nightelf37: As seen with my fic My Little Pony: The Collectible Card Game, I'm liking the aptly-named game, and like many fans, I'm bound to make my own custom cards. However, since I don't have much in the way of artist skills or image editing software, I'll just settle for text and outline formats.

Let me just get you oriented in how I'll write them.

[Mane Character Card]

1. Card Title: Duh.
2. Power Value: 1 (Start), 3 (Boosted)
3. Color: Blue, Orange, Pink, Purple, White, Yellow
4. Trait: Character's race (Because most of these will be Human)
5. Game Text: Card rulings. (one for Start status and one for Boosted status)
6. Flavor Text: Extra info. (one for Start status and one for Boosted status)

[Friend Card]

1. Card Title: Duh.
2. Power Value: For confronting problems, participating in faceoffs, and meeting the play requirements of other cards. (0-7)
3. Color: Blue, Orange, Pink, Purple, White, Yellow
4. Action Token Cost: How many action tokens to pay to play the card. (0-5)
5. Play Requirement(s): Extra prerequisite Color Power needed to play. (0-4)
6. Trait: Character's race
7. Game Text: Card rulings.
8. Flavor Text: Extra info.

[Event Card]

1. Card Title: Duh.
2. Power: Used in faceoffs when flipped from the deck. (2-6)
3. Action Token Cost: How many action tokens to pay to play the card. (0-5)
4. Play Requirement(s): Extra prerequisite Color Power needed to play. (0-4)
5. Trait: Event, Chaotic, Gotcha, Showdown
6. Game Text: Card rulings.
7. Flavor Text: Extra info.

[Resource Card]

1. Card Title: Duh.
2. Power: Used in faceoffs when flipped from the deck. (2-6)
3. Action Token Cost: How many action tokens to pay to play the card. (0-5)
4. Play Requirement(s): Extra prerequisite Color Power needed to play. (0-4)
5. Trait: Resource, Accessory, Armor, Artifact, Asset, Condition, Location, Mailbox, Report, Unique
6. Game Text: Card rulings.
7. Flavor Text: Extra info.

[Troublemaker Card]

1. Type: Villain or non-Villain?
2. Card Title: Duh.
3. Power: Used in faceoffs or when flipped from the deck. (2-7)
4. Points: Rewards to the opponent when faceoff is won against it - (0-3)
5. Trait: Troublemaker, Epic
6. Game Text: Card rulings.
7. Flavor Text: Extra info.

[Problem Card]

1. Card Title: Duh.
2. Your Requirements: What the player needs to meet to solve the problem. Comes in the following: # [Color] power, # non-[Color] power
3. Your Opponent's Requirements: What the opponent needs to meet to solve the problem. Comes in the following: # (representing all colors). Must be higher than "Your Requirements".
4. Bonus Points: Rewards to the first to confront it or at the end of a Problem Faceoff (1-3)
5. Game Text: Card rulings.
6. Flavor Text: Extra info.

Now, I'll get started using the vanilla. That is, I'll begin with the nine mercenaries (and some of their gear). Because of the nature of MLP CCG, the "violence" will be toned down. For one, I will omit a sentence from the Sniper's quote ("Have a plan to kill everyone you meet."), and Silence is supposed to represent Spy's primary…means, but that isn't at all "Friendship"-like, ain't it? Still, because this is Team Fortress 2, this fic will be rated T regardless, though I saw the game itself is rated M by the ESRB.

I own neither the card game nor the video game. This will naturally apply for all chapters.

EDIT: I'm doing a re-balance of the cards. After playing the game for myself and having some cards of my own, I saw that some of these cards are too powerful in regards to cost.


[Mane Character Card]

1. Card Title: Heavy, Russian "Shaved Bear"
2. Power Value: 1 (Start), 3 (Boosted)
3. Color: Yellow
4. Trait: Human
5. Game Text: (Start) Home Limit 3. When you win in a faceoff involving this card, turn this card over. (Boosted) Stubborn. Home Limit 5. You can change the target of any of your opponent's cards to this card so long as this card is not exhausted.
6. Flavor Text: (Start) "I am Heavy Weapons Guy. And this is my weapon." (Boosted) "It is good day to be giant man!"

