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Alter Ego August 21st, 2007 4:25 AM

Well, concerning Soul Prison...its predominant effect is its capacity to create bloated fields of useless monsters on both sides. (Note that it says 'whenever a monster on the field is sent to the graveyard', this means that it applies for both players) This being the case, cards that derive advantages from big fields thrive on it. From the top of my head, Just Desserts and Secret Barrel are both good candidates and Gyaku-Gire Panda will also grow into a monstrous size very quickly. Beyond that, Card of Safe Return has some synergy since this one is summoning from the graveyard (meaning a free draw whenever a monster on your field goes bye-bye) and Spirit Barrier creates a Tornado Wall + Legendary Ocean style synergy since as long as you have monsters (even monsters incapable of doing anything who can be attacked past) on your field Spirit Barrier prevents all battle damage. Beyond that...I can't really find anything to support it, except - of course - for Frostweaver's Wrath of the Stars trap which abuses this one like heck. xD And to the rest of you guys: you are allowed to comment on people's cards too, you know. =O

Now then, some wordings and whatnot here and there:

Skunks

Hurricane: That should be "by a card effect controlled by your opponent", I think you stopped writing in mid-sentence there. Anyways, better. It's a rather bothersome wall since Brain Control and Soul Exchange are a no go against it and the LP recovery effect kicks in if you turn it to attack. Nice general nuisance. :3

Plasma: That's a lot better in terms of balance, although you could add "(including Flip Summon)" to the beginning in case it's placed face-down for some reason. ;D

Vice: Okay, here we have a problem. If damage calculation is not applied then nothing can destroy this card in battle and this card can't destroy anything in battle or inflict damage, because all of that happens on the Damage Step. x_O That should be "All Battle Damage to the controller of this card from battles involving this card becomes zero.", if I guessed the effect correctly. Also, I notice that it's a 9-star monster but apparently only requires 7 stars' worth of tributes. I probably don't have to tell you that it's standard for ritual monsters to require their own level's worth in tribute. :3 Also, you don't need to mention the tribute requirements on the ritual monster since the ritual spell covers that.

Arc (Highest): Better. In the fusion deck it doesn't risk a dead draw, and the additional card each turn should give your opponent plenty of incentive to dispose of it. :3

Sacred Sword: Still destroys anything without even giving it a fair fight, like Sasuke Samurai #4 without the flip. Honestly, do something about that destruction effect. xP

Swamp: Sort of a new take on Harpies' Hunting Ground. Useful support effects, definitely. Now all you need is a field searcher monster. ;D

Vampire Skunk: That's more like it. Sort of like Magic Cylinder and Draining Shield in the same package. :3

Armored Cores


Prototype Next Armored Core: Demise has gone machine. o.o At least give that effect an LP cost (Or make it so you have to tribute Anatolia, sort of like with Daedalus and Umi). I'm a bit concerned, though, because all you have to do to OTKO is drop this and follow it up with any given machine monster and Limiter Removal. x_O Maybe make it so it can't attack on the turn it blasts everything? :3

Linx 4: "While equipped to a monster by this card’s effect, your opponent cannot select any monster on your Field except the equipped monster as an attack target". Cool, and the higher attack power means it can fight on its own in a pinch.

Sol Dios: Big basher with a built-in Ring of Destruction. I'd say you could easily drop the Atk boost to 400 and it would still be formidable. Limiter Removal makes it sting like crazy.

Sol Dios Behemoth: Ehh...it's a bit overkill. At 1000 per card, this thing can end games on turn two. At least cut down the Atk boost to 600 or something like that. It's still getting a far better deal out of it than stuff like Golden Homunculus, and with the rate that most decks toss spells into the graveyard it will still grow to crazy sizes.

Kojima Core: Okay, explain this for me: why would you want to play a card that hurts you for every spell and brings negative side-effects galore to you? o.O

Stabilizers: Potentially exploitable, but since it locks your own summons too...fair enough, I guess.

And now, some cards of my own. >D

Bio-Tech Polymer
Normal Spell

While this card is in your Deck, the name of this card is treated as 'Polymerization'. Send cards that are listed by a "Bio-Tech" Fusion Monster from your Field to the Graveyard, and Special Summon the Fusion Monster from your Fusion Deck. On your third End Phase after activating this card, the monster Fusion Summoned by this card's effect is returned to your Fusion Deck. During your Draw Phase, you may add this card from your Graveyard to your Hand instead of drawing a card.

Stasis Pod
Normal Spell

Select one face-up monster on your opponent's Field and place it in your Spell and Trap card zone (Treated as a Continuous Spell card). When the selected monster is destroyed, it is Special Summoned to your opponent's Field in its original position.

Bio-Tech Decoy
Machine/Effect
1 Star/Wind
0 Atk/0 Def

Whenever a "Bio-Tech" monster on your Field would be destroyed or is selected as the target of a card effect, you may destroy this card to negate the destruction or card effect.

Bio-Tech Griphook
Machine/Effect
2 Star/Dark
1200 Atk / 800 Def

When this card attacks a face-up non-token monster on your opponent's Field, the target monster is treated as an Equip Spell Card and attached to this card (Damage Calculation is not applied). Only one monster may be equipped to this card at a time. Whenever this card is destroyed or removed from the Field, Special Summon the monster equipped to this card to its owner's Field in its original position.

Bio-Tech Sampler
Machine/Effect
3 Star/Dark
1400 Atk / 600 Def

Once per turn, during your Main Phase, you may look at your opponent's Hand. If there are any monsters in your opponent's Hand that can be Normal Summoned, select one of them and Special Summon it to the Field in Attack Position.

Bio-Tech Trapper
Machine/Effect
2 Star/Dark
700 Atk / 500 Def

When this card is destroyed by battle it is treated as an Equip Spell Card and equipped to the monster that destroyed it. As long as this card remains on the Field, you control the equipped monster. A monster equipped with this card can not attack, change its Battle Position or use any of its card effects.

Bio-Tech Automaton
Machine/Fusion/Effect
5 Star/Earth
2400 Atk / 1600 Def

Any level 3 or lower "Bio-Tech" monster + Any level 4 or lower Rock or Machine Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. When this card attacks a Defense Position monster, the target monster is switched into Attack Position (Flip Effects are not activated). Whenever this card battles, it is switched into Defense Position at the end of the Damage Step and may not be switched back until your next turn.

Bio-Tech Plasma Core
Machine/Fusion/Effect
5 Star/Light
1750 Atk / 700 Def

Any level 3 or lower "Bio-Tech" Monster + Any level 4 or lower Thunder or Pyro Type Monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. All Battle Damage this card inflicts to your opponent is doubled. Whenever this card destroys your opponent's monster in Battle, inflict 500 damage to your opponent.

Bio-Tech Soldier
Machine/Fusion/Effect
5 Star/Earth
2150 Atk / 1100 Def

Any Level 3 or lower "Bio-Tech" monster + Any Level 4 or lower Fiend or Warrior Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. Negate the effects of any Effect monster that battles with this card.

Bio-Tech Leech
Machine/Fusion/Effect
5 Star/Dark
1400 Atk / 1200 Def

Any level 3 or lower "Bio-Tech" monster + Any level 4 or lower Plant, Zombie, or Insect type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. This card gains 200 Atk for every card on your opponent's Field and in his/her Hand. This card can attack your opponent directly. If it attacks using this effect, any Battle Damage inflicted by the attack is reduced by half.

