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  #1226    
Old March 20th, 2008, 11:21 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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Quote:
Originally Posted by Ichaste Pekoni View Post
One-sided, upgraded Fiber Jar? At least you don't draw a full hand, but still, there are ways to abuse these effects. Cutting down on the LP cost doesn't exactly help, either. Mill decks are very much in love with you right now.
It's not as strong as it looks. What made Fiber Jar so powerful was that it set both players' field and hand back to square one, creating some pretty obvious advantage for burn or decks that just generally shoot to end things with an opening hand while punishing reckless LP-cost aggression. With this, though, you are left against a developed field (presumably, since your opponent had to be in a position to finish you off in the first place) with only a single card to your name. With the current tempo of the metagame, one bad topdeck in that situation is basically an instant loss for you. (well, unless you played this in an endgame topdeck war) Because it also resets your RFG pile you can't pull an all-ending Dimension Fusion either. =O

Ehh...it's more of a novelty card, really, something I came up with when trying to imagine what kind of a deck a villain with the power of the miracle draw (Yugi's magical ability of always topdecking the perfect card for the situation) would use. Cue the follow-up Morphing Jar. xD

Quote:
Originally Posted by Ichaste Pekoni View Post
This + Des Wombat = brokenness. That's just what burn decks needed: another draw engine. This would be another viable target for D.D. Crow, methinks.
And here I was thinking Prime Material Dragon. ;3 It's a lot harder to knock off, too, unlike poor wombat that gets eaten by the many, many monster removal effects out there. And yes, crow will want to kill this. Mind you, the opponent is given a chance to exploit this with a wombat of their own (or without one, if they're that eager to see a new card). Still...limited, maybe? :3

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

New concept for Wandering monsters, since they really didn't have a cohesive theme before. This revamp will be included in the RP, so give me honest opinions.
Comments? Pfft...the day I see a new IC from you in said RP. xP *blackmail*

...

Just kidding, of course. :3


Wandering Hero: So basically the same old same old, except for the limit break search which would be the new cohesive thematic for these? Well, it certainly helps the old RFG rush mechanic, while making those limit breaks a bit less of a liability. (instant CA replacement for the wanderers too) This one is all good.

Wandering Mage: ehh...Ojama Trio love? Dunno', instant spell recursion is still a very powerful effect, especially now that we have Monster Reborn in the card pool. (you can see the exploits there, ne?) Maybe remove the Atk restriction and have this put the card at the top of your deck instead? It's still a strong recursion, but slower tempo-wise and thus not as explosive. Either that or limit the cards it can fetch to wanderer support.

Wandering Healer: not affected by spell and trap is already big and with the second effect this means that your opponent will either have to remove this by monster effect or commit two Cyber Dragon+ size monsters just to get rid of it (and give you a bit of LP too). Talk about pesky. x3 Maybe restrict the attack negation to if this is in attack position?

Wandering Rogue: Same old with the added RFG mechanic. It's sort of like Lucky Pied Piper without the pesky second summon.

Wandering Shinobi: So the Shinobi has shifted from recruiter to sort of a thematic RoTA? Whoa, not bad, not bad at all. This definitely an asset in wanderer-heavy decks. To avoid absolutely broken self-mill (search wanderer, discard wanderer, search new wanderer, lather rinse and repeat with extra search for the limit breaks using pitched wanderers) I'd suggest limiting the ability to once per turn, though. =O

Wandering Dragon- Muthaba: Ho-hum, "While you control at least three differently named 'Wandering' Monsters, this card can be Normal Summoned without tribute.". Tributeless beatstick is always nice, as is being able to pull a quick shot of removal. I don't think you need to restrict the ability to once a turn, though, seeing as how there are already some quite heavy-hitting dragons out there to compare this to.

Wandering Beast: Crow this, immediately. xO A 1800-atk beatstick that just won't stay dead is always nice, especially since this grows to beyond Cyber Dragon whenever it attacks. (by virtue of being a wandering monster itself). Meh, I'm afraid I'll have to call broken. Just throw in one Card of Safe Return and this pays back its own revival cost while cycling through your deck in the process. Three of these + Manticore and baboon along with Card of Safe Return and we step into the territory of utterly crazy without even touching anything else that has the word 'wandering' on it. Maybe limit the summon to only being an option if you have no other monsters on the field?

Wandering Party: So...an emergency ditch to get the wanderers we need? Hmm...despite the -1 in CA, there is a distinct possibility of turning this worthwhile by buffing up your hand with searched limit breaks. Could have space in an RP context, at the very least. Fair enough, I say. :3


Overall, this looks nice thus far. (well, despite the slight power issues), incorporating RFG into the theme for greater benefit from RftDD and Dimension Fusion. Looking forward to seeing the new supports (hopefully something to summon all those wanderers we're putting into the hand?). Got to ask, though; where's the vampire? Can't have a wandering party without the vampire. =O

Oh, and when's the next CARD GAMES IC due? *Shot* xD

Ahem, as a counterbalance to this impudent resurgence of wanderers:

Coronation Hall
Field Spell

This card is treated as "Court of Nobles". While this card is face-up on the Field, increase the Atk of all "Curran" and "Pikeru" Monsters by 500. By discarding one card from your Hand, you may tribute one "Ebon Magician Curran" or "White Magician Pikeru" on your Field. If you tributed "Ebon Magician Curran", Special Summon one "Princes Curran" from your Hand or Deck, ignoring summoning conditions. If you tributed "White Magician Pikeru", Special Summon one "Princes Pikeru" from your Hand or Deck, ignoring summoning conditions. By discarding your Hand and tributing one "Princess Curran" or "Princess Pikeru" on your Field, Special Summon one "Curran" or "Pikeru" Monster that designates the tributed Monster in its card effect from your Hand or Deck, ignoring summoning conditions.
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Last edited by Alter Ego; March 21st, 2008 at 07:34 AM.
  #1227    
Old March 20th, 2008, 04:01 PM
Scarlet Weather's Avatar
Scarlet Weather
The Game is Afoot!
 
Join Date: Oct 2006
Location: In a House
Nature: Lax
Quote:
Originally Posted by Alter Ego View Post
It's not as strong as it looks. What made Fiber Jar so powerful was that it set both players' field and hand back to square one, creating some pretty obvious advantage for burn or decks that just generally shoot to end things with an opening hand while punishing reckless LP-cost aggression. With this, though, you are left against a developed field (presumably, since your opponent had to be in a position to finish you off in the first place) with only a single card to your name. With the current tempo of the metagame, one bad topdeck in that situation is basically an instant loss for you. (well, unless you played this in an endgame topdeck war) Because it also resets your RFG pile you can't pull an all-ending Dimension Fusion either. =O

Ehh...it's more of a novelty card, really, something I came up with when trying to imagine what kind of a deck a villain with the power of the miracle draw (Yugi's magical ability of always topdecking the perfect card for the situation) would use. Cue the follow-up Morphing Jar. xD



And here I was thinking Prime Material Dragon. ;3 It's a lot harder to knock off, too, unlike poor wombat that gets eaten by the many, many monster removal effects out there. And yes, crow will want to kill this. Mind you, the opponent is given a chance to exploit this with a wombat of their own (or without one, if they're that eager to see a new card). Still...limited, maybe? :3



Comments? Pfft...the day I see a new IC from you in said RP. xP *blackmail*

...

Just kidding, of course. :3


Wandering Hero: So basically the same old same old, except for the limit break search which would be the new cohesive thematic for these? Well, it certainly helps the old RFG rush mechanic, while making those limit breaks a bit less of a liability. (instant CA replacement for the wanderers too) This one is all good.

Wandering Mage: ehh...Ojama Trio love? Dunno', instant spell recursion is still a very powerful effect, especially now that we have Monster Reborn in the card pool. (you can see the exploits there, ne?) Maybe remove the Atk restriction and have this put the card at the top of your deck instead? It's still a strong recursion, but slower tempo-wise and thus not as explosive. Either that or limit the cards it can fetch to wanderer support.

Wandering Healer: not affected by spell and trap is already big and with the second effect this means that your opponent will either have to remove this by monster effect or commit two Cyber Dragon+ size monsters just to get rid of it (and give you a bit of LP too). Talk about pesky. x3 Maybe restrict the attack negation to if this is in attack position?

Wandering Rogue: Same old with the added RFG mechanic. It's sort of like Lucky Pied Piper without the pesky second summon.

Wandering Shinobi: So the Shinobi has shifted from recruiter to sort of a thematic RoTA? Whoa, not bad, not bad at all. This definitely an asset in wanderer-heavy decks. To avoid absolutely broken self-mill (search wanderer, discard wanderer, search new wanderer, lather rinse and repeat with extra search for the limit breaks using pitched wanderers) I'd suggest limiting the ability to once per turn, though. =O

Wandering Dragon- Muthaba: Ho-hum, "While you control at least three differently named 'Wandering' Monsters, this card can be Normal Summoned without tribute.". Tributeless beatstick is always nice, as is being able to pull a quick shot of removal. I don't think you need to restrict the ability to once a turn, though, seeing as how there are already some quite heavy-hitting dragons out there to compare this to.

Wandering Beast: Crow this, immediately. xO A 1800-atk beatstick that just won't stay dead is always nice, especially since this grows to beyond Cyber Dragon whenever it attacks. (by virtue of being a wandering monster itself). Meh, I'm afraid I'll have to call broken. Just throw in one Card of Safe Return and this pays back its own revival cost while cycling through your deck in the process. Three of these + Manticore and baboon along with Card of Safe Return and we step into the territory of utterly crazy without even touching anything else that has the word 'wandering' on it. Maybe limit the summon to only being an option if you have no other monsters on the field?

Wandering Party: So...an emergency ditch to get the wanderers we need? Hmm...despite the -1 in CA, there is a distinct possibility of turning this worthwhile by buffing up your hand with searched limit breaks. Could have space in an RP context, at the very least. Fair enough, I say. :3


Overall, this looks nice thus far. (well, despite the slight power issues), incorporating RFG into the theme for greater benefit from RftDD and Dimension Fusion. Looking forward to seeing the new supports (hopefully something to summon all those wanderers we're putting into the hand?). Got to ask, though; where's the vampire? Can't have a wandering party without the vampire. =O

Oh, and when's the next CARD GAMES IC due? *Shot* xD

Patience, my son. Have you learned nothing of patience from the military? XD *SHOT'ED MAX*

Ahem, as a counterbalance to this impudent resurgence of wanderers:

Coronation Hall
Field Spell

This card is treated as "Court of Nobles". While this card is face-up on the Field, increase the Atk of all "Curran" and "Pikeru" Monsters by 500. By discarding one card from your Hand, you may tribute one "Ebon Magician Curran" or "White Magician Curran" on your Field. If you tributed "Ebon Magician Curran", Special Summon one "Princes Curran" from your Hand or Deck, ignoring summoning conditions. If you tributed "White Magician Pikeru", Special Summon one "Princes Pikeru" from your Hand or Deck, ignoring summoning conditions. By discarding your Hand and tributing one "Princess Curran" or "Princess Pikeru" on your Field, Special Summon one "Curran" or "Pikeru" Monster that designates the tributed Monster in its card effect from your Hand or Deck, ignoring summoning conditions.
Coronation Hall: So it's just like Court of Nobles but with a higher power boost and eliminating the middleman of Coronation of Princesses? *Shot'ed*

Alright, you want Vampire, you got him. (BTW, that whole "once per turn" thing was supposed to be a limitation on Shinobi, not Muthaba. I added text to the wrong Wanderer, apparently. 9_o)

Wandering Vampire
Monster/Dark/Fiend/Effect/6*
Atk 2200/ Def 1700
When this monster is tribute summoned by tributing a "Wandering" monster, this monster is treated as the tributed monster and gains its effect(s) until it is removed from the field. When this monster is destroyed as a result of battle, you can special summon it during the end phase. By removing this monster in the graveyard from play, you can add one "Limit Break- Mimic" from your deck to your hand.

EDIT: The RP post is here now, hope you're happy, here's a few more presents to wet your whistle.

Excalibuster- Blade of the Wandering Hero
Equip Spell
Increase the Atk of the equipped monster by 800 points. If the equipped monster is "Wandering Hero", destroy any monster that the equipped monster battles with (Damage calculation is applied normally) and each time the equipped monster battles, you can select one card from your opponent's graveyard and shuffle it into their decks.

Arrival of the Wanderers
Normal Trap
Activate only when your opponent declares an attack. Negate that attack, then special summon up to two "Wandering" monsters from your hand with equal or fewer Atk points to the attacking monster.

Bond of Wanderers
Normal Spell
You can only activate this card if you have three or more "Wandering" monsters in your hand and control one "Wandering" monster on the field. Select two and special summon them.

Phoenix Down
Normal Spell
Special summon a "Wandering" monster from your graveyard. The monster summoned by this card's effect is removed from play during the end phase.

Limit Break-Omnislash
Normal Spell
Select one "Wandering Hero" on your side of the field. Pay half your life points. If the selected "Wandering Hero" is the only monster on your side of the field, you do not have to pay any life points. The selected "Wandering Hero" can attack once this turn for each monster your opponent controls in addition to its normal attack. The Atk and Def of all monsters on your opponent's side of the field is halved during this turn only. You can only activate one "Limit Break" card per turn.

Limit Break-Mimic
Normal Spell
Select one "Wandering Vampire" on your side of the field (Even if it is being treated as another monster). Select one "Limit Break" spell card in the graveyard. This card's effect becomes the effect of that "Limit Break" spell card. You can only activate one "Limit Break" card per turn.

Limit Break-Great Gospel
Normal Spell
Select one "Wandering Healer" on your side of the field. Pay half your life points. You do not have to pay any life points if the selected "Wandering Healer" is the only monster on your side of the field. All monsters on your side of the field are immune to card effects controlled by your opponent and cannot be destroyed by battle until your opponent's next end phase. You can only activate one "Limit Break" card per turn.

Limit Break-All Creation
Normal Spell
Select one "Wandering Shinobi" on your side of the field and pay half your life points. If the selected "Wandering shinobi" is the only monster on your side of the field, you do not have to pay any life points. Destroy up to three cards on your opponent's side of the field. You can only activate one "Limit Break" card per turn.

Limit Break- Cosmo Memory
Normal Spell
Select one "Wandering Beast" on your side of the field. Pay half your life points. If the selected "Wandering Beast" is the only monster you control, you do not have to pay life points. Select up to five cards in your opponent's graveyard and return them to his or her deck. Deal five hundred points of damage to your opponent for each card returned to the deck in this way. Then select two cards in your removed from play pile and return them to your graveyard. You can only activate one "Limit Break" card per turn.
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Last edited by Scarlet Weather; March 20th, 2008 at 07:45 PM.
  #1228    
Old March 22nd, 2008, 10:25 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 ACC-M View Post
Patience, my son. Have you learned nothing of patience from the military? XD *SHOT'ED MAX*
Patience? I'll have you know that we call that 'slacking' in the mili. The faster you do things the faster they get done; that's our motto. xD

Quote:
Originally Posted by ACC-M View Post
Coronation Hall: So it's just like Court of Nobles but with a higher power boost and eliminating the middleman of Coronation of Princesses? *Shot'ed*
Actually, there are some differences. Coronation Hall only boosts Curran and Pikeru, leaving the royals out in the cold, and it also lacks the court's search-for-support effect. So yeah, this field is more princess-centric at the expense of the other royals. :3

Wandering Vampire: Sort of surprised to see that this isn't a zombie monster, actually. Other than that, Mage or healer tribute for this. Now. >O Though admittedly the new shinobi is a tempting pick for this too. Revival from battle destruction is always a nice bonus, though admittedly not such a big thing now that wiping out the field with card effects seems to be the watchword. Anyways, you could make that "this card is also treated as the tributed monster" to avoid wording issues with the limit break. :3

Excalibuster- Blade of the Wandering Hero: My, my, aren't we metagame savvy? xD Mmmhmm...the graveyard recycling effect definitely earns you the undying hatred of Treeborn Frog, Dasher, and Disc Commander among many others. Mind you, you can just go with "at the end of the Damage Step" instead of the whole damage calculation shizzle.

