck.
  57. Frequency – 3
  58.  
  59. Pause for Thought (12-10)
  60. Action – Psion, Psionic, Spell
  61. Exhaust up to three cards.
  62. Frequency - 3
  63.  
  64. Kanton Joffrhys, Protective Sniper (19-15)
  65. Unique Permanent – Ally, Halfling, Ranger
  66. Whenever a Party Member would deal damage to a Party Member you control with the lowest Life while Kanton Joffrhys is Able, deal one damage to it, then exhaust Kanton Joffrhys.
  67. Huntershot: (9-8) Deal one damage to target Resource. If it is a Monster or Beast, deal two damage instead.
  68. Life – 2
  69. Frequency – 1
  70.  
  71. Saishe, Indentured Bodyguard (20-14)
  72. Unique Permanent – Ally, Human, Fighter
  73. Whenever damage would be dealt to a card you control by a Permanent or a Party Member, it is dealt to Saishe and Saishe deals two damage to its source.
  74. Battleready: (5-3) Put two Shield counters on Saishe
  75. Life – 3
  76. Frequency – 1
  77.  
  78. Smite Evil (20-13)
  79. Action – Paladin, Magic, Martial, Attack, LG
  80. If there is a Paladin in your party, deal two damage to target card. If target is good, deal one damage instead. If target is evil, deal three damage instead.
  81. If target is an undead, devil, or demon, deal one additional damage.
  82. Frequency – 4
  83.  
  84. Lay on Hands (17-15)
  85. Action – Paladin, Magic, LG
  86. Remove one damage counter from target Ally you control, then put one shield counter on it.
  87. Frequency – 3
  88.  
  89. Call for Aid (8-3)
  90. Action – Paladin, Skill, LG
  91. Put a number of Squires into play equal to the number of damage counters on target Paladin you control. They are token LG Allies with Life – 2 and “Bear Shield: (7) Put two shield counters on target Paladin.”
  92. Frequency - 2
  93.  
  94. Seraphim (20-1)
  95. Unique Permanent – Beast, Bird, LG
  96. Eye in the Sky: (17-13) Look at the top three cards of target deck.
  97. Life – 1
  98. Frequency - 1
  99.  
  100. Artificer's Scrapyard (3)
  101. Permanent – Location, Mechanical
  102. Whenever a Construct you control is destroyed, put one Scrap into play. This is a token Item with “Sift: (4-2) Destroy any number of tokens you control named Scrap. Look at that many cards from the top of your deck and add one of them to your hand, then replace the rest in any order.”
  103. Frequency - 1
  104.  
  105. Dual Swipes (10-8)
  106. Action – Fighter, Martial, Attack
  107. Deal one damage to target Ally. If there is a Fighter in your party, you may then either deal two damage to the same target, or deal one damage to another target card.
  108. Frequency - 3
  109.  
  110. Wind-Up Key (20)
  111. Permanent – Item, Mechanical
  112. Equip Construct (When this card is played, Equip it to a Construct Ally or Party Member you control)
  113. Wind-Up: (10) Equipped card becomes Able.
  114. Frequency – 2
  115.  
  116. Reap (1)
  117. Action – Fighter, Martial, Attack
  118. If there is an Able Fighter in your party, deal one damage to all Permanent Resource with one more Life than they have damage counters.
  119. Frequency – 1
  120.  
  121. Whetstone (16)
  122. Permanent – Item, Gear
  123. Sharpen: (14-8) The next time target card equipped with a weapon deals damage, they deal one additional damage.
  124. Frequency – 2
  125.  
  126. Tobacco Pouch (5-1)
  127. Permanent – Item, Gear
  128. Tobacco Pouch enters play with 5 Smoke counters on it.
  129. Smoke Break: (16-6) Remove a Smoke counter from Tobacco Pouch. Each player discards a card from their hand. The next action performed must be at least 3 Initiative lower than the Initiative Smoke Break was performed at.
  130. If there are no Smoke counters on Tobacco Pouch, destroy Tobacco Pouch and draw a card.
  131. Frequency – 1
  132.  
