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Ehh...it's more of a novelty card, really, something I came up with when trying to imagine what kind of a deck a villain with the power of the miracle draw (Yugi's magical ability of always topdecking the perfect card for the situation) would use. Cue the follow-up Morphing Jar. xD Quote:
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... Just kidding, of course. :3 Wandering Hero: So basically the same old same old, except for the limit break search which would be the new cohesive thematic for these? Well, it certainly helps the old RFG rush mechanic, while making those limit breaks a bit less of a liability. (instant CA replacement for the wanderers too) This one is all good. Wandering Mage: ehh...Ojama Trio love? Dunno', instant spell recursion is still a very powerful effect, especially now that we have Monster Reborn in the card pool. (you can see the exploits there, ne?) Maybe remove the Atk restriction and have this put the card at the top of your deck instead? It's still a strong recursion, but slower tempo-wise and thus not as explosive. Either that or limit the cards it can fetch to wanderer support. Wandering Healer: not affected by spell and trap is already big and with the second effect this means that your opponent will either have to remove this by monster effect or commit two Cyber Dragon+ size monsters just to get rid of it (and give you a bit of LP too). Talk about pesky. x3 Maybe restrict the attack negation to if this is in attack position? Wandering Rogue: Same old with the added RFG mechanic. It's sort of like Lucky Pied Piper without the pesky second summon. Wandering Shinobi: So the Shinobi has shifted from recruiter to sort of a thematic RoTA? Whoa, not bad, not bad at all. This definitely an asset in wanderer-heavy decks. To avoid absolutely broken self-mill (search wanderer, discard wanderer, search new wanderer, lather rinse and repeat with extra search for the limit breaks using pitched wanderers) I'd suggest limiting the ability to once per turn, though. =O Wandering Dragon- Muthaba: Ho-hum, "While you control at least three differently named 'Wandering' Monsters, this card can be Normal Summoned without tribute.". Tributeless beatstick is always nice, as is being able to pull a quick shot of removal. I don't think you need to restrict the ability to once a turn, though, seeing as how there are already some quite heavy-hitting dragons out there to compare this to. Wandering Beast: Crow this, immediately. xO A 1800-atk beatstick that just won't stay dead is always nice, especially since this grows to beyond Cyber Dragon whenever it attacks. (by virtue of being a wandering monster itself). Meh, I'm afraid I'll have to call broken. Just throw in one Card of Safe Return and this pays back its own revival cost while cycling through your deck in the process. Three of these + Manticore and baboon along with Card of Safe Return and we step into the territory of utterly crazy without even touching anything else that has the word 'wandering' on it. Maybe limit the summon to only being an option if you have no other monsters on the field? Wandering Party: So...an emergency ditch to get the wanderers we need? Hmm...despite the -1 in CA, there is a distinct possibility of turning this worthwhile by buffing up your hand with searched limit breaks. Could have space in an RP context, at the very least. Fair enough, I say. :3 Overall, this looks nice thus far. (well, despite the slight power issues), incorporating RFG into the theme for greater benefit from RftDD and Dimension Fusion. Looking forward to seeing the new supports (hopefully something to summon all those wanderers we're putting into the hand?). Got to ask, though; where's the vampire? Can't have a wandering party without the vampire. =O Oh, and when's the next CARD GAMES IC due? *Shot* xD Ahem, as a counterbalance to this impudent resurgence of wanderers: Coronation Hall Field Spell This card is treated as "Court of Nobles". While this card is face-up on the Field, increase the Atk of all "Curran" and "Pikeru" Monsters by 500. By discarding one card from your Hand, you may tribute one "Ebon Magician Curran" or "White Magician Pikeru" on your Field. If you tributed "Ebon Magician Curran", Special Summon one "Princes Curran" from your Hand or Deck, ignoring summoning conditions. If you tributed "White Magician Pikeru", Special Summon one "Princes Pikeru" from your Hand or Deck, ignoring summoning conditions. By discarding your Hand and tributing one "Princess Curran" or "Princess Pikeru" on your Field, Special Summon one "Curran" or "Pikeru" Monster that designates the tributed Monster in its card effect from your Hand or Deck, ignoring summoning conditions. |
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Alright, you want Vampire, you got him. (BTW, that whole "once per turn" thing was supposed to be a limitation on Shinobi, not Muthaba. I added text to the wrong Wanderer, apparently. 9_o) Wandering Vampire Monster/Dark/Fiend/Effect/6* Atk 2200/ Def 1700 When this monster is tribute summoned by tributing a "Wandering" monster, this monster is treated as the tributed monster and gains its effect(s) until it is removed from the field. When this monster is destroyed as a result of battle, you can special summon it during the end phase. By removing this monster in the graveyard from play, you can add one "Limit Break- Mimic" from your deck to your hand. EDIT: The RP post is here now, hope you're happy, here's a few more presents to wet your whistle. Excalibuster- Blade of the Wandering Hero Equip Spell Increase the Atk of the equipped monster by 800 points. If the equipped monster is "Wandering Hero", destroy any monster that the equipped monster battles with (Damage calculation is applied normally) and each time the equipped monster battles, you can select one card from your opponent's graveyard and shuffle it into their decks. Arrival of the Wanderers Normal Trap Activate only when your opponent declares an attack. Negate that attack, then special summon up to two "Wandering" monsters from your hand with equal or fewer Atk points to the attacking monster. Bond of Wanderers Normal Spell You can only activate this card if you have three or more "Wandering" monsters in your hand and control one "Wandering" monster on the field. Select two and special summon them. Phoenix Down Normal Spell Special summon a "Wandering" monster from your graveyard. The monster summoned by this card's effect is removed from play during the end phase. Limit Break-Omnislash Normal Spell Select one "Wandering Hero" on your side of the field. Pay half your life points. If the selected "Wandering Hero" is the only monster on your side of the field, you do not have to pay any life points. The selected "Wandering Hero" can attack once this turn for each monster your opponent controls in addition to its normal attack. The Atk and Def of all monsters on your opponent's side of the field is halved during this turn only. You can only activate one "Limit Break" card per turn. Limit Break-Mimic Normal Spell Select one "Wandering Vampire" on your side of the field (Even if it is being treated as another monster). Select one "Limit Break" spell card in the graveyard. This card's effect becomes the effect of that "Limit Break" spell card. You can only activate one "Limit Break" card per turn. Limit Break-Great Gospel Normal Spell Select one "Wandering Healer" on your side of the field. Pay half your life points. You do not have to pay any life points if the selected "Wandering Healer" is the only monster on your side of the field. All monsters on your side of the field are immune to card effects controlled by your opponent and cannot be destroyed by battle until your opponent's next end phase. You can only activate one "Limit Break" card per turn. Limit Break-All Creation Normal Spell Select one "Wandering Shinobi" on your side of the field and pay half your life points. If the selected "Wandering shinobi" is the only monster on your side of the field, you do not have to pay any life points. Destroy up to three cards on your opponent's side of the field. You can only activate one "Limit Break" card per turn. Limit Break- Cosmo Memory Normal Spell Select one "Wandering Beast" on your side of the field. Pay half your life points. If the selected "Wandering Beast" is the only monster you control, you do not have to pay life points. Select up to five cards in your opponent's graveyard and return them to his or her deck. Deal five hundred points of damage to your opponent for each card returned to the deck in this way. Then select two cards in your removed from play pile and return them to your graveyard. You can only activate one "Limit Break" card per turn. |