Bio-Tech Liquid Core
Machine/Fusion/Effect
5 Star/Water
1600 Atk / 1000 Def

Any level 3 or lower "Bio-Tech" monster + Any level 4 or lower Aqua Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. This card can not be destroyed or removed from the Field except by the effect of "Bio-Tech Polymer". Whenever this card destroys your opponent's monster in battle, select one card on your opponent's Field and return it to his/her Hand.

Bio-Tech Lycantrophe
Machine/Fusion/Effect
5 Star/Dark
1800 Atk / 1500 Def

Any level 3 or lower "Bio-Tech" monster + Any level 4 or lower Beast, Beast Warrior, or Winged Beast Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. Once per turn, if this card destroyed an opponent's monster by battle and sent it to the Graveyard, you can Special Summon one of those destroyed monsters from the Graveyard to your Field during your End Phase. A monster Special Summoned by this effect is treated as a Beast type Normal monster and may not use any of its card effects. When this card is removed from the Field, all monsters Special Summoned by this card's effect are destroyed. For each Beast, Beast Warrior, and Winged Beast type monster on the Field, increase the Atk of this card by 300.

Bio-Tech Sea Beast
Machine/Effect
5 Star/Water
2400 Atk / 0 Def

Any Level 3 or lower "Bio-Tech" monster + Any Level 4 or lower Fish or Sea Serpent Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. Whenever this card attacks, your opponent may not activate any Spell or Trap cards until the end of the Damage Step. When this card attacks with an Atk that is higher than the Def of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent. On the End Phase of a turn when this card did not inflict Battle Damage to your opponent, this card is switched into Defense Position.

Bio-Tech Mindwarper
Machine/Effect
5 Star/Light
1600 Atk / 2100 Def

Any Level 3 or lower "Bio-Tech" monster + any Level 4 or lower Spellcaster or Fairy Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. Once per turn, if this card is in Attack Position, you may select one face-up Level 4 or lower monster on your opponent's Field and control it until the End Phase of your turn. This card can not attack on the turn this effect is activated.

Bio-Tech Battlewyrm
Machine/Fusion/Effect
5 Star/Wind
1800 Atk / 1600 Def

Any level 3 or lower "Bio-Tech" monster + Any level 4 or lower Dinosaur, Dragon, or Reptile Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. Once per turn, you may select and activate one of the following effects:

- If this card destroyed your opponent's monster as a result of battle, it can attack once again in a row.

- When this card battles, increase the Atk of this card by 500 until the end of the Damage Step.


Soo....anyone feel like playing mad scientist? xD

Jim August 21st, 2007 4:36 AM

The thing is, with Vice, I only want it to infict damage to the opponent for the Attack points of the destroyed monster, I don't want it to inflict regular battle damage at the same time. E.G.

Vice attacks E.Hero Burstinatrix in ATK mode (1200 ATK) would usually do 3500-1200=2300 damage, but instead I want it only to inflict Burstinatrixe's ATK points so the regular damage (3500-1200=2300) is negated and it just takes Burstinatrixs attack from opponents lifepoints. (1200)

It may be bad on weaker monsters (which is it's drawback) but on stronger monsters and those in DEF posistion..... A bit like a more powerful F.Wingman but without regular battle damage.

Alter Ego August 21st, 2007 4:44 AM

Ahh...in that case it should be "Whenever this card battles with a monster, all battle damage inflicted by this card becomes zero." then the destruction damage takes over from there.

Gabri August 21st, 2007 5:45 AM

Another one:

Name: Drill Black Dragon
Card Type: Fusion/Effect Monster
Level/Type/Attribute: 8 Stars/Machine/Light
Fusion: "Drillago" + "Red-Eyes Black Dragon"
Effect: Every time a Dragon/Machine-type monster attacks this monster, toss a coin. If heads, the attacking monster is destroyed and the attack is negated.
ATK/DEF: 2950/2300
Rarity: Rare

...and another one:

Name: Flaring Phoenix
Card Type: Effect Monster
Level/Type/Attribute: 7 Stars/Winged Beast/Fire
Effect: This monster can't be attacked by Winged Beast-type monsters or by FIRE monsters.
ATK/DEF: 2550/2200
Rarity: Rare

Do you like 'em?

Phanima August 21st, 2007 6:34 AM

Quote:

Originally Posted by Alter Ego (Post 2785624)
Kojima Core: Okay, explain this for me: why would you want to play a card that hurts you for every spell and brings negative side-effects galore to you? o.O

Oh, apologies, I must've worded it completely wrong. To recap:

Quote:

Name: Kojima Core
Type: Continuous
Effect: Each time a Spell Card is activated, the controller of that card takes 300 points of damage and if the Spell Card is one of the following cards, the controller activates 1 of the following effects: • Normal Spell Card: Destroy 1 Spell or Trap Card on your side of the field. • Continuous Spell Card: Destroy 1 monster on your side of the field. • Equip Spell Card: Discard 1 card from your hand. • Field Spell Card: Send 1 card from the top of your Deck to the Graveyard.
The bolded "controller" is referring to the one who activated the Spell Card. I'm unsure of the wording since I improvised with official descriptions.

The other cards were corrected as suggested.

Alter Ego

Bio-Tech Polymer: Very handy, since both the card and the fusion monster are returned for another use. Luckily the fusion monsters used are discarded or else the fusion would never end. Hampers drawing ability, but good balance. Useful.

Stasis Pod: Gets rid of your opponent's monster and for a bit as well with it being a Spell Card. Heavy Storm-ing required. The rebound effect is appropriate.

Bio-Tech Decoy: Simple and effective, although pathetically weak. I guess its effect can would be useful in a pinch, although it'd be hard to see this thing on the field long enough.

Bio-Tech Griphook: Another temporary remover. I don't really get the "non-token" detail since there are very few that are played competitively. Decent stats I suppose, and with its effect it'll be able to bypass at least one of your opponent's monsters for a 1000+ hit. It just seems kind of fragile though.

Bio-Tech Sampler: I like this a lot. A free look at your opponent's hand each turn at the risk of Special Summoning a Level 4 threat. Very sexy. There might be flaws but I don't want to find them.

Bio-Tech Trapper: You're getting rid of a lot of your opponent's monsters eh? Good setup with low stats and heavy effect. Provides a good stalling and tributing option.

Bio-Tech Automaton: It's got a lot going on, so it won't be going down without some sort of a fight. Interesting fusion materials, but nothing too obscure. It can crush any two bit defenders for some damage, but won't really scare with its defense and rebound effect. Good balance.

Bio-Tech Plasma Core: Heavy effect, very heavy, which is expected from such a low attacker. This thing is bloody dangerous if played properly, but it's also kind of restricted, depending on what other cards you use. The only able to fusion with polymer is a nice handicap. Heh, Armored Cores, get a Plasma Core instead.

Bio-Tech Soldier: Nice effect but kind of situational. Hmm.

Bio-Tech Leech: Another potentially heavy hitter but restricted by its effect. Can be picked off easily on the opponent's turn, but if it's used properly, it should only need one turn anyway.

First time critiquing, I had no idea what I was saying, so you know, feel free to critique my critique, eh. Oh well, if I'm not banished from the thread the next time I come around, I can try to rate the rest AE. Heh.

Alter Ego August 21st, 2007 8:01 AM

Ahh...now I get it. Just change that to "the controller of the card". I thought you meant the one controlling Kojima Core. xD Well, in that case it has its uses, but it the main problem is that very few decks make do with so few spell cards that they don't need to worry about the drawbacks, meaning that you are very liable to screw yourself over with it. It would really take a dedicated nearly no-spells deck (Like Tacey's, HOMG =O) to really make use of it. (And as little piece of irony on the side: the Sol Dios monsters benefit a lot from Pikeru's Circle of Enchantment. xD) On the plus side, it hurts a lot of opponents too because spell cards are the backbone of 95% of all decks out there.

