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Weekend watch duty...I hate yew...the freakin' url sensors on the brigade computers weren't exactly conductive for me popping around either. <.<
Aaaanyhow...going to be a bit lazy *Ahem* selective about my reviewing today. Clear Angel: Skill Drain on legs. o.o Mmhmm...the clear monsters do have that certain flair to them (looking more appealing than those weird synchros they're including. xP), but they still suffer from the same thing that killed venom; total field dependence. .__. I'd say that the effect would be something like "This card has no Attribute.", but I dunno'. *shrug* Anyways, negating effects in itself isn't overpowered with such frail stats, but the ability to summon clear angel with clear angel followed by clear angel? Without knowing the majority of potentially deadly clear monsters with less than 1500 Atk this could turn out majorly broken. =O Overlord Emperor Dragon: Pretty sissy for such a grandiose name. Half my life points for one card is a very dubious trade, and the 500 Atk boost isn't really tempting me. Can't seem to find the original, but this one is certainly far inferior to Dark Armed. Anyways, I've been playing around with two different concepts, but since one would be field-spell dependent (something which we have way too much of already) I'm going to go with the second one. Fear. >O Chaos Catalyst Fairy/Effect 3 Star/Dark 1500 Atk / 600 Def The Attribute of this card is also treated as LIGHT. When this card attacks, discard one DARK or LIGHT Attribute Monster from your Hand or Deck. Chaos Edge Fiend/Effect 4 Star/Light 1200 Atk / 1800 Def The Attribute of this card is also treated as DARK. Once per turn, by removing from play one DARK and one LIGHT Attribute Monster in your Graveyard, inflict Damage to your opponent equal to 200 x the combined level stars of the removed Monsters. Chaos Shape Fairy/Effect 4 Star/Dark 1700 Atk / 1200 Def The Attribute of this card is also treated as LIGHT. When this card is summoned successfully, select one DARK and one LIGHT Attribute monster from your Graveyard. Then, your opponent selects one of the monsters you selected and removes it from play. The Effect of this card becomes the effect of the monster your opponent selected. Fuu, running out of time. >.< I'll post the rest tomorrow. :3 |
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Tenebreux Emperor Dragon
Level 6 / Dark / Dragon / Effect This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing 3 DARK monsters in your Graveyard from play while you control no monsters. When this card is Summoned, you may select up to 2 Set Spell or Trap cards on the field. As long as this card remains face-up on the field, the selected Spell or Trap cards cannot be activated. While this card is in face-up Attack Position, destroy all other monsters on the field during your End Phase. ATK/2400 DEF/1500 ^ Another attempt at a dark-side Emperor Dragon. Chthonian Emperor Dragon stats this time. Dark Magic Apprentice - Dawn Level 4 / Light / Spellcaster / Effect When this card is Summoned, you may remove 2 Spellcaster-type monsters in your Graveyard from play to Special Summon 1 'Dark Magician' or 'Dark Magician Girl' from your Hand or your Deck in face-up Attack Position. ATK/1300 DEF/1400 Dark Magic Apprentice - Dusk Level 4 / Dark / Spellcaster / Effect While you control no monsters aside from this card, you can pay 1000 Life Points to Special Summon 1 ' Dark Magician' or 'Dark Magician Girl' from your Hand or your Graveyard in face-up Attack Position. ATK/1400 DEF/1000 Dark Magic Punishment Spell Card / Quick-play You can only activate this card while there is a face-up 'Dark Magician' on your side of the field. Inflict 500 points of damage to your opponent for every Spellcaster-type monster with different names in your Graveyard. Dark Magic Indignation Trap Card / Continuous You can only activate this card while you control 1 or more monsters with 'Dark Magic' or 'Dark Magician' in its name. All Battle Damage you take from battles becomes 0. During your Main Phase, you may destroy this card to inflict 1000 points of damage to your opponent' Life Points and 500 points of damage to your Life Points. When you do not control 1 or more monsters with 'Dark Magic' or 'Dark Magician' in its name, destroy this card. ^ Various Dark Magician support cards. |
Tenebreux Emperor Dragon: so we want to be like Yubel, huh? Urgh, I'm going to call broken. Continuous Dark Hole on everything else is just too much. At least Yubel had zero Atk so you had to find a workaround for beating face with the openings he creates. This, on the other hand, can just keep on smashing with monarch power. :\ It's a ridiculously easy summon too.
