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My answer: Seal Releaser LIGHT/Spellcaster 2 Stars/Effect ATK: 500 DEF: 900 FLIP: You may add 1 "Removing the Seal" from your Deck to your hand. As long as this card is face-up on your side of the field, you may treat the name of this card as "Removing the Seal." And, one just for fun: Battlefield Field Spell All Effect Damage becomes 0. All effects that involve winning the Duel/Match are negated. Increase the ATK & DEF of all monsters on the field by 300. |
Battlefield: I'd just make it say "Negate all effects that result in an automatic victory". I don't know... maybe it'll make side deck for Exodia decks.
Seal Releaser: Oh man, Sacred Beast just became usable. I think. XD As for "Releasing the Seal", it's supposed to be a Sacred Beast version of Breaking the Seal, so naturally I stated that it would require two. Besides, SB fails because of the three-card requirement, I thought. |
Orbital Observation Satellite- isn't that effect a bit cheap, the total immunity party... o_o; usually there's some sort of catch to it.
Deflector Satellite- same as the above... Satellite cannon gets the not destroyed by battle only if it's attack mode i think (therefore takes LP damage), but these two... yeah. Sol- fair enough, satellite cannon nomi lol Energy Spike- w00t Tactical Laser Strike- awww hard to use... too bad Combined Fire- it can use more boost... like piercing or boosted attack power as well sort of thing. Right now it's so... mehhhh. I think the other cards are commented on fairly well already. Oh we should all make support for our usually lackluster but favorite cards XD; Quick Cannon Charge Normal Spell Add 1 Counter to all "Wave Motion Cannon" on your side of the field. Final Fire Normal Trap Activate when "Wave Motion Cannon" is destroyed by your opponent's card effect. For every counter on "Wave Motion Cannon" destroy a card on the field. |
Alright, if that's the case...
Growl of the Panther Normal Spell Select one "Neo-Spacian Black Panther" on your side of the field. Your opponent cannot activate any spells or traps as long as the selected monster remains on the field. Neo-Spacian Ultima Black Panther Monster/Effect/Beast/5* Atk ????/Def???? Tribute one "Neo-Spacian Black Panther" on your field in order to special summon this monster from your deck. This monster gains the stats, level, name, and effect(s) of any monster on the opponent's side of the field until it is removed from the field. Claw of Black Panther Normal Trap Activate when one face up "Neo-Spacian Black Panther" or "Neo-Spacian Ultima Black Panther" is attacked. Destroy the attacking monster. In addition to its own effect(s), the monster that was selected as an attack target gains the effect(s) of the destroyed monster until it is removed from the field. Call of the Wild Continuous Spell If you tribute summoned a beast monster this turn, you may normal summon one other beast monster this turn. |
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Seal thingymabblobber: Well, this isn't really doing squat to help Uria. Even if you do get the poor thing out, he'll be about as useful as Slifer with an empty hand since you won't have enough continuous traps in your graveyard. =O Raviel, on the other hand, isn't really that hard to get out. Heck, I'm pretty sure that multiplied Kuriboh would do the trick (Remember, since you're offering the tokens as tribute for a card effect it's not considered to be a tribute summon. Same as with toons and goat tokens. :3) it's just that big monsters in general don't get to stay on the field for long. Hamon gets a leg up (sort of) but the phantasms still remain a novelty imo. Battlefield: You could just say "While this card is on the Field, neither player can declare instant victory.". That should cover it. Yay for pure, unrestrained beatdown. I could definitely see this being sided in against burn decks. :3 WMC supports: Big problem with both; Wave-Motion Cannon doesn't use counters. The effect is based on the number of your Standby Phases the cannon has been on the field, meaning that with the current wording both cards won't do anything at all. T_T Growl of the Panther: Right...so suppose you used that panther to copy a 'can't be destroyed by battle' monster? That's a seriously powerful lock right there. x.x Ultima Black Panther: Fair enough. Claw of the Black Panther: Sort of a situational Sakuretsu with an added bonus, but the ability to steal an additional effect works nicely with growl over there. Call of the Wild: Sort of more beast than panther support, but fair enough. Too bad it doesn't work with the panther's special summon, though. Aaanyway, since the panther is a neo-spacian this calls for: Elemental Hero Ultima Neos Warrior/Fusion/Effect 10 Star/Dark 2500 Atk/2000 Def "Elemental Hero Neos" + "Neo-Spacian Ultima Black Panther" This card