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  #1351    
Old September 4th, 2008, 01:08 PM
Alter Ego's Avatar
Alter Ego
that evil mod from hell
 
Join Date: Jun 2005
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Quote:
Originally Posted by Ichaste Pekoni View Post
You know, between this, Destructotron, Swords of Revealing Light/Light of Intervention/whatever, and something like Solemn Wishes as a steady LP source, you've got yourself a quick pair of field-clearers here. And this thing has enough ATK to be a halfway-decent beatstick, too. Searching for this isn't even a real problem with the set's recruiter. Even with the one-time restriction,...this is almost too much, and certainly deserving of another Level. Even outside of Psychic decks, it's a way to laugh at Dark Armed, Gladiator Beast chains, or even the random Monarch.
Yeah, I noticed that the effect suite was missing monster destruction, so...XD Anyway, true enough, four stars it is, I suppose. Puts it out of Quick Teleport range to boot. =P

Quote:
Originally Posted by Ichaste Pekoni View Post
This'll probably be fun once more Synchro monsters are out, but...honestly, how many Synchro monsters out right now require a specific Tuner, aside from Junk Warrior?
Nitro Warrior is the first that comes to mind. Turbo Warrior for a more eccentric choice.

Quote:
Originally Posted by Ichaste Pekoni View Post
Psychic Jumper in spell form? The thing is, aside from attacking with the monster, Mind Control can do what this card does but better, and you'll probably want Psychic Jumper for the attacking portion anyway since you get to keep the monster and probably hit a Doctor Cranium in a pseudo-recruiter-Creature Swap combo.
True, forgot about that one. Hoo...edit time. :3 It's not jumper, though, since that one is a Creature Swap, whereas this one is more restricted Change of Heart.

Quote:
Originally Posted by Ichaste Pekoni View Post
Mokey Mokey again? Err, I thought we were done with the little guys...
You will never be done with Mokey Mokey. Rest assured. Can't have 'em overshadowed by the Skull Servant suite now, can we? ;D

Quote:
Originally Posted by Ichaste Pekoni View Post
'I destroy Marshmallon to protect my Mokey Mokey! =D'

*ahem* The protection is useful, and I believe this would trigger Mokey Mokey Smackdown, yes? Otherwise...ehh, I have to admit, I'm not too excited on reusing the little fairies, but that's probably just me.
Yeah, Smackdown triggers when any fairy is destroyed, regardless of how, which is pretty much the only useful thing about the effect. Just felt like throwing something like that into the mix. XD

Quote:
Originally Posted by Ichaste Pekoni View Post
Useful, but where's the "treat this monster's name as 'Mokey Mokey'" phrase?
You're right; that should totally be there. :x *Edited*

Quote:
Originally Posted by Ichaste Pekoni View Post
...Now this one...is interesting. With Berserker and Smackdown, it becomes counterproductive. Without Smackdown, it turns every Mokey on your field into monster killers. Depends on what you want to do with your Mokey, I suppose.
I wouldn't really say counterpoductive. The thing with Smackdown is that it only lasts a turn, so normally all your mokeys would be vulnerable on your opponent's following battle phase. With Deity out, though, that game changes, so you'll get to keep them for the next turn. Especially if one is Mokey Master, since you'll be able to deflect any would-be destruction effects from the deity.

Quote:
Originally Posted by Ichaste Pekoni View Post
I call infinite loop on you, AE. Toss out Royal Decree and you can pretty much just keep trampling over the opponent's monsters over and over again, not to mention being able to pull back the fusion material to toss yet another one out.

......Come to think of it, I'd like to see a Mokey deck with these cards and a random Exodia, just for fun.
Umm...it can still be Enemy Controllered, flipped face-down with Book of Moon, hit with any non-trap monster destruction you can think of...yeah, there are ways. :x Also, while maintining the loop you'll just be tossing one Mokey back and forth, and you'll have to toss one out for each battle phase (both yours and your opponents) if you want to both attack and keep your humunguous mecha covered on your opponent's turn. That translates to loss of CA.

Quote:
Originally Posted by Ichaste Pekoni View Post
Hello, Mistbody~! Those + Humongous Mecha Mokey + Royal Decree/Jinzo/some sort of S/T negation = some sort of evil lock.
More like Heart of Clear Water, since Mistobody won't stop effect destructions. :x And let's not even get into how difficult that combo is to assemble in practice.


Dream Dragon: Oh, that is so not fetch. It's hard to summon and it won't be anything but Blue-Eyes without vanilla benefits until it's killed? And even then it only does a lame little attack modifier jig? Eww...no. A low level monster in the set I could see doing this sort of thing, but the stuff at the top of the food chain should not rely on getting killed. :<

How come the big beater has to be a dragon, anyway? <<

Dream God: Looks like slow buildup and most certainly not worth three tributes. Also, what's with that continuously indeterminate defense stat? D: Very wimpy, definitely not three-tribute material.


Meh, you're building this set up the wrong way. Start with the low-level monsters and basic support cards then work your way to the big finishers, because it's the low-level stuff and support that usually determine how viable a deck theme is. (these being the ones that would see most play on account of being the easiest to get out there) As it is, I only see two, unsuported hard-to-play monsters with lukewarm effects, which is not cool.


Anyways, a few revamps to correct my oversights:

Mecha Mokey
Fairy/Effect
1 Star/Light
100 Atk / 300 Def

While on the Field or in your Graveyard, this card is treated as "Mokey Mokey". The type of this card is also treated as Machine. When this card is sent from your Field to the Graveyard, Special Summon one "Mokey Mokey" from your Hand or Deck.

Humungous Mecha Mokey
Fairy/Fusion/Effect
6 Star/Light
300 Atk / 300 Def

Mecha Mokey + Mecha Mokey + Mecha Mokey

While on the Field or in your Graveyard, this card is treated as "Mokey Mokey". The type of this card is also treated as Machine. At the beginning of either player's Battle Phase, you can send one Fairy Type Monster from your Hand to the Graveyard to make the Atk and Def of this card 3000 until the end of the Battle Phase. When this card destroys a Monster by Battle, add one "Mokey Mokey" from your Deck or Graveyard to your Hand.

Mokey Mokey Berserker
Fairy/Effect
1 Star/Light
400 Atk / 0 Def

While on the Field or in your Graveyard, this card is treated as "Mokey Mokey". When this card is Normal Summoned successfully, add one "Mokey Mokey Smackdown" from your Deck or Graveyard to your Hand.

Psycho Bomber
Psychic/Effect
4 Star/Fire
1700 Atk / 600 Def

Once per turn, you can pay 1000 Life Points to destroy one face-up Monster your opponent controls.

Mental Domination
Normal Spell

This card can only be activated by paying 1000 Life Points while you control a Psychic Type Monster. Select one Monster your opponent controls and control it until the end of the turn.


Also, some new stuff on the side:

Rescue Operation
Normal Trap

This card can only be activated on the End Phase of a turn when a Monster(s) you control was destroyed. Select any number of your Monsters that were destroyed this turn up to the number of Monsters you control, then Special Summon all of the selected Monsters to your Field.


Oh, and I know you think the royals are a...well, royal mess and all, Icha, but one last go. For old times' sake. XD Now in definitely...ahem, definite edition.

Royal Fool
Spellcaster/Effect
1 Star/Light
0 Atk / 0 Def

When this card is summoned successfully, both players draw a card for each "Curran" or "Pikeru" Monster they control. While "Court of Nobles" is on your Field, you can switch control of this card to your opponent.

Royal Exorcist
Spellcaster/Effect
4 Star/Light
1600 Atk / 800 Def

By discarding one card from your Hand, destroy one Special Summoned Monster your opponent controls. While "Court of Nobles" is on your Field, you can use this effect to negate the Special Summon of a Monster and destroy it instead.

Royal Infiltrator
Spellcaster/Effect
3 Star/Dark
1000 Atk / 1800 Def

During your Main Phase, you can remove this card from play until the second Standby Phase after this effect's activation. If you do, check your opponent's Hand and every card he/she draws while this card is removed from play. Once during each of your opponent's Draw Phases, if "Court of Nobles" is on your Field while this card is removed by its own effect, you can have your opponent return the card he/she drew to the bottom of his/her Deck and draw again.

Royal Treasurer
Spellcaster/Effect
3 Star/Dark
1200 Atk / 1600 Def

When this card is Normal Summoned successfully, draw a card. If "Court of Nobles" is on your Field, you can discard a card at random from your opponent's Hand instead. During your End Phase, if there are no cards in your Hand, draw a card.

Queen Curran
Spellcaster/Effect
8 Star/Dark
3000 Atk / 0 Def

This card can not be Normal Summoned or Set. This card can only be Special Summoned by sending "Coronation of the Princesses" and one Trap Card from your Hand to the Graveyard and tributing "Princess Curran" on your Field. The activation and effect(s) of your Trap Cards can not be negated. Once per turn, you can inflict 800 Damage to your opponent for each Monster they control. On the turn this effect is activated, this card can not attack.

Queen Pikeru
Spellcaster/Effect
8 Star/Light
3000 Atk / 0 Def

This card can not be Normal Summoned or Set. This card can only be Special Summoned by sending "Coronation of the Princesses" and one other Spell Card from your Hand to the Graveyard and tributing "Princess Pikeru" on your Field. The activation and effect(s) of your Spell Cards can not be negated. Once per turn, you can gain 1200 Life Points for each Monster you control. On the turn this effect is activated, this card can not attack.

Cureru the Grand Matriarch
Spellcaster/Fusion/Effect
12 Star/Earth
3000 Atk/ 3000 Def

Queen Curran + Queen pikeru

While "Court of Nobles" is on your Field, this card can be Fusion Summoned without using "Polymerization". The activation and effect(s) of cards you control can not be negated. Once per turn, by skipping your Battle Phase, select one Monster your opponent controls and inflict Damage to your opponent equal to that Monster's Atk then gain Life Points equal to its Def. When this card would be destroyed, you can send one "Royal" Monster from your Hand or Field to the Graveyard instead.


Okay, really, REALLY done this time. =D
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  #1352    
Old September 4th, 2008, 02:14 PM
Forci Stikane
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Quote:
Originally Posted by Alter Ego View Post
True, forgot about that one. Hoo...edit time. :3 It's not jumper, though, since that one is a Creature Swap, whereas this one is more restricted Change of Heart.

That's...kind of my point, since we have recruiters to take full advantage of the monster sent over (again, Doctor Cranium). But they're still both "pay Life Points when you have a Psychic monster to control an opponent's"...they just differ in how much you give back.

You will never be done with Mokey Mokey. Rest assured. Can't have 'em overshadowed by the Skull Servant suite now, can we? ;D

YES WE CAN.

I wouldn't really say counterpoductive. The thing with Smackdown is that it only lasts a turn, so normally all your mokeys would be vulnerable on your opponent's following battle phase. With Deity out, though, that game changes, so you'll get to keep them for the next turn. Especially if one is Mokey Master, since you'll be able to deflect any would-be destruction effects from the deity.

...The opponent's turn generally falls under the "without Smackdown" category that I mentioned. XP I was talking about during your turn only. During your opponent's turn, they probably won't bother attacking at all.

Umm...it can still be Enemy Controllered, flipped face-down with Book of Moon, hit with any non-trap monster destruction you can think of...yeah, there are ways. :x Also, while maintining the loop you'll just be tossing one Mokey back and forth, and you'll have to toss one out for each battle phase (both yours and your opponents) if you want to both attack and keep your humunguous mecha covered on your opponent's turn. That translates to loss of CA.

Yeah, yeah. And you don't necessarily have to discard on your opponent's turn. After all, there's still that Mokey Master there. Besides, there's also stuff like Swords or Gravity Bind hanging around.

More like Heart of Clear Water, since Mistobody won't stop effect destructions. :x And let's not even get into how difficult that combo is to assemble in practice.

Not much more difficult than Ben Kai OTK was, and we know how that worked out.

Rescue Operation
Normal Trap

This card can only be activated on the End Phase of a turn when a Monster(s) you control was destroyed. Select any number of your Monsters that were destroyed this turn up to the number of Monsters you control, then Special Summon all of the selected Monsters to your Field.

So one monster on the field for one summon and two for two summons. Well, with Call of the Haunted gone, this is certainly worth teching for the free summoning, but unless you can get rid of whatever killed your monsters in the first place, I don't see a horribly great use for the monsters themselves outside of abusing something like Sangan or a recruiter (since Tributing could have been done just as easily with the monster[s] already there). Disc Commander (and PCM by relation) would have enjoyed this thing if it were still around.
And I'm stopping there because we all know that you're really not done with editing the Royals.

