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Here's a card of my favorite Pokémon. I know the abilities don't have synergy but like I said it's more of a flavor thing. http://img249.imageshack.us/img249/5063/raikouzh5.jpg |
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Harpie Wind Witch: Hmm...not too bad. Searchable by Flying Kamakiri, and since most commonly-used monsters don't have that much DEF it's essentially discarding a monster to destroy a monster. Kind of like a wind version of Snipe Hunter. Kind of. Swoop Attack: Definitely has potential. Maybe works for some sort of one-turn beatdown or something. But definitely can be deadly if used right. Can't think of many strong 5-Star Winged Beasts at the moment, though... And I don't know enough about MTG to talk about those cards :P |
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Euphoria: I don't know man. The situation you gave is a "win more" situation. This card seems to require more playtesting than anything, since I really can't see it to be "yata good" like you've been portraying it to be. Quote:
Beedril: I figured that toxicity you thought up before poisonous, which is why I didn't say much about it. The mutual pump would be too much power for a 5 mana avatar, IMO. Eevee: I think the thing is that it would very much depend on the eeveelutions. Pushing eevee to 1G would push it up to a turn 3 activation. I'm sure you made the eeveelutions to be at least good, so it's difficult to cost. Perhaps 1G and evolution for 4. This way you need an elf to pump out a turn 3. Stick with 1/1. Flamethrower: I came up with this. Flamethrower 3RR Enchantment - aura TM Enchant red creature Flash When Flamethrower comes into play, it deals 5 damage to target creature or player. Enchanted creature gains "3RR, T, sacrifice flamethrower: this creature deals 5 damage to target creature or player". I've been thinking about this. It's probably overpowered at 5 damage. Perhaps 4 would be the better choice. You're still pumping 8 damage out with 1 card, after all. Item finder still interacts with this. Lands: Blue one's too good. Red one is costed right. White one's too good. Green one's too good. Raikou: Yeah, no synergy. Otherwise it looks okay. |
Sealing of the Beyond
Continuous Trap Card Monsters removed from play or sent to the graveyard cannot be Special Summoned back to the field. Neither player can Fusion Summon a monster. Neither player can Special Summon a monster from their deck. Harpie Fury Spell Card All cards with "Harpie" in their name gain 600 ATK points. If a card with "Harpie" in it's name attacks a monster in defence position and the ATK is higher than the DEF of the attacked monster, the difference becomes damage to your opponent's Life Points. These effects last until the End Phase of your turn. Gauntlets of Absorbing Power Equip Spell Card This card can only be equipped to a Warrior type monster. The equipped monster gains 400 ATK. Each time a monster is destroyed by the equipped monster, pay 500 Life Points to increase the ATK of the equipped monster by 400 points. |
Sealing of the Beyond: "As long as this card remains face up on the field, neither player can special summon unless it is a ritual summoned or if the monster is special summoned from the hand" just less confusing on the first part though equally wordy... either way, not stopping the current major threats of the meta, and that is monster stealing for monarchs and Demise. Plus, every counter to these strategy is stopped by twister, and this one is as well... got potential, but just not for the right banlist.
Harpie Fury- fair enough. Ew harpy queen at 2500 is almost tempting enough to use xD; but probably at most a tech because it's so specific. Not the card's fault, just lacking harpie monsters in general. Gaunlet of Absorbing Power: no... because equip sucks already. Need to kill one monster to get to 800 with 500 LP cost, and that is just too slow... United we stand alone will always guarantee 800 dmg boost right off the bat too. The attack increase will have to be *far* higher and even then it's still only worth considering... equip card is that unfairly weak, except snatch steal and premature burial. |
Personality Robber 7
Legendary Artifact 7, T: At end of turn, target permanent becomes legendary until end of next turn. 7: Untap Personality Robber "This is what happens when you find yourself." -Ixidor |
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The wording's a little clunky though, since "at the end of turn" would refer to the "end of turn step", but "until the end of turn" refers to the clean up step AFTER the "end of turn" step. This means that the permanent would gain legendary for that very short period of time... Better to just lose that "at the end of turn" phrase. |
*stirrup dead topic of YGO cards*
Dagger of Counter- Equip You may only equip this card to one monster on your side of the field. If the equipped monster is destroyed as a result of battle, inflict damage to your opponent's life points equal to the ATK of the monster. If the selected monster is destroyed by a card effect, you may destroy one card on your opponent's side of the field. Dagger of Moonlight- Equip You may only equip this card to one monster on your side of the field. During your damage step, you may switch the monster that battles with the the equipped monster to face-down defense position. |
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Morphing Jar #3 EARTH/Rock/3 Star ATK 750/ DEF 800 FLIP: Each player pays up to 1500 Life Points. Each player then discards one card from his/her hand for every 500 Life Points he/she paid and then draws one card for each card that was discarded. Errata: If you discard one card and your opponent discards two cards, you each draw three cards. Kind of a double-edged sword. |
Nyu, the Dagger of Counter is nasty. Too bad it doesn't have anything to punish destruction of the dagger itself rather than the equiped monster, though. Dagger of Moonlight also has some potential, but it's a bit too situational, especially since the obvious choice (Mystic Swordsman) is going to level up and lose the equip anyway. Sort of unusual for weapon type equips not to affect the monster's stats, though.