can only be Special Summoned from your Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) You can select 1 face-up Monster on the field if 1 is not already selected by this card. While this card is face-up on your side of the field, increase the Atk of this card by half the Atk of the selected monster. (You can select up to 1 monster at a time with this effect.). While this card is on the Field, negate the effects of all Effect Monsters on your opponent's Field. This card returns to the Fusion Deck during the End Phase. Aaaand one more satellite: Proto-Satellite Cannon - Lotus Machine/Gemini 4 Star/Light 0 Atk / 2000 Def This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: -The original Def of this card becomes zero and this card is treated as "Satellite Cannon". This card can not be destroyed in battle with a level 5 or lower monster. During each Standby Phase, increase the Atk of this card by 2000. When this card attacks, the Atk of this card returns to zero at the end of the Damage Step. During each End Phase, if the Atk of this card is 4000 or higher, the Atk of this card returns to zero. I've also done a little revamping on Combined Fire and Energy Spike: Energy Spike Normal Spell This card can only be activated when there's at least one "Satellite Cannon" on the Field. Once per turn, until your third End Phase after this card's activation, increase the Atk of each "Satellite Cannon" on the Field by 1000. Combined Fire Continuous Spell Once per turn, during your Main Phase, you may pay 800 Life Points select one face-up "Satellite Cannon" on the Field. The Atk of the selected monster becomes the combined Atk of all "Satellite Cannon"s on your Field. On the turn this card is activated, the selected monster can attack every monster on your opponent's Field and only the selected monster can attack. On the End Phase of the turn when this card's effect is activated, reduce the Atk of all face-up "Satellite Cannon"s on your Field to zero. |
Somehow I keep thinking that WMC puts a counter during each standby phase ;_; And yes you're right, I am just too used to the AI being stupid enough to put Satellite Cannon in atk mode for no apparent reason.
I like the new Energy Spike and Combined Fire a lot more ^^ |
Not rating today... (I don't rate cards that well anyways) Because my brain is about to explode because of classes o.0, but a couple of my new cards here... It's all I can think...
Blast At Once! Normal Magic Card Pay 1500 Life Points to destroy all monsters on the field and remove them from play. ------------------------------------------------------------------------ Soul Recovery Continous Magic Card In each of your Standby Phases, toss a coin. If heads, increase your Life Points by the number of cards in the opponent's Graveyard x 500. If tails, this card does nothing. FIFTEEN minutes to think on those two... |
Okay...
Blast At Once!: Equals banned, because it's a dark-hole type thing. Add an additional discard requirement, like one card from the hand or something. Don't forget, some decktypes actually like to throw their own monsters into the graveyard, like Chimera Overtech OTK for example, or Five-headed-Dragon. Soul Recovery: Wow, I think you just opened up a new "LP revival" decktype. I think Lycanthrope likes this card 'cause of DL's milling effect, and I can think of a few others, but really what I'd like to say about this card is that it needs a bit more of a cost. Maybe "Pay five hundred life points to keep this card in play" or something? The way it stands, more then five cards in the graveyard and you'll be stalling the opponent all the way to victory. |
Yeah, seconding ACC. 500 LP per turn is nothing for Soul Recovery, though; how about you make it so it increases your opponent's LP if you get tails instead?
As for Blast At Once!: try making the LP cost proportional to the amount of cards on the field (say 500 LP per card); that way any big swings in presence will translate into big LP costs as well. ;3 Aaanyway, just a fake card I came up with while toying with my latest deck concept: Fateful Convergence Normal Spell Pick up two cards from the top of your Deck and two cards from the bottom of your deck and look at them, then return two of the cards you picked up to the bottom of your deck and two to the top of your deck in any order. Also, the beginnings of a second set which was meant to go with my Storm monsters but which I was too lazy to post before. ;3 Stone Herald of Antiquity Rock/Effect 4 Star/Earth 1200 Atk / 2000 Def If there are no cards in your Graveyard, this card is destroyed. This card's effect is determined by the top card of your Graveyard: - Monster: The original Atk and Def of this card are switched. For every 500 points of Battle Damage this card inflicts to your opponent, your opponent discards one card from the top of his/her Deck. - Spell: Your opponent