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Hm... good point. The wording is "tribute" which... I guess will make Horus vulnerable to it.
On the other hand, I've just thought of another deck that WILL ABUSE this after reading the tourney log of DaKing XD; Chain Strike burn. They run no monsters, so it's wipe the field of monsters automatically. They will have more spells/traps by far, but all of them is 100% chainable (thus, the name, chain strike. Throw in this, chain everything to it. By the time Infernal's Path resolves, your field is empty cause all of the cards activated on a higher chain already. So, if the opponent isn't dead yet from the 4000+ burn damage, they lost their entire field. |
Sounds like chain burn would have a happy time with this card. It was deceptively "fair", wasn't it? XD
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It's just that Chain Strike got totally murdered by the banlist that the decktype didn't even come up to my mind at all until I read the thread on it XD; Very deceptive, indeed... but I'll say it's still fair, because it's stuck in a decktype that badly needs the new source of power after banlist killing it of its main card (limiting Chain Strike down to 1.)
Who knows, play testing required =x |
True I guess. Strangely enough balance is amongst the best cards in mtg (abide I watered down the balance in this case too, due to the problem of "free").
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Balance is so subjective of a thing for a card though XD; What's balanced for one, is imbalance for another. (prime example: cyber stein and the game overdragon)
Anyway, back to the card creation topic after going off track by making a card... let's continue on the beast idea =x Ferocity Normal Spell Pay 700 Life Points to activate this card. Select a Beast, Winged-Beast or Beast Warrior monster. It gains the following effects. -When the selected card destroys a monster as a result of battle, inflict damage to your opponents Life Points equal to the ATK of the destroyed monster. -The attack power of the selected card is unaffected by any card effects. |
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Inferno's Path: ...Nah, still has abuse problems...on the other hand, if you had to have at least one monster...no, that would just kill it... Reset Button: Instant Ban. EoS. Ferocity: ...Depends. How long does the effect last, until the end of the turn or as long as it's on the field? |
They're counted as on the field, but their effects went off already so you still don't lose anything... but I guess that it's right how you won't destroy any S/T then for Chain Strike. However, it's the auto-clear monster effect for chain strike that counts the most (may I point out how it'll instantly blast Jinzo and Des Wombat away?)
Hm, what other deck can abuse Infernal's Path though? Manticore of darkness requires you to discard more to keep it on the field, which I'll say is fair enough of an effect that's hardly game breaking for Dormant Werewolf to pull out. Ferocity: as long as it remains on the field, I suppose, but then I forgot about the new cards coming out like Harpie Queen ><; *adds a 700 LP cost* |
Okay...
I edited Dormant Werewolf so that it can pull monsters that have not been removed from play, and doesn't require the additional special summon. I haven't edited Full Moon's text because the point is that when the full moon vanishes, the werewolf becomes dormant, but it transforms again in moments of extreme stress. The transformation kills it though, sadly. Anyway, it wouldn't make sense to pull it when full moon hits play, because then it would be an ACTIVE werewolf. >.< I upped my little fusion buddy's stars up to seven (the original three was a typo), and added his stats, which I thought were reasonable. Right? RIGHT?!? And now, for the Miracle/Overload fusion equivalent for beasts: Wild Reincarnation Fusion Normal Spell Select any amount of beast, winged-beast, or beast-warrior fusion material monsters in the graveyard and remove them from play. Special summon one monster from your fusion deck that mentions the selected monsters in its card text. (This special summon is considered a fusion summon). Or, just to capitalize a little further on full moon's effect in terms of beasts, or to power up other fusion decks... Fusion Recall Normal Spell Select up to three fusion-material monsters that have been removed from play and place them in your graveyard. Special summon one monster from your fusion deck that mentions the selected monsters in its card text. (This Special Summon is considered a fusion summon.) I'll go look up what manticore of darkness is... *is a total n00b* |
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Saber Equip Card If the monster equipped with Saber is destroyed, return Saber to your hand. During your standby phase, add a time counter onto Saber. Equipped monster gets +300atk/def for each time counter on Saber. |
If you want Dormant Werewolf to be pulled by The Full Moon, then Dormant Werewolf really needs to merit some better stats or effects to be used... as I stated, I'll just use Full Moon to remove stuff and go Dimension Fusion instead.