As for the rate of the rate. Well, you seemed to have missed out on the central theme of Bio-Tech monsters: stolen tribute materials (The original Bio-Tech Polymer used fusion materials from both players' fields, but I figured that was a bit unfair). Remember, Bio-Tech Polymer doesn't care where on your field the materials are (or if they're treated as spells) so anything you capture by Griphook or Stasis Pod is also free game, and since the fusions only look for certain types and levels (as opposed to specific monsters) these should technically be able to exploit any deck that runs monsters. This is also part of what makes sampler tick. Not only does it give you a sneak peek at your opponent's hand, it also helps you to assemble face-up materials of your choice on the field and swipe them with Brain Control, Mind Control, or one of the other theft effects out there oooor you can drag out a monster that likes squatting in face-down (Like Morphing Jar) and place it in a most compromising position. Oh, and as a final note there are actually two kinds of tokens that still see frequent play: Ojama and Goat. It would be a bit awkward if there was no way to deal with having to attack them.

But yeah, these rates are mostly just saying whatever comes to your mind about the card(s), so it's not like you can really do wrong. And I'm looking forward to seeing the rest of the rated. xD Generally, though, things to focus on are how well the card stands on its own and what kind of synergies it has (Y'know...card combinations you can form with it). There's not much else to it, really. :3

Anyways, a few more for good measure:

Dark Assembly Line of Mass Production

Continuous Trap

During your Draw Phase (before drawing a card), you may remove from play up to three machine type monsters from your Graveyard. For each card removed by this effect, pick up a card from the top of your deck (both players look at these cards). Add all level 3 or lower Machine type monsters amongst them to your Hand then discard the rest.

Bio-Tech Leviathan
Machine/Fusion/Effect
10 Star/Water
2800 Atk / 2300 Def

Bio-Tech Sea Beast + any Level 5 or higher Fish or Sea Serpent Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. When this card attacks, negate all effects of cards controlled by your opponent until the end of the Damage Step. Whenever this card destroys a Defense Position monster by battle and sends it to the Graveyard, inflict Battle Damage to your opponent equal to the Atk of this card.

Bio-Tech Knight
Machine/Fusion/Effect
10 Star/Earth
2450 Atk / 1800 Def

Bio-Tech Soldier + Any Level 5 or higher Warrior or Fiend Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. While this card is face-up on the Field, negate the effects of all Effect monsters on the Field except "Bio-Tech" monsters. When this card destroys an Effect monster by battle, the monster is placed at the bottom of its owner's Deck instead of being sent to the Graveyard.

Jim August 21st, 2007 4:49 PM

Illusionist Knight
6*/ Warrior/ Effect / DARK
ATK: 2400/ DEF: 1500
During battle between this attacking card and a Defence Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponents Life Points. When this card is sent to the Graveyard as a result of battle Special Summon one Level 4 or lower monster with 'Illusionist' in its card name from your hand.


Illusionist Sorcerer
4*/ Spellcaster/ Effect/ DARK
ATK: 1700/ DEF: 1500
Each time your opponent Draws a Card, put one 'Illusion Counter' to this card (max. 3). You can Special Summon 1 'Illusionist Warlock' from your hand, Deck or Graveyard in face up Attack or Defence position by offering this monster with 3 'Illusion Counters' as a Tribute during your Main Phase.


Illusionist Warlock
8*/ Spellcaster/ Effect/ DARK
ATK: 3000/ DEF: 2500
When this card is Normal Summoned or Special Summoned successfully, you can add 1 Spell Card from your Graveyard to your hand. A monster that is destroyed by this monster as a result of battle is removed from play instead of going to the Graveyard. When this card is destroyed or removed from the field, it is removed from play.


Illusionist Mage
4*/ Spellcaster/ DARK
ATK:1900/ DEF: 900
The basic soldiers of the Illusionist onslaught. Using the ancient powers of Illusion the Mages' are a force to be reckoned with.


Illusionist Summoner
4*/ Spellcaster/ Effect/ DARK
ATK:0/ Def: 2200
When this card is Normal Summoned, Flip Summoned or Special Summoned successfully switch this cards battle position to Defence. During your Main phase you may tribute this card and Summon 2 'Illusionist Tokens' (Spellcaster/DARK/Level 1/ATK: 0/DEF: 2000) in Defence position. The Illusionist Tokens cannot change battle position except by your opponents card effect. If you Tribute summon a monster with 'Illusionist' in its card name you can treat each 1'Illusionist Tokens' as 2 Tribute Monsters for the Tribute Summon.


Illusionist Knave
3*/ Fiend/ Effect/ DARK
ATK:1000/ DEF: 0
Increase the ATK of this card by 1000 for each 'Illusionist Knave' in your Graveyard. If this card is Special Summoned successfully then add 1 'Illusionist Knave' from your Deck to your hand.


Illusionist Goblin
4*/ Beast/ Effect/ DARK
ATK: 1600/ DEF: 1000
During your Main Phase you may Remove this card from play card and add 1 monster with 'Illusionist' in its card name to from your deck your hand.


Illusionist Zombie
4*/ Zombie/ Effect/ DARK
ATK: ?/ DEF: 0
This Cards ATK is 350x the number of monsters with 'Illusionist' in there card name in your Graveyard.


Illusionist Vampire
4*/ Zombie/ Effect/ DARK
ATK: 1700/ DEF: 350
Remove from play any card that battles with this card at the end of the Damage Step.


I'll get round to Spells, Traps and Fusions for these tomorrow.

Forci Stikane August 22nd, 2007 3:27 PM

NOW I'll come back...
Quote:

Originally Posted by Alter Ego (Post 2786266)
Anyways, a few more for good measure:

Dark Assembly Line of Mass Production

Continuous Trap

During your Draw Phase (before drawing a card), you may remove from play up to three machine type monsters from your Graveyard. For each card removed by this effect, pick up a card from the top of your deck (both players look at these cards). Add all level 3 or lower Machine type monsters amongst them to your Hand then discard the rest.

...Besides the fact that Continuous Trap (with the exception of Decree to avoid that paradox) < Equip Spell IMO due to Decree & Jinzo, I'm...not sure why this is a Trap as opposed to a Spell...as for the effect, it basically sounds most useful for your Bio-Tech or doubling Card Trooper's insane mill speed.

Bio-Tech Leviathan
Machine/Fusion/Effect
10 Star/Water
2800 Atk / 2300 Def

Bio-Tech Sea Beast + any Level 5 or higher Fish or Sea Serpent Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. When this card attacks, negate all effects of cards controlled by your opponent until the end of the Damage Step. Whenever this card destroys a Defense Position monster by battle and sends it to the Graveyard, inflict Battle Damage to your opponent equal to the Atk of this card.

I know that you just said that the idea is to take your opponent's monsters, so...who in the world plays Fish or Sea Serpent monsters??

On the other hand, the effect is so deadly that the dead draw of your own monster might be worth it...


Bio-Tech Knight
Machine/Fusion/Effect
10 Star/Earth
2450 Atk / 1800 Def

Bio-Tech Soldier + Any Level 5 or higher Warrior or Fiend Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. While this card is face-up on the Field, negate the effects of all Effect monsters on the Field except "Bio-Tech" monsters. When this card destroys an Effect monster by battle, the monster is placed at the bottom of its owner's Deck instead of being sent to the Graveyard.

