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Phanima October 12th, 2008 5:57 PM

@Corrupted Cores monsters: So the increasing turn count still wouldn't affect the monsters' corruption rate even with the altered effect? If so, I'll probably just dismiss the supporting cards involving increasing the count.

ORIGINAL Corrupted Core: I've reduced its stats to 1500/1800 and upped the corrosion to 500, which I've continued with the rest of the cards as well, to maintain some continuity throughout the set.

Corrupted Core and NEXT Corrupted Core: Notes taken.

Proto-NEXT Corrupted Core: Changed to "destroy all cards on the field except this card and decrease the ATK of this card by the number of cards destroyed x 500.". I was thinking, since it obliterates everything upon being summoned, an immediate decrease of ATK would lessen the turn's direct attack and speed up the corrupt rate at the same time.

PRIMAL Corrupted Core: Changed to "If you do, this card is unaffected by card effects." upon being single tribute summoned. I'm assuming this would cancel out its own effect leaving it as a simple beastick whereas if it was tribute summoned normally, it'd maintain its corrupt effect. Upped its stats to 2500/2500 as well.

Corrosive Armor: Changed as recommended, using the difference between ATK and DEF as the reduction rate.

Accelerated EN Gauge and Vanguard Over Boost: They seem kind of irrelevant now. Also, I was thinking of coupling VOB with the initial Over Boost for a direct attack. Seems like if I added a direct option as well, it'd be a little overkill.

The rest: Notes taken and applied. :3

Alter Ego October 13th, 2008 4:02 AM

Quote:

Originally Posted by Thesis (Post 4024790)
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.)

Well now, spam-summoning them until your opponent cries is what the apostles are about, really. Aesta is the damage potential of the set, but because of the rate at which these will be thrown down I wanted to be careful with how much they get to hurt. Aaah...you'll realize when you see the support, I think. :x

Also, not really advocating Spell Village for an all-fairy theme. But yes, it's a fun card. And I'll be sure to prod you, then, whenever I'm not busy prodding you for CARD GAMES posts. XD

Quote:

Originally Posted by ぱはにま (Post 4029221)
@Corrupted Cores monsters: So the increasing turn count still wouldn't affect the monsters' corruption rate even with the altered effect? If so, I'll probably just dismiss the supporting cards involving increasing the count.

On the contrary; I specifically gave the new effect so that they would work with turn count accelerators, because it is heartwarming to see a neglected mechanic get some well-deserved luff and I thought it was neat. :3

Berserker Beast Rablinster: So wait...any number of attacks? x.O Major OTKO alert there. Darks are hardly difficult to dump en masse, and once we have that set up all we need is to blow the field open for a turn and this will walk all over the opposition. I mean, with this many attacks we can even justify running some equip spells in the deck for the inevitable OTKO. This needs some form of limiter, really. x.x

Extra-Sensory Manipulation: expensive, but for the joy of seeing no Goyo/Stardust/Collossal Fighter for the rest of the game? I'd go for it.

Sending: Graveyard hate taken to its extreme. Obvious synergy with that single allowed copy of Return, but beyond that...it's tricky, since the kind of deck that usually enjoys removing everything and I do mean everything from play is the kind that's usually packing so many continuous effect cards doing it that this would be reduced to situational use. I find myself thinking Necroface, as there's a little bugger who would just love to drop down after this and give the graveyards a full reset while becoming an epic beatstick in the process. :x

Charming Piper: Interesting, but the tokens are highly vulnerable, so I doubt you'd get to use that multi-attack effect much. Nice if you need to get that one last level for a synchro, I guess. I like the idea, though. XD

Death Knell: extreme hatred for all graveyard recursion. Top hater would be zombie, which is ironic considering the rest of these.

Replacement Corpse: one-shot Death Knell. I'll just stick with the Knell, really.

Night of the Living Dead: Soo...we're summoning all these monsters for...something I will see further down the line? Where are these zombies summoned from, anyway? Because if it's the yard then I can come up with a use already. Goblin Zombie is one regardless. Eh, aside from that, Zombie Master is probably your best bet since it can get you a functional zombie before it goes.

Second Death: Il Blud, I'm looking at yooooou! Pull it out, second summon it, and use its effect to summon whatever you discarded for this. It's a bit more proactive than Book of Life since you don't need to have anything in your opponent's Graveyard, but the discard cost is a bit of a turn-off. Still, good early-game card for zombies.

Requiem: OTKO time now, Y/N/M? Magical Merchant + a buttload of monsters and you have the potential to drop your opponent to zero in a flash, especially if you can provoke a solemn before you drop this.

Dirge: a friend of zombies, definitely, as graveyard is the only place they summon from anyway, and it's like a very selective oppression that shuts down Tele-DaD, Gladiator tag-outs AND synchros all in one. Instant threes for zombie and just about any other deck that can support it, really. Almost...too good, really. D:

Paean of Repose: wait, continuous? Another instant threes card, really. Dropping Mezukis and other zombies of choice to the yard like this while messing with your opponent's battle phase is crazy. Needs nerf, really. o.o

Fallen Gravedigger: Goblin Zombie summon, enough said.

Fallen Heartseeker: so this would be what with do with the earlier support, huh. Tribute for Enemy Controller's effect and you've handily stolen two of your opponent's monsters for the turn. Ouch. x.O

Fallen Hierophant: becomes very persistent since it can keep dumping Mezukis to revive itself if necessary. Decent Atk to boot.

Fallen Cleric: so it's some sort of tribute chain? Ehh...pretty meh card, this. Surely we can do far scarier stuff with zombies that doesn't involve clogging our draws with this sort of thing.

Fallen Crusader: Ehh...wait, we're bouncing our own stuff...because? Kind of contradictory, to be honest. Magic Deflector on legs could be nice for some sort of stall, I suppose, but the second effect is so not my kind of thing.

Fallen Necromancer: so basically, we summon Heartseeker and effectively turn this guy into 'pitch a card from your deck, use Change of Heart'. I smell balance issues...mostly from Heartseeker's side. D:

Hyper Decomposing Bolete: and this would be our compensation thing. Too bad it's the wrong type and the wrong attribute for the stock zombie recruiters and five-star to boot. Just...pass on this one. We have exploits aplenty already.


Just...very exploitable cards. Not sure if I'd want to include Death Knell in the equation, though; there are just better ways to abuse all of those other effects, really.


Aaaanyway:

Element Gate
Continuous Spell

Select one each of FIRE, EARTH, WATER, and WIND Monsters from your Deck then remove the selected Monsters from play. Once per turn, during your Main Phase, you can Special Summon one of the Monsters removed by this effect to your Field. If you do, you can not Summon or Set any other Monsters this turn. When this card is removed from the Field, lose 1000 Life Points for each card still removed by this effect. When all Monsters removed by this effect have been Special Summoned, destroy this card.

Fairy Ring
Normal Trap

Discard one card from your Hand. Remove all Fairy Type Monsters you control from play until the end of this turn, at which point they are Special Summoned to the Field in their original positions.

Full Cycle
Normal Spell

This card can only be activated when you control four differently named "Apostle" Monsters. Select and activate one of the following effects:
- Return all "Apostle" Monsters you control to your Hand and Special Summon them.
- Inflict Damage to your opponent equal to 200 x the combined number of cards from both players' Hands and Fields.
- Both players unite their Graveyards with their Decks and shuffle them. For each card returned to the Deck this way, gain 400 Life Points.
- Your opponent can not declare attacks or activate any card effects until your next Standby Phase.

Scarlet Weather October 13th, 2008 6:04 AM

Bladedance Marionette: Fwee, searchable bouncy goodness! This one's the set's pure muscle, even if its normal stats aren't too impressive when you normal summon it. All these guys are RoTA searchable, which is nice. Gladiator Beasts'll hate this one, since they can't swing over it with anything short of Gyzarus.

Marionette Bomber: S/T destruction spamming FTW! If you can get multiple Marionettes on the field, I can see a potentially painful loop of destruction where you're constantly blowing up your opponent's set cards.

Marionette of Demise: It's like Murmillo for puppets! Aside from the obvious searchability here, I'd say that if you can get a hand with Bomber and Demise in it, as well as two Marionettes on the field, you can have fun blowing up everything your opponent has going. PAIN! LOTS OF PAIN! XD

Marionette Gunner: Padding, I suppose. The effect feels kind of "Meh" to me, but then again it's one-tenth of your opponent's life points so it really does add up after a while.

Marionette Soldier: The Marionette you want to start your turn with. Pity that 1700 is just under the range of "monsters that Stratos and unboosted Laquari can't quite hit over."

Tangle Marionette: Blizzard dragon's tiny, inferior cousin. I really prefer Blizzard Dragon for paralysis effects, myself, but this does get Marionette support so.. meh.

Puppeteer's Art: Set this on turn one and special summon Bladedancer to watch the sparks fly! Okay, this makes it into my deck in triplicate for sure. Other favorites would be to chain this to a DAD or Judgment Dragon field wipe and blast the big beater with Demise. Or better yet, blowing up Krebons in response to an emergency teleport summon. Wouldn't that be painful?

The Mad Dollmaker: As if the Marionettes weren't searchable enough with unlimited RofTA, we add in this for added pain. But then, what draw cards are we exchanging with really? Allure doesn't fit, and neither does Destiny Draw. Or is this specifically "searching"? Since we're searching for Marionettes either way, does it really matter? I'm confused. 0.o

Artful Sacrifice: And when your opponent rams that beatstick into your Demise, you spring this on him and blow him to kingdom come. Owww.....

Element Gate: If you can protect this card, it's a nice little way to gurantee that you'll eventually get one of each Apostle out, and the fact that you can pick and choose is nice. The only problem I can see is that Bestiari will often pop out and open a can of pain on you if a Gladiator Beast player decides to tag out while you control the spell, plus you're vulnerable to S/T destruction. But hey, what're your three solemns for anyway?

Fairy Ring: So you get to avoid Lightning Vortex OR any other massive field wipe, AND you get to spam Apostle effects? Oh, the pain! The agony! The delicious satisfaction of watching as your opponent's Judgment Dragon gets turned into a block of unusable ice by Friga and Verda simply replenishes any life points you lost from the direct attack!

Full Cycle: Situational, true, but seeing as we're given the attractive choice of either spamming Apostle effects, burning your opponent for everything they're worth, screwing with the graveyard, or laying down the ultimate Cold Wave, I think it's worth running a copy or two of for sure.

(And total blonde moment on the Spell Village bit, for some reason I read the type as "Spellcaster". O.o)

Berserker Beast Rablinster
Monster/Dark/Beast/Effect/5*
Atk 1500/ Def 1400
When this monster attacks, you can discard one card from your hand and send cards from the top of your deck to the graveyard (Max ten). This monster can attack once for each dark-attribute monster sent to the graveyard in this way.

Better?

Mercenary Contract
Equip Spell
Pay eight hundred life points and discard one card from your hand. Special summon one level four or lower warrior-type monster in your graveyard and equip it with this card. When this card is destroyed, remove the equipped monster from play.

Alter Ego October 13th, 2008 11:03 AM

Berserker Beast Rablinster: Well, put it this way. In the kind of deck we'd play Rablinster, we'd probably have about 50% monsters, all of them dark more likely than not, so if we discard one dark monster from our hand and do maximal self-mill, we'd hit an average of around six darks (one from our hand, five from our deck), meaning the average size of the new one we'd be tearing for our opponent is 6 x 1500 = 9000. How does that sound to you? Not too back-breaking? Try tossing in a basic equip spell, say...Axe of Despair. 6 x 2500 sound like cricket to you? Theoretical maximum with that combo would be 11 x 2500, which equals a buttload of pain. :x

How to say, you'd need to limit the amount of direct beatdown this thing can deal at the very least, so I'd say it needs a more reasonable cap to balance it out.

Mercenary Contract: It's like...we got the costs of Premature Burial and D.D.R. in one card. Dunno', I think I'd sooner run D.D.R. and Phoenix Blade if I wanted to go down that route, since Blade sets up my RFG pile for recursion and basically nullifies the activation cost by acting as discard fodder. I'd say you can cut out the discard or LP cost on this one. One penalty will do.


And now, we interrupt this program for a special announcemnt:

Parasite Demon Jublai
Fiend/Synchro/Effect
6 Star/Dark
2450 Atk / 1600 Def

1 Tuner Monster + 1 or more non-Tuner "Parasite Demon" Monster(s)

This card can not be offered as tribute, except for the Special Summon of a "Parasite Demon" Monster. When your opponent send Monsters matching the Summoning requirements of this card from their Field to the Graveyard for a Synchro Summon, you can negate that Synchro Summon and Special Summon this card to your opponent's Field. When this card is Special Summoned this way, remove from play the Tuner Monster used for that Synchro Summon and all Monsters with the same name from your opponent's Deck.

Parasite Demon Ignil
Fiend/Synchro/Effect
8 Star/Dark
2600 Atk / 2300 Def

1 Tuner Monster + 1 or more non-Tuner "Parasite Demon" Monster(s)

This card can not be offered as tribute, except for the Special Summon of a "Parasite Demon" Monster. When your opponent send Monsters matching the Summoning requirements of this card from their Field to the Graveyard for a Synchro Summon, you can negate that Synchro Summon and Special Summon this card to your opponent's Field. When this card is Special Summoned this way, discard three cards at random from this card's controller's Extra Deck.


The parasite demons are not amused by your synchro shenaningans. That is all.

More revamps to come eventually, because I intend to clean this set up once and for all. :x

Gymnotide October 13th, 2008 2:30 PM

Forbidden Pact
Normal Spell
Discard 1 card to Special Summon 1 monster card in your hand, ignoring the summoning conditions. You cannot use that that card and its effect(s) is negated.

Alter Ego October 14th, 2008 10:49 AM

Forbidden Pact: Erm...yeah. 'Can not use' implies not only inability to attack or change battle positions, it also means we can't tribute it, we can't target if for anything and we can't even send it to the graveyard for a synchro. Simply put, this monster will be useless no matter what. Kind of...completely pointless expense for anyone using this. x.x


Anywho, another set idea has struck me from behind in an unprecedented display of cowardice. >|

Clockwork Detonator
Machine/Effect
4 Star/Fire
1600 Atk / 800 Def

When this card is successfully Summoned or flipped face-up, declare a number from one to six. When this card has been on the Field for a number of turns greater than or equal to the number you declared, destroy this card and all face-up Monsters with a Level lower than or equal to the number you declared then inflict 500 Damage to your opponent for each card destroyed this way.

Clockwork Drone
Machine/Effect
3 Star/Earth
1500 Atk / 1200 Def

When this card is destroyed, Special Summon one Clockwork Token (Machine-Type / EARTH / 2 Star / 1000 Atk / 700 Def) to your Field for each turn this card has been on the Field, excluding the turn this card was summoned or set. Clockwork Token can not be offered as tribute for a Tribute Summon, except when summoning a "Clockwork" Monster.

Clockwork Gardna
Machine/Effect
4 Star/Earth
1200 Atk / 1800 Def

This card can not be destroyed in Battle with or by the effect of any Monster that has been on the Field for four turns or less.

Clockwork Magician
Machine/Effect
5 Star/Light
1700 Atk / 2200 Def

When this card is tribute summoned successfully, you can discard up to three cards from the top of your Deck to move the turn count forward by 1 for each card discarded this way. The current turn proceeds as normal. When this card is sent to your Graveyard from the Field, select one Monster from your Graveyard with a level lower than or equal to the number of turns this card has been on your Field and add it to your Hand.

Clockwork Phoenix
Machine/Effect
8 Star/Fire
2600 Atk / 1200 Def

This card can only be Special Summoned after it has been successfully Normal Summoned at least once. When this card is destroyed, destroy one Spell or Trap card on the Field for each turn that this card has been on the Field. When four or more turns have passed since this card was destroyed and sent to your Graveyard, Special Summon this card from your Graveyard.

Clockwork Spider
Machine/Effect
5 Star/Dark
2200 Atk / 1600 Def

This card can be treated as a Trap Card and set in your Spell and Trap Card Zone. When this card has been in your Spell and Trap Card Zone for five turns or more, you can flip it face-up to Special Summon it to your Field. On the turn this card is summoned, your opponent can not activate any card effects.

Clockwork Tinkerer
Warrior/Effect
3 Star/Dark
1200 Atk / 500 Def

FLIP: Move the turn count forward or backward by 1. The current turn proceeds as normal. When this face-up card is sent from your Field to the Graveyard, add one "Clockwork" Monster from your Deck to your Hand.

Decay of Misuse
Continuos Spell

Reduce the Atk and Def of all Monsters your opponent controls by 300 for each turn that they have been on the Field. If the Atk or Def of a Monster becomes zero as a result of this effect, destroy it.

Dismantle
Quick-Play Spell

Destroy one Machine Type Monster you control. Draw two cards.

Armageddon Clock
Normal Trap

Activate only when a "Clockwork" Monster you control is destroyed in Battle with or by the effect of a Monster your opponent controls. Move the turn count forward by a number of turns equal to the Level of the Monster that destroyed your "Clockwork" Monster. If this card is destroyed while face-down on your Field, move the turn count forward by one. The current turn proceeds as normal.

Gymnotide October 15th, 2008 5:33 PM

I was feeling silly. At least they're better than the originals.

Necropolis of Dark Illusions
( 4 Stars / DARK / Fiend / Effect Monster )
0 / 1734.67

This card's name is always treated as "Castle of Dark Illusions." This monster is treated as a Zombie-type monster. Increase the ATK and DEF of all Zombie-type monsters you control by 400 points. If this card is destroyed as a result of battle, you can Tribute 1 Zombie-type monster to Special Summon it from the Graveyard.

Pumpking - Reborn
( 7 Stars / DARK / Zombie / Effect Monster )
1800 / 2100

This card can be Normal Summoned by Tributing 1 Zombie-type monster. During each of your End Phases, if you control a face-up "Castle of Dark Illusions," place 2 Spell Counters on this card. For each Spell Counter on this card, increase the ATK of all Zombie-type monsters on your side of the field by 100. Remove 3 Spell Counters from this card to Special Summon 1 Zombie-type monster from your Graveyard.

Induced Nightfall
Equip Spell
You can equip this card to a face-up "Castle of Dark Illusions" you control. Your opponent cannot declare an attack on or activate a card effect that specifically targets other Zombie-type monsters. If the monster this card is equipped to is destroyed and sent to the Graveyard, send 1 card from the top of your Deck to the Graveyard to add it to your Hand.

Dragon Graveyard
( 3 Stars / DARK / Zombie / Effect Monster )
1600 / 0

When this card is destroyed and sent to the Graveyard as a result of battle, Special Summon 1 "Dragon Zombie" from your Deck or Graveyard.

Sadistic Jester
( 2 Stars / DARK / Zombie / Effect Monster )
1350 / 0

When this card is Tributed for the effect of a Zombie-type monster, Special Summon 1 "Clown Zombie" from your Deck or Graveyard.

Accursed Sarcophagus
( 5 Stars / DARK / Zombie / Effect Monster )
200 / 300

When this card is Summoned, select 1 level 4 or lower Zombie-type monster from your Deck and remove it from play. When this card is removed from the field, Special Summon the selected monster.

Alter Ego October 16th, 2008 6:39 AM

Necropolis of Dark Illusions: you can just say "This card is treated as 'Castle of Dark Illusions'" and save some text space. Anyway, the Def is...interesting, I'll give it that, though the .76 damage is probably breaking some form of rule somewhere. XD Ehh...if it weren't for the revival effect I'd actually argue that regular castle is stronger since it stacks up the boost turn by turn, quite quickly exceeding this, and is tougher on the defensive too. But yeah, I'd try using this just for the total crack of the defense value.

Pumpking - Reborn: Ehh...sort of a slower, wimpier, more tribute-picky, non-turtle compatible Il Blud? x.O Yeah, I'll stick with blud, even if it requires a second summon.

Induced Nightfall: eeep, Dark Illusion lockdown. Pretty scary stuff with Necropolis since both the protective equip and the castle pop back up again and again.

Dragon Graveyard: yeah, good for the lulz but otherwise...not really.

Sadistic Jester: Necropolis likes this for revival tribute fodder, but otherwise I'd rather have something a bit scarier in my zombie deck. :x

Accursed Sarcophagus: now this has definite potential. Tribute it for a bigger zombie stuck in your hand and get a smaller one for free (Zombie Master comes to mind, since it can then proceed to revive the Sarcophagus in turn), Crush Card and get a zombie, Creature Swap to get a zombie and smash your opponent in the face while you're at it. Just...awesome range of uses. :x


Anyway, second set idea because...I blame Thesis. That's all I'll say. >O

Werebeast Brute
Beast/Gemini
3 Star/Earth
1800 Atk / 0 Def

This card is treated as a Normal Monster while on your Field or in your Graveyard. While this card is face-up on the Field, you can Normal Summon it to have it treated as an Effect Monster with the following effect:
- The original Atk of this card becomes 2200. Once per turn, when this card destroys a Monster by Battle, it can attack one additional Monster your opponent controls.

Werebeast Elder
Beast/Gemini
5 Star/Dark
2300 Atk / 1600 Def

This card is treated as a Normal Monster while on your Field or in your Graveyard. While this card is face-up on the Field, you can Normal Summon it to have it treated as an Effect Monster with the following effect:
- When this card destroys a Monster your opponent controls by Battle, add one "Red Moon" Spell Card from your Deck or Graveyard to your Hand.

Werebeast Outrunner
Beast/Effect
3 Star/Wind
1500 Atk / 700 Def

This card is treated as a Normal Monster while on your Field or in your Graveyard. While this card is face-up on the Field, you can Normal Summon it to have it treated as an Effect Monster with the following effect:
- When this card attacks a Defense Position Monster, destroy that Monster without applying Damage Calculation and inflict Damage to your opponent equal to half the Def of the destroyed Monster. If the monster is face-down, it is not flipped face-up.

Werebeast Propagator
Beast/Gemini
3 Star/Dark
1600 Atk / 1200 Def

This card is treated as a Normal Monster while on your Field or in your Graveyard. While this card is face-up on the Field, you can Normal Summon it to have it treated as an Effect Monster with the following effect:
- When this card destroys a Monster by Battle, add one "Werebeast" Monster from your Deck to your Hand.

Werebeast Pup
Beast/Effect
2 Star/Earth
1200 Atk / 700 Def

When this card destroys a Monster by Battle, you can tribute this card to Special Summon one "Werebeast" Monster other than "Werebeast Pup" from your Hand. If "Red Moon Awakening" is face-up on the Field, this card does not have to destroy a Monster by Battle to use this effect.

Werebeast Tracker
Beast/Gemini
3 Star/Wind
1700 Atk / 500 Def

This card is treated as a Normal Monster while on your Field or in your Graveyard. While this card is face-up on the Field, you can Normal Summon it to have it treated as an Effect Monster with the following effect:
- When this card destroys a Monster by Battle, your opponent discards all Monsters with the same name as the destroyed Monster from their Deck.

Red Moon Awakening
Continuous Spell

Increase the Atk of all "Werebeast" Monsters by 300. All face-up "Werebeast" Gemini Monsters are treated as Effect Monsters, and gain their effects. When this card is removed from the Field, all "Werebeast" Monsters on the Field lose 300 Atk and all "Werebeast" Gemini Monsters are treated as Normal Monsters, and lose their effects. (they can still be Second Summoned)

Red Moon Feast
Normal Spell

Whenever a "Werebeast" Monster you control inflicts Battle Damage to your opponent this turn, you can select a number of Monster cards up to the Level of that "Werebeast" Monster from your opponent's Graveyard and remove them from play to gain Life Points equal to the combined Level of the monsters removed this way x 200.

Red Moon High
Normal Spell

Select one face-up "Werebeast" Monster you control and double its Atk. If the selected Monster is a Gemini Monster, it is treated as an Effect Monster and gains its Effect. At the end of this turn, destroy the selected Monster.

Red Moon Serenade
Quick-Play Spell

Until the end of the turn, reduce the Atk and Def of all Monsters your opponent controls by 300 for each "Werebeast" Monster you control.

Scent Trail
Continuous Trap

When your opponent Special Summons a Monster, you can Special Summon one "Werebeast" Monster from your Hand or Deck. If you choose to Special Summon from your Deck, destroy this card.

Two-Front Ambush
Normal Trap

This card can only be activated when an Attack Position "Werebeast" Monster you control is declared as an attack target. Special Summon one Level 3 or lower "Werebeast" Monster from your Hand. Then the attacking Monster and the Monster Special Summon by this effect Battle. Increase the Atk of the Monster Special Summoned this way by half the Atk of the attacked Monster for Damage Calculation only.

Gymnotide October 16th, 2008 2:24 PM

Let's make some impossible win conditions.

Essence of the Forbidden One
Normal Spell
You can activate this card when you have no cards in your Deck or on your side of the field, you have no other cards in your hand, your life points are 50 or less, and your opponent has 15 or more cards on their side of the field and in their hand. You win the duel.

Disciple of Haxorz
( 8 Stars / WIND / Warrior / Effect Monster )
0 / 0


This card cannot be Special Summoned. When this card inflicts battle damage to your opponent as a result of a direct attack while your opponent controls a monster, you win the duel. When this card attacks your opponent directly, calculate damage using the original ATK of this monster.

Deathblow to the Kingdom
Normal Trap
You can activate this card when your opponent's life points are 100000 or more. You win the duel.

Vorpal Assault
Normal Spell
You can only activate this card on the first turn while you have exactly 54 cards in your Graveyard. You win the duel.

Phanima October 17th, 2008 4:46 PM

Spamming future decks in the midst of draft IC-ing. |3

Monster Cards:

Name: Fractal Ite
Attribute: DARK
Type: Rock/Dark Tuner
Level: 10
ATK: 2000
DEF: 2000
Effect: If this card is used for a Synchro Summon, place 1 "Fractal Counter" on all monsters on the field.

Name: Fractal Ost
Attribute: DARK
Type: Aqua/Dark Tuner
Level: 8
ATK: 1000
DEF: 1000
Effect: If this card is used for a Synchro Summon, place 2 "Fractal Counters" on 1 monster on the field.

Name: Fractal Ostite
Attribute: DARK
Type: Sea Serpent/Dark Synchro
Level: -4
ATK: 1500
DEF: 1500
Effect: 1 "Fractal Ite" or "Fractal Ost" + 1 non-Dark Tuner monster
When this card is successfully Synchro Summoned, place 1 "Fractal Counter" on 1 monster on the field and inflict 1000 damage to your opponent for each monster removed from play.

Name: Fractal Dos
Attribute: DARK
Type: Thunder
Level: 4
ATK: 800
DEF: 300
Effect: FLIP: Inflict 500 damage to your opponent for each monster on the field with a "Fractal Counter".

Name: Fractal Sor
Attribute: DARK
Type: Dinosaur
Level: 6
ATK: 2400
DEF: 1700
Effect: You can Special Summon this card from your hand or Deck by removing 1 monster with a "Fractal Counter" on your side of the field from play.

Spell Cards:

Name: Fractured Rift
Type: Field
Effect: For each "Fractal Counter" placed on a monster, that monster is immediately removed from play by the same number of turns. When a monster with a "Fractal Counter" returns to the field, it is returned during the same Phase it was removed from play. Remove all "Fractal Counter"s from the returned monster.

Trap Cards:

Name: Future Crack
Type: Normal
Effect: If a monster(s) with a "Fractal Counter" is returned to the field by the effect of "Fractured Rift", it is not returned and the controller of that monster takes 1000 damage for each monster removed from play.

Gymnotide October 17th, 2008 7:34 PM

Quote:

inflict 1000 damage to your opponent for each monster removed from play.
lol Necroface / Inferno Tempest anyone?

I want to try again at making a Sea Serpent set.

Enraged Seasnake
( 4 Stars / WATER / Sea Serpent / Effect Monster )
1900 / 200


When this card would be sent to the Graveyard from the Field, it is returned to the Deck instead.

Black Abyss
( 2 Stars / WATER / Sea Serpent / Effect Monster )
100 / 100


This card can attack your opponent directly. When this card inflicts battle damage to your opponent, send 1 card from the top of their Deck to the Graveyard. When your opponent's monster declares an attack on this card, you can return this card to the Deck to negate the attack.

Leptocephalus
( 4 Stars / WATER / Sea Serpent / Effect Monster )
600 / 1700


When an attack position monster you control is selected as an attack target, send 1 card from your opponent's Deck to the Graveyard for every 800 ATK (rounded up) the attacking monster has.

Jormungandr
( 7 Stars / WATER / Sea Serpent / Effect Monster )
2500 / 1800


When this card inflicts battle damage to your opponent, you can instead send 1 card from the top of their Deck to the Graveyard for every 300 damage they would have taken, rounded up. When this card is sent to the Graveyard, return it to the Deck instead.

Nematode
( 3 Stars / WATER / Sea Serpent / Effect Monster )
0 / 1200


When this card is sent from the Field to the Graveyard while "Umi" is on the field, Special Summon 2 level 3 or lower Sea Serpent-type monsters from your Deck to your side of the field.

Swarm of Remora
( 3 Stars / WATER / Sea Serpent / Effect Monster )
200 / 1800


Whenever a card is sent from the Deck to the Graveyard, send 1 card from the top of your opponent's Deck to their Graveyard for every 200 ATK this card has. When this attack position card is selected as an attack target, you can return it to the Deck to negate the attack.

Churning Vortex
Continuous Spell
Whenever a card is returned to the Deck, the card's controller draws 1 card and their opponent sends 1 card from the top of their Deck to the Graveyard.

Kharybdis' Tears
Normal Spell
Return up to 5 Monster cards from your Graveyard to your Deck to send 1 card from the top of your opponent's Deck to their Graveyard for each card returned.

Lost in the Depths
Normal Trap
You can only activate this card when you control a face-up Sea Serpent-type monster. Return all Monster cards in your opponent's Graveyard to their Deck and send 1 card from the top of their Deck to the Graveyard for each card returned. Your opponent draws 1 card.

- - - - -

Then another one. This one has less synergy and survivability, though.

Neo Drill Bug
( 2 Stars / EARTH / Insect / Effect Monster )
200 / 1100


This card can attack your opponent directly. When this card inflicts battle damage to your opponent, you can select 1 "Parasite" card, "Kisetai" or "Parasitic Ticky" from your Deck and add it to your Hand.

Parasite Klorosi
( 2 Stars / EARTH / Insect / Effect Monster )
500 / 500


FLIP: Destroy 1 Monster on the field and gain life points equal to 100 x its level. Special Summon 1 "Parasite Token" ( 1* / 0 /0 / EARTH / Insect ) to either side of the field.

Parasite Maralos
( 4 Stars / FIRE / Insect / Effect Monster )
200 / 200


FLIP: Set this card in your opponent's Spell and Trap card zone and shuffle all face-down Spell or Trap cards you opponent controls. When this card would be destroyed in the Spell and Trap card zone, destroy all Spell and Trap cards the controller of this card controls first, then increase their opponent's life points by 600 for each card destroyed by this effect.

Parasite Loaloa
( 4 Stars /WIND / Insect / Effect Monster )
0 / 0


FLIP: Add this card to your opponent's hand. As long as this card remains there, this card cannot be Normal Summoned or Set and your opponent must play with their hand revealed. When this card is discarded from your opponent's hand and sent to your Graveyard, your opponent must discard their entire hand.

Parasite Lampis
( 3 Stars / WATER / Fish / Effect Monster )
100 / 0


When this face-down card is selected as an attack target, negate the attack and equip this card as an Equip Spell to the monster that attacked it. That monster cannot attack or be Tributed. During each of your Standby Phases when this card is treated as an Equip Spell, select 1 monster on your opponent's side of the field. That monster cannot declare an attack or be Tributed as long as this card remains on the field.

Parasite Ringwar
( 4 Stars / DARK / Plant / Effect Monster )
0 / 400


Add this card to your opponent's Graveyard and shuffle it. As long as this card remains in your opponent's Graveyard, neither player may check that Graveyard. When a card attempts to return cards from the Graveyard to the Hand, Deck, or Field or attempts to remove cards from the Graveyard from play, remove this card and all cards underneath from play first, then increase the owner of this card's life points by 200 x the number of cards removed.

Parasite Diominous
( 3 Stars / WIND / Insect / Effect Monster )
700 / 900


FLIP: Add this card to your opponent's Extra Deck and shuffle it. Whenever a card is removed from the Extra Deck (not removed from play), send this card to the Graveyard and increase your life points by 600 x the amount of cards between this card and the card removed from the Extra Deck.

Injection
Normal Spell
Select 1 card in your Graveyard or Deck and shuffle it into your opponent's Deck.

Parasite Mycospore
Normal Spell
When this card is drawn, immediately send it to the Graveyard. If this card is sent from your opponent's Hand to your Graveyard, increase your life points by 4000.

Parasite Exazaron
Normal Spell
When this card is drawn, immediately send it to the Graveyard. If this card is sent from your opponent's Hand to your Graveyard, draw cards until you have 7 cards in your hand.

Parasitism
Continuous Trap
This card is treated as a "Parasite" card. Each time you gain life points, inflict damage to your opponent equal to the amount gained.

Rapid Infection
Normal Spell
You can activate this card if the only monsters you have in your Hand are "Parasite" monsters, "Parasitic Ticky" or "Kisetai." Reveal your hand to your opponent. During this turn, you can only Set monsters, but you may Set an unlimited amount of times. Cards added to your hand after the activation of this card are sent to your Graveyard instead.

- - - - -

The Agent of Chaos - Dysnomia
( 2 Stars / DARK / Fairy / Effect Monster )
900 / 0


Once per turn, you can pay multiples of 500 life points to inflict 1500 damage to your opponent. Your opponent can pay multiples of 500 life points greater than the amount you paid to negate this effect and destroy this card.

The Agent of Covenant - Charon
( 2 Stars / DARK / Fairy / Effect Monster )
0 / 0


When this card is Summoned, your opponent chooses Spell Cards, Trap Cards, or Monster Cards. Until the End Phase of their next turn, they must pay 1000 life points to activate the effects of or Summon the selected card-type.

The Agent of Death - Pluto
( 8 Stars / DARK / Fairy / Effect Monster )
2400 / 0


This card cannot be Special Summoned. While your Life Points are lower than your opponent's, you can Tribute this card to halve your opponent's life points. If you do not control "The Sanctuary in the Sky", this effect is not applied. You cannot conduct your Battle Phase the turn you activate this effect.

The Agent of Protogeneration - Uranus
( 6 Stars / LIGHT / Fairy / Effect Monster )
2600 / 0


If you control no monsters, you can Special Summon this card from your hand. If you Special Summoned this card with its own effect, you cannot conduct your Battle Phase this turn. Your opponent can Tribute 1 monster they control to destroy this face-up card. You can treat this 1 monster as 2 Tributes for a Tribute Summon.

The Agent of Supremacy - Jupiter
( 4 Stars / LIGHT / Fairy / Effect Monster )
1000 / 0


When you Normal Summon this card, you can activate 1 "The Sanctuary in the Sky" from your Hand, Deck, or Graveyard. While "The Sanctuary in the Sky" is on the field, this card cannot be destroyed by battle. While this card is on the field, "The Sanctuary in the Sky" cannot be destroyed by a card effect.

The Agent of Fury - Neptune
( 4 Stars / LIGHT / Fairy / Effect Monster )
1900 / 0


Send this card and 1 Field Spell card you control to the Graveyard to destroy up to 3 cards on the field.

- - - - -

Programma 101
( 2 Stars / LIGHT / Thunder-type / Effect Monster )
0 / 2200


This card is treated as "The Calculator" while it is face-up on the field or in the Graveyard. As long as this card remains face-up on the field, your opponent cannot select another "The Calculator" as an attack target. During each of your Standby Phases, increase the level of this card by 2.

Facit NTK
( 1 Star / LIGHT / Thunder / Effect Monster )
0 / 0


This card is treated as "The Calculator" while it is face-up on the field or in the Graveyard. Once per turn, you can select 1 monster on the field. This card's level becomes the selected monster's level until the End Phase. When this card is destroyed by battle, Special Summon 1 Thunder-type monster with 0 ATK from your Deck.

Adler 81S
( 5 Stars / LIGHT / Thunder / Effect Monster )
0 / 0


This card is treated as "The Calculator" while it is face-up on the field or in the Graveyard. Once per turn, select 1 monster on the field. This monster gains 500 ATK x the level of the selected monster until your opponent's next End Phase.

Divisumma 24
( 10 Stars / LIGHT / Thunder / Effect Monster )
0 / ?


This card is treated as "The Calculator" while it is face-up on the field or in the Graveyard. The DEF of this card is equal to 200 x the combined levels of all monsters you control.

Elektronica B3-21
( 4 Stars / LIGHT / Thunder / Effect Monster )
0 / 0


This card is treated as "The Calculator" while it is face-up on the field or in the Graveyard. Once per turn, Tribute 1 monster on your side of the field to Special Summon 1 Thunder-type monster with 0 ATK from your Deck to your side of the Field.

(Works with Batterymen :o)

ANITA
Normal Spell
Send 1 "The Calculator" from your side of the field to the Graveyard to inflict damage to your opponent's life points equal to half the ATK of the monster sent. If you activate this effect, you cannot conduct your Battle Phase this turn.

Addiator
Normal Spell
Special Summon 1 "The Calculator" from your Graveyard.

WSR160
Continuous Spell
"The Calculator" monsters you control gain 100 ATK x the total levels of all monster you control.

Curta Handheld
Continuous Trap
Once per turn, during either player's turn, select 1 "The Calculator" on your side of the field and change its battle position.

- - - - -

Vodosapata
( 10 Stars / DARK / Zombie / Effect Monster )
0 / 0


This card cannot be Special Summoned. This card cannot be destroyed by battle. Switch this Defense position card to Attack position immediately and destroy any cards that switch it to Defense position. As long as this card remains face-up on the field, the effects of your Spell and Trap cards are negated and you cannot activate Spell and Trap cards from your Hand. Tribute 1 Monster on your side of the field to halve your opponent's life points. Inflict damage to your own life points equal to the amount of life points your opponent lost. If you activate this effect, you cannot conduct your Battle Phase this turn.

Aussie Riolu October 22nd, 2008 2:16 PM

OK I haven't thought of a name for it but here's my newest card

Name: ???
Normal Trap
Effect: Pay 2000 Life Points. Negate all summoning requirements of all monsters in your hand during the turn this card is activated.

That means you can summon Ritual Monsters without the ritual spell, or even summon Gate Guardian without Suijin etc. Also you can summon monsters that require 3 Monsters as a tribute without 3. Of course, the tribute rule still applies, Level 7+ monsters still need 2 tributes.
Yeah I know it's cost is steep but the effect makes up for it. :)

Do you have a suggestion for a name of this card.

Quote:

Originally Posted by Gymnotide (Post 4043314)
Adler 81S
( 5 Stars / LIGHT / Thunder / Effect Monster )
0 / 0


This card is treated as "The Calculator" while it is face-up on the field or in the Graveyard. Once per turn, select 1 monster on the field. This monster gains 500 ATK x the level of the selected monster until your opponent's next End Phase.

So if you have a Blue-Eyes White Dragon on the field, this would have 4000 ATK!
...If only it was real, I would want to get it...

Gymnotide October 22nd, 2008 4:12 PM

Quote:

Originally Posted by Sky Shaymin X (Post 4058567)
So if you have a Blue-Eyes White Dragon on the field, this would have 4000 ATK!
...If only it was real, I would want to get it...

It's not as good as strong the real card, "The Calculator," which gains 300 ATK per star on the field. With Blue Eyes, it's already 3600, but with two, it's 6600. This one caps at a certain point, but the other one is weaker initially and will grow weaker when its power supply is destroyed.

I had a set of "Sands of Time" cards which worked by accelerating or decreasing the turn count of a card, but it got deleted when I accidentally hit the BACK button on my mouse. I'll revive it sometime else.

Alter Ego October 24th, 2008 2:53 AM

Whoa, it's obviously been waaaay too long since I came to this thread last. Bad form. :x

Fractal Ite: well now...this is quite the deviation from the usual 0/0ness of dark tuners. Tough to summon, and I mean really tough. The only sort-of viable methods I can think of are Escape From the Dark Dimension and Released From Stone. x.O Unless, of course, we have some support for that lurking further down here. As for the effect...will have to withhold judgment until I see what those counters actually do.

Fractal Ost: at a glance, I think I'd prefer using this as it's readily tomato-searchable, Limit Reversable and viable fodder for Trade-In should it end up in the hand.

Fractal Ostite: oooow...yeah, that on-summon effect is a bit too painful. Also, this sort of goes against the general dark synchro thematic of compensating for their high summoning requirements by being exceptionally hard to kill. Maybe have it, say, place a number of fractal counters on a monster equal to that monster's level when it battles, revive itself under some specific conditions, and instantly remove any monster with fractal counters that it battles with from play, possibly with x amount of damage per counter? Something like that would sound more...Dark Synchroish. :x

Fractal Dos: potentiall huge burn, but really...spreading those counters is incredible tough and we could basically get the same - usually better - results simply by flipping Ceasefire since pretty much all monsters you'll encounter will be effect anyway.

Fractal Sor: Again, this would be a good card if the fractal counters themselves weren't so costly.

Fractured Rift: Umm...yeah, I think we need rewording here. Like, "During either player's Main Phase, you can select a monster with a Fractal Counter(s) on it and remove it from play for a number of turns equal to the number of Fractal Counters on it.". Also, do note that all counters are lost automatically when a card leaves the field, so the last effect is redundant. D: Bleah, needs more counter spread if we actually want to make use of this.

Future Crack: This is contradiction. A monster that has been returned is already on the field, so you can't say that it's not. Also, the damage is - again - crazy. That should be something like, say, "If Monsters would be returned to the Field by the effect of "Fractured Rift" this turn, those Monsters are not returned and their owner loses 1000 Life Points for each Monster that would have been returned instead.". 1000 for every removed monster is just flat-out crazy, but seeing as how timing multiple returns to occurr on a single turn is beyond difficult, this should be fair enough compensation for the insane situational aspect.


Enraged Seasnake: Usually not what we want to do with an unsearchable beatstick, really. I...can't think of a deck where this effect would actually be desirable, really.

Black Abyss: poking for mill? This...is amusing at least, I'll give it that, and could prove to be a nuisance if you set up some method of continuously summoning it, but I'm not convinced of its overall usefulness. Fun card, though. XD

Leptocephalus: so it's definitely mill, then. This could actually put a fair bit of pressure on the opponent if you back it up with some attack negation.

Jormungandr: that would be "When this card would inflict Battle Damage" since we can't negate something that's already happened. Eh...as much as I like mill, there's a fundamental problem here. You'd just flat-out win faster if you ignored milling and just went for the damage instead. D:

Nematode: and this would be our special summoning method, then. I'm starting to see where you're going with these, though Jormungandr still kind of doesn't fit in.

Swarm of Remora: Basically translated into 'discard two' if we have A Legendary Ocean out like all of these want to have. Potentially interesting synergy with attack boosters (Hmm...United We Stand mill ftw? XD).

Churning Vortex: and this would be why we're so intent on returning our cards to the deck. Scary card...very scary.

Kharybdis' Tears: not going to happen. These things abhore the graveyard, so getting enough of them down there to really make this work is beyond difficult. Unless...ogawd, Shriek for the win. Just...Shriek.

Lost in the Depths: eh, plus-minus zero for the mill and effective -2 on the CA. Unless we get really lucky with the discard, this is just wasting a perfectly good card slot, really.


Aaand...I'll do the rest of those later or something. Just...too many in one go. x.O

Anyway, a couple of one-offs.

Discord's Fiend
Fiend/Effect
4 Star/Dark
1900 Atk / 1700 Def

Cards can not be added to a player's Hand by card effects. This card can not be sent to the Graveyard for a Synchro Summon. When a Monster would be Synchro Summoned, this card is tributed to negate the summon of that Monster and remove it from play.

Hypercharge Trooper
Thunder/Effect
3 Star/Light
400 Atk / 1500 Def

During your Main Phase, you can return up to three cards from your Graveyard to your Deck and shuffle it to increase the Atk of this card by 500 for each card returned until the end of the turn. When this card is destroyed, you can select one card from your opponent's Graveyard and place it at the top of their Deck.

Master Geomancer
Spellcaster/Effect
3 Star/Earth
1200 Atk / 1900 Def

When a Spell Card is activated, place one Spell Counter on this card. (Maximum 2) By removing two Spell Counters from this card, add one Field Spell Card from your Deck or Graveyard to your Hand. By tributing this card with a Spell Counter on it, negate the activation and effect of a card that would destroy a Field Spell Card and destroy it.

Scarlet Weather October 24th, 2008 6:40 PM

Discord's Fiend: What Raitou is to any deck playing special summons, so this card is to Synchros. The restriction on use in Synchro summons itself is fair, but this thing is still TeleDAD's nightmare. The 1900 Atk is also bulky enough to swing over Stratos AND unboosted Laquari, which is a very good thing.

Hypercharge Trooper: Forced graveyard manipulation is a good thing, and the first effect provides a way for a few decks I can think of to recycle used-up spells and traps, if nothing else. Interesting concept, though I think a machine-type would be okay. Even if this thing could copy Card Trooper's old abuse of Machine Duplication to bring out three 1900 Atk beatsticks, the fact that you need nine cards in your graveyard minimum to pull that off rules out an early-game swing from everything but Lightsworn, which won't run this anyway because it's already hard-pressed for deck space.

Master Geomancer: A love letter to Crystal Beast, and other field-spell dependent archetypes. You can either use it to protect a field spell in play, or you can search out a field spell. Of course, being a spellcaster this monster is just screaming for abuse of Spell Village. "What, you want to blow up my one-sided Imperial Order? Well you'll have to get past the spellcaster protecting it first, no matter how many copies of Mobius or Dust Tornado you're siding!" XD

Speaking of Love Letters...

Love Letter
Normal Spell
Select one monster on your side of the field. Select any monster in your deck with the same type and level as the selected monster and add it to your hand. You cannot add a second copy of the selected monster to your hand in this way.

