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Alter Ego February 29th, 2008 12:18 PM

Weekend watch duty...I hate yew...the freakin' url sensors on the brigade computers weren't exactly conductive for me popping around either. <.<

Aaaanyhow...going to be a bit lazy *Ahem* selective about my reviewing today.

Clear Angel: Skill Drain on legs. o.o Mmhmm...the clear monsters do have that certain flair to them (looking more appealing than those weird synchros they're including. xP), but they still suffer from the same thing that killed venom; total field dependence. .__. I'd say that the effect would be something like "This card has no Attribute.", but I dunno'. *shrug* Anyways, negating effects in itself isn't overpowered with such frail stats, but the ability to summon clear angel with clear angel followed by clear angel? Without knowing the majority of potentially deadly clear monsters with less than 1500 Atk this could turn out majorly broken. =O

Overlord Emperor Dragon: Pretty sissy for such a grandiose name. Half my life points for one card is a very dubious trade, and the 500 Atk boost isn't really tempting me. Can't seem to find the original, but this one is certainly far inferior to Dark Armed.


Anyways, I've been playing around with two different concepts, but since one would be field-spell dependent (something which we have way too much of already) I'm going to go with the second one. Fear. >O

Chaos Catalyst

Fairy/Effect
3 Star/Dark
1500 Atk / 600 Def

The Attribute of this card is also treated as LIGHT. When this card attacks, discard one DARK or LIGHT Attribute Monster from your Hand or Deck.

Chaos Edge
Fiend/Effect
4 Star/Light
1200 Atk / 1800 Def

The Attribute of this card is also treated as DARK. Once per turn, by removing from play one DARK and one LIGHT Attribute Monster in your Graveyard, inflict Damage to your opponent equal to 200 x the combined level stars of the removed Monsters.

Chaos Shape
Fairy/Effect
4 Star/Dark
1700 Atk / 1200 Def

The Attribute of this card is also treated as LIGHT. When this card is summoned successfully, select one DARK and one LIGHT Attribute monster from your Graveyard. Then, your opponent selects one of the monsters you selected and removes it from play. The Effect of this card becomes the effect of the monster your opponent selected.


Fuu, running out of time. >.< I'll post the rest tomorrow. :3

Forci Stikane February 29th, 2008 3:33 PM

Quote:

Originally Posted by Alter Ego (Post 3380866)
Overlord Emperor Dragon: Pretty sissy for such a grandiose name. Half my life points for one card is a very dubious trade, and the 500 Atk boost isn't really tempting me. Can't seem to find the original, but this one is certainly far inferior to Dark Armed.

He deleted it, but I was fast enough on the draw to grab the post and quote it first. The effect of the card is included.

Anyways, I've been playing around with two different concepts, but since one would be field-spell dependent (something which we have way too much of already) I'm going to go with the second one. Fear. >O

Chaos Catalyst

Fairy/Effect
3 Star/Dark
1500 Atk / 600 Def

The Attribute of this card is also treated as LIGHT. When this card attacks, discard one DARK or LIGHT Attribute Monster from your Hand or Deck.

Hmm...I see this will be the "catalyst" for the theme *shot*... Can't say anything else yet, though.

Chaos Edge
Fiend/Effect
4 Star/Light
1200 Atk / 1800 Def

The Attribute of this card is also treated as DARK. Once per turn, by removing from play one DARK and one LIGHT Attribute Monster in your Graveyard, inflict Damage to your opponent equal to 200 x the combined level stars of the removed Monsters.

Hmm...DD Recursion setup with burn beforehand? Pretty good...and about 1600 damage on average. Not bad at all.

Chaos Shape
Fairy/Effect
4 Star/Dark
1700 Atk / 1200 Def

The Attribute of this card is also treated as LIGHT. When this card is summoned successfully, select one DARK and one LIGHT Attribute monster from your Graveyard. Then, your opponent selects one of the monsters you selected and removes it from play. The Effect of this card becomes the effect of the monster your opponent selected.


Fuu, running out of time. >.< I'll post the rest tomorrow. :3

Oh my...first thing that comes to mind is Airknight vs Norleras/Jinzo. Chaos Shape certainly deserves at least a tech in several decks out there.

Syousuke March 1st, 2008 5:19 PM

Tenebreux Emperor Dragon
Level 6 / Dark / Dragon / Effect
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing 3 DARK monsters in your Graveyard from play while you control no monsters. When this card is Summoned, you may select up to 2 Set Spell or Trap cards on the field. As long as this card remains face-up on the field, the selected Spell or Trap cards cannot be activated. While this card is in face-up Attack Position, destroy all other monsters on the field during your End Phase.
ATK/2400
DEF/1500
^ Another attempt at a dark-side Emperor Dragon. Chthonian Emperor Dragon stats this time.

Dark Magic Apprentice - Dawn
Level 4 / Light / Spellcaster / Effect
When this card is Summoned, you may remove 2 Spellcaster-type monsters in your Graveyard from play to Special Summon 1 'Dark Magician' or 'Dark Magician Girl' from your Hand or your Deck in face-up Attack Position.
ATK/1300
DEF/1400

Dark Magic Apprentice - Dusk
Level 4 / Dark / Spellcaster / Effect
While you control no monsters aside from this card, you can pay 1000 Life Points to Special Summon 1 ' Dark Magician' or 'Dark Magician Girl' from your Hand or your Graveyard in face-up Attack Position.
ATK/1400
DEF/1000

Dark Magic Punishment
Spell Card / Quick-play
You can only activate this card while there is a face-up 'Dark Magician' on your side of the field. Inflict 500 points of damage to your opponent for every Spellcaster-type monster with different names in your Graveyard.

Dark Magic Indignation
Trap Card / Continuous
You can only activate this card while you control 1 or more monsters with 'Dark Magic' or 'Dark Magician' in its name. All Battle Damage you take from battles becomes 0. During your Main Phase, you may destroy this card to inflict 1000 points of damage to your opponent' Life Points and 500 points of damage to your Life Points. When you do not control 1 or more monsters with 'Dark Magic' or 'Dark Magician' in its name, destroy this card.
^ Various Dark Magician support cards.

Alter Ego March 2nd, 2008 3:34 AM

Tenebreux Emperor Dragon: so we want to be like Yubel, huh? Urgh, I'm going to call broken. Continuous Dark Hole on everything else is just too much. At least Yubel had zero Atk so you had to find a workaround for beating face with the openings he creates. This, on the other hand, can just keep on smashing with monarch power. :\ It's a ridiculously easy summon too.

Dark Magic Apprentice - Dawn: ehh...fair enough, I suppose, given that both the special summoned monsters are so lackluster. I think I'd still prefer to stick with Skilled because it's such a nice beatstick.

Dark Magic Apprentice - Dusk: We have better ways to get YGO's Pikachu out, I'm sure. No balance issues, though.

Dark Magic Punishment: That would be "Every differently named Spellcaster type Monster in your Graveyard". Meh, not too wild about this. The potential damage is decent, but the primary purpose of Dark Magician is to get tossed into the graveyard for Deck Destruction and Eradicator Epidemic. If I wanted to burn with Dark Magician I'd use Dark Eradicator Warlock, and that one thrives on normal spells rather than quick-play, so I wouldn't really include this then either.

Dark Magic Indignation: Basically a more exclusive Spirit Barrier meshed with a clumsier version of Tremendous Fire. I think I'll pass.

Quote:

Originally Posted by Ichaste Pekoni (Post 3381376)
Oh my...first thing that comes to mind is Airknight vs Norleras/Jinzo. Chaos Shape certainly deserves at least a tech in several decks out there.

Really? I was thinking Vanity's Ruler for the light monster, actually. (Having to chose between traps and special summons isn't something I'd like to do at least x3)

Anyways, I was trying to pull this fledgling set together yesterday, but something is just giving me a been-there-done-that vibe so I'll go with the other one.

Besides, I just love level star mechanics. *Shot*

Nova Dragon
Dragon/Effect
13 Star/Light
? Atk / 2700 Def

This card can not be Normal Summoned or Set. This card can only be Special Summoned from your Hand when the combined Levels of all face-up Monsters on your opponent's Field are equal to 13. The Atk of this card is equal to his card's Level x 300. When this card destroys a Monster by Battle, remove that Monster from play then increase the Level of this card by the Level of the removed Monster. When this card is destroyed, remove this card and all Monsters on the Field from play then inflict damage to both players equal to the combined Levels of all Monsters removed by this effect x 100.

Stellar Spirit Crane
Winged Beast/Effect
3 Star/Light
1500 Atk / 1200 Def

If this Attack Position card is destroyed in Battle with a higher Level Monster and sent to the Graveyard, this card is Special Summoned to your Field in Defense Position during your next Standby Phase.

Stellar Spirit Firefly
Insect/Effect
1 Star/Light
500 Atk / 600 Def

If your opponent controls a Monster with the same Level as this card's, this card can be Special Summoned from your Hand. By tributing this card on your Field, you may Special Summon one Monster with the same Level as this card other than "Stellar Spirit Firefly" from your Graveyard or cards removed from play. If the Monster Special Summoned by this effect is not a "Stellar Spirit" Monster, it is destroyed during your next End Phase.

Stellar Spirit Fox
Beast/Effect
7 Star/Light
2400 Atk / 2300 Def

When your opponent controls a Monster with the same Level as this card's, this card can be Normal Summoned without tribute. Once per turn, you may select an Effect Monster on your opponent's Field or in his/her Graveyard with a Level is lower than the level of this card. Until your next Standby Phase, this card can use all Effects of the selected Monster.

Stellar Spirit Owl
Winged Beast/Effect
5 Star/Light
2100 Atk / 1700 Def

If your opponent controls a Monster with a Level equal to this card's, this card can be Normal Summoned without tribute. Once per turn, you may select one card from your opponent's Hand and look at it. If the card you selected is a Monster Card with a level lower than this card's, remove the revealed card from play.

Stellar Spirit Peacock
Winged Beast/Effect
6 Star/Light
2200 Atk / 2600 Def

If your opponent controls a Monster with a Level equal to this card's, this card can be Normal Summoned without tribute. While this card is face-up on the Field, your opponent can not declare an attack for a Monster with a Level lower than this card's.

Stellar Spirit Raven
Winged Beast/Effect
2 Star/Light
1000 Atk / 600

If your opponent controls a Monster with a Level equal to this card's, this card can be Special Summoned. When this card inflicts Battle Damage to your opponent, select a number of cards from your opponent's Graveyard equal to the Level of this card and remove them from play.

Stellar Spirit Serpent
Reptile/Effect
4 Star/Light
1600 Atk / 600 Def

Whenever this card inflicts Battle Damage to your opponent, inflict Damage to your opponent equal to 200 x the Level of this card.

Stellar Spirit Turtle
Aqua/Effect
3 Star/Light
800 Atk / 1700 Def

When this Attack Position card is attacked by a higher Level Monster, it is switched into Defense Position and gains Def equal to the difference in Levels between this card and the attacking Monster x 300 until the end of the Damage Step.

Stellar Spirit Wolf
Beast/Effect
3 Star/Light
800 Atk / 1200 Def

Increase the Atk of this card by 200 x the combined Levels of all "Stellar Spirit Wolf"s on your Field. When this card is summoned successfully while the combined Levels of all Monsters on your opponent's Field are greater than the combined Levels of all Monsters on your Field, you may Special Summon one "Stellar Spirit Wolf" from your Hand or Deck.

Level Synchronization
Normal Spell

Pay 1000 Life Points then select one face-up Monster on the Field. Until your next Standby Phase, the Level of each Monster on the Field becomes equal to the Level of the selected Monster.

Starlit Skies
Field Spell

While this card is face-up on the Field, no other Field Spells may be activated. During either player's turn, you may tribute one "Stellar Spirit" Monster on your Field to increase the Level of another Monster on the Field by the Level of the tributed Monster until the end of the turn. Whenever a "Stellar Spirit" Monster attacks a Monster with a lower Level or is attacked by a Monster with a higher Level, increase the Atk of the "Stellar Spirit" Monster by 200 x the difference in Levels between the two Monsters for Damage Calculation only.

Stellar Rekindling
Quick-Play Spell

Remove any number of LIGHT Attribute Monsters in your Graveyard from play in order to Special Summon one "Stellar Spirit" Monster from your Graveyard with a Level equal to the number of Monsters removed by this effect. On the turn this effect is activated, you may not Normal Summon or Set a Monster.

Wishing Star
Normal Spell

Discard one "Stellar Spirit" Monster from your Hand then pick up a number of cards from the top of your Deck equal to the Level of the discarded Monster and reveal them to your opponent. If there is at least one Monster with the same Level as the discarded Monster among the cards, select two of the cards you picked up and add them to your Hand then discard the rest. Otherwise, remove all the cards you picked up from play.

Cry of Dying Stars
Normal Trap

This card can only be activated when "Starlit Skies" on your Field is destroyed while there at least four "Stellar Spirit" Monsters with different Levels in your Graveyard. Remove all "Stellar Spirit" Monsters in your Graveyard from play then Special Summon one "Nova Dragon" from your Hand, Deck or Graveyard, ignoring summoning conditions. The Monster Special Summoned by this effect is destroyed at the End Phase of your next turn after this card's activation.

Syousuke March 2nd, 2008 4:15 AM

Yeah, I ripped that part off Yubel to make him seem more Emperor-like. It's hard to do terrifying Emperor-King-Lord-cards without making them straight out broken. >__>; At least for me.



Darknight Revanche
Level 5 / Dark / Warrior / Effect
When this card inflicts Battle Damage to your opponent, send the top card of their Deck to the Graveyard. While this card is in face-up Attack Position, this card is unaffected by your opponent's Spell or Trap Cards. In addition, you may remove this face-up card from play to negate the Special Summon of 1 of your opponent's monsters and destroy it.
ATK/1400
DEF/1900

Just experimenting. How does this go in terms of balance? The effects are overpowered, but 1400ATK for 1 tribute without any summoning shortcuts is absolutely unincredible? I need to learn how to balance things.

Forci Stikane March 2nd, 2008 12:02 PM

Quote:

Originally Posted by Alter Ego (Post 3387727)
Tenebreux Emperor Dragon: so we want to be like Yubel, huh? Urgh, I'm going to call broken. Continuous Dark Hole on everything else is just too much. At least Yubel had zero Atk so you had to find a workaround for beating face with the openings he creates. This, on the other hand, can just keep on smashing with monarch power. :\ It's a ridiculously easy summon too.

At least it's on your End Phase, so the opponent has a chance for a counterattack while any summons you throw out die immediately. Also a perfect setup for Cyber Dragon.

Really? I was thinking Vanity's Ruler for the light monster, actually. (Having to chose between traps and special summons isn't something I'd like to do at least x3)

I just see Airknight being teched easier, that's all.

Nova Dragon
Dragon/Effect
13 Star/Light
? Atk / 2700 Def

This card can not be Normal Summoned or Set. This card can only be Special Summoned from your Hand when the combined Levels of all face-up Monsters on your opponent's Field are equal to 13. The Atk of this card is equal to his card's Level x 300. When this card destroys a Monster by Battle, remove that Monster from play then increase the Level of this card by the Level of the removed Monster. When this card is destroyed, remove this card and all Monsters on the Field from play then inflict damage to both players equal to the combined Levels of all Monsters removed by this effect x 100.

Rainbow Dragon of the set. Cyber Dragon at 3 could have helped this, but considering how there are other ways to get there, I guess it isn't that bad. Painful destruction effect, though.

Stellar Spirit Crane
Winged Beast/Effect
3 Star/Light
1500 Atk / 1200 Def

If this Attack Position card is destroyed in Battle with a higher Level Monster and sent to the Graveyard, this card is Special Summoned to your Field in Defense Position during your next Standby Phase.

...Twin-Headed Behemoth?

Stellar Spirit Firefly
Insect/Effect
1 Star/Light
500 Atk / 600 Def

If your opponent controls a Monster with the same Level as this card's, this card can be Special Summoned from your Hand. By tributing this card on your Field, you may Special Summon one Monster with the same Level as this card other than "Stellar Spirit Firefly" from your Graveyard or cards removed from play. If the Monster Special Summoned by this effect is not a "Stellar Spirit" Monster, it is destroyed during your next End Phase.

Mmm...not many useful Level 1s out there, I believe...

Stellar Spirit Fox
Beast/Effect
7 Star/Light
2400 Atk / 2300 Def

When your opponent controls a Monster with the same Level as this card's, this card can be Normal Summoned without tribute. Once per turn, you may select an Effect Monster on your opponent's Field or in his/her Graveyard with a Level is lower than the level of this card. Until your next Standby Phase, this card can use all Effects of the selected Monster.

Including Trigger Effects? If so, then it's an opponent for Monarch. If not, there's still Jinzo, Marshmallon, Vanities, etc.

Stellar Spirit Owl
Winged Beast/Effect
5 Star/Light
2100 Atk / 1700 Def

If your opponent controls a Monster with a Level equal to this card's, this card can be Normal Summoned without tribute. Once per turn, you may select one card from your opponent's Hand and look at it. If the card you selected is a Monster Card with a level lower than this card's, remove the revealed card from play.

Hand control and mirror for Cyber. I like.

Stellar Spirit Peacock
Winged Beast/Effect
6 Star/Light
2200 Atk / 2600 Def

If your opponent controls a Monster with a Level equal to this card's, this card can be Normal Summoned without tribute. While this card is face-up on the Field, your opponent can not declare an attack for a Monster with a Level lower than this card's.

Monarch. Place it in defense and you have a perfect battle wall.

Stellar Spirit Raven
Winged Beast/Effect
2 Star/Light
1000 Atk / 600

If your opponent controls a Monster with a Level equal to this card's, this card can be Special Summoned. When this card inflicts Battle Damage to your opponent, select a number of cards from your opponent's Graveyard equal to the Level of this card and remove them from play.

Mmm...not bad...but what's Level 2 around now?

Stellar Spirit Serpent
Reptile/Effect
4 Star/Light
1600 Atk / 600 Def

Whenever this card inflicts Battle Damage to your opponent, inflict Damage to your opponent equal to 200 x the Level of this card.

800 damage on a battle win? Pretty good.

Stellar Spirit Turtle
Aqua/Effect
3 Star/Light
800 Atk / 1700 Def

When this Attack Position card is attacked by a higher Level Monster, it is switched into Defense Position and gains Def equal to the difference in Levels between this card and the attacking Monster x 300 until the end of the Damage Step.

...Come on, this is about as predictable as Decoy Dragon. It'll just get Fissured instead.

Stellar Spirit Wolf
Beast/Effect
3 Star/Light
800 Atk / 1200 Def

Increase the Atk of this card by 200 x the combined Levels of all "Stellar Spirit Wolf"s on your Field. When this card is summoned successfully while the combined Levels of all Monsters on your opponent's Field are greater than the combined Levels of all Monsters on your Field, you may Special Summon one "Stellar Spirit Wolf" from your Hand or Deck.

Topdeck wonders, GO! Seriously, this is pretty good, and terrific for Gravity locks.

Level Synchronization
Normal Spell

Pay 1000 Life Points then select one face-up Monster on the Field. Until your next Standby Phase, the Level of each Monster on the Field becomes equal to the Level of the selected Monster.

......Ah. This would be the key card, then, boosting up pretty much every single monster here, especially with Nova Dragon out.

Starlit Skies
Field Spell

While this card is face-up on the Field, no other Field Spells may be activated. During either player's turn, you may tribute one "Stellar Spirit" Monster on your Field to increase the Level of another Monster on the Field by the Level of the tributed Monster until the end of the turn. Whenever a "Stellar Spirit" Monster attacks a Monster with a lower Level or is attacked by a Monster with a higher Level, increase the Atk of the "Stellar Spirit" Monster by 200 x the difference in Levels between the two Monsters for Damage Calculation only.

Hmm...not too bad.

Stellar Rekindling
Quick-Play Spell

Remove any number of LIGHT Attribute Monsters in your Graveyard from play in order to Special Summon one "Stellar Spirit" Monster from your Graveyard with a Level equal to the number of Monsters removed by this effect. On the turn this effect is activated, you may not Normal Summon or Set a Monster.

Erm...seems like a last-ditch effort to me...or something to chain to Cry of Dying Stars.

Wishing Star
Normal Spell

Discard one "Stellar Spirit" Monster from your Hand then pick up a number of cards from the top of your Deck equal to the Level of the discarded Monster and reveal them to your opponent. If there is at least one Monster with the same Level as the discarded Monster among the cards, select two of the cards you picked up and add them to your Hand then discard the rest. Otherwise, remove all the cards you picked up from play.

Ehh...Nice payoff, but dangerous backfire.

Cry of Dying Stars
Normal Trap

This card can only be activated when "Starlit Skies" on your Field is destroyed while there at least four "Stellar Spirit" Monsters with different Levels in your Graveyard. Remove all "Stellar Spirit" Monsters in your Graveyard from play then Special Summon one "Nova Dragon" from your Hand, Deck or Graveyard, ignoring summoning conditions. The Monster Special Summoned by this effect is destroyed at the End Phase of your next turn after this card's activation.

So call out the big guy, attack, then let it blow up and kill your opponent? Nice. This + Level Synchronization + self-protection = endgame.

Quote:

Originally Posted by Syousuke (Post 3387766)
Darknight Revanche
Level 5 / Dark / Warrior / Effect
When this card inflicts Battle Damage to your opponent, send the top card of their Deck to the Graveyard. While this card is in face-up Attack Position, this card is unaffected by your opponent's Spell or Trap Cards. In addition, you may remove this face-up card from play to negate the Special Summon of 1 of your opponent's monsters and destroy it.
ATK/1400
DEF/1900

Just experimenting. How does this go in terms of balance? The effects are overpowered, but 1400ATK for 1 tribute without any summoning shortcuts is absolutely unincredible? I need to learn how to balance things.

Two words:

Mystic Tomato.

This is actually a viable option over Don...as far as Tomato searching goes. Doomcalibur + mini-Zaloog + S/T protection. The only problem is if you draw it, in which case it becomes almost useless.

Syousuke March 3rd, 2008 4:56 AM

Quote:

Two words:

Mystic Tomato.

This is actually a viable option over Don...as far as Tomato searching goes. Doomcalibur + mini-Zaloog + S/T protection. The only problem is if you draw it, in which case it becomes almost useless.
Which sums up that there are no major issues with the card? I guess that's a start.

Some things I thought up when I was watching an anime.

God of the New World - Yagami Light
Level 10 / Dark / Thunder / Effect
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 5 LIGHT monsters in your Graveyard and 2 face-up Continuous Trap cards on your side of the field. The Special Summon of this card cannot be negated. This card is not destroyed as a result of battle. While this card is face-up on the field, all damage to your Life Points becomes 0. During your End Phase, destroy all other monsters on the field.
ATK/0
DEF/0

Serviteur of the New God
Level 3 / Dark / Thunder / Effect
During your Main Phase, you can remove this card from play to play 1 Continuous Trap Card from your Deck. Your Deck is then shuffled. This card cannot be destroyed by battle (Damage Calculation is applied normally). When this card's controller takes any damage, destroy this card. When this card is removed from the field, it is removed from play instead. This card cannot be returned to the field, Graveyard, Hand or Deck while it is removed from play.
ATK/0
DEF/0
Ruling:
- When this card is being removed from play because it is being removed from the field by another card (not because you chose to remove it from play using its own effect), you cannot activate the first effect (play 1 C. Trap from the deck).

Follower of the New God
Level 3 / Light / Thunder / Effect
Any Battle Damage you take involving this card is doubled. When this card is being removed from play in the Graveyard for the Special Summon of 'God of the New World - Yagami Light', you do not have to remove from play 2 face-up Continuous Trap cards in fulfilling the Special Summon conditions.
ATK/0
DEF/0

Death Note
Trap Card / Continuous
Once per turn, remove from play 1 card on the field and all cards of the same name from each player's Deck. Cards that are removed from play by this effect cannot be returned to the field, Graveyard, Hand or Deck. When this card is removed from the field, all cards removed from play by this card's effect are returned to the owner's Deck. The Deck is then shuffled.

Deal with the God of Death
Trap Card / Continuous
As long as this card remains face-up on the field, your opponent skips his/her Draw Phase. Pay half your Life Points during each of your Standby Phases. If you do not, this card is destroyed. When this card is removed from the field, you take 1000 points of damage to your Life Points.

Eyes of the Death Gods
Trap Card / Continuous
You can only activate this card when you have 4000 Life Points or less. During each of your opponent's Standby Phases, your opponent must show his/her hand. You may pay half your Life Points to send 1 card from your opponent's hand to the Graveyard during your opponent's Standby Phase. If you have more than 4000 Life Points, this card is destroyed. When this card is removed from the field, you take 1000 points of damage to your Life Points.

Protection of the Death Gods
Trap Card / Continous
As long as this card remains face-up on the field, your monsters are unaffected by Spell or Trap cards. Pay half your Life Points during each of your Standby Phases. If you do not, this card is destroyed. When this card is removed from the field, you take 1000 points of damage to your Life Points.

Scarlet Weather March 11th, 2008 3:37 PM

ZOMG, I think every post after a certain date went poof or something!

Where the heck did they go?
Normal Spell
Search for random things and find them before destroying the world.

Syousuke March 11th, 2008 9:20 PM

Hmm. Repost! (Not really, I sort of forgot what I originally had but this should be the jist of it)

Dark Celtic Guardian
Level 4 / Dark / Warrior / Effect
You can only Summon this monster when you control 1 or more DARK monsters on your side of the field. You can remove from play 1 DARK monster in your Hand to negate the activiation of an Effect Monster and destroy it. When you control no other monsters other from this card, destroy this card.
ATK / 1400
DEF / 1200

Dark Panther Warrior
Level 4 / Dark / Beast-Warrior / Effect
You can only Summon this monster when you control no monsters on your side of the field. Decrease this card's ATK by 500 for every other monster you control. When this card destroys a monster by battle, you can remove from play 1 card on the field.
ATK / 2000
DEF / 1600

Gaia The Death Knight
Level 7 / Dark / Warrior / Effect
This card cannot be Set. When this card's Battle Position switches to Defense Position, destroy this card. When this card is Summoned, randomly choose 1 monster on your opponent's side of the field and destroy it. If you activate this effect, destroy this card at the end of your next turn.
ATK / 2300
DEF / 2100
Rulings:
- Regardless of who changes the battle position of this card (you or your opponent), if it ends up in Defense Position, this card is destroyed.

Gaia The Avenger from The Darkness
Level 7 / Dark / Dragon / Effect
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 1 'Gaia the Death Knight' and 1 'Curse of Dragon' on your side of the field or your Graveyard. As long as this card remains face-up on the field, you cannot Set any monsters or switch the Battle Position of any monsters you control to Defense Position. If you do, destroy that card instead. When this card destroys a monster as a result of battle, randomly choose 1 card from your opponent's hand and remove it from play.
ATK / 2600
DEF / 2100
Rulings:
- I don't know if I worded it properly, but this also applies to your opponent, as in, if your opponent uses Zero Gravity or something to change the battle position of a monster you control to Defense, your monster is destroyed instead.
- Nothing in the effect states that you cannot Special Summon a monster in face-up Defense Position. So you can Reborn a monster in defense position, and it won't be destroyed.

Deafening Spear Fatality
Spell Card / Continuous
When a 'Gaia The Death Knight' or 'Gaia The Avenger from The Darkness' you control attacks a Defense Position monster, if the ATK of that card is higher than the DEF of the Defense Position monster, inflict the difference as Battle Damage to your opponent. If 'Gaia The Avenger from The Darkness' inflicts Battle Damage with this effect, draw 2 cards and remove from play 1 card.

Frostweaver March 11th, 2008 9:51 PM

Dark Celtic Guardian- Doomcaliber Knight except with different cost. Fair enough I guess, although most people will want to keep their dark monster for allure, but yeah I can see it being useful and some tech choices.

Dark Panther Warrior- again quite a nifty and strong monster, and still 1500 atk just enough to overcome Armaggedon knight and tomato with one monster on your side of the field. Searchable makes it all the better.

Gaia the Death Knight- errrr no... lack of special summon will just end up like Dark Horus

Gaia the Avenger from the Darkness- still quite slow even if we can foolish burial away the even more horrible Curse of Dragon >_<; Dark Creator is stronger and faster, even if it's already considered late game deck type. Just that we got a whole new standard of fast all over again D:

Deafening Spear Fatality- errr just like the other non corrupted version, we won't be seeing it.



Reposting my lost posts then

Gravekeeper Warlock
Spellcaster / Effect
Dark / 5 Star
2100 Atk / 2300 Def

If "Necrovalley" is in play, you can normal summon this card without tribute. When a card is sent to the graveyard, inflict 500 damage to your opponent. You can tribute one Gravekeeper monster you control other than this card to select one "Necrovalley" in your graveyard and add it to your hand.

Gravekeeper Caller
Spellcaster / Effect
Dark / 3 Star
1400 Atk / 1000 Def

This card's effect is unaffected by "Necrovalley." When this card inflicts battle damage to your opponent, you may tribute this card to special summon one Gravekeeper monster from your graveyard to your side of the field, except "Gravekeeper Caller."

Trap of the Ancient Tomb
Continuous Trap

If "Necrovalley" is not in play, destroy this card. When a monster is special summoned and is not a Gravekeeper monster, flip a coin. If tails, negate the special summon of that monster and destroy it.

Alien Scatter Fire
Equip Spell

You can only equip this to an Alien monster. Whenever the equipped monster battles, add 1 A counter to all monsters on your opponent's side of the field before the damage step.

Syousuke March 12th, 2008 1:46 AM

Hmm.. how does this stack up?

Gaia The Death Knight
Level 7 / Dark / Warrior / Effect
This card cannot be Normal Summoned or Set. If this is the only card in your hand or when this card is returned to your hand from the Graveyard, you must Special Summon this card. When this card is Summoned, you can destroy 1 card on your opponent's side of the field. If you activate this effect, destroy this card during the end of your next turn.
ATK / 2300
DEF / 2100

Frostweaver March 12th, 2008 10:36 AM

More similar to Dark Nepthyrs (not played), with 100 weaker atk but using its effect will suicide? I guess that this card is fine but the legit Dark Armed Dragon is the one that's not so fine o_o; most of the cards made here compared to the Dragon appears weak, feeble and unusable XD'

Scarlet Weather March 12th, 2008 5:30 PM

Hmm... how about our favorite WC08 quotes?

wHaT jUsT hIt mE?
Counter Trap
Activate only when you take damage while an "Alien" monster is on your side of the field. Place one "A-Counter" on a monster on your opponent's side of the field for each 300 points of damage you took. If this card is activated during your opponent's battle phase, end your opponent's battle phase.

Anathema of Darkness
Normal Spell
Remove two differently-named dark attribute monsters in your opponent's graveyard from play. Destroy up to three Dark attribute monsters on your opponent's side of the field.

Soldier's Heart
Normal Spell
Special summon one Warrior-Type monster from your graveyard. The monster summoned by this effect cannot activate its effect this turn.

Dying Will
Normal Spell
Select one monster in the opponent's graveyard. Special summon one monster from your deck with Atk equal to or lower than the selected monster's.

Unlimited NiGHTS March 12th, 2008 6:04 PM

Quote:

Originally Posted by Waker of Chaos (Post 3238180)
First-Level Nightmaren - NiGHTS
DARK Spellcaster-Type/Effect
Level 4 ATK 1850 DEF 1300

When you Normal Summon this card, select 1 "Red Ideya of Courage" from your Deck and add it to your hand. When this card is shuffled back into your Deck to Special Summon a Fusion Monster from your Fusion Deck that lists this card as a Fusion Material Monster, when the Special Summoned Fusion Monster is removed from the field, Special Summon this card from your Deck in Attack Position. This card cannot be destroyed by battle. Only 1 "First-Level Nightmaren - NiGHTS" can exist on the field at a time, except by the effect of "Double Dualization".

