Avarice: Daayyumm... I'm less inclined to agree with Frostweaver and say that this makes pure psychic broken- if anything, it jacks it up to a competitive level and also gives Overdrive Teleporter reason to be feared. However, this card is pretty evil in TeleDAD, giving the deck a free Dark World Dealings that doesn't cost them in-hand advantage and also making it even easier to summon the eponymous dragon. (Let's see... discard Malicious.... ooh! Three darks in the graveyard, I win!) And don't you dare say a thing about the level not being correct for Malicious-tuning, we've got Black Rose Dragon now as our resident level seven Synchro and that thing is NASTY. My advice? Don't let Avarice count for its own effect. That'll fix it up pretty good.
Avarice- so we have our new rival to psychic commander already being teleport friendly. Without dedicated psychic, it's still a discard one and draw one deal. If the other is psychic, 400 life points for 2 free cards is almost broken o_O;
I dunno' how you guys are reading that effect, but really...it quite clearly states that you discard one for every
non-Tuner Psychic. That means if you synch with just Avarice, it's draw one in lieu with Nito Synchro, but if you add any other psychics on top of that you have to discard a card for every additional card you draw. That means your in-hand card count will never grow by more than one for Avarice; you just cycle through more cards. The only way to get two free cards out of it that I see is some kind of bizarre hybrid deck with Dark World. x.O
As for Tele-DaD, the only way they'd get anything out of that effect is when they summon Thought-Ruler, really. Remember that little clause that says you can only apply the effect if you're synchro summoning a
Psychic type monster? Avarice and Malicious do not Thought-Ruler make, so unless a drastic change to the deck's level lineup suddenly emerges, Krebons is just plain better for it. And Black Rose is
not a replacement for a free pick from Stardust Dragon, Red Dragon Archfiend, Collossal Fighter, and Thought-Ruler Archfiend. It's not. It's obscure tech that has gone from being ridiculously over-hyped to hitting the table once in a blue moon. On average, Tele-DaD summons two to three synchros a game. That's what it's built to do efficiently. Would you waste one of those precious synchro summons on a field wipe that eliminates any and all other field presence you have built up and doesn't do a single point of LP damage to your opponent? 'Cause I wouldn't, really. Besides, all psychics in Tele-DaD are tuners, so you'd never get more than a draw one. :\
Yes, for dedicated psychic it can be Graceful Charity on legs, but only for dedicated psychic. May include Avarice itself in the discards, though.
Loneliness- say it with me: LIMIT REVERSE. If emergency teleport isn't enough to get this thing out, you got limit reverse for some pretty darned sychron setup. Every limit reverse is immediately synchron, or at least a tuner out with a beatstick of your choice. The power of limit reverse here is insane.
True, I'll put a level limit on that summon and probably cut Loneliness down to 1-star to boot. Should help a little, right?
Terror- a bit too luck based... rather use this card slot for phantom of chaos.
True...revamp time for that. :x
Over Ego- now now, how does the stealing of Solemn Judgment work now? that's probably the best thing to steal and take over XD; Great synergy with paranoia that it's evil. Force them to set card then activate it here.
Wording probably doesn't fit it, but Over Ego's effects are both continuous (one lets you check the cards, the other lets you activate them) so it works the same way as activating a card on your own field except that there's an additional 1000-point price tag attached.
Virulent Mindscape- seeing how most 500 atk bonus field isn't used, paying LP to do it isn't too attractive. The burn is quite minor too.
Virulent Mindscape: So... Psychic Commander as a field spell, which also turns your psychic types into Giant Germ? Meh, I really don't see all that much appeal... unless this is really late in the game and you need those extra few hundred attack points on the board for your final push.
