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Scarlet Weather November 29th, 2008 8:52 AM

Hmmm...

Megalomania: Well, the big problem I see here is that while you're turning Paranoia, Fury, and Restlessness (not to mention a buff Terror) into beatsticks of death with this effect... you also need to use SOMETHING as Synchro material. And since Empath Fiends are a requirement, you will need at least three to trade for this thing, so all you're probably gonna have is a 2700 point beatstick most likely. Resounding "meh", especially since the other two Empath Synchros are so much cooler.

Last Word: Unfortunately, it isn't. Was this intended to be Stardust Dragon bane? Because that would probably be the most common destroy-destroy chain, and Stardust Dragon tributes itself before its effect activates last I checked... meaning that when the chain resolves, you've just nuked everything and your opponent is getting a 2500 Atk beatstick during the end phase. Pass.

Vehement Denial: This thing is what Prohibition should have been. Very, very nasty card. XD


EDIT: Oops, forgot. New card, anyone?

Theatre of the Night
Field Spell
Increase the Atk of all "Night" monsters by 500. When a "Night" monster destroys an opponent's monster as a result of battle, you can reduce all battle damage to 0 in order to remove that monster from play.

Frostweaver November 30th, 2008 3:53 PM

Avarice- hard to get to thought ruler at 3 using another psychic, but then new synchrons will always appear so not a problem

Loneliness- lol no more instant tuner like the ebil plaguespreader zombie XD; still not a bad way to pull out avarice and drop a lv 4 to get thought ruler out this way, cause then you get 3 trade-card going on if you need to. Far less abusable now though, to the point that we will need some newer cards to see what we can make out of this.

Terror- imho, terror is actually pretty frightening. We use plenty of high stat monsters these days especially against lightsworn which got relatively beefy non-synchrons with things like celestia, judgment dragon and wulf (not much "information" though since they're sent to the graveyard next turn anyway.) Gladiator and little city is also great stealing 1900 almost all the time. TeleDAD not too much though since the deck itself has all these diamond dude, malicious and krebons, and those are low stat monsters... so mixed bag depending on your opponent.

Split Personality Disorder- ouch LP cost, it's like mini dimension fusion. LP cost like that almost demands you to win games, making this difficult card to use... but it has its purposes.

Apathy- battle phase skill drain is always fun. Definitely stops Krebons well. Too bad it's lv 4 though so that hurts.

Inferiority- actually i think it's pretty darn strong capable of destroying anything in battle at 900 LP ><;;

Neurocomplex- it's a nice card but then too bad nothing traumatizing in effect yet for a synchron to be levels of thought ruler or anything. Still lv 7 psychic is nice for synchron and works well with empath fiend tuners. Ampathy and avarice are easiest but the combined effect sucks... so it's hard to work this out well.

Suggestion- also great for mind crush, don't forget that one. Force an dark arm up there and crush it may produce fun results. Same applies to judgment dragon if you see beckoning light gone already.

Scherezade- so now lumina and sangan and krebon kills it... i guess? no chipping of LP is a minor issue compare to its search ability still.

Rochefort- hm I doubt that you'll really want more than 1 Rochefort out at a time since its lock isn't that threatening anymore. You can still run it over now with 1800s like Stratos. Still not a bad card for the theme.

Durecht- still *great* way to break back Erik (not too sure by not effected by card effect means not able to be special summoned too) for some Goyos or instant search with Scherezade.

Erik- your lv 2 tuner, 1000 LP to jump out from hand and synchron immediately. Not too bad at all even fi it doesn't work with Durecht (but then youll be a bit low on the speed side against plaguespreader type of new tuners >_<)

Angel of the Night- we get some weird synchron level that makes it so hard, and problem is that we really don't tribute much anymore except celestia, occassional caius and crush card virus. Stopping 3 card but needing at least 3 monster isn't worth it... can stop stardust but that's about it for the higher level synchrons =/

Gymnotide November 30th, 2008 6:01 PM

DNA Infestation
Continuous Trap
Select 1 monster type. All monster cards in the Graveyard(s) and removed from play are the selected type.

Because I had a maniacal idea.

Scarlet Weather November 30th, 2008 6:26 PM

DNA Infestation: I can only imagine what you plan to combo this with.... or wait, there's always Deathkaiser Dragon (or was that Doomkaiser?), the Zombie-type Synchro with the ability to rob zombies from the opposing player's graveyard. Except we've already got Zombie World to do that with? Meh.

Aliright, Angel buff time.

Angel of the Night, Phantom
Monster/Dark/Fairy/Synchro/8*
Atk 2500/ Def 2900
"Music of the Night-Erik + Any number of Dark, non-tuner monsters"
Your opponent cannot tribute monsters. This monster is not affected by the effects of trap cards.