  133. Manhattan Express (10-9)
  134. Action – Sorceror, Magic, Attack
  135. Deal one damage to all Permanent Resources. If there is a Sorceror in your party, you may discard any number of cards from your hand, and increase the damage by one per card discarded this way.
  136. Frequency – 1
  137.  
  138. Spontaneous Combustion (8)
  139. Action – Sorceror, Magic, Attack, Spell
  140. If there is a Sorceror in your party, deal 4 damage to target Ally.
  141. Frequency – 2
  142.  
  143. Heavy Artillery (15-13)
  144. Action – Sorceror, Magic, Attack
  145. Deal one damage to three randomly-selected cards target opponent controls.
  146. Frequency – 3
  147.  
  148. Cool Jacket (20)
  149. Unique Permanent – Item, Gear
  150. Equip Party Member (When this card is played, Equip it to a Party Member you control)
  151. Whenever equipped card would be dealt damage, reduce that damage to one.
  152. When equipped card is Defeated, if there are no Hand-Me-Down coutners on Cool Jacket, you may put a Hand-Me-Down counter on Cool Jacket and equip it to another Party Member you control. Otherwise, remove it from the game.
  153. Frequency – 1
  154.  
  155. Glimmeron (14-13)
  156. Unique Permanent – Ally, Fairy, Commoner, NG
  157. Fetch: (17-15) Search your deck for an Item or Location card, reveal it, and add it to your hand. Shuffle your deck and return Glimmeron to your hand.
  158. Life – 1
  159. Frequency – 1
  160.  
  161. Pinball, the Pinball Wizard (12-10)
  162. Unique Permanent – Ally, Human, Sorceror, TN
  163. When Pinball enters play, put 3 Crystal Pinballs into play. These are token Items with Life -1 and “You may look at the top card of your deck at any time.“
  164. Crazy Flipper Fingers: (13) Deal damage to target Party Member equal to the number of Crystal Pinballs you control, then destroy one Crystal Pinball you control.
  165. Frequency – 1
  166.  
  167. Fireball (8-6)
  168. Action – Wizard, Sorceror, Magus, Magic, Spell
  169. Distribute 5 damage counters among any number of target Permanent Resources.
  170. Frequency – 3
  171.  
  172. Magic Missile (19-18)
  173. Action – Wizard, Sorceror, Magic, Spell
  174. For each Wizard or Sorceror you control, deal one damage to a target Permanent Resource.
  175. Frequency – 3
  176.  
  177. Hedge Wizard (8)
  178. Permanent – Ally, Gnome, Wizard
  179. Study: (12-9) Draw a card
  180. Life – 1
  181. Frequency – 4
  182.  
  183. Animate Armour (13)
  184. Action – Wizard, Magic, Spell
  185. Target Armour you control becomes a Construct Ally with Life – 1 and “Animated Strike: (12) Deal one damage to target Ally”
  186. Frequency – 2
  187.  
  188. Lightning Blast (4-2)
  189. Action – Wizard, Magic, Spell, Attack
  190. If there is a Wizard in your party, deal 2 damage to target card. If the target is a Construct, deal 1 additional damage.
  191. Frequency – 1
  192.  
  193. Azreal, Gunmage (20-19)
  194. Unique Permanent – Ally, Kobold, Wizard
  195. Hold Up: (18-15) Look at the top 3 cards of your deck. Put one in your hand, then replace the other two on top of your deck in any order.
  196. Dust in the Wind: (13) Discard a Magic card from your hand. Azreal cannot be targeted until the end of the round.
  197. Frequency – 1
  198.  
  199. Manick Vandell, Pyromaniac Pyromancer
  200. Unique Permanent – Ally, Halfling, Wizard
  201. Wild Burn: (2) Put a Burn counter on target Permanent Resource, then deal one damage to all cards for each Burn counter on them.
  202. Focused Burn: (1) Put a burn counter on target Party Member
  203. Frequency – 1
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