must discard two cards from the top of his/her Deck each time he/she activates a Spell Card. - Trap: When your opponent declares an attack against this Attack Position card, this card is switched into Defense Position until the end of the Damage Step. Your opponent may negate this effect by discarding three cards from the top of his/her Deck. Stone Warrior of Antiquity Rock/Effect 4 Star/Earth 1700 Atk / 1200 Def If this card is the top card of your Graveyard and the card below it is an "Antiquity" monster, place this card at the bottom of your Graveyard to Special Summon one "Stone Warrior of Antiquity" from your Deck. Each time this card destroys your opponent's monster by Battle and sends it to the Graveyard, your opponent discards a card from the top of his/her Deck. Stone Guardian of Antiquity Rock/Effect 4 Star/Earth 800 Atk / 2200 Def When an "Antiquity" monster on your Field would be destroyed, you may discard a number of cards from the top of your Deck equal to the Level Stars of the monster instead. (Damage Calculation is applied normally) Stone Gargoyle of Antiquity Rock/Effect 5 Star/Earth 2400 Atk / 2400 Def While the top card of your opponent's Graveyard is of the same type (Spell, Trap, or Monster) as the top card of your Graveyard, this card can attack your opponent directly while in Defense Position. When it does, any Battle Damage from the attack becomes half the original Atk of this card. If your opponent declares an attack while this card is in face-up Defense Position, discard five cards from the top of his/her Deck. Stratum Dragon Dragon/Effect 8 Star/Earth 2600 Atk / 2300 Def For the purpose of determining card effects, this card is considered to have "Antiquity" in its name. If there are four or more "Antiquity" monsters on top of this card in your Graveyard, Special Summon this card to your Field. Each time this card is Special Summoned in this manner, both players discard four cards from the top of their Decks. Aeon Dragon Dragon/Fusion/Effect 12 Star/Dark 8000 Atk / 8000 Def This card can only be Special Summoned by the effect of "Bones of the Earth". Reduce the original Atk and Def of this card by 100 x the combined number of cards in both players' Decks. While there are more cards in your Graveyard than your opponent's, this card is not affected by any Spell or Trap Cards. If you would draw a card while this card is on the Field, you may chose not to draw a card. Bones of the Earth Normal Spell When there are at least 15 cards, including at least one "Stratum Dragon", on top of this card in your Graveyard, remove this card and "Stratum Dragon" in your Graveyard from play to Special Summon one "Aeon Dragon" from your Fusion Deck. Curse of the Ancients Continuous Spell During each of your Standby Phases, if the top card of your Graveyard is not an "Antiquity" monster, this card is destroyed. While this card is face-up on the Field, negate the effects of all face-up Effect Monsters on the Field excluding "Antiquity" monsters. During each of your End Phases, discard a number of cards from the top of your Deck equal to the number of face-up Effect Monsters on the Field, otherwise this card is destroyed. Soil Erosion Continuous Trap Each time a player draws a card(s) that player discards the same number of card(s) from the top of his/her Deck. Tectonic Shift Continuous Trap Once per turn, either player may pay 800 Life Points to select and activate one of the following: - Pick up the top three cards of your Deck and look at them, then put them back in any order. - Rearrange the cards in your Graveyard. ...aaaand there will be more monsters and supports to come, but hopefully this should be enough to give you the general gist of the set. :3 |
Hrm... better throw out some Sanctuary monsters.(Yes, my sanctuary line is back, and I'll post it later. Monsters improved upon by the talents of our lovely Alter Ego. XD)
Dark Seraph Trumpeter Monster/Fairy/Dark/Effect/4* Atk 2100/Def 1200 If "Dark Sanctuary" is not on the field, this monster is destroyed. During your main phase, you may discard this monster from your hand in order to add one "Dark Sanctuary" from your deck to your hand. Dark Seraph Archer Monster/Dark/Fairy/Effect/4* Atk 1300/ Def 1700 This monster's name is treated as "Dark Seraph" for the purpose of determining card effects. If your opponent activates a spell or trap card while this face-up monster is on the field, deal six hundred points of direct damage to them. Dark Architect Monster/Spellcaster/Dark/Effect/3* Atk 400/Def 400 FLIP: Add one copy of "Dark Sanctuary" from your deck to your hand. Dark Seraph Lancer Monster/Dark/Fairy/Effect/4* Atk 1700/Def 1200 This monster's name is treated as "Dark Seraph" for the purpose of determining card effects. When this monster destroys an opponent's defense position monster, inflict damage equal to the difference between this