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Mirror Fiend Arcanist
Fiend/Effect 6 Star/Light 1600 Atk/ 800 Def This card may not be Special Summoned. Discard one Spell Card from your Hand to activate the effect of a Normal Spell Card in your opponent's Graveyard. You may only activate the effect of one 'Mirror Fiend Arcanist' each turn. I don't get how it is broken. It is a monster form of Double Spell. So I should see where your going Ichy. It would be limited worthy. Even if most traditional spell cards were unbanned. It has a lot of restrictions that does not make it broken. It makes Call of the Haunted and Premature Burial useless. Along with a once per turn restriction. Which does make it useful enough. Though the card would do horrible in the early game. Even though in the late game you would have to discard a likely useful spell card which is a big cost. It's rather a bit situational. Best in the mid-late game though. It does give more options which makes it powerful. |
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As far as the fix to vanity, yes that's quite different and a lot better. Now it's a virus-wannabe, and there's no problem with that. |
Most face-up troublemakers still get Brain Controlled, though. Battle between monsters isn't exactly the 'in' thing at the moment. =O Hmm...maybe cut knight down to limited and restoration to semi-limited? It can still be recurred but it won't be all over the place in multiples, even though Momonga, Germ, and every other recruiter under the sun still feast on it and Kishido Spirit kind of seems like a bit of an over investment if it's only to abuse one monster too. So controller works for it; it also works against it and it's not like knight is the only thing that benefits from teaming up with that card. (I mean, how many common beatsticks even have the strength to wall out Hydrogeddon when they're switched to defense?)
On Arcanist: players still have Spell Striker to wipe out spells from their graveyard, not to mention that you can always chain in D.D. Crow if you're really hell-bent about stopping the effect...or people could run The Transmigration Prophecy, which could also be used to pull the dangerous normal spells out of the graveyard and put them into the deck too. Yes, arcanist pays off, but it comes with a healthy portion of risk as well: it's not exactly low maintenance since its measly 1600 Atk isn't really helping it stand up in a fight, not to mention that it's an absolutely horrible topdeck or early draw. Smashing Ground also breaks up the Vashne/Nevash duo, as does having only one monster on your field. I'd like to think of it as high investment high return. I mean, how much more penalty and restriction can be applied to it without making it utterly unplayable? If people are carelessly tossing dangerous cards into their graveyards then that's a conscious risk they're taking. I don't see why something should be stamped as broken just because it capitalizes on the current gaming trends. Brokenness is a clear absolute advantage over all other cards with the same purpose; not a comparative one caused by your opponent's card choices. :\ Anyways: do we have an agreement on the cards besides arcanist? xD |
Hmm...
n00by ACC doesn't want to comment on the mirror monsters because they don't matter as far as n00by ACC is concerned. I'll let the more experienced people deal with that, since my grasp of the metagame is basically equal to "I know what card advantage is!" and that's where it stops. The Pikeru/Curran theme cards are definitely acceptable though. Anytime you wanted to shove those cards in my roleplay, feel free to do so. *smile of GREAT JUSTICE CAPS* |
(Name of Card: Zach Young
(Card Type: Monster (Level/Type/Attribute: 4, Warrior, pyro (Effects: For every zombie in the oppnents and user's graveyard this card gets 100 attack points and 100 defence points. (ATK/DEF) Atk: 1500 Def: 1500 (Rarity) uncommon Name: AJ Valentine Card type: Monster Level: 6 stars Type: Warrior Attribute: light Effects: For every zombie in the opponents and user;s graveyard, this card attains 200 atk and def points Rarity: Rare Atk: 2500 Def: 1950 Name: Type Zero: The Fool Card type: Monster Level: 4 Type: Beast Warrior Attribute: Dark Effects: For every turn this card is in play you and your opponent lose 250 life points, additionally if this card is sent to the graveyard you can sacrifice a card of the same level to return this card to your hand. Rarity: One Of A Kind Atk: 1800 Def: 0 Name: Type One: The Magician Card type: Monster Level: 8 Type: spellcaster Atribute: dark Effects: This Card can only be destroyed by magic or trap cards, additionally to keep this card on the feild you must pay 1000 life points each battlephase. Rarity: one of a kind Atk: 3000 Def: 1500 Name: Type Two: The High Priestess Card Type: Monster Level: 4 Type: Spellcaster Attribute: Dark Effects: This card can only be destroyed by a monster, Additionally you must pay 500 life points each turn. Rarity: one of a kind Atk: 1600 Def: 1600 Name: Type Three: The Empress Card Type: monster Level: 3 Type: Spellcaster Attribute: dark Effects: When this card is on the feild, if you discard two cards from your hand to the graveyard you can destroy a card of choice on the foe feild. Rarity: one of a kind Atk: 1500 Def: 300 Name: Type Four: The Emperor Card Type: monster Level: 7 Type: spellcaster Attribute:dark Effects: By Sacrificing this card off the feild you can special summon any of the following cards to the feild: Judgement, Heirophant, the tower and Strength. Rarity: one of a kind Atk: 2900 Def: 1500 Name: type five: Hierophant Card Type: monster Level: 4 Type: spellcaster Attribute: dark Effects: Flip: Inflict 500 direct damage to your opponents life points. Rarity: one of a kind Atk: 1800 Def: 100 Name: Type Six: The Lovers Card Type: monster Level: 2 Type: spellcaster Attribute: dark Effects: By Tributing this card you may summon any Tarot card from the graveyard thats effect doesn't decline it. Rarity: one of a kind Atk: 500 