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Forci Stikane July 8th, 2008 7:57 AM

...They specifically say "cards" to keep the Ojama abuse away. Of course, that also means Trap Monsters and stuff like Dandylion is perfect for the theme...

Quote:

Originally Posted by Alter Ego (Post 3737482)
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

...I knew I forgot something:

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. Ignore the effect of "Striker's Miscount" for the purpose of this effect.

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. Treat the monster summoned by this effect as having been summoned by its own effect.

Note to self: never post new cards less than an hour before midnight. >.<

Anyway, you are right about some of the other cards. After all, they were posted last stage, so I guess I should give them a bit of a tweak. Let's see here...

Nightmare Striker
7 Stars/DARK/Fiend
ATK: 2800 DEF: 2000
When the number of cards on your opponent's side of the field is at least 5 more than the number of cards on your side of the field, you may Special Summon this card from your hand. When this card is summoned, inflict 1000 points of damage to your opponent. Increase this damage by 2000 if it was Special Summoned by its own effect.

Striker's Trick
Quick-Play Spell
Until the end of the turn, you may move two face-down cards on your side of the field to your opponent's side. Your opponent cannot look at or activate/Flip Summon any cards you switch control of.

Striker's Trap
Continuous Trap
After activation, place this card in an open Spell/Trap Card zone on your opponent's side of the field. As long as this card is face-up on your opponent's side of the field, inflict 400 points of damage to your opponent during each of your Standby Phases. This face-up card counts as two cards being present on the field.

Striker Force
3 Stars/DARK/Fiend
ATK 1400/DEF 800
If the number of cards on your opponent's side of the field is 1 or more greater than the number of cards on your side of the field, you may Special Summon this card from your hand. When this card is destroyed and sent to the Graveyard, add 1 card with "Striker" in its card name from your Deck to your Hand.

Dark World Striker
5 Stars/DARK/Fiend
ATK 2200/DEF 1500
When this card is discarded from your hand to the Graveyard by a card effect, Special Summon this card to your side of the field. At that time, if this card was discarded by your opponent's card effect and your opponent has more cards in his/her hand than you do, look at your opponent's hand and discard cards from it until the number of cards in each player's hand is the same.

Quote:

Originally Posted by Alter Ego (Post 3737482)
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.

Self-sealing, eh? Not sure I can say that I like it, since it limits your own options. Of course, it also completely prevents overextending, which is good. You just need to make sure the effect is worth it...which this one might be. GAF-level ATK without Tributing is good, yes, but without the extra space...

Oh, and let's not forget about Ojama Trio. That's a quick way to get locked.


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.

Hmm...useful for recruiter-summoning and certainly helpful in a pinch, but DaD will just go right through you anyway. Still...that's a rather decent DEF, and with the extra protection, you might be able to wall out for a little bit (as in, a turn or two).

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.

Okay, I suppose. Just Normal Summon it and it becomes a Il Blud/Doom Shaman-type situation for your monsters. There's too much of a chance for backfiring, though...


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.

Now THIS card...this I can see getting splashed into several decks. Hello Monster Reborn, MST, Fissure, Smashing Ground, and all of your staple friends! Recruiter-searchable, too, which certainly helps.

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.

So...recruiter hatred? Or you just clear the field with the other two and swing directly with the third for 2200 damage? Eh, good for a 1-turn swarm, but that backfire is still a problem.

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.

I see. So the idea is to block up your field in order to block off your opponent, eh? Not bad, but I doubt a lot of people would be masochistic enough to actually make real use of this card.

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.

...Even with Frost Seal, this really feels like a -1 card (+2 for the draws, but sort of -2 on field advantage), so I would avoid it. Seriously, this self-destruction style is going a bit too far.

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.

I sense recursion & Monarch hatred. ...So Monster Reborn & Premature Burial are gone, but...who really goes for Tribute Summoning lately other than the random Monarchs?

...The whole problem I see with your set is that it seals you off from playing more cards when you need to. Most skilled players could take advantage of that by leaving stuff like an abused Valkyrie or Tundra Wolf out, and you cannot rely on Frost Seal to block off your opponent. Also, once again, there is a serious Ojama Trio weakness here, since you're already sealing off your own field.

Now to toss out a couple more...

Speed Striker
2 Stars/DARK/Fiend
ATK 1200/DEF 900
If the number of cards on your opponent's side of the field is 4 or more greater than the number of cards on your side of the field, you may Special Summon this card and 1 additional "Striker" monster from your hand. When this card is summoned by this effect, draw 1 card for every other face-up "Striker" monster on the field.

Striker's Alliance
Continuous Spell
When this card is activated, place 3 "Alliance Tokens" on it. Once per turn, you may pay 1000 Life Points to remove 1 "Alliance Token" from this card and discard 1 "Striker" monster from your hand. Treat the number of cards on your opponent's side of the field as increased by a number equal to half the discarded monster's Level (rounded down). If this card has no Alliance Tokens on it, destroy this card.

Alter Ego July 8th, 2008 9:29 AM

Quote:

Originally Posted by Ichaste Pekoni (Post 3737975)
...They specifically say "cards" to keep the Ojama abuse away. Of course, that also means Trap Monsters and stuff like Dandylion is perfect for the theme...

Secret Barrel and Spatial Collapse also say "Cards"; both count Ojama Tokens. The ruling, as I recall, is that a token counts as a card on your field. =O

Striker's Draw: Ehh...the problem with theme really is miscount, when you get right down to it, because doubled numbers just get crazy that fast. *Meaningful glance at tokens* Given the Barrel/Collapse rulings precedent, Ojama Trio is still three extra cards. There's got to be a cap in there somewhere; I mean, just imagine multiple Miscounts being sprung on the same turn, followed by this. >.< We already got Allure for draw power too.

Striker's Reunion: Well, now that they don't net full effect for just any special summon I suppose that this is pretty much staple for the archetype, though still somewhat troublesome to play at times. Fair enough, I suppose.

Nightmare Striker: Simochi'd Gift Card level damage combined with a DMoC-size body? Not too bad, given that you manage to bait your opponent into committing enough cards to the field first.

Striker's Trick: Unless we do the committing ourselves. Suddenly, first-turn Nightmare Striker became a very real prospect. Guess the dude at the receiving end had better hope they have Emergency Provisions set if you try to toss dud S/T. (Lawl, big odds of that happening XD)

Striker's Trap: Even more reason for those teched Provisions. The burn is almost small enough to be moot, but the extra 2 to your card count most certainly isn't.

Striker Force: Striker equivalent of recruiter. Easy to deploy for a quick extra poke or tribute material for a bigger beater.

Dark World Striker: yay for cross-theme monsters? xD Well, it's a pretty nasty effect, but since it requires quite a bit of setup (or a specific playstyle from your opponent) to pull its trick off, I see no problem. Fair enough.

Speed Striker: So it's instant gratification we're after, eh? Well, since the second striker is summoned by this card's effect rather than its own, I guess it's fair enough.

Striker's Alliance: I find myself looking in vain for a duration limit to this. Yes, it takes 1000 LP, but you seriously only need to use this once to get all your strikers online and go crazy. This could do with some serious balancing, really.


Overall...strikers still have a bit of trouble taking on conservative plastyles as the only passable lead of their own that they've got is a set Striker Force. Even with that, though, Royal Oppression pretty much kills them, and they definitely aren't on friendly terms with the current format's hype monster, Prime Material Dragon, either. I suppose you could splash in some infrastructure from DaD decks to flesh it out, hopping to push your opponent to commit cards and then punishing them with DaD or a high-level striker, but I dunno'. As it is, these pretty much stand or fall depending on how fast and frequently you get your hands on Miscount and Trick. =O

Quote:

Originally Posted by Ichaste Pekoni (Post 3737975)
...The whole problem I see with your set is that it seals you off from playing more cards when you need to. Most skilled players could take advantage of that by leaving stuff like an abused Valkyrie or Tundra Wolf out, and you cannot rely on Frost Seal to block off your opponent. Also, once again, there is a serious Ojama Trio weakness here, since you're already sealing off your own field.

As someone with a lot of games involving Spatial Collapse and said trio behind him, I feel inclined to disagree. Yes, at a glance the tokens seem like a very efficient clog to this, but in practice the ice monsters fill up their own zones very fast, so by the time you reach your solitary allowed copy of Ojama Trio, odds are that there won't be enough unoccupied monster card zones to activate it. Most of the clogs are also temporary, and can be dispelled either by holding out a turn or two (like Wolf or Protector) or just tributing the offending monster (Gigas and Valkyrie). As for Glory Snow...I was having a hard time deciding on that one, as I thought that getting what is essentially triple Pot of Greed might be a bit too...cheap if you just have to commit one zone. I think I prefer making the player agonize over whether or not they should add another copy to the build for the 'free' draw power, because I'm a sadist. XD

Also, to answer your question: Prime Material Dragon is also tribute summoned now, by basically every deck with the infrastructure to support it, and there's still the ocassional LaDD variant of Dark Armed decks. Frozen Grave handily intercepts its self-protection effect too. Funny coincidence, eh? *Innocent smile*

Aaaanyhow...

Avalanche Caller
Aqua/Effect
4 Star/Water
1800 Atk / 900 Def

Once per turn, by selecting an unoccupied Spell or Trap Card Zone on your Field, select one Spell or Trap Card on your opponent's Field and destroy it. Both the selected Spell and Trap Card Zone and the Spell and Trap Card Zone occupied by the card destroyed by this effect are treated as occupied until your second Standby Phase after this effect was activated. On the turn when this effect was activated, this card can not attack.

Glacier Dragon
Sea Serpent/Effect
8 Star/Water
2900 Atk / 2500 Def

When this card is Special Summoned, all unoccupied Monster Card Zones on your Field are treated as occupied for as long as this card remains on your Field. By selecting one unoccupied Monster, Spell or Trap Card Zone on your Field, negate the activation and effect of a card that targets this card and destroy it. The Zone you selected is treated as occupied for as long as this card remains on the Field. When this card destroys a Monster by Battle, the Monster Card Zone that Monster was in can not be used for the remained of the duel.

Oppressive Snow
Normal Spell

For each of your occupied Spell and Trap Card Zones, select one face-down card on your opponent's Field. Your opponent may not flip any of the selected card(s) face-up until your third Standby Phase after this card's activation. This effect can not be chained to.

Forci Stikane July 8th, 2008 10:58 AM

Quote:

Originally Posted by Alter Ego (Post 3738260)
Striker's Alliance: I find myself looking in vain for a duration limit to this. Yes, it takes 1000 LP, but you seriously only need to use this once to get all your strikers online and go crazy. This could do with some serious balancing, really.

How about now?

Aaaanyhow...

Avalanche Caller
Aqua/Effect
4 Star/Water
1800 Atk / 900 Def

Once per turn, by selecting an unoccupied Spell or Trap Card Zone on your Field, select one Spell or Trap Card on your opponent's Field and destroy it. Both the selected Spell and Trap Card Zone and the Spell and Trap Card Zone occupied by the card destroyed by this effect are treated as occupied until your second Standby Phase after this effect was activated. On the turn when this effect was activated, this card can not attack.

Good. Very good, indeed. Freebie S/T lockdown and a sizable beatstick, too. More punishments for overextending, I see.

Glacier Dragon
Sea Serpent/Effect
8 Star/Water
2900 Atk / 2500 Def

When this card is Special Summoned, all unoccupied Monster Card Zones on your Field are treated as occupied for as long as this card remains on your Field. By selecting one unoccupied Monster, Spell or Trap Card Zone on your Field, negate the activation and effect of a card that targets this card and destroy it. The Zone you selected is treated as occupied for as long as this card remains on the Field. When this card destroys a Monster by Battle, the Monster Card Zone that Monster was in can not be used for the remained of the duel.

...Hmm...don't we already have one? Anyway, the self-protection is more of the icing on the cake compared to the last effect. The two of these together would be a quick lockdown. ...However, you might want to specify some sort of timing on that first part, since it would currently seal up any occupied zones that become unoccupied later. :\

Oppressive Snow
Normal Spell

For each of your occupied Spell and Trap Card Zones, select one face-down card on your opponent's Field. Your opponent may not flip any of the selected card(s) face-up until your third Standby Phase after this card's activation. This effect can not be chained to.

So Xing-Zhen-Hu in spell form and affecting monsters as well? Easily usable, since just one set will seal off an opponent's.

Hmm...you're starting to make the set more usable, but most of the effects are either too weak to justify sealing off your field or so strong that they almost justify being splashable.

......

Striker's Miscount
Normal Trap
Double the count of cards on your opponent's side of the field until the end of the turn. You can only activate 1 "Striker's Miscount" per turn.

Alter Ego July 9th, 2008 8:04 AM

Quote:

Originally Posted by Ichaste Pekoni (Post 3738595)
However, you might want to specify some sort of timing on that first part, since it would currently seal up any occupied zones that become unoccupied later. :\

It's meant to be that way, actually, because Glacier Dragon is a big bully and doesn't want to share the field with...well, anything, really. XD

Besides, I'm sick of people always getting off easy with summoning their big beaters.

Quote:

Originally Posted by Ichaste Pekoni (Post 3738595)
How about now?

It still has the same problem. .__. Like I said, because even the lowliest striker is 4 stars while the highest current striker requirement is 5 cards, you need to activate that card's effect precisely once to grant permanent access to all striker special summons at virtually any time. >.< The boost is just too big, and that's not even taking into account the out-of-set synergies. Bubble Crash, anyone? Pitch Nightmare or Dark World Striker to this and that card turns into a bodiless Chaos Emperor Dragon without LP cost. (In fact, we may be dealing with a case of a never-ending effect on the former, since Bubble Crash won't stop sending cards to the graveyard until the total on hand and field is five or less, but Striker's Alliance would force the opponent's card count to a permanent six. x.O) Miscount is plagued by the same problem, even without multiple activations.

Personally, I think you should restrict the field buffing to Striker's Trick type effects to avoid...y'know, complete brokenness with Striker's Draw and Bubble Crash. Support, sure, but let's not make it too easy to go crazy with these. >.<


Hah, all this discussion over this set has inspired me. XD

Ambush Striker
Fiend/Effect
7 Star/Dark
2600 Atk / 1800 Def

If your opponent declares an attack while there are three or more Monsters on his/her Field than there are on yours, you can Special Summon this card from your Hand. Then, this card and the attacking Monster Battle. When this card destroys a Monster by Battle, if this card was Special Summoned by its own effect, your opponent selects Monsters from his/her Field and sends them to the Graveyard until the number of Monsters on both players' Fields is the same.

Striker's Challenge
Normal Trap

Reveal a number of "Striker" Monsters from your Hand up to the number of unoccupied Monster Card Zones on your opponent's Field, then look at your opponent's Hand. If there are any Monster Cards, select one of them for each "Striker" Monster you revealed and the card(s) you selected are Special Summoned to your opponent's Field in Attack Position.


*Giggles like a loony for precisely fifteen minutes* Okay, I'm done hocking your theme now. =D In other news...I'm taking a brief break from the chilly temperatures.


Goblin Cavalry
Fiend/Effect
4 Star/Dark
1900 Atk / 0 Def

Once per turn, when this card destroys a Monster by Battle, it can attack once again in a row. At the end of a Battle Phase when this card attacked, it is switched into Defense Position and cannot change its Battle Position until your next End Phase, other than by card effect.

Goblin Sapper Squad
Fiend/Effect
4 Star/Fire
1800 Atk / 0 Def

At the end of a Battle Phase when this card attacked, it is switched into Defense Position and can not change its Battle Position until the End Phase of your next turn, except by card effect. When this card destroys a Monster by Battle, select one Spell or Trap card on your opponent's Field and destroy it.

Goblin Taskmaster
Fiend/Effect
5 Star/Dark
1600 Atk / 2200 Def

While there is another "Goblin" Monster other than "Goblin Taskmaster" on your Field, this card can not be selected as an attack target. During your End Phase, you may switch switch all Defense Position "Goblin" Monsters and "Giant Orc"s on your Field into Attack Position.

Forci Stikane July 9th, 2008 9:27 AM

Quote:

Originally Posted by Alter Ego (Post 3740946)
It still has the same problem. .__. Like I said, because even the lowliest striker is 4 stars while the highest current striker requirement is 5 cards, you need to activate that card's effect precisely once to grant permanent access to all striker special summons at virtually any time. >.< The boost is just too big, and that's not even taking into account the out-of-set synergies. Bubble Crash, anyone? Pitch Nightmare or Dark World Striker to this and that card turns into a bodiless Chaos Emperor Dragon without LP cost. (In fact, we may be dealing with a case of a never-ending effect on the former, since Bubble Crash won't stop sending cards to the graveyard until the total on hand and field is five or less, but Striker's Alliance would force the opponent's card count to a permanent six. x.O) Miscount is plagued by the same problem, even without multiple activations.

Personally, I think you should restrict the field buffing to Striker's Trick type effects to avoid...y'know, complete brokenness with Striker's Draw and Bubble Crash. Support, sure, but let's not make it too easy to go crazy with these. >.<

First of all, the highest requirement is Ultimate Striker's 7 and the lowest level is Speed Striker's 2. Secondly, *points at edit made while you were posting* the best we can get now is +4 from the aforementioned Ultimate Striker, which would still require more field presence on the part of your opponent in order to toss out Nightmare or Ultimate. As for Bubble Crash...like I pointed out, the maximum added amount now is +4 which would require losing the biggest beast in the whole deck, so no infinite loops. Aside from that, destroying your opponent's cards would only hurt your chances of bringing out a Striker, which is counterproductive to the entire theme. Also, there are no real problems with Striker Miscount since it doesn't even touch the hand (both you AND Frostweaver have made that mistake now...), and as such the real danger from it and Bubble Crash would be a punishment on overextending, which cards like Heavy Storm and Torrential Tribute (and basic Bubble Crash, to an extent) already do. Put simply, the more cards you have in your hand, the less of an effect the combo would have on the field, to the point where you are only getting 1 more card destroyed for your trouble as opposed to what Bubble Crash would do by itself (for example, 3-4 cards in your hand would mean you only have 1-0 cards on the field as opposed to the 2-1 Bubble Crash would leave you). In fact, at the very worst with your hand being completely depleted, you would lose 3 cards more, and the number decreases as you have more cards in your hand. So, if your opponent is holding back on cards on the field (as they would probably do anyway), their hand should have enough cards in it to make the difference between Miscount'd Bubble Crash and the normal one just a +1. Of course, if you want to get rid of cards from your hand instead, that's your problem (and where a bit of basic mindgames comes into the picture).

..."The effect of this card is negated if there are no cards on your opponent's side of the field" sound like a good idea for Alliance?

And I already specified on Striker's Draw that it ignores Miscount.

Quote:

Originally Posted by Alter Ego (Post 3740946)
Hah, all this discussion over this set has inspired me. XD

Ambush Striker
Fiend/Effect
7 Star/Dark
2600 Atk / 1800 Def

If your opponent declares an attack while there are three or more Monsters on his/her Field than there are on yours, you can Special Summon this card from your Hand. Then, this card and the attacking Monster Battle. When this card destroys a Monster by Battle, if this card was Special Summoned by its own effect, your opponent selects Monsters from his/her Field and sends them to the Graveyard until the number of Monsters on both players' Fields is the same.

Hmm...I certainly like the idea, yes, but THIS is asking for trouble with Miscount. Specifically, if you only have this monster on the Field or just an odd number, since with Miscount, your opponent cannot have an odd number of monsters no matter what they do. So, basically, this is either Raigeki or unusable.

Striker's Challenge
Normal Trap

Reveal a number of "Striker" Monsters from your Hand up to the number of unoccupied Monster Card Zones on your opponent's Field, then look at your opponent's Hand. If there are any Monster Cards, select one of them for each "Striker" Monster you revealed and the card(s) you selected are Special Summoned to your opponent's Field in Attack Position.

Bottomless Trap Hole, please. If they're not strong enough, then just roll them over with whatever Strikers you have.

Seriously, and you were complaining about me making lethal combos...


*Giggles like a loony for precisely fifteen minutes* Okay, I'm done hocking your theme now. =D In other news...I'm taking a brief break from the chilly temperatures.


Goblin Cavalry
Fiend/Effect
4 Star/Dark
1900 Atk / 0 Def

Once per turn, when this card destroys a Monster by Battle, it can attack once again in a row. At the end of a Battle Phase when this card attacked, it is switched into Defense Position and cannot change its Battle Position until your next End Phase, other than by card effect.

Meh. Goblin Attack Force with Tryce, basically. And 100 more ATK and a bit more restricting. Fair enough.

Goblin Sapper Squad
Fiend/Effect
4 Star/Fire
1800 Atk / 0 Def

At the end of a Battle Phase when this card attacked, it is switched into Defense Position and can not change its Battle Position until the End Phase of your next turn, except by card effect. When this card destroys a Monster by Battle, select one Spell or Trap card on your opponent's Field and destroy it.

Most likely, that Spell/Trap will spring on you before you can do anything about it, so meh.

Goblin Taskmaster
Fiend/Effect
5 Star/Dark
1600 Atk / 2200 Def

While there is another "Goblin" Monster other than "Goblin Taskmaster" on your Field, this card can not be selected as an attack target. During your End Phase, you may switch switch all Defense Position "Goblin" Monsters and "Giant Orc"s on your Field into Attack Position.

......Oh, my...Goblin King lock, perhaps? And powerful by itself, yes, but would certainly need protection before hitting the field.

Alter Ego July 10th, 2008 12:07 AM

Quote:

Originally Posted by Ichaste Pekoni (Post 3741220)
First of all, the highest requirement is Ultimate Striker's 7 and the lowest level is Speed Striker's 2. Secondly, *points at edit made while you were posting* the best we can get now is +4 from the aforementioned Ultimate Striker, which would still require more field presence on the part of your opponent in order to toss out Nightmare or Ultimate.

So...are you arguing that I should have taken into account changes I didn't see in my post or what? x.O Well, regardless, halves is a bit better, but let's face it: how big a leap of faith is it for your opponent to have three cards on the field? Not that much. At least make it so that you can't keep pitching additional strikers to further bump that card. >.<

Quote:

Originally Posted by Ichaste Pekoni (Post 3741220)
..."The effect of this card is negated if there are no cards on your opponent's side of the field" sound like a good idea for Alliance?

Not really; according to Breaker rulings, having its effect negated would also make Striker's Alliance lose its ability to hold counters, removing all of them, so the moment your opponent plays a card again, Alliance self-destructs because it has no counters. Plus, that effect is getting needlessly complicated. How about just doing something like this?

Striker's Alliance
Continuous Spell

Pay 1000 Life Points and discard one "Striker" Monster from your Hand to activate this card. Treat the number of cards on your opponent's side of the field as increased by a number equal to half the discarded monster's Level (rounded down).

Quote:

Originally Posted by Ichaste Pekoni (Post 3741220)
As for Bubble Crash...like I pointed out, the maximum added amount now is +4 which would require losing the biggest beast in the whole deck, so no infinite loops. Aside from that, destroying your opponent's cards would only hurt your chances of bringing out a Striker, which is counterproductive to the entire theme. Also, there are no real problems with Striker Miscount since it doesn't even touch the hand (both you AND Frostweaver have made that mistake now...), and as such the real danger from it and Bubble Crash would be a punishment on overextending, which cards like Heavy Storm and Torrential Tribute (and basic Bubble Crash, to an extent) already do. Put simply, the more cards you have in your hand, the less of an effect the combo would have on the field, to the point where you are only getting 1 more card destroyed for your trouble as opposed to what Bubble Crash would do by itself (for example, 3-4 cards in your hand would mean you only have 1-0 cards on the field as opposed to the 2-1 Bubble Crash would leave you). In fact, at the very worst with your hand being completely depleted, you would lose 3 cards more, and the number decreases as you have more cards in your hand. So, if your opponent is holding back on cards on the field (as they would probably do anyway), their hand should have enough cards in it to make the difference between Miscount'd Bubble Crash and the normal one just a +1. Of course, if you want to get rid of cards from your hand instead, that's your problem (and where a bit of basic mindgames comes into the picture).

Oooookay...I'm not quite sure I follow your reasoning here, but the bottom line is that Bubble Crash only cares about the card total between a player's hand and field. If we have full-powered Alliance out and flip Bubble Crash, this means that your opponent will only get to keep one card from either his hand or field and send all the rest to the graveyard. As for the contradiction...not really, since we can special summon these guys first and then field wipe to swing for game.

Quote:

Originally Posted by Ichaste Pekoni (Post 3741220)
And I already specified on Striker's Draw that it ignores Miscount.

Ahh...totally my bad, though alliance still bumps this by a hefty four in ideal circumstances. I'm just...opposed to cards that quite easily draw 6+ with nothing but a little setup to them, I guess.

Quote:

Originally Posted by Ichaste Pekoni (Post 3741220)
Hmm...I certainly like the idea, yes, but THIS is asking for trouble with Miscount. Specifically, if you only have this monster on the Field or just an odd number, since with Miscount, your opponent cannot have an odd number of monsters no matter what they do. So, basically, this is either Raigeki or unusable.

Actually, this one gets off the hook by a shamelessly simple technicality. Miscount is only concerned with the card count total on your opponent's Field (specifically, doubling it); it doesn't specify what Type these imaginary cards are treated as. Ambush Striker, on the other hand, specifically counts monsters, so it would just chop down cards until the number of cards within that specific card type (something which Miscount can't influence) is right, then stop. Hence, there is no conflict.

Quote:

Originally Posted by Ichaste Pekoni (Post 3741220)
Bottomless Trap Hole, please. If they're not strong enough, then just roll them over with whatever Strikers you have.

Seriously, and you were complaining about me making lethal combos...

I'm kind of surprised that you didn't mention Torrential Tribute. =O

Anyhow, you seem to be neglecting the fact that there's quite heavy risk involved here too. What if you turn over your opponent's Hand with a full three only to find that they're only holding Jinzo, Dark Magician of Chaos, and Darklord Zerato? Like with sampler, there's always the risk of seeing something you really wouldn't want to give your opponent.

Besides...it's not nearly as breaktacular as Alliance + Bubble Crash. *Shrug* Just my shot at a slightly more risky finisher card.

Quote:

Originally Posted by Ichaste Pekoni (Post 3741220)
Meh. Goblin Attack Force with Tryce, basically. And 100 more ATK and a bit more restricting. Fair enough.

Except, of course, that we don't need the Tryce hanging around, or the discard that goes to activating it. :3

Quote:

Originally Posted by Ichaste Pekoni (Post 3741220)
......Oh, my...Goblin King lock, perhaps? And powerful by itself, yes, but would certainly need protection before hitting the field.

The thought occurred to me after posting. But then...if someone seriously goes through the trouble of assembling both of those frail little fiends on their field and keeping them there then I say they've earned their lock. XD


Anyhow...

Emergency Call - Code Zero
Normal Spell

Add one Monster with a combined Atk and Def of zero from your Deck to your Hand. When your opponent declares an attack that would reduce your Life Points to zero, you may send this card from your Hand to the Graveyard to Special Summon one Monster with a combined Atk and Def of zero from your Deck.