monster's attack points and your opponent's monsters defense points to your opponent's life points. Dark Cherubim Hades Monster/Dark/Fairy/Effect/4* Atk 600/Def 1000 This monster's name is treated as "Dark Cherubim" for the purpose of determining card effects. Once per turn, you may remove one "Dark Seraph" or "Dark Cherubim" in your graveyard from play to increase this monster's attack by the original attack of the targeted monster until the end of the turn. (This effect cannot be activated on the opponent's turn.) Dark Seraph Miseres Monster/Dark/Fairy/Effect/2* Atk 500/Def 500 This monster's name is treated as "Dark Seraph" for the purpose of determining card effects. When this monster is normal summoned while Dark Sanctuary is on the field, destroy one monster on the opponent's side of the field. If this monster is flip summoned or flipped face up while another "Dark Seraph" is on the field, draw one card. Dark Sanctuary Field Spell All battle damage inflicted by non-Dark Attribute monsters is reduced by half. Dark Seraph Dark/Angel/4*/Effect Atk 1000/Def 700 While "Dark Sanctuary" is on the field, this monster gains eight hundred attack points. While this card is on the Field, "Dark Sanctuary" can not be destroyed by card effects. Dark Cherubim Monster/4*/Angel/Effect Atk 1500/ Def 1200 Once per turn, if "Dark Sanctuary" is on the Field, you may switch the battle position of one of your opponent's monsters (card effects are not activated). Tribute this face-up card on the Field to increase the Atk of a face-up monster on your Field by 500. If the selected monster is a Dark attribute monster, increase its Atk by 1000 instead. Dark Prophet Monster/Spellcaster/Effect/4* Atk 800/Def 800 Flip: Special summon one "Dark Seraph" or "Dark Cherubim" from your Hand or Deck. While "Dark Sanctuary" is on the Field, increase the DEF of this card by 1200. First Judgement Normal Spell Pay 1000 Life Points and send "Dark Sanctuary" on your Field to the Graveyard. Destroy all monsters on the field except for "Dark Seraph" and "Dark Cherubim". Second Judgement Normal Spell Pay 1000 Life Points and send "Dark Sanctuary" from your field to the graveyard then destroy all face-down cards on the Field. Wrathful Judgement Normal Spell Pay 2000 Life Points and send "Dark Sanctuary" from your Field to the Graveyard. Send all cards on the Field and in both players' Hands to the Graveyard. Funeral Shroud Normal Spell Send any number of "Dark Seraph"s from your Hand, Deck, and Field to the Graveyard. For each "Dark Seraph" sent to your Graveyard by this effect, increase your Life Points by 1000. For each "Dark Seraph" that you sent to the Graveyard from your Field, select one monster on your opponent's Field and destroy it. Fallen Seraph Lucio Monster/Angel/Effect/9* Atk 2800/Def 2800 This card can not be Normal Summoned or Set. This card can only be Special Summoned by removing three "Dark Seraph"s in your Graveyard from play while "Dark Sanctuary" is on the Field. While "Dark Sanctuary" is on the field,the Atk of this card is increased by 1000 and this card can not be destroyed by card effects. This monster is immune to the effects of trap cards. Angel Spear Equip Spell Increase the Atk of the equipped monster by 300. If the equipped monster is "Fallen Seraph Lucio" or "Dark Seraph", you may send this face-up card on the Field to the Graveyard to destroy all Defense Position monsters on the Field. |
Ahem... Some Dragons and Magic here...
Medieval War Dragon 8 Stars WIND/Dragon/Effect ATK: 3150 / DEF: 2400 Effect: Pay 1000 Life Points to destroy all Warrior-type monsters on the field and no more can be played as long as this card is face-up on the field. --------------------------------------------------------------------------------- The Mystic Dragon of the Sky 12 Stars WIND/Dragon/Effect ATK: ???? / DEF: ???? Effect: If ALL the three Tribute Monsters are WIND monsters, the ATK and DEF amount of this monster is equal to half of the total Tributed monsters' ATK and DEF. If they're not, this monster's total ATK and DEF is the number of monsters in your Graveyard x500. ------------------------------------------------------------------------------------ The Six Dragon Masks 4 Stars DARK/Fiend ATK: 1800 / DEF: 1400 ------------------------------------------------------------------------------------- Shape-Shifting Young Dragon 5 Stars WIND/Dragon/Fusion/Effect ATK: 2000 / DEF: 2000 Fusion: "The Six Dragon Masks" + "Baby Dragon" Effect: This monster copies an opponent monster's Attribute. If this monster attacks a DARK monster, this monster's Attribute shifts to DARK. This monster cannot be attacked by monsters of the same Attribute as itself. |
Medieval Warrior Dragon: Fine, thanks, fries with that? This card kills warrior's toolbox and big city, so I'm pretty certain it's banned because of that whole "No more may be summoned."
