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Heh, I just wikied Nights so I'd know what these cards are talking about. Now to give some advice...
Dreamdrop Fountain: Even with an LP boost like that, you'll still be losing soon. Why? The opponent will have most likely run you over and left you with no LP or you'll be outdecked by that point. Sixty counters is a pretty high tally even when adding one per action, especially during turns when you can't really do anything because you've run out of cards in your hand. If you want to keep the thematic sixty, how about throwing in a certain amount of counters per turn (Say, five each time either player draws a card, which will cause insane gnashing of teeth for Zombie and Big City, both of whom like to draw. And Disk Commander. And... you know, pretty much everyone who utilizes cards with a draw effect. XD) You're still looking at twelve turns. And for the tribute effect, let's do something flashier then life points. Say.... special summon an insane number of monsters? Or how about you keep the conditions as they were, adding in a one-counter addition each time either player draws the card (For a sixty-turn minimum) and make it an instant-win condition. It'll be perfect. I think this card would be the best one, personally.... Dreamdrop Fountain Continuous Spell Each time either player draws a card, place three "Dreamdrop Counters" on this card. By tributing this card with 60 Dreamdrop Counters, you win the duel. Hey, Easter Eggs deserve a little more than a life point boost, yah? As for an idea for the "Ideya" cards, as well as a method to get those one and two-tribute Nightmares out... Red Ideya-Courage Normal Spell Special summon one "Visitor-Claris" and one "Visitor-Elliot" from your hand or deck. Blue Ideya-Intelligence Quickplay Spell When this card is activated, it is added to your opponent's hand. When this card is discarded to the graveyard from your opponent's hand by a card effect you control, draw two cards. You can only activate one "Ideya" card per turn. I think this may end up limited. Yellow Ideya-Hope (I forget which Ideya is which, so correct me if I'm wrong) Quickplay Spell When this card is activated, it is added to your opponent's hand. When this card is discarded from your opponent's hand to the graveyard by a card effect you control, destroy a monster on the opponent's side of the field. You can only activate one "Ideya" card per turn. White Ideya-Whatever the white Ideya Is (See what I mean?) Quickplay Spell When this card is activated, it is added to your opponent's hand. When this card is discarded from your opponent's hand to the graveyard by a card effect you control, select one random card in your opponent's hand and discard it. You can only activate one "Ideya" card per turn. Green Ideya-Growth Quickplay Spell When this card is actiavted, it is added to your opponent's hand. When this card is discarded from your opponent's hand by a card effect you control, special summon one "Level 2 Nightmaren" monster from your hand or deck. Monsters summoned by this card's effect cannot attack on the turn they are summoned. You can only activate one "Ideya" card per turn. |
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Hmm... apparently you missed the part about how Ideya cards only work right once they get tossed from your opponent's hand. By playing the Ideya cards, your goal is to get them tossed from your opponent's hand through the effect of Reala or Wizeman so that you get the support, since they represent your opponent's Ideya. So you should logically be the one getting the Nightmaren. Besides, I thought of losing an Ideya as being a sort of 'twisting' of the Ideya's power. Growth, therefore, causes more Nightmarens to appear, while losing 'hope' causes you to lose hope in the form of a shield monster, key card, or face-down you were hoping to use later. Loss of intelligence gives the opponent more options to take care of you with. Red Ideya breaks the pattern, but it's the only one to do this because of its in-game nature.
As for dreamdrop fountain... well, a monster swarm is my other idea. Perhaps special summoning several "NiGHTS" and friends? :3 Anyway.... the deck's strategy is a little fragmented because we're trying to combine the good guys and bad guys into one, solid strategy. Perhaps make two opposing decks, each with a different strategy? Like a swarm deck for NiGHTS for example, and the Ideya discard bonus for Wizeman and the rest. |
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Dolphin Persona Normal Spell Activate by shuffling one "NiGHTS" monster that does not include "Dolphin" in its name into your Deck. Special Summon 1 "Dolphin NiGHTS" from your hand, Deck, Graveyard, or Removed Zone. Rocket Persona Normal Spell Activate by shuffling one "NiGHTS" monster that does not include "Rocket" in its name into your Deck. Special Summon 1 "Rocket NiGHTS" from your hand, Deck, Graveyard, or Removed Zone. Dragon Persona Normal Spell Activate by shuffling one "NiGHTS" monster that does not include "Dragon" in its name into your Deck. Special Summon 1 "Dragon NiGHTS" from your hand, Deck, Graveyard, or Removed Zone. Unmasked Persona Normal Spell Activate by shuffling one "NiGHTS" monster that does not include "Nightmaren" in its name into your Deck. Special Summon 1 "Level 1 Nightmaren - NiGHTS" from your hand, Deck, Graveyard, or Removed Zone. I'll post the Persona NiGHTS cards later. |
I'm not dead, just totally unfamiliar with whatever those nightmaren cards are o_O; So I didn't post... but seeing how 2 days passed already, let's just make this thread alive somehow.
Frost Maiden of Snowhorn Spellcaster / Effect 5 Star / Water 2100 Atk / 1900 Def Remove from play all spell cards in either player's graveyard. As long as this card is in play, spell cards are sent to the graveyard. Increase the Atk of this card by 100 for each of your opponent's spell card removed from play. |
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Dolphin NiGHTS WATER Fish-Type/Effect Level 4 ATK 1850 DEF 1300 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned, except by the effect of "Dolphin Persona". This card is also treated as a DARK Spellcaster-Type monster. Yeah, I know. Not that good. But this reflects the Dolphin Persona in the game. It was used only to go underwater; you didn't get anything else special. The Dolphin Dash can't be used continuously, like the Drill Dash (unmasked Persona) can be. However, this does allow NiGHTS to work well in two fields, not just one. He'll be powered up by both "Umiiruka" and "Mystic Plasma Zone", for example. Rocket NiGHTS DARK Spellcaster-Type/Effect Level 4 ATK 2000 DEF 1100 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned, except by the effect of "Rocket Persona". This card's Type is also treated as Machine-Type. This card can attack directly. If this card attacks directly using this effect, you cannot attack with any other monsters this turn, and this card cannot attack on your next turn. In the game, the Rocket Dash was used mainly for a burst of speed you couldn't get any other way. While Rocket Dashing, NiGHTS was able to plow through almost anything. The problem was you had little control. Dragon NiGHTS DARK Spellcaster-Type/Effect Level 4 ATK 2400 DEF 1600 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned, except by the effect of "Dragon Persona". This card's Type is also treated as Dragon-Type. This card is unaffected by the effects of WIND monsters. Once per Damage Step, if this card attacks, you may negate that attack. If you do this, this card can attack again during that Battle Phase. Dragon NiGHTS was unaffected by the wind in the game, so I give him an immunity to the most overused card in the game, "Raiza the Storm Monarch", here. The idea with his Battle Phase effect is that he can stop his attack, then try again on a new target. The extra ATK and DEF are because the Dragon Dash was truly unstoppable. |
I'll comment on the 3 new cards without knowing what the heck is going on.
Dolphin Nights- and no one uses those 2 fields... if the original effect is to go underwater, we can imitate this in YGO by giving it an effect that can remove itself from play, then special summon it back to the field next turn. This way, at least it has some protection and somewhat reflects its original ability. It is still a horrible Nomi but at least slightly better than now... A stat boost will work, let's say 2000 or higher. At least we can use a virus on it then (but still crappy.) Rocket Nights- fair enough I guess... though of course, not playable >_<; I'll suggest changing its level to 5 or 6 (not that it really matters too much since it's a Nomi) and boost its stats... or give it an attack changing ability similar to steamroid to demonstrate its destructive yet uncontrollable attack power. Dragon Nights- if you think Raiza is bad, don't look at necroface nowadays ><; It's a nice little sprinkle to be immune to Raiza though. The atk negating thing is a bit silly, since it's too late to dodge traps with it. Due to chain order, it can't even dodge shrink/rush recklessly that's used in damage step either... The only use I can think of is flipping cards faceup without wasting attack turn, but by then the flip effect already goes through which makes it bleh... Sigh must we make them Nomi... how about at least cutting out the middle man and just make it "This card cannot be normal summoned or set. This card can only be special summoned by tributing a _____ on your side of the field."? It's still going to make them horrible but at least save 1 on the CA X_x; |
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Look, if you're going to rate my cards, at least have good knowledge of where they came from. Until then, don't bother. Quote:
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To fully imitate full aspect of a game and transport it to YGO while maintaining to be usable is impossible... and thus why there needs to be compensation of the card effects. We have to draw a line between what effect we can imitate in a children's card game, and what effect is carrying it too far to be so specific, situational, and makes no sense except to the creator itself (similar to the anime cards ^_^).
Back awhile ago, it's not like we carry every FF concepts we can imagine when we create imitations of say, Squall. "ZOMG How come Squall can't attack 8 times to represent the ultimate power of Lionheart limit break?" We compensate it by taking stuff out of him, and just maintain a few characteristics of him in his original game and make it a reasonably playable card in YGO. Afterall, this is "Other Card" forum first, and "Other Games" later... the card is the main focus here, while the theme borrowed from another game is just something to muse on. Not everyone plays FF here, but we can still rate and muse of it as long as we know some basic rules to a children's card game, because that's the main platform we are talking about. Likewise, it's the same case here. Think it's not just PC, but most Create a Fake YGO Card forum/contests strive to create cards that are at least considerable in using them in the real card game, and just imagine how will they be to be incorporated in a fake deck and so on. (of course joke cards like all of those OMG A GIANT ROCK! things are hugely exaggerated, with broken/unfair rules that may involve breaking down the 4th wall, but that's joke cards) I know nothing on the nightmarens or the origin of their game, and I think I'll stay ignorant about them, but I can always comment on them because they are now made into a children's card game, and I know some things about that one. <><><> I'm not sure how we get heaven theme from RFG... I'm pretty sure RFG is just what it is: removed from game, and I don't take much "meaning" to try to force derive something out of it (I'll leave that to the English Major students to do it.) If they're not in game, I just treat them as "somewhere out there that's not in the field and potentially not dead." Hey Submarineroid represents a submarine going under water, and what's so submerging about switching to defense mode to tank attacks? Not really any connection there on a physical/literal level, but in a children's card game, that type of thing is usually the best we can do to somewhat make out a theme, yet keeps playability to a reasonable level (and usually, still a bit on the low side too.) As for raiza, it's all perspective... to the japanese, raiza is a lot weaker/newer than necroface has ever been to their totally different lives u_u; and same for us fellow people who only play the GBA/DS games because we're horribly cheap. (well technically, both necroface and monarch are inexistantly weak to the japanese too... but to anywhere else, monarch is one of the top tier theme all the time due to the much smaller card pool. In order to dream of what world is like with a bigger card pool like that, we make usable fake cards!) <><><> On another side note, to throw in a random card to keep things on topic: Guess I'll also quote from some game source that not many people will know of. Puyo Puyo! Normal Spell You may show this card to your opponent and send it to the graveyard. When there is 3 of this card in your graveyard, shuffle all copies of "Puyo Puyo!" from your graveyard to your deck and activate one of the following effects. -Special summon a fusion monster with "Ojama" in its name on your side of the field, ignoring summoning conditions. -Special summon "Ojama Black," "Ojama Green" and "Ojama Yellow" from your graveyard to your side of the field. (note: yes, it may seen custom made for Ojama monster, it's really taken from a very random game ;p But I think that most people can comment on this card regardless of knowing what the heck is a Puyo Puyo too, because most people who read this thread does play YGO to certain extents. It's not very fun to exclude all of our visitors... and by all, I mean like 3 or 4. Yeah this place is really busy, so I better get going.) |
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Normal Spell You can send this card from your hand to the Graveyard. When 3 "Puyo Puyo!" cards exist in your Graveyard, shuffle them all into your Deck to activate one of these effects. • Special Summon an "Ojama" Fusion Monster from your Fusion Deck. • Special Summon 1 each of "Ojama Black", "Ojama Green", and "Ojama Yellow" from your Graveyard. Things have really been simplified these days, as far as card text goes. Since the Graveyard is public knowledge, showing it to your opponent to discard it is both unnecessary and silly. Also, Special Summoning a Fusion Monster and Fusion Summoning a Fusion Monster are two separate things. Compare "Cyber-Stein" and "Polymerization". Finally, you didn't have to use so many words to get the meaning across. So yeah, there's your simplified "Puyo Puyo!" card. |
Eh, just remember that in my roleplay your character can't be extremely good at card games and still use a deck that's bad from a YGO standpoint. Nomis, etc., are allowed, but horrible decks being given to characters who are supposed to be extremely good according to the creator are frowned upon. Characters who are supposedly rank amateurs, on the other hand, can get away with 'silly' decks like the NiGHTS Persona-grabbing deck. I really don't have a problem with nomi cards if that's taken into consideration. (Actually, it would be fun to give Achan some company since he's practically in the same boat and has won more duels on blind luck then real skill).
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Substitution!
Normal Spell Select 1 card from your Deck, 1 card from your Side Deck, and show it to your opponent. Put the card you selected from your Deck into your Side Deck, then put the card you selected from your Side Deck into your Deck. Shuffle your Deck afterwards. (Not sure if something along the lines of "swap the cards" is good enough. Gotta be careful when wording cards...) Mermaid Call Normal Spell Special Summon 1 "Amazon of the Seas", "Red Archery Girl", "Ice Water", "Guardian Kay'est" or a monster with "Mermaid" in its name from your hand or Deck. (May have missed some mermaids... please point it out, thanks.) |
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Mermaid Call Normal Spell Special Summon 1 "Amazon of the Seas", "Guardian Kay'est", "Red Archery Girl", "Ice Water", or "Mermaid" monster from your Deck, ignoring Summoning conditions. I'd like a scan of "Ice Water", however. |
Just a random card I'd like to interject that may or may not play a role in a "Heart of the Cards-y" moment in CARD GAMES at some point in the near or far future...