Now, Knight I can see getting a LOT of play. Good synergy with Royal Decree, anti-Dark World (after all, their heavy hitters are 5-star+ Fiends),...and ruins searchers.

...Your cards have some minor errors, Jimz. I'll just patch them up as I go...

Quote:

Originally Posted by Jimz ♂ (Post 2788946)
Illusionist Knight
6*/ Warrior/ Effect / DARK
ATK: 2400/ DEF: 1500
During battle between this card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponents Life Points. When this card is sent to the Graveyard as a result of battle, Special Summon one Level 4 or lower monster with 'Illusionist' in its card name from your hand.

Hmm...Dark Driceratops that replaces itself...not bad at all.

Illusionist Sorcerer
4*/ Spellcaster/ Effect/ DARK
ATK: 1700/ DEF: 1500
Each time your opponent draws a card, put one 'Illusion Counter' on this card (max. 3). You can Special Summon 1 'Illusionist Warlock' from your hand, Deck or Graveyard in face up Attack or Defense position by offering this monster with 3 'Illusion Counters' on it as a Tribute during your Main Phase.

Not too bad. Decent ATK for a 4-star and fair effect...

Illusionist Warlock
8*/ Spellcaster/ Effect/ DARK
ATK: 3000/ DEF: 2500
When this card is Normal Summoned or Special Summoned successfully, you can add 1 Spell Card from your Graveyard to your hand. A monster that is destroyed by this monster as a result of battle is removed from play instead of going to the Graveyard. When this card is destroyed or removed from the field, it is removed from play.

Dark Magician of Chaos version 2.0, admit it. This one's even stronger and a bit easier to get out due to Sorcerer's effect.

Illusionist Mage
4*/ Spellcaster/ DARK
ATK:1900/ DEF: 900
The basic soldiers of the Illusionist onslaught. Using the ancient powers of Illusion the Mages' are a force to be reckoned with.

Generic Vanilla. Enough said.

Illusionist Summoner
4*/ Spellcaster/ Effect/ DARK
ATK:0/ Def: 2200
When this card is Normal Summoned, Flip Summoned or Special Summoned successfully, it is switched to Defense Position. During your Main Phase you may tribute this card and Summon 2 'Illusionist Tokens' (Spellcaster/DARK/Level 1/ATK: 0/DEF: 2000) to your side of the field in Defense Position. These tokens cannot change their battle position except by an opponent's card effect. If you Tribute summon a monster with 'Illusionist' in its card name, you can treat each 'Illusionist Token' as 2 Tribute Monsters for the Tribute Summon.

Wall version of the dual-tributers...but you get two of them with decent DEF. Maybe just remove the token part and give the original all of those effects...

Illusionist Knave
3*/ Fiend/ Effect/ DARK
ATK:1000/ DEF: 0
Increase the ATK of this card by 1000 for each 'Illusionist Knave' in your Graveyard. If this card is Special Summoned successfully, add 1 'Illusionist Knave' from your Deck to your hand.

Meh, no comments.

Illusionist Goblin
4*/ Beast/ Effect/ DARK
ATK: 1600/ DEF: 1000
During your Main Phase you may remove this face-up card from play to add 1 monster with 'Illusionist' in its card name from your Deck your hand.

Uh...basic searcher. Pretty powerful, though, considering what it has to choose from. Sorcerer or Warlock will probably be the most common choice.

Illusionist Zombie
4*/ Zombie/ Effect/ DARK
ATK: ?/ DEF: 0
This card's ATK is 350 times the number of monsters with 'Illusionist' in their card name in your Graveyard.

This will take a while to power up, and pretty much requires a deck dedicated to Illlusionists...

Illusionist Vampire
4*/ Zombie/ Effect/ DARK
ATK: 1700/ DEF: 350
Remove from play any card that battles with this card at the end of the Damage Step.

...Suicide effects don't really go with the hype that "vampire" has in the game right now...a recursion effect would be more fitting...

Gabri August 23rd, 2007 2:23 PM

Another ones, hope you like 'em.

Name: Dark Wipe-Out
Card Type: Normal Magic Card
Effect: Destroys all DARK monsters on the opponent's field.
Rarity: Between Common and Rare

Name: Dark Tank Dragon
Card Type: Fusion/Effect Monster
Level/Type/Attribute: 8 Stars/Machine/Dark
Fusion: "Labyrinth Tank" + "Red-Eyes Black Dragon"
Effect: You can offer this monster as a Tribute to give your monsters the ability to attack your opponent's LP directly for two turns.
ATK/DEF: 3450/3200
Rarity: Ultra-Rare

Do you like 'em?

Jim August 23rd, 2007 4:06 PM

Yes Ichaste Pekoni, it was a Dark Magician of Chaos >.>

Voltagenic August 23rd, 2007 8:38 PM

I've been to a special site, and here's my card:

http://i189.photobucket.com/albums/z230/Beaver_Idiot/createcard.php.jpg

Alter Ego August 25th, 2007 9:09 AM

Well, Icha, even though it's preferable to swipe your opponent's monster, I should think that 3x Beastking is a no-brainer in a Bio-Tech deck, especially since Bio-Tech Polymers in your deck are treated as 'Polymerization'. Anyways, I know that it's a rare type of monster which is why I gave it a strong effect to compensate. ;3 As for Dark Assembly Line; it's not like all continuous traps are very trapish *Cough* Solemn Wishes *Cough*. Personally, I don't see that much difference considering the effect.

Illusionist Warlock: Yeah, this is begging for a 'limited' stamp since it's Dark Magician of Chaos reborn with benefits.

Illusionist Summoner: I'm going to offer you an optional change: how about making it so that the monster itself counts as two tributes and can, additionally, be split into two single-tribute tokens? Just as a thought. Neat card, though. ^^

Illusionist Zombie: Eh, why not raise it to 400 at least? 500 wouldn't be that overpowered either. As it is, the build up is a bit too slow for it to be useful.

Illusionist Vampire: Going to have to agree with Icha on this one; it's just not a very vampiric effect. Effect-wise, it's pretty much a slightly tougher D.D. Assailant since it wipes out monsters without needing to make a trade-off straight away.

Quote:

Originally Posted by MysticManyula
Do you like 'em?

Does it matter? It's not like you ever do anything here but post random cards and repeat that phrase, regardless of what people say or don't say about your cards. -.-

Dark Wipe-Out: Sort of very generic, but I guess it has its uses. *Shrug* Throw in DNA Transplant and you've got yourself a discard-free Lightning Vortex.

Dark Tank Dragon: Meh, good stats and potentially breaktacular effect, but the materials are so weak that I'm not sure it's worth the bother of a fusion summon. The wording is wrong, but it's not like you'd do anything about it if I gave a correction.

Cloaked Black Knight: Am I the only one who finds it odd that a knight is a spellcaster? o.O Anyways, I'd take Exiled Force - or even Gilford the Lightning - over this one any day. Destroying a single monster is not worth the bother of summoning a high-level monster. :\


And now for something on the show-off side of gameplay:

The Final Trial
Equip Spell

This card can only be equiped to 'Princess Curran' or 'Princess Pikeru'. This face-up card on the field can not be destroyed by any card effects controlled by your opponent. If the equipped monster is 'Princess Curran', place one Trial Counter (Maximum three) on this card each time you inflict direct damage to your opponent. If the equipped monster is 'Princess Pikeru', place one Trial Counter (Maximum three) on this card each time you gain Life Points. When there are three Trial Counters on this card, tribute the equipped monster. If you tributed 'Princess Curran', Special Summon one 'Queen Curran' from your Hand or Deck. If you tributed 'Princess Pikeru', Special Summon one 'Queen Pikeru' from your Hand or Deck.