Dark Magic Apprentice - Dawn: ehh...fair enough, I suppose, given that both the special summoned monsters are so lackluster. I think I'd still prefer to stick with Skilled because it's such a nice beatstick. Dark Magic Apprentice - Dusk: We have better ways to get YGO's Pikachu out, I'm sure. No balance issues, though. Dark Magic Punishment: That would be "Every differently named Spellcaster type Monster in your Graveyard". Meh, not too wild about this. The potential damage is decent, but the primary purpose of Dark Magician is to get tossed into the graveyard for Deck Destruction and Eradicator Epidemic. If I wanted to burn with Dark Magician I'd use Dark Eradicator Warlock, and that one thrives on normal spells rather than quick-play, so I wouldn't really include this then either. Dark Magic Indignation: Basically a more exclusive Spirit Barrier meshed with a clumsier version of Tremendous Fire. I think I'll pass. Quote:
Anyways, I was trying to pull this fledgling set together yesterday, but something is just giving me a been-there-done-that vibe so I'll go with the other one. Besides, I just love level star mechanics. *Shot* Nova Dragon Dragon/Effect 13 Star/Light ? Atk / 2700 Def This card can not be Normal Summoned or Set. This card can only be Special Summoned from your Hand when the combined Levels of all face-up Monsters on your opponent's Field are equal to 13. The Atk of this card is equal to his card's Level x 300. When this card destroys a Monster by Battle, remove that Monster from play then increase the Level of this card by the Level of the removed Monster. When this card is destroyed, remove this card and all Monsters on the Field from play then inflict damage to both players equal to the combined Levels of all Monsters removed by this effect x 100. Stellar Spirit Crane Winged Beast/Effect 3 Star/Light 1500 Atk / 1200 Def If this Attack Position card is destroyed in Battle with a higher Level Monster and sent to the Graveyard, this card is Special Summoned to your Field in Defense Position during your next Standby Phase. Stellar Spirit Firefly Insect/Effect 1 Star/Light 500 Atk / 600 Def If your opponent controls a Monster with the same Level as this card's, this card can be Special Summoned from your Hand. By tributing this card on your Field, you may Special Summon one Monster with the same Level as this card other than "Stellar Spirit Firefly" from your Graveyard or cards removed from play. If the Monster Special Summoned by this effect is not a "Stellar Spirit" Monster, it is destroyed during your next End Phase. Stellar Spirit Fox Beast/Effect 7 Star/Light 2400 Atk / 2300 Def When your opponent controls a Monster with the same Level as this card's, this card can be Normal Summoned without tribute. Once per turn, you may select an Effect Monster on your opponent's Field or in his/her Graveyard with a Level is lower than the level of this card. Until your next Standby Phase, this card can use all Effects of the selected Monster. Stellar Spirit Owl Winged Beast/Effect 5 Star/Light 2100 Atk / 1700 Def If your opponent controls a Monster with a Level equal to this card's, this card can be Normal Summoned without tribute. Once per turn, you may select one card from your opponent's Hand and look at it. If the card you selected is a Monster Card with a level lower than this card's, remove the revealed card from play. Stellar Spirit Peacock Winged Beast/Effect 6 Star/Light 2200 Atk / 2600 Def If your opponent controls a Monster with a Level equal to this card's, this card can be Normal Summoned without tribute. While this card is face-up on the Field, your opponent can not declare an attack for a Monster with a Level lower than this card's. Stellar Spirit Raven Winged Beast/Effect 2 Star/Light 1000 Atk / 600 If your opponent controls a Monster with a Level equal to this card's, this card can be Special Summoned. When this card inflicts Battle Damage to your opponent, select a number of cards from your opponent's Graveyard equal to the Level of this card and remove them from play. Stellar Spirit Serpent Reptile/Effect 4 Star/Light 1600 Atk / 600 Def Whenever this card inflicts Battle Damage to your opponent, inflict Damage to your opponent equal to 200 x the Level of this card. Stellar Spirit Turtle Aqua/Effect 3 Star/Light 800 Atk / 1700 Def When this Attack Position card is attacked by a higher Level Monster, it is switched into Defense Position and gains Def equal to the difference in Levels between this card and the attacking Monster x 300 until the end of the Damage Step. Stellar Spirit Wolf Beast/Effect 3 Star/Light 800 Atk / 1200 Def Increase the Atk of this card by 200 x the combined Levels of all "Stellar Spirit Wolf"s on your Field. When this card is summoned successfully while the combined Levels of all Monsters on your opponent's Field are greater than the combined Levels of all Monsters on your Field, you may Special Summon one "Stellar Spirit Wolf" from your Hand or Deck. Level Synchronization Normal Spell Pay 1000 Life Points then select one face-up Monster on the Field. Until your next Standby Phase, the Level of each Monster on the Field becomes equal to the Level of the selected Monster. Starlit Skies Field Spell While this card is face-up on the Field, no other Field Spells may be activated. During either player's turn, you may tribute one "Stellar Spirit" Monster on your Field to increase the Level of another Monster on the Field by the Level of the tributed Monster until the end of the turn. Whenever a "Stellar Spirit" Monster attacks a Monster with a lower Level or is attacked by a Monster with a higher Level, increase the Atk of the "Stellar Spirit" Monster by 200 x the difference in Levels between the two Monsters for Damage Calculation only. Stellar Rekindling Quick-Play Spell Remove any number of LIGHT Attribute Monsters in your Graveyard from play in order to Special Summon one "Stellar Spirit" Monster from your Graveyard with a Level equal to the number of Monsters removed by this effect. On the turn this effect is activated, you may not Normal Summon or Set a Monster. Wishing Star Normal Spell Discard one "Stellar Spirit" Monster from your Hand then pick up a number of cards from the top of your Deck equal to the Level of the discarded Monster and reveal them to your opponent. If there is at least one Monster with the same Level as the discarded Monster among the cards, select two of the cards you picked up and add them to your Hand then discard the rest. Otherwise, remove all the cards you picked up from play. Cry of Dying Stars Normal Trap This card can only be activated when "Starlit Skies" on your Field is destroyed while there at least four "Stellar Spirit" Monsters with different Levels in your Graveyard. Remove all "Stellar Spirit" Monsters in your Graveyard from play then Special Summon one "Nova Dragon" from your Hand, Deck or Graveyard, ignoring summoning conditions. The Monster Special Summoned by this effect is destroyed at the End Phase of your next turn after this card's activation. |
Yeah, I ripped that part off Yubel to make him seem more Emperor-like. It's hard to do terrifying Emperor-King-Lord-cards without making them straight out broken. >__>; At least for me.
