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

More rule bending fun!

Willbender
4/Water/Spellcaster
You may summon Willbender only if you did not summon during your turn and only during your opponent's turn.
When Willbender comes into play, negate the summon of target monster. Put that monster back to its owner's hand. (The owner does not get to normal summon if that was a normal summon)
100/100

Naito April 18th, 2007 3:34 PM

Magician's Defense
Quick-Play/Trap Card

When a spellcaster-type monster is targeted for an attack, activate this card's effect. Special Summon one Magician's Shield Token (0 ATK/0 DEF/Dark/Rock/5 Stars) to substitute for the attack.

Neverending Recruiting
Continious/Spell Card

Each standby phase Special Summon one Recruit Token (500 ATK/500 DEF/Earth/Warrior/3 Stars) per turn. These tokens cannot be used for a tribute for the first five turns.

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

Quote:

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

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

Someone help me think of a better name. :P

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

Curse of the Millenium Items #2
Normal Spell
Send the top 15 cards of your opponent's deck to the Graveyard. All cards played are played without a cost neither player takes damage. During the Draw Phase, the turn player draws 3 cards instead of 1. The first player unable to draw a card wins the Duel.
Super Rare

So just to make it fair, since you can build a deck around it, your opponent gets a head start. What do you think?

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

well, first of all, the last line is unneeded, since being unable to draw cards is a win condition anyways...
secondly, milling your opponent for 15 is a way too much, especially for Yugioh at 40 card decks, which puts the opponent at a huge disadvantage.
Then, the fact that no damage can be dealt, including effect damage, means that this turns into a waiting game, especially when it's a normal spell
Of course, "all cards are played without a cost" makes it even more screwed up.

Here's my rewrite:
Curse of the Millenium Items #2
Continuous Spell
Send the top 10 cards of each player's deck to the Graveyard. Battle damage to each player becomes 0. No tributes are needed to normal summon monsters. Each player draws 2 cards during their standby phase.
Super Rare

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

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

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

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

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

Logically speaking the card doesn't even work, since there is no so called "delayed trigger" that triggers at every standby phase and during every move. Moving it to continuous magic makes it too abusive. :-/

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

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

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

Right. Spell cards aren't supposed to have a continuous effect by definition, that's all.

Undying Fortune
Quick Spell
Undying fortune can only be played during Main Phase 2. Monsters destroyed this turn are removed from the game. During your next standby phase, each player puts all cards removed this way from the game into play if able. These monsters cannot be tributed. All monsters put into play this way are removed from the game during any player's end phase.

Very, VERY powerful card IMO. :-/

Naito May 5th, 2007 6:47 PM

Here's a few cards I made recently when I was bored. Most of them probably suck.

Kozaky's Assistant
2/DARK/Fiend/Effect

When this card is summoned successfully, you may add three cards with "Kozaky" in their name from your deck to your hand.

Song of the Angels
Continious Spell Card
For each monster with "Angel" in it's name, the controller of that monster gains 200 Life Points.

Angel Knight
Light/4 Stars
Attack: 1800
Defence: 1300
Fairy/Normal
A knight who came from the heavens in order to eliminate the Dark World.

Dragon of the Heavens
Light/5 Stars
Attack: 2300
Defence: 1400
Dragon/Effect
This card gains 100 ATK and DEF points for each monster with Angel in it's name on the field. This card also loses 100 ATK and DEF for each monster with Dark World in it's name.

Heavenly Battlefield
Field Spell
All cards with Angel in their name gain 300 ATK points. All cards with Dark World in their name lose 100 ATK points.

Double Damage
Continious Spell Card.

When a spell or trap inflicts damage to a player's life points, double the amount of damage the player would normally receive.

Eradicating Light
Equip Spell Card

This card can only be equipped to a monster that is either LIGHT, Fairy, or contains Angel in it's name. When the equipped monster attacks a Dark World monster, the targeted monster loses 300 ATK and DEF points.

Chain Summoning
Trap Card

Activate this card only as chain link 3 or higher. Both players Special Summon up to 2 monsters from their hand with 4 or less stars. For each monster Special Summoned this way, the controller of that monster loses 500 Life Points.

