Greek Things and Pastel Horses

Here’s the Thunderlord in action (obviously not fully modded yet). I got the first upgrade though, so you can see the increased reload speed on kill.

I AM THE THUNDERLORD

The funny thing is except Reality all of their color schemes match in that picture

Something silly I thought of. Ponies confirmed as villains of Avengers 3

Something silly I thought of. Ponies confirmed as villains of Avengers 3

Also, omg I’m totally using Mega Sharpedo. Speed Boost into a Strong Jaw Mega Evolution? Yes please

My current Destiny gun is called the NIFTY_BISCUIT. It’s a handcannon.

DESTINY TIEM

Oh, and one more card to go with Broadsword because current resource equipment is relatively weak atm:

Chrysaor, Defender of Echidna
  • Power: 4 Wild
  • Cost: 2 AP
  • Play Requirement: 3 Orange
  • Type: Resource, Artifact, Unique
  • Rarity: UR
Effects: Play on a Friend. This Friend has +2 Power and cannot be Dismissed or Frightened by opponent’s card effects. If this card would be dismissed or banished by an opponent’s card effect, you may put it into your hand instead.

There is one big problem with equipment resources I’ve found in this game: They have a relative cost (something Yu-Gi-Oh equip spells rarely worry about) and they are easily destroyed. The first part has more to do with core mechanics, in Yu-Gi-Oh Spells and Traps (As far as I remember) are only limited by how many you can have in your spell and trap zone at once. It’s relatively easy to destroy them (with the right cards), but they don’t have a play cost, meaning if you kill one of my equip cards on Gearfried big whoop I have another in my hand just itching to be played. In MLP CCG it’s a bit different, since costs are a factor destroying resources (particularly equipment cards) becomes much more damaging than it would in other card games. In addition resource removal is one of the core characteristics of Yellow, one of the more popular colors in the game.

To combat this, an equipment resource heavy deck would need equipment that does one of three things: It either needs a significantly low cost curve per power/effect gained(or no cost at all), resistance to removal effects or straight immunity to it. Chrysaor has a useful removal resistance, making it much more viable, but is still balanced in such a way that it’s not completely indestructable. But in Broad’s hooves, opponents would think twice about sending it back into your hand lest you activate his exhaust effect all over again.

So I thought up a few MLP CCG cards based on a few tumblrpons I like.

Ickle Muse, Inspirational
  • Power: 1 White
  • Cost: 2 AP
  • Play Requirement: 1 White
  • Type: Pegasus
  • Rarity: R
Effects: Each of your other characters at a Problem with this card gains Inspired.

Fairly simple, but I think it works well for Ickle. Basically a Forest Owl for white flip control decks. I made her a bit more expensive than Forest Owl though.
Broadsword, The Barbarian
  • Power: 3 Orange
  • Cost: 2 AP
  • Play Requirement: 3 Orange
  • Type:Earth Pony
  • Rarity: R
Effects: This card gains +2 Power for each resource attached to it. Every time a resource is attached to this card, you may exhaust an opponent’s character at its Problem.

Ladies and Gentlemen, I give you Gearfried the Swordmaster in Pony form. Gearfried was one of my absolute favorite cards from Yu-gi-oh, and the deck I built around him was just so weird and fun that even other players loved playing against it (even when they lost to it). Since Gearfried’s mechanics revolved around equipment type cards, I figure Broadsword could work the same way. Instead of killing stuff every time you equip things though, I changed his to exhausting since exhausting seems to be a common orange mechanic (and dismissal is more of a Pink thing). Since resources are much tougher to get out in this game than in Yu-Gi-Oh and the amount of good power resources are slim I put him above the curve a bit so he’s still a powerhouse even with only 1 or 2 resources on him.
Coffee Talk, Intrepid Reporter
  • Power: 2 White
  • Cost: 2 AP
  • Play Requirement: 1 White
  • Type: Earth pony
  • Rarity: U
Effects: When involved in a Troublemaker faceoff, this card gains +2 power and has Stubborn

Of course Coffee Talk has to be a Troublemaker counter, Sombra’s the trouble makingest troublemaker ever to make trouble. I didn’t want to go too all out with her, I figure CT’s more comfortable as an Uncommon or Common card than a rare.
Thauma Disk, Wayward “Witch”
  • Power: 2 Purple
  • Cost: 3 AP
  • Play Requirement: 3 Purple
  • Rarity: UR
Effects: Studious, When this card enters play, you may place 2 “Angel” Troublemaker Tokens (4 Power, 1 Bonus) at each Problem. This card has +1 Power for each “Angel” Token in play.

Probably the wackiest card in here, mostly because tokens are not yet a mechanic in the game. Postage counters are coming though, so I assume the next logical step will be Friend/Troublemaker tokens (along with dual color Friends). The troublemaker tokens work the same way normal troublemakers do, prevent an opponent from solving problems until they’re beaten, once they are your opponent scores their bonus. The key difference is troublemaker tokens come into play automatically “revealed” since they aren’t technically cards. Which basically means Thauma would come into play as a 4 power Friend with Studious and drops two instant troublemakers at each problem. I think that’s worthy of an UR.
And the first 3D object I’ve ever made is… a chair.

And the first 3D object I’ve ever made is… a chair.