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RaikouRider243 May 8th, 2007 6:17 AM

Quote:

Originally Posted by Kenny_C.002 (Post 2470532)
[Quilava]

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.

In retrospect, yes it is too powerful at uncommon. I think I'm going to make it 4R for 1/2 to make it balanced. This means I'll have to raise Cyndaquil's evolve cost by 1.

[Moltres]

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.

All the legendary birds have sick abilities. I forgot to raise the cost of the ability after changing its extra cost. Originally it was a double pitch to revive. What sounds better, RRRR amd double pitch or 2RRRR and single pitch?

[Beedrill]

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.

I was going with flavor at a slight expense of functionality, but I think "other Insects get +1/+1" would be better in place of poisonous 2. BTW, toxicity was a custom keyword I had before Future Sight came out. I need to adjust all my cards.

[Eevee]

Broken.

Would 1G for 1/2 and that ability be better?

[Mew]

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

It was supposed to be a 5-color Morphling. xD

[Flamethrower]

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.

I wanted to have a mechanic that functioned like a TM in PTCG: it performed the move and taught it to a Pokémon for one time use. That was the fourth revision to the wording, and it's still a lot of reminder text. I had shorter reminder text in one revision but the functionality wasn't the same. TM, mechanically speaking, is flashback that requires a creature of the spell's colors to be flashed back.

[Itemfinder]

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

Maybe if it was common. 4 and 3 to fetch a TM card out of grave is fine at uncommon.

[Ruins of Alph]

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

There's a cycle of legendary lands like this. I'd post them all here but I'm having trouble finding art for Ilex Forest and Burned Tower. The green one is a 2/2 buff for 2G, the red one is a "target creature can't block this turn" for R, the blue one is "Unsummon unless its controller pays 2" for 2U, and the white one is "target creature can't attack this turn" for W.

I'm still finishing up set 2 of the block. I have about 40 cards left, then I can move on to Hoenn League. When more card art is available I might make a Sinnoh-based set.

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

Forci Stikane May 8th, 2007 6:51 AM

Quote:

Originally Posted by Alter Ego (Post 2470700)
@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 one 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.

Thank you...on both accounts. Though I can't believe I didn't think of A Legendary Ocean XP.

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

Kenny_C.002 May 10th, 2007 11:19 AM

Quote:

Originally Posted by Alter Ego (Post 2470700)
@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

Didn't know they took out activation cost. If that is the case then icha is correct, yes. And graceful wasn't an appropriate comparison if activation costs still exist, but I'm sure you knew that already.

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:

Originally Posted by RaikouRider243 (Post 2470958)
I'm still finishing up set 2 of the block. I have about 40 cards left, then I can move on to Hoenn League. When more card art is available I might make a Sinnoh-based set.

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

Moltres: Well a RRRR with 2x pitch is a turn 2 thing. 2RRRR with 1 pitch is turn 4. Your choice.

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.

Naito May 10th, 2007 2:17 PM

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.

Frostweaver May 14th, 2007 12:33 AM

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.

Shiny Umbreon May 17th, 2007 8:34 AM

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

Kenny_C.002 May 17th, 2007 10:18 PM

Quote:

Originally Posted by Shiny Umbreon (Post 2484157)
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

Well the thing costs 14 for it to actually do anything... You need to make both permanents of the same name legendary before it kills both off, unfortunately.

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.

Frostweaver May 23rd, 2007 6:40 AM

*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.

Forci Stikane May 23rd, 2007 7:42 AM

Quote:

Originally Posted by Frostweaver (Post 2493418)
*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.

Pretty good. Not much I can say.

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.

Alter Ego May 23rd, 2007 8:02 AM

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

Frostweaver May 23rd, 2007 9:40 AM

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

Alter Ego May 23rd, 2007 10:14 AM

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. ^-^

Forci Stikane May 23rd, 2007 10:32 AM

Quote:

Originally Posted by Frostweaver (Post 2493557)
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...

XD Glad someone else got that one. And yeah, while it helps Dark World get its monsters out, your opponent gets to draw for each one, so...well, at least you said more than Alter Ego >.>...

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.

Frostweaver May 23rd, 2007 10:41 AM

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

Forci Stikane May 23rd, 2007 6:11 PM

Quote:

Originally Posted by Frostweaver (Post 2493596)
Dark World Engine- a bit broken...? Dark World Deal is now discard 1 draw 2?

aaa

Yeah, but for both players. I made sure to add the "s" at the end of card to stop Card Destruction/Morphing Jar ownage, though (dropping five to get ten O.O;; ), and the last clause to stop people from spamming more than one. Of course, should you be playing AGAINST someone that has more than one out, you can use them both. Helping to discourage using more than one ;) .

..."aaa"??

Frostweaver May 23rd, 2007 11:03 PM

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.

Alter Ego May 24th, 2007 7:27 AM

Quote:

Originally Posted by Ichaste Pekoni (Post 2493590)
XD Glad someone else got that one. And yeah, while it helps Dark World get its monsters out, your opponent gets to draw for each one, so...well, at least you said more than Alter Ego >.>...

Hey, I was typing my post in advanced so I didn't see you butting in ahead of me until it was time for me to go to Jujutsu practice, meaning that I only had the time to edit in a few hasty lines. And I did mention Dark World, you know. It still amounts to more than you said about mine. :O And yeah, Dark World Engine is pretty breakadelic...I'd say restrict it to one use per turn and add a maintenance cost in life points to balance it out.


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*

Frostweaver May 24th, 2007 7:56 AM

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?)

Naito May 24th, 2007 2:32 PM

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.

Eon-Rider May 25th, 2007 4:56 AM

Quote:

Originally Posted by AngelicExcalibur (Post 2495348)
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.

Ocean Magician is a little too powerful in a WATER deck. o.o
Virus Dragon is pretty useless.

No comment on the others though.

Frostweaver May 25th, 2007 6:05 AM

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)

Eon-Rider May 25th, 2007 6:30 AM

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.

Frostweaver May 25th, 2007 7:02 AM

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.

Scarlet Weather May 31st, 2007 3:06 AM

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.

Alter Ego May 31st, 2007 5:29 AM

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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