I think the only thing really holding the Jap version back (for me) is the foil effect outside the illustration. I don't know if that was a usual thing in the Japanese Gym sets, but it doesn't look quite right, I guess?
That's a nod to Japanese Shining cards (pre-Neo Destiny and Shining Mew promo), which used the regular galaxy foil plus a sparkly laminate. I think the effect looks nice sometimes (especially on Grass-type cards), but maybe I should lower the opacity on this one.I think the only thing really holding the Jap version back (for me) is the foil effect outside the illustration. I don't know if that was a usual thing in the Japanese Gym sets, but it doesn't look quite right, I guess?
I feel ya. I had tried spacing the W/R further apart, but the gap looked worse there than it does at the end. I also tried adding the RC to the same line as the W/R and, although it didn't look bad, it didn't feel very official. I think I'll try playing around with the bottom half of the card a bit more and see if I can get it looking closer to the Japanese Neo cards (with room for the Lv. and #).I actually really like the mash-up, although something just feels a little off. I thought it might be the division bar between the W/R and the RC/level, but I tried removing it and it looks too plain. I think it may be the space between the Resistance the the badge, as that space doesn't exist in the original Gym cards.
That being said, I always enjoy seeing new styles of blank -- especially those from the Classic/Gym/Neo-era!
And oo look, I did:I may use this for something in the future, possibly.
Looks good! Thanks for using my template and I hope you had fun with it (and continue to do so)!
I think I spot an error, though: did you mean to use Skarmory's name in the attack effect?
Are you sure? Unless I'm missing an important Neo-era rule, the Special Darkness Energy should only add damage to an attack that already has a base damage. It's sorta like adding damage to something that doesn't exist. That means that if the attack has no base damage, attaching a Special Darkeness Energy should do nothing more than allow you to actually use the attack.Note II: Basic Darkness Energy as well as Special Darkness Energy will be playable, so it's possible that this attack would gain 20 base damage.
Did a burn ever do only 10 damage? Bulbapedia only mentions it doing 20 prior to Sun & Moon.I think that the balancing of the attack really depends on how the Burn condition will work. If it has the potential to do 20 damage upon a head flip between turns, then I think it might be too powerful, as mathematically you'll be gauranteed knocking out a 60HP Pokemon after three turns max, or one-and-a-half if you're lucky. Either way, that Pokemon is most likely getting KO'd, and in a somewhat short time. From my understanding, that would typically make a high power attack in the Neo era? Compare that to a Burn mechanic where it's 10 damage upon a head flip, you've gotten a minimum of 3 turns before a KO, although more likely 6 turns, which I reckon a more balanced amount of time, within my knowledge of the era.
I think the issue will more arise if you're able to use the attack across a number of turns, meaning that your opponent will likely be losing a significant number of Pokemon consecutively. It'll make the game something of a time-bomb. Considering this, the best way to balance the effect would be to reduce the time on the 'bomb'. You do have a high attack cost that I reckon is difficult to achieve, so that delays the time until the attack can be used, which is a good start. The other ways would be to reduce the power of the Burn condition as mentioned already, preventing the attack from being used during 'your next turn', or requiring a heavy Energy discard cost, that being some two or three Energy.
Are you sure? Unless I'm missing an important Neo-era rule, the Special Darkness Energy should only add damage to an attack that already has a base damage. It's sorta like adding damage to something that doesn't exist. That means that if the attack has no base damage, attaching a Special Darkeness Energy should do nothing more than allow you to actually use the attack.
I don't think the Burn condition has ever been 10 damage, but if Burn did exist in the Neo era, it might not have been 20.Did a burn ever do only 10 damage? Bulbapedia only mentions it doing 20 prior to Sun & Moon.
Hmm... How about this, then?
(R)(R)(R)(D)(D) Napalm
Discard all (R) Energy cards attached to Ezra's Shining Houndoom or this attack does nothing. Choose 3 of your opponent's Pokémon. Those Pokémon are now Burned, even if they're on the Bench. A Pokémon Burned by this attack stays Burned even if it's retreated to the Bench (only Trainer card, Pokémon Power, or attack effects can remove the condition).
Just that in the modern era, damage boosting cards (such as Special Energy) do not boost attacks that don't have a base damage.I assume Special Darkness Energy adds 10 damage to any attack, even if its base damage is 0. 0 + 10 is 10, after all.
I don't think the Burn condition has ever been 10 damage, but if Burn did exist in the Neo era, it might not have been 20.
The idea was to Burn multiple Pokémon at once, but I can see where you're coming from with the time-bomb reference. How about this, then?I don't think the Burn condition has ever been 10 damage, but if Burn did exist in the Neo era, it might not have been 20.
Oh, I misread the attack, my bad! I actually think the original attack was pretty balanced, perhaps just needing a few tweaks to err on the side of caution. I think that it would be better balance-wise if you could only Burn a single Pokemon per each use of the attack, like in a [R][R][D][D] attack, discard two [R][R], a Pokemon is Burned. However, I'm not too sure if the idea behind the attack is to have multiple Pokemon Burned at once, as this method of balancing would entirely change that.
Just that in the modern era, damage boosting cards (such as Special Energy) do not boost attacks that don't have a base damage.