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Wandering Hero- it has its uses... taking back United We Stand is probably its best bet, or Armed Changer in a rogue deck
Wandering Wizard- indeed spell recursion is really strong at the moment... Wandering Rogue- endless +1 for the enemy is very very bad... ;; Wandering Healer- eh... not too useful inside a wandering deck, but splashed in other decks... afterall, its sacrifice ability works for anything =x Wadering Beast- either 1800 or 2500+... but heavy recursion cost and little swarm assistance makes it just borderline of useful. Remember that any cards that only boosts attack by a little are really not that good... Wandering Fellowship- I honestly think Exodia is easier than this though... 5 unique wandering monsters on the field is insanity, especially when Hero is so eh and Rogue is just suicide x.x; I don't see how it's overpowered at all (probably underpowered...) |
Ehh...I somehow managed to look straight past that first line. Go figure. o.o Mind you, it's still better than Exodia. All of the Wandering monsters (except, perhaps, the Rogue) have their uses on the field and can basically be assembled there by dumping one of each (Not hard since there are some discard effects there), bringing out Phoenix Blade with the Hero's effect with which to remove them and then Dimension Fusion the lot. (recurring the card with Wizard) Necross, on the other hand, requires you to dump five limited cards (Useless on their own as anything but an emergency defense) to the graveyard and assemble a combination of two completely situational cards in your hand. Even then, it doesn't start out as strong as these things, there's only one of it, and it won't gain power as fast as the Wandering monsters (who can keep recurring that handy-dandy Quick-Play spell with each attack). Besides, at least Necross can be eliminated with something as simple as D.D. Crow, The Transmigration Prophecy, or even Kycoo, but once Fellowship hits the table it's basically gg. :O
Anyway, just a couple of equips: Dark Sword of Sacrifice Equip Spell When you equip this card to a monster, pay any multiple of 500 life points to a maximum of 2000. The monster equiped with this card gains Atk and Def equal to the amount of life points you paid. When this face-up card on the field or the monster equiped with this card would be destroyed, you may tribute a monster on your field instead. Jumping Blade - Kundane Equip Spell The monster equiped with this card gains 500 Atk. At any time during either player's turn, pay 500 life points to equip this card on to a face-up monster on the field other than the equiped monster. When this card on the field is destroyed, shuffle it into your deck. If this card was destroyed by a card effect controlled by your opponent, draw a card. |
Hmm... editied a few effects to make Magician less broken and Rogue less wimpy. Fellowship is now a trap, since my intention was to make it a card that could be activated on either player's turn.
Maelstrom of the Forbidden Spell: I'd say three or more, but hey, you're the more experienced player. Call of the Forbidden Spell: Four monsters? That many and you're probably dead anyway. Maybe you should lower it to three or more. Also, the wording could be changed to "Special summon one monster from either player's graveyard in face-up attack or defense position." Sword of the Fallen: Gilford the Legend in spell form! Only Gilford never had to ditch his player's entire hand. Maybe you should let the player choose his discard cost to make it more playable? The others are great. XD |
Well, I figured that in lieu with Flash of the Forbidden Spell (which requires your opponent to have a full field of monsters) these forbidden spells should be really tricky to use. Maelstorm, I figured, would primarily be against the Crystal Beasts, who like hoarding a lot of crystalized monsters in their back row. Might consider three, but then it could be a bit too easy to pull off. Also, Call's requirements aren't really that difficult to meet; all it takes is Ojama Trio + any given monster or an opponent's Scapegoat spell and you're all set. Also, it needs to be harder to play than Influence (on account of having a stronger effect) and cutting down the monster requirement of Influence to two would make it too easy to use. I took the wording straight from Monster Reborn, but yeah, guess they didn't update it. :O
Also, Swords of the Fallen is supposed to be a game-ender, anyway, (I mean, it's practically crying for Ben Kai) and I thought it needed something to balance out for the fact that you don't need to pull off a three-tribute summon and that you can equip the spells to any given monster on the field (rather than just warriors). I'll consider making changes here too. :3 Mind you, the Rogue is now completely overshadowing the Wizard, and unless he's a graverobber his ability seems a bit...odd. o.O Maybe something like letting you (but not your opponent) draw would do as an effect? Just as a thought. ^^ Oh, and since I feel like it: Twilight Assassin LV3 Warrior/Effect 3 Star/Dark 900 Atk/300 Def When you're opponent declares an attack against this face-down card on the field, flip this card into face-up Attack Position in order to destroy