Dragon Masks: Four-star vanilla with okay attack. Meh. SSYBD: No thanks, since Baby Dragon is useless vanilla on its own and running it and one other monster for the express purpose of fusing them is just meh. The effect, on the other hand, is decent although you need to change the wording around. "When this monster is summoned, its attribute becomes that of any monster on the opponent's side of the field. When this monster attacks an opponent's monster, switch its attribute to that of the monster attacked. This monster cannot be attacked by any monster with the same attribute as itself." There, that oughta do it. |
This is a LOT of cards
Fateful Convergence- fair enough... similar to pigeon holding book of spells but not quickplay. Stone Herald- fair enough, but doesn't help its own deck type of self mill (I see Antiquity as self-mill to get out aeon asap than milling the enemy.) Great for enemy-mill though. Stone Warrior- weird special summon... but i guess fair enough. Again, doesn't help antiquity but helps enemy-mill. Stone Guardian- super self mill which is usually highly appreciated! This one can be splashable... basically if I got magical means to get this in faceup defense mode, it really can't die cause I can keep discarding (we see card trooper used over and over again with 3 discard, so we know that's not too much of a problem as tribute fodder.) 3 of this asap for antiquity decks. Maybe even one for zombie and that sort of thing? Stone Gargoyle- pretty deadly, 5 discards is 1/8th of a deck... I like it XD; You really need tumbling or something of that nature to get it to defense mode though. Again, great for enemy mill but not Antiquity. Stratum Dragon- you can just say "Treat this monster as a "Antiquity" monster." Not hard to summon at all, which is the best part for a beatstick. Aeon Dragon + Bones of the Earth- Though I can see one copy of magical blast in this deck either way. Still nice to have a 2nd method to stop drawing though. Either way, I sorta worry that it maybe too easy to summon because all the Antiquity + Card Trooper really has no problem dumping without care. We'll see though. Curse of the Ancients- rather pointless because it's rather too easy even for antiquity monster to destroy this card. Even antiquity decks need spells and traps... Also, this may threaten a deckout, sadly. Soil Erosion- I think we got enough methods to mill to bring out Aeon to use a continuous trap... Tectonic Shift- same as the above, not to mention helping your opponent more than it helps you. Overall, self mill for the win. I honestly am tempted to say, Foolish Burial suddenly got useful o_O; Either way, I'll basically do nothing but mill the crap out of myself to get aeon dragon asap. <><><> Before I continue on to the Dark Sanctuary monsters, they got Harpie Lady disease. If they're all the same name, then I can only use a total of 3 cards out of all of those monsters... you need to copy Harpie Queen's text to say how they're "Dark Seraph" only if they're in your hand, field or graveyard (or RFG pile too if necessary.) Same for Dark Cherubim too. Of course I maybe crazy as this may all be intentional o_o; but ehhh who'll play this deck if that is intentional. I mean... a deck revolving around only 6 monsters? Trumpeter- terraforming is increasingly useless Archer- ok... mild burn i guess. Moving along. Architect- just use trumpeter... it doesn't even work with apprentice >>; Lancer- beatstick of the set with nice piercing additions Hades- decent card, building towards Return from the Different Dimension sort of thing. Removing Trumpeter is the best bet. Trumpeter dumps himself easily. Misere- the best support card of the set hands down... if I get my field card, slap this down and I got mini Zaborg. If I set it, I get skelengel. It can't go wrong ^^ Dark Sanctuary- the monsters that need this field spell better be good, cause the field itself is sucky x.x Dark Seraph- fair enough, beatstick sort of thing... Dark Cherubim- the 2nd effect sucks because it got the same CA as axe of despair, but at least even axe of despair won't hurt field presence. This series is seriously reminding me of gravekeepers a lot. I mean, we got spear soldier earlier in Soldier (lol?) and now we got Assailant here too. Dark Prophet- and there is the Gravekeeper's Spy First Judgment- fair enough... Second Judgment- um, are we suppose to tech sand moth into the deck now? I think shield crush will suffice, because there can't be that many set monster unless you hit nimble momonga, which you already got soldier to pierce them anyway. Wrath Judgment- ok, Dark Sanctuary and Dark World are now united. I mean, top deck while I got Goldd/Sillvas all over my field? for the win? I mean honestly, ancient Third Planet strategy with 3 of this and 3 dark sanctuary. Funeral Shroud- it's always going to be cherubim... still a bit limiting but fine. Lucio- so that's the point of the entire deck... Funeral Shroud all the trumpeters or whatever (trumpeters is honestly the best one because the point of using these monsters is to dump them anyway.), then immediately pull this out. And then I guess it's all a matter of protecting Sanctuary? Still a bit lacking because although this thing is invincible, the field is not... and horribly weak field at that. Not to mention, Raiza isn't "destroy"ing Lucio so monarchs still win easily. Plasma just laughs, but this thing does make Zombie look ridiculous though. Angel Spear- just situational... shield crush and NoC will be fine. Honestly I am not liking this deck... it revolves around field, and we know that field related decks are really bad (even Crystal Beast made a lot of hype but just can't win... and that's when the field is powerful and it can protect itself too.) This field is really weak... and the monster selection is too similar to Gravekeeper. The only difference is Lucio, but that's basically relying on one card in the deck (you can't use multiple Lucio cause its condition are removed from play to summon the first one) to win while protecting the sanctuary... just too hard. <><><> Medieval War Dragon- situational effect, and just hard to get out... we can move on. Mystic Dragon of the Sky- surprisingly, the easier of the 2 summoning conditions got the better effect, which makes you wonder "what the heck is going on..." Wind monsters' attack power usually suck anyway... the only swarming wind monsters are harpies (oh wait they are the only wind theme) and they really don't need more tribute than the 3 raiza. 