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  #1126    
Old January 16th, 2008, 10:16 AM
Forci Stikane
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Quote:
Originally Posted by Frostweaver View Post
Most common monarch has always been light or wind (and dark when dark monarch is out in the next structure deck)... mobius is a tech, and relying on a tech to level up will suck =(

Should I add in WIND-attribute monsters to be included, then? Or wouldn't that be a bit much?

Solemn Darkness- bleh... guess it helps against skill drain too, but that's better to just sidedeck your usual continuous spell/trap hate to kill skill drain. As for LaDD hate, well not really. LaDD technically got half of your LP and 1 CA back just forcing you to use this. And er, how is this a counter trap...? From wording, it's not responding to anything. Sounds like a trap or normal spell more o_o;;

......D'OH!

Gem Missile
Rock / Effect
4 Star / Light
0 Atk / 1800 Def

Increase the Atk of this card by 900 for every "Crystal Beast" card you have in your spell/trap zone. This card can attack your opponent directly. All damage calculation dealt to your opponent as a result of a direct attack for this card is halved.
...Now, I've actually tried a Crystal Beast deck in WC08, and I have to say...that's a bit too much. It is quite easy to get three Crystal Beast monsters out there with all of the support, at which point you're already beating out anything under Level 7 with a freebie monster that gets to attack directly while your opponent is stuck. Yes, Heavy Storm will kill it, and it still has a S/T-weak, but that's what Rainbow Ruins is for.

Really, the biggest problem that Crystal Beast has is the lack of real non-situational beatstick monster, but you just solved that with a vengeance. I'd say cut the increase down to 600 or so, so that at least 3 monsters will only get it on par with Sapphire Pegasus & most average 4-star beatsticks.

Now, just to contribute:

Golden Soldier
LIGHT/Warrior/Effect
2 Stars/700 ATK/1300 DEF
When your opponent's monster destroys this card as a result of battle, you may select one card from your deck and remove it from play face-down. During your 2nd Standby Phase after this effect's activation, add the selected card to your hand.
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  #1127    
Old January 16th, 2008, 04:13 PM
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Waker of Chaos
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Quote:
Originally Posted by Kinaxe View Post
Magic The Gathering

Cyclone of Destruction 3BBBBB
Sourcery-God' Wrath
(You may only play one God' Wrath per turn.)
Destroy all creatures with flying, including your own.
"The skies tore apart, spelling more doom to the planet."
Rare

Magic The Gathering

Dought of the World- 3RRRRR
Sorcery- God's Wrath
(You may only play one God's Wrath per turn.)
Destroy all islands and blue creatures, including your own.
"Soon, the ocean had dried up, being death to many who lived there."
Rare

Magic The Gathering

The Fire of Country's Death
Sorcery- God's Wrath
(You may only play one God's Wrath per turn.)
Destroy all Forests and Green Creatures, including your own.
"The crops were destroyed, bringing hunger and pain to many."
Rare
Don't just post again and again for your cards. Edit your post instead. Also, this thread is mainly for Yu-Gi-Oh! It would help if there were a separate thread for Magic.
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Quote:
Originally Posted by Maddy View Post
Waker, that is an EXCELLENT explanation. Kudos to you, for writing something like that. I'm sure we are now all a little bit smarter with our Pokemon knowledge. Thanks very much for clearing up a lot of confusion.
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  #1128    
Old January 16th, 2008, 05:10 PM
Forci Stikane
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Quote:
Originally Posted by Waker of Chaos View Post
Don't just post again and again for your cards. Edit your post instead. Also, this thread is mainly for Yu-Gi-Oh! It would help if there were a separate thread for Magic.
It's actually for all of them. There just isn't as many of us who focus more on MTG than YGO.
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  #1129    
Old January 16th, 2008, 05:18 PM
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Quote:
Originally Posted by Ichaste Pekoni View Post
It's actually for all of them. There just isn't as many of us who focus more on MTG than YGO.
Oh, okay. It would help if there were two separate threads, though.

I need to get back to my Third-Level Nightmarens...
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Quote:
Originally Posted by Maddy View Post
Waker, that is an EXCELLENT explanation. Kudos to you, for writing something like that. I'm sure we are now all a little bit smarter with our Pokemon knowledge. Thanks very much for clearing up a lot of confusion.
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  #1130    
Old January 16th, 2008, 08:42 PM
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Frostweaver
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Oops. Guess I neglected the part of the monster attacking other monsters instead of attacking directly.

Gem Missile
Rock / Effect
4 Star / Light
0 Atk / 1800 Def

Increase the Atk of this card by 900 for every "Crystal Beast" card you have in your spell/trap zone. This card cannot battle with your opponent's monster, and can attack your opponent directly. All damage calculation dealt to your opponent as a result of a direct attack for this card is halved. During your end phase, switch this card to defense position.


I don't recall any existing monster that got a wording related to only direct attacking but not allowed to attack other monsters =o
  #1131    
Old January 17th, 2008, 04:37 AM
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Scarlet Weather
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Hmmm....

The Hostile PLUTO
Monster/Water/Fairy/Effect/8*
Atk 2000/ Def 1500
This monster cannot be special summoned. In order to normal summon this monster, you must pay two thousand life points in addition to offering tribute monsters. As long as this monster remains on the field, no other monsters can be summoned, special summoned, or flip summoned.

And I'm usually the one with massive swarm effect cards. o_0

A Wanderer's Fate
Normal Spell
Tribute one "Wandering" monster on your side of the field. Destroy spell and trap cards on the field equal to the number of "Wandering" monsters on the field.

Afterlife Rave
Counter Trap
When your opponent activates a card effect that special summons a monster from their graveyard, negate that effect and remove three monsters from both player's graveyards from play.
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  #1132    
Old January 17th, 2008, 08:14 AM
Forci Stikane
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Quote:
Originally Posted by Frostweaver View Post
Oops. Guess I neglected the part of the monster attacking other monsters instead of attacking directly.

Gem Missile
Rock / Effect
4 Star / Light
0 Atk / 1800 Def

Increase the Atk of this card by 900 for every "Crystal Beast" card you have in your spell/trap zone. This card cannot battle with your opponent's monster, and can attack your opponent directly. All damage calculation dealt to your opponent as a result of a direct attack for this card is halved. During your end phase, switch this card to defense position.


I don't recall any existing monster that got a wording related to only direct attacking but not allowed to attack other monsters =o
"When this card attacks, make the attack a Direct Attack."

......If it's going into defense, then why even bother giving it such a big power boost? Just increase it by 450 (or 500 to avoid the odd number) for each Crystal Beast and don't bother cutting the damage in half. Otherwise, there's still a problem with possible abuse (RoD if/when it comes off the banlist, for instance).

Quote:
Originally Posted by ACC-M View Post
Hmmm....

The Hostile PLUTO
Monster/Water/Fairy/Effect/8*
Atk 2000/ Def 1500
This monster cannot be special summoned. In order to normal summon this monster, you must pay two thousand life points in addition to offering tribute monsters. As long as this monster remains on the field, no other monsters can be summoned, special summoned, or flip summoned.

And I'm usually the one with massive swarm effect cards. o_0

I...think I would rather use The Last Warrior from Another Planet in this case. That way, I've also got a semi-beatstick in the meantime and a bit more power on the final monster.