Level eight, 2500 Atk Wildheart that's compatible with Malicious good enough?

Frostweaver December 1st, 2008 8:44 PM

Megalomaniac- ehhh costly for 1000 atk boost for all. Better swarm for the win in this turn or else it's subjected to very easy destruction. Can be difficult even with Emergency Teleport to help with swarming...

Last Word- one darn fun card to negate solemn judgment, and a few others (but solemn judgment is the most fun due to half LP cut too). Piece of cake if you can follow up to this too. Situational but fairly rewarding compare to how common we see places where we can use this.

Vehement Denial- eh don't really like it too much only stopping 1 card for so long, prohibition except we can counter the 1st one too.

Theater of the Night- interesting effect, removing is probably the way to go most of the time anyway to stop them from coming back. Just need some way to beef up attack power so we can run over synchrons and make sure that they don't come back ;p

Phantom- to your question, "yes" XD; decent attack power, relatively plausible requirement now although not clearly overpowering compare to other lv 8 synchron options. Not too bad, not too great, just the right place imho.

Alter Ego December 2nd, 2008 8:00 AM

Hurr...true about Megalomania. Maybe cut it down to 6?

That aside, since comments have pretty much been covered already. Another old theme back for another go. :x

The Restless - Abandoned Bride
Zombie/Effect
4 Star/Light
2000 Atk / 800 Def

If this card is the only Monster you control, destroy it and lose Life Points equal to its Atk. On the End Phase of a turn when this card is destroyed as the result of a card effect and sent to your Graveyard, if you have at least one other "Restless" Monster in your Graveyard, Special Summon this card and one other "Restless" Monster in your Graveyard to your opponent's Field.

The Restless - Burning Phantom

Zombie/Effect
2 Star/Fire
1000 Atk / 1000 Def

On the End Phase of a turn when this card was sent to the Graveyard other than by being destroyed by Battle, Special Summon it from your Graveyard to your opponent's Field. When this card is Special Summoned from the Graveyard, inflict 1000 Damage to this card's controller.

The Restless - Disgraced Emperor
Zombie/Effect
8 Star/Light
2600 Atk / 1500 Def

You can Normal Summon one additional "Restless" Monster each turn. On the End Phase of a turn when this card was destroyed as the result of a card effect, it is Special Summoned from your Graveyard to your opponent's Field. When this card is Special Summoned from the Graveyard, destroy all cards on the controller's Field except for this card then inflict 400 Damage to this card's controller for each card destroyed this way.

The Restless - Mischievous Revenant
Zombie/Effect
2 Star/Light
1400 Atk / 800 Def

On the End Phase of a turn when this card is sent to your Graveyard other than by being destroyed by Battle, Special Summon it to your opponent's Field. When this card is Special Summoned from the Graveyard, the controller of this card returns one random card from their Hand to the bottom of their Deck.

The Restless - Nameless Soldier
Zombie/Effect
4 Star/Light
1900 Atk / 0 Def

On the End Phase of a turn when this card was destroyed by Battle and sent to your Graveyard, Special Summon this card from the Graveyard to your opponent's Field in Defense Position. If this card is destroyed after being Special Summoned from the Graveyard, its controller loses 1500 Life Points.

The Restless - Sorrow's Ghost
Zombie/Effect
3 Star/Water
0 Atk / 1900 Def

On the End Phase of a turn when this card was destroyed and sent to your Graveyard, Special Summon this card to your opponent's Field in Attack Position. If this card was Special Summoned from the Graveyard, it can not change its Battle Position and all Battle Damage to this card's controller from Battles involving this card is doubled.

Buried Alive
Normal Spell

Both players send one Monster Card from their Hand to the Graveyard.

Merciful Release

Normal Spell

Destroy one "Restless" Monster on the Field. Draw two cards.

Spirit Chain

Equip Spell

This card can only be equipped to a "Restless" Monster your opponent controls. A Monster equipped with this card can not be offered as tribute or sent to the Graveyard for a Synchro Summon and you determine its Battle Position. When this card is sent to the Graveyard as a result of the equipped Monster being sent to the Graveyard, Special Summon that Monster to your opponet's Field. Then, you can discard the top card of your Deck to return this card to the top of your Deck.

Spirit's Unrest
Continuous Spell

Once per turn, during the End Phase, you can select one "Restless" Monster that was sent to your Gravyeard this turn and Special Summon it to your opponent's Field. When a Monster Special Summoned by this effect is destroyed, destroy this card.

Roaming Souls
Continuous Trap

Each time a Monster is Special Summoned, Special Summon one Roaming Soul Token (Fairy-type/LIGHT/Level 1/0 Atk/0 Def) to your Field in Defense Position. Roaming Soul Token can not be offered as tribute, except for the tribute Summon of a LIGHT Monster.