(That reminds me, though...I need to go edit Kuso's deck for the new banlist.)
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  #1353    
Old September 5th, 2008, 12:34 AM
Aussie Riolu's Avatar
Aussie Riolu
What is anything to a Riolu?
 
Join Date: Feb 2007
Location: Australia
Age: 25
Gender: Male
Nature: Sassy
I did one step better and made the card (with a generator xD but anyways) Click the names to see the card.

Name: Zigzagoon
Attribute: Earth
Level: 2
ATK: 500
DEF: 750
Rarity: Common
[Beast / Pokemon / Effect]
During your Draw Phase, before you draw, you can pay 500 Life Points to draw 2 cards instead of 1.

Name: Ash Ketchum
Attribute: Light
Level: 3
ATK: 500
DEF: 500
Rarity: Ultra Rare
[Warrior / Pokemon / Effect]
If this card is destroyed and sent to the graveyard, Special Summon 1 Level 5 or lower "Pokemon" monster from your hand except "Ash Ketchum". If "Pikachu" is face-up on your side of the field, this card cannot be targeted by your opponent's Spell, Trap, Monster Effects and cannot be selected as an attack target. As long as this card is face-up on your side of the field, increase the ATK of "Pikachu" on your side of the field by 500 points.

I've got more so if you want to see them, just look at my profile on deviantART (username is skyshayminx)
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  #1354    
Old September 5th, 2008, 05:07 AM
Banjora Marxvile's Avatar
Banjora Marxvile
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Join Date: May 2008
Age: 20
Gender: Male
Nature: Lonely
Time for an update! My Dream cards are being edited. here are some new ones!

Dream Lion
Beast/Effect
4 stars/Earth
ATK: 1800 DEF: 1200
Effect: When this card is destroyed, put one Dream Counter on 1 of your opponents monsters. This card gains 200 ATK when targeted for an attack.

Dream Serpent
Reptile/Effect
3 stars/Water
ATK: 1200 DEF: 1000
Effect: When this card is destroyed by battle, put 1 Dream counter on 1 of your opponents monsters. When this card attacks, the opposing monster loses 500 ATK.

Reawakened
Normal Trap
Effect: Place 3 Dream monsters from your graveyard back into your deck. Then shuffle your deck.

Defensive Trance
Continuous Trap
Effect: Each time your opponent attacks, you may discard 1 Dream monster from your hand to the Graveyard to negate the attack. To keep this card on the field, you must pay 500 Life points each Standby Phase. If you don't, this card is destroyed.

Bad Dreams
Continuous Spell
Effect: Your opponent loses 500 Life points for each Dream counter on their side of the field during each of their Standby Phases.

I know these cards don't seem that good, but please give me criticism and ways to improve them.
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Nerves o
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Even if it kills
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I'm on the rocks
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Last edited by Banjora Marxvile; September 5th, 2008 at 05:55 AM. Reason: Spelling error being fixed
  #1355    
Old September 5th, 2008, 06:47 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
Zigzagoon: essentially an inferior Des Lacooda, on account of being a less supported type and having to stay face-up to get you that draw each turn. (not to mention that it costs you each time) Still, fair enough I suppose.

Ash Ketchum: Looks like a decent enough recruiter, though "Pokémon monster" is of course not an approved card subtype. :<

Dream Lion: well, it's big enough to hold its own against basically any opening normal summon around right now, which is good. Still remains to be seen whether that counter effect has any real relevance, though.

Dream Serpent: I preferred the lion. This one is just too liable to get killed on the counter-attack, though it has the marginal advantage of being able to soften a monster up by 500 points for a follow-up with a bigger monster. Still pretty iffy, though.

Reawakened: Graveyard in the fourth for dream monsters. And it's slower. Meh, unless we have some very effective method for pulling these things back out from the deck again, I'll pass.

Defensive Trance: Eww...no, just no. Losing an in-hand card to each attack is already bad, losing LP anyway because of maintenance is worse. No way am I touching this; I mean, even Fairy Box is better defense.

Bad Dreams: And this would be what we do with the dream counters, huh? It's decent enough burn, but kind of unreliable since most of the stuff with counters on it can just be tributed away (or, in the case of gladiator beasts, tagged out) to get rid of the counters. We don't really have a way to spread those counters en-masse either.


And Icha, cynicism does not suit you, no it does not. :<

Cloudian - Hail Cloud
Fairy/Effect
3 Star/Water
1200 Atk / 0 Def

This card can not be destroyed by Battle. If this card is in Defense Position, destroy it. When this card is Normal Summoned successfully, place one Fog Counter on it for each "Cloudian" Monster you control. By removing a Fog Counter from this card, inflict 400 Damage to your opponent.

Cloudian - Hurricane

Aqua/Effect
8 Star/Wind
1000 Atk / 0 Def

This card can not be Normal Summoned or Set. This card can only be Special Summoned by tributing all "Cloudian" Monsters you control. For each "Cloudian" Monster tributed this way, place two Fog Counters on this card. This card gains 500 Atk for each Fog Counter on it. This card can not be destroyed by Battle. If this card is in Defense Position, destroy it. By removing two Fog Counters from this card, destroy one card your opponent controls. This effect can be activated on either player's turn.

Fogblind

Continuous Trap

When a "Cloudian" Monster you control attacks, reduce the Atk and Def of the attacked Monster by 200 for each Fog Counter on it for Damage Calculation only. By removing a Fog Counter from a Monster your opponent controls, negate one attack or targeting effect from that Monster.

Cloud Castle

Field Spell

All Battle Damage you would receive from Battles involving a "Cloudian" Monster you control becomes zero. Whenever a "Cloudian" Monster is summoned successfully, distribute two Fog Counters among face-up Monsters on the Field. When this card is destroyed, you can remove four Fog Counters from your Field to return this card to your Hand on the End phase.
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Last edited by Alter Ego; September 5th, 2008 at 02:16 PM.
  #1356    
Old September 5th, 2008, 07:10 AM
Banjora Marxvile's Avatar
Banjora Marxvile
Oui Oui Si Si Ja Ja Da Da
 
Join Date: May 2008
Age: 20
Gender: Male
Nature: Lonely
Time for more Sleep and Dreams!

Sleep Wizard
Spellcaster/Effect
4 stars/Dark
ATK 1000 DEF: 1400
Effect: When this card is destroyed by battle, you may add any Dream monster from your deck to your hand. Whilst this card is on the field, Once per turn you may select one monster with Dream counters on it. That monster cannot attack until your next Standby Phase..

Dream Phantom
Zombie/Effect
3stars/Dark
ATK: 300 DEF: 200
Effect: This card cannot be destroyed by battle. When this card is destroyed, put one Dream counter on all of your opponents monsters.

Recurring Dream
Continuous Spell
Effect: Once per turn, during your Standby Phase, you may place one Dream Counter on one of your opponents monsters.

Time for a better, upgraded Defense Trance.

Defensive Trance
Continuous Trap
Effect: Each time your opponent attacks, if the opposing monster has a Dream Counter equipped, you may remove one Dream Counter from that monster to negate the attack.

That should be better, please criticise however you want.
__________________

Man of Steel
He harbors no shame
Got cut a raw deal
But he holds no blame
Gone and forgot to feel
Numb for pretentious pain
As he spins the wheel
There's no loss nor no gain...


Nerves o
f Steel
He must remain
Even if it kills
To remember my name
A view to a thrill
Like Campari and Champagne
I'm on the rocks
Please tell me, What Is My Name?


Last edited by Banjora Marxvile; September 5th, 2008 at 10:40 AM.
  #1357    
Old September 5th, 2008, 08:27 PM
Phanima's Avatar
Phanima
That servant of the evil one
 
Join Date: Jan 2006
Nature: Impish
Just think of panda anthromorphs with taut toned bodies ripped like hawtness itself. x3

Monster Cards:

Name: Pandawa Brawler
Attribute: FIRE
Type: Beast-Warrior
Level: 4
ATK: 2100
DEF: 700
Effect: Send 1 "Hip Flask" from your Deck to the Graveyard to destroy 1 monster on the field. On the turn this card is activated, this card cannot attack.

Name: Pandawa Shaman
Attribute: DARK
Type: Spellcaster
Level: 6
ATK: 1400
DEF: 2200
Effect: When this card is Normal Summoned or Flip Summoned successfully, add as many "Hip Flask" from your Graveyard to your Deck.

Name: Pandawa Dancer
Attribute: LIGHT
Type: Beast-Warrior
Level: 3
ATK: 300
DEF: 1100
Effect: Send 1 "Hip Flask" from your Deck to the Graveyard to Special Summon 1 "Pandawa" monster from your hand. The Special Summoned monster is returned to the Deck at the end of the turn.

Name: Pandawa Priestess
Attribute: EARTH
Type: Psychic
Level: 4
ATK: 1000
DEF: 1600
Effect: During the End Phase, you can pay 500 Life Points to add 1 "Hip Flask" from your Graveyard to your Deck.

Name: Pandawa Shooter
Attribute: WIND
Type: Beast-Warrior
Level: 5
ATK: 1900
DEF: 1200
Effect: Discard 1 "Hip Flask" from your Deck to the Graveyard. Until the end of the turn, this card cannot be destroyed by battle.

Name: Pandawa Scout
Attribute: EARTH
Type: Beast-Warrior
Level: 3
ATK: 700
DEF: 200
Effect: Send 1 "Hip Flask" from your Deck to the Graveyard to add 1 "Pandawa" monster from your Deck to your hand.

Name: Pandawa Forger
Attribute: EARTH
Type: Beast-Warrior
Level: 4
ATK: 700
DEF: 1600
Effect: When this card is Normal Summoned or Flip Summoned successfully, send any number of "Hip Flask"s from your Deck to the Graveyard to add the same number of Spell Cards from your Deck to your hand.

Name: Pandawa Sage
Attribute: FIRE
Type: Beast-Warrior
Level: 7
ATK: 2300
DEF: 1700
Effect: You can Special Summon this card from your hand by sending 2 "Hip Flask" from your Deck to the Graveyard.

Spell Cards:

Name: Root Hatchet
Type: Equip
Effect: This card can only be equipped to a "Pandawa" monster. When a monster equipped with this card attacks your opponent's monster, it must attack any monster in the adjacent columns to the attacked monster.

Name: Hip Flask
Type: Normal
Effect: The ATK of all "Pandawa" monsters on the field becomes 2000 until the end of the turn. Then take 500 damage for each monster affected by this card's effect.

Name: Reckless Hour
Type: Normal
Effect: Add any number of "Hip Flask" from your hand or Graveyard to your Deck. Take 500 damage for each card returned by this effect.

Trap Cards:

Name: Bamboo Shoots
Type: Counter
Effect: Decrease all damage (excluding Battle Damage) to the controller of this card by 500 points for each "Hip Flask" in your Graveyard.

Name: Shoulder Barrel
Type: Normal
Effect: Tribute 1 "Pandawa" monster on your side of the field to add 2 "Hip Flask" from your Graveyard to your Deck.
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  #1358    
Old September 6th, 2008, 01:11 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
Sleep Wizard: So...searcher but not recruiter. Usable all the same, though. The attack negation thing isn't anything to call home about, however, so don't expect this to live for long. :x

Dream Phantom: So it's like reaper except without targeting weak and hand discard? Nice, especially since wizard will insta-search it for you.

Recurring Dream: Okayish counter spread, I suppose, but unfortunately the timing means that whatever your opponent summons will get to spend one turn free of counters no matter what. That could cause trouble.

Defensive Trance: Looks a lot like Fogblind except weaker. XD Anyway, that's 'on it' rather than 'equipped' since only equip spells and cards simulating equip spells are equipped. Decent enough attack stopper I suppose, but it kind of creates a conflict of interests since we'd probably want to keep those counters around.


@Phani: Pandawas? XD Gawd, these have me thinking pandaren from the Warcraft universe, right down to the blatant alcohol abuse. Alright, let's see...

Pandawa Brawler: Nice, but too strong. The cap for penaltiless 4-star is still gene-warped warwolf's 2000 points. This card can also go all monster destruction on...anything, really, and the combination of low defense and high attack makes it relatively safe against both Fissure and Smashing Ground. I'd say drop it down to like 1900 or 1800 Atk at least.

Pandawa Shaman: As many as...what? As many as you like/can, I presume? You need to finish that effect. Anyway, fueling the effects with spent flasks, I see. Worthwhile ability, though I'm not sure whether I'd want to tribute another pandawan for this. Oh well, worth consideration, certainly.

Pandawa Dancer: ah, if only shaman would trigger on special summons. D: This one could get away with summoning from the deck, imo. The card goes back there anyway and summoning stuff from your hand is hardly an extaordinary ability anymore. Dancer is frail too, so you're putting yourself at risk of a nasty counter-attack when playing this.

