A set of cards based around various martial arts techniques or some psuedo elemental fighting techniques.
Most cards are used without a weapon or shield, some take the place of weapons or shields, other augment them. Most all are spells, not creatures. These use a 'Combo' system, where successive attacks can be played in sequence. This causes damage to not only deplete counters, but combine damage, with each attack in a combo gaining more and more effects as it climbs. Combo attacks must be higher in sequence than the one played before it, with few exceptions. This is a full, new system, that allows an Elemental to play in a more direct fashion. Coupled with spells, it is a devastating style of play. Combos add the current combo count to damage for that card, which can reach some pretty decent levels if everything is lined up right. Certain things, like unblockable, one added to a Combo, affect the rest of the combo.
Jab 0
2|3 damage
Combo 1
Hook 0
3|4
Combo 2
Uppercut 1
4|5
25% chance to delay opponent next weapon attack
Combo 3
Backhand 0
1|2
play another backhand if able, if able, draw a card
Combo 0, Combo Linker
Elbow Strike 2
4|5
Momentum, each additional Elbow Strike cost 1 less to play
Combo 3
Leg Tap 1
3|4
Combo 1, Combo Linker
Knee Strike 3
5|6
Momentum, each additional Knee Strike cost 1 less to play
Combo 3
Front Kick 2
4|5
Combo 2
Side Kick 3
5|6
Combo 3, 40% chance to disable opponents next weapon attack.
Roundhouse 3
5|6
Combo 3, Linker
Spinning Back Kick 4
6|7
Combo 4, 75% chance to disable opponents next weapon attack
Wrist Lock 3
disable opponents next weapon attack
Arm Bar :
4
disable opponents next weapon attack, spend 6
each turn to continue the prevention of weapon attacks, disable if struck with direct damage
Leg Lock 6
disable weapons and shield, spend 8
each turn to continue the prevention of weapon attacks, and shields, disable if struck with direct damage
Triangle Hold 8
prevent card draw next turn, spend 10
to prevent card draw, disable if struck with direct damage
Sleeper Hold 6
drain 3 HP per turn, +1 per turn active, spend 6
to maintain, disable if struck with direct damage
Stances Count as Shields
Turtle Stance reduce all damage by 1, play defensive techniques for -1 cost, Combos against you do not gain abilities
Tiger Stance your attacks from techniques deal +1 damage.
Bear Stance your grapple techniques cost half their upkeep cost, you may not use defense techniques
Crane Stance your kicks deal +1 damage and combo unblockable
Dragon Stance your martial attacks deal +2 damage
Steps are 'spells' (techniques) that affect combos.
Tiger Step 2
your next martial combo deals +1 damage
Dragon Step 4
your next martial combo deals +2 damage per attack,
Shadow Step 2
your next martial combo is unblockable
Hand Techniques Count as Weapons
Knife Hand 3
your punches deal +1 damage
Stone Hand 4
your grapple techniques deal +1 damage and cant be dodged
Iron Fist 6
your martial attacks deal +1 damage, you may use defense techniques on weapons
Dragon Claw 6
your martial attacks evade shields
Defense Techniques
these can be played automatically if attacked with a valid attack
Block 1
if in your hand and you can play it, attack deals no damage
Deflect 3
martial attack deals no damage and end combo count
Counter 3
martial attack deals no damage and play your lowest combo count martial attack immediately
Cover 2
martial attacks other than grapples against you this turn deal 50% damage, can be played on your turn.
Dodge 2
evade next attack completely
Disarm 2
remove opponents weapon
Disarmor 2
remove opponents shield