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You make the Card!

Kenny_C.002

Welcome to Rokkenjima
1,849
Posts
20
Years
  • Banshee:
    Interestingly enough I didn't like the whole flip effect part of the card's ability. Personally I'd rather just say "non-flip effect" or something like that. Either way, it looks good.

    Sword:
    Yeah that's alright for a little trick.

    Grave:
    Generally if there is an ability that prevents the destruction of the monster, you can avoid the drawback. If you wish for that to be not apparent, then just "remove it from the game" also works and makes the drawback "stronger".

    Soldier:
    I don't have much complaint for this card, although it may boarderline on the ability being a little too powerful for a 1700.

    I'll continue sometime later. ;)
     

    Golemaddon

    Gandalf
    11
    Posts
    20
    Years
  • dm :
    card name : Bombargeddon Crusher of Defenses
    creature type : rock beast
    effect : when this creature comes into play your opponent chooses 3 of his shields and sends them to the grave yard
    power : 2000
    mana cost :14
     

    Venasaur

    Master of the Forest!!!!
    71
    Posts
    20
    Years
  • Kenny_C.002 said:
    Banshee:
    Interestingly enough I didn't like the whole flip effect part of the card's ability. Personally I'd rather just say "non-flip effect" or something like that. Either way, it looks good.

    Sword:
    Yeah that's alright for a little trick.

    Grave:
    Generally if there is an ability that prevents the destruction of the monster, you can avoid the drawback. If you wish for that to be not apparent, then just "remove it from the game" also works and makes the drawback "stronger".

    Soldier:
    I don't have much complaint for this card, although it may boarderline on the ability being a little too powerful for a 1700.

    I'll continue sometime later. ;)

    Thanks! Now that you mention it, Secret Pass to the Grave could utilized a few loop holes... I'll fix it when I have some time. Any more suggestions, fixes, rates, or anything of the like?
     

    acehero

    Acehero
    8
    Posts
    18
    Years
  • Millenniumn Beast!

    Millennium Beast
    Effect Monster
    9/Dark/Fiend
    Effect:When played regradless to any position, it gains 2500 points for every monster on the field and an additional 500 points each turn.
    3000/2790
    Ultra Rare
     

    Kenny_C.002

    Welcome to Rokkenjima
    1,849
    Posts
    20
    Years
  • acehero: Broken since it can be reanimated like normal. Makes it insane with premature/call...too insane.

    EMG-EN005
    CAMOUFLAGE BEAST
    3 Stars/Beast/ Earth
    ATK: 1300/ DEF:1600
    When this card is successfully Normal Summoned, Flip Summoned, or Special Summoned,select one monster type. As long as this card remains face-up on the field, monsters of the same type cannot attack this monster.
    (COMMON)

    Good stuff. I'm liking this.

    EMG-EN006
    DNA Surgeon
    4 Stars/Fiend/Dark
    ATK:1600/ DEF:1000
    When this card is Normal Summoned, Flip Summoned, or Special Summoned, select one type. As long as this card remains face-up on the field, all monsters on the field (except for those Summoned after this card's effect) are treated as the type you selected.
    (RARE)

    DNA surgeory with legs eh. Nothing too exciting, but good enough.

    EMG-EN007
    SHADOWS OF LIGHT
    Counter Trap
    Whenever a player declares an attack, select one of the following:
    ?Send all Spells and Traps on the field back to their owner?s hands. (You cannot select this card)
    ?Turn all monster cards of the field face-down.
    ?Return one monster back to its Respective owner?s hand.
    (SECRET RARE)

    That's one versitile card. Not sure on its brokenness unless it's tested tho.

    EMG-EN008
    ANGEL OF LIFE
    10 Stars/Fairy/Light
    ATK: ?/ DEF: ?
    This card can only be Special Summoned by offering three monsters from your side of the field as Tributes. This card?s ATK becomes the current Life Points of the player controlling this card. If the controller of this card takes any Damage to his/her Life Points, this card is automatically destroyed. Decrease the ATK of this card by 1000 whenever it attacks and successfully destroys a monster on your opponent?s side of the field.
    (ULTRA RARE)

    This looks alright, and certainly it's a very dangerous card if summoned. ;)
     

    RaikouRider243

    Lightning Swordsman
    216
    Posts
    18
    Years
    • Age 36
    • Seen Jul 18, 2009
    Here's a Final Fantasy-like card for you...

    "Auto-Life"
    [Magic Card]

    Pay 800 Life Points. Select 1 monster on your side of the field. When the monster is destroyed and sent to the Graveyard, it is Special Summoned to the field immediately.
     

    Kenny_C.002

    Welcome to Rokkenjima
    1,849
    Posts
    20
    Years
  • "Auto-Life"
    [Quick Magic Card]

    Pay 800 Life Points. Select 1 monster on your side of the field. until the end of turn, if the monster is destroyed and sent to the Graveyard, it is Special Summoned to the field instead.