Pandawa Priestess: a slightly easier way to recur those flasks, though keeping this one around for any longer than a turn or two will be a chore. Also plays into the psychic type thematic of LP cost effects, so cheers for that.

Pandawa Shooter: I'd either buff this up or drop the atk by a few hundred and make it 4-stars. We have Gellenduo these days already, so conditional invulnerability is not restricted to the puny anymore.

Pandawa Scout: yay searchers. This generates some pretty neat CA and let's you pull of all kinds of fun tricks. (One that comes to mind is searching out sage then letting sage use the last two flasks to get naughty)

Pandawa Forger: As much as I'd like to have something like this...no. This is a potential +2 CA and three spells of choice from your deck, all for one easily summoned monster. It's just too easily exploitable. Maybe make it put the spell at the top of the deck instead? Or attach some kind of penalty/condition to using the spells you search? I like the idea, but this one is a bit too much. :x

Pandawa Sage: emergency beatstick for the set. Handy, since you can drop it at virtually any point of the game.

Root Hatchet: a bit of multi-attacking senet fun. Looks decent, though this will probably only work once before your opponent learns their lesson and starts spacing out their monster card zone. Maybe throw in a small attack boost or something? As it is, these poor guys have no way to get past Prime Material Dragon.

Hip Flask: The fuel for the decktype, and it turns any combination of four Pandawa into a potential OTKO, but actually weakens some of them. I like. :3

Reckless Hour: another way to put those flasks back. I'm a bit partial to using Hidden Book of Spell or Transmigration Prophecy over this, though, as you'll usually want to use your flask first and then just recur it from the graveyard instead. Still, this definitely comes in handy.

Bamboo Shoots: More like a normal trap, imo, since it doesn't respond to any specific effect. Pass on this one. If you run anti-burn you might as well run it big and all-covering (such as Prime Material)

Shoulder Barrel: Hidden Book of Spell trumps this; that one cycles any three spells back to your deck without tribute. I'd say just make this require a Pandawa on the field without the tribute part, at least. :3


These...look fun, actually. Probably not competitive tier, but fun. x3

Anyways, something...very specific this time around. XD

Moisture Condensor

Continuous Spell

Once per turn, add one Level 2 or lower Water Attribute Aqua Type Monster from your Graveyard to your Hand.

Oh, what the heck, a couple of guys to take advantage of it too. x3

Aquarian Deformer
Aqua/Effect
6 Star/Water
1400 Atk / 2200 Def

When this card is Normal Summoned successfully, destroy any number of face-down cards on the Field. For each card destroyed by this effect, the controller of that card draws a card.

Aquarian Dusk
Aqua/Effect
2 Star/Water
700 Atk / 200 Def

When this card is Normal Summoned successfully, turn one face-up card your opponent controls face-down. Your opponent can not flip that card face-up until the end of this turn.

Aquarian Empath
Aqua/Effect
1 Star/Water
200 Atk / 300 Def

When your opponent designates 1 "Aquarian" monster on your side of the field as a target of an attack or card effect, you can switch the target to another monster you control.

Aquarian Mind
Aqua/Effect
1 Star/Water
100 atk / 200 Def

All "Aquarian" Monsters you control can attack your opponent directly.

Aquarian Phobocaster
Aqua/Effect
2 Star/Water
500 Atk / 200 Def

When this card is Normal Summoned successfully, return one face-down card your opponent controls to the top of the owner's Deck.

Aquarian Pod Caller
Aqua/Effect
2 Star/Water
400 Atk / 200 Def

Once per turn, you can Normal Summon one additional "Aquarian" Monster other than "Aquarian Pod Caller" from your Hand.
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Last edited by Alter Ego; September 6th, 2008 at 06:04 AM.
  #1359    
Old September 6th, 2008, 06:28 AM
Forci Stikane
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Quote:
Originally Posted by Alter Ego View Post
And Icha, cynicism does not suit you, no it does not. :<
Okay: "I reserve comments on the Royal cards until I am certain that you're really done with them." But, really, we both know you're going to go back to them eventually. After all, Tacey doesn't seem like the kind of girl to keep her cards the same for any period of time, now does she?

Moisture Condenser: ...Yeeeaah, way too specific here.

Aquarian Deformer: Uhh...not sure on this one. Mobius could probably trump it at least 9 times out of 10, and aside from Appropriate (which I do know would work) or face-down monsters that you could just Nobleman anyway, the effect doesn't really make up for the Tribute and subpar stats.

Aquarian Dusk: So face-down Attack Position or switching it to Defense? You forgot to mention Battle Positions. XP Unfortunately, though...even with the low DEF most beatsticks have, this thing still has too small an ATK to break through most of them. Without some way to bounce it back, you're leaving yourself open for a near-direct swing, too. Most S/Ts would be face-up just for activation, anyway, so that doesn't help. Book of Moon would probably work better.

Aquarian Empath: Mmm...decent protection for the monsters, yes, but...you would need something else to "absorb" the effect...which I'm not seeing here.

Aquarian Mind: Okay, remember the bouncing thing I mentioned for Dusk (rhetorical question--don't bother answering)? This + Begone, Knave! would work pretty well.

Aquarian Phobocaster: This is actually pretty decent. A Raiza spin nerfed down a bit and placed in a much smaller body. You could pull a nasty combo with this and Dusk...if you could only summon them both at onc--

Aquarian Pod Caller: Speak of the devil, look what we have here. Toss this and the Mind combo out once you've otherwise taken some good shots at your opponent's CA, then just keep tossing out Phobocaster and Dusk. Then either keep doing it over and over or tribute for something bigger when your opponent decides not to bother playing anything.
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  #1360    
Old September 6th, 2008, 07:43 AM
Alter Ego's Avatar
Alter Ego
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Quote:
Originally Posted by Ichaste Pekoni View Post
Okay: "I reserve comments on the Royal cards until I am certain that you're really done with them." But, really, we both know you're going to go back to them eventually. After all, Tacey doesn't seem like the kind of girl to keep her cards the same for any period of time, now does she?
Actually, I was planning on having her at least semi-settle so I wouldn't have to make a full revamp on the deck every time, so those should be the last. :< There was one idea that I had which was brought on by a literal OCG translation I found, but that one would basically involve changing their central thematic - and thus basically all of the cards - around, so I'm not sure if I can be bothered.

...

Or would you accept it as a final version if I did? XD

Quote:
Originally Posted by Ichaste Pekoni View Post
Aquarian Deformer: Uhh...not sure on this one. Mobius could probably trump it at least 9 times out of 10, and aside from Appropriate (which I do know would work) or face-down monsters that you could just Nobleman anyway, the effect doesn't really make up for the Tribute and subpar stats.
Well, I was thinking Book of Eclipse on this one. (also funny how you didn't mention Protector of the Sanctuary XD) Turn the entire opposing field face-down then drop this down and wipe it to clear for a swing. True, Mobius has a leg-up on the S/T destruction, but Deformer can kill both monsters and backfield as necessary. And this is a pretty big monster as aquarians go, you know. XD

Quote:
Originally Posted by Ichaste Pekoni View Post
Aquarian Dusk: So face-down Attack Position or switching it to Defense? You forgot to mention Battle Positions. XP Unfortunately, though...even with the low DEF most beatsticks have, this thing still has too small an ATK to break through most of them. Without some way to bounce it back, you're leaving yourself open for a near-direct swing, too. Most S/Ts would be face-up just for activation, anyway, so that doesn't help. Book of Moon would probably work better.
Actually, I couldn't really specify positions since I wanted this to include face-up S/Ts too. (Such as Royal Decree/Opression and pals) So yeah, this would be a Darkness' Approach style effect, not affecting the battle position.

Oh, and Wetlands, anyone? Does getting to pump all these little suckers with 1200 Atk apiece make them sound a bit more viable? x3

Quote:
Originally Posted by Ichaste Pekoni View Post
Mmm...decent protection for the monsters, yes, but...you would need something else to "absorb" the effect...which I'm not seeing here.
Oh, let's not get lazy here, you have every Monster in the game's darn card pool to choose from in this. Just play a Marshmallon or Spirit Reaper or something if you want the whole absorb factor. I was mostly thinking in terms of letting you decide which of your aquarians take the hit, since Pod Caller likes decks with lots of Aquarians.

Quote:
Originally Posted by Ichaste Pekoni View Post
Aquarian Mind: Okay, remember the bouncing thing I mentioned for Dusk (rhetorical question--don't bother answering)? This + Begone, Knave! would work pretty well.
True enough, I suppose, but there's still the LP trade problem; Aquarians are small, the things that would be hitting them would probably be big. This translates into a huge and potentially lethal LP gap. :x I was thinking more Spirit Barrier/similar effect and continuous recursion for these little guys, really.


Oh, and on that note:

Aquarian Cerebremone
Aqua/Effect
6 Star/Water
1700 Atk / 2100 Def

This card can not be Special Summoned. During each of your Draw Phases, before drawing a card, pick up a number of cards equal to the number of "Aquarian" Monsters you control from the top of your Deck then put them back in any order you wish.

Aquarian Command
Aqua/Tuner/Effect
2 Star/Water
100 Atk / 400 Def

Increase the Atk of each "Aquarian" Monster you control by 500.

Aquarian Foil

Aqua/Effect
1 Star/Water
200 Atk / 600 Def

All Battle Damage you would receive from Battles involving an "Aquarian" Monster you control becomes zero.

Aquarian Inflamer
Aqua/Effect
2 Star/Water
500 Atk / 500 Def

Each time an "Aquarian" Monster you control Battles, even if that Monster is destroyed, inflict 500 Damage to your opponent at the end of the Damage Step.

Aquarian Rejuvenator
Aqua/Tuner/Effect
1 Star/Water
200 Atk / 100 Def

Once per turn, you can add one "Aquarian" Monster that was destroyed this turn from your Graveyard to your Hand.

Aquarian Genesis
Normal Spell

Remove one "Aquarian" Monster in your Graveyard from play. Add any number of "Aquarian" Monsters with a combined Level equal to the Level of the removed Monster from your Graveyard to your Hand. Then, by paying 800 Life Points, you can Normal Summon one additional "Aquarian" Monster from your Hand this turn.

Tidal Counter
Normal Trap

Activate only at the end of a Battle Phase when one or more of your Water Attribute Monsters was destroyed. Destroy one of your opponent's monsters for each of your Water Attribute Monsters that was destroyed by Battle this turn.
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  #1361    
Old September 6th, 2008, 08:32 AM
Forci Stikane
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Quote:
Originally Posted by Alter Ego View Post
Actually, I was planning on having her at least semi-settle so I wouldn't have to make a full revamp on the deck every time, so those should be the last. :< There was one idea that I had which was brought on by a literal OCG translation I found, but that one would basically involve changing their central thematic - and thus basically all of the cards - around, so I'm not sure if I can be bothered.

...

Or would you accept it as a final version if I did? XD

See? You're not done yet, after all. XD

Well, I was thinking Book of Eclipse on this one. (also funny how you didn't mention Protector of the Sanctuary XD) Turn the entire opposing field face-down then drop this down and wipe it to clear for a swing. True, Mobius has a leg-up on the S/T destruction, but Deformer can kill both monsters and backfield as necessary. And this is a pretty big monster as aquarians go, you know. XD

I didn't mention Protector of the Sanctuary because chances are it wouldn't work as-is, similar to how Dark Bribe or other cards of the like can't go through. Of course, if you gave a specific number of face-down cards to destroy or said *all* of them, then yeah, but then you would have other ruling problems. It's because of that "any number" bit and the card draw being forced that I'm pretty sure it wouldn't work properly.

Actually, I couldn't really specify positions since I wanted this to include face-up S/Ts too. (Such as Royal Decree/Opression and pals) So yeah, this would be a Darkness' Approach style effect, not affecting the battle position.

Would adding something like "(Battle Position for monsters does [not] change)" really be that hard?

Oh, let's not get lazy here, you have every Monster in the game's darn card pool to choose from in this. Just play a Marshmallon or Spirit Reaper or something if you want the whole absorb factor. I was mostly thinking in terms of letting you decide which of your aquarians take the hit, since Pod Caller likes decks with lots of Aquarians.

Oh, you want to look into the entire move pool, eh? Then why not just play Gravity Bind/LLAB for attacks? You know what I was talking about.

True enough, I suppose, but there's still the LP trade problem; Aquarians are small, the things that would be hitting them would probably be big. This translates into a huge and potentially lethal LP gap. :x I was thinking more Spirit Barrier/similar effect and continuous recursion for these little guys, really.

...You realize I meant Begone, Knave! for bouncing Dusk back and abusing its effect along with Phobocaster, right?