Arrival of the Wanderers: Yikes, wanderer swarm. o.o Well, with the peskiness of the Atk limit, Healer looks like an obvious pick for this one, Beast being another strong contender for it's swarming joy and self-revival. Hero works too, since he can just buff himself with an equip spell after you summon him. Pretty strong card, all things said. Maybe limit it to only react to direct attacks?

Bond of Wanderers: Wandering Party just became that much more valuable. Que the double Muthaba summon for game. =O Ummm...yeah, hand-cost heavy or no, being able to drop down two 3000-Atk monsters in a single turn is a bit too much.

Phoenix Down: Lookie! It's a wanderer on Swing of Memories! ^0^ Well, except that it's removed from the game instead of just being destroyed, but let's not get hooked up on the details. Fair enough card, and even more fuel for the RFG mechanic. I have to say that these new wanderers make for a very scary return/swarm deck. @.@

Limit Break-Omnislash: Lightning Vortex follow-up ftw. Still get all the extra attacks but no monsters in the way to block them. =O Maybe change that to "The selected "Wandering Hero" can attack all monsters on your opponent's side of the field once each." to counter the exploit. Ehh...the halving Atk and Def looks a bit harsh. Maybe just let it change the battle positions instead? It's field wipe either way (since basically everything that sees play has one weak stat), but a bit less crazy on the damage front.

Limit Break-Mimic: See comments on the vampire for the wording thing. Other than that, fair enough; this can only be as broken as the cards it copies anyway. xD

Limit Break-Great Gospel: "unaffected by" rather than "immune to". Other than that...fair enough, as it's essentially cover for your all-ending rush.

Limit Break-All Creation: Wow, pretty brutal. Brutal enough to make it worth considering even with the LP cost. Still, it's limit break, soo...

Limit Break- Cosmo Memory: Okay, I take that back. All Creation is nice and tame compared to this. So essentially what we're doing is take over one quarter of the opponent's life points, cycle all their hard-dumped work back out of reach into their deck and bring back anything that's been inconveniently crowed on our side? All this requiring only a monster that any wandering deck would already be running in threes for its sheer badassness anyway? Mhmmm...prime pick on the limit break front here. Still, I think you could cut down the burn to 400 or even 300 per card for the greater balance.


In other news...

Phantom Fencer
Warrior/Effect
2 Star/Dark
800 Atk / 400 Def

This card can attack your opponent directly. If it does so using this effect, return this card to your Hand at the end of the Damage Step. When your opponent declares an Attack, you may Special Summon this card from your Hand in Attack Position to negate the Attack.

Fading Memory
Continuous Trap

While resolving the effect of this card, your opponent may not check the contents of his/her Graveyard. During each Standby Phase, select one card from your opponent's Graveyard and place it face-down at the top of the Graveyard. Then, your opponent guesses the name of the card you selected. If your opponent guessed right, the selected card is returned to your opponent's Graveyard face-up and the bottom card of your Graveyard is removed from play face-down. Otherwise, remove the selected card from play face-down. When there are no cards in either player's Graveyard, destroy this card.

EDITNESS: Oh flarp, I can't resist. These edits have been playing around in my head for a while now, so I might as well let them out. :3

Aether Fairy Filcher
Fairy/Effect
3 Star/Dark
1300 Atk / 700 Def

Once per turn, select a card at random from your opponent's Hand and your opponent must keep it revealed until the end of the turn. If this card is destroyed as the result of a card effect, the card revealed by this effect is discarded. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

Aether Fairy Guardian
Fairy/Effect
4 Star/Earth
1000 Atk / 2000 Def

This Attack Position card can not be destroyed by Battle. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

Aether Fairy Skydancer
Fairy/Effect
3 Star/Wind
1200 Atk / 1000 Def

This card can attack your opponent directly. If it does so using this effect, all Battle Damage from the attack is reduced by half. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

Aether Fairy Swordsman
Fairy/Effect
4 Star/Light
1800 Atk / 1600 Def

During your Battle Phase, increase the Atk of this card by 400. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

Aether Veil
Continuous Spell

All Battle Damage you would receive from Battles involving "Aether Fairy" Monsters becomes zero. Until your next End Phase after this card is destroyed as the result of a card effect, whenever an "Aether Fairy" Monster is destroyed, it is considered to have been destroyed as the result of a card effect.

Invitation of the Fey
Quick-Play Spell

Select one "Aether" Monster from your Hand and Special Summon it, then select one Monster from your opponent's Hand and Special Summon it. On the End Phase of the turn this card is activated, destroy both Monsters Special Summoned by this effect.

The Boundless - Aether
Field Spell

This card is not destroyed by the effect of "Effemarity". During each End Phase, you may select one "Aether" Monster that was destroyed as the result of a card effect this turn and add it to your Hand. By tributing this card and "Effemarity" on your Field, you may destroy all cards on the Field. On the turn this effect is activated, you may not conduct your Battle Phase.
__________________
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Estranged Ex: The RP Section Rules
Sworn Rival For All Eternity and about five minutes beyond: Chibi
Illegitimate Lovechild: Mika
Card-gaming Beta on a Leash: Scarlet


Last edited by Alter Ego; March 23rd, 2008 at 09:59 AM.
  #1229    
Old March 24th, 2008, 11:36 PM
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World King
Legendary Twilight Master
 
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Since no one has posted in a while, Time to show some of my own ideas for cards (all about Pokémon in Yu-Gi-Oh!).

Actually, instead of posting them, you can watch them by clicking 3 words back in this sentence and selecting one of 2.
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Darkness is strength; symbolizes power
Light is wisdom; represents knowledge
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Last Kingston Alive
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  #1230    
Old March 25th, 2008, 04:16 AM
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Scarlet Weather
The Game is Afoot!
 
Join Date: Oct 2006
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Er... I can barely read the text on those cards to rate them... *sweatdrops*

YGO Card Maker
Continuous Spell
I hate you. >.<
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x x x x

  #1231    
Old March 25th, 2008, 09:58 AM
World King's Avatar
World King
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Join Date: Jul 2007
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just enlarge the video to see the text.

But if it isn't good enough, you can check some of those cards in The YCM Wikia here!.
__________________

Leon K. Markowitz
______________________

Darkness is strength; symbolizes power
Light is wisdom; represents knowledge
Their combined divinity shall create
The sacred magnificence of Twilight
(Friend Code for Black2)


Last Kingston Alive
_______________________

Lonely, cold-hearted Twilight Master
On a lifetime journey to fulfill my destiny

To reshape this forgotten, pitiful world
and restore the utopic balance it has long lost
  #1232    
Old March 25th, 2008, 03:18 PM
Scarlet Weather's Avatar
Scarlet Weather
The Game is Afoot!
 
Join Date: Oct 2006
Location: In a House
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Or you could, you know, post a few of them so that I don't have to go to another site to rate your work for my convenience. 0.o Anyway, the video slideshow doesn't give me the ability to easily look at the cards while evaluating them.

Wandering Harbinger
Monster/Dark/Fiend/Fusion/Effect/8*
Atk ????/ Def ????
This monster cannot be special summoned except by removing one "Wandering Hero" and one "Wandering Vampire" in your graveyard from play while there are no other monsters in your graveyard. (You do not use "Polymerization") Select one monster from your hand, deck, field, or either player's graveyard. This monster's original Atk and Def are the same as that monster's, and it gains their effect(s). Effects which are triggered by flip summon, special summon, or normal summon are activated at this time.

Yeah, just thought I'd find a way to tie Wandering Vampire in with the whole FFVII theme of the other Wandering monsters.
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Last edited by Scarlet Weather; March 26th, 2008 at 12:20 PM.
  #1233    
Old March 25th, 2008, 04:23 PM
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World King
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Oh, well..

With more time, I'll post them here...
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Leon K. Markowitz
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Darkness is strength; symbolizes power
Light is wisdom; represents knowledge
Their combined divinity shall create
The sacred magnificence of Twilight
(Friend Code for Black2)


Last Kingston Alive
_______________________

Lonely, cold-hearted Twilight Master
On a lifetime journey to fulfill my destiny

To reshape this forgotten, pitiful world
and restore the utopic balance it has long lost
  #1234    
Old April 4th, 2008, 10:52 AM
Alter Ego's Avatar
Alter Ego
that evil mod from hell
 
Join Date: Jun 2005
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Nature: Quirky
Umm...yeah, seconding ACC. I for one am not going to be klicking through any freakin' links or waiting for some random video to load just to see a fake card. Just use the same format as everyone else, please. It seriously doesn't take that long to write out. <.<

And like, my poor aether fairies got totally ignored. Ohh...Haruko is going to poke someone for this. >O

Seriously, Haruko is going to use those (well, when she eventually gets to duel), so I'd appreciate some feedback. :3

Wandering Harbinger: Y'know, at first the 'only monsters in your graveyard' bit sounds really hard to fulfill, but seeing as how the wanderers have built-in graveyard management this becomes a dead easy summon in a dedicated wanderer deck, and when faced with something suitably big (a criterion that is not hard to fulfill at all, considering the current trend of things) this thing becomes something deadly. (Usually a DMoC or Jinzo =O) Still, it can only clone once and it doesn't become much bigger than your opponent lets it, so I suppose it's fair enough, even though it's basically getting something for nothing.

Mind you, you should list the hero and vampire as fusion materials on the top there, in lieu with XYZ.


Aaaanyhow...

Prince of Aether
Fairy/Effect
6 Star/Dark
2200 Atk / 700 Def

During either player's turn, you may destroy one "Aether Fairy" Monster on your Field to Special Summon this card from your Hand. While this card is in your Graveyard, you may discard one "Aether Fairy" Monster from your Hand to add this card to your Hand. While this card is face-up on the Field, by discarding one "Aether Fairy" Monster from your Deck, you may treat a monster destroyed by Battle as having been destroyed by a card effect instead.

Fairy Life
Normal Spell

Add three "Aether" Monsters from your Graveyard to your Hand. Cards added to your Hand by this effect remain revealed for as long as they are in your Hand. Each time you draw a card, if a card(s) revealed by this effect is in your Hand, select one card added to your Hand by this effect and discard it.
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  #1235    
Old April 5th, 2008, 07:12 AM
Scarlet Weather's Avatar
Scarlet Weather
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Quote:
Originally Posted by Alter Ego View Post
Patience? I'll have you know that we call that 'slacking' in the mili. The faster you do things the faster they get done; that's our motto. xD



Actually, there are some differences. Coronation Hall only boosts Curran and Pikeru, leaving the royals out in the cold, and it also lacks the court's search-for-support effect. So yeah, this field is more princess-centric at the expense of the other royals. :3

Wandering Vampire: Sort of surprised to see that this isn't a zombie monster, actually. Other than that, Mage or healer tribute for this. Now. >O Though admittedly the new shinobi is a tempting pick for this too. Revival from battle destruction is always a nice bonus, though admittedly not such a big thing now that wiping out the field with card effects seems to be the watchword. Anyways, you could make that "this card is also treated as the tributed monster" to avoid wording issues with the limit break. :3

Excalibuster- Blade of the Wandering Hero: My, my, aren't we metagame savvy? xD Mmmhmm...the graveyard recycling effect definitely earns you the undying hatred of Treeborn Frog, Dasher, and Disc Commander among many others. Mind you, you can just go with "at the end of the Damage Step" instead of the whole damage calculation shizzle.

Arrival of the Wanderers: Yikes, wanderer swarm. o.o Well, with the peskiness of the Atk limit, Healer looks like an obvious pick for this one, Beast being another strong contender for it's swarming joy and self-revival. Hero works too, since he can just buff himself with an equip spell after you summon him. Pretty strong card, all things said. Maybe limit it to only react to direct attacks?

Bond of Wanderers: Wandering Party just became that much more valuable. Que the double Muthaba summon for game. =O Ummm...yeah, hand-cost heavy or no, being able to drop down two 3000-Atk monsters in a single turn is a bit too much.

Phoenix Down: Lookie! It's a wanderer on Swing of Memories! ^0^ Well, except that it's removed from the game instead of just being destroyed, but let's not get hooked up on the details. Fair enough card, and even more fuel for the RFG mechanic. I have to say that these new wanderers make for a very scary return/swarm deck. @.@

Limit Break-Omnislash: Lightning Vortex follow-up ftw. Still get all the extra attacks but no monsters in the way to block them. =O Maybe change that to "The selected "Wandering Hero" can attack all monsters on your opponent's side of the field once each." to counter the exploit. Ehh...the halving Atk and Def looks a bit harsh. Maybe just let it change the battle positions instead? It's field wipe either way (since basically everything that sees play has one weak stat), but a bit less crazy on the damage front.

Limit Break-Mimic: See comments on the vampire for the wording thing. Other than that, fair enough; this can only be as broken as the cards it copies anyway. xD

Limit Break-Great Gospel: "unaffected by" rather than "immune to". Other than that...fair enough, as it's essentially cover for your all-ending rush.

Limit Break-All Creation: Wow, pretty brutal. Brutal enough to make it worth considering even with the LP cost. Still, it's limit break, soo...

Limit Break- Cosmo Memory: Okay, I take that back. All Creation is nice and tame compared to this. So essentially what we're doing is take over one quarter of the opponent's life points, cycle all their hard-dumped work back out of reach into their deck and bring back anything that's been inconveniently crowed on our side? All this requiring only a monster that any wandering deck would already be running in threes for its sheer badassness anyway? Mhmmm...prime pick on the limit break front here. Still, I think you could cut down the burn to 400 or even 300 per card for the greater balance.


In other news...

Phantom Fencer
Warrior/Effect
2 Star/Dark
800 Atk / 400 Def

This card can attack your opponent directly. If it does so using this effect, return this card to your Hand at the end of the Damage Step. When your opponent declares an Attack, you may Special Summon this card from your Hand in Attack Position to negate the Attack.

Fencer indeed. It's like a Scrapiron Scarecrow on legs, but designed to leap back to your hand and deal damage instead of being re-set up on the field. Burn decks will like it, I suppose, and it serves as a handy alternative to Necro Gardna for blocking the attacks of Dark Armed Dragon or any other big beaters your opponent has out.

Fading Memory
Continuous Trap

While resolving the effect of this card, your opponent may not check the contents of his/her Graveyard. During each Standby Phase, select one card from your opponent's Graveyard and place it face-down at the top of the Graveyard. Then, your opponent guesses the name of the card you selected. If your opponent guessed right, the selected card is returned to your opponent's Graveyard face-up and the bottom card of your Graveyard is removed from play face-down. Otherwise, remove the selected card from play face-down. When there are no cards in either player's Graveyard, destroy this card.