Darknight Revanche Level 5 / Dark / Warrior / Effect When this card inflicts Battle Damage to your opponent, send the top card of their Deck to the Graveyard. While this card is in face-up Attack Position, this card is unaffected by your opponent's Spell or Trap Cards. In addition, you may remove this face-up card from play to negate the Special Summon of 1 of your opponent's monsters and destroy it. ATK/1400 DEF/1900 Just experimenting. How does this go in terms of balance? The effects are overpowered, but 1400ATK for 1 tribute without any summoning shortcuts is absolutely unincredible? I need to learn how to balance things. |
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Mystic Tomato. This is actually a viable option over Don...as far as Tomato searching goes. Doomcalibur + mini-Zaloog + S/T protection. The only problem is if you draw it, in which case it becomes almost useless. |
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Some things I thought up when I was watching an anime. God of the New World - Yagami Light Level 10 / Dark / Thunder / Effect This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 5 LIGHT monsters in your Graveyard and 2 face-up Continuous Trap cards on your side of the field. The Special Summon of this card cannot be negated. This card is not destroyed as a result of battle. While this card is face-up on the field, all damage to your Life Points becomes 0. During your End Phase, destroy all other monsters on the field. ATK/0 DEF/0 Serviteur of the New God Level 3 / Dark / Thunder / Effect During your Main Phase, you can remove this card from play to play 1 Continuous Trap Card from your Deck. Your Deck is then shuffled. This card cannot be destroyed by battle (Damage Calculation is applied normally). When this card's controller takes any damage, destroy this card. When this card is removed from the field, it is removed from play instead. This card cannot be returned to the field, Graveyard, Hand or Deck while it is removed from play. ATK/0 DEF/0 Ruling: - When this card is being removed from play because it is being removed from the field by another card (not because you chose to remove it from play using its own effect), you cannot activate the first effect (play 1 C. Trap from the deck). Follower of the New God Level 3 / Light / Thunder / Effect Any Battle Damage you take involving this card is doubled. When this card is being removed from play in the Graveyard for the Special Summon of 'God of the New World - Yagami Light', you do not have to remove from play 2 face-up Continuous Trap cards in fulfilling the Special Summon conditions. ATK/0 DEF/0 Death Note Trap Card / Continuous Once per turn, remove from play 1 card on the field and all cards of the same name from each player's Deck. Cards that are removed from play by this effect cannot be returned to the field, Graveyard, Hand or Deck. When this card is removed from the field, all cards removed from play by this card's effect are returned to the owner's Deck. The Deck is then shuffled. Deal with the God of Death Trap Card / Continuous As long as this card remains face-up on the field, your opponent skips his/her Draw Phase. Pay half your Life Points during each of your Standby Phases. If you do not, this card is destroyed. When this card is removed from the field, you take 1000 points of damage to your Life Points. Eyes of the Death Gods Trap Card / Continuous You can only activate this card when you have 4000 Life Points or less. During each of your opponent's Standby Phases, your opponent must show his/her hand. You may pay half your Life Points to send 1 card from your opponent's hand to the Graveyard during your opponent's Standby Phase. If you have more than 4000 Life Points, this card is destroyed. When this card is removed from the field, you take 1000 points of damage to your Life Points. Protection of the Death Gods Trap Card / Continous As long as this card remains face-up on the field, your monsters are unaffected by Spell or Trap cards. Pay half your Life Points during each of your Standby Phases. If you do not, this card is destroyed. When this card is removed from the field, you take 1000 points of damage to your Life Points. |
ZOMG, I think every post after a certain date went poof or something!
Where the heck did they go? Normal Spell Search for random things and find them before destroying the world. |
Hmm. Repost! (Not really, I sort of forgot what I originally had but this should be the jist of it)
Dark Celtic Guardian Level 4 / Dark / Warrior / Effect You can only Summon this monster when you control 1 or more DARK monsters on your side of the field. You can remove from play 1 DARK monster in your Hand to negate the activiation of an Effect Monster and destroy it. When you control no other monsters other from this card, destroy this card. ATK / 1400 DEF / 1200 Dark Panther Warrior Level 4 / Dark / Beast-Warrior / Effect You can only Summon this monster when you control no monsters on your side of the field. Decrease this card's ATK by 500 for every other monster you control. When this card destroys a monster by battle, you can remove from play 1 card on the field. ATK / 2000 DEF / 1600 Gaia The Death Knight Level 7 / Dark / Warrior / Effect This card cannot be Set. When this card's Battle Position switches to Defense Position, destroy this card. When this card is Summoned, randomly choose 1 monster on your opponent's side of the field and destroy it. If you activate this effect, destroy this card at the end of your next turn. ATK / 2300 DEF / 2100 Rulings: - Regardless of who changes the battle position of this card (you or your opponent), if it ends up in Defense Position, this card is destroyed. Gaia The Avenger from The Darkness Level 7 / Dark / Dragon / Effect This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 1 'Gaia the Death Knight' and 1 'Curse of Dragon' on your side of the field or your Graveyard. As long as this card remains face-up on the field, you cannot Set any monsters or switch the Battle Position of any monsters you control to Defense Position. If you do, destroy that card instead. When this card destroys a monster as a result of battle, randomly choose 1 card from your opponent's hand and remove it from play. ATK / 2600 DEF / 2100 Rulings: - I don't know if I worded it properly, but this also applies to your opponent, as in, if your opponent uses Zero Gravity or something to change the battle position of a monster you control to Defense, your monster is destroyed instead. - Nothing in the effect states that you cannot Special Summon a monster in face-up Defense Position. So you can Reborn a monster in defense position, and it won't be destroyed. Deafening Spear Fatality Spell Card / Continuous When a 'Gaia The Death Knight' or 'Gaia The Avenger from The Darkness' you control attacks a Defense Position monster, if the ATK of that card is higher than the DEF of the Defense Position monster, inflict the difference as Battle Damage to your opponent. If 'Gaia The Avenger from The Darkness' inflicts Battle Damage with this effect, draw 2 cards and remove from play 1 card. |
Dark Celtic Guardian- Doomcaliber Knight except with different cost. Fair enough I guess, although most people will want to keep their dark monster for allure, but yeah I can see it being useful and some tech choices.