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Wandering Vampire: Sort of surprised to see that this isn't a zombie monster, actually. Other than that, Mage or healer tribute for this. Now. >O Though admittedly the new shinobi is a tempting pick for this too. Revival from battle destruction is always a nice bonus, though admittedly not such a big thing now that wiping out the field with card effects seems to be the watchword. Anyways, you could make that "this card is also treated as the tributed monster" to avoid wording issues with the limit break. :3 Excalibuster- Blade of the Wandering Hero: My, my, aren't we metagame savvy? xD Mmmhmm...the graveyard recycling effect definitely earns you the undying hatred of Treeborn Frog, Dasher, and Disc Commander among many others. Mind you, you can just go with "at the end of the Damage Step" instead of the whole damage calculation shizzle. Arrival of the Wanderers: Yikes, wanderer swarm. o.o Well, with the peskiness of the Atk limit, Healer looks like an obvious pick for this one, Beast being another strong contender for it's swarming joy and self-revival. Hero works too, since he can just buff himself with an equip spell after you summon him. Pretty strong card, all things said. Maybe limit it to only react to direct attacks? Bond of Wanderers: Wandering Party just became that much more valuable. Que the double Muthaba summon for game. =O Ummm...yeah, hand-cost heavy or no, being able to drop down two 3000-Atk monsters in a single turn is a bit too much. Phoenix Down: Lookie! It's a wanderer on Swing of Memories! ^0^ Well, except that it's removed from the game instead of just being destroyed, but let's not get hooked up on the details. Fair enough card, and even more fuel for the RFG mechanic. I have to say that these new wanderers make for a very scary return/swarm deck. @[email protected] Limit Break-Omnislash: Lightning Vortex follow-up ftw. Still get all the extra attacks but no monsters in the way to block them. =O Maybe change that to "The selected "Wandering Hero" can attack all monsters on your opponent's side of the field once each." to counter the exploit. Ehh...the halving Atk and Def looks a bit harsh. Maybe just let it change the battle positions instead? It's field wipe either way (since basically everything that sees play has one weak stat), but a bit less crazy on the damage front. Limit Break-Mimic: See comments on the vampire for the wording thing. Other than that, fair enough; this can only be as broken as the cards it copies anyway. xD Limit Break-Great Gospel: "unaffected by" rather than "immune to". Other than that...fair enough, as it's essentially cover for your all-ending rush. Limit Break-All Creation: Wow, pretty brutal. Brutal enough to make it worth considering even with the LP cost. Still, it's limit break, soo... Limit Break- Cosmo Memory: Okay, I take that back. All Creation is nice and tame compared to this. So essentially what we're doing is take over one quarter of the opponent's life points, cycle all their hard-dumped work back out of reach into their deck and bring back anything that's been inconveniently crowed on our side? All this requiring only a monster that any wandering deck would already be running in threes for its sheer badassness anyway? Mhmmm...prime pick on the limit break front here. Still, I think you could cut down the burn to 400 or even 300 per card for the greater balance. In other news... Phantom Fencer Warrior/Effect 2 Star/Dark 800 Atk / 400 Def This card can attack your opponent directly. If it does so using this effect, return this card to your Hand at the end of the Damage Step. When your opponent declares an Attack, you may Special Summon this card from your Hand in Attack Position to negate the Attack. Fading Memory Continuous Trap While resolving the effect of this card, your opponent may not check the contents of his/her Graveyard. During each Standby Phase, select one card from your opponent's Graveyard and place it face-down at the top of the Graveyard. Then, your opponent guesses the name of the card you selected. If your opponent guessed right, the selected card is returned to your opponent's Graveyard face-up and the bottom card of your Graveyard is removed from play face-down. Otherwise, remove the selected card from play face-down. When there are no cards in either player's Graveyard, destroy this card. EDITNESS: Oh flarp, I can't resist. These edits have been playing around in my head for a while now, so I might as well let them out. :3 Aether Fairy Filcher Fairy/Effect 3 Star/Dark 1300 Atk / 700 Def Once per turn, select a card at random from your opponent's Hand and your opponent must keep it revealed until the end of the turn. If this card is destroyed as the result of a card effect, the card revealed by this effect is discarded. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field. Aether Fairy Guardian Fairy/Effect 4 Star/Earth 1000 Atk / 2000 Def This Attack Position card can not be destroyed by Battle. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field. Aether Fairy Skydancer Fairy/Effect 3 Star/Wind 1200 Atk / 1000 Def This card can attack your opponent directly. If it does so using this effect, all Battle Damage from the attack is reduced by half. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field. Aether Fairy Swordsman Fairy/Effect 4 Star/Light 1800 Atk / 1600 Def During your Battle Phase, increase the Atk of this card by 400. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field. Aether Veil Continuous Spell All Battle Damage you would receive from Battles involving "Aether Fairy" Monsters becomes zero. Until your next End Phase after this card is destroyed as the result of a card effect, whenever an "Aether Fairy" Monster is destroyed, it is considered to have been destroyed as the result of a card effect. Invitation of the Fey Quick-Play Spell Select one "Aether" Monster from your Hand and Special Summon it, then select one Monster from your opponent's Hand and Special Summon it. On the End Phase of the turn this card is activated, destroy both Monsters Special Summoned by this effect. The Boundless - Aether Field Spell This card is not destroyed by the effect of "Effemarity". During each End Phase, you may select one "Aether" Monster that was destroyed as the result of a card effect this turn and add it to your Hand. By tributing this card and "Effemarity" on your Field, you may destroy all cards on the Field. On the turn this effect is activated, you may not conduct your Battle Phase. |
Since no one has posted in a while, Time to show some of my own ideas for cards (all about Pokémon in Yu-Gi-Oh!).
Actually, instead of posting them, you can watch them by clicking 3 words back in this sentence and selecting one of 2. |
Er... I can barely read the text on those cards to rate them... *sweatdrops*
YGO Card Maker Continuous Spell I hate you. >.< |
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just enlarge the video to see the text.
But if it isn't good enough, you can check some of those cards in The YCM Wikia here!. |
Or you could, you know, post a few of them so that I don't have to go to another site to rate your work for my convenience. 0.o Anyway, the video slideshow doesn't give me the ability to easily look at the cards while evaluating them.
Wandering Harbinger Monster/Dark/Fiend/Fusion/Effect/8* Atk ????/ Def ???? This monster cannot be special summoned except by removing one "Wandering Hero" and one "Wandering Vampire" in your graveyard from play while there are no other monsters in your graveyard. (You do not use "Polymerization") Select one monster from your hand, deck, field, or either player's graveyard. This monster's original Atk and Def are the same as that monster's, and it gains their effect(s). Effects which are triggered by flip summon, special summon, or normal summon are activated at this time. Yeah, just thought I'd find a way to tie Wandering Vampire in with the whole FFVII theme of the other Wandering monsters. |
Oh, well..