As for the fusion... it's not bad itself, but it's bad that its fusion beasts totally suck ;_; One is a vanilla, and the other is... something that needs far more support than ever. Manticore of Darkness is the only playable tribute beast at the moment, most famous for the Royal Magical Library/Manticore of Darkness/Exodia OTK. Wild Reincarnation Fusion- what can I say... Fusion Recall- Hm... sounds interesting. I'm not sure if you can abuse it, since you'll need to use Skull Lair or something to remove stuff from play in a reliable manner... by then, RftDD will be a better generic choice, but this can work too. It's a pretty fair card I say~ Saber- perhaps just higher attack power... because one turn to get 300/300 is really slow compare to United We Stand or Mage Power. I like how it bounces back to the hand though if exiled force wants to nuke the monster. Dive Bomber 4*/Earth/Winged Beast If there are no cards in the same column with this card, this monster can attack your opponent's Life Points directly. When it does, any Battle Damage this card inflicts to your opponent's Life Points become the original ATK of this card. 1400/1600 It's still on the theme... >>; winged beast are almost always grouped together with the other two beasts. *ahem* yes. EDIT: Ah, didn't know it's an actual card name XD; Sorry, sorry~ |
Well yeah, I didn't want saber to be uber powerful either. It's supposed to be slow and fairly annoying. XD
Seraphim 8*/Light/Angel (screw fairies) If Seraphim's in the graveyard during your standby phase, all light monsters you control cannot be destroyed by combat this turn. 2800/1600 |
XD; They had to change Demon/Angel to Fiend/Fairy because of course, the censors =x
It's *very* slow and it's not annoying though... eh, YGO just got such a poor design with some cards: Ritual being the worse, and fusion/equip/normal monsters somewhere close to it. Seraphim- so basically, as long as this card is in the graveyard... all Angels Fairies cannot be destroyed at all by battle for the entire match until it's removed from the graveyard? Hm... can be a bit too strong that way =o |
No, I've worded it so that the effect triggers only off your own standby phase and not theirs. And it's light. XD
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Oh great, add Cyber Dragons along with the Airknight Parshath to the crew of the invincibles ;;
Oh wait, your turn only huh? Oh that makes a lot more sense and is a lot more balanced then, yet still usable. Basically, now we got Shrink immunity along with any other atk-reduction stuff. *cough**hack**wheeze*USEROYALDECREENOW*wheeze**hack**cough* |
I'm heading off the for the night. And one broken thing to end it (just kidding! Maybe!):
Endless Desire Spell Shuffle you deck. Reveal the top card of your deck. If it is a spell card, play it. Otherwise, shuffle it back into your deck. Whenever you successfully summon a monster, return endless desire from your graveyard to your hand. |
Yes, it's broken, and I'm not going to bother the 10000 ways for me to abuse it =x
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It sounds a bit like a spell-card version of DDT to me. Of course, Diamond Dude you have to wait till next turn to play, and the card is a normal spell only. This one can pull all sorts of things right away, and doesn't even inconvenience you as much as DD does by tossing the non-spell to the bottom of the deck. So yeah, this is a broken card. But enough of that: on to the next beast fusion!
Dormant Legendary Beast Monster: Beast/Fusion/Effect/6* Gazelle, King of Mythical Beasts+Dormant Werewolf This card cannot be special summoned except by fusion summon. When this monster inflicts battle damage to your opponents life points, you may special summon one "Dormant Werewolf" from your hand or deck to the field. When this monster would be destroyed by a card effect, return it to your fusion deck instead. ATK: 2000/DEF: 700 |
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Dormant Legendary Beast: I'll admit that there's some promise. Stats are a bit low, though (Hi, Cyber Dragon!), but can cause a swarm...if you get lucky. Dormant Legendary Beast + full supply of Fusion Recoveries FTW. |
Haze of Fire
8*/Fire/Pyro Haze of Fire can't be special summoned When Haze of Fire coems into play, gain 8000 life. When Haze of Fire leaves play, lose 8000 life. During your standby phase, discard a card. If you can't, tribute Haze of Fire. 0/1500 Rulings: the abilities are independent of each other. The gaining and losing life happens to whomever controls it last (i.e. when the ability begins) when the abilities resolve. |
But then, it's so easy to throw Haze of Fire to the opponent... Creature Swamp or Mystic Box, either one will do o_o; not hard for monster destruction as well, obviously.
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Wasn't that the point?
I was thinking of putting this up as a 4000/4000 instead that can't attack though. Might be more interesting that way. |
UFO Turtle FTK
It's not even OTK, it's FTK. (if unlucky, then OTK... By latest, turn 3). Rather difficult to stop too o_o It's easy to swap the monster, and it's also easy to destroy it on the same turn, thus causing 8000 burn damage right off the bat for instant knockout without effort. 0 Attack power is just asking for Sangan dump+revive/UFO Turtle pull. Luckily, even if its attack power goes up so it can't be pulled directly by turtle, there's still Flame Ruler who serves as double tributes for fire, and is *still* turtle friendly. 4000 atk yet is incapable of attack will actually balance it a bit... then at least it can't be special summoned by UFO Turtle (a monster that if it's destroyed in battle, you can special summon a fire monster whose attack is 1500 or lower from the deck.) |
Heh. There will be a need to tweak it around. I like the idea of pulling off a good combo though. I wasn't actually aware of the 2x tribute guys either. :-/
Yeah, the tutle thing makes it too easy. It has to be something like what you said. |
Life Gambler
Normal Spell Toss a coin and call it. If you call it right, you win the Duel. If you call it wrong, you lose the Duel. This card's activation and effect cannot be negated by any other card. Common |
Instakill for a common? o.o and can't be negated? wow XD
um, i'm gonna try converting another Magic -> Yugioh thing XD Mistform Ultimus ?*/(Element?)/(Beast?) Mistform Ultimus is affected by all cards that specifies a specific monster type, or name in it. Mistform Ultimus only gets one bonus from field spell cards. (Horrible wording, i know, not really sure how to word it XD) (ATK/DEF)? Well, it is has more broken in it since the number of positive effects probably outweighs the negatives effects against it Original: Mistform Ultimus Mistform Ultimus is all creature types. 3/3 |
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