More to come, but...yeah, basic idea remains intact. XD

Frostweaver December 2nd, 2008 5:55 PM

Abandoned Bride- pretty fun stuff bring back burn. Once it's special summoned, you just need to follow up with a trap to destroy the other monster and it'll blow up immediately for 2000. Since that's destruction by effect too, you can quite literally cycle this for 4000 damage or even more if you got a big enough hand.

Burning Phantom- really it's just a easier version to use but far from rewarding version fo the above... i'll stick with bride.

Disgraced Emperor- ironically best way is still to special summon it to your field when your field is empty if you *really* want to get this out... I probably will just past on this one due to being a tribute =( Black Rose is less of a hassle if we want field destruction that badly. Since these are light afterall, Honest is probably decent enough to keep yourself quite alive most of the time and I imagine this deck to be packing destruction cards anyway.

Mischievous Revenant- it's not bad, but this deck got potential to score more LP damage in explosive manner that this maybe a bit slow

Nameless Soldier- why we don't need Revenant since this is far more practical, still function as beatstick safely.

Sorrow's Ghost- infinite loop with asura priest for FTK? =/ Since it'll be "always" sent to your graveyard after it dies, you can really just as long as you somehow get this to the other side, and you got asura priest, you're business. That thing will keep coming back to your opponent's side time after time and asura priest can always attack...

Buried Alive- not sure how this helps the theme... ._.;

Merciful Release- great thematic draw cards. 2 cards back and you got a monster to the other side, faster gateway to lightning vortex or something of that nature now.

Spirit Chain- not bad at all for an equip, certainly a fun one to use with soldier or bride forcing it in defense.

Spirit's Unrest- again good card to get important monster back to the other side, just need to ensure that either you got the honest, or more defensive traps to back you up.

Roaming Souls- again more like outside the theme as it has better uses for fairies than this deck in some vain hope to get out venus/angel07 fast. too bad dark armed and judgment dragon is auto-wipe everything, but against the other lightsworns and malicious/krebon, it's a great walling tech at least (and this still works with plasma to help out with the scapegoats a bit)

Alter Ego December 3rd, 2008 11:01 AM

Quote:

Originally Posted by Frostweaver (Post 4166576)
Burning Phantom- really it's just a easier version to use but far from rewarding version fo the above... i'll stick with bride.

'Cept we could have bride cycle this then blow it up by effect and watch hilarity ensue as both detonate monsters return, creating a net sum of 4000 burn between themselves plus whatever extra fun was pulled up from there. Ehh...it was the first of the original restless monsters so it kind of had to make a reappearance. *card game sentimentality*

Quote:

Originally Posted by Frostweaver (Post 4166576)
Sorrow's Ghost- infinite loop with asura priest for FTK? =/ Since it'll be "always" sent to your graveyard after it dies, you can really just as long as you somehow get this to the other side, and you got asura priest, you're business. That thing will keep coming back to your opponent's side time after time and asura priest can always attack...

Umm...all of these revive on the End Phase, you know, and that translates to Asura only getting one shot in a turn. But yeah, slight tweak in order all the same given how these guys have some big beaters on their side.

Quote:

Originally Posted by Frostweaver (Post 4166576)
Buried Alive- not sure how this helps the theme... ._.;

Phantom and Revenant both revive from being sent to the graveyard by any card effect, even if it's not from the field. This also preps said graveyard for Bride and...well, I just felt like throwing this one in there, so no, it doesn't have any particular grand plan attached.

Quote:

Originally Posted by Frostweaver (Post 4166576)
Roaming Souls- again more like outside the theme as it has better uses for fairies than this deck in some vain hope to get out venus/angel07 fast. too bad dark armed and judgment dragon is auto-wipe everything, but against the other lightsworns and malicious/krebon, it's a great walling tech at least (and this still works with plasma to help out with the scapegoats a bit)

Gee...impulse cards sticking out that badly, huh? XD


Anywho...


The Restless - Sorrow's Ghost
Zombie/Effect
3 Star/Water
0 Atk / 2000 Def

On the End Phase of a turn when this card was destroyed by card effect and sent to your Graveyard, Special Summon this card to your opponent's Field in Attack Position. If this card was Special Summoned from the Graveyard, it can not change its Battle Position and all Battle Damage to this card's controller from Battles involving this card is doubled.


