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Alter Ego September 28th, 2007 6:57 AM

...

Oh dear...looks like this situation calls for a YGO-style solution: miraculous topdeck time!

The Ultimate Showdown

Normal Spell

You may only activate this card if your opponent has come up with a broken fake card or made an atrocious amount of misspellings when posting on a Pokémon forum. Have a slapfight with your opponent; the winner of the slapfight wins the duel.


Play that and sort out your differences, because children's card games solve all the world's problems.

Anyway, the point about the banlist was pretty silly: none of those cards started out banned, you know; it's just that they later turned out imbalanced because YGO players were far better at exploiting the effects than the creators thought. The ones you made (aside from being practically incomprehensible in the first place) are clearly broken like nothing has been broken before and would never have made it into print in the first place. We aim for stuff that wouldn't get banlisted here, because broken cards are no fun. Joke cards are an exception, but those need to at least take a proper shot at being funny. That is all.

Gabri September 28th, 2007 1:42 PM

How many days was I out of here? (And I think some of you think it's better for me to do not come here XD)

Well, anyways, two new cards:

Overcharge
Field Magic Card

All Thunder-type monsters on the field have their ATK increased by 700. Their ATK keeps increasing by 700 until the 3rd turn this card is active. At the end of the 3rd turn, this card and the monsters affected by this card are destroyed.
------------------------------------------------------------------------------------
Overheat
Field Magic Card

All Pyro-type monsters on the field have their ATK increased by 700. Their ATK keeps increasing by 700 until the 3rd turn this card is active. At the end of the 3rd turn, the monsters affected by this card have their ATK decreased by 2500.

Scarlet Weather September 28th, 2007 2:24 PM

Actually, I'd think a better name would be "Overheating Zone" and "Overcharging Zone". Meh, Limiter-removal type effects work, and there aren't a huge number of Thunder or Pyro monsters out there in conventional play. (And AE's Thunder monsters have a set strategy anyway.)

Moving on from there...

The Title of Infidel
Equip Spell
All monsters on the field must attack the equipped monster during the battle phase. The equipped monster is not destroyed by battle. Destroy the monster equipped with this card if it is in defense position.

Meh, Don't know about that one. Moving on...

Dominance Battalion
Monster/Warrior/Earth/Effect/4*
Atk 1800/ Def 900
When this monster is special summoned, destroy one card on the field. If this monster is removed from the field, draw one card.

Reinforcing Battalion
Monster/Warrior/Effect/Earth/4*
Atk 900/ Def 1800
This monster is normal summoned in defense position. If you special summoned a warrior type monster during your last turn or the turn this monster was summoned, inflict five hundred points of direct damage on your opponent for each monster on your side of the field.

Archer's Battalion
Monster/Warrior/Wind/Effect/3*
Atk 1200/ Def 900
This monster cannot be declared as an attack target if there is another warrior-type monster on your side of the field. By discarding one card from your hand, this monster may attack your opponent directly.

Cannon Battalion
Monster/Warrior/Fire/Effect/5*
Atk 2100/ Def 1000
Tribute one warrior-type monster on your side of the field in order to summon this monster from your deck or graveyard (This is considered a tribute summon). By paying one thousand life points and discarding one card from your hand, destroy one card on the opponent's side of the field.

Not so much a decktype as spammable monsters for warrior decks. I like.

Alter Ego September 29th, 2007 4:59 AM

The Title of Infidel: Excuse me, but...how the heck can you attack something at the end of the battle phase? o.O Also, that last part should be "If the monster equipped with this card is in Defense Position, destroy it. I can see Amazoness Swordswoman having a lot of fun with this one, especially since the new format is a lot lighter on face-up attack position removal. x3

Dominance Battalion: Can we say overkill? It's a beatstick-size monster with a no-strings-attached self-replacement effect and a free destruction effect as well? Whoa, just whoa...you do realize what this thing can do in combination with stuff like Spiritual Earth Art - Kurogane, right? o.o Yeah...if you split those effects into two separate monsters we might slowly be approaching the 'not broken' zone. As it is, this card does some seriously crazy things in combination with Begone, Knave! and Marauding Captain. (Ahh...can't you just see marauding cappy dropping this one down to clear your opponent's defensive monster then both smacking the opponent for damage and then returning to your hand to be used again, while netting a free card in the process? Because I can.)

Reinforcing Battalion: Looks sort of weak to me. 1800 Def isn't all that hot on a monster that has virtually no attacking ability and that burn effect pretty meager compensation.

Archer's Battalion: Shouldn't that be Archers' Battalion (As in, the plural possessive of archer) or just Archer Battalion? It's fair enough, I guess, and good direct attackers are hard to come by. I'd imagine you want these in threes with a copy of The A. Forces in your back row. :3

Cannon Battalion: In terms of Special Summoning, it looks like the slightly inferior cousin of Manticore of Darkness. The destruction effect, on the other hand, is too expensive to be useful, really.


Aaaanyhow, a bit of a mixed bag this time around:

Dual Draw
Normal Spell

Until your second End Phase after this card's activation, both players draw a card during each of their opponent's Draw Phases as well as their own.

Ritual of Reincarnation
Ritual Spell

Special Summon a number of monsters from your opponent's Graveyard whose combined level stars are exactly equal to the level stars of a Ritual Monster in your Graveyard to your opponent's Field in order to Special Summon the Ritual Monster from your Graveyard (This is treated as a Ritual Summon). The selected Ritual monster may not use any of its card effects on the turn it's summoned by this effect. You may only select a number of monsters from your opponent's Graveyard up to the number of unoccupied Monster Card Zones on your opponent's Field.

Time Distortion
Normal Spell

Discard one Spell Card from your Hand in order to activate this card, then declare one phase of a turn. The next time you reach the declared phase, you may perform it twice. Then, on your turn after performing the declared phase twice, skip the declared phase.

Forci Stikane September 29th, 2007 5:59 AM

Quote:

Originally Posted by Alter Ego (Post 2940375)
Dominance Battalion: Can we say overkill? It's a beatstick-size monster with a no-strings-attached self-replacement effect and a free destruction effect as well? Whoa, just whoa...you do realize what this thing can do in combination with stuff like Spiritual Earth Art - Kurogane, right? o.o Yeah...if you split those effects into two separate monsters we might slowly be approaching the 'not broken' zone. As it is, this card does some seriously crazy things in combination with Begone, Knave! and Marauding Captain. (Ahh...can't you just see marauding cappy dropping this one down to clear your opponent's defensive monster then both smacking the opponent for damage and then returning to your hand to be used again, while netting a free card in the process? Because I can.)

Looks about even with Card Trooper to me, actually. Both get a free draw, but while Card Trooper lets you mill for a dump/revive or whatever, this thing just destroys a card when Special Summoned. Just Normal Summon it and you get nothing. About even...

Reinforcing Battalion: Looks sort of weak to me. 1800 Def isn't all that hot on a monster that has virtually no attacking ability and that burn effect pretty meager compensation.

Uh...2000+ damage for a 1800 wall? That blocks most non-tributes, AE, so it isn't that bad...

Archer's Battalion: Shouldn't that be Archers' Battalion (As in, the plural possessive of archer) or just Archer Battalion? It's fair enough, I guess, and good direct attackers are hard to come by. I'd imagine you want these in threes with a copy of The A. Forces in your back row. :3

It also works in a lock with Command Knight (who also boosts ATK for the direct attack ;) )

Cannon Battalion: In terms of Special Summoning, it looks like the slightly inferior cousin of Manticore of Darkness. The destruction effect, on the other hand, is too expensive to be useful, really.

May I remind you, Alter Ego, that Manticore only gets Special Summoned from the Graveyard? A better analogy would probably be "This is to Forest Guard Green Baboon what Blowback Dragon is to Barrel Dragon." Also, it forms a brand new version of the Manticore-Exodia OTK. All those extra cards would also help with the destruction effect, now only limited by your LP total.

Aaaanyhow, a bit of a mixed bag this time around:

Dual Draw
Normal Spell

Until your second End Phase after this card's activation, both players draw a card during each of their opponent's Draw Phases as well as their own.

Nothing to say here.

Ritual of Reincarnation
Ritual Spell

Special Summon a number of monsters from your opponent's Graveyard whose combined level stars are exactly equal to the level stars of a Ritual Monster in your Graveyard to your opponent's Field in order to Special Summon the Ritual Monster from your Graveyard (This is treated as a Ritual Summon). You may only select a number of monsters from your opponent's Graveyard up to the number of unoccupied Monster Card Zones on your opponent's Field.

Hmm...two 4-stars for a Demise that'll send them to the Graveyard anyway? All I can say is LOL.

Time Distortion
Normal Spell

Discard one Spell Card from your Hand in order to activate this card, then declare one phase of a turn other than Draw Phase or Standby Phase. During the turn this card is activated, you may perform the declared phase twice. During your next turn after this card is activated, skip the declared phase.

Time Distortion is definitely food for an OTK, if not one on its own. I can't see any phase called other than "Battle Phase" which would give you two tries to kill your opponent. Game over. If your opponent doesn't have Mirror Force ready to conter you, you probably win.

Alter Ego September 29th, 2007 6:29 AM

Something that can't wall Trooper or vanilla four-stars is not really a wall, imo. :\

Also, Dominance is hardly even; trooper only gave you a draw if and only if it was destroyed. This one, however, will pay itself back no matter how it's removed from the field (this includes being tributed). Also, while Trooper was vulnerable to attack on the opponent's turn, Dominance Battalion remains at 1800 Atk without using an effect of any kind and isn't nearly as impaired by Skill Drain (Heck, battalions on the field aren't affected at all). Also, trooper never got to play Mini-Zaborg just because you got Marauding Captain or Premature Burial (And incidentally: try throwing Inferno Reckless Summon in on top of that). That's quite a bit of advantages stacked in the battalion's favor, not going into the recursion and search effects its granted by virtue of being a Warrior type.

As for the cannon; ehh...I admit that it's stronger, but only because it can be pulled at any time. The cannon battalion still costs you field presence, unlike Manticore which could fuel its effect with cards from your hand. My point about the destruction effect still remains, though considering the pretty insane special summon (Seriously, I didn't notice it could pop out from the deck too <.<)...I honestly don't know what to call it. >.<


Aaaanyway, just because I don't want to leave this without adding something:

Cruel Vice
Continuous Trap

This card can only be activated when you receive Battle Damage as the result of a Direct Attack declared by your opponent. Equip the monster that inflicted the damage with this card. While this card is on the Field, all Monster Card Zones on your opponent's Field are considered to be occupied and the monster equipped with this card can not be offered as tribute and may not change its Battle Position. When the monster equipped with this card is removed from the Field, this card is destroyed.

Frostweaver September 29th, 2007 8:51 AM

Dominance Battlion- It's mild compare to trooper, but the fact that it's warrior (pull-able by RotA) makes it stronger at the same time. The draw effect is insanely hard to come by unlike trooper's draw. The destruction effect is what we're looking at. High attack and friendly to special summon, which really revives the swarming ability of warriors without using recruiters. I think it's fine, really. You can't just throw this randomly and expect premature/call of the haunted to be enough to use this card, unlike trooper's draw or dump ability. You need to build slightly around it.

Reinforcing- Trooper is like THE only non-tribute who can run it over nowadays anyway. If it can survive zombie master and stratos, it's fine to me XD Either way, the burn is relatively mild unless you dedicate yourself to it... however, I think warriors always lacked burn support >>; If I need to special summon warriors just to pull off around 1000-1500 burn, I'll rather do something else with warriors (and use other kinds of warrior walls.)

Archer Battlion- what they said

Cannon- I also think it's purely Exodia material, and ban-worthy. It's not overly difficult to get out, along with infinite loop no matter how you look at it. As long as you can get just ONE copy on the field, just keep tributing cannons for cannons... Screw the destruction if you get one out. You won already. Manticore is nowhere near as fast because cannon only needs one copy, and it doesn't force your deck to use a certain type of attribute too (thus promoting cyber dragon, so Exodia can have some form of beatstick to live by while you're drawing for Cannon)

Dual Draw- fair enough

Ritual Reincarnation- yeah all it got is Demise written all over it >>;

Time Distortion- exactly, you'll only ever call battle phase (main phase not long enough, lol?) I don't see a reason why not allow draw phase though, then you only get a weaker version of reckless greed ^^; Either way, it's pure Time Distortion OTK on how to clear the field and then use this to attack multiple times. It's pretty evil. 1 spell card discard isn't too bad in order to make Cyber Dragon a 4200 direct attack >>; Basically, pretend it's a non-quick play limiter removal for all kinds of monsters (I see double attack as almost the same, but just slightly weaker, as double attack power)

Cruel Vice- ultimate lock that all burn decks will run unless they are insane...? o_O; if even LLAB or GB are down to 1... i dunno about this one o_o;

Forci Stikane September 29th, 2007 1:13 PM

Quote:

Originally Posted by Frostweaver (Post 2941067)
Cannon- I also think it's purely Exodia material, and ban-worthy. It's not overly difficult to get out, along with infinite loop no matter how you look at it. As long as you can get just ONE copy on the field, just keep tributing cannons for cannons... Screw the destruction if you get one out. You won already. Manticore is nowhere near as fast because cannon only needs one copy, and it doesn't force your deck to use a certain type of attribute too (thus promoting cyber dragon, so Exodia can have some form of beatstick to live by while you're drawing for Cannon)

All you actually really need is a Warrior to get the first cannon out, actually, and that can be gotten out with RotA...add in Card of Safe Return to finish the Exodia OTK (FTK, actually, since there's no waiting until the End Phase, either), the traditional attack stoppers, and...

...I just made a new decktype. XD


Time Distortion- exactly, you'll only ever call battle phase (main phase not long enough, lol?) I don't see a reason why not allow draw phase though, then you only get a weaker version of reckless greed ^^; Either way, it's pure Time Distortion OTK on how to clear the field and then use this to attack multiple times. It's pretty evil. 1 spell card discard isn't too bad in order to make Cyber Dragon a 4200 direct attack >>; Basically, pretend it's a non-quick play limiter removal for all kinds of monsters (I see double attack as almost the same, but just slightly weaker, as double attack power)

Or perhaps wanting an extra few minutes to think your move over in a tournament? "Oh, I'm running out of time? I play Time Distortion. Now shut up while I think." LOL

("Screw your money, I have a cannon!!!!!") *cough*

Alter Ego September 30th, 2007 3:34 AM

Alright, already...

I changed the ritual so Demise won't nuke on the turn its summoned by it.

As for Time Distortion...well, first off; getting to perform your Main Phase twice would mean 1) Getting an extra Normal Summon or Set and 2) Getting to use any "one during each Main Phase" again, both by my own effect ruling which I add right now. Also, the exclusion of Draw and Standby Phase was there because it's a Normal Spell, meaning that those phases would have ended by the time you got to play that card. Meh, I changed the wording to accommodate the change.

Frostweaver September 30th, 2007 12:20 PM

Summoning again is the most valid but then again we got Double Summon to do that already... The reusing effects of once per turn sort of thing did escape me, but I doubt that it can be as game breaking as double battle phase o_O;

Scarlet Weather October 1st, 2007 2:06 AM

Alright, I swapped around some wording for cannon, so it's still pullable from anywhere, but now it's considered a tribute summon, not a special summon, so it can't be comboed for card of safe return for Exodia FTK. So, that's pretty much it.

Oh, somethng else that came to me eariler. XD

Mage Battalion
Monster/4*/Spellcaster/Light/Effect
Atk 1600/ Def 1200
This monster's type is also considered to be "Warrior". Once per turn, by skipping your draw phase you may add one spell card that mentions warrior or spellcaster type monsters in its text from your deck to your hand.

Beast-Rider Battalion
Monster/Beast-Warrior/Earth/Effect/4*
Atk 1800/ Def 1000
This monster's type is also considered to be "Warrior". This monster can and must attack all monsters on the opponent's side of the field.

Battalion Corps. of Engineers
Monster/Warrior/Earth/Effect/4*
Atk 0000/ Def 2200
This monster is normal summoned in defense position. When this monster is destroyed as the result of a card effect, add one warrior or machine type monster from your deck to your hand.

B. Corps of Engineers is major love for Cyber Dragon, and it makes Zombie very mad. XD

Alter Ego October 2nd, 2007 12:55 AM

Mage Battalion: So basically we're searching for Reinforcement, Warrior Returning Alive or The A.Forces, eh? Well, fair enough. This adds some pretty crazy searchability if you have Freed (the general, mind you, not the brave wanderer) out as well. :3

Beast-Rider: Good, definitely, almost tempted to say too good, but the must attack clause is a nice touch. *Shrug* Works for me.

Engineers: Ohh...it does a lot more than just pull dragon. Instant fetch of Jinzo, Cyber Phoenix, or Card Trooper, anyone? Plus, it's a very formidable wall. In all fairness, maybe make it so that it only gets its effect it's "destroyed and sent to the Graveyard as the result of card effect"? It's a bit hefty that not even Crossout can circumvent it.

As for the cannon...I'd still call it limited since the ability to jump out from anywhere at virtually any given time is pretty crazy.


Aaaanyway:

Royal Magician
Spellcaster/Effect
4 Star/Light
1500 Atk / 700 Def

Once per turn, if "Court of Nobles" is on your Field you may discard one card from your Hand (This is treated as an activation cost). If you discarded a Spell card, select one Spell or Trap card on the Field and destroy it. Otherwise, select one face-up Spell or Trap card on the Field and destroy it.

Royal Spy
Spellcaster/Effect
3 Star/Dark
1000 Atk / 1000 Def

While this card is face-up on your Field, you may look at each card your opponent draws. While "Court of Nobles is on your Field, you may also look at any face-down card on your opponent's Field. (Flip effects are not activated)

Royal Sentry
Warrior/Effect
4 Star/Earth
700 Atk / 1900 Def

This card can be Normal Summoned in face-up Defense Position. While "Court of Nobles" is on your Field, the Def of this card is increased by 300 and your opponent may not select any card on your Field except "Royal Sentry" as the target of an attack or card effect.

Royal Chaplain
Spellcaster/Light
1400 Atk / 1200 Def

While "Court of Nobles" is on your Field, you gain 500 Life Points each time a Spell Card is activated.

Royal Paige
Warrior/Effect
3 Star/Light
1000 Atk / 600 Def

When this card is Normal Summoned successfully, add one Level four or lower "Curran", "Pikeru", or "Royal" monster from your Deck to your Hand. If this card is destroyed by Battle and sent to the Graveyard while "Court of Nobles" is on the Field, you may Special Summon one "Curran", "Pikeru", or "Royal" monster with an Atk of 1500 or less from your Deck.

Royal Legacy
Normal Trap

This card can only be activated when a "Curran", "Pikeru", or "Royal" monster on your Field is destroyed and sent to the Graveyard. Select and activate one of the following:

* Draw a card. Then, if you have any "Curran", "Pikeru", or "Royal" monsters in your Hand, show one of them to your opponent in order to draw another card.
* Special Summon one level 5 or lower "Curran", "Pikeru", or "Royal" monster from your Hand or Deck, ignoring summoning conditions.


Okay, yeah, maybe I ought to take a break from the royals. Let's see...xD

Anarchist Vandal
Warrior/Effect
3 Star/Fire
1500 Atk / 800 Def

Control of this card can not be switched. When this card is summoned successfully (Including Flip Summon) while there are more Spell or Trap cards on your opponent's Field than there are on yours, select one Spell or Trap card on your opponent's Field and destroy it.

Anarchist Mobster
Warrior/Effect
4 Star/Dark
1500 Atk / 700 Def

Control of this card can not be switched. For each "Anarchist" monster on the Field, increase the Atk of this card by 300. When an "Anarchist" monster on your Field is destroyed, return this card to your Hand.

Anarchist Inciter
Warrior/Effect
4 Star/Fire
1300 Atk / 0 Def

Control of this card can not be switched. When this card is summoned successfully (Including Flip Summon) and there are more monsters on your opponent's Field than there are on yours, Special Summon "Anarchist" monsters from your Hand until both players have the same number of monsters on their Fields.

Anarchist Reformer
Spellcaster/Effect
4 Star/Light
1400 Atk / 300 Def

Control of this card can not be switched. When this card is summoned successfully (Including Flip Summon) while there are more cards in your opponent's Hand than there are in yours, select a card at random from your opponent's Hand and shuffle it into his/her Deck.


Aaaand yeah, I'd come up with supports but I'm feeling lazy and unimaginative right now. xP

Frostweaver October 2nd, 2007 9:20 AM

Royal Magician- with the current lack of non-chainable ST that we got excluding skill drain burn which you can't use this effect anyway, the normal breaker will suffice... but then again, in anime/role play, we like thematic weak counterparts of staples like that ;p

Royal Spy- I honestly see no reason to use him except for role play purposes... just not enough stats for that effect.

Royal Sentry- pretty good defense card to use, protecting the fragile princesses. 1900 def is good already, and 2200 gives immunity to cyber dragon and all zombies besides the ryu kokki.

Royal Chaplain- Pikeru not healing enough? -.-;

Royal Paige- because a stratos effect isn't good enough, we also get a recruiter in the same body as stratos, which may make field spell card attractive to use again~ 3 of this with 2 creature swap asap for +2 CA combo >>;

Royal Legacy- I wonder if there's any reason to use the normal curran/pikeru anymore because getting princesses out directly is far easier (the way it should be done x.x) 2 card draw is always nice too.

Anachist Vandal- aka, destroy one spell/trap when you summon him... most of the time the opponent will have more anyway cause you probably chained your stuff to his/her summoning last time and etc.

Anachist Mobster- huh, if I lose another anachist, I lose this too? =( Better stay away from that...

Anachist Inciter- probably a central piece crucial to this new decktype

Anachist Reformer- I'll splash this into all my deck cause I like easy confiscation ;; (well, discard without looking at it but still). This will probably be heavily abused...


Antique Jar Collector
Spellcaster / effect
3 Star / Earth
600 Atk / 1500 Def

Flip: Search your deck for a card with "Jar" in its name and add it to your hand.

Spirit of Avarice
Fiend / Effect / Spirit
4 Star / Dark
1600 Atk / 1300 Def

[spirit text I'm lazy, sue me] When you activate "Pot of Avarice" while this card is on your side of the field, you may pay 1000 life points in order to select spell or trap cards instead of monster cards for the effect of "Pot of Avarice."

Depletion
Normal Spell

If a monster on your side of the field is removed from the field during this turn, send 3 cards from the top of your opponent's deck to the graveyard.

Cheque and Balance
Continuous Spell

When your opponent special summons a monster while you have no monsters in play, you may pay life points equal to the star level of the special summoned monster x 200 in order to special summon a monster on your side of the field from the hand.

Scarlet Weather October 2nd, 2007 4:05 PM

Jar Collector: Well, easy pull for Morphing Jar or Dice Jar, but... meh no likee. I'm not a big jar fan.

Spirit of Avarice: Wooh, useful spirit card that gets sidedecked/maindecked for burn decks! Wow, I like this one a bunch.

Depletion: Spirit loves you, as do about sixteen million other card sets. Only pity is that it isn't continuous with a cost, so that Spirit Mill could come into play.

Balance: Well, since this card doesn't sound like it was made in America, I'll pass. Well, not really, since I enjoy the concept. You really like Spirit, don't you?

Grave Defender
Monster/Dark/Fiend/Effect/4*
Atk 0000/ Def 0000
This monster is not destroyed as a result of battle. When this monster is the top card in your graveyard, you may remove one monster of the same level star as an opponent's monster in order to negate its attack.

Fairie Wind
Counter Trap
When a fairy-type monster on your side of the field is declared as an attack target, negate the attack and destroy the attacking monster.

Unsealing the Beasts
Normal Spell
Send three continuous trap cards, spell cards, or fiend-type monsters from your deck to the graveyard. Special summon the appropriate monster from your hand, regardless of summoning conditions:
-Trap: Uria, Lord of Searing Flames
-Spell: Hamon, Lord of Striking Thunder
-Fiend: Raviel, Lord of Phantasms

Brigadoon
Field Spell
You and your opponent may only conduct your battle phase every other turn.

That last one is novelty, but you get the point. Just a few random support cards, and my latest attempt at making Sacred Beast a viable deck type.

Frostweaver October 2nd, 2007 9:29 PM

Changed cost for Cheques and Balances to be 200 per star level instead, because summoning Dark Magician of Chaos through it is just mean XD; Also, cheques and balance can't summon spirit monsters cause they're... spirits. But yes, guess one way for you to use it is to use asura priest so your field is definitely empty of monsters anyway.

Grave Defender- er not sure about its effect, what does it do... like, remove what monsters in order to negate an attack?

Fairie Wind- it's not "countering" anything... but either way, sakuretsu armor for counter faeries, meh.

Unsealing the Beasts- fair enough, much easier to use now... it's going to be Raviel used most often for this card, cause 3 fiends ditched also means instant necrofear. Definitely makes sacred beasts to the tier 2 level which is a start.

Brigadoon- more specific details can help... cause there's many ways to count "every other turn" XD;


Support cards for a series based on Konami's own classical games, where some of those cards do not seem to be part of that series (but actually is) because Konami is so messed up with their own creation.


Lord British
Machine / Effect
5 Star / Water
2100 Atk / 1500 Def

You can summon this card without tributes if "Gradius" or "Victory Viper XX03" are on your side of the field. Once per turn, if "Gradius" or "Victory Viper XX03" is destroyed by battle, it is not destroyed. If "Lord British" is destroyed while "Gradius" or "Victory Viper XX03" are on your side of the field, destroy one card on your opponent's side of the field.

Vic Viper T301
Machine / Effect
7 Star / Fire
2600 Atk / 2200 Def

Treat the name of this card as "Gradius." Activate the following effects depending on the number of cards in your hand:
1 card: When this monster destroys your opponent's monster as a result of battle, deal damage to the opponent's life points equal to the difference between the atk of this monster and the defense of the opponent's monster.
2 cards: Once per turn during your main phase, destroy one of your opponent's monster and send it to the graveyard. This card cannot attack during the turn it uses this effect.
3 or more: Negate the effects of effect monsters destroyed by "Gradius," "Gradius's Option," "Victory Viper XX03," "Option Token" or "Lord British" on your side of the field as result of battle.