Oh, and on that note:

Aquarian Cerebremone
Aqua/Effect
6 Star/Water
1700 Atk / 2100 Def

This card can not be Special Summoned. During each of your Draw Phases, before drawing a card, pick up a number of cards equal to the number of "Aquarian" Monsters you control from the top of your Deck then put them back in any order you wish.

Hmm...let's just say that there's reason Big Eye doesn't see play and leave it at that.

Aquarian Command
Aqua/Tuner/Effect
2 Star/Water
100 Atk / 400 Def

Increase the Atk of each "Aquarian" Monster you control by 500.

...With the low levels and Pod Caller able to drop an extra monster each turn, the set might be a bit too dangerous for going Synchro. The ATK boost is good, though...but don't you usually complain about simple stat boosts for effects? XP


Aquarian Foil

Aqua/Effect
1 Star/Water
200 Atk / 600 Def

All Battle Damage you would receive from Battles involving an "Aquarian" Monster you control becomes zero.

Instant staple for the deck. You just took out the biggest weakness facing the little guys.

Aquarian Inflamer
Aqua/Effect
2 Star/Water
500 Atk / 500 Def

Each time an "Aquarian" Monster you control Battles, even if that Monster is destroyed, inflict 500 Damage to your opponent at the end of the Damage Step.

Aquarian burn? XD Doesn't quite compute when you think about it, but then, how much does? XD

Aquarian Rejuvenator
Aqua/Tuner/Effect
1 Star/Water
200 Atk / 100 Def

Once per turn, you can add one "Aquarian" Monster that was destroyed this turn from your Graveyard to your Hand.

There must be a way to abuse this somewhere. I just can't think of it at the moment.

Aquarian Genesis
Normal Spell

Remove one "Aquarian" Monster in your Graveyard from play. Add any number of "Aquarian" Monsters with a combined Level equal to the Level of the removed Monster from your Graveyard to your Hand. Then, by paying 800 Life Points, you can Normal Summon one additional "Aquarian" Monster from your Hand this turn.

So basically, get rid of Deformer once it's done its job to pull out at least three other Aquarians, then drop one of them. You could actually get a full six of them, and then have some fun with Snipe Hunter.

Tidal Counter
Normal Trap

Activate only at the end of a Battle Phase when one or more of your Water Attribute Monsters was destroyed. Destroy one of your opponent's monsters for each of your Water Attribute Monsters that was destroyed by Battle this turn.
With how weak these Aquarians are, this'll pretty much translate to a Raigeki of sorts. ...Actually, no: Mother Grizzly kamikaze chains. Thin your deck and remove your opponent's field at the same time. That's a bit too much.
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  #1362    
Old September 6th, 2008, 12:47 PM
Alter Ego's Avatar
Alter Ego
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Quote:
Originally Posted by Ichaste Pekoni View Post
See? You're not done yet, after all. XD
Like I said, I probably won't bother with those. Keep that up, though, and I'll do it just to spite you. xP

Quote:
Originally Posted by Ichaste Pekoni View Post
Would adding something like "(Battle Position for monsters does [not] change)" really be that hard?
Yes it would. D: Okay, okay, I see what you mean...probably going to make it face-down defense while I'm at it, though.

Quote:
Originally Posted by Ichaste Pekoni View Post
...You realize I meant Begone, Knave! for bouncing Dusk back and abusing its effect along with Phobocaster, right?
And you do realize that your opponent is going to give you tit for tat and swing back with the biggest beater they can get out there as often as they can get it out there, right? No-one in their right mind plays defensive monsters aside from Reaper or Marshmallon with Knave out, especially if they know that the opposition can spin any set card away; it's a direct invitation to a beatdown match that aquarians are liable to lose. Badly. Hence why I'm more on the battle damage blockout and recursion front.

Quote:
Originally Posted by Ichaste Pekoni View Post
Hmm...let's just say that there's reason Big Eye doesn't see play and leave it at that.
That's mean! D: But true enough, I suppose. Queue the revamp.

Quote:
Originally Posted by Ichaste Pekoni View Post
...With the low levels and Pod Caller able to drop an extra monster each turn, the set might be a bit too dangerous for going Synchro. The ATK boost is good, though...but don't you usually complain about simple stat boosts for effects? XP
The easily summoned ones are tiny, though. I mean, that's a three monsters' minimum just for Goyo, four if you want Stardust or Red Dragon Archfiend. (excluding the scenario wherein you make a tribute summon, of course, but that's committing a total of three monsters again). Besides, these little guys could use some bulk to fall back on. Maybe even Junk Synchron for support. And Junk Warrior...that thing would become a total beast if it got to draw some attack power from a Wetlands-boosted Aquarian or two. Ahh...the possibilities.

Oh, and that's only for the small, irrelevant Atk boosts. Here we're talking one that can be up to five times the recipient's original attack power. That's not insgnificant or irrelevant anymore.

Quote:
Originally Posted by Ichaste Pekoni View Post
With how weak these Aquarians are, this'll pretty much translate to a Raigeki of sorts. ...Actually, no: Mother Grizzly kamikaze chains. Thin your deck and remove your opponent's field at the same time. That's a bit too much.
Oh come now, this is hardly Raigeki. You have to lose as many monsters as you take, and even with a grizzly chain you're depleting your recruiting options for the rest of the game. And need to set this one turn prior. Fine then, a small edit.

Aquarian Cerebremone

Aqua/Effect
6 Star/Water
1200 Atk / 1900 Def

When this card is Normal Summoned successfully, draw until the number of cards in your Hand is equal to the number of "Aquarian" Monsters you control.

Tidal Counter
Normal Trap

Activate only at the end of a Battle Phase when one or more of your Water Attribute Monsters was destroyed. Destroy all of your opponent's Monsters that destroyed one or more of your Water Attribute Monsters this turn.

Better now?

And you know what, I'm going to go ahead and unleash the parallel royals too while I'm at it. Have at thee. >O

Royal Chancellor of the Magical Kingdom
Spellcaster/Effect
5 Star/Light
1400 Atk / 1900 Def

When this card is Tribute Summoned successfully, place a number of Spell Counters on it equal to the Level of the tributed Monster. Whenever a Counter Trap is activated, place one Spell Counter on this card. This card gains 300 Atk for each Spell Counter on it. By removing three Spell Counters from this card, negate the activation and effect of a card your opponent controls and destroy it.

Royal Marksman of the Magical Kingdom
Warrior/Effect
3 Star/Wind
500 Atk / 1000 Def

This card can attack your opponent directly. Whenever this card inflicts Battle Damage to your opponent, place one Spell Counter on it at the end of the Damage Step. This card gains 500 Atk for each Spell Counter on it. By removing three Spell Counters from this card, send one random card from your opponent's Hand to the Graveyard.

Royal Messenger of the Magical Kingdom
Spellcaster/Effect
3 Star/Light
1000 Atk / 800 Def

Each time a Monster is summoned successfully, place two Spell Counters on this card (maximum 8). This card gains 200 Atk for each Spell Counter on it. By removing up to eight Spell Counters from this card, add one "Curran", "Pikeru", or "Royal" Monster with a Level equal to the number counters you removed from your Deck to your Hand.

Royal Jester of the Magical Kingdom
Spellcaster/Effect
1 Star/Light
0 Atk / 0 Def

When this card is summoned successfully, redistribute all Spell Counters on the Field in any manner you like. By removing four Spell Counters from this card, switch control of this card and a Monster your opponent controls.

Royal Seer of the Magical Kingdom
Spellcaster/Effect
4 Star/Light
1200 Atk / 1800 Def

Whenever a Spell Card is activated, place one Spell Counter on this card. This card gains 200 Atk for each Spell Counter on it. By removing two Spell Counters from this card, destroy one Spell or Trap card on the Field.

Royal Treasurer of the Magical Kingdom
Spellcaster/Effect
3 Star/Dark
1000 Atk / 1500 Def

Place one Spell Counter on this card for each card you draw outside of your Draw Phase. This card gains 300 Atk for each Spell Counter on it. By removing two Spell Counters from this card, place one Spell Counter on another Monster you control that can have Spell Counters on it.

Royal Watchbeast of the Magical Kingdom

Beast Warrior/Effect
4 Star/Earth
1600 Atk / 1800 Def

By sending this card from your Hand to the Graveyard, add one "Magical Kingdom" from your Deck to your Hand. During each of your End Phases, if "Magical Kingdom" is on your Field, place one Spell Counter on this card. This card gains 300 Atk for each Spell Counter on it. By removing one Spell Counter from this card, negate the destruction of "Magical Kingdom" once.

Magical Kingdom
Field Spell

This card is also treated as "Court of Nobles". Each time a "Curran", "Pikeru" or "Royal" Monster is summoned successfully, place one Spell Counter on this card (maximum 10). By removing one Spell Counter from this card, add a Spell Card designating a "Curran", "Pikeru", or "Royal" Monster in its card effect from your Deck to the top of your Deck. By removing three Spell Counters from this card and tributing one Level 4 or lower "Curran" or "Pikeru" Monster you control, Special Summon one "Curran" or "Pikeru" Monster with the same Attribute as and twice the Level of the tributed Monster from your Hand or Deck, ignoring summoning conditions.


Aaand I'll do the rest of it next time, so as to not cause a complete overload. XD
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Last edited by Alter Ego; September 7th, 2008 at 04:09 AM.
  #1363    
Old September 6th, 2008, 07:29 PM
Gymnotide's Avatar
Gymnotide
8377 | Scorpaeniform
 
Join Date: Jun 2007
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Age: 21
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Nature: Naughty
I made some more Venom cards on another forum for fun.
I'll post them here.

Venom Asp
( 4 Stars / EARTH / Reptile / Effect Monster )
1300 / 500


You can discard this card to add 1 "Venom Swamp" from your Deck to your Hand.

Venom Rattler
( 2 Stars / EARTH / Reptile / Effect Monster )
200 / 200


While this card is in your Graveyard, once per turn, you may send 1 Reptile monster from your Deck to your Graveyard.

Venom Python
( 4 Stars / EARTH / Reptile / Effect Monster )
800 / 1700


Once per turn, you may flip this card into face-down Defense position. When this card is flipped face-up, place 1 Venom Counter on a face-up monster your opponent controls.

Venom Hydra
( 7 Stars / DARK / Reptile / Fusion / Effect Monster )
? / 0


Venom Snake + Any amount of Reptile-type monster(s)

When this card is Fusion Summoned, for each monster used as a Fusion Material for the Fusion Summon of this card, distribute Venom Counter(s) amongst your opponent's face-up monster(s). The original ATK of this card becomes 300 x the number of Fusion Material cards used to Fusion Summon it.

^ wtb Future Fusion?

Legend of the Ouroboros
Normal Spell
(Some cost) Return all Reptile-type monsters in your Graveyard to your Deck. Return all removed from play Reptile-type monsters to your Graveyard.
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  #1364    
Old September 7th, 2008, 10:08 AM
Banjora Marxvile's Avatar
Banjora Marxvile
Oui Oui Si Si Ja Ja Da Da
 
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Age: 20
Gender: Male
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Time for Dreamland once again!

Dreams of Prosperity
Normal Spell
If you control a Dream monster, draw 2 cards from your deck.

Dream Drain
Continuous Trap
All monsters on the field lose 300 ATK for each Dream Counter on them. Each turn, you may destroy 1 monster with Dream Counters on them. If you do, you cannot attack this turn.

Dream Sprite
Fairy/Effect
3 stars/Light
ATK: 1000 DEF: 1000
Effect: When this card is destroyed, place 1 Dream Counter on 1 of your opponents monsters and Special Summon 1 Dream Monster with 1500 ATK or less from your deck in either face-up attack or face-down Defense Mode.
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  #1365    
Old September 7th, 2008, 10:22 AM
Forci Stikane
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Quote:
Originally Posted by Alter Ego View Post
Like I said, I probably won't bother with those. Keep that up, though, and I'll do it just to spite you. xP

O.O I'm done.

And you do realize that your opponent is going to give you tit for tat and swing back with the biggest beater they can get out there as often as they can get it out there, right? No-one in their right mind plays defensive monsters aside from Reaper or Marshmallon with Knave out, especially if they know that the opposition can spin any set card away; it's a direct invitation to a beatdown match that aquarians are liable to lose. Badly. Hence why I'm more on the battle damage blockout and recursion front.

Good to know we're on the same book, then.

The easily summoned ones are tiny, though. I mean, that's a three monsters' minimum just for Goyo, four if you want Stardust or Red Dragon Archfiend. (excluding the scenario wherein you make a tribute summon, of course, but that's committing a total of three monsters again). Besides, these little guys could use some bulk to fall back on. Maybe even Junk Synchron for support. And Junk Warrior...that thing would become a total beast if it got to draw some attack power from a Wetlands-boosted Aquarian or two. Ahh...the possibilities.