Def: 500 Name: Type Seven: The Chariot Card Type: monster Level: 4 Type: winged beast Attribute: dark Effects: Flip: Gain 500 life points, after so this card is destroyed Rarity: one of a kind Atk: 1200 Def: 2000 Name: Type 8: Justice Card Type: monster Level: 4 Type: Warrior Attribute: dark Effects: Sacrifice all the cards on you side of the feild to special summon a Fusion monster Rarity: one of a kind Atk: 1700 Def: 1700 Name: Type nine: The Hermit Card Type: monster Level: 5 Type: spellcaster Attribute: dark Effects: Flip: Increase the defence of any card on your side of the feild by 1000 points but half there defence points Rarity: one of a kind Atk: 2200 Def: 1100 Name: Type Ten: Wheel Of Fate Card Type: Monster Level: 9 Attribute: Dark Type: spellcaster Effects: This card can only be summoned when it is Special summoned by sacrificing these Five Cards, The Emperor, The Magician, Judgement, The sun, The moon. It's Atk and Def Points are determined by the Remaining Life Points, If the Life Points are above 4000 then this cards Atk and Def are 2000, if the remaining points are above 2000 then the points are 3000, if the points are lower then 1000 then the points are 5000 each, if the points are below 2000 but above 1000 they are 4000. rarity: one of a kind Atk: ? Def: ? Name: Type Eleven: Strength Card Type: monster Level: 8 Type: warrior Attribute: dark Effects: Pay 1000 Points a turn to keep this card on the feild. Rarity: one of a kind Atk: 3800 Def: 3500 Name: Type Twelve: Hanged Man Card Type: monster Level: 4 Type: warrior Attribute: dark Effects: every battle phase the card loses 500 atk points Rarity: Atk: 2000 Def: 2000 Name: Type Thirteen: Death Card Type: monster Level: 4 Type: spellcaster Attribute: dark Effects: Destroy one monster on the other side of the feild, additionally this card is destroyed Rarity: one of a kind Atk: 1800 Def: 0 Name: Type 14: Temperance Card Type: monster Level: 4 Type: spellcaster Attribute: dark Effects: this card can only be destroyed by a magic card. Rarity: one of a kind Atk: 1300 Def: 1800 Name: Type 15: The Devil Card Type: monster Level: 8 Attribute: Dark Type: Spellcaster Effects: While using this card, no other monster can be on your side of the feild, in adition you can for your battle phase turn one of your foes monsters against him. rarity: one of a kind Atk: 3000 Def: 2900 Name: Type 16: The Tower Card Type: monster Level: 5 Attribute: dark Type: spellcaster Effects: No matter the curcumstances this card may not inflict damage upon the foes side of the feild, in adition this card may be used as a sheild for another card, but only one card per turn. rarity: one of a kind Atk: 0 Def: 3000 Name: Type Seventeen: The Star Card Type: monster Level: 4 Attribute: dark Type: spellcaster Effects: it costs 500 life points a turn to keep this monster in play, in addition this monster must shift to defence mode after the battle phase. rarity: one of a kind Atk: 2700 Def: 500 Name: Type Eighteen: The moon Card Type: Monster Level: 4 Attribute: Dark Type: spellcaster Effects: While this card is in play, Umi or Legendary Ocean may not be in play on either side of the feild, in addition every water type monster Atk and Def points are decreased by 500 points. rarity: one of a kind Atk: 1000 Def: 1500 Name: Type Nineteen: The sun Card Type: monster Level: 4 Attribute: dark Type: spellcaster Effects: While this card is in play, Fire type monsters atk and def are raised by 500 points while water type monsters are decreased by 500 points. rarity: one of a kind Atk: 1500 Def: 1000 Name: Type 20: Judgement Card Type: monster Level: 9 Attribute: dark Type: spellcaster Effects: This card can only be destroyed by Monster cards that are either one above or one below it's level, in adition this card can only be summoned when all other Arcana cards are in the graveyard except Type 21: The World; and Type 10: The Wheel Of Fate Cards include, The Fool, The Magician, The High priestess, The Empress, The Emperor, The Heirophant, The Lovers, The Chariot, Justice, The Hermit, Strength, The Hanged Man, Death, Temperance, The Devil, The Tower, The Star, The Moon and the Sun rarity: one of a kind Atk: 3000 Def: 3000 Name: Type 21: The World Card Type: Monster Level: 10 Attribute: dark Type: spellcaster Effects: Can only Be special summoned when all Arcana Types Below it are in the Graveyard, Only another Monster card can destroy it. rarity: one of a kind Atk: 6000 Def: 6000 Name: AJ Valentine- Corruption Card Type: Fusion Monster Level: 9 Attribute: Light Type: Warrior Effects: AJ Valentine + Type Ten: Wheel Of Fate rarity: rare Atk: 5000 Def: 3000 Name: AJ Valentine- Enlightend Card Type: monster fusion Level: 9 Attribute: light Type: warrior Effects: AJ Valentine + Type 20: Judgement rarity: rare Atk: 3000 Def: 5000 Name: Handgun Card Type: magic equipt Effects: When equipted to a warrior, the warrior's Atk increases by 500 rarity: common Name: Revolver Card Type: Magic Equipt Effects: When equipted to a warrior the warrios atk is increased by 800 points rarity: Uncommon Name: Shotgun Card Type: Magic Equipt Effects: When equipted to a warrior the warrios atk is increased by 1000 points rarity: rare Name: Uzi Card Type: Magic Equipt Effects: When equipted to a warrior the warrios atk is increased by 600 points rarity: Uncommon Name: Rifle Card Type: Magic Equipt Effects: When equipted to a warrior the warrios atk is increased by 1000 points rarity: rare Name: Fallen angel Card Type: monster Level: 4 Attribute: Light Type: spellcaster Effects: Whenever this card is sent to the graveyard, return it to your hand Atk: 1800 Def: 1200 Name: Messiah Of Light Card Type: monster Level: 4 Attribute: Light Type: spellcaster Effects: rarity: rare Atk: 1900 Def: 1100 Name: Messiah Of Darkness Card Type: monster Level: 4 Attribute: dark Type: spellcaster Effects: rarity: rare Atk: 1900 Def: 1100 Name: Messiah Of Chaos Card Type: Fusion Monster Level: 6 Attribute: Light Type: spellcaster Effects: Messiah Of Light + Messiah Of Darkness rarity: rare Atk: 2500 Def: 2500 Name: Black Rose Card Type: monster Level: 1 Attribute: dark Type: spellcaster Effects: rarity: rare Atk: 500 Def: 500 Name: Fallen Angel; Messiah Of Black Roses Card Type: fusion monster Level: 10 Attribute: Light Type: spellcaster Effects: Messiah Of Chaos+Fallen Angel+ Black Rose rarity: rare Atk: 5000 Def: 5000 Name: Perfection Almagation Card Type: Magic Effect: Acts as a Polymerzation, However the monsters cannot defuse once fused. |