First-Level Nightmaren - Reala
DARK Spellcaster-Type/Effect
Level 4 ATK 1800 DEF 1300

When you Normal Summon this card, your opponent discards 1 "Ideya" card from his or her hand, other than "Red Ideya of Courage", unless "Red Ideya of Courage" is the only "Ideya" card in your opponent's hand. When this card is destroyed by battle, by discarding 1 card from your hand during your next Standby Phase, you can Special Summon this card from your Graveyard. Only 1 "First-Level Nightmaren - Reala" can exist on the field at a time.

Creator of Nightmare - Wizeman
DARK Fiend-Type/Effect
Level 8 ATK 2900 DEF 1700

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 1 "First-Level Nightmaren - Reala" and 2 "Second-Level Nightmaren" monsters you control. This card cannot be destroyed, except by battle. Once per turn, you can select and activate up to 2 of these effects. • Select 1 "First-Level Nightmaren - NiGHTS" and control it until the end of this turn. • Special Summon 1 "Nightmaren" monster, other than "First-Level Nightmaren - NiGHTS", from your hand, Deck, or Removed Zone. • Your opponent randomly discards 1 "Ideya" card from his or her hand.

Second-Level Nightmaren - Queen Bella
DARK Insect-Type/Effect
Level 6 ATK 2300 DEF 1000

This card is cannot be destroyed by battle the first time it battles each turn.

Second-Level Nightmaren - Girania
DARK Rock-Type/Effect
Level 6 ATK 2300 DEF 1000

This card's Type is also treated as Fish-Type. When this card is destroyed by battle, Special Summon as many "Girania Balloon Tokens" as possible in Attack Position, however you cannot Special Summon more "Girania Balloon Tokens" than those that were remaining at the End Phase of the turn they were Special Summoned. During the End Phase of the turn you Special Summoned "Girania Balloon Tokens", destroy the remaining ones and Special Summon this card in Defense Position from your Graveyard or Removed Zone.

Girania Balloon Token
DARK Rock-Type
Level 1 ATK 0 DEF 0

This Token is Special Summoned by the effect of "Second-Level Nightmaren - Girania". This Token's Type is also treated as Fish-Type.

Second-Level Nightmaren - Donbalon
DARK Fiend-Type/Effect
Level 6 ATK 2300 DEF 1000

When this card would be destroyed by battle, place it in your Spell & Trap Card Zone face-up; it is treated as a Continuous Trap Card. If this card is face-up in your Spell & Trap Card when your opponent attacks directly, Special Summon this card from your Spell & Trap Card Zone in Attack Position, and redirect that attack to this card. This effect can only be used three times. After the third time these effects are used, this card's effects are negated.

Second-Level Nightmaren - Chamelan
DARK Reptile-Type/Effect
Level 6 ATK 0 DEF 2300

When this card is Summoned or flipped face-up, remove it from play. When your opponent declares a direct attack, Special Summon this card from your Removed Zone and destroy the attacking monster. If this card battles in the same turn it was Special Summoned by this effect, destroy this card.

Second-Level Nightmaren - Cerberus
DARK Beast-Type/Effect
Level 7 ATK 2500 DEF 1000

This card's Type is also treated as Thunder-Type. This card cannot exist in the far-left nor far-right Monster Card Zone. When this card is Summoned or flipped face-up, destroy any monsters you control that occupy Monster Card Zones adjacent to this card, and Special Summon 1 "Nightmaren - Fire Cerberus Token" and 1 "Nightmaren - Ice Cerberus Token" to the Monster Card Zones adjacent to this card in Attack Position. If your opponent's monster declares an attack on this card, up to twice per turn, redirect that attack to a "Cerberus Token". When this card is destroyed, destroy all "Cerberus Tokens" you control.

Nightmaren - Fire Cerberus Token
DARK Beast-Type/Effect
Level 7 ATK 2500 DEF 1000

This Token is Special Summoned by the effect of "Level 2 Nightmaren - Cerberus". This Token must attack whenever possible, but cannot attack directly. This Token's Attribute is also treated as FIRE.

Nightmaren - Ice Cerberus Token
DARK Beast-Type/Effect
Level 7 ATK 2500 DEF 1000

This Token is Special Summoned by the effect of "Level 2 Nightmaren - Cerberus". This Token must attack whenever possible, but cannot attack directly. This Token's Attribute is also treated as WATER.

Second-Level Nightmaren - Bomamba
DARK Spellcaster-Type/Effect
Level 6 ATK 2200 DEF 1400

When this card is Summoned or flipped face-up, destroy all monsters you control other than this card, then Special Summon as many "Nightmaren - Cat Tokens" in Attack Position as possible. Your opponent's monsters cannot attack this card. Destroy this card when you do not control any "Nightmaren - Cat Tokens".

Nightmaren - Cat Token
DARK Beast-Type/Effect
Level 1 ATK 1000 DEF 0

This Token is Special Summoned by the effect of "Second-Level Nightmaren - Bomamba". This card cannot be attacked by an opponent's monster in the same column as this card. When your opponent's monster attacks this card, activate one of these effects based on how far apart this Token and the attacking monster are. • 1 column apart: This card will not be destroyed by battle by this attack. • 2 columns apart: Switch this card's battle position. • 3 columns apart: If the ATK of the attacking monster is higher than this Token's DEF, inflict the difference as Battle Damage to yourself. • 4 columns apart: Destroy this card and take damage equal to the ATK of the attacking monster.

Dreamdrop Fountain
Continuous Spell
When a player activates a Spell or Trap Card, or the effect of an Effect Monster, or Summons or Sets a monster, place 1 Dreamdrop Counter on this card. When a player draws card(s) from his or her Deck, place 5 Dreamdrop counters on this card. During your Main Phase, you can send this card with 60 Dreamdrop Counters to the Graveyard to gain 10,000 Life Points. This card cannot be removed from the field, except by its own effect, while you control a "NiGHTS" monster.

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. Shuffle this card back into your Deck after it resolves instead of sending it to the Graveyard.

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. Shuffle this card back into your Deck after it resolves instead of sending it to the Graveyard.

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. Shuffle this card back into your Deck after it resolves instead of sending it to the Graveyard.

Unmasked Persona
Normal Spell
Activate by shuffling one "NiGHTS" monster that does not include "Nightmaren" in its name into your Deck. Special Summon 1 "First-Level Nightmaren - NiGHTS" from your hand, Deck, Graveyard, or Removed Zone. Shuffle this card back into your Deck after it resolves instead of sending it to the Graveyard.

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.

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. When this card attacks, it gains 600 ATK until the end of the Damage Step.

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, and all other cards and effects that were activated from the start of the Battle Step in which this card attacked, until the resolution of this card's effect, are negated. This effect cannot be Chained to.

I'd like to pick up where this guy left off. He had something good going, and I'd hate to see it die. Besides, I'm sure he won't mind.

The Awaker
LIGHT Beast-Type/Effect
Level 2 ATK 0 DEF 0

This card can be Special Summoned from your hand, Deck, Graveyard, or Removed Zone by selecting 1 "Visitor" monster that has been face-up on the field for at least 3 of your opponent's turns. When this card battles an opponent's "Visitor" monster, equip this card to that "Visitor" monster at the start of the Damage Step (damage calculation is not applied). When a "Visitor" monster is equipped with 3 "The Awaker" cards, remove that "Visitor" monster from play and return the 3 "The Awaker" cards to their owners' hand(s).

Dualized NiGHTS
DARK Spellcaster-Type/Fusion/Effect
Level 7 ATK 2500 DEF 2350

1 "NiGHTS" monster + 1 "Visitor" monster
This card cannot be Special Summoned except by returning the above Fusion Material Monsters you control to your Deck. (You do not use "Polymerization". ) When this card is removed from the field, return it to your Fusion Deck and Special Summon 1 "First-Level Nightmaren - NiGHTS" and 1 "Visitor" monster with the same name as the one used to Special Summon this card from your hand, Deck, Graveyard, or Removed Zone. This card cannot be destroyed by battle. Only 1 "NiGHTS" monster can exist on the field at one time, except by the effect of "Double Dualization".

Dualized Dolphin NiGHTS
WATER Fish-Type/Fusion/Effect
Level 7 ATK 2500 DEF 2350

1 "NiGHTS" monster + 1 "Visitor" monster
This card cannot be Special Summoned except by returning the above Fusion Material Monsters you control and 1 "Dolphin Persona" from your hand to your Deck. (You do not use "Polymerization". ) When this card is removed from the field, return it to your Fusion Deck and Special Summon 1 "First-Level Nightmaren - NiGHTS" and 1 "Visitor" monster with the same name as the one used to Special Summon this card from your hand, Deck, Graveyard, or Removed Zone, and add 1 "Dolphin Persona" from your hand, Deck, Graveyard, or Removed Zone to your hand. This card cannot be destroyed by battle. This card is also treated as a DARK Spellcaster-Type monster. Only 1 "NiGHTS" monster can exist on the field at one time, except by the effect of "Double Dualization".

Dualized Rocket NiGHTS
DARK Machine-Type/Fusion/Effect
Level 7 ATK 2650 DEF 2250

1 "NiGHTS" monster + 1 "Visitor" monster
This card cannot be Special Summoned except by returning the above Fusion Material Monsters you control and 1 "Rocket Persona" from your hand to your Deck. (You do not use "Polymerization". ) When this card is removed from the field, return it to your Fusion Deck and Special Summon 1 "First-Level Nightmaren - NiGHTS" and 1 "Visitor" monster with the same name as the one used to Special Summon this card from your hand, Deck, Graveyard, or Removed Zone, and add 1 "Rocket Persona" from your hand, Deck, Graveyard, or Removed Zone to your hand. This card cannot be destroyed by battle. This card is also treated as a Spellcaster-Type monster. When this card attacks, it gains 600 ATK during the Damage Step. Only 1 "NiGHTS" monster can exist on the field at one time, except by the effect of "Double Dualization".

Dualized Dragon NiGHTS
DARK Dragon-Type/Fusion/Effect
Level 7 ATK 2950 DEF 2650

1 "NiGHTS" monster + 1 "Visitor" monster
This card cannot be Special Summoned except by returning the above Fusion Material Monsters you control and 1 "Dragon Persona" from your hand to your Deck. (You do not use "Polymerization". ) When this card is removed from the field, return it to your Fusion Deck and Special Summon 1 "First-Level Nightmaren - NiGHTS" and 1 "Visitor" monster with the same name as the one used to Special Summon this card from your hand, Deck, Graveyard, or Removed Zone, and add 1 "Dragon Persona" from your hand, Deck, Graveyard, or Removed Zone to your hand. This card cannot be destroyed by battle.
This card is also treated as a Spellcaster-Type monster. This card is unaffected by the effects of WIND monsters. If this card battles a monster, you can negate that attack. If you do, this card attacks a monster your opponent controls (or directly if there are no monsters), and your opponent may not activate any Spell or Trap Cards, nor the effects of Effect Monsters, in response. Only 1 "NiGHTS" monster can exist on the field at one time, except by the effect of "Double Dualization".

Double Dualization
Normal Spell
Activate by shuffling 1 "NiGHTS" monster and 2 "Visitor" monsters you control into your Deck. Special Summon 2 "NiGHTS" monsters from your Fusion Deck, ignoring their Summoning conditions, in Attack Position.

rocky55 March 12th, 2008 7:33 PM

electro poodle
star 7
this monster can be summond by to ways set eukanua tournament of champions on the field or sacrafise to monsters
effect can deal 500 points of direct damge to ur oppenent every five turns
eukanuba tournemnt of champions
give up half ur life points and all non-dog monsters u can summon whatever dog monster u like

Unlimited NiGHTS March 12th, 2008 7:43 PM

Quote:

Originally Posted by rocky55 (Post 3398045)
electro poodle
star 7
this monster can be summond by to ways set eukanua tournament of champions on the field or sacrafise to monsters
effect can deal 500 points of direct damge to ur oppenent every five turns
eukanuba tournemnt of champions
give up half ur life points and all non-dog monsters u can summon whatever dog monster u like

I'm sorry, but this is just terrible. There's no ATK, DEF, Type, or Attribute. This isn't a "Dog" monster, so it won't work for itself. And you don't "give up" monsters, you "Tribute" them.

That said, more NiGHTS cards!

Dash Power
Continuous Spell
During each player's Standby Phase, place 1 Dash Counter on this card. When a "NiGHTS" monster you control battles or attacks directly, you can remove any number of Dash Counters from this card. The battling or attacking "NiGHTS" monster gains 500 ATK for each Dash Counter removed. If the battling or attacking monster is a monster with "Rocket NiGHTS" in its name, increase its ATK by 1000 for each Dash Counter removed instead.

Third-Level Nightmaren - Seapo
DARK Aqua-Type/Effect
Level 3 ATK 1200 DEF 800

This card's Attribute is also treated as WATER. When this card attacks a monster, flip a coin and call it. If you call it wrong, negate the attack.

Alter Ego March 14th, 2008 12:20 PM

Gravekeeper Warlock: So...basically a big beatstick for gravekeepers that doubles up as burn and a (somewhat impractical) method of pulling back Necrovalley in a pinch? Well, I for one won't scoff at something that will - tributelessly - swing straight over just about every competitively played monster except Armed Dragon. Gravekeeper needs more competent muscle anyway. For coherence's sake, that should be 'Gravekeeper's', though.

Gravekeeper Caller: Ouch, swung against an empty field with Warlock in the wings this is an instant 4000+ damage. x.O The ability to pull up additional gravekeepers is also nice, especially since this will pound Stratos in a battle if Necrovalley is out.

Trap of the Ancient Tomb: Meh...flip a coin? For a field dependent? I think I'll pass; even if it's a bit more restrictive and expensive, Royal Oppression guarantees that that Dark Armed won't be hitting the field, and that's a guarantee I'm willing to pay for.

Besides...coin flips hate me. <.<

Alien Scatter Fire: But...doesn't 'battling' require you to have entered the damage step already, hence why we have the separate condition 'attacks or is attacked by'? o.o Meh, regardless...it forms a nice combo with Alien Psychic, effectively shutting out your opponent's Battle Phase, though the problem is, how to keep spreading counters with this without killing the monsters we just want to peg and take over? Alien is still sorely lacking in options. .__.

electro poodle: Let's get back to this when you've rephrased it in legible English. -.-


wHaT jUsT hIt mE?: Well, first off this should be Normal since Counter Trap is meant to be chained to another effect. (though admittedly Negate Attack and Forced Back form a peculiar exception to this rule) The effect also seems to be assuming that the only time you take damage is on your opponent's battle phase, so what if you, for instance, take damage from a burn card your opponent activate on Main Phase one? Is that turn's battle phase negated or does it proceed as normal? And what if you receive damage on your own battle phase (say through a card like Dimension Wall or Magic Cylinder)? Do you lose your battle phase in that case? You might want to rule out those cases somehow. Other than that, this seems like a decent tool for spreading those all-important counters around, too bad Alien can't do much even if they do succeed in getting them out.

Anathema of Darkness: Oh come on, I hate the Dark Armed Dragon dominance as much as the next person (why oh whyyy couldn't that Exodia deck make it to the finals? ;.;), but this is a bit too blatant even for me. Instant +2 CA along with heavy graveyard disruption and with no extra costs attached? All together now: brooooken.

Soldier's Heart: Six Samurai loves you. =O Ehh...the effect limiter balances things (and helps keeping this from bringing DDT to an all new level of crazy), so fair enough, I suppose.

Dying Will: Or, as we would put it in the current format, select your opponent's dumped Dark Magician of Chaos/Darklord Zerato to summon your Dark Magician of Chaos, because that's what this will be doing most of the time, followed by the inevitable recursion of Dying Will to summon Darklord Zerato then wipe the field with Zerato and smash for 5600+ points of damage. With the current trend of dumping big beaters, this card can reach some pretty crazy heights. But then, it's a format with Monster Reborn in it, so we're already summoning like crazy anyway. Still, it would probably end up limited, if not banned.


And, like, the NiGHTS cards are way too numerous and obviously based on something I'm not familiar with, so I'll just skip past those for now.

This being the case...

Abyss Flower
Plant/Gemini
4 Star/Dark
1800 Atk / 1000 Def

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
● Select two Monsters from either player's Graveyard and remove them from play in order to Special Summon one Fiend Blossom Token (Plant-Type/DARK/Level 2/ATK 1000/DEF 1000) to that player's Field. On the turn this effect is activated, this card can not attack.

Return to Youth
Quick-Play Spell

This card can only be activated when your Life Points would be reduced to zero as the result of an attack declared by or a card effect controlled by your opponent. Unite all cards from your Hand, Field, Graveyard, and cards removed from play with your Deck and shuffle it then draw a card. Instead of being reduced to zero, your Life Points become 8000 and all Damage you would receive this turn becomes zero. During the End Phase of the turn this card is activated, lose 1000 Life Points for each time that you have activated "Return to Youth" during this duel. If this face-down card on your Field is destroyed by a card effect controlled by your opponent, shuffle it into your Deck.

Torturous Draw
Normal Spell

Draw a card. During each Draw Phase, if this card is in your Graveyard, the turn player may draw an additional card. Each time a player draws a card as the result of this card's effect, that player takes 1000 Damage.

Gabri March 15th, 2008 4:16 PM

No time, so no talking. Three new ones:

Lord of Light
8 Stars
Light/Warrior/Effect
ATK: 3200 / DEF: 2600

Effect: This card can be Special Summoned from your hand, Deck or Graveyard to your side of the field by discarding 5 cards from your hand and removing them from play. This card increases your face-up LIGHT monsters' ATK by 500 points. While face-up, this card continues increasing your LIGHT monsters' ATK by 500 until the end of the 3rd turn of the card's owner after this card was played. At that time, those monsters' ATK returns to their original ATK points. Any DARK monster attacked by this card is immediately destroyed.

Lord of Darkness
8 Stars
Dark/Zombie/Effect
ATK: 3400 / DEF: 2400

Effect: This card can be Special Summoned from your hand, Deck or Graveyard to your side of the field by discarding 5 cards from your hand and removing them from play. This card increases your face-up DARK monsters' ATK by 500 points. While face-up, this card continues increasing your DARK monsters' ATK by 500 until the end of the 3rd turn of the card's owner after this card was played. At that time, those monsters' ATK returns to their original ATK points. Any LIGHT monster attacked by this card is immediately destroyed.

The Ressurection Fields
Field Magic Card

As long as this card is face-up on the field, either you and your opponent can Special Summon one monster from the own Graveyard to the own side of the field once a turn.

Unlimited NiGHTS March 15th, 2008 4:29 PM

All right, let's make an addition to the NiGHTS set.

Night Dimension - Dream Gate
Field Spell
All Monster Cards in both players' hands, Decks, Graveyards, and Removed Zones, and all monsters on the field, that do not have "Nightopian", "Nightmaren", "NiGHTS", or "Wizeman" in their names, or are named "The Awaker", are treated as "Visitor" monsters. All "NiGHTS", "Nightmaren", "Nightopian", and "Wizeman" monsters gain 500 ATK and DEF.

Blue Chips
Quick-Play Spell
Activate by selecting 1 "Visitor" monster you control. Until the end of this turn, the selected monster gains 500 ATK, and when it battles, flip a coin and call it. If you call it correctly, select and activate one of these effects, based on whose Battle Phase it is: • Your Battle Phase: Change this attack into a direct attack, and switch the battle position of the monster the selected monster battled with. • Your opponent's Battle Phase: Negate this attack, and switch your opponent's attacking monster to Defense Position.

Octopaw
LIGHT Aqua-Type/Effect
Level 3 ATK 1400 DEF 1400

When this card battles, if a "NiGHTS" monster you control battles immediately afterwards, place 1 Dash Counter on a "Dash Power" you control.

Nightopia - Aqua Garden
Field Spell
Activate by sending 1 "Night Dimension - Dream Gate" you control to the Graveyard. This card's name is treated as "Night Dimension - Dream Gate" while it's face-up on the field, and has all the effects of the "Night Dimension - Dream Gate" sent to the Graveyard to activate it. All WATER monsters gain 500 ATK and DEF in addition to this card's other effects.

Nightopia - Pure Valley
Field Spell
Activate by sending 1 "Night Dimension - Dream Gate" you control to the Graveyard. This card's name is treated as "Night Dimension - Dream Gate" while it's face-up on the field, and has all the effects of the "Night Dimension - Dream Gate" sent to the Graveyard to activate it. You can Special Summon 1 "Nightopian" monster from your hand, Deck, Graveyard, or Removed Zone each turn.

Nightopia - Crystal Castle
Field Spell
Activate by sending 1 "Night Dimension - Dream Gate" you control to the Graveyard. This card's name is treated as "Night Dimension - Dream Gate" while it's face-up on the field, and has all the effects of the "Night Dimension - Dream Gate" sent to the Graveyard to activate it. When a monster that does not have "NiGHTS", "Wizeman", or "Second-Level Nightmaren" in its name declares an attack, its controller flips a coin and calls it. If called wrong, negate the attack and end the current Battle Phase.

Nightopia - Lost Park
Field Spell
Activate by sending 1 "Night Dimension - Dream Gate" you control to the Graveyard. This card's name is treated as "Night Dimension - Dream Gate" while it's face-up on the field, and has all the effects of the "Night Dimension - Dream Gate" sent to the Graveyard to activate it. During the End Phase of each player's turn, flip a coin for each face-up monster on the field, and call it each time. If called wrong, switch the battle position of that monster, and it cannot be manually switched again during its controller's next turn.

Nightopia - Memory Forest
Field Spell
Activate by sending 1 "Night Dimension - Dream Gate" you control to the Graveyard. This card's name is treated as "Night Dimension - Dream Gate" while it's face-up on the field, and has all the effects of the "Night Dimension - Dream Gate" sent to the Graveyard to activate it. EARTH monsters gain 300 ATK and DEF in addition to this card's other effects. If a monster attacks another monster that is not in the same column as itself, and the attacking monster does not have "NiGHTS", "Wizeman", or "Second-Level Nightmaren" in its name, flip a coin for each column over. If they aren't all heads, negate the attack.

Nightopia - Delight City
Field Spell
Activate by sending 1 "Night Dimension - Dream Gate" you control to the Graveyard. This card's name is treated as "Night Dimension - Dream Gate" while it's face-up on the field, and has all the effects of the "Night Dimension - Dream Gate" sent to the Graveyard to activate it. All "Visitor" and "NiGHTS" monsters on the field are upgraded by 2 Levels, and are unaffected by the effects of all other cards that deal with the Level of monsters.

The Unconscious Space - Bellbridge
Field Spell
Activate by sending 1 "Night Dimension - Dream Gate" you control to the Graveyard. This card's name is treated as "Night Dimension - Dream Gate" while it's face-up on the field, and has all the effects of the "Night Dimension - Dream Gate" sent to the Graveyard to activate it. Add 1 "Red Ideya of Courage" from your hand, Deck, Graveyard, or Removed Zone to your hand, and Special Summon 1 "Visitor" monster from your hand, Deck, Graveyard, or Removed Zone. Then select 1 "NiGHTS" monster in your hand, Deck, Graveyard, or Removed Zone that isn't a Fusion Monster. The Special Summoned monster gains the effects of the selected "NiGHTS" monster. During your opponent's third End Phase after this card's activation, Special Summon 1 "First-Level Nightmaren - NiGHTS" from your hand, Deck, Graveyard, or Removed Zone, and add 1 "Double Dualization" from your hand, Deck, Graveyard, or Removed Zone to your hand. "Creator of Nightmare - Wizeman" may be Special Summoned without Tributing.

Masterx927 March 17th, 2008 6:46 PM

Wow.A yugioh forum on a pokemon site?There really is no new ideas...

Anyways, heres a card i made up
Kirby:
Attack:?
defence:?
6 stars
light attribute
Animal/effect
Choose 1 monster on ur opponets side of the field. this card is treated as that monster for 3 turns. After 3 turns,destroy this card and the selected card along with every card on your opponets side of the field.For every card destroyed, you and your opponet takes 500 Life point damage.While this card is on the feild, no you skip ur draw phase

Unlimited NiGHTS March 18th, 2008 7:52 AM

Quote:

Originally Posted by Masterx927 (Post 3410443)
Wow.A yugioh forum on a pokemon site?There really is no new ideas...

Anyways, heres a card i made up
Kirby:
Attack:?
defence:?
6 stars
light attribute
Animal/effect
Choose 1 monster on ur opponets side of the field. this card is treated as that monster for 3 turns. After 3 turns,destroy this card and the selected card along with every card on your opponets side of the field.For every card destroyed, you and your opponet takes 500 Life point damage.While this card is on the feild, no you skip ur draw phase

There is no Animal-Type in Yu-Gi-Oh!, so I'll assume you meant either Beast-Type or Fairy-Type. Also, proper grammar is your friend.

Now for more NiGHTS cards!

Red Ideya of Courage
Normal Spell
Once per turn, you can halve the Battle Damage you take from an opponent's attack by showing this card in your hand to your opponent. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well.

White Ideya of Purity
Normal Spell
Once per turn, by showing this card in your hand to your opponent, select 1 DARK monster your opponent controls and remove it from play. Until your opponent's 2nd Standby Phase after this effect is used, the removed monster must remain in the Removed Zone. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well.

Blue Ideya of Intelligence
Normal Spell
Once per turn, by showing this card in your hand to your opponent, pick up and look at all Set cards on your opponent's side of the field, and look at your opponent's hand. This effect can only be used once every 3 of your turns. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well.

Green Ideya of Growth
Normal Spell
Once per turn, by showing this card in your hand to your opponent, select 1 "NiGHTS" or "Visitor" monster you control. The selected monster gains 700 ATK and DEF until the end of your opponent's next turn. This effect can be used during either player's turn. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well.

Yellow Ideya of Hope
Normal Spell
Once per turn, by showing this card in your hand to your opponent, monsters you control with "NiGHTS" in their names cannot be removed from the field, except to Special Summon a "Dualized" monster from your Fusion Deck. This effect can be used during your opponent's turn, but not in your opponent's turn immediately after using it during your opponent's last turn. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well.

Forci Stikane March 18th, 2008 10:18 AM

BOO!!!

Like Alter Ego, I have never played NiGHTS, so I cannot judge those cards fairly enough. Therefore, I will touch on the other recent cards:

Quote:

Originally Posted by Alter Ego (Post 3401479)
Abyss Flower
Plant/Gemini
4 Star/Dark
1800 Atk / 1000 Def

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
● Select two Monsters from either player's Graveyard and remove them from play in order to Special Summon one Fiend Blossom Token (Plant-Type/DARK/Level 2/ATK 1000/DEF 1000) to that player's Field. On the turn this effect is activated, this card can not attack.

More DARK monster removal? ...Eh, I think I liked it better when it was within recruiter range. Still, you're just asking for DD swarms and tribute abuse. ...Oh, and there's no limitation that I see, so it could be another form of Goat Control if played right. Quite powerful, especially with the beatstick-like ATK.

Return to Youth
Quick-Play Spell

This card can only be activated when your Life Points would be reduced to zero as the result of an attack declared by or a card effect controlled by your opponent. Unite all cards from your Hand, Field, Graveyard, and cards removed from play with your Deck and shuffle it then draw a card. Instead of being reduced to zero, your Life Points become 8000 and all Damage you would receive this turn becomes zero. During the End Phase of the turn this card is activated, lose 1000 Life Points for each time that you have activated "Return to Youth" during this duel. If this face-down card on your Field is destroyed by a card effect controlled by your opponent, shuffle it into your Deck.

One-sided, upgraded Fiber Jar? At least you don't draw a full hand, but still, there are ways to abuse these effects. Cutting down on the LP cost doesn't exactly help, either. Mill decks are very much in love with you right now.

Torturous Draw
Normal Spell

Draw a card. During each Draw Phase, if this card is in your Graveyard, the turn player may draw an additional card. Each time a player draws a card as the result of this card's effect, that player takes 1000 Damage.

This + Des Wombat = brokenness. That's just what burn decks needed: another draw engine. This would be another viable target for D.D. Crow, methinks.

Quote:

Originally Posted by XWeavile (Post 3405176)
No time, so no talking. Three new ones:

Lord of Light
8 Stars
Light/Warrior/Effect
ATK: 3200 / DEF: 2600

Effect: This card can be Special Summoned from your hand, Deck or Graveyard to your side of the field by discarding 5 cards from your hand and removing them from play. This card increases your face-up LIGHT monsters' ATK by 500 points. While face-up, this card continues increasing your LIGHT monsters' ATK by 500 until the end of the 3rd turn of the card's owner after this card was played. At that time, those monsters' ATK returns to their original ATK points. Any DARK monster attacked by this card is immediately destroyed.

First of all, you don't need to say "discarding" the cards--just saying to remove them from play is fine. As for the effect, I want to say that it isn't worthwhile (ATK boosts generally aren't for this kind of cost), but the idea of instantly killing Dark Armed Dragon...is rather tempting. However, there's still a major S/T weakness, and for that cost...it just isn't worthwhile at all.

Lord of Darkness
8 Stars
Dark/Zombie/Effect
ATK: 3400 / DEF: 2400

Effect: This card can be Special Summoned from your hand, Deck or Graveyard to your side of the field by discarding 5 cards from your hand and removing them from play. This card increases your face-up DARK monsters' ATK by 500 points. While face-up, this card continues increasing your DARK monsters' ATK by 500 until the end of the 3rd turn of the card's owner after this card was played. At that time, those monsters' ATK returns to their original ATK points. Any LIGHT monster attacked by this card is immediately destroyed.

Even worse than the above because it kills LIGHT monsters...and what LIGHT monsters get played lately? Cyber Dragon, which you could kill normally with this.

The Ressurection Fields
Field Magic Card

As long as this card is face-up on the field, either you and your opponent can Special Summon one monster from the own Graveyard to the own side of the field once a turn.

-.- Broken. For starters, Manticore just received a major power boost (now you can Foolish Burial BOTH of them). Beyond that, though, just the sheer usefulness of a one-per-turn Special Summoning without any cost...is beyond belief. DD Turbo/Destiny Dragon gets their Disc Commander each turn, Jinzo becomes effortless, and so many Tribute monsters become +1-2s. Foolish Burial becomes a costless, selective Monster Gate.

Unlimited NiGHTS March 18th, 2008 10:24 AM

Quote:

Originally Posted by Ichaste Pekoni (Post 3411379)
Like Alter Ego, I have never played NiGHTS, so I cannot judge those cards fairly enough.

Thank you! All right, I'll now post more.

Light of the Ideya - Nightmare Banishing
Normal Spell
Send 5 different "Ideya" cards from your hand to the Graveyard to activate this card. Destroy, negate the effects of, and remove from play all cards your opponent controls and in your opponent's hand. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well.

Light of the Ideya - Completion of the Heart
Equip Spell
Send 5 different "Ideya" cards from your hand to the Graveyard to activate this card. Equip only to a "Visitor" monster while you control a "Night Dimension - Dream Gate". The equipped monster gains 5000 ATK and cannot be removed from the field, and this card cannot be removed from the field while equipped to a monster. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well.

Light of the Ideya - Refreshing the Mind
Normal Spell
Send 5 different "Ideya" cards from your hand to the Graveyard to activate this card. Gain 20,000 Life Points, regardless of any effects your opponent controls that would alter this effect in any way. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well.

Third-Level Nightmaren - Goodle Rider
DARK Winged Beast-Type/Effect
Level 4 ATK 1700 DEF 900

You can Special Summon this card from your hand, Deck, Graveyard, or Removed Zone when a "NiGHTS" monster your opponent controls is affected by a "NiGHTS Capture". When this card is Special Summoned this way, Special Summon 2 "Goodle Rider" monsters from your hand, Deck, Graveyard, or Removed Zone.