Different Dimension's Apocalypse
Spell Card

For each card removed from play, the controller of those cards loses 150 LP per card removed from play.

Phantasm of the Night
Dark/4 Stars
Fiend/Effect
ATK: 1500
DEF: 1800

This card's name is treated as "Dark World Ghost." For each Dark World Ghost in the graveyard, this card gains 300 ATK points. If discarded from the hand to the graveyard by a card effect, special summon 3 "Dark World Ghost Tokens" (Dark/Fiend/2 Stars/ATK: 1000/DEF: 1000) in defence mode. These tokens cannot be used for a tribute summon.

Dark World Ghost
Dark/3 Stars
Fiend/Effect
ATK: 1300
DEF: 1500

This card gains 300 attack points whenever a card with Dark World in it's name is destroyed by battle. If discarded from the hand to the graveyard by a card effect, special summon 3 "Dark World Ghost Tokens" (Dark/Fiend/2 Stars/ATK: 1000/DEF: 1000) in defence mode. These tokens cannot be used for a tribute summon.

Anubis, New Ruler of Dark World
Dark/6 Stars
Fiend/Normal
ATK: 2400
DEF: 2000

The Egyptian lord of the dead has found a land known as the Dark World. After arriving there, he claims to be the next ruler of the Dark World.

Dark World Warlock Lv. 3
Dark/3 Stars
Spellcaster/Effect
ATK: 1000
DEF: 1300

For each spell card activated, put one Spell Counter on this card (max 3). For each counter on this card, this card gains 300 ATK. When this card destroys a monster as a result of battle or is destroyed by a card effect, special summon one Dark World Warlock Lv. 4 from your deck.

Dark World Warlock Lv. 4
Dark/4 Stars
Spellcaster/Effect
ATK: 1900
Def: 1300

For each spell card activated, put one Spell Counter on this card (max 3). For each counter on this card, this card gains 200 ATK. By discarding one card from your hand, flip one monster on your opponent's side of the field face-up (flip effects are not activated at this time). When this card destroys a monster as a result of battle or is destroyed by a card effect, tribute one monster on your side of the field to special summon one Dark World Warlock Lv. 6 from your deck.

Dark World Warlock Lv. 6
Dark/6 Stars
Spellcaster/Effect
ATK: 2500
DEF: 1800

This card can only be summoned by the effect of Dark World Warlock Lv. 4. For each spell card activated, put one Spell Counter on this card (max 4). For each counter on this card, this card gains 200 ATK. By discarding one card from your hand, destroy one spell or trap on the field. When this card destroys a monster as a result of battle or is destroyed by a card effect, tribute two monsters on your side of the field to special summon one Dark World Warlock Lv. 9 from your deck.

Dark World Warlock Lv. 9
Dark/9 Stars
Spellcaster/Effect
ATK: 3100
DEF: 2500

Thi card can only be summoned by the effect of Dark World Warlock Lv. 6. For each spell card activated, put one Spell Counter on this card (max 5). For each counter on this card, increase the ATK and DEF of this card by 150 points. Pay 1500 life points to discard both player's hands. Each player then draws 5 cards. This card negates the effect of any monster, spell, or trap that targets it.

Dark World Protection
Quick-Play Spell

This card can only be activated when a monster is targeted by a spell or trap card. Remove 3 counters from a card to negate the activation of the spell or trap card and destroy it. Discard two cards from your hand afterwards.

Dark Tribute
Spell

Special summon one monster with 5 or more stars. Discard from your hand twice the amount of monsters normally required to tribute summon the summoned monster.

Destiny Hero - Sound Warrior
Dark/3 Stars
Warrior/Effect
1200 ATK
500 DEF

When this card and another Destiny Hero is on the field, select one monster. The selected monster cannot attack next turn. This effect can only be activated on your turn.