Queen Curran
Spellcaster/Effect
6 Star/Dark
3000 Atk / 0 Def

The name of this card on the Field is considered to be "Princess Curran". This card can not be Normal Summoned or Set. This card can only be Special Summoned by the effect of "The Final Trial". During your Standby Phase, inflict 900 points of damage to your opponent for each monster on your opponent's side of the field.. Whenever a "Royal" monster on your Field attacks with an Atk that is higher than the Def of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent. When this card on the Field would be destroyed, you may tribute a "Royal" monster on your Field instead.

Queen Pikeru
Spellcaster/Effect
6 Star/Light
3000 Atk / 0 Def

The name of this card on the Field is considered to be "Princess Pikeru". This card can not be Normal Summoned or Set. This card can only be Special Summoned by the effect of "The Final Trial". During your Standby Phase, increase your Life Points by 1200 points for each monster on your side of the field. Whenever a "Royal" monster on your Field inflicts Battle Damage to your opponent, gain Life Points equal to half the damage inflicted. When this card on the Field would be destroyed, you may tribute a "Royal" monster on your Field instead.

Scarlet Weather August 25th, 2007 2:26 PM

Um...

The Queens

Good. They're powerful, yes, but they do require a specific summoning method, which is much easier to pull off through the use of "Coronation of the Princesses". Jeez, all these royal monsters... maybe I should develop an anarchist card line to go with?

Alter Ego August 26th, 2007 2:17 AM

Actually, ACC, you can't take the easy way out here: the queens are only considered to have their princess names on the field, so you'll have to use trial to get them out there first. Unless...*Evil grin*

Rise of the Twin Queens
Normal Spell

This card can only be activated by discarding your Hand and tributing "Princess Curran" and "Princess Pikeru" from your Field while "Court of Nobles" is on your Field. Special Summon one "Queen Curran" and one "Queen Pikeru" from your Deck, ignoring summoning conditions.

That heart of the cardsey enough for your, Frostweaver? xD *Shot*

Anyways, taking a break from royalty for a while:

Bio-Tech Vampire

Machine/Fusion/Effect
10 Star/Dark
1400 Atk / 1200 Def

Bio-Tech Leech + Any level 5 or higher Plant, Insect, or Zombie Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. This card gains 300 Atk for each card on your opponent's Field and in his/her Hand. This card can attack your opponent directly. If it attacks using this effect, any Battle Damage inflicted by the attack is reduced by half. Whenever this card deals Battle Damage to your opponent as a result of a direct attack, select a card at random from your opponent's Hand and place it face-down in his/her Spell and Trap card zone. A card set by this effect can not be flipped face-up. When a card placed on your opponent's Field by this effect is destroyed, it is returned to its owner's Hand. When this card is removed from the Field, all cards placed on your opponent's Field by this card's effect are returned to their owner's Hand.

Bio-Tech Twincore
Machine/Fusion/Effect
10 Star / Light
2000 Atk / 1500 Def

Bio-Tech Liquid Core + Bio-Tech Plasma Core

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. This card can not be destroyed or removed from the Field by any card effects except "Bio-Tech Polymer"'s. Once per turn, when this card would be destroyed by battle it is not destroyed. All Battle Damage from battles involving this card is doubled and inflicted to your opponent.

Bio-Tech Overdragon
Machine/Fusion/Effect
10 Star/Fire
1800 Atk / 1600 Def

Bio-Tech Battlewyrm + Any level 5 or higher Dinosaur, Dragon, or Reptile Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. Whenever this card destroys your opponent's monster by battle, select and activate one of the following:

- This card can attack once again in a row.

- Increase the Atk of this card by 700 for as long as it remains on the Field.

Bio-Tech Juggernaught
Machine/Fusion/Effect
10 Star/Earth
2600 Atk / 1300 Def

Bio-Tech Automaton + Any level 5 or higher Machine or Rock Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. This card can attack all your opponent's Attack Position monsters on the same Battle Phase. On the End Phase of a turn when this card destroyed your opponent's monster by battle and sent it to the Graveyard, all Defense Position monsters on your opponent's Field are switched into Attack Position (Card effects are not activated) and may not be switched back until your next turn.

Gabri August 26th, 2007 3:37 AM

The Bio-Techs are a bit confusing... And I don't think a 2600 ATK monster would have 10 stars if Blue-Eyes White Dragon has 3000 ATK and has 8 stars. The Princesses are god, but a bit confusing too... anways, here's my card:

Name: Diablo Dragon
Card Type: Effect Monster
Level/Type/Attribute: 9 Stars/Dragon/Dark
Effect: No more Spell/Trap Cards can be played.
ATK/DEF: 3950/2800
Rarity: Ultra-Rare

(I'll not repeat that phrase because it is getting annoying.)

Forci Stikane August 26th, 2007 6:53 AM

Quote:

Originally Posted by Alter Ego (Post 2810678)
Rise of the Twin Queens
Normal Spell

This card can only be activated by discarding your Hand and tributing "Princess Curran" and "Princess Pikeru" from your Field while "Court of Nobles" is on your Field. Special Summon one "Queen Curran" and one "Queen Pikeru" from your Deck, ignoring summoning conditions.

Um...one-card hand to bring out both at once? Okay...but there's still getting both Princesses out at once


Bio-Tech Vampire

Machine/Fusion/Effect
10 Star/Dark
1400 Atk / 1200 Def

Bio-Tech Leech + Any level 5 or higher Plant, Insect, or Zombie Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. This card gains 300 Atk for each card on your opponent's Field and in his/her Hand. This card can attack your opponent directly. If it attacks using this effect, any Battle Damage inflicted by the attack is reduced by half. Whenever this card deals Battle Damage to your opponent as a result of a direct attack, select a card at random from your opponent's Hand and place it face-down in his/her Spell and Trap card zone. A card set by this effect can not be flipped face-up. When a card placed on your opponent's Field by this effect is destroyed, it is returned to its owner's Hand. When this card is removed from the Field, all cards placed on your opponent's Field by this card's effect are returned to their owner's Hand.

S/T lock while, at the same time, dealing a hefty amount of damage...not bad for a Bio-Tech.

Bio-Tech Twincore
Machine/Fusion/Effect
10 Star / Light
2000 Atk / 1500 Def

Bio-Tech Liquid Core + Bio-Tech Plasma Core

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. This card can not be destroyed or removed from the Field by any card effects except "Bio-Tech Polymer"'s. Once per turn, when this card would be destroyed by battle it is not destroyed. All Battle Damage from battles involving this card is doubled and inflicted to your opponent.

Shrink, anyone? That effect really is quite painful. At least its only 100 below Cyber Dragon...

Bio-Tech Overdragon
Machine/Fusion/Effect
10 Star/Fire
1800 Atk / 1600 Def

Bio-Tech Battlewyrm + Any level 5 or higher Dinosaur, Dragon, or Reptile Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. Whenever this card destroys your opponent's monster by battle, select and activate one of the following:

- This card can attack once again in a row.

- Increase the Atk of this card by 700 for as long as it remains on the Field.

Sweep your opponent then finish it up by increasing its ATK. Gets stumped by the higher-ATK beatsticks, though.