... I'll just post these here for now anyway. XD

Dragon Court
Field Spell
Normal dragon-type monsters cannot be targeted by spell and trap cards. When this card on your side of the field would be destroyed, you can tribute a dragon-type monster you control instead.

Mythic Dragon Tiamat
Monster/Light/Dragon/Effect/8*
Atk 3000/ 1800
This monster is treated as a normal monster while on the field. This monster cannot be special summoned. If this monster is normal summoned, the tributes must be dragon-type. This monster can be normal summoned without tribute by removing two normal dragon-type monsters in your graveyard from play if "Dragon Court" is on the field. Once per turn, you can pay one thousand life points to special summon a dragon-type monster from your hand, deck, or graveyard.

Mythic Dragon Nidhogg
Monster/Fire/Dragon/Effect/8*
Atk 3000/ Def 2300
This monster is treated as a normal monster while on the field. This monster cannot be normal summoned or set. This monster can only be special summoned by removing three normal dragon-type monsters in your graveyard from play. Once per turn, you can discard any number of dragon type monsters in your hand and tribute any number of dragon-type monsters you control. Then, destroy an amount of cards your opponent controls equal to the number of monsters sent to the graveyard in this way.

Mythic Dragon Fafnir
Monster/Water/Dragon/Synchro/10*
Atk 3400/ Def 3000
"1 Tuner Monster + One or more normal non-tuner monsters"
While you control this monster. "Dragon Court" cannot be destroyed. In addition to its normal attack, this monster can attack once for each dragon-type monster used to Synchro Summon it. This monster can only attack your opponent directly once during the battle phase.

Alter Ego October 25th, 2008 10:16 AM

Love Letter: Well, this is...interesting, at least, though finding the precise usefulness is a bit trickier. I keep getting back to my silly SC deck where I'd be using this with Marshamllon for a target to pull out a Watapon from my deck and special summon it. XD

Dragon Court: I hope you're aware that this would only allow you to protect yourself by sacrificing effect dragons? The self-protection effect would be targeting by its nature, and the court prevents normal dragons from being targeted. Ehh...Brain Control/Sakretsu/Dimensional Prison/etc. cover, I guess. Useful overall.

Mythic Dragon Tiamat: oookay, am I the only who thinks this makes for really cheap muscle? Two dragons in your graveyard is hardly a huge requirement for a 3000-point beatstick. I mean, just fit in a chain each of Troop and Masked Dragon and that's a whole load of meat shields and Tiamat fodder just ready to go already. Future Fusion for Five-Headed and we have another no-brainer solution. Plus, Tiamat is treated as normal so you can recur it with Dark Factory of Mass Production and search for it with Summoner's Art, making it very easy to get into play consistently. Maybe...add a bit more expense to the venture? Like, at least limiting it to only accepting normal dragons for removal?

Mythic Dragon Nidhogg: hurr...potentially huge field-clearing effect given how vanillas can be recurred en-masse, but at least we're removing them from the graveyard to get this into play as well. Dark Factory is definitely a staple for the deck now.

Mythic Dragon Fafnir: Ooookay, essentially at least a triple-attacking 3400 Atk behemoth. Even without factoring in how we can start re-summoing it with Birthright and Swing of Memories after it's killed once, not to mention how it also conserves our all-important field, don't you think that's a bit much? Even for synchro? Basically, when Fafnir comes out, your opponent goes down. Oh but wait, it has no listed synchro materials so you can't legally summon it. Ever. Never mind then.

Seriously, though, this needs tonedown. The other two are already pushing it, a lot, but this just goes straight over the top. That much damage potential for no extra work is just too much.


Anyway, my latest brainchild. :x

Chtonian Bumblebee
Insect/Effect
1 Star/Wind
100 Atk / 200 Def

This card can attack your opponent directly. If it does so while your opponent controls at least one Plant Type Monster, you can make Battle Damage from that attack zero to discard one card from the top of your opponent's Deck then place one Plant type Monster from your Hand face-up on top your opponent's Deck and shuffle it.

Chtonian Thorn
Plant/Effect
3 Star/Dark
800 Atk / 1600 Def

This card can not be offered as tribute for a Tribute Summon. When this card is destroyed by Battle and sent to your Graveyard, your opponent discards one Monster Card other than a face-up card from their Deck. Then, place this card face-up on top of your opponent's Deck and shuffle it. When your opponent draws this face-up card, they must keep it revealed for as long as it remains in their Hand. While this revealed card is in their Hand, the player holding this card must discard one Monster card other than a face-up card from their Deck for each Monster that is summoned to their Field, including Flip Summon.

Necrolily
Plant/Effect
2 Star/Dark
1500 Atk / 1000 Def

This card can not be offered as tribute for a Tribute Summon. When this card is destroyed by Battle and sent to your Graveyard, place it face-up on top of your opponent's Deck and shuffle it. When your opponent draws this face-up card, they must keep it revealed for as long as it remains in their Hand. During each of their Standby Phases, if the player holding this revealed card controls a Monster other than a face-up Plant Type Monster, that player tributes one of those Monsters to Special Summon one Fiend Blossom Token (Plant Type/DARK/Level 2/? Atk/? Def) to their Field. Fiend Blossom Token can not attack or be offered as tribute for a Tribute Summon and copies the Atk and Def of the Monster tributed to summon it.

Netherworld Orchid
Plant/Effect
3 Star/Dark
1300 Atk / 1450 Def

This card can not be offered as tribute for a Tribute Summon. When this card is destroyed by Battle and sent to your Graveyard, your opponent selects one Spell Card from their Deck and discards it. Then, place this card face-up at the top of your opponent's Deck and shuffle it. When your opponent draws this face-up card, they must keep it revealed for as long as it remains in their Hand. A player holding this revealed card must discard a Spell Card from their Deck to activate a Spell Card.

Vampire Ivy
Plant/Effect
3 Star/Dark
1200 Atk / 1700 Def

This card can not be offered as tribute for a Tribute Summon. When this card is destroyed by Battle and sent to your Graveyard, discard the top card of your opponent's Deck to place this card face-up on top of your opponent's Deck and shuffle it. When this face-up card is added to your opponent's Hand, they must keept it revealed for as long as it remains in their Hand. On each of their End Phases, the player holding this revealed card discard two cards from the top of their Deck.

Blossom Shower
Quick-Play spell

Discard one Monster card from your Hand. Special Summon two Fiend Blossom Tokens (Plant Type/DARK/Level 2/1500 Atk/1000 Def) to either player's Field. Fiend Blossom Token can not attack or be offered as tribute for a Tribute Summon.

Flowergarden of the Netherworld

Field Spell

All Plant Type Monsters destroyed by card effect are treated as having been destroyed by Battle. Whenever a Monster other than a Plant Type Monster inflicts Battle Damage, that Monster is tributed to Special Summon one Fiend Blossom Token (Plant Type/DARK/Level 2/? Atk/? Def) to the Field of the tributed Monster's controller. Fiend Blossom Token can not attack or be offered as tribute for a Tribute Summon and its Atk and Def become equal to the amount of Battle Damage inflicted. For each Fiend Blossom Token destroyed while this card is on the Field, the controller of the destroyed token(s) discards two cards from the top of their Deck.

Wicked Seed
Normal Spell

Select one Plant Type Monster from your Hand and place it face-up on top of your opponent's Deck, then shuffle it.

Will of the Flower God
Normal Spell

Select and activate one of the following:
*Pay 800 Life Points. Select one face-up Plant Type Monster from your opponent's Deck and shuffle it, then place the selected Monster at the top of your opponent's Deck.
*This effect can only be activated when the number of face-up Plant Type Monsters in your opponent's Deck is equal to at least twice the number of other cards in their Deck. You win the Duel.

Autumn Wilting
Normal Trap

Destroy all Plant Type Monsters on the Field. Then, for each Monster destroyed this way, discard one card from the top of your opponent's Deck.

Deep Roots
Normal Trap

This card can only be activated on the End Phase of a turn when a Plant Type Monster(s) was sent from your opponent's Hand, Field or Deck to your Graveyard. Add all Monsters that were sent to your Graveyard this way during this turn face-up into your opponent's Deck and shuffle it. For each card added to your opponent's Deck this way, discard one card from the top of your Deck.

Scarlet Weather October 25th, 2008 11:48 AM

Quote:

Originally Posted by Alter Ego (Post 4065335)
Love Letter: Well, this is...interesting, at least, though finding the precise usefulness is a bit trickier. I keep getting back to my silly SC deck where I'd be using this with Marshamllon for a target to pull out a Watapon from my deck and special summon it. XD

Well, off the top of my head I can see it being used in Counter Fairy to search Bountiful Artemis after you've got Harvest Angel out. Then there's any deck running RofTA and multiple level four warriors, which essentially turns this into a slightly-less-useful fourth, fifth, or sixth copy of RofTA.

Quote:

Dragon Court: I hope you're aware that this would only allow you to protect yourself by sacrificing effect dragons? The self-protection effect would be targeting by its nature, and the court prevents normal dragons from being targeted. Ehh...Brain Control/Sakretsu/Dimensional Prison/etc. cover, I guess. Useful overall.
Got it. So change that to tribute, then?

Quote:

Mythic Dragon Tiamat: oookay, am I the only who thinks this makes for really cheap muscle? Two dragons in your graveyard is hardly a huge requirement for a 3000-point beatstick. I mean, just fit in a chain each of Troop and Masked Dragon and that's a whole load of meat shields and Tiamat fodder just ready to go already. Future Fusion for Five-Headed and we have another no-brainer solution. Plus, Tiamat is treated as normal so you can recur it with Dark Factory of Mass Production and search for it with Summoner's Art, making it very easy to get into play consistently. Maybe...add a bit more expense to the venture? Like, at least limiting it to only accepting normal dragons for removal?
Oops. Forgot to add the normal-only restriction. 0.o Eh.... maybe I should just have it treated as normal while on the field?

Quote:

Mythic Dragon Nidhogg: hurr...potentially huge field-clearing effect given how vanillas can be recurred en-masse, but at least we're removing them from the graveyard to get this into play as well. Dark Factory is definitely a staple for the deck now.
Yeah, I figured that effect balanced it somewhat. Should I require the normal dragons to have different names, just in case?

Quote:

Mythic Dragon Fafnir: Ooookay, essentially at least a triple-attacking 3400 Atk behemoth. Even without factoring in how we can start re-summoing it with Birthright and Swing of Memories after it's killed once, not to mention how it also conserves our all-important field, don't you think that's a bit much? Even for synchro? Basically, when Fafnir comes out, your opponent goes down. Oh but wait, it has no listed synchro materials so you can't legally summon it. Ever. Never mind then.
Alright, dropped the ability to have itself treated as normal type and prevented it from getting in a direct attack. I also added in Synchro material requirements, so that's all well and good now.

Quote:

Anyway, my latest brainchild. :x

Chtonian Bumblebee
Insect/Effect
1 Star/Wind
100 Atk / 200 Def

This card can attack your opponent directly. If it does so while your opponent controls at least one Plant Type Monster, you can make Battle Damage from that attack zero to discard one card from the top of your opponent's Deck then place one Plant type Monster from your Hand face-up on top your opponent's Deck and shuffle it.
So basically a way to access your Chthonian plants faster? Well, fair enough seeing as it basically gets eaten by anything that wants to swing into it and it can only be as broken as whatever you're adding to your opponent's deck anyway.

Quote:

Chtonian Thorn
Plant/Effect
3 Star/Dark
800 Atk / 1600 Def

This card can not be offered as tribute for a Tribute Summon. When this card is destroyed by Battle and sent to your Graveyard, your opponent discards one Monster Card other than a face-up card from their Deck. Then, place this card face-up on top of your opponent's Deck and shuffle it. When your opponent draws this face-up card, they must keep it revealed for as long as it remains in their Hand. While this revealed card is in their Hand, the player holding this card must discard one Monster card other than a face-up card from their Deck for each Monster that is summoned to their Field, including Flip Summon.
The problem with this is that while it does mess with DAD's precision on getting that magic third dark to the graveyard for their eponymous beater, it actually helps Lightsworn more than it hurts it. "Put this in my hand? Hey, thanks! You just got me a free Wulf!" Good tech, maybe, but it really depends on what your opponent is running.

Quote:

Necrolily
Plant/Effect
2 Star/Dark
1500 Atk / 1000 Def

This card can not be offered as tribute for a Tribute Summon. When this card is destroyed by Battle and sent to your Graveyard, place it face-up on top of your opponent's Deck and shuffle it. When your opponent draws this face-up card, they must keep it revealed for as long as it remains in their Hand. During each of their Standby Phases, if the player holding this revealed card controls a Monster other than a face-up Plant Type Monster, that player tributes one of those Monsters to Special Summon one Fiend Blossom Token (Plant Type/DARK/Level 2/? Atk/? Def) to their Field. Fiend Blossom Token can not attack or be offered as tribute for a Tribute Summon and copies the Atk and Def of the Monster tributed to summon it.
Respectable stats for a level two, and a VERY annoying ability. Unfortunately, I see no reason why your opponent can't just use their normal summon to get this monster out of their hand and onto the field, so you really only get to set up the bomb with this card once. Well, all of them really.

Quote:

Netherworld Orchid
Plant/Effect
3 Star/Dark
1300 Atk / 1450 Def

This card can not be offered as tribute for a Tribute Summon. When this card is destroyed by Battle and sent to your Graveyard, your opponent selects one Spell Card from their Deck and discards it. Then, place this card face-up at the top of your opponent's Deck and shuffle it. A player holding this revealed card must discard a Spell Card from their Deck to activate a Spell Card.
Tele-DAD's worst nightmare. The major problem, as I've pointed out before, is that all this basically does is force your opponent to choose between using their normal summon on it or losing a spell from their deck. Unless... would destroying this monster after your opponent summoned it send it back to their deck? Because I can see some potential in that.

Quote:

Vampire Ivy
Plant/Effect
3 Star/Dark
1200 Atk / 1700 Def

This card can not be offered as tribute for a Tribute Summon. When this card is destroyed by Battle and sent to your Graveyard, discard the top card of your opponent's Deck to place this card face-up on top of your opponent's Deck and shuffle it. When this face-up card is added to your opponent's Hand, they must keept it revealed for as long as it remains in their Hand. On each of their End Phases, the player holding this revealed card discard two cards from the top of their Deck.
Accelerates self-mill for Lightsworn, and it's iffy with other top decks. Zombie Synchro will love this for dropping their Mezuki for them. 0.o

Quote:

Blossom Shower
Quick-Play spell

Discard one Monster card from your Hand. Special Summon two Fiend Blossom Tokens (Plant Type/DARK/Level 2/1500 Atk/1000 Def) to either player's Field. Fiend Blossom Token can not attack or be offered as tribute for a Tribute Summon.
So either clog the opponent's field or defend your own? Clever, especially considering that we're getting Mark of the Rose to play around with, so our graveyard plants are gonna be put to good use.

Quote:


Flowergarden of the Netherworld

Field Spell

All Plant Type Monsters destroyed by card effect are treated as having been destroyed by Battle. Whenever a Monster other than a Plant Type Monster inflicts Battle Damage, that Monster is tributed to Special Summon one Fiend Blossom Token (Plant Type/DARK/Level 2/? Atk/? Def) to the Field of the tributed Monster's controller. Fiend Blossom Token can not be offered as tribute for a Tribute Summon. For each Fiend Blossom Token destroyed while this card is on the Field, the controller of the destroyed token(s) discards two cards from the top of their Deck.
So this is basically just to accelerate the effects of your plants? The Fiend Blossom effect is excellent, considering that Fiend Blossoms have their effects removed. Gladiator Beast hates this deck, because no matter how many battle-phase tricks it pulls off this card will just accelerate its demise.

Quote:

Wicked Seed
Normal Spell

Select one Plant Type Monster from your Hand and place it face-up on top of your opponent's Deck, then shuffle it.
-2 to put a plant that my opponent may not even draw into his deck? Pass.

Quote:

Will of the Flower God
Normal Spell

Select and activate one of the following:
*Pay 800 Life Points. Select one face-up Plant Type Monster from your opponent's Deck and shuffle it, then place the selected Monster at the top of your opponent's Deck.
*This effect can only be activated when the number of face-up Plant Type Monsters in your opponent's Deck is equal to at least twice the number of other cards in their Deck. You win the Duel.
So this either gurantees that your opponent draws a parasite plant.... or turns this set into Frosty's Terra set from earlier in the thread? Nice. I knew this mechanic sounded familiar. XD

Quote:

Autumn Wilting
Normal Trap

Destroy all Plant Type Monsters on the Field. Then, for each Monster destroyed this way, discard one card from the top of your opponent's Deck.
So combo with your garden to add all your monsters to your opponent's deck and toss one to five cards from it extra? This goes a long way towards pulling off your win condition for sure.

Quote:

Deep Roots
Normal Trap

This card can only be activated on the End Phase of a turn when a Plant Type Monster(s) was sent from your opponent's Hand, Field or Deck to your Graveyard. Add all Monsters that were sent to your Graveyard this way during this turn face-up into your opponent's Deck and shuffle it. For each card added to your opponent's Deck this way, discard one card from the top of your Deck.
So mill yourself to counter Lightsworn self-milling your plants away? Nice, especially considering that if it weren't for the fact that your cards get the bullet as often as theirs do Lightsworn would hurt the worst from this win condition.

EDIT: Updated Mythic dragons so they're only normal while on the field, since that was my intent anyway. Also fixed Court, Tiamat, and Fafnir's effects.

sergen456 October 26th, 2008 2:11 AM

thank you for this message
(I'm new in this forum)

Aussie Riolu October 26th, 2008 8:17 PM

Quote:

Originally Posted by sergen456 (Post 4067734)
thank you for this message
(I'm new in this forum)

OK that was definitely spam...:\


Anyways...I'm still working on the name for my latest card. If you got a better name for it please tell me...

Name: Galactic Science
Normal Trap
Pay 2000 Life Points. Negate all summoning requirements of all monsters in your hand during the turn this card is activated.

Combine it with Ultimate Offering for maximum effect, make sure you have a deck with a few Life Point recovery cards.
__________________
Oh and here's a new Arceus card. Completely different from before.

Name: Arceus the Creator
Attribute: Light
Level: 12
ATK: 5000
DEF: 0
[Beast / Pokemon / Effect]
This card can only be Special Summoned with the effect of "Rise of the Creator". This card cannot be targeted by the opponent's Spell, Traps and Monster Effects. If this card is face-up Defense Position on the field, this card cannot be destroyed as a result of battle. During your Main Phase 1, you can discard 1 card from your hand to destroy 1 card on the field. You can only activate this effect once per turn and you must skip your battle phase this turn if you destroy one of your opponent's cards with this effect.

I'm working on the "Rise of the Creator" card at the moment...As you might already guess from it's ATK, it would be difficult to summon. And yes it would be...Unless you use the other card I said in this post, just need 2 tributes then :D
__________________
EDIT: He's another one...He he, I like this one :)
http://fc58.deviantart.com/fs34/f/2008/300/9/0/Ditto_Card_by_skyshayminx.jpg

Imagine...4 Master of Dragon Solders on your side of the field. o_O
One original Master of Dragon Solder and 3 Dittos. Dragon Solder's effect: Gain 500ATK for every dragon on field except itself, which makes...6500 ATK EACH!! Add another dragon and it's 7000!!! :shocked:

Gymnotide October 26th, 2008 9:24 PM

Voodoo set, please.
It's going to be a no-monster set with effects that burn your own life points to inflict damage to your opponent, as well as some support in life-gain.

Grisly Totem
Continuous Spell
When this face-up Spell card is destroyed and sent to the Graveyard, Special Summon it as a monster with ( 6 Stars / EARTH / Fiend / 1200 / 2600 ).

Dark Ritual Circle
Continuous Spell
Once per turn, destroy 1 monster on your side of the field to gain life points equal to its DEF.

Ominous Tides
Normal Trap
Pay life points equal to half your opponent's life points. Halve your opponent's life points.

Da Hoodoo Mind Powahz
Normal Trap
Destroy 1 Spell or Trap card on your side of the field, except this card, to gain control of 1 face-up monster on your opponent's side of the field until the End Phase.


(finish later)

Aussie Riolu October 27th, 2008 4:57 PM

I've updated one of my older cards

Name: Ash Ketchum
Attribute: Light
Level: 3
ATK: 500
DEF: 500
[Warrior / Effect]
Increase the ATK of all Pokemon Monsters on your side of the field by 500. When there is a Pokemon Monster on your side of the field, this card cannot be targeted by the opponent's Spells, Traps, Monster Effects and cannot be selected as an attack target. You can Normal Summon Level 5 or higher Pokemon Monsters from your hand without any tributes by paying Life Points equal to the level of the monster (x100).
_______
Oh and now a Pokemon Card is a Yugioh card xD

Name: Cynthia's Feelings
Normal Spell
Add all cards in your hand to your deck and shuffle. Then draw 4 cards. If any of your Pokemon Monsters were destroyed as a result of battle on the opponent's last turn, draw 1 card for each monster. You cannot activate this card if this is the only card in your hand.

It's slightly different to the real Pokemon Card. Here's it's effect.

Shuffle your hand into your deck. Then, draw 4 cards. If any of your Pokemon were Knocked Out during your opponent's last turn, draw 4 more cards.


I figured the 4 extra cards would be a little too much so I changed it to 1 card per Pokemon destroyed in battle. If 4 monsters were destroyed, then you would draw 4 cards :P

Gymnotide October 30th, 2008 8:54 PM

This is from my last post. Still not done yet because my muse hath left me.

Grisly Totem
Continuous Spell
When this face-up Spell card is destroyed and sent to the Graveyard, Special Summon it as a monster with ( 6 Stars / EARTH / Fiend / 1200 / 2600 ).

Vexing Totem
Continuous Spell
When this face-up Spell card is destroyed and sent to the Graveyard, destroy 1 monster your opponent controls and then Special Summon this card as a monster with ( 1 Star / EARTH / Fiend / 100 / 1100 ).

Ancestral Totem
Continuous Spell
When this face-up card is destroyed and sent to the Graveyard, select 1 "Totem" card from your Deck, other than "Ancestral Totem" and place it on the field. Once per turn, you can destroy 1 Spell or Trap card you control to draw 1 card.

Fire Soul Totem
Continuous Spell
Whenever a Spell or Trap card you control is sent to the Graveyard, inflict 300 damage to your opponent. When this face-up card is destroyed and sent to the Graveyard, gain life points equal to the amount of damage inflicted by this card.

Blood Totem
Continuous Spell
When this face-up Spell card is destroyed and sent to the Graveyard, select 1 Continuous Spell card in your Graveyard and place it on the field, then Special Summon this card as a monster with ( 1 Star / EARTH / Fiend / 0 / 0 ).

Dark Ritual Totem
Continuous Spell
When this face-up Spell card is destroyed and sent to the Graveyard, Special Summon it as a monster with ( 4 Stars / EARTH / Fiend / 1400 / 1900 ). Once per turn, destroy 1 monster on your side of the field to gain life points equal to its DEF.

Ominous Tides
Normal Trap
Pay life points equal to half your opponent's life points. Halve your opponent's life points.

Da Hoodoo Mind Powahz
Normal Trap
Destroy 1 Spell or Trap card on your side of the field, except this card, to gain control of 1 face-up monster on your opponent's side of the field until the End Phase.

Thought-Eater
Normal Spell
Take control of 1 face-down Spell or Trap card your opponent controls until the End Phase. You cannot activate that card. The targeted card cannot be chained to the activation of this card.

Alter Ego November 1st, 2008 5:53 AM

Quote:

Originally Posted by AC Coda X (Post 4065575)
Well, off the top of my head I can see it being used in Counter Fairy to search Bountiful Artemis after you've got Harvest Angel out. Then there's any deck running RofTA and multiple level four warriors, which essentially turns this into a slightly-less-useful fourth, fifth, or sixth copy of RofTA.

Problem is, though, that Love Letter is contingent on you already having an appropriate monster in play, so it can't serve in the capacity of 'practically an additional copy of monster x' as freely as Reinforcement can. Still an interesting card, though; I won't dispute that.

Quote:

Originally Posted by AC Coda X (Post 4065575)
Got it. So change that to tribute, then?

That won't really change the end result. As long as it says you tribute one (instead of, say, 'all', or 'the lowest atk, highest def, whatever') it will still be a targeting effect (as you decide which one is tributed) and get eaten by court. Best I can offer is either give it a Smashing Ground/Fissure style target selection (I.e. based on the dragon's atk, def, or possibly level) to make it non-targeting or specify that the court's own effect is excluded from negation. :x

Quote:

Originally Posted by AC Coda X (Post 4065575)
Yeah, I figured that effect balanced it somewhat. Should I require the normal dragons to have different names, just in case?

Well, it would certainly still be a strong monster even with that effect, so I say go for it. Requires a bit more dedication in the deck to really use this then. :x

Quote:

Originally Posted by AC Coda X (Post 4065575)
The problem with this is that while it does mess with DAD's precision on getting that magic third dark to the graveyard for their eponymous beater, it actually helps Lightsworn more than it hurts it. "Put this in my hand? Hey, thanks! You just got me a free Wulf!" Good tech, maybe, but it really depends on what your opponent is running.

Ogawd, not just one. Cause' each Wulf you summon forces a new discard. x.O Yeah, need to patch that up, definitely.

Quote:

Originally Posted by AC Coda X (Post 4065575)
Respectable stats for a level two, and a VERY annoying ability. Unfortunately, I see no reason why your opponent can't just use their normal summon to get this monster out of their hand and onto the field, so you really only get to set up the bomb with this card once. Well, all of them really.

If they do that, though, they are clogging their field with wimpy, non-tributable plants instead of whatever beatsticks they really want to get out there. :x

Quote:

Originally Posted by AC Coda X (Post 4065575)
Tele-DAD's worst nightmare. The major problem, as I've pointed out before, is that all this basically does is force your opponent to choose between using their normal summon on it or losing a spell from their deck. Unless... would destroying this monster after your opponent summoned it send it back to their deck? Because I can see some potential in that.

As long as there isn't a Fissure/Cosmos/Banisher in play, then yes; the effect doesn't care who's field it was on; only who's graveyard it goes to when it's destroyed. :x

Quote:

Originally Posted by AC Coda X (Post 4065575)
-2 to put a plant that my opponent may not even draw into his deck? Pass.

True, I'll bring this back to its original incarnation.

Quote:

Originally Posted by AC Coda X (Post 4065575)
So this either gurantees that your opponent draws a parasite plant.... or turns this set into Frosty's Terra set from earlier in the thread? Nice. I knew this mechanic sounded familiar. XD

Gah, me too. >.< Fuu, copying isn't cool so I'll have to revamp that one.


Galactic Science: Screw the LP recovery; just dump a couple of Hamons/Raviels on the field with this and go for that beatdown win already. Rainbow Dragon OTKO absolutely drools at this.

Arceus the Creator: Yeah, can't really give comment without knowing the summoning requirements. I don't really see that one-for-one destruction effect being used a lot, though, not with the battle phase loss.

Ditto: Just waiting to be abused in all kinds of ways. Multiplier of big beatsticks. D:

Ash Ketchum: archetype specific support, eh. Sort of like an improved Command Knight for them, but not much good unless you have at least one poke around already.

Cynthia's Feelings: Immediate three copies for anything. This is all that Pot of Greed ever aspired to be and then some. You can get away with in the poké TCG, but in YGO you can't just hand out free cards like ginger snaps because a player actually has the potential to play out each and every one of them in one turn and just plain overwhelm the opponent. Just...broken beyond relief. x.O


Grisly Totem: Statue of the Wicked in plain sight with a considerable stat buff. Nice detergent for field-clearing maneuvers I guess, but not quite as exploitable as the statue because of the face-up requirement.

Vexing Totem: Hurr...so it's monster destruction and tribute fodder/meat shield in one pacakge? Definitely useful, though perhaps more for Monarchishly inclined strategies than anything else as the monster itself is...just plain puny.

Ancestral Totem: And this is how we milk those other totems for their effects. Offsets the problem of blowing the totems up when the opponent is being uncooperative and provides free draws to boot. Pretty hateable card since it's not something you want to leave on the field, yet self-replaces, making it an unappealing target for removal.

Fire Soul Totem: Kind of weak burn, let alone the LP recovery. I think I'd sooner just stick to the other totems; maybe up the burn just a little to make it more appealing?

Blood Totem: Recycler of Ancestral Totem, which is already enough to warrant threes. The meatshield/tribute fodder summon is just a bonus, really.

Dark Ritual Totem: the biggest offensive of the totems, which may account for something. The effect really just plain puts the ritual circle out of business; mostly for exploiting on-destruct effects and stolen monsters, really.

Dark Ritual Circle: Unless our monster revives ASAP or was stolen in the first place, I see no reason to use this. And even if this is the case, there are surely better effects out there that could be used instead of this.

Ominous Tides: just totally broken as it immediately elevates Chain Strike Burn to a practical FTKO. Flip this and any given ensemble of passable burn cards and that's more than enough to nail that OTKO right there and then. There's a reason we don't halve LP lightly. :\

Da Hoodoo Mind Powahz: Definitely chaining fodder, unless we're abusing on-destruct cards like Dark Coffin. Nice response to mass-destruction effects and such too.

Thought-Eater: New take on S/T removal. Blowing the stolen card up with Ancestral Totem is a no-brainer use, and it's nice for messing with opposing defense for a single turn's push, though.


Now then...*Cracks fingers*



Chtonian Bumblebee
Insect/Effect
1 Star/Wind
100 Atk / 200 Def

This card can attack your opponent directly. If it does so, you can make Battle Damage from that attack zero to discard one card from the top of your opponent's Deck then place one Plant type Monster from your Hand face-up on top your opponent's Deck and shuffle it.

Chtonian Rose
Plant/Effect
1 Star/Fire
500 Atk / 1500 Def

Whenever you receive Battle Damage from a Battle involving this card, discard a card from the top of your opponent's Deck for every 500 points of Damage you received. When this card would be destroyed by Battle, you can remove a Monster card in your Graveyard from play instead.

Chtonian Thorn
Plant/Effect
3 Star/Dark
800 Atk / 1600 Def

This card can not be offered as tribute for a Tribute Summon. When this card is destroyed by Battle and sent to your Graveyard, your opponent discards the top card of their Deck. Then, place this card face-up on top of your opponent's Deck and shuffle it. When your opponent draws this face-up card, they must keep it revealed for as long as it remains in their Hand. While this revealed card is in their Hand, the player holding this card must send a card from the top of their Deck to the Graveyard for each Monster that is summoned or set to their Field.

Disciple of the Flower God
Spellcaster/Tuner/Effect
1 Star/Earth
600 Atk / 1200 Def

When conducting a Synchro Summon with this card, you can use Fiend Blossom Tokens on your opponent's Field as Synchro Material. If you do, the Synchro Monster and all non-Tuner Monsters used in the summon must be Plant Type Monsters.

Feral Venus
Plant/Effect
5 Star/Dark
2000 Atk / 2300 Def

This card can not be offered as tribute for a Tribute Summon. When this card is destroyed by Battle and sent to your Graveyard, your opponent selects one Monster Card other than a face-up Monster from their Deck and sends it to the Graveyard. Then, place this card face-up on top of your opponent's Deck and shuffle it. When your opponent draws this face-up card, they must keep it revealed for as long as it remains in their Hand. While this revealed card is in their Hand, the player holding this card must send one Monster card other than a Plant Type Monster from their Hand, Deck or Field to the Graveyard during each of their Standby Phases.

Fragrance Trap
Continuous Spell

All Monsters other than Plant Type Monsters that your opponent controls are forced into Attack Position and must attack each turn. If you control a Plant Type Monster, you can change the target of an attack or card effect controlled by your opponent to that Monster.

Thousand Flower Blossoming
Quick-Play Spell

For each revealed Plant Type Monster in your opponent's Hand, Special Summon one Fiend Blossom Token (Plant Type/DARK/Level 2/1500 Atk/1000 Def) to either player's Field. Fiend Blossom Token can not attack or be offered as tribute for a Tribute Summon. At the end of this turn, destroy all Fiend Blossom Tokens Special Summoned this way and lose 400 Life Points for each Token destroyed by this effect.

Wicked Seed
Normal Spell

Pay 1000 Life Points. Select one Plant Type Monster from your Hand then send a card at random from your opponent's Hand and send it to the Graveyard to add the Plant Type Monster you selected to your opponent's Hand. A card added to your opponent's Hand by this effect remains revealed for as long as it remains in your opponent's Hand.

Will of the Flower God
Normal Spell

Place all face-up Plant Type Monsters in your opponent's Deck at the bottom of your opponent's Deck in any order, then discard a card from the top of your opponent's Deck for each face-up Plant Type Monster in their Deck.

Calling of the Flower God
Normal Trap

Activate only when your opponent Summons or Sets a Monster. Select one face-up Plant Type Monster from your opponent's Deck, then shuffle your opponent's Deck and place the card you selected at the top of your opponent's Deck.

Deep Roots
Continuous Trap

On the End Phase of a turn when a Plant Type Monster(s) was sent from your opponent's Hand, Field or Deck to your Graveyard. Add all Monsters that were sent to your Graveyard this way during this turn face-up into your opponent's Deck and shuffle it. For each card added to your opponent's Deck this way, discard one card from the top of your Deck.

Grave Flower

Continuous Trap

Select one Plant Type Monster from either player's Graveyard, then remove a Monster Card in either player's Graveyard from play to Special Summon the selected Monster to that player's Field. During each of their End Phases, the controller of the Special Summoned Monster removes one Monster Card in their Graveyard from play. If they can not, destroy this card. When this card is removed from the Field, the Monster Special Summoned by this card is destroyed.

Parasitic Seeds
Normal Trap

This card can only be activated when a Monster card(s) is added to your opponent's Hand or Field from his/her Graveyard. For each card that was added to your opponent's Hand or Field from his/her Graveyard, select one Plant Type Monster from your Graveyard and add it to your opponent's Hand. The card(s) added to your opponent's Hand by this effect remain revealed for as long as they remain in your opponent's Hand.

Scarlet Weather November 1st, 2008 7:46 AM

Quote:

Originally Posted by Alter Ego (Post 4085356)
Problem is, though, that Love Letter is contingent on you already having an appropriate monster in play, so it can't serve in the capacity of 'practically an additional copy of monster x' as freely as Reinforcement can. Still an interesting card, though; I won't dispute that.

Mm, good point. But it's still basically Artemis's only search-engine. XD



Quote:

That won't really change the end result. As long as it says you tribute one (instead of, say, 'all', or 'the lowest atk, highest def, whatever') it will still be a targeting effect (as you decide which one is tributed) and get eaten by court. Best I can offer is either give it a Smashing Ground/Fissure style target selection (I.e. based on the dragon's atk, def, or possibly level) to make it non-targeting or specify that the court's own effect is excluded from negation. :x
Mm, you sure? Because I thought that tributing was a cost to activate the court's self-protection effect, not the effect itself, and therefore didn't target. 0.o



Quote:

Well, it would certainly still be a strong monster even with that effect, so I say go for it. Requires a bit more dedication in the deck to really use this then. :x
Mm, 'kay. I just realized exactly how broken Future Fusion is in combination with any of these monsters anyway. Dump five dragons for FGD and you can get out Tiamat and Nidhogg on the same turn. If that isn't enough muscle, special summon your monster with Tiamat's effect and make it any big dragon. Tyrant Dragon double-strike FTW!



Quote:

gawd, not just one. Cause' each Wulf you summon forces a new discard. x.O Yeah, need to patch that up, definitely.
Yay, glad I caught that. XD



Quote:

If they do that, though, they are clogging their field with wimpy, non-tributable plants instead of whatever beatsticks they really want to get out there. :x
Non-tributable? I must not have been paying enough attention to that. 0.o And if they do go back to the deck when hit, that's pretty excellent, though I wonder exactly what monster you're running to smack them with. XD



Quote:

As long as there isn't a Fissure/Cosmos/Banisher in play, then yes; the effect doesn't care who's field it was on; only who's graveyard it goes to when it's destroyed. :x
My desire to use this set has now doubled. XD


Quote:

Gah, me too. >.< Fuu, copying isn't cool so I'll have to revamp that one.
GOTCHA. XD





Quote:

Chtonian Bumblebee
Insect/Effect
1 Star/Wind
100 Atk / 200 Def

This card can attack your opponent directly. If it does so, you can make Battle Damage from that attack zero to discard one card from the top of your opponent's Deck then place one Plant type Monster from your Hand face-up on top your opponent's Deck and shuffle it.
Pretty much the same comment as before, with the addition that I just noticed how MEAN it would be to play this, poke the opponent to add a plant to their deck, and play creature swap during main phase two to grab their big beater. XD

Quote:

Chtonian Rose
Plant/Effect
1 Star/Fire
500 Atk / 1500 Def

Whenever you receive Battle Damage from a Battle involving this card, discard a card from the top of your opponent's Deck for every 500 points of Damage you received. When this card would be destroyed by Battle, you can remove a Monster card in your Graveyard from play instead.
So you're hoping to do enough of a mill to your opponent's deck to save yourself before you run out of life points? I dunno, I'd say up the mill-to-damage ratio so that when your opponent hits you with Stratos or Wulf they lose more than two cards. 0.o That said, that second effect is nice since it works even in defense mode. XD

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Chtonian Thorn
Plant/Effect
3 Star/Dark
800 Atk / 1600 Def

This card can not be offered as tribute for a Tribute Summon. When this card is destroyed by Battle and sent to your Graveyard, your opponent discards the top card of their Deck. Then, place this card face-up on top of your opponent's Deck and shuffle it. When your opponent draws this face-up card, they must keep it revealed for as long as it remains in their Hand. While this revealed card is in their Hand, the player holding this card must send a card from the top of their Deck to the Graveyard for each Monster that is summoned or set to their Field.
Erm, yeah, not all that much better. The mill is too slow to really make hitting Wulf that much of a danger, but it still doesn't keep the monster from accidentally helping Lightsworn pull off its much-less-strict win condition than DAD, and on top of that the mill is so slow that even its effectiveness against DAD is now quetionable.

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Disciple of the Flower God
Spellcaster/Tuner/Effect
1 Star/Earth
600 Atk / 1200 Def

When conducting a Synchro Summon with this card, you can use Fiend Blossom Tokens on your opponent's Field as Synchro Material. If you do, the Synchro Monster and all non-Tuner Monsters used in the summon must be Plant Type Monsters.
This would be excellent if there was more than... y'know, one plant type Synchro available to anyone in the OCG or TCG (Black Rose Dragon, despite its name, actually IS a dragon-type). 0.o That said, that particular Synchro is pretty excellent, so good luck.

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Feral Venus
Plant/Effect
5 Star/Dark
2000 Atk / 2300 Def

This card can not be offered as tribute for a Tribute Summon. When this card is destroyed by Battle and sent to your Graveyard, your opponent selects one Monster Card other than a face-up Monster from their Deck and sends it to the Graveyard. Then, place this card face-up on top of your opponent's Deck and shuffle it. When your opponent draws this face-up card, they must keep it revealed for as long as it remains in their Hand. While this revealed card is in their Hand, the player holding this card must send one Monster card other than a Plant Type Monster from their Hand, Deck or Field to the Graveyard during each of their Standby Phases.
Wow, so THIS is what we're hitting all those annoying plants we're clogging the opponent's field with. Plus, you get the gurantee that it'll get the chance to dump at least one monster.

The problem? I don't know any DAD or Lightsworn player who won't exploit that effect like crazy. "Oh, thanks, I wanted to get that Malicious into my grave so I could Synchro Summon for Stardust!" Or "Oh, sweet, I was getting annoyed that I hadn't hit Wulf yet. Why wait until I get lucky now? Thanks!"

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Fragrance Trap
Continuous Spell

All Monsters other than Plant Type Monsters that your opponent controls are forced into Attack Position and must attack each turn. If you control a Plant Type Monster, you can change the target of an attack or card effect controlled by your opponent to that Monster.
So basically, this is to ensure that your opponent hits the plants you want them to and nothing else. Nice little trap, considering that this is also a way to keep your Bumblebee safe while clogging your opponent's deck. XD

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Thousand Flower Blossoming
Quick-Play Spell

For each revealed Plant Type Monster in your opponent's Hand, Special Summon one Fiend Blossom Token (Plant Type/DARK/Level 2/1500 Atk/1000 Def) to either player's Field. Fiend Blossom Token can not attack or be offered as tribute for a Tribute Summon. At the end of this turn, destroy all Fiend Blossom Tokens Special Summoned this way and lose 400 Life Points for each Token destroyed by this effect.
So this is basically to set up for your Synchro Summon for Thorn Queen with Disciple? Eh, nope. Thorn Queen is level six, meaning it's impossible to get a correct level combination with Fiend Blossom tokens, no matter how many your opponent has. 0.o I'd say that now would be a good time to change the requirements of Disciple's effect to allow for more range in the Synchros you can summon, or something, 'cause right now this is absolutely useless.

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Wicked Seed
Normal Spell

Pay 1000 Life Points. Select one Plant Type Monster from your Hand then send a card at random from your opponent's Hand and send it to the Graveyard to add the Plant Type Monster you selected to your opponent's Hand. A card added to your opponent's Hand by this effect remains revealed for as long as it remains in your opponent's Hand.
A direct transfer now, eh? Excellent little card. XD

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Will of the Flower God
Normal Spell

Place all face-up Plant Type Monsters in your opponent's Deck at the bottom of your opponent's Deck in any order, then discard a card from the top of your opponent's Deck for each face-up Plant Type Monster in their Deck.
We now have confirmation: This is indeed a painful set. If you can get four or five monsters into your opponent's deck, you can mill one-eighth of their deck and then suicide one of your other plants into your opponent's monster to shuffle their deck up again.

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Calling of the Flower God
Normal Trap

Activate only when your opponent Summons or Sets a Monster. Select one face-up Plant Type Monster from your opponent's Deck, then shuffle your opponent's Deck and place the card you selected at the top of your opponent's Deck.
Or you could just play this. Same rating as before, really. XD

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Deep Roots
Continuous Trap

On the End Phase of a turn when a Plant Type Monster(s) was sent from your opponent's Hand, Field or Deck to your Graveyard. Add all Monsters that were sent to your Graveyard this way during this turn face-up into your opponent's Deck and shuffle it. For each card added to your opponent's Deck this way, discard one card from the top of your Deck.
I think you meant "activate only" to go first in that first sentence, right? If so, this is basically the same as before: the tech-y defense from Lightsworn milling your plants away before they get to do any good.

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Grave Flower

Continuous Trap

Select one Plant Type Monster from either player's Graveyard, then remove a Monster Card in either player's Graveyard from play to Special Summon the selected Monster to that player's Field. During each of their End Phases, the controller of the Special Summoned Monster removes one Monster Card in their Graveyard from play. If they can not, destroy this card. When this card is removed from the Field, the Monster Special Summoned by this card is destroyed.
Okay, now that's just painful. If you can manage to get your plant into your opponent's graveyard, that is. I'm enjoying the pain this brings to virtually any deck who wants to special summon from the graveyard. "What, four Lightsworn already? Well, not anymore!"

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Parasitic Seeds
Normal Trap

This card can only be activated when a Monster card(s) is added to your opponent's Hand or Field from his/her Graveyard. For each card that was added to your opponent's Hand or Field from his/her Graveyard, select one Plant Type Monster from your Graveyard and add it to your opponent's Hand. The card(s) added to your opponent's Hand by this effect remain revealed for as long as they remain in your opponent's Hand.
This is just bordering on overkill. 0.o Combo with Deep Roots to load your opponent's deck with anything they dumped along with anything that accidentally ended up in my graveyard? Yes please.


Proclamation Line
Field Spell
When any monster except a "Proclamation" monster is special summoned, the player that special summoned that monster selects one of their unoccupied card zones. Zones selected in this way cannot be used as long as this card remains on the field.

Proclamation Soldier
Monster/Fire/Warrior/Effect/4*
Atk 1300/ Def 1700
When this monster destroys an opponent's monster as a result of battle, select one of your opponent's unoccupied monster card zones. As long as this card remains on the field, the selected zone cannot be used.

Proclamation Barreler
Monster/Fire/Warrior/Effect/3*
Atk 900/ Def 1800
This monster can attack your opponent's life points directly. When this monster does so, you can make battle damage from that attack zero in order to select one unoccupied spell or trap card zone your opponent controls. As long as this monster remains face-up on the field, the selected card zone cannot be used.

Proclamation Sniper
Monster/Fire/Warrior/Effect/4*
Atk 700/ Def 1400
When this monster deals damage to your opponent's life points, discard one card from their hand. Depending on the type of the card discarded, activate the appropriate effect:
-Monster: Select one of your opponent's unoccupied monster card zones. As long as this monster remains face-up on the field, that card zone cannot be used.
-Spell or trap card: Select one of your opponent's unoccupied spell or trap card zones. As long as this monster remains face-up on the field, that zone cannot be used.

Proclamation Wizard
Monster/Fire/Spellcaster/Effect/4*
Atk 1600/ Def 1400
When you activate a normal spell card, place one spell counter on this monster. By removing three spell counters from this monster, you can select one unoccupied card zone your opponent controls. As long as this monster remains on the field, that zone cannot be used.

Proclamation Marshall
Monster/Fire/Warrior/Effect/5*
Atk 2100/ Def 2000
"Proclamation" monsters other than "Proclamation Marshall" cannot be attacked or targeted by card effects. When this monster battles with a monster that was special summoned, destroy that monster without applying damage calculation. Then, that monster's zone cannot be used as long as this card remains on the field. You can only control one "Proclamation Marshall" at one time.

Proclamation Drummer
Monster/Fire/Warrior/Tuner/1*
Atk 0/ Def 0
By paying five hundred life points, you can change the target of your opponent's attack or card effect to this monster. When this monster is used in a Synchro summon with "Proclamation" monsters, any card zones made unusable by the effects of the monsters used in the Synchro summon remain unusable as long as you control the Synchro monster summoned by this card's effect.