Fujiwara's powers in card form. o.0 Fun to screw with Dark Armed Dragon decks, or anything else dumping their big beaters. Problem is that you have to pull a card that your opponent won't predict.

EDITNESS: Oh flarp, I can't resist. These edits have been playing around in my head for a while now, so I might as well let them out. :3

Aether Fairy Filcher
Fairy/Effect
3 Star/Dark
1300 Atk / 700 Def

Once per turn, select a card at random from your opponent's Hand and your opponent must keep it revealed until the end of the turn. If this card is destroyed as the result of a card effect, the card revealed by this effect is discarded. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

The original Filcher gets sight capacity, and the ability to pass its hand-control ability to other Aether fairies. Good if you snipe your opponent's Destiny Draw or Allure of Darkness, but not if you accidentally knock a big Dark monster that your opponent wanted to discard anyway.

Aether Fairy Guardian
Fairy/Effect
4 Star/Earth
1000 Atk / 2000 Def

This Attack Position card can not be destroyed by Battle. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

Also known as "Cloudian Aether Fairy", only without the icky defense-mode desctruction clause. Like Filcher, it's able to pass its abilities to other Aether fairies. And how it passes! This Guardian is definitely a staple of the set just because it turns your next Aether Fairy monster into a Cloudian, and forces your opponent to blast it with a card effect.

Aether Fairy Skydancer
Fairy/Effect
3 Star/Wind
1200 Atk / 1000 Def

This card can attack your opponent directly. If it does so using this effect, all Battle Damage from the attack is reduced by half. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

And the fairies now gain the ability to circumvent Big Beaters (tm). Less stellar than the other fairies, but I suppose that they really do need the help when it comes to stat bonuses.

Aether Fairy Swordsman
Fairy/Effect
4 Star/Light
1800 Atk / 1600 Def

During your Battle Phase, increase the Atk of this card by 400. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

Aether Fairy Paladin Jean with an ability-inheritance power instead of a self-mill effect. Extra love because it's the first Aether Fairy able to run over Armageddon Knight.

Aether Veil
Continuous Spell

All Battle Damage you would receive from Battles involving "Aether Fairy" Monsters becomes zero. Until your next End Phase after this card is destroyed as the result of a card effect, whenever an "Aether Fairy" Monster is destroyed, it is considered to have been destroyed as the result of a card effect.

Set-specific Spirit Barrier, along with an extra bonus to those starving Aether Fairies. Between this and Guardian, your opponent is going to have a hard time shutting down your hand control/direct damage engines. Only problem is finding a way to out-speed the opponent's deck with Aether...

Invitation of the Fey
Quick-Play Spell

Select one "Aether" Monster from your Hand and Special Summon it, then select one Monster from your opponent's Hand and Special Summon it. On the End Phase of the turn this card is activated, destroy both Monsters Special Summoned by this effect.

And in this corner, we have the Aether equivalent of Spiritual Water Art-Aoi. I summon Guardian, then I get to look at my opponent's hand in order to pull out the monster I want and snipe it. It's kind of like Trap Dustshoot, only the monster is sent to the graveyard, not the deck, and it has no specific hand requirement. Just a question, but shouldn't the opponent select the monster? And what happens if the opponent has no monsters in their hand?

The Boundless - Aether
Field Spell

This card is not destroyed by the effect of "Effemarity". During each End Phase, you may select one "Aether" Monster that was destroyed as the result of a card effect this turn and add it to your Hand. By tributing this card and "Effemarity" on your Field, you may destroy all cards on the Field. On the turn this effect is activated, you may not conduct your Battle Phase.

Everything went boom! Seriously, a full-field nuke in exchange for my battle phase? I'm running this in my Aether deck, no matter what. And the whole selection thing? Yah, I'm totally recurring Filcher or Guardian, no question about it.
The Aether fairies seem to have become more smexy than ever in this incarnation (and they're starting to resemble explosive Cloudians more than ever). Okay, meh likez.
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  #1236    
Old April 5th, 2008, 08:03 AM
Alter Ego's Avatar
Alter Ego
that evil mod from hell
 
Join Date: Jun 2005
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Quote:
Originally Posted by ACC-M View Post
This Guardian is definitely a staple of the set just because it turns your next Aether Fairy monster into a Cloudian, and forces your opponent to blast it with a card effect.
Spot on. I was annoyed at how the old guardian was spending most of its time being useless, so I thought I'd give it something a bit more...substantial. x3

And, like, I actually missed the cloudian similarity until you pointed it out. Hehee...looks like the aether fairies got to resemble my favorite official monster set a bit without me even intending for them to do so. xD

Quote:
Originally Posted by ACC-M View Post
And the fairies now gain the ability to circumvent Big Beaters (tm). Less stellar than the other fairies, but I suppose that they really do need the help when it comes to stat bonuses.
Mmmhmm...the direct attackers are always a bit wimpy, aren't they? Still, you may find that this one has some unexpected synergy with the missing few fairies here. >D

Quote:
Originally Posted by ACC-M View Post
Just a question, but shouldn't the opponent select the monster? And what happens if the opponent has no monsters in their hand?
I've been pondering that, actually, but then this card has enough ways to backfire on you already so I figured I'd make it a bit nastier on the opponent and not let them get away with plunking down their Malicious/Dasher/Sangan etc. that easily. As for the second point: if they have no monsters then they don't get to summon. However, since the summoning is part of the effect rather than a requirement of activation (like having an Aether monster to summon), you just get a free summon and peek at your opponent's hand in that case.

Hmm...might put in a compensation effect for that.


Fufufuu...

Aether Fairy Oracle
Fairy/Effect
3 Star/Water
1000 Atk / 1800 Def

When this card inflicts Battle Damage to your opponent, look at the top three cards of your opponent's deck then put them back in any order you like. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

Aether Fairy Torchbearer
Fairy/Effect
4 Star/Fire
1600 Atk / 800 Def

When this card inflicts Battle Damage to your opponent as the result of a direct attack, inflict 400 Damage to your opponent for each "Aether Fairy" Monster in your Graveyard. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

Queen of Aether
Fairy/Effect
8 Star/Dark
? Atk / 0 Def

This card can not be Normal Summoned or Set. This card can only be Special Summoned if "Effemarity" is on your Field. The Atk of this card becomes the combined Atk of all "Aether Fairy" Monsters you control. When this card is in your Hand or in your Graveyard, you may destroy all cards on your Field except "Effemarity" to Special Summon this card to your Field then Special Summon a number of "Aether Fairy" Monsters from your Graveyard up to the number of cards destroyed by this effect. When "Effemarity" is removed from the Field, this card is destroyed. When this card is destroyed, all Monsters Special Summoned by this card's effect are also destroyed.

Invitation of the Fey (revised)
Quick-Play Spell

Select one "Aether" Monster from your Hand and Special Summon it, then select one Monster from your opponent's Hand and Special Summon it. If there are no Monsters in your opponent's Hand, your opponent selects one Monster card from their Deck and adds it to their Hand instead. On the End Phase of the turn this card is activated, destroy both Monsters Special Summoned by this effect.


And if those weren't enough of a headache. Royals now get a face-lift to make them a bit less...well, wimpy to be honest. xP


Royal Chevalier
Warrior/Effect
7 Star/Earth
2600 Atk / 2200 Def

While there is a face-up "Curran" or "Pikeru" monster on your Field, this card can be Normal Summoned with only one tribute. This card inflicts piercing damage. When this card attacks, if "Court of Nobles" is face-up on your Field, your opponent may not activate any card effects until the end of the Damage Step.

Royal Enforcer
Warrior/Effect
4 Star/Light
1600 Atk/ 1500 Def

This card is not affected by Monster Effects. While "Court of Nobles" is face-up on your Field, negate the effects of all Effect Monsters destroyed by "Royal" Monsters in battle.

Royal Magician
Spellcaster/Effect
4 Star/Light
1500 Atk / 700 Def

Once per turn, by discarding one Spell Card from your Hand, destroy one Spell or Trap card on the Field. If "Court of Nobles" is face-up on your Field, you may destroy a Monster Card on the Field instead.

Royal Sharpshooter
Warrior/Effect
3 Star/Wind
1200 Atk/ 800 Def

While "Court of Nobles" is face-up on your Field, this card can attack your opponent directly. When this card attacks your opponent directly, you may discard a card from your Hand. If you do, look at your opponent's Hand then select one Monster Card, if any, and discard it.

Royal Treasurer
Spellcaster/Effect
3 Star/Dark
1200 Atk/ 700 Def

When this card is Normal Summoned successfully, draw a card. Then, if "Court of Nobles" is on your Field, draw another card. During each of your End Phases, if there are no cards in your Hand, draw a card.
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Last edited by Alter Ego; April 5th, 2008 at 11:32 PM.
  #1237    
Old April 12th, 2008, 06:40 AM
Scarlet Weather's Avatar
Scarlet Weather
The Game is Afoot!
 
Join Date: Oct 2006
Location: In a House
Nature: Lax
Quote:
Originally Posted by Alter Ego View Post
Spot on. I was annoyed at how the old guardian was spending most of its time being useless, so I thought I'd give it something a bit more...substantial. x3

And, like, I actually missed the cloudian similarity until you pointed it out. Hehee...looks like the aether fairies got to resemble my favorite official monster set a bit without me even intending for them to do so. xD



Mmmhmm...the direct attackers are always a bit wimpy, aren't they? Still, you may find that this one has some unexpected synergy with the missing few fairies here. >D



I've been pondering that, actually, but then this card has enough ways to backfire on you already so I figured I'd make it a bit nastier on the opponent and not let them get away with plunking down their Malicious/Dasher/Sangan etc. that easily. As for the second point: if they have no monsters then they don't get to summon. However, since the summoning is part of the effect rather than a requirement of activation (like having an Aether monster to summon), you just get a free summon and peek at your opponent's hand in that case.

Hmm...might put in a compensation effect for that.


Fufufuu...

Aether Fairy Oracle
Fairy/Effect
3 Star/Water
1000 Atk / 1800 Def

When this card inflicts Battle Damage to your opponent, look at the top three cards of your opponent's deck then put them back in any order you like. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

And since screwing with the opponent's hand is not nearly fun enough, we will now control their draw phase (Skydancer just became that much more valuable.) Seriously, even in decks that rip through cards like Dark Armed Dragon, this card could be a major asset.

Aether Fairy Torchbearer
Fairy/Effect
4 Star/Fire
1600 Atk / 800 Def

When this card inflicts Battle Damage to your opponent as the result of a direct attack, inflict 400 Damage to your opponent for each "Aether Fairy" Monster in your Graveyard. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field.

So all of the Aether fairies we've been destroying are suddenly back, and with a vengeance, to deal burn damage. Two or three and we're talking 2400 damage with a bypass effect (through Skydancer), and that's not even getting into the possibility of Filcher or Oracle's effect being added. Yowch.

Queen of Aether
Fairy/Effect
8 Star/Dark
? Atk / 0 Def

This card can not be Normal Summoned or Set. This card can only be Special Summoned if "Effemarity" is on your Field. The Atk of this card becomes the combined Atk of all "Aether Fairy" Monsters you control. When this card is in your Hand or in your Graveyard, you may destroy all cards on your Field except "Effemarity" to Special Summon this card to your Field then Special Summon a number of "Aether Fairy" Monsters from your Graveyard up to the number of cards destroyed by this effect. When "Effemarity" is removed from the Field, this card is destroyed. When this card is destroyed, all Monsters Special Summoned by this card's effect are also destroyed.

Aether Fairy rush FTW! Effemarity comboes well with the queen, and to top things off queenie-girl here dearly loves to nuke all of your opponent's defenses. Not that Aether Fairy really cares about defenses, but it's a nice way to add some quick muscle to the field. Then again, Aether fairies usually don't stick around for long, so I'll be using the recursion summon more often than not.

Invitation of the Fey (revised)
Quick-Play Spell

Select one "Aether" Monster from your Hand and Special Summon it, then select one Monster from your opponent's Hand and Special Summon it. If there are no Monsters in your opponent's Hand, your opponent selects one Monster card from their Deck and adds it to their Hand instead. On the End Phase of the turn this card is activated, destroy both Monsters Special Summoned by this effect.

Okay, now that's a bit clearer, and has the potential of biting you in the butt because your opponent gets a free search if they don't already have a monster in their hand. It comboes well with Filcher, so fair enough. :3

And if those weren't enough of a headache. Royals now get a face-lift to make them a bit less...well, wimpy to be honest. xP


Royal Chevalier
Warrior/Effect
7 Star/Earth
2600 Atk / 2200 Def

While there is a face-up "Curran" or "Pikeru" monster on your Field, this card can be Normal Summoned with only one tribute. This card inflicts piercing damage. When this card attacks, if "Court of Nobles" is face-up on your Field, your opponent may not activate any card effects until the end of the Damage Step.

Royal Hero Malicious, anyone? Interestingly enough, you can tribute your Curran or Pikeru monster for it, so as long as you have one of the two this guy can come down. The Ancient-Gear esque effect also negates Necro Gardna, so this guy is killer with Court of Nobles, plus he adds some muscle to the royal crew.

Royal Enforcer
Warrior/Effect
4 Star/Light
1600 Atk/ 1500 Def

This card is not affected by Monster Effects. While "Court of Nobles" is face-up on your Field, negate the effects of all Effect Monsters destroyed by "Royal" Monsters in battle.

Curran and Pikeru are so rich that they hired their own personal mafia. XD Immunity to monster effects completely shuts down both Dark Armed Dragon and Darklord Zerato, (though they'll run over it anyway) but it also screws with recruiters while Court of Nobles is out. Meh, I'd say that you should reverse the effect placement for greater usefulness, but...

Royal Magician
Spellcaster/Effect
4 Star/Light
1500 Atk / 700 Def

Once per turn, by discarding one Spell Card from your Hand, destroy one Spell or Trap card on the Field. If "Court of Nobles" is face-up on your Field, you may destroy a Monster Card on the Field instead.

S/T destruction now supplemented by the ability of Court of Nobles to turn this guy into a mini XYZ. Cool. I liked the original version a lot, so this one is just super-special-awesome.

Royal Sharpshooter
Warrior/Effect
3 Star/Wind
1200 Atk/ 800 Def

While "Court of Nobles" is face-up on your Field, this card can attack your opponent directly. When this card attacks your opponent directly, you may discard a card from your Hand. If you do, look at your opponent's Hand then select one Monster Card, if any, and discard it.

Sniping the hand to get rid of... well, just about anything your opponent could hit you with that has legs. I'll be taking care of Darklord Zerato or Jinzo before my opponent can remove them with Allure of Darkness. Plus, with Monster Reborn now legalized I can plunder and grab the monster I just forced my opponent to toss. Good times, good times...

Royal Treasurer
Spellcaster/Effect
3 Star/Dark
1200 Atk/ 700 Def

When this card is Normal Summoned successfully, draw a card. Then, if "Court of Nobles" is on your Field, draw another card. During each of your End Phases, if there are no cards in your Hand, draw a card.

A steady supply of CA. This monster self-replaces, constantly adds cards to your hand if Court of Nobles is out, and prevents you from ever running out of cards. Pre-Allure of Darkness I would have called broken, but under the circumstances I'd say it's completely playable.
Well, then, finally finished with that. *takes breath* Now, onto a quick posting of a revamped Limit Break:

Limit Break-Mega Flare
Normal Spell
Pay half your life points and select one "Wandering Dragon-Muthaba" on your side of the field. If the selected "Wandering Dragon-Muthaba" is the only monster you control, you do not have to pay life points. Destroy all monsters on your opponent's side of the field. You can only activate one "Limit Break" spell card per turn.