Another idea just popped into my head. Observe
Raging Rust Counter Trap Card You can only activate Raging Rust during a opponents' Standby Phase. Skip that players Battle Phase. In addition, remove all Machine type monsters in play from the current Duel. At the end of your next End Phase, Special Summon all Machine type monsters removed from the Duel this way under thier owners control. Monsters special summoned into play by this card do not activiate any effects on any Monsters, Spells and Traps in play. EDIT: And another based off a Magic card design i posted here earlier Possessor Of Objects Monster Type: Fiend Element: Dark 4 Stars 1500ATK/1150DEF Effect: If this monster battles a monster with an Equip Magic Card Attached to it, all effects of the Equip Magic Card(s) attached to that monster are instead applied to Possessor Of Objects until the end of the Battle Phase |
Fixing them
Calliel Fairy - Light - 2300/1700 - Lv 6 If this card was destroyed by a card effect you can special summon it to your side of the field during your next Standby Phase. *One of the throne angels serving in the second heaven, invoked to bring prompt help during adversity. Savuriel Fairy - Light - 1900/900 - Lv 4 If this card was flipped summoned gain 400 life Points. If this card is Special Summoned gain 800 Life Points. If this card is Removed from Play gain 1000 Life Points. *An angelic guard of the third heaven. Hakem Fairy - Light - Lv 3 - 1700/0 Once per turn, If you have another Fairy type monster on your side of the field you can negate the attack of a monster targeting this card. *An angelic guard stationed at the fourth heavenly hall. NEW Stuff - The 7 Holy Immortal Ones Rapheal, Archangel of Truth & Justice Fairy - Lv 4 - Light - 1700/1600 During your Standby Phase, you can Look at the top 3 cards of your deck, if one of the cards has the word "Archangel" in its title you may put the card in your hand. If you used this effect Place the remaining cards at the bottom of your deck. Gabriel, Archangel of Right Order Fairy - Lv 4 - Light -1800/1000 During your Stanby phase Look at the top 5 cards of your deck and rearrange them in any order and return them to the top of your deck. Chamuel, Archangel of Obedience Fairy - Lv 4 - Light - 1600/1700 While this card is face-up on the field all Monsters on the field cannot be taken control of. Micheal, Archangel of Prosperity Fairy - Lv 4 - Light - 1900/700 During your standby phase if you have 2 other "Archangel" monsters on your side of the field Draw 1 card from your deck. If you have 3 or more "Archangel" monsters on the field you can draw 2 cards. Adabiel, Archangel of Wisdom & Piety Fairy - Lv 4 - Light - 1800/800 During your Stanby phase, Call out a cards name, now look at the top card of your deck. If the top card on your deck is the card you called, place that card in your hand. If the card isn't the card you called discard it to the graveyard. Haniel, Archangel of Health Fairy - Lv 4 - Light - 0/2500 During your Standby Phase, gain 500 Life Points for every "Archangel" you have in play. Zaphiel, Archangel of Immortality Fairy - Lv 4 - Light - 2000/0 If this card is destroyed and sent to the graveyard by a Spell or Trap card, you can Special Summon it during your next Standby Phase. |
Fallen, your cards are riddled with miswordings and your irregular presentation makes them a pain to look through for pricks like me. Please, for the love of all that is sweet and sugary, stick to the basic format here (see cards by me, ACC, and Frostweaver for said format) and at least try to follow the wording practices of actual cards. -.-
Te-hee...actually, ACC, the full brunt of the Curran/Pikeru support comes now. Last night I finally figured out a set of cards that would be simply perfect for my character. >D Court of Nobles Field Spell While this card is face-up on your Field, increase the Atk of all 'Curran', 'Pikeru', and 'Royal' monsters by 300. During your Draw Phase, instead of drawing a card, you may add 'Coronation of the Princesses' from your Deck to your Hand. Royal Emissary Warrior/Effect 4 Star/Light 1900 Atk/ 1600 Def If 'Court of Nobles' is not on your Field, this card is destroyed. Discard this card from your Hand to add 'Court of Nobles' from your Deck to your Hand. Royal Justice Spellcaster/Effect 4 Star/Light 1300 Atk/ 1200 Def Whenever you negate the summoning, effect, or attack of a card controlled by your opponent, inflict 500 points of Direct Damage to your opponent, and if 'Court of Nobles' is on your Field discard a card at random from your opponent's Hand. Royal Sharpshooter Warrior/Effect 3 Star/Wind 1200 Atk/ 800 Def While 'Court of Nobles' is face-up on your Field, this card can attack your opponent directly. Royal Enforcer Warrior/Effect 4 Star/Light 1400 Atk/ 1300 Def While 'Court of Nobles' is face-up on your Field, negate the effects of all effect monsters destroyed by 'Royal' monsters in battle. Royal Treasurer Spellcaster/Effect 3 Star/Dark 1100 Atk/ 700 Def If this card inflicts Battle Damage to your opponent while 'Court of Nobles' is face-up on your Field, draw a card. During each of your End Phases, if there are no cards in your Hand draw a card. Yay for royalty. I'm honestly of two minds about Justice: should it be above recruiter range at the benefit of becoming useful on the field or stay recruitable but with weak stats like it is now? :3 |
Hm... I'd say that Justice could come up with five hundred more attack points, so it would still be recruitable but gain a little more usefulness. I don't really see anything wrong with these cards, so...