Final Barrier
Continuous Trap

All Battle Damage from direct attacks becomes zero.

Forci Stikane July 10th, 2008 11:29 AM

Quote:

Originally Posted by Alter Ego (Post 3743494)
So...are you arguing that I should have taken into account changes I didn't see in my post or what? x.O Well, regardless, halves is a bit better, but let's face it: how big a leap of faith is it for your opponent to have three cards on the field? Not that much. At least make it so that you can't keep pitching additional strikers to further bump that card. >.<

No, I was just pointing out that it was there, is all, since you didn't seem to catch it after posting. And, they would need to have three cards on the field while you have none, and with just Alliance they then need to have four cards...and so on and so forth.

Not really; according to Breaker rulings, having its effect negated would also make Striker's Alliance lose its ability to hold counters, removing all of them, so the moment your opponent plays a card again, Alliance self-destructs because it has no counters. Plus, that effect is getting needlessly complicated. How about just doing something like this?

Striker's Alliance
Continuous Spell

Pay 1000 Life Points and discard one "Striker" Monster from your Hand to activate this card. Treat the number of cards on your opponent's side of the field as increased by a number equal to half the discarded monster's Level (rounded down).

But you forget: if the effect is negated, then the destruction effect goes right along with it. ;) And that version has the same problem, not to mention that the effect is continuous unlike the origi--

.........

*headdesk* I cannot believe I did that. AGAIN. >.<

Okay, I'm going to just vote to scrap it. >.>


Oooookay...I'm not quite sure I follow your reasoning here, but the bottom line is that Bubble Crash only cares about the card total between a player's hand and field. If we have full-powered Alliance out and flip Bubble Crash, this means that your opponent will only get to keep one card from either his hand or field and send all the rest to the graveyard. As for the contradiction...not really, since we can special summon these guys first and then field wipe to swing for game.

My reasoning regarding Miscount & Bubble Crash (since you added that "Miscount has the same problem" bit) is that the two together do not affect the field as much as the player has more cards in his/her hand. For example, say a player has three cards on hand and three on the field. With a normal Bubble Crash, that player would have to send one card to the Graveyard (because 3+3=6 and 6-1=5, yes?). If Striker's Miscount was activated beforehand, that total would increase by another three, since each card on the field now counts as two. Therefore, the total would be 9 and Bubble Crash would have to send 4 cards. However, each card on the field counts as 2, so sending away just two of those would equal that 4 (since 2x2=4). Therefore, you are only sending one more card to the Graveyard than you normally would, not to mention that your opponent gets to choose which one it is.

But, Alliance was a failed idea and has already been sent to the Recycle Bin, so ~.


Ahh...totally my bad, though alliance still bumps this by a hefty four in ideal circumstances. I'm just...opposed to cards that quite easily draw 6+ with nothing but a little setup to them, I guess.

Again, that would involve a virtually empty field, giving your opponent a couple good shots at you directly.

Actually, this one gets off the hook by a shamelessly simple technicality. Miscount is only concerned with the card count total on your opponent's Field (specifically, doubling it); it doesn't specify what Type these imaginary cards are treated as. Ambush Striker, on the other hand, specifically counts monsters, so it would just chop down cards until the number of cards within that specific card type (something which Miscount can't influence) is right, then stop. Hence, there is no conflict.

......

I'm kind of surprised that you didn't mention Torrential Tribute. =O

Same thing, really. Just not covering the weaker monsters that you could probably run over anyway.

Anyhow, you seem to be neglecting the fact that there's quite heavy risk involved here too. What if you turn over your opponent's Hand with a full three only to find that they're only holding Jinzo, Dark Magician of Chaos, and Darklord Zerato? Like with sampler, there's always the risk of seeing something you really wouldn't want to give your opponent.

Yes, but the only real danger there is Jinzo, since you'll likely have a trap ready anyway.

Besides...it's not nearly as breaktacular as Alliance + Bubble Crash. *Shrug* Just my shot at a slightly more risky finisher card.



Except, of course, that we don't need the Tryce hanging around, or the discard that goes to activating it. :3

Nor can we decide to attack with something else in the middle, so fair enough.

The thought occurred to me after posting. But then...if someone seriously goes through the trouble of assembling both of those frail little fiends on their field and keeping them there then I say they've earned their lock. XD


Anyhow...

Emergency Call - Code Zero
Normal Spell

Add one Monster with a combined Atk and Def of zero from your Deck to your Hand. When your opponent declares an attack that would reduce your Life Points to zero, you may send this card from your Hand to the Graveyard to Special Summon one Monster with a combined Atk and Def of zero from your Deck.

The first one to come to mind is Uria. Perhaps that Uria Aroma deck Frostweaver posted a while back could come back with it? ...Anyway, not much else comes to mind, aside from Goblin King, since ???? doesn't count as 0.

Final Barrier
Continuous Trap

All Battle Damage from direct attacks becomes zero.

Astral Barrier's new best buddy? Definitely helpful for Strikers and such, I think...but not a good idea to rely on should your opponent get rid of it.

Scarlet Weather July 10th, 2008 3:54 PM

*smacks Icha* Emergency Code Zero's second effect screams one thing to me: YUUUUBEEEELLL. That, and searching for King of the Skull Servants. Seriously, is it just me or is Skull Servant a really fun decktype now that we've got the Lady in Wight?

Final Barrier: Yay for preventing the opponent from pressing their advantage! Of course, I can see some pretty scary stall strategies popping up using a monster-less field. If Prime Material Dragon weren't such a hit, I'd call for Chain Strike Burn reborn. 0.o

Frustration of the Card Designer
Normal Spell
During this turn only, you can change the cost to activate the effect of any one card to "Discard one random card from your hand".

Bold Idea of the Card Designer
Normal Spell
Pay any amount of life points. Draw one card for each 2000 LP you pay.

Seal of the Card Designer
Normal Spell
Select one set card you control. As long as that card remains on the field, so does this card. When this card is sent to the graveyard, you can set another copy of the card you selected from your deck to the field.

Promotion of the Card Designer
Normal Spell
Select one monster from your deck that requires another specific monster to be tributed in order for it to be summoned. Tribute that monster and special summon the selected monster, ignoring summoning conditions.

Meh, random ideas. 0.o

Forci Stikane July 11th, 2008 10:51 AM

Quote:

Originally Posted by Thesis (Post 3745459)
*smacks Icha* Emergency Code Zero's second effect screams one thing to me: YUUUUBEEEELLL.

*facepalm* Of course! I forgot to carry the 2.

Frustration of the Card Designer
Normal Spell
During this turn only, you can change the cost to activate the effect of any one card to "Discard one random card from your hand".

Solemn Judgment or RftDD support? I can see an evil combo with this, RftDD & Macro Cosmos popping up... ...Wait, any one card? Including monsters? Sounds like LP salvation to me, specifically Demise & Injection Fairy Lily. Oh, and let's not forget the stall efforts of adding this effect to one of your opponent's cards, especially changing an activation cost of nothing to an activation cost of discarding (hello, Mirror Force!). ......I wonder what the resolution of using this with Spirit Reaper would be. XD

Bold Idea of the Card Designer
Normal Spell
Pay any amount of life points. Draw one card for each 2000 LP you pay.

Prime Material Dragon's friend? Or just a new trick for self-healers in general? You know, come to think of it...self-healing Exodia decks may have just become niche-playable. =O

Seal of the Card Designer
Normal Spell
Select one set card you control. As long as that card remains on the field, so does this card. When this card is sent to the graveyard, you can set another copy of the card you selected from your deck to the field.

Book of Moon. Or even better, set that LaDD down and then play this. The card says nothing about Special Summoning, so that would be perfectly legitimate. Unfortunately, there's not much in the way of Spells or Traps that I think could use this...unless you toss The Transmigration Prophecy into there somewhere.

Promotion of the Card Designer
Normal Spell
Select one monster from your deck that requires another specific monster to be tributed in order for it to be summoned. Tribute that monster and special summon the selected monster, ignoring summoning conditions.

Meh, random ideas. 0.o

...You're not exactly clear on what monster you're tributing. I mean, I'm guessing you mean that the required monster has to be on your field and you tribute that, but just saying "tribute that monster" isn't specific enough. For all we know, you could mean tributing the selected monster, as silly as that sounds. =O

Frostweaver July 11th, 2008 2:48 PM

There's so many new cards that I don't think I'll bother with commenting all of them ><;


Really, Yugioh card types need themes too, and sadly they are long lost...


Ant Eggs
Insect / Effect
1 Star / Earth
0 Atk / 600 Def

If this card is normal summoned, switch this card to Defense position. Put 1 counter on this card during each of your end phase. When this card is removed from the field, activate one of the following effects depending on how many counters is on this card:
1 counter: special summon 1 "Ant Soldier" monster from your deck
2 counters: special summon 1 "Ant Soldier" monster from your deck or graveyard
3 or more counters: special summon 1 "Queen Maya" from your hand, deck or graveyard

Ant Soldier: Andre
Insect / Effect
2 Star / Earth
1000 Atk / 600 Def

When this card is sent to the graveyard as a result of battle, your opponent select 1 spell card from his or her deck and send it to the graveyard. If "Queen Maya" is on your side of the field, this card can attack your opponent's Life Points directly.

Ant Soldier: Pierre
Insect / Effect
4 Star / Earth
1600 Atk / 1100 Def

When this card deals damage to your opponent's Life Points, your opponent select 1 trap card from his or her deck and send it to the graveyard. If "Queen Maya" is on your side of the field, this card can attack twice in one battle phase.

Ant Soldier: Deniro
Insect / Effect
4 Star / Earth
1900 Atk / 1600 Def

When this card deals damage to your opponent's life points, send the top card from your opponent's deck to the graveyard. If "Queen Maya" is on your side of the field, increase the Atk and this card deals piercing damage.

Maya Purple
Insect / Effect
5 Star / Earth
2400 Atk / 1600 Def

During the end phase, you may special summon this card from your hand if your opponent sent 2 or more cards from his or her deck to the graveyard in this turn. During each player's end phase, send 1 card from the top of your opponent's deck to the graveyard.

Queen Maya
Insect / Effect
8 Star / Earth
2800 Atk / 2400 Def

During each player's end phase, send 3 cards from the top of your opponent's deck to the graveyard. If this card is destroyed, tribute one "Andre" and this card is not destroyed. When this card destroys a monster as a result of battle, you may special summon one "Ant Eggs" from your deck or graveyard.

Ant Swarm
Continuous Trap

When your opponent sends a card from his or her deck to the graveyard, search your deck for "Ant Soldier" monster and special summon it. You may only activate this effect once per turn.

Desperation Strike
Continuous Spell

When a Level 4 or lower monster on your side of the field is destroyed as a result of battle, send 1 card from your opponent's deck to the graveyard. When a Level 5 or higher monster on your side of the field is destroyed, send 2 cards from your opponent's deck to the graveyard.

The Queen's Rule
Normal Spell

Activate one of the following effects:
-Your opponent shuffles 5 cards from his or her graveyard into the deck, then draw 2 cards. Special summon one "Queen Maya" from your hand or deck. You cannot declare an attack this turn.
-Tribute one "Queen Maya" from your side of the field. Your opponent sends 1 card from his or her deck to the graveyard for every Insect monster in your graveyard.

Alter Ego July 15th, 2008 3:30 AM

Quote:

Originally Posted by Ichaste Pekoni (Post 3744633)
Again, that would involve a virtually empty field, giving your opponent a couple good shots at you directly.

They'd only get one, really, and a flipped Waboku or Threatening Roar sorts that out without a care in the world. =O

Seriously, I for one am ready to brave one turn of empty field in exchange for 'draw six'.

Quote:

Originally Posted by Ichaste Pekoni (Post 3744633)
Astral Barrier's new best buddy? Definitely helpful for Strikers and such, I think...but not a good idea to rely on should your opponent get rid of it.

In all fairness, very few cards can be relied on after your opponent gets rid of them. ;D But yeah, this is basically support for the old empty field approach. Also a little something for my good Spirit Monster buddies. :3


And I have to say that I'm honestly surprised that none of you have mentioned Cyber Valley in connection with Code Zero yet. Just because it isn't an infinite draw loop anymore it doesn't mean that you can just neglect it, you know. >O

I knew I could count on Thesis to catch the obvious Yubel synergy, though; you never did remember to carry your twos, Icha. For shame. XD


Frustration of the Card Designer: Personally, I'm thinking Final Destiny when I see this. Three cards for complete field wipe is looking a lot more appealing than six. Backs to the Wall also bears mentioning, though. There are other little lovelies lurking around the unused cards lot and just waiting for a little love from this card, though, I'm sure. Nice.

Bold Idea of the Card Designer: There is a way to abuse this, I'm sure.

Oh yeah, what about Spell Economics? Suppose you declare "I pay 72000 Life Points" only to have it reduced to zero by Economics, would you still get to draw 32? o.o

Seal of the Card Designer: Hmm...possible support for Hamon? Just set a card of your choice then tribute this away for your phantasm to double up. But then...Hamon needs all the support he can possibly get, really. XD Other than that, I suppose that it's a way for doubling up solemns or such, or doing the big beatstick abuse thing that Icha mentioned.

Promotion of the Card Designer: Yeah, that tribute thing needs rewording. As it is, I'm not quite sure what you're trying to make it do, to be honest. o.o

Ant Eggs: So...basically we always get at least a 1900 Atk beatstick out of this if nothing else, and at best we get a milling, field-infesting monstrosity. Not too bad.

Ant Soldier: Andre: Pretty much nothing but a squishable pest without the queen, but if you can keep on spamming this from your graveyard (not too hard with the compatibility with Ant Eggs, Limit Reverse, Angel Lift and goodness knows what else) the opposition is going to end up seriously missing those spell cards.

Ant Soldier: Pierre: A bit more muscle, which is never good. Stripping traps off your opponent's deck is also a nice addition, especially against those low-trap builds where every one of them is a big reversal or stabilizer card.

Ant Soldier: Deniro: And here we have the actual low-level beatstick of the lot, I see. It does beg the question, though: how much Atk does this gain from the queen? That part of the effect is missing. x.O

Maya Purple: More muscle that shouldn't be too hard to drop down, given the general theme of the set. Also a very nasty response to Card Trooper and Lightsworn, especially if you're holding multiple copies. The mill is almost a moot point given how this is already a monarch-size beatstick that likes smashing face.

Queen Maya: Now this is mill that stings. Lightsworn stares in hapeless wonder at the mixed blessing they're getting here while Dark Armed cries over having lost even the faintest resemblance of control over what goes into their graveyard and gladiator beast just sulks dejectedly in the corner since they can't tag in their ditched key monsters anymore. The queen is also big enough to butt heads with Dark Armed and Dark Magician of Chaos on her own...and stand there laughing when all she loses out on is Andre, who has probably already made his direct attack for the turn anyway and who will be revived or replaced shortly by the Ant Eggs your netting anyway.

Seriously, the loops this thing creates are scary, especially when you throw in the spell and trap support. One problem, though: as it is, the self-protection effect specifies a monster named only "Andre", which obviously doesn't exist. That should be "Ant Soldier: Andre".

Ant Swarm: The once per turn limit is the only thing that keeps this from being completely broken. Even with it, the prospect of dealing out 3800 points of hurt simply by smacking your opponent with Deniro and then pulling another is certainly tempting. Both Mayas also effectively turn this into 'summon an ant each turn'. Yeah, these little guys swarm with a vengeance. XD

Desperation Strike: Basically, you'll only want this to spam those ant special summon effects even further. But hey, it's great at doing just that, so why not? :3

The Queen's Rule: Just to be perfectly clear, which player gets to draw the cards? Because if it's the player who activated this then we have a winner. Instant access to your big beatstick and two new cards from your deck is definitely nothing to sneeze at, especially since the advantage your opponent gains is eaten away by the queen's effect in just two end phases. The second effect is basically just a coup de grace, since otherwise the mill really isn't worth the big beater who mills on her own anyway, not unless we have some way to pull her right back up after we've used this.



Well...with all the insufferable swarming and constant nuisance effects they certainly look like ants to me, alright. Pot of Avarice and The Transmigration Prophecy very viable support here since they pile up in the graveyard pretty fast but their most accessible special summons are from the deck. Needle Worm could also find a home amongst his fellow milling insects. Yay for mill archetypes.

And now...it's time for a silly little theme. Not really competitive and I don't know about the whole Type theme aspect, but hey. It amuses me. XD

Great Dragon of Landstar
Dragon/Effect
10 Star/Fire
1600 Atk / 1500 Def

This card can be Normal Summoned using one, two, or three tributes. Increase the Atk of this card by the original Atk of all "Landstar" Monsters used to tribute summon it. This card accumulates effects depending on the number of "Landstar" Monsters used to tribute summon it.

1 or more: When this card would be destroyed, you may destroy another "Landstar" Monster you control instead.
2 or more: This card can attack twice in the same Battle Phase.
3: This card is not affected by Spell or Trap cards.

Legendary Hero of Landstar
Warrior/Effect
3 Star/Light
1000 Atk / 600 Def

Increase the Atk of this card by the original Atk of every other "Landstar" Monster you control. Once per turn, you may reveal the top card of your Deck. If that card is a Level 3 or lower "Landstar" Monster, Special Summon it to your Field. Otherwise, return the revealed card to the bottom of your Deck. On the turn this effect is activated, this card can not attack.

Master Thief of Landstar
Warrior/Effect
2 Star/Wind
800 Atk / 500 Def

Increase the Atk of this card by the original Atk of every other "Landstar" Monster you control. Once per turn, you may select a card at random from your opponent's Hand and guess its Type (Monster, Spell, or Trap) then check the card you selected. If you guessed right, send the selected card to the Graveyard and draw a card. On the turn this effect is activated, this card can not attack.

Peerless Huntsman of Landstar
Warrior/Effect
2 Star/Earth
400 Atk / 800 Def

Increase the Atk of this card by the original Atk of every other "Landstar" Monster you control. Once per turn, you may destroy a Monster with a Def lower than the Atk of this card. On the turn this effect is activated, this card can not attack.

Redeemed Necromancer of Landstar
Spellcaster/Effect
3 Star/Dark
600 Atk / 1200 Def

Increase the Atk of this card by the original Atk of every other "Landstar" Monster you control. Once per turn, you may select one "Landstar" Monster from your Graveyard and add it to your Hand. Then, if this card is the only Monster you control, you may Special Summon that Monster to your Field. On the turn this effect is activated, this card can not attack.

Shield Maiden of Landstar
Warrior/Effect
2 Star/Water
200 Atk / 2100 Def

Increase the Atk of this card by the original Atk of every other "Landstar" Monster you control. While you control this face-up card, your opponent can not select any "Landstar" Monster except "Shield Maiden of Landstar" as the target of an attack or card effect.

The Landstar Fellowship
Normal Spell

Discard one card from your Hand. Reveal the top three cards of your Deck, then Special Summon all Level 3 or Lower "Landstar" Monsters you find and return the rest of the cards to the bottom of your Deck.

Landstar Destiny
Continuous Spell

If you control no Monsters when this card is activated, select one Level 3 or lower "Landstar" Monster from your Deck and Special Summon it to your Field. Once per turn, during your Draw Phase, if the card you drew is a Level 3 or lower "Landstar" Monster, you may Special Summon it to your Field then draw again. When this card is destroyed, all Monsters Special Summoned by this effect are also destroyed.

Unity of the Landstars
Normal Trap

This card can only be activated when your opponent declares an attack against a face-up "Landstar" Monster you control. Select one Level 3 or lower "Landstar" Monster from your Deck and Special Summon it. Then, the attacking Monster and the Monster Special Summoned by this effect Battle instead.



Shameless swarm antics...I swear, Thes, you're starting to rub off on me. XD

Forci Stikane August 4th, 2008 4:19 PM

Quote:

Originally Posted by Alter Ego (Post 3759016)
They'd only get one, really, and a flipped Waboku or Threatening Roar sorts that out without a care in the world. =O

True, but again, moot point.

In all fairness, very few cards can be relied on after your opponent gets rid of them. ;D But yeah, this is basically support for the old empty field approach. Also a little something for my good Spirit Monster buddies. :3

:P You know what I meant. I think Spirit Monsters already have support like this somewhere.

And I have to say that I'm honestly surprised that none of you have mentioned Cyber Valley in connection with Code Zero yet. Just because it isn't an infinite draw loop anymore it doesn't mean that you can just neglect it, you know. >O

I claim ignorance on this one.

I knew I could count on Thesis to catch the obvious Yubel synergy, though; you never did remember to carry your twos, Icha. For shame. XD

Yeah, yeah. I have no problem with 7s, though.

Bold Idea of the Card Designer: There is a way to abuse this, I'm sure.

Oh yeah, what about Spell Economics? Suppose you declare "I pay 72000 Life Points" only to have it reduced to zero by Economics, would you still get to draw 32? o.o

Then you technically pay no Life Points, so no cards for u.

Seal of the Card Designer: Hmm...possible support for Hamon? Just set a card of your choice then tribute this away for your phantasm to double up. But then...Hamon needs all the support he can possibly get, really. XD Other than that, I suppose that it's a way for doubling up solemns or such, or doing the big beatstick abuse thing that Icha mentioned.

Except, last I knew, Hamon needed Continuous Spells.

And now...it's time for a silly little theme. Not really competitive and I don't know about the whole Type theme aspect, but hey. It amuses me. XD

Great Dragon of Landstar
Dragon/Effect
10 Star/Fire
1600 Atk / 1500 Def

This card can be Normal Summoned using one, two, or three tributes. Increase the Atk of this card by the original Atk of all "Landstar" Monsters used to tribute summon it. This card accumulates effects depending on the number of "Landstar" Monsters used to tribute summon it.

1 or more: When this card would be destroyed, you may destroy another "Landstar" Monster you control instead.
2 or more: This card can attack twice in the same Battle Phase.
3: This card is not affected by Spell or Trap cards.

So, we have here a beater with the potential for major self-protection, double attacking, and maybe even enough attack to beat a BEUD 1-on-1? Situational, yes, but this being a win condition is clear.

Legendary Hero of Landstar
Warrior/Effect
3 Star/Light
1000 Atk / 600 Def

Increase the Atk of this card by the original Atk of every other "Landstar" Monster you control. Once per turn, you may reveal the top card of your Deck. If that card is a Level 3 or lower "Landstar" Monster, Special Summon it to your Field. Otherwise, return the revealed card to the bottom of your Deck. On the turn this effect is activated, this card can not attack.

Swarm at its finest...but there's potential for it to get really insane if you run into another one of these. Just drop one, and if you somehow manage to go through both of the others, you've got three BEWD-level attackers ready to bring out a BEUD-level Dragon. That's not even taking into consideration how this is compatible with all of that support that makes Warrior swarm such a fun and killer decktype.

Master Thief of Landstar
Warrior/Effect
2 Star/Wind
800 Atk / 500 Def

Increase the Atk of this card by the original Atk of every other "Landstar" Monster you control. Once per turn, you may select a card at random from your opponent's Hand and guess its Type (Monster, Spell, or Trap) then check the card you selected. If you guessed right, send the selected card to the Graveyard and draw a card. On the turn this effect is activated, this card can not attack.

...I want to say this is broken. After all, this is a quick peek at your opponent's hand at the worst and a quick +2 at its best. Leaving it unable to attack is somewhat of a moot point since it'll still power up your other Landstars. ...Or just tribute it away for the Dragon.

Peerless Huntsman of Landstar
Warrior/Effect
2 Star/Earth
400 Atk / 800 Def

Increase the Atk of this card by the original Atk of every other "Landstar" Monster you control. Once per turn, you may destroy a Monster with a Def lower than the Atk of this card. On the turn this effect is activated, this card can not attack.

I think we still need that "face-up" part in there...but, even with the low ATK, you can easily boost this up with the rest of the swarm (Thief is a perfect candidate, making it strong enough to kill Monarchs).

Redeemed Necromancer of Landstar
Spellcaster/Effect
3 Star/Dark
600 Atk / 1200 Def

Increase the Atk of this card by the original Atk of every other "Landstar" Monster you control. Once per turn, you may select one "Landstar" Monster from your Graveyard and add it to your Hand. Then, if this card is the only Monster you control, you may Special Summon that Monster to your Field. On the turn this effect is activated, this card can not attack.

Special Summon this, pull out another one, then bring back something else (Dragon again?). This swarm is honestly getting pretty crazy, especially considering the end result.

Shield Maiden of Landstar
Warrior/Effect
2 Star/Water
200 Atk / 2100 Def

Increase the Atk of this card by the original Atk of every other "Landstar" Monster you control. While you control this face-up card, your opponent can not select any "Landstar" Monster except "Shield Maiden of Landstar" as the target of an attack or card effect.

Well, the attack-drawing part might not be that good as your other Landstar monsters can quickly end up with more than 2100 ATK to beat through, but the effect protection is a useful touch to protect against stuff like Exiled Force or the random Sakuretsu/BTH.

The Landstar Fellowship
Normal Spell

Discard one card from your Hand. Reveal the top three cards of your Deck, then Special Summon all Level 3 or Lower "Landstar" Monsters you find and return the rest of the cards to the bottom of your Deck.

And this would be the quick-summon spell of the set? Eh...unless we want to toss a card for later revival, I may want to just stick with RotA.

Landstar Destiny
Continuous Spell

If you control no Monsters when this card is activated, select one Level 3 or lower "Landstar" Monster from your Deck and Special Summon it to your Field. Once per turn, during your Draw Phase, if the card you drew is a Level 3 or lower "Landstar" Monster, you may Special Summon it to your Field then draw again. When this card is destroyed, all Monsters Special Summoned by this effect are also destroyed.

Best for early in the game, I believe. ...Though the swarm is seriously overkill. I mean, turn 2 BEUD-level Dragon, anyone? You could even just get out Hero and continue along with the swarm.

Unity of the Landstars
Normal Trap

This card can only be activated when your opponent declares an attack against a face-up "Landstar" Monster you control. Select one Level 3 or lower "Landstar" Monster from your Deck and Special Summon it. Then, the attacking Monster and the Monster Special Summoned by this effect Battle instead.

Um......again, bring out Hero or Maiden, depending on the opponent's monster, and either block them or hit them back with another beatstick boosted by all the Landstars you undoubtedly have out then call out yet another one.

I call Gravity Bind & LLAB abuse on your new set, AE. With the exception of the Dragon (which can form its own self-protection, anyway), this entire set just skirts right underneath those two, presenting one very lovely stall swarm. And what a swarm it is, bringing out monster after monster and powering each other up because of it, not to mention the large win condition you have sitting at the beginning.

Scarlet Weather August 4th, 2008 6:10 PM

Well, seeing as I need to exercise mah braincells... XD

Alright, "Charge of the Light Brigade" has me all excited, so here's my contribution.