A Wanderer's Fate
Normal Spell
Tribute one "Wandering" monster on your side of the field. Destroy spell and trap cards on the field equal to the number of "Wandering" monsters on the field.

An easy way to get down to 1 Wandering monster for the purpose of Limit Breaks while at the same time clearing the backrow. Not too bad.

Afterlife Rave
Counter Trap
When your opponent activates a card effect that special summons a monster from their graveyard, negate that effect and remove three monsters from both player's graveyards from play.
That should probably have an extra part about if the player has less than three in their Graveyard, such as "If there are less than three monsters in a player's graveyard, he/she removes all of them." As-is, having less than three monsters means that you don't have to remove any.
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Last edited by Forci Stikane; January 20th, 2008 at 09:11 AM.
  #1133    
Old January 17th, 2008, 08:45 PM
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Frostweaver
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Hostile PLUTO- difficult to use x_x; there's still plenty of removal by spells and traps out there, or just bouncing it back to the hand is painful ;_; I don't think the 2000 LP cost is really necessary considering the 2 tribute requirement even with gellenduo, because it's still highly vulnerable with low stats.

Wanderer's Fate- so many wanderer cards that i think there's double the amount of them than snowhorns now o_O and even more than Psycho Heroes, but yeah... Don't remember those cards to really judge this one.

Afterlife Rave- current wording actually say that you can't use this card unless both players got 3 monsters in their graveyard too o_o; Not sure what is your intension with that last part of the effect.


As for Gem Missile, i was basically making a random card in order to stay on topic and not let this thread die XD; But actual high number comes into play in terms of some cards like Magic Cylinder, Messenger of Peace and so on. Those card effects will utilize the actual number. Yeah like I said, it's a random card and I am still finishing world 1 right now on 2008 XD; (I hate how Pikeru hardly ever appears... and I need to do it for 3 more times too to beat Curran 5 times)

A Hero's Last Hope
Normal Spell

Remove one "Elemental Hero" card on your side of the field from play to search your deck for "Miracle Fusion" and add it to your hand.




If anyone read some spoilers for the next set, we are getting some Jinzo family support. I'll look forward to see how the English TCG get around this one... All the japanese card relies on the wording of "android" (Jinzo is "Android Psycho Shocker Jinzo" in a rough translation) XD;

New type and new attribute with new rulings? Poor sea serpents and thunder and those underused types =x
  #1134    
Old January 18th, 2008, 06:01 AM
Scarlet Weather's Avatar
Scarlet Weather
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Well, we already have "Jinzo #7", the direct attacker version of Jinzo, so I don't see why the others wouldn't be named in the same manner. I'm kind of wondering about them... I know their anime effects, and the "Android Psycho Shocker Emperor" or whatever the big one is had some kind of trap destruction effect that burns the opponent, I thought. But Jinzo prevents traps from being activated as well as destroying face-up ones, so.... hmm... not sure what I think about that.

Just as an afterthought here...

The Hostile PLUTO (Take Two)
Monster/Water/Fairy/Effect/7*
Atk 2400/ Def 1400
This monster cannot be special summoned. As long as this monster remains on the field, no other monsters can be normal summoned, special summoned, or flip summoned. This monster deals piercing damage.

And the next attack...

Raving Ghoul
Monster/Dark/Fiend/Effect/4*
Atk 1400/ Def 400
When a monster is removed from play, place one "Rave Counter" on this card. This monster's Atk and Def are increased by the number of "Rave Counters" on it x300 points. When this monster destroy's an opponent's monster as a result of battle, you can remove one "Rave Counter" from this monster to remove the opponent's monster from play instead of sending it to the graveyard.
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  #1135    
Old January 18th, 2008, 10:44 AM
Forci Stikane
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Quote:
Originally Posted by ACC-M View Post
Well, we already have "Jinzo #7", the direct attacker version of Jinzo, so I don't see why the others wouldn't be named in the same manner. I'm kind of wondering about them... I know their anime effects, and the "Android Psycho Shocker Emperor" or whatever the big one is had some kind of trap destruction effect that burns the opponent, I thought. But Jinzo prevents traps from being activated as well as destroying face-up ones, so.... hmm... not sure what I think about that.

He doesn't destroy face-up traps in the real game...

Just as an afterthought here...

The Hostile PLUTO (Take Two)
Monster/Water/Fairy/Effect/7*
Atk 2400/ Def 1400
This monster cannot be special summoned. As long as this monster remains on the field, no other monsters can be normal summoned, special summoned, or flip summoned. This monster deals piercing damage.

Better. It's in ALO's range, though, which makes it a bit dangerous (hey, even if it's a semi-situational Field Spell, cards like this would make it worthwhile). Level 8/different attribute, please.

And the next attack...

Raving Ghoul
Monster/Dark/Fiend/Effect/4*
Atk 1400/ Def 400
When a monster is removed from play, place one "Rave Counter" on this card. This monster's Atk and Def are increased by the number of "Rave Counters" on it x300 points. When this monster destroy's an opponent's monster as a result of battle, you can remove one "Rave Counter" from this monster to remove the opponent's monster from play instead of sending it to the graveyard.
So, basically, all you need is to give it a single counter and you suddenly have a monster that can either remove anything that it kills from play for free or power itself up, and with a respectable ATK, as well? And it's Tomato-searchable, no less. If the current format had more battling I'd say it was broken, but it still has a S/T weak.
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  #1136    
Old January 18th, 2008, 01:16 PM
Alter Ego's Avatar
Alter Ego
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Ehh...short break from the military so I'm going to post something quick. Not going to comment on everything, though. xP

A Hero's Last Hope: umm...yay for fusion e-hero? I suppose this is a handy way to get out that Wildedge or Shining Flare when you need it, possibly even set up some kind of return rush. (lawl, E-hero return) but I dunno', removing a monster from your field isn't too much fun. =O

The Hostile PLUTO: The Last Warrior from Another Planet, now without fusion summon, with extra damage pierce and 50 extra Atk. Meh, not my cup of tea. I tried using the last warrior as a stall mechanism in one of my Spirit Caller decks, but it annoyed me because it was such a pain to keep it from locking you out too. The damage pierce is a nice addition, though, as it actually means that your opponent can't just draw the game out and avoid battle damage by constantly setting monsters. :3

Raving Ghoul: Indeed, quite a useful card, though you'd have to find a suitable victim for the first kill (or two) to get the Atk power up. Graveyard hate is still very trendy.

Aaaanyways:


Wicked Tome of Entrapment
Spellcaster/Effect
3 Star/Dark
1200 Atk / 500 Def

When this card attacks or is attacked, you may discard one Spell Card from your Hand in order to negate the attack and equip this card with the Monster it would have battled with (treated as an Equip Spell Card). If this card is removed from the Field other than as the result of a Card Effect, all Monsters equipped to this card are Special Summoned to their owners' Fields in their original Battle Positions. During each Standby Phase, you may remove a card equipped to this card from play.

Gale Sweep
Normal Trap

This card can only be activated when your opponent declares an attack. Return all Attack Position Monsters on the Field to their owners Hands.