the attacking monster. During your Standby Phase, send this card to the Graveyard to Special Summon one "Twilight Assassin LV5" from your hand or deck. Twilight Assassin LV5 Warrior/Effect 5 Star/Dark 1900 Atk/1200 Def A monster that battles with this card is destroyed at the end of the Damage Step. Once per turn, during your Standby Phase, if this card was special summoned by the effect of "Twilight Assassin LV3", select one face-up monster on your opponent's field and destroy it. On the turn this effect is activated, this card may not attack. During the End Phase of a turn that this card destroyed a monster with this effect, send this card to the Graveyard to Special Summon 1 "Twilight Assassin LV7" from your hand or Deck. Twilight Assassin LV7 Warrior/Effect 7 Star/Dark 2700 Atk/1800 Def This card can only be special summoned by the effect of "Twilight Assassin LV5". Once per turn, during your Main Phase, if this card was special summoned in this manner, select one monster on your opponent's field and destroy it then inflict damage to your opponent equal to the ATK of the monster destroyed by this effect. On the turn this effect is activated, this card may not attack. When this card on the field is destroyed, select one card on your opponent's field and destroy it. Urgh...wording level-up monsters is such a pain in the behind. >_< Anyway, comments? :3 |
Well....
Interesting monster destruction engine of doom. I like. And the best part is that since all ya gotta do is blow three of your opponent's monsters up you could theoretically go from three to seven in one turn. Ouch. I don't know exactly which kind of deck would benefit best from this, but it seems like a solid card series on its own. |
it only further proves that anything that battles will be the first to die ><; twilight 3 is basically same as any flip monsters, except better in the sense that it can flip itself up and is immune to those that negate flip. Unless for theme purpose or OVM, no one will use flip-destroy every again with this thing out XD;
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A Packaged Breeze
Normal Spell This card may only be placed in a Deck that contains 8 or more WIND monsters. Draw 2 cards from your Deck. |
And it's totally impossible to verify that if your opponent launches a protest against the judge about activation requirements... that is, unless your opponent looks at your entire hand, deck and graveyard to verify. >>;
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I don't see a problem with deck checking at all though. If you want to give up that information for 2 cards, it seems fair. It'll have to be that the 8 monsters are still IN the deck though, and would have to be reworded as such.
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I still vote for having them in the Graveyard, though, regardless of the mill power the current metagame has. |
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Okay... I did some editing with my wandering monsters. Again.
"Wandering Fellowship" is now a spell again, meaning Wizard can rez it, but it still can't be played without all five of the "Wandering" monsters on the field. "Wandering Beast" now gains four hundred per extra wanderer instead of three. "Rogue" allows you to draw a card, and it's become a bit more powerful since now you can toss a trap card to bring it back even when it gets destroyed in battle. "Wandering Wizard" still gets to search the grave for spells, but now it doesn't get to search after a direct attack, so you have to actually kill an opponent's monster to make its effect work. (I hope that's a little more balanced...) "Healer" was left unchanged, as was "Hero", mostly because everyone likes them. And now for a new card... The Wanderer's Bonemerang Equip Spell Increase the equipped monster's attack by five hundred. If this card is equipped to "Wandering Hero", "Wandering Hero" may divide its attack points in half in order to attack the opponent directly. If this card is destroyed, you may pay 700 life points to place it on top of your deck. Blazing Rod: Kaen Equip Spell The equipped monster's attribute becomes fire. When the equipped monster is destroyed by a card effect, deal damage to the opponent's life points equal to the equipped monster's original attack. |
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Another Magic card:
Curse Doll 2BBBB Enchantment Whenever a creature is put into a player's graveyard except by the ability of a permanent named Curse Doll, each other player sacrifices a creature. |
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Guess somehow my post did not come through for previous posts... The boomerang isn't bad, since hero uses it the most and hero can search for equipments automatically. However, its uses is still generally limited, because equip cards are just initially sucky... Kaen is a good equip... it's just terror when equipped to a bird monster and you icarus attack with it (or any other self-destruction card effect) to make it a majorly powerful nuke... dunno how that'll work out. |
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YGO - Vampire/Van Helsing madness. - I made these up a while ago, like 5 months ago with the help of a few others. but I did start it off!