3 Tribute is just bad. It uses the same requirement as Plasma, which makes this even worse... Plasma all the way. Six Dragon Masks- Slate Warrior exists, so moving on. Shape Shifting Young Dragon- confusing wording makes you wonder what the heck is it trying to do... assuming that basically it's indestructible in battle, the components just suck too much... on the other hand, there's reaper on the nightmare right there at the same star level, friendly with instant fusion and book of life... Hmmmmmmmmmm... <><><> Finally my own cards ^^ Monster of Mist- Kammu Sea Serpent / Effect 7 Star / Light 2600 Atk / 2700 Def You can tribute summon this card by tributing one "Six Samurai" monster if "The Castle of Mist" is on your side of the field. Tribute "The Castle of Mist" and this card in order to special summon "Six Samurai" monsters from your graveyard up to the same number as the amount of cards in your opponent's hand, -1. Monsters special summoned by this card's effect cannot attack during the turn they are special summoned. Doomed Wyrmdrake Sea Serpent / Effect 7 Star / Dark 2600 Atk / 2200 Def You can tribute summon this card by tributing one monster if "Necrovalley" is on your side of the field. Tribute "Necrovalley" in order to special summon one monster from either player's graveyard and special summon it on your side of the field. As long as this card remains face up on your side of the field, your opponent cannot special summon monsters from his or her graveyard. Cosmo Serpent Sea Serpent / Effect 7 Stars / Fire 2450 Atk / 2700 Def You can tribute summon this card by tributing one monster if "Macros Cosmos" is on your side of the field. Tribute "Macros Cosmos" in order to remove all cards in both player's graveyard from play. As long as there are no cards in your graveyard, this card can attack your opponent directly using its original attack power. ;3 |
Ah...my bad on Wrathful Judgment. I thought I made that edit but looks like I forgot. *Sweatdrop* The wording on that one was meant to be: "Pay 2000 Life Points and send Dark Sanctuary on your Field and all cards in your Hand to the Graveyard to activate this card. Then, send all cards on the Field and in your opponent's Hand to the Graveyard." Not graceful, but that patches that. ;3 As for the sanctuary protection problem, I'm impudently throwing something in here:
World Preservation Normal Spell Select one face-up Field Spell to activate this card. While this card is in your Graveyard, the selected Field Spell can not be destroyed. If the Field Spell you selected is removed from the Field, remove this card in your Graveyard from play. Obviously it doesn't block Raiza, but it's something...right? :3 Now, on the name issue: you could just change the wording on the support cards from "Dark Cherubim" and "Dark Seraph" to ""Dark Cherubim" monsters" and ""Dark Seraph" monsters". That way the monsters themselves wouldn't need any name change effect at all. ^^ Monster of Mist - Kammu: well, it certainly rushes like Samurai should. Thing is, though; it's not like Shien's Castle of Mist sees that much use, and samurai aren't too fond of tributing either. Hard to call, though considering that big hand sizes are still an in thing, it does have its appeal. The "Same" in the effect isn't needed, though. Doomed Wyrmdrake: Now this is just plain nasty. At the cost of one monster you get something that essentially exchanges Necrovalley for a Monster Reborn effect while still keeping your opponent's graveyard locked? The gravekeepers weep for their lost 500 Atk boost, but it's really a small price to pay and zombies cringe at the things this card does. Cosmo Serpent: Direct attacking D.D.? Now there's a new one. o.O The graveyard wipe does clear the way for some of those picky D.D. cards, but I don't think I'd use that unless I had a spare Macro-Cosmos to spring or a Banisher on the field. If I did have one of the two, I could go crazy with Chaos Greed. xD Aaanyhow, I had quite a bit of antiquity cards to go through, but since I'm a bit short on time at the moment I'll just post a few: Stone Chronicler of Antiquity Rock/Effect 4 Star/Earth 1500 Atk/ 1600 Def Once per turn, if the top card of your Graveyard is "Stone Chronicler of Antiquity" you may pick up the top card of either player's Deck and look at it (Your opponent may not look at this card), then return it to the top or bottom of the owner's Deck. When this card is sent to your Graveyard, you may rearrange the cards in your Graveyard. Stone Bull of Antiquity Rock/Effect 4 Star/Earth 1200 Atk / 1200 Def When this Attack Position card battles with a monster, you may discard a number of cards from the top of your Deck up to the level stars of the monster this card battles with. For each card discarded by this effect, increase the Atk of this card by 200 until the end of the Damage Step. Forgotten Library Normal Spell When there are four or more Spell Cards on top of this card in your Graveyard, remove this card in your Graveyard from play to draw two cards. Terra Break Normal Trap Select one face-up monster on the Field, then discard a number of cards from the top of your Deck equal to the level stars of the selected monster in order to destroy the selected monster. |
Chronicler- o_O; Otohime except not too reusable but affects both player's deck... I'm not sure if it really helps antiquity decks all that much. More than likely, you put a card you need on the top, and then another antiquity monster discards it to the graveyard, lol...
