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Wowow, those cards are powerful and broken, no surprise they are banned... I googled them and saw their effects... Devastating.
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Um... there's already an Elemental Mirage support card in the anime, meaning that the real-life version will probably conform to its effect....
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I didn't understand well the effect of Elemental Mirage. The E-H-Aural is good.
Here's my new cards: Solar Sword Equip Magic Card This card can only be equipped to "E-Hero Fraky" [this card was created earlier by me]. Increase "E-Hero Fraky"'s ATK by 500 points and decrease its DEF by 500 points. ---------------------------------------------------------------------- Fraky the Solar Swordsman 10 Stars LIGHT/Warrior/Effect ATK: 4150 / DEF: 3600 Effect: Special Summon this card from your hand or deck to your side of the field by offering "E-Hero Fraky" equipped with "Solar Sword" as a Tribute. By activating this effect, all monsters on the field decrease its ATK by 750 (except this one). --------------------------------------------------------------------------- War! Continous Magic Card All monsters on the field must attack once per turn as long as this card is face-up on the field. This card and "Peace" cannot be active at the same time. ---------------------------------------------------------------------------- Peace Continous Magic Card All monsters on the field cannot attack as long as this card is face-up on the field. This card and "War!" cannot be active at the same time. |
Peace: Level Limit Area-B and Gravity Bind on steroids. 0_o This card is going to be badly abused by stall decks.
War!: So basically a forced rush against your beatstick? The lines about Peace are unneeded since the two cards cancel each other out anyway. Solar Sword: The other standby stereotype of E-Hero: Equip and support cards that only work for one monster, and don't even give them that much of a bonus. Fraky the Solar Swordsman: Beatstick of death. This thing definately ain't E-Hero, but it's almost cool enough for me to consider playing Fraky. Its main asset is its high attack, since the effect isn't that stellar compared to some other big monsters, (VWXYZ, Monarch, Sacred Beasts, etc. spring to mind) and the fact that it can be pulled from the deck without offering tributes, or summoned like an ordinary tribute monster. |
A few cards for one of my NPCs in CARD GAMES. Thought I'd post them up before I forget about them.
Monster Cards Name: Mechanicore 3 Attribute: EARTH Type: Machine/Effect Level: 3 ATK: 500 DEF: 1300 Effect: As long as this card remains in face-up Attack Position, it is not destroyed by battle. (Damage calculations are applied normally.) Name: Mechanicore 6 Attribute: EARTH Type: Machine/Effect Level: 6 ATK: 1800 DEF: 2100 Effect: As long as this card remains in face-up Attack Position, your opponent’s monsters are switched to Defense Position and cannot change their Battle Positions, except by a card effect. Name: Mechanicore 4 Attribute: EARTH Type: Machine/Effect Level: 4 ATK: 1400 DEF: 1900 Effect: As long as this card remains in face-up Attack Position, all Battle Damage to this card’s controller that he/she takes from a battle involving this monster becomes 0. Name: Mechanicore 1 Attribute: EARTH Type: Machine/Effect Level: 1 ATK: 0 DEF: 300 Effect: As long as this card remains in face-up Attack Position, it cannot be selected as an attack target by your opponent’s monster. Name: Mechanicore 2 Attribute: EARTH Type: Machine/Effect Level: 2 ATK: 200 DEF: 1000 Effect: As long as this card remains in face-up Attack Position, inflict 500 damage to your opponent during the End Phase of your turn. Name: Mechanicore 5 Attribute: EARTH Type: Machine/Effect Level: 5 ATK: 1000 DEF: 2400 Effect: As long as this card remains in face-up Attack Position, all Battle Damage to this card’s controller that he/she takes from a battle involving another “Mechanicore” monster becomes 0. Spell Cards Name: Automatic Assembly Line Type: Continuous Effect: Once per turn, during the Standby Phase, if you have 2 or less cards in your hand, draw 1 card. Trap Cards Name: Automatic Failsafe Type: Normal Effect: Activate only when your Life Points are fewer than your opponent’s Life Points and with a difference of 4000 points or more. Destroy all non Machine-Type monsters on the field. |
So much has been posted here in my absence...for the sake of my own sanity, I shall just focus on Phanima's new cards, shall I?
Mechanicore 3: So it's basically like The Unhappy Girl except without an additional effect to turn it into a serious pest? Fine by me. :3 Mechanicore 6: Holy fudge, it's an unlimited Level Limit - Area B in monster form that only hits your opponent. o.o Ouch...just ouch. Maybe make it so the effect only hits monsters that are on the field when this beast is summoned? As it is, only effect-based destruction can break the lock this thing sets up; and that's not even getting into the way it can trample compromised attackers. Mechanicore 4: Amazoness Warrior all over again, huh? Fine-fine, although in all honesty this one could extend the favor to all Mechanicores you have while still remaining balanced. Mechanicore 1: A one-monster field lock that can be tributed to summon the more dangerous field-lock, eh? Fair enough since it's still vulnerable to effect destruction. Mechanicore 2: Basically, a weaker Bowganian. You could up the stats and/or the amount of burn a bit. :3 Bowganian stands at 1300/1000 with 600 burn per turn regardless of position and is also a tribute-free machine, so you can work out the balance equation from there. ^^ Mechanicore 5: Ahh...now I'm feeling a bit silly for the comment on number 4. Anyway, considering that this is a tribute monster the effect seems sort of...lukewarm. Don't think I'd run this, at least not with an Atk as weak as that, but whatever floats your boat. Automatic Assembly Line: An absolute blessing to extreme burn decks. Ehh...maybe, a bit too good. I'd be tempted to say only allow that extra draw if you don't have any cards yet (Shifting it to the End Phase). Well, it certainly pays its keep. Automatic Failsafe: Pretty brutal, but the LP difference requirement makes it a bit trickier to exploit. :3 Aaanyhow, since I'm rarely one to leave comments without some card of my own to go with them: Dreadmask Marionette Fiend/Effect 2 Star/Dark 500 Atk / 300 Def When this card is destroyed and sent to the Graveyard, Special Summon one "Dreadmask Marionette" from your Deck. If this card was sent to the Graveyard as a result of battle, discard a card at random from your opponent's Hand. Bladedance Marionette Fiend/Effect 3 Star/Wind 900 Atk / 0 Def Increase the Atk of this card by 900 for each "Bladedance Marionette" in your Graveyard. When this card is destroyed by battle and sent to the Graveyard, Special Summon one "Bladedance Marionette" from your Deck. Mecha Marionette Machine/Effect 3 Star/Fire 1200 Atk / 1800 Def When this card attacks, all Battle Damage you would receive from the battle becomes zero and this card is not destroyed at the end of the Damage Step. Whenever this card battles (after applying Damage Calculation), select one monster on the Field and switch its Battle Position. When this card is destroyed by a card effect controlled by your opponent, Special Summon one "Mecha Marionette" from your Deck. Curse of Marionette's Soul Normal Trap Activate only when a "Marionette" monster on your Field is destroyed by battle. For the remainder of the duel, control of the monster that destroyed the "Marionette" monster is switched to you. Dance of the Marionette Quick-Play Spell Pay 500 Life Points to Special Summon one "Marionette" monster from your Graveyard. On the End Phase of the turn this card is activated, the monster Special Summoned by this card's effect is returned to the Graveyard. A monster Special Summoned by this card's effect can not be offered as tribute under any circumstances. Spirit Puppetry Normal Spell Tribute one "Marionette" monster on your Field then select a Level 4 or lower monster from your opponent's Graveyard and Special Summon it to your Field. |
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Heh, since you mentioned burn, perhaps I should introduce a few of the remaining marionettes:
Venomdart Marionette Fiend/Effect 3 Star/Dark 1200 Atk / 700 Def Whenever this card is sent to the Graveyard, inflict 400 damage to your opponent, then inflict 400 more damage for every "Venomdart Marionette" in your Graveyard. If this card was sent to the Graveyard as a result of battle, Special Summon one "Venomdart Marionette" from your Deck. Stealthstrike Marionette Fiend/Effect 2 Star/Dark 500 Atk / 300 Def This card can attack your opponent directly. Whenever this card attacks your opponent directly, increase the Atk of this card by 500 for every "Stealthstrike Marionette" in your Graveyard until the end of the Damage Step. If this card is destroyed by battle and sent to the Graveyard, Special Summon one "Stealthstrike Marionette" from your Deck. Spellbreaker Marionette Fiend/Effect 3 Star/Light 1400 Atk / 1000 Def When this card is destroyed and sent to the Graveyard, you may destroy a Spell or Trap card on your opponent's Field for each "Spellbreaker Marionette" in your Graveyard. If this card was sent to the Graveyard as the result of a card effect controlled by your opponent, Special Summon one "Spellbreaker Marionette" from your Deck. And yeah, I know the last one isn't burn-oriented...but you know. xD |
Noobish Warrior
1*/ Fiend/ DARK/ Effect. ATK: 0/ DEF: 0 When this card is destroyed as a result of battle, Special Summon 1 'Evil Hero S.P.A.M' from your Hand, Deck or Graveyard. Evil Hero S.P.A.M 12*/ Fiend/ DARK/ Effect ATK: 0 DEF: 50 This card cannot be Normal summoned or Set, this card can only be Special Summoned by the effect of the card 'Noobish Warrior'. When this card is Special Summoned add 1 'Topic Lock' from your deck to your hand. This card cannot be destroyed as a result of battle. Topic Lock Normal Spell You can only activate this card if your name at 'Pkmncommunity' forums is 'Jimz ♂', 'Alter Ego', 'Art_Critic_Cubone', 'Frostweaver' or 'Ichaste Pekoni'. Place all face-up 'Evil Hero S.P.A.M' in your Spell & Trap Card zone as a Continuous Spell Card and reduce your opponents life points too zero. |
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Anyways, here are my brand-new cards: Solarbeam Normal Magic Card You can only activate this card if a LIGHT monster is face-up on your side of the field. Destroy one monster on the opponent's side of the field and remove it from play. -------------------------------------------------------------- Sunny Day Normal Magic Card If you activate this card and "Solarbeam" at the same time, destroy 2 monsters on the opponent's side of the field and remove them from play instead of one. -------------------------------------------------------------- Magnet Dragon 8 Stars LIGHT/Machine/Effect ATK: 3000 / DEF: 2500 Effect: Search your deck for all 8-Star monsters or higher and add them into your hand. |
Venomdart- the burn damage is just too low... first one does nothing, then 400 and 800 is the max? icky... Volcanic can at least do 500 per turn *or* hit for 1800 using its high stats.
Stealthstrike- fair enough for a direct attacker Spellbreaker- fair enough card, though using 3 copies of it will be challenging to fit in a deck... Indeed, I see no reason to run marionette cards except to use its trap cards either. That trap card is what alien cards *should* be. Solarbeam- meh fair enough for light support but only because of this current banlist... Sunny Day- weird wording... I think you mean "Activate this card only if you activated solarbeam on the same turn. Destroy a monster and remove it from play." Anyway, situational, because I'll just run 2 Solarbeam instead of one sunny day and one solarbeam? >>; Magnet Dragon- not useful... running a lot of 8 star is seriously self defeating, let alone the searcher of 8 star is another 8 star? bleh. I might as well add to the fun. Whisper Night Continous Spell Card Whenever a "marionette" monster is special summoned from the graveyard, deal 500 damage to your opponent's LP. In addition, you may choose a "marionette" monster from your deck and send it to the graveyard. Marionette Avenger Zombie / Effect 4 star / Dark 0 Atk / 0 Def Increase the Atk and Def of this monster equal to the number of "marionette" monsters in your graveyard x 200. When this card is destroyed as a result of battle, special summon one "Marionette Avenger" from your Deck. Marionette Mastermind Fiend / Gemini 5 Star / Dark 2300 Atk / 1800 Def This card is treated as a Normal Monster while face-up on the field or the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: -Tribute one "Marionette" monster on your side of the field (other than "Marionette Mastermind") to take control of a monster whose star level is lower than or equal to the tributed "Marionette" monster. You may only use this effect once per turn. When this card is destroyed as a result of battle, special summon one "Marionette Mastermind" from your Deck. |
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Volcanic Eruption Normal Magic Card Destroys all cards on the opponent's field. |
Um... broken. Two banned spell cards for the price of one with no cost. 0_o
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Little Kuriboh 4*/ Divine-Beast/ DIVINE ATK: ∞/ DEF: ∞ The creator of Yugioh the Abridged series. GOD! Okay, I've had enough of novelty cards... Okay one more. EJIPSHUN LAS3R BEEMS! Normal Spell. You win, end of story. Ok.... The end of that. |
I think that we already made cards about the creator of children's card games long time ago... in america.
The more terrible the card, the more likely the anime will make it. The more situational the card is, the more likely the anime will force the real TCG to make it. |
Awwright...revamped Venomdart Marionette. It now burns whenever it's sent to the graveyard and throws in a 400 damage of it's own so the chain of progress is now 400, 800, 1200, averaging at three shots of Ookazi if you discount the naughtiness you can create with cards like Dance of the Marionette. Better? :3
Whisper Night: This would be such an awesome card if it reacted to every Special Summon of a marionette. x3 But yeah, it still speeds things up nicely in combination with some graveyard recursion tricks. Marionette Avenger: It looks like a slow buildup, but it self-replaces (not to mention that it counts as a marionette monster too) and marionettes dump themselves fast so good card. :3 Marionette Mastermind: ZOMG, we have the compulsory Gemini monster in the lineup now. :3 Too bad most of the Marionette's are low level, unless of course we drag in our unsuspecting co-operator: Magical Marionette. x3 Still, a self-replacing monster capable of wiping out Cyber Dragon (and potentially stealing stuff like Card Trooper) is never wrong. ^^ Solarbeam: Fine, especially since face-up removal has been made harder. Sunny Day: Seconding Frostweaver; you need to make the benefits a bit more substantial if you want this to be useful. Magnet Dragon: Ehh...yeah, I can't speak for the whole children's card game community but I usually like my high level monsters to stay in the deck so I can pull them by various special summoning methods and I at least want a say in how many of them I add to my hand. Also, the way this is worded has the nasty side-effect that your opponent is allowed to check if you really added all 8-stars and above to your hand, meaning they get a free peek at your deck by ruling. =O Puppet Theater of the Dark Ruler Quick-Play Spell Pay half your Life Points. Special Summon as many "Marionette" monsters from your Graveyard as possible. On the End Phase of the turn this card is activated, all monsters Special Summoned by this card's effect are returned to your Graveyard. Marionette Stage Field Spell Whenever you successfully Normal Summon a "Marionette" monster, you may Special Summon one "Marionette" monster from your Hand or Graveyard whose level stars are fewer than the level stars of the Normal Summoned monster. During your End Phase, all monsters Special Summoned by this card's effect are sent to the Graveyard. Strings of the Puppeteer Continuous Trap Whenever your opponent declares an attack against a face-up "Marionette" monster on your Field, you may return the monster to your Hand then Special Summon a "Marionette" monster from your Hand whose level stars are less than or equal to the level stars of the monster returned to your Hand by this card's effect. Then, the attacking monster and the monster Special Summoned by this card's effect battle. Deathgrip Marionette Fiend/Effect 1 Star/Dark 300 Atk/ 0 Def Whenever this Attack Position monster is destroyed and sent to the Graveyard as the result of Battle, select one monster on the Field and destroy it. If this card is destroyed and sent to the Graveyard as the result of a card effect controlled by your opponent, Special Summon one "Deathgrip Marionette" from your Deck. Spellbinder Marionette Fiend/Effect 3 Star/Light 800 Atk / 600 Def Whenever this monster is sent to your Graveyard, select one monster on your opponent's Field, then, for every "Spellbinder Marionette" in your Graveyard, select an additional monster on your opponent's Field. The selected monster(s) can not attack or change their Battle Positions. If this card was sent to the Graveyard as a result of Battle, Special Summon one "Spellbinder Marionette" from your Deck. Arsenal Marionette Fiend/Effect 3 Star/Dark 1300 Atk / 0 Def For each "Arsenal Marionette" in your Graveyard, this card can perform an additional attack each turn. When this card is destroyed by Battle and sent to the Graveyard, Special Summon one "Arsenal Marionette" from your Deck. And of course...the compulsory vanilla of the family: Marionette Soldier Fiend 2 Star/Dark 1500 Atk / 0 Def A discarded puppet brought to life by the power of the Dark Ruler. It relentlessly hunts for the flesh of the living in the hopes of assembling a true body for itself. |
A set of cards based around... (wait for it)... SONIC DUCK! ZOMG
(For those of you who are not familiar with Sonic Duck click here Sonic Duck 3*/ Winged Best/ WIND ATK: 1700/ DEF: 700 A Duck which can walk at sonic speed. Sometimes he cannot deal with the incredible pace and loses control.). Sonic Duckling 1*/ Winged Beast/ WIND/ Effect ATK: 400/ DEF: 300 During your Main Phase you may remove this card from play to add 1 Level 4 or lower monster with 'Sonic Duck' in its card name to your hand. Sonic Duck Clone 4*/ Winged Beast/ WIND/ Effect ATK:1500/ DEF: 1500 This cards name is treated as 'Sonic Duck' while face-up on the field or in your Graveyard. When this card is destroyed as a result of battle and sent to the Graveyard, Discard 1 card from your hand. If this card is discarded from the hand to the Graveyard by a card effect, Special Summon this card to your side of the Field. Sonic Duck Marionette 4*/ Winged Beast/ WIND/ Effect ATK: 1400/ DEF: 0 This cards name is treated as 'Sonic Duck' while face-up on the field or in your Graveyard. If this card is discarded from the hand to the Graveyard by a card effect, Special Summon this card to your side of the Field. During your Main phase send this card to the Graveyard and add 1 card with 'Sonic Duck' in its card name from your Deck to your hand. Sonic Duck Knight 4*/ Winged Beast/ WIND/ Effect ATK: 1200/ DEF: 1400 This Cards name is treated as 'Sonic Duck' while face-up on the field or in your Graveyard. If this card is discarded from the hand to the Graveyard by a card effect, Special Summon this card to your side of the Field. Increase the ATK of this card by 300 points for every face-up 'Sonic Duck' on the field. Sonic Ducks' Dragon 5*/ Dragon/ WIND/ Union ATK: 1400/ DEF: 1700 Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a Normal monster with "Sonic Duck" in its' card name, 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, each time the equipped monster destroys an opponents Monster and sends it to the Graveyard, inflict damage to your opponents lifepoints equal to the original ATK of the destroyed Monster. (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.) Undead Sonic Duck 3*/ Zombie/ WIND/ Effect ATK: ?/ DEF 0 The ATK of this card becomes the number of 'Sonic Duck's in your Graveyard x400 points. Chaos Sonic Duck 7*/ Spellcaster/WIND/ Effect. ATK: 2900/ DEF: 1900 While face-up on the field or in your Graveyard this cards name is treated as 'Sonic Duck'. Sonic Pond Field Spell Increase the ATK of all Face up monsters with 'Sonic Duck' in their Card name by 500 points, when a monster with 'Sonic Duck' in its' card name is destroyed you may destroy 1 Spell or Trap on the field. -More Support Cards too come soon- |
Playing with ducks time.