Yah, I liked your version, AE, but I thought it over and decided that since Burst Stream of Destruction was already an available monster-specific Raigeki and it had no battle phase restriction that Muthaba could get away with blowing up the field with this card as long as I got rid of the burn, which was pretty useless considering I had three thousand attack points available anway. Admittedly this one is searchable and Burst Stream isn't, but this one has an LP cost and Muthaba isn't recurrable the same way Blue-Eyes is, what with Birthright and all.

Advanced Dark Sanctuary
Field Spell
This card's name is treated as "Dark Sanctuary" while it is face-up on the field. By tributing a dark-attribute monster on your side of the field, you can destroy a monster on your opponent's side of the field with equal or fewer level stars than the tributed monster. If the tributed monster was a "Dark Seraph" monster, select one dark-attribute monster from your deck with equal or fewer level stars than the tributed monster and add it to your hand. Then shuffle your deck.

Dark Cherubim
Monster/Dark/Fairy/Effect/4*
Atk 1500/ Def 1300
When this monster is in your graveyard, you can select one "Dark Seraph" monster in your graveyard and special summon it to your side of the field. A monster summoned by this effect cannot attack and its effects are negated. If the monster summoned by this effect is on your side of the field during your end phase, take damage equal to that monster's original Atk points. You can only activate this monster's effect once.

Yah, recursion of Teh giant Seraphs. Go Cherubim.
  #1238    
Old April 12th, 2008, 11:01 AM
Alter Ego's Avatar
Alter Ego
that evil mod from hell
 
Join Date: Jun 2005
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Quote:
Originally Posted by ACC-M View Post
Interestingly enough, you can tribute your Curran or Pikeru monster for it, so as long as you have one of the two this guy can come down.
Yes, that occurred to me as well. *Tuts* Chivalry is dead. xD

Quote:
Originally Posted by ACC-M View Post
So all of the Aether fairies we've been destroying are suddenly back, and with a vengeance, to deal burn damage. Two or three and we're talking 2400 damage with a bypass effect (through Skydancer), and that's not even getting into the possibility of Filcher or Oracle's effect being added. Yowch.
Hmm...running some numbers on this I'll probably have to cut down the burn to 300 or even 200. It just occurred to me that special summoning queenie while Torchbearer and Skydancer are out is pretty much gg for the opponent if you have any kind of significant graveyard presence. =O

Limit Break-Mega Flare: Well, I was going for something that did things differently than burst stream, but it's your set. x3 Ehh...decent field wipe, certainly, and pwns burst because it's searchable.

Advanced Dark Sanctuary: Correct me if I'm wrong, but wasn't the original name of this Dark Sanctuary: Advanced? Oh my, this is going to create a Hand Destruction (a.k.a. Hand Severing, Hand Slicer and goodness knows what else)-style mess of names, isn't it? xD Anyways, the effect itself is pretty deadly even with the regular darks, essentially turning any of them into a slightly subpar Exiled, but with the seraphs it turns downright nasty. Instant + 1 CA each time you pull the trick? Yes, please. :3 The seraphs themselves seem to have buffed up a fair bit too. *Pokes Lucio* Good stuff.

Dark Cherubim: well, I think Nicholas demonstrated the most obvious abuse for this. Others include tributing for Great Manju Garzett and just plain old monarch fodder. You might want to be a bit more specific about the 'only once' effect, though. Does that mean only once in the whole duel (in lieu with Twin-Headed Behemoth) or does this lend itself to an uberly broken loop with Shadowpriestess of Ohm, wherein you have a pair of Cherubim ressurecting each other while the priestess fires them off for 800 points each time? As was already proven with Behemoth's giant wording mess, you need to be very careful with this sort of thing. :3


Aaanyway...

Dark Revenant
Zombie/Effect
3 Star/Dark
1600 Atk / 0 Def

When this card is sent to your Graveyard, add one Normal Monster from your Graveyard to your Hand.

Twin-Heads Centipede

Insect/Effect
5 Star/Earth
2400 Atk / 800 Def

This card can attack twice in the same Battle Phase. If it does, all Battle Damage from those attacks is reduced by half. When this card would be destroyed while it is treated as an Effect Monster, it is not destroyed. Instead, this card is treated as a Normal Monster and may not use any of its effects for as long as it remains on the Field.


And because the anime has finally provided a field spell that is actually kind of cool:

Speed Spell - Sonic Rush
Quick-Play Spell

This card can only be activated during the Battle Phase. Until the end of the Battle Phase, increase the Atk of every Monster on your Field by 300 plus 300 more for every Speed Counter on the Field. During the next Battle Phase, reduce the Atk of all Monsters that gained Atk from this Effect by the same amount until the end of the Battle Phase.

Last edited by Alter Ego; April 13th, 2008 at 03:32 AM.
  #1239    
Old April 13th, 2008, 05:39 AM
Unlimited NiGHTS
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The following cards stem from my rant on the "Elemental Hero" theme and themes attached to it, which can be read here. My next post will probably be a ton of "Evil Hero" versions of the rest of the "Elemental Hero" Fusion Monsters that aren't "Neos" monsters.

Elemental Hero Featherblade
WIND Warrior-Type/Effect
Level 3 ATK 1000 DEF 1000

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except from your hand or Deck by sending 1 "Metamorphosis" in your hand and 1 "Elemental Hero Avian" you control to the Graveyard. This card's name is treated as "Elemental Hero Avian" while it's face-up on the field. This card can attack twice in the same Battle Phase.

Elemental Hero Pyroburst
FIRE Warrior-Type/Effect
Level 3 ATK 1200 DEF 800

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except from your hand or Deck by sending 1 "Metamorphosis" in your hand and 1 "Elemental Hero Burstinatrix" you control to the Graveyard. This card's name is treated as "Elemental Hero Burstinatrix" while it's face-up on the field. Once per turn, you can destroy 1 Spell or Trap Card your opponent controls.

Elemental Hero Spark Surger
LIGHT Warrior-Type/Effect
Level 4 ATK 1600 DEF 1400

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except from your hand or Deck by sending 1 "Metamorphosis" in your hand and 1 "Elemental Hero Sparkman" you control to the Graveyard. This card's name is treated as "Elemental Hero Sparkman" while it's face-up on the field. This card gains 100 ATK for every "Elemental Hero" card in your Graveyard.

Neo-Spacian Shadow Panther
DARK Beast-Type/Fusion/Effect
Level 4 ATK 1300 DEF 800

This card's name is also treated as "Neo-Spacian Dark Panther". This card cannot be Special Summoned except with "NEX". Once per turn, you can select 1 face-up monster your opponent controls. While you control this face-up card, this card's name is treated as the selected monster's name, and it gets the selected monster's effect(s).

Neo-Spacian Gale Hummingbird
WIND Winged Beast-Type/Fusion/Effect
Level 4 ATK 1000 DEF 800

This card's name is also treated as "Neo-Spacian Air Hummingbird". This card cannot be Special Summoned except with "NEX". Once per turn, during your Main Phase, you can gain 800 Life Points for each card in your opponent's hand.

Neo-Spacian Firestorm Scarab
FIRE Insect-Type/Fusion/Effect
Level 4 ATK 800 DEF 800

This card's name is also treated as "Neo-Spacian Flare Scarab". This card cannot be Special Summoned except with "NEX". This card gains 600 ATK for each Spell and Trap Card your opponent controls.

Neo-Spacian Gaia Mole
EARTH Rock-Type/Fusion/Effect
Level 4 ATK 1100 DEF 500

This card's name is also treated as "Neo-Spacian Grand Mole". This card cannot be Special Summoned except with "NEX". If this card attacks or is attacked by an opponent's monster, you can return your opponent's monster to its owner's hand at the start of the Damage Step (without damage calculation).

Elemental Hero Shadow Neos
DARK Warrior-Type/Fusion/Effect
Level 8 ATK 2800 DEF 2300

"Elemental Hero Neos" + "Neo-Spacian Shadow Panther"
This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) Once per turn, you can select 1 Effect Monster your opponent controls. While you control this face-up card, the selected monster's effect is negated until it is removed from the field.

Elemental Hero Twinkle Neos
LIGHT Warrior-Type/Fusion/Effect
Level 8 ATK 2700 DEF 2200

"Elemental Hero Neos" + "Neo-Spacian Twinkle Moss"
This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) Once per turn, during your Main Phase 1, you can destroy 1 card your opponent controls. Based on the card's type, apply the proper effect: • Monster: This card cannot battle this turn. Spell: This card can attack directly this turn. Trap: Change this card to Defense Position.

Elemental Hero Gale Neos
WIND Warrior-Type/Fusion/Effect
Level 8 ATK 2700 DEF 2200

"Elemental Hero Neos" + "Neo-Spacian Gale Hummingbird"
This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) This card gains ATK equal to the difference in Life Points.

Elemental Hero Firestorm Neos
FIRE Warrior-Type/Fusion/Effect
Level 8 ATK 2800 DEF 2300

"Elemental Hero Neos" + "Neo-Spacian Firestorm Scarab"
This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) This card gains 600 ATK for each Spell and Trap Card on the field.

Elemental Hero Gaia Neos
EARTH Warrior-Type/Fusion/Effect
Level 8 ATK 2700 DEF 2200

"Elemental Hero Neos" + "Neo-Spacian Gaia Mole"
This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) Once per turn, you can return 1 card your opponent controls to its owner's hand.

Elemental Hero Chaos Emperor Neos
DARK Warrior-Type/Fusion/Effect
Level 10 ATK 3400 DEF 2900

"Elemental Hero Neos" + "Neo-Spacian Shadow Panther" + "Neo-Spacian Twinkle Moss"
This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) Once per turn, you can toss a coin 3 times and apply the appropriate effect. • 3 Heads: Destroy all cards your opponent controls. • 2 Heads: Negate the effects of all cards your opponent controls until the End Phase. • 1 Heads: Flip all monsters your opponent controls into face-down Defense Position.

Elemental Hero Volcano Neos
FIRE Warrior-Type/Fusion/Effect
Level 10 ATK 3400 DEF 2900

"Elemental Hero Neos" + "Neo-Spacian Firestorm Scarab" + "Neo-Spacian Gaia Mole"
This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) This card gains 600 ATK for each card on the field. Once per turn, you can return all cards your opponent controls to their owner's hand. If you use this effect, this card cannot attack this turn.

Elemental Hero Hurricane Neos
WIND Warrior-Type/Fusion/Effect
Level 10 ATK 3400 DEF 2900

"Elemental Hero Neos" + "Neo-Spacian Gale Hummingbird" + "Neo-Spacian Marine Dolphin"
This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) Once per turn, you can destroy all Spell and Trap Cards your opponent controls. When this card is removed from the field, return all cards on the field to their owners' Decks.

Last edited by Unlimited NiGHTS; April 13th, 2008 at 05:51 AM.
  #1240    
Old April 13th, 2008, 07:58 AM
Alter Ego's Avatar
Alter Ego
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Join Date: Jun 2005
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Age: 26
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It would be polite to comment on other people's cards too instead of just posting yours, you know. We aren't that many here, so every viewpoint is appreciated. :3

Metamorphosized E-Heroes: Ehh...the metamorphosis requirement pretty much kills these already, but then you knew that already. Personally, I see Burstinatrix as more of a burn damage type, but that's your call. Not likely to see use, but at least you got some form of closure, ne?

Neo-Spacian Shadow Panther: It could have a slightly stronger effect, actually (like how Twinkle Moss draws a card for you instead of your opponent). Maybe have it negate the selected monster's effect, making it effect theft rather than just copying? Just as a thought. ^^ Oh, and I do believe that ACC made an improved Black Panther numerous pages back (Neo-Spacian Ultima Black Panther, I believe); if you're interested you can try poking and prodding around the old posts here for it to compare these. :3

Neo-Spacian Firestorm Scarab: Basically just a slightly buffed regular scarab. Two S/T and it reaches passable power, which isn't too bad, but you could extended that to cover all spell and trap cards on the field to make this a bit more viable.

Neo-Spacian Gaia Mole: If you're entering the damage step then you're already applying damage calculation. That should be "return the opponent's monster to it's owner's Hand without applying Damage Calculation.". Well, if there is any future for the NEXed Neo-spacian's then this is it. This field clearing effect is very nasty, turning the weak stats into a moot point since they will never be applied for anything but a direct attack anyway. We have to put up with NEX to get it, though, so I say fair enough.

Elemental Hero Shadow Neos: Aww...but Dark Neos already handles single-monster negation. I say make it negate the effects for the whole lot of them; you have to commit quite a bit of cards to get this out, after all.

Elemental Hero Twinkle Neos: Very...twinkly. xD Bluff sets are definitely in jeopardy against this and the effects balance nicely. I see no issues.

Elemental Hero Gale Neos: "Between you and your opponent." small thing, but pretty important for resolving this effect. Pretty brutal if it gets going since it essentially doubles its attack power on every direct attack, provided that you had more (or as much) life points to begin with.

Elemental Hero Firestorm Neos: Flare Neos except bigger and better, yeah.

Elemental Hero Gaia Neos: Again, Grand Mole's line is arguably the most feasible route to follow. Instant bounce is highly annoying, especially if you follow it up with a hand discard effect. Good stuff.

Elemental Hero Chaos Emperor Neos: Now this is just plain brutal. It's like a Zorc that doesn't bite you...ever. o.o Unless you get three tails this does nasty, nasty things to your opponent's Field. Only double NEX and all that goes with it in the requirements keep this from going overboard.

Elemental Hero Volcano Neos: Kind of at odds with itself, since the second effect weakens the first. Still, bouncing everyone and their kid brother out of the way is nothing to sneeze at.

Elemental Hero Hurricane Neos: Harpie's Feather Duster on a pair of very buff legs. Enough said. XD


Overall...very thematically loyal, for better or for worse. Some of those extreme Neos fusions have potentially game breaking effects, but the sheer trouble you have to go through to summon them balances that, I'd say. Aaanyhow, seeing all those made me feel inclined to pitch in with a little something myself, so...

Evil Hero Maelstorm
Fiend/Fusion/Effect
8 Star/Wind
2800 Atk/2800 Def

"Elemental Hero Avian" + "Elemental Hero Sparkman" + "Elemental Hero Bubbleman"

This monster cannot be Special Summoned except by the effect of "Dark Fusion". This card can not be destroyed by Monster Effects. You can send 1 other card you control to the Graveyard to select 1 monster you control other than this card. While this card is face-up on the field, the selected monster cannot be removed from the Field other than by tributing. (Damage calculation is still applied normally.)

Evil Hero Mire Wight
Fiend/Fusion/Effect
5 Star/Water
1400 Atk / 1000 Def

"Elemental Hero Avian" + "Elemental Hero Bubbleman"

This monster cannot be Special Summoned except by the effect of "Dark Fusion". While there is a face-down card(s) on the Field, this card can attack your opponent directly. When this card is selected as the target of an attack or card effect, you may place this card face-down in your Spell and Trap card zone (treated as a Normal Trap Card) then rearrange the cards in your Spell and Trap card zone. During your Standby Phase, if this card is in your Spell and Trap card zone, you may flip it face-up to Special Summon it to your Field, ignoring summoning conditions.


Alright, leaving the rest of 'em to you. :3 Moving on...