And something completely weird. x3

Twilight Spirit - Everett
Fairy/Effect
10 Star/Light
2600 Atk / 2200 Def

This card can not be Special Summoned or removed from the Field by any card effects except its own. When Tribute Summoning this card, the tributes must be one DARK and one LIGHT Attribute Monster. During each of your opponent's End Phases, you may select one Monster that was sent to your graveyard during that turn and Special Summon it to your Field. When this card is destroyed by Battle, Special Summon it from your Graveyard. When this card is Special Summoned in this way, its effect becomes the following:
- The original Atk and Def of this card are switched and the Attribute of this card is treated as DARK. When this card destroys a Monster by Battle, destroy all cards on the Field. When this card is destroyed by battle, both players discard their Hands.
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Last edited by Alter Ego; January 19th, 2008 at 06:28 AM.
  #1137    
Old January 18th, 2008, 06:06 PM
Dream Illusionist's Avatar
Dream Illusionist
//Teenager with S.T.Y.L.E.//
 
Join Date: Mar 2005
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Age: 22
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Quote:
Originally Posted by Alter Ego View Post
Heh, I know what I mean (had precisely the same thing with my necro gadget set a while back :3). As for sources, well, like I've said YGO Wikia has pretty much every card ever printed, with the newest wordings on each card, so knock yourself out. Though...you'll probably want to check the cards from newer sets since the older ones don't always have modernized wordings. =O

Stellar Galaxy: Ohh...now this is nasty. Very nasty, in fact. Anything that isn't called D.D. Survivor will really have to think twice before hitting on an empty field. (Unless they have RftDD in the wings)

Mars, The Cosmic Gladiator: Ahh...now we're getting to the wording modernization. Nowadays you can just say '"Cosmic" Monster' rather than 'Monster with "Cosmic" in its name". Also, you can just say "this card can attack directly" so the 'your opponent's Life Points' bit is no longer necessary. Ehh...it's strong enough to beat down Stratos and Zombie Master without assistance (since the gladiator itself is a cosmic monster) and though the nomis are still kind of so-so, the ability to swing directly for 2200+ of your opponent's life points is a pretty tempting prospect.

Okay. Fixed, thanks.

Venus, The Cosmic Lover: You don't need to say 'card' in that first effect. Ehh...the original was more useful, actually. The only way to get this without tribute is to summon it in attack (which is asking for poor Venus to get...actually, let's not get into that one. Decency in children's card games. xD), and on the field it's not really doing anything that spectacular since your opponent will most likely destroy or spin the nomis by card effect rather than battle them. I'd say drop to 2200 Def and make it 4-star. That way cosmic can at least use this as a steady wall. Heck, you could make it 2000 and return the old flip effect (It's not like we're doing anything bigger than Gravekeeper's Spy). The protection effect could be extended to cover card effects too. :3

...There can be a Flip effect and a Continuous effect in the same card?... *feels ignorant* Edited, then. =P

Pluto, The Cosmic Reaper: Only complaint is how it's sort of odd that one is removed and the others destroyed. If you intended to remove all of them you could try something like "Select one Monster on your opponent's Field and an additional Monster for each "Luna, The Cosmic Sorceress" and "Sol, The Cosmic Knight" on your Field then remove th selected cards from play.".

*slaps forehead* My stupidity never ceases to amaze me. -__- That was the original intent, thanks.

Saturn, The Cosmic Hourglass: in a way you made it stronger. A deck with a one-sided Jinzo isn't shy about using trap cards, and this lets them plunk it out on turn one with an average starting hand (and without expending a normal summon too). The major problem here is the one-sidedness. This...also doesn't quite seem to fit in with the rest of the set. Maybe make it mess around with your opponents traps in a way that includes the other cosmics somehow? (like, make it so cosmic monsters can't be target by traps or something) :3

Yeah. I wasn't too fond on how it worked, either. It has been quite modified.

Mercury, The Cosmic Messenger: "If there a Field Spell other than "Stellar Galaxy" is face-up on the Field, destroy it and add one "Stellar Galaxy" from your Deck to your Hand." Fair enough. Since the field is now strong it gives this some actual usefulness too.

Okay. Thanks.

Luna and Sol: better. One problem, though: with the current wording Sun's Radiance and Moon's Tear won't work since both of those can only be summoned by their own effects. Just add a "ignoring summoning conditions" clause to the end of both spells and it's remedied. Also, a small wording update for the destruction effects: "Once per turn, if "Insert monster name here" is on your Field, you may select one Monster on your opponent's field and destroy it...etc."

I could have sworn I had placed that up. oO At any rate, they've also been edited to not need the other to use their effects. The other's presence is needed for a certain something else, though.

Well, there's improvement definitely. These are still lacking in support cards, though, and their current collection of monsters makes it sort of hard to create a solid deck. (I mean, they essentially have only two non-tributes capable of beating face and no clear opening plays) A few low-level cosmics and some nifty cosmic spells and traps to round it off (search, draw, summon, protection, whatever floats your boat. S/T removal would be nice, though) would be helpful, though I'm still slightly confused as to what the cosmic thing is (other than getting power-ups from Luna and Sol). But eh...it's your set. :3

Support and Trap cards added, and a main theme that revolves on all of the monster cards as well. I'm getting the hang of this...


...I hope...
Here are my most recent tries:

--//--

Stellar Galaxy
~Field Spell~

While this card is face-up on your Field, increase the ATK and DEF of all "Cosmic" monsters by 300 points. Also, any monster without "Cosmic" in their card name that inflicts Battle Damage to a player's Life Points by attacking directly is removed from play.


Mars, The Cosmic Gladiator
1600 ATK // 1400 DEF
Pyro / Beast-Warrior
4* / Effect

Increase the ATK of this card by 300 points for each "Cosmic" monster on your side of the Field. If "Luna, The Cosmic Sorceress" or "Sol, The Cosmic Knight" is on your side of the Field, this card can attack directly. If this card destroys a monster as a result of battle, remove that card from play instead.


Venus, The Cosmic Lover
600 ATK // 2000 DEF
Light / Fairy
4* / Flip & Effect

FLIP: If "Stellar Galaxy" is face-up on the field, then add one "Sun’s Radiance" or "Moon’s Tear" from your Deck to your Hand.

If "Luna, The Cosmic Sorceress" or "Sol, The Cosmic Knight" is destroyed by the means of a card effect, this monster is destroyed instead. If this card destroys a monster as a result of battle, remove that card from play instead.


Pluto, The Cosmic Reaper
1700 ATK // 1400 DEF
Dark / Fiend
4* / Flip Effect

FLIP: Select one Monster on your opponent's Field and an additional Monster for each "Luna, The Cosmic Sorceress" and "Sol, The Cosmic Knight" on your Field then remove the selected cards from play. If this card destroys a monster as a result of battle, remove that card from play instead.


Saturn, The Cosmic Hourglass
400 ATK // 2600 DEF
Dark / Spellcaster
6* / Effect

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing a Spell or a Trap card in your Hand from play. Once during your turn, you may remove a Spell or Trap card in your Hand from play. If you do so, negate all effects from Spell and Trap cards without "Cosmic" in their card name this turn. If this card destroys a monster as a result of battle, remove that card from play instead.


Mercury, The Cosmic Messenger
1400 ATK // 1100 DEF
Wind / Winged Beast
3* / Effect

If there a Field Spell other than "Stellar Galaxy" is face-up on the Field, destroy it and add one "Stellar Galaxy" from your Deck to your Hand. If this card destroys a monster as a result of battle, remove that card from play.


Cancer, The Cosmic Guardian
0 ATK // 2600 DEF
Water / Beast
4* / Effect

While this card remains face-up on your side of the Field, all Battle Damage done to this card’s controller becomes 0. If this card destroys a monster as a result of battle, remove that card from play instead.