Sonic Duckling: My main problem is that it has to be protected. Even Babycerasaurus gets its effect triggered when it dies. Clone: So wait: I'm summoning a sub-par monster that pulls another sub-par monster and forces me to toss a card from my hand when it dies? No way. Marionette: Call the monster to the field. The problem is that you have no choice but to activate the effect. (That and, well, it's a wimp...) Knight: May as well name it "Dark World Sonic Duck" 0_o Its stats are too low, even with the attack point bonus, for it to be any good. At best it's special summonable tribute fodder, and no good for a duck deck. Dragon: Great effect, but there isn't much that duck can kill. Undead Duck: Bleh. Situational Chaos Necromancer for one set of cards. Chaos: Chaos theme entails the removal of light and dark monsters in order to special summon, as well as powerful destruction effects. This card has neither. Sonic Duck Pond: It's not enough. Any deck that revolves around a field spell is in danger because of twister, heavy storm, and mystical space typhoon, not to mention other field spell decks. The ducks don't quite have enough power to make use of this effect, even with the spell and trap destruction. Monarch, Ben Kai, Ratbox, Warrior's Toolbox... there are just too many deck types that eat Duck decks for it to be useful. Heck, E-Hero has an advantage. 0_o |
SO much ducks... But at least they're not broken...
The Pond doesn't give a decent attack increase. If the effect only applies to a specific monster, the attack increase should be more... But here are my cards: Spellcaster's Hideout Field Magic Card Increases the ATK of all Spellcaster-type monsters by 750 but decreases all the other monsters's ATK by 500. ---------------------------------------------------------------------------------- Spellcaster Lord 8 Stars DARK/Spellcaster/Effect ATK: 2950 / DEF: 2600 Effect: Offer this monster as a Tribute to increase all Spellcaster-type monsters' ATK by 750. ------------------------------------------------------------------------------------ Spellcaster Lord's Dragon 10 Stars DARK/Dragon/Effect ATK: 3800 / DEF: 3000 Effect: As long as "Spellcaster Lord" is face-up on your side of the field, this monster's ATK increases by 700. If those two cards are face-up at the same time on your side of the field, if "Spellcaster Lord" is destroyed, this monster is also destroyed. (W00t, those pages are SO big...) |
Puppet Theater of the Dark Ruler- the be all and end all card of marionettes... win now or die, lol... basically, RftDD on drugs for a theme. Not sure if it's balanced, but i'm pretty sure that someone will make it broken.
Marionette Stage- another crazy card just because it swarms far too fast... not sure if I can call it strong or broken. Strings of the Puppeteer- decent card Deathgrip Marionette- meh decent... LP costs hurt though. Marionettes got better cards to use by now. Arsenal Marionette- again decent but deckspace does not permit using this card over other marionettes. Marionette Soldier- o____o Spellcaster's Hideout- broken, because of the 2 overlooked Sage cards. this is effectively boosting 1250 atk, and if Sage of Silence and Sage of Tranquil can trample over anything except monarch itself (and just barely too), you know this game will go out the window. Sage control? Atk boosts do suck, but only if it's a little. This is not little. Also, almost every dark spellcaster qualifies for Deck Devastation Virus (and the other virus too) now... Spellcaster Lord- in a children's card game, 2 tribute monsters better have a darn good winning effect. This is not it. Spellcaster Lord's Dragon- big beatstick without normal support, not that good... at all. Just to take a page from something earlier about moves from a children's game and transforming them into a part of a children's card game in situational ways. Sacred Fire Normal Spell You may only activate this card if "Sacred Phoenix of Nepthyrs" is on your side of the field. Destroy all cards on the field and end your turn. |
Sacred Phoenix of Nepthyrs? What is that?
My new cards: Blast Burn Normal Magic Card Eliminates all non Pyro-type monsters on the opponent's side of the field in exchange of 800 Life Points. If you don't pay 800 Life Points, your monsters can't attack for one turn. --------------------------------------------------------------------------------- Frenzy Plant Normal Magic Card Eliminates all non Plant-type monsters on the opponent's side of the field in exchange of 800 Life Points. If you don't pay 800 Life Points, your monsters can't attack for one turn. --------------------------------------------------------------------------------- Hydro Cannon Normal Magic Card Eliminates all non Aqua-type monsters on the opponent's side of the field in exchange of 800 Life Points. If you don't pay 800 Life Points, your monsters can't attack for one turn. --------------------------------------------------------------------------------- Elemental Blast Normal Magic Card Discard 5 cards from your hand to destroy all the monsters on the opponent's field and inflict damage on the opponent's Life Points equal to half of the total ATK of the monsters destroyed. |
http://www.yugioh-cards.net/Merchant2/store/fet-en005-1st.html
Sacred Phoenix of Nepthyrs Blast Burn, Hydro Cannon, Frenzy Plant- broken, and that's because it's essentially Mirror Force in normal spell form. Worse than smashing ground and fissure, both of which are only one target, and those two are limited to 1. 800 LP is hardly a cost for Mirror Force in normal spell. Elemental Blast- now this is more like it... Raigeki and major burn, but heavy drawback which balances it out. Not that I'll use it since it's just difficult to use, but it's actually worse using because of the great reward. If you somehow activate this, you win the game. Of course, there's ways to get around it which may make it broken... and that's Diamond Dude Turbo engine (omgoodness, return of diamond dude! and probably best card Diamond Dude can ever hope for) Cybernetic Vampire Zombie / Effect 5 Star / Dark 2000 Atk / 1500 Def While this card is faceup on the field and in your graveyard, treat the type of this card as both Machine and Zombie monster. During either player's end phase, if you have no cards in your hand, special summon this card from your deck or your graveyard and increase its Atk by 500. Coffin Crawler Insect / Gemini 3 Star / Dark 400 Atk / 1900 Def This card is treated as a Normal Monster while face-up on the field or the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: -You may discard one monster card from your hand in order to special summon a Zombie monster from your graveyard. You cannot normal summon an effect monster during the turn you activated this effect. |
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Of course, that "Recursion" deck I made a while back would feast on this enjoyably (2 Dark Coffin, 1 Statue of the Wicked, activate. No problems outside of DW). |
Hm? I didn't understand well the effect of Coffin Crawler.
Another card: Volcano Dragon 9 Stars FIRE/Dragon/Effect ATK: 3500 / DEF: 3000 Effect: This card can only be Special Summoned by the effect of "Volcano Eruption". --------------------------------------------------------------------------------- Volcano Eruption Normal Magic Card If your opponent has one monster on his side of the field and you have none, you can Special Summon "Volcano Dragon" from your hand or Deck to your side of the field by discarding 5 cards from your hand to the Graveyard and increase its ATK and DEF by 500. |
Alright, this monster is wimped. Five cards is your entire hand, so discarding it is basically only for monsters or spell cards that have effects to back them up, like elemental blast. Volcanic Dragon is weak because he's vulnerable to card effects, so Monarch and Lightning Vortex run him over, and he can't be summoned without a specific spell card. Five hundred is a wimpy attack bonus: go for gusto and give him seven hundred. Let me try to "Un-Wimp" these cards.
Volcano Dragon 9 Stars FIRE/Dragon/Effect ATK: 3500 / DEF: 3000 When this monster is normal summoned, tribute summoned, special summoned, flip summoned, or flipped face-up you may destroy two cards on the opponent's side of the field. Inflict five hundred points of damage for each card destroyed in this way. Draconic Eruption (I'm fairly sure there's already an anime "Volcanic Eruption" card.) Normal Spell Activate this card only when there are no monsters on your side of the field and at least one on the opponent's side of the field. Discard one card in order to special summon one "Volcanic Dragon" from your hand. A "Volcanic Dragon" summoned in this way gains five hundred attack points, and becomes immune to card effects on the turn it is summoned. There, that should do it. And now for something completely different: A "Snatch Steal" replacement. Slash Steal Equip Spell A monster equipped with this spell card switches control to this card's controller. During your standby phase, you must pay eight hundred life points to keep this card in play. If you do not, this card is destroyed. The monster equipped with this card may not be offered as tribute for a tribute summon. |
Monsters above 9 stars need to be specified on how it is normal summoned, because it is not a "standard" star level. It is understood that it needs 3 monsters to be tribute summoned, but it is always written down.
To be tribute summoned, you have to be normal summoned, so those two are redundant, but normal summoned is not necessarily tribute summon (square vs rectangle argument.) This is the same for flipping face-up and flipped summon, so you only need to say flipped face up. Since you have to destroy 2 cards on the field, you might as well say "... and inflict 1000 damage to your opponent's life points" to make it simple. and not to mention, "Volcanic Eruption" mistakens people for a support card for Volcanic deck. Slash Steal- it helps a bit, but I personally always regard monster stealing to be highly dangerous at all times... don't forget, I can normal summon Zenji, special summon grandmaster, activate double summon to get out another samurai and/or pull out Shien all on the same turn already (this is what the people predicts this new banlist to be.) Any method to get rid of the opponent's defense (be it smashing ground, fissure or slash steal) is bound to be end game unless you got the almighty mirror force to save your butt. However, I honestly don't know if it's broken or not... dangerously high potential though. Coffin Crawler is just a gemini monster. Its effect is that you discard a monster card from your hand to special summon a monster... I personally don't think it's too wordy, is it? o_O; |
Cybernetic Vampire: Ehh...'or' rather than 'and' on that first effect; no given card can be in the graveyard and on the field at the same time. =O Anyways, the ability to spring this out of the deck already makes it well worth considering. Playing with Rope of Life ftw! Suicide slam something, bring it back stronger, then pull three vampires out of your deck. =O Seriously, though, I'm not sure what kind of deck would really make the most of this, except, of course, for some roguish one built on Sky Scourge Norleras or the like. :3
Coffin Crawler: So it's basically like Zombie Master except for that pesky level limit? The gemini nature and different stats balance it out nicely, so I see no issues here. :3 Volcano Dragon: Actually, there's a difference between 500 each and lump sum. If you play this while there's only one card on your opponent's field then it wouldn't amount to 1000 damage in total. It's not a very smart move, but it can be done and it would make a difference. Draconic Eruption: Careful, the wording of this says "Volcanic Dragon" but the monster in questions is called "Volcano Dragon". As it stands, this card has nothing to summon. =O Anyway, I'm not too wild about this since you have to put that bothersomely large monster into your hand first and have to conserve a hand of three to get it out. The one-turn effect protection is a nice boost, though. Slash Steal: Well, it certainly looks like 'limited' material, but at least the tribute restriction keeps it from turning into another toy for monarchs. Aaaanyway, taking a break from the marionettes. xD Polymer Burst Normal Spell Send one Fusion Monster from your Fusion Deck to the Graveyard. Then, inflict damage to both players equal to 100 x the level stars of the Fusion Monster sent to your Graveyard by this effect. Genesis Dragon Dragon/Effect 2 Star/Earth 800 Atk / 600 Def Remove this card and Fusion-Material Monsters in your Graveyard from play to Special Summon one Dragon Type Fusion Monster from your Fusion Deck (This is treated as a Fusion Summon). Descent of Giant Dragon Normal Spell Destroy all monsters on your Field then Special Summon one level 5 or higher Dragon Type monster from your Hand. |
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Blue-Eyes Cyber Dragon 9 Stars LIGHT/Dragon/Fusion ATK: 3400 / DEF: 2700 Fusion: "Blue-Eyes White Dragon" + "Cyber Dragon" ----------------------------------------------------------------------- Cyber Lightning Blast Normal Magic Card You can only activate this card if you have a "Blue-Eyes Cyber Dragon" or a "Cyber Dragon" in your side of the field. Destroy two monsters or less on the opponent's field. |
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Blue-Eyes Cyber Dragon: So not worth it, even though you can basically drop this down on the field by special summoning Cyber Dragon and then normal summoning hex-sealed. It takes more than attack points to make a fusion worthwhile. Cyber Lightning Blast: Eww...situational. Cards that require a specific monster (especially a fusion monster) to be used should really have a pretty hefty payoff; this just doesn't. Thundercloud Dragon Dragon/Effect 7 Star/Light 2600 Atk / 1700 Def Whenever this card is sent from the Field to your Graveyard, send one Thunder type monster from your Hand or Field to the Graveyard to Special Summon this card. Whenever this card is Special Summoned, inflict 600 damage to your opponent. Ball Lightning Thunder/Effect 3 Star/Light 1000 Atk/ 0 Def Whenever this monster battles with a monster controlled by your opponent, destroy both monsters without applying Damage Calculation then inflict 1000 damage to both players. Gathering Storm Continuous Spell For each Thunder type monster that is sent to your Graveyard, place one Ionization Counter on this card (Maximum 7). Tribute this card with 7 Ionization Counters on it to Special Summon one "Thundercloud Dragon" from your Hand, Deck, or Graveyard. If this card is destroyed as the result of a card effect, inflict 200 damage to the controller of the card for each Ionization Counter on this card. Aaand yeah, I'll be making more thunder monsters to actually give these two cards some playability later on. x3 Oh, and just as an aside: Royal Double Spellcaster/Effect 3 Star/Light 1200 Atk / 1000 Def Whenever a "Curran" or "Pikeru" monster on your Field would be destroyed, you may destroy this card instead. If this card is summoned successfully (Including Flip Summon) while "Court of Nobles" is on your Field, select one "Curran' or 'Pikeru" monster from your Field or Graveyard. For as long as this card and "Court of Nobles" remain on the Field, this card is considered to have the selected monster's Name, Attribute, Level, and Special Abilities. Wildfang Equip Spell This card can only be equipped to a Beast, Beast Warrior, or Winged Beast type monster. Whenever the equipped monster 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 is sent from the Field to the Graveyard other than as the result of a card effect, add this card to your Hand. |
*Cracks fingers.