Anchor Golem
Rock/Effect
4 Star/Earth
1400 / 1800 Def

While this card is face-up on your Field, cards on your Field can not be returned to the owner's Hand or Deck.
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  #1241    
Old April 13th, 2008, 03:38 PM
Scarlet Weather's Avatar
Scarlet Weather
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Hmm... a boost from me, NiGHTS:

NHX
Normal Spell
This card's name is treated as "Metamorphasis" while in your hand. By discarding this card from your hand to the graveyard, draw one card.

Yah, they need to un-nerf Neo-Bubbleman, he's neglected enough as-is without being totally useless.
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  #1242    
Old April 14th, 2008, 02:24 AM
Unlimited NiGHTS
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Quote:
Originally Posted by Alter Ego View Post
It would be polite to comment on other people's cards too instead of just posting yours, you know. We aren't that many here, so every viewpoint is appreciated. :3

I apologize. I didn't have time when I posted.

Metamorphosized E-Heroes: Ehh...the metamorphosis requirement pretty much kills these already, but then you knew that already. Personally, I see Burstinatrix as more of a burn damage type, but that's your call. Not likely to see use, but at least you got some form of closure, ne?

I thought so, too. However, if you look at the anime's "Elemental Hero Clay Gardna", he does 200 damage for every card your opponent controls when Summoned. As such, I figured I'd use a weaker form of the effect of "Uria, Lord of Searing Flames".

Neo-Spacian Shadow Panther: It could have a slightly stronger effect, actually (like how Twinkle Moss draws a card for you instead of your opponent). Maybe have it negate the selected monster's effect, making it effect theft rather than just copying? Just as a thought. Oh, and I do believe that ACC made an improved Black Panther numerous pages back (Neo-Spacian Ultima Black Panther, I believe); if you're interested you can try poking and prodding around the old posts here for it to compare these. :3

"Neo-Spacian Dark Panther" copies name and effect for the turn. This guy copies it for good.

Neo-Spacian Firestorm Scarab: Basically just a slightly buffed regular scarab. Two S/T and it reaches passable power, which isn't too bad, but you could extended that to cover all spell and trap cards on the field to make this a bit more viable.

If you look at "Neo-Spacian Twinkle Moss" and "Neo-Spacian Marine Dolphin", their effects are extremely similar to the effects of their original forms. That's why I just made the ATK boost a bit more.

Neo-Spacian Gaia Mole: If you're entering the damage step then you're already applying damage calculation. That should be "return the opponent's monster to it's owner's Hand without applying Damage Calculation.". Well, if there is any future for the NEXed Neo-spacian's then this is it. This field clearing effect is very nasty, turning the weak stats into a moot point since they will never be applied for anything but a direct attack anyway. We have to put up with NEX to get it, though, so I say fair enough.

I really just copied the text on "Neo-Spacian Grand Mole" for this, but this guy stays on the field instead of being bounced with your opponent's monster.

Elemental Hero Shadow Neos: Aww...but Dark Neos already handles single-monster negation. I say make it negate the effects for the whole lot of them; you have to commit quite a bit of cards to get this out, after all.

The longer this guy stays on the field, the more of a threat he becomes. Notice that "Elemental Hero Dark Neos" can only target 1 monster at a time with his effect. Do you see that limitation here?

Elemental Hero Twinkle Neos: Very...twinkly. xD Bluff sets are definitely in jeopardy against this and the effects balance nicely. I see no issues.

Elemental Hero Gale Neos: "Between you and your opponent." small thing, but pretty important for resolving this effect. Pretty brutal if it gets going since it essentially doubles its attack power on every direct attack, provided that you had more (or as much) life points to begin with.

I figure putting that in is unnecessary, considering you and your opponent are the only ones with Life Points. Even in Team Dueling, there are only two Life Point scores.

Elemental Hero Firestorm Neos: Flare Neos except bigger and better, yeah.

Elemental Hero Gaia Neos: Again, Grand Mole's line is arguably the most feasible route to follow. Instant bounce is highly annoying, especially if you follow it up with a hand discard effect. Good stuff.

Elemental Hero Chaos Emperor Neos: Now this is just plain brutal. It's like a Zorc that doesn't bite you...ever. o.o Unless you get three tails this does nasty, nasty things to your opponent's Field. Only double NEX and all that goes with it in the requirements keep this from going overboard.

Elemental Hero Volcano Neos: Kind of at odds with itself, since the second effect weakens the first. Still, bouncing everyone and their kid brother out of the way is nothing to sneeze at.

Elemental Hero Hurricane Neos: Harpie's Feather Duster on a pair of very buff legs. Enough said. XD


Overall...very thematically loyal, for better or for worse. Some of those extreme Neos fusions have potentially game breaking effects, but the sheer trouble you have to go through to summon them balances that, I'd say. Aaanyhow, seeing all those made me feel inclined to pitch in with a little something myself, so...

Evil Hero Maelstorm
Fiend/Fusion/Effect
8 Star/Wind
2800 Atk/2800 Def

"Elemental Hero Avian" + "Elemental Hero Sparkman" + "Elemental Hero Bubbleman"

This monster cannot be Special Summoned except by the effect of "Dark Fusion". This card can not be destroyed by Monster Effects. You can send 1 other card you control to the Graveyard to select 1 monster you control other than this card. While this card is face-up on the field, the selected monster cannot be removed from the Field other than by tributing. (Damage calculation is still applied normally.)

"Soul Exchange" says hello. :3

Evil Hero Mire Wight
Fiend/Fusion/Effect
5 Star/Water
1400 Atk / 1000 Def

"Elemental Hero Avian" + "Elemental Hero Bubbleman"

This monster cannot be Special Summoned except by the effect of "Dark Fusion". While there is a face-down card(s) on the Field, this card can attack your opponent directly. When this card is selected as the target of an attack or card effect, you may place this card face-down in your Spell and Trap card zone (treated as a Normal Trap Card) then rearrange the cards in your Spell and Trap card zone. During your Standby Phase, if this card is in your Spell and Trap card zone, you may flip it face-up to Special Summon it to your Field, ignoring summoning conditions.


Alright, leaving the rest of 'em to you. :3 Moving on...

Thanks. Those two are pretty good.

Anchor Golem
Rock/Effect
4 Star/Earth
1400 / 1800 Def

While this card is face-up on your Field, cards on your Field can not be returned to the owner's Hand or Deck.
Quote:
Originally Posted by ACC-M View Post
Hmm... a boost from me, NiGHTS:

NHX
Normal Spell
This card's name is treated as "Metamorphasis" while in your hand. By discarding this card from your hand to the graveyard, draw one card.

Yah, they need to un-nerf Neo-Bubbleman, he's neglected enough as-is without being totally useless.
Being able to destroy any monster you battle with is good, it's just that the Summon requirement kills him. What does "NHX" stand for?

Evil Hero Cloaked Inferno Wing
DARK Fiend-Type/Fusion/Effect
Level 8 ATK 2500 DEF 2100

"Evil Hero Inferno Wing" + "Elemental Hero Sparkman"
This card cannot be Special Summoned except with "Dark Fusion". This card gains 300 ATK for every "Elemental Hero", "Destiny Hero", and "Evil Hero" monster in your Graveyard. This card inflicts Piercing damage. When this card destroys a monster by battle, inflict damage to your opponent equal to the destroyed monster's ATK or DEF, whichever is higher.
  #1243    
Old April 27th, 2008, 12:17 PM
Scarlet Weather's Avatar
Scarlet Weather
The Game is Afoot!
 
Join Date: Oct 2006
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Hmm... seeing as I have a new username, I thought it might be time to play around with a few made-up cards.

Thesis of Cruelty
Normal Spell
Select one level four or lower "Eve Mech" monster from your deck except "Eve Mech 000-Prototype" and add it to your hand.

Eve Mech 001- Test-Type
Monster/Dark/Machine/Effect/4*
Atk ????/ Def ????
When this monster is summoned, place five "Synchronization Counters" on it. This monster's Atk and Def are 400x the number of Synchronization counters on it. When this monster deals battle damage to your opponent by removing one "Synchronization Counter" from it you can select and look at one card in your opponent's hand. If it's a monster, place it on the bottom of your opponent's deck. This effect cannot be used if this monster has two or fewer "Synchronization Counters".

Eve Mech 002-Mass-Production Unit
Monster/Earth/Machine/Effect/4*
Atk ????/ Def ???
When this monster is summoned, place four "Synchronization Counters" on it. This monster's Atk and Def are equal to the number of Synchronization Counters on it x500. When this monster deals battle damage to your opponent, by removing one Synchronization Counter from it you can discard a card from your opponent's hand to the graveyard. You cannot use this effect if this monster has two or fewer Synchronization Counters.

Eve Mech 000- Prototype
Monster/Water/Machine/Effect/4*
Atk ????/Def????
When this monster is summoned, place two "Synchronization Counters" on it. This monster's Atk and Def is equal to the number of Synchronization Counters on it x1000. When this monster deals battle damage to your opponent, you can remove one "Synchronization Counter" from it. If you use this effect, your opponent cannot summon, special summon, or set a monster during their next turn. This effect can only be used if your opponent has three or more cards in their hand. If there is one or fewer "Synchronization counters" on this monster, you cannot use this effect.

Hangar Bay
Field Spell
All "Eve Mech" monsters gain 500 Atk points. Once per turn, instead of conducting your draw phase you can place one "Synchronization Counter" on a monster. When this card would be destroyed, you can discard one card from your hand instead.

LCL
Counter Trap
Activate only when an "Eve Mech" monster on your side of the field would be attacked. Place one "Synchronization Counter" on that monster for each "Eve Mech" monster you control.

Synchronization Draw
Normal Spell
Remove two Synchronization Counters from an Eve Mech monster on your side of the field. Draw two cards.

More to follow, but this gives you the general idea.
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  #1244    
Old April 28th, 2008, 03:47 AM
Phanima's Avatar
Phanima
That servant of the evil one
 
Join Date: Jan 2006
Nature: Impish
Oh my gosh...you made an Evangelion set... *drools

And you added the Mass Production Evas! *drowns in drool

I love and hate you right now, I was gonna make a set for Christina based on it too after you brought it up. T^T But no matter! Let me administer my amteurish YGO knowledge, my fandom for NGE and just my general love for mechs together to C&C.

Thesis of Cruelty: Shoulda stuck with the 'Angel of Cruelty' or something along the lines of it descending instead of 'Thesis'. xP Kidding of course. Nothing else to be said really, it's fine IMO.

Eva Mech 001 - Test-Type: If the effect HAS to remove a counter every time it inflicts Battle Damage then it's fine, but if it's an option then it's a little much, especially considering your opponent's hand exposure.

Eva Mech 002-Mass-Production Unit: I like how the effect handicaps itself by affecting the ATK/DEF with the discarding effect. The limit's fine too. I like it. C:

Eva Mech 000- Prototype: Ohhh, so Rei stops summonings now neh? This is based on Rei eva right? Cx Anyway, the effect would help in a pinch, although it's pretty situational, with the three plus cards in your opponent's hand as well as coming out with only two counters, but I guess that's the drawback. It feels a little underpowered, but it's fine otherwise.

Hangar Bay: Whoa~ Obviously a staple for this set. So along with the added 500 ATK this card gives, all Eva Mechs get an additional counter that chalks up another 400/500/1000 points?! Of course, it stops you from drawing which is a nice drawback and the saving effect's always nice to have. Personally, I love it, it's a perfect buff. I'm just not sure if it's too perfect.

LCL: Mhmm...I dunno if this is too good or not. Great effect no doubt but one for each mech? I was thinking that it'd just add one but I guess it'd be a little difficult to get more than 3 Evas on the field at once, which in itself is a little much.

Synchronization Draw: Great card~

So, as you can see, I can't make any worthwhile suggestions but I thought I'd just probe them to the best of my abilities anyway. I'm assuming you have other cards that'll back these up even further, which'll probably answer some of the questions I have, so I'm looking forward to em. Also, I'm not up to date with the latest metagame but are 4-Star 2000 ATK/DEF common?

Eh, I like it so far, hell, I love em. x3 Good work ACC, looking forward to the rest. xP
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  #1245    
Old April 28th, 2008, 08:42 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
Actually, "destroy any monster that battles with this card" is a lukewarm ability at best since it's applied after damage calculation, meaning you've most likely lost Neo Bubbleman already. If we want one-for-one trade water attribute monsters then just go with Yomi Ship; almost identical effect and more Def to boot; it's summonable by conventional methods too.

Anyway, you know what this thread really needs?

I mean really, REALLY needs?

People commenting on the cards instead of just posting their own. I mean sheez, whenever I post an idea it feels like I'm talking to myself here. xP

Aaanyhow...*Martyr sigh* let's try this one more time. First, comments:

Thesis of Cruelty: RotA for the set, 'nuff said.


Eve Mech 001- Test-Type: Not too hot, really, since it's always a gamble whether you've picked a monster or not and we have far more impressive 2000+ Atk beaters we can plunk out already.

Eve Mech 002-Mass-Production Unit: Now this has potential, provided that you can punch through the battle phase. It's like Zaloog with some much-needed brawn thrown into the mix, though unfortunately that brawn won't last unless you keep spamming counters on this. Mind you, Begone, Knave! decks drool over this. Too bad the format isn't at all conductive for those right now. xD

Eve Mech 000- Prototype: I smell a nasty lock here. Three cards in hand is not really an unlikely situation right now, and once this thing gets a ballgrip on the opponent (provided that you have Hangar Bay to back it up) it's not letting go in a hurry. Completely shuts down Dark Armed Return unless they hit one of their scant few non-monster destruction cards (Essentially limited to Mirror Force, Lightning Vortex, and Torrential Tribute) while clearng the way for continuous pounding. Just...brutal, maybe even a bit too much so for a non-tribute. One shot of the Hangar and it's up to 3500 Atk too. x.O

Hangar Bay: horribly slow way to build up counters, which is probably the downfall for these. Still, those counters really count. *Shot for lame joke*

LCL: Ugh, let's not continue the messy legacy on Negate Attack's take on counter traps; this should be normal trap since it's not responding to another card effect. Anyway, it's another way to stack counters (possibly a bit faster than the hangar) while doubling up as a Shrink-style surprise. I can see opponents weeping after they crash into an Eve Mech 000 that gets buffed up by this.

Synchronization Draw: Okay, this isn't just another Destiny Draw; it's Pot of Greed since it's two cards for one. x.O Limited right off the bat, I'd say; powerful stuff.


And...something using the brand, spanking new psychic type, since I dislike the designs on the existing ones. (Mental Sphere Daemon is passable-looking, but the rest...ick. xP)

Empath Fiend - Deppression
Psychic/Effect
4 Star/Water
600 Atk / 2200 Def

When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this face-up card on your Field into Attack Position to switch all other Attack Position Monsters on the Field to Defense Position. On the turn this effect is activated, this card may not attack or change its Battle Position. During your opponent's turn, you may remove this card in your Graveyard from play to reduce the Atk of all Attack Position monsters on your opponent's Field by 600 until the end of the turn. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn.

Empath Fiend - Fury
Psychic/Effect
4 Star/Fire
1800 Atk / 0 Def

When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. Once per turn, you may increase the Atk of this card by 300. Then, this card can attack every Monster your opponent controls once each this turn. At the end of a Battle Phase when this effect was activated, this card is switched into Defense Position and can't be switched back until the end of your next turn. During your opponent's turn, you may remove this card in your Graveyard from play. If you do, all Monsters your opponent controls are switched into Attack Position and must attack this turn. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn.

