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Hmm... Let me try.
Mistform Ultimus 6*/Fire/Beast This card's attribute is treated as Wind, Fire, Earth, Water, Light and Dark. This card is treated to have all types. This card is unaffected by field cards. 2300/2300 I think the english YGO cards goofed while I'm trying to look up the texts of similar effects... While DNA Surgery and Homunculus the Alchemic Being both states attributes mean the 6 elements, and type means the 20 different categories... However, E-Hero Electrum switched the two words around XD; (calling the 6 elements "type"). Yeah, no YGO card so far has any monsters that have multiple types o_o; attributes certainly, but not types... and thus, the funny 2nd sentence. The field card thing is just so hard to go... just screw them all XD;;; |
Mistform Ultimus 3U
Creature - Illusion Mistform Ultimus is all other types. 3/3 So in conversion it would be something more similar to: Mistform Ultimus 5*/Water/Aqua Mistform Ultimus has all other types and attributes. 2100/2100 XD |
Unforgiving Maiden
5*/Dark/Fairy You may tribute this card to destroy a face-up monster on the field. 2000/800 Essentially, this is just an opposite version of Forgiving Maiden, like how Mystical Elf has Dark Elf. The only difference is that Unforgiving Maiden is 5 stars, unlike Forgiving Maiden. Fiery Tiger 4*/Fire/Beast When this card is destroyed, you may treat this as an equip spell card. Equip it to a Fire attribute monster or a Pyro type monster. The equipped monster gains 400 ATK points. 1700/1000 This one is pretty good for when you have a decent fire-type monster, however you're lacking the extra firepower in order to finish off your opponent (Ala Legendary Flame Lord when the opponent has something like 2800 life points left and you use LFL's effect). Parasitic Machine 4*/Dark/Machine When this card is flip summoned successfully, equip it to one of your opponent's monsters. The equipped monster loses 400 ATK and DEF points and is then switched to your control. The equipped monster then becomes a Machine type. 1000/1000 This card is basically a Paracide Parasite, except that this doesn't destroy all summoned monsters that aren't Insect type (or was it that it made them weaker?). However since the controlled monster is weakened, it does has it's disadvantages. Sharpened Mind Equip Spell Equip this card to a Spellcaster type monster. The equipped monster gains 400 ATK and DEF points. By paying 500 life points, you may place this card at the top of your deck. All I have to say for this one is that it's pretty decent for a Spellcaster deck. |
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And Unforgiving Maiden is simply a worse version of Exiled Force... |
Yesh about Unforgiving Maiden. Forgiving Maiden already has a polar opposite anyway, though it isn't obvious by looking at her: Marie the Fallen One. After all, she and Marie do become St. Joan together. (One of my favorite cards, btw... I'm almost tempted to throw them all into a deck, even though the only deck I can think of that would make any use of them, period, is Chaos, and that all got banned as we well know.
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Backfire Assassin
[4/Warrior/Earth] This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. This card cannot attack if there are two or more set cards on your opponent's side of the field. If this card is returned to the owner's hand, it cannot be summoned until your 2nd turn (starting from your next turn) and cannot be discarded by any of your own cards. ATK/3000 DEF/1500 Ultra Rare If you haven't realised, this is a Spirit monster. Someone help me make the text shorter. :P Spirit Harmony Normal Spell Pay 800 Life Points. No Spirit Monsters on your side of the field can be returned to your hand. Common |
Backfire Assassin- problem is not only abusable with giant trunade for a lv4 (after trunade, your attack is almost guaranteed to go through as most ppl won't ever set that many monsters.) Also, after it's returned to the hand, you really can't keep count of how many turns it's been for backfire assassin. What if you got two of these buggers in the hand >>; How about...
Backfire Assassin [4/Warrior/Earth] This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. This card cannot attack if there are two or more set cards on your opponent's side of the field. You cannot summon "Backfire Assassin" until the end of your next turn. This card cannot be discarded for a cost. ATK/2700 DEF/1800 Just have to lower the attack... did I mention how this thing rocks with skill drain if it's still 3000? Spirit Harmony- which spirit monsters... the ones on your side of the field now, you mean? either way, not bad cards... not bad. Still, spirit monster deck fails =/ (as in the deck itself of spirit monsters, not a few spirits teched into a deck) Fool's Gold Normal Spell Look at the top card on your deck and declare the name of 1 card. Your opponent must guess if the name of the card is the same as the declared name. Reveal the card. If your opponent guesses right, send that card to the graveyard. If your opponent guesses wrong, draw 2 cards from the deck and send that card to the bottom of your deck. |
Coolmaster: the easiest way is to keyword parts of it, but it's pretty hard to do that in YGO, I would think.
Pendulum of Mystery Continuous Trap During your standby phase, an opponent names a card type. Reveal the top card of your deck. Put it into your hand if your opponent names it right. If not, put it back on top of your deck. (card types are monster, magic, and trap) Certainly looking like a breakable card, but not sure how breakable. |
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Don't even need the brackets. *Gasp* Kenny made a card that got texts longer than it should for YGO!! run for your lives the world is crumbling apart because of a children's card game |
Children's card game. I just love how they parody that all over the abridged series.
Speaking of that.... Voice of Strength Ritual Spell You may use this card to ritual summon one "Strange-Voice Fighter" from your hand or deck. You must sacrifice monsters whose level stars equal six or more from your hand or field to activate this card. Strange Voice Fighter Monster:Ritual/Warrior/Effect/6* This monster cannot be normal summoned or set. This monster can only be summon through the effect of "Voice of Strength". When this card destroys an opponent's monster as a result of battle, send all other cards on your opponent's field to the graveyard. Atk:1600/Def:1000 Yay for weird monsters and obscure references. (BTW, I know this is totally pwned by Demise in terms of ritual power, but I'm going to pull a Yami Bakura and say that I don't care. XD) |
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I am clearly BSing my way out of this, because that was an mtg habit. I didn't say anything else. XD Why Not? Spell Destroy target face up monster. You lose LP equal to that monster's ATK and DEF together. Don't ask. The name came from "inspiration". Gravitational Limitation Quick Spell Target player ends his or her attack phase immediately without combat. All monsters that was declared attackers this turn cannot be declared as attackers next turn. Quick and relatively simple. This does mean you can respond to attack with it and stop the attack (I don't see how all of a sudden you weigh down a monster that they'd still be able to attack). |
Gravitational Limitation = Negate Attack except how the attacking monsters cannot attack next turn, which really doesn't do a thing since the extra turn that you buy usually ends up giving you just the amount of time that you need to bulldoze over those attackers, unless it's a Jinzo or something with protective abilities like that.
Why Not? is actually pretty interesting... certainly tempts me to run 3 of this together with ring of destruction, and just tech those Barrel behind the door =x |
Reality Shift
Field Card All monsters lose their effects during main phase 1 of any player's turn. Dancing Blade Works Spell You may have any number of copies of Dancing Blade Works in your deck. You may play Dancing Blade Works only once a turn. Dancing Blade Works deals 500 damage to target opponent. Search your deck for a Dancing Blade Works and put it into your hand. Shuffle your deck afterwards. I contemplated limiting Dancing Blade Works to only when Reality Shift is in play (word count), but I decided not to. Dunno about power level, but certainly interesting as a card. |
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Darkness Soul Normal Spell Pay half your Life Points. Special Summon 1 "Soul Token" (DARK/Fiend/9 Stars) to your side of the field. The summoned Soul Token's ATK & DEF are equal to half the Life Points you paid to activate this card (rounded to the nearest hundred). "Soul Token" cannot attack. Useful for a quick wall (or big wall if you're using LP gain), but also makes you lose more LP than you gain in power, creating a balance (I hope). |
The question is then how would the dynamic between using this broken card and building around this limitation would be. i contemplated dropping to 400 damage (20 turns kill) as opposed to the now 16 turn kill. Now obviously the main cards that would supplement it (whatever is there in chain burn) would obviously speed the clock up, but how would one actually make it work? I have no idea on the dynamic of this card other than it looks interesting. XD
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It's just the deck thinning ability that makes it strong, but far from broken. I mean, Card Trooper mills way faster than this card can >>; Plus, you need some pretty precise statistical calculation to see how many of this card do you really want in the deck to ensure that you'll always draw two or so, and not 5 in a hand. The only "really broken" deck is trooper magic explosion. Using this card will suffice as a small burn on top of further increasing the spell card count, but that's a mega-rogue deck that can use the boost and still go unnoticed by almost everyone.
Darkness Soul is... another stein. Clear the back field, summon exiled, nuke the monster, use Darkness Soul, drop LP to crap level, bring out metamorphosis, Cyber Twin Dragon, and megamorph/limiter, ggkthxnorm. Stein can be searched, this cannot and needs metamorphosis as well, but this thing got no LP restriction to balance out the inability to be searched. Oh wait, Magical Stone Excavation can get out both metamorphosis and darkness soul after card trooper dumps half of the deck... nevermind. |
Sinister Serpent #2
[3/Water/Reptile] During your Standby Phase, if this card exists in your Graveyard, you can return it to your hand. You can only use this effect once per Duel. ATK/1000 DEF/750 Rare |
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And that there requires 5 cards AT LEAST (Storm/Trunade, Exiled, Darkness Soul, Metamorphosis, & Megamorph/Limiter). You're probably at least as likely to get Exodia as you are to get that setup. At least Stein only required 2-4 cards, most of which (Stein himself included) could be dragged out from the deck. But, if it'll make you feel better, I'll throw out that possibility. *makes Soul Token 9 Stars* Happy? |
Remove Soul
Quick Spell Discard a card. Negate the summon or special summon of target monster. Put it into its owner's graveyard. Quick spell makes it good. -.- |
Is the last sentence really necessary? :P
It's pretty decent. |
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Anyways, it's been a while since I've done one of these, so... Mirage of Terror Continuous Spell Discard one monster card from your fusion deck in order to activate this card. As long this card remains face-up on your field, monsters on the field with an Atk equal to half or less than the Atk of the monster you discarded can not attack or change their battle positions. Whim of the Dictator Continuous Trap During each of your Standby phases, if this card is face-up on your field reveal the top card of your deck. Until your next Standby phase, cards of the same type as the card you revealed can not be played or have their effects activated. If the card revealed was a spell or trap, face-up cards of the type have their effects negated until your next Standby phase. When this card is removed from the field, this effect ends. Legionnaire Ghoul Zombie/Effect 3 Star/Dark 1400 Atk/ 0 Def When this card is destroyed and sent to the graveyard as the result of your opponent's card effect, add one 'Legionnaire Ghoul' from your deck to your hand. If this card is destroyed in battle and sent to the graveyard, remove this card from play in order to special summon any number of cards of the same name from your graveyard in face-up attack position. |
Super Obliteration Blow!