And..what the heck, I'm digging up old stuff anyway so might as well go all the way with it. XD

Hallowed Life Boundary
Field Spell

Whenever a player would lose Life Points, that player's opponent gains Life Points equal to the amount of Life Points that the player would have lost instead. All effects that would prevent a player from gaining Life Points are negated. When the difference between your and your opponent's Life Points is 20000 or more, the player with more Life Points wins the duel. When this card would be destroyed, you can send one card with an effect that increases Life Points to your Graveyard instead.


...fine, just a teaser for now. Stuff will be built on top, obviously. ;D

Frostweaver December 3rd, 2008 2:47 PM

Or we could've just give the phantom a new effect :P

Buried Alive- yes in theory, but it's like saying how Gravekeeper Cannoneer is suppose to assist gravekeeper deck. Restless special summons to the other side and is very suicidal (hello free material for Goyo/Black Rose Dragon, and nothing worse than easier access to Stardust for this deck) if you aren't fast, and their best ability is to do insane burn damage or give you very easy access for large battle damage. Suddenly having a control card (hand disruption) is slowing yourself down. Dark World Dealings will do better digging out answers/weapons from your deck while your discard is essentially not a discard at all if you send restless monsters that activates effect even by "sending."

The way I see it, restless you win in 4 turns (and less) or you lose on the 5th. 3 Threatening Roars only get so far when you keep pumping monsters on the other side and you are hoping your protective trap works (praying to Jaden Yuki and Yugi Moto that your traps do not get solemned/wind blasted, or you having a solemn against their solemn, or your opponent has 3 malicious without destiny draw.) Control is nice, but not what the path of this deck seems to be going to.

Hallowed Life Boundary- in a world where the opponent will easily pay 2000 LP or more to activate a certain counter trap, I think that burning directly is easier XD; anyway, need to say that Hallowed Life Boundary doesn't stop its own life gain effect first of all. It's still really "eh" because gaining 20000 LP is a lot harder than hitting 8000 burn damage... especially since restless is suicidal too.


Small revamp of a few cards due to being overly splashable ^_^;

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

If there are any spell cards in your graveyard, destroy this monster. 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 300.


Snowhorn Spider
Insect / Effect
6 Star / Water
2400 Atk / 1400 Def

You can normal summon this card without tribute if you have no spell card in your graveyard. Once per turn, you may discard 1 Snowhorn monster from your hand to destroy a special summoned monster on the field. If you activated this effect, turn this card to defense position.


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

If there are no spell cards in your graveyard and no special summoned monsters on your side of the field, you can activate trap cards from your hand.


Ocean Tunneler of Snowhorn
Sea-Serpent / Effect
6 Star / Water
2200 Atk / 2500 Def

If there are 4 cards in your graveyard and none of which are spell cards, you may tribute summon this card to your side of the field using one of your opponent's special summoned monster as tribute. When your opponent plays a spell card or special summons a monster, your opponent must discard 1 card from his or her hand.


And actual new stuff instead of pure comment + remake XD;

Dual of Snowhorn
Psychic / Effect / Gemini
4 Star / Water
1700 Atk / 1000 Def
[insert gemini text here]
-Once per turn during your main phase, select a Snowhorn monster on your side of the field and pay life points equal to its star level x 100. That monster can attack your opponent twice until the end of your turn.

Snowhorn Gerania
Plant / Effect
2 Star / Water
500 Atk / 500 Def

Remove from play this card and 1 other Snowhorn monster on your side of the field to take control of a special summoned monster on your opponent's side of the field until the end of your turn.

Scarlet Weather December 3rd, 2008 6:39 PM

The Restless- Abandoned Bride: Well, about time you revamped this theme. Since you're determining the battle position of the monster you bring back, I vote Nameless Soldier or Sorrow Ghost as prime picks for the revival, since you'll be getting a cheap shot anyway. I love how this set basically LOLs at Deathkaiser Dragon, this year's latest Zombie tech. Anyway, like Frosty said this card is basically burn-o-matic, dishing out upwards of 4000 in a turn if you pick your cards right. Burning Phantom is also a nice card since its low Atk all but gurantees a swing-over.

Burning Phantom: Since we've got Abandoned Bride to bring this back with if its own effect doesn't go off, the "not by battle" bit doesn't seem as hard to deal with. That and the fact that this thing gets to go off for tribute summons, Synchro summons or discards is just fine by me. ACC approves.

Disgraced Emperor: I'm really not sure this guy helps the set out any. Sure you get a field nuke when his effect goes off, but... really, Stardust Dragon just kind of takes the wind out of this guy's sails.

Mischevious Revenant: Well, this guy makes us just want to play Rageki Break and Phoenix Wing Wind Blast in threes more than we already do. Hand disruption in exchange for an easy-to-attack-over monster? Yesh please.