But their size is actually what makes them so troublesome for Synchro Summoning: the fact that you can come up with Level totals a lot easier with them while they still have effects to back you up. Part of what actually makes the set reasonable is the low stats on most of them making them frail in battle but usable for effects, but when you add in the ability to summon a big beater out of the swarm of little guys you'll be getting out between Pod Caller and the support cards, that starts to be a bit much for one set.

Oh come now, this is hardly Raigeki. You have to lose as many monsters as you take, and even with a grizzly chain you're depleting your recruiting options for the rest of the game. And need to set this one turn prior. Fine then, a small edit.

Okay, okay, maybe not Raigeki. But it would hurt the opponent considerably since full fields are sort of hard to come by, meaning 3 monsters killed with a recruiter chain (which also helps thin the deck, and you wouldn't want to Special Summon some of these Aquarians, anyway) could easily be a Monster Card Zone wiper.


Aquarian Cerebremone

Aqua/Effect
6 Star/Water
1200 Atk / 1900 Def

When this card is Normal Summoned successfully, draw until the number of cards in your Hand is equal to the number of "Aquarian" Monsters you control.

Tidal Counter
Normal Trap

Activate only at the end of a Battle Phase when one or more of your Water Attribute Monsters was destroyed. Destroy all of your opponent's Monsters that destroyed one or more of your Water Attribute Monsters this turn.

Better now?

Yes, actually.

And you know what, I'm going to go ahead and unleash the parallel royals too while I'm at it. Have at thee. >O

Royal Chancellor of the Magical Kingdom
Spellcaster/Effect
5 Star/Light
1400 Atk / 1900 Def

When this card is Tribute Summoned successfully, place a number of Spell Counters on it equal to the Level of the tributed Monster. Whenever a Counter Trap is activated, place one Spell Counter on this card. This card gains 300 Atk for each Spell Counter on it. By removing three Spell Counters from this card, negate the activation and effect of a card your opponent controls and destroy it.

2300-2600 average ATK when it's Tribute Summoned, then. I guess it would work as a tech for Counter Fairy (Spell Counters for Counter Traps? ...), and the protection is good, but it would be rare to find six counters on this by itself unless you tributed something that big. So, you'll probably just get one negation out of this before losing it or Tributing it (for another Chancellor, perhaps). Still, I have to say, it comes across as an improved form of Breaker IMO simply due to the possible self-recharge.

Royal Marksman of the Magical Kingdom
Warrior/Effect
3 Star/Wind
500 Atk / 1000 Def

This card can attack your opponent directly. Whenever this card inflicts Battle Damage to your opponent, place one Spell Counter on it at the end of the Damage Step. This card gains 500 Atk for each Spell Counter on it. By removing three Spell Counters from this card, send one random card from your opponent's Hand to the Graveyard.

...*Adding* a Spell Counter when it attacks directly? Something doesn't sound right about that. And, with all the cards around to add Counters, this'll get beefed up pretty quick. That would be a...3HKO, maybe less? There may need to be some sort of nerfing here.

Royal Messenger of the Magical Kingdom
Spellcaster/Effect
3 Star/Light
1000 Atk / 800 Def

Each time a Monster is summoned successfully, place two Spell Counters on this card (maximum 8). This card gains 200 Atk for each Spell Counter on it. By removing up to eight Spell Counters from this card, add one "Curran", "Pikeru", or "Royal" Monster with a Level equal to the number counters you removed from your Deck to your Hand.

[B]With the cards we already have out to get to the main royalty, I would be looking at this exclusively as a beatstick. A pretty nice one, too, since even 1800 on a 3-Star is nothing to laugh at.

Royal Jester of the Magical Kingdom
Spellcaster/Effect
1 Star/Light
0 Atk / 0 Def

When this card is summoned successfully, redistribute all Spell Counters on the Field in any manner you like. By removing four Spell Counters from this card, switch control of this card and a Monster your opponent controls.

This makes Marksman and Chancellor even more dangerous, especially the former. You could either use it as a counter factory with Battle Damage to boot or take all of the counters on your field and stick them on top of it for a potential finisher.

Royal Seer of the Magical Kingdom
Spellcaster/Effect
4 Star/Light
1200 Atk / 1800 Def

Whenever a Spell Card is activated, place one Spell Counter on this card. This card gains 200 Atk for each Spell Counter on it. By removing two Spell Counters from this card, destroy one Spell or Trap card on the Field.

Backrow version of Magical Marionette: somewhat subpar stats with a simple destruction effect. Pretty good, actually.

Royal Treasurer of the Magical Kingdom
Spellcaster/Effect
3 Star/Dark
1000 Atk / 1500 Def

Place one Spell Counter on this card for each card you draw outside of your Draw Phase. This card gains 300 Atk for each Spell Counter on it. By removing two Spell Counters from this card, place one Spell Counter on another Monster you control that can have Spell Counters on it.

For each card? Card Destruction & Hand Destruction, please. Like the first two, this has the potential to get really crazy.


Royal Watchbeast of the Magical Kingdom

Beast Warrior/Effect
4 Star/Earth
1600 Atk / 1800 Def

By sending this card from your Hand to the Graveyard, add one "Magical Kingdom" from your Deck to your Hand. During each of your End Phases, if "Magical Kingdom" is on your Field, place one Spell Counter on this card. This card gains 300 Atk for each Spell Counter on it. By removing one Spell Counter from this card, negate the destruction of "Magical Kingdom" once.

So at least once per turn, if Magical Kingdom would be destroyed, it isn't destroyed. We only have a couple staple cards for getting rid of Spells right now, so that should be more than enough.

Magical Kingdom
Field Spell

This card is also treated as "Court of Nobles". Each time a "Curran", "Pikeru" or "Royal" Monster is summoned successfully, place one Spell Counter on this card (maximum 10). By removing one Spell Counter from this card, add a Spell Card designating a "Curran", "Pikeru", or "Royal" Monster in its card effect from your Deck to the top of your Deck. By removing three Spell Counters from this card and tributing one Level 4 or lower "Curran" or "Pikeru" Monster you control, Special Summon one "Curran" or "Pikeru" Monster with the same Attribute as and twice the Level of the tributed Monster from your Hand or Deck, ignoring summoning conditions.

Again, between Treasurer and cards like Pitch-Black Power Stone, you could be looking at a turn 2 or 3 Queen. But, then again, it is the new Court, so I guess I shouldn't expect anything less.

Aaand I'll do the rest of it next time, so as to not cause a complete overload. XD
You're far too late for that. T.T
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  #1366    
Old September 7th, 2008, 11:18 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
Venom Asp: Everyone needs their field searchers. :3

Venom Rattler: Ohh...speed up dump to make that big Venominon/Ananta you always wanted. Nice, and certainly far preferable to stuff like Snake Rain.

Venom Python: again, this looks like a step in the right direction. With venom swamp out, getting past this thing is a lot trickier than it looks like. Too bad Ambush Fangs can't protect it since it's face-down. Still, it's certainly a far more workable venom monster than what we've seen thus far.

Legend of the Ouroboros: Again, the first thought I get is Ananta. So we use Rattler and whatever other dump methods we have at our disposal to drop a huge pile of reptiles in our graveyard, remove them for a huge beater, and then play this to get the fruits all of our hard labor back and ready to be used by Venominon should we need it. And speaking of venominon, this also keeps his attack power from going too low if we need to keep reviving him. But yeah, some kind of cost is probably in order. Maybe a little LP price tag or something? Like maybe 300 or 200 LP for each reptile we put back in our graveyard?

Dreams of Prosperity: Slightly conditional Pot of Greed, which makes it instantly broken. You need to have it do something that keeps it from being instant free CA, like have it discard a card from your hand or return it to the deck, or possibly have some kind of activation requirement besides having a dream monster to slow it down.

Dream Drain: okay attack dropper, I suppose, especially given that a number of the dream monsters are quite bulky. The second effect is pretty desperate, but it might help out in a really bad pinch.

Dream Sprite: recruiter for the set. Definitely something to run in threes if you plan on using these guys.

Quote:
Originally Posted by Ichaste Pekoni View Post
But their size is actually what makes them so troublesome for Synchro Summoning: the fact that you can come up with Level totals a lot easier with them while they still have effects to back you up. Part of what actually makes the set reasonable is the low stats on most of them making them frail in battle but usable for effects, but when you add in the ability to summon a big beater out of the swarm of little guys you'll be getting out between Pod Caller and the support cards, that starts to be a bit much for one set.
You can still achieve much the same even without theme-specific tuners, though. Junk Synchron is not exactly difficult to splash into this, and Junk Warrior certainly has the potential to get very big if you've got wetlands out, since it counts current Atk rather than original. I'm pretty sure you could splash some others in there too if you put your mind to it.

Quote:
Originally Posted by Ichaste Pekoni View Post
2300-2600 average ATK when it's Tribute Summoned, then. I guess it would work as a tech for Counter Fairy (Spell Counters for Counter Traps? ...), and the protection is good, but it would be rare to find six counters on this by itself unless you tributed something that big. So, you'll probably just get one negation out of this before losing it or Tributing it (for another Chancellor, perhaps). Still, I have to say, it comes across as an improved form of Breaker IMO simply due to the possible self-recharge.
O gawd...I just realized...we could just tribute Metal Reflect Slime for this, couldn't we? 10 instant counters. XD Hmm...better go make an edit on that one.

Quote:
Originally Posted by Ichaste Pekoni View Post
...*Adding* a Spell Counter when it attacks directly? Something doesn't sound right about that. And, with all the cards around to add Counters, this'll get beefed up pretty quick. That would be a...3HKO, maybe less? There may need to be some sort of nerfing here.
I'm...not quite sure what you mean about the 'adding' bit, to be honest. xO Also, don't really get how anything beside the Jester or a very pumped treasurer could put a lot of counters on this in one go. It's kind of puny early on, so it would probably require some form of protection if it wants to stick around. I'll stick a counter cap on it, though.

Quote:
Originally Posted by Ichaste Pekoni View Post
For each card? Card Destruction & Hand Destruction, please. Like the first two, this has the potential to get really crazy.
Again, I'm going to place a cap on it to avoid turning it into a complete behemoth. Might also do something about the counter collection rate...we'll see.

Quote:
Originally Posted by Ichaste Pekoni View Post
Again, between Treasurer and cards like Pitch-Black Power Stone, you could be looking at a turn 2 or 3 Queen. But, then again, it is the new Court, so I guess I shouldn't expect anything less.
Y'know, I don't feel overly bad about actually letting Pitch-Black Powerstone be useful for something. The poor thing is pretty bogged down with restrictions, you know. D:

Quote:
Originally Posted by Ichaste Pekoni View Post
You're far too late for that. T.T
True. Might as well let it all out then. Revamps first.


Royal Chancellor of the Magical Kingdom
Spellcaster/Effect
5 Star/Light
1400 Atk / 1900 Def

If this card is Tribute Summoned by tributing a "Curran", "Pikeru", or "Royal" Monster, place a number of Spell Counters on it equal to the Level of the tributed Monster. Whenever a Counter Trap is activated, place one Spell Counter on this card. This card gains 300 Atk for each Spell Counter on it. By removing three Spell Counters from this card, negate the activation and effect of a card your opponent controls and destroy it.

Royal Marksman of the Magical Kingdom
Warrior/Effect
3 Star/Wind
500 Atk / 1000 Def

This card can attack your opponent directly. Whenever this card inflicts Battle Damage to your opponent as the result of a direct attack, place one Spell Counter on it at the end of the Damage Step (maximum 5). This card gains 500 Atk for each Spell Counter on it. By removing three Spell Counters from this card, send one random card from your opponent's Hand to the Graveyard.

Royal Treasurer of the Magical Kingdom
Spellcaster/Effect
3 Star/Dark
1000 Atk / 1500 Def

Each time a player draws a card(s) outside of their Draw Phase, place a Spell Counter on this card. (maximum 6) This card gains 200 Atk for each Spell Counter on it. By removing two Spell Counters from this card, place one Spell Counter on another Monster you control that can have Spell Counters on it.

And now, the rest. >D

Royal Chevalier of the Magical Kingdom
Warrior/Effect
6 Star/Light
1600 Atk/1900 Def

While you control a "Curran" or "Pikeru" Monster, this card can be Normal Summoned without tribute. At the end of each of your Battle Phases, place one Spell Counter on this card (maximum 3). This card gains 400 Atk for each Spell Counter on it. At the beginning of a Battle Phase, you can remove one Spell Counter from this card. If you do,your opponent can not activate any card effects until the end of that Battle Phase.