With more time, I'll post them here... |
Umm...yeah, seconding ACC. I for one am not going to be klicking through any freakin' links or waiting for some random video to load just to see a fake card. Just use the same format as everyone else, please. It seriously doesn't take that long to write out. <.<
And like, my poor aether fairies got totally ignored. Ohh...Haruko is going to poke someone for this. >O Seriously, Haruko is going to use those (well, when she eventually gets to duel), so I'd appreciate some feedback. :3 Wandering Harbinger: Y'know, at first the 'only monsters in your graveyard' bit sounds really hard to fulfill, but seeing as how the wanderers have built-in graveyard management this becomes a dead easy summon in a dedicated wanderer deck, and when faced with something suitably big (a criterion that is not hard to fulfill at all, considering the current trend of things) this thing becomes something deadly. (Usually a DMoC or Jinzo =O) Still, it can only clone once and it doesn't become much bigger than your opponent lets it, so I suppose it's fair enough, even though it's basically getting something for nothing. Mind you, you should list the hero and vampire as fusion materials on the top there, in lieu with XYZ. Aaaanyhow... Prince of Aether Fairy/Effect 6 Star/Dark 2200 Atk / 700 Def During either player's turn, you may destroy one "Aether Fairy" Monster on your Field to Special Summon this card from your Hand. While this card is in your Graveyard, you may discard one "Aether Fairy" Monster from your Hand to add this card to your Hand. While this card is face-up on the Field, by discarding one "Aether Fairy" Monster from your Deck, you may treat a monster destroyed by Battle as having been destroyed by a card effect instead. Fairy Life Normal Spell Add three "Aether" Monsters from your Graveyard to your Hand. Cards added to your Hand by this effect remain revealed for as long as they are in your Hand. Each time you draw a card, if a card(s) revealed by this effect is in your Hand, select one card added to your Hand by this effect and discard it. |
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And, like, I actually missed the cloudian similarity until you pointed it out. Hehee...looks like the aether fairies got to resemble my favorite official monster set a bit without me even intending for them to do so. xD Quote:
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Hmm...might put in a compensation effect for that. Fufufuu... Aether Fairy Oracle Fairy/Effect 3 Star/Water 1000 Atk / 1800 Def When this card inflicts Battle Damage to your opponent, look at the top three cards of your opponent's deck then put them back in any order you like. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field. Aether Fairy Torchbearer Fairy/Effect 4 Star/Fire 1600 Atk / 800 Def When this card inflicts Battle Damage to your opponent as the result of a direct attack, inflict 400 Damage to your opponent for each "Aether Fairy" Monster in your Graveyard. If this card is destroyed as the result of a card effect, every "Aether Fairy" Monster that you Summon before your next End Phase gains this card's Effect for as long as it remains on the Field. Queen of Aether Fairy/Effect 8 Star/Dark ? Atk / 0 Def This card can not be Normal Summoned or Set. This card can only be Special Summoned if "Effemarity" is on your Field. The Atk of this card becomes the combined Atk of all "Aether Fairy" Monsters you control. When this card is in your Hand or in your Graveyard, you may destroy all cards on your Field except "Effemarity" to Special Summon this card to your Field then Special Summon a number of "Aether Fairy" Monsters from your Graveyard up to the number of cards destroyed by this effect. When "Effemarity" is removed from the Field, this card is destroyed. When this card is destroyed, all Monsters Special Summoned by this card's effect are also destroyed. Invitation of the Fey (revised) Quick-Play Spell Select one "Aether" Monster from your Hand and Special Summon it, then select one Monster from your opponent's Hand and Special Summon it. If there are no Monsters in your opponent's Hand, your opponent selects one Monster card from their Deck and adds it to their Hand instead. On the End Phase of the turn this card is activated, destroy both Monsters Special Summoned by this effect. And if those weren't enough of a headache. Royals now get a face-lift to make them a bit less...well, wimpy to be honest. xP Royal Chevalier Warrior/Effect 7 Star/Earth 2600 Atk / 2200 Def While there is a face-up "Curran" or "Pikeru" monster on your Field, this card can be Normal Summoned with only one tribute. This card inflicts piercing damage. When this card attacks, if "Court of Nobles" is face-up on your Field, your opponent may not activate any card effects until the end of the Damage Step. Royal Enforcer Warrior/Effect 4 Star/Light 1600 Atk/ 1500 Def This card is not affected by Monster Effects. While "Court of Nobles" is face-up on your Field, negate the effects of all Effect Monsters destroyed by "Royal" Monsters in battle. Royal Magician Spellcaster/Effect 4 Star/Light 1500 Atk / 700 Def Once per turn, by discarding one Spell Card from your Hand, destroy one Spell or Trap card on the Field. If "Court of Nobles" is face-up on your Field, you may destroy a Monster Card on the Field instead. Royal Sharpshooter Warrior/Effect 3 Star/Wind 1200 Atk/ 800 Def While "Court of Nobles" is face-up on your Field, this card can attack your opponent directly. When this card attacks your opponent directly, you may discard a card from your Hand. If you do, look at your opponent's Hand then select one Monster Card, if any, and discard it. Royal Treasurer Spellcaster/Effect 3 Star/Dark 1200 Atk/ 700 Def When this card is Normal Summoned successfully, draw a card. Then, if "Court of Nobles" is on your Field, draw another card. During each of your End Phases, if there are no cards in your Hand, draw a card. |
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Limit Break-Mega Flare Normal Spell Pay half your life points and select one "Wandering Dragon-Muthaba" on your side of the field. If the selected "Wandering Dragon-Muthaba" is the only monster you control, you do not have to pay life points. Destroy all monsters on your opponent's side of the field. You can only activate one "Limit Break" spell card per turn. Yah, I liked your version, AE, but I thought it over and decided that since Burst Stream of Destruction was already an available monster-specific Raigeki and it had no battle phase restriction that Muthaba could get away with blowing up the field with this card as long as I got rid of the burn, which was pretty useless considering I had three thousand attack points available anway. Admittedly this one is searchable and Burst Stream isn't, but this one has an LP cost and Muthaba isn't recurrable the same way Blue-Eyes is, what with Birthright and all. Advanced Dark Sanctuary Field Spell This card's name is treated as "Dark Sanctuary" while it is face-up on the field. By tributing a dark-attribute monster on your side of the field, you can destroy a monster on your opponent's side of the field with equal or fewer level stars than the tributed monster. If the tributed monster was a "Dark Seraph" monster, select one dark-attribute monster from your deck with equal or fewer level stars than the tributed monster and add it to your hand. Then shuffle your deck. Dark Cherubim Monster/Dark/Fairy/Effect/4* Atk 1500/ Def 1300 When this monster is in your graveyard, you can select one "Dark Seraph" monster in your graveyard and special summon it to your side of the field. A monster summoned by this effect cannot attack and its effects are negated. If the monster summoned by this effect is on your side of the field during your end phase, take damage equal to that monster's original Atk points. You can only activate this monster's effect once. Yah, recursion of Teh giant Seraphs. Go Cherubim. |
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Limit Break-Mega Flare: Well, I was going for something that did things differently than burst stream, but it's your set. x3 Ehh...decent field wipe, certainly, and pwns burst because it's searchable. Advanced Dark Sanctuary: Correct me if I'm wrong, but wasn't the original name of this Dark Sanctuary: Advanced? Oh my, this is going to create a Hand Destruction (a.k.a. Hand Severing, Hand Slicer and goodness knows what else)-style mess of names, isn't it? xD Anyways, the effect itself is pretty deadly even with the regular darks, essentially turning any of them into a slightly subpar Exiled, but with the seraphs it turns downright nasty. Instant + 1 CA each time you pull the trick? Yes, please. :3 The seraphs themselves seem to have buffed up a fair bit too. *Pokes Lucio* Good stuff. Dark Cherubim: well, I think Nicholas demonstrated the most obvious abuse for this. Others include tributing for Great Manju Garzett and just plain old monarch fodder. You might want to be a bit more specific about the 'only once' effect, though. Does that mean only once in the whole duel (in lieu with Twin-Headed Behemoth) or does this lend itself to an uberly broken loop with Shadowpriestess of Ohm, wherein you have a pair of Cherubim ressurecting each other while the priestess fires them off for 800 points each time? As was already proven with Behemoth's giant wording mess, you need to be very careful with this sort of thing. :3 Aaanyway... Dark Revenant Zombie/Effect 3 Star/Dark 1600 Atk / 0 Def When this card is sent to your Graveyard, add one Normal Monster from your Graveyard to your Hand. Twin-Heads Centipede Insect/Effect 5 Star/Earth 2400 Atk / 800 Def This card can attack twice in the same Battle Phase. If it does, all Battle Damage from those attacks is reduced by half. When this card would be destroyed while it is treated as an Effect Monster, it is not destroyed. Instead, this card is treated as a Normal Monster and may not use any of its effects for as long as it remains on the Field. And because the anime has finally provided a field spell that is actually kind of cool: Speed Spell - Sonic Rush Quick-Play Spell This card can only be activated during the Battle Phase. Until the end of the Battle Phase, increase the Atk of every Monster on your Field by 300 plus 300 more for every Speed Counter on the Field. During the next Battle Phase, reduce the Atk of all Monsters that gained Atk from this Effect by the same amount until the end of the Battle Phase. |
The following cards stem from my rant on the "Elemental Hero" theme and themes attached to it, which can be read here. My next post will probably be a ton of "Evil Hero" versions of the rest of the "Elemental Hero" Fusion Monsters that aren't "Neos" monsters.
