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Banjora Marxvile November 3rd, 2008 12:09 PM

I'm back... No applause as I am rubbish at this, so lets make it count! God Droids are back, so get ready for a major upgrade:

God Droid - Zeus
Machine/Tuner/Effect
Light, 4 star
Atk:1500 Def:1500
Effect: If a God Droid is destroyed by your opponent whist this card is on the field, you may Special Summon another God Droid with a lower level from your deck to your side of the field.

Heaven Ruler God Droid
Machine/Synchro/Effect
Needs: 1 God Droid - Zeus + 1 or more other God Droids
Light, 8 star
Atk: ? Def: ?
Effect: This cards original ATK and DEF is equal to the number of monsters used to Synchro Summon this card x 800. This card gains 500 ATK for each God Droid monster on your side of the field and in your Graveyard. If God Droid Temple is on your side of the field, this card cannot be destroyed by battle.

God Droid - Poseidon
Machine/Tuner/Effect
Water, 4 star
Atk:1500 Def:1500
Effect: If Umi is on your side of the field, this card cannot be destroyed by battle, and can attack your opponents Life Points directly. If you do the damage is halved.

Ocean Ruler God Droid
Machine/Synchro/Effect
Needs: 1 God Droid - Poseidon + 1 or more other God Droids
Water, 8 star
Atk: ? Def: ?
Effect: This cards original ATK and DEF is equal to the number of monsters used to Synchro Summon this card x 800. If Umi is on your side of the field, this card cannot be destroyed by battle. Once per turn, you may destroy all monsters on the field, including this card. If you do, you cannot go into Battle Phase during this turn. If Umi is on the field, you may destroy all cards other than this one, including Umi. If you do, you cannot declare an attack this turn.

God Droid - Hades
Machine/Tuner/Effect
Dark, 4 star
Atk:1500 Def:1500
Effect: Once per turn, you may Special Summon a God Droid monster from your Graveyard.

Underworld Ruler God Droid
Machine/Synchro/Effect
Needs: 1 God Droid - Hades + 1 or more other God Droids
Dark, 8 star
Atk: ? Def: ?
Effect: This cards original ATK and DEF is equal to the number of monsters used to Synchro Summon this card x 800. This card gains 100 ATK for each card in both players Graveyards. If Cyber Underworld is on your side of the field, this card cannot be destroyed by battle.

Please comment... I think these are better than last time.

Alter Ego November 5th, 2008 3:46 AM

Well aside from wording issues (and there are lots, all over the place)...

God Droid - Zeus: except, you know, the only god droid that isn't level four would be synchro, which kind of kills the usefulness of this effect since it only ever does something if your synchros get offed before this does, which is unlikely since they're all freaking huge. Yeah.

Heaven Ruler God Droid: Oookay...even with the bare minimum materials, this makes 3100 Atk (1600 from the materials, 500 for itself, 1000 because both materials are now in the yard) and the exponential growth from there is ridiculous, especially on a machine, creating an end result that is dull and uber at the same time. Needs a tone-down, definitely. Though mind you, it isn't possible to synchro any of these because all God-droids are tuners and tuner can only synch with non-tuners.

God Droid - Poseidon: ocean decks will exploit, but really...who plays Ocean?

Ocean Ruler God Droid: Oh just go Black Rose Dragon already. More often than not, it will be just plain better for any indiscriminate field wiping needs whereas Daedalus is arguably a better option for Ocean decks anyway because it can exploit the opening it creates and attack straight away and will probably be bigger to boot.

God Droid - Hades: and this is just plain broken. Infinite special summons with no restriction means that we can recycle Ocean Ruler for instant field wipe, pull out Hades with Hades with Hades, and generally just spam 4-star tuners far more easily than we should be able to. :\

Underworld Ruler God Droid: Very meh abilities, and there is no Cyber Underworld so it's kind of hard to judge it fully. Even so, the breaktacular Heaven Ruler is surely far better so I'd rather just keep Hades and exploit it like crazy instead.


It's like...just the same basic formula in repeat. Not to mention that immunity to destruction by battle is about the most pointless thing ever for a monster with 3k+ Atk and Def because really...who's going to try butting heads with that anyway? Like, almost all of your cards are either 'increase Atk and/or Def' or 'this card can not be destroyed by battle'; there's a lot more to the game than that. D:


Anywho, time for another random brainchild of mine...this one back in an attempt to redeem itself. :x

Chaos Banisher
Fairy/Effect
5 Star/Dark
2300 Atk / 1600 Def

Once per turn, you can roll a six-sided die once. If the result is even, return all Monsters on the Field except for Monsters with a Level higher than the result to their owners' Hands and make the Attribute of this card LIGHT. If the result is odd, remove all Monster on the Field except for Monsters with a Level higher than the result from play and make the Attribute of this card DARK.

Chaos Caller
Fiend/Effect
3 Star/Light
800 Atk / 1600 Def

Once per turn, you can remove a card in your Hand from play to roll a six-sided die once. If the result is even, select one "Chaos" Monster with a Level lower than or equal to the result from your Deck and add it to your Hand then make the Attribute of this card LIGHT. If the result is odd, select one removed from play "Chaos" Monster with a Level lower than or equal to the result and Special Summon it, then make the Attribute of this card DARK.

Chaos Devourer
Fiend/Effect
6 Star/Light
1900 Atk / 2200 Def

This card can be Special Summoned by removing one "Chaos" Monster you control from play. When this card Battles with a Monster your opponent controls, roll a six-sided die once and reduce the Atk and Def of the Monster this card Battles with by 100 x the result before applying Damage Calculation. If the result is even and this card destroyed the Monster it battled with by Battle, remove that Monster from play and gain Life Points equal to the original Def of the removed Monster and make the Attribute of this card LIGHT. If the result is odd and this card destroyed the Monster it battled with by Battle, remove that Monster from play and inflict Damage to your opponent equal to the original Atk of the removed Monster and make the Attribute of this card DARK.

Chaos Edge
Fairy/Effect
4 Star/Dark
1200 Atk / 900 Def

This card inflicts piercing damage. When this card is summoned successfully, roll a six-sided die once. If the result is even, the Attribute of this card becomes LIGHT and this card gains Atk equal to 200 x the result. If the result is odd, inflict Damage to your opponent equal to 300 x the result.

Chaos Gardna
Fairy/Effect
2 Star/Dark
0 Atk / 1900 Def

When this card is summoned successfully, roll a six-sided die once. This card can not be destroyed in Battle with and is not affected by the effects of any Monster with a Level lower than or equal to the result. If the result is even, the Attribute of this card becomes LIGHT and all Battle Damage you would receive from Battles involving this card becomes zero. Then, you gain Life Points equal to the amount of damage you would have received instead. If the result is odd, a Monster that Battles with this card is removed from play at the end of the Damage Step.

Chaos Lurker
Fairy/Effect
4 Star/Dark
1800 Atk / 700 Def

Once per turn, if this card is removed from play, you can roll a six-sided die once. Treat your Monster Card Zone as #'s 1-5, counting from your right. If the Monster Card Zone matching the result is unoccupied, Special Summon this card to that Monster Card Zone. If the result is even, make the Attribute of this card LIGHT.

Chaos Reaver
Fiend/Effect
7 Star/Light
2300 Atk / 2600 Def

This card can not be Special Summoned unless it has been successfully tribute summoned at least once. When Tribute Summoning this card, all tributes must be "Chaos" Monsters. When this card is summoned successfully, roll a six-sided die once. If the result is even, remove from play a combined number of cards from both players' Hands equal to the result and make the Attribute of this card LIGHT. If the result is odd, remove from play a combined number of cards from both players' Fields equal to the result.

Chaos Reordered
Fairy/Effect
8 Star/Light
2600 Atk / 2200 Def

The Attribute of this card is also treated as DARK and its type is also treated as Fiend. This card can not be Normal Summoned or Set. This card can not be removed from play. This card can only be Special Summoned by removing from play one each of DARK and LIGHT "Chaos" Monsters you control. You can only control one "Chaos Reordered" at a time. Each turn, you can determine the results of up to two die rolls.

Chaos Shape
Fiend/Effect
1 Star/Light
? Atk / ? Def

Once per turn, you can roll a six-sided die once. If the result is even, select one Monster that has been removed from play with a Level lower than or equal to the result and this card copies that Monster's Atk, Def, level, name and card effect(s) and its Attribute becomes LIGHT. If the result is odd, select one Monster from the Field with a Level lower than or equal to the result and this card copies that Monster's Atk, Def, level, name and card effect(s) and its Attribute becomes DARK.

Delusion Fog
Continuous Spell

When your opponent declares an attack while you control at least one "Chaos" Monster, roll a six-sided die once. Treat your Monster Card Zone as #'s 1-5, counting from your right. The target of the attack becomes the card in the same Monster Card Zone as the die result. If there is no card in that Monster Card Zone, negate the attack. If the result is 6, the attack becomes a direct attack instead.

Insanity Hole
Continuous Trap

Whenever a Monster is summoned successfully other than by the effect of "Insanity Hole", remove it from play and roll a six-sided die once. After a number of turns equal to the result, Special Summon the removed Monster to its owner's Field in its original position, ignoring summoning conditions.

Banjora Marxvile November 5th, 2008 7:47 AM

I put about the God Droids Special Summoning as I haven't finished my set yet... Sorry for bad wording, but I've not played for ages... For a few edits, I will describe what I'm changing.

Heaven Ruler God Droid
Machine/Synchro/Effect
Needs: 1 God Droid - Zeus + 1 or more other God Droids
Light, 8 star
Atk: ? Def: ?
Effect: This cards original ATK and DEF is equal to the number of monsters used to Synchro Summon this card x 800. This card gains 300 ATK for each God Droid monster on your side of the field and in your Graveyard.

Ocean Ruler God Droid
Machine/Synchro/Effect
Needs: 1 God Droid - Poseidon + 1 or more other God Droids
Water, 8 star
Atk: ? Def: ?
Effect: This cards original ATK and DEF is equal to the number of monsters used to Synchro Summon this card x 800. If Umi is on the field, once per turn you may destroy all monsters on the field. You cannot attack this turn if you do.

God Droid - Hades
Machine/Tuner/Effect
Dark, 4 star
Atk:1500 Def:1500
Effect: Once per turn, by paying 500 Life Points you may Special Summon a God Droid monster from your Graveyard, excluding Synchros and God Droid - Hades.

Underworld Ruler God Droid
Machine/Synchro/Effect
Needs: 1 God Droid - Hades + 1 or more other God Droids
Dark, 8 star
Atk: ? Def: ?
Effect: This cards original ATK and DEF is equal to the number of monsters used to Synchro Summon this card x 800. This card gains 100 ATK for each card in both players Graveyards. If Cyber Underworld is on your side of the field, you may Special Summon 1 God Droid (excluding Synchros) from your Graveyard during your End Phase.

I know these still aren't perfect, but I'm still adding more. Just 1, and I'll see how it goes.

God Droid - Apollo
Machine/Effect
Light, 3 star
ATK: 0 DEF: 1600
Effect: If a God Droid is discarded from your hand by an opponents effect, you may use either of the following effects:
* Pay 500 Life Points to Special Summon it to the field.
* Return it to your hand.
Also, when a God Droid you control is selected as an attack target, you may destroy a card on your side of the field to decrease the attacking monsters ATK by 500.

Forci Stikane November 6th, 2008 10:14 AM

Quote:

Originally Posted by Alter Ego (Post 4085908)
(and no 'I told you so's, thank yew very much, Icha >|)

Oh, I wouldn't dream of it. Of course, I will say that you justified my "cynicism," as you so called it at the time...and that my observation regarding Tacey turned out to be true.

Quote:

Originally Posted by Alter Ego (Post 4098109)
Anywho, time for another random brainchild of mine...this one back in an attempt to redeem itself. :x

Chaos Banisher
Fairy/Effect
5 Star/Dark
2300 Atk / 1600 Def

Once per turn, you can roll a six-sided die once. If the result is even, return all Monsters on the Field except for Monsters with a Level higher than the result to their owners' Hands and make the Attribute of this card LIGHT. If the result is odd, remove all Monster on the Field except for Monsters with a Level higher than the result from play and make the Attribute of this card DARK.