Thundercloud Dragon: Forced Special Summon effect. It's situational but the card's almost indestructible. Being sent to the Graveyard without any restrictions helps, and the discard counter balances it well. The extra damage is an added perk too. Ball Lightning: I have to admit, I have a soft spot for inanimate objects that are small but powerful; Mega Thunderball being a very nice example. Of course, I have no idea what this looks like (*imagines a yellow ball of light) but it sounds cute, heh. Explosive, and damaging, even though it's shared, but you can pretty much take out anything with this card. Useful. Gathering Storm: Geez, seven counters? That's a bit much, especially since you have to kill off seven of your own cards to satisfy its greedy needs. But, I'm assuming you're intertwining each counter for each star level of Thundercloud, so I suppose it makes some poetic sense. Yes, it allows you to bring out Thundercloud willy-nilly, but the after destruction effect seems redundant. This card is quite disadvantageous to whoever's using it, since it costs seven Thunder-Types to kick the bucket and risks dealing 1200-1400 damage before your opponent wipes it out. It's very Yu-Gi-Oh!-ish though; drawing out for the super duper summon in the last turn to annihilate the opponent with the sexy thunder sky dragon...so, super plus points for that! Royal Double: Healthy support and decent stats (due to its effect). The one star level just puts me off. Seems kind of...good, for level one? Wildfang: Helpful. Restricted to the furrier and feathery cards of the game, so no real gripe there. It's revival effect is nice, but also situational. Personally, I'm reluctant in building up one of my own monsters just to take out an Equip monster, I'd rather destroy the Equip first and take care of the monster later. But I guess the effect makes sense from my point of view. *Breaks fingers - first official criticism resume... I also revamped the 'Mechanicore' gen for one of my NPCs in CG. Monster Cards Name: Mechanicore LV3 Attribute: EARTH Type: Machine/Effect Level: 3 ATK: 1200 DEF: 0 Effect: If there are 1 or less Spell and Trap Cards on your opponent’s side of the field, this card can attack your opponent directly. During your next Standby Phase after this card attacks your opponent directly, by sending this card to the Graveyard, Special Summon 1 “Mechanicore LV5” from your hand or Deck. Name: Mechanicore LV5 Attribute: EARTH Type: Machine/Effect Level: 5 ATK: 1850 DEF: 0 Effect: If there are 3 or less Spell and Trap Cards on your opponent’s side of the field, this card can attack your opponent directly. During your next Standby Phase after this card attacks your opponent directly, by sending this card to the Graveyard, Special Summon 1 “Mechanicore LV7” from your hand or Deck. Name: Trap Mechanicore Attribute: DARK Type: Warrior/Effect Level: 4 ATK: 900 DEF: 1400 Effect: For every face-up Machine-Type monster on your side of the field, you can activate 1 Trap Card from your hand. Name: Mechanicore Deflector Attribute: EARTH Type: Machine/Effect Level: 4 ATK: 1700 DEF: 1100 Effect: As long as this card remains face-up on the field, your opponent cannot select another Machine-Type monster as an attack target. Name: Revival Mechanicore Attribute: EARTH Type: Warrior/Effect Level: 4 ATK: 1500 DEF: 1200 Effect: When this card is Flip Summoned successfully, you can Special Summon 1 Machine-Type monster from your Graveyard. Name: Mechanicore Compressor Attribute: DARK Type: Machine/Effect Level: 4 ATK: 1300 DEF: 2100 Effect: As long as this card remains face-up on the field, all Battle Damage to this card’s controller that he/she takes from a battle involving a “Mechanicore” monster becomes 0. Name: Mechanicore LV7 Attribute: EARTH Type: Machine/Effect Level: 7 ATK: 2500 DEF: 0 Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of “Mechanicore LV5”. If there are 5 or less Spell and Trap Cards on your opponent’s side of the field, this card can attack your opponent directly. Spell Cards Name: Triple Power Surge Type: Quick-Play Effect: During a Battle Phase, when 3 or more “Mechanicore” monsters are destroyed by battle and sent to the Graveyard, Special Summon the destroyed monsters in Attack Position during the next Standby Phase. EDIT: Damn, I just actually read over my cards and I completely over exaggerated their effects. They're like nuclear bombs wrapped up in Kinder Surprises...I'm going to have to beat them down, but I'll wait for some professional critique. |
Mechanicores: A bit broken... Not that some of my cards aren't...
My new cards: Aerial Ace Equip Magic Card You can only equip this card to "Robot Hawk". Increase its ATK by 1000. ------------------------------------------------------------------------------- Robot Hawk 5 Stars WIND/Machine/Effect ATK: 1900 / DEF: 1500 Effect: If you have "Robot Hawk" on your side of the field equipped with "Aerial Ace", you can Special Summon "Robot Hawk #2" from your hand or deck to your side of the field. ------------------------------------------------------------------------------ Robot Hawk #2 3 Stars WIND/Machine/Effect ATK: 1000 / DEF: 750 Effect: This card can only be Special Summoned by the effect of "Robot Hawk". Increase "Robot Hawk"'s ATK by 500. |
Mechanicore Lv3- I can almost always attack directly, because it's not very often (especially with breaker coming back) will people play 2 or more cards in the backrow with the exception of field card oriented decks. Royal Decree and a quick spell is probably the only obstacle to stop this thing from doing a quick 1200... I'll personally suggest that Lv 3 is forced to use its original attack power to hit directly, or else I'll make OTK decks with this card (don't forget, Limiter Removal and this thing with equip card attacking directly is end game.)
Mechanicore Lv5- Except Crystal Beasts, nobody in their right mind will play 3 or more spell/trap cards... unless heavy storm is gone already or something. The terror of -2 in CA is just too great. At least this thing's attack power is still in the bearable range for direct attack. Trap Mechanicore- I'm pretty sure this thing is banned, but I don't remember what's the problem... whatever the reason Temple of Kings/Cathedral of Nobles remain on the banlist, is the same reason why this thing should go to the banlist as well. There is something severely wrong with activating trap cards on your own turn without setting it, but I don't remember... Mechanicore Deflector- A bit clearer wordings on who it protects will help... right now, I am not too sure of its effect. Revival Mechanicore- broken. Reason? Resurrecting Cyber Twin, Cyber Dragon, or Jinzo over and over and over again... Specialize it to machine Mechanicores only will be nice, or put a level cap on the target. Mechanicore Compressor- fair enough, though 2100 and 1300 is sort of breaking the "atk/def/level" boundary a bit... then again, Konami breaks it time after time themselves. Mechanicore Lv7- you can almost might as well say this thing can always attack directly. Either way, not too useful because Lv5 can almost always attack directly, and the attack power boost is not persuading me to use yet another nomi in my deck. Equip cards and Limiter Removal on the Lv5 will do the same for OTK purposes as Lv7 can. Triple Power Surge- situational, because I see some difficulty in getting 3 mechanicores to the field to begin with except with some Jaden Yuki style of playing. Keep in mind that you can get away with some Jaden Yuki moments in a roleplay for situational cards~ However, if your characters, at their very best, decide to play cards (be it real or fake) in a way that is less effective than what the readers can do with in the same situation, the readers/other roleplayers may get slightly upset. So yeah, just to keep that in mind. EDIT: It really doesn't help if you just walk in and say "broken" to other people's fake cards... not to mention, in most of your suggestions, I personally don't think that you see as many strategies/situations to utilize existing and fake cards (or both together) to truly access if they are fine, underpowered or broken... Aerial Ace- axe of despair sucks enough. Situational axe of despair sucks more >>; Robot Hawk- Cyber Dragon, gg? Cyber Dragon has more attack power, and far easier to summon out... I really don't see why. Robot Hawk 2- any card whose only effect is to boost attack power by a little is not worth using. Add situational to it, and I wonder why don't I just play mechanicalchaser... |
"I summon Dea Ex Machina, which I have conveniently drawn this turn!"
"Aw, man, Jaden wins again! Seriously, this guy's luckier then Joey Wheeler!" "In America!" (Forget that conversation. 0_o) Wildfang: Wait... Big Bang Shot and Fairy Meteor Crush that's type specific? Still, it makes me remember my old fusion beasts idea... if only fusion was more viable... |
Fusion is more viable than rituals, at least >>; Right now rituals have absolutely no way to do anything but Advanced Ritual Arts. It's a great start but still a bit lacking to push Rituals to be a consistent deck (Advanced Ritual Art is always a OTK or fail). Fusions have plenty of ways to be special summoned, or there is more than just one fusion methods (hex seals, power bond, dragon's mirror, future fusion and overload fusion).
Either way, going back to Cyber Lightning Blast ("You can only activate this card if you have a "Blue-Eyes Cyber Dragon" or a "Cyber Dragon" in your side of the field. Destroy two monsters or less on the opponent's field.") I think Alter Ego missed the "Cyber Dragon" part. Well well, Proto Cyber Dragon counts too. Cyber Dragon is in 80% of all decks anyway. It's actually a pretty solid support if the specific monster is the key monster in the entire freakin' deck anyway, and in this case, a true cyber dragon deck. Special summon cyber dragon, wipe out the field with cyber laser blast, preferably somewhere flip the royal decree or revive the Jinzo, and then normal summon light hexseal. Pwnage :3 Really not a problem when there's 6 of that "conditional" monster, and the 6 are actually very usable (unlike some other "heroes" out there.) Make it 9 if you're desperate and run panthers, but only if you dare. Cyber Demodulator Dragon Machine / Effect 7 Star / Light 2200 Atk / 2500 Def You can special summon this card from your hand by tributing a "Cyber Dragon" on your side of the field. When your opponent draws a card as a result of a card effect, lower the Def of this card by 500 to negate the effect and you draw a card. When the Def of this card is 0, destroy this card. |
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As for Wildfang, well ACC: there's a certain line of made-up monsters that thrives on it. And here I thought the Wildfang-Wildkin connection was blatantly obvious. This card suits them down to a T since getting destroyed when the equipped monster leaves the field doesn't count as being destroyed by a card effect. x3 But yeah, it does carry the casual advantage of forcing your opponent to actually spend a piece of S/T removal if they want to get rid of it rather than just disposing of the equipped monster, so I figured I'd extend the favor to our furry friends in general. ^^ Now then... Mechanicore LV line: Yeah, adding a Submarineroid-style limitation of "When it does, any Battle Damage this card inflicts to your opponent becomes the original ATK of this card. You can change this card to Defense Position at the end of the Damage Step." to the end of the direct attack would patch the otherwise temptingly easy Limiter Removal/AN Gauge exploit. :3 Trap Mechanicore: Erm...yeah, this kind of effect is what got Makyura the Destructor banlisted. Maybe if you made it so you could activate the trap cards only on your opponent's turn or something? Say..."If your opponent declares an attack while there is a face-up Machine type monster on your Field, you may select one Trap Card from your Hand and activate it (Activation Requirements must still be met)". Eh...just as a thought, although honestly: like Frostweaver I can't seem to find the breaktacular aspect of activating trap cards without a set in between. Presumably it's out there somewhere, though. =O Mechanicore Deflector: A respectably sized beatstick that forms a field lock in multiples. Cool, although in all fairness you should probably change that to "your opponent cannot select a Machine-type monster other than "Mechanicore Deflector" as an attack target" so they have a fair shot at breaking the very formidable lock two of these form in combination with Cyber Phoenix. :3 Revival Mechanicore: Sneaky, but unlike most Flip Summon monsters it can't flip itself face-down again, so fair enough. Mechanicore Compressor: Cyber Dragon-proof wall with an added protective effect to it and even a decent Atk to boot. Good card all around. Triple Power Surge: Yeah, very situational because of the hefty requirement. Also, it doesn't quite seem to fit in with the general theme of 'lock the field and direct attack your opponent silly' that these other Mechanicores have going on. Well, I guess it's a safeguard against a random Mirror Force, Torrential Tribute, or Lightning Vortex at least. Cyber Demodulator Dragon: Heh, I see some serious hate against the card drawing spree that the competitive decks these days are so engaged in. The ability to drop this down on the field by sacrificing Cyber Proto Dragon is a nice bonus too. :3 Anyways, I'm going to revamp Gathering Storm for a wider audience: Gathering Storm Continuous Spell For each Thunder type monster that is sent to your Graveyard, place a number of Ionization Counters on this card (Maximum 15) equal to half the level stars of the monster that was sent to your Graveyard (Rounded down to the nearest whole). Tribute this card with 5 or more Ionization Counters on it to Special Summon one "Thundercloud Dragon" from your Hand, Deck, or Graveyard. If this card is destroyed as the result of a card effect, inflict 200 damage to the controller of the card for each Ionization Counter on this card. Cumulonimbus Dragon Dragon/Effect 3 Star/Wind 800 Atk / 1900 Def Whenever a Thunder type monster is summoned successfully, Including Flip Summon, place one Ionization counter on this card. This card accumulates effects according to the number of Ionization counters on it: 1 or more: During each of your Main Phases, you may move any number of Ionization counters from a card on your Field to another card on the Field. 2 or more: When this card is destroyed, inflict 200 damage to your opponent for each Ionization Counter on this card. 3 or more: This card can not be selected as an attack target. Ion Cloud Thunder/Effect 1 Star/Light 0 Atk / 0 Def This Attack Position card can not be destroyed by Battle. When this card attacks, all Battle Damage from the battle becomes zero. Whenever this card battles with a monster controlled by your opponent, place a number of Ionization Counters on this card equal to the level stars of the monster it battles with. When this card is destroyed or removed from the Field, distribute all Ionization counters on this card amongst the cards on the Field. Plasma Wisp Thunder/Effect 3 Star/Light ? Atk / 0 Def During each of your Standby Phases, select one monster on the Field and place one Ionization Counter on it. The Atk of this card becomes the number of Ionization Counters on the Field x 300. Tempest Fairy Thunder/Effect 4 Star/Light 1600 Atk / 0 Def Once per turn, during your Main Phase, remove two Ionization Counters from your Field to select one card on your opponent's Field and destroy it. Thunder Steed Thunder/Effect 4 Star/Light 1400 Atk / 800 Def When this card is Normal Summoned successfully, place one Ionization Counter on this card. Whenever this card battles, you may remove one Ionization Counter from this card to increase the Atk of this card by 800 until the end of the Damage Step. Stormwing Pegasus Thunder/Effect 5 Star/Light 2300 Atk / 1200 Def When this card is Normal Summoned successfully, place one Ionization Counter on this card. Once per turn, remove one Ionization Counter from this card to select one Spell or Trap card on the Field and destroy it. Chain Lightning Normal Spell All monsters on the Field that have Ionization Counters on them (Excluding Thunder Type monsters) are destroyed. For each monster destroyed by this card's effect, inflict 400 damage to the controller of the monster. Ion Storm Normal Spell Pay 800 Life Points. Place one Ionization counter on every face-up monster on the Field. |
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By the way, for those of you wondering, the "activate Traps from your hand" effect was useful for using cards like Rope of Life on your turn and avoiding S/T destroyers. Oh, and a simple two-card OTKO: Dark Scorpion-Chick the Yellow and Call of the Haunted. |
Awwright, for the greater balance I cut down the Wisp's power accumulation to 300 per counter, reduced Stormwing Pegasus' effect to once per turn and added a symbolic 800 LP cost to Ion Storm. Better? :3
Also to throw a very YGOish game-ender into the mix: Cloudbreak Dragon Dragon/Fusion/Effect 12 Star/Light ? Atk / ? Def This card can not be Special Summoned except by the effect of "Eye of the Storm". When this card is summoned successfully, all other cards on the Field are sent to the Graveyard. The Atk and Def of this card becomes 400 x the number of cards sent to the Graveyard by this effect. On the turn this card is Special Summoned, you may discard your Hand. If you do, increase the Atk of this card by 200 x the number of cards you discarded until the end of the turn. Eye of the Storm Normal Trap This card can only be activated when Thundercloud Dragon is destroyed while there are 15 or more Ionization Counters on the Field. Remove "Thundercloud Dragon" from play then Special Summon one "Cloudbreak Dragon" from your Fusion Deck. |
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I was inspired for another card, though: Summon Calling Normal Spell When this card is discarded from your hand to the Graveyard by a card effect, you may add up to 3 Normal Monsters with an ATK of 1000 or less from your Deck to your hand. If this card is discarded from your hand to the Graveyard by an opponent's card effect, you may instead search your deck for up to 3 Effect Monsters with either 0 or ? (undecided) ATK and add them to your hand. A DW-style card, I know...but can come in handy for certain decks. |
Summon Calling: Well, all I can see it being used for is Normalcy "Human Wave Tactics" deck, since an opponent's ability can't be relied on. The "must be discarded" effect never really works as well for spell cards, IMO.
Moon Phase Normal Spell Pay eight hundred life points. Special summon one "Lycanthrope" monster from your hand that has four stars or fewer. Full Moon Power Normal Trap You may activate this card when your opponent declares an attack against any "Lycanthrope" monster on your side of the field. Double the attack of all "Lycanthrope" monsters on your side of the field. Dormant Lycanthrope Monster/Earth/Beast/Effect/4* Atk 1200/ Def 1200 When this monster on your side of the field is attacked, you may discard one card from your hand in order to negate the attack. During your main phase, you may tribute this monster in order to special summon any "Lycanthrope" monster from your deck with four stars or fewer. You may not normal summon during the turn this effect is activated. Dark Lycanthrope Monster/Beast/Dark/Effect/4* Atk 1700/ Def 1000 When this monster on your side of the field inflicts battle damage on the opponent's life points, discard card(s) from the opponent's deck equal to the number of "Lycanthrope" monsters on your side of the field. Plains Lycanthrope Monster/Beast/Light/4*/Effect Atk 1600/ Def 1000 Negate the effects of all effect monsters this monster battles with, and destroy all defense-position monsters this monster attacks without applying damage calculation. Tundra Lycanthrope Monster/Beast/Water/4*/Effect Atk 1500/ Def 1000 Destroy any monster that battles with this monster at the end of the damage step (damage calculation is applied normally). Lycanthrope Vulcan Monster/Beast/Fire/Effect/4* Atk 2000/ Def 0 When this monster destroys an opponent's monster as a result of battle, you may reduce all battle damage to zero in order to discard one card from the opponent's hand. More little wolves to follow, hopefully. :3 |
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Lightning Altar Continous Magic Card You can Special Summon one Thunder-type monster from your hand, Deck or Graveyard to your side of the field every turn as long as this card remains face-up on the field. ------------------------------------------------------------------------ Electric Eel 6 Stars WATER/Fish/Effect ATK: 2300 / DEF: 1800 Effect: The effect of "Lightning Altar" may be applied on this monster. |
Ion Cloud is far more dangerous than given credit for. It is at least at 1, if not banned. Marshmellon is either in defense mode (NoC or Shield Crush), or it suffers LP damage in attack position. Reaper is rarer. Gellen Duo has 1700 atk if it hace to go to attack mode to dodge shiled crush, but it's gone if controller takes LP damage in anyway. Ion Cloud can be summoned in attack position, and it will never die *at all* and not take any damage too... that's broken if you ask me. Summoning Zaborg to get rid of it is sort of just making more counters for storm deck too. The lone fissure is not reliable enough (Raiza just delays the problem. That thing will come down next turn.)