Mercury, Lightsworn Messenger
Monster/Light/Warrior/Tuner/2*
Atk 1300/ Def 1700
Once per turn when this monster would be destroyed, you can send four cards from the top of your deck to the graveyard and it is not destroyed.

Jupiter, Lightsworn Conqueror
Monster/Light/Thunder/Synchro/11*
"Mercury, Lightsworn Soldier+ 1 or more Lightsworn non-tuner monsters"
Atk 3000/ Def 2200
This monster cannot be targeted by card effects. When this monster destroys an opponent's monster as a result of battle, deal damage to your opponent's life points equal to the number of Lightsworn monsters in your graveyard x300. During the end phase of your turn, send five cards from the top of your deck to the graveyard.

And just an odd idea of mine....

Instant Cut
Normal Spell
You can only activate this card when your life point total and your opponent's life point total are the same. Send all spell cards from your hand to the graveyard and halve both player's life points.

Eh, right, too easily abused by burn, I know. But still, I wish it wasn't. XD

D.D. Flock
Monster/Dark/Winged Beast/Effect/3*
Atk ????/ Def ????
By sending this monster from your hand to the graveyard, you can select and add to your hand from your deck a number of "D.D. Crow"s equal to the number of monsters in your opponent's graveyard with 2000 Atk or higher. This monster's original Atk and Def are equal to the number of "D.D. Crow" cards in your graveyard x800.

Eh? I know, crazy things with Dark Armed Dragon, but I'm still working on a solution for that. Hopefully there's a limitation on the next banlist. 0.o

Pikachu of Chaos™ August 5th, 2008 1:08 AM

These are just some my Yu-Gi-Oh card ideas:
Everlight Dragon(Light)
Star x10
[DRAGON/EFFECT]
For every dragon type monster in your
graveyard this monster gains 100 ATK.
-----------------------------------------
ATK/4000 DEF/3500
-----------------------------------------
Light Magician(Light)
Star x7
[SELLCASTER]
A sacred magician that is skilled in
the art of magic.
-----------------------------------------
ATK/2500 DEF/2000
-----------------------------------------
Light Magician Girl(Light)
Star x5
[SPELLCASTER/EFFECT]
For every Light Magician in your
graveyard it gains 300 ATK
-----------------------------------------
ATK/2100 DEF/1500
-----------------------------------------
Chaos Sorcerer(Light)
Star x9
[SPELLCASTER/FUSION/EFFECT]
"Light Magician"+"Dark Magician"
This monster can't be Normal Summon.
This monster can't be Fusion Summon
except by using "Sorceror Sommoning".
this monster gains 300 ATK for every
SPELLCASTER in your graveyard.This
monster can not be destroied in battle.
-----------------------------------------
ATK/3500 DEF/3000
-----------------------------------------
Chaos Dragon Master
Star x12
[SPELLCASTER/FUSION/EFFECT]
"Chaos Sorcerer"+"Everlight Dragon"
For every SPELLCASTER in your graveyard
this monster gains 500 ATK and DEF.
This monstercan't be destroied in battle.
-----------------------------------------
ATK/? DEF?
-----------------------------------------
Spellcaster Destruction(Spell)
[SPELL CARD]
Send all SPELLCASTER monsters in both
players deck and hand.
-----------------------------------------

Alter Ego August 5th, 2008 4:53 AM

Quote:

Originally Posted by Ichaste Pekoni (Post 3826722)
Um......again, bring out Hero or Maiden, depending on the opponent's monster, and either block them or hit them back with another beatstick boosted by all the Landstars you undoubtedly have out then call out yet another one.

I call Gravity Bind & LLAB abuse on your new set, AE. With the exception of the Dragon (which can form its own self-protection, anyway), this entire set just skirts right underneath those two, presenting one very lovely stall swarm. And what a swarm it is, bringing out monster after monster and powering each other up because of it, not to mention the large win condition you have sitting at the beginning.

Mmmhmm...so I realized. It actually took me a while of staring at these little munchkins to realize how crazy they really are. XD And...that's true about the thief, perhaps a penalty for guessing wrong? *Goes to edit*


Mercury, Lightsworn Messenger: Whoa, those are some pretty hefty stats for two-star, especially tuner too. And it self-destructs while potentially plunking down Wulf too? x.O That's...a bit much on just one card.

Jupiter, Lightsworn Conqueror: another indomitable beatstick for Lightsworn to drop down when Judgment Dragon just isn't panning out, but ironically this can't be summoned since there is no 'Mercury, Lightsworn Soldier' to use for the tuning. Assuming that the names would match up, I would imagine that Mercury + Wulf + insert-favorite-fourstar-Lightsworn-here would be the standard setup, possibly with an expended Celestia as a Wulf replacement. Seriously, though, I only see this sitting as a lone copy in the extra deck for a just-in-case scenario, simply because it's just so much easier to synchro summon for Goyo or Stardust instead. In most situations, their effects are more generally useful too. =O Still, it's a decent finisher for Lightsworn.

Instant Cut: Yeah, kinda' abusable by burn indeed, especially since most of the big burn cards are traps and you can just set all but one spell to save them from the dump too. You're really itching to pull that 'halve your opponent's LP' stunt, aren't you? xD

D.D. Flock: Indeed, Dark Armed's best buddy, as it can be quick CA, big beater, or graveyard management depending on the situation. Running 3x D.D. Crow just became that much easier.


Everlight Dragon: Most pointless effect ever. With 4000 Atk you seriously do not need any further boosts, especially not pitifully small ones. For all but a few situations, that 100 atk per dragon thing might as well not be there. Plus, this is just way too big for two-tribute. D=

Light Magician: Well, Dark Magician has always been YGO's Pikachu, so now I guess we have YGO's Pachirisu too. Yay.

Light Magician Girl: Dark Magician Girl is already epic fail; what does that make an otherwise identical clone with an even worse support pool, thanks to its inferior attribute? You decide.

Chaos Sorcerer: We already have a Chaos Sorcerer, thank you very much, and unlike this thing it was actually so good that it became a permanent fixture of the banlist. Fusing two subpar vanillas for a lukewarm effect monster is seriously not worth the trouble, especially when the effect monster in question specifies summon by a spell card that doesn't exist. There are far better and easier-to-summon big beaters in fusions already, ones with more interesting effects too. :\

Chaos Dragon Master: There is way too much Atk and Def boosting going on here already. There is a lot more to a good card than just Atk and Def, you know. >.< And no; 'this card can not be destroyed by battle' is not that either. Less genericness, please.

Spellcaster Destruction: We already have Last Day of Witch, which does precisely the same thing as this one.


Soo...Thesis, I heard you like self-milling? What a coincidence. xD


Reaper Ankhes
Fiend/Effect
4 Star/Dark
2350 Atk / 0 Def

When this card attacks a Monster controlled by your opponent, your opponent can send a number of cards equal to that Monster's Level from the top of their Deck to the Graveyard to negate the attack. (Face-down Monsters are treated as having a Level of 1)

Reaper Endel

Fiend/Effect
3 Star/Dark
1100 Atk / 1300 Def

By tributing a "Reaper" Monster you control, select one card on your opponent's Field and destroy it. Your opponent can negate this efffect by sending a number of cards from the top of their deck to the Graveyard equal to the Level of the targeted card or the tributed Monster, whichever is higher. (Spells, Traps, and face-down Monsters are treated as having a Level of 1)

Reaper Irien
Fiend/Effect
4 Star/Dark
1500 Atk / 1700 Def

This card inflicts piercing Damage. When this card Battles with a Defense Position Monster, reduce the Def of that Monster to zero until the end of the Damage Step. Your opponent can negate this effect by sending three cards from the top of their deck to the Graveyard.

Reaper Zeibal
Fiend/Effect
3 Star/Dark
1200 Atk / 0 Def

Once per turn, you may reduce the Atk of this card by any multiple of 100 in order to inflict Damage to your opponent equal to the amount of Atk lost by this card. When this effect is activated, your opponent can send any number of cards from the top of their Deck to the Graveyard in order to reduce the Damage from this effect by 300 for each card they sent to the Graveyard.

Death God's Decree
Normal Spell

This card can only be activated when your opponent controls at least one Monster. Your opponent selects one Monster Card from their Hand or Field and sends it to the Graveyard.

Reaper Scythe
Equip Spell

This card can only be equipped to a "Reaper" Monster. Increase the Atk of the equipped Monster by 500. When a card(s) is sent to the Graveyard as a result of the equipped Monster's effect, reveal cards from the top of your opponent's Deck until your find a Monster Card, then send that card to the Graveyard and return the rest of the cards to the top of your opponent's Deck in their original order.

Reaper Cry
Normal Trap

This card can only be activate during the End Phase of a turn when the Effect(s) of one more "Reaper" Monster was activated. Inflict 300 Damage to your opponent for each card that was sent to their Graveyard by the effect of a "Reaper" card this turn.

The Ferryman of Styx
Continuous Trap

Whenever a Monster Card is sent to your opponent's Graveyard, remove that card from play. When a card would be removed from play by this effect, your opponent may send two cards from the top of their deck to the graveyard instead.


This only part of the set, of course, but it should be enough to give a general idea. :3

Usagi-Chan~ August 5th, 2008 5:26 PM

Elemental Beast Crystalline Eagle Man
Fusion Monster
Wind Attribute
Elemental Hero Flame Wingman + Crystal Beast Cobalt Eagle
7 stars
For Every Crystal Beast and Elemental Hero In Your Hand,Field and Graveyard, this monster Gains 300 ATK.
2700/2300
Secret Rare

Emerald Yoshi August 5th, 2008 11:59 PM

Here's my Joker Yugioh card ^_^

http://i301.photobucket.com/albums/nn75/minusfive/untitled-1.jpg

Not the OCG but how it works. Its Speical Summoned from your hand by tributing 2 fiend and 1 warrior type monster on the field. Each time it attacks, draw a card. If it is a DAK Fiend-Type Monster, Speical Summon one Joker Token ATK/DEF 1800/ LEVEL 4 / DARK / FIEND. Jokers Tokens can only attack once every 3 turns. When this Monster attack directly, halve your life points. If the outcome is 1500 or less, double the Battle Damage this card deals until the end of the turn.

Alter Ego August 6th, 2008 1:06 AM

Elemental Beast Crystalline Eagle Man: Meh, more Atk boost and that's it types? I'm not really liking it, to be honest. Not only are Crystal Beast and E-Hero two basically zero synergy sets with each other, but this thing has no effect resemblant of Flame Wingman (burn damage) or Cobalt Eagle (return cards to the hand), which is disappointing since it's supposed to be a fusion of the two.

The Joker - The Card Master: Whoa, that's quite a bit of effects on one card. o-o It's...expensive, but then it draws stuff for you and nets a lot of free beatstick tokens to boot so it covers that gap fast (not to mention being an indomitable beatstick in its own right). Also, that last effect...does it mean that if your life points become 1500 or less as a result of the LP halving thing this beast doubles in power? If so, then this is definitely broken, as all you need is Joker, Megamorph and a quick field clearing to swing 13000 points of hurt straight at your opponent's face.

It's a nice change from the generic Atk/Def-modifier-and-nothing-else shizzle, though. :3

First Blood

Normal Spell

This card can only be activated by selecting a face-up, Level 2 or lower Attack Position Monster on your Field that was summoned this turn. If it is the first turn of the duel, the selected Monster can attack your opponent once this turn. Otherwise, inflict Damage to your opponent equal to the original Atk of the selected Monster.

Level Reverse
Normal Trap

This card can only be activated when a "LV" Monster you control is destroyed. Select one lower level Monster that designates the destroyed Monster in its card effect from your Graveyard and Special Summon it to your Field, ignoring summoning conditions. The Monster Special Summoned by this effect is treated as having been Special Summoned by the effect of the Monster designated in its card effect and can not be sent to the Graveyard for its own effect before the end of your next turn.

Usagi-Chan~ August 9th, 2008 3:47 PM

Red Eyes Ultimate Dragon (Made to go along with the Blue Eyes shining/Blue Eyes Ultimate Dragon pair)
Monster/Effect
12/Dragon/Dark/Fusion
Red Eyes B. Dragon + Red Eyes B. Dragon + Red Eyes B. Dragon
For every Red Eyes B. Dragon, Red Eyes B. Chick, add 100 ATK. To this monster. Also, oncce per turn you may destroy 1 face up Attack Mode Light Or Dragon Monster on your oponents side of the field.
4300/3900
Ultra Rare
also a fake image I found of him :D

Alter Ego August 14th, 2008 3:09 AM

Haha, don't know why I'm still posting here since this thread is basically abandoned, but...here goes. :3

Red Eyes Ultimate Dragon: And we play this because...we wanna' kill defensive Cyber Valley really bad? XD Eh...the Atk boost is pretty much pointless since this already a ginormous beatstick. The destruction effect is...not terribly useful since the only thing we'll really get to hit with this is Lightsworn or the occasional Dark Armed or Cyber Dragon. Good enough way to avoid getting bapped by Honest, I suppose, but kind of...not appealing enough for me to cram three Red-Eyes into my deck. x.O I'd still rather fuse for Five-Headed.


Aaanywho...


Sky Fortress - Dark Dreadnought
Machine/Synchro/Effect
9 Star/Wind
2600 Atk / 3000 Def

1 Tuner Monster + 1 or more Machine Type non-Tuner Monster(s)

While in Defense Position, this card can attack your opponent directly. In addition to its normal attack, this card can attack once for each non-Tuner Monster used to Synchro Summon it. If it uses either of these effects, all Battle Damage inflicted by this card this turn becomes 800.

Phanima August 17th, 2008 3:47 PM

Kind of ruins the surprise but here they are~ Eri-chan's trump cards. <3

Monster Cards:

Name: Loli Pop
Attribute: EARTH
Type: Fiend
Level: 3
ATK: 1200
DEF: 0
Flavour Text: A young girl who has lost everything and relies on confectionery to stave off insanity.

Name: Loli Pop Usurper
Attribute: EARTH
Type: Fiend
Level: 3
ATK: 1250
DEF: 0
Flavour Text: Now completely insane, this once sweet girl prowls the earth for sweets in order to satisfy her exponential hunger.

Name: Riding Hood Red
Attribute: EARTH
Type: Beast
Level: 3
ATK: 1650
DEF: 200
Flavour Text: A starved but powerful creature that once hunted Loli Pop for her basket of sweets. He now serves her after being put in his place by the sadistic little girl.

Spell Cards:

Name: Rabbit's Hole
Type: Normal
Effect: Both players draw cards until their hands have 5. Special Summon all Level 3 monsters and send the remaining cards to the Graveyard.

Name: Rabid Fruit of the Zoas
Type: Normal
Effect: Tribute 1 "Loli Pop" and all Level 3 monsters on your side of the field to Special Summon 1 "Loli Pop Usurper" from the Deck or Graveyard, then increase its ATK and DEF by 500 points for each card Tributed by this effect.

Name: Pick Nick's Basket
Type: Continuous
Effect: During each player's End Phase, he/she can add 1 Spell or Trap Card from their Deck to their hand. The selected card cannot be played until the end of their next turn and he/she skips their next Draw Phase.

Trap Cards:

Name: The Gingerbread House
Type: Continuous
Effect: If there is a "Loli Pop" monster in the Graveyard, activate this card. Discard 1 Level 4 or higher monster to add 1 "Loli Pop" monster from the Graveyard to your hand. This effect can only be used once per turn.

I didn't think the monster cards needed approval considering they're all Normal types but in the chance that they're somehow exploitable, I thought I'd put them up anyway.

Frostweaver August 17th, 2008 6:09 PM

(it's not abandoned... just that for the last entire week when I try to log on PC, I get memory error or PC is down in one way or another -_-; PC's lowered accessibility is really that's making me visit this place less and less. Guess PC has too much traffic XD)

Phanima August 20th, 2008 10:34 PM

Spell Cards:

Name: Rabbit's Hole
Type: Normal
Effect: Tribute 1 "Loli Pop" monster to activate this card. Both players draw cards until their hands have 5. Special Summon all Level 3 monsters and send the remaining cards to the Graveyard.

Name: Super Cost Down
Type: Normal
Effect: Discard any number of cards from your hand. Downgrade the Levels of all monsters on the field by the same number of cards discarded until the end of the turn.

Thought up of an ending for Michel and Eri's duel and kind of need Cost Down's effect to do it. ^^;

Alter Ego August 21st, 2008 2:37 AM

Rabbit's Hole: Well, as I already stated in the OOC thread, it's looking fair enough now. If you want to Dark World abuse this you have to run a pretty wonky deck. XD

Super Cost Down: Not really viewing it as Cost Down since it doesn't do anything for the cards in your hand (which, you know, kind of was the point with Cost Down); maybe have it work with all cards in your hand as well? With such a heft cost it would hardly be overpowered. :3

Aaand...PC downtimes do strange things to my imagination, yes they do. XD


Runic Fiend - An
Rock/Effect
3 Star/Light
1600 Atk / 1900 Def

During either player's turn, if this face-up card is on your Field, you can reveal any number of cards from your Hand to your opponent then check one face-down card your opponent controls for each card revealed by this effect. The card(s) revealed by this effect remain revealed until the End Phase of your next turn.

Runic Fiend - El

Rock/Effect
2 Star/Fire
1200 Atk / 700 Def

During either player's turn, if this face-up card is on your Field, you can reveal any number of cards from your Hand to your opponent then inflict 300 Damage to your opponent for each card revealed by this effect. The card(s) revealed by this effect remain revealed until the End Phase of your next turn.

Runic Fiend - Och
Rock/Effect
4 Star/Earth
1000 Atk / 2200 Def

During either player's turn, if this card is face-up on your Field, you can reveal a number of cards from your Hand to your opponent equal to the Level of a Monster that was Summoned this turn to switch that Monster into Defense Position. The card(s) revealed by this effect remain revealed until the End Phase of your next turn.

Runic Fiend - Mi
Rock/Effect
2 Star/Wind
800 Atk / 1400 Def

During either player's turn, if this face-up card is on your Field, you can reveal any number of cards from your Hand to your opponent the return one card from your Field to the owner's Hand for each card revealed by this effect. The card(s) revealed by this effect remain revealed until the End Phase of your next turn.

Runic Fiend - Ti
Rock/Effect
3 Star/Water
1500 Atk / 1600 Def

During either player's turn, you can reveal any number of cards from your Hand to your opponent to reduce the Atk and Def of all Monsters your opponent controls by 100 for each card revealed until the end of the turn. The card(s) revealed by this effect remain revealed until the End Phase of your next turn.

Elochtimian the Runic Horror
Rock/Effect
12 Star/Dark
3000 Atk / 3000 Def

This card can not be Normal Summoned or Set. This card can only be Special Summoned by sending five "Runic Fiend" cards with different Attributes from your Hand or Field to the Graveyard. By removing one Rock Type Monster in your Graveyard from play, change the Attribute of this card to the Attribute of the removed Monster. Your opponent can not Summon or activate the Effects of any Monster(s) with the same Attribute as this card.

Runic Circle

Field Spell

When a "Runic Fiend" Monster would be destroyed or discarded, you can pay 500 Life Points to place it in your Spell and Trap Card Zone instead (treated as a Continuous Spell Card). When this card would be removed from the Field, destroy one "Runic Beast" card placed in your Spell and Trap Card Zone instead. Monsters with the same Attribute as a "Runic Beast" Card in your Spell and Trap Card Zone can not attack you directly.

Rune of Counterpoise
Counter Trap

When your opponent activates the effect of an Effect Monster, you can reveal one "Runic" Monster with the same Attribute as that Monster from your Hand to negate the activation and effect of that card and destroy it. The card revealed by this effect remains revealed until the End Phase of your next turn.

Fallen Angel_Messiah Of Black Roses August 21st, 2008 3:44 AM

I'll see how I can check your cards, however I warn you... I'm not good at playing a childrens card game.



Cards originally posted by Alter Ego:

Runic Fiend - An
Rock/Effect
3 Star/Light
1600 Atk / 1900 Def

During either player's turn, if this face-up card is on your Field, you can reveal any number of cards from your Hand to your opponent then check one of face-down card your opponent controls for each card revealed by this effect. The card(s) revealed by this effect remain revealed until the End Phase of your next turn.

This made my brain hurt... But then I figured it out, it might have not enough stars, I'd figure it be at 4 stars. The effect is pretty solid though.


Runic Fiend - El
Rock/Effect
2 Star/Fire
1200 Atk / 700 Def

During either player's turn, if this face-up card is on your Field, you can reveal any number of cards from your Hand to your opponent then inflict 300 Damage to your opponent for each card revealed by this effect. The card(s) revealed by this effect remain revealed until the End Phase of your next turn.

The stars on this monster are better, it's not overpowered and has a legal sounding effect.

Runic Fiend - Och
Rock/Effect
2 Star/Earth
1000 Atk / 2200 Def

During either player's turn, if this card is face-up on your Field, you can reveal a number of cards from your Hand to your opponent equal to the Level of a Monster that was Summoned this turn to switch that Monster into Defense Position. The card(s) revealed by this effect remain revealed until the End Phase of your next turn.

The level is WAY off balanced... thats either a three or four, leaning towards 4. The effect is good, might be a little underpowered...maybe.

Runic Fiend - Mi
Rock/Effect
2 Star/Wind
800 Atk / 1400 Def

During either player's turn, if this face-up card is on your Field, you can reveal any number of cards from your Hand to your opponent the return one card from your Field to the owner's Hand for each card revealed by this effect. The card(s) revealed by this effect remain revealed until the End Phase of your next turn.

Perfect, the level is right, it's a balanced card...as far as I know..

Runic Fiend - Ti
Rock/Effect
3 Star/Water
1500 Atk / 1600 Def

During either player's turn, you can reveal any number of cards from your Hand to your opponent to reduce the Atk and Def of all Monsters your opponent controls by 100 for each card revealed until the end of the turn. The card(s) revealed by this effect remain revealed until the End Phase of your next turn.

This could be real useful, but thats a level 4 monster for sure. I like the theme you have going on.

Elochtimian the Runic Horror
Rock/Effect
12 Star/Dark
3000 Atk / 3000 Def

This card can not be Normal Summoned or Set. This card can only be Special Summoned by sending five "Runic Fiend" cards with different Attributes from your Hand or Field to the Graveyard. By removing one Rock Type Monster in your Graveyard from play, change the Attribute of this card to the Attribute of the removed Monster. Your opponent can not Summon or activate the Effects of any Monster(s) with the same Attribute as this card.

Okay, this is more like it, the effect is just and fair...if not almost impossibly difficult to pull off. And then it's got a nice attribute effect.

Runic Circle
Field Spell

When a "Runic Fiend" Monster would be destroyed or discarded, you can pay 500 Life Points to place it in your Spell and Trap Card Zone instead (treated as a Continuous Spell Card). When this card would be removed from the Field, destroy one card placed in your Spell and Trap Card Zone by this effect instead. Monsters with the same Attribute as a card placed in your Spell and Trap Card Zone by this card's effect can not attack you directly.

I don't see any problem with this one...

Rune of Counterpoise
Counter Trap

When your opponent activates the effect of an Effect Monster, you can reveal one "Runic" Monster with the same Attribute as that Monster from your Hand to negate the activation and effect of that card and destroy it. The card revealed by this effect remains revealed until the End Phase of your next turn.

Okay, also kind of difficult to pull off, but flawless.

Okay, thats my view. But...you might want better help then me...


My cards:

Clouds Above
Field Magic Card

Increase the ATK and DEF of all Fairy type monsters by 300 points.


Sacred Wings
Equipt magic card

Increase the ATK of the Fairy type monster equipt by this by 700 points.


The Divine Wind
Trap Card

Option 1. Destroy all Dark attribute monsters on the field.
Option 2. Destroy all of your opponents Magic or Trap cards on his or her side of the field.

Jadon the Arch-Angel
Fairy/Effect
7 Stars/Light
2600 ATK/ 2000 DEF

Effect: This card can only be special summoned by tributing two light attribute monsters off your side of the field. When this monster inflicts damage to your opponents lifepoints directly you may take one fairy type monster from your deck and put it in your hand.

Angel of Friendship
Fairy/Fusion
5 Stars/Light
2000 ATK/ 2100 DEF

The Shining Friendship + Petit Angel


The Angelic King of Heavens
Fairy/Fusion/Effect
12 Stars/Light
4700 ATK/ 4500 DEF

Shinato King of a higher plane + St. Joan + Wingweaver : Effect: Whenever this card is summomed to the field, add 1 " Clouds above" Card to your hand. For every Fairy type card in your graveyard, increase the ATK or DEF points of this monster by 100. This card can only be destroyed by a Dark Attribute monster.

Handmirror of the Vain
Trap card

Effect: Flip a coin, if it lands on heads then decrease the ATK and DEF of all monsters on the field by 1000. If it lands on tails, then destroy every monster on the field.

Alter Ego August 21st, 2008 6:19 AM

Quote:

Originally Posted by Fallen Angel_Messiah Of Black Roses (Post 3866620)
This made my brain hurt... But then I figured it out, it might have not enough stars, I'd figure it be at 4 stars. The effect is pretty solid though.

It was four-star originally, but then I figured that neither the stats nor the effect is really earth-shattering. Sure, peeking at face-downs is handy, but 1600 Atk and 1900 Def are nothing that spectacular. This is hardly in the same league as Stratos, Zombie Master, and pals, so I went for three stars. :O

Quote:

Originally Posted by Fallen Angel_Messiah Of Black Roses (Post 3866620)
The level is WAY off balanced... thats either a three or four, leaning towards 4. The effect is good, might be a little underpowered...maybe.

True, Och is arguably the strongest of these five since it not only walls with a vengeance but can also place would-be beatsticks into...ahem, compromising positions, one might say. XD

Ehh...I originally demoted him because I thought it would be fitting to have Elochtimian's combined tributes have a level total of 12. *Shrug* Probably going to rectify that.

Quote:

Originally Posted by Fallen Angel_Messiah Of Black Roses (Post 3866620)
Perfect, the level is right, it's a balanced card...as far as I know..

Really? When I looked at these, Mi actually looked like it was vying with Och for the position of 'most exploitable' due to the stuff it can do with Runic Circle. =O

Quote:

Originally Posted by Fallen Angel_Messiah Of Black Roses (Post 3866620)
This could be real useful, but thats a level 4 monster for sure. I like the theme you have going on.

Beg to disagree on this one. If any of these is really four-star then it's Och. Ti can only really eat up a few hundred points with its effect most of the time, at least if you don't get a kick out of tipping your entire hand to your opponent all the time, and it's hardly what one would call solid on either front. D:

Quote:

Originally Posted by Fallen Angel_Messiah Of Black Roses (Post 3866620)
Okay, this is more like it, the effect is just and fair...if not almost impossibly difficult to pull off. And then it's got a nice attribute effect.