Libra, The Cosmic Balance
1500 ATK // 1400 DEF
Light / Fairy
4* / Effect

During each player’s End Phase, check your opponent’s Graveyard. If your opponent has less cards in his Graveyard than you, select cards from your Graveyard and return them to the bottom of your Deck until it has the same amount of cards as your opponent’s. Shuffle your Deck afterwards. If this card destroys a monster as a result of battle, remove that card from play instead.


Tauros, The Cosmic Rampage
2000 ATK // 200 DEF
Earth / Beast-Warrior
4* / Effect

Once during your turn, you may select a card from your opponent’s Hand and remove it from play. If you do so, during your opponent’s next turn, all attacks are treated as Direct Attacks. If this card destroys a monster as a result of battle, remove that card from play instead.


Luna, The Cosmic Sorceress
2500 ATK // 2400 DEF
Dark / Spellcaster
8* / Effect

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by tributing 2 "Cosmic" monsters. Once per turn, you may select one of your opponent’s monster cards and increase your Life Points equal to the DEF of the selected monster. Remove that card from play afterwards. If this card destroys a monster as a result of battle, remove that card from play instead.


Sol, The Cosmic Knight
2900 ATK // 2000 DEF
Light / Warrior
8* / Effect

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by tributing 2 "Cosmic" monsters. Once per turn, you may select one of your opponent’s monster cards and inflict damage to your opponent's Life Points equal to the ATK of the selected monster. Remove that card from play afterwards. If this card destroys a monster as a result of battle, remove that card from play instead.


Moon's Tear
~Normal Spell~

This card may only be activated by discarding a card from your Hand. Special Summon one "Luna, The Cosmic Sorceress" from your Hand or Deck, ignoring the Summoning conditions.


Sun's Radiance
~Normal Spell~

This card may only be activated by discarding a card from your Hand. Special Summon one "Sol, The Cosmic Knight" from your Hand or Deck, ignoring the Summoning conditions.


Magical Cosmic Thorn
~Continuous Trap~

When your opponent’s card(s) are removed from play, inflict 500 points of damage to his/her Life Points for each card that was discarded.


Cosmic Radiation
~Normal Trap~

This card can only be activated if "Stellar Galaxy" is active on the Field. Remove all monsters in your opponent’s Graveyard from play.


Wish Upon a Cosmic Star
~Continuous Spell~

This card can only be activated if "Stellar Galaxy" is active on the Field. As long as “Stellar Galaxy” remains face-up on the field, at the start of your turns, increase your Life Points by an amount equal to the number of removed cards from play x 200. When “Stellar Galaxy” is removed from the Field, this card is also destroyed.


Cosmic Twin Finale
~Normal Spell~

This card can only be activated if both "Sol, The Cosmic Knight" and "Luna, The Cosmic Sorceress" are on your side of the field. Inflict damage to your opponent’s Life Points equal to the number of cards removed from play x 400.

--//--


I'm not too keen on the new monsters' wording, specially Libra and Taurus. Well, it's rather late here anyways, so it's bound to have some idiotic mistakes around. *rubs sleep off of eyes* Hopefully an improvement, though.
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Last edited by Dream Illusionist; January 19th, 2008 at 07:11 AM.
  #1138    
Old January 19th, 2008, 11:50 PM
Frostweaver's Avatar
Frostweaver
Ancient + Prehistoric
 
Join Date: Sep 2003
Location: Canada
Age: 26
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I'll comment.


Stellar Galaxy- ok fine

Mars- 1900 beatstick since there's always Mars itself, guess it's fine.

Venus- fine, though I'm pretty sure that there's better ways to get those 2 keycards

Pluto- so we get a scooped up man eater bug, with stats o_o; I think that I like this far more than mars will ever be. It can defend and block 2 attacks (block one, remove the other attacker), or attack with just 200 atk points lower. Far better than mars...

Saturn- quite a weak card... its effect is so short that basically your opponent cannot activate traps or quick play spell for the most part... and it is quite costly too. High defense doesn't do much for it. We need the effect to last at least until the end of the opponent's turn, and even then it's a weak stall. (we still got nasty monster effect to destroy saturn.)

Mercury- bleh just use terraforming already... not enough other card types that rely on field spell on the competitive level. Weak stats (compare to Pluto at least) doesn't help. It is an interesting effect that stops field cards to replace one another though.

Cancer- I don't know what's with the 2600 def on a no tribute monster with no drawback doing. However, it's really not too strong of an effect except for the brutal defense (which isn't too much in a way, but it's still breaking down the traditional barriers of 2200 def and lower only unless there's drawbacks)

Libra- it's quite interesting, although nowadays we're more frilled with filling the graveyard than to empty it. However, this card is indeed quite usable and interesting. Endless chain of recruiters or monster lines because the deck is constantly refilled is a start. There is probably other uses as well. For a cosmic galaxy deck though? Probably not that useful.

Tauros- new beatstick of splashability because it's 2000, and it got an awesome effect of removing things it destroys. You don't even have to use its other effect (also *insanely* good. Who cares about the direct attack if there's half a chance that Tauros will destroy that monster anyway? Unless they topdeck something nice.) The effect itself is balanced, but that 2000 attack really isn't... on top of the cosmic galaxy monster's effect of removal too... Splashing is not a bad thing, but this one is going to end up like Stratos type of splash beyond the level of Cyber Dragon.

Luna- useless... why? we got Sol. Without comparing to Sol, it's not bad of a card and even pretty strong. We remove a card from play, with minor LP boost for the heck of it. That's similar to chaos sorcerer. To be better, we get to hack away 2500 life points. It's searchable easily by Moon's Tear. What's holding it back is that it's darn hard to get out without Moon's Tear, making it situational.

Sol- broken... we remove a threat (chaos sorcerer?), deal burn damage that may reach up to 2400 if it hits monarch, then it can still attack with a massive atk power? Although we got tribute restriction and can't revive it unless it's properly summoned the first time (it's "except" not "only" similar to chaos sorcerer's ruling), we got Sol's Radiance to completely bypass it. I think that for starter, if it uses its effect, Sol shouldn't get to attack. It's already very deadly with remove and quite decent burn. It got good stats that are unparalleled without power boosts to the extreme of necrofaces, or plasma (or spell/trap of course).


Sol and Luna are both pretty crazy (Sol more terrifying than Luna)... as long as their respective spell cards are played, you can use them with standard cards without the rest of the cosmic galaxy set. Just focus your deck on drawing The Tear and Radiance to get one/both of them out, and that's how I see them to be played.

Magical Cosmic Thorn- not enough to tempt me to use a continuous trap to burn that way ._.;

Cosmic Radiation- fair enough, big burn in a safe manner... sorta. It does have its use against graveyard intense cards... oh wait, that's like 3/4 of all decktypes out there.

Wish Upon a Cosmic Star- so now we got more LP boost, similar to how sometimes necroface uses soul absorption to completely stall out heck of a lot. We also got Libra to do similar function as necroface to refill the deck... do I see a similarity?

Cosmic Twin Finale- just attack with Sol and Luna's great stats and awesome effects than to use this situational burn card ^_^;;


It's not a bad deck except for Sol, Tauros and Luna being crazy. It can do some pretty fun stuff with necroface (field card that builds in removal for necroface, while the deck and necroface both tries to remove cards? I think that's a winner if we think it out, but I'm too lazy to do that tonight.) Strangely enough, the field card itself isn't even that necessary... although the cards are made in a similar manner with the RFG effect, there's really nothing much unifying them together as they all function pretty well by themselves.