Dark Panther Warrior- again quite a nifty and strong monster, and still 1500 atk just enough to overcome Armaggedon knight and tomato with one monster on your side of the field. Searchable makes it all the better. Gaia the Death Knight- errrr no... lack of special summon will just end up like Dark Horus Gaia the Avenger from the Darkness- still quite slow even if we can foolish burial away the even more horrible Curse of Dragon >_<; Dark Creator is stronger and faster, even if it's already considered late game deck type. Just that we got a whole new standard of fast all over again D: Deafening Spear Fatality- errr just like the other non corrupted version, we won't be seeing it. Reposting my lost posts then Gravekeeper Warlock Spellcaster / Effect Dark / 5 Star 2100 Atk / 2300 Def If "Necrovalley" is in play, you can normal summon this card without tribute. When a card is sent to the graveyard, inflict 500 damage to your opponent. You can tribute one Gravekeeper monster you control other than this card to select one "Necrovalley" in your graveyard and add it to your hand. Gravekeeper Caller Spellcaster / Effect Dark / 3 Star 1400 Atk / 1000 Def This card's effect is unaffected by "Necrovalley." When this card inflicts battle damage to your opponent, you may tribute this card to special summon one Gravekeeper monster from your graveyard to your side of the field, except "Gravekeeper Caller." Trap of the Ancient Tomb Continuous Trap If "Necrovalley" is not in play, destroy this card. When a monster is special summoned and is not a Gravekeeper monster, flip a coin. If tails, negate the special summon of that monster and destroy it. Alien Scatter Fire Equip Spell You can only equip this to an Alien monster. Whenever the equipped monster battles, add 1 A counter to all monsters on your opponent's side of the field before the damage step. |
Hmm.. how does this stack up?
Gaia The Death Knight Level 7 / Dark / Warrior / Effect This card cannot be Normal Summoned or Set. If this is the only card in your hand or when this card is returned to your hand from the Graveyard, you must Special Summon this card. When this card is Summoned, you can destroy 1 card on your opponent's side of the field. If you activate this effect, destroy this card during the end of your next turn. ATK / 2300 DEF / 2100 |
More similar to Dark Nepthyrs (not played), with 100 weaker atk but using its effect will suicide? I guess that this card is fine but the legit Dark Armed Dragon is the one that's not so fine o_o; most of the cards made here compared to the Dragon appears weak, feeble and unusable XD'
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Hmm... how about our favorite WC08 quotes?
wHaT jUsT hIt mE? Counter Trap Activate only when you take damage while an "Alien" monster is on your side of the field. Place one "A-Counter" on a monster on your opponent's side of the field for each 300 points of damage you took. If this card is activated during your opponent's battle phase, end your opponent's battle phase. Anathema of Darkness Normal Spell Remove two differently-named dark attribute monsters in your opponent's graveyard from play. Destroy up to three Dark attribute monsters on your opponent's side of the field. Soldier's Heart Normal Spell Special summon one Warrior-Type monster from your graveyard. The monster summoned by this effect cannot activate its effect this turn. Dying Will Normal Spell Select one monster in the opponent's graveyard. Special summon one monster from your deck with Atk equal to or lower than the selected monster's. |
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The Awaker LIGHT Beast-Type/Effect Level 2 ATK 0 DEF 0 This card can be Special Summoned from your hand, Deck, Graveyard, or Removed Zone by selecting 1 "Visitor" monster that has been face-up on the field for at least 3 of your opponent's turns. When this card battles an opponent's "Visitor" monster, equip this card to that "Visitor" monster at the start of the Damage Step (damage calculation is not applied). When a "Visitor" monster is equipped with 3 "The Awaker" cards, remove that "Visitor" monster from play and return the 3 "The Awaker" cards to their owners' hand(s). Dualized NiGHTS DARK Spellcaster-Type/Fusion/Effect Level 7 ATK 2500 DEF 2350 1 "NiGHTS" monster + 1 "Visitor" monster This card cannot be Special Summoned except by returning the above Fusion Material Monsters you control to your Deck. (You do not use "Polymerization". ) When this card is removed from the field, return it to your Fusion Deck and Special Summon 1 "First-Level Nightmaren - NiGHTS" and 1 "Visitor" monster with the same name as the one used to Special Summon this card from your hand, Deck, Graveyard, or Removed Zone. This card cannot be destroyed by battle. Only 1 "NiGHTS" monster can exist on the field at one time, except by the effect of "Double Dualization". Dualized Dolphin NiGHTS WATER Fish-Type/Fusion/Effect Level 7 ATK 2500 DEF 2350 1 "NiGHTS" monster + 1 "Visitor" monster This card cannot be Special Summoned except by returning the above Fusion Material Monsters you control and 1 "Dolphin Persona" from your hand to your Deck. (You do not use "Polymerization". ) When this card is removed from the field, return it to your Fusion Deck and Special Summon 1 "First-Level Nightmaren - NiGHTS" and 1 "Visitor" monster with the same name as the one used to Special Summon this card from your hand, Deck, Graveyard, or Removed Zone, and add 1 "Dolphin Persona" from your hand, Deck, Graveyard, or Removed Zone to your hand. This card cannot be destroyed by battle. This card is also treated as a DARK Spellcaster-Type monster. Only 1 "NiGHTS" monster can exist on the field at one time, except by the effect of "Double Dualization". Dualized Rocket NiGHTS DARK Machine-Type/Fusion/Effect Level 7 ATK 2650 DEF 2250 1 "NiGHTS" monster + 1 "Visitor" monster This card cannot be Special Summoned except by returning the above Fusion Material Monsters you control and 1 "Rocket Persona" from your hand to your Deck. (You do not use "Polymerization". ) When this card is removed from the field, return it to your Fusion Deck and Special Summon 1 "First-Level Nightmaren - NiGHTS" and 1 "Visitor" monster with the same name as the one used to Special Summon this card from your hand, Deck, Graveyard, or Removed Zone, and add 1 "Rocket Persona" from your hand, Deck, Graveyard, or Removed Zone to your hand. This card cannot be destroyed by battle. This card is also treated as a Spellcaster-Type monster. When this card attacks, it gains 600 ATK during the Damage Step. Only 1 "NiGHTS" monster