Royal Chronicler of the Magical Kingdom
Spellcaster/Effect
2 Star/Water
800 Atk / 1400 Def

Whenever a card(s) is sent to your Graveyard, place one Spell Counter on this card (maximum 6). This card gains 200 Atk for each Spell Counter on it. By removing two Spell Counters from this card, return one card from your Graveyard to your Deck and shuffle it.

Royal Field Judge of the Magical Kingdom
Warrior/Effect
4 Star/Fire
1600 Atk / 800 Def

Each time an Effect Monster your opponent controls is destroyed, place one Spell Counter on this card. (Maximum 6) This card gains 200 Atk for each Spell Counter on it. By removing one Spell Counter from this card, select one Monster your opponent controls. Until the end of this turn, all Effects of that Monster are negated.

Royal Shieldbearer of the Magical Kingdom
Warrior/Effect
4 Star/Earth
1400 Atk / 1700 Def

When this card is summoned successfully, you can switch it into Defense Position. Each time your opponent declares an attack, place one Spell Counter on this card. (Maximum 5) This card gains 300 Def for each Spell Counter on it. By removing a Spell Counter from this card, you can switch the target of any attack or card effect to this card.

Royal Signet Ring
Equip Spell

This card can only be equipped to a "Curran" or "Pikeru" Monster. While on the Field, this card is also treated as "Court of Nobles". Once per turn, you can distribute up to Two Spell Counters among "Royal" Monsters that can have Spell Counters on them. By sending this card to the Graveyard, negate the activation and effect of a card that targets the equipped Monster and destroy it.
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Last edited by Alter Ego; September 14th, 2008 at 03:33 AM.
  #1367    
Old September 8th, 2008, 07:02 AM
Phanima's Avatar
Phanima
That servant of the evil one
 
Join Date: Jan 2006
Nature: Impish
Quote:
Originally Posted by Alter Ego View Post
@Phani: Pandawas? XD Gawd, these have me thinking pandaren from the Warcraft universe, right down to the blatant alcohol abuse. Alright, let's see...

There was actually another game from which I based these off of, but it's more than likely they ripped off Warcraft in the first place. xD

Pandawa Brawler: Nice, but too strong. The cap for penaltiless 4-star is still gene-warped warwolf's 2000 points. This card can also go all monster destruction on...anything, really, and the combination of low defense and high attack makes it relatively safe against both Fissure and Smashing Ground. I'd say drop it down to like 1900 or 1800 Atk at least.

Dropped ATK to 1800.

Pandawa Shaman: As many as...what? As many as you like/can, I presume? You need to finish that effect. Anyway, fueling the effects with spent flasks, I see. Worthwhile ability, though I'm not sure whether I'd want to tribute another pandawan for this. Oh well, worth consideration, certainly.

You're assumption was right, sorry about that. xP;

REVISED - Effect: When this card is Normal Summoned or Flip Summoned successfully, add any number of "Hip Flask"s from your Graveyard to your Deck.


Pandawa Dancer: ah, if only shaman would trigger on special summons. D: This one could get away with summoning from the deck, imo. The card goes back there anyway and summoning stuff from your hand is hardly an extaordinary ability anymore. Dancer is frail too, so you're putting yourself at risk of a nasty counter-attack when playing this.

Didn't want to swarm the field with pandas too easily. :P Changed to SS-ing from the Deck.
Quote:
Pandawa Shooter: I'd either buff this up or drop the atk by a few hundred and make it 4-stars. We have Gellenduo these days already, so conditional invulnerability is not restricted to the puny anymore.

Level 4 now with 1700 ATK.
Quote:
Pandawa Forger: As much as I'd like to have something like this...no. This is a potential +2 CA and three spells of choice from your deck, all for one easily summoned monster. It's just too easily exploitable. Maybe make it put the spell at the top of the deck instead? Or attach some kind of penalty/condition to using the spells you search? I like the idea, but this one is a bit too much. :x

REVISED - Effect: When this card is Normal Summoned or Flip Summoned successfully, send any number of "Hip Flask"s from your Deck to the Graveyard to add the same number of Spell Cards from your Deck to the top of your Deck.
Quote:
Bamboo Shoots: More like a normal trap, imo, since it doesn't respond to any specific effect. Pass on this one. If you run anti-burn you might as well run it big and all-covering (such as Prime Material)

Hai~ consider Bamboo Shoots obliterated.

Shoulder Barrel: Hidden Book of Spell trumps this; that one cycles any three spells back to your deck without tribute. I'd say just make this require a Pandawa on the field without the tribute part, at least. :3

Changed to only needing a panda on the field, but I'll probably skip out on putting this in in the end. *slowly pushes card towards oblivion*

These...look fun, actually. Probably not competitive tier, but fun. x3

I'm glad. :D A fun, fuzzy and thematic set for a specific brunette. xP
Note on new cards: I seriously spent an hour reworking these and I still think they feel broken beyond repair, although that's probably because I've been looking at them for a while now and my eyes are becoming sore. >>

Monster Cards:

Name: XIII - Aerial Blades
Attribute: LIGHT
Type: Machine/Synchro
Level: 6
ATK: 2100
DEF: 2100
Effect: 1 Tuner + 1 Machine-Type non-Tuner monster
During your Standby Phase, send from the top of your Deck any number of cards to the Graveyard (max. 3). This card can attack by an amount equal to the number of cards discarded by this effect. When this card is sent from the field to the Graveyard, return the material monsters used to Synchro Summon this card to their respective Decks.

Name: XIII - Gun Arrows
Attribute: DARK
Type: Machine
Level: 3
ATK: 1350
DEF: 600
Effect: Any Battle Damage to your opponent involving this card is halved and he/she sends the top card from their Deck to the Graveyard. During the End Phase of a turn this card was sent to the Graveyard from the Deck, Special Summon it. You cannot Normal Summon or Set another monster until the end of your next turn.

Name: XIII - Ginsu
Attribute: WIND
Type: Machine/Synchro
Level: 6
ATK: 2300
DEF: 2250
Effect: 1 Tuner + 1 Machine-Type non-Tuner monster
If a Spell or Trap Card(s) would be activated during the Battle Phase of a battle involving this card, negate its effect and return it to the top of its respective Deck. When this card is sent from the field to the Graveyard, return the material monsters used to Synchro Summon this card to their respective Decks.

Name: XIII - Tower Shield
Attribute: WATER
Type: Machine
Level: 5
ATK: 0
DEF: 2200
Effect: You can Normal Summon this card without a Tribute. If you do, this card's effect is negated. If a WATER monster would be destroyed by battle, you can send the top card from your Deck to the Graveyard. If you do, the monster is not destroyed. (Damage calculation is applied normally.) During the End Phase of a turn this card was sent to the Graveyard from the Deck, Special Summon it. You cannot Normal Summon or Set another monster until the end of your next turn.

Name: XIII - Chakrams
Attribute: FIRE
Type: Machine/Tuner
Level: 2
ATK: 750
DEF: 400
Effect: If 1 or more cards were sent from your Deck to the Graveyard during the turn this card was summoned, treat the Level of this card as 3. During the End Phase of a turn this card was sent to the Graveyard from the Deck, Special Summon it. You cannot Normal Summon or Set another monster until the end of your next turn.

Name: XIII - Sitar
Attribute: WATER
Type: Machine/Tuner
Level: 2
ATK: 250
DEF: 250
Effect: When this card is Normal Summoned (Including Flip Summoned) successfully, send 2 cards from the top of your Deck to the Graveyard to Special Summon 2 "Dancing Water Token"s (Aqua-Type/WATER/Level 4/ATK 1000/DEF 1000). As long as this card remains face-up on the field, your opponent cannot attack another monster on your side of the field except for "Dancing Water Token"s. During the End Phase of a turn this card was sent to the Graveyard from the Deck, Special Summon it. You cannot Normal Summon or Set another monster until the end of your next turn.

Name: XIII - Claymores
Attribute: LIGHT
Type: Machine/Tuner
Level: 1
ATK: 100
DEF: 0
Effect: Once per turn, you can send the top card from your Deck to the Graveyard to have this card attack your opponent directly. Each time this card successfully attacks directly, it gains 1000 ATK. During the End Phase of a turn this card was sent to the Graveyard from the Deck, Special Summon it. You cannot Normal Summon or Set another monster until the end of your next turn.

Name: XIII - Kunai
Attribute: LIGHT
Type: Machine
Level: 3
ATK: 1200
DEF: 350
Effect: Send the top card from your Deck to the Graveyard to activate this card's effect. Reduce the ATK of all LIGHT monsters on the field by 800 until the end of the turn (excluding this card). During the End Phase of a turn this card was sent to the Graveyard from the Deck, Special Summon it. You cannot Normal Summon or Set another monster until the end of your next turn.

Spell Cards:

Name: Castle Oblivion
Type: Field
Effect: Each time a Monster Card is sent from the field to the Graveyard, the controller of that monster discards 1 card from the top of his/her Deck.

Trap Cards:

Name: Chain of Memories
Type: Normal
Effect: If 3 or more cards were sent from your Deck to the Graveyard this turn, your opponent must discard the same amount of cards from the top of his/her Deck.

Despite the obvious 3rd party reference, if these weapons make it, another certain NPC shall be equipping them and quite soon... Hopefully~ *dies and sleeps*
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  #1368    
Old September 8th, 2008, 01:56 PM
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
XIII - Aerial Blades: Okay, if there is a broken one here then it's this. Three attacks per turn for a negligible cost, and with this amount of attack power, already amounts to a total 6300 damage in one turn. Throw in Limiter Removal and your opponent might as well call it a day, as nothing short of a big wall of defense positions monsters or an attack negating backrow card will save them. Pretty easy to summon with six stars too. :x I'd say let it attack a number of monsters equal to the number of cards you discarded instead. That way, this will still wreak havoc but we don't get the crazy direct attack beatdown. Rectifying the wording, if you go that route:

"Once per turn, you can send up to three cards from the top of your Deck to the Graveyard. This card can attack a number of your opponent's Monsters equal to the number of cards sent to the Graveyard by this effect. When this card is sent to the Graveyard, all Monsters used to Synchro Summon it are returned to their owner's Deck."

Also, as it is you are only allowed to synchro summon this with two monsters, one tuner and one non-tuner, no more, no less. Is this inentional? If not, then you'll want to change the synchro materials to "Any Tuner Monster + Any Machine Type non-Tuner Monster(s)

XIII - Gun Arrows: you can drop the damage reduction, as this thing is pretty puny anyway. Besides, the summon is compulsory and locks down the normal summon or set of something bigger you probably would have wanted next turn, so I'd say it's pretty balanced.

XIII - Ginsu: I'm...not quite sure what you aimed for here. Did you mean, apply this effect if a spell is activated when Ginsu, specifically, battles? If so, then that should probably be "If a Spell or Trap Card is activated during Damage Calculation in a battle involving this card, negate the effect of that card and return it to the top of the owner's Deck". Kind of...very specific effect; shuts down Shrink and emergency LR tricks, but that's about it, and your opponent can still activate those things before reaching the damage step, so it's kind of not a very useful effect, especially since the same synchro material could give us Aerial Blades instead. I'd say extend the favor to cover battle phases as a whole.

XIII - Tower Shield: Hmm...no tributeless set? Guess we're not playing this a lot in that way, then, not unless we're ready to synchro summon immediately. Anyway, the effect is useful enough, though I almost find myself wishing it would cover effect destruction too. (Balance? Who cares about balance? XDDD) Nice for a water-heavy deck, even though there aren't very many within this archetype that benefit.

XIII - Chakrams: With this archetype, that basically means this is always three stars. This + Gun Arrows is instant access to both synchros, as is this without the level boost and one of the Sitar's tokens. But then, tuning is just about all this is good for, so fair enough.

XIII - Sitar: so makes me wish those tokens were machine type. Would have been instant synchro summon again. Well, it's still a free Goyo Guardian and the tokens also combo nicely with Tower Shield, creating a battle phase lock of sorts. Definitely worth having around.

XIII - Claymores: Raging Flame Sprite with bells and whistles. If we get that aforementioned battle phase lock up, this thing can kill in a couple of turns. If we don't, we can still try to tune it with something. Oh, and it's Machine Duplication friendly too, and unlike Sitar it can also draw full benefit from it. Definitely a keeper for these.

XIII - Kunai: Eww...we're cutting our own attack power? D: The effect will rarely be useful (unless we want to Machine Dupe this, since cutting it down to 400 for a turn would let us get away with it) and it's hardly stellar in attack power. Level can synch with Chakram, but that's about it. Probably not a prime pick. Maybe make the attack drop a bit less...exclusive?