I'll once again hijack themes =P

Jupiter, the Cosmic Giant
Beast Warrior/Effect
6 Star/Wind
2400 Atk/2000 Def

While "Stellar Galaxy" is in play, this card can be normal summoned without tribute. Remove from play one "Cosmic" monster on your side of the field (except "Jupiter, the Cosmic Giant") in order to remove all spell and trap cards in play, except "Stellar Galaxy." If this card destroys a monster as a result of battle, remove that monster from play. If "Stellar Galaxy" is destroyed, remove this card from play.

Last edited by Frostweaver; January 19th, 2008 at 11:59 PM.
  #1139    
Old January 20th, 2008, 01:20 AM
Alter Ego's Avatar
Alter Ego
that evil mod from hell
 
Join Date: Jun 2005
Location: Touhou land, grazing danmaku all the way
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Jupiter, the Cosmic Giant: a more violent and slightly more selective Heavy Storm on legs? With 2400 Atk and practical non-tribute for the theme? Wow, these are starting to look playable. o.o

Anyways, just referring to Frostweaver's comments for the rest. :3

Oh, and since I needed a bit of extra pressure for a certain RP battle. x3

Parasitic Virus
Continuous Trap

During each End Phase, both players pay Life Points equal to the number of "Parasite Demon" Monsters and Parasitic Tokens they control x 400.
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Last edited by Alter Ego; January 20th, 2008 at 02:32 AM.
  #1140    
Old January 20th, 2008, 03:33 AM
Frostweaver's Avatar
Frostweaver
Ancient + Prehistoric
 
Join Date: Sep 2003
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Bleh of a card there Alter Ego, but guess it's more for RP than actual card game ;_;



I need a new theme of my own =O (need to sleep now, will make a better post tomorrow)
  #1141    
Old January 20th, 2008, 04:59 AM
Alter Ego's Avatar
Alter Ego
that evil mod from hell
 
Join Date: Jun 2005
Location: Touhou land, grazing danmaku all the way
Age: 26
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Yeah, I'm ashamed of myself. T_T What can I say? I needed a way to throw in some extra burn that bites both ways and I was feeling uncreative. *Shrug*

Anyways, something completely silly just to keep this on topic. :3

Russian Roulette
Normal Spell

Roll a six-sided die. If the result you rolled is 1 or 6, you lose the duel. Otherwise, draw until the number of cards in your Hand is equal to the number your rolled.


The eternal question: how much are you really willing to risk for those extra cards? x3

Counterspell
Quick-Play Spell

Pay 800 Life Points. When a Spell Card is activated after this card's activation, remove this card in your Graveyard from play to negate the activation and effect of that card and destroy it. If this card is chained to the activation of a Spell Card, you may negate the activation and effect of that Spell Card and destroy it. If you do, this card is removed from play after the chain has resolved. By paying half your Life Points and removing this card in your Hand from play, negate the activation and effect of a Spell Card controlled by your opponent and remove it from play.
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Last edited by Alter Ego; January 20th, 2008 at 06:15 AM.
  #1142    
Old January 20th, 2008, 04:21 PM
Frostweaver's Avatar
Frostweaver
Ancient + Prehistoric
 
Join Date: Sep 2003
Location: Canada
Age: 26
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Nature: Calm
Russian Roulette- Lucksack FTW! Just forfeit similar to Victory Dragon when seeing the 1 or 6 before the chain is carried out ;P Then ruling goes crazy and we ban this card to solve ruling problems.

Counterspell- 800 LP and we get to cancel the next spell played o_o; guess it's ok since it blocks your own spell as well so you get those 1 for 1 trade off that locks both side similar to Skull Descalibur/Descovery Knight and Raiou...



Introducing Frosty's new series! *dun dun dun*


Eloquence of Terra- Agate
Rock / Effect
3 Star / Water
1000 Atk / 1800 Def

When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card, increase your Life Points by 2000 and special summon it on your side of the field.

Calmness of Terra- Mondiad
Rock / Effect
4 Star / Light
0 Atk / 2100 Def

When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card, special summon it on your side of the field. If this card is special summoned this way, skip your opponent's battle phase as long as this card is on your side of the field.

Falsity of Terra- Pyrite
Rock / Effect
4 Star / Dark
1500 Atk / 1500 Def

When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card, send this card to your graveyard and put one "Terra" monster card (except Falsity of Terra- Pyrite) from your graveyard face up on top of your opponent's deck.

Recognition of Terra- Yonix
Rock / Effect
6 Star / Earth
2100 Atk / 2400 Def

When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card, your opponent chooses and activates one of the following effects then send this card to your graveyard:
-You may draw up to 2 cards
-Special summon up to three "Terra" monster from your graveyard on your side of the field in defense mode. Destroy the three monsters at the end of this turn.

Glory of Terra- Jasper
Rock / Effect
4 Star / Light
1500 Atk / 1500 Def

When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card, special summon it on your side of the field. If this card is special summoned by its own effect, its original Atk is now 2500.

Protection of Terra- Citrine
Rock / Effect
4 Star / Light
0 Atk / 2200 Def

When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card, put it face-up on your opponent's Spell and Trap card zone as a continuous spell card. While this card is treated as a continuous spell card, any "Terra" monster destroyed as a result of battle is treated as being destroyed by a card effect.

Enchanted Stone Crafting
Normal Spell

Search your deck for a "Terra" monster. Put it face up on your opponent's deck and shuffle it.


More to come, but I don't want to overwhelm everyone ^_^;

Last edited by Frostweaver; January 21st, 2008 at 07:06 PM.
  #1143    
Old January 21st, 2008, 05:58 PM
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Scarlet Weather
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Join Date: Oct 2006
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Nature: Lax
Eloquence of Terra: Interesting... but I don't see what these guys can do beyond walling and being anti-spell brigades. Monarch runs over most of them, and to top it off they don't always have their effects activate. None of the draw effects is really all that devastating, to be honest.

Mondiad: Boring... at least Agate could combo with "Bad Reaction to Simochii". Seriously, Diamonds should get a better effect than a battle phase skip. Temporary immunity to destruction by battle for all "Terra" monsters, anyone?

Pyrite: But where does the Terra monster come from? Hand, deck, where? 0_o

Yonix: Is the wording here intentional? From the looks of things, this monster may be giving your opponent the ability to draw two cards (at least, that's how I understand the 'you may draw two cards'.) If that wasn't the intention, it might be best to specify that it's the owner of Yonix who gets to draw the cards...

Jasper: Finally, a card with a pretty dang decent effect! Just a pity that Evil Hero-Malicious Edge is now available...

Citrine: This card is the only thing that stops Malicious Edge from LOLing at these cards. He and Monarch can run them over (and Raiza still spins them back to the deck) but this guy provides a helpful fix, and never really dies since even if your opponent Heavy Storms it away while in spell form it still returns to your opponent's deck for more annoying fun. :3

Enchanted Stone Crafting: So we can skip the annoying wait of getting our monster destroyed with this guy? Yayzorz.