Vlad Dracula lv 8 - Dark - Zombie - 3100/2200 You can send 1 Normal Spell card from your hand to the graveyard to destroy of 1 Warrior or Spellcaster on your opponents side of the field. Vampire Marishka Lv 4 - Wind - Zombie - 1850/1100 She was once the Princess of the Royal Russian blood line. Now she stalks the seas for lost fishermen. Vampire Aleera Lv 4 - Wind - Zombie - 1750/1200 She was once the daughter of a Powerful Scientist. She hunts for beautiful men in the darkness of the night. Vampire Verona Lv 4 - Wind - Zombie - 1900/1050 She was once a Noble Warrior for Romania. She hunted her master for 3 years before finally serving him. Vampire Spawn Lv1 - Dark - Zombie - 100/100 {Flip} - Inflict 100 points of Damage to your opponent's life points for each Spell card in your graveyard. Van Helsing lv 7 - Earth - Warrior - 2500/2100 Increase the attack of this card by 300 for each Spell and Trap card on the field. Vampire Hunter lv 4 - Light - Warrior - 1600/1800 As long as this card remains face-up on the field, Decrease the attack of all Fiend and Zombie monsters by 200. Vampire Slayer Lv 4 - Light - Warrior - 1800/1600 As Long as this card remains face-up on the field, Decrease the attack of all Beast and Beast-Warrior monsters by 200. Gloomy Castle Field Spell Increase the atack and defense of all Zombie, Fiend, and Beast-Warrior monsters by 300. If this card is destroyed by another Field Spell card you can Special Summon 1 "Mecha-Stein" from your Deck, Graveyard, or Hand to your side of the Field. Mecha-Stein Lv 10 - Dark - Fiend - 3800/3800 This card can only be Special Summoned by the effect of "Gloomy Castle". When this Card destroys a monster on your opponent's side of the field, draw 2 cards. Drooling Puppy Lv 3 - Earth - Beast - 1500/0 A puppy that hasn't eaten anything all day and is very hungury. He a waits his Magician friend to return with food. Pure-white Warwolf Lv 4 - Light - Beast-Warrior - 1700/1000 During your Battle Phase, your Opponent can not activate any Spell cards. Ocean-Blue Warwolf Lv 4 - Water - Beast-Warrior - 1550/1550 This monster can attack twice during the same battle phase. Scarlet-Red Warwolf Lv 4 - Fire - Beast-Warrior - 1900/800 As Long as this card exists in your graveyard, inflict 100 life points of damage to your opponent during each of your Standby Phases. |
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Some other cards, from that same card game, converted to Magic: Haunted Halls 1UU Creature - Spirit Structure (?) 0/4 Defender. Whenever this is dealt combat damage by a creature, this deals that much damage to that creature. Uncommon Demolisher 4 Artifact Creature - Juggernaut 4/4 This can't block. This attacks each turn if able. Whenever this is blocked by a Wall, destroy that Wall at end of combat. Uncommon Sword of Passion W Enchantment - Aura Enchant creature Enchanted creature gets +2/+0 as long as it's a Soldier and +0/+2 as long as it's a Human. Common Cancellation 2U Sorcery Split second. Tap all lands. They don't untap during their controllers' next untap step. Rare I''l post more these next days. |
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Keep 'em coming. |
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More cards, only rare today: Scarlet Wyvern 1RRR Creature - Dragon 4/4 Flying, haste. When this comes into play, sacrifice it unless you sacrifice two basic Mountains. Rare Land Timeshifter 4 Artifact Return an untapped land you control to its owner's hand: Return target land card from your graveyard to play tapped. Rare Ice Prelpa 6 Artifact Creature - Prelpa 3/3 Creatures with power 2 or less don't untap during their controllers' untap step. Rare *Don't ask about the word 'Prelpa'. |
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Um... back to the wandering!