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7 Heavens
Field Increase the Attack of all Fairy tpe Monsters by 700. If you Summon, or Special Summon 1 "Archangel" during your Main Phase 1, destroy 1 Monster on your Opponents side of the Field. If you Summon or Flip Summon a "Angelic Beast" destroy 1 set card on the field. Order of the First Choir Contin. Spell Increase the Attack of all "Archangel" and "Angelic Beast" monsters by 300. Order of the Second Choir Contin. Spell Increase the Defense of all "Archangel" and "Angelic Beast" monsters by 500. Order of the Third Choir Contin. Trap If a "Arachangel" or "Angelic Beast" is destroyed in battle you can pay 700 Life Points to Special Summon it during your next Main Phase 1. Order of the Fourth Choir Contin. Trap Negate the effect of Trap cards that Target "Archangel" and "Angelic Beast" monsters on your side of the field. Sample of upcoming Angelic Beast Ideas Angelic Beast the Ram Fairy/Spirit - Light - Lv 4 - 1800/0 If this card attacks a Defense monster, destroy the monster immediatly. During the End phase this card returns to the original owners hand. |
Nyu, giving justice 500 more might be a bit too much seeing as how it will also gain 300 from Court (Resulting in 1800) and that ability does some rather nasty stuff in combination with cards like Forced Back. Meh...maybe raise it up to 1300 at most. Now to sort out this jungle of messed up wordings:
@Fallen: Zach Young: There's no pyro attribute; that should be fire. Also, the effect should just be "Increase the Atk and Def of this card by 100 x the combined number of Zombie type monsters in both players' graveyards." Meh, weak card; zombies don't make a habit of staying in the graveyard and this card is worthless if they don't. At most you'll probably get a boost from a Pyramid Turtle or two, but most likely this one will just fail. :\ AJ Valentine: What's with these card names? o.O Anyways, same wording problem as with the previous card. Slightly more useful than its predecessor, but still pretty much a failure because so few people uses zombies. Lukewarm Atk boosts in general aren't that hot anyway. The Fool: Screwed up wording once more, should be "During each of your Standby Phases, your opponent loses 250 Life Points." Also, that's tribute; not sacrifice. Meh, the damaging effect is way too weak to be useful, but the Atk is passable. The Magician: Wording, wording; "During each of your Battle Phases, pay 1000 Life Points, otherwise this card is destroyed.". That LP cost renders it utterly useless, though; the protection isn't a big deal since big monsters get stolen or Smashing Grounded anyway. The Empress: Do I even need to mention that the wording is all wrong? *Sigh* "Discard two cards from your Hand to select one card on your opponent's Field and destroy it." Bad trade-off; I'd sooner take my chances with Snipe Hunter. The Emperor: "Tribute this face-up card on the Field to Special Summon one [Insert card names here]"...there's just so much wrong with how you have worded this. First off: as it is it can't summon anything because there are no cards with the names you mentioned. In effects like this you have to give the full card name of the monster you want to specify, otherwise it won't work, and since there's no 'Type whatever' in the cards declared here the effect has no legal targets. Also, special summon from where and how many? :\ The Hierophant: What the fudge is up with that flip effect? If you want a burn effect then make it a burner, but risking an 1800 Atk beatstick for 500 direct damage is just plain stupid. The Lovers: Again, there are no allowed targets. 'Tarot card' means 'Card with tarot in its name' and there aren't any. -.- The chariot: Why on earth would anyone want to play this? 500 LP is practically nothing, and because it's a flip effect this one effectively can't be used as a wall without suiciding itself. Also, that should be "Gain 500 Life Points then this card is destroyed.". Justice: Tribute; not sacrifice. Also, it's ridiculously exploitable since you haven't put any limit on what fusion monsters you can summon. Just play this to pull out Cyber Twin, the recur it with Premature Burial later and tribute again for another Cyber Twin. Also, you have to learn not to give every monster a beatstick Atk. There should be a balance in power between card effects and stats. -.- The Hermit: "Reduce the Def of a monster on your Field by half, then increase the selected monster's Def by 1000.". Absolutely lousy card; to apply that effect the target monster would have to be face-up, and it takes an incredibly stupid player to attack a face-up defense position monster with a weaker monster. Plus, anything with a def of 2000 or more doesn't gain anything from this effect, bringing it to an all new level of pointlessness. Wheel of Fate: Wtf? This card can only be summoned when it's special summoned? That's a contradiction in term. "This card may not be Normal Summoned or Set. This card can only be Special Summoned by tributing [Insert situational tributes here] from your Field." I'm not even going to bother sorting out that messed up Atk and Def determination since the boundaries are already overlapping. While you have 2000 life points then it should, according to that effect, have both 2000 and 3000 Atk and Def at the same time. If you can't tell the contradiction here then you're a lost cause. Also, five situational tributes for a monster that's barely worth it in the first place is just plain sad. I see no use for this card whatsoever. Strength: "During each of your Standby Phases, pay 1000 Life Points. If you do not, this card is destroyed." Seriously, how many high Atk monsters will it take to make you satisfied? Not really worth it either. The Hanged Man: Again, why would anyone play it? The moment you try to attack with it its Atk immediately drops to 1500 and then it's all downhill from there. Death: Exiled Force does this already. Temperance: A but if an overblown effect concerning the stats and level, but it's hardly going to bail out all the other pointless ones. Brain Control and Smashing still get rid of it. The Devil: Again, your wording is not from this world. 'Turn against' is not a card effect, that's "Select and control one monster on your opponent's Field". Also, the first provision should be "When this card is summoned (including Flip Summon) tribute all monsters on your Field except for this card. While this card is face-up on your Field, you may not summon or set any monsters.". This one is just crying for a Fiend type too. Anyways, giving up a field's worth of monsters for this just seriously isn't worth it. -.- The Tower: Where do you get these wordings from? Please, go look at an actual YGO card right now. The first effect can't really be worded out in YGO style, and quite frankly there's no feasible reason for anyone getting to use it, but the second one should be "Once per turn, when your opponent declares an attack against a monster on your Field you may switch the target of the attack to this card.". Another one that's not even nearly earning its keep. The Star: See above for the life point cost wording. Second effect: "At the end of your Battle Phase, this card is switched into Defense Position.". The stats are complete overkill; even Goblin Attack Force tops at 2300, and that one stays in defense for two turns. The Moon: That first effect has got to be one of the randomest ever. *Sigh* "While this card is face-up on the Field, 'Umi' on the Field is destroyed. Increase the Atk and Def of all Water attribute monsters on the Field by 500." The Sun: "While this card is face-up on the Field, increase the Atk and Def of all Fire attribute monsters on the Field by 500 and decrease the Atk and Def of all Water attribute monsters by the same amount." Perfect Almagation: Just copy Polymerization's effect and slap on "A monster fusion summoned by this effect may not be selected as a target for 'De-Fusion'.", I seriously don't understand why anyone would want to cut down on the amount of available support cards, though. The rest consist of a couple of pointless vanillas, brokenly high Atk fusions, and incorrectly worded Equip Spells. ... Honestly, barely any usable ones in the lot. The names remind me of the arcana force monsters, but unlike them these have no cool or innovative effects and no synergy with each other and the few effects that they do have bear no relevance to the qualities of their tarot counterparts. Broken wordings are a rule rather than an exception. Honestly: quality over quantity. The tarot figures have some neat potential but these aren't living up to it at all. T_T |
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Oh, remember what I said about Royal Decree? Well... Barrier of Resurrected Wall Normal Trap You can only activate this card during your opponent's Battle Phase when you have no monsters on your side of the field. Select up to 3 Continuous Spell or Trap cards in your Graveyard and place them face-up in 3 of your Monster Card Zones. Treat the placed cards as monsters (they have no Type or Attribute, Level 1, 0 ATK 0 DEF). These cards cannot be used as a Tribute under any circumstances. If these cards are destroyed by an opponent's card effect, add them to your hand instead of sending them to the Graveyard. |
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Barrier of Resurrected Wall: Ohh...clever. Either waste your attacks or give your opponent free cards...quite tricky, and either way they're dumped into the graveyard to be dug up by Mask of Darkness. If there were more cards like this Uria might be playable too. :3 Anyways...I think I'm leaving the Atk boost since the royals are supposed to be weak outside of their little Field. That's true about the little double-trouble princesses, though...ho-hum, I think this calls for a trap: Judgment of the Princesses Counter Trap This card can only be activated by selecting a face-up 'Pikeru' or 'Curran' monster on your Field when your opponent declares an attack. This card's effect is determined by the monster you selected: Ebon Magician Curran: Destroy the attacking monster and inflict damage to your opponent equal to 200 x the level stars of the destroyed monster. Princess Curran: Destroy all Attack Position monsters on your opponent's Field then inflict damage to your opponent equal to 500 x the number of monsters destroyed by this effect. White Magician Pikeru: Return the attacking monster to the top of your opponent's deck then gain Life Points equal to 400 x the level stars of the returned monster. Princess Pikeru: Shuffle all Attack Position monsters on your opponent's Field into your opponent's Deck then increase your Life Points by 1000 x the number of monster returned to your opponent's Deck by this effect. That one any good? ^-^ |
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That works for support for the princesses, but...I was referring to another card that links the girls to the Royals. So far, you only have one monster and the Field Spell by extension, and that doesn't seem anywhere near fair. You made me think of another card, though: Lingering Magic Field Spell As long as this card is face-up on the field, treat all Spell and Trap cards as Continuous cards (in addition to their normal type). Their effects cannot be used more than once. I think I just made Hamon & Uria much easier to play :P. |
Hamon is already easy thanks to the new and improved Crystal Beasts, thank you very much. Uria needed the help, anyway. Anyway, it's not really playable outside of a Uria-based deck, and I don't see too many of those around, but go ahead and take it. Your monster!