Normal Spell You cannot activate this card when your opponent has less than 4000 Life Points. Inflict 3000 points of damage to your opponent's Life Points. You can only use this effect once per Match. This This card cannot be placed into your Side Deck or discarded. Common Basically, this card sucks. XD |
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Inverse Strike Trap Activate Inverse Strike only after your opponent's battle phase. Remove a field card you control from the game, or Inverse Battle is nagated. After this battle phase, you gain a battle phase (this is treated as if it is your battle phase during your turn). I wanted some other sort of drawback other than the same old. |
Reverse Striker
[2/Angel/Light] When this card attacks with an ATK that is lower than the ATK of a Attack Position monster, inflict half the difference as Battle Damage to your opponent's Life Points. Any Battle Damage this card's controller takes from a battle involving this card becomes 0. ATK/0 DEF/2000 Super Rare It's sorta opposite trample. XD |
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More rule bending fun!
Willbender 4/Water/Spellcaster You may summon Willbender only if you did not summon during your turn and only during your opponent's turn. When Willbender comes into play, negate the summon of target monster. Put that monster back to its owner's hand. (The owner does not get to normal summon if that was a normal summon) 100/100 |
Magician's Defense
Quick-Play/Trap Card When a spellcaster-type monster is targeted for an attack, activate this card's effect. Special Summon one Magician's Shield Token (0 ATK/0 DEF/Dark/Rock/5 Stars) to substitute for the attack. Neverending Recruiting Continious/Spell Card Each standby phase Special Summon one Recruit Token (500 ATK/500 DEF/Earth/Warrior/3 Stars) per turn. These tokens cannot be used for a tribute for the first five turns. |
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Curse of the Millenium Items #2 Normal Spell Send the top 15 cards of your opponent's deck to the Graveyard. All cards played are played without a cost neither player takes damage. During the Draw Phase, the turn player draws 3 cards instead of 1. The first player unable to draw a card wins the Duel. Super Rare So just to make it fair, since you can build a deck around it, your opponent gets a head start. What do you think? |
well, first of all, the last line is unneeded, since being unable to draw cards is a win condition anyways...
secondly, milling your opponent for 15 is a way too much, especially for Yugioh at 40 card decks, which puts the opponent at a huge disadvantage. Then, the fact that no damage can be dealt, including effect damage, means that this turns into a waiting game, especially when it's a normal spell Of course, "all cards are played without a cost" makes it even more screwed up. Here's my rewrite: Curse of the Millenium Items #2 Continuous Spell Send the top 10 cards of each player's deck to the Graveyard. Battle damage to each player becomes 0. No tributes are needed to normal summon monsters. Each player draws 2 cards during their standby phase. Super Rare |
Why is the last sentence unneeded? Normally you lose if you can't draw. In this case, you win if you can't draw.
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oh, sorry, didn't notice that XD, sorry XD
ya, that makes that thing pretty balanced then XD |
Logically speaking the card doesn't even work, since there is no so called "delayed trigger" that triggers at every standby phase and during every move. Moving it to continuous magic makes it too abusive. :-/
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It's supposed to be like Final Countdown. It's a condition for the rest of the game.
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Right. Spell cards aren't supposed to have a continuous effect by definition, that's all.
Undying Fortune Quick Spell Undying fortune can only be played during Main Phase 2. Monsters destroyed this turn are removed from the game. During your next standby phase, each player puts all cards removed this way from the game into play if able. These monsters cannot be tributed. All monsters put into play this way are removed from the game during any player's end phase. Very, VERY powerful card IMO. :-/ |
Here's a few cards I made recently when I was bored. Most of them probably suck.
Kozaky's Assistant 2/DARK/Fiend/Effect When this card is summoned successfully, you may add three cards with "Kozaky" in their name from your deck to your hand. Song of the Angels Continious Spell Card For each monster with "Angel" in it's name, the controller of that monster gains 200 Life Points. Angel Knight Light/4 Stars Attack: 1800 Defence: 1300 Fairy/Normal A knight who came from the heavens in order to eliminate the Dark World. Dragon of the Heavens Light/5 Stars Attack: 2300 Defence: 1400 Dragon/Effect This card gains 100 ATK and DEF points for each monster with Angel in it's name on the field. This card also loses 100 ATK and DEF for each monster with Dark World in it's name. Heavenly Battlefield Field Spell All cards with Angel in their name gain 300 ATK points. All cards with Dark World in their name lose 100 ATK points. Double Damage Continious Spell Card. When a spell or trap inflicts damage to a player's life points, double the amount of damage the player would normally receive. Eradicating Light Equip Spell Card This card can only be equipped to a monster that is either LIGHT, Fairy, or contains Angel in it's name. When the equipped monster attacks a Dark World monster, the targeted monster loses 300 ATK and DEF points. Chain Summoning Trap Card Activate this card only as chain link 3 or higher. Both players Special Summon up to 2 monsters from their hand with 4 or less stars. For each monster Special Summoned this way, the controller of that monster loses 500 Life Points. Different Dimension's Apocalypse Spell Card For each card removed from play, the controller of those cards loses 150 LP per card removed from play. Phantasm of the Night Dark/4 Stars Fiend/Effect ATK: 1500 DEF: 1800 This card's name is treated as "Dark World Ghost." For each Dark World Ghost in the graveyard, this card gains 300 ATK points. If discarded from the hand to the graveyard by a card effect, special summon 3 "Dark World Ghost Tokens" (Dark/Fiend/2 Stars/ATK: 1000/DEF: 1000) in defence mode. These tokens cannot be used for a tribute summon. Dark World Ghost Dark/3 Stars Fiend/Effect ATK: 1300 DEF: 1500 This card gains 300 attack points whenever a card with Dark World in it's name is destroyed by battle. If discarded from the hand to the graveyard by a card effect, special summon 3 "Dark World Ghost Tokens" (Dark/Fiend/2 Stars/ATK: 1000/DEF: 1000) in defence mode. These tokens cannot be used for a tribute summon. Anubis, New Ruler of Dark World Dark/6 Stars Fiend/Normal ATK: 2400 DEF: 2000 The Egyptian lord of the dead has found a land known as the Dark World. After arriving there, he claims to be the next ruler of the Dark World. Dark World Warlock Lv. 3 Dark/3 Stars Spellcaster/Effect ATK: 1000 DEF: 1300 For each spell card activated, put one Spell Counter on this card (max 3). For each counter on this card, this card gains 300 ATK. When this card destroys a monster as a result of battle or is destroyed by a card effect, special summon one Dark World Warlock Lv. 4 from your deck. Dark World Warlock Lv. 4 Dark/4 Stars Spellcaster/Effect ATK: 1900 Def: 1300 For each spell card activated, put one Spell Counter on this card (max 3). For each counter on this card, this card gains 200 ATK. By discarding one card from your hand, flip one monster on your opponent's side of the field face-up (flip effects are not activated at this time). When this card destroys a monster as a result of battle or is destroyed by a card effect, tribute one monster on your side of the field to special summon one Dark World Warlock Lv. 6 from your deck. Dark World Warlock Lv. 6 Dark/6 Stars Spellcaster/Effect ATK: 2500 DEF: 1800 This card can only be summoned by the effect of Dark World Warlock Lv. 4. For each spell card activated, put one Spell Counter on this card (max 4). For each counter on this card, this card gains 200 ATK. By discarding one card from your hand, destroy one spell or trap on the field. When this card destroys a monster as a result of battle or is destroyed by a card effect, tribute two monsters on your side of the field to special summon one Dark World Warlock Lv. 9 from your deck. Dark World Warlock Lv. 9 Dark/9 Stars Spellcaster/Effect ATK: 3100 DEF: 2500 Thi card can only be summoned by the effect of Dark World Warlock Lv. 6. For each spell card activated, put one Spell Counter on this card (max 5). For each counter on this card, increase the ATK and DEF of this card by 150 points. Pay 1500 life points to discard both player's hands. Each player then draws 5 cards. This card negates the effect of any monster, spell, or trap that targets it. Dark World Protection Quick-Play Spell This card can only be activated when a monster is targeted by a spell or trap card. Remove 3 counters from a card to negate the activation of the spell or trap card and destroy it. Discard two cards from your hand afterwards. Dark Tribute Spell Special summon one monster with 5 or more stars. Discard from your hand twice the amount of monsters normally required to tribute summon the summoned monster. Destiny Hero - Sound Warrior Dark/3 Stars Warrior/Effect 1200 ATK 500 DEF When this card and another Destiny Hero is on the field, select one monster. The selected monster cannot attack next turn. This effect can only be activated on your turn. |
eh...normally with the level-up monsters, you have to tribute the monster and replace it with the level up version of it...
