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Forci Stikane August 8th, 2007 6:55 AM

Quote:

Originally Posted by Phanima (Post 2725748)
Monster Cards

Name: Armored Core
Attribute: Earth
Type: Machine/Effect
Level: 5
ATK: 2200
DEF: 1500
Effect: If there is a face-up “Original Armored Core” on your side of the field, you can Special Summon this card. If this card is Special Summoned this way, you can add 1 Spell Card from your Deck to your hand. Then shuffle your Deck.

Name: Normal Armored Core
Attribute: Earth
Type: Machine/Effect
Level: 1
ATK: 500
DEF: 200
Effect: When this card is Normal Summoned, you can add 1 monster that includes “Armored Core” in its card name from your Deck to your hand. Then shuffle your Deck.

Name: Next Armored Core
Attribute: Earth
Type: Machine/Effect
Level: 7
ATK: 3300
DEF: 2400
Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summon except by Tributing 1 “Armored Core” or “Original Armored Core” on your side of the field. If this card is Special Summoned this way, you can add 1 Spell or Trap Card from your Deck to your hand. Then shuffle your Deck.

Name: Linx
Attribute: Earth
Type: Warrior/Union/Effect
Level: 3
ATK: 1000
DEF: 0
Effect: Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your “Next Armored Core” as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. When equipped to a monster by this card’s effect, increase the ATK/DEF of the equipped monster by 700 points. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed by battle, destroy this card instead.)

Name: Original Armored Core
Attribute: Earth
Type: Machine/Effect
Level: 3
ATK: 1300
DEF: 700
Effect: If there is a face-up “Normal Armored Core” on your side of the field, you can Special Summon this card. If this card is Special Summoned this way, you can add 1 Equip Spell Card from your Deck to your hand. Then shuffle your Deck.

You have formed a OTKO right there...and you only need three of the monsters in your hand: toss out Normal Armored Core, get Next, Original, or plain (whichever one you're missing), toss out Original, grab Premature Burial, Premature a Cyber Phoenix, drop plain Armored Core, get Giant Trunade, play it to get Premature back and wipe out your opponent's backfield, get rid of Original Armored core for Next, get whatever spell you need to wipe out your opponent's monsters (Lightning Vortex or Nobleman, depending on what they did), use the retrieved Premature to revive practically whatever monster you want, GG.

The amount of ease with which I was able to form an OTKO with those cards should tell you just how broken they are.


Spell Cards

Name: Primal Armor
Type: Equip
Effect: This card can only be equipped to a Machine-type monster. When a monster equipped with this card is attacked, decrease the ATK of the attacking monster by an amount equal to the DEF of the equipped monster.

Hmm...useful for an Equip, especially on a high-stat machine like Machine King...

Name: Overboost
Type: Normal
Effect: Select 1 face-up Machine-type monster on your side of the field. The selected monster can attack your opponent directly this turn. During the End Phase, destroy the selected monster.

...More OTKO material?? Boy, you really like to do that, huh? This kind of card is just begging for Cyber Twin.

Name: Anatolia
Type: Field
Effect: As long as this card remains face-up on the field, monsters that include “Armored Core” in its card name gain 500 ATK. In addition, make the Battle Damage to the controller of an “Armored Core” monster 0.

...Okay, forget what I said about replaying Premature: this card will take you over the top all on its own.

Name: EN Gauge
Type: Continuous
Effect: Once per turn, you can pay your Life Points (in multiples of 100 points) to increase 1 of your Machine-type monster’s ATK and DEF by the same amount of points until the End Phase of that turn.

O_O You can't be serious!! GEAR GOLEM!!!!!! stick this and Overboost on ANYONE and that's the end of the game!

Trap Cards

Name: Kojima Particles
Type: Counter
Effect: Negate the effect of a Trap Card that targets a Machine-type monster on your side of the field and destroy it.

Name: Quick Boost
Type: Normal
Effect: You can only activate this card when your opponent declares a Machine-type monster on your side of the field as an attack target. Negate the attack of your opponent’s monster and end the Battle Phase.

Name: Kojima Shield
Type: Normal
Effect: This card can only be activated during your opponent’s Battle Step. If a monster that includes “Armored Core” in its card name would be destroyed by battle this turn, it is not destroyed. (Damage calculation is applied normally.)

I'm going to assume for the responses that some of these cards are overpowered, so I was thinking that some of them should be semi-limited or limited.

...YES, those cards are VERY overpowered. You need to add major costs to those effects...

Quote:

Originally Posted by Alter Ego
Noblesse Oblige
Normal Spell

This card can only be activated by selecting one face-up 'Pikeru' or 'Curran' monster on your Field. If you selected a 'Pikeru' monster, add one 'Royal' monster from your Deck to your Hand. If you selected a 'Curran' monster, Special Summon one 'Royal' monster from your Hand to the Field.

Better, better...but the connection still seems wanting...

Also, to add some bulk:

Royal Bombardment Cannon
Warrior/Effect
2200 Atk / 1000 Def
5 Star/Fire

Whenever this monster attacks a Defense Position monster, destroy the monster with this card's effect without applying Damage Calculation. Whenever this card attacks, unless 'Court of Nobles' is face-up on your Field, it is switched into Defense Position at the end of turn and may not change its Battle Position until the end of your next turn.

Was making a monster like that really necessary? You've already got enough to get rid of Attack-Position monsters, but now you're getting rid of defenders as well? ...I think I'd rather go with Mystic Swordsman if it weren't for the "Royal" card effects...

Alter Ego August 8th, 2007 7:40 AM

Quote:

Originally Posted by Ichaste Pekoni (Post 2726332)
Was making a monster like that really necessary? You've already got enough to get rid of Attack-Position monsters, but now you're getting rid of defenders as well? ...I think I'd rather go with Mystic Swordsman if it weren't for the "Royal" card effects...

Of course, there should be no quarter for lowborn knaves who oppose royalty. >O Anyways, I did that because I realized that all royals are walled by Gear Golem, even with a Field boost. Couldn't have that now, could we? :3

Oh, and since I have this sudden urge to return to this old theme:

Toon Hero Avian
Warrior/Toon/Effect
3 Star/Wind
1000 Atk/1000 Def

This card cannot be Normal Summoned or Set. This card can only be Special Summoned while "Toon World" is on your side the field. You can Special Summon this monster from your hand, but Tributes are required for monsters Level 5 or more. When "Toon World" on the field is destroyed, this card is also destroyed. If your opponent doesn't control a Toon Monster, this card can attack your opponent's Life Points directly. If a face-up Toon Monster is on your opponent's side of the field, you must select the Toon Monster as an attack target. Battle Damage to this card's controller from battles involving this card becomes zero.

Toon Hero Burstinatrix
Warrior/Toon/Effect
3 Star/Fire
1200 Atk/ 800 Def

This card cannot be Normal Summoned or Set. This card can only be Special Summoned while "Toon World" is on your side the field. You can Special Summon this monster from your hand, but Tributes are required for monsters Level 5 or more. When "Toon World" on the field is destroyed, this card is also destroyed. If your opponent doesn't control a Toon Monster, this card can attack your opponent's Life Points directly. If a face-up Toon Monster is on your opponent's side of the field, you must select the Toon Monster as an attack target. Whenever this card attacks your opponent directly, increase the Atk of this card by 500 until the end of the Damage Step.

Toon Hero Flame Wingman
Warrior/Toon/Effect
6 Star/Wind
2100 Atk / 1200 Def

Toon Hero Avian + Toon Hero Burstinatrix

This card cannot be Special Summoned except by removing from play the above cards on your side of the field while Toon World is face-up on your field; then you can Special Summon this card from your Fusion Deck (You do not use "Polymerization"). When "Toon World" on the field is destroyed, this card is also destroyed. If your opponent doesn't control a Toon Monster, this card can attack your opponent's Life Points directly. If a face-up Toon Monster is on your opponent's side of the field, you must select the Toon Monster as an attack target. When this card is destroyed by battle, inflict damage to your opponent equal to the Atk of this card.

TheGreatMothim August 8th, 2007 7:53 AM

The Ravenous Raven
Winged-Beast/Lv5/Wind/2100/1100
During your Standby Phase, Roll 2 Six sided die. If The number is Even double draw 2 cards. If the Number is Odd destroy 1 monster on the field.

The Pure Peacock
Winged-Beast/Lv4/Wind/1700/1300
During your Standby Phase, Increase your Life Points by 200 for each Spell and Trap card on the field.

The Brave Seagull
Winged-Beast/Lv3/Wind/1400/1200
If your Opponent has no monster in defense position on their side of the field, this Monster can attack your Opponents Life Points Directly.

The Sad Bluejay
Winged-Beast/Lv2/Wind/1000/1000
If this card is destroyed in Battle return the monster which destroyed it to the Bottom of your Opponents deck.

The Dumb Duck
Winged-Beast/Lv4/Wind/1650/1550
You can send this card to the graveyard from your hand to the Graveyard to Special Summon 1 "The Dumb Duck" from your Hand or Deck.

Phanima August 8th, 2007 6:54 PM

Quote:

Originally Posted by Alter Ego (Post 2726527)
Toon Hero Avian
Warrior/Toon/Effect
3 Star/Wind
1000 Atk/1000 Def

This card cannot be Normal Summoned or Set. This card can only be Special Summoned while "Toon World" is on your side the field. You can Special Summon this monster from your hand, but Tributes are required for monsters Level 5 or more. When "Toon World" on the field is destroyed, this card is also destroyed. If your opponent doesn't control a Toon Monster, this card can attack your opponent's Life Points directly. If a face-up Toon Monster is on your opponent's side of the field, you must select the Toon Monster as an attack target. Battle Damage to this card's controller from battles involving this card becomes zero.

Toon Hero Burstinatrix
Warrior/Toon/Effect
3 Star/Fire
1200 Atk/ 800 Def

This card cannot be Normal Summoned or Set. This card can only be Special Summoned while "Toon World" is on your side the field. You can Special Summon this monster from your hand, but Tributes are required for monsters Level 5 or more. When "Toon World" on the field is destroyed, this card is also destroyed. If your opponent doesn't control a Toon Monster, this card can attack your opponent's Life Points directly. If a face-up Toon Monster is on your opponent's side of the field, you must select the Toon Monster as an attack target. Whenever this card attacks your opponent directly, increase the Atk of this card by 500 until the end of the Damage Step.

Toon Hero Flame Wingman
Warrior/Toon/Effect
6 Star/Wind
2100 Atk / 1200 Def

Toon Hero Avian + Toon Hero Burstinatrix

This card cannot be Special Summoned except by removing from play the above cards on your side of the field while Toon World is face-up on your field; then you can Special Summon this card from your Fusion Deck (You do not use "Polymerization"). When "Toon World" on the field is destroyed, this card is also destroyed. If your opponent doesn't control a Toon Monster, this card can attack your opponent's Life Points directly. If a face-up Toon Monster is on your opponent's side of the field, you must select the Toon Monster as an attack target. When this card is destroyed by battle, the Battle Damage is inflicted to your opponent instead of you.

I don't see anything outright wrong about them, and their effects are kept well in familiarity with their original counterparts. The direct attack gives them a powerful edge, only available to Toons, and since most of the recent versions have dropped the attacking cost, these can invariably do a lot of damage in one turn, since they're Special Summoned. I really can't find anything to criticize, other than the fact that I despise Elemental Heroes.

Quote:

Originally Posted by TheGreatMothim (Post 2726562)
The Ravenous Raven
Winged-Beast/Lv5/Wind/2100/1100
During your Standby Phase, Roll 2 Six sided die. If The number is Even double draw 2 cards. If the Number is Odd destroy 1 monster on the field.

The Pure Peacock
Winged-Beast/Lv4/Wind/1700/1300
During your Standby Phase, Increase your Life Points by 200 for each Spell and Trap card on the field.

The Brave Seagull
Winged-Beast/Lv3/Wind/1400/1200
If your Opponent has no monster in defense position on their side of the field, this Monster can attack your Opponents Life Points Directly.

The Sad Bluejay
Winged-Beast/Lv2/Wind/1000/1000
If this card is destroyed in Battle return the monster which destroyed it to the Bottom of your Opponents deck.

The Dumb Duck
Winged-Beast/Lv4/Wind/1650/1550
You can send this card to the graveyard from your hand to the Graveyard to Special Summon 1 "The Dumb Duck" from your Hand or Deck.

The spelling errors and bad wording kind of put me off, but I admit it is kind of hard to come up with original descriptions while sticking to the specific Yu-Gi-Oh! wording.

The Ravenous Raven: If you're rolling two die then you should state that if the sum of the die is even or odd, add this effect and so forth. Otherwise, one dice is enough for the effect. The effect itself is broken. There's no downside, leaving it unbalanced. It's true that it requires a Tribute, but Special Summoning monsters have become much easier, thus using its effect is in respect, quite easy to do. Double draw two cards? Four cards! I'm going to assume you meant draw two cards. Limit it to one card and change the second effect. Destroying one monster is a very good ability, but it's unsuiting in this case. Maybe have "discard 1 card" or "your opponent draws 1 card" will be more suitable.

The Pure Peacock: Most life regenerating monsters are dealt with low attacks or defenses and have some form of handicap that can leave it vulnerable for your opponent. Lower the DEF a bit and have it have to stay in Defense Position to gain the LP, or reduce it's ATK. Even though the gain is a small amount and limited to just your side it affects both Spell and Trap Cards and isn't restricted by them being face-up or face-down.

The Brave Seagull: There's nothing overly wrong I can see in this, except for it's stats and level. The stats are okay, but should really be lowered for the effect.

The Sad Bluejay: Strange effect but effective nonetheless. Reduce the ATK and DEF and maybe have the condition of it having to be in face-down Defense Position or something. It's effect can be exploited easily against 5+ monsters so there should be some payback for it.

The Dumb Duck: I like the name. To the Graveyard from your hand to the Graveyard? Fix the wording. It's too beneficial in my opinion. Maybe have it Tributed from your side of the field and then add another from your Deck to your hand.

EDIT: Thank Ichaste Pekoni, I'll take those into consideration.

EDIT: I've altered many of the cards to comply to the "overpowered-ness" of their nature, but since most didn't require a lot of rewording, I've left some of them out. However, I've added a few more cards to the arsenal of core monsters and the like for criticism. The spoiler contains the cards.

Spoiler:
Monster Cards

Name: Armored Core
Attribute: EARTH
Type: Machine/Effect
Level: 5
ATK: 2200
DEF: 1500
Effect: You can Special Summon this card by Tributing 1 “Original Armored Core” on your side of the field. If this card is Special Summoned this way, you can add 1 Trap Card from your Deck to your hand. Then shuffle your Deck.

Name: Next Armored Core
Attribute: EARTH
Type: Machine/Effect
Level: 7
ATK: 3300
DEF: 2400
Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summon except by Tributing 1 “Armored Core” on your side of the field. If this card is Special Summoned this way, you can add 1 Spell or Trap Card from your Graveyard to your hand.

Name: Linx
Attribute: EARTH
Type: Warrior/Union/Effect
Level: 6
ATK: 1000
DEF: 1000
Effect: Once per turn, during your Main Phase, if you control this card on the field, you can equip it to an “Armored Core” monster as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card’s effect, if that monster is attacked, you can make the attack a direct attack to your Life Points. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed by battle, destroy this card instead.)

Name: Linx 2
Attribute: EARTH
Type: Warrior/Union/Effect
Level: 4
ATK: 800
DEF: 800
Effect: Once per turn, during your Main Phase, if you control this card on the field, you can equip it to an “Armored Core” monster as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. When equipped to a monster by this card's effect, that monster’s ATK/DEF is increased by 800 points. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed by battle, destroy this card instead.)

Name: Muscle Tracer
Attribute: EARTH
Type: Machine/Effect
Level: 4
ATK: 1100
DEF: 1100
Effect: If you control this face-up card on the field, during the 2nd Main Phase of the turn after summoning this card, you can Special Summon 1 “Armored Core” monster from your hand by Tributing this card.

Name: Linx 3
Attribute: EARTH
Type: Warrior/Union/Effect
Level: 4
ATK: 600
DEF: 1200
Effect: Once per turn, during your Main Phase, if you control this card on the field, you can equip it to an “Armored Core” monster as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. When equipped to a monster by this card’s effect, if that monster is targeted by the effects of a Spell Card, destroy this card to negate the effects of that Spell Card and destroy it. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed by battle, destroy this card instead.)

Spell Cards

Name: Quick Boost
Type: Normal
Effect: Select 1 face-up monster on your side of the field that includes “Armored Core” in its card name to activate this card. This turn, the ATK of the selected monster is halved and it can attack twice during the same Battle Phase.

Name: Hangar Unit
Type: Continuous
Effect: Once per turn, add 1 Equip Spell Card from your Deck to your hand. Then shuffle your Deck.

Trap Cards

Name: Kojima Shield
Type: Normal
Effect: This card can only be activated during your opponent’s Battle Step. If an “Armored Core” monster would be destroyed by battle this turn, it is not destroyed. (Damage calculation is applied normally.) In addition, the effects of Spell, Trap and Monster Cards that target an “Armored Core” monster on the field are negated this turn.

Name: Amida – Baby
Type: Continuous
Effect: Activate only during the Main Phase. After activation, this card is treated as an Effect Monster Card (Machine-Type/EARTH/Level 3/ATK 0/DEF 0). (This card is still treated as a Trap Card.) The ATK and DEF of this card becomes the number of Machine-Type monsters on the field x 300 points.

Name: Amida – Adult
Type: Continuous
Effect: This card can only be activated during the Main Phase by sending 1 “Amida – Baby” on your side of the field to the Graveyard. After activation, this card is treated as an Effect Monster Card (Machine-Type/EARTH/Level 5/ATK 0/DEF 0). (This card is still treated as a Trap Card.) The ATK and DEF of this card becomes the number of Machine-Type monsters on the field x 500 points.

Name: Amida – Queen
Type: Continuous
Effect: This card can only be activated during the Main Phase by sending 1 “Amida – Adult” on your side of the field to the Graveyard. After activation, this card is treated as an Effect Monster Card (Machine-Type/EARTH/Level 7/ATK 0/DEF 0). (This card is still treated as a Trap Card.) The ATK and DEF of this card becomes the number of Machine-Type monsters on the field x 700 points.

Name: Ravens’ Nest
Type: Normal
Effect: When an “Armored Core” monster is destroyed and sent to the Graveyard, you can add 1 monster that includes “Linx” in its card name from your Deck to your hand. Then shuffle your Deck.

Alter Ego August 9th, 2007 8:41 AM

Lul, that makes two of us on the e-heroes (Heck, does anyone like e-heroes?), I just did those because most main cast members have a toon version of one or more of their signature cards. :3 Anyways, on the retouched cards and whatnot:

Armored Core: Fine. You don't need the 'shuffle your deck' bit, though; shuffling is assumed to be done whenever you add a card from your deck to your hand so you don't have to specify that it's done.

Next Armored Core: Still seems a bit strongish on the Atk; maybe drop that to 2800? Heck, possibly even a bit lower since 2800 is Dark Magician of Chaos (One Spell card from your graveyard). Either way, I'd still stamp this as limited. :3

Linx: Dunno how often I'd use that protection effect, but it's better than nothing.

Linx 2: Meh, just go with an equip spell instead; a lot of them give far more than 800 and don't need to be summoned first.

Muscle Tracer: Fine.

Linx 3: The standard thing for that kind of effect is to tribute rather than destroy. Either way; fair enough, it's a one-shot protection from card effect or battle destruction. :3

Quick Boost: This is actually better; don't see any balance issues here and the Limiter Removal exploit is questionable at best.

Hangar Unit: I'd like to say 'okay'...but it actually borders on broken simply because it's a free card each turn as long as you have equips in your deck. Meh, maybe make it so that you can search for an equip instead of drawing a card? A free Snatch Steal or Premature Burial a turn is sort of overkill. :3

Kojima Shield: Ehh...it would be better if you could do it outside the battle phases since that's when stuff gets hit with Brain Control or Smashing Ground. Also, you could just go with "Until the end of the turn this card is activated, negate all card effects that target 'Armored Core' monsters on the Field.".

Amidas: Too weak, even with the adult form you need three monsters on your field for these things to pay off, and that's not very easily achieved (not to mention upheld). Plus, the larger forms constitute a lot of dead draws unless you get the baby first.

Raven's Nest: Fine, although once again "You may add one 'Linx' monster from your Deck to your Hand." would have been sufficient.


Aaanyhow, some cards from the anime revamped:

Berserker Soul
Equip Spell

If the monster equipped with this card has more than 1500 Atk, this card is destroyed. When this card is activated, discard a number of cards from the top of your Deck equal to the number of monsters on your opponent's Field. For each monster card discarded by this effect, the monster equiped with this card may perform an additional attack this turn. On the End Phase of the turn this card was activated, destroy the monster equipped with this card. When this card is sent to your Graveyard, you may discard one monster card from your Hand to return this card to the top of your Deck.

Card of Demise
Normal Spell

Discard a number of cards from the top of your Deck equal to the number of monsters on your Field to activate this card. After a number of turns equal to the number of cards you discarded from your Deck, discard your Hand then draw the number of cards you discarded to activate this card.

Mischief of the Time Goddess
Quick-Play Spell

When this card is activated, declare one phase of a turn other than Draw Phase. Until the end of your next turn, both players skip the declared phase.


And finally, some cards that aren't anime rip-offs:

Power Stream
Continuous Spell

During each Draw Phase, before drawing a card, the turn player must pay 500 Life Points, otherwise this card is destroyed. While this card is face-up on the Field, both players draw two cards instead of one on their respective Draw Phases.

Star Lancer
Warrior/Effect
3 Star/Light
600 Atk / 1400 Def

Increase the Atk of this card by 300 x the level stars of the monster that battles with this card until the end of the Damage Step. When this monster attacks with a higher Atk than the Def of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent.

Star Sniper
Fiend/Effect
3 Star/Light
1300 Atk / 800 Def

Once per turn, you may select a face-up monster on the Field then roll a six-sided die. If the number you rolled is greater than or equal to the level stars of the selected monster, the selected monster is destroyed.

Star Devourer
Fiend/Effect
5 Star/Light
1800 Atk / 1200 Def

Once per turn, you may remove one monster in your Graveyard from play. If you do, increase the Atk of this card by 200 x the level stars of the monster removed by this effect until the end of the turn.

TheGreatMothim August 10th, 2007 2:37 AM

Mecha Head Type A
Machine/Union - Lv 3 - Earth - 1300/1200
This card can be equipped to "Mecha Torso Style A". As long as this card is Equipped to "Mecha Torso Style A", increase the Attack and Defense of "Mecha Torso Style A" by 500.

Robo Gun R. Arm - A
Machine/Union - Lv 4 - Earth - 1800/1000
This card can be equipped to "Mecha Torso Style A". As long as this card is Equipped to "Mecha Torso Style A", negate the effects of Quick Play Spell cards.

Robo Fist L. Arm - A
Machine/Union - Lv 4 - Earth - 1700/1200
This card can be equipped to "Mecha Torso Style A". As long as this card is Equipped to "Mecha Torso Style A", negate the effects of Normal Spell Cards.

Mecha Torso Style A
Machine - Lv 5 - Earth - 2000/1100
A Robotic Torso that was left in the Junkyard by a wicked scientist who decieded not to finish the robot after all his hard work.

Robotic R. Leg - A
Machine/Union - Lv 4 - Earth - 1600/1600
This card can be equipped to "Mecha Torso Style A". As long as this card is Equipped to "Mecha Torso Style A", negate the effects of Counter Trap Cards.

Robotic L. Leg - A
Machine/Union - Lv 4 - Earth - 1600/1600
This card can be equipped to "Mecha Torso Style A". As long as this card is Equipped to "Mecha Torso Style A", negate the effects of Normal Trap Cards.

The Great Mecha Bot
Machine - Lv 8 - Earth - 2800/2250
This card cannot be Special Summoned except by Removing from the field and/or Graveyard the following Monsters: "Mecha Head Type A, Robo Gun R. Arm - A, Robo Fist L. Arm - A, Mecha Torso Style A, Robotic R. Leg - A, and Robotic L. Leg - A."
While this card is face-up on the Field, This card is uneffected by Spell and Trap cards.

Scarlet Weather August 10th, 2007 3:44 AM

I guess if Neo-spacians don't count, I hate E-Heroes too. But enough of that. Moving on...

Mecha Torso, Head, Etc.: Meh. With their current wording the equips negate all traps and spells, not just ones targeting this specific monster. With neither player able to use their spell or trap cards, you've essentially got a deadlocked battle of both people attempting to draw a monster stronger then the opponent's card. The other major problem is that you've got to give up a summon every turn to attach these equips, and you can't turn them back into monsters. Plus, a few of them have pretty massive stats for an equip monster. Mecha Bot is alright, but he's probably going to be pulled from the graveyard more often then not.

Toon Heroes: I'll stick with the original Flame Wingman, actually. Compared to other toons these heroes are failing. (Come on, what's up with that? E-Heroes fail even when they aren't heroes!) Plus, Toon Wingman's ability isn't really as powerful as the original Wingman's. Maybe this would work?

Toon Hero Flame Wingman
Wind/Warrior/Effect/6*
2100 Atk/ 1200 Def

Toon Hero Avian + Toon Hero Burstinatrix

This card cannot be Special Summoned except by removing from play the above cards on your side of the field while Toon World is face-up on your field; then you can Special Summon this card from your Fusion Deck (You do not use "Polymerization"). When "Toon World" on the field is destroyed, this card is also destroyed. If your opponent doesn't control a Toon Monster, this card can attack your opponent's Life Points directly. If a face-up Toon Monster is on your opponent's side of the field, you must select the Toon Monster as an attack target. When this card is destroyed by battle, inflict damage on your opponent equal to this monster's attack points.

Since that's essentially what the original Wingman does when he attacks an attack mode monster, I think it's pretty fair.

And on top of that, you forgot Wingman's British and slightly creepier-looking cousin Phoenix Enforcer, who makes a much more useful fusion in many circumstances. I don't think Toons and E-heroes combine well. Toons attack directly, and they've already got powerful abilities, which is the only thing E-Hero fusion have going for them.

New Armored Core monsters: I see no reason why they can't show up in the RP... and I'd like to point out to Icha that setting up an OTKO with your monsters doesn't mean that they're broken. I mean, we've got Demise OTK already, for the love of Pete.