Ultimate Tornado Blast Normal Trap Activate only when a monster is special summoned by your opponent. Destroy all monsters on the field. Basically a more restrictive special summon-based Torrential Tribute. I forget if the original includes special summoning in its criterion so if it does just ignore this card. :3 The Ultimate NEPTUNE Monster/Light/Fairy/Effect/7* Atk 2900/ Def 1400 When this monster is tribute summoned, no other monster can be special summoned until it is removed from the field. |
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Old card, but still a mermaid. |
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...Now, for a new idea: Quake Smasher LV2 EARTH/Rock/Effect 2 Stars/1200 ATK/1000 DEF When this card attacks, you can change the Battle Position of the attack target (flip effects are not activated at this time). During the End Phase of a turn that this card destroyed a monster by battle, you can send this card to the Graveyard to Special Summon 1 "Quake Smasher LV4" from your hand or Deck. Quake Smasher LV4 EARTH/Rock/Effect 4 Stars/2000 ATK/1200 DEF If this card was not summoned by the effect of "Quake Smasher LV2", the original ATK of this card becomes 1600. When this card attacks, you can change the Battle Position of the attack target (flip effects are not activated at this time). After this effect resolves, if the attack target is a Level 4 or lower EARTH, FIRE, or WATER-attribute monster, destroy it immediately with this card's effect (without applying Damage Calculation). During the End Phase of a turn that an opponent's monster was destroyed by this card's effect, you can send this card to the Graveyard to Special Summon 1 "Quake Smasher LV6" from your hand or Deck. Quake Smasher LV6 EARTH/Rock/Effect 6 Stars/2600 ATK/1800 DEF If this card was not summoned by the effect of "Quake Smasher LV4", the original ATK of this card becomes 2200. When this card attacks, you can change the Battle Position of the attack target (flip effects are not activated at this time). After this effect resolves, if the attack target is a Level 6 or lower EARTH, FIRE, or WATER-attribute monster, destroy it immediately with this card's effect (without applying Damage Calculation). During the End Phase of a turn that an opponent's monster was destroyed by this card's effect, you can send this card to the Graveyard to Special Summon 1 "Quake Smasher LV8" from your hand or Deck. Quake Smasher LV8 EARTH/Rock/Effect 8 Stars/3000 ATK/2300 DEF If this card was not summoned by the effect of "Quake Smasher LV6", the original ATK of this card becomes 2500. When this card attacks, you can change the Battle Position of the attack target (flip effects are not activated at this time). After this effect resolves, if the attack target is a Level 6 or lower monster, destroy it with this card's effect (without applying Damage Calculation) and inflict damage to your opponent equal to the Level of the destroyed monster x200. During the End Phase of a turn that this card destroyed a monster by battle, you can send this card to the Graveyard to Special Summon 1 "Quake Smasher LV10" from your hand or Deck. Quake Smasher LV10 EARTH/Rock/Effect 10 Stars/4000 ATK/3000 DEF You may Tribute Summon this card by offering 3 monsters as a Tribute. If this card was not summoned by the effect of "Quake Smasher LV8", the original ATK of this card becomes 3000. Destroy any monster that this card attacks (without applying Damage Calculation) and inflict damage to your opponent equal to the Level of the destroyed monster x300. This card is unaffected by Spell cards, Trap cards, and effects of EARTH and FIRE-attribute monsters. |
No comment 'cuz ACC is lazy.
Alright, maybe a quick one: -Mermaid Call: Thematic and everything, but.... what am I going to use it for? Maybe if you make it three mermaids... that would be a pretty nasty trick actually, play Legendary Ocean and special summon three Mermaid Knights. Yow, that's just a painful thought. Anyway, it moves the card out of the realm of "Thematic but not much else" and into the realm of "Possibly useful if timed correctly and capable of creating a theoretical OTK". -Quake Smashers: Interesting concept... Cloudian Eye of the Typhoon is replaced by an LV series with a few too many monsters for my taste. Most level monsters have a maximum of four times leveling up, and they do it slightly easier in some regards (Armed Dragon, for example, with the useless dragon levelling up after one turn on the field.) Maybe just cut it down to level four and up so that the deck clog isn't so bad? Anyway, freaking insane effect destruction. Your opponent is gonna want to take these babies out and fast before they start really banging with the destruction mill. As for the comment about monarchs.... Remember "The Dark Critic?" Yeah, play him and there's no tribute summoning for a short time. Between the two, that's a nice little lockdown scenario. Actually, I'm probably switching Critic's type to Fiend and dropping his recurrence clause in order to make it so that he's includable in Sky Scourge decks. How's that for killing the opponent? Ooh, and... LaDD doesn't LOL. At max, it's 2800. That's 100 Atk points fewer. As long as you summon first, this thing will run it over, and on top of that LaDD nukes the field and doesn't get to special summon anything. Owwwie.... |
HORRAY! HOORAY! HOORAY! Somebody else finally posted!!!!
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About the quake smashers...
-Lv 2: useless. Just use Lv 4. 1600 is still very respectable and they keep their effect unlike stupid Allure Queens -Lv 4: probably the best out of the 5 because it's splashable. The atk decrease is neglectable. It serves as a decent beatstick against Skill Drain with its high atk power. It basically got gravekeeper assailant's effect without needing necrovalley... it's almost broken o_O; There's hardly any lv 4 monster out there with 1600 def to live against its position switching effect, and hence why the 2000 atk is really not much (maybe just Spy and that's almost it). The additional effects are icing. -Lv 6: nuuu we lost splashability! Without lv 4's effect, you can't stand up to other 1 tributes if the opponent is attacking on their turn, but you can run over anything that you want with 2200 atk, as no 1 tribute (or any monster) got 2200+ def but dragon ice. -Lv 8: it's like armed dragon, if you're playing dedicated quaker deck, this is the one to stop on. We get an improved effect destruction to prevent recruiters/that sort of thing with a minor burn. -Lv 10: strong numbers, but in almost all cases, nothing that Lv 8 cannot do. It gets game ending protection... but... A problem with quaker is that the current game is dominated by dark monsters. A lot of the quaker's level up requires on activating an effect that requires the opponent to use fire, water or earth. Unless you're against volcanic monarch it's pretty hard to use the level up. This is for lv 4 and 6. Lv 8 gets very powerful, but then again, how does it destroy something by battle if its effect destroys any lv 6 or lower monster? The only possibilities are LaDD or DMoC, and neither of them are in any way easy to beat... there's a 3rd option, and that is to somehow force your opponent to ram into Lv 8 since your effect only activates when you attack them, and not them attacking you... but good luck doing that... staunch defender? =( Basically, we have to use Level Up to get Lv 10, and since both Level Up and Lv 10 are situational cards (even if game ending protection, though still killed by one Raiza/Zaborg/that type of thing), it's best to stay with Lv 8 if playing them with dedication. Best deal of course, is to splash the Lv 4 since that gravekeeper assailant-like effect without needing a field spell card is very powerful. Basically, it kills anything lv 4 and under, except Spy and Necroface... and a few other oddballs. |
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Now, a new card: Solemn Darkness Counter Trap You can only activate this card when an effect that would negate one of your card effects is activated. During the turn you activate this card, effects of cards you control cannot be negated. Yes, severe LaDD hate. |
Most common monarch has always been light or wind (and dark when dark monarch is out in the next structure deck)... mobius is a tech, and relying on a tech to level up will suck =(
Solemn Darkness- bleh... guess it helps against skill drain too, but that's better to just sidedeck your usual continuous spell/trap hate to kill skill drain. As for LaDD hate, well not really. LaDD technically got half of your LP and 1 CA back just forcing you to use this. And er, how is this a counter trap...? From wording, it's not responding to anything. Sounds like a trap or normal spell more o_o;; Gem Missile Rock / Effect 4 Star / Light 0 Atk / 1800 Def Increase the Atk of this card by 900 for every "Crystal Beast" card you have in your spell/trap zone. This card can attack your opponent directly. All damage calculation dealt to your opponent as a result of a direct attack for this card is halved. |
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That said, I'm going to start working on the Third-Level Nightmarens. These are the normal enemies you find in the stages. |
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Really, the biggest problem that Crystal Beast has is the lack of real non-situational beatstick monster, but you just solved that with a vengeance. I'd say cut the increase down to 600 or so, so that at least 3 monsters will only get it on par with Sapphire Pegasus & most average 4-star beatsticks. Now, just to contribute: Golden Soldier LIGHT/Warrior/Effect 2 Stars/700 ATK/1300 DEF When your opponent's monster destroys this card as a result of battle, you may select one card from your deck and remove it from play face-down. During your 2nd Standby Phase after this effect's activation, add the selected card to your hand. |
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I need to get back to my Third-Level Nightmarens... |
Oops. Guess I neglected the part of the monster attacking other monsters instead of attacking directly.
Gem Missile Rock / Effect 4 Star / Light 0 Atk / 1800 Def Increase the Atk of this card by 900 for every "Crystal Beast" card you have in your spell/trap zone. This card cannot battle with your opponent's monster, and can attack your opponent directly. All damage calculation dealt to your opponent as a result of a direct attack for this card is halved. During your end phase, switch this card to defense position. I don't recall any existing monster that got a wording related to only direct attacking but not allowed to attack other monsters =o |
Hmmm....
The Hostile PLUTO Monster/Water/Fairy/Effect/8* Atk 2000/ Def 1500 This monster cannot be special summoned. In order to normal summon this monster, you must pay two thousand life points in addition to offering tribute monsters. As long as this monster remains on the field, no other monsters can be summoned, special summoned, or flip summoned. And I'm usually the one with massive swarm effect cards. o_0 A Wanderer's Fate Normal Spell Tribute one "Wandering" monster on your side of the field. Destroy spell and trap cards on the field equal to the number of "Wandering" monsters on the field. Afterlife Rave Counter Trap When your opponent activates a card effect that special summons a monster from their graveyard, negate that effect and remove three monsters from both player's graveyards from play. |
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......If it's going into defense, then why even bother giving it such a big power boost? Just increase it by 450 (or 500 to avoid the odd number) for each Crystal Beast and don't bother cutting the damage in half. Otherwise, there's still a problem with possible abuse (RoD if/when it comes off the banlist, for instance). Quote:
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Hostile PLUTO- difficult to use x_x; there's still plenty of removal by spells and traps out there, or just bouncing it back to the hand is painful ;_; I don't think the 2000 LP cost is really necessary considering the 2 tribute requirement even with gellenduo, because it's still highly vulnerable with low stats.
Wanderer's Fate- so many wanderer cards that i think there's double the amount of them than snowhorns now o_O and even more than Psycho Heroes, but yeah... Don't remember those cards to really judge this one. Afterlife Rave- current wording actually say that you can't use this card unless both players got 3 monsters in their graveyard too o_o; Not sure what is your intension with that last part of the effect. As for Gem Missile, i was basically making a random card in order to stay on topic and not let this thread die XD; But actual high number comes into play in terms of some cards like Magic Cylinder, Messenger of Peace and so on. Those card effects will utilize the actual number. Yeah like I said, it's a random card and I am still finishing world 1 right now on 2008 XD; (I hate how Pikeru hardly ever appears... and I need to do it for 3 more times too to beat Curran 5 times) A Hero's Last Hope Normal Spell Remove one "Elemental Hero" card on your side of the field from play to search your deck for "Miracle Fusion" and add it to your hand. If anyone read some spoilers for the next set, we are getting some Jinzo family support. I'll look forward to see how the English TCG get around this one... All the japanese card relies on the wording of "android" (Jinzo is "Android Psycho Shocker Jinzo" in a rough translation) XD; New type and new attribute with new rulings? Poor sea serpents and thunder and those underused types =x |
Well, we already have "Jinzo #7", the direct attacker version of Jinzo, so I don't see why the others wouldn't be named in the same manner. I'm kind of wondering about them... I know their anime effects, and the "Android Psycho Shocker Emperor" or whatever the big one is had some kind of trap destruction effect that burns the opponent, I thought. But Jinzo prevents traps from being activated as well as destroying face-up ones, so.... hmm... not sure what I think about that.