Empath Fiend - Trauma
Psychic/Effect
7 Star/Dark
2600 Atk / 1800 Def

When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this Attack Position Monster on your Field to Defense Position in order to select one face-up Monster on your opponent's Field and destroy it, then inflict Damage to your opponent equal to half the original Atk of the destroyed Monster. If you do, this card can not change its Battle Position until the end of your next turn. During your opponent's turn, you may remove this card in your Graveyard from play to inflict Damage to your opponent equal to the number of your "Empath Fiend" Monsters removed from play x 400.


Yeah, more to come obviously, but time is short and the computers are widely popular here at the brigade. So, umm...comments thus far? :3
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  #1246    
Old April 29th, 2008, 02:20 PM
Scarlet Weather's Avatar
Scarlet Weather
The Game is Afoot!
 
Join Date: Oct 2006
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Quote:
Originally Posted by Alter Ego View Post
Actually, "destroy any monster that battles with this card" is a lukewarm ability at best since it's applied after damage calculation, meaning you've most likely lost Neo Bubbleman already. If we want one-for-one trade water attribute monsters then just go with Yomi Ship; almost identical effect and more Def to boot; it's summonable by conventional methods too.

Anyway, you know what this thread really needs?

I mean really, REALLY needs?

People commenting on the cards instead of just posting their own. I mean sheez, whenever I post an idea it feels like I'm talking to myself here. xP

Aaanyhow...*Martyr sigh* let's try this one more time. First, comments:

Thesis of Cruelty: RotA for the set, 'nuff said.


Eve Mech 001- Test-Type: Not too hot, really, since it's always a gamble whether you've picked a monster or not and we have far more impressive 2000+ Atk beaters we can plunk out already.

Eve Mech 002-Mass-Production Unit: Now this has potential, provided that you can punch through the battle phase. It's like Zaloog with some much-needed brawn thrown into the mix, though unfortunately that brawn won't last unless you keep spamming counters on this. Mind you, Begone, Knave! decks drool over this. Too bad the format isn't at all conductive for those right now. xD

Eve Mech 000- Prototype: I smell a nasty lock here. Three cards in hand is not really an unlikely situation right now, and once this thing gets a ballgrip on the opponent (provided that you have Hangar Bay to back it up) it's not letting go in a hurry. Completely shuts down Dark Armed Return unless they hit one of their scant few non-monster destruction cards (Essentially limited to Mirror Force, Lightning Vortex, and Torrential Tribute) while clearng the way for continuous pounding. Just...brutal, maybe even a bit too much so for a non-tribute. One shot of the Hangar and it's up to 3500 Atk too. x.O

Hangar Bay: horribly slow way to build up counters, which is probably the downfall for these. Still, those counters really count. *Shot for lame joke*

LCL: Ugh, let's not continue the messy legacy on Negate Attack's take on counter traps; this should be normal trap since it's not responding to another card effect. Anyway, it's another way to stack counters (possibly a bit faster than the hangar) while doubling up as a Shrink-style surprise. I can see opponents weeping after they crash into an Eve Mech 000 that gets buffed up by this.

Synchronization Draw: Okay, this isn't just another Destiny Draw; it's Pot of Greed since it's two cards for one. x.O Limited right off the bat, I'd say; powerful stuff.


And...something using the brand, spanking new psychic type, since I dislike the designs on the existing ones. (Mental Sphere Daemon is passable-looking, but the rest...ick. xP)

Empath Fiend - Deppression
Psychic/Effect
4 Star/Water
600 Atk / 2200 Def

When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this face-up card on your Field into Attack Position to switch all other Attack Position Monsters on the Field to Defense Position. On the turn this effect is activated, this card may not attack or change its Battle Position. During your opponent's turn, you may remove this card in your Graveyard from play to reduce the Atk of all Attack Position monsters on your opponent's Field by 600 until the end of the turn. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn.

Eh, not too stellar. Tihe position-change is a good way to set up for an attack from another monster, but no good on its own. The graveyard removal effect is slightly better, sort of turning it into a Necro Gardna-esque surprise for your opponent, but in the age of "clear the field then attack", Gardna itself is better. Plus, this isn't Dark and so I can't Armageddon Knight it straight to the graveyard.

Empath Fiend - Fury
Psychic/Effect
4 Star/Fire
1800 Atk / 0 Def

When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. Once per turn, you may increase the Atk of this card by 300. Then, this card can attack every Monster your opponent controls once each this turn. At the end of a Battle Phase when this effect was activated, this card is switched into Defense Position and can't be switched back until the end of your next turn. During your opponent's turn, you may remove this card in your Graveyard from play. If you do, all Monsters your opponent controls are switched into Attack Position and must attack this turn. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn.

Well, here's a little more substance. Ojama Trio combo FTW!!! Once again, the on-field effect isn't extremely great, but the graveyard-removal effect is much better, and in this case I can see it being used to screw with your opponent via everyone's favorite Ojama summoner.

Empath Fiend - Trauma
Psychic/Effect
7 Star/Dark
2600 Atk / 1800 Def

When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this Attack Position Monster on your Field to Defense Position in order to select one face-up Monster on your opponent's Field and destroy it, then inflict Damage to your opponent equal to half the original Atk of the destroyed Monster. If you do, this card can not change its Battle Position until the end of your next turn. During your opponent's turn, you may remove this card in your Graveyard from play to inflict Damage to your opponent equal to the number of your "Empath Fiend" Monsters removed from play x 400.

Well, I like this one, don't get me wrong, but the double-tribute is kind of harsh. The good news is that this one is Dark Attribute, meaning that it comboes with Allure of Darkness, Dark Grepher, Armageddon Knight, etc. The destruction effect is nice, but a little slow in this format. Maybe a buff-up of some sort is in order? The removal effect is nice if you've been dropping a lot of Empath Fiends, but it needs time to charge itself up.

Yeah, more to come obviously, but time is short and the computers are widely popular here at the brigade. So, umm...comments thus far? :3
Meh, without seeing the other fiends and the support cards I really can't render an accurate verdict, so I'll wait for the rest before I share my opinions on the set.

Eve Mech 003- Special Unit
Monster/Wind/Machine/Effect/4*
Atk ????/ Def ????
When this monster is summoned, place one Synchronization Counter on it. This monster's Atk and Def are equal to the number of Synchronization Counters on it x2000. When this monster destroys an opponent's monster as a result of battle, you can remove one Synchronization Counter from it in order to special summon that monster to your side of the field in face-up attack position. This monster cannot have more than one Synchronization Counter on it at a time.

Angel Response Warning
Normal Trap
Negate the summon of an opponent's monster and return it to their hand. By removing this card in your graveyard from play, special summon a level four or lower "Eve Mech" monster from your hand or deck to the field. On the turn that this effect is activated, your opponent cannot conduct their battle phase.

Dummy Plug
Equip Spell
Equip only to an "Eve Mech" monster on your side of the field. That monster's Atk is 2000, regardless of the number of Syncrhonization Counters on it. When the equipped monster attacks another monster, increase its Atk by 1000 until the end of the battle phase. When the equipped monster would be destroyed, destroy this card instead.

Berserk Mode
Normal Spell
Activate when the only monster you control is an "Eve Mech" monster. Remove any number of Synchronization Counters from that monster, then destroy cards on your opponent's side of the field equal to the number of Synchronization Counters you removed. On the turn that this effect is activated, skip your battle phase.
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  #1247    
Old April 29th, 2008, 04:43 PM
Unlimited NiGHTS
Booted out - don't be like me!
 
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Quote:
Originally Posted by Unlimited NiGHTS View Post
What does "NHX" stand for?
You never did answer me. We know that "NEX" means "Neo-Spacian Extent", so what's "NHX"?

As for the Empath Fiends, maybe you should include Doubt, Anguish, Sorrow, Hatred, and Betrayal and link them to "Dark World"'s Wicked Doctrines somehow? It just seems to fit.

Evil Hero Dark Phoenix
FIRE Fiend-Type/Fusion/Effect
Level 6 ATK 2100 DEF 1200

"Elemental Hero Avian" + "Elemental Hero Burstinatrix"
This card cannot be Special Summoned except with "Dark Fusion". This card cannot be destroyed.

Evil Hero Blacknight Phoenix
FIRE Fiend-Type/Fusion/Effect
Level 8 ATK 2500 DEF 2100

"Evil Hero Dark Phoenix" + "Elemental Hero Sparkman"
This card cannot be Special Summoned except with "Dark Fusion". This card gains 300 ATK for every "Elemental Hero", "Destiny Hero", and "Evil Hero" monster in your Graveyard. This card cannot be destroyed.

Evil Hero Shadowlight
DARK Fiend-Type/Fusion/Effect
Level 6 ATK 2000 DEF 1000

"Elemental Hero Sparkman" + "Elemental Hero Necroshade"
This card cannot be Special Summoned except with "Dark Fusion". This card inflicts Piercing damage. When this card is removed from the field, destroy all monsters your opponent controls.

Evil Hero Mad Alchemist
DARK Fiend-Type/Fusion/Effect
Level 10 ATK 2900 DEF 2600

"Elemental Hero Avian" + "Elemental Hero Burstinatrix" + "Elemental Hero Clayman" + "Elemental Hero Bubbleman"
This card cannot be Special Summoned except with "Dark Fusion". This card's Attribute is also treated as WIND, FIRE, EARTH, and WATER. When this card is Fusion Summoned, return all of your removed from play cards to your Deck. This card gains 300 ATK for each monster your opponent controls.

Evil Hero Boulder Gardna
EARTH Fiend-Type/Fusion/Effect
Level 6 ATK 1900 DEF 3000

"Elemental Hero Bubbleman" + "Elemental Hero Clayman"
This card cannot be Special Summoned except with "Dark Fusion". While you control this Defense Position card, Battle Damage inflicted to your opponent from a battle involving this card is doubled.

Evil Hero Shade Channeler
DARK Fiend-Type/Fusion/Effect
Level 6 ATK 1900 DEF 1800

"Elemental Hero Wildheart" + "Elemental Hero Necroshade"
This card cannot be Special Summoned except with "Dark Fusion". Once per turn, you can destroy 1 monster your opponent controls and Special Summon 1 monster from either Graveyard.

Evil Hero Plasma Blade
EARTH Fiend-Type/Fusion/Effect
Level 8 ATK 2600 DEF 2300

"Elemental Hero Sparkman" + "Elemental Hero Bladedge"
This card cannot be Special Summoned except with "Dark Fusion". This card inflicts Piercing damage. Up to twice per turn, you can destroy 1 card your opponent controls.

Evil Hero Mist Drainer
WATER Fiend-Type/Fusion/Effect
Level 5 ATK 1800 DEF 1000

"Elemental Hero Burstinatrix" + "Elemental Hero Bubbleman"
This card cannot be Special Summoned except with "Dark Fusion". When this card battles a monster, at the beginning of the Damage Step, gain Life Points equal to the ATK or DEF of the monster this card is battling with (whichever is higher), and inflict damage to your opponent equal to the amount of Life Points you gained.

Evil Hero Berserk Blade
DARK Fiend-Type/Fusion/Effect
Level 8 ATK 2600 DEF 2300

"Elemental Hero Bladedge" + "Elemental Hero Wildheart"
This card cannot be Special Summoned except with "Dark Fusion". This card inflicts Piercing damage. This card can attack all monsters your opponent controls once each.
  #1248    
Old April 30th, 2008, 10:34 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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Quote:
Originally Posted by Thesis View Post
Eh, not too stellar. Tihe position-change is a good way to set up for an attack from another monster, but no good on its own. The graveyard removal effect is slightly better, sort of turning it into a Necro Gardna-esque surprise for your opponent, but in the age of "clear the field then attack", Gardna itself is better. Plus, this isn't Dark and so I can't Armageddon Knight it straight to the graveyard.
Actually, since Dark Armed usually hits with full field, the amount of damage Depression averts is 5 x 600, which is 3000; higher than the Atk of any monster Dark Armed can drop down save for buffed Dasher. Anyways, being dark wouldn't help since these usually don't hit the graveyard unless they go from the field anyway. *Pokes first effect*

And yeah, this set is pretty slow. What can I say? I just didn't feel like catering to the speed mania for a moment. They'll have their own ways of evening the field, though; don't worry. ;D Oh, and who ever said anything about tributing for Trauma? My dear ACC, we live in the age of Return From the Dark Dimension and Different Dimension Reincarnation now.

Eve Mech 003- Special Unit: Just plain crazy, really. Combined with Enemy Controller this smashes the most, bringing it back to smash face on the very same battle phase. Poor, poor, Brain Crusher, why must you be crowded in such a way? ;.; Just...crazy aggression for the set, really.

Angel Response Warning: And now you want to pick on Forced Back too? Seriously, bounce a summon, summon a monster, and eliminate your opponent's Battle Phase all with one card? And with two of the effects triggering from the graveyard? Broken, my friend, just plain broken.

Dummy Plug: You should make that 'original Atk'. As it is, this card is short-circuiting its own Atk boost effect because it force-pegs the Atk at 2000 at all times. Ehh...crazy muscle, protection, and escape from the counter weakness all in one card. Again, this seems a bit...hefty. x.O

Berserk Mode: Yay for mass field wipe. Crazy CA, but then I guess the activation requirements and lost battle phase sort of compensate. Anyways, it's not as crazy as the others.

Evil Hero Dark Phoenix: What Phoenix Enforcer should have been. Unless you're packing some very specific cards, this thing is a major pain in the butt to bypass but at the same time being only Cyber Dragon size means that it won't wreak absolutely crazy havoc on the field and can be hit over. Brain Control's favorite target, certainly.

Evil Hero Blacknight Phoenix: But of course we're running this thing instead because it's just plain better. Not as much of a finisher as dark cloaked, but given its tenacity this definitely isn't something your opponent will be comfortable with.

Evil Hero Shadowlight: And in contrast, here we have a monster that your opponent will strive to keep alive. xD Pretty crazy field destruction effect here, but then with Darklord Zerato around it's nothing new.

Evil Hero Mad Alchemist: Sadly, it's still sort of lukewarm for its fusion materials, much like its light counterpart. Still, it's thematically coherent and all. I'd stick with the more appealing evil heroes myself, though.

Evil Hero Boulder Gardna: Well, the original wasn't much to call home about so I suppose you couldn't go too far without losing touch with that. Much like with Stone Statue of the Aztecs, this poor thing suffers from the unfortunate effect of "who's going to be dumb enough to run into this?", made worse because it's a fusion monster and thus can't be set. Ehh...I suppose you could try some feints with Book of Moon or such, but it's still pretty lackluster.

Evil Hero Shade Channeler: Umm...Monster Reborn on legs? Every turn? With added monster recursion?

O.O

Yeah, this is definitely going overboard. Either make it steal the monster it destroys (with some added penalty on that monster to compensate for what is still a very powerful effect) or have it summon the monster to your opponent's field like regular Necroid Shaman. As it is, broke as heck.


Evil Hero Plasma Blade: Pretty much instantly pays back its fusion cost with beatstick size piercerism to boot. Strong, but not broken.