Nameless Soldier: Well, 1900 when you control it ain't too shabby, though finding a monster outside of Wulf, Jain, or boost Laquari that'll swing over this is going to be tough. Still, the big guy can always turn into a Bride target so that's nice. Not to mention the potential to help dish out 3500 in a turn is just NASTY.

Buried Alive: Support I suppose but.... yeah, more splashable than thematic, really.

Merciful Release: If Bride is on my field and I want it dead, this is how I kill it. If, on the other hand, my opponent has Bride... I kill the other Restless and laugh at them. The draw two? Just icing on the cake. This even makes Disgraced Emperor a more viable option, since we now know how to keep the opponent from keeping a 2600 point body on the field.

Spirit Chain: Okay, best. Restless. Equip. Period. This thing is getting the "run in threes" treatment for sure.

Spirit's Unrest: ...Well, how about dodging those no-battle restrictions, anyone? Or the opposite for Soldier? Nice card, makes reverse-swarming even nastier... though 'tis a pity that Merciful Release nukes this thing.

Wandering Spirit: Ja, is as the Frosty said: I'd rather be running this in Fatty Fairy than anywhere else.

Sorrow's Ghost: Shield Crush gets OWNED. The effect is still nice, just less splashable. Overall good card.

Hallowed Life Boundary: You know, there's an infinite LP loop deck lurking on the Janime forums somewhere where the central combo is basically getting one of a certain monster into the graveyard, another on the field, activating Rainbow Life, and then smashing them into bigger monsters in an infinite die/revive/die loop that would theoretically result in infinite LP. Why do I bring this up since battle damage is negated by this card, thereby destroying the loop? Well, mostly because this card is that deck's win condition now. And... that's it. Really kind of a "meh" card, in my humble opinion.

Yeti Fighter: Still kicking butt and taking names for Snowhorn, but nowhere else anymore. Nice fix.

Spider: Less of an instant destruction engine, and more of a one-shot method of dealing with big special summons. Also now unplayable outside of dedicated Snowhorn. Nice card.

Trapper: Say it with me: BROKEN. Three copies of Legacy of Yata-Garasu, three of Jar of Greed, three of Reckless Greed... Heck, you could summon this on your opening move and blow through half your deck in a turn. Contrary to popular belief, I can think of quite a few ways of keeping that spell count in the graveyard down- ways like Spell Striker, for instance, or just plain and simple Macro Cosmos. Broken draw ability FTW?

Ocean Tunneler of Snowhorn: Not quite the Dark Horus of Snowhorn anymore, but... meh, that four-card restriction is still getting on my nerves since Snowhorn likes its discards. Just say "at least four" and this thing will be fine and still retain its non-splashability. It's not quite as amazing as DAD, so it doesn't justify an exact graveyard count anyway especially considering that Snowhorn has limited ways to manage its graveyard.

Dual of Snowhorn: You do realize that this thing can pay for itself, right? Otherwise, I have to say that it's kind of off-theme.... though Great Whale attacking twice is pretty incredible.

Gerania: Until the end phase? Oh, come on, lame. If I'm giving up two-for-one, I don't wanna have to give it back during the end phase. This could stand a buff, especially since it can't be searched by Mother Grizzly if we don't wanna disturb the Snowhorn mechanic.

Anyway, my turn. And if we're all going back for old themes.... Fufufufu.

Dark Seraph
Monster/Dark/Fairy/Effect/4*
Atk 1600/ Def 1900
When you control "Dark Sanctuary", switch this monster's original Atk and Def. When this monster is destroyed by a card effect, select a "Dark Seraph" monster from your deck other than "Dark Seraph" and send it to the graveyard.

Dark Seraph Lancer
Monster/Dark/Fairy/Effect/4*
Atk 1700/ Def 1400
This monster deals piercing damage. When this monster is sent to the graveyard by the effect of a Dark Seraph monster while you control "Dark Sanctuary", special summon it in face-up attack position during the end phase of your turn.

Dark Seraph Abidos
Monster/Dark/Fairy/Effect/7*
Atk 2400/ Def 2700
This monster cannot be normal summoned. If this monster is sent to the graveyard by the effect of a "Dark Seraph" monster while you control "Dark Sanctuary", special summon this monster from your graveyard during your end phase. This monster is not affected by the effects of spell or trap cards.

Dark Seraph Miseres Deux
Monster/Dark/Fairy/Effect/4*
Atk 1000/ Def 800
When this monster is summoned, send a "Dark Seraph" monster from your deck to the graveyard. Negate the effects of a monster sent to the graveyard in this way unless "Dark Sanctuary" is on the field.

Dark Seraph Lucio
Monster/Dark/Fairy/Effect/8*
Atk 3000/ Def 1800
This monster cannot be special summoned except by removing three differently named "Dark Seraph" monsters in your graveyard from play. This monster deals piercing damage. When this monster declares an attack, you can send a Dark-attribute monster from your deck to the graveyard.

