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  #26    
Old December 5th, 2004 (07:26 AM).
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Okay I updated it a bit.

Minion of Zorc
Effect Monster
3 / Dark / Fiend
When this card is sent from the field to the graveyard, choose and activate one of the following:
> Discard 1 monster card to the graveyard to special summon 1 monster of equal level stars from either player's graveyard to the field.
> Discard 1 spell card in your hand to the graveyard to add 1 spell card from either player's graveyard to your hand. (The spell card you choose must be sent back to the owner's graveyard during your opponent's next stanby phase. If the card is sent to the graveyard, it is sent to it's owner's graveyard.)
ATK/400 DEF/800
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  #27    
Old December 5th, 2004 (08:19 PM).
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1. cards that take opponent's cards to put into the hand or deck are really danged banned.
2. should be send to the field to the graveyard as a result of battle or opponent's effect other than just sent to the graveyard; its also banned because of that.
3. this card should be either 5 stars or higher.

When this monster is sent from the field to the graveyard, choose and activate one of the following:
> Discard 1 monster to the graveyard and Special Summon one monster of the equal level of stars from either players' graveyard to the field.
> Discard 1 spell card from your hand to the graveyard and add another spell card from either players' graveyard to your hand.

just checking your wording from the 'YGO vocabulary' XD
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  #28    
Old December 21st, 2004 (10:52 AM).
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I've got a cool idea for an awesome monster-


Realm Guardian (Angra Mainyu)

11 stars\Fiend\Dark\Sacred\Effect

ATK-3100
DEF-2900

Effect- This monster is special summoned only by discarding a spell, a trap and a monster card from the hand, and also by paying 1000 LP. It is placed below the spell\trap area after sucessful summon, and takes the place of the duelist (sacred). This monster uses actions with a dice, hence, it has 6 different actions. They are listed below. (You can remove this monster from play during the Main Phase. It cannot be summoned at all after is is removed from play or destroyed.) You must pay 200 LP every turn (you or your opponent's) to keep this monster in play. This monster is not destroyed as a result of battle (damage calculation is applied normally) all other monsters on your side of the field cannot attack. Control of this card cannot switch.

1-Attack a monster on the opponents side of the field (choose with the dice, if there are no monsters on the opponent's side of the field, attack the LP directly) (switch battle positions beforehand)

2-Switch to defense mode. Any monster that attacks this monster while in defense mode is sent back to the owner's hand.

3-Plays Sacred Revealing Light (1 turn-ALL OTHER monsters cannot attack or change battle positions. All cards are flipped face-up.)

4-Destroys a random monster (use dice and coin)

5-Destroys a random spell or trap (use dice and coin)

6-Destructo Bomb (put one spell counter on this card. When the third spell counter is placed on this card, destroy it and every other card on the field.)
  #29    
Old December 21st, 2004 (09:01 PM).
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O_O

This somehow reminds me of ruling nightmares and cardtext nightmares all over again. lol Seriously, there is less room for rules text in YGO than magic and Duel Masters, so technically speaking adding so much text to the card it would make it look real horrible. The idea, however, can still be used (the die thing, not the 10 other abilities you've attached to the poor thing).

Dsaerno, I'd say: decent concept, bad execution. Not bad at all.
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  #30    
Old January 29th, 2005 (06:01 PM).
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Wargod Omega Ryvius
12 stars
DARK Attribute
ATK 2000
DEF 2000
Warrior/Effect
Effect: You can only Special Summon Wargod Omega Ryvius from your Hand, Deck, or Graveyard by paying 5000 Life Points. When Wargod Omega Ryvius is Special Summoned, all players must remove all of their monster cards from play (except this card). When this card is destroyed, all of your opponent's monsters return to his/her Deck. You can then return any five of your monster cards to your hand (except this card). During each of your turns, you must pay half of your Life Points to this card. If you cannot, this card is destroyed. During each of your Standby Phases, you can activate one of the following effects:
> You gain Life Points equal to this monster's attack for each monster removed from your opponent's Hand, Deck, and Graveyard that requires two or more tributes to summon
> Increase the attack of this monster by 2000 for each Spell or Trap card you sacrifice from your hand
> Negate the effects of all Spell or Trap cards on both sides of the field until your next Standby Phase
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  #31    
Old January 30th, 2005 (09:38 AM).
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Whoa T-Master! omg that's a monster (and a bad one to be worst). Okay first of all, that's got wayyyyyy too much text in there. You can't possibly fit all of that text in the tiny little text box for YGO. Also, this much text added to a lot of confusion. I don't think I quite fully understodd it until the 3rd time I've read it. Here, I'll break things down for you and how I saw it:

"You can only Special Summon Wargod Omega Ryvius from your Hand, Deck, or Graveyard by paying 5000 Life Points."

okay sure that's simple enough. 5000LP bring back from anywhere. Problem is that bringing from the deck would be impossible as the game doesn't recognize cards that are in the deck (but do recognize things in the hand and graveyard). Note that all cards that have to do with deck fetching always are cards that don't involve themselves (the activator) coming out of the deck, as it would make things too broken.