Proclamation Commander
Monster/Fire/Warrior/Synchro/7*
Atk 2500/ Def 2800
"Proclamation Drummer+Any number of non-tuner monsters"
When this monster is Synchro summoned successfully, destroy all monsters your opponent controls that were special summoned. For each monster destroyed in this way, select an unnocupied card zone on your opponent's field. The selected card zones cannot be used. When this monster destroys an opponent's monster as a result of battle, you can select a "Proclamation" monster you control (except "Proclamation Commander"). The selected monster cannot be destroyed until your next end phase.

Well, new set. This is just the basic idea, but any suggestions would be nice.

Alter Ego November 1st, 2008 9:06 AM

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Originally Posted by AC Coda X (Post 4085619)
Mm, you sure? Because I thought that tributing was a cost to activate the court's self-protection effect, not the effect itself, and therefore didn't target. 0.o

As far as I know, anything that tells you to select one or more cards is counted as a targeting effect. Anyway, just saying that the court is exempt from its own effect will cover it. :x

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Originally Posted by AC Coda X (Post 4085619)
So you're hoping to do enough of a mill to your opponent's deck to save yourself before you run out of life points? I dunno, I'd say up the mill-to-damage ratio so that when your opponent hits you with Stratos or Wulf they lose more than two cards. 0.o That said, that second effect is nice since it works even in defense mode. XD

Well, Wulf gets three

Mostly, I'm just concerned that making it too heavy-duty mill would break the heck out of the set. Ehh...we'll see. :x

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Originally Posted by AC Coda X (Post 4085619)
Erm, yeah, not all that much better. The mill is too slow to really make hitting Wulf that much of a danger, but it still doesn't keep the monster from accidentally helping Lightsworn pull off its much-less-strict win condition than DAD, and on top of that the mill is so slow that even its effectiveness against DAD is now quetionable.

Except, you know, if we spam up the field with Fiend Blossom Tokens while this is in their hand and wipe them out with Autumn Wilting while the flowergarden is in play. That's a total of four cards milled per token; potentially half a deck. ;D Also, there is still a little something to come to help them spam up those tokens.

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Originally Posted by AC Coda X (Post 4085619)
This would be excellent if there was more than... y'know, one plant type Synchro available to anyone in the OCG or TCG (Black Rose Dragon, despite its name, actually IS a dragon-type). 0.o That said, that particular Synchro is pretty excellent, so good luck.

My dear ACC; you assume that the set doesn't come with synchros. ;D In this, you are sorely mistaken, as you shall soon see.

Quote:

Originally Posted by AC Coda X (Post 4085619)
So this is basically to set up for your Synchro Summon for Thorn Queen with Disciple? Eh, nope. Thorn Queen is level six, meaning it's impossible to get a correct level combination with Fiend Blossom tokens, no matter how many your opponent has. 0.o I'd say that now would be a good time to change the requirements of Disciple's effect to allow for more range in the Synchros you can summon, or something, 'cause right now this is absolutely useless.

You seem to forget that each token destroyed while flowergarden is out is two cards from the deck. Combine with the fact that you're usually eating up the opponnet's field for a turn and that there will still be more uses for the tokens and...well, you'll see. The Disciple is just the tip of the iceberg. ;D

Quote:

Originally Posted by AC Coda X (Post 4085619)
I think you meant "activate only" to go first in that first sentence, right? If so, this is basically the same as before: the tech-y defense from Lightsworn milling your plants away before they get to do any good.

You seem to neglect that this is now continuous. Meaning as long as you have cards to self-mill and keep this on the field, there's essentially no getting rid of the plants for your opponent. I'd say that constitutes something of a difference. ;D

Quote:

Originally Posted by AC Coda X (Post 4085619)
Okay, now that's just painful. If you can manage to get your plant into your opponent's graveyard, that is. I'm enjoying the pain this brings to virtually any deck who wants to special summon from the graveyard. "What, four Lightsworn already? Well, not anymore!"

Either graveyard is fine. It's the yard that a monster is RFGed from that determines who gets it, so this can be used for both graverobbing and the intended purpose. :x

Quote:

Originally Posted by AC Coda X (Post 4085619)
This is just bordering on overkill. 0.o Combo with Deep Roots to load your opponent's deck with anything they dumped along with anything that accidentally ended up in my graveyard? Yes please.

Won't work. The roots only affect cards that are sent from your opponent's side to your graveyard, seeds only affect stuff that comes from the opponent's graveyard to hand or field. It's just recursion hate, really.


Proclamation Line: Hee...card zone clog. This sort of reminds me of my old ice monster set, except it limits the clogging to your opponent. Very nice special summon hate there that can really mess a field up bad, but because normal summon is exempt it doesn't cross the line to brokenness.

Proclamation Soldier: Passable defensive monster, though kind of weak on the offense since even recruiters step on it. Pretty much needs that Shrink/Rush backup (or possibly A Forces or even Command Knight, since these are all warriors) or some nice, vulnerable tokens to munch on. I find myself thinking it's lucky that Ojama Trio is still limited. o.o Nimble Masasabi is also a pretty snug fit for the thematic, filling up your opponent's field with non-tributable pest that are perfect fodder for this.

Proclamation Barreler: Ogawd, just...Level Limit/Gravity Bind/MoP/freaking Heart of Clear Water already. You can clog up your opponent's field like crazy with so little effort. It's...almost too much, really. I dunno', I think I'd want a limit somewhere. :x

Proclamation Sniper: and speaking of the painful...losing cards from your hand is always bad; losing a card zone in the process is even worse. Ow, just...ow. x.O Fortunately, the sniper itself is wimpy and easily battered.

Proclamation Wizard: hurr...not a warrior and not recruiter-size. It's the only low-level one in this set that can hold its own in a fight, but even so it's kind of outshone by the others whose field clog effects are just that much more lethal. :x

Proclamation Marshall: Ahh...never mind protecting Barreler now; this dude's got it covered. Passable muscle, which supports the protection of the other proclamation monsters. Point is really not for the special summon punishment (which happens like, once in a blue moon because the stuff that gets special summoned is typically big enough to smash this in the face) but for the protection, but since it's a tribute monster and lacks clear special summon outlets, it looks okay.

Proclamation Drummer: Oh dear, I smell a big synchro coming up.

Proclamation Commander: Oookay, just at a glance I've realized a very dangerous combo here. Commander plus Marshall, anyone? Commander can't be targeted because of Marshall, and as long as the monsters keep coming, Marshall is protected from destruction by Commander. And if your opponent doesn't have a monster? Well, that's when a pair of 2000+ point beatsticks steamroll him. And that's not even getting into the fact how easy it is to eat up your opponent's entire field and lock them out of the whole game with just a few turns of wanton proclamation havoc. Clogging up your opponent's entire spell and trap card zone is not all that difficult, and from there the rest is purely academic. Ground Collapse and Ojama Trio also offer quick additional clog.


Overall...very dangerous set; I'd almost say start putting caps there somewhere (Like, only x amount of zones can be occupied by each individual monster or something) and do something to balance Barreler out a bit. Masasabi, Ojama Trio, and Ground Collapse can all already mess with your opponent's remaining lebensarum in a considerable way, and these can quickly compound the trouble. Do like the concept, though. :3


Oh, and getting onto some of the stuff I alluded to above:

Embodiment of the Flower God
Plant/Synchro/Effect
9 Star/Light
2700 Atk / 3100 Def

Disciple of the Flower God + any number of Plant Type non-Tuner Monsters

During your turn, you can discard any number of cards from your Hand to Special Summon the same number of Fiend Blossom Tokens (Plant Type/DARK/Level 2/1500 Atk/1000 Def) to either Player's Field. Fiend Blossom Token can not attack or be offered as Tribute for a Tribute Summon. During your End Phase, if this card did not attack this turn, discard a card from the top of your opponent's Deck for each Fiend Blossom Token on the Field.

Rose Reaper - Gardener of Souls
Plant/Synchro/Effect
7 Star/Dark
2600 Atk / 1700 Def

Any Tuner Monster + Any Plant Type non-Tuner Monster(s)

When this card destroys a Monster your opponent controls by Battle and sends it to the Graveyard, discard the top card of your opponent's Deck to Special Summon one Fiend Blossom Token (Plant Type/DARK/Level 2/? Atk/? Def) to your opponent's Field. Fiend Blossom Token can not attack or be offered as tribute for a tribute summon and copies the Atk and Def of the removed Monster. When this card is sent from the Field to your Graveyard, you can destroy two Fiend Blossom Tokens on the Field to Special Summon this card to your Field in Defense Position.


Also, just some revamping (and no 'I told you so's, thank yew very much, Icha >|)

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. By removing a Spell or Trap card in your Graveyard from play, place one Spell Counter on this card (maximum 8). 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 Field Judge of the Magical Kingdom
Warrior/Effect
4 Star/Fire
1600 Atk / 800 Def

Once per turn, you can remove an Effect Monster in either player's Graveyard from play to 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, select one Monster your opponent controls. Until the end of this turn, all Effects of that Monster are negated.

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

During your turn, you can discard any number of cards from your Hand to distribute that many Spell Counters among cards on the Field that can have Spell Counters on them. This card gains 200 Atk for each Spell Counter on it. (maximum 6) By removing two Spell Counters from this card, draw a card.

Banjora Marxvile November 3rd, 2008 12:09 PM

I'm back... No applause as I am rubbish at this, so lets make it count! God Droids are back, so get ready for a major upgrade:

God Droid - Zeus
Machine/Tuner/Effect
Light, 4 star
Atk:1500 Def:1500
Effect: If a God Droid is destroyed by your opponent whist this card is on the field, you may Special Summon another God Droid with a lower level from your deck to your side of the field.

Heaven Ruler God Droid
Machine/Synchro/Effect
Needs: 1 God Droid - Zeus + 1 or more other God Droids
Light, 8 star
Atk: ? Def: ?
Effect: This cards original ATK and DEF is equal to the number of monsters used to Synchro Summon this card x 800. This card gains 500 ATK for each God Droid monster on your side of the field and in your Graveyard. If God Droid Temple is on your side of the field, this card cannot be destroyed by battle.

God Droid - Poseidon
Machine/Tuner/Effect
Water, 4 star
Atk:1500 Def:1500
Effect: If Umi is on your side of the field, this card cannot be destroyed by battle, and can attack your opponents Life Points directly. If you do the damage is halved.

Ocean Ruler God Droid
Machine/Synchro/Effect
Needs: 1 God Droid - Poseidon + 1 or more other God Droids
Water, 8 star
Atk: ? Def: ?
Effect: This cards original ATK and DEF is equal to the number of monsters used to Synchro Summon this card x 800. If Umi is on your side of the field, this card cannot be destroyed by battle. Once per turn, you may destroy all monsters on the field, including this card. If you do, you cannot go into Battle Phase during this turn. If Umi is on the field, you may destroy all cards other than this one, including Umi. If you do, you cannot declare an attack this turn.

God Droid - Hades
Machine/Tuner/Effect
Dark, 4 star
Atk:1500 Def:1500
Effect: Once per turn, you may Special Summon a God Droid monster from your Graveyard.

Underworld Ruler God Droid
Machine/Synchro/Effect
Needs: 1 God Droid - Hades + 1 or more other God Droids
Dark, 8 star
Atk: ? Def: ?
Effect: This cards original ATK and DEF is equal to the number of monsters used to Synchro Summon this card x 800. This card gains 100 ATK for each card in both players Graveyards. If Cyber Underworld is on your side of the field, this card cannot be destroyed by battle.

Please comment... I think these are better than last time.

Alter Ego November 5th, 2008 3:46 AM

Well aside from wording issues (and there are lots, all over the place)...

God Droid - Zeus: except, you know, the only god droid that isn't level four would be synchro, which kind of kills the usefulness of this effect since it only ever does something if your synchros get offed before this does, which is unlikely since they're all freaking huge. Yeah.

Heaven Ruler God Droid: Oookay...even with the bare minimum materials, this makes 3100 Atk (1600 from the materials, 500 for itself, 1000 because both materials are now in the yard) and the exponential growth from there is ridiculous, especially on a machine, creating an end result that is dull and uber at the same time. Needs a tone-down, definitely. Though mind you, it isn't possible to synchro any of these because all God-droids are tuners and tuner can only synch with non-tuners.

God Droid - Poseidon: ocean decks will exploit, but really...who plays Ocean?

Ocean Ruler God Droid: Oh just go Black Rose Dragon already. More often than not, it will be just plain better for any indiscriminate field wiping needs whereas Daedalus is arguably a better option for Ocean decks anyway because it can exploit the opening it creates and attack straight away and will probably be bigger to boot.

God Droid - Hades: and this is just plain broken. Infinite special summons with no restriction means that we can recycle Ocean Ruler for instant field wipe, pull out Hades with Hades with Hades, and generally just spam 4-star tuners far more easily than we should be able to. :\

Underworld Ruler God Droid: Very meh abilities, and there is no Cyber Underworld so it's kind of hard to judge it fully. Even so, the breaktacular Heaven Ruler is surely far better so I'd rather just keep Hades and exploit it like crazy instead.


It's like...just the same basic formula in repeat. Not to mention that immunity to destruction by battle is about the most pointless thing ever for a monster with 3k+ Atk and Def because really...who's going to try butting heads with that anyway? Like, almost all of your cards are either 'increase Atk and/or Def' or 'this card can not be destroyed by battle'; there's a lot more to the game than that. D:


Anywho, time for another random brainchild of mine...this one back in an attempt to redeem itself. :x

Chaos Banisher
Fairy/Effect
5 Star/Dark
2300 Atk / 1600 Def

Once per turn, you can roll a six-sided die once. If the result is even, return all Monsters on the Field except for Monsters with a Level higher than the result to their owners' Hands and make the Attribute of this card LIGHT. If the result is odd, remove all Monster on the Field except for Monsters with a Level higher than the result from play and make the Attribute of this card DARK.

Chaos Caller
Fiend/Effect
3 Star/Light
800 Atk / 1600 Def

Once per turn, you can remove a card in your Hand from play to roll a six-sided die once. If the result is even, select one "Chaos" Monster with a Level lower than or equal to the result from your Deck and add it to your Hand then make the Attribute of this card LIGHT. If the result is odd, select one removed from play "Chaos" Monster with a Level lower than or equal to the result and Special Summon it, then make the Attribute of this card DARK.

Chaos Devourer
Fiend/Effect
6 Star/Light
1900 Atk / 2200 Def

This card can be Special Summoned by removing one "Chaos" Monster you control from play. When this card Battles with a Monster your opponent controls, roll a six-sided die once and reduce the Atk and Def of the Monster this card Battles with by 100 x the result before applying Damage Calculation. If the result is even and this card destroyed the Monster it battled with by Battle, remove that Monster from play and gain Life Points equal to the original Def of the removed Monster and make the Attribute of this card LIGHT. If the result is odd and this card destroyed the Monster it battled with by Battle, remove that Monster from play and inflict Damage to your opponent equal to the original Atk of the removed Monster and make the Attribute of this card DARK.

Chaos Edge
Fairy/Effect
4 Star/Dark
1200 Atk / 900 Def

This card inflicts piercing damage. When this card is summoned successfully, roll a six-sided die once. If the result is even, the Attribute of this card becomes LIGHT and this card gains Atk equal to 200 x the result. If the result is odd, inflict Damage to your opponent equal to 300 x the result.

Chaos Gardna
Fairy/Effect
2 Star/Dark
0 Atk / 1900 Def

When this card is summoned successfully, roll a six-sided die once. This card can not be destroyed in Battle with and is not affected by the effects of any Monster with a Level lower than or equal to the result. If the result is even, the Attribute of this card becomes LIGHT and all Battle Damage you would receive from Battles involving this card becomes zero. Then, you gain Life Points equal to the amount of damage you would have received instead. If the result is odd, a Monster that Battles with this card is removed from play at the end of the Damage Step.

Chaos Lurker
Fairy/Effect
4 Star/Dark
1800 Atk / 700 Def

Once per turn, if this card is removed from play, you can roll a six-sided die once. Treat your Monster Card Zone as #'s 1-5, counting from your right. If the Monster Card Zone matching the result is unoccupied, Special Summon this card to that Monster Card Zone. If the result is even, make the Attribute of this card LIGHT.

Chaos Reaver
Fiend/Effect
7 Star/Light
2300 Atk / 2600 Def

This card can not be Special Summoned unless it has been successfully tribute summoned at least once. When Tribute Summoning this card, all tributes must be "Chaos" Monsters. When this card is summoned successfully, roll a six-sided die once. If the result is even, remove from play a combined number of cards from both players' Hands equal to the result and make the Attribute of this card LIGHT. If the result is odd, remove from play a combined number of cards from both players' Fields equal to the result.

Chaos Reordered
Fairy/Effect
8 Star/Light
2600 Atk / 2200 Def

The Attribute of this card is also treated as DARK and its type is also treated as Fiend. This card can not be Normal Summoned or Set. This card can not be removed from play. This card can only be Special Summoned by removing from play one each of DARK and LIGHT "Chaos" Monsters you control. You can only control one "Chaos Reordered" at a time. Each turn, you can determine the results of up to two die rolls.

Chaos Shape
Fiend/Effect
1 Star/Light
? Atk / ? Def

Once per turn, you can roll a six-sided die once. If the result is even, select one Monster that has been removed from play with a Level lower than or equal to the result and this card copies that Monster's Atk, Def, level, name and card effect(s) and its Attribute becomes LIGHT. If the result is odd, select one Monster from the Field with a Level lower than or equal to the result and this card copies that Monster's Atk, Def, level, name and card effect(s) and its Attribute becomes DARK.

Delusion Fog
Continuous Spell

When your opponent declares an attack while you control at least one "Chaos" Monster, roll a six-sided die once. Treat your Monster Card Zone as #'s 1-5, counting from your right. The target of the attack becomes the card in the same Monster Card Zone as the die result. If there is no card in that Monster Card Zone, negate the attack. If the result is 6, the attack becomes a direct attack instead.

Insanity Hole
Continuous Trap

Whenever a Monster is summoned successfully other than by the effect of "Insanity Hole", remove it from play and roll a six-sided die once. After a number of turns equal to the result, Special Summon the removed Monster to its owner's Field in its original position, ignoring summoning conditions.

Banjora Marxvile November 5th, 2008 7:47 AM

I put about the God Droids Special Summoning as I haven't finished my set yet... Sorry for bad wording, but I've not played for ages... For a few edits, I will describe what I'm changing.

Heaven Ruler God Droid
Machine/Synchro/Effect
Needs: 1 God Droid - Zeus + 1 or more other God Droids
Light, 8 star
Atk: ? Def: ?
Effect: This cards original ATK and DEF is equal to the number of monsters used to Synchro Summon this card x 800. This card gains 300 ATK for each God Droid monster on your side of the field and in your Graveyard.

Ocean Ruler God Droid
Machine/Synchro/Effect
Needs: 1 God Droid - Poseidon + 1 or more other God Droids
Water, 8 star
Atk: ? Def: ?
Effect: This cards original ATK and DEF is equal to the number of monsters used to Synchro Summon this card x 800. If Umi is on the field, once per turn you may destroy all monsters on the field. You cannot attack this turn if you do.

God Droid - Hades
Machine/Tuner/Effect
Dark, 4 star
Atk:1500 Def:1500
Effect: Once per turn, by paying 500 Life Points you may Special Summon a God Droid monster from your Graveyard, excluding Synchros and God Droid - Hades.

Underworld Ruler God Droid
Machine/Synchro/Effect
Needs: 1 God Droid - Hades + 1 or more other God Droids
Dark, 8 star
Atk: ? Def: ?
Effect: This cards original ATK and DEF is equal to the number of monsters used to Synchro Summon this card x 800. This card gains 100 ATK for each card in both players Graveyards. If Cyber Underworld is on your side of the field, you may Special Summon 1 God Droid (excluding Synchros) from your Graveyard during your End Phase.

I know these still aren't perfect, but I'm still adding more. Just 1, and I'll see how it goes.

God Droid - Apollo
Machine/Effect
Light, 3 star
ATK: 0 DEF: 1600
Effect: If a God Droid is discarded from your hand by an opponents effect, you may use either of the following effects:
* Pay 500 Life Points to Special Summon it to the field.
* Return it to your hand.
Also, when a God Droid you control is selected as an attack target, you may destroy a card on your side of the field to decrease the attacking monsters ATK by 500.

Forci Stikane November 6th, 2008 10:14 AM

Quote:

Originally Posted by Alter Ego (Post 4085908)
(and no 'I told you so's, thank yew very much, Icha >|)

Oh, I wouldn't dream of it. Of course, I will say that you justified my "cynicism," as you so called it at the time...and that my observation regarding Tacey turned out to be true.

Quote:

Originally Posted by Alter Ego (Post 4098109)
Anywho, time for another random brainchild of mine...this one back in an attempt to redeem itself. :x

Chaos Banisher
Fairy/Effect
5 Star/Dark
2300 Atk / 1600 Def

Once per turn, you can roll a six-sided die once. If the result is even, return all Monsters on the Field except for Monsters with a Level higher than the result to their owners' Hands and make the Attribute of this card LIGHT. If the result is odd, remove all Monster on the Field except for Monsters with a Level higher than the result from play and make the Attribute of this card DARK.

Auto-wipe of any face-down monsters, but 1/3 of the time it'll be getting rid of itself, too. For having to tribute itself out, I'm not sure which way to go on this. Yes, field clearing is broken, but it'll very easily be removing itself, as well...as well as any other monsters you have out, which would make it even harder to summon it back.

Chaos Caller
Fiend/Effect
3 Star/Light
800 Atk / 1600 Def

Once per turn, you can remove a card in your Hand from play to roll a six-sided die once. If the result is even, select one "Chaos" Monster with a Level lower than or equal to the result from your Deck and add it to your Hand then make the Attribute of this card LIGHT. If the result is odd, select one removed from play "Chaos" Monster with a Level lower than or equal to the result and Special Summon it, then make the Attribute of this card DARK.

These are really too based on luck, but...add in Smiling Fortune and this could equate to "Special Summon 1 Level 5 or lower 'Chaos' monster from your hand." Or, in other words, "Special Summon Chaos Banisher." It's almost a win-win if the card you remove is a low-level Chaos monster, but aside from that, I dunno. It's also small enough to get run over by Laquari/Stratos-level ATK, so it won't be around for very long.

Chaos Devourer
Fiend/Effect
6 Star/Light
1900 Atk / 2200 Def

This card can be Special Summoned by removing one "Chaos" Monster you control from play. When this card Battles with a Monster your opponent controls, roll a six-sided die once and reduce the Atk and Def of the Monster this card Battles with by 100 x the result before applying Damage Calculation. If the result is even and this card destroyed the Monster it battled with by Battle, remove that Monster from play and gain Life Points equal to the original Def of the removed Monster and make the Attribute of this card LIGHT. If the result is odd and this card destroyed the Monster it battled with by Battle, remove that Monster from play and inflict Damage to your opponent equal to the original Atk of the removed Monster and make the Attribute of this card DARK.

Unless we remove it for this, that is. That Skull Dice-style effect equates into being able to potentially wall anything out right now, as well as run over most non-Synchro monsters. The monster removal effect messes up any graveyard games that could come up (DAD, most prominently), but I'm not liking the random side effect too much. This thing has the potential to really come up short in a pinch.

Chaos Edge
Fairy/Effect
4 Star/Dark
1200 Atk / 900 Def

This card inflicts piercing damage. When this card is summoned successfully, roll a six-sided die once. If the result is even, the Attribute of this card becomes LIGHT and this card gains Atk equal to 200 x the result. If the result is odd, inflict Damage to your opponent equal to 300 x the result.

300 damage, then 1600 ATK, then 900 damage, then 2000 ATK... The only serious disappointment would be if you rolled a 1, since 1600 ATK is still decent for getting through defenses, even if it can't hit over any beatsticks.

Chaos Gardna
Fairy/Effect
2 Star/Dark
0 Atk / 1900 Def

When this card is summoned successfully, roll a six-sided die once. This card can not be destroyed in Battle with and is not affected by the effects of any Monster with a Level lower than or equal to the result. If the result is even, the Attribute of this card becomes LIGHT and all Battle Damage you would receive from Battles involving this card becomes zero. Then, you gain Life Points equal to the amount of damage you would have received instead. If the result is odd, a Monster that Battles with this card is removed from play at the end of the Damage Step.

Now this one, I like. The attribute effects are both useful, so it's more up to what monsters you need protection to.

Chaos Lurker
Fairy/Effect
4 Star/Dark
1800 Atk / 700 Def

Once per turn, if this card is removed from play, you can roll a six-sided die once. Treat your Monster Card Zone as #'s 1-5, counting from your right. If the Monster Card Zone matching the result is unoccupied, Special Summon this card to that Monster Card Zone. If the result is even, make the Attribute of this card LIGHT.

Basically a somewhat more limited DD Survivor. So use this for Caller or Devourer and get an extra beatstick? Not bad, though I have to ask why counting from the right.

Chaos Reaver
Fiend/Effect
7 Star/Light
2300 Atk / 2600 Def

This card can not be Special Summoned unless it has been successfully tribute summoned at least once. When Tribute Summoning this card, all tributes must be "Chaos" Monsters. When this card is summoned successfully, roll a six-sided die once. If the result is even, remove from play a combined number of cards from both players' Hands equal to the result and make the Attribute of this card LIGHT. If the result is odd, remove from play a combined number of cards from both players' Fields equal to the result.

Lurker/Scout Plane abuse? Definitely a late-game card for the second effect, but for the possibility of removing the opponent's entire hand early on? It might just be worth the risk. The odd effect makes it deadly, though.


Chaos Reordered
Fairy/Effect
8 Star/Light
2600 Atk / 2200 Def

The Attribute of this card is also treated as DARK and its type is also treated as Fiend. This card can not be Normal Summoned or Set. This card can not be removed from play. This card can only be Special Summoned by removing from play one each of DARK and LIGHT "Chaos" Monsters you control. You can only control one "Chaos Reordered" at a time. Each turn, you can determine the results of up to two die rolls.

A little tricky for the summoning conditions, but the ability to determine what you get from your Chaos monsters is too much to pass up. But, wait! We also have all of those other dice effects to play with. Snipe Hunter, Graceful Dice, Needle Wall, Dangerous Machine Type-6, and so on.

Chaos Shape
Fiend/Effect
1 Star/Light
? Atk / ? Def

Once per turn, you can roll a six-sided die once. If the result is even, select one Monster that has been removed from play with a Level lower than or equal to the result and this card copies that Monster's Atk, Def, level, name and card effect(s) and its Attribute becomes LIGHT. If the result is odd, select one Monster from the Field with a Level lower than or equal to the result and this card copies that Monster's Atk, Def, level, name and card effect(s) and its Attribute becomes DARK.

Well, that can copy the majority of monsters out there, or just give an extra copy of whatever you have...but as-is, you can only use this effect once, since copying another card's effect would remove its own.

Delusion Fog
Continuous Spell

When your opponent declares an attack while you control at least one "Chaos" Monster, roll a six-sided die once. Treat your Monster Card Zone as #'s 1-5, counting from your right. The target of the attack becomes the card in the same Monster Card Zone as the die result. If there is no card in that Monster Card Zone, negate the attack. If the result is 6, the attack becomes a direct attack instead.

The first thing to come to mind is Chaos Gardna. I'm not so keen on the attack negation, though, since that would mean a minimal field would give a 67% chance of negating any attack coming your way.

Insanity Hole
Continuous Trap

Whenever a Monster is summoned successfully other than by the effect of "Insanity Hole", remove it from play and roll a six-sided die once. After a number of turns equal to the result, Special Summon the removed Monster to its owner's Field in its original position, ignoring summoning conditions.

Hmm...stalling out? This could come up with mean combos with Reaver, though, being able to pull off both effects. However, considering how it works for both players, I don't see that much use for it unless you were to use it in a Macro deck along with Necroface/Scout Plane/Survivor.

...Actually, the more I look at this set, the more I get an Arcana Force feel from it.

...Oh, and while I'm here:

Striker Ally
2 Stars/DARK/Fiend/Tuner
ATK: 400/DEF: 200

If the number of cards on your opponent's side of the field is higher than the number of cards on your side of the field, you can Special Summon this card from your hand. If summoned by this effect, you can increase or decrease this monster's Level by a number less than or equal to the difference.

And, just for a taste of something to come:

Shining Striker
4 Stars/LIGHT/Warrior
ATK: 1900/DEF: 1100

If the number of cards on your opponent's side of the field is at least 2 less than the number of cards on your side of the field, you can Special Summon this card from your hand. If this card is summoned in this way, return one monster on your side of the field to the top of its owner's deck, then destroy up to two cards on the field.

Gymnotide November 6th, 2008 4:05 PM

Card based on the Magic: The Gathering card.

Wicked Akuba
( 4 Stars / DARK / Zombie / Effect Monster / Spirit )
100 / 100


Tribute 1 monster on your side of the field to inflict 1000 damage to a player this card inflicted battle damage to during this turn. You can activate this effect during either player's turn.

^ lol Scapegoat + United We Stand.

Alter Ego November 7th, 2008 2:58 AM

Quote:

Originally Posted by Ichaste Pekoni (Post 4100912)
Oh, I wouldn't dream of it. Of course, I will say that you justified my "cynicism," as you so called it at the time...and that my observation regarding Tacey turned out to be true.

No unscrupulous implications about my special little girl, thank yew. >[ *slaps*

Quote:

Originally Posted by Ichaste Pekoni (Post 4100912)
Auto-wipe of any face-down monsters, but 1/3 of the time it'll be getting rid of itself, too. For having to tribute itself out, I'm not sure which way to go on this. Yes, field clearing is broken, but it'll very easily be removing itself, as well...as well as any other monsters you have out, which would make it even harder to summon it back.

Miraculous Descent/Celestial Transformation FTW!

You saw nothing, nothing at all. And yes, it's risky because that's part of what these lil' chaos monsters are meant to be about.

Quote:

Originally Posted by Ichaste Pekoni (Post 4100912)
These are really too based on luck, but...add in Smiling Fortune and this could equate to "Special Summon 1 Level 5 or lower 'Chaos' monster from your hand." Or, in other words, "Special Summon Chaos Banisher." It's almost a win-win if the card you remove is a low-level Chaos monster, but aside from that, I dunno. It's also small enough to get run over by Laquari/Stratos-level ATK, so it won't be around for very long.

Oh, but isn't luck-dependence what real chaos is all about? XD Personally, I found the meager RFGing of lights and darks an altogether insufficient representation.

Quote:

Originally Posted by Ichaste Pekoni (Post 4100912)
Basically a somewhat more limited DD Survivor. So use this for Caller or Devourer and get an extra beatstick? Not bad, though I have to ask why counting from the right.

Just because that's the convention laid down by Needle Wall, really. One direction is as good as the other, but allowing the player to choose which would practically double their odds of summon for anything except the central zone.

Quote:

Originally Posted by Ichaste Pekoni (Post 4100912)
Hmm...stalling out? This could come up with mean combos with Reaver, though, being able to pull off both effects. However, considering how it works for both players, I don't see that much use for it unless you were to use it in a Macro deck along with Necroface/Scout Plane/Survivor.

Well, Scout Plane and Survivor are in real limbo, because if they try to summon themselves, Insanity Hole will spin them right back to the RFG pile with a new dice roll. Ehh...this is mostly a 'just for fun' addition anyway, though Chaos Reordered offers some neat exploits since it's impervious to RFGs and can keep opposing would-be troublemakers off the field for six turns with its effect.

Ocean Ruler God Droid: Still an inferior Black Rose because of the field requirement and restricted destruction. Pass on this one.

Heaven Ruler God Droid: Better. It's still a big beatstick, but it's a fair bit lower on the ridiculos proportions.

God Droid - Hades: Better, though you can just have it do something like "Once per turn, Special Summon one Level 4 or lower "God Droid" Monster other than "God Droid - Hades from your Graveyard" to plug the gap too.

Underworld Ruler God Droid: Still need to see that underworld field, really.

God Droid - Apollo: Major hate for hand control, but beyond that its usefulness is sketchy at best. Odds are opponents will just mow this down and proceed to kill your hand anyway, and the level makes it an awkward fit for synchro. We still can't get any of those god droids out, not unless we use some kind of silly level manipulation card. :O

Striker Ally: Fuu...free summon tuner, basically. Even at its most basic, you can do this + four-star for Goyo, at its best this can get you the big synchros in a way that just completely puts Rose to shame.

Shining Striker: Brain Control/Mind Control something before the special summon and that's some major CA. You have fairly good control over the card balance on field here since you can just set stuff to make up the numbers. Maybe...at least make the second effect for the blowing up of two cards? The benefit this can reap from a simple control effect plus special summon combo is pretty crazy.

Wicked Akuba: uh-huh, it's not a proper spirit since it lacks the basic spirit effect. (no special summon, bounces self back to hand) D: Ehh...Ben Kei already tried that whole Scapegoat + United thing and he didn't stay on top of the heap for long either. Superpowered Cannon Soldier, yeah. :x


Hee...going to try some support for the neglected.

Hallowed Life Boundary
Field Spell

The effect(s) of this card are only applied for the player with the higher Life Points. This card accumulates effects depending on the difference in Life Points between you and your opponent.
*1000 or more: You can negate the attack of a Monster your opponent controls by increasing your opponent's Life Points by half the Atk of that Monster.
*3000 or more: This card can not be removed from the Field and its effect(s) can not be negated.
*5000 or more: All LP costs for cards you control are halved.
*10 000 or more: All Damage to you is halved.
*15 000 or more: Once per turn, you can Special Summon one Monster from your Graveyard. If you do, your opponent gains Life Points equal to the Atk or Def of that Monster or 2000, whichever is highest.
*20 000 or more: You win the Duel.

Ill-Starred Venture
Counter Trap

Negate the activation and effect of a card that would remove a face-up "Destiny Board" or one or more "Spirit Message" Spell Card(s) from your Field and destroy it. At the end of your opponent's next turn, the effect of "Destiny Board" is applied an additional time.

Vengeful Spirits
Fiend/Effect
4 Star/Dark
? Atk / 0 Def

This card can not be Normal Summoned or Set. This card can only be Special Summoned when "Destiny Board" and one or more "Spirit Message" Spell Card(s) are sent from the Field to your Graveyard while this card is in your Hand or Graveyard. The Atk of this card becomes the number of differently named "Spirit Message" Spell Cards in your Graveyard x 1000 points. When this card would be removed from the Field by card effect, you can remove one "Spirit Message" Spell Card in your Graveyard from play instead.

Banjora Marxvile November 7th, 2008 8:00 AM

Thanks for the advice. Time to see some new God Droids. I'm going to improve these probably soon, so be prepared for major rubbishness.

Cyber Underworld
Field Spell
Effect: This card cannot be destroyed by Monster Effects. Once per turn, you can Special Summon 1 God Droid monster from your Graveyard that has been destroyed by battle. Easch time a God Droid is destroyed by Spell, Trap or Monster Effects, place 1 counter on this card (max 4). You may remove 1 Counter from this card per tun to destroy 1 card your opponent controls.

Revenge of God Droids
Normal Spell
Effect: Special Summon 1 God Droid monster from your Graveyard. If this card was sent from your hand to the Graveyard, your opponent discards a random card from their hand and you Special Summon 1 God Droid monster from your Graveyard. If this card was sent from your deck to the Graveyard, destroy 1 card that your opponent controls and you Special Summon 1 God Droid monster from your Graveyard.

Forci Stikane November 7th, 2008 10:08 AM

Quote:

Originally Posted by Alter Ego (Post 4102638)
Shining Striker: Brain Control/Mind Control something before the special summon and that's some major CA. You have fairly good control over the card balance on field here since you can just set stuff to make up the numbers. Maybe...at least make the second effect for the blowing up of two cards? The benefit this can reap from a simple control effect plus special summon combo is pretty crazy.

Oh, AE...that also means that you would have to overextend you resources, leaving you open for a severe Heavy Storm loss in CA. Besides, without the control side, you'll be forced to "Raiza" yourself, even having to spin the source itself if you have nothing else. Still, I think I could adjust the effect to fix that if need be.

Quote:

Originally Posted by Turtwigtoon (Post 4102951)
Cyber Underworld
Field Spell
Effect: This card cannot be destroyed by Monster Effects. Once per turn, you can Special Summon 1 God Droid monster from your Graveyard that has been destroyed by battle. Easch time a God Droid is destroyed by Spell, Trap or Monster Effects, place 1 counter on this card (max 4). You may remove 1 Counter from this card per tun to destroy 1 card your opponent controls.

Revenge kill, much? Most of these are going to be killed by effects to avoid the recursion effect, which means that you'll be gaining CA virtually every turn.

Revenge of God Droids
Normal Spell
Effect: Special Summon 1 God Droid monster from your Graveyard. If this card was sent from your hand to the Graveyard, your opponent discards a random card from their hand and you Special Summon 1 God Droid monster from your Graveyard. If this card was sent from your deck to the Graveyard, destroy 1 card that your opponent controls and you Special Summon 1 God Droid monster from your Graveyard.

Card Destruction, Hand Destruction, any number of self-mill options...this card is just far too abusable, and that's not even considering the normal effect.

Alter Ego November 10th, 2008 3:26 PM

Quote:

Originally Posted by Ichaste Pekoni (Post 4103089)
Oh, AE...that also means that you would have to overextend you resources, leaving you open for a severe Heavy Storm loss in CA. Besides, without the control side, you'll be forced to "Raiza" yourself, even having to spin the source itself if you have nothing else. Still, I think I could adjust the effect to fix that if need be.

Raizaing shining so you can nuke with it again next turn is not the worst deal I've seen, you know. D: Also, the 'over-committing' is not really a problem if you just set a bunch of normal spells which you will flip that turn anyway. Or keep it chainable like quite a lot of stuff still is.


Anyways, I'll just refer to Icha's comments on those two other cards for now, as I am feeling rather lazy.

Negative Plane Dragon
Dragon/Effect
6 Star/Dark
2400 Atk / 2000 Def

All effects that would increase a player's Life Points decrease that player's Life Points by the same amount instead. By discarding one card from your Hand, negate the attack of a Monster your opponent controls and destroy it.

Immunity Breaker
Continuous Spell

Each time your opponent loses Life Points as the result of a "Parasite Demon" Monster's effect, place one Anti-Immune Counter on that Monster. (Whenever a player loses Life Points as the result of a "Parasite Demon" Monster's Effect, that player loses 200 more Life Points for each Anti-Immune Counter on that Monster)


...o yes, they're back for one more go. Tremble in fear, peons; tremble in fear.

Rize November 10th, 2008 3:32 PM

I recently got the idea of Kingdom Hearts based cards, but using the Heartless and Nobodies. I am working on more, but here is the first part of my Nobody Cards. This is the first time I've made fake cards, so... This is all YGO, just so you know.



Nobody Monsters
Spoiler:

Nobody Dusk
Monster/Effect
4/Nobody/Dark
When this card is Normal Summoned or Flipped, you may Special Summon one “Nobody” monster of Four Stars or lower to the field from your hand. That card cannot attack the turn it is summoned.
1000/1000
Secret Rare


Nobody Creeper
Monster
4/Nobody/Dark
A Creeper. The weakest of the Nobodies, it commonly appears with Dusks. Use Reversal to stun the Dusks before attacking the Creepers!
1000/1000
Secret Rare


(There are more Nobody cards, but I will make them later. They will be referenced by the following cards, though)

---------------------

Organization XIII Ritual Cards
Spoiler:

Altar of Naught
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Xemnas”. You must also offer at least one “Nobody Sorcerer” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Hall of Empty Melodies
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Xigbar”. You must also offer at least one “Nobody Sniper” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Bridge
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Xaldin”. You must also offer at least one “Nobody Dragoon” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Old Mansion
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Vexen”. You must also offer at least one “Nobody Dusk” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Basement 3
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Lexaeus”. You must also offer at least one “Nobody Dusk” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Isle’s End
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Zexion”. You must also offer at least one “Nobody Dusk” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Addled Impasse
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Saïx”. You must also offer at least one “Nobody Berserker” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Betwixt and Between
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Axel”. You must also offer at least one “Nobody Assassin” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Castle Gate
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Demyx”. You must also offer at least one “Nobody Dancer” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Havoc’s Divide
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Luxord”. You must also offer at least one “Nobody Gambler” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Starry Void
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Marluxia”. You must also offer at least one “Nobody Dusk” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Floor 12
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Larxene”. You must also offer at least one “Nobody Dusk” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Station of Awakening
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Roxas”. You must also offer at least one “Nobody Samurai” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare


----------------------------

Organization XIII

Spoiler:

Organization XIII - Xemnas
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Altar of Naught”. You must also offer at least one “Nobody Sorcerer” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. This card receives an additional 500 ATK points for every card in the Graveyard with “Organization XIII” in the title.
2000/2000
Secret Rare

Organization XIII - Xigbar
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Hall of Empty Melodies”. You must also offer at least one “Nobody Sniper” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. The attack of this card cannot be negated by any other card.
2000/2000
Secret Rare

Organization XIII - Xaldin
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Bridge”. You must also offer at least one “Nobody Dragoon” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. When this card attacks, you may draw one card for every 500 points of Damage inflicted to your opponents Life Points.
2000/2000
Secret Rare

Organization XIII - Vexen
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Old Mansion”. You must also offer at least one “Nobody Dusk” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. When attacked, this monster can add its ATK Points to its DEF Points until the turn’s End Phase. This effect can only be used once.
2000/2000
Secret Rare

Organization XIII - Lexaeus
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Basement 3”. You must also offer at least one “Nobody Dusk” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. By paying 1000 Life Points, this monster’s ATK points can be tripled until the turn’s End Phase. This effect can only be used once.
2000/2000
Secret Rare

Organization XIII - Zexion
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Isle’s End”. You must also offer at least one “Nobody Dusk” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. By removing another “Nobody” monster in your Hand from play, reduce all damage to this card to 0 until the turn’s End Phase. This effect can only be used once.
2000/2000
Secret Rare

Organization XIII - Saïx
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Addled Impasse”. You must also offer at least one “Nobody Berserker” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. Still trying to determine an effect.
2000/2000
Secret Rare

Organization XIII - Axel
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Betwixt and Between”. You must also offer at least one “Nobody Assassin” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. You can pay 1000 Life Points, discard all cards in your hand and sacrifice this monster to destroy all cards on your opponent’s side of the field and force them to discard their hand. They can then draw one card.
2000/2000
Secret Rare

Organization XIII - Demyx
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Castle Gate”. You must also offer at least one “Nobody Dancer” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. Still trying to determine an effect.
2000/2000
Secret Rare

Organization XIII - Luxord
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Havoc’s Divide”. You must also offer at least one “Nobody Gambler” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. When this card attacks, roll a die. If it is odd, this card attacks as normal. If even, the attack stops.
2000/2000
Secret Rare

Organization XIII - Marluxia
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Starry Void”. You must also offer at least one “Nobody Dusk” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. When this card is destroyed, you may move one Ritual Monster with “Organization XIII” in the title, and its accompanying Ritual Spell Card, to your hand from the Graveyard.
2000/2000
Secret Rare

Organization XIII - Larxene
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Floor 12”. You must also offer at least one “Nobody Dusk” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. The attack of this card cannot be negated by any other card.
2000/2000
Secret Rare

Organization XIII - Roxas
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Station of Awakening”. You must also offer at least one “Nobody Samurai” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. Still trying to determine an effect.
2000/2000
Secret Rare


-------------------

I am going to make “Absent Silhouette” and “Data” versions of them, but I want to get feedback on these cards first. If anyone can think of effects for Demyx, Saïx, and Roxas, or suggest a different ability for any of them, please do so. I am trying to make their effects be based on battle tactics/on them. (Such as Xemnas using fallen member’s weapons in the final battle, Axel’s suicide attack, etc.) I am thinking that in order to summon the Absent versions (of the COM members), the original “XIII” card must be in the Graveyard and must be removed from play, and to summon the “Data” one’s, the Org. (and Silhouettes, if appropriate) must be removed as well. I’m also thinking about needing “Garden of Assemblage” (possible spell card) being on the field to summon the Data cards.

Please give feedback! I appreciate it!


-Rize

Scarlet Weather November 10th, 2008 3:43 PM

Anti-Immune Breaker: This looks harmless enough, but we all know how painful Parasite Demon drains can be. Let's see... does Zeptiemus do six hundred per spell? With this card, that rapidly becomes eight hundred, then one thousand, then twelve hundred... Owowowow. Anyway, I see nothing paritcularly broken about it because it's archetype specific support and all it really does is speed up the inevitable.

Negative Plane Dragon: The burn player's answer to Prime Material Dragon. The second effect could be particularly nasty, but all it makes me think is "Stardust Dragon says hello".

And now, it is time for YOU to tremble in fear, since I feel like giving Fire a little love...

Pyromancer Aegis
Monster/Fire/Spellcaster/Tuner/2*
Atk 1000/ Def 0000
This monster cannot be special summoned. Once per turn, you can special summon a level four or allowed fire-attribute monster from your hand. Monsters summoned in this way are returned to your hand during the end phase.

Alter Ego November 11th, 2008 2:40 AM

Pyromancer Aegis: Wait...allowed monster? XD Anyway, this thing is best friends with Gaia Soul, no 'but's about it. 2000-point piercing beatstick in for free each turn and you're all set to synch up for Goyo to boot.

As for the parasites...hee...it's TIME!



Parasite Demon Exeter
Fiend/Effect
4 Star/Fire
1800 Atk / 500 Def

This card can be Special Summoned from your Hand to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each Standby Phase, the controller of this card loses 300 life points for each Monster they control.