Dark Sanctuary
Field Spell
When a "Dark Seraph" monster you control is destroyed, send a "Dark Seraph" monster from your deck to the graveyard. When this card is destroyed, add one "Dark Sanctuary: Advanced" from your deck to your hand.

Dark Sanctuary: Advanced
Field Spell
By tributing a Dark-attribute monster you control, destroy a monster on the field with an equal or lower level. If you tribute a "Dark Seraph" monster, select a Dark-attribute monster from your deck with an equal or lower level and add it to your hand. This card is treated as "Dark Sanctuary" while it is on the field.

Well, now, broken or not?

Frostweaver December 3rd, 2008 11:47 PM

/pif picky picky people

Ocean Tunneler of Snowhorn
Sea-Serpent / Effect
6 Star / Water
2200 Atk / 2500 Def

If there are 4 or more cards in your graveyard and none of which are spell cards, you may tribute summon this card to your side of the field using one of your opponent's special summoned monster as tribute. When your opponent plays a spell card or special summons a monster, your opponent must discard 1 card from his or her hand.

Snowhorn Gerania
Plant / Effect
2 Star / Water
500 Atk / 500 Def

Remove from play this card on the field and 1 Snowhorn monster in your graveyard to take control of a special summoned monster on your opponent's side of the field until the end of your opponent's turn.


Trapper... I guess to avoid Cathedral of Noble problem, we'll have to change it then =(

Snowhorn Trapper
Warrior / Effect
3 Star / Water
1100 Atk / 1400 Def

If there are no spell cards in your graveyard and no special summoned monsters on your side of the field, you can activate trap cards from your hand by removing 1 Snowhorn monster in your graveyard from play..

And new card to follow Alter Ego's new decree of almost make a new card when you post here:

Snowhorn Bronto
Dinosaur / Effect
5 Star / Water
2100 Atk / 2500 Def

When this card is tribute summoned, you can select up to 3 Snowhorn monster in your graveyard and put them on top of your deck.



Dark Seraph theme- the problem: the effect is very outdated for a lot of these monster... we now have Armageddon Knight. We really don't need to play these more restrictive but lower stat monster when Armageddon Knight is very searchable and can do the job if it's not for Dark Seraph forcing you to only play the Dark Seraphs. It's like... trying to get a good high off the high tribute monster, but to do that you have to shaft yourself first with a subpar lv 4 line up... So let's look at the higher tribute to see if they're worth the sacrifice.

Abidos- dead draw until Dark Sanctuary is up, and if it does go up, It's immune to all but battle... oh wait, synchron is all about battle and almost all the synchron can run this over (or got its own monster destruction effect to do it.) Tributes that we play, celestia and caius, all got monster destruction too. We do avoid the bottomless, wind blast, but that's about it... (monster destruction, haven't seen that one for awhile.) High def so can it wall? Oh wait just not enough to wall Goyo and Colossal fighter =/

Lucio- Technically not too hard of a requirement. It's a beatstick. Piercing is just icing (note: if we see reaper, it's going to Crush you anyway.) Its effect is just to send more dark to the graveyard ideally to fuel mroe Dark Seraphs. Sadly the only real plausible candidate is really Lancer as no one else can immediately come out to join the battle phase after Lucio ran the big stuff over.

Problem with the theme- Dark Seraph is all about sending other members of the family to the graveyard to activate effects. Sadly, there's actually not that many effects we can utilize unlike gladiator beasts how they call each other and you got perfect option in many situation depending on what you need. Dark Seraph really needs more additional monster and not so much a new field card...

Dark Sanctuary- why use this when we got the advanced version?

Dark Sanctuary Advanced- we really won't play both, because it's too much of a clog. If we really want to guarantee that we get this, just play 2 terraforming with 3 of this and it'll suffice. Miseres can destroy wulf and stuff, but the real threats are higher than 4 star in most situation, so it's not bad but doesn't really save the Seraphs that much. Their problem is mroe of nothing to do rather than drawing more of them (plus they want to be milled not drawn anyway after you got the first 2 copy of them ><)

Alter Ego December 4th, 2008 3:45 AM

Well, the philosophy behind Hallowed Life Boundary is to take the standard magic number of 8000 and toss it out the window. A lot of decks, particularly burn and OTKO, are geared for '8000-damage nao! Screw everything else!' so I figured it would be fun to have something that throws them off their gameplan. You'd only really be running the boundary in an LP gain deck to begin with, so the self-protection should last pretty much as long as you have in-hand cards. Plus, those Solemns get more and more painful the more 'damage' they're pounding through while this card is in play.