Auto-wipe of any face-down monsters, but 1/3 of the time it'll be getting rid of itself, too. For having to tribute itself out, I'm not sure which way to go on this. Yes, field clearing is broken, but it'll very easily be removing itself, as well...as well as any other monsters you have out, which would make it even harder to summon it back.

Chaos Caller
Fiend/Effect
3 Star/Light
800 Atk / 1600 Def

Once per turn, you can remove a card in your Hand from play to roll a six-sided die once. If the result is even, select one "Chaos" Monster with a Level lower than or equal to the result from your Deck and add it to your Hand then make the Attribute of this card LIGHT. If the result is odd, select one removed from play "Chaos" Monster with a Level lower than or equal to the result and Special Summon it, then make the Attribute of this card DARK.

These are really too based on luck, but...add in Smiling Fortune and this could equate to "Special Summon 1 Level 5 or lower 'Chaos' monster from your hand." Or, in other words, "Special Summon Chaos Banisher." It's almost a win-win if the card you remove is a low-level Chaos monster, but aside from that, I dunno. It's also small enough to get run over by Laquari/Stratos-level ATK, so it won't be around for very long.

Chaos Devourer
Fiend/Effect
6 Star/Light
1900 Atk / 2200 Def

This card can be Special Summoned by removing one "Chaos" Monster you control from play. When this card Battles with a Monster your opponent controls, roll a six-sided die once and reduce the Atk and Def of the Monster this card Battles with by 100 x the result before applying Damage Calculation. If the result is even and this card destroyed the Monster it battled with by Battle, remove that Monster from play and gain Life Points equal to the original Def of the removed Monster and make the Attribute of this card LIGHT. If the result is odd and this card destroyed the Monster it battled with by Battle, remove that Monster from play and inflict Damage to your opponent equal to the original Atk of the removed Monster and make the Attribute of this card DARK.

Unless we remove it for this, that is. That Skull Dice-style effect equates into being able to potentially wall anything out right now, as well as run over most non-Synchro monsters. The monster removal effect messes up any graveyard games that could come up (DAD, most prominently), but I'm not liking the random side effect too much. This thing has the potential to really come up short in a pinch.

Chaos Edge
Fairy/Effect
4 Star/Dark
1200 Atk / 900 Def

This card inflicts piercing damage. When this card is summoned successfully, roll a six-sided die once. If the result is even, the Attribute of this card becomes LIGHT and this card gains Atk equal to 200 x the result. If the result is odd, inflict Damage to your opponent equal to 300 x the result.

300 damage, then 1600 ATK, then 900 damage, then 2000 ATK... The only serious disappointment would be if you rolled a 1, since 1600 ATK is still decent for getting through defenses, even if it can't hit over any beatsticks.

Chaos Gardna
Fairy/Effect
2 Star/Dark
0 Atk / 1900 Def

When this card is summoned successfully, roll a six-sided die once. This card can not be destroyed in Battle with and is not affected by the effects of any Monster with a Level lower than or equal to the result. If the result is even, the Attribute of this card becomes LIGHT and all Battle Damage you would receive from Battles involving this card becomes zero. Then, you gain Life Points equal to the amount of damage you would have received instead. If the result is odd, a Monster that Battles with this card is removed from play at the end of the Damage Step.

Now this one, I like. The attribute effects are both useful, so it's more up to what monsters you need protection to.

Chaos Lurker
Fairy/Effect
4 Star/Dark
1800 Atk / 700 Def

Once per turn, if this card is removed from play, you can roll a six-sided die once. Treat your Monster Card Zone as #'s 1-5, counting from your right. If the Monster Card Zone matching the result is unoccupied, Special Summon this card to that Monster Card Zone. If the result is even, make the Attribute of this card LIGHT.

Basically a somewhat more limited DD Survivor. So use this for Caller or Devourer and get an extra beatstick? Not bad, though I have to ask why counting from the right.

Chaos Reaver
Fiend/Effect
7 Star/Light
2300 Atk / 2600 Def

This card can not be Special Summoned unless it has been successfully tribute summoned at least once. When Tribute Summoning this card, all tributes must be "Chaos" Monsters. When this card is summoned successfully, roll a six-sided die once. If the result is even, remove from play a combined number of cards from both players' Hands equal to the result and make the Attribute of this card LIGHT. If the result is odd, remove from play a combined number of cards from both players' Fields equal to the result.

Lurker/Scout Plane abuse? Definitely a late-game card for the second effect, but for the possibility of removing the opponent's entire hand early on? It might just be worth the risk. The odd effect makes it deadly, though.


Chaos Reordered
Fairy/Effect
8 Star/Light
2600 Atk / 2200 Def

The Attribute of this card is also treated as DARK and its type is also treated as Fiend. This card can not be Normal Summoned or Set. This card can not be removed from play. This card can only be Special Summoned by removing from play one each of DARK and LIGHT "Chaos" Monsters you control. You can only control one "Chaos Reordered" at a time. Each turn, you can determine the results of up to two die rolls.

A little tricky for the summoning conditions, but the ability to determine what you get from your Chaos monsters is too much to pass up. But, wait! We also have all of those other dice effects to play with. Snipe Hunter, Graceful Dice, Needle Wall, Dangerous Machine Type-6, and so on.

Chaos Shape
Fiend/Effect
1 Star/Light
? Atk / ? Def

Once per turn, you can roll a six-sided die once. If the result is even, select one Monster that has been removed from play with a Level lower than or equal to the result and this card copies that Monster's Atk, Def, level, name and card effect(s) and its Attribute becomes LIGHT. If the result is odd, select one Monster from the Field with a Level lower than or equal to the result and this card copies that Monster's Atk, Def, level, name and card effect(s) and its Attribute becomes DARK.

Well, that can copy the majority of monsters out there, or just give an extra copy of whatever you have...but as-is, you can only use this effect once, since copying another card's effect would remove its own.

Delusion Fog
Continuous Spell

When your opponent declares an attack while you control at least one "Chaos" Monster, roll a six-sided die once. Treat your Monster Card Zone as #'s 1-5, counting from your right. The target of the attack becomes the card in the same Monster Card Zone as the die result. If there is no card in that Monster Card Zone, negate the attack. If the result is 6, the attack becomes a direct attack instead.

The first thing to come to mind is Chaos Gardna. I'm not so keen on the attack negation, though, since that would mean a minimal field would give a 67% chance of negating any attack coming your way.

Insanity Hole
Continuous Trap

Whenever a Monster is summoned successfully other than by the effect of "Insanity Hole", remove it from play and roll a six-sided die once. After a number of turns equal to the result, Special Summon the removed Monster to its owner's Field in its original position, ignoring summoning conditions.

Hmm...stalling out? This could come up with mean combos with Reaver, though, being able to pull off both effects. However, considering how it works for both players, I don't see that much use for it unless you were to use it in a Macro deck along with Necroface/Scout Plane/Survivor.

...Actually, the more I look at this set, the more I get an Arcana Force feel from it.

...Oh, and while I'm here:

Striker Ally
2 Stars/DARK/Fiend/Tuner
ATK: 400/DEF: 200

If the number of cards on your opponent's side of the field is higher than the number of cards on your side of the field, you can Special Summon this card from your hand. If summoned by this effect, you can increase or decrease this monster's Level by a number less than or equal to the difference.

And, just for a taste of something to come:

Shining Striker
4 Stars/LIGHT/Warrior
ATK: 1900/DEF: 1100

If the number of cards on your opponent's side of the field is at least 2 less than the number of cards on your side of the field, you can Special Summon this card from your hand. If this card is summoned in this way, return one monster on your side of the field to the top of its owner's deck, then destroy up to two cards on the field.

Gymnotide November 6th, 2008 4:05 PM

Card based on the Magic: The Gathering card.

Wicked Akuba
( 4 Stars / DARK / Zombie / Effect Monster / Spirit )
100 / 100


Tribute 1 monster on your side of the field to inflict 1000 damage to a player this card inflicted battle damage to during this turn. You can activate this effect during either player's turn.

^ lol Scapegoat + United We Stand.

Alter Ego November 7th, 2008 2:58 AM

Quote:

Originally Posted by Ichaste Pekoni (Post 4100912)
Oh, I wouldn't dream of it. Of course, I will say that you justified my "cynicism," as you so called it at the time...and that my observation regarding Tacey turned out to be true.

No unscrupulous implications about my special little girl, thank yew. >[ *slaps*

Quote:

Originally Posted by Ichaste Pekoni (Post 4100912)
Auto-wipe of any face-down monsters, but 1/3 of the time it'll be getting rid of itself, too. For having to tribute itself out, I'm not sure which way to go on this. Yes, field clearing is broken, but it'll very easily be removing itself, as well...as well as any other monsters you have out, which would make it even harder to summon it back.

Miraculous Descent/Celestial Transformation FTW!

You saw nothing, nothing at all. And yes, it's risky because that's part of what these lil' chaos monsters are meant to be about.

Quote:

Originally Posted by Ichaste Pekoni (Post 4100912)
These are really too based on luck, but...add in Smiling Fortune and this could equate to "Special Summon 1 Level 5 or lower 'Chaos' monster from your hand." Or, in other words, "Special Summon Chaos Banisher." It's almost a win-win if the card you remove is a low-level Chaos monster, but aside from that, I dunno. It's also small enough to get run over by Laquari/Stratos-level ATK, so it won't be around for very long.

Oh, but isn't luck-dependence what real chaos is all about? XD Personally, I found the meager RFGing of lights and darks an altogether insufficient representation.

Quote:

Originally Posted by Ichaste Pekoni (Post 4100912)
Basically a somewhat more limited DD Survivor. So use this for Caller or Devourer and get an extra beatstick? Not bad, though I have to ask why counting from the right.

Just because that's the convention laid down by Needle Wall, really. One direction is as good as the other, but allowing the player to choose which would practically double their odds of summon for anything except the central zone.

Quote:

Originally Posted by Ichaste Pekoni (Post 4100912)
Hmm...stalling out? This could come up with mean combos with Reaver, though, being able to pull off both effects. However, considering how it works for both players, I don't see that much use for it unless you were to use it in a Macro deck along with Necroface/Scout Plane/Survivor.

Well, Scout Plane and Survivor are in real limbo, because if they try to summon themselves, Insanity Hole will spin them right back to the RFG pile with a new dice roll. Ehh...this is mostly a 'just for fun' addition anyway, though Chaos Reordered offers some neat exploits since it's impervious to RFGs and can keep opposing would-be troublemakers off the field for six turns with its effect.

Ocean Ruler God Droid: Still an inferior Black Rose because of the field requirement and restricted destruction. Pass on this one.

Heaven Ruler God Droid: Better. It's still a big beatstick, but it's a fair bit lower on the ridiculos proportions.

God Droid - Hades: Better, though you can just have it do something like "Once per turn, Special Summon one Level 4 or lower "God Droid" Monster other than "God Droid - Hades from your Graveyard" to plug the gap too.

Underworld Ruler God Droid: Still need to see that underworld field, really.

God Droid - Apollo: Major hate for hand control, but beyond that its usefulness is sketchy at best. Odds are opponents will just mow this down and proceed to kill your hand anyway, and the level makes it an awkward fit for synchro. We still can't get any of those god droids out, not unless we use some kind of silly level manipulation card. :O

Striker Ally: Fuu...free summon tuner, basically. Even at its most basic, you can do this + four-star for Goyo, at its best this can get you the big synchros in a way that just completely puts Rose to shame.

Shining Striker: Brain Control/Mind Control something before the special summon and that's some major CA. You have fairly good control over the card balance on field here since you can just set stuff to make up the numbers. Maybe...at least make the second effect for the blowing up of two cards? The benefit this can reap from a simple control effect plus special summon combo is pretty crazy.

Wicked Akuba: uh-huh, it's not a proper spirit since it lacks the basic spirit effect. (no special summon, bounces self back to hand) D: Ehh...Ben Kei already tried that whole Scapegoat + United thing and he didn't stay on top of the heap for long either. Superpowered Cannon Soldier, yeah. :x


Hee...going to try some support for the neglected.

