Author Topic: Raw Deal: Reloaded (Now with Kane and a Special Bonus Superstar! COMPLETE SET)  (Read 489 times)

Offline Gamer of 1000 Names

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Hey guys, just for fun I went tinkering around with the old revolution cards and decided to remix them a bit to make a Reloaded Revolution 1. Why? I don't know, I had fun doing this tho! Feel free to hate! Love you guys! :-*

Raw Deal Reloaded (100 Cards not counting superstar specifics *These will be added soon, nerds!*)

This is Exactly as Revolution with a few key changes: 1. No Antics, Actions are just Actions.
2. No Assualt, Hold, or Throw. Strike, Grapple, and Submission are still a thing. Now Extreme is still a thing but we'll get to that.

3. I dont like Core, Mean and Colossal but we're keeping the basic idea. We'll Just change the names. I'm going with Core, Strong, and Finisher because it's my reloaded set! Assume that any Maneuver of 7D or less is a Core, any of 8-14D is a Strong and any of 15D+ is a Finisher. In addition Head, Neck, Chest, Back, Arm and Leg will not referred to as targets for clarity but as attack zones

4. No Trademarks or Trademark Finishers for that matter ...as a card type. Trademark Finisher will return as a special keyword with the superstar specifics with its own special rules.
NOTE: Trademark Finisher (Keyword) When this Maneuver or Reversal is successful you may search your arsenal for 'Pinfall', reveal it put it into your hand and shuffle your arsenal.

5. If a card has effects determined by its card type. Its card will signify this with a letter. M: means this an effect that only happens as a maneuver, R: same but for reversals, A: same but Actions, C: effect across all card types

6. No Superstar Value. Having a game where one character just on average gets to go first more often is something I don't like. Players will determine randomly who goes first.

7. To make this version more Multiplayer or Tag friendly, when you play a Maneuver you choose a target and all effects and damage for that card unless it states otherwise that say target are against that player. Reversals always target the player that's being reversed. Everything else can choose any target they want. Any cards with Damage automatically have a target

8: Hit: will be shorthand for 'When successfully played'


Maneuvers 54
Commons (24)
Chop
Strike/Reversal: Core Submission 0/2 chest

Strike to the Vitals
Strike/Action 0/3 neck
A: 0D Hit: discard this. C: Hit: Target overturns 2

Punch
Strike 0/4 head
Hit: You may discard 1. If you do, search your arsenal for 'Punch', reveal it and put it into your hand.

Kick
Strike/Reversal: Printed 4-7D Submission 0/4 leg

Shoulder Block
Strike/Action 0/5 arm
A: 0D, Hit: discard this and draw 1.

Headbutt
Strike 0/6 head
During your turn, while this is in your ringside and you have fewer cards in your hand than target, you may overturn 2 to put this into your hand.

Back into the Turnbuckle
Strike/Reversal: Printed 6-7D Submission 0/6 back

Boot to the Face
Strike/Reversal: non-Unique Strong Submission 0/7 head
R: Hit: Discard 2 from your hand and overturn 1

Takedown
Grapple/Action 0/2 back
A: 0D Hit: discard this. C: Hit: Your next maneuver played this turn is -3F and +2D

Double Leg Takedown
Grapple/Reversal: Core Strike 0/2 leg

Hair Pull
Grapple 0/3 head
Hit: If your next maneuver played this turn against this card's target is unsuccessful, they discards 1 from their hand and overturn 2

Arm Drag
Grapple/Reversal: Printed 4-7D Strike 0/4 arm

Scoop Slam
Grapple/Action 0/5 back
A: 0D, Hit: discard this, and shuffle up to 2 non-Uniques from your ringside into your arsenal.

Inverse Atomic Drop
Grapple 0/6 chest
During your turn, while this is in your ringside and you have more in your ringside than target, you may put this into your hand and they may draw 1.

Neck Breaker
Grapple/Reversal: Printed 6-7D Strike 0/6 neck

Body Slam
Grapple/Reversal: non-Unique Strong Strike 0/7 back
R: Hit: Discard 2 from your hand and overturn 1

Collar and Elbow Lockup
Submission/Action 0/1 neck
A: 0D, Hit: discard this. C: Hit: Look at your opponent's hand.

Wrist Lock
Submission/Reversal: Core Grapple 0/2 arm

Clinch Hold
Submission 0/3 back
Hit: Name a card, until your next turn, the named card cannot be played.

Body Lock
Submission/Reversal: Printed 4-7D Grapple 0/4 chest

Toe Hold
Submission/Action 0/5 leg
A: 0D, Hit: discard this, look at the top 3 cards of your deck and put them back on top or bottom in any order.

Rear Naked Choke
Submission 0/6 neck
During your turn, while this is in your ringside and you have a lower Fortitude Rating than target, you may discard 1 from your hand to put this into your hand.