    I'm never a fan of the big "indefinite" spells where effects carry on for like 10 turns before it activates...and by that time people have forgotten about it. The solution to this was to add the "end of turn" clause to keep it on 1 turn, but change it to quick magic so you can save monsters still like normal. Functionally this card might be BETTER than the original version (due to it being of a faster spell speed), so I think this is a good shot. Now for the costing...might want to do discarding a card instead of paying premature life (get it? premature life? HAHAHA ;)). Not bad in concept, and definitely a worthy attempt. :)

    EMG-EN009
    SEALED ENERGY
    Equip Spell
    The equipped monster cannot attack. Increase the ATK and DEF of the equipped monster by 500 during each of your Standby Phases. If you successfully Tribute Summon a monster with the monster equipped to this card, increase the ATK and DEF of the Tribute monster by the ATK and DEF of the monster equipped with this card.
    (SUPER RARE)

    A more interesting thing IMO would be the transfer of the actual equip magic onto the new tributed monster. This card isn't going anywhere in terms of power anyway, so we're good. ;)
     
    451
    Posts
    19
    Years
    • Age 38
    • Seen Apr 10, 2008
    MM teach me how to make YGO fakes. Thankk you.

    Being bored.

    Silent Swordsman EX
    ULTIMATE RARE/Ultra Rare
    Effect Monster
    Level 6
    Light/Warrior
    This card cannot be Tribute summoned or Set. This card can only be Special Summoned by removing 1 Silent Swordsman LV 5 in the graveyard from play. This card is unaffected by your opponent's Spell cards. When this card successfully inflicts Battle Damage, increase this card's ATK by 200.
    ATK/2000
    DEF/1000

    Guilt the Legion Knight LV8
    ULTIMATE RARE/Ultra Rare
    Effect Monster
    Level 8
    Earth/Warrior
    This card cannot be Tribute Summoned or Set. This card can only be Special Summoned by the effect of Guilt the Legion Knight LV5. You may destroy up to 2 monsters, you must pay 500 life points for each monster you destroy. You can only do this once per turn.
    ATK/2900
    DEF/1900

    Guilt the Legion Knight LV5
    Effect Monster
    Level 5
    Earth/Warrior
    This card cannot be Special Summoned. Inflict 100 life points of direct damage for each monster on the field, once per turn. If this card inflicts damage to your opponent's Life points (in any way), you may send this face-up card to the Graveyard to Special Summon Guilt the Legion knight LV8 from your hand or deck.
    ATK/2200
    DEF/1500

    Guilt the Legion knight LV2
    Effect Monster
    Level 3
    Earth/Warrior
    When this card destroys another monster as a result of battle, you may send this face-up card to the graveyard to Special Summon Guilt the Legion Knight LV5 from your hand or deck.
    ATK/1000
    DEF/900

    Masamune
    Equip Spell Card
    This card can only be equipped to Warriors. The equipped mosnter can attack twice in one Battle Phase and each time it attacks, increase its ATK by 500.

    Battle Axe
    Equip Spell Card
    This card can only be equipped to Beast-Warriors. Increase the ATK and DEF of the equipped monster by 1000 for each Beast-Warriro on the field.
     

    Kenny_C.002

    Welcome to Rokkenjima
    1,849
    Posts
    20
    Years
  • Silent Swordsman EX
    ULTIMATE RARE/Ultra Rare
    Effect Monster
    Level 6
    Light/Warrior
    This card cannot be Tribute summoned or Set. This card can only be Special Summoned by removing 1 Silent Swordsman LV 5 in the graveyard from play. This card is unaffected by your opponent's Spell cards. When this card successfully inflicts Battle Damage, increase this card's ATK by 200.
    ATK/2000
    DEF/1000

    Dear lord the brokenness. Okay it's more like you can only kill him with combat, but then again when you're controlling the game, you've won the game. I'm not an avid fan of this card as it nears the broken range.

    Guilt the Legion Knight LV5
    Effect Monster
    Level 5
    Earth/Warrior
    This card cannot be Special Summoned. Inflict 100 life points of direct damage for each monster on the field, once per turn. If this card inflicts damage to your opponent's Life points (in any way), you may send this face-up card to the Graveyard to Special Summon Guilt the Legion knight LV8 from your hand or deck.
    ATK/2200
    DEF/1500

    By the way this card is worded, that means the turn it comes into play, it can immediately go to the highest level. Also, you did not specify what you can damage, so technically speaking you can "damage" magic on the field also. Remember to always specify that you have to deal damage to players each time. Again, the beef here is that it immediately goes to level 8, dealing at least 100 damage to boot.

    Guilt the Legion Knight LV8
    ULTIMATE RARE/Ultra Rare
    Effect Monster
    Level 8
    Earth/Warrior
    This card cannot be Tribute Summoned or Set. This card can only be Special Summoned by the effect of Guilt the Legion Knight LV5. You may destroy up to 2 monsters, you must pay 500 life points for each monster you destroy. You can only do this once per turn.
    ATK/2900
    DEF/1900

    I've noticed that this card's power level is probably similar to that of the other big giants, so I tend not to care...except that a level 3 can immediately go to level 8 the turn it came into play, as long as it blew something up that turn. the level 3's okay, btw

    Masamune
    Equip Spell Card
    This card can only be equipped to Warriors. The equipped mosnter can attack twice in one Battle Phase and each time it attacks, increase its ATK by 500.

    It's good, but might be a little too good. Need testing to figure this one out.

