SummonerMan's Sigs Again

I have to remake all my sigs again. So here you go.


Cap: 100(150)/20
============================================

(460/460)

Summon: Spring Deck
Description: SummonerMan summons a deck of cards, which sits on the field. Some pre-determined amount of time after being summoned, the cards will spring into the air, like professional dealers spring cards from hand to hand. This sudden movement will rocket anything above the cards into the air, and after the springing, the cards will remain floating in the air in a column.
Effects: [Object: 20 HP [20] + (Time-Delay (Manual); Microburst; Melee) Once]
Cost: 60
Cooldown: 2 TCD

(400/460)

Summon: High Card
Description: SummonerMan draws a single card and throws it down, summoning a duplicate random card, expanded to a height corresponding to its face value.
Effects: [Object: 40 HP]
Cost: 40
Cooldown: 1 TCD

(360/460)

Summon: Pair
Description: SummonerMan draws two cards and tosses them. They're a pair. The two cards are bound together, and stand on the field, after firing a ray of light that deals damage based off their values.
Effects: [Object: 5 HP [5] + (Multihit)2 hits of * Random(Up to 13) Damage [On 13, use 35] [35]]
Cost: 40
Cooldown: 1 TCD

(320/460)

Summon: Two Pair
Description: SummonerMan draws four cards and tosses them. Two pairs. Each set of two is bound together and remains on the field. They each fire a ray of light that deals damage based off their values.
Effects: [2x (Object: 5 HP [5] + (Multihit)2 hits of * Random(Up to 13) Damage [On 13, use 35] [35])]
Cost: 80
Cooldown: 2 TCD

(240/460)

Summon: Card Tower
Description: SummonerMan throws an assortment of cards which form themselves into a tower of some sort; from a simple card tipi to an impressive card fortress. This tower is used for defense, either protecting SummonerMan or allies, or blocking enemies from accessing them.
Effects: [Object: 80 HP]
Cost: 80
Cooldown: 2 TCD

(160/460)

Unsummon: Attack
Description: SummonerMan draws a blank card, and sends it into orbit around a target. When an attack is targeted at the target with the card revolving around them, the card would activate. It's activation would cause it to grow, absorbing the attack, and continuing to attempt to absorb the person who launched the attack. If it succeeds in pulling the enemy to it, it pulls it into an alternate "Summon Space" for one action. The card remains in place after activation.
Effects: [Trap (Attack Target); 1-hit Shield [20], Pull [10], Pull [10], Stun (1) [30], Object: 5 HP [5]]
Cost: 75
Cooldown: 2 TCD

(085/460)


Summon: Three-of-a-Kind
Description: SummonerMan throws three cards into a target, which then splits into three identical copies. One of the three will be the original, while the other two will be decoys. After one round, if the decoys haven't been destroyed yet, they will remain on the field as fragile, inanimate, gray copies of what they once were, obviously distinguishable from the original.
Effects: [Decoy [20] + Decoy [20] + Object; 10 HP [10] + Object; 10 HP [10]]
Cost: 60
Cooldown: 2 TCD

(025/460)

Summon: Junk
Description: SummonerMan draws 5 cards, and gets a junk hand. He tosses these 5 cards onto the field, enlarged, and creates a few fragile obstacles.
Effects: [5x Object; 5 HP [5]]
Cost: 25
Cooldown: 1 TCD

(000/460)

========================================

Oh, right. And ViralCross has to change. I have just those starting 80 points.

Glitch Gatling:
Description: SummonerMan fires off three rapid shots of corrupted data, in succession and at separate targets. Each one has negative effects in store for whoever is hit by them.
Effects: [4 x Glitch [20x4=80] MultiTarget(Spread amongst 4 Targets) = 80]
Cost: 80
Cooldown: 2 TCD

=======================================

There you go, for real.
Approved