Bull- It's Card Trooper again except that he has no limit! (and that he can't draw ;; ) But hey, if I see a turtle faceup early game or something... won't that let me discard 20 cards and pull a fat 5000 damage off the bat? /swt. I suggest a maximum attack power somewhere... Forgotten Library- Strange card because 4 spell card is usually 1/3 of every deck's spell section... but then you'll be using 3 of this probably and find some methods to dump it very early (Lightning Vortex is like, DA BOMB for this card, lol. I'm getting mirror force and working towards half of a Pot of Greed, lol?) Fun card, I imagine. Terra Break- willingness to ditch, lol... fair enough. We need more destruction in this format anyway. Zombies like this too on top of Antiquity deck of course (getting Il Bud in the graveyard is one of the best blessings of a children's card game.) |
Don't quite get what you mean about the bull. The boost is only applied until the end of the damage step (Meaning one battle only); not permanently. Thus, the highest Atk it can reach is in fighting a 13-star (That results in 3800 Atk) and normally it wouldn't go above 2400, which is a tie with Jinzo or a monarch. Short of fighting some fictive 20-star monster there's no way you could dump 20 cards in one go. =O Besides, it's different from trooper in the sense that it can only discard when it battles something (meaning that you can't swing for big direct hits with it) and in that the roof Atk is determined by the level of the monster it battles with (Against 4-stars it's at 2000, which is now the accepted roof for tributeless beatsticks).
That aside: Stone Excavator of Antiquity Rock/Effect 3 Star/Earth 1400 Atk / 1000 Def Once per turn, during your Main Phase, you may discard the top card of your Deck. If the card you discarded was a monster card, add one "Antiquity" monster (other than the card you discarded) from your Graveyard to your Hand. Stone Basilisk of Antiquity Rock/Effect 7 Star/Earth 2700 Atk / 1900 Def Negate the effects of all Effect Monsters destroyed in Battle with "Antiquity" monsters. Whenever this card destroys an Effect Monster by battle and sends it to the Graveyard, discard a number of cards from the top of your opponent's Deck equal to the level stars of the destroyed monster. Forgotten Wards Normal Trap When there are four or more Trap Cards on top of this card in your Graveyard, remove this card in your Graveyard from play to activate the effect of a Trap Card in your Graveyard other than a Continuous Trap card. (Activation requirements must still be met) Wicked Hourglass Continuous Spell Whenever a card(s) is discarded from a player's Deck, place one Time Counter on this card (Maximum 40). When the number of Time Counters on this card is greater than or equal to twice the total number of cards on the Field (excluding this card), send this card on the Field to the Graveyard to destroy all cards on the Field. |
i have a YGO card that will piss off all you guys.