Bio-Tech Juggernaught
Machine/Fusion/Effect
10 Star/Earth
2600 Atk / 1300 Def

Bio-Tech Automaton + Any level 5 or higher Machine or Rock Type monster

This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. This card can attack all your opponent's Attack Position monsters on the same Battle Phase. On the End Phase of a turn when this card destroyed your opponent's monster by battle and sent it to the Graveyard, all Defense Position monsters on your opponent's Field are switched into Attack Position (Card effects are not activated) and may not be switched back until your next turn.

Yeah, Juggernaut will get some considerable play as some sort of OTKO. That high an ATK will run over Cyber, Monarchs, and pretty much anything else I can think of that gets played.

Quote:

Originally Posted by MysticManyula
The Bio-Techs are a bit confusing... And I don't think a 2600 ATK monster would have 10 stars if Blue-Eyes White Dragon has 3000 ATK and has 8 stars. The Princesses are god, but a bit confusing too... anways, here's my card:

Name: Diablo Dragon
Card Type: Effect Monster
Level/Type/Attribute: 9 Stars/Dragon/Dark
Effect: No more Spell/Trap Cards can be played.
ATK/DEF: 3950/2800
Rarity: Ultra-Rare

(I'll not repeat that phrase because it is getting annoying.)

...For both our sakes, I'll ignore that first part...Your card is just plain wrong. A monster with that much ATK and blocking everything not a monster? That only leaves a few ways to get rid of it (all that comes to mind right now is Mole & Exiled). Broken.

Gabri August 27th, 2007 12:57 PM

Another ones:

Name: Blow Bomb
Card Type: Effect Monster
Level/Type/Attribute: 3 Stars/Machine/Fire
Effect: Offer this card as a Tribute to destroy all the cards on the opponent's field.
ATK/DEF: 500/500
Rarity: Ultra-Rare

Name: Metamorphosis Crystal
Card Type: Ritual Magic Card
Effect: Summons a Warrio-Gon with tributes. You must offer a "Celtic Guardian" and any Dragon-type monster to summon that card.
Rarity: Rare

Name: Warrio-Gon
Card Type: Ritual/Effect Monster
Level/Type/Attribute: 7 Stars/Dragon/Earth
Ritual: You may only summon this card by activating "Metamorphosis Crystal" and offering a "Celtic Guardian" and a Dragon-type monster as tributes.
Effect: This monster has ATK/DEF points equal to the number of monsters on your Graveyard x 1000.
ATK/DEF: ?/?
Rarity: Rare

The last one may look strange, but it is a Dragonized man, like a man and a dragon merged.

Forci Stikane August 27th, 2007 1:03 PM

Quote:

Originally Posted by MysticManyula (Post 2817006)
Another ones:

Name: Blow Bomb
Card Type: Effect Monster
Level/Type/Attribute: 3 Stars/Machine/Fire
Effect: Offer this card as a Tribute to destroy all the cards on the opponent's field.
ATK/DEF: 500/500
Rarity: Ultra-Rare

Name: Metamorphosis Crystal
Card Type: Ritual Magic Card
Effect: Summons a Warrio-Gon with tributes. You must offer a "Celtic Guardian" and any Dragon-type monster to summon that card.
Rarity: Rare

Name: Warrio-Gon
Card Type: Ritual/Effect Monster
Level/Type/Attribute: 7 Stars/Dragon/Earth
Ritual: You may only summon this card by activating "Metamorphosis Crystal" and offering a "Celtic Guardian" and a Dragon-type monster as tributes.
Effect: This monster has ATK/DEF points equal to the number of monsters on your Graveyard x 1000.
ATK/DEF: ?/?
Rarity: Rare

The last one may look strange, but it is a Dragonized man, like a man and a dragon merged.

You REALLY like to make broken cards, don't you? I think that first one pretty much speaks for itself *coughUFOTurtlecough*, and your ritual powers up much too quickly. I'd say that it definitely matches Demise in effect, if not better.

Scarlet Weather August 27th, 2007 1:53 PM

Alright, let's try something a little interesting:

Heart of the Cards
Normal Spell
Pay life points until you have one hundred remaining and discard your hand in order to activate this card. Select the same number of cards you discarded from your deck and add them to your hand.

Limited to one per deck. :3

Forci Stikane August 27th, 2007 2:10 PM

Quote:

Originally Posted by Art_Critic_Cubone (Post 2817266)
Alright, let's try something a little interesting:

Heart of the Cards
Normal Spell
Pay life point until you have one hundred remaining and discard your hand. Select the same number of cards you discarded from your deck and add them to your hand.

Limited to one per deck. :3

VERY evil. I doubt it would get a chance to see some play before being banned. Definitely used for OTK/FTK decks, but you might want to add the phrase "to activate this card" to that first sentence to avoid any nasty Dark World confusion...

Heh, actually that card would be pretty ideal for a Reversal Quiz OTK deck.

Oh, I have a new card as well:

Under Barrier
Continuous Spell
You can only activate this card when you have 1000 Life Points or less and your opponent has 5000 or more. While this card is face-up on the field, neither player can declare an attack. When your opponent's Life Points decrease below 5000, destroy this card. When this face-up card is destroyed and sent to the Graveyard, the current player's turn ends immediately.

Scarlet Weather August 28th, 2007 7:06 AM

Hm... I like it, and yet I don't. Useful for stalling until you can set up an attack, but how are you going to attack if your monsters are immobilized as well? I don't like playing mind games when I'm doing YGO, so this type of card would probably drop out of my deck.

Now, since everything's getting a little less stapled in my roleplay, I may as well come up with a few cards to open the Wandering options a little and make my deck less stapled as well.

Limit Break-Beat Rush
Normal Spell
Pay half of your life points and select one "Wandering Rogue" on your side of the field. For this turn only, Wandering Rogue can attack all monsters on the opponent's side of the field. If "Wandering Rogue" is the only monster on your side of the field, no cost is required to activate this card. You may only activate one "Limit Break" spell per turn.

Limit Break-Beastialize
Normal Spell
Pay half your life points and select one "Wandering Mage" on your side of the field. The attack of the selected Wandering Mage becomes three thousand. If Wandering Mage is the only monster on your side of the field, no cost is required to activate this card. You may only activate one Limit Break spell per turn.

Limit Break-Cosmos Eterna
Normal Spell
Pay half your life points and select one "Wandering Beast" on your side of the field. The selected "Wandering Beast" may attack your opponent's life points directly. If "Wandering Beast" is the only monster on your side of the field, no cost is required in order to activate this card. You may play only one Limit Break spell per turn.

Limit Break-Shuriken Blaze
Normal Spell
Pay half of your life points and select one "Wandering Shinobi" on your side of the field in order to activate this card. Destroy spell and trap cards on your opponent's side of the field equal to the number of "Wandering" monsters in your hand and field and deal damage equal to the number of destroyed cards x400. If Wandering Shinobi is the only monster on your side of the field, no cost is required to activate this card. You may only activate one "Limit Break" spell per turn.

Limit Break-Grand Healing
Normal Spell
Discard three cards and select one "Wandering Healer" on your side of the field in order to activate this card. Gain life points equal to half your current life points. All "Wandering" monsters cannot be destroyed until your next turn after activation. If "Wandering Healer" is the only monster on your side of the field, no cost is required to activate this card. You may only play one Limit Break spell per turn.

Limit Break-Ability Clone
Normal Spell
Select one "Wandering Vampire" on your side of the field. During this turn, this spell card gains the effect(s) of any "Limit Break" spell in the graveyard and "Wandering Vampire" may be treated as any "Wandering" monster in the graveyard. (Activation costs must still be paid).