Anyway, just a random little monster line I thought up. Sort of iffy on the monster names (read I went with random phonetics until it sounded rightish)...it's so hard to come up with good ones. >_< Anyway; Parasite Demon Nishruu Fiend/Effect 6 Star/Dark 2500 Atk / 1200 Def This card can only be Special Summoned by Tributing 1 monster on your opponent's side of field and is Special Summoned to your opponent's side of the field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute under any circumstances. While this card is face-up on the field, the controller of this card pays 600 life points each time he/she activates a spell card. (This is not optional) Parasite Demon Karasu Fiend/Effect 3 Star/Dark 1550 Atk / 600 Def This card can be Special Summoned to your opponent's side of the field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute under any circumstances. Each time a card controlled by the controller of this card is sent to the graveyard, the controller of this card pays 200 life points. (This is not optional) Parasite Demon Searinox Fiend/Effect 4 Star/Fire 1800 Atk / 500 Def This card can be Special Summoned to your opponent's side of the field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute under any circumstances. During each Standby Phase, the controller of this card pays 300 life points for every monster card on his/her field. (This is not optional) Demonic Summoning Flute Quick-Play Spell Select one 'Parasite Demon' monster from your hand and Special Summon it to your opponent's field in face-up attack or defense position then pay a number of life points equal to 800 x the number of tribute(s) in the card's effect. This card's effect is not affected by any effects of the Special Summoned monster. On the turn this card is activated you may not special summon, normal summon or set a monster. Violent Purge Normal Trap Destroy all face-up 'Parasite Demon' monsters on the field. For each monster destroyed by this effect, inflict 800 points of damage to the controller of the card(s). Cleansing Seal Field Spell While this card is on the field, 'Parasite Demon' monsters on the field have their Atk and Def reduced by half and may not attack or change their battle positions. I had some more varied effects in mind, but you get the general gist of the thing. ^_~ Don't have the time to type the rest out. :O And that jar is...a rather interesting thing, although Darkworld will of course abuse it to kingdom come. xP |
Well Dagger of Counter having an effect for destroying the weapon itself will be too deadly =x It's already quite powerful the way it is now in my mind... As for dagger of moonlight, perhaps it can use a bit of fine tuning. Originally, it's just meant to be what book of moon can do in equip form (hence dagger of moonlight) when it's used on the offense.