Hallowed Life Boundary
Field Spell

The effect(s) of this card are only applied for the player with the higher Life Points. This card accumulates effects depending on the difference in Life Points between you and your opponent.
*1000 or more: You can negate the attack of a Monster your opponent controls by increasing your opponent's Life Points by half the Atk of that Monster.
*3000 or more: This card can not be removed from the Field and its effect(s) can not be negated.
*5000 or more: All LP costs for cards you control are halved.
*10 000 or more: All Damage to you is halved.
*15 000 or more: Once per turn, you can Special Summon one Monster from your Graveyard. If you do, your opponent gains Life Points equal to the Atk or Def of that Monster or 2000, whichever is highest.
*20 000 or more: You win the Duel.

Ill-Starred Venture
Counter Trap

Negate the activation and effect of a card that would remove a face-up "Destiny Board" or one or more "Spirit Message" Spell Card(s) from your Field and destroy it. At the end of your opponent's next turn, the effect of "Destiny Board" is applied an additional time.

Vengeful Spirits
Fiend/Effect
4 Star/Dark
? Atk / 0 Def

This card can not be Normal Summoned or Set. This card can only be Special Summoned when "Destiny Board" and one or more "Spirit Message" Spell Card(s) are sent from the Field to your Graveyard while this card is in your Hand or Graveyard. The Atk of this card becomes the number of differently named "Spirit Message" Spell Cards in your Graveyard x 1000 points. When this card would be removed from the Field by card effect, you can remove one "Spirit Message" Spell Card in your Graveyard from play instead.

Banjora Marxvile November 7th, 2008 8:00 AM

Thanks for the advice. Time to see some new God Droids. I'm going to improve these probably soon, so be prepared for major rubbishness.

Cyber Underworld
Field Spell
Effect: This card cannot be destroyed by Monster Effects. Once per turn, you can Special Summon 1 God Droid monster from your Graveyard that has been destroyed by battle. Easch time a God Droid is destroyed by Spell, Trap or Monster Effects, place 1 counter on this card (max 4). You may remove 1 Counter from this card per tun to destroy 1 card your opponent controls.

Revenge of God Droids
Normal Spell
Effect: Special Summon 1 God Droid monster from your Graveyard. If this card was sent from your hand to the Graveyard, your opponent discards a random card from their hand and you Special Summon 1 God Droid monster from your Graveyard. If this card was sent from your deck to the Graveyard, destroy 1 card that your opponent controls and you Special Summon 1 God Droid monster from your Graveyard.

Forci Stikane November 7th, 2008 10:08 AM

Quote:

Originally Posted by Alter Ego (Post 4102638)
Shining Striker: Brain Control/Mind Control something before the special summon and that's some major CA. You have fairly good control over the card balance on field here since you can just set stuff to make up the numbers. Maybe...at least make the second effect for the blowing up of two cards? The benefit this can reap from a simple control effect plus special summon combo is pretty crazy.

Oh, AE...that also means that you would have to overextend you resources, leaving you open for a severe Heavy Storm loss in CA. Besides, without the control side, you'll be forced to "Raiza" yourself, even having to spin the source itself if you have nothing else. Still, I think I could adjust the effect to fix that if need be.

Quote:

Originally Posted by Turtwigtoon (Post 4102951)
Cyber Underworld
Field Spell
Effect: This card cannot be destroyed by Monster Effects. Once per turn, you can Special Summon 1 God Droid monster from your Graveyard that has been destroyed by battle. Easch time a God Droid is destroyed by Spell, Trap or Monster Effects, place 1 counter on this card (max 4). You may remove 1 Counter from this card per tun to destroy 1 card your opponent controls.

Revenge kill, much? Most of these are going to be killed by effects to avoid the recursion effect, which means that you'll be gaining CA virtually every turn.

Revenge of God Droids
Normal Spell
Effect: Special Summon 1 God Droid monster from your Graveyard. If this card was sent from your hand to the Graveyard, your opponent discards a random card from their hand and you Special Summon 1 God Droid monster from your Graveyard. If this card was sent from your deck to the Graveyard, destroy 1 card that your opponent controls and you Special Summon 1 God Droid monster from your Graveyard.

Card Destruction, Hand Destruction, any number of self-mill options...this card is just far too abusable, and that's not even considering the normal effect.

Alter Ego November 10th, 2008 3:26 PM

Quote:

Originally Posted by Ichaste Pekoni (Post 4103089)
Oh, AE...that also means that you would have to overextend you resources, leaving you open for a severe Heavy Storm loss in CA. Besides, without the control side, you'll be forced to "Raiza" yourself, even having to spin the source itself if you have nothing else. Still, I think I could adjust the effect to fix that if need be.

Raizaing shining so you can nuke with it again next turn is not the worst deal I've seen, you know. D: Also, the 'over-committing' is not really a problem if you just set a bunch of normal spells which you will flip that turn anyway. Or keep it chainable like quite a lot of stuff still is.


Anyways, I'll just refer to Icha's comments on those two other cards for now, as I am feeling rather lazy.

Negative Plane Dragon
Dragon/Effect
6 Star/Dark
2400 Atk / 2000 Def

All effects that would increase a player's Life Points decrease that player's Life Points by the same amount instead. By discarding one card from your Hand, negate the attack of a Monster your opponent controls and destroy it.

Immunity Breaker
Continuous Spell

Each time your opponent loses Life Points as the result of a "Parasite Demon" Monster's effect, place one Anti-Immune Counter on that Monster. (Whenever a player loses Life Points as the result of a "Parasite Demon" Monster's Effect, that player loses 200 more Life Points for each Anti-Immune Counter on that Monster)


...o yes, they're back for one more go. Tremble in fear, peons; tremble in fear.

Rize November 10th, 2008 3:32 PM

I recently got the idea of Kingdom Hearts based cards, but using the Heartless and Nobodies. I am working on more, but here is the first part of my Nobody Cards. This is the first time I've made fake cards, so... This is all YGO, just so you know.



Nobody Monsters
Spoiler:

Nobody Dusk
Monster/Effect
4/Nobody/Dark
When this card is Normal Summoned or Flipped, you may Special Summon one “Nobody” monster of Four Stars or lower to the field from your hand. That card cannot attack the turn it is summoned.
1000/1000
Secret Rare


Nobody Creeper
Monster
4/Nobody/Dark
A Creeper. The weakest of the Nobodies, it commonly appears with Dusks. Use Reversal to stun the Dusks before attacking the Creepers!
1000/1000
Secret Rare


(There are more Nobody cards, but I will make them later. They will be referenced by the following cards, though)

---------------------

Organization XIII Ritual Cards
Spoiler:

Altar of Naught
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Xemnas”. You must also offer at least one “Nobody Sorcerer” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Hall of Empty Melodies
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Xigbar”. You must also offer at least one “Nobody Sniper” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Bridge
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Xaldin”. You must also offer at least one “Nobody Dragoon” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Old Mansion
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Vexen”. You must also offer at least one “Nobody Dusk” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Basement 3
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Lexaeus”. You must also offer at least one “Nobody Dusk” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Isle’s End
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Zexion”. You must also offer at least one “Nobody Dusk” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Addled Impasse
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Saïx”. You must also offer at least one “Nobody Berserker” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Betwixt and Between
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Axel”. You must also offer at least one “Nobody Assassin” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Castle Gate
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Demyx”. You must also offer at least one “Nobody Dancer” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Havoc’s Divide
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Luxord”. You must also offer at least one “Nobody Gambler” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Starry Void
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Marluxia”. You must also offer at least one “Nobody Dusk” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Floor 12
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Larxene”. You must also offer at least one “Nobody Dusk” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare

Station of Awakening
Ritual Spell Card
This card is used to Ritual Summon “Organization XIII – Roxas”. You must also offer at least one “Nobody Samurai” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute.
Secret Rare


----------------------------

Organization XIII

Spoiler:

Organization XIII - Xemnas
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Altar of Naught”. You must also offer at least one “Nobody Sorcerer” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. This card receives an additional 500 ATK points for every card in the Graveyard with “Organization XIII” in the title.
2000/2000
Secret Rare

Organization XIII - Xigbar
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Hall of Empty Melodies”. You must also offer at least one “Nobody Sniper” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. The attack of this card cannot be negated by any other card.
2000/2000
Secret Rare

Organization XIII - Xaldin
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Bridge”. You must also offer at least one “Nobody Dragoon” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. When this card attacks, you may draw one card for every 500 points of Damage inflicted to your opponents Life Points.
2000/2000
Secret Rare

Organization XIII - Vexen
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Old Mansion”. You must also offer at least one “Nobody Dusk” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. When attacked, this monster can add its ATK Points to its DEF Points until the turn’s End Phase. This effect can only be used once.
2000/2000
Secret Rare

Organization XIII - Lexaeus
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Basement 3”. You must also offer at least one “Nobody Dusk” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. By paying 1000 Life Points, this monster’s ATK points can be tripled until the turn’s End Phase. This effect can only be used once.
2000/2000
Secret Rare

Organization XIII - Zexion
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Isle’s End”. You must also offer at least one “Nobody Dusk” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. By removing another “Nobody” monster in your Hand from play, reduce all damage to this card to 0 until the turn’s End Phase. This effect can only be used once.
2000/2000
Secret Rare

Organization XIII - Saïx
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Addled Impasse”. You must also offer at least one “Nobody Berserker” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. Still trying to determine an effect.
2000/2000
Secret Rare

Organization XIII - Axel
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Betwixt and Between”. You must also offer at least one “Nobody Assassin” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. You can pay 1000 Life Points, discard all cards in your hand and sacrifice this monster to destroy all cards on your opponent’s side of the field and force them to discard their hand. They can then draw one card.
2000/2000
Secret Rare

Organization XIII - Demyx
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Castle Gate”. You must also offer at least one “Nobody Dancer” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. Still trying to determine an effect.
2000/2000
Secret Rare

Organization XIII - Luxord
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Havoc’s Divide”. You must also offer at least one “Nobody Gambler” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. When this card attacks, roll a die. If it is odd, this card attacks as normal. If even, the attack stops.
2000/2000
Secret Rare

Organization XIII - Marluxia
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Starry Void”. You must also offer at least one “Nobody Dusk” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. When this card is destroyed, you may move one Ritual Monster with “Organization XIII” in the title, and its accompanying Ritual Spell Card, to your hand from the Graveyard.
2000/2000
Secret Rare

Organization XIII - Larxene
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Floor 12”. You must also offer at least one “Nobody Dusk” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. The attack of this card cannot be negated by any other card.
2000/2000
Secret Rare

Organization XIII - Roxas
Ritual Monster/Effect
11/XIII/Dark
This card can only be Ritual Summoned with the Ritual Spell Card, “Station of Awakening”. You must also offer at least one “Nobody Samurai” and at least two monsters from the field or your hand whose total Level Stars equal 7 or more as Tribute. Still trying to determine an effect.
2000/2000
Secret Rare


-------------------

I am going to make “Absent Silhouette” and “Data” versions of them, but I want to get feedback on these cards first. If anyone can think of effects for Demyx, Saïx, and Roxas, or suggest a different ability for any of them, please do so. I am trying to make their effects be based on battle tactics/on them. (Such as Xemnas using fallen member’s weapons in the final battle, Axel’s suicide attack, etc.) I am thinking that in order to summon the Absent versions (of the COM members), the original “XIII” card must be in the Graveyard and must be removed from play, and to summon the “Data” one’s, the Org. (and Silhouettes, if appropriate) must be removed as well. I’m also thinking about needing “Garden of Assemblage” (possible spell card) being on the field to summon the Data cards.

Please give feedback! I appreciate it!


-Rize

Scarlet Weather November 10th, 2008 3:43 PM

Anti-Immune Breaker: This looks harmless enough, but we all know how painful Parasite Demon drains can be. Let's see... does Zeptiemus do six hundred per spell? With this card, that rapidly becomes eight hundred, then one thousand, then twelve hundred... Owowowow. Anyway, I see nothing paritcularly broken about it because it's archetype specific support and all it really does is speed up the inevitable.

Negative Plane Dragon: The burn player's answer to Prime Material Dragon. The second effect could be particularly nasty, but all it makes me think is "Stardust Dragon says hello".

And now, it is time for YOU to tremble in fear, since I feel like giving Fire a little love...