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Ohh...kay; let's try some non-broken arcana monsters. Please note that even though I'm using the name of arcana force my cards may or may not correspond to anything you've seen in the anime. Most likely they won't. =O
Arcana Force 0 - The Fool Spellcaster/Effect 3 Star/Wind 1800 Atk/ 1400 Def When this card is summoned (Including Flip Summon) it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: This card can attack your opponent directly. Bottom: All Battle Damage from battles involving this card is inflicted to the controller of this card. Arcana Force I - The Magician Spellcaster/Effect 4 Star/Fire 1000 Atk / 1000 Def When this card is summoned (Including Flip Summon) it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: Each time a Spell Card is activated, increase the Atk of this card by 1000 until the end of the turn. Bottom: Each time you activate a Spell Card, lose 1000 Life Points. Arcana Force II - The High Priestess Spellcaster/Effect 5 Star/Light 2200 Atk/ 2400 Def When this card is summoned (Including Flip Summon) it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: At any time during either player's turn, you may flip any face-down card on your opponent's Field face-up (Card effects are not activated) then return it to its original position. Bottom: Face-down cards on your opponent's Field may not be destroyed. Arcana Force V - The Hierophant Spellcaster/Effect 3 Star/Light 1400 Atk/ 1200 Def When this card is summoned (Including Flip Summon) it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: All Arcana Force monsters can be Normal Summoned without Tribute, regardless of level. Bottom: You must pay 1000 Life Points to tribute a monster for Tribute Summon. Arcana Force VI - The Lovers Spellcaster/Effect 5 Star/Fire 2400 Atk/ 800 Def When this card is summoned (Including Flip Summon) it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: Select and control one face-up monster on your opponent's Field for the remainder of the Duel. When the card controlled by this effect is destroyed, it is sent to the original owner's Graveyard. Bottom: Control of this card is switched to your opponent for the remainder of the Duel. When the card controlled by this effect is destroyed, it is sent to the original owner's Graveyard. Arcana Force VII - The Chariot Warrior/Effect 4 Star/Earth 2000 Atk/ 1200 Def When this card is summoned (Including Flip Summon) it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: This card can not be destroyed during your Battle Phase. Bottom: Whenever this card is involved in Damage Calculation, it is destroyed at the end of the Damage Step. Arcana Force XIII - Death Zombie/Efffect 8 Star/Dark 2800 Atk/ 2500 Def When this card is summoned (Including Flip Summon) it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: Whenever this card destroys your opponent's monster in battle, destroy all monsters on your opponent's Field. Bottom: Whenever this card destroys your opponent's monster in battle, your opponent may Special Summon any monster of equal or lower level from his/her Hand or Deck. Arcana Force XVI - The Tower Rock/Effect 8 Star/Dark 2300 Atk / 3000 Def When this card is summoned (Including Flip Summon) it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: Destroy one 'Arcana Force' monster on your Field then Special Summon one 'Arcana Force' monster with a higher level than the destroyed monster from your Deck. Bottom: Destroy all cards on your Field except this card. Arcana Force XVII - The Star Spellcaster/Effect 3 Star/Light 1600 Atk / 1600 Def When this card is summoned (Including Flip Summon) it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: Gain 4000 Life Points. Bottom: Gain 2000 Life Points. When this card is removed from the Field, lose 4000 Life Points. Four of Cups Normal Spell When this card is activated, it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: During your next two Draw Phases, draw two cards instead of one. Bottom: Skip your next two Draw Phases. Ten of Swords Normal Spell When this card is activated, it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: Destroy all monsters on the Field. Bottom: During each End Phase of your next two turns, destroy one monster card on your Field. Card of Ill Fate Normal Spell Pay 2000 Life Points to Special Summon one 'Arcana Force' monster from your Graveyard to your opponent's Field. Monsters Special Summoned by this effect are not placed face-down, but receive their 'bottom' effect instead. |
Quote:
What about my card...? |
Well, they'd be okay if anyone wanted to RP using them, as the cards in the anime lack the little "Konami" symbol. XD
You could also just have the person flip a coin, similar to the anime-style Arcana Force monsters' original effects. Jeez, I must have been on crack when I typed the rule page out for the RP. I forgot to mention that stealing junk is wrong. "Magician", "Chariot", and "Strength" are all already OCG cards, if I'm not mistaken. There's at least one other Arcana Force out there... the one with the subjective special summoning text and the massively awesome abilities. And four thousand attack. As I recall, the original Arcana forces are actually a tad more useful then your cards, as they get two "positive" abilities, one usually focusing on buffing them up for offense, the other on a trade-off, such as lowering attack strength to negating effects or swapping monsters with the opposing player. Yesh, very scary. Icha: Nobody cares about your card. Except Sacred Beast players. The main problem that impedes its playability is that your own cards are locked too, so you end up just as unable as your opponent to play unless you've got Hamon or Uria up your sleeve. |
As for Lingering Magic...well, you'd need a very consistent way to pull out Uria or Hamon to use that, otherwise you'd be left in a position where you can't use any spells or traps. Interesting...but I'm not sure how many players would like to risk the clog for it, even though this now makes 3x Uria, 3x Hamon a viable option for a deck. ^^
On the arcanas: Ahh...I forgot about that. *Sweatdrop* Hmm...maybe these cards could have both logos in every corner (Inverted in the right places) so they'd look the same from behind, regardless of which way they are? *Shot* I don't want to go with a coin toss, though; that could be exploited by Second Coin Toss. :3 Also, since the arcana force cards were never printed they technically don't exist any more that Kuribabillion. =O And ACC, I'm sort of trying to stick to their tarot connotations here, so most will have negative effects (although there may be exceptions). Also, as I recall a lot of those arcanas in the anime had negative reverse effects. The Empress made you discard every time your opponent summoned, the emperor weakened all arcana force monsters, the Magician self-destructed when someone played a spell, the Strength gave all your monsters to the opponent and the Chariot went to your opponent when it was destroyed. Some of the penalties here, however, I'm turning more exploitable than others. (For instance, the Tower combined with Card of Ill Fate becomes a semi-Demise field nuke) Anyways, I have the urge to finish this set so here I go again: Arcana Force III - The Empress Spellcaster/Effect 4 Star/Fire 1500 Atk/ 1200 Def When this card is summoned (Including Flip Summon) it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: Once per turn, you may treat the Normal Summon of an 'Arcana Force' monster as a Special Summon (Tributes must still be offered for monsters level 5 or higher). Bottom: You may not Special Summon any