Am I the only one who thinks that "getting 7 lv 4 thunder monsters in the graveyard is not that easy to do in one turn, because if I give the opponent even one turn, the gathering storm will be totally wiped out?" There is no high level thunder monster. Zaborg and Thunder Dragon are both 2 counters because it's rounded down. Ion Cloud's indestruible effect is counter-inuitive (the spell will die long before ion cloud dies. If anyone has a brain, they will let ion cloud sit there until they can breaker the storm.) The steed is really weak for the tight deckspace, so you're left with the fairy and other existing thunder monsters (ha, ha, ha.) Plasma Wisp specifies a monster, so it really takes effort to use it decently... Brb for more cards =o |
Umm... Fraky, you have a lot to learn about how competitive YGO works. 0_o
Lycanthrope Vulcan is probably a little bit broken, actually. He can wipe out a card from the opponent's hand every single turn, plus his attack is unusually high for a four-star monster. In YGO, wiping out an opponent's life points isn't the only strategy. You've also got to consider card advantage: Keeping the number of cards you have available in your hand and on the field to pummel the opponent with higher then the number of cards in his hand and on his side of the field. With that in mind, Vulcan's effect pretty much allows you to wipe out one card from the opponent's hand every turn that he attacks presuming they don't drop Cyber Dragon or tribute summon Monarch. Endless-1 for the opponent is a very good thing. Dark Lycanthrope has the same thing in mind: drop a massive number of werewolves and then start burning the opponent's deck as quickly as possible before they drop a beatstick and wipe you out. Plains Lycanthrope isn't just good for capture jar, btw, since it also negates the effects of any flip monsters it battles. Not that flip effects are all that huge with Shield Crush being at three, but it still helps to have somebody who runs them over. Tundra Lycanthrope is there for taking care of heavy beatsticks. As for Moon Phase, its current effect is still pretty deadly since you can still normal summon on the turn you play it. This means that, in effect, you're can summon two Lycanthropes in one turn when you play it. |
Cloudbreak Dragon- seriously it needs a 2nd component... because it's not "fusing" anything. o_O; Right now I think you're trying to avoid nomi even though it is a nomi monster. I'll rather make it a nomi monster, but add in the effect that "by showing this card to your opponent, you may return this card to your deck to draw a card. Shuffle your deck afterward." sort of thing (all credit to I forgot who in pojo for suggesting that for nomi monsters.)
Eye of the Storm- works if it's nomi, heh... the monster right now is really really weird... Summon Calling- really situational... not that many cards will have good ? or 0 atk cards (those that are good *cough*venom*cough* got their own reliable support cards) Moon Phase- not that useful, because Double Summon will essentially do the same thing except it got no cost and it's not specific. Unless there are cards that emphasize special summoning, Double Summon will do swarming better. Full Moon Power- Defensive Limiter Removal, which has won its fair share of games. It's nice to see "better" version of Sakuretsu Armor/Widespread Ruins that are theme specific. Dormant Lycanthrope- I guess that you have to run Moon Phase if you feel like searching... fair enough I guess. (you made this card before with very similar effects haven't you) Dark Lycanthrope- overpower? maybe... darn powerful? definitely o_O; Double successful Dark Lycanthrope hit is gg... Good stats, very good effect for swarming... usable alone away from the others. Another one of those borderline to banlist card. Plains Lycanthrope- fair enough I guess, but it's definitely replacing Drillroid. Tundra Lycanthrope- finally water decks can ditch Yomi Ship, and this is not too bad of a Lycanthrope to have. It can go on the offensive and still work its magic against Gravekeeper Spy. (so much hate for defense position monsters, even in fake cards, awww) Lycanthrope Vulcan- banned. Why you will ever not activate its effect, unless the damage is like 1500+, game winning or if the hand is *already* destroyed, is totally beyond me. It's also the highest attack power for effect monster, once again breaking all threshold... Bye bye gene warped werewolf, you are replaced already by something that everyone will play in 3 if they possibly can. Hopefully they can't. Invincible Fortress Rock / Effect 5 Star / Earth 0 Atk / 2000 Def While this card is in face-up defense position, it is unaffected by your opponent's spells or effect monsters. With everyone making their own themes, I really should make my own someday :P |
Heh. I've always wanted a werewolf-centric deck, so yes, I invented "Dormant Werewolf" a while back. Heh, me likes the new Lycanthropes so much better, though. Besides, has anyone besides me noticed that outside of Chibi Dragon I create only swarmers? I think that's about all that I'm good at. XD The main difference between these guys and the Wanderers are the more destruction-centric effects, whereas the Wanderers were basically spell and card advantage support.
Alright, time for a quick redux: Lycanthrope Vulcan Monster/Beast/Fire/Effect/4* Atk 1700/ Def 0 When this monster destroys an opponent's monster as a result of battle, you may reduce all battle damage to zero in order to discard one card from the opponent's hand. Eh, now I feel like it's a thematic Don Zaloog. Meh. |
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On Cloudbreak Dragon: it's made to imitate the 'grown' Neo-Spacians from Tactical Evolution (Which, as you will note, also sit snuggly in the fusion deck without having any fusion materials at all =O). The 'nothing fused' is not really an issue since it disallows all conceivable forms of fusion summoning anyway. And Icha, there's no DW abuse since discarding your hand would be treated as an activation cost for the power-up effect. Anyways, I cut it down to 400 per card from the field and 200 per card from your hand to make it require some more setup. If it doesn't kill on the turn it arrives, it's probably dead anyway. =P Ion Cloud: Actually, if you look closer at the card the 'damage off' effect only applies if Ion Cloud is the one attacking (Same as with Exploder Dragon); if your opponent declared the attack you take damage normally. Also, last I checked Exploder Dragon, Exiled Force, and D.D. Warrior Lady (or if you want to be all rogue about it, Frost and Flame Dragon) were still perfectly viable ways to dispose of the pesky little cloud, either that or Enemy Controller it to defense and run it over. =O Concerning Gathering Storm; even if your opponent does wipe it out they'll probably be eating a fair bit of burn damage in the process, so it's sort of serving a purpose either way. Also, what's with the magical number of fourteen counters? o.O Moon Phase: That should be 'One level four or lower "Lycanthrope" monster'. But yeah, fair enough, especially considering all the stuff that Double Summon already does. :3 Full Moon Power: Ooookay, this might be a problem. With the current wording, the Atk boost is permanent, meaning that a single attack from your opponent would leave you with a field full of 2400 to 3400 Atk beatsticks. Ouch, just ouch...x.O Please put some kind of time restriction on the Atk boost and/or the lifespan of the affected monsters. Dormant Lycanthrope: A new take on the recruiters, I see. Fair enough. Dark Lycanthrope: W00T, outdecking. :3 Well, it's pretty efficient at what it does (Imagine rushing with a full field containing three of these, then throw Robbin' Zombie on top. Half the deck discarded in one go. =O). The beatstick-class Atk makes it usable and considering how eagerly most people deplete their decks these days, outdecking fast and hard could even win. ^-^ Plains Lycanthrope: Erm...yeah, let's just say that Dragon Capture Jar was not the first card that came to mind when I saw this. Anyway, it's sort of overkill. Negating monster effects alone is awesome, but trampling defenders too? With that Atk, I'd say pick one or the other for the greater balance. Tundra Lycanthrope: Pretty nasty in its own right, but it's not like it's treading a path that D.D. Assailant hasn't trodden before. Fair enough. Lycanthrope Vulcan: It wasn't really half as broken as you thought. Sure, a hand discard is a powerful effect, but giving up all that hard-earned battle damage is a pretty big cost too. I'd say raise it up to 1800 Atk; as it stands it's just inferior to the Don. Lightning Altar: Whoa, with the storm line this would spell out 'Breaktacular' in big, shiny capital letters. x3 For fairness' sake I'd say limit the Special Summon to hand only, because a card that lets Zaborg rebound to the field more persistently than Treeborn Frog is a bit too much. =O Electric Eel: Sort of a redundant effect. You could just have made it a thunder type monster to begin with. Invincible Fortress: Heh, this looks like something fun to drop down with Giant Rat or possibly even Damage Condensor (Still think bapping me with your flipped Magician of Faith is fun, huh? HUH? >O), although personally I'm still too fond of the ridiculously impractical Satellite Cannon to give its place up (Big, shiny laser-thingie in the sky, I <3 yeeew! *Clings*). Too bad Cyber Dragon runs this 'Invincible' fortress over, though. =P Thunderbark Hound Thunder/Effect 6 Star/Light 2100 Atk / 1400 Def When this card is Normal Summoned successfully, select a face-up monster on your opponent's Field and place one Ionization Counter on it. When this card attacks a monster with an Ionization Counter on it, remove one Ionization Counter from the target monster and change its Battle Position before applying Damage Calculation. (Card effects are not activated) Storm Sentinel Thunder/Effect 2 Star/Light 400 Atk / 2000 Def When this card is Normal Summoned successfully, select a face-up monster on your opponent's Field and place one Ionization counter on it. When your opponent declares an attack with a monster that has an Ionization Counter on it, remove one Ionization Counter from the attacking monster to negate the attack. Storm Warrior Thunder/Effect 4 Star/Light 1600 Atk / 1200 Def Whenever this card destroys your opponent's monster by Battle, place one Ionization Counter on this card (Maximum three). For each Ionization Counter on this card, increase the Atk of this card by 200. When this card attacks your opponent directly, remove one Ionization Counter (if any) from this card at the end of the Damage Step. Storm Summoner Thunder/Effect 4 Star/Light 1400 Atk / 1200 Def Whenever a Thunder type monster is summoned successfully (Including Flip Summon), place one Ionization Counter on this card. Tribute this face-up card on the Field to Special Summon one Thunder type monster or "Thundercloud Dragon" from your Deck whose level stars are less than or equal to the number of Ionization Counters on this card. Spell Disruption Continuous Trap Remove four Ionization Counters from your Field to negate the activation and effect of a Spell Card controlled by your opponent and destroy it. Violent Discharge Normal Trap Remove all Ionization Counters from the Field then inflict damage to both players equal to 200 x the number of counters removed by this effect. |
My computer mouse is acting up, so I'll be brief for now.
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Striker Master 12 Stars DIVINE/Warrior/Effect ATK 4400/DEF 4000 This card may only be Normal Summoned by offering 3 "Striker" monsters on your side of the field that were Special Summoned by their own effects as a tribute. This card cannot be Special Summoned except from your hand when the total number of cards in your opponent's hand & on his/her side of the field is at least 20 more than the total number of cards in your hand & on your side of the field (excluding this card). If this card is successfully Special Summoned in this way, you win the Match. |
Striker Master: Fair enough, since getting twenty cards on the opponent's field once they realize that you're playing Striker is hard enough... but how are they going to? You can only have six cards in the hand, max, so no matter how many monsters or spells they have in play, you can't win with Master. Cut it down to fifteen cards, so you can only win with an empty field and hand with the exception of this monster.
Alright, redux Lycanthrope summoner. Moon Phase Normal Spell Special summon one level four or lower "Lycanthrope" monster from your hand, deck, or graveyard. And now for something completely different: A game show. Choose your Prize! Normal Spell Flip a coin. If heads, control of one monster on the opponent's side of the field switches to yours until the selected monster is removed from the field. If tails, discard one card from your hand. |
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Striker Master: I do believe that this one is meant to be played together with Miscount, eh? Ah well, a 10-card difference isn't that easy to build either. Yay for super special awesome situational win conditions. x3 Moon Phase: Fine now. Choose Your Prize!: Lawl, I have this mental picture of the dude from the Reversal Quiz and Quesion! illustrations choosing between doors A and B now. xD *Shot* Anyway, this is blatantly abused by Dark World since they turn it into a win/win and it's generally a case of big profit versus relatively small loss. Try making the loss a bit more painful. :3 Aaanyhow, back to the good old parasites. For those who weren't around back then, the originals can be found on page 19 of this thread. I've done some wording revisions and altered a lot of the effects. Lookie: Cleansing Seal Field Spell All "Parasite Demon" monsters on the Field have their Atk and Def reduced by half and may not attack or change their Battle Positions. Demonic Summoning Flute Quick-Play Spell Select one "Parasite Demon" monster from your Hand and Special Summon it to your opponent's Field, ignoring summoning conditions. Then, pay a number of life points equal to 800 x the number of tribute(s) mentioned in the card's effect. On the turn this card is activated you may not summon any other monsters (Including Flip Summon). Blood Pact Normal Spell Select one "Parasite Demon" monster from your Graveyard then pay a number of life points equal to 200 x the level stars of the target monster and Special Summon it to your Field, ignoring summoning conditions. Excorcism Normal Spell Select one "Parasite Demon" monster on the Field and destroy it. The controller of the card destroyed by this effect loses Life Points equal to half the original Atk of the destroyed monster. Poltergeist Normal Spell Destroy one "Parasite Demon" monster on your opponent's Field to look at your opponent's Hand, then select one card from your opponent's Hand and discard it. Violent Purge Normal Trap Destroy all face-up 'Parasite Demon' monsters on the Field. For each monster destroyed by this effect, inflict 800 damage to the controller of the card(s). Demon Symbiosis Continuous Trap During each of your Standby Phases, if this card is face-up on your Field, pay 500 Life Points, otherwise this card is destroyed. While this card is face-up on your field, you may discard one "Parasite Demon" monster from your deck in order to negate an attack from one of your opponent's monsters. Parasite Demon Karasu Fiend/Effect 3 Star/Dark 1550 Atk / 600 Def This card can be Special Summoned from your Hand to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. Each time a card controlled by the controller of this card is sent to the graveyard, the controller of this card pays 200 life points. (This is not optional) Parasite Demon Searinox Fiend/Effect 4 Star/Fire 1800 Atk / 500 Def This card can be Special Summoned from your Hand to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each Standby Phase, the controller of this card pays 300 life points for every monster card on his/her field. (This is not optional) Parasite Demon Zeptiemus Fiend/Effect 4 Star/Water 1600 Atk/1800 Def This card can be Special Summoned from your Hand to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. Whenever the controller of this card would gain Life Points, the controller of this card loses that many Life Points instead. Parasite Demon Nefreeti Fiend/Effect 4 Star/Fire 2000 Atk / 1300 Def This card can be Special Summoned from your Hand to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. Discard this card from your hand in order to add 'Cleansing Seal' from your deck to your hand. If there is no face-up Field Spell on the controller's Field, the controller of this card tributes one card on his/her Field during each of his/her Standby Phases. (This is not optional) If there are no cards to tribute, the controller of this card pays 800 Life Points instead. Parasite Demon Saadat Fiend/Effect 6 Star/Earth 2450 Atk / 1850 Def This card can only be Special Summoned by Tributing 1 monster on your opponent's Field and is Special Summoned to your opponent's Field. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each of the controller's Standby Phases, if the controller of this card has more than three cards in his/her Hand, the controller of this card discards cards from his/her Hand until he/she has three cards in his/her Hand. (This is treated as an activation cost) Parasite Demon Nishruu Fiend/Effect 6 Star/Dark 2500 Atk / 1200 Def This card can only be Special Summoned by Tributing 1 monster on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. While this card is face-up on the Field, the controller of this card must pay 600 Life Points to activate a Spell Card. Parasite Demon Sherincal Fiend/Effect 6 Star/Fire 2400 Atk / 1400 Def This card can only be Special Summoned by Tributing 1 monster on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. While this card is face-up on the Field, the controller of this card must pay 600 Life Points to activate a Trap Card. Parasite Demon Severash Fiend/Effect 8 Star/Dark 2900 Atk / 2300 Def This card can only be Special Summoned by Tributing 2 monsters on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monsters. The controller of this card must discard one card from his/her Hand in order to set a card from his/her Hand. Parasite Demon Shamishra Fiend/Effect 6 Star/Fire 2300 Atk / 600 Def This card can only be Special Summoned by Tributing 1 monster on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. Each time the controller of this card discards a card(s) from his/her Deck (Other than by the effect of "Parasite Demon Shamishra"), he/she discards twice as many cards. Parasite Demon Ihtafeer Fiend/Effect 7 Star/Earth 2700 Atk/2200 This card can only be Special Summoned by Tributing 2 monsters on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. The controller of this card may only activate one Spell or Trap card each turn. Parasite Demon Tsukuya Fiend/Effect 7 Star/Water 2600 Atk / 2600 Def This card can only be Special Summoned by Tributing 2 monsters on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each of the controller's Standby Phases, Special Summon one Parasitic Token (Fiend, 2 star, water, 550 Atk/650 Def) to the controller's side of the field in attack position. If there are no empty creature zones on the controller's side of the field, ignore this effect. While this card is face-up on the field, destroy all tokens on the controller's field that aren't named "Parasitic Token". Parasite Demon Karashah Fiend/Effect 10 Star/Dark 3600 Atk/2800 Def This card can only be Special Summoned by Tributing 3 monsters on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each of the controller's Standby Phases, the controller of this card tributes 2 cards from his/her field. If there are no cards to tribute, the controller of this card pays 1000 life points instead. (This is not optional) Also, two brand new ones for good measure: Parasite Demon Ferdeuce Fiend/Gemini 4 Star/Dark 1700 Atk / 1200 Def This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: -When this card is Normal Summoned successfully, control of this card is switched to your opponent. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each of the controller's End Phases, the controller of this card must select and activate one of the following: * Tribute one card on your Field. * Discard one card from your Hand. (This is considered to be an activation cost) Parasite Infestation Continuous Trap Discard one "Parasite Demon" monster from your Hand to activate this card. Select one face-up monster on your opponent's Field and equip it with this card. A monster equipped with this card can not be offered as tribute under any circumstances and is considered to have "Parasite Demon" in its name. During each of his her Standby Phases, the controller of the equipped monster pays Life Points equal to 100 x the level stars of the equipped monster. Oh, and something that isn't a parasite: Hands of Mischief Normal Spell This card can only be activated while there are three or more cards in your opponent's Hand. Select a card at random from your opponent's Hand and shuffle it into his/her Deck. |
Hooboy. The mass outbreak of Parasites begins again. I have my own opinions on them (namely WHY DOES ALTER EGO GET ALL THE FUN IDEAS!?!?) but for now, I'll just talk about the overall strategy.