"When Wargod Omega Ryvius is Special Summoned, all players must remove all of their monster cards from play other than this card. "

I'm fine with that.

"When this card is destroyed, shuffle all of your opponent's monsters in his of her graveyard return to his/her Deck. You can then return any five of your monster cards from our graveyard to your hand."

I think that's what you meant. Anyway, the trigger effect (from its wording) actually means that the wargod doesn't actually hit the graveyard until the ability resolves (compared to witch/sangan which is when they hit graveyard from play).

"During each of your turns, you may pay half of your Life Points to this card. If you do not, this card is destroyed during your end phase."

This should clear things up for the player that way.

"During each of your Standby Phases, you can activate one of the following effects:
> You gain Life Points equal to this monster's attack for each monster removed from your opponent's Hand, Deck, and Graveyard that requires two or more tributes to summon ?????
> Increase the attack of this monster by 2000 for each Spell or Trap card you discard from your hand
> Negate the effects of all Spell or Trap cards on both sides of the field until your next Standby Phase"

Currently I have no clue what the first ability is. The second I can understand, and same with the third.

Overall:
Aside from the extremely long and confusing trip down the card. I don't find any synergy within the card. You have good ideas there, but you can easily make 5-10 cards from all the stuff you had there instead of having 1 card. Generally speaking, COOL cards are SIMPLE (the lack of exceptions scare many). Meh, just normal rookie mistakes that we all go through. No major problems here.
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  #32    
Old January 30th, 2005 (01:42 PM). Edited February 7th, 2005 by Vagabond Aeon.
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Celestial Edge - Blade of the Vagabond
Equip Magic Card
This card remains on the field even if the monster equipped with it is destroyed. Increase the ATK of a monster equipped with this card by 1000 points. When a monster equipped with this card destroys a monster and sends it to the Graveyard, you can activate one of the following effects:
-Remove one Magic or Trap Card on your opponents side of the field from play.
-Your opponent must randomly discard one card from his/her hand. Reduce any Battle Damage dealt by one half.
-Double the Battle Damage dealt by a monster equipped with this card. This monster is then switched into Defense Position and cannot change it's position the next turn.
Ultimate Rare

Helios - Warrior of the Sun
LIGHT/Fairy/7/3500/2900
This monster can only be Special Summoned by the effect of "The First Burden". Offer 2 monsters on your side of the Field as a Tribute to destroy all monsters on your opponent's side of the Field (you cannot conduct your Battle Phase if this effect is used). When this monster on your side of the field attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. If "The First Burden" is face-up on your side of the Field, this card cannot be destroyed or removed from play (Damage Calculation is applied normally).
Ultimate Rare

Selene - Guardian of the Moon
LIGHT/Fairy/7/2000/4000/
This monster can only be Special Summoned by the effect of "The Second Burden". When this monster is succesfully Special Summoned, it is switched into Defense Position. This card is unaffected by Spell, Trap or Effect Monster cards controlled by your opponent. During your opponent's turn, discard 3 cards from your hand to reduce all damage from your opponent to 0 for the turn. If "The Second Burden" is faceup on your side of the Field, this card cannot be destroyed or removed from play (Damage Calculation is applied normally).
Ultimate Rare

Eos - Bringer of Dawn
LIGHT/Fairy/7/2400/2000
This card can only be Special Summoned by the effect of "The Third Burden". As long as this card remains face up on the Field, increase your Life Points by 4000 during each of your Standby Phases. Negate the effects of Magic, Trap or Effect Monster cards controlled by your opponent that alter your monster's ATK and DEF. If "The Third Burden" is faceup on your side of the field, this card cannot be destroyed or removed from play (Damage Calculation is applied normally).
Ultimate Rare

The First Burden
Continuous Trap
Special Summon 1 "Helios - Warrior of the Sun" from your hand or Deck to the Field. You cannot conduct your Battle Phase if this card is activated on your turn.
Ultimate Rare

The Second Burden
Continuous Trap
Special Summon 1 "Selene - Guardian of the Moon" from your hand or Deck to the Field. All monsters on your opponent's side of the Field can attack your Life Points directly if this card is activated on your opponent's turn.
Ultimate Rare

The Third Burden
Continuous Trap
Pay 2000 Life Points. Special Summon 1 "Eos - Bringer of Dawn" from your hand or Deck to the Field.
Ultimate Rare

The Final Burden
Continuous Trap
This card can only be activated when "Helios - Warrior of the Sun", "Selene - Guardian of the Moon ", "Eos - Bringer of Dawn", "The First Burden", "The Second Burden", "The Third Burden", and "Celestial Edge - Blade of the Vagabond" are face up on your side of the Field. Negate the effects of cards that target Magic/Trap cards.