[Mane Character Card]

1. Card Title: Soldier, Midwestern Patriot
2. Power Value: 1 (Start), 3 (Boosted)
3. Color: Blue
4. Trait: Human
5. Game Text: (Start) Home Limit 3. When you win in a faceoff involving this card, turn this card over. (Boosted) Home Limit 4. Stubborn. Once per turn, you may negate a card effect that would exhaust or remove it.
6. Flavor Text: (Start) "If fighting is sure to result in victory, then you must fight!" (Boosted) "…And from that day forward any time a bunch of animals are together in one place it's called a zoo! …Unless it's a farm!"

[Mane Character Card]

1. Card Title: Engineer, Texan Mechanic
2. Power Value: 1 (Start), 3 (Boosted)
3. Color: White
4. Trait: Human
5. Game Text: (Start) Home Limit 3. After this card participates in a faceoff while you have a Resource Card in your Home, turn this card over. (Boosted) Home Limit 5. Inspired. Main Phase: Once per turn, you may spend two action tokens to search your deck for a Resource card and put it in your hand. Main Phase: Once per turn, exhaust this card to place an Upgrade counter on a card that can use it.
6. Flavor Text: (Start) "Hey look, buddy. I'm an engineer — that means I solve problems." (Boosted) "Let's do this Texas style!"

[Friend Card]

1. Card Title: Sentry Gun, Mechanical Firing Device
2. Power Value: 3
3. Color: White
4. Action Token Cost: 5
5. Play Requirement(s): 3 White
6. Trait: Machine
7. Game Text: You need Engineer to play this card. If you wish to move this card, you must move one non-Critter character with them. When this card is second to a Problem after another White character and your opponent has no characters there, they cannot move their Mane Character to the Problem until it is confronted, and any Friend moved there is immediately dismissed until then. This card has +2 Power (and +1 for every Upgrade counter it has (max. 2)) when it is involved in a Troublemaker faceoff. This card is also treated as a Resource card.
8. Flavor Text: "Sentry comin' up!" - Engineer

[Resource Card]

1. Card Title: Dispense-O-Matic 9000 Provisions Dispenser
2. Power: 4
3. Action Token Cost: 3
4. Play Requirement(s): 3 White
5. Trait: Resource, Asset
6. Game Text: Play to your Home. Exhaust this card to earn one action token for each Upgrade counter (max. 2) you have on this card + 1.
7. Flavor Text: "Need a dispenser here!" - Scout

[Resource Card]

1. Card Title: Telemax Teleporter
2. Power: 3
3. Action Token Cost: 2
4. Play Requirement(s): 3 White
5. Trait: Resource, Asset
6. Game Text: Play to your Home. Any Phase: Exhaust this card to move a Friend to a Problem. This card then cannot be readied until after 3 turns minus the number of Upgrade counters (max. 2) you have on this card.
7. Flavor Text: "Thanks for ride!" - Heavy

[Mane Character Card]

1. Card Title: Demoman, Black Scottish Cyclops
2. Power Value: 1 (Start), 3 (Boosted)
3. Color: Orange
4. Trait: Human
5. Game Text: (Start) Home Limit 3. When you win in a faceoff involving this card, turn this card over. (Boosted) Home Limit 4. Main Phase: You can exhaust this card to place one Sticky Jump counter on this card. Any Phase: Remove one Sticky Jump counter to negate a card effect that would exhaust or remove this card.
6. Flavor Text: (Start) "What makes me a good Demoman? If I were a bad Demoman, I wouldn't be sittin' here discusin' it with you, now would I?!" (Boosted) "And that's what yeh get for touching that!"

[Mane Character Card]

1. Card Title: Scout, Bostonian Baseball Fan
2. Power Value: 1 (Start), 3 (Boosted)
3. Color: Pink
4. Trait: Human
5. Game Text: (Start) Home Limit 3. When you win in a faceoff involving this card, turn this card over. (Boosted) Home Limit 4. Swift. Once per turn, you may negate a card effect that would exhaust or remove it.
6. Flavor Text: (Start) "Do you have any idea, any idea who I am? Basically - kind of a big deal!" (Boosted) "I don't know who to thank first… oh, I know, me!"