    EMG-EN010
    LUCK OF THE DRAW
    Continuous Spell
    During each of your End Phases, pick up (Not Draw) a card from your Deck. If it is a monster card, discard it to the graveyard and increase your Life Points by the ATK of the picked up monster. If it is a Spell or Trap card, increase your Life Points by 100.
    (COMMON)

    Generally speaking, you should specify that you should reveal and that it's the top of your deck (to avoid deck shuffling and the like). Otherwise it's alright for a common.
     

    Jack O'Neill

    Banned
    8,343
    Posts
    18
    Years
    • Age 34
    • Seen Jul 15, 2015
    Too much Yu-Gi-Oh, not enough Magic: the Gathering. Oh well. >_<


    Dawnwalker
    2WW
    Creature - Human Knight
    2/2
    Kicker W (You may pay an additional W as you play this spell.)
    If you paid the kicker cost, Dawnwalker comes into play with a +1/+1 counter on it and has "Dawnwalker can't be blocked except by artifact creatures and/or white creatures."
    Uncommon

    Serra Bureaucrat
    2WW
    Creature - Human Cleric
    2/2
    When Serra Bureaucrat comes into play, put three white 1/1 Human Soldier creature tokens into play.
    "'Good is relative. Do Phyrexians think anything better of Yawgmoth?' - Radiant, archangel"
    Uncommon

    Serra's Edict
    WW
    Enchantment
    Whenever an opponent plays a black spell, that player loses 1 life and you gain 1 life.
    "'Serra's purity permits no other.' - Radiant, archangel"
    Uncommon

    Order of Radiant
    3W
    Creature - Human Knight
    2/2
    Order of Radiant can't be blocked except by artifact creatures and/or white creatures.
    Whenever Order of Radiant deals damage to a player, you gain that much life.
    Uncommon

    Children of Radiant
    2WWW
    Creature - Angel
    2/2
    Flying, vigilance
    2W, Tap an untapped creature you control: Put X +1/+1 counters on Children of Radiant, where X is the tapped creature's converted mana cost.
    "With limited time and nearly unlimited resources, Radiant used the essence of one soldier to strengthen another."
    Uncommon

    Serra Revenant
    1WW
    Creature - Spirit
    2/2
    Flying
    Tap an untapped creature you control: Serra Revenant gets +2/+2 until end of turn.
    Common

    Serra Infiltrator
    2WW
    Creature - Human Rogue
    2/2
    2U: Exchange control of Serra Infiltrator and target creature. (This effect doesn't end at end of turn.)
    "'It is Serra's will incarnate: efficient flesh that replaces inefficient metal.' - Radiant, archangel"
    Uncommon

    Serra Reaper
    3WW
    Creature - Angel
    3/3
    Flying, vigilance
    Whenever Serra Reaper blocks or becomes blocked by a non-white creature, remove that creature from the game.
    "She desires only to help Phyrexians get rid of the dry, numb skin of undeath."
    Common

    Radiant's Slayer
    2WW
    Creature - Human Soldier
    2/2
    Whenever Radiant's Slayer blocks or becomes blocked by a non-white creature, remove that creature from the game.
    "Urborg was only the first region terrorized by Radiant's specialized killers."
    Common

    Tribute to Serra
    1WW
    Instant
    As an additional cost to play Tribute to Serra, tap two untapped creatures you control.
    Choose one ? Destroy target artifact; or destroy target enchantment; or destroy target artifact and target enchantment.
    "'Everybody's got something to offer to Serra.' - Radiant, archangel"
    Common

    Soratami Thunderer
    1U
    Creature - Moonfolk Soldier
    2/2
    Flying
    1, Return a land you control to its owner's hand: Soratami Thunderer gets +2/+2 until end of turn. Play this ability only once per turn.
    Common

    Soratami Blizzard Shaper
    1UU
    Creature - Moonfolk Wizard
    2/2
    Flying
    When Soratami Blizzard Shaper leaves play, target opponent returns a land he or she controls to its owner's hand.
    Common

    Soratami Fogmaker
    2UU
    Creature - Moonfolk Wizard
    3/3
    Flying
    Soratami Fogmaker can't be the target of spells or abilities.
    T, return two lands you control to their owner's hand: Creatures you control can't be the target of spells or abilities until end of turn.
    "No matter where you find them, moonfolk love clouds."
    Uncommon

    Soratami Cloudtalker
    1UU
    Creature - Moonfolk Wizard
    2/2
    Flying
    When Soratami Cloudtalker comes into play, add U to your mana pool.
    Return a land you control to its owner's hand: Add U to your mana pool.
    Common

    Soratami Saboteur
    3UU
    Creature - Moonfolk Ninja
    2/2
    Flying, ninjutsu 1U (1U, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
    Whenever Soratami Saboteur deals combat damage to a player, that player returns a land he or she controls to its owner's hand.
    Uncommon

    Shosura, Unseen Sniper
    1UU
    Legendary Creature - Moonfolk Rogue
    2/2
    Flying
    Whenever an opponent plays a Spirit or Arcane spell, counter that spell unless that player returns two lands he or she controls to their owner's hand.
    Rare

    Naoko the Highblood
    3W
    Legendary Creature - Human Samurai
    2/3
    Naoko the Highblood has bushido X, where X is the number of Samurai you control. (When this blocks or becomes blocked, it gets +X/+X until end of turn.)
    Creatures you control have vigilance.
    Rare
     

    Kenny_C.002

    Welcome to Rokkenjima
    1,849
    Posts
    20
    Years
  • Dawnwalker
    2WW
    Creature - Human Knight
    2/2
    Kicker W (You may pay an additional W as you play this spell.)
    If you paid the kicker cost, Dawnwalker comes into play with a +1/+1 counter on it and has "Dawnwalker can't be blocked except by artifact creatures and/or white creatures."
    Uncommon

    2/2 for 4 without much abilities isn't very attractive for an uncommon. with kicker, it's a 3/3 for 5 with reversed fear, which is a perfect common slotter.