Evil Hero Mist Drainer: ...which is more than can be said for this. With combined Atk and Def we're essentially netting 3000+ points of burn plus the same amount of LP gain against all but the wimpiest of monsters. Just...too strong. I like the idea of draining as opposed to just healing, but it really needn't go further than that. Maybe keep it as requiring battle destruction as well, in lieu with its predecessor. Also, use Atk or Def but not their sum for the greater balance, because as it is all we have to do is ram this into Dark Magician of Chaos and our opponent will be eating 4800 points of damage. x.O

Evil Hero Berserk Blade: A much-needed, reasonable buff from the original. Wildedge is already a star among the e-hero fusions and this is taking it one step further. Good and balanced.


Aaaanyhow, a bit more substance for the empaths:

Empath Fiend - Apathy
Psychic/Effect
4 Star/Earth
1200 Atk / 2000 Def

During your turn, you may switch this Defense Position card on your Field into Attack Position. If you do, your opponent may not activate any Spell or Trap cards until the end of the turn. During your opponent's turn, by removing this card in your Graveyard from play, Monsters summoned that turn (Including Flip Summon) can not attack or use any of their card effects until the end of the turn. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn.

Empath Fiend - Confusion
Psychic/Effect
5 Star/Wind
1700 Atk / 2300 Def

When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this card on your Field into Attack Position to select one Monster on your opponent's Field and control it until the end of the turn. A Monster controlled by this effect can not be offered as tribute. When this effect is activated, this card can not change its Battle Position until the end of your next turn. During your opponent's turn, by removing this card in your Graveyard from play, you may change the target of an attack declared by your opponent to any Monster on either player's Field other than the attacking Monster. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn.

Empath Fiend - Pride
Psychic/Effect
6 Star/ Light
2400 Atk / 1600 Def

When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this Attack Position card on your Field into Defense Position, If you do, your opponent can not tribute any cards until your next Standby Phase. When this effect is activated, this card can not change its Battle Position until the end of your next turn. During your opponent's turn, by removing this card in your Graveyard from play, negate the activation and effect of a card with an activation cost and destroy it.

Empath Fiend - Restlessness
Psychic/Effect
3 Star/Wind
1600 Atk / 300 Def

When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this Attack Position card on your Field into Defense Position to force the activation of one face-down Spell or Trap card on the Field. If the timing of the activation of the card is incorrect, negate the effect and destroy it. When this effect is activated, this card can not change its Battle Position until the end of the turn. During your opponent's Standby Phase, by removing this card in your Graveyard from play, your opponent skips his/her Main Phase 1 this turn. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn.

Empath Fiend - Trauma (revamp)
Psychic/Effect
7 Star/Dark
2600 Atk / 2200 Def

When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this Attack Position Monster on your Field to Defense Position in order to select one face-up Monster on your opponent's Field and destroy it, then inflict Damage to your opponent equal to the original Atk of the destroyed Monster. If you do, this card can not change its Battle Position until the end of the turn. During your opponent's turn, you may remove this card in your Graveyard from play to inflict Damage to your opponent equal to the number of your "Empath Fiend" Monsters removed from play x 400.

Empath Fiend - Loneliness
Psychic/Tuner/Effect
2 Star/Dark
800 Atk / 600 Def

When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this Attack Position card on your Field into Defense Position to select one of your removed from play "Empath Fiend" Monsters and Special Summon it to your Field in Defense Position. When this effect is activated, neither this card nor the Monster Special Summoned by this effect can change their Battle Positions for as long as they remain face-up on the Field. When this card is removed from the Field, the Monster Special Summoned by this effect is removed from play. By removing this card in your Graveyard from play, you may treat it as a tribute used for the Synchro Summon of a Psychic Type Synchro Monster. All other tributes used for the summon must still be on your Field. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn.

Empath Fiend - Over Ego
Psychic/Synchro/Effect
8 Star/Light
2600 Atk / 2600 Def

1 Psychic Type Tuner Monster + 1 or more non-tuner "Empath Fiend" Monsters

By switching this Attack Position card on your Field into Defense Position, select one of your removed from play "Empath Fiend" Monsters and add it to your Graveyard. By switching this Defense Position card on your Field into Attack Position, change the Battle Position of one "Empath Fiend" Monster on your Field other than "Empath Fiend - Over Ego", ignoring any effects of the selected Monster. When either of this card's effects is activated, this card can not attack or change its Battle Position until the end of the turn.

Empathic Recall
Quick-Play Spell

This card can only be activated when there are no Monster cards in your Graveyard. Add all of your removed from play "Empath Fiend" Monsters to your Graveyard. On the turn this effect is activated, you may not conduct your Battle Phase.

Tranquil Mindscape
Field Spell

"Empath Fiend" Monsters in your Graveyard can not be removed from play by any card effects controlled by your opponent. When an "Empath Fiend" Monster is discarded from your Hand or Deck, it is not removed from play, but is sent to your Graveyard instead. When this face-up card on your Field is destroyed as the result of a card effect, select one "Mindscape" Spell Card other than "Tranquil Mindscape" from your Hand or Deck and activate it.

Twisted Mindscape
Field Spell

Once per turn, During your Main Phase, you may remove from play any number of "Empath Fiend" Monsters in your Graveyard. Then, for each card removed from play by this effect, select one of your removed from play "Empath Fiend" Monsters and add it to your Graveyard. During your End Phase, you may destroy this face-up card on your Field. When this face-up card on your Field is destroyed as the result of a card effect, select one "Mindscape" Spell Card other than "Twisted Mindscape" from your Hand or Deck and activate it.

Virulent Mindscape
Field Spell

You may activate the effect(s) of any number of "Empath Fiend" Monsters in your Graveyard each turn. Each time one of your "Empath Fiend" Monsters is removed from play, inflict 500 Damage to your opponent. When this face-up card on your Field is destroyed as the result of a card effect, select one "Mindscape" Spell Card other than "Virulent Mindscape" from your Hand or Deck and activate it.


There's more, wouldn't you know it, but hopefully this is enough to give you better insight into the workings of the set.

Last edited by Alter Ego; April 30th, 2008 at 01:24 PM.
  #1249    
Old April 30th, 2008, 12:19 PM
Unlimited NiGHTS
Booted out - don't be like me!
 
Join Date: Feb 2008
Location: The Night Dimension
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Quote:
Originally Posted by Alter Ego View Post
Evil Hero Dark Phoenix: What Phoenix Enforcer should have been. Unless you're packing some very specific cards, this thing is a major pain in the butt to bypass but at the same time being only Cyber Dragon size means that it won't wreak absolutely crazy havoc on the field and can be hit over. Brain Control's favorite target, certainly.

Evil Hero Blacknight Phoenix: But of course we're running this thing instead because it's just plain better. Not as much of a finisher as dark cloaked, but given its tenacity this definitely isn't something your opponent will be comfortable with.

Evil Hero Shadowlight: And in contrast, here we have a monster that your opponent will strive to keep alive. xD Pretty crazy field destruction effect here, but then with Darklord Zerato around it's nothing new.

Evil Hero Mad Alchemist: Sadly, it's still sort of lukewarm for its fusion materials, much like its light counterpart. Still, it's thematically coherent and all. I'd stick with the more appealing evil heroes myself, though.

Evil Hero Boulder Gardna: Well, the original wasn't much to call home about so I suppose you couldn't go too far without losing touch with that. Much like with Stone Statue of the Aztecs, this poor thing suffers from the unfortunate effect of "who's going to be dumb enough to run into this?", made worse because it's a fusion monster and thus can't be set. Ehh...I suppose you could try some feints with Book of Moon or such, but it's still pretty lackluster.

I could change it to "when this card battles a monster" or something, so that it can actually attack with a vengeance...

Evil Hero Shade Channeler: Umm...Monster Reborn on legs? Every turn? With added monster recursion?

O.O

Yeah, this is definitely going overboard. Either make it steal the monster it destroys (with some added penalty on that monster to compensate for what is still a very powerful effect) or have it summon the monster to your opponent's field like regular Necroid Shaman. As it is, broke as heck.

Actually, I only made it that broken to see how you would react. I'd like to let you know that I spent the last 7 minutes and 24 seconds laughing my butt off at you. ;D

Evil Hero Plasma Blade: Pretty much instantly pays back its fusion cost with beatstick size piercerism to boot. Strong, but not broken.

Evil Hero Mist Drainer: ...which is more than can be said for this. With combined Atk and Def we're essentially netting 3000+ points of burn plus the same amount of LP gain against all but the wimpiest of monsters. Just...too strong. I like the idea of draining as opposed to just healing, but it really needn't go further than that. Maybe keep it as requiring battle destruction as well, in lieu with its predecessor. Also, use Atk or Def but not their sum for the greater balance, because as it is all we have to do is ram this into Dark Magician of Chaos and our opponent will be eating 4800 points of damage. x.O

Hmm...Well, I didn't want it to be too similar to "Neos Wiseman", is all.

Evil Hero Berserk Blade: A much-needed, reasonable buff from the original. Wildedge is already a star among the e-hero fusions and this is taking it one step further. Good and balanced.


Aaaanyhow, a bit more substance for the empaths:

Empath Fiend - Apathy
Psychic/Effect
4 Star/Earth
1200 Atk / 2000 Def

During your turn, you may switch this Defense Position card on your Field into Attack Position. If you do, your opponent may not activate any Spell or Trap cards until the end of the turn. During your opponent's turn, by removing this card in your Graveyard from play, Monsters summoned that turn (Including Flip Summon) can not attack or use any of their card effects until the end of the turn. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn.

I can tell that this set is going to be destroyed by "Gravekeeper's" Decks. That said, not a bad card. It can make itself more vulnerable to prevent Spell and Trap activation, or negate any possibility of your opponent's monsters doing anything. I'd probably Semi-Limit it, but it could be more powerful than I'm gathering.

Empath Fiend - Confusion
Psychic/Effect
5 Star/Wind
1700 Atk / 2300 Def

When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this card on your Field into Attack Position to select one Monster on your opponent's Field and control it until the end of the turn. A Monster controlled by this effect can not be offered as tribute. When this effect is activated, this card can not change its Battle Position until the end of your next turn. During your opponent's turn, by removing this card in your Graveyard from play, you may change the target of an attack declared by your opponent to any Monster on either player's Field other than the attacking Monster. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn.

Thanks to "Burial from a Different Dimension", this is a reusable, weaker "Shift". It also reminds me of "Mutant Mindmaster" with its first effects. Still, it opens itself up to anything stronger than "Neo the Magic Swordsman", which is pretty easy these days.

Empath Fiend - Pride
Psychic/Effect
6 Star/ Light
2400 Atk / 1600 Def

When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this Attack Position card on your Field into Defense Position, If you do, your opponent can not tribute any cards until your next Standby Phase. When this effect is activated, this card can not change its Battle Position until the end of your next turn. During your opponent's turn, by removing this card in your Graveyard from play, negate the activation and effect of a card with an activation cost and destroy it.

SCREW YOUR MONARCHS, I HAVE PRIDE!!!!

Empath Fiend - Restlessness
Psychic/Effect
3 Star/Wind
1600 Atk / 300 Def

When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switchi this Attack Position card on your Field into Defense Position to force the activation of one face-down Spell or Trap card on the Field. If the timing of the activation of the card is incorrect, negate the effect and destroy it. When this effect is activated, this card can not change its Battle Position until the end of the turn. During your opponent's Standby Phase, by removing this card in your Graveyard from play, your opponent skips his/her Main Phase 1 this turn. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn.

"During your turn, you may switchi this Attack Position card..." Wait, what? "Switchi"? What the hell is "switchi"? Anyway, this one can be trouble, especially with "Burial from a Different Dimension".

Empath Fiend - Trauma (revamp)
Psychic/Effect
7 Star/Dark
2600 Atk / 2200 Def

When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this Attack Position Monster on your Field to Defense Position in order to select one face-up Monster on your opponent's Field and destroy it, then inflict Damage to your opponent equal to the original Atk of the destroyed Monster. If you do, this card can not change its Battle Position until the end of the turn. During your opponent's turn, you may remove this card in your Graveyard from play to inflict Damage to your opponent equal to the number of your "Empath Fiend" Monsters removed from play x 400.

This looks like one of those Penalty Games that Yami Yugi could have used in season 0. Add in that "Virulent Mindscape" card you made, and you could build an entire Deck based on this guy's burn effect.

Empath Fiend - Loneliness
Psychic/Tuner/Effect
2 Star/Dark
800 Atk / 600 Def

When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this Attack Position card on your Field into Defense Position to select one of your removed from play "Empath Fiend" Monsters and Special Summon it to your Field in Defense Position. When this effect is activated, neither this card nor the Monster Special Summoned by this effect can change their Battle Positions for as long as they remain face-up on the Field. When this card is removed from the Field, the Monster Special Summoned by this effect is removed from play. By removing this card in your Graveyard from play, you may treat it as a tribute used for the Synchro Summon of a Psychic Type Synchro Monster. All other tributes used for the summon must still be on your Field. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn.

I should note that there's no Tributing involved in Synchro Summoning. That said, I'd probably do something different with this. Instead of treating it as a monster used for a Synchro Summon, how about it making a monster you control into a Tuner Monster for the turn?

Empath Fiend - Over Ego
Psychic/Synchro/Effect
8 Star/Light
2600 Atk / 2600 Def

1 Psychic Type Tuner Monster + 1 or more non-tuner "Empath Fiend" Monsters

By switching this Attack Position card on your Field into Defense Position, select one of your removed from play "Empath Fiend" Monsters and add it to your Graveyard. By switching this Defense Position card on your Field into Attack Position, change the Battle Position of one "Empath Fiend" Monster on your Field other than "Empath Fiend - Over Ego", ignoring any effects of the selected Monster. When either of this card's effects is activated, this card can not attack or change its Battle Position until the end of the turn.

Empathic Recall
Quick-Play Spell

This card can only be activated when there are no Monster cards in your Graveyard. Add all of your removed from play "Empath Fiend" Monsters to your Graveyard. On the turn this effect is activated, you may not conduct your Battle Phase.

I'd rather run "Burial from a Different Dimension". It's simpler, and won't become a dead draw later.

Tranquil Mindscape
Field Spell

"Empath Fiend" Monsters in your Graveyard can not be removed from play by any card effects controlled by your opponent. When an "Empath Fiend" Monster is discarded from your Hand or Deck, it is not removed from play, but is sent to your Graveyard instead. When this face-up card on your Field is destroyed as the result of a card effect, select one "Mindscape" Spell Card other than "Tranquil Mindscape" from your Hand or Deck and activate it.

Twisted Mindscape
Field Spell

Once per turn, During your Main Phase, you may remove from play any number of "Empath Fiend" Monsters in your Graveyard. Then, for each card removed from play by this effect, select one of your removed from play "Empath Fiend" Monsters and add it to your Graveyard. During your End Phase, you may destroy this face-up card on your Field. When this face-up card on your Field is destroyed as the result of a card effect, select one "Mindscape" Spell Card other than "Twisted Mindscape" from your Hand or Deck and activate it.

Virulent Mindscape
Field Spell

You may activate the effect(s) of any number of "Empath Fiend" Monsters in your Graveyard each turn. Each time one of your "Empath Fiend" Monsters is removed from play, inflict 500 Damage to your opponent. When this face-up card on your Field is destroyed as the result of a card effect, select one "Mindscape" Spell Card other than "Virulent Mindscape" from your Hand or Deck and activate it.

This one is the best of the three. However, as with any Deck that needs a Field Spell, you're screwed against someone playing "Field Barrier" and their own Field Spell.