Dark Seraph: yeah, this would be better with 100 less Atk so it would be searchable at least. Even so, not that likely to be blown up by card effect unless you flip Torrential, so...yeah. Oooh...how about making it more like the original RP Seraph by dropping its stats a little and giving it an effect that lets it avoid destruction by pitching a seraph from your hand instead? That could make for some fun staying power, and the theme is lacking a hand discarder to make those in-hand copies of Abidos worthwhile.

Dark Seraph Lancer: 100 points beneath the accepted boundary of big beatstick right now. Good enough muscle for a piercer, though.

Dark Seraph Abidos: This was so much better in that older format where we still tossed S/Ts down for our destruction needs. xD Ehh...yeah, I'd say allow normal summon and make it no tributes if you have enough differently named seraphs in the graveyard or something. At least not as much of a dead card in-hand. Heck, bump its stats up a little. This is an era of big, buff muscle anyway. :x

Dark Seraph Miseres Deux: Armageddon Knight got a nerf. D: Meh, I'd say make it more like the original miseres. Like, say, have it blow something up if a seraph discards it. Like Frosty said: this set is kind of lacking in worthwhile end results for all our milling troubles.

Dark Seraph Lucio: Necro Gardna/Plaguespreader pitch ftw. Unless we have an Abidos around or need that lancer real bad (which, you know, we usually don't since this is essentially a bigger Lancer), there's really nothing in-theme that's worth the bother.

Dark Sanctuary: 'Cept...why would we want to do that when the seraphs only benefit from being pitched by other seraphs? Unless we're setting up Lucio, this does nothing really. :\

Dark Sanctuary: Advanced: Decent enough field, now if we had a better monster base to support it...


Yeah, Seraph needs options. More in-graveyard trigger effects or self-recurring seraphs with toolbox-style effects, please. A reverse toolbox theme would be awesome, especially now that Crow is in decline, but these little fellows are kind of not providing on that front.


Snowhorn Yeti Fighter: Snowhorn is really playing it no spells now, huh. Well, fair enough certainly.

Snowhorn Spider: Still your potential first-turn beastick of choice, but it's less of a total special summon rape now so ish good.

Dual of Snowhorn: Not really...snowhornish since neither LP costs or double attacks are really part of the theme and it's already kind of offbeat for being a gemini. Decent enough, though.

Ocean Tunneler of Snowhorn: Yeah, less specific graveyard counts are good, and coming with a built-in Soul Exchange is fun. I'd actually consider running this in Snowhorn now. :3

Snowhorn Gerania: Steal something, smash face with it, and wall with it for the next turn. Shriek can load snowhorns into the graveyard if it comes to that, so this is definitely a formidable option.

Snowhorn Trapper: So wait, is that remove one activate as many as you like or remove one activate one? Kind of not clear from the wording. Anyway, I'd say easiest way to avoid exploits with this would be something like "When your opponent special summons a monster and you have no Spell Cards in your Graveyard, you can activate a trap card from your Hand". That pretty much plugs all exploit holes because it hinges the effect on what your opponent decides to do. It should be a pretty efficient detergent for casual special summon spamming too.

Snowhorn Bronto: Funny thing that, I had an idea for a similar effect, except that it would have been piling level 3 and below vanillas to set up for Enchanted Fitting Room. XD Ehh...kind of questionable whether I'd want this, really. On one hand, it can guarantee me the big beaters of my choice, but on the other that's three turns' worth of draws without any trap support, and that's no good if my opponent pulls something clever.


Anywho...because I now do have my heart set on making a focused LP gain set. <3

Harmony's Martyr
Fairy/Tuner/Effect
1 Star/Light
0 Atk / 0 Def

When your opponent declares an attack, you can send this face-up card on the Field to the Graveyard to negate the attack and end the Battle Phase. When this card is sent to the Graveyard other than by being destroyed, gain 2000 Life Points.

Harmony Vanguard
Fairy/Effect
4 Star/Light
1900 Atk / 2000 Def

During your End phase, if this card did not attack this turn, gain Life Points equal to this card's Atk.

Herald of Harmony
Fairy/Effect
3 Star/Light
1000 Atk / 1200 Def

At the beginning of your opponent's Battle Phase, select any number of Attack Position Monsters from your opponent's Field whose combined Atk is lower than or equal to the amount of Life Points you gained during your last turn. The selected Monster(s) can not attack this turn.

Preserver of Harmony

Fairy/Effect
3 Star/Light
900 Atk / 1900 Def

Once per turn, by increasing your opponent's Life Points by 1500, you can negate the activation and effect of a card your opponent controls that would destroy a Monster(s) on the field and set the card face-down on your opponent's Field. That card can not be flipped face-up until the end of this turn.