monsters. Arcana Force IV - The Emperor Spellcaster/Effect 4 Star/Earth 1500 Atk/ 1200 Def When this card is summoned (Including Flip Summon) it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: Increase the Atk of all face-up 'Arcana Force' monsters on the Field by 500. While there is a face-up 'Arcana Force' monster on your Field other than this card, this card may not be selected as an attack target. Bottom: Decrease the Atk of all face-up 'Arcana Force' monsters on the Field by 500. While there is a face-up 'Arcana Force' monster on your Field other than this card, this card may not be selected as an attack target. Arcana Force VIII - Justice Spellcaster/Effect 3 Star/Light 1400 Atk/ 1400 Def When this card is summoned (Including Flip Summon) it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: Both players shuffle their Hands into their Decks then draw a number of cards equal to half the combined number of cards shuffled (Rounded up to the nearest whole). Bottom: Both players' Life Points become half the sum of their current Life Points. Arcana Force IX - The Hermit Spellcaster/Effect 6 Star/Dark 2300 Atk/ 1800 Def When this card is summoned (Including Flip Summon) it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: Pick up the top four cards of both players' decks then put them back in any order. Bottom: As long as this card remains face-up on the Field, you must continue to show your Hand to your opponent. Arcana Force X - Wheel of Fortune Fiend/Effect 8 Star/Wind 2600 Atk/ 2600 Def When this card is summoned (Including Flip Summon) it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: During each of your Draw Phases, if you draw an 'Arcana Force' monster you may show it to your opponent to draw a card. Bottom: During each of your End Phases, discard your Hand then draw a number of cards equal to the number of cards discarded by this effect. Arcana Force XI - Strength Warrior/Effect 5 Star/Fire 2200 Atk / 1400 Def When this card is summoned (Including Flip Summon) it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: Whenever an 'Arcana Force' monster on your Field is designated as the target of a card effect controlled by your opponent, negate the effect of the card and destroy it. Bottom: Whenever an 'Arcana Force' monster on your Field is designated as the target of a card effect controlled by your opponent, control of the targeted monster is switched to your opponent until the end of the turn. Arcana Force XII - The Hanged Man Fiend/Effect 7 Star/Dark 2500 Atk/ 2800 Def When this card is summoned (Including Flip Summon) it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: During each player's Battle Phase, only one monster on the Field may attack. Bottom: Switch the Atk and Def of all face-up cards on the Field. Arcana Force XIV - Temperance Fairy/Effect 6 Star/Earth 2200 Atk / 2200 Def During your opponent's turn, you may remove this card in your Hand from play. If you do, all Battle Damage you receive until the end of the turn is reduced by half. When this card is summoned (Including Flip Summon) it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: Increase the Atk and Def of this card by 600. All Battle Damage from battles involving this card is reduced by half. Bottom: When this card is sent from the Field to the Graveyard, neither player can declare an attack until the end of the turn. Arcana Force XV - The Devil Fiend/Effect 8 Star/Dark 2900 Atk / 1600 Def When this card is summoned (Including Flip Summon) it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: During each of your End Phases, switch all face-up monsters on your opponent's Field into Attack Position. All face-up monsters on your opponent's Field must attack this card each turn if able. Bottom: During each of your End Phases, all monsters on your Field that weren't involved in Damage Calculation that turn are destroyed. Arcana Force XVIII - The Moon Rock/Effect 7 Star/Dark 2600 Atk/ 2400 Def When this card is summoned (Including Flip Summon) it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: Once per turn, you may switch the target of attack or card effect controlled by your opponent to a target of your choice. Bottom: All face-up 'Arcana force' monsters on the Field that received their 'top' effects receive their 'bottom' effects instead and all face-up 'Arcana Force' monsters that received their 'bottom' effects (Except this card) receive their 'top' effects instead. Arcana Force XIX - The Sun Fairy/Effect 8 Star/Light 2800 Atk / 2400 Def When this card is summoned (Including Flip Summon) it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: Each time a level 5 or higher 'Arcana Force' monster is successfully summoned (Including Flip Summon), gain 2000 Life Points. Bottom: Destroy this card then Special Summon one level 7 or lower 'Arcana Force' monster from your Deck. Arcana Force XX - Judgment Fairy/Effect 7 Star/Earth 2700 Atk/ 2100 Def When this card is summoned (Including Flip Summon) it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: Special Summon up to two level 6 or lower 'Arcana Force' monsters from your Graveyard. Whenever a monster Special Summoned by this effect is destroyed, the controller of the card loses 1000 Life Points. Bottom: Your opponent may Special Summon up to two monsters from his/her Graveyard. Whenever a monster Special Summoned by this effect is destroyed, the controller of the card loses 1000 Life Points. Arcana Force XXI - The World Fairy/Effect 10 Star/Light 4000 Atk/ 4000 Def This card can not be Normal Summoned or Set, this card can only be Special Summoned by removing from play five differently named 'Arcana Force' monsters in your Graveyard. When this card is summoned (Including Flip Summon) it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: Control of this card can not be switched. Once per turn, when one of your phases is ended you may tribute two 'Arcana Force' monsters on your Field. If you do, you may perform the phase you ended again. Bottom: Declare one phase of a turn other than Draw Phase. As long as this card remains face-up on the Field, both players skip the declared phase. Twist of Fate Normal Trap Activate only when an 'Arcana Force' monster is summoned (Including Flip Summon), the card is not placed face-down but instead you declare either 'top' or 'bottom'. The summoned monster receives the effect you declared. Seven of Wands Counter Trap This card can only be activated when your opponent declares an attack. When this card is activated, it is placed face-down on the Field. Then, your opponent selects one end of the card and flips it face-up. This card's effect is determined by the end your opponent selected. Top: Your opponent's turn ends immediately. Bottom: Your opponent may perform his/her Battle Phase twice this turn. |
I was wondering where the discussion for the "create a card" topic was being held, hehe. Also, I don't think I can give any valuable criticism since I'm unfamiliar with any previous discussion that may have been held on previous pages (and I'm not about to look through them all) but, in relation to Alter Ego's post and the Arcana monsters, wouldn't the opponent just choose the end of the card that's most beneficial for him/her? Or is the selection random, like spinning the card and saying when to stop. Because if it's not random, then the effectiveness of the selection (top or bottom) is only beneficial for the controller if he/she is versing someone who has never seen Arcana monsters before. Because if you're versing someone who has played against Arcana cards before, then he/she'd know which end to pick to help themselves. Just something I'm curious about.