Headlock
Submission/Reversal: Printed 6-7D Grapple 0/6 head

Sleeper Hold
Submission/Rev: non-Unique Strong Grapple 0/7 neck
R: Hit: Discard 2 from your hand and overturn 1

Uncommons (18)

Eye Rake
Strike 2/1 head
Hit: Search your arsenal for a non-Unique Submission with Fortitude equal to or less your Fortitude Rating, reveal it and put into your hand.

Slap
Strike 1/2 head
Hit: During target's next turn, they can't play Actions

Body Blow
Strike 2/3 chest
Hit: Discard 1 from your hand. If you do, target overturns 4.

Heel Kick
Strike 4/5 chest
Hit: Target discards 1 from their hand.

Leg Sweep
Strike 7/6 leg
Hit: Search your arsenal for a non-Unique Grapple with Fortitude equal to or less your Fortitude Rating, reveal it and put into your hand.

Clothesline
Strike 6/7 neck
Hit: Overturn 2 then put 1 from your ringside into your hand.

Arm Bar Takedown
Grapple 1/2 arm
Hit: Your next maneuver played this turn is -5F and +3D

Russian Leg Sweep
Grapple 2/3 back
Hit: Discard 1 from your hand. If you do, target puts 2 from their hand onto the bottom of their arsenal.

Snapmare
Grapple 4/3 back
Hit: Search your arsenal for a non-Unique Strike with Fortitude equal to or less your Fortitude Rating, reveal it and put into your hand.

Jaw Jammer
Grapple 3/4 head
Hit: Put a card of 2 or more card types from your ringside into your hand.

Drop Toe Hold
Grapple 5/4 chest
Hit: Search your arsenal for a non-Unique Submission with Fortitude equal to or less your Fortitude Rating, reveal it and put into your hand.

Dragon Screw
Grapple 5/6 leg
Hit: Target discards 1 randomly from the Backlash deck.

Wraparound Wrist Lock
Submission 3/2 arm
Hit: Search your arsenal for a non-Unique Grapple with Fortitude equal to or less your Fortitude Rating, reveal it and put into your hand.

Arm Bar
Submission 2/3 arm
Hit: Put 1 from your hand on top or the bottom of your arsenal. If you do,target discards 1 from their hand randomly

Hammerlock
Submission 3/4 arm
Hit: Draw up to 2 then put the same number from your hand onto the top or bottom of your arsenal.

Front Chancery
Submission 6/5 neck
Hit: Search your arsenal for a non-Unique Strike with Fortitude equal to or less your Fortitude Rating, reveal it and put into your hand.

Leg Lock
Submission 5/6 leg
Hit: Shuffle up to 4 from your ringside into your arsenal.

Bow and Arrow
Submission 6/7 back
Hit: Look at the top 5 of target's arsenal, put 1 into their ringside and then rest on the bottom of their arsenal.

Rares (12)
Dropkick
Strike 7/8 head
Hit: Target discards 2 from their hand.

Running Shoulder Block
Strike 10/11 arm
Hit: Draw 2

Running Clothesline
Strike 15/16 neck
Hit: Overturn 3 then put up to 2 from your ringside into your hand.

Big Boot
Strike 17/18 head
Hit: Shuffle up to 2 Grapples and up to 2 Submission from your ringside into your arsenal.

Vertical Suplex
Grapple 9/10 back
Hit: You may discard 1. If you do, search your arsenal for a non-Unique, non-Core Maneuver, reveal it and put it into your hand.

Swinging Neck Breaker
Grapple 11/12 neck
Hit: Choose 1: Put 1 Midmatch from your ringside into your Backlash Deck or Target discards 1 randomly from their hand then draws 1.

Throw into the Ring Post
Grapple 15/16 arm
Hit: Put up to 1 Strike and 1 Submission from target's ring into their ringside.

Press Slam
Grapple 18/19 chest
Hit: Discard up to 3 from your hand. For each card you discard, shuffle up to 4 from your ringside into your arsenal.

Grapevine
Submission 8/9 leg
Hit: Look at the top 7 cards of your arsenal, put 1 into your hand and the rest on the bottom in any order.

Bearhug
Submission 12/13 chest
Hit: Put up to 1 Strike and 1 Grapple from your ringside into your hand.

Figure 4 Leg Lock
Submission 16/17 leg
Hit: Search your arsenal for a card, put it into your hand and shuffle your arsenal.

Sharpshooter
Submission 17/18 back
Hit: Put 1 from your hand onto the bottom of your arsenal. If you do, put 1 card from target's ring into their ringside.

