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Frostweaver March 29th, 2007 12:29 PM

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;;;

Kenny_C.002 March 29th, 2007 12:44 PM

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

Naito March 29th, 2007 6:03 PM

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.

Eon-Rider March 29th, 2007 11:31 PM

Quote:

Originally Posted by digi-kun (Post 2426292)
Instakill for a common? o.o and can't be negated? wow XD

The fact that it can't be negated stops people who'll try to abuse this with Second Coin Toss

And Unforgiving Maiden is simply a worse version of Exiled Force...

Scarlet Weather March 31st, 2007 4:00 PM

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.

Eon-Rider April 2nd, 2007 9:48 PM

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

Frostweaver April 2nd, 2007 11:06 PM

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.

Kenny_C.002 April 3rd, 2007 7:48 PM

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.

Frostweaver April 3rd, 2007 11:00 PM

Quote:

Originally Posted by Kenny_C.002 (Post 2432298)
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.

Pretty realistic card if you ask me. You may get a card for basically free of charge, but your opponent will know what's coming. Continuous trap means that it's sucky, but free draws help in every way, thus balancing it out.

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

Scarlet Weather April 4th, 2007 12:02 PM

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)

Kenny_C.002 April 4th, 2007 9:46 PM

Quote:

Originally Posted by Frostweaver (Post 2432460)
Pretty realistic card if you ask me. You may get a card for basically free of charge, but your opponent will know what's coming. Continuous trap means that it's sucky, but free draws help in every way, thus balancing it out.

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

Well, reminder text is always good if you have the room. ;)
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).

Frostweaver April 4th, 2007 10:53 PM

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

Kenny_C.002 April 5th, 2007 6:37 PM

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.

Forci Stikane April 6th, 2007 2:41 PM

Quote:

Originally Posted by Kenny_C.002 (Post 2434950)
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.

......Oh geez...That first line of Un...er, Dancing Blade Works just makes it sheerly broken.

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).

Kenny_C.002 April 7th, 2007 1:30 PM

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

Frostweaver April 7th, 2007 4:41 PM

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.

Eon-Rider April 8th, 2007 6:54 AM

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

Forci Stikane April 8th, 2007 8:09 AM

Quote:

Originally Posted by Frostweaver (Post 2437543)
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.

By that theory, then, ANY 8-Star quick-summonable monster becomes a Stein...

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?

Kenny_C.002 April 8th, 2007 4:44 PM

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. -.-

Eon-Rider April 15th, 2007 2:04 AM

Is the last sentence really necessary? :P

It's pretty decent.

Alter Ego April 15th, 2007 2:35 AM

Quote:

Originally Posted by Eon-Rider (Post 2446968)
Is the last sentence really necessary? :P

It's pretty decent.

I think the standard phrase is 'and destroy it', but yeah, they do tend to put that part in to determine what happens to the monster after the summon is negated (Such as with Forced Back or Dark Horn of Heaven). Really, though, it's just meanly overshadowing Horn of Heaven (Which requires a field tribute) but I guess it's fair enough otherwise.

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.

Eon-Rider April 15th, 2007 5:05 AM

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

Kenny_C.002 April 15th, 2007 6:40 PM

Quote:

Originally Posted by Eon-Rider (Post 2446968)
Is the last sentence really necessary? :P

It's pretty decent.

Dunno. They tend to do that, and I just followed their templating.

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.

Eon-Rider April 17th, 2007 7:43 AM

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

Alter Ego April 17th, 2007 8:08 AM

Quote:

Originally Posted by Eon-Rider (Post 2449474)
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

It's also sorta completely overshadowed by Amazoness Swordswoman, which sends all the battle damage to your opponent regardless of who attacked. :O Also, note that the wording doesn't state which attack position monster should have more than Atk that this one does. I'd say specifcy that part.

Kenny_C.002 April 17th, 2007 10:38 PM

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

Naito April 18th, 2007 3:34 PM

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.

Eon-Rider April 19th, 2007 3:14 AM

Quote:

Originally Posted by Eon-Rider (Post 2404841)
No. Imagine The Unhappy Girl taking it out. :P

Here's another one.
Curse of the Millenium Items
Normal Spell
Send the top 5 cards of your opponent's deck to the Graveyard. Both players can only attack with 1 monster during their respective Battle Phases. The first player unable to draw a card wins the Duel.
Super Rare

Someone help me think of a better name. :P

I thought of a newer version of a card I invented a while ago.