can exist on the field at one time, except by the effect of "Double Dualization". Dualized Dragon NiGHTS DARK Dragon-Type/Fusion/Effect Level 7 ATK 2950 DEF 2650 1 "NiGHTS" monster + 1 "Visitor" monster This card cannot be Special Summoned except by returning the above Fusion Material Monsters you control and 1 "Dragon Persona" from your hand to your Deck. (You do not use "Polymerization". ) When this card is removed from the field, return it to your Fusion Deck and Special Summon 1 "First-Level Nightmaren - NiGHTS" and 1 "Visitor" monster with the same name as the one used to Special Summon this card from your hand, Deck, Graveyard, or Removed Zone, and add 1 "Dragon Persona" from your hand, Deck, Graveyard, or Removed Zone to your hand. This card cannot be destroyed by battle. This card is also treated as a Spellcaster-Type monster. This card is unaffected by the effects of WIND monsters. If this card battles a monster, you can negate that attack. If you do, this card attacks a monster your opponent controls (or directly if there are no monsters), and your opponent may not activate any Spell or Trap Cards, nor the effects of Effect Monsters, in response. Only 1 "NiGHTS" monster can exist on the field at one time, except by the effect of "Double Dualization". Double Dualization Normal Spell Activate by shuffling 1 "NiGHTS" monster and 2 "Visitor" monsters you control into your Deck. Special Summon 2 "NiGHTS" monsters from your Fusion Deck, ignoring their Summoning conditions, in Attack Position. |
electro poodle
star 7 this monster can be summond by to ways set eukanua tournament of champions on the field or sacrafise to monsters effect can deal 500 points of direct damge to ur oppenent every five turns eukanuba tournemnt of champions give up half ur life points and all non-dog monsters u can summon whatever dog monster u like |
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That said, more NiGHTS cards! Dash Power Continuous Spell During each player's Standby Phase, place 1 Dash Counter on this card. When a "NiGHTS" monster you control battles or attacks directly, you can remove any number of Dash Counters from this card. The battling or attacking "NiGHTS" monster gains 500 ATK for each Dash Counter removed. If the battling or attacking monster is a monster with "Rocket NiGHTS" in its name, increase its ATK by 1000 for each Dash Counter removed instead. Third-Level Nightmaren - Seapo DARK Aqua-Type/Effect Level 3 ATK 1200 DEF 800 This card's Attribute is also treated as WATER. When this card attacks a monster, flip a coin and call it. If you call it wrong, negate the attack. |
Gravekeeper Warlock: So...basically a big beatstick for gravekeepers that doubles up as burn and a (somewhat impractical) method of pulling back Necrovalley in a pinch? Well, I for one won't scoff at something that will - tributelessly - swing straight over just about every competitively played monster except Armed Dragon. Gravekeeper needs more competent muscle anyway. For coherence's sake, that should be 'Gravekeeper's', though.
Gravekeeper Caller: Ouch, swung against an empty field with Warlock in the wings this is an instant 4000+ damage. x.O The ability to pull up additional gravekeepers is also nice, especially since this will pound Stratos in a battle if Necrovalley is out. Trap of the Ancient Tomb: Meh...flip a coin? For a field dependent? I think I'll pass; even if it's a bit more restrictive and expensive, Royal Oppression guarantees that that Dark Armed won't be hitting the field, and that's a guarantee I'm willing to pay for. Besides...coin flips hate me. <.< Alien Scatter Fire: But...doesn't 'battling' require you to have entered the damage step already, hence why we have the separate condition 'attacks or is attacked by'? o.o Meh, regardless...it forms a nice combo with Alien Psychic, effectively shutting out your opponent's Battle Phase, though the problem is, how to keep spreading counters with this without killing the monsters we just want to peg and take over? Alien is still sorely lacking in options. .__. electro poodle: Let's get back to this when you've rephrased it in legible English. -.- wHaT jUsT hIt mE?: Well, first off this should be Normal since Counter Trap is meant to be chained to another effect. (though admittedly Negate Attack and Forced Back form a peculiar exception to this rule) The effect also seems to be assuming that the only time you take damage is on your opponent's battle phase, so what if you, for instance, take damage from a burn card your opponent activate on Main Phase one? Is that turn's battle phase negated or does it proceed as normal? And what if you receive damage on your own battle phase (say through a card like Dimension Wall or Magic Cylinder)? Do you lose your battle phase in that case? You might want to rule out those cases somehow. Other than that, this seems like a decent tool for spreading those all-important counters around, too bad Alien can't do much even if they do succeed in getting them out. Anathema of Darkness: Oh come on, I hate the Dark Armed Dragon dominance as much as the next person (why oh whyyy couldn't that Exodia deck make it to the finals? ;.;), but this is a bit too blatant even for me. Instant +2 CA along with heavy graveyard disruption and with no extra costs attached? All together now: brooooken. Soldier's Heart: Six Samurai loves you. =O Ehh...the effect limiter balances things (and helps keeping this from bringing DDT to an all new level of crazy), so fair enough, I suppose. Dying Will: Or, as we would put it in the current format, select your opponent's dumped Dark Magician of Chaos/Darklord Zerato to summon your Dark Magician of Chaos, because that's what this will be doing most of the time, followed by the inevitable recursion of Dying Will to summon Darklord Zerato then wipe the field with Zerato and smash for 5600+ points of damage. With the current trend of dumping big beaters, this card can reach some pretty crazy heights. But then, it's a format with Monster Reborn in it, so we're already summoning like crazy anyway. Still, it would probably end up limited, if not banned. And, like, the NiGHTS cards are way too numerous and obviously based on something I'm not familiar with, so I'll just skip past those for now. This being the case... Abyss Flower Plant/Gemini 4 Star/Dark 1800 Atk / 1000 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: ● Select two Monsters from either player's Graveyard and remove them from play in order to Special Summon one Fiend Blossom Token (Plant-Type/DARK/Level 2/ATK 1000/DEF 1000) to that player's