Alter Ego August 10th, 2007 4:00 AM

Actually, the Toon heroes have a big thing going for them; direct attacks, and since they don't have the 'can't attack on the turn they're summoned' thing, that means you can special summon a handful of the little buggers and rush for your opponent's life points. (Lul, it's the uberly situational Toon Dark Magician Girl OTKO (Toon DMG + Inferno Reckless Summon + Megamorph) all over again. xD) Plus, Avian gets that attack for free (since battle damage against him becomes zero) while Burstinatrix direct attacks for 1700 damage, making both better than the originals. But yeah, that works fine for the ability, I guess; I was just a bit worried about ovepowering something that can already direct attack for a quarter of your opponent's Life Points. Anyways, the wingmen are actually better than enforcers, imo, since bigger monsters always get nuked anyway, effectively turning the protection ability moot, while Shining Flare Wingman remains a game-ender because he can deal his full Atk's worth of damage against anything weaker that happens to be in attack position. Plus, the Phoenix Enforcers aren't anyone's signature cards; Flame Wingman is. ;D

Anyway...no comments on the newer cards? *Pokes last post* Aww...

Regardless, ACC pretty much summed up the issues with the robot wordings. One point, though: not all union monsters have to be completely sissy. I mean, the XYZs do come in the 1500 range, with X-Head at 1800 (Yes, I know it's not a union but it can be equipped with one); these don't seem that overpowered.

Now, finally:

Manga World

Continuous Spell

The name of this card is considered to be 'Toon World'. This card is activated by paying 2000 of your Life Points. While this card is face-up on the Field, all 'Toon' monsters can attack on the turn they're summoned (Including Flip Summon).

Scarlet Weather August 10th, 2007 4:23 PM

Whoops. Must have missed the wording addition/omission on the E-toons. Anyway, I've got to say that...

Anime "Fixed" Cards: Um... I can't see anything wrong with them, other then they're really more for thematic purposes and don't do much that other cards do already. I mean, I'd just as soon use Card Destruction on my hand then use Card of Demise, and Berserker Soul requires a huge discard cost that I'd rather not be paying. Mischief of Time Goddess is insanely useful, though.

Star Monsters: I like Power Stream, and the others don't have anything wrong with them, so....

Manga World: Ooh! Me want, me want!

XYZ isn't union, it's fusion. And what do you equip it with anyway, besides Heavy Mech Support Cannon? I wasn't saying that Union needs low attack, I was just pointing out that low attack made it unusual.

TheGreatMothim August 10th, 2007 5:08 PM

Mecha Head Type B
Machine/Union - Lv 3 - Fire- 1400/1000
This card can only be Equipped to "Mecha Torso Style B". Once per turn you can Equip this card to "Mecha Torso Style B" or Unequip it from "Mecha Torso Style B". While equipped to "Mecha Torso Style B" draw one card from your deck during your Standby Phase.

Robo Sword R. Arm - B
Machine/Union - Lv 4 - Fire - 1900/800
This card can only be Equipped to "Mecha Torso Style B". Once per turn you can Equip this card to "Mecha Torso Style B" or Unequip it from "Mecha Torso Style B". While equipped to "Mecha Torso Style B" Discard 1 card from your hand to destroy 1 Face-up Attack monster on the field, this effect can only be used once per turn.

Robo Shield L. Arm - B
Machine/Union - Lv 4 - Fire - 0/2200
This card can only be Equipped to "Mecha Torso Style B". Once per turn you can Equip this card to "Mecha Torso Style B" or Unequip it from "Mecha Torso Style B". While equipped to "Mecha Torso Style B" discard one card from your hand to destroy one Monster in defense Position on the Field, you can only use this effect once per turn.

Mecha Torso Style B
Machine - Lv 5 - Fire - 2000/1100
This card can be Equipped with 5 Union Monsters. For each Union monster equipped to this card Decrease the Attack of your Opponents Monsters by 100.

R. Tank Wheel - B
Machine/Union - Lv 4 - Fire - 1700/1200
This card can only be Equipped to "Mecha Torso Style B". Once per turn you can Equip this card to "Mecha Torso Style B" or Unequip it from "Mecha Torso Style B". While equipped to "Mecha Torso Style B" increase the defense of the equipped monster by 700.

L. Tank Wheel - B
Machine/Union - Lv 4 - Fire - 1700/1200
This card can only be Equipped to "Mecha Torso Style B". Once per turn you can Equip this card to "Mecha Torso Style B" or Unequip it from "Mecha Torso Style B". While equipped to "Mecha Torso Style B" increase the attack of the Equipped monster by 700.

The Mega Mecha Tank
Machine - Lv 8 - Fire - 3100/2450
This card cannot be Normal Summoned, Set or Special Summoned except by Removing from the field and/or Graveyard the following Monsters: "Mecha Head Type B, Robo Sword R. Arm - B, Robo Shield L. Arm - B Mecha Torso Style B, R. Tank Wheel, and L. Tank Wheel."
While this card is face-up on the Field, Machine Type monsters are uneffected by Your Opponents Spell and Trap cards.

Alter Ego August 10th, 2007 11:34 PM

Quote:

Originally Posted by Art_Critic_Cubone (Post 2738076)
Whoops. Must have missed the wording addition/omission on the E-toons. Anyway, I've got to say that...

Anime "Fixed" Cards: Um... I can't see anything wrong with them, other then they're really more for thematic purposes and don't do much that other cards do already. I mean, I'd just as soon use Card Destruction on my hand then use Card of Demise, and Berserker Soul requires a huge discard cost that I'd rather not be paying. Mischief of Time Goddess is insanely useful, though.

Star Monsters: I like Power Stream, and the others don't have anything wrong with them, so....

Manga World: Ooh! Me want, me want!

XYZ isn't union, it's fusion. And what do you equip it with anyway, besides Heavy Mech Support Cannon? I wasn't saying that Union needs low attack, I was just pointing out that low attack made it unusual.

Maybe you need to rehash on your cards, my friend. I said 'the XYZs', not 'XYZ Dragon Cannon'. All of the alphabet monsters except for X-Head Cannon are union monsters (Hence why Frontline Base and Roll Out! are standard cards in XYZ decks) and they can indeed equip to each other. Y-Dragon equips to X-Head and Z-Metal equips to either of the two others, both granting an Atk boost and the protection thingamajigger. I'm also pretty sure tha W-Wing and V-Tiger can equip to each other, but I don't know those so well and they're the suckiest of the lot anyway. xP

Also, on Card of Demise; it does do something that Card Destruction doesn't. If, for instance, you have just played Scapegoat (meaning full to near-full field) when you activate it and then wait it out, it might well replace a hand of one card with a hand of four, meaning that you incur a -1 for a +3 later on. Card Destruction, on the other hand, always leaves you with a -1. Plus, most decks these days thrive on dumping cards from the deck (I mean, just look at that Card Trooper abuse) to get to key monsters or get certain card combinations in the graveyard as fast as possible, so what you see as a drawback is actually often considered an advantage. (Zombies would absolutely <3 getting more monsters into the graveyard) Same thing for Berserker Soul; I agree that it's a gamble, but imagine summoning something in that range (Say...Don Zaloog?), dropping that down and then playing Lightning Vortex. Pretty brutal, I'd say, as is spamming multiple hits with a direct attacker of suitable size. Heck, stick it on Ben Kai and it's a free attack regardless of what you discard. :3

Scarlet Weather August 11th, 2007 5:12 AM

Alright then...

In that case, Demise's wording is off. Because of the secondary "discard your hand" cost, it makes it sound like you discard your hand and then draw the same number of cards as were in it.

XYZ's: Oops. I only have X-Head and the actual Dragon Cannon, so I'm always forgetting the others. (I told you I was a noob.)

Berserker: 3vil Zaloog? Wow, I didn't know you could do that. *shot'ed*

TheGreatMothim August 11th, 2007 7:03 AM

Mecha Head Type C
Machine/Union - Light - Lv 3 - 200/1700
This card can only be Equipped to "Mecha Torso Style C". Once per turn you can Equip this card to "Mecha Torso Style C" or Unequip it from "Mecha Torso Style C". While equipped to "Mecha Torso Style B" increase the Attack of the equipped monster by 400.

Mecha R. Arm - C
Machine - Light - Lv 4 - 1650/1550
This card can only be Equipped to "Mecha Torso Style C". Once per turn you can Equip this card to "Mecha Torso Style C" or Unequip it from "Mecha Torso Style C". While equipped to "Mecha Torso Style C" destroy 1 Set Spell or Trap card on the Field Duing your Battle Phase.

Mecha L. Arm - C
Machine/Union - Light - Lv 4 - 1650/1550
This card can only be Equipped to "Mecha Torso Style C". Once per turn you can Equip this card to "Mecha Torso Style C" or Unequip it from "Mecha Torso Style C". While equipped to "Mecha Torso Style C" destroy 1 Monster on the Field Duing your Battle Phase.

Mecha Torso Style C
Machine - Light - Lv 5 - 2100/1900
This card can be Equipped with 5 Union Monsters. For each Union monster equipped to this card Increase your Life Points by 300 during your Standby Phase.

Mecha R. Leg - C
Machine/Union - Light - Lv 4 - 1700/1500
This card can only be Equipped to "Mecha Torso Style C". Once per turn you can Equip this card to "Mecha Torso Style C" or Unequip it from "Mecha Torso Style C". While equipped to "Mecha Torso Style C" Discard 1 card from your Hand to draw to Cards during your Standby Phase, you can only use this effect once per turn.

Mecha L. Leg - C
Machine/Union - light - Lv 4 - 1700/1500
This card can only be Equipped to "Mecha Torso Style C". Once per turn you can Equip this card to "Mecha Torso Style C" or Unequip it from "Mecha Torso Style C". While equipped to "Mecha Torso Style C" Discard 1 card to the graveyard and Randomly discard 1 card from your Opponents Hand, you can only use this effect once Per Turn.

Omega Mecha King
Machine - light - Lv 10 - 4100/3100
This card can only be Summoned, Special Summoned or Set by Removing the following Monsters from your Side of the Field and/or Graveyard: Mecha Head Type C. Mecha R. Arm - C. Mecha L. Arm - C. Mecha Torso Style C. Mecha R. Leg - C. and Mecha L. Leg - C. Machine type Monsters on the Field are Uneffected by your Opponents Spell, Trap and Monster cards Effects. Once per turn Remove from Play 1 Machine type monster from your graveyard, if you can not This card is Destroyed.

Alter Ego August 11th, 2007 11:25 AM

Quote:

Originally Posted by Art_Critic_Cubone (Post 2740090)
Alright then...

In that case, Demise's wording is off. Because of the secondary "discard your hand" cost, it makes it sound like you discard your hand and then draw the same number of cards as were in it.

XYZ's: Oops. I only have X-Head and the actual Dragon Cannon, so I'm always forgetting the others. (I told you I was a noob.)

Berserker: 3vil Zaloog? Wow, I didn't know you could do that. *shot'ed*

Well, actually it did say 'the number of cards you discarded from your Deck', but yeah...I see how it could be confused. Changed it, even though it's now open for shameless dark world abuse. =O

Frostweaver August 11th, 2007 1:33 PM

All those mecha monster is still overly situational for most part... at least XYZ have its fusion in the fusion deck where Omega Mecha King is a dead draw in the deck itself x.x; not to mention, unlike true union monsters, it doesn't have union protection effect... at least if cyber dragon comes out to run over x head cannon, the cannon's union monster dies instead to protect it i think.

Playing with star level is always fun... i love those KA-scissor thingies ehehe :x;



Star Gladiator
Warrior/Effect
12 Star/Light
2600 Atk / 2800 Def

During your main phase, Special Summon this card from your hand if the total amount of star level on all of your opponent's monster equals to 12 or more. When this card is destroyed and sent to the graveyard, declare a star level. Remove from play all monsters of the declared star level on the field.

Gabri August 12th, 2007 3:08 AM

Name: Berserkergang
Card Type: Ritual Magic Card
Effects: Summons a Berserk Axeman with Tributes. You must offer two Warrior-type monsters as a Tribute to summon this one.
Rarity: Ultra-Rare

Name: Berserk Axeman
Card Type: Effect Monster
Level/Type/Attribute: 7 Stars/Warrior/Dark
Effects: If there is any monster in both sides of the field with higher ATK than this one, that monster is immediately removed from play and the owner of the monster loses 750 Life Points. No monsters with higher ATK than this one can be summoned as long as this card remains face-up on the field.
ATK/DEF: 2500/2500
Rarity: Ultra-Rare

Name: Annulator Dragon
Card Type: Effect Monster
Level/Type/Attribute: 7 Stars/Dragon/Light
Effects: "Exodia the Forbidden One" and "Relinquished" can't be played and their effects are annulated, including "Exodia the Forbidden One"'s auto-win effect. If the opponent has a "Lord of D." card on the field, it is removed from play. Whenever one of this cards above goes to the Graveyard or is removed from play, this monster gains 500 ATK points and 1000 DEF points.
ATK/DEF: 3000/500
Rarity: Rare

Do you like them?

Forci Stikane August 13th, 2007 12:42 PM

Quote:

Originally Posted by Frostweaver (Post 2741933)
All those mecha monster is still overly situational for most part... at least XYZ have its fusion in the fusion deck where Omega Mecha King is a dead draw in the deck itself x.x; not to mention, unlike true union monsters, it doesn't have union protection effect... at least if cyber dragon comes out to run over x head cannon, the cannon's union monster dies instead to protect it i think.

Playing with star level is always fun... i love those KA-scissor thingies ehehe :x;



Star Gladiator
Warrior/Effect
12 Star/Light
2600 Atk / 2800 Def

During your main phase, Special Summon this card from your hand if the total amount of star level on all of your opponent's monster equals to 12 or more. When this card is destroyed and sent to the graveyard, declare a star level. Remove from play all monsters of the declared star level on the field.

(...for my own sake I'll skip over the XYZ debate...oh, and I have WC07 now, Forstweaver & AE...)

Hmm...so basically three general beatsticks equals this thing...honestly, it doesn't seem worth it when Cyber Dragon is so much easier to toss out with only 500 less ATK, unless you're defending....even then, though, there's the 3000 defenders. I could see this card being side-decked, though, just because its "situation" could come up easily.

Quote:

Originally Posted by MysticManyula
Name: Berserkergang
Card Type: Ritual Magic Card
Effects: Summons a Berserk Axeman with Tributes. You must offer two Warrior-type monsters as a Tribute to summon this one.
Rarity: Ultra-Rare

...No. Exiled Force + Mystic Swordsman = ritual? No way.

Name: Berserk Axeman
Card Type: Effect Monster
Level/Type/Attribute: 7 Stars/Warrior/Dark
Effects: If there is any monster in both sides of the field with higher ATK than this one, that monster is immediately removed from play and the owner of the monster loses 750 Life Points. No monsters with higher ATK than this one can be summoned as long as this card remains face-up on the field.
ATK/DEF: 2500/2500
Rarity: Ultra-Rare

Absolute beatstick-control? I don't think so. On the other hand, it'll become the sole target of your opponent's destruction effects, so it won't be around that long...

Name: Annulator Dragon
Card Type: Effect Monster
Level/Type/Attribute: 7 Stars/Dragon/Light
Effects: "Exodia the Forbidden One" and "Relinquished" can't be played and their effects are annulated, including "Exodia the Forbidden One"'s auto-win effect. If the opponent has a "Lord of D." card on the field, it is removed from play. Whenever one of this cards above goes to the Graveyard or is removed from play, this monster gains 500 ATK points and 1000 DEF points.
ATK/DEF: 3000/500
Rarity: Rare

This card makes no sense at all. For one thing, "annulated" isn't a YGO term (you're looking for "negated"). On top of that...why in the world should this card get a power boost from three cards that aren't even played competitively anymore?

Do you like them?

Not really, no.

Gabri August 14th, 2007 6:33 AM

Yeah, I was looking for "negated", but my English isn't very good.

And... Here´s another, hope you all like.

Name: Rain-bow Archer
Card Type: Effect Monster
Level/Type/Attribute: 5 Stars/Warrior/Light
Effects: Negates all face-up continous Spell/Trap Cards and Effect Monsters on the field (except this card itself or each other "Rain-bow Archer" on the field).
ATK/DEF: 2100/2000
Rarity: Normal


Yeah, I know, it's super bad.
(And I know, too, that "Rain-bow" is written without that "-", but I'm trying to get that "bow" related to the Archer and to remain together with "Rain", so it is called "Rain-bow Archer". Report, please, any grammar errors here, but I already told my English isn't good)

Frostweaver August 14th, 2007 12:21 PM

Free skill drain in a monster's body... continuous spell/trap doesn't really hurt anyone except for Crystal Beasts right now, but the effect monster is quite a killer. However, with only 2100 to be tied with cyber dragon, it should not be hard to get rid of, but a decent boost to skill drain deck not to be so easily screwed by Heavy Storm, Dust Tornado and Twister.


(prepare for endless grinding of DP points, lol... I'm only on lv 3 duelists though cause i don't have enough ST removal against skill drain deck -_-)

Forci Stikane August 14th, 2007 12:59 PM

Quote:

Originally Posted by MysticManyula (Post 2752822)

And... Here´s another, hope you all like.

Name: Rain-bow Archer
Card Type: Effect Monster
Level/Type/Attribute: 5 Stars/Warrior/Light
Effect: Negate the effect of all face-up continous Spell/Trap Cards and Effect Monsters on the field (except this card itself or each other "Rain-bow Archer" on the field).
ATK/DEF: 2100/2000
Rarity: Normal


Yeah, I know, it's super bad.
(And I know, too, that "Rain-bow" is written without that "-", but I'm trying to get that "bow" related to the Archer and to remain together with "Rain", so it is called "Rain-bow Archer". Report, please, any grammar errors here, but I already told my English isn't good)

Actually, that wasn't too bad. As for the card itself...I think that free negation of Monsters for a monster that ties with Cyber Dragon is a bit too much. The Continuous Spell/Trap part isn't too bad, since there aren't too many that are played (kills your precious WMC, though, Frostweaver), but the free negation of Monsters, well...there goes Gadget, Exiled, and a bunch of other Effect Monsters. At least it doesn't negate the recruiters as-is, though...

Quote:

Originally Posted by Frostweaver
(prepare for endless grinding of DP points, lol... I'm only on lv 3 duelists though cause i don't have enough ST removal against skill drain deck -_-)

I'm guessing this was addressed towards me...? ...Heh, I already got through those...actually, I already got my deck finished (Spirit Caller & Nightmare Troubadour connection effects FTW). I'd like to duel you and/or AE sometime...

Gabri August 14th, 2007 2:24 PM

Ok, another ones.

Name: Lightning Samurai
Card Type: Effect Monster
Level/Type/Attribute: 7 Stars/Thunder/Light
Effect: All Thunder-type monsters on the opponent's field cannot attack as long as this card is face-up on the field.
ATK/DEF: 2600/1900
Rarity: Rare

Name: Blaze Samurai
Card Type: Effect Monster
Level/Type/Attribute: 7 Stars/Pyro/Fire
Effect: All Pyro-type monsters on the opponent's field cannot attack as long as this card is face-up on the field.
ATK/DEF: 2650/1850
Rarity: Rare

Name: Wind Samurai
Card Type: Effect Monster
Level/Type/Attribute: 7 Stars/Warrior/Wind
Effect: All WIND and Winged-Beast monsters on the opponent's field cannot attack as long as this card is face-up on the field.
ATK/DEF: 2400/2100
Rarity: Rare

Name: Water Samurai
Card Type: Effect Monster
Level/Type/Attribute: 7 Stars/Aqua/Water
Effect: All WATER and Aqua-type monsters on the opponent's field cannot attack as long as this card is face-up on the field.
ATK/DEF: 2550/2050
Rarity: Rare


Name: Dark Samurai
Card Type: Effect Monster
Level/Type/Attribute: 7 Stars/Warrior/Dark
Effect: All DARK and Zombie-type monsters on the opponent's field cannot attack as long as this card is face-up on the field.
ATK/DEF: 2800/1800
Rarity: Rare

Name: Earth Samurai
Card Type: Effect Monster
Level/Type/Attribute: 7 Stars/Warrior/Earth
Effect: All EARTH and Warrior-type monsters on the opponent's field cannot attack as long as this card is face-up on the field.
ATK/DEF: 2700/1900
Rarity: Rare

Name: Elemental Samurai
Card Type: Effect Monster
Level/Type/Attribute: 12 Stars/Warrior/Light
Effect: You can Special-Summon this card from your Deck or from your hand to the field by moving all "Samurais" [mentioned above] from your hand or your side of the field to the Graveyard.
ATK/DEF: 5000/5000
Rarity: Ultra-Rare

Do you like these? At least one of those is good, no?

Forci Stikane August 14th, 2007 2:28 PM

Quote:

Originally Posted by MysticManyula (Post 2754389)
Ok, another ones.

Name: Lightning Samurai
Card Type: Effect Monster
Level/Type/Attribute: 7 Stars/Thunder/Light
Effect: All Thunder-type monsters on the opponent's field cannot attack as long as this card is face-up on the field.
ATK/DEF: 2600/1900
Rarity: Rare

Name: Blaze Samurai
Card Type: Effect Monster
Level/Type/Attribute: 7 Stars/Pyro/Fire
Effect: All Pyro-type monsters on the opponent's field cannot attack as long as this card is face-up on the field.
ATK/DEF: 2650/1850
Rarity: Rare

Name: Wind Samurai
Card Type: Effect Monster
Level/Type/Attribute: 7 Stars/Warrior/Wind
Effect: All WIND and Winged-Beast monsters on the opponent's field cannot attack as long as this card is face-up on the field.
ATK/DEF: 2400/2100
Rarity: Rare

Name: Water Samurai
Card Type: Effect Monster
Level/Type/Attribute: 7 Stars/Aqua/Water
Effect: All WATER and Aqua-type monsters on the opponent's field cannot attack as long as this card is face-up on the field.
ATK/DEF: 2550/2050
Rarity: Rare


Name: Dark Samurai
Card Type: Effect Monster
Level/Type/Attribute: 7 Stars/Warrior/Dark
Effect: All DARK and Zombie-type monsters on the opponent's field cannot attack as long as this card is face-up on the field.
ATK/DEF: 2800/1800
Rarity: Rare

Name: Earth Samurai
Card Type: Effect Monster
Level/Type/Attribute: 7 Stars/Warrior/Earth
Effect: All EARTH and Warrior-type monsters on the opponent's field cannot attack as long as this card is face-up on the field.
ATK/DEF: 2700/1900
Rarity: Rare

Name: Elemental Samurai
Card Type: Effect Monster
Level/Type/Attribute: 12 Stars/Warrior/Light
Effect: You can Special-Summon this card from your Deck or from your hand to the field by moving all "Samurais" [mentioned above] from your hand or your side of the field to the Graveyard.
ATK/DEF: 5000/5000
Rarity: Ultra-Rare

Do you like these? At least one of those is good, no?

...Elemental Absorber's effects in monster form...Me likey. However, you might want to give Elemental Samural some extra effect, since a 5000-ATK beatstick wouldn't be worth it as-is. ...Maybe combine the effect of Earth, Water, Wind, & Blaze?

Frostweaver August 14th, 2007 2:37 PM

I remove my one samurai from my *hand*, unload 5k beatstick. Slap megamorph if necessary/possible.

Anyone else see a problem with this current design? >>; Not specifying how many is "all" (for all my purposes, 1 is all I got and that is "all" as well) is just saying I'll summon uber Cyber Dragon for OHKO =o


(curse you and your connection for free cards ;_; )

Gabri August 14th, 2007 2:38 PM

Quote:

Originally Posted by Ichaste Pekoni (Post 2754407)
...Elemental Absorber's effects in monster form...Me likey. However, you might want to give Elemental Samural some extra effect, since a 5000-ATK beatstick wouldn't be worth it as-is. ...Maybe combine the effect of Earth, Water, Wind, & Blaze?

Hm... woudn't be a bad idea...

These two I'll post are Fusions:

Name: Armored Soldier the Dragon Rider
Card Type: Fusion Monster
Level/Type/Attribute: 10 Stars/Dragon/Wind
Fusion: "Black Luster Soldier" + "Blue-Eyes White Dragon"
ATK/DEF: 4000/2500
Rarity: Rare

Name: The Blazing Hippogriff
Card Type: Fusion Monster
Level/Type/Attribute: 8 Stars/Winged-Beast/Fire
Fusion: "Firewing Pegasus" + "Skull Red Bird"
ATK/DEF: 2600/2050
Rarity: Rare

(Remember, a Hippogriff is half-bird and half-horse)

*EDIT*: What I meant with "all" was one example of each one of these cards. If you don't have one Blaze Samurai, for example, in your hand/field, you can't Special Summon that Elemental Samurai.

W00t, this page is so big...

Forci Stikane August 14th, 2007 2:45 PM

Quote:

Originally Posted by Frostweaver (Post 2754446)
I remove my one samurai from my *hand*, unload 5k beatstick. Slap megamorph if necessary/possible.

Anyone else see a problem with this current design? >>; Not specifying how many is "all" (for all my purposes, 1 is all I got and that is "all" as well) is just saying I'll summon uber Cyber Dragon for OHKO =o


(curse you and your connection for free cards ;_; )

...Considering that "all Samurais [mentioned above]" part, I think he meant alll six, but just didn't want to relist them.

(I'd be willing to give you some if I could...)

Quote:

Originally Posted by MysticManyula
Hm... woudn't be a bad idea...

These two I'll post are Fusions:

Name: Armored Soldier the Dragon Rider
Card Type: Fusion Monster
Level/Type/Attribute: 10 Stars/Dragon/Wind
Fusion: "Black Luster Soldier" + "Blue-Eyes White Dragon"
ATK/DEF: 4000/2500
Rarity: Rare

Name: The Blazing Hippogriff
Card Type: Fusion Monster
Level/Type/Attribute: 8 Stars/Winged-Beast/Fire
Fusion: "Firewing Pegasus" + "Skull Red Bird"
ATK/DEF: 2600/2050
Rarity: Rare

(Remember, a Hippogriff is half-bird and half-horse)

...Uh...the first one is just strange considering the current fusions (something I'd expect from GX monsters, not ones from the original series), and the second one...I doubt would ever see play, even with Metamorphosis (Cyber Twin >>>>>>>>>>>>>> that).

Gabri August 14th, 2007 2:53 PM

One more, then going to bed **yawns**...