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

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

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

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

Alter Ego May 7th, 2007 3:55 AM

@Angelic Excalibur: Ehh...broken level-upers, a pointless vanilla, and a bunch of monsters with darkworld in their names that aren't really darkworldish...also, the Dark World Warlocks are majorly broken. The level 9 is sort of like Magical Marionette colliding with Morphing Jar. Except it's reusable. o.O Double Damage is just plain broken. (Just Desserts + Fieldfull of Oja tokens ftw). Different Dimension's Apocalypse, on the other hand, is just a watered-down D.D. Dynamite. Really, quality over quantity. :\

Oh, and because I'm bored...

Sealing Chain
Normal Trap

This card can only be activated as chain link 5 or higher. Your opponent skips his/her next two draw phases. You cannot activate this card if multiple cards/effects with the same name are in that Chain.

Cross-Summon
Counter Trap

This card can only be activated when your opponent normal summons, special summons, or flip summons a monster. Select one monster from your hand and special summon it to your opponent's field. Then, the monster your opponent summoned is summoned to your field.

Soul Transfer
Quick-play Spell

Select one monster from your field and one monster in your graveyard whose level stars are equal or fewer than the level stars of the monster selected from your field. Tribute the monster on your field then special summon the monster from your graveyard. The special summoned monster may not attack on the turn this effect is activated.

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

Nice cards. Sealing Chain is the coolest though.

Forci Stikane May 7th, 2007 6:21 AM

Quote:

Originally Posted by Alter Ego (Post 2469304)
@Angelic Excalibur: Ehh...broken level-upers, a pointless vanilla, and a bunch of monsters with darkworld in their names that aren't really darkworldish...also, the Dark World Warlocks are majorly broken. The level 9 is sort of like Magical Marionette colliding with Morphing Jar. Except it's reusable. o.O Double Damage is just plain broken. (Just Desserts + Fieldfull of Oja tokens ftw). Different Dimension's Apocalypse, on the other hand, is just a watered-down D.D. Dynamite. Really, quality over quantity. :\

Oh, and because I'm bored...

Sealing Chain
Normal Trap

This card can only be activated as chain link 4 or higher. Your opponent skips his/her next two draw phases. You cannot activate this card if multiple cards/effects with the same name are in that Chain.

Cross-Summon
Counter Trap

This card can only be activated when your opponent normal summons, special summons, or flip summons a monster. Select one monster from your hand and special summon it to your opponent's field. Then, the monster your opponent summoned is summoned to your field.

Soul Transfer
Quick-play Spell

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

You basically said everything I needed to.

Sealing Chain: ...WAY too easy to pull off in a Chain Burn deck (if they still exist). Raise it to Chain Level 5 or something...

Cross-Summon: Quite a bit of Monarch hatred here...as it reads now, you would gain the effect. Evil.

Soul Transfer: Well, seeing as there's nothing as-is stopping you from summoning the same monster, this basically makes targeting cards obselete.

Alter Ego May 7th, 2007 6:47 AM

Quote:

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

Sealing Chain: ...WAY too easy to pull off in a Chain Burn deck (if they still exist). Raise it to Chain Level 5 or something...

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

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

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

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

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

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

The original wording for Soul Transfer, as far as the game's concerned, does what was intended. You can't target what's not inside the graveyard during the announcement of the spell. But yeah, the new wording is probably better anyway, since it specifically states that the levels must match.

Euphoria
Spell Card
Tribute or discard 2 spell cards. During target opponent's next turn, that opponent cannot play spells, traps, or attack. Remove Euphoria from the game.

Tempo
Spell card
You may normal summon an extra level 3 monster this turn.

Forci Stikane May 7th, 2007 8:08 AM

Quote:

Originally Posted by Alter Ego (Post 2469304)
Sealing Chain
Normal Trap

This card can only be activated as chain link 5 or higher. Your opponent skips his/her next two draw phases. You cannot activate this card if multiple cards/effects with the same name are in that Chain.

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

Cross-Summon
Counter Trap

This card can only be activated when your opponent normal summons, special summons, or flip summons a monster. Select one monster from your hand and special summon it to your opponent's field. Then, the monster your opponent summoned is summoned to your field.