Parasite Demon Ignil
Fiend/Synchro/Effect
8 Star/Dark
2600 Atk / 2300 Def

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

This card can not be offered as tribute, except for the Special Summon of a "Parasite Demon" Monster. When your opponent send Monsters matching the Summoning requirements of this card from their Field to the Graveyard for a Synchro Summon, and at least one "Parasite Demon" Monster is sent to the Graveyard for that Synchro Summon, you can negate that summon to Special Summon this card to your opponent's Field instead. During each End Phase, the controller of this card removes one random card in their Extra Deck from play and loses Life Points equal to 200 x the Level of the Monster removed by this effect.

Parasite Demon Jaboli
Fiend/Effect
7 Star/Earth
2700 Atk / 2100 Def

This card can only be Special Summoned by Tributing 2 monsters on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. Monsters on the controller's Field with a lower level than this card's may not Attack. During each End Phase, the controller of this card loses 500 Life Points for each of their monsters that didn't attack this turn.

Parasite Demon Jublai
Fiend/Synchro/Effect
6 Star/Dark
2200 Atk / 1600 Def

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

This card can not be offered as tribute, except for the Special Summon of a "Parasite Demon" Monster. When your opponent send Monsters matching the Summoning requirements of this card from their Field to the Graveyard for a Synchro Summon, and at least one "Parasite Demon" Monster is sent to the Graveyard for that Synchro Summon, you can negate that summon to Special Summon this card to your opponent's Field instead. During each End Phase, the controller of this card removes one Tuner Monster from their Hand, Deck, or Graveyard from play and loses Life Points equal to the Atk of the removed Monster.

Parasite Demon Juncar
Fiend/Effect
2 Star/Dark
1050 Atk / 700 Def

This card can be Special Summoned from your Hand to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. The controller of this card can not perform a Synchro Summon, except if this card is used as Synchro Material for that summon. When this card is sent to the Graveyard for a Synchro Summon, the player who performed that Summon loses 800 Life Points.

Parasite Demon Karashah
Fiend/Effect
10 Star/Dark
3600 Atk/2800 Def

This card can only be Special Summoned by Tributing 3 monsters on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute. During each of the controller's Standby Phases, the controller of this card tributes 2 cards from his/her field. If there are no cards to tribute, the controller of this card loses 1000 Life Points for each card that would have been tributed instead.

Parasite Demon Nefreeti
Fiend/Effect
4 Star/Fire
1900 Atk / 400 Def

This card can be Special Summoned from your Hand to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each Standby Phase, the controller of this card tributes one Monster they control to lose 800 Life Points. (this is not optional)

Parasite Demon Nishruu
Fiend/Effect
6 Star/Dark
2500 Atk / 1200 Def

This card can only be Special Summoned by Tributing 1 monster on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. The controller of this card loses 600 Life Points each time they activate a Spell or Trap card.

Parasite Demon Saadat
Fiend/Effect
6 Star/Earth
2450 Atk / 1850 Def

This card can only be Special Summoned by Tributing 1 monster on your opponent's Field and is Special Summoned to your opponent's Field. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. If the controller of this card has more than three cards in their Hand, send cards at random from the controller's Hand to the Graveyard until the number of cards in his/her Hand is three.

Parasite Demon Sherincal
Fiend/Effect
3 Star/Dark
1550 Atk / 600 Def

This card can be Special Summoned from your Hand to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each Standby Phase, the controller of this card loses 100 Life Points for each card in their Graveyard.

Parasite Demon Tsukuya
Fiend/Effect
7 Star/Water
2600 Atk / 2600 Def

This card can only be Special Summoned by Tributing 2 monsters on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each of the controller's Standby Phases, the controller of this card pays 800 Life Points to Special Summon one Parasite Demon Token (Fiend Type/ Water Attribute/ 2 Star/ 800 Atk/ 1600 Def) to their field in Attack Position.

Parasite Demon Zeptiemus
Fiend/Effect
4 Star/Water
1600 Atk/1800 Def

This card can be Special Summoned from your Hand to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. Whenever the controller of this card would gain Life Points, the controller of this card loses that many Life Points instead.


Blood Offering
Normal Spell

Pay any Multiple of 800 Life Points. For every 800 Life Points you paid, Special Summon one Parasite Demon Token (Fiend Type/ Water Attribute/ 2 Star/ 800 Atk/ 1600 Def) to your opponent's Field.

Demonic Summoning Flute
Quick-Play Spell

Special Summon one "Parasite Demon" Monster from your Hand to your opponent's Field, ignoring summoning conditions, then lose Life Points equal to 800 x the number of tributes required to Special Summon that Monster using its own effect. On the turn this effect is activated, you can not Summon or Set any other Monsters.

Exorcism
Normal Spell

Select one "Parasite Demon" monster on the Field and destroy it. The controller of the card destroyed by this effect loses Life Points equal to the Atk of the destroyed monster.

Parasite Drain
Normal Spell

Inflict 300 Damage to your opponent for each "Parasite Demon" Monster they control then gain Life Points equal to the amount of damage your opponent received. During your Draw Phase, instead of drawing a card, you can add this card from your Graveyard to your Hand.

Violent Purge
Normal Trap

Destroy all face-up "Parasite Demon" monsters on the Field. For each monster destroyed by this effect, inflict 800 damage to the controller of the destroyed card(s).


Trimmed down a bit, edited a bit, c & c and all that. :x

Gymnotide November 11th, 2008 8:03 PM

Let's go.

Tradewind Rider
( 2 Stars / WATER / Aqua / Effect Monster / Spirit )
0 / 0


This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Summoned or flipped face-up. Discard 1 card to draw 2 cards.

Alter Ego November 12th, 2008 9:18 AM

Tradewind Rider: Ooookay...you do realize that you have created the most breaktacular spirit since Yata-Garasu, right? This effect turns every card in your hand into a prospective Pot of Greed. Add that to the fact that there is no restriction on how many time per turn you can use said effect and the effect might as well read 'draw as many cards as you like and win the game with Exodia/whatever card combo you please'. It's also Sangan searchable and easily summoned.

Just...instant banlist material. o.o Pretty much anything that spins more than one card out of one and is even decently recyclable is an exploit waiting to happen and this more than just fulfills that requirement.


Anyways, sticking to my principle of not leaving a post without a card.

Fey Gift

Normal Spell

Draw two cards and show them to your opponent. If neither or both of the cards you drew are "Aether" Monsters, send your entire Hand to the Graveyard.

Fey Sorcery
Continuous Spell

Once per turn, you can destroy an "Aether" Monster you control to draw a card. When this card on your Field is destroyed as the result of a card effect, you can add one Spell Card other than "Fey Sorcery" that designates an "Aether" Monster(s) in its card effect from your Deck to your Hand. Then, if you control at least one "Aether" Monster, you can activate that card from your Hand.

The Boundless - Aether

Field Spell

While you control "Effemarity", this card can not be removed from the Field. Once per turn, you can return one of your "Aether" Monsters that was destroyed by a card effect after your previous turn from your Graveyard to your Hand. By tributing both this card and a face-up "Effemarity" you control, destroy all cards on the Field. On the turn this effect is activated, you can not conduct your Battle Phase.

Gymnotide November 12th, 2008 5:03 PM

Har har har. You know full well I meant it once per turn and I swore I edited it to 1:1.
But I cbf to change it now.

Actually, I wonder what would happen if I did Discard 2, Draw 1.
But I digress.

Quote:

Anyways, sticking to my principle of not leaving a post without a card.
Puddle of Death
( 1 Star / WATER / Aqua / Normal Monster )
0 / 0


Once a Cloudian, this puddle from beyond the grave seeks vengeance for its untimely death.

- - - - -

Stoneskin Raptor
( 4 Stars / EARTH / Rock / Effect Monster )
1600 / 0


This card is also treated as a Dinosaur-type. When this face-down card is selected as an attack target, its DEF becomes 2000 during damage calculation only. When this card attacks an opponent's monster, it gains 400 ATK during the Damage Step only. When this face-up card is attacked by an opponent's monster, it loses 400 ATK during the Damage Step only.

Stoneskin Dendle
( 4 Stars / EARTH / Rock / Effect Monster )
0 / 0


This card is also treated as a Plant-type. When this face-down card is selected as an attack target, its DEF becomes 2700 during the Damage Step only. After damage calculation, if either player suffered battle damage, Special Summon in Defense position 1 "Dendle Token" ( * / EARTH / Plant ) with an ATK equal to the damage inflicted.

Tectonic Shift
Normal Trap
Activate 1 "Canyon" Field Spell card from your Deck.

Maybe I'll finish this later.

Alter Ego November 17th, 2008 11:03 AM

Two discards for one would be like kicking yourself in the teeth every time you play the thing. It wouldn't even trigger dark world effects since it's part of a cost. D:


Puddle of Death: the game would never be the same after this one, seriously. :x

Stoneskin Raptor: ehh...surprise-walling for 2000 is fun and all, but after that it's just a subpar Steamroid and we all know how mind-bogglingly awesome Steamroid is. Pass on this one.

Stoneskin Dendle: so basically walls out just about anything and creates a tribute fodder/chump blocker token to go with it. You still need to define Dendle Token's Def, though, and the Atk should be ? as with similar Atk-defining effects. Ehh...not likely to make a significant beater, really, so tribute fodder is the best bet for that poor token. Still, the 2700-point wall aspect can cause all kinds of fun.

Tectonic Shift: Well, Canyon definitely needed something like this, I'll give it that. Surprise deflection damage for the opponent and a natural complement to the Dendle as it can actually let the token reach a formidable size.


And now, I feel like doing something...LP gainy. :3

Medicine of Legend - Horai Elixir
Continuous Spell

While you control this face-up Card, you can not activate any other Spell Cards or Special Summon Monsters. At the end of each turn, your Life Points become 8000.

Forci Stikane November 19th, 2008 4:47 PM

Quote:

Originally Posted by Alter Ego (Post 4128803)
Medicine of Legend - Horai Elixir
Continuous Spell

While you control this face-up Card, you can not activate any other Spell Cards or Special Summon Monsters. At the end of each turn, your Life Points become 8000.

Dust Tornado. Honestly, just two cards for an instant heal back to 8000, and maybe even a stall for a turn or two depending on if the opponent can hit you for a full 8000 at once? Even with the restriction, this suffers from a similar problem as Mirage of Nightmare, and we know how that worked out.

...Unfortunately, I have no cards to add at this time.

Frostweaver November 19th, 2008 11:10 PM

parasite demons still kicking after half a year, I'm darn amazed XD;


Mind Desychronizer
Psychic/Effect
4 Star/Dark
1600 Atk / 1200 Def

Increase the level of all Tuner monsters by 1.

Fortune Eye
Psychic/Effect
1 Star/Light
0 Atk / 500 Def

Flip: Pay Life Points in multiples of 300 (up to a maximum of 900). For each 300 Life Points you paid, pick up a card from the top of your opponent's deck and arrange them in any order you desire. Replace them on the top of your opponent's deck.

Alter Ego November 24th, 2008 11:00 AM

Quote:

Originally Posted by Ichaste Pekoni (Post 4133484)
Dust Tornado. Honestly, just two cards for an instant heal back to 8000, and maybe even a stall for a turn or two depending on if the opponent can hit you for a full 8000 at once? Even with the restriction, this suffers from a similar problem as Mirage of Nightmare, and we know how that worked out.

...Unfortunately, I have no cards to add at this time.

Butbutbut...x.x

FINE!

Exchanging that penalty for something that really does sting. Here goes.

Medicine of Legend - Horai Elixir

Continuous Spell

While you control this face-up Card, you can not activate any other Spell Cards. At the end of each turn, your Life Points become 8000. When this face-up card is removed from your Field, your Life Points become 100.


That less reminiscent of the old Mirage?

Mind Desychronizer: Psychic Commander likes this, sure, (synchro with this for your instant 8-star) and it messes up standard synchro setups for your opponent, which is nice, but...it's not really Psychic if it doesn't touch life points. Maybe make it so that you have to pay x amount of life points for the level increase? Or pay a Mind Protectoresque maintenance cost each turn for having this on the field?

Fortune Eye: Ehh...as much as I like arranging my opponent's draws, this is looking a bit puny. Maybe increase its stats to a passable level or at least make it tuner to give it a bit more utility?

And yes, Parasites are indeed still alive and kicking. Persistent little buggers they are. :x

And on the note of stuff that's still alive, now with a new kind of mechanic:

Empath Fiend - Avarice
Psychic/Tuner/Effect
3 Star/Dark
1200 Atk / 1100 Def

If this card is sent to the Graveyard for the Synchro Summon of a Psychic Type Monster, you can pay 400 Life Points to draw a card for each Psychic Type Monster used in that Synchro Summon, then discard a card from your Hand for every non-Tuner Psychic Type Monster used in the summon.

Empath Fiend - Curiosity
Psychic/Effect
1 Star/Wind
0 Atk / 0 Def

During either player's turn, you can activate the effect of this card from your Hand by revealing it. If you do, this card remains revealed until the End Phase of your next turn. By paying 300 Life points, look at your opponent's Hand.

Empath Fiend - Fury
Psychic/Effect
4 Star/Fire
1850 Atk / 800 Def

By paying 500 Life Points, select a Monster your opponent controls and that Monster is forced into Attack Position until your next Standby Phase. A Monster forced into Attack Position by this effect must attack during your opponent's next turn.

Empath Fiend - Loneliness

Psychic/Tuner/Effect
2 Star/Water
800 Atk / 1550 Def

During your Standby Phase, if this card is the only Monster you control, you can pay 800 Life Points to Special Summon one "Empath Fiend" Monster from your Deck.

Empath Fiend - Paranoia
Psychic/Effect
4 Star/Wind
1700 Atk / 300 Def

By paying 500 Life Points, select one card from your opponent's Hand and look at it. If the card you selected is a Spell or Trap card, your opponent Sets it on his/her Field.

Empath Fiend - Rejection
Psychic/Effect
3 Star/Dark
1000 Atk / 1850

When your opponent declares an attack, you can pay 800 Life Points to declare a card type (Spell, Trap, or Monster) then reveal the top card of your opponent's Deck. If the card revealed by this effect is of the type you declared, negate the attack and return the attacking Monster to its owner's Hand, then place the revealed card at the bottom of your opponent's Deck.

Empath Fiend - Restlessness
Psychic/Effect
3 Star/Wind
1500 Atk / 1300 Def

Once per turn, you can pay 700 Life Points. If you do, your opponent skips his/her next Main Phase 1.

Empath Fiend - Terror

Psychic/Effect
1 Star/Dark
0 Atk / 0 Def

Once per turn, you can declare a Monster Level then pay Life Points equal to 200 x the Level you declared to look at your opponent's Hand. If there are any Monsters with a Level lower than or equal to the Level you declared, select one of them and the Attribute, Level, Atk, and Def of this card are treated as those of the selected Monster.

Empath Fiend - Over Ego

Psychic/Synchro/Effect
9 Star/Light
2800 Atk / 1700 Def

1 Psychic Type Tuner Monster + 1 or more non-Tuner "Empath Fiend" Monster(s)

You can check all face-down cards your opponent controls. During either player's turn, you can pay 1000 Life Points to activate a set Spell or Trap card your opponent controls as if it were your own. (Activation conditions must still be met)

Empathic Recall
Quick-Play Spell

Select and activate the Effect of one "Empath Fiend" Monster in your Graveyard. You must still pay the activation cost of the effect you want to activate.

Shifting Mindscape

Field Spell

When this card is destroyed, you can pay 500 Life Points to select one "Mindscape" Spell card other than "Shifting Mindscape" from your Hand or Deck and activate it. When an "Empath Fiend" Monster you control is destroyed by Battle, you can pay 800 Life Points to add one "Empath Fiend" Monster from your Deck to your Hand. Once per turn, you can return one "Empath Fiend" Monster you control to your Hand to Special Summon one "Empath Fiend" Monster from your Hand.

Tranquil Mindscape

Field Spell

When this card is destroyed, you can pay 500 Life Points to select one "Mindscape" Spell card other than "Tranquil Mindscape" from your Hand or Deck and activate it. All Battle Damage you would receive from Battles involving "Empath Fiend" Monsters you control becomes zero. At the end of each turn, gain 500 Life Points for each "Empath Fiend" Monster you control.

Virulent Mindscape
Field Spell

When this card is destroyed, you can pay 500 Life Points to select one "Mindscape" Spell card other than "Virulent Mindscape" from your Hand or Deck and activate it. Whenever an "Empath Fiend" Monster you control is sent from the Field to your Graveyard, inflict 500 Damage to your opponent. At the beginning of each Battle Phase, you can pay Life Points in multiples of 100 (maximum 500) to increase the Atk of all "Empath Fiend" Monsters you control by the same amount until the end of the Battle Phase.

Split-Personality Disorder

Normal Trap

This card can only be activated when an "Empath Fiend" Monster you control is destroyed. Pay 1500 Life Points to Special Summon two differently leveled Level 3 or lower "Empath Fiend" Monsters from your Deck.


There's...actually more, but I think that's quite a respectable load for one go. XD

Frostweaver November 25th, 2008 3:02 AM

Just me and you again.

Avarice- so we have our new rival to psychic commander already being teleport friendly. Without dedicated psychic, it's still a discard one and draw one deal. If the other is psychic, 400 life points for 2 free cards is almost broken o_O;

Curiosity- translation: 300 LP to look at your hand every turn and you can't stop me at all. It's decent I guess.

Fury- good beatstick. Stops the return of the reaper since gladiator beast is slowly falling out, but still in general there is a lack of defense position monster though.

Loneliness- say it with me: LIMIT REVERSE. If emergency teleport isn't enough to get this thing out, you got limit reverse for some pretty darned sychron setup. Every limit reverse is immediately synchron, or at least a tuner out with a beatstick of your choice. The power of limit reverse here is insane.

Paranoia- interesting to force people to set cards. It's nifty.

Rejection- Krebon without the tuning, but you got a gamble bounce. This is some annoying stuff with fairy box (but that's a lot of LP to pay each turn then).

Restlessness- skipping main 1 is huge... forcing people to not be able to attack, and monsters are immediately vulnerable before they can pay for their cost through battle. This alone is almost enough to start at least rogue decks to me as a new member of the stun theme since you're forcing the opponent to be so slow and defensive.

Terror- a bit too luck based... rather use this card slot for phantom of chaos.

Over Ego- now now, how does the stealing of Solemn Judgment work now? that's probably the best thing to steal and take over XD; Great synergy with paranoia that it's evil. Force them to set card then activate it here.

Empathic Recall- more restlessness fun, and using Over Ego to steal more cards unexpectedly is always good.

Shifting Mindscape- too bad no big high star level monsters to use the 2nd effect... Not horribly useful considering how loneliness will probably do it much easier, without being a continuous spell (field) card telling everyone exactly what you want.

Tranquil Mindscape- the LP gain is a decent buffer but not really contributing greatly. It's a stall tactic and that's about it, while this deck is probably capable of pulling off plenty of synchrons after synchrons so it doesn't really need the stall.

Virulent Mindscape- seeing how most 500 atk bonus field isn't used, paying LP to do it isn't too attractive. The burn is quite minor too.

Split Personality Disorder- and *even less* reason to use shifting mindscape... this is crazy search getting 1 card + 1500 LP for 2 card in field essence. Immediately Goyo Guardian too so it's really o_O;

Scarlet Weather November 25th, 2008 6:18 PM

DON'T FORGET ME YET! DYNAMIC ENTRY, AC CODA X, KENZAN!

Damn I love caps lock. XD

Avarice: Daayyumm... I'm less inclined to agree with Frostweaver and say that this makes pure psychic broken- if anything, it jacks it up to a competitive level and also gives Overdrive Teleporter reason to be feared. However, this card is pretty evil in TeleDAD, giving the deck a free Dark World Dealings that doesn't cost them in-hand advantage and also making it even easier to summon the eponymous dragon. (Let's see... discard Malicious.... ooh! Three darks in the graveyard, I win!) And don't you dare say a thing about the level not being correct for Malicious-tuning, we've got Black Rose Dragon now as our resident level seven Synchro and that thing is NASTY. My advice? Don't let Avarice count for its own effect. That'll fix it up pretty good.

Curiosity: 300 LP for a look at the opponent's hand every other turn? I'd jack up the cost there, since even if you aren't disrupting the hand this thing is worth getting information about the hand.

Fury: The psychic-type equivalent of a Falcon Punch: it exists to hit hard, and leave nothing standing. Erm... yeah, stupid metaphor. Okay, point is that this thing is the biggest muscle an all-psychic deck can afford outside a Synchro or Overdrive Teleporter, but it also suffers from an effect that'll be near-useless unless your opponent has for some reason left Destiny Hero-Malicious or Krebons out in the open with no protection... not exactly a great move on their part. It could be argued that this monster is anti-gladiator beast, but chances are if you do use this thing on their Murmillo you'll be digging your own grave because the GB player will spring Waboku on you and laugh as that easy kill on Murmillo turns into Darius raising Bestiari and a Gyzarus double-kill. So the stats are good, but the effect is weak sauce.

Loneliness: Okay, so this + Avarice = Instant Goyou Guardian? Okay, this thing is basically the Empath Fiend equivalent of running six copies of Emergency Teleport. And to make matters worse, that move earlier? You draw two cards for it. DRAW TWO. If it weren't for Avarice you'd be pretty much fine here, but with Avarice this thing is about as broken as you can get. Any questions?

Paranoia: Using Curiosity to predict the opponent's hand followed by Paranoia to force them to overcommit to the field in preparation for Heavy Storm? Yes, please.

Rejection: A big, resounding "Meh". I'd have gone with a coin toss, unless you're planning to play these alongside of Convulsion of Nature. The defense is pretty nice, but this monster is still weak sauce.

Restlessness: Okay, so basically this thing forces an opponent with an empty field to skip their battle phase entirely next turn? Eh... the effect has the potential to be devastating when used at the right time, but the trick is predicting it and having Restless out in time to take advantage of it. Given that you've got Loneliness functioning as copies four, five, and six of Emergency Teleport I'd say that this monster is pretty damn good, but not so awesome as to be broken. So we're in Rai-Oh territory, which is pretty sweet.

Terror: Okay, this deck absolutely needs Curiosity to be any good, and this monster is almost too dependent- if it weren't for Sangan searching curiosity, this monster would be pretty fail. But then again, this thing actually keeps the stat boost, right? So there's that to consider. Not to mention that this thing is Crush fodder.

Over Ego: Ah, the most powerful Empath Fiend makes its return! And it forms a lovely little triangle with Paranoia and Curiosity: "Oh, hey, nice Solemn you've got there. Mind if I set it?" Dang.... this thing's nice. Not to mention that nine stars makes this thing compatible with Overdrive Teleporter. Now if only we had a level twelve Synchro with a usable effect, poor Overdrive might see more play if only to summon that thing.

Empathic Recall: And with loneliness in the graveyard... this becomes Emergency Teleport copies seven, eight, and nine. 0.o

Shifting Mindscape: This card exists to search those all important copies of Curiosity before they turn into dead draws, and also to get Loneliness off the field before it can be owned. About the only flaw I see here is that you're burning through your life points really fast...

Tranquil Mindscape: Oh, scratch that, THIS is what we're protecting Loneliness with. This card is basically the field spell you'll want to start with, if possible, and also the one that'll most likely keep you from burning yourself out too quickly considering that what with all the LP costs for effects, on the average turn you'll be burning out nearly fifteen hundred to activate two of 'em.

Virulent Mindscape: So... Psychic Commander as a field spell, which also turns your psychic types into Giant Germ? Meh, I really don't see all that much appeal... unless this is really late in the game and you need those extra few hundred attack points on the board for your final push.

THERE! MOVING ON!

Storyteller of Night- Scherezade
Monster/Dark/Spellcaster/Effect/2*
Atk 900/ Def 1500
This monster can attack your opponent's life points directly. When this monster is chosen as an attack target, you can switch it to defense position before applying damage calculation. When this monster inflicts damage to the opponent's life points, you can select one "Night" monster from your deck and add it to your hand.

Fencer of the Night- Rochefort
Monster/Dark/Warrior/Effect/4*
Atk 1700/ Def 1300
When this monster would be destroyed as a result of battle, you can return it to your hand instead (damage calculation is applied normally). As long as you control this face-up monster, "Night" monsters cannot be destroyed by card effects.

Elegance of the Night- Durecht
Monster/Dark/Spellcaster/Effect/3*
Atk 1600/ Def 1300
This monster can attack your opponent's life points directly. If you do, decrease this monster's Atk by 800 during damage calculation only. When this monster deals damage to your opponent's life points, you can send a spell card from your hand to the graveyard in order to special summon a "Night" monster in your graveyard to the field.

Music of the Night- Erik
Monster/Dark/Spellcaster/Tuner/4*
Atk 900/ Def 2100
You can special summon this monster from your hand if you control at least one other "Night" monster. As long as you control this monster, neither player can special summon monsters except "Night" monsters.

Pageant of the Night
Normal Spell
Remove all Dark-attribute monsters in both player's graveyards from play. Both players select a number of "Night" monsters from their decks equal to the number of "Night" monsters removed from their graveyards and add them to their hands.

...Yes, I know, Dark Armed Dragon compatible. But I can't switch the attribute without screwing over the whole Night thing. *cries*

Frostweaver November 25th, 2008 10:17 PM

Scherezade- and friendly with apprentice, searching without being a spell card so that's pretty darn nice in case you do run into secret village. Not bad, kinda squishy, but it is in defense mode after it attacks.

Rochefort- somehow I can foresee its effect of coming back to the hand being abused somehow though I can't think of any yet... its 2nd effect is more icing than practical. The other Night monsters aren't that big so synchrons will just run them over. The 2 dragons are slightly annoyed but not being able to blow things up is just 1 turn damage walling for judgment dragon and dark armed. Being warrior actually is kinda "eh" for this one since everyone else is spellcaster and you don't need this as an excuse to run Rose since you got a lv 4 tuner already.

Durecht- another nice effect turning all spell cards into premature burial on every successful attacks. Too bad that there is no big night monster to special summon. You do get to fetch a tuner back every time, which is the exact reason why plaguespreader is that threatening.

Erik- this thing is insane... 2100 wall is pretty safe considering that we are done with tribute in most occasion but Caius (who usually use a special summoned krebon as the tribute anyway) against any normal summon monsters. Easy to get out, crush card friendly... yeah o___o;;

Pageant of the Night- this is suppose to be a search, but it's more like "I got a strange hatred on just Dark Arm so here it is". I dunno about this one, really ><;;


I should create my own theme, or revival of one like for Alter Ego to make an old theme of mine be fitting for today's metagame~


Snowhorn Sprite
Fairy / Effect
1 Star / Water
0 Atk / 0 Def

If this card is destroyed in battle by a special summoned monster, remove that special summoned monster and all monsters with the same name in both player's field, hand and deck.

Snowhorn Wolf
Beast / Effect
3 Star / Water
1200 Atk / 700 Def

When this card is sent to the graveyard, choose a special summoned monster on the field. Negate the effect of that monster and lower its attack power by 1000 as long as this card remains in your graveyard.

Snowhorn Yeti Fighter
Beast Warrior / Effect
4 Star / Water
1900 Atk / 1800 Def

When this card destroys a monster as a result of battle, your opponent choose a spell card from his or her deck and sends it to the graveyard. If this card battles a special summoned monster, increase the Atk of this card by 400.

Snowhorn Owl
Flying Beast / Effect
2 Star / Water
800 Atk / 600 Def

Flip: Until the end of your next turn, neither player can activate any spell cards or special summon any monsters.

Sage of Snowhorn
Spellcaster / Effect
4 Star / Water
1600 Atk / 1900 Def

Once per turn, when a spell card is activated, you may discard 1 Snowhorn monster from your hand to negate the effect of that spell card and destroy it.

Great Whale of Snowhorn
Fish / Effect
6 Star / Water
2500 Atk / 2200 Def

If you control a Snowhorn monster, you can normal summon this card without any tribute. If your opponent plays a spell card or special summons a monster, this card can attack your opponent directly until the end of your next turn.

Frozen Flame of Snowhorn
Pyro / Effect
1 Star / Water
0 Atk / 0 Def

When a spell card is activated and you have no spell card in your graveyard, you may send this card from your hand to your graveyard to negate the effect of the spell card and deal 1000 damage to your opponent's life points.

Snowhorn Spider
Insect / Effect
6 Star / Water
2500 Atk / 1400 Def

You can normal summon this card without tribute if you have no spell card in your graveyard. You may discard 1 Snowhorn monster from your hand to destroy a special summoned monster on the field.

Snowhorn Trapper
Warrior / Effect
3 Star / Water
700 Atk / 1400 Def

If your opponent special summons a monster and there is a Snowhorn monster on your side of the field, you may discard this card from your hand in order to lower the Atk of the special summoned monster to 0. The special summoned monster cannot be tributed or change battle position until the end of your next turn.

Snowhorn Trickster
Fiend / Effect
4 Star / Water
1800 Atk / 1600 Def

When your opponent special summons a monster, you may choose a Snowhorn monster from your deck and add it to your hand.

Snowhorn Charger
Thunder / Effect
4 Star / Water
1700 Atk / 1200 Def

When your opponent activates a spell card and there are no spell cards in your graveyard, destroy one card on the opponent's side of the field.

Snowhorn Newt
Reptile / Effect
2 Star / Water
1300 Atk / 400 Def

When this card is flip summoned, look at your opponent's hand and discard a spell card from his or her hand. If there is a Snowhorn monster on your side of the field (excluding this card), flip this card facedown during your end phase.

Snowhorn Spell Cannon
Machine / Effect
4 Star / Water
? Atk / ? Def

The Atk and Def of this card is equal to the amount of spell cards in your opponent's graveyard x 400. If there are no spell cards in your graveyard, when this card battles with a special summoned monster, destroy the monster with this card's effect without applying damage calculation.

Ocean Tunneler of Snowhorn
Sea-Serpent / Effect
7 Star / Water
2200 Atk / 2600 Def

If there are 4 cards in your graveyard and none of which are spell cards, you may normal summon or set summon this card without tributes. When your opponent plays a spell card or special summons a monster, your opponent must discard 1 card from his or her hand.

Frozen Seed of Snowhorn
Continuous Trap

When your opponent special summons a monster, you may send a Snowhorn monster from your deck to the graveyard to search for a trap card and add it to your hand.

Blizzard Snowstorm
Continuous Trap

When a Snowhorn monster is normal summoned, neither player can special summon monsters until the end of your next turn.

Tundra Traphole
Normal Trap

-If there is a snowhorn monster in your graveyard and your opponent special summons a monster, remove that monster from play.
-If there are no spell cards in your graveyard and your opponent plays a spell card, negate the effect of that spell card and destroy it.

Snowhorn Dragon
Dragon / Effect
8 Star / Water
3000 Atk / 2600 Def

This card cannot be special summoned. This card can only be normal summoned using snowhorn monsters as tributes and there are no spell cards in your graveyard. Negate the effects of your opponent's spell cards and your opponent cannot special summon any monsters. If this card is targetted by a card effect, you can remove 3 snowhorn monsters from your graveyard from play to negate the effect of that card. Spell or trap cards cannot be activated in response to the summoning of this card.

Alter Ego November 26th, 2008 6:44 AM

Quote:

Originally Posted by AC Coda X (Post 4148074)
Avarice: Daayyumm... I'm less inclined to agree with Frostweaver and say that this makes pure psychic broken- if anything, it jacks it up to a competitive level and also gives Overdrive Teleporter reason to be feared. However, this card is pretty evil in TeleDAD, giving the deck a free Dark World Dealings that doesn't cost them in-hand advantage and also making it even easier to summon the eponymous dragon. (Let's see... discard Malicious.... ooh! Three darks in the graveyard, I win!) And don't you dare say a thing about the level not being correct for Malicious-tuning, we've got Black Rose Dragon now as our resident level seven Synchro and that thing is NASTY. My advice? Don't let Avarice count for its own effect. That'll fix it up pretty good.

Quote:

Originally Posted by Frostweaver (Post 4146276)
Avarice- so we have our new rival to psychic commander already being teleport friendly. Without dedicated psychic, it's still a discard one and draw one deal. If the other is psychic, 400 life points for 2 free cards is almost broken o_O;

I dunno' how you guys are reading that effect, but really...it quite clearly states that you discard one for every non-Tuner Psychic. That means if you synch with just Avarice, it's draw one in lieu with Nito Synchro, but if you add any other psychics on top of that you have to discard a card for every additional card you draw. That means your in-hand card count will never grow by more than one for Avarice; you just cycle through more cards. The only way to get two free cards out of it that I see is some kind of bizarre hybrid deck with Dark World. x.O

As for Tele-DaD, the only way they'd get anything out of that effect is when they summon Thought-Ruler, really. Remember that little clause that says you can only apply the effect if you're synchro summoning a Psychic type monster? Avarice and Malicious do not Thought-Ruler make, so unless a drastic change to the deck's level lineup suddenly emerges, Krebons is just plain better for it. And Black Rose is not a replacement for a free pick from Stardust Dragon, Red Dragon Archfiend, Collossal Fighter, and Thought-Ruler Archfiend. It's not. It's obscure tech that has gone from being ridiculously over-hyped to hitting the table once in a blue moon. On average, Tele-DaD summons two to three synchros a game. That's what it's built to do efficiently. Would you waste one of those precious synchro summons on a field wipe that eliminates any and all other field presence you have built up and doesn't do a single point of LP damage to your opponent? 'Cause I wouldn't, really. Besides, all psychics in Tele-DaD are tuners, so you'd never get more than a draw one. :\

Yes, for dedicated psychic it can be Graceful Charity on legs, but only for dedicated psychic. May include Avarice itself in the discards, though.

Quote:

Originally Posted by Frostweaver (Post 4146276)
Loneliness- say it with me: LIMIT REVERSE. If emergency teleport isn't enough to get this thing out, you got limit reverse for some pretty darned sychron setup. Every limit reverse is immediately synchron, or at least a tuner out with a beatstick of your choice. The power of limit reverse here is insane.

True, I'll put a level limit on that summon and probably cut Loneliness down to 1-star to boot. Should help a little, right?

Quote:

Originally Posted by Frostweaver (Post 4146276)
Terror- a bit too luck based... rather use this card slot for phantom of chaos.

True...revamp time for that. :x

Quote:

Originally Posted by Frostweaver (Post 4146276)
Over Ego- now now, how does the stealing of Solemn Judgment work now? that's probably the best thing to steal and take over XD; Great synergy with paranoia that it's evil. Force them to set card then activate it here.

Wording probably doesn't fit it, but Over Ego's effects are both continuous (one lets you check the cards, the other lets you activate them) so it works the same way as activating a card on your own field except that there's an additional 1000-point price tag attached.

Quote:

Originally Posted by Frostweaver (Post 4146276)
Virulent Mindscape- seeing how most 500 atk bonus field isn't used, paying LP to do it isn't too attractive. The burn is quite minor too.

Quote:

Originally Posted by AC Coda X (Post 4148074)
Virulent Mindscape: So... Psychic Commander as a field spell, which also turns your psychic types into Giant Germ? Meh, I really don't see all that much appeal... unless this is really late in the game and you need those extra few hundred attack points on the board for your final push.

Most 500 Atk bonus fields provide the same service to both players and are liable to bite you and I do see a certain appeal in keeping Restlessness and Paranoia too big for the opponent to run over. Also, I personally find it appealing to do 1000+ damage every time I synchro summon (effect says, 'sent to the graveyard'; it doesn't specify being destroyed like Germ) and there's that little OTKO potential thing with Mind Master and Psychokinetic Charging Cell, but to each their own I guess. :x

Quote:

Originally Posted by Frostweaver (Post 4146276)
Split Personality Disorder- and *even less* reason to use shifting mindscape... this is crazy search getting 1 card + 1500 LP for 2 card in field essence. Immediately Goyo Guardian too so it's really o_O;

So wait...just how do we get instant Goyo out of this when the card can only summon level 3 or lower and the two monsters have to be of different levels? The maximum combined level I can make of that is five, which is Magical Android. Also, paying a big chunk of life points when pretty much every monster you play is also tapping into your life points might come around to bite you faster than you know. Ehh...I'll bump it up to 2000 points costs, but that's about as far as I'll stretch it.

Quote:

Originally Posted by AC Coda X (Post 4148074)
Loneliness: Okay, so this + Avarice = Instant Goyou Guardian? Okay, this thing is basically the Empath Fiend equivalent of running six copies of Emergency Teleport. And to make matters worse, that move earlier? You draw two cards for it. DRAW TWO. If it weren't for Avarice you'd be pretty much fine here, but with Avarice this thing is about as broken as you can get. Any questions?

Umm...yes, actually. Since when has Tuner + Tuner been a viable synchro combination, how does 3 + 2 make 6 and since when has 'draw two, discard one' resulted in an end sum of plus two cards? I spy with my little eye some math that would make Cirno proud. *shot for touhou reference*

Quote:

Originally Posted by AC Coda X (Post 4148074)
Rejection: A big, resounding "Meh". I'd have gone with a coin toss, unless you're planning to play these alongside of Convulsion of Nature. The defense is pretty nice, but this monster is still weak sauce.

Ah, but ish still big enough to wall any lead monsters short of Ailus or Rai-Oh and an intimidation factor because there's still a decent chance of getting whatever bigger beater you send after it bounced back. Not a fun gamble for Synchros, I'd say. And yes, collecting information on the opponent and using it against them is kind of the the theme here, and info includes top-of-the-deck cards too. A coint toss would not include the theme so it's NG here. D:

Quote:

Originally Posted by AC Coda X (Post 4148074)
Terror: Okay, this deck absolutely needs Curiosity to be any good, and this monster is almost too dependent- if it weren't for Sangan searching curiosity, this monster would be pretty fail. But then again, this thing actually keeps the stat boost, right? So there's that to consider. Not to mention that this thing is Crush fodder.

Yes, it does, but it really is too situational. Edit to come, along with a few others that should make a bit of difference for the poor thing.

Quote:

Originally Posted by AC Coda X (Post 4148074)
Over Ego: Ah, the most powerful Empath Fiend makes its return! And it forms a lovely little triangle with Paranoia and Curiosity: "Oh, hey, nice Solemn you've got there. Mind if I set it?" Dang.... this thing's nice. Not to mention that nine stars makes this thing compatible with Overdrive Teleporter. Now if only we had a level twelve Synchro with a usable effect, poor Overdrive might see more play if only to summon that thing.

Teleporter compatibility still negotiable as the synchro materials still have to be empath fiends (meaning that the teleporter itself could be included if we use Psycho Tune), though the teleporter is decent aid in bringing them to the field, I'll give it that.

Empathic Recall: And with loneliness in the graveyard... this becomes Emergency Teleport copies seven, eight, and nine. 0.o

Quote:

Originally Posted by AC Coda X (Post 4148074)
Shifting Mindscape: This card exists to search those all important copies of Curiosity before they turn into dead draws, and also to get Loneliness off the field before it can be owned. About the only flaw I see here is that you're burning through your life points really fast...

Isn't that what psychics in general are all about? XD

Storyteller of Night- Scherezade: so basically it's poke for 900, search a monster and soak up a hit. That's doing quite a lot with such an easily searched, crush card-friendly monster. :x

Fencer of the Night- Rochefort: Well, to begin with this thing is already a one-man gadget. It's a night monster itself, so it can't be destroyed by card effect, and it returns to your hand so you can't get rid of it by battle either. Just...yeah, second generation of Gadget decks is here. Three Rochefort, the Reinforcement and get cracking.

...you need to limit that recursion effect, seriously. It's just crying for a cost. xx Plus, I think this fellow needs a less buff body to boot.

Elegance of the Night- Durecht: Most balanced of this lot, really. Though given how exploitable all the others are, it still has brokenness by association.

Music of the Night- Erik: Yeah, totally off the charts. Practically free-to-summon, crush card viable, non-tribute/-synchro walling four-star tuner that...wait for it, blocks special summons to make it all that much harder to run over.

Just...totally overpowered.

Pageant of the Night: So basically, build huge card advantage for yourself and Molest Tele-Dad's graveyard as well as any splashed plaguespreaders that might be hanging about. Seriously, this needs a cap somewhere. The only thing that got to search even three cards was Ojamagic, and those were wimpy vanillas. D:

Snowhorn Sprite: the one-card answer to careless swings from big synchro or Heraklinos. Trying to pick your target with this is going to get costly, though, so fair enough.

Snowhorn Wolf: Ehh...it's grizzly-searchable and can break a special summon's back pretty badly, but even so...I think I'd be more comfortable with something that just gets rid of the darn thing. Seeing as how this reacts to all manner of discards and tributes, though, it might have a niche.

...you know, I find myself thinking something along the lines of your little bounce and Jar deck here now, especially since this is Salvage friendly. XD

Snowhorn Yeti Fighter: If you're looking for a big beater, you can't go wrong with this. Ailus-size attack, gets big enough to take on lesser special summons, and strips spells from the opponent's deck too. Given the explosive potential of spells, that effect alone would already make this worth considering.

Snowhorn Owl: Again, my thoughts stray to your Jar deck. Very nasty stun effect that slows Tele-DaD and pals down while freezing out gladiator tag-outs. (intentionality of the pun can be debated here)

Sage of Snowhorn: kind of a more restricted Magic Jammer on legs. It's passable size in both positions, so it has its uses, but I think I'd like it with 100 less Atk to make it Salvage and Sangan friendly.

Great Whale of Snowhorn: More muscle to drop down, though given how you're not special summoning you have to keep that other snowhorn monster in play first. It's big and has a nasty punishment effect, so it's worth the tribute too (woe be those who try to flip Scapegoat to block your attacks on your battle phase). I'd say maybe cut down the Atk a little to make it fair.

Frozen Flame of Snowhorn: no spells decks like this, certainly. I can also see it teched for some obscure DD build that likes to remove its spells from play.

Snowhorn Spider: Very, very strong lead for snowhorn decks. It's big enough to step on the normal summons and has an effect to wipe out anything bigger that comes its way. But really, I can see this being played just for the 'normal summon a 2500-atk beater for no cost' aspect. x.O

Snowhorn Trapper: Stardust Dragon is going to love you for this. Oh yes. It's also a very cruel response to untimely DaDs or Judgment Dragons.

Snowhorn Trickster: Another big beater that has some very dangerous synergy with your discard-from-hand snowhorns and even if you chose not to take one of those this is still your ticket to that next turn whale or spider.

Snowhorn Charger: pretty much a fear lock to keep your opponent from playing out their spells. Doesn't do much if your opponent runs through their search and draw before committing to the field, but it does naughty things to the standard Krebons + Malicious setup.

Snowhorn Newt: Peeking at the hand is always nice, as is ripping away important spells, but this thing looks more than just a little bit vulnerable. Then again, snowhorn would probably be trap-heavy anyway and might have the resources to protect it. :x

Snowhorn Spell Cannon: kind of a...very slow buildup. I'd probably avoid this, seeing as how Snowhorn has plenty of ways to punish special summons already.

Ocean Tunneler of Snowhorn: So wait...why is Ocean Tunneler harder to summon than Spider and Whale when both of those are stronger? The summoning requirement is also ridiculously specific with the current wording, as if you have even one card above four in your graveyard then it's a no-go. This can also play right into the old tele-DaD setup rather than hindering it. Just Emergency Teleport for your Krebons for your chance to earn a free Malicious discard and get the summon rolling. Set some cards so the discard can't bite you then proceed to run this painstakingly summoned creature over with a synchro of your choice.

Just...pass on this one. I'll stick to Spider and Whale.

Frozen Seed of Snowhorn: Soo...just what are we searching for our trap card? Deck, Graveyard, or RFGs? Anyway, does Royal Oppression ruling apply to this too? As in, can we flip this on a special summon to fetch our trap of choice before the opponent sees this coming? If so, then it's pretty much instant threes for Snowhorn. Especially as we can discard Wolf for the effect and cripple that special summoned monster too while we're at it.

Blizzard Snowstorm: I can't help thinking that the name sounds a bit tautological. That aside, this is as good as a total special summon lock as long as you keep those normal summons coming, which lets the bulky snowhorns run over their frailer opposition very quickly. Too bad about the dissonance between this and Frozen Seed.

Tundra Traphole: Is it just me or this missing a 'Select and activate one of the following effects'? You may want to add one.

That being said, those two effects pretty much sum up what Snowhorn is all about. I can see the first providing a lot of fun in combination with Great Whale and Frozen Seed too, seeing as how the summon itself still occurs. :x

Snowhorn Dragon: ...there is always a dragon, isn't there? XD It's like...Vanity's Ruler and one-sided Spell Canceller in one, really buff body. The summoning requirements are demanding, but the sheer power and size of this and certain other Snowhorns makes considering a no spells deck actually sort of viable.


Anywho, edits and stuff:


Empath Fiend - Avarice
Psychic/Tuner/Effect
3 Star/Dark
1200 Atk / 1100 Def

If this card is sent to the Graveyard for the Synchro Summon of a Psychic Type Monster, you can pay 400 Life Points to draw a card for each Psychic Type Monster used in that Synchro Summon, then discard a card from your Hand for every card you drew.

Empath Fiend - Loneliness
Psychic/Tuner/Effect
1 Star/Water
800 Atk / 1250 Def

During your Standby Phase, if this card is the only Monster you control, you can pay 800 Life Points to Special Summon one Level 3 or lower "Empath Fiend" Monster from your Deck.

Empath Fiend - Terror
Psychic/Effect
1 Star/Dark
0 Atk / 0 Def

Once per turn, you can pay Life Points in multiples of 300 (maximum 900) to reveal a card from the top of your opponent's Deck for every 300 Life Points you paid then put them back in the same order. If there are any Monster Cards revealed by this effect, select one of them and the Attribute, Level, Atk, and Def of this card are treated as those of the selected card for as long as this card remains on the Field.

Split-Personality Disorder
Normal Trap

This card can only be activated when an "Empath Fiend" Monster you control is destroyed. Pay 2000 Life Points to Special Summon two differently leveled Level 3 or lower "Empath Fiend" Monsters from your Deck.