Morphing Jar 3: EXODIA! And other combo decks will love it a lot... and just say that it spells Hell for dark world. However, it can be costly to run it in multiples... 3 Parasite Demons: problem is, they are slow... the damage is mostly really weak except Nishruu. Searinox is still usable, but the 2nd one's 100 dmg is just too low, and weak stats do not allow it to use as emergency monster unlike Searinox either. Highly dependent on Cleansing Seal too... so same problem as any other decks that depends on a field spell ;_; good concept though, just need more monsters |
Nyu, I see what you mean about Karasu. Actually, the burn damages were all higher to begin with (Nishruu was at 800, Karasu 200, and Searinox 400, I think) but then I figured it might be a bit too steep so I lowered them. The low-level ones are supposed to be bottom-of-the-food-chain types anyway, more fodder for Violent Purge than anything else. Maybe 100 extra to Karasu's and Searinox's effects wouldn't be out of the question, though. *Rushes off to edit* Glad you liked the concept, though. ^-^
Anyway, some of the bigger ones: Parasite Demon Tsukuya Fiend/Effect 7 Star/Water 2600 Atk / 2600 Def This card can only be Special Summoned by Tributing 1 monster on your opponent's side of field and is Special Summoned to your opponent's side of the field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute under any circumstances. During each of the controller's Standby Phases, Special Summon one Parasitic Token (Fiend, 2 star, water, 550 Atk/650 Def) to the controller's side of the field in attack position. If there are no empty creature zones on the controller's side of the field, ignore this effect. While this card is face-up on the field, destroy all tokens on the controller's field that aren't named 'Parasitic Token'. Parasite Demon Sherincal Fiend/Effect 6 Star/Fire 2400 Atk / 1400 Def This card can only be Special Summoned by Tributing 1 monster on your opponent's side of field and is Special Summoned to your opponent's side of the field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute under any circumstances. While this card is face-up on the field, the controller of this card pays 600 life points each time he/she activates a trap card. (This is not optional) Excorcism Normal Spell Select one 'Parasite Demon' monster on the field and destroy it. The controller of the card loses life points equal to half the original Atk of the destroyed monster. Mind you, I still have the really big (As in, Lava Golem-size) ones in store, as well as a couple of low-levels and some extra support cards, some of which should cover the control problem (thus far entrusted to Cleansing Seal). My computer time for the day is up, alas, so I'll get to those tomorrow. ^-^ |
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Speaking of whom...bigger monsters, eh? Then I'll wait until you unveil them. I'll pass the time with another card! Dark World Engine Continuous Spell Each time a player discards a card(s), that player draws a card. The controller of this card can only apply 1 "Dark World Engine" to each time he/she discards a card/cards. |
Tsukuya- This thing with Ojama Trio is death... the opponent only got one chance to normal summon something before parasitic token takes up the last slot. Add in Searinox if the opponent got 2 monsters in total to begin with, and you're just boned to an unbreakable lock with 1500 burn every turn. Searinox is still fine, but it's Tsukuya doing a lot of crap here o_O
Sherical- fair enough, the same as Nishruu but trap... Excorism- Violent Purge is already replaced... that was fast o.O; Dark World Engine- a bit broken...? Dark World Deal is now discard 1 draw 2? aaa |
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..."aaa"?? |
somehow my cards did not go through and has become aaa o_o; going to keep going with boosting equip cards~
Shield Chain- Equip Increase the DEF of an equipped monster by 500 for each monster in defense position on your side of the field. Your opponent must attack the equipped monster whenever possible. If this card is destroyed by your opponent's spell cards, search your deck for a "Shield Chain" and add it to your hand. Mirror Shield- Equip Pay 800 LP during each of your end phase (this is not an option) or destroy this card. Increase the DEF of the equipped monster by 200 for each spell card on your side of the field and in your graveyard. As long as the equipped monster is in face-up defense position, all cards on your side of the field are unaffected by targeting card effects. If this card is removed from the field, destroy all face-up monsters on your side of the field. Purple Dagger of the Abyss- Equip Increase the ATK of the equipped monster by 800. Whenever the equipped monster destroys a monster as a result of battle, you may select one trap card in your graveyard and add it to your hand. Green Jewel Sword from the Beyond- Equip Increase the ATK of the equipped monster by 800. Whenever the equipped monster destroys a monster as a result of battle, you may select one spell card in your remove pile, and add it to your hand. |