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Is it just me or is Dark World Warlock LV4 slightly overpowered? Dark World Warlock LV3 isn't even worth using.
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@Angelic Excalibur: Ehh...broken level-upers, a pointless vanilla, and a bunch of monsters with darkworld in their names that aren't really darkworldish...also, the Dark World Warlocks are majorly broken. The level 9 is sort of like Magical Marionette colliding with Morphing Jar. Except it's reusable. o.O Double Damage is just plain broken. (Just Desserts + Fieldfull of Oja tokens ftw). Different Dimension's Apocalypse, on the other hand, is just a watered-down D.D. Dynamite. Really, quality over quantity. :\
Oh, and because I'm bored... Sealing Chain Normal Trap This card can only be activated as chain link 5 or higher. Your opponent skips his/her next two draw phases. You cannot activate this card if multiple cards/effects with the same name are in that Chain. Cross-Summon Counter Trap This card can only be activated when your opponent normal summons, special summons, or flip summons a monster. Select one monster from your hand and special summon it to your opponent's field. Then, the monster your opponent summoned is summoned to your field. Soul Transfer Quick-play Spell Select one monster from your field and one monster in your graveyard whose level stars are equal or fewer than the level stars of the monster selected from your field. Tribute the monster on your field then special summon the monster from your graveyard. The special summoned monster may not attack on the turn this effect is activated. |
Nice cards. Sealing Chain is the coolest though.
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Sealing Chain: ...WAY too easy to pull off in a Chain Burn deck (if they still exist). Raise it to Chain Level 5 or something... Cross-Summon: Quite a bit of Monarch hatred here...as it reads now, you would gain the effect. Evil. Soul Transfer: Well, seeing as there's nothing as-is stopping you from summoning the same monster, this basically makes targeting cards obselete. |
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The original wording for Soul Transfer, as far as the game's concerned, does what was intended. You can't target what's not inside the graveyard during the announcement of the spell. But yeah, the new wording is probably better anyway, since it specifically states that the levels must match.
Euphoria Spell Card Tribute or discard 2 spell cards. During target opponent's next turn, that opponent cannot play spells, traps, or attack. Remove Euphoria from the game. Tempo Spell card You may normal summon an extra level 3 monster this turn. |
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Better. Definitely less broken. Kenny_C.002: The problem with the original wording was that the monster to summon would actually be selected AFTER the monster is Tributed, by which time the Tributed monster would be in the Graveyard. Essentially the tributing would be the cost to activate it, and selecting the monster to summon would occur during the effect resolution, creating a loophole. Of course, this point is moot now, as the new wording fills that loophole. But you also had some cards... Euphoria: ...Other than the odd wording (I see you're still using MTG cards as the basis for this...), the effect is just wrong. If it included not allowing the opponent to Set cards this thing would be banned instantly. As-is...if Magician of Faith were still around, this would be kicked out the window. She isn't, though, and the best we have for Spell retrieval right now would be Dark Magician of Chaos, so...limited to 1. Tempo: o.0 WAY too much potential *coughhackCOSTDOWNhackcough*. Needs a cost. |
Grand Seal of the Black Orichalcos #1
Field Spell This card cannot be destroyed. This card is unaffected by any card effects. Once during your turn, the card controller may activate the following effects: - Inflict damage equal to the number of Trap cards in your graveyard x500. - Increase your Life Points equal to the number of Spell cards in your graveyard x500. Rarity: Ultra-Rare (Only the Black Orichalcos leader can hold this card.) Grand Seal of the Black Orichalcos #2 Field Spell This card cannot be destroyed. This card is unaffected by any card effects. Only the controller of this card can activate the following effect: If a monster you control is destroyed as a result of battle, you may Special Summon up to 5 Black Orichalcos Tokens (Type of destroyed monster/ATK 500/DEF 500). Rarity: Ultra-Rare (Only the Black Orichalcos leader can hold this card.) Seal of the Black Orichalcos Field Spell This card cannot be destroyed. This card is unaffected by any card effects. The controller of this card can activate one of the following effects by paying 2000 Life Points: - Destroy all of your opponent's monsters - Destroy all of your opponent's Spell and Trap cards - Your opponent(s) cannot activate any card effects until the end of their turn. Rarity: Ultra-Rare (Only the Black Orichalcos members can hold this card). |
Soul Stealer
Dark/5 Stars Fiend/Effect ATK: 1800 DEF: 1500 When this card destroys a monster due to a result of battle, equip the destroyed monster to this card. This card gains 400 ATK points for each monster equipped to this card. If this card would be destroyed, pay 500 Life Points to destroy one card that is equipped to this card instead. Necrofreak Dark/6 Stars Zombie/Effect/Fusion ATK: 2400 DEF: 1000 Necroface+Necroface+Necroface This card can only be fusion summoned by fusing the above monsters and removing from play 15 cards in your graveyard. When this card is removed from play, all cards in each player's hands, the field, and the top 3 cards of their deck are removed from play. Both players then draw 5 cards. As long as this card is in the graveyard, all monsters sent to the graveyard are removed from play instead. Dragon's Legacy Continious Spell Card Each time a dragon is destroyed due to a result of battle, special summon one Dragon's Egg token (Earth/Dragon/ATK: 0/DEF: 0) in face-up defence position. These cards can only be used to tribute summon one dragon type monster which has 5 or 6 stars. Some of these cards are broken? Yes, they are. |
Ok, so again, i'm trying to make a card based off magic cards. This is based off a few cards that give horribly broken effects, but at the cost of losing during your next turn
Final Charge Quick-play Spell Card When a monster you control enters combat with an opponent's monster, destroy it. It deals damage equal its added ATK and DEF to your opponent. Destroy all cards on your side of the field at the end of the turn. During your next standby phase, you lose the game. Cuz i was bored and read backwards in the thred Kenny's Creation Monster ????/???? Kenny's Creation has all traits the owner chooses. If you win the game while Kenny's Creation is in play, you lose the game instead Kenny's Wisdom Spell Kenny's Wisdom has an effect that the owner chooses. If you win the game within three turns after Kenny's Wisdom was played, , you lose the game instead. Kenny's Surprise Trap Kenny's Wisdom has an effect that the owner chooses. If you win the game within three turns after Kenny's Wisdom was played, , you lose the game instead. Kenny Stole the Cheese Continuous Trap You may tribute this card at any time. This card is not affected by card effects. Negate the effect of all cards with "Kenny" in their name. If you did, during each turn, you must slap your opponent during each of their standby phases. If your opponent is Kenny, he may slap you back. |
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Euphoria: So a 3 card disadvantage is still too good? I dare say that you're dead wrong on this one. It's good, but the thing is that you're still losing 3 cards to stop 1 turn of play. Tempo: and assembling cost down + tempo + a good level 4 monster is by all means very easy by the looks of it. Seriously, there is a lot of potential in the card, but I very much doubt that the card is that damn good that a straight -1 CA isn't compensating for. Quote:
http://img167.imageshack.us/img167/5214/venusaurzj4.png Generic Fatty. There is synergy between the abilities though. It's probably a better idea to put the pow/toughness text at the bottom, so the order would be trample, pump, pow/tough, IMO. http://img292.imageshack.us/img292/4378/quilavaox0.png It's difficult to cost something like this, simply because T: poke for 2 is such a powerful ability in itself. The only real things we can run off is Kamahl, which isn't exactly good as a comparison. This is probably slightly overpowered, though the ability to evolve probably needs some work. http://img412.imageshack.us/img412/9688/moltresgj4.png This card is pretty darn sick if you ask me. Cool card overall, but a bit cluttered. I'd probably take out the firebreathing, though I have no idea how to cost this one here. 5 mana for the recursion ability, at least. Brings it up to about a turn 3 revival. http://img292.imageshack.us/img292/924/beedrillkp8.jpg FS, Toxicity, and the pow/tough...one of the three doesn't belong in the synergistic lane. And it's obvious. Well this thing's an insect avatar for 5, which is fine. I do think that toxicity, although right from a flavour POV, isn't very good here. You're taking away the focus of a bee swarm for some cheap "poisonous 2" ability. Oh yeah, combat damage, not damage. http://img148.imageshack.us/img148/6422/eeveeiu3.png Broken. http://img444.imageshack.us/img444/4940/mewtf9.jpg Mixbag guys. Synergistic in a way. Not playable, but good enough. http://img254.imageshack.us/img254/6745/flamethrowerlw9.png So it's a spell that works like an aura? You can word this so that it's an aura instead, using the template similar to that of galvanic arc and faith's fetters. http://img150.imageshack.us/img150/5326/itemfinderhd0.jpg Artifacts tend to be overcosted. Up the ability to 4 as well. XD http://img119.imageshack.us/img119/875/safarizoneop3.jpg Karoo. http://img183.imageshack.us/img183/7128/ruinsofalphwx7.png Great card. I can't find much fault to this one, other than the screams I'll make if I face against it. My own: Arc of desolation Field card During each player's standby phase, he or she may choose one monster of 500 defense or lower tribute it. If he or she can't Arc of desolation deals 500 damage to him or her. |
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@AngelicExcalibur: Eh...Soul Stealer seems fair enough, clogged up spell and trap card zone in exchange for protection and a power boost, but Necrofreak is...just imbalanced really. I mean, that removal effect has just got Dimension Fusion written all over it. It's actually pretty easy to get out because of Metamorphosis (which you have not banned through the card effect) and that effect...it's basically game over for the opponent. .__. Dragon's Legacy is pretty decent, seeing as how the tokens have got very specific restrictions for their use (Basically, the only thing that would be summoned with those is Horus). Yeah, I'd say that Necrofreak is the only seriously broken card in that lot.