Sword of the Wanderer: Excalibone (Yes, I know, bad pun.) Equip Spell Increase the attack of the equipped monster by seven hundred. If the equipped monster is "Wandering Hero", destroy any monster that battles with the equipped monster. An Eternity of Space Field Spell As long as at least one monster on the field includes "Wandering" in its name, this card cannot be destroyed. When battle damage is inflicted on the controller of this card during a battle involving a "Wandering" monster, that damage is halved. The Wanderer's Secret Normal Trap When your opponent destroys a wandering monster on your side of the field, activate this card. Search your deck for one "Wandering" monster and add it to your hand. Bad Judgement Normal Trap Activate when your opponent declares a direct attack on your life points. Negate the attack, then choose two cards at random from your opponent's hand and discard them. Excaliber: The legendary rifle Equip Spell The monster equipped with this card must be a warrior or beast-warrior type. When the equipped monster deals battle damage to the opponent, inflict five hundred extra points of damage. When the equipped monster destroys a defense-position monster, your opponent discards one card. End of the Journey Normal Spell Pay life points until you only have one hundred left. Special summon as many "Wandering" monsters as possible from your hand, deck, or graveyard. |
Well, now...someone's got to comment on this YGO cards, ne? Here goes;
@NocturnLeader: Vlad Dracula. Eeep, pretty dangerous since you can pull it out so easily with Book of Life. The ability is pretty situational, but 3100 Attack alone makes it worth considering. Vampire Spawn...eh, looks like a nerfed Magical Explosion to me. Raise that damage to 200 at least, as it is you'd only get 3000 damage for having 3/4 of your deck devoted to spell cards and managing to dump them all. With a bit more damage to it this would have potential in decks based on Morphing Jar #2 since they tend to dump their own spells and traps accidentally. Vampire Hunter and Vampire Slayer are both just too weak. How about dropping Vampire Hunter to 1500 Atk, doubled when battling Fiend and Zombie monsters? As it is, it can't even whop Archfiend Solider. Vampire Slayer could have one of those 'destroy any monster that battles with this card' type effects, although I find it ironic that it gets its arse handed to it by Vampire Lord. x3 Gloomy Castle...pretty neat idea, but it won't work with current wording. When a field spell is played the existing field is threatened by game mechanics, not the field spell's effect, so the summoning wouldn't trigger. It should be something like 'If another Field Spell card is activated while this card is face-up on the field...'. Mecha-Stein is an absolute beast. That draw effect makes it a bit overpowered, though. I mean, by running a bit of Terraforming you could pretty effortlessly assemble three copies of Gloomy Castle in your hand then play them one by one, resulting in two Mecha Stein summons in one turn. Yikes. o.o Maybe change it to something like Berserk Dragon's down-powering effect (You know, loses 500 Attack for each battle) and put the card drawing effect as something you get when it's destroyed by battle? Pure-White Warwolf...is a contra Enemy Controller/Book of Moon/Shrink/Rush card? Just about the only spell cards I can picture people playing on the other person's turn. Fair enough, I guess. Ocean-Blue Warwolf, decently powered double-attacker but the extra fifty Attack means you can't pull it out by Mother Grizzly or the like, so it seems fairly balanced. Crimson-Red Warwolf. The ability is really a side-note, but it's an acceptable beatstick of beastly persuasion. The others are just subpar vanilla, really. Good for flavour, I suppose, but not much to say about them. @Art_Critic_Cubone: Excalibone...eh, gues that solves what we're pulling out with the hero's effect, eh? Very situational, but suits the hero nicely. An Eternity of Space I'm a bit mixed about. I mean, it has a self-protection effect, which is good, but the actual usefulness is sort of dubious. Maybe make