Just as an afterthought here... The Hostile PLUTO (Take Two) Monster/Water/Fairy/Effect/7* Atk 2400/ Def 1400 This monster cannot be special summoned. As long as this monster remains on the field, no other monsters can be normal summoned, special summoned, or flip summoned. This monster deals piercing damage. And the next attack... Raving Ghoul Monster/Dark/Fiend/Effect/4* Atk 1400/ Def 400 When a monster is removed from play, place one "Rave Counter" on this card. This monster's Atk and Def are increased by the number of "Rave Counters" on it x300 points. When this monster destroy's an opponent's monster as a result of battle, you can remove one "Rave Counter" from this monster to remove the opponent's monster from play instead of sending it to the graveyard. |
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Ehh...short break from the military so I'm going to post something quick. Not going to comment on everything, though. xP
A Hero's Last Hope: umm...yay for fusion e-hero? I suppose this is a handy way to get out that Wildedge or Shining Flare when you need it, possibly even set up some kind of return rush. (lawl, E-hero return) but I dunno', removing a monster from your field isn't too much fun. =O The Hostile PLUTO: The Last Warrior from Another Planet, now without fusion summon, with extra damage pierce and 50 extra Atk. Meh, not my cup of tea. I tried using the last warrior as a stall mechanism in one of my Spirit Caller decks, but it annoyed me because it was such a pain to keep it from locking you out too. The damage pierce is a nice addition, though, as it actually means that your opponent can't just draw the game out and avoid battle damage by constantly setting monsters. :3 Raving Ghoul: Indeed, quite a useful card, though you'd have to find a suitable victim for the first kill (or two) to get the Atk power up. Graveyard hate is still very trendy. Aaaanyways: Wicked Tome of Entrapment Spellcaster/Effect 3 Star/Dark 1200 Atk / 500 Def When this card attacks or is attacked, you may discard one Spell Card from your Hand in order to negate the attack and equip this card with the Monster it would have battled with (treated as an Equip Spell Card). If this card is removed from the Field other than as the result of a Card Effect, all Monsters equipped to this card are Special Summoned to their owners' Fields in their original Battle Positions. During each Standby Phase, you may remove a card equipped to this card from play. Gale Sweep Normal Trap This card can only be activated when your opponent declares an attack. Return all Attack Position Monsters on the Field to their owners Hands. And something completely weird. x3 Twilight Spirit - Everett Fairy/Effect 10 Star/Light 2600 Atk / 2200 Def This card can not be Special Summoned or removed from the Field by any card effects except its own. When Tribute Summoning this card, the tributes must be one DARK and one LIGHT Attribute Monster. During each of your opponent's End Phases, you may select one Monster that was sent to your graveyard during that turn and Special Summon it to your Field. When this card is destroyed by Battle, Special Summon it from your Graveyard. When this card is Special Summoned in this way, its effect becomes the following: - The original Atk and Def of this card are switched and the Attribute of this card is treated as DARK. When this card destroys a Monster by Battle, destroy all cards on the Field. When this card is destroyed by battle, both players discard their Hands. |
Quote:
--//-- Stellar Galaxy ~Field Spell~ While this card is face-up on your Field, increase the ATK and DEF of all "Cosmic" monsters by 300 points. Also, any monster without "Cosmic" in their card name that inflicts Battle Damage to a player's Life Points by attacking directly is removed from play. Mars, The Cosmic Gladiator 1600 ATK // 1400 DEF Pyro / Beast-Warrior 4* / Effect Increase the ATK of this card by 300 points for each "Cosmic" monster on your side of the Field. If "Luna, The Cosmic Sorceress" or "Sol, The Cosmic Knight" is on your side of the Field, this card can attack directly. If this card destroys a monster as a result of battle, remove that card from play instead. Venus, The Cosmic Lover 600 ATK // 2000 DEF Light / Fairy 4* / Flip & Effect FLIP: If "Stellar Galaxy" is face-up on the field, then add one "Sun’s Radiance" or "Moon’s Tear" from your Deck to your Hand. If "Luna, The Cosmic Sorceress" or "Sol, The Cosmic Knight" is destroyed by the means of a card effect, this monster is destroyed instead. If this card destroys a monster as a result of battle, remove that card from play instead. Pluto, The Cosmic Reaper 1700 ATK // 1400 DEF Dark / Fiend 4* / Flip Effect FLIP: Select one Monster on your opponent's Field and an additional Monster for each "Luna, The Cosmic Sorceress" and "Sol, The Cosmic Knight" on your Field then remove the selected cards from play. If this card destroys a monster as a result of battle, remove that card from play instead. Saturn, The Cosmic Hourglass 400 ATK // 2600 DEF Dark / Spellcaster 6* / Effect This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing a Spell or a Trap card in your Hand from play. Once during your turn, you may remove a Spell or Trap card in your Hand from play. If you do so, negate all effects from Spell and Trap cards without "Cosmic" in their card name this turn. If this card destroys a monster as a result of battle, remove that card from play instead. Mercury, The Cosmic Messenger 1400 ATK // 1100 DEF Wind / Winged Beast 3* / Effect If there a Field Spell other than "Stellar Galaxy" is face-up on the Field, destroy it and add one "Stellar Galaxy" from your Deck to your Hand. If this card destroys a monster as a result of battle, remove that card from play. Cancer, The Cosmic Guardian 0 ATK // 2600 DEF Water / Beast 4* / Effect While this card remains face-up on your side of the Field, all Battle Damage done to this card’s controller becomes 0. If this card destroys a monster as a result of battle, remove that card from play instead. Libra, The Cosmic Balance 1500 ATK // 1400 DEF Light / Fairy 4* / Effect During each player’s End Phase, check your opponent’s Graveyard. If your opponent has less cards in his Graveyard than you, select cards from your Graveyard and return them to the bottom of your Deck until it has the same amount of cards as your opponent’s. Shuffle your Deck afterwards. If this card destroys a monster as a result of battle, remove that card from play instead. Tauros, The Cosmic Rampage 2000 ATK // 200 DEF Earth / Beast-Warrior 4* / Effect Once during your turn, you may select a card from your opponent’s Hand and remove it from play. If you do so, during your opponent’s next turn, all attacks are treated as Direct Attacks. If this card destroys a monster as a result of battle, remove that card from play instead. Luna, The Cosmic Sorceress 2500 ATK // 2400 DEF Dark / Spellcaster 8* / Effect This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by tributing 2 "Cosmic" monsters. Once per turn, you may select one of your opponent’s monster cards and increase your Life Points equal to the DEF of the selected monster. Remove that card from play afterwards. If this card destroys a monster as a result of battle, remove that card from play instead. Sol, The Cosmic Knight 2900 ATK // 2000 DEF Light / Warrior 8* / Effect This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by tributing 2 "Cosmic" monsters. Once per turn, you may select one of your opponent’s monster cards and inflict damage to your opponent's Life Points equal to the ATK of the selected monster. Remove that card from play afterwards. If this card destroys a monster as a result of battle, remove that card from play instead. Moon's Tear ~Normal Spell~ This card may only be activated by discarding a card from your Hand. Special Summon one "Luna, The Cosmic Sorceress" from your Hand or Deck, ignoring the Summoning conditions. Sun's Radiance ~Normal Spell~ This card may only be activated by discarding a card from your Hand. Special Summon one "Sol, The Cosmic Knight" from your Hand or Deck, ignoring the Summoning conditions. Magical Cosmic Thorn ~Continuous Trap~ When your opponent’s card(s) are removed from play, inflict 500 points of damage to his/her Life Points for each card that was discarded. Cosmic Radiation ~Normal Trap~ This card can only be activated if "Stellar Galaxy" is active on the Field. Remove all monsters in your opponent’s Graveyard from play. Wish Upon a Cosmic Star ~Continuous Spell~ This card can only be activated if "Stellar Galaxy" is active on the Field. As long as “Stellar Galaxy” remains face-up on the field, at the start of your turns, increase your Life Points by an amount equal to the number of removed cards from play x 200. When “Stellar Galaxy” is removed from the Field, this card is also destroyed. Cosmic Twin Finale ~Normal Spell~ This card can only be activated if both "Sol, The Cosmic Knight" and "Luna, The Cosmic Sorceress" are on your side of the field. Inflict damage to your opponent’s Life Points equal to the number of cards removed from play x 400. --//-- I'm not too keen on the new monsters' wording, specially Libra and Taurus. Well, it's rather late here anyways, so it's bound to have some idiotic mistakes around. *rubs sleep off of eyes* Hopefully an improvement, though. |
I'll comment.
Stellar Galaxy- ok fine Mars- 1900 beatstick since there's always Mars itself, guess it's fine. Venus- fine, though I'm pretty sure that there's better ways to get those 2 keycards Pluto- so we get a scooped up man eater bug, with stats o_o; I think that I like this far more than mars will ever be. It can defend and block 2 attacks (block one, remove the other attacker), or attack with just 200 atk points lower. Far better than mars... Saturn- quite a weak card... its effect is so short that basically your opponent cannot activate traps or quick play spell for the most part... and it is quite costly too. High defense doesn't do much for it. We need the effect to last at least until the end of the opponent's turn, and even then it's a weak stall. (we still got nasty monster effect to destroy saturn.) Mercury- bleh just use terraforming already... not enough other card types that rely on field spell on the competitive level. Weak stats (compare to Pluto at least) doesn't help. It is an interesting effect that stops field cards to replace one another though. Cancer- I don't know what's with the 2600 def on a no tribute monster with no drawback doing. However, it's really not too strong of an effect except for the brutal defense (which isn't too much in a way, but it's still breaking down the traditional barriers of 2200 def and lower only unless there's drawbacks) Libra- it's quite interesting, although nowadays we're more frilled with filling the graveyard than to empty it. However, this card is indeed quite usable and interesting. Endless chain of recruiters or monster lines because the deck is constantly refilled is a start. There is probably other uses as well. For a cosmic galaxy deck though? Probably not that useful. Tauros- new beatstick of splashability because it's 2000, and it got an awesome effect of removing things it destroys. You don't even have to use its other effect (also *insanely* good. Who cares about the direct attack if there's half a chance that Tauros will destroy that monster anyway? Unless they topdeck something nice.) The effect itself is balanced, but that 2000 attack really isn't... on top of the cosmic galaxy monster's effect of removal too... Splashing is not a bad thing, but this one is going to end up like Stratos type of splash beyond the level of Cyber Dragon. Luna- useless... why? we got Sol. Without comparing to Sol, it's not bad of a card and even pretty strong. We remove a card from play, with minor LP boost for the heck of it. That's similar to chaos sorcerer. To be better, we get to hack away 2500 life points. It's searchable easily by Moon's Tear. What's holding it back is that it's darn hard to get out without Moon's Tear, making it situational. Sol- broken... we remove a threat (chaos sorcerer?), deal burn damage that may reach up to 2400 if it hits monarch, then it can still attack with a massive atk power? Although we got tribute restriction and can't revive it unless it's properly summoned the first time (it's "except" not "only" similar to chaos sorcerer's ruling), we got Sol's Radiance to completely bypass it. I think that for starter, if it uses its effect, Sol shouldn't get to attack. It's already very deadly with remove and quite decent burn. It got good stats that are unparalleled without power boosts to the extreme of necrofaces, or plasma (or spell/trap of course). Sol and Luna are both pretty crazy (Sol more terrifying than Luna)... as long as their respective spell cards are played, you can use them with standard cards without the rest of the cosmic galaxy set. Just focus your deck on drawing The Tear and Radiance to get one/both of them out, and that's how I see them to be played. Magical Cosmic Thorn- not enough to tempt me to use a continuous trap to burn that way ._.; Cosmic Radiation- fair enough, big burn in a safe manner... sorta. It does have its use against graveyard intense cards... oh wait, that's like 3/4 of all decktypes out there. Wish Upon a Cosmic Star- so now we got more LP boost, similar to how sometimes necroface uses soul absorption to completely stall out heck of a lot. We also got Libra to do similar function as necroface to refill the deck... do I see a similarity? Cosmic Twin Finale- just attack with Sol and Luna's great stats and awesome effects than to use this situational burn card ^_^;; It's not a bad deck except for Sol, Tauros and Luna being crazy. It can do some pretty fun stuff with necroface (field card that builds in removal for necroface, while the deck and necroface both tries to remove cards? I think that's a winner if we think it out, but I'm too lazy to do that tonight.) Strangely enough, the field card itself isn't even that necessary... although the cards are made in a similar manner with the RFG effect, there's really nothing much unifying them together as they all function pretty well by themselves. I'll once again hijack themes =P Jupiter, the Cosmic Giant Beast Warrior/Effect 6 Star/Wind 2400 Atk/2000 Def While "Stellar Galaxy" is in play, this card can be normal summoned without tribute. Remove from play one "Cosmic" monster on your side of the field (except "Jupiter, the Cosmic Giant") in order to remove all spell and trap cards in play, except "Stellar Galaxy." If this card destroys a monster as a result of battle, remove that monster from play. If "Stellar Galaxy" is destroyed, remove this card from play. |
Jupiter, the Cosmic Giant: a more violent and slightly more selective Heavy Storm on legs? With 2400 Atk and practical non-tribute for the theme? Wow, these are starting to look playable. o.o
Anyways, just referring to Frostweaver's comments for the rest. :3 Oh, and since I needed a bit of extra pressure for a certain RP battle. x3 Parasitic Virus Continuous Trap During each End Phase, both players pay Life Points equal to the number of "Parasite Demon" Monsters and Parasitic Tokens they control x 400. |
Bleh of a card there Alter Ego, but guess it's more for RP than actual card game ;_;
I need a new theme of my own =O (need to sleep now, will make a better post tomorrow) |
Yeah, I'm ashamed of myself. T_T What can I say? I needed a way to throw in some extra burn that bites both ways and I was feeling uncreative. *Shrug*
Anyways, something completely silly just to keep this on topic. :3 Russian Roulette Normal Spell Roll a six-sided die. If the result you rolled is 1 or 6, you lose the duel. Otherwise, draw until the number of cards in your Hand is equal to the number your rolled. The eternal question: how much are you really willing to risk for those extra cards? x3 Counterspell Quick-Play Spell Pay 800 Life Points. When a Spell Card is activated after this card's activation, remove this card in your Graveyard from play to negate the activation and effect of that card and destroy it. If this card is chained to the activation of a Spell Card, you may negate the activation and effect of that Spell Card and destroy it. If you do, this card is removed from play after the chain has resolved. By paying half your Life Points and removing this card in your Hand from play, negate the activation and effect of a Spell Card controlled by your opponent and remove it from play. |
Russian Roulette- Lucksack FTW! Just forfeit similar to Victory Dragon when seeing the 1 or 6 before the chain is carried out ;P Then ruling goes crazy and we ban this card to solve ruling problems.
Counterspell- 800 LP and we get to cancel the next spell played o_o; guess it's ok since it blocks your own spell as well so you get those 1 for 1 trade off that locks both side similar to Skull Descalibur/Descovery Knight and Raiou... Introducing Frosty's new series! *dun dun dun* Eloquence of Terra- Agate Rock / Effect 3 Star / Water 1000 Atk / 1800 Def When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card, increase your Life Points by 2000 and special summon it on your side of the field. Calmness of Terra- Mondiad Rock / Effect 4 Star / Light 0 Atk / 2100 Def When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card, special summon it on your side of the field. If this card is special summoned this way, skip your opponent's battle phase as long as this card is on your side of the field. Falsity of Terra- Pyrite Rock / Effect 4 Star / Dark 1500 Atk / 1500 Def When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card, send this card to your graveyard and put one "Terra" monster card (except Falsity of Terra- Pyrite) from your graveyard face up on top of your opponent's deck. Recognition of Terra- Yonix Rock / Effect 6 Star / Earth 2100 Atk / 2400 Def When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card, your opponent chooses and activates one of the following effects then send this card to your graveyard: -You may draw up to 2 cards -Special summon up to three "Terra" monster from your graveyard on your side of the field in defense mode. Destroy the three monsters at the end of this turn. Glory of Terra- Jasper Rock / Effect 4 Star / Light 1500 Atk / 1500 Def When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card, special summon it on your side of the field. If this card is special summoned by its own effect, its original Atk is now 2500. Protection of Terra- Citrine Rock / Effect 4 Star / Light 0 Atk / 2200 Def When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card, put it face-up on your opponent's Spell and Trap card zone as a continuous spell card. While this card is treated as a continuous spell card, any "Terra" monster destroyed as a result of battle is treated as being destroyed by a card effect. Enchanted Stone Crafting Normal Spell Search your deck for a "Terra" monster. Put it face up on your opponent's deck and shuffle it. More to come, but I don't want to overwhelm everyone ^_^; |
Eloquence of Terra: Interesting... but I don't see what these guys can do beyond walling and being anti-spell brigades. Monarch runs over most of them, and to top it off they don't always have their effects activate. None of the draw effects is really all that devastating, to be honest.
Mondiad: Boring... at least Agate could combo with "Bad Reaction to Simochii". Seriously, Diamonds should get a better effect than a battle phase skip. Temporary immunity to destruction by battle for all "Terra" monsters, anyone? Pyrite: But where does the Terra monster come from? Hand, deck, where? 0_o Yonix: Is the wording here intentional? From the looks of things, this monster may be giving your opponent the ability to draw two cards (at least, that's how I understand the 'you may draw two cards'.) If that wasn't the intention, it might be best to specify that it's the owner of Yonix who gets to draw the cards... Jasper: Finally, a card with a pretty dang decent effect! Just a pity that Evil Hero-Malicious Edge is now available... Citrine: This card is the only thing that stops Malicious Edge from LOLing at these cards. He and Monarch can run them over (and Raiza still spins them back to the deck) but this guy provides a helpful fix, and never really dies since even if your opponent Heavy Storms it away while in spell form it still returns to your opponent's deck for more annoying fun. :3 Enchanted Stone Crafting: So we can skip the annoying wait of getting our monster destroyed with this guy? Yayzorz. Hmm... this would have been a great walling set in the days pre-Malicious Edge, or whatever he's called. You know, that one-for-one if your opponent already has a monster 2600 attack point fiend with piercing damage? Yeah, that guy. He's this set's worst nightmare, because there's little they can wall against him with from monster power alone (not to mention the fact that Marshmallon and Spirit Reaper both become instant fail cards. You can tell I like this card, don't you?) He's definitely a major threat to this deck. |
Hm, according to wording of parasite paracide, the current wording actually still treats you as the owner when the opponent draws face-up cards from their deck. So, for Yonix, the 2 card draw and so on. Agate increases your LP and not theirs, etc.