@Cardfreak: Totally broken, all of them. The fact that you can't destroy, remove, or even negate them alone is already completely disbalanced, and let's not even get me started about those effects. Recuring Reign Beaux effects for a measly 2000 and the ability to just shut your opponent down to boot? Infinte burn or LP recovery? No, just don't go there... :\ @Kenny_C.002: Actually, Icha is right on this one. With the original wording, the special summon would be applied in the same way as Graceful Charity's discard. I.e. The activation cost would only have been 'tribute one monster on your field' and the only target required to declare the use of the card would therefore have been a monster on your field. Then, given that the card isn't negated, the second effect (i.e. special summoning a monster from your graveyard) would be applied, at which point you would have to select a monster from your graveyard that meets the requirements, at which point the tributed monster is already a valid target since tributes go to the graveyard immediately. Similarly, the two discards from Graceful come after your three draws, which is why you can play it as a topdeck. With the new wording, there is no activation cost (i.e. if Soul Transfer is negated you don't lose a monster from your field) but the targets are declared at the same time, so the tribute can't be the target (since it isn't in the graveyard). It's all part of the activation versus application shizzle. As for the cards...robbing your opponent of one turn of action (except drawing a card) is an immensely powerful effect. Basically, if you managed to clear the field and have at least one big beater out, odds are that (With Euphoria) you will be able to OTKO your opponent on your next turn without him/her having any chance of retaliation. Three cards for one effect is only worth getting to return a spell card of your choice from the graveyard to your hand (As shown by Magic Stone Excavation and Spell Reproduction). Negating a whole turn should be off the charts in terms of cost. o.O Concerning Tempo...for some reason it has me thinking Legendary Ocean. xD But yeah, it's not like any level fives are really that hot, and Cost Down is already going to become a -2 in it's own right. It's really quite on par with Frontline Base (or even slightly weaker, hard to tell) imo. The only really profitable targets I see for that one are Card Trooper and possibly Heavy Mech Support Platform or something with Legendary Ocean for support. Anyway, just a few quick ones: Harpie Wind Witch Winged Beast/Effect 4 Star/Wind 1500 Atk / 800 While this card is on your field or in your graveyard, the name of this card is considered to be 'Harpie Lady'. Once per turn, discard one wind attribute monster from your hand to change the battle position of a face-up monster on the field. Swoop Attack Normal Spell Select one Winged Beast type monster whose level stars are equal to five or less from your hand and special summon it to the field. On the end phase of the turn this card is activated, the monster summoned by this effect is returned to its owner's hand. |
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Here's a card of my favorite Pokémon. I know the abilities don't have synergy but like I said it's more of a flavor thing. http://img249.imageshack.us/img249/5063/raikouzh5.jpg |
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Harpie Wind Witch: Hmm...not too bad. Searchable by Flying Kamakiri, and since most commonly-used monsters don't have that much DEF it's essentially discarding a monster to destroy a monster. Kind of like a wind version of Snipe Hunter. Kind of. Swoop Attack: Definitely has potential. Maybe works for some sort of one-turn beatdown or something. But definitely can be deadly if used right. Can't think of many strong 5-Star Winged Beasts at the moment, though... And I don't know enough about MTG to talk about those cards :P |
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Euphoria: I don't know man. The situation you gave is a "win more" situation. This card seems to require more playtesting than anything, since I really can't see it to be "yata good" like you've been portraying it to be. Quote:
Beedril: I figured that toxicity you thought up before poisonous, which is why I didn't say much about it. The mutual pump would be too much power for a 5 mana avatar, IMO. Eevee: I think the thing is that it would very much depend on the eeveelutions. Pushing eevee to 1G would push it up to a turn 3 activation. I'm sure you made the eeveelutions to be at least good, so it's difficult to cost. Perhaps 1G and evolution for 4. This way you need an elf to pump out a turn 3. Stick with 1/1. Flamethrower: I came up with this. Flamethrower 3RR Enchantment - aura TM Enchant red creature Flash When Flamethrower comes into play, it deals 5 damage to target creature or player. Enchanted creature gains "3RR, T, sacrifice flamethrower: this creature deals 5 damage to target creature or player". I've been thinking about this. It's probably overpowered at 5 damage. Perhaps 4 would be the better choice. You're still pumping 8 damage out with 1 card, after all. Item finder still interacts with this. Lands: Blue one's too good. Red one is costed right. White one's too good. Green one's too good. Raikou: Yeah, no synergy. Otherwise it looks okay. |
Sealing of the Beyond
Continuous Trap Card Monsters removed from play or sent to the graveyard cannot be Special Summoned back to the field. Neither player can Fusion Summon a monster. Neither player can Special Summon a monster from their deck. Harpie Fury Spell Card All cards with "Harpie" in their name gain 600 ATK points. If a card with "Harpie" in it's name attacks a monster in defence position and the ATK is higher than the DEF of the attacked monster, the difference becomes damage to your opponent's Life Points. These effects last until the End Phase of your turn. Gauntlets of Absorbing Power Equip Spell Card This card can only be equipped to a Warrior type monster. The equipped monster gains 400 ATK. Each time a monster is destroyed by the equipped monster, pay 500 Life Points to increase the ATK of the equipped monster by 400 points. |
Sealing of the Beyond: "As long as this card remains face up on the field, neither player can special summon unless it is a ritual summoned or if the monster is special summoned from the hand" just less confusing on the first part though equally wordy... either way, not stopping the current major threats of the meta, and that is monster stealing for monarchs and Demise. Plus, every counter to these strategy is stopped by twister, and this one is as well... got potential, but just not for the right banlist.
Harpie Fury- fair enough. Ew harpy queen at 2500 is almost tempting enough to use xD; but probably at most a tech because it's so specific. Not the card's fault, just lacking harpie monsters in general. Gaunlet of Absorbing Power: no... because equip sucks already. Need to kill one monster to get to 800 with 500 LP cost, and that is just too slow... United we stand alone will always guarantee 800 dmg boost right off the bat too. The attack increase will have to be *far* higher and even then it's still only worth considering... equip card is that unfairly weak, except snatch steal and premature burial. |
Personality Robber 7
Legendary Artifact 7, T: At end of turn, target permanent becomes legendary until end of next turn. 7: Untap Personality Robber "This is what happens when you find yourself." -Ixidor |
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The wording's a little clunky though, since "at the end of turn" would refer to the "end of turn step", but "until the end of turn" refers to the clean up step AFTER the "end of turn" step. This means that the permanent would gain legendary for that very short period of time... Better to just lose that "at the end of turn" phrase. |
*stirrup dead topic of YGO cards*
Dagger of Counter- Equip You may only equip this card to one monster on your side of the field. If the equipped monster is destroyed as a result of battle, inflict damage to your opponent's life points equal to the ATK of the monster. If the selected monster is destroyed by a card effect, you may destroy one card on your opponent's side of the field. Dagger of Moonlight- Equip You may only equip this card to one monster on your side of the field. During your damage step, you may switch the monster that battles with the the equipped monster to face-down defense position. |
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Morphing Jar #3 EARTH/Rock/3 Star ATK 750/ DEF 800 FLIP: Each player pays up to 1500 Life Points. Each player then discards one card from his/her hand for every 500 Life Points he/she paid and then draws one card for each card that was discarded. Errata: If you discard one card and your opponent discards two cards, you each draw three cards. Kind of a double-edged sword. |
Nyu, the Dagger of Counter is nasty. Too bad it doesn't have anything to punish destruction of the dagger itself rather than the equiped monster, though. Dagger of Moonlight also has some potential, but it's a bit too situational, especially since the obvious choice (Mystic Swordsman) is going to level up and lose the equip anyway. Sort of unusual for weapon type equips not to affect the monster's stats, though.
Anyway, just a random little monster line I thought up. Sort of iffy on the monster names (read I went with random phonetics until it sounded rightish)...it's so hard to come up with good ones. >_< Anyway; 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 side of field and is Special Summoned to your opponent's side of the 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 under any circumstances. While this card is face-up on the field, the controller of this card pays 600 life points each time he/she activates a spell card. (This is not optional) Parasite Demon Karasu Fiend/Effect 3 Star/Dark 1550 Atk / 600 Def This card can be Special Summoned to your opponent's side of the 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 under any circumstances. Each time a card controlled by the controller of this card is sent to the graveyard, the controller of this card pays 200 life points. (This is not optional) Parasite Demon Searinox Fiend/Effect 4 Star/Fire 1800 Atk / 500 Def This card can be Special Summoned to your opponent's side of the 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 under any circumstances. During each Standby Phase, the controller of this card pays 300 life points for every monster card on his/her field. (This is not optional) Demonic Summoning Flute Quick-Play Spell Select one 'Parasite Demon' monster from your hand and Special Summon it to your opponent's field in face-up attack or defense position then pay a number of life points equal to 800 x the number of tribute(s) in the card's effect. This card's effect is not affected by any effects of the Special Summoned monster. On the turn this card is activated you may not special summon, normal summon or set a monster. Violent Purge Normal Trap Destroy all face-up 'Parasite Demon' monsters on the field. For each monster destroyed by this effect, inflict 800 points of damage to the controller of the card(s). Cleansing Seal Field Spell While this card is on the field, 'Parasite Demon' monsters on the field have their Atk and Def reduced by half and may not attack or change their battle positions. I had some more varied effects in mind, but you get the general gist of the thing. ^_~ Don't have the time to type the rest out. :O And that jar is...a rather interesting thing, although Darkworld will of course abuse it to kingdom come. xP |
Well Dagger of Counter having an effect for destroying the weapon itself will be too deadly =x It's already quite powerful the way it is now in my mind... As for dagger of moonlight, perhaps it can use a bit of fine tuning. Originally, it's just meant to be what book of moon can do in equip form (hence dagger of moonlight) when it's used on the offense.