Hmm... this would have been a great walling set in the days pre-Malicious Edge, or whatever he's called. You know, that one-for-one if your opponent already has a monster 2600 attack point fiend with piercing damage? Yeah, that guy. He's this set's worst nightmare, because there's little they can wall against him with from monster power alone (not to mention the fact that Marshmallon and Spirit Reaper both become instant fail cards. You can tell I like this card, don't you?) He's definitely a major threat to this deck.
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  #1144    
Old January 21st, 2008, 06:15 PM
Frostweaver's Avatar
Frostweaver
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Join Date: Sep 2003
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Age: 26
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Hm, according to wording of parasite paracide, the current wording actually still treats you as the owner when the opponent draws face-up cards from their deck. So, for Yonix, the 2 card draw and so on. Agate increases your LP and not theirs, etc.

For Diamond, somehow I forgot to finish the sentence -_-; suppose to skip battle phase as long as Diamond is special summoned by its own effect and remain in play.

Pyrite- edited so it's from graveyard


Malicious Edge dooms this deck? Indeed it does. Who runs Malicious Edge? A fair number perhaps.

What's the hot card of the next set? Yubel.
What does Yubel do best? Use effect to dark hole the field every single darn turn. ;P
I honestly am not the most thrilled about winning by battle ever =o Yubel is out to stall even more than marshmellon and spirit reaper did. Lots of traps active nowadays (although that's sort of changing as we're using traps that spin to the deck and highly chainable traps, such as Phoenix Wing)

(actually, the counter to this entire deck in my opinion is actually enemy controller XD; It may hurt a lot when most of these monsters got little to no atk)

Ancient of Terra- Lazuli
Rock / Effect
7 Star / Earth
0 Atk / 3000 Def

When your opponent draws this card, special summon it on your side of the field. While this card is in play, any "Terra" monster removed from the field is considered to be destroyed by a card effect. If this card is destroyed as a result of a card effect, put all "Terra" monsters in your graveyard face up on the bottom of your opponent's deck.

Magical Ore Excavator
Warrior / Effect
1500 Atk / 1000 Def

This card deals piercing damage. If this card successfully deal piercing damage, search your deck for a "Terra" monster and add it to your hand.

Enchanted Stone Blast
Trap Card

You can only activate this card when a monster declares an attack against a monster on your side of the field. If your monster is face down, flip it face up (flip effects are not activated.) If your monster is a "Terra" monster, destroy the attacking monster. Put the "Terra" monster faceup on your opponent's deck, and shuffle it.

Last edited by Frostweaver; January 21st, 2008 at 07:05 PM.
  #1145    
Old January 25th, 2008, 11:26 AM
Alter Ego's Avatar
Alter Ego
that evil mod from hell
 
Join Date: Jun 2005
Location: Touhou land, grazing danmaku all the way
Age: 26
Nature: Quirky
...

New set?

Did somebody say NEW SET? Yaaay! Reviewing time! :3


Eloquence of Terra- Agate: kind of meh. Sure, 2000 extra LP is fun and all, but the special summon is terribly slow (unless your opponent gets an unlucky shuffle) and even then Agate itself is weak. I'd sooner use Sand Moth. Respawns faster, walls stronger and hits harder. =O

Calmness of Terra- Mondiad: now this is nasty. Sort of like having a permanent SoRL in monster form.

Recognition of Terra- Yonix: eh...I forget, what were the rock supports? 'Cause, if there's some handy way to summon this for destruction (beyond Rock Barrage dump + revive) then it could see use, but otherwise...it's sort of too lukewarm on the stats and doesn't even summon itself paracide style. Two cards isn't that glorious compensation for a tribute monster considering what a bother it is to get to that effect in the first place.

Glory of Terra- Jasper: Sand Moth, you have some major competition. =O Now this I would consider playing since it's four-star and 2500 Atk deals with most problems. At 1500 Def, it's slightly less solid than the moth, but the higher Atk both before and after special gives it an edge.

Protection of Terra- Citrine: Gear Golem style wall and another sure winner for the decktype. (This and Jasper in threes = pretty much a given) It does nothing about the slowness and unreliability of their summon, but it's a start.

Enchanted Stone Crafting: Anything to get them into the opponent's deck faster.

Ancient of Terra- Lazuli: Well, placing all those lumps of rock in the opponent's deck in the late game seems tempting (That + Convulsion of Nature follow-up is pretty much a game over for the opponent =O). Being searchable by rat is always a plus, though I'd hate to draw into this thing. x.O

Magical Ore Excavator: what attribute is this? Because whether or not rat can pull this out does make a difference for its usefulness. Anyways, it's a slightly more buff Mad Sword Beast capable of digging out those terra monsters. Another keeper for the decktype.

Enchanted Stone Blast: I think this needs some kind of rewording to make it perfectly clear that the monster going to the top of your opponent's deck is the same one that was attacked. Anyways, this is very nasty, actually, since it not only kills that big bad attacking monster but also screws over your opponent's next draw since all the terras either discard or summon themselves.


Overall...well, the Parasite Paracide style messing effects are an interesting concept, but I'm sort of looking for a clear win condition here. Right now, the best ones I can come up with are Lazuli + Convulsion with lots of lumpy rocks in your graveyard and making a ginormous Megarock Dragon which is then followed up by Return (thus depositing each of the detonated rocks into your opponent's deck :3), but they're both pretty far-fetched. x.O

Theme-jacking time! ^0^

Beckoning of Terra
Normal Spell

Reveal cards from the top of your opponent's Deck until you find a face-up "Terra" Monster then place all other cards revealed by this effect at the bottom of your opponent's Deck. For each card placed at the bottom of your opponent's Deck by this effect, lose 100 Life Points.


And since I had a flash of inspiration...well, sort of. :3

Runic Behemoth
Beast/Effect
5 Star/Dark
2300 Atk / 1400 Def

This card inflicts Piercing Damage. During your Main Phase, you may place this card from your Hand face-up in your Spell and Trap Card Zone (Treated as a Continuous Spell Card). You may only place one "Runic" Monster in your Spell and Trap Card Zone in this manner each turn. If your opponent Special Summons a Monster while this card is in your Spell and Trap Card Zone, Special Summon this Monster to your Field. If you Special Summon a Monster while this card is in your Spell and Trap Card Zone, Special Summon this Monster to your opponent's Field.

Runic Huntsman
Warrior/Effect
4 Star/Dark
1300 Atk / 1200

During your Main Phase, you may place this card from your Hand face-up in your Spell and Trap Card Zone (Treated as a Continuous Spell Card). You may only place one "Runic" Monster in your Spell and Trap Card Zone in this manner each turn. When a Monster is Summoned (Including Flip Summon) while this card is in your Spell and Trap Card Zone, negate the Summoning of that Monster and destroy it then send this card to your graveyard.

Runic Knight (revamp =O)
Warrior/Effect
4 Star/Light
1900 Atk / 800

During your Main Phase, you may place this card from your Hand face-up in your Spell and Trap Card Zone (Treated as a Continuous Spell Card). You may only place one "Runic" Monster in your Spell and Trap Card Zone in this manner each turn. When the effect of a Spell card is activated while this card is in your Spell and Trap Card zone, negate the activation and effect of that card and destroy it, then send this card to the Graveyard.

Runic Warden
Spellcaster/Effect
4 Star/Light
1000 Atk / 2000 Def

During your Main Phase, you may place this card from your Hand face-up in your Spell and Trap Card Zone (Treated as a Continuous Spell Card). You may only place one "Runic" Monster in your Spell and Trap Card Zone in this manner each turn. When a card(s) would be destroyed as the result of a card effect while this card is in your Spell and Trap Card Zone, send this card to your Graveyard instead.