[Mane Character Card]

1. Card Title: Sniper, Australian Huntsman
2. Power Value: 1 (Start), 3 (Boosted)
3. Color: Blue
4. Trait: Human
5. Game Text: (Start) Home Limit 3. When you win in a faceoff involving this card, turn this card over. (Boosted) Home Limit 4. Studious. During a Troublemaker faceoff, this card gets power equal to half the Troublemaker's power.
6. Flavor Text: (Start) "Sniping's a good job, mate. It's challengin' work, outta doors. I guarantee you'll not go hungry." (Boosted) "Professionals have standards. Be polite. Be efficient."

[Mane Character Card]

1. Card Title: Spy, French Saboteur
2. Power Value: 1 (Start), 3 (Boosted)
3. Color: Purple
4. Trait: Human
5. Game Text: (Start) Home Limit 3. When you win in two faceoffs involving this card, turn this card over. (Boosted) Home Limit 4. Inspired. SP: During a Problem faceoff inviolving this card, all of your opponent's Friends lose 1 power for the duration of the faceoff.
6. Flavor Text: (Start) "Gentlemen." (Boosted) "Oh dear, I've made quite a mess."

[Event Card]

1. Card Title: Silence
2. Power: 2
4. Action Token Cost: 2
5. Play Requirement(s): 3 Purple
6. Trait: Event.
7. Game Text: You can only use this if you have a Spy at Home. Exhaust the Spy card, then dismiss one of your opponent's Friends or Troublemaker on your next Troublemaker Phase. If you dismiss a Troublemaker, unless it's a Mane Character, your Spy is then returned to the bottom of your deck.
8. Flavor Text: "Peek-a-boo!" - Spy

[Resource Card]

1. Card Title: Invisibility Watch
2. Power: 1
3. Action Token Cost: 3
4. Play Requirement(s): None
5. Trait: Resource, Accessory
6. Game Text: Play to your Home and place four Cloak counters. Main Phase: Remove all Cloak counters and target one non-Alicorn non-Changeling Friend Card or Spy. For two turns, the character this card is played on cannot be targeted by the opponent nor can be affected by any of their cards. After that, place one Cloak counter (max. 4) on this card during each of your Score Phases.
7. Flavor Text: "This WILL be the last time you see me." - Spy

[Resource Card]

1. Card Title: AM/FM Ultra-Sapper
2. Power: 3
3. Action Token Cost: 3
4. Play Requirement(s): None
5. Trait: Resource, Asset
6. Game Text: Play this on an opponent's Resource Card (except ones played on characters). Unless your opponent has a Mane Character or Friend at Home by your next turn, that Resource Card is dismissed. Otherwise, only this card is dismissed.
7. Flavor Text: "Spy's sappin' mah sentry!" - Engineer

[Resource Card]

1. Card Title: Spytron 3000 Disguise Kit
2. Power: 3
3. Action Token Cost: 3
4. Play Requirement(s): None
5. Trait: Resource, Accessory
6. Game Text: Play this on Spy. Main Phase: Return this card to your hand to select one Friend card on either player's discard piles. The Spy is then treated as that card except for card effects. This effect lasts as long as the Spy is not targeted by a card effect that will exhaust or dismiss him.
7. Flavor Text: "…and worst of all, he could be any one of us." - Spy

[Mane Character Card]

1. Card Title: Medic, Unlicensed German Doctor
2. Power Value: 1 (Start), 3 (Boosted)
3. Color: Purple
4. Trait: Human
5. Game Text: (Start) Studious. Home Limit 4. During each turn (including your opponent's) when this card and a Friend card are at the same Problem and this card is not exhausted, put an ÜberCharge counter on this card. Then, if there are eight ÜberCharge counters on this card, remove them and turn this card over. (Boosted) Home Limit 4. Studious. For three turns, this character and a Friend at the same Problem cannot be frightened, exhausted, or otherwise removed from their Problem. After that, turn this card over.
6. Flavor Text: (Start) "Another successful procedure!" (Boosted) "Schnell! Go get zem! Raus, Raus!"