Without support? Yeah, summoning it that way is crazily expensive (-4 CA, plus specific card assembly). If you use Runic Circle, however, any beasts you preserve in your spell and trap card zone are also fair game since they're still 'Runic Beast cards'. :3

Clouds Above: Meh, it's yet another lackluster field in lieu of Yami, Wasteland, Forest, and Goodness knows what else. So not worth it unless we have something really big that needs this to work. ><

Sacred Wings: That would be "Increase the Atk of a Fairy Type Monster equipped with this card by 700". Worthless, because it is hopelessly overshadowed by Axe of Despair and United We Stand among many others already. Equip can be good, but only if it accomplishes something besides a lackluster attack boost.

The Divine Wind: "Select and activate one of the following: - Destroy all DARK Monsters on the Field. - Destroy all Spell and Trap cards your opponent controls". More broken than a teacup smashed by Chuck Norris. Harpie's Feather Duster is sitting squarely on that banlist for a good reason; I don't see why a chainable Feather Duster with a side-order of Lightning Vortex against one of the top decks in the format would be treated any differently.

Jadon the Arch-Angel: Second effect would be "When this card inflicts Battle Damage to your opponent as the result of a direct attack, add one Fairy Type Monster from your Deck to your Hand.". Ehh...decent enough effect and stats, but two light is pretty expensive. Odds are that, with a comparable amount of effort, we could summon Goyo Guardian already, and I maintain that Goyo > this, since it's synchro and thus always at hand as long as the required materials are, not to mention that it builds immediate field presence rather than just filling up your hand. Decent enough card for a Freed-based deck, I suppose, but it requires a very specific kind of build to be played effectively and might be a bit too slow now that synchros are entering the scene too.

Angel of Friendship: Kind of wimpy fusion from weak materials. There's no point whatsoever in trying to fusion summon for this, but if we drop it with Instant Fusion we have some decent material to summon Avenging Knight Parshath, so I suppose it has its uses.


The Angelic King of Heavens: "When this card is Summoned successfully, add one "Clouds Above" from your Deck to your Hand. For every Fairy type Monster in your Graveyard, increase the ATK or DEF of this card by 100.". Just make that Atk and Def, please. The hassle of working out a permanent effect with a decision making process in it is just not worth the bother. Then again, you can really just drop the boost effect to begin with since it's really, really tiny whereas this guy is just plain huge. As it currently stands, that effect means that you can't effect blast this with any spell or trap, or even effect monsters that aren't dark. Which is...kind of much. x.O

Still, trying to make an even halfway consistent deck with those fusion materials in it is already difficult in the extreme (I would even hazard a shot at impossible).

Handmirror of the Vain: So, it's fifty-fifty for huge power boost and Dark Hole reborn? The controversy of those two effects is appealing in a way (if you try to maximize your gain from one, you are liable to get bitten hard by the other). I'm...finding it difficult to make a call on this one, actually. XD


Smiling Fortune
Fairy/Effect
1 Star/Light
300 Atk / 200 Def

When the effect of a card that involves a coin toss is activated, you can send this card from your Hand to the Graveyard to decide the result of that coin toss.

Slot Synchron
Machine/Tuner/Effect
3 Star/Light
1200 Atk / 1800 Def

Once per turn, you can toss three coins. For each Heads, increase the Level of this card by one until the end of the turn. For each tails, reduce the level of this card by one until the end of the turn. If all three results are tails, destroy this card. If all three results are heads and this card is sent to the Graveyard for a Synchro Summon this turn, the Synchro Summoned Monster gains 1000 Atk until the end of the turn.


Okay, I think I just broke the ugly out of that aforementioned with the first one of these. XD

staminalight August 28th, 2008 8:47 PM

how do you make a card??????????????????

~DarkAchu~ August 29th, 2008 2:32 AM

i'd make these cards http://i33.*.com/112am54.jpg http://i37.*.com/w6y6a.jpg

Alter Ego August 29th, 2008 2:43 AM

Quote:

Originally Posted by staminalight (Post 3888671)
how do you make a card??????????????????

Not really the point of this topic. Anyway, just take a piece of cardboard and draw to your heart's content, or use one of those random card generators out on the intraweb, or submit something to a card making contest and hope you win, you know...whatever method you want to use. But like I said, that's not the point of this thread. Just a card concept is perfectly fine.


Lucario: Eww...spelling errors and bad wording. Anyway, totally broken as it's an infinitely self-reviving 3000-Atk beatstick, available for...one tribute? >< Get out of here. Balance, plz.

Aura: Again, the wording is totally out of whack. Also, this is the most self-defeating card ever. Whenever you play it, it will just flip itself face-down again, because the effect specifies every card on the field, and since it's face-down it won't be able to apply the rest of its effect. Which is good, because that one is so broken it's not even funny. :<

~DarkAchu~ August 29th, 2008 2:58 AM

lucario is alright, aura says all cards on opponents field, i was going to make it just an equiped card for lucario, I Know theres spelling mistakes and stuff, its just that i made it in a rush and stuff lmao

Alter Ego August 29th, 2008 3:10 AM

Actually, neither is okay as they severely break the game balance. But whatever.

Catsupper August 29th, 2008 8:53 PM

Wow since i cant post my pics yet ill post later
[AGELIMIT]MINES ISNT PORN[/AGELIMIT]

Alter Ego August 31st, 2008 5:11 AM

Y'know...you could just post the description of the card(s) now and then add the pictures later on. What the card does being the more important thing here anyway. x3

Like so:

Lucky Pick
Normal Spell

Select one card from your Deck and your opponent draws one card. Your opponent declares two card types (Spell, Trap, or Monster). If the card you selected is of a type that your opponent declared, return the card to your Deck. If not, add the card you selected to your Hand.

Forci Stikane August 31st, 2008 7:57 AM

Quote:

Originally Posted by Alter Ego (Post 3896344)
Lucky Pick
Normal Spell

Select one card from your Deck and your opponent draws one card. Your opponent declares two card types (Spell, Trap, or Monster). If the card you selected is of a type that your opponent declared, return the card to your Deck. If not, add the card you selected to your Hand.

Oh, you and your mindgames. The first thing that comes to mind is Appropriate, but I don't know if it would work with the timing. Anyway, the normal games with this are just evil, but having a Jinzo or the like on the field could make this absolutely evil in guessing, second-guessing, and so on.

And, just to add in a random idea:

Carbun Ni
3 Stars/WIND
Beast/Effect
ATK 1200/DEF 800
Increase this monster's ATK by 500 whenever it destroys a monster as a result of battle. If this monster would be targeted and/or destroyed by a card effect, you may decrease its ATK by 300 to negate the effect of that card and destroy it.

Banjora Marxvile August 31st, 2008 11:15 AM

Nice cards. My card ideas wouldn't be one card, but a series of them. My ideas are the God Droids, these are the main 3:

God Droid - Zeus
8 stars/Light
Machine
ATK:3000 DEF:3000

God Droid - Hades
6 stars/Dark
Machine/Effect
ATK:0 DEF:0
Effect: If the card this monster attacks is a machine, destroy it in the damage step. If this card is attacked, you may remove one card from your Graveyard from play to remove this card from play. It is Special Summoned in your next Standby Phase.

God Droid - Poseidon
6 stars/Water
Machine/Effect
ATK:0 DEF:0
Effect: This cards original attack and Def becomes equal to the monster that was tributed to summon this card. If Umi is on the field, this card may attack your opponents Life Points Directly.

Frostweaver September 2nd, 2008 7:01 AM

helllooooooooooooo kids :3


Lucky Pick- evil draw, and appropriate probably missed the timing since the last effect of the card is either the player keeping a card or returning the draw to the deck. Still pretty hard to guess it at times. At least calling monster/spell tends to be the save call. At least for traps you know that it has to be set first =o

Carbun Ni- isn't it a bit too weak being trampled even by recruiters to start... against gladiator beasts' era on top of fast synchro of gunk warrior and stardust and friends, probably not a good choice =/

God Droid Zeus- there better be support or reason to run this vanilla =o

God Droid Hades- not sure why we run this >< its wording will cause replays so it doesn't even block anything for you but save its own butt...

God Droid Poseidon- just run the 1700 tank thingie that works with legendary ocean to be lv 3, and save the tributing problem all together. Poseidon's atk power isn't going to be worth the tribute if that's its only effect ><



still need to update myself on the latest set to get a good feel of the new balance... gah so much things to do lately >_<;

Banjora Marxvile September 2nd, 2008 12:01 PM

There is a reason for the weakness of the God Droids, and I need to edit Hades, I admit. They all can fuse with other god Droids (I made a series) to get better. I'll post them tomorrow.

Alter Ego September 2nd, 2008 1:14 PM

Yeah, Appropriate is crewed because the order of the effects. Sorry. XD


Carbun Ni: Yeah, a bit tough to get this thing started, especially since this doesn't get much love on type or attribute support either. Maybe make it, like 1450 Atk or something, just to be mean to recruiters?


And...I must say that those must be some pretty crazy fusions to justify using these things, especially now that the far faster (and more flexible) synchros are out. Zeus can play the role of Blue-Eyes in those vanilla recursion type decks, I suppose, but that's about it. :\

Oh, and while we're talking synchros...

Lady Luck
Spellcaster/Synchro/Effect
9 Star/Light
2900 Atk / 2700 Def
1 Tuner Monster + 1 or more non-Tuner Monsters

Once per turn, select one of the following effects then roll a six-sided die twice:
- Increase the Atk and Def of all Monsters you control by 100 x the first result and reduce the Atk and Def of all Monsters your opponent controls by 100 x the second result until the end of the turn.
- Destroy all Monsters with a Level equal to either result.
- Pick up a number of cards from the top of your Deck equal to the first result, then Special Summon as many Monsters with a Level equal to the second result as possible and return the rest of the cards to your Deck in their original order.


Oh, and a slight modification to an earlier one.

Smiling Fortune
Fairy/Effect
1 Star/Light
500 Atk / 200 Def

By sending this card from your Hand to the Graveyard, you can decide the result of one coin toss or die roll.

Forci Stikane September 2nd, 2008 2:00 PM

Lady Luck: ...Yeah, sheer luck. The only effect that's actually liable to do anything for you immediately is the first one, but ATK/DEF changes are so...commonplace today.

Smiling Fortune: ...Meh. Really, there isn't much I can say about this.

Quote:

Originally Posted by Frostweaver (Post 3903400)
Carbun Ni- isn't it a bit too weak being trampled even by recruiters to start... against gladiator beasts' era on top of fast synchro of gunk warrior and stardust and friends, probably not a good choice =/

Quote:

Originally Posted by Alter Ego (Post 3904233)
Carbun Ni: Yeah, a bit tough to get this thing started, especially since this doesn't get much love on type or attribute support either. Maybe make it, like 1450 Atk or something, just to be mean to recruiters?

No, the choice of ATK was quite purposeful. Besides, it'll still work with Ojama Trio, which also goes somewhat well with the set:

Carbun Ck
4 Stars/EARTH
Rock/Effect
800 ATK/1900 DEF
If this face-down monster would be targeted and/or destroyed by a card effect, flip it face-up (Battle Position does not change) to negate the card effect and destroy it. Then, increase this monster's ATK and DEF by 700.

Carbun Ch
4 Stars/DARK
Machine/Effect
1600 ATK/900 DEF
If this card battles with a FIRE- or LIGHT-attribute monster, increase its ATK by 800 before Damage Calculation. This effect can only be activated once per turn.


Carbun Pressurizer
5 Stars/EARTH
Warrior/Tuner/Effect
2150 ATK/1600 DEF
When this card is successfully Tribute Summoned, you may add 1 Spell Card with "Carbun" in its name from your Graveyard to your hand. Increase this monster's DEF by 200 for every "Carbun" monster on the field.

Shining Diamond Dragon
12 Stars/LIGHT
Dragon/Synchro/Effect
3400 ATK/2800 DEF
"Carbun Pressurizer" + 1 or more non-tuner "Carbun" monsters
All monsters on your field deal piercing damage. Any increases in ATK and DEF caused by the effect of a "Carbun" monster are increased by 200. In addition, once per turn, you may add 1 Level 4 or lower "Carbun" monster from your Deck or Graveyard to your hand.

Carbun Decay
Normal Spell
Inflict damage to your opponent equal to the total amount that all "Carbun" monsters on the field have increased their ATK and DEF by their own effects.

Carbun Effort
Equip Spell
Equip only to a "Carbun" monster. The equipped monster may attack twice during each Battle Phase. Double the amount the equipped monster's ATK and DEF increase by its own effect while equipped with this card.

Alter Ego September 3rd, 2008 2:41 AM

Quote:

Originally Posted by Ichaste Pekoni (Post 3904372)
Smiling Fortune: ...Meh. Really, there isn't much I can say about this.

Not much? You've never wanted to just wipe away your opponent's field with Time Wizard without a care in the world? Or guarantee the indomitable walling ability of Arcana Force 0 - the Fool? Or up the paralysis factor of Sasuke Samurai #4 by another notch? Or really screw your opponent over with Fairy Box? XD Or...okay, so I've been wanting to make an at least semi-workable gamble deck, just once. (so I have weird aspirations, sue me)

Quote:

Originally Posted by Ichaste Pekoni (Post 3904372)
No, the choice of ATK was quite purposeful. Besides, it'll still work with Ojama Trio, which also goes somewhat well with the set

Except, you know, tokens are just about the only thing you'll get to hit with it, and even after it gets something killed, it's still small enough to be stepped on by Laquari or Stratos. I kind of wouldn't want to build my entire deck on the back of a single limited card, you know? I guess it works with Shrink, though.

Carbun Ck: Mean to Gyzarus, Dark Armed and Judgment Dragon. Really mean. Random Snipe Hunters also have it coming. Wow, the more I look at this the more it starts resembling Big Shield Gardna on steroids. x.x

Carbun Ch: Lightsworn hate? It's an easy answer to an untimely Cyber Dragon and can smack the standard lightsworn (or the occasional Prisma) around, I suppose, but unless one of those is around you're out of luck, since most big beaters just laugh and trample it and ith as nothing to use against them. Kind of meh card.

Carbun Pressurizer: So, we like our tuners humungous, do we? Well, it has a monarch-style tribute-compensation effect, though - I note - precisely 50 more Atk to run the former over. The Def boost is basically moot, as it will hardly become impressive unless your run a full field of monsters.

Shining Diamond Dragon: So, not only do we get an enormous beatstick with minimal effort (since any of the Carbuns + Pressurizer handily makes up 10 stars), we also get piercing damage for all and raised attack and defense boosts? Just like that? Not to mention free CA to boot?

This...is just a bit cheap, to be honest. Too many effects and too big stats for something that's so simple to summon. :\

Carbun Decay: That wording looks a bit...funky to me. Anyway, this already creates problems with Pressurizer since that one has a continuous boost effect. What if we summon one Carbun monster, tribute it away or destroy it, then summon another? Will this count it as Pressurizer having gained Def again when the new monster is summoned or not? Also, majorly cheap in combo with Diamond Dragon and that eqip spell I spy over yonder as just one boost to Ch in this setup immediately translates to 3200 points of burn in addition to a LR-friendly beatstick of epic proportions.

Carbun Effort: and speaking of this...wow, absolutely crazy. So not only are we attacking twice (just slap this one mr.diamonds over there and it's already Cyber Twin on steroids), but Ni, Ch or Ck immediately go crazy if they trigger their effects even once? Not to mention Decay. And just imagine this in multiples. Broken, kthx.


Hmm...something randomish for a change.

Crystal Reaver
Beast/Effect
4 Star/Earth
1700 Atk / 600 Def

When this card is Normal Summoned successfully, place two Deflection Counters on it. Whenever this card battles or is targeted by a card effect, remove one Deflection Counter from it. When this card destroys a Monster by Battle, place one Deflection Counter on it. While there is at least one Deflection Counter on this card, this card can not be destroyed.

Forci Stikane September 3rd, 2008 7:26 AM

Quote:

Originally Posted by Alter Ego (Post 3905909)
Not much? You've never wanted to just wipe away your opponent's field with Time Wizard without a care in the world? Or guarantee the indomitable walling ability of Arcana Force 0 - the Fool? Or up the paralysis factor of Sasuke Samurai #4 by another notch? Or really screw your opponent over with Fairy Box? XD Or...okay, so I've been wanting to make an at least semi-workable gamble deck, just once. (so I have weird aspirations, sue me)

Not much as in, only a few uses that are so obvious that I shouldn't have to mention them.

Carbun Ch: Lightsworn hate? It's an easy answer to an untimely Cyber Dragon and can smack the standard lightsworn (or the occasional Prisma) around, I suppose, but unless one of those is around you're out of luck, since most big beaters just laugh and trample it and ith as nothing to use against them. Kind of meh card.

Though it only requires one of them to get a nice 2400 ATK, and then those beaters aren't laughing as much, eh? Dependant on the opponent, yes, but then there's always cards like Creature Swap to help out with that.

Carbun Pressurizer: So, we like our tuners humungous, do we? Well, it has a monarch-style tribute-compensation effect, though - I note - precisely 50 more Atk to run the former over. The Def boost is basically moot, as it will hardly become impressive unless your run a full field of monsters.

I'll admit, the DEF boost is only there for thematic purposes.

Shining Diamond Dragon: So, not only do we get an enormous beatstick with minimal effort (since any of the Carbuns + Pressurizer handily makes up 10 stars), we also get piercing damage for all and raised attack and defense boosts? Just like that? Not to mention free CA to boot?

This...is just a bit cheap, to be honest. Too many effects and too big stats for something that's so simple to summon. :\

I thought that was the point of Synchro. :P But...I'll try adjusting the Levels around a bit to make it a bit harder to summon.

Carbun Decay: That wording looks a bit...funky to me. Anyway, this already creates problems with Pressurizer since that one has a continuous boost effect. What if we summon one Carbun monster, tribute it away or destroy it, then summon another? Will this count it as Pressurizer having gained Def again when the new monster is summoned or not? Also, majorly cheap in combo with Diamond Dragon and that eqip spell I spy over yonder as just one boost to Ch in this setup immediately translates to 3200 points of burn in addition to a LR-friendly beatstick of epic proportions.

Yeah, I couldn't really figure out a better way to word that. Anyway, it counts the amount the DEF is currently increased, so any previous changes are ignored. As for that combo...

Carbun Effort: and speaking of this...wow, absolutely crazy. So not only are we attacking twice (just slap this one mr.diamonds over there and it's already Cyber Twin on steroids), but Ni, Ch or Ck immediately go crazy if they trigger their effects even once? Not to mention Decay. And just imagine this in multiples. Broken, kthx.

Um...it only doubles any increases that occur while equipped, not that already happened, so it won't work with Ck and will need some setup with Ni (since, as you pointed out, Ni won't be running over much aside from tokens). As for Ch, well, as you also pointed out, it would need a Cyber Dragon, Lightsworn, or such around in the first place. The main star of the effect is the double attack, but Tryce already does that for everything with a discard and stat decrease. This is just for a specific theme but without the drawback.

Hmm...something randomish for a change.

Crystal Reaver
Beast/Effect
4 Star/Earth
1700 Atk / 600 Def

When this card is Normal Summoned successfully, place two Deflection Counters on it. Whenever this card battles or is targeted by a card effect, remove one Deflection Counter from it. When this card destroys a Monster by Battle, place one Deflection Counter on it. While there is at least one Deflection Counter on this card, this card can not be destroyed.

So if it destroys a monster, the counter is removed then added again? And how does the timing go if it only has one counter left when it's attacked or targeted with something like Snipe Hunter? Either way, though, I don't see it sticking around for very long at all by itself, since the same Laquari and Stratos that threaten Ni also beat this.

Alter Ego September 3rd, 2008 9:39 AM

Y'know, you have a handy way of forgetting that Tryce also eats a card from your hand when you play it, so it's a two-card investment rather than one. =O

Quote:

Originally Posted by Ichaste Pekoni (Post 3906234)
So if it destroys a monster, the counter is removed then added again? And how does the timing go if it only has one counter left when it's attacked or targeted with something like Snipe Hunter? Either way, though, I don't see it sticking around for very long at all by itself, since the same Laquari and Stratos that threaten Ni also beat this.

I don't get what you mean by timing here. If the counters hit zero then reaver loses its invulnerability effect and will play 1700 Atk vanilla until it gets to wipe something out and put a counter on itself again. No timing issues involved there, at least by my tell. oO

Hmm...more oddities.

Fated Dice
Normal Spell

Roll a six-sided die once. Both players can select one Monster from their Deck with a Level equal to the result and Special Summon it.

Timetweaker
Psychic/Effect
3 Star/Dark
1050 Atk / 1300 Def

When this card is destroyed, you can pay 1000 Life Points. If you do, it is now the End Phase of this turn.

Forci Stikane September 3rd, 2008 10:01 AM

Quote:

Originally Posted by Alter Ego (Post 3906406)
Y'know, you have a handy way of forgetting that Tryce also eats a card from your hand when you play it, so it's a two-card investment rather than one. =O

Quote:

Originally Posted by Ichaste Pekoni
The main star of the effect is the double attack, but Tryce already does that for everything with a discard and stat decrease.

You were saying? XP

Quote:

Originally Posted by Alter Ego (Post 3906406)
I don't get what you mean by timing here. If the counters hit zero then reaver loses its invulnerability effect and will play 1700 Atk vanilla until it gets to wipe something out and put a counter on itself again. No timing issues involved there, at least by my tell. oO

...Say it gets targeted by the effect of Snipe Hunter. Is the counter removed once it is targeted but before the effect goes through (as forming a link on the current Chain) or after the effect actually resolves?

Quote:

Originally Posted by Alter Ego (Post 3906406)
Fated Dice
Normal Spell

Roll a six-sided die once. Both players can select one Monster from their Deck with a Level equal to the result and Special Summon it.

Okay, so this and Smiling Fortune can give you a free summon by doing almost the exact same thing that Foolish Burial + Monster Reborn could do better, not to mention also giving your opponent a monster. And without Smiling Fortune, chances are that any number you can benefit from will also be a benefit to your opponent. Thanks, but I think I'll stick with the one-sided option for now. :P

Timetweaker
Psychic/Effect
3 Star/Dark
1050 Atk / 1300 Def

When this card is destroyed, you can pay 1000 Life Points. If you do, it is now the End Phase of this turn.

...First point: "Psychic/Effect" <--What?

Second...evil. Flashbang without having an empty field or direct attack. Very useful, and the mindgames would be even more fun with Malevolent Catastrophe.

Scarlet Weather September 3rd, 2008 1:09 PM

Quote:

Originally Posted by Ichaste Pekoni (Post 3906434)
...First point: "Psychic/Effect" <--What?

Second...evil. Flashbang without having an empty field or direct attack. Very useful, and the mindgames would be even more fun with Malevolent Catastrophe.

Er... you do know about the existence of Psychic monsters, right Icha? 0.o

And by the way, here's my own new cards (CARD GAMES post later tonight, I promise, don't shoot! XD)

Ghost in the Machine
Normal Spell
Select one machine-type monster in your graveyard and remove it from play. Then, special summon a machine-type monster from your deck with the same name as the selected monster. The summoned monster cannot be tributed for a tribute summon, and is destroyed during the end phase.

Black Angler
Monster/Water/Fish/Tuner/2*
Atk 800/ Def 1200
Once per turn, you can tribute a fish-type monster on your side of the field (except "Black Angler") in order to select a monster from your opponent's graveyard and special summon it to your side of the field in face-up attack position. A monster summoned in this way has its effects negated, and is destroyed during the end phase.

Legacy Dragon
Monster/Fire/Dragon/Tuner/4*
This monster cannot be used in a Synchro summon unless all other monsters used in the Synchro summon are dragon-type. When a dragon-type monster you control is destroyed as a result of battle, you can pay one thousand life points to special summon this monster from your hand or graveyard.

And, the updated King of the Underdog, which I forgot to post here before the Kaito vs. Koji duel (Heh, heh...)

King of the Underdog
Monster/Fire/Warrior/Synchro/8*
Atk 2800/ Def 1400
"Master of the Underdog + 1 or more normal non-tuner monsters"
Once per turn, you can discard one card from your hand in order to special summon a normal monster from your graveyard. All normal monsters you control inflict piercing damage.

And a slight change to Master...

Master of the Underdog
Monster/Fire/Warrior/Tuner/4*
Atk 1400/ Def 1200
This monster can only be used in a Synchro summon if the other monsters are normal monsters. 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 monster from your deck (except "Master of the Underdog").

And that's it!

Alter Ego September 3rd, 2008 1:45 PM

My thoughts exactly. Get with the times, Icha. The Psychic's are Dark Armed's new best buddies, so they're probably going to make a splash. =P

Quote:

Originally Posted by Ichaste Pekoni (Post 3906434)
...Say it gets targeted by the effect of Snipe Hunter. Is the counter removed once it is targeted but before the effect goes through (as forming a link on the current Chain) or after the effect actually resolves?

In this case, it would react to the targeting since that occurred first. So if Reaver is on one counter and that dice roll is pulled off, that's tough luck for Reaver.

Ghost in the Machine: LR rush support? Well, I can't think of any horrendous abuse for this, so I guess it's okay.

Black Angler: Fish really needed something like this. If your opponent has loaded their graveyard with something big, this can get ugly for them. If not then you should still get a pretty nice range of tuning material. :3

Legacy Dragon: no stats? oO Well, it's...sort of expensive recursion (though necessary, since otherwise this could create an infinite self-replacement loop with another copy of itself in the yard) but then it's big, so if you just have a recruiter bapped then summon something of suitable size along with this then you're all set to synchro summon.

King of the Underdog: Technically he was still cheating since the edit became official after he made his play, you know. XD Ehh...fair enough, I suppose, though with Master's new effect you won't have to specify vanillas for the non-tuners since the master is taking care of that already.

Master of the Underdog: same old, same old, except more picky in its synchro materials now.


Heh, I'm suddenly inspired. XD

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

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

Shapebender

Psychic/Tuner/Effect
1 Star/Wind
800 Atk/600 Def

By paying 800 Life Points and revealing one Synchro Monster from your Deck, you can treat the name of this card as that of the Tuner Monster listed on the card you revealed until the end of the turn.

Mental Domination
Normal Spell

This card can only be activated by paying 1000 Life Points while you control a Psychic Type Monster. Select one Monster your opponent controls and control it until the end of the turn. A Monster controlled by this effect can not change its Battle Position or be offered as tribute.

Forci Stikane September 4th, 2008 8:08 AM

Okay, I'm admittedly behind on the new stuff in Duelist Genesis. No, I did not know about the new monster type(s).

Quote:

Originally Posted by Alter Ego (Post 3906897)
In this case, it would react to the targeting since that occurred first. So if Reaver is on one counter and that dice roll is pulled off, that's tough luck for Reaver.

Then it kind of equates to a combination of Gyroid and single-target Lord of D. in practice, since it'll only protect itself from one targeting destruction effect or two attacks at best, and one attack at its worst (when followed by a destruction effect). And, since the counter addition is kind of pointless since you have to remove one whenever it battles, anyway, I'd say that it's a bit lacking.

...And, since I haven't taken a look at the new Psychic monsters...I'm going to keep my mouth shut for the moment on those.