There's more, wouldn't you know it, but hopefully this is enough to give you better insight into the workings of the set.
Evil Hero Shade Channeler
DARK Fiend-Type/Fusion/Effect
Level 6 ATK 1900 DEF 1800

"Elemental Hero Wildheart" + "Elemental Hero Necroshade"
This card cannot be Special Summoned except with "Dark Fusion". Once per turn, you can destroy 1 monster your opponent controls and Special Summon 1 monster from either Graveyard. The Special Summoned monster cannot attack or change battle position.

Evil Hero Mist Drainer
WATER Fiend-Type/Fusion/Effect
Level 5 ATK 1800 DEF 1000

"Elemental Hero Burstinatrix" + "Elemental Hero Bubbleman"
This card cannot be Special Summoned except with "Dark Fusion". When this card destroys a monster by battle, gain Life Points equal to either its ATK or DEF, whichever is higher, and inflict the same amount as damage to your opponent.

Evil Hero Buttered Toast
DARK Fiend-Type/Fusion/Effect
Level 1 ATK 9000 DEF 9000

"Elemental Hero Chaos Neos" + "Elemental Hero Electrum" + "Evil Hero Inferno Wing" + "Hinotama Soul" + "Destiny Hero - Dreadmaster" + "Rainbow Dragon"
This card cannot be Special Summoned.
  #1250    
Old April 30th, 2008, 02:28 PM
Scarlet Weather's Avatar
Scarlet Weather
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Join Date: Oct 2006
Location: In a House
Nature: Lax
Quote:
Originally Posted by Alter Ego View Post
Actually, since Dark Armed usually hits with full field, the amount of damage Depression averts is 5 x 600, which is 3000; higher than the Atk of any monster Dark Armed can drop down save for buffed Dasher. Anyways, being dark wouldn't help since these usually don't hit the graveyard unless they go from the field anyway. *Pokes first effect*

Eh, I suppose... But I was thinking more along the lines of blocking the major damage that, say, Archlord Zerato can pound you with. And sending cards from the field to the graveyard just to get their effects isn't so hot now that Foolish Burial exists.

And yeah, this set is pretty slow. What can I say? I just didn't feel like catering to the speed mania for a moment. They'll have their own ways of evening the field, though; don't worry. ;D Oh, and who ever said anything about tributing for Trauma? My dear ACC, we live in the age of Return From the Dark Dimension and Different Dimension Reincarnation now.

Eve Mech 003- Special Unit: Just plain crazy, really. Combined with Enemy Controller this smashes the most, bringing it back to smash face on the very same battle phase. Poor, poor, Brain Crusher, why must you be crowded in such a way? ;.; Just...crazy aggression for the set, really.

Well, I could have copied Scab Scar or whatever that GX monster based on this was, but I thought I'd try something different. XD

Angel Response Warning: And now you want to pick on Forced Back too? Seriously, bounce a summon, summon a monster, and eliminate your opponent's Battle Phase all with one card? And with two of the effects triggering from the graveyard? Broken, my friend, just plain broken.

Eh, maybe limit the second effect to when you have an empty field and a certain number of cards in-hand?

Dummy Plug: You should make that 'original Atk'. As it is, this card is short-circuiting its own Atk boost effect because it force-pegs the Atk at 2000 at all times. Ehh...crazy muscle, protection, and escape from the counter weakness all in one card. Again, this seems a bit...hefty. x.O

No, it's MEANT to short-circuit the counter bonus. You get a set 2000 Atk regardless of counters, and protection. There was never any intention of it giving 2000 plus counters. 0.o

Berserk Mode: Yay for mass field wipe. Crazy CA, but then I guess the activation requirements and lost battle phase sort of compensate. Anyways, it's not as crazy as the others.

Besides, now that we've got Raigeki on legs and Dark Armed...

Evil Hero Dark Phoenix: What Phoenix Enforcer should have been. Unless you're packing some very specific cards, this thing is a major pain in the butt to bypass but at the same time being only Cyber Dragon size means that it won't wreak absolutely crazy havoc on the field and can be hit over. Brain Control's favorite target, certainly.

Evil Hero Blacknight Phoenix: But of course we're running this thing instead because it's just plain better. Not as much of a finisher as dark cloaked, but given its tenacity this definitely isn't something your opponent will be comfortable with.

Evil Hero Shadowlight: And in contrast, here we have a monster that your opponent will strive to keep alive. xD Pretty crazy field destruction effect here, but then with Darklord Zerato around it's nothing new.

Evil Hero Mad Alchemist: Sadly, it's still sort of lukewarm for its fusion materials, much like its light counterpart. Still, it's thematically coherent and all. I'd stick with the more appealing evil heroes myself, though.

Evil Hero Boulder Gardna: Well, the original wasn't much to call home about so I suppose you couldn't go too far without losing touch with that. Much like with Stone Statue of the Aztecs, this poor thing suffers from the unfortunate effect of "who's going to be dumb enough to run into this?", made worse because it's a fusion monster and thus can't be set. Ehh...I suppose you could try some feints with Book of Moon or such, but it's still pretty lackluster.

Evil Hero Shade Channeler: Umm...Monster Reborn on legs? Every turn? With added monster recursion?

O.O

Yeah, this is definitely going overboard. Either make it steal the monster it destroys (with some added penalty on that monster to compensate for what is still a very powerful effect) or have it summon the monster to your opponent's field like regular Necroid Shaman. As it is, broke as heck.


Evil Hero Plasma Blade: Pretty much instantly pays back its fusion cost with beatstick size piercerism to boot. Strong, but not broken.

Evil Hero Mist Drainer: ...which is more than can be said for this. With combined Atk and Def we're essentially netting 3000+ points of burn plus the same amount of LP gain against all but the wimpiest of monsters. Just...too strong. I like the idea of draining as opposed to just healing, but it really needn't go further than that. Maybe keep it as requiring battle destruction as well, in lieu with its predecessor. Also, use Atk or Def but not their sum for the greater balance, because as it is all we have to do is ram this into Dark Magician of Chaos and our opponent will be eating 4800 points of damage. x.O

Evil Hero Berserk Blade: A much-needed, reasonable buff from the original. Wildedge is already a star among the e-hero fusions and this is taking it one step further. Good and balanced.


Aaaanyhow, a bit more substance for the empaths:

Empath Fiend - Apathy
Psychic/Effect
4 Star/Earth
1200 Atk / 2000 Def

During your turn, you may switch this Defense Position card on your Field into Attack Position. If you do, your opponent may not activate any Spell or Trap cards until the end of the turn. During your opponent's turn, by removing this card in your Graveyard from play, Monsters summoned that turn (Including Flip Summon) can not attack or use any of their card effects until the end of the turn. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn.

Cold Wave on legs, with a side-order of temporary negate attack/Skill drain. Jeesh, way better than the last few, I'd say. In fact, I'd go so far as to call "splashable".

Empath Fiend - Confusion
Psychic/Effect
5 Star/Wind
1700 Atk / 2300 Def

When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this card on your Field into Attack Position to select one Monster on your opponent's Field and control it until the end of the turn. A Monster controlled by this effect can not be offered as tribute. When this effect is activated, this card can not change its Battle Position until the end of your next turn. During your opponent's turn, by removing this card in your Graveyard from play, you may change the target of an attack declared by your opponent to any Monster on either player's Field other than the attacking Monster. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn.

Okay, so Magical Arm Shield in the graveyard and a tribute-clause-less Brain Control when its on the field? Not bad, though its second ability is kind of limited by the monsters controlled by either player.

Empath Fiend - Pride
Psychic/Effect
6 Star/ Light
2400 Atk / 1600 Def

When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this Attack Position card on your Field into Defense Position, If you do, your opponent can not tribute any cards until your next Standby Phase. When this effect is activated, this card can not change its Battle Position until the end of your next turn. During your opponent's turn, by removing this card in your Graveyard from play, negate the activation and effect of a card with an activation cost and destroy it.

Graveyard effect=LOVE. Seriously, this kills Dark Armed, Raigeki Break, Darklord Zerato, Dark Nepthys... jeez, that's one heck of a big beater.

Empath Fiend - Restlessness
Psychic/Effect
3 Star/Wind
1600 Atk / 300 Def

When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this Attack Position card on your Field into Defense Position to force the activation of one face-down Spell or Trap card on the Field. If the timing of the activation of the card is incorrect, negate the effect and destroy it. When this effect is activated, this card can not change its Battle Position until the end of the turn. During your opponent's Standby Phase, by removing this card in your Graveyard from play, your opponent skips his/her Main Phase 1 this turn. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn.

So when it's on the field you get to check for set mirror force and destroy it, or else play your opponent's bluff spells/traps with the wrong timing? Interesting. The graveyard effect basically sums up to "either the opponent skips their battle phase or attacks then moves on to main phase 2", so it really isn't all that stellar. The trick is knowing when to activate it, I suppose.

Empath Fiend - Trauma (revamp)
Psychic/Effect
7 Star/Dark
2600 Atk / 2200 Def

When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this Attack Position Monster on your Field to Defense Position in order to select one face-up Monster on your opponent's Field and destroy it, then inflict Damage to your opponent equal to the original Atk of the destroyed Monster. If you do, this card can not change its Battle Position until the end of the turn. During your opponent's turn, you may remove this card in your Graveyard from play to inflict Damage to your opponent equal to the number of your "Empath Fiend" Monsters removed from play x 400.

The same with a burn bonus. Meh.

Empath Fiend - Loneliness
Psychic/Tuner/Effect
2 Star/Dark
800 Atk / 600 Def

When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this Attack Position card on your Field into Defense Position to select one of your removed from play "Empath Fiend" Monsters and Special Summon it to your Field in Defense Position. When this effect is activated, neither this card nor the Monster Special Summoned by this effect can change their Battle Positions for as long as they remain face-up on the Field. When this card is removed from the Field, the Monster Special Summoned by this effect is removed from play. By removing this card in your Graveyard from play, you may treat it as a tribute used for the Synchro Summon of a Psychic Type Synchro Monster. All other tributes used for the summon must still be on your Field. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn.

Empath summoning! And NiGHTS is right, monsters used for a Synchro Summon aren't really tributed/released, as I recall. I think what you're looking for is "increase the level of a monster on your side of the field by two".

Empath Fiend - Over Ego
Psychic/Synchro/Effect
8 Star/Light
2600 Atk / 2600 Def

1 Psychic Type Tuner Monster + 1 or more non-tuner "Empath Fiend" Monsters

By switching this Attack Position card on your Field into Defense Position, select one of your removed from play "Empath Fiend" Monsters and add it to your Graveyard. By switching this Defense Position card on your Field into Attack Position, change the Battle Position of one "Empath Fiend" Monster on your Field other than "Empath Fiend - Over Ego", ignoring any effects of the selected Monster. When either of this card's effects is activated, this card can not attack or change its Battle Position until the end of the turn.

AE, this isn't you in card form, is it? XD *shot'ed* Kind of big for a monster that basically either serves as a nerfed "Burial from the Different Dimension" on legs or, in a slightly better move, sets off the effect of a used-up Empath Fiend. Eh, not so great, especially not for an eight-star Synchro. Junk Warrior FTW!!!! *shot'ed by JACK ATLAS fangirls*

Empathic Recall
Quick-Play Spell

This card can only be activated when there are no Monster cards in your Graveyard. Add all of your removed from play "Empath Fiend" Monsters to your Graveyard. On the turn this effect is activated, you may not conduct your Battle Phase.

Well, it works as a selective Burial, and it doesn't have a card limit, so... fair enough in an Empath Fiend deck.

Tranquil Mindscape
Field Spell

"Empath Fiend" Monsters in your Graveyard can not be removed from play by any card effects controlled by your opponent. When an "Empath Fiend" Monster is discarded from your Hand or Deck, it is not removed from play, but is sent to your Graveyard instead. When this face-up card on your Field is destroyed as the result of a card effect, select one "Mindscape" Spell Card other than "Tranquil Mindscape" from your Hand or Deck and activate it.

Well, DD Crow is out of the picture, and the ability to drop "Empath Fiends" from the hand or deck is nice, but the third effect is where it really shines- deck thinning, ensuring you've always got a field spell, AND forcing your opponent to run through resources if they don't want you to get your nice new bonuses, all in one handy spell.

Twisted Mindscape
Field Spell

Once per turn, During your Main Phase, you may remove from play any number of "Empath Fiend" Monsters in your Graveyard. Then, for each card removed from play by this effect, select one of your removed from play "Empath Fiend" Monsters and add it to your Graveyard. During your End Phase, you may destroy this face-up card on your Field. When this face-up card on your Field is destroyed as the result of a card effect, select one "Mindscape" Spell Card other than "Twisted Mindscape" from your Hand or Deck and activate it.

So Empath-Switchout, and the ability to either call back "Tranqui" or "Virulent" as the situations requires? I like.

Virulent Mindscape
Field Spell

You may activate the effect(s) of any number of "Empath Fiend" Monsters in your Graveyard each turn. Each time one of your "Empath Fiend" Monsters is removed from play, inflict 500 Damage to your opponent. When this face-up card on your Field is destroyed as the result of a card effect, select one "Mindscape" Spell Card other than "Virulent Mindscape" from your Hand or Deck and activate it.

The pesky grave limitation has been removed, AND we've got the power to pull the other mindscapes, AND burn damage is now available? SCOREZ!1111!!!

There's more, wouldn't you know it, but hopefully this is enough to give you better insight into the workings of the set.
Eh, All in all I think the biggest failing is that you can't drop Empath Fiends from your hand or deck and get their effects without Tranquil Mindscape. Still, creative set, as usual, and much better than the original psychics. As you've admitted, they're still horribly slow but with Apathy they do have the potential to draw the game out a little more now and I get the feeling that they may see a new day at the dawn of the next format. :3


Evil Hero Shade Channeler (revamped): So it's basically following this formula: Kill the opponent's monster, special summon it to my side of the field so he can't put it into his graveyard and use it from there, and then either let it just sit there clogging my field until the opponent destroys it or tribute it away for Malicious Edge (assuming I'm running a dedicated Evil Hero deck). It still does nasty things in combination with Dark Magician of Chaos, but it's a bit less broken now.

Evil Hero Mist Drainer: Nothing to say but better job, THIS is what Steam Healer should have been.

Buttered Toast: I'm going to have to call broken. This card's unsummonability just isn't enough to restrain its sheer amazingess. BROKEN. XD

Evil Hero Buttered Toast WITH JAM
Monster/Dark/Fiend/Effect/12*
Yubel The Ultimate Nightmare+12 monsters with different levels

Atk OVER 9000!!!/ Def OVER 9000!!!
This monster can only be fusion summoned if previously in the duel you fusion summoned Evil Hero Buttered Toast. This monster can only be fusion summoned if you use "Super Fusion". If you summon this monster, take over twelve dimensions of dueling and rule them as you see fit. If you activate "Chain Material" before summoning this monster and your opponent chains "Spiritual Fusion", your opponent can choose your souls as fusion material monsters. If you summon this monster, you are officially a member of the Evil Hero Fanclub, and do not need to pay Thesis a twenty dollar fine for refusing to use his new username.

Er... enough silliness, on to business!

Angel Attack Warning
Normal Trap
Negate the attack of an opponent's monster. If you have no cards on the field, when your opponent declares an attack by removing this card in the graveyard you can negate that attack and special summon an "Eve Mech" monster from your deck.

Better?
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