Pyromancer Aegis
Monster/Fire/Spellcaster/Tuner/2*
Atk 1000/ Def 0000
This monster cannot be special summoned. Once per turn, you can special summon a level four or allowed fire-attribute monster from your hand. Monsters summoned in this way are returned to your hand during the end phase.

Alter Ego November 11th, 2008 2:40 AM

Pyromancer Aegis: Wait...allowed monster? XD Anyway, this thing is best friends with Gaia Soul, no 'but's about it. 2000-point piercing beatstick in for free each turn and you're all set to synch up for Goyo to boot.

As for the parasites...hee...it's TIME!



Parasite Demon Exeter
Fiend/Effect
4 Star/Fire
1800 Atk / 500 Def

This card can be Special Summoned from your Hand to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each Standby Phase, the controller of this card loses 300 life points for each Monster they control.

Parasite Demon Ignil
Fiend/Synchro/Effect
8 Star/Dark
2600 Atk / 2300 Def

1 Tuner Monster + 1 or more non-Tuner Monster(s)

This card can not be offered as tribute, except for the Special Summon of a "Parasite Demon" Monster. When your opponent send Monsters matching the Summoning requirements of this card from their Field to the Graveyard for a Synchro Summon, and at least one "Parasite Demon" Monster is sent to the Graveyard for that Synchro Summon, you can negate that summon to Special Summon this card to your opponent's Field instead. During each End Phase, the controller of this card removes one random card in their Extra Deck from play and loses Life Points equal to 200 x the Level of the Monster removed by this effect.

Parasite Demon Jaboli
Fiend/Effect
7 Star/Earth
2700 Atk / 2100 Def

This card can only be Special Summoned by Tributing 2 monsters on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. Monsters on the controller's Field with a lower level than this card's may not Attack. During each End Phase, the controller of this card loses 500 Life Points for each of their monsters that didn't attack this turn.

Parasite Demon Jublai
Fiend/Synchro/Effect
6 Star/Dark
2200 Atk / 1600 Def

1 Tuner Monster + 1 or more non-Tuner Monster(s)

This card can not be offered as tribute, except for the Special Summon of a "Parasite Demon" Monster. When your opponent send Monsters matching the Summoning requirements of this card from their Field to the Graveyard for a Synchro Summon, and at least one "Parasite Demon" Monster is sent to the Graveyard for that Synchro Summon, you can negate that summon to Special Summon this card to your opponent's Field instead. During each End Phase, the controller of this card removes one Tuner Monster from their Hand, Deck, or Graveyard from play and loses Life Points equal to the Atk of the removed Monster.

Parasite Demon Juncar
Fiend/Effect
2 Star/Dark
1050 Atk / 700 Def

This card can be Special Summoned from your Hand to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. The controller of this card can not perform a Synchro Summon, except if this card is used as Synchro Material for that summon. When this card is sent to the Graveyard for a Synchro Summon, the player who performed that Summon loses 800 Life Points.

Parasite Demon Karashah
Fiend/Effect
10 Star/Dark
3600 Atk/2800 Def

This card can only be Special Summoned by Tributing 3 monsters on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute. During each of the controller's Standby Phases, the controller of this card tributes 2 cards from his/her field. If there are no cards to tribute, the controller of this card loses 1000 Life Points for each card that would have been tributed instead.

Parasite Demon Nefreeti
Fiend/Effect
4 Star/Fire
1900 Atk / 400 Def

This card can be Special Summoned from your Hand to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each Standby Phase, the controller of this card tributes one Monster they control to lose 800 Life Points. (this is not optional)

Parasite Demon Nishruu
Fiend/Effect
6 Star/Dark
2500 Atk / 1200 Def

This card can only be Special Summoned by Tributing 1 monster on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. The controller of this card loses 600 Life Points each time they activate a Spell or Trap card.

Parasite Demon Saadat
Fiend/Effect
6 Star/Earth
2450 Atk / 1850 Def

This card can only be Special Summoned by Tributing 1 monster on your opponent's Field and is Special Summoned to your opponent's Field. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. If the controller of this card has more than three cards in their Hand, send cards at random from the controller's Hand to the Graveyard until the number of cards in his/her Hand is three.

Parasite Demon Sherincal
Fiend/Effect
3 Star/Dark
1550 Atk / 600 Def

This card can be Special Summoned from your Hand to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each Standby Phase, the controller of this card loses 100 Life Points for each card in their Graveyard.

Parasite Demon Tsukuya
Fiend/Effect
7 Star/Water
2600 Atk / 2600 Def

This card can only be Special Summoned by Tributing 2 monsters on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each of the controller's Standby Phases, the controller of this card pays 800 Life Points to Special Summon one Parasite Demon Token (Fiend Type/ Water Attribute/ 2 Star/ 800 Atk/ 1600 Def) to their field in Attack Position.

Parasite Demon Zeptiemus
Fiend/Effect
4 Star/Water
1600 Atk/1800 Def

This card can be Special Summoned from your Hand to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. Whenever the controller of this card would gain Life Points, the controller of this card loses that many Life Points instead.


Blood Offering
Normal Spell

Pay any Multiple of 800 Life Points. For every 800 Life Points you paid, Special Summon one Parasite Demon Token (Fiend Type/ Water Attribute/ 2 Star/ 800 Atk/ 1600 Def) to your opponent's Field.

Demonic Summoning Flute
Quick-Play Spell

Special Summon one "Parasite Demon" Monster from your Hand to your opponent's Field, ignoring summoning conditions, then lose Life Points equal to 800 x the number of tributes required to Special Summon that Monster using its own effect. On the turn this effect is activated, you can not Summon or Set any other Monsters.

Exorcism
Normal Spell

Select one "Parasite Demon" monster on the Field and destroy it. The controller of the card destroyed by this effect loses Life Points equal to the Atk of the destroyed monster.

Parasite Drain
Normal Spell

Inflict 300 Damage to your opponent for each "Parasite Demon" Monster they control then gain Life Points equal to the amount of damage your opponent received. During your Draw Phase, instead of drawing a card, you can add this card from your Graveyard to your Hand.

Violent Purge
Normal Trap

Destroy all face-up "Parasite Demon" monsters on the Field. For each monster destroyed by this effect, inflict 800 damage to the controller of the destroyed card(s).


Trimmed down a bit, edited a bit, c & c and all that. :x

Gymnotide November 11th, 2008 8:03 PM

Let's go.

Tradewind Rider
( 2 Stars / WATER / Aqua / Effect Monster / Spirit )
0 / 0


This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Summoned or flipped face-up. Discard 1 card to draw 2 cards.

Alter Ego November 12th, 2008 9:18 AM

Tradewind Rider: Ooookay...you do realize that you have created the most breaktacular spirit since Yata-Garasu, right? This effect turns every card in your hand into a prospective Pot of Greed. Add that to the fact that there is no restriction on how many time per turn you can use said effect and the effect might as well read 'draw as many cards as you like and win the game with Exodia/whatever card combo you please'. It's also Sangan searchable and easily summoned.

Just...instant banlist material. o.o Pretty much anything that spins more than one card out of one and is even decently recyclable is an exploit waiting to happen and this more than just fulfills that requirement.


Anyways, sticking to my principle of not leaving a post without a card.

Fey Gift

Normal Spell

Draw two cards and show them to your opponent. If neither or both of the cards you drew are "Aether" Monsters, send your entire Hand to the Graveyard.

Fey Sorcery
Continuous Spell

Once per turn, you can destroy an "Aether" Monster you control to draw a card. When this card on your Field is destroyed as the result of a card effect, you can add one Spell Card other than "Fey Sorcery" that designates an "Aether" Monster(s) in its card effect from your Deck to your Hand. Then, if you control at least one "Aether" Monster, you can activate that card from your Hand.

The Boundless - Aether

Field Spell

While you control "Effemarity", this card can not be removed from the Field. Once per turn, you can return one of your "Aether" Monsters that was destroyed by a card effect after your previous turn from your Graveyard to your Hand. By tributing both this card and a face-up "Effemarity" you control, destroy all cards on the Field. On the turn this effect is activated, you can not conduct your Battle Phase.

Gymnotide November 12th, 2008 5:03 PM

Har har har. You know full well I meant it once per turn and I swore I edited it to 1:1.
But I cbf to change it now.

Actually, I wonder what would happen if I did Discard 2, Draw 1.
But I digress.

Quote:

Anyways, sticking to my principle of not leaving a post without a card.
Puddle of Death
( 1 Star / WATER / Aqua / Normal Monster )
0 / 0


Once a Cloudian, this puddle from beyond the grave seeks vengeance for its untimely death.

- - - - -

Stoneskin Raptor
( 4 Stars / EARTH / Rock / Effect Monster )
1600 / 0


This card is also treated as a Dinosaur-type. When this face-down card is selected as an attack target, its DEF becomes 2000 during damage calculation only. When this card attacks an opponent's monster, it gains 400 ATK during the Damage Step only. When this face-up card is attacked by an opponent's monster, it loses 400 ATK during the Damage Step only.

Stoneskin Dendle
( 4 Stars / EARTH / Rock / Effect Monster )
0 / 0


This card is also treated as a Plant-type. When this face-down card is selected as an attack target, its DEF becomes 2700 during the Damage Step only. After damage calculation, if either player suffered battle damage, Special Summon in Defense position 1 "Dendle Token" ( * / EARTH / Plant ) with an ATK equal to the damage inflicted.

Tectonic Shift
Normal Trap
Activate 1 "Canyon" Field Spell card from your Deck.

Maybe I'll finish this later.

Alter Ego November 17th, 2008 11:03 AM

Two discards for one would be like kicking yourself in the teeth every time you play the thing. It wouldn't even trigger dark world effects since it's part of a cost. D:


Puddle of Death: the game would never be the same after this one, seriously. :x

Stoneskin Raptor: ehh...surprise-walling for 2000 is fun and all, but after that it's just a subpar Steamroid and we all know how mind-bogglingly awesome Steamroid is. Pass on this one.

Stoneskin Dendle: so basically walls out just about anything and creates a tribute fodder/chump blocker token to go with it. You still need to define Dendle Token's Def, though, and the Atk should be ? as with similar Atk-defining effects. Ehh...not likely to make a significant beater, really, so tribute fodder is the best bet for that poor token. Still, the 2700-point wall aspect can cause all kinds of fun.

Tectonic Shift: Well, Canyon definitely needed something like this, I'll give it that. Surprise deflection damage for the opponent and a natural complement to the Dendle as it can actually let the token reach a formidable size.


And now, I feel like doing something...LP gainy. :3

Medicine of Legend - Horai Elixir
Continuous Spell

While you control this face-up Card, you can not activate any other Spell Cards or Special Summon Monsters. At the end of each turn, your Life Points become 8000.

Forci Stikane November 19th, 2008 4:47 PM

Quote:

Originally Posted by Alter Ego (Post 4128803)
Medicine of Legend - Horai Elixir
Continuous Spell

While you control this face-up Card, you can not activate any other Spell Cards or Special Summon Monsters. At the end of each turn, your Life Points become 8000.

Dust Tornado. Honestly, just two cards for an instant heal back to 8000, and maybe even a stall for a turn or two depending on if the opponent can hit you for a full 8000 at once? Even with the restriction, this suffers from a similar problem as Mirage of Nightmare, and we know how that worked out.

...Unfortunately, I have no cards to add at this time.

Frostweaver November 19th, 2008 11:10 PM

parasite demons still kicking after half a year, I'm darn amazed XD;


Mind Desychronizer
Psychic/Effect
4 Star/Dark
1600 Atk / 1200 Def

Increase the level of all Tuner monsters by 1.

Fortune Eye
Psychic/Effect
1 Star/Light
0 Atk / 500 Def

Flip: Pay Life Points in multiples of 300 (up to a maximum of 900). For each 300 Life Points you paid, pick up a card from the top of your opponent's deck and arrange them in any order you desire. Replace them on the top of your opponent's deck.

Alter Ego November 24th, 2008 11:00 AM

Quote:

Originally Posted by Ichaste Pekoni (Post 4133484)
Dust Tornado. Honestly, just two cards for an instant heal back to 8000, and maybe even a stall for a turn or two depending on if the opponent can hit you for a full 8000 at once? Even with the restriction, this suffers from a similar problem as Mirage of Nightmare, and we know how that worked out.