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Anyway...on Tsukuya, it's not a complete lock since Parasitic Tokens are viable for tribute, meaning that they can be used to bring out...say, a Monarch? Not nice for the parasite demon player. But yeah, I think it warrants being moved up to high-level. At least that makes it a bit more expensive to summon. xP Also, shifting the token summon to the Standby Phase to give the opponent a fair shot at abusing them. Generally, though, Ojama Trio plus parasite demons means nasty times for the opponent anyway since you can special summon a low-level on your own turn, set summoning flute and Ojama Trio and then trigger them both on your opponent's turn (That's two parasite demons and three ojama tokens for a lock). Hmm...speaking of which, I ought to edit the flute to prevent that. Also, Excorcism isn't a direct replacement for Purge since it can only destroy one monster and only on your turn (since it's a Normal Spell). Purge, on the other hand, can be used as a control measure in case Cleansing Seal is destroyed through Typhoon or whatever and you're staring down a horde of 2000+ Atk demons. :O Also, the maximal damage is higher (4000 for a full field). On the equips...ooh, I just love Shield Chain. Now that's something you could actually consider running in - say - a Shield and Sword rogue deck. Lock down the opponent with heavy defense monsters and the S & S for the win. The search function is nice since it laughs at the gadget one-for-one trade-off principle. Mirror Shield...large benefits, huge penalty. But wait, how are you supposed to get rid of the dang thing if it prevents all targeting? o.O You'd have to go with something like Giant Trunade or Heavy Storm, both of them limited nowadays. Purple Dagger otA; neat, good support for trap-heavy decks. Green Jewel Sword ftB; this one's bordering on a bit too good, imo. I mean, removing spell cards from play is very easy now that Spell Striker is around, so this one is sort of asking for recycled spells. Still, it does call for destroying a monster in battle - not the trendy thing right now - so I guess it's not quite Magician of Faith. By the way, imagine equiping either of those to Asura Priest and then wiping out some Ojama tokens. Now that's a beneficial trade-off for you. Aaaanyway, moving on to the promised cards: Parasite Demon Karashah Fiend/Effect 10 Star/Dark 3600 Atk/2800 Def This card can only be Special Summoned by Tributing 3 monsters on your opponent's side of field and is Special Summoned to your opponent's side of the field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute under any circumstances. During each Standby Phase, the controller of this card tributes 2 cards from his/her field. If there are no cards to tribute, the controller of this card pays 1000 life points instead. Parasite Demon Ihtafeer Fiend/Effect 7 Star/Earth 2700 Atk/2200 This card can only be Special Summoned by Tributing 2 monsters on your opponent's side of field and is Special Summoned to your opponent's side of the field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute under any circumstances. When this card is special summoned, select two spell/trap card zones on your opponent's field (you cannot select a zone occupied by a spell or trap card). The selected zones cannot be used as long as this card remains face-up on the field. Parasite Demon Severash Fiend/Effect 8 Star/Dark 2900 Atk / 2300 Def This card can only be Special Summoned by Tributing 2 monsters on your opponent's side of field and is Special Summoned to your opponent's side of the field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute under any circumstances. The controller of this card pays 500 life points each time he/she sets a card from his/her hand. (this is not optional) Parasite Demon Shamishra Fiend/Effect 6 Star/Fire 2550 Atk / 600 Def This card can only be Special Summoned by Tributing 1 monster on your opponent's side of field and is Special Summoned to your opponent's side of the field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute under any circumstances. The controller of this card pays 500 life points each time he/she declares an attack. Parasite Demon Saadat Fiend/Effect 6 Star/Earth 2450 Atk / 1850 Def This card can only be Special Summoned by Tributing 1 monster on your opponent's side of field and is Special Summoned to your opponent's side of the field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute under any circumstances. The controller of this card has his/her maximum hand size reduced to 4. Parasite Demon Zeptiemus Fiend/Effect 4 Star/Water 1600 Atk/1800 Def This card can be Special Summoned to your opponent's side of field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute under any circumstances. All card effects that would increase the life points of this card's controller are negated. Parasite Demon Nefreeti Fiend/Effect 4 Star/Fire 1900 Atk / 1300 Def This card can only be Special Summoned to your opponent's side of the field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute under any circumstances. Discard this card from your hand in order to add 'Cleansing Seal' from your deck to your hand. While there are no face-up field spells on the field, the controller of this card pays 600 life points during each of his/her Standby Phases. (this is not optional) Parasite Drain Normal Spell Inflict damage to your opponent equal to 200 x the combined number of 'Parasite Demon' monsters and Parasitic tokens on his/her field then increase your life points by the