Most 500 Atk bonus fields provide the same service to both players and are liable to bite you and I do see a certain appeal in keeping Restlessness and Paranoia too big for the opponent to run over. Also, I personally find it appealing to do 1000+ damage every time I synchro summon (effect says, 'sent to the graveyard'; it doesn't specify being destroyed like Germ) and there's that little OTKO potential thing with Mind Master and Psychokinetic Charging Cell, but to each their own I guess. :x
Split Personality Disorder- and *even less* reason to use shifting mindscape... this is crazy search getting 1 card + 1500 LP for 2 card in field essence. Immediately Goyo Guardian too so it's really o_O;
So wait...just how do we get instant Goyo out of this when the card can only summon level 3 or lower and the two monsters have to be of different levels? The maximum combined level I can make of that is five, which is Magical Android. Also, paying a big chunk of life points when pretty much every monster you play is also tapping into your life points might come around to bite you faster than you know. Ehh...I'll bump it up to 2000 points costs, but that's about as far as I'll stretch it.
Loneliness: Okay, so this + Avarice = Instant Goyou Guardian? Okay, this thing is basically the Empath Fiend equivalent of running six copies of Emergency Teleport. And to make matters worse, that move earlier? You draw two cards for it. DRAW TWO. If it weren't for Avarice you'd be pretty much fine here, but with Avarice this thing is about as broken as you can get. Any questions?
Umm...yes, actually. Since when has Tuner + Tuner been a viable synchro combination, how does 3 + 2 make 6 and since when has 'draw two, discard one' resulted in an end sum of plus two cards? I spy with my little eye some math that would make Cirno proud. *shot for touhou reference*
Rejection: A big, resounding "Meh". I'd have gone with a coin toss, unless you're planning to play these alongside of Convulsion of Nature. The defense is pretty nice, but this monster is still weak sauce.
Ah, but ish still big enough to wall any lead monsters short of Ailus or Rai-Oh and an intimidation factor because there's still a decent chance of getting whatever bigger beater you send after it bounced back. Not a fun gamble for Synchros, I'd say. And yes, collecting information on the opponent and using it against them is kind of the the theme here, and info includes top-of-the-deck cards too. A coint toss would not include the theme so it's NG here. D:
Terror: Okay, this deck absolutely needs Curiosity to be any good, and this monster is almost too dependent- if it weren't for Sangan searching curiosity, this monster would be pretty fail. But then again, this thing actually keeps the stat boost, right? So there's that to consider. Not to mention that this thing is Crush fodder.
Yes, it does, but it really
is too situational. Edit to come, along with a few others that should make a bit of difference for the poor thing.
Over Ego: Ah, the most powerful Empath Fiend makes its return! And it forms a lovely little triangle with Paranoia and Curiosity: "Oh, hey, nice Solemn you've got there. Mind if I set it?" Dang.... this thing's nice. Not to mention that nine stars makes this thing compatible with Overdrive Teleporter. Now if only we had a level twelve Synchro with a usable effect, poor Overdrive might see more play if only to summon that thing.
Teleporter compatibility still negotiable as the synchro materials still have to be empath fiends (meaning that the teleporter itself could be included if we use Psycho Tune), though the teleporter is decent aid in bringing them to the field, I'll give it that.
Empathic Recall: And with loneliness in the graveyard... this becomes Emergency Teleport copies seven, eight, and nine. 0.o
Shifting Mindscape: This card exists to search those all important copies of Curiosity before they turn into dead draws, and also to get Loneliness off the field before it can be owned. About the only flaw I see here is that you're burning through your life points really fast...
Isn't that what psychics in general are all about? XD
Storyteller of Night- Scherezade: so basically it's poke for 900, search a monster and soak up a hit. That's doing quite a lot with such an easily searched, crush card-friendly monster. :x
Fencer of the Night- Rochefort: Well, to begin with this thing is already a one-man gadget. It's a night monster itself, so it can't be destroyed by card effect, and it returns to your hand so you can't get rid of it by battle either. Just...yeah, second generation of Gadget decks is here. Three Rochefort, the Reinforcement and get cracking.
...you need to limit that recursion effect, seriously. It's just
crying for a cost. xx Plus, I think this fellow needs a less buff body to boot.