...Unfortunately, I have no cards to add at this time.

Butbutbut...x.x

FINE!

Exchanging that penalty for something that really does sting. Here goes.

Medicine of Legend - Horai Elixir

Continuous Spell

While you control this face-up Card, you can not activate any other Spell Cards. At the end of each turn, your Life Points become 8000. When this face-up card is removed from your Field, your Life Points become 100.


That less reminiscent of the old Mirage?

Mind Desychronizer: Psychic Commander likes this, sure, (synchro with this for your instant 8-star) and it messes up standard synchro setups for your opponent, which is nice, but...it's not really Psychic if it doesn't touch life points. Maybe make it so that you have to pay x amount of life points for the level increase? Or pay a Mind Protectoresque maintenance cost each turn for having this on the field?

Fortune Eye: Ehh...as much as I like arranging my opponent's draws, this is looking a bit puny. Maybe increase its stats to a passable level or at least make it tuner to give it a bit more utility?

And yes, Parasites are indeed still alive and kicking. Persistent little buggers they are. :x

And on the note of stuff that's still alive, now with a new kind of mechanic:

Empath Fiend - Avarice
Psychic/Tuner/Effect
3 Star/Dark
1200 Atk / 1100 Def

If this card is sent to the Graveyard for the Synchro Summon of a Psychic Type Monster, you can pay 400 Life Points to draw a card for each Psychic Type Monster used in that Synchro Summon, then discard a card from your Hand for every non-Tuner Psychic Type Monster used in the summon.

Empath Fiend - Curiosity
Psychic/Effect
1 Star/Wind
0 Atk / 0 Def

During either player's turn, you can activate the effect of this card from your Hand by revealing it. If you do, this card remains revealed until the End Phase of your next turn. By paying 300 Life points, look at your opponent's Hand.

Empath Fiend - Fury
Psychic/Effect
4 Star/Fire
1850 Atk / 800 Def

By paying 500 Life Points, select a Monster your opponent controls and that Monster is forced into Attack Position until your next Standby Phase. A Monster forced into Attack Position by this effect must attack during your opponent's next turn.

Empath Fiend - Loneliness

Psychic/Tuner/Effect
2 Star/Water
800 Atk / 1550 Def

During your Standby Phase, if this card is the only Monster you control, you can pay 800 Life Points to Special Summon one "Empath Fiend" Monster from your Deck.

Empath Fiend - Paranoia
Psychic/Effect
4 Star/Wind
1700 Atk / 300 Def

By paying 500 Life Points, select one card from your opponent's Hand and look at it. If the card you selected is a Spell or Trap card, your opponent Sets it on his/her Field.

Empath Fiend - Rejection
Psychic/Effect
3 Star/Dark
1000 Atk / 1850

When your opponent declares an attack, you can pay 800 Life Points to declare a card type (Spell, Trap, or Monster) then reveal the top card of your opponent's Deck. If the card revealed by this effect is of the type you declared, negate the attack and return the attacking Monster to its owner's Hand, then place the revealed card at the bottom of your opponent's Deck.

Empath Fiend - Restlessness
Psychic/Effect
3 Star/Wind
1500 Atk / 1300 Def

Once per turn, you can pay 700 Life Points. If you do, your opponent skips his/her next Main Phase 1.

Empath Fiend - Terror

Psychic/Effect
1 Star/Dark
0 Atk / 0 Def

Once per turn, you can declare a Monster Level then pay Life Points equal to 200 x the Level you declared to look at your opponent's Hand. If there are any Monsters with a Level lower than or equal to the Level you declared, select one of them and the Attribute, Level, Atk, and Def of this card are treated as those of the selected Monster.

Empath Fiend - Over Ego

Psychic/Synchro/Effect
9 Star/Light
2800 Atk / 1700 Def

1 Psychic Type Tuner Monster + 1 or more non-Tuner "Empath Fiend" Monster(s)

You can check all face-down cards your opponent controls. During either player's turn, you can pay 1000 Life Points to activate a set Spell or Trap card your opponent controls as if it were your own. (Activation conditions must still be met)

Empathic Recall
Quick-Play Spell

Select and activate the Effect of one "Empath Fiend" Monster in your Graveyard. You must still pay the activation cost of the effect you want to activate.

Shifting Mindscape

Field Spell

When this card is destroyed, you can pay 500 Life Points to select one "Mindscape" Spell card other than "Shifting Mindscape" from your Hand or Deck and activate it. When an "Empath Fiend" Monster you control is destroyed by Battle, you can pay 800 Life Points to add one "Empath Fiend" Monster from your Deck to your Hand. Once per turn, you can return one "Empath Fiend" Monster you control to your Hand to Special Summon one "Empath Fiend" Monster from your Hand.

Tranquil Mindscape

Field Spell

When this card is destroyed, you can pay 500 Life Points to select one "Mindscape" Spell card other than "Tranquil Mindscape" from your Hand or Deck and activate it. All Battle Damage you would receive from Battles involving "Empath Fiend" Monsters you control becomes zero. At the end of each turn, gain 500 Life Points for each "Empath Fiend" Monster you control.

Virulent Mindscape
Field Spell

When this card is destroyed, you can pay 500 Life Points to select one "Mindscape" Spell card other than "Virulent Mindscape" from your Hand or Deck and activate it. Whenever an "Empath Fiend" Monster you control is sent from the Field to your Graveyard, inflict 500 Damage to your opponent. At the beginning of each Battle Phase, you can pay Life Points in multiples of 100 (maximum 500) to increase the Atk of all "Empath Fiend" Monsters you control by the same amount until the end of the Battle Phase.

Split-Personality Disorder

Normal Trap

This card can only be activated when an "Empath Fiend" Monster you control is destroyed. Pay 1500 Life Points to Special Summon two differently leveled Level 3 or lower "Empath Fiend" Monsters from your Deck.


There's...actually more, but I think that's quite a respectable load for one go. XD

Frostweaver November 25th, 2008 3:02 AM

Just me and you again.

Avarice- so we have our new rival to psychic commander already being teleport friendly. Without dedicated psychic, it's still a discard one and draw one deal. If the other is psychic, 400 life points for 2 free cards is almost broken o_O;

Curiosity- translation: 300 LP to look at your hand every turn and you can't stop me at all. It's decent I guess.

Fury- good beatstick. Stops the return of the reaper since gladiator beast is slowly falling out, but still in general there is a lack of defense position monster though.

Loneliness- say it with me: LIMIT REVERSE. If emergency teleport isn't enough to get this thing out, you got limit reverse for some pretty darned sychron setup. Every limit reverse is immediately synchron, or at least a tuner out with a beatstick of your choice. The power of limit reverse here is insane.

Paranoia- interesting to force people to set cards. It's nifty.

Rejection- Krebon without the tuning, but you got a gamble bounce. This is some annoying stuff with fairy box (but that's a lot of LP to pay each turn then).

Restlessness- skipping main 1 is huge... forcing people to not be able to attack, and monsters are immediately vulnerable before they can pay for their cost through battle. This alone is almost enough to start at least rogue decks to me as a new member of the stun theme since you're forcing the opponent to be so slow and defensive.

Terror- a bit too luck based... rather use this card slot for phantom of chaos.

Over Ego- now now, how does the stealing of Solemn Judgment work now? that's probably the best thing to steal and take over XD; Great synergy with paranoia that it's evil. Force them to set card then activate it here.

Empathic Recall- more restlessness fun, and using Over Ego to steal more cards unexpectedly is always good.

Shifting Mindscape- too bad no big high star level monsters to use the 2nd effect... Not horribly useful considering how loneliness will probably do it much easier, without being a continuous spell (field) card telling everyone exactly what you want.

Tranquil Mindscape- the LP gain is a decent buffer but not really contributing greatly. It's a stall tactic and that's about it, while this deck is probably capable of pulling off plenty of synchrons after synchrons so it doesn't really need the stall.

Virulent Mindscape- seeing how most 500 atk bonus field isn't used, paying LP to do it isn't too attractive. The burn is quite minor too.

Split Personality Disorder- and *even less* reason to use shifting mindscape... this is crazy search getting 1 card + 1500 LP for 2 card in field essence. Immediately Goyo Guardian too so it's really o_O;

Scarlet Weather November 25th, 2008 6:18 PM

DON'T FORGET ME YET! DYNAMIC ENTRY, AC CODA X, KENZAN!

Damn I love caps lock. XD

Avarice: Daayyumm... I'm less inclined to agree with Frostweaver and say that this makes pure psychic broken- if anything, it jacks it up to a competitive level and also gives Overdrive Teleporter reason to be feared. However, this card is pretty evil in TeleDAD, giving the deck a free Dark World Dealings that doesn't cost them in-hand advantage and also making it even easier to summon the eponymous dragon. (Let's see... discard Malicious.... ooh! Three darks in the graveyard, I win!) And don't you dare say a thing about the level not being correct for Malicious-tuning, we've got Black Rose Dragon now as our resident level seven Synchro and that thing is NASTY. My advice? Don't let Avarice count for its own effect. That'll fix it up pretty good.

Curiosity: 300 LP for a look at the opponent's hand every other turn? I'd jack up the cost there, since even if you aren't disrupting the hand this thing is worth getting information about the hand.

Fury: The psychic-type equivalent of a Falcon Punch: it exists to hit hard, and leave nothing standing. Erm... yeah, stupid metaphor. Okay, point is that this thing is the biggest muscle an all-psychic deck can afford outside a Synchro or Overdrive Teleporter, but it also suffers from an effect that'll be near-useless unless your opponent has for some reason left Destiny Hero-Malicious or Krebons out in the open with no protection... not exactly a great move on their part. It could be argued that this monster is anti-gladiator beast, but chances are if you do use this thing on their Murmillo you'll be digging your own grave because the GB player will spring Waboku on you and laugh as that easy kill on Murmillo turns into Darius raising Bestiari and a Gyzarus double-kill. So the stats are good, but the effect is weak sauce.

Loneliness: Okay, so this + Avarice = Instant Goyou Guardian? Okay, this thing is basically the Empath Fiend equivalent of running six copies of Emergency Teleport. And to make matters worse, that move earlier? You draw two cards for it. DRAW TWO. If it weren't for Avarice you'd be pretty much fine here, but with Avarice this thing is about as broken as you can get. Any questions?

Paranoia: Using Curiosity to predict the opponent's hand followed by Paranoia to force them to overcommit to the field in preparation for Heavy Storm? Yes, please.

Rejection: A big, resounding "Meh". I'd have gone with a coin toss, unless you're planning to play these alongside of Convulsion of Nature. The defense is pretty nice, but this monster is still weak sauce.

Restlessness: Okay, so basically this thing forces an opponent with an empty field to skip their battle phase entirely next turn? Eh... the effect has the potential to be devastating when used at the right time, but the trick is predicting it and having Restless out in time to take advantage of it. Given that you've got Loneliness functioning as copies four, five, and six of Emergency Teleport I'd say that this monster is pretty damn good, but not so awesome as to be broken. So we're in Rai-Oh territory, which is pretty sweet.

Terror: Okay, this deck absolutely needs Curiosity to be any good, and this monster is almost too dependent- if it weren't for Sangan searching curiosity, this monster would be pretty fail. But then again, this thing actually keeps the stat boost, right? So there's that to consider. Not to mention that this thing is Crush fodder.

Over Ego: Ah, the most powerful Empath Fiend makes its return! And it forms a lovely little triangle with Paranoia and Curiosity: "Oh, hey, nice Solemn you've got there. Mind if I set it?" Dang.... this thing's nice. Not to mention that nine stars makes this thing compatible with Overdrive Teleporter. Now if only we had a level twelve Synchro with a usable effect, poor Overdrive might see more play if only to summon that thing.

Empathic Recall: And with loneliness in the graveyard... this becomes Emergency Teleport copies seven, eight, and nine. 0.o

Shifting Mindscape: This card exists to search those all important copies of Curiosity before they turn into dead draws, and also to get Loneliness off the field before it can be owned. About the only flaw I see here is that you're burning through your life points really fast...