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?

digi-kun April 19th, 2007 1:34 PM

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

Eon-Rider April 19th, 2007 5:04 PM

Why is the last sentence unneeded? Normally you lose if you can't draw. In this case, you win if you can't draw.

digi-kun April 19th, 2007 5:20 PM

oh, sorry, didn't notice that XD, sorry XD
ya, that makes that thing pretty balanced then XD

Kenny_C.002 April 20th, 2007 10:58 PM

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. :-/

Eon-Rider April 22nd, 2007 3:05 AM

It's supposed to be like Final Countdown. It's a condition for the rest of the game.

Kenny_C.002 April 25th, 2007 8:30 PM

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. :-/

Naito May 5th, 2007 6:47 PM

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.

digi-kun May 6th, 2007 7:45 PM

eh...normally with the level-up monsters, you have to tribute the monster and replace it with the level up version of it...

Eon-Rider May 7th, 2007 3:15 AM

Is it just me or is Dark World Warlock LV4 slightly overpowered? Dark World Warlock LV3 isn't even worth using.

Alter Ego May 7th, 2007 3:55 AM

@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.

Eon-Rider May 7th, 2007 4:26 AM

Nice cards. Sealing Chain is the coolest though.

Forci Stikane May 7th, 2007 6:21 AM

Quote:

Originally Posted by Alter Ego (Post 2469304)
@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 4 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

Tribute one monster from your field. Select one monster from your graveyard whose level stars are equal to or fewer than the level stars of the tributed monster and special summon it to your field.

You basically said everything I needed to.

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.

Alter Ego May 7th, 2007 6:47 AM

Quote:

Originally Posted by Ichapokemr (Post 2469418)
You basically said everything I needed to.

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...

Well, technically it's just two Time Seals in one card. Unless you mean chaining two after each other for four turns of no cards. Now that would be evil. o.o Yeah, chain link 5 it is.
Quote:

Originally Posted by Ichapokemr (Post 2469418)
Cross-Summon: Quite a bit of Monarch hatred here...as it reads now, you would gain the effect. Evil.

My thoughts exactly. Come on, they already got a new card to toy with because of the new set, it's only fair that the rest get one too. >D
Quote:

Originally Posted by Ichapokemr (Post 2469418)
Soul Transfer: Well, seeing as there's nothing as-is stopping you from summoning the same monster, this basically makes targeting cards obselete.

Well, just using it as a targeting counter is not that different from packing something like Magic Drain. But yeah, maybe a little tweak to balance it out. *Rushes of to edit*

Kenny_C.002 May 7th, 2007 7:18 AM

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.

Forci Stikane May 7th, 2007 8:08 AM

Quote:

Originally Posted by Alter Ego (Post 2469304)
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.

Okay, now your opponent has to activate something to do the evil lock. Still kind of broken, but better.

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.


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.

cardfreak May 7th, 2007 4:37 PM

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).

Naito May 7th, 2007 4:55 PM

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.

digi-kun May 7th, 2007 5:07 PM

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.

RaikouRider243 May 7th, 2007 6:52 PM

Hey, let's switch gears to Magic?

http://img167.imageshack.us/img167/5214/venusaurzj4.png

http://img292.imageshack.us/img292/4378/quilavaox0.png

http://img412.imageshack.us/img412/9688/moltresgj4.png

http://img292.imageshack.us/img292/924/beedrillkp8.jpg

http://img148.imageshack.us/img148/6422/eeveeiu3.png

http://img444.imageshack.us/img444/4940/mewtf9.jpg

http://img254.imageshack.us/img254/6745/flamethrowerlw9.png

http://img150.imageshack.us/img150/5326/itemfinderhd0.jpg

http://img119.imageshack.us/img119/875/safarizoneop3.jpg

http://img183.imageshack.us/img183/7128/ruinsofalphwx7.png

Are they good?

Kenny_C.002 May 7th, 2007 9:10 PM

Quote:

Originally Posted by Ichapokemr (Post 2469511)
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.

Wording: Ummm....No? In order to play the spell, you need 2 things: a valid target in the graveyard, and a valid target on the field. You pick targets during the announcement of the spell, which is at the same time as the tribute, but before the tribute actually hits the graveyard. This is what happens with cost + effect. You'd normally be right if it's a chain of effects from 1 spell/trap, though.

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:

Originally Posted by RaikouRider243 (Post 2470364)
Hey, let's switch gears to Magic?

Fine with me.

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.

Eon-Rider May 7th, 2007 9:59 PM

Quote:

Originally Posted by cardfreak (Post 2470151)
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).