It occurs to me that with current wording, Parasite Demon can't be sacrificed for another Parasite Demon. With that in mind, the bigger ones aren't going to be easy to drop down on the opponent's side of the field (Karashah comes to mind... jeez, these names are hard to transcribe.) With that in mind, wouldn't the smarter strategy just be to fill the opponent's field with multiple low-level Parasite Demons? Well, then again, Summoning Flute would help, but I'm not too crazy about the LP cost. Anywayz, something a Parasite player can put in their deck that won't bite them in the butt when they put it on their side of the field. Spirit Healer Monster/Spellcaster/Dark/Effect/4* Atk 1500/ Def 1000 As long as this monster remains face-up on the field, "Parasite Demon" monsters cannot declare an attack. Once per turn, if you are able, destroy one "Parasite Demon" monster on the opponent's side of the field (this effect is not optional). |
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My new cars (cars? No, cards :P): Incendio Sorcerer 7 Stars FIRE/Pyro/Effect ATK: 2650 / DEF: 2000 Effect: Increases all Pyro-type monsters by 700. This effect remains active until the 5th turn this card is face-up on the field. ------------------------------------------------------------------------ Forest Fire Field Magic Card If you have an "Incendio Sorcerer" face-up on your side of the field, give him a 200 ATK bonus or decrease all non-Pyro type monsters' ATK by 500. I know these ones will have bad taste to some people here (specially Greek people, half of their country's forests was burning this summer for almost a week) ,but... |
Hm...
Dirus Lycanthrope Monster/Earth/Beast/Effect/7* Atk 2500/ Def 1000 When this monster is tribute summoned succesfully, declare one card type (Monster, Spell, or Trap). Your opponent must discard cards from their deck until they draw a card of the selected type. Once per turn, you may discard one card from your hand in order to negate an attack against any other "Lycanthrope" monster on the field. Lycanthrope Pup Monster/Beast/Effect/Earth/3* Atk 700/ Def 500 If there are any other "Lycanthrope" monsters on your side of the field, you may special summon this monster from your hand. If this monster is destroyed as a result of battle, draw a card. Mountain Lycanthrope Monster/Wind/Beast/Effect/4* Atk 1500/ Def 1200 When this monster inflicts battle damage on the opponent's life points, you may destroy one spell or trap card on the field. |
Hand of Mischief is broken... Trap Dustshoot on drugs o_O; If my opening hand has 2 of this, you're pretty doomed. It may not be confiscation, but it's great disturbance nevertheless.
As for the parasite demons, you really have to add the line how they cannot be tributed except for the summoning of a parasite demon just like what ACC said. Also, with such terrifying attack power and a lot less defensive spells/traps compare to the banlist which these cards are tailored for, parasite demons are pretty hard to use... Most likely, I'll try to special summon 2 parasites on the same turn, hopefully squeeze in Ojama Trio for field lock and hopefully see where to go from there. Just hard to use a very deck-space-consuming parasite demons and put in defenses as well. Spirit Healer- Good defense, but counterproductive at the same time... o_O; Yeah I really should make a theme before it's all taken =O A decktype that punishes what YGO does the most: play a lot of spell cards, and special summon a heck of a lot. Snowhorn Sprite Fairy / Effect / Snow 5 Star / Water 2100 Atk / 1900 Def The controller of a special summoned monster cannot activate any spell cards. Snowhorn Wolf Beast / Effect 3 Star / Water 1200 Atk / 700 Def If this card is sent from your hand to the graveyard, negate the effect of all spell cards and effect monster cards (except Snowhorn monsters) until the end of your next turn. Snowhorn Yeti Fighter Beast Warrior / Effect 4 Star / Water 1900 Atk / 1800 Def When this card destroys a monster as a result of battle, your opponent choose a spell card from his or her deck and sends it to the graveyard. Snowhorn Owl Flying Beast / Effect 2 Star / Water 800 Atk / 600 Def Flip: Until the end of your next turn, neither player can activate any spell cards or special summon any monsters. Sage of Snowhorn Spellcaster / Effect 4 Star / Water 1600 Atk / 1900 Def Once per turn, you may look at one set spell or trap card on the field. If it is a spell card, destroy it (spell cards cannot be activated in response to this effect.) If it is a trap card, return it to the field in facedown position (its effect is not activated.) Great Whale of Snowhorn Fish / Effect 6 Star / Water 2500 Atk / 2200 Def If your opponent activated any spell cards last turn, this card may attack your opponent directly with its original Atk. Frozen Flame of Snowhorn Pyro / Effect 1 Star / Water 0 Atk / 0 Def When a spell card is activated, tribute this card on the field to negate the effect of the spell card (this is not an option.) If this card is destroyed, you may destroy another Snowhorn monster you control instead and reduce all battle damage to 0 this turn. Snowhorn Spider Insect / Effect 6 Star / Water 2500 Atk / 1400 Def This card cannot be normal summoned or set summoned. When your opponent activates a spell card, you may special summon this card from your hand. If there is no Snowhorn monster on your side of the field besides this card or if there is a spell card in your graveyard, this card cannot attack. Snowhorn Trapper Warrior / Effect 3 Star / Water 700 Atk / 1400 Def If your opponent special summons a monster and there is a Snowhorn monster on your side of the field, you may discard this card from your hand in order to lower the Atk of the special summoned monster to 0. The special summoned monster cannot be tributed or change battle position until the end of your next turn. Snowhorn Trickster Fiend / Effect 4 Star / Water 1800 Atk / 1600 Def When your opponent special summons a monster, you may choose a Snowhorn monster from your deck and add it to your hand. Snowhorn Charger Thunder / Effect 4 Star / Water 1700 Atk / 1200 Def When your opponent activates a spell card and there are no spell cards in your graveyard, destroy one card on the opponent's side of the field. Snowhorn Newt Reptile / Effect 2 Star / Water 1300 Atk / 400 Def When this card is flip summoned, look at your opponent's hand and discard a spell card from his or her hand. If there is a Snowhorn monster on your side of the field (excluding this card), flip this card facedown during your end phase. Snowhorn Spell Cannon Machine / Effect 5 Star / Water ? Atk / ? Def The Atk and Def of this card is equal to the amount of spell cards in your opponent's graveyard x 500 (up to a maximum of 3000 Atk.) If there are no spell cards in your graveyard, when this card battles with a special summoned monster, destroy the monster with this card's effect without applying damage calculation. Ocean Tunneler of Snowhorn Sea-Serpent / Effect 7 Star / Water 2200 Atk / 2600 Def If there are 4 cards in your graveyard and none of which are spell cards, you may normal summon or set summon this card without tributes. When your opponent plays a spell card or special summons a monster, you may special summon a Snowhorn monster from your graveyard. Frozen Rose of Snowhorn Normal Trap When your opponent special summons a monster, send a Snowhorn monster from your deck to the graveyard in order to special summon 2 "Snowhorn Rose Token" (Plant/Water/Lv 1/Atk 0/Def 0) on your side of the field. Blizzard Snowstorm Continuous Trap While there is a Snowhorn monster in play, destroy all continuous spell cards on the field and all set spell cannot be activated. Spell or trap cards cannot be activated in response to the activation of this card. Tombstone of the Tundra Normal Trap Discard a Snowhorn monster from your hand in order to negate the special summon of a monster and destroy it. Your opponent cannot normal summon or special summon monster with the same name (including the destroyed monster) during the rest of this duel. Snowhorn Dragon Dragon / Effect / Snow 8 Star / Water 2900 Atk / 2600 Def This card cannot be normal summoned or set summoned. This card cannot be special summoned except by tributing 2 Snowhorn monsters on your side of the field and there are no spell cards in your graveyard. Negate the effects of your opponent's spell cards and your opponent cannot special summon any monsters. Spell or trap cards cannot be activated in response to the special summoning of this card. Whew that's one long post o_O |
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Nevermind, I'm about to take that name ;) : Pot of Mischief Normal Spell Each player selects up to two cards at random from his/her opponent's hand and shuffles them into his/her opponent's deck, then draws 1 card. You cannot activate this card if you have no cards in your hand other than this card. |
@Frostweaver's monsters: Do the words "Metagame Killer" mean anything to you? I can't think of a single decktype that won't be hurt by these cards. Of course, it would take a fairly dedicated "No Spells" player to use an entire deck's worth and you can't really swarm them, but they're definitely evil with capital letters and dark red font. 0_0;
@Mischief: So minus one CA for both players and no deck thinning? I'll pass, unless I'm playing Exodia or something where I really need specific cards in my hand at all times. |
If you only have one card with pot of mischief, then you technically got a +1. You send the only card in your hand, and you send 2 of theirs. Although it's 2-for-2, the opponent sends more valuable stuff than you though. The Pot of Mischief is useless except to do what it is intended to do anyway.
Yes I know. Snowhorn monsters are anti-metagame, but they can hardly swarm, can't use spells (or not suppose to o_o... i'm pretty sure i slipped and you can abuse them with spells somehow), and royal decree/jinzo kills your traps pretty easily. I like them though XD (duh i made them) |
Well, Icha, by ruling being Second Summoned is analogous to being Normal Summoned (Stuff like Bottomless Trap Hole and Torrential Tribute can be activated in response) so as far as I can gather, Ferdeuce would switch controllers the moment it's second summoned. :3
Anyways, point taken about the parasites: the tribute restriction has been changed to reflect this. Quote:
Anyways, in commemoration of Frostweaver's first true set: Frost Specter of Snowhorn Zombie/Effect 4 Star/Water 1600 Atk / 700 Def Neither player can activate any Spell Cards or Special Summon any monsters from their Hands. Hii Cyber Dragon and pals. x3 And yeah, the 'From their hands' condition applies to the spell cards as well, so you can still play them by making a set and then activating...unless of course we have a certain other card on the field as well. ;3 Moving on... Spirit Healer: Yeah, counter-productive because of the destruction, not to mention that it's sort of a breach of the usual 'drop all my monsters to the opponent' stance of the set. Ahh...I should make some parasite stall cards. (Although personally, I think that a well-timed Spatial Collapse is all it takes to form a solid lock. :3) Dirus Lycanthrope: Oh, this so kills Snowhorn. xD Anyways, it's another gear for the outdeck approach, but you have to be careful not to let your opponent dump what they want to dump. The protection effect is decent, but nothing to call home about. Lycanthrope Pup: cheap tribute and swarm fodder. The draw effect definitely lets it earn its keep. Mountain Lycanthrope: Fair enough. Pair it up with Pitch-Black Warwolf and it's murder on Mirror Force for a better chance to actually hit something. Pot of Mischief: Heh, this looks fun. Definitely good if you're drawing a lot more cards than your opponent and it can really sting lategame if your opponent is down on hand size. Aaanyways, I'm going to do something about the parasite stall problem tomorrow. Four-hour afternoon lectures in a different city = Inhumanity. T_T |
Nothing to say about FSoSh...
Ok, my cards (I'm getting a bit annoying here, but I can still show my ideas, no?) Transfalcon 4 Stars WIND/Machine/Effect ATK: 1500 / DEF: 1500 Effect: This monster can be treated as an Equip Magic Card for any Warrior-type monster. Increase that monster's ATK and DEF by 1500 by 3 turns. ------------------------------------------------------------------------- Swordsboy 7 Stars EARTH/Warrior ATK: 2700 / DEF: 1800 ------------------------------------------------------------------------- Ivallia the Robot-Winged Warrior 9 Stars WIND/Warior/Effect ATK: 4200 / DEF: 3300 Effect: Special Summon this card from your hand or deck to your side of the field by offering "Swordsboy" equipped with "Transfalcon" as Tributes. This card cannot be equipped with "Transfalcon". |
It's just that they are always forms of nomi beatsticks with attack increase/decreasing effects only o_O; not overly interesting nor is it useful. We really try to have fun and make the fake cards interesting, refreshing in its effects, and capable/usable with real cards too.
(well except for cards like... the following. Spoilers alert!) ...In America! Continuous Spell Card Activate this card if you wear sunglasses. Increase the Atk and Def of Yu-Gi-Oh TCG monsters by 500 and decrease the Atk and Def of Yu-Gi-Oh OCG monsters by 500. If the opponent can sing the French National Anthem, this card is destroyed and you lose the duel (unless you are Canadian.) This card is unaffected by Yu-Gi-Oh OCG card effects and its activation cannot be chained. |
...In America!: OCG players, quake in fear! (or America, you decide =O) Hmm...I'd better go learn the French national anthem, just in case. xD
Anyways, before I get to the parasite problem: Creation Rewoven Normal Trap This card can only be activated by discarding one card from your Hand when a Gemini monster on your Field (other than an Effect Monster) is destroyed. Special Summon the destroyed monster. A Gemini monster Special Summoned by this effect is treated as an Effect Monster, and gains its effect. The wording on the last bit was taken from Blazewing Butterfly, so it should be correct. :3 Now then, back to the parasites: Parasite Demon Jaboli Fiend/Effect 7 Star/Earth 2700 Atk / 2100 Def This card can only be Special Summoned by Tributing 2 monsters on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. Monsters on the controller's Field with a lower level than this card's may not Attack (Battle Positions can still be changed). Parasite Demon Juncar Fiend/Effect 3 Star/Dark 1400 Atk / 800 Def This card can be Special Summoned from your Hand to your opponent's Field. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. Whenever a monster is Summoned to the controller's Field (Including Flip Summon) the controller of this card discards three cards from the top of his/her Deck. (This is treated as an activation cost) Guardian of the Sacred Seal Fairy/Effect 7 Star/Light 2200 Atk / 1700 Def While there are two or more "Parasite Demon" monster on your opponent's Field, this card can be Normal Summoned without tribute. When this card is Normal Summoned successfully, you may remove one "Cleansing Seal" in your Graveyard from play. If you do, "Parasite Demon" monsters on the Field may not attack or change their Battle Positions for as long as this card remains face-up on the Field. While this card is face-up on the Field "Cleansing Seal" can not be destroyed or removed from the Field. |
@Sacred Seal Guardian: Alright, two tributes and the requirement that the field spell be in the graveyard while this thing is in a Parasite Demon deck is a bit much. What are you going to summon it with? Parasite Demons? I mean, two tributes is quite enough to bring it out without you having to dump Cleansing Seal first, IMO.