Elegance of the Night- Durecht: Most balanced of this lot, really. Though given how exploitable all the others are, it still has brokenness by association.
Music of the Night- Erik: Yeah, totally off the charts. Practically free-to-summon, crush card viable, non-tribute/-synchro walling four-star tuner that...wait for it, blocks special summons to make it all that much harder to run over.
Just...totally overpowered.
Pageant of the Night: So basically, build huge card advantage for yourself and Molest Tele-Dad's graveyard as well as any splashed plaguespreaders that might be hanging about. Seriously, this needs a cap somewhere. The only thing that got to search even three cards was Ojamagic, and those were wimpy vanillas. D:
Snowhorn Sprite: the one-card answer to careless swings from big synchro or Heraklinos. Trying to pick your target with this is going to get costly, though, so fair enough.
Snowhorn Wolf: Ehh...it's grizzly-searchable and can break a special summon's back pretty badly, but even so...I think I'd be more comfortable with something that just gets rid of the darn thing. Seeing as how this reacts to all manner of discards and tributes, though, it might have a niche.
...you know, I find myself thinking something along the lines of your little bounce and Jar deck here now, especially since this is Salvage friendly. XD
Snowhorn Yeti Fighter: If you're looking for a big beater, you can't go wrong with this. Ailus-size attack, gets big enough to take on lesser special summons, and strips spells from the opponent's deck too. Given the explosive potential of spells, that effect alone would already make this worth considering.
Snowhorn Owl: Again, my thoughts stray to your Jar deck. Very nasty stun effect that slows Tele-DaD and pals down while freezing out gladiator tag-outs. (intentionality of the pun can be debated here)
Sage of Snowhorn: kind of a more restricted Magic Jammer on legs. It's passable size in both positions, so it has its uses, but I think I'd like it with 100 less Atk to make it Salvage and Sangan friendly.
Great Whale of Snowhorn: More muscle to drop down, though given how you're not special summoning you have to keep that other snowhorn monster in play first. It's big and has a nasty punishment effect, so it's worth the tribute too (woe be those who try to flip Scapegoat to block your attacks on your battle phase). I'd say maybe cut down the Atk a little to make it fair.
Frozen Flame of Snowhorn: no spells decks like this, certainly. I can also see it teched for some obscure DD build that likes to remove its spells from play.
Snowhorn Spider: Very, very strong lead for snowhorn decks. It's big enough to step on the normal summons and has an effect to wipe out anything bigger that comes its way. But really, I can see this being played just for the 'normal summon a 2500-atk beater for no cost' aspect. x.O
Snowhorn Trapper: Stardust Dragon is going to love you for this. Oh yes. It's also a very cruel response to untimely DaDs or Judgment Dragons.
Snowhorn Trickster: Another big beater that has some very dangerous synergy with your discard-from-hand snowhorns and even if you chose not to take one of those this is still your ticket to that next turn whale or spider.
Snowhorn Charger: pretty much a fear lock to keep your opponent from playing out their spells. Doesn't do much if your opponent runs through their search and draw before committing to the field, but it does naughty things to the standard Krebons + Malicious setup.
Snowhorn Newt: Peeking at the hand is always nice, as is ripping away important spells, but this thing looks more than just a little bit vulnerable. Then again, snowhorn would probably be trap-heavy anyway and might have the resources to protect it. :x
Snowhorn Spell Cannon: kind of a...very slow buildup. I'd probably avoid this, seeing as how Snowhorn has plenty of ways to punish special summons already.
Ocean Tunneler of Snowhorn: So wait...why is Ocean Tunneler harder to summon than Spider and Whale when both of those are stronger? The summoning requirement is also ridiculously specific with the current wording, as if you have even one card above four in your graveyard then it's a no-go. This can also play right into the old tele-DaD setup rather than hindering it. Just Emergency Teleport for your Krebons for your chance to earn a free Malicious discard and get the summon rolling. Set some cards so the discard can't bite you then proceed to run this painstakingly summoned creature over with a synchro of your choice.