Soul Transfer
Quick-play Spell

Select one monster from your field and one monster in your graveyard whose level stars are equal or fewer than the level stars of the monster selected from your field. Tribute the monster on your field then special summon the monster from your graveyard. The special summoned monster may not attack on the turn this effect is activated.


Better. Definitely less broken.

Kenny_C.002: The problem with the original wording was that the monster to summon would actually be selected AFTER the monster is Tributed, by which time the Tributed monster would be in the Graveyard. Essentially the tributing would be the cost to activate it, and selecting the monster to summon would occur during the effect resolution, creating a loophole. Of course, this point is moot now, as the new wording fills that loophole. But you also had some cards...

Euphoria: ...Other than the odd wording (I see you're still using MTG cards as the basis for this...), the effect is just wrong. If it included not allowing the opponent to Set cards this thing would be banned instantly. As-is...if Magician of Faith were still around, this would be kicked out the window. She isn't, though, and the best we have for Spell retrieval right now would be Dark Magician of Chaos, so...limited to 1.

Tempo: o.0 WAY too much potential *coughhackCOSTDOWNhackcough*. Needs a cost.

cardfreak May 7th, 2007 4:37 PM

Grand Seal of the Black Orichalcos #1
Field Spell

This card cannot be destroyed. This card is unaffected by any card effects. Once during your turn, the card controller may activate the following effects:
- Inflict damage equal to the number of Trap cards in your graveyard x500.
- Increase your Life Points equal to the number of Spell cards in your graveyard x500.

Rarity: Ultra-Rare (Only the Black Orichalcos leader can hold this card.)

Grand Seal of the Black Orichalcos #2
Field Spell

This card cannot be destroyed. This card is unaffected by any card effects. Only the controller of this card can activate the following effect: If a monster you control is destroyed as a result of battle, you may Special Summon up to 5 Black Orichalcos Tokens (Type of destroyed monster/ATK 500/DEF 500).

Rarity: Ultra-Rare (Only the Black Orichalcos leader can hold this card.)

Seal of the Black Orichalcos
Field Spell

This card cannot be destroyed. This card is unaffected by any card effects. The controller of this card can activate one of the following effects by paying 2000 Life Points:
- Destroy all of your opponent's monsters
- Destroy all of your opponent's Spell and Trap cards
- Your opponent(s) cannot activate any card effects until the end of their turn.

Rarity: Ultra-Rare (Only the Black Orichalcos members can hold this card).

Naito May 7th, 2007 4:55 PM

Soul Stealer
Dark/5 Stars
Fiend/Effect
ATK: 1800
DEF: 1500

When this card destroys a monster due to a result of battle, equip the destroyed monster to this card. This card gains 400 ATK points for each monster equipped to this card. If this card would be destroyed, pay 500 Life Points to destroy one card that is equipped to this card instead.

Necrofreak
Dark/6 Stars
Zombie/Effect/Fusion
ATK: 2400
DEF: 1000

Necroface+Necroface+Necroface

This card can only be fusion summoned by fusing the above monsters and removing from play 15 cards in your graveyard. When this card is removed from play, all cards in each player's hands, the field, and the top 3 cards of their deck are removed from play. Both players then draw 5 cards. As long as this card is in the graveyard, all monsters sent to the graveyard are removed from play instead.

Dragon's Legacy
Continious Spell Card

Each time a dragon is destroyed due to a result of battle, special summon one Dragon's Egg token (Earth/Dragon/ATK: 0/DEF: 0) in face-up defence position. These cards can only be used to tribute summon one dragon type monster which has 5 or 6 stars.

Some of these cards are broken? Yes, they are.

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

Ok, so again, i'm trying to make a card based off magic cards. This is based off a few cards that give horribly broken effects, but at the cost of losing during your next turn

Final Charge
Quick-play Spell Card
When a monster you control enters combat with an opponent's monster, destroy it. It deals damage equal its added ATK and DEF to your opponent. Destroy all cards on your side of the field at the end of the turn. During your next standby phase, you lose the game.