Limit Break-Braver
Normal Spell
Pay one thousand life points and select one "Wandering Hero" on your side of the field. Destroy one monster on the opponent's side of the field, then deal damage equal to the combined level stars of Wandering Hero and the destroyed monster x300. If "Wandering Hero" is the only monster on your side of the field, no cost is required to activate this card. You may only activate one "Limit Break" spell per turn.

Limit Break-Omnislash
Normal Spell
Pay half of your life points and select one "Wandering Hero" on your side of the field. Destroy monsters on the opponent's side of the field equal to the number of "Limit Break" spells in the graveyard. Wandering Hero may attack once for each monster destroyed in this way this turn. You may only play one "Limit Break" spell per turn.

Alter Ego August 28th, 2007 7:08 AM

So refresh my memory: why isn't Warrio-gon a fusion monster when it specifies tributes not in terms of combined star level but by monster type and name? That's not how rituals work. xP At any rate, see Icha's comments for the effect bit.[/Lazy]

Heart of the Cards: Rofflecakes, Yami's ability has been cardified. Yeah, this would be pretty awesome to play. Too bad we have something called 'game balance' to think about. xD

Under Barrier: Ehh...sort of dubious usefulness since it uses specific LP values as opposed to a certain LP difference, meaning that using the lockdown to slap some direct damage on your opponent is pretty much out of the question. I think I'd sooner use my own Lifeforce Barrier card. That one thrives on burn. xD This one...eh, I guess it's sort of a backup plan for high-risk decks like Reversal Quiz OTKO but the requirements are so...strict. xP

And now for something completely different. Instead of making another card set, I shall add something to an existing one. =O

Venom Distill
Continuous Spell

For each of your "Venom" monsters that is sent to the Graveyard while this card is face-up on the Field, place a Venom Counter on this card. Whenever a "Venom" monster on your Field attacks a monster on your opponent's Field, you may move one Venom Counter from this card to the target monster before applying Damage Calculation.

EDITNESS: ZOMG LUL, Final Fantasy meets YGO. xD Awwright...let's take a look at these:

Beat Rush: Oh my...the rogue is apparently Tifa's apprentice. xD Anyways, fair enough. However, that should be 'Until the end of the turn this card is activated the selected monster can attack all monsters on your opponent's Field'. It's a bit on the weak side considering the rogue's weak Atk. Maybe augment that just a bit too? Something like 500 extra would make this a lot cooler.

Beastialize: Isn't this supposed to be the beast's limit? o.O Anyways, I see no issues here. Blue-Eyes' strength FTW.

Cosmos Eterna: Yeah, this sounds more like the Mage's limit. Depends on whether you wanted the effects to be the other way around too, but I see nothing directly wrong with a single direct attacker. The wording at the end is off, though, which is weird since you got it right before. With stuff like this, you should just copy-paste that last provision to get it right each time.

Shuriken Blaze: Ehh...I'm not too wild about the bit that requires you to reveal your hand (you know, to show that you have wanderers there). Anyways, this is basically a slightly less reliable Dark Magic Attack with a more useful requirement monster. I think you could throw in a bit of burn damage (Like, say, 400 damage per destroyed card) for that limit break flair. ;D

Grand Healing: This sort of reminds me of the White Wind Enemy Skill. Ahh...nostalgia. It's a bit on the weak side, though. Maybe give it something else that's also healerish like returning a wanderer or two from your graveyard to your hand. :3 Optionally, you could just let it double your LP. Life Points are cheap these days, anyway.

Ability Clone: For practical reasons, make that 'any "Limit Break" Spell Card in your Graveyard'. The last provision is also unnecessary since activating the effect of the card - as opposed to the card itself - already circumvents any activation requirements.

Braver: Sissy....at least throw in a bit of burn damage or some other neat side-effect. As it is, it's too expensive if you have others on the field and not enough to turn the game around if you don't. =O

Omnislash: Who does this 'Hero' think he is? Cloud? xD Again, use '"Limit Break" Spell card(s) in your Graveyard' instead of cards that have been played. It saves a lot of hassle. This requires quite a bit of setup to really pay off, so again; consider additional effects.


Overall, I see no serious balance issues. If anything, they could use a bit of buffing since they are rather situational, maybe some sneaky way to search them from your deck too. Cool concept, though; got to love those flashy reversals. x3

Scarlet Weather August 28th, 2007 9:34 AM

Quote:

Originally Posted by Alter Ego (Post 2820052)
So refresh my memory: why isn't Warrio-gon a fusion monster when it specifies tributes not in terms of combined star level but by monster type and name? That's not how rituals work. xP At any rate, see Icha's comments for the effect bit.[/Lazy]

Heart of the Cards: Rofflecakes, Yami's ability has been cardified. Yeah, this would be pretty awesome to play. Too bad we have something called 'game balance' to think about. xD

Under Barrier: Ehh...sort of dubious usefulness since it uses specific LP values as opposed to a certain LP difference, meaning that using the lockdown to slap some direct damage on your opponent is pretty much out of the question. I think I'd sooner use my own Lifeforce Barrier card. That one thrives on burn. xD This one...eh, I guess it's sort of a backup plan for high-risk decks like Reversal Quiz OTKO but the requirements are so...strict. xP

And now for something completely different. Instead of making another card set, I shall add something to an existing one. =O

Venom Distill
Continuous Spell

For each of your "Venom" monsters that is sent to the Graveyard while this card is face-up on the Field, place a Venom Counter on this card. Whenever a "Venom" monster on your Field attacks a monster on your opponent's Field, you may move one Venom Counter from this card to the target monster before applying Damage Calculation.

Ouch... Venom monsters are evil. There aren't many of them, but they are evil. As for this card, I see nothing wrong with it.

EDITNESS: ZOMG LUL, Final Fantasy meets YGO. xD Awwright...let's take a look at these:

FFVII, to be precise. :3

Beat Rush: Oh my...the rogue is apparently Tifa's apprentice. xD Anyways, fair enough. However, that should be 'Until the end of the turn this card is activated the selected monster can attack all monsters on your opponent's Field'. It's a bit on the weak side considering the rogue's weak Atk. Maybe augment that just a bit too? Something like 500 extra would make this a lot cooler.

Wanderer deck needs equip cards anyway for hero, so there's no reason you can't just toss "United We Stand" or something to Rogue. Besides, if this thing pulls off you could end up drawing an entirely new hand.

Beastialize: Isn't this supposed to be the beast's limit? o.O Anyways, I see no issues here. Blue-Eyes' strength FTW.

Allow me to explain my placement of this limit break with two words: Vincent Valentine.

Cosmos Eterna: Yeah, this sounds more like the Mage's limit. Depends on whether you wanted the effects to be the other way around too, but I see nothing directly wrong with a single direct attacker. The wording at the end is off, though, which is weird since you got it right before. With stuff like this, you should just copy-paste that last provision to get it right each time.

The beast was a mix of Nanaki and a couple of made-up monsters I'd been toying around with, so I thought it was fair that I gave him a limit break similar to Cosmo Memory. And I can't copy paste the whole thing, since each one is monster-specific.

Shuriken Blaze: Ehh...I'm not too wild about the bit that requires you to reveal your hand (you know, to show that you have wanderers there). Anyways, this is basically a slightly less reliable Dark Magic Attack with a more useful requirement monster. I think you could throw in a bit of burn damage (Like, say, 400 damage per destroyed card) for that limit break flair. ;D

Done and doner.