Loop Restart
Normal Trap

When "Big Core" or a "B.E.S" monster is destroyed, special summon the monster in face up attack mode on your side of the field. Increase its Atk and Def by 400, and add 3 counters to the monster. Trap cards cannot chain to the activation of this trap card.

Scarlet Weather October 3rd, 2007 3:31 PM

Grave Defender: Say the opponent attacks with a four star monster. I remove a four-star monster in the graveyard from play, and the attack is negated.

Brigadoon: Ah well, novelty card anyway. Of course, so are the spells I designed around it. XD

Fairie Wind: Negate attack can do it, so can this card.

Big Core additions: Meh. I hate Big Core anyway, so I'm not gonna comment. XD

Different Dimension Orc
Monster/Earth/Fiend/Effect/4*
Atk 1000/Def 1000
If this monster in your graveyard is removed from play, you may pay one thousand life points to special summon it in face up attack position on your side of the field. If you do so, the original attack of this monster becomes two thousand.

Gabri October 5th, 2007 3:18 AM

Different Dimension Orc: I think it is alright.

Just one card:

Mystic Dragon
9 Stars
LIGHT/Dragon/Effect
ATK: 3500 / DEF: 2500

Effect: Destroy all DARK monsters on the opponent's field.

Forci Stikane October 5th, 2007 8:21 AM

Quote:

Originally Posted by Fraky (Post 2963593)
Different Dimension Orc: I think it is alright.

Just one card:

Mystic Dragon
9 Stars
LIGHT/Dragon/Effect
ATK: 3500 / DEF: 2500

Effect: Destroy all DARK monsters on the opponent's field.

...I'm going to have to call that one "broken" simply because of the existance of DNA Transplant (switch all monster's Attribute). With the cutting down of Spell-based monster removal, this'll be almost impossible to bring down, especially if it stays in Defense Position.

Anyway...I thought of some new cards overnight, to kind of continue on a very old idea:

Cyber-Stein #2
DARK/2 Stars
Machine/Effect
ATK: 600 DEF: 900
Pay either 4000 Life Points or half your total Life Points (whichever is greater) to Special Summon 1 Level 7 or lower Ritual Monster from your hand, ignoring any summoning conditions. The monster summoned by this effect has its effect negated, cannot be Tributed under any conditions, and cannot be targeted by the effects of Spell or Trap Cards. You cannot activate this effect if you have less than 4000 Life Points.

The final line is added to prevent any problems with the cost that might arise at that point.

Cyber Jar #3
DARK/3 Stars
Machine/Effect
ATK: 700 DEF: 700
FLIP: Each player discards all Spell & Trap cards from his/her hand, then reveals the top card of his/her deck. If the revealed card is a Monster, add that card to its owner's hand. If the revealed card is a Spell or Trap card, send it to the Graveyard. Each player repeats this until he/she has 5 monsters in his/her hand.

Made for swarm, hurts almost everything else.

Scarlet Weather October 5th, 2007 2:54 PM

Well, easy way around that. Just change text to "all" monsters on the field, and autobreak is gone since it basically nukes itself.

CJ #3: But even swarm needs something in the hand to drop monsters. I personally stick with recruiters for searching. If I use this, I have to build the whole deck around it. The other problem is that the opponent is forced to do the same thing, so unless they play swarm as well they probably get significant mill and major loss of versatility. Yep, at least limited I'd say.

Advancing in Ranks
Normal Spell
Tribute one level four or lower warrior monster on your side of the field. Special summon one warrior monster from your deck with a higher level then the tributed monster.

Shared Suffering
Normal Trap
Activate this card when your opponent declares a direct attack. Negate the attack and end the battle phase, then reduce the life points of both players by half.

Pot of Complacency
Normal Spell
This card remains on your side of the field for two turns. As long as it remains on the field, you may not conduct your battle phase, and all effects that deal damage to either player are negated. When this card is sent to the graveyard by its own effect, draw two cards. This card is sent to the graveyard on the draw phase of your second turn after it is played.

Controlled Demon Unsealing
Normal Spell
Special summon one level four or lower "Parasite Demon" monster from your deck to your side of the field. The effects of the monster summoned by this card are negated.

AE ain't the only one with card supports. XD

Forceful Breath
Counter Trap
You may only activate this card when a level five or higher dragon-type monster on your side of the field is declared as an attack target. Negate the attack and destroy the attacking monster. Then, draw a card.

That last one is tossed in now that high-level dragon has become an (albeit not that much more playable) decktype in the new Dragon Revival deck, or whatever they call it in America and other English-speaking countries, as well as Horus and Armed Dragon centered decks, and also because dragon is one of my favorite types, yet I pay no attention to it. :3

Alter Ego October 6th, 2007 6:46 AM

Lord British: Fair enough support, if only Gradius didn't...you know...suck?

Vic Viper T301: Ahh...some compensation for that problem. Too bad it's a high-level monster. ._. Still, this does make Gradius Option almost playable.

Loop Restart: Now this is pretty nasty, actually, provided that you get the cores out on the field. Now combine this with B.E.S. Covered Core and the lack of face-up monster removal in the format. >D Still, getting them out on the field in the first place is a bit of a hassle. Ah, well...

Cyber Stein #2: That last bit is really unnecessary. By ruling, if you pay more Life Points than you have then you lose the game, and the wording made it quite clear that the higher life point cost always takes precedence so there's no weaseling out of that one. Nice to see some more creative ways to get ritual monsters on the field. (Welcome to the era of the random ritual monsters =O) That spell and trap effect protection is pretty hefty, though. Throw in Skill Drain on top of that and you've got an invincible juggernaught out on the field.

Different Dimension Orc: Can we say Necrofear? Dump three of these for the special summon and you'll have over 8000 Atk's worth of muscle on the field. Otherwise it's pretty limited, though, so I don't see any serious issues here.

Cyber Jar #3: Meh, in all honesty it can bite just about any kind of deck if you've got a rough deal on the shuffle. Actually, the one that benefits most would be Vanilla Exodia. Screw that, you could make a decktype of this: 3x Cyber Jar#3, all bits and pieces of Exodia and the rest of the slots filled by stalling or deck filtering Spell and Trap cards. Throw in one copy Magical Blast and you won't outdeck yourself either. xD

Advancing in Ranks: Not that useful, to be honest...unless this is your sneaky way of trying to make Bladedge playable? Can't think of any other strong high-level warriors (At least ones that would benefit from being summoned this way). If this went for mid-level monsters instead, you could pull freed, though. =O

Shared Suffering: Screw Dogma, we just got a crazily more efficient way of halving our opponent's LP. Brutal...a bit too brutal, actually. Imagine this with Meltiel (preferably backed by Sanctuary)...slice your opponent's LP in half, wipe out a card from your opponent, then recoup 1000 LP's worth of your own losses all the while still enjoying Negate Attack's effect. Erm...yeah, limited if not banned, imo. Considering the activation requirements, I'd say it's more of a Counter-Trap too.

Pot of Complacency: First of all, this should be a Continuous Spell since it stays on the field. (In lieu with Nightmare's Steelcage and Swords of Revealing Light) And speaking of Steelcage...congratulations, you just turned it totally obsolete since this essentially a sexed up version of it. Not only does it give you complete protection for two turns, it also gives you +1 CA when it's done. Heck, it even gives you those draws if you discard it. Stall decks just can't lose with this. O_O Meh, at the very least restrict the draw effect so it only occurs if your opponent's card effect destroyed it, possibly so that your opponent gets to draw those cards if they leave it on the field. (Considering that it's still a souped-up Nightmare's Steelcage, I'd say that's only fair xP) I'd also like to point out that this isn't particularly pot-ish since it's continuous. (Even though you tried to disguise it as a Normal Spell) As it is, it's banlist material.

Controlled Demon Unsealing: Not that useful since most of the low-level parasites are wimpy. Also, considering how strapped the decktype already is for deckspace, I'd rather run another stall card in favor of a penalty-free Nefreeti.

Forceful Breath: Self-replacing Sakuretsu Armor with strings attached. Fair enough, I guess.


Aaanyhow, just a little something that struck my uninspired mind. xD Ritual monster theme! =D

Ritualist Channeler
Spellcaster/Effect
3 Star/Light
1000 Atk / 600 Def

Tribute this face-up card on the Field to Special Summon one Level 4 or lower Ritual Monster from your Hand (This is treated as a Ritual Summon). When a monster Special Summoned by this effect is destroyed by battle, you lose 1000 Life Points.

Ritualist Soultrader
Spellcaster/Effect
4 Star/Dark
1600 Atk / 800 Def

Once per turn, if this monster is face-up on your Field, you may select and activate one of the following:

*Show one Ritual Monster from your Hand to your opponent, then shuffle it into your Deck in order to draw a card.

*Send one monster card from your Hand to the Graveyard in order to add a Ritual Monster from your Graveyard to your Hand.

Ritualist Warden
Spellcaster/Effect
4 Star/Light
2100 Atk / 1600 Def

If "Ritual Sanctuary" is not on your Field, this card is destroyed. Discard this card from your Hand to add one "Ritual Sanctuary" from your Deck to your Hand.

Ritual Sanctuary
Field Spell

While this card is face-up on the Field, Ritual Monsters can be Ritual Summoned without using a Ritual Spell Card. You must still offer monsters from your Field or Hand whose combined level stars are greater than or equal to the level stars of the Ritual Monster you want to Summon. While there is at least one face-up Ritual Monster on the Field, this card can not be destroyed.

Eternal Banishment
Counter Trap

This card can only be activated by discarding one Spell Card from your Hand when your opponent Summons a monster (Including Flip Summon). Remove the summoned monster from play. If the card you discarded to activate this card was a Ritual Spell Card, your opponent may not summon any monsters with the same name as the monster removed from play by this effect or use any of their card effects for the remainder of the Duel.


Of course they'll also have their own ritual monsters. (To be unveiled in the next installment) Oh, and more supports and whatnot too. :3

Scarlet Weather October 6th, 2007 10:26 AM

Ritual Sanctuary is already an anime spell card used to pull Ritual spells from the deck. New name, please?

Aside from that, it's nice to see that rituals are getting a bit more limelight then Advanced Ritual Art can offer, seeing as Demise is just fail-erific anyway. However, I'm going to ask what usable level four Ritual monsters exist, aside from Asuka's seven lucky godesses cyber-angels and Relinquished.

Ay, maybe I'll join the fun.

Ganondora Dragon
Monster/Dark/Ritual/Dragon/Effect/6*
Atk 2500/Def 2100
This monster can only be summoned through ritual summon. During your main phase, you may tribute this monster in order to destroy all monsters on the field.

Descent of Dark Dragon
Ritual Spell
Send any number of monsters from your hand or field to the graveyard. Special summon one dragon-type ritual monster whose level stars are equal to or lower then the combined level stars of the tributed monsters.

Phyrandorras Dragon
Monster/Dark/Ritual/Dragon/Effect/5*
Atk 2100/Def 1000
This monster can only be summoned through ritual summon. Once per turn, discard one card from your hand in order to destroy one face-down card on the opponent's side of the field.

Carnax Dragon
Monster/Dark/Ritual/Dragon/Effect/5*
Atk 2100/ Def 1700
This monster can only be summoned through ritual summon. When this monster attacks an opponent's defense position monster whose defense is lower then this monster's attack, inflict the difference between the two monsters' attack points and defense points to the opponent's life points.

Harogigas Dragon
Monster/Dark/Ritual/Dragon/Effect/10*
Atk 3000/ Def 3000
This monster can only be summoned through ritual summon. This monster cannot be removed from the field by card effects.

Ritual Slash
Quickplay Spell
You may activate this card when tributing monsters for a ritual summon. Pay one thousand life points in order to halve the number of level stars required to ritual summon that monster.

Reviver of D.
Monster/Spellcaster/Effect/4*
Atk 1000/ Def 1000
When a dragon-type monster you control is destroyed by battle, tribute this face-up monster in order to special summon it from the graveyard, ignoring summoning conditions.

Ritual Burial Grounds
Field Spell
Both players may remove monsters from their graveyards from play instead of tributing monsters for a ritual summon.

Forci Stikane October 6th, 2007 11:03 AM

Quote:

Originally Posted by Alter Ego (Post 2968289)
Cyber Stein #2: That last bit is really unnecessary. By ruling, if you pay more Life Points than you have then you lose the game, and the wording made it quite clear that the higher life point cost always takes precedence so there's no weaseling out of that one. Nice to see some more creative ways to get ritual monsters on the field. (Welcome to the era of the random ritual monsters =O) That spell and trap effect protection is pretty hefty, though. Throw in Skill Drain on top of that and you've got an invincible juggernaught out on the field.

Well, it's just in case of any sneaky players trying to get away with doing so *shifty eyes*...

That's just S/T that target, though, so the almighty Mirror Force still kills it. Heh, even Fissure & Smashing Ground could work, actually...just not any Metamorphosis abuse or anything like that.


Cyber Jar #3: Meh, in all honesty it can bite just about any kind of deck if you've got a rough deal on the shuffle. Actually, the one that benefits most would be Vanilla Exodia. Screw that, you could make a decktype of this: 3x Cyber Jar#3, all bits and pieces of Exodia and the rest of the slots filled by stalling or deck filtering Spell and Trap cards. Throw in one copy Magical Blast and you won't outdeck yourself either. xD

Well, no worse than Morphing Jar #2 could do. This one just adds to the hand instead of summoning to the field and preventing further attacks all at once. It also takes into account any MOnster cards already in hand, so you might only be going for one or two.

......Heheh, I just realized that it's a bit of Gadget love...


Pot of Complacency: First of all, this should be a Continuous Spell since it stays on the field. (In lieu with Nightmare's Steelcage and Swords of Revealing Light) And speaking of Steelcage...congratulations, you just turned it totally obsolete since this essentially a sexed up version of it. Not only does it give you complete protection for two turns, it also gives you +1 CA when it's done. Heck, it even gives you those draws if you discard it. Stall decks just can't lose with this. O_O Meh, at the very least restrict the draw effect so it only occurs if your opponent's card effect destroyed it, possibly so that your opponent gets to draw those cards if they leave it on the field. (Considering that it's still a souped-up Nightmare's Steelcage, I'd say that's only fair xP) I'd also like to point out that this isn't particularly pot-ish since it's continuous. (Even though you tried to disguise it as a Normal Spell) As it is, it's banlist material.

Continuous Spell = Hamon = BIG OUCH.

Aaanyhow, just a little something that struck my uninspired mind. xD Ritual monster theme! =D

Ritualist Channeler
Spellcaster/Effect
3 Star/Light
1000 Atk / 600 Def

Tribute this face-up card on the Field to Special Summon one Level 4 or lower Ritual Monster from your Hand (This is treated as a Ritual Summon). When a monster Special Summoned by this effect is destroyed by battle, you lose 1000 Life Points.

Paladin of White Dragon.

Ritualist Soultrader
Spellcaster/Effect
4 Star/Dark
1600 Atk / 800 Def

Once per turn, if this monster is face-up on your Field, you may select and activate one of the following:

*Show one Ritual Monster from your Hand to your opponent, then shuffle it into your Deck in order to draw a card.

*Send one monster card from your Hand to the Graveyard in order to add a Ritual Monster from your Graveyard to your Hand.

So Senju & Manju become instant draws? Meh.

Ritualist Warden
Spellcaster/Effect
4 Star/Light
2100 Atk / 1600 Def

If "Ritual Sanctuary" is not on your Field, this card is destroyed. Discard this card from your Hand to add one "Ritual Sanctuary" from your Deck to your Hand.

Meh, Captain Gold for the series.

Ritual Sanctuary
Field Spell

While this card is face-up on the Field, Ritual Monsters can be Ritual Summoned without using a Ritual Spell Card. You must still offer monsters from your Field or Hand whose combined level stars are greater than or equal to the level stars of the Ritual Monster you want to Summon. While there is at least one face-up Ritual Monster on the Field, this card can not be destroyed.

...Deadly beyond belief, especially for a deck like Demise OTK. Lets you cut down on the Spell space required so that other, more powerful cards can go in.

Eternal Banishment
Counter Trap

This card can only be activated by discarding one Spell Card from your Hand when your opponent Summons a monster (Including Flip Summon). Remove the summoned monster from play. If the card you discarded to activate this card was a Ritual Spell Card, your opponent may not summon any monsters with the same name as the monster removed from play by this effect or use any of their card effects for the remainder of the Duel.

Uh..."Cursed Seal of the Forbidden Monster" anyone?

Of course they'll also have their own ritual monsters. (To be unveiled in the next installment) Oh, and more supports and whatnot too. :3

>_> Did you just take the idea from mine??

Frostweaver October 6th, 2007 11:24 AM

Ritual Channeler- there is also Paladin of White Dragon, which is a major boost to Blue Eyes deck if they can ditch the tough requirements to pull out Paladin of White Dragon.

Ritualist Soultrader- unless there's more support, Manju is really superior compare to this card, just because it will automatically pull out Demise/Reshef/Shinato without cost.

Ritualist Warden- we hate terraforming do we

Ritual Sanctuary- fusion gate for ritual monsters... about time, really. Demise just got a heck of a lot faster now that they can focus on purely pulling the Sanctuary, Demise itself and take out normal monsters o_O;

Eternal Banishment- why am I ever going to play this anymore now that there's Ritual Sanctuary? XD; I just don't need Advanced Ritual Art anymore... sort of.

Ganondora Dragon- err... why not just use Demise. The monster itself will survive, at least.

Descent of Dark Dragon- looking at the card name totally mistakens to be the Dark Dragon support cards for the new cards in Japan (Dark Armed Dragons, etc). Basically just a general ritual summon card for dragons...

Phyrandorras and Carnax- the fact that Cyber Dragon suicides into it makes it... not very good? Six Samurais can easily do the same thing without a discard and a bunch of cards to pull it out as well. Ritual monsters need *supreme* effects in order to be playable.

Harogigas- >>; alright, you Raiza/Penguin hater... just what does this card do except... put the spite on penguins?

Ritual Slash- situational, LP decreasing and still takes up 1 card (we replaced 1 4-star monster with a quick play)... doesn't do anything in reality.

Reviver of D- We need to know the timing... like, can I resurrect my horus that died 10 turns ago by this? :3

Ritual Burial Ground- I think I'll just skull lair /swt At least I get to hit their field on top of removing for some dimension fusion push.


As for the new dragon structure deck.... it's failure >>; The recursion is not recursion but more like "effects that only activate if you special summon from the graveyard." Err Konami, that is NOT recursion. Only people whose brain is the size of a pea (or smaller) will ever consider hitting a face up Decoy Dragon, so you have to hope that you hit the Decoy Dragon face down... oh wait, does its effect even activate if it's face down -____-; *sigh* the last 3-4 structure deck did pretty well. Fel-Grant dragon is basically vanilla (it sucks that much.) The only usable cards are Prophet of World Creation/Trade In because Prophet makes Trade In a mini-Pot of Greed but still highly limiting... Dark Blaze Dragon is one star short of being playable because it just doesn't work with trade in, and its effect is just difficult to bring out, once again because only no-brainers will fall for hitting Decoy Dragon.

Advent of the Emperor should be a lot more... interesting. (Emperor = "Monarch") Yes, the next structure deck in line is Monarch Support. Does that strike anyone else as sounding totally silly because Monarchs are known to be splashed and not be a theme for itself?"

Scarlet Weather October 6th, 2007 12:34 PM

Well, maybe they'll just give us a copy of Labounty's deck with a few cards missing. XD

Anyway, while I think the key dragon monsters in Dragon Revival are failing, the supports aren't all that bad. Throwing monsters into the graveyard quickly in order to bounce them out onto the field isn't all that bad of a strategy, IMO, just so long as the card you're using to pull them can't be easily stopped.

Harogigas-Destroyed is also removed from field, I thought, so basically it's a massive monster that can't be insta-nuked. You either need something with higher attack points, Skill Drain, or a card that lowers its attack or raises your own. It's basically the most evil thing I could come up with, since card effect destruction is what's in nowadays.

Reviver of D: It says "When it is destroyed", implying that it has to be immediately, I'd think. On the other hand, recursion is something that Konami just tried to give to dragons, so I'll be opening up that rez text a bit.

RBG- Difference: Skull Lair needs six cards to wipe out Cyber Dragon, whereas Ritual Grounds removes two monsters and plunks down Demise or some other beast of a ritual monster, as well as setting the stage for an RFTDD. I'll say that it's a pretty fair effect.


Point taken on the others, though, Carnax and Phyradorras just got a two-hundred point bonus, and I'm thinking about nasty effects I can give them that haven't already been taken.

Frostweaver October 6th, 2007 1:06 PM

Harogigas- I guess you're right I missed it... however, that will mean destroyed by battle is also a form of destroy, which is also a form of removed from the field. Meaning, this thing is *invincible* except for Skill Drain... um, run Skill Drain burn, Bloo-D or die? (can't negate its effect that easily either because it's continuous effect, ugh)

Ritual Burial Ground- point remains... I'm playing a field spell card just to remove things from play. The reason why Doom Dozer is chosen is because it has its own built in removal engine... Many cards can remove things from play and do some other (minor) things in the meantime.

Forci Stikane October 6th, 2007 1:15 PM

Quote:

Originally Posted by ACC-M (Post 2970471)

RBG- Difference: Skull Lair needs six cards to wipe out Cyber Dragon, whereas Ritual Grounds removes two monsters and plunks down Demise or some other beast of a ritual monster, as well as setting the stage for an RFTDD. I'll say that it's a pretty fair effect.


Point taken on the others, though, Carnax and Phyradorras just got a two-hundred point bonus, and I'm thinking about nasty effects I can give them that haven't already been taken.

Correction: five monsters, and what do you think they're getting removed for in the first place?

Anyway...since you brought up "nasty effects for Ritual Monsters that haven't already been taken"...heheheh.........

A Hero's Unexpected Fate
Ritual Spell

This card is used to Ritual Summon one Psycho Hero from your hand. You must also offer Normal "Elemental Hero" monsters whose total Level is equal to or greater than the Level of the Ritual Monster you are trying to Ritual Summon from your hand or side of the field.

Psycho Hero - Ourose
DARK/1 Star
Warrior/Ritual/Effect
ATK: 100 DEF: 3000
This card can only be Ritual Summoned by the effect of "A Hero's Unexpected Fate." While this card is in your hand or Deck, it is considered to have 10 Level Stars instead of 1. This card cannot be selected as a target of your Spell or Trap cards. If this monster destroys an opponent's monster as a result of battle, you win the Match.

Psycho Hero - Kysarani
DARK/4 Stars
Fiend/Ritual/Effect
ATK: 1550 DEF: 700
This card can only be Ritual Summoned by the effect of "A Hero's Unexpected Fate." When this card destroys an opponent's monster as a result of battle, inflict damage to your opponent equal to the combined ATK & DEF of that monster.

Psycho Hero - Farakar
DARK/3 Stars
Warrior/Ritual/Effect
ATK: 1000 DEF: 600
This card can only be Ritual Summoned by the effect of "A Hero's Unexpected Fate." You may tribute this face-up card to Special Summon 1 Level 6 or lower "Elemental Hero" Fusion monster from your Fusion Deck, ignoring any summoning conditions.

Psycho Hero - Surate
DARK/7 Stars
Warrior/Ritual/Effect
ATK: 2700 DEF: 2400
This card can only be Ritual Summoned by the effect of "A Hero's Unexpected Fate." While this card is face-up on your side of the field, Level 6 or lower "Psycho Hero" monsters in your hand do not require the activation of "A Hero's Unexpected Fate" to be Ritual Summoned (Normal "Elemental Hero" monsters matching the correct Level must still be offered).

Psycho Hero - Korraga
DARK/8 Stars
Warrior/Ritual/Effect
ATK: 3200 DEF: 2400
This card can only be Ritual Summoned by the effect of "A Hero's Unexpected Fate." While this card is face-up on your side fo the field, you may offer any "Elemental Hero" monster for the purposes of Ritual Summoning a "Psycho Hero" monster. During each of your Standby Phases, inflict 800 points of damage to your opponent's Life Points for each Ritual Monster on your side of the field, including this card.

Psycho Signal
Normal Trap
You can activate this card when a face-up "Psycho Hero" monster on your side of the field is destroyed and sent to the Graveyard as a result of battle. Special Summon to your side of the field 1 "Psycho Hero" from your hand or deck that has fewer Level Stars than the destroyed monster, ignoring any summoning conditions.

Psycho Dash
Equip Spell
This card can only be equipped to a "Psycho Hero" monster. When the equipped monster declares an attack against an opponent's monster and your opponent has a Spell or Trap card in the same column as that monster, destroy that card immediately before damage calculation. Spell & Trap cards cannot be chained to this effect.

Psycho Cut
Equip Spell
This card can only be equipped to a "Psycho Hero" monster. If the equipped monster attacks a Defense Position monster with a ATK higher than the attacked monster's DEF, inflict twice the difference as Battle Damage to your opponent's Life Points.

Scarlet Weather October 6th, 2007 1:36 PM

I'd say that it's basically a metagame-changing engine. If they made Harogigas, shift might have to lean towards attack-upping cards versus destruction cards in side decks. Rising Energy, Skill Drain, Riryoku... there are a bunch of cards that can take him down, it's just that besides the cards you mentioned, not many of them see play. Besides, I wanted something that couldn't be nuked by Zaborg or Raiza, which I consider the cheapest monsters ever made since they plunk down too quickly with Perfect Circle support cards. I want to destroy the current metagame. DESTROY IT, I TELL YOU! AHAHAHAHAHAHAHAHA *shot*

RBG removes from play for ritual sacrifice, so you can tribute monsters and toss out Demise, then back him up by removing them and summoning Harogigas. Considering this, I'd say that it's at least as fun as Doom Dozer, if not moreso since Demise can't nuke Harogigas.