Reversals 10

Commons (5)

Kickout
Reversal: Finisher or 'Pinfall' Requirement: Overturned 0/0

Narrow Escape
Reversal: Maneuver Requirement: Lower Fortitude Rating, Overturned, and not the 1st card of the turn 0/0

Dodge
Reversal: non-Core Strike 3/0
Hit: If the reversed card was Strong: Discard 3 from your hand. If it was a Finisher: Put 1D+ cards from your ring into your ringside until you have lost 3+ Fortitude.

Clean Break
Reversal: non-Core Grapple 3/0
Hit: If the reversed card was Strong: Discard 3 from your hand. If it was a Finisher: Put 1D+ cards from your ring into your ringside until you have lost 3+ Fortitude.

Reach for the Ropes
Reversal: non-Core Submission 3/0
Hit: If the reversed card was Strong: Discard 3 from your hand. If it was a Finisher: Put 1D+ cards from your ring into your ringside until you have lost 3+ Fortitude.

Uncommons (3)

Momentum Shift
Reversal: Card with Momentum Requirement: Overturned 4/0

Block
Reversal: Strong 4/0
Hit: Discard 2 from your hand. If the reversed card was Unique, those cards are discarded randomly

False Finish
Reversal: Finisher 7/0
Hit: Put 1D+ cards from your ring into your ringside until you have lost 4+ Fortitude.

Rares (2)

No Chance in Hell
Reversal: Action 6/0

Inertia
Reversal: Card with Momentum or Extreme Finisher 15/5

Actions 16

Commons (7)

Recovery
Action 0/0
Hit: Discard this and shuffle up to 3 cards not titled 'Recovery' from your ringside into your arsenal

Reckless Fury
Action 0/0
Hit: Reveal the top 3 cards of your arsenal, put all Maneuvers revealed into your hand and rest into your ringside.

Wrestling Fundamentals
Action 1/0
Hit: Search your arsenal for up to 2 non-0F Cores, reveal them, put them into your hand and shuffle your arsenal.

Irish Whip
Action: Followup: Maneuver/Reversal: non-Unique with Followup 5/1
R: Hit: Discard 1 from your hand. C: Hit: If your next card played this game is a Strike, it has Momentum

Gut Wrench
Action: Followup: Maneuver/Reversal: non-Unique with Followup 5/1
R: Hit: Discard 1 from your hand. C: Hit: If your next card played this game is a Grapple, it has Momentum

Drag to the Center of the Ring
Action: Followup: Maneuver/Reversal: non-Unique with Followup 5/1
R: Hit: Discard 1 from your hand. C: Hit: If your next card played this game is a Submission, it has Momentum

Roll Out of the Ring
Action 6/0
Hit: Put up to 2 from your ringside into your hand.

Uncommons (6)

Turn the Tide
Action Requirement: Lower Fortitude Rating than target 0/0
Hit: If your next card played this turn is a Maneuver against them, it has Momentum

Boring! Boring!
Action/Reversal: non-Followup Action Requirement: Fewer Actions in your ring than target 0/0
A: Hit: Draw 1 and target discards 1 from their hand. C: Hit: During the next turn, Actions can't be played.

Quick Thinking
Action 0/0
Hit: Shuffle any number of cards from your hand into your arsenal and draw the same number.

Opportunity Knocks
Action Requirement: Fewer cards in your hand than target 5/0
Hit: Draw 3

Let's Take it Home!
Action 7/0
Hit: Discard up to 4 Cores from your hand: Put up to that many Strongs and that many Finishers from your ringside into your hand.

Underhanded Tricks
Action Requirement: Fewer cards in your hand than target 9/0
Hit: Your opponent discards 5 from their hand.

Rares (3)

Biding My Time
Action 1/0
Hit: If you end this turn without attempting to play a Maneuver, after overturning, you may put up to 3 Maneuvers from your ringside into your hand.

Massive Crowd Support
Action 15/0
Hit: Put up to 9 from your ringside onto the bottom of your arsenal and your opponent overturns 6

Pinfall
Action: Followup: Finisher 29/3
Cannot be reversed except by 'Kickout'. This has the same target as the previously played card. When successful, damage has been applied, and it is not reversed from the arsenal, you win the game.

Prematch 10

Commons (5)

Ring Psychology: Pace Control
When you successfully play a Submission, put up to 1 non-Unique Strike and 1 non-Unique Grapple from your ringside onto the bottom of your arsenal.

Ring Psychology: Guard Checking
When you successfully play a Strike, put up to 1 non-Unique Grapple or Submission from your ringside into your hand.

Ring Psychology: Diverse Offense
When you successfully play a Grapple and you have a Strike and Submission in your ring, draw 1

Backup Plan
Put your hand onto the bottom of your arsenal and draw the same

Student of the Sport Requirement: Discard a Reversal from your hand.
Look at your target's hand. You may have them put their hand on the bottom of their arsenal and draw the same number.