It would've been a lot better if you didn't mention a card from the anime... Anyway, the first sentence for all of them is unnecessary.

Alter Ego May 8th, 2007 12:29 AM

@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.

RaikouRider243 May 8th, 2007 6:17 AM

Quote:

Originally Posted by Kenny_C.002 (Post 2470532)
[Quilava]

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.

In retrospect, yes it is too powerful at uncommon. I think I'm going to make it 4R for 1/2 to make it balanced. This means I'll have to raise Cyndaquil's evolve cost by 1.

[Moltres]

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.

All the legendary birds have sick abilities. I forgot to raise the cost of the ability after changing its extra cost. Originally it was a double pitch to revive. What sounds better, RRRR amd double pitch or 2RRRR and single pitch?

[Beedrill]

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.

I was going with flavor at a slight expense of functionality, but I think "other Insects get +1/+1" would be better in place of poisonous 2. BTW, toxicity was a custom keyword I had before Future Sight came out. I need to adjust all my cards.

[Eevee]

Broken.

Would 1G for 1/2 and that ability be better?

[Mew]

Mixbag guys. Synergistic in a way. Not playable, but good enough.

It was supposed to be a 5-color Morphling. xD

[Flamethrower]

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.

I wanted to have a mechanic that functioned like a TM in PTCG: it performed the move and taught it to a Pokémon for one time use. That was the fourth revision to the wording, and it's still a lot of reminder text. I had shorter reminder text in one revision but the functionality wasn't the same. TM, mechanically speaking, is flashback that requires a creature of the spell's colors to be flashed back.

[Itemfinder]

Artifacts tend to be overcosted. Up the ability to 4 as well. XD

Maybe if it was common. 4 and 3 to fetch a TM card out of grave is fine at uncommon.

[Ruins of Alph]

Great card. I can't find much fault to this one, other than the screams I'll make if I face against it.

There's a cycle of legendary lands like this. I'd post them all here but I'm having trouble finding art for Ilex Forest and Burned Tower. The green one is a 2/2 buff for 2G, the red one is a "target creature can't block this turn" for R, the blue one is "Unsummon unless its controller pays 2" for 2U, and the white one is "target creature can't attack this turn" for W.

I'm still finishing up set 2 of the block. I have about 40 cards left, then I can move on to Hoenn League. When more card art is available I might make a Sinnoh-based set.

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

Forci Stikane May 8th, 2007 6:51 AM

Quote:

Originally Posted by Alter Ego (Post 2470700)
@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 one 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.

Thank you...on both accounts. Though I can't believe I didn't think of A Legendary Ocean XP.

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

Kenny_C.002 May 10th, 2007 11:19 AM

Quote:

Originally Posted by Alter Ego (Post 2470700)
@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

Didn't know they took out activation cost. If that is the case then icha is correct, yes. And graceful wasn't an appropriate comparison if activation costs still exist, but I'm sure you knew that already.

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:

Originally Posted by RaikouRider243 (Post 2470958)
I'm still finishing up set 2 of the block. I have about 40 cards left, then I can move on to Hoenn League. When more card art is available I might make a Sinnoh-based set.

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

Moltres: Well a RRRR with 2x pitch is a turn 2 thing. 2RRRR with 1 pitch is turn 4. Your choice.

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.

Naito May 10th, 2007 2:17 PM

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.

Frostweaver May 14th, 2007 12:33 AM

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.

Shiny Umbreon May 17th, 2007 8:34 AM

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

Kenny_C.002 May 17th, 2007 10:18 PM

Quote:

Originally Posted by Shiny Umbreon (Post 2484157)
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

Well the thing costs 14 for it to actually do anything... You need to make both permanents of the same name legendary before it kills both off, unfortunately.

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.

Frostweaver May 23rd, 2007 6:40 AM

*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.

Forci Stikane May 23rd, 2007 7:42 AM

Quote:

Originally Posted by Frostweaver (Post 2493418)
*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.

Pretty good. Not much I can say.

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.

Alter Ego May 23rd, 2007 8:02 AM

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

Frostweaver May 23rd, 2007 9:40 AM

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

Alter Ego May 23rd, 2007 10:14 AM

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. ^-^

Forci Stikane May 23rd, 2007 10:32 AM

Quote:

Originally Posted by Frostweaver (Post 2493557)
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...

XD Glad someone else got that one. And yeah, while it helps Dark World get its monsters out, your opponent gets to draw for each one, so...well, at least you said more than Alter Ego >.>...

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.

