Water Powerup Water Powerup Steam Demon Steam Demon Steam Demon

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Presentation transcript:

Water Powerup Water Powerup Steam Demon Steam Demon Steam Demon Provides a player with a single Water point. When an Object card uses a physical attack or a special weapon, you may turn this card to use its point for the attack. At the end of your turn, un-turn this card so that you can use it on your next turn. Water Powerup Provides a player with a single Water point. When an Object card uses a physical attack or a special weapon, you may turn this card to use its point for the attack. At the end of your turn, un-turn this card so that you can use it on your next turn. I made this Full Deck on top of the example Micro Deck. All the comments about the Micro Deck have been removed, but you can see how I made the Full Deck. Steam Demon 3 reflex 1 hand 30 EP Physical Attacks Shroud: Prevents the next 10 damage done to the Steam Demon. This effect doesn’t stack. Heat Stream: Deals 15 damage, and flip a coin. If heads, deals 10 more damage. 1 reflex 0 hands 2 reflex 1 Fire Powerup 1 Water Powerup Steam Demon 3 reflex 1 hand 30 EP Physical Attacks Shroud: Prevents the next 10 damage done to the Steam Demon. This effect doesn’t stack. Heat Stream: Deals 15 damage, and flip a coin. If heads, deals 10 more damage. 1 reflex 0 hands 2 reflex 1 Fire Powerup 1 Water Powerup Steam Demon 3 reflex 1 hand 30 EP Physical Attacks Shroud: Prevents the next 10 damage done to the Steam Demon. This effect doesn’t stack. Heat Stream: Deals 15 damage, and flip a coin. If heads, deals 10 more damage. 1 reflex 0 hands 2 reflex 1 Fire Powerup 1 Water Powerup

Water Powerup Water Powerup Steam Demon Steam Demon Steam Demon Provides a player with a single Water point. When an Object card uses a physical attack or a special weapon, you may turn this card to use its point for the attack. At the end of your turn, un-turn this card so that you can use it on your next turn. Water Powerup Provides a player with a single Water point. When an Object card uses a physical attack or a special weapon, you may turn this card to use its point for the attack. At the end of your turn, un-turn this card so that you can use it on your next turn. Steam Demon 3 reflex 1 hand 30 EP Physical Attacks Shroud: Prevents the next 10 damage done to the Steam Demon. This effect doesn’t stack. Heat Stream: Deals 15 damage, and flip a coin. If heads, deals 10 more damage. 1 reflex 0 hands 2 reflex 1 Fire Powerup 1 Water Powerup Steam Demon 3 reflex 1 hand 30 EP Physical Attacks Shroud: Prevents the next 10 damage done to the Steam Demon. This effect doesn’t stack. Heat Stream: Deals 15 damage, and flip a coin. If heads, deals 10 more damage. 1 reflex 0 hands 2 reflex 1 Fire Powerup 1 Water Powerup Steam Demon 3 reflex 1 hand 30 EP Physical Attacks Shroud: Prevents the next 10 damage done to the Steam Demon. This effect doesn’t stack. Heat Stream: Deals 15 damage, and flip a coin. If heads, deals 10 more damage. 1 reflex 0 hands 2 reflex 1 Fire Powerup 1 Water Powerup

Water Powerup Water Powerup Essential Steam Demon Provides a player with a single Water point. When an Object card uses a physical attack or a special weapon, you may turn this card to use its point for the attack. At the end of your turn, un-turn this card so that you can use it on your next turn. Water Powerup Provides a player with a single Water point. When an Object card uses a physical attack or a special weapon, you may turn this card to use its point for the attack. At the end of your turn, un-turn this card so that you can use it on your next turn. Essential Steam Demon 5 reflex 1 hand 85 EP Physical Attacks Searing Grasp: Flip a coin. If heads, deals 30 damage. Slam: Deals 20 damage. 1 reflex 2 reflex 0 hands 1 Fire Powerup 2 Water Powerups Essential Steam Demon 5 reflex 1 hand 85 EP Physical Attacks Searing Grasp: Flip a coin. If heads, deals 30 damage. Slam: Deals 20 damage. 1 reflex 2 reflex 0 hands 1 Fire Powerup 2 Water Powerups Essential Steam Demon 5 reflex 1 hand 85 EP Physical Attacks Searing Grasp: Flip a coin. If heads, deals 30 damage. Slam: Deals 20 damage. 1 reflex 2 reflex 0 hands 1 Fire Powerup 2 Water Powerups