Uncommons (3)

Glutton for Punishment
Overturn 8. Your opponents' non-Unique Reversals do not deal damage to you.

Gone but Not Forgotten
When one of your cards is unsuccessful, you may put this onto the bottom of your arsenal instead of your ringside.

Fans Love an Underdog
While you have a lower Fortitude Rating than target, your first non-0F Core each turn against them can't be reversed from the hand.

Rares (2)

Break Through the Glass Ceiling Requirement: You are not playing first.
When you successfully play a Strong: Draw up to 2. When you successfully play a Finisher: You may draw 1

Open Challenge Requirement: You are playing first.
Target discards 1 randomly from their hand. Skip your first turn of the game.

Midmatch 10

Commons (5)

The Ref Breaks it Up
Midmatch Reversal: Core Requirement: Not the 1st or 2nd card of the turn 0/0

Botched Move
Midmatch Reversal: Strong 0/0
Hit: Overturn 3. The reversed card is returned to its owner's hand if possible.

Let's Slow it Down
Midmatch Action Requirement: Lower Fortitude Rating 0/0
Hit: Discard up to 3 Strongs/Finishers: Search for up to that many Cores, reveal them, put them into your hand and shuffle your arsenal.

Silent But Violent
Midmatch Reversal: Action Requirement: Not the 1st card of the turn 0/3
While this is in your ring and you have a Greater Fortitude Rating than an opponent, you can't play Actions.

When You Thought You Had All the Answers
Midmatch Reversal: Finisher 8/0
Hit: Discard 3 from your hand and put 1D+ cards from your ring into your ringside until you have lost 8+ Fortitude

Uncommons (3)

Backlash
Midmatch Reversal: Strong or Action Requirement: Not the 1st card of the turn 3/2
Hit: Discard 2 randomly from your hand.

Know Thy Enemy
Midmatch Action Requirement: Fewer cards in your hand than your opponent or Lower Fortitude Rating 5/0
Hit: Look at target's hand, choose 1 superstar specific, and they discard it.

Mind Games
Midmatch Action 8/0
Hit: Search target's arsenal for a card and put it into their ringside.

Rares (2)

Targeted Assault
Midmatch Action 12/0
Hit: If you have 4+ cards with the same attack zone in your ring and your next card played this turn is a Maneuver of that attack zone, it is +10D and has Momentum

Attrition
Midmatch Action: Followup: Maneuver Requirement: Lower Fortitude Rating than target 15/0
Hit: They overturns 3 for every different attack zone in your ring.
« Last Edit: September 18, 2020, 04:13:32 AM by Gamer of 1000 Names »
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Offline Gamer of 1000 Names

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Re: Raw Deal: Reloaded
« Reply #1 on: July 05, 2020, 07:43:30 AM »
With Raw Deal Reloaded, I aim to play this out as if this starts with Premier, though there will be a few surprises along the way. To that end we begin superstar specifics with.... STONE COLD! STONE COLD! STONE COLD! Feel free to give suggestions of course (EDIT: Did a bit of reconfiguring with The Undertaker update)

Stone Cold Steve Austin
SHS 6
Ability: Before each opponents' draw step each turn, you may choose Maneuver or Action. If their first card played this turn is of the chosen type, draw 1 when it is attempted. (You may then reverse normally) If it is not, put up to 2 from your ringside onto the bottom of your arsenal. You cannot use your ability again until after your next turn.

Double Digits
Reversal: non-Unique, non-Core Maneuver  2/0
Hit: Target discards 2 from their hand

Stomp a Mudhole and Walk it Dry
Strike 7/8 chest
Hit: When successful and damage is applied, target discards 1 for every action overturned.

Gimme a Hell Yeah
Action 6/0
Hit: Look at target's hand. If your next card played this turn is successful, draw 3, target discards 1 randomly from their hand and overturns 6.

Austin's Lou Thesz Press
Extreme: Followup: 'Irish Whip'/Reversal: Card with Momentum 5/15 back
M: Cannot be played after From the Top Rope R: -5D. Hit: Discard 1 from your hand.

What?
Reversal: non-Unique, non-Followup Action 3/0
Hit: The reversed card is returned to its owner's hand. While this is in your ring and you would draw for your ability, you can put this into your hand instead.

Open a Couple Steveweisers
Action 3/0
Hit: Discard this, shuffle up to 6 cards other than this from your ringside into your arsenal and draw 1. Then any opponent(s) may allow you to draw 1. If they do, the first card played on their turn may be this card.

D.T.A.
Action 0/3
While this is in your ring and you put cards from your ringside into your arsenal for your ability, look at the turn player's hand.

And That's the Bottom Line, 'Cause Stone Cold Said So!
Midmatch Action: Followup: Action  8/0
Cannot be reversed from Backlash. During your turn you can put this from your ring into your ringside and your next card played this turn can be played regardless of its Fortitude.