Summoner of Dark Dragon
Monster/Dark/Spellcaster/Effect/4*
Atk 1600/Def 800
Pay five hundred life points and tribute this monster in order to Ritual Summon a dragon-type ritual monster from your hand or deck.

King of the Blackland
Monster/Dark/Warrior/Gemini/6*
Atk 2300/Def 2300
This monster is considered to be a normal monster. During your main phase, you may normal summon this monster. If so, it becomes an effect monster with the following effect(s):
-Once per turn, discard one card from your hand in order to special summon one dragon-type ritual monster from your graveyard, ignoring summoning conditions.

Ritual Engine
Continuous Spell
Once per turn, you may activate one of the following effects:
-Send a ritual monster or spell card from your hand to the graveyard and draw a card.
-Discard one card from your hand in order to add a ritual monster or spell card from your graveyard to your hand.

Edit: Wow, Icha made the heroes go insane.

First of all, main problem is that it requires normal E-Heroes, meaning that it requires Advanced Ritual Art. Seeing that, I'll just use Demise instead.

Ourose: Um... why didn't you just give it ten stars to begin with? It's not as if dinky monsters never get high levels. (*Cough*Aitsu and Koitsu*Cough*) Anyway, only good in combo with Ojama Trio or if the opponent plays scapegoat.

Kysarani: Actually, this might make a good five-star ordinary effect monster. Just enough attack points to kill recruiters, few enough that it isn't broken. Only problem is that after expending the energy to get it out on the field, you get run over by Cyber Dragon.

Faraker: Let me get this straight: I have to build my deck around a single ritual spell, very little ritual support (Due to the text of these monsters Ritual Sanctuary doesn't work) and normal E-Hero just to pull Rampart, Thunder Giant, or Wingman? I'll stick with King of the Swamp fusion build for summoning fusion heroes, thank you.

Psycho Signal: If only it could call Surate or Koraga, I'd use it.

Surate/Korraga: Nice attempt to open the deck up, but by the time you've tossed four ordinary E-Heroes to get these guys on the field, you've basically left your own deck depleted. I mean, how many ordinary E-Heroes can you fit in around these four guys plus spell and trap support?

Personally, I think that Miracle Fusion is this build's one saving grace. Dump for Surate/Korraga, fuse the monsters in your graveyard, rinse, lather, repeat. Officially, I'd say that they'd be awesome if they weren't thrown into the hero decktype. Honestly, at least my dragons can toss each other if they have to, and with KotB they can get rezzed afterward, so it's all good.

Forci Stikane October 6th, 2007 2:37 PM

Quote:

Originally Posted by ACC-M (Post 2970814)
Summoner of Dark Dragon
Monster/Dark/Spellcaster/Effect/4*
Atk 1600/Def 800
Pay five hundred life points and tribute this monster in order to Ritual Summon a dragon-type ritual monster from your hand or deck.

Powerful. Just asking for trouble from the other Rituals.

King of the Blackland
Monster/Dark/Warrior/Gemini/6*
Atk 2300/Def 2300
This monster is considered a normal monster. During your main phase, you may normal summon this monster. If so, it becomes an effect monster with the following effect(s):
-Once per turn, discard one card from your hand in order to special summon one dragon-type ritual monster from your graveyard, ignoring summoning conditions.

Uh...mill, anyone? Dump them all to the Graveyard, then summon them back again.

Ritual Engine
Continuous Spell
Once per turn, you may activate one of the following effects:
-Send a ritual monster or spell card from your hand to the graveyard and draw a card.
-Discard one card from your hand in order to add a ritual monster or spell card from your graveyard to your hand.

Spell version of that other monster. ...Nah, I'll stick with the other searchers.

Edit: Wow, Icha made the heroes go insane.

First of all, main problem is that it requires normal E-Heroes, meaning that it requires Advanced Ritual Art. Seeing that, I'll just use Demise instead.

Ourose: Um... why didn't you just give it ten stars to begin with? It's not as if dinky monsters never get high levels. (*Cough*Aitsu and Koitsu*Cough*) Anyway, only good in combo with Ojama Trio or if the opponent plays scapegoat.

Two words: Gravity Bind. There's also one other card this thing was geared towards that makes it a bit more powerful than that...

Kysarani: Actually, this might make a good five-star ordinary effect monster. Just enough attack points to kill recruiters, few enough that it isn't broken. Only problem is that after expending the energy to get it out on the field, you get run over by Cyber Dragon.

One thing: killing an average recruiter will smack the opponent for at least 2000 points of damage. It's also a lovely target for Rush Recklessly or Shrink-trap, increasing the damage to almost 4000 after killing a Cyber Dragon through the former.

Faraker: Let me get this straight: I have to build my deck around a single ritual spell, very little ritual support (Due to the text of these monsters Ritual Sanctuary doesn't work) and normal E-Hero just to pull Rampart, Thunder Giant, or Wingman? I'll stick with King of the Swamp fusion build for summoning fusion heroes, thank you.

Uhh......no, not quite......heheheh...

Psycho Signal: If only it could call Surate or Koraga, I'd use it.

Funny you should mention that...

Surate/Korraga: Nice attempt to open the deck up, but by the time you've tossed four ordinary E-Heroes to get these guys on the field, you've basically left your own deck depleted. I mean, how many ordinary E-Heroes can you fit in around these four guys plus spell and trap support?

Uh...

Personally, I think that Miracle Fusion is this build's one saving grace. Dump for Surate/Korraga, fuse the monsters in your graveyard, rinse, lather, repeat. Officially, I'd say that they'd be awesome if they weren't thrown into the hero decktype. Honestly, at least my dragons can toss each other if they have to, and with KotB they can get rezzed afterward, so it's all good.

Mwahahahahahah......you thought I was done adding cards...while I haven't even reached the halfway point yet!

Psycho City
Field Spell
Increase the ATK of all "Psycho Hero" monsters by 500. In addition, decrease the Level Stars of all "Psycho Hero" monsters in your hand & Deck by half (rounded up).

Psycho Hero - Kuraku
DARK/4 Stars
Warrior/Effect
ATK: 2100 DEF: 1000
Destroy this card if "Psycho City" is not face-up on the field. You can discard this card from your hand to add 1 "Psycho City" from your Deck to your hand.

Psycho Hero - Hartori
DARK/3 Stars
Warrior/Effect
ATK: 1400 DEF: 800
While this card is face-up on your side of the field, 'Psycho City" on your side of the field cannot be destroyed, and increase the ATK of all other "Psycho Hero" monsters by 300.

Psycho Hero - Urnar
DARK/6 Stars
Warrior/Effect
ATK: 1200 DEF: 1500
If there is another face-up "Psycho Hero" monster on your side of the field, your opponent cannot select this monster as an attack target. Each time a "Psycho Hero" monster is summoned to your side of the field, inflict 1000 points of damage to your opponent.

An Ominous Whirlwind
Quick-Play Spell
You can only activate this card when there is a face-up "Psycho Hero" monster on your side of the field. Destroy up to two Spell or Trap cards on the field.

Psycho Cross
Normal Spell
Select two of these three from your Graveyard and add them to your hand:
-1 "Psycho Hero" Ritual monster
-1 "A Hero's Unexpected Fate"
-1 monster that was used to Ritual Summon a "Psycho Hero" Ritual monster

Dark Plot Twist
Ritual Spell
This card's name is also considered to be "A Hero's Unexpected Fate" while in your hand, Graveyard, or on your side of the field. Send 1 "Elemental Hero" or "Psycho Hero" effect monster in your hand to the Graveyard to Ritual Summon 1 "Psycho Hero" Ritual monster with fewer Level Stars than the sent monster from your hand or deck.

Psycho Hero - Torari
DARK/4 Stars
Warrior/Gemini
ATK: 1900 DEF: 1200
This card is considered to be 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 the following effect:
-Any monster may be offered to Ritual Summon a "Psycho Hero" Ritual monster.

Psycho Refill
Continuous Spell
Whenever a "Psycho Hero" monster is Ritual Summoned, you may draw one card for each monster Tributed to Ritual Summon it.

And now:

Psycho Lord - Syarote
DARK/12 Stars
Warrior/Ritual/Effect
ATK: 4500 DEF: 3500
This card is considered to be a "Psycho Hero" monster. This card can only be Ritual Summoned by the effect of "A Hero's Unexpected Fate." This card is unaffected by your opponent's Spell & Trap cards. This card can attack all monsters on your opponent's side of the field once each. When this card attacks an opponent's Defense Position monster with an ATK higher than that monster's DEF, inflict the difference as damage to your opponent's Life Points. The effects of any monster this card destroys is negated. Once per turn, you may select and activate one of the following effects:
-Destroy two cards on your oppponent's side of the field.
-Special Summon 1 Level 10 or lower "Psycho Hero" monster from your Graveyard, ignoring any summoning conditions.
If "Elemental Hero Ichaste" is on your side of the field, you may instead activate both of the above effects.

More support to come...

Alter Ego October 7th, 2007 8:09 AM

Quote:

Originally Posted by Ichaste Pekoni
Well, no worse than Morphing Jar #2 could do. This one just adds to the hand instead of summoning to the field and preventing further attacks all at once. It also takes into account any MOnster cards already in hand, so you might only be going for one or two.

Umm...sorry, but I'm not following you on this one. Are you seriously arguing that there's no difference between putting Exodia pieces straight into your hand (Where they can win you the game) and placing them on the field (where they are about as useful as Mokey Mokey)? o.O The thing with this jar is, that if the monsters you have are three of these and the Exodia pieces, flipping it will either A) assemble the whole of Exodia in one go and win you the game right there and then, or B) get three or four parts of it and a monster (or two of them) that will search out the remaining part(s) next turn since the Jar you drop down is no longer in your hand and thus doesn't count for the five-card limit. Big difference there.

Quote:

Originally Posted by Ichaste Pekoni
Uh..."Cursed Seal of the Forbidden Monster" anyone?

That card penalizes your field presence and doesn't remove from play. Also, this one doubles up as a trap-form of Dark Core if you don't use a ritual and has a more specific requirement for its full effect.


Aaanywayz, I'd comment on those cards but there's just...so many of them. o.o I'll get back to those later, m'kay? I'll say this, though: Ourouse seems like banlist material to me. United We Stand/Mage Power, anyone? Not hard to bap down a low Atk/Def monster with that. Heck, even Shield & Sword would do the trick because of that godly Def. xP

Unleashing the Guardians
Ritual Spell

This card can be used to Ritual Summon one "Guardian Beast" Ritual Monster from your Hand or Deck. You must also offer monsters from your Field and Hand whose combined level stars are greater than or equal to the level stars of the monster you wish to Ritual Summon.

Guardian Beast - Zynthre
Rock/Ritual/Effect
4 Star/Earth
1600 Atk / 1800 Def

This card can only be Special Summoned through Ritual Summon. A monster destroyed by this card in battle and sent to the Graveyard may not use any of its card effects and may not be removed from the Graveyard for as long as this card remains on the Field. When this card is removed from the Field, select one monster on the Field and remove it from play until your next End Phase.

Guardian Beast - Serret
Winged Beast/Ritual/Effect
4 Star/Light
1450 Atk / 1450 Def

This card can only be Special Summoned through Ritual Summon. Once per turn, you may select one monster on your opponent's Field. If the selected monster is face-down it is flipped face-up (Flip Effects are not activated), if the Def of the monster is lower than the Atk of this card, destroy it, otherwise it is returned to its original position. On the turn this effect is activated, this card may not attack. When this card is removed from the Field, destroy one monster on the Field.

Guardian Beast - Nishien
Aqua/Ritual/Effect
4 Star/Water
1700 Atk / 800 Def

This card can only be Special Summoned through Ritual Summon. Once per turn, when this card is face-up on the Field, you may select a card at random from your opponent's Hand and look at it. If the selected card is a Spell or Trap card, set it on the Field. When this card is removed from the Field, destroy all face-down Spell and Trap cards on the Field.

Guardian Beast- Infernis
Pyro/Ritual/Effect
4 Star/Fire
2000 Atk / 0 Def

This card can only be Special Summoned through Ritual Summon. Once per turn, you may inflict damage to your opponent equal to 300 x the combined number of monsters on both players' Fields. On the turn this effect is activated, this card may not attack. When this card is removed from the Field, inflict 1000 damage to your opponent.

Guardians' Treasure
Normal Spell

Draw three cards then reveal them to your opponent. If none of the cards is a "Guardian Beast" monster, remove all cards in your Hand from play Otherwise, remove one "Guardian Beast" monster in your Hand from play.

Mark of the Sacrifice
Equip Spell

When offering monsters for a Ritual Summon, a monster equipped with this card is considered to have twice as many level stars as usual. When the monster equipped with his card is offered as tribute for a Ritual Summon, return this card to your Hand.


Bleh, not as much time as I had hoped to have so it's just the low-level beasts and two quick supports this time around. xP

Forci Stikane October 7th, 2007 8:43 AM

Quote:

Originally Posted by Alter Ego (Post 2974540)
Umm...sorry, but I'm not following you on this one. Are you seriously arguing that there's no difference between putting Exodia pieces straight into your hand (Where they can win you the game) and placing them on the field (where they are about as useful as Mokey Mokey)? o.O The thing with this jar is, that if the monsters you have are three of these and the Exodia pieces, flipping it will either A) assemble the whole of Exodia in one go and win you the game right there and then, or B) get three or four parts of it and a monster (or two of them) that will search out the remaining part(s) next turn since the Jar you drop down is no longer in your hand and thus doesn't count for the five-card limit. Big difference there.

No, I was arguing that the mill part of the effect is about as "damaging" as that of Morphing Jar #2, since a player is likely to have 3-4 monsters in his/her hand already. And besides, what Cyber Jar #3 does for Exodia, Morphing Jar #2 can do for decks like Magical Explosion OTK (dump 15-20 spells in one go), flip-burn (3x Des Koala, anyone?), or plain old stall decks (getting attacked during the Battle Phase basically ends it, as any other monster goes face-down). Granted, the deck isn't quite as fast or easy to build for MJ2, but the ability still exists.

Oh, and PoA is always an option to get those Exodia pieces back.


That card penalizes your field presence and doesn't remove from play. Also, this one doubles up as a trap-form of Dark Core if you don't use a ritual and has a more specific requirement for its full effect.

...Right, I forgot we already had one of those...I was looking more at the effect of Cursed Seal of the Forbidden Spell specifically.

Aaanywayz, I'd comment on those cards but there's just...so many of them. o.o I'll get back to those later, m'kay? I'll say this, though: Ourouse seems like banlist material to me. United We Stand/Mage Power, anyone? Not hard to bap down a low Atk/Def monster with that. Heck, even Shield & Sword would do the trick because of that godly Def. xP

And THERE'S the other card. Of course, with all the Psycho Hero support, you'll be lucky to have space for it, and there's still sacrificing monsters for a 10-Star (5-Star with Psycho City) Ritual, but...well, hooray for super special awesome circumstancial win conditions, right? :)

As far as UWS/MP, though...you apparently misssed the "This card cannot be selected as a target of your Spell or Trap cards" part. That means no Equips, no Rush Recklessly, none of that.


Unleashing the Guardians
Ritual Spell

This card can be used to Ritual Summon one "Guardian Beast" Ritual Monster from your Hand or Deck. You must also offer monsters from your Field and Hand whose combined level stars are greater than or equal to the level stars of the monster you wish to Ritual Summon.

From the deck, too, huh...?

Guardian Beast - Zynthre
Rock/Ritual/Effect
4 Star/Earth
1600 Atk / 1800 Def

This card can only be Special Summoned through Ritual Summon. A monster destroyed by this card in battle and sent to the Graveyard may not use any of its card effects and may not be removed from the Graveyard for as long as this card remains on the Field. When this card is removed from the Field, select one monster on the Field and remove it from play until your next End Phase.

Um...this is just asking for Ritual Sanctuary combined with Begone, Knave! or something. Constant returning to hand = field clearing. At least the somewhat subpar ATK helps it in that respect.

Guardian Beast - Serret
Winged Beast/Ritual/Effect
4 Star/Light
1450 Atk / 1450 Def

This card can only be Special Summoned through Ritual Summon. Once per turn, you may select one monster on your opponent's Field. If the selected monster is face-down it is flipped face-up (Flip Effects are not activated), if the Def of the monster is lower than the Atk of this card, destroy it, otherwise it is returned to its original position. On the turn this effect is activated, this card may not attack. When this card is removed from the Field, destroy one monster on the Field.

(see above)

Guardian Beast - Nishien
Aqua/Ritual/Effect
4 Star/Water
1700 Atk / 800 Def

This card can only be Special Summoned through Ritual Summon. Once per turn, when this card is face-up on the Field, you may select a card at random from your opponent's Hand and look at it. If the selected card is a Spell or Trap card, set it on the Field. When this card is removed from the Field, destroy all face-down Spell and Trap cards on the Field.

Okay, now you're REALLY asking for it. S/T removal at the tip of a hat? And it would leave Begone, Knave! alone to boot.

Guardian Beast- Infernis
Pyro/Ritual/Effect
4 Star/Fire
2000 Atk / 0 Def

This card can only be Special Summoned through Ritual Summon. Once per turn, you may inflict damage to your opponent equal to 300 x the combined number of monsters on both players' Fields. On the turn this effect is activated, this card may not attack. When this card is removed from the Field, inflict 1000 damage to your opponent.

I have to say, this seems a bit contradictory to Zynthre & Serret's monster removal. I would personally just use it as a beatstick and leave it at that.

Guardians' Treasure
Normal Spell

Draw three cards then reveal them to your opponent. If none of the cards is a "Guardian Beast" monster, remove all cards in your Hand from play Otherwise, remove one "Guardian Beast" monster in your Hand from play.

Um...not too bad. Pretty risky if you don't have a Guardian Beast.

Mark of the Sacrifice
Equip Spell

When offering monsters for a Ritual Summon, a monster equipped with this card is considered to have twice as many level stars as usual. When the monster equipped with his card is offered as tribute for a Ritual Summon, return this card to your Hand.

...I like it. Not sure why, but I like it.

Bleh, not as much time as I had hoped to have so it's just the low-level beasts and two quick supports this time around. xP

Well, it's still an interesting idea you've got running...

Gabri October 7th, 2007 10:55 AM

Can anyone lend me a bit of imagination? I have almost nothing of it XD.
The little bit remaining was only able to think of these ones:

Medieval War General
7 Stars
EARTH/Warrior/Effect
ATK: 2500 / DEF: 2100

Effect: If you have any "Medieval Infantry", "Medieval Cavalry Soldier" or "Medieval Archer" on your side of the field, decrease [I removed a part of the effect here] your Life Points by 800 to increase their ATK by 700. This effect cannot be applied if you have an amount of Life Points lower than 1600.
-------------------------------------------------------------------------------------
Medieval Infantry
4 Stars
EARTH/Warrior/Effect
ATK: 1700 / DEF: 1000

Effect: If you have a "Medieval Archer" or "Medieval Cavalry Soldier" on your hand, you can Special Summon one of them to your side of the field. This effect cannot be applied if this monster was Special Summoned. You can only use this effect when you summon this monster.
-----------------------------------------------------------------------------------
Medieval Cavalry Soldier
4 Stars
EARTH/Warrior/Effect
ATK: 1900 / DEF: 700

Effect: If you have a "Medieval Archer" or "Medieval Infantry" on your hand, you can Special Summon one of them to your side of the field. This effect cannot be applied if this monster was Special Summoned. You can only use this effect when you summon this monster.
------------------------------------------------------------------------------------
Medieval Archer
4 Stars
EARTH/Warrior/Effect
ATK: 1300 / DEF: 1500

Effect: If you have a "Medieval Infantry" or "Medieval Cavalry Soldier" on your hand, you can Special Summon one of them to your side of the field. This effect cannot be applied if this monster was Special Summoned. You can only use this effect when you summon this monster.

EDIT: BOLD is edited

Scarlet Weather October 7th, 2007 3:05 PM

War General: While I like the other three monsters, this one has two problems. First off, seven stars needs devastating effects in order to be playable due to their decrease in field presence. In addition, General also has fewer attack points then the one-tribute (and much more playable) Monarchs. (Zaborg, Thestalos, Grammarg, Mobius, and Raiza) As far as Monarch goes, they've actually got more oomph then this guy due to Mobius's ability to crunch the back row and Raiza and Zaborg's ability to eat the opposing monsters alive. An attack increaser who lowers his own attack and your life points just ain't seven-star material.

Infantry: Good effect, but can I use it any time, or only when I summon this monster? Still, a monster with great stats and a built-in situational Double Summon is nice.

Cavalry: Once again, I love these monsters. I can see a swarm deck building up around them. :3

Archer: Weak link in the chain because of the lower attack points. I'd say bump it up to fifteen hundred-still searchable by recruiters like Sangan, yet strong enough to trump weaker monsters.

Guardian Beasts: Am I the only one who's noticed that the text on these monsters doesn't rule out normal summoning? Unless there's an implied normal-summon verboten with Ritual monsters, that means you can just plunk them right down on the field, screw the rules we have cards! As for the monsters themselves, I think Icha did a pretty thorough analysis already.

New P-Heroes: I'll wait until AE comments before forming any concrete opinions, but I will say this: Psycho City+Torari or alone and Lord Syarote are major broken in combo. Please say that one's a nomi.

Gabri October 8th, 2007 1:00 AM

@ ACC-M: No, you can only use that effect when you summon it. I forgot to add that part to their effect XD... I'll edit that post.

Well, two new cards by me:

Elemental Fusion
Normal Magic Card

Offer one FIRE, one WATER and one WIND monster as tributes to Special Summon one "Elemental Warrior" from your Hand, Deck or Graveyard to your side of the field.
-------------------------------------------------------------------------------------
Elemental Warrior
6 Stars
LIGHT/Warrior/Effect
ATK: 2250 / DEF: 1700

Effect: This monster can only be Special Summoned by the effect of "Elemental Fusion". This monster cannot be attacked by any WATER, FIRE or WIND monsters.


My own rating: Elemental Warrior can be Normal Summoned, don't worry. But it has an effect like Five-Headed Dragon... But not that devastating, and not THAT powerful, I think...

And looks like when I have almost no imagination is when I do better cards XD...

Scarlet Weather October 8th, 2007 8:09 AM

E-Fusion: Problem is that the monster isn't strong enough to justify a minus three in card advantage, not to mention the problem of giving three-element deck some sort of synergy.

E-Warrior: No, not my cup of tea. Why? First off, still fewer attack then Monarch, but has no effect to back himself up. I mean, fire, water, and wind won't protect him from destruction by card effects, and he's left wide open to the attacks of quite a few monsters. I'd say that instead of attack negation, up his attack to 2300 or 2400 and have him negate the effects of wind, water, and light monsters other then himself. (Yes, light, fairly sure Zaborg is light.) Not only does this basically shut down the three most used Monarchs, but it also prevents the opponent form dropping Cyber Dragon. (I think)

White Fang
Monster/Light/Beast/Effect/4*
Atk 1500/ Def 0000
When this monster is destroyed as a result of battle, reveal the top card of your deck. If it is a beast-type monster, special summon it to the field.

Sephiroth 2346 October 8th, 2007 5:23 PM

King of Stink
Monster
12/Wind/Beast)
While King of Stink is on the field, every time either you or your opponent farts, the other player loses 8000 life points.
10000/10000
Ultra mega super-dooper freaking rare!

Frostweaver October 15th, 2007 11:27 PM

Server Down
Quick Play Spell

Destroy all your mood to look at old posts and rate old cards. All players must sit in boredom for a week before the next turn.


that says it all >>;

Alter Ego October 16th, 2007 4:59 AM

Quote:

Originally Posted by ACC-M (Post 2978683)
I'll wait until AE comments before forming any concrete opinions, but I will say this: Psycho City+Torari or alone and Lord Syarote are major broken in combo.

Pfft...you're just saying that so you can go "What AE said" later, you lazy person. xD And no, Ritual monsters can't be normal summoned or set; that's an innate ruling of the card type, you ignorant child you. *Swats ACC with a rulebook*

As for the alleged synergy between the guardians and Begone, Knave!...actually, that's a load of nonsense. When building a knave deck you are basically interested in four types of monster cards: 1. Cards that do stuff when you summon them, 2. Cards that only get to do their trick once after being summoned, 3. Cards with higher-than-usual stats that suffer penalties if they stay on the field 4. Vulnerable cards with battle damage effects. The Guardians don't fit the bill. With Serret you'd first have to find something with an Atk of 1400 or lower (In attack position, might I add) to bounce it away and trigger the destruction, and using the destruction trigger effect would leave you with a monster on your field, which goes against the knave principle (The whole point of Begone,Knave! is that you have an empty field all the time, turning Smashing Ground, Brain Control, Soul Exchange, Cyber Dragon, recruiters etc. into dead cards for your opponent). Nishien would royally suck as S/T removal for this type of deck. I mean think about it: what face-down worth destroying would let a 4-star 1700 Atk monster deal battle damage before it's activated? Common sense, please, common sense. Breaker is already a far superior choice in S/T removal for knave decks (Seriously, the constant bouncing (and thus infinite supply of on-summon spell counters) really puts the 'Break' into 'Breaker' o.o) and Zynthre only removes the monster for one turn so it's not a permanent fix. Ironically, the only one you didn't mention in conjunction with knave seems to be the one with the most potential to abuse it: Infernis. A direct attack with knave out results in a clean 3000 damage (2000 battle, 1000 burn(, putting you ahead in the LP race, while the 2000 Atk makes it a formidable beatstick in its own right. Seriously, though, with knave decks you don't want something that will require you to ditch a card with each summon ("you must still offer monsters from your hand or field...").