    Serra Bureaucrat
    2WW
    Creature - Human Cleric
    2/2
    When Serra Bureaucrat comes into play, put three white 1/1 Human Soldier creature tokens into play.
    "'Good is relative. Do Phyrexians think anything better of Yawgmoth?' - Radiant, archangel"
    Uncommon

    Make it 2 tokens or even one. At this current moment, the card breaks white's weenies too much, since it's essentially a 5/5 for 4 without any drawback FOR WHITE, which is unheard of. Heck a 4/4 for 4 is rare with white.

    Serra's Edict
    WW
    Enchantment
    Whenever an opponent plays a black spell, that player loses 1 life and you gain 1 life.
    "'Serra's purity permits no other.' - Radiant, archangel"
    Uncommon

    No comment

    Order of Radiant
    3W
    Creature - Human Knight
    2/2
    Order of Radiant can't be blocked except by artifact creatures and/or white creatures.
    Whenever Order of Radiant deals damage to a player, you gain that much life.
    Uncommon

    It's pretty good. Not sure about rarity.

    Children of Radiant
    2WWW
    Creature - Angel
    2/2
    Flying, vigilance
    2W, Tap an untapped creature you control: Put X +1/+1 counters on Children of Radiant, where X is the tapped creature's converted mana cost.
    "With limited time and nearly unlimited resources, Radiant used the essence of one soldier to strengthen another."
    Uncommon

    Personally speaking, that ability is VERY powerful for a creature like that. Of course, among the many ways to break it, I'm only worried if it'll be too easily breakable. Either way, vigilance should be taken out.

    Serra Revenant
    1WW
    Creature - Spirit
    2/2
    Flying
    Tap an untapped creature you control: Serra Revenant gets +2/+2 until end of turn.
    Common

    Pretty standard stuff.

    Serra Infiltrator
    2WW
    Creature - Human Rogue
    2/2
    2U: Exchange control of Serra Infiltrator and target creature. (This effect doesn't end at end of turn.)
    "'It is Serra's will incarnate: efficient flesh that replaces inefficient metal.' - Radiant, archangel"
    Uncommon

    Cool

    Serra Reaper
    3WW
    Creature - Angel
    3/3
    Flying, vigilance
    Whenever Serra Reaper blocks or becomes blocked by a non-white creature, remove that creature from the game.
    "She desires only to help Phyrexians get rid of the dry, numb skin of undeath."
    Common

    Heck this is rare material baby! The ability is powerful, coupled with flying and vigilance on a 3/3 for 5 is more than a deal in mana cost. Again, vigilance shaves one cost off to make it at least close enough to what it should be costed.

    Radiant's Slayer
    2WW
    Creature - Human Soldier
    2/2
    Whenever Radiant's Slayer blocks or becomes blocked by a non-white creature, remove that creature from the game.
    "Urborg was only the first region terrorized by Radiant's specialized killers."
    Common

    No comment.

    Tribute to Serra
    1WW
    Instant
    As an additional cost to play Tribute to Serra, tap two untapped creatures you control.
    Choose one ? Destroy target artifact; or destroy target enchantment; or destroy target artifact and target enchantment.
    "'Everybody's got something to offer to Serra.' - Radiant, archangel"
    Common

    I'm not sure what to think of with this card. This is due to the last part with BOTH artifact and enchantment. IT might be too powerful for a common tho.

    Soratami Thunderer
    1U
    Creature - Moonfolk Soldier
    2/2
    Flying
    1, Return a land you control to its owner's hand: Soratami Thunderer gets +2/+2 until end of turn. Play this ability only once per turn.
    Common

    Agressive blue flyer? 2/1 Also +1/+1, since blue sucks with creatures.

    Soratami Blizzard Shaper
    1UU
    Creature - Moonfolk Wizard
    2/2
    Flying
    When Soratami Blizzard Shaper leaves play, target opponent returns a land he or she controls to its owner's hand.
    Common

    Might want to cost 4...

    Soratami Fogmaker
    2UU
    Creature - Moonfolk Wizard
    3/3
    Flying
    Soratami Fogmaker can't be the target of spells or abilities.
    T, return two lands you control to their owner's hand: Creatures you control can't be the target of spells or abilities until end of turn.
    "No matter where you find them, moonfolk love clouds."
    Uncommon

    Sure. Make it a 3/1 or a 1/3 tho Moonfolk are notorious for crappy stats

    Soratami Cloudtalker
    1UU
    Creature - Moonfolk Wizard
    2/2
    Flying
    When Soratami Cloudtalker comes into play, add U to your mana pool.
    Return a land you control to its owner's hand: Add U to your mana pool.
    Common

    Uhhh....what's pretty insane mana acceleration there. This card needs to go back to the drawing board...