Morphing Jar 3: EXODIA! And other combo decks will love it a lot... and just say that it spells Hell for dark world. However, it can be costly to run it in multiples... 3 Parasite Demons: problem is, they are slow... the damage is mostly really weak except Nishruu. Searinox is still usable, but the 2nd one's 100 dmg is just too low, and weak stats do not allow it to use as emergency monster unlike Searinox either. Highly dependent on Cleansing Seal too... so same problem as any other decks that depends on a field spell ;_; good concept though, just need more monsters |
Nyu, I see what you mean about Karasu. Actually, the burn damages were all higher to begin with (Nishruu was at 800, Karasu 200, and Searinox 400, I think) but then I figured it might be a bit too steep so I lowered them. The low-level ones are supposed to be bottom-of-the-food-chain types anyway, more fodder for Violent Purge than anything else. Maybe 100 extra to Karasu's and Searinox's effects wouldn't be out of the question, though. *Rushes off to edit* Glad you liked the concept, though. ^-^
Anyway, some of the bigger ones: Parasite Demon Tsukuya Fiend/Effect 7 Star/Water 2600 Atk / 2600 Def This card can only be Special Summoned by Tributing 1 monster on your opponent's side of field and is Special Summoned to your opponent's side of the 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 under any circumstances. During each of the controller's Standby Phases, Special Summon one Parasitic Token (Fiend, 2 star, water, 550 Atk/650 Def) to the controller's side of the field in attack position. If there are no empty creature zones on the controller's side of the field, ignore this effect. While this card is face-up on the field, destroy all tokens on the controller's field that aren't named 'Parasitic Token'. Parasite Demon Sherincal Fiend/Effect 6 Star/Fire 2400 Atk / 1400 Def This card can only be Special Summoned by Tributing 1 monster on your opponent's side of field and is Special Summoned to your opponent's side of the 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 under any circumstances. While this card is face-up on the field, the controller of this card pays 600 life points each time he/she activates a trap card. (This is not optional) Excorcism Normal Spell Select one 'Parasite Demon' monster on the field and destroy it. The controller of the card loses life points equal to half the original Atk of the destroyed monster. Mind you, I still have the really big (As in, Lava Golem-size) ones in store, as well as a couple of low-levels and some extra support cards, some of which should cover the control problem (thus far entrusted to Cleansing Seal). My computer time for the day is up, alas, so I'll get to those tomorrow. ^-^ |
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Speaking of whom...bigger monsters, eh? Then I'll wait until you unveil them. I'll pass the time with another card! Dark World Engine Continuous Spell Each time a player discards a card(s), that player draws a card. The controller of this card can only apply 1 "Dark World Engine" to each time he/she discards a card/cards. |
Tsukuya- This thing with Ojama Trio is death... the opponent only got one chance to normal summon something before parasitic token takes up the last slot. Add in Searinox if the opponent got 2 monsters in total to begin with, and you're just boned to an unbreakable lock with 1500 burn every turn. Searinox is still fine, but it's Tsukuya doing a lot of crap here o_O
Sherical- fair enough, the same as Nishruu but trap... Excorism- Violent Purge is already replaced... that was fast o.O; Dark World Engine- a bit broken...? Dark World Deal is now discard 1 draw 2? aaa |
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..."aaa"?? |
somehow my cards did not go through and has become aaa o_o; going to keep going with boosting equip cards~
Shield Chain- Equip Increase the DEF of an equipped monster by 500 for each monster in defense position on your side of the field. Your opponent must attack the equipped monster whenever possible. If this card is destroyed by your opponent's spell cards, search your deck for a "Shield Chain" and add it to your hand. Mirror Shield- Equip Pay 800 LP during each of your end phase (this is not an option) or destroy this card. Increase the DEF of the equipped monster by 200 for each spell card on your side of the field and in your graveyard. As long as the equipped monster is in face-up defense position, all cards on your side of the field are unaffected by targeting card effects. If this card is removed from the field, destroy all face-up monsters on your side of the field. Purple Dagger of the Abyss- Equip Increase the ATK of the equipped monster by 800. Whenever the equipped monster destroys a monster as a result of battle, you may select one trap card in your graveyard and add it to your hand. Green Jewel Sword from the Beyond- Equip Increase the ATK of the equipped monster by 800. Whenever the equipped monster destroys a monster as a result of battle, you may select one spell card in your remove pile, and add it to your hand. |
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Anyway...on Tsukuya, it's not a complete lock since Parasitic Tokens are viable for tribute, meaning that they can be used to bring out...say, a Monarch? Not nice for the parasite demon player. But yeah, I think it warrants being moved up to high-level. At least that makes it a bit more expensive to summon. xP Also, shifting the token summon to the Standby Phase to give the opponent a fair shot at abusing them. Generally, though, Ojama Trio plus parasite demons means nasty times for the opponent anyway since you can special summon a low-level on your own turn, set summoning flute and Ojama Trio and then trigger them both on your opponent's turn (That's two parasite demons and three ojama tokens for a lock). Hmm...speaking of which, I ought to edit the flute to prevent that. Also, Excorcism isn't a direct replacement for Purge since it can only destroy one monster and only on your turn (since it's a Normal Spell). Purge, on the other hand, can be used as a control measure in case Cleansing Seal is destroyed through Typhoon or whatever and you're staring down a horde of 2000+ Atk demons. :O Also, the maximal damage is higher (4000 for a full field). On the equips...ooh, I just love Shield Chain. Now that's something you could actually consider running in - say - a Shield and Sword rogue deck. Lock down the opponent with heavy defense monsters and the S & S for the win. The search function is nice since it laughs at the gadget one-for-one trade-off principle. Mirror Shield...large benefits, huge penalty. But wait, how are you supposed to get rid of the dang thing if it prevents all targeting? o.O You'd have to go with something like Giant Trunade or Heavy Storm, both of them limited nowadays. Purple Dagger otA; neat, good support for trap-heavy decks. Green Jewel Sword ftB; this one's bordering on a bit too good, imo. I mean, removing spell cards from play is very easy now that Spell Striker is around, so this one is sort of asking for recycled spells. Still, it does call for destroying a monster in battle - not the trendy thing right now - so I guess it's not quite Magician of Faith. By the way, imagine equiping either of those to Asura Priest and then wiping out some Ojama tokens. Now that's a beneficial trade-off for you. Aaaanyway, moving on to the promised cards: 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 side of field and is Special Summoned to your opponent's side of the 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 under any circumstances. During each Standby Phase, the controller of this card tributes 2 cards from his/her field. If there are no cards to tribute, the controller of this card pays 1000 life points instead. Parasite Demon Ihtafeer Fiend/Effect 7 Star/Earth 2700 Atk/2200 This card can only be Special Summoned by Tributing 2 monsters on your opponent's side of field and is Special Summoned to your opponent's side of the 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 under any circumstances. When this card is special summoned, select two spell/trap card zones on your opponent's field (you cannot select a zone occupied by a spell or trap card). The selected zones cannot be used as long as this card remains face-up on the field. Parasite Demon Severash Fiend/Effect 8 Star/Dark 2900 Atk / 2300 Def This card can only be Special Summoned by Tributing 2 monsters on your opponent's side of field and is Special Summoned to your opponent's side of the 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 under any circumstances. The controller of this card pays 500 life points each time he/she sets a card from his/her hand. (this is not optional) Parasite Demon Shamishra Fiend/Effect 6 Star/Fire 2550 Atk / 600 Def This card can only be Special Summoned by Tributing 1 monster on your opponent's side of field and is Special Summoned to your opponent's side of the 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 under any circumstances. The controller of this card pays 500 life points each time he/she declares an attack. 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 side of field and is Special Summoned to your opponent's side of the 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 under any circumstances. The controller of this card has his/her maximum hand size reduced to 4. Parasite Demon Zeptiemus Fiend/Effect 4 Star/Water 1600 Atk/1800 Def This card can be Special Summoned to your opponent's side of 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 under any circumstances. All card effects that would increase the life points of this card's controller are negated. Parasite Demon Nefreeti Fiend/Effect 4 Star/Fire 1900 Atk / 1300 Def This card can only be Special Summoned to your opponent's side of the 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 under any circumstances. Discard this card from your hand in order to add 'Cleansing Seal' from your deck to your hand. While there are no face-up field spells on the field, the controller of this card pays 600 life points during each of his/her Standby Phases. (this is not optional) Parasite Drain Normal Spell Inflict damage to your opponent equal to 200 x the combined number of 'Parasite Demon' monsters and Parasitic tokens on his/her field then increase your life points by the same amount. During your draw phase, you may add this card from your graveyard to your hand instead of drawing a card. Blood Pact Normal Spell Select one 'Parasite Demon' monster from your graveyard then pay a number of life points equal to 200 x the level stars of the target monster in order to special summon it to your field in face-up Attack or Defense position. This card's effect is not affected by any effects of the special summoned monster. Demonic Symbiosis Continuous Trap During each Standby Phase, if this card is face-up on your field pay 500 life points, otherwise this card is destroyed. While this card is face-up on your field, you may discard one 'Parasite Demon' monster from your deck in order to negate an attack from one of your opponent's monsters. For each card discarded by this effect, pay 100 life points. Poltergeist Normal Spell Destroy one 'Parasite Demon' monster on your opponent's field to look at your opponent's hand. Select one card and discard it to the graveyard. Okay, I think I'm done. *Innocent smile* |
Destroying the monster equipped with Mirror Shield is also removing the shield from play xD; but then it does prose problem if say, someone jammed it on a spy then load the backrow with spells =o *fixes, adds maintenance cost*
Karashah- fair enough... deadly effects but almost impossible to use, except against Six Samurai perhaps (but that is assuming if 3 samurais aren't enough to kill you already) Ihtafeer- eh... not that good. 2 monsters are quite a bit, and there's still 3 spell/trap zone to use anyway. Severash- just play chain energy o.O; It's far easier to get out, even if two sided... Shamishra- slightly counterproductive... afterall, demon decks do better to stall the rest of the way to stop these high dmg demons from backfiring. Saadat- hand size reduction by 2 is not worth it... 4 cards are still enough to do a *lot* of things. Zeptiemus- possible abuse, but it'll be from your own side... playing cards that draw/do something at the cost of giving LP? Dunno o.O; (more later?) |
Ocean Magician
Spellcaster/Effect 4/Water 1200 ATK/1000 DEF This card gains 300 ATK and DEF for each WATER or Aqua monster on the field and graveyard. Magician's Reinforcements Spell Card Add one level 4 or lower Spellcaster-type monster from your deck to your hand. Virus Dragon Dragon/Effect 5/Dark 2100 ATK/1900 DEF If this card is destroyed due to a result of battle, treat this card as an Equip Spell Card and equip it to the monster that destroyed this card. The equipped monster's ATK and DEF is decreased by 100 until the 6th Standby phase of the controller of this card. Last Reinforcements! Trap Card Activate this card when 30 or more monster cards are in your graveyard. Both players discard their hands, and draw 5 cards. Both players must Special Summon all level 4 or lower monsters with 1500 or less ATK from their hands. Both players then draw 5 more cards, and discard all level 4 or lower monsters with 1000 or less ATK from their hands. Both players' Life Points become 1000. |
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Virus Dragon is pretty useless. No comment on the others though. |
Ocean Magician is not that powerful at all... you don't see Mudora get used and Mudora has higher natural attack and is a fairy itself too.