As for the jar argument. The difference here is that Morphing Jar #2 in a Magical Explosion deck also runs the risk of dumping its own win condition in the process and burn strategies can be countered. Now don't get me wrong: my first semi-coherent deck was a Morphing Jar#2 flip-fest; I know it's powerful, especially when the flipped jar sets a bunch of Koalas and/or Stealth Birds as well as another jar which you can flip next turn to exchange the flips again, but it's also far more vulnerable to countering than Exodia (Des Wombat, anyone?). Point taken about the harmfulness, although in all honesty both jars can, depending on the situation, eat through the better part of most decks. It's all in the luck of the draw. Like that one time when my opponent's Morphing Jar #2 sent one monster into my deck and then proceeded to discard - I kid you not - Heavy Storm, Graceful Charity, Shrink, a couple of minor traps (I think it was Bottomless Trap Hole and something), and Mirror Force before finding its way to the only tribute monster in my entire deck; a solitary Airknight Parshath. Yeah, that sucked. My opponent, on the other hand, shuffled in three cards and only ended up discarding a copy of Owner's Seal. <.<

Aaaanyway, on the psycho heroes *Deep breath*:

Kysarani: Freakin' brutal. o.o Combine this with an Atk booster of some sort and you could easily find yourself chipping of the better part of your opponent's life points in one fell swoop. Oh well, at least the ritual requires crappy monsters.

Farakar: Sort of makes me wish I knew what level those damn e-heroes were. Is Wildedge in that category or was that an 8-star? o.O Well, at least we aren't pulling shining flare out so it seems okay.

Surate: Yay for ritual substitutes.

Korraga: The first effect is sort of hard to utilize since you still need those normal e-heroes to get this one out in the first place. Still, it's a burning beatstick in its own right, so why not?

Psycho Signal: Ritual pulls out ritual, eh? Interesting, although this calls for quite a bit of ritual monsters in your deck to pay off.

Psycho Dash: So I hear you like Senet effects? Wouldn't use this myself since psycho heroes are already hurting for deckspace as it is. No need for an additional dead draw that may or may not turn out to be useful.

Psycho Cut: I think I'll stick to effects that power up those subpar Atk stat instead, thanks. Though I must admit that this combined with Kysarani or Korraga is a pretty tempting prospect.

Psycho City: Aaaand psycho heroes just took the next step in the power up direction. I've got to ask, though: does this make Ourouse a zero-star? Pretty wild.

Kuraku: Yes, Frostweaver, we do hate Terraforming. ;3

Hartori: Another much-needed Atk boost, though in all honesty I have a hard time figuring out how you're going to fit these, normal e-heroes, and ritual psychos into the deck without completely clogging it up.

Urnar: Ouch...just ouch. x.x Maybe restrict that burn to ritual-based heroes?

An Ominous Whirlwind: So basically it's a trumped-up Typhoon? A bit situational, but it can be a pretty devastating set.

Psycho Cross: Yay for replenishing, though this doesn't solve the problem of how to consistently play the darn things so you can recover them.

Dark Plot Twist: So now big psychos can be offered for small ones, eh? Considering that Korraga has now become a viable tribute for Surate I'd say that this just about renders A Hero's Unexpected Fate obsolete.

Torari: Another easing on the tributes, though how to make a consistent system of them is still anyone's guess.

Psycho Refill: Compensation is cool and all, but where the heck are we going to find the room to stick this one in? x.x

Psycho Lord - Syarote: So yeah...just screw most of the other psychos and focus on getting this and Ichaste out so you will dominate the rest of the game? Need I say that this is pretty breaktacular? xD


Whew, on to the next ones then:

Ganondora: Yeah, basically a weaker Demise.

Phyrandorras: Yeah, the current environment is sort of not very conductive for this card.
We already have Nobleman and Shield Crash to deal with flip effects and most face-downs will just chain to this.

Carnax: It's not worth bothering with that troublesome five-star requirement. One lower and the Channeler would weep with joy over this, though. Although in all honesty, we already have Dragon's Rage to provide the piercing damage. :3

Harogigas: Yes, evil indeed, though personally I think that Shrink is the best way to dispose of this since the card effect isn't doing the removing in that instance. Either that or tribute it with Brain Control or Soul Exchange. It's still a good card, though.

Ritual Slash: Yeah...sort of pointless as it is. Maybe make it continuous? As it, I think that only Icha's psycho heroes with their crazy tribute requirements are able to really exploit this.

Reviver of D.: Yes, with this wording it's clear that the effect must be triggered right at the moment when the dragon goes to your graveyard. Don't really see anything wrong with that.

Ritual Burial Grounds: I think I'll stick with my own field since tribute material is a lot easier to draw into at random than specific ritual spells. ;3

Summoner of Dark Dragon: Indeed, this is pretty hefty. Maybe put a level limit on that dragon it can summon? Mystic Tomato pulling out something that becomes Harogigas is prety wild.

King of the Blackland: Going to have to concur with Icha here. This one pretty much turns Harogigas into a god. O=

Ritual Engine: You copycat, you! >O


Medieval War General: Fair enough, though I don't really see a need for that last provision.

Medieval Infantry: Meh, if you only want it to be usable on summon the just change the effect to "When this card is Normal Summoned successfully, you may Special Summon 1 "Medieval Cavalry Soldier" or "Medieval Archer" from your Hand". As it is, this would let you summon any number of those monsters as long as you normal summoned this one. Mhhmmm...additional Marauding Captain for a very specific monster line. Not bad at all.

Medieval Cavalry Soldier: See above for how to word that effect. So this is a monster line characteristic? Pretty brutal, though I think a lower Atk is called for here. Optionally, you could balance it out by adding Spear Dragon's effect (Making it a piercing attacker that is forced into defense after each attack) in there. Basically, this could use something to make it more than just a stronger version of infantry.

Medieval Archer: Again, see above. And again, this could use an additional effect of its own to distinguish it from its two comrades.


Overall, those four are a promising set and play well with the warrior theme of rushing, but like I said: give the three their own specific effects (in addition to the summoning) to give them more distinct roles in the set.

Elemental Warrior: Yeah, not worth the bother. How about you make it similar to the other elemental monsters? That is, make it so it gains effects when the right attributes are on the field. (I.e. one effect if there's a wind monster on the field, another if there is a fire monster on the field, and a third if there's a water monster on the field) Sort of like Element dragon. :3 With that summoning cost I'd expect more compensation.

White Fang: Ehh...fair enough, I suppose.


Aaaand I'm not even dignifying the king of stink with a review. So moving on...

Flame of the Netherworld
Continuous Trap

This card can only be activated during your opponent's Draw Phase. While this card is face-up on the Field, both players draw two cards instead of one during their Draw Phases. During each Standby Phase, the turn player selects one card from his/her hand and removes it from play.


Is this a set in the making or just a random loose card? Place your bets now. xD

Gabri October 16th, 2007 1:12 PM

Flame of the Netherworld: Good one, I think. That'll be handy if you have Slifer the Sky Dragon (or any other monsters with a similar effect) on your side of the field... Alter Ego, what a loooooong post XD

Three new ones, one of them is related to something that happened not long ago.

PC Crash
Normal Magic Card

Wait impatiently for five days so the problem is resolved.
-------------------------------------------------------------------------------------
(That's what happened to me)
-------------------------------------------------------------------------------------
Blaze Dynamite
4 Stars
FIRE/Pyro/Effect
ATK: 350 / DEF: 1800

FLIP: Destroy all cards on the field. Inflict Direct Damage to both players equal to half of total cards destroyed x500.
-------------------------------------------------------------------------------------
Wrestling Beetle
5 Stars
EARTH/Insect/Effect
ATK: 2000 / DEF: 1550

Effect: Each time this monster destroys a Warrior-type monster, this monster's ATK increases by 600.

Scarlet Weather October 16th, 2007 2:55 PM

Yes Alter Ego, I did say that. Deal with it. XD

KotBlackland: Yes, but here's the trick: Keeping Blackland on the field. I purposefully made him Gemini and dropped his attack lower then Monarch. But, point taken, maybe I should drop him to twenty-one-hundred to make him Cyber Dragon suicidable?

Summoner of Dark Dragon: Whoops, meant to give him sixteen hundred in both stats to make him unrecruitable for that reason. Anyway, slapping a level limit makes him too uncool, since as everyone has already told me, Harogigas is by far the best Dark Dragon. If I slap a level limit on him, I'll have to edit everbody else to make them cooler... AND ICHA STOLE ALL THE COOL RITUAL EFFECTS FOR HIS PSYCHO HEROES, CURSE HIM!


Speaking of them heroes, I may as well say something AE hasn't already said yet. Yes, I'm actually trying to form my own opinions for once! WHOOOOT!

City+Kuraku: Technically it makes Ourose a five-star thanks to his effect text. Anyway, Kuraku is the Captain Gold for P-Hero, and City makes playing it a lot easier, but unfortunately you now have even less space for nice little cards to stick on the back row. By the way, I just remembered: Bloo-D's effect lets him take the effect of whatever he grabs, right? If your opponent dropped him while Ourose happened to be on the field... Urgh, that would just be devastating. Yowchers.

P-Hero Set as a whole since I'm FREAKING LATE FOR DINNER AND DON'T HAVE THIS KIND OF TIME: Alright, so basically P-Hero works like this: Fill your deck with lots of Psycho Heroes and support spells to make them playable, toss in enough E-Heroes that you won't need to worry about getting a bunch of dead draw P-Heroes, and pray that you'll get the right combo so you can toss down a devastating monster and hope that it doesn't get Monarched or removed by some other destruction/removal effect? Am I right yet? I can see the major problem with this is lack of Freakin' deckspace now that I look over it. It's a case of too many supports, not enough deckspace, same as Crystal Beast. (Seriously, it may just be my own lack of talent/sucky draw ability but every time I play using a Crystal Beast deck with the optimum suggested build in a duel, I end up with a whole ton of dead draws. Too many supports, not enough beast to play them with. 0_o)

Frostweaver October 16th, 2007 5:06 PM

(Crystal Beasts are successful like that. They are the first YGO deck that actually maintains itself by not using staples, or hardly any of. It's crystal beasts monsters + the breaker and maybe marshy, then crystal support cards to your left and right. Sometimes there's safety cat but still relatively little monsters outside of Crystal Beasts. That's also the reason why it's hard to use... because we're used to half the deck having the same staples.)

Blaze Dynamite- Grand Convergence without restriction. Let's just say it's instant banned.

Wrestling Beetle- again, card effects that only increases atk power by a bit is not going to be used at all...


P-Heroes are extreme versions of any rituals. Rituals by itself have problems in deckspace as it is. P-Heroes needing multiple P-Heroes require even more deck space, and even need the freakin' Elemental Heroes too. Some of the newer P-Heroes can be normal summoned, which helps I guess... but not by too much. This is where you want card destruction cause your opening hand is absolutely everything to you >_>;

Gabri October 17th, 2007 2:42 AM

A new one:

You're out!
Normal Magic Card

Choose a card on your opponent's field and remove it from play.

Frostweaver October 17th, 2007 12:47 PM

Quote:

Originally Posted by Fraky (Post 2986355)
A new one:

You're out!
Normal Magic Card

Choose a card on your opponent's field and remove it from play.

Because Raiza, Smashing Ground are not enough, let's make a remove from play 1-1 trade off that works for monsters and backrow. Yes, certainly not broken.

will be nice to remove my own necroface this way though XD

crazy101 October 17th, 2007 3:04 PM

Master of the Corridors
level 12 / dark/warrior/ effect
3100/100
Ultra Rare

effect
This monster needs to be tribute summoned by sacrificing all the monster on your side of the field (there needs to at least be 4) after this monster has been summoned if it does not attack on the battle phase increase its attack by 1000 points and after the first turn this monster will continuously gain 1000 attack points until a maximum of 9000 and after this monster reaches the maximum attack the attack points will shift to defense points until destroyed

Frostweaver October 17th, 2007 3:34 PM

Master of the Corridors
-4 tribute summon is horrible. We should've stopped reading from here >> (I mean, Plasma is already considered insanely tough to get out, and that's only 3 tribute for special summon.) Nothing but dump/revive for this guy.
-an effect that does nothing but increase attack power... I think that I've ranted on and on about this too much: an effect that boosts your attack power moderately do not help at all. If you already got 3k atk power, I honestly doubt that there is a severe need to boost it higher. The only atk booster I can see that are useful is A Forces for Six Samurai, White Horned Dragon and Injection Fairy Lily. A Forces boosts more than one monster without any sacrifice to speed (so better than command knight in this sense.) White Horned Dragon removes spell to make fun of magician of faith and can boost beyond more than half of its original attack power usually. Injection Lily's power boost is just obvious why there is use for it. This one? not much.
-will it ever last 5 rounds enough to activate the rest of the effects... >>

Not to mention this monster has no type. It better be spellcaster to get benefits of magical dimension, and even then...


Drifting Snow
Normal Trap

Activate this card when a Snowhorn monster is targetted by your opponent's card effect. Tribute the targeted monster in order to special summon a Snowhorn monster whose star level is equal to or lower than the star level of the targeted monster, +2, from your hand or deck.



(original snowhorn monsters are found at: http://www.pokecommunity.com/showpost.php?p=2864543&postcount=753)

Scarlet Weather October 18th, 2007 2:15 PM

King of Pain
Monster/Dark/Warrior/Effect/6*
Atk 1900/ Def 1000
When this monster is destroyed as a result of battle, special summon two copies of "King of Pain" from your hand or deck. Monsters summoned by this effect may not be offered as a tribute for a tribute summon.

Sending out an SOS
Counter Trap
You may only activate this card if your opponent declares a direct attack. Special summon one "Musical Police Force" from your hand, deck, or graveyard.

Musical Police Force
Monster/Warrior/Dark/Effect/4*
Atk 1000/ Def 1000
If your opponent declares an attack on this monster, flip a coin. If heads, negate the attack and end their battle phase. When this monster is special summoned by the effect of a trap card, send two cards from the opponent's hand to the graveyard.

Bass Master S.
Monster/Light/Spellcaster/Effect/4*
Atk 1600/ Def 1600
If you activate an effect requiring a coin flip while this monster is on the field, you may send one card from your hand to the graveyard in order to activate that monster's effect again.

Master Drummer Sc.
Monster/Warrior/Earth/Effect/4*
Atk 1400/ Def 1800
When this monster is face-up on the field, if you activate an effect requiring a coin flip, draw a card.

Master Guitarist A.
Monster/Warrior/Wind/Effect/4*
Atk 1800/ Def 1400
When this monster is on the field, if you activate an effect requiring a coin-flip, you may discard one card from the opponent's hand.

Music Pull
Continuous Spell
Declare one monster on your side of the field. Your opponent must declare an attack on the selected monster at least once per turn, if able. During your standby phase, you must discard one monster card from your hand. If you do not, this card is destroyed.

OOC: If I get a little more inspiration, expect to see more flippers. Oh, and the first to guess what I'm referencing gets a cookie. :3

Gabri October 19th, 2007 12:16 AM

King Of Pain: Good effect. But I think the ATK power is a bit low for a Tribute monster. That one is useful, but I think it would be more if it had a bit more ATK (let's say 200-300 more).

Nothing to say about the others.

Two new ones:

Link the Hero
8 Stars
EARTH/Warrior/Effect
ATK: 3000 / DEF: 2500

Effect: If this card is destroyed, you can Special Summon one "Princess Zelda" from your Hand to your side of the field.
-------------------------------------------------------------------------------------
Princess Zelda
7 Stars
LIGHT/Spellcaster/Effect
ATK: 2000 / DEF: 2500

Effect: If you have any "Link the Hero" in your Graveyard, pay 1000 Life Points to Special Summon it to your side of the field.

(Yeah, these ones were based in LoZ)

Alter Ego October 19th, 2007 2:00 AM

King of Pain: Actually, it's quite fine as it is. Raising it to 2100 would be pretty crazy since that would mean you could suicide this into Cyber Dragon and then proceed to ram your opponent with two Cyber Dragons' worth of beating power. x.x It's currently strong enough to hit over non-tributes, and your opponent really, REALLY should prefer blasting this with a card effect, because giving your opponent (who could very well be smirking with a copy of Brain Control in his hand) two 1900 Atk beatsticks just isn't too much fun.

Sending out an SOS: It's not this card I have an issue with, it's the one it summons. >.<

Musical Police Force: This one is actually pretty crazy. Fifty-fifty chance of a free Negate Attack on a Reinforcement-, Warrior Lady- and Tomato-searchable Crush Card-viable monster? Uh-huh...and that's not even getting into what this does with Second Coin Toss.

Bass Master S.: Because Musical Police Force and Sasuke Samurai #4 obviously aren't enough of a pain in the rear as it is.

Master Drummer Sc.: I can see it now...Bass Master, Sasuke Samurai #4 and Fairy Box working in tandem to create a crazy coin toss draw and monster removal engine.

Master Guitarist A.: Make that a draw, monster removal, and hand destruction engine. Now with a Zombie Master-size beatstick to its name as well. Pretty wild, pretty freakin' wild.

Music Pull: And with this we lock all attacks on Sasuke Samurai #4. Yayz for that.

...

ACC, you just created a decktype that will make players want to scream and lunge at your throat. x.x Basically, there's a heckuva lot of crazy gambling action going on, but those draw and discard effects actually make it viable. This also means that Blowback Dragon reaches new heights. (Draw a card, discard a card from your opponent's hand, and destroy a card on your opponent's field for no extra cost. If your opponent wants to attack, they'll have to lose another card, give you another card, and succeed in a coin flip so Fairy Box doesn't kill the monster; two flips if its Sasuke Samurai #4 on the other end, and easily four if you have Second Coin Toss and Bass Master out, each flip yielding a draw and a discard =O) I imagine a deck built around these would be one of the most frustrating things you could ever face in a children's card game. <.<


Link and Zelda: bleah, still too generic and a really big bother to get out on the field in the first place. After that...eh, then it's crazy recursion exploit time. Dunno'...I'm still missing something here. >.<


Aaaanyway;

Netherworld Exchange
Normal Trap

This card can only be activated when a monster is destroyed by battle and sent to the graveyard. Remove the destroyed monster from play, then select one level 4 or lower monster that is removed from play (other than the monster removed by this card's effect) and Special Summon it to the Field.


Oh my, this card has netherworld in its name too. Coincidence or sign? The tension is rising. xD

Gabri October 19th, 2007 3:27 PM

Not rating today *yawns*...

Well, before a good sleep, this card:

Recoil Effect
Normal Trap Card

If your opponent declares a Direct Attack, decrease his/her Life Points by 1000.

Forci Stikane October 20th, 2007 5:48 AM

Netherworld Exchange: Hmm......synergy with the last one, but...I think I'll wait for the rest of the set. ;)

Recoil Effect: Magic Cylinder >>>>> this. Sakuretsu Armor >>> this. Not worth it at all.

Alter Ego October 20th, 2007 1:02 PM

You forgot Dimension Wall. All things considered, that's perhaps the clearest substitute. ;3

Anyways, since the whole suspense-building thing is getting really old:

Netherworld Warlock
Pyro/Effect
4 Star/Dark
1000 Atk / 800 Def

When this card is summoned successfully (Including Flip Summon), you may select a total of four Spell Cards from your or your opponent's Graveyard and remove them from play. For each Spell Card that has been removed from play, increase the Atk and Def of this card by 200.

Netherworld Trickster
Pyro/Effect
1 Star/Dark
800 Atk / 600 Def

When your opponent declares an attack against this face-up card on the Field, you may select one face-down Spell or Trap card on your opponent's Field and place it in your Spell and Trap card zone, then flip the selected card face-up. If activation requirements are met, activate the card then remove it from play after the effect has been resolved, otherwise the card is returned to your opponent's Field in its original position.

Netherworld Enkindler
Pyro/Effect
4 Star/Dark
1400 Atk / 1200 Def

When this card is destroyed by battle and sent to the Graveyard, select one Pyro type monster with an Atk of 1500 or less (other than "Netherworld Enkindler") that has been removed from play and Special Summon it to your Field, then remove this card in your Graveyard from play.

Netherworld Tormentor
Pyro/Effect
1 Star/Dark
100 Atk / 100 Def

When this card battles with a monster on your opponent's Field, remove this card from play and control the monster that battled with this card until the end of the turn this effect is activated. (Damage Calculation is applied normally)

Netherworld Prophet
Pyro/Effect
3 Star/Dark
1500 Atk / 1600 Def

When this card inflicts Battle Damage to your opponent, select a card at random from your opponent's Hand and declare a card type (Spell, Trap, or Monster). If the card you selected is of the type you declared, remove the selected card from play.

Netherfiend
Fiend/Effect
3 Star/Dark
0 Atk / 0 Def

This card is considered to be a "Netherworld" monster. When this card is Normal Summoned successfully, remove all monster cards in both players' Graveyards from play. The original Atk and Def of this card becomes the number of cards removed from play by this effect x 300.

Netherworld Infernal
Pyro/Effect
6 Star/Dark
1900 Atk / 1300 Def

Once per turn, during your Main Phase, you may remove up to three cards in your Hand from play. For each card removed from play by this effect, remove a card from the top of each player's Deck from play. For each card removed from play by this card's effect, inflict 200 damage to your opponent.

Descent to the Netherworld
Normal Spell

Remove one "Netherworld" monster in your Hand from play, then remove three cards from the top of your opponent's Deck from play.

Flight of the Spirits
Normal Trap

Inflict damage to your opponent equal to 100 x the combined number of cards removed from play. After applying damage from this effect, both players unite their cards removed from play with their Decks, then shuffle their Decks.

Forci Stikane October 20th, 2007 1:20 PM

Quote:

Originally Posted by Alter Ego (Post 2996381)
You forgot Dimension Wall. All things considered, that's perhaps the clearest substitute. ;3

Substitute, maybe. Best replacement, probably not...

Anyways, since the whole suspense-building thing is getting really old:

Netherworld Warlock
Pyro/Effect
4 Star/Dark
1000 Atk / 800 Def

When this card is summoned successfully (Including Flip Summon), you may select a total of four Spell Cards from your or your opponent's Graveyard and remove them from play. For each Spell Card that has been removed from play, increase the Atk and Def of this card by 200.

Mini-White Horned Dragon? Not that bad.

Netherworld Trickster
Pyro/Effect
1 Star/Dark
800 Atk / 600 Def

When your opponent declares an attack against this face-up card on the Field, you may select one face-down Spell or Trap card on your opponent's Field and place it in your Spell and Trap card zone, then flip the selected card face-up. If activation requirements are met, activate the card then remove it from play after the effect has been resolved, otherwise the card is returned to your opponent.

I can see this getting teched in some decks as Mirror Force hate or anti-burn of some sort.

Netherworld Enkindler
Pyro/Effect
4 Star/Dark
1400 Atk / 1200 Def

When this card is destroyed by battle and sent to the Graveyard, select one Pyro type monster with an Atk of 1500 or less (other than "Netherworld Enkindler") that has been removed from play and Special Summon it to your Field, then remove this card in your Graveyard from play.

Hmm......new generation of searchers is here.

Netherworld Tormentor
Pyro/Effect
1 Star/Dark
100 Atk / 100 Def

When this card battles with a monster on your opponent's Field, remove this card from play and control the monster that battled with this card until the end of the turn this effect is activated. (Damage Calculation is applied normally)

Not bad. Effective ability but low enough stats to make it balanced. Evil trick when attacked.

Netherworld Prophet
Pyro/Effect
3 Star/Dark
1300 Atk / 1500 Def

When this card inflicts Battle Damage to your opponent, select a card at random from your opponent's Hand and declare a card type (Spell, Trap, or Monster). If the card you selected is of the type you declared, remove the selected card from play.

Um, decent effect, but the stats are a bit too low to take advantage of it.

Netherfiend
Fiend/Effect
3 Star/Dark
0 Atk / 0 Def

This card is considered to be a "Netherworld" monster. When this card is Normal Summoned successfully, remove all monster cards in both players' Graveyards from play. The original Atk and Def of this card becomes the number of cards removed from play by this effect x 300.

X_X Another friend for Frostweaver's Necroface deck. The potential on this thing late-game is staggering.

Netherworld Hellcaller
Pyro/Effect
6 Star/Dark
1900 Atk / 1300 Def

Once per turn, during your Main Phase, you may remove up to three cards in your Hand from play. For each card removed from play by this effect, remove a card from the top of each player's Deck from play. For each card removed from play by this card's effect, inflict 200 damage to your opponent.

Wait, so are the cards removed from your hand counted in that damage as well or what?

Descent to the Netherworld
Normal Spell

Remove one "Netherworld" monster in your Hand from play, then remove three cards from the top of your opponent's Deck from play.

>_> More mill...

Flight of the Spirits
Normal Trap

Inflict damage to your opponent equal to 100 x the combined number of cards removed from play. After applying damage from this effect, both players unite their cards removed from play with their Decks, then shuffle their Decks.

Um...Flight of the Spirits might be the most potent card of all, particularly with a RFG mill.

Anyway......I'm taking a break from finishing the Psycho Hero theme (as well as the actual key card of the set) for another inspiration:

Power of Zera
Equip Spell
This card can only be equipped to a monster with "Zera" in its card name. Increase the equipped monster's ATK by 1200. When the equipped monster attacks an opponent's Defense Position monster with higher ATK than that monster's DEF, inflict the difference as Battle Damage to your opponent's Life Points.

Destiny of Zera
Normal Spell
You can only activate this when there is a face-up "Warrior of Zera" on your side of the field. Add 1 "Mazera DeVille" OR 1 "Archlord Zerato" from your Deck or Graveyard to your hand.

Hero of Zera
EARTH/Warrior
6 Stars/ATK 2550/DEF 1800
This warrior has won many fierce battles over the years, but still continues in his search for the power of the Archlords.

Alter Ego October 21st, 2007 1:13 AM

Quote:

Originally Posted by Ichaste Pekoni (Post 2996448)
Substitute, maybe. Best replacement, probably not...