    Soratami Saboteur
    3UU
    Creature - Moonfolk Ninja
    2/2
    Flying, ninjutsu 1U (1U, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
    Whenever Soratami Saboteur deals combat damage to a player, that player returns a land he or she controls to its owner's hand.
    Uncommon

    No comment other than Ninjutsu for 1UU

    Shosura, Unseen Sniper
    1UU
    Legendary Creature - Moonfolk Rogue
    2/2
    Flying
    Whenever an opponent plays a Spirit or Arcane spell, counter that spell unless that player returns two lands he or she controls to their owner's hand.
    Rare

    Interesting. I kinda like that

    Naoko the Highblood
    3W
    Legendary Creature - Human Samurai
    2/3
    Naoko the Highblood has bushido X, where X is the number of Samurai you control. (When this blocks or becomes blocked, it gets +X/+X until end of turn.)
    Creatures you control have vigilance.
    Rare

    I feel that the vigilance again puts it out of the 4 range. You can a) make it 2WW or b) make it 4W. You just can't have this guy splashable IMO, so 2WW is the better choice. However, that only gives vigilance to just the samurai, and not the entire band of samurai. So 3WW is the safest choice. costed aggro you make it 2WW and hope for the best. (I prefer the aggro cost in this case.)

    Nice stuff there. Just minor fixes and stuff and we're all happy. :)
     

    KLS

    PC's Eternal Witness
    1,397
    Posts
    20
    Years
  • Jack O Neill, some of your cards are WAY too strong.
    for example your "Serra Revenant", let's think about this for a second.
    For just essentially 3 mana you get a 2/2 flyer, that enough is decent as it is. But the effect just makes the card broken, if you had just 1 other creature, he's a 4/4 flyer, one more and he's a 6/6. That's 6 damage by turn 4 and what's scarier is that he's consistent....

    Next, "Tribute To Serra" should have an entwine effect and for 3 mana only.... it should be a rare (at least an uncommon).

    Lastly, "Soratami Thunderer" is too broken. I mean on turn 2 you get a 2/2 flyer, turn 3, your swinging with a 4/4 flyer. Not only is he consistent but because he's 1U, making him splashable (which is REALLY scary).

    Also, your "Reverse Fear" is interesting, however I standby a huge objection.

    1) When I think of White, I think of "Pro Colors" *cough*Glory*cough*. However, Reverse Fear is essentially fear for white, which is not good because all they need is pro-color. Sure, it's basically Pro-Colors other than white but then the effect "Reverse Fear" leeches cards like "Glory" dry because there's no use for them anymore.

    2) The main reason why I'm such against "Reverse Fear" is that it's not like Black. When I think of Black, I think about nutty 5/3's with fear on turn 2 or 3 that makes you lose 4 to 5 life every turn, cards like "Phyrexian Negator" and "Drinker Of Sorrow" but that's the difference between "White" and "Black". White is essentially overcosted creatures with low stats that have (shall we say) "Positive" effects (cards like Reya, Akroma or ever Serra Angel) and Black is exactly the opposite of that. So why would creatures like "Reya" need "Reverse Fear" when your not going to be swinging often with it.

    Although it is interesting that you try to bring out the aggresive side of "white" but unless it's "white weenies" your going to have a hard time. Props for the ideal.

    Now without further ado, I present to you

    Lord Of ****ations
    3BB
    Creature - Lord
    3/3
    When Lord Of ****ations is sent to the graveyard, you may choose a number, target opponent sacrifices everything but that many permanents or target opponent loses that much life and you gain that much.

    Not bad for 5 mana, since it feels like a "Choice Of ****ations"(which might I add is my favorite card from the set "Saviors of Kamigawa") on a stick. However, if you control "Lord Of ****ations" you'd mostly likely choose a number like 4 or 5 since if you choose a high number than your opponent will most definately sacrifice everything but that many permanents and if you choose a low number then your opponent will obviously lose the life instead.
     
    Last edited:

    Jack O'Neill

    Banned
    8,343
    Posts
    18
    Years
    • Age 34
    • Seen Jul 15, 2015
    KLS said:
    Kenny, some of your cards are WAY too strong.
    for example your "Serra Revenant", let's think about this for a second.
    For just essentially 3 mana you get a 2/2 flyer, that enough is decent as it is. But the effect just makes the card broken, if you had just 1 other creature, he's a 4/4 flyer, one more and he's a 6/6. That's 6 damage by turn 4 and what's scarier is that he's consistent....

    Next, "Tribute To Serra" should have an entwine effect and for 3 mana only.... it should be a rare (at least an uncommon).

    Lastly, "Soratami Thunderer" is too broken. I mean on turn 2 you get a 2/2 flyer, turn 3, your swinging with a 4/4 flyer. Not only is he consistent but because he's 1U, making him splashable (which is REALLY scary).

    Also, your "Reverse Fear" is interesting, however I standby a huge objection.