For Diamond, somehow I forgot to finish the sentence -_-; suppose to skip battle phase as long as Diamond is special summoned by its own effect and remain in play. Pyrite- edited so it's from graveyard Malicious Edge dooms this deck? Indeed it does. Who runs Malicious Edge? A fair number perhaps. What's the hot card of the next set? Yubel. What does Yubel do best? Use effect to dark hole the field every single darn turn. ;P I honestly am not the most thrilled about winning by battle ever =o Yubel is out to stall even more than marshmellon and spirit reaper did. Lots of traps active nowadays (although that's sort of changing as we're using traps that spin to the deck and highly chainable traps, such as Phoenix Wing) (actually, the counter to this entire deck in my opinion is actually enemy controller XD; It may hurt a lot when most of these monsters got little to no atk) Ancient of Terra- Lazuli Rock / Effect 7 Star / Earth 0 Atk / 3000 Def When your opponent draws this card, special summon it on your side of the field. While this card is in play, any "Terra" monster removed from the field is considered to be destroyed by a card effect. If this card is destroyed as a result of a card effect, put all "Terra" monsters in your graveyard face up on the bottom of your opponent's deck. Magical Ore Excavator Warrior / Effect 1500 Atk / 1000 Def This card deals piercing damage. If this card successfully deal piercing damage, search your deck for a "Terra" monster and add it to your hand. Enchanted Stone Blast Trap Card You can only activate this card when a monster declares an attack against a monster on your side of the field. If your monster is face down, flip it face up (flip effects are not activated.) If your monster is a "Terra" monster, destroy the attacking monster. Put the "Terra" monster faceup on your opponent's deck, and shuffle it. |
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New set? Did somebody say NEW SET? Yaaay! Reviewing time! :3 Eloquence of Terra- Agate: kind of meh. Sure, 2000 extra LP is fun and all, but the special summon is terribly slow (unless your opponent gets an unlucky shuffle) and even then Agate itself is weak. I'd sooner use Sand Moth. Respawns faster, walls stronger and hits harder. =O Calmness of Terra- Mondiad: now this is nasty. Sort of like having a permanent SoRL in monster form. Recognition of Terra- Yonix: eh...I forget, what were the rock supports? 'Cause, if there's some handy way to summon this for destruction (beyond Rock Barrage dump + revive) then it could see use, but otherwise...it's sort of too lukewarm on the stats and doesn't even summon itself paracide style. Two cards isn't that glorious compensation for a tribute monster considering what a bother it is to get to that effect in the first place. Glory of Terra- Jasper: Sand Moth, you have some major competition. =O Now this I would consider playing since it's four-star and 2500 Atk deals with most problems. At 1500 Def, it's slightly less solid than the moth, but the higher Atk both before and after special gives it an edge. Protection of Terra- Citrine: Gear Golem style wall and another sure winner for the decktype. (This and Jasper in threes = pretty much a given) It does nothing about the slowness and unreliability of their summon, but it's a start. Enchanted Stone Crafting: Anything to get them into the opponent's deck faster. Ancient of Terra- Lazuli: Well, placing all those lumps of rock in the opponent's deck in the late game seems tempting (That + Convulsion of Nature follow-up is pretty much a game over for the opponent =O). Being searchable by rat is always a plus, though I'd hate to draw into this thing. x.O Magical Ore Excavator: what attribute is this? Because whether or not rat can pull this out does make a difference for its usefulness. Anyways, it's a slightly more buff Mad Sword Beast capable of digging out those terra monsters. Another keeper for the decktype. Enchanted Stone Blast: I think this needs some kind of rewording to make it perfectly clear that the monster going to the top of your opponent's deck is the same one that was attacked. Anyways, this is very nasty, actually, since it not only kills that big bad attacking monster but also screws over your opponent's next draw since all the terras either discard or summon themselves. Overall...well, the Parasite Paracide style messing effects are an interesting concept, but I'm sort of looking for a clear win condition here. Right now, the best ones I can come up with are Lazuli + Convulsion with lots of lumpy rocks in your graveyard and making a ginormous Megarock Dragon which is then followed up by Return (thus depositing each of the detonated rocks into your opponent's deck :3), but they're both pretty far-fetched. x.O Theme-jacking time! ^0^ Beckoning of Terra Normal Spell Reveal cards from the top of your opponent's Deck until you find a face-up "Terra" Monster then place all other cards revealed by this effect at the bottom of your opponent's Deck. For each card placed at the bottom of your opponent's Deck by this effect, lose 100 Life Points. And since I had a flash of inspiration...well, sort of. :3 Runic Behemoth Beast/Effect 5 Star/Dark 2300 Atk / 1400 Def This card inflicts Piercing Damage. During your Main Phase, you may place this card from your Hand face-up in your Spell and Trap Card Zone (Treated as a Continuous Spell Card). You may only place one "Runic" Monster in your Spell and Trap Card Zone in this manner each turn. If your opponent Special Summons a Monster while this card is in your Spell and Trap Card Zone, Special Summon this Monster to your Field. If you Special Summon a Monster while this card is in your Spell and Trap Card Zone, Special Summon this Monster to your opponent's Field. Runic Huntsman Warrior/Effect 4 Star/Dark 1300 Atk / 1200 During your Main Phase, you may place this card from your Hand face-up in your Spell and Trap Card Zone (Treated as a Continuous Spell Card). You may only place one "Runic" Monster in your Spell and Trap Card Zone in this manner each turn. When a Monster is Summoned (Including Flip Summon) while this card is in your Spell and Trap Card Zone, negate the Summoning of that Monster and destroy it then send this card to your graveyard. Runic Knight (revamp =O) Warrior/Effect 4 Star/Light 1900 Atk / 800 During your Main Phase, you may place this card from your Hand face-up in your Spell and Trap Card Zone (Treated as a Continuous Spell Card). You may only place one "Runic" Monster in your Spell and Trap Card Zone in this manner each turn. When the effect of a Spell card is activated while this card is in your Spell and Trap Card zone, negate the activation and effect of that card and destroy it, then send this card to the Graveyard. Runic Warden Spellcaster/Effect 4 Star/Light 1000 Atk / 2000 Def During your Main Phase, you may place this card from your Hand face-up in your Spell and Trap Card Zone (Treated as a Continuous Spell Card). You may only place one "Runic" Monster in your Spell and Trap Card Zone in this manner each turn. When a card(s) would be destroyed as the result of a card effect while this card is in your Spell and Trap Card Zone, send this card to your Graveyard instead. Golden Rune of Binding Normal Spell Reveal the top card of your Deck and place it face-up into your Spell and Trap Card Zone (treated as a Continuous Spell Card). If a card revealed by the effect of "Golden Rune of Binding" is already on the Field, this card can not be activated. When either player activates the effect of a card of the same type as the original type of the card placed on your Field by this effect (Spell, Trap, or Effect Monster) while the card revealed by this effect is on your Field, negate the activation and effect(s) of that card. Renewing the Seal Normal Trap Select one "Runic" Monster from your Graveyard and place it in your Spell and Trap Card Zone. On the turn this effect is activated, you may not Normal Summon or Set a Monster. |
Problem with practical theme is usually this: "been there, done that" ><; it's always either discard, draw, disable or special summon =O I never planned Terra monster to win by battle but alternate win ^_~
rate first, then card later: Beckoning of Gaia- speeding up the draw basically, on top of revealing half of your opponent's deck to you XD; Runic Behemoth- too bad Dark Nepthyrs or Armed Dragon will also nuke it away while those two are special summoned. It's not a bad card, just that Phantom Darkness raise the definition of speed to a totally new level u_u Reason why I don't like behemoth is that most monsters that get special summoned is either tributed away for something stronger than the behemoth, or is something that's stronger already. The opponent will not sweat at all to special summon disc commander just because behemoth is there. Runic Huntsman- splashable and my favorite out of the whole set. It's a free destruction to kill off any monster on the next turn, be it special summon or normal. It negates the summon itself too so it stops nasty effect before they can come into play. We got traps that do similar things but those are restrictive (rug) or cost a card (forced back.) Huntsman got none if you can plan it well. This card is similar to the 1-1 trade off cards like Skull Descalibur Knight and Raiou in OCG. Skull Descalibur Knight stops effect. Raiou stops special summon, and Huntsman here just stops all summon (but it is used as a spell so it doesn't take up your normal summon too.) Runic Knight- mini imperial order. Search for it with RotA or recycle its use with warrior returning alive, and there you go. I'm sure that it's a deadly arsenal in the samurai lineup... they already use RotA, and some variants use warrior returning alive already. Runic Warden- simple and easy to use effect, but runic don't have anything big or highly precious to protect... rather save the turn and set up more huntsman/knight instead. Golden Rune of Binding- slightly confusing card effect but I understand... gambling type of negation again, which is what runic always do except the piercing behemoth. Renewing the Seal- end phase fun, similar to Gateway to the Dark World if DW got deckspace to even consider that card. More recycling for runic, and nothing can really go wrong with more huntsman and knight. If I have to look at the decktype as a whole, it's all about the Knight. He's the most searchable, highest attack power at 1900, and I think that his effect is the most devastating. Huntsman is good, but it's easier to not use spells than not to summon anything at all. The deck for now, seems to be all about recycling/retrieving Knight as much as possible, <><><> Eloquence of Terra- Agate (reworked) Rock / Effect 4 Star / Water 1000 Atk / 1800 Def When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card and your Life Points is lower than the opponent's, switch your Life Point with your opponent. Recognition of Terra- Yonix (revamp) Rock / Effect 6 Star / Earth 2100 Atk / 2400 Def When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card, special summon this card and up to two "Terra" monster from your graveyard on your side of the field on your side of the field. Destroy all monsters special summoned by this card's effect on your next standby phase. Glory of Terra- Jasper (revamp, changed to wind) Rock / Effect 4 Star / Wind 1500 Atk / 1500 Def When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card, special summon it on your side of the field. If this card is special summoned by its own effect, its original Atk is now 2500. Magical Ore Excavator (added star level and attribute) Warrior / Effect 4 Star / Earth 1500 Atk / 1400 Def This card deals piercing damage. If this card successfully deal piercing damage, search your deck for a "Terra" monster and add it to your hand. Vicious of Terra- Tiger Eye Rock / Effect 7 Star / Fire 1900 Atk / 2500 Def When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card, special summon this card on your side of the field. If this card is special summoned by its own effect, switch the Atk and Def of all "Terra" monster in play. (note: there, if you must insist on winning by battle with clump of rocks :3 ) Wisdom of Terra- Olivine Rock / Effect 4 Star / Water 1400 Atk / 1900 Def When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card, put it face-up on your opponent's Spell and Trap card zone as a continuous spell card. While this card is treated as a continuous spell card, your opponent must show his/her hand and the Atk of all monsters on your opponent's side of the field decreases by 200. Watcher of Terra- Tourmal Rock / Effect 4 Star / Earth 1800 Atk / 1500 Def You may send this card to the graveyard to add a "Terra" field spell card from your deck to your hand. When this card is destroyed by a card effect, put it face up on your opponent's deck and shuffle it. When your opponent draws this card, add a "Terra" field spell card from your graveyard to your hand. Terra Field Spell Card Increase the defense of all "Terra" monster in play by 500. When over half of your opponent's deck consist of face-up "Terra" monsters, You win the match. |
You know, I finally unlocked most of the packs from beating opponents in each world in WC08. Now I just need to unlock the Gladiator Beasts by winning five times against various CPU Free Duel opponents and I'll be set. :3
Speaking of Gladiator Beasts... Recruitment of Gladiator Continuous Spell When you return a "Gladiator Beast" monster on your side of your field to your deck by its own effect, instead of special summoning a "Gladiator Beast" monster you can special summon another monster from your deck with level stars equal to or lower then the Gladiator Beast card. You can only activate this effect once per turn. Legacy of Gladiator Normal Trap Activate only when a "Gladiator Beast" monster you control is destroyed by battle. Instead of sending that monster to the graveyard, shuffle it into your deck and special summon another "Gladiator Beast" monster. |
Eloquence of Terra- Agate (reworked): That should be 'are' rather than 'is'. Other than that...it's Reversal Quiz on legs. Well, except that OTKOing with this is harder. Definitely best buddies with Wall of Revealing Light and can be used to create a win condition for the decktype.