same amount. During your draw phase, you may add this card from your graveyard to your hand instead of drawing a card. Blood Pact Normal Spell Select one 'Parasite Demon' monster from your graveyard then pay a number of life points equal to 200 x the level stars of the target monster in order to special summon it to your field in face-up Attack or Defense position. This card's effect is not affected by any effects of the special summoned monster. Demonic Symbiosis Continuous Trap During each Standby Phase, if this card is face-up on your field pay 500 life points, otherwise this card is destroyed. While this card is face-up on your field, you may discard one 'Parasite Demon' monster from your deck in order to negate an attack from one of your opponent's monsters. For each card discarded by this effect, pay 100 life points. Poltergeist Normal Spell Destroy one 'Parasite Demon' monster on your opponent's field to look at your opponent's hand. Select one card and discard it to the graveyard. Okay, I think I'm done. *Innocent smile* |
Destroying the monster equipped with Mirror Shield is also removing the shield from play xD; but then it does prose problem if say, someone jammed it on a spy then load the backrow with spells =o *fixes, adds maintenance cost*
Karashah- fair enough... deadly effects but almost impossible to use, except against Six Samurai perhaps (but that is assuming if 3 samurais aren't enough to kill you already) Ihtafeer- eh... not that good. 2 monsters are quite a bit, and there's still 3 spell/trap zone to use anyway. Severash- just play chain energy o.O; It's far easier to get out, even if two sided... Shamishra- slightly counterproductive... afterall, demon decks do better to stall the rest of the way to stop these high dmg demons from backfiring. Saadat- hand size reduction by 2 is not worth it... 4 cards are still enough to do a *lot* of things. Zeptiemus- possible abuse, but it'll be from your own side... playing cards that draw/do something at the cost of giving LP? Dunno o.O; (more later?) |
Ocean Magician
Spellcaster/Effect 4/Water 1200 ATK/1000 DEF This card gains 300 ATK and DEF for each WATER or Aqua monster on the field and graveyard. Magician's Reinforcements Spell Card Add one level 4 or lower Spellcaster-type monster from your deck to your hand. Virus Dragon Dragon/Effect 5/Dark 2100 ATK/1900 DEF If this card is destroyed due to a result of battle, treat this card as an Equip Spell Card and equip it to the monster that destroyed this card. The equipped monster's ATK and DEF is decreased by 100 until the 6th Standby phase of the controller of this card. Last Reinforcements! Trap Card Activate this card when 30 or more monster cards are in your graveyard. Both players discard their hands, and draw 5 cards. Both players must Special Summon all level 4 or lower monsters with 1500 or less ATK from their hands. Both players then draw 5 more cards, and discard all level 4 or lower monsters with 1000 or less ATK from their hands. Both players' Life Points become 1000. |
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Virus Dragon is pretty useless. No comment on the others though. |
Ocean Magician is not that powerful at all... you don't see Mudora get used and Mudora has higher natural attack and is a fairy itself too.
Virus Dragon is useless indeed... just so weak and needs tribute. Magician's Reinforcement... eh Last Reinforcements is so confusing that I don't even know where to start o.O; Back to the parasites... Nefreeti- in 3s, now XD; Not using this card is like saying let's not use Harpy Queen in Harpy deck. Parasite Drain- fair enough... though probably won't use it due to lack of deckspace. Blood Pact- o.O; A bit of funny wording... but otherwise, still pretty deadly in its own way, sort of... a bit counterproductive to the need of stalling out the parasite demons though. Demonic Symbiosis- and stall is exactly what this deck needs... somewhat. I'll personally use the existing stall cards though, but maybe nice to let in one or two copies of this because all the existing stall cards are down to 1 -.-; Poltergeist- not sure if this 2 for 1 trade is worth it... let's stick with confiscation and 1000LP cost instead o.O; However, good for decks based around blood pact? (but a bit doubtful here) |
Well unless I'm mistaken, Ocean Magician counts cards in you and your opponent's field and graveyard. I can think of 3 WATER cards that many people play. These are Hydrogeddon, Treeborn Frog and Mobius the Frost Monarch. So if you're playing Ocean Magician late game in a WATER deck, it could become a pretty powerful beatstick.
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that's at most, 7, and it's unlikely there's even that many Mobius around (everyone's going to switch to thestalos/raiza >>)... even with 7 it's still 3300, and that is with some darn lengthy setup.
Realistically, there's probably only 3 or 4 aqua in your graveyard/field. Dedicated aqua decks need ALO, and we know what happens to anything that relies on a card that Twister can run over. Immaterial Sword- Equip The equipped monster may attack your opponent's LP directly at half of the equipped monster's original ATK. If this card is destroyed, you may discard one spell card from your hand to add this card to your hand instead. |
Let's start things off, ACC-style!