Tranquil Mindscape: Oh, scratch that, THIS is what we're protecting Loneliness with. This card is basically the field spell you'll want to start with, if possible, and also the one that'll most likely keep you from burning yourself out too quickly considering that what with all the LP costs for effects, on the average turn you'll be burning out nearly fifteen hundred to activate two of 'em.

Virulent Mindscape: So... Psychic Commander as a field spell, which also turns your psychic types into Giant Germ? Meh, I really don't see all that much appeal... unless this is really late in the game and you need those extra few hundred attack points on the board for your final push.

THERE! MOVING ON!

Storyteller of Night- Scherezade
Monster/Dark/Spellcaster/Effect/2*
Atk 900/ Def 1500
This monster can attack your opponent's life points directly. When this monster is chosen as an attack target, you can switch it to defense position before applying damage calculation. When this monster inflicts damage to the opponent's life points, you can select one "Night" monster from your deck and add it to your hand.

Fencer of the Night- Rochefort
Monster/Dark/Warrior/Effect/4*
Atk 1700/ Def 1300
When this monster would be destroyed as a result of battle, you can return it to your hand instead (damage calculation is applied normally). As long as you control this face-up monster, "Night" monsters cannot be destroyed by card effects.

Elegance of the Night- Durecht
Monster/Dark/Spellcaster/Effect/3*
Atk 1600/ Def 1300
This monster can attack your opponent's life points directly. If you do, decrease this monster's Atk by 800 during damage calculation only. When this monster deals damage to your opponent's life points, you can send a spell card from your hand to the graveyard in order to special summon a "Night" monster in your graveyard to the field.

Music of the Night- Erik
Monster/Dark/Spellcaster/Tuner/4*
Atk 900/ Def 2100
You can special summon this monster from your hand if you control at least one other "Night" monster. As long as you control this monster, neither player can special summon monsters except "Night" monsters.

Pageant of the Night
Normal Spell
Remove all Dark-attribute monsters in both player's graveyards from play. Both players select a number of "Night" monsters from their decks equal to the number of "Night" monsters removed from their graveyards and add them to their hands.

...Yes, I know, Dark Armed Dragon compatible. But I can't switch the attribute without screwing over the whole Night thing. *cries*

Frostweaver November 25th, 2008 10:17 PM

Scherezade- and friendly with apprentice, searching without being a spell card so that's pretty darn nice in case you do run into secret village. Not bad, kinda squishy, but it is in defense mode after it attacks.

Rochefort- somehow I can foresee its effect of coming back to the hand being abused somehow though I can't think of any yet... its 2nd effect is more icing than practical. The other Night monsters aren't that big so synchrons will just run them over. The 2 dragons are slightly annoyed but not being able to blow things up is just 1 turn damage walling for judgment dragon and dark armed. Being warrior actually is kinda "eh" for this one since everyone else is spellcaster and you don't need this as an excuse to run Rose since you got a lv 4 tuner already.

Durecht- another nice effect turning all spell cards into premature burial on every successful attacks. Too bad that there is no big night monster to special summon. You do get to fetch a tuner back every time, which is the exact reason why plaguespreader is that threatening.

Erik- this thing is insane... 2100 wall is pretty safe considering that we are done with tribute in most occasion but Caius (who usually use a special summoned krebon as the tribute anyway) against any normal summon monsters. Easy to get out, crush card friendly... yeah o___o;;

Pageant of the Night- this is suppose to be a search, but it's more like "I got a strange hatred on just Dark Arm so here it is". I dunno about this one, really ><;;


I should create my own theme, or revival of one like for Alter Ego to make an old theme of mine be fitting for today's metagame~


Snowhorn Sprite
Fairy / Effect
1 Star / Water
0 Atk / 0 Def

If this card is destroyed in battle by a special summoned monster, remove that special summoned monster and all monsters with the same name in both player's field, hand and deck.

Snowhorn Wolf
Beast / Effect
3 Star / Water
1200 Atk / 700 Def

When this card is sent to the graveyard, choose a special summoned monster on the field. Negate the effect of that monster and lower its attack power by 1000 as long as this card remains in your graveyard.

Snowhorn Yeti Fighter
Beast Warrior / Effect
4 Star / Water
1900 Atk / 1800 Def

When this card destroys a monster as a result of battle, your opponent choose a spell card from his or her deck and sends it to the graveyard. If this card battles a special summoned monster, increase the Atk of this card by 400.

Snowhorn Owl
Flying Beast / Effect
2 Star / Water
800 Atk / 600 Def

Flip: Until the end of your next turn, neither player can activate any spell cards or special summon any monsters.

Sage of Snowhorn
Spellcaster / Effect
4 Star / Water
1600 Atk / 1900 Def

Once per turn, when a spell card is activated, you may discard 1 Snowhorn monster from your hand to negate the effect of that spell card and destroy it.

Great Whale of Snowhorn
Fish / Effect
6 Star / Water
2500 Atk / 2200 Def

If you control a Snowhorn monster, you can normal summon this card without any tribute. If your opponent plays a spell card or special summons a monster, this card can attack your opponent directly until the end of your next turn.

Frozen Flame of Snowhorn
Pyro / Effect
1 Star / Water
0 Atk / 0 Def

When a spell card is activated and you have no spell card in your graveyard, you may send this card from your hand to your graveyard to negate the effect of the spell card and deal 1000 damage to your opponent's life points.

Snowhorn Spider
Insect / Effect
6 Star / Water
2500 Atk / 1400 Def

You can normal summon this card without tribute if you have no spell card in your graveyard. You may discard 1 Snowhorn monster from your hand to destroy a special summoned monster on the field.

Snowhorn Trapper
Warrior / Effect
3 Star / Water
700 Atk / 1400 Def

If your opponent special summons a monster and there is a Snowhorn monster on your side of the field, you may discard this card from your hand in order to lower the Atk of the special summoned monster to 0. The special summoned monster cannot be tributed or change battle position until the end of your next turn.

Snowhorn Trickster
Fiend / Effect
4 Star / Water
1800 Atk / 1600 Def

When your opponent special summons a monster, you may choose a Snowhorn monster from your deck and add it to your hand.

Snowhorn Charger
Thunder / Effect
4 Star / Water
1700 Atk / 1200 Def

When your opponent activates a spell card and there are no spell cards in your graveyard, destroy one card on the opponent's side of the field.

Snowhorn Newt
Reptile / Effect
2 Star / Water
1300 Atk / 400 Def

When this card is flip summoned, look at your opponent's hand and discard a spell card from his or her hand. If there is a Snowhorn monster on your side of the field (excluding this card), flip this card facedown during your end phase.

Snowhorn Spell Cannon
Machine / Effect
4 Star / Water
? Atk / ? Def

The Atk and Def of this card is equal to the amount of spell cards in your opponent's graveyard x 400. If there are no spell cards in your graveyard, when this card battles with a special summoned monster, destroy the monster with this card's effect without applying damage calculation.

Ocean Tunneler of Snowhorn
Sea-Serpent / Effect
7 Star / Water
2200 Atk / 2600 Def

If there are 4 cards in your graveyard and none of which are spell cards, you may normal summon or set summon this card without tributes. When your opponent plays a spell card or special summons a monster, your opponent must discard 1 card from his or her hand.

Frozen Seed of Snowhorn
Continuous Trap

When your opponent special summons a monster, you may send a Snowhorn monster from your deck to the graveyard to search for a trap card and add it to your hand.

Blizzard Snowstorm
Continuous Trap

When a Snowhorn monster is normal summoned, neither player can special summon monsters until the end of your next turn.

Tundra Traphole
Normal Trap

-If there is a snowhorn monster in your graveyard and your opponent special summons a monster, remove that monster from play.
-If there are no spell cards in your graveyard and your opponent plays a spell card, negate the effect of that spell card and destroy it.

Snowhorn Dragon
Dragon / Effect
8 Star / Water
3000 Atk / 2600 Def

This card cannot be special summoned. This card can only be normal summoned using snowhorn monsters as tributes and there are no spell cards in your graveyard. Negate the effects of your opponent's spell cards and your opponent cannot special summon any monsters. If this card is targetted by a card effect, you can remove 3 snowhorn monsters from your graveyard from play to negate the effect of that card. Spell or trap cards cannot be activated in response to the summoning of this card.

Alter Ego November 26th, 2008 6:44 AM

Quote:

Originally Posted by AC Coda X (Post 4148074)
Avarice: Daayyumm... I'm less inclined to agree with Frostweaver and say that this makes pure psychic broken- if anything, it jacks it up to a competitive level and also gives Overdrive Teleporter reason to be feared. However, this card is pretty evil in TeleDAD, giving the deck a free Dark World Dealings that doesn't cost them in-hand advantage and also making it even easier to summon the eponymous dragon. (Let's see... discard Malicious.... ooh! Three darks in the graveyard, I win!) And don't you dare say a thing about the level not being correct for Malicious-tuning, we've got Black Rose Dragon now as our resident level seven Synchro and that thing is NASTY. My advice? Don't let Avarice count for its own effect. That'll fix it up pretty good.

Quote:

Originally Posted by Frostweaver (Post 4146276)
Avarice- so we have our new rival to psychic commander already being teleport friendly. Without dedicated psychic, it's still a discard one and draw one deal. If the other is psychic, 400 life points for 2 free cards is almost broken o_O;

I dunno' how you guys are reading that effect, but really...it quite clearly states that you discard one for every non-Tuner Psychic. That means if you synch with just Avarice, it's draw one in lieu with Nito Synchro, but if you add any other psychics on top of that you have to discard a card for every additional card you draw. That means your in-hand card count will never grow by more than one for Avarice; you just cycle through more cards. The only way to get two free cards out of it that I see is some kind of bizarre hybrid deck with Dark World. x.O

As for Tele-DaD, the only way they'd get anything out of that effect is when they summon Thought-Ruler, really. Remember that little clause that says you can only apply the effect if you're synchro summoning a Psychic type monster? Avarice and Malicious do not Thought-Ruler make, so unless a drastic change to the deck's level lineup suddenly emerges, Krebons is just plain better for it. And Black Rose is not a replacement for a free pick from Stardust Dragon, Red Dragon Archfiend, Collossal Fighter, and Thought-Ruler Archfiend. It's not. It's obscure tech that has gone from being ridiculously over-hyped to hitting the table once in a blue moon. On average, Tele-DaD summons two to three synchros a game. That's what it's built to do efficiently. Would you waste one of those precious synchro summons on a field wipe that eliminates any and all other field presence you have built up and doesn't do a single point of LP damage to your opponent? 'Cause I wouldn't, really. Besides, all psychics in Tele-DaD are tuners, so you'd never get more than a draw one. :\

Yes, for dedicated psychic it can be Graceful Charity on legs, but only for dedicated psychic. May include Avarice itself in the discards, though.

Quote:

Originally Posted by Frostweaver (Post 4146276)
Loneliness- say it with me: LIMIT REVERSE. If emergency teleport isn't enough to get this thing out, you got limit reverse for some pretty darned sychron setup. Every limit reverse is immediately synchron, or at least a tuner out with a beatstick of your choice. The power of limit reverse here is insane.

True, I'll put a level limit on that summon and probably cut Loneliness down to 1-star to boot. Should help a little, right?

Quote:

Originally Posted by Frostweaver (Post 4146276)
Terror- a bit too luck based... rather use this card slot for phantom of chaos.

True...revamp time for that. :x

Quote:

Originally Posted by Frostweaver (Post 4146276)
Over Ego- now now, how does the stealing of Solemn Judgment work now? that's probably the best thing to steal and take over XD; Great synergy with paranoia that it's evil. Force them to set card then activate it here.

Wording probably doesn't fit it, but Over Ego's effects are both continuous (one lets you check the cards, the other lets you activate them) so it works the same way as activating a card on your own field except that there's an additional 1000-point price tag attached.

Quote:

Originally Posted by Frostweaver (Post 4146276)
Virulent Mindscape- seeing how most 500 atk bonus field isn't used, paying LP to do it isn't too attractive. The burn is quite minor too.

Quote:

Originally Posted by AC Coda X (Post 4148074)
Virulent Mindscape: So... Psychic Commander as a field spell, which also turns your psychic types into Giant Germ? Meh, I really don't see all that much appeal... unless this is really late in the game and you need those extra few hundred attack points on the board for your final push.