Recognition of Terra- Yonix (revamp): With the field spell in the mix, this is starting to look deadly. It starts out slowish, but when your opponent starts running out of non-Terra monsters this thing gets more and more vicious (as long as you keep a fresh supply of the rocks in your graveyard). Majorly screwed draws and eventual instant loss for the opponent in the late game. Magical Ore Excavator: Yeah, Rat is now officially the recruiter of choice for this decktype. Vicious of Terra- Tiger Eye: Ehh...quite tricky to play since it's out of recruiter range and 7-star. Pretty much calls for Enchanted Stone Crafting, but even then you'd want a good bunch of big, lumpy rocks on your field to capitalize on it. I'd sooner use the new Agate since it's funkier. :3 Wisdom of Terra- Olivine: Hand scouting fun; there's some way to brutally exploit that, I'm sure. The Atk and Def reduction is more of a side-attraction, but it might make the difference in some matchups. Watcher of Terra- Tourmal: Yay for field searchers. Sort of anti-thematic how your opponent gets to keep this one after drawing it, though. o.O Terra: Ohh...now this set is starting to make sense. One big problem, though: how are you going to determine when over half of your opponent's deck is Terra monsters? Does this field let you peek at your opponent's deck all the time? (I mean, that technically equals checking every draw your opponent makes too, since it's just a simple matter of deduction x.O) Some method of fixing that issue, maybe? Recruitment of Gladiator: Which Gladiator Beast does the level star thing refer to? (should be specified) anyways, I dunno'...Gladiator Beast really prefers summoning Gladiator Beast, so I'm not sure if they'd bother with this. Legacy of Gladiator: Special Summon from where? Also, what do you mean by 'another'? Does that just mean anything except the destroyed one or does it require a differently named beast too? Clarify that in the wording. Eh, sort of dubious usefulness again, since the problem with Gladiator Beast usually isn't getting through battle as much as being blown off the field before they get to battle. I think I'd sooner use Waboku to get them through battle (that way you get through the battle too, but you get the special summon with the effect, prevents damage and casualties too) And yeah, I see what you mean about Behemoth. Ho-hum, I think I'm going to do something about that: Runic Behemoth (revamp) Beast/Effect 8 Star/Dark 2600 Atk / 1400 Def This card inflicts Piercing Damage. During your Main Phase, you may place this card from your Hand face-up in your Spell and Trap Card Zone (Treated as a Continuous Spell Card). You may only place one "Runic" Monster in your Spell and Trap Card Zone in this manner each turn. If your opponent Special Summons a Monster while this card is in your Spell and Trap Card Zone, Special Summon this Monster to your Field. If you Special Summon a Monster while this card is in your Spell and Trap Card Zone, Special Summon this Monster to your opponent's Field. Bigger makes better, right? :3 Aaand something else for the set: Runic Overtaker Spellcaster/Effect 5 Star/Dark 1900 Atk / 2300 Def During your Main Phase, you may place this card from your Hand face-up in your Spell and Trap Card Zone (Treated as a Continuous Spell Card). You may only place one "Runic" Monster in your Spell and Trap Card Zone in this manner each turn. When a Monster is Tribute Summoned while this card is in your Spell and Trap Card Zone, switch control of that Monster to the opponent of the player who Summoned it until the next Standby Phase of the player who summoned the Monster then send this card to the Graveyard. Runic Punisher Spellcaster/Effect 4 Star/Dark 1600 Atk / 700 Def During your Main Phase, you may place this card from your Hand face-up in your Spell and Trap Card Zone (Treated as a Continuous Spell Card). You may only place one "Runic" Monster in your Spell and Trap Card Zone in this manner each turn. When a player declares an attack while this card is in your Spell and Trap Card Zone, inflict Damage to that player equal to the Atk of the attacking monster then send this card to the Graveyard. |
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Anyways, something a bit different again: Cyber Acrochordus Machine/Effect 3 Star/Dark 500 Atk / 900 Def Select and activate one of the following effects: - When this card is attacked, remove this card from play to remove the attacking monster from play until your next Standby Phase then add one "Cyber Acrochordus" from your Deck to your Hand. - Remove this card and one card in your Hand from play to add a Monster Card from your Deck to your Hand. - Remove from play this card and two Monsters on your Field to select two cards at random from your opponent's Hand and remove the from play. Okay, fine, Cyber Valley and its Machine Duplication-exploitability (which, might I add, meshes nicely with Satellite Cannon since they're both light attributes too) has grown on me. So sue me. xP |
Yugioh Fakes - TTE 2008
I was on http://www.yugiohcardmaker.net and I was making some cards. They're from a set I call the Tickectmaster Tourney Edition. I got the Ticketmaster part from an ad I saw on the NHL All-star game. In case you can't see the cards, I'll write down the stuff:
Supernova Quick-Play Spell (it shows counter, typo) Secret Rare TTE-EN000 When your opponent attacks, pay 100 (typo) Life Points to stop the attack and destroy all monsters on your opponents side of the Field. http://i102.photobucket.com/albums/m101/GOOSE112/supernova_en.jpg Doom Bringer Horizon Field Spell Secret Rare TTE-EN001 When this card is in play, the ATK of all DARK monsters is increased by 100 points. http://i102.photobucket.com/albums/m101/GOOSE112/doomhorizon_en.jpg Valley Kingdom Continuous Trap Ultimate Rare TTE-EN002 As long as this card remains active, decrease the ATK of all\ LIGHT monsters by 400 points. http://i102.photobucket.com/albums/m101/GOOSE112/valleyking_en.jpg There'll be more in the set. |
YGO maker finally fixed their annoying font to be acceptable now <3
I'll use it if it's not for the pure fact that finding a suitable picture is extremely difficult for monsters. Supernova- broken... mirror force is down to 1 for a reason. 100 LP is beyond neglectable (heck even 1000 LP cost will make this broken... look at Soul Taker for comparison). This isn't even mirror force. It's raigeki. Defense mode won't save you. Not stoppable by Jinzo/Decree too since this is quick play spell. back on the ban list please... Doom bringer horizon- 1000 brute atk may sound nice and indeed quite difficult to stop when even the tomato suicides into the monarch for laughs. But we're better off thinking of ways to get out Dark Gaia, or fill our graveyard with dark monsters to pull out those nifty phantom darknesss stuff. This is not weak but powerful (and breaks all tradition), but right now dark focuses on graveyard explosive summoning for the most part. The only real practical thing we can do with this is to have major easy access to the higher level viruses in terms of combo. I'm still saying this card needs to be toned down though since it just breaks thresholds too much, and if the metagame ever shifts to a semi-slower pace, this card becomes breakthrough (if it last for one turn, so be it, 1 turn making all your monsters 2k+ atk power is probably OTK) Valley Kingdom- continuous trap sucks... and the effect is -400 on light only? It's just not powerful enough at all... not enough light monsters played, and -400 is not that much. Cards nowadays rely on extremely weird (and usually lengthy) effects and less on the brutal stats. By the way, unless rules changed, I'm sure Digi wants all of our fake cards in the fake card thread. |
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anywho digi has merged this. out of boredom, a set idea: there are those non-monster cards that say "When this face down card is destroyed, (do this)", so i'm wondering about a set of cards like this that say "when the face down card is destroyed, do this. When this is flipped face up (normally), do this (but a weaker effect)." |
Hm, existing Sandmoth sort of have part of it, as it gets recursion and atk boost if it's destroyed while facedown. Interesting concept though I'll tweak it a bit if I'm doing it maybe~
As for the criticism, isn't it worse to just bust in and say "I don't think they're very good"? It sounds so much like a filler and random comment just to put someone down. Writing out all the whys clearly will clarify/support the comment, and also inform the card maker about methods to make the card more playable~ I'm sure that you can try to walk into the poetry thread to say "I don't like this poem" with no other comments attached, and the Mod of that forum will come by to demand clarification too in the same manner~ Not like I don't make mistakes, that's why I always had to make revamp copies of the same card XP; (Making fake cards that are playable are quite an accepted norm in any YGO related fake card forum/thread/event~ Of course, there's always the joke cards but usually they are exaggerated or their effect is filled with different allusions to make it obvious that the card is for jokes.) |
I used to create Cards all the time for Yu-gi-oh. I never had a chance to put these all on YGO CardMaker as I know longer have time. However This would be my Kirby Set.
Kirby of the Stars 4 Effect When this monster battles a monster, at the end phase of your turn, you may send this card to the graveyard to special summon a fusion monster with Kirby in it's name from your Fusion deck, and then shuffle this card into your deck. 1500/1200 Fire Kirby FIRE 5 Pyro/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a FIRE or Pyro monster. During your oppoenets standby phase, inflict 600 points of direct damage to their lifepoints directly. 1900/1200 Ice Kirby WATER 5 Aqua/Effect This card is special summoned by the effect of Kirby of the Stars when that card battles a WATER or Aqua monster. When this card battles a monster, destroy that monster. 1900/1300 Spark Kirby LIGHT 5 Thunder/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a LIGHT monster. For each card you play, increase the attack and defense of this card by 100 until the end phase of your turn. 1800/1000 Stone Kirby EARTH 5 Rock/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a EARTH or a rock monster. This card cannot be destroyed as a result of battle. 2000/1200 Fighter Kirby EARTH 5 Warrior/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a EARTH or Warrior monster. When this card attacks a monster with higher attack points than the monster it attacks, increase it's attack by 300. 2000/1200 Tornado Kirby WIND 5 Spellcaster/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a WIND monster. Increase the attack of this card by 200 for each non-WIND monster on the field. 1600/1200 Bomb Kirby DARK 5 Warrior/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a DARK or Warrior monster. When this card deals battle damage to a player's lifepoints, choose one monster on the field, and destroy it. 1700/1200 Hammer Kirby WIND 5 Warrior/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a WIND or Warrior monster. When this card battles a EARTH monster, destroy that monster without applying damage calcuation. 1800/1200 Ninja Kirby DARK 5 Warrior/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a monster with Ninja in it's name. If this card is targetted by a spell or trap your oppoenet controls, remove this card from the game. At the end of that turn, special summon this card. 1900/1300 Needle Kirby EARTH 5 Plant/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a EARTH or Plant monster. This card can attack all monsters on your oppoenets side of the field once. 1950/1000 Cutter Kirby FIRE 5 Warrior/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a FIRE or Warrior monster. This card can attack twice during the same battle phase. 2000/1200 Sword Kirby LIGHT 5 Warrior/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a LIGHT or Warrior monster. If all your other monsters in defense position, increase the attack of this card by 400. 2100/1200 Paint Kirby LIGHT 5 Spellcaster/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a LIGHT or Spellcaster Monster. Once per turn, during your mainphase, you may change the battle position of one monster on the field. 1700/1200 Crash Kirby DARK 5 Spellcaster/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a DARK monster. Skip your battle phase and destroy all monsters on the field, then special summon one Kirby of Stars from your hand or deck. This effect cannot be used the same turn it's special summoned. 1500/1200 Wing Kirby WIND 5 Winged-Beast/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a WIND or Winged-Beast monster. You may pay 1000 lifepoints during your mainphase. If you do, this card can attack directly. 1500/1200 Mirror Kirby LIGHT 5 Spellcaster/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a LIGHT or Spellcaster monster. If this card was to be designated by a spell card, you may change the designation to another monster instead. 1500/1200 Wheel Kirby FIRE 5 Machine/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a FIRE or Machine monster. If this card battles a monster with lower defense than the attack of this monster, inflict the difference as battle damage to your oppoenets lifepoints. 1700/1400 Jet Kirby WIND 5 Machine/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a WIND or Machine monster. discard a card from your hand ot negate an attack to this card. 1500/1400 Parasol Kirby WIND 5 Warrior/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a WIND or Warrior monster. This card is unaffected by trap cards. 1500/1200 Cook Kirby EARTH 5 Spellcaster/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a EARTH or spellcaster monster. When this card is special summoned, destroy one monster on the field and gain lifepoints equal to the attack of that monster. You cannot select Cook Kirby. 1500/1200 Cleaning Kirby WIND 5 Spellcaster/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a WIND or Spellcaster monster. When this card is special summoned, destroy 2 spell or trap cards on the field. 1500/1200 Meta Knight LIGHT 4 Warrior/Effect Increase the attack of all your oppoenets monsters by 400 points. 2300/1700 King Dedede WIND 5 Warrior/Effect When this card is summoned successfully, name a card. Your oppoenet cannot summon or activate the named card as long as this card is on the field. 2500/1800 Burnin' Leo FIRE 4 Pyro/Effect Tribute this card and return one Kirby of the Stars to your deck and shuffle it to special summon one Fire Kirby from your fusion deck. 1800/1200 Chilly the Snowman WATER 4 Aqua/Effect Tribute this card and return one Kirby of the Stars to your deck and shuffle it to special summon one Ice Kirby from your fusion deck. 1800/1200 Dynablade WIND 8 Winged-Beast/Effect This card can attack twice during the same battle phase. 2600/2100 Marx DARK 11 Fiend/Ritual This card can only be ritual summoned by "Nova Wishes". Remove one LIGHT and one DARK from your graveyard from play to remove one monster on the field. 3100/1400 Dreamland FIELD SPELL Increase the attack and defense of all Ritual and Fusion monsters by 400 points. If you have King Dedede is in play, increase it's attack by 400 points. Nova Wishes Ritual Remove LIGHT and/or DARK monsters from your hand and in play equal to or more than 11 stars to ritual summon one Marx from your hand. Gourment Race SPELL Activate this card only if you control one King Dedede and one Kirby of the Stars on your side of the field and no other monsters. Destroy all spell and trap cards on the field, and gain 300 lifepoints for each spell and trap destroyed this race. Whispy Woods 5 EARTH Plant/Effect When this card is attacked, destroy the monster that attacked this card. 2100/1500 Paintroller 4 EARTH Warrior/Effect You may discard one card from your hand during your mainphase. If you do, choose a monster on your oppoenets side of the field. That monster cannot attack until the next battle phase. 1400/1300 Mr. Shine 4 DARK Spellcaster/Union You may equip this card to a monster named Mr. Bright during your mainphase or unequip it. A monster equipped with this card cannot by a card effect. If the equipped monster was to be destroyed as a result of battle, this card is destroyed instead. 1800/1300 Mr. Bright 4 LIGHT Spellcaster/Effect You may equip this card to a monster named Mr. Shine during your mainphase or unequip it. A monster equipped with this card cannot be destroyed as a result of battle. If the equipped monster was to be destroyed by a card effect, this card is destroyed instead. 1800/1300 Javelin Knight 4 EARTH Warrior/Effect When this card is normal summoned successfully, search your deck for a card named Axe Knight, and put it into your hand. 1000/500 Axe Knight 4 EARTH Warrior/Effect When this card is normal summoned successfully, search your deck for a card named Mace Knight, and put it into your hand. 1000/500 Mace Knight 4 EARTH Warrior/Effect When this card is normal summoned successfully, search your deck for a card named Tridant Knight, and put it into your hand. 1000/500 Tridant Knight 4 EARTH Warrior/Effect When this card is normal summoned successfully, search your deck for a card named Javelin Knight, and put it into your hand. 1000/500 Heavy Lobster 6 FIRE Machine/Effect When this card inflicts battle damage to your oppoenets lifepoints, it's damage is treated as effect damage instead. 2500/1700 Shadow Kirby 4 DARK Effect Remove this card from the game to special summon one Kirby card from your fusion deck. At end of turn, return the fusion monster to the fusion deck. 1500/1200 Dark Meta Knight 4 DARK Warrior/Effect This card deals no battle damage to your oppeonets lifepoints. When this card attacks a monster with higher attack than it, increase it's attack by 500. 1700/1200 Heavy Mole 5 EARTH Machine/Effect When this card attacks, and was to deal battle damage to your oppoenet, you may choose not to do any battle damage, and instead destroy a card on your oppoenets side of the field. 1900/1400 Dark Matter 8 DARK Fiend/Effect This card cannot be special summoned. This card cannot be tribute summoned except by triubitng 3 monsters. When this card is tribute summoned successfully, remove from play your deck, hand, graveyard, and all other cards you control. Gain control of all monsters on your oppoenets side of the field. When this card is destroyed, special summon one 0 Squared from your removed from play. You do not lose the duel when you cannot draw. 0/0 0 Squared 12 DARK Fiend/Effect When this card is special summoned by the effect of Dark Matter, if this card is in play during the end of your next end phase, inflict 10000 damage to your oppoenets lifepoints. 0/0 The Amazing Mirror Continious Spell When you play this card, pay half your lifepoints. Choose a monster with 1500 attack or less. Put a token of that monster into play under your control. It's a DARK and Fiend in addition to it's other types. When this card is destroyed, destroy all tokens on the field. The Fountain of Dreams Field Spell Either player may discard two cards from their hand to ignore the summoning conditions of a monster in their hand or graveyard. The Knights probably wouldn't be printed these days, and I think I errata'd Zero Squared in the past |