Frostweaver May 23rd, 2007 10:41 AM

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

Forci Stikane May 23rd, 2007 6:11 PM

Quote:

Originally Posted by Frostweaver (Post 2493596)
Dark World Engine- a bit broken...? Dark World Deal is now discard 1 draw 2?

aaa

Yeah, but for both players. I made sure to add the "s" at the end of card to stop Card Destruction/Morphing Jar ownage, though (dropping five to get ten O.O;; ), and the last clause to stop people from spamming more than one. Of course, should you be playing AGAINST someone that has more than one out, you can use them both. Helping to discourage using more than one ;) .

..."aaa"??

Frostweaver May 23rd, 2007 11:03 PM

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.

Alter Ego May 24th, 2007 7:27 AM

Quote:

Originally Posted by Ichaste Pekoni (Post 2493590)
XD Glad someone else got that one. And yeah, while it helps Dark World get its monsters out, your opponent gets to draw for each one, so...well, at least you said more than Alter Ego >.>...

Hey, I was typing my post in advanced so I didn't see you butting in ahead of me until it was time for me to go to Jujutsu practice, meaning that I only had the time to edit in a few hasty lines. And I did mention Dark World, you know. It still amounts to more than you said about mine. :O And yeah, Dark World Engine is pretty breakadelic...I'd say restrict it to one use per turn and add a maintenance cost in life points to balance it out.


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*

Frostweaver May 24th, 2007 7:56 AM

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?)

Naito May 24th, 2007 2:32 PM

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.

Eon-Rider May 25th, 2007 4:56 AM

Quote:

Originally Posted by AngelicExcalibur (Post 2495348)
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.

Ocean Magician is a little too powerful in a WATER deck. o.o
Virus Dragon is pretty useless.

No comment on the others though.

Frostweaver May 25th, 2007 6:05 AM

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)

Eon-Rider May 25th, 2007 6:30 AM

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.

Frostweaver May 25th, 2007 7:02 AM

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.

Scarlet Weather May 31st, 2007 3:06 AM

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.

Alter Ego May 31st, 2007 5:29 AM

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

Frostweaver May 31st, 2007 9:21 AM

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...)

Alter Ego May 31st, 2007 10:08 AM

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.

Scarlet Weather May 31st, 2007 12:15 PM

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

Alter Ego June 1st, 2007 5:12 AM

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

Scarlet Weather June 3rd, 2007 3:16 AM

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.

Frostweaver June 4th, 2007 12:09 AM

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;

Eon-Rider June 4th, 2007 10:08 PM

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.

Frostweaver June 5th, 2007 8:57 AM

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. >>;

Forci Stikane June 5th, 2007 9:21 AM

Quote:

Originally Posted by Eon-Rider (Post 2510823)
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.

Frostweaver is right, you know. It would be nearly impossible to confirm without looking through the Deck...unless the 8 WIND monsters had already been played. But then, what about sidedecking them out? That kind of ruins the bluff, as you would have to confirm that the 8 monsters were still there. Maybe if the WIND monsters had to be in the Graveyard...less-broken effect and MUCH more easily confirmed.

Kenny_C.002 June 5th, 2007 9:14 PM

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.

Forci Stikane June 6th, 2007 5:15 PM

Quote:

Originally Posted by Kenny_C.002 (Post 2511667)
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.

But then nobody would ever play it. That sort of +1 for giving your opponent a free look at your deck...it gives your opponent a serious edge.

I still vote for having them in the Graveyard, though, regardless of the mill power the current metagame has.

Frostweaver June 7th, 2007 7:23 AM

Quote:

Originally Posted by Kenny_C.002 (Post 2511667)
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.

In the game of YGO, it affects a totally style of play to know that Mirror Force is not in the deck, and it's not in the graveyard either... That's a powerful foresight given to the opponent.

Scarlet Weather June 7th, 2007 11:58 AM

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.

Kenny_C.002 June 7th, 2007 3:17 PM

Quote:

Originally Posted by Frostweaver (Post 2512599)
In the game of YGO, it affects a totally style of play to know that Mirror Force is not in the deck, and it's not in the graveyard either... That's a powerful foresight given to the opponent.

Which is exactly the point I'm making. It's a net loss for a powerful effect. Why not?

Shiny Umbreon June 7th, 2007 5:37 PM

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.

Frostweaver June 8th, 2007 6:40 AM

Quote:

Originally Posted by Kenny_C.002 (Post 2513257)
Which is exactly the point I'm making. It's a net loss for a powerful effect. Why not?

It's the time factor to check all 40 cards in deck -.-;

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.