Field. On the turn this effect is activated, this card can not attack. Return to Youth Quick-Play Spell This card can only be activated when your Life Points would be reduced to zero as the result of an attack declared by or a card effect controlled by your opponent. Unite all cards from your Hand, Field, Graveyard, and cards removed from play with your Deck and shuffle it then draw a card. Instead of being reduced to zero, your Life Points become 8000 and all Damage you would receive this turn becomes zero. During the End Phase of the turn this card is activated, lose 1000 Life Points for each time that you have activated "Return to Youth" during this duel. If this face-down card on your Field is destroyed by a card effect controlled by your opponent, shuffle it into your Deck. Torturous Draw Normal Spell Draw a card. During each Draw Phase, if this card is in your Graveyard, the turn player may draw an additional card. Each time a player draws a card as the result of this card's effect, that player takes 1000 Damage. |
No time, so no talking. Three new ones:
Lord of Light 8 Stars Light/Warrior/Effect ATK: 3200 / DEF: 2600 Effect: This card can be Special Summoned from your hand, Deck or Graveyard to your side of the field by discarding 5 cards from your hand and removing them from play. This card increases your face-up LIGHT monsters' ATK by 500 points. While face-up, this card continues increasing your LIGHT monsters' ATK by 500 until the end of the 3rd turn of the card's owner after this card was played. At that time, those monsters' ATK returns to their original ATK points. Any DARK monster attacked by this card is immediately destroyed. Lord of Darkness 8 Stars Dark/Zombie/Effect ATK: 3400 / DEF: 2400 Effect: This card can be Special Summoned from your hand, Deck or Graveyard to your side of the field by discarding 5 cards from your hand and removing them from play. This card increases your face-up DARK monsters' ATK by 500 points. While face-up, this card continues increasing your DARK monsters' ATK by 500 until the end of the 3rd turn of the card's owner after this card was played. At that time, those monsters' ATK returns to their original ATK points. Any LIGHT monster attacked by this card is immediately destroyed. The Ressurection Fields Field Magic Card As long as this card is face-up on the field, either you and your opponent can Special Summon one monster from the own Graveyard to the own side of the field once a turn. |
All right, let's make an addition to the NiGHTS set.
Night Dimension - Dream Gate Field Spell All Monster Cards in both players' hands, Decks, Graveyards, and Removed Zones, and all monsters on the field, that do not have "Nightopian", "Nightmaren", "NiGHTS", or "Wizeman" in their names, or are named "The Awaker", are treated as "Visitor" monsters. All "NiGHTS", "Nightmaren", "Nightopian", and "Wizeman" monsters gain 500 ATK and DEF. Blue Chips Quick-Play Spell Activate by selecting 1 "Visitor" monster you control. Until the end of this turn, the selected monster gains 500 ATK, and when it battles, flip a coin and call it. If you call it correctly, select and activate one of these effects, based on whose Battle Phase it is: • Your Battle Phase: Change this attack into a direct attack, and switch the battle position of the monster the selected monster battled with. • Your opponent's Battle Phase: Negate this attack, and switch your opponent's attacking monster to Defense Position. Octopaw LIGHT Aqua-Type/Effect Level 3 ATK 1400 DEF 1400 When this card battles, if a "NiGHTS" monster you control battles immediately afterwards, place 1 Dash Counter on a "Dash Power" you control. Nightopia - Aqua Garden Field Spell Activate by sending 1 "Night Dimension - Dream Gate" you control to the Graveyard. This card's name is treated as "Night Dimension - Dream Gate" while it's face-up on the field, and has all the effects of the "Night Dimension - Dream Gate" sent to the Graveyard to activate it. All WATER monsters gain 500 ATK and DEF in addition to this card's other effects. Nightopia - Pure Valley Field Spell Activate by sending 1 "Night Dimension - Dream Gate" you control to the Graveyard. This card's name is treated as "Night Dimension - Dream Gate" while it's face-up on the field, and has all the effects of the "Night Dimension - Dream Gate" sent to the Graveyard to activate it. You can Special Summon 1 "Nightopian" monster from your hand, Deck, Graveyard, or Removed Zone each turn. Nightopia - Crystal Castle Field Spell Activate by sending 1 "Night Dimension - Dream Gate" you control to the Graveyard. This card's name is treated as "Night Dimension - Dream Gate" while it's face-up on the field, and has all the effects of the "Night Dimension - Dream Gate" sent to the Graveyard to activate it. When a monster that does not have "NiGHTS", "Wizeman", or "Second-Level Nightmaren" in its name declares an attack, its controller flips a coin and calls it. If called wrong, negate the attack and end the current Battle Phase. Nightopia - Lost Park Field Spell Activate by sending 1 "Night Dimension - Dream Gate" you control to the Graveyard. This card's name is treated as "Night Dimension - Dream Gate" while it's face-up on the field, and has all the effects of the "Night Dimension - Dream Gate" sent to the Graveyard to activate it. During the End Phase of each player's turn, flip a coin for each face-up monster on the field, and call it each time. If called wrong, switch the battle position of that monster, and it cannot be manually switched again during its controller's next turn. Nightopia - Memory Forest Field Spell Activate by sending 1 "Night Dimension - Dream Gate" you control to the Graveyard. This card's name is treated as "Night Dimension - Dream Gate" while it's face-up on the field, and has all the effects of the "Night Dimension - Dream Gate" sent to the Graveyard to activate it. EARTH monsters gain 300 ATK and DEF in addition to this card's other effects. If a monster attacks another monster that is not in the same column as itself, and the attacking monster does not have "NiGHTS", "Wizeman", or "Second-Level Nightmaren" in its name, flip a coin for each column over. If they aren't all heads, negate the attack. Nightopia - Delight City Field Spell Activate by sending 1 "Night Dimension - Dream Gate" you control to the Graveyard. This card's name is treated as "Night Dimension - Dream Gate" while it's face-up on the field, and has all the effects of the "Night Dimension - Dream Gate" sent to the Graveyard to activate it. All "Visitor" and "NiGHTS" monsters on the field are upgraded by 