Ravnica-inspired cards:
Staff of Alchemy [R] 4: Artifact Cards in your hand have transmute 2UB. (2UB, Discard a card: Search your library for a card with the same converted mana cost as the discarded card, reveal it, and put it into your hand. Play only as a sorcery.) Cytoplasm Vault [R] 3: Artifact Each creature with graft you play comes into play with an additional +1/+1 counter on it. Mizzium Observosphere [R] 5: Artifact Spells with replicate cost 2 less to play. Replicate costs are reduced by 2. Pact of the Necromancer [R] 1{B/G}{B/G}{B/G}: Enchantment Whenever you play a dredge ability, you may pay BG. If you do, put a 2/1 black and green Zombie creature token into play. When a Zombie you control is put into a graveyard from play, each other player sacrifices a creature. Gaze of Rakdos [U] 1{B/R}: Sorcery Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. You lose life equal to its converted mana cost. Mat'selesnya's Anthem [R] 1GW: Enchantment Green creatures get +1/+1. White creatures get +1/+1. Boros Mage-Priest [C] 1RW: Creature - Human Wizard RW, T: Boros Mage-Priest deals 1 damage to target creature or player and you gain 1 life. Though the Boros are more known for their fleet-of-foot swordsman, the mage-priests lining the rear are as necessary as the infantry to ensure victory. 1/3 Swear to Secrecy [U] 1UB: Instant Counter target spell unless its controller puts the top X cards of his or her library into his or her graveyard, where X is three times the converted mana cost of that spell. “Even if someone were to penetrate our illusions, he must make a choice between secrecy or death.” --Circu Terms of Peace [C] 1W: Instant Prevent all combat damage that would be dealt this turn. If U was spent to play Terms of Peace, creatures that attacked this turn don’t untap during their controllers’ next untap step. Jarad, Necromancer Outcast [R] 2BBG: Legendary Creature - Elf Zombie Nonland cards in your graveyard have dredge X, where X is the card’s converted mana cost. (If you would draw a card, instead you may put the top X cards of your library into your graveyard, where X is the converted mana cost of a nonland card in your graveyard. If you do, return that card to your hand. Otherwise, draw a card.) 3/3 Savra, Resurrected Cytomancer 2GUU: Legendary Creature - Elf Wizard Mutant Graft 3 (This permanent comes into play with three +1/+1 counters on it. Whenever a creature comes into play, you may move a +1/+1 counter from this permanent onto it.) When a creature without graft comes into play under your control, put X +1/+1 counters on it, where X is the creature’s power. It becomes 0/0 and has graft. Cerebral Absorption [R] 2{U/B}{U/B}: Enchantment When a player plays a spell, you may put the top X cards of that player’s library into his or her graveyard, where X is that spell’s converted mana cost. Mat'selesnya, High Priest [R] 3GGW: Legendary Creature - Elf Cleric Mat’selesnya, High Priest has shroud as long as you control five or more creatures. Spells you play have convoke. (Each creature you tap while playing a spell reduces its cost by 1 or by one mana of that creature’s color.) 2/5 Fade into Reality [C] 2UB: Sorcery Return target nonland card from your graveyard to your hand. Zomaj Hauc, Izzet Magelord [R] 3URR: Legendary Creature - Human Wizard At the beginning of your upkeep, you may return target instant or sorcery card from your graveyard to your hand. 3/4 Angelic Reversal [U] 3W: Instant You gain 3 life for each creature attacking you. If R was spent to play Angelic Reversal, instead Angelic Reversal deals 3 damage to each attacking creature. Death Sentence [C] 4B: Instant Destroy target creature. If W was spent to play Death Sentence, you gain life equal to that creature’s converted mana cost. Deathgaze [U] 3G: Instant All creatures able to block target creature this turn do so. If B was spent to play Deathgaze, that creature gains deathtouch until end of turn. Feather, Angelic Guardian [R] 4RWW: Legendary Creature - Angel Flying, first strike X: The next X damage that would be dealt to target creature you control is dealt to Feather, Angelic Guardian instead. Spend only red and/or white mana this way. 5/5 Szadek the Restless [R] 4UUBB: Legendary Creature - Vampire Spirit Szadek the Restless is unblockable. When a creature you control deals combat damage to a player, that player removes the top ten cards of his or her library from the game. 6/6 Skyknight's Training [C] {R/W}{R/W}: Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 and has flying and haste. “During times of peace, we train children who want to ride rocs. Then they don’t want to ride anymore.” --Klatton, Boros Skycaptain Tilling the Marsh [C] X{B/G}: Sorcery Put the top X cards of your library into your graveyard. Draw a card. |
Er... me no play Magic the Gathering so me no understand cards.
Incredible Machinations Normal Spell Select three or fewer differently named light-attribute machine type monsters in your deck and remove them from play. Special summon one Light-attribute monster from your fusion deck listing those monsters as fusion materials. Well, XYZ now has an instant summoning method. It's cool... it's fun. Is it usable? And another thing... Destiny Drive Normal Trap Activate only when your opponent declares an attack. Send one "Destiny Hero" monster from your deck to the graveyard in order to negate that attack. Eh, thematic and useless now that Foolish Burial's around, I guess, but I could see the anime using it to dump Malicious or Dasher, couldn't you? Just for kicks... Death By Extreme Boredom Continuous Spell If your opponent plays a card that they have not unlocked in YGO WC08 by beating computerized duelists over and over again, force them to unlock it before they return to the game. Negate this effect if the card your opponent activates does not exist in YGO WC08 The Arch-Nemesis Brigade Normal Spell Activate only if there is a(n) "E-Hero" or "D-Hero" monster on your opponent's side of the field. Special summon that monster's arch-nemesis. If you don't know what that monster's arch nemesis is, stop playing children's card games and go read comic books like the rest of the world. Jeez, what a loser. .... I think I've just officially transcended the boundaries of sanity. |
what a pity there are so less magic players here....
@RaikouRider243 in general like your ideas of cards, but... 1)Swear to Secrecy: this seems to be a bit cheap for its effect And being an uncommon card 2)Feather, angelic guardian:...Feather, are you serious about this name???just want to mention it cause the translation into german is too laughable for a lengendary angel... 3)Savra,resurrected cytomancer:...uhm i have to admit that i didn´t read the book...does she die???and if, why isn´t the queen of the Golgari ressurected by the golgari?just questions... |
well, this is the first of YGO cards in a series I'm doing called Final Destruction. They are all ultra rare or above, and designed to turn duels around at the last posible minute.
Sub-Atomic Blast Normal Spell Ultimate Rare CLC-V102 Activate this card only when your life points are 1000 or less. Reduce your Life Points to 1 and Destroy all monsters on the opponent's side of the field. Deal damage to your opponent's life points equal to the ATK of all monsters destroyed by this effect. http://i225.photobucket.com/albums/dd195/KotorplayerVII/SubatomicBlast.jpg I know it's a bit too powerful, but, like I said, the cards in this series are supposed to turn things around at the last minute. That's why it can only be played if You're at 1000 or less. |
Sub-Atomic Blast: Wall of Revealing Light & Solemn Judgment say hi. Really, it isn't all that difficult to decrease your LP by that much for what could very well be an OTK.
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Regardless, Exodia needs the deck to focus on it in order to really be successful. You can't exactly toss the pieces & Exodios into a random deck and expect them to work. Sub-Atomic Blast, on the other hand...is a hyped-up burn card that can also fit in stall as well as most other decks that run 3 Solemn. In a general case, you might see a Monarch & other beatstick, which would give you around 4000 damage on top of a Raigeki. It's abusable, splashable... Aaanyway...new completely-fake cards: Ra's Servant LIGHT/Warrior/Effect 4 Stars/1700 ATK/800 DEF If this card is sent to the Graveyard from the field or your Hand, you may remove this card from play to Special Summon 1 "Ra's Servant" or "Horus, the Black Flame Dragon LV4" from your hand or Deck. Great Dragon Lord Ra-Hora LIGHT/Dragon/Fusion/Effect 12 Stars/4000 ATK/4000 DEF "Ra's Servant" + "Horus the Black Flame Dragon LV8" This card can only be Special Summoned by removing the above-listed monsters on your side of the field from play (You do not use "Polymerization"). You can negate the activation and effect of any Spell, Trap, or Monster cards and destroy them. Each time a card is destroyed by this effect, increase the ATK of this card by 500. |
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of course, there are also such fundamental ways that everyone who played the game knows to blcok it. De-spell, magic jammer, the list goes on and on. not to mention luck of the draw and what your opponent happens to be throwing at you. you have to remember to calculate in the other factors before saying a card is too unbalanced. and if you didn't like this, you're gonna get a kick out of Painsplit and Final Slice... |
Ra Servant- super malicious with lower level and much higher attack power, just lacking the Destiny Draw? ._.; It really needs to say, from hand or field to the graveyard to prevent foolish burial tricks, even if it's not "anytime" like Malicious. It already got RotA and is lv 4 summon unlike Malicious. I am personally against it having foolish burial as another way to summon it too.
Ra-Hora- basically instant win, and not TOO hard to get out (at least compare to say those VtoZ who got a much weaker effect let's say). Horus 8 can come out, just not long lasting. Thankfully, RotA and foolish burial both search for Ra's Servant in an equivalent speed to instant, thus you're basically saying, as long as Horus 8 even lasts 1 round, you got Ra-Hora... o___o; Sub-Atomic Blast- they say that Raigeiki got all the same "weaknesses" too >_<. Not to mention, Life Equalizer right after this and you cannot fail. You've just turned the only backfire of this card to another win condition switching over to life equalizer burn. To fight against life absorbing monolith, throw in the bad reaction to simochi and that burn from sub atomic will go through no matter what. Problem with this is that you can use it whenever, and however you want without much careful need of timing or weakness. The moment you clear the backfield (giant trunade, heavy storm, MST, Royal Decree, or having your own solemn judgment/Dark Bribe, will stop any possible counter they have by the means of protective spell/traps), you are nuking them for damage beyond believe, especially the phantom darkness monsters having insane attack power too. You may go down to 1, but there's many ways to work around it. Solemn Judgment *still* works to have the first 0.5 LP in history to protect yourself for example, if you even need to at all. Another thing is to just poke the enemy with a monster if they somehow survivied the subatomic blast. I don't even want to imagine people using Shallow Grave/torture golem and nuking the enemy 2 times in a row O___O; |
whatever. this series isn't really the ones i give two hoots about, i just felt like it.
here's another, different one i made for a friend. I don't even want to hear about it being too uber, it's not even my character being portrayed. So don't whine at me about it being too uber, I never intended this to be like an actual card that might possibly get released. Just something made in my sparetime for a friend. so don't go nuts, k? http://i225.photobucket.com/albums/dd195/KotorplayerVII/HikariCard.jpg and, as i've stressed at least three time in this post, IT IS NOT INTENDED TO BE SERIOUS OR BALANCED AT ALL. |
...Actually, that's not too bad for a monster. It's pretty much a dead draw until you get enough monsters out to summon it, and even then there's still a real S/T weakness (Smashing Ground & Creature Swap, for instance). The only problem is that nowadays you need to specify summoning conditions with anything that has more than 8 stars (no, you can't just "assume" the 3-tribute deal).
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if you want an overpowered card, you should see the one for my other friend. Level 12 ritual with 6000 points and can attack 4 times a turn. That one was mostly just for card-making practice, to get the hang of it. i intend on redoing both of the friend-cards into something a little more realistic. I alo have a collection of random cards i made for the heck of it, let me know if you wanna see any. (For the most part, you gotta like star wars or naruto to like 'em) |
Eh, but reading the original Naruto pilot started me on making the Yokai card series (albeit they have no images).
Mobile Frontline Base Continuous Trap Once per turn, you can special summon a level four or lower Union monster from your graveyard. When this card is sent to the graveyard, destroy all cards summoned by this effect. XYZ needs more oomph? I shall give it more "oomph", and a nice little bit of swarm capability. :3 Alphabet Soup Normal Spell Discard two cards from your hand in order to remove one "V Tiger Jet", "W- Catapult Wing", "X Head Cannon", "Z Metal Tank", and "Y Dragon Head" in your hand, deck, or graveyard from play and special summon one "VWXYZ Dragon Catapult Cannon" from your fusion deck, ignoring summoning conditions. Nomi Support FTW! If Cyberdark Impact can be created, so can this! Wi-Fi Connection Error Normal Spell Spend fifteen minutes trying to hook up to the internet and download the card of the day while cursing at your unreliable internet access only to discover it's something completely useless. You can tell that I hate the whole "duel multiple opponents to get good cards" set-up for WC08, right? |
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You do know that we once again have ghosts to get free DP from, right? |
Big robots pew pew
After replaying ZOE: Anbuis again, I'm really hoping Konami to release cards based on it.
They've done MGS before, so Kojima probably won't mind. But anyway, original cards based on Anubis. Naked Jehuty itself is intended to be "lol", because it's like that in the original game. OF (Orbital Frame) - Jehuty LIGHT/Machine/Effect Level 4/1800 ATK/1600 DEF Each time this card destroys 1 monster on your opponent's side of the field by battle, put 1 EXP Counter on it (max. 6). When this card is destroyed as a result of battle, Special Summon 1 "OF - Damaged Jehuty" from your hand or your Deck. OF - Damaged Jehuty LIGHT/Machine/Effect Level 4/1600 ATK/0 DEF This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "OF - Jehuty". When this card is Special Summoned, transfer all EXP Counters that were on "OF - Jehuty" before it was destroyed as a result of battle to this card. Each time this card destroys 1 monster on your opponent's side of the field by battle, put 1 EXP Counter on it (max. 6). OF - Naked Jehuty LIGHT/Machine/Effect Level 12/5000 ATK/5000 DEF This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 1 "OF - Jehuty" or 1 "OF - Damaged Jehuty" with 6 EXP Counters on it. This card can attack your opponent's Life Points directly, and unaffected by the effects of Spell Cards, Trap Cards and Effect Monsters. (The "direct attack" and impossibility to destroy it is reference to the ZERO SHIFT system.) |
Kay... I'm just gonna skip to the cards.