NiGHTS Capture
Continuous Trap
Select 1 "NiGHTS" monster your opponent controls. The selected monster cannot attack, change its battle position, or be removed from the field until your opponent controls a "Visitor" monster and activates the effect of "Red Ideya of Courage" from his or her hand. When that happens, negate this card's effects until your opponent's third End Phase. If you control a "Goodle Rider" monster at that time, return your opponent's "NiGHTS" monster, unless it's "First-Level Nightmaren - NiGHTS", to its owner's Deck or Fusion Deck, Special Summon 1 "First-Level Nightmaren - NiGHTS" from your opponent's hand, Deck, Graveyard, or Removed Zone to your opponent's side of the field in Attack Position (but only if you returned a "NiGHTS" monster to your opponent's Deck or Fusion Deck), and select it with this card's effect. This card's effects will no longer be negated, as if it had just been activated. If you control a "Reala" monster, you can activate this card from your hand.

Third-Level Nightmaren - Shleep
DARK Beast-Type/Effect
Level 3 ATK 1200 DEF 500

During each player's Standby Phase, place 1 Shleep Counter on a face-up monster your opponent controls. When a monster with a Shleep Counter(s) attacks or is attacked, it loses 200 ATK and DEF per Shleep Counter. After a monster with a Shleep Counter(s) attacks or battles, remove all Shleep Counters from it.

Scarlet Weather March 19th, 2008 4:20 PM

Hmm...

New concept for Wandering monsters, since they really didn't have a cohesive theme before. This revamp will be included in the RP, so give me honest opinions.

Wandering Hero
Monster/Light/Warrior/Effect/4*
Atk 1700/ Def 1500
When this monster is normal summoned, special summoned, flip-summoned, or flipped face-up you can discard one card in your hand in order to select one equip spell card from your deck and equip it to this monster. When this monster would be destroyed, destroy an equip spell card attached to it instead. By removing this monster in your graveyard from play, select one "Limit Break-Omnislash" from your deck and add it to your hand.

Wandering Mage
Monster/Dark/Spellcaster/Effect/3*
Atk 1300/ Def 1300
When this monster destroys an opponent's monster as a result of battle, select one spell card from your graveyard and add it to your hand. This effect is negated if this monster's current Atk exceeds its original Atk. By removing this monster in your graveyard from play, select one "Limit Break-Bestialize" from your deck and add it to your hand.

Wandering Healer
Monster/Water/Spellcaster/Effect/4*
Atk 1200/ Def 2000
This monster is not affected by the effects of spell and trap cards. Once per turn, you can negate the attack of an opponent's monster that attacks this card and gain life points equal to half of that monster's original Atk. By removing this card in your graveyard from play, add one "Limit Break- Great Gospel" from your deck to your hand.

Wandering Rogue
Monster/Wind/Warrior/Effect/4*
Atk 1500/ Def 1200
When this monster destroys an opponent's monster as a result of battle, draw one card. By removing this monster in your graveyard from play, select one "Limit Break-Beat Rush" from your deck and add it to your hand.

Wandering Shinobi
Monster/Wind/Warrior/Effect/4*
Atk 1500/ Def 1300
Once per turn by discarding one card in your hand to the graveyard, you can select one "Wandering" monster except "Wandering Shinobi" from your deck and add it to your hand. By removing this monster in the graveyard from play, select one "Limit Break- All Creation" from your deck and add it to your hand.

Wandering Dragon- Muthaba
Monster/Wind/Dragon/Effect/8*
Atk 3000/ Def 2500
This monster can be normal summoned from your hand without tribute if you control exactly three differently named "Wandering" monsters. By tributing one "Wandering" monster on the field, you can destroy one card on your opponent's side of the field. By removing this monster in the graveyard from play, select one "Limit Break-Mega Flare" from your deck and add it to your hand.

Wandering Beast
Monster/Fire/Beast/Effect/4*
Atk 1800/ Def 1500
When this monster attacks, during the battle phase only, increase this monster's Atk by the number of Wandering monsters you control x400. By discarding a card from your hand when this monster is destroyed, you can special summon this monster from the graveyard during the end phase. By removing this card in the graveyard from play, select one "Limit Break-Cosmo Memory" from your deck and add it to your hand.

Wandering Party
Normal Spell
Discard any number of cards from your hand to the graveyard. Then select "Wandering" monsters from your deck equal to the number of cards discarded to activate this card from your deck and add them to your hand. You cannot activate a "Limit Break" spell during the same turn you activate this card.

I'll post new Limit Break ideas later, but does this seem a bit better than the original concept?

Unlimited NiGHTS March 19th, 2008 4:50 PM

Yay, someone posted! More NiGHTS cards!

Third-Level Nightmaren - Deworm
DARK Fiend-Type/Effect
Level 2 ATK 0 DEF 1500

This card cannot declare an attack. When this card is attacked, remove it from play. The monster that attacked this card cannot attack anymore this turn, nor can it attack at all on your opponent's next turn.

Third-Level Nightmaren - Beez Pod
WIND Insect-Type/Effect
Level 1 ATK 0 DEF 2000

Once per turn, you can Special Summon 1 "Beez Token" in Attack Position.

Beez Token
WIND Insect-Type
Level 1 ATK 500 DEF 0

This Token is Special Summoned by the effect of "Third-Level Nightmaren - Beez Pod".

Third-Level Nightmaren - Beez
WIND Insect-Type/Effect
Level 1 ATK 1000 DEF 500

This card gains 200 ATK for every "Beez" monster you control.

Third-Level Nightmaren - Ballooga
WATER Fish-Type/Effect
Level 4 ATK 1300 DEF 1500

When this card is attacked by your opponent's monster, even if this card was flipped face-up by that attack, send the top 5 cards of your opponent's Deck to the Graveyard.

Third-Level Nightmaren - Mothpil
DARK Insect-Type/Effect
Level 3 ATK 1500 DEF 1000

If your opponent controls no monster in the columns this card is in or adjacent to, this card can attack directly. If your opponent does control at least 1 monster in the column this card is in or adjacent to, flip a coin for each of your opponent's monsters in those Monster Card Zones. If Heads, destroy the corresponding monster.

Third-Level Nightmaren - Scarapion
EARTH Insect-Type/Effect
Level 4 ATK 1750 DEF 1300

Your opponent's monster that is not in the same column as this card cannot attack this card. When this card attacks a face-down Defense Position monster, destroy that monster without flipping it face-up or applying damage calculation.

Third-Level Nightmaren - Murtle
DARK Reptile-Type/Effect
Level 4 ATK 1300 DEF 2000

When this card is attacked by your opponent's monster, this card's ATK becomes the same as the attacking monster's ATK. This card cannot be destroyed by battle by your opponent's monster.

Alter Ego March 20th, 2008 11:21 AM

Quote:

Originally Posted by Ichaste Pekoni (Post 3411379)
One-sided, upgraded Fiber Jar? At least you don't draw a full hand, but still, there are ways to abuse these effects. Cutting down on the LP cost doesn't exactly help, either. Mill decks are very much in love with you right now.

It's not as strong as it looks. What made Fiber Jar so powerful was that it set both players' field and hand back to square one, creating some pretty obvious advantage for burn or decks that just generally shoot to end things with an opening hand while punishing reckless LP-cost aggression. With this, though, you are left against a developed field (presumably, since your opponent had to be in a position to finish you off in the first place) with only a single card to your name. With the current tempo of the metagame, one bad topdeck in that situation is basically an instant loss for you. (well, unless you played this in an endgame topdeck war) Because it also resets your RFG pile you can't pull an all-ending Dimension Fusion either. =O

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

Quote:

Originally Posted by Ichaste Pekoni (Post 3411379)
This + Des Wombat = brokenness. That's just what burn decks needed: another draw engine. This would be another viable target for D.D. Crow, methinks.

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

Quote:

Originally Posted by ACC-M (Post 3414227)
Hmm...

New concept for Wandering monsters, since they really didn't have a cohesive theme before. This revamp will be included in the RP, so give me honest opinions.

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

...

Just kidding, of course. :3


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

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

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

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

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

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

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

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


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

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

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

Coronation Hall
Field Spell

This card is treated as "Court of Nobles". While this card is face-up on the Field, increase the Atk of all "Curran" and "Pikeru" Monsters by 500. By discarding one card from your Hand, you may tribute one "Ebon Magician Curran" or "White Magician Pikeru" on your Field. If you tributed "Ebon Magician Curran", Special Summon one "Princes Curran" from your Hand or Deck, ignoring summoning conditions. If you tributed "White Magician Pikeru", Special Summon one "Princes Pikeru" from your Hand or Deck, ignoring summoning conditions. By discarding your Hand and tributing one "Princess Curran" or "Princess Pikeru" on your Field, Special Summon one "Curran" or "Pikeru" Monster that designates the tributed Monster in its card effect from your Hand or Deck, ignoring summoning conditions.

Scarlet Weather March 20th, 2008 4:01 PM

Quote:

Originally Posted by Alter Ego (Post 3415921)
It's not as strong as it looks. What made Fiber Jar so powerful was that it set both players' field and hand back to square one, creating some pretty obvious advantage for burn or decks that just generally shoot to end things with an opening hand while punishing reckless LP-cost aggression. With this, though, you are left against a developed field (presumably, since your opponent had to be in a position to finish you off in the first place) with only a single card to your name. With the current tempo of the metagame, one bad topdeck in that situation is basically an instant loss for you. (well, unless you played this in an endgame topdeck war) Because it also resets your RFG pile you can't pull an all-ending Dimension Fusion either. =O

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



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



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

...

Just kidding, of course. :3


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

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

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

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

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

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

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

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


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

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

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

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

Coronation Hall
Field Spell

This card is treated as "Court of Nobles". While this card is face-up on the Field, increase the Atk of all "Curran" and "Pikeru" Monsters by 500. By discarding one card from your Hand, you may tribute one "Ebon Magician Curran" or "White Magician Curran" on your Field. If you tributed "Ebon Magician Curran", Special Summon one "Princes Curran" from your Hand or Deck, ignoring summoning conditions. If you tributed "White Magician Pikeru", Special Summon one "Princes Pikeru" from your Hand or Deck, ignoring summoning conditions. By discarding your Hand and tributing one "Princess Curran" or "Princess Pikeru" on your Field, Special Summon one "Curran" or "Pikeru" Monster that designates the tributed Monster in its card effect from your Hand or Deck, ignoring summoning conditions.

Coronation Hall: So it's just like Court of Nobles but with a higher power boost and eliminating the middleman of Coronation of Princesses? *Shot'ed*

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

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

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

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

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

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

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

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

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

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

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

Limit Break- Cosmo Memory
Normal Spell
Select one "Wandering Beast" on your side of the field. Pay half your life points. If the selected "Wandering Beast" is the only monster you control, you do not have to pay life points. Select up to five cards in your opponent's graveyard and return them to his or her deck. Deal five hundred points of damage to your opponent for each card returned to the deck in this way. Then select two cards in your removed from play pile and return them to your graveyard. You can only activate one "Limit Break" card per turn.

Alter Ego March 22nd, 2008 10:25 AM

Quote:

Originally Posted by ACC-M (Post 3416641)
Patience, my son. Have you learned nothing of patience from the military? XD *SHOT'ED MAX*

Patience? I'll have you know that we call that 'slacking' in the mili. The faster you do things the faster they get done; that's our motto. xD

Quote:

Originally Posted by ACC-M (Post 3416641)
Coronation Hall: So it's just like Court of Nobles but with a higher power boost and eliminating the middleman of Coronation of Princesses? *Shot'ed*

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

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

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

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

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

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

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

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

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

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

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


In other news...

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

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

Fading Memory
Continuous Trap

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

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

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

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

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

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

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

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

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

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

Aether Veil
Continuous Spell

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

Invitation of the Fey
Quick-Play Spell

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

The Boundless - Aether
Field Spell

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

World King March 24th, 2008 11:36 PM

Since no one has posted in a while, Time to show some of my own ideas for cards (all about Pokémon in Yu-Gi-Oh!).

Actually, instead of posting them, you can watch them by clicking 3 words back in this sentence and selecting one of 2.

Scarlet Weather March 25th, 2008 4:16 AM

Er... I can barely read the text on those cards to rate them... *sweatdrops*

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

World King March 25th, 2008 9:58 AM

...
 
just enlarge the video to see the text.

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

Scarlet Weather March 25th, 2008 3:18 PM

Or you could, you know, post a few of them so that I don't have to go to another site to rate your work for my convenience. 0.o Anyway, the video slideshow doesn't give me the ability to easily look at the cards while evaluating them.

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

Yeah, just thought I'd find a way to tie Wandering Vampire in with the whole FFVII theme of the other Wandering monsters.

World King March 25th, 2008 4:23 PM

Oh, well..

With more time, I'll post them here...

Alter Ego April 4th, 2008 10:52 AM

Umm...yeah, seconding ACC. I for one am not going to be klicking through any freakin' links or waiting for some random video to load just to see a fake card. Just use the same format as everyone else, please. It seriously doesn't take that long to write out. <.<

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

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

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

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


Aaaanyhow...

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

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

Fairy Life
Normal Spell

Add three "Aether" Monsters from your Graveyard to your Hand. Cards added to your Hand by this effect remain revealed for as long as they are in your Hand. Each time you draw a card, if a card(s) revealed by this effect is in your Hand, select one card added to your Hand by this effect and discard it.

Scarlet Weather April 5th, 2008 7:12 AM

Quote:

Originally Posted by Alter Ego (Post 3421980)
Patience? I'll have you know that we call that 'slacking' in the mili. The faster you do things the faster they get done; that's our motto. xD



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

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

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

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

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

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

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

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

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

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

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


In other news...

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

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

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

Fading Memory
Continuous Trap

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Aether Veil
Continuous Spell

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

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

Invitation of the Fey
Quick-Play Spell

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

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

The Boundless - Aether
Field Spell

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

Everything went boom! Seriously, a full-field nuke in exchange for my battle phase? I'm running this in my Aether deck, no matter what. And the whole selection thing? Yah, I'm totally recurring Filcher or Guardian, no question about it.

The Aether fairies seem to have become more smexy than ever in this incarnation (and they're starting to resemble explosive Cloudians more than ever). Okay, meh likez.

Alter Ego April 5th, 2008 8:03 AM

Quote:

Originally Posted by ACC-M (Post 3469549)
This Guardian is definitely a staple of the set just because it turns your next Aether Fairy monster into a Cloudian, and forces your opponent to blast it with a card effect.

Spot on. I was annoyed at how the old guardian was spending most of its time being useless, so I thought I'd give it something a bit more...substantial. x3

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

Quote:

Originally Posted by ACC-M (Post 3469549)
And the fairies now gain the ability to circumvent Big Beaters (tm). Less stellar than the other fairies, but I suppose that they really do need the help when it comes to stat bonuses.

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

Quote:

Originally Posted by ACC-M (Post 3469549)
Just a question, but shouldn't the opponent select the monster? And what happens if the opponent has no monsters in their hand?

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

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


Fufufuu...

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

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

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

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

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

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

Invitation of the Fey (revised)
Quick-Play Spell

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


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


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

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

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

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

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

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

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

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

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

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

Scarlet Weather April 12th, 2008 6:40 AM

Quote:

Originally Posted by Alter Ego (Post 3469653)
Spot on. I was annoyed at how the old guardian was spending most of its time being useless, so I thought I'd give it something a bit more...substantial. x3

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



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



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

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


Fufufuu...

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

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

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

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

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

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

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

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

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

Invitation of the Fey (revised)
Quick-Play Spell

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

A steady supply of CA. This monster self-replaces, constantly adds cards to your hand if Court of Nobles is out, and prevents you from ever running out of cards. Pre-Allure of Darkness I would have called broken, but under the circumstances I'd say it's completely playable.

Well, then, finally finished with that. *takes breath* Now, onto a quick posting of a revamped Limit Break:

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

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

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

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

Yah, recursion of Teh giant Seraphs. Go Cherubim.

Alter Ego April 12th, 2008 11:01 AM

Quote:

Originally Posted by ACC-M (Post 3491662)
Interestingly enough, you can tribute your Curran or Pikeru monster for it, so as long as you have one of the two this guy can come down.

Yes, that occurred to me as well. *Tuts* Chivalry is dead. xD

Quote:

Originally Posted by ACC-M (Post 3491662)
So all of the Aether fairies we've been destroying are suddenly back, and with a vengeance, to deal burn damage. Two or three and we're talking 2400 damage with a bypass effect (through Skydancer), and that's not even getting into the possibility of Filcher or Oracle's effect being added. Yowch.

Hmm...running some numbers on this I'll probably have to cut down the burn to 300 or even 200. It just occurred to me that special summoning queenie while Torchbearer and Skydancer are out is pretty much gg for the opponent if you have any kind of significant graveyard presence. =O

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

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

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


Aaanyway...

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

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

Twin-Heads Centipede

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

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


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

Speed Spell - Sonic Rush
Quick-Play Spell

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

Unlimited NiGHTS April 13th, 2008 5:39 AM

The following cards stem from my rant on the "Elemental Hero" theme and themes attached to it, which can be read here. My next post will probably be a ton of "Evil Hero" versions of the rest of the "Elemental Hero" Fusion Monsters that aren't "Neos" monsters.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Alter Ego April 13th, 2008 7:58 AM

It would be polite to comment on other people's cards too instead of just posting yours, you know. We aren't that many here, so every viewpoint is appreciated. :3

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

"Elemental Hero Avian" + "Elemental Hero Bubbleman"

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


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

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

While this card is face-up on your Field, cards on your Field can not be returned to the owner's Hand or Deck.

Scarlet Weather April 13th, 2008 3:38 PM

Hmm... a boost from me, NiGHTS:

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

Yah, they need to un-nerf Neo-Bubbleman, he's neglected enough as-is without being totally useless.

Unlimited NiGHTS April 14th, 2008 2:24 AM

Quote:

Originally Posted by Alter Ego (Post 3495401)
It would be polite to comment on other people's cards too instead of just posting yours, you know. We aren't that many here, so every viewpoint is appreciated. :3

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

"Soul Exchange" says hello. :3

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

"Elemental Hero Avian" + "Elemental Hero Bubbleman"

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


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

Thanks. Those two are pretty good.

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

While this card is face-up on your Field, cards on your Field can not be returned to the owner's Hand or Deck.

Quote:

Originally Posted by ACC-M (Post 3496787)
Hmm... a boost from me, NiGHTS:

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

Yah, they need to un-nerf Neo-Bubbleman, he's neglected enough as-is without being totally useless.

Being able to destroy any monster you battle with is good, it's just that the Summon requirement kills him. What does "NHX" stand for?

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

"Evil Hero Inferno Wing" + "Elemental Hero Sparkman"
This card cannot be Special Summoned except with "Dark Fusion". This card gains 300 ATK for every "Elemental Hero", "Destiny Hero", and "Evil Hero" monster in your Graveyard. This card inflicts Piercing damage. When this card destroys a monster by battle, inflict damage to your opponent equal to the destroyed monster's ATK or DEF, whichever is higher.

Scarlet Weather April 27th, 2008 12:17 PM

Hmm... seeing as I have a new username, I thought it might be time to play around with a few made-up cards.

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

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

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

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

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

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

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

More to follow, but this gives you the general idea.

Phanima April 28th, 2008 3:47 AM

Oh my gosh...you made an Evangelion set... *drools

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

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

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

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

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

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

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

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

Synchronization Draw: Great card~

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

Eh, I like it so far, hell, I love em. x3 Good work ACC, looking forward to the rest. xP

Alter Ego April 28th, 2008 8:42 AM

Actually, "destroy any monster that battles with this card" is a lukewarm ability at best since it's applied after damage calculation, meaning you've most likely lost Neo Bubbleman already. If we want one-for-one trade water attribute monsters then just go with Yomi Ship; almost identical effect and more Def to boot; it's summonable by conventional methods too.

Anyway, you know what this thread really needs?

I mean really, REALLY needs?

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

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

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


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

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

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

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

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

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


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

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

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

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

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

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

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


Yeah, more to come obviously, but time is short and the computers are widely popular here at the brigade. So, umm...comments thus far? :3

Scarlet Weather April 29th, 2008 2:20 PM

Quote:

Originally Posted by Alter Ego (Post 3538512)
Actually, "destroy any monster that battles with this card" is a lukewarm ability at best since it's applied after damage calculation, meaning you've most likely lost Neo Bubbleman already. If we want one-for-one trade water attribute monsters then just go with Yomi Ship; almost identical effect and more Def to boot; it's summonable by conventional methods too.

Anyway, you know what this thread really needs?

I mean really, REALLY needs?

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

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

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


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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

Yeah, more to come obviously, but time is short and the computers are widely popular here at the brigade. So, umm...comments thus far? :3

Meh, without seeing the other fiends and the support cards I really can't render an accurate verdict, so I'll wait for the rest before I share my opinions on the set.

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

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

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

Berserk Mode
Normal Spell
Activate when the only monster you control is an "Eve Mech" monster. Remove any number of Synchronization Counters from that monster, then destroy cards on your opponent's side of the field equal to the number of Synchronization Counters you removed. On the turn that this effect is activated, skip your battle phase.

Unlimited NiGHTS April 29th, 2008 4:43 PM

Quote:

Originally Posted by Unlimited NiGHTS (Post 3498011)
What does "NHX" stand for?

You never did answer me. We know that "NEX" means "Neo-Spacian Extent", so what's "NHX"?

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

"Elemental Hero Bladedge" + "Elemental Hero Wildheart"
This card cannot be Special Summoned except with "Dark Fusion". This card inflicts Piercing damage. This card can attack all monsters your opponent controls once each.

Alter Ego April 30th, 2008 10:34 AM

Quote:

Originally Posted by Thesis (Post 3542024)
Eh, not too stellar. Tihe position-change is a good way to set up for an attack from another monster, but no good on its own. The graveyard removal effect is slightly better, sort of turning it into a Necro Gardna-esque surprise for your opponent, but in the age of "clear the field then attack", Gardna itself is better. Plus, this isn't Dark and so I can't Armageddon Knight it straight to the graveyard.

Actually, since Dark Armed usually hits with full field, the amount of damage Depression averts is 5 x 600, which is 3000; higher than the Atk of any monster Dark Armed can drop down save for buffed Dasher. Anyways, being dark wouldn't help since these usually don't hit the graveyard unless they go from the field anyway. *Pokes first effect*

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

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

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

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

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

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

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

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

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

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

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

O.O

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


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

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

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


Aaaanyhow, a bit more substance for the empaths:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Empathic Recall
Quick-Play Spell

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

Tranquil Mindscape
Field Spell

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

Twisted Mindscape
Field Spell

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

Virulent Mindscape
Field Spell

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


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

Unlimited NiGHTS April 30th, 2008 12:19 PM

Quote:

Originally Posted by Alter Ego (Post 3544038)
Evil Hero Dark Phoenix: What Phoenix Enforcer should have been. Unless you're packing some very specific cards, this thing is a major pain in the butt to bypass but at the same time being only Cyber Dragon size means that it won't wreak absolutely crazy havoc on the field and can be hit over. Brain Control's favorite target, certainly.

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

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

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

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

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

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

O.O

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

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

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

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

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

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


Aaaanyhow, a bit more substance for the empaths:

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

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

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

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

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

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

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

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

SCREW YOUR MONARCHS, I HAVE PRIDE!!!!

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

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

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

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

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

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

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

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

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

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

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

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

Empathic Recall
Quick-Play Spell

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

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

Tranquil Mindscape
Field Spell

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

Twisted Mindscape
Field Spell

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

Virulent Mindscape
Field Spell

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

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

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

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

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

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

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

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

"Elemental Hero Chaos Neos" + "Elemental Hero Electrum" + "Evil Hero Inferno Wing" + "Hinotama Soul" + "Destiny Hero - Dreadmaster" + "Rainbow Dragon"
This card cannot be Special Summoned.

Scarlet Weather April 30th, 2008 2:28 PM

Quote:

Originally Posted by Alter Ego (Post 3544038)
Actually, since Dark Armed usually hits with full field, the amount of damage Depression averts is 5 x 600, which is 3000; higher than the Atk of any monster Dark Armed can drop down save for buffed Dasher. Anyways, being dark wouldn't help since these usually don't hit the graveyard unless they go from the field anyway. *Pokes first effect*

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

O.O

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


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

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

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


Aaaanyhow, a bit more substance for the empaths:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The same with a burn bonus. Meh.

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

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

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

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

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

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

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

Empathic Recall
Quick-Play Spell

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

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

Tranquil Mindscape
Field Spell

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

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

Twisted Mindscape
Field Spell

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

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

Virulent Mindscape
Field Spell

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

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

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

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


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

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

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

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

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

Er... enough silliness, on to business!

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

Better?

Alter Ego May 1st, 2008 8:22 AM

Quote:

Originally Posted by Unlimited NiGHTS (Post 3544228)
Actually, I only made it that broken to see how you would react. I'd like to let you know that I spent the last 7 minutes and 24 seconds laughing my butt off at you. ;D

Seven minutes and twenty-four seconds? Good sir, I will have you know that you have insulted me most grievously. For the righteous indignation that I experienced upon seeing that card, ten minutes of solid laughter is bare minimum. My honor demands retribution! A duel, I say! Card games at dawn and to the death! *White glove slap* xO

Quote:

Originally Posted by Unlimited NiGHTS (Post 3544228)
This one is the best of the three. However, as with any Deck that needs a Field Spell, you're screwed against someone playing "Field Barrier" and their own Field Spell.

Yeah, because obviously we aren't packing x amount of S/T removal cards that wipe out Field Barrier anyway, right? The day you start treating field barrier as a threat card is the day when you have to give your deck a seriously critical glance. Oh, and having just virulent isn't as hot as it looks because...well, how are you going to amass enough empaths in your graveyard to make use of that removed restriction? Empath Recall is the most obvious, but then you just totally dissed that one. xD

Ahem, point is that the mindscapes are meant to work in tandem, hence the tag-out replacement effect. Virulent is the strongest when it's time to make an offensive push, yes, but Tranquil speeds up your assembling of the cards you need for that push while Twisted lets you recycle the graveyard effects that are most useful for what you have in mind. Don't discount them so easily. ;D

Quote:

Originally Posted by Thesis (Post 3544600)
Eh, I suppose... But I was thinking more along the lines of blocking the major damage that, say, Archlord Zerato can pound you with. And sending cards from the field to the graveyard just to get their effects isn't so hot now that Foolish Burial exists.

True, but then Deppression does serve a somewhat different purpose than Necro Gardna to begin with in that it makes it a lot harder to just casually hit over things. Say you've got Restlessness in attack and Deppression in your graveyard while your opponent has two 1600 Atk + monsters on their field. Where Gardna just blocks the damage, Deppression actually protects the monster as well sine your opponent will either have to bring a 2200+ Atk monster to the table or be prepared to sacrifice one monster just to get rid of the thing...unless of course they want to wait for monster removal or Crow. Yes, there is plenty of removal in the format, but none of it is cost-free, and each piece put out is a piece of removal sacrificed and/or jeopardized. Then, of course, there's the fact that even in destroying your monsters this way the opponent isn't leaving you empty-handed because of the graveyard effects. ;3

Quote:

Originally Posted by Thesis (Post 3544600)
The same with a burn bonus. Meh.

And double the use rate because you no longer have to wait an additional turn before changing its battle position again. It's recyclable Ring of Destruction on legs, for pity's sake, how much more do you expect from your big beaters, you picky person, you? xD

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

Quote:

Originally Posted by Thesis (Post 3544600)
No, it's MEANT to short-circuit the counter bonus. You get a set 2000 Atk regardless of counters, and protection. There was never any intention of it giving 2000 plus counters. 0.o

Umm...sorry, my friend, but you completely misread that one. Allow me to put emphasis where emphasis is due:

Quote:

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

Yes, it's own. Not the equipped mech's; Dummy Plug's secondary Atk boost effect. To make it perfectly clear, this one:

Quote:

Equip only to an "Eve Mech" monster on your side of the field. That monster's Atk is 2000, regardless of the number of Syncrhonization Counters on it. When the equipped monster attacks another monster, increase its Atk by 1000 until the end of the battle phase. When the equipped monster would be destroyed, destroy this card instead.
The underlined and bolded effect accomplishes nothing whatsoever because the first effect immediately reverts the equipped monster's Atk back to 2000, see? That's why I suggested using original Atk to resolve the issue.

Anyways, now that I've gotten to express myself in bold and underline after such a long time...let's move on. xD

Angel Attack Warning (revamp): Yeah, this is better. My issue with the original was that it was "do everything that Forced Back does plus extras" which didn't really seem...well, fair, to be honest. xP


As for the synchro thing...do you guys have a source or something for that? Because I've been searching for those rulings for ages, but there seems to be no word of God around and the rest is split between 'treat them as ritual' (which is tribute) and 'treat them as fusion' (which isn't), so I just sort of guessed. Meh, anyways...

Aaaanyhow...

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

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

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

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

By switching this Attack Position card on your Field into Defense Position, select up two of your removed from play "Empath Fiend" Monsters and add them to your Graveyard. By switching this Defense Position card on your Field into Attack Position, change the Battle Position of one "Empath Fiend" Monster on your Field, ignoring any effects of the selected Monster. When either of this card's effects is activated, this card can not change its Battle Position until the end of the turn. When your opponent selects a Psychic Type Monster on your Field as the target of an attack or card effect, you may discard one Psychic Type Monster from your Hand to change the target of that attack or effect to another valid target on either player's Field.


Don't know how much more you can expect of the old guy, though. After all, with Loneliness this becomes pretty freakin' easy to summon. (essentially, just pull up your used Pride with Loneliness' effect and go crazy). And now, last but not least:

Ultimate Evil Hero - Infernal Toaster
Fiend/Fusion/Effect
13 Star/Fire
5601 Atk / 4901 Def

Dark Nepthys + Infernal Incinerator + Infernal Flame Emperor + Flame Cerberus + Flame Manipulator + Blazing Inpachi + Hinotama Soul + Elemental Hero Burstinatrix + Volcanic Doomfire

A Fusion Summon of this card can only be conducted with the above Fusion Materials. The Attribute of this card is also treated as DARK. Once per turn, by tributing one "Evil Hero" Monster on your Field, Special Summon one "Toast" Fusion Monster from your Fusion Deck, ignoring summoning conditions.


Okay, yeah, screw the toast; moving on...

Resonance Tuning
Quick-Play Spell

This card can only be activated when a Tuner Monster on your Field is destroyed. Special Summon one Monster with the same Level as the destroyed Monster from your Hand or Deck. A Monster Special Summoned by this effect is treated as a Tuner Monster.