Castle Oblivion: Any help in pumping these little guys into the graveyard is welcome. Unfortunately, they're quite liable to mill this right into the graveyard as they go. XD

Chain of Memories: This could be continuous, imo. That way it would serve as a nifty pressure card in the deck. Especially if our opponent's are self-milling too. (Lightsworn, I'm looking at youuuu!)


Well, these are pretty interesting. Once you get going, you probably won't be normal summoning or setting once, but the low attack power on these little guys might cause problems. Obvious Lightsworn synergy here, so you will probably want to run Jain and Wulf for the muscle, and Ryko and Lyla for destruction effect. Those would also let you get away with running Solar Recharge as a deck-thinner and just generally pump up your self-milling to keep that field filled up. Pot of Avarice also deserves a try at least, as getting those five monsters in the graveyard shouldn't be a very big requirement, and once they get there you'll want them back in the deck to be discarded again anyway. Oh, and you could also try Quillbolt Hedgehog as it's machine and works with the tuners. Card Trooper is a practical must here too.

Overall, it looks like a first synchro-committed archetype. (Okay, not counting bio-tech) These guys swarm pretty easily, but aside from Claymores they have trouble actually dealing damage, so you'll want to tune them up as often as possible to put more big beaters on the field than your opponent can deal with.

Despite the potential for crazy swarming, I can also this deck getting some really horrible draws, and that compulsory loss of your normal summon can really bite you sometimes, so I'd say it evens out. Aerial Blades was the only one I could really classify as broken here and even that is hardly beyond repair. :3

Darkshine Angel
Fairy/Effect
4 Star/Dark
1850 Atk / 1200 Def

When this card destroys a Monster by Battle, you can Special Summon that Monster from your opponent's Graveyard to his/her Field at the end of the Battle Phase. If you do, inflict Damage to your opponent equal to the Atk of the monster Special Summoned by this effect.

Just a small taste. *Grins evilly*
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Last edited by Alter Ego; September 9th, 2008 at 10:14 AM.
  #1369    
Old September 9th, 2008, 11:00 PM
Phanima's Avatar
Phanima
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Join Date: Jan 2006
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Quote:
Originally Posted by Alter Ego View Post
XIII - Aerial Blades: Okay, if there is a broken one here then it's this. Three attacks per turn for a negligible cost, and with this amount of attack power, already amounts to a total 6300 damage in one turn. Throw in Limiter Removal and your opponent might as well call it a day, as nothing short of a big wall of defense positions monsters or an attack negating backrow card will save them. Pretty easy to summon with six stars too. :x I'd say let it attack a number of monsters equal to the number of cards you discarded instead. That way, this will still wreak havoc but we don't get the crazy direct attack beatdown. Rectifying the wording, if you go that route:

"Once per turn, you can send up to three cards from the top of your Deck to the Graveyard. This card can attack a number of your opponent's Monsters equal to the number of cards sent to the Graveyard by this effect. When this card is sent to the Graveyard, all Monsters used to Synchro Summon it are returned to their owner's Deck."

Also, as it is you are only allowed to synchro summon this with two monsters, one tuner and one non-tuner, no more, no less. Is this inentional? If not, then you'll want to change the synchro materials to "Any Tuner Monster + Any Machine Type non-Tuner Monster(s)

Edited as suggested, although I'm kind of confused about your last point. All Synchro monsters require 1 Tuner and 1 non-Tuner monster to summon right? If so, I don't really get your comment sorry. ^^;

XIII - Gun Arrows: you can drop the damage reduction, as this thing is pretty puny anyway. Besides, the summon is compulsory and locks down the normal summon or set of something bigger you probably would have wanted next turn, so I'd say it's pretty balanced.

XIII - Ginsu: I'm...not quite sure what you aimed for here. Did you mean, apply this effect if a spell is activated when Ginsu, specifically, battles? If so, then that should probably be "If a Spell or Trap Card is activated during Damage Calculation in a battle involving this card, negate the effect of that card and return it to the top of the owner's Deck". Kind of...very specific effect; shuts down Shrink and emergency LR tricks, but that's about it, and your opponent can still activate those things before reaching the damage step, so it's kind of not a very useful effect, especially since the same synchro material could give us Aerial Blades instead. I'd say extend the favor to cover battle phases as a whole.

Yeah, I was going for the whole 'negation of Spell and Traps during the Battle Phase when this card battles', except with the added effect of returning them to their owner's Deck if used. Added in just to provide another Synchro monster to the set really.

XIII - Tower Shield: Hmm...no tributeless set? Guess we're not playing this a lot in that way, then, not unless we're ready to synchro summon immediately. Anyway, the effect is useful enough, though I almost find myself wishing it would cover effect destruction too. (Balance? Who cares about balance? XDDD) Nice for a water-heavy deck, even though there aren't very many within this archetype that benefit.

XIII - Chakrams: With this archetype, that basically means this is always three stars. This + Gun Arrows is instant access to both synchros, as is this without the level boost and one of the Sitar's tokens. But then, tuning is just about all this is good for, so fair enough.

XIII - Sitar: so makes me wish those tokens were machine type. Would have been instant synchro summon again. Well, it's still a free Goyo Guardian and the tokens also combo nicely with Tower Shield, creating a battle phase lock of sorts. Definitely worth having around.

XIII - Claymores: Raging Flame Sprite with bells and whistles. If we get that aforementioned battle phase lock up, this thing can kill in a couple of turns. If we don't, we can still try to tune it with something. Oh, and it's Machine Duplication friendly too, and unlike Sitar it can also draw full benefit from it. Definitely a keeper for these.

XIII - Kunai: Eww...we're cutting our own attack power? D: The effect will rarely be useful (unless we want to Machine Dupe this, since cutting it down to 400 for a turn would let us get away with it) and it's hardly stellar in attack power. Level can synch with Chakram, but that's about it. Probably not a prime pick. Maybe make the attack drop a bit less...exclusive?

More of an RP-inspired card, with the whole Attribute specification but I've changed it to decreasing all monsters ATK on the field by 800 excluding itself.

Castle Oblivion: Any help in pumping these little guys into the graveyard is welcome. Unfortunately, they're quite liable to mill this right into the graveyard as they go. XD

Chain of Memories: This could be continuous, imo. That way it would serve as a nifty pressure card in the deck. Especially if our opponent's are self-milling too. (Lightsworn, I'm looking at youuuu!)


Well, these are pretty interesting. Once you get going, you probably won't be normal summoning or setting once, but the low attack power on these little guys might cause problems. Obvious Lightsworn synergy here, so you will probably want to run Jain and Wulf for the muscle, and Ryko and Lyla for destruction effect. Those would also let you get away with running Solar Recharge as a deck-thinner and just generally pump up your self-milling to keep that field filled up. Pot of Avarice also deserves a try at least, as getting those five monsters in the graveyard shouldn't be a very big requirement, and once they get there you'll want them back in the deck to be discarded again anyway. Oh, and you could also try Quillbolt Hedgehog as it's machine and works with the tuners. Card Trooper is a practical must here too.

Overall, it looks like a first synchro-committed archetype. (Okay, not counting bio-tech) These guys swarm pretty easily, but aside from Claymores they have trouble actually dealing damage, so you'll want to tune them up as often as possible to put more big beaters on the field than your opponent can deal with.

Despite the potential for crazy swarming, I can also this deck getting some really horrible draws, and that compulsory loss of your normal summon can really bite you sometimes, so I'd say it evens out. Aerial Blades was the only one I could really classify as broken here and even that is hardly beyond repair. :3

It's funny, I never even heard of Lightsworns' effects before I made this set and here I was hoping for some originality. xP Suggestions definitely noted and much appreciated though. Now to make the deck. 8D

Darkshine Angel
Fairy/Effect
4 Star/Dark
1850 Atk / 1200 Def

When this card destroys a Monster by Battle, you can Special Summon that Monster from your opponent's Graveyard to his/her Field at the end of the Battle Phase. If you do, inflict Damage to your opponent equal to the Atk of the monster Special Summoned by this effect.

Just a small taste. *Grins evilly*

It's kind of like Alien Mother and Mystical Knight of Jackal combined...kinda. I'm assuming the attack justifies the level and effect but it will do some damage, despite giving your opponent a chance to tribute. That or force them onto the defensive if they can't counter, letting you destroy it again with this card anyway. Best leave the in depth exploitations to Ichypants. xP

It is tasty but now I'm all curious about what it's for. xD
Gah~ I have another set ready to approve but I know I shouldn't. The timing's not right~! A premature release would ruin it but I'm getting all excited. |O

I-I'll hold out... a little... longer. *flatlines*
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  #1370    
Old September 10th, 2008, 03:02 AM
Alter Ego's Avatar
Alter Ego
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Quote:
Originally Posted by ぱはにま View Post
Edited as suggested, although I'm kind of confused about your last point. All Synchro monsters require 1 Tuner and 1 non-Tuner monster to summon right? If so, I don't really get your comment sorry. ;
Actually, standard synchro requires one tuner and any number of non-tuners. Air Blades, on the other hand, specifies only one of each. To exemplify the difference, let's compare synchro summoning for air blade with synchro summoning for Goyo Guardian, both being the same level. Suppose you have unboosted Chakrams (2 stars), Gun Arrows (3 stars), Claymores (1 star), Tower Shield (5 stars), and Cyber Valley (1 star) out. When synchro summoning for Goyo, we can offer either chakrams, gun arrows and Valley, or Clyamores and Tower Shield, as both combinations add up to six stars (2 + 3 + 1, and 5 + 1 respectively). When synchro summoning for Air Blades, however, the only legal combination would be Tower Shield + Claymores, because Chakrams + Gun Arrows + Cyber Valley includes two non-tuner monsters instead of the specified one. Now do you see the difference? :3 This difference also translates to Sitar being unable to tune for either of those synchros without the assistance of some off-set 4-star, because the levels won't add up without exceeding the material limit. (waterform tokens won't work, since they're Aqua Type instead of the specified machine type)

Quote:
Originally Posted by ぱはにま View Post
Yeah, I was going for the whole 'negation of Spell and Traps during the Battle Phase when this card battles', except with the added effect of returning them to their owner's Deck if used. Added in just to provide another Synchro monster to the set really.
So, do you mean the effect starts applying after Ginsu battles, when and after Ginsu battles, just when Ginsu battles, or during the entire battle phase? oO All of these create a distinctly different scenario. To exemplify again, suppose your opponent has Cyber Dragon (2100 Atk) and Gyroid (1000 Atk) in attack position and Shrink set while you have Ginsu and Gun Arrows in attack and Enemy Controller in your hand.

Scenario one: your opponent can react to Ginsu attacking Cyber Dragon with Shrink in the damage step, (since case Ginsu will not have battled yet) and wipe it out. Enemy Controller can't save your butt here since battle positions for this battle have already been determined. If you choose to sick both on Gyroid, your opponent can not react to Gun Arrows (and thus destroy it) because Ginsu's effect would have applied itself for the remainder of the battle phase. Your opponent can still react to Ginsu attacking Gyroid, but won't be able to get rid of it as half of Ginsu's Atk (1150) is still higher than Gyroid's 1000.

Scenario two: your opponent can still react to Ginsu attacking Cyber Dragon, but they have to flip Shrink early (in response to the declaration), allowing you to chain Enemy Controller and either turn Cyber Dragon into defense or tribute Gun Arrows to steal Cyber Dragon and cause a replay, both scenarios saving Ginsu from destruction. Regardless of what you and your opponent do or don't do, Gun Arrows is still free to rip Gyroid a new one as long as Ginsu went first.

Scenario three: Ginsu is protected just like in scenario two, but your opponent can still decide to kill off Gun Arrows with impunity if it choses to attack Gyroid, as this battle would not involve Ginsu and would fall outside of its protection effect.

Scenario four: Your opponent's set card is unable to serve as anything but lukewarm stall, because unless they flip it on the Main Phase Ginsu will just spin it away.


Erm...I hope this clarified? XD

Anyway, I'd say make it a different level than Air Blades to give this guys a bit more options in tuning and lessen the rivalry. :3


As for the purpose of my little angel...hee...well, suffice to say that it's always nice to have a spare thematic or two to lean back on. XD

Darkshine Envoy
Fairy/Effect
4 Star/Dark
1600 Atk / 800 Def

When this card is summoned successfully, add one "Darkshine" Monster from your Deck to your Hand and your opponent adds one Monster Card from their Deck to their Hand.

Darkshine Leash

Fairy/Effect
2 Star/Dark
800 Atk / 600 Def

When this card Attacks a Monster your opponent controls and is destroyed by Battle, it becomes an Equip Spell card equipped to that Monster. A Monster equipped with this card can not be offered as tribute. In addition, this card gains one of the following effects (you decide which).