Alter Ego September 4th, 2008 8:26 AM

Meh, it was just a random thing anyway, so it doesn't bother me much. XD

Anyways, until Icha gets rid of his psychic-phobia...something less foreign. ^^


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

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

Mokey Master

Fairy/Tuner/Effect
1 Star/Light
200 Atk / 200 Def

While on the Field or in your Graveyard, this card is treated as "Mokey Mokey". When "Mokey Mokey" on your Field would be destroyed, you can destroy another Fairy Type Monster you control instead.

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

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

Deity of Mokey
Fairy/Synchro/Effect
3 Star/Light
300 Atk / 300 Def

Any Fairy Type Tuner Monster + 1 or more non-Tuner "Mokey Mokey" Monsters

While on your Field or in your Graveyard, this card is treated as "Mokey Mokey". When "Mokey Mokey" on your Field Battles with a Monster your opponent controls, you can pay 600 Life Points to make the Atk and Def of your opponent's battling Monster equal to the Atk of the "Mokey Mokey" it battles with minus 100 points for Damage Calculation only.

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

Mecha Mokey + Mecha Mokey + Mecha Mokey

At the beginning of either player's Battle Phase, you can send one Fairy Type Monster from your Hand to the Graveyard to make the Atk and Def of this card 3000 until the end of the Battle Phase. When this card destroys a Monster by Battle, add one "Mokey Mokey" from your Deck or Graveyard to your Hand.

Call of Mokey
Normal Spell

This card can only be activated when you control at least one "Mokey Mokey" Monster. Special Summon up to two "Mokey Mokey" Monsters from your graveyard.

Decoy Doll

Quick-play Spell

Special Summon one Decoy Doll Token (Fairy-Type/LIGHT/1 Star/0 Atk/0 Def) to your Field in Defense Position. Decoy Doll Token can not be offered as tribute. While you control Decoy Doll Token, your opponent can not select any card on your Field except Decoy Doll Token as the target of an attack or card effect.

Banjora Marxvile September 4th, 2008 8:42 AM

More Mokeys! Yay! They would improve any Mokey Mokey deck! Anyway, my God Droids aren't going to be posted as... well... they aren't that good as Synchro's (I'm new to Synchros and Psychics...)

Forci Stikane September 4th, 2008 9:10 AM

Quote:

Originally Posted by Alter Ego (Post 3906897)
Psycho Bomber
Psychic/Effect
3 Star/Fire
1700 Atk / 600 Def

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

You know, between this, Destructotron, Swords of Revealing Light/Light of Intervention/whatever, and something like Solemn Wishes as a steady LP source, you've got yourself a quick pair of field-clearers here. And this thing has enough ATK to be a halfway-decent beatstick, too. Searching for this isn't even a real problem with the set's recruiter. Even with the one-time restriction,...this is almost too much, and certainly deserving of another Level. Even outside of Psychic decks, it's a way to laugh at Dark Armed, Gladiator Beast chains, or even the random Monarch.


Shapebender

Psychic/Tuner/Effect
1 Star/Wind
800 Atk/600 Def

By paying 800 Life Points and revealing one Synchro Monster from your Deck, you can treat the name of this card as that of the Tuner Monster listed on the card you revealed until the end of the turn.

This'll probably be fun once more Synchro monsters are out, but...honestly, how many Synchro monsters out right now require a specific Tuner, aside from Junk Warrior?

Mental Domination
Normal Spell

This card can only be activated by paying 1000 Life Points while you control a Psychic Type Monster. Select one Monster your opponent controls and control it until the end of the turn. A Monster controlled by this effect can not change its Battle Position or be offered as tribute.

Psychic Jumper in spell form? The thing is, aside from attacking with the monster, Mind Control can do what this card does but better, and you'll probably want Psychic Jumper for the attacking portion anyway since you get to keep the monster and probably hit a Doctor Cranium in a pseudo-recruiter-Creature Swap combo.

Quote:

Originally Posted by Alter Ego (Post 3908913)
Mecha Mokey
Fairy/Effect
1 Star/Light
100 Atk / 300 Def

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

Mokey Mokey again? Err, I thought we were done with the little guys...

Well, it's good, as searchers go. Obviously, it'll be rather useless outside of its specific decktype, since Mokey Mokey is weak on its own. ...But...outside of the Synchro aspect, I might want to go with Shining Angel instead.



Mokey Master

Fairy/Tuner/Effect
1 Star/Light
200 Atk / 200 Def

While on the Field or in your Graveyard, this card is treated as "Mokey Mokey". When "Mokey Mokey" on your Field would be destroyed, you can destroy another Fairy Type Monster you control instead.

'I destroy Marshmallon to protect my Mokey Mokey! =D'

*ahem* The protection is useful, and I believe this would trigger Mokey Mokey Smackdown, yes? Otherwise...ehh, I have to admit, I'm not too excited on reusing the little fairies, but that's probably just me.


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

When this card is Normal Summoned successfully, add one "Mokey Mokey Smackdown" from your Deck or Graveyard to your Hand.

Useful, but where's the "treat this monster's name as 'Mokey Mokey'" phrase? :P

Deity of Mokey
Fairy/Synchro/Effect
3 Star/Light
300 Atk / 300 Def

Any Fairy Type Tuner Monster + 1 or more non-Tuner "Mokey Mokey" Monsters

While on your Field or in your Graveyard, this card is treated as "Mokey Mokey". When "Mokey Mokey" on your Field Battles with a Monster your opponent controls, you can pay 600 Life Points to make the Atk and Def of your opponent's battling Monster equal to the Atk of the "Mokey Mokey" it battles with minus 100 points for Damage Calculation only.

...Now this one...is interesting. With Berserker and Smackdown, it becomes counterproductive. Without Smackdown, it turns every Mokey on your field into monster killers. Depends on what you want to do with your Mokey, I suppose.

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

Mecha Mokey + Mecha Mokey + Mecha Mokey

At the beginning of either player's Battle Phase, you can send one Fairy Type Monster from your Hand to the Graveyard to make the Atk and Def of this card 3000 until the end of the Battle Phase. When this card destroys a Monster by Battle, add one "Mokey Mokey" from your Deck or Graveyard to your Hand.

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

......Come to think of it, I'd like to see a Mokey deck with these cards and a random Exodia, just for fun. :P


Call of Mokey
Normal Spell

This card can only be activated when you control at least one "Mokey Mokey" Monster. Special Summon up to two "Mokey Mokey" Monsters from your graveyard.

Theme recursion? Or food for the fusions? Definitely quite useful with all the Mokeys flying around now.


Decoy Doll

Quick-play Spell

Special Summon one Decoy Doll Token (Fairy-Type/LIGHT/1 Star/0 Atk/0 Def) to your Field in Defense Position. Decoy Doll Token can not be offered as tribute. While you control Decoy Doll Token, your opponent can not select any card on your Field except Decoy Doll Token as the target of an attack or card effect.

Hello, Mistbody~! Those + Humongous Mecha Mokey + Royal Decree/Jinzo/some sort of S/T negation = some sort of evil lock.

Banjora Marxvile September 4th, 2008 10:00 AM

Well, I gave up the God Droids, but I've got new ideas (hopefully good ones!). The dream series! They focus on Dream Counters and have counterparts - Nightmares! The Dreams are Dream Versions of some monsters. The main Dream being:

Dream Dragon
8 stars / Light
Dragon/Effect
ATK: 3000 DEF: 2500
Effect: When this card is destroyed, you can put 3 Dream Counters on 1 of your opponents monsters. When this card attacks a monster with Dream Counters on it, This monster gains 500 ATK for each until the end of the Battle Phase.

The most powerful Dream is:

Dream God
10 stars / Light
Fairy/Effect
ATK: ? DEF: ?
Effect:This card can only be Normal Summoned if you tribute 3 Dream Monsters. This card gains 500 ATK for all Dream monsters on the field and in your Graveyard. If this monster attacks a monster with Dream Counters on it, this monster gains 500ATK for each till the end of the Battle Phase. When this card is destroyed, Special Summon any Dream monster from your graveyard.

Alter Ego September 4th, 2008 1:08 PM

Quote:

Originally Posted by Ichaste Pekoni (Post 3908977)
You know, between this, Destructotron, Swords of Revealing Light/Light of Intervention/whatever, and something like Solemn Wishes as a steady LP source, you've got yourself a quick pair of field-clearers here. And this thing has enough ATK to be a halfway-decent beatstick, too. Searching for this isn't even a real problem with the set's recruiter. Even with the one-time restriction,...this is almost too much, and certainly deserving of another Level. Even outside of Psychic decks, it's a way to laugh at Dark Armed, Gladiator Beast chains, or even the random Monarch.

Yeah, I noticed that the effect suite was missing monster destruction, so...XD Anyway, true enough, four stars it is, I suppose. Puts it out of Quick Teleport range to boot. =P

Quote:

Originally Posted by Ichaste Pekoni (Post 3908977)
This'll probably be fun once more Synchro monsters are out, but...honestly, how many Synchro monsters out right now require a specific Tuner, aside from Junk Warrior?

Nitro Warrior is the first that comes to mind. Turbo Warrior for a more eccentric choice.

Quote:

Originally Posted by Ichaste Pekoni (Post 3908977)
Psychic Jumper in spell form? The thing is, aside from attacking with the monster, Mind Control can do what this card does but better, and you'll probably want Psychic Jumper for the attacking portion anyway since you get to keep the monster and probably hit a Doctor Cranium in a pseudo-recruiter-Creature Swap combo.

True, forgot about that one. Hoo...edit time. :3 It's not jumper, though, since that one is a Creature Swap, whereas this one is more restricted Change of Heart.

Quote:

Originally Posted by Ichaste Pekoni (Post 3908977)
Mokey Mokey again? Err, I thought we were done with the little guys...

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

Quote:

Originally Posted by Ichaste Pekoni (Post 3908977)
'I destroy Marshmallon to protect my Mokey Mokey! =D'

*ahem* The protection is useful, and I believe this would trigger Mokey Mokey Smackdown, yes? Otherwise...ehh, I have to admit, I'm not too excited on reusing the little fairies, but that's probably just me.

Yeah, Smackdown triggers when any fairy is destroyed, regardless of how, which is pretty much the only useful thing about the effect. Just felt like throwing something like that into the mix. XD

Quote:

Originally Posted by Ichaste Pekoni (Post 3908977)
Useful, but where's the "treat this monster's name as 'Mokey Mokey'" phrase? :P

You're right; that should totally be there. :x *Edited*

Quote:

Originally Posted by Ichaste Pekoni (Post 3908977)
...Now this one...is interesting. With Berserker and Smackdown, it becomes counterproductive. Without Smackdown, it turns every Mokey on your field into monster killers. Depends on what you want to do with your Mokey, I suppose.

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

Quote:

Originally Posted by Ichaste Pekoni (Post 3908977)
I call infinite loop on you, AE. Toss out Royal Decree and you can pretty much just keep trampling over the opponent's monsters over and over again, not to mention being able to pull back the fusion material to toss yet another one out.

......Come to think of it, I'd like to see a Mokey deck with these cards and a random Exodia, just for fun. :P

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

Quote:

Originally Posted by Ichaste Pekoni (Post 3908977)
Hello, Mistbody~! Those + Humongous Mecha Mokey + Royal Decree/Jinzo/some sort of S/T negation = some sort of evil lock.

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


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

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

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


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


Anyways, a few revamps to correct my oversights:

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

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

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

Mecha Mokey + Mecha Mokey + Mecha Mokey

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

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

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

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

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

Mental Domination
Normal Spell

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


Also, some new stuff on the side:

Rescue Operation
Normal Trap

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

Queen Curran + Queen pikeru

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


Okay, really, REALLY done this time. =D

Forci Stikane September 4th, 2008 2:14 PM

Quote:

Originally Posted by Alter Ego (Post 3909313)
True, forgot about that one. Hoo...edit time. :3 It's not jumper, though, since that one is a Creature Swap, whereas this one is more restricted Change of Heart.

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

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

YES WE CAN.

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

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

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

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

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

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

Rescue Operation
Normal Trap

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

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

And I'm stopping there because we all know that you're really not done with editing the Royals.

(That reminds me, though...I need to go edit Kuso's deck for the new banlist.)

Aussie Riolu September 5th, 2008 12:34 AM

I did one step better and made the card (with a generator xD but anyways) Click the names to see the card.

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

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

I've got more so if you want to see them, just look at my profile on deviantART ;) (username is skyshayminx)

Banjora Marxvile September 5th, 2008 5:07 AM

Time for an update! My Dream cards are being edited. here are some new ones!

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

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

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

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

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

I know these cards don't seem that good, but please give me criticism and ways to improve them.

Alter Ego September 5th, 2008 6:47 AM

Zigzagoon: essentially an inferior Des Lacooda, on account of being a less supported type and having to stay face-up to get you that draw each turn. (not to mention that it costs you each time) Still, fair enough I suppose.

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

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

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

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

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

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


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

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

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

Cloudian - Hurricane

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

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

Fogblind

Continuous Trap

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

Cloud Castle

Field Spell

All Battle Damage you would receive from Battles involving a "Cloudian" Monster you control becomes zero. Whenever a "Cloudian" Monster is summoned successfully, distribute two Fog Counters among face-up Monsters on the Field. When this card is destroyed, you can remove four Fog Counters from your Field to return this card to your Hand on the End phase.

Banjora Marxvile September 5th, 2008 7:10 AM

Time for more Sleep and Dreams!

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

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

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

Time for a better, upgraded Defense Trance.

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

That should be better, please criticise however you want.

Phanima September 5th, 2008 8:27 PM

Just think of panda anthromorphs with taut toned bodies ripped like hawtness itself. x3

Monster Cards:

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

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

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

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

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

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

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

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

Spell Cards:

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

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

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

Trap Cards:

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

Name: Shoulder Barrel
Type: Normal
Effect: Tribute 1 "Pandawa" monster on your side of the field to add 2 "Hip Flask" from your Graveyard to your Deck.

Alter Ego September 6th, 2008 1:11 AM

Sleep Wizard: So...searcher but not recruiter. Usable all the same, though. The attack negation thing isn't anything to call home about, however, so don't expect this to live for long. :x

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

Moisture Condensor

Continuous Spell

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

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

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

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

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

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

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

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

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

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

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

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

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

Once per turn, you can Normal Summon one additional "Aquarian" Monster other than "Aquarian Pod Caller" from your Hand.

Forci Stikane September 6th, 2008 6:28 AM

Quote:

Originally Posted by Alter Ego (Post 3911108)
And Icha, cynicism does not suit you, no it does not. :<

Okay: "I reserve comments on the Royal cards until I am certain that you're really done with them." But, really, we both know you're going to go back to them eventually. After all, Tacey doesn't seem like the kind of girl to keep her cards the same for any period of time, now does she? :P

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

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

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

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

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

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

Aquarian Pod Caller: Speak of the devil, look what we have here. Toss this and the Mind combo out once you've otherwise taken some good shots at your opponent's CA, then just keep tossing out Phobocaster and Dusk. Then either keep doing it over and over or tribute for something bigger when your opponent decides not to bother playing anything.

Alter Ego September 6th, 2008 7:43 AM

Quote:

Originally Posted by Ichaste Pekoni (Post 3914688)
Okay: "I reserve comments on the Royal cards until I am certain that you're really done with them." But, really, we both know you're going to go back to them eventually. After all, Tacey doesn't seem like the kind of girl to keep her cards the same for any period of time, now does she? :P

Actually, I was planning on having her at least semi-settle so I wouldn't have to make a full revamp on the deck every time, so those should be the last. :< There was one idea that I had which was brought on by a literal OCG translation I found, but that one would basically involve changing their central thematic - and thus basically all of the cards - around, so I'm not sure if I can be bothered.

...

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

Quote:

Originally Posted by Ichaste Pekoni (Post 3914688)
Aquarian Deformer: Uhh...not sure on this one. Mobius could probably trump it at least 9 times out of 10, and aside from Appropriate (which I do know would work) or face-down monsters that you could just Nobleman anyway, the effect doesn't really make up for the Tribute and subpar stats.

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

Quote:

Originally Posted by Ichaste Pekoni (Post 3914688)
Aquarian Dusk: So face-down Attack Position or switching it to Defense? You forgot to mention Battle Positions. XP Unfortunately, though...even with the low DEF most beatsticks have, this thing still has too small an ATK to break through most of them. Without some way to bounce it back, you're leaving yourself open for a near-direct swing, too. Most S/Ts would be face-up just for activation, anyway, so that doesn't help. Book of Moon would probably work better.

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

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

Quote:

Originally Posted by Ichaste Pekoni (Post 3914688)
Mmm...decent protection for the monsters, yes, but...you would need something else to "absorb" the effect...which I'm not seeing here.

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

Quote:

Originally Posted by Ichaste Pekoni (Post 3914688)
Aquarian Mind: Okay, remember the bouncing thing I mentioned for Dusk (rhetorical question--don't bother answering)? This + Begone, Knave! would work pretty well.

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


Oh, and on that note:

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

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

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

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

Aquarian Foil

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

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

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

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

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

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

Aquarian Genesis
Normal Spell

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

Tidal Counter
Normal Trap

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

Forci Stikane September 6th, 2008 8:32 AM

Quote:

Originally Posted by Alter Ego (Post 3914894)
Actually, I was planning on having her at least semi-settle so I wouldn't have to make a full revamp on the deck every time, so those should be the last. :< There was one idea that I had which was brought on by a literal OCG translation I found, but that one would basically involve changing their central thematic - and thus basically all of the cards - around, so I'm not sure if I can be bothered.

...

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

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

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

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

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

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

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

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

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

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

Oh, and on that note:

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

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

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

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

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

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


Aquarian Foil

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

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

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

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

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

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

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

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

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

Aquarian Genesis
Normal Spell

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

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

Tidal Counter
Normal Trap

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

With how weak these Aquarians are, this'll pretty much translate to a Raigeki of sorts. ...Actually, no: Mother Grizzly kamikaze chains. Thin your deck and remove your opponent's field at the same time. That's a bit too much.

Alter Ego September 6th, 2008 12:47 PM

Quote:

Originally Posted by Ichaste Pekoni (Post 3915066)
See? You're not done yet, after all. XD

Like I said, I probably won't bother with those. Keep that up, though, and I'll do it just to spite you. xP

Quote:

Originally Posted by Ichaste Pekoni (Post 3915066)
Would adding something like "(Battle Position for monsters does [not] change)" really be that hard?

Yes it would. D: Okay, okay, I see what you mean...probably going to make it face-down defense while I'm at it, though.

Quote:

Originally Posted by Ichaste Pekoni (Post 3915066)
...You realize I meant Begone, Knave! for bouncing Dusk back and abusing its effect along with Phobocaster, right?

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

Quote:

Originally Posted by Ichaste Pekoni (Post 3915066)
Hmm...let's just say that there's reason Big Eye doesn't see play and leave it at that.

That's mean! D: But true enough, I suppose. Queue the revamp.

Quote:

Originally Posted by Ichaste Pekoni (Post 3915066)
...With the low levels and Pod Caller able to drop an extra monster each turn, the set might be a bit too dangerous for going Synchro. The ATK boost is good, though...but don't you usually complain about simple stat boosts for effects? XP

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

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

Quote:

Originally Posted by Ichaste Pekoni (Post 3915066)
With how weak these Aquarians are, this'll pretty much translate to a Raigeki of sorts. ...Actually, no: Mother Grizzly kamikaze chains. Thin your deck and remove your opponent's field at the same time. That's a bit too much.

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

Aquarian Cerebremone

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

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

Tidal Counter
Normal Trap

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

Better now?

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

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

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

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

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

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

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

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

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

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

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

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

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

Royal Watchbeast of the Magical Kingdom

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

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

Magical Kingdom
Field Spell

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


Aaand I'll do the rest of it next time, so as to not cause a complete overload. XD

Gymnotide September 6th, 2008 7:29 PM

I made some more Venom cards on another forum for fun.
I'll post them here.

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


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

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


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

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


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

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


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

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

^ wtb Future Fusion?

Legend of the Ouroboros
Normal Spell
(Some cost) Return all Reptile-type monsters in your Graveyard to your Deck. Return all removed from play Reptile-type monsters to your Graveyard.

Banjora Marxvile September 7th, 2008 10:08 AM

Time for Dreamland once again!

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

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

Dream Sprite
Fairy/Effect
3 stars/Light
ATK: 1000 DEF: 1000
Effect: When this card is destroyed, place 1 Dream Counter on 1 of your opponents monsters and Special Summon 1 Dream Monster with 1500 ATK or less from your deck in either face-up attack or face-down Defense Mode.

Forci Stikane September 7th, 2008 10:22 AM

Quote:

Originally Posted by Alter Ego (Post 3915886)
Like I said, I probably won't bother with those. Keep that up, though, and I'll do it just to spite you. xP

O.O I'm done.

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

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

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

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

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

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


Aquarian Cerebremone

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

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

Tidal Counter
Normal Trap

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

Better now?

Yes, actually.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


Royal Watchbeast of the Magical Kingdom

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

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

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

Magical Kingdom
Field Spell

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

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

Aaand I'll do the rest of it next time, so as to not cause a complete overload. XD

You're far too late for that. T.T

Alter Ego September 7th, 2008 11:18 AM

Venom Asp: Everyone needs their field searchers. :3

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

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

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

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

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

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

Quote:

Originally Posted by Ichaste Pekoni (Post 3919800)
But their size is actually what makes them so troublesome for Synchro Summoning: the fact that you can come up with Level totals a lot easier with them while they still have effects to back you up. Part of what actually makes the set reasonable is the low stats on most of them making them frail in battle but usable for effects, but when you add in the ability to summon a big beater out of the swarm of little guys you'll be getting out between Pod Caller and the support cards, that starts to be a bit much for one set.

You can still achieve much the same even without theme-specific tuners, though. Junk Synchron is not exactly difficult to splash into this, and Junk Warrior certainly has the potential to get very big if you've got wetlands out, since it counts current Atk rather than original. I'm pretty sure you could splash some others in there too if you put your mind to it.

Quote:

Originally Posted by Ichaste Pekoni (Post 3919800)
2300-2600 average ATK when it's Tribute Summoned, then. I guess it would work as a tech for Counter Fairy (Spell Counters for Counter Traps? ...), and the protection is good, but it would be rare to find six counters on this by itself unless you tributed something that big. So, you'll probably just get one negation out of this before losing it or Tributing it (for another Chancellor, perhaps). Still, I have to say, it comes across as an improved form of Breaker IMO simply due to the possible self-recharge.

O gawd...I just realized...we could just tribute Metal Reflect Slime for this, couldn't we? 10 instant counters. XD Hmm...better go make an edit on that one.

Quote:

Originally Posted by Ichaste Pekoni (Post 3919800)
...*Adding* a Spell Counter when it attacks directly? Something doesn't sound right about that. And, with all the cards around to add Counters, this'll get beefed up pretty quick. That would be a...3HKO, maybe less? There may need to be some sort of nerfing here.

I'm...not quite sure what you mean about the 'adding' bit, to be honest. xO Also, don't really get how anything beside the Jester or a very pumped treasurer could put a lot of counters on this in one go. It's kind of puny early on, so it would probably require some form of protection if it wants to stick around. I'll stick a counter cap on it, though.

Quote:

Originally Posted by Ichaste Pekoni (Post 3919800)
For each card? Card Destruction & Hand Destruction, please. Like the first two, this has the potential to get really crazy.

Again, I'm going to place a cap on it to avoid turning it into a complete behemoth. Might also do something about the counter collection rate...we'll see.

Quote:

Originally Posted by Ichaste Pekoni (Post 3919800)
Again, between Treasurer and cards like Pitch-Black Power Stone, you could be looking at a turn 2 or 3 Queen. But, then again, it is the new Court, so I guess I shouldn't expect anything less.

Y'know, I don't feel overly bad about actually letting Pitch-Black Powerstone be useful for something. The poor thing is pretty bogged down with restrictions, you know. D:

Quote:

Originally Posted by Ichaste Pekoni (Post 3919800)
You're far too late for that. T.T

True. Might as well let it all out then. Revamps first.


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

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

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

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

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

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

And now, the rest. >D

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

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

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

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

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

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

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

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

Royal Signet Ring
Equip Spell

This card can only be equipped to a "Curran" or "Pikeru" Monster. While on the Field, this card is also treated as "Court of Nobles". Once per turn, you can distribute up to Two Spell Counters among "Royal" Monsters that can have Spell Counters on them. By sending this card to the Graveyard, negate the activation and effect of a card that targets the equipped Monster and destroy it.

Phanima September 8th, 2008 7:02 AM

Quote:

Originally Posted by Alter Ego (Post 3914135)
@Phani: Pandawas? XD Gawd, these have me thinking pandaren from the Warcraft universe, right down to the blatant alcohol abuse. Alright, let's see...

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

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

Dropped ATK to 1800.

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

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

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


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

Didn't want to swarm the field with pandas too easily. :P Changed to SS-ing from the Deck.

Quote:

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

Level 4 now with 1700 ATK.

Quote:

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

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

Quote:

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

Hai~ consider Bamboo Shoots obliterated.

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

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

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

I'm glad. :D A fun, fuzzy and thematic set for a specific brunette. xP

Note on new cards: I seriously spent an hour reworking these and I still think they feel broken beyond repair, although that's probably because I've been looking at them for a while now and my eyes are becoming sore. >>

Monster Cards:

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

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

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

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

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

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

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

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

Spell Cards:

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

Trap Cards:

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

Despite the obvious 3rd party reference, if these weapons make it, another certain NPC shall be equipping them and quite soon... Hopefully~ *dies and sleeps*

Alter Ego September 8th, 2008 1:56 PM

XIII - Aerial Blades: Okay, if there is a broken one here then it's this. Three attacks per turn for a negligible cost, and with this amount of attack power, already amounts to a total 6300 damage in one turn. Throw in Limiter Removal and your opponent might as well call it a day, as nothing short of a big wall of defense positions monsters or an attack negating backrow card will save them. Pretty easy to summon with six stars too. :x I'd say let it attack a number of monsters equal to the number of cards you discarded instead. That way, this will still wreak havoc but we don't get the crazy direct attack beatdown. Rectifying the wording, if you go that route:

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

Just a small taste. *Grins evilly*

Phanima September 9th, 2008 11:00 PM

Quote:

Originally Posted by Alter Ego (Post 3923444)
XIII - Aerial Blades: Okay, if there is a broken one here then it's this. Three attacks per turn for a negligible cost, and with this amount of attack power, already amounts to a total 6300 damage in one turn. Throw in Limiter Removal and your opponent might as well call it a day, as nothing short of a big wall of defense positions monsters or an attack negating backrow card will save them. Pretty easy to summon with six stars too. :x I'd say let it attack a number of monsters equal to the number of cards you discarded instead. That way, this will still wreak havoc but we don't get the crazy direct attack beatdown. Rectifying the wording, if you go that route:

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

Just a small taste. *Grins evilly*

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

It is tasty but now I'm all curious about what it's for. xD

Gah~ I have another set ready to approve but I know I shouldn't. The timing's not right~! A premature release would ruin it but I'm getting all excited. |O

I-I'll hold out... a little... longer. *flatlines*

Alter Ego September 10th, 2008 3:02 AM

Quote:

Originally Posted by ぱはにま (Post 3927240)
Edited as suggested, although I'm kind of confused about your last point. All Synchro monsters require 1 Tuner and 1 non-Tuner monster to summon right? If so, I don't really get your comment sorry. ^^;

Actually, standard synchro requires one tuner and any number of non-tuners. Air Blades, on the other hand, specifies only one of each. To exemplify the difference, let's compare synchro summoning for air blade with synchro summoning for Goyo Guardian, both being the same level. Suppose you have unboosted Chakrams (2 stars), Gun Arrows (3 stars), Claymores (1 star), Tower Shield (5 stars), and Cyber Valley (1 star) out. When synchro summoning for Goyo, we can offer either chakrams, gun arrows and Valley, or Clyamores and Tower Shield, as both combinations add up to six stars (2 + 3 + 1, and 5 + 1 respectively). When synchro summoning for Air Blades, however, the only legal combination would be Tower Shield + Claymores, because Chakrams + Gun Arrows + Cyber Valley includes two non-tuner monsters instead of the specified one. Now do you see the difference? :3 This difference also translates to Sitar being unable to tune for either of those synchros without the assistance of some off-set 4-star, because the levels won't add up without exceeding the material limit. (waterform tokens won't work, since they're Aqua Type instead of the specified machine type)

Quote:

Originally Posted by ぱはにま (Post 3927240)
Yeah, I was going for the whole 'negation of Spell and Traps during the Battle Phase when this card battles', except with the added effect of returning them to their owner's Deck if used. Added in just to provide another Synchro monster to the set really.