Depends, Sakuretsu serves a different role in a deck than the fakie in question so I don't think you can create an accurate comparison of the two. (It's kind of like trying to compare Premature Burial and Smashing Ground :\) I know if I was playing burn I'd certainly prefer springing Dimension Wall on my opponent's Cyber Dragon over simply destroying it with Sakuretsu. =O

Quote:

Originally Posted by Ichaste Pekoni (Post 2996448)
Wait, so are the cards removed from your hand counted in that damage as well or what?

The wording is a little confusing here, but yes; those count too, meaning that this can drop down a grand total of 1800 burn in a single turn. Considering that it costs you three cards from your hand and the monster itself is a tribute one with those stats I figured it was a fair bargain. :3

Power of Zera: So Warrior of Zera is now a 3100-Atk piercing beatstick? Erm...you might want to consider cutting down on the Atk boost a little. (Maybe drop it down to 1000? It would still be Axe of Despair and Fairy Meteor Crush in one package) As it is, this also does some pretty crazy stuff with Zeradias, Herald of Heaven. =O

Destiny of Zera: And now a Mazera DeVille control deck has become that much easier to create, I see. It's a clean two for one on the CA too...maybe let it retrieve one card instead? Mazera is starting to look a bit too easy to play.

Hero of Zera: And vanilla beatdown's mid-level monster is now 50 points stronger. W00T, though short of pounding down Summoned Skull I don't see any great utility for this tiny boost.


Aaaanyway, it's time to add an odd bird to the Netherworld family...well, alright, not a bird precisely. xD

Netherworld Orchid
Plant/Effect
3 Star/Dark
1500 Atk / 1200 Def

Remove three Spell Cards in your Graveyard from play to negate the activation and effect of a Spell Card controlled by your opponent and remove it from play.

Forci Stikane October 21st, 2007 9:25 AM

Quote:

Originally Posted by Alter Ego (Post 2998876)
Depends, Sakuretsu serves a different role in a deck than the fakie in question so I don't think you can create an accurate comparison of the two. (It's kind of like trying to compare Premature Burial and Smashing Ground :\) I know if I was playing burn I'd certainly prefer springing Dimension Wall on my opponent's Cyber Dragon over simply destroying it with Sakuretsu. =O

I was actually referring to Magic Cylinder being the best replacement. Effect damage, yes. Barrel-able, yes. However, it doesn't require a Direct Attack AND prevents DD suicides. I know if I was playing burn I'd certainly prefer hitting the opponent for the full force of their Cyber Dragon as opposed to giving them a bit of damage and losing my monster in the process. ;)

Only case when that wouldn't be true: the attacking monster has an effect that activates on Battle Damage dealt, such as Don.


The wording is a little confusing here, but yes; those count too, meaning that this can drop down a grand total of 1800 burn in a single turn. Considering that it costs you three cards from your hand and the monster itself is a tribute one with those stats I figured it was a fair bargain. :3

Uh...with the Netherworld support you're giving and the other possibilities of this card *coughRFTDDcough*, I'm kind of hesitant to say this, but...it might not be too bad to increase the burn damage just a bit. For losing about half your hand I'd say that 300 or so per card might not be that bad...

Power of Zera: So Warrior of Zera is now a 3100-Atk piercing beatstick? Erm...you might want to consider cutting down on the Atk boost a little. (Maybe drop it down to 1000? It would still be Axe of Despair and Fairy Meteor Crush in one package) As it is, this also does some pretty crazy stuff with Zeradias, Herald of Heaven. =O

I have the boost that high because we're only looking at one nearly-unsearchable vanilla and three situational summons, one of which is a non-effect ritual. Granted, Destiny of Zera helps in that respect, but that's still deckspace being taken up, so I figured that would be rather reasonable. Besides, UWS can easily top that power boost, anyway, so...

......O_O I didn't even think of that one...D'oh!


Destiny of Zera: And now a Mazera DeVille control deck has become that much easier to create, I see. It's a clean two for one on the CA too...maybe let it retrieve one card instead? Mazera is starting to look a bit too easy to play.

...I was actually thinking of a Zerato control (Outstanding Dog Marron is a LIGHT monster, right...? :badsmile: ), but...I suppose just fetching the monster would be good enough, seeing as we've got Terraforming already.

Hero of Zera: And vanilla beatdown's mid-level monster is now 50 points stronger. W00T, though short of pounding down Summoned Skull I don't see any great utility for this tiny boost.

Beats out Cyber End with Power of Zera equipped. Otherwise......eh, I just wanted to do that :P.

Let us also not forget Frostosaurus...


Aaaanyway, it's time to add an odd bird to the Netherworld family...well, alright, not a bird precisely. xD

Netherworld Orchid
Plant/Effect
3 Star/Dark
1500 Atk / 1200 Def

Remove three Spell Cards in your Graveyard from play to negate the activation and effect of a Spell Card controlled by your opponent and remove it from play.

Hmm...Burial from a Different Dimension is quickly becoming your best friend, as is Necroface. I expect to see a Pot of Avarice for the RFG pile soon...

Frostweaver October 21st, 2007 4:54 PM

Netherworld Warlock- totally mini white horned dragon, though i like white horned more :x

Netherworld Trickster- situational, sadly... cause there are plenty of weird bluffs out there. Also, what happens if you snatched a normal spell card facedown? I think it goes back then?

Netherworld Enkindler- surprisingly works with volcanic decks too.

Netherworld Tormentor- Waboku offensive given new meaning, really.

Netherworld Prophet- weak version of don zaloog... yes you can remove it instead of graveyard, but then now it's down to a 1/3 chance x.x; lower attack power too with lower searchability =/

Netherfiend- Gren Maju Gazett or whatever its name is just got replaced very quickly. Necroface ftw on this one.

Netherworld Hellcaller- first of all the forbidden h world is mentioned inside this children's card game so we need a name change. So let's count... 1800 each summon. A lot, but then it's a one time thing and it requires tribute if it's normal summoned. Also, depletes your hand to do it continuously... strong burn but not reliable to make an entire deck around this burn. Let's see if we can abuse it instead.

Descend to the Netherworld- 2 for 3 in terms of milling... better hit necroface or else it's not really paying off.

Flight of the Spirits- the OHKO combo, and what makes RFG burn. Hellcaller can usually do enough damage and Flight of the Spirits can do a good 6000 sometimes (well my necroface deck can usually remove 20 cards with ease, and the other 20 not that easy... but yeah with the new netherworld cards, should be easy burn.)

Power of Zera- fine imho. I don't mind it working with zeradias, because hey zera can use zeradias decently well too to find the sanctuary. Plus, I mean, the entire deck is still super vulnerable to any S/T removal... and it's an equip. I think it's ok.

Destiny of Zera- fine again

Hero of Zera- but we got frostosaurus already... yeah I still don't see enough reason to use this.

Netherworld Orchid- basically negate spells once or twice at most, but most likely your opponent will beat up this thing directly. Needs protection... decent though.

Scarlet Weather October 21st, 2007 5:24 PM

Thanks to Judai and Manjyome's arrival, I've decided that Neo-Spacians need a little love. But first, to wet my whistle:

Full Contact
Normal Spell
Send one "Elemental Neos" and one monster specified on a fusion monster from your hand or deck to the graveyard. Special summon that fusion monster to the field.

Neo-Spacian Monarch Butterfly
Monster/Insect/Wind/Effect/4*
Atk 1600/ Def 1600
When this monster is destroyed as a result of battle and sent to the graveyard, draw two cards. If there are no other "Neo-Spacian" monsters or "Chyrsalis" monsters on your side of the field, destroy this monster.

E-Hero Neos Gigas Alius
Monster/Light/Warrior/Effect/6*
Atk 2100/Def 0000
If there is at least one monster on your side of the field with "Chyrysalis", "Neo-Spacian", or "E-Hero" in its name, you may summon this monster without tribute. This monster's name is treated as "Elemental Hero Neos".

Well, that's all for now. And I think NGA just gave Big City a Cyber Dragon counter. :3

Alter Ego October 22nd, 2007 1:02 AM

Awwright, I forgot about the h-word sensitivities. Is Infernal better? :3 Anyways, yeah, I think I'm keeping it as is because adding an additional 100 to the burn would already raise it to 2700, which would be pretty freakin' crazy.

As for Prophet: point taken, I've raised it to 1500/1600, giving it the advantage over Zaloog of being able to pound down recruiters and wall out Hydrogeddon.

Full Contact: Ehh...it's just not really Neos since it can't touch any of those e-hero fusions. Seeing as how it doesn't count as a real fusion summon, I don't know what I'd fuse with this, really. xP

Neo-Spacian Monarch Butterfly: Pretty sucky, really, since all the Neo-Spacians are so freakin' frail. Short of suiciding this on the turn you summon it you'll never get to cash in on that draw effect because your opponent will pick off the weaker neo-spacians and have this blow itself up instead. Oh, and where is Monarch Neos? Remember that he's supposed to be able to contact fusion with each one of his Neo-Spacian bum-chums. ;3

Gigas Alius: Hmm...pretty good; certainly beats regular Neos any day, though it would be even cooler if it was a special summon. (sort of like an E-Hero Grandmaster xD)


Aaaanyway:

Furnace Dragon
Dragon/Effect
3 Star/Fire
800 Atk / 1900 Def

For each card that is sent to the Graveyard while this card is face-up on the Field, increase the Atk of this card by 100. Discard one card from your Hand in order to select a card of the same type as the one you discarded (Spell, Trap, or Monster) on the Field and destroy it. If the selected card is face-down, flip it face-up (card effects are not activated) then, if the card is of the same type as the one you discarded, destroy it. Otherwise, return it to its original position.

Oja Defender
Continuous Trap

Whenever a card on your Field would be destroyed, you may discard one "Ojama" monster from your Hand instead. (Damage Calculation, if any, is applied normally)

Oja Recall
Normal Spell

Add one each of "Ojama Black", "Ojama Green", and "Ojama Yellow" from your Graveyard to your Hand.


Aaaand since I've gotten into the mood of making Ojama cards:

Ojama Delta Finale!
Normal Spell

The effect of this card can only be activated if you activated "Ojama Delta Hurricane!" on the same turn. Both players send all cards in their Hands and on their Fields except "Ojama" monsters to the Graveyard. Until the end of the turn this card is activated, the Atk of all "Ojama" monsters on the Field becomes 500 x the number of cards sent to the Graveyard by this effect.

Ojamerization + Dimension Fusion + Delta Hurricane + Delta Finale + 4 or more card total in hands = OTKO. Yay for situationals. xD

Scarlet Weather October 22nd, 2007 4:09 PM

Oja Defender: Now just give me a reliable way to toss Ojamagic without Snipe Hunter and I'll be with you. And don't say "Dark World Dealings".

Oja Recall: Sort of like Ojamandala except it restores hand rather then field presence?

Ojama Delta Finale!: Situational, yes. I don't like the bit about needing ODH played. Let's just make it a replacement ODH and we'll have a more applicable Ojama OTK.

Patience, Monarch Neos will return...

E-Hero Monarch Neos
Monster/Light/Insect/Fusion/Effect/9*
Atk 3000/ Def 3000
E-Hero Neos+Neo-Spacian Monarch Butterfly
You may fusion summon this monster by returning the fusion material monsters to your deck while they are face-up on the field. At the end of your turn, send this monster to the graveyard unless "Neo-Space" is on the field. While this monster is on the field, draw two cards during each of your standby phases.

(Neos just became Uber-Neos. XD)

Neo-Spacian Viceroy Butterfly
Monster/Wind/Insect/Gemini/5*
Atk 1700/ Def 2000
This monster is treated as a normal monster when in your hand and in your graveyard. During your main phase, if this monster is on the field you may normal summon it. If so, it becomes an effect monster with the following effect(s):
-This monster is treated as "Neo-Spacian Monarch Butterfly". If this monster is returned to the deck, draw two cards.

Neo-Spacian Flare Scarab Ultimus
Monster/Fire/Insect/Gemini/4*
Atk 1900/ Def 1400
This monster is treated as a normal monster when in your hand and in your graveyard. During your main phase, if this monster is on the field you may normal summon it. If so, it becomes an effect monster with the following effect(s):
-Once per turn, during your standby phase, inflict four hundred points of direct damage to your opponent for each spell or trap card they control. This monster's name is treated as "Neo-Spacian Flare Scarab".

Neo-Spacian Ultimate Grand Mole
Monster/Earth/Beast/Gemini/4*
Atk 1600/ Def 1600
This monster is treated as a normal monster when in your hand and in your graveyard. During your main phase, if this monster is on the field you may normal summon it. If so, it becomes an effect monster with the following effect(s):
-This monster's name is treated as "Neo-Spacian Grand Mole". If this monster is destroyed as a result of battle, return all monsters on your opponent's side of the field to their hand.

Neo-Spacian Aura Glow Moss
Monster/Light/Plant/Gemini/4*
Atk 1500/ Def 1500
This monster is treated as a normal monster when in your hand and in your graveyard. During your main phase, if this monster is on the field you may normal summon it. If so, it becomes an effect monster with the following effect(s):
- This monster's name is treated as "Neo-Spacian Glow Moss". Once per turn, declare a card type (Monster, spell, or trap). If you declare the card correctly, add it to your hand. If not, send it to the bottom of your deck.

Phanima October 22nd, 2007 6:42 PM

I had a little time today to read up on what I've missed and the like, and have thought up of a few cards based off a game I recently played. I'll come back to C&C on some other cards I found interesting above. C:

Monster Cards:

Name: Ventuno²
Attribute: EARTH
Type: Machine/Effect
Level: 4
ATK: 1500
DEF: 1500
Effect: You can remove any number of Charge Counters from your side of the field to add Monster Cards from your Deck to your hand, whose total Levels equal to the number of removed counters. You can only use this effect once per turn.

Name: Graphride
Attribute: EARTH
Type: Machine/Effect
Level: 4
ATK: 1800
DEF: 1200
Effect: You can remove 6 Charge Counters from your side of the field to have this card attack your opponent directly. This effect can only be used once per turn.

Name: Brinsta
Attribute: EARTH
Type: Machine/Effect
Level: 4
ATK: 1400
DEF: 1600
Effect: You can remove 1 Charge Counter from your side of the field to move this card to an unoccupied Monster Card Zone. Your opponent cannot attack this card with a monster in the same column. This effect can only be used once per turn.

Name: Citronette
Attribute: EARTH
Type: Machine/Effect
Level: 4
ATK: 1600
DEF: 1400
Effect: You can remove up to 2 Charge Counters from your side of the field to have this card attack up to 2 monsters in adjacent columns to this card, on your opponent’s side of the field. This effect can only be used once per turn.

Name: Orangette
Attribute: LIGHT
Type: Machine/Effect
Level: 3
ATK: 1100
DEF: 1900
Effect: You can remove 1 Charge Counter from your side of the field to switch this card into Defense Position. This effect can only be used once per turn.

Name: Triad
Attribute: EARTH
Type: Machine/Effect
Level: 5
ATK: 2000
DEF: 2000
Effect: You can remove 2 Charge Counters from your side of the field to select 2 monsters on your opponent’s side of the field. The selected monsters cannot attack during your opponent’s next turn. This effect can only be used once per turn.

Name: Costrato
Attribute: DARK
Type: Machine/Effect
Level: 6
ATK: 2100
DEF: 1900
Effect: You can remove 1 Charge Counter from your side of the field to activate this card’s effect. When this card attacks or is attacked by a monster on your opponent’s side of the field, destroy all cards in the same column as this card. This effect can be used during either player’s turn.

Name: Azureus
Attribute: EARTH
Type: Machine/Effect
Level: 5
ATK: 2200
DEF: 1800
Effect: You can remove any number of Charge Counters (max. 8) from your side of the field to increase the ATK and DEF of this card by an amount equal to the removed counters x 100 points, until the end of the turn. This effect can be used during either player’s turn.

Spell Cards:

Name: Booster of Over-armed Shell System
Type: Quick-Play
Effect: Activate only by removing 8 Charge Counters from your side of the field. Select 1 face-up Machine-Type monster on your side of the field and until the end of the turn, it is unaffected by all Spell, Trap and Monster Card effects (excluding this card). The selected monster’s ATK and DEF are doubled and can attack every monster on your opponent’s side of the field. At the end of the turn, the selected card is destroyed and you take damage equal to the number of removed counters x 500 points.

Name: Charge Gauge
Type: Continuous
Effect: Add 1 “Charge Counter” to this card for every face-up Machine-Type monster on your side of the field (max. 8). This effect can only be used once per turn.

Name: Close Combat
Type: Normal
Effect: Select any number of monsters on your opponent’s side of the field, equal to the number of Charge Counters on your side of the field, and move them to an unoccupied Monster Card Zone.

Trap Cards:

Name: Barrage
Type: Normal
Effect: Activate only when a Machine-Type monster on your side of the field is attacked by your opponent’s monster. Remove any number of Charge Counters from your side of the field to decrease the ATK of the attacking monster by an amount equal to the number of removed counters x 100 points.

Name: Armour Gauge
Type: Continuous
Effect: Add 1 “Armour Counter” to this card for every Machine-Type monster that is Normal Summoned (max. 8). You can remove any number of Amour Counters from this card to Special Summon 1 or more Machine-Type monsters from your Graveyard, whose total Levels equal to the number of removed counters. This effect can only be used once per turn.

Name: Antifield
Type: Counter
Effect: You can only activate this card during your opponent’s Damage Step. During this turn, if you take Battle Damage of 2000 points or more from a battle involving a Machine-Type monster on your side of the field, negate all Battle Damage inflicted this turn.

Alter Ego October 23rd, 2007 1:55 AM

Quote:

Originally Posted by ACC-M (Post 3005727)
Oja Defender: Now just give me a reliable way to toss Ojamagic without Snipe Hunter and I'll be with you. And don't say "Dark World Dealings".

Oh, let's see now...Phoenix Wing Wind Blast, Back to Square One, Lightning Vortex, Magic Jammer, Cursed Seal of the Forbidden Spell, Divine Wrath, Chiron the Mage...oh, and did I mention that Furnace Dragon (the only one of these you didn't dignify with a comment) is about the most glaringly obvious discard outlet around? With all these bluff sets about, it's not at all unlikely for it to nail something like Card of Safe Return or Heavy Storm. (Both sets I've seen in coverage from actual tournaments) Also, we do still have that one copy of Snipe Hunter to fall back on. :3

And yeah, I made Oja Recall what Ojamandala should have been. After all, the best thing you can do with an Ojama is toss it for a discard effect. =O As for Finale, I placed Delta Hurricane as a requirement because without it that card would not only be completely outclassed (like it already is) but also have a clearly superior substitute. I intended for it to be crazily situational so I'll stick to the current effect. ;3

For each of the geminis, that's 'monster', not 'mosnter', also 'Fusion Deck' not 'Dusion Deck'. Careful with those typos. ;3

Monarch Neos: a.k.a. E-Hero Pot of Greed. Yeah, pretty crazy effect, but you need to run the suctastic Neo-Space field to use it so I think it balances out. Plus, the fusion material is pretty tedious in its own right.

Neo-Spacian Viceroy Butterfly: Certainly better than Monarch Butterfly, but the fact that it's a tribute monster sort of puts a damper on the picnic. Still, I guess it's usable, if only to bring out Monarch Neos.

Neo-Spacian Flare Scarab Ultimus: Omg, it's like, usable. I could see these being run in a non-Neo Space committed gemini deck simply because it's a reliable beatstick with an additional burn effect. Dunno', I think you should cut down the burn to 400 because this one has plenty of strength anyway, and it's 4-star to boot.

Neo-Spacian Ultimate Grand Mole: It's not Grand Mole anymore. T_T This one should have a bounce effect of some sort. (Ohh...how about making it so that when it's removed from the field, you yet to put one of your opponent's monsters at the top of their deck? That would be nasty. x3

Neo-Spacian Aura Glow Moss: Wording problem, as it is you get to reveal the card before calling its type, so the guesswork gets pretty simple. ;3

Holy flip...I just realized that Common Soul has turned pretty freakin' haxxy. Free summon of Viceroy Butterfly combined with a 1700 Atk boost to a monster on your field, anyone? And that's not getting into Flare Scarab Ultimus either.


Ventuno²: Very easy way to pull out Card Trooper, and it has passable stats in its own right so fair enough.

Graphride: Sort of...very expensive effect, but then again you can AN Gauge and LR it for a crapload of damage, so I won't complain.

Brinsta: It has potential to be annoying, even though senet effects in general sort of fail. Got to ask, though: can you do this trick on your opponent's turn too? Now that is turning this into a serious pain in the behind. xD Too bad that it's in the recruiter threat range, though. (1400 means that any recruiter can tie with it then do it's Special Summon trick =O)

Citronette: The prospect of smacking down two opponents at once is tempting, but the senet dependence here is bothersome since it will usually require your opponent to have played at least three monsters. (add that to the fact that these monsters need to have a lower Atk than 1600 and we've got quite the situation to sort out) I suppose it's a decent way to clear out goat tokens and such, though.

Orangette: looks mostly like a weaker Dark Stego to me. I'd say up the defense on this thing to give it an edge.

Triad: Meh, most decks will just keep on plunking new monsters down to replace the temporarily stunned old ones. At least give this enough Atk to trump Cyber Dragon.

Costrato: Yay for built-in Blasting Fuse. This has the potential to spring a nasty situation on your opponent, though the tribute requirement is a bit of a bother. Dunno...I'd almost be more tempted to run Blasting Fuse in my deck so I can make sure the monster I detonate is something like Sangan.

Azureus: So not worth it. Considering that we only have one source of counters there's no way I'd waste them for 100 Atk each. (I'd much rather run a monarch, which has the strength to at least tie with basically any given monster played in the format and comes with a neat summoning effect that already compensates for it or possibly Jinzo or Blowback Dragon if I want a pure machine deck) Give it something with a bit more 'umph'.

Booster of Over-armed Shell System: Saaaay OTKO. This basically turns any given machine on your field into a one-turn Chimeratech Overdragon with protection benefits and if you don't manage to pound down your opponent for some absurd reason all you needs is a Barrel Behind the Door waiting in the wings to fling those 4000 points of burn at your opponent. Yeah...this needs some serious rebalancing.

Charge Gauge: Basically what makes these monsters tick, though the low counter maximum could cause problems.

Close Combat: Wording problem here, is it any number of monsters or a number of monsters up to the number of counters on your field? The two won't always coincide. We also have the problem of placing multiple monsters in one monster card zone (obviously a no-go). Just go with "Select a number of monsters on your opponent's Field up to the number of Charge counters on your Field and rearrange them in any manner you like.". That should do the trick. :3

Barrage: Again, too low return for your precious counters. Either increase the gain per counter or extend this effect to all monsters on your opponent's field.

Armor Gauge: Fair enough.

Antifield: Not worth it. Waboku already negates all battle damage from one turn and protects your monsters from battle destruction to boot. It doesn't place any requirements for its activation either.


Yay for Phanima posting here again! ^0^ Now so as to not break my time-honored tradition of throwing in a card of my own with practically every post:

Ojamorphosis
Normal Spell

Tribute one "Ojama" monster from your Field in order to Special Summon one level 6 or lower Fusion Monster from your Fusion Deck.


Okay, I seriously need to lay off the Ojama cards. xD Let's see...

Dark Rose of the Blackland
Plant/Effect
2 Star/Dark
500 Atk / 1600 Def

All Battle Damage from battles involving this card is inflicted to your opponent. When this card would be destroyed by battle, you may remove two Monster Cards in your Graveyard from play instead.

Thistle Fairy
Plant/Effect
5 Star/Earth
1900 Atk / 1200 Def

Whenever this card battles, even if this card is destroyed, inflict damage to your opponent equal to the Atk of the monster this card battles with.

Poisonous Thorns
Continuous Spell

Each time your opponent receives Battle Damage as the result of a battle involving a Plant type monster on your Field, place one Poison Counter on this card (Maximum 5). During each of your opponent's Standby Phases, inflict 200 damage to your opponent for each Poison Counter on this card.

Wonder Seed
Normal Spell

Select one Plant type monster from your Deck and remove it from play. After a number of turns equal to the level stars of the monster removed by this effect, Special Summon the monster to your Field.

Aroma Lure
Continuous Trap

If there are no face-up Plant type monsters on your Field, this card is destroyed. While this card is face-up on the Field, your opponent may not Set monster cards. During each of your opponent's Standby Phases, select one face-up Plant type monster on your Field. All face-up monsters on your opponent's Field must attack the selected monster this turn if able.

Frostweaver October 23rd, 2007 9:59 AM

Ojamorphosis- because we want Ojama burn deck to triumph but too bad the current burn is skill drain burn, which will stop Ojama King's effect too XD Decent though.

Dark Rose of the Blackland- fair enough though I vaguely remember another card having this effect just no protection. Works with tomato and they're both plants XD;

Thistle Fairy- just because it is a tribute and has an identical effect to reflect bounder, go with the machine even though this is a plant afterall.

Poisonous Thorns- tomato burn...? o_o;

Wonder Seed- decent with dandelion, or just remove them from play similar to gold sacrophagus then dimension fusion it so you don't wait 8 turns for lv 8 super plant. Probably the fusion method is more realistic with this card, unless it's dandelion which is low level enough to use wonder seed normaly.

Aroma Lure- situational... all it does is stop flip monsters (shield crush and NoC?) and lasting staunch defender, and who uses that... Best to go with other traps.



Might as well keep going with the theme of being treehuggers.

Ranium Alur
Plant/Effect
7 Star/Light
2200 Atk / 2400 Def

Any monsters summoned by your opponent is switched to defense position. When this card is face up on your side of the field and a plant monster destroys a monster on your opponent's side of the field, increase your life point equal to the Def of the destroyed monster. If this card is destroyed by your opponent's card effect, increase your life point by 2000.