Name: Mach-2 Dragon
Card Type: Effect Monster
Level/Type/Attribute: 5 Stars/Machine/Wind
Effect: Each time you attack with this monster, toss a coin. If heads, you can attack the opponent's LP directly. If tails, the attack goes normally (attacking a monster on your opponent's side of the field)
ATK/DEF: 1850/2100
Rarity: Rare

Alter Ego August 18th, 2007 2:43 AM

Quote:

Originally Posted by Ichaste Pekoni (Post 2754141)
I'd like to duel you and/or AE sometime...

Trust me, if I had a halfway decent deck I'd take you up on that. But no...some designer had a flash of inspiration and decided to distribute the cards so you get bits and pieces of strategies but not enough for a whole. Cyber Dragon is hidden among the very last level boosters and some genius decided to make all elemental recruiters except for tomato and those two rats you start with as well as Smashing Ground uberly rare exclusives for a freakin' SHIP PACK!! >__< *Sigh* Tis' not fair... .__. Plus, I've been torn in playing activity between Spirit Caller and Pearl.

Aaaanyways...

Star Gladiator: It's a star monster so I already love it for that. xD Anyways, it's a nice little something to drop on the rush obsessed, like Six Samurai. Yay for removing the lot of them after being destroyed, way beyond the reach of commander. :3

Mach-2 Dragon: The parenthesis is unnecessary. Everyone ought to know what attacking normally means. Regardless, I don't really see the point with this card. It's mid-level but doesn't have the Atk to stand up to Cyber Dragon yet it's too strong to be pulled by recruiter and the direct attack is all up to chance.

On the rest, I'll just refer to what has already been said. But Icha: that wording won't work since there would be no 'samurais above' to look at if it were an actual card.[/Wording prickishness]

Now then...

Star Summoner
Spellcaster/Effect
4 Star/Light
1400 Atk / 1200 Def

When this card is destroyed by battle and sent to the Graveyard, Special Summon one monster with the same number of level stars as this card from your Deck.

Star Hunter
Warrior/Effect
5 Star/Light
2000 Atk / 1700 Def

Whenever this card battles with a monster that has the same number of level stars as this card, destroy the monster immediately with this card's effect without applying Damage Calculation.

Stellar Modulation
Continuous Spell

Pay 1000 Life Points to activate this card then declare either 'Increase' or 'Decrease'. If you declared 'Increase', all monsters on the Field and in both players' Hands and Graveyards are considered to be one level higher than usual. If you declared 'decrease' all monsters on the Field and in both players' Hands and Graveyards are considered to be one level lower than usual.

Level Balance
Normal Trap

This card can only be activated when you summon a monster (Including Flip Summon). The player whose monsters on the field have a higher combined number of level stars must tribute monsters from his/her field until the combined level stars of his/her monsters are less than or equal to the combined level stars of the monsters on his/her opponent's Field.

Gabri August 18th, 2007 3:11 AM

Here goes another:

Name: Thunder Phoenix the Sky Ruler
Card Type: Effect Monster
Level/Type/Attribute: 8 Stars/Thunder/Wind
Effect: No more WIND monsters can be summoned as long as this card is face-up on the field.
ATK/DEF: 3100/2600
Rarity: Ultra-Rare

...and another:

Name: Magnet Shield
Card Type: Effect Monster
Level/Type/Attribute: 7 Stars/Machine/Light
Effect: Choose an opponent's monster. The chosen monster can only attack this monster (if he wishes to attack) as long as this card is face-up on the field.
ATK/DEF: 500/3100
Rarity: Rare

The second isn't so good...

And WHAT THE HECK is Cyber Dragon?!? I never heard of it!

Scarlet Weather August 18th, 2007 3:33 AM

Hmm...

Magnet Shield: Only one monster? And tribute walls are overrated....

Thunder Phoenix: For its effect to work it needs to be "Effect" as well as "Thunder"...

Cyber Dragon is an insanely splashable tribute monster that works well in almost any deck. I'll give you its stats:

Cyber Dragon
Monster/Machine/Effect/Light/5*
Atk 2100/ Def 1600
If your opponent has at least one monster on the field and you have none, you may special summon this monster from your hand.

Badda-bing, Badda-boom. Can you see why it's so playable?

Star Summoner: Wow... this recruiter might be as splashable as Cyber Dragon. No longer must we bother with pesky Atk and Def limits! Now we may pull any four star monster we please! DANGIT, WHY CAN'T IT BE REAL!?!?!?!?

Level Balance: Incorrect wording. It should read "The player whose monsters on the field have a higher combined total then his opponent's monsters must tribute monsters from his side of the field until the combined level stars of his monsters are less then or equal to his opponent's monsters."

Star Hunter: Two thousand attack point five star that runs over Cyber Dragon? Yesh, please.

Stellar Modulation: The life point cost is pretty steep for me to want to play it, but I'll take it.

Alter Ego August 18th, 2007 3:42 AM

Umm...ACC, thunder is a type and wind is an attribute; there's no conflict there.

Thunder Phoenix: That's "While this card is face-up on the Field, neither player can summon any WIND attribute monsters (Including Flip Summon). By ruling it has already been summoned when its effect kicks in so the 'other' bit is unnecessary. This is just pointless, though. How many wind monsters see play anyway? o.O

Magnet Shield: Wording, wording "When this card is summoned or flipped face-up, select one monster on your opponent's Field. While this card is face-up on the Field, the selected monster may not attack any monsters on the Field except this card." Sort of a silly thing to use since it only affects one monster and pretty much has to come out in attack position to claim its effect first and only gets one opponent. Still, it has some use because its low Atk lets it be pulled out by Shining Angel and Damage Condensor.

On Star Summoner: it's not all good. After all, a lot of useful effects *Cough* Card Trooper *Cough* Injection Fairy Lily *Cough* come in smaller packages and some come in larger (Okay, fine, that one is mostly my new Satellite Cannon obsession talking, but still). ;D Also, do note how Stellar Modulation interacts with the star monsters. Free special summon of a five-star? *Pokes Summoner* Instant trample of any monarch or Jinzo by said five-star gone six-star? *Pokes hunter* there are...opportunities.

Gabri August 18th, 2007 8:31 AM

Another one... this one is very funny or stupid:

Name: The "Innofensive" Pig
Card Type: Effect Monster
Level/Type/Attribute: 1 Star/Beast/Earth
Effect: This monster can attack your opponent's Life Points directly.
ATK/DEF: 300/200
Rarity: Very Common

Alter Ego August 18th, 2007 11:06 AM

Ehh...yeah, very generic direct attacker and a weak one at that. Nothing wrong with it in terms of wording or whatever, but I'd use Inaba White Rabbit over this one any day.

Anyways, since Magnet Shield gave me a random burst of inspiration:

Black Crystal of Obsession

Rock/Effect
6 Star/Dark
500 Atk / 2600 Def

A monster that has battled with this card can not change its Battle Position and must attack this card each turn as long as this card remains face-up on the Field.

The tribute wall that keeps on giving. :3 It's too bad that Brain Control or Soul Exchange will probably eat it. T_T

Jim August 18th, 2007 1:43 PM

I made these for an RP, ACC trold me to post them here and says I've got a 'problem with wording' on a few of them. And now I read through them I see there is >.>

Jet, Skunk of the Sea.
4*/ Beast/Effect/Water
Atk:1500/Def:1300
If this monster is the only card on the field that you control; when normal summoned, flip summoned or special summoned you may draw two cards, if this monster is normal summoned, flip summoned or special summoned when you already control a monster discard 1 card from your hand.

Static, Skunk of Thunder.
4*/ Beast/Effect /Light
Atk: 1900/Def 1300
If this card is sent to the graveyard from your hand by the effect of a card you may special summon one 'Static, Skunk of Thunder” from your deck.

Scout, Skunk of the Forest.
4*/ Beast/ Effect/Earth.
Atk: 1000/Def: 500
Once per turn you may send this card from your field to your deck to special summon any 'Skunk' monster from your deck with four stars or less. If this card is destroyed as a result of battle special summon it from the field and increase it's attack points by 1000. If you special summon this monster in this way it is destroyed at the end of your turn.

Morph, Skunk of a Different Dimension.
5*/ Beast/ Effect/ Dark.
Atk: 2100/Def: 1200
Once per turn you may sacrifice one 'Skunk' monster on your side of the field and change the name of 'Morph, Skunk of a Different Dimension' into the name of any 'Skunk' monster from your deck. When this card is destroyed as a result of battle it is removed from play. When this card is removed from play you may sacrifice 300 life points to special summon any monster with the same name as this card when it is removed from play.

Arc, Skunk of a Higher Plain.
1*/ Beast/ Effect/ Light.
Atk: 0/ Def: 0
As long as this card is face up on the field it cannot be destroyed as a result of battle. Apply battle damage normally. When this card is sent to the Graveyard as a result of battle, you can pay 700 Life Points. Then, Special Summon this card in face-up Defense Position during your next Standby Phase.

Blaze, Skunk of Wild Flames.
6*/ Beast/ Effect/ Fire.
Atk:2300/Def:2300
When this card is sent to the graveyard you may special summon two 'Blaze Tokens' Fire Attribute, Beast Atk: 0 Def: 500 in Defence mode. The Skunk tokens cannot change battle positions except by effect of the card 'Stop Defence'. When the Tokens are destroyed inflict 500 points of direct damage to all players.

Hurricane, Skunk of the Wind.
5*/ Beast/ Effect/ Wind.
Atk:0 Def: 3000
This card cannot be used as a tribute. If this card is face-up on the field in Defence mode you are allowed Draw 2 cards instead of one each turn if you wish. If this monster is in face-up attack position restore 2000 life points each turn.

Terra, Skunk of the Earth.
4*/ Beast/ Effect/ Earth.
Atk: 400/ Def: 2100
While this Card is in face-up defence position it can attack the opponents life points directly.

Plasma, Leader of the Skunks.
7*/ Beast/ Effect/ Earth.
Atk: 3000/Def: 2300
When this card is tribute summoned, special summoned or flip summoned you may discard two cards from your hand and then search your deck for any one Spell or Trap card. While this card is on the field no other 'Skunk' Monsters can be targeted.

Vice, Hero of the Skunks.
7*/ Ritual/ Effect/ Beast-Warrior/ Earth.
Atk: 2500/ Def: 1000
This monster can only be Ritual with the Ritual Spell Card, “Heroes' Flute”. You must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the field and/or your hand. When this card is Ritual summoned successfully you may search your deck or graveyard for any equip spell and attach it to this card. When this monster is destroyed it is removed from play.

Arc, Skunk of the Highest Plane.
9*/ Effect/ Fairy/ Light.
Atk: 0 Def: 3400
This monster cannot be normal summoned or set. This monster can only be special summoned with the effect of 'Ascending to the Highest Plane' increase your life points by 500 each turn that this card is in play. You may not summon or set any more monsters while this card is on the field.

Heroes' Flute.
Ritual Spell card.
This card is used to Ritual summon 'Vice, Hero of the Skunks' you must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the field and/or your hand.

Sacred Sword of the Skunks.
Equip Spell Card.
This card can only be equipped to a 'Skunk' monster. Increase it's attack by 500 and Destroy any monster that battles with the equipped monster. When this card is destroyed inflict 200 Points of direct damage to your opponent.

Ascending to the Highest Plane.
Spell Card
Tribute one 'Arc, Skunk of a Higher Plane' and shuffle your hand back into your Deck and then special summon one 'Arc, the Skunk of the Highest Plane' and Special summon it to the field in face up defence position.

Skunk Hunk.
Spell card.
Sacrifice one Skunk Monster to destroy any monster on the field.

Swamp of the Skunks.
Field Spell
Increase the Atk of all 'Skunk' monsters by 500 Points. Once per turn you may return one Skunk monster from your Graveyard to your hand.

Skunk Stink Cannon.
Quick play Trap.
You may only activate this card when your opponent declares an attack. Destroy the attacking monster then you may equip this card to any 'Skunk' monster. The equipped monster gains 500 Atk points and losses 500 Def points.

Vampire Skunk.
Quick play Trap.
You may only activate this card when your opponents attack targets a Skunk monster. Increase your life points by the Atk of the attacking monster.

Kamikaze Skunk.
Normal Trap.
Place one 'Kamikaze Skunk Token' on your opponents side of the field (0 Atk/ 0 Def Earth attribute Beast) in Defence mode. Each time you opponent declares an attack add one counter to the token (Max 5). When the token is destroyed or reaches the maximum of 5 counters; inflict 200 points of damage to your opponents life points for each counter attached. The token cannot be used as a tribute.

Chaos, Skunk of Life and Death.
8*/Fusion / Effect / Beast /Earth.
Atk: 1500/ Def: 1500
(Arc, Skunk of a Higher Plain. + Morph, Skunk of a Different Dimension.)
This monster cannot be Special Summoned except by Fusion Summon. This card cannot be destroyed as a result of battle except by monsters of the 'LIGHT' or 'DARK' attributes. Any monster that battle with this card is destroyed at the end of the turn.

Char, Skunk of Dead Wood.
8*/Fusion/ Effect/ Beast/ Earth.
Atk: 2900/ Def: 2100
(Scout, Skunk of the Forest. + Blaze, Skunk of Wild Flames.)
This monster cannot be Special Summoned except by Fusion Summon. When this card is destroyed as a result of battle special summon 3 Wood Tokens (Earth Attribute 0 Atk/ 0 Def, Plant) on your side of the field. Sacrifice one 'wood Token' Token to special summon any Skunk monster from your hand, deck or graveyard (ignoring the summoning conditions),with 3 Level stars or less. Sacrifice two 'Wood Token's Token to special summon a Skunk monster from your hand, deck or graveyard (ignoring the summoning conditions) with 4 stars or less and Sacrifice three 'Wood Token's to special summon a Skunk monster from your hand, deck or graveyard (ignoring the summoning conditions) with 7 Stars or less.

Wave, Skunk of Currents.
8*/Fusion/ Effect/ Beast/ Earth.
2500 Atk/ 500 Def.
(Jet, Skunk of the Sea. + Static, Skunk of Electricity.)
This monster cannot be Special Summoned except by Fusion Summon. During battle between this attacking card and a Defence Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. If this card attacks, it is changed to Defence Position at the end of the Damage Step. If this card is destroyed, destroy 1 monster your opponent controls.

(Electrical Waves and Currents, Water Waves and Currents. Me so clever. And Puntasticasl)
Skunks, Original, No?

Alter Ego August 18th, 2007 2:13 PM

Jet: Ehh...that should be 'When there is already at least one other monster on your Field.' ooor since you already specified a condition for having no monsters on the field "When this card is summoned successfully (Including Flip Summon) and there are no other monsters on your Field, draw two cards. Otherwise, discard one card from your Hand". Anyway...it's sort of like a slightly less situational Bubbleman with better stats, no problem here. :3

Static: "If this card is discarded from your hand to the Graveyard by a card effect, you may Special Summon one 'Static, Skunk of Thunder' from your deck" Ahh...now I see what makes Jet tick. Ehh...it's should be slightly weaker, though, in lieu of Beiige Vanguard of Dark World. Maybe drop it to something like 1700 Atk or so, either that or make it so that its base attack becomes weaker if you special summon it by the discard effect. As it is, it's like a standard-issue vanilla beatstick with major benefits.

Scout: You need to specify when you can use that ability and where in the deck it goes when you activate it, and you can't summon anything 'from the field'. Also, the once per turn bit is redundant since it goes right back into your deck when you use the ability (meaning it has no way of using its ability twice in a row) Let's try something like "During your Main Phase, shuffle this card from your Field to your Deck to Special Summon one level four or lower 'Skunk' monster from your Deck. If this card is destroyed as a result of battle Special Summon it to your Field and increase its Atk by 1000. At the end of the turn this card is Special Summoned by this effect it is destroyed." Not the most graceful of wordings, but fully correct. Anyways, fair enough. :3

Morph: Tribute; not sacrifice. Also, you haven't specified where you summon from. "Once per turn, you may tribute one 'Skunk' monster on your field in order to select one 'Skunk' monster from your deck and show it to your opponent. For the remainder of the duel, the name of this card is considered to be the name of the monster you selected. When this card is destroyed as a result of battle it is removed from play. When this card is removed from play you may pay 300 life points to special summon a monster with the same name as this card from your deck.". Ehh...sort of a cheap price for a free summon at destruction, but since it requires removal it's passable.

Arc: Contradictory effects. If it can't be destroyed by battle it can't be sent to the graveyard by battle either. =O "This monster is not destroyed as a result of battle at any time, although damage calculation is applied normally. When this card is sent from the Field to the Graveyard, you may pay 700 Life Points. If you do, this card is Special Summoned to your Field on your next Standby Phase." Sort of a very, very annoying stall...definitely crying out for being countered by D.D. Crow.


Anyways, I'll get to the rest of them tomorrow. Sorry, but it's really late here so my mind is not really at its sharpest when it comes to figuring out wordings and such. :3

Jim August 18th, 2007 3:25 PM

Quote:

Originally Posted by Alter Ego (Post 2773025)
Jet: Ehh...that should be 'When there is already at least one other monster on your Field.' ooor since you already specified a condition for having no monsters on the field "When this card is summoned successfully (Including Flip Summon) and there are no other monsters on your Field, draw two cards. Otherwise, discard one card from your Hand". Anyway...it's sort of like a slightly less situational Bubbleman with better stats, no problem here. :3

Static: "If this card is discarded from the hand to the Graveyard by a card effect, you may Special Summon one 'Static, Skunk of Thunder' from your deck" Ahh...now I see what makes Jet tick. Ehh...it's should be slightly weaker, though, in lieu of Beiige Vanguard of Dark World. Maybe drop it to something like 1700 Atk or so, either that or make it so that its base attack becomes weaker if you special summon it by the discard effect. As it is, it's like a standard-issue vanilla beatstick with major benefits.

Scout: You need to specify when you can use that ability and where in the deck it goes when you activate it, and you can't summon anything 'from the field'. Also, the once per turn bit is redundant since it goes right back into your deck when you use the ability (meaning it has no way of using its ability twice in a row) Let's try something like "During your Main Phase, shuffle this card from your Field to your Deck to Special Summon one level four or lower 'Skunk' monster from your Deck. If this card is destroyed as a result of battle Special Summon it to your Field and increase its Atk by 1000. At the end of the turn this card is Special Summoned by this effect it is destroyed." Not the most graceful of wordings, but fully correct. Anyways, fair enough. :3

Morph: Tribute; not sacrifice. Also, you haven't specified where you summon from. "Once per turn, you may tribute one 'Skunk' monster on your field in order to select one 'Skunk' monster from your deck and show it to your opponent. For the remainder of the duel, the name of this card is considered to be the name of the monster you selected. When this card is destroyed as a result of battle it is removed from play. When this card is removed from play you may pay 300 life points to special summon a monster with the same name as this card from your deck.". Ehh...sort of a cheap price for a free summon at destruction, but since it requires removal it's passable.

Arc: Contradictory effects. If it can't be destroyed by battle it can't be sent to the graveyard by battle either. =O "This monster is not destroyed as a result of battle at any time, although damage calculation is applied normally. When this card is sent from the Field to the Graveyard, you may pay 700 Life Points. If you do, this card is Special Summoned to your Field on your next Standby Phase." Sort of a very, very annoying stall...definitely crying out for being countered by D.D. Crow.


Anyways, I'll get to the rest of them tomorrow. Sorry, but it's really late here so my mind is not really at its sharpest when it comes to figuring out wordings and such. :3

Wow, thankyou AE, I wasn't demanding full re-wordings though :3. I've only recentley got back into the Yugioh universe and last time I was part of it I thought the E-Heroes were amazing, so you can see where my flaws hail from. Yeah, Arc I had trouble wording that in my own bad way, now I see why, I was too busy trying to mix Revival Jam with Marsmellon without it being extremely unfair. T_T Thanks again ^_^ (Also I'm not sure if Morphs ability would count towards fusion...)

Alter Ego August 19th, 2007 8:00 AM

Well, with all due respect a lot of these miswordings are liable to make the effects unusable, so they pretty much need rewording. :\ Anyways, Revival Jam in the body of Marshmallon is broken by its very concept. If you look at the other invulnerable monsters they all have their weakpoints (Spirit Reaper dies whenever it's targeted by a card effect, Gellen Duo is out when you take damage, and Phoenix Enforcer requires fusion summon). Maybe make it so that you can only revive it if you have an empty field? Just as a thought. =O Either way, Arc is definitely limited to one per deck because it's freakin' haxtacular as walls go.

Anyways, on to the rest of them:

Blaze: Even tokens need a level star value, you know, please fix that. Also, why is Stop Defense the only way to switch them? You dissing Enemy Controller, Zero Gravity, & co? >O Ahem, standard wording for such is "These tokens can not change their battle position other than by a card effect." Also, with the current wording the direct damage is only applied when both tokens go, maybe change that to "Whenever a 'Blaze Token' is destroyed, inflict 500 damage to both players."?

Hurricane: there's no such thing as 'restore'. Also, you need to specify when you get that life point boost. That should be something like "While this card is face-up on your Field, you may draw one additional card during each of your Draw Phases. During each of your Standby Phases, if this card is on your Field in face-up Attack Position, gain 2000 Life Points.". Exploitable like hell, 0 Atk means that you can pull it out at the end of a Kamakiri search chain for a free draw and life point boost before it turns into Millenium Shield with a big-arse boost. The no tributes clause is more of a benefit than a drawback since it protects this from being turned into monarch fodder with Soul Exchange and Brain Control. Sorry, but this pretty much calls for a full revamp because as it is you could just about name it 'Hurricane - god of free draws'. :\

Terra: Fine.

Plasma: You haven't specified what happens with the spell or trap card when you search it out so the effect doesn't work. Anyways, that ability is broken because our good friend Morph makes this all too easy to summon. Maybe restrict that effect only to normal summons? Either that or limit the selection to skunk-specific cards, because getting to pick a spell or trap of your choice is an insane advantage in YGO, seeing as how those are the types most of the big lynchpin cards fall under. Anyways, wording issues once again, that should be "When this card is summoned successfully, add one [insert card type here] from your Deck to your Hand." in place of the search bit and "While this card is face-up on the Field, your opponent may not select any other 'Skunk' monster on your Field as an attack target." in place of the other effect.

Vice: Weak. Who would bother ritual summoning such a mediocre monster just to get a search effect that Iron Blacksmith Kotetsu already has? Ritual summons are a big investment so they need big effects and/or stats to compensate (Take Zorc, Shinato, and Demise as examples. They're just about the only ritual monsters that actually see play) =O

Arc (Highest): Again, weak and not worth the bother. Regular Arc is Marshmallon in god mode, who in their right mind would sacrifice it for Cure Mermaid with a buffed defense stat? x_O

Heroes' Flute: Ritual is ritual. *Shrug*

Sacred Sword of the Skunks: With the current wording? Absolutely broken. As it is, the equipped monster is immortal in battle because the card effect will destroy any opponent before it even enters the damage step. Throw in 'at the end of the Damage Step' at the end for the greater balance.

Ascending into the Higher Plane: Wow, Arc (Highest) just turned that much worse. Now there's really no point with it. Lul, if you wanted to make it even close to worthwhile you should stick the draw effect of Hurricane onto Arc instead.

Skunk Hunk: Order to Charge for skunks. Don't see why you'd use this over Smashing Ground/Fissure, but fair enough.

Swamp of the Skunks: Atk boost, fine. But the recursion? Complete overkill. That basically translates into an endless monster supply. Sort of like gadget except that there's no limit to how many times you do it, you don't have to keep using normal summons on vulnerable little monsters and you won't have to fear dead draws screwing you over. Sorry, but that second effect just plain needs to be replaced with something at least remotely balanced. x_O

Skunk Stink Cannon: There's no such thing as a quick-play trap. :\ This should be continuous since it equips. You should also add a condition requiring at least one face-up Skunk monster on the field because this needs something to equip to.

Vampire Skunk: Enchanted Javelin and Draining Shield do this better.

Kamikaze Skunk: Again, tokens need level values and tokens are summoned; not placed. Also, the effect needs some rewording: "When this card is activated, Special Summon one 'Kamikaze Skunk Token' (Beast-type/Earth/[Insert star level here] 0 Atk/ 0 Def). Each time your opponent declares an attack, place one counter on each 'Kamikaze Skunk Token' on your opponent's Field (Maximum 5). A 'Kamikaze Skunk Token' with five or more tokens on it is destroyed. 'When a Kamikaze Skunk Token' is destroyed, inflict 200 damage to the controller of the token for every counter that was on the token.

Chaos: "This card is not destroyed in battle except when battling LIGHT or DARK attribute monsters (Damage calculation is applied normally). On the end of a turn where this card was involved in Damage Calculation, destroy all monsters on the field that battled with this card.". Meh, it forces trades but the fact that you need to fusion summon it means that you need to drag down at least three opponents with it just to break even.

Char: Again, on the token wordings: that's (Type/Attribute/Level/Atk/Def) in that order and again: tribute, not sacrifice. Yeah, this one makes a big stink if you're dumb enough not to dispose of it with a card effect. Fair enough.

Current: I sort of find the defense position bit an unnecessary drawback, but fine. Nothing wrong with it per-say.

...

Okay, I think I'm done with these. :3 Anyways...

Trap Replication
Quick-Play Spell

Discard one Trap Card from your Hand, then select one Trap Card other than a Continuous Trap Card from your Graveyard. The effect of this card becomes the effect of the card you selected. (Activation conditions must still be met)

Transmutation Circle
Counter-Trap

This card can only be activated when your opponent activates a Spell or Trap Card. Discard one card of the same type (Spell or Trap) from your Hand then select a card of the type you discarded from either player's Graveyard. The effect of the card your opponent activated becomes the effect of the card you selected.

Jim August 19th, 2007 8:18 AM

I really need to get back into this card game, I didn't realise my wording was that bad, once again thanks a trillion, I need to buff up and devamp some stuff I guess.

*Picks up Yu-Gi-Oh Game* Sorry for the spam and thanks again AE. :3

Forci Stikane August 19th, 2007 8:48 AM

Quote:

Originally Posted by Alter Ego (Post 2776466)
Trap Replication
Quick-Play Spell

Discard one Trap Card from your Hand, then select one Trap Card other than a Continuous Trap Card from your Graveyard. The effect of this card becomes the effect of the card you selected. (Activation conditions must still be met)

This basically shouts Decree-evasion to me, since the current timing will let you use the Trap you just tossed.

Can you say "infinite Mirror Force?"