The Texas Rattlesnake
Prematch Event
When you successfully play a Strike, target of that card overturns 2. During your turn if your Fortitude Rating is 16+, you can put this into your ringside to search for a card, put it into your hand and shuffle your arsenal.

Stone Cold Stunner
Grapple/Reversal: Action 35/25 neck
Trademark Finisher. M: This is -16F, +3D, and has Momentum if played after 'Kick' or if you reversed with 'Kick' last turn and this is the first card played of the turn.

----Spoiler#2----

The Rock
SHS 7
Ability: Once during each of your turns, you may discard an Action from your hand: Draw up to 2

Take That Move, Shine it Up Real Nice, Turn that SumB*tch Sideways and Stick it Straight Up Your Candy A$$!
Reversal: non-Unique, non-Core Maneuver 10/0
+#D # = Half the printed D of the reversed card.

The Rock's Spit Punch
Strike: Followup: Maneuver 5/5 head
Cannot be reversed from the Backlash. Hit: Discard 1 from your hand and if you do, target discards 4 from their hand.

For the Millions (and Millions) of the Rock's Fans
Action 5/0
While is in your ring and you successfully play an Action, once per turn, you may put up to 3 from your ringside onto the bottom of your arsenal and draw 1.

The Rock's Sharpshooter
Submission 15/15 back
Hit: Put 1 from your target's ring into their ringside. If you have more cards in your hand than them, Put 1 from your ringside on the bottom of your arsenal for every Unique in your ring.

The Rock's Spinebuster
Grapple/Reversal: Card with Momentum 11/9 back
M: Hit: Search your arsenal for a card, reveal it, put it into your hand and shuffle your arsenal. R: -5F. If your card played this game is The People's Elbow, ignore it's Followup

Do You Smell What the Rock is Cookin'?
Action 7/0
Hit: Discard 1 from your hand. Your next card played this turn has Momentum

The People's Elbow
Extreme: Followup: Unique Manuever/ Action 0/10 chest playtest notes: updated for consistency and game balance
M: Momentum. Cannot be played after From the Top Rope Draw 1 for every Unique in your ring. A: 0D, shuffle this into your arsenal and Draw 2.

One on One with the Great One
Prematch Event.
Once per turn, when you successfully play a Maneuver: put the bottom card of your arsenal into your hand and discard 1 from your hand. During your turn, you can put this into your ringside to put an Action from your ringside into your hand.

It Doesn't Matter What Your Name is!
Midmatch Reversal: non-Unique, non-Followup Action 5/0
If you played first or if you have more cards in your hand than target, this is 0F. Hit: Your opponent discards 1 from their hand and you draw 1.

Rock Bottom
Grapple/Reversal: non-Unique Grapple 30/25 back
Trademark Finisher. When attempted, if you have 3+ Unique, non-Prematch in your ring, this has Momentum. If this is unsuccessful, you may put this on the bottom of your arsenal and draw up to 2

---------Spoiler #3------------
The Undertaker
SHS 8
Ability: One during each of your turns, you may discard 2 to put 1 from your ringside into your hand.

Eyes of the Deadman
Action 0/0
Hit: Look at target's hand. While this is in your ring, you only discard 1 for your ability

Undertaker's Boot to the Face
Strike/Reversal: Card with Momentum 5/10 head

Power of the Urn
Action 6/0
While this is in your ring and you overturn cards you can put them under this card. During your turn, you can put this into your ringside to put half the cards under this card rounded down on the bottom of your arsenal and the rest into your ringside.

Ropewalk Clothesline
Extreme: Followup: Maneuver 15/20 neck
Hit: If this was moved from your ringside to your hand this turn, Put up to 2 from your ringside into your hand

Undertaker's Chokeslam
Grapple 20/15 back
Trademark Finisher. Hit: Search your arsenal for up to 6 cards and put them into your ringside.

Power of Darkness
Action 15/0
Hit:Your next 3 cards played this turn can't be reversed except from the arsenal

Undertaker Sits Up
Action/Reversal: Maneuver 20/0 Requirement Overturned
A: 0F Hit: shuffle this into your arsenal and target discards 1 from their hand. R: When this reverses from the arsenal, target discards 2 randomly from their hand and if your next card played this game is a non-Unique Maneuver against them, it has Momentum

The Deadman
Prematch Event
When you are forced to discard or overturn by an opponent's card effects, reduce it to 1. When you would lose the game, instead put this into the ringside, shuffle 6 from your ringside into your arsenal and end the current turn.