[Resource Card]

1. Card Title: Medi Gun, Standard
2. Power: 1
3. Action Token Cost: 2
4. Play Requirement(s): None
5. Trait: Resource, Artifact
6. Game Text: Play on your Non-Mane Character Medic. During each turn (including your opponent's) that character and a Friend card are at the same problem and the Medic is not exhausted, put an ÜberCharge counter (max. 8) on this card. Then, if there are eight ÜberCharge counters on this card, remove them and for three turns, this character and a Friend at the same Problem cannot be frightened, dismissed, banished, or exhausted. You cannot add ÜberCharge counters while this effect is in play.
7. Flavor Text: "With my breakthrough, I could do in seconds what would take other doctors months! I could take men to the peak of health, and beyond! I could make GODS!" - Medic

[Friend Card]

1. Card Title: Archimedes, Naughty Dove
2. Power Value: 1
3. Color: Purple
4. Action Token Cost: 2
5. Play Requirement(s): None
6. Trait: Critter
7. Game Text: This card gets +1 power when a character with Caretaker is in the field, and +2 power when Medic is in the field.
8. Flavor Text: Before Archimedes came into the Medic's care, he made his living through wedding dovery. A lucrative trade, but he always felt something was missing. He looks back on the day that the Medic stole that catering van during the prime minister's wedding as the best day of his life.

[Mane Character Card]

1. Card Title: Pyro, Masked Enigma
2. Power Value: 1 (Start), 3 (Boosted)
3. Color: Pink
4. Trait: Human
5. Game Text: (Start) Home Limit 3. When you win in a faceoff involving this card, turn this card over. (Boosted) Home Limit 4. Random. Before a Villain Troublemaker frightens your Friends, half of their total power is added to this card for as long as the Troublemaker is in play and this card cannot be removed from its Problem.
6. Flavor Text: (Start) He's a fearsome, inscrutable, on-fire Frankenstein of a man. If he even is a man. (Boosted) "I fear no man. But that thing… it scares me." - Heavy "No, I… I ain't, I ain't talking about that freak. All right? He's not here, is she?" - Scout

[Resource Card]

1. Card Title: Control Point
2. Power: 4
3. Action Token Cost: 3
4. Play Requirement(s): None
5. Trait: Resource, Location
6. Game Text: Play to your Home. Whoever's confronting more Problems at the start of the Score Phase gains control of this card. Whoever controls this card at the end of the Score Phase earns one more point, unless both players are confronting one Problem each.
7. Flavor Text: "This point ain't gonna cap itself! Get over here!" - Engineer

[Problem Card]

1. Card Title: Capture the Flag
2. Your Requirements: 5 wild power
3. Your Opponent's Requirements: 2 Blue power, 2 non-Blue power
4. Bonus Points: 1
5. Game Text: Whoever has more characters confronting the problem gains 1 extra point during the Score Phase. Characters with more than one trait (excluding Performer, Foal, and Elder) are counted as many characters as there are traits.
6. Flavor Text: "Alert! The enemy has taken our intelligence!" - The Administrator

[Problem Card]

1. Card Title: Territorial Control
2. Your Requirements: 3 Purple power, 2 Blue power
3. Your Opponent's Requirements: 6 wild power
4. Bonus Points: 2
5. Game Text: As long as this card's in play, your opponent's Problem is treated as this card. At the aftermath of a Double Problem Faceoff, only this card is replaced.
6. Flavor Text: "We have you surrounded, at least from this side!" - Soldier


nightelf37: If the Colors some of the characters confuse you a bit, namely Heavy, Russian "Shaved Bear" being Yellow, this is because I based their "Elements" on KnightMysterio's Waking Nightmares, which is a TF2/MLP crossover with The Slender Man Mythos elements. In that setting, there are actually nine Elements of Harmony, and the (BLU) mercenaries represent the Dark (non-evil) nine, the Light ones being with the six we know as well as three others we also know. But I won't spoil any further than that; you go read it yourself.

Rest assured, the Friend Cards depicting the mercenaries will have different Colors, and will represent the various item sets. Though I did make an exception for Archimedes; he is the first pet (Medic's), after all.

See ya on Third!