Transmutation Circle
Counter-Trap

This card can only be activated when your opponent activates a Spell or Trap Card. Discard one card of the same type (Spell or Trap) from your Hand then select a card of the type you discarded from either player's Graveyard. The effect of the card your opponent activated becomes the effect of the card you selected.

Hmm...useful. Turn a Lightning Vortex into a Smashing Ground and still cost them the discard.

Gabri August 19th, 2007 1:40 PM

Another one:

Name: The Soul Sword Warrior
Card Type: Ritual/Effect Monster
Level/Type/Attribute: 10 Stars/Warrior/Light
Effect: In each of your Stand-by Phases, toss a coin. If Heads, this monster's attack increases by 1000 for every monster on the field (excluding this one). If tails, this monster's attack cuts by half.
ATK/DEF: 4500/4000
Rarity: Ultra-Rare

And, of course, its Ritual Magic Card:

Name: Soul Sword's heir
Card Type: Ritual Magic Card
Effect: This Magic Card is used to summon the Ritual Monster "The Soul Sword Warrior". You have to offer as Tributes monsters which total number of stars are equal to 10 or more. [You know, the same as the usual Ritual Magic Cards]
Rarity: Ultra-Rare


Risky effect, no?

Frostweaver August 19th, 2007 2:44 PM

Risky yes, useful no ><; Effects that only boosts attack by a situational or small amount (note: again, Lily's increase is NOT small) are not that good at all. If I want attack power, which it already has a lot of, there's better ways to do it. You have to rival Demise's effect to make sure that the ritual is worth using.


Wrath of the Stars
Normal Spell

Deal damage to your opponent's life points equal to the sum of the star levels of all monsters on the field x 100.

Gabri August 19th, 2007 3:06 PM

Frostweaver, I edited the part you are reffering to. Check it out.

Frostweaver August 19th, 2007 3:12 PM

My point still stands... 1000 normally is a lot, but when it's already on a 4500 monster, it's just why the heck am I putting in so many cards just to get something that will end up as inferior to a Cyber Twin Dragon? Cyber Twin has lower attack than Cyber End but generally Cyber Twin is more useful, because its effect of attacking 2 times is usually better than piercing. Likewise, if i'm putting in at least 2 monsters to pay for the 10 stars, 1 ritual spell (even if it's Advanced Ritual Art) and this thing in my deck to potentially clog my hand, i really hope for more than just something that a sakuretsu armor may laugh at...

Jim August 19th, 2007 4:08 PM

Omega Transformation
Continuous Spell Card
Remove from play 1 'VWXYZ Dragon Catapult Cannon' and 1 'Ω Tank' from your hand or your side of the field and special summon 1 'Ω Desolater Dragon' from your hand, deck or graveyard. This card is destroyed if 'Ω Desolater Dragon' is destroyed.


Ω Desolater Dragon Restricted 1 per deck.
10*/ Effect/ Machine/ Light.
Atk: 4800/ Def: 3900
This card cannot be Normal Summoned or Set. This card can not be Special Summoned except by the effect of 'Omega Transformation'. Once per turn, remove from play 2 cards on your opponent's side of the field. Increase the Atk and Def of this card by 200 for each of your opponents out of play monsters. Destroy this card if 'Omega Transformation' is destroyed.


Ω Tank
4*/Machine/ Effect/ Light.
Atk: 0/ Def: 2000
When this card is sent to the Graveyard as a result of battle, Select and activate one of the following effects:
  • Add one 'Ω Tank' from your deck to your hand and shuffle your Deck.
  • Add one 'Omega Transformation' from your deck to your hand and shuffle your deck.

Alter Ego August 19th, 2007 11:50 PM

Umm...Icha: It's not infinite Mirror Force since 1) you can still only have three copies of Trap Replication and 2) you need to keep a fresh supply of traps in your hand to use it and will have to account for the constant discards too. Really exploiting that card calls for a pretty trap-heavy deck (And personally, I'd use that to abuse Solemn Judgment since it bypasses activation costs). If you want infinite Mirror Force, try Aswan Apparition. ;3 Oh, and if you're looking for a quick fix with Mirror Force then Mask of Darkness is certainly far preferable.

The Soul Sword Warrior: Ehh...this would be so much better if it was an 8- or 12-star, seeing as how Advanced Ritual Art requires you to offer monsters of precisely the right combined level. The coin toss makes it sort of dubious, although it could be a potential OTKO if you get it right then clear the field with Lightning Vortex. At least make the toss optional. =O

Wrath of the Stars: So level star naughtiness is now burn as well? Yay for that. ^^ The damage is a bit on the weak side, though.

Omegas: Erm...no, just no. The XYZs are already clogging so much deckspace that there's no way to fit in even W-Wing or V-Tiger efficiently, let alone three cards that are even more useless, especially since this new combination doesn't even sit snuggly in the fusion deck like the rest but instead becomes yet another dead draw. And that's not even getting into the fact that all your hard work goes out of the window the moment your opponent pulls a piece of spell or trap removal. No matter how you slice it, it's just not worth the effort. :\

Aaanyways, I don't know if this can top Demise but at least it's a bit...different from the usual ritual monsters.

Pureblood Warrior
Warrior/Ritual/Effect
12 Star/Light
? Atk/ ? Def

This card can only be Ritual Summoned by the Ritual Spell Card "Pureblood Lineage". The original Atk and Def of this card becomes half the combined Atk of all Normal monsters in your Graveyard. If all monsters used to Ritual Summon this card were Normal monsters, this card is not affected by any Spell or Trap cards.

Pureblood Lineage
Ritual Spell

This card can be used to Ritual Summon "Pureblood Warrior". You must also Tribute monsters from the field or your hand whose total Levels equal the Level of the Ritual Monster you are attempting to Ritual Summon.

Oh, and since I feel like playing with the alphabet soup just a bit:

Formation Break

Quick-Play Spell

Select and activate one of the following:

- Select one Fusion monster on the Field that has one or more Union monster(s) listed in its Fusion Materials and return it to the owner's Fusion Deck, then Special Summon all monsters used to summon the card to the owner's Field in Attack Position.

- Select one Union Monster equipped to another monster on the Field and Special Summon the Union monster to the owner's Field in Attack Position.

WX Catapult Cannon
Machine/Fusion/Effect
6 Star/Light
2400 Atk / 1400 Def

"W-Wing Catapult" + "X-Head Cannon" This card can only be Special Summoned from your Fusion Deck by removing from play the above cards on your side of the field. (You do not use "Polymerization"). By discarding 1 card from your hand, remove from play up to three Monster cards from your opponent's Graveyard.

WY Dragon Catapult
Machine/Fusion/Effect
6 Star/Light
2100 Atk/ 1800 Def

"W-Wing Catapult" + "Y-Dragon Head" This card can only be Special Summoned from your Fusion Deck by removing from play the above cards on your side of the field. (You do not use "Polymerization"). By discarding 1 card from your hand, remove from play up to three Spell or Trap cards from your opponent's Graveyard.

WZ Catapult Tank
Machine/Fusion/Effect
6 Star/Light
2000 Atk / 2400 Def

"W-Wing Catapult" + "Z-Metal Tank" This card can only be Special Summoned from your Fusion Deck by removing from play the above cards on your side of the field. (You do not use "Polymerization"). By discarding 1 card from your hand, discard a card at random from your opponent's Hand.

VX Tiger Cannon
Machine/Fusion/Effect
6 Star/Light
2300 Atk / 1600 Def

"V-Tiger Jet" + "X-Head Cannon" This card can only be Special Summoned from your Fusion Deck by removing from play the above cards on your side of the field. (You do not use "Polymerization"). By discarding 1 card from your hand, destroy one face-up monster card on your opponent's Field.

VY Dragon Jet
Machine/Fusion/Effect
6 Star/Light
2200 Atk / 1800 Def

"V-Tiger Jet" + "Y-Dragon Head" This card can only be Special Summoned from your Fusion Deck by removing from play the above cards on your side of the field. (You do not use "Polymerization"). By discarding 1 card from your hand, reveal the top three cards of your opponent's Deck. If there are any monster cards, select one of them and discard it. The other cards are shuffled into your opponent's Deck.

VZ Tiger Tank

Machine/Fusion/Effect
6 Star/Light
2000 Atk / 2300 Def

"V-Tiger Jet" + "Z-Metal Tank" This card can only be Special Summoned from your Fusion Deck by removing from play the above cards on your side of the field. (You do not use "Polymerization"). By discarding 1 card from your hand, reveal the top three cards of your opponent's Deck. If there are any spell or trap cards, select one of them and discard it. The other cards are shuffled into your opponent's Deck.

Frostweaver August 20th, 2007 12:45 AM

@ Wrath of the Stars- Put on Ojama Trio, and watch the damage skyrocket by 900 already =x. Metal Reflect Slime may elevate this thing to its own deck of broken-ness.

As for formation warrior, that's deadly but super hard to get out... 3 normal monsters in your hand with advanced ritual art can be difficult. But I do see that it has considerable uses. Its protection is pretty insane, lol.

For the alphabet soup, what can I say... they're pretty darn doomed (because the original 3 took the best effects =o) Yes these fusions can help, but then if you're ultimately trying for VWXYZ which sucks more than XYZ technically... yeahhh. Fun deck, but in no way convincing me why should i play VW when XYZ gets the job done (if at all possible XD)

Good luck with this forum as I'm gone to holiday for 2 weeks now :x

luke August 20th, 2007 7:18 AM

Now please don't hate me. I'm posting in this thread to receive help on how to word Yu-Gi-Oh cards properly. I'm going to write the basic idea behind the card's effect, and someone can help me with it.

Phobos
Warrior / Effect
4 Star / Earth
ATK: 2200 DEF: 750

If 'Deimos' is on the field, this card can attack twice in one turn.

Deimos
Warrior / Effect
4 Star / Fire
ATK: 1100 DEF: 1900

If 'Phobos' is on the field, increase the ATK of this monster by 1200.

The Olympian Ares
Warrior / Effect
8 Star / Fire
ATK: 2950 DEF: 2050

Increase the ATK of this monster by 700 for every card on the field with "Phobos," "Deimos," and "Warrior" in its name.

Apollo's Priest
Spellcaster
3 Star / Light
ATK: 1300 DEF: 1400

A dedicated follow of Apollo who attacks his enemies with the power of the Sun.

Artemis' Huntress
Warrior / Effect
5 Star / Dark
ATK: 2000 DEF: 1400

Decrease the ATK of the card by 1000 when the target is a Beast or Beast Warrior.

Apollo's Golden Bow
Equip Magic Card (?-Don't know the proper name for it)

Increase the ATK of Monster equipped with this card by 700. If attached to a Monster with "Apollo's Priest" in its name, increase the ATK of this card by 1500.

Parthenon
Field

When this card is in play, decrease the ATK and DEF of any card without "Olympian" in its name by 800.

The Olympian Hera
Spellcaster / Effect
7 Star / Earth
ATK: 1800 DEF: 3200

When this card is Normal Summoned to the field, you may also Special Summon the card "Hera's Glowing Peacock" in the ATK Position.

Hera's Glowing Peacock
Bird / Effect
3 Star / Wind
ATK: 800 DEF: 1000

For every Stand-By Phase this card is on the field, increase the owner of this card's Life Points by 1000.

Hera's Glowing Blade
Equip Magic

In order for this card to be used both "The Olympian Hera" and "Hera's Glowing Peacock" must be on the field. By sacrificing "Hera's Glowing Peacock" you may equip this card to "The Olympian Hera." This card increases the ATK "The Olympian Hera" by 2000.

Honey and Ambrose
Normal Magic

Increase the user of this card's Life Points by 2000.

The Olympian Zeus
Warrior / Effect
8 Star / Wind
ATK: 3100 DEF: 2400

When this card is in play, increase the ATK of all cards with "Olympian" in their names by 900.

Aquila
Bird
6 Star / Earth
ATK: 2500 DEF: 1800

Zeus' loyal eagle who attacks those who desecrate his master's name.

Please help? I'd like to learn how to word properly...

Alter Ego August 20th, 2007 10:03 AM

Yeah, we're obviously going to have to put these in correct wording:

Phobos: The attack power is overkill, especially for something that can potentially attack twice. The roof for penalty-free low-level monsters is 2000 Atk, and that's Gene-warped Warwolf (which is a normal monster). Seeing as how this gets some major leverage from Deimos, I'd say drop it to 1800 or so (Although that's still pretty hefty). Also, it's typically "in the same Battle Phase" rather than 'in the same turn'.

Deimos: Ehh...sort of the same thing as Phobos (Although not quite as bad). A tribute-free monster rising to 2300 Atk in the company of a monster that is already a formidable beatstick in its own right is pretty hefty, especially since 1900 Def will fend off attacks pretty well while it waits for its partner. Maybe make it so it only goes up to 2100 (Cyber Dragon level). Again, refer to the roof levels of attack power and such. As it is, this turns into a penalty-free Goblin Attack Force...which is pretty big.

Ares: That should be 'or' rather than 'and' there. As it is, the card only gets a boost from monsters that are called "Phobos Deimos Warrior" (or another combination of all three words). It's alright, I guess, but effects that just increase attack power are sort of meh. High-level monsters should do cooler things than that.

Apollo's Priest: A wimpy vanilla among countless others. Nothing to comment on, really, except that it should be 'follower' rather than 'follow'.

Apollo's Bow: The correct term is Equip Spell. :3 Also, you can just say "If the equipped monster is 'Apollo's Priest'". I wouldn't use this personally. It's only barely worth the bother on a monster that is seriously subpar in its own right and equip spells in general are kind of meh.

Artemis' Huntress: Completely subpar. It's incredibly weak even without the handicap. Also, I thought Artemis was the goddess of the hunt? Why would her hunter have trouble with beasts? You'd think that it's the other way around...x.O

Parthenon: Ouch, that stings a bit. But there are so few olympians that you'll be stung too.

Hera: Who in their right mind would tribute summon a high level monster that gets trampled by low-level vanillas only to get a weak effect monster with a lukewarm LP recovery effect? Also, you need to specify where you special summon from (hand, deck, graveyard, or removed from play cards). This could so use an effect that actually makes it useful...

Hera's Glowing Peacock: Way too weak to ever be useful, and the LP recovery is not even close to being worth the bother of summoning. Also, that should be "During each of his/her Standby Phases, the controller of this card gains 1000 Life Points.".

Hera's Glowing Blade: The first provision is needless since you can't fulfill the activation requirement if the peacock isn't around. That should be "This card can only be equipped to 'Olympian Hera'. Tribute Hera's Glowing Peacock from your Field to activate this card. The monster equipped with this card gains 2000 Atk.". Again, not worth it. There are so many cooler effects than measly attack boosts. If you want something to equip Hera with, just make the Peacock a union monster. =O

Honey and Ambrose: Should be "Gain 2000 Life Points.". Much neater that way, no? Anyways, it beats Dian Keto and the like, I guess, and could have some use in wacky decks like Jupiter OTKO. LP boosts in general aren't too hot, though.

Zeus: Another Atk boost? Talk about a one-note set. :\

Aquila: The type you're looking for is Winged Beast; not Bird. Also, why earth? o.O


Ehh...your big problem is not so much in the wordings as in the effects. They're all like...either 'gain life points' or 'gain Atk'. There's so much more to YGO than that (And most decks these days are very good at playing around and exploiting big beatsticks with no supportive effects). Also, I find it slightly disappointing that you haven't given the monsters any special effects that correspond to their powers and roles in mythology. I mean, Phobos and Deimos mean 'Fear' and 'Dread' respectively (and are embodiments thereof), yet their effects do not reflect this in any way (Negating attacks, lowering opponent attack power, limiting what your opponent can summon, or preventing your opponent from switching battle positions would all be far more suitable). Also, I was expecting something a bit more grand than a lukewarm attack boost from the overgod himself. (What ever happened to smiting infidels with lightning bolts? =O) Yeah, I think I'd sooner take the agents (Venus, Jupiter, Apollo, and Mars) over this lot, simply because their effects are cooler. Oh, and this doesn't mean that I'd hate you by the way. I just like my card effects varied, innovative, and preferably complex. xD

And now for something completely different:

Soul Prison
Field Spell

Whenever a monster on the Field is sent to the Graveyard, Special Summon it to the Field in its original position. A monster Special Summoned by this effect can not attack, change its Battle Position, or use any of its card effects, is not affected by any card effects except this card's, may not be selected as an attack target and may not be offered as tribute under any conditions. When all the monsters on a player's Field are monsters Special Summoned by this card's effect, the player may be attacked directly. When this card is removed from the Field, all monsters Special Summoned by this effect are sent to the Graveyard.

Now does someone feel like being an YGO genius and showing me how to make proper use of that one? xD

Jim August 20th, 2007 4:10 PM

Thanks to AE, the wordings are sorted out and effects that needed to be re-written are... So, here joo go! Added a new Skunk. Stinky, Skunk of the Desert.

Spoiler:

Jet, Skunk of the Sea.
4*/ Beast/Effect/Water
Atk:1500/Def:1300
When this card is summoned successfully (Including Flip Summon) and there are no other monsters on your Field, draw two cards. Otherwise, discard one card from your Hand.

Stinky, Skunk of the Desert
4*/ Beast/ Earth.
Atk:1900/ Def: 900
After years of training in the ruthless desert, Stinky is ready to fight alonside his fellow Skunks.

Static, Skunk of Thunder.
4*/ Beast/Effect /Light
Atk: 1700/Def 1300
If this card is discarded from your hand to the Graveyard by a card effect, you may Special Summon one 'Static, Skunk of Thunder' from your deck.

Scout, Skunk of the Forest.
4*/ Beast/ Effect/Earth.
Atk: 1000/Def: 500
During your Main Phase, shuffle this card from your Field to your Deck to Special Summon one level four or lower 'Skunk' monster from your Deck. If this card is destroyed as a result of battle Special Summon it to your Field and increase its Atk by 1000. At the end of the turn this card is Special Summoned by this effect it is destroyed.

Morph, Skunk of a Different Dimension.
5*/ Beast/ Effect/ Dark.
Atk: 2100/Def: 1200
Once per turn, you may tribute one 'Skunk' monster on your field in order to select one 'Skunk' monster from your deck and show it to your opponent. For the remainder of the duel, the name of this card is considered to be the name of the monster you selected. When this card is destroyed as a result of battle it is removed from play. When this card is removed from play you may pay 300 life points to special summon a monster with the same name as this card from your deck.

Arc, Skunk of a Higher Plain.
1*/ Beast/ Effect/ Light.
Atk: 0/ Def: 0
This monster is not destroyed as a result of battle at any time, although damage calculation is applied normally. When this card is sent from the Field to the Graveyard, you may pay 700 Life Points. If you do, this card is Special Summoned to your Field on your next Standby Phase.

Blaze, Skunk of Wild Flames.
6*/ Beast/ Effect/ Fire.
Atk:2300/Def:2300
When this card is sent to the graveyard you may special summon two 'Blaze Tokens' (Beast-Type/FIRE/Level 3/ATK 500/ DEF300) in Defence mode. These tokens can not change their battle position other than by a card effect. Whenever a 'Blaze Token' is Destroyed inflict 500 points damage to both players.

Hurricane, Skunk of the Wind.
5*/ Beast/ Effect/ Wind.
Atk:0 Def: 3000
This card cannot be used as a tribute. If this card is changed into Attack position by the effect of an opponents, increase your life points by 1000 and remove this card from play.

Terra, Skunk of the Earth.
4*/ Beast/ Effect/ Earth.
Atk: 400/ Def: 2100
While this Card is in face-up defence position it can attack the opponents life points directly.

Plasma, Leader of the Skunks.
7*/ Beast/ Effect/ Earth.
Atk: 3000/Def: 2300
When this card is summoned successfully, add one 'Skunk' monster from your Graveyard to your hand. While this card is face-up on the Field, your opponent may not select any other 'Skunk' monster on your Field as an attack target.

Vice, Hero of the Skunks.
9*/ Ritual/ Effect/ Beast-Warrior/ Earth.
Atk: 3500/ Def: 1000
This monster can only be Ritual Summoned with the Ritual Spell Card, “Heroes' Flute”. You must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the field and/or your hand. Do not apply regular damage calculation when this card destroys another card by battle. When this card destroys a monster by battle and sends it to the Graveyard, inflict damage to your opponents life points equal to the the ATK of the destroyed monster. Increase the attack of this card by 500 points for each Equip Spell Card equipped to this card.

Arc, Skunk of the Highest Plane.
9*/ Fusion/ Fairy/ Light.
Atk: 0 Def: 3400
(Arc, Skunk of the Highest Plane)
This monster cannot be normal summoned or set. This monster can only be special summoned with the effect of 'Ascending to the Highest Plane' While this card is in face-up Defence position on your Field, you may draw one additional card during each of your Draw Phases. During each of your Standby Phases, if this card is on your Field in face-up Attack Position, gain 1500 Life Points

Heroes' Flute.
Ritual Spell card.
This card is used to Ritual summon 'Vice, Hero of the Skunks' you must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the field and/or your hand.

Sacred Sword of the Skunks.
Equip Spell Card.
This card can only be equipped to a 'Skunk' monster. Increase it's attack by 500 and Destroy any monster that battles with the equipped monster. When this card is destroyed inflict 200 Points of direct damage to your opponent.

Ascending to the Highest Plane.
Spell Card
Remove from play one 'Arc, Skunk of a Higher Plane' from your Field or Hand to Special Summon one 'Arc, the Skunk of the Highest Plane' in face up defence position from your Fusion Deck.

Skunk Hunk.
Spell card.
You can only activate this card if there is only 'Skunk' monsters on your side of the field. Destroy all Monsters on the field and Special Summon 1 Level 4 or lower 'Skunk' from your Hand.

Swamp of the Skunks.
Field Spell
Increase the Atk of all 'Skunk' monsters by 500 Points. When a Skunk monster is Special Summoned Destroy one Spell or Trap card on the Field.

Skunk Stink Cannon.
Continuous Trap.
You may only activate this card when your opponent declares an attack that targets 1 'Skunk' monster. Destroy the attacking monster then you may equip this card to any 'Skunk' monster. The equipped monster gains 500 Atk points and losses 500 Def points.

Vampire Skunk.
Quick play Trap.
You may only activate this card when your opponents attack targets a Skunk monster. Negate the Attack and Increase your life points by the Atk of the attacking monster. Decrease your opponents Life points by half of the Attacking monsters Atk points.

Kamikaze Skunk.
Normal Trap.
When this card is activated, Special Summon one 'Kamikaze Skunk Token' (Beast-type/Earth/Level 1/ 0 Atk/ 0 Def). Each time your opponent declares an attack, place one counter on each 'Kamikaze Skunk Token' on your opponent's Field (Maximum 5). A 'Kamikaze Skunk Token' with five or more counters on it is destroyed. 'When a Kamikaze Skunk Token' is destroyed, inflict 200 damage to the controller of the token for every counter that was on the token.

Chaos, Skunk of Life and Death.
8*/Fusion / Effect / Beast /Earth.
Atk: 2500/ Def: 1500
(Arc, Skunk of a Higher Plain. + Morph, Skunk of a Different Dimension.)
This card is not destroyed in battle except when battling LIGHT or DARK attribute monsters (Damage calculation is applied normally). On the end of a turn where this card was involved in Damage Calculation, destroy all monsters on the field that battled with this card.

Char, Skunk of Dead Wood.
8*/Fusion/ Effect/ Beast/ Earth.
Atk: 2900/ Def: 2100
(Scout, Skunk of the Forest. + Blaze, Skunk of Wild Flames.)
This monster cannot be Special Summoned except by Fusion Summon. When this card is destroyed as a result of battle Special Summon 3 Wood Tokens (Plant-type/Earth/Level 1/ Atk 0/ Def 0) in defence mode, on your side of the field. Tribute one '”Wood Token' Token to special summon any Skunk monster from your hand, deck or graveyard (ignoring the summoning conditions),with 3 Level stars or less. Tribute two 'Wood Token's Token to special summon a Skunk monster from your hand, deck or graveyard (ignoring the summoning conditions) with 4 stars or less and Tribute three 'Wood Token's to special summon a Skunk monster from your hand, deck or graveyard (ignoring the summoning conditions) with 7 Stars or less.

Wave, Skunk of Currents.
8*/Fusion/ Effect/ Beast/ Earth.
2500 Atk/ 500 Def.
(Jet, Skunk of the Sea. + Static, Skunk of Electricity.)
This monster cannot be Special Summoned except by Fusion Summon. During battle between this attacking card and a Defence Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. If this card attacks. If this card is destroyed, destroy 1 monster your opponent controls.

Phanima August 20th, 2007 9:19 PM

Quote:

Originally Posted by Alter Ego (Post 2781876)
Soul Prison
Field Spell

Whenever a monster on the Field is sent to the Graveyard, Special Summon it to the Field in its original position. A monster Special Summoned by this effect can not attack, change its Battle Position, or use any of its card effects, is not affected by any card effects except this card's, may not be selected as an attack target and may not be offered as tribute under any conditions. When all the monsters on a player's Field are monsters Special Summoned by this card's effect, the player may be attacked directly. When this card is removed from the Field, all monsters Special Summoned by this effect are sent to the Graveyard.

Now does someone feel like being an YGO genius and showing me how to make proper use of that one? xD

I'm no genius, but it'd make a good and slow suicidal tactic. It's kind of something like a "kill yourself slowly but look cool doing it" sort of thing. I don't know enough cards to combo this really, since it has a lot of restrictions. *Puzzled.

Quote:

Originally Posted by Jimz ♂ (Post 2783471)
Thanks to AE, the wordings are sorted out and effects that needed to be re-written are... So, here joo go! Added a new Skunk. Stinky, Skunk of the Desert.

Spoiler:

Jet, Skunk of the Sea.
4*/ Beast/Effect/Water
Atk:1500/Def:1300
When this card is summoned successfully (Including Flip Summon) and there are no other monsters on your Field, draw two cards. Otherwise, discard one card from your Hand.

Stinky, Skunk of the Desert
4*/ Beast/ Earth.
Atk:1900/ Def: 900
After years of training in the ruthless desert, Stinky is ready to fight alonside his fellow Skunks.

Static, Skunk of Thunder.
4*/ Beast/Effect /Light
Atk: 1700/Def 1300
If this card is discarded from your hand to the Graveyard by a card effect, you may Special Summon one 'Static, Skunk of Thunder' from your deck.