Scarlet Weather May 5th, 2008 1:29 PM

Quote:

Originally Posted by Alter Ego (Post 3546635)
Seven minutes and twenty-four seconds? Good sir, I will have you know that you have insulted me most grievously. For the righteous indignation that I experienced upon seeing that card, ten minutes of solid laughter is bare minimum. My honor demands retribution! A duel, I say! Card games at dawn and to the death! *White glove slap* xO



Yeah, because obviously we aren't packing x amount of S/T removal cards that wipe out Field Barrier anyway, right? The day you start treating field barrier as a threat card is the day when you have to give your deck a seriously critical glance. Oh, and having just virulent isn't as hot as it looks because...well, how are you going to amass enough empaths in your graveyard to make use of that removed restriction? Empath Recall is the most obvious, but then you just totally dissed that one. xD

Ahem, point is that the mindscapes are meant to work in tandem, hence the tag-out replacement effect. Virulent is the strongest when it's time to make an offensive push, yes, but Tranquil speeds up your assembling of the cards you need for that push while Twisted lets you recycle the graveyard effects that are most useful for what you have in mind. Don't discount them so easily. ;D



True, but then Deppression does serve a somewhat different purpose than Necro Gardna to begin with in that it makes it a lot harder to just casually hit over things. Say you've got Restlessness in attack and Deppression in your graveyard while your opponent has two 1600 Atk + monsters on their field. Where Gardna just blocks the damage, Deppression actually protects the monster as well sine your opponent will either have to bring a 2200+ Atk monster to the table or be prepared to sacrifice one monster just to get rid of the thing...unless of course they want to wait for monster removal or Crow. Yes, there is plenty of removal in the format, but none of it is cost-free, and each piece put out is a piece of removal sacrificed and/or jeopardized. Then, of course, there's the fact that even in destroying your monsters this way the opponent isn't leaving you empty-handed because of the graveyard effects. ;3



And double the use rate because you no longer have to wait an additional turn before changing its battle position again. It's recyclable Ring of Destruction on legs, for pity's sake, how much more do you expect from your big beaters, you picky person, you? xD

I was told there would be cake! Isn't that enough?

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



Umm...sorry, my friend, but you completely misread that one. Allow me to put emphasis where emphasis is due:



Yes, it's own. Not the equipped mech's; Dummy Plug's secondary Atk boost effect. To make it perfectly clear, this one:



The underlined and bolded effect accomplishes nothing whatsoever because the first effect immediately reverts the equipped monster's Atk back to 2000, see? That's why I suggested using original Atk to resolve the issue.

Whoops. Totally forgot about Dummy Plug's own Atk bonus. 0.o

Anyways, now that I've gotten to express myself in bold and underline after such a long time...let's move on. xD

Angel Attack Warning (revamp): Yeah, this is better. My issue with the original was that it was "do everything that Forced Back does plus extras" which didn't really seem...well, fair, to be honest. xP


As for the synchro thing...do you guys have a source or something for that? Because I've been searching for those rulings for ages, but there seems to be no word of God around and the rest is split between 'treat them as ritual' (which is tribute) and 'treat them as fusion' (which isn't), so I just sort of guessed. Meh, anyways...

Aaaanyhow...

Well, based on 5Ds, it looks like they aren't treated as fusion-material or tribute. *shot'ed for using anime as source material* I think that monsters sent to the grave for a Synchro summon are exactly that: monsters sent to the grave for a Synchro summon. I'm pretty sure that the ruling states "sent to the graveyeard" as opposed to release/tribute...

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

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

Better, and you've got the new ability to screw the rules with money by calling out Pride.

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

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

By switching this Attack Position card on your Field into Defense Position, select up two of your removed from play "Empath Fiend" Monsters and add them to your Graveyard. By switching this Defense Position card on your Field into Attack Position, change the Battle Position of one "Empath Fiend" Monster on your Field, ignoring any effects of the selected Monster. When either of this card's effects is activated, this card can not change its Battle Position until the end of the turn. When your opponent selects a Psychic Type Monster on your Field as the target of an attack or card effect, you may discard one Psychic Type Monster from your Hand to change the target of that attack or effect to another valid target on either player's Field.

So activate one of your squatting Empath Fiend's effects, or recycle monster in the gravyeyard? And a permission-style ability to choose what cards your opponent can hit? Clever, and big. I like. :3


Don't know how much more you can expect of the old guy, though. After all, with Loneliness this becomes pretty freakin' easy to summon. (essentially, just pull up your used Pride with Loneliness' effect and go crazy). And now, last but not least:

Ultimate Evil Hero - Infernal Toaster
Fiend/Fusion/Effect
13 Star/Fire
5601 Atk / 4901 Def

Dark Nepthys + Infernal Incinerator + Infernal Flame Emperor + Flame Cerberus + Flame Manipulator + Blazing Inpachi + Hinotama Soul + Elemental Hero Burstinatrix + Volcanic Doomfire +Wandering Deity + Queen Pikeru + Queen Curran + Yokai Kyuubi + E-Hero Neos

A Fusion Summon of this card can only be conducted with the above Fusion Materials. The Attribute of this card is also treated as DARK. Once per turn, by tributing one "Evil Hero" Monster on your Field, Special Summon one "Toast" Fusion Monster from your Fusion Deck, ignoring summoning conditions. In order to summon this monster, you must yell "Thesis is dead, and we killed him... OR IS HE!?!?" as loud as you can. Cheese is evil.


Okay, yeah, screw the toast; moving on...

Resonance Tuning
Quick-Play Spell

This card can only be activated when a Tuner Monster on your Field is destroyed. Special Summon one Monster with the same Level as the destroyed Monster from your Hand or Deck. A Monster Special Summoned by this effect is treated as a Tuner Monster.

Whee, Tuner preservation! Meh, seems more like a Counter Trap/Normal Trap than a quick-play spell, but okay.

I fixed Infernal Toaster for you, as you can see. And if you're wondering about that "Wandering Deity"...

Wandering Deity
Monster/Dark/Warrior/Effect/12*
Atk 2600/ Def 2600
This monster cannot be normal summoned or set. This monster can only be special summoned by tributing differently-named "Wandering" monsters on your side of the field when three or more differently-named "Wandering" monsters are removed from play. Depending on the number of "Wandering" monsters tributed in order to summon this monster, this monster gains the following effect(s):
-1 or more: This monster is not affected by the effects of trap cards.
-2 or more: This monster is not affected by the effects of spell cards.
-3 or more: This monster's original Atk and Def become 3000, and it cannot be destroyed by the effects of monster cards.
By removing this monster in your graveyard from play, you can special summon one "Wandering" monster in your removed from play pile.

Limit Break: Supernova
Normal Spell
Destroy all cards on your side of the field, then special summon one "Wandering Deity" from your hand, deck, graveyard, or removed from play pile, ignoring summoning conditions. You cannot activate this card if you have no cards on the field.

And a slight revamp for my favorite fake Ace Card...

Yokai Kyuubi
Monster/Fire/Beast/Effect/9*
Atk 2800/ Def 2400
Once during your main phase by tributing this monster, destroy all monster cards or all spell and trap cards on your opponent's side of the field. Then, special summon "Yokai" monsters from your graveyard equal to the number of cards destroyed by this monster's effect. This monster cannot be special summoned except by tributing two differently named "Yokai" monsters during your End Phase while it is in the graveyard.

Frostweaver May 10th, 2008 2:52 AM

I haven't been here in a long time and really lost touch with some of the new cards for our fans XD; I don't feel like reading pages of cards who will have fonts smaller than that of Thousand Eyes Restrict if they are ever made real... so yeah.


Since we've went on and on about different game series (there's even more wandering monsters than the number of tentacles on Malboro 0_0), I should band wagon again =P Guess the series? lol.



Covering of God- Angel Sachiel
Warrior / Effect
4 Star / Water
2300 Atk / 0 Def

While this card is on your side of the field, destroy all cards on your side of the field except "God- Angel" cards. If this card is destroyed, pay 700 Life Points and this card is not destroyed (this is not an option.) This card cannot be used for tributes.

Conquerer of God- Angel Shamshel
Insect / Effect
4 Star / Wind
1600 Atk / 0 Def

While this card is on your side of the field, destroy all cards on your side of the field except "God- Angel" cards. If this card is destroyed, pay 800 Life Points and this card is not destroyed (this is not an option.) When this card deals damage to the opponent's life points, your opponent cannot special summon any monster during his/her next turn. This card cannot be used for tributes.

Thunder of God- Angel Ramiel
Thunder / Effect
8 Star / Dark
1600 Atk / 0 Def

While this card is on your side of the field, destroy all cards on your side of the field except "God- Angel" cards. If this card is destroyed, pay 1500 Life Points and this card is not destroyed (this is not an option.) Destroy all monster on your opponent's side of the field if their Def is lower than the ATK of this card. Each time this monster deals damage to the opponent's life points, increase the Atk of this card by 500.

Beast of God- Angel Gaghiel
Fish / Effect
5 Star / Water
2000 Atk / 0 Def

This card cannot be special summoned. While this card is on your side of the field, destroy all cards on your side of the field except "God- Angel" cards. If this card is destroyed, pay 900 Life Points (this is not an option) and destroy the card that destroyed this card and this card is not destroyed.

(note: yes I know using 2 "and" is bad but I have no idea how to get around it)

Music of God- Angel Israfel
Spellcaster / Effect
7 Star / Light
1600 Atk / 0 Def

This card cannot be special summoned. While this card is on your side of the field, destroy all cards on your side of the field except "God- Angel" cards. If this card is destroyed, pay 1000 Life Points (this is not an option) and special summon one "Music of God- Angel Token" (1600 Atk/0 Def Spellcaster / 7 Star / Dark) on your side of the field and this card is not destroyed (this is not an option.)

Embryo of God- Angel Sandalphon
Pyro / Effect
1 Star / Light
0 Atk / 0 Def

While this card is on your side of the field, destroy all cards on your side of the field except "God- Angel" cards. If this card is destroyed, pay 800 Life Points and this card is not destroyed (this is not an option.) This card cannot be used for tributes except for a tribute summon for "God- Angel" monsters, in which it can count as 2 tribute.

Premonition of God- Angel Matariel
Insect / Effect
2 Star / Earth
1000 Atk / 0 Def

While this card is on your side of the field, destroy all cards on your side of the field except "God- Angel" cards. If this card is destroyed, pay 800 Life Points and this card is not destroyed (this is not an option.) If this card is in Attack position, all "God- Angel" cards deal piercing damage and Def of all monsters on your opponent's side of the field is 0. This card cannot be used for tributes.


Enough for now =P

Unlimited NiGHTS May 10th, 2008 3:50 AM

Quote:

Originally Posted by Thesis (Post 3559530)
I fixed Infernal Toaster for you, as you can see.

Yay?

And if you're wondering about that "Wandering Deity"...

Wandering Deity
Monster/Dark/Warrior/Effect/12*
Atk 2600/ Def 2600
This monster cannot be normal summoned or set. This monster can only be special summoned by tributing differently-named "Wandering" monsters on your side of the field when three or more differently-named "Wandering" monsters are removed from play. Depending on the number of "Wandering" monsters tributed in order to summon this monster, this monster gains the following effect(s):
-1 or more: This monster is not affected by the effects of trap cards.
-2 or more: This monster is not affected by the effects of spell cards.
-3 or more: This monster's original Atk and Def become 3000, and it cannot be destroyed by the effects of monster cards.
By removing this monster in your graveyard from play, you can special summon one "Wandering" monster in your removed from play pile.

That's "Removed Zone" and "different 'Wandering' monsters", by the way. Besides that, it's basically a super version of "Neos Wiseman", but is easier to Summon and has better protection.

Limit Break: Supernova
Normal Spell
Destroy all cards on your side of the field, then special summon one "Wandering Deity" from your hand, deck, graveyard, or removed from play pile, ignoring summoning conditions. You cannot activate this card if you have no cards on the field.

This has the potential to be extremely broken. What if the only card on your side of the field was a Set "Dark Coffin"? Even better, what if you had 2-3 of them, plus "Statue of the Wicked"? Yeah. I'd add some other condition to it, such as, "Activate only when 5 different 'Wandering' monsters are in your Graveyard".

And a slight revamp for my favorite fake Ace Card...

Yokai Kyuubi
Monster/Fire/Beast/Effect/9*
Atk 2800/ Def 2400
Once during your main phase by tributing this monster, destroy all monster cards or all spell and trap cards on your opponent's side of the field. Then, special summon "Yokai" monsters from your graveyard equal to the number of cards destroyed by this monster's effect. This monster cannot be special summoned except by tributing two differently named "Yokai" monsters during your End Phase while it is in the graveyard.

Everyone knows that Bastion Misawa sucks balls. Moving right along...

Master Polymerization
Quick-Play Spell
Remove from play 2 cards in your hand. Remove from play, from your hand, Deck, Graveyard, Extra Deck, or either side of the field, Fusion Material Monsters listed on a Fusion Monster Card, and Special Summon that monster from your Extra Deck, ignoring its Summoning conditions. (This Special Summon is treated as a Fusion Summon.) The cards this card removed from play cannot be removed from the Removed Zone for the rest of the Duel. Spells, Traps, and Effect Monsters' effects cannot be activated in response to this card's activation.

Now THIS is what "Super Polymerization" should have been!

Alter Ego May 11th, 2008 7:15 AM

Quote:

Originally Posted by Unlimited NiGHTS (Post 3571834)
Besides that, it's basically a super version of "Neos Wiseman", but is easier to Summon and has better protection.

I struggle to find any similarities between this and Wiseman save for the monster type and attribute. I mean, this one isn't even nomi like the latter is. x.O

Quote:

Originally Posted by Unlimited NiGHTS (Post 3571834)
This has the potential to be extremely broken. What if the only card on your side of the field was a Set "Dark Coffin"? Even better, what if you had 2-3 of them, plus "Statue of the Wicked"? Yeah. I'd add some other condition to it, such as, "Activate only when 5 different 'Wandering' monsters are in your Graveyard".

Umm...if that makes Supernova broken then what do you call Magical Hats? Pick double Dark Coffin and you get free deck thinning, monster protection, monster flipped face-down (nice for flip-floppers) and gain on the CA, rather than just breaking even like you'd do if you set from your hand. Seriously, synergy with what are otherwise very situational cards doesn't make a card broken.

Quote:

Originally Posted by Unlimited NiGHTS (Post 3571834)
Everyone knows that Bastion Misawa sucks balls. Moving right along...

As much as I'd like to ask where that came from, I think it's preferable for my sanity if I don't. :x



Wandering Deity: Tribute mania. So, basically you want the full three to cover all your bases and turn this into a Blue-Eyes size beatstick with uber protections. Sadly, Neo-Spacian Grand Mole and Raiza the Storm Monarch laugh as their effects slip right past this poor fellow's protections. xD Fair enough. Probably best played as a recovery card after a failed push with RftDD.

Limit Break: Supernova: Not too hot, really, as it's really just trading 2+ cards for a 2600 Atk vanilla without vanilla benefit. I guess it can sort of be useful if you have something on your field that doesn't mind being blown up, but it's still situational to the extreme. This is also breaking the limit break tradition in not having the 'only one per turn' limit stamped on it.

Yokai Kyuubi: Oh come on, broken as heck. As long as your opponent has at least two cards in either zone you can't lose with this; just tribute away, nuke the field then pull back stuff that smashes face and can be tributed for this again next end phase. Your opponent's only shot at stopping this is to crow it when it tries to revive or wipe it out right after it hits the field, but given that this thing is big enough to butt heads with Dark Magician of Chaos, that's easier said than done. And even if you do kill, it will be lurking in the graveyard and just waiting to jump back out and go all Raigeki/Harpie's Feather Duster again. You need to limit this somehow. x.O


Covering of God- Angel Sachiel: Gee...you really didn't half-arse anything on the maintenance here, did you? xD That self-protection effect should be "When this card would be destroyed", though, because you can't negate a destruction that has already taken place like the current effect is trying to do. Big beater for the set, it seems.

Conquerer of God- Angel Shamshel: Whoo, major metagame hate. Every decktype except Gadget reels from this, and even the little munchkins aren't too happy because this guy is on the big side and can't be blown away with their regular arsenal of card effects, though they may try to hammer this with a big spree of destruction to drop you to zero.

Thunder of God- Angel Ramiel: Oh my...it's a god-angel you can actually summon with conventional tricks, and once it gets a single hit in (not hard, since this is Light attribute and therefore a viable target for Honest) it's pretty much 'kill every face-up your opponent has'. Harsh, very harsh. But then...you don't need to drop too many destruction effects on this before the player behind it runs out of LP.

Beast of God- Angel Gaghiel: Hmm...for the destruction effect, how about "When this card would be destroyed, pay 900 Life Points to destroy the card that would have destroyed this card instead. (This is not optional)"? Nasty little thing, basically giving the 'in your face' to any and all who would attempt to destroy it and sporting a decent Atk to boot. As long as you keep your LP up, this thing is unstoppable. o.o

Music of God- Angel Israfel: It doesn't look as impressive as Ramiel, but then it does something that few other God-Angel cards do; create tribute fodder. All the usual "destroy something you control, gain something" effects can be exploited here provided that you're willing and able to cough up the life points.

Embryo of God- Angel Sandalphon: Am I the only one who thinks that this is the best Creature Swap target ever? Just summon in attack, swap to your opponent to blow up their field, then smack Sandalphon around with impunity. Scary stuff, and another source of tribute material for the bigger God-Angels.

Premonition of God- Angel Matariel: Frail, but lethal in combo with its bigger cousins. (Is it just me, or did the aforementioned Sandalphon swap just gain a new level of nastiness? No avoiding damage by turning him into defense and no disposing of him either since he's got built-in protection and tribute restriction. All in the age of unlimited Creature Swap too. =P)


Well, Frosty, your sets certainly are...interesting, I'll give them that. The way these angels work, you're forced to forfeit the benefit of face-downs in your back row, effectively eliminating all trap cards except Dark Coffin (which actually benefits) from the equation. Smoke Grenade of the Thief is another fun option if you want to exploit the 'destroy everything' effect, I suppose, essentially turning into a cost-free Confiscation, and Shamshel in particular is making this a very appealing-looking theme to play. Still, I think I shall wait to see some support for these angels of yours. :3


Master Polymerization: Chimeratech OTKO just got themselves a brand new toy, too bad Dimension Fusion just went bye-bye and killed that deck, huh? xD Anyways, it's...expensive, but the ability to fuse anything from anywhere is nothing to be sneezed at. Interesting, and probably crazily exploitable somehow.


Aaaanyhow, something...different. Sort of. =O

Parallel Existence Field
Field Spell

When your opponent activates a Field Spell card while this card is on the Field, this card is not destroyed. If this card is activated while your opponent controls a Field Spell card, your opponent's Field Spell card is not destroyed. When this face-up card on the Field would be destroyed, it is flipped face-down instead. When a non-token Monster on the Field would be destroyed, activate an effect depending on the type of destruction:

Battle: Place one Physical Destruction Counter on the Monster and it is not destroyed (Damage Calculation is applied normally). If the Monster already has a Spiritual Destruction Counter on it, remove the Monster from play face-down.

Card Effect: Place one Spiritual Destruction Counter on the Monster and it is not destroyed. If the Monster already has a Physical Destruction Counter on it, remove the Monster from play face-down.


Tremble in fear at the wordiness! >O *Shot* Seriously, any way to keep this in official terminology while cutting down on this ginormous word count would be much appreciated.

Unlimited NiGHTS May 11th, 2008 7:37 AM

Quote:

Originally Posted by Alter Ego (Post 3574951)
I struggle to find any similarities between this and Wiseman save for the monster type and attribute. I mean, this one isn't even nomi like the latter is. x.O

You're sending monsters to the Graveyard to Summon either one. "Neos Wiseman", however, is not protected against the effects of all monsters, just the ones that destroy. This card, however, has better protection than that.

Umm...if that makes Supernova broken then what do you call Magical Hats? Pick double Dark Coffin and you get free deck thinning, monster protection, monster flipped face-down (nice for flip-floppers) and gain on the CA, rather than just breaking even like you'd do if you set from your hand. Seriously, synergy with what are otherwise very situational cards doesn't make a card broken.

Sorry, I missed the fact that "Wandering Deity" only gets effects if you Tributed for him. Never mind my comment.

As much as I'd like to ask where that came from, I think it's preferable for my sanity if I don't. :x

Bastion plays a Yokai Deck in the manga.

Parallel Existence Field
Field Spell

When your opponent activates a Field Spell card while this card is on the Field, this card is not destroyed. If this card is activated while your opponent controls a Field Spell card, your opponent's Field Spell card is not destroyed. When this face-up card on the Field would be destroyed, it is flipped face-down instead. When a non-token Monster on the Field would be destroyed, activate an effect depending on the type of destruction:

Battle: Place one Physical Destruction Counter on the Monster and it is not destroyed (Damage Calculation is applied normally). If the Monster already has a Spiritual Destruction Counter on it, remove the Monster from play face-down.

Card Effect: Place one Spiritual Destruction Counter on the Monster and it is not destroyed. If the Monster already has a Physical Destruction Counter on it, remove the Monster from play face-down.


Tremble in fear at the wordiness! >O *Shot* Seriously, any way to keep this in official terminology while cutting down on this ginormous word count would be much appreciated.

So, basically, this lets us have one Field Spell each, and somewhat protects our monsters, but then spells certain doom for them (unless you can play "Primal Seed") if they do get killed. Interesting, but that's about all.

Evil Hero Spark Dancer
DARK Fiend-Type/Fusion/Effect
Level 8 ATK 0 DEF 2000

"Elemental Hero Sparkman" + "Elemental Hero Burstinatrix"
This card cannot be Special Summoned except with "Dark Fusion". When this card is attacked, remove this card from play and end your opponent's Battle Phase. Special Summon this card in Attack Position on your next Standby Phase when this effect is activated, ignoring the Summoning conditions. When this card attacks a monster, negate the attack and inflict damage to your opponent equal to the attack target's Level × 400.

Elemental Hero Candlelight Dancer
LIGHT Warrior-Type/Fusion/Effect
Level 8 ATK 0 DEF 2000

"Elemental Hero Sparkman" + "Elemental Hero Burstinatrix"
This card cannot be Special Summoned except by Fusion Summon. When this card attacks or is attacked, inflict damage to your opponent equal to the Level of your opponent's monster × 300.

Eh, just some weird thing I came up with.

Frostweaver May 13th, 2008 1:09 AM

Evil Hero Spark Dancer- don't think that's proper wording but i haven't looked at Yubel's card effect for a long time, as this is essentially what it is except it uses star levels to calculate the actual damage.

Elemental Hero Candlelight Dancer- of course weaker version of the evil hero one.


Just a bit too low def point in a world that's difficult to come by for people to even ram into a defense position monster. With DaD playing control instead of full out attack for now, it's very unlikely the effects will get to start off. Spark Dancer usually do 2000-3000 damage which may seem a lot, but to use dark fusion and these sucky materials... difficult.

They aren't bad, just that the real cards are so imbalanced right now =(




I totally didn't see Creature Swap, but I have no idea how to fix it... you can put it facedown and then swap it to avoid all problems. It'll be flipped on that side instead, making it hard to avoid.

-fixing wording
-angels can now be tributed if it's for another angel card
-some changes to each individual card and stuff



Covering of God- Angel Sachiel
Warrior / Effect
4 Star / Water
2300 Atk / 0 Def

While this card is on your side of the field, destroy all cards on your side of the field except "God- Angel" cards. When this card would be destroyed, pay 700 Life Points and this card is not destroyed (this is not an option.) This card cannot be used for tributes except for a tribute summon for "God- Angel" monsters

Conquerer of God- Angel Shamshel
Insect / Effect
4 Star / Wind
1600 Atk / 0 Def

While this card is on your side of the field, destroy all cards on your side of the field except "God- Angel" cards. When this card would be destroyed, pay 800 Life Points and this card is not destroyed (this is not an option.) When this card deals damage to the opponent's life points, your opponent cannot special summon any monster during his/her next turn. This card cannot be used for tributes except for a tribute summon for "God- Angel" monsters

Thunder of God- Angel Ramiel
Thunder / Effect
8 Star / Dark
1600 Atk / 0 Def

This card cannot be special summoned. While this card is on your side of the field, destroy all cards on your side of the field except "God- Angel" cards. When this card would be destroyed, pay 1500 Life Points and this card is not destroyed (this is not an option.) Destroy all monster on your opponent's side of the field if their DEF is lower than the ATK of this card. Each time this monster deals damage to the opponent's life points, increase the Atk of this card by 500. This card cannot be used for tributes except for a tribute summon for "God- Angel" monsters.

Beast of God- Angel Gaghiel
Fish / Effect
5 Star / Water
2000 Atk / 0 Def

This card cannot be special summoned. While this card is on your side of the field, destroy all cards on your side of the field except "God- Angel" cards. When this card would be destroyed, pay 900 Life Points to destroy the card that would have destroyed this card instead. (This is not optional) This card cannot be used for tributes except for a tribute summon for "God- Angel" monsters.

Music of God- Angel Israfel
Spellcaster / Effect
6 Star / Light
1800 Atk / 0 Def

This card cannot be special summoned. While this card is on your side of the field, destroy all cards on your side of the field except "God- Angel" cards. If this card is destroyed, pay 1000 Life Points (this is not an option) and special summon one "Symbol of God- Angel Token" (1500 Atk/0 Def Fairy / 4 Star / Light) on your side of the field and this card is not destroyed (this is not an option.) This card cannot be used for tributes except for a tribute summon for "God- Angel" monsters.

Embryo of God- Angel Sandalphon
Pyro / Effect
1 Star / Light
0 Atk / 0 Def

While this card is on your side of the field, destroy all cards on your side of the field except "God- Angel" cards. If this card is destroyed, pay 300 Life Points and this card is not destroyed (this is not an option.) This card cannot be used for tributes except for a tribute summon for "God- Angel" monsters, in which it can count as 2 tribute.

Premonition of God- Angel Matariel
Insect / Effect
2 Star / Earth
1000 Atk / 0 Def

While this card is on your side of the field, destroy all cards on your side of the field except "God- Angel" cards. When this card would be destroyed, pay 800 Life Points and this card is not destroyed (this is not an option.) If this card is in Attack position, all "God- Angel" cards deal piercing damage and Def of all monsters on your opponent's side of the field is 0. This card cannot be used for tributes except for a tribute summon for "God- Angel" monsters.


New stuff!

Ingenuity of God- Angel Sahaquiel
Rock / Effect
7 Star / Wind
0 atk / 2400 def

This card cannot be special summoned. While this card is on your side of the field, destroy all cards on your side of the field except "God- Angel" cards. When this card would be destroyed, pay 1000 Life Points and this card is not destroyed (this is not an option.) Put 1 counter on this card every time your opponent draws a card. Remove this card from play and deal 1000 damage to your opponent for every counter on this card. This card cannot be used for tributes except for a tribute summon for "God- Angel" monsters.

Fear of God- Angel Ireul
Fiend / Effect
2 Star / Dark
0 Atk / 0 Def

While this card is on your side of the field, destroy all cards on your side of the field except "God- Angel" cards. When this card would be destroyed, pay 500 Life Points and this card is not destroyed (this is not an option.) Declare 1 card name. Look at your opponent's hand, and if he/she has declared card in his/her hand, remove that 1 card from play. If he/she doesn't have the declared card in his/her hand, switch this card to Attack position and battle position cannot be changed (except by a card effect) until the end of your next turn. This card cannot be used for tributes except for a tribute summon for "God- Angel" monsters.

Jaws of God- Angel Leliel
Psychic / Effect
6 Star / Dark
0 Atk / 0 Def

This card cannot be special summoned. While this card is on your side of the field, destroy all cards on your side of the field except "God- Angel" cards. When this card would be destroyed, pay 500 Life Points and this card is not destroyed (this is not an option.) When this card is summoned, switch it to defense position. Decrease your opponent's Life Points by 800 whenever he/she plays a card. This card cannot be used for tributes except for a tribute summon for "God- Angel" monsters.

Humiliated Son of God- Angel Bardiel
Aqua / Effect
5 Star / Wind
0 Atk / 0 Def

This card cannot be special summoned. While this card is on your side of the field, destroy all cards on your side of the field except "God- Angel" cards. When this card would be destroyed, pay 500 Life Points and this card is not destroyed (this is not an option.) Send this card to the graveyard to select 1 monster in your opponent's graveyard. Special summon the selected monster and its name is treated as "Humiliated Son of God- Angel Bardiel" as long as it is face up on your side of the field. This card cannot be used for tributes except for a tribute summon for "God- Angel" monsters.

Alter Ego May 17th, 2008 10:26 AM

Y'know, I just realized...I wouldn't dare to play Ramiel in a God-Angel deck, because if your opponent takes control of him even once while you have any God-Angel in play it's game over for you. Infinite destruction + Infinite destruction negation for LP loop, anyone? x.O

Aaaanyhow...


Ingenuity of God- Angel Sahaquiel: With the current top decks, this card instills more fear of god than any of the others, really. xD Potentially lethal effect that your opponent will have to brave unless they want all their precious draw cards locked down instead. At the same time, though, it's 7 star so it's a bit of a bother to summon, not to mention that you'll want this in defense so as to not get wiped out the 0 atk. (interestingly, this is the only God-Angel that doesn't have 0 def) Strong, but dangerous to wield, especially since God-Angel has to forfeit most conventional forms of protection.

Fear of God-Angel Ireul: Basically guaranteed to eat a card from the turn each turn once you've pulled the effect for the first time and checked their hand, meaning that your opponent will most likely be pressed into overplaying their hand, which you can then punish with other God-Angels. Manageable protection cost, but having this locked into attack position is a pretty scary prospect.

Jaws of God- Angel Leliel: one-sided, buffed Chain Energy? Yes, please. With no defense to its name, you'll be paying a lot of those 500-point fees, but then, your opponent will already have paid 800 to make that hit, so if you keep wiping the monsters out you win in the balance. This also has some interesting synergy with Ireul, punishing your opponent both for conserving and for using his cards. One question, though: does this cover setting cards too?

Humiliated Son of God- Angel Bardiel: Soo...essentially Autonomous Action Unit in slight improvement on legs? Worth considering, definitely, if only to widen the spectrum of monsters you can run with God-Angels. The way things are, there certainly shouldn't be any lack of viable targets for this. :3

And because I apparently can't get enough of making weird sets...:x



The Restless - Burning Phantom
Zombie/Effect
2 Star/Fire
1000 Atk / 1000 Def

When this card is Special Summoned from the Graveyard, inflict 1000 Damage to the controller of this card.

The Restless - Nameless Warrior
Zombie/Effect
4 Star/Earth
1800 Atk / 0 Def

If this card was Special Summoned from the Graveyard, this card must Battle each turn if able. At the end of a Battle Phase when this card was destroyed, the controller of this card pays 1000 Life Points to Special Summon this card to their Field in Attack Position. (This is not optional)

The Restless - Mischievous Revenant
Zombie/Effect
2 Star/Light
1450 Atk / 1300 Def

When this card is Special Summoned from the Graveyard, the controller of this card selects a card at random from their hand and returns it to the bottom of their deck.

The Restless - Spirit of Avarice
Zombie/Effect
5 Star/Fire
2050 Atk / 1500 Def

When this card is Special Summoned from the Graveyard, the controller of this card discards three cards from the top of their Deck for every card in their Hand.

The Restless - Weeping Maiden
Zombie/Effect
3 Star/Water
1700 Atk / 0 Def

All Battle Damage to the controller of this card from Battles involving this card is doubled. When this card is attacked, if this card was Special Summoned from the Graveyard, the Atk of this card becomes zero until the end of the Damage Step.

Curse of Return
Continuous Spell

When a "Restless" Monster you control is destroyed by Battle, you may pay 500 Life Points. If you do, Special Summon that Monster from your Graveyard to your opponent's Field during your next End Phase. When this card is destroyed or removed from the Field, all Monsters Special Summoned by this effect are destroyed.

Spirit's Haunting
Normal Spell

Special Summon one level 4 or lower Monster from either player's Graveyard to your opponent's Field.

Final Rest
Normal Trap

This card can only be activated when there are at least three differently named "Restless" Monsters on the Field, remove all "Restless" Monsters on the Field from play then both players draw a card for each of their opponent's Monsters removed by this effect. Monsters removed from play by this effect are not affected by any card effects.

Warding Chant
Normal Trap

Until the end of the third Battle Phase after this card's activation, "Restless" Monsters controlled by your opponent can not attack.