Anyway, onto my own set of broken cards and hopefully suggestions on how to not make them broken. Monster Cards Name: Armored Core Attribute: Earth Type: Machine/Effect Level: 5 ATK: 2200 DEF: 1500 Effect: If there is a face-up “Original Armored Core” on your side of the field, you can Special Summon this card. If this card is Special Summoned this way, you can add 1 Spell Card from your Deck to your hand. Then shuffle your Deck. Name: Normal Armored Core Attribute: Earth Type: Machine/Effect Level: 1 ATK: 500 DEF: 200 Effect: When this card is Normal Summoned, you can add 1 monster that includes “Armored Core” in its card name from your Deck to your hand. Then shuffle your Deck. Name: Next Armored Core Attribute: Earth Type: Machine/Effect Level: 7 ATK: 3300 DEF: 2400 Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summon except by Tributing 1 “Armored Core” or “Original Armored Core” on your side of the field. If this card is Special Summoned this way, you can add 1 Spell or Trap Card from your Deck to your hand. Then shuffle your Deck. Name: Linx Attribute: Earth Type: Warrior/Union/Effect Level: 3 ATK: 1000 DEF: 0 Effect: Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your “Next Armored Core” as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. When equipped to a monster by this card’s effect, increase the ATK/DEF of the equipped monster by 700 points. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed by battle, destroy this card instead.) Name: Original Armored Core Attribute: Earth Type: Machine/Effect Level: 3 ATK: 1300 DEF: 700 Effect: If there is a face-up “Normal Armored Core” on your side of the field, you can Special Summon this card. If this card is Special Summoned this way, you can add 1 Equip Spell Card from your Deck to your hand. Then shuffle your Deck. Spell Cards Name: Primal Armor Type: Equip Effect: This card can only be equipped to a Machine-type monster. When a monster equipped with this card is attacked, decrease the ATK of the attacking monster by an amount equal to the DEF of the equipped monster. Name: Overboost Type: Normal Effect: Select 1 face-up Machine-type monster on your side of the field. The selected monster can attack your opponent directly this turn. During the End Phase, destroy the selected monster. Name: Anatolia Type: Field Effect: As long as this card remains face-up on the field, monsters that include “Armored Core” in its card name gain 500 ATK. In addition, make the Battle Damage to the controller of an “Armored Core” monster 0. Name: EN Gauge Type: Continuous Effect: Once per turn, you can pay your Life Points (in multiples of 100 points) to increase 1 of your Machine-type monster’s ATK and DEF by the same amount of points until the End Phase of that turn. Trap Cards Name: Kojima Particles Type: Counter Effect: Negate the effect of a Trap Card that targets a Machine-type monster on your side of the field and destroy it. Name: Quick Boost Type: Normal Effect: You can only activate this card when your opponent declares a Machine-type monster on your side of the field as an attack target. Negate the attack of your opponent’s monster and end the Battle Phase. Name: Kojima Shield Type: Normal Effect: This card can only be activated during your opponent’s Battle Step. If a monster that includes “Armored Core” in its card name would be destroyed by battle this turn, it is not destroyed. (Damage calculation is applied normally.) I'm going to assume for the responses that some of these cards are overpowered, so I was thinking that some of them should be semi-limited or limited. |
Well, on your arcana question: As the effect states, the card is placed face-down (and we're going by an assumption that the back doesn't have any distinguishing features like the real cards to let anyone tell which side is which) and your opponent has to choose the side before flipping, so they wouldn't know which side is which. Of course, to do this effectively you'd probably have to shuffle your deck tarot style (meaning that you draw some cards upside-down).