Anyways, some more bits and pieces. Only a few, 'cause I reviewed so many. :x

Empath Fiend - Apathy
Psychic/Effect
4 Star/Earth
800 Atk / 2200 Def

At the beginning of a Battle Phase, you can pay 500 Life Points. If you do, your opponent can not activate any card effects until the end of the Battle Phase.

Empath Fiend - Inferiority
Psychic/Effect
1 Star/Water
200 Atk / 100 Def

When this card Battles with a Monster your opponent controls, you can pay 900 Life Points to make the Atk and Def of that Monster 100 for Damage Calculation only.

Empath Fiend - Neurocomplex
Psychic/Synchro/Effect
7 Star/Dark
2400 Atk / 2300 Def

Any Psychic Type Tuner Monster + Any non-Tuner "Empath Fiend" Monster(s)

This card can use the Effect(s) of all "Empath Fiend" Monsters used to Synchro Summon it. When this card is destroyed, you can pay 800 Life Points to Special Summon one of the "Empath Fiend" Monsters used to Synchro Summon this card from your Graveyard.

Suggestion
Normal Spell

Declare a Monster Level then pay Life Points equal to the Level you declared x 100 points. Your opponent selects one Monster card from their Deck with the same Level as the one you declared then shuffles their Deck and places the selected Monster Card at the top.

Scarlet Weather November 28th, 2008 6:46 AM

Quote:

Originally Posted by Alter Ego (Post 4149042)
I dunno' how you guys are reading that effect, but really...it quite clearly states that you discard one for every non-Tuner Psychic. That means if you synch with just Avarice, it's draw one in lieu with Nito Synchro, but if you add any other psychics on top of that you have to discard a card for every additional card you draw. That means your in-hand card count will never grow by more than one for Avarice; you just cycle through more cards. The only way to get two free cards out of it that I see is some kind of bizarre hybrid deck with Dark World. x.O

Oh. For some reason, I thought it was draw one discard one for every psychic. >.o

Quote:

As for Tele-DaD, the only way they'd get anything out of that effect is when they summon Thought-Ruler, really. Remember that little clause that says you can only apply the effect if you're synchro summoning a Psychic type monster? Avarice and Malicious do not Thought-Ruler make, so unless a drastic change to the deck's level lineup suddenly emerges, Krebons is just plain better for it. And Black Rose is not a replacement for a free pick from Stardust Dragon, Red Dragon Archfiend, Collossal Fighter, and Thought-Ruler Archfiend. It's not. It's obscure tech that has gone from being ridiculously over-hyped to hitting the table once in a blue moon. On average, Tele-DaD summons two to three synchros a game. That's what it's built to do efficiently. Would you waste one of those precious synchro summons on a field wipe that eliminates any and all other field presence you have built up and doesn't do a single point of LP damage to your opponent? 'Cause I wouldn't, really. Besides, all psychics in Tele-DaD are tuners, so you'd never get more than a draw one. :\
I MISSED THAT?




Quote:

Most 500 Atk bonus fields provide the same service to both players and are liable to bite you and I do see a certain appeal in keeping Restlessness and Paranoia too big for the opponent to run over. Also, I personally find it appealing to do 1000+ damage every time I synchro summon (effect says, 'sent to the graveyard'; it doesn't specify being destroyed like Germ) and there's that little OTKO potential thing with Mind Master and Psychokinetic Charging Cell, but to each their own I guess. :x
Indeed, I suppose. Still not running it. XD


Quote:

Umm...yes, actually. Since when has Tuner + Tuner been a viable synchro combination, how does 3 + 2 make 6 and since when has 'draw two, discard one' resulted in an end sum of plus two cards? I spy with my little eye some math that would make Cirno proud. *shot for touhou reference*
Because children's card games are as easy as 1-2-9! *shot'ed*

Yeah, guess I saw "effect" and skipped over that. Still, combined with Fury this thing is an instant Goyou for the low, low cost of 800 life points.

Snowhorn Sprite: Well dang, that's about the biggest "Screw You" I've ever seen on a monster this small. Why not just rename this card "Synchro Hate"? Dark Armed and Judgment Dragon probably won't be smacking into this as often as your opponent's Stardust Dragon will be, so that's going to be fun. Not to mention the zombie hate I see here.

Snowhorn Wolf: And now we have a screw you card for DAD and Judgment Dragon. I like it that this thing basically turns any special summoned monster short of Judgment Dragon or Red Archfiend's Dragon into something small enough for Yeti to stomp. And we are running three Yeti, yes?

Snowhorn Yeti: Scratch that, not even those two monsters can handle being hit by a Wolf/Yeti combination with that Atk boost. That spell-tossing effect is pretty nasty all things considered when you think about how spells are the lifeblood of Tele-DAD. This monster hammers Wulf, every single Gladiator Beast short of a fusion, and anything smaller than itself- which is a lot. Awesome card. Can I has one, please?

Snowhorn Owl: Cold Wave on legs?

Sage of Snowhorn: Now for all your spell negating needs, Sage of Snowhorn! Turn that clog into spell negation, the lifes blood of any dedicated Snowhorn deck! Emergency Teleport driving you crazy? Screw over your opponent with this card!

Great Whale of Snowhorn: The only question is whether or not you remembered to set Raigeki Break to blast that special summon before it kills your monster. But the fact that this thing is essentially a giant beater that screws over Gladiator Beast like no other is nice.

Frozen Flame: Fair enough, and since Snowhorn isn't able to run spells it may as well be stacking in all these monsters.

Snowhorn Spider: Oh, so THAT's where my DAD/Judgment Dragon screw-over card went!

Trapper: Nope, scratch that, THIS card screws over DAD and Judgment Dragon. Those field-nuking effects are much less appealing when they're attached to a 0 Atk body.

Trickster: And if we need more Snowhorn monsters to fuel the effects of Spider or Sage or just wanted to add an extra copy or two of Frozen Flame or Trapper to the hand, we run this guy. How many deck types have we killed today?

Charger: ...This is starting to seem like less of a set and more of a contest to see just how many ways we can trash decks running spells or special-summoning cards. 0.o

Newt: Frosty must be a witch! He turned Trap Dusthoot into a slightly-weaker Newt! Alright, Monty Python jokes aside this card is actually pretty splashable in any deck running a good amount of trap protection, since I don't see spell card related limitations here. And it's Salvage friendly.

Spell Cannon: Yeti's buddy, since they've got quite a bit of synergy with Yeti dropping spells straight from the deck if the opponent isn't playing them. A bit slow of a power-up, though, since four spells translates to 1600 Atk... and sometimes four is all you need. More Gladiator Beast hate, anyone? Of course, this thing lacks in Stardust hate because since Stardust would technically be being destroyed by a card effect it could just tribute itself to nuke Spell Cannon and come back.

Ocean Tunneler: Really, I can't think of anything to say but "wimpy". This thing is like the Dark Horus of Snowhorn... potentially interesting effect, but it's so heavily nerfed that you don't want to give it deckspace.

Frozen Seed: As Trickster is to monsters, so this thing is to the other backbone of the Snowhorn deck- traps. The only question? Which trap are you searching for?

Blizzard Snowstorm: Owwwcchhh... nasty stun effect you've got there.

Tundra Traphole: Oh, so that's what Frozen Seed searches for. Nice little card there, and very... Snowhorn-y.

Snowhorn Dragon: And Snowhorn now has its own ace card. This thing is like... pure hatred for virtually every deck in the game running spell cards, let alone special summons. Which is.... well, all of them really. The only deck that this thing doesn't completely shut down is Little City, and even then it causes great pain. The tribute restriction isn't so bad when you consider the fact that anything your opponent was trying to use to kill your Snowhorns can probably be dealt with by either one of your traps or your other monster's effects.

Avarice: Okay, better.

Loneliness: It's still Emergency Teleport, but now it's no longer Goyou compatible instantly. Fair enough, I say.

Terror: Erm... I almost liked the other one better since Curiosity's effect let you know just when the best time to spring terror would be. Now I'm not sure what to say.

Split-Personality Disorder: Overdrive Teleporter as a situational Empath Fiend trap? Seeing as this card is a lot more situaional than Overdrive, I think 1000 LP would be a sufficient cost.

Apathy: Ancient Gear Empath Fiend with a side-order of pain, please? Paranoia and Fury think the little guy is cute, and Over Ego loves it when the opponent can't activate those set cards but he can.

Inferiority: This card has got to be the most amusing thing to kill your opponent with. If it weren't so tiny on its own, it would almost be broken.

Neurocomplex: Well now, here's a way to keep up Paranoia's suggestive powers along with Loneliness's Emergency Teleport capabilities and... well, add in any other level three Empathy Fiend you can think of and it's all good. Neurocomplex indeed. This thing is almost more fun than Over Ego.

Suggestion: Oh, wait. So that's how we're powering Terror? I see... always nice to know what's coming next, and it's an interesting way of screwing up what your opponent actually wants to draw.

As for the Night monsters... right, I think a revamp is in order. Well, here's an idea...

Storyteller of the Night, Scherezade
Monster/Dark/Spellcaster/Effect/3*
Atk 900/ Def 1500
This monster can attack your opponent's life points directly. When this monster deals battle damage to your opponent's life points, you can negate that damage to select a "Night" monster from your deck and place it in your hand. When this monster is selected as an attack target of a monster with 1500 Atk or more, switch this monster to defense position before damage calculation. This monster cannot be tributed.

Swordsman of the Night, Rochefort
Monster/Dark/Spellcaster/Effect/4*
Atk 1700/ Def 1500
When this monster would be destroyed as a result of battle, you can place it on top of your deck instead. "Night" monsters you control cannot be targeted by card effects, except this monster. You can only control one "Swordsman of the Night, Rochefort" at a time. This monster cannot be tributed.

Elegance of the Night-Durecht
Monster/Dark/Spellcaster/Effect/4*
Atk 1600/ Def 1300
This monster can attack your opponent's life points directly. If you do, decrease this monster's Atk by 800 during damage calculation only. When this monster deals damage to your opponent's life points, you can send a spell card from your hand to the graveyard in order to special summon a "Night" monster in your graveyard to the field. This monster cannot be tributed.

Music of the Night-Erik
Monster/Dark/Spellcaster/Tuner/2*
Atk 900/ Def 1100
This monster is not effected by card effects. When you control another "Night" monster, you can pay 1000 life points to special summon this monster from your hand. This monster cannot be tributed.

Angel of the Night- Phantom
Monster/Dark/Fairy/Synchro/9*
Atk 2500/ Def 2900
"Music of the Night-Erik + Any number of Dark, non-tuner monsters"
Your opponent cannot tribute monsters as long as you control this card.

Alter Ego November 29th, 2008 8:29 AM

Well, the idea with the new terror is that it plays into the information gathering thematic while simultaneously comboing with Rejection since you will know what's on top of the deck. And yes, Suggestion may have been made with that little dear in mind. XD

Anyways, no tribute is where the night monsters are at now, eh? Well, that certainly stops the crush card shenanigans. Let's have a look. :3

Storyteller of the Night, Scherezade: Self-protection is a bit less all-covering now, though it is still basically paying itself back whenever you summon it, always. Still, the other night monsters seem a bit less uber now, so fair enough I suppose.

Swordsman of the Night, Rochefort: Better. It returns to the top of the deck, so there's no CA to be gained from it. The 'one at a time' restriction is a bit needless. If you don't want it covered by its own effect even when there's two copies on the field then you can just go with ""Night" monsters you control other than
"Swordsman of the Night, Rochefort" can not be targeted by card effects.".

Elegance of the Night-Durecht: turns any spell at your disposal into limited-target graveyard recursion. Fair enough now, I'd say.

Music of the Night-Erik: LP cost for summon helps. Now we will really only summon this for that instant synchro.

Angel of the Night- Phantom: And this would be what we're synchroing for? Ehh...mixed feelings on this one. On one hand, I love how it laughs out Stardust Dragon and turns Exiled Force and random Caius worthless, but on the other, you need to assemble seven stars in non-tuner monsters and that essentially translates to sacrifcing three monsters for the synchro. Hurr...decisions, decisions. :x


Anywho...one more empath. >x

Empath Fiend - Megalomania
Psychic/Synchro/Effect
8 Star/Fire
1700 Atk / 2200 Def

Any Psychic Type Tuner Monster + Any Non-Tuner "Empath Fiend" Monster(s)

When this card is summoned successfully, you can pay any multiple of 100 Life Points (Maximum 1000) to increase the Atk of all face-up "Empath Fiend" Monsters you control by the amount you paid. When a Monster that gained Atk through this effect is destroyed, lose Life Points equal to the amount of Atk that Monster gained from this card's Effect.


And now...other stuffs for a change. :D

Last Word
Counter Trap

This card can only be activated when your opponent activates the effect of a card that would destroy a card(s) you control with the effect of destroying a card(s) your opponent controls. Negate the activation and effect of that card and destroy all cards on the Field. This effect can not be chained to.

Vehement Denial
Counter Trap

Negate the activation and effect of a card your opponent controls and place it face-down on his/her Field. After this card is activated, it becomes a Continuos Trap Card and remains face-up on your Field. While this card is face-up on the Field, cards with the same name as the card whose effect was negated by this card can not be Summoned, Flip Summoned or activated.


Hey, can't all be sets. XD

Scarlet Weather November 29th, 2008 8:52 AM

Hmmm...

Megalomania: Well, the big problem I see here is that while you're turning Paranoia, Fury, and Restlessness (not to mention a buff Terror) into beatsticks of death with this effect... you also need to use SOMETHING as Synchro material. And since Empath Fiends are a requirement, you will need at least three to trade for this thing, so all you're probably gonna have is a 2700 point beatstick most likely. Resounding "meh", especially since the other two Empath Synchros are so much cooler.

Last Word: Unfortunately, it isn't. Was this intended to be Stardust Dragon bane? Because that would probably be the most common destroy-destroy chain, and Stardust Dragon tributes itself before its effect activates last I checked... meaning that when the chain resolves, you've just nuked everything and your opponent is getting a 2500 Atk beatstick during the end phase. Pass.

Vehement Denial: This thing is what Prohibition should have been. Very, very nasty card. XD


EDIT: Oops, forgot. New card, anyone?

Theatre of the Night
Field Spell
Increase the Atk of all "Night" monsters by 500. When a "Night" monster destroys an opponent's monster as a result of battle, you can reduce all battle damage to 0 in order to remove that monster from play.

Frostweaver November 30th, 2008 3:53 PM

Avarice- hard to get to thought ruler at 3 using another psychic, but then new synchrons will always appear so not a problem

Loneliness- lol no more instant tuner like the ebil plaguespreader zombie XD; still not a bad way to pull out avarice and drop a lv 4 to get thought ruler out this way, cause then you get 3 trade-card going on if you need to. Far less abusable now though, to the point that we will need some newer cards to see what we can make out of this.

Terror- imho, terror is actually pretty frightening. We use plenty of high stat monsters these days especially against lightsworn which got relatively beefy non-synchrons with things like celestia, judgment dragon and wulf (not much "information" though since they're sent to the graveyard next turn anyway.) Gladiator and little city is also great stealing 1900 almost all the time. TeleDAD not too much though since the deck itself has all these diamond dude, malicious and krebons, and those are low stat monsters... so mixed bag depending on your opponent.

Split Personality Disorder- ouch LP cost, it's like mini dimension fusion. LP cost like that almost demands you to win games, making this difficult card to use... but it has its purposes.

Apathy- battle phase skill drain is always fun. Definitely stops Krebons well. Too bad it's lv 4 though so that hurts.

Inferiority- actually i think it's pretty darn strong capable of destroying anything in battle at 900 LP ><;;

Neurocomplex- it's a nice card but then too bad nothing traumatizing in effect yet for a synchron to be levels of thought ruler or anything. Still lv 7 psychic is nice for synchron and works well with empath fiend tuners. Ampathy and avarice are easiest but the combined effect sucks... so it's hard to work this out well.

Suggestion- also great for mind crush, don't forget that one. Force an dark arm up there and crush it may produce fun results. Same applies to judgment dragon if you see beckoning light gone already.

Scherezade- so now lumina and sangan and krebon kills it... i guess? no chipping of LP is a minor issue compare to its search ability still.

Rochefort- hm I doubt that you'll really want more than 1 Rochefort out at a time since its lock isn't that threatening anymore. You can still run it over now with 1800s like Stratos. Still not a bad card for the theme.

Durecht- still *great* way to break back Erik (not too sure by not effected by card effect means not able to be special summoned too) for some Goyos or instant search with Scherezade.

Erik- your lv 2 tuner, 1000 LP to jump out from hand and synchron immediately. Not too bad at all even fi it doesn't work with Durecht (but then youll be a bit low on the speed side against plaguespreader type of new tuners >_<)

Angel of the Night- we get some weird synchron level that makes it so hard, and problem is that we really don't tribute much anymore except celestia, occassional caius and crush card virus. Stopping 3 card but needing at least 3 monster isn't worth it... can stop stardust but that's about it for the higher level synchrons =/

Gymnotide November 30th, 2008 6:01 PM

DNA Infestation
Continuous Trap
Select 1 monster type. All monster cards in the Graveyard(s) and removed from play are the selected type.

Because I had a maniacal idea.

Scarlet Weather November 30th, 2008 6:26 PM

DNA Infestation: I can only imagine what you plan to combo this with.... or wait, there's always Deathkaiser Dragon (or was that Doomkaiser?), the Zombie-type Synchro with the ability to rob zombies from the opposing player's graveyard. Except we've already got Zombie World to do that with? Meh.

Aliright, Angel buff time.

Angel of the Night, Phantom
Monster/Dark/Fairy/Synchro/8*
Atk 2500/ Def 2900
"Music of the Night-Erik + Any number of Dark, non-tuner monsters"
Your opponent cannot tribute monsters. This monster is not affected by the effects of trap cards.

Level eight, 2500 Atk Wildheart that's compatible with Malicious good enough?

Frostweaver December 1st, 2008 8:44 PM

Megalomaniac- ehhh costly for 1000 atk boost for all. Better swarm for the win in this turn or else it's subjected to very easy destruction. Can be difficult even with Emergency Teleport to help with swarming...

Last Word- one darn fun card to negate solemn judgment, and a few others (but solemn judgment is the most fun due to half LP cut too). Piece of cake if you can follow up to this too. Situational but fairly rewarding compare to how common we see places where we can use this.

Vehement Denial- eh don't really like it too much only stopping 1 card for so long, prohibition except we can counter the 1st one too.

Theater of the Night- interesting effect, removing is probably the way to go most of the time anyway to stop them from coming back. Just need some way to beef up attack power so we can run over synchrons and make sure that they don't come back ;p

Phantom- to your question, "yes" XD; decent attack power, relatively plausible requirement now although not clearly overpowering compare to other lv 8 synchron options. Not too bad, not too great, just the right place imho.

Alter Ego December 2nd, 2008 8:00 AM

Hurr...true about Megalomania. Maybe cut it down to 6?

That aside, since comments have pretty much been covered already. Another old theme back for another go. :x

The Restless - Abandoned Bride
Zombie/Effect
4 Star/Light
2000 Atk / 800 Def

If this card is the only Monster you control, destroy it and lose Life Points equal to its Atk. On the End Phase of a turn when this card is destroyed as the result of a card effect and sent to your Graveyard, if you have at least one other "Restless" Monster in your Graveyard, Special Summon this card and one other "Restless" Monster in your Graveyard to your opponent's Field.

The Restless - Burning Phantom

Zombie/Effect
2 Star/Fire
1000 Atk / 1000 Def

On the End Phase of a turn when this card was sent to the Graveyard other than by being destroyed by Battle, Special Summon it from your Graveyard to your opponent's Field. When this card is Special Summoned from the Graveyard, inflict 1000 Damage to this card's controller.

The Restless - Disgraced Emperor
Zombie/Effect
8 Star/Light
2600 Atk / 1500 Def

You can Normal Summon one additional "Restless" Monster each turn. On the End Phase of a turn when this card was destroyed as the result of a card effect, it is Special Summoned from your Graveyard to your opponent's Field. When this card is Special Summoned from the Graveyard, destroy all cards on the controller's Field except for this card then inflict 400 Damage to this card's controller for each card destroyed this way.

The Restless - Mischievous Revenant
Zombie/Effect
2 Star/Light
1400 Atk / 800 Def

On the End Phase of a turn when this card is sent to your Graveyard other than by being destroyed by Battle, Special Summon it to your opponent's Field. When this card is Special Summoned from the Graveyard, the controller of this card returns one random card from their Hand to the bottom of their Deck.

The Restless - Nameless Soldier
Zombie/Effect
4 Star/Light
1900 Atk / 0 Def

On the End Phase of a turn when this card was destroyed by Battle and sent to your Graveyard, Special Summon this card from the Graveyard to your opponent's Field in Defense Position. If this card is destroyed after being Special Summoned from the Graveyard, its controller loses 1500 Life Points.

The Restless - Sorrow's Ghost
Zombie/Effect
3 Star/Water
0 Atk / 1900 Def

On the End Phase of a turn when this card was destroyed and sent to your Graveyard, Special Summon this card to your opponent's Field in Attack Position. If this card was Special Summoned from the Graveyard, it can not change its Battle Position and all Battle Damage to this card's controller from Battles involving this card is doubled.

Buried Alive
Normal Spell

Both players send one Monster Card from their Hand to the Graveyard.

Merciful Release

Normal Spell

Destroy one "Restless" Monster on the Field. Draw two cards.

Spirit Chain

Equip Spell

This card can only be equipped to a "Restless" Monster your opponent controls. A Monster equipped with this card can not be offered as tribute or sent to the Graveyard for a Synchro Summon and you determine its Battle Position. When this card is sent to the Graveyard as a result of the equipped Monster being sent to the Graveyard, Special Summon that Monster to your opponet's Field. Then, you can discard the top card of your Deck to return this card to the top of your Deck.

Spirit's Unrest
Continuous Spell

Once per turn, during the End Phase, you can select one "Restless" Monster that was sent to your Gravyeard this turn and Special Summon it to your opponent's Field. When a Monster Special Summoned by this effect is destroyed, destroy this card.

Roaming Souls
Continuous Trap

Each time a Monster is Special Summoned, Special Summon one Roaming Soul Token (Fairy-type/LIGHT/Level 1/0 Atk/0 Def) to your Field in Defense Position. Roaming Soul Token can not be offered as tribute, except for the tribute Summon of a LIGHT Monster.


More to come, but...yeah, basic idea remains intact. XD

Frostweaver December 2nd, 2008 5:55 PM

Abandoned Bride- pretty fun stuff bring back burn. Once it's special summoned, you just need to follow up with a trap to destroy the other monster and it'll blow up immediately for 2000. Since that's destruction by effect too, you can quite literally cycle this for 4000 damage or even more if you got a big enough hand.

Burning Phantom- really it's just a easier version to use but far from rewarding version fo the above... i'll stick with bride.

Disgraced Emperor- ironically best way is still to special summon it to your field when your field is empty if you *really* want to get this out... I probably will just past on this one due to being a tribute =( Black Rose is less of a hassle if we want field destruction that badly. Since these are light afterall, Honest is probably decent enough to keep yourself quite alive most of the time and I imagine this deck to be packing destruction cards anyway.

Mischievous Revenant- it's not bad, but this deck got potential to score more LP damage in explosive manner that this maybe a bit slow

Nameless Soldier- why we don't need Revenant since this is far more practical, still function as beatstick safely.

Sorrow's Ghost- infinite loop with asura priest for FTK? =/ Since it'll be "always" sent to your graveyard after it dies, you can really just as long as you somehow get this to the other side, and you got asura priest, you're business. That thing will keep coming back to your opponent's side time after time and asura priest can always attack...

Buried Alive- not sure how this helps the theme... ._.;

Merciful Release- great thematic draw cards. 2 cards back and you got a monster to the other side, faster gateway to lightning vortex or something of that nature now.

Spirit Chain- not bad at all for an equip, certainly a fun one to use with soldier or bride forcing it in defense.

Spirit's Unrest- again good card to get important monster back to the other side, just need to ensure that either you got the honest, or more defensive traps to back you up.

Roaming Souls- again more like outside the theme as it has better uses for fairies than this deck in some vain hope to get out venus/angel07 fast. too bad dark armed and judgment dragon is auto-wipe everything, but against the other lightsworns and malicious/krebon, it's a great walling tech at least (and this still works with plasma to help out with the scapegoats a bit)

Alter Ego December 3rd, 2008 11:01 AM

Quote:

Originally Posted by Frostweaver (Post 4166576)
Burning Phantom- really it's just a easier version to use but far from rewarding version fo the above... i'll stick with bride.

'Cept we could have bride cycle this then blow it up by effect and watch hilarity ensue as both detonate monsters return, creating a net sum of 4000 burn between themselves plus whatever extra fun was pulled up from there. Ehh...it was the first of the original restless monsters so it kind of had to make a reappearance. *card game sentimentality*

Quote:

Originally Posted by Frostweaver (Post 4166576)
Sorrow's Ghost- infinite loop with asura priest for FTK? =/ Since it'll be "always" sent to your graveyard after it dies, you can really just as long as you somehow get this to the other side, and you got asura priest, you're business. That thing will keep coming back to your opponent's side time after time and asura priest can always attack...

Umm...all of these revive on the End Phase, you know, and that translates to Asura only getting one shot in a turn. But yeah, slight tweak in order all the same given how these guys have some big beaters on their side.

Quote:

Originally Posted by Frostweaver (Post 4166576)
Buried Alive- not sure how this helps the theme... ._.;

Phantom and Revenant both revive from being sent to the graveyard by any card effect, even if it's not from the field. This also preps said graveyard for Bride and...well, I just felt like throwing this one in there, so no, it doesn't have any particular grand plan attached.

Quote:

Originally Posted by Frostweaver (Post 4166576)
Roaming Souls- again more like outside the theme as it has better uses for fairies than this deck in some vain hope to get out venus/angel07 fast. too bad dark armed and judgment dragon is auto-wipe everything, but against the other lightsworns and malicious/krebon, it's a great walling tech at least (and this still works with plasma to help out with the scapegoats a bit)

Gee...impulse cards sticking out that badly, huh? XD


Anywho...


The Restless - Sorrow's Ghost
Zombie/Effect
3 Star/Water
0 Atk / 2000 Def

On the End Phase of a turn when this card was destroyed by card effect and sent to your Graveyard, Special Summon this card to your opponent's Field in Attack Position. If this card was Special Summoned from the Graveyard, it can not change its Battle Position and all Battle Damage to this card's controller from Battles involving this card is doubled.


And..what the heck, I'm digging up old stuff anyway so might as well go all the way with it. XD

Hallowed Life Boundary
Field Spell

Whenever a player would lose Life Points, that player's opponent gains Life Points equal to the amount of Life Points that the player would have lost instead. All effects that would prevent a player from gaining Life Points are negated. When the difference between your and your opponent's Life Points is 20000 or more, the player with more Life Points wins the duel. When this card would be destroyed, you can send one card with an effect that increases Life Points to your Graveyard instead.


...fine, just a teaser for now. Stuff will be built on top, obviously. ;D

Frostweaver December 3rd, 2008 2:47 PM

Or we could've just give the phantom a new effect :P

Buried Alive- yes in theory, but it's like saying how Gravekeeper Cannoneer is suppose to assist gravekeeper deck. Restless special summons to the other side and is very suicidal (hello free material for Goyo/Black Rose Dragon, and nothing worse than easier access to Stardust for this deck) if you aren't fast, and their best ability is to do insane burn damage or give you very easy access for large battle damage. Suddenly having a control card (hand disruption) is slowing yourself down. Dark World Dealings will do better digging out answers/weapons from your deck while your discard is essentially not a discard at all if you send restless monsters that activates effect even by "sending."

The way I see it, restless you win in 4 turns (and less) or you lose on the 5th. 3 Threatening Roars only get so far when you keep pumping monsters on the other side and you are hoping your protective trap works (praying to Jaden Yuki and Yugi Moto that your traps do not get solemned/wind blasted, or you having a solemn against their solemn, or your opponent has 3 malicious without destiny draw.) Control is nice, but not what the path of this deck seems to be going to.

Hallowed Life Boundary- in a world where the opponent will easily pay 2000 LP or more to activate a certain counter trap, I think that burning directly is easier XD; anyway, need to say that Hallowed Life Boundary doesn't stop its own life gain effect first of all. It's still really "eh" because gaining 20000 LP is a lot harder than hitting 8000 burn damage... especially since restless is suicidal too.


Small revamp of a few cards due to being overly splashable ^_^;

Snowhorn Yeti Fighter
Beast Warrior / Effect
4 Star / Water
1900 Atk / 1800 Def

If there are any spell cards in your graveyard, destroy this monster. When this card destroys a monster as a result of battle, your opponent choose a spell card from his or her deck and sends it to the graveyard. If this card battles a special summoned monster, increase the Atk of this card by 300.


Snowhorn Spider
Insect / Effect
6 Star / Water
2400 Atk / 1400 Def

You can normal summon this card without tribute if you have no spell card in your graveyard. Once per turn, you may discard 1 Snowhorn monster from your hand to destroy a special summoned monster on the field. If you activated this effect, turn this card to defense position.


Snowhorn Trapper
Warrior / Effect
3 Star / Water
700 Atk / 1400 Def

If there are no spell cards in your graveyard and no special summoned monsters on your side of the field, you can activate trap cards from your hand.


Ocean Tunneler of Snowhorn
Sea-Serpent / Effect
6 Star / Water
2200 Atk / 2500 Def

If there are 4 cards in your graveyard and none of which are spell cards, you may tribute summon this card to your side of the field using one of your opponent's special summoned monster as tribute. When your opponent plays a spell card or special summons a monster, your opponent must discard 1 card from his or her hand.


And actual new stuff instead of pure comment + remake XD;

Dual of Snowhorn
Psychic / Effect / Gemini
4 Star / Water
1700 Atk / 1000 Def
[insert gemini text here]
-Once per turn during your main phase, select a Snowhorn monster on your side of the field and pay life points equal to its star level x 100. That monster can attack your opponent twice until the end of your turn.

Snowhorn Gerania
Plant / Effect
2 Star / Water
500 Atk / 500 Def

Remove from play this card and 1 other Snowhorn monster on your side of the field to take control of a special summoned monster on your opponent's side of the field until the end of your turn.

Scarlet Weather December 3rd, 2008 6:39 PM

The Restless- Abandoned Bride: Well, about time you revamped this theme. Since you're determining the battle position of the monster you bring back, I vote Nameless Soldier or Sorrow Ghost as prime picks for the revival, since you'll be getting a cheap shot anyway. I love how this set basically LOLs at Deathkaiser Dragon, this year's latest Zombie tech. Anyway, like Frosty said this card is basically burn-o-matic, dishing out upwards of 4000 in a turn if you pick your cards right. Burning Phantom is also a nice card since its low Atk all but gurantees a swing-over.

Burning Phantom: Since we've got Abandoned Bride to bring this back with if its own effect doesn't go off, the "not by battle" bit doesn't seem as hard to deal with. That and the fact that this thing gets to go off for tribute summons, Synchro summons or discards is just fine by me. ACC approves.

Disgraced Emperor: I'm really not sure this guy helps the set out any. Sure you get a field nuke when his effect goes off, but... really, Stardust Dragon just kind of takes the wind out of this guy's sails.

Mischevious Revenant: Well, this guy makes us just want to play Rageki Break and Phoenix Wing Wind Blast in threes more than we already do. Hand disruption in exchange for an easy-to-attack-over monster? Yesh please.

Nameless Soldier: Well, 1900 when you control it ain't too shabby, though finding a monster outside of Wulf, Jain, or boost Laquari that'll swing over this is going to be tough. Still, the big guy can always turn into a Bride target so that's nice. Not to mention the potential to help dish out 3500 in a turn is just NASTY.

Buried Alive: Support I suppose but.... yeah, more splashable than thematic, really.

Merciful Release: If Bride is on my field and I want it dead, this is how I kill it. If, on the other hand, my opponent has Bride... I kill the other Restless and laugh at them. The draw two? Just icing on the cake. This even makes Disgraced Emperor a more viable option, since we now know how to keep the opponent from keeping a 2600 point body on the field.

Spirit Chain: Okay, best. Restless. Equip. Period. This thing is getting the "run in threes" treatment for sure.

Spirit's Unrest: ...Well, how about dodging those no-battle restrictions, anyone? Or the opposite for Soldier? Nice card, makes reverse-swarming even nastier... though 'tis a pity that Merciful Release nukes this thing.

Wandering Spirit: Ja, is as the Frosty said: I'd rather be running this in Fatty Fairy than anywhere else.

Sorrow's Ghost: Shield Crush gets OWNED. The effect is still nice, just less splashable. Overall good card.

Hallowed Life Boundary: You know, there's an infinite LP loop deck lurking on the Janime forums somewhere where the central combo is basically getting one of a certain monster into the graveyard, another on the field, activating Rainbow Life, and then smashing them into bigger monsters in an infinite die/revive/die loop that would theoretically result in infinite LP. Why do I bring this up since battle damage is negated by this card, thereby destroying the loop? Well, mostly because this card is that deck's win condition now. And... that's it. Really kind of a "meh" card, in my humble opinion.

Yeti Fighter: Still kicking butt and taking names for Snowhorn, but nowhere else anymore. Nice fix.

Spider: Less of an instant destruction engine, and more of a one-shot method of dealing with big special summons. Also now unplayable outside of dedicated Snowhorn. Nice card.

Trapper: Say it with me: BROKEN. Three copies of Legacy of Yata-Garasu, three of Jar of Greed, three of Reckless Greed... Heck, you could summon this on your opening move and blow through half your deck in a turn. Contrary to popular belief, I can think of quite a few ways of keeping that spell count in the graveyard down- ways like Spell Striker, for instance, or just plain and simple Macro Cosmos. Broken draw ability FTW?

Ocean Tunneler of Snowhorn: Not quite the Dark Horus of Snowhorn anymore, but... meh, that four-card restriction is still getting on my nerves since Snowhorn likes its discards. Just say "at least four" and this thing will be fine and still retain its non-splashability. It's not quite as amazing as DAD, so it doesn't justify an exact graveyard count anyway especially considering that Snowhorn has limited ways to manage its graveyard.

Dual of Snowhorn: You do realize that this thing can pay for itself, right? Otherwise, I have to say that it's kind of off-theme.... though Great Whale attacking twice is pretty incredible.

Gerania: Until the end phase? Oh, come on, lame. If I'm giving up two-for-one, I don't wanna have to give it back during the end phase. This could stand a buff, especially since it can't be searched by Mother Grizzly if we don't wanna disturb the Snowhorn mechanic.

Anyway, my turn. And if we're all going back for old themes.... Fufufufu.

Dark Seraph
Monster/Dark/Fairy/Effect/4*
Atk 1600/ Def 1900
When you control "Dark Sanctuary", switch this monster's original Atk and Def. When this monster is destroyed by a card effect, select a "Dark Seraph" monster from your deck other than "Dark Seraph" and send it to the graveyard.

Dark Seraph Lancer
Monster/Dark/Fairy/Effect/4*
Atk 1700/ Def 1400
This monster deals piercing damage. When this monster is sent to the graveyard by the effect of a Dark Seraph monster while you control "Dark Sanctuary", special summon it in face-up attack position during the end phase of your turn.

Dark Seraph Abidos
Monster/Dark/Fairy/Effect/7*
Atk 2400/ Def 2700
This monster cannot be normal summoned. If this monster is sent to the graveyard by the effect of a "Dark Seraph" monster while you control "Dark Sanctuary", special summon this monster from your graveyard during your end phase. This monster is not affected by the effects of spell or trap cards.

Dark Seraph Miseres Deux
Monster/Dark/Fairy/Effect/4*
Atk 1000/ Def 800
When this monster is summoned, send a "Dark Seraph" monster from your deck to the graveyard. Negate the effects of a monster sent to the graveyard in this way unless "Dark Sanctuary" is on the field.

Dark Seraph Lucio
Monster/Dark/Fairy/Effect/8*
Atk 3000/ Def 1800
This monster cannot be special summoned except by removing three differently named "Dark Seraph" monsters in your graveyard from play. This monster deals piercing damage. When this monster declares an attack, you can send a Dark-attribute monster from your deck to the graveyard.

Dark Sanctuary
Field Spell
When a "Dark Seraph" monster you control is destroyed, send a "Dark Seraph" monster from your deck to the graveyard. When this card is destroyed, add one "Dark Sanctuary: Advanced" from your deck to your hand.

Dark Sanctuary: Advanced
Field Spell
By tributing a Dark-attribute monster you control, destroy a monster on the field with an equal or lower level. If you tribute a "Dark Seraph" monster, select a Dark-attribute monster from your deck with an equal or lower level and add it to your hand. This card is treated as "Dark Sanctuary" while it is on the field.

Well, now, broken or not?

Frostweaver December 3rd, 2008 11:47 PM

/pif picky picky people

Ocean Tunneler of Snowhorn
Sea-Serpent / Effect
6 Star / Water
2200 Atk / 2500 Def

If there are 4 or more cards in your graveyard and none of which are spell cards, you may tribute summon this card to your side of the field using one of your opponent's special summoned monster as tribute. When your opponent plays a spell card or special summons a monster, your opponent must discard 1 card from his or her hand.

Snowhorn Gerania
Plant / Effect
2 Star / Water
500 Atk / 500 Def

Remove from play this card on the field and 1 Snowhorn monster in your graveyard to take control of a special summoned monster on your opponent's side of the field until the end of your opponent's turn.


Trapper... I guess to avoid Cathedral of Noble problem, we'll have to change it then =(

Snowhorn Trapper
Warrior / Effect
3 Star / Water
1100 Atk / 1400 Def

If there are no spell cards in your graveyard and no special summoned monsters on your side of the field, you can activate trap cards from your hand by removing 1 Snowhorn monster in your graveyard from play..

And new card to follow Alter Ego's new decree of almost make a new card when you post here:

Snowhorn Bronto
Dinosaur / Effect
5 Star / Water
2100 Atk / 2500 Def

When this card is tribute summoned, you can select up to 3 Snowhorn monster in your graveyard and put them on top of your deck.



Dark Seraph theme- the problem: the effect is very outdated for a lot of these monster... we now have Armageddon Knight. We really don't need to play these more restrictive but lower stat monster when Armageddon Knight is very searchable and can do the job if it's not for Dark Seraph forcing you to only play the Dark Seraphs. It's like... trying to get a good high off the high tribute monster, but to do that you have to shaft yourself first with a subpar lv 4 line up... So let's look at the higher tribute to see if they're worth the sacrifice.

Abidos- dead draw until Dark Sanctuary is up, and if it does go up, It's immune to all but battle... oh wait, synchron is all about battle and almost all the synchron can run this over (or got its own monster destruction effect to do it.) Tributes that we play, celestia and caius, all got monster destruction too. We do avoid the bottomless, wind blast, but that's about it... (monster destruction, haven't seen that one for awhile.) High def so can it wall? Oh wait just not enough to wall Goyo and Colossal fighter =/

Lucio- Technically not too hard of a requirement. It's a beatstick. Piercing is just icing (note: if we see reaper, it's going to Crush you anyway.) Its effect is just to send more dark to the graveyard ideally to fuel mroe Dark Seraphs. Sadly the only real plausible candidate is really Lancer as no one else can immediately come out to join the battle phase after Lucio ran the big stuff over.

Problem with the theme- Dark Seraph is all about sending other members of the family to the graveyard to activate effects. Sadly, there's actually not that many effects we can utilize unlike gladiator beasts how they call each other and you got perfect option in many situation depending on what you need. Dark Seraph really needs more additional monster and not so much a new field card...

Dark Sanctuary- why use this when we got the advanced version?

Dark Sanctuary Advanced- we really won't play both, because it's too much of a clog. If we really want to guarantee that we get this, just play 2 terraforming with 3 of this and it'll suffice. Miseres can destroy wulf and stuff, but the real threats are higher than 4 star in most situation, so it's not bad but doesn't really save the Seraphs that much. Their problem is mroe of nothing to do rather than drawing more of them (plus they want to be milled not drawn anyway after you got the first 2 copy of them ><)

Alter Ego December 4th, 2008 3:45 AM

Well, the philosophy behind Hallowed Life Boundary is to take the standard magic number of 8000 and toss it out the window. A lot of decks, particularly burn and OTKO, are geared for '8000-damage nao! Screw everything else!' so I figured it would be fun to have something that throws them off their gameplan. You'd only really be running the boundary in an LP gain deck to begin with, so the self-protection should last pretty much as long as you have in-hand cards. Plus, those Solemns get more and more painful the more 'damage' they're pounding through while this card is in play.

Dark Seraph: yeah, this would be better with 100 less Atk so it would be searchable at least. Even so, not that likely to be blown up by card effect unless you flip Torrential, so...yeah. Oooh...how about making it more like the original RP Seraph by dropping its stats a little and giving it an effect that lets it avoid destruction by pitching a seraph from your hand instead? That could make for some fun staying power, and the theme is lacking a hand discarder to make those in-hand copies of Abidos worthwhile.

Dark Seraph Lancer: 100 points beneath the accepted boundary of big beatstick right now. Good enough muscle for a piercer, though.

Dark Seraph Abidos: This was so much better in that older format where we still tossed S/Ts down for our destruction needs. xD Ehh...yeah, I'd say allow normal summon and make it no tributes if you have enough differently named seraphs in the graveyard or something. At least not as much of a dead card in-hand. Heck, bump its stats up a little. This is an era of big, buff muscle anyway. :x

Dark Seraph Miseres Deux: Armageddon Knight got a nerf. D: Meh, I'd say make it more like the original miseres. Like, say, have it blow something up if a seraph discards it. Like Frosty said: this set is kind of lacking in worthwhile end results for all our milling troubles.

Dark Seraph Lucio: Necro Gardna/Plaguespreader pitch ftw. Unless we have an Abidos around or need that lancer real bad (which, you know, we usually don't since this is essentially a bigger Lancer), there's really nothing in-theme that's worth the bother.

Dark Sanctuary: 'Cept...why would we want to do that when the seraphs only benefit from being pitched by other seraphs? Unless we're setting up Lucio, this does nothing really. :\

Dark Sanctuary: Advanced: Decent enough field, now if we had a better monster base to support it...


Yeah, Seraph needs options. More in-graveyard trigger effects or self-recurring seraphs with toolbox-style effects, please. A reverse toolbox theme would be awesome, especially now that Crow is in decline, but these little fellows are kind of not providing on that front.


Snowhorn Yeti Fighter: Snowhorn is really playing it no spells now, huh. Well, fair enough certainly.

Snowhorn Spider: Still your potential first-turn beastick of choice, but it's less of a total special summon rape now so ish good.

Dual of Snowhorn: Not really...snowhornish since neither LP costs or double attacks are really part of the theme and it's already kind of offbeat for being a gemini. Decent enough, though.

Ocean Tunneler of Snowhorn: Yeah, less specific graveyard counts are good, and coming with a built-in Soul Exchange is fun. I'd actually consider running this in Snowhorn now. :3

Snowhorn Gerania: Steal something, smash face with it, and wall with it for the next turn. Shriek can load snowhorns into the graveyard if it comes to that, so this is definitely a formidable option.

Snowhorn Trapper: So wait, is that remove one activate as many as you like or remove one activate one? Kind of not clear from the wording. Anyway, I'd say easiest way to avoid exploits with this would be something like "When your opponent special summons a monster and you have no Spell Cards in your Graveyard, you can activate a trap card from your Hand". That pretty much plugs all exploit holes because it hinges the effect on what your opponent decides to do. It should be a pretty efficient detergent for casual special summon spamming too.

Snowhorn Bronto: Funny thing that, I had an idea for a similar effect, except that it would have been piling level 3 and below vanillas to set up for Enchanted Fitting Room. XD Ehh...kind of questionable whether I'd want this, really. On one hand, it can guarantee me the big beaters of my choice, but on the other that's three turns' worth of draws without any trap support, and that's no good if my opponent pulls something clever.


Anywho...because I now do have my heart set on making a focused LP gain set. <3

Harmony's Martyr
Fairy/Tuner/Effect
1 Star/Light
0 Atk / 0 Def

When your opponent declares an attack, you can send this face-up card on the Field to the Graveyard to negate the attack and end the Battle Phase. When this card is sent to the Graveyard other than by being destroyed, gain 2000 Life Points.

Harmony Vanguard
Fairy/Effect
4 Star/Light
1900 Atk / 2000 Def

During your End phase, if this card did not attack this turn, gain Life Points equal to this card's Atk.

Herald of Harmony
Fairy/Effect
3 Star/Light
1000 Atk / 1200 Def

At the beginning of your opponent's Battle Phase, select any number of Attack Position Monsters from your opponent's Field whose combined Atk is lower than or equal to the amount of Life Points you gained during your last turn. The selected Monster(s) can not attack this turn.

Preserver of Harmony

Fairy/Effect
3 Star/Light
900 Atk / 1900 Def

Once per turn, by increasing your opponent's Life Points by 1500, you can negate the activation and effect of a card your opponent controls that would destroy a Monster(s) on the field and set the card face-down on your opponent's Field. That card can not be flipped face-up until the end of this turn.

Patron of Harmony
Fairy/Effect
4 Star/Light
1200 Atk / 2000 Def

During each End Phase, if the turn player did not enter their Battle Phase this turn, that player gains 1000 Life Points for each face-up Monster they control.

Spirit of Harmony
Fairy/Effect
7 Star/Light
0 Atk / 0 Def

When you gain Life Points, you can Special Summon this card from your Hand. You can only control one "Spirit of Harmony" at a time. During each of your End Phases, increase the Def of this card by the amount of Life Points you gained that turn until your next End Phase. Monsters with an Atk lower than or equal to this card's Def can not attack.