Elemental Hero Featherblade WIND Warrior-Type/Effect Level 3 ATK 1000 DEF 1000 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except from your hand or Deck by sending 1 "Metamorphosis" in your hand and 1 "Elemental Hero Avian" you control to the Graveyard. This card's name is treated as "Elemental Hero Avian" while it's face-up on the field. This card can attack twice in the same Battle Phase. Elemental Hero Pyroburst FIRE Warrior-Type/Effect Level 3 ATK 1200 DEF 800 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except from your hand or Deck by sending 1 "Metamorphosis" in your hand and 1 "Elemental Hero Burstinatrix" you control to the Graveyard. This card's name is treated as "Elemental Hero Burstinatrix" while it's face-up on the field. Once per turn, you can destroy 1 Spell or Trap Card your opponent controls. Elemental Hero Spark Surger LIGHT Warrior-Type/Effect Level 4 ATK 1600 DEF 1400 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except from your hand or Deck by sending 1 "Metamorphosis" in your hand and 1 "Elemental Hero Sparkman" you control to the Graveyard. This card's name is treated as "Elemental Hero Sparkman" while it's face-up on the field. This card gains 100 ATK for every "Elemental Hero" card in your Graveyard. Neo-Spacian Shadow Panther DARK Beast-Type/Fusion/Effect Level 4 ATK 1300 DEF 800 This card's name is also treated as "Neo-Spacian Dark Panther". This card cannot be Special Summoned except with "NEX". Once per turn, you can select 1 face-up monster your opponent controls. While you control this face-up card, this card's name is treated as the selected monster's name, and it gets the selected monster's effect(s). Neo-Spacian Gale Hummingbird WIND Winged Beast-Type/Fusion/Effect Level 4 ATK 1000 DEF 800 This card's name is also treated as "Neo-Spacian Air Hummingbird". This card cannot be Special Summoned except with "NEX". Once per turn, during your Main Phase, you can gain 800 Life Points for each card in your opponent's hand. Neo-Spacian Firestorm Scarab FIRE Insect-Type/Fusion/Effect Level 4 ATK 800 DEF 800 This card's name is also treated as "Neo-Spacian Flare Scarab". This card cannot be Special Summoned except with "NEX". This card gains 600 ATK for each Spell and Trap Card your opponent controls. Neo-Spacian Gaia Mole EARTH Rock-Type/Fusion/Effect Level 4 ATK 1100 DEF 500 This card's name is also treated as "Neo-Spacian Grand Mole". This card cannot be Special Summoned except with "NEX". If this card attacks or is attacked by an opponent's monster, you can return your opponent's monster to its owner's hand at the start of the Damage Step (without damage calculation). Elemental Hero Shadow Neos DARK Warrior-Type/Fusion/Effect Level 8 ATK 2800 DEF 2300 "Elemental Hero Neos" + "Neo-Spacian Shadow Panther" This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) Once per turn, you can select 1 Effect Monster your opponent controls. While you control this face-up card, the selected monster's effect is negated until it is removed from the field. Elemental Hero Twinkle Neos LIGHT Warrior-Type/Fusion/Effect Level 8 ATK 2700 DEF 2200 "Elemental Hero Neos" + "Neo-Spacian Twinkle Moss" This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) Once per turn, during your Main Phase 1, you can destroy 1 card your opponent controls. Based on the card's type, apply the proper effect: • Monster: This card cannot battle this turn. Spell: This card can attack directly this turn. Trap: Change this card to Defense Position. Elemental Hero Gale Neos WIND Warrior-Type/Fusion/Effect Level 8 ATK 2700 DEF 2200 "Elemental Hero Neos" + "Neo-Spacian Gale Hummingbird" This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) This card gains ATK equal to the difference in Life Points. Elemental Hero Firestorm Neos FIRE Warrior-Type/Fusion/Effect Level 8 ATK 2800 DEF 2300 "Elemental Hero Neos" + "Neo-Spacian Firestorm Scarab" This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) This card gains 600 ATK for each Spell and Trap Card on the field. Elemental Hero Gaia Neos EARTH Warrior-Type/Fusion/Effect Level 8 ATK 2700 DEF 2200 "Elemental Hero Neos" + "Neo-Spacian Gaia Mole" This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) Once per turn, you can return 1 card your opponent controls to its owner's hand. Elemental Hero Chaos Emperor Neos DARK Warrior-Type/Fusion/Effect Level 10 ATK 3400 DEF 2900 "Elemental Hero Neos" + "Neo-Spacian Shadow Panther" + "Neo-Spacian Twinkle Moss" This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) Once per turn, you can toss a coin 3 times and apply the appropriate effect. • 3 Heads: Destroy all cards your opponent controls. • 2 Heads: Negate the effects of all cards your opponent controls until the End Phase. • 1 Heads: Flip all monsters your opponent controls into face-down Defense Position. Elemental Hero Volcano Neos FIRE Warrior-Type/Fusion/Effect Level 10 ATK 3400 DEF 2900 "Elemental Hero Neos" + "Neo-Spacian Firestorm Scarab" + "Neo-Spacian Gaia Mole" This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) This card gains 600 ATK for each card on the field. Once per turn, you can return all cards your opponent controls to their owner's hand. If you use this effect, this card cannot attack this turn. Elemental Hero Hurricane Neos WIND Warrior-Type/Fusion/Effect Level 10 ATK 3400 DEF 2900 "Elemental Hero Neos" + "Neo-Spacian Gale Hummingbird" + "Neo-Spacian Marine Dolphin" This card can only be Special Summoned from the Fusion Deck by returning the above cards from your side of the field to the Deck. (You do not use "Polymerization".) Once per turn, you can destroy all Spell and Trap Cards your opponent controls. When this card is removed from the field, return all cards on the field to their owners' Decks. |
It would be polite to comment on other people's cards too instead of just posting yours, you know. We aren't that many here, so every viewpoint is appreciated. :3
Metamorphosized E-Heroes: Ehh...the metamorphosis requirement pretty much kills these already, but then you knew that already. Personally, I see Burstinatrix as more of a burn damage type, but that's your call. Not likely to see use, but at least you got some form of closure, ne? Neo-Spacian Shadow Panther: It could have a slightly stronger effect, actually (like how Twinkle Moss draws a card for you instead of your opponent). Maybe have it negate the selected monster's effect, making it effect theft rather than just copying? Just as a thought. ^^ Oh, and I do believe that ACC made an improved Black Panther numerous pages back (Neo-Spacian Ultima Black Panther, I believe); if you're interested you can try poking and prodding around the old posts here for it to compare these. :3 Neo-Spacian Firestorm Scarab: Basically just a slightly buffed regular scarab. Two S/T and it reaches passable power, which isn't too bad, but you could extended that to cover all spell and trap cards on the field to make this a bit more viable. Neo-Spacian Gaia Mole: If you're entering the damage step then you're already applying damage calculation. That should be "return the opponent's monster to it's owner's Hand without applying Damage Calculation.". Well, if there is any future for the NEXed Neo-spacian's then this is it. This field clearing effect is very nasty, turning the weak stats into a moot point since they will never be applied for anything but a direct attack anyway. We have to put up with NEX to get it, though, so I say fair enough. Elemental Hero Shadow Neos: Aww...but Dark Neos already handles single-monster negation. I say make it negate the effects for the whole lot of them; you have to commit quite a bit of cards to get this out, after all. Elemental Hero Twinkle Neos: Very...twinkly. xD Bluff sets are definitely in jeopardy against this and the effects balance nicely. I see no issues. Elemental Hero Gale Neos: "Between you and your opponent." small thing, but pretty important for resolving this effect. Pretty brutal if it gets going since it essentially doubles its attack power on every direct attack, provided that you had more (or as much) life points to begin with. Elemental Hero Firestorm Neos: Flare Neos except bigger and better, yeah. Elemental Hero Gaia Neos: Again, Grand Mole's line is arguably the most feasible route to follow. Instant bounce is highly annoying, especially if you follow it up with a hand discard effect. Good stuff. Elemental Hero Chaos Emperor Neos: Now this is just plain brutal. It's like a Zorc