    1) When I think of White, I think of "Pro Colors" *cough*Glory*cough*. However, Reverse Fear is essentially fear for white, which is not good because all they need is pro-color. Sure, it's basically Pro-Colors other than white but then the effect "Reverse Fear" leeches cards like "Glory" dry because there's no use for them anymore.

    2) The main reason why I'm such against "Reverse Fear" is that it's not like Black. When I think of Black, I think about nutty 5/3's with fear on turn 2 or 3 that makes you lose 4 to 5 life every turn, cards like "Phyrexian Negator" and "Drinker Of Sorrow" but that's the difference between "White" and "Black". White is essentially overcosted creatures with low stats that have (shall we say) "Positive" effects (cards like Reya, Akroma or ever Serra Angel) and Black is exactly the opposite of that. So why would creatures like "Reya" need "Reverse Fear" when your not going to be swinging often with it.

    Although it is interesting that you try to bring out the aggresive side of "white" but unless it's "white weenies" your going to have a hard time. Props for the ideal.

    Now without further ado, I present to you

    Lord Of ****ations
    3BB
    Creature - Lord
    3/3
    When Lord Of ****ations is sent to the graveyard, you may choose a number, target opponent sacrifices everything but that many permanents or target opponent loses that much life and you gain that much.

    Not bad for 5 mana, since it feels like a "Choice Of ****ations"(which might I add is my favorite card from the set "Saviors of Kamigawa") on a stick. However, if you control "Lord Of ****ations" you'd mostly likely choose a number like 4 or 5 since if you choose a high number than your opponent will most definately sacrifice everything but that many permanents and if you choose a low number then your opponent will obviously lose the life instead.
    Uh, KLS, those aren't Kenny's cards; those are mine. He was merely reviewing them.

    BTW, why do they have to censor that word when it's not even that vulgar compared to other profanities?

    ===============

    Viridian Reclaimer
    2GG
    Creature - Elf Artificer
    2/2
    2GG, T, Sacrifice an artifact: Add X mana of the color of your choice to your mana pool, where X is the sacrificed artifact's converted mana cost.
    Uncommon

    Auriok Screamer
    2WW
    Creature - Human Soldier
    2/2
    1W, T: Target attacking or blocking creature gets -X/-0 until end of turn, where X is the number of artifacts you control.
    Common

    Sylvok Harvester
    1GW
    Creature - Human Druid
    2/2
    Protection from black
    Whenever an artifact is put into a graveyard from play, you gain 1 life.

    Skyshroud Shinobi
    2G
    Creature - Elf Ninja
    1/2
    Ninjutsu 1G (1G, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
    Whenever Skyshroud Shinobi deals combat damage to a player, that player puts the top card of his or her library into his or her graveyard.
    Uncommon

    Spellpurger Ronin
    2WW
    Creature - Nightmare Samurai
    2/2
    Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)
    When Spellpurger Ronin comes into play, target player discards his or her hand.
    When Spellpurger Ronin leaves play, that player draws 7 cards.
    "The pandemic insanity had a lasting effect on certain samurai?but no one noticed."
    Common

    Soulpurger Titan
    4WW
    Creature - Nightmare Giant
    4/4
    Trample
    When Soulpurger Titan comes into play, target player loses all but 1 life.
    When Soulpurger Tutan leaves play, that player gains life equal to the life he or she lost when it came into play.
    Uncommon

    Worldpurger Seraph
    6WW
    Creature - Nightmare Angel
    6/6
    Flying, vigilance
    When Worldpurger Seraph comes into play, destroy all other permanents. They can't be regenerated.
    When Worldpurger Seraph leaves play, return all permanents in all graveyards to play under their owners' control.
    Rare

    Serra's Reclaimation
    1WW
    Enchantment
    1WW: Return target creature card in your graveyard to play.
    "'Not even death can stop us from fighting in Serra's name.' - Radiant, archangel"
    Uncommon
     
    451
    Posts
    19
    Years
    • Age 38
    • Seen Apr 10, 2008
    Uh, crap.
    Hmm..

    Blue-Eyes White Dragon EX
    Effect Monster
    Level 8
    Light/Dragon
    This card cannot be Tribute Summoned or Set. This card can only be Special Summoned by offering 1 'Blue-Eyes Whtie Dragon' from your side of the field from play. WHen this card destroys your opponent's monster and sends it to the Graveyard as a result of battle, inflict half of this card's ATK points to your opponent's Life points.
    ATK/3000
    DEF/2500

    Onslaught of Relentless Soldiers
    Effect Mosnter
    Level 4
    Earth/Warrior
    This card cannot be Set. You may pay 500 LP each time you enter your Battle phase to increase this card's ATK by 1000 until the End Phase of your turn.
    ATK/2000
    DEF/0

    Torture
    Continuoius Trap Card
    Pay 1000 life points. Designate 1 monster on the field, as long as this card remains on field, your opponent loses LP equal to the number of ATK points the designated monster has each Standby Phase.

    Falchion
    Equip Spell Card
    Incease the equipped monster's ATK by 500 for each Warrior on thte field. The equipped monster can attack twice in 1 battle phase.

    Sword of Seals
    Equip Spell Card
    Decrease the equipped monster's ATK by 500 for each Warrior on the field.
    The equipped monster attacks all the monsters on your opponent's side of the field in 1 battle phase.