@Jaboli: Well, he definitely helps set up a demon lock that'll be hard to break. I like him. I like him muchly. :3 @Juncar: Outdecking FTW! Now, I'm going to round out the Lycanthrope fold... Fang of the Lycan Normal Trap When your opponent activates a card effect that targets a "Lycanthrope" monster on your side of the field, negate the effect and discard cards from the top of his deck equal to the level stars of the targeted monster. Howling Moon Quickplay spell Special summon as many Lycanthrope monsters from your deck as possible. The summoned monsters cannot attack your opponent directly, and are sent to the graveyard at the end of this turn. In return for Frostweaver's little novelty... Burn The Witch! Normal Spell If your opponent has any of the following traits, you win the duel -Gorgeous green eyes -Fangirls -A Game of his own creation -An annoying background theme song -The ability to perform cheap parlor tricks. BURN THE WITCH! |
Creation Rewoven- 3x in Gemini decks, instantly. I like it (mainly cause recursion is nice, and I like Gemini cards)
Jaboli- the problem is, you may stop everyone else but Jaboli itself hurts a lot too... plus, no deckspace for it. On the other hand, this is a great replacement for Lava Golem in burn decks. Hey, it can't be get rid of unless you zaborg yourself or something. Nobody plays lv 7 or higher monsters. Now all you need to to nightmare wheel or stall out Jaboli and the entire field is locked. Basically, trading away lava golem's 1000 burn damage for the difficulty to get rid of it and for total lockdown except Jaboli itself. Juncar- again not a parasite demon deck card, but mill deck... It's really hard for decks to deckout again not that trooper is one only (and even when trooper is here, only one game in SJC ever decked out anyway). Plus, I honestly consider non-dedicated mill to be helping the opponent more than harm. Guardian of the Sacred Seal- It's actually a must have, and I'll even be insane enough to say Parasite Demons is a crazy deck where you shouldn't have monsters on your side of the field except this one, reaper, marshmellon and that sort of stuff. Cleansing Seal is your best bet (and almost the only choice) and it's searchable by terraforming too. You run Cleansing Seal anyway. You might as well run the card to protect it. It can still use more help but it's the best we got so far =O Fang of the Lycanthrope- got better because of this format where warriors come back for their stability, and that means it doesn't only stop zaborg, raiza, but Zenji's effect and exiled force too. Not bad, not bad. Howling Moon- someone tell me how that's not broken o_o So what if I can't attack directly. I can almost always wipe out the opponent's field with high level lycanthropes, and dump/revive or dump/remove/revive just got to be a child's play. Not to mention, summoning all 3 pups and I draw 3 cards from all 3 of them. D00med. Burn the Witch- you forgot the line of "-if he or she uses dice" Nothing better but to steal themes and randomly combine them, just like how ancient gears randomly took the gadgets. Parasite Demon of Snowhorn Fiend / Effect 5 Star / Water 2100 Atk / 1700 Def This card can only be Special Summoned by Tributing 1 monsters on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. Decrease the Atk and Def of all monster cards on your opponent's side of the field by 200 x the amount of spell cards in your opponent's graveyard. Lycanthrope of Snowhorn Beast / Effect 4 Star / Water 1800 Atk / 1500 Def If your opponent special summons a monster, you may tribute a Lycanthrope monster on your side of the field (except this card) to negate the special summon of a monster and remove it from play. (I am not sure if there is a very united or dedicated approach to Lycanthrope decks unlike Parasite Demons... so yeah, a generic effect) |
Lycanthrope is field destruction and outdecking. Basically, every Lycanthrope is designed to take care of one of the major card types, while Dark Lycanthrope does the heavy hitting and goes in for Deck burn, Vulcan can limit the opponent's card options and Mountain decimates their backfield, while Frost takes care of any beatsticks that the others are having issues with. Pup is basically quick tribute+Deck Thinner, and Dirus is for shutting down Snowhorn and basically killing chain burn. :3
Howling Moon: Your field is left empty for a turn, and Pup's effect specifically states that it has to be destroyed by battle in order for you to get a card, so that settles that. Anything else? |
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My new cards (Now I'm sure I'm annoying here) Blaze Lock Continous Trap Card While this card is face-up on the field, all Pyro-type monsters cannot attack. -------------------------------------------------------------------------- Rampage Dragon 7 Stars WIND/Dragon/Effect ATK: 2600 / DEF: 2000 Effect: Flip a coin. If heads, destroy all monsters on the opponent's field. If tails, destroy all monsters on your side of the field (including this one). -------------------------------------------------------------------------- Sword's Rock Ritual Ritual Magic Card This card is used to Ritual Summon "King Arthur". You must also offer monster whose total Level Stars equal 10 or more from the field or your hand as a Tribute. -------------------------------------------------------------------------- King Arthur 10 Stars EARTH/Warrior/Ritual/Effect ATK: 4500 / DEF: 3800 Effect: Pay 1000 Life Points to destroy all cards on the opponent's field and remove them from play. -------------------------------------------------------------------------- Merlin 5 Stars LIGHT/Spellcaster/Effect ATK: 1700 / DEF: 2300 Effect: If you have any "King Arthur" on your side of the field, increase "King Arthur"'s ATK by 600. |
King Arthur: Zounds, it's the replacement Demise! Move over Demise OTK, you can now stock King Arthur and blow the opponent's field to smithereens! Seriously, he's a bit broken with Advanced Ritual Art. Switch the LP cost to something a bit higher and lower his attack by five hundred, and you've got a decent Ritual Summon there. ^_^
Merlin: Failure. Five star means he needs to be a tribute, and his effect is only any good if King Arthur is in play. I'll just as soon play a high-level Gemini and toss it for Arthur rather then make room in my deck for him. Monsters who link with other monsters have to be able to stand on their own, Y'know. Rampage Dragon: -2 CA for a high-level Time Wizard. No thanks, the cost to my back row is too great. Maybe limit it to "all monsters on the field" instead of all cards and make it immune to its own effect... Blaze Lock: Type-specific locks are no good unless it's a widely played type like Warrior or Machine. No thanks. |
Regarding Lycanthrope "theme" that sounds like something most battle oriented deck is doing (stopping other decks, destroying cards on the field, and pull out big beaters to win)... I mean, monarchs are "the splash" cards in most cases and even they do that. Yeah not really too specific...
Rampage Dragon- yeah, if it's 2 tribute anyway, stick with barrel dragon. Blowback Dragon is generically better too, even though 1 target. King Arthur- broken yeah -_-; 4500 is doom already, and with advanced ritual art, it's not too much of a problem. It's much harder to pull out 10 stars because it's just beyond 2 normal monsters, but now that you don't need doom dozer anymore (cause 4500 is barely lower than doom dozer and demise together), you can fit in more normal monsters along with being free of restriction for only insects. Blaze Lock and Merlin are indeed not that useful at all. Merlin is something that a rush recklessly or united we stand totally replaces and do it far better too. |
The difference with Lycanthrope is that it focuses on using Dark Lycanthrope's ability to burn away the opponent's deck while using the other Lycanthropes to control the hand and keep the field clear. Most beat-downs are LP damage hitters, Lycanthrope hits for big deck losses. That's pretty much the only difference between a Lycan and a Mini-Monarch.
S H U F F L E Normal Spell Activate only if you have watched at least one episode of "Yu-Gi-Oh" in the original Japanese. Choose one card from your deck and remove it from play, then shuffle your deck. During your next turn, add the card chosen by this card's effect to your hand. Novelty cards FTW! |
Yay Golden Sacrophage (spelling? or, Golden Chest of Sealing) just got an upgrade already from 2 turn to 1 =O
So there's sorta a card like that already XD; The problem is, if you're trying to 'mill', the cards are very dedicated to milling then. Right now, if I'm clearing the field/hand with relative ease, I might as well attack directly then instead of sitting to mill XD; |
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Anyways, on Juncar: Well, it actually combos with Karasu for 600 burn per summon. But yeah, I just figured that since the parasites were sending stuff from every other place to the graveyard I might as well finish the dump. I did make it weak to reflect the effect. Fang of the Lycan: Indeed, good protective effect and nice fuel for the outdeck side. :3 Howling Moon: Nyu, you are so upstaging the Wildkin monsters. ;.; The pups can be suicided against an opposing monster on the turn you summon them, but yeah...the fact that you can plunk down a fieldfull of monsters without any activation costs is pretty hefty. I mean, even if they can't attack directly, you can still tribute for Dirus or something. (Bypassing the attack limitation) Also, as long as you have a single monster on the field before you aren't left empty handed when they go bye-bye, and even if you are running an empty field it will have set up the graveyard for use of the ever-so-handy Pot of Avarice (Now at semi-limited again, remember? =O). Maybe restrict the summon to hand only or something? Parasite Demon of Snowhorn: To stay true to the parasite theme, the target should be the card's controller rather than simply "your opponent". Useful card, though. =3 That aside, it's true that the lycanthropes seem to be a bit better at flat-out beatdown than outdecking. Hmm...this gives me an idea. >D Exhaustion Battle Continuous Trap Whenever a player would receive Damage, reduce the Damage to zero. Then, for every 250 points of Damage the player would have received, he/she discards a card from the top of his/her Deck. How's that for dedicated mill? xD In case you're wondering, the one card per 250 Life Points ratio is there to make a standard deck after first draws (34 cards) worth approximately 8000 Life Points. And now for something rather silly. :3 March of the Normal Normal Spell Special Summon as many level 2 or lower Normal Monsters from your Hand as possible. On the End Phase of the turn this card is activated, return all monsters Special Summoned by this effect to your Hand. Order to Sabotage Normal Trap Tribute one Level 2 or lower Normal Monster (Other than a token) on your Field. Until your second End Phase after this card's activation, negate the activation and effects of all Spell and Trap cards on your opponent's Field. Ninja Master of Landstar Warrior 2 Star/Dark 1400 Atk / 0 Def A mysterious fairy warrior who has mastered the secrets of ninjutsu. His innocent appearance belies his peerless skill in battle. Chibi Devil Fiend 2 Star/Dark 1300 Atk / 800 Def The most annoying denizen of the underworld. This insidious creature was exiled to the realm of mortals for pinning a "Kick Me" sign on the Dark Ruler. Deathjester Zombie 2 Star/Earth 1250 Atk / 300 Def A disgraced court jester who was put to death for his crass sense of humor and now roams the lands in search of a new audience. His performance has not improved over the years, but the powers granted to him by undeath make him a force to be reckoned with. I did warn you that it would be silly. *Shot* |
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Now THAT'S silly text. Anyway, I was inspired to finally join the crowd...even though I'm much too late: Elemental Hero Icha 4 Stars/LIGHT Warrior/Effect ATK: 1750 DEF: 1200 This card cannot be declared a target by your opponent's Spell or Trap cards. Each time this card destroys a monster in battle, place 1 Destruction Counter on this card (max: 2). During your Standby Phase, tribute this card with 2 counters on it to Special Summon 1 "Elemental Hero Ichaste" fron your hand or Deck. E-Hero Ichaste will be added later on. |
And now for something completely different! (Btw, I'm almost sure there's already a march of the normal... almost.)
Fortress of the Old Gods Field Spell If you control any effect monsters that are not "Gemini", destroy this card. Both players may tribute normal monsters from their deck when tribute summoning a normal monster. Wrath of the Old Gods Normal Spell You may activate this card only if you have at least three normal monsters in your graveyard and no effect monsters. Destroy all effect monsters on the field that are not Gemini. Curse of the Old Gods Continuous Spell Activate only if you have two or more normal monsters or gemini monsters on your side of the field. Inflict five hundred points of damage to both players for each non-gemini effect monster that they control during your standby phase. If you control an effect monster that is not gemini, destroy this card. Wealth of the Old Gods Normal Spell You may only activate this card if you have at least three normal monsters in your graveyard. Draw two cards. Ancient Deity-Obelisk Monster/Divine Beast/Gemini/Dark/12* Atk 3000/ Def 3000 Three tributes are required in order to tribute summon this monster. When this monster is on your field or in your deck or graveyard, it is treated as a normal monster. Once per turn, during your main phase, you may normal summon this monster w/o tributes. If you do so, it becomes an effect mosnter with the following effect(s): -This monster is immune to spell and trap cards that designate it as a target. Once per turn, discard one card from your hand in order to destroy one card of the same type on the opponent's side of the field (Monster, Spell, or Trap) Ancient Deity-Slifer Monster/Divine Beast/Fire/Gemini/12* Atk 3000/ Def 3000 Three tributes are required in order to tribute summon this monster. When this monster is on your field or in your deck or graveyard, it is treated as a normal monster. Once per turn, during your main phase, you may normal summon this monster. If you do so, it becomes an effect mosnter with the following effect(s): -This monster's attack becomes 1000x the number of cards in your hand. When your opponent normal summons or special summons an effect monster that is not "Gemini", pay half your life points in order to negate the summon and remove the monster from play. Ancient Deity-Ra Monster/Divine Beast/Gemini/Light/12* Atk 3000/ Def 3000 Three tributes are required in order to tribute summon this monster. When this monster is on your field or in your deck or graveyard, it is treated as a normal monster. Once per turn, during your main phase, you may normal summon this monster. If you do so, it becomes an effect mosnter with the following effect(s): -Once per turn by removing one normal monster in your graveyard from play, increase this monster's attack by the attack of the removed monster until the end of the turn. Once per turn, you may tribute this face-up monster in order to destroy all monsters on the opponent's side of the field. Binding of the Old Gods Continuous Trap Effect monsters that are not gemini may no longer be special summoned. Once per turn, pay five hundred life points in order to keep this card in play. If you do not, this card is discarded. |
Fortress of the Old Gods- slightly confusing wording... but either way, monarch abuse with normal monsters as the 4 star instead, really not helping Gemini (because it helps tribute monster the most, and monarchs are the king of tributes for now)
Wrath of the Old Gods- translation: dark hole/raigeki, banned ;; Curse of the Old Gods- you can just say normal monsters and gemini monsters... either way, a not very useful card unless you're basing an entire burn deck using it, cause the backfire is insane... of course, barrel behind the door ehehehe Charity of the Old Gods- Common Gift is a better card and does almost the same thing (it's draw 2, discard 1, but far far easier to use) Obelisk, Ra, Slifer- not usable or too usable. No one in the right mind will tribute summon them, then normal summon it again for Gemini effect. So, these 3 are all Blazewing Butterfly's friends. Blazewing butterfly gives you Raigeki (Ra), some awkward sort of summon negation (Slifer), and Obelisk. Ra's atk will be 0 if it's special summoned, so that's one severe dead draw and its sole use is field destruction. Slifer's attack can fluctuate a lot so it's better as OTK revolving blazewing butterfly fetching slifer asap then use slifer with a lot of cards in hand for game. Obelisk is the only one that can operate "regularly" because although it is a dead draw, it actually has strong negation (can still block shrink and enemy controller even though the current trend is that nothing is targetting, mainly cause all the ones that do target got limited) and it can freely destroy cards like sniper hunter in a way. Binding of the Old Gods- basically, "no special summon" cause Gemini is just not popular enough... yet. Apprentice gets around it by summoning things facedown though. |
Fortress can't be abused by Monarch because it only allows you to tribute for a normal monster (Or a gemini). So technically, they can't abuse it. I guess I slipped on the wording for curse: It's only supposed to damage your opponent, unless you have an effect monster in play as well. As for the old gods, I really just wanted to make them the closest things to the original god cards as possible, but I suppose I can edit.
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Elemental Hero Icha: Big city likes, seeing as how badly e-heroes tend to fail on the beatstick front. Can't fully judge it without knowing the stronger form, though. :3 Old gods: Ehh...Frostweaver pretty much covered it, so I'm going to take the lazy way out this time and refer to his comments. xD Anyways, just something really random: Chaotic Commands Continuous Trap Whenever a player declares an attack, switch the Battle Positions of all monsters on the player's Field except the attacking monster. Lul, just after posting that I suddenly realized that I should now do what I've been meaning to do for a long while. A card set based around my one true love (and one of the few remaining monsters sort of capable of abusing Machine Duplication): Satellite Cannon. xD *Shot* Orbital Observation Satellite Machine/Effect 3 Star/Light 0 Atk / 0 Def This card can not be destroyed by battle with a Level 4 or lower monster. During each of your Standby Phases, if this card is face-up on the Field, turn all face-down cards on your opponent's Field face-up then place them back face-down. (Card effects are not activated) Deflector Satellite Machine/Effect 4 Star/Light 0 Atk / 0 Def This card can not be destroyed by battle with a Level 5 or lower monster. During each of your Standby Phases, increase the Def of this card by 1500. When a "Satellite" monster on your Field other than "Deflector Satellite" is selected as the target of an attack or card effect, you may switch the target to this card. On the End Phase of a turn when this card was involved in Damage Calculation, the Def of this card is reduced to zero. Sol Cannon Machine/Effect 7 Star/Light 0 Atk / 0 Def This card may not be Special Summoned except by tributing one "Satellite Cannon" on your Field while this card is in your Hand. While this card is on the Field or in your Graveyard, it is treated as "Satellite Cannon". This card can not be destroyed by battle under any circumstances although Damage Calculation is applied normally. During each of your Standby Phases, increase the Atk of this card by 1000 for each "Satellite Cannon" on your Field. 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 attacked, the Atk of this card is reduced to zero. Energy Spike Normal Spell This card can only be activated when there's at least one "Satellite Cannon" on your Field. Increase the Atk of all face-up "Satellite Cannon"s on the Field by 1000. Tactical Laser Strike Normal Trap Select one face-up "Satellite Cannon" on your Field that hasn't attacked this turn. For every 2000 Atk that the selected monster has, select one card on the Field (Maximum 3) and destroy it, then reduce the Atk of the selected "Satellite Cannon" by 2000 for each card you selected. Combined Fire Continuous Spell Once per turn, during your Main Phase, you may pay 800 Life Points select one face-up "Satellite Cannon" on the Field. The Atk of the selected monster becomes the combined Atk of all "Satellite Cannon"s on your Field. On the turn this card is activated, only the selected monster can attack. On the End Phase of the turn when this card's effect is activated, reduce the Atk of all face-up "Satellite Cannon"s on your Field to zero. Practicality? Screw that; this is Satellite Cannon we're talking about. *Hugs Satellite Cannon* Satellite Cannon is a virtue unto itself. :3 |
Blazewing butterfly? Who? (JK, JK...)
Er... I suppose that this would be a good time to point out that I just gave AD-Ra an attack booster so it can be special summoned, and I'm just going to go out on a limb and say that I meant the old gods to not require tributes when you normal summon them on your next turn, and they completely abuse Fortress. (But hey, mimicking AE, I suppose I just wanted a set of god cards that aren't broken and could conceivably be used, even if they weren't in the middle of a normal format.) Removing the Seal Continuous Spell Card Tribute this and one other "Removing the Seal" on your side of the field. Special summon one "Hamon, Lord of Striking Thunder", "Uria, Lord of Searing Flames" or "Raviel, Lord of Phantasms" from your hand or deck, ignoring summoning conditions. |
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My answer: Seal Releaser LIGHT/Spellcaster 2 Stars/Effect ATK: 500 DEF: 900 FLIP: You may add 1 "Removing the Seal" from your Deck to your hand. As long as this card is face-up on your side of the field, you may treat the name of this card as "Removing the Seal." And, one just for fun: Battlefield Field Spell All Effect Damage becomes 0. All effects that involve winning the Duel/Match are negated. Increase the ATK & DEF of all monsters on the field by 300. |
Battlefield: I'd just make it say "Negate all effects that result in an automatic victory". I don't know... maybe it'll make side deck for Exodia decks.
Seal Releaser: Oh man, Sacred Beast just became usable. I think. XD As for "Releasing the Seal", it's supposed to be a Sacred Beast version of Breaking the Seal, so naturally I stated that it would require two. Besides, SB fails because of the three-card requirement, I thought. |
Orbital Observation Satellite- isn't that effect a bit cheap, the total immunity party... o_o; usually there's some sort of catch to it.