Scout, Skunk of the Forest.
4*/ Beast/ Effect/Earth.
Atk: 1000/Def: 500
During your Main Phase, shuffle this card from your Field to your Deck to Special Summon one level four or lower 'Skunk' monster from your Deck. If this card is destroyed as a result of battle Special Summon it to your Field and increase its Atk by 1000. At the end of the turn this card is Special Summoned by this effect it is destroyed.

Morph, Skunk of a Different Dimension.
5*/ Beast/ Effect/ Dark.
Atk: 2100/Def: 1200
Once per turn, you may tribute one 'Skunk' monster on your field in order to select one 'Skunk' monster from your deck and show it to your opponent. For the remainder of the duel, the name of this card is considered to be the name of the monster you selected. When this card is destroyed as a result of battle it is removed from play. When this card is removed from play you may pay 300 life points to special summon a monster with the same name as this card from your deck.

Arc, Skunk of a Higher Plain.
1*/ Beast/ Effect/ Light.
Atk: 0/ Def: 0
This monster is not destroyed as a result of battle at any time, although damage calculation is applied normally. When this card is sent from the Field to the Graveyard, you may pay 700 Life Points. If you do, this card is Special Summoned to your Field on your next Standby Phase.

Blaze, Skunk of Wild Flames.
6*/ Beast/ Effect/ Fire.
Atk:2300/Def:2300
When this card is sent to the graveyard you may special summon two 'Blaze Tokens' (Beast-Type/FIRE/Level 3/ATK 500/ DEF300) in Defence mode. These tokens can not change their battle position other than by a card effect. Whenever a 'Blaze Token' is Destroyed inflict 500 points damage to both players.

Hurricane, Skunk of the Wind.
5*/ Beast/ Effect/ Wind.
Atk:0 Def: 3000
This card cannot be used as a tribute. If this card is changed into Attack position by the effect of an opponents, increase your life points by 1000 and remove this card from play.

Terra, Skunk of the Earth.
4*/ Beast/ Effect/ Earth.
Atk: 400/ Def: 2100
While this Card is in face-up defence position it can attack the opponents life points directly.

Plasma, Leader of the Skunks.
7*/ Beast/ Effect/ Earth.
Atk: 3000/Def: 2300
When this card is summoned successfully, add one 'Skunk' monster from your Graveyard to your hand. While this card is face-up on the Field, your opponent may not select any other 'Skunk' monster on your Field as an attack target.

Vice, Hero of the Skunks.
9*/ Ritual/ Effect/ Beast-Warrior/ Earth.
Atk: 3500/ Def: 1000
This monster can only be Ritual Summoned with the Ritual Spell Card, “Heroes' Flute”. You must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the field and/or your hand. Do not apply regular damage calculation when this card destroys another card by battle. When this card destroys a monster by battle and sends it to the Graveyard, inflict damage to your opponents life points equal to the the ATK of the destroyed monster. Increase the attack of this card by 500 points for each Equip Spell Card equipped to this card.

Arc, Skunk of the Highest Plane.
9*/ Fusion/ Fairy/ Light.
Atk: 0 Def: 3400
(Arc, Skunk of the Highest Plane)
This monster cannot be normal summoned or set. This monster can only be special summoned with the effect of 'Ascending to the Highest Plane' While this card is in face-up Defence position on your Field, you may draw one additional card during each of your Draw Phases. During each of your Standby Phases, if this card is on your Field in face-up Attack Position, gain 1500 Life Points

Heroes' Flute.
Ritual Spell card.
This card is used to Ritual summon 'Vice, Hero of the Skunks' you must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the field and/or your hand.

Sacred Sword of the Skunks.
Equip Spell Card.
This card can only be equipped to a 'Skunk' monster. Increase it's attack by 500 and Destroy any monster that battles with the equipped monster. When this card is destroyed inflict 200 Points of direct damage to your opponent.

Ascending to the Highest Plane.
Spell Card
Remove from play one 'Arc, Skunk of a Higher Plane' from your Field or Hand to Special Summon one 'Arc, the Skunk of the Highest Plane' in face up defence position from your Fusion Deck.

Skunk Hunk.
Spell card.
You can only activate this card if there is only 'Skunk' monsters on your side of the field. Destroy all Monsters on the field and Special Summon 1 Level 4 or lower 'Skunk' from your Hand.

Swamp of the Skunks.
Field Spell
Increase the Atk of all 'Skunk' monsters by 500 Points. When a Skunk monster is Special Summoned Destroy one Spell or Trap card on the Field.

Skunk Stink Cannon.
Continuous Trap.
You may only activate this card when your opponent declares an attack that targets 1 'Skunk' monster. Destroy the attacking monster then you may equip this card to any 'Skunk' monster. The equipped monster gains 500 Atk points and losses 500 Def points.

Vampire Skunk.
Quick play Trap.
You may only activate this card when your opponents attack targets a Skunk monster. Negate the Attack and Increase your life points by the Atk of the attacking monster. Decrease your opponents Life points by half of the Attacking monsters Atk points.

Kamikaze Skunk.
Normal Trap.
When this card is activated, Special Summon one 'Kamikaze Skunk Token' (Beast-type/Earth/Level 1/ 0 Atk/ 0 Def). Each time your opponent declares an attack, place one counter on each 'Kamikaze Skunk Token' on your opponent's Field (Maximum 5). A 'Kamikaze Skunk Token' with five or more counters on it is destroyed. 'When a Kamikaze Skunk Token' is destroyed, inflict 200 damage to the controller of the token for every counter that was on the token.

Chaos, Skunk of Life and Death.
8*/Fusion / Effect / Beast /Earth.
Atk: 2500/ Def: 1500
(Arc, Skunk of a Higher Plain. + Morph, Skunk of a Different Dimension.)
This card is not destroyed in battle except when battling LIGHT or DARK attribute monsters (Damage calculation is applied normally). On the end of a turn where this card was involved in Damage Calculation, destroy all monsters on the field that battled with this card.

Char, Skunk of Dead Wood.
8*/Fusion/ Effect/ Beast/ Earth.
Atk: 2900/ Def: 2100
(Scout, Skunk of the Forest. + Blaze, Skunk of Wild Flames.)
This monster cannot be Special Summoned except by Fusion Summon. When this card is destroyed as a result of battle Special Summon 3 Wood Tokens (Plant-type/Earth/Level 1/ Atk 0/ Def 0) in defence mode, on your side of the field. Tribute one '”Wood Token' Token to special summon any Skunk monster from your hand, deck or graveyard (ignoring the summoning conditions),with 3 Level stars or less. Tribute two 'Wood Token's Token to special summon a Skunk monster from your hand, deck or graveyard (ignoring the summoning conditions) with 4 stars or less and Tribute three 'Wood Token's to special summon a Skunk monster from your hand, deck or graveyard (ignoring the summoning conditions) with 7 Stars or less.

Wave, Skunk of Currents.
8*/Fusion/ Effect/ Beast/ Earth.
2500 Atk/ 500 Def.
(Jet, Skunk of the Sea. + Static, Skunk of Electricity.)
This monster cannot be Special Summoned except by Fusion Summon. During battle between this attacking card and a Defence Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. If this card attacks. If this card is destroyed, destroy 1 monster your opponent controls.

Some of the wordings for the cards are still off. I'm planning on critique-ing them when I come back but I'm pretty sure someone will get to them before I do. Cute though.

Anyway, here are some revisionary "Armored Core" cards I've come up with.

Spoiler:
Monster Cards

Name: Prototype Next Armored Core
Attribute: LIGHT
Type: Machine/Effect
Level: 9
ATK: 3200
DEF: 2400
Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summon except by Tributing 1 “Next Armored Core” on your side of the field. If this card is Special Summoned this way, destroy all cards on the field except this card.

Name: Linx 4
Attribute: EARTH
Type: Warrior/Union/Effect
Level: 4
ATK: 1200
DEF: 1500
Effect: Once per turn, during your Main Phase, if you control this card on the field, you can equip it to an “Armored Core” monster as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card’s effect, your opponent cannot select another monster on your side of the field as an attack target, except the equipped monster. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed by battle, destroy this card instead.)

Name: Sol Dios
Attribute: LIGHT
Type: Machine/Effect
Level: 4
ATK: 0
DEF: 2000
Effect: The ATK of this card becomes the number of Spell Cards in both players’ Graveyards x 500 points. During the End Phase of the turn this card was Normal Summoned, Flip Summoned or Special Summoned, this card is destroyed and both players take Direct Damage equal to its ATK.

Name: Sol Dios Behemoth
Attribute: LIGHT
Type: Machine/Effect
Level: 6
ATK: 0
DEF: 3000
Effect: The ATK of this card becomes the number of Spell Cards in both players’ Graveyards x 1000 points. During the End Phase of the turn this card was Normal Summoned, Flip Summoned or Special Summoned, this card is destroyed and both players take Direct Damage equal to its ATK.

Spell Cards

Name: Kojima Core
Type: Continuous
Effect: Each time a Spell Card is activated, the controller of that card takes 300 points of damage and if the Spell Card is one of the following cards, the controller activates 1 of the following effects: • Normal Spell Card: Destroy 1 Spell or Trap Card on your side of the field. • Continuous Spell Card: Destroy 1 monster on your side of the field. • Equip Spell Card: Discard 1 card from your hand. • Field Spell Card: Send 1 card from the top of your Deck to the Graveyard.

Trap Cards

Name: Stabilizers
Type: Continuous
Effect: After activation, this card is treated as an Equip Spell Card and can only be equipped to a Machine-Type monster. As long as the monster equipped with this card remains face-up on the field, no other monsters can be Normal Summoned, Flip Summoned or Special Summoned.

Gabri August 21st, 2007 1:13 AM

Okay, here's another:

Name: Diamond Tower
Card Type: Field Magic Card
Effect: Choose between:
All Dragon-type monsters have their ATK increased by 750 and their DEF decreased by 600.
OR
All Dragon-type monsters have their ATK and DEF increased by 200.
Rarity: Ultra-Rare

Alter Ego August 21st, 2007 4:25 AM

Well, concerning Soul Prison...its predominant effect is its capacity to create bloated fields of useless monsters on both sides. (Note that it says 'whenever a monster on the field is sent to the graveyard', this means that it applies for both players) This being the case, cards that derive advantages from big fields thrive on it. From the top of my head, Just Desserts and Secret Barrel are both good candidates and Gyaku-Gire Panda will also grow into a monstrous size very quickly. Beyond that, Card of Safe Return has some synergy since this one is summoning from the graveyard (meaning a free draw whenever a monster on your field goes bye-bye) and Spirit Barrier creates a Tornado Wall + Legendary Ocean style synergy since as long as you have monsters (even monsters incapable of doing anything who can be attacked past) on your field Spirit Barrier prevents all battle damage. Beyond that...I can't really find anything to support it, except - of course - for Frostweaver's Wrath of the Stars trap which abuses this one like heck. xD And to the rest of you guys: you are allowed to comment on people's cards too, you know. =O

Now then, some wordings and whatnot here and there:

Skunks

Hurricane: That should be "by a card effect controlled by your opponent", I think you stopped writing in mid-sentence there. Anyways, better. It's a rather bothersome wall since Brain Control and Soul Exchange are a no go against it and the LP recovery effect kicks in if you turn it to attack. Nice general nuisance. :3

Plasma: That's a lot better in terms of balance, although you could add "(including Flip Summon)" to the beginning in case it's placed face-down for some reason. ;D

Vice: Okay, here we have a problem. If damage calculation is not applied then nothing can destroy this card in battle and this card can't destroy anything in battle or inflict damage, because all of that happens on the Damage Step. x_O That should be "All Battle Damage to the controller of this card from battles involving this card becomes zero.", if I guessed the effect correctly. Also, I notice that it's a 9-star monster but apparently only requires 7 stars' worth of tributes. I probably don't have to tell you that it's standard for ritual monsters to require their own level's worth in tribute. :3 Also, you don't need to mention the tribute requirements on the ritual monster since the ritual spell covers that.

Arc (Highest): Better. In the fusion deck it doesn't risk a dead draw, and the additional card each turn should give your opponent plenty of incentive to dispose of it. :3

Sacred Sword: Still destroys anything without even giving it a fair fight, like Sasuke Samurai #4 without the flip. Honestly, do something about that destruction effect. xP

Swamp: Sort of a new take on Harpies' Hunting Ground. Useful support effects, definitely. Now all you need is a field searcher monster. ;D

Vampire Skunk: That's more like it. Sort of like Magic Cylinder and Draining Shield in the same package. :3

Armored Cores


Prototype Next Armored Core: Demise has gone machine. o.o At least give that effect an LP cost (Or make it so you have to tribute Anatolia, sort of like with Daedalus and Umi). I'm a bit concerned, though, because all you have to do to OTKO is drop this and follow it up with any given machine monster and Limiter Removal. x_O Maybe make it so it can't attack on the turn it blasts everything? :3

Linx 4: "While equipped to a monster by this card’s effect, your opponent cannot select any monster on your Field except the equipped monster as an attack target". Cool, and the higher attack power means it can fight on its own in a pinch.

Sol Dios: Big basher with a built-in Ring of Destruction. I'd say you could easily drop the Atk boost to 400 and it would still be formidable. Limiter Removal makes it sting like crazy.

Sol Dios Behemoth: Ehh...it's a bit overkill. At 1000 per card, this thing can end games on turn two. At least cut down the Atk boost to 600 or something like that. It's still getting a far better deal out of it than stuff like Golden Homunculus, and with the rate that most decks toss spells into the graveyard it will still grow to crazy sizes.

Kojima Core: Okay, explain this for me: why would you want to play a card that hurts you for every spell and brings negative side-effects galore to you? o.O

Stabilizers: Potentially exploitable, but since it locks your own summons too...fair enough, I guess.

And now, some cards of my own. >D

Bio-Tech Polymer
Normal Spell

While this card is in your Deck, the name of this card is treated as 'Polymerization'. Send cards that are listed by a "Bio-Tech" Fusion Monster from your Field to the Graveyard, and Special Summon the Fusion Monster from your Fusion Deck. On your third End Phase after activating this card, the monster Fusion Summoned by this card's effect is returned to your Fusion Deck. During your Draw Phase, you may add this card from your Graveyard to your Hand instead of drawing a card.

Stasis Pod
Normal Spell

Select one face-up monster on your opponent's Field and place it in your Spell and Trap card zone (Treated as a Continuous Spell card). When the selected monster is destroyed, it is Special Summoned to your opponent's Field in its original position.

Bio-Tech Decoy
Machine/Effect
1 Star/Wind
0 Atk/0 Def

Whenever a "Bio-Tech" monster on your Field would be destroyed or is selected as the target of a card effect, you may destroy this card to negate the destruction or card effect.

Bio-Tech Griphook
Machine/Effect
2 Star/Dark
1200 Atk / 800 Def

When this card attacks a face-up non-token monster on your opponent's Field, the target monster is treated as an Equip Spell Card and attached to this card (Damage Calculation is not applied). Only one monster may be equipped to this card at a time. Whenever this card is destroyed or removed from the Field, Special Summon the monster equipped to this card to its owner's Field in its original position.

Bio-Tech Sampler
Machine/Effect
3 Star/Dark
1400 Atk / 600 Def

Once per turn, during your Main Phase, you may look at your opponent's Hand. If there are any monsters in your opponent's Hand that can be Normal Summoned, select one of them and Special Summon it to the Field in Attack Position.

Bio-Tech Trapper
Machine/Effect
2 Star/Dark
700 Atk / 500 Def

When this card is destroyed by battle it is treated as an Equip Spell Card and equipped to the monster that destroyed it. As long as this card remains on the Field, you control the equipped monster. A monster equipped with this card can not attack, change its Battle Position or use any of its card effects.

Bio-Tech Automaton
Machine/Fusion/Effect
5 Star/Earth
2400 Atk / 1600 Def

Any level 3 or lower "Bio-Tech" monster + Any level 4 or lower Rock or Machine Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. When this card attacks a Defense Position monster, the target monster is switched into Attack Position (Flip Effects are not activated). Whenever this card battles, it is switched into Defense Position at the end of the Damage Step and may not be switched back until your next turn.

Bio-Tech Plasma Core
Machine/Fusion/Effect
5 Star/Light
1750 Atk / 700 Def

Any level 3 or lower "Bio-Tech" Monster + Any level 4 or lower Thunder or Pyro Type Monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. All Battle Damage this card inflicts to your opponent is doubled. Whenever this card destroys your opponent's monster in Battle, inflict 500 damage to your opponent.

Bio-Tech Soldier
Machine/Fusion/Effect
5 Star/Earth
2150 Atk / 1100 Def

Any Level 3 or lower "Bio-Tech" monster + Any Level 4 or lower Fiend or Warrior Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. Negate the effects of any Effect monster that battles with this card.

Bio-Tech Leech
Machine/Fusion/Effect
5 Star/Dark
1400 Atk / 1200 Def

Any level 3 or lower "Bio-Tech" monster + Any level 4 or lower Plant, Zombie, or Insect type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. This card gains 200 Atk for every card on your opponent's Field and in his/her Hand. This card can attack your opponent directly. If it attacks using this effect, any Battle Damage inflicted by the attack is reduced by half.

Bio-Tech Liquid Core
Machine/Fusion/Effect
5 Star/Water
1600 Atk / 1000 Def

Any level 3 or lower "Bio-Tech" monster + Any level 4 or lower Aqua Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. This card can not be destroyed or removed from the Field except by the effect of "Bio-Tech Polymer". Whenever this card destroys your opponent's monster in battle, select one card on your opponent's Field and return it to his/her Hand.

Bio-Tech Lycantrophe
Machine/Fusion/Effect
5 Star/Dark
1800 Atk / 1500 Def

Any level 3 or lower "Bio-Tech" monster + Any level 4 or lower Beast, Beast Warrior, or Winged Beast Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. Once per turn, if this card destroyed an opponent's monster by battle and sent it to the Graveyard, you can Special Summon one of those destroyed monsters from the Graveyard to your Field during your End Phase. A monster Special Summoned by this effect is treated as a Beast type Normal monster and may not use any of its card effects. When this card is removed from the Field, all monsters Special Summoned by this card's effect are destroyed. For each Beast, Beast Warrior, and Winged Beast type monster on the Field, increase the Atk of this card by 300.

Bio-Tech Sea Beast
Machine/Effect
5 Star/Water
2400 Atk / 0 Def

Any Level 3 or lower "Bio-Tech" monster + Any Level 4 or lower Fish or Sea Serpent Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. Whenever this card attacks, your opponent may not activate any Spell or Trap cards until the end of the Damage Step. When this card attacks with an Atk that is higher than the Def of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent. On the End Phase of a turn when this card did not inflict Battle Damage to your opponent, this card is switched into Defense Position.

Bio-Tech Mindwarper
Machine/Effect
5 Star/Light
1600 Atk / 2100 Def

Any Level 3 or lower "Bio-Tech" monster + any Level 4 or lower Spellcaster or Fairy Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. Once per turn, if this card is in Attack Position, you may select one face-up Level 4 or lower monster on your opponent's Field and control it until the End Phase of your turn. This card can not attack on the turn this effect is activated.

Bio-Tech Battlewyrm
Machine/Fusion/Effect
5 Star/Wind
1800 Atk / 1600 Def

Any level 3 or lower "Bio-Tech" monster + Any level 4 or lower Dinosaur, Dragon, or Reptile Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. Once per turn, you may select and activate one of the following effects:

- If this card destroyed your opponent's monster as a result of battle, it can attack once again in a row.

- When this card battles, increase the Atk of this card by 500 until the end of the Damage Step.


Soo....anyone feel like playing mad scientist? xD

Jim August 21st, 2007 4:36 AM

The thing is, with Vice, I only want it to infict damage to the opponent for the Attack points of the destroyed monster, I don't want it to inflict regular battle damage at the same time. E.G.

Vice attacks E.Hero Burstinatrix in ATK mode (1200 ATK) would usually do 3500-1200=2300 damage, but instead I want it only to inflict Burstinatrixe's ATK points so the regular damage (3500-1200=2300) is negated and it just takes Burstinatrixs attack from opponents lifepoints. (1200)

It may be bad on weaker monsters (which is it's drawback) but on stronger monsters and those in DEF posistion..... A bit like a more powerful F.Wingman but without regular battle damage.

Alter Ego August 21st, 2007 4:44 AM

Ahh...in that case it should be "Whenever this card battles with a monster, all battle damage inflicted by this card becomes zero." then the destruction damage takes over from there.

Gabri August 21st, 2007 5:45 AM

Another one:

Name: Drill Black Dragon
Card Type: Fusion/Effect Monster
Level/Type/Attribute: 8 Stars/Machine/Light
Fusion: "Drillago" + "Red-Eyes Black Dragon"
Effect: Every time a Dragon/Machine-type monster attacks this monster, toss a coin. If heads, the attacking monster is destroyed and the attack is negated.
ATK/DEF: 2950/2300
Rarity: Rare

...and another one:

Name: Flaring Phoenix
Card Type: Effect Monster
Level/Type/Attribute: 7 Stars/Winged Beast/Fire
Effect: This monster can't be attacked by Winged Beast-type monsters or by FIRE monsters.
ATK/DEF: 2550/2200
Rarity: Rare

Do you like 'em?

Phanima August 21st, 2007 6:34 AM

Quote:

Originally Posted by Alter Ego (Post 2785624)
Kojima Core: Okay, explain this for me: why would you want to play a card that hurts you for every spell and brings negative side-effects galore to you? o.O

Oh, apologies, I must've worded it completely wrong. To recap:

Quote:

Name: Kojima Core
Type: Continuous
Effect: Each time a Spell Card is activated, the controller of that card takes 300 points of damage and if the Spell Card is one of the following cards, the controller activates 1 of the following effects: • Normal Spell Card: Destroy 1 Spell or Trap Card on your side of the field. • Continuous Spell Card: Destroy 1 monster on your side of the field. • Equip Spell Card: Discard 1 card from your hand. • Field Spell Card: Send 1 card from the top of your Deck to the Graveyard.
The bolded "controller" is referring to the one who activated the Spell Card. I'm unsure of the wording since I improvised with official descriptions.

The other cards were corrected as suggested.

Alter Ego

Bio-Tech Polymer: Very handy, since both the card and the fusion monster are returned for another use. Luckily the fusion monsters used are discarded or else the fusion would never end. Hampers drawing ability, but good balance. Useful.

Stasis Pod: Gets rid of your opponent's monster and for a bit as well with it being a Spell Card. Heavy Storm-ing required. The rebound effect is appropriate.

Bio-Tech Decoy: Simple and effective, although pathetically weak. I guess its effect can would be useful in a pinch, although it'd be hard to see this thing on the field long enough.

Bio-Tech Griphook: Another temporary remover. I don't really get the "non-token" detail since there are very few that are played competitively. Decent stats I suppose, and with its effect it'll be able to bypass at least one of your opponent's monsters for a 1000+ hit. It just seems kind of fragile though.

Bio-Tech Sampler: I like this a lot. A free look at your opponent's hand each turn at the risk of Special Summoning a Level 4 threat. Very sexy. There might be flaws but I don't want to find them.

Bio-Tech Trapper: You're getting rid of a lot of your opponent's monsters eh? Good setup with low stats and heavy effect. Provides a good stalling and tributing option.

Bio-Tech Automaton: It's got a lot going on, so it won't be going down without some sort of a fight. Interesting fusion materials, but nothing too obscure. It can crush any two bit defenders for some damage, but won't really scare with its defense and rebound effect. Good balance.

Bio-Tech Plasma Core: Heavy effect, very heavy, which is expected from such a low attacker. This thing is bloody dangerous if played properly, but it's also kind of restricted, depending on what other cards you use. The only able to fusion with polymer is a nice handicap. Heh, Armored Cores, get a Plasma Core instead.

Bio-Tech Soldier: Nice effect but kind of situational. Hmm.

Bio-Tech Leech: Another potentially heavy hitter but restricted by its effect. Can be picked off easily on the opponent's turn, but if it's used properly, it should only need one turn anyway.

First time critiquing, I had no idea what I was saying, so you know, feel free to critique my critique, eh. Oh well, if I'm not banished from the thread the next time I come around, I can try to rate the rest AE. Heh.

Alter Ego August 21st, 2007 8:01 AM

Ahh...now I get it. Just change that to "the controller of the card". I thought you meant the one controlling Kojima Core. xD Well, in that case it has its uses, but it the main problem is that very few decks make do with so few spell cards that they don't need to worry about the drawbacks, meaning that you are very liable to screw yourself over with it. It would really take a dedicated nearly no-spells deck (Like Tacey's, HOMG =O) to really make use of it. (And as little piece of irony on the side: the Sol Dios monsters benefit a lot from Pikeru's Circle of Enchantment. xD) On the plus side, it hurts a lot of opponents too because spell cards are the backbone of 95% of all decks out there.

As for the rate of the rate. Well, you seemed to have missed out on the central theme of Bio-Tech monsters: stolen tribute materials (The original Bio-Tech Polymer used fusion materials from both players' fields, but I figured that was a bit unfair). Remember, Bio-Tech Polymer doesn't care where on your field the materials are (or if they're treated as spells) so anything you capture by Griphook or Stasis Pod is also free game, and since the fusions only look for certain types and levels (as opposed to specific monsters) these should technically be able to exploit any deck that runs monsters. This is also part of what makes sampler tick. Not only does it give you a sneak peek at your opponent's hand, it also helps you to assemble face-up materials of your choice on the field and swipe them with Brain Control, Mind Control, or one of the other theft effects out there oooor you can drag out a monster that likes squatting in face-down (Like Morphing Jar) and place it in a most compromising position. Oh, and as a final note there are actually two kinds of tokens that still see frequent play: Ojama and Goat. It would be a bit awkward if there was no way to deal with having to attack them.

But yeah, these rates are mostly just saying whatever comes to your mind about the card(s), so it's not like you can really do wrong. And I'm looking forward to seeing the rest of the rated. xD Generally, though, things to focus on are how well the card stands on its own and what kind of synergies it has (Y'know...card combinations you can form with it). There's not much else to it, really. :3

Anyways, a few more for good measure:

Dark Assembly Line of Mass Production

Continuous Trap

During your Draw Phase (before drawing a card), you may remove from play up to three machine type monsters from your Graveyard. For each card removed by this effect, pick up a card from the top of your deck (both players look at these cards). Add all level 3 or lower Machine type monsters amongst them to your Hand then discard the rest.