Green Rejuvenator
Plant/Effect
4 Star/Light
100 Atk / 1800 Def

This card cannot be special summoned by an effect monster. During your standby phase, if this card is face up on your side of the field in Atk position, increase your life point by 3000.

Tribute to the Earth Lordess
Continuous Spell

Tribute as many plant monsters on your field. For each plant monsters tributed this way, increase your life points by 1000. If this card is destroyed by a card effect, special summon one "Honor of Demeter" from your hand or deck.

Honor of Demeter
Plant/Effect
10 Star/Earth
0 Atk / 0 Def

This card cannot be normal summoned or set summoned. This card can only be special summoned by the effects of "Tribute to the Earth Lordess." As long as your Life Points are higher than that of the opponent's, Plant monsters are not destroyed as a result of battle (calculations are applied normally.) Destroy this card if your Life Points are lower than the opponent's. During your main phase, you may decrease your Life Points by 2000 and increase the Atk of all plant monsters on your side of the field by 2000.

Scarlet Weather October 23rd, 2007 5:11 PM

HoD: I'll pass on this one. Requires a situational summon, is only applicable for OTKO, and the card you use to summon it leaves you wide-open afterward, not to mention that the only plant really seeing play nowadays is Mystic Tomato and most plants have particularly low attack anyway. Oh, and it's just "set" I believe, there is no such thing as "set summon".

Ranium Allur: Kills Cyber Dragon and forces monsters into defense, true, but how do you plan on damaging the opponent's life points?

Green Rejuvenator: When you figure in the loss of LP you get when the opponent trounces this monster, the gain isn't all that much better then what Poison of the Old Man gives you. Then again, I can see this thing being comboed with Mist Body or Heart of Clear Water for some serious renewal.

TttEL: Too little renewal, too much loss of field presence, too many monsters about to run you over. Your opponent is never going to target this card for destruction, so that means you'll have to kill it yourself in order to summon HoD.

Dark Rose of the Blackland: It's a cheap Yubel with a graveyard restriction! I can see this being teched to RFtDD, but that's a given with anything that removes from play.

Thistle Fairy: ZOMG, can we say "cheap burn damage"? Now you're going a bit farther then Yubel ever did. >.< At least this monster can get killed? I'd say make it Gemini for the greater balance.

Thorns: Yipes, I'm starting to wonder whether or not Yubel knew it was getting upstaged by plants. 0_o Seriously, monster-related battle damage burn plus this thing... ow. Man, I'm actually enjoying this set enough that if it were ever released, I might enjoy playing it with a nomi Yubel deck. XD

Wonder Seed: So basically, this is the alternate method of summoning your devilishly evil plants? Hmm... actually, Rose of the Blackland plus this equals love. I'm already thinking of ways to fill a graveyard to supplement them.

And now, moving on...

Darkness of Justice
Field Spell
The name of this field spell is treated as "Neo Space". If a monster with "E-Hero Neos" is on the field, this card cannot be destroyed and no other field spells may be played. Increase the attack of "E-Hero Neos" and all "Neo-Spacian" monsters by one thousand points when they battle with a monster with higher Atk.

Neo-Spacian Shuttle
Normal Spell
Remove one "Elemental Hero Neos" in your deck from play for two turns. Special summon the selected "E-Hero Neos" during your own standby phase two turns after the activation of this card.

Neo-Spacian Magician Girl
Monster/Dark/Spellcaster/Effect/3*
Atk 1200/ Def 1000
If this monster is summoned while another "Neo-Spacian" monster is on the field, you may add one spell card from your graveyard to your hand. Then discard one card.

E-Hero Magician Neos
Monster/Dark/Spellcaster/Fusion/Effect/9*
Atk 2500/ Def 2100
E-Hero Neos+Neo Spacian Magician Girl
This monster is fusion summoned by adding the listed fusion material monsters to your deck (you do not use "Polymerization"). If "Neo-Space" is not on the field, return this monster to your fusion deck during the end phase of the turn it was summoned. During your standby phase, by discarding one card from your hand you may add one spell card from your graveyard to your hand.

Alter Ego October 24th, 2007 1:17 AM

Quote:

Originally Posted by ACC-M (Post 3009333)
Ranium Allur: Kills Cyber Dragon and forces monsters into defense, true, but how do you plan on damaging the opponent's life points?

Umm...Thistle Fairy? xD Speaking of which, Frostweaver, there's quite a significant difference between it and Reflect Bounder. Bounder only gets its effect if it's attacked while in attack position, Thistle Fairy can use the damage while going on the offensive too. (Sort of like a Flame Wingman, except it doesn't need to destroy the opponent to cash in on the effect (Hiii Gellen Duo! xD)). Besides, if you want to dispose of the thing by battle you're looking at giving up at least one quarter of your life points in the process, hence why I made it tribute. I wouldn't go as far as to name it gemini, though, because tribute and second summon already amount to quite a bit strength-wise. (Sort of like that bug whose name I can't recall - 2300 Atk and goes Asura Priest on your opponent when it's second summoned) Thistle Fairy is pretty frail, so I think adding another restriction would have been sort of overkill...plants do need some monsters besides Tomato that are actually useful. :3

Ranium Alur: one-sided Stumbling is pretty cool, and with that Atk it will run over the most. It's just too bad that a monarch is bound to come around and wipe it out. T_T

Green Rejuvenator: You just had to get rid of the obvious exploit option, didn't you? So much for summoning this at the end of your chain of Shining Angels and then tributing it away to be that much closer to Jupiter OTKO. >.< Well, this could work nicely in combo with Ranium Alur since that card essentially makes any offensive push by your opponent that doesn't include effect destruction a futile endeavor, but it still reminds me too much of Spirit of the Breeze.

Honor of Demeter + Support: Pretty interesting, though odds are that you'd need to follow this up with Heavy Storm or the like to get your honor out immediately. Speaking of Storm, it does tie that card up, ACC (So now your opponent will either have to give you your invulnerable plants or sit there feeling silly with his mass destruction while Poisonous Thorns whittles away his LP >D). Plus, nowhere does it say that you need to tribute all of your monsters, so it's not that big a problem. You could just satiate this with fluff tokens or a Green Rejuvenator that you don't want hanging around anymore. Plus, I have to admit that the idea of OTKOing something with a field full of plants is pretty darn fun. xD


Darkness of Justice: what...you want a neo-Spacian Seal of Orichalcos? This + Monarch Neos = majorly breaktacular. (That's right kiddies, either wipe out that practical 4000 Atk monstrosity over yonder or your opponent will keep on drawing three cards per turn while dropping down practical 2500+ Atk monsters each turn without you being able to do anything about it) Uh-huh...let's see at least a half-hearted attempt at balancing this. >.<

Neo-Spacian Shuttle: Uhh...if this is two turns then the Standby Phase in question would be your opponent's, not yours, since both players' turns count for this type of effect. o.O Edit that to "two of your own turns". Other than that, fair enough I guess.

Neo-Spacian Magician Girl: Oookay? I guess it's a decent exchange since it requires another neo-spacian and the magician herself is pretty wimpy. I think this might still end up limited or at least semi-limited, though, because this recurs faster than Magician of Faith.

E-Hero Magician Neos: Okay, let's avoid the debate about what 'contact fusion' between Neos and the girl in question might imply, shall we? The effect itself is...pretty crazy to be honest. I mean, this basically means that you can keep killing your opponent's backfield each turn with Heavy Storm (since that handy-dandy field of yours isn't affected) or Smashing Ground/Lightning Vortex/Nobleman of Crossout to adjust to whatever monsters your opponent puts on the table, or keep recycling Emergency Call or Reinforcement of the Army to keep searching through your deck, or-well, let's just say that all cards capable of direct spell recursion are limited for a good reason and leave it at that. You're going to have to balance this out somehow. Maybe let it check if the top card of the deck is a spell (if it is, add it to the hand, otherwise put it at the bottom of the deck) or something like that. x.O


Aaaanyway:

Necrolily
Plant/Effect
1 Star/Dark
0 Atk / 0 Def

When this card is summoned successfully (Including Flip Summon), select one Monster Card from either player's Graveyard and equip it to this card as if it were an Equip Spell Card. This card gains the Atk and Def of the monster equipped to it by this effect. While this card is equipped with a monster card, this card can not be destroyed by battle. During each of your End Phases, reduce the Atk and Def of this card by 800. When the Atk of this card is reduced to zero or the monster equipped to this card is destroyed, this card is destroyed.

Driftweed
Plant/Effect
2 Star/Wind
400 Atk / 600 Def

This card can attack your opponent directly. When this card inflicts Battle Damage to your opponent as the result of a Direct Attack, Special Summon two Weed Tokens (Plant/1 Star/Earth/200 Atk/300 Def) to your opponent's Field in face-up Attack Position. A Weed Token may not be offered as tribute for a tribute summon.

Plant and Harvest
Normal Spell

Discard one Plant type monster from your Hand. During your second Standby Phase after this card's activation, draw three cards.

Pollen Burst
Normal Trap

This card can only be activated when a Plant type monster on your Field is destroyed, Special Summon two sprout tokens (Plant/1 Star/Earth/0 Atk/0 Def) to your Field in Defense Position. After a number of turns equal to half the level stars of the destroyed monster (rounded down to the nearest whole), you may tribute a Sprout Token on your Field to Special Summon one monster of the same name as the destroyed monster from your Deck.

Frostweaver October 24th, 2007 7:36 AM

Darkness of Justice- it's actually not too bad because it's just Skyscraper for neo spacians.

Neo Spacian Shuttle- fair enough if the wording is fixed like what Alter Ego said

Neo Spacian Magician Girl / E-Hero Neo Magician Girl- yeahhhh i thought Neos like inhumane objects >>; anyway, magician girl herself is fine i guess, but E-Hero Neo Magician Girl is really killer. Basically, turn one card in your hand into spell cards that will just wipe the field o__o;;

Necrolily- fair enough, but too bad it has no protection like relinquish to destroy the equipped monster first if it's attacked XD;

Driftweed- lock ftw! Ojama + Driftweed + book of moon/something to change Driftweed to defense mode is instant death on the monster zone. Also, it's really fun with asura priest to do 3400 dmg, I can tell you that already.

Plant and Harvest- everyone needs their destiny draw

Pollen Burst- since you'll always activate this on your opponent's turn basically, you special summon a lv 4 plant by the end of your round, or get another dandelion for major pissing people off at the beginning of your round because luckily it rounds down. Not to mention, you can just use the pollen token as direct tribute instead of waiting for special summon.

digi-kun October 24th, 2007 2:38 PM

kind funny that GX just happened to feature a magician girl in the OP XD

Outa boredom:

Rena Ryuugu
Dark/Effect
4 Star/Warrior
2000/(Undecided)
This monster cannot be attacked. If Rena Ryuugu is the only monster on your side of the field, the opponent may attack you directly. Only cards with "Axe" in their name can be equipped to Rena Ryuugu. Flip a coin. If heads, this monster attacks your opponent directly. If tails, this monster deals damage equal to its ATK to you.

Obvious wording problems. Need a way to say that only one can be on the field at the time. I was thinking either attacks all monsters and players, or attack a random monster/player, but i realized i had no way to determine who to attack in that situation.

Rika Furude
Dark/Effect
7 Star/Spellcaster
0/2500
During your opponent's end phase, you may tribute a monster on your side of the field to look at the top three cards of your deck, put one into your hand, and the rest on the bottom of your deck. Skip your next draw phase if you use this effect.

Was thinking either bottom or in the graveyard, not sure. Was trying to keep Rika's atk low, but not sure how high is too high for that

Hanyuu
Spell Card
"Rika Furude" must be in your graveyard to use this card. Tribute 5 monsters on your side of the field as an additional cost. Both players shuffle their fields, hands, graveyards, and cards removed from play into their library. Both life totals become 8000. Put a 0/0 Dark Fiend monster named Hanyuu into play. Hanyuu cannot be destroyed as a result of battle. The opponent can attack you directly if Hanyuu is the only monster on your side of the field.

Wording problems here (AKA I'm not sure how it would be worded in YGO). Was aiming at a huge reset button, so i just went with changing life totals back to 8000. Another wording popping into my mind just plain out says "Reset the game"

ok then obviously Higurashi theme, but meh

Frostweaver October 24th, 2007 3:21 PM

To the disgust of magic players, Yugioh likes their point 7 font. I'll post comments directly in the 'fix.'


Rena Furude
Warrior/Effect
4 Star/Dark
2000 Atk / 1600 Def

This card cannot be attacked by your opponent's monsters. Only cards with "Axe" in their name can be equipped to this card. Only one "Rena Ryuugu" can be on your side of the field at a time. When you declare an attack with this monster, flip a coin. If heads, you may either attack your opponent directly or attack all monsters on your opponent's side of the field. If tails, deal damage to your life points equal to the Atk of this card.


It's such a horrible gamble that it should really be able to beat gene warped warwolf if it gets a head in coin flip, so i went with Digi's wish and let her use both effects.

Rika Furude
Spellcaster/Effect
6 Star/Dark
1100 Atk / 2500 Def

During your opponent's end phase, you may look at the top three cards of your deck. Add one of those card into your hand, and send the other two cards to the graveyard. Skip your next draw phase if you use this effect.

Its effects is really purely supportive and being 7 star is just too brutal... even if it's a spellcaster so we got cards everywhere to special summon them, together with tomato. The tribute cost is also equally too brutal either. If it's non-canonical to take out the tribute, then she needs a stronger draw effect to make up for the lost in field presence.


Hanyuu
Normal Spell Card

You can only activate this card if "Rika Furude" is in your graveyard to use this card. Tribute 5 monsters on your side of the field. Both players send all cards in their fields, hands, graveyards, and cards that are removed from play into their deck. Both player's Life Points become 8000. Special Summon a Hanyuu Token (Dark/Fiend/1 Star/0 Atk/0 Def) in defense position. Hanyuu Token cannot be destroyed as a result of battle. Your opponent can attack you directly if Hanyuu Token is the only monster on your side of the field.


It's impossible to use this without scapegoat or your opponent somehow uses Ojama Trio on you, because 5 monsters is crazy lol... the insane effect makes up for the insane cost I guess (though everyone will kill this card for wasting time in tournaments, lol).



I like our current plant theme. It's so cool that even the PC ads are talking about flowers and gardening books for me up there.


Follower of Demeter
Spellcaster/Effect
4 Star/Light
1600 Atk / 1900 Def
Destroy one face up spell or trap card on your side of the field to increase your Life Points by 800. You may lower the Atk of this card by 1000 to change the attribute of this card to Plant until the end of your next turn.

There, ACC, now shush. ^^

Edited Cards:

Green Rejuvenator
Plant/Effect
4 Star/Light
0 Atk / 1800 Def

During your standby phase, if this card is face up on your side of the field, increase your life point by 500 x the number of spell cards in your graveyard (up to a maximum of 3000.)

Orange Life Denerator
Plant/Effect
3 Star/Dark
1600 Atk / 1400 Def

During your standby phase, if this card is face up on your side of the field, decrease your opponent's life point by 400 x the number of effect monster cards in your graveyard (up to a maximum of 2800.)

Purple Somnour
Plant/Effect
3 Star/Earth
1300 Atk / 1500 Def

When this card is destroyed as a result of battle and sent to the graveyard, search your deck for a plant monster whose level is equal to the number of trap cards in your graveyard + 1 and special summon it.

Scarlet Weather October 24th, 2007 4:41 PM

Digi-Kun: Finally! Somebody guesses my reason for random creation of a Neo-Space Magician Girl! XD

As for the "Contact Fusion" Implication, I always assumed that Neos can absorb the powers of the other Neo-Spacians into his armor and the armor is what actually transforms. (At least, that's the impression I get from reading up on Guyver from secondary sources, never having actually seen the show) so I saw no problems with giving N-S magician girl and Neos a chance to shine in fusion. (Honestly people, get your minds out the gutter, this is a children's card game we're talking about.) Besides, what's this compared to Succubus Knight or Harpie Chick (AKA the extreme fanservice monster)?

Edits:

Darkness of Justice
Field Spell
The name of this card is treated as "Neo-Space". If "E-Hero Neos" is face-up on your field, this card cannot be destroyed and no other field spells may be played. Increase the attack of any monster with "E-Hero Neos" or "Neo-Spacian" in its name by one thousand points when they battle with a monster with higher attack.

There, edited the destruction clause so that only the original Neos keeps the card from going bang, so it loses invulnerability after contact fusion. Happy now, AE?

Neo-Spacian Big Bang Attack!
Normal Spell
If there are three or more "Neo-Spacian" monsters on your side of the field, destroy all monsters on the opponents side of the field OR all spell and trap cards on the opponent's side of the field. For purposes of determining this card effect, any monster with "E-Hero Neos" in its name is considered to be a "Neo-Spacian" monster.

And now for something completely different...

Tag Out!
Quickplay Spell
Activate this card only if you have a "Gladiator Beast" monster on your side of the field. Return the selected "Gladiator Beast" to your deck and special summon one other "Gladiator Beast" with the same name, ignoring summoning restrictions. If you special summon a monster in this way, the summoned monster is considered to have been summoned through the effect of a "Gladiator Beast".

Alter Ego October 25th, 2007 12:49 AM

Te-hee...I can't resist.

Curse of Oyashiro-Sama
Continuous Spell

Whenever a monster is destroyed by battle, the controller of the monster that destroyed it must tribute one monster from his/her Field.

The Hatchet
Equip Spell

This card is considered to have "Axe" in its name. This card can only be equipped to "Rena Ryuugu". Double the Atk of the equipped monster. The monster equipped with this card is forced into Attack Position and must attack each turn if able. Once per turn, if the result of the equipped monster's card effect is heads, negate the effect and activate it again.

*Whistles innocently* Moving on...

Follower of Demeter: Very nice support for blessings, and decent stats to boot. Plant is a type, though, not an attribute. =O

Green Rejuvenator: Well, it's no longer special summon limited but now significant LP gain is harder to attain. Is it really necessary to cap it too?

Orange Life Denerator: Ohh...now this is nasty. Definitely something to drop down after you've worked through a chain of Mystic Tomatoes.

Purple Somnour: Well, it has the potential to plunk down a huge plant monster just like that, but it's very picky about your graveyard so it's a bit unreliable. Interesting support all the same, though, especially since our plants seem to be pretty spread out. :3

Darkness of Justice: Fine, fine, even though it's still tougher than Skyscraper effect-wise since it boosts your Atk when you're under attack; not just when you're the one attacking.

Neo-Spacian Big Bang Attack!: A bit too easy to pull off. Common Soul + Normal summon is already 2/3 of your monster requirements right there. A card that can serve as either Raigeki or Harpie's Feather Duster needs to be harder to pull off. How about you get to destroy a number of cards equal to the number of Neo-Spacians you have in play? That would still be pretty crazy, though, and probably demand an extreme cost like taking your Battle Phase to balance out. This might have worked with the original Neo-Spacians, but with your buffed up versions it's just not cricket. :\

Tag Out!: So...I hear you like gladial/gladiator beasts? Very nice support since it can bring out the big beatstick Alexander (can't recall the translated name at the moment) and others. Essentially, it's bypassing the tedious attacking bit and going straight for the summon. :3


Now to add to our ever-growing arsenal of plants:

Timber the Woodland Monarch
Plant/Effect
6 Star/Earth
2400 Atk / 1000 Def

When this card is Tribute Summoned successfully, look at a random card from your opponent's Hand and shuffle it into his/her Deck. If the card you selected is a Spell Card, gain 2000 Life Points.


Yes, I know the name sucks, but I've never been a big fan of monarchs so I can't be bothered to think up a better one. xP

Scarlet Weather October 25th, 2007 2:20 AM

Tag Out!: Yep, Alexander was the main card in mind for this one. His immunity to spells and traps was just begging for a way to extend itself. XD

Timber the Woodland Monarch: Not really a Monarch that Perfect Circle will use, but it'll do, I suppose. I'd always thought of Monarchs as having destruction effects as opposed to returns to deck, etc., but then again, we've got Raiza now...

My own spores shall be planted!

Deadly Spores
Continuous Trap
Select one plant-type monster on your side of the field. During each turnthat the selected monster remains on the field, decrease the original attack of all monsters on the opponent's side of the field by five hundred points. When this card is destroyed, special summon two "Mushroom Tokens" to your side of the field (Monster/Dark/Plant/Effect/3*/Atk 0000/Def 0000: These tokens may not be offered for a tribute summon unless the summon is a plant monster.)

Basically, everything coming out of the hand or remaining on the field gets attack reduction. Sorry, couldn't think of anything better, so I threw in the Mushroom Tokens for Thistle Fairy and Ranium Allur love.

Frostweaver October 25th, 2007 9:17 AM

and monarchs should have 1000 def only ;pThestalos discard and burn, which isn't really "destruction" either. Timber combines Raiza's deck part with Thestalos discard, so lol.

Deadly Spores- just 1 minor problem of when the atk reduction is applied... like if you activate it on your turn, and I special summon a cyber dragon on my turn, does cyber dragon gets 1600 or 2100 atk? Just need to know during which phase does the reduction occur and it will be fine.

I honestly don't know why people always associate plants with tokens XD; Really. Dandelion that influencial?


Gift of Life
Normal Spell

Select a plant monster in your graveyard and special summon it to your side of the field. The special summoned monster cannot be used as a tribute. Increase your opponent's life points by 1000 or equal to the Def of the special summoned monster, whichever is higher.

Alter Ego October 25th, 2007 9:51 AM

Deadly Spores: HOMG, it's Venom Swamp all over again, except meaner. Thistle Fairy sees this as a bit of a mixed blessing because on the other hand it very much likes trouncing high Atk monster to get the most out of its effect. (In this regard, Ranium Allur is still preferable) Still, nifty card all around.

Gift of life: Now this has Dandylion written all over it. Though another go with Thistle Fairy or Ranium Allur wouldn't be too bad either. :3


As for the token thing, well...I wanted driftweed to emulate real life weeds as in growing over anything and everything and filling the whole place up, and the sprout tokens are there for what I see as a central plant-thing; growing with time. :3 And on that note;

Vampire Thorn LV 3
Plant/Effect
3 Star/Dark
1000 Atk / 1500 Def

When this card battles, reduce the Atk of the monster this card battles with by 400 for Damage Calculation only, then gain Life Points equal to the change in the monster's Atk. On the End Phase of a turn when this card inflicted Battle Damage to your opponent, send this card to the Graveyard in order to Special Summon one "Vampire Thorn LV 5" from your Deck.

Vampire Thorn LV 5
Plant/Effect
5 Star/Dark
1400 Atk / 1600 Def

This card can only be Special Summoned by the effect of "Vampire Thorn LV 3". When this card battles, reduce the Atk and Def of the monster this card battles with by 800 for Damage Calculation only, then gain life points equal to half the combined change in the monster's Atk and Def. On the End Phase of a turn when this card destroyed your opponent's monster by battle, send this card to the Graveyard in order to Special Summon one "Vampire Thorn LV 7" from your Deck.

Vampire Thorn LV 7
Plant/Effect
7 Star/Dark
2400 Atk / 2600 Def

This card can not be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Vampire Thorn LV 5". When this card battles, reduce the Atk and Def of the monster this card battles with by 1200 then gain life points equal to the combined change in the monster's Atk and Def. When this face-up card on the Field would be destroyed, you may reduce the original Atk and Def of this card by 800 instead. When the original Atk of this card is zero, this effect may not be activated.

Scarlet Weather October 26th, 2007 2:21 AM

Vampire Thorn Line: Yay, now we get to stab the enemy's life points as well as inflicting damage for plant burn. I'm so happy!

Frostweaver's Plant Comments: I couldn't care less about Dandylion, trust me, good card though it may be. I associate plants with tokens because it just seems logical that a plant leaves behind its seeds after it dies, which can apparently "Grow" into more powerful monsters by being tributed for a tribute summon. XD

Gladiator's Assault!
Quickplay Spell
Activate this card only if your opponent has three or more monsters on the field and you have none. Special summon a number of four star or lower Gladiator Beasts equal to the number of monsters your opponent has remaining on his side of the field. Gladiator Beasts summoned this way are considered to be summoned by a monster mentioned in the card text or a "Gladiator Beast" monster.

That last line is a provision for those Gladiator Beasts who feed off being summoned by other specific beasts. 0_o

And now for a few Wandering supports that never saw the light of day...

Limit Break-Omnislash
Normal Spell
Activate this card only when "Wandering Hero" is the only monster on your side of the field. Pay half your life points. All monsters on your opponent's side of the field are switched to attack mode (flip effects are not activated at this time.) Wandering Hero may attack all monsters on the opponent's side of the field this turn, and becomes immune to the effects of trap cards.

Alter Ego October 26th, 2007 9:35 AM

Gladiator's Assault!: Meh, that last bit is sort of overkill, imo. Just getting that many gladiator beasts out in the first place is a very good effect; you really don't need to throw in all those crazy ability boosts on top. O=

Limit Break - Omnislash: this is sort of breaching the limit break tradition since being alone isn't a benefit for the spell but a requirement. Personally, I think the LP cost isn't called for here, though you can of course keep it if you plan to bring this more in line with the other limit breaks (as in, applying the cost only if you have other monsters in play). If this out of concern of overshadowing Braver; don't bother. That card is definite destruction of one target with burn on top whereas this is sort of Beat Rush-like and aims to wipe out large amounts of smaller monsters. (Scapegoat users will not like this, no they won't, and it has some nifty synergy with Ojama Trio too)


Draw Decimator Virus
Normal Trap

This card can only be activated by tributing a DARK attribute monster with an Atk of 2000 or more on your field. For three of your opponent's turns, your opponent must discard all cards he/she draws as the result of a card effect.

Totally random, but meh...can't all be gems. xD

Frostweaver October 27th, 2007 7:37 AM

Draw Decimator Virus- but isn't that harsh just to cancel out card effects... because negating draws is something a protector of the sanctuary can do but just existing o_o; the other viruses are all extremely dangeorus and unique in its own power to use it. Perhaps make an easier restriction for this virus?