Just...pass on this one. I'll stick to Spider and Whale.
Frozen Seed of Snowhorn: Soo...just
what are we searching for our trap card? Deck, Graveyard, or RFGs? Anyway, does Royal Oppression ruling apply to this too? As in, can we flip this on a special summon to fetch our trap of choice before the opponent sees this coming? If so, then it's pretty much instant threes for Snowhorn. Especially as we can discard Wolf for the effect and cripple that special summoned monster too while we're at it.
Blizzard Snowstorm: I can't help thinking that the name sounds a bit tautological. That aside, this is as good as a total special summon lock as long as you keep those normal summons coming, which lets the bulky snowhorns run over their frailer opposition very quickly. Too bad about the dissonance between this and Frozen Seed.
Tundra Traphole: Is it just me or this missing a 'Select and activate one of the following effects'? You may want to add one.
That being said, those two effects pretty much sum up what Snowhorn is all about. I can see the first providing a lot of fun in combination with Great Whale and Frozen Seed too, seeing as how the summon itself still occurs. :x
Snowhorn Dragon: ...there is always a dragon, isn't there? XD It's like...Vanity's Ruler and one-sided Spell Canceller in one, really buff body. The summoning requirements are demanding, but the sheer power and size of this and certain other Snowhorns makes considering a no spells deck actually sort of viable.
Anywho, edits and stuff:
Empath Fiend - Avarice
Psychic/Tuner/Effect
3 Star/Dark
1200 Atk / 1100 Def
If this card is sent to the Graveyard for the Synchro Summon of a Psychic Type Monster, you can pay 400 Life Points to draw a card for each Psychic Type Monster used in that Synchro Summon, then discard a card from your Hand for every card you drew.
Empath Fiend - Loneliness
Psychic/Tuner/Effect
1 Star/Water
800 Atk / 1250 Def
During your Standby Phase, if this card is the only Monster you control, you can pay 800 Life Points to Special Summon one Level 3 or lower "Empath Fiend" Monster from your Deck.
Empath Fiend - Terror
Psychic/Effect
1 Star/Dark
0 Atk / 0 Def
Once per turn, you can pay Life Points in multiples of 300 (maximum 900) to reveal a card from the top of your opponent's Deck for every 300 Life Points you paid then put them back in the same order. If there are any Monster Cards revealed by this effect, select one of them and the Attribute, Level, Atk, and Def of this card are treated as those of the selected card for as long as this card remains on the Field.
Split-Personality Disorder
Normal Trap
This card can only be activated when an "Empath Fiend" Monster you control is destroyed. Pay 2000 Life Points to Special Summon two differently leveled Level 3 or lower "Empath Fiend" Monsters from your Deck.
Anyways, some more bits and pieces. Only a few, 'cause I reviewed so many. :x
Empath Fiend - Apathy
Psychic/Effect
4 Star/Earth
800 Atk / 2200 Def
At the beginning of a Battle Phase, you can pay 500 Life Points. If you do, your opponent can not activate any card effects until the end of the Battle Phase.
Empath Fiend - Inferiority
Psychic/Effect
1 Star/Water
200 Atk / 100 Def
When this card Battles with a Monster your opponent controls, you can pay 900 Life Points to make the Atk and Def of that Monster 100 for Damage Calculation only.
Empath Fiend - Neurocomplex
Psychic/Synchro/Effect
7 Star/Dark
2400 Atk / 2300 Def
Any Psychic Type Tuner Monster + Any non-Tuner "Empath Fiend" Monster(s)
This card can use the Effect(s) of all "Empath Fiend" Monsters used to Synchro Summon it. When this card is destroyed, you can pay 800 Life Points to Special Summon one of the "Empath Fiend" Monsters used to Synchro Summon this card from your Graveyard.
Suggestion
Normal Spell
Declare a Monster Level then pay Life Points equal to the Level you declared x 100 points. Your opponent selects one Monster card from their Deck with the same Level as the one you declared then shuffles their Deck and places the selected Monster Card at the top.