Firstly, your card design is getting a LOT better. This set of cards is a vast improvement, especially the action cards. I can tell you've been listening to Penney ( ).
Obviously, balance comments are premature at this point, but I just had a few questions/comments.
Will base retaliation trigger when 0 damage is dealt? Should it?
I'm not even going to bother correcting all the times you put "less than" and it should be "fewer than". You can fix that yourself with a little Find and Replace.
Everything that says: "+2/+2, put top card in deck into scrapyard" is way,way overpowered. seriously. try changing it to "discard a card". That would help. Look up Arc Slogger(mtg) for an example of what I mean. It's a REALLY REALLY good card.
"Milling" your opponent (top card of deck to scrap) is painfully useless, if you think about it. It's a little tough to understand, but let me summarize. Up until you actually deck out your opponent, every card you mill helps him/her. The odds of what they draw are unaltered, except that they have a better idea of what they're going to draw. Saying that milling your opponent takes the good cards out of his/her deck is a fallacy, just like saying shuffling your deck increases the odds of drawing a good card. They can also return cards from the scrapyard to the deck selectively to get the cards they want. I try to explain this to people in my mtg club, but they just don't get it. Also, these effects are overcosted and non-repeatable. If their purpose is to ensure a win if it comes down to decking, then they stink pathetically at it. Shuffle scrap into deck effects are far superior, as they should be. The only slightly good card is the one that deals damage equal to the milled card's cost, and it's still weak (you should be milling yourself to determine damage dealt, or discarding). I'd honestly prefer the Duress effect (choosing a card from their hand) over this. "The Mill Deck" is impossible to include all of these cards in due to color requirements, and a deck that plans to win by damage (not milling) will find these cards utterly useless.
* New Intel : card action, costs 3
If opponent has more cards in hand than you, gain 3 solar energy, draw a card.
This should really be draw two cards. Otherwise it's a really really conditional "do nothing except thin my deck". Perhaps I'm not reading it right. Do you still draw if your opponent has less cards?
* Support Node (CA/MT) : 2/8 elite support ship, costs 2+1
play : all allied ships get +8 defense
Does this count itself like The Other Node, so it's essentially a 2/16? This is one of those things you don't want to be confusing players with.
* Swarm Leader : 4/25 warrior, costs 4
play : when this ship enters play, it gets +1/+1 for each allied copy of it in play
acti : regens for up to X, where X is 1 + the number of allied Swarm Leaders in play, costs 1
This should give ALL Swarm Leaders in play +1/+1 so that they will be symmetrical. Kind of like a static bonus.
* Interceptor : 4/18 soldier, costs 2
play : can attack the turn it enters play
acti : target ship doesn't attack next turn but deals x damage to this ship, equal to its current attack, costs 1
Either give it more HP or make it hit the other ship back.
* Siege Praetor (CC/HU) : 7/24 elite commander, costs 7
play : drains up to 2 solar energy when enters play, for each energy drained, it deals 2 damage to opposing base
acti : deals its damage to target ship, if that ship retaliates for its attack, costs 2
Either drain up to 4 or 5 or multiply for 4 or 5.
I don't understand the wording of the second ability. Replace the "if" with "and"? That would make sense.
In regard to the entire Praetor Cycle, consider making it just check if you have energy of the type in your stock rather than draining it.
* Datacide : damage action, costs 5+1
target ship you control deals its damage to opposing base and is destroyed, opponent puts the top card of their deck into their scrap.
Penney's going to yell at you for making bad action cards like this.
* Searching Thoughtlines : repair action, costs 3
look at opponents hand, repair your base for X * 3, where X is the number of ships in opponent's hand
I foresee that by the time your base has taken damage (and needs repair), your opponents ships will already be in play. Lifegain should be useful against rush, not terrible against it. How about X = ships in play? Structures in hand? 8 minus cards in hand?
* Weapon Morph : modding action, costs 3
Target ship loses all attack, but gets +3 defense for each point of attack lost
I love you, man.
* Chaos Bolt : damage action, costs 5
Deal 5 damage to opposing base. Has x% chance to destroy a random opposing struct, X = 20 times the number of structures opponent controls.
I believe that it would read better if you just said "Picks a random opposing structure slot, destroys the structure in it if there is one." I mean, that's what it DOES, right?
* Gravimorphing (MT/RV) : elite modding action, costs 1+1
target ship you own gets +x defense, where x is the sum of the defense of the neighbouring allied ships, those ships are destroyed
This doesn't transfer the attack. ಠ_ಠ
Make it transfer the attack.
* Techno Exarch : 6/32 destroyer, costs 6+1
acti : target ship can't attack or use abilities next turn, costs 2
How is this different from disable? You need to standardize your wording in the final product. Also, I think that utility ships should not be powerful attackers (see: Vulture). This isn't even elite.
* Data Recall : card action, costs 4
the top action card in your scrap is shuffled into your deck
Can this please return the card to your hand, or at least the top of the deck? Shuffling in helps very very little.
* Ancient Planetcracker : 7/28 elite destroyer, costs 7
auto : if the ship in front of this one has less than X defense, equal to this ships attack, this ship deals the difference to opposing base
acti : this ship gets +1/-2, costs 1
Hey Trample, how ya doin'? It's been a while. (mtg)
* Spectralis Channeler : elite resource action, costs 5
drains all your energy, for each 2 energy drained, generates 3 random energy
This causes net gain in energy if: You have more than 15 total energy.
If I had 15 total energy I would play Emrakul(mtg)-- er, I meant Arcane Voidsplitter instead of this.
This game is going to be FRICKIN' AMAZING. Thank you so much for all you've done with Hidden Dimensions; you can't imagine how much of an inspiration you've been (will elaborate more on this some other time, or upon request).
On another note, your musical work has really influenced the genre, and some of my friends are big fans. To you I convey their collective thanks.