We really should do halloween cards so ;p



Hallowed Pumpkin
Plant/Effect
4 Star/Earth
1500 Atk / 1500 Def

When this card deals direct damage to the opponent's Life Points, draw a card. If "Pumpking the King of Ghosts" is on your side of the field, increase the Atk power of this card by 800 and draw 2 cards instead for this card's effect.

Scarlet Weather October 27th, 2007 2:55 PM

Demon Solidarity
Normal Trap
Activate only when your opponent activates a spell card that targets a fiend or zombie-type monster on your side of the field. Negate the activation of the selected card and destroy it. The spell speed of this card becomes the number of fiend and zombie type monsters on your side of the field (Max 3).

Situational, I know, but thematic. XD

Neo-Spacian Giant Pumpkin
Monster/Dark/Zombie/Effect/4*
Atk 1500/Def 1700
This monster is immune to card effects controlled by your opponent. When this monster is tributed in order to tribute summon a monster with "E-Hero Neos" in its name, draw one card.

E-Hero Great Pumpkin Neos
Monster/Dark/Fusion/Effect/8*
Atk 2500/Def 2100
"Neo Spacian Giant Pumpkin+E-Hero Neos"
This monster can only be summoned by removing the listed fusion-material monsters from the field and adding them to your deck. (You do not use "Polymerization") If "Neo-Space" is not on the field, return this card to your fusion deck during the end phase of the turn it was summoned. This monster is immune to all card effects controlled by your opponent.

Also known as "E-Hero Gladiator Beast Alexander". XD

Alter Ego October 28th, 2007 2:24 AM

Hallowed Pumpkin: Wording problem. Direct damage, as far as I know, refers solely to burn effects, and since this one can't burn it can't use its effect either. That should be changed to "Battle Damage to your opponent as the result of a Direct Attack". Pretty crazy card; sort of like Masked Sorcerer except it can actually fight and becomes a complete killer when Pumpking is out. :3

Demon Solidarity: basically needs three fiends or zombies out to work. This is absolutely no problem for the current zombie decks, which could use it to ward off random Brain Control or Soul Exchange cards. Oh, and possibly Blaze Accelerator too?

Neo-Spacian Giant Pumpkin: that should be "not affected by" rather than "immune" and considering the pretty high stats this thing has it seems a bit overkill, just tone that down to one type of card effect for the greater balance. (We don't want to make E-Hero Wildheart cry over his inferiority now, do we?)

E-Hero Great Pumpkin Neos: So basically this turns into a near-invincible 3000 Atk beatstick while Neo Space is out. Wow. o.o

Anyway, since everyone else is doing them:

Trick or Treat!
Counter Trap

This card can only be activated when your opponent selects a face-up Fiend or Zombie type monster on your Field as the target of an attack or card effect. Activate one of the following effects:

- Negate the effect or attack of the card and destroy it.
- Draw two cards.

Your opponent decides which effect is activated.


Halloween is about more than just the pumpkins, you know. There's the candy too. xD Oh, and I'm cutting down Draw Decimator's requirement to 2000 Atk, though the problem with Protector has always been that its wimpy stats make it hard to keep on the field. (A problem which the virus obviously doesn't suffer from)

Forci Stikane October 28th, 2007 8:37 AM

Quote:

Originally Posted by Alter Ego (Post 3025234)
Trick or Treat!
Counter Trap

This card can only be activated when your opponent selects a face-up Fiend or Zombie type monster on your Field as the target of an attack or card effect. Activate one of the following effects:

- Negate the effect or attack of the card and destroy it.
- Draw two cards.

Your opponent decides which effect is activated.

Zombie decks will just gobble this up (pun COMPLETELY intended). You either get a Tutan Mask-style effect mixed with Sakuretsu or a free Pot of Greed. Especially evil if more than one gets chained, giving you a definite two cards at least.

Halloween is about more than just the pumpkins, you know. There's the candy too. xD Oh, and I'm cutting down Draw Decimator's requirement to 2000 Atk, though the problem with Protector has always been that its wimpy stats make it hard to keep on the field. (A problem which the virus obviously doesn't suffer from)

*coughHeartofClearWatercough*

Eh......alright, I'll join in this little run, as well:

Graveyard Ghost
DARK/Zombie
4 Stars/Effect
ATK: 1800/DEF: 0
Once per turn, you may select and activate one of the following effects:
-Change the Battle Position of 1 of your opponent's Attack Position monsters to Defense Position.
-This card may attack your opponent's Life Points directly. If you activate this effect, this monster's ATK becomes 800 during damage calculation only.

Halloween's also about the ghosts, people, remember?

Also part of the Halloween spirit is:

Scare Theft
Counter Trap
Decrease the ATK of all your opponent's Attack Position monsters by 1000, then switch them to Defense Position.

Frostweaver October 29th, 2007 11:48 AM

Graveyard Ghost- Gravekeeper assailant with just 200 lower atk and not bounded by a field x.x; scary and splashable... yay more zombies? XD;

Scare Theft- weird... after atk decrease, they shift to def. You probably can deal more dmg if they stayed in atk position afterward. I can only imagine ways to use this for the switch to defense more than the atk decrease (yes, we want them to use CCV on us easier?) unless we want to stop DDV...


Where's the ebil witches?


Blood Dark Countess Bathory
Spellcaster/Effect
6 Star/Dark
2200 Atk/1200 Def

This card cannot be special summoned except by removing 3 monsters whose type is not Zombie from your opponent's graveyard from play. This monster gains the following effect depending on the type of another monster you control on your side of the field:
-Zombie: When a monster is sent from your opponent's side of the field to the graveyard, deal 400 damage to the opponent's life points.
-Fiend: Once per turn, destroy a spell or trap card on your opponent's side of the field. This card cannot attack this turn.

RJx2541 October 29th, 2007 12:17 PM

(Name of Card) NOOB
(Card Type: ie. trap, spell, continuous trap, etc.) Monster
(Level/Type/Attribute) 1/Nerd-n00b-Effect/Earth
(Effects) When this card is summoned, flip it face down once and get free pie and SPAM in a can... lol that's a crappy effect...
(ATK/DEF) 0/50
(Rarity) Ultimate Rare

I even made a graphic out of it!!!

http://i22.*.com/zn9f8l.jpg

Forci Stikane October 29th, 2007 12:32 PM

Quote:

Originally Posted by Frostweaver (Post 3029829)
Graveyard Ghost- Gravekeeper assailant with just 200 lower atk and not bounded by a field x.x; scary and splashable... yay more zombies? XD;

Assailant switches both ways though, doesn't it? Graveyard Ghost only goes to Defense.

Scare Theft- weird... after atk decrease, they shift to def. You probably can deal more dmg if they stayed in atk position afterward. I can only imagine ways to use this for the switch to defense more than the atk decrease (yes, we want them to use CCV on us easier?) unless we want to stop DDV...

Monarch, anyone? Beatsticks, anyone? Most of those would still have lower DEF. Besides, it isn't as much about dealing damage as it is preventing it.

Where's the ebil witches?

......D'OH!!

Blood Dark Countess Bathory
Spellcaster/Effect
6 Star/Dark
2200 Atk/1200 Def

This card cannot be special summoned except by removing 3 monsters whose type is not Zombie from your opponent's graveyard from play. This monster gains the following effect depending on the type of another monster you control on your side of the field:
-Zombie: When a monster is sent from your opponent's side of the field to the graveyard, deal 400 damage to the opponent's life points.
-Fiend: Once per turn, destroy a spell or trap card on your opponent's side of the field. This card cannot attack this turn.

Hmm......I'm not sure if I like that one. The removal is nice, but there HAS to be a random Dimension Fusion in some sidedecks that would bite you in the neck if you used this thing. I don't have much to say on the extra effects, though. I AM surprised, however, that the burn damage isn't restricted to monsters that Bathory sends herself.

As for my cards......I was going for the scare idea, and for whatever reason I best associate that with defending, hence the "Switch to Defense Position" effects.

Alter Ego October 30th, 2007 4:55 AM

Scare Theft: I have to agree that the effect is sort of counter-productive. How about having it switch them to defense and drop their Def to zero until the end of your next turn? Now that would be evil. <3 Also, as a counter-trap it should have some kind of activation requirement, like when your opponent declares an attack or something. Counter-Traps are always reactive in nature, so with the current wording it should be a Normal Trap. =O

Graveyard Ghost: Zombie Master loves you, yes he does. I guess it's no more suiciding yu Kokki to get rid of Jinzo or Monarchs, eh? Just flip 'em into defense and run them over. Considering this thing's beatstick size, it's indeed a very viable card for splashing.

Dark Countess Bathory: Meh, I don't think players in general are as keen on high-risk high-return siding as you are, Icha. Besides, if we're playing zombies then we're already removing monsters from play by Book of Life anyway. This screws over a lot of recurrable stuff like Treeborn Frog and Disc Commander while acting as a decent-sized beatstick and - if you have a zombie out - improved Coffin Seller in one package. It's just too bad that it can't screw over zombie players' graveyards. For a fiend player it can wipe out troublesome face-downs that stand in your way. The only thing is that you'd need some method of dropping those first three monsters into your opponent's graveyard pretty fast, so this probably works best in combination with a virus card. Pretty interesting card all around, but it would take some thought and dedicated building to put it to good use. :3


Anyway, since I can't be bothered to think up more cards in this vein:

Underdog Power
Continuous Spell

During battle between two Attack Position monsters, the monster with the lower Atk is not destroyed. Instead, the monster with the higher Atk is destroyed at the end of the Damage Step. (Damage Calculation is applied normally) A monster destroyed by this effect is considered to be destroyed by battle.

Frostweaver October 30th, 2007 9:32 AM

Underdog Power- new decktype is born: Masked Chopper deck. I mean, hey I take maybe 2200 dmg from cyber dragon, and I run you over in return for 3000. It's the obvious card to use in conjunction with KA-2 Des Scissors who also has horrible attack power but deals 2000+ dmg every time because we only play star level 4 or higher, and it burns for 500xstar level. Definitely, a new deck will utilize this in a very brutal way. Not to mention, reaper mindlessly attacking to screw your hand? deadly?

Just need to talk about what happens if the attacks are equal though.


Next we have our usual crazy scientist stuff. We already got cyber stein and kokazi whatever his name is, so we shall have the chaotic results of the crazy scientist stuff instead. You know, the genetic warped junk (we got warwolf alread though), the slimy things and the eyeballs. Yes, slimy things, and as many as 1000 eyeballs.

Acid Terror
Aqua/Effect/Union
1 Star/Dark
0 Atk/0 Def

Once per turn, you may treat this monster as an equipment card and attach it to your opponent's monster. During each player's end phase, decrease the Atk and Def of the equipped monster by 500. When a monster's Def reaches 0 as a result of this effect, destroy the monster and deal damage to your opponent's Life Points equal to its star level x 500. When the monster this card is attached to is destroyed, you may return this card to your deck instead of the graveyard.

Thousand Eyes Terror
"Thousand Eyes Idol" + "Acid Terror"
Spellcaster/Effect/Fusion
1 Star/Dark
0 Atk/0 Def

During each player's end phase, decrease the Atk and Def of all monsters 1000, except Thousand Eyes Terror, Thousand Eyes Idol and Acid Terror. When a monster's Atk or Def reaches 0 as a result of this effect, destroy the monster and deal damage to your opponent's Life Points equal to its star level x 500. This card cannot be destroyed as a result of battle by monsters whose Def is equal to or lower than 1000 (damage calculation is applied normall.)


Corpseworm Parasite
Insect/Effect
4 Star/Dark
1000 Atk / 1000 Def

When this card is sent from your hand to the graveyard, put this card face-up on top of your opponent's deck and shuffle the deck. When your opponent draws this card, it is special summoned on your side of the field in Atk position. If this card is special summoned by this effect, special summon one monster from your opponent's graveyard in Atk position.

Alter Ego October 30th, 2007 11:19 AM

Acid Terror: I thought union monsters were meant to equip to your monsters? o.O Regardless, it's fun and thematic, but the rate at which it kills monsters is pretty slow, but the burn is nasty. Too bad it can't touch 0 Atk monsters, though. (Since the Atk is already at zero to begin with, it's not reduced by Acid Terror's effect and thus the monster is safe)

Thousand Eyes Terror: this card is mean in many ways, the least of which not being that it burns your opponent even if it's blasting your own monsters. Just drop Sangan onto the field and it's 1500 burn to your opponent and a new piece of ammo for you to drop next turn. Expended flips like Magician of Faith and Mask of Darkness become 1000 burn and cease to clog your field and Treeborn becomes a steady 500 burn each turn. Drop Mecha-Dog Marron on the field and it's a clean 3000. (2000 for the stars, 1000 for Marron's effect) Just use Hex-Sealed Fusion with Acid Terror to get it out and start dropping low-Atk monster bombs on the field. You could build a freakin' burn deck around this. O=

Corpseworm Parasite: Sort of like Parasite Paracide, except it does something that's actually useful. You might want to specify who gets the monster, though, just to avoid confusion.


Anyways, a bit of odds and ends, some revamped some new:

Royal Paige
Spellcaster/Effect
3 Star/Light
1200 Atk / 800 Def

When this card is Normal Summoned successfully, you may add one level four or lower "Pikeru", "Curran" or "Royal" monster from your Deck to your Hand. Then, if "Court of Nobles" is face-up on your Field, you may Special Summon the monster added to your Hand by this effect in face-up Attack Position.

Level Balance
Continuous Spell

Whenever two monsters of different levels battle, increase the Atk of the lower level monster by 300 x the difference in level stars between the two monsters for Damage Calculation only.

Parasite Fusion
Quick-Play Spell

Discard one "Parasite Demon" monster from your Hand then select one face-up monster on the Field whose level stars are equal to the level stars of the monster you discarded. As long as the selected monster remains face-up on the Field, it is treated as a "Parasite Demon" monster and its effect becomes the effect of the monster you discarded.

Triad Thunder
Continuous Spell

When this card is activated, if there are already two face-up "Triad Thunder" cards on your Field, inflict 3000 Damage to your opponent. Otherwise, add one "Triad Thunder" from your Deck to your Hand. Only one "Triad Thunder" may be activated each turn.

Gabri October 30th, 2007 11:48 AM

Few time to post, so not rating. Only these ones:

Halloween Feast
Field Magic Card

Increases the attack of all monsters that have "Halloween" on its name by 600 and all Zombie-types by 500. If a monster is a Zombie-type monster and has "Halloween" on its name, its ATK increases by 950.
-------------------------------------------------------------------------------------
Halloween Witch
6 Stars
Dark/Zombie/Effect
ATK: 2200 / DEF: 1700

Effect: Increases the attack of all "Halloween Zombies" by 700.
-------------------------------------------------------------------------------------
Halloween Zombie
4 Stars
DARK/Zombie/Effect
ATK: 1200 / DEF: 1800

Effect: Select a face-down monster card on your opponent's field and turn it face-up. If that monster has a higher defense than this monster, that monster is destroyed. Any effects or Flip effects the selected monster has are not activated.
-------------------------------------------------------------------------------------
Halloween Dragon
10 Stars
DARK/Dragon/Effect
ATK: 3400 / DEF: 2700

Effect: If the "Halloween Feast" Card is face-up on either player's field, you can remove one Dragon-type monster from your Hand or field from play to directly Special Summon this monster from your Hand or Deck to your side of the field. Then, you may select a monster from the opponent's side of the field and switch it to your side for 3 turns. At the end of the 3rd turn, that monster is returned to its original owner's field.

Forci Stikane October 30th, 2007 2:15 PM

Quote:

Originally Posted by Alter Ego (Post 3032238)
Scare Theft: I have to agree that the effect is sort of counter-productive. How about having it switch them to defense and drop their Def to zero until the end of your next turn? Now that would be evil. <3 Also, as a counter-trap it should have some kind of activation requirement, like when your opponent declares an attack or something. Counter-Traps are always reactive in nature, so with the current wording it should be a Normal Trap. =O

I believe Curse of Anubis took that effect. Anyway...it was more of a breakdown on beatsticks without allowing for sheer abuse by monsters like Asura Priest.

Hmm...alright, Normal Trap it is.

Quote:

Originally Posted by Alter Ego (Post 3032687)
Anyways, a bit of odds and ends, some revamped some new:

Royal Paige
Spellcaster/Effect
3 Star/Light
1200 Atk / 800 Def

When this card is Normal Summoned successfully, you may add one level four or lower "Pikeru", "Curran" or "Royal" monster from your Deck to your Hand. Then, if "Court of Nobles" is face-up on your Field, you may Special Summon the monster added to your Hand by this effect in face-up Attack Position.

So...either swing one out immediately or do more of a Stratos-style (when at 3) and drag all three of these out one-by-one.

Level Balance
Continuous Spell

Whenever two monsters of different levels battle, increase the Atk of the lower level monster by 300 x the difference in level stars between the two monsters for Damage Calculation only.

Ouch. Cyber Dragon suddenly gets beaten down by 4-star beatsticks, such as Breaker w/ counter or Warwolf. I think Zaborg smirks at it, though.

Parasite Fusion
Quick-Play Spell

Discard one "Parasite Demon" monster from your Hand then select one face-up monster on the Field whose level stars are equal to the level stars of the monster you discarded. As long as the selected monster remains face-up on the Field, it is treated as a "Parasite Demon" monster and its effect becomes the effect of the monster you discarded.

...Pretty killer, but what about with effects like Breaker's that involve counters?

Triad Thunder
Continuous Spell

When this card is activated, if there are already two face-up "Triad Thunder" cards on your Field, inflict 3000 Damage to your opponent. Otherwise, add one "Triad Thunder" from your Deck to your Hand. Only one "Triad Thunder" may be activated each turn.

......I'm calling Hamon on the last card. I mean, even the name matches up...and it becomes completely useless if one of them gets destroyed.

Scarlet Weather October 30th, 2007 3:03 PM

@Fraky: So, still dealing with attack boosts only, aren't we? Let's take a look-see.

Halloween Feast: Zombie just became immensely nasty. With Il Blud reviving a zombie each turn, Zombie Master just became an annoyingly unkillable 2500 attack point beatstick. 0_o Only problem I can see with this field spell is that I think Spirit Reaper is auto-killed if you summon it while this thing is in play.

Halloween Witch: Now here's the problem. Witch would be awesome, since seven hundred is a tidy little attack boost when applied to all monsters on the field for no extra charge, but since witch only powers up your Halloween Zombies you can only take advantage of its effect if you play three of those in your deck. I'll just as soon play Vampire Lord instead and use his discard effect in conjunction with Halloween Feast turning him into a 2700 beatstick.

Halloween Zombie: Now this is a tidy little effect. Major set monster hate, sure, and tidy little destruction. The trick is that most flip effects have low stats. Maybe change it to "lower then the defense of this monster"?

Halloween Dragon: Finally, a massive beatstick that makes a little sense! My problem is that Halloween Feast is going to be played in a Zombie deck, so you're basically forcing Zombie to run dragons in order to summon this guy. Maybe make the effect a trade-in for a zombie instead? If you did that, I can think of an awesome combo. First turn, play your field spell and remove a wimpy Zombie in your hand from play, summon this bad boy, tribute the opponent's monster for Il Blud on the first move and have most of your combo set up. Nice effect since stealing a monster with an easily summoned card is always good.

Wanderer-inspired Monster for the win!

Man in the Black Cape
Monster/Dark/Warrior/Effect/8*
Atk 2600/ Def 2200
This monster cannot be destroyed by battle, or monster and spell card effects. This monster only requires one tribute if the monster used as a tribute was a "Wandering" monster.

And situational hate...

Limit Break-Angel Nova
Normal Spell
Pay half your life points and select one "Man in the Black Cape" on your side of the field. Choose one of the following effects:
-Destroy all face-up attack position monsters on your opponent's side of the field.
-Destroy all defense-position monsters on your opponent's side of the field.
-Discard one card from your opponent's hand for every monster on their side of the field.
If "Man in the Black Cape" is the only monster on your side of the field, you do not need to pay life points in order to activate this card. You may only activate one "Limit Break" spell card per turn.

"We're Searching For Someone"
Counter Trap
Activate only when a "Wandering" monster you control is destroyed. Add one "Man in the Black Cape" to your hand.

Wandering Dragon Muthaba
Monster/Wind/Dragon/Effect/7*
Atk 3000/Def 3000
When this monster is tribute summoned successfully, destroy all spell and trap cards on your opponent's side of the field. In order to activate this effect, at least one of the monsters tributed must be a "Wandering" monster.

Forci Stikane October 30th, 2007 3:43 PM

Quote:

Originally Posted by ACC-M (Post 3033339)
Wanderer-inspired Monster for the win!

Man in the Black Cape
Monster/Dark/Warrior/Effect/8*
Atk 2600/ Def 2200
This monster cannot be destroyed by battle or card effects. This monster only requires one tribute if the monster used as a tribute was a "Wandering" monster.

OH GEEZ. One-tribute and can't be destroyed? Cue One-Winged Angel.


And situational hate...

Limit Break-Angel Nova
Normal Spell
Pay half your life points and select one "Man in the Black Cape" on your side of the field. Choose one of the following effects:
-Destroy all face-up attack position monsters on your opponent's side of the field.
-Destroy all defense-position monsters on your opponent's side of the field.
-Discard one card from your opponent's hand for every monster on their side of the field.
If "Man in the Black Cape" is the only monster on your side of the field, you do not need to pay life points in order to activate this card. You may only activate one "Limit Break" spell card per turn.

*headdesk*

If you tribute for it the normal way, then yes it's going to be the only monster on your field. Really, though, this is just painful. Now you've got an unbreakable beatstick that can insta-kill monsters?? Well, at least S/Ts are safe...


"We're Searching For Someone"
Counter Trap
Activate only when a "Wandering" monster you control is removed from the field. Add one "Man in the Black Cape" to your hand.

O_O

Wandering Dragon Muthaba
Monster/Wind/Dragon/Effect/7*
Atk 3000/Def 3000
When this monster is tribute summoned successfully, destroy all face-up OR face-down spell and trap cards on your opponent's side of the field. This monster only requires one tribute if the monster tributed is a "Wandering" monster.

>_> Muthaba + Sephi--I mean, Man in the Black Cape = insanely broken. Who plays much face-up anymore, anyway, outside of post-activation Skill Drain (which would throw the effect out the window, anyway)...?



......Okay, enough of that. For real this time:

MitBC: Honestly, I can see this being splashed in all sorts of decks simply because it's so hard to get rid of. I mean, the only widely-used method to get rid of it that comes to mind right now is Raiza... At least lower the stats down a bit to 2300, so that Monarch/Jinzo will at least do damage to you...or make it immune to only monster effects, not any card effect.

Angel Nova: You really are going to be short on monsters if you Tribute it normally, making the cost rather moot. Honestly, a card like this combined with an indestructable monster shouts "pain" to me.

"We're Searching For Someone": Self-bounce an extra Wandering monster for a quick beatstick that can't get killed. 'Nuff said.

Wandering Dragon Muthaba: Ah, I take back what I said about Angel Nova: this thing will almost always be there with MitBC (...I'm just going to go ahead and call him Sephy, alright?). A monster with ATK AND DEF that could block a Blue-Eyes shouldn't have a method like that for quick summoning, really. The S/T destruction is just icing on the cheesecake.

Scarlet Weather October 30th, 2007 4:56 PM

But I thought nobody ran Blue-Eyes anymore? XD

Anyway, in answer to your questions....

MiTBC: He's Sephiroth. Deal with the brokenness. XD Anyway, no, I'm not lowering his attack any. He's not unbreakable, he's just breakable by cards that aren't often played. He's still tributable with brain control/soul exchange, still can be killed by a higher attack monster, and still can be removed from the field by Raiza, not to mention that Bloo-D and Skill Drain both have nasty effects and Solemn Judgement can keep him from hitting play before his protection kicks in. Don't forget, we're not limited to countering monsters like Sephiroth MiTBC with only cards used in the current metagame. There's also Penguin Soldier, Back to Square One, all sorts of spiteful and nasty tricks like that. It's a metagame-changer in the same way that Cyber Dragon was, but not an unkillable card.

"We're Searching": Well, maybe just destroyed by battle Wanderers to make it better. I just couldn't resist adding this one. XD

Angel Nova: Limit Breaks are supposed to be insanely powerful. I meant to add an extra provision with this one that it be the only spell card you play that turn, but I guess I forgot. Whoops! (Heh, heh).

Dragon Muthaba: Alright, I'll remove his S/T destruction if I have to, but the high attack/quick summoning is what makes him good. Monsters that run over other monsters because of good old-fashioned higher attack have a soft spot in my heart, and with most decks relying on removing everything from the field with card destruction.... 'nuff said.

Frostweaver October 30th, 2007 5:19 PM

Man in the Black Cape is invulnerable except by bounce, and we're currently on bounce frenzy with Raiza and Phoenix wing wind blast. On the other hand, ironically, Man in the Black Cape works well as fuel for Phoenix wing wind blast because like heck I'm tributing 2 monsters. I'm doing dump and revive no matter what (call of the haunted this, and it can't die even if call is heavy stormed. It's that annoying.)

However, there is one easy way to kill him, and that's remove it from play. It's not destroyed then. DDA and it's over.

Angel Nova- there's also the diamond dude, don't forget that >>; but seriously i actually won't use this card, because usually Man in the Black Cape can do all of those himself, just takes a few turns. Just run down the monster one by one since he can't be touched anyway except by DDA.

We're Searching For Someone- meh

Muthaba- it's not his attack power, but how easy it is to summon him along with nuking all back row. Wandering monsters swarm enough as it is. Pulling out Man in Blacke Cape with Muthaba is not even a challenge. That's like asking how can you pull out a monarch: you just do it without thinking.