Falcon Falcon Falcon Elemental Convergence Corporeal Transposition 0 reflex 0 hands Emphasize Essence: Look at this Demon’s Secondary Element. Discard one Powerup of that element. Look at this Demon’s Primary Element. Search your deck for 1 Powerup of that element and put it into your hand. Special Attack: Any Demon 1 Powerup Corporeal Transposition 2 reflex 1 hand 1 Water Powerup Dissipate: Choose one of the slots on your hex. Move this Demon to that slot. If the slot is full, move the occupying Demon to this Demon’s original slot. Weapons and Ammo do not move with the Demons, but Special Attacks do. This Demon can’t take the place of a demon holding a weapon that requires more hands than this Demon has. If this Demon has a weapon and moves to an empty slot, the weapon is dropped. Special Attack: Steam, Mist, and Ash Demon Falcon Usage Deals 5 damage. Reload .5 reflex 1 hand 1 reflex 1 Standard Bullet Falcon Usage Deals 5 damage. Reload .5 reflex 1 hand 1 reflex 1 Standard Bullet Falcon Usage Deals 5 damage. Reload .5 reflex 1 hand 1 reflex 1 Standard Bullet

Chromatic Refraction Fire Powerup Standard Bullets 1 2 3 4 5 6 7 8 3 reflex 1 hand Scatter Scorch: Deals 5 damage in a large triangle, and flip a coin. If heads, deals 10 damage in a hexagon. Special Attack: Steam Demon 1 Water Powerup Provides a player with a single Fire point. When an Object card uses a physical attack or a special weapon, you may turn this card to use its point for the attack. At the end of your turn, un-turn this card so that you can use it on your next turn. Fire Powerup Standard Bullets 1 2 3 4 5 6 7 8 Standard Bullets 1 2 3 4 5 6 7 8 Standard Bullets 1 2 3 4 5 6 7 8

Fire Powerup Fire Powerup Standard Bullets 1 2 3 4 5 6 7 8 Provides a player with a single Fire point. When an Object card uses a physical attack or a special weapon, you may turn this card to use its point for the attack. At the end of your turn, un-turn this card so that you can use it on your next turn. Fire Powerup Provides a player with a single Fire point. When an Object card uses a physical attack or a special weapon, you may turn this card to use its point for the attack. At the end of your turn, un-turn this card so that you can use it on your next turn. Fire Powerup Standard Bullets 1 2 3 4 5 6 7 8 Standard Bullets 1 2 3 4 5 6 7 8 Fire Powerup Provides a player with a single Fire point. When an Object card uses a physical attack or a special weapon, you may turn this card to use its point for the attack. At the end of your turn, un-turn this card so that you can use it on your next turn.

1 2 3 4 5 6 1 2 3 4 5 6 Liquid Batteries Liquid Batteries Steam Demon This is where the Full Deck “starts”. Since Steam Demons have an Ancient, I put it in first. I also added an extra Standard and Essential Steam Demon so that I have a better chance of being able to use the Ancient when I get it. Ancient Steam Demon 11 reflex 1 hand 165 EP Physical Attacks Bear Down: Deals 30 damage, and flip a coin. If heads, the target is Tired. Pressure Wave: Stuns enemies in a line. 4 reflex 0 hand 3 reflex 1 hands 2 Water Powerups 1 Wind Powerup 1 Water Powerup 2 Fire Powerups Essential Steam Demon 5 reflex 1 hand 85 EP Physical Attacks Searing Grasp: Flip a coin. If heads, deals 30 damage. Slam: Deals 20 damage. 1 reflex 2 reflex 0 hands 1 Fire Powerup 2 Water Powerups Steam Demon 3 reflex 1 hand 30 EP Physical Attacks Shroud: Prevents the next 10 damage done to the Steam Demon. This effect doesn’t stack. Heat Stream: Deals 15 damage, and flip a coin. If heads, deals 10 more damage. 1 reflex 0 hands 2 reflex 1 Fire Powerup 1 Water Powerup

1 2 3 4 5 6 1 2 3 4 5 6 Liquid Batteries Liquid Batteries Mist Demon Liquid Batteries come sideways, so I put them here instead of with the rest of the Weapons and Ammo. Since Powerups come in both rotations, I have more room to do this sort of thing. Mist Demon 2 reflex 1 hand 45 EP Physical Attacks Shroud: Prevents the next 10 damage done to the Mist Demon. This effect doesn’t stack. Air Spin: Deals 10 damage, and flip a coin. If heads, deals 20 more damage. 1 reflex 0 hands 1 Water Powerup 2 Wind Powerups Mist Demon 2 reflex 1 hand 45 EP Physical Attacks Shroud: Prevents the next 10 damage done to the Mist Demon. This effect doesn’t stack. Air Spin: Deals 10 damage, and flip a coin. If heads, deals 20 more damage. 1 reflex 0 hands 1 Water Powerup 2 Wind Powerups Mist Demon 2 reflex 1 hand 45 EP Physical Attacks Shroud: Prevents the next 10 damage done to the Mist Demon. This effect doesn’t stack. Air Spin: Deals 10 damage, and flip a coin. If heads, deals 20 more damage. 1 reflex 0 hands 1 Water Powerup 2 Wind Powerups Since the Ancient Steam Demon uses Wind, as well as Fire and Water, I can put Mist Demons into the deck without needing a fourth element. Conveniently enough, Mist Demons are the second “cloud” Demon, so they have Shroud and can use Corporeal Transposition.