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

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

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

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

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


Erm...I hope this clarified? XD

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


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

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

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

Darkshine Leash

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

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

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

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

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

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

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

Darkshine Blaze
Continuous Spell

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

Darkshine Beacon
Normal Spell

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

Darkshine Renewal
Continuous Spell

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


Yeah, pretty weird set, but I'm fairly confident we don't have any actual theme pulling in this direction yet. XD Will add more to it later.

Aussie Riolu September 10th, 2008 5:27 AM

Another Card in my Pokemon series.

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

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

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

Yeah it's not much but...

Oh and what are Synchro Monsters? I guess I haven't been updating on current cards...

Phanima September 10th, 2008 6:04 AM

Quote:

Originally Posted by Alter Ego (Post 3927442)
Actually, standard synchro requires one tuner and any number of non-tuners. Air Blades, on the other hand, specifies only one of each. To exemplify the difference, let's compare synchro summoning for air blade with synchro summoning for Goyo Guardian, both being the same level. Suppose you have unboosted Chakrams (2 stars), Gun Arrows (3 stars), Claymores (1 star), Tower Shield (5 stars), and Cyber Valley (1 star) out. When synchro summoning for Goyo, we can offer either chakrams, gun arrows and Valley, or Clyamores and Tower Shield, as both combinations add up to six stars (2 + 3 + 1, and 5 + 1 respectively). When synchro summoning for Air Blades, however, the only legal combination would be Tower Shield + Claymores, because Chakrams + Gun Arrows + Cyber Valley includes two non-tuner monsters instead of the specified one. Now do you see the difference? :3 This difference also translates to Sitar being unable to tune for either of those synchros without the assistance of some off-set 4-star, because the levels won't add up without exceeding the material limit. (waterform tokens won't work, since they're Aqua Type instead of the specified machine type)

I-I understand! That makes things soooo much easier. xD Alright then, I'll go with the 'any' key option. To think I was that careless...

Quote:

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

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

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

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

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


Erm...I hope this clarified? XD

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

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

Quote:

Originally Posted by Sky Shaymin X (Post 3927593)
Oh and what are Synchro Monsters? I guess I haven't been updating on current cards...

Synchro monsters are basically a new type of monster card (ie. similar to normal, effect, ritual, etc.). They act like ritual monster cards in the fact they need to be summoned by tributing monsters whose total level equals their own, but they also need what are known as Tuner monsters as part of the tribute to be summoned. All Synchro monsters are set in the Extra Deck zone (the old Fusion Deck zone) and return there if an effect returns them to the hand or main deck, otherwise, if they're destroyed, they go to the graveyard like any other monster.

If that was a little hard to understand, just go here to read more about them. :3

Banjora Marxvile September 10th, 2008 7:31 AM

... Dream monster post again! Time for:

Dream Sanctuary
Field Spell
Effect: Whilst this card is on the field, all Dream monsters gain 500 ATK. This card gains a Spell Counter each time a Dream monster is Normal Summoned. When a Dream monster is destroyed, you may Special Summon it back from the Graveyard by removing one Spell Counter from this card.

Alter Ego September 14th, 2008 1:54 AM

Pokémon stadium: Fine, except that "Pokémon" Monster with those quotation marks is shorthand for 'Monster with "Pokémon" in its name', and none of those cards have 'pokémon' in their names so that card doesn't affect anything. :\

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

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


Oh, and just to round something else off.

Noblesse Oblige
(revised)
Normal Spell

Return one card from your Hand to your Deck. Add one "Curran", "Pikeru", or "Royal" Monster from your Deck or Graveyard to your Hand. While you control a "Curran" or "Pikeru" Monster, you do not need to return a card to your Deck.

Gymnotide September 14th, 2008 9:03 PM

Trying to make more synergy for my Alchemy Archetype.
The base is on Tributes / Attribute Change.

Needs balancing since it's only beginning brainstorm.

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

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

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

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

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


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

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


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

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


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

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


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

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


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

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

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


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

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


This card cannot be Special Summoned except by removing from play 3 "Lead Golem" from your Graveyard. Once per turn, select an Attribute. This card gains that Attribute until your opponent's next End Phase. This card cannot be destroyed by battle when battling with a monster that shares the same Attribute as it.

Brushfire September 16th, 2008 1:59 PM

http://img504.imageshack.us/img504/492/43617bd0.jpg

Effect (in case you can't read it very well): "Red-Eyes Black Dragon" + 1 or more non-Tuner monsters
This card gains 100 ATK for every Dragon-type monster in any Graveyard. If you have a card with "Red-Eyes" in its name on your side of the field, you may tribute this card to Special Summon one "Red-Eyes Darkness Dragon" to your side of the field. When this card is destroyed sent to the Graveyard as a result of battle, you may Special Summon one Dragon-Type monster from your Graveyard.


I'll post some more in a bit.

digi-kun September 16th, 2008 7:52 PM

Quote:

Originally Posted by Faint Brushfire (Post 3944656)
http://img504.imageshack.us/img504/492/43617bd0.jpg

Effect (in case you can't read it very well): "Red-Eyes Black Dragon" + 1 or more non-Tuner monsters
This card gains 100 ATK for every Dragon-type monster in any Graveyard. If you have a card with "Red-Eyes" in its name on your side of the field, you may tribute this card to Special Summon one "Red-Eyes Darkness Dragon" to your side of the field. When this card is destroyed sent to the Graveyard as a result of battle, you may Special Summon one Dragon-Type monster from your Graveyard.


I'll post some more in a bit.

Just to say that it would be "1 tuner monster + "Red-Eyes Black Dragon""

Gymnotide September 16th, 2008 9:21 PM

1 Tuner + "Red-Eyes B. Dragon"
This card gains 100 ATK for every Dragon-Type monster in any Graveyard. If you control a card with "Red-Eyes" in its name, on your side of the field other than "Red-Eyes Linting Dragon", you can Tribute this card to Special Summon 1 "Red-Eyes Darkness Dragon" to your side of the field from your ?. When this card is destroyed and sent to the Graveyard as a result of battle, you can Special Summon 1 Dragon-Type monster from your Graveyard.

Brushfire September 17th, 2008 1:19 PM

Quote:

Originally Posted by digi-kun (Post 3945487)
Just to say that it would be "1 tuner monster + "Red-Eyes Black Dragon""

Quote:

Originally Posted by Gymnotide (Post 3945571)
1 Tuner + "Red-Eyes B. Dragon"
This card gains 100 ATK for every Dragon-Type monster in any Graveyard. If you control a card with "Red-Eyes" in its name, on your side of the field other than "Red-Eyes Linting Dragon", you can Tribute this card to Special Summon 1 "Red-Eyes Darkness Dragon" to your side of the field from your ?. When this card is destroyed and sent to the Graveyard as a result of battle, you can Special Summon 1 Dragon-Type monster from your Graveyard.

Thanks for the OCG Help. =]

Aussie Riolu September 17th, 2008 4:23 PM

Quote:

Originally Posted by Alter Ego (Post 3937946)
Pokémon stadium: Fine, except that "Pokémon" Monster with those quotation marks is shorthand for 'Monster with "Pokémon" in its name', and none of those cards have 'pokémon' in their names so that card doesn't affect anything. :\

So I should put: "Pokemon" Subtype Monsters
Is that ok? If so I'll update all my cards that have it.

Downgrade all "Pokemon" Subtype Monsters in both players hands and on the field by 1 Level. Increase the ATK and DEF of all "Pokemon" Subtype Monsters by 300 points.

Or should I just take out the quotation marks?

Quote:

Originally Posted by Alter Ego (Post 3937946)
Arceus: um...yay for super-specific win condition? Seriously, this is even worse than trying to assemble Exodia, and we all know how hard that is. D:

:P Yep but the "Plate" Cards are also Equip Spells. I haven't thought of how much they will increase the ATK and/or DEF by but they can only be equipped to a certain attribute. e.g. Zap Plate can only be equipped to Light attribute and Splash Plate only for Water attribute. But they can all be equipped to Arceus. Only one can be equipped at a time though, and changes Arceus' attribute. Arceus is originally a Light attribute, but equipped with the Dread Plate, and it becomes a Dark attribute. :)
And I think there's cards that can add an equip spell from your deck to your hand. And I know there's Magician of Faith, which brings a Spell Card from your graveyard to your hand when it's flipped. And to make it even worse...Arceus and all plates are Limited like Exodia. 1 of each card per deck :D
Oh and don't forget about Arceus' cost effect. 700 Life Points every Standby Phase.
2 "Solemn Wishes" will go well with Arceus. Effect: "You gain 500 Life Points when you draw a card (or cards)."
2 of them will make it 1000 ;)

EDIT: Is this ok for a Plate card?

Name: Dread Plate
Equip Spell
This card can only be equipped to DARK attribute monsters and "Arceus" Increase the ATK and DEF of the equipped monster by 500 points. Only 1 "Plate" card can be equipped at a time. If "Arceus" is equipped with this card, it's attribute is treated as DARK.

Gymnotide September 17th, 2008 7:28 PM

I decided to make some with that generator.



Alter Ego September 21st, 2008 1:18 PM

Quote:

Originally Posted by Sky Shaymin X (Post 3947398)
So I should put: "Pokemon" Subtype Monsters

Meh, Just Pokémon monsters without the quotations or any other stuff should work; same principle as Tuner Monster or Spirit Monster.

Quote:

Originally Posted by Sky Shaymin X (Post 3947398)
:P Yep but the "Plate" Cards are also Equip Spells. I haven't thought of how much they will increase the ATK and/or DEF by but they can only be equipped to a certain attribute. e.g. Zap Plate can only be equipped to Light attribute and Splash Plate only for Water attribute. But they can all be equipped to Arceus. Only one can be equipped at a time though, and changes Arceus' attribute. Arceus is originally a Light attribute, but equipped with the Dread Plate, and it becomes a Dark attribute. :)
And I think there's cards that can add an equip spell from your deck to your hand. And I know there's Magician of Faith, which brings a Spell Card from your graveyard to your hand when it's flipped. And to make it even worse...Arceus and all plates are Limited like Exodia. 1 of each card per deck :D
Oh and don't forget about Arceus' cost effect. 700 Life Points every Standby Phase.
2 "Solemn Wishes" will go well with Arceus. Effect: "You gain 500 Life Points when you draw a card (or cards)."
2 of them will make it 1000 ;)

...

And I want to commit three on-field monsters, protect two sucky continuous traps in my backrow, and put five ridiculously conditional equip spells in my deck, because..?

Seriously, the point here is not whether or not Arceus' weaks can be covered but whether doing so is worth the effort. In this case, it's not. I'd be committing an insane amount of deckspace to cards with a very low probability of helping me outside of a win condition with very poor odds of ever being pulled off. Yes, you can use both Fairy of the Spring and Iron Blacksmith Kotetsu to search for equips, but that's committing even more deckspace to cards with no value outside of that one combination. (Tried figuring out your chances of summoning a three-tribute monster with your hand clogged down by equips? Or, alternatively, summoning that monster and keeping it on the field for enough turns to dig up the equips? The average lifespan of a card on the field is still one turn, you know. :\) No, just no. If I want an instant win, Exodia is still just plain easier in every way. If I want a big tribute monster, then Plasma, Light and Darkness Dragon, and even Ancient Gear Golem are all better options with easier requirements. Just the 3000 Atk with nothing more or less can be pulled off even easier by running Blue-Eyes and a handfull of vanilla support. There is simply nothing Arceus can do that other cards won't do better with less investment. Hence, Arceus = not worth playing. :\

Oh, and Magician of Faith is banlisted by the way, as is Dark Magician of Chaos, so right now the only legal means of direct spell recursion are Magical Stone Excavation and Spell Reproduction, both of which are three-for-one trades.

Dread Plate: Eww...weak. And resricted in its use. Really, equip spells require a lot to their name to be worth playing (think United We Stand, Premature Burial, D.D.R.) and lukewarm atk or def boosts just aren't it. Exodia is still looking a lot more appealing. D:

Koleros: Interesting concept, but there's a problem here...if it's treated as a fire monster then it's also viable for being special summoned from the graveyard, which would result in a tremendous ruling glitch. And what if we remove one for Phantom of Chaos' effect? You should add some kind of effect to prevent that. Other than that, it's a weaker Rush Recklessly, but it's the fire monster imitation effect we'd run this for anyway.

Sanguinus: Same issue as above, but probably more applicable since nerfed Enemy Controler > nerfed Rush. Works well enough.

Melankas: Ehh...unless there is some very big effect we reap for those earth monsters, I'd rather just go with either of the above. This is like a seriously weakened Burden of the Mighty. :x

Flemia: Hmm...anti-Shrink? Again, not terribly useful effect unless we specifically need that 'count-as-a-monster' thing for something.

Berith, Alchemic Fiend: So, basically it's tribute this to summon one level four or lower monster from your graveyard. As spiffy as all of the rest sounds, it really doesn't make any difference effect-wise. Meh, I suppose it's good for Stratos spam and the occasional other 'on summon' effect monsters, but I'm not sure I'd bother since this one isn't exactly teeming with hadny ways to be summoned. Ehh...interesting enough, at least.

Hydrargyrum: Ummm...is it okay to say flippin' crazy? There's no limit to how many times per turn you can do the quadrupling thing, so just imagine what this would do in combo with...oh...a field full of goat tokens? (256 x 600 Atk? Uh-huh...) This is just...Fox Fire on steroids, really. Needs major toning down.

Salinas the Solid: Obvious target being Salinas itself here, seeing as how it won't be attacking anyway. Yay for free tribute fodder? Not to mention synchro fodder? And whoa, free beatstick muscle too, if you have a suitable target. xx This thing could make ugly things happen very quickly, especially as it can churn out those tokens without a care in the world, given that it doesn't even slow down your offensive. Need some nerf nao, please.

Brimstone Beast: You never specified where the card is added. Anyway, I'm going to cry for balance again. This thing is passable muscle that can then proceed to hide from counterattacks while simultaneously padding your hand with fresh monsters from your deck. Just...rampant CA generation. xx Remove the revival and it's fine, though.

Paracelsus: Saline tokens ftw? Free burn all the time with that, basically. It's okay on its own, though; it's saline who's pushing it. D:

Lead Golem: Tribute fodder. No larger complaints here.

Aurum Golem: Well, it's big...but that's about where the benefits end, seeing as how it's big enough to basically make the self-protection a moot anyway. Dunno', I think I'd rather just cycle the lead golems back into my deck and go on another tribute spree instead.

Philosopher's Stone: and that decision is supported precisely by this sort of thing. This does very nasty things given the way you can spam tribute effects. This would also make Mind Master OTKO a reality. All you need is this combined with Mind Master and one other psychic monster on your field (okay, 13 other psychis in your deck too, or less with a recycling card at hand), after that it's just tribute and summon until your opponent drops.

Solace in the Shadows: Dark World's best buddy? Go ahead; hit me. I have a Silva/Goldd/Kahki/Reign-Beaux/Insert-favorite-dark-worlder-here with your name on it. >D Other than that, I only really see this as being played as quick draw power for an OTKO deck, or one of those extreme burn variants that play out their hands immediately anyway.

Doom: All I can say is good luck trying to keep this around enough for serious benefit. I can see the equipped monster getting tagged out or tributed long before this gets to trigger, really. :x

Glyph of the Immortal: Helping hand for Lightsworn? Possibly zombie also? Meh, don't really see any other decktypes enjoying such reckless self-mill, and even those probably wouldn't like tributing a monster for the pleasure.


Anywho, since I've been reading way too much fairy tail and just decided that a monster theme built on the zodiac would be cool...xD

The Cautious - Capricorn
Beast-Warrior/Effect
4 Star/Earth
900 Atk / 2200 Def

Once per turn, when a card you control is selected as the target of a card effect, you can remove the top card of your Deck from play. If the card removed by this effect is of the same Type (Spell, Trap, or Monster) as the card targeting your card, negate the activation and effect of that card and remove it from play.

The Cunning - Scorpio
Fiend/Effect
4 Star/Fire
1100 Atk / 1700 Def

Once per turn, you can remove the top card of your Deck from play. If the card removed by this effect is a Normal Trap Card, you can activate its effect during your opponent's next turn.

The Forceful - Taurus
Beast Warrior/Effect
4 Star/Earth
1600 Atk / 1400 Def

Once per turn, you may remove the top card of your Deck from play to have this card gain 200 Atk until the End Phase. If the card removed by this effect is a Monster Card, this card gains 1000 Atk until the End Phase instead.

The Rebellious - Aquarius
Aqua/Effect
8 Star/Wind
2700 Atk / 2100 Def

Once per turn, by removing one card in your Hand from play, check all face-down cards on the Field then return all cards of the same Type (Spell, Trap, or Monster) as the removed card from the Field to their owners' Decks and shuffle them.

The Just - Libra

Fairy/Effect
8 Star/Air
2650 Atk / 2650 Def

When this card is Normal Summoned successfully, the player with more cards on their Field removes cards on their Field from play until the number of cards on both players' Fields is the same.

The Mindful - Virgo
Fairy/Effect
4 Star/Earth
1000 Atk / 1800 Def

Once per turn, you can remove one card from your Hand or Field from play. Until the end of the turn, your opponent can not activate or apply the effect(s) of any cards of the same type (Spell, Trap, or Monster) as the card removed by this effect.

The Persistent - Aries
Beast Warrior/Effect
4 Star/Fire
1700 Atk / 1200 Def

When this card battles with a Defense Position Monster but doesn't destroy it, you can remove the top card of your Deck from play to switch the Defense Position Monster this card battled with into Attack Position. Then, this card attacks that Monster once again in a row.

The Proud - Leo
Beast Warrior/Effect
5 Star/Fire
2000 Atk / 1800 Def

When this card Battles with an Attack Position Monster, you can remove one card in your Hand from play to make the Atk of this card equal to the Atk of the Monster it battles with plus 500 points for Damage Calculation only.

The Tenacious - Cancer
Aqua/Effect
4 Star / Water
1500 Atk / 1800 Def

Once per turn, you can remove the top card of your Deck from play to negate the destruction of this card once.

The Truthful - Sagittarius
Beast Warrior/Effect
4 Star/Fire
1800 Atk / 800 Def

Once per turn, you can remove one Monster you control from play. If you do, this card can attack your opponent directly this turn.

The Selfless - Pisces
Fish/Effect
2 Star/Water
1100 Atk / 1300 Def

By removing the top card of your Deck from play, Special Summon one "Pisces Token" (Fish-Type/WATER/Level 1/550 Atk/ 650 Def) to your Field. "Pisces Token" can not attack or change its Battle Position and can not be offered as tribute except for a Tribute Summon where this card is also offered as tribute. During the End Phase, destroy all "Pisces Tokens" Special Summoned this turn.

The Versatile - Gemini
Fairy/Effect
3 Star/Wind
1400 Atk / 900 Def

Once per turn, you can remove one Effect Monster in your Hand from play to activate the effect of that Monster, treating the effect of that card as this card's. (The activation timing for that effect must still be met)


And just because I feel like it...something just generally D.D.

Dimension Break

Normal Trap

This card can only be activated when your opponent declares an attack against a Monster you control. Remove both Monsters from play without applying Damage Calculation. When this card is removed from play without being activated, select one card your opponent controls and remove it from play.

Gymnotide September 21st, 2008 8:24 PM

Let's forget about those Alchemy cards >_o
I don't want to balance / finish the set.

Quote:

Solace in the Shadows: Dark World's best buddy? Go ahead; hit me. I have a Silva/Goldd/Kahki/Reign-Beaux/Insert-favorite-dark-worlder-here with your name on it. >D Other than that, I only really see this as being played as quick draw power for an OTKO deck, or one of those extreme burn variants that play out their hands immediately anyway.

Doom: All I can say is good luck trying to keep this around enough for serious benefit. I can see the equipped monster getting tagged out or tributed long before this gets to trigger, really. :x

Glyph of the Immortal: Helping hand for Lightsworn? Possibly zombie also? Meh, don't really see any other decktypes enjoying such reckless self-mill, and even those probably wouldn't like tributing a monster for the pleasure.
Everything was intended, really. I could lower Doom to 2, but, meh.
Glyph of the Immortal was initially going to be designed for Reptile, but I decided I hate Venom decks.

And because I felt like cheating...?

Itheron the Primal Monarch
Warrior / Fusion / Effect
10 Stars / DARK
2400 / 1200


Any Monarch + Any Monarch

This card can only be Summoned by Fusion Summon. If this card is Fusion Summoned, the Fusion Material monsters must be the correct ones and the two monsters used to Summon it must be face-up on the field. When this card is successfully Summoned, apply the effects of the Fusion Material monsters used to Summon it (or however you would phrase it so you get to reuse the Monarch effects -____-). While this card is face-up on the field, its gains the Attribute of the two monsters used to Fusion Summon it.

Alter Ego September 23rd, 2008 10:14 AM

Alrighty, then. Duly forgotten.

Mind you, Doom could also be improved by adding some additional effect like 'The Monster equipped with this card can not be offered as tribute." or something to it to make it a bit trickier to dispose of. :3

Itheron the Primal Monarch: this part "If this card is Fusion Summoned, the Fusion Material monsters must be the correct ones" is not necessary. Since you specified "Monarch Monsters" rather than any specific monsters, fusion substitutes other than Prisma won't work anyway and Prisma would not be beneficial since it doesn't have a monarch effect for this to use. As for the second part, that should be "Activate the effects of both Fusion Material Monsters" since monarchs use ignition effects rather than continuous ones (which are the ones that would be 'applied'). So...basically this is recycling the effects of already summoned monarchs for another go? Eh, not too wild about it since they have to be specifically on the field to begin with and you actually lose out on the muscle, not to mention the trouble of fitting the required fusion support into your deck (Random Fusion Gate ftw? oO), but then I'm not a big fan of monarchs anyway. *shrug*


And now, from one thing to the third...

Ojama Sage
Beast/Fusion/Effect
5 Star/Dark
0 Atk / 2500 Def

"Ojama Black" + "Ojama Green"

Once per turn, you can discard one card from your Hand to add one "Oja" Spell Card from your Graveyard to your Hand.

Ojamerization
Normal Spell

Return Fusion Material Monsters listed on an "Ojama" Fusion Monster from your Hand, Field, or Graveyard to your Deck in order to Special Summon that Fusion Monster from your Extra Deck. This Special Summon is treated as a Fusion Summon.

Ojamorphosis
Equip Spell

Tribute one "Ojama Black", "Ojama Green", or "Ojama Yellow" you control to activate this card. Special Summon one Level 6 or lower Fusion Monster from your Extra Deck and equip it with this card. When this face-up card is removed from the Field, return the Monster this card was equipped to to your Extra Deck and Special Summon the Monster you tributed for this card's effect from your Graveyard.

Pride of Oja
Continuous Trap

When an "Ojama" Monster you control is destroyed, you can Special Summon one "Ojama Black", "Ojama Green", or "Ojama Yellow" from your Deck in Attack Position.


And a bit of this and that since I feel like touching this other theme up too.

Reaper Scythe (revamp)
Equip Spell

This card can only be equipped to a "Reaper" Monster. Increase the Atk of the Monster equipped with this card by 500. Whenever a card(s) is sent to your opponent's Graveyard as a result of the equipped Monster's effect, reveal cards from the top of your opponent's Deck until you find a Monster Card, then discard that Monster Card and return the rest of the cards to your opponent's Deck in their original order. When this card is sent to your Graveyard, you can send the top card of your Deck to your Graveyard to return this card to the top of your Deck.

Reaper Ailin
Fiend/Effect
5 Star/Wind
2000 Atk / 800 Def

This card can attack your opponent directly. If it does so using this effect, your opponent can send any number of cards from their Hand to the Graveyard to reduce Battle Damage from that attack by 1000 for each card sent.

Reaper Bantral
Fiend/Effect
7 Star/Water
2700 Atk / 2150 Def

During each End Phase, Special Summon all "Reaper" Monsters that were destroyed and sent to your Graveyard this turn to your Field. Whenever a Monster would be Special Summoned by this effect, your opponent can send a number of cards equal to that Monster's Level from the top of their Deck to the Graveyard to negate that Special Summon.

Scarlet Weather September 23rd, 2008 10:47 AM

But I wanna play too, Mommy! XD

Summon Drive
Continuous Spell
Once per turn, select any four "Shikigami" monsters from your deck and show them to your opponent. Your opponent selects one and adds it to your hand. The rest are returned to the deck. If this card is destroyed, send all "Shikigami" monsters in your hand to the graveyard.

In Reflect
Normal Trap
When a "Shikigami" monster you control would be targeted by a card effect, switch the target to one of your opponent's monsters instead.

Shikigami: Byakko no Kogenta
Monster/Wind/Beast-Warrior/Effect/4*
Atk 1900/Def 1200
When this monster would be destroyed, send one "In" or "Shikigami" card from your hand to the graveyard, and it is not destroyed.

Shikigami: Moumutsuu no Mugyu
Monster/Fire/Fiend/Effect/5*
Atk 1700/ Def 2100
When this monster would be destroyed, you may destroy one of your spell or trap cards instead. By sending one "In" card from your hand to the graveyard, you can select one of your opponent's monsters and deal damage to them equal to half the combined Atk and Def of that monster.