Cuz i was bored and read backwards in the thred

Kenny's Creation
Monster
????/????
Kenny's Creation has all traits the owner chooses. If you win the game while Kenny's Creation is in play, you lose the game instead

Kenny's Wisdom
Spell
Kenny's Wisdom has an effect that the owner chooses. If you win the game within three turns after Kenny's Wisdom was played, , you lose the game instead.

Kenny's Surprise
Trap
Kenny's Wisdom has an effect that the owner chooses. If you win the game within three turns after Kenny's Wisdom was played, , you lose the game instead.

Kenny Stole the Cheese
Continuous Trap
You may tribute this card at any time. This card is not affected by card effects. Negate the effect of all cards with "Kenny" in their name. If you did, during each turn, you must slap your opponent during each of their standby phases. If your opponent is Kenny, he may slap you back.

RaikouRider243 May 7th, 2007 6:52 PM

Hey, let's switch gears to Magic?

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

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

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

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

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

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

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

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

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

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

Are they good?

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

Quote:

Originally Posted by Ichapokemr (Post 2469511)
Better. Definitely less broken.

Kenny_C.002: The problem with the original wording was that the monster to summon would actually be selected AFTER the monster is Tributed, by which time the Tributed monster would be in the Graveyard. Essentially the tributing would be the cost to activate it, and selecting the monster to summon would occur during the effect resolution, creating a loophole. Of course, this point is moot now, as the new wording fills that loophole. But you also had some cards...

Euphoria: ...Other than the odd wording (I see you're still using MTG cards as the basis for this...), the effect is just wrong. If it included not allowing the opponent to Set cards this thing would be banned instantly. As-is...if Magician of Faith were still around, this would be kicked out the window. She isn't, though, and the best we have for Spell retrieval right now would be Dark Magician of Chaos, so...limited to 1.

Tempo: o.0 WAY too much potential *coughhackCOSTDOWNhackcough*. Needs a cost.

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

Euphoria: So a 3 card disadvantage is still too good? I dare say that you're dead wrong on this one. It's good, but the thing is that you're still losing 3 cards to stop 1 turn of play.

Tempo: and assembling cost down + tempo + a good level 4 monster is by all means very easy by the looks of it. Seriously, there is a lot of potential in the card, but I very much doubt that the card is that damn good that a straight -1 CA isn't compensating for.

Quote:

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

Fine with me.

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

Generic Fatty. There is synergy between the abilities though. It's probably a better idea to put the pow/toughness text at the bottom, so the order would be trample, pump, pow/tough, IMO.

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

It's difficult to cost something like this, simply because T: poke for 2 is such a powerful ability in itself. The only real things we can run off is Kamahl, which isn't exactly good as a comparison. This is probably slightly overpowered, though the ability to evolve probably needs some work.

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

This card is pretty darn sick if you ask me. Cool card overall, but a bit cluttered. I'd probably take out the firebreathing, though I have no idea how to cost this one here. 5 mana for the recursion ability, at least. Brings it up to about a turn 3 revival.

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

FS, Toxicity, and the pow/tough...one of the three doesn't belong in the synergistic lane. And it's obvious. Well this thing's an insect avatar for 5, which is fine. I do think that toxicity, although right from a flavour POV, isn't very good here. You're taking away the focus of a bee swarm for some cheap "poisonous 2" ability. Oh yeah, combat damage, not damage.

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

Broken.

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

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

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

So it's a spell that works like an aura? You can word this so that it's an aura instead, using the template similar to that of galvanic arc and faith's fetters.

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

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

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

Karoo.

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

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



My own:
Arc of desolation
Field card
During each player's standby phase, he or she may choose one monster of 500 defense or lower tribute it. If he or she can't Arc of desolation deals 500 damage to him or her.

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

Quote:

Originally Posted by cardfreak (Post 2470151)
Grand Seal of the Black Orichalcos #1
Field Spell

This card cannot be destroyed. This card is unaffected by any card effects. Once during your turn, the card controller may activate the following effects:
- Inflict damage equal to the number of Trap cards in your graveyard x500.
- Increase your Life Points equal to the number of Spell cards in your graveyard x500.

Rarity: Ultra-Rare (Only the Black Orichalcos leader can hold this card.)