1 2 3 4 5 6 Liquid Batteries Fire Powerup Mist Demon Mist Demon Provides a player with a single Fire point. When an Object card uses a physical attack or a special weapon, you may turn this card to use its point for the attack. At the end of your turn, un-turn this card so that you can use it on your next turn. Fire Powerup Since this is a Full Deck, I need more than just 4 Fire Powerups. 6 should be enough for the Fire Demons and Steam Demons. Mist Demon 2 reflex 1 hand 45 EP Physical Attacks Shroud: Prevents the next 10 damage done to the Mist Demon. This effect doesn’t stack. Air Spin: Deals 10 damage, and flip a coin. If heads, deals 20 more damage. 1 reflex 0 hands 1 Water Powerup 2 Wind Powerups Mist Demon 2 reflex 1 hand 45 EP Physical Attacks Shroud: Prevents the next 10 damage done to the Mist Demon. This effect doesn’t stack. Air Spin: Deals 10 damage, and flip a coin. If heads, deals 20 more damage. 1 reflex 0 hands 1 Water Powerup 2 Wind Powerups Fire Demon 3 reflex 1 hand 30 EP Physical Attacks Spitfire: Deals 15 damage in a line. Discard one Fire Powerup. Pressure Slash: Deals 30 damage. 1 reflex 0 hands 1 Fire Powerup 1 Wind Powerup Fire Demons are the third kind of Demon that goes into this Full Deck. They might not live as long as Steam Demons or Mist Demons, but they have powerful attacks, and they are just as fast as Steam Demons. This helps the deck keep its advantages and still be well-rounded.

Water Powerup Fire Powerup Fire Demon Fire Demon Fire Demon Provides a player with a single Water point. When an Object card uses a physical attack or a special weapon, you may turn this card to use its point for the attack. At the end of your turn, un-turn this card so that you can use it on your next turn. Provides a player with a single Fire point. When an Object card uses a physical attack or a special weapon, you may turn this card to use its point for the attack. At the end of your turn, un-turn this card so that you can use it on your next turn. Fire Powerup The deck already had 6 Water Powerups, so 1 more should be enough. If I wanted to focus more on physical attacks, I would take out some of the Weapons and Ammo in exchange for more Powerups. Fire Demon 3 reflex 1 hand 30 EP Physical Attacks Spitfire: Deals 15 damage in a line. Discard one Fire Powerup. Pressure Slash: Deals 30 damage. 1 reflex 0 hands 1 Fire Powerup 1 Wind Powerup Fire Demon 3 reflex 1 hand 30 EP Physical Attacks Spitfire: Deals 15 damage in a line. Discard one Fire Powerup. Pressure Slash: Deals 30 damage. 1 reflex 0 hands 1 Fire Powerup 1 Wind Powerup Fire Demon 3 reflex 1 hand 30 EP Physical Attacks Spitfire: Deals 15 damage in a line. Discard one Fire Powerup. Pressure Slash: Deals 30 damage. 1 reflex 0 hands 1 Fire Powerup 1 Wind Powerup

Wind Powerup Wind Powerup Fire Demon Fuse Pulsar Fuse Pulsar Provides a player with a single Wind point. When an Object card uses a physical attack or a special weapon, you may turn this card to use its point for the attack. At the end of your turn, un-turn this card so that you can use it on your next turn. Wind Powerup Provides a player with a single Wind point. When an Object card uses a physical attack or a special weapon, you may turn this card to use its point for the attack. At the end of your turn, un-turn this card so that you can use it on your next turn. Fire Demon 3 reflex 1 hand 30 EP Physical Attacks Spitfire: Deals 15 damage in a line. Discard one Fire Powerup. Pressure Slash: Deals 30 damage. 1 reflex 0 hands 1 Fire Powerup 1 Wind Powerup Fuse Pulsar Usage Deals 15 damage. Only deals 10 damage to Demons that contain the Lightning element. Reload .5 reflex 1 hand 2 reflex 1 Plasma Core Fuse Pulsar Usage Deals 15 damage. Only deals 10 damage to Demons that contain the Lightning element. Reload .5 reflex 1 hand 2 reflex 1 Plasma Core All of the Demons in this deck have 1 hand only, so I added in more 1-handed weapons. The only problem with this is that the deck ends up using 3 different kinds of Ammo. Still, the Demons in this deck are defensive enough to survive until I can get the right kind of Ammo.