In Fist
Normal Spell
Select one "Shikigami" monster you control. That monster cannot attack this turn. Destroy one card on the field.

In Cutting: Da!
Normal Spell
You can add this card from your deck to your hand instead of conducting your draw phase. You can only add one "In" card from your deck to your hand per turn in this way.

In Cutting: Ri!
Normal Spell
You can add this card from your deck to your hand instead of conducting your draw phase. You can only add one "In" card from your deck to your hand per turn in this way.

In Cutting: Shin!
Normal Spell
You can add this card from your deck to your hand instead of conducting your draw phase. You can only add one "In" card from your deck to your hand per turn in this way.

In Cutting: Kan!
Normal Spell
You can add this card from your deck to your hand instead of conducting your draw phase. You can only add one "In" card from your deck to your hand per turn in this way.

Sure-Kill Technique!
Normal Spell
Remove four "In" cards with different names from your graveyard and send call cards on the field except for one "Shikigami" monster you control to the graveyard.

Shikigami: Byakko no Rangetsu
Monster/Dark/Beast-Warrior/Effect/7*
Atk 2600/ Def 1700
You can special summon this monster by sending two "In" or "Shikigami" cards from your hand to the graveyard. By sending one "In" card from your hand to the graveyard, destroy one card your opponent controls. By removing four "In" cards with different names in your graveyard from play, send an equal number of cards on the field to the graveyard.

Alter Ego September 24th, 2008 10:19 AM

Quote:

Originally Posted by Thesis (Post 3965707)
But I wanna play too, Mommy! XD

Not before you eat your homework, rate your vegetables, and do everybody else's fake cards, young man! >:O

...

Wait, that didn't come out quite right. oO Anywho...

Summon Drive: would probably be easier to use if we actually had more Shikigami to go on. Fun enough, as I always like shoving choices onto my opponent, but with that drawback I wouldn't play it in a format where Bestiari and pals can just swoop down and wipe out my backrow that easily. :x

In Reflect: You do realize that this effect means that you can make the poor monster attack itself, right? Other than that, it's just theme-specific Magical Arm Shield, really.

Shikigami: Byakko no Kogenta: Fuu...forced activation on that self-protection effect. But then, you can just have this thing send itself to the graveyard if that threatens to cause trouble, and it's a nice, large beatstick to boot, so I'm not complaining.

Shikigami: Moumutsuu no Mugyu: You should probably specify that spell or trap card bit as 'one Spell or Trap card you control'. Because as it is, you could technically also destroy cards in your hand (in lieu of Crush Card). If that was your intention, though, then just leave it as is. As a whole...eh, it's small and it's tribute. Granted, we can pull some amusing stunts with stuff like Dark Coffin, Blast With Chain, and Smoke Grenade of the Bandit in combination with this, but even so...it's puny without being easily searchible and doesn't have a support-friendly type/attribute combination either. Would probably avoid using this if possible.

In Fist: Controlled destruction. Decent enough.

In Cutting: Da!/Ri!/Shin!/Kan!: effect fodder. Enough said. I'd kind of like seeing some form of effect to the cards themselves as well, but whatever floats your boat.

Sure-Kill Technique!: And now we start breaching on the real reason to run these. Basically, this makes any one shikigami you have go Demise on the field without the LP cost. Worth running in the archetype, certainly.

Shikigami: Byakko no Rangetsu: Completely dwarfed by this, though. It's big, it's special summonable, and it blows stuff up. With a vengeance if need be. Pretty much an instant three of these, as this is really just that easy to summon with a dedicated deck.


And now...I think I shall maintain the vain hope of actually getting some comments once in a while as I try to do a little something for my pet neglected game mechanic...and snag along another almost equally neglected one while I'm at it. <3


Battle Gear: Accel Lance
Machine/Union/Effect
4 Star/Earth
1200 Atk / 400 Def

This card inflicts piercing damage. When battling with a Monster in the same column as itself, this card gains 800 Atk for Damage Calculation only. Once per turn, you can equip this card to a "Battle Gear" Monster other than "Battle Gear: Accel Lance" that you control, OR unequip it and Special Summon it in Attack Position. Increase the Atk of the equipped Monster by 800 when it Battles with a Monster in the same column as itself. (A Monster can only be equipped with 1 Union Monster at a time. If the equipped Monster would be destroyed, destroy this card instead.)

Battle Gear: Cyclone Turbine
Machine/Union/Effect
4 Star/Wind
1600 Atk / 1500 Def

If your opponent controls a Spell or Trap card in the same column as this card, but does not control a Monster Card in that column, you can destroy that Spell or Trap card. Once per turn, you can equip this card to a "Battle Gear" Monster other than "Battle Gear: Cyclone Turbine" that you control, OR unequip it and Special Summon it in Attack Position. Increase the Atk of the equipped Monster by 400. When the equipped Monster attacks a Monster your opponent controls, destroy any Spell or Trap card in the same Column as the attacked Monster before applying Damage Calculation. (A Monster can only be equipped with 1 Union Monster at a time. If the equipped Monster would be destroyed, destroy this card instead.)

Battle Gear: Energy Cutter
Machine/Union/Effect
4 Star/Light
1800 Atk / 1100 Def

When this card destroys a Monster in the same column as itself by Battle, it can attack another monster in a column adjacent to the destroyed monster's. Once per turn, you can equip this card to a "Battle Gear" Monster other than "Battle Gear: Energy Blade" that you control, OR unequip it and Special Summon it in Attack Position. Increase the Atk of the equipped Monster by 300. When the equipped Monster destroys a Monster your opponent controls by Battle, you can destroy one other Monster in a Monster Card Zone adjacent to the destroyed Monster's. (A Monster can only be equipped with 1 Union Monster at a time. If the equipped Monster would be destroyed, destroy this card instead.)

Battle Gear: Mobile Base
Machine/Union/Effect
4 Star/Fire
1200 Atk / 1800 Def

Once per turn, when this card is attacked, you can move it to an adjacent unoccupied Monster Card Zone on your Field before applying Damage Calculation. If you do, reduce the Atk of the attacking Monster by 600 for Damage Calculation only. Once per turn, you can equip this card to a "Battle Gear" Monster other than "Battle Gear: Mobile Base" that you control, OR unequip it and Special Summon it in Attack Position. Once per turn, you can move the equipped Monster to another unoccupied Monster Card Zone on your Field. (A Monster can only be equipped with 1 Union Monster at a time. If the equipped Monster would be destroyed, destroy this card instead.)

Union Gear: Cyclone Lance
Machine/Fusion/Effect
7 Star/Wind
2300 Atk / 2100 Def

"Battle Gear: Accel Lance" + "Battle Gear: Cyclone Turbine"

This card can only be Special Summoned by sending the above Fusion Material Monsters from your Field to your Graveyard. (You do not use "Polymerization") This card inflicts piercing damage. You can destroy all cards your opponent controls that are in the same column as this card. If you do, return this card to your Extra Deck. On the End Phase of a turn when this card was returned to your Extra Deck this way, the Monsters that were sent to your Graveyard to Special Summon it are Special Summoned to your Field.

Evasive Maneuvers
Normal Trap

This card can only be activated when a Monster you control is selected as the target of an attack or card effect. Move that Monster to an adjacent unoccupied Monster Card Zone on your Field to negate that attack or card effect.

Command Matrix
Field Spell

Increase the Atk of all "Battle Gear" and "Union Gear" Monsters by 400. Once per turn, the turn player can select one "Battle Gear" or "Union Gear" Monster they control and move it to another unocuppied Monster Card Zone on their Field OR select two "Battle Gear" or "Union Gear" Monsters they control and exchange their places on the Field.

Not all of them, obviously, but the basic gist of it should be there. Comments? XD

Scarlet Weather September 24th, 2008 1:28 PM

I can't help it, I've only seen three episodes of Onmyou Taisenki so far. XD

Er... let's see.

Accel Lancer: Searchable Senet monster with a piercing effect, and a Union ability. Nice, especially since you'll be getting way more use out of that Senet effect than you would otherwise. Plus, 800 Atk isn't too shabby when you're tryin' to punch past Stratos or Laquari- or even Andal, now that he's a proven pain in the arse when Gladiators go into mirror matches.

Cyclone Turbine: Unsearchable, but better stats and a handy destruction effect that turns it into a combination situational Halberd of the Gladiator Beasts or Destructotron, depending on what you need. Nice, considering that it cuts down on the amount of S/T destruction you need to run, but problematic since the opponent will more often than not play their S/Ts behind their monsters. I mean, I do. 0.o

Energy Cutter: Little City/Shine City just got a new toy. Little attack boost, big destruction effect considering that most people instinctively place monsters in zones next to each other.

Mobile Base: Searchable, and a handy way to move your other Battle Gears around in order to get more out of their effects without running Senet Switch. Plus, it has a handy battle protection effect.

Cyclone Lancer: Situational Gyzarus with more instant re-usability, and 100 fewer Atk. The piercing damage is nice, but I say that you should buff it some. Actually, the really nice thing is the fact that you can pick and choose just when to apply the effect.

Evasive Manuevers: A present to all those poor, neglected Senet monsters out there. AE, you're so sweet!

Command Matrix: Excellent support for the set, since it does everything except say "Move them to whatever zone on the field ya want", and pulls that off anyway.

jackowacko876 September 25th, 2008 12:45 PM

I just started playing Magic and I guess I'll give it a shot.

Sinister Prankster 3BB
Creature- Goblin
2BB, Tap: Destroy any target nonland permenant in your opponent's control.
BB, Tap: Target creature gets Shadow until the end of your turn. (Creature can only block or be blocked by other creatures with Shadow)
First Strike
Madness 1B (If you discard this card, you may play it for it's Madness cost instead of putting it in the discard pile)
A simple prank can lead to much, much more.
4/1
Uncommon

Alter Ego September 29th, 2008 2:58 PM

Quote:

Originally Posted by Thesis (Post 3968914)
Cyclone Turbine: Unsearchable, but better stats and a handy destruction effect that turns it into a combination situational Halberd of the Gladiator Beasts or Destructotron, depending on what you need. Nice, considering that it cuts down on the amount of S/T destruction you need to run, but problematic since the opponent will more often than not play their S/Ts behind their monsters. I mean, I do. 0.o

Well, this was intended more as something you use when your opponent sets two plus, or when one of their monsters snuff it. Royal Oppression/Decree and similar continuous effect cards are other prime targets since they're not chaining to anything when you put this on another monster and call the shot.

Quote:

Originally Posted by Thesis (Post 3968914)
Cyclone Lancer: Situational Gyzarus with more instant re-usability, and 100 fewer Atk. The piercing damage is nice, but I say that you should buff it some. Actually, the really nice thing is the fact that you can pick and choose just when to apply the effect.

You know...I actually hadn't made that Gyzarus comparison at all until you pointed it out. XD Anywho, I'd be kind of reluctant to buff this considering how easy it is to just play Frontline Base, summon both fusion materials and put this on the field to wipe out the standard one monster, one S/T setup for...free, basically, not to mention that you can even nail three cards if your opponent did more than one set thanks to Turbine's effect.


Anywho...some of the others. :x

Union Gear: Accel Charger
Machine/Fusion/Effect
7 Star/Fire
1600 Atk / 1700 Def

"Battle Gear: Accel Lance" + "Battle Gear: Mobile Base"

This card can only be Special Summoned by sending the above Fusion Material Monsters from your Field to your Graveyard. (You do not use "Polymerization") This card inflicts piercing damage. When battling with a Monster in the same column as itself, this card gains 1400 Atk for Damage Calculation only. Once per turn, when this card destroys a Monster in the same column as itself by Battle, you can move it to an unoccupied Monster Card Zone on your Field. Then, if your opponent controls a Monster in that Column, this card attacks that Monster. On the End Phase of a turn when you activated this effect, return this card to your Extra Deck and Special Summon all Monsters that were sent your Graveyard to Special Summon it to your Field.

Union Gear: Storm Blade
Machine/Fusion/Effect
7 Star/Wind
2500 Atk / 1700 Def

"Battle Gear: Cyclone Turbine" + "Battle Gear: Energy Cutter"

This card can only be Special Summoned by sending the above Fusion Material Monsters from your Field to your Graveyard. (You do not use "Polymerization") If your opponent controls a Spell or Trap Card in the same column as this card, you can destroy that Spell or Trap Card. When a Spell or Trap card(s) is destroyed by this card's effect, any Spell or Trap Cards adjacent to the destroyed card(s) are also destroyed. Then, this card is returned to your Extra Deck. On the End Phase of a turn when this card was returned to your Extra Deck this way, the Monsters that were sent to your Graveyard to Special Summon it are Special Summoned to your Field.


And...I swear I had a really big one involving a more complicated fusion, but I just can't seem to recall it. In the mean time...I'm going to revisit one of my old sets with some new fun. x3

Bladedance Marionette
Warrior/Effect
3 Star/Wind
1200 Atk / 400 Def

During the Main Phase of your turn, excluding the turn when this card was summoned, you can return this card from your Field to your Hand to Special Summon one level three or lower "Marionette" Monster other than "Bladedance Marionette" from your Hand. When this card is Special Summoned from your Hand, its original Atk becomes 2200.

Marionette Bomber
Warrior/Effect
3 Star/Fire
1400 Atk / 600 Def

During the Main Phase of your turn, excluding the turn when this card was summoned, you can return this card from your Field to your Hand to Special Summon one level three or lower "Marionette" Monster other than "Marionette Bomber" from your Hand. When this card is Special Summoned from your Hand, destroy one Spell or Trap Card your opponent controls.

Marionette of Demise
Warrior/Effect
2 Star/Dark
800 Atk / 600 Def

During the Main Phase of your turn, excluding the turn when this card was summoned, you can return this card from your Field to your Hand to Special Summon one level three or lower "Marionette" Monster other than "Marionette of Demise" from your Hand. When this card is returned to your Hand from the Field, destroy one Monster your opponent controls.

Marionette Gunner
Warrior/Effect
3 Star/Fire
1400 Atk / 900 Def

During the Main Phase of your turn, excluding the turn when this card was summoned, you can return this card from your Field to your Hand to Special Summon one level three or lower "Marionette" Monster other than "Marionette Gunner" from your Hand. When this card is Summoned from your Hand, inflict 800 Damage to your opponent.

Marionette Soldier
Warrior/Effect
3 Star/Earth
1700 Atk / 0 Def

During the Main Phase of your turn, excluding the turn when this card was summoned, you can return this card from your Field to your Hand to Special Summon one level three or lower "Marionette" Monster other than "Marionette Soldier" from your Hand.

Tangle Marionette
Warrior/Effect
3 Star/Earth
600 Atk / 1900 Def

During the Main Phase of your turn, excluding the turn when this card was summoned, you can return this card from your Field to your Hand to Special Summon one level three or lower "Marionette" Monster other than "Tangle Marionette" from your Hand. When this card is summoned from your Hand, select one Monster your opponent controls and that Monster can not attack or change its Battle Position for as long as this card remains on the Field. When this card is returned to your Hand from the Field, change the Battle Position of one Monster your opponent controls.

Puppeteer's Art
Quick-Play Spell

Select one level three or lower "Marionette" Monster you control and return it to your Hand then Special Summon one differently named level three or lower "Marionette" Monster from your Hand. If this card is activated in response to an attack declared by your opponent, the attacking Monster must attack the Monster Special Summoned by this effect.

The Mad Dollmaker
Continuous Spell

Whenever a card(s) is added to your Hand by a card effect, you can send any number of those cards to your Graveyard to add an equal number of level three or lower "Marionette" Monsters from your Deck to your Hand.

Artful Sacrifice
Normal Trap

This card can only be activated when a "Marionette" Monster you control is selected as an attack target. All Battle Damage from that battle is doubled and inflicted to both players. At the end of the Damage Step, destroy the "Marionette" Monster and all Monsters your opponent controls with Atk lower than or equal to the amount of Battle Damage you received from the Battle.

Curse of the Marionette
Normal Trap

This card can only be activated when a "Marionette" Monster you control is destroyed in battle with or by the effect of a Monster your opponent controls. For the remainder of the duel, control of the Monster that destroyed your "Marionette" Monster is switched to you.

Forci Stikane October 5th, 2008 9:59 AM

Quote:

Originally Posted by Alter Ego (Post 3985871)
Union Gear: Accel Charger
Machine/Fusion/Effect
7 Star/Fire
1600 Atk / 1700 Def

"Battle Gear: Accel Lance" + "Battle Gear: Mobile Base"

This card can only be Special Summoned by sending the above Fusion Material Monsters from your Field to your Graveyard. (You do not use "Polymerization") This card inflicts piercing damage. When battling with a Monster in the same column as itself, this card gains 1400 Atk for Damage Calculation only. Once per turn, when this card destroys a Monster in the same column as itself by Battle, you can move it to an unoccupied Monster Card Zone on your Field. Then, if your opponent controls a Monster in that Column, this card attacks that Monster. On the End Phase of a turn when you activated this effect, return this card to your Extra Deck and Special Summon all Monsters that were sent your Graveyard to Special Summon it to your Field.

...General 3000 piercing damage and two attacks if you run into two monsters? Ojama Trio comes to mind here, though defensive walls ruin the fun. Honestly, I would almost call this broken if I had never been introduced to Nitro Warrior. Even still, though, the re-usability and somewhat self-protection combined with being able to move to *any* zone and Mobile Base's in-practice 2600 DEF leave me wondering if this really would end up more broken.

Union Gear: Storm Blade
Machine/Fusion/Effect
7 Star/Wind
2500 Atk / 1700 Def

"Battle Gear: Cyclone Turbine" + "Battle Gear: Energy Cutter"

This card can only be Special Summoned by sending the above Fusion Material Monsters from your Field to your Graveyard. (You do not use "Polymerization") If your opponent controls a Spell or Trap Card in the same column as this card, you can destroy that Spell or Trap Card. When a Spell or Trap card(s) is destroyed by this card's effect, any Spell or Trap Cards adjacent to the destroyed card(s) are also destroyed. Then, this card is returned to your Extra Deck. On the End Phase of a turn when this card was returned to your Extra Deck this way, the Monsters that were sent to your Graveyard to Special Summon it are Special Summoned to your Field.

Ehh, I'm thinking this isn't worth it since most people won't toss out that many S/Ts at once, and would be able to activate one or two of them in response if they did. I mean, you could get lucky and hit three of them at once, but Turbine actually equipped to Cutter could do better.

And...I swear I had a really big one involving a more complicated fusion, but I just can't seem to recall it. In the mean time...I'm going to revisit one of my old sets with some new fun. x3

Bladedance Marionette
Warrior/Effect
3 Star/Wind
1200 Atk / 400 Def

During the Main Phase of your turn, excluding the turn when this card was summoned, you can return this card from your Field to your Hand to Special Summon one level three or lower "Marionette" Monster other than "Bladedance Marionette" from your Hand. When this card is Special Summoned from your Hand, its original Atk becomes 2200.

Marauding Captain, please. I know there are other cards that do the same, but that's the first one that comes to mind when we're talking Warriors, especially ones that can slip under the more common Stall S/Ts.

Marionette Bomber
Warrior/Effect
3 Star/Fire
1400 Atk / 600 Def

During the Main Phase of your turn, excluding the turn when this card was summoned, you can return this card from your Field to your Hand to Special Summon one level three or lower "Marionette" Monster other than "Marionette Bomber" from your Hand. When this card is Special Summoned from your Hand, destroy one Spell or Trap Card your opponent controls.

So I take it that we're playing a Gladiator Beast game but from the hand? Well, this works as the Bestiari of the set, but again I have to call Marauding Captain.

Marionette of Demise
Warrior/Effect
2 Star/Dark
800 Atk / 600 Def

During the Main Phase of your turn, excluding the turn when this card was summoned, you can return this card from your Field to your Hand to Special Summon one level three or lower "Marionette" Monster other than "Marionette of Demise" from your Hand. When this card is returned to your Hand from the Field, destroy one Monster your opponent controls.

Better. The effect is more theme-specific since bouncing effects are sparse in this format, but the combo with Bomber is too dangerous to ignore. That would take care of the "1 monster, 1 s/t" opening field rather easily, wouldn't it? Then toss out Marauding Captain, special summon Bladedance, and that's almost 5000 direct damage then and there.

Marionette Gunner
Warrior/Effect
3 Star/Fire
1400 Atk / 900 Def

During the Main Phase of your turn, excluding the turn when this card was summoned, you can return this card from your Field to your Hand to Special Summon one level three or lower "Marionette" Monster other than "Marionette Gunner" from your Hand. When this card is Summoned from your Hand, inflict 800 Damage to your opponent.

When we have other targets like Bomber to toss out, 800 damage is too small of a hit.

Marionette Soldier
Warrior/Effect
3 Star/Earth
1700 Atk / 0 Def

During the Main Phase of your turn, excluding the turn when this card was summoned, you can return this card from your Field to your Hand to Special Summon one level three or lower "Marionette" Monster other than "Marionette Soldier" from your Hand.

Basic beatstick of the set, but it gets outclassed by Bladedance once you have these going. Nothing else to say here.

Tangle Marionette
Warrior/Effect
3 Star/Earth
600 Atk / 1900 Def

During the Main Phase of your turn, excluding the turn when this card was summoned, you can return this card from your Field to your Hand to Special Summon one level three or lower "Marionette" Monster other than "Tangle Marionette" from your Hand. When this card is summoned from your Hand, select one Monster your opponent controls and that Monster can not attack or change its Battle Position for as long as this card remains on the Field. When this card is returned to your Hand from the Field, change the Battle Position of one Monster your opponent controls.

...I'm not sure what to say on this one. It's a stronger Dark-Eyes Illusionist that can be tossed out in Defense, but I'm not sure if that's a good thing since the targeted monster can just be tributed away. You could try targeting DAD with this, but it'll just get nuked anyway. As for the second effect, it's a more situational Enemy Controller, so it's kind of "meh."

Puppeteer's Art
Quick-Play Spell

Select one level three or lower "Marionette" Monster you control and return it to your Hand then Special Summon one differently named level three or lower "Marionette" Monster from your Hand. If this card is activated in response to an attack declared by your opponent, the attacking Monster must attack the Monster Special Summoned by this effect.

So much for running over Marionette of Demise before it can go off. You could play this as a trap with Bladedance, too, and watch the opponent's monster ram itself into a 2200-ATK beater.

The Mad Dollmaker
Continuous Spell

Whenever a card(s) is added to your Hand by a card effect, you can send any number of those cards to your Graveyard to add an equal number of level three or lower "Marionette" Monsters from your Deck to your Hand.

Useful, I suppose, for getting rid of useless Marionettes and getting out useful ones...though I'm not sure how often that might happen.

Artful Sacrifice
Normal Trap

This card can only be activated when a "Marionette" Monster you control is selected as an attack target. All Battle Damage from that battle is doubled and inflicted to both players. At the end of the Damage Step, destroy the "Marionette" Monster and all Monsters your opponent controls with Atk lower than or equal to the amount of Battle Damage you received from the Battle.

So those weak monsters turn this + Waboku into a doubled Dimension Wall and Mirror Force. With how weak the Marionettes are, this is deadly almost to the point of maxing out, even if it isn't chainable to destruction effects.

Curse of the Marionette
Normal Trap

This card can only be activated when a "Marionette" Monster you control is destroyed in battle with or by the effect of a Monster your opponent controls. For the remainder of the duel, control of the Monster that destroyed your "Marionette" Monster is switched to you.

Hello, Dark Armed Dragon. Tangle Marionette just became an evil little trap for the beast. Synchros like Goyo Guardian or Red Dragon Archfiend won't like this much, either.

Speaking of Synchros. I'll just leave this with a little idea that's been floating in my head for a while:

Synchronization
Normal Spell
Select 1 face-up monster on your side of the field. Until the End Phase of this turn, treat the selected monster as a Tuner monster.

As if Synchro wasn't splashable enough before.

Phanima October 6th, 2008 9:27 PM

@Synchronization: I can actually envision this becoming a card. Well, the title anyway. ;P Eats up the cost for some of the bigger Synchros and practically halves Stardust and Red Dragon with tribute-less monsters.

Some additional cards...

Spell Cards:

Name: Furious Shuffle
Type: Quick-Play
Effect: Activate only as Chain Link 2 or higher. Return Monster Cards from the Graveyard to your Deck equal to the Chain Link number of this card.

Trap Cards:

Name: Launching NEXTs
Type: Normal
Effect: Downgrade all Machine-Type monsters on the field and in either player's hand by 1 Level until the end of the turn. If you Normal Summon or Set an "Armored Core" monster or "Corrupted Core" monster this turn, ignore the Summoning conditions. Destroy the Summoned monster at the end of the turn.

Alter Ego October 7th, 2008 5:14 AM

Quote:

Originally Posted by Ichaste Pekoni (Post 4005884)
When we have other targets like Bomber to toss out, 800 damage is too small of a hit.

True. Buff-up to come.

Quote:

Originally Posted by Ichaste Pekoni (Post 4005884)
Useful, I suppose, for getting rid of useless Marionettes and getting out useful ones...though I'm not sure how often that might happen.

There's a bunch of other small stuff you can do, like search out Necro Gardna then pitch it to your graveyard and search out your marionette. But yeah, I will admit that this primarily came to my mind because I had a lovely visual idea about it. XD

Oh, and Sinister Serpent is this card's illegitimate lovechild, but then marionettes in unlimited would be kind of...yeah. XD

Quote:

Originally Posted by Ichaste Pekoni (Post 4005884)
So those weak monsters turn this + Waboku into a doubled Dimension Wall and Mirror Force.

Umm...no? x.O

First off, the first effect 'all Battle Damage from that attack is doubled and inflicted to both players'. Waboku turns the battle damage to zero, so the amount damage your opponent receives would also become zero. Second, the destruction effect specifies "the amount of Battle Damage you received"; if you avoid the damage then you don't get to destroy anything except zero-atk monsters.

Quote:

Originally Posted by Ichaste Pekoni (Post 4005884)
Hello, Dark Armed Dragon. Tangle Marionette just became an evil little trap for the beast. Synchros like Goyo Guardian or Red Dragon Archfiend won't like this much, either.

Well, nine times out of ten Dark Armed will blow up the backfield first anyway, so I don't see this as being that effective as DaD counters go, really. But it's the core card of the original marionette set, so I couldn't neglect reviving it in good conscience. :x


Synchronization: Is it just me or did Lightwave Tuning just get the biggest dis ever? XD I'd say throw in some marginal LP cost or something at least. The amount of tuning shenaningas you can pull with this thing is astounding.

Furious Shuffle: Hmm...interesting concept, but kind of limited in use since the decks that are good at creating big chains are usually ones with few monster cards. Maybe let it spin monsters from either graveyard or any card from yours? The latter would make it huge in Chain Strike Burn (just imagine putting those Accumulated Fortune cards back in your deck with your chain link fodder). :x

Mmmmhmm...interesting card, definitely.