Eternal Watcher of The Heavens - Hyperion
DIVINE/Elder Titan/12/4000/5000
The Elder Titan of observation and watching who fathered the the deities of the Sun, Moon, and Dawn. It is said that he was ressurected as a vagabond...
EFFECT: (This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by offering "Helios - Warrior of the Sun", "Selene - Guardian of the Moon ", and "Eos - Bringer of Dawn" on your side of the Field as a Tribute while "The First Burden", "The Second Burden", "The Third Burden", "Celestial Edge - Blade of the Vagabond", and "The Final Burden" are faceup on your side of the Field. As long as this card remains on the Field, your opponent must continue to show his hand on each player's Standby and End Phases, cannot Set cards, and must remove all Set cards on his/her side of the field from play. When this Monster is Special Summoned, immediately equip this monster with the Magic Card "Celestial Edge - Blade of the Vagabond". As long as "The Final Burden" is face-up on the field, this card gains the abilites of "Helios - Warrior of the Sun", "Selene, Guardian of the Moon", and "Eos - Bringer of Dawn".)

The End of Eternity
Field Magic
If there is a "Eternal Watcher of The Heavens - Hyperion" face up on your side of the Field, you can play this card. "Eternal Watcher of The Heavens - Hyperion" can attack all of your opponent's Monsters during your Battle Phase.
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  #33    
Old February 24th, 2005 (11:58 AM).
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Aeon...that's like a trip to brokenness....and then some. The 3 burdens make a winning condition (each with the "end of turn activation to avoid any and all drawbacks, the 2000lp cost is a joke) in itself that you can drop 3000s on your opponent with disturbing ease (even if the trap just stays there and does nothing by itself). The fact that the burden monsters are all powerful AND can't die makes it very difficult not to lose, simply because there aren't enough magic removal AND monster removal to handle things.

The final "master" is rendered completely useless (along with the final burden) due to the sheer power the burden monsters hold, that it really doesn't matter if you drew the master, as the monsters would have finished the game already.

Textual problems again, tho your equip spell is good for a rookie card.
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  #34    
Old March 25th, 2005 (06:08 PM).
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What do you mean?I dont mean to be rude but this is confusing!?!?!?!?!?!?
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  #35    
Old March 27th, 2005 (07:25 PM).
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I guess I should define "broken". It means that simply the cards are "too good". What happens is I look at all aspects of the game and the cards submitted here. I judge them on how good they are from how likely a card like that would make it into the real game. The burdens would be an example of something the development team for a set would cut from a set.
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  #36    
Old April 1st, 2005 (07:57 PM).
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Yo, Kenny I have a card!

Arduous Desicion
Magic Card
Select three cards from your hand and show them to your opponent, your opponent selects one of those cards, and that card is returned to your hand, the others are sent to the Graveyard.

Difficult Selection
Trap Card
Choose three cards from your Graveyard you may choose three cards, (you may not choose this card or another "Difficult Selection") the cards are then shuffled together, and placed face down, then he/she chooses one of thoose cards that card is sent to your hand the rest are sent back to the Graveyard.

The brother/sister cards of Painful Choice.
:D
  #37    
Old April 2nd, 2005 (06:03 PM).
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Arduous Desicion
Magic Card
Select three cards from your hand and show them to your opponent, your opponent selects one of those cards, and that card is returned to your hand, the others are sent to the Graveyard.

Okay? This feels so weird, since it's like a painful cheerful coffin. XD It's alright, but I don't see its use, since it's your hand that's dropping 3 cards (including the magic) into the grave.

Difficult Selection
Trap Card
Choose three cards from your Graveyard other than a card named "Difficult Selection". shuffle the cards and place them faced down, then he/she chooses one card. Return that card to your hand and the rest back to the graveyard.