- The equipped Monster is forced into Defense Position and can not activate or apply any of its card effects. During each of your opponent's Standby Phases, increase your opponent's Life Points by the Atk of the equipped Monster.
- The equipped Monster is forced into Attack Position. During each of your Standby Phases, lose Life Points equal to half the equipped Monster's Atk and control of the equipped Monster is switched to you until the end of the turn.

Darkshine Mirror
Fairy/Effect
1 Star/Dark
0 Atk / 1900 Def

This Attack Position card can not be destroyed. Whenever you would receive Battle Damage from a Battle involving this card, that damage becomes zero and your opponent gains Life Points equal to the amount of Damage you would have received instead.

Darkshine Watcher
Fairy/Effect
3 Star/Dark
1150 Atk / 1300 Def

Once per turn, by paying 1000 Life Points, select one Normal Trap Card in your opponent's Graveyard and activate its effect. (the timing of the card must still be met) After this effect resolves, the card you selected is added to your opponent's Hand.

Darkshine Blaze
Continuous Spell

When this card is activated, your opponent gains 1000 Life Points for each "Darkshine" card you control. During each of your Standby Phases, inflict 500 Damage to your opponent for every 1000 Life Points they gained from this effect.

Darkshine Beacon
Normal Spell

Add one card from your Graveyard to the top of your Deck. Your opponent adds one card from their Graveyard to their Hand.

Darkshine Renewal
Continuous Spell

During each End Phase, gain Life Points equal to the amount of Life Points your opponent gained this turn.


Yeah, pretty weird set, but I'm fairly confident we don't have any actual theme pulling in this direction yet. XD Will add more to it later.
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Last edited by Alter Ego; September 10th, 2008 at 07:42 AM.
  #1371    
Old September 10th, 2008, 05:27 AM
Aussie Riolu's Avatar
Aussie Riolu
What is anything to a Riolu?
 
Join Date: Feb 2007
Location: Australia
Age: 25
Gender: Male
Nature: Sassy
Another Card in my Pokemon series.

Name: Pokemon Stadium
Field Spell
Downgrade all "Pokemon" monsters in both players hands and on the field by 1 Level. Increase the ATK and DEF of all "Pokemon" monsters by 300 points.

I've yet to do this one but here is Arceus:

Name: Arceus
Attribute: Light
Level: 10
ATK: 3000
DEF: 3000
Rarity: Secret Rare
[Beast / Pokemon / Effect]
This card cannot be Special Summoned. This card can only be Normal Summoned or Set by offering 3 monsters as a tribute. During your Standby Phase, you must pay 700 Life Points to keep this card in play, if you cannot, this card is removed from play. If this card is face-up on your side of the field and the following cards are in your hand: "Zap Plate", "Dread Plate", "Flame Plate", "Splash Plate", "Sky Plate" and "Earth Plate", you win the duel.

Yeah it's not much but...

Oh and what are Synchro Monsters? I guess I haven't been updating on current cards...
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Last edited by Aussie Riolu; September 10th, 2008 at 05:34 AM.
  #1372    
Old September 10th, 2008, 06:04 AM
Phanima's Avatar
Phanima
That servant of the evil one
 
Join Date: Jan 2006
Nature: Impish
Quote:
Originally Posted by Alter Ego View Post
Actually, standard synchro requires one tuner and any number of non-tuners. Air Blades, on the other hand, specifies only one of each. To exemplify the difference, let's compare synchro summoning for air blade with synchro summoning for Goyo Guardian, both being the same level. Suppose you have unboosted Chakrams (2 stars), Gun Arrows (3 stars), Claymores (1 star), Tower Shield (5 stars), and Cyber Valley (1 star) out. When synchro summoning for Goyo, we can offer either chakrams, gun arrows and Valley, or Clyamores and Tower Shield, as both combinations add up to six stars (2 + 3 + 1, and 5 + 1 respectively). When synchro summoning for Air Blades, however, the only legal combination would be Tower Shield + Claymores, because Chakrams + Gun Arrows + Cyber Valley includes two non-tuner monsters instead of the specified one. Now do you see the difference? :3 This difference also translates to Sitar being unable to tune for either of those synchros without the assistance of some off-set 4-star, because the levels won't add up without exceeding the material limit. (waterform tokens won't work, since they're Aqua Type instead of the specified machine type)
I-I understand! That makes things soooo much easier. xD Alright then, I'll go with the 'any' key option. To think I was that careless...

Quote:
So, do you mean the effect starts applying after Ginsu battles, when and after Ginsu battles, just when Ginsu battles, or during the entire battle phase? oO All of these create a distinctly different scenario. To exemplify again, suppose your opponent has Cyber Dragon (2100 Atk) and Battle Gyroid (1000 Atk) in attack position and Shrink set while you have Ginsu and Gun Arrows in attack and Enemy Controller in your hand.

Scenario one: your opponent can react to Ginsu attacking Cyber Dragon with Shrink in the damage step, (since case Ginsu will not have battled yet) and wipe it out. Enemy Controller can't save your butt here since battle positions for this battle have already been determined. If you choose to sick both on Gyroid, your opponent can not react to Gun Arrows (and thus destroy it) because Ginsu's effect would have applied itself for the remainder of the battle phase. Your opponent can still react to Ginsu attacking Gyroid, but won't be able to get rid of it as half of Ginsu's Atk (1150) is still higher than Gyroid's 1000.

Scenario two: your opponent can still react to Ginsu attacking Cyber Dragon, but they have to flip Shrink early (in response to the declaration), allowing you to chain Enemy Controller and either turn Cyber Dragon into defense or tribute Gun Arrows to steal Cyber Dragon and cause a replay, both scenarios saving Ginsu from destruction. Regardless of what you and your opponent do or don't do, Gun Arrows is still free to rip Gyroid a new one as long as Ginsu went first.

Scenario three: Ginsu is protected just like in scenario two, but your opponent can still decide to kill off Gun Arrows with impunity if it choses to attack Gyroid, as this battle would not involve Ginsu and would fall outside of its protection effect.

Scenario four: Your opponent's set card is unable to serve as anything but lukewarm stall, because unless they flip it on the Main Phase Ginsu will just spin it away.


Erm...I hope this clarified? XD

Anyway, I'd say make it a different level than Air Blades to give this guys a bit more options in tuning and lessen the rivalry. :3
So many options~ Um, I think for simplicity's sake and since it was pretty much what I was trying to do in the first place, scenario four is the one for Ginsu. And I've lowered his level to 5, along with his stats and with an effect that goes something like this:

"During each of your Battle Phases, if your opponent would activate a Spell or Trap Card, negate the effect of that card and return it to the top of his/her Deck. When this card is sent to the Graveyard, all Monsters used to Synchro Summon it are returned to their owner's Deck."

Quote:
Originally Posted by Sky Shaymin X View Post
Oh and what are Synchro Monsters? I guess I haven't been updating on current cards...
Synchro monsters are basically a new type of monster card (ie. similar to normal, effect, ritual, etc.). They act like ritual monster cards in the fact they need to be summoned by tributing monsters whose total level equals their own, but they also need what are known as Tuner monsters as part of the tribute to be summoned. All Synchro monsters are set in the Extra Deck zone (the old Fusion Deck zone) and return there if an effect returns them to the hand or main deck, otherwise, if they're destroyed, they go to the graveyard like any other monster.

If that was a little hard to understand, just go here to read more about them. :3
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  #1373    
Old September 10th, 2008, 07:31 AM
Banjora Marxvile's Avatar
Banjora Marxvile
Oui Oui Si Si Ja Ja Da Da
 
Join Date: May 2008
Age: 20
Gender: Male
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... Dream monster post again! Time for:

Dream Sanctuary
Field Spell
Effect: Whilst this card is on the field, all Dream monsters gain 500 ATK. This card gains a Spell Counter each time a Dream monster is Normal Summoned. When a Dream monster is destroyed, you may Special Summon it back from the Graveyard by removing one Spell Counter from this card.
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  #1374    
Old September 14th, 2008, 01:54 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
Pokémon stadium: Fine, except that "Pokémon" Monster with those quotation marks is shorthand for 'Monster with "Pokémon" in its name', and none of those cards have 'pokémon' in their names so that card doesn't affect anything. :\

Arceus: um...yay for super-specific win condition? Seriously, this is even worse than trying to assemble Exodia, and we all know how hard that is. D:

Dream Sanctuary: Broken as heck. As it is, any of those that you summon has at least two lives. And that's not counting the beatstick Atks they hit, and the whole dream counter jazz, and...I'll just stop here. Needs revision. :<


Oh, and just to round something else off.

Noblesse Oblige
(revised)
Normal Spell

Return one card from your Hand to your Deck. Add one "Curran", "Pikeru", or "Royal" Monster from your Deck or Graveyard to your Hand. While you control a "Curran" or "Pikeru" Monster, you do not need to return a card to your Deck.
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Last edited by Alter Ego; September 14th, 2008 at 02:17 AM.
  #1375    
Old September 14th, 2008, 09:03 PM
Gymnotide's Avatar
Gymnotide
8377 | Scorpaeniform
 
Join Date: Jun 2007
Location: New York City
Age: 21
Gender: Female
Nature: Naughty
Trying to make more synergy for my Alchemy Archetype.
The base is on Tributes / Attribute Change.

Needs balancing since it's only beginning brainstorm.

Koleros
Quick-Play Spell
Increase the ATK of 1 face-up monster you control by 500 points until the End Phase. This card is treated as a FIRE-type monster while it is in the Graveyard.

Sanguinus
Quick-Play Spell
Change the battle position of one face-up monster on the field. This card is treated as a WIND-type monster while it is in the Graveyard.

Melankas
Normal Trap
Decrease the ATK of 1 face-up monster by 100 x its level until the End Phase. This card is treated as a EARTH-type monster while it is in the Graveyard.

Flemia
Equip Spell
A monster equipped with this card is unaffected by effects that change its ATK or DEF. During your Main Phase, you can send this face-up card to the Graveyard. This card is treated as a WATER-type monster while it is in the Graveyard.

Berith, Alchemic Fiend
( 5 Stars / WIND / Fiend / Effect Monster)
1900 / 1200


When this card is Summoned, select an Attribute. This card gains the selected Attribute. During your Main Phase, you can tribute this face-up card to Special Summon 1 monster from your Graveyard that shares the same Attribute as this card but has fewer stars.

Hydrargyrum
( 4 Stars / WATER / Aqua / Effect Monster )
600 / 600


Tribute 1 monster on your side of the field to quadruple the original ATK of this monster until the End Phase. When this card is destroyed and sent to the Graveyard as a result of battle, Special Summon it during your next Standby Phase in Defense Position. If this card was Special Summoned as a result of its own effect, it cannot change battle positions, except with a card effect.

Salinas the Solid
( 3 Stars / EARTH / Rock / Effect Monster )
0 / 2000


Once per turn, select 1 Monster on your side of the field and 1 Attribute. The selected monster cannot declare an attack this turn. Special Summon 1 "Saline Token" to your side of the field. The "Saline Token" has the same level / ATK / DEF as the selected monster and has the same Attribute as the one chosen.

Brimstone Beast
( 4 Stars / FIRE / Pyro / Effect Monster )
1400 / 1700


Tribute this face-up card and remove 1 Monster card in your Graveyard from play to add 1 Monster card from your Deck that shares an Attribute with the card removed. If this card was Tributed for its own effect, Special Summon it during your next Standby Phase.

Paracelsus
( 2 Stars / WATER / Spellcaster / Effect Monster )
0 / 1100


If you control a face-up level 3 Monster, you can Tribute it to Special Summon this card from your Graveyard or Hand. If this card was Special Summoned, inflict 400 damage to your opponent's life points. Tribute this face-up card to inflict 400 points of damage to your opponent.

Philosopher's Stone
Continuous Spell
Whenever a monster is Tributed, inflict 500 points of damage to your opponent's life points and increase your life points by 500.

Lead Golem
( 1 Star / EARTH / Rock / Effect Monster )
0 / 0


When this card is sent to the Graveyard, Special Summon 1 "Lead Golem" from your Deck in Attack Position.

Aurum Golem
( 8 Stars / FIRE / Rock / Effect Monster )
2800 / 1900


This card cannot be Special Summoned except by removing from play 3 "Lead Golem" from your Graveyard. Once per turn, select an Attribute. This card gains that Attribute until your opponent's next End Phase. This card cannot be destroyed by battle when battling with a monster that shares the same Attribute as it.
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Last edited by Gymnotide; September 15th, 2008 at 04:48 PM.
 
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