Leaderboard Field Spell Pay half your life points in order to download a ghost that has as much chance of being a dude with a crappy deck or a zero-card deck that you can farm DP from as a dude who cut his deck down to five cards and gets an automatic Exodia win on the first turn. Tag Roulette Normal Spell Point to a random bystander with a deck and demand that they join you in a tag duel. This simulates your chances of actually getting a good partner on WC08 tag duels. Good luck overcoming Murphy's law. Boring Practice Hours Normal Spell Deal one hundred points of direct damage to your opponent for every hour they spent beating CPU duelists to unlock packs in the card shop. Ten bucks says that if they own WC08, this card is an instant-win. False Joy Normal Trap Activate only when your opponent duels through at least 25 CPU opponents to receive the latest pack. Deal damage to them proportionate to their annoyance when they discover that the pack is labeled "for begginners" and the key monster is "Master of Oz". OMGZ ITZ A N00B! Quickplay Spell If your opponent has ever lost to someone they thought was a n00b on WC08 after they spent at least six hours preparing their deck and several more unlocking the packs to open their card pool enough to build it in the first place, screw the rules you win the duel. WHAT DO YOU MEAN IT ISN'T INCLUDED?!?!? Normal Spell Deal direct damage to your opponent proportionate to your annoyance when you find out that WC08 didn't include Zombie Master and Archfiend monsters, among others. YOU COULD HAVE AT LEAST INCLUDED SOMETHING FROM PHANTOM DARKNESS! Counter Trap And then deal damage proportionate to ACC-M's rage when he found out that he'll have to wait at least a year for the next game to come out to build his Yubel control deck. *sniff* The Last Pack Normal Spell Congratulate yourself for unlocking all the WC08 packs. Cry when you realize that in the end, it was completely meaningless. .... Okay, frustration dealt with. Serious card time. Infernal Emperor Monster/Dark/Fiend/Effect/4* Atk 1600/ Def 1000 Instead of declaring an attack with this monster, you can special summon one "Infernal Minion Token" (Dark/Fiend/Effect/1*/Atk 0000/ Def 0000). This token cannot be offered as a tribute for a tribute summon on the turn it is played. Miracle Guardna Monster/Light/Fiend/Effect/4* Atk 1600/ Def 1000 If this monster and an Earth, Fire, Wind, and Water attribute monster are in your graveyard, your opponent cannot declare an attack. |
Here we go:
Defensive Glop Continuous Spell During every turn, you may eat one case of Jell-o so your opponent will then give up all hope of trying to damage you. Turtle Tower Quick-Play Spell You may summon as many "Floral Crab"* cards from your hand, Deck, or Graveyard so that by the time you're done looking for all of them, your opponent will have gone to your room, gotten a rulebook, given up trying to prove you wrong, gone home, leaving you as the winner. * From my custom set, (Name TBA) |
Some designs I've been thinking about for a new set of creatures I call Weazels, which are basically humanoid weasel creatures mafia-ish/terriost types mainly. An attempt at a set of these that will be compariably playable if they were actually played cards (despite not knowing much about Yugi-Oh or anything.) Feel free to comment, suggest things, constructive criticism but no saying its plain stupid. (And yes the name is lame, its actually deliberate)
Please do note i'm not great with wording for such cards, being more used to MTG. Weazel Minion Beast-Warrior/3 Stars/Earth 1400 ATK/800 DEF Note: Basic Weazel, not very strong Weazel Hitman Beast-Warrior/3 Stars/Earth 800 ATK/1000 DEF Effect When Weazel Hitman battles another monster, increase its Attack points by 1000 and decrease its Defense points by 1000 for the duration of the Battle Phase. Weazel Sabatour Beast-Warrior/4 Stars/Fire 1700 ATT/700 DEF Effect Discard a card from your hand: Roll a six-sided dice, if the result is 3 or 4, destroy a monster on the opponents side of the field and your opponent loses 1000 life points. If the reult is 1, 2, 5 or 6 tribute Weazel Sabatour and you lose 500 life points. Note: Somewhat inspired off Snipe Hunter, only its more haphazard. It can also make an okay attacking monster too. Cowardly Weazel Beast-Warrior/4 Stars/Dark 2000 ATK/500 DEF Effect This monster cannot be summoned onto the field if there are no monsters on your side of the field with "Weazel" in thier name. Weazel Smuggler Beast-Warrior/1 Star/Dark 100 ATK/150 DEF Effect This monster can attack your opponents life points directly. When Weazel Smuggler deals Battle damage to an opponent, you may draw 1 card. Weazel Engineer Beast-Warrior/3 Stars/Dark 800 ATT/1200 DEF Effect You may tritube this monster and discard a card from your hand to remove a Machine-type monster in play from the current duel. This cannot be use if you have no cards in your han. You may tribute this monster and discard a card from your hand to search your deck for a card named "Weazelbot Mk 1" and special summon it onto your side of the field. Weazelbot Mk 1 Machine/6 Stars/Dark 2400 ATT/1600 DEF Effect You may tribute this monster and discard a card from your hand to search your deck for a card named "Weazelbot Mk 2" and special summon it onto your side of the field. Weazelbot Mk 2 Machine/8 Stars/Dark 3400 ATT/2600 DEF Effect When Weazelbot Mk 2 is special summoned, halve your life points. When Weazelbot Mk 2 attack a monster in defense mode with defense less then its attack points, deal the difference to the opponents life points. (They call that piercing damage right?) Weazel Deception Counter Trap When a spell or trap card is activated, tribute a monster with "Weazel" in its name to negate the effect of that card and destroy it. Weazelling Out Quick Play Spell Pay 300 life points as you play this card. Return a monster on your side of the field with "Weazel" in its name to your hand. Slippery Weazel Beast-Warrior/ 4 Stars/Water 1700 ATT/1000DEF Effect This monster cannot be the target of Spells, Traps and the effects of effect monsters. Weazelled Out! Trap No monster can be tributed or returned to a players hand this turn (Effects relating to tributes cannot be used) Note: Might need to change this one dramatically. Sleeping With the Fishes Trap Destroy any one non-Water attibute, non-Aqua type monster on your opponents side of the field. The monster destroyed by this card cannot be special summoned back onto the field by any card effect. Getaway Vehicle Spell - Equip Magic This can be only equipped to a non-Machine monster with "Weazel" in its name. Increase equipped monster's Attack and Defense by 300 points At the begining of the Battle Step you may tribute Getaway Vechicle to reduce all damage dealt during the Battle Phase to equipped creature to 0. Weazel Kingpin Fiend/4 Stars/Dark 0 ATK/1500 DEF Effect The Attack Points of this monster is equal to the number of cards with "Weazel" in thier name other tham Weazel Kingpin on the field and in the graveyard times 100. |
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So I was inactive due to midterms but now I'm done all of them. Massive review session?
Kirby cards: so if the Kirby variants are all fusion, first of all we need that in the card itself (along with your usual special summoning condition phrases.) The kirby fusions aren't really that powerful and probably better off as regular effect monsters. Summoning them by just the 3 Kirby is kind of slow, and being so dependent on the opponent can be troubling... Meta Knight- fair enough I guess as its drawback... King Dedede- actually quite a darn good card with good effect. 1 tribute and 2500 is nice. It can effectively lock down key cards that the opponent will play if you got good prediction skills too. Burning Leo/Chilly the snowman- bad on CA... not worth it. Dynablade- it's a really eh effect... cybertwin dragon basically, but how to get it out in the first place proves to be challenging. Marx- Chaos Sorcerer is back, in Ritual form ;D and one huge attack power too. However, ritual summon requirement is tough unless you ditch another Marx. Dark Armed Dragon is far faster with lower cost, sadly. Dreamland- eh, just attack boosting not going to work well enough... Gourmet Race- extremely tough to use, and a very minor LP gaining effect even if it can sorta heavy storm... no ._.; Whispy Woods- eh just use Cyber Dragon .-. Paintroller- temperate solution at a cost of a card... not really worth it at all. Mr Bright/Mr Shine- actually interesting, but too bad they are nomi when standing alone and need each other. Similar to Vamp Lord and Curse of Vampire, and neither are very useful at the moment... 4 knights- gadgets with a longer chain and searchable, probably restricted due to the CA even if they form a longer chain for annoyance and deckspace... Heavy Lobster- it's a meh of an effect, really Shadow Kirby- neo fusion similarity... really eh because the kirby fusion is sub-par like a lv 4 effect monster to begin with. Dark Meta Knight- really not that good... it can run over cyber dragon, but just a minor atk boost doesn't deem a card usable nowadays. Heavy Mole- airknight parshath disease. Good effect and reasonable, but just lacking a bit to make the cut. Dark Matter/0 Squared- tributing 3 monsters is hard since it's a tribute summon and can't do it by goats then. But after that, you basically win or just lose unless you got a solemn judgment, life absorbing monolith or something of that nature... Dark Matter's massive brain control strategy probably wins already. If not, the opponent can just delay their plan to destroy Dark Matter until it's their turn. 0 Squared comes out, and then you automatically lose from drawing a card from an empty deck since 0 Squared doesn't have the same deckout protection. The Amazing Mirror- OTK material, since you can do this any number of times, you are guaranteed to pull off 5 tokens on your field... I'm not enjoying this one. Fountain of Dreams- breaks so many gameplay rules without specifying what to do in those cases that it makes things difficult... like, how do I summon Demise now lol. |
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Frostweaver Removal System Continuous Spell Pay 500 Life Points to activate this card. Frostweaver cannot make anymore point-out-the-flaws-in-everyone's-card posts. If he does, he is banned. Now THAT'S originality. |
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MONOPOLY! Normal Spell Pay 500 life points to activate this card. You may kill someone, then go directly to jail. Do not pass Go or collect $200. Really, now: Eighth Heaven Field Spell While this card is face-up on the field, you may treat its name as "Sanctuary in the Sky". Whenever a Fairy-type monster you control is destroyed as a result of battle, you may Special Summon 1 LIGHT Fairy-type monster of an equal or lower Level from your Deck or Graveyard. |
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Every fairy monster suddenly becomes Uber Shining Angel. Wowza. I like it quite a bit... well, except that it makes your stupid A N G E L deck too annoying now, Icha. XD Take it from the Top Normal Spell The turn count is set to "Zero". Return all cards on both player's fields and in both graveyards to the deck and shuffle it. You cannot normal summon or special summon a monster on the turn this card is activated. Raving Ghouls of The Next World Monster/Dark/Fiend/Gemini/4* Atk 1600/ Def 1300 *Insertgeminitexthere* -Choose one of the following effects and activate it: -Both players choose three cards in their deck and send them to the graveyard. -Both players select three monsters in the graveyard and remove them from play. Dramatic Arrival!!!!!!!!!!!!!!!!!!!! Counter Trap Activate only when your opponent declares an attack on your life points. Special summon one fusion monster with "Elemental Hero" in its name from your fusion deck. (This is treated as a fusion summon) |
Destiny Drive- ya you said its own flaws.
Mobile Frontline Base- not to mention, tribute fodders for monarchs and other nifty things using other unions out there, especially the dark unions (dark is easiest to pitch to the graveyard). I think that will be its true usage, sorry alphabet machines. Alphabet soup- lovely thing is, we can choose the vwxyz parts as the discard cost itself. Yeah it needs this card and strangely it still won't be played lol. Infernal Emperor- I can always CCV the token, lol. It just needs a clause about once a turn during your main phase though or else goat control will be back, lol. Miracle Guardna- I wonder if doriado's elemental effect applies in the graveyard, lol... not very strong due to restriction, and while we're on graveyard frenzy due to the dark monsters, everyone will be running counters to cards that rely on graveyard anyway. Weazel minion- and i agree with the vanilla text lol Weazel hitman- basically vanilla with 1800 atk but searchable Weazel Sabatour- you said everything about this card I think. It's beast warrior/fire instead of dark though so snipe hunter is still the obvious pick unless in for fun total gambler deck. Cowardly Weazel- Not sure if it's necessary since YGO got normal monsters with 2000 atk 4 stars now >> Weazel Smuggler- pinnacle of stall burn and a dire need of it. Great and valuable card. Always ensures a draw. Weazel Engineer+the robots- yes we (very recently) call it piercing damage with inconsistent wordings even on official cards. Some cards call it piercing, while others type out the effect. Either way, 3400 for a piercing with such heavy CA is not really worth it (why not smack a big bang shot equip on a BEWD if I really want that). Weazel Deception- solemn judgment but theme specific yet cost a CA... it makes it quite worthwhile in a way if Weazel benefits from graveyard and putting them down there, but doesn't seem like it. So far I'll rather stick with solemn judgment itself. Weazelling Out- I'll just use CED instead which doesn't cost LP if i need the bounce (and it works on opponent too) Slippery Weazel- better than the 1800 weazel by far. Great protection on many levels. Weazelled Out- I think it's fine... basically no tribute and no spin for 1 turn. Anti raiza on many levels, but since it's only for 1 turn it should be ok. Sleeping with the Fishes- Dimensional Prison, upgraded again. Not even the dark monsters and their immense special summon can get out of this one. Getaway Vehicle- just not strong enough... 300 bonus isn't a lot, and the negating damage received isn't a lot to justify one equip card. Weazel Kingpin- takes forever to get powered up... 10 cards is just 1000? ;_; Even if it's x300 each, it's still quite subpar. 300 or 400 each maybe... (comparing it to Calculator and its obvious combo with metal reflect slime, it's really, really slow here) |
GX: Normal Spell
Effect: This card can only be activated when you have an Elemental Hero, an Evil Hero, a Destiny Hero, and a Crystal Beast on the field. You gain 4000 life points and draw four cards. |
Ok, I made some adjustment to some of the cards and thought up a few new ones.