Most 500 Atk bonus fields provide the same service to both players and are liable to bite you and I do see a certain appeal in keeping Restlessness and Paranoia too big for the opponent to run over. Also, I personally find it appealing to do 1000+ damage every time I synchro summon (effect says, 'sent to the graveyard'; it doesn't specify being destroyed like Germ) and there's that little OTKO potential thing with Mind Master and Psychokinetic Charging Cell, but to each their own I guess. :x

Quote:

Originally Posted by Frostweaver (Post 4146276)
Split Personality Disorder- and *even less* reason to use shifting mindscape... this is crazy search getting 1 card + 1500 LP for 2 card in field essence. Immediately Goyo Guardian too so it's really o_O;

So wait...just how do we get instant Goyo out of this when the card can only summon level 3 or lower and the two monsters have to be of different levels? The maximum combined level I can make of that is five, which is Magical Android. Also, paying a big chunk of life points when pretty much every monster you play is also tapping into your life points might come around to bite you faster than you know. Ehh...I'll bump it up to 2000 points costs, but that's about as far as I'll stretch it.

Quote:

Originally Posted by AC Coda X (Post 4148074)
Loneliness: Okay, so this + Avarice = Instant Goyou Guardian? Okay, this thing is basically the Empath Fiend equivalent of running six copies of Emergency Teleport. And to make matters worse, that move earlier? You draw two cards for it. DRAW TWO. If it weren't for Avarice you'd be pretty much fine here, but with Avarice this thing is about as broken as you can get. Any questions?

Umm...yes, actually. Since when has Tuner + Tuner been a viable synchro combination, how does 3 + 2 make 6 and since when has 'draw two, discard one' resulted in an end sum of plus two cards? I spy with my little eye some math that would make Cirno proud. *shot for touhou reference*

Quote:

Originally Posted by AC Coda X (Post 4148074)
Rejection: A big, resounding "Meh". I'd have gone with a coin toss, unless you're planning to play these alongside of Convulsion of Nature. The defense is pretty nice, but this monster is still weak sauce.

Ah, but ish still big enough to wall any lead monsters short of Ailus or Rai-Oh and an intimidation factor because there's still a decent chance of getting whatever bigger beater you send after it bounced back. Not a fun gamble for Synchros, I'd say. And yes, collecting information on the opponent and using it against them is kind of the the theme here, and info includes top-of-the-deck cards too. A coint toss would not include the theme so it's NG here. D:

Quote:

Originally Posted by AC Coda X (Post 4148074)
Terror: Okay, this deck absolutely needs Curiosity to be any good, and this monster is almost too dependent- if it weren't for Sangan searching curiosity, this monster would be pretty fail. But then again, this thing actually keeps the stat boost, right? So there's that to consider. Not to mention that this thing is Crush fodder.

Yes, it does, but it really is too situational. Edit to come, along with a few others that should make a bit of difference for the poor thing.

Quote:

Originally Posted by AC Coda X (Post 4148074)
Over Ego: Ah, the most powerful Empath Fiend makes its return! And it forms a lovely little triangle with Paranoia and Curiosity: "Oh, hey, nice Solemn you've got there. Mind if I set it?" Dang.... this thing's nice. Not to mention that nine stars makes this thing compatible with Overdrive Teleporter. Now if only we had a level twelve Synchro with a usable effect, poor Overdrive might see more play if only to summon that thing.

Teleporter compatibility still negotiable as the synchro materials still have to be empath fiends (meaning that the teleporter itself could be included if we use Psycho Tune), though the teleporter is decent aid in bringing them to the field, I'll give it that.

Empathic Recall: And with loneliness in the graveyard... this becomes Emergency Teleport copies seven, eight, and nine. 0.o

Quote:

Originally Posted by AC Coda X (Post 4148074)
Shifting Mindscape: This card exists to search those all important copies of Curiosity before they turn into dead draws, and also to get Loneliness off the field before it can be owned. About the only flaw I see here is that you're burning through your life points really fast...

Isn't that what psychics in general are all about? XD

Storyteller of Night- Scherezade: so basically it's poke for 900, search a monster and soak up a hit. That's doing quite a lot with such an easily searched, crush card-friendly monster. :x

Fencer of the Night- Rochefort: Well, to begin with this thing is already a one-man gadget. It's a night monster itself, so it can't be destroyed by card effect, and it returns to your hand so you can't get rid of it by battle either. Just...yeah, second generation of Gadget decks is here. Three Rochefort, the Reinforcement and get cracking.

...you need to limit that recursion effect, seriously. It's just crying for a cost. xx Plus, I think this fellow needs a less buff body to boot.

Elegance of the Night- Durecht: Most balanced of this lot, really. Though given how exploitable all the others are, it still has brokenness by association.

Music of the Night- Erik: Yeah, totally off the charts. Practically free-to-summon, crush card viable, non-tribute/-synchro walling four-star tuner that...wait for it, blocks special summons to make it all that much harder to run over.

Just...totally overpowered.

Pageant of the Night: So basically, build huge card advantage for yourself and Molest Tele-Dad's graveyard as well as any splashed plaguespreaders that might be hanging about. Seriously, this needs a cap somewhere. The only thing that got to search even three cards was Ojamagic, and those were wimpy vanillas. D:

Snowhorn Sprite: the one-card answer to careless swings from big synchro or Heraklinos. Trying to pick your target with this is going to get costly, though, so fair enough.

Snowhorn Wolf: Ehh...it's grizzly-searchable and can break a special summon's back pretty badly, but even so...I think I'd be more comfortable with something that just gets rid of the darn thing. Seeing as how this reacts to all manner of discards and tributes, though, it might have a niche.

...you know, I find myself thinking something along the lines of your little bounce and Jar deck here now, especially since this is Salvage friendly. XD

Snowhorn Yeti Fighter: If you're looking for a big beater, you can't go wrong with this. Ailus-size attack, gets big enough to take on lesser special summons, and strips spells from the opponent's deck too. Given the explosive potential of spells, that effect alone would already make this worth considering.

Snowhorn Owl: Again, my thoughts stray to your Jar deck. Very nasty stun effect that slows Tele-DaD and pals down while freezing out gladiator tag-outs. (intentionality of the pun can be debated here)

Sage of Snowhorn: kind of a more restricted Magic Jammer on legs. It's passable size in both positions, so it has its uses, but I think I'd like it with 100 less Atk to make it Salvage and Sangan friendly.

Great Whale of Snowhorn: More muscle to drop down, though given how you're not special summoning you have to keep that other snowhorn monster in play first. It's big and has a nasty punishment effect, so it's worth the tribute too (woe be those who try to flip Scapegoat to block your attacks on your battle phase). I'd say maybe cut down the Atk a little to make it fair.

Frozen Flame of Snowhorn: no spells decks like this, certainly. I can also see it teched for some obscure DD build that likes to remove its spells from play.

Snowhorn Spider: Very, very strong lead for snowhorn decks. It's big enough to step on the normal summons and has an effect to wipe out anything bigger that comes its way. But really, I can see this being played just for the 'normal summon a 2500-atk beater for no cost' aspect. x.O

Snowhorn Trapper: Stardust Dragon is going to love you for this. Oh yes. It's also a very cruel response to untimely DaDs or Judgment Dragons.

Snowhorn Trickster: Another big beater that has some very dangerous synergy with your discard-from-hand snowhorns and even if you chose not to take one of those this is still your ticket to that next turn whale or spider.

Snowhorn Charger: pretty much a fear lock to keep your opponent from playing out their spells. Doesn't do much if your opponent runs through their search and draw before committing to the field, but it does naughty things to the standard Krebons + Malicious setup.

Snowhorn Newt: Peeking at the hand is always nice, as is ripping away important spells, but this thing looks more than just a little bit vulnerable. Then again, snowhorn would probably be trap-heavy anyway and might have the resources to protect it. :x

Snowhorn Spell Cannon: kind of a...very slow buildup. I'd probably avoid this, seeing as how Snowhorn has plenty of ways to punish special summons already.

Ocean Tunneler of Snowhorn: So wait...why is Ocean Tunneler harder to summon than Spider and Whale when both of those are stronger? The summoning requirement is also ridiculously specific with the current wording, as if you have even one card above four in your graveyard then it's a no-go. This can also play right into the old tele-DaD setup rather than hindering it. Just Emergency Teleport for your Krebons for your chance to earn a free Malicious discard and get the summon rolling. Set some cards so the discard can't bite you then proceed to run this painstakingly summoned creature over with a synchro of your choice.

Just...pass on this one. I'll stick to Spider and Whale.

Frozen Seed of Snowhorn: Soo...just what are we searching for our trap card? Deck, Graveyard, or RFGs? Anyway, does Royal Oppression ruling apply to this too? As in, can we flip this on a special summon to fetch our trap of choice before the opponent sees this coming? If so, then it's pretty much instant threes for Snowhorn. Especially as we can discard Wolf for the effect and cripple that special summoned monster too while we're at it.

Blizzard Snowstorm: I can't help thinking that the name sounds a bit tautological. That aside, this is as good as a total special summon lock as long as you keep those normal summons coming, which lets the bulky snowhorns run over their frailer opposition very quickly. Too bad about the dissonance between this and Frozen Seed.

Tundra Traphole: Is it just me or this missing a 'Select and activate one of the following effects'? You may want to add one.

That being said, those two effects pretty much sum up what Snowhorn is all about. I can see the first providing a lot of fun in combination with Great Whale and Frozen Seed too, seeing as how the summon itself still occurs. :x

Snowhorn Dragon: ...there is always a dragon, isn't there? XD It's like...Vanity's Ruler and one-sided Spell Canceller in one, really buff body. The summoning requirements are demanding, but the sheer power and size of this and certain other Snowhorns makes considering a no spells deck actually sort of viable.


Anywho, edits and stuff:


Empath Fiend - Avarice
Psychic/Tuner/Effect
3 Star/Dark
1200 Atk / 1100 Def

If this card is sent to the Graveyard for the Synchro Summon of a Psychic Type Monster, you can pay 400 Life Points to draw a card for each Psychic Type Monster used in that Synchro Summon, then discard a card from your Hand for every card you drew.

Empath Fiend - Loneliness
Psychic/Tuner/Effect
1 Star/Water
800 Atk / 1250 Def

During your Standby Phase, if this card is the only Monster you control, you can pay 800 Life Points to Special Summon one Level 3 or lower "Empath Fiend" Monster from your Deck.

Empath Fiend - Terror
Psychic/Effect
1 Star/Dark
0 Atk / 0 Def

Once per turn, you can pay Life Points in multiples of 300 (maximum 900) to reveal a card from the top of your opponent's Deck for every 300 Life Points you paid then put them back in the same order. If there are any Monster Cards revealed by this effect, select one of them and the Attribute, Level, Atk, and Def of this card are treated as those of the selected card for as long as this card remains on the Field.

Split-Personality Disorder
Normal Trap

This card can only be activated when an "Empath Fiend" Monster you control is destroyed. Pay 2000 Life Points to Special Summon two differently leveled Level 3 or lower "Empath Fiend" Monsters from your Deck.


Anyways, some more bits and pieces. Only a few, 'cause I reviewed so many. :x

Empath Fiend - Apathy
Psychic/Effect
4 Star/Earth
800 Atk / 2200 Def

At the beginning of a Battle Phase, you can pay 500 Life Points. If you do, your opponent can not activate any card effects until the end of the Battle Phase.

Empath Fiend - Inferiority
Psychic/Effect
1 Star/Water
200 Atk / 100 Def

When this card Battles with a Monster your opponent controls, you can pay 900 Life Points to make the Atk and Def of that Monster 100 for Damage Calculation only.

Empath Fiend - Neurocomplex
Psychic/Synchro/Effect
7 Star/Dark
2400 Atk / 2300 Def

Any Psychic Type Tuner Monster + Any non-Tuner "Empath Fiend" Monster(s)

This card can use the Effect(s) of all "Empath Fiend" Monsters used to Synchro Summon it. When this card is destroyed, you can pay 800 Life Points to Special Summon one of the "Empath Fiend" Monsters used to Synchro Summon this card from your Graveyard.