Bio-Tech Leviathan
Machine/Fusion/Effect
10 Star/Water
2800 Atk / 2300 Def

Bio-Tech Sea Beast + any Level 5 or higher Fish or Sea Serpent Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. When this card attacks, negate all effects of cards controlled by your opponent until the end of the Damage Step. Whenever this card destroys a Defense Position monster by battle and sends it to the Graveyard, inflict Battle Damage to your opponent equal to the Atk of this card.

Bio-Tech Knight
Machine/Fusion/Effect
10 Star/Earth
2450 Atk / 1800 Def

Bio-Tech Soldier + Any Level 5 or higher Warrior or Fiend Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. While this card is face-up on the Field, negate the effects of all Effect monsters on the Field except "Bio-Tech" monsters. When this card destroys an Effect monster by battle, the monster is placed at the bottom of its owner's Deck instead of being sent to the Graveyard.

Jim August 21st, 2007 4:49 PM

Illusionist Knight
6*/ Warrior/ Effect / DARK
ATK: 2400/ DEF: 1500
During battle between this attacking card and a Defence Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponents Life Points. When this card is sent to the Graveyard as a result of battle Special Summon one Level 4 or lower monster with 'Illusionist' in its card name from your hand.


Illusionist Sorcerer
4*/ Spellcaster/ Effect/ DARK
ATK: 1700/ DEF: 1500
Each time your opponent Draws a Card, put one 'Illusion Counter' to this card (max. 3). You can Special Summon 1 'Illusionist Warlock' from your hand, Deck or Graveyard in face up Attack or Defence position by offering this monster with 3 'Illusion Counters' as a Tribute during your Main Phase.


Illusionist Warlock
8*/ Spellcaster/ Effect/ DARK
ATK: 3000/ DEF: 2500
When this card is Normal Summoned or Special Summoned successfully, you can add 1 Spell Card from your Graveyard to your hand. A monster that is destroyed by this monster as a result of battle is removed from play instead of going to the Graveyard. When this card is destroyed or removed from the field, it is removed from play.


Illusionist Mage
4*/ Spellcaster/ DARK
ATK:1900/ DEF: 900
The basic soldiers of the Illusionist onslaught. Using the ancient powers of Illusion the Mages' are a force to be reckoned with.


Illusionist Summoner
4*/ Spellcaster/ Effect/ DARK
ATK:0/ Def: 2200
When this card is Normal Summoned, Flip Summoned or Special Summoned successfully switch this cards battle position to Defence. During your Main phase you may tribute this card and Summon 2 'Illusionist Tokens' (Spellcaster/DARK/Level 1/ATK: 0/DEF: 2000) in Defence position. The Illusionist Tokens cannot change battle position except by your opponents card effect. If you Tribute summon a monster with 'Illusionist' in its card name you can treat each 1'Illusionist Tokens' as 2 Tribute Monsters for the Tribute Summon.


Illusionist Knave
3*/ Fiend/ Effect/ DARK
ATK:1000/ DEF: 0
Increase the ATK of this card by 1000 for each 'Illusionist Knave' in your Graveyard. If this card is Special Summoned successfully then add 1 'Illusionist Knave' from your Deck to your hand.


Illusionist Goblin
4*/ Beast/ Effect/ DARK
ATK: 1600/ DEF: 1000
During your Main Phase you may Remove this card from play card and add 1 monster with 'Illusionist' in its card name to from your deck your hand.


Illusionist Zombie
4*/ Zombie/ Effect/ DARK
ATK: ?/ DEF: 0
This Cards ATK is 350x the number of monsters with 'Illusionist' in there card name in your Graveyard.


Illusionist Vampire
4*/ Zombie/ Effect/ DARK
ATK: 1700/ DEF: 350
Remove from play any card that battles with this card at the end of the Damage Step.


I'll get round to Spells, Traps and Fusions for these tomorrow.

Forci Stikane August 22nd, 2007 3:27 PM

NOW I'll come back...
Quote:

Originally Posted by Alter Ego (Post 2786266)
Anyways, a few more for good measure:

Dark Assembly Line of Mass Production

Continuous Trap

During your Draw Phase (before drawing a card), you may remove from play up to three machine type monsters from your Graveyard. For each card removed by this effect, pick up a card from the top of your deck (both players look at these cards). Add all level 3 or lower Machine type monsters amongst them to your Hand then discard the rest.

...Besides the fact that Continuous Trap (with the exception of Decree to avoid that paradox) < Equip Spell IMO due to Decree & Jinzo, I'm...not sure why this is a Trap as opposed to a Spell...as for the effect, it basically sounds most useful for your Bio-Tech or doubling Card Trooper's insane mill speed.

Bio-Tech Leviathan
Machine/Fusion/Effect
10 Star/Water
2800 Atk / 2300 Def

Bio-Tech Sea Beast + any Level 5 or higher Fish or Sea Serpent Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. When this card attacks, negate all effects of cards controlled by your opponent until the end of the Damage Step. Whenever this card destroys a Defense Position monster by battle and sends it to the Graveyard, inflict Battle Damage to your opponent equal to the Atk of this card.

I know that you just said that the idea is to take your opponent's monsters, so...who in the world plays Fish or Sea Serpent monsters??

On the other hand, the effect is so deadly that the dead draw of your own monster might be worth it...


Bio-Tech Knight
Machine/Fusion/Effect
10 Star/Earth
2450 Atk / 1800 Def

Bio-Tech Soldier + Any Level 5 or higher Warrior or Fiend Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. While this card is face-up on the Field, negate the effects of all Effect monsters on the Field except "Bio-Tech" monsters. When this card destroys an Effect monster by battle, the monster is placed at the bottom of its owner's Deck instead of being sent to the Graveyard.

Now, Knight I can see getting a LOT of play. Good synergy with Royal Decree, anti-Dark World (after all, their heavy hitters are 5-star+ Fiends),...and ruins searchers.

...Your cards have some minor errors, Jimz. I'll just patch them up as I go...

Quote:

Originally Posted by Jimz ♂ (Post 2788946)
Illusionist Knight
6*/ Warrior/ Effect / DARK
ATK: 2400/ DEF: 1500
During battle between this card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponents Life Points. When this card is sent to the Graveyard as a result of battle, Special Summon one Level 4 or lower monster with 'Illusionist' in its card name from your hand.

Hmm...Dark Driceratops that replaces itself...not bad at all.

Illusionist Sorcerer
4*/ Spellcaster/ Effect/ DARK
ATK: 1700/ DEF: 1500
Each time your opponent draws a card, put one 'Illusion Counter' on this card (max. 3). You can Special Summon 1 'Illusionist Warlock' from your hand, Deck or Graveyard in face up Attack or Defense position by offering this monster with 3 'Illusion Counters' on it as a Tribute during your Main Phase.

Not too bad. Decent ATK for a 4-star and fair effect...

Illusionist Warlock
8*/ Spellcaster/ Effect/ DARK
ATK: 3000/ DEF: 2500
When this card is Normal Summoned or Special Summoned successfully, you can add 1 Spell Card from your Graveyard to your hand. A monster that is destroyed by this monster as a result of battle is removed from play instead of going to the Graveyard. When this card is destroyed or removed from the field, it is removed from play.

Dark Magician of Chaos version 2.0, admit it. This one's even stronger and a bit easier to get out due to Sorcerer's effect.

Illusionist Mage
4*/ Spellcaster/ DARK
ATK:1900/ DEF: 900
The basic soldiers of the Illusionist onslaught. Using the ancient powers of Illusion the Mages' are a force to be reckoned with.

Generic Vanilla. Enough said.

Illusionist Summoner
4*/ Spellcaster/ Effect/ DARK
ATK:0/ Def: 2200
When this card is Normal Summoned, Flip Summoned or Special Summoned successfully, it is switched to Defense Position. During your Main Phase you may tribute this card and Summon 2 'Illusionist Tokens' (Spellcaster/DARK/Level 1/ATK: 0/DEF: 2000) to your side of the field in Defense Position. These tokens cannot change their battle position except by an opponent's card effect. If you Tribute summon a monster with 'Illusionist' in its card name, you can treat each 'Illusionist Token' as 2 Tribute Monsters for the Tribute Summon.

Wall version of the dual-tributers...but you get two of them with decent DEF. Maybe just remove the token part and give the original all of those effects...

Illusionist Knave
3*/ Fiend/ Effect/ DARK
ATK:1000/ DEF: 0
Increase the ATK of this card by 1000 for each 'Illusionist Knave' in your Graveyard. If this card is Special Summoned successfully, add 1 'Illusionist Knave' from your Deck to your hand.

Meh, no comments.

Illusionist Goblin
4*/ Beast/ Effect/ DARK
ATK: 1600/ DEF: 1000
During your Main Phase you may remove this face-up card from play to add 1 monster with 'Illusionist' in its card name from your Deck your hand.

Uh...basic searcher. Pretty powerful, though, considering what it has to choose from. Sorcerer or Warlock will probably be the most common choice.

Illusionist Zombie
4*/ Zombie/ Effect/ DARK
ATK: ?/ DEF: 0
This card's ATK is 350 times the number of monsters with 'Illusionist' in their card name in your Graveyard.

This will take a while to power up, and pretty much requires a deck dedicated to Illlusionists...

Illusionist Vampire
4*/ Zombie/ Effect/ DARK
ATK: 1700/ DEF: 350
Remove from play any card that battles with this card at the end of the Damage Step.

...Suicide effects don't really go with the hype that "vampire" has in the game right now...a recursion effect would be more fitting...

Gabri August 23rd, 2007 2:23 PM

Another ones, hope you like 'em.

Name: Dark Wipe-Out
Card Type: Normal Magic Card
Effect: Destroys all DARK monsters on the opponent's field.
Rarity: Between Common and Rare

Name: Dark Tank Dragon
Card Type: Fusion/Effect Monster
Level/Type/Attribute: 8 Stars/Machine/Dark
Fusion: "Labyrinth Tank" + "Red-Eyes Black Dragon"
Effect: You can offer this monster as a Tribute to give your monsters the ability to attack your opponent's LP directly for two turns.
ATK/DEF: 3450/3200
Rarity: Ultra-Rare

Do you like 'em?

Jim August 23rd, 2007 4:06 PM

Yes Ichaste Pekoni, it was a Dark Magician of Chaos >.>

Voltagenic August 23rd, 2007 8:38 PM

I've been to a special site, and here's my card:

http://i189.photobucket.com/albums/z230/Beaver_Idiot/createcard.php.jpg

Alter Ego August 25th, 2007 9:09 AM

Well, Icha, even though it's preferable to swipe your opponent's monster, I should think that 3x Beastking is a no-brainer in a Bio-Tech deck, especially since Bio-Tech Polymers in your deck are treated as 'Polymerization'. Anyways, I know that it's a rare type of monster which is why I gave it a strong effect to compensate. ;3 As for Dark Assembly Line; it's not like all continuous traps are very trapish *Cough* Solemn Wishes *Cough*. Personally, I don't see that much difference considering the effect.

Illusionist Warlock: Yeah, this is begging for a 'limited' stamp since it's Dark Magician of Chaos reborn with benefits.

Illusionist Summoner: I'm going to offer you an optional change: how about making it so that the monster itself counts as two tributes and can, additionally, be split into two single-tribute tokens? Just as a thought. Neat card, though. ^^

Illusionist Zombie: Eh, why not raise it to 400 at least? 500 wouldn't be that overpowered either. As it is, the build up is a bit too slow for it to be useful.

Illusionist Vampire: Going to have to agree with Icha on this one; it's just not a very vampiric effect. Effect-wise, it's pretty much a slightly tougher D.D. Assailant since it wipes out monsters without needing to make a trade-off straight away.

Quote:

Originally Posted by MysticManyula
Do you like 'em?

Does it matter? It's not like you ever do anything here but post random cards and repeat that phrase, regardless of what people say or don't say about your cards. -.-

Dark Wipe-Out: Sort of very generic, but I guess it has its uses. *Shrug* Throw in DNA Transplant and you've got yourself a discard-free Lightning Vortex.

Dark Tank Dragon: Meh, good stats and potentially breaktacular effect, but the materials are so weak that I'm not sure it's worth the bother of a fusion summon. The wording is wrong, but it's not like you'd do anything about it if I gave a correction.

Cloaked Black Knight: Am I the only one who finds it odd that a knight is a spellcaster? o.O Anyways, I'd take Exiled Force - or even Gilford the Lightning - over this one any day. Destroying a single monster is not worth the bother of summoning a high-level monster. :\


And now for something on the show-off side of gameplay:

The Final Trial
Equip Spell

This card can only be equiped to 'Princess Curran' or 'Princess Pikeru'. This face-up card on the field can not be destroyed by any card effects controlled by your opponent. If the equipped monster is 'Princess Curran', place one Trial Counter (Maximum three) on this card each time you inflict direct damage to your opponent. If the equipped monster is 'Princess Pikeru', place one Trial Counter (Maximum three) on this card each time you gain Life Points. When there are three Trial Counters on this card, tribute the equipped monster. If you tributed 'Princess Curran', Special Summon one 'Queen Curran' from your Hand or Deck. If you tributed 'Princess Pikeru', Special Summon one 'Queen Pikeru' from your Hand or Deck.

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

The name of this card on the Field is considered to be "Princess Curran". This card can not be Normal Summoned or Set. This card can only be Special Summoned by the effect of "The Final Trial". During your Standby Phase, inflict 900 points of damage to your opponent for each monster on your opponent's side of the field.. Whenever a "Royal" monster on your Field attacks with an Atk that is higher than the Def of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent. When this card on the Field would be destroyed, you may tribute a "Royal" monster on your Field instead.

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

The name of this card on the Field is considered to be "Princess Pikeru". This card can not be Normal Summoned or Set. This card can only be Special Summoned by the effect of "The Final Trial". During your Standby Phase, increase your Life Points by 1200 points for each monster on your side of the field. Whenever a "Royal" monster on your Field inflicts Battle Damage to your opponent, gain Life Points equal to half the damage inflicted. When this card on the Field would be destroyed, you may tribute a "Royal" monster on your Field instead.

Scarlet Weather August 25th, 2007 2:26 PM

Um...

The Queens

Good. They're powerful, yes, but they do require a specific summoning method, which is much easier to pull off through the use of "Coronation of the Princesses". Jeez, all these royal monsters... maybe I should develop an anarchist card line to go with?

Alter Ego August 26th, 2007 2:17 AM

Actually, ACC, you can't take the easy way out here: the queens are only considered to have their princess names on the field, so you'll have to use trial to get them out there first. Unless...*Evil grin*

Rise of the Twin Queens
Normal Spell

This card can only be activated by discarding your Hand and tributing "Princess Curran" and "Princess Pikeru" from your Field while "Court of Nobles" is on your Field. Special Summon one "Queen Curran" and one "Queen Pikeru" from your Deck, ignoring summoning conditions.

That heart of the cardsey enough for your, Frostweaver? xD *Shot*

Anyways, taking a break from royalty for a while:

Bio-Tech Vampire

Machine/Fusion/Effect
10 Star/Dark
1400 Atk / 1200 Def

Bio-Tech Leech + Any level 5 or higher Plant, Insect, or Zombie Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. This card gains 300 Atk for each card on your opponent's Field and in his/her Hand. This card can attack your opponent directly. If it attacks using this effect, any Battle Damage inflicted by the attack is reduced by half. Whenever this card deals Battle Damage to your opponent as a result of a direct attack, select a card at random from your opponent's Hand and place it face-down in his/her Spell and Trap card zone. A card set by this effect can not be flipped face-up. When a card placed on your opponent's Field by this effect is destroyed, it is returned to its owner's Hand. When this card is removed from the Field, all cards placed on your opponent's Field by this card's effect are returned to their owner's Hand.

Bio-Tech Twincore
Machine/Fusion/Effect
10 Star / Light
2000 Atk / 1500 Def

Bio-Tech Liquid Core + Bio-Tech Plasma Core

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. This card can not be destroyed or removed from the Field by any card effects except "Bio-Tech Polymer"'s. Once per turn, when this card would be destroyed by battle it is not destroyed. All Battle Damage from battles involving this card is doubled and inflicted to your opponent.

Bio-Tech Overdragon
Machine/Fusion/Effect
10 Star/Fire
1800 Atk / 1600 Def

Bio-Tech Battlewyrm + Any level 5 or higher Dinosaur, Dragon, or Reptile Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. Whenever this card destroys your opponent's monster by battle, select and activate one of the following:

- This card can attack once again in a row.

- Increase the Atk of this card by 700 for as long as it remains on the Field.

Bio-Tech Juggernaught
Machine/Fusion/Effect
10 Star/Earth
2600 Atk / 1300 Def

Bio-Tech Automaton + Any level 5 or higher Machine or Rock Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. This card can attack all your opponent's Attack Position monsters on the same Battle Phase. On the End Phase of a turn when this card destroyed your opponent's monster by battle and sent it to the Graveyard, all Defense Position monsters on your opponent's Field are switched into Attack Position (Card effects are not activated) and may not be switched back until your next turn.

Gabri August 26th, 2007 3:37 AM

The Bio-Techs are a bit confusing... And I don't think a 2600 ATK monster would have 10 stars if Blue-Eyes White Dragon has 3000 ATK and has 8 stars. The Princesses are god, but a bit confusing too... anways, here's my card:

Name: Diablo Dragon
Card Type: Effect Monster
Level/Type/Attribute: 9 Stars/Dragon/Dark
Effect: No more Spell/Trap Cards can be played.
ATK/DEF: 3950/2800
Rarity: Ultra-Rare

(I'll not repeat that phrase because it is getting annoying.)

Forci Stikane August 26th, 2007 6:53 AM

Quote:

Originally Posted by Alter Ego (Post 2810678)
Rise of the Twin Queens
Normal Spell

This card can only be activated by discarding your Hand and tributing "Princess Curran" and "Princess Pikeru" from your Field while "Court of Nobles" is on your Field. Special Summon one "Queen Curran" and one "Queen Pikeru" from your Deck, ignoring summoning conditions.

Um...one-card hand to bring out both at once? Okay...but there's still getting both Princesses out at once


Bio-Tech Vampire

Machine/Fusion/Effect
10 Star/Dark
1400 Atk / 1200 Def

Bio-Tech Leech + Any level 5 or higher Plant, Insect, or Zombie Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. This card gains 300 Atk for each card on your opponent's Field and in his/her Hand. This card can attack your opponent directly. If it attacks using this effect, any Battle Damage inflicted by the attack is reduced by half. Whenever this card deals Battle Damage to your opponent as a result of a direct attack, select a card at random from your opponent's Hand and place it face-down in his/her Spell and Trap card zone. A card set by this effect can not be flipped face-up. When a card placed on your opponent's Field by this effect is destroyed, it is returned to its owner's Hand. When this card is removed from the Field, all cards placed on your opponent's Field by this card's effect are returned to their owner's Hand.

S/T lock while, at the same time, dealing a hefty amount of damage...not bad for a Bio-Tech.

Bio-Tech Twincore
Machine/Fusion/Effect
10 Star / Light
2000 Atk / 1500 Def

Bio-Tech Liquid Core + Bio-Tech Plasma Core

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. This card can not be destroyed or removed from the Field by any card effects except "Bio-Tech Polymer"'s. Once per turn, when this card would be destroyed by battle it is not destroyed. All Battle Damage from battles involving this card is doubled and inflicted to your opponent.

Shrink, anyone? That effect really is quite painful. At least its only 100 below Cyber Dragon...

Bio-Tech Overdragon
Machine/Fusion/Effect
10 Star/Fire
1800 Atk / 1600 Def

Bio-Tech Battlewyrm + Any level 5 or higher Dinosaur, Dragon, or Reptile Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. Whenever this card destroys your opponent's monster by battle, select and activate one of the following:

- This card can attack once again in a row.

- Increase the Atk of this card by 700 for as long as it remains on the Field.

Sweep your opponent then finish it up by increasing its ATK. Gets stumped by the higher-ATK beatsticks, though.

Bio-Tech Juggernaught
Machine/Fusion/Effect
10 Star/Earth
2600 Atk / 1300 Def

Bio-Tech Automaton + Any level 5 or higher Machine or Rock Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. This card can attack all your opponent's Attack Position monsters on the same Battle Phase. On the End Phase of a turn when this card destroyed your opponent's monster by battle and sent it to the Graveyard, all Defense Position monsters on your opponent's Field are switched into Attack Position (Card effects are not activated) and may not be switched back until your next turn.

Yeah, Juggernaut will get some considerable play as some sort of OTKO. That high an ATK will run over Cyber, Monarchs, and pretty much anything else I can think of that gets played.

Quote:

Originally Posted by MysticManyula
The Bio-Techs are a bit confusing... And I don't think a 2600 ATK monster would have 10 stars if Blue-Eyes White Dragon has 3000 ATK and has 8 stars. The Princesses are god, but a bit confusing too... anways, here's my card:

Name: Diablo Dragon
Card Type: Effect Monster
Level/Type/Attribute: 9 Stars/Dragon/Dark
Effect: No more Spell/Trap Cards can be played.
ATK/DEF: 3950/2800
Rarity: Ultra-Rare

(I'll not repeat that phrase because it is getting annoying.)

...For both our sakes, I'll ignore that first part...Your card is just plain wrong. A monster with that much ATK and blocking everything not a monster? That only leaves a few ways to get rid of it (all that comes to mind right now is Mole & Exiled). Broken.

Gabri August 27th, 2007 12:57 PM

Another ones:

Name: Blow Bomb
Card Type: Effect Monster
Level/Type/Attribute: 3 Stars/Machine/Fire
Effect: Offer this card as a Tribute to destroy all the cards on the opponent's field.
ATK/DEF: 500/500
Rarity: Ultra-Rare

Name: Metamorphosis Crystal
Card Type: Ritual Magic Card
Effect: Summons a Warrio-Gon with tributes. You must offer a "Celtic Guardian" and any Dragon-type monster to summon that card.
Rarity: Rare

Name: Warrio-Gon
Card Type: Ritual/Effect Monster
Level/Type/Attribute: 7 Stars/Dragon/Earth
Ritual: You may only summon this card by activating "Metamorphosis Crystal" and offering a "Celtic Guardian" and a Dragon-type monster as tributes.
Effect: This monster has ATK/DEF points equal to the number of monsters on your Graveyard x 1000.
ATK/DEF: ?/?
Rarity: Rare

The last one may look strange, but it is a Dragonized man, like a man and a dragon merged.

Forci Stikane August 27th, 2007 1:03 PM

Quote:

Originally Posted by MysticManyula (Post 2817006)
Another ones:

Name: Blow Bomb
Card Type: Effect Monster
Level/Type/Attribute: 3 Stars/Machine/Fire
Effect: Offer this card as a Tribute to destroy all the cards on the opponent's field.
ATK/DEF: 500/500
Rarity: Ultra-Rare

Name: Metamorphosis Crystal
Card Type: Ritual Magic Card
Effect: Summons a Warrio-Gon with tributes. You must offer a "Celtic Guardian" and any Dragon-type monster to summon that card.
Rarity: Rare

Name: Warrio-Gon
Card Type: Ritual/Effect Monster
Level/Type/Attribute: 7 Stars/Dragon/Earth
Ritual: You may only summon this card by activating "Metamorphosis Crystal" and offering a "Celtic Guardian" and a Dragon-type monster as tributes.
Effect: This monster has ATK/DEF points equal to the number of monsters on your Graveyard x 1000.
ATK/DEF: ?/?
Rarity: Rare

The last one may look strange, but it is a Dragonized man, like a man and a dragon merged.

You REALLY like to make broken cards, don't you? I think that first one pretty much speaks for itself *coughUFOTurtlecough*, and your ritual powers up much too quickly. I'd say that it definitely matches Demise in effect, if not better.

Scarlet Weather August 27th, 2007 1:53 PM

Alright, let's try something a little interesting:

Heart of the Cards
Normal Spell
Pay life points until you have one hundred remaining and discard your hand in order to activate this card. Select the same number of cards you discarded from your deck and add them to your hand.

Limited to one per deck. :3

Forci Stikane August 27th, 2007 2:10 PM

Quote:

Originally Posted by Art_Critic_Cubone (Post 2817266)
Alright, let's try something a little interesting:

Heart of the Cards
Normal Spell
Pay life point until you have one hundred remaining and discard your hand. Select the same number of cards you discarded from your deck and add them to your hand.

Limited to one per deck. :3

VERY evil. I doubt it would get a chance to see some play before being banned. Definitely used for OTK/FTK decks, but you might want to add the phrase "to activate this card" to that first sentence to avoid any nasty Dark World confusion...

Heh, actually that card would be pretty ideal for a Reversal Quiz OTK deck.

Oh, I have a new card as well:

Under Barrier
Continuous Spell
You can only activate this card when you have 1000 Life Points or less and your opponent has 5000 or more. While this card is face-up on the field, neither player can declare an attack. When your opponent's Life Points decrease below 5000, destroy this card. When this face-up card is destroyed and sent to the Graveyard, the current player's turn ends immediately.

Scarlet Weather August 28th, 2007 7:06 AM

Hm... I like it, and yet I don't. Useful for stalling until you can set up an attack, but how are you going to attack if your monsters are immobilized as well? I don't like playing mind games when I'm doing YGO, so this type of card would probably drop out of my deck.

Now, since everything's getting a little less stapled in my roleplay, I may as well come up with a few cards to open the Wandering options a little and make my deck less stapled as well.

Limit Break-Beat Rush
Normal Spell
Pay half of your life points and select one "Wandering Rogue" on your side of the field. For this turn only, Wandering Rogue can attack all monsters on the opponent's side of the field. If "Wandering Rogue" is the only monster on your side of the field, no cost is required to activate this card. You may only activate one "Limit Break" spell per turn.

Limit Break-Beastialize
Normal Spell
Pay half your life points and select one "Wandering Mage" on your side of the field. The attack of the selected Wandering Mage becomes three thousand. If Wandering Mage is the only monster on your side of the field, no cost is required to activate this card. You may only activate one Limit Break spell per turn.

Limit Break-Cosmos Eterna
Normal Spell
Pay half your life points and select one "Wandering Beast" on your side of the field. The selected "Wandering Beast" may attack your opponent's life points directly. If "Wandering Beast" is the only monster on your side of the field, no cost is required in order to activate this card. You may play only one Limit Break spell per turn.