Virus Dragon is useless indeed... just so weak and needs tribute. Magician's Reinforcement... eh Last Reinforcements is so confusing that I don't even know where to start o.O; Back to the parasites... Nefreeti- in 3s, now XD; Not using this card is like saying let's not use Harpy Queen in Harpy deck. Parasite Drain- fair enough... though probably won't use it due to lack of deckspace. Blood Pact- o.O; A bit of funny wording... but otherwise, still pretty deadly in its own way, sort of... a bit counterproductive to the need of stalling out the parasite demons though. Demonic Symbiosis- and stall is exactly what this deck needs... somewhat. I'll personally use the existing stall cards though, but maybe nice to let in one or two copies of this because all the existing stall cards are down to 1 -.-; Poltergeist- not sure if this 2 for 1 trade is worth it... let's stick with confiscation and 1000LP cost instead o.O; However, good for decks based around blood pact? (but a bit doubtful here) |
Well unless I'm mistaken, Ocean Magician counts cards in you and your opponent's field and graveyard. I can think of 3 WATER cards that many people play. These are Hydrogeddon, Treeborn Frog and Mobius the Frost Monarch. So if you're playing Ocean Magician late game in a WATER deck, it could become a pretty powerful beatstick.
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that's at most, 7, and it's unlikely there's even that many Mobius around (everyone's going to switch to thestalos/raiza >>)... even with 7 it's still 3300, and that is with some darn lengthy setup.
Realistically, there's probably only 3 or 4 aqua in your graveyard/field. Dedicated aqua decks need ALO, and we know what happens to anything that relies on a card that Twister can run over. Immaterial Sword- Equip The equipped monster may attack your opponent's LP directly at half of the equipped monster's original ATK. If this card is destroyed, you may discard one spell card from your hand to add this card to your hand instead. |
Let's start things off, ACC-style!
Wandering Hero 4*/Warrior/Effect Atk 1700/Def 1500/Light When this monster is normal summoned, special summoned, flip summoned, or flipped face up, you may search your deck for one equip spell card and equip it to this monster. If this monster would be destroyed as a result of battle, you may destroy its equip spell card instead. Wandering Wizard 4*/Spellcaster/Effect/Fire Atk 1300/ Def 1300 When this monster inflicts battle damage on your opponent, add one spell card from your graveyard to your hand. This effect does not activate after a direct attack. When this card is destroyed by a card effect, you may place it in on top of your deck instead. Wandering Rogue 4*/Warrior/Effect Atk 1500/ Def 1200/Wind When this monster destroys an opponent's monster as a result of battle, you may draw one card. When this monster is destroyed, you may discard one trap card from your hand in order to special summon this monster in face-up defense mode. Wandering Healer 4*/Spellcaster/Effect/Water Atk 300/ Def 2200 When one of your monsters with "wandering" in their names inflicts battle damage on your opponent, except during a direct attack, increase your life points by the same amount. When one of your monsters would be destroyed, you may destroy this monster instead. Wandering Beast 4*/Beast/Effect/Earth Atk 1800/ Def 500 When this monster attacks while another "Wandering" monster is on the field, increase its attack by four hundred for each "Wandering" monster you control. If this monster is destroyed as a result of battle, you may discard two cards from your hand in order to special summon it in face-up attack or defense position. A Wandering Fellowship Normal Spell Activate only when there are five different cards with "Wandering" in their names on your side of the field. All "Wandering" monsters gain seven hundred attack points and cannot be destroyed by card effects. |
Hmmm...yeah, the latest Parasite Demons could use some balancing, definitely; I'll see to that some time in the future, probably leveling some of them down and raising some costs. Blood Pact was primarily meant to be a finishing blow type thing, basically summoning your opponent's field full of parasites, wiping them all out with Purge and then pulling out the meanest demon you can and swinging for a heavy direct attack to end the game. Poltergeist was originally a two for two, acting like a sort of Delinquent Duo reborn, but then I figured nah...too powerful, so I cut it down to a Confiscation effect since I figured that the parasite player wouldn't want to pay life point costs that much. *Shrug* Also, Symbiosis could potentially support Blood Pact (Meaning you could, for instance, dump Karashah, special summon it with pact and then Creature Swap it over to your opponent's field) so I added a bit of life point cost for balance.
Aaanyway...moving on to the new cards: Immaterial Sword...fair enough and certainly better than Ceal. Ben Kai could use it in addition to the damage increasers since all those attacks would still be enough to OTKO, and damage effect monsters would have fun with it (Yay for Immaterial Hino and Yamata <3). Too bad you can't stick it on Spirit Reaper, though. :O As for ACC's merry little band: Wandering Hero: Ehh...fair enough. The effect isn't that glorious but the equip substitution is pretty nifty and it's fairly strong in its own right. Works well with recurring equip spells, obviously. Wandering Wizard: the new Magician of Faith? :O The ability to recycle spells from your graveyard is very powerful, especially since the Wizard himself can return to the deck time and time again. Maybe change it to something like adding burn damage or some other effect to spell cards activated by the user? Or...you could make it 'add one spell card from your graveyard to the top of your deck'...sort of like A Feather of the Phoenix. :3 Wandering Rogue: Sort of strange that a rogue would let both players draw cards. Anyway, it should have 'this card' instead of 'it' at the end of the recursion effect. As it is, this card special summons a trap, and that's sort of...odd. o.O I wouldn't be too keen on running this one, though. Wandering Healer: Seems balanced to me. Tough walling type that will give you some healing to boot. Wandering Beast: Ohh...this one is just screaming for Inferno Reckless Summon, especially if you've got fellowship to back it up. Three 2500 atk (3400 while attacking) monster that can't be destroyed by card effects? Yes, please. A Wandering Fellowship: Totally broken in combo with Wizard, you know. Otherwise...well, permanent Rush Recklessly and protection from monster removal is a bit too much. I'd say make it Continuous, both to prevent abuse through Wizard and to give the opponent a fair shot at countering it before they find themselves staring down what looks very much like Exodia Necross on steroids...and in fives too. :O Aaanyway, some fresh cards: Swords of the Fallen Quick-Play Spell Discard all cards from your hand in order to activate this card. For each card you discarded, select one Equip Spell card from your graveyard and equip it to a monster on the field. Bounty of the Forbidden Spell Normal Spell This card can only be activated when your opponent has at least five more cards in his/her hand than you do. Draw two cards. Blight of the Forbidden Spell Normal Spell This card can only be activated when your opponent has at least five more cards in his/her hand than you do. Select two cards at random from your opponent's hand and discard them. Call of the Forbidden Spell This card can only be activated when there are four or more monsters on your opponent's field and no monsters on your field. Select 1 Monster Card from either your opponent's or your own Graveyard and Special Summon it to your field. Influence of the Forbidden Spell Normal Spell This card can only be activated when your opponent has at least three more monsters on his/her field than you do. Select and control 1 opposing monster (regardless of position) on the field until the end of your turn. Maelstorm of the Forbidden Spell Normal Spell This card can only be activated when there are four or more spell/trap cards on your opponents field. Destroy all spell and trap cards on your opponent's field. Bringing back the old banned spell cards? I would never do that. ;D |
Wandering Hero- it has its uses... taking back United We Stand is probably its best bet, or Armed Changer in a rogue deck
Wandering Wizard- indeed spell recursion is really strong at the moment... Wandering Rogue- endless +1 for the enemy is very very bad... ;; Wandering Healer- eh... not too useful inside a wandering deck, but splashed in other decks... afterall, its sacrifice ability works for anything =x Wadering Beast- either 1800 or 2500+... but heavy recursion cost and little swarm assistance makes it just borderline of useful. Remember that any cards that only boosts attack by a little are really not that good... Wandering Fellowship- I honestly think Exodia is easier than this though... 5 unique wandering monsters on the field is insanity, especially when Hero is so eh and Rogue is just suicide x.x; I don't see how it's overpowered at all (probably underpowered...) |
Ehh...I somehow managed to look straight past that first line. Go figure. o.o Mind you, it's still better than Exodia. All of the Wandering monsters (except, perhaps, the Rogue) have their uses on the field and can basically be assembled there by dumping one of each (Not hard since there are some discard effects there), bringing out Phoenix Blade with the Hero's effect with which to remove them and then Dimension Fusion the lot. (recurring the card with Wizard) Necross, on the other hand, requires you to dump five limited cards (Useless on their own as anything but an emergency defense) to the graveyard and assemble a combination of two completely situational cards in your hand. Even then, it doesn't start out as strong as these things, there's only one of it, and it won't gain power as fast as the Wandering monsters (who can keep recurring that handy-dandy Quick-Play spell with each attack). Besides, at least Necross can be eliminated with something as simple as D.D. Crow, The Transmigration Prophecy, or even Kycoo, but once Fellowship hits the table it's basically gg. :O
Anyway, just a couple of equips: Dark Sword of Sacrifice Equip Spell When you equip this card to a monster, pay any multiple of 500 life points to a maximum of 2000. The monster equiped with this card gains Atk and Def equal to the amount of life points you paid. When this face-up card on the field or the monster equiped with this card would be destroyed, you may tribute a monster on your field instead. Jumping Blade - Kundane Equip Spell The monster equiped with this card gains 500 Atk. At any time during either player's turn, pay 500 life points to equip this card on to a face-up monster on the field other than the equiped monster. When this card on the field is destroyed, shuffle it into your deck. If this card was destroyed by a card effect controlled by your opponent, draw a card. |
Hmm... editied a few effects to make Magician less broken and Rogue less wimpy. Fellowship is now a trap, since my intention was to make it a card that could be activated on either player's turn.