Scarlet Weather October 31st, 2007 2:10 AM

Alright, Muthaba still nukes the back row and but it now no longer has quick tributes, and Sephiroth MitBC no longer is immune to traps (which just means that he and Jinzo are now best buddies, I suppose, but don't get me started on why I don't care too much about that. >.<)

Happy Halloween!
Normal Spell
Pay half your life points. Activate one of the following effects:
-Special summon a number of Zombie or Fiend-type monsters from your deck or graveyard equal to the number of monsters on your opponent's side of the field.
-Draw two cards if the only monsters on your side of the field are fiend or zombie-type.
-Discard two cards from your opponent's hand.
If this card is activated on October thirty-first, no life point cost is required.

Nomi card aside for now, it's time for a new breed of Wanderer....

A Wandering Summoner
Monster/Light/Spellcaster/Effect/4*
Atk 300/ Def 2000
When this monster is normal summoned successfully, if you have any "Wandering Eon" monsters in your hand, you may return all monsters on your side of the field except this one to your deck in order to special summon it. A monster summoned in this way is destroyed when this monster is removed from the field.

Wandering Swordslinger
Monster/Light/Warrior/Effect/4*
Atk 1600/Def 1600
If another "Wandering" monster is on the field, you may discard one card from your hand. If so, this monster may attack twice during the same battle phase. If this monster is destroyed as a result of battle, you may instead remove it from play.

Last effect is weird, I know, but thematic. 0_o

Wandering Eon-Forleval
Monster/Wind/Winged Beast/Effect/7*
Atk 2400/Def 2400
When this monster is summoned successfully (Including special summon and flip summon) your monsters become immune to spell and trap card effects controlled by your opponent until your next standby phase.

Wandering Eon-Xoiin
Monster/Light/Thunder/Effect/6*
Atk 2200/ Def 2000
When this monster destroys a monster as a result of battle, place one "Energy Counter" on this card. When this monster has three "Energy Counters" on it, you may remove all three in order to draw two cards from your deck.

Wandering Eon-Friit
Monster/Fire/Fiend/Effect/5*
Atk 1900/ Def 1700
When this monster is summoned successfully (including special summon and flip summon) you may increase its original attack by 300x the number of monsters on your opponent's side of the field.

Wandering Eon-Vashi
Monster/Water/Aqua/Effect/7*
Atk 2100/Def 1000
Your opponent may not special summon monsters until this monster is removed from the field.

Vashi steals Snowhorn's thematic, I know, but it was worth it. Kudos to anyone who figures out how I'm bringing this deck together. XD

Alter Ego October 31st, 2007 4:48 AM

Man in the Black Cape: the words that come to mind on the original are "broken as hell". Yayz for ridiculously-easy-to-summon Exodia Necross without per-turn Atk gain but with higher starting Atk. -.- Ah well, at least you can still Brain Control/Soul Exchange it out the way, though Decree basically turns that eased protection into a non-issue. I'd say prevent the Special Summoning of this bad boy at the very least.

Limit Break-Angel Nova: cause he's obviously not strong enough on his own...=O

"We're Searching For Someone": and now finding this obviously limited card is no longer an issue. Sort of situational, though, so fair enough.

Wandering Dragon Muthaba: Gee...now where did that name come from, I wonder? xD So it's basically Blue-Eyes with benefits. But then again, we all know that two-tribute monsters are a major pain in the bronx, so fair enough I suppose.

Wandering Swordslinger: "If you do"; not "If so". Also, the last effect is just plain wrong since it's removing the swordslinger from play. Unless that's your intention, that should be "you may remove the destroyed monster from play instead of sending it to the Graveyard". Pretty nasty, since it has the potential to put 3200 points of hurt on your opponent and swamp stuff like Treeborn and recruiters.

A Wandering Summoner: You need to specify where in your deck the monsters go. I'd suggest "Shuffle all monsters on your Field into your Deck". Anyway, no complaints here. I take it this effect requires at least one monster to shuffle in order to work, no?

Wandering Eon-Forleval: Again, there's no such thing as "immune" and Special Summon is already counted as a form of summoning anyway. That should be "When this card is summoned successfully (Including Flip Summon), monsters on your Field are not affected by Spell or Trap cards controlled by your opponent. This effect lasts until your next Standby Phase after summoning this card." Very formidable support for a finishing rush, and strong enough to slam into Jinzo or a monarch too. The high level balances things out a bit, though. Book of Moon ftw with this one to recycle the effect. :3

Wandering Eon-Xoiin: Just make that "Remove three Energy Counters from this card to draw two cards from your Deck.". Aaanyway, the effect is sort of slow, so any opponent fool enough to leave this alive for three battle phases has it coming. Fair enough, I say.

Wandering Eon-Friit: Oh come on, the other Eons will just pick on this poor thing and make fun of it over microwave dinners. T_T Monsters with only a lukewarm Atk boost have never been a good investment, especially if they're tribute summons. I think I'd sooner run Gyaku-Gire Panda; lower starting Atk, but bigger boost, piercing damage, immunity to Gravity Bind and Level Limit, searchable by Rat and no tributes required. This poor thing needs an additional effect, yes he does. O=

Wandering Eon-Vashi: Anti-special summon ftw! Seems balanced enough since it isn't that hard to run over. The effect wording is weird, though, just make it "While this card is face-up on the Field, your opponent may not Special Summon any monsters."


As for Parasite Fusion, Skill Drain rulings have already dealt with that issue. Since the parasite's effect replaces the monster's original one, Breaker loses its ability to hold spell counters and thus loses the one it has as well. :3

On Triad Thunder: Well, I have to say that I'd have been sorely disappointed if you didn't draw that connection. I mean, why'd you think I left the cards sitting on the field after they cash in on the effect, huh? xD By the way, I just came up with a fun little twist for the card. :3

Triad Thunder
Continuous Spell

When this card is activated, if there are already two face-up "Triad Thunder" cards on your Field, inflict 2000 Damage to your opponent. Otherwise, add one "Triad Thunder" from your Deck to your Hand. Only one "Triad Thunder" may be activated each turn. When this card is removed from the Field, shuffle it into your Deck.

Endless cycle with burn threat. Whee! Cut the damage down to 2000 to compensate for the increased longevity.

And because I think it's unfair that the wandering dragon didn't get a limit break:

Limit Break - Mega Flare
Normal Spell

This card can only be activated on Main Phase 1 of your Turn by paying half your life points and selecting one "Wandering Dragon Muthaba" on your side of the field. Destroy all monsters on your opponent's Field, then inflict damage to your opponent equal to 1000 x the number of monsters destroyed by this effect. If "Wandering Dragon Muthaba" is the only monster on your side of the field, you do not need to pay life points in order to activate this card. When this card is activated, your turn ends immediately after the effect resolves. You may only activate one "Limit Break" Spell Card each turn.

xD


Aaaanyways, seeing ACC's valiant efforts gave me the urge to tinker with royals again, starting with some revamps:

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

This card can not be Normal summoned or Set. This card can only be Special Summoned by the effect of "The Final Trial". The name of this card on your Field is treated as "Princess Curran". While this card is face-up on the Field, the effects of your Trap Cards can not be negated. Each time your opponent summons a monster other than a "Curran", "Pikeru", or "Royal" monster,, inflict 800 Damage to your opponent.

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

This card can not be Normal summoned or Set. This card can only be Special Summoned by the effect of "The Final Trial". The name of this card on your Field is treated as "Princess Pikeru". While this card is face-up on the Field, the effects of your Spell Cards can not be negated. Each time your opponent summons a monster other than a "Curran", "Pikeru", or "Royal" monster, gain 1200 Life Points.

Court of Nobles
Field Spell

While this card is face-up on your Field, increase the Atk of all "Curran", "Pikeru", and "Royal" monsters by 300. During your Draw Phase, instead of drawing a card, you may add one Spell Card that mentions a "Curran" or "Pikeru" monster in its card effect from your Deck to your Hand.

The Final Trial
Continuous Spell

Each time you inflict Direct Damage to your opponent while "Princess Curran" is face-up on your Field, place one Ebon Counter on this card (Maximum 3). Each time you gain Life Points while "Princess Pikeru" is face-up on your Field, place one White Counter on this card (Maximum 3). Remove three Ebon Counters from this card and tribute "Princess Curran" on your Field to Special Summon one "Queen Curran" from your Hand or Deck. Remove three White Counters from this card and tribute "Princess Pikeru" on your Field to Special Summon one "Queen Pikeru" from your Hand or Deck. When this card would be destroyed, you may discard one card from your Hand instead.

Royal Chaplain
Spellcaster/Effect
4 Star/Light
1400 Atk / 1200 Def

Once per turn, tribute one Spell or Trap card on your Field to negate the Special Summon of a monster controlled by your opponent and destroy it. If "Court of Nobles" is face-up on your Field, you may use this effect to negate the Normal Summon of a monster controlled by your opponent instead.

Royal Spy
Spellcaster/Effect
3 Star/Dark
1200 Atk / 800 Def

While this card is face-up on the Field, you may look at your opponent's Hand. Once per turn, when your opponent sets a Spell or Trap card from his/her Hand while "Court of Nobles" is face-up on your Field, discard one card of the same type as the one your opponent set (Spell or Trap) in order to destroy the set card.

And now that those are sorted out. :3

Royal Cavalry
Warrior/Effect
7 Star/Earth
2600 Atk / 2200 Def

While there is a face-up "Curran" or "Pikeru" monster on your Field, this card can be Normal Summoned with only one tribute. When this card attacks, if "Court of Nobles" is face-up on your Field, your opponent may not activate any card effects until the end of the Damage Step.

Hereditary Right
Continuous Trap

While there is at least one monster in your Graveyard with the same name as a monster on your Field, the effect(s) of the monster on your Field can not be negated by any other card effects. Remove from play one monster in your Graveyard to negate the activation and effect of a card that would negate the summoning of a monster with the same name and destroy it.

Sacrifice of the Highborn
Counter Trap

Discard one "Curran", "Pikeru" or "Royal" monster from your Deck to negate the effect of a Spell or Trap Card that designates a monster on your Field and destroy it.

Scarlet Weather October 31st, 2007 2:24 PM

Alright, time for new black caper. Jeez.

Man in the Black Cape
Monster/Dark/Warrior/Effect/7*
Atk 2600/ Def 2000
This monster may not be normal summoned or set. This monster may only be special summoned from your hand by tributing one "Wandering Hero" or "Wandering Swordslinger" from your side of the field while the selected monster is equipped with "Masamune". This monster is not destroyed by battle or by card effects controlled by your opponent. You may not activate trap cards while this monster is face-up on the field.

There, same effect, harder to get. Happy?

Masamune
Equip Spell
Increase the attack of the equipped monster by six hundred. If the equipped monster would be destroyed, discard one card from your hand instead.

And now for a revamped Ifrit Friit....

Wandering Eon-Friit
Monster/Fire/Fiend/Effect/7*
Atk 2100/ Def 1000
Increase the original attack of this monster by 300x the number of monsters on the field when it was summoned (including flip summon). Once per turn, you may lower the original attack of this monster by three hundred points to negate the activation of a spell card controlled by your opponent and destroy it. When this monster's original attack becomes 2100, you may no longer activate this effect.

Alter Ego November 1st, 2007 11:02 AM

Sheez...all those cards and no comment? I'm feeling unloved here people. ;.;

I kid, of course; I'm not going emo on you. ;3

New sephy: dunno, really, just play Hero to pull out Masamune then special summon this. Not difficult at all and fully accomplishable with an opening hand. O= I mean come on, we all know who it's based on but why are you so insistent on giving that monster godly defenses? o.o Try something like this:

Man in the Black Cape
Warrior/Effect
10 Star/Dark (Come on, a meager seven for sephy? Let's give the guy some credit. ;3)
2800 Atk/ 2300 Def

This card can only be Normal Summoned by tributing three monsters on your Field. For each differently named "Wandering" monster used to Tribute Summon this card, this card gains one of the following effects:

- This card can not be destroyed by the effects of Spell Cards.
- This card can not be destroyed by the effects of Trap Cards.
- This card can not be destroyed by the effects of Monster Cards.
- This card can not be destroyed by Battle.

During either player's turn, if this card was Tribute Summoned using at least one "Wandering" monster, you may tribute a monster on your Field to negate the effect of a card that designates this card as a target and destroy it.


Now you have to go through some pain to turn him into a proper god, but can also take the cheap path and get a less powerful version and there's no way to make it invulnerable to everything. How does this sound to you? :3

New Friit: whoa, this has just swung from underpowered to pretty freakin' overkill. o.o Three spell negations just by virtue of my opponent having one monster when I summon this? Screw Horus; Friit Decree ftw. In all seriousness, way too strong. Just spring Ojama Trio before you summon this and Friit will in all likelihood be able to negate every spell your opponent draws into for the rest of the duel. x.O I mean, sure: it's only one per turn, but still...how about cutting the Atk by 300 instead (making it one negation per monster that your opponent had out when you summoned)? It would still be a strong card. :3

Okay, enough tampering with other people's cards...or not. xD

Spell Theft
Counter Trap

This card can only be activated by discarding one card from your Hand when your opponent activates a Normal Spell Card. Instead of being sent to the Graveyard, the card your opponent activated is added to your hand and you can use it in this Duel. (When the card is sent to the Graveyard, it is sent to the Graveyard of the original owner.)

Frostweaver November 1st, 2007 12:32 PM

Wandering summoner- decent

Swordslinger- I actually don't get the reference why it's removed from play instead /swt or is this a FFX and beyond thing as I never played ones beyond 9.

Forleval- fair enough, the though of double forleval endless chain exist, summoner and forleval's stats are not spectacular enough to withstand usual monster battles to really abuse it.

Xoiin- fair enough for draw

Vashi- actually underpowered... 2100 is bad for 7 stars. Consider Vanity Fiend's 2300 atk with same effect but 1 tribute lower... even if Vashi can be special summoned and vanity fiend cannot, still...

Triad Thunder- it's still decent cause you can break the chain and it's another painful drawing process to get it again... not to mention, this means that it's situational.

Mega Flare- Blue Eyes and Burst Stream is weaker and weaker by the moment .___.;

(to be continued)

Scarlet Weather November 2nd, 2007 3:20 PM

It is FFX- Tidus, the main character, vanishes from that universe when the game ends. XD

Anyway, AE, love your edits. Man in the Black Cape is now perfected. (Oh, and his seven stars were an FFVII reference, I'll have you know. >.<) As for Friit, I think I meant it to be three hundred, but I wasn't thinking straight. I had my first debate meet last night, and I've been agonizing about it forever, so I probably made a mistake typing it in in my nervousness about debate. XD

To screw with your cards right back...

Royal Adviser
Monster/Dark/Spellcaster/Effect/6*
Atk 1500/ Def 1400
This monster may be special summoned from your hand while a "Curran" or "Pikeru" monster is on your side of the field. While a "Pikeru" or "Curran" is on your side of the field, this monster gains the appropriate effect(s):
-Pikeru: When your opponent activates a card effect that would destroy a monster on your side of the field, you may pay life points equal to the number you gained this turn in order to negate its activation and destroy it. This effect can only be used once per turn.
-Curran: When your opponent special summons a monster, you may increase your opponent's life points by an amount equal to the amount of direct damage inflicted on your opponent during your last standby phase in order to reduce the original attack of the summoned monster by half.

Royal Fool
Monster/Fire/Spellcaster/Effect/2*
Atk 700/ Def 500
By discarding this monster from your hand, you may double the amount of direct damage your opponent receives through card effects during your next standby phase.

Royal Idiot
Monster/Water/Warrior/Effect/2*
Atk 0000/ Def 0000
If this monster is summoned while a "Pikeru" or "Curran" monster is on the field, draw a card. This monster cannot be set or switched to defense position. While "Court of Nobles" is face-up on your side of the field, you may switch control of this monster to your opponent.

The last one is thematic, and it resembles a certain redhead much loathed by the inspiration of the royal line. XD

Anyway, now for one of my own inspiration. (Anyone who guesses the monster I had in mind for this gets a cookie. XD)

A Hero's Last Stand
Counter Trap
If your opponent declares a direct attack on your life points, special summon one monster from your deck, ignoring summoning restrictions. All of your opponent's face-up monsters must attack the special summoned monster. At the end of the turn, destroy the monster and send it to the graveyard, ignoring immunity to card effects.

Forci Stikane November 2nd, 2007 5:45 PM

Quote:

Originally Posted by ACC-M (Post 3041306)
Anyway, now for one of my own inspiration. (Anyone who guesses the monster I had in mind for this gets a cookie. XD)

A Hero's Last Stand
Counter Trap
If your opponent declares a direct attack on your life points, special summon one monster from your deck, ignoring summoning restrictions. All of your opponent's monsters must attack the special summoned monster. At the end of the turn, destroy the monster and send it to the graveyard, ignoring immunity to card effects.

I'm guessing Yubel. However, it has other implications (BEWD, Reaper wall, Unhappy Girl, etc).

Two problems, though: what position the monster is Special Summoned in, and the current wording includes face-down Defense Position monsters having to attack, which as we all know can not happen.

Now, seeing as the voice in my head is requiring me to do this:

A GIANT ROCK!!!!
6 Stars/EARTH/Rock
ATK: 0/DEF: 3000
IT'S A ROCK AND IT'S GIANT!!!!!!!!!!!!

Alter Ego November 3rd, 2007 1:47 AM

Ahh...I figured that might be a Tidus reference, but on the other I was like...no, no-one would put in an effect that silly on purpose. How about giving it some kind of boost in exchange for being removed from play? (Possibly restricting your opponent's summoning ability?) I mean, didn't he do that to seal away the big bad of the game (whoever that is)?

Aaanyway:

Royal Adviser: So basically Curran turns into recyclable Shrink and Pikeru into a potentially less costly My Body As a Shield? Hmm...not bad. It would have to be "'Curran' or 'Pikeru' monster" though, because otherwise it expects a card with that specific name to work, and neither exists. This could still use a Court of Nobles effect to fit in with the Royal thematic, though.

Royal Fool: Lol, Curran's partner, coupled with Bowganian and chainable burn effects for great burnage. (Hmm...Curran, Just Desserts, and Chain Strike? Might get a bit too strong, actually) Like the adviser, it needs a court effect, though.

Royal Idiot: *Dies laughing* I could so picture Tacey using this just to spite Achan. xD But yeah, maybe a Court effect? Being able to switch this over to the opponent's field would be so mean. x3


Yay for extra royals! ^0^


A Hero's Last Stand: You're just totally dising A Hero Emerges right now, aren't you? Well, at any rate; I'd say your best bet is to summon Volcanic Doomfire with this. (Wipe out all of your opponent's monsters and burn your opponent for the pleasure? Yes, please.) Sacred Phoenix of Nepthys is also a neat fit since it shamelessly exploits the fact that it gets destroyed at the end of the turn. Though I suppose if we go into the fictive cards then Yubel works since you get to summon "Yubel the Terrifying Knight" or whatever the translation of that random german they used in there is when regular Yubel is destroyed by a card effect. :3

A GIANT ROCK!!!!: Now this is what vanilla should be like. Aaaand I'm afraid this compels me to create:


ANOTHER GIANT ROCK!!!!
Rock/Effect
7 Star/Earth
0 Atk / 3000 Def

While "A GIANT ROCK!!!!" is face-up on your Field, this card can be Special Summoned from your Hand. While this card is on your Field in face-up Attack Position, the original Atk and Def of "A GIANT ROCK!!!!" are switched.

xD

Scarlet Weather November 3rd, 2007 4:51 AM

Yubel isn't made-up. It's out in Japan right now. x3 And yes, the wording is specifically meant to be able to pull it from the deck, though right now I'm wondering whether this+Yubel is too strong right now, seeing as essentiallly it turns into magic cylinder once you summon Yubel, and on top of that Yubel's next form pretty much nukes every other monster on the field when it gets summoned through the effect, so it's essentially Torrential Tribute and magic cylinder together in a combo. Maybe I should remove the "all monsters must attack this one" clause.

Limit Break-Hellfire
Normal Spell
This card may be added from your deck to your hand while both "Wandering Eon-Friit" and "Wandering Summoner are face-up on your side of the field. Pay half your life points and choose one "Wandering Eon-Friit" on your side of the field. The selected "Wandering Eon-Friit" may attack all monsters on your opponent's side of the field, and is not able to be destroyed by card effects until the end phase of this turn. If "Wandering Eon-Friit" is the only monster on your side of the field, you do not need to pay life points in order to activate this effect. You may only play one "Limit Break" spell card per turn.

Limit Break-Swordplay
Normal Spell
Pay half your life points and select one "Wandering Swordslinger" on your side of the field. The selected "Wandering Swordslinger" may attack three times this turn, and each time it destroys a monster by battle, you may discard a card in your opponent's hand. If "Wandering Swordslinger" is the only monster on your side of the field, you do not need to pay life points in order to activate this card. You may only play one "Limit Break" spell card per turn.

Majestic Calling
Normal Spell
Pay half your life points. If "Wandering Summoner" is face-up on your side of the field, you may special summon any "Wandering Eon" monster from your deck and add a "Limit Break" spell card mentioning the summoned monster in its card text from your deck to your hand. If "Wandering Summoner" is the only monster on your side of the field, you do not need to pay life points in order to activate this effect.

Woo-hoo, craziness. XD

Forci Stikane November 3rd, 2007 6:46 AM

Quote:

Originally Posted by Alter Ego (Post 3043015)

A GIANT ROCK!!!!: Now this is what vanilla should be like. Aaaand I'm afraid this compels me to create:


ANOTHER GIANT ROCK!!!!
Rock/Effect
7 Star/Earth
0 Atk / 3000 Def

While "A GIANT ROCK!!!!" is face-up on your Field, this card can be Special Summoned from your Hand. While this card is on your Field in face-up Attack Position, the original Atk and Def of "A GIANT ROCK!!!!" are switched.

xD

*high-five's AE* XD

But what does this mean????
Normal Trap
You can only activate this card when an Attack Position "A GIANT ROCK!!!!" on your side of the field is selected as an attack target. Read the text of "A GIANT ROCK!!!!" out loud, then destroy the attacking monster and inflict Battle Damage to your opponent equal to the difference in the two monsters' DEF.

Quote:

Originally Posted by ACC-M (Post 3043343)

Limit Break-Hellfire
Normal Spell
This card may be added from your deck to your hand while both "Wandering Eon-Friit" and "Wandering Summoner are face-up on your side of the field. Pay half your life points and choose one "Wandering Eon-Friit" on your side of the field. The selected "Wandering Eon-Friit" may attack all monsters on your opponent's side of the field, and is not able to be destroyed by card effects until the end phase of this turn. If "Wandering Eon-Friit" is the only monster on your side of the field, you do not need to pay life points in order to activate this effect. You may only play one "Limit Break" spell card per turn.

First off, remember the taboo around that word (we've generally got "Chthonian" for it instead), so that needs to be changed, even if it's an Overdrive reference. I will say, though, that the effect is pretty much good, but shouldn't the Ifrit-based monster's Limit Break deal more with burn damage than protection? I'd say give him an effect similar to Volcanic Doomfire's for this.

Limit Break-Swordplay
Normal Spell
Pay half your life points and select one "Wandering Swordslinger" on your side of the field. The selected "Wandering Swordslinger" may attack three times this turn, and each time it destroys a monster by battle, you may discard a card in your opponent's hand. If "Wandering Swordslinger" is the only monster on your side of the field, you do not need to pay life points in order to activate this card. You may only play one "Limit Break" spell card per turn.

Yeah, Tidus limit...with the three cycles and everything. Not much else to say here.

Majestic Calling
Normal Spell
Pay half your life points. If "Wandering Summoner" is face-up on your side of the field, you may special summon any "Wandering Eon" monster from your deck and add a "Limit Break" spell card mentioning the summoned monster in its card text from your deck to your hand. If "Wandering Summoner" is the only monster on your side of the field, you do not need to pay life points in order to activate this effect.

So, we're doing a Overdrive-style summoning with Majestic Calling (yes, I've played FFX all the way through, and I know the plot and such)? Well, you're going to be paying half your Life Points one way or another (for this or for the Limit Break itself due to Summoner being there), so perhaps a way to remove Wandering Summoner from the field would be prudent? I certainly don't remember Yuna ever sticking around while Bahamut or any of the others were blowing the field to kingdom-come. XD



......Oh, alright, I'm just going to run with it!!

Let me get this straight...
Normal Spell

Special Summon 1 "A GIANT ROCK!!!!" from your hand, Deck, or Graveyard.

Shut up, I'm busy.
Normal Trap

You can only activate this card when "A GIANT ROCK!!!!" is face-up on your side of the field. Negate the activation & effect of an opponent's Spell or Trap card and destroy it.

Best. Rock. Evar.
Normal Trap

When your opponent declares an attack towards your "A GIANT ROCK!!!!", double the attacked monster's DEF.

History is about to repeat itself.
Normal Trap

You can only activate this card when your "A GIANT ROCK!!!!" is destroyed. Special Summon 1 "ANOTHER GIANT ROCK!!!!" from your Deck.

Ancient Egyptian Spoiler Tags
Quick-Play Spell

Select 1 card in your hand and place it face-down. Your opponent then guesses which type of card it is (Monster, Spell, or Trap). If he/she guesses correctly, the card is instantly removed from play. If your opponent guesses incorrectly, you may play the selected card this turn without paying any cost/Tribute (the timing must still be correct for Spell or Trap cards).

Akio123 November 3rd, 2007 10:33 AM

I guess I'll join the abridge party here...

Can we stop talking like this? I'm getting very dizzy.
Normal Spell
Add 1 "A GIANT ROCK!!!!" to your hand from you deck or graveyard.

Forci Stikane November 3rd, 2007 11:03 AM

Quote:

Originally Posted by Akio123 (Post 3044480)
I guess I'll join the abridge party here...

Can we stop talking like this? I'm getting very dizzy.
Normal Spell
Add 1 "A giant rock" From your hand deck or graveyard.

There is no "A giant rock" and you don't specify where to add it to.

Come on, at least give it a fair try.


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