Wandering Hero 4*/Warrior/Effect Atk 1700/Def 1500/Light When this monster is normal summoned, special summoned, flip summoned, or flipped face up, you may search your deck for one equip spell card and equip it to this monster. If this monster would be destroyed as a result of battle, you may destroy its equip spell card instead. Wandering Wizard 4*/Spellcaster/Effect/Fire Atk 1300/ Def 1300 When this monster inflicts battle damage on your opponent, add one spell card from your graveyard to your hand. This effect does not activate after a direct attack. When this card is destroyed by a card effect, you may place it in on top of your deck instead. Wandering Rogue 4*/Warrior/Effect Atk 1500/ Def 1200/Wind When this monster destroys an opponent's monster as a result of battle, you may draw one card. When this monster is destroyed, you may discard one trap card from your hand in order to special summon this monster in face-up defense mode. Wandering Healer 4*/Spellcaster/Effect/Water Atk 300/ Def 2200 When one of your monsters with "wandering" in their names inflicts battle damage on your opponent, except during a direct attack, increase your life points by the same amount. When one of your monsters would be destroyed, you may destroy this monster instead. Wandering Beast 4*/Beast/Effect/Earth Atk 1800/ Def 500 When this monster attacks while another "Wandering" monster is on the field, increase its attack by four hundred for each "Wandering" monster you control. If this monster is destroyed as a result of battle, you may discard two cards from your hand in order to special summon it in face-up attack or defense position. A Wandering Fellowship Normal Spell Activate only when there are five different cards with "Wandering" in their names on your side of the field. All "Wandering" monsters gain seven hundred attack points and cannot be destroyed by card effects. |
Hmmm...yeah, the latest Parasite Demons could use some balancing, definitely; I'll see to that some time in the future, probably leveling some of them down and raising some costs. Blood Pact was primarily meant to be a finishing blow type thing, basically summoning your opponent's field full of parasites, wiping them all out with Purge and then pulling out the meanest demon you can and swinging for a heavy direct attack to end the game. Poltergeist was originally a two for two, acting like a sort of Delinquent Duo reborn, but then I figured nah...too powerful, so I cut it down to a Confiscation effect since I figured that the parasite player wouldn't want to pay life point costs that much. *Shrug* Also, Symbiosis could potentially support Blood Pact (Meaning you could, for instance, dump Karashah, special summon it with pact and then Creature Swap it over to your opponent's field) so I added a bit of life point cost for balance.
Aaanyway...moving on to the new cards: Immaterial Sword...fair enough and certainly better than Ceal. Ben Kai could use it in addition to the damage increasers since all those attacks would still be enough to OTKO, and damage effect monsters would have fun with it (Yay for Immaterial Hino and Yamata <3). Too bad you can't stick it on Spirit Reaper, though. :O As for ACC's merry little band: Wandering Hero: Ehh...fair enough. The effect isn't that glorious but the equip substitution is pretty nifty and it's fairly strong in its own right. Works well with recurring equip spells, obviously. Wandering Wizard: the new Magician of Faith? :O The ability to recycle spells from your graveyard is very powerful, especially since the Wizard himself can return to the deck time and time again. Maybe change it to something like adding burn damage or some other effect to spell cards activated by the user? Or...you could make it 'add one spell card from your graveyard to the top of your deck'...sort of like A Feather of the Phoenix. :3 Wandering Rogue: Sort of strange that a rogue would let both players draw cards. Anyway, it should have 'this card' instead of 'it' at the end of the recursion effect. As it is, this card special summons a trap, and that's sort of...odd. o.O I wouldn't be too keen on running this one, though. Wandering Healer: Seems balanced to me. Tough walling type that will give you some healing to boot. Wandering Beast: Ohh...this one is just screaming for Inferno Reckless Summon, especially if you've got fellowship to back it up. Three 2500 atk (3400 while attacking) monster that can't be destroyed by card effects? Yes, please. A Wandering Fellowship: Totally broken in combo with Wizard, you know. Otherwise...well, permanent Rush Recklessly and protection from monster removal is a bit too much. I'd say make it Continuous, both to prevent abuse through Wizard and to give the opponent a fair shot at countering it before they find themselves staring down what looks very much like Exodia Necross on steroids...and in fives too. :O Aaanyway, some fresh cards: Swords of the Fallen Quick-Play Spell Discard all cards from your hand in order to activate this card. For each card you discarded, select one Equip Spell card from your graveyard and equip it to a monster on the field. Bounty of the Forbidden Spell Normal Spell This card can only be activated when your opponent has at least five more cards in his/her hand than you do. Draw two cards. Blight of the Forbidden Spell Normal Spell This card can only be activated when your opponent has at least five more cards in his/her hand than you do. Select two cards at random from your opponent's hand and discard them. Call of the Forbidden Spell This card can only be activated when there are four or more monsters on your opponent's field and no monsters on your field. Select 1 Monster Card from either your opponent's or your own Graveyard and Special Summon it to your field. Influence of the Forbidden Spell Normal Spell This card can only be activated when your opponent has at least three more monsters on his/her field than you do. Select and control 1 opposing monster (regardless of position) on the field until the end of your turn. Maelstorm of the Forbidden Spell Normal Spell This card can only be activated when there are four or more spell/trap cards on your opponents field. Destroy all spell and trap cards on your opponent's field. Bringing back the old banned spell cards? I would never do that. ;D |
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