GI JOE TCG CUSTOMS
Balancing Custom GI Joe TCG Cards
When you create a card for the GI Joe TCG, it is important
to keep your card balanced. It should not be so weak that it is never
used, but it should not be too strong for its cost. When a game starts to
include cards that are too good for their cost, that is called inflation.
Inflation hurts games. Some types of inflation are bound to happen:
certain abilities are simply better than others. Other types of inflation
are much easier to prevent. Stat/cost inflation is one of those.
In the interest of protecting the game from stat/cost
inflation, our playgroup has instituted a rule that we only allow fan-made cards
into our games if they fit into the table below. While others are free to
disagree with the table below, we find it helpful to have a fairly firm rule for
stats, so we can be a little more lenient when it comes to most abilities.
To see if a card fits in the table, first look at the cost
of the soldier, and look at the appropriate table (there is one table for each
cost of soldier). Then look at its power and hits. That will put
your card in a specific box. Now look at the boost on your card and
compare it to the boosts of the other cards in that box. Is your boost at
or below the boost listed in bold at the top of the box? If so, then your
card is balanced for stats/cost. If not, then we suggest you modify the
card so that it fits into the table. Now you can print your card and test
it to see if the abilities are balanced.
In the tables, you will notice that the cards made by the
Mission: FACES group are labeled (MF), and the cards made by Call to Valor are
labeled (CtV). If one of those cards fits the table, it is highlighted in
green. If it exceeds the appropriate stats, it is highlighted in red.
If it is a borderline card, it is highlighted in yellow. In our playgroup,
we don't allow a card with red highlight. Yellow highlighted cards are
limited to 1-per-deck. It is our hope that alternate versions of the red
and yellow highlighted cards will be released so that we can enjoy them.
In the meantime, some of the red and yellow highlighted (MF) cards have been
reworked on this site (See Footloose, Leatherneck, Tollbooth, and Deep Six on
the Joe Soldiers page).
Special notes about 1SP soldiers:
A 1SP unit is the ideal card for a firefight deck because
so many firefight cards can be flipped. For balance, it is very important to
keep the hits and boosts in the range set by Wizards of the Coast. Wizards of
the Coast made 193 cards (including the promo). Of those, only 3 units (of
any kind) were ever printed with 1 SP and 3 hits – one white soldier, one
red soldier, and one purple soldier. Keeping the amount of those units small is
very important as it really keeps a firefight deck in check. Since less than 2%
of their cards had that trait, I think it is wise to limit fan-made cards to
about that percentage as well. (For example, if you are making a set of 60
cards or fewer, then you should not make more than one soldier with cost 1SP and
3 hits. A 120-card set should have no more than 2 such soldiers, etc.)
Also of note:
1 SP Soldier |
1 hit |
2 hits or Direct hit
No Gray |
3 hits
Red, White, and Purple only
Less than 2% of any set |
1 power |
+9
SAW Viper Recruit +9
Lamprey Defender +9
GS Mechanic +7
GS Coast Guard +6
GS Rifleman +5
BAT v 1.0 +5
Armored BAT +4
|
+9 with no ability
Greenshirt Communications +9
GS Infantry +8
+7
Secto-Viper (MF)
+7 |
+7 with no ability
+6/draw
|
2 power |
+9
Psyche-Out +9
BAT v 2.0 +9
Sea Slug (MF) +9
Cobra Infantry Trooper +8
GS Medic +6
GS Ranger +3 |
+7 with no ability
GS Sailor +7 (no ability)
+6/draw
Shadow Viper +6 (hurt)
Tripwire draw
Sideswipe +5
Night Vulture +5
Surefire +4
Laser Viper +4
Depth Charge +4
|
(+7 Short-Fuse only)
+6/draw with no ability
Laser Viper Rec. +6
+5
Sure Fire +4 |
3 power |
+7
Cobra Coils +7
Dr. Link Talbot
(MF) +7
Strato-Viper (MF)
+7
Zanya (MF) +7
Doc (MF) +7
GS Commando +7 (no ability)
Recondo +6
Electric Eel (MF)
draw
Cobra Soldier (CtV)
+5
Scalpel +5
Greenshirt Diver +4
GS Marine +4
GS Paratrooper +4
|
Tollbooth (MF) +6
w/ ability
+6/draw with no ability
Moray Infiltrator draw
Grand Slam +6
+5
Recoil +5
Barrel Roll +5
Cross Country (MF)
+5
Barbecue +4