Rest in Peace
Midmatch Action 8/0
Hit: Search your arsenal for a card and put it into your ringside. While this is in your ring, your opponents can't move cards from the ringside except by their ability. Before each of your opponent's draw steps, they can allow you to search their arsenal for a card and put it into their ringside to ignore this effect until the end of the turn

Tombstone Piledriver
Grapple/Action 35/30 head
M: Trademark Finisher. When attempted, if target has 30+ cards in their ringside, this has Momentum. A: 0F, 0D, Hit: discard this and Draw up to 2

----Spoiler#4----
Mankind
SHS 5
Ability: Before your draw step, put up to 2 from your ringside onto the bottom of your arsenal. If you have less Fortitude than target, put an additional non-Reversal from your ringside onto the bottom of your arsenal.

Masked Pain
Action Requirement: 10+ in ringside. 6/0
Hit: Reveal 10 cards from your ringside, shuffle 5 of them randomly into your arsenal then draw 3
While this is in your ring, your opponents cannot look at your hand. If cards would be chosen from there by an opponent, they are chosen randomly instead.

Mankind's Double Arm DDT
Grapple 15/15 head
Hit: search target's arsenal for up to 2 cards, put them into their ringside, and put up to 4 from your ringside onto the bottom of your arsenal

The Tree of Woe
Strike: Followup: Maneuver 18/12 head
Momentum. Hit: Look at target's backlash deck, choose a non-Unique and they discard it. If this was played after a Grapple, You may also look at their hand, choose a non-Unique and they discard it.

Have a Nice Day!
Action 7/0
Hit: Put a 1D+ card from your ring into your ringside then put a non-Unique from target's ring into their ringside.

Bag of Thumbtacks
Action 8/0
This also counts as a Extreme Maneuver. Hit: While this is in your ring and a player attempts to play a Grapple, you may put this into your ringside. If you do, and the Grapple is Successful, their opponent overturns 5. Otherwise, they overturn 5.

You Don't Want to Go Where I've Been
Reversal: Maneuver Requirement: Overturned 10/0 Playtest Note: Retooled for Balance. Yeah still too powerful removing momentum option entirely

Screeching Car Wreck
Prematch Event
When an opponent successfully plays a Maneuver against you, before damage is applied, you can discard any number of cards from your hand and that maneuver is -2D for each discarded this turn. During your opponent's turn, if your Fortitude is 10+ you can put this into the ringside to reverse a non-Unique Finisher, the reversed card is returned to the owner's hand if possible and both players overturn 3.

The 3 Faces of Foley
Midmatch Action 20/0
Hit: Shuffle your ringside into your arsenal, discard your hand and end your turn. Your ability now reads either "Once during each of your turns: allow your opponent to draw 1 to put an Action from your ringside into your hand" or "Your opponent's Maneuvers are -3D. Once per turn, when you or your opponent successfully play a Maneuver, Draw 1."

Mr. Socko
Action/Reversal: non-Unique Action 15/0
A: Hit: Search your arsenal and ringside for a card, reveal it and put it into your hand. R: -5F. While this is in your ring and you successfully play a Maneuver, the target of that Maneuver discards 1 from their hand.

Mandible Claw
Submission: Followup: Card 30/15 head
Trademark Finisher. If 'Mr. Socko' is in your ring, this has Momentum and ignore this card's Followup. Hit: Discard 2 cards from your hand, overturn 1, and target discards all but 1 card in their hand.

----Spoiler#5----
HHH
SHS 8
Ability: Once during each of your turns, you discard 1 from your hand and if you do, you may look at your target's hand

I am The Game
Action 0/0
Hit: Look at target's backlash. While this is in your ring, if you end your turn without playing a Maneuver, after overturning, you can put this and up to 5 other cards in your ringside onto the bottom of your arsenal

It's All About Control
Action/Reversal: non-Unique Action 5/0
A:0F Hit: Put a non-Unique from your ringside into your hand. While this is in your ring, target's ability is blank. At the end of their turn, they may overturn 3 to put this into the ringside.

It's All About the Game and How You Play it
Action 4/0
Hit: Shuffle any number of cards from your hand into your arsenal and draw the same number +2. While this is in your ring, before your draw step you can look at the top 3 cards of your arsenal and put them on top or bottom in any order

HHH's Leaping Knee
Strike: Followup: Card/Reversal: Card with Momentum 6/12 head
M: Hit: target discards 1 from their hand and you draw 1 R: Hit: Discard 1 from your hand.

HHH's Facebuster
Grapple/Reversal: Followup Action 10/10 head Playtest note: Retooled for balance
M: Hit: Shuffle up to 3 cards from your ringside into your arsenal and target discards 1 from their hand. R: -5D Hit: Overturn 2

It's Time to Play the Game!
Prematch Event
If your opponent ends their turn without attempting to play a Maneuver, they overturn 3. During your turn if you have 6+ Fortitude, you can put this into your ringside to search your arsenal for a non-Unique Maneuver, reveal it and put it into your hand.