Golden Rune of Binding
Normal Spell

Reveal the top card of your Deck and place it face-up into your Spell and Trap Card Zone (treated as a Continuous Spell Card). If a card revealed by the effect of "Golden Rune of Binding" is already on the Field, this card can not be activated. When either player activates the effect of a card of the same type as the original type of the card placed on your Field by this effect (Spell, Trap, or Effect Monster) while the card revealed by this effect is on your Field, negate the activation and effect(s) of that card.

Renewing the Seal
Normal Trap

Select one "Runic" Monster from your Graveyard and place it in your Spell and Trap Card Zone. On the turn this effect is activated, you may not Normal Summon or Set a Monster.
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Last edited by Alter Ego; January 25th, 2008 at 01:27 PM.
  #1146    
Old January 25th, 2008, 05:57 PM
Frostweaver's Avatar
Frostweaver
Ancient + Prehistoric
 
Join Date: Sep 2003
Location: Canada
Age: 26
Gender: Male
Nature: Calm
Problem with practical theme is usually this: "been there, done that" ><; it's always either discard, draw, disable or special summon =O I never planned Terra monster to win by battle but alternate win ^_~

rate first, then card later:


Beckoning of Gaia- speeding up the draw basically, on top of revealing half of your opponent's deck to you XD;

Runic Behemoth- too bad Dark Nepthyrs or Armed Dragon will also nuke it away while those two are special summoned. It's not a bad card, just that Phantom Darkness raise the definition of speed to a totally new level u_u Reason why I don't like behemoth is that most monsters that get special summoned is either tributed away for something stronger than the behemoth, or is something that's stronger already. The opponent will not sweat at all to special summon disc commander just because behemoth is there.

Runic Huntsman- splashable and my favorite out of the whole set. It's a free destruction to kill off any monster on the next turn, be it special summon or normal. It negates the summon itself too so it stops nasty effect before they can come into play. We got traps that do similar things but those are restrictive (rug) or cost a card (forced back.) Huntsman got none if you can plan it well. This card is similar to the 1-1 trade off cards like Skull Descalibur Knight and Raiou in OCG. Skull Descalibur Knight stops effect. Raiou stops special summon, and Huntsman here just stops all summon (but it is used as a spell so it doesn't take up your normal summon too.)

Runic Knight- mini imperial order. Search for it with RotA or recycle its use with warrior returning alive, and there you go. I'm sure that it's a deadly arsenal in the samurai lineup... they already use RotA, and some variants use warrior returning alive already.

Runic Warden- simple and easy to use effect, but runic don't have anything big or highly precious to protect... rather save the turn and set up more huntsman/knight instead.

Golden Rune of Binding- slightly confusing card effect but I understand... gambling type of negation again, which is what runic always do except the piercing behemoth.

Renewing the Seal- end phase fun, similar to Gateway to the Dark World if DW got deckspace to even consider that card. More recycling for runic, and nothing can really go wrong with more huntsman and knight.


If I have to look at the decktype as a whole, it's all about the Knight. He's the most searchable, highest attack power at 1900, and I think that his effect is the most devastating. Huntsman is good, but it's easier to not use spells than not to summon anything at all. The deck for now, seems to be all about recycling/retrieving Knight as much as possible,


<><><>

Eloquence of Terra- Agate (reworked)
Rock / Effect
4 Star / Water
1000 Atk / 1800 Def

When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card and your Life Points is lower than the opponent's, switch your Life Point with your opponent.

Recognition of Terra- Yonix (revamp)
Rock / Effect
6 Star / Earth
2100 Atk / 2400 Def

When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card, special summon this card and up to two "Terra" monster from your graveyard on your side of the field on your side of the field. Destroy all monsters special summoned by this card's effect on your next standby phase.

Glory of Terra- Jasper (revamp, changed to wind)
Rock / Effect
4 Star / Wind
1500 Atk / 1500 Def

When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card, special summon it on your side of the field. If this card is special summoned by its own effect, its original Atk is now 2500.

Magical Ore Excavator (added star level and attribute)
Warrior / Effect
4 Star / Earth
1500 Atk / 1400 Def

This card deals piercing damage. If this card successfully deal piercing damage, search your deck for a "Terra" monster and add it to your hand.

Vicious of Terra- Tiger Eye
Rock / Effect
7 Star / Fire
1900 Atk / 2500 Def

When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card, special summon this card on your side of the field. If this card is special summoned by its own effect, switch the Atk and Def of all "Terra" monster in play.

(note: there, if you must insist on winning by battle with clump of rocks :3 )

Wisdom of Terra- Olivine
Rock / Effect
4 Star / Water
1400 Atk / 1900 Def

When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card, put it face-up on your opponent's Spell and Trap card zone as a continuous spell card. While this card is treated as a continuous spell card, your opponent must show his/her hand and the Atk of all monsters on your opponent's side of the field decreases by 200.

Watcher of Terra- Tourmal
Rock / Effect
4 Star / Earth
1800 Atk / 1500 Def

You may send this card to the graveyard to add a "Terra" field spell card from your deck to your hand. When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card, add a "Terra" field spell card from your graveyard to your hand.

Terra
Field Spell Card

Increase the defense of all "Terra" monster in play by 500. When over half of your opponent's deck consist of face-up "Terra" monsters, You win the match.

Last edited by Frostweaver; January 25th, 2008 at 06:03 PM.
  #1147    
Old January 26th, 2008, 02:15 PM
Scarlet Weather's Avatar
Scarlet Weather
The Game is Afoot!
 
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You know, I finally unlocked most of the packs from beating opponents in each world in WC08. Now I just need to unlock the Gladiator Beasts by winning five times against various CPU Free Duel opponents and I'll be set. :3

Speaking of Gladiator Beasts...

Recruitment of Gladiator
Continuous Spell
When you return a "Gladiator Beast" monster on your side of your field to your deck by its own effect, instead of special summoning a "Gladiator Beast" monster you can special summon another monster from your deck with level stars equal to or lower then the Gladiator Beast card. You can only activate this effect once per turn.

Legacy of Gladiator
Normal Trap
Activate only when a "Gladiator Beast" monster you control is destroyed by battle. Instead of sending that monster to the graveyard, shuffle it into your deck and special summon another "Gladiator Beast" monster.
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  #1148    
Old January 27th, 2008, 05:00 AM
Alter Ego's Avatar
Alter Ego
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Eloquence of Terra- Agate (reworked): That should be 'are' rather than 'is'. Other than that...it's Reversal Quiz on legs. Well, except that OTKOing with this is harder. Definitely best buddies with Wall of Revealing Light and can be used to create a win condition for the decktype.

Recognition of Terra- Yonix (revamp): With the field spell in the mix, this is starting to look deadly. It starts out slowish, but when your opponent starts running out of non-Terra monsters this thing gets more and more vicious (as long as you keep a fresh supply of the rocks in your graveyard). Majorly screwed draws and eventual instant loss for the opponent in the late game.

Magical Ore Excavator: Yeah, Rat is now officially the recruiter of choice for this decktype.

