Like the Custom Cards, here's the list of approved Project Second Chance cards for comment. Note that it's a MRP expansion, so that means there is no wholesale change of powers/effects/etc. The image shown will be the printed version (not the Project Second Chance version).

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Arderial:

 



Adis (2C)
Arderial Magi
(15)
STARTING: Epik, Orish, Shooting Star
ENERGIZE: 5
Effect - Haunt: When Adis is discarded, each of your opponents discards three of their cards from play.
"She's gone, but I can still hear screaming." - Zet, Core Warrior
Art by: Vega

Novelty's Comments: 3 cards from hand now becomes 3 cards from play. It's a small change (aka MRP) but I think this up the power level quite a bit.

 



Jaela (2C)
Arderial Magi
(15)
STARTING: Elder Xyx, Lightning, Shooting Star
ENERGIZE: 5
Effect - Spite: When Jaela is defeated, choose a creature in play and discard it. No creatures can be played for the remainder of this turn.
Regis of the sky realm, she watches over her people in their isolation
Art by: Holmberg/Vega

Novelty's Comment: Discarding 1 energy from each creature when she's defeated was supposedly weak. Now she discards one creature and prevents more from coming in the turn she's defeated. This is almost borderline between MRP and a wholesale change though...

Cald:

 



Kelthet (2C)
Cald Dream Creature
[4]
Power - Consume (1): If Kelthet attacked a creature this turn, choose any one creature in play. Move up to 3 energy from the chosen creature to Kelthet.
Feed me.
Art by: Vega

Novelty's Comment: I think this is a great "power up", for 1e, you get 6e back, a total gain of 5e. Of course, it requires that Kelthet to have attacked a creature and survived, which is not an easy thing, and to have an opposing creature left over with 3e to consume.

Naroom:

 



Hood of Hiding (2C)
Naroom Relic
<0>
Power - Conceal (3): Your magi cannot be attacked until after your next turn. Until the next turn, any opposing magi has to discard an energy to choose your magi as the target of a spell or power. You may not use this power on your next turn.
"The problem with this is that you can't see yourself either so you have to guess where your feet are going." - Wence, Adventurer
Art by: Holmberg/Vega

Novelty's Comment: Down the cost by one, but added some goodness to the power to represent the concealment part. Hopefully this will see more play.

Orothe:

 



Paralit (2C)
Orothe Dream Creature
[3]
Power - Life Channel (1): Discard Paralit from play. Add five energy to your magi. Add an additional two energy if all your cards in play are Orothe.
"Must...have...energy"
Art by: Holmberg/Vega

Novelty's Comment: The discard one energy from your creatures in play is a bit harsh, so it has been removed. I've added the part to help with Orlon's Ring so this should see more play.


Underneath:

 



Brub (2C)
Underneath Dream Creature
[2]
Power - Scrub: Choose any Underneath creature in play. If you control the chosen creature, move all but one of its energy to Brub. If not, dicard Brub to discard the chosen creature.
"When I find out who put that Brub in my Korrit pen, I'll..." - Ulk, Underwarden
Art by: Holmberg/Christopher

Novelty's Comment: This is no longer restricted to Korrits but to any underneath creature. I see that this will be played outside of Underneath as an anti-Burrow card. Ouch!

Naroom:

 



Baloo Root (2C)
Universal Relic
<0>
Power - Nourish (1): Discard Baloo Root from play. Add one energy to each of your creatures in play. This cannot raise a creature above its starting energy.
"IT'S GOOD FOR YOU!!!"
Art by: Vega

Novelty's Comment: This is still rather weak since it can't make your creature go above starting, but it's definately stronger than the old version of it (shown in the image above). The problem with Universal cards is that they can't be made more powerful, otherwise, other regions will be playing them instead.

 



Syphon Stone (2C)
Universal Relic
<0>
Power - Syphon (1): Discard Syphon Stone. Discard one energy from all opposing non-Universal creatures.
"If there were some way to make use of the energy it drains away, then it would be powerful indeed." - Nimbulo, Arderial Sage
Art by: Holmberg/Vega

Novelty's Comment: This is a cheaper version of Poison Baloo Root, but it won't work on Universal creatures. The cost has been increased by one to match Poison Baloo Root, but unlike the root where one can use multiple times, this is a one use relic.

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