Grand Healing: This sort of reminds me of the White Wind Enemy Skill. Ahh...nostalgia. It's a bit on the weak side, though. Maybe give it something else that's also healerish like returning a wanderer or two from your graveyard to your hand. :3 Optionally, you could just let it double your LP. Life Points are cheap these days, anyway.

Well, Great Gospel was hard to translate into a spell card...

Ability Clone: For practical reasons, make that 'any "Limit Break" Spell Card in your Graveyard'. The last provision is also unnecessary since activating the effect of the card - as opposed to the card itself - already circumvents any activation requirements.

But I want the card to still have the activation requirements in play- like, Vampire can't just activate a card for free. He has to pay half life-points first unless he's out there solo. I suppose I'll just give ability leech an LP cost...

Braver: Sissy....at least throw in a bit of burn damage or some other neat side-effect. As it is, it's too expensive if you have others on the field and not enough to turn the game around if you don't. =O

It's his initial Limit Break (as opposed to a translated Final limit break for the others). It was supposed to be fairly weak. I guess I could buff it a bit...

Omnislash: Who does this 'Hero' think he is? Cloud? xD Again, use '"Limit Break" Spell card(s) in your Graveyard' instead of cards that have been played. It saves a lot of hassle. This requires quite a bit of setup to really pay off, so again; consider additional effects.

The Hero isn't Cloud, I'll say that much. The other Wanderers are easier to identify, but Hero isn't Cloud. The Hero does get Cloud's limit break skills though. Alright, I'll give it something a bit more massive.

Overall, I see no serious balance issues. If anything, they could use a bit of buffing since they are rather situational, maybe some sneaky way to search them from your deck too. Cool concept, though; got to love those flashy reversals. x3

Yes, alright, I'll take care of things. I suppose as RP master I could accept them too and allow myself preferential treatment by adding them to Achan's deck right away, but it would probably be better to wait. :3

Alter Ego August 28th, 2007 9:56 AM

Grand Healing: If it's a Great Gospel you're looking for then you've missed half the effect; what happened to the temporary invulnerability, eh? Preventing battle damage and destruction of wandering monsters until your next turn would make it quite the strong limit. :3

Ability Clone: Oh, no, no, no! It already does that because of the stuff in parenthesis; activation costs aren't the same as activation requirements, silly. :P I was just pointing out that the bit about names was redundant since the rest of the effect already covers that issue.

Oh, and on the copy paste I was referring to the 'Only one limit break per turn' thing. That sentence is not name-specific. xP

Anyways, I just had a flash of inspiration for yet another card set, but I've yet to come up with a catchy name for them so it shall have to wait. However, I'll start with a card which they will benefit from quite a bit. :3

Flash Blade - Xenshail
Equip Spell

This card can only be equipped to a monster on your side of the Field. Whenever the monster equipped with this card attacks, inflict damage to your opponent equal to half the original Atk of the equipped monster (This is treated as Battle Damage inflicted by the equipped monster). On the End Phase of a turn when this face-up card on your Field was sent to the Graveyard, add this card from your Graveyard to your Hand. During your End Phase, remove both this face-up card on the Field and the monster equipped with this card from play.

EDITNESS: Tee-hee, I think I figured out the name that shall do. Here goes. :3

Wildkin Brute
Beast Warrior/Effect
4 Star/Earth
2200 Atk / 900 Def

When this card inflicts Battle Damage to your opponent, shuffle this card into your Deck then draw a card.

Wildkin Skirmisher
Beast Warrior/Effect
4 Star/Wind
1500 Atk / 1200 Def

When this card inflicts Battle Damage to your opponent, select one card on your opponent's Field and destroy it, then shuffle this card into your Deck and draw a card.

Wildkin Defender
Beast Warrior/Effect
3 Star/Earth
500 Atk / 2300 Def

When this card inflicts Battle Damage to your opponent, shuffle it into your deck then draw a card. If your opponent declares an attack when there are no monster cards on your Field, you may Special Summon this card from your Hand in face-up Defense Position, then this card and the attacking monster battle.

Wildkin Berserker
Beast Warrior/Effect
4 Star/Fire
1700 Atk / 1200 Def

When this card inflicts Battle Damage to your opponent, shuffle this card into your deck then draw a card, then - if there are any monsters on your opponent's Field - Special Summon one "Wildkin Berserker" from your Hand.

Wildkin Bandit
Beast Warrior/Effect
4 Star/Dark
1600 Atk / 1300 Def

When this card inflicts Battle Damage to your opponent, shuffle it into your deck then draw two cards.

Wildkin Marauder
Beast Warrior/Effect
4 Star/Dark
1400 Atk / 1200 Def

When this card inflicts Battle Damage to your opponent, Special Summon one level four or lower "Wildkin" monster other than "Wildkin Marauder" from your Deck then shuffle this card in your Deck and draw a card.

Wildkin Raider
Beast Warrior/Effect
4 Star/Wind
1800 Atk/ 700 Def

When this card attacks, your opponent may not activate any card effects until the end of the Damage Step. When this card inflicts Battle Damage to your opponent, shuffle it into your Deck then draw a card.

Wildkin Shaman
Beast Warrior/Effect
4 Star/Light
1500 Atk / 1300 Def

When this card inflicts Battle Damage to your opponent, select up to two cards from your Graveyard and then shuffle the selected card(s) and this card into your Deck and draw a card.

Wildkin Hordebreaker
Beast Warrior/Effect
4 Star/Fire
1200 Atk / 1200 Def

For each monster on your opponent's Field, increase the Atk of this card by 400. This card attacks all of your opponent's monsters at the same time. At the end of a Battle Phase when this card inflicted Battle Damage to your opponent, shuffle it into your deck then draw a card.

Wildkin Chieftain
Beast Warrior/Effect
7 Star/Earth
2800 Atk / 1700 Def

Shuffle two differently named "Wildkin" monsters from your Hand into your Deck to Special Summon this card from your Hand. When this card inflicts Battle Damage to your opponent, add two "Wildkin" monsters from your Deck to your Hand then shuffle this card into your Deck and draw a card.

Ferocious Retaliation
Counter Trap

This card can only be activated when your opponent declares a Direct Attack. Special Summon one "Wildkin" monster from your Hand, then the attacking monster and the monster Special Summoned by this effect battle.

Wildkin War Chant
Normal Spell

This card can only be activated when there are no monsters on your Field. Special Summon "Wildkin" monsters from your Hand up to the number monsters on your opponent's Field. Monsters Special Summoned by this effect may not attack your opponent directly and are shuffled into your Deck on your next End Phase. On the turn this card is activated, you may not Normal Summon or Set a monster.

Phanima August 30th, 2007 4:58 AM

I'll refrain from reviewing, solely due to my lack of ability to provide constructive criticism, as proven from my previous post.

Following that, additional/revised AC cards:

Spell Cards

Name: Hangar Unit
Type: Quick-Play
Effect: Activate only as Chain Link 3 or higher; add 1 Spell Card from your Deck to your hand. You cannot activate this card if multiple cards/effects with the same name are in that Chain.

Trap Cards

Name: Kojima Core
Type: Continuous
Effect: During the turn a monster is Normal Summoned, Flip Summoned or Special Summoned successfully, it is destroyed during the End Phase. Both players take damage equal to the number of monsters destroyed by this card’s effect x 300 points.

Name: Kojima Particles
Type: Continuous
Effect: If there is no face-up Machine-Type monster(s) on the field, this card is destroyed. Gain Life Points equal to the number of face-up Machine-Type monsters on the field x 300 points.


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