Deity of Harmony
Fairy/Synchro/Effect
8 Star/Light
2000 Atk / 2200 Def

Any Tuner Monster + Any Light Attribute Non-Tuner Monster(s)

During each Battle Phase, increase the Atk and Def of this card by the amount of Life Points you gained this turn until the end of the Battle Phase. When this card would inflict Battle Damage to your opponent, make that damage zero and gain that many Life Points instead. By increasing your opponent's Life Points by 2000, negate the activation and effect of a card your opponent controls that would destroy a card(s) on the Field and return it to the bottom of the owner's Deck. When this card destroys a Monster by Battle, that Monster is returned to the bottom of the owner's Deck instead of being sent to the Graveyard.

Empath Song
Normal Spell

This card can only be activated on Main Phase 1 of a turn when you did not destroy any cards. Until your next Standby Phase, neither player can declare attacks and cards on the Field can not be destroyed. On your next Standby Phase, both players gain Life Points equal to the combined Atk of all face-up Monsters they control.

Harmonious Healing

Continuos Trap

Whenever your opponent gains Life Points, you gain half that number of Life Points.


More to come, more to come. Comments? =D

Forci Stikane December 4th, 2008 12:13 PM

Quote:

Originally Posted by Alter Ego (Post 4169481)
Anywho...because I now do have my heart set on making a focused LP gain set. <3

Harmony's Martyr
Fairy/Tuner/Effect
1 Star/Light
0 Atk / 0 Def

When your opponent declares an attack, you can send this face-up card on the Field to the Graveyard to negate the attack and end the Battle Phase. When this card is sent to the Graveyard other than by being destroyed, gain 2000 Life Points.

So either let your opponent waste a random Fissure/PWWB/DAD/Judgment effect on killing this thing or freeze your opponent's attacks for a turn and get a free 2000 by either using its effect or just tributing it for whatever. Magical Android would probably be the better choice for it as far as easy Synchros go, since it can continue the LP gain. The thing is, the low stats only help it by being searchable and too low for both Crush Card and Smashing Ground, since its self-protection effect prevents any destruction by battle while netting you a freebie 25% of your original Life Points. And if you tribute two of these for an in-hand Gorz or something...that's a bit much for it, don't you think? Maybe just 1000 Life Points instead.

Harmony Vanguard
Fairy/Effect
4 Star/Light
1900 Atk / 2000 Def

During your End phase, if this card did not attack this turn, gain Life Points equal to this card's Atk.

Beatstick that rewards you for not using it as a beatstick. Obviously a card to play on the first turn since you can't attack, anyway, but even outside of that it's a respectable enough attacker to hold its own against most threats. But, between the prospect of the 2000 DEF that laughs at Enemy Controller/Book of Moon and the prospect of again gaining almost 2000 Life Points each turn for having it out...you basically took Dancing Fairy, beefed up both of its stats, almost doubled its LP gain, and removed the condition of having to leave it on a measly 1000 DEF. Definitely splashable, at the very least.

Herald of Harmony
Fairy/Effect
3 Star/Light
1000 Atk / 1200 Def

At the beginning of your opponent's Battle Phase, select any number of Attack Position Monsters from your opponent's Field whose combined Atk is lower than or equal to the amount of Life Points you gained during your last turn. The selected Monster(s) can not attack this turn.

So, looking at what we have so far, you can stop at least one general beatstick from stomping over your monsters with this thing, although that's not to say it's necessary with the beefiness of Harmony Vanguard. The fun part is, tributing the selected monster wouldn't work since this triggers at the start of the Battle Phase, but it still doesn't have the stats to hold its own against anything that slips through. Very nice.


Preserver of Harmony

Fairy/Effect
3 Star/Light
900 Atk / 1900 Def

Once per turn, by increasing your opponent's Life Points by 1500, you can negate the activation and effect of a card your opponent controls that would destroy a Monster(s) on the field and set the card face-down on your opponent's Field. That card can not be flipped face-up until the end of this turn.

Bad Reaction to Simochi, please. 1500 damage on top of the normal payment for something like Raigeki Break? Why not? Too bad I don't think this would touch DAD, though, since it says that it cannot be set.

Patron of Harmony
Fairy/Effect
4 Star/Light
1200 Atk / 2000 Def

During each End Phase, if the turn player did not enter their Battle Phase this turn, that player gains 1000 Life Points for each face-up Monster they control.

This kind of ruins part of the point of Martyr, since your opponent will just shrug it off and take their X000 Life Points...but if we have something like Simochi in play, it turns into a choice of either lose LP or give you another 2000. Either way, this also combos well with Vanguard...a bit too well, in fact. 3900+ a turn, and another 3000 for each Vanguard on top of that? You're getting a bit crazy here with the numbers.

Spirit of Harmony
Fairy/Effect
7 Star/Light
0 Atk / 0 Def

When you gain Life Points, you can Special Summon this card from your Hand. You can only control one "Spirit of Harmony" at a time. During each of your End Phases, increase the Def of this card by the amount of Life Points you gained that turn until your next End Phase. Monsters with an Atk lower than or equal to this card's Def can not attack.

Translation: "Summon Harmony's Vanguard and Patron of Harmony to the field, gain 3900 Life Points, summon this monster, and permanently prevent any and all monsters from attacking while you net a cheap 5000 Life Points or more each turn." With these crazy amounts you're running, I would have to call this broken, especially with Hallowed Life Boundary looming over the horizon.

Deity of Harmony
Fairy/Synchro/Effect
8 Star/Light
2000 Atk / 2200 Def

Any Tuner Monster + Any Light Attribute Non-Tuner Monster(s)

During each Battle Phase, increase the Atk and Def of this card by the amount of Life Points you gained this turn until the end of the Battle Phase. When this card would inflict Battle Damage to your opponent, make that damage zero and gain that many Life Points instead. By increasing your opponent's Life Points by 2000, negate the activation and effect of a card your opponent controls that would destroy a card(s) on the Field and return it to the bottom of the owner's Deck. When this card destroys a Monster by Battle, that Monster is returned to the bottom of the owner's Deck instead of being sent to the Graveyard.

...Even not considering the Simochi abuse again, Martyr going to the Graveyard would give you an extra 2000 ATK & DEF to play with for a turn, on top of whatever else you might toss in. With Tryce or something for multiple attacks tacked on, that one-turn base 4000 ATK thanks to Martyr could turn into a completely insane amount of LP gain. Still, this isn't too horrible on its own thanks to how most of these Harmony effects don't activate until the End Phase. The effect for returning any destroyed monster to the Deck also ruins graveyard shenanigans, Zombies in particular.

Empath Song
Normal Spell

This card can only be activated on Main Phase 1 of a turn when you did not destroy any cards. Until your next Standby Phase, neither player can declare attacks and cards on the Field can not be destroyed. On your next Standby Phase, both players gain Life Points equal to the combined Atk of all face-up Monsters they control.

Here's your toy to use with Deity, not to mention making Threatening Roar cry. ...But, once again, this just screams Simochi for one huge finisher. Let your opponent toss out monsters to take advantage of the LP gain, then flip Simochi to make the entire thing backfire. It wouldn't be too hard to reach around 4000 against most decks, either. Then follow up with a second one for game, and there isn't much your opponent will be able to do about it.


Harmonious Healing

Continuos Trap

Whenever your opponent gains Life Points, you gain half that number of Life Points.

I guess it works well with Deity, Empath, or just on its own if you're going the Hallowed route, but not much use outside of that.

More to come, more to come. Comments? =D

Some of the cards would be more suited to cure-burn than the theme itself, and others are too promising. The numbers here are just too large, AE. Even with just Vanguard and Patron you're netting almost 4000 Life Points a turn. You need to cut down on that, especially with Spirit of Harmony there to take full advantage of it.

Warped Mind
DARK/Psychic
3 Stars/1400 ATK/650 DEF

A once-brilliant scientist, now driven insane by his lust for knowledge.

Because every type needs that token vanilla.

Alliance Confusion
Normal Trap
You can only activate this card when your opponent summons a monster while you have at least one monster on your side of the field. Your opponent selects one monster on your side of the field, then control of the selected monster and the summoned monster are switched. If the summoned monster has an effect that activates upon successful summoning, you may activate its effect instead of your opponent.

I know it's a bit too late for the Monarch metagame, but I still felt like tossing this out there.

Alter Ego December 4th, 2008 2:20 PM

Quote:

Originally Posted by Ichaste Pekoni (Post 4169929)
Some of the cards would be more suited to cure-burn than the theme itself, and others are too promising. The numbers here are just too large, AE. Even with just Vanguard and Patron you're netting almost 4000 Life Points a turn. You need to cut down on that, especially with Spirit of Harmony there to take full advantage of it.

Haihai, forgot the blatant Simochi abuse. >.< Hoo...patching up time. But first. :x

Warped Mind: Well it could at least have been a good token vanilla. D:

Alliance Confusion: Yeah, not much to give against monarch right now, but stealing Dark Armed or Judgment Dragon like this seems kind of...cheap. :x Or heck, why not Gorz if the situation is right. Turn that would-be surprise buttkicking into a simple bigger beatstick for you.


Aaaanyways...

Harmony's Martyr
Fairy/Tuner/Effect
1 Star/Light
0 Atk / 0 Def

When your opponent declares an attack, you can send this face-up card on the Field to the Graveyard to negate the attack and end the Battle Phase. When this card is sent to the Graveyard other than by being destroyed, gain 1000 Life Points.

Harmony Vanguard
Fairy/Effect
4 Star/Light
1900 Atk / 2000 Def

During your End phase, if this card did not attack this turn, gain 1000 Life Points.

Preserver of Harmony

Fairy/Effect
3 Star/Light
900 Atk / 2100 Def

Once per turn, if "Hallowed Life Boundary" is on the Field, you can increase your opponent's Life Points by 1500 to negate the activation and effect of a card your opponent controls that would destroy a Monster(s) on the Field and return that card to your opponent's Hand. A card returned to your opponent's Hand by this effect can not be summoned or activated until the end of the turn.

Patron of Harmony
Fairy/Tuner/Effect
2 Star/Light
800 Atk / 1800 Def

At the beginning of your Battle Phase, send this face-up card on your Field to the Graveyard. During each of your End Phases, gain 1000 Life Points. Then, if "Hallowed Life Boundary" is on the Field, gain 1000 more Life Points.

Spirit of Harmony
Fairy/Effect
7 Star/Light
0 Atk / 0 Def

You can only control one "Spirit of Harmony" at a time. When you gain Life Points, you can Special Summon this card from your Hand. Its Def then becomes the amount of Life Points you gained. Monsters with an Atk lower than or equal to this card's Def can not attack.


Empath Song
Normal Spell

This card can only be activated on Main Phase 1 of a turn when you did not destroy any cards. Until your next Standby Phase, neither player can declare attacks and cards on the Field can not be destroyed. On your next Standby Phase, your opponent can choose to gain 1000 Life Points for each Monster they control.


And new stuffs for the theme,

Redeemer of Harmony
Fairy/Effect
7 Star/Light
1600 Atk / 2500 Def

On a turn when the amount of Life Points you gained is greater than or equal to the Def of this card, this card can be Normal Summoned without tribute. When this card would destroy a Monster by Battle, you can negate the destruction of that Monster to Special Summon one LIGHT Monster with a Def higher than its Atk from your Deck in Defense Position. Then, your opponent gains Life Points equal to the Atk of the Special Summoned Monster.

Pulse of Life
Continuous Spell

Once per turn, instead of conducting your Normal Summon, you can Special Summon one Monster with an Atk lower than or equal to the amount of Life Points you gained this turn from your Graveyard. When a Monster Special Summoned this way is removed from the Field, send this card to the Graveyard.

Forci Stikane December 4th, 2008 3:10 PM

Quote:

Originally Posted by Alter Ego (Post 4170210)
Haihai, forgot the blatant Simochi abuse. >.< Hoo...patching up time. But first. :x

Warped Mind: Well it could at least have been a good token vanilla. D:

...Eh, OK.

Alliance Confusion: Yeah, not much to give against monarch right now, but stealing Dark Armed or Judgment Dragon like this seems kind of...cheap. :x Or heck, why not Gorz if the situation is right. Turn that would-be surprise buttkicking into a simple bigger beatstick for you.

At least it only triggers on summoning, like Torrential.

Aaaanyways...

Harmony's Martyr
Fairy/Tuner/Effect
1 Star/Light
0 Atk / 0 Def

When your opponent declares an attack, you can send this face-up card on the Field to the Graveyard to negate the attack and end the Battle Phase. When this card is sent to the Graveyard other than by being destroyed, gain 1000 Life Points.

Better. Now we're not going as crazy with the Tributes.

Harmony Vanguard
Fairy/Effect
4 Star/Light
1900 Atk / 2000 Def

During your End phase, if this card did not attack this turn, gain 1000 Life Points.

Better. Now it's down to a souped-up Dancing Fairy. It's still somewhat splashable by the stats alone, but at least it isn't as crazy in the theme itself.


Preserver of Harmony

Fairy/Effect
3 Star/Light
900 Atk / 2100 Def

Once per turn, if "Hallowed Life Boundary" is on the Field, you can increase your opponent's Life Points by 1500 to negate the activation and effect of a card your opponent controls that would destroy a Monster(s) on the Field and return that card to your opponent's Hand. A card returned to your opponent's Hand by this effect can not be summoned or activated until the end of the turn.

At least it definitely works on Dark Armed and temporarily gets rid of troublesome monsters now.

Patron of Harmony
Fairy/Tuner/Effect
2 Star/Light
800 Atk / 1800 Def

At the beginning of your Battle Phase, send this face-up card on your Field to the Graveyard. During each of your End Phases, gain 1000 Life Points. Then, if "Hallowed Life Boundary" is on the Field, gain 1000 more Life Points.

No more Life Points for the opponent in exchange for no attacking and a cap. Much better.

Spirit of Harmony
Fairy/Effect
7 Star/Light
0 Atk / 0 Def

You can only control one "Spirit of Harmony" at a time. When you gain Life Points, you can Special Summon this card from your Hand. Its Def then becomes the amount of Life Points you gained. Monsters with an Atk lower than or equal to this card's Def can not attack.

...Eh...It's good that it requires one chunk LP gain now as opposed to soaking up the entire turn, but...Aegis of Gaia, anyone? It still becomes an average Wall of Revealing Light without the payment.

Empath Song
Normal Spell

This card can only be activated on Main Phase 1 of a turn when you did not destroy any cards. Until your next Standby Phase, neither player can declare attacks and cards on the Field can not be destroyed. On your next Standby Phase, your opponent can choose to gain 1000 Life Points for each Monster they control.

Alright, but the Simochi threat is still there if you wait until your opponent chooses to activate it. At least that'll only work once, but that's still a good chunk of damage and then leaves this card as pure field paralysis.

And new stuffs for the theme,

Redeemer of Harmony
Fairy/Effect
7 Star/Light
1600 Atk / 2500 Def

On a turn when the amount of Life Points you gained is greater than or equal to the Def of this card, this card can be Normal Summoned without tribute. When this card would destroy a Monster by Battle, you can negate the destruction of that Monster to Special Summon one LIGHT Monster with a Def higher than its Atk from your Deck in Defense Position. Then, your opponent gains Life Points equal to the Atk of the Special Summoned Monster.

......So, you run into Sangan or something but cancel the battle to toss out Patron for a quick 2000 or Preserver for protection, in both cases only giving your opponent less than 1000 LP?

Pulse of Life
Continuous Spell

Once per turn, instead of conducting your Normal Summon, you can Special Summon one Monster with an Atk lower than or equal to the amount of Life Points you gained this turn from your Graveyard. When a Monster Special Summoned this way is removed from the Field, send this card to the Graveyard.

And the rest stay put? The biggest problem I see here is how most of the healing effects of the set happen during the End Phase, so like with Deity, you're getting your Life Points too late to fully utilize this card.

Warped Mind
DARK/Psychic
4 Stars/1900 ATK/1500 DEF

A once-brilliant scientist, now driven insane by his lust for knowledge.

There, now it matches Archfiend Soldier.

Gundam-Fighter December 4th, 2008 3:54 PM

Whoah! Where'd this come from?
Trap

Whoever activates this trap card has legally accepted to have a £5000000 bounty to be placed on their head which can be collected by anyone. This card cannot be void even if card is damaged.

Gymnotide December 4th, 2008 4:49 PM

Get Out of Jail Free Card
Quick-Play Spell
Get out of jail. For free.

[WOW]

Shadowmend (4)
Priest / Shadow / Enhancement Ability
Remove all damage from target ally. During the beginning of each of your turns, damage the targeted ally for an amount equal to the amount of damage healed by this ability.

Snakes? Why'd it Have to be Snakes?!
Resource (Quest)
Pay (7) and exhaust 5 allies or heroes you control to complete this quest. During the turn this quest is completed, you can play up to 3 resources.

Alter Ego December 5th, 2008 4:13 PM

Warped Mind: Was thinking more of Hunter Dragon standard with three stars, but whatever floats your boat.

Quote:

Originally Posted by Ichaste Pekoni (Post 4170386)
...Eh...It's good that it requires one chunk LP gain now as opposed to soaking up the entire turn, but...Aegis of Gaia, anyone? It still becomes an average Wall of Revealing Light without the payment.

...you really won't give up until the poor thing is totally useless, will you? ~~ It's not Wall of Revealing because the no attacks penalty applies to both players rather than just your opponent, an even slightly graveyard-buffed Collossal Fighter hits over it, and it's still completely vulnerable to all forms of spin and effect destruction, not to mention theft and good old Book of Moon (which turns it into a permanent 0/0 chump). Spirit is not a weapon of mass destruction nor an unassailable fortress, so I don't see the problem here, really.

Quote:

Originally Posted by Ichaste Pekoni (Post 4170386)
And the rest stay put? The biggest problem I see here is how most of the healing effects of the set happen during the End Phase, so like with Deity, you're getting your Life Points too late to fully utilize this card.

True. Oh me oh my, time for more edits and additions nao?

Chanter of Harmony
Fairy/Tuner/Effect
3 Star/Light
1000 Atk / 1700 Def

Once per turn, you can gain 800 Life Points for each Monster you control. If you do, you can not enter your Battle Phase this turn.

Patron of Harmony
Fairy/Tuner/Effect
2 Star/Light
800 Atk / 1800 Def

At the beginning of your Battle Phase, send this face-up card on your Field to the Graveyard. During each of your Standby Phases, gain 1000 Life Points. During each of your End Phases, if "Hallowed Life Boundary" is on the Field, gain 1000 Life Points.

Chorus Master of Harmony
Fairy/Synchro/Effect
7 Star/Light
2500 Atk / 2600 Def

Chanter of Harmony + Any Non-Tuner Light Monster(s)

This card can attack once for each Monster used to Synchro Summon it. When this card would destroy a Monster by Battle, you can negate the destruction of that Monster to gain Life Points equal to its Atk or Def instead, whichever is higher. Whenever a "Harmony" Monster you control would inflict Damage to your opponent, make that damage zero to gain that many Life Points instead.

Frostweaver December 6th, 2008 1:06 AM

Chanter and Patron- honestly I really don't have much to say. Not like this deck will really try to battle anyway so they just gain life points, and give you access to synchrons (which, thought ruler will be quite ideal for this deck since you can then battle and still gain some life points to reach to hallow, but then for these tuners that we're given and unfriendliness to monsters outside of supreme deck dedication, kind of hard to reach 8 star)

Chorus Master- a fine synchron, finally some muscle but we still got some general trouble...


General problem with this deck is 2 things:
-without hallowed life barrier, this deck can do *nothing*
-just like any other burn card in today's environment: rely on spell/trap protection, which sadly synchrons either negate or outright blow them all up in one go.

1st isn't really a problem, just don't play it until you are that close to winning with it, or the moment you play it, it's game. Luckily most of these monsters don't need the field card to be on the field (unlike some other LP related fairies) so you can really just save it and not play it until way later, or you are trying to threaten your enemy to waste destruction or play DAD/Judgment too early while you are fully prepared using Hallowed as lure.

2nd one is the problem though... you can't solemn judgment with this deck obviously, so we lose out big time on methods to stop DAD, Judgment Dragon, Black Rose and Stardust Dragon/Thought Ruler. This deck is Oppression Friendly and is an answer, but seeing how no Oppression anti-meta game made to Day 2, sadly probably not solid enough or fast enough... These guys got high def, but not enough to wall out synchron's attack, and even then very vulnerable to destruction. Decks that can't kill monsters sadly got little room to stand in this meta unless you are *that fast* at it. Reaching 20000 LP while fetching a specific field, relying on monster purely in defense mode is very difficult to do.

What the deck need is not more monsters as the monster line up and effect are solid. What we need is some support spells and traps. Empath Song is only 3 out of 40 and really can't do everything. Even with magical stone excavation, Empath Song only last so long (if you can survive the brutal assault to get there to draw it. You can fake an empty field to threaten a Gorz but that only works so much)


Anyway, while custom theme can be fun, sometimes we need to trace Yugioh back to its roots ;D

Rebirth of Legends
Continuous Spell Card

During your standby phase, if there are no monsters on your side of the field, special summon one "Blue Eyes White Dragon" on your side of the field from your graveyard. If this card is destroyed, send all "Blue Eyes White Dragon" from the field and your graveyard back to your deck.

Awakening of True Legend
Normal Spell Card

You can only play this card in Main Phase 1. Tribute 1 "Blue Eyes White Dragon" on your side of the field to destroy all monsters on the field and special summon 1 "Blue Eyes Ultimate Dragon" (this counts as a Fusion Summon.) "Blue Eyes Ultimate Dragon" cannot attack on the turn that it is special summoned.

Gymnotide December 6th, 2008 12:28 PM

Eh, brainstorming.

Earthbound Geomancer
( 4 Stars / EARTH / Rock / Effect Monster )
0 / 1500


FLIP: Select and activate 1 Field-Spell Card from your Deck.

Earthbound Warder
( 4 Stars / EARTH / Rock / Effect )
0 / 2200


As long as this card remains face-up on the field, Field Spell Cards you control cannot be destroyed.

Petrify
Continuous Spell
Switch 1 face-up monster to Defense-position and place 1 Stone Counter on it. A monster with a Stone Counter on it is treated as Rock-type, has double its DEF, and cannot change its battle position as long as it is on the field. When this card is removed from the field, destroy the selected monster.

Petrified Lake
Field Spell
Defense Position monsters are not affected by Spell or Trap cards, except "Petrified Lake." When this card is sent from the field to the Graveyard, select 1 Field Spell card, other than "Petrified Lake," and add it to your Hand.

Sandstone Monument
Field Spell
The ATK of all attack-position Rock-type monsters is equal to their DEF.

Lord of Sardon
( 8 Stars / EARTH / Rock / Effect )
0 / 3000


This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 2 "Earthbound" monsters you control. When this card attacks, increase the ATK of this card by 800 for every Field Spell Card in your Graveyard during the damage step only.

Forci Stikane December 7th, 2008 1:32 PM

Quote:

Originally Posted by Alter Ego (Post 4172632)
...you really won't give up until the poor thing is totally useless, will you? ~~ It's not Wall of Revealing because the no attacks penalty applies to both players rather than just your opponent, an even slightly graveyard-buffed Collossal Fighter hits over it, and it's still completely vulnerable to all forms of spin and effect destruction, not to mention theft and good old Book of Moon (which turns it into a permanent 0/0 chump). Spirit is not a weapon of mass destruction nor an unassailable fortress, so I don't see the problem here, really.

I'm not trying to make it completely useless, but...I was admittedly going by WC08, where practically every Wall goes for 3000. With this, you could achieve that with a Life Point gain instead of a decrease, and the self-freeze part isn't even that much of a problem because you wouldn't be attacking with most of the Harmony monsters, anyway. Wall of Revealing Light also has that same weakness to big beaters and effect destruction, only losing a Wall means that you're out a good number of Life Points along with it.

...Come to think of it, even without the DEF boost, being able to just plunk down a Level 7 is dangerous by itself. All you would need to do is Teleport in Mind Master and that's a quick 8 stars for Stardust, Thought Ruler, or whatever. Or, better yet, drop Spirit and Martyr to Synchro into Deity, then use the 1000 from Martyr to bring out another Spirit then Teleport Mind Master. That might be pushing it chance-wise, but one is a 6/40 shot and three of them are searchable. Malicious can do the trick better with Krebons, yes, but at least this doesn't have the same weakness to the Imperial Iron Wall that'll be popping up thanks to Plaguespreader.


Chanter of Harmony
Fairy/Tuner/Effect
3 Star/Light
1000 Atk / 1700 Def

Once per turn, you can gain 800 Life Points for each Monster you control. If you do, you can not enter your Battle Phase this turn.

Case-in-point: who cares about not being able to attack if your monster effects are making you skip your Battle Phase, anyway? The LP gain is the same as Princess Pikeru's and this is easier to summon (not counting Tacey and her kingdom, of course), but the smaller body and Battle Phase skip balances it out.

Patron of Harmony
Fairy/Tuner/Effect
2 Star/Light
800 Atk / 1800 Def

At the beginning of your Battle Phase, send this face-up card on your Field to the Graveyard. During each of your Standby Phases, gain 1000 Life Points. During each of your End Phases, if "Hallowed Life Boundary" is on the Field, gain 1000 Life Points.

Less instant gratification in return for being compatible with some of the other monster effects? Eh, pretty much the same as far as being even.

Chorus Master of Harmony
Fairy/Synchro/Effect
7 Star/Light
2500 Atk / 2600 Def

Chanter of Harmony + Any Non-Tuner Light Monster(s)

This card can attack once for each Monster used to Synchro Summon it. When this card would destroy a Monster by Battle, you can negate the destruction of that Monster to gain Life Points equal to its Atk or Def instead, whichever is higher. Whenever a "Harmony" Monster you control would inflict Damage to your opponent, make that damage zero to gain that many Life Points instead.

Hmm...so, at least two attacks each turn, which means a minimum of 2500 Life Points a turn until your opponent drops DAD/Judgment/a Synchro of their own. Not too bad, but as Frostweaver said, there isn't much to do with this without Boundary. Even damage from attacks is out now.

Quote:

Originally Posted by Frostweaver (Post 4173524)
Rebirth of Legends
Continuous Spell Card

During your standby phase, if there are no monsters on your side of the field, special summon one "Blue Eyes White Dragon" on your side of the field from your graveyard. If this card is destroyed, send all "Blue Eyes White Dragon" from the field and your graveyard back to your deck.

...So we just toss Blue-Eyes at our opponent as much as we want, with some support on the side? Best friends with Foolish Burial, that's for sure, but straight summoning is still better in the long run.

Awakening of True Legend
Normal Spell Card

You can only play this card in Main Phase 1. Tribute 1 "Blue Eyes White Dragon" on your side of the field to destroy all monsters on the field and special summon 1 "Blue Eyes Ultimate Dragon" (this counts as a Fusion Summon.) "Blue Eyes Ultimate Dragon" cannot attack on the turn that it is special summoned.

...A free BEUD AND monster clearing? So much for Burst Stream of Destruction getting play. This would almost be worthwhile to play with the dragon.

Quote:

Originally Posted by Gymnotide (Post 4174735)
Eh, brainstorming.

Earthbound Geomancer
( 4 Stars / EARTH / Rock / Effect Monster )
0 / 1500


FLIP: Select and activate 1 Field-Spell Card from your Deck.

Meh. Really, that's all I've got here.

Earthbound Warder
( 4 Stars / EARTH / Rock / Effect )
0 / 2200


As long as this card remains face-up on the field, Field Spell Cards you control cannot be destroyed.

Field Barrier in a wall body. Alright for the DEF, at least, as the effect depends on the Spell.

Petrify
Continuous Spell
Switch 1 face-up monster to Defense-position and place 1 Stone Counter on it. A monster with a Stone Counter on it is treated as Rock-type, has double its DEF, and cannot change its battle position as long as it is on the field. When this card is removed from the field, destroy the selected monster.

This would be fun for using on your opponent's monsters (especially Dark Armed), but the particular evilness of this card is when you toss in a way to force battle targets, like Ring of Magnetism or Raregold Armor. Just toss them both on a Stone Statue of the Aztecs with a Canyon out and that would be an OTK if it were attacked.

Petrified Lake
Field Spell
Defense Position monsters are not affected by Spell or Trap cards, except "Petrified Lake." When this card is sent from the field to the Graveyard, select 1 Field Spell card, other than "Petrified Lake," and add it to your Hand.

Marshmallon comes to mind here, getting free protection from the backrow on top of battle protection. Other than that and Nobleman, though...hmm, not too much in particular comes to mind.

Sandstone Monument
Field Spell
The ATK of all attack-position Rock-type monsters is equal to their DEF.

Broken due to Gear Golem alone. 800 Life Points for a direct 2200 ATK? Yes, please.

Lord of Sardon
( 8 Stars / EARTH / Rock / Effect )
0 / 3000


This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 2 "Earthbound" monsters you control. When this card attacks, increase the ATK of this card by 800 for every Field Spell Card in your Graveyard during the damage step only.

Uhh...I don't see this getting a horrible amount of use outside of Sandstone Monument, mostly because of the lack of useful Field Spells out there right now.

Gymnotide December 7th, 2008 3:37 PM

Quote:

Originally Posted by Ichaste Pekoni (Post 4177797)
Uhh...I don't see this getting a horrible amount of use outside of Sandstone Monument, mostly because of the lack of useful Field Spells out there right now.

I was gonna make a set that was based on defense and changing the terrain over and over, but Field-Spells are so useless most of the time. Ancient Fairy Dragon!

Fallen Inspiration
( 2 Stars / DARK / Fairy / Normal Monster )
1850 / 0

No flavor text available.

Alter Ego December 8th, 2008 11:36 AM

Quote:

Originally Posted by Ichaste Pekoni (Post 4177797)
I'm not trying to make it completely useless, but...I was admittedly going by WC08, where practically every Wall goes for 3000. With this, you could achieve that with a Life Point gain instead of a decrease, and the self-freeze part isn't even that much of a problem because you wouldn't be attacking with most of the Harmony monsters, anyway. Wall of Revealing Light also has that same weakness to big beaters and effect destruction, only losing a Wall means that you're out a good number of Life Points along with it.

Except Wall works solo whereas with Spirit you have to team it up with Aegis of Gaia, Immortal of Thunder, or some other obscure high-gain LP booster which you also have to commit deckspace to. Plus, you actually have to have access to both Spirit and said LP booster to pull it off. That's a buttload of setup to compensate for not costing you 3000 points. ~~ Seriously, drop the assumption that a two-card combination and a single card should be directly comparable in utility. If they were; no-one would be stupid enough to go with the two-card combination. Seriously.

Quote:

Originally Posted by Ichaste Pekoni (Post 4177797)
...Come to think of it, even without the DEF boost, being able to just plunk down a Level 7 is dangerous by itself. All you would need to do is Teleport in Mind Master and that's a quick 8 stars for Stardust, Thought Ruler, or whatever. Or, better yet, drop Spirit and Martyr to Synchro into Deity, then use the 1000 from Martyr to bring out another Spirit then Teleport Mind Master. That might be pushing it chance-wise, but one is a 6/40 shot and three of them are searchable. Malicious can do the trick better with Krebons, yes, but at least this doesn't have the same weakness to the Imperial Iron Wall that'll be popping up thanks to Plaguespreader.

Oh yes, what a smashing idea, let's do what Tele-DaD does except we do our central combo at the cost of three in-hand cards instead of two, substitute our draw effect-friendly Malicious for a 7-star light fairy, switch out those sucky, attack-blocking Krebonses for that oh-so-sexy Mind Master who does simply amazing work in a non-psychic dedicated deck, throw in that uberly teleport-friendly fairy tuner, get rid of some of our supports to make room for LP gain to have these 7-star fairies actually do something outside of the one, specific combo. Oh, and drop the dragon. I never liked the whole DaD thing in Tele-DaD. All worth it because...drumroll, please, Imperial Iron Wall can do nothing to me.

...seriously, Icha. What were you on when this sounded like an even remotely good idea to you? D:

Quote:

Originally Posted by Ichaste Pekoni (Post 4177797)
This would be fun for using on your opponent's monsters (especially Dark Armed), but the particular evilness of this card is when you toss in a way to force battle targets, like Ring of Magnetism or Raregold Armor. Just toss them both on a Stone Statue of the Aztecs with a Canyon out and that would be an OTK if it were attacked.

...wait, five-card uber-situational OTK combo? Once again, Icha, I must ask: WHAT? I'll save that for targeting opponents, tyvm.

Quote:

Originally Posted by Ichaste Pekoni (Post 4177797)
Broken due to Gear Golem alone. 800 Life Points for a direct 2200 ATK? Yes, please.

Don't forget: you need to get out that DNA Transplant first to make your machine type gear golem compatible with this. :\

And broken...wut? Is Shield and Sword broken? Def boost for all and probably crippling opposing beatsticks to boot. Is Weapon Change broken? Not even close. This is just a more complicated way of getting a couple of 2000+ point beatsticks to the table; not like x amount of existing non-broken cards can't manage that feat already.


Aaaanywho...


Aegis of Spirit

Rock/Effect
5 Star/Light
700 Atk / 2100 Def

Once per turn, when a Monster you control would be destroyed by a card effect while this card is in your Graveyard, you can negate the destruction of that Monster.

Aegis of Vitality
Rock/Effect
5 Star/Dark
700 Atk / 2100 Def

Once per turn, when a Monster you control would be destroyed by Battle while this card is in your Graveyard, you can negate the destruction of that Monster. (Damage Calculation is still applied)

Forci Stikane December 8th, 2008 1:10 PM

Quote:

Originally Posted by Alter Ego (Post 4179923)
Except Wall works solo whereas with Spirit you have to team it up with Aegis of Gaia, Immortal of Thunder, or some other obscure high-gain LP booster which you also have to commit deckspace to. Plus, you actually have to have access to both Spirit and said LP booster to pull it off. That's a buttload of setup to compensate for not costing you 3000 points. ~~ Seriously, drop the assumption that a two-card combination and a single card should be directly comparable in utility. If they were; no-one would be stupid enough to go with the two-card combination. Seriously.

Except both Wall and Aegis are Continuous Traps and have the exact same support cards. That makes the only real difference searching out a Level 7 0/0 monster for saving yourself some health and getting a "free" monster out at the same time, which yes, I do see some worth in. That's the comparison I was getting at.

Oh yes, what a smashing idea, let's do what Tele-DaD does except we do our central combo at the cost of three in-hand cards instead of two, substitute our draw effect-friendly Malicious for a 7-star light fairy, switch out those sucky, attack-blocking Krebonses for that oh-so-sexy Mind Master who does simply amazing work in a non-psychic dedicated deck, throw in that uberly teleport-friendly fairy tuner, get rid of some of our supports to make room for LP gain to have these 7-star fairies actually do something outside of the one, specific combo. Oh, and drop the dragon. I never liked the whole DaD thing in Tele-DaD. All worth it because...drumroll, please, Imperial Iron Wall can do nothing to me.

...seriously, Icha. What were you on when this sounded like an even remotely good idea to you? D:

...I never said that Martyr was Teleport-friendly. >.>;;

It was only brainstorming, AE. I never specifically said it was a good idea, and I definitely never mentioned using it in Tele-DAD over Malicious & Krebons. Sometimes it just helps to get random thoughts out of your head and onto paper or a computer screen, regardless of how crazy they might be, you know? I thought you would understand that.


...wait, five-card uber-situational OTK combo? Once again, Icha, I must ask: WHAT? I'll save that for targeting opponents, tyvm.

...Five cards? Petrify, Statue, Canyon, Ring/Armor...I only count four, unless you wanted to add both equips for some reason. You don't even need Canyon that much, either: just Statue and Petrify alone is enough to make most monsters think twice before attacking, including pretty much every Synchro that sees play.

Don't forget: you need to get out that DNA Transplant first to make your machine type gear golem compatible with this. :\

Machine is an attribute now?? *gasp*

Fine, my mistake.


And broken...wut? Is Shield and Sword broken? Def boost for all and probably crippling opposing beatsticks to boot. Is Weapon Change broken? Not even close. This is just a more complicated way of getting a couple of 2000+ point beatsticks to the table; not like x amount of existing non-broken cards can't manage that feat already.

Except it also affects the entire field, so a two-card investment (this and DNA Surgery) means almost every monster your opponent has drops significantly in ATK permanently while you get to toss out 2000+ beaters each turn. Yes, one of those isn't searchable and they're both weak to any and all S/T destruction while the one-shot Shield & Sword isn't, but how many Traps are easily searchable and how many specific S/T destroyers are seeing play outside of MST and Storm (and maybe Jinzo/Decree, if you count them)? Even without DNA Surgery, you're still running high-ATK beatsticks each turn, but unlike with Shield & Sword or Weapon Change (which doesn't even touch Rock-types, anyway, which need it more than any Warrior or Machine that comes to mind), that high ATK stays in place for all of those monsters so your opponent can't as easily turn around and mow them over.


..............I might as well go ahead and leave this here:

Wave Warrior
LIGHT/Warrior/Tuner
4 Stars/1700 ATK/1200 DEF

Each time this card inflicts Battle Damage, place 1 Wave Counter on this card (max: 3).

Gymnotide December 8th, 2008 3:31 PM

Ritual of Summoning (8)
Warlock / Demonology / Ability
Exhaust your hero and two allies you control. Select 1 ally from your deck and add it to your hand.

Blessing of Protection (2)
Paladin / Protection / Instant Ability
Exhaust target ally you control. During this turn, prevent all damage taken by that ally.

Alter Ego December 10th, 2008 12:14 PM

Quote:

Originally Posted by Ichaste Pekoni (Post 4180173)
Except both Wall and Aegis are Continuous Traps and have the exact same support cards. That makes the only real difference searching out a Level 7 0/0 monster for saving yourself some health and getting a "free" monster out at the same time, which yes, I do see some worth in. That's the comparison I was getting at.

Except, again, Wall works on its own, whereas Aegis is just an icky draw on its own. Your "free life points" are also on loan because the moment that trap takes its leave, the 3000 it gave goes with it. On top of that, Wall is only vulnerable to S/T destruction whereas the alleged killer combo can be broken by Royal Oppression, Book of Moon, Skill Drain, any piece of monster removal you can think of and goodness knows what else and both monster removal and effect negation are all the rage in the current format. You have only established that the card can make itself useful thus far; how about providing that reason why it's so ridiculously overpowered that it needs to be toned down? Again, you are not looking at Judgment Dragon or DaD here; the big gain is only open on any reliable basis if you commit your deck to LP gain, and we all know how great committed LP gain has been doing.


Quote:

Originally Posted by Ichaste Pekoni (Post 4180173)
...Five cards? Petrify, Statue, Canyon, Ring/Armor...I only count four, unless you wanted to add both equips for some reason. You don't even need Canyon that much, either: just Statue and Petrify alone is enough to make most monsters think twice before attacking, including pretty much every Synchro that sees play.

Well, you said 'all of them' and I was too lazy to check if either the ring or raregold had some additional effect that made the combination better a single one of them. Even so, that's four cards wasted on an 'OTKO' that's still entirely dependent on your opponent being dumb enough to declare an attack against our elaborate setup, because - hey, we have no way to force that between all our effects. Unless you want to throw Battle Mania in there too? Yeaaah...I think I'll stick to Exodia for my five-card OTKO needs. At least then there's style points involved.

Quote:

Originally Posted by Ichaste Pekoni (Post 4180173)
Except it also affects the entire field, so a two-card investment (this and DNA Surgery) means almost every monster your opponent has drops significantly in ATK permanently while you get to toss out 2000+ beaters each turn. Yes, one of those isn't searchable and they're both weak to any and all S/T destruction while the one-shot Shield & Sword isn't, but how many Traps are easily searchable and how many specific S/T destroyers are seeing play outside of MST and Storm (and maybe Jinzo/Decree, if you count them)? Even without DNA Surgery, you're still running high-ATK beatsticks each turn, but unlike with Shield & Sword or Weapon Change (which doesn't even touch Rock-types, anyway, which need it more than any Warrior or Machine that comes to mind), that high ATK stays in place for all of those monsters so your opponent can't as easily turn around and mow them over.

And Insect Barrier + DNA Surgey is theoretically the shizz for locking down battle phases but a practical dud. Seriously, if we're going to be taking two cards that only really do anything useful in a combo and wrapping our deck around them we had better A) have a damn good search and draw engine to fetch them with, and B) be netting a huge payoff to justify the investment of comitting deckspace to those cards, all the cards we need to search said cards out reliably, and - in this case - the fundamental change to our monster lineup that makes running the combo worthwhile for us in the first place. Getting a few glorified Gene-Warped Warwolves (anything beside Gear Golem and Big Shield Gardna that would be worth our troubles?) just doesn't cut it, and even with the beastick crippling on top (which, you know, we could just handle with a single-card answer known as Burden of the Mighty) the concept as a whole hardly even reaches the level of usable, let alone broken. Seriously, even Iron Wall decks struggle to establish their favored setup, and in that decktype each of the combo pieces is a useful card in its own right and the payoff is either infinite burn loop or a huge Synchro rush, unlike in this one where we're liable to be stuck drawing useless copies of DNA Surgery and holding handfulls of high-def monsters while the opponent is having a blast tagging their gladiators in and out.

Also, what precisely are these 2000+ hunks we would be getting out of rock type alone? Stone Statue of the Aztecs? Moai Interceptor Cannons? Seriously, there isn't a single low-level rock that exceeds the 2000-point mark in defense and the useful ones within type tend to be on the weaker end of the Def spectrum to boot.

Oh, and as an aside? Warrior and Machine bring Big Shield Gardna and Gear Golem to the table; the two star players of Shield & Sword decks (high-def, self-protecting low level monster and only compatible direct attacker respectively) as well as Throwstone Unit and Destiny Hero - Defender; all superior options to any low-level rocks save the possible exception of Jujitsu Master. (who would only get in through his effect, because that def is kind of puny) I like Shield & Sword, you know; I've done my research on the monster base, and seriously: the only rock I'd seriously consider for that kind of deck besides Juji is Guardian Sphinx for the bounce and the sphinx is already icky on account of being a tribute monster.


Quote:

Originally Posted by Ichaste Pekoni (Post 4180173)
...I never said that Martyr was Teleport-friendly. >.>;;

It was only brainstorming, AE. I never specifically said it was a good idea, and I definitely never mentioned using it in Tele-DAD over Malicious & Krebons. Sometimes it just helps to get random thoughts out of your head and onto paper or a computer screen, regardless of how crazy they might be, you know? I thought you would understand that.

Oh, I understand musing, but what I don't understand is taking musings over extremely unlikely/situational conditions, ignoring the 'unlikely' part and the using them to argue how something is disbalanced. :O


Wave Warrior: Alas, poor Rose, I knew thee well. 100 more actual Atk power and light attribute already make this superior to Rose on account of honest. No idea what those wave counters do, obviously, but somehow I picture them being more useful than 300 extra damage on a successful attack.


Anywho, cards will be cards, and because my muse is being uncooperative about the LP gain supports. :x

Machina Scavenger
Machine/Effect
4 Star/Dark
1500 Atk / 1600 Def

When this card inflicts Battle Damage to your opponent, you can discard the top card of your Deck to select one "Machina" Card from your Graveyard and place it at the top of your Deck.

Machina Sniper
Machine/Effect
4 Star/Wind
1700 Atk / 1400 Def

Once per turn, you can select one card your opponent controls and reveal the top card of your Deck. If the selected card is face-down, flip it face-up, ignoring card effects. If the card you selected is of the same type (Monster, Spell, or Trap) as the card you revealed, destroy it and discard the top card of your Deck. Otherwise, return the card to its original position and the card you revealed is returned to the top of your Deck.

Machina Varier
Machine/Effect
4 Star/Light
? Atk / ? Def

This card can be Normal Summoned in Defense Position. When this card is summoned or flipped face-up, reveal the top card of your Deck and discard it. This card gains an effect depending on the type of the card you revealed:
Monster: The original Atk of this card becomes 2300. When this card attacks, it is switched into Defense Position at the end of the Damage Step.
Spell: The original Atk and Def of this card become 1800. This card inflicts piercing Damage.
Trap: The original Def of this card becomes 2100. Your opponent can not select any "Machina" Monster you control except for "Machina Varier" as the target of an attack or card effect.

Machina Battle Tuning
Quick-Play Spell

Increase the Atk of one "Machina" Monster you control by 600 until the end of this turn. During the End Phase, if this card is in your Graveyard, you can return it to the top of your Deck.

Machina Counter
Counter Trap

This card can only be activated when your opponent activates a card effect while you control at least one face-up "Machina" Monster. Discard the top card of your Deck. Then, if the card you discarded is of the same type (Monster, Spell, or Trap) as the card your opponent activated, negate the activation and effect of that card and destroy it.

Forci Stikane December 10th, 2008 2:06 PM

Quote:

Originally Posted by Alter Ego (Post 4184409)
Oh, I understand musing, but what I don't understand is taking musings over extremely unlikely/situational conditions, ignoring the 'unlikely' part and the using them to argue how something is disbalanced. :O

...But I wasn't using the Synchro bit to argue anything. If I was, I would have added at least some sort of suggestion there while I was at it. It was just a thought, nothing more.

But, I apologize for dragging this on for so long. Moving on~


Machina Scavenger
Machine/Effect
4 Star/Dark
1500 Atk / 1600 Def

When this card inflicts Battle Damage to your opponent, you can discard the top card of your Deck to select one "Machina" Card from your Graveyard and place it at the top of your Deck.

A thematic...that I can't really say much on until the set's finished. The effect is a virtual staple for those much-needed setups, but with only 1500 ATK it isn't likely to get that effect off unless you expend resources to give it a clear shot at your opponent.

Machina Sniper
Machine/Effect
4 Star/Wind
1700 Atk / 1400 Def

Once per turn, you can select one card your opponent controls and reveal the top card of your Deck. If the selected card is face-down, flip it face-up, ignoring card effects. If the card you selected is of the same type (Monster, Spell, or Trap) as the card you revealed, destroy it and discard the top card of your Deck. Otherwise, return the card to its original position and the card you revealed is returned to the top of your Deck.