Grand Seal of the Black Orichalcos #2
Field Spell

This card cannot be destroyed. This card is unaffected by any card effects. Only the controller of this card can activate the following effect: If a monster you control is destroyed as a result of battle, you may Special Summon up to 5 Black Orichalcos Tokens (Type of destroyed monster/ATK 500/DEF 500).

Rarity: Ultra-Rare (Only the Black Orichalcos leader can hold this card.)

Seal of the Black Orichalcos
Field Spell

This card cannot be destroyed. This card is unaffected by any card effects. The controller of this card can activate one of the following effects by paying 2000 Life Points:
- Destroy all of your opponent's monsters
- Destroy all of your opponent's Spell and Trap cards
- Your opponent(s) cannot activate any card effects until the end of their turn.

Rarity: Ultra-Rare (Only the Black Orichalcos members can hold this card).

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

Alter Ego May 8th, 2007 12:29 AM

@AngelicExcalibur: Eh...Soul Stealer seems fair enough, clogged up spell and trap card zone in exchange for protection and a power boost, but Necrofreak is...just imbalanced really. I mean, that removal effect has just got Dimension Fusion written all over it. It's actually pretty easy to get out because of Metamorphosis (which you have not banned through the card effect) and that effect...it's basically game over for the opponent. .__. Dragon's Legacy is pretty decent, seeing as how the tokens have got very specific restrictions for their use (Basically, the only thing that would be summoned with those is Horus). Yeah, I'd say that Necrofreak is the only seriously broken card in that lot.

@Cardfreak: Totally broken, all of them. The fact that you can't destroy, remove, or even negate them alone is already completely disbalanced, and let's not even get me started about those effects. Recuring Reign Beaux effects for a measly 2000 and the ability to just shut your opponent down to boot? Infinte burn or LP recovery? No, just don't go there... :\

@Kenny_C.002: Actually, Icha is right on this one. With the original wording, the special summon would be applied in the same way as Graceful Charity's discard. I.e. The activation cost would only have been 'tribute one monster on your field' and the only target required to declare the use of the card would therefore have been a monster on your field. Then, given that the card isn't negated, the second effect (i.e. special summoning a monster from your graveyard) would be applied, at which point you would have to select a monster from your graveyard that meets the requirements, at which point the tributed monster is already a valid target since tributes go to the graveyard immediately. Similarly, the two discards from Graceful come after your three draws, which is why you can play it as a topdeck. With the new wording, there is no activation cost (i.e. if Soul Transfer is negated you don't lose a monster from your field) but the targets are declared at the same time, so the tribute can't be the target (since it isn't in the graveyard). It's all part of the activation versus application shizzle.

As for the cards...robbing your opponent of one turn of action (except drawing a card) is an immensely powerful effect. Basically, if you managed to clear the field and have at least one big beater out, odds are that (With Euphoria) you will be able to OTKO your opponent on your next turn without him/her having any chance of retaliation. Three cards for one effect is only worth getting to return a spell card of your choice from the graveyard to your hand (As shown by Magic Stone Excavation and Spell Reproduction). Negating a whole turn should be off the charts in terms of cost. o.O

Concerning Tempo...for some reason it has me thinking Legendary Ocean. xD But yeah, it's not like any level fives are really that hot, and Cost Down is already going to become a -2 in it's own right. It's really quite on par with Frontline Base (or even slightly weaker, hard to tell) imo. The only really profitable targets I see for that one are Card Trooper and possibly Heavy Mech Support Platform or something with Legendary Ocean for support.

Anyway, just a few quick ones:

Harpie Wind Witch
Winged Beast/Effect
4 Star/Wind
1500 Atk / 800

While this card is on your field or in your graveyard, the name of this card is considered to be 'Harpie Lady'. Once per turn, discard one wind attribute monster from your hand to change the battle position of a face-up monster on the field.

Swoop Attack
Normal Spell

Select one Winged Beast type monster whose level stars are equal to five or less from your hand and special summon it to the field. On the end phase of the turn this card is activated, the monster summoned by this effect is returned to its owner's hand.


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