I've messed with the wording a bit to make it what you meant in less words. Note that selection doesn't enter the graveyard until after its resolution finished, so you don't have to worry about "itself". I kinda like this card, although it might be on the far right end of the strength curve.
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  #38    
Old April 2nd, 2005 (06:07 PM).
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As soon as a card is activated it goes to the Graveyard.
  #39    
Old April 2nd, 2005 (06:09 PM).
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You sure? I'd swear it was after resolution. Either way, the wording I've given it would exclude itself, as it's conviently named the same as the forbidden card. XD
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  #40    
Old April 2nd, 2005 (06:32 PM).
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Wait, it is after resolution. The first one's name is very correct, as you said you don't see it's use, so it is arduous if you use it. It's to get creatures in the Grave. It creates Chaos, or Necrofear fodder.
  #41    
Old April 3rd, 2005 (10:54 AM).
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Well that's the point, cheerful coffin already can do this, but almost certainly BETTER at it than your card, since you can pick up to 3 mosnters. Again, I don't see how this is any good, if it's weaker than coffin.
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  #42    
Old April 3rd, 2005 (11:32 AM).
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If you hand is cluttered. You don't always want to pick monsters, what if something is not helping you need to stop it from cluttering your hand, and can't wait untill you discard. It is better than Cheerful Coffin.
  #43    
Old April 3rd, 2005 (06:34 PM).
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Okay. If it's not monsters, then you'll be discarding spells or traps? What good can that do? No spell/trap/monster requires you to have spells/traps in the grave (except for the crap that brings stuff back from the grave, which is not the point here). Personally speaking I don't see a reason to drop spells or traps, and the monsters part is already covered with the coffin.
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  #44    
Old April 5th, 2005 (01:35 PM).
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Apparently you've never seen a stall, burn, G-Bind deck that doesn't attack. That means you have no use for Mirror Force, Cylinder, Swords, or anything else like that. Why clutter up your M/T zone or your hand, just get rid of it! As for your comment about no cards require that M/T's have to be in the Grave, that is not true, it is a rare occurance. I'll give examples or the cards, and the types or deck it's useful, some don't require it but it will be more effective, for getting cards in the Grave than just waiting to discard. Magican of Faith, (every deck) Cemetary Bomb, (Burn decks) Blasting the Ruins, (Burn deck) and Mask or Darkness (trap using, or any other deck). Those are just some examples.
  #45    
Old April 6th, 2005 (03:55 PM).
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I can see your point with the bomb and the ruins (not faith and mask of darkness for obvious reasons), but overall those cards don't actually care what cards you throw in there, and your card can only serve as a finisher for "last cards" to discard type thing, as you will mainly be relying on just regular use or discard of cards from hand limit.

With the "never attacking" decks, it's BETTER to keep the cards in your hand, since it adds more elements of surprise to your opponent, as they would see that you have more options and a higher potential of holding cards that are a threat to them. In that sense, I think the card's useless there. Besides, if you really have no use for a card, then you can naturally discard it to the 6 card limit. HOWEVER, you did get to something (without knowing it?) that magic thorn only cares about discarding and not cards revealed and going into the grave. I can see this card in use against that card particularly.

The whole "in the M/T zone" thing didn't have anything to do with this, as the card dealt with cards in hand IMO.

I guess what I'm trying to say is that this card is very narrow and "useless" from a design perspective.
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  #46    
Old April 6th, 2005 (04:52 PM).
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I just thought of one now. I dont know if its been done yet.

Breaker's Life Absorbing Vial
Equip Spell Card

This card may only be equipped to "Breaker the Magical Warrior". Each time the equipped card destroys one of your opponents monsters, place one spell counter on the equipped card (max 1).

Super Rare
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  #47    
Old April 6th, 2005 (07:03 PM).
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Breaker's Life Absorbing Vial
Equip Spell Card
This card may only be equipped to "Breaker the Magical Warrior". Each time the equipped monster destroys a monster you don't control, place one spell counter on the equipped card.
Super Rare

Rewording is simple. Anyway, it's not bad at all, but it may be on the weak side. I suggest adding something like +500 attack to support the card.

I took out the (max 1) because it's defined in Breaker anyway. lol

Overall, it's pretty narrow (I generally don't like narrow cards). Not bad if you don't consider that Definitely something that one can work with.
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  #48    
Old April 6th, 2005 (07:16 PM).
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Perhaps a boost to cover whatever he normally loses without a spell counter. (I forgot how much). I put the Max 1 in again because I know ppl who try to break the rules of cards if it doesnt say exactly wat needs to be done on it. And yeah, narrow cards are easier to make IMO so that was my first go at one lol.
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  #49    
Old April 6th, 2005 (07:31 PM).
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Breaker gets +300 for the counter, so it could work with you just adding +300 on the equipment itself.

And I understand that unless you put it in there specifically,people will argue, thus that's why oracle text are there to end all disputes. XD

You can also write something like:

The equipped monster gets +300ATK
This card may only be equipped to "Breaker the Magical Warrior". Each time the equipped monster destroys a monster you don't control, place one spell counter on the equipped card if the equipped monster does not have a magic counter.

This kinda works nicely (I hate parenthases in cards for some reason lol). That looks good enough to playtest already.
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  #50    
Old April 6th, 2005 (08:31 PM).
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Ok Ill try a wording of it lol. XD

Breaker's Life Absorbing Vial
Equip Spell Card (Super Rare)

This card can only be equipped to "Breaker the Magical Warrior". Increase the attack of the equipped monster by 300. Each time the equipped monster destroys a monster that your opponent controls, place one spell counter on the equipped monster if it does not have one already.
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