2 Levels, and are unaffected by the effects of all other cards that deal with the Level of monsters. The Unconscious Space - Bellbridge Field Spell Activate by sending 1 "Night Dimension - Dream Gate" you control to the Graveyard. This card's name is treated as "Night Dimension - Dream Gate" while it's face-up on the field, and has all the effects of the "Night Dimension - Dream Gate" sent to the Graveyard to activate it. Add 1 "Red Ideya of Courage" from your hand, Deck, Graveyard, or Removed Zone to your hand, and Special Summon 1 "Visitor" monster from your hand, Deck, Graveyard, or Removed Zone. Then select 1 "NiGHTS" monster in your hand, Deck, Graveyard, or Removed Zone that isn't a Fusion Monster. The Special Summoned monster gains the effects of the selected "NiGHTS" monster. During your opponent's third End Phase after this card's activation, Special Summon 1 "First-Level Nightmaren - NiGHTS" from your hand, Deck, Graveyard, or Removed Zone, and add 1 "Double Dualization" from your hand, Deck, Graveyard, or Removed Zone to your hand. "Creator of Nightmare - Wizeman" may be Special Summoned without Tributing. |
Wow.A yugioh forum on a pokemon site?There really is no new ideas...
Anyways, heres a card i made up Kirby: Attack:? defence:? 6 stars light attribute Animal/effect Choose 1 monster on ur opponets side of the field. this card is treated as that monster for 3 turns. After 3 turns,destroy this card and the selected card along with every card on your opponets side of the field.For every card destroyed, you and your opponet takes 500 Life point damage.While this card is on the feild, no you skip ur draw phase |
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Now for more NiGHTS cards! Red Ideya of Courage Normal Spell Once per turn, you can halve the Battle Damage you take from an opponent's attack by showing this card in your hand to your opponent. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well. White Ideya of Purity Normal Spell Once per turn, by showing this card in your hand to your opponent, select 1 DARK monster your opponent controls and remove it from play. Until your opponent's 2nd Standby Phase after this effect is used, the removed monster must remain in the Removed Zone. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well. Blue Ideya of Intelligence Normal Spell Once per turn, by showing this card in your hand to your opponent, pick up and look at all Set cards on your opponent's side of the field, and look at your opponent's hand. This effect can only be used once every 3 of your turns. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well. Green Ideya of Growth Normal Spell Once per turn, by showing this card in your hand to your opponent, select 1 "NiGHTS" or "Visitor" monster you control. The selected monster gains 700 ATK and DEF until the end of your opponent's next turn. This effect can be used during either player's turn. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well. Yellow Ideya of Hope Normal Spell Once per turn, by showing this card in your hand to your opponent, monsters you control with "NiGHTS" in their names cannot be removed from the field, except to Special Summon a "Dualized" monster from your Fusion Deck. This effect can be used during your opponent's turn, but not in your opponent's turn immediately after using it during your opponent's last turn. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well. |
BOO!!!
Like Alter Ego, I have never played NiGHTS, so I cannot judge those cards fairly enough. Therefore, I will touch on the other recent cards: Quote:
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Light of the Ideya - Nightmare Banishing Normal Spell Send 5 different "Ideya" cards from your hand to the Graveyard to activate this card. Destroy, negate the effects of, and remove from play all cards your opponent controls and in your opponent's hand. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well. Light of the Ideya - Completion of the Heart Equip Spell Send 5 different "Ideya" cards from your hand to the Graveyard to activate this card. Equip only to a "Visitor" monster while you control a "Night Dimension - Dream Gate". The equipped monster gains 5000 ATK and cannot be removed from the field, and this card cannot be removed from the field while equipped to a monster. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well. Light of the Ideya - Refreshing the Mind Normal Spell Send 5 different "Ideya" cards from your hand to the Graveyard to activate this card. Gain 20,000 Life Points, regardless of any effects your opponent controls that would alter this effect in any way. You cannot use any "Ideya" cards in your Deck if you use any "Wizeman" cards or any "Nightmaren" cards, other than "First-Level Nightmaren - NiGHTS", in your Deck as well. Third-Level Nightmaren - Goodle Rider DARK Winged Beast-Type/Effect Level 4 ATK 1700 DEF 900 You can Special Summon this card from your hand, Deck, Graveyard, or Removed Zone when a "NiGHTS" monster your opponent controls is affected by a "NiGHTS Capture". When this card is Special Summoned this way, Special Summon 2 "Goodle Rider" monsters from your hand, Deck, Graveyard, or Removed Zone. NiGHTS Capture Continuous Trap Select 1 "NiGHTS" monster your opponent controls. The selected monster cannot attack, change its battle position, or be removed from the field until your opponent controls a "Visitor" monster and activates the effect of "Red Ideya of Courage" from his or her hand. When that happens, negate this card's effects until your opponent's third End Phase. If you control a "Goodle Rider" monster at that time, return your opponent's "NiGHTS" monster, unless it's "First-Level Nightmaren - NiGHTS", to its owner's Deck or Fusion Deck, Special Summon 1 "First-Level Nightmaren - NiGHTS" from your opponent's hand, Deck, Graveyard, or Removed Zone to your opponent's side of the field in Attack Position (but only if you returned a "NiGHTS" monster to your opponent's Deck or Fusion Deck), and select it with this card's effect. This card's effects will no longer be negated, as if it had just been activated. If you control a "Reala" monster, you can activate this card from your hand. Third-Level Nightmaren - Shleep DARK Beast-Type/Effect Level 3 ATK 1200 DEF 500 During each player's Standby Phase, place 1 Shleep Counter on a face-up monster your opponent controls. When a monster with a Shleep Counter(s) attacks or is attacked, it loses 200 ATK and DEF per Shleep Counter. After a monster with a Shleep Counter(s) attacks or battles, remove all Shleep Counters from it. |
Hmm...