Deflector Satellite- same as the above... Satellite cannon gets the not destroyed by battle only if it's attack mode i think (therefore takes LP damage), but these two... yeah. Sol- fair enough, satellite cannon nomi lol Energy Spike- w00t Tactical Laser Strike- awww hard to use... too bad Combined Fire- it can use more boost... like piercing or boosted attack power as well sort of thing. Right now it's so... mehhhh. I think the other cards are commented on fairly well already. Oh we should all make support for our usually lackluster but favorite cards XD; Quick Cannon Charge Normal Spell Add 1 Counter to all "Wave Motion Cannon" on your side of the field. Final Fire Normal Trap Activate when "Wave Motion Cannon" is destroyed by your opponent's card effect. For every counter on "Wave Motion Cannon" destroy a card on the field. |
Alright, if that's the case...
Growl of the Panther Normal Spell Select one "Neo-Spacian Black Panther" on your side of the field. Your opponent cannot activate any spells or traps as long as the selected monster remains on the field. Neo-Spacian Ultima Black Panther Monster/Effect/Beast/5* Atk ????/Def???? Tribute one "Neo-Spacian Black Panther" on your field in order to special summon this monster from your deck. This monster gains the stats, level, name, and effect(s) of any monster on the opponent's side of the field until it is removed from the field. Claw of Black Panther Normal Trap Activate when one face up "Neo-Spacian Black Panther" or "Neo-Spacian Ultima Black Panther" is attacked. Destroy the attacking monster. In addition to its own effect(s), the monster that was selected as an attack target gains the effect(s) of the destroyed monster until it is removed from the field. Call of the Wild Continuous Spell If you tribute summoned a beast monster this turn, you may normal summon one other beast monster this turn. |
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Seal thingymabblobber: Well, this isn't really doing squat to help Uria. Even if you do get the poor thing out, he'll be about as useful as Slifer with an empty hand since you won't have enough continuous traps in your graveyard. =O Raviel, on the other hand, isn't really that hard to get out. Heck, I'm pretty sure that multiplied Kuriboh would do the trick (Remember, since you're offering the tokens as tribute for a card effect it's not considered to be a tribute summon. Same as with toons and goat tokens. :3) it's just that big monsters in general don't get to stay on the field for long. Hamon gets a leg up (sort of) but the phantasms still remain a novelty imo. Battlefield: You could just say "While this card is on the Field, neither player can declare instant victory.". That should cover it. Yay for pure, unrestrained beatdown. I could definitely see this being sided in against burn decks. :3 WMC supports: Big problem with both; Wave-Motion Cannon doesn't use counters. The effect is based on the number of your Standby Phases the cannon has been on the field, meaning that with the current wording both cards won't do anything at all. T_T Growl of the Panther: Right...so suppose you used that panther to copy a 'can't be destroyed by battle' monster? That's a seriously powerful lock right there. x.x Ultima Black Panther: Fair enough. Claw of the Black Panther: Sort of a situational Sakuretsu with an added bonus, but the ability to steal an additional effect works nicely with growl over there. Call of the Wild: Sort of more beast than panther support, but fair enough. Too bad it doesn't work with the panther's special summon, though. Aaanyway, since the panther is a neo-spacian this calls for: Elemental Hero Ultima Neos Warrior/Fusion/Effect 10 Star/Dark 2500 Atk/2000 Def "Elemental Hero Neos" + "Neo-Spacian Ultima Black Panther" This card can only be Special Summoned from your Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) You can select 1 face-up Monster on the field if 1 is not already selected by this card. While this card is face-up on your side of the field, increase the Atk of this card by half the Atk of the selected monster. (You can select up to 1 monster at a time with this effect.). While this card is on the Field, negate the effects of all Effect Monsters on your opponent's Field. This card returns to the Fusion Deck during the End Phase. Aaaand one more satellite: Proto-Satellite Cannon - Lotus Machine/Gemini 4 Star/Light 0 Atk / 2000 Def This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: -The original Def of this card becomes zero and this card is treated as "Satellite Cannon". This card can not be destroyed in battle with a level 5 or lower monster. During each Standby Phase, increase the Atk of this card by 2000. When this card attacks, the Atk of this card returns to zero at the end of the Damage Step. During each End Phase, if the Atk of this card is 4000 or higher, the Atk of this card returns to zero. I've also done a little revamping on Combined Fire and Energy Spike: Energy Spike Normal Spell This card can only be activated when there's at least one "Satellite Cannon" on the Field. Once per turn, until your third End Phase after this card's activation, increase the Atk of each "Satellite Cannon" on the Field by 1000. Combined Fire Continuous Spell Once per turn, during your Main Phase, you may pay 800 Life Points select one face-up "Satellite Cannon" on the Field. The Atk of the selected monster becomes the combined Atk of all "Satellite Cannon"s on your Field. On the turn this card is activated, the selected monster can attack every monster on your opponent's Field and only the selected monster can attack. On the End Phase of the turn when this card's effect is activated, reduce the Atk of all face-up "Satellite Cannon"s on your Field to zero. |
Somehow I keep thinking that WMC puts a counter during each standby phase ;_; And yes you're right, I am just too used to the AI being stupid enough to put Satellite Cannon in atk mode for no apparent reason.
I like the new Energy Spike and Combined Fire a lot more ^^ |
Not rating today... (I don't rate cards that well anyways) Because my brain is about to explode because of classes o.0, but a couple of my new cards here... It's all I can think...
Blast At Once! Normal Magic Card Pay 1500 Life Points to destroy all monsters on the field and remove them from play. ------------------------------------------------------------------------ Soul Recovery Continous Magic Card In each of your Standby Phases, toss a coin. If heads, increase your Life Points by the number of cards in the opponent's Graveyard x 500. If tails, this card does nothing. FIFTEEN minutes to think on those two... |
Okay...
Blast At Once!: Equals banned, because it's a dark-hole type thing. Add an additional discard requirement, like one card from the hand or something. Don't forget, some decktypes actually like to throw their own monsters into the graveyard, like Chimera Overtech OTK for example, or Five-headed-Dragon. Soul Recovery: Wow, I think you just opened up a new "LP revival" decktype. I think Lycanthrope likes this card 'cause of DL's milling effect, and I can think of a few others, but really what I'd like to say about this card is that it needs a bit more of a cost. Maybe "Pay five hundred life points to keep this card in play" or something? The way it stands, more then five cards in the graveyard and you'll be stalling the opponent all the way to victory. |
Yeah, seconding ACC. 500 LP per turn is nothing for Soul Recovery, though; how about you make it so it increases your opponent's LP if you get tails instead?
As for Blast At Once!: try making the LP cost proportional to the amount of cards on the field (say 500 LP per card); that way any big swings in presence will translate into big LP costs as well. ;3 Aaanyway, just a fake card I came up with while toying with my latest deck concept: Fateful Convergence Normal Spell Pick up two cards from the top of your Deck and two cards from the bottom of your deck and look at them, then return two of the cards you picked up to the bottom of your deck and two to the top of your deck in any order. Also, the beginnings of a second set which was meant to go with my Storm monsters but which I was too lazy to post before. ;3 Stone Herald of Antiquity Rock/Effect 4 Star/Earth 1200 Atk / 2000 Def If there are no cards in your Graveyard, this card is destroyed. This card's effect is determined by the top card of your Graveyard: - Monster: The original Atk and Def of this card are switched. For every 500 points of Battle Damage this card inflicts to your opponent, your opponent discards one card from the top of his/her Deck. - Spell: Your opponent must discard two cards from the top of his/her Deck each time he/she activates a Spell Card. - Trap: When your opponent declares an attack against this Attack Position card, this card is switched into Defense Position until the end of the Damage Step. Your opponent may negate this effect by discarding three cards from the top of his/her Deck. Stone Warrior of Antiquity Rock/Effect 4 Star/Earth 1700 Atk / 1200 Def If this card is the top card of your Graveyard and the card below it is an "Antiquity" monster, place this card at the bottom of your Graveyard to Special Summon one "Stone Warrior of Antiquity" from your Deck. Each time this card destroys your opponent's monster by Battle and sends it to the Graveyard, your opponent discards a card from the top of his/her Deck. Stone Guardian of Antiquity Rock/Effect 4 Star/Earth 800 Atk / 2200 Def When an "Antiquity" monster on your Field would be destroyed, you may discard a number of cards from the top of your Deck equal to the Level Stars of the monster instead. (Damage Calculation is applied normally) Stone Gargoyle of Antiquity Rock/Effect 5 Star/Earth 2400 Atk / 2400 Def While the top card of your opponent's Graveyard is of the same type (Spell, Trap, or Monster) as the top card of your Graveyard, this card can attack your opponent directly while in Defense Position. When it does, any Battle Damage from the attack becomes half the original Atk of this card. If your opponent declares an attack while this card is in face-up Defense Position, discard five cards from the top of his/her Deck. Stratum Dragon Dragon/Effect 8 Star/Earth 2600 Atk / 2300 Def For the purpose of determining card effects, this card is considered to have "Antiquity" in its name. If there are four or more "Antiquity" monsters on top of this card in your Graveyard, Special Summon this card to your Field. Each time this card is Special Summoned in this manner, both players discard four cards from the top of their Decks. Aeon Dragon Dragon/Fusion/Effect 12 Star/Dark 8000 Atk / 8000 Def This card can only be Special Summoned by the effect of "Bones of the Earth". Reduce the original Atk and Def of this card by 100 x the combined number of cards in both players' Decks. While there are more cards in your Graveyard than your opponent's, this card is not affected by any Spell or Trap Cards. If you would draw a card while this card is on the Field, you may chose not to draw a card. Bones of the Earth Normal Spell When there are at least 15 cards, including at least one "Stratum Dragon", on top of this card in your Graveyard, remove this card and "Stratum Dragon" in your Graveyard from play to Special Summon one "Aeon Dragon" from your Fusion Deck. Curse of the Ancients Continuous Spell During each of your Standby Phases, if the top card of your Graveyard is not an "Antiquity" monster, this card is destroyed. While this card is face-up on the Field, negate the effects of all face-up Effect Monsters on the Field excluding "Antiquity" monsters. During each of your End Phases, discard a number of cards from the top of your Deck equal to the number of face-up Effect Monsters on the Field, otherwise this card is destroyed. Soil Erosion Continuous Trap Each time a player draws a card(s) that player discards the same number of card(s) from the top of his/her Deck. Tectonic Shift Continuous Trap Once per turn, either player may pay 800 Life Points to select and activate one of the following: - Pick up the top three cards of your Deck and look at them, then put them back in any order. - Rearrange the cards in your Graveyard. ...aaaand there will be more monsters and supports to come, but hopefully this should be enough to give you the general gist of the set. :3 |
Hrm... better throw out some Sanctuary monsters.(Yes, my sanctuary line is back, and I'll post it later. Monsters improved upon by the talents of our lovely Alter Ego. XD)
Dark Seraph Trumpeter Monster/Fairy/Dark/Effect/4* Atk 2100/Def 1200 If "Dark Sanctuary" is not on the field, this monster is destroyed. During your main phase, you may discard this monster from your hand in order to add one "Dark Sanctuary" from your deck to your hand. Dark Seraph Archer Monster/Dark/Fairy/Effect/4* Atk 1300/ Def 1700 This monster's name is treated as "Dark Seraph" for the purpose of determining card effects. If your opponent activates a spell or trap card while this face-up monster is on the field, deal six hundred points of direct damage to them. Dark Architect Monster/Spellcaster/Dark/Effect/3* Atk 400/Def 400 FLIP: Add one copy of "Dark Sanctuary" from your deck to your hand. Dark Seraph Lancer Monster/Dark/Fairy/Effect/4* Atk 1700/Def 1200 This monster's name is treated as "Dark Seraph" for the purpose of determining card effects. When this monster destroys an opponent's defense position monster, inflict damage equal to the difference between this monster's attack points and your opponent's monsters defense points to your opponent's life points. Dark Cherubim Hades Monster/Dark/Fairy/Effect/4* Atk 600/Def 1000 This monster's name is treated as "Dark Cherubim" for the purpose of determining card effects. Once per turn, you may remove one "Dark Seraph" or "Dark Cherubim" in your graveyard from play to increase this monster's attack by the original attack of the targeted monster until the end of the turn. (This effect cannot be activated on the opponent's turn.) Dark Seraph Miseres Monster/Dark/Fairy/Effect/2* Atk 500/Def 500 This monster's name is treated as "Dark Seraph" for the purpose of determining card effects. When this monster is normal summoned while Dark Sanctuary is on the field, destroy one monster on the opponent's side of the field. If this monster is flip summoned or flipped face up while another "Dark Seraph" is on the field, draw one card. Dark Sanctuary Field Spell All battle damage inflicted by non-Dark Attribute monsters is reduced by half. Dark Seraph Dark/Angel/4*/Effect Atk 1000/Def 700 While "Dark Sanctuary" is on the field, this monster gains eight hundred attack points. While this card is on the Field, "Dark Sanctuary" can not be destroyed by card effects. Dark Cherubim Monster/4*/Angel/Effect Atk 1500/ Def 1200 Once per turn, if "Dark Sanctuary" is on the Field, you may switch the battle position of one of your opponent's monsters (card effects are not activated). Tribute this face-up card on the Field to increase the Atk of a face-up monster on your Field by 500. If the selected monster is a Dark attribute monster, increase its Atk by 1000 instead. Dark Prophet Monster/Spellcaster/Effect/4* Atk 800/Def 800 Flip: Special summon one "Dark Seraph" or "Dark Cherubim" from your Hand or Deck. While "Dark Sanctuary" is on the Field, increase the DEF of this card by 1200. First Judgement Normal Spell Pay 1000 Life Points and send "Dark Sanctuary" on your Field to the Graveyard. Destroy all monsters on the field except for "Dark Seraph" and "Dark Cherubim". Second Judgement Normal Spell Pay 1000 Life Points and send "Dark Sanctuary" from your field to the graveyard then destroy all face-down cards on the Field. Wrathful Judgement Normal Spell Pay 2000 Life Points and send "Dark Sanctuary" from your Field to the Graveyard. Send all cards on the Field and in both players' Hands to the Graveyard. Funeral Shroud Normal Spell Send any number of "Dark Seraph"s from your Hand, Deck, and Field to the Graveyard. For each "Dark Seraph" sent to your Graveyard by this effect, increase your Life Points by 1000. For each "Dark Seraph" that you sent to the Graveyard from your Field, select one monster on your opponent's Field and destroy it. Fallen Seraph Lucio Monster/Angel/Effect/9* Atk 2800/Def 2800 This card can not be Normal Summoned or Set. This card can only be Special Summoned by removing three "Dark Seraph"s in your Graveyard from play while "Dark Sanctuary" is on the Field. While "Dark Sanctuary" is on the field,the Atk of this card is increased by 1000 and this card can not be destroyed by card effects. This monster is immune to the effects of trap cards. Angel Spear Equip Spell Increase the Atk of the equipped monster by 300. If the equipped monster is "Fallen Seraph Lucio" or "Dark Seraph", you may send this face-up card on the Field to the Graveyard to destroy all Defense Position monsters on the Field. |
Ahem... Some Dragons and Magic here...
Medieval War Dragon 8 Stars WIND/Dragon/Effect ATK: 3150 / DEF: 2400 Effect: Pay 1000 Life Points to destroy all Warrior-type monsters on the field and no more can be played as long as this card is face-up on the field. --------------------------------------------------------------------------------- The Mystic Dragon of the Sky 12 Stars WIND/Dragon/Effect ATK: ???? / DEF: ???? Effect: If ALL the three Tribute Monsters are WIND monsters, the ATK and DEF amount of this monster is equal to half of the total Tributed monsters' ATK and DEF. If they're not, this monster's total ATK and DEF is the number of monsters in your Graveyard x500. ------------------------------------------------------------------------------------ The Six Dragon Masks 4 Stars DARK/Fiend ATK: 1800 / DEF: 1400 ------------------------------------------------------------------------------------- Shape-Shifting Young Dragon 5 Stars WIND/Dragon/Fusion/Effect ATK: 2000 / DEF: 2000 Fusion: "The Six Dragon Masks" + "Baby Dragon" Effect: This monster copies an opponent monster's Attribute. If this monster attacks a DARK monster, this monster's Attribute shifts to DARK. This monster cannot be attacked by monsters of the same Attribute as itself. |
Medieval Warrior Dragon: Fine, thanks, fries with that? This card kills warrior's toolbox and big city, so I'm pretty certain it's banned because of that whole "No more may be summoned."