Suggestion
Normal Spell

Declare a Monster Level then pay Life Points equal to the Level you declared x 100 points. Your opponent selects one Monster card from their Deck with the same Level as the one you declared then shuffles their Deck and places the selected Monster Card at the top.

Scarlet Weather November 28th, 2008 6:46 AM

Quote:

Originally Posted by Alter Ego (Post 4149042)
I dunno' how you guys are reading that effect, but really...it quite clearly states that you discard one for every non-Tuner Psychic. That means if you synch with just Avarice, it's draw one in lieu with Nito Synchro, but if you add any other psychics on top of that you have to discard a card for every additional card you draw. That means your in-hand card count will never grow by more than one for Avarice; you just cycle through more cards. The only way to get two free cards out of it that I see is some kind of bizarre hybrid deck with Dark World. x.O

Oh. For some reason, I thought it was draw one discard one for every psychic. >.o

Quote:

As for Tele-DaD, the only way they'd get anything out of that effect is when they summon Thought-Ruler, really. Remember that little clause that says you can only apply the effect if you're synchro summoning a Psychic type monster? Avarice and Malicious do not Thought-Ruler make, so unless a drastic change to the deck's level lineup suddenly emerges, Krebons is just plain better for it. And Black Rose is not a replacement for a free pick from Stardust Dragon, Red Dragon Archfiend, Collossal Fighter, and Thought-Ruler Archfiend. It's not. It's obscure tech that has gone from being ridiculously over-hyped to hitting the table once in a blue moon. On average, Tele-DaD summons two to three synchros a game. That's what it's built to do efficiently. Would you waste one of those precious synchro summons on a field wipe that eliminates any and all other field presence you have built up and doesn't do a single point of LP damage to your opponent? 'Cause I wouldn't, really. Besides, all psychics in Tele-DaD are tuners, so you'd never get more than a draw one. :\
I MISSED THAT?




Quote:

Most 500 Atk bonus fields provide the same service to both players and are liable to bite you and I do see a certain appeal in keeping Restlessness and Paranoia too big for the opponent to run over. Also, I personally find it appealing to do 1000+ damage every time I synchro summon (effect says, 'sent to the graveyard'; it doesn't specify being destroyed like Germ) and there's that little OTKO potential thing with Mind Master and Psychokinetic Charging Cell, but to each their own I guess. :x
Indeed, I suppose. Still not running it. XD


Quote:

Umm...yes, actually. Since when has Tuner + Tuner been a viable synchro combination, how does 3 + 2 make 6 and since when has 'draw two, discard one' resulted in an end sum of plus two cards? I spy with my little eye some math that would make Cirno proud. *shot for touhou reference*
Because children's card games are as easy as 1-2-9! *shot'ed*

Yeah, guess I saw "effect" and skipped over that. Still, combined with Fury this thing is an instant Goyou for the low, low cost of 800 life points.

Snowhorn Sprite: Well dang, that's about the biggest "Screw You" I've ever seen on a monster this small. Why not just rename this card "Synchro Hate"? Dark Armed and Judgment Dragon probably won't be smacking into this as often as your opponent's Stardust Dragon will be, so that's going to be fun. Not to mention the zombie hate I see here.

Snowhorn Wolf: And now we have a screw you card for DAD and Judgment Dragon. I like it that this thing basically turns any special summoned monster short of Judgment Dragon or Red Archfiend's Dragon into something small enough for Yeti to stomp. And we are running three Yeti, yes?

Snowhorn Yeti: Scratch that, not even those two monsters can handle being hit by a Wolf/Yeti combination with that Atk boost. That spell-tossing effect is pretty nasty all things considered when you think about how spells are the lifeblood of Tele-DAD. This monster hammers Wulf, every single Gladiator Beast short of a fusion, and anything smaller than itself- which is a lot. Awesome card. Can I has one, please?

Snowhorn Owl: Cold Wave on legs?

Sage of Snowhorn: Now for all your spell negating needs, Sage of Snowhorn! Turn that clog into spell negation, the lifes blood of any dedicated Snowhorn deck! Emergency Teleport driving you crazy? Screw over your opponent with this card!

Great Whale of Snowhorn: The only question is whether or not you remembered to set Raigeki Break to blast that special summon before it kills your monster. But the fact that this thing is essentially a giant beater that screws over Gladiator Beast like no other is nice.

Frozen Flame: Fair enough, and since Snowhorn isn't able to run spells it may as well be stacking in all these monsters.

Snowhorn Spider: Oh, so THAT's where my DAD/Judgment Dragon screw-over card went!

Trapper: Nope, scratch that, THIS card screws over DAD and Judgment Dragon. Those field-nuking effects are much less appealing when they're attached to a 0 Atk body.

Trickster: And if we need more Snowhorn monsters to fuel the effects of Spider or Sage or just wanted to add an extra copy or two of Frozen Flame or Trapper to the hand, we run this guy. How many deck types have we killed today?

Charger: ...This is starting to seem like less of a set and more of a contest to see just how many ways we can trash decks running spells or special-summoning cards. 0.o

Newt: Frosty must be a witch! He turned Trap Dusthoot into a slightly-weaker Newt! Alright, Monty Python jokes aside this card is actually pretty splashable in any deck running a good amount of trap protection, since I don't see spell card related limitations here. And it's Salvage friendly.

Spell Cannon: Yeti's buddy, since they've got quite a bit of synergy with Yeti dropping spells straight from the deck if the opponent isn't playing them. A bit slow of a power-up, though, since four spells translates to 1600 Atk... and sometimes four is all you need. More Gladiator Beast hate, anyone? Of course, this thing lacks in Stardust hate because since Stardust would technically be being destroyed by a card effect it could just tribute itself to nuke Spell Cannon and come back.

Ocean Tunneler: Really, I can't think of anything to say but "wimpy". This thing is like the Dark Horus of Snowhorn... potentially interesting effect, but it's so heavily nerfed that you don't want to give it deckspace.

Frozen Seed: As Trickster is to monsters, so this thing is to the other backbone of the Snowhorn deck- traps. The only question? Which trap are you searching for?

Blizzard Snowstorm: Owwwcchhh... nasty stun effect you've got there.

Tundra Traphole: Oh, so that's what Frozen Seed searches for. Nice little card there, and very... Snowhorn-y.

Snowhorn Dragon: And Snowhorn now has its own ace card. This thing is like... pure hatred for virtually every deck in the game running spell cards, let alone special summons. Which is.... well, all of them really. The only deck that this thing doesn't completely shut down is Little City, and even then it causes great pain. The tribute restriction isn't so bad when you consider the fact that anything your opponent was trying to use to kill your Snowhorns can probably be dealt with by either one of your traps or your other monster's effects.

Avarice: Okay, better.

Loneliness: It's still Emergency Teleport, but now it's no longer Goyou compatible instantly. Fair enough, I say.

Terror: Erm... I almost liked the other one better since Curiosity's effect let you know just when the best time to spring terror would be. Now I'm not sure what to say.

Split-Personality Disorder: Overdrive Teleporter as a situational Empath Fiend trap? Seeing as this card is a lot more situaional than Overdrive, I think 1000 LP would be a sufficient cost.

Apathy: Ancient Gear Empath Fiend with a side-order of pain, please? Paranoia and Fury think the little guy is cute, and Over Ego loves it when the opponent can't activate those set cards but he can.

Inferiority: This card has got to be the most amusing thing to kill your opponent with. If it weren't so tiny on its own, it would almost be broken.

Neurocomplex: Well now, here's a way to keep up Paranoia's suggestive powers along with Loneliness's Emergency Teleport capabilities and... well, add in any other level three Empathy Fiend you can think of and it's all good. Neurocomplex indeed. This thing is almost more fun than Over Ego.

Suggestion: Oh, wait. So that's how we're powering Terror? I see... always nice to know what's coming next, and it's an interesting way of screwing up what your opponent actually wants to draw.

As for the Night monsters... right, I think a revamp is in order. Well, here's an idea...

Storyteller of the Night, Scherezade
Monster/Dark/Spellcaster/Effect/3*
Atk 900/ Def 1500
This monster can attack your opponent's life points directly. When this monster deals battle damage to your opponent's life points, you can negate that damage to select a "Night" monster from your deck and place it in your hand. When this monster is selected as an attack target of a monster with 1500 Atk or more, switch this monster to defense position before damage calculation. This monster cannot be tributed.

Swordsman of the Night, Rochefort
Monster/Dark/Spellcaster/Effect/4*
Atk 1700/ Def 1500
When this monster would be destroyed as a result of battle, you can place it on top of your deck instead. "Night" monsters you control cannot be targeted by card effects, except this monster. You can only control one "Swordsman of the Night, Rochefort" at a time. This monster cannot be tributed.

Elegance of the Night-Durecht
Monster/Dark/Spellcaster/Effect/4*
Atk 1600/ Def 1300
This monster can attack your opponent's life points directly. If you do, decrease this monster's Atk by 800 during damage calculation only. When this monster deals damage to your opponent's life points, you can send a spell card from your hand to the graveyard in order to special summon a "Night" monster in your graveyard to the field. This monster cannot be tributed.

Music of the Night-Erik
Monster/Dark/Spellcaster/Tuner/2*
Atk 900/ Def 1100
This monster is not effected by card effects. When you control another "Night" monster, you can pay 1000 life points to special summon this monster from your hand. This monster cannot be tributed.

Angel of the Night- Phantom
Monster/Dark/Fairy/Synchro/9*
Atk 2500/ Def 2900
"Music of the Night-Erik + Any number of Dark, non-tuner monsters"
Your opponent cannot tribute monsters as long as you control this card.

Alter Ego November 29th, 2008 8:29 AM

Well, the idea with the new terror is that it plays into the information gathering thematic while simultaneously comboing with Rejection since you will know what's on top of the deck. And yes, Suggestion may have been made with that little dear in mind. XD

Anyways, no tribute is where the night monsters are at now, eh? Well, that certainly stops the crush card shenanigans. Let's have a look. :3

Storyteller of the Night, Scherezade: Self-protection is a bit less all-covering now, though it is still basically paying itself back whenever you summon it, always. Still, the other night monsters seem a bit less uber now, so fair enough I suppose.

Swordsman of the Night, Rochefort: Better. It returns to the top of the deck, so there's no CA to be gained from it. The 'one at a time' restriction is a bit needless. If you don't want it covered by its own effect even when there's two copies on the field then you can just go with ""Night" monsters you control other than
"Swordsman of the Night, Rochefort" can not be targeted by card effects.".

Elegance of the Night-Durecht: turns any spell at your disposal into limited-target graveyard recursion. Fair enough now, I'd say.

Music of the Night-Erik: LP cost for summon helps. Now we will really only summon this for that instant synchro.

Angel of the Night- Phantom: And this would be what we're synchroing for? Ehh...mixed feelings on this one. On one hand, I love how it laughs out Stardust Dragon and turns Exiled Force and random Caius worthless, but on the other, you need to assemble seven stars in non-tuner monsters and that essentially translates to sacrifcing three monsters for the synchro. Hurr...decisions, decisions. :x


Anywho...one more empath. >x

Empath Fiend - Megalomania
Psychic/Synchro/Effect
8 Star/Fire
1700 Atk / 2200 Def

Any Psychic Type Tuner Monster + Any Non-Tuner "Empath Fiend" Monster(s)

When this card is summoned successfully, you can pay any multiple of 100 Life Points (Maximum 1000) to increase the Atk of all face-up "Empath Fiend" Monsters you control by the amount you paid. When a Monster that gained Atk through this effect is destroyed, lose Life Points equal to the amount of Atk that Monster gained from this card's Effect.


And now...other stuffs for a change. :D

Last Word
Counter Trap

This card can only be activated when your opponent activates the effect of a card that would destroy a card(s) you control with the effect of destroying a card(s) your opponent controls. Negate the activation and effect of that card and destroy all cards on the Field. This effect can not be chained to.

Vehement Denial
Counter Trap

Negate the activation and effect of a card your opponent controls and place it face-down on his/her Field. After this card is activated, it becomes a Continuos Trap Card and remains face-up on your Field. While this card is face-up on the Field, cards with the same name as the card whose effect was negated by this card can not be Summoned, Flip Summoned or activated.


Hey, can't all be sets. XD


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