Maelstrom of the Forbidden Spell: I'd say three or more, but hey, you're the more experienced player. Call of the Forbidden Spell: Four monsters? That many and you're probably dead anyway. Maybe you should lower it to three or more. Also, the wording could be changed to "Special summon one monster from either player's graveyard in face-up attack or defense position." Sword of the Fallen: Gilford the Legend in spell form! Only Gilford never had to ditch his player's entire hand. Maybe you should let the player choose his discard cost to make it more playable? The others are great. XD |
Well, I figured that in lieu with Flash of the Forbidden Spell (which requires your opponent to have a full field of monsters) these forbidden spells should be really tricky to use. Maelstorm, I figured, would primarily be against the Crystal Beasts, who like hoarding a lot of crystalized monsters in their back row. Might consider three, but then it could be a bit too easy to pull off. Also, Call's requirements aren't really that difficult to meet; all it takes is Ojama Trio + any given monster or an opponent's Scapegoat spell and you're all set. Also, it needs to be harder to play than Influence (on account of having a stronger effect) and cutting down the monster requirement of Influence to two would make it too easy to use. I took the wording straight from Monster Reborn, but yeah, guess they didn't update it. :O
Also, Swords of the Fallen is supposed to be a game-ender, anyway, (I mean, it's practically crying for Ben Kai) and I thought it needed something to balance out for the fact that you don't need to pull off a three-tribute summon and that you can equip the spells to any given monster on the field (rather than just warriors). I'll consider making changes here too. :3 Mind you, the Rogue is now completely overshadowing the Wizard, and unless he's a graverobber his ability seems a bit...odd. o.O Maybe something like letting you (but not your opponent) draw would do as an effect? Just as a thought. ^^ Oh, and since I feel like it: Twilight Assassin LV3 Warrior/Effect 3 Star/Dark 900 Atk/300 Def When you're opponent declares an attack against this face-down card on the field, flip this card into face-up Attack Position in order to destroy the attacking monster. During your Standby Phase, send this card to the Graveyard to Special Summon one "Twilight Assassin LV5" from your hand or deck. Twilight Assassin LV5 Warrior/Effect 5 Star/Dark 1900 Atk/1200 Def A monster that battles with this card is destroyed at the end of the Damage Step. Once per turn, during your Standby Phase, if this card was special summoned by the effect of "Twilight Assassin LV3", select one face-up monster on your opponent's field and destroy it. On the turn this effect is activated, this card may not attack. During the End Phase of a turn that this card destroyed a monster with this effect, send this card to the Graveyard to Special Summon 1 "Twilight Assassin LV7" from your hand or Deck. Twilight Assassin LV7 Warrior/Effect 7 Star/Dark 2700 Atk/1800 Def This card can only be special summoned by the effect of "Twilight Assassin LV5". Once per turn, during your Main Phase, if this card was special summoned in this manner, select one monster on your opponent's field and destroy it then inflict damage to your opponent equal to the ATK of the monster destroyed by this effect. On the turn this effect is activated, this card may not attack. When this card on the field is destroyed, select one card on your opponent's field and destroy it. Urgh...wording level-up monsters is such a pain in the behind. >_< Anyway, comments? :3 |
Well....
Interesting monster destruction engine of doom. I like. And the best part is that since all ya gotta do is blow three of your opponent's monsters up you could theoretically go from three to seven in one turn. Ouch. I don't know exactly which kind of deck would benefit best from this, but it seems like a solid card series on its own. |
it only further proves that anything that battles will be the first to die ><; twilight 3 is basically same as any flip monsters, except better in the sense that it can flip itself up and is immune to those that negate flip. Unless for theme purpose or OVM, no one will use flip-destroy every again with this thing out XD;
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A Packaged Breeze
Normal Spell This card may only be placed in a Deck that contains 8 or more WIND monsters. Draw 2 cards from your Deck. |
And it's totally impossible to verify that if your opponent launches a protest against the judge about activation requirements... that is, unless your opponent looks at your entire hand, deck and graveyard to verify. >>;
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I don't see a problem with deck checking at all though. If you want to give up that information for 2 cards, it seems fair. It'll have to be that the 8 monsters are still IN the deck though, and would have to be reworded as such.
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I still vote for having them in the Graveyard, though, regardless of the mill power the current metagame has. |
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Okay... I did some editing with my wandering monsters. Again.
"Wandering Fellowship" is now a spell again, meaning Wizard can rez it, but it still can't be played without all five of the "Wandering" monsters on the field. "Wandering Beast" now gains four hundred per extra wanderer instead of three. "Rogue" allows you to draw a card, and it's become a bit more powerful since now you can toss a trap card to bring it back even when it gets destroyed in battle. "Wandering Wizard" still gets to search the grave for spells, but now it doesn't get to search after a direct attack, so you have to actually kill an opponent's monster to make its effect work. (I hope that's a little more balanced...) "Healer" was left unchanged, as was "Hero", mostly because everyone likes them. And now for a new card... The Wanderer's Bonemerang Equip Spell Increase the equipped monster's attack by five hundred. If this card is equipped to "Wandering Hero", "Wandering Hero" may divide its attack points in half in order to attack the opponent directly. If this card is destroyed, you may pay 700 life points to place it on top of your deck. Blazing Rod: Kaen Equip Spell The equipped monster's attribute becomes fire. When the equipped monster is destroyed by a card effect, deal damage to the opponent's life points equal to the equipped monster's original attack. |
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Another Magic card:
Curse Doll 2BBBB Enchantment Whenever a creature is put into a player's graveyard except by the ability of a permanent named Curse Doll, each other player sacrifices a creature. |
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Guess somehow my post did not come through for previous posts... The boomerang isn't bad, since hero uses it the most and hero can search for equipments automatically. However, its uses is still generally limited, because equip cards are just initially sucky... Kaen is a good equip... it's just terror when equipped to a bird monster and you icarus attack with it (or any other self-destruction card effect) to make it a majorly powerful nuke... dunno how that'll work out. |
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YGO - Vampire/Van Helsing madness. - I made these up a while ago, like 5 months ago with the help of a few others. but I did start it off!