1 2 3 4 1 2 3 4 Chromatic Refraction Wind Powerup Fuse Pulsar 3 reflex 1 hand Scatter Scorch: Deals 5 damage in a large triangle, and flip a coin. If heads, deals 10 damage in a hexagon. Special Attack: Steam Demon 1 Water Powerup Wind Powerup Provides a player with a single Wind point. When an Object card uses a physical attack or a special weapon, you may turn this card to use its point for the attack. At the end of your turn, un-turn this card so that you can use it on your next turn. Full Decks tend to use more Demons at once than Micro Decks, so I put another Chromatic Refraction in to help wipe out the hordes of enemies. Fuse Pulsar Usage Deals 15 damage. Only deals 10 damage to Demons that contain the Lightning element. Reload .5 reflex 1 hand 2 reflex 1 Plasma Core Plasma Cores 1 2 3 4 Plasma Cores 1 2 3 4

1 2 3 4 1 2 3 4 1 2 3 4 Humidification Humidification Plasma Cores 0 reflex 0 hands Condense: Shuffle a Wind Powerup into your deck. Search your deck for a Water Powerup and put it into your hand. Precipitate: Unturn one of your Water Powerups. Special Attack: Any Demon 1 Wind Powerup Humidification 0 reflex 0 hands Condense: Shuffle a Wind Powerup into your deck. Search your deck for a Water Powerup and put it into your hand. Precipitate: Unturn one of your Water Powerups. Special Attack: Any Demon 1 Wind Powerup Humidification is an excellent card for this deck. The deck needs plenty of Wind Powerups, but the Essential and Ancient Steam Demons need Water Powerups, and lots of them. Humidification lets you swap your Wind for Water when you need it. Plasma Cores 1 2 3 4 Plasma Cores 1 2 3 4 Plasma Cores 1 2 3 4

Searing Soul Searing Soul Electro-Rifle Electro-Rifle Electro-Rifle 4 reflex 1 hand Ignite: Deals 10 damage. Restores 10 of the Fire Demon’s EP. Take a Fire Powerup out of your discard pile and put it into your hand. Special Attack: Fire Demon 1 Wind Powerup 2 Fire Powerups Searing Soul 4 reflex 1 hand Ignite: Deals 10 damage. Restores 10 of the Fire Demon’s EP. Take a Fire Powerup out of your discard pile and put it into your hand. Special Attack: Fire Demon 1 Wind Powerup 2 Fire Powerups Electro-Rifle Usage Deals 15 damage. Only deals 5 damage to Demons that contain the Rock element. Reload 2 reflex 1 hand 1 reflex 1 Liquid Battery Electro-Rifle Usage Deals 15 damage. Only deals 5 damage to Demons that contain the Rock element. Reload 2 reflex 1 hand 1 reflex 1 Liquid Battery Electro-Rifle Usage Deals 15 damage. Only deals 5 damage to Demons that contain the Rock element. Reload 2 reflex 1 hand 1 reflex 1 Liquid Battery Ordinarily, using 3 different Weapons that take 3 different kinds of Ammo is a bad tactic, but since each Weapon has its own weaknesses, I decided to add in a bigger variety so that each Weapon could make up for the weaknesses of the other two.

Wind Powerup Wind Powerup Wind Powerup Elemental Convergence 0 reflex 0 hands Emphasize Essence: Look at this Demon’s Secondary Element. Discard one Powerup of that element. Look at this Demon’s Primary Element. Search your deck for 1 Powerup of that element and put it into your hand. Special Attack: Any Demon 1 Powerup Corporeal Transposition 2 reflex 1 hand 1 Water Powerup Dissipate: Choose one of the slots on your hex. Move this Demon to that slot. If the slot is full, move the occupying Demon to this Demon’s original slot. Weapons and Ammo do not move with the Demons, but Special Attacks do. This Demon can’t take the place of a demon holding a weapon that requires more hands than this Demon has. If this Demon has a weapon and moves to an empty slot, the weapon is dropped. Special Attack: Steam, Mist, and Ash Demon Since the Full Deck uses so many more Demons, being able to teleport is a bigger advantage. Not only that, but this particular Full Deck has two of the three “cloud” Demons. This is a good place for another Corporeal Transposition. Wind Powerup Provides a player with a single Wind point. When an Object card uses a physical attack or a special weapon, you may turn this card to use its point for the attack. At the end of your turn, un-turn this card so that you can use it on your next turn. Wind Powerup Provides a player with a single Wind point. When an Object card uses a physical attack or a special weapon, you may turn this card to use its point for the attack. At the end of your turn, un-turn this card so that you can use it on your next turn. Wind Powerup Provides a player with a single Wind point. When an Object card uses a physical attack or a special weapon, you may turn this card to use its point for the attack. At the end of your turn, un-turn this card so that you can use it on your next turn.