I'm going to start this post off by saying that for most of these cards, I didn't plan any particular synergy. There may have been some in the beginning, but around 40-50 cards in I just really wanted this set over with and so I didn't pay a huge amount of attention to the effects and such.
And if Reshiram gets a bit too good, there's Druddigon as a hard counter in Water archetypes.
As for balancing, I happen to really like effects like Milotic DRX. I think used in moderation, they can be very good. I do see your point, but I think this just puts more skill into the game – now you have to know your opponent's deck and take 3 cards that would benefit you even with whatever they took. Also note that there's very little to no draw support from Items, and if you get a draw Supporter, you have to wait until after your opponent uses their cards to play it.
Both Yin Aura and Yang Aura have a degree of balance to them. Yin Aura trades off a bad concept (damage counters) for a good one (Energy from the discard pile). In many ways, this is more a benefit than anything else – provided you have four [R] Energy in the discard, you can get Reshiram powered up in one turn (and streamed fairly easily) at the cost of only four damage counters per Reshiram.Yin Aura isn't very Yin. Damage would be a negative—it should heal damage instead if it's going to match the nature of Yin. I understand you're trying to be interactive with the second ability, but for what you're taking away, it doesn't have the effect that you intend.
And if Reshiram gets a bit too good, there's Druddigon as a hard counter in Water archetypes.
I'm not going to change any cards in either of the setlists. I'm seven cards from the end and I just want it done now. But thank you for the suggestion.Concentration is can be a great replacement for synergy—where we have one card that does one thing in-specific—and does it to a specialty. Healing damage could be a unique concentration for your Reshiram EX. It wouldn't be interactive with itself, but it would open up interactivity with a mass of cards that deal damage to themselves (such as many Fire-type Pokémon).
Perhaps we have different opinions of 'artistic'. The art used is IMO one of the best official Sugimori prints out there, at least for the fifth generation. It also shows N with Reshiram, which is definitely something I'd like in the set.Your N card is insanely over-the-top. It's not striving to be artistic in any way, and just vies on blatant deck stacking. I say that because it's basically no different than stacking the deck for yourself, and allowing your opponent to go second in doing the same. This aspect strips all of the intellectual challenge from the game and reduces it to a simple-minded blur of the cards. Definitely needs a restriction of some kind that makes the card deadweight under certain conditions.
As for balancing, I happen to really like effects like Milotic DRX. I think used in moderation, they can be very good. I do see your point, but I think this just puts more skill into the game – now you have to know your opponent's deck and take 3 cards that would benefit you even with whatever they took. Also note that there's very little to no draw support from Items, and if you get a draw Supporter, you have to wait until after your opponent uses their cards to play it.
Same lines, yes, but there's nothing against that. Pokémon reuses ideas all the time. And there is the steeper price on Alder.Alder is a little more balanced, but does tread along the same lines.
I'm not sure I understand this. It was designed after the nickname for the bridge in BW, the 'Charizard Bridge', due to how it supposedly looks like a Charizard in flight. I built off of that, using [C] to indicate Flying-types in general.There is no realism whatsoever as to how Driftveil Bridge reduces the cost of attacks. You should look for another aspect that connects more realistically with what your card is doing. Realism is one of the most core-essential aspects in all fantasy games—you should strive for a "greatest possible realism" principal in all your work.
A lot of Abilities and attacks here do have very unique effects; Bisharp, Beheeyem, and Karrablast/Shelmet being the ones I can think of offhand. And getting too unique isn't necessarily a good thing.Uniqueness is another great principal. Try to be more creative with your attacks, you don't want to walk too strongly in the footsteps of previous designs unless you're doing something unique with it. Redundancy is what makes a game boring, so we don't want to run circles too strongly.