that doesn't bite you...ever. o.o Unless you get three tails this does nasty, nasty things to your opponent's Field. Only double NEX and all that goes with it in the requirements keep this from going overboard. Elemental Hero Volcano Neos: Kind of at odds with itself, since the second effect weakens the first. Still, bouncing everyone and their kid brother out of the way is nothing to sneeze at. Elemental Hero Hurricane Neos: Harpie's Feather Duster on a pair of very buff legs. Enough said. XD Overall...very thematically loyal, for better or for worse. Some of those extreme Neos fusions have potentially game breaking effects, but the sheer trouble you have to go through to summon them balances that, I'd say. Aaanyhow, seeing all those made me feel inclined to pitch in with a little something myself, so... Evil Hero Maelstorm Fiend/Fusion/Effect 8 Star/Wind 2800 Atk/2800 Def "Elemental Hero Avian" + "Elemental Hero Sparkman" + "Elemental Hero Bubbleman" This monster cannot be Special Summoned except by the effect of "Dark Fusion". This card can not be destroyed by Monster Effects. You can send 1 other card you control to the Graveyard to select 1 monster you control other than this card. While this card is face-up on the field, the selected monster cannot be removed from the Field other than by tributing. (Damage calculation is still applied normally.) Evil Hero Mire Wight Fiend/Fusion/Effect 5 Star/Water 1400 Atk / 1000 Def "Elemental Hero Avian" + "Elemental Hero Bubbleman" This monster cannot be Special Summoned except by the effect of "Dark Fusion". While there is a face-down card(s) on the Field, this card can attack your opponent directly. When this card is selected as the target of an attack or card effect, you may place this card face-down in your Spell and Trap card zone (treated as a Normal Trap Card) then rearrange the cards in your Spell and Trap card zone. During your Standby Phase, if this card is in your Spell and Trap card zone, you may flip it face-up to Special Summon it to your Field, ignoring summoning conditions. Alright, leaving the rest of 'em to you. :3 Moving on... Anchor Golem Rock/Effect 4 Star/Earth 1400 / 1800 Def While this card is face-up on your Field, cards on your Field can not be returned to the owner's Hand or Deck. |
Hmm... a boost from me, NiGHTS:
NHX Normal Spell This card's name is treated as "Metamorphasis" while in your hand. By discarding this card from your hand to the graveyard, draw one card. Yah, they need to un-nerf Neo-Bubbleman, he's neglected enough as-is without being totally useless. |
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Evil Hero Cloaked Inferno Wing DARK Fiend-Type/Fusion/Effect Level 8 ATK 2500 DEF 2100 "Evil Hero Inferno Wing" + "Elemental Hero Sparkman" This card cannot be Special Summoned except with "Dark Fusion". This card gains 300 ATK for every "Elemental Hero", "Destiny Hero", and "Evil Hero" monster in your Graveyard. This card inflicts Piercing damage. When this card destroys a monster by battle, inflict damage to your opponent equal to the destroyed monster's ATK or DEF, whichever is higher. |
Hmm... seeing as I have a new username, I thought it might be time to play around with a few made-up cards.
Thesis of Cruelty Normal Spell Select one level four or lower "Eve Mech" monster from your deck except "Eve Mech 000-Prototype" and add it to your hand. Eve Mech 001- Test-Type Monster/Dark/Machine/Effect/4* Atk ????/ Def ???? When this monster is summoned, place five "Synchronization Counters" on it. This monster's Atk and Def are 400x the number of Synchronization counters on it. When this monster deals battle damage to your opponent by removing one "Synchronization Counter" from it you can select and look at one card in your opponent's hand. If it's a monster, place it on the bottom of your opponent's deck. This effect cannot be used if this monster has two or fewer "Synchronization Counters". Eve Mech 002-Mass-Production Unit Monster/Earth/Machine/Effect/4* Atk ????/ Def ??? When this monster is summoned, place four "Synchronization Counters" on it. This monster's Atk and Def are equal to the number of Synchronization Counters on it x500. When this monster deals battle damage to your opponent, by removing one Synchronization Counter from it you can discard a card from your opponent's hand to the graveyard. You cannot use this effect if this monster has two or fewer Synchronization Counters. Eve Mech 000- Prototype Monster/Water/Machine/Effect/4* Atk ????/Def???? When this monster is summoned, place two "Synchronization Counters" on it. This monster's Atk and Def is equal to the number of Synchronization Counters on it x1000. When this monster deals battle damage to your opponent, you can remove one "Synchronization Counter" from it. If you use this effect, your opponent cannot summon, special summon, or set a monster during their next turn. This effect can only be used if your opponent has three or more cards in their hand. If there is one or fewer "Synchronization counters" on this monster, you cannot use this effect. Hangar Bay Field Spell All "Eve Mech" monsters gain 500 Atk points. Once per turn, instead of conducting your draw phase you can place one "Synchronization Counter" on a monster. When this card would be destroyed, you can discard one card from your hand instead. LCL Counter Trap Activate only when an "Eve Mech" monster on your side of the field would be attacked. Place one "Synchronization Counter" on that monster for each "Eve Mech" monster you control. Synchronization Draw Normal Spell Remove two Synchronization Counters from an Eve Mech monster on your side of the field. Draw two cards. More to follow, but this gives you the general idea. |
Oh my gosh...you made an Evangelion set... *drools
And you added the Mass Production Evas! *drowns in drool I love and hate you right now, I was gonna make a set for Christina based on it too after you brought it up. T^T But no matter! Let me administer my amteurish YGO knowledge, my fandom for NGE and just my general love for mechs together to C&C. Thesis of Cruelty: Shoulda stuck with the 'Angel of Cruelty' or something along the lines of it descending instead of 'Thesis'. xP Kidding of course. Nothing else to be said really, it's fine IMO. Eva Mech 001 - Test-Type: If the effect HAS to remove a counter every time it inflicts Battle Damage then it's fine, but if it's an option then it's a little much, especially considering your opponent's hand exposure. Eva Mech 002-Mass-Production Unit: I like how the effect handicaps itself by affecting the ATK/DEF with the discarding effect. The limit's fine too. I like it. C: Eva Mech 000- Prototype: Ohhh, so Rei stops summonings now neh? This is based on Rei eva right? Cx Anyway, the effect would help in a pinch, although it's pretty situational, with the three plus cards in your opponent's hand as well as coming out with only two counters, but I guess that's the drawback. It feels a little underpowered, but it's fine otherwise. Hangar Bay: Whoa~ Obviously a staple for this set. So along with the added 500 ATK this card gives, all Eva Mechs get an additional counter that chalks up another 400/500/1000 points?! Of course, it stops you from drawing which is a nice drawback and the saving effect's always nice to have. Personally, I love it, it's a perfect buff. I'm just not sure if it's too perfect. LCL: Mhmm...I dunno if this is too good or not. Great effect no doubt but one for each mech? I was thinking that it'd just add one but I guess it'd be a little difficult to get more than 3 Evas on the field at once, which in itself is a little much. Synchronization Draw: Great card~ So, as you can see, I can't make any worthwhile suggestions but I thought I'd just probe them to the best of my abilities anyway. I'm assuming you have other cards that'll back these up even further, which'll probably answer some of the questions I have, so I'm looking forward to em. Also, I'm not up to date with the latest metagame but are 4-Star 2000 ATK/DEF common? Eh, I like it so far, hell, I love em. x3 Good work ACC, looking forward to the rest. xP |
Actually, "destroy any monster that battles with this card" is a lukewarm ability at best since it's applied after damage calculation, meaning you've most likely lost Neo Bubbleman already. If we want one-for-one trade water attribute monsters then just go with Yomi Ship; almost identical effect and more Def to boot; it's summonable by conventional methods too.