Vlad Dracula lv 8 - Dark - Zombie - 3100/2200 You can send 1 Normal Spell card from your hand to the graveyard to destroy of 1 Warrior or Spellcaster on your opponents side of the field. Vampire Marishka Lv 4 - Wind - Zombie - 1850/1100 She was once the Princess of the Royal Russian blood line. Now she stalks the seas for lost fishermen. Vampire Aleera Lv 4 - Wind - Zombie - 1750/1200 She was once the daughter of a Powerful Scientist. She hunts for beautiful men in the darkness of the night. Vampire Verona Lv 4 - Wind - Zombie - 1900/1050 She was once a Noble Warrior for Romania. She hunted her master for 3 years before finally serving him. Vampire Spawn Lv1 - Dark - Zombie - 100/100 {Flip} - Inflict 100 points of Damage to your opponent's life points for each Spell card in your graveyard. Van Helsing lv 7 - Earth - Warrior - 2500/2100 Increase the attack of this card by 300 for each Spell and Trap card on the field. Vampire Hunter lv 4 - Light - Warrior - 1600/1800 As long as this card remains face-up on the field, Decrease the attack of all Fiend and Zombie monsters by 200. Vampire Slayer Lv 4 - Light - Warrior - 1800/1600 As Long as this card remains face-up on the field, Decrease the attack of all Beast and Beast-Warrior monsters by 200. Gloomy Castle Field Spell Increase the atack and defense of all Zombie, Fiend, and Beast-Warrior monsters by 300. If this card is destroyed by another Field Spell card you can Special Summon 1 "Mecha-Stein" from your Deck, Graveyard, or Hand to your side of the Field. Mecha-Stein Lv 10 - Dark - Fiend - 3800/3800 This card can only be Special Summoned by the effect of "Gloomy Castle". When this Card destroys a monster on your opponent's side of the field, draw 2 cards. Drooling Puppy Lv 3 - Earth - Beast - 1500/0 A puppy that hasn't eaten anything all day and is very hungury. He a waits his Magician friend to return with food. Pure-white Warwolf Lv 4 - Light - Beast-Warrior - 1700/1000 During your Battle Phase, your Opponent can not activate any Spell cards. Ocean-Blue Warwolf Lv 4 - Water - Beast-Warrior - 1550/1550 This monster can attack twice during the same battle phase. Scarlet-Red Warwolf Lv 4 - Fire - Beast-Warrior - 1900/800 As Long as this card exists in your graveyard, inflict 100 life points of damage to your opponent during each of your Standby Phases. |
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Some other cards, from that same card game, converted to Magic: Haunted Halls 1UU Creature - Spirit Structure (?) 0/4 Defender. Whenever this is dealt combat damage by a creature, this deals that much damage to that creature. Uncommon Demolisher 4 Artifact Creature - Juggernaut 4/4 This can't block. This attacks each turn if able. Whenever this is blocked by a Wall, destroy that Wall at end of combat. Uncommon Sword of Passion W Enchantment - Aura Enchant creature Enchanted creature gets +2/+0 as long as it's a Soldier and +0/+2 as long as it's a Human. Common Cancellation 2U Sorcery Split second. Tap all lands. They don't untap during their controllers' next untap step. Rare I''l post more these next days. |
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Keep 'em coming. |
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More cards, only rare today: Scarlet Wyvern 1RRR Creature - Dragon 4/4 Flying, haste. When this comes into play, sacrifice it unless you sacrifice two basic Mountains. Rare Land Timeshifter 4 Artifact Return an untapped land you control to its owner's hand: Return target land card from your graveyard to play tapped. Rare Ice Prelpa 6 Artifact Creature - Prelpa 3/3 Creatures with power 2 or less don't untap during their controllers' untap step. Rare *Don't ask about the word 'Prelpa'. |
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Um... back to the wandering!
Sword of the Wanderer: Excalibone (Yes, I know, bad pun.) Equip Spell Increase the attack of the equipped monster by seven hundred. If the equipped monster is "Wandering Hero", destroy any monster that battles with the equipped monster. An Eternity of Space Field Spell As long as at least one monster on the field includes "Wandering" in its name, this card cannot be destroyed. When battle damage is inflicted on the controller of this card during a battle involving a "Wandering" monster, that damage is halved. The Wanderer's Secret Normal Trap When your opponent destroys a wandering monster on your side of the field, activate this card. Search your deck for one "Wandering" monster and add it to your hand. Bad Judgement Normal Trap Activate when your opponent declares a direct attack on your life points. Negate the attack, then choose two cards at random from your opponent's hand and discard them. Excaliber: The legendary rifle Equip Spell The monster equipped with this card must be a warrior or beast-warrior type. When the equipped monster deals battle damage to the opponent, inflict five hundred extra points of damage. When the equipped monster destroys a defense-position monster, your opponent discards one card. End of the Journey Normal Spell Pay life points until you only have one hundred left. Special summon as many "Wandering" monsters as possible from your hand, deck, or graveyard. |
Well, now...someone's got to comment on this YGO cards, ne? Here goes;
@NocturnLeader: Vlad Dracula. Eeep, pretty dangerous since you can pull it out so easily with Book of Life. The ability is pretty situational, but 3100 Attack alone makes it worth considering. Vampire Spawn...eh, looks like a nerfed Magical Explosion to me. Raise that damage to 200 at least, as it is you'd only get 3000 damage for having 3/4 of your deck devoted to spell cards and managing to dump them all. With a bit more damage to it this would have potential in decks based on Morphing Jar #2 since they tend to dump their own spells and traps accidentally. Vampire Hunter and Vampire Slayer are both just too weak. How about dropping Vampire Hunter to 1500 Atk, doubled when battling Fiend and Zombie monsters? As it is, it can't even whop Archfiend Solider. Vampire Slayer could have one of those 'destroy any monster that battles with this card' type effects, although I find it ironic that it gets its arse handed to it by Vampire Lord. x3 Gloomy Castle...pretty neat idea, but it won't work with current wording. When a field spell is played the existing field is threatened by game mechanics, not the field spell's effect, so the summoning wouldn't trigger. It should be something like 'If another Field Spell card is activated while this card is face-up on the field...'. Mecha-Stein is an absolute beast. That draw effect makes it a bit overpowered, though. I mean, by running a bit of Terraforming you could pretty effortlessly assemble three copies of Gloomy Castle in your hand then play them one by one, resulting in two Mecha Stein summons in one turn. Yikes. o.o Maybe change it to something like Berserk Dragon's down-powering effect (You know, loses 500 Attack for each battle) and put the card drawing effect as something you get when it's destroyed by battle? Pure-White Warwolf...is a contra Enemy Controller/Book of Moon/Shrink/Rush card? Just about the only spell cards I can picture people playing on the other person's turn. Fair enough, I guess. Ocean-Blue Warwolf, decently powered double-attacker but the extra fifty Attack means you can't pull it out by Mother Grizzly or the like, so it seems fairly balanced. Crimson-Red Warwolf. The ability is really a side-note, but it's an acceptable beatstick of beastly persuasion. The others are just subpar vanilla, really. Good for flavour, I suppose, but not much to say about them. @Art_Critic_Cubone: Excalibone...eh, gues that solves what we're pulling out with the hero's effect, eh? Very situational, but suits the hero nicely. An Eternity of Space I'm a bit mixed about. I mean, it has a self-protection effect, which is good, but the actual usefulness is sort of dubious. Maybe make it more like Rainbow Ruins? You know, getting stronger when you have more "wandering" monsters on your field? As it is, it's sort of like a nerfed Sanctuary in the Sky with a more limited pool of accepted monsters. The Wanderer's Secret is still a -1 and doesn't balance out your field like Hero Signal, so it's really not that hot. Maybe make it continuous or give it some additional effect? As it is, it's not really worth playing. :\ Bad Judgement is utterly cruel, and a very nice way to punish Gadget's 'clear and bap' approach to battles. Could also work for decks that run little to no monsters since it's both protection and card advantage. Nice one. Excaliber...sort of dubious usefulness, although I guess it's nice against people who like hiding behind silly Sheep Tokens. Don't think I'd play it, though. I mean, excalibone at least works for everything and counters the weak to mediocre Atk problem. End of the Journey: Backs Against the Wall reborn? xD But yeah, a handy way to get the fellowship together, I guess, and could be a potential game ender. Anyways, since I've never been one to leave a post without adding some of my own: Life Cycle Quick-Play Spell Select one monster on either player's field and tribute it. The controller of the tributed monster gains life points equal to the combined Atk and Def of the tributed monster. ^ Swords to Plowshares goes YGO? For some reason that's one of the few MTG cards I remember. xD Shuffle Slash Normal Spell Shuffle this card into your deck then discard a number of cards from the top of your deck equal to the number of cards in your opponent's hand. For each "Shuffle Slash" discarded by this effect, declare one card type (Spell, Trap, or Monster). Your opponent discards all cards of the declared type(s) from his/her deck. ^ Limited to two per deck. :3 Sage of Solitude Spellcaster/Effect 4 Star/Dark 1400 Atk/1000 Def If this card destroys an opponent's monster by battle, your opponent cannot summon or set any monsters (Including Flip Summon) during the next turn. Ojamerization Normal Spell Remove from play from your hand, field, or deck Fusion Material Monsters that are listed on a Fusion Monster with 'Ojama' in its card name and Special Summon the Fusion Monster from your Fusion Deck. (This is treated as a Fusion Summon) Ojama Queen Beast/Fusion/Effect 6 Star/Light 0 Atk/3000 Def "Ojama Black" + "Ojama Green" + "Ojama Yellow". Whenever your opponent Summons a monster (Including Flip Summon) while this card is face-up on your field, special summon one monster named "Ojama Black", "Ojama Green", or "Ojama Yellow" from your hand, deck, or graveyard to the field in face-up Attack or Defense Position. While this monster is in face-up Attack Position, increase the Atk of all other 'Ojama' monsters on your field by 2000. Ojama Sage Beast/Fusion/Effect 4 Star/Light 0 Atk / 2500 Def "Ojama Black" + "Ojama Yellow". During each of your draw phases, if this card is face-up on your field you may add one Spell Card with 'Oja' in its name from your Graveyard to your hand instead of drawing card. |
AE: Yuppers, End of the Journey is Backs to the Wall reincarnated. I meant to make it a quick-play spell though... ah, well. I'd just as soon leave it as it is for the moment. Life Cycle is a huge gain- I mean, even a lously Gadget results in a life point plus that becomes enormous. Maybe limit it to half the total of attack or defense, or add an extra requirement, like for Nutrient Z?
Shuffle Slash- It's like the real-life but cooler cousin of whatever-that-card-was in GX where if you drew it twice, your opponent lost his entire field and lost a thousand life points for each one, almost. Oh yeah, now I remember, it was Slash Draw! Yeah... anyway, don't think I'd use it. Too risky. Sage of Solitude: Evil... Absolutely evil. I'm scared already. Ojama Sage+Ojamachinegun deck= love. Ojama Queen: The Ojamas are now an attacking force, huh? This baby plus heart of clear water equals massive attack force, if you can wipe your opponent's field clean- though with Ojama Delta Hurricane, it isn't that hard. |
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