    Master Sword
    Equip Spell Card
    Incrase the equipped monster's ATK by 500 for each Warrior on the field. Descrease the number of your LP equal to the number of ATK points the equipped monster has each standby phase. The equipped monster attacks your opponent's LP directly.
     

    Kenny_C.002

    Welcome to Rokkenjima
    1,849
    Posts
    20
    Years
  • KLS: Uhhhh...yeah I don't tend to do broken things here, tho I make enough mistakes in my time. btw, I'm alright with your lord, but it being a 3/3 for 5 isn't as acceptable as a 3/2 for 5. I'm cool with the rest of it.

    Jack:
    Viridian Reclaimer
    2GG
    Creature - Elf Artificer
    2/2
    2GG, T, Sacrifice an artifact: Add X mana of the color of your choice to your mana pool, where X is the sacrificed artifact's converted mana cost.
    Uncommon

    This is not a green card. Try red and just plain red mana.

    Auriok Screamer
    2WW
    Creature - Human Soldier
    2/2
    1W, T: Target attacking or blocking creature gets -X/-0 until end of turn, where X is the number of artifacts you control.
    Common

    Meh I'm fine with it.

    Sylvok Harvester
    1GW
    Creature - Human Druid
    2/2
    Protection from black
    Whenever an artifact is put into a graveyard from play, you gain 1 life.

    Hmmmm....I don't generally like artifact-based cards like this one, so I'll leave it to KLS.

    Skyshroud Shinobi
    2G
    Creature - Elf Ninja
    1/2
    Ninjutsu 1G (1G, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
    Whenever Skyshroud Shinobi deals combat damage to a player, that player puts the top card of his or her library into his or her graveyard.
    Uncommon

    That's a blue ability there. Ninja are not supposed to be green to begin with, so shifting it to the blue costs would make it good.

    Spellpurger Ronin
    2WW
    Creature - Nightmare Samurai
    2/2
    Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)
    When Spellpurger Ronin comes into play, target player discards his or her hand.
    When Spellpurger Ronin leaves play, that player draws 7 cards.
    "The pandemic insanity had a lasting effect on certain samurai?but no one noticed."
    Common

    To begin, that's a rare effect there, and should not be in a common card. From what I'm seeing, this ability is more black than white. Not only that, the cost of 4 for such an effect completely warps all possible thoughts. Heck it's so efficient that it'll be in every single discard deck, and immediately 4-of. Sorry, but it's wayyyyyy too broken, since effectively you can force your opponent to discard their hand for massive damage from megrim, and then refill their hand so you can make them discard all of them again with massive damage from megrim again. Try costing it around 4BBB and make it a 3/3 while cutting out Bushido.

    Soulpurger Titan
    4WW
    Creature - Nightmare Giant
    4/4
    Trample
    When Soulpurger Titan comes into play, target player loses all but 1 life.
    When Soulpurger Tutan leaves play, that player gains life equal to the life he or she lost when it came into play.
    Uncommon

    There's a reason why an effect such as this doesn't exist: range. From what I can see, the effect literally makes any poker (pinger) a winning condition (or use the longbow), and red stopped needing all those burn cards because a single shock's enough to win the game. It's one thing that you're doing this to yourself, it's another when you're doing it to an opponent. The verdict? Broken beyond fixing (I seriously don't know how to fix this without reverting to the card you based this on)...and not white.

    Worldpurger Seraph
    6WW
    Creature - Nightmare Angel
    6/6
    Flying, vigilance
    When Worldpurger Seraph comes into play, destroy all other permanents. They can't be regenerated.
    When Worldpurger Seraph leaves play, return all permanents in all graveyards to play under their owners' control.
    Rare

    You do understand that with this you can effectively wrath, geddon, tempest of light, and shatterstorm with a beatstick 6/6 by turn 4 would effectively ruin the game (okay so I CAN push it to turn one, but that's not the point here), right? As we know, sometimes there are things that need certain wordings to make it even possible to play. Luckily this is fixable. To begin, pick either lands or creatures, but not permanents. This seriously cuts down on the cost of the card AND can make it effective still. The second thing is the almighty "if you've played it from your hand" clause. Problem solved on reanimation. Next, I would prefer to see that the second ability be just your opponents getting the actionand not you, since this adds a side effect that justifies the low cost of 8 for such a creature. Do note that there are wayyyy too many words for this card to work anyway. Oh if you still want the effects you mentioned, try a cost somewhere around 12WWWWWWW, and you still need that "played from hand" clause.

    Serra's Reclaimation
    1WW
    Enchantment
    1WW: Return target creature card in your graveyard to play.
    "'Not even death can stop us from fighting in Serra's name.' - Radiant, archangel"
    Uncommon

    Broken.
     

    KLS

    PC's Eternal Witness
    1,397
    Posts
    20
    Years
  • Jack O'Neill said:
    Uh, KLS, those aren't Kenny's cards; those are mine. He was merely reviewing them.

    BTW, why do they have to censor that word when it's not even that vulgar compared to other profanities?