Anyway, you know what this thread really needs? I mean really, REALLY needs? People commenting on the cards instead of just posting their own. I mean sheez, whenever I post an idea it feels like I'm talking to myself here. xP Aaanyhow...*Martyr sigh* let's try this one more time. First, comments: Thesis of Cruelty: RotA for the set, 'nuff said. Eve Mech 001- Test-Type: Not too hot, really, since it's always a gamble whether you've picked a monster or not and we have far more impressive 2000+ Atk beaters we can plunk out already. Eve Mech 002-Mass-Production Unit: Now this has potential, provided that you can punch through the battle phase. It's like Zaloog with some much-needed brawn thrown into the mix, though unfortunately that brawn won't last unless you keep spamming counters on this. Mind you, Begone, Knave! decks drool over this. Too bad the format isn't at all conductive for those right now. xD Eve Mech 000- Prototype: I smell a nasty lock here. Three cards in hand is not really an unlikely situation right now, and once this thing gets a ballgrip on the opponent (provided that you have Hangar Bay to back it up) it's not letting go in a hurry. Completely shuts down Dark Armed Return unless they hit one of their scant few non-monster destruction cards (Essentially limited to Mirror Force, Lightning Vortex, and Torrential Tribute) while clearng the way for continuous pounding. Just...brutal, maybe even a bit too much so for a non-tribute. One shot of the Hangar and it's up to 3500 Atk too. x.O Hangar Bay: horribly slow way to build up counters, which is probably the downfall for these. Still, those counters really count. *Shot for lame joke* LCL: Ugh, let's not continue the messy legacy on Negate Attack's take on counter traps; this should be normal trap since it's not responding to another card effect. Anyway, it's another way to stack counters (possibly a bit faster than the hangar) while doubling up as a Shrink-style surprise. I can see opponents weeping after they crash into an Eve Mech 000 that gets buffed up by this. Synchronization Draw: Okay, this isn't just another Destiny Draw; it's Pot of Greed since it's two cards for one. x.O Limited right off the bat, I'd say; powerful stuff. And...something using the brand, spanking new psychic type, since I dislike the designs on the existing ones. (Mental Sphere Daemon is passable-looking, but the rest...ick. xP) Empath Fiend - Deppression Psychic/Effect 4 Star/Water 600 Atk / 2200 Def When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this face-up card on your Field into Attack Position to switch all other Attack Position Monsters on the Field to Defense Position. On the turn this effect is activated, this card may not attack or change its Battle Position. During your opponent's turn, you may remove this card in your Graveyard from play to reduce the Atk of all Attack Position monsters on your opponent's Field by 600 until the end of the turn. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn. Empath Fiend - Fury Psychic/Effect 4 Star/Fire 1800 Atk / 0 Def When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. Once per turn, you may increase the Atk of this card by 300. Then, this card can attack every Monster your opponent controls once each this turn. At the end of a Battle Phase when this effect was activated, this card is switched into Defense Position and can't be switched back until the end of your next turn. During your opponent's turn, you may remove this card in your Graveyard from play. If you do, all Monsters your opponent controls are switched into Attack Position and must attack this turn. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn. Empath Fiend - Trauma Psychic/Effect 7 Star/Dark 2600 Atk / 1800 Def When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this Attack Position Monster on your Field to Defense Position in order to select one face-up Monster on your opponent's Field and destroy it, then inflict Damage to your opponent equal to half the original Atk of the destroyed Monster. If you do, this card can not change its Battle Position until the end of your next turn. During your opponent's turn, you may remove this card in your Graveyard from play to inflict Damage to your opponent equal to the number of your "Empath Fiend" Monsters removed from play x 400. Yeah, more to come obviously, but time is short and the computers are widely popular here at the brigade. So, umm...comments thus far? :3 |
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Eve Mech 003- Special Unit Monster/Wind/Machine/Effect/4* Atk ????/ Def ???? When this monster is summoned, place one Synchronization Counter on it. This monster's Atk and Def are equal to the number of Synchronization Counters on it x2000. When this monster destroys an opponent's monster as a result of battle, you can remove one Synchronization Counter from it in order to special summon that monster to your side of the field in face-up attack position. This monster cannot have more than one Synchronization Counter on it at a time. Angel Response Warning Normal Trap Negate the summon of an opponent's monster and return it to their hand. By removing this card in your graveyard from play, special summon a level four or lower "Eve Mech" monster from your hand or deck to the field. On the turn that this effect is activated, your opponent cannot conduct their battle phase. Dummy Plug Equip Spell Equip only to an "Eve Mech" monster on your side of the field. That monster's Atk is 2000, regardless of the number of Syncrhonization Counters on it. When the equipped monster attacks another monster, increase its Atk by 1000 until the end of the battle phase. When the equipped monster would be destroyed, destroy this card instead. Berserk Mode Normal Spell Activate when the only monster you control is an "Eve Mech" monster. Remove any number of Synchronization Counters from that monster, then destroy cards on your opponent's side of the field equal to the number of Synchronization Counters you removed. On the turn that this effect is activated, skip your battle phase. |
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As for the Empath Fiends, maybe you should include Doubt, Anguish, Sorrow, Hatred, and Betrayal and link them to "Dark World"'s Wicked Doctrines somehow? It just seems to fit. Evil Hero Dark Phoenix FIRE Fiend-Type/Fusion/Effect Level 6 ATK 2100 DEF 1200 "Elemental Hero Avian" + "Elemental Hero Burstinatrix" This card cannot be Special Summoned except with "Dark Fusion". This card cannot be destroyed. Evil Hero Blacknight Phoenix FIRE Fiend-Type/Fusion/Effect Level 8 ATK 2500 DEF 2100 "Evil Hero Dark Phoenix" + "Elemental Hero Sparkman" This card cannot be Special Summoned except with "Dark Fusion". This card gains 300 ATK for every "Elemental Hero", "Destiny Hero", and "Evil Hero" monster in your Graveyard. This card cannot be destroyed. Evil Hero Shadowlight DARK Fiend-Type/Fusion/Effect Level 6 ATK 2000 DEF 1000 "Elemental Hero Sparkman" + "Elemental Hero Necroshade" This card cannot be Special Summoned except with "Dark Fusion". This card inflicts Piercing damage. When this card is removed from the field, destroy all monsters your opponent controls. Evil Hero Mad Alchemist DARK Fiend-Type/Fusion/Effect Level 10 ATK 2900 DEF 2600 "Elemental Hero Avian" + "Elemental Hero Burstinatrix" + "Elemental Hero Clayman" + "Elemental Hero Bubbleman" This card cannot be Special Summoned except with "Dark Fusion". This card's Attribute is also treated as WIND, FIRE, EARTH, and WATER. When this card is Fusion Summoned, return all of your removed from play cards to your Deck. This card gains 300 ATK for each monster your opponent controls. Evil Hero Boulder Gardna EARTH Fiend-Type/Fusion/Effect Level 