Armored Core: The only thing broken is the retrieval effect, because pulling out any spell from your deck is a very, VERY strong ability in YGO (Heck, you have to make a three-for-one trade just to get one from your graveyard). This one is a bit too easy to special summon to give such a strong boost. Either limit the cards it can fetch or change it to some other card type. (Trap would already be far less broken) Normal Armored Core: You can just say "When this card is Normal Summoned, you may add one 'Armored Core' monster from your Deck to your Hand"; it's the new wording practice. Quite dangerous since it pulls out its bigger partner, but at the same time it has a Cyber Stein-style weakness of leaving you with a frail attack position monster on your field for your opponent to pick on. Next Armored Core: Again, a spell of your choice is a bit too much. Either limit that to the graveyard, add an extra cost for the fetch or limit what kind of spells you can retrieve (For instance; only Quick-Play, Equip, or Continuous). Very bulky, and the retrieval effects make it pretty easy to get out on the Field but I wouldn't call it broken beyond relief except for the spell fetch and it does need support (*Cough* Cyber Phoenix *Cough*) to really wreak havoc. Meh, maybe drop the Atk just a little, though, since the search effect already makes it quite lucrative. I'd probably still stick this is a limited simply because the search effect is so strong. Original Armored Core: Weak monster with an equip fetch. *Shrug* Fair enough. Linx: Too selective and too weak, imo. I mean, even without it being restricted to only one specific monster I'd sooner go for Heavy Mech Support Platform since it fits anything. This one only gives 200 more Atk and only fits on one monster. Power up, please, preferably with some neat effect other than a power boost on the side. Extending the range of allowed targets to all armored core monsters would also make it a far more useful play. :3 Primal Armor: Ohh...this is good enough to run even in spite of belonging to the weakest type of spells. Nice support for the cores and easily pulled thanks to original's effect. Overboost: Combine with Limiter Removal for great pwnsomeness. (Dang, that beats the pants off my old Gear Golem + Shield and Sword + Limiter Removal combo T_T) Well, the self-destruct balances it out, it's only one target and since Limiter Removal is limited it's not like you can go completely berserk with it. Fair enough. Anatolia: Rewording time: "Increase the Atk of all 'Armored Core' monsters on the Field by 500. Battle Damage to the controller of an 'Armored Core' monster from a battle involving that 'Armored Core' monster becomes 0.". Whoa...this is patching up the low Atk and consequent battle damage problem in one fell swoop. o.o Ehh...the attack boost could easily be dropped to 300 and this would still be a very profitable spell to play. Still, there are only so many cores...so yeah. EN Gauge: Okay, now we've stepped into a very large farmer's pat. Summon your average machine, drop down Overboost and then use this to increase the machine's Atk to 8000 and that's game. You should seriously put a roof on how much you can pump into one monster at a go. Also, do remember that machines are already prone to explosive boosts of attack power because of Limiter Removal, so any boost this gives can easily be doubled. I'd say give it a roof of 1000. Kojima Particles: Sort of very specific, but most forms of trap negation have a cost attached so it balances out. Quick Boost: Just stick with Negate Attack; same thing but no type specifications. Kojima Shield: Again, "'Big Core' monster" is sufficient. Anyways, Waboku does this better since it also negates damage and protects all your monsters. Throw in protection from your opponent's destruction effects, however, and we're in business. Yikes, swarming machines. o.o These have potential, definitely, and the only cards that seem outright problematic are EN Gauge and the spell-fetching cores (other than original, since equips are disadvantaged by their very concept). Edit those and we're talking. :3 |
Alright, ACC comments of great justice! (Take off every zig!)
Neo-Arcana monsters: Empress: Fair enough. Emperor: Fair enough. Justice: So it's a disadvantage for both players, no matter what? Hermit: Fair enough. Wheel of Fortune: A very effective deck thinner with the only disadvantage being that you slowly run out of cards through its bottom effect, and have to play monsters faster? Meh, I don't like this one all that much. The Strength: But what if the card effect was brain control? XD Temperance: 'Tis a powerful monster, forsooth, with the ability to end battle phases by its death. The bottom effect, in some cases, may prove more useful then the top! The Devil: Fair enough, but Arcana Force is starting to get too many tribute monsters. The Sun: A huge LP gain or a second chance at getting a beneficial effect from another Arcana Force monster? Yes please. Judgement: It's a graveyard recursor! Run for teh heels!!!! The World: Scary Arcana force monster. I want. Twist of Fate: This and Card of Ill Fate are about the only things that make me even want to consider playing Arcana Force Seven of Wands: I'll stick with Negate Attack. Why is "second coin toss" so problematic? It's not as if you can't use it for the real Arcana Force monsters. And are you sure they're anime only? Last I checked, Magician was out in Japan... Edit: Armored Core monsters and related cards: Um... what Alter_Ego said! |
Justice: Erm...nope, if you have less cards than your opponent the top effect benefits you, and if you have less LP than your opponent the bottom effect benefits you. Fulfill both conditions and it's a win-win situation. Do note the word 'combined' in both cases. If, for example. the top effect activates when your opponent has six cards in his/her hand and you have four then both players draw five, meaning that you earned one and your opponent lost one. If the bottom effect activates while one player has 8000 LP and the other one has 4000 then both end up with 6000. See? It's all about balance. :3
Temperance: It's bothersome if it runs into Sakuretsu Armor or Ring of Destruction on your turn, though. =O But yeah, Temperance is mellow in both its sides so I made the effect reflect that. The Hanged Man: I'm pretty sure you were referring to the strength here. In that case your opponent got double control action. xD The Devil: That's why you should run Hierophant to negate the tributes or Tower to make your little monsters grow. Either that or stick to a rush strategy built on emperor and empress. :3 The Sun: Do remember that you also have a chance of getting bitten by the monster you summon if it comes up in reverse. ;D But yeah...this was one of the goody two-shoesy tarots; couldn't find a proper penalty. <.< Aww...don't you have any gambling spirit? Personally, I'd play these for The World. xD Anyways, Second Coin Toss would leave an exploit opportunity for a coin-based ability system and that's not my style. If you're going to gamble; do it properly. xD Haven't heard about a release of arcanas, but if there is one I'd sure like to see how they handled the ability thing. :3 Anyways, since Icha brought up the point of linking Pikeru and Curran with the royals: Noblesse Oblige Normal Spell This card can only be activated by selecting one face-up 'Pikeru' or 'Curran' monster on your Field. If you selected a 'Pikeru' monster, add one 'Royal' monster from your Deck to your Hand. If you selected a 'Curran' monster, Special Summon one 'Royal' monster from your Hand to the Field. Also, to add some bulk: Royal Bombardment Cannon Warrior/Effect 2200 Atk / 1000 Def 5 Star/Fire Whenever this monster attacks a Defense Position monster, destroy the monster with this card's effect without applying Damage Calculation. Whenever this card attacks, unless 'Court of Nobles' is face-up on your Field, it is switched into Defense Position at the end of turn and may not change its Battle Position until the end of your next turn. |
They used coin flips, if I remember correctly. And no, I don't like gambling when it comes to children's card games. Slot machines in children's video games on the other hand are just A-OK. (Lawlz) And what do you mean your style? Who do you think you are, Jonouchi? XD
I just whipped this up so this post wouldn't be too spam-erific: A Wandering Kuriboh Monster/Fiend/Effect/2* Atk 100/ Def 200 If this monster is in your hand when you summon a "Wandering" monster, you may special summon this card to the field. When this monster is destroyed by battle, your opponent must skip his or her next battle phase. Or, if we really wanna gamble... Ultimate Casino Field Spell All monsters whose effects involve coin tosses or rolling die gain one thousand attack points. |
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