Forbidden luckey charm normal spell card Edition:not for sale(gold stamp) card code:this card can`t be a forbidden list card. effect:by owning this card card ,this card`s effect is actiavated.this effect only applys to the owner of this card,reguardless of card effects.this card effect can not be nagated by any card effect.this effect stops working when you lose ownership of this card.you can now have cards that are in the forbidden list and/or cards that cannot be played in offcial duels in your deck(1x copy each) and use them,reguardless of any offcial and/or made-up rules.this card can be used in both offcial and/or made-up duels.this card cannot be placed in the forbidden list,if it is it`s treated as if it wernt.if you lose a duel of any kind you must give this card to the winning opponent(that means you lose perament ownership of this card to the wining opponent)if you do not fallow any of this card`s effect,this card`s effect is nagated.treat this card`s spell speed as if it were spell speed 3. |
Erm... since you have to play a card in order to activate its effect, you can't use that one, and it would only work for one turn anyway. *sweatdrop* Besides, turning standard into traditional and preventing a ban isn't exactly unbroken. 0_o
Moving on from there... Use the Force Continuous Spell Once per turn, select one warrior or spellcaster type monster on your side of the field. When the selected monster attacks the opponent's life points directly, double its attack points. At the end of this turn, send the targeted monster to the bottom of your deck. |
ok ACC-M i got rid of that card and made this card set called Yu-gi-oh! Master Titles set.check this out!
<link is closed by me because cards are abomanation> these cards are satus simbyols of mastery.NON-FORB stands for "this card cannot be a forbidden card list card"each card can turn you into a Yu-gi-oh! god in it`s own way.the sweet thing is theres only one copy in the world so the only way you can obtained it is beating the card owner in a wager duel.cool huh.all cards were created by the yu-gi-oh! card maker. |
Problems:
First, all official duels aren't wager duels, meaning these cards are way broken. Anyway, if you want to use them in casual play (the only time wager duels are considered legal) Forbidden Title won't matter because in casual play no banlist need be applied. White Fox Title is major broken because rearranging deck is uber-powerful and this card would never be created in order to avoid problems like that. Chances are if any of those three cards were made for real, Upper Deck would buy them and destroy them since they aren't bannable. Of course, if you were just messing around with those cards, you could always have made cards that were funny for funniness's sake instead of treating them seriously. Like this, for example... Beatstick Monster/Plant/Effect/4* Atk 2000/Def 0 When this monster is normal summoned, you may smack the opponent in the face incredibly hard (This is considered an activation cost). If your slap is sucessful, pick up your opponent's deck and run away very quickly. Unless you are caught, you win the duel. |
ok number 1.a kid told me he was in the the yu-gi-oh championships and he said that one guy wagered 1000$(crazy,yes!)and the other wagered his crush card virus card and thats how a kid got the crush card virus,you see i don`t really know whats going on in those championships like you probly would the main idea was to have these 3 master duelist each holding the names Forbidden,Nocturnal, and White Fox hence the word "title" is in each card.the champion on the yu-gi-oh! tornament is sppose to duel one of the three masters so he can get the chance to beat(vary not likly)the master and obtain the name of the master if he/she did beat the master,and become the new master ok have you ever seen WWE and thay say something like world title the rule wager is in it because you have to beat the master in a speicfic duel if i would have put"you must give this card up to the winning oppoent" then even cashal duels anyone can win that title and common duelist don`t dersve the right to own those cards only skilled duelist you would not like a noob having that title right?.number 2 upper deck can not buy them,thay would have to beat the master(these guys are besines men not duelist i`am sure thay would lose),seeing that you did not notice the "Not for sale" Edition message,yeah it can be bought illeagaly but come on,if your were a true duelist would you give up so much power for a price?i would not because i`am a fairly good duelist.when you see something like "Not for sale" you would say it`s priceless and a true duelist/collector would never sell something priceless.and number 3 yeah i know White Fox is insane but you see there would not be that much of a problem because only one person can have it and 1 person compaired to about a milleon players is just a scratch to upper deck.my hope is someday some greedy noob wanting ultimate power,is going to have these cards created just like the legendary "tyler the great warrior" card was,via the make a wish foundation and underesatamate the power of these cards and their fury will be unleashed upon all yu-gi-oh fans.but i guess for now there jokes,hahahah!
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2. No, you are not a "real duelist at heart." If you were, you wouldn't have made cards like that. Cards made specifically for wager duels are instantly nullified, as wager duels aren't even legal in the official spotlight. Whoever told you otherwise was LYING, no doubt about it. 3. It doesn't matter what your cards say: Upper Deck WOULD get them out of circulation (as if they would ever get there, though). End of story. 4. No, they're really just dumb. A card like ACC's Beatstick would be a joke (and a funny one at that XD). Cards that negate the banlist and have to be "won" to change hands are just worthless as far as ideas go (see #2). |
i guess your right then............but you take this way too seriously i mean it`s just a card game.does anyone else thinks that idea is stupid?
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Maybe, but that doesn't mean we should just make up really crazy card effects. As others have said, the idea is to make cards with balanced effects that could actually be played if they ever were to be made for real. |
the main idea was to have status simbyols to proved that your highly ranked but why not add little more to the status simbyol? and all cards are not balanced just look in the forbidden list.
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