6 ATK 1900 DEF 3000 "Elemental Hero Bubbleman" + "Elemental Hero Clayman" This card cannot be Special Summoned except with "Dark Fusion". While you control this Defense Position card, Battle Damage inflicted to your opponent from a battle involving this card is doubled. Evil Hero Shade Channeler DARK Fiend-Type/Fusion/Effect Level 6 ATK 1900 DEF 1800 "Elemental Hero Wildheart" + "Elemental Hero Necroshade" This card cannot be Special Summoned except with "Dark Fusion". Once per turn, you can destroy 1 monster your opponent controls and Special Summon 1 monster from either Graveyard. Evil Hero Plasma Blade EARTH Fiend-Type/Fusion/Effect Level 8 ATK 2600 DEF 2300 "Elemental Hero Sparkman" + "Elemental Hero Bladedge" This card cannot be Special Summoned except with "Dark Fusion". This card inflicts Piercing damage. Up to twice per turn, you can destroy 1 card your opponent controls. Evil Hero Mist Drainer WATER Fiend-Type/Fusion/Effect Level 5 ATK 1800 DEF 1000 "Elemental Hero Burstinatrix" + "Elemental Hero Bubbleman" This card cannot be Special Summoned except with "Dark Fusion". When this card battles a monster, at the beginning of the Damage Step, gain Life Points equal to the ATK or DEF of the monster this card is battling with (whichever is higher), and inflict damage to your opponent equal to the amount of Life Points you gained. Evil Hero Berserk Blade DARK Fiend-Type/Fusion/Effect Level 8 ATK 2600 DEF 2300 "Elemental Hero Bladedge" + "Elemental Hero Wildheart" This card cannot be Special Summoned except with "Dark Fusion". This card inflicts Piercing damage. This card can attack all monsters your opponent controls once each. |
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And yeah, this set is pretty slow. What can I say? I just didn't feel like catering to the speed mania for a moment. They'll have their own ways of evening the field, though; don't worry. ;D Oh, and who ever said anything about tributing for Trauma? My dear ACC, we live in the age of Return From the Dark Dimension and Different Dimension Reincarnation now. Eve Mech 003- Special Unit: Just plain crazy, really. Combined with Enemy Controller this smashes the most, bringing it back to smash face on the very same battle phase. Poor, poor, Brain Crusher, why must you be crowded in such a way? ;.; Just...crazy aggression for the set, really. Angel Response Warning: And now you want to pick on Forced Back too? Seriously, bounce a summon, summon a monster, and eliminate your opponent's Battle Phase all with one card? And with two of the effects triggering from the graveyard? Broken, my friend, just plain broken. Dummy Plug: You should make that 'original Atk'. As it is, this card is short-circuiting its own Atk boost effect because it force-pegs the Atk at 2000 at all times. Ehh...crazy muscle, protection, and escape from the counter weakness all in one card. Again, this seems a bit...hefty. x.O Berserk Mode: Yay for mass field wipe. Crazy CA, but then I guess the activation requirements and lost battle phase sort of compensate. Anyways, it's not as crazy as the others. Evil Hero Dark Phoenix: What Phoenix Enforcer should have been. Unless you're packing some very specific cards, this thing is a major pain in the butt to bypass but at the same time being only Cyber Dragon size means that it won't wreak absolutely crazy havoc on the field and can be hit over. Brain Control's favorite target, certainly. Evil Hero Blacknight Phoenix: But of course we're running this thing instead because it's just plain better. Not as much of a finisher as dark cloaked, but given its tenacity this definitely isn't something your opponent will be comfortable with. Evil Hero Shadowlight: And in contrast, here we have a monster that your opponent will strive to keep alive. xD Pretty crazy field destruction effect here, but then with Darklord Zerato around it's nothing new. Evil Hero Mad Alchemist: Sadly, it's still sort of lukewarm for its fusion materials, much like its light counterpart. Still, it's thematically coherent and all. I'd stick with the more appealing evil heroes myself, though. Evil Hero Boulder Gardna: Well, the original wasn't much to call home about so I suppose you couldn't go too far without losing touch with that. Much like with Stone Statue of the Aztecs, this poor thing suffers from the unfortunate effect of "who's going to be dumb enough to run into this?", made worse because it's a fusion monster and thus can't be set. Ehh...I suppose you could try some feints with Book of Moon or such, but it's still pretty lackluster. Evil Hero Shade Channeler: Umm...Monster Reborn on legs? Every turn? With added monster recursion? O.O Yeah, this is definitely going overboard. Either make it steal the monster it destroys (with some added penalty on that monster to compensate for what is still a very powerful effect) or have it summon the monster to your opponent's field like regular Necroid Shaman. As it is, broke as heck. Evil Hero Plasma Blade: Pretty much instantly pays back its fusion cost with beatstick size piercerism to boot. Strong, but not broken. Evil Hero Mist Drainer: ...which is more than can be said for this. With combined Atk and Def we're essentially netting 3000+ points of burn plus the same amount of LP gain against all but the wimpiest of monsters. Just...too strong. I like the idea of draining as opposed to just healing, but it really needn't go further than that. Maybe keep it as requiring battle destruction as well, in lieu with its predecessor. Also, use Atk or Def but not their sum for the greater balance, because as it is all we have to do is ram this into Dark Magician of Chaos and our opponent will be eating 4800 points of damage. x.O Evil Hero Berserk Blade: A much-needed, reasonable buff from the original. Wildedge is already a star among the e-hero fusions and this is taking it one step further. Good and balanced. Aaaanyhow, a bit more substance for the empaths: Empath Fiend - Apathy Psychic/Effect 4 Star/Earth 1200 Atk / 2000 Def During your turn, you may switch this Defense Position card on your Field into Attack Position. If you do, your opponent may not activate any Spell or Trap cards until the end of the turn. During your opponent's turn, by removing this card in your Graveyard from play, Monsters summoned that turn (Including Flip Summon) can not attack or use any of their card effects until the end of the turn. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn. Empath Fiend - Confusion Psychic/Effect 5 Star/Wind 1700 Atk / 2300 Def When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this card on your Field into Attack Position to select one Monster on your opponent's Field and control it until the end of the turn. A Monster controlled by this effect can not be offered as tribute. When this effect is activated, this card can not change its Battle Position until the end of your next turn. During your opponent's turn, by removing this card in your Graveyard from play, you may change the target of an attack declared by your opponent to any Monster on either player's Field other than the attacking Monster. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn. Empath Fiend - Pride Psychic/Effect 6 Star/ Light 2400 Atk / 1600 Def When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this Attack Position card on your Field into Defense Position, If you do, your opponent can not tribute any cards until your next Standby Phase. When this effect is activated, this card can not change its Battle Position until the end of your next turn. During your opponent's turn, by removing this card in your Graveyard from play, negate the activation and effect of a card with an activation cost and destroy it. Empath Fiend - Restlessness Psychic/Effect 3 Star/Wind 1600 Atk / 300 Def When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this Attack Position card on your Field into Defense Position to force the activation of one face-down Spell or Trap card on the Field. If the timing of the activation of the card is incorrect, negate the effect and destroy it. When this effect is activated, this card can not change its Battle Position until the end of the turn. During your opponent's Standby Phase, by removing this card in your Graveyard from play, your opponent skips his/her Main Phase 1 this turn. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn. Empath Fiend - Trauma (revamp) Psychic/Effect 7 Star/Dark 2600 Atk / 2200 Def When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this Attack Position Monster on your Field to Defense Position in order to select one face-up Monster on your opponent's Field and destroy it, then inflict Damage to your opponent equal to the original Atk of the destroyed Monster. If you do, this card can not change its Battle Position until the end of the turn. During your opponent's turn, you may remove this card in your Graveyard from play to inflict Damage to your opponent equal to the number of your "Empath Fiend" Monsters removed from play x 400. Empath Fiend - Loneliness Psychic/Tuner/Effect 2 Star/Dark 800 Atk / 600 Def When this card would be sent to the Graveyard from your Hand or Deck, remove it from play instead. During your turn, you may switch this Attack Position card on your Field into Defense Position to select one of your removed from play "Empath Fiend" Monsters and Special Summon it to your Field in Defense Position. When this effect is activated, neither this card nor the Monster Special Summoned by this effect can change their Battle Positions for as long as they remain face-up on the Field. When this card is removed from the Field, the Monster Special Summoned by this effect is removed from play. By removing this card in your Graveyard from play, you may treat it as a tribute used for the Synchro Summon of a Psychic Type Synchro Monster. All other tributes used for the summon must still be on your Field. You may only activate the effect of one "Empath Fiend" Monster in your Graveyard each turn. Empath Fiend - Over Ego Psychic/Synchro/Effect 8 Star/Light 2600 Atk / 2600 Def 1 Psychic Type Tuner Monster + 1 or more non-tuner "Empath Fiend" Monsters By switching this Attack Position card on your Field into Defense Position, select one of your removed from play "Empath Fiend" Monsters and add it to your Graveyard. By switching this Defense Position card on your Field into Attack Position, change the Battle Position of one "Empath Fiend" Monster on your Field other than "Empath Fiend - Over Ego", ignoring any effects of the selected Monster. When either of this card's effects is activated, this card can not attack or change its Battle Position until the end of the turn. Empathic Recall Quick-Play Spell This card can only be activated when there are no Monster cards in your Graveyard. Add all of your removed from play "Empath Fiend" Monsters to your Graveyard. On the turn this effect is activated, you may not conduct your Battle Phase. Tranquil Mindscape Field Spell "Empath Fiend" Monsters in your Graveyard can not be removed from play by any card effects controlled by your opponent. When an "Empath Fiend" Monster is discarded from your Hand or Deck, it is not removed from play, but is sent to your Graveyard instead. When this face-up card on your Field is destroyed as the result of a card effect, select one "Mindscape" Spell Card other than "Tranquil Mindscape" from your Hand or Deck and activate it. Twisted Mindscape Field Spell Once per turn, During your Main Phase, you may remove from play any number of "Empath Fiend" Monsters in your Graveyard. Then, for each card removed from play by this effect, select one of your removed from play "Empath Fiend" Monsters and add it to your Graveyard. During your End Phase, you may destroy this face-up card on your Field. When this face-up card on your Field is destroyed as the result of a card effect, select one "Mindscape" Spell Card other than "Twisted Mindscape" from your Hand or Deck and activate it. Virulent Mindscape Field Spell You may activate the effect(s) of any number of "Empath Fiend" Monsters in your Graveyard each turn. Each time one of your "Empath Fiend" Monsters is removed from play, inflict 500 Damage to your opponent. When this face-up card on your Field is destroyed as the result of a card effect, select one "Mindscape" Spell Card other than "Virulent Mindscape" from your Hand or Deck and activate it. There's more, wouldn't you know it, but hopefully this is enough to give you better insight into the workings of the set. ^^ |
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DARK Fiend-Type/Fusion/Effect Level 6 ATK 1900 DEF 1800 "Elemental Hero Wildheart" + "Elemental Hero Necroshade" This card cannot be Special Summoned except with "Dark Fusion". Once per turn, you can destroy 1 monster your opponent controls and Special Summon 1 monster from either Graveyard. The Special Summoned monster cannot attack or change battle position. Evil Hero Mist Drainer WATER Fiend-Type/Fusion/Effect Level 5 ATK 1800 DEF 1000 "Elemental Hero Burstinatrix" + "Elemental Hero Bubbleman" This card cannot be Special Summoned except with "Dark Fusion". When this card destroys a monster by battle, gain Life Points equal to either its ATK or DEF, whichever is higher, and inflict the same amount as damage to your opponent. Evil Hero Buttered Toast DARK Fiend-Type/Fusion/Effect Level 1 ATK 9000 DEF 9000 "Elemental Hero Chaos Neos" + "Elemental Hero Electrum" + "Evil Hero Inferno Wing" + "Hinotama Soul" + "Destiny Hero - Dreadmaster" + "Rainbow Dragon" This card cannot be Special Summoned. |
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Evil Hero Shade Channeler (revamped): So it's basically following this formula: Kill the opponent's monster, special summon it to my side of the field so he can't put it into his graveyard and use it from there, and then either let it just sit there clogging my field until the opponent destroys it or tribute it away for Malicious Edge (assuming I'm running a dedicated Evil Hero deck). It still does nasty things in combination with Dark Magician of Chaos, but it's a bit less broken now. Evil Hero Mist Drainer: Nothing to say but better job, THIS is what Steam Healer should have been. Buttered Toast: I'm going to have to call broken. This card's unsummonability just isn't enough to restrain its sheer amazingess. BROKEN. XD Evil Hero Buttered Toast WITH JAM Monster/Dark/Fiend/Effect/12* Yubel The Ultimate Nightmare+12 monsters with different levels Atk OVER 9000!!!/ Def OVER 9000!!! This monster can only be fusion summoned if previously in the duel you fusion summoned Evil Hero Buttered Toast. This monster can only be fusion summoned if you use "Super Fusion". If you summon this monster, take over twelve dimensions of dueling and rule them as you see fit. If you activate "Chain Material" before summoning this monster and your opponent chains "Spiritual Fusion", your opponent can choose your souls as fusion material monsters. If you summon this monster, you are officially a member of the Evil Hero Fanclub, and do not need to pay Thesis a twenty dollar fine for refusing to use his new username. Er... enough silliness, on to business! Angel Attack Warning Normal Trap Negate the attack of an opponent's monster. If you have no cards on the field, when your opponent declares an attack by removing this card in the graveyard you can negate that attack and special summon an "Eve Mech" monster from your deck. Better? |
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