    ===============

    Viridian Reclaimer
    2GG
    Creature - Elf Artificer
    2/2
    2GG, T, Sacrifice an artifact: Add X mana of the color of your choice to your mana pool, where X is the sacrificed artifact's converted mana cost.
    Uncommon

    hmm... doesn't seem bad but green and artifacts don't commune well (I know this because I specialize in green).

    Auriok Screamer
    2WW
    Creature - Human Soldier
    2/2
    1W, T: Target attacking or blocking creature gets -X/-0 until end of turn, where X is the number of artifacts you control.
    Common

    once again, white doesn't commune well with artifact (if anything in extended, white = artifact hate) so you put two and two together and you get utter chaos. Though I suppose if this was type 2 legal it STILL would not see play since the Mirrodin Block is getting cycled out

    Sylvok Harvester
    1GW
    Creature - Human Druid
    2/2
    Protection from black
    Whenever an artifact is put into a graveyard from play, you gain 1 life.

    fairly decent for a rainbow card since MOST white/green run naturalize, disenchants and artifact mutations in extended

    Skyshroud Shinobi
    2G
    Creature - Elf Ninja
    1/2
    Ninjutsu 1G (1G, Return an unblocked attacker you control to hand: Put this card into play from your hand tapped and attacking.)
    Whenever Skyshroud Shinobi deals combat damage to a player, that player puts the top card of his or her library into his or her graveyard.
    Uncommon

    what kenny said... Ninjutsu is for blue and black only. If green had ninjas, it would be.... funky

    Spellpurger Ronin
    2WW
    Creature - Nightmare Samurai
    2/2
    Bushido 2 (When this blocks or becomes blocked, it gets +2/+2 until end of turn.)
    When Spellpurger Ronin comes into play, target player discards his or her hand.
    When Spellpurger Ronin leaves play, that player draws 7 cards.
    "The pandemic insanity had a lasting effect on certain samurai?but no one noticed."
    Common

    my goodness... you've got to be kidding me right? Screw getting rid of your opponent's hand, get rid of YOUR hand and block with so you can draw 7 fresh cards (meaning it's broken)

    Soulpurger Titan
    4WW
    Creature - Nightmare Giant
    4/4
    Trample
    When Soulpurger Titan comes into play, target player loses all but 1 life.
    When Soulpurger Tutan leaves play, that player gains life equal to the life he or she lost when it came into play.
    Uncommon

    no way.... for only 6 mana you get a 4/4 trample that get's your opponent down to 1.... I don't know about you but that means a single shock can win you the game. Fix this, this is too insane.

    Worldpurger Seraph
    6WW
    Creature - Nightmare Angel
    6/6
    Flying, vigilance
    When Worldpurger Seraph comes into play, destroy all other permanents. They can't be regenerated.
    When Worldpurger Seraph leaves play, return all permanents in all graveyards to play under their owners' control.
    Rare

    Ok, now this is beyond broken. word's can't describe how insane this card is. Let's think about it, destroying ALL permanents mean that your opponent can't play any spells since you got rid of their lands, they can't block nor attack since they're all dead. So, what your basically saying is that for 8 mana you win the game period.

    Serra's Reclaimation
    1WW
    Enchantment
    1WW: Return target creature card in your graveyard to play.
    "'Not even death can stop us from fighting in Serra's name.' - Radiant, archangel"
    Uncommon

    ... there's endless possibilities with this card, with witness you practically get every single card in your grave.. broken.

    point being, fix most of the cards here. They're just insane.
     
    451
    Posts
    19
    Years
    • Age 38
    • Seen Apr 10, 2008
    Ken.jpg


    CloudStrifeArtPrintableFoilRare.jpg


    BTW These were made by me.. if you haven't noticed. jus dont steal huh
     

    Kenny_C.002

    Welcome to Rokkenjima
    1,849
    Posts
    20
    Years
  • Okay. Converting first.

    Ken 4R
    Legendary Creature - Streetfighter
    Streetfighters get +1/+1
    Discard a card at random: Ken deals 2 damage to target creature or player.
    5/3
    Uncommon ...Rare you mean...

    To begin, it's a 6/4 for 5 beatstick with a game-ending ability. Yup, more powerful than the slogger (as to be expected from the legendary clause I added). For that, just deleting the "streetfighter" clause and make it a 6/4 should make it geet down from brokenn stage. If it should still be too powerful, add R to the cost of the ability.

    Cloud Strife 6W
    Legendary Creature - Hero
    First Strike
    When Cloud Strife comes into play, remove all artifacts from the game if you played him from your hand.
    5/4
    Rare

    ....sure I'm too lazy...
     

    VanirElf

    Dragon Trainer
    398
    Posts
    20
    Years
  • here's my idea for a Monster card

    (Name of Card)
    (Card Type: ie. trap, spell, continuous trap, etc.)
    (Level/Type/Attribute)
    (Effects)
    (ATK/DEF)
    (Rarity)

    Name: Athena's Apprentice
    Card Type: Monster
    Level: 5
    Type: Fairy/Effect
    Attribute: Light
    Effect: at the beginning of your opponents stand by phase, flip a coin
    if you call it right, your opponents monsters that are not Light
    attribute cannot attack this turn. If you call it wrong, sacrifice
    this card unless you sacrifice one monster on your side of the field.

    Atk: 1000
    Def: 2000
    Rarity: Ultra Rare
     
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