Kenny_C.002 June 8th, 2007 8:38 PM

Quote:

Originally Posted by Frostweaver (Post 2514344)
It's the time factor to check all 40 cards in deck -.-;

That's just complete bull. Mtg has enough deck searching cards played in the tourney level and they're not strapped for time. And these are searching for SPECIFIC cards in the deck as well by the opponent (i.e. I extirpate, I search your deck for copies and nuke them). And this is commonplace in mtg, with usually 1 or 2 cards in standard that can do that.

Quote:


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.
Looks like a weaker gravepact. The cost of gravepact was 1BBB, so the valid cost of this would be around 2BB (pushing it down to 3 would make it too good, though). Otherwise, it looks okay.

NocturnLeader June 19th, 2007 9:35 AM

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.

Shiny Umbreon June 19th, 2007 4:23 PM

Quote:

Originally Posted by Kenny_C.002 (Post 2515348)
That's just complete bull. Mtg has enough deck searching cards played in the tourney level and they're not strapped for time. And these are searching for SPECIFIC cards in the deck as well by the opponent (i.e. I extirpate, I search your deck for copies and nuke them). And this is commonplace in mtg, with usually 1 or 2 cards in standard that can do that.



Looks like a weaker gravepact. The cost of gravepact was 1BBB, so the valid cost of this would be around 2BB (pushing it down to 3 would make it too good, though). Otherwise, it looks okay.

I just put a card from a card game I made as a child (very similar to magic). I didn't remember it was "inspired" from a Magic card. Maybe 1BBB would be good for my card, because it's kind of cheap for Grave Pact.

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.

Kenny_C.002 June 19th, 2007 11:21 PM

Quote:

Originally Posted by Shiny Umbreon (Post 2539347)
I just put a card from a card game I made as a child (very similar to magic). I didn't remember it was "inspired" from a Magic card. Maybe 1BBB would be good for my card, because it's kind of cheap for Grave Pact.

Naw, 2BB is good, unless you want it underpowered. :3

Quote:

Originally Posted by Shiny Umbreon (Post 2539347)
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

Interesting card. It mimics the power of its attacker and deals that much back huh. Looks okay, as the only card I can see that's remotely close is shapeshifter, which isn't that good. lol

Quote:

Originally Posted by Shiny Umbreon (Post 2539347)
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

It's fine. Lose the can't block clause. You don't need it if the second line covers it already. I know there are exceptions in time, but that should be okay, and the card looks more elegant that way.

Quote:

Originally Posted by Shiny Umbreon (Post 2539347)
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

Power pump is not a white ability.

Quote:

Originally Posted by Shiny Umbreon (Post 2539347)
Cancellation 2U
Sorcery
Split second.
Tap all lands. They don't untap during their controllers' next untap step.
Rare

Hmmm...hard to cost there. It's a temporary armageddon, so the power level of this card is difficult to gauge and therefore difficult to cost. But it being uncounterable does mean it's overpowered at 3CMC. lol

Keep 'em coming.

Shiny Umbreon June 20th, 2007 4:01 PM

Quote:

Originally Posted by Kenny_C.002 (Post 2540153)
Power pump is not a white ability.

I couldn't thing of two common types. It could have been Human Wizard, but that even less to do.


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'.

Kenny_C.002 June 21st, 2007 11:10 AM

Quote:

Originally Posted by Shiny Umbreon (Post 2542386)
I couldn't thing of two common types. It could have been Human Wizard, but that even less to do.

Huh? No, I mean like +x/+0 is not white. +0/+x is white. +x/+x (where x is a small number) is white, but not +x/+0. That's what I meant.


Quote:

Originally Posted by Shiny Umbreon (Post 2542386)
Scarlet Wyvern 1RRR
Creature - Dragon
4/4
Flying, haste.
When this comes into play, sacrifice it unless you sacrifice two basic Mountains.
Rare

Rathi, but a bit more narrow, and has the same clock. Should be ok.

Quote:

Originally Posted by Shiny Umbreon (Post 2542386)
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

On the surface it looks like a weaker crucible of worlds, but the ability to essentially cycle through your useful lands is a VERY powerful effect. The reasoning is that you can do it more than once in a single turn for free. Crucible has the limitation of 1 land a turn. Overall, this has potential to be broken.

Quote:

Originally Posted by Shiny Umbreon (Post 2542386)
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'.

That's fine.

Scarlet Weather June 23rd, 2007 11:22 AM

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.

Alter Ego June 24th, 2007 2:21 AM

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.

Scarlet Weather June 24th, 2007 6:09 PM

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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