New concept for Wandering monsters, since they really didn't have a cohesive theme before. This revamp will be included in the RP, so give me honest opinions. Wandering Hero Monster/Light/Warrior/Effect/4* Atk 1700/ Def 1500 When this monster is normal summoned, special summoned, flip-summoned, or flipped face-up you can discard one card in your hand in order to select one equip spell card from your deck and equip it to this monster. When this monster would be destroyed, destroy an equip spell card attached to it instead. By removing this monster in your graveyard from play, select one "Limit Break-Omnislash" from your deck and add it to your hand. Wandering Mage Monster/Dark/Spellcaster/Effect/3* Atk 1300/ Def 1300 When this monster destroys an opponent's monster as a result of battle, select one spell card from your graveyard and add it to your hand. This effect is negated if this monster's current Atk exceeds its original Atk. By removing this monster in your graveyard from play, select one "Limit Break-Bestialize" from your deck and add it to your hand. Wandering Healer Monster/Water/Spellcaster/Effect/4* Atk 1200/ Def 2000 This monster is not affected by the effects of spell and trap cards. Once per turn, you can negate the attack of an opponent's monster that attacks this card and gain life points equal to half of that monster's original Atk. By removing this card in your graveyard from play, add one "Limit Break- Great Gospel" from your deck to your hand. Wandering Rogue Monster/Wind/Warrior/Effect/4* Atk 1500/ Def 1200 When this monster destroys an opponent's monster as a result of battle, draw one card. By removing this monster in your graveyard from play, select one "Limit Break-Beat Rush" from your deck and add it to your hand. Wandering Shinobi Monster/Wind/Warrior/Effect/4* Atk 1500/ Def 1300 Once per turn by discarding one card in your hand to the graveyard, you can select one "Wandering" monster except "Wandering Shinobi" from your deck and add it to your hand. By removing this monster in the graveyard from play, select one "Limit Break- All Creation" from your deck and add it to your hand. Wandering Dragon- Muthaba Monster/Wind/Dragon/Effect/8* Atk 3000/ Def 2500 This monster can be normal summoned from your hand without tribute if you control exactly three differently named "Wandering" monsters. By tributing one "Wandering" monster on the field, you can destroy one card on your opponent's side of the field. By removing this monster in the graveyard from play, select one "Limit Break-Mega Flare" from your deck and add it to your hand. Wandering Beast Monster/Fire/Beast/Effect/4* Atk 1800/ Def 1500 When this monster attacks, during the battle phase only, increase this monster's Atk by the number of Wandering monsters you control x400. By discarding a card from your hand when this monster is destroyed, you can special summon this monster from the graveyard during the end phase. By removing this card in the graveyard from play, select one "Limit Break-Cosmo Memory" from your deck and add it to your hand. Wandering Party Normal Spell Discard any number of cards from your hand to the graveyard. Then select "Wandering" monsters from your deck equal to the number of cards discarded to activate this card from your deck and add them to your hand. You cannot activate a "Limit Break" spell during the same turn you activate this card. I'll post new Limit Break ideas later, but does this seem a bit better than the original concept? |
Yay, someone posted! More NiGHTS cards!
Third-Level Nightmaren - Deworm DARK Fiend-Type/Effect Level 2 ATK 0 DEF 1500 This card cannot declare an attack. When this card is attacked, remove it from play. The monster that attacked this card cannot attack anymore this turn, nor can it attack at all on your opponent's next turn. Third-Level Nightmaren - Beez Pod WIND Insect-Type/Effect Level 1 ATK 0 DEF 2000 Once per turn, you can Special Summon 1 "Beez Token" in Attack Position. Beez Token WIND Insect-Type Level 1 ATK 500 DEF 0 This Token is Special Summoned by the effect of "Third-Level Nightmaren - Beez Pod". Third-Level Nightmaren - Beez WIND Insect-Type/Effect Level 1 ATK 1000 DEF 500 This card gains 200 ATK for every "Beez" monster you control. Third-Level Nightmaren - Ballooga WATER Fish-Type/Effect Level 4 ATK 1300 DEF 1500 When this card is attacked by your opponent's monster, even if this card was flipped face-up by that attack, send the top 5 cards of your opponent's Deck to the Graveyard. Third-Level Nightmaren - Mothpil DARK Insect-Type/Effect Level 3 ATK 1500 DEF 1000 If your opponent controls no monster in the columns this card is in or adjacent to, this card can attack directly. If your opponent does control at least 1 monster in the column this card is in or adjacent to, flip a coin for each of your opponent's monsters in those Monster Card Zones. If Heads, destroy the corresponding monster. Third-Level Nightmaren - Scarapion EARTH Insect-Type/Effect Level 4 ATK 1750 DEF 1300 Your opponent's monster that is not in the same column as this card cannot attack this card. When this card attacks a face-down Defense Position monster, destroy that monster without flipping it face-up or applying damage calculation. Third-Level Nightmaren - Murtle DARK Reptile-Type/Effect Level 4 ATK 1300 DEF 2000 When this card is attacked by your opponent's monster, this card's ATK becomes the same as the attacking monster's ATK. This card cannot be destroyed by battle by your opponent's monster. |
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