Limit Break-Shuriken Blaze
Normal Spell
Pay half of your life points and select one "Wandering Shinobi" on your side of the field in order to activate this card. Destroy spell and trap cards on your opponent's side of the field equal to the number of "Wandering" monsters in your hand and field and deal damage equal to the number of destroyed cards x400. If Wandering Shinobi is the only monster on your side of the field, no cost is required to activate this card. You may only activate one "Limit Break" spell per turn.

Limit Break-Grand Healing
Normal Spell
Discard three cards and select one "Wandering Healer" on your side of the field in order to activate this card. Gain life points equal to half your current life points. All "Wandering" monsters cannot be destroyed until your next turn after activation. If "Wandering Healer" is the only monster on your side of the field, no cost is required to activate this card. You may only play one Limit Break spell per turn.

Limit Break-Ability Clone
Normal Spell
Select one "Wandering Vampire" on your side of the field. During this turn, this spell card gains the effect(s) of any "Limit Break" spell in the graveyard and "Wandering Vampire" may be treated as any "Wandering" monster in the graveyard. (Activation costs must still be paid).

Limit Break-Braver
Normal Spell
Pay one thousand life points and select one "Wandering Hero" on your side of the field. Destroy one monster on the opponent's side of the field, then deal damage equal to the combined level stars of Wandering Hero and the destroyed monster x300. If "Wandering Hero" is the only monster on your side of the field, no cost is required to activate this card. You may only activate one "Limit Break" spell per turn.

Limit Break-Omnislash
Normal Spell
Pay half of your life points and select one "Wandering Hero" on your side of the field. Destroy monsters on the opponent's side of the field equal to the number of "Limit Break" spells in the graveyard. Wandering Hero may attack once for each monster destroyed in this way this turn. You may only play one "Limit Break" spell per turn.

Alter Ego August 28th, 2007 7:08 AM

So refresh my memory: why isn't Warrio-gon a fusion monster when it specifies tributes not in terms of combined star level but by monster type and name? That's not how rituals work. xP At any rate, see Icha's comments for the effect bit.[/Lazy]

Heart of the Cards: Rofflecakes, Yami's ability has been cardified. Yeah, this would be pretty awesome to play. Too bad we have something called 'game balance' to think about. xD

Under Barrier: Ehh...sort of dubious usefulness since it uses specific LP values as opposed to a certain LP difference, meaning that using the lockdown to slap some direct damage on your opponent is pretty much out of the question. I think I'd sooner use my own Lifeforce Barrier card. That one thrives on burn. xD This one...eh, I guess it's sort of a backup plan for high-risk decks like Reversal Quiz OTKO but the requirements are so...strict. xP

And now for something completely different. Instead of making another card set, I shall add something to an existing one. =O

Venom Distill
Continuous Spell

For each of your "Venom" monsters that is sent to the Graveyard while this card is face-up on the Field, place a Venom Counter on this card. Whenever a "Venom" monster on your Field attacks a monster on your opponent's Field, you may move one Venom Counter from this card to the target monster before applying Damage Calculation.

EDITNESS: ZOMG LUL, Final Fantasy meets YGO. xD Awwright...let's take a look at these:

Beat Rush: Oh my...the rogue is apparently Tifa's apprentice. xD Anyways, fair enough. However, that should be 'Until the end of the turn this card is activated the selected monster can attack all monsters on your opponent's Field'. It's a bit on the weak side considering the rogue's weak Atk. Maybe augment that just a bit too? Something like 500 extra would make this a lot cooler.

Beastialize: Isn't this supposed to be the beast's limit? o.O Anyways, I see no issues here. Blue-Eyes' strength FTW.

Cosmos Eterna: Yeah, this sounds more like the Mage's limit. Depends on whether you wanted the effects to be the other way around too, but I see nothing directly wrong with a single direct attacker. The wording at the end is off, though, which is weird since you got it right before. With stuff like this, you should just copy-paste that last provision to get it right each time.

Shuriken Blaze: Ehh...I'm not too wild about the bit that requires you to reveal your hand (you know, to show that you have wanderers there). Anyways, this is basically a slightly less reliable Dark Magic Attack with a more useful requirement monster. I think you could throw in a bit of burn damage (Like, say, 400 damage per destroyed card) for that limit break flair. ;D

Grand Healing: This sort of reminds me of the White Wind Enemy Skill. Ahh...nostalgia. It's a bit on the weak side, though. Maybe give it something else that's also healerish like returning a wanderer or two from your graveyard to your hand. :3 Optionally, you could just let it double your LP. Life Points are cheap these days, anyway.

Ability Clone: For practical reasons, make that 'any "Limit Break" Spell Card in your Graveyard'. The last provision is also unnecessary since activating the effect of the card - as opposed to the card itself - already circumvents any activation requirements.

Braver: Sissy....at least throw in a bit of burn damage or some other neat side-effect. As it is, it's too expensive if you have others on the field and not enough to turn the game around if you don't. =O

Omnislash: Who does this 'Hero' think he is? Cloud? xD Again, use '"Limit Break" Spell card(s) in your Graveyard' instead of cards that have been played. It saves a lot of hassle. This requires quite a bit of setup to really pay off, so again; consider additional effects.


Overall, I see no serious balance issues. If anything, they could use a bit of buffing since they are rather situational, maybe some sneaky way to search them from your deck too. Cool concept, though; got to love those flashy reversals. x3

Scarlet Weather August 28th, 2007 9:34 AM

Quote:

Originally Posted by Alter Ego (Post 2820052)
So refresh my memory: why isn't Warrio-gon a fusion monster when it specifies tributes not in terms of combined star level but by monster type and name? That's not how rituals work. xP At any rate, see Icha's comments for the effect bit.[/Lazy]

Heart of the Cards: Rofflecakes, Yami's ability has been cardified. Yeah, this would be pretty awesome to play. Too bad we have something called 'game balance' to think about. xD

Under Barrier: Ehh...sort of dubious usefulness since it uses specific LP values as opposed to a certain LP difference, meaning that using the lockdown to slap some direct damage on your opponent is pretty much out of the question. I think I'd sooner use my own Lifeforce Barrier card. That one thrives on burn. xD This one...eh, I guess it's sort of a backup plan for high-risk decks like Reversal Quiz OTKO but the requirements are so...strict. xP

And now for something completely different. Instead of making another card set, I shall add something to an existing one. =O

Venom Distill
Continuous Spell

For each of your "Venom" monsters that is sent to the Graveyard while this card is face-up on the Field, place a Venom Counter on this card. Whenever a "Venom" monster on your Field attacks a monster on your opponent's Field, you may move one Venom Counter from this card to the target monster before applying Damage Calculation.

Ouch... Venom monsters are evil. There aren't many of them, but they are evil. As for this card, I see nothing wrong with it.

EDITNESS: ZOMG LUL, Final Fantasy meets YGO. xD Awwright...let's take a look at these:

FFVII, to be precise. :3

Beat Rush: Oh my...the rogue is apparently Tifa's apprentice. xD Anyways, fair enough. However, that should be 'Until the end of the turn this card is activated the selected monster can attack all monsters on your opponent's Field'. It's a bit on the weak side considering the rogue's weak Atk. Maybe augment that just a bit too? Something like 500 extra would make this a lot cooler.

Wanderer deck needs equip cards anyway for hero, so there's no reason you can't just toss "United We Stand" or something to Rogue. Besides, if this thing pulls off you could end up drawing an entirely new hand.

Beastialize: Isn't this supposed to be the beast's limit? o.O Anyways, I see no issues here. Blue-Eyes' strength FTW.

Allow me to explain my placement of this limit break with two words: Vincent Valentine.

Cosmos Eterna: Yeah, this sounds more like the Mage's limit. Depends on whether you wanted the effects to be the other way around too, but I see nothing directly wrong with a single direct attacker. The wording at the end is off, though, which is weird since you got it right before. With stuff like this, you should just copy-paste that last provision to get it right each time.

The beast was a mix of Nanaki and a couple of made-up monsters I'd been toying around with, so I thought it was fair that I gave him a limit break similar to Cosmo Memory. And I can't copy paste the whole thing, since each one is monster-specific.

Shuriken Blaze: Ehh...I'm not too wild about the bit that requires you to reveal your hand (you know, to show that you have wanderers there). Anyways, this is basically a slightly less reliable Dark Magic Attack with a more useful requirement monster. I think you could throw in a bit of burn damage (Like, say, 400 damage per destroyed card) for that limit break flair. ;D

Done and doner.

Grand Healing: This sort of reminds me of the White Wind Enemy Skill. Ahh...nostalgia. It's a bit on the weak side, though. Maybe give it something else that's also healerish like returning a wanderer or two from your graveyard to your hand. :3 Optionally, you could just let it double your LP. Life Points are cheap these days, anyway.

Well, Great Gospel was hard to translate into a spell card...

Ability Clone: For practical reasons, make that 'any "Limit Break" Spell Card in your Graveyard'. The last provision is also unnecessary since activating the effect of the card - as opposed to the card itself - already circumvents any activation requirements.

But I want the card to still have the activation requirements in play- like, Vampire can't just activate a card for free. He has to pay half life-points first unless he's out there solo. I suppose I'll just give ability leech an LP cost...

Braver: Sissy....at least throw in a bit of burn damage or some other neat side-effect. As it is, it's too expensive if you have others on the field and not enough to turn the game around if you don't. =O

It's his initial Limit Break (as opposed to a translated Final limit break for the others). It was supposed to be fairly weak. I guess I could buff it a bit...

Omnislash: Who does this 'Hero' think he is? Cloud? xD Again, use '"Limit Break" Spell card(s) in your Graveyard' instead of cards that have been played. It saves a lot of hassle. This requires quite a bit of setup to really pay off, so again; consider additional effects.

The Hero isn't Cloud, I'll say that much. The other Wanderers are easier to identify, but Hero isn't Cloud. The Hero does get Cloud's limit break skills though. Alright, I'll give it something a bit more massive.

Overall, I see no serious balance issues. If anything, they could use a bit of buffing since they are rather situational, maybe some sneaky way to search them from your deck too. Cool concept, though; got to love those flashy reversals. x3

Yes, alright, I'll take care of things. I suppose as RP master I could accept them too and allow myself preferential treatment by adding them to Achan's deck right away, but it would probably be better to wait. :3

Alter Ego August 28th, 2007 9:56 AM

Grand Healing: If it's a Great Gospel you're looking for then you've missed half the effect; what happened to the temporary invulnerability, eh? Preventing battle damage and destruction of wandering monsters until your next turn would make it quite the strong limit. :3

Ability Clone: Oh, no, no, no! It already does that because of the stuff in parenthesis; activation costs aren't the same as activation requirements, silly. :P I was just pointing out that the bit about names was redundant since the rest of the effect already covers that issue.

Oh, and on the copy paste I was referring to the 'Only one limit break per turn' thing. That sentence is not name-specific. xP

Anyways, I just had a flash of inspiration for yet another card set, but I've yet to come up with a catchy name for them so it shall have to wait. However, I'll start with a card which they will benefit from quite a bit. :3

Flash Blade - Xenshail
Equip Spell

This card can only be equipped to a monster on your side of the Field. Whenever the monster equipped with this card attacks, inflict damage to your opponent equal to half the original Atk of the equipped monster (This is treated as Battle Damage inflicted by the equipped monster). On the End Phase of a turn when this face-up card on your Field was sent to the Graveyard, add this card from your Graveyard to your Hand. During your End Phase, remove both this face-up card on the Field and the monster equipped with this card from play.

EDITNESS: Tee-hee, I think I figured out the name that shall do. Here goes. :3

Wildkin Brute
Beast Warrior/Effect
4 Star/Earth
2200 Atk / 900 Def

When this card inflicts Battle Damage to your opponent, shuffle this card into your Deck then draw a card.

Wildkin Skirmisher
Beast Warrior/Effect
4 Star/Wind
1500 Atk / 1200 Def

When this card inflicts Battle Damage to your opponent, select one card on your opponent's Field and destroy it, then shuffle this card into your Deck and draw a card.

Wildkin Defender
Beast Warrior/Effect
3 Star/Earth
500 Atk / 2300 Def

When this card inflicts Battle Damage to your opponent, shuffle it into your deck then draw a card. If your opponent declares an attack when there are no monster cards on your Field, you may Special Summon this card from your Hand in face-up Defense Position, then this card and the attacking monster battle.

Wildkin Berserker
Beast Warrior/Effect
4 Star/Fire
1700 Atk / 1200 Def

When this card inflicts Battle Damage to your opponent, shuffle this card into your deck then draw a card, then - if there are any monsters on your opponent's Field - Special Summon one "Wildkin Berserker" from your Hand.

Wildkin Bandit
Beast Warrior/Effect
4 Star/Dark
1600 Atk / 1300 Def

When this card inflicts Battle Damage to your opponent, shuffle it into your deck then draw two cards.

Wildkin Marauder
Beast Warrior/Effect
4 Star/Dark
1400 Atk / 1200 Def

When this card inflicts Battle Damage to your opponent, Special Summon one level four or lower "Wildkin" monster other than "Wildkin Marauder" from your Deck then shuffle this card in your Deck and draw a card.

Wildkin Raider
Beast Warrior/Effect
4 Star/Wind
1800 Atk/ 700 Def

When this card attacks, your opponent may not activate any card effects until the end of the Damage Step. When this card inflicts Battle Damage to your opponent, shuffle it into your Deck then draw a card.

Wildkin Shaman
Beast Warrior/Effect
4 Star/Light
1500 Atk / 1300 Def

When this card inflicts Battle Damage to your opponent, select up to two cards from your Graveyard and then shuffle the selected card(s) and this card into your Deck and draw a card.

Wildkin Hordebreaker
Beast Warrior/Effect
4 Star/Fire
1200 Atk / 1200 Def

For each monster on your opponent's Field, increase the Atk of this card by 400. This card attacks all of your opponent's monsters at the same time. At the end of a Battle Phase when this card inflicted Battle Damage to your opponent, shuffle it into your deck then draw a card.

Wildkin Chieftain
Beast Warrior/Effect
7 Star/Earth
2800 Atk / 1700 Def

Shuffle two differently named "Wildkin" monsters from your Hand into your Deck to Special Summon this card from your Hand. When this card inflicts Battle Damage to your opponent, add two "Wildkin" monsters from your Deck to your Hand then shuffle this card into your Deck and draw a card.

Ferocious Retaliation
Counter Trap

This card can only be activated when your opponent declares a Direct Attack. Special Summon one "Wildkin" monster from your Hand, then the attacking monster and the monster Special Summoned by this effect battle.

Wildkin War Chant
Normal Spell

This card can only be activated when there are no monsters on your Field. Special Summon "Wildkin" monsters from your Hand up to the number monsters on your opponent's Field. Monsters Special Summoned by this effect may not attack your opponent directly and are shuffled into your Deck on your next End Phase. On the turn this card is activated, you may not Normal Summon or Set a monster.

Phanima August 30th, 2007 4:58 AM

I'll refrain from reviewing, solely due to my lack of ability to provide constructive criticism, as proven from my previous post.

Following that, additional/revised AC cards:

Spell Cards

Name: Hangar Unit
Type: Quick-Play
Effect: Activate only as Chain Link 3 or higher; add 1 Spell Card from your Deck to your hand. You cannot activate this card if multiple cards/effects with the same name are in that Chain.

Trap Cards

Name: Kojima Core
Type: Continuous
Effect: During the turn a monster is Normal Summoned, Flip Summoned or Special Summoned successfully, it is destroyed during the End Phase. Both players take damage equal to the number of monsters destroyed by this card’s effect x 300 points.

Name: Kojima Particles
Type: Continuous
Effect: If there is no face-up Machine-Type monster(s) on the field, this card is destroyed. Gain Life Points equal to the number of face-up Machine-Type monsters on the field x 300 points.

Alter Ego August 30th, 2007 5:21 AM

Oh, no, no, no. Constructive criticism is only a plus; any comment on a card is fine and probably appreciated by the card maker who gets to feel noticed/appreciated for a while. ;3

Anyways:

Hangar Unit: Tricky, tricky...it's a strong effect but it only works in chain so I guess it's fine.

Kojima Core: "On the End Phase of a turn when a monster is summoned (Including Flip Summon), destroy the monster. For each monster destroyed by this effect, inflict 300 damage to both players.". Dang, this is like a focused but more brutal version of my old Effemarity trap card. Decks with little to no monsters on the field squee over this, as does the good old Wicked Worm Beast deck (Where all monsters you play return to your hand on the same turn you play them). In all fairness, though, it should have a maintenance cost of some kind since as it is monsterless decks abuse it with impunity.

Kojima Particles: 'are' rather than 'is' at the beginning. Also, you need to specify when you gain the Life Points. (I assume each Standby/End Phase or something to that effect?) As it is you would only get the LP when you play it. Anyway, this could probably do with a slightly larger recovery seeing as how it's quite exclusive in its monster requirements. Meh, 500 or 600 per monster would be more like it. I think I'd sooner use Kojima Core, though. LP is cheap, after all. :3

Frostweaver August 30th, 2007 11:32 AM

It's not that hard to use Hangar unit... recruiters, monarchs, sangan and friends are all easy chain 1, and now you just need a trap or quick spell and you hit chain 3 already. I'll rather up it to chain 4 just like accumulated fortune =o

And all those wildkin cards are sorta crazy... plenty of them are balanced, except I think the 2200 one due to the attack. Unlike GEAF, you can pull it back out again with the wildkin supports very easily...but we'll see.

LP is so cheap that everything is good until you hit 3000 or lower :x That's the danger zone for ring of destruction. Otherwise, if there is a card that reads pay 1500 LP to draw 2 cards, I'm using 2 of them.


Spirit Summoner
Spellcaster / Effect
3 Star / Light
1200 Atk / 1600 Def

When this card is normal summoned, search your deck for a spirit monster and add it to your hand.

Tome of Arms
Spellcaster / Effect / Spirit
2 Star / Light
1000 Atk / 500 Def

[Insert Spirit monster text here, I'm too lazy to copy that MASSIVE paragraph that is only rivaled by TER] When this card is normal summoned or flip summoned, deal damage to your opponent's life points equal to the total amount of equip spell cards in both players' field and graveyard x 500 to a maximum of 2500 damage.

Tome of Moribund
Spellcaster / Effect / Spirit
2 Star / Dark
500 Atk / 1000 Def

[Spirit text blah blah blah Frosty is lazy today] Pay 500 LP and select one card on the field. Remove the card from play at the End Phase of your opponent's 2nd turn after the activation of this card.

Alter Ego August 31st, 2007 10:28 AM

On Wildkin Brute: Well, I figured that having a measly 200 and a slightly better searchability over Gene-warped Warwolf would be a fair counterbalance to the fact that it leaves you down on field presence and disappears into your deck each time. I instinctively felt like adding something that pounds Cyber Dragon into the ground to the set, but a few minutes later I realized that the very concept of the set is one big slap in the face for our cybernetic friend anyway.

...

Yeah, I can be a bit slow sometimes. xD Anyways, brute force is supposed to be the brute's 'special ability' so how low can I go with the Atk while still keeping it a feasible choice? =O

Regardless...

Spirit Summoner: I've been missing something like this for a long time. What can I say? I've always wanted to build a deck around Hino-Kagu-Tsuchi or Yamata Dragon, and this one would fit it snuggly. x3

Tome of Arms: this could be used in...um, some very rogue burn deck? Guess it could also serve as an optional win condition for Ben Kei OTKO, if you can squeeze it in somewhere. Too bad the damage limit keeps it from becoming its own OTKO. xD

Tome of Moribund: This would be so awesome without an LP cost. But yeah, it has some pretty hefty control potential as long as you have the LP to mark your victims. Venominon and Venominaga shudder at this since it strips them of their semi-immortal status. Definitely useful, seeing as how conventional monster removal took a serious blow with the new banlist. :3

Frostweaver August 31st, 2007 4:37 PM

It's probably one of those "test and see" thing that Konami messes up on once in awhile such as D-hero Malicious. It sounds so balanced on paper, then combine it with monarch and you got a sort of doom that Konami redeems as "beyond repair so let's throw it on the next banlist too."


Tome of Gusting Wind
Spellcaster / Effect / Spirit
3 Star / Wind
900 Atk / 900 Def

[spirit text] Select a wind monster on the field. Its Atk is doubled to a maximum of 3000 atk. Return the monster to the top of the player's deck during your next standby phase.

Tome of Blazing Fire
Spellcaster / Effect / Spirit
3 Star / Fire
900 Atk / 900 Def

[Spirit text] Deal damage to your opponent's life points equal to the amount of fire monsters on your side of the field x 600.

Tome of Raging Wave
Spellcaster / Effect / Spirit
3 Star / Water
900 Atk / 900 Def

[Spirit text] Select a water monster on your side of the field. Until the end of the turn, that monster may attack your opponent directly. When it does, any battle damage that card inflicts to your opponent becomes the original attack of that card.

Tome of Quaking Earth
Spellcaster / Effect / Spirit
3 Star / Earth
900 Atk / 900 Def

[Spirit text] Select an Earth monster on your side of the field. Increase its defense by 600. During your opponent's next turn, all monsters in faceup attack position must attack the selected monster, if possible.

Tome of Unveiling Light
Spellcaster / Effect / Spirit
3 Star / Light
900 Atk / 900 Def

[Spirit text] When this card is normal summoned or flip summoned and there is another light monster on your side of the field, your opponent must show his or her hand to you.

Tome of Chilling Night
Spellcaster / Effect / Spirit
3 Star / Dark
900 Atk / 900 Def

[Spirit text] When this card is normal summoned and there is a dark monster on your side of the field, declare a card type. Your opponent selects 1 card of that type of his/her Deck and sends it to the Graveyard.

Alter Ego September 1st, 2007 12:24 AM

Gusting Wind: Nice way for wind monsters to compensate their often rather meager size. This + Sonic Shooter has some strategic potential, I think. x3

Blazing Fire: Burn effect for Fire attributes, what else is new? Well, seeing as how it's a fire monster itself even one other on the field already translates to 1200 points of recyclable burn. Ouch. x.O

Raging Wave: Direct attacks are always fun. I can't come up with any particular water monster that would really exploit this, but I'm sure there's one around. Ocean-backed Mermaid Knight is a good candidate, at least, with two 1500-power direct attacks. :3

Quaking Earth: I'm not seeing the quake bit in the effect. *Shot* But yeah, the ability to draw attacks can seriously hurt an opponent with a field-full of weaker monsters. Dropping this on a Stone Statue of the Aztecs with Canyon support would rack up a lot of damage. Practical? No, but I like the concept of quadrupled damage with the opponent having no choice but to attack. =3

Unveiling Light: Hand-scouting is already worth quite a bit. Too bad it requires another light monster, but I guess it would be a bit too easily exploited otherwise. xD

Chilling Night: It's like Vampire Lord...except there's no vampire. =O Sort of risky, though, seeing as how instant recursion for all three card types is easy with the current banlist. Does it really need the requirement for a dark monster?


Aaaanyhow, I just felt like throwing this one in:

Rainbow Mirage
Quick-Play Spell

Pay 1000 Life Points. Select two differently named "Crystal Beast" monsters from your Deck and place them in your Spell/Trap Card Zone (Treated as Continuous Spell Cards). At the end of the turn this card is activated, all cards placed in your Spell/Trap Card Zone by this card's effect are removed from play.

Scarlet Weather September 1st, 2007 8:38 AM

Rainbow Mirage: The key thing with this card is that you need exact timing to play it, but it's a high-risk, high-return play. Thing is, thought, I think Crystal Promise does the same thing with no annoying cost or destruction effect. 0_o

Anyway, just a bit of editing to an old Wanderer support card.

An Eternity of Space
Field Spell
This card gains effects dependent on the number of "Wandering" monsters on your side of the field.

One or more- The life point cost for "The Road Goes Ever On" becomes five hundred.
Two or more- All battle damage you receive from battles involving Wandering monsters is halved.
Three or more- By skipping your draw phase, you may add one "Limit Break" spell from your deck to your hand.
Four or more- If your opponent attacks a Wandering monster on your side of the field, you may switch the target of his attack to any other Wandering monster on your side of the field.
Five- Once per turn, you may add one copy of "A Wandering Fellowship" from your deck to your hand.

Jim September 1st, 2007 9:22 AM

My Skunks > everything Mwuahahaha. Even though they were all pretty much useless.

Ojama Delta Hurricane. The Aftermath.
Normal Spell
You can only play this card if there is 1 or more 'Ojama Delta Hurricane' and 3 differantly named Normal Monsters with 'Ojama' in their card name. Special Summon 2 differant Monsters with 'Ojama' in their card name from your Graveyard. For the rest of this turn all Monsters with 'Ojama' in their card name, Level-5 or lower, can swap their ATK and DEF points and may Attack your opponent directly. At the end of the turn remove all 'Ojama' monsters that attacked from play.

You could Polymerize the Ojamas and then deal 2500 Damage with Ojama Knight, or just special summon 2 Defence position Ojamas and not attack and they won't be removed from play. Or if you already have any of the Ojamas or Ojama Knight on the field you could special summon the two Ojamas in your Graveyard in ATK position and dish out a lot of damage. Probably has wording problems and the name's a bit weird, I tired 'Ojama Delta Hurricane #2' and also tried making a name out of the eye of the Hurricane but it didn't work.

Alter Ego September 1st, 2007 9:46 AM

That would be Crystal Beacon, I think. Promise is the one that lets you special summon. ;D But yeah, maybe up the ante to three. I'm just concerned that it might go a bit overkill. :3

An Eternity of Space:

Effect 2: should be "All Battle Damage you receive". :3
Effect 3: I think that's meant to be the other way around. I really don't see why anyone would want to put one card from their hand to their deck at the expense of a draw phase. ;D
Effect 4: "the attack" rather than "his attack"; you sexist, you. xD
Effect 5: For being the hardest effect to get this one is hands down the weakest. Couldn't you have made it something a bit more impressive?

Fair, all things considered, though the first and last effects seem sort of puny. Too bad the limit break search doesn't work with a one-monster field. :3

Ojama Delta Hurricane. The Aftermath: Your wordings are not of this world. Please look at some real life cards for the proper way to go about this, because honestly...trying to figure this out in my current tired state is just giving me a headache. x_O Anyways, I don't see much use for it seeing as how it requires you to run the suckiness of Ojama Delta Hurricane and it has very little practical application. There are far easier ways to deal 2000 points of damage or get a 2500 Atk monster out on the field. The Ojama strength still lies with Ojamagic.

Scarlet Weather September 1st, 2007 10:29 AM

Well, I updated the last effect to give it a little more oomph by allowing you to get the free card without skipping a draw phase. But at least the Limit Break searcher will never leave you with a dead break, eh?