So you at least get to check your opponent's face-down cards for showing off your next draw, which he/she probably knows already from other effects, and at best destroy that card for a single discard. For getting to check sets with this and the semi-respectable ATK it already has a nice little niche over Machine GunSnipe Hunter, but just getting to see cards on the field isn't as useful in the long run and you only get a 33% chance at destroying things without Scavenger, A Feather of the Phoenix, or something else to set what your next draw is.

...


Machina Varier
Machine/Effect
4 Star/Light
? Atk / ? Def

This card can be Normal Summoned in Defense Position. When this card is summoned or flipped face-up, reveal the top card of your Deck and discard it. This card gains an effect depending on the type of the card you revealed:
Monster: The original Atk of this card becomes 2300. When this card attacks, it is switched into Defense Position at the end of the Damage Step.
Spell: The original Atk and Def of this card become 1800. This card inflicts piercing Damage.
Trap: The original Def of this card becomes 2100. Your opponent can not select any "Machina" Monster you control except for "Machina Varier" as the target of an attack or card effect.

If you don't set up the card early with Scavenger, Feather, or something similar then you could end up with a 0-positioned monster if you're unlucky, but you can also end up with a GAF-style beatstick, a 2100-target-absorbing defender, or a more balanced dual-1800 piercer. Good choices, but having to rely on a 1500-ATK monster dealing damage, a negative-sum Spell, or a Continuous Spell to keep from getting an unfavorable effect weakens it a bit. At least you can play it in face-up Defense just in case.

Machina Battle Tuning
Quick-Play Spell

Increase the Atk of one "Machina" Monster you control by 600 until the end of this turn. During the End Phase, if this card is in your Graveyard, you can return it to the top of your Deck.

Recyclable, thematic Rush Recklessly that helps prevent decking out. Not at all common, yes, but decks that can't finish off the opponent before decking out (if it ever happens) could like to see it as a tech, and it's a quick answer to pure mill. [/musing] In the set itself, it at least works with Sniper and Varier, but you would probably want to go with a Monster or Trap for those two most of the time.

Machina Counter
Counter Trap

This card can only be activated when your opponent activates a card effect while you control at least one face-up "Machina" Monster. Discard the top card of your Deck. Then, if the card you discarded is of the same type (Monster, Spell, or Trap) as the card your opponent activated, negate the activation and effect of that card and destroy it.

So a 1/3 chance of negating the effect unless you preset the card, in which case your opponent will probably know what it is, too (although I'm admittedly not sure how that could help here unless they know you have this set). Still, it is thematic and works with the other Machina cards, so fair enough.

...Hasn't this already been done? I could swear that I've seen some of these effects before...

And, as for those Wave Counters...

Ligh

Gymnotide December 10th, 2008 6:29 PM

Overclocked Databank
( 3 Stars / FIRE / Machine / Effect Monster )
0 / 2300


When this card is Summoned, switch it to Defense Position. When you have the following number of cards in your hand, this card gains the corresponding effects (these effects are not cumulative):
- 3 or more: Once per turn, you can select 1 card in your Graveyard and shuffle it into your Deck, then discard 2 cards.
- 2 or fewer: Once per turn, you can draw 1 card.
- 0: Destroy this card immediately.

Overclocked Processor
( 3 Stars / FIRE / Machine / Effect Monster )
900 / 1500


When you have the following number of cards in your hand, this card gains the corresponding effects (these effects are not cumulative):
- 3 or more: Increase the ATK of this card by 700 until the End Phase, then discard 1 card.
- 2: Once per turn, you can switch this card to Defense Position.
- 1: The original ATK of this card becomes 2400.
- 0: Destroy this card immediately.

Overclocked Coil
( 4 Stars / FIRE / Machine / Effect Monster )
1700 / 0


When you have the following number of cards in your hand, this card gains the corresponding effects (these effects are not cumulative):
- 3 or more: During each of your Standby Phases, draw 1 card. if you drew a card by this card's effect, discard 1 card during the End Phase.
- 2: Once per turn, you can discard 1 card.
- 1: Once per turn, select 1 "Overclocked" monster from your Graveyard and Special Summon it.
- 0: Destroy this card immediately.

Overclocked Satellite
( 2 Stars / FIRE / Machine / Effect Monster )
0 / 0


When you have the following number of cards in your hand, this card gains the corresponding effects (these effects are not cumulative):
- 4 or more: Switch this card to Attack Position. It cannot change battle positions except with a card effect.
- 3: You take no battle damage from a battle involving this monster. When this card is destroyed and sent to the Graveyard as a result of battle, Special Summon 1 "Overclocked" monster from your Deck.
- 2 or fewer: Tribute this face-up monster to Special Summon 1 "Overclocked" monster from your Deck.
- 0: Destroy this card immediately.

Overclocked Ward
( 4 Stars / FIRE / Machine / Effect Monster )
1200 / 1200


When you have the following number of cards in your hand, this card gains the corresponding effects (these effects are not cumulative):
- 3 or more: Once per turn, you can select 1 "Overclocked" monster from your Deck and add it to your Hand.
- 2: Increase the DEF of all monsters you control by 400.
- 1: Increase the ATK of all monsters you control by 600.
- 0: Destroy this card immediately.

Overclocked Facility
Continuous Spell
When you have the following number of cards in your hand, this card gains the corresponding effects (these effects are not cumulative):
- 3 or more: Destroy this card immediately.
- 2: Increase the DEF of all monsters you control by 600.
- 1: Once per turn, you can draw 1 card.
- 0: Once per turn, you can select 1 "Overclocked" monster in your Deck and add it to your Hand.

Overclocked Tenacity
Equip Spell
You can equip this to a face-up "Overclocked" monster you control. If the equipped monster would be destroyed by its own effect, this card is destroyed instead. Then, draw 2 cards.

Unrequited Love
Continuous Trap
Neither player can draw cards due to a card effect controlled by their opponent.

Midnight Oil
Equip Spell
When the equipped monster is removed from the field, shuffle this card into your Deck. The equipped monster gains the corresponding effect(s) based on the number of cards in their owner's hand:
- 2 or more: Negate this card's effect(s).
- 1: Increase this card's ATK by 800.
- 0: Destroy this card immediately.

Alter Ego December 11th, 2008 12:28 PM

Quote:

Originally Posted by Ichaste Pekoni (Post 4184622)
So a 1/3 chance of negating the effect unless you preset the card, in which case your opponent will probably know what it is, too (although I'm admittedly not sure how that could help here unless they know you have this set). Still, it is thematic and works with the other Machina cards, so fair enough.

...Hasn't this already been done? I could swear that I've seen some of these effects before...

Hurr...Machina Counter does bear a resemblance to Undertow (except Undertow deals with the bottom and no discard), but beyond that...ehh, can't recall any particularly striking resemblance, no.

Quote:

Originally Posted by Ichaste Pekoni (Post 4184622)
And, as for those Wave Counters...

Ligh

...is this what they call a cliffhanger? XD

*Shot*

Ahem, focusing on the cards that are here in their entirety.


Overclocked Databank: Ehh...being 2300-point wall is already a consideration in itself and the low-cards hand effect is good, but with 3+ the only reason you'd want to activate that effect is to drop back down to the low card count effect. Ehh...I dunno'.

Overclocked Processor: The 3+ effect is a bit problematic, wording-wise. As it currently stands, it will forcefully chop down your hand size until you're down to two cards, so unless that was your plan I'd suggest a rewording there. Ehh...1-card effect is really the only clearly useful one here.

Overclocked Coil: Potential chain summon here: Coil into Coil into Coil into Processor for a buttload of Atk on the table. Second effect works to set up that summon by discarding another overclocked and dropping the in-hand count to one at the same time. The deck thinning effect is also worthwhile, so they all serve a purpose. A 1700-atk body is nothing to scoff at either.

Overclocked Satellite: This would be the recruiter guy of the set? Eeeh...not to wild about how it becomes useless with 4+, but otherwise fair enough.

Overclocked Ward: Constant free monster search? That already provides some options in its own right, especially given coil's last effect (just buff the hand with this to compensate for the discards), but the puny stats do balance out a bit.

Overclocked Facility: Umm...no. I love my free cards as much as the next person, but self-destructing at three plus cards? Not going to stick around long, and that def boost is nothing to call home about either. :\

Overclocked Tenacity: Good recovery if you burn out your hand, I suppose, but with these guys you wouldn't really want to drop down there in the first place.

Unrequited Love: ...no relation to the theme, really, but certainly something nasty to flip after your Card Destruction/Morphing Jar/Distraction Strategy since the 'no activation' thing that would block out the effect altogether, same as with a CoH'd Protector of the Sanctuary.

Midnight Oil: I see no point. 800-Atk equip is nothing to call home about, especially if it has a tendency to blow itself up, and none of the monsters have the stats to really make them worthwhile without their effects.


That aside...

Machina Excavator
Machine/Effect
3 Star/Earth
1200 Atk / 1800 Def

When this card is Normal Summoned successfully, add one "Machina" Monster from your Graveyard to the top of your Deck. When this card is destroyed by a card your opponent controls, reveal the top card of your Deck. If the card that you revealed is of the same type (Monster, Spell, or Trap) as the one that destroyed this card, add it to your Hand. Otherwise, discard it.

Machina Scout

Machine/Tuner/Effect
3 Star/Light
1400 Atk / 1300 Def

Once per turn, you can reveal the top card of your Deck. If it is a "Machina" Monster, add it to your Hand. Otherwise, discard it.

Machina Sonar
Machine/Effect
2 Star/Water
1000 Atk / 1700 Def

Once per turn, you can pick up the top two cards of your Deck and look at them, then discard one of the cards and return the other to the top of your Deck. When this card is destroyed by a card your opponent controls, reveal cards from the top of your opponent's Deck until you find a card of the same type (Monster, Spell, or Trap) as the one that destroyed this card, then return all of the revealed cards to the top of your opponent's Deck in any order.

Machina Conversion Factory
Continuous Spell

Once per turn, you can reveal the top card of your Deck. Then, if you have any "Machina" cards of the same type as the revealed card (Monster, Spell, or Trap) in your Hand, you can add the revealed card to your Hand and place one of those cards at the top of your Deck instead.

Machina Salvage Crane
Normal Spell

Select two "Machina" cards from your Graveyard and return them to the top of your Deck.

Gymnotide December 11th, 2008 1:07 PM

Quote:

Midnight Oil
Equip Spell
When the equipped monster is removed from the field, shuffle this card into your Deck. The equipped monster gains the corresponding effect(s) based on the number of cards in their owner's hand:
- 2 or more: Negate this card's effect(s).
- 1: Increase this card's ATK by 800.
- 0: Destroy this card immediately.
I kind of want this card to be more like this:

Midnight Oil
Equip Spell
When the equipped monster is removed from the field, except by the effect of this card, shuffle this card into its owner's Deck. The equipped monster gains the corresponding effect(s) based on the number of cards in their owner's hand:
- 2 or more: Negate this card's effect(s) and reduce its ATK by 500.
- 1: Increase this card's ATK by 1000.
- 0: Destroy this card and the equipped monster immediately.

Frostweaver December 11th, 2008 8:22 PM

Machina Scavenger- a bit on the weak side currently but not bad, depends on the theme

Machina Sniper- it's actually not that bad Icha... it is flexible but nothing that gamebreaking. Nailing facedown, we do that all the time. Except if you try to nail the backrow, half the time you really just force the activation of something. The only one that's so hesitant to chain itself is obviously solemn. Phoenix wing will blow it to the top and they know exactly what you draw for not 1 but 2 turns. Bottomless is flipped already once you even summon this. Everything else we play today is happily chainable without fault or much drawback.

Machina Varier- quite a fun card, even though it's nothing too special and a bit risky.

Machina Battle Tuning- Well... it stops deckout for sure, and handy if you need to know that the next card you draw is a spell (theme of this deck). It's really mehhh but currently it's the only way that we know we have a spell card on the top since Scavenger is really not the most reliable thing out there (so we can run over... Sangan and Malicious and Armageddon Knight, and that's about it. Krebon will just block it.)

Machina Counter- Suddenly a random card in the back, a machina out and using Machina Battle Tuning is giving your opponent 2nd thoughts about playing alure of darkness for no reason. It's not a bad counter trap to back up the 3 solemn that everyone uses.


Overclocked Databank- Just call it overpowered... 2300 wall immediately, and draw a card (it's not hard at all to get it down to a hand size of 1-2. Set all your spells, blow a few things away with those wind blast and etc)

Overclocked Processor- not bad, more balanced than Databank by far.

Overclocked Coil- once again perfect combination with databank, though itself isn't that bad (special summon 1, draw 1 immediately if you picked databank). 3 or more is good acceleration and 1 is great effect again.

Overclocked Satellite- recruiter of the deck but notice how it's forced activation on the special summon, so pretty handy~

Overclocked Ward- a bit subpar... while other cards help to accelerate, this one relies on number of cards to battle... and this deck works better probably to use effects to accelerate/draw then rely on raw stat to do the battling.

Overclocked Facility- Again it's not that hard to control your hand, nobody asking you to play this when it's early game. Plenty of effects in this deck that helps you in discard in order to get some recycling going on. Did I mention Dark World? If not, there you go.

Overclocked Tenacity- yeah rather you just avoid the problem then to play until you burn out to get your draw that way... situational spell card too.

Unrequited Love- not related to theme but it has its moments... protector of the sanctuary is friends, and you can formulate your own hand control deck with these 2 cards easily.

Midnight Oil (revised)- ><; just use united we stand or mage power if we really want atk boost that badly. It has no draw back, gives more than 1000 atk most of the time... why would we use Midnight Oil then?

Machina Excavator- again not a bad card at all for the theme, though it's automatic monster again.

Machina Scout- 1 time drawing wonder, not hard to draw a monster at all with this type of backup from the theme. Though when did an all monster hand become a good thing x_x; it's nice, but not breaking if we keep forcing monster cards on ourselves. Lv 3 tuner isn't bad as we got access to field clearing, but no lv 8 then...

Machina Sonar- and destroy this with monster or else you probably never see a spell card again. It has a fun effect and a mini mill, but then the stats are a bit icky if I really want it to be run over...

Machina Conversion Factory- bleh... the 2 machina spell card is not that great by itself (1 self-cycles anyway, the other just change it to even more monster drawing.) Only 1 trap so it's useless... monsters, we already draw plenty of monsters by easily guessing off monster, putting up monster to the top of our deck again and so on. We really don't get anything new compare to things we already got.



Viral Carrier- Crusher
Fiend/Effect
1 Star/Dark
0 Atk / 0 Def

If this card is tributed for the effects of "Crush Card Virus," deal 800 damage every time your opponent discards a card due to the effects of "Crush Card Virus." If this card is destroyed as a result of battle, you may discard a "Viral Carrier" monster from your hand and put "Crush Card Virus" from your graveyard to the bottom of your deck.

Viral Carrier- Devastator
Fiend/Effect
6 Star/Dark
2500 Atk / 0 Def

If this card is tributed for the effects of "Deck Devastation Virus," deal 800 damage every time your opponent discards a card due to the effects of "Deck Devastation Virus." If this card is tribute summoned using "Viral Carrier" monster as tribute, search your deck for "Deck Devastation Virus" and add it to the top of your deck.

Viral Carrier- Irruptor
Fiend/Effect
8 Star/Dark
2900 Atk / 0 Def

If this card is tributed for the effects of "Deck Epidemic Virus," deal 800 damage every time your opponent discards a card due to the effects of "Deck Epidemic Virus." Whenever your opponent plays a spell or trap card, you may send this card from your hand to the graveyard and return "Deck Epidemic Virus" from your graveyard to your hand.

Viral Carrier- Evolver
Fiend/Effect
4 Star/Dark
1700 Atk / 0 Def

When this card deals damage to your opponent's Life Points, destroy this card to special summon a "Viral Carrier" monster other than "Viral Carrier- Evolver" in face-down defense position. (this is not an option)

Viral Carrier- Amplifier
Fiend/Effect
4 Star/Dark
1500 Atk / 0 Def

Whenever a "Viral Carrier" monster is tributed for the effects of a "Virus" trap card, you may destroy 1 card on your opponent's side of the field.

Viral Carrier- Multiplier
Fiend/Effect
6 Star/Dark
2200 Atk / 0 Def

Whenever a "Viral Carrier" monster is tributed for the effects of a "Virus" trap card, special summon this card from your hand. Once per turn, by discard a "Viral Carrier" monster, you may change this card's ATK power to 1000, or 2500 until the end of the turn.

Viral Tuning
Normal Spell

Activate one of the following effects:
-all "Viral Carrier" monsters have 1000 Atk.
-all "Viral Carrier" monsters have 2000 Atk. All battle damage by "Viral Carrier" monsters are halved.
-all "Viral Carrier" monsters have 2500 Atk. You cannot attack this turn.

Plagued Land
Field Spell Card

Whenever a "Virus" trap card is activated, special summon one "Viral Carrier" monster to your side of the field. Monsters special summoned this way are destroyed 3 turns after they are special summoned.

Virus Duplicator
Trap Card

Tribute one "Viral Carrier" monster on your side of the field to special summon 2 monsters of the same name from your deck.

Gymnotide December 11th, 2008 10:30 PM

The whole point of Midnight Oil is because it's dual use. If your opponent has 2 or more cards in their hand, their monster loses its effect and 500 ATK. The ATK power boost was just to go along with how the set powers up with lower card count >_<

Databank's DEF will decrease then. Eventually.
Coil's 3+ effect will change. Eventually.
Satellite is changing to "You can tribute..."

Ward can be like how Venom Cobra is to the Venom set.

Alter Ego December 12th, 2008 12:44 PM

Quote:

Originally Posted by Frostweaver (Post 4187681)
Machina Conversion Factory- bleh... the 2 machina spell card is not that great by itself (1 self-cycles anyway, the other just change it to even more monster drawing.)

Actually, salvage crane can fetch any Machina card, irrespective of type, though granted, Machina Counter is usually the only worthwhile one of those right now. Though I do intend to change that still...yeah, revamp time.

But first:

Viral Carrier- Crusher: Problem. The virus cards discard nothing, so this would never get to burn. Even when they strip cards from the hand, the cards are still treated as 'destroyed' (hence why effects like Light and Darkness Dragon's activate when they get crushed from the hand); so yeah, that could do with changing. Other than that...eh, as powerful as Crush Card is, the recursion effect is a bit icky. I think I'd sooner just try to put it back there with Recycle or something (or better, recur with Mask, who is also viable crush card fodder), you know? Still, burning for our virus cards can be downright vicious, so the first effect earns this consideration already.

Viral Carrier- Devastator: 2500 points is a good beatstick already, and setting up that virus can be a nice way to add pressure on the opponent.

Viral Carrier- Irruptor: That would be Eradicator Epidemic Virus if we go by TCG names. That aside, 2900 is a good, big number that can beat DaD and Goyo, always good thing even if we can't repeat the feat against Judgment or Red Dragon. It's both Allure and Trade-In friendly, and the virus recursion effect can be used to trade this off for something nastier if it ends up stuck in the hand.

Viral Carrier- Evolver: So...when we put this into action we had better have a virus to follow it up with or whatever we summoned gets pounded down while in defense(less) position, huh? Would kind of have liked it with 100 points more, but it's still a decent way to get those bigger virus fodders out there quickly when needed.

Viral Carrier- Amplifier: Meh, kind of wimpy stats without being virus compatible, and destroy a single card for our troubles seems a bit puny. Pass on this one; I'd sooner focus on getting those viruses off as quickly and consistently as possible and this is not really helping either of those things.

Viral Carrier- Multiplier: and this would be precisely what we need to make it happen, compensating for lost field presence and setting up a second virus in the wake of the first. The Atk modifier can smooth things up too, basically trading an in-hand card for a faster virus activation.

Viral Tuning: Multiplier's effect for all? Ehh...a bit hard to call on this one, given how we can cycle quite well through the deck with allure and trade-in to get the carriers we want anyway. Depends on whether there's deckspace to spare, really.

Plagued Land: Special summon from where, precisely? Quite an important factor here, you know.

Virus Duplicator: Ideally used on Irruptor since we not only get virus fodder but also big beatsticks to play around with. This is a virus card too, so it adds a bit more kick to Amplifier and Plague Land while it's at it. Having more monsters and deck thinning is usually a good thing, so yeah. :x


And now, on to the other stuff.

Machina Gigantes
Machine/Effect
7 Star/Earth
2400 Atk / 2200 Def

You can Normal Summon this card with one tribute. When this card is Tribute Summoned, discard one card from the top of your Deck for each "Machina" Monster used to summon this card. This card is not affected by the effects of cards of the same type (Monster, Spell, or Trap) as the card(s) discarded by this effect.

Machina Gravisphere
Machine/Effect
5 Star/Dark
1700 Atk / 1000 Def

If this card was Tribute Summoned by tributing a "Machina" Monster, you can return that Monster to the top of your Deck. A Monster that Battles with this card is removed from play at the end of the Damage Step. When this card would be destroyed by a card your opponent controls, discard the top card of your Deck. Then, if the card discarded by this effect is of the same type (Monster, Spell, or Trap) as the card that would destroy this card, this card is not destroyed.

Machina Conversion Factory
Continuous Spell

Once per turn, you can discard one "Machina" Card from your Hand to select one card of the same type (Monster, Spell, or Trap) as the discarded Card from your Deck, then shuffle the rest of your Deck and place the selected card at the top.

Machina Dismantling
Normal Spell

Discard one "Machina" Card from your Hand then pick up the top three cards of your Deck and reveal them to your opponent. Add all cards of the same type (Monster, Spell, or Trap) as the discarded card to your Hand, the discard the rest.

Machina Barrier
Normal Trap

Discard the top card of your Deck. Until the end of this turn, "Machina" Monsters you control can not be destroyed in battle with or by the effects of any card of the same type (Monster, Spell, or Trap) as the card discarded by this effect.

Machina Reboot
Continuos Trap

Select one "Machina" Monster from your Graveyard and discard the top card of your Deck. If the card discarded by this effect is a "Machina" Monster, Special Summon the selected Monster from your Graveyard. Otherwise, add the selected Monster to the top of your Deck. When this card is removed from the Field, destroy any Monster Special Summoned by this effect and discard the top card of your Deck.

Frostweaver December 12th, 2008 11:48 PM

Oh my, that calls for some fixing, but review first:

Machina Gigantes- so while we do get some nice potential not to be removed by Caius, most likely Caius will remove something else then ram into this though... just 100 atk shy to withstand to suicide stardust too. It's not bad but with this rough environment today...

Machina Gravisphere- remove can be nice, but people see it coming miles away and will try to get rid of it using other methods... this is a lot of trouble than teching banisher into machina decks ya?

Machina Conversion Factory- *much* better, at least now we get to accelerate for the right monster card that we need.

Machina Dismantling- too bad still need more machina spells and traps to really utilize anything but getting more monsters, but we're getting there

Machina Barrier- sadly not too many traps destroy nowadays, but it still not a bad card. Thematic but probably favored to use roar instead for protection to be flexible. Others probably still favor removal traps against synchrons too.

Machina Reboot- win win situation? you get it back either as special summon or once again, monster on the top (making monster even easier to predict.) then again, recursion isn't always the best card. Lightsworn had recursion and it never need it. Machina probably does though as it has few tributes and little way to swarm.


The fixes:

Viral Carrier- Crusher
Fiend/Effect
1 Star/Dark
0 Atk / 0 Def

If this card is tributed for the effects of "Crush Card Virus," deal 800 damage every time a card is destroyed due to the effects of "Crush Card Virus." If this card is removed from the field, put "Crush Card Virus" from your graveyard to the bottom of your deck.


Viral Carrier- Devastator
Fiend/Effect
6 Star/Dark
2500 Atk / 0 Def

If this card is tributed for the effects of "Deck Devastation Virus," deal 800 damage every time a card is destroyed due to the effects of "Deck Devastation Virus." If this card is tribute summoned using "Viral Carrier" monster as tribute, search your deck for "Deck Devastation Virus" and add it to the top of your deck.

Viral Carrier- Irruptor
Fiend/Effect
8 Star/Dark
2900 Atk / 0 Def

If this card is tributed for the effects of "Eradicator Epidemic Virus," deal 800 damage every time a card is destroyed due to the effects of "Eradicator Epidemic Virus." Whenever your opponent plays a spell or trap card, you may send this card from your hand to the graveyard and return "Deck Epidemic Virus" from your graveyard to your hand.


Viral Carrier- Evolver
Fiend/Effect
4 Star/Dark
1700 Atk / 0 Def

When this card deals damage to your opponent's Life Points, destroy this card to special summon a "Viral Carrier" monster other than "Viral Carrier- Evolver" in face-down defense position from your graveyard. (this is not an option)

Viral Carrier- Amplifier
Fiend/Effect
4 Star/Dark
1500 Atk / 0 Def

Whenever a "Viral Carrier" monster is tributed for the effects of a "Virus" trap card, increase all "Viral Carrier" monster's Attack by 500 and all "Viral Carrier" monsters deal piercing damage until your 2nd end phase.

Plagued Land
Field Spell Card

Whenever a "Virus" trap card is activated, special summon one "Viral Carrier" monster to your side of the field from the deck. Monsters special summoned this way cannot attack on the turn it is summoned, and are destroyed 3 turns after they are special summoned and you receive 1500 damage.


The new cards:

Dormant Virus
Trap Card

Tribute one "Viral Carrier" monsters and special summon a Virus Token (Dark / Fiend/ 1 Star / 0 Atk / 500 Def) equal to the Level of the tributed monster divided by two (rounded up) in defense position. Tokens cannot be tributed except for a "Viral Carrier" monster or a Virus trap card.

Forci Stikane December 13th, 2008 8:44 AM

Quote:

Originally Posted by Frostweaver (Post 4187681)
Machina Sniper- it's actually not that bad Icha...

...I...never said that it was?

Quote:

Originally Posted by Frostweaver (Post 4190343)
Viral Carrier- Crusher
Fiend/Effect
1 Star/Dark
0 Atk / 0 Def

If this card is tributed for the effects of "Crush Card Virus," deal 800 damage every time a card is destroyed due to the effects of "Crush Card Virus." If this card is removed from the field, put "Crush Card Virus" from your graveyard to the bottom of your deck.

Problem: there's no usage limit here, which means that *any* Crush Card after this effect is triggered would work. Mask of Darkness, anyone? Between those two, you could definitely pull off a minimum of five monsters destroyed, which means a cheap 4000 Life Points on top of weakening your opponent's card presence. Even without Mask you'll run into at least two or three.

Viral Carrier- Devastator
Fiend/Effect
6 Star/Dark
2500 Atk / 0 Def

If this card is tributed for the effects of "Deck Devastation Virus," deal 800 damage every time a card is destroyed due to the effects of "Deck Devastation Virus." If this card is tribute summoned using "Viral Carrier" monster as tribute, search your deck for "Deck Devastation Virus" and add it to the top of your deck.

Like Alter Ego said, this gets consideration for the ATK already (and hence being compatible with two of the three viruses), but being able to search out the targeted virus on a Tribute Summon? The extra turn means your opponent can get ready with a Solemn or just destroy your monster, but withstanding that you don't even have to wait that long to draw the virus like you do with Crusher.

Viral Carrier- Irruptor
Fiend/Effect
8 Star/Dark
2900 Atk / 0 Def

If this card is tributed for the effects of "Eradicator Epidemic Virus," deal 800 damage every time a card is destroyed due to the effects of "Eradicator Epidemic Virus." Whenever your opponent plays a spell or trap card, you may send this card from your hand to the graveyard and return "Deck Epidemic Virus" from your graveyard to your hand.

You forgot to switch the second one. :P The effect is a bit lighter due to the nature of the virus card itself, but recycling the virus to cover both effects is a fun trick, even if MoD can pull it back already.

Viral Carrier- Evolver
Fiend/Effect
4 Star/Dark
1700 Atk / 0 Def

When this card deals damage to your opponent's Life Points, destroy this card to special summon a "Viral Carrier" monster other than "Viral Carrier- Evolver" in face-down defense position from your graveyard. (this is not an option)

Combo with Irruptor, I take it? Certainly a cheap way to wipe out the backrow for a while, but with the right protection this also doubles as pulling out a easy 2900 attacker. At least it's forced regardless of if the effect is beneficial or not, I guess.

Viral Carrier- Amplifier
Fiend/Effect
4 Star/Dark
1500 Atk / 0 Def

Whenever a "Viral Carrier" monster is tributed for the effects of a "Virus" trap card, increase all "Viral Carrier" monster's Attack by 500 and all "Viral Carrier" monsters deal piercing damage until your 2nd end phase.

Turning Evolver into a 2200 ATK piercer compatible with Deck Devastation is a nice bonus, but...wait, is that a cumulative or one-at-a-time effect?

Plagued Land
Field Spell Card

Whenever a "Virus" trap card is activated, special summon one "Viral Carrier" monster to your side of the field from the deck. Monsters special summoned this way cannot attack on the turn it is summoned, and are destroyed 3 turns after they are special summoned and you receive 1500 damage.

Irruptor or Devastator for free? Even with the drawback, all it really takes is one turn to make a difference. This makes spamming the viruses even easier.

The new cards:

Dormant Virus
Trap Card

Tribute one "Viral Carrier" monsters and special summon a number of Virus Tokens (Dark / Fiend/ 1 Star / 0 Atk / 500 Def) equal to the Level of the tributed monster divided by two (rounded up) in defense position. Virus Tokens cannot be tributed except for a "Viral Carrier" monster or a Virus trap card.

Fixed, I think. This helps out a bit with Evolver triggering when you don't have anything worthwhile to summon and triggers Amplifier to give those tokens at least a little bit of attack power, but besides that or an easier time summoning out Irruptor (which Evolver can already somewhat pull off on its own), I'm not so sure how useful this can get.

Quote:

Originally Posted by Alter Ego (Post 4186580)
...is this what they call a cliffhanger? XD

Yes, that set's going to have to remain out for now. Instead, I bring you something completely different:

Status Guard
Equip Spell

The effects of the equipped monster cannot be negated, and no effect can prevent it from attacking, changing its battle position, or being Tributed.

Gymnotide December 14th, 2008 8:49 AM

Doomsday Device - Acheras
( 5 Stars / DARK / Machine / Effect Monster )
1900 / 1900


Once per turn, select 1 card on the field and return it to its owner's hand. During your Standby Phase, inflict 300 damage to your opponent for each card in their hand.

Doomsday Device - Styjas
( 3 Stars / DARK / Machine / Effect Monster )
1400 / 900


When this card inflicts battle damage, inflict 300 damage to your opponent for each card in their hand. When this card is destroyed and sent to the Graveyard, magical pixies will determine this card's effect.

Doomsday Device - Kocytas
( 4 Stars / DARK / Machine / Effect Monster )
1600 / 1300


Once per turn, you can count the amount of cards in your opponent's hand and remove from their Graveyard up to the same amount of cards. For each card removed in this way, inflict 200 damage to your opponent.

Doomsday Device - Erebas
( 4 Stars / DARK / Machine / Effect Monster )
800 / 2000


During your Standby Phase, your opponent draws 2 cards. During your End Phase, if your opponent drew cards with this card's effect, they must discard 2 cards. If they do not have enough cards to discard, inflict 800 damage to your opponent for each card.

Doomsday Device - Asfodas
( 4 Stars / DARK / Machine / Effect Monster )
1500 / 1300


Once per turn, you can discard 1 card to add 1 "Doomsday Device" monster from your Deck to your hand. You can discard this card from your hand to add 1 "Elysion - Land of the Virtuous" from your Deck to your hand.

Elysion - Land of the Virtuous
Field Spell
Increase the ATK and DEF of all "Doomsday Device" monsters you control by 300. During your Standby Phase, your opponent draws 3 cards. Once per turn, if your opponent drew cards with this card's effect, they must remove 3 cards in their hand from play. Each time a monster is removed by this effect, you can search your Deck for a "Doomsday" card, except "Doomsday Horror," and add it to your hand.

^ lol Fires of Doomsday

Eschatos, Herald of the Apocalypse
Normal Spell
Some effect.

Cthon, Herald of Voluspa
Normal Spell
Cats in buckets.

Rok, Herald of Fimbulwinter
Normal Trap
Some effect.

Doomsday Device - Rademanth
( 8 Stars / DARK / Machine / Effect Monster )
2900 / 2300


Doomsday Device - Acheras + Any "Doomsday Device" Monster

Once per turn, you can make your opponent draw 5 cards. During your End Phase, if they drew cards with this effect, they must remove 5 cards in their hand from play. For each card removed in this way, inflict a muffin.

Quote:

Status Guard
Equip Spell

The effects of the equipped monster cannot be negated, and no effect can prevent it from attacking, changing its battle position, or being Tributed.
lol.

Status Generator
Equip Spell
The equipped monster is unaffected by card effects that make it immune to effects that negate its effect(s), prevent it from attacking, changing its battle position, or being Tributed.

Alter Ego December 15th, 2008 12:40 PM

Quote:

Originally Posted by Frostweaver (Post 4190343)
Machina Gigantes- so while we do get some nice potential not to be removed by Caius, most likely Caius will remove something else then ram into this though... just 100 atk shy to withstand to suicide stardust too. It's not bad but with this rough environment today...

Mmm...I see, may bump it up just a little for great justice.

Quote:

Originally Posted by Frostweaver (Post 4190343)
Machina Gravisphere- remove can be nice, but people see it coming miles away and will try to get rid of it using other methods... this is a lot of trouble than teching banisher into machina decks ya?

Except, you know, a big part of machina effects consist of graveyard-to-deck recursion, which doesn't really fit in with banisher at all. oO Hmm...tweak to come, though.

The fixes:

Viral Carrier- Evolver: So...it's graveyard recursion now? Well, that just makes it all the more beneficial to pitch Irruptor for Trade-In and its own virus recursion effect now, doesn't it? I thought it was fine the way it was, but...*shrug*

Viral Carrier- Amplifier: Much better. Boosting carriers over virus thresholds while making them more battle-worthy at the same time. I could actually consider this usable now.

Plagued Land: So wait...when do we take that damage? oO Well, regardless, this amount of penalties seems a bit...harsh. Maybe just have it make the summon in defense position or something instead? At least that way, the opponent can pick whatever you summoned off if they manage to scramble up a monster next turn.

Dormant Virus: Tribute fodder, chump blocker and Crush Card fodder. Potential for much fun with Viral Tuning and the new Amplifier too.

Status Guard: very specific protection for that very special key monster? Still nothing to prevent plain old destruction or bounce, though. :x Ehh...I'll pass on this one.


Anywhooo...

Machina Gigantes
Machine/Effect
7 Star/Earth
2600 Atk / 2200 Def

You can Normal Summon this card with one tribute. When this card is Tribute Summoned, discard one card from the top of your Deck for each "Machina" Monster used to summon this card. This card is not affected by the effects of cards of the same type (Monster, Spell, or Trap) as the card(s) discarded by this effect.

Machina Gravisphere
Machine/Effect
5 Star/Dark
1600 Atk / 1000 Def

If this card was Tribute Summoned by tributing a "Machina" Monster, you can return that Monster to the top of your Deck. This card can not be destroyed by Battle. A Monster that Battles with this card is removed from play at the end of the Damage Step. When this card would be removed from the Field by a card effect your opponent controls, discard the top card of your Deck. Then, if the card discarded by this effect is of the same type (Monster, Spell, or Trap) as the card that would have removed this card from the Field, this card is not affected by that card.

Lost Empire - Machina Ruins
Field Spell

Both players play with the top card of their Deck revealed. The effect of this card is determined by the type of card that is on the top of the turn player's Deck:
*Monster: All "Machina" Monsters gain 500 Atk and Def.
*Spell: "Machina" Monsters can not be targeted by card effects.
*Trap: A Monster that destroys a "Machina" Monster by Battle is destroyed at the end of the Damage Step.

Machina Drone

Machine/Tuner/Effect
2 Star/Earth
900 Atk / 800 Def

On the End Phase of a turn when this card was sent to your Graveyard, you can return this card to the top of your Deck.

Machina Icarus
Machine/Synchro/Effect
9 Star/Wind
2300 Atk / 2100 Def

Any Tuner Monster + Any non-Tuner "Machina" Monster(s)

Once per turn, you can discard up to three cards from the top of your Deck to have this card gain 300 Atk for each card you discarded until the end of the turn. If you discarded more than one card this way, destroy this card at the end of this turn. Until the end of this turn, this card accumulates effect(s) depending on the type of the card(s) discarded (Monster, Spell, or Trap):
*Monster: When this card attacks, destroy one Monster your opponent controls at the end of the Damage Step.
*Spell: This card can attack your opponent directly.
*Trap: When this card attacks, select one Spell or Trap Card your opponent controls and return it to the top of your opponent's Deck before applying Damage Calculation. This effect can not be chained to.

Gymnotide December 18th, 2008 9:37 PM

Stardust Dragonslayer
( 6 Stars / FIRE / Pyro / Normal Monster )
2550 / 0


I really, really don't like dealing with this card.

NeoZX December 19th, 2008 2:43 AM

Here's mine:

[agelimit]10 and over[/agelimit]
Lily The Succubus Lilith*

4 Stars/Warrior/Effect Monster/Dark
(ATK: 1900/DEF: 900)
Effect: After this card is summoned, special summoned or flip summoned, you may search your deck for "Seith the Warrior", show it to your opponent, then add it into your hand, or you may special summon 2 cards that have the word "Lilith" on it's name from your deck or your hand, then shuffle your deck.
Rarity: Rare
*No, not the mythichal lilith, the Disgaea lilith.


Seith The Warrior
4 Stars/Warrior/Effect Monster/Earth
(ATK: 2000/DEF: 900)
Effect: After this card is summoned, special summoned or flip summoned, you may search your deck for 2 equip spell cards, add them to your hands, then shuffle your deck.

Phanima December 19th, 2008 3:36 PM

Quote:

Originally Posted by ProtokidZX (Post 4206016)
Here's mine:

[agelimit]10 and over[/agelimit]

Doesn't need an age restriction, since the effects are pretty much cookie cutter set and the only thing that could be risque would be the name of the cards, which aren't that threatening to young'n's anyway.

Lily The Succubus Lilith: It's a level four 1900 attacker with the ability to summon two more of itself in the same turn. Tad broken. Stick with just one effect, both of which need a little rewording. Go with something like: "When this card is Summoned (including Flip Summoned), you can add 1 "Seith the Warrior" from the Deck to your hand.". Whenever you add a stated card from the deck to your hand, you show it to your opponent to verify anyway. If you go with the second effect, you should drop the attack and maybe restrict the summoning condition to normal/flip summoning only, since its prime fodder for tributing.

Seith the Warrior: Super powered. 2000 attack and can add 2 equips upon being summoned. Too good. Considering this is scouted via Lilith too, maybe restrict the effect to special or flip summonings and pipe down its attack.

Anywho, since there's been a healthy supply of machines lately, might as well unload a few more.

Monster Cards:

Name: X-tension
Attribute: EARTH
Type: Machine/Union
Level: 1
ATK: 300
DEF: 200
Effect: Once per turn, you can equip this card to a "Life Suit" you control, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, that monster can be equipped with more than 1 Union Monster at a time. (If the monster that this card is equipped to is destroyed as a result of battle, this card is also destroyed.)

Name: Life Suit
Attribute: DARK
Type: Machine
Level: 6
ATK: 0
DEF: 0
Effect: The ATK and DEF of this card becomes the number of Union Monsters equipped to this card x 600. Once per turn, you can Special Summon 1 Level 4 or lower Union Monster from your Deck. You cannot summon or set another monster during the same turn this card is activated.

Name: Requipper
Attribute: LIGHT
Type: Machine/Union
Level: 5
ATK: 1800
DEF: 1500
Effect: Once per turn, you can equip this card to a "Life Suit" you control, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this card’s effect, you can return 1 face-up Union Monster you control (except this card) from the field to your Deck. Then, Special Summon 1 Union Monster from your hand. You cannot summon or set a monster during the same turn this card is activated. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, destroy this card instead.)

Name: Metalbane
Attribute: EARTH
Type: Machine/Union
Level: 4
ATK: 1200
DEF: 1700
Effect: Once per turn, you can equip this card to a Beast, Beast-Warrior or Machine-Type monster you control, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this card’s effect, that monster can only attack and be attacked by Machine-Type monsters. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, destroy this card instead.)

Name: Needlearm
Attribute: WIND
Type: Machine/Union
Level: 2
ATK: 1000
DEF: 100
Effect: Once per turn, you can equip this card to a Warrior or Machine-Type monster you control, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this card’s effect, any Battle Damage to your opponent from a battle involving the equipped monster becomes the original ATK of this card. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, destroy this card instead.)

Name: Internal Field Compressor
Attribute: LIGHT
Type: Machine/Union
Level: 7
ATK: 0
DEF: 2300
Effect: Once per turn, you can equip this card to a Machine-Type monster you control, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this card’s effect, when a monster is summoned (including Flip Summon), it loses 800 ATK and DEF. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, destroy this card instead.)

Name: Thunder Supplement
Attribute: LIGHT
Type: Machine/Union
Level: 3
ATK: 200
DEF: 1500
Effect: Once per turn, you can equip this card to a Thunder, Psychic or Machine-Type monster you control, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this card’s effect, during each of your Standby Phases, gain 600 Life Points. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, destroy this card instead.)

Trap Cards:

Name: Safeguardian
Type: Normal
Effect: If a Union Monster would be destroyed, pay Life Points equal to its Level x 200 to Special Summon it during your next Standby Phase.

Name: Blasphemous Re-fusion Pact
Type: Normal
Effect: Unequip all Union Monsters on your side of the field to Special Summon 1 Union Monster from the Graveyard. You cannot activate the effects of Union Monsters during the turn this card is activated.

Unrelated Spell Card:

Name: Magic Reborn
Type: Normal
Effect: Tribute 1 monster on your side of the field to add 1 Spell Card from either player’s Graveyard to your hand. You cannot activate the returned card until the end of the turn this card is activated.

NeoZX December 19th, 2008 9:49 PM

Quote:

Originally Posted by Phani

Lily The Succubus Lilith: It's a level four 1900 attacker with the ability to summon two more of itself in the same turn. Tad broken. Stick with just one effect, both of which need a little rewording. Go with something like: "When this card is Summoned (including Flip Summoned), you can add 1 "Seith the Warrior" from the Deck to your hand.". Whenever you add a stated card from the deck to your hand, you show it to your opponent to verify anyway. If you go with the second effect, you should drop the attack and maybe restrict the summoning condition to normal/flip summoning only, since its prime fodder for tributing.

Seith the Warrior: Super powered. 2000 attack and can add 2 equips upon being summoned. Too good. Considering this is scouted via Lilith too, maybe restrict the effect to special or flip summonings and pipe down its attack.

Ah, then I'll just add some levels to both cards.

Lily The Succubus Lilith*

6 Stars/Warrior/Effect Monster/Dark
(ATK: 2100/DEF: 1300)
Effect: After this card is summoned, special summoned or flip summoned, you may search your deck for "Seith the Warrior", show it to your opponent, then add it into your hand, or you may special summon a card that have the word "Lilith" on it's name (Other that cards that have the same name as this card) from your deck or your hand, show it to your opponent, then shuffle your deck. This card cannot attack on the same turn this card's effect were activated and this card's ATK points will be reduced by 500 until the end of your opponent's next turn.
Rarity: Ultra Rare
Card Status: Limited (Only 1 on each deck)
*No, not the mythichal lilith, the Disgaea lilith


Seith The Warrior
6 Stars/Warrior/Effect Monster/Earth
(ATK: 2500/DEF: 900)
Effect: Pay 1000 Life Points. You may search your deck for 2 equip spell cards, show them to your opponent, add them to your hand, then shuffle your deck. This card cannot be equipped by any equip spell card except for "Z-Blade", "X-Buster", and "ZX-Armor".
Rarity: Ultra Rare
Card Status: Limited (Only one on each deck)

And I'll make new cards:

Z-Blade
Equip Spell Card
Effect: This card can only be equipped by "Seith The Warrior". Increase the ATK and DEF of the monster equipped by this card by 500. If the equipped monster or this card is destroyed, this card is removed from play.
Rarity: Ultra Rare
Card Status: Limited

X-Buster
Equip Spell Card
Effect: This card can only be equipped by "Seith The Warrior". Increase the ATK and DEF of the monster equipped by this card by 500. If the equipped monster or this card is destroyed, this card is removed from play.
Rarity: Ultra Rare
Card Status: Limited

ZX-Armor
Equip Spell Card
Effect: This card can only be equipped by "Seith The Warrior". Increase the ATK and DEF of the monster equipped by this card by 800. If the equipped monster or this card is destroyed, this card is removed from play.
Rarity: Ultra Rare
Card Status: Limited

Flandre Scarlet December 21st, 2008 5:06 AM

Fun fun fun! ;3

Name: Wish Bear
Type: Monster
Level, Attribute and Type:4, Earth, Warrior
Effect: During your Main Phase, you may activate one of these effects:

* Tribute 1 monster card on your side of the field and gain Life Points equal to that monster.
* Pay 1000 Life Points to destroy 1 monster and 1 Spell or Trap card on your opponents side of the field.