More to come...but I think these shall do for now. Do tell me what you think. :3

Frostweaver May 17th, 2008 4:00 PM

Burning Phantom- every set needs their pointless monsters.

Nameless Warrior- too bad we use Dimensional Prison instead of Sakuretsu Armor now if we aren't PWWB things back and forth. There's just really no traps that we play nowadays to make use of its effect.

Mischievous Revenant- wha, self pwnage...? Let's rename it Sadistic Revenant o_O;

Spirit of Avarice- for each card, when you mill more than the Lightsworn, there better be some darn good reason to do it >>;

Weeping Maiden- hm, the theme of this deck is probably self pwnage in all ways possible and some support card reverses the effect to the opponent I'm guessing.

Curse of Return- problem if, how do we survive the 1st assault of self pwnage before we can special summon the monsters on to the other side? Also, how does this card work with Nameless Warrior when the two effects demand special summon, but on the opposite side of the field?

Spirit's Haunting- Weeping Maiden is probably the best target. It's 3000+ damage at the cost of one card, provided that the battle phase worked well. Every other card doesn't do too much considering the setup required with this card (Nameless Warrior's atk power is hard to overcome as well on a consistent basis without lv 4+.)

Final Rest- problem is that if you do have some Restless monsters on the opponent's field, you probably want to nail for damage instead of drawing in such an indirect and time consuming matter. Zombie Master with Nameless Warrior and Card of Safe Return draw at a much more consistent and scary manner (if DD Crow didn't nail it).

Warding Chant- I guess o_o specific version of Swords of Revealing Light.



Problem with the set is the number of resources needed to send these monsters to the other side, and the pay off is only sub-par for the most part. Even with 3 creature swap, 3 pyramid turtles and 3 Spirit's Haunting, it still has some consistency problem on getting things to the other side. Like all zombies, these guys also share the common DD Crow hate too. Not to mention, these guys got no anti-tribute protection like the old parasite monsters =/

Restless monsters is so self-pwnage that you have to run other cards with it, which may press for deckspace problems. Nameless Warrior is the only Restless Monster that does neglectable harm if it's on your side of the field. Protection once the Restless Monsters are on the other side aren't really a problem. The problem lies in how to get monsters to that side to begin with (only creature swap?), and how to stand ground until you do draw the creature swap.

Alter Ego May 18th, 2008 12:54 AM

Quote:

Originally Posted by Frostweaver (Post 3590347)
problem if, how do we survive the 1st assault of self pwnage before we can special summon the monsters on to the other side? Also, how does this card work with Nameless Warrior when the two effects demand special summon, but on the opposite side of the field?

Umm...the only ones that self-pwn before they're special summoned from the graveyard are the Maiden and - to a lesser degree - warrior; with most, you're safe as long you steer clear of graveyard recursions (since they all say "When this card is special summoned from the Graveyard); they'll be a bit subpar statwise, but they won't directly bite you. As for the warrior issue...the warrior's effect takes precedence since it resolves first. By the time you hit your End Phase, the warrior won't be in your graveyard anymore so Return won't be able to resolve. Bothersome, but you pretty much have to pull haunting or Creature Swap to toss the warrior over.


Anyways, yeah, the theme of the set is handing as many self-damagers as you can to your opponent. They're meant to be lost souls, after all; not something you want haunting your own field. ;D

Oh, and since you mentioned the resource problem...some of these may help.

Spirit Banisher
Spellcaster/Effect
4 Star/Light
1700 Atk / 700 Def

Once per turn, you may tribute one "Restless" Monster on your Field to Special Summon it to your opponent's Field. When this card attacks or is attacked by a "Restless" Monster, you may discard one card from your Hand to destroy that Monster with this card's effect without applying Damage Calculation.

Spirit Firefly
Fairy/Effect
1 Star/Light
0 Atk / 0 Def

When a "Restless" Monster is Special Summoned from the Graveyard to either player's Field, you may Special Summon this card from your Hand to that player's Field. All Battle Damage from Battles involving this card becomes zero. When a "Restless" Monster controlled by this card's controller is destroyed, this card is tributed to Special Summon that Monster to the controller's Field in its original position.

The Restless - Abandoned Bride
Zombie/Effect
3 Star/Wind
1800 Atk / 1300 Def

If this card is the only Monster on your Field, destroy this card and lose Life Points equal to its Atk. When this card is Special Summoned from the Graveyard, the controller of this card selects one "Restless" Monster from either player's Graveyard other than "The Restless - Abandoned Bride" and Special Summons it to their Field.

The Restless - Disgraced Emperor
Zombie/Effect
8 Star/Light
2600 Atk / 2200 Def

When this card is Special Summoned from the Graveyard, destroy all cards on the controller's Field other than "Restless" Monsters. For each card destroyed by this effect, the controller of this card loses 600 Life Points.

The Restless - Starving Ghoul
Zombie/Effect
6 Star/Earth
2300 Atk / 0 Def

During each End Phase, the controller of this card removes three cards in their Graveyard from play. If the number of cards in the controller's Graveyard is two or less, the controller of this card loses 500 Life Points for each card that would have been removed instead. When this card is Special Summoned from the Graveyard, remove all cards in the controller's Graveyard from play.

The Restless - Vindictive Soul
Zombie/Effect
4 Star/Dark
1900 Atk / 0 Def

When this card is Special Summoned from the Graveyard, the controller of this card tributes one Monster on their Field other than this card. At the end of a turn when this card did not destroy a Monster by Battle, the controller of this card selects one card on their Field other than this card and destroys it. If there are no cards to destroy, the controller of this card takes 800 damage instead.

Curse of Return (revamp)
Continuous Spell

When a "Restless" Monster is destroyed and sent your Graveyard, you may pay 500 Life Points. If you do, Special Summon that Monster to your opponent's Field on the next End Phase. When this card is destroyed or removed from the Field, destroy all Monsters Special Summoned by this effect.

Spirit Chain
Equip Spell

This card can only be equipped to a "Restless" Monster. A Monster equipped with this card is forced into Attack Position and can not be offered as tribute. At the end Phase of a turn when the Monster equipped with this card was sent to the Graveyard, you may discard one card from your Hand to Special Summon that Monster to the controller's Field in its original position and equip it with this card.

Spirit's Possession
Counter Trap

This card can only be activated when your opponent Special Summons a Monster. Negate the Special Summon of that Monster and destroy it, then select one "Restless" Monster whose Level is equal to or lower than the Level of the destroyed Monster from your Graveyard and Special Summon it to your opponent's Field.

Scarlet Weather May 18th, 2008 4:23 PM

Hmm...

Skipping comments on the early Restless monsters for the moment, mostly because Frosty said everything I wanted to say. I'll comment on the newest ones instead.

Spirit Banisher: Yay, ghost-banishing tricks! Unfortunately, Atk of 1700 puts it well out of recruiter range, which is a pity for poor Shining Angel, who still needs a worthwhile target besides D.D. Warrior Lady.

Spirit Firefly: Unfortunately, use of this monster with Spirit Warder is kind of... I dunno, counter-productive? Since the restless monster is destroyed, then comes back, and then is still able to attack if I'm not mistaken owing to prior rulings on cards such as Giant Rat or Mystic Tomato. So in the end, you're ditching two cards per Restless monster.

Abandoned Bride: Quick burn to your opponent if there aren't Restless monsters in the graveyard already, and a way to pull multiple Restless monsters out. Nice.

Disgraced Emperor: And now we have the king of the Restless. Unfortunately, he suffers from "too quick, too little" syndrome- not enough burn per destroyed card, especially considering the trend of commiting as little as possible to the field until you make the final push, and afterwards he becomes a 2600 Atk fighter for your opponent for free. AND he's eight-star, so you can't use him yourself.

Starving Ghoul: Screwing with graveyards, yay! Unfortunately, he's a bit... well, let's just say that the Parasite Demons are pwning this set left and right because they go from the hand to the opponent's field. FROM THE HAND. Meaning that you get to transfer negative effects right away, as opposed to needing special support to do it.

Vindictive Soul: One card per turn? Would be harsh, if you had more to wall with than Spirit Warder, who goes through your hand incredibly quickly. Seriously, it's either miss bringing back a Restless monster and re-using its effect, or losing an additional card from your hand and losing them until you want to stop bringing back the dang Restless. Seriously, poor Warder.

Curse of Return: Once again- Counterproductive with Spirit Warder, but makes it possible to transfer Restless monsters.

Spirit Chain: Very good. It brings back the monster but, unlike poor firefly who brings it back during the battle phase, this brings it back during the end phase and makes things much easier for Spirit Warder.

Spirit's Possession: Demon Fusion Lite. The problem is the same thing that happens with Black Horn of Heaven: Cyber Dragon and Dark Armed Dragon are feasible targets, and possibly Dark Grepher, but that's about it. Yeah, problematic.

Alter Ego May 24th, 2008 4:22 AM

Quote:

Originally Posted by Thesis (Post 3592366)
Spirit Firefly: Unfortunately, use of this monster with Spirit Warder is kind of... I dunno, counter-productive? Since the restless monster is destroyed, then comes back, and then is still able to attack if I'm not mistaken owing to prior rulings on cards such as Giant Rat or Mystic Tomato. So in the end, you're ditching two cards per Restless monster.

Ahh...but the whole point with restless is to spam them from the graveyard as many times as possible. Say you just smashed a special summoned Weeping Maiden with Asura Priest for 3400 then flanked it with this to bring that same maiden back for another go, or hit your opponent's hand with revenant, or their deck with Avarice...twice. Get the idea? :3 But yeah, it remains a tad situational. Let's see what we can do about that.

Quote:

Originally Posted by Thesis (Post 3592366)
Disgraced Emperor: And now we have the king of the Restless. Unfortunately, he suffers from "too quick, too little" syndrome- not enough burn per destroyed card, especially considering the trend of commiting as little as possible to the field until you make the final push, and afterwards he becomes a 2600 Atk fighter for your opponent for free. AND he's eight-star, so you can't use him yourself.

Well, with the mid-format banlist change, that kind of conservation has become a tad harder, really. (hinging our whole winning strike on a single copy of Return? Not likely.) Plus, most recursion methods these days stay on the field to work their magic (Premature, Escape, D.D.R. etc.), meaning that you hit both the recursion card and the recurred monster in one strike. (that's already 1200 burn)

Quote:

Originally Posted by Thesis (Post 3592366)
Starving Ghoul: Screwing with graveyards, yay! Unfortunately, he's a bit... well, let's just say that the Parasite Demons are pwning this set left and right because they go from the hand to the opponent's field. FROM THE HAND. Meaning that you get to transfer negative effects right away, as opposed to needing special support to do it.

In a way, yes, but there's a difference. The parasite effects are all slow grind, hinging either on your opponent's actions or only triggering once a turn, meaning that you have to keep them on your opponent's field for at least a turn before reaping any significant benefits. The restless, on the other hand, are all about being blown up again and again, most of them only landing a big, one-shot effect before they go bye-bye.

Quote:

Originally Posted by Thesis (Post 3592366)
Vindictive Soul: One card per turn? Would be harsh, if you had more to wall with than Spirit Warder, who goes through your hand incredibly quickly. Seriously, it's either miss bringing back a Restless monster and re-using its effect, or losing an additional card from your hand and losing them until you want to stop bringing back the dang Restless. Seriously, poor Warder.

Mmhmm...I was looking to make a more user-friendly restless to stand alongside the warrior, but I do get the point. Maybe up the destruction to two cards each turn?

Quote:

Originally Posted by Thesis (Post 3592366)
Curse of Return: Once again- Counterproductive with Spirit Warder, but makes it possible to transfer Restless monsters.

Counter-productivity thing already addressed above. This card pretty much sums up what the set is about, you know. xD

Quote:

Originally Posted by Thesis (Post 3592366)
Spirit's Possession: Demon Fusion Lite. The problem is the same thing that happens with Black Horn of Heaven: Cyber Dragon and Dark Armed Dragon are feasible targets, and possibly Dark Grepher, but that's about it. Yeah, problematic.

Umm...pardon me if I missed something, but what happened to Premature Burial, Monster Reborn, D.D.R., Dasher, and all those other special summon methods? Everything just mentioned works equally well for Spirit's Possession, and if what you drop down there is the emperor, that could mean one seriously screwed up rush for your opponent. ;D


Oh dear, looks like it's revamp time again. :x

Spirit Firefly
Fairy/Effect
1 Star/Light
0 Atk / 0 Def

This card can not be offered as tribute for a Tribute Summon. When a "Restless" Monster is Special Summoned from the Graveyard to either player's Field, you may Special Summon this card from your Hand or Deck to that player's Field. All Battle Damage from Battles involving this card becomes zero. When a "Restless" Monster controlled by this card's controller is destroyed, this card is tributed to Special Summon that Monster to the controller's Field in its original position.

The Restless - Burning Phantom
Zombie/Effect
2 Star/Fire
1000 Atk / 1000 Def

During the controller's Standby Phase, if this card is in Attack Position, the controller of this card loses 1000 Life Points. When this card is Special Summoned from the Graveyard, the controller of this card loses 1000 Life Points.

The Restless - Disgraced Emperor
Zombie/Effect
8 Star/Light
2600 Atk / 2200 Def

When this card is Special Summoned from the Graveyard, destroy all cards on the controller's Field other than "Restless" Monsters. For each card destroyed by this effect, the controller of this card loses 800 Life Points. Each time this card Battles, the controller of this card must send one card from their Hand or Field to the Graveyard.

The Restless - Mischievous Revenant
Zombie/Effect
2 Star/Light
1450 Atk / 1300 Def

If the Battle Position of this card is changed, discard a card at random from the controller's Hand. When this card is Special Summoned from the Graveyard, the controller of this card selects a card at random from their hand and returns it to the bottom of their deck.

The Restless - Vindictive Soul
Zombie/Effect
4 Star/Dark
1900 Atk / 0 Def

When this card is Special Summoned from the Graveyard, the controller of this card tributes one Monster on their Field other than this card. At the end of a turn when this card did not destroy a Monster by Battle, the controller of this card selects two cards from their Field other than this card and destroys them. If there are no cards to destroy, the controller of this card takes 800 damage instead.

Curse of Return
Continuous Spell

When a "Restless" Monster is sent your Graveyard, you may pay 500 Life Points. If you do, Special Summon that Monster to your opponent's Field on the next End Phase. When this card is destroyed or removed from the Field, destroy all Monsters Special Summoned by this effect.

Spirit's Possession
Counter Trap

This card can only be activated when your opponent Special Summons a Monster. Negate the Special Summon of that Monster and destroy it, then select one "Restless" Monster from your Graveyard and Special Summon it to your opponent's Field.


And since you mentioned the good old parasites...well, I figured it was time I gave them a final face-lift. Fuu...here goes. MOAR REVAMPS!!!one :3

Exorcism
Normal Spell

Select one "Parasite Demon" monster on the Field and destroy it. The controller of the card destroyed by this effect loses Life Points equal to the Atk of the destroyed monster.

Poltergeist
Normal Spell

Destroy one "Parasite Demon" monster on your opponent's Field. Select two cards at random from your opponent's Hand then place one of them at the top of your opponent's Deck and the other at the bottom of your opponent's Deck.

Violent Purge
Normal Trap

Destroy all face-up 'Parasite Demon' monsters on the Field. For each monster destroyed by this effect, inflict 1000 damage to the controller of the card(s).

Parasite Demon Karasu

Fiend/Effect
3 Star/Dark
1550 Atk / 600 Def

This card can be Special Summoned from your Hand to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each Standby Phase, the controller of this card pays 200 Life Points for every card in their Graveyard. (This is not optional)

Parasite Demon Searinox
Fiend/Effect
4 Star/Fire
1800 Atk / 500 Def

This card can be Special Summoned from your Hand to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each Standby Phase, the controller of this card pays 500 life points for every Monster Card on his/her field. (This is not optional)

Parasite Demon Zeptiemus
Fiend/Effect
4 Star/Water
1600 Atk/1800 Def

This card can be Special Summoned from your Hand to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. Whenever the controller of this card would gain Life Points, the controller of this card loses that many Life Points instead.

Parasite Demon Saadat
Fiend/Effect
6 Star/Earth
2450 Atk / 1850 Def

This card can only be Special Summoned by Tributing 1 monster on your opponent's Field and is Special Summoned to your opponent's Field. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. If the controller of this card has more than three cards in their Hand, send cards at random from the controller's Hand to the Graveyard until the number of cards in his/her Hand is three.

Parasite Demon Nishruu
Fiend/Effect
6 Star/Dark
2500 Atk / 1200 Def

This card can only be Special Summoned by Tributing 1 monster on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. While this card is face-up on the Field, the controller of this card must pay 1000 Life Points to activate a Spell Card.

Parasite Demon Sherincal
Fiend/Effect
6 Star/Fire
2400 Atk / 1400 Def

This card can only be Special Summoned by Tributing 1 monster on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. While this card is face-up on the Field, the controller of this card must pay 1000 Life Points to activate a Trap Card.

Parasite Demon Severash

Fiend/Effect
8 Star/Dark
2900 Atk / 2300 Def

This card can only be Special Summoned by Tributing 2 monsters on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monsters. The controller of this card must discard one card from his/her Hand in order to set a card from his/her Hand.

Parasite Demon Shamishra

Fiend/Effect
6 Star/Fire
2300 Atk / 600 Def

This card can only be Special Summoned by Tributing 1 monster on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. Each time the effect of a card in the controller's Graveyard would be activated, the controller of this card pays 800 Life Points to negate it. (this is not optional)

Parasite Demon Jaboli
Fiend/Effect
7 Star/Earth
2700 Atk / 2100 Def

This card can only be Special Summoned by Tributing 2 monsters on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. Monsters on the controller's Field with a lower level than this card's may not Attack. During each End Phase, the controller of this card pays 800 Life Points for each of their monsters that didn't attack this turn. (this is not optional)

Parasite Demon Juncar
Fiend/Effect
3 Star/Dark
1400 Atk / 800 Def

This card can be Special Summoned from your Hand to your opponent's Field. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. Whenever a monster is Summoned to the controller's Field (Including Flip Summon) the controller of this card discards a number of cards from the top of their Deck equal to the Level of the summoned Monster. For each card discarded by this effect, the controller of this card pays 100 Life Points. (this is not optional)

Parasite Demon Nefreeti
Fiend/Effect
4 Star/Fire
2000 Atk / 400 Def

This card can be Special Summoned from your Hand to your opponent's Field. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each Standby Phase, the controller of this card tributes one Monster on their Field (if any) to take 800 Damage. (this is not optional)

Parasite Demon Tsukuya
Fiend/Effect
7 Star/Water
2600 Atk / 2600 Def

This card can only be Special Summoned by Tributing 2 monsters on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each of the controller's Standby Phases, Special Summon one Parasitic Token (Fiend Type/ Water Attribute/ 2 Star/ 1000 Atk/ 1500 Def) to the controller's side of the field in attack position. While this card is face-up on the field, destroy all tokens on the controller's field except for "Parasitic Token" and inflict 600 damage to this card's controller for each token destroyed by this effect..

Parasite Demon Karashah
Fiend/Effect
10 Star/Dark
3600 Atk/2800 Def

This card can only be Special Summoned by Tributing 3 monsters on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each of the controller's Standby Phases, the controller of this card tributes 2 cards from his/her field. If there are no cards to tribute, the controller of this card pays 1000 Life Points for each card that would have been tributed instead. (This is not optional)


And finally...something that ain't revamped.

Cahelion the Imprisoned
Fiend/Effect
10 Star/Dark
? Atk / 0 Def

This card can not be Normal Summoned or Set. This card can only be Special Summoned when "Cleansing Seal" is destroyed and sent to the Graveyard while this card is in your Hand or Graveyard. On the turn this Monster is Special Summoned, you may not Summon or Set any other Monsters (including Flip Summon). You may only have one "Cahelion the Imprisoned" on your Field at a time. The original Atk of this card becomes the combined original Atk of every "Parasite Demon" Monster on the Field. While there is a "Parasite Demon" Monster on the Field, this card can not be destroyed and is not affected by card effects.

Blood Offering
Normal Spell

Pay any Multiple of 1000 Life Points. For every 1000 Life Points you paid, Special Summon one Parasitic Token (Fiend Type/ Water Attribute/ 2 Star/ 1000 Atk/ 1500 Def) to your opponent's Field.


Aaand something that's not even masochistic like the rest. xD

Earthbound Angel
Rock/Effect
4 Star/Light
1200 Atk / 1800 Def

This card can not be Special Summoned from the Graveyard. While this card is face-up on the Field, cards can not be removed from the Graveyard.

Phanima May 25th, 2008 5:45 PM

Phani's <3 for machines returns~

Spoiler:
Monster Cards:

Name: Primal Armored Core
Attribute: EARTH
Type: Machine/Effect
Level: 7
ATK: 2000
DEF: 2000
Effect: If there is an "Armored Core" monster on your side of the field, you can Normal Summon this card with 1 Tribute. If you do, this card is unaffected by the effects of your opponent's Monster, Spell and Trap Cards.

Spell Cards:

Name: Reboot
Type: Normal
Effect: Return all Machine-Type monsters in both players' Graveyards to their respective Decks.

Trap Cards:

Name: Plug-in Field
Type: Continuous
Effect: This card can only be activated when there is at least 1 or more Machine-Type monster(s) on your opponent's side of the field. As long as this card remains face-up on the field, all monsters your opponent controls become Machine-Type monsters.

Name: Kojima Burst
Type: Normal
Effect: When an "Armored Core" monster is destroyed and sent to the Graveyard as a result of battle, destroy all face-up Machine-Type monsters on the field except "Armored Core" monsters.


And some Alien rip-offs for a future NPC. *w*

Spoiler:
Monster Cards:

Name: Psycho Parasite
Attribute: DARK
Type: Insect/Effect
Level: 4
ATK: 400
DEF: 700
Effect: When this card is Normal Summoned successfully, put 1 A-Counter on each face-up monster your opponent controls. (If a "Psycho" monster is attacked or attacks a monster with an A-Counter, it gains 300 ATK and DEF for each A-Counter during damage calculation only.)

Name: Psycho Shocktrooper
Attribute: DARK
Type: Reptile/Effect
Level: 4
ATK: 1400
DEF: 1600
Effect: Once per turn, select and place 1 A-Counter on 1 monster on your opponent's side of the field. This card cannot attack except for the selected monster. (If a "Psycho" monster is attacked or attacks a monster with an A-Counter, it gains 300 ATK and DEF for each A-Counter during damage calculation only.)

Name: Psycho Mother
Attribute: DARK
Type: Insect/Effect
Level: 7
ATK: 2000
DEF: 1900
Effect: Whenever this card destroys a monster with an A-Counter by battle and sends it to the Graveyard, return the destroyed monster to the top of your opponent's Deck and inflict 300 damage to your opponent. (If a "Psycho" monster is attacked or attacks a monster with an A-Counter, it gains 300 ATK and DEF for each A-Counter during damage calculation only.)

Name: Psycho Nought
Attribute: DARK
Type: Machine/Effect
Level: 3
ATK: 0
DEF: 300
Effect: When this card is destroyed as a result of battle and sent to the Graveyard, you can destroy 1 monster without an A-Counter. (If a "Psycho" monster is attacked or attacks a monster with an A-Counter, it gains 300 ATK and DEF for each A-Counter during damage calculation only.)

Name: Psycho Father
Attribute: DARK
Type: Reptile/Effect
Level: 8
ATK: 2500
DEF: 2000
Effect: If this card is attacked or attacks a monster without an A-Counter, it loses 300 ATK and DEF during damage calculation only. You can Special Summon this card on your opponent's side of the field by offering 3 of your opponent's monsters with A-Counters as Tributes. If this card is Special Summoned in this way, place 2 A-Counters on all face-up monsters on the controller of this card's field.

Name: Psycho Mars
Attribute: DARK
Type: Reptile/Effect
Level: 4
ATK: 900
DEF: 1300
Effect: If this card is attacked or attacks a monster without an A-Counter, it loses 300 ATK and DEF during damage calculation only. As long as this card remains face-up on the field, monsters with A-Counters are not destroyed by battle (damage calculation is applied normally).

Spell Cards:

Name: Advanced Atrophy
Type: Normal
Effect: Place 1 A-Counter on all face-up monsters on the field, then take damage equal to the number of counters placed by this effect x 300.

Name: Psycho Immunisation
Type: Normal
Effect: Destroy all A-Counters on your side of the field.

Trap Cards:

Name: Psycho Cocoon Nest
Type: Continuous
Effect: As long as this card remains face-up on the field, your opponent's monsters are treated as "Psycho" monsters.

Alter Ego May 29th, 2008 7:56 AM

Now, now, now...what's all this, then? Still no new card comments here? Looks like I'll have to do something about that myself, then.

Primal Armored Core: You can just go with "unaffected by your opponent's card effects". Hmm...full effect immunity is interesting, I'll give it that, but then the monster itself has fairly low stats so there shouldn't be any balance issues with this. Nice card, one that could actually reap some serious benefit from those old Atk up equips too. =O

Reboot: Gadget love? Well, I guess it's a way to recycle searchable machines, and I certainly see no obvious exploits for this, so it's fair enough at least.

Plug-in Field: Ugh...this looks a bit too situational for me since it's dependent on the monster types your opponent plays and is essentially just a one-sided DNA Surgery. System Down/Machine Control Virus follow-up could be a potential exploit route, but then that's kind of not worth protecting this card for. (though I suppose your opponent might not feel such a pressing need to get rid of it either). Still, whatever serves your RPing needs.

Kojima Burst: Ahh...I do believe I see the follow-up here. xD Ehh...not too hot, really, as we could just play Lightning Vortex to wipe the field without needing a specific continuous trap or battle destruction for support.

Psycho Parasite: A-counter spread is always good for these critters, though I see that the parasite is also faithful to their line of terribly low stats.

Psycho Shocktrooper: The second effect is sort of confusing...did you mean "This card can only attack the selected monster"? Because that's going to cause conflicts if you've used this effect multiple turns in a row without wiping the target out each turn (thus establishing multiple 'target only me' monsters). Maybe limit that second effect to only apply for the turn you place the A-Counter on? Anyways, much-needed size increase for these (as it's an effective 1700+ because of the effect), though it's still a bit...lacking.

Psycho Mother: Now this is evil, actually. In combo with A-Zone, this means everything your opponent summons is liable to get spun right back to your deck and burn you in the process, creating a draw lock similar to Jackal Control. It's insect, too, so we have lots of special summon methods at our disposal. (Pinch Hopper, Gigaplant and Insect Imitation come to mind here)

Psycho Nought: Oh come now, we already have Newdoria which just plain trumps this on every front. Maybe have it do something a bit more substantial in compensation for the bother of spreading those A-counters?

Psycho Father: So...sort of a Lava Golem style touch? On one hand, tributing is the nastiest way to dispose of a big beatstick, but on the other...three monsters with A-Counters on them is a pretty tall order, and even if you do pull it off, odds are that this card won't have very many critters to distribute his own counters among. Mother > this. =O

Psycho Mars: Umm...yay for protecting our opponent's monsters? x.O I suppose this has some sort of synergy with Father (though it's pretty weak since they can just switch their monsters into defense to avoid damage), but it's kicking the strongest card among these right where it hurts, so I'm not too wild about it.

Advanced Atrophy: Okay, Alien those want those counters out badly, but...ouch, just ouch. That LP cost is looking pretty hefty to me. Mass Brainwashing follow-up FTW? :x

Psycho Immunisation: that would be "Remove all A-Counters from your Field" since counters aren't monsters and thus can't be destroyed. I really don't see why you'd want to run this outside of the highly unlikely Alien mirror match, but whatever floats your boat...

Psycho Cocoon Nest: Again, I find myself wondering what this card is meant to accomplish. I take it, it's something involved with fakes you haven't show yet?


And like, since I'm against not leaving a new fake with every post:

Wall of Remnants
Rock/Effect
3 Star/Dark
0 Atk / 1800 Def

Once per turn, if this card is in your Graveyard, negate the attack of a Monster with an Atk low than or equal to the original Def of this card.

Forci Stikane May 29th, 2008 2:38 PM

:O Oh, my goodness. Just look what happens when I leave you all alone: ACC suddenly gets lazy and we have...a full page of posts!! My, my...

Quote:

Originally Posted by Alter Ego (Post 3623018)
Wall of Remnants
Rock/Effect
3 Star/Dark
0 Atk / 1800 Def

Once per turn, if this card is in your Graveyard, negate the attack of a Monster with an Atk low than or equal to the original Def of this card.

Not quite sure what to say here. A lot of beatsticks will completely ignore this card, and it'll only help out with stuff that's searchable, mainly...and, of course, there's the once-per-turn limit. Still, there are a lot of monsters it can stop.

And, of course:

Psycho Destiny
Quick-Play Spell
This card cannot be activated during your turn after you have finished your Main Phase. Roll a six-sided die for each face-up "Psycho Hero" on the field. Discard a number of cards form the top of your opponent's deck equal to the combined result. It is now the End Phase of your turn.

Scarlet Weather May 29th, 2008 4:55 PM

*smacks Icha* I am ACC, you little nutcase you. XD

And.... WELCOME BA~CK!

Welcoming Party
Normal Spell
Hold a welcome-back party for Icha, complete with drinking games. Get him smashed on root beer, if possible, in order to gain the edge in the duel. XD

And wouldn't you know it, just when NiGHTS gets banned....

hmm... well, I'd comment on the Restless monsters and the revamped demons but... THERE ARE WAY TOO FREAKING MANY TO COMMENT ON AT ONCE. 0.o

So instead, I'll just post a revamp of my own favorite fake set, a little at a time. :3

Yoko Yokai
Monster/Fire/Beast/Effect/4*
Atk 1900/ Def 1000
Once during your main phase, you can tribute this face up monster to send the top card of your opponent's deck to the graveyard. If that card is a monster, inflict damage to your opponent's life points equal to the original Atk or Def of that monster, whichever is higher.

Yokai Mountain
Field Spell
Once per turn, you can special summon a "Yokai" monster from your graveyard that was tributed for its own effect during your last turn. A monster summoned in this way cannot be tributed on the turn it was summoned. While you control this card, both players must play with their decks upside-down and draw from the bottom of their decks, and show each other their hands. When this card would be destroyed, you can destroy a face-up "Yokai" monster you control instead.

Yokai Karasu
Monster/Dark/Winged Beast/Effect/3*
Atk 1400/ Def 1600
During your main phase, you can tribute this monster in order to randomly select one card from your opponent's hand and place it on top of their deck. If "Yokai Mountain" is on the field, you can select the card you place on your opponent's deck instead. You cannot activate this effect if there are less than three cards in your opponent's hand.

Yokai Kappa
Monster/Water/Fish/Effect/4*
Atk 1600/ Def 1400
By tributing this monster, you can special summon one level four or lower "Yokai" monster from your deck. A monster summoned by this effect cannot attack or be tributed on the turn it is summoned.

Forci Stikane May 29th, 2008 5:09 PM

Quote:

Originally Posted by Thesis (Post 3624436)
*smacks Icha* I am ACC, you little nutcase you. XD

......Wait...WHAT!!!!?!??????????

And.... WELCOME BA~CK!

Welcoming Party
Normal Spell
Hold a welcome-back party for Icha, complete with drinking games. Get him smashed on root beer, if possible, in order to gain the edge in the duel. XD

15 people show up at the maximum and I don't drink. 'Nuff said.

And wouldn't you know it, just when NiGHTS gets banned....