Dragon Masks: Four-star vanilla with okay attack. Meh. SSYBD: No thanks, since Baby Dragon is useless vanilla on its own and running it and one other monster for the express purpose of fusing them is just meh. The effect, on the other hand, is decent although you need to change the wording around. "When this monster is summoned, its attribute becomes that of any monster on the opponent's side of the field. When this monster attacks an opponent's monster, switch its attribute to that of the monster attacked. This monster cannot be attacked by any monster with the same attribute as itself." There, that oughta do it. |
This is a LOT of cards
Fateful Convergence- fair enough... similar to pigeon holding book of spells but not quickplay. Stone Herald- fair enough, but doesn't help its own deck type of self mill (I see Antiquity as self-mill to get out aeon asap than milling the enemy.) Great for enemy-mill though. Stone Warrior- weird special summon... but i guess fair enough. Again, doesn't help antiquity but helps enemy-mill. Stone Guardian- super self mill which is usually highly appreciated! This one can be splashable... basically if I got magical means to get this in faceup defense mode, it really can't die cause I can keep discarding (we see card trooper used over and over again with 3 discard, so we know that's not too much of a problem as tribute fodder.) 3 of this asap for antiquity decks. Maybe even one for zombie and that sort of thing? Stone Gargoyle- pretty deadly, 5 discards is 1/8th of a deck... I like it XD; You really need tumbling or something of that nature to get it to defense mode though. Again, great for enemy mill but not Antiquity. Stratum Dragon- you can just say "Treat this monster as a "Antiquity" monster." Not hard to summon at all, which is the best part for a beatstick. Aeon Dragon + Bones of the Earth- Though I can see one copy of magical blast in this deck either way. Still nice to have a 2nd method to stop drawing though. Either way, I sorta worry that it maybe too easy to summon because all the Antiquity + Card Trooper really has no problem dumping without care. We'll see though. Curse of the Ancients- rather pointless because it's rather too easy even for antiquity monster to destroy this card. Even antiquity decks need spells and traps... Also, this may threaten a deckout, sadly. Soil Erosion- I think we got enough methods to mill to bring out Aeon to use a continuous trap... Tectonic Shift- same as the above, not to mention helping your opponent more than it helps you. Overall, self mill for the win. I honestly am tempted to say, Foolish Burial suddenly got useful o_O; Either way, I'll basically do nothing but mill the crap out of myself to get aeon dragon asap. <><><> Before I continue on to the Dark Sanctuary monsters, they got Harpie Lady disease. If they're all the same name, then I can only use a total of 3 cards out of all of those monsters... you need to copy Harpie Queen's text to say how they're "Dark Seraph" only if they're in your hand, field or graveyard (or RFG pile too if necessary.) Same for Dark Cherubim too. Of course I maybe crazy as this may all be intentional o_o; but ehhh who'll play this deck if that is intentional. I mean... a deck revolving around only 6 monsters? Trumpeter- terraforming is increasingly useless Archer- ok... mild burn i guess. Moving along. Architect- just use trumpeter... it doesn't even work with apprentice >>; Lancer- beatstick of the set with nice piercing additions Hades- decent card, building towards Return from the Different Dimension sort of thing. Removing Trumpeter is the best bet. Trumpeter dumps himself easily. Misere- the best support card of the set hands down... if I get my field card, slap this down and I got mini Zaborg. If I set it, I get skelengel. It can't go wrong ^^ Dark Sanctuary- the monsters that need this field spell better be good, cause the field itself is sucky x.x Dark Seraph- fair enough, beatstick sort of thing... Dark Cherubim- the 2nd effect sucks because it got the same CA as axe of despair, but at least even axe of despair won't hurt field presence. This series is seriously reminding me of gravekeepers a lot. I mean, we got spear soldier earlier in Soldier (lol?) and now we got Assailant here too. Dark Prophet- and there is the Gravekeeper's Spy First Judgment- fair enough... Second Judgment- um, are we suppose to tech sand moth into the deck now? I think shield crush will suffice, because there can't be that many set monster unless you hit nimble momonga, which you already got soldier to pierce them anyway. Wrath Judgment- ok, Dark Sanctuary and Dark World are now united. I mean, top deck while I got Goldd/Sillvas all over my field? for the win? I mean honestly, ancient Third Planet strategy with 3 of this and 3 dark sanctuary. Funeral Shroud- it's always going to be cherubim... still a bit limiting but fine. Lucio- so that's the point of the entire deck... Funeral Shroud all the trumpeters or whatever (trumpeters is honestly the best one because the point of using these monsters is to dump them anyway.), then immediately pull this out. And then I guess it's all a matter of protecting Sanctuary? Still a bit lacking because although this thing is invincible, the field is not... and horribly weak field at that. Not to mention, Raiza isn't "destroy"ing Lucio so monarchs still win easily. Plasma just laughs, but this thing does make Zombie look ridiculous though. Angel Spear- just situational... shield crush and NoC will be fine. Honestly I am not liking this deck... it revolves around field, and we know that field related decks are really bad (even Crystal Beast made a lot of hype but just can't win... and that's when the field is powerful and it can protect itself too.) This field is really weak... and the monster selection is too similar to Gravekeeper. The only difference is Lucio, but that's basically relying on one card in the deck (you can't use multiple Lucio cause its condition are removed from play to summon the first one) to win while protecting the sanctuary... just too hard. <><><> Medieval War Dragon- situational effect, and just hard to get out... we can move on. Mystic Dragon of the Sky- surprisingly, the easier of the 2 summoning conditions got the better effect, which makes you wonder "what the heck is going on..." Wind monsters' attack power usually suck anyway... the only swarming wind monsters are harpies (oh wait they are the only wind theme) and they really don't need more tribute than the 3 raiza. 3 Tribute is just bad. It uses the same requirement as Plasma, which makes this even worse... Plasma all the way. Six Dragon Masks- Slate Warrior exists, so moving on. Shape Shifting Young Dragon- confusing wording makes you wonder what the heck is it trying to do... assuming that basically it's indestructible in battle, the components just suck too much... on the other hand, there's reaper on the nightmare right there at the same star level, friendly with instant fusion and book of life... Hmmmmmmmmmm... <><><> Finally my own cards ^^ Monster of Mist- Kammu Sea Serpent / Effect 7 Star / Light 2600 Atk / 2700 Def You can tribute summon this card by tributing one "Six Samurai" monster if "The Castle of Mist" is on your side of the field. Tribute "The Castle of Mist" and this card in order to special summon "Six Samurai" monsters from your graveyard up to the same number as the amount of cards in your opponent's hand, -1. Monsters special summoned by this card's effect cannot attack during the turn they are special summoned. Doomed Wyrmdrake Sea Serpent / Effect 7 Star / Dark 2600 Atk / 2200 Def You can tribute summon this card by tributing one monster if "Necrovalley" is on your side of the field. Tribute "Necrovalley" in order to special summon one monster from either player's graveyard and special summon it on your side of the field. As long as this card remains face up on your side of the field, your opponent cannot special summon monsters from his or her graveyard. Cosmo Serpent Sea Serpent / Effect 7 Stars / Fire 2450 Atk / 2700 Def You can tribute summon this card by tributing one monster if "Macros Cosmos" is on your side of the field. Tribute "Macros Cosmos" in order to remove all cards in both player's graveyard from play. As long as there are no cards in your graveyard, this card can attack your opponent directly using its original attack power. ;3 |
Ah...my bad on Wrathful Judgment. I thought I made that edit but looks like I forgot. *Sweatdrop* The wording on that one was meant to be: "Pay 2000 Life Points and send Dark Sanctuary on your Field and all cards in your Hand to the Graveyard to activate this card. Then, send all cards on the Field and in your opponent's Hand to the Graveyard." Not graceful, but that patches that. ;3 As for the sanctuary protection problem, I'm impudently throwing something in here:
World Preservation Normal Spell Select one face-up Field Spell to activate this card. While this card is in your Graveyard, the selected Field Spell can not be destroyed. If the Field Spell you selected is removed from the Field, remove this card in your Graveyard from play. Obviously it doesn't block Raiza, but it's something...right? :3 Now, on the name issue: you could just change the wording on the support cards from "Dark Cherubim" and "Dark Seraph" to ""Dark Cherubim" monsters" and ""Dark Seraph" monsters". That way the monsters themselves wouldn't need any name change effect at all. ^^ Monster of Mist - Kammu: well, it certainly rushes like Samurai should. Thing is, though; it's not like Shien's Castle of Mist sees that much use, and samurai aren't too fond of tributing either. Hard to call, though considering that big hand sizes are still an in thing, it does have its appeal. The "Same" in the effect isn't needed, though. Doomed Wyrmdrake: Now this is just plain nasty. At the cost of one monster you get something that essentially exchanges Necrovalley for a Monster Reborn effect while still keeping your opponent's graveyard locked? The gravekeepers weep for their lost 500 Atk boost, but it's really a small price to pay and zombies cringe at the things this card does. Cosmo Serpent: Direct attacking D.D.? Now there's a new one. o.O The graveyard wipe does clear the way for some of those picky D.D. cards, but I don't think I'd use that unless I had a spare Macro-Cosmos to spring or a Banisher on the field. If I did have one of the two, I could go crazy with Chaos Greed. xD Aaanyhow, I had quite a bit of antiquity cards to go through, but since I'm a bit short on time at the moment I'll just post a few: Stone Chronicler of Antiquity Rock/Effect 4 Star/Earth 1500 Atk/ 1600 Def Once per turn, if the top card of your Graveyard is "Stone Chronicler of Antiquity" you may pick up the top card of either player's Deck and look at it (Your opponent may not look at this card), then return it to the top or bottom of the owner's Deck. When this card is sent to your Graveyard, you may rearrange the cards in your Graveyard. Stone Bull of Antiquity Rock/Effect 4 Star/Earth 1200 Atk / 1200 Def When this Attack Position card battles with a monster, you may discard a number of cards from the top of your Deck up to the level stars of the monster this card battles with. For each card discarded by this effect, increase the Atk of this card by 200 until the end of the Damage Step. Forgotten Library Normal Spell When there are four or more Spell Cards on top of this card in your Graveyard, remove this card in your Graveyard from play to draw two cards. Terra Break Normal Trap Select one face-up monster on the Field, then discard a number of cards from the top of your Deck equal to the level stars of the selected monster in order to destroy the selected monster. |
Chronicler- o_O; Otohime except not too reusable but affects both player's deck... I'm not sure if it really helps antiquity decks all that much. More than likely, you put a card you need on the top, and then another antiquity monster discards it to the graveyard, lol...
Bull- It's Card Trooper again except that he has no limit! (and that he can't draw ;; ) But hey, if I see a turtle faceup early game or something... won't that let me discard 20 cards and pull a fat 5000 damage off the bat? /swt. I suggest a maximum attack power somewhere... Forgotten Library- Strange card because 4 spell card is usually 1/3 of every deck's spell section... but then you'll be using 3 of this probably and find some methods to dump it very early (Lightning Vortex is like, DA BOMB for this card, lol. I'm getting mirror force and working towards half of a Pot of Greed, lol?) Fun card, I imagine. Terra Break- willingness to ditch, lol... fair enough. We need more destruction in this format anyway. Zombies like this too on top of Antiquity deck of course (getting Il Bud in the graveyard is one of the best blessings of a children's card game.) |
Don't quite get what you mean about the bull. The boost is only applied until the end of the damage step (Meaning one battle only); not permanently. Thus, the highest Atk it can reach is in fighting a 13-star (That results in 3800 Atk) and normally it wouldn't go above 2400, which is a tie with Jinzo or a monarch. Short of fighting some fictive 20-star monster there's no way you could dump 20 cards in one go. =O Besides, it's different from trooper in the sense that it can only discard when it battles something (meaning that you can't swing for big direct hits with it) and in that the roof Atk is determined by the level of the monster it battles with (Against 4-stars it's at 2000, which is now the accepted roof for tributeless beatsticks).
That aside: Stone Excavator of Antiquity Rock/Effect 3 Star/Earth 1400 Atk / 1000 Def Once per turn, during your Main Phase, you may discard the top card of your Deck. If the card you discarded was a monster card, add one "Antiquity" monster (other than the card you discarded) from your Graveyard to your Hand. Stone Basilisk of Antiquity Rock/Effect 7 Star/Earth 2700 Atk / 1900 Def Negate the effects of all Effect Monsters destroyed in Battle with "Antiquity" monsters. Whenever this card destroys an Effect Monster by battle and sends it to the Graveyard, discard a number of cards from the top of your opponent's Deck equal to the level stars of the destroyed monster. Forgotten Wards Normal Trap When there are four or more Trap Cards on top of this card in your Graveyard, remove this card in your Graveyard from play to activate the effect of a Trap Card in your Graveyard other than a Continuous Trap card. (Activation requirements must still be met) Wicked Hourglass Continuous Spell Whenever a card(s) is discarded from a player's Deck, place one Time Counter on this card (Maximum 40). When the number of Time Counters on this card is greater than or equal to twice the total number of cards on the Field (excluding this card), send this card on the Field to the Graveyard to destroy all cards on the Field. |
i have a YGO card that will piss off all you guys.
Forbidden luckey charm normal spell card Edition:not for sale(gold stamp) card code:this card can`t be a forbidden list card. effect:by owning this card card ,this card`s effect is actiavated.this effect only applys to the owner of this card,reguardless of card effects.this card effect can not be nagated by any card effect.this effect stops working when you lose ownership of this card.you can now have cards that are in the forbidden list and/or cards that cannot be played in offcial duels in your deck(1x copy each) and use them,reguardless of any offcial and/or made-up rules.this card can be used in both offcial and/or made-up duels.this card cannot be placed in the forbidden list,if it is it`s treated as if it wernt.if you lose a duel of any kind you must give this card to the winning opponent(that means you lose perament ownership of this card to the wining opponent)if you do not fallow any of this card`s effect,this card`s effect is nagated.treat this card`s spell speed as if it were spell speed 3. |
Erm... since you have to play a card in order to activate its effect, you can't use that one, and it would only work for one turn anyway. *sweatdrop* Besides, turning standard into traditional and preventing a ban isn't exactly unbroken. 0_o
Moving on from there... Use the Force Continuous Spell Once per turn, select one warrior or spellcaster type monster on your side of the field. When the selected monster attacks the opponent's life points directly, double its attack points. At the end of this turn, send the targeted monster to the bottom of your deck. |
ok ACC-M i got rid of that card and made this card set called Yu-gi-oh! Master Titles set.check this out!
<link is closed by me because cards are abomanation> these cards are satus simbyols of mastery.NON-FORB stands for "this card cannot be a forbidden card list card"each card can turn you into a Yu-gi-oh! god in it`s own way.the sweet thing is theres only one copy in the world so the only way you can obtained it is beating the card owner in a wager duel.cool huh.all cards were created by the yu-gi-oh! card maker. |
Problems:
First, all official duels aren't wager duels, meaning these cards are way broken. Anyway, if you want to use them in casual play (the only time wager duels are considered legal) Forbidden Title won't matter because in casual play no banlist need be applied. White Fox Title is major broken because rearranging deck is uber-powerful and this card would never be created in order to avoid problems like that. Chances are if any of those three cards were made for real, Upper Deck would buy them and destroy them since they aren't bannable. Of course, if you were just messing around with those cards, you could always have made cards that were funny for funniness's sake instead of treating them seriously. Like this, for example... Beatstick Monster/Plant/Effect/4* Atk 2000/Def 0 When this monster is normal summoned, you may smack the opponent in the face incredibly hard (This is considered an activation cost). If your slap is sucessful, pick up your opponent's deck and run away very quickly. Unless you are caught, you win the duel. |
ok number 1.a kid told me he was in the the yu-gi-oh championships and he said that one guy wagered 1000$(crazy,yes!)and the other wagered his crush card virus card and thats how a kid got the crush card virus,you see i don`t really know whats going on in those championships like you probly would the main idea was to have these 3 master duelist each holding the names Forbidden,Nocturnal, and White Fox hence the word "title" is in each card.the champion on the yu-gi-oh! tornament is sppose to duel one of the three masters so he can get the chance to beat(vary not likly)the master and obtain the name of the master if he/she did beat the master,and become the new master ok have you ever seen WWE and thay say something like world title the rule wager is in it because you have to beat the master in a speicfic duel if i would have put"you must give this card up to the winning oppoent" then even cashal duels anyone can win that title and common duelist don`t dersve the right to own those cards only skilled duelist you would not like a noob having that title right?.number 2 upper deck can not buy them,thay would have to beat the master(these guys are besines men not duelist i`am sure thay would lose),seeing that you did not notice the "Not for sale" Edition message,yeah it can be bought illeagaly but come on,if your were a true duelist would you give up so much power for a price?i would not because i`am a fairly good duelist.when you see something like "Not for sale" you would say it`s priceless and a true duelist/collector would never sell something priceless.and number 3 yeah i know White Fox is insane but you see there would not be that much of a problem because only one person can have it and 1 person compaired to about a milleon players is just a scratch to upper deck.my hope is someday some greedy noob wanting ultimate power,is going to have these cards created just like the legendary "tyler the great warrior" card was,via the make a wish foundation and underesatamate the power of these cards and their fury will be unleashed upon all yu-gi-oh fans.but i guess for now there jokes,hahahah!
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2. No, you are not a "real duelist at heart." If you were, you wouldn't have made cards like that. Cards made specifically for wager duels are instantly nullified, as wager duels aren't even legal in the official spotlight. Whoever told you otherwise was LYING, no doubt about it. 3. It doesn't matter what your cards say: Upper Deck WOULD get them out of circulation (as if they would ever get there, though). End of story. 4. No, they're really just dumb. A card like ACC's Beatstick would be a joke (and a funny one at that XD). Cards that negate the banlist and have to be "won" to change hands are just worthless as far as ideas go (see #2). |
i guess your right then............but you take this way too seriously i mean it`s just a card game.does anyone else thinks that idea is stupid?
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Maybe, but that doesn't mean we should just make up really crazy card effects. As others have said, the idea is to make cards with balanced effects that could actually be played if they ever were to be made for real. |
the main idea was to have status simbyols to proved that your highly ranked but why not add little more to the status simbyol? and all cards are not balanced just look in the forbidden list.
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