ATK/DEF: 1000/1000
Rarity: Ultimate Rare

-------------------------------------------------

Name: Wish Come True
Type: Trap
Type:Quick Play
Effect: Gain 1000 Life Points for how many monsters that include "Wish" in their names on your side of the field.
Rarity: Rare

-------------------------------------------------

Name: Wish Warrior
Type: Monster
Level, Attribute and Type:6, Earth, Warrior
Effect: During your Main Phase, you can return 1 monster that has "Wish" in its name to your hand.
ATK/DEF: 2000/2000
Rarity: Rare

-------------------------------------------------

Name: Wish Samurai Fighter
Type: Monster
Level, Attribute and Type:5, Earth, Warrior
Effect: Gain 100 Life Points during your Main Phase for each monster including "Wish" in their names on your side of the field. (Excluding this monster)
ATK/DEF: 1500/1500
Rarity: Rare

-------------------------------------------------

Name: Wish Colosseum Golem
Type: Fusion
Level, Attribute and Type:10, Earth, Warrior
Effect: " Wish Bear " + " Wish Bear " + "Wish Warrior" + "Wish Samurai Fighter"-- This monster can only be special summoned by the effect of "Wish Command Fusion". This monster gains 1000 ATK and DEF points for each card with "Wish" in its name removed from play. In addition, you can destroy all Spell and Trap cards on your opponents side of the field.
ATK/DEF: ?/?
Rarity: Ultimate Rare

-------------------------------------------------

Name: Wish Command Fusion
Type: Spell
Type: Normal
Effect: Remove from play, "Wish" Fusion Material monsters from your field or hand to Special Summon a Fusion Monster with "Wish" in its name. By paying 500 Life Points, after the activation of this card, remove it from play.
Rarity: Ultimate Rare

Gymnotide December 21st, 2008 5:26 PM

Entropic Virus
Continuous Trap
Whenever a counter would be placed on any card, place that counter on this card instead. When this card has 4 or more counters, destroy it.

Alter Ego December 22nd, 2008 11:49 AM

X-tension: So...it's not a protective-type union like, say, Heavy Mech Support and it doesn't do anything besides letting you stick other unions on it? Very, very doubtful about this one unless Life Suit is something quite remarkable.

Life Suit: And it's not, really. Not only tribute requirement but it also needs 4+ union monsters equipped to it just to not be bashed down by Zombie Master or Stratos? oo Yeah, not going to work. I'd suggest dropping it to 4-star and raising the Atk boost to 1000 per union monster equipped. Union monsters are just as risky as investments go as large amount of equips so you should be getting something back for your work and you still need this out to make those special summons happen.

Requipper: Ehh...pass on this one. If I want to special summon from my hand, I'll just go with Frontline Base. Tribute unions are not something I'd want to weigh my deck down with, really.

Metalbane: So...we want to shut our high-investment monster away from attacking anything except specific face-up monsters...because? Yeah. No, just no. If being destroyed by battle is your concern you should focus on buffing attack power rather than this sort of thing.

Needlearm: Again, why would we want to restrict our own options in this way? Unless it's bashing through some high-power monster, whatever we equipped this with should already be doing more than 1000 damage in the first place. Weak on its own too.

Internal Field Compressor: Ick, seven star. This sort of thing didn't really work for the epically horrible Koitsu either, and that was a card that gave 3000 Atk and piercing damage while equipped. Union has to give a lot more than this to pull its own weight.

Thunder Supplement: and yeah, LP gain is not really helping you at all. You could gain 600 points a turn throughout the entire duel and it would still be unlikely to make any significant difference.

Safeguardian: That would be 'is' destroyed since if it 'would' but isn't then you can't summon it from anywhere either. ;D Eh, I'd say you can skip the LP payment since union monsters are a pretty selective bunch to begin with.

Blasphemous Re-fusion Pact: So basically you leave all your unions vulnerable for a turn in order to buff their ranks a bit? I could see XYZ decks making use of this to speed up the XYZ fusion, but Life Suit? Not so much, no.


Overall problem? Life Suit has serious survival issues and none of the associated unions are helping it. It powers up extremely slowly and gives very little benefit even when it does, not to mention that all the union monsters you'll need will be clogging up both deckspace and spell and trap card zone. Even XYZ Return draws some ridiculously poor hands, and that deck only has four unions, all of them non-tribute, Honest-compatible, and sitting at at least passable Atk. These poor little machines need a major leg up to even be playable, let alone viable. :x In addition to the stuff I already mentioned on it, I'd suggest sticking the ability to equip multiple unions on Life Suit rather than having a separate union monster clogging things up further. Unions should also be more focused on ensuring that the suit does not get killed or removed from the field (as it is, a single bounce, spin, or destruction card murders all of your painstakingly assembled union monsters in one fell swoop), meaning protection from effects or attacks and possibly negation of either as well. (and no, a protection that prevents us from attacking is not going to cut it) You're also going to need some way to actually deal damage with the suit. Attack power boosts it can provide by itself if you increase the per-monster gain, but piercing damage, added burn, destruction effects and multi-attack effects are all certainly viable options. Giving at least some of the unions enough power to survive on their own would help too. Again, the suit is going to eat up a lot of cards before it starts paying, so the gain should be in proportion to the investment.


Magic Reborn: Teetering close to disbalance, this one. Market price for direct spell recursion is a three-for-one trade (Magical Stone Excavation/Spell Reproduction) and that's just from your own graveyard; getting to ransack either is far more dangerous. Not being able to play the spell immediately balances out a bit, but...ehh, direct spell recursion has a tendency to get banlisted for very good reasons, y'know, and this can still be Diamond Duded with impunity.

Lily The Succubus Lilith: Ehh...fair enough now, I suppose, since it does require tribute. You don't need to bother with the 'show to your opponent' part of the effects, though; by game ruling, you have to declare what you add to your hand or summon from your deck to prove that it fits the conditions of said effect anyway.

Seith The Warrior: First lesson of Yu-gi-oh!: against anything but burn, life points are cheap. Second lesson of Yu-gi-oh!: free cards are always good for something, no matter how crappy the cards themselves are. Getting two free cards out of your deck as many times as you can afford to pay for them is still flat-out ridiculous. Never mind that you can't equip them to this guy; they can still be pitched for Hand Destruction or Card Destruction to give you better ones in their place, or used to fuel any of the countless other discard-based effects (Snipe Hunter, Lightning Vortex, Phoenix Wing Wind Blast...the list goes on and on). Getting practically free cards like this just shouldn't be this easy. Period.

Z-Blade: Oh come now, we have far better equips aplenty out there. Looking anywhere beneath Axe of Despair (1000 Atk) in that department is pointless unless there's a secondary effect that makes it worthwhile. In this case, there isn't.

X-Buster: So...why do we need a carbon clone of Z-Blade in the first place? The Buster and Blade these two are based on aren't identical, right? Why should their cards be?

ZX-Armor: See Z-Blade comment.


Wish Bear: So...why is the bear a warrior? XD Also, 'life points equal to that monster'? Just...what do you mean by that? Monster's Atk? Monster's Def? Monster's Level? Number of monsters tributed? You need to specify. Regardless, second effect is like Destructotron on steroids. Returning to the first rule of YGO here: Life Points really are cheap. You should not be able to indiscriminately blow up anything and everything for such a cheap cost, especially when it's attached to such an easily searched body. x.O

Yeah, this one needs a tonedown. Life points don't matter if your opponent has no cards left to hit you with.

Wish Come True: Elemental Recharge all over again. There's no such thing as a Quick-Play trap either.

Wish Warrior: Return from where? Again, you need to be more specific.

Wish Samurai Fighter: Wait...level five? With those stats? Ooookay, not touching this, seeing as how even Solemn Wishes alone generates LP better. 100 points per monster is practically nothing, and 1500 Atk is very weak for a tribute monster.

Wish Colosseum Golem: So we do our little thematic Dragon's Mirror to get a 5000+-point beater who kills our opponent's backfield all the time? That's just a little bit broken considering how easy it is to get your cards removed from play.

Wish Command Fusion: Meh, in-theme Dragon's Mirror.


Entropic Virus: Very specific spellcaster hate? XD And it blows up too, huh. Only use I really see is for Spell counter deck mirror matches since you can steal your opponent's spell counters and then use them as fodder for less picky effects of your own. Still, kind of a very situational card to use deckspace on. :x


Anywho...

Hermit of the Night Mist
Spellcaster/Effect
4 Star/Dark
1800 Atk / 1900 Def

If you control any face-up Monsters besides this card, this card is forced into face-down Defense Position. During each of your End Phases, discard a card from the top of your opponent's Deck for every face-down Monster on the Field.

Killer in the Night Mist
Fiend/Effect
1 Star/Dark
400 Atk / 300 Def

When this face-down card is attacked, destroy the Monster it Battles with at the end of the Damage Step, then discard a number of cards from the top of your opponent's Deck equal to half the Level of the destroyed Monster, rounded up to the nearest whole. When this card inflicts Battle Damage to your opponent, your opponent sends one Monster Card from their Deck to the Graveyard.

Phantom of the Night Mist

Fiend/Effect
2 Star/Dark
300 Atk / 600 Def

This card can attack your opponent directly. When this card attacks, it is switched into face-down Defense Position at the end of the Damage Step. When this card inflicts Battle Damage to your opponent, your opponent selects one each of Monster, Spell, and Trap cards from their Deck and shows them to you. Then, select one of those cards and discard it and shuffle the rest back into your opponent's Deck. This card can not be destroyed in a Battle where it was attacked while face-down.

Ruler of the Night Mist
Fiend/Effect
4 Star/Dark
2000 Atk / 300 Def

This card can only be Summoned while you control at least one face-down Monster. (It can still be Set) Face-down Monsters you control can not be targeted by card effects. Each time a Monster is Flip Summoned, discard the top or bottom card of your opponent's Deck.

Songsparrow of the Night Mist
Winged Beast/Effect
2 Star/Dark
400 Atk / 1500 Def

When this card is Normal Summoned successfully, switch one Monster you control into face-down Defense Position. When this card is destroyed by Battle, Special Summon one Level 3 or lower "Night Mist" Monster from your Deck in face-down Defense Position.

Terror of the Night Mist
Fiend/Effect
3 Star/Dark
1700 Atk / 1200 Def

FLIP: Face-down cards on your Field can not be targeted by attacks or card effects until your next Standby Phase.

Obstructive Night Mist
Field Spell

Both players play with their Graveyards face-down and neither player can check the cards in either Graveyard. When a face-down Monster is selected as the target of an attack or card effect, the controller of that Monster can switch the target of that attack or effect to another face-down Monster they control.

Two-Sided Ambush
Quick-Play Spell

Each player selects a Level 3 or lower Monster from their Deck and Special Summons it in face-down Defense Position.

Night Blindness
Counter Trap

Select and activate one of the following:
- Negate the activation and effect of a Spell or Trap card that targets a face-down card(s) on the Field and destroy it. This effect can only be activated if you control at least one face-down Monster other than the targeted card.
- Activate only when your opponent declares an attack against a face-up Monster you control, switch the attacked Monster into face-down Defense Position before applying Damage Calculation.

Gymnotide December 22nd, 2008 6:21 PM

Dulmaz
( 5 Stars / EARTH / Fairy / Effect Monster )
2500 / 0


You can Normal Summon or Set this card without a Tribute. If you do, decrease this card's original ATK by 700 points. If you Tribute Summon this card with any of the following cards, apply the corresponding effects:
-- Zolga: Increase your life points by 2000.
-- Agido: Special Summon 1 Level 4 or lower EARTH-type Fairy monster from your Deck or Graveyard.
-- Kelbek: Return up to two monsters on your opponent's side of the field to their owner's hands.

Katya
( 4 Stars / EARTH / Fairy / Effect Monster )
1500 / 800


Increase the ATK of all Fairy-type Monsters you control by 400.

Gerjas
( 7 Stars / EARTH / Fairy / Effect Monster )
2400 / 1200


You can Tribute Summon this card with any number of Tributes. If you Tribute Summon this card with any of the following cards, apply the corresponding effects:
-- Mudora: Inflict 300 damage to your opponent's life points for each Fairy-type monster in your Graveyard.
-- Keldo: Send up to three Fairy-type monsters from your Deck to your Graveyard. They cannot be DARK-type.
-- Katya: Inflict 600 damage to your opponent's life points for each Fairy-type monster on your side of the field.

Sealed in Stone
Normal Trap
You can activate this card when your opponent declares an attack on an EARTH-type Fairy Monster you control. Switch all of your opponent's monsters to Defense-position. They cannot change their battle positions until the End Phase. If this card is in your Graveyard and you roll 2 or below for Agido's effect, you can return this card to your Hand instead of Special Summoning a monster.

Ascension
Normal Trap
You can activate this when an EARTH-type Fairy monster you control is destroyed. Special Summon 1 Level 4 EARTH-type Fairy monster from your Deck. If this card is in your Graveyard and you roll 3 for Agido's effect, you can return this card to your Hand instead of Special Summoning a monster.

edit Double post.

And this set sucks.

The Manifestation of All Evil
( 10 Stars / DARK / Fiend / Effect Monster )
0 / 0


This card cannot be Normal Summoned or Set. You can Special Summon this card from your Hand. When this card is Summoned, destroy all other monsters on your side of the field. You cannot control any other monsters while this card is on the field. You take no battle damage from a battle involving this monster.

I'm getting rid of the other cards in this set because I hate it.
You can have this card instead.


Iron Bamboo Stalk
Equip Spell
This card can only be equipped to "Frenzied Panda." The equipped monster gains 3000 ATK. When the equipped monster attacks, it is switched to Defense-position during the end of the Battle Phase.

Alter Ego December 28th, 2008 7:46 AM

Dulmaz: More bang for your Earth fairy buck, I see? XD Agido is the most obviously beneficial here, as it basically translates to you getting to summon a 2500-point beatstick for free, though the gain from Kelbek makes for some considerable synchro hate and even the full 4000-point LP gain could potentially be put to use because of its sheer size. Even without tribute, it's still an acceptable 1800-point beatstick too, so useful card there.

Katya: so basically it's like Freya except instead of being a wuss and hiding behind bigger fairies it's doing some butt-kicking on its own too? Effective 1900-point beatstick with that kind of boosting effect is quite hefty, though, I dunno'.

Gerjas: So...big burn finish, is it? Question: do multiple tributes of the same monster stack? As in, if I tribute two Mudoras, will I get 600 burn for every fairy in the yard? Possible finisher card, though I'm not sure if I wouldn't go for an extra copy of Dulmaz over this. Keldo effect not likely to see much use, given how said monster is not exactly the most useful fairy around and would be unlikely to earn the deckspace, despite possible tech options of putting Maliciouses and Necro Gardnas back in the opponent's deck and messing with Lightsworn/Dark counts.

Sealed in Stone: Kind of like a 'No Entry!!' for the theme, certainly not a bad thing given how most beatsticks still suck on the defensive. The recursion effect also helps make Agido more useful by making use of the bad rolls, so not a bad little card at all.

Ascension: and now we have a theme-specific Hero Signal too? On its own, this form of replacement wouldn't be all that glorious, but with the added assurance of getting something useful from Agido's effect, it's actually not half bad. Well-balanced card.

The Manifestation of All Evil: Ehh...basically a battle phase blocker for dedicated burn type decks? Given how you can still blast or spin it away, skill drain it or flip it face-down with impunity, I'm going to say fair enough.

Iron Bamboo Stalk: As amusing as bashing through anything with Frenzied Panda would be, I still think I wouldn't run this. Aside from the situational aspect, it would be losing out on two cards to get rid of one more often than not.


Anyway, going to talk to myself again. Yay. :D

Magitech Absorption Armor
Machine/Union/Effect
1 Star/Light
500 Atk / 500 Def

Once per turn, if you control this card on the Field, you can equip it to a Machine Type "Magitech" Monster you control as an Equip card OR unequip the Union Equipment and Special Sumoon this card in face-up Attack Position. While equipped to a Monster by this effect, place a Spell Counter on this card each time a Spell Card is activated or a Spell Counter is placed on the equipped Monster (max.3). (1 Monster can only be equipped with 1 Union Monster at a time. When this card or the equipped Monster would be destroyed, remove 1 Spell Counter from this card instead.)

Magitech Biospark
Spellcaster/Tuner/Effect
1 Star/Light
400 Atk / 300 Def

This card can be Special Summoned from your Hand by removing one Spell Counter from your Field. When this card is sent to the Graveyard for the Synchro Summon of a Monster that can have Spell Counters on it, place a number of Spell Counters on the Synchro Summoned Monster equal to the combined number of Spell Counters on the Monsters used to summon it.

Magitech Fenrir
Machine/Effect
4 Star/Light
2400 Atk / 700 Def

For the purpose of determining card effects, treat the name of this card as "Magitech Hound". You must remove a Spell Counter from your Field to declare an attack with this card.

Magitech Gunner

Machine/Effect
3 Star/Light
400 Atk / 1400 Def

When this card is Normal Summoned successfully, place three Spell Counters on it (max. 3). When this card is Special Summoned successfully, place one Spell Counter on it. This card gains 400 Atk for each Spell Counter on it. By removing a Spell Counter from this card, inflict 400 Damage to your opponent.

Magitech Hound

Machine/Effect
3 Star/Light
1200 Atk / 900 Def

When an attack is declared, place one Spell Counter on this card before applying Damage Calculation (max. 3). This card gains 300 Atk for each Spell Counter on it. By removing 1 Spell Counter from this card, Special Summon one "Magitech Hound" from your Hand. By removing 3 Spell Counters from this card, Special Summon up to two "Magitech Hound"s from your Hand or Deck.

Magitech Salvage Crew
Spellcaster/Tuner/Effect
3 Star/Light
1200 Atk / 1600 Def

Once per turn, you can remove any number of Spell Counters from your Field to Special Summon one Machine Type "Magitech" Monster from your Graveyard with a Level equal to the number counters removed by this effect. A Monster Special Summoned this way can not have any Spell Counters placed on it.

Magitech Scholar
Spellcaster/Tuner/Effect
2 Star/Light
600 Atk / 1200 Def

Once per turn, you can remove a Spell Card in your Graveyard from play to place one Spell Counter on a "Magitech" card you control that can have Spell Counters on it.

Magitech Spell Cannon
Machine/Effect
5 Star/Light
0 Atk / 2000 Def

This card can be Special Summoned by tributing one Monster you control that has Spell Counters on it. When this card is Special Summoned this way, all Spell Counters that were on the tributed Monster are placed on this card. This card gains 1000 Atk for each Spell Counter on it. When this card attacks, remove all Spell Counters from it at the end of the Damage Step. During each End Phase, place one Spell Counter on this card for each Spell Card activated this turn.

Magitech Angel
Machine/Synchro/Effect
10 Star/Light
1800 Atk / 2600 Def

Any Tuner Monster + two or more non-Tuner Machine- or Spellcaster-Type Monsters

When this card is Synchro Summoned, place a Spell Counter on it for each Monster used in the summon (max. 10). This card gains 200 Atk for each Spell Counter on it. When this card destroys a Monster by Battle, place a number of Spell Counters on it equal to the Level of the destroyed Monster. Once per turn, you can remove any number of Spell Counters from this card to select one Monster from either player's Graveyard with a Level equal to the number of counters removed and Special Summon it to your Field.

Magitech Armor - Titania EXE
Machine/Synchro/Effect
5 Star/Light
0 Atk / 2200 Def

Any Tuner Monster + One or more Non-Tuner Machine- or Spellcaster-Type Monsters

When this card is Synchro Summoned, place three Spell Counters on it (max. 5). This card gains 800 Atk for each Spell Counter on it. When this card attacks or is attacked by a Monster your opponent controls, you can remove one Spell Counter from this card to remove that Monster from play without applying damage calculation. At the end of a turn when there are no Spell Counters on this card, this card is destroyed.

Magitech Economizer
Normal Spell

Until the end of this turn, when activating an effect that requires you to remove Spell Counters from your Field, treat the amount of Spell Counters required for that effect as half the actual amount (rounded down to the nearest whole). You can not reduce the cost of an effect below one Spell Counter this way.

Magitech Overdrive
Equip Spell

This card can only be equipped to a "Magitech" Monster you control that can have Spell Counters on it. A Monster equipped with this card can have any number of Spell Counters placed on it and Spell Counters on it can only be removed by its own effect. Whenever a Spell Counter(s) is placed on the equipped Monster, other than by the effect of "Magitech Overdrive", place a Spell Counter on the equipped Monster. When this card is removed from the Field, destroy the equipped Monster and lose 500 Life Points for each Spell Counter that was on it when it was destroyed.

Magitech Power Generator

Field Spell

Whenever a Spell Card is activated or a "Magitech" Monster is Summoned, place one Spell Counter on this card. Once per turn, you can distribute any number of Spell Counters from this card among other "Magitech" cards you control that can have Spell Counters on them. When this card is destroyed, the player who destroyed it loses 500 Life Points for each Spell Counter that was on this card.

Spellfire Burst
Normal Spell

Remove two Spell Counters from your Field. Destroy one card on the Field.

Core Meltdown
Normal Trap

This card can only be activated when a "Magitech" Monster with Spell Counters on it is destroyed. Inflict 500 Damage to your opponent for each Spell Counter that was on that Monster.

Core Preservation

Continuous Trap

This card can only be activated when a "Magitech" Monster with Spell Counters on it is destroyed. Place one Spell Counter on this card for each Spell Counter that was on the destroyed Monster. Once per turn, you can move one Spell Counter from this card to each "Magitech" card you control that can have Spell Counters on it. When there are no Spell Counters on this card, destroy it.

Thaumaturgical Interference
Normal Spell

Remove up to 15 Spell Counters from your Field. For each Spell Counter removed this way, remove one random card from your opponent's Extra Deck from play.

Forci Stikane December 29th, 2008 3:17 PM

Lightning Soldier: Knight
LIGHT/Warrior/Effect
5 Stars/2200 ATK/1700 DEF

This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your Hand or Deck by tributing 1 "Wave Warrior" with 3 Wave Counters on it from your side of the field. This monster's type is also treated as "Thunder". As long as this card is face-up on the field, all Traps and Quick-Play Spells you control are treated as Spell Speed 3. In addition, any monster this card battles with cannot be Tributed until the end of your opponent's next turn. This monster can only attack your opponent directly once per turn.

Shadow of Leaves: Ninja
WIND/Warrior/Effect
5 Stars/2100 ATK/1500 DEF

This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your Hand or Deck by tributing 1 "Wave Warrior" with 3 Wave Counters on it from your side of the field. Once per turn, if this card would be destroyed, it is not destroyed and your opponent takes 500 points of damage. This monster may attack twice during the same Battle Phase.

Spirit of Flames: Dinosaurian
FIRE/Warrior/Effect
6 Stars/2400 ATK/1800 DEF

This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your Hand or Deck by tributing 1 "Wave Warrior" with 3 Wave Counters on it from your side of the field. This monster's type is also treated as "Dinosaur". When this monster attacks, if there is a Spell or Trap card on your opponent's side of the field in the same column as the attacked monster, destroy it before Damage Calculation. If this monster attacks your opponent's Life Points directly, destroy up to three Spell or Trap cards on your opponent's side of the field after Damage Calculation. This monster's effects cannot be chained to.

Berzerker Soul
Normal Spell

You may only activate this card by selecting a face-up "Lightning Soldier: Knight" on your side of the field. Reveal cards from the top of your Deck until a Spell or Trap card is revealed. Add that card to your Hand and send all other revealed cards to the Graveyard. During this turn, the selected monster may attack one additional time for every card sent to the Graveyard by this effect.

Cursed Blade Muramasa
Equip Spell

This card can only be equipped to "Shadow of Leaves: Ninja". If your Life Points are lower than your opponent's, increase the equipped monster's ATK by an amount equal to half the difference. If this would increase the equipped monster's ATK by more than 2000, increase it by 2000 instead.

Extinction Meteor
Normal Trap

Activate only when a "Spirit of Flames: Dinosaurian" on your side of the field is declared as an attack target. Destroy up to three cards on your opponent's side of the field.

Wave King: Lord of Tribes
LIGHT/Warrior/Fusion/Effect
12 Stars/4200 ATK/3500 DEF
"Lightning Soldier: Knight" + "Shadow of Leaves: Ninja" + "Spirit of Flames: Dinosaurian"

This card can only be Special Summoned from the Extra Deck by sending the above-listed monsters from your side of the field to the Graveyard (You do not use "Polymerization"). This card inflicts piercing damage. While this card is face-up on the field, all damage inflicted to your opponent is doubled. In addition, this monster retains the effects of all monsters used to summon it.

Lord Triangle Crusher
Normal Spell

Activate only if you control a face-up "Wave King: Lord of Tribes". Destroy all cards on your opponent's side of the field.

Wave Controller
WIND/Machine/Union
4 Stars/200 ATK/100 DEF

Once per turn, you may equip this card to a face-up "Wave Warrior" you control, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, increase the equipped monster's ATK and DEF by 300 and increase the number of Wave Counters that may be placed on it by 2. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.) While equipped to a monster by this card's effect, this card may still be used for a Synchro Summon.

Darkspeed Ace
WIND/Warrior/Synchro/Effect
8 Stars/2800 ATK/2000 DEF
"Wave Warrior" + 1 or more non-Tuner monsters

This card can only be Synchro Summoned if the Tuner used to summon it has at least 5 Wave Counters on it. This monster cannot be destroyed as a result of battle. When this card attacks, your opponent cannot activate any Trap cards until after Damage Calculation. This monster may attack twice during the same Battle Phase. Any monster this card attacks cannot change its battle positions or attack until your next Standby Phase. No effect can prevent this monster from attacking. When this card attacks a monster, you may change the Battle Position of that monster before Damage Calculation (card effects are not activated).

Powerflame Joker
FIRE/Warrior/Synchro/Effect
8 Stars/3200 ATK/2000 DEF
"Wave Warrior" + 1 or more non-Tuner monsters

This card can only be Synchro Summoned if the Tuner used to summon it has at least 5 Wave Counters on it. This card inflicts piercing damage. When this card attacks, your opponent cannot activate any Spell or Trap cards until after Damage Calculation. No other card effect can prevent this card from attacking or changing its battle position. When this card destroys an opponent's monster as a result of battle, inflict damage to your opponent equal to the ATK or DEF of the destroyed monster, whichever is higher.

Crimson Rend Destroyer
Normal Spell

Pay half your Life Points and select one "Darkspeed Ace" or "Powerflame Joker" you control. Select and activate one of the following effects, based on the monster selected:
-Darkspeed Ace: Your opponent cannot Set or activate any card effects until your 3rd End Phase after this effect's activation.
-Powerflame Joker: Destroy all Spell and Trap cards on your opponent's side of the field and in your opponent's hand.

Quick Gauge
Normal Spell
Select and activate one of the following effects:
-Pay 4000 Life Points. You may conduct your Battle Phase this turn, even if it is the first turn of the Duel.
-Increase the turn count by 5 (conduct the current turn normally). This effect cannot be activated on your first turn.

Bizarre Artifact
Normal Trap

Add up to 3 Wave Counters to a face-up "Wave Warrior" you control.

Quote:

Originally Posted by Alter Ego (Post 4231116)
Magitech Absorption Armor
Machine/Union/Effect
1 Star/Light
500 Atk / 500 Def

Once per turn, if you control this card on the Field, you can equip it to a Machine Type "Magitech" Monster you control as an Equip card OR unequip the Union Equipment and Special Sumoon this card in face-up Attack Position. While equipped to a Monster by this effect, place a Spell Counter on this card each time a Spell Card is activated or a Spell Counter is placed on the equipped Monster (max.3). (1 Monster can only be equipped with 1 Union Monster at a time. When this card or the equipped Monster would be destroyed, remove 1 Spell Counter from this card instead.)

You were inspired by the discussion in the Individual Card Discussion thread, I see. So, what we have here is a self-replenishing protection effect that also keeps itself safe at the same time and is completely immune to Heavy Storm and Mystical Space Typhoon. If the equipped monster gains Spell Counters the same way, that is also two counters for a single Spell, making this virtually impervious to destruction. Still no protection for straight bouncing, however, so fair enough.

Magitech Biospark
Spellcaster/Tuner/Effect
1 Star/Light
400 Atk / 300 Def

This card can be Special Summoned from your Hand by removing one Spell Counter from your Field. When this card is sent to the Graveyard for the Synchro Summon of a Monster that can have Spell Counters on it, place a number of Spell Counters on the Synchro Summoned Monster equal to the combined number of Spell Counters on the Monsters used to summon it.

Arcanite Magician, perhaps? With all of the monsters able to absorb Spell Counters, this would potentially bring out a monster strong enough to clear the field instantly. That same ease of collecting Spell Counters allows this monster to be summoned at virtually any time. Not bad at all.

Magitech Fenrir
Machine/Effect
4 Star/Light
2400 Atk / 700 Def

For the purpose of determining card effects, treat the name of this card as "Magitech Hound". You must remove a Spell Counter from your Field to declare an attack with this card.

A revamped version of Armor Exe? Even just being able to summon such a monster without penalty is useful, but then again, the same could also be said of Jirai Gumo, Giant Orc, and the Goblin Attack Force monsters. I doubt the attack restriction will be nearly as difficult to handle, however, with the multiple ways to collect and refuel Spell Counters (once again, Endymion is a prime example).


Magitech Gunner

Machine/Effect
3 Star/Light
400 Atk / 1400 Def

When this card is Normal Summoned successfully, place three Spell Counters on it (max. 3). When this card is Special Summoned successfully, place one Spell Counter on it. This card gains 400 Atk for each Spell Counter on it. By removing a Spell Counter from this card, inflict 400 Damage to your opponent.

Tempest Magician's burn in a stricter, weaker form that no longer requires Synchro Summoning. A 1600-ATK monster is decent, but not enough to do much damage.


Magitech Hound

Machine/Effect
3 Star/Light
1200 Atk / 900 Def

When an attack is declared, place one Spell Counter on this card before applying Damage Calculation (max. 3). This card gains 300 Atk for each Spell Counter on it. By removing 1 Spell Counter from this card, Special Summon one "Magitech Hound" from your Hand. By removing 3 Spell Counters from this card, Special Summon up to two "Magitech Hound"s from your Hand or Deck.

Or in other words, "Special Summon two 'Magitech Fefnir' from your Hand or Deck." This could work quite well as a swarm, seeing as each Hound's attack will power up all Hounds on the field and at the same time nullify Fefnir's attack restriction in practice. This...might actually be a bit too easy to set up, to be honest.

Magitech Salvage Crew
Spellcaster/Tuner/Effect
3 Star/Light
1200 Atk / 1600 Def

Once per turn, you can remove any number of Spell Counters from your Field to Special Summon one Machine Type "Magitech" Monster from your Graveyard with a Level equal to the number counters removed by this effect. A Monster Special Summoned this way can not have any Spell Counters placed on it.

I believe, with Hound and other cards already producing Spell Counters at an alarming rate, that this will cover most available targets and make for an easy Synchro Summon or Tribute. ...However, considering how the only target not seriously hurt by a lack of Spell Counters is Fefnir and that is already covered by Hound, that monster will not be accomplishing much else (without Endymion to act as a surrogate Spell Counter holder, at least).

Magitech Scholar
Spellcaster/Tuner/Effect
2 Star/Light
600 Atk / 1200 Def

Once per turn, you can remove a Spell Card in your Graveyard from play to place one Spell Counter on a "Magitech" card you control that can have Spell Counters on it.

Well, with Magician of Faith still banlisted, those Spell Cards will not be accomplishing much else in the Graveyard, so at least they can be put to good use.

Magitech Spell Cannon
Machine/Effect
5 Star/Light
0 Atk / 2000 Def

This card can be Special Summoned by tributing one Monster you control that has Spell Counters on it. When this card is Special Summoned this way, all Spell Counters that were on the tributed Monster are placed on this card. This card gains 1000 Atk for each Spell Counter on it. When this card attacks, remove all Spell Counters from it at the end of the Damage Step. During each End Phase, place one Spell Counter on this card for each Spell Card activated this turn.

I believe Satellite Cannon has some decent competition, now. This will at least be somewhat of a deterrent against an opponent abusing Spell Cards (although Endymion accomplishes the same already), since each Spell means dealing with 1000 more ATK next turn. If it can survive on the field for a turn (such as with Magitech Absorption Armor), this might qualify as an OTKO.

Magitech Angel
Machine/Synchro/Effect
10 Star/Light
1800 Atk / 2600 Def

Any Tuner Monster + two or more non-Tuner Machine- or Spellcaster-Type Monsters

When this card is Synchro Summoned, place a Spell Counter on it for each Monster used in the summon (max. 10). This card gains 200 Atk for each Spell Counter on it. When this card destroys a Monster by Battle, place a number of Spell Counters on it equal to the Level of the destroyed Monster. Once per turn, you can remove any number of Spell Counters from this card to select one Monster from either player's Graveyard with a Level equal to the number of counters removed and Special Summon it to your Field.

So we can essentially have any monster destroyed by this card summoned right back to the field under our control? Very nice. A minimum 2400 ATK as a base is also good enough to run over most non-Synchro monsters.

Magitech Armor - Titania EXE
Machine/Synchro/Effect
5 Star/Light
0 Atk / 2200 Def

Any Tuner Monster + One or more Non-Tuner Machine- or Spellcaster-Type Monsters

When this card is Synchro Summoned, place three Spell Counters on it (max. 5). This card gains 800 Atk for each Spell Counter on it. When this card attacks or is attacked by a Monster your opponent controls, you can remove one Spell Counter from this card to remove that Monster from play without applying damage calculation. At the end of a turn when there are no Spell Counters on this card, this card is destroyed.

At least any three monsters removed from play for the cost of one Synchro? Quite the deal indeed, even if the monster is lost at the end.

Magitech Economizer
Normal Spell

Until the end of this turn, when activating an effect that requires you to remove Spell Counters from your Field, treat the amount of Spell Counters required for that effect as half the actual amount (rounded down to the nearest whole). You can not reduce the cost of an effect below one Spell Counter this way.

So Hound summons out two more copies for one Spell Counter and both Salvage Crew & Angel can summon out practically anything desired for half the price, not to mention all of the shenanigans possible with cards outside of the set? There should at least be some sort of cost to it, really.

Magitech Overdrive
Equip Spell

This card can only be equipped to a "Magitech" Monster you control that can have Spell Counters on it. A Monster equipped with this card can have any number of Spell Counters placed on it and Spell Counters on it can only be removed by its own effect. Whenever a Spell Counter(s) is placed on the equipped Monster, other than by the effect of "Magitech Overdrive", place a Spell Counter on the equipped Monster. When this card is removed from the Field, destroy the equipped Monster and lose 500 Life Points for each Spell Counter that was on it when it was destroyed.

Angel is the first monster to come to mind with this, as it provides an infinite attack power for overrunning any monster and then taking control of them. Hound also has an ideal situation, being able to increase its ATK by 600 upon each attack and completely swarm the field. Question: both this and Absorption Armor are equipped to the same monster. The monster does not die, so does the damage still take place? If not, then this is comes with little drawback on either of the named monsters.


Magitech Power Generator

Field Spell

Whenever a Spell Card is activated or a "Magitech" Monster is Summoned, place one Spell Counter on this card. Once per turn, you can distribute any number of Spell Counters from this card among other "Magitech" cards you control that can have Spell Counters on them. When this card is destroyed, the player who destroyed it loses 500 Life Points for each Spell Counter that was on this card.

The burn backlash is a nice touch and being able to move the Spell Counters is definitely helpful, but I honestly believe that Endymion is still superior in regard to direct Spell Counter hoarding.

Spellfire Burst
Normal Spell

Remove two Spell Counters from your Field. Destroy one card on the Field.

Considering how easy it is to obtain Spell Counters now, this works out as a direct 1-for-1 destruction effect. Instantly maxed out in Spell Counter decks, I believe.


Core Meltdown
Normal Trap

This card can only be activated when a "Magitech" Monster with Spell Counters on it is destroyed. Inflict 500 Damage to your opponent for each Spell Counter that was on that Monster.

This essentially turns Overdrive into a double-edged burn, which could very well be game-ending depending on the monster equipped. It also gives something to worry about when planning to destroy a charged Spell Cannon.


Core Preservation

Continuous Trap

This card can only be activated when a "Magitech" Monster with Spell Counters on it is destroyed. Place one Spell Counter on this card for each Spell Counter that was on the destroyed Monster. Once per turn, you can move one Spell Counter from this card to each "Magitech" card you control that can have Spell Counters on it. When there are no Spell Counters on this card, destroy it.

So the spread is forced? That means no focusing on a single monster, at least. Still, this card creates a dangerous loophole with Overdrive, leaving that large mass of Spell Counters on the field to still be used for card effects...and this is to say nothing of what would happen with multiples of this card on the field.

Thaumaturgical Interference
Normal Spell

Remove up to 15 Spell Counters from your Field. For each Spell Counter removed this way, remove one random card from your opponent's Extra Deck from play.

More Synchro hate from you, I see. With all of the Spell Counter cards here, that total will not be at all difficult to pull off, cheaply removing that danger altogether and leaving the opponent's Tuner use severely weakened.

Alter Ego December 30th, 2008 8:39 AM

Quote:

Originally Posted by Forci Stikane (Post 4234928)
You were inspired by the discussion in the Individual Card Discussion thread, I see.

I concede that that is a distinct possibility.

Quote:

Originally Posted by Forci Stikane (Post 4234928)
Or in other words, "Special Summon two 'Magitech Fefnir' from your Hand or Deck." This could work quite well as a swarm, seeing as each Hound's attack will power up all Hounds on the field and at the same time nullify Fefnir's attack restriction in practice. This...might actually be a bit too easy to set up, to be honest.

Well, the hound's swarming effect is the offensive backbone of the set. That being said, I'll go ahead and put a little extra price tag on Fenrir at least.

Quote:

Originally Posted by Forci Stikane (Post 4234928)
So Hound summons out two more copies for one Spell Counter and both Salvage Crew & Angel can summon out practically anything desired for half the price, not to mention all of the shenanigans possible with cards outside of the set? There should at least be some sort of cost to it, really.

True enough. We'll see what we can do.

Quote:

Originally Posted by Forci Stikane (Post 4234928)
Angel is the first monster to come to mind with this, as it provides an infinite attack power for overrunning any monster and then taking control of them. Hound also has an ideal situation, being able to increase its ATK by 600 upon each attack and completely swarm the field. Question: both this and Absorption Armor are equipped to the same monster. The monster does not die, so does the damage still take place? If not, then this is comes with little drawback on either of the named monsters.

Hur...with the current wording, it would not, because the burn is tied to a successful destruction, similar to Ring of Destruction. You shouldn't get off with such a cheap trick, though, so revamp time for that.

Quote:

Originally Posted by Forci Stikane (Post 4234928)
The burn backlash is a nice touch and being able to move the Spell Counters is definitely helpful, but I honestly believe that Endymion is still superior in regard to direct Spell Counter hoarding.

In a sense, I suppose, though mind you; Magitech feeds off the spell counters to bump their attack power up. Endymion can't provide that because it still keeps those counters for itself. ;D

Quote:

Originally Posted by Forci Stikane (Post 4234928)
So the spread is forced? That means no focusing on a single monster, at least. Still, this card creates a dangerous loophole with Overdrive, leaving that large mass of Spell Counters on the field to still be used for card effects...and this is to say nothing of what would happen with multiples of this card on the field.

Yeah, you have to distribute as many as possible each turn. As for the loophole...true, I suppose, though to be honest there's nothing to stop you from just blowing Core Preservation away, counters and all, before they can be burned away. Going to go ahead and make a little tweak here too, though.

Lightning Soldier: Knight: So...those counters are for nomifying? Well, summon requirement is about as painless as nomi summoning gets and getting basically infinite chaining ability is interesting, but I'm not too wild about putting all my hard work into a body that is so vulnerable to random synchro smackdown. (not to mention completely incapable of stopping it) The fact that all of the compulsory anti-synchro tech works like a charm against nomi too doesn't help either. I...just see this getting spun off the field or trampled in a flash, really.

Shadow of Leaves: Ninja: A bit better, as it can't be just casually beaten down by a single beatstick, but it's still Caius/other RFG vulnerable, stealable, and just as spin vulnerable as its companion over yonder.

Spirit of Flames: Dinosaurian: Senetishly inclined S/T destruction and big S/T wipe for direct attacks in a decently sized body. Monarch can still trade off against it and Synchros step on it, though. Meh.

Berzerker Soul: would be a potential game breaker if knight didn't have its effect, and getting a free S/T in replacement is still passable I suppose, but only getting one direct attack and probably dumping the nomis you intended to summon in the process doesn't sound like an all too awesome deal.

Cursed Blade Muramasa: Half? That means by the time this hits maximum bonus, the Ninja could already be hitting for game anyway. Besides, the first hit will cut our bonus for the second hit to boot. Bleah, pass on this one. I'd much sooner take United We Stand or something.

Extinction Meteor: Bit of a prevention method against the inevitable synchro smackdown. Too bad Thought Ruler and Stardust both still laugh at this, though.

Wave King: Lord of Tribes: All I can say is good luck assembling all of those. Even with Prismer procing nomis, it would take one heck of a feat to make an even semi-reliable deck capable of pulling this off. If you use the procing method, it weakens this card too, though with a 4000-point piercer you should be hitting for game already.

Lord Triangle Crusher: Pulling of Des Croaking reliably is a chore. This requirement is flat-out ridiculous. Makes for a pretty ideal target for Trap of Darkness, though.

Wave Controller: I smell synchros. That is all.

Darkspeed Ace: As monsters go, this...is rather ridiculous. All those effects in one, 2800-point package. On the other hand, the summoning requirement is pretty ridiculous too, so...I guess it's okay? x.O

Powerflame Joker: Another mad powerhouse to make dark synchro look tame. But again, icky summoning requirement.

Crimson Rend Destroyer: Sealing the utter buttrape, basically. So is this spell or trap? Not that it matters much, since this is unlikely to earn the space in what will already be a deck weighed down by all kinds of obscure support.

Quick Gauge: I find myself wondering what that second effect is for. And the first is just really, REALLY situational. Some kind of OTKO swarmer would probably consider this, but even that seems kind of doubtful. A card that's only useful if you open the game with it and eats half your LP even then is kind of not too hot. :\

Bizarre Artifact: Well...it eases the pain-in-the-butt counter assembly a bit, at least? Suppose you'd want this in threes if you actually tried running these crazy things. oO


Overall problem? The amount of card commitment needed to pull any of this off is ridiculous, especially when it can easily be disrupted by a wide array of staple defensive cards (compulsory spin/bounce, Book of Moon, Bottomless Trap Hole, theft cards, not to mention the way bulky synchros will be mauling you) and finding all the bits and pieces is beyond difficult. The whole deck will be built on the back of a single monster too, so woe is you if the opponent slaps Prohibition on Wave Warrior. A single copy of Lord Triangle Crusher fits a Trap of Darkness deck, and Wave Warrior itself can be (ab)used in the place of Rose for any given build, but the theme as a whole? Yeah...wouldn't play it, really. Too much situational for me to be comfortable with. If we had some form of Wave Warrior procing or some less specific supports to smooth things out then maybe, but as it is, these little would-be Assault Moders are missing both their Assault Teleport and their Arcane Filo. :O


Magitech Pierce-Eye
Machine/Effect
4 Star/Light
1400 Atk / 1900 Def

Whenever a Spell Card is activated, place one Spell Counter on this card. (max. 5) This card gains 100 Atk for each Spell Counter on it. Once per turn, you can check a face-down card on your opponent's Field or a card from your opponent's Hand for each Spell Counter on this card.

Magical Cataclysm
Normal Trap

This card can only be activated when there are at least 6 Spell Counters on the Field. Remove all Spell Counters from the Field to destroy all cards on the Field.

Magitech Interference Field
Continous Trap

When this card is activated, place one Spell Counter on it for each face-up "Magitech" Monster you control (max.5). During each End Phase, remove a Spell Counter from this card. If you can not, this card is destroyed. While you control this card, cards can not be added to your opponent's Hand or Field by card effects.


Revamp, revamp, revamp:



Magitech Fenrir
Machine/Effect
4 Star/Light
2400 Atk / 700 Def

For the purpose of determining card effects, treat the name of this card as "Magitech Hound". You must remove a Spell Counter from your Field to declare an attack with this card. At the end of your Battle Phase, if you did not declare an Attack with this card, destroy it and lose 1000 Life Points.

Magitech Economizer
Normal Spell

Pay 1000 Life Points. Until the end of this turn, when activating an effect that requires you to remove Spell Counters from your Field, treat the amount of Spell Counters required for that effect as half the actual amount (rounded down to the nearest whole). You can not reduce the cost of an effect below one Spell Counter this way.

Magitech Overdrive
Equip Spell

This card can only be equipped to a "Magitech" Monster you control that can have Spell Counters on it. A Monster equipped with this card can have any number of Spell Counters placed on it and Spell Counters on it can only be removed by its own effect. Whenever a Spell Counter(s) is placed on the equipped Monster, other than by the effect of "Magitech Overdrive", place a Spell Counter on the equipped Monster. When this card is removed from the Field, send the equipped Monster to the Graveyard and lose 500 Life Points for each Spell Counter that was on that Monster.

Core Preservation

Continuous Trap

This card can only be activated when a "Magitech" Monster with Spell Counters on it is destroyed. Place one Spell Counter on this card for each Spell Counter that was on the destroyed Monster. Once per turn, you can move one Spell Counter from this card to each "Magitech" card you control that can have Spell Counters on it. When there are no Spell Counters on this card, destroy it. On your second End Phase after this card's activation, destroy this card.

Gymnotide December 30th, 2008 9:48 AM

Quote:

Originally Posted by Alter Ego (Post 4236781)
Lord Triangle Crusher: Pulling of Des Croaking reliably is a chore. This requirement is flat-out ridiculous. Makes for a pretty ideal target for Trap of Darkness, though.

lol, look, it's my new favorite card. HUGE REVOLUTION, hooo!
http://yugioh.wikia.com/wiki/Huge_Revolution

Gamebreaking Card
Normal Trap
You can only activate this card when you have 0 life points. You win the duel.

Just kidding.

The Great Nether
Field Spell
No other Field Spell cards can be activated. This card cannot be targeted by the effects of Trap or Effect Monster cards.

Green1124 December 30th, 2008 4:35 PM

Name of Card: Torch, The Black Dragon Knight
Card Type: Ritual Monster
Level/Type/Attribute: 8/Warrior/Fire
Effects: This card cannot be normal summoned or set. This card cannot be special summoned except by the effect of ''Black Dragon Ritual.''
ATK/DEF: 2700/1750
Rarity: common


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