Cerebral Assassin
Midmatch Action 6/0
Hit: Name a non-Unique card. While this is in the ring, the chosen card can't be played, before any players draw step, that player may discard 3 from their hand to put this into the ringside. During your turn you can overturn 3 to put this from your ringside into your backlash

Cause Im That Damn Good
Reversal: non-Unique non-Core Maneuver 5/0
Hit: Draw 3

HHH's Sledgehammer
Extreme 40/30 head
Momentum

Pedigree
Grapple/Action 30/25 head
Trademark Finisher
If played after 'kick', if your reversed with 'kick' to end the last turn and this is the first card played, or if you
have 3+ more cards in your hand than target, This is +5D and this has Momentum against them. A: 0F, 0D, Hit: shuffle this into your arsenal and your next non-Unique card is -5F

----Spoiler#6----

Chris Jericho
SHS: 7
Ability: Once during each of your turns, you can discard 1 from your hand. If you do, your opponent discards 1 randomly from their hand

Don't You Never... EEEEVVVER
Reversal: non-Unique, non-Core Maneuver 0/0
Hit: look at your opponent's hand and arsenal, search for all copies of the reversed card and put them into the ringside.

Y2J
Action 5/0
Hit: Choose 1: Draw 5 or your opponent discards 5 from their hand.

Would You Please Shut the Hell Up?!
Reversal: Action 6/0
Hit: Target reveals their hand and discards all Actions

Jericho's Bulldog
Grapple 9/8 chest
If this is played after a non-Core Maneuver, this has Momentum. Hit: Shuffle up to 5 from your ringside into your arsenal and draw 1

Jericho's Ensugiri
Strike: Followup: Maneuver/Reversal: non-Unique Strike 12/8 head
When one of your cards with 'Kick' in the title is unsuccessful, and your Fortitude is 7+ you can reveal this from your hand, it is successful instead but does no damage. If you do, this must be your next card played and it must be against the same target the previously played card. M: - 5F Hit: Target discards 2 from their hand

Welcome to Raw is Jericho
Prematch Event
At the end of the prematch, you can discard 1 to search your arsenal for a non-Unique Action, reveal it and put it into your hand. During any turn, if your Fortitude is 8+, you can put this into the ringside to replace the text of an Action being played with "Discard this and target discards 1 from their hand" this turn.

Jerichoholics
Midmatch Action 4/0
Hit: Draw 2. While this is in your ring, when you are forced to discard by an opponent, you can return this from your ring to the backlash instead

The Ayatollah of Rock and Roll-ah
Action 13/0
Hit: Your next 3 cards played can't be reversed except from the hand

Lionsault
Extreme: Followup: Maneuver 10/15 chest
Cannot be played after From the Top Rope Hit: Search your arsenal for an Action, reveal it, put it into your hand and shuffle your arsenal.

Walls of Jericho
Submission/Action 30/25 back
M: Trademark Finisher. If played after 'Double Leg Takedown', if you reversed with 'Double Leg Takedown' and this is the first card played or target has 2 or fewer cards in their hand, this has Momentum against them. A: 0F, 0D, Hit: shuffle this into your arsenal. if you have fewer reversals in your ring and less Fortitude than target, and your next card played is a Maneuver against them, it has Momentum

----Final Spoiler!----

Kane
SHS 6
Ability: Before your draw step each turn, target overturns 2. Your maneuvers are +3D

Hellfire and Brimstone
Action 6/0
Hit: You and target discard their hand and the target overturns 6

Kane's Boot to the Face
Strike/Reversal: Card with Momentum 6/12 head
C: Hit: Overturn 2.

Kane Sits Up
Action/Reversal: Maneuver Requirement: Overturned 15/0
A: 0F Hit: shuffle this into your arsenal and target overturns 2. R: When this reverses when overturned and your next card played this game is a non-Unique Maneuver against the reversed card's owner, it has Momentum and is +2D

Kane's Chokeslam
Grapple/Reversal: non-Unique Grapple 15/15 back
Trademark Finisher M: Hit: Put 1 from your ringside into your hand and target discards 2 from their hand. R: +5F Hit: Discard 1 from your hand.

Kane's Flying Clothesline
Extreme: Followup: Maneuver 13/17 neck
While this is in your ringside, When you attempt to play a Maneuver with 5+ damage that it's printed damage, you may put this from your ringside into your hand.