...

hmm... well, I'd comment on the Restless monsters and the revamped demons but... THERE ARE WAY TOO FREAKING MANY TO COMMENT ON AT ONCE. 0.o

AHA!!! I was right after all! =O

So instead, I'll just post a revamp of my own favorite fake set, a little at a time. :3

Yoko Yokai
Monster/Fire/Beast/Effect/4*
Atk 1900/ Def 1000
Once during your main phase, you can tribute this face up monster to send the top card of your opponent's deck to the graveyard. If that card is a monster, inflict damage to your opponent's life points equal to the original Atk or Def of that monster, whichever is higher.

Slight mill with maybe a burn, but with Monster Reborn back there is too much of a chance to get it thrown back in your face. Heaven help you if you end up dropping Disc Commander...

Yokai Mountain
Field Spell
Once per turn, you can special summon a "Yokai" monster from your graveyard that was tributed for its own effect during your last turn. A monster summoned in this way cannot be tributed on the turn it was summoned. While you control this card, both players must play with their decks upside-down and draw from the bottom of their decks, and show each other their hands. When this card would be destroyed, you can destroy a face-up "Yokai" monster you control instead.

I don't think there's much to say here. Convulsion of Nature + Respect Play + Skyscraper 2 copy (sort of) + protection. Quite a few novelty cards would love this, including a personal like, Ominous Fortunetelling.

Yokai Karasu
Monster/Dark/Winged Beast/Effect/3*
Atk 1400/ Def 1600
During your main phase, you can tribute this monster in order to randomly select one card from your opponent's hand and place it on top of their deck. If "Yokai Mountain" is on the field, you can select the card you place on your opponent's deck instead. You cannot activate this effect if there are less than three cards in your opponent's hand.

Tomato-searchable and miniature The Forceful Sentry. Perhaps splashable in Tomato decks for hand control.

Yokai Kappa
Monster/Water/Fish/Effect/4*
Atk 1600/ Def 1400
By tributing this monster, you can special summon one level four or lower "Yokai" monster from your deck. A monster summoned by this effect cannot attack or be tributed on the turn it is summoned.


Eh, I'd rather go with normal searchers, I think. Even if this one has that magic 1600 ATK, searchers are a little more versatile.

Alter Ego May 30th, 2008 10:30 AM

Quote:

Originally Posted by Ichaste Pekoni (Post 3624461)
15 people show up at the maximum and I don't drink. 'Nuff said.

Aww...but haven't you ever heard of quality over quantity? Oh well, more root beer for me. xD

Not that I've ever actually had a root beer in my life, mind you, but I'm willing to give it a try. If there's one thing the mili has taught me, it's that you should never turn down an offer of free edibles and/or drink. :3

Quote:

Originally Posted by Thesis (Post 3624436)
And wouldn't you know it, just when NiGHTS gets banned....

I know. I'd share my personal theory of NiGHTS being an ancient spirit trapped in the millenium keyboard that had temporarily assumed control of Icha's body and was - in the absence of an all-fixing card game - banished along with his user account, but somehow I don't think it would be appreciated. xD

Quote:

Originally Posted by Thesis (Post 3624436)
hmm... well, I'd comment on the Restless monsters and the revamped demons but... THERE ARE WAY TOO FREAKING MANY TO COMMENT ON AT ONCE. 0.o

So obviously you couldn't comment on some of them? Or even just the ones that weren't revamps? I smell a touch of laziness here...=P Besides, I rated all of the psycho heroes and goodness knows how many other cards all in one post way back then. Ahh...crazy days. xD

Quote:

Originally Posted by Ichaste Pekoni (Post 3624461)
Not quite sure what to say here. A lot of beatsticks will completely ignore this card, and it'll only help out with stuff that's searchable, mainly...and, of course, there's the once-per-turn limit. Still, there are a lot of monsters it can stop.

Mmm...I thought long and hard about this one because I wanted it to have some usefulness, yet at the same time I didn't want to completely overshadow Necro Gardna, so I settled for a more limited pool of targets in exchange for reusability. :3

Psycho Destiny: Self-mill on drugs. o.o Refresh my memory: is there a psycho hero that can abuse this like crazy? Because otherwise...well, to borrow Frosty's philosopy: if a card mills more than Lightsworn it had better have a darn good reason to do it. Possible Blasting the Ruins/Magical Explosion follow-up for the win, maybe?

Yoko Yokai: It's true that this can bite you if luck (or Yokai Mountain) ain't on your side, but then...with the format being what it is, odds are that your opponent will have ample ways to ditch that monster anyway, so I see nothing wrong with letting them eat 2800 points of damage for that Zerato/DMoC before they get to reap the benefits for it. And let's not even get me started on how mean it is to nail Judgment Dragon or Dark Armed with this. It's a nice, solid, 1900-atk body too, so it certainly won't be idle on your field either way.

Yokai Mountain: Indeed, lots of love for marginalized cards here. Archfiend's Oath is always a keeper (is it just me or did the potential Yokai draw engines get even more expansive than before?), and you might even get lucky with Conscription. (Your Dark Magician of Chaos? Guess again, amigo. xD)

Yokai Karasu: Potential for an endless spin lock here, provided that you manage to secure mountain on the field and at least three unplayable cards in your opponent's hand. (tricky, but not impossible) Failing that, the Conscription synergy I just mentioned has just become a notch more viable. Plus, hand disruption is never wrong, especially with the mountain tp churn this out time and time again.

Yokai Kappa: Agreed, there are too many restrictions on this. Maybe let it summon without level restriction (possibly excluding the real big ones like Okami or Kyuubi) or at least let the summoned monster attack on the turn it's summoned?


Now then...

Colossus of Gaia
Rock/Effect
10 Star/Earth
2800 Atk / 2800 Def

This card can not be Special Summoned. If there are no Rock Type Monsters in your Graveyard, destroy this card. Reduce the Level of this card in your Hand by the number of differently named Rock Type Monsters in your Graveyard. While this card is face-up on the Field, the original Atk and Def of all Monsters on the Field are switched.

Shifting Mosaic Jar
Rock/Fusion/Effect
5 Star/Earth
800 Atk / 700 Def

Morphing Jar + Morphing Jar #2

A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. During your Main Phase, by paying 2000 Life Points, send all cards on the Field and in both player's Hands to the Graveyard. Then, both players declare one type of card (Spell, Trap, or Monster) pick up a number of cards equal to the number of their cards sent to the Graveyard by this effect. Both players then send all cards of the type they declared to the Graveyard then add the rest of the cards to their Hands.


Aaand something silly that is linked to another even more silly idea. xD

Card Law: Conquest
Normal Spell

Pay 2000 Life Points. For the remainder of the Duel, whenever a Monster is destroyed by Battle, it is added to the Hand of the player who destroyed it instead of being sent to the Graveyard. When the card(s) are sent to the Graveyard, they are sent to the Graveyard of the original owner. When this card is activated, the Effects of other "Card Law" Spell Cards that have been activated during this Duel are no longer applied.

Card Law: Equal Loss
Normal Spell

Pay 2000 Life Points. For the remainder of the Duel, all effects of discarding cards from a player's Deck are applied for both players. When this card is activated, the Effects of other "Card Law" Spell Cards that have been activated during this Duel are no longer applied.

Card Law: Zero Sum

Pay 2000 Life Points. For the remainder of the Duel, whenever a player draws a card(s) as the result of a card effect, that player returns cards from their Hand to the bottom of their Deck until the number of cards in their Hand is equal to the number of cards they had in their Hand before the effect was activated. When this card is activated, the Effects of other "Card Law" Spell Cards that have been activated during this Duel are no longer applied.

Forci Stikane May 30th, 2008 10:53 AM

Quote:

Originally Posted by Alter Ego (Post 3626140)
I know. I'd share my personal theory of NiGHTS being an ancient spirit trapped in the millenium keyboard that had temporarily assumed control of Icha's body and was - in the absence of an all-fixing card game - banished along with his user account, but somehow I don't think it would be appreciated. xD

You'd be wrong. The truth is actually much better for an RP...

Psycho Destiny: Self-mill on drugs. o.o Refresh my memory: is there a psycho hero that can abuse this like crazy? Because otherwise...well, to borrow Frosty's philosopy: if a card mills more than Lightsworn it had better have a darn good reason to do it. Possible Blasting the Ruins/Magical Explosion follow-up for the win, maybe?

Quote:

Originally Posted by Ichaste Pekoni (Post 3624093)
Psycho Destiny
Quick-Play Spell
This card cannot be activated during your turn after you have finished your Main Phase. Roll a six-sided die for each face-up "Psycho Hero" on the field. Discard a number of cards form the top of your opponent's deck equal to the combined result. It is now the End Phase of your turn.

Now then...

Colossus of Gaia
Rock/Effect
10 Star/Earth
2800 Atk / 2800 Def

This card can not be Special Summoned. If there are no Rock Type Monsters in your Graveyard, destroy this card. Reduce the Level of this card in your Hand by the number of Differently named Rock Type Monster in your Graveyard. While this card is face-up on the Field, the original Atk and Def of all Monsters on the Field are switched.

Hello, Labyrinth Wall/Millennium Shield swar--no, wait...Hello, GIANT ROCK beatsticks. And just summoning Valkyrion alone would drop this to what, Level 7? One away from single-tribute.

Shifting Mosaic Jar
Rock/Fusion/Effect
5 Star/Earth
800 Atk / 700 Def

Morphing Jar + Morphing Jar #2

A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. During your Main Phase, by paying 2000 Life Points, send all cards on the Field and in both player's Hands to the Graveyard. Then, both players declare one type of card (Spell, Trap, or Monster) pick up a number of cards equal to the number of their cards sent to the Graveyard by this effect. Both players then send all cards of the type they declared to the Graveyard then add the rest of the cards to their Hands.

I use Magical Explosion OTK and call Spell. Magical Explosion just became an FTK (again).

Aaand something silly that is linked to another even more silly idea. xD

Card Law: Conquest
Normal Spell

Pay 2000 Life Points. For the remainder of the Duel, whenever a Monster is destroyed by Battle, it is added to the Hand of the player who destroyed it instead of being sent to the Graveyard. When the card(s) are sent to the Graveyard, they are sent to the Graveyard of the original owner. When this card is activated, the Effects of other "Card Law" Spell Cards that have been activated during this Duel are no longer applied.

Okay, what about the taken monsters once this no longer applies? Are they returned to the opponent, count as yours, or what?

Card Law: Equal Loss
Normal Spell

Pay 2000 Life Points. For the remainder of the Duel, all effects of discarding cards from a player's Deck are applied for both players. When this card is activated, the Effects of other "Card Law" Spell Cards that have been activated during this Duel are no longer applied.

Lightsworn. 'Nuff said.

Card Law: Zero Sum

Pay 2000 Life Points. For the remainder of the Duel, whenever a player draws a card(s) as the result of a card effect, that player returns cards from their Hand to the bottom of their Deck until the number of cards in their Hand is equal to the number of cards they had in their Hand before the effect was activated. When this card is activated, the Effects of other "Card Law" Spell Cards that have been activated during this Duel are no longer applied.

Mmm...I think you need to specify timing for this. Otherwise, cards like Dark World Dealings may dodge it (ala DMoC-style) and you might or might not be able to return the cards you draw.

Scarlet Weather May 30th, 2008 7:36 PM

Why, yes, AE, I am extremely lazy. But since you won't be around for a while, I suppose I could just do a quick overview of a few of your revamped and new cards. *sigh*

Earthbound Angel: Mein Gott... Gadget has a new bestest buddy, and so does every other deck that wants to shut down Dark Armed Dragon and similar strategies in a hurry. It's like a miniature End of Anubis.

Cahelion the Imprisoned: Also known as "Cahelion the great wall of doom". If you have multiple Parasites on your field already, you do NOT want to be hit with this guy. Not only can he pick off the weaker parasites if he has enough Atk and the LP damage is worth it, he's the biggest wall a Parasite player could hope to throw at the opponent. Foolish Burial in demon decks to ensure Cahelion lock, anyone? Plus, it'll make the opponent think twice about destroying Cleansing Seal.... mwahaha.

Blood Offering: 1000+ LP to give tributable tokens to my opponent? Thanks but no thanks. They need a restriction on what they can be tributed for, at the very least.

And in response to the wording on Spirit Posession earlier... its current wording is the same as Black Horn of Heaven's, which means that it can only target monsters that have been summoned by their own effect as opposed to the effect of another card, as I recall.

Oh, and a few more because I have time.

Jaboli: Forced attack or burn damage? Interesting, especially considering the possibilities when you control Cleansing Seal or Cahelion.

Severash: Dark World can't even LOL at this, because the effect is a cost. Nice, and a helpful way to ensure that nasty Torrential Tribute traps are harder to set. :3

Edit: And here I forgot the whole reason I was posting. FAKES!!! FAKES!!!!

Yokai Kappa (revamped)
Monster/Water/Fish/Effect/4*
Atk 1600/ Def 1400
By tributing this monster, choose one "Yokai" monster from your deck except "Yokai Kyuubi" and special summon it to your side of the field in face-up attack mode. The monster summoned by this effect cannot be tributed on the turn it is summoned unless you control "Yokai Mountain".

Yokai Oni
Monster/Earth/Fiend/Effect/6*
Atk 2200/ Def 1400
Tribute this monster in order to look at the top card of your deck. Based on that card's type, activate the appropriate effect:
-Monster: Special summon this monster from your graveyard after its effect resolves. Its original Atk becomes 2600 and it deals piercing damage.
-Spell: Add one "Yokai Mountain" to your hand from your deck.
-Trap: "Yokai" monsters you control are unaffected by your opponent's trap cards until this turn's end phase.

Yokai Okami
Monster/Light/Beast/Effect/6*
Atk 2100/ Def 1500
Tribute this monster in order to select one level five or higher monster your opponent controls and destroy it. Your opponent takes damage equal to half the original Atk or Def of the destroyed monster, whichever is higher.

Yokai Ronin
Monster/Eart/Warrior/Effect/3*
Atk 1200/ Def 1400
Tribute this monster in order to special summon a "Yokai" monster from your graveyard that was tributed for its own effect, except "Yokai Kyuubi".

Frostweaver June 2nd, 2008 6:59 AM

I don't do reviews mainly because I'm too lazy to review if there's a whole stack of cards to do, but maybe I got a small bit of time today =P


Yoko Yokai- eh more like beatstick of the theme unless we can do something with mill

Yokai Mountain- what Icha said... just combining a LOT of effects into one card really

Yokai Karasu- definitely has its use even without being splashed. With the field card, it's pretty deadly. Tribute it once, then it's still a fodder to protect the field card.

Yokai Kappa- does have use above normal searchers and that is this one doesn't need to be destroyed in battle or sent to the graveyard. However, no attacking or tributing is pretty slow...

Colossus of Gaia- interested card as I always agree that rock should stick to high def and work off of it excluding the crazy jars and stupid magnets. 4 rock monsters in graveyard takes some setup though... morphing jar does help quite a bit here

Shifting Mosaic Jar- instant fusion? o_O

Card Law- Conquest: pretty fun way to punish disc commander along with keeping graveyard extremely empty by fueling it to your hand instead for whatever purpose. Muka muka will somehow like this type of thing XD;

Equal Loss- pretty suicidal though, as we want to mill ourselves nowadays for most decks except gladiator beasts. As much as how lightsworn comes to mind, can lightsworn really play a mill deck instead with this? Hm... seems just as iffy to me like Judgment Dragon. If they milled this card down to graveyard, oops?

Zero sum- unstoppable protector of the sanctuary type of effect. Lightsworn and gladiator beasts will feel proud running these things... kinda overpowered as it counters all the stronger theme (strong because they can draw)

Yokai Kappa revamped- O_O; sooo, use this to start chain reaction to get all the kappas out at once, and we got 3 1600s on to the field at once... but at least it's forced to be run with the field card?

Yokai Oni- just not worth the trouble that it's a tribute monster even with Kappa to bring it out. The effects are really subpar. Either a beatstick, a cheap terraforming or 1 turn ancient gear... most traps are solemn judgments nowadays.

Yokai Okama- so punish dasher, monarch, DMoC and so on... it's not bad for field control if you can keep mountain alive.

Yokai Ronin- so here it is, the CoSR abuser of the deck... Kappa tribute for Ronin, Ronin brings back Kappa. Kappa tributes for next Ronin, you get the picture... in case this 6 monster engine is consumed, luckily 6 is a bigger number than the 5 required in pot of avarice o_o


Yokai Mountain has built in protection, and getting a Yokai monster out is not difficult at all since 1 Kappa means a field full of monsters within 1 turn. As of right now, Yokai theme is a near OTK to try to clear the field, drop the mountain, use Ronin + Kappa's tribute chain to get 2 kappa, 2 ronin and 1 Okami for a brilliant near 8000 damage right on. Okami can clear the field for the other 4 to attack too if there is someone blocking the way...

OTK material >_<;; the revamped Kappa is obviously the source of the problem. It was too weak before, and it's too strong now...



Vanity Punisher
Spellcaster/Effect
4 Star/Earth
1400 Atk / 1800 Def

This card cannot be special summoned. When this card battles with a monster that is special summoned, increase the Atk and Def of this card by 1500 during damage calculation.

Pedestral of Summoning
Continuous Spell

Whenever a monster is special summoned, put 1 spell counter on this card. When there are three spell counters on this card, tribute this card and activate one of the following effects:
-special summon one "Dark Magician" from your hand, deck or graveyard. "Dark Magician" is unaffected by your opponent's spell cards.
-special summon a Spellcaster monster from your deck, and put 1 spell counter on it.

Alter Ego June 2nd, 2008 10:02 AM

Quote:

Originally Posted by Frostweaver (Post 3636454)
Zero sum- unstoppable protector of the sanctuary type of effect. Lightsworn and gladiator beasts will feel proud running these things... kinda overpowered as it counters all the stronger theme (strong because they can draw)

*Sigh* Guilty as charged. What can I say? I just wanted a card to hit the old 'draw your whole deck in one turn' game right where it hurts. xD

Yokai Kappa: Yeah, better just keep that 'no on-summon tribute' part right where we can see it. Frosty already pretty much summed up how crazy this is.

Yokai Oni: yeah...not to hot for a tribute monster. Maybe drop the atks a bit and make it low-level?

Yokai Okami: Hii Dark Armed/Jinzo/DMoC/whatever! Guess who doesn't need a bigger beater than you? ^_^ It's kind of lightly troublesome to get this thing out, but once you do with Mountain behind you, you've got yourself some pretty nasty field management.

Yokai Ronin: You don't even need to stop there. Just tribute one Ronin to recur whatever, tribute the second for the first, then first for the second again. Lather, rinse, and repeat for infinite draws out of Safe Return; it's really just another incarnation of double Manticore when you think about it, except that Ronin is a low-level, low-atk Warrior, making it dead easy to search and recur. :x

Vanity Punisher: Only complaint is how it can't be special summoned. But then, letting that one slip would be screwing with the vanity thematic. xP So basically, it's a simple one-card solution against all cheaply pulled big beaters save for Judgment Dragon, eh? Liking this, definitely, as it is actually surprisingly hard to get past this with the current top decks. (I mean, how big do we usually normal summon, really? Can't really see it going past Stratos or Zombie Master, save for the odd monarch deck or LaDD) I can see this bugging the hell out of Gladiator Beast too. xD

Pedestral of Summoning: Now why do I see DMoC as an obvious pick here? (Immediately pulls back the spent pedestal too) Still, placing spell counters opens up some interesting opportunities with stuff like Dark Red Enchanter and Magical Marionette too. Only thing is that spellcaster already has quite a bit of special summoning between Magical Dimension and Magician's Circle. Still...more is never wrong, I suppose. xD


After that huge pile of customs I probably should cool it, but...a few shouldn't hurt. xD

Jinzo - Backup
Machine/Effect
4 Star/Dark
1700 Atk / 500 Def

When "Jinzo" on your Field is destroyed, Special Summon this card from your Graveyard. When this card is Special Summoned this way, it gains the following effect:

- Once per turn, if a Trap Card is activated, negate the activation and effect of that card and destroy it.

Psycho Voltage
Normal Spell

This card can only be activated on a turn when you haven't Summoned or Set a Monster (Including Flip Summon). Special Summon one "Jinzo" Monster from your Graveyard. When you Summon another Monster (Including Flip Summon), the Monster Special Summoned by this effect is destroyed.

Frostweaver June 2nd, 2008 12:40 PM

I made that card purely with the hope that DMOC (along with Discoboy) are gone by september! >_<!

Pedestral of Summoning is actually really slow and not really usable, but at least that card will be a better common than the commons we get IRL anyday XD; Perhaps better if I say, 2 spell counters instead of 3?


Jinzo Backup- I'm not sure if you know the newer Jinzo returner engine for DAD, but yeah. This will be a great part of it. Returner always blows up the Jinzo, which will always bring this out. Talk about an endless cycle of anti-trap doom o_o A darn lot of muscle too on a 1900 body.

Psycho Voltage- suddenly even Jinzo family is highly compatible with card of safe return, which is unbelievable. You receive Jinzo with this or returner, and that works. Jinzo blows up to get the backup, which is more draw. o_o What's with PC's ability to make cards that rely on graveyard summoning (and getting screwed by Crow?)

Forci Stikane June 5th, 2008 5:43 AM

Quote:

Originally Posted by Frostweaver (Post 3637095)
o_o What's with PC's ability to make cards that rely on graveyard summoning (and getting screwed by Crow?)

I guess that's just the "hot" topic for card making.

Oh, and speaking of hot topics...

Rules
Normal Spell
Pay 5000 Life Points in order to activate this card. Remove from play all cards on the field and in either player's Hand, Deck, and Graveyard that are listed as Limited or Semi-Limited on the official Advanced Format Limited and Forbidden Lists.

Money
Quick-Play Spell
You can only activate this card in response to the activation of "Rules". Your cards are not removed from play by the effect of "Rules". You may also discard this card from your hand in order to activate it.

Frostweaver June 6th, 2008 1:39 PM

Joke Over-Recitation
Normal Spell

You and your opponent take turns reciting Yugioh the Abridged Series joke. Whoever fails to recite a Yugioh the Abridged Series joke first, loses the duel, but proves that he/she still has a life.

Arcana Force- XVI The Tower
Spellcaster / Effect
6 Star / Light
2100 Atk / 2300 Def

When this card is summoned, flip a coin.
-heads: If your life points are lower than the opponent, switch your life points with the opponent. If your life points are higher, decrease your opponent's life points by 1000.
-tails: If your life points are higher than the opponent, switch your life points with the opponent. If your life points are lower, decrease your life points by 1000.

Alter Ego June 20th, 2008 1:37 AM

Ahh...that returner engine would be the Future Fusion for triple Jinzo plus triple returner to summon all the Jinzos, right? Yeah, I'm aware of it; that's what inspired me to make those, actually. xD

And yeah, the backup is a bit too bulky, maybe...I think a slight Atk drop is in order here. :x


Arcana Force- XVI The Tower: Aww...but I did this one fiiiirst! *Pout* Nah, just kidding. xD Well, it's a neat card for a Life Equalizer style deck, but maybe just a bit too hard to put into play (since it's handily 100 points too high for Magician's Circle) and rather unreliable given the coin flip. All in proper Arcana Force style, mind you.


Aaaanyhow...

Malice Vanguard

Fiend/Effect
4 Star/Dark
1900 Atk / 0 Def

When this card is destroyed by Battle, discard a number cards from the top of your opponent's Deck equal to the Level of the Monster that destroyed this card.

Spirit of the Wildfire

Pyro/Effect
3 Star/Fire
1500 Atk / 300 Def

When this card is Special Summoned, it is tributed to select one card at random from your opponent's Hand and remove it from play. When this card is Normal Summoned, it is tributed to remove three cards from the top of your opponent's Deck from play.

Illusion of Dancing Flames
Continuous Spell

By discarding one Pyro Type Monster from your Hand, Special Summon one Pyro Type Monster from your Deck. The Monster Special Summoned by this Effect is destroyed at the next End Phase.

Scarlet Weather June 22nd, 2008 6:42 PM

Weel, now.... Time for some good ol' card-makin' action! KAMEHAMEHA!

Malice Vanguard: Milling effect attached to a 1900 Atk body. Lightsworn players facing this will call it a mixed blessing- it may be the little shove needed to knock those precious cards off their deck, or it may be just what they needed to get that last Lightsworn into the graveyard for Judgment Dragon. Dark Armed and Gladiator Beast won't bother to battle it, they'll just squash it with card effects, although 1900 Atk means that it can hit over Stratos and most lower-level Gladiator Beasts without much of a problem, not to mention that Dark Armed will need a card effect to blow it away, since the biggest they have is Stratos. 0 Def makes it targetable for Recurring Nightmare, so there's a nice combination present. Only problem I can see is that it could have been made better by giving it a Warrior type so as to make it searchable by RotA.

Spirit of the Wildfire: Well, one way or the other this card ain't gonna stick around long, is it? Hate to Lightsworn when normal summoned, since it won't go towards Judgment Dragon and it'll hasten the self-mill process, and hate to everything when special summoned. Obvious candidate for UFO turtle.

Illusion of Dancing Flames: But this is good too! Or I could special summon whatever that card is, the one 2000 Atk piercer... Gaia the Combustible Collective, right? Yeah, that thing. Since it blows up at the end of the turn anyway.

Miracle Return
Normal Spell
Pay 800 life points. Select one fusion monster with "E-Hero" in its name in your graveyard and special summon it. This special summon is considered a fusion summon.

Will of the Underdog
Continuous Spell
When a normal monster you control is destroy by battle, you can draw a card.

Tenacity of the Underdog
Continuous Trap
Discard one card from your hand. Special summon as many normal monsters as possible from your graveyard. When this card is destroyed, destroy all monsters special summoned by its effect. When all monsters special summoned by this card's effect are destroyed, destroy this card. This card cannot target Gemini monsters.

Master of the Underdog
Monster/Warrior/Fire/4*/Tuner
Atk 1400/ Def 1450
This monster is treated as a normal monster. When this monster is destroyed as a result of battle, special summon one level four or lower normal monster from your deck.

King of the Underdog
Monster/Synchro/Warrior/Fire/Effect/10*
Atk 2800/ Def 2000
"1 Tuner monster + 1 or more normal monsters"
By discarding one card from your hand, special summon one normal monster from your graveyard. When this card is face up on the field, all normal monsters gain 800 Atk points, and deal piercing damage. By discarding one card from your hand, negate the effect of a card that would destroy a normal monster you control and destroy it.

Alter Ego June 23rd, 2008 1:49 AM

Miracle Return: Super-techy Fusion Guard synergy ftw? xD Well, on a more practical level this does some pretty crazy things in your average e-hero fusion strategy. I mean, Premature Burial for Wildedge & co. as soon as we get one of them offed? (Something that's probably going to happen pretty fast) Nasty, nasty indeed. But then, e-hero fusion is already plagued by a deckspace problem so I guess it's all good. :x

Will of the Underdog: Self-replacing vanilla? Hurr...not bad, and definite improvement from Heart of the Underdog since you don't have to create a crazily monster-dominant lineup to abuse this. Combine with Dark Factory of Mass Production and we've got ourselves quite the CA generation engine. But then something tells me that the opponent is not about to let this stick around for long (unless they've got plenty of removal effects up their sleeve), so fair enough, I suppose.

Tenacity of the Underdog: Hysteric Party for vanillas. With a suitable dump engine I could really see this ending games in a hurry. Best bet is probably springing this on your opponent's end phase then pulling a Cold Wave on your own to block out defensive cards. Just to be mean, maybe change the summon destruction to "When this card is removed from the Field", though. Otherwise Trunade provides a way to rid the monsters of their trap dependence.

Master of the Underdog: So let's count our blessings. It's high level and fairly high stats for tuner, it's warrior (and treated as normal) so we have dead easy recursion and search, it's also in turtle range so we have another search method there, AND we can replace it with a bulky vanilla if it's destroyed.

Woah, just woah. Looks like vanilla will be able to run Stardust Dragon for monster/backfield protection now. :3

King of the Underdog: Well...it's big and it makes Malicious Edge cry over its redundance in comparison to our buffed vanillas, but 10 stars makes the synchro summon a bit bothersome. (Well, unless we're running a few one-tribute vanillas or something) Tempting, especially with the above tuner, but not quite as easy to use as it would seem.


Anyways, having seen that synchro I just randomly decided to revamp an old one:

Fallen Wata
Fairy/Tuner/Effect
1 Star/Dark
300 Atk / 200 Def

When a card(s) is added to your Hand from your Deck as the result of a card effect, send one of those card(s) to the Graveyard to Special Summon this card from your Graveyard. When this effect is activated, you may not add any more cards from your Deck to your Hand until the end of the turn.


And something...different.

Big Hand Gardna

Warrior/Effect
3 Star/Earth
700 Atk / 1600 Def

This card can not be destroyed in Battle with a Monster whose Level is lower than or equal to the number of cards in your Hand. When this Defense Position card Battles, you may reveal any number of cards from your Hand in order to increase the Def of this card by 300 x the number of cards revealed for Damage Calculation only. The cards revealed by this effect remain revealed until the next End Phase.

Muka Muka King
Rock/Effect
8 Star/Earth
1800 Atk / 900 Def

This card can not be Normal Summoned or Set. This card can only be Special Summoned when the number of cards in your Hand is 8 or more. Increase the Atk and Def of this card by 500 points for every card in your Hand. If the number of cards in your Hand is greater than the number of cards in your opponent's Hand, you may discard cards from your Hand until the number of cards in both players' Hands is the same. For each card discarded by this effect, send a card from the Field to the Graveyard.

Hand Interposition

Counter Trap

This card can only be activated when there are at least twice as many cards in your Hand as there are in your opponent's. Negate the activation or summoning of a card controlled by your opponent and destroy it.

Frostweaver June 23rd, 2008 12:15 PM

Miracle Return- fair enough, they need the stupid help XD;

Will of the Underdog- sadly it's not too likely to see monsters destroyed by battle unless you are up against gladiator beasts, but then gladiator beasts got plenty of removal effects as well as battling... normal monsters tend to have great stats to be taken down in battle that easily.

Tenacity of the Underdog- and it's not too hard to dump enough monsters that stack to 8000 atk. There's a few monsters that are always treated as normal monster as well too although they have effects, so this is a great way to bring those out too. Heh, you and your mobbing cards XD;

Master of the Underdog- searcher that's treated as normal monster o_O; oookay... and too bad I don't remember the spoilers for tuners so I'll pass on commenting the other monster and how this is a tuner too.

Big Hand Gardna- interesting effect... I like it :P Though not desperate enough to use it. Still better than some of the real cards we see.

Muka Muka King- is there anyway to play this without splashing it into existing draw engines...? Unreliable card in perfect circle since no other deck type can seriously get a 8 card hand.

Hand Interposition- fair card as the activation requirement is pretty high... Though we'll be in for some pain as gadgets can use this AND solemn judgment for massive deadlock.

Alter Ego June 26th, 2008 7:48 AM

Well, Ojamagic could do the trick with the king. If you make a dual dump that's already six cards right there. x3 (And we don't mind dumping our ojamas too much now, do we?) But you know...somehow I have the feeling that it would end up as more of a Trade-In + Phantom of Chaos abuse card, if even that. It's meant to be novelty anyway. XD

Cards of Promise
Normal Spell

Draw two cards. The cards drawn by this effect can not be Set, Summoned, or activated until your second End Phase after this card's activation and remain revealed to your opponent during this time.

Black Thunder Dragon

Thunder/Effect
5 Star/Dark
1600 Atk/1500 Def

By discarding this card from your Hand, select up to two "Black Thunder Dragon"s from your Deck and discard them.


Yeah, Dark Armed's new best buddy. I know. *Shot*

Frostweaver June 27th, 2008 3:50 AM

Card of Promise: eh... fortunately you can still use it as deck thinner and just blast them away with Hand Destruction or other forms of discard anyway. No reason not to use it.