Launching NEXTs: Well, the cores all need their special summon if you want those recursion/search effects, so fair enough. Biggest use would probably be playing Armored Core tribute-free, then tributing it for NEXT Armored Core to get a monster that sticks around and then return this card to your hand with NEXT's effect, essentially creating an end sum of 'Summon NEXT Armored Core without tribute'. NEXT could also pull a more useful spell or trap back up as necessary, so this has its uses. Pity Sold Dios Behemoth is six-star, as this could create a killer finisher with it if it was five. XD


Anywho, revisions and new stuff:


Marionette Gunner
Warrior/Effect
3 Star/Fire
1700 Atk / 900 Def

During the Main Phase of your turn, excluding the turn when this card was summoned, you can return this card from your Field to your Hand to Special Summon one level three or lower "Marionette" Monster other than "Marionette Gunner" from your Hand. When this card is Summoned from your Hand, inflict 800 Damage to your opponent.

Marionette Soldier
Warrior/Effect
3 Star/Earth
1850 Atk / 0 Def

During the Main Phase of your turn, excluding the turn when this card was summoned, you can return this card from your Field to your Hand to Special Summon one level three or lower "Marionette" Monster other than "Marionette Soldier" from your Hand.


Bigger means better, amirite? :D

Also, a couple of new supports:

Curtain Drop
Normal Trap

Activate only when a face-up "Marionette" Monster you control is targeted by a card effect. Negate the activation and effect of that card. It is now the End Phase of this turn.

Dance of the Marionette
Quick-Play Spell

Return one "Marionette" Monster from your Graveyard to your Hand and Special Summon it. On the End Phase, return the Monster Special Summoned this way to your Deck and shuffle it.

March of the Tiny Legion
Normal Spell

Pay 2000 Life Points. Special Summon as many "Marionette" Monsters from your Hand as possible. Then, all Marionette Monsters you control are forced into Attack Position and must attack this turn. On the End Phase of this turn, Return all Marionette Monsters you control to your Hand. On the turn this card is activated, you may not summon or set any other Monsters.

Aussie Riolu October 9th, 2008 7:37 PM

I made a new card that has nothing to do with my Pokemon Yugioh Cards...

Mass Destruction
Normal Trap
Pay 1000 Life Points and discard 2 cards. Destroy all face-up monsters on your side of the field to inflict damage equal to half the ATK of the destroyed monsters to the opponent's Life Points. You cannot Normal Summon, Set, Flip Summon or Special Summon any monsters during the turn this card is activated.

Alter Ego October 10th, 2008 1:58 AM

Mass Destruction: so basically, this is OTKO if we get 16000+ Atk on our side of the table. Hurr...could be a deadly finisher, but with that amount of cost and stuff...not likely to make itself useful, really. :x


Aaanywho...

Dekoichi the Phantom Train
Machine/Tuner/Effect
3 Star/Dark
1200 Atk / 600 Def

When this card is summoned successfully, Special Summon any number of "Bokoichi, the Freightening Car"s from your Hand and Graveyard. When this card is destroyed, all Monsters summoned this way are also destroyed.

Dekoichi the Afterlife Express
Machine/Synchro/Effect
9 Star/Dark
2900 atk / 2600 Def

Dekoichi the Phantom Train + 1 or more non-tuner Monster(s)

While you control this card, cards can not be added to your Hand or removed from the Graveyard except by this card's effect. During each of your Draw Phases, instead of drawing a card, send the top card of your Deck to the Graveyard then add one card from either player's Graveyard to your Hand. When a card added to your Hand this way would be sent to the Graveyard, remove it from play instead. When this card destroys a Monster your opponent controls by Battle, select one card from your opponent's Deck and send it to the Graveyard.

Impact Tuning
Normal Trap

This card can only be activated when an Attack Position Tuner Monster you control battles with an Attack Position non-Tuner Monster your opponent controls. Make the Atk of the Tuner Monster zero and neither Monster is destroyed in the Battle. At the end of the Damage Step, if the battling Monsters match the Materials listed on a Synchro Monster in your Extra Deck, send both Monsters to the Graveyard to Special Summon that Synchro Monster. This is treated as a Synchro Summon.

Phanima October 10th, 2008 6:02 AM

Monster Cards:

Name: ORIGINAL Corrupted Core
Attribute: EARTH
Type: Machine
Level: 4
ATK: 1600
DEF: 1900
Effect: At the end of each of your turns, decrease the ATK of this card by 300. This card is immediately destroyed when its ATK becomes 0 and your opponent takes damage equal to the original ATK of this card.

Name: Corrupted Core
Attribute: EARTH
Type: Machine
Level: 6
ATK: 2200
DEF: 2400
Effect: You can Special Summon this card by Tributing 1 "ORIGINAL Corrupted Core" from your side of the field. If this card is Special Summoned this way, decrease the ATK of one monster on the field by 300. At the end of each of your turns, decrease the ATK of this card by 300. This card is immediately destroyed when its ATK becomes 0 and your opponent takes damage equal to the original ATK of this card.

Name: NEXT Corrupted Core
Attribute: EARTH
Type: Machine
Level: 8
ATK: 2500
DEF: 2800
Effect: This card cannot be Normal Summoned or Set. This card can be Special Summoned by Tributing 1 "Corrupted Core" on your side of the field. If this card is Special Summoned this way, decrease the ATK of all monsters on the field by 300. At the end of each of your turns, decrease the ATK of this card by 300. This card is immediately destroyed when its ATK becomes 0 and your opponent takes damage equal to the original ATK of this card.

Name: Proto-NEXT Corrupted Core
Attribute: DARK
Type: Machine
Level: 10
ATK: 3000
DEF: 3300
Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 1 "NEXT Corrupted Core" on your side of the field. If this card is Special Summoned this way, move the turn count forward by 3 turns. The turn in which this effect was activated continues as normal. At the end of each of your turns, decrease the ATK of this card by 300. This card is immediately destroyed when its ATK becomes 0 and your opponent takes damage equal to the original ATK of this card.

Name: PRIMAL Corrupted Core
Attribute: EARTH
Type: Machine
Level: 8
ATK: 2000
DEF: 2000
Effect: If there is a "Corrupted 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 your opponent's card effects. At the end of each of your turns, decrease the ATK of this card by 300. This card is immediately destroyed when its ATK becomes 0 and your opponent takes damage equal to the original ATK of this card.

Spell Cards:

Name: Corrosive Armor
Type: Equip
Effect: A Machine-Type monster equipped with this card is switched to Defense Position and cannot be destroyed by battle. When the equipped monster is attacked, decrease its DEF by an amount equal to the ATK of the attacking monster. Destroy a monster equipped with this card if its DEF becomes 0 by this effect.

Name: Accelerated EN Gauge
Type: Continuous
Effect: Pay Life Points (in multiples of 300) to move the turn count forward by 1. The turn in which this card is activated continues as normal.

Name: Vanguard Over Boost
Type: Normal
Effect: Select 1 face-up Machine-Type monster on your side of the field. When the selected monster successfully attacks directly, move the turn count forward by 2 turns. The turn in which this card is activated continues as normal.

Name: System Breaker
Type: Quick-Play
Effect: Select 1 face-up Machine-Type monster on the field to activate this card. The ATK and DEF of the selected card become 0 until the end of the turn.

Trap Cards:

Name: Particle Destruction
Type: Continuous
Effect: At the end of each player's turn, decrease the ATK of all face-up monsters on the field by 300. Destroy a monster if its ATK becomes 0 by this effect.

Name: Zero Repulsion Point
Type: Normal
Effect: Negate the effects of your opponent's cards until the end of the turn. Then, halve the ATK of all face-up monsters on your side of the field.

(Kind of decided not to include these in the set but thought they could come in handy in the future. :x)

Trap Cards:

Name: Temporal Pulse Rejection Barrier
Type: Continuous
Effect: As long as this card remains face-up on the field, all face-up monsters on the field are treated as Machine-Types and their effects are negated. During the End Phase of the 3rd turn after this card was activated, destroy this card.

Name: Clockwork Countdown
Type: Normal
Effect: After 10 turns have passed (counting the turn this card was activated as the 1st turn), the duel results in a DRAW.

Gymnotide October 10th, 2008 11:45 PM

Anbo-Mari Maju
( 4 Stars / DARK / Reptile / Effect Monster )
? / 0

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 1 Monster in your Graveyard from play. The original ATK of this card becomes half the ATK of the Monster removed.

Lamashtu
( 4 Stars / DARK / Sea Serpent / Effect Monster )
0 / 0

This card is unaffected by Spell Cards. Increase the ATK of this card by 300 for every Sea Serpent-type Monster in your Graveyard.

Gymnotide
(4 Stars / WATER / Sea Serpent / Effect Monster )
800 / 1800

Once per turn, send 1 Thunder-type Monster from your Deck to your Graveyard to switch the battle position of 1 face-up Monster on the field.

Echeneis
( 4 Stars / WATER / Sea Serpent / Effect Monster )
900 / 0

If this card is destroyed and sent to the Graveyard as a result of battle, it is returned to the Deck instead. If this card battles a Defense-position Monster, destroy it after damage calculation and inflict damage to your opponent's life points equal to the DEF of the attacked monster.

Kharybdis
( 6 Stars / WATER / Sea Serpent / Effect Monster )
2600 / 0

This card cannot be destroyed as a result of battle when it is attacked in face-down Defense-position. When this card is Flip Summoned, change the battle positions of all face-up Monsters your opponent controls. Once per turn, send 2 WATER-type Monsters from your Deck to your Graveyard to flip this card into face-down Defense-position.

Hydra
( 7 Stars / WATER / Sea Serpent / Effect Monster )
0 / 2000

When this card is Normal Summoned, place 3 Spell Counters on it (max. 3). Increase the ATK of this card by 800 for each Spell Counter on it. This card can attack once during each Battle Phase for every Spell Counter on it. If this card is to be destroyed, remove 1 Spell Counter instead. When this card is sent to the Graveyard, return it to the Deck instead.

Dendrite
( 1 Star / WATER / Thunder / Effect Monster )
0 / 0

When this card is sent from the Deck to the Graveyard, add it to your hand.

Alter Ego October 11th, 2008 6:58 AM

Corrupted Core monsters: Hurr...you seem to have missed a crucial point with the 'change turn count' mechanic. Changing the turn count doesn't mean that you are actually going through any given phase of the turn additional times, nor does it mean that your current turn has been exchanged for another turn (meaning you haven't ended your turn any more times than previously); it just alters that turn count number, period. In other words: changing the turn count will not make your corrupted cores...um...corrupt faster. :x To remedy that, I'd exchange the Atk loss thing for "Decrease the Atk of this card by XXX points for each turn that it has been on the Field". This would also take both players' turns into account and do something about the bigger problem with our ticking little timebombs:

They're slow. Awfully slow, to be precise. On its own, even ORIGINAL takes six turns to detonate, and that's more than enough time for your opponent to just hammer through your monsters and swing for game. There's some fun Reverse Trap synergy here, but even so, they seem to be on a bit of shaky footing, especially when we compare it to the archetypal time-bomb burn card: Wave-Motion Cannon. (which generates 1000 damage for each of your turns; more than any of these do when you look at it like that) SO I'm going to make some suggestions:

ORIGINAL Corrupted Core: Basic, bottom-of-the-food-chain type. Since it's not that big - at least comparatively - I'd say up the reduction rate to 400 per turn. That would accelerate the detonation by one turn and look...neater (4 x 400 makes 1600 precisely). It has good Def for a tributeless, so it should be able to hold its own quite nicely with that.

Corrupted Core: Again, slow countdown. The way I see it, the big corrupteds require a lot more investment, so it would only be fitting if they also posed a more immediate threat to your opponent rather than a smaller one like they do now. Also, as it stands Dark Jeroid laughs itself silly over this poor thing's special summon bonus. I'd say up the corruption rate to 400 per turn here and bump the loss effect to 1000. That represents a significant threat to a monster of your opponent's or a considerable acceleration to a corrupted core's detonation time. It's a fairly specific summoning condition, after all; it's only fair that you reap considerable benefit as well.

NEXT Corrupted Core: And sort of the same thing. Remember, this is a nomi; we can only summon it by offering a specific other monster as tribute and that represents a big liability when we don't have access to that monster, especially when the required monster requires tribute itself. In lieu of the previous one, I'd say make the loss effect 1000 (making it a lot more scary for your opponent to face) and the decay 500. If you had more low-level corrupteds and a better way of getting them out, this could set up some very nasty mass-detonations, but as it is...eh, a bit of a shortage on the front of monsters that actually like this on your side. :x

Proto-NEXT Corrupted Core: I'd say make decay 500 per turn here again. That way this little darling will get to spend a short but glorious lifetime. I still find myself missing something for this one, though, as it's effective Atk is puny and it lacks the ability to screw your opponent's monsters over like regular NEXT. Consider throwing in some form of on-field effect here to compensate for what is most likely a chain of three special summons.

PRIMAL Corrupted Core: Would say 500 Atk per turn loss here. Overall...eh, I'm not too wild. Effect immunity isn't as appealing with something that's going to explode anyway and it's a tribute summon, unlike the other bigger ones that can be special summoned. A bit of a more safeguarded explosion, but...eh, I think it could do with a buff.

Corrosive Armor: As nice as this looks, it is really only good for soaking up one hit before your Def flatlines and you've lost your timebomb. Heck, given that your opponent will usually be hitting with a bigger attacker than what you have, the end result will usually be as good as not haivng this equipped in the first place, if not even better. Bad deal. I like the idea, but you'll need a different approach to the penalty. Maybe make it remove only a smaller amount of Def, like the difference between the equipped monster's Def and the attacking monster's Atk? That would add a bit of durability. I would also suggest making this invulnerable to destruction while it's equipped to prevent cheap shots from Bestiari and pals. Or maybe make it so that the equipped monster's original Def turns into damage with the self-destruct effect? It needs something to give it a leg up on Mistobody. :x

Accelerated EN Gauge: Make that "Move the Turn Count forward by one for every 300 Life Points you paid". As it is, you only get to move it forward by one regardless of how much you pay. Totally needs a rebalance, by the way. Why? Because this + Final Countdown equals an instant OTKO. I'd say put a limit on how many turns you can skip over per turn.

Vanguard Over Boost: Nice, except...how exactly are we going to get a direct attack done with these little guys? Shooting Star Bow - Ceal? x.O

System Breaker: Emergency detonator for our corrupted cores or a neat synergy trick with that trap I see lurking over yonder. Pretty much instant threes for the deck, just by virtue of the first use. :x

Particle Destruction: Accelerator basically. Fair enough, since it applies on both players' turns and stacks those penalties up pretty quickly.

Zero Repulsion Point: Total opposing spell, trap, and effect monster lockout for a turn and acceleration for our fieldfull of timebombs. Good precaution against otherwise explosive turns and nice to follow up if you had your monsters face-down, but otherwise...somewhat troublesome as your corrupted cores will probably still be run over in battle. Hmm...tricky, very tricky.

Temporal Pulse Rejection Barrier: now we're talking. With this lovely little thing - and especially if you go with the new effect wording - all your corrupted cores become temporary beatsticks while your opponent's monsters are hindered and vulnerable to anti-machine support, before the time limit runs out at which point all of your cores will most likely detonate in unison. Definitely useful.

Clockwork Countdown: Ehh...if we're running turn count accelerators, I'd much sooner run Final Countdown to put the pressure on my opponent. A delayed self-destruct button is sort of lacking in uses if you actually want to win. But hey, if you want it for your RPing needs then go for it. :3


Overall...I like the concept, but you kind of need a bigger base of low-level monsters because these really don't fit in with...well, almost any existing monsters, really. Unlike regular armored cores, these can't really be splashed successfully with the usual machine lineup, which leaves you with some slim pickings in monsters. Surprisingly, Elemental Hero Prisma seems to be this theme's best buddy. With Chimeratech in your extra deck, you can have it mimic any one core monster and then tribute it away for genuine article of a bigger one. It's also searchable on account of being a low-level warrior, so you can play it alongside Muscle Tracer and justify putting Reinforcement of the Army in your spell lineup while you're at it.

So yeah, you either need some hefty recursion and search support for your existing cores or a larger amount of readily summonable ones.


Anbo-Mari Maju: In other words, summon it and tribute it. Even the biggest removals will only net you a lackluster monster out of this, so Anbo-Mari itself is not worth the bother. Good for Spell Striker-style tribute fodder, but it's less searchable so I dunno'. :x

Lamashtu: so, for every Levia Dragon Daedalus in our graveyard this one grows by 300...so not worth it. There aren't nearly enough playable sea serpents to get this up to worthwhile power.

Gymnotide: Thunders kind of have the same problem. I'd rather just use Jutte, since I can also synchro summon with it and defense is usuall what I'm switching my opponent into anyway.

Echeneis: A passable defense breaker, but the problem is that our opponent will get to spring any flip-/on-attack effects they have before they lose their monster, which is usually what we want to prevent by running anti-defense monsters. The low atk also means you'll quite often be taking a hit yourself for attacking, even if your opponent will lose more. Return to deck is...good if we have a grizzly toolbox type thing, I suppose, but overall not a huge thing one way or the other. Decent card, but I'm not sure I'd run it.

Kharybdis: Most of the time, this is just a glorified Frostosaurus, really, as any two monsters on the opponent's side means that you can't make use of that flip summon effect. I'd sooner use Windstorm of Etaqua or Shriek (depending on whether I want to change battle positions or dump); neither requires tribute or elaborate setups to work.

Hydra: Now this looks a lot more promising. Three attacks at 2400 power is lethal, and self-protection is always a plus, especially since we can drop down Apprentice Magician to refill the spent counter. Even one self-protection already makes this highly vulnerable, though, and two make it a punching bag, but really; when the Hydra comes you're usually looking to end the duel right there already.

Dendrite: discard fodder, basically. I guess this works with various forms of self-mill, but I would hardly enjoy drawing into it. Ehh...still, decent enough if you have the right synergies.


And now...so many fakes but so little time, what to add...ah, these will do. =D

Aesta - Apostle of Summer
Fairy/Effect
4 Star/Fire
1600 Atk / 700 Def

When this card is summoned successfully, select and activate one of the following effects.

- Inflict 400 Damage to your opponent for each "Apostle" Monster you control.
- Discard a card from the top of your opponent's Deck for each "Apostle" Monster you control.

Autea - Apostle of Autumn
Fairy/Effect
4 Star/Earth
1200 Atk / 1600 Def

When this card is summoned successfully, select and activate one of the following effects.

- For each "Apostle" Monster you control, select a card from either player's Graveyard, then return the selected card(s) to their owners' Deck(s).
- For each "Apostle" Monster you control, select a card from either player's Hand, then return the selected card(s) to their owners' Decks. For each card returned to the Deck this way, the owner of that card draws a card.

Friga - Apostle of Winter
Fairy/Effect
4 Star/Water
900 Atk / 1900 Def

When this card is summoned successfully, select and activate one of the following effects.

- Select a number of cards from your opponent's Hand equal to the number of "Apostle" Monsters you control. The selected cards are revealed until your next Standby Phase and can not be Summoned, Set, or Activated during this time.
- Select a number of cards from your opponent's Field equal to the number of "Apostle" Monsters you control. Until your next Standby Phase, the selected card(s) can not Attack, change their Battle Positions, or be activated.

Verda - Apostle of Spring
Fairy/Effect
4 Star/Wind
1450 Atk / 1200 Def

When this card is summoned successfully, select and activate one of the following effects.

- For each "Apostle" Monster you control, select one card on the Field then return the selected card(s) to their owners' Hands.
- Gain 800 Life Points for each "Apostle" Monster you control.

Scarlet Weather October 11th, 2008 4:50 PM

Aesta: So a mild-to-painful burn effect, or a miller? Nice, considering that if you're running all the apostles in triplicate and you can protect them, it's not too shabby, especially considering the possible release of Magician's Village in the next pack. Still, for a one-off without a lot of muscle it feels kind of... lame. (EVIL. FIELD. SPELL.)

Autea: So either a hand-cycling effect or a graveyard management effect? Alright, that's definitely worth running three of each apostle for right there, never mind the fact that this baby is rat-searchable. Nice.

Friga: Oh, gods, that's just painful. Three or more apostles and you've got a Cold Wave or a Blizzard Dragon on steroids, whichever you need available, plus you get to scan the opponent's hand? I'd call broken, but even if Autea and Friga can be searched from the deck you still need to invest in keeping your Apostles around. However, I can see these guys forming a potent deck on their own using the trap backbones that make Royal Oppression decks such a pain. Ouch. 0.o

Verda: I don't see that second effect getting much use, but the first one is rather nice since you're getting at least one guranteed bounce. I can just imagine having Mother Grizzly out, then swapping it over to the enemy, summoning Verda and bouncing one of their cards, and then netting Friga with Grizzly's effect in order to seal two cards in the opponent's hand. So now you know exactly three cards they're holding, which is half the maximum hand size, for a one-card investment. Nice.

Of course, the main thing holding these guys back I can see is the lack of muscle, but in a deck running maxed Creature Swap and three Giant Rat as well as Mother Grizzly for those all-important Autea and Frig searches, you've got some considerable whackin' you can do, and a good spell and trap backbones will make up for a lot of that. Hey, I've always liked your sets. :3 (Remind me to go back and do all the marionettes later).

Berserker Beast Rablinster
Monster/Dark/Beast/Effect/5*
Atk 1500/ Def 1400
This monster cannot be special summoned. During your main phase, you can remove any number of dark-attribute monsters in your hand and graveyard from play. This monster can attack once for each monster removed in this way.

Extra-Sensory Manipulation
Normal Spell
Pay one thousand life points and tribute one psychic-type monster you control. Select one monster from your opponent's extra deck and remove it and all monsters with the same name in your opponent's extra deck from play.

Sending
Normal Spell
Pay half your life points. Remove all cards in both players' graveyards from play.

Charming Piper
Monster/Light/Spellcaster/Tuner/3*
Atk 1300/ Def 1200
When this monster inflicts battle damage to your opponent's life points, special summon one "Rat Token" (Monster/Earth/Beast/Token/Effect/1* Atk 0000/ Def 0000 This monster cannot be used for a tribute summon.) in attack position. This monster can attack once for each "Rat Token" you control during your main phase.

jakex October 11th, 2008 9:44 PM

Yugioh

King drago, ruler of attributes
6/dragon/fusion
3 monarchs + a monarchy war planner
When this card is summoned from the extra deck, it gains 500 for each monarch in the graveyard and removed from play pile, when this card is destroyed special summon two monarch, or monarchy card from the deck or graveyard to the field. This card is treatedas all attributes
4000/2500
secret rare/ultimate rare/ ghost rare

Monnarchy war planer
3/warrior/effect/monarchy
When this card is summoned you can pay all your life points except for 100 to summon up to 4 monarchs, this card can negate any damage toward a controller towards a monarchy, or monarch in its card name.
1200/300
secret rare/ultimate rare/super rare

spells:
Monarch lineup
Quick play
When a monarchy, or monarch monster is attacked you can redirect the attack towards another monster on either field, if this card is negated special summon 2 monarchy, or monarch cards from either players graveyard

Traps:
All out war:
Countinous
When two monarchs are battling each other on each side of th field choose one and reduce the attack to zero, the loser of this battle losses
half their life points, no monster can be destroyed by battle for as long as this card remains on the field.
field spell

Monarchy castle

For each card summoned this card gets a counter by tributing this card summon a monarchy, or monarch monster that level of stars is equal or less than the counters, if this card is sent to the graveyard, other than by tis effect, special summon 2 monarch, or monarchy cards from either players graveyard, your deck or your hand

Gymnotide October 12th, 2008 1:08 AM

Death Knell
Continuous Trap
After a player successfully Special Summons a monster(s) from the Graveyard(s), that player must Tribute 1 monster for each monster Summoned.

Replacement Corpse
Normal Trap
You can activate this card when a player successfully Special Summons a monster from the Graveyard. That player must Tribute 1 monster they control.

Night of the Living Dead
Normal Spell
Send cards from your Hand to the Graveyard in order to Special Summon 1 Zombie-type monster for each card discarded. During the turn this card is activated, you cannot Summon other monsters and those monsters cannot declare an attack. Destroy the monsters during the End Phase.

Second Death
Normal Spell
Send 1 Zombie-type monster from your Hand to the Graveyard. Select 1 Zombie-type monster, other than the discarded card, in your Graveyard and Special Summon it.

Requiem
Normal Trap
Remove from play all monsters in the Graveyards and inflict 400 damage to your opponent for each monster removed.

Dirge
Continuous Trap
Neither player can Special Summon except from the Graveyard.

Paean of Repose
Continuous Trap
You can send 1 Zombie-Type monster from your Deck to the Graveyard to negate 1 attack during your opponent's Battle Phase. Your opponent can send 1 monster from their deck to the Graveyard to negate this effect.

Fallen Gravedigger
( 4 Stars / EARTH / Zombie / Effect Monster )
1100 / 1200


When this card is Special Summoned from the Graveyard, Special Summon a level 4 or lower Zombie-type monster from the Graveyard. That monster cannot declare an attack and its effect(s) is negated. Destroy it during the End Phase.

(A bit broken. Fixing this.)

Fallen Heartseeker
( 3 Stars / EARTH / Zombie / Effect Monster )
800 / 1000


When this card is Tributed for the effect of a card(s), take control of 1 opponent's monster until the End Phase. That monster cannot change battle positions or declare an attack.

Fallen Hierophant
( 4 Stars / EARTH / Zombie / Effect Monster )
1700 / 1200


When this card is Special Summoned from the Graveyard, send 1 Zombie-type monster from your Deck to the Graveyard.

Fallen Cleric
( 7 Stars / EARTH / Zombie / Effect Monster )
2000 / 1700


When a monster you control is Tributed for the effect of a card(s), you can Special Summon this card from the Graveyard. If this card is Tributed for the effect of a card, inflict 100 damage to your opponent for each Zombie-type monster in your Graveyard.

Fallen Crusader
( 1 Stars / EARTH / Zombie / Effect Monster )
200 / 500


When this card is Special Summoned from the Graveyard, place 1 counter on a face-up Spell or Trap card you control. If that card would be destroyed, remove the counter instead. When this card is Tributed for the effect of a card, return 1 Spell or Trap card on your side of the field to its owner's hand.

Fallen Necromancer
( 8 Stars / EARTH / Zombie / Effect Monster )
2400 / 2200


This card cannot be Normal Summoned or Set. This card can only be Special Summoned from the Graveyard. Once per turn, send 1 Zombie-type monster from your Deck to your Graveyard in order to Special Summon 1 Zombie-type monster from your Graveyard to your side of the field. Then, Tribute 1 monster on your side of the field.

Hyper Decomposing Bolete
( 5 Stars / FIRE / Plant / Effect Monster )
0 / 2200


Each time a Zombie-type monster is Special Summoned to your side of the field from the Graveyard, Special Summon 1 "Mulch Token" ( 1* / 0 / 0 / EARTH / Plant ) to your side of the field. Mulch Tokens cannot be Tributed for a Tribute Summon.


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