Mask of Vengeance
Prematch Event (Note: Buffing reversals is way too much, one last update)
Your opponent cannot look at your hand. Whenever your opponent would choose cards from your hand, they do not.
If you end your turn without attempting to play a non-Unique Action, Your first Maneuver played on your next turn is -3F

Inferno
Midmatch Action 5/1
While this card is in your ring, when a card is successfully played into a player's ring, that player overturns a card. During your turn, if your fortitude is 10+ and you only 1 copy of this in your ring. You can play a token that is a copy of this card which may be reversed normally. If you have 2 copies of this in your ring. You can do this again if your fortitude is 20+

The Big Red Machine
Action 6/6
Hit: Discard any number of reversals from your hand. For each discarded shuffle up to 4 from your ringside into your arsenal and your Maneuvers are +1D this turn.

Kane's Uppercut
Strike/Reversal: non-Unique Strike 12/7 head
M:-6F Hit: draw 1 for every card your opponent overturned this turn that was not from damage. R: Hit: Your opponent may draw 1.

Kane's Tombstone Piledriver
Grapple 30/30 head
Trademark Finisher If target overturned 6+ cards this turn that was not from a Maneuver's damage, this is +5D and has Momentum against them. While this is in your ring, before your draw step, that target overturns 1

And a surprise spoiler! Ive heard notes that at times he was considered for Premier so let's do it!

Big Show
SHS 9
Ability: You can't pack non-Unique Followup Extremes. Your arsenal includes 15 additional cards

500 lbs of Raw Power
Reversal: non-Unique, non-Core Maneuver 5/0
Hit: Draw 1 and target discards 1 from their hand. Your next maneuver played this game is -5F and +5D

Big Show Splash
Extreme: Followup: Maneuver /Action 12/18 chest Playtest note: updated to power up slightly
M: Cannot be played after From the Top Rope Hit: Draw 1 and target discards 1 randomly from their hand A: 0F, 0D, Hit: shuffle this into your arsenal and put up to 1 non-Unique from your ringside into your hand

Big Backbreaker Hold
Submission 15/15 back
If this was played after a attack zone: back Grapple this is -5F and has Momentum. While this is in your ring, when an opponent successfully plays a Maneuver against you, they discard 1 from their hand

Big Headbutt
Strike 0/7 head
While this is in your ring or ringside, you can overturn 2 to put this into your hand. If you do, it gains "Hit: After damage is applied and it is not reversed, End your turn." this turn. Hit: Target discards 1 from their hand.

Big Nasty B*st*rd
Action 3/0
Hit: Overturn 3 and put the same number of cards from your ringside into your hand. While you have greater Fortitude than any target, your Maneuvers against them are +3D

WELLLLLLLL It's The Big Show!
Prematch Event
Your opponents must overturn 2 to play a Grapple against you. When you successfully play a Maneuver, damage is applied and it is not reversed, you may put 1 from your ringside onto the bottom of your arsenal, draw 1 and end your turn.

It's Showtime!
Action 0/0
Hit: If this is your first non-Prematch, non-Reversal played of the game, this has Momentum. Overturn 2, reveal your hand, and if your next card played this turn is a non-Unique Maneuver it has Momentum

The Biggest Man in Sports Entertainment
Midmatch Action 10/0
Hit: If you have fewer cards in your hand than target, draw until you have equal or more than them. During an opponent's turn you can put this into your ringside when they play a non-Unique Maneuver against you. It does not deal damage to you

Livin' Large and in Charge
Action 15/0
Hit: Shuffle up to 10 from your ringside into your arsenal. While this is in your ring and you have greater Fortitude than target, Once during your turn you can discard 3 from your hand and if you do, your next non-Unique Maneuver played against them has Momentum

Showstopper Chokeslam
Grapple/Reversal: Card with Momentum 30/25 back
Trademark Finisher. If you have at least 10+ more cards in your arsenal than the target, this has Momentum against them. If this is reversed from the arsenal, target discards 2 from their hand. R: -10F Discard 2 from your hand and overturn 1.

So that's Raw Deal Reloaded what did you think?
« Last Edit: September 19, 2020, 12:33:11 AM by Gamer of 1000 Names »
Names that should never be:
1. Little Rabbit Pants
2. Meatbag
3. Pants
4. Professor Chaos
5. Lucky Little Rabbit Panties

Offline maskedllama

  • Posts: 1115
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  • Innovator of the 360 Reverse Diving Hoof Tackle
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The basic premise is pretty neat, and I like your choice of starting superstars. I don't know much more to say about balance but sounds like a good way to introduce new players to the game
LLucha LLamadore by Ceika

Offline Gamer of 1000 Names

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As far as balance, it feels balanced from where I've tested but there's always room for improvement and discussion. I think that the balance it does show is a testament to how strong the framework was for Revolution under the original Comic Images team. I do appreciate that you like this though  :)
« Last Edit: August 25, 2020, 10:18:49 PM by Gamer of 1000 Names »
Names that should never be:
1. Little Rabbit Pants
2. Meatbag
3. Pants
4. Professor Chaos
5. Lucky Little Rabbit Panties