Should be more like this:

Dark Thunder Dragon
Thunder / Effect
5 Star / Dark
1600 Atk / 1500 Def

Whenever a Dark monster is special summoned from the graveyard, you may add this card from the deck to your hand.


Dark monsters shouldn't have identical effects >3>


Evil Land
Normal Trap

Activate when your opponents play a Field card. Choose and activate one of the following effects:
-Destroy all cards on your opponent's side of the field
-Your opponent discards all cards in his or her hand.

Sharing the Wealth
Normal Trap

Activate when your opponent draws a card outside of the draw phase. Your opponent discards cards from their hand equal to the number of cards your opponent drew. Then, draw cards from your deck equal to the number of cards your opponents drew.

Scarlet Weather June 27th, 2008 4:18 PM

Well, since everyone loves their little corrupted monsters...

Dark Ultimate Tyranno
Monster/Dinosaur/Dark/Effect/10*
Atk 3300/ Def 3000
This monster can be special summoned from your hand by tributing two differently named dark-attribute monsters you control. If this monster destroys a monster your opponent controls, it can and must attack once again in a row.

And now for an odd, new card set...

Alchemy Gauge
Continuous Spell
By sending this face-up spell card to the graveyard, special summon from your deck monsters whose combined Atk is equal to or less than the amount of life point damage you have taken between the activation of this card and the activation of this effect.

Mad Alchemist
Monster/Spellcaster/Dark/Effect/4*
Atk 1400/ Def 1500
The controller of this card takes 400 LP of damage during each of their end phases. When this monster battles with an opponent's monster, you can look at the top card of your deck. If it's a monster, remove it from play, and this monster's original Atk is doubled until the end of the battle phase. All battle damage from a battle involving this monster is doubled.

Mad Surgeon
Monster/Spellcaster/Dark/Effect/4*
Atk 1800/ Def 1000
The controller of this monster takes 800 LP of damage during each of their end phases. All battle damage from a battle involving this monster is doubled. When this monster destroys an opponent's monster, you can send one card in your hand to the graveyard in order to draw one card.

Double-edged Scalpel
Normal Spell
Take one thousand points of damage. Select one "Mad" monster from your deck and add it to your hand.

The remaining monsters will come later, but this is just a taste test.

Alter Ego June 28th, 2008 1:18 AM

Quote:

Originally Posted by Frostweaver (Post 3707832)
Dark monsters shouldn't have identical effects >3>

But it's not identical. This is discard and regular is add to hand. [/lame excuse] Yeah, yeah, I see what you mean. Though mind you, that one is a whopping +3 CA for a pretty simple maneuever. Special summoning Snipe Hunter just became a lot more lucrative. =O

Evil Land: Whoa, talk about field spell hate. o.o Too bad none of the current competitive decks run those save for the odd Dragoon D-End strategy. But still...scary stuff.

Sharing the Wealth: so...basically we swipe the opponent's draw effect for our own advantage? Nice, I can see Allure of Darkness players whimpering over this one, but isn't...this card's interaction with Morphing Jar kind of hefty? (Instant discard of your opponent's hand while gaining a whopping +10 yourself. That's...pretty out there. o.o)

Dark Ultimate Tyranno: So basically it's Ultimate Tyranno except better since it has a small special summon trick, a slightly less fatal drawback (since you aren't forced to make that first attack like regular ultimate) and it's dark attribute and therefore potential virus fodder? Erm...yeah, I think we have all the 'superior substitute' bases covered.

Alchemy Gauge: Kind of a masochistic set we're dealing with here, isn't it? Should be...interesting, though you probably won't be getting more than one rush done with this per game.

Mad Alchemist: Umm...can we say crazy damage? If you hit a monster with this, you've got Fusilier on a rampage. Oh, and because of its effect we get something even better, because the effect doubles that 2800-point pain. I shudder to think of the things you could do with this and a swapped Goat Token. o.o

Mad Surgeon: and with just one direct swing from this we're already dealing out 3600 points of hurt, making the - admittedly handy - deck cycling ability almost moot by comparison. The damage potential of these guys is downright ridiculous, especially when you consider what a simple equip spell can do in this equation. Megamorph, anyone? That's 7200 points of damage from a single direct attack, and seeing as how we're taking extra damage just for controlling these guys, establishing the 'less LP than your opponent' situation really shouldn't be a problem.

Double-edged Scalpel: setup for the aforementioned Megamorph shenanigans or possible Alchemy Gauge pump. Otherwise, we'd probably go with Magician's Circle since basically no-one plays spellcasters and these are within the 2000-point range.


Well, I've got to hand it to you, Thesis; you come up with the craziest sets. Still, I'm going to have to call overpowered on this one. A simple Lightning Vortex and some basic swarming tactics is all it takes to put 8000+ points of damage on the table and wipe your opponent out in one fell swoop. It's an interesting concept, but doubling damage is just...a bit too crazy when you account for the fact that we'd always be pining for direct attack with these whereas your opponent would still have to beat through their (fairly formidable) Atks to turn that effect against you. The self-induced burn is almost small enough to be moot too, since we're hitting hard and fast with these anyway.


Unless, of course, we create a card to make these guys cringe. xD

Cruel Vice
Continuous Trap

This card can only be activated when your opponent declares a direct attack. Negate the attack then equip the attacking Monster with this card. A Monster equipped with this card is forced into Attack Position, has its Atk reduced to zero, and can not be destroyed or offered as tribute. During each of your Standby Phases, pay 500 Life Points, otherwise this card is destroyed.

Sweeping Gale
Normal Spell

Check all cards on the Field and in both players' Hands, then destroy the Monster with the lowest Atk. If multiple Monsters have the same Atk, destroy all of them.

The Prisoners' Dilemma
Normal Spell

Both players select a Spell or Trap card from their Deck and reveal it to their opponent. If both players selected a Trap card, both cards are removed from play. If one player selected a Spell card and the other selected a Trap card, both cards are added to the Hand of the player who selected the Trap card. (When the card(s) are sent to the Graveyard, they are sent to the Graveyard of the original owner) If both players selected a Spell card, both players add the card they selected to their Hands.


...and a revamp (last time I revamp these; promise. xD)

Coronation of the Princesses
Normal Spell

Discard one card from your Hand to tribute one Level 4 or lower "Curran" or "Pikeru" Monster on your Field, then apply an effect depending on the name of the tributed Monster:

Ebon Magician Curran: Special Summon one "Princess Curran" from your Hand or Deck, ignoring summoning conditions.
White Magician Pikeru: Special Summon one "Princess Pikeru" From your Hand or Deck, ignoring summoning conditions.
Princess Curran: Special Summon one "Queen Curran" from your Hand or Deck.
Princess Pikeru: Special Summon one "Queen Pikeru" from your Hand or Deck.

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

This card can not be Normal Summoned or Set. This card can not be Special Summoned except by the effect of "Coronation of the Princesses". The name of this card on your Field is also treated as "Princess Curran". The effects of your Trap cards can not be negated. Once per turn, you may inflict 900 damage to your opponent for each Monster they control. On the turn this effect is activated, this card can not attack.

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

This card can not be Normal Summoned or Set. This card can not be Special Summoned except by the effect of "Coronation of the Princesses". The name of this card on your Field is also treated as "Princess Pikeru". The effects of your Spell cards can not be negated. Once per turn, you may gain 1200 Life Points for each Monster you control. On the turn this effect is activated, this card can not attack.

Forci Stikane July 4th, 2008 12:52 PM

*glances at ACC*

HornedDark Kuriboh
DARK/1 Star
Fiend/Effect
300 ATK/200 DEF
During either player's turn, if this card is in your Graveyard, you may remove it from play in order to inflict damage to your opponent equal to the total amount of damage you have taken during this turn.

Alter Ego July 4th, 2008 2:17 PM

Dark Kuriboh: So...basically we're dealing with Volcanic Counter on a serious dose of growth hormones here? Just dump this in your graveyard and you'll put your opponent in a situation where they'll not really want to attack at all unless they can wipe you out on the same turn or get this crowed/kycooed. And it's crush card fodder too. o.o

That is one scary little furball.


But, like, how come you're making fakies for Thesis but just completely ignoring mine? You're breaking my heart, Icha! ;;

Now I must mend it by posting more. XD


Critical Strike

Equip Spell

When a Monster equipped with this card Attacks or is Attacked by a Monster your opponent controls, you may send this card to the Graveyard to destroy that monster without applying Damage Calculation. When the Monster equipped with this card attacks your opponent directly, you may send this card to the Graveyard to increase the Battle Damage from that attack by 2000.

Manju of the Thousand Armaments
Fairy/Spirit/Effect
4 Star/Fire
1200 Atk/ 600 Def

This card can not be Special Summoned. This card returns to the owner's Hand on the End Phase of the turn when it was Normal Summoned or flipped face-up. When this card is Normal Summoned successfully, select one Equip Spell card from your Deck and equip it to this card.

Forci Stikane July 4th, 2008 2:46 PM

Quote:

Originally Posted by Alter Ego (Post 3728155)
But, like, how come you're making fakies for Thesis but just completely ignoring mine? You're breaking my heart, Icha! ;;

Because I had to get that one out of my head quick before I forgot it. And making it for Thesis? Because of him, maybe, but not specifically for him.

Also, my mind was a bit too mushy at the time to review, UNLIKE NOW:

Quote:

Originally Posted by Alter Ego (Post 3710307)
Cruel Vice
Continuous Trap

This card can only be activated when your opponent declares a direct attack. Negate the attack then equip the attacking Monster with this card. A Monster equipped with this card is forced into Attack Position, has its Atk reduced to zero, and can not be destroyed or offered as tribute. During each of your Standby Phases, pay 500 Life Points, otherwise this card is destroyed.

So you've basically made a permanent outlet to your opponent's LP. Deadly...very deadly. Cyber Dragon for a cheap 2100 damage+ or Cyber Twin for endgame. At least it still doesn't count as a Direct Attack for cards like Spirit Reaper. Spirit Barrier also gets a laugh out of this.

Sweeping Gale
Normal Spell

Check all cards on the Field and in both players' Hands, then destroy the Monster with the lowest Atk. If multiple Monsters have the same Atk, destroy all of them.

This is useful just for the first effect, specifically for OTK or combo decks. I see some hatred for DD Crow, too; the opponent will have to either let it get destroyed (since that'll probably be the lowest ATK here) or use it on a card that may or may not be important for your turn. Definite potential for mindgames.

...Oh, and did I mention this crushes Exodia & Ojamas?


The Prisoners' Dilemma
Normal Spell

Both players select a Spell or Trap card from their Deck and reveal it to their opponent. If both players selected a Trap card, both cards are removed from play. If one player selected a Spell card and the other selected a Trap card, both cards are added to the Hand of the player who selected the Trap card. (When the card(s) are sent to the Graveyard, they are sent to the Graveyard of the original owner) If both players selected a Spell card, both players add the card they selected to their Hands.

...Wow, you just love your mindgames, don'tcha? I can certainly see you messing with your opponent with this card, and all sorts of evil shenanigans coming out of it...but you might be able to predict what's going to come, so you can plan accordingly. It can also backfire if you guess incorrectly, so I guess it all comes down to how well you play your cardmindgames.

...and a revamp (last time I revamp these; promise. xD)

Coronation of the Princesses
Normal Spell

Discard one card from your Hand to tribute one Level 4 or lower "Curran" or "Pikeru" Monster on your Field, then apply an effect depending on the name of the tributed Monster:

Ebon Magician Curran: Special Summon one "Princess Curran" from your Hand or Deck, ignoring summoning conditions.
White Magician Pikeru: Special Summon one "Princess Pikeru" From your Hand or Deck, ignoring summoning conditions.
Princess Curran: Special Summon one "Queen Curran" from your Hand or Deck.
Princess Pikeru: Special Summon one "Queen Pikeru" from your Hand or Deck.

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

This card can not be Normal Summoned or Set. This card can not be Special Summoned except by the effect of "Coronation of the Princesses". The name of this card on your Field is also treated as "Princess Curran". The effects of your Trap cards can not be negated. Once per turn, you may inflict 900 damage to your opponent for each Monster they control. On the turn this effect is activated, this card can not attack.

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

This card can not be Normal Summoned or Set. This card can not be Special Summoned except by the effect of "Coronation of the Princesses". The name of this card on your Field is also treated as "Princess Pikeru". The effects of your Spell cards can not be negated. Once per turn, you may gain 1200 Life Points for each Monster you control. On the turn this effect is activated, this card can not attack.

...Not saying anything on the royalty cards, since you've changed some of them around so much that I can not keep track of them anymore.

Quote:

Originally Posted by Alter Ego (Post 3728155)

Critical Strike

Equip Spell

When a Monster equipped with this card Attacks or is Attacked by a Monster your opponent controls, you may send this card to the Graveyard to destroy that monster without applying Damage Calculation. When the Monster equipped with this card attacks your opponent directly, you may send this card to the Graveyard to increase the Battle Damage from that attack by 2000.

Specified Sakuretsu Armor on legs combined with Lily without the LP payment. Suddenly direct attackers like Servant of Catabolism are more useful. I would say broken if the battle-weak wasn't still there.

Manju of the Thousand Armaments
Fairy/Spirit/Effect
4 Star/Fire
1200 Atk/ 600 Def

This card can not be Special Summoned. This card returns to the owner's Hand on the End Phase of the turn when it was Normal Summoned or flipped face-up. When this card is Normal Summoned successfully, select one Equip Spell card from your Deck and equip it to this card.

So, a one-shot attacker since the equip card is almost immediately tossed? I suppose these were meant for each other... The main complaint I have is the name, since that goes far quicker with Ritual than anything else. This would also be more useful with Magician of Faith still around, but...eh, not too bad for a one-turn rush. Would work best with some way to get that damage through directly...

...Oh, why not?

Supernatural Strike
Continuous Spell
All face-up Level 4 or lower Spirit monsters you control may attack your opponent's Life Points directly.

Frostweaver July 5th, 2008 1:09 AM

Supernatural Strike- wow a card made for traditional format? Oh wait we got Raigeki anyway. Either way, somehow I think Manju of Ten Thousand Armaments will eventually find its way in magical explosion ;o even if I know nothing about that decktype.


Poor AE... Just to celebrate for you then ;D

Free of Conscription
Quick-Play Spell

Return all Warrior type monsters on your side of the field to your hand. For each card returned to your hand this way, draw a card.

Princess Rune- Protection
Continuous Spell

When your Life Point increases and "Princess Pikeru" is on your side of the field during your standby phase, monsters on your side of the field cannot be destroyed as a result of battle until your next standby phase. In addition, your opponent must attack "Princess Pikeru" with all face-up monsters.

Princess Rune- Discipline
Continuous Trap

When your opponent's Life Point decreases and "Princess Curran" is on your side of the field during your standby phase, change all of your opponent's monsters to defense position and their battle position cannot be changed until your next standby phase. In addition, "Princess Curran" deals piercing damage.

Alter Ego July 5th, 2008 6:21 AM

Quote:

Originally Posted by Ichaste Pekoni (Post 3728232)
So you've basically made a permanent outlet to your opponent's LP. Deadly...very deadly. Cyber Dragon for a cheap 2100 damage+ or Cyber Twin for endgame. At least it still doesn't count as a Direct Attack for cards like Spirit Reaper. Spirit Barrier also gets a laugh out of this.

That's the short of it, though Spirit Barrier really only gets a chuckle since you can just ditch the vice by neglecting to pay its maintenance cost. :3

Quote:

Originally Posted by Ichaste Pekoni (Post 3728232)
This is useful just for the first effect, specifically for OTK or combo decks. I see some hatred for DD Crow, too; the opponent will have to either let it get destroyed (since that'll probably be the lowest ATK here) or use it on a card that may or may not be important for your turn. Definite potential for mindgames.

...Oh, and did I mention this crushes Exodia & Ojamas?

...well, they could be holding Cyber Valley too. =O But yeah, very true about the combo-friendliness, actually, since this basically does D.D. Designator's job, doesn't it? xD Though, mind you, you're also giving your opponent a good view of your options in the process, so if they have Mind Crush waiting in the wings things could get kind of ugly for you. :x

Quote:

Originally Posted by Ichaste Pekoni (Post 3728232)
...Wow, you just love your mindgames, don'tcha? I can certainly see you messing with your opponent with this card, and all sorts of evil shenanigans coming out of it...but you might be able to predict what's going to come, so you can plan accordingly. It can also backfire if you guess incorrectly, so I guess it all comes down to how well you play your cardmindgames.

Oh yeah, guilty as charged on the mind games. Nothing like getting into your opponent's head to seal that victory. XD Basically, I wanted to make this card as similar to the situation of the original prisoner's dilemma as possible, with the trap card representing defection and spell representing co-operation. Looking at it sensibly, most decks would reap the highest benefit from getting to search out a spell of your choice, but since you know that all your opponent has to do to screw you over is select trap, logic dictates that the route of highest reward and lowest risk is to be the backstabber (i.e. select a trap card yourself), even though both reaching this conclusion results in the worst-case scenario (both cards removed). I.e. both people working to secure the best outcome for themselves only leads to both suffering the worst outcome instead. So yeah, best way to use it is to make sure that your opponent either can't or won't select a trap. :3


Supernatural Strike: Yeah, Yata love all the way. Beyond that, though, I don't see that many spirits who would care for this since they're either horribly low Atk, too high level to use this, or not really interested in attacking directly in the first place. The aforementioned Manju is, of course, not included in these. XD

Quote:

Originally Posted by Frostweaver (Post 3729331)
Poor AE... Just to celebrate for you then ;D

Really? For me? *Big, weepy anime eyes* Yay! My poor, abused heart is feeling a lot better already. ^0^

Free of Conscription: the big 'in your face' to inconvenient Mirror Force/Torrential Tribute activations. There are also some fun options available in connection with monster swiping effects of all kinds if you're in a warrior mirror match (hiii Bushi control! xD). Besides, it's a 'conscription over' card so it's pure awesome by virtue of that already.

Princess Rune- Protection: So essentially it's Marshmallon bodies for all as long as this and Pikeru stick around. Not too bad, though of course the crazy amount of effect destruction around isn't helping matters.

Princess Rune- Discipline: This, on the other hand, is just plain nasty. Basically, any given Battle Phase ender plus the requirements for this and you can keep your opponent's monsters locked in defense while you trample them with impunity.


Legendary Forge
Continuous Spell

Once per turn, by removing one Equip Spell card in your Graveyard from play, add one Equip Spell card from your Deck to your Hand.

Spirit Gate

Continuous Spell

Once per turn, when you Normal Summon a Spirit Monster, you may Normal Summon one additional Spirit Monster that turn. When you Special Summon a Monster, destroy this card.

Feral Nymph
Plant/Spirit
7 Star/Dark
2350 Atk / 0 Def

This card can not be Special Summoned. This card returns to the owner's Hand on the End Phase of the turn when it was Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, select one Monster on your opponent's Field (regardless of position) and control it until the end of the turn.

Satyr Trickster
Beast Warrior/Spirit
4 Star/Earth
1600 Atk / 800 Def

This card can not be Special Summoned. This card returns to the owner's Hand on the End Phase of the turn when it was Normal Summoned or flipped face-up. When this card inflicts Battle Damage to your opponent, draw two cards, then return one card from your Hand to the bottom of your Deck.

Forci Stikane July 5th, 2008 7:13 AM

Quote:

Originally Posted by Alter Ego (Post 3729804)
Legendary Forge
Continuous Spell

Once per turn, by removing one Equip Spell card in your Graveyard from play, add one Equip Spell card from your Deck to your Hand.

...Well, I guess it gives something for those dead Equips to do once they go away, but how many will we be running? This would probably need an Equip-heavy deck in order to be really useful...

Spirit Gate
Continuous Spell

Once per turn, when you Normal Summon a Spirit Monster, you may Normal Summon one additional Spirit Monster that turn. When you Special Summon a Monster, destroy this card.

Permanent Double Summon for Spirits? I believe that's something they really needed.

Feral Nymph
Plant/Spirit
7 Star/Dark
2350 Atk / 0 Def

This card can not be Special Summoned. This card returns to the owner's Hand on the End Phase of the turn when it was Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, select one Monster on your opponent's Field (regardless of position) and control it until the end of the turn.

Spirit monsters ARE missing the obligatory monster-controller...but this one might be a bit too weak. For two tributes on a Spirit, the monster should have a killer effect and great stats, but I don't think this one has either. Its ATK is below the benchmark 2400 for Jinzo & Monarchs, and while taking an opponent's monster is useful, it doesn't seem to be useful enough to justify use (unless the monster just happens to be called Dark Magician of Chaos or maybe Dark Armed Dragon, but those are situational). Yes, you can try it in tandem with Spirit Gate to toss out one of those more powerful two-tribute Spirits, but a lot of the time it would be at least just as useful just to go for the other in the first place and toss out another Spirit with the Gate.

Satyr Trickster
Beast Warrior/Spirit
4 Star/Earth
1600 Atk / 800 Def

This card can not be Special Summoned. This card returns to the owner's Hand on the End Phase of the turn when it was Normal Summoned or flipped face-up. When this card inflicts Battle Damage to your opponent, draw two cards, then return one card from your Hand to the bottom of your Deck.

Case-in-point.

...I think I preferred the original version, since Spirit monsters generally have powerful effects, anyway. Still, definitely useful for deck thinning while at the same time getting rid of any dead cards. I can definitely see Manjoume using it in that new deck of his, since he apparently likes sending back the Exodia parts so much.

Mr. X July 5th, 2008 6:58 PM

Mambo Tribe Summoning
Rare
Equip Spell
When equipped to any Space Mambo the user is allowed to special summon a Space Mambo Tribal Leader from his/her hand

Space Mambo Tribal Leader
Rare
Fish
Water/6 star
2300 Atk 2000 def

Survial Kit
Rare
Spell
When this card is activated the user can destroy any fish, or plant type monster on the field.

Reverse Attack
Ulta Rare
Counter Trap
When this card is activated any life points damage done to you is negated. The damage is then reversed onto your opponent. No direct life points attacks can be made agenst you for 3 turns.

Flaming Shield
Ulta Rare
Pyro/effect/union
Fire/5 star
0 atk 4000 def
Effect
Ths monster can not be destroyed by any wind element monster. Any water element monster attacking this monster will have its attack doubled. This monster can be equipped a flaming warrior on your side of the field to increse its defence by 1000.

Flaming Warrior
Uncommon
Pyro
Fire/3 star
1000 atk 1000 def

Mark II Night Vision Scope
Uncommon
Equip spell

When equipped to Tactical Espensoage Expert the monsters atk and def are incresed by 500. Card can be destroyed to negate an attack by any dark type monster once equipped.

Napalm Rockets
Rare
Equip Spell

When equipped to any Guardian of the Throne room the monsters atk is boosted by 500.

Scarlet Weather July 5th, 2008 10:11 PM

*smacks everyone with a brick except Icha* I'm back!

Oh, and Icha, don't think I've forgotten about you.... no, the punishment for your demands of my posting will come when you least expect it. And it will involve pain. Lots and lots of pain.

Anyway, since I got back, how about I revise some fake cards of mine?

Mad Alchemist
Monster/Spellcaster/Dark/4*/Effect
Atk 1400/ Def 1200
Battle damage you take from a battle involving this monster is doubled. When this monster battles an opponent's monster with higher Atk, look at the top card of your deck. If it's a monster, remove it from play, and double this monster's Atk until the end of the battle phase. The controller of this card takes 400 points of damage during each of their standby phases.

Mad Surgeon
Monster/Dark/Spellcaster/Effect/4*
Atk 1800/ Def 1300
Battle damage you take from a battle involving this monster is doubled. When this monster destroys an opponent's monster as a result of battle, you may discard one card from your hand in order to draw one card. The controller of this card takes 800 points of damage during each of their standby phases.

Mad Engineer
Monster/Dark/Spellcaster/Effect/4*
Atk 1600/ Def 1400
Battle damage you take from a battle involving this monster is doubled. The controller of this card takes 600 points of direct damage during each of their standby phases. When this monster destroys an opponent's monster as a result of battle, you may destroy one set card your opponent controls.

Mad Scientist
Monster/Dark/Spellcaster/Tuner/3*
Atk 1500/ Def 1300
This monster cannot be special summoned, except by the effect of "Alchemy Gauge". Battle damage you take from a battle involving this monster is doubled. The controller of this monster takes 500 points of direct damage during each of their standby phases. When this monster destroys an opponent's monster as a result of battle, gain life points equal to its Atk.

Mad Genius
Monster/Dark/Spellcaster/Synchro/7*
Atk 2800/ Def 2300
"Mad Scientist+ 1 or more non-tuner monsters"
Battle damage dealt in a battle with this monster is doubled. During each of your standby phases, gain one thousand life points for each "Mad" monster you control (except "Mad Genius"). When this monster is destroyed by a card effect your opponent controls, special summon one "Mad Scientist" from your graveyard in face-up defense position.

Stabilizing Pressure
Normal Trap
Activate only when you would take damage from a battle involving a "Mad" monster. Gain life points equal to the damage you would take.

Lab of the Insane Master
Field Spell
The Atk of all "Mad" monsters is increased by the amount of damage their controller takes during their standby phase according to their effects. During each of your standby phases, gain life points equal to the amount you would lose by the effect(s) of Mad monster(s) you control. When this card would be destroyed, you can destroy one other spell or trap card you control instead.

Insanity Buster
Normal Spell
Tribute one "Mad" monster you control. Destroy all monsters on the field whose Atk is lower than or equal to the Atk of the selected "Mad" monster, and deal damage to your opponent's life points equal to the combined level stars of the monsters destroyed by this effect x300.

Grave Specimen
Continuous Spell
Select one face-up "Mad" monster you control. Select one monster from your opponent's graveyard with a level equal to or lower than the selected "Mad" monster and place it in your spell and trap card zone. It is treated as a continuous spell card. When that card is destroyed, special summmon one Reanimated Monster Token (Dark/Zombie/4*/Token/Effect Atk ????/Def ???? This monster's Atk and Def are equal to the Atk and Def of the monster destroyed in order to summon it. This monster cannot be tributed for a tribute summon).

Mad Lightning
Normal Spell
Take 1500 points of damage. Destroy one spell or trap card your opponent controls.

....whew!

Alter Ego July 6th, 2008 1:00 AM

Mambo Tribe Summoning: Well, ignoring the fact that your wordings are all wrong on all of the cards, this is way too weak and situational to ever be useful. Not only does it require a specific monster to equip to (a hallmark of failed equips), but that monster is also a subpar vanilla, and for all our troubles of assembling the two we get...another subpar vanilla, provided that we already have that veritable dead card lounging around our hand. x.O

Yeah, not too cool.

Space Mambo Tribal Leader: Aforementioned subpar vanilla. 'nuff said.

Survial Kit: Except, you know, no-one uses Fish, EVER. The only plants around are the Gigaplant ensemble too, and those are only ever run as a form of OTKO right now, so this card wouldn't help you out much there either. I'll stick with Soul Taker, thank you very much.

Reverse Attack: Counter Trap doesn't really fit the effect at all (should be normal, since it's not reacting to any specific effect). Also...this is basically just existing anti-burn/damage cards on hormones and thus, unfortunately, overpowered.

Flaming Shield: In theory, an ineffable blocker since water types with 2000+ Atk (excluding the occasional Mobius) aren't really around. Immunity to battle destruction by wind is kind of moot since most of those would be hitting this with effect to begin with. Meh, tribute walls just aren't that hot. Also, equipping this to the sucky vanilla below would be just plain silly since it's a lot better on its own.

Flaming Warrior: Too weak to be useful, too big for Blaze Accelerator. 'Nuff said.

Mark II Night Vision Scope: Again, way too weak and situational effects.

Napalm Rockets: and just why would we want to use something that only fits onto a specific, wimpy vanilla monster when there are countless equips that fit on anything and give higher boosts? x.O


Mad Alchemist: So the double damage is now solely on your end, huh? Well, that clears up the balance issue. Y'know, this actually creates quite an interesting situation with this card, since - one one hand - your opponent will be tempted to smack something with only recruiter-size Atk, but on the other if you do strike monster with the effect they'll be in for a world of hurt. The effect of it is kind of like trying to swing at Sasuke Samurai #4, except your liable to eat a fair bit of LP damage too. :3

Mad Surgeon: well, it's still a decent deck cycler with enough Atk to but heads with Zombie Master and Stratos. Fair enough, I say.

Mad Engineer: Should be 'face-down card' if we want to be really anal about it. Anyhow...well, it's technically free CA with each destruction, but on the other the engineer isn't that big so mostly it would probably be restricted to whacking gadgets and the like and hoping that they can't spring that face-down on you before the attack connects.

Mad Scientist: Some much needed LP gain to help these guys stay in the game, plus the gateway to their big synchro. Nice, provided that this thing actually gets to knife something up too, though I don't really see the necessity of that special summon restriction. Still, it's your call.

Mad Genius: Eeep! Scary big beater of the set. One direct swing from this is like taking the full beatdown from Cyber Twin Dragon, which isn't much fun for the guy at the receiving end, while the LP gain supports the general mad theme. One problem, though: with the scientist's current effect, this guy's replacement thing won't go off since the scientist can only be special summoned by Alchemy Gauge. =O

Stabilizing Pressure: Well, technically this is helping things a little, but I think I'd prefer to spring Dimension Wall and laugh madly as my opponent eats burn damage for their impudence.

Lab of the Insane Master: So let me see if I got this straight...these Atk boosts are permanent and cumulative? As in, Surgeon grows from 1800 to 2600 to 3400 etc.? That's pretty unnerving, especially since this has such nice synergy with Grave Specimen and the odd 'blow me up' type cards.

Insanity Buster: combine with the lab, this will make things go ugly...fast. In true Mad fashion, though, how about making it hurt both players?

Grave Specimen: As I already said, very nice synergy with the Lab's self-protection effect as your opponent will not only have to use up additional S/T removal but also figure out a way to deal with what will probably be a big beater on your field. This is a very nice way to swipe whatever big beatstick your opponent was hoping to revive too. (Hiiii Gyzarus! Guess who's not going anywhere with Darius just yet? =D) One question, though; did you intend to have this card just loafing around in your spell and trap card zone next to the monster it swipes? Because as a continuous spell, that's what it's doing right now. D=

Mad Lightning: that's some pretty hefty damage you're taking there, even if this creates a nice combo with the gauge to bring out scientist. How about extending it to destroying any card on the field to add some utility?


Heh, I must say I'm loving this set. It just inspired me to revisit an old one of my own too, actually. Ph33r. XD

Bio-Tech Sampler
Machine/Tuner/Effect
3 Star/Dark
1700 Atk / 700 Def

Once per turn, you may look at your opponent's Hand. Then, if there are any Monsters, select one of them and Special Summon it to your opponent's Field.

Bio-Tech Griphook

Machine/Tuner/Effect
2 Star/Dark
1200 / 1000 Def

When this card attacks a Monster controlled by your opponent, instead of applying Damage Calculation, you may equip that Monster to this card as if it were an Equip Spell Card (also treated as a Monster on your Field). This card can only be equipped with one Monster in this way at a time. When this card is destroyed, the Monster equipped to this card by this effect is Special Summoned to the original owner's Field in its original position.

Bio-Tech Leech
Zombie/Synchro/Effect
6 Star/Dark
1200 Atk / 800 Def

Any "Bio-Tech" Tuner Monster + Any Plant or Zombie Type non-tuner Monster(s)

The Type of this card is also treated as Machine. On your third Standby Phase after this card was Synchro Summoned, return this card to your Extra Deck then Special Summon the Tuner Monster used to Synchro Summon it to your Field. This card can attack your opponent directly. For each card in your opponent's Hand or on their Field, increase the Atk and Def of this card by 200.