Snow Serpent +3
|
Not allowed |
4 power |
(+7 Copperhead only)
HISS Driver (MF)
+6
+6/draw w/ harmful ability
Spearhead +6 (fury)
+5
Night Creeper Initiate +5
Crimson Guard +4
Neo-Viper +3
|
Not allowed
Footloose (MF) +7 |
Not allowed |
5 power |
Only allowed w/hurtful
+6/Draw w/1 self-discard
Major Bludd draw
|
Not allowed |
Not allowed |
2 SP Soldier |
1 hit |
2 hits or Direct hit |
3 hits -
No Gray |
1-4 power |
+10
Lifeline +8
Hard Drive +8
Heavy Water +7
Lift-Ticket (MF)
draw
Cutter +5
Grunt +4
Big Ben +3
Outback +3 |
+10
Ace +10
Vypra +10
Jungle Viper (MF)
+9
Dr. Mindbender
(MF) +8
Crimson Guard Driver +8
Dr. Mindbender +7
Dart +7
Slip Stream (MF)
+7
Wild Weasel +6
Range Viper Recruit +5
Frostbite (MF) +5
Lamprey +4
Stinger Driver
(MF) +4
|
+9 with no ability
Cobra CLAWS +9 (no ability)
+8
Red Spot +8
Sand Viper (MF) +8
Viper +7 (no ability)
Tele-Viper +7 (no ability)
Spirit +6
Dial Tone +6
Zanzibar (MF) draw
Cover-Girl +5
Annihilator +3 |
5 power |
+10
Agent Faces +10
Firefly +8
Night Creeper +8
Kamakura (MF) +8
Baroness (CtV) +7
SAW Viper +6
Mainframe (MF) +6
Undertow +6
Airtight (CtV) +5 |
+9
Interrogator +9
Shipwreck +9 (no ability)
BAT v 2.1 +8
Range Viper +8
Topside (MF) +7
Dusty +6
Tomax +6
Xamot +6
Red Star (MF) draw
Monkeywrench (MF)
draw
Gnawgahyde (MF) +6
Quick-Kick (CtV)
+6
Mega-Armored BAT +5
Scarlett (CtV) +5
Iron Grenadier
Sentry (MF) +5
Thrasher (MF) +5
Keel-Haul (MF) +5
Mirage +5
Ripper (MF) +4
Desert Cobra CLAWS +4
Clutch +3
|
Schrage (MF) +8
Mistress Armada
(MF) +8
+7 with no ability
Iron Grenadier +7 (no ability)
+6
Low Light +4
Rip Cord +4
Wild Bill +4
Tunnel Rat +3
Wet-Suit +3 |
6 power |
+8
Slice +8
Dice +7
Lt. Gorky (MF) +7
Agent Jinx Draw
Roadblock +6
Coil Crusher (MF)
+6
Sgt. Major +5
Bazooka (MF) +5
Sand Scorpion (MF)
+5
Snow Wolf (MF) +5
Lady Jaye +4 |
(+9 Sgt. Hacker only)
Deep Six (MF) +9
Zandar (MF) +7
+7 with no ability or +/- ability
Muskrat +7(w/good + hurt ability)
+6
Snake-Eyes (CtV)
draw
Storm Shadow (CtV)
draw
Ferret (MF) +6
Decimator +6
Hi-Tech +5
Baroness +5
Crimson Guard Vet. +5
Metal-Head (MF) +5
Cobra Squad Leader +5
|
Firefly (CtV) +7
Leatherneck (MF) +6
+5
Scrap-Iron +5
Rock-n-Roll +4 |
7 power |
+7
Storm Shadow +7
Cobra Commander +6
Scarlet +5
Croc Master +5
Airborne (MF) +4
Snake-Eyes +4
Zap +4
Shipwreck +3
Alpine (MF) +3
|
Roadblock (CtV) +7
+4 with no ability
Rock Viper +4 (no ability)
+3
Sci-Fi +3 |
Not allowed |
3 SP Soldier |
1 hit |
2 hits or Direct hit |
3 hits |
1-5 power |
+10
Buzzer (MF) +7
Viper Grunt +6
Scoop +4
Snow Job +4
Cobra Commander +4
Neo-Viper Commander +4
Alley Viper +4
Backblast +3
Cross Hair +3
Snow Serpent Commander +3
|
+10
Hotwire +10
Zartan +9
HEAT Viper +7
Flak-Viper +5
Daina (MF) +5
Rampart +4 |
+10
Blackout +10 |
6 power |
+10
Mutt & Junkyard
(MF) +9
Nunchuck +8
Breaker (MF) +6
Salvo +5
TARGAT +5
Viper Thug +5
Horror Show (MF)
+5
Aleph +3
Scrap-Iron +3
|
+10
Low Light +6
Agent Jinx +5
Free Fall +5
Zartan +5
Flint +3
Flash (MF) +3 |
+9
Inferno BAT +9
Torch (MF) +7
Shipwreck draw |
7 power |
+10
Baroness (MF) +9
Moray Officer +8
Serpentor (MF) +7
Zartan (MF) +7
Wide Scope +6
Chief Torpedo +4
Razor Trooper (MF)
+4
|
+10
Heavy Duty +10
Law and Order +9
Nullifier (MF) +9
Lt. Falcon (MF) +7
Serpentor (CtV) +7
CLAWS Commander +6
General Hawk (MF)
+6
|
+9
General Hawk (CtV)
+9
Baroness (CtV) +8
Cobra Commander +7
Duke draw
Scarlett (MF) +5
Laser-Viper Leader +3 |
8 power |
+10 with no ability
+9
Stalker (MF) +9
Duke (CtV) +9
Destro +9
Storm Shadow (MF)
+8
Beach Head +7
Blowtorch +7
Destro +6
Overkill +6
Gung-Ho (CtV) +5
Crimson Guard Immortal +4 |
+10 with no ability
Duke +10 (no ability)
Skullbuster +20 (hurtful)
+9
Roadblock +9
Copperhead +8
Big Boa +7
Heavy Duty +7
Major Bludd +7
Zarana (MF) +6
Kwinn (CtV) +6
Colonel Brekhov
(MF) +5
Dragonsky (MF) +4
|
+9
Duke +9
Flint +9
Gung Ho +8
Big Bear (MF) +6
Snake-Eyes (MF) +6
Voltar (MF) +6
Cobra Commander (CtV)
+5 |
9 power |
+9
Venonous Maximus
(MF) +9
Snake-Eyes +8
Sgt. Slaughter
(MF) +6 |
+9
Storm Shadow +9
Road Pig (MF) +8
Storm Shadow (MF)
+8
Destro (MF) +5
|
Only allowed w/hurtful
(+10 w/ 2 hurtful abilities)
Gung Ho +10 (w/2 hurtful)
(+5? w/1 hurtful)
|
10 power |
+5 w/no ability
Venomous Max. +5 (no ability)
|
Not allowed
Destro (CtV) +5 |
Not allowed |
|