Of course, with Snipe Hunter being limited now, Ojamachine gun is now going to feel the hurt. Unless he was already limited? Anyway, here's the upping of the ante.

Upping the Ante
Counter Trap
You may activate this card if your opponent declares an attack. Negate the attack and end the battle phase, then flip a coin.

Heads- Destroy the attacking monster and deal damage to your opponent equal to twice its attack points.
Tails- Destroy one monster on your side of the field and take damage equal to twice its attack points. If you have no monsters on your side of the field, take one thousand points of damage.

Not too shabby, eh?

Jim September 1st, 2007 11:17 AM

Quote:

Originally Posted by Alter Ego (Post 2836749)
Ojama Delta Hurricane. The Aftermath: Your wordings are not of this world. Please look at some real life cards for the proper way to go about this, because honestly...trying to figure this out in my current tired state is just giving me a headache. x_O Anyways, I don't see much use for it seeing as how it requires you to run the suckiness of Ojama Delta Hurricane and it has very little practical application. There are far easier ways to deal 2000 points of damage or get a 2500 Atk monster out on the field. The Ojama strength still lies with Ojamagic.

Hmmm.... Yes, I was testing your percepcion of the Card Game... Yeah.... Let's just forget the card I just invented.

Alter Ego
Equip Spell
This card can only be equiped to a monster with 'Elemental Hero' in its card name. Increase the ATK and DEF of the equipped card by 600. Select a monster from your Fusion Deck, the name of the equiped card is treated as the name of one Fusion Material monster listed on the selected card.

A Magic card that can be equipped to a E-Hero which lets it serve as a Hex-Sealed Fusion monster (yet it's more multi purposed as it can equip to any E-Hero). It's good for an All E-Hero deck but wouldn't even be used in other situations. (Obviously) I think I got the wording, that's if you can fuse name changed monsters. If not then I'll redo it.

Scarlet Weather September 1st, 2007 11:40 AM

Alright, good. The E-Heroes definitely need more support. Their major problem, however, is the fact that they tend to give up card advantage, and the fusions are too easily destroyed by all-too-familiar staples.

All the same, any spell card showcasing AE is a definite bonus. It kind of reminds me of my old "Office Building" stall field...

Anyway, I'm going to try something a bit strange here, so bear with me. These cards aren't really intended to be all that serious, but I may as well post them...

Chibi Dragon: Wind Rider Dragon
Monster/Wind/3*/Dragon/Effect
Atk 500/Def 500
This monster cannot be destroyed by battle. Once per turn, you may return one "Chibi Dragon" monster from your field to your hand.

Chibi Dragon: Gem Dust Dragon
Monster/Earth/4*/Dragon/Effect
Atk 1100/Def 1200
When this monster is in face-up attack position, all spell and trap cards played by either player are considered Continuous spells and traps. (Effects of originally non-continuous spells and traps may only be activated once). When this monster is removed from the field, destroy all spell and trap cards on the field.

Chibi Dragon: Halo Dragon
Monster/Light/4*/Dragon/Effect
Atk 700/ Def 700
When this monster is normal summoned, flip summoned, special summoned, or flipped face-up increase your life points by five hundred for every "Chibi Dragon" in your hand. When this monster is removed from the field, you may draw a card.

Chibi Dragon: Dragon Imp
Monster/Dark/4*/Dragon/Effect
Atk 1500/ Def 0
When this monster is normal summoned, flipped summoned, or special summoned deal five hundred points of damage to your opponent for every "Chibi Dragon" monster in your hand. When this monster is removed from the field, discard one card from the opponent's hand.

Chibi Dragon: Gigatech Dragon
Monster/Earth/4*/Dragon/Effect
Atk 0/ Def 0
When this monster is on the field, it gains the effect(s) of any other Chibi Dragon monster already on the field until it is removed from the field. (You may only use the effect of one Chibi Dragon monster in this way). By tributing this face-up monster, you may special summon up to two Chibi Dragon monsters from your hand.

Chibi Dragon: Burnout Dragon
Monster/Fire/4*/Dragon/Effect
Atk 500/Def 500
When this monster is normal summoned, special summoned, flip summoned, or flipped face up you may discard cards from your opponent's deck equal to the number of Chibi Dragon monsters in your hand. When this monster is removed from the field, you may deal five hundred points of direct damage to your opponent for every Chibi Dragon you control.

More cards to follow. :3

Jim September 1st, 2007 12:01 PM

I'm no expert, infact I'm the exact opposite but shouldn't the Imp include something about showing your opponent all the Chibi Dragons in your hand?

Calling of the Skunk
Normal Spell
If there are no face-up "Skunk" monsters on your side of the field, you can Special Summon 1 Level 4 or lower "Skunk" monster from your hand or Graveyard in face-up Attack position.

Scarlet Weather September 1st, 2007 12:10 PM

You would have to anyway in order to resolve the effect, so that isn't included in the card text. The thing about Chibi Dragons is that they have horrible stats (they're killed by Gadget), but they have powerful effects. The trick is to get multiple copies of Wind-Rider on the field, perhaps supplement them with Gigatech, and then constantly return Chibi Dragons from your field to your hand, then call them back next turn. And now for my favorite: support spells.

The Land of Chibi
Field Spell
Once per turn, you may skip your draw phase in order to add one "Chibi Dragon" monster from your deck to your hand.

Chibi Power!
Normal Spell
All "Chibi Dragons" in play may attack your opponent's life points directly.

Flight of the Chibi Dragon
Normal Spell
Select two "Chibi Dragons on your side of the field and return them to your hand.

Frostweaver September 1st, 2007 4:56 PM

Upping the Ante- broken... why? Because I'll run no monsters and risk only 1000 damage at the cost of destroying one monarch and deal 4800 damage to the opponent any day. The 1000 is inexistant compare to 4200 damage (cyber dragon) or 4800 (monarch). This only further reinforce and emphasize why Jinzo is at 2.

Alter Ego- the worse thing possible in a children's card game is to have your username being made an elemental hero support card ;; *pats Alter Ego* there there don't cry... anyway, not useful. Equip card sucks as it is, and now breaker is back too. Oh joy as if twister and dust tornado is not enough. The fusion support doesn't work, because it doesn't help them solve the problem of not having the right fusion components. Sure now it's awesome that I can run 3 wildheart instead of sticking a random sparkman in my deck, but my wildhearts still cannot fuse into anything until I get to draw this card... the deck is still really crowded that way. ACC summed it well that E-hero fusion just kills their own card advantage far too badly...

Chibi Dragon: Wind Rider Dragon- shield crush still at 3, so I'll stay with our new marshmellon friend or Gellenduo. At least Gellenduo can attack and marshmellon can burn.

Gem Dust Dragon- confusing wording... but I get what you mean. The continuous part is really not too necessary because regardless of them staying or leaving the field, they will leave the field due to gem dust dragon's heavy storm effect. Decent card, just that we're on the wrong meta to play this... with jinzo at two, breaker and MoF back, we're continuing on the path of chainable and normal spells only.

Halo Dragon- interesting... the LP can be a nice icing. Revealing your hand is horrible. Drawing a card is always nice. It's so double edged that it got potential.

Dragon Imp- Don Zaloog with burn and on drugs... I'm spamming this thing even if I'm not using chibi dragon. Tomato, call this out, and I got card advantage freely generated. 1500 atk is not that low either.

Gigatech Dragon- copy dragon imp, tribute it away (discard one card from the opponent in the meantime) and swarm. Copying burnout dragon can also cause some darn confusing situation. If I copy burnout dragon, then tribute it away for 2 more dragons, then according to chain number, I technically got more chibi dragons for burnout dragon's effect... so do I count the dragons upon the time of activation, or upon the time when the effect is used? (yeah this sounds really confusing... because the situation itself is very confusing)

Burnout Dragon- seems fine by itself.

Land of Chibi- I prefer the new double pot of avarice XD;

Chibi Power- Chibis are meant to burn the living daylight out of your opponent anyway... not sure if this fits the theme.

Flight of the Chibi Dragon- -1 and -2 on field presence at the same time...? ehhhh pass.


(the way I see how to play chibi dragon, is just thinking of ways to use dragon imp over and over again, since that's the only one usable. Gigatech exist to copy dragon imp, and burnout dragon is support. Halo Dragon can be tech, but I'll rather not. I see this similar to trooper burn. Kill within the first 4 turns while risking everything you got to aim for a major burn in one turn using double summon+gigatech and every copy of dragon imp possible, and hopefully you discarded their entire hand to slowly burn the rest of the LP away through chibi/traditional burn methods.)


Calling of the Skunk- theme recursion, meh... nothing new, but that's because recursion is always nice.

Alter Ego September 2nd, 2007 12:46 AM

Quote:

Originally Posted by Frostweaver (Post 2838501)
the worst thing possible in a children's card game is to have your username being made an elemental hero support card ;;

Indeed. Jimz ♂; this means war. >O

Elemental Hero Jimz ♂
Warrior
9 Star/Dark
1550 Atk / 700 Def

A new recruit among the Elemental Heroes. His bizarre wording practices baffle villainy.


In your face! xD

Chibi Dragons: Aww...such a cutesy set! :3 And Jimz ♂; yeah, technically you will be required to show your hand, but by ruling your opponent is allowed to check that you've provided the correct information anyway. It's the same situation as when using Dark Designator and calling a card your opponent doesn't have in his/her deck. ("What do you mean you don't have any Ocubeams? I'm going to have to check your deck before I believe that!" xD).

Umm...yeah, see Frostweaver's comments for the balance bit. ^^

Calling of the Skunk: 'Tis sort of like Call of the Mummy...except it's a skunk =O Well, I see nothing wrong with it. :3


Aaaanyhow, I think I'm going to need a set of cards for a certain NPC of mine so...

Chromatic Beast - Azure Tortoise
Aqua/Effect
4 Star/Water
700 Atk / 2200 Def

While "Enchanted Canvas" is on your Field, you may pay 500 Life Points to Special Summon this card from your Hand. During each of your opponent's turns, if this card is in face-up Attack Position, you may negate a number of your opponent's attacks up to the combined number of attributes of all "Chromatic Beast" monsters on your Field other than this card.

Chromatic Beast - Crimson Fox
Beast/Effect
4 Star/Fire
1600 Atk / 900 Def

While "Enchanted Canvas" is on your Field, you may pay 500 Life Points to Special Summon this card from your Hand. Whenever you declare an attack, if there is at least one "Chromatic Beast" monster on your Field with a different attribute than this card's, your opponent may not activate any Spell or Trap cards until the end of the Damage Step.

Chromatic Beast - Golden Eagle
Winged Beast/Effect
4 Star/Wind
800 Atk / 1400 Def

While "Enchanted Canvas" is on your Field, you may pay 500 Life Points to Special Summon this card from your Hand. Whenever this card is summoned successfully (Including Flip Summon) select a number of "Chromatic Beast" monsters on your Field up to the number of different Attributes on your Field. For each card you selected, select one Spell or Trap card on your opponent's Field and return it to his/her Hand (Card effects can not be chained to this effect). During your End Phase, if there is at least one "Chromatic Beast" monster on your Field with a different attribute than this card's, you may return this card to your Hand.

Chromatic Beast - Jade Serpent
Reptile/Effect
4 Star/Earth
1400 Atk / 1200 Def

While "Enchanted Canvas" is on your Field, you may pay 500 Life Points to Special Summon this card from your Hand. Whenever a "Chromatic Beast" monster on your Field attacks, if there is at least one "Chromatic Beast" monster on your Field with a different attribute than this card's, increase the Atk of the attacking monster by 400 until the end of the Damage Step.

Chromatic Beast - Silver Wolf
Beast/Effect
5 Star/Dark
2000 Atk / 1800 Def

While "Enchanted Canvas" is on your Field, you may pay 500 Life Points to Special Summon this card from your Hand. If there is at least one "Chromatic Beast" monster on your Field with a different attribute than this card's, increase the Atk of all "Chromatic Beast" monsters on your Field by 200 x the number of "Chromatic Beast" monsters on your Field.

Chromatic Beast - White Stag
Beast/Effect
5 Star/Light
2400 Atk / 1500 Def

While "Enchanted Canvas" is on your Field, you may pay 500 Life Points to Special Summon this card from your Hand. Whenever a "Chromatic Beast" monster on your Field attacks with an Atk that is higher than the Def of your opponent's Defense Position monster and there is at least one "Chromatic Beast" monster on your Field with a different attribute than this card's, inflict the difference as Battle Damage to your opponent.

Enchanted Canvas
Continuous Spell

If there is another "Enchanted Canvas" on the Field when this card is activated, destroy it. Whenever a "Chromatic Beast" monster on your Field is destroyed by a card effect controlled by your opponent, add one "Chromatic Beast" monster with a different attribute than the destroyed monster's from your Deck to your Hand. Discard one "Chromatic Beast" monster from your Hand to negate the effect of a card that would destroy this face-up card on the Field and destroy it.

Clear Canvas
Quick-Play Spell

Destroy all monsters on your Field the gain Life Points equal to 500 x the number of monsters destroyed by this effect. For each "Chromatic Beast" monster destroyed by this card's effect, add one "Chromatic Beast" monster from your Deck to your Hand.

Rainbow Bridge
Normal Spell

This card can only be activated when there are five monsters on your Field and all monsters on your Field have different attributes. On the turn this card is activated, all monsters on your Field can attack your opponent directly. If a monster attacks using this effect, Battle Damage from the attack becomes half the attacking monster's original Atk.


Okay...the Tortoise so needs wording help. x3 So basically the idea is that if you have for instance Tortoise, Eagle, Fox, and Serpent on your field you can negate three attacks (Because the number of attributes, excluding Tortoise's, is three) while if you have, say, Tortoise and three foxes you can only negate one (Since there's only one attribute besides the tortoise's). Eh-heh...I honestly don't have a clue about how that wording is supposed to look like. xD

Jim September 2nd, 2007 3:16 AM

Quote:

Originally Posted by Frostweaver (Post 2838501)
Alter Ego- the worse thing possible in a children's card game is to have your username being made an elemental hero support card ;; *pats Alter Ego* there there don't cry...

That was the point, me so ebil Mwuahahha.

Elemental Hero Frostweaver
4*/ Aqua/ WATER/ Union.
Atk:1900/ Def: 0
Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "Elemental Hero Jimz " as an Equip Spell Card OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, Increase the ATK/DEF of the equipped Monster by 3000 points. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.)

Jimz Signal
Normal Spell
Activate only when there's 1 'Elemental Hero Frostweaver' on your side of the field, Special Summon 1 "Elemental Hero Jimz " from your Hand, Deck or Graveyard in face-up Defence position.

Oh so totally just did that. I just made the best E-Hero (Jimz) even better by making it an easily summoned Doitsu/Soitsu/Aitsu/Koitsu, but a lot stronger and eaier to summon.

Alter Ego September 2nd, 2007 3:31 AM

Quote:

Originally Posted by Jimz ♂ (Post 2840159)
Oh so totally just did that. I just made the best E-Hero (Jimz) even better by making it an easily summoned Doitsu/Soitsu, but a lot stronger.

Oh, but it so totally still phails. That's it, face the new and improved...

Elemental Hero Jimz ♂
Warrior/Effect
9 Star/Dark
1550 Atk / 700 Def

This card can not be set. This card's effects can't be negated by any other card effects. Whenever this card is sent to the Graveyard from your Hand or Deck, remove all cards on your Field from play then Special Summon this card in face-up Attack Position. If you set or summon any cards from your Hand, activate any card effect or declare an attack while this card is face-up on the Field you lose the duel. When this card is removed from the Field, involved in Damage Calculation, selected as the target of an attack or card effect, or changes its Battle Position you lose the duel. During your End Phase, remove your Deck and all cards in your Hand and Graveyard from play. Then, your LP is reduced to 1. While this card is face-up on your Field, your opponent may draw any number of cards from his/her Deck during his/her Draw Phase and may perform every phase of his/her turn twice.


Lul, try turning that useful. xD

Jim September 2nd, 2007 5:12 AM

REVENGE!
Spoiler:

Alter Ego #2
Spell Card
When you activate this card, reduce your lifepoints to 0. If this card is in your deck or graveyard you must add it to your hand. If this card is in your hand you mut activate it. If this card is face-down on the field you must activate it. If this card is removed from play, add it to your hand. All of the above effects are negated if ''Alter Ego #2' Bad Wording' is in your deck and if you are a member of 'Pkmncommunity' with 'Jimz ♂' in your username.

'Alter Ego #2' Bad Wording
Spell Card
You may only activate this card if you are a member on 'Pkmncommunity' with 'Jimz ♂' in your username. You may grab one pair of scissors withing a proximity of 10 metres and the proceed to cut one 'Alter Ego #2' in half, reduce your opponents lifepoints to 0.

New Rule:
your Deck must contain at least 1 copy of 'Alter Ego #2'

Let's forget everything.... Because the above cards don't even apply to the laws of physics, nevermind cardgames.


Okay, that's the end of that...

Forci Stikane September 2nd, 2007 10:22 AM

Quote:

Originally Posted by Art_Critic_Cubone (Post 2837226)

Chibi Dragon: Gem Dust Dragon
Monster/Earth/4*/Dragon/Effect
Atk 1100/Def 1200
When this monster is in face-up attack position, all spell and trap cards played by either player are considered Continuous spells and traps. (Effects of originally non-continuous spells and traps may only be activated once). When this monster is removed from the field, destroy all spell and trap cards on the field.

...Hey, wait just a minute!!

Quote:

Originally Posted by Ichaste Pekoni (Post 2718071)
Lingering Magic
Field Spell
As long as this card is face-up on the field, treat all Spell and Trap cards as Continuous cards (in addition to their normal type). Their effects cannot be used more than once.

>.<

Scarlet Weather September 2nd, 2007 11:00 AM

Glad you noticed that. XD

Yesh, I totally stole your "Lingering Magic" effect, since the whole idea of Gem Dust dragon is to either A) fill up the field with useless magic and traps or B) Return it to the hand for some serious heavy storm nuking. Besides, I'd been toying around with Chibi Dragons for a while, I just couldn't think of a way to make them into a cohesive theme.

As long as we're being silly...

Elemental Hero ACC
Monster/Warrior/4*/Earth/Effect
Atk 1700/Def 1700
When this monster is normal summoned or set, you may add one copy of "Polymerization", "Miracle Fusion", or "De-Fusion" to your hand. When this monster is destroyed as a result of battle, select two "E-Hero" monsters listed in the text of a fusion monster and special summon them from your deck.

Or we can try the "Just Plain Silly" version...


Elemental Hero ACC
Monster/Warrior/4*/Earth/Effect
Atk 1700/Def 1700
When this monster is in your deck, on the field, in your graveyard, in your hand, or removed from play, negate the effects of "Alter Ego #2", "Alter Ego #2: Bad Wording" and "Elemental Hero Jimz" for the remainder of the match. (I can't insert the male sign, dangit) If you are a member of "Pkmncommunity" and your username is "Art_Critic_Cubone", you win the duel.

Forci Stikane September 2nd, 2007 11:21 AM

Quote:

Originally Posted by Art_Critic_Cubone (Post 2841910)
Glad you noticed that. XD

Yesh, I totally stole your "Lingering Magic" effect

...In that case, a shout-out or something would have been nice.

Anyway...I guess I'll add into the craziness...

Destiny Hero Super Moderator
7 Stars
LIGHT/Warrior/Effect
ATK: 2400 DEF: 2000

This card can only be Summoned by tributing "Elemental Hero ACC", "Elemental Hero Frostweaver", and "Elemental Hero Jimz" (I can't make the sign either) on your side of the field. As long as this card is face-up on the field, it is unaffected by the effects of Traps and Monsters whose Level is lower than the Level of this card. This card cannot be designated as a target of any Spell Cards. Immediately destroy any FIRE or Pyro-type monsters summoned to the field. During your 2nd Standby Phase after this card is summoned, send it to the Graveyard to summon 1 "Destiny Hero Admin" from your hand or Deck.

And, to top it off...

Destiny Hero Admin
10 Stars
DIVINE/Warrior/Effect
ATK: 4000 DEF: 3000

This card can only be Summoned by the effect of "Destiny Hero Super Moderator". This card is unaffected by your opponent's Monster, Spell, or Trap effects and cannot be destroyed in battle with a monster whose Level is 8 or lower. Once per turn you can remove 1 monster on the field from play. During your 2nd Standby Phase after this effect's activation, the removed monster is Special Summoned to its owner's field in face-up Defense Position.

Gabri September 2nd, 2007 2:10 PM

Wow, you all are geeting a bit crazy... Cards inspired in each other and PCstaff positions? I guess you ARE a bit crazy... anyways, here's my new created cards, hope they aren't broken like my other ones (I don't know what do you mean by "Broken", but I guess it's a bad critic :( )

Name: Zap Cannoneer
6 Stars
LIGHT/Thunder/Effect
ATK: 2300 / DEF: 1600

Effect: Destroys one non Thunder-type monster on the opponent's field.
----------------------------------------------------------------------------
Name: Blaze Cannoneer
6 Stars
FIRE/Pyro/Effect
ATK: 2300 / DEF: 1600

Effect: Destroys one non Pyro-type monster on the opponent's field.
----------------------------------------------------------------------------
Name: Hydro Cannoneer
6 Stars
WATER/Aqua/Effect
ATK: 2300 / DEF: 1600

Effect: Destroys one non Aqua-type monster on the opponent's field.
----------------------------------------------------------------------------
Name: Elemental Cannoneer
8 Stars
EARTH/Warrior/Fusion/Effect
ATK: 3200 / DEF: 2600

Fusion: Zap Cannoneer + Blaze Cannoneer + Hydro Cannoneer

Effect: Destroys three monsters or less on the opponent's field and removes them from play.

Scarlet Weather September 2nd, 2007 2:25 PM

@Zap, Pyro, Hydro: In the age of Cyber Dragon and Monarch, these guys aren't really much to be feared. Zaborg and Raiza both clear the field pretty well without extra support. In addition, now that Metamorphasis is limited Elemental Canoneer is going to be hard to pull out for three fusion-material monsters and no graveyard fusion supports. (Future Fusion, I suppose, is still useful but...)

A card that is "Broken" is basically so powerful that the game is no longer able to be enjoyed: without that card in your deck, you're basically doomed. Chaos was so broken that they banned it.

Yes, I'm crazy.

Mustering of the PC Members!
Normal Spell
Pay one thousand life points. Special summon one "E-Hero ACC", "E-Hero Frostweaver", and "E-Hero Jimz" from your hand or deck.

By the power of Grayskull!
Normal Spell
Sacrifice one "E-Hero ACC" on your side of the field in order to special summon one "Ultimate Hero ACC" from your hand, deck, or graveyard.

Ultimate Hero ACC
Monster/Earth/8*/Warrior/Effect
Atk 3000/Def 3000
This monster cannot be normal summoned or set. This monster cannot be special summoned except by the effect of "By the Power of Grayskull!". Once per turn, you may destroy a monster on the opponent's side of the field. This monster is not destroyed as a result of battle or the effects of spell cards. If this monster is sent to the graveyard by a card effect your opponent controls, inflict three thousand points of damage to your opponent.

Temp-Banning the Infidel
Normal Spell
Select one face-up "Destiny Hero Super-Moderator" or "Destiny Hero Admin" on your side of the field in order to activate this card. Remove from play all monsters on the opponent's side of the field. Monsters removed by this cards effect are special summoned to their owner's field on your opponent's second standby phase after this card's activation.

Perma-Banning the Infidel
Normal Spell
Select one face-up "Destiny Hero Super-Moderator" or "Destiny Hero Admin" on your side of the field in order to activate this card. Remove from play all monsters on the opponent's side of the field.

Gabri September 2nd, 2007 2:50 PM

What is that "Chaos" card? If you can show me, I'd be grateful.

Anyways, some new cards based in ME like you all did ;)

E-Hero Fraky
EARTH/Warrior/Effect
7 Stars
ATK: 2500 / DEF: 1800

Effect: For each Warrior-type monster on the field, this monster's ATK increases by 500.
----------------------------------------------------------------------------
Medieval Enraged Army
Field Magic Card

As long as this card is activated, you can summon more than one monster per turn if it is a Warrior-type monster.
----------------------------------------------------------------------------
Medieval War Scream
Normal Magic Card

Offer one "E-Hero Fraky" as a Tribute to Special Summon one "Fraky the Divine Swordsman" from your Deck or hand.
----------------------------------------------------------------------------
Fraky the Divine Swordsman
9 Stars
LIGHT/Warrior/Effect
ATK: 3800 / DEF: 3000

Effect: This card can only be summoned by the effect of "Medieval War Scream".

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

Yeah, I know my nickname is MysticManyula, but the name people call me is Fraky, and I liked it, so... But my nickname will be changed as soon as I can. You can call me Fraky if you want.

Frostweaver September 2nd, 2007 2:58 PM

Black Luster Soldier Envoy of the Beginning, Chaos Emperor Dragon Envoy of the End, and Chaos Sorcerer form the chaos monster line. CEDEotE being the most fearful one of all. The worse factor is that they are so easy to special summon (remove 1 light and 1 dark monster from graveyard to special summon them) that it's a joke not to use them.

Fraky monsters- not useful... nomi that is only a 3800 beatstick is not going to do anything at all, even in the new meta of reduced one-for-one trade-off spells. You still got raiza and zaborg, and many other new nasty tricks.

Not to mention, even in the silly craze, everyone made sure of one thing about elemental hero: they always "upgrade" into new monsters that are still elemental heroes (well, or destiny hero i guess =x but all hero monsters)


I frankly like how I'm the best beatstick Big City Deck can ever afford =x



I'm going to end the silliness with REAL elemental hero support :x

Elemental Mirage
Normal Spell

Select one Elemental Hero on your side of the field. Special summon an Element Hero from your fusion deck of the same attribute as the selected monster (this counts as a fusion summon.) During your next standby phase, destroy the special summoned monster.

Elemental Hero Aural
Warrior / Effect / Fusion
8 Star / Wind
2700 Atk / 2400 Def

"Elemental Hero Stratos" + "Elemental Hero Ocean"

This monster cannot be special summoned except by fusion summon. Once per turn, you may activate on the following effects and this card cannot attack during this turn:
-You may destroy a card on the field up to the number of Elemental Hero monsters on your side of the field.
-Special summon an Elemental Hero monster from your graveyard or your deck.


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