Vicious of Terra- Tiger Eye: Ehh...quite tricky to play since it's out of recruiter range and 7-star. Pretty much calls for Enchanted Stone Crafting, but even then you'd want a good bunch of big, lumpy rocks on your field to capitalize on it. I'd sooner use the new Agate since it's funkier. :3

Wisdom of Terra- Olivine: Hand scouting fun; there's some way to brutally exploit that, I'm sure. The Atk and Def reduction is more of a side-attraction, but it might make the difference in some matchups.

Watcher of Terra- Tourmal: Yay for field searchers. Sort of anti-thematic how your opponent gets to keep this one after drawing it, though. o.O

Terra: Ohh...now this set is starting to make sense. One big problem, though: how are you going to determine when over half of your opponent's deck is Terra monsters? Does this field let you peek at your opponent's deck all the time? (I mean, that technically equals checking every draw your opponent makes too, since it's just a simple matter of deduction x.O) Some method of fixing that issue, maybe?

Recruitment of Gladiator: Which Gladiator Beast does the level star thing refer to? (should be specified) anyways, I dunno'...Gladiator Beast really prefers summoning Gladiator Beast, so I'm not sure if they'd bother with this.

Legacy of Gladiator: Special Summon from where? Also, what do you mean by 'another'? Does that just mean anything except the destroyed one or does it require a differently named beast too? Clarify that in the wording. Eh, sort of dubious usefulness again, since the problem with Gladiator Beast usually isn't getting through battle as much as being blown off the field before they get to battle. I think I'd sooner use Waboku to get them through battle (that way you get through the battle too, but you get the special summon with the effect, prevents damage and casualties too)


And yeah, I see what you mean about Behemoth. Ho-hum, I think I'm going to do something about that:

Runic Behemoth (revamp)
Beast/Effect
8 Star/Dark
2600 Atk / 1400 Def

This card inflicts Piercing Damage. During your Main Phase, you may place this card from your Hand face-up in your Spell and Trap Card Zone (Treated as a Continuous Spell Card). You may only place one "Runic" Monster in your Spell and Trap Card Zone in this manner each turn. If your opponent Special Summons a Monster while this card is in your Spell and Trap Card Zone, Special Summon this Monster to your Field. If you Special Summon a Monster while this card is in your Spell and Trap Card Zone, Special Summon this Monster to your opponent's Field.

Bigger makes better, right? :3 Aaand something else for the set:

Runic Overtaker
Spellcaster/Effect
5 Star/Dark
1900 Atk / 2300 Def

During your Main Phase, you may place this card from your Hand face-up in your Spell and Trap Card Zone (Treated as a Continuous Spell Card). You may only place one "Runic" Monster in your Spell and Trap Card Zone in this manner each turn. When a Monster is Tribute Summoned while this card is in your Spell and Trap Card Zone, switch control of that Monster to the opponent of the player who Summoned it until the next Standby Phase of the player who summoned the Monster then send this card to the Graveyard.

Runic Punisher
Spellcaster/Effect
4 Star/Dark
1600 Atk / 700 Def

During your Main Phase, you may place this card from your Hand face-up in your Spell and Trap Card Zone (Treated as a Continuous Spell Card). You may only place one "Runic" Monster in your Spell and Trap Card Zone in this manner each turn. When a player declares an attack while this card is in your Spell and Trap Card Zone, inflict Damage to that player equal to the Atk of the attacking monster then send this card to the Graveyard.
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  #1149    
Old January 27th, 2008, 09:44 AM
Forci Stikane
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Quote:
Originally Posted by Alter Ego View Post
Terra: Ohh...now this set is starting to make sense. One big problem, though: how are you going to determine when over half of your opponent's deck is Terra monsters? Does this field let you peek at your opponent's deck all the time? (I mean, that technically equals checking every draw your opponent makes too, since it's just a simple matter of deduction x.O) Some method of fixing that issue, maybe?

The number of cards in a player's deck has fallen under the category of common knowledge lately, so you can just count and keep track of how many Terra monsters have been added to it.

Runic Behemoth (revamp)
Beast/Effect
8 Star/Dark
2600 Atk / 1400 Def

This card inflicts Piercing Damage. During your Main Phase, you may place this card from your Hand face-up in your Spell and Trap Card Zone (Treated as a Continuous Spell Card). You may only place one "Runic" Monster in your Spell and Trap Card Zone in this manner each turn. If your opponent Special Summons a Monster while this card is in your Spell and Trap Card Zone, Special Summon this Monster to your Field. If you Special Summon a Monster while this card is in your Spell and Trap Card Zone, Special Summon this Monster to your opponent's Field.

A new rival for Malicious Edge & Cyber Dragon.

Bigger makes better, right? :3 Aaand something else for the set:

Runic Overtaker
Spellcaster/Effect
5 Star/Dark
1900 Atk / 2300 Def

During your Main Phase, you may place this card from your Hand face-up in your Spell and Trap Card Zone (Treated as a Continuous Spell Card). You may only place one "Runic" Monster in your Spell and Trap Card Zone in this manner each turn. When a Monster is Tribute Summoned while this card is in your Spell and Trap Card Zone, switch control of that Monster to the opponent of the player who Summoned it until the next Standby Phase of the player who summoned the Monster then send this card to the Graveyard.

A tad bit evil, but how would the timing work with Trigger effects like those of the monarchs? If you get their effects as well, then this can see teched use.

Runic Punisher
Spellcaster/Effect
4 Star/Dark
1600 Atk / 700 Def

During your Main Phase, you may place this card from your Hand face-up in your Spell and Trap Card Zone (Treated as a Continuous Spell Card). You may only place one "Runic" Monster in your Spell and Trap Card Zone in this manner each turn. When a player declares an attack while this card is in your Spell and Trap Card Zone, inflict Damage to that player equal to the Atk of the attacking monster then send this card to the Graveyard.
Basically an auto-Magic Cylinder on legs. Any reasonable opponent will attack with something weak first, though, completely ruining this.
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  #1150    
Old January 27th, 2008, 10:14 AM
Alter Ego's Avatar
Alter Ego
that evil mod from hell
 
Join Date: Jun 2005
Location: Touhou land, grazing danmaku all the way
Age: 26
Nature: Quirky
Quote:
Originally Posted by Ichaste Pekoni View Post
Basically an auto-Magic Cylinder on legs. Any reasonable opponent will attack with something weak first, though, completely ruining this.
There's a catch, though. Suppose you aren't running this with an empty field but actually have a reasonably buff monster out. In that case your opponent will either have to hit with something big to get rid of the punisher or sacrifice their low-power creature in battle (eating battle damage in the process). Either that or dig around for S/T removal. In any of the given scenarios, I'd say that the card has served its purpose.


Anyways, something a bit different again:

Cyber Acrochordus
Machine/Effect
3 Star/Dark
500 Atk / 900 Def

Select and activate one of the following effects:
- When this card is attacked, remove this card from play to remove the attacking monster from play until your next Standby Phase then add one "Cyber Acrochordus" from your Deck to your Hand.
- Remove this card and one card in your Hand from play to add a Monster Card from your Deck to your Hand.
- Remove from play this card and two Monsters on your Field to select two cards at random from your opponent's Hand and remove the from play.


Okay, fine, Cyber Valley and its Machine Duplication-exploitability (which, might I add, meshes nicely with Satellite Cannon since they're both light attributes too) has grown on me. So sue me. xP
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Last edited by Alter Ego; January 27th, 2008 at 10:23 AM.
 
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