Changes: Weazel Minion: Incresed its Attack points by 100 to 1500 Cowardly Weazel: Increased its attack points by 200 to 2200 Weazel Engineer & Weazelbot Mk 1: Both not longer require discarding 1 card to activate thier effects. Tribute cost remains. Weazelling Out: Instead allows you you return up to 2 monsters with "Weazel" in thier name, instead of just one. Getaway Vehicle: Attack and Defense boost increased to 400, and its tribute effect now reduces all piercing damage in the entire Battle Phase to 0 Weazel Kingpin: Its boost is increased from 100 points for "Weazel" monster in play in in your graveyard from 100 points to 250. It is also a requirement for a new Fusion Summon. Weazel Kingpin was NOT meant to be the top card, just a weaker version of the big head monster himself. Now some new ones to ponder over. Weazel Hacking Counter Trap This trap can only be activated when a card would cause your opponent to draw 1 or more cards Negate the effect of that card. Your opponent discards cards equal to the number of cards he/she would of have drawn, you draw cards equal to the amount of cards your opponent would have drawn and at the End Phase you lose 200 Life Points for every card you drew by this card effect. The Big Boss Weazel Fiend/10 Stars/Dark 0 ATK/2500 DEF Fusion - Effect Weazel Kingpin + 4 Other monsters with "Weazel" in thier name You must pay 100 life points for every monster in play and in the graveyard to summon this monster without using "Polymerization" All monsters in play other than this one and all monsters in players graveyards are counted as though they had "Weazel" in thier name. The Attack Points of this monster is equal to the number of cards with "Weazel" in thier name on the field and in all graveyards times 250. This monster deals Piercing damage Note: Wording my be badly done Weazel Ferretor Fiend/4 Stars/Light 1400 ATK/1400 DEF Whenever the opponent pays a card effect which would make them gain life points, they gain half of what they would gain instead. Weazel Silencer Beast Warrior/ 2 Stars/Wind 0 ATK/0 DEF Effect Flip: Destroy a monster on your opponents side of the field. Weazel Sliencer gains Attack and Defense points equal the amount of stars of Destroyed monster X 400 Weazel Double Agent Beast Warrior/1 Star/Light 0 ATK/0 DEF Effect All piercing damage done while this monster is face-up on the field is doubled Few more will be coming shortly, when I get around to it. |
I dont collect cards anymore, but here's one i wanted to use in YGO (I saved it on my computer :P)
Dragonic wasteland Magic Card (There may be an arena categor, i dont remember lol) Effects: All dragons on your side of the field gain a 500 point boost to whichever mode they are in (Eg attack mode gets +500). Any monster cards played that are not dragons are sent to the graveyard at the start of your next turn. It reminded me of the gym cards in pokemon but this was a bit more suited to my dragon deck :) |
Is it just me, or does it sound like the new "Synchro" monsters might have interesting capabilities? I'm interested in hearing about them...
In honor of the new monsters introduced in GX... Clear Angel Monster/Dark/Fairy/Effect/4* Atk 1300/ Def 1400 This monster's attribute is not treated as "Dark". As long as this monster remains face-up on the field, negate the effects of Light, Dark, Fire, Water, Wind, and Earth attribute monsters. When this monster is destroyed as a result of battle, you may special summon a "Clear" monster from your deck with 1500 or fewer Atk points. "Clear Vice Dragon" cannot be special summoned by this effect. Yah, basically "Clear" monsters aren't treated as having an attribute and thus are immune to the many spells and traps designed specificially for Clear monsters that harm players using monsters with attributes. (Ex, the "Clear World" field spell prevents any player with a Dark-type monster on the field from declaring an attack and prevents a player with a Wind-type monster from using spells. Pretty interesting, I'd say.) Well, time to comment on the Weazels... Weazel Minion: 100 Atk bonus makes this one fairly... meh. I mean, Vanilla cards need to have fairly high stats to compete with Effect monsters, and this guy's only purpose seems to be to swing over recruiters or suicide into Snipe Hunter (not to mention as a base card he should really have some sort of tie-together effect for the set). Cowardly Weazel: Still inferior to Grandmaster of the Six Samurai, because Grandmaster not only gets to be special summoned when another Six Samurai is out, he also turns on whatever that Samurai's unique ability is and sets up for Great Shogun Shien. This guy has slightly higher stats, but still costs you a normal summon and ends up a dead draw. Oh well... at least Allure of Darkness is useful on him? >.< Weazelbot Line: That's more like it. Weazelling Out: Interdimensional Matter Transporter still owns this because your CA is replenished at the end of the turn. Getaway Vehicle: So Winged Kuriboh in specific equip form now? Still needs something more solid, like the ability to protect the Weazel it's equipped to from being "whacked". Besides, Piercing Damage isn't all that common in competitive play outside of Evil Hero Malicious Edge. Most players will spin your card back to the deck or just destroy it by effect instead. Kingpin: Frankly, after seeing the Boss himself I'm pretty disillusioned. I'd rather run King of the Skull Servants and potentially up him to 4000 Atk in a turn or two by ditching Skull Servants with Foolish Burial while using them to protect my field with "Law of the Normal" and "Triangle Power". Hacking: Drastic Drop Off is upgraded immensely. Potentially get two cards in exchange for 400 LP out of 8000? I'm already running a few copies of Solemn which halves my life points in exchange for card negation, so comparatively this is nothing. Yes, please give it to me. 0_o BB Weazel: Text currently says that it can be summoned without Poly optionally, don't know if you meant that. Weak. It requires too much field presence to be sacrificed. Real S/T and effect removal weakness, on top of ridiculously slow to get out unless you play Overload Fusion, which removes monsters from play and thereby decreases his efficiency. Really quite useless. Weazel Ferretor: Fallen Nurse Reficule's estranged and inferior pet. Halving LP Gain doesn't do much, considering LP is cheap in YGO anyway and most LP gain that your opponent gets will be from your own cards in combination with Bad Reaction to Simochii and Fallen Nurse Reficule (which translates any LP gain into LP loss). Weazel Silencer: But... he doesn't stick around long enough for the ATK gain to do him any good... XD Plus Malicious Edge can make your life hell for playing him. Double Agent: Er... sure, but I'll be using Malicious Edge rather then Weazels to take advantage of this guy. |
Hmm this is very intersting. But i will stick to pokemon cards.
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Field Spell All Dragon-Type monsters in Attack Position gain 500 ATK. All Dragon-Type monsters in Defense Position gain 500 DEF. At the start of each of your Draw Phases, send all monsters that are not Dragon-Type monsters to the Graveyard. That's how it would be phrased in Yu-Gi-Oh!. |
Actually, in regards to that Dragon Arena...
Court of Dragons Field Spell All normal dragon-type monsters on your side of the field gain 300 Atk and Def. Depending on the number of normal dragon-type monsters on your side of the field, this card gains the following effect(s): -One: This card cannot be targeted by a card effect. -Two: Your opponent cannot special summon effect monsters from their hand. -Three: By tributing a dragon-type monster on your side of the field, negate the summon of an opponent's monster and destroy it. -Four: By sending this card to the graveyard, you can special summon one "Dragonic Judge-Nidhogg" from your hand or deck. Dragonic Judge-Nidhogg Monster/Water/Dragon/Effect/12* Atk 3300/ Def 2000 This monster is treated as a normal monster while on the field and in the graveyard. This monster cannot be normal summoned or set. This monster can only be special summoned by the effect of "Court of Dragons" or by tributing three normal dragon-type monsters on your side of the field. If an opponent's card effect would destroy a normal dragon-type monster on your side of the field you can discard one card from your hand to negate the activation of that card and destroy it. This monster inflicts piercing damage. Eh... weird or what? |
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Court of Dragons Field Spell All Dragon-Type Normal Monsters you control gain 300 ATK and DEF. This card gets these effects, based on the number of Dragon-Type Normal Monsters you control: • 1+: This card cannot be targeted for a card effect. • 2+: Your opponent cannot Special Summon Effect Monsters from his hand. • 3+: Tribute 1 Dragon-Type monster you control. Negate the Summon of an opponent's monster and destroy it. • 4+: Send this card to the Graveyard. Special Summon 1 "Dragonic Judge - Nidhogg" from your hand or Deck. Dragonic Judge - Nidhogg Level 12 WATER Dragon-Type/Effect ATK 3300 DEF 2000 This card cannot be Normal Summoned or Set. This card can only be Special Summoned by either Tributing 3 Dragon-Type monsters you control or by the effect of "Court of Dragons". This card is treated as a Normal Monster while face-up on the field or in the Graveyard. During battle between this attacking card and a Defense Position monster, if this card's ATK is higher than that monster's DEF, inflict the difference as Battle Damage to your opponent. If your opponent's card effect would destroy a Dragon-Type Normal Monster(s) you control, you can discard 1 card to negate the activation of your opponent's card and destroy it. And there you go. Now for a Dragon-Type Normal Monster support card if my own. Dragon's Farsight Normal Spell Activate only when you control a Dragon-Type Normal Monster. Look at your opponent's hand and all Set cards your opponent controls. Yes, I know it's lame. |
Hmmm... really, that card is scary. Between that and the Court, if these were actually created I'd definitely run dragons. -1 CA in exchange for information on everything the opponent has at their disposal. Yes, please and thank you!
Eh, and... apparently Piercing Damage is now considered official wording, NiGHTS. Dragon Official Malice Monster/Dark/Dragon/4* Atk 2000/ Def 100 A dragon who sits on one of the four lesser seats of the Dragonic Court. It's said that when he chooses to prosecute, no defendant has any hope of survival. It's rumored that he accepts bribes. Dragon Official Tenkei Monster/Light/Dragon/4* Atk 1700/ Def 1400 A dragon who sits on one of the four lesser seats of the Dragonic Court. He is an absolute stickler for the court's regulations, and an outspoken proponent of defending the innocent. Dragon Official Phyrrus Monster/Dragon/Fire/4* Atk 1950/ Def 1300 A dragon who sits on one of the four lesser seats of the Dragonic Court. His fiery temper often disrupts courtroom proceedings. It's said that he once killed a defendant who made fun of a scale blemish. Dragon Official Marus Monster/Water/Dragon/4* Atk 1600/ Def 2000 A dragon who sits on one of the four lesser seats of the Dragonic Court. He is responsible for keeping the other three in line. It is said that out of the four, he is the one best suited to defending the innocent. Yay for thematic dragons with no real purpose other then to allow people to build a D-Court deck without searching for old packs! Dragon Official Fafnir Monster/Fire/Dragon/Gemini/6* Atk 2400/ Def 1000 This monster is treated as a normal monster while face up on the field and in the graveyard. One during your main phase, you can normal summon this monster in order to treat it as an effect monster with the following effect(s): -Normal Dragon-type monsters on your side of the field cannot be targeted by spell cards. Ooh... what now? Dragonic Judgement! Counter Trap You can activate this card only when a normal dragon-type monster is face-up on your side of the field. Negate the activation of an opponent's spell or trap card and destroy it. Then search your deck for a "Dragonic Court" card and add it to your hand. |
Invert Cards
Neo-Spacian Invert Aqua Dolphin
WATER/3/Warrior/Effect/600/800 This cards name is treated as "Neo-Spacian Aqua Dolphin." Once per turn, by discarding 1 card, look at your opponent's hand and select 1 Monster Card in it. If you control a monster with ATK greater than or equal to the ATK of the selected Monster Card, destroy the selected card and inflict 500 damage to your opponent. Otherwise, take 500 damage. Elemental Hero Invert Neos LIGHT/7/Warrior/Effect/2500/2000 This cards name is treated as "Elemental Hero Neos." Invert-Mokey LIGHT/1/Fairy/Effect/300/100 This cards name is treated as "Mokey-Mokey." This Invert cards were created to make getting these cards easier than usual. I have some pictures. (BTW, I just used Paint and selected invert colors, saved it, then uploaded to YCM, and so on. Here they are: http://i102.photobucket.com/albums/m101/GOOSE112/cc1spaciandolphininvert.jpg http://i102.photobucket.com/albums/m101/GOOSE112/cc1neosinvert.jpg http://i102.photobucket.com/albums/m101/GOOSE112/cc1invertmokey.jpg |
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Final Attack! Normal Spell Activate only when you control a face-up Attack Position monster when your Deck is empty. All Attack Position monsters you control gain 3000 ATK and can attack directly this turn. |
As long as this thread's still open...:
Elemental Destiny Hero Jet White Spark Ninja Neos LIGHT/10/Warrior/Fusion/7800/7000 "Elemental Hero Neos" + "Elemental Hero Sparkman" + "Destiny Hero - Fear Monger" + "White Ninja" + "Jetroid" This card allows you to activate Spell and Trap cards from your Graveyard. This card cannot be destroyed with any effects of a Spell or Trap. I know, I just added up the ATK and DEF of those 5 monsters; it was just something I did in a duel with my brother 5 minutes ago. |
Er... *faints in embarassment* And just when I thought cards couldn't get any creepier... actually, this is really quite broken in combo with Future Fusion.
Writ of Transit Normal Spell Select one monster on your side of the field. When the selected monster deals damage to an opponent's life points, choose one card at random in your opponent's hand and look at it. If it's a spell card, take 1000 points of direct damage. This effect is applied until your second end phase after this card's activation. Ehh... not sure about that one. Court Session Normal Spell You can only activate this card if "Court of Dragons" is face-up on your side of the field. Select and apply one of the following effects: -Select one card from your opponent's graveyard and place it on top of your deck. -Select one card from your graveyard and add it to your hand. Yeah, let's see Dark Armed Dragon jump out if you just put that dark your opponent dropped right back on top of their deck! AH-HAHAHHAHAHAHAHAHA~ *shot'ed* BTW, NiGHTS, forgot to ask this. What was the "intended pun" in "Court of Dragons"? I didn't actually intend one. XD Also, I thought it was English cards that the wording had changed on... |
Nidhogg is one of the fiends in Final Fantasy X that the Arena guys classifies as a dragon.
Curran's Circle of Spellbinding Normal Trap Monsters your opponent controls cannot attack this turn, and lose 700 ATK each until your next End Phase. Curran's Revelation Normal Trap Look at all Set cards your opponent controls. They cannot be activated until your opponent's next Main Phase 2, unless Chained to this card. |
Invert monsters: Erm...Neos & Mokey-Mokey are already commons, so why bother using these at all? On top of that, part of Mokey's "charm" comes from it being a Normal monster, so this just ruins it...
Final Attack!: Alright. Situational win condition that still dies to Mirror Force. Elemental Destiny Hero Jet White Spark Ninja Neos: Other than the mouthful of a name, this is situational and broken beyond belief. Almost 8000 base ATK = no thanks. Writ of Transit: ...Bleh. The recoil brings the usefulness down. Court Session: Card-stealing HO!! This makes me want to play the deck wrapped around it. Curran's Circle of Spellbinding: Not bad...but destroying them outright is still more tempting. Curran's Revelation: OTK material. End of story. Quote:
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Burning Skies Continuous Spell Activate when you control a FIRE Winged Beast-Type monster. This card cannot be destroyed by the effects of Effect Monsters. Inflict 500 damage to each player on his or her own Standby Phase. |
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......NO, WAIT, here we go: Click here, then look at the picture of Cyberdark Horn. |
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...Ah, I see what you did there, Syousuke. Still, not fast enough!!
Overlord Emperor Dragon: Quote:
Or just normal swarm/summoning as a follow-up. Clearing the field is still a heavy effect, regardless of the spin. |
Oh. Okay, you weren't supposed to see that post.
Anyhow, I really didn't know a card like Spell Economics existed. Silly silly me. |
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