Bio-Tech Mindwarper
Psychic/Synchro/Effect
7 Star/Light
1200 Atk / 1800 Def

Any "Bio-Tech" Tuner Monster + Any Psychic or Spellcaster Type non-tuner Monster(s)

The Type of this card is also treated as Machine. On your third Standby Phase after this card was Synchro Summoned, return this card to your Extra Deck then Special Summon the Tuner Monster used to Synchro Summon it to your Field. When this Attack Position card attacks or is attacked by a Monster your opponent controls, select one Monster on your opponent's Field other than the Monster this card would battle with, then the Monster you selected Battles instead of this card.

Genetic Splice
Normal Spell

Select one Monster no your Field then declare a Monster Type. The Type of the Monster you selected becomes the Type you declared.

Stasis Pod
Normal Spell

Select one Monster on your opponent's Field and place it in your Spell and Trap card zone. A Monster placed in your Spell and Trap Card zone by this effect is treated as a Continuous Spell Card (also treated as a Monster on your Field). If the selected card is destroyed while it is in your Spell and Trap Card Zone, it is Special Summoned to the original owner's Field in its original position.

Mr. X July 6th, 2008 5:44 AM

Meh im just making up cards that will increse the powers of some of the weaker monsters.

Yah i know i got the wording all wrong. Lanuage wasn't ever my strong point. Anyway.


Scion Swarm
Spell
Ulta Rare

Allows the user to search his deck and add up to 5 cards with the Scion in its name to his/her hand. the deck is then shuffled.

Scion Manitarch
Rare
Machine/effect
Dark/8 star
Atk 2500 Def 3000

When their is any other monster with scion in its name on the this monsters Def is incresed by 500.

Assualt Form
Rare
Continues Spell

When this spell is put into play any monster with Scion in its name will have its atk incresed by 500 and its def reduced by 250.

Combat Form
Common
Continues Spell

When this spell is put into play any monster with Scion in its name will have its def incresed by 500 and its atk reduced by 250

Scion Warrior
Uncommon
Machine
Dark/4 star
Atk 1500 Def 1500

Scion Archer
Rare
Machine/effect
Dark/4star
Atk 500 Def 2000

Once each turn this monster can destroy any monster on the field. This monster must be in attack mode, and this monster will remain in attack mode untill next turn if its effect is used.

Scion Lancer
Uncommon
Machine
Dark/5star
Atk 2000 Def 2200

Scion Mauler
Ulta Rare
Machine
Dark/7 star
Atk 2750 Def 3000

Scion Titan
Secret Rare
Machine/Effect
Dark/5star
Atk 3000 Def 3000

This monster can't be normal or tribute summoned. This monster can only be special summoned when their is a Scion Manitarch on your side of the field.

Deflection Shielding
Rare
Continues Spell
When put into play any monster with Scion in its name will have its def incresed by 500

Edit

I do agress with you on the counter trap thing. But did you notice the ultra rare under its name? I've noticed that the rarer a card is the more powerful it is... so it ballances out... kinda...)

Alter Ego July 6th, 2008 6:55 AM

Quote:

Originally Posted by Team Chill Commander X (Post 3732093)
Meh im just making up cards that will increse the powers of some of the weaker monsters.

...and there's the sad part; these don't make the existing wimps any better. Why? Because these cards are just as subpar as the ones they are attempting to help, meaning that the only thing you're doing is clogging your deck with even more bad cards if you try to run them together. >.< Supporting neglected stuff is all well and good, but in that case the supports should actually be...you know, helpful?

Quote:

Originally Posted by Team Chill Commander X (Post 3732093)
Yah i know i got the wording all wrong. Lanuage wasn't ever my strong point. Anyway.

And you obviously couldn't look up a few actual YGO cards and check the correct wordings from those because..? You seriously shouldn't need any language skills to mimic existing writing.

Quote:

Originally Posted by Team Chill Commander X (Post 3732093)
I do agress with you on the counter trap thing. But did you notice the ultra rare under its name? I've noticed that the rarer a card is the more powerful it is... so it ballances out... kinda...)

Rarity has zip to do with a card's usefulness and does nothing to create balance. When a card does everything that any available substitutes do plus more, then it's either broken or pushing the limits up, usually the former. <.<

Scion Swarm: Like this. +4 CA is batcrap crazy when you combine it with discard and draw effects like Hand Destruction or Card Destruction (to trade all that subpar stuff for cards we actually want to use), or - for that matter - Reload or Magical Mallet. Broken. Not even Ojama searches in this big quantity, and those are about as useless as monsters get stat-wise.

Scion Manitarch: Diminutive stat boosts have never been worthwhile and the stats are pretty horrendous for 8-star. Not really worth running at all. :\

Assualt Form: referring to my earlier remark about wimpy Atk boosts. It only applies to the ones that you already have around when it's activated too, so that's cutting the efficiency further.

Combat Form: Same thing, except it's even worse; no-one attacks face-up defense position unless they already have the Atk or effects necessary to punch through.

Scion Warrior: the world doesn't need more subpar vanilla; it really doesn't. This doesn't even have flavor text. ._.

Scion Archer: ehh...free monster wipe is pretty lethal, and at 500 Atk it's viable for Machine Duplication abuse, Limit Reverse and crush card. Good card for the right kind of deck.

Scion Lancer: Unlike this.

Scion Mauler: ...or this.

Scion Titan: Just needing that sucky 8-star already kills any hope for this.

Deflection Shielding: Again with the subpar stat boosts.


Uh-huh...Archer is the only one of these that's even worth consideration. Subpar vanilla is dull, and tiny Atk or Def modifications even moreso...not to mention being kind of useless as effects go. How about something a bit more creative?

Oh, and tying back to what I said about helping out the marginalized, I meant cards that actually let them do their thing better, like so:

Skull Maid
Zombie/Effect
2 Star/Dark
1000 Atk / 1000 Def

The name of this card in your Graveyard is treated as "Skull Servant". When this card is sent to your Graveyard, send one "Skull Servant" or "King of the Skull Servants" from your Deck to your Graveyard.


...or possibly a strong card that needs the weak card to be played, like so:

Captain Baseball Bat Boy

Warrior/Fusion/Effect
6 Star/Fire
1000 Atk / 1500 Def

Ultimate Baseball Kid + Command Knight

This card can not be Special Summoned except by a Fusion Summon using the above Monsters. Increase the Atk of each FIRE Attribute Monster you control by 1000 for every other FIRE Attribute Monster you control. Once per turn, you may tribute a FIRE Attribute Monster you control to inflict 1000 Damage to your opponent.


However, creating a card that is basically a weaker version of countless other cards and then making it equip only to a single, weak monster won't make anyone want to play either of those cards because they'd rather run a stronger monster and give it a stronger equip, if they want to play equip like all. I mean, would you play this?

Cheap Calligraphy Kit
Equip Spell

This card can only be equipped to "Goblin Calligrapher". Increase the Atk of the equipped Monster by 100 and reduce its Def by 100.


I hope you wouldn't, I really do.

Frostweaver July 6th, 2008 11:25 AM

Mad Alchemist- it has its uses, most notably with better attribute than sasuke samurai, but yeah effect wise sasuke samurai is still better because Honest will run this over no matter what.

Mad Surgeon- So we have helping robo for combat with 200 higher stats, got defense (not that it matters much), 1 higher star level but takes 800 each turn... Spellcaster beatstick besides Kycoo though.

Mad Engineer- Ancient Gear Engineer should have been similar to this effect instead XD; Killing set card isn't too attractive as most likely it's chained or activated already, but great for nailing Solemn Judgment at certain hours I guess. Not my pick though...

Mad Scientist- pointless by itself, so let's see...

Mad Genius- every open attack is 5000+ damage, ewww... life point gain is quite neglectable anyway compare to massive attack power. You probably won't be on the receiving end of this card's backfire double damage anyway. This is a massive beatstick whose existance is to be a massive beatstick.

Stabilizing Pressure- weak card, just use draining shield. It's the exact same thing, but better and not even specific, and draining shield is not very good itself.

Lab of the Insane Master- some strange wording problem... maybe easier to say you don't take damage from the effects of Mad monsters during your standby phase? Right now technically say if you have 800 LP and you got mad surgeon and the field card out, you still lose since you'll pay the LP first then recover (and therefore, hitting 0 LP first). Cumulative attack power is scary thing as most likely you don't have spell destruction answers ready...

Insanity Buster- anything along the lines of Black Hole is pretty catastrophic... Insanity Buster probably wipes the entire field along with doing at least 2400 damage usually (2 4 star monsters), and most likely more burn damage than that... to make it worse, just premature burial or monster reborn right after this, and that's game. Broken card >>

Grave Specimen- why is this card itself a continuous spell though. It targets a card, makes it into a continuous spell card and stuff... but this card itself doesn't do anything. It's not like the token or the monster-made-continuous-spell card will be destroyed or anything when this card is gone (or if the token is gone, then this card is gone). You know, this is like how come monster reborn is a continuous spell card type of weird thing.

Mad Lightning- err... that's some hefty cost. Metagame really isn't in need of spell/trap destruction that desperately yet. I'll much rather go Dust Tornado.


///


Bio Tech Sampler- I guess so... forcing people to play a weak monster in atk mode (especially flip effect) is great. However you really need to make a good read on what deck the opponent is playing. Tuners don't tend to be this buffed up too o_O;

Bio Tech Griphook- I think I'll rather play Exiled Force in general, but I guess decent tech if we are deathly afraid of Prime Material Dragon. I guess that 2 star tuner with decent stats and 1 round survivability is its selling point.

Bio Tech Leech- I'm not sure if there's anything you can do for this except for OHKO type of material, honestly. Relatively high investment just to get a 1200+ direct attacker, and friendly with limiter removal.

Bio Tech Mindwarper- as much as it's unique, I just don't find it too practical. If the opponent has the strongest monster on the field out, the most you can do is to force the opponent's weaker monster to ram into that instead, but you still haven't got rid of the largest threat yet anyway. I don't find the investment to be worth it.

Genetic Splice- 1 target DNA surgery, meh.

Stasis Pod- it becomes a removal card for monsters, although it may seem temperate... but it gets the job done if it's the last barrier to bypass. Even if it's not going to win in this turn, we just don't run that much spell removal to have too much to spare for rescuing a monster (unless of course, Heavy Storm.)

Skull Maid- what, skull servant got even more serious? >>;

Captain Baseball Bat Boy- too bad the fusion material sucks XD; It's a predictable effect which sounds fun but no way top tier material.

Cheap Calligraphy Kid- we have grown ups playing children's card games on motorbikes. I can't possibly be fazed by anything anymore, including this.


Kasa
Winged Beast / Effect
6 Star / Fire
2500 Atk / 1600 Def

If all zones for this card's column on your opponent's side of the field are occupied, this card can attack your opponent directly. If none of them are occupied, then you may inflict 1000 damage to your opponent. This card cannot attack on the turn that it activates this effect.

Omen Crow
Winged Beast / Effect
3 Star / Dark
400 Atk / 1000 Def

If all zones of this card's row are occupied, destroy all cards in the row. When this card is destroyed in defense position, special summon this card on your opponent's side of the field.

Simorgh, Bird of Preponderance
Winged Beast / Effect
8 Star / Wind
2900 Atk / 1900 Def

Destroy all cards in the same row or column as this card. For every card destroyed by this effect, your opponent sends a card from his or her hand to the graveyard. Select up to 3 of your opponent's unoccupied monster or spell/trap zone. As long as this card remains face-up on your side of the field, those zones cannot be used.

Scarlet Weather July 6th, 2008 1:04 PM

Ahem.

@Frosty: Well, Stabilizing Pressure does look weird at first glance, I'll grant you, but there's a reason why it exists- unlike Draining Shield or Dimension Wall, which negate the damage dealt to you, Stabilizing Pressure allows you to take the damage, thereby powering up Alchemy Gauge (which is really the key card of this set). That's also the reason that I'm not negating the damage caused by the effects of Mad monsters with the field spell. The goal with this set is to take enough damage to blast the opponent away with a massive rush of Mad monsters or simply stomp on them with Genius. So I went out of my way to design cards that would have synergy with Alchemy Gauge- not that it wouldn't be just as easy to run other cards, mind you, but I thought adding that option would help expand the usefulness of the set. That's also why Mad Lightning has a very specific LP cost of fifteen hundred- Dust Tornado is better for S/T removal, sure, but can it net you an instant Mad Scientist, possibly setting up for a turn two Genius summon? I don't think so. Point taken on Insanity Buster, though, revising is imminent.

Insanity Buster
Normal Spell
Tribute one "Mad" monster you control. Destroy all monsters with a level equal to or lower than the tributed "Mad" monster's, and deal damage to both players equal to the combined level stars of the monsters destroyed x300. You cannot special summon a monster on the turn you activate this card.

And probably the final cards of the set..

Mad Researcher
Monster/Dark/Spellcaster/Effect/2*
Atk 1200/ Def 300
All battle damage you take from a battle involving this monster is doubled. The controller of this card takes 200 points of damage during each of their standby phases. When this monster is destroyed, you may activate one "Alchemy Gauge" from your deck. By discarding this card from your hand, add one "Lab of the Insane Master" from your deck to your hand.

Mad Laughter
Normal Trap
Negate the attack of one of your opponent's monsters. Then, randomly discard two cards from your opponent's hand. You can only activate this card if you control a face-up attack position "Mad" monster.

Okay, maybe a little overkill on that last one, but still....

Kasa: Senet monster? 2500 for a six-star monster is good, and the direct attack effect is nothing to sneeze at. The question is "what exactly is this face-down that I'm attacking past?" Burn damage is just icing on the bird-shaped cake.

Omen Crow: So punishment for any player attempting a rush? Nice. Comboes with Crush Card Virus too, so it can be tributed away if it can't do its thing. Of course, there's the fact that Gladiator Beasts and DAD decks tend to not win their duels by rushing, so this is mostly tech against zombie players, or anyone else who likes a massive swarm.

Simorgh: Ouch. Just ouch. And I thought that Dark Simorgh was the best freakin' control agent ever. So let me get this straight- For two tributes, I can get a monster big enough to attack over anything short of D. End Dragoon or Judgment Dragon, hand destruction, and the sealing of my opponent's spell or monster zones, whichever I think I could use more? Seriously, major hurt, tempered only by the fact that you need to come up with both tributes.

Mr. X July 6th, 2008 2:27 PM

True.

Anyway perhaps some of these would be winners.


Magician Of Death
Dark/1star
Spellcaster/effect
Flip: select one trap card from your graveyard and return it to your hand.
Atk/400 Def/300

Scion Warrior lvl 1
Dark/1star
Warrior/effect
Flip: Destroy any machine type monster on your opponents side of the field.
Atk/400 Def/300

Scion Warrior lvl 4
Dark/4star
Warrior/Effect
Flip: Search your deck for any machine type monster. Special summon that monster to the field, then shuffle your deck.
Atk/1700 Def/1500

Scion Commander
Dark/6star
Warrior/Fusion/Effect
Scion Warrior lvl 1 + Scion Warrior lvl 4
When this monster is on the field your opponent will not be able to normal, special, or tribute summon any machine monsters. Any machine monster that are in your opponents field or graveyard are removed from play. For every machine monster removed from play incresed this monsters atk and def by 300.
Atk/2300 Def/2600

Chain of Weaking
Continues Spell
All monsters on your opponents side of the field will have their atk and def weakened by 500. Your opponent can pay 1000 life points to destroy this card.

Chain of Energy
Continues Spell
All monsters on your side of the field will have their atk and def incresed by 500.

Chain of Rewarding Death
Spell
Increse your life points by 200 for every monster in your graveyard.

Ar-317 Cyborg
Dark/4star
Machine/effect
Once per turn you can send one monster on your side of the field to the graveyard to increse your lifepoints by 1000
Atk/1500 Def/1400

Ar-634 Cyborg Commando
Dark/7star
Machine/Fusion/Effect
Ar-317 Cyborg + Ar-317 Cyborg
When this monster destroys a monster on your opponents side of the field increse the atk and def of this card by 500. For the cost of 500 life points this monster can negate the effects of a trap card.
Atk/2500 Def/2500

Edit - added 2 new monsters and changed the atk/def of a monster to keep it in line with its level.

Well hopefully i will get some winners out of these.

Alter Ego July 7th, 2008 1:06 AM

Quote:

Originally Posted by Frostweaver (Post 3732794)
Skull Maid- what, skull servant got even more serious? >>;

Of course it did! Skull Servant is the seriousest archetype in existence. :3

Suffice to say that the idea of a 11000-Atk, self-reviving beatstick being summoned without any tributes or special conditions amuses me.

Quote:

Originally Posted by Frostweaver (Post 3732794)
we have grown ups playing children's card games on motorbikes. I can't possibly be fazed by anything anymore, including this.

Scary thing is; it's kind of entertaining. XD *Shot*


Kasa: Well, being able to smack for 2500 points of direct is nothing to sneeze at, but then what are the odds that whatever your opponent has in their back row won't blow this away when you try to press through? Also, what happens if the backrow card in Kasa's column is flipped when you try to attack? Will the direct attack go through or will it force a replay or what?

Omen Crow: Yeah, definite punishment for over-extension here. One problem, though: if your opponent doesn't have enough monsters to trigger the crow's effect this thing becomes a hypercharged Fox Fire since your opponent can just keep plunking it down in defense over and over again when it's destroyed by battle. D=

Simorgh, Bird of Preponderance: Actually, I still like Dark Simorgh more.

Well, it's big, it stabs both the field and the hand, and it even clogs up card zones, but the wording bugs me a bit: the way it currently stands, this thing can keep on wiping either column or row at its leisure (since it's worded like a permanent effect with no limit to the amount or timing of uses), and the zone occupying effect seems to have a similar ambiguity to it. Maybe make that a bit clearer?

Quote:

Originally Posted by Thesis (Post 3733091)
Ahem.Well, Stabilizing Pressure does look weird at first glance, I'll grant you, but there's a reason why it exists- unlike Draining Shield or Dimension Wall, which negate the damage dealt to you, Stabilizing Pressure allows you to take the damage, thereby powering up Alchemy Gauge (which is really the key card of this set). That's also the reason that I'm not negating the damage caused by the effects of Mad monsters with the field spell. The goal with this set is to take enough damage to blast the opponent away with a massive rush of Mad monsters or simply stomp on them with Genius. So I went out of my way to design cards that would have synergy with Alchemy Gauge- not that it wouldn't be just as easy to run other cards, mind you, but I thought adding that option would help expand the usefulness of the set. That's also why Mad Lightning has a very specific LP cost of fifteen hundred- Dust Tornado is better for S/T removal, sure, but can it net you an instant Mad Scientist, possibly setting up for a turn two Genius summon? I don't think so.

We still have Enchanted Javelin, though. Unless our attacker is in the 3000 Atk range (which basically means Heraklinos or Dragoon, which means you're most likely screwed already) it will give higher or at least equal gain while still letting the damage through. Javelin also heals before you take the damage rather than after it, so it's a safer option too. A one-shot, zero-sum effect just really isn't that great no matter how you look at it. :\

There's also some rather hefty risk involved with wrapping your whole deck around taking a huge amount of damage in the hopes of mounting a comeback, especially since that damage only goes to your advantage if you have a specific continuous spell out. I mean, what's to stop your opponent from smacking you down then just wiping out Alchemy Gauge before it gets to explode in their face? It's a devil in plain sight if ever there was one. Continuous Spell isn't the easiest to search either.

Insanity Buster (revamp): A bit less explosive than before, with more self-hurt. Sadly, the obvious Alchemy Gauge follow-up to that hurt is now out of the picture for the turn, so you'll have to deal. Still, it fits the theme, at least.

Mad Researcher: And this would be the search card of the deck, allowing for quick access to both gauge and lab. Given the lowish Atk, you might want to Creature Swap it to your opponent then smack it with something to get your gauge, or maybe play it as an opening set to get things rolling.

...

Come to think of it, swapping any one of these mad monsters to your opponent and then smacking it with the Genius is one of the meanest moves ever. Quadruple damage, anyone? Now slap Megamorph on the genius and watch those numbers go absolutely crazy. (Octuple damage FTW!) XD

Mad Laughter: You really would have loved the days of allowed Delinquent Duo, huh? xD Well, this is certainly a big disincentive for your opponent to attack, if rather counter-productive to the self-damage theme.


Magician Of Death: We already have Mask of Darkness to do this. He is currently highly upset about this development and threatening to sue you for copyright infringement. =O

Scion Warrior lvl 1: Meh, we already got Man-Eater Bug, Old Vindictive and Night Assailant to destroy any monster and Ryko to destroy any card. This guy came a bit late to the party, I'm afraid. Also, the level thing is sort of misleading since it's usually only applied to monsters that actually have a level up effect (I.e. replacing themselves with a stronger "grown" version when certain conditions are met), something that this one doesn't.

Scion Warrior lvl 4: Overpowered. We already have Jinzo popping up from the Graveyard with a frequency to rival Treeborn Frog thanks Returner; we seriously don't need him jumping out of the deck for having smacked a sturdy flip monster too. And let's not even get me started about all his mechanized buddies. Machines are a very dangerous type, so they shouldn't just be summoned this...indiscriminately.

Scion Commander: Well, blocking out Card Trooper, Cyber Dragon, Jinzo and pals is all well and good, as is wiping them from the graveyard or field, but lack of cost-efficient fusion methods sort of kills this. Besides, machine beatdown isn't really the in thing right now, so...

Chain of Weaking: Meh, I dunno'. If you try to attack a weakened monster after playing this, odds are that your opponent will just pay that 1000, have you lose your monster to the battle, and thus effectively reduce this to a glorified Meteor of Destruction.

Chain of Energy: Beats Banner of Courage, but unless you're running some kind of swarm strategy with a very specific need for those extra attack points it's not really worth the deckspace.

Chain of Rewarding Death: Weak. Life Points are incredibly cheap in YGO, so stuff that does nothing but increase them usually isn't worth it. Besides, the gain is so tiny that it barely covers a single hit from a monster, even in the most favorable circumstances.

Ar-317 Cyborg: Kind of reminds me of Hysteric Fairy. Too bad that one wasn't really that hot either. Short of disposing of a temporarily swiped monster, the LP gain won't really compensate the loss of field presence, and there are surely cooler things you can tribute stuff for too. It's fun as kind of an inverse Cannon Soldier, but not too useful.

Ar-634 Cyborg Commando: Largeish body, but what we'd really be running this for is the trap negation. I guess this could have novelty value as an alternative Overload Fusion target, but needing the smaller, less-than-stellar Ar-317 Cyborg in doubles is kind of a turn-off. Still, decent trap negation if you can somehow manage to keep those cyborgs from messing up your draws.


And, like, Frosty; the Bio-Techs really aren't that expensive to summon. All you need to get, for instance, the Leech is summon Griphook, have it swipe something like Zombie Master or Pyramid Turtle, and then Synchro Summon away. (The "also treated as a Monster on your Field" clause in the effect lets you get away with that) In the end, you will have established a net gain of one direct attacker, and if you can keep it alive until it returns to your deck you even get your tuner back for free. :3

True about the Mindwarper, but I just liked the effect. Besides, all themes need their less-than-stellar cards too, no? XD Oh, and it can do some fun things together with Sampler too. :3


Anyhow...

Bio-Tech Conditioner
Machine/Tuner/Effect
1 Star/Dark
400 Atk / 800 Def

Once per turn, you may select one non-tuner Monster on the Field then pay any multiple of 400 Life Points. For every 400 Life Points you paid, increase or decrease the Level of the selected Monster by 1.

Bio-Tech Enhancement Unit
Machine/Tuner/Effect
2 Star/Dark
1250 Atk / 1300 Def

If this card is sent to the Graveyard for the Synchro Summon of a "Bio-Tech" Synchro Monster, select one "Mutagen" Equip Spell Card from your Deck or Graveyard and equip it to that Monster.

Bio-Tech Lycanthrope
Beast/Synchro
6 Star/Dark
1700 Atk / 1600 Def

Any "Bio-Tech" Tuner Monster + Any Beast, Beast Warrior, or Winged Beast Type non-Tuner Monster(s)

The Type of this card is also treated as Machine. On your third Standby Phase after this card was Synchro Summoned, return this card to your Extra Deck then Special Summon the Tuner Monster used to Synchro Summon it to your Field. This card gains 300 Atk for each Beast Type Monster you control. When this card destroys a Monster by Battle, Special Summon that Monster to your Field. A Monster Special Summoned by this effect is treated as being Beast Type and may not use any of its card effects.

Bio-Tech Overdragon
Dragon/Synchro
9 Star/Fire
2100 Atk / 2300 Def

Any "Bio-Tech" Tuner Monster + Any Dragon or Dinosaur Type non-tuner Monster(s)

The Type of this card is also treated as Machine. On your third Standby Phase after this card was Synchro Summoned, return this card to your Extra Deck then Special Summon the Tuner Monster used to Synchro Summon it to your Field. Once per turn, when this card destroys a Monster by Battle, select and active one of the following:

- Increase the Atk of this card by 1000.
- This card can attack once again in a row.

Overgrowth Mutagen
Equip Spell

This card can only be equipped to a "Bio-Tech" Synchro Monster. The original Atk of the equipped Monster is doubled and it inflicts piercing Damage. A Monster equipped with this card is forced into Attack Position and must attack each turn. When this card is destroyed, the equipped Monster is destroyed and you lose Life Points equal to its original Atk.

Stabilizer Mutagen
Equip Spell

This card can only be equipped to a "Bio-Tech" Synchro Monster. A Monster equipped with this card is not returned to the Extra Deck by its own effect. Once per turn, when the equipped Monster would be destroyed, it is not destroyed. (Damage Calculation, if any, is applied normally) When this card is destroyed, return the equipped Monster to your Extra Deck.

Forci Stikane July 7th, 2008 7:22 PM

Hmm...I think it would be about time to revisit an old decktype of mine...

Striker Thief
4 Stars/DARK/Fiend
ATK: 1600 DEF: 1000
When the number of cards on your opponent's side of the field is at least 3 more than the number of cards on your side of the field, you may Special Summon this card from your hand. When this card inflicts Battle Damage, you may select and activate one of the following effects:
-Destroy one card on your opponent's side of the field.
-Discard one card from your opponent's hand.
-Remove 1 card in your Graveyard with "Striker" in its name from play to remove this card from play until your opponent's next End Phase.

Striker's Reunion
Quick-Play Spell
If the number of cards on your opponent's side of the field is greater than the number of cards on your side of the field, you may Special Summon 1 "Striker" monster from your Graveyard whose effect lists a number equal to or less than the difference +1.

Striker Strike
Normal Spell
You may tribute one "Striker" monster to send a number of cards on the Field to the Graveyard equal to half that monster's Level (rounded down). You may not declare an attack during the turn you activate this card.

Striker's Draw
Normal Spell
You can only activate this card if you have 3 or more cards on your side of the field. If the number of cards on your opponent's side of the field is greater than the number of cards on your side of the field, you may draw a number of cards equal to the difference.

Alter Ego July 8th, 2008 4:48 AM

Oh my...strikers back again? Bring your Nimble Musasabi and Ojama Trio, ladies and gents. XD And speaking of Musasabi...did I mention what ridiculously great Striker abuse fodder that card makes? =O

Ahh...it was so much fun going through all those pages of this thread to find those original ones. ^.^

Striker Thief: Hmm...quite a bit in one package, with mini+zaloog/field wipe of bigger tartgets/specialized Strike Ninja all in one, neat 1600-Atk package. Dunno'...this looks a bit too much like it's just upstaging Zaloog by doing his primary job with a lot of extras to back it up. Less searchable, but stronger.

Striker's Reunion: Pfft...not really worth it in most cases. The strikers are all dark attribute fiends, so we got plenty of recursion in the usual tricks along with Doom Shaman and Escape From the Dark Dimension already. (Ridiculously easy to play with Thief removing the striker of your choice from the graveyard for recursion) Heck, these little buggers - being mono-attribute - are fully capable of running DaD for support too. I can see that and Ultimate Striker jumping up onto the Field...a lot, with possible Miscount backup to make the latter do absolutely crazy things. >.< Heck, with the right kind of engine we can just spam Nightmare Striker a couple of times and burn our opponent to zero. (Ohm + Doom Shaman FTW?)

How to say...I think that the existing cards in this theme need to be balanced to account for the huge boost to Dark and Fiend support that came after their creation.

Striker Strike: Spell Striker got a new use? XD I've got to say that combined with this, Ultimate Striker is pretty much instant field wipe, but losing your Battle Phase balances...I suppose.

Striker's Draw: Again, Miscount turns this absolutely crazy. Ojama Trio suddenly began increasing your draw power by three too...six with Miscount. x.O


Funny thing you should revisit these at the same time when I came up with something hauntingly resemblant of an anti-theme to them. XD

Frost Gigas
Aqua/Effect
4 Star/Water
1150 Atk / 1550 Def

When this card is Summoned successfully, you may select one unoccupied Monster Card Zone on your Field and treat it as occupied for as long this card remains on the Field. If you do, the original Atk of this card is doubled.

Protector of the Ice Boundary
Aqua/Effect
4 Star/Water
1300 Atk / 1900 Def

By selecting an unoccupied Spell or Trap Card Zone on your Field, negate the destruction of a WATER Attribute Monster you control once. (Damage Calculation, if any, is applied normally) The Spell or Trap Card Zone you selected is treated as occupied until your second Standby Phase after this effect was activated.

Ice Valkyrie

Aqua/Effect
6 Star/Water
2300 Atk / 2600 Def

When this card is Special Summoned, select one unoccupied Monster Card Zone on your Field and the selected Monster Card Zone is treated as occupied for as long as this card remains on the Field. Once per turn, by selecting one unoccupied Monster Card Zone on your Field, Special Summon one WATER Attribute Monster from your Graveyard to a Monster Card Zone on your Field other than the one you selected. The selected Monster Card Zone is then treated as occupied for as long as this card remains on the Field.

Tundra Seer

Spellcaster/Effect
3 Star/Water
1100 Atk / 1600 Def

Whenever the effect of a Normal, Quick-Play, or Ritual Spell Card is resolved, the Spell or Trap Card Zone that the card was in becomes occupied until your second End Phase after the card's activation.

Tundra Wolf
Beast/Effect
3 Star/Water
1000 Atk / 600 Def

This card gains 400 Atk for each "Tundra Wolf" you control. Once per turn, you may Special Summon up to two "Tundra Wolf"s from your Deck. A Monster Special Summoned by this effect can not be offered as Tribute for a Tribute Summon or attack your opponent directly. At the End of the turn when this effect was activated, return all Monsters Special Summoned by this effect to your Deck and shuffle it. The Monster Card Zone(s) occupied by Monster(s) Special Summoned by this effect remain occupied until your third End Phase after this effect was activated.

Frost Seal
Continuous Spell

For each of your Spell and Trap Card Zones that is occupied when this card is activated, select an unoccupied Monster, Spell or Trap Card Zone on your opponent's Field. The selected zone(s) are treated as occupied for as long as this card remains on the Field.

Glory Snow
Normal Spell

Select two of your unoccupied Monster or Spell and Trap Card Zones to activate this card. For the remainder of the Duel, the selected zones are treated as occupied. Draw two cards.

Frozen Grave
Continuous Trap

This card can only be activated when your opponent Tribute Summons a Monster. Negate all effects of the Tribute Summoned Monster and destroy it then select a number of unoccupied Monster or Spell and Trap Card Zones on your opponent's Field up to the number of Monsters tributed for the Monster destroyed by this effect. For as long as this card remains on the Field, the Zones you selected are treated as occupied and your opponent may not Special Summon any Monsters from his/her Graveyard.


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