it more like Rainbow Ruins? You know, getting stronger when you have more "wandering" monsters on your field? As it is, it's sort of like a nerfed Sanctuary in the Sky with a more limited pool of accepted monsters. The Wanderer's Secret is still a -1 and doesn't balance out your field like Hero Signal, so it's really not that hot. Maybe make it continuous or give it some additional effect? As it is, it's not really worth playing. :\ Bad Judgement is utterly cruel, and a very nice way to punish Gadget's 'clear and bap' approach to battles. Could also work for decks that run little to no monsters since it's both protection and card advantage. Nice one. Excaliber...sort of dubious usefulness, although I guess it's nice against people who like hiding behind silly Sheep Tokens. Don't think I'd play it, though. I mean, excalibone at least works for everything and counters the weak to mediocre Atk problem. End of the Journey: Backs Against the Wall reborn? xD But yeah, a handy way to get the fellowship together, I guess, and could be a potential game ender. Anyways, since I've never been one to leave a post without adding some of my own: Life Cycle Quick-Play Spell Select one monster on either player's field and tribute it. The controller of the tributed monster gains life points equal to the combined Atk and Def of the tributed monster. ^ Swords to Plowshares goes YGO? For some reason that's one of the few MTG cards I remember. xD Shuffle Slash Normal Spell Shuffle this card into your deck then discard a number of cards from the top of your deck equal to the number of cards in your opponent's hand. For each "Shuffle Slash" discarded by this effect, declare one card type (Spell, Trap, or Monster). Your opponent discards all cards of the declared type(s) from his/her deck. ^ Limited to two per deck. :3 Sage of Solitude Spellcaster/Effect 4 Star/Dark 1400 Atk/1000 Def If this card destroys an opponent's monster by battle, your opponent cannot summon or set any monsters (Including Flip Summon) during the next turn. Ojamerization Normal Spell Remove from play from your hand, field, or deck Fusion Material Monsters that are listed on a Fusion Monster with 'Ojama' in its card name and Special Summon the Fusion Monster from your Fusion Deck. (This is treated as a Fusion Summon) Ojama Queen Beast/Fusion/Effect 6 Star/Light 0 Atk/3000 Def "Ojama Black" + "Ojama Green" + "Ojama Yellow". Whenever your opponent Summons a monster (Including Flip Summon) while this card is face-up on your field, special summon one monster named "Ojama Black", "Ojama Green", or "Ojama Yellow" from your hand, deck, or graveyard to the field in face-up Attack or Defense Position. While this monster is in face-up Attack Position, increase the Atk of all other 'Ojama' monsters on your field by 2000. Ojama Sage Beast/Fusion/Effect 4 Star/Light 0 Atk / 2500 Def "Ojama Black" + "Ojama Yellow". During each of your draw phases, if this card is face-up on your field you may add one Spell Card with 'Oja' in its name from your Graveyard to your hand instead of drawing card. |
AE: Yuppers, End of the Journey is Backs to the Wall reincarnated. I meant to make it a quick-play spell though... ah, well. I'd just as soon leave it as it is for the moment. Life Cycle is a huge gain- I mean, even a lously Gadget results in a life point plus that becomes enormous. Maybe limit it to half the total of attack or defense, or add an extra requirement, like for Nutrient Z?
Shuffle Slash- It's like the real-life but cooler cousin of whatever-that-card-was in GX where if you drew it twice, your opponent lost his entire field and lost a thousand life points for each one, almost. Oh yeah, now I remember, it was Slash Draw! Yeah... anyway, don't think I'd use it. Too risky. Sage of Solitude: Evil... Absolutely evil. I'm scared already. Ojama Sage+Ojamachinegun deck= love. Ojama Queen: The Ojamas are now an attacking force, huh? This baby plus heart of clear water equals massive attack force, if you can wipe your opponent's field clean- though with Ojama Delta Hurricane, it isn't that hard. |
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