Patron of Harmony
Fairy/Effect
4 Star/Light
1200 Atk / 2000 Def

During each End Phase, if the turn player did not enter their Battle Phase this turn, that player gains 1000 Life Points for each face-up Monster they control.

Spirit of Harmony
Fairy/Effect
7 Star/Light
0 Atk / 0 Def

When you gain Life Points, you can Special Summon this card from your Hand. You can only control one "Spirit of Harmony" at a time. During each of your End Phases, increase the Def of this card by the amount of Life Points you gained that turn until your next End Phase. Monsters with an Atk lower than or equal to this card's Def can not attack.

Deity of Harmony
Fairy/Synchro/Effect
8 Star/Light
2000 Atk / 2200 Def

Any Tuner Monster + Any Light Attribute Non-Tuner Monster(s)

During each Battle Phase, increase the Atk and Def of this card by the amount of Life Points you gained this turn until the end of the Battle Phase. When this card would inflict Battle Damage to your opponent, make that damage zero and gain that many Life Points instead. By increasing your opponent's Life Points by 2000, negate the activation and effect of a card your opponent controls that would destroy a card(s) on the Field and return it to the bottom of the owner's Deck. When this card destroys a Monster by Battle, that Monster is returned to the bottom of the owner's Deck instead of being sent to the Graveyard.

Empath Song
Normal Spell

This card can only be activated on Main Phase 1 of a turn when you did not destroy any cards. Until your next Standby Phase, neither player can declare attacks and cards on the Field can not be destroyed. On your next Standby Phase, both players gain Life Points equal to the combined Atk of all face-up Monsters they control.

Harmonious Healing

Continuos Trap

Whenever your opponent gains Life Points, you gain half that number of Life Points.


More to come, more to come. Comments? =D

Forci Stikane December 4th, 2008 12:13 PM

Quote:

Originally Posted by Alter Ego (Post 4169481)
Anywho...because I now do have my heart set on making a focused LP gain set. <3

Harmony's Martyr
Fairy/Tuner/Effect
1 Star/Light
0 Atk / 0 Def

When your opponent declares an attack, you can send this face-up card on the Field to the Graveyard to negate the attack and end the Battle Phase. When this card is sent to the Graveyard other than by being destroyed, gain 2000 Life Points.

So either let your opponent waste a random Fissure/PWWB/DAD/Judgment effect on killing this thing or freeze your opponent's attacks for a turn and get a free 2000 by either using its effect or just tributing it for whatever. Magical Android would probably be the better choice for it as far as easy Synchros go, since it can continue the LP gain. The thing is, the low stats only help it by being searchable and too low for both Crush Card and Smashing Ground, since its self-protection effect prevents any destruction by battle while netting you a freebie 25% of your original Life Points. And if you tribute two of these for an in-hand Gorz or something...that's a bit much for it, don't you think? Maybe just 1000 Life Points instead.

Harmony Vanguard
Fairy/Effect
4 Star/Light
1900 Atk / 2000 Def

During your End phase, if this card did not attack this turn, gain Life Points equal to this card's Atk.

Beatstick that rewards you for not using it as a beatstick. Obviously a card to play on the first turn since you can't attack, anyway, but even outside of that it's a respectable enough attacker to hold its own against most threats. But, between the prospect of the 2000 DEF that laughs at Enemy Controller/Book of Moon and the prospect of again gaining almost 2000 Life Points each turn for having it out...you basically took Dancing Fairy, beefed up both of its stats, almost doubled its LP gain, and removed the condition of having to leave it on a measly 1000 DEF. Definitely splashable, at the very least.

Herald of Harmony
Fairy/Effect
3 Star/Light
1000 Atk / 1200 Def

At the beginning of your opponent's Battle Phase, select any number of Attack Position Monsters from your opponent's Field whose combined Atk is lower than or equal to the amount of Life Points you gained during your last turn. The selected Monster(s) can not attack this turn.

So, looking at what we have so far, you can stop at least one general beatstick from stomping over your monsters with this thing, although that's not to say it's necessary with the beefiness of Harmony Vanguard. The fun part is, tributing the selected monster wouldn't work since this triggers at the start of the Battle Phase, but it still doesn't have the stats to hold its own against anything that slips through. Very nice.


Preserver of Harmony

Fairy/Effect
3 Star/Light
900 Atk / 1900 Def

Once per turn, by increasing your opponent's Life Points by 1500, you can negate the activation and effect of a card your opponent controls that would destroy a Monster(s) on the field and set the card face-down on your opponent's Field. That card can not be flipped face-up until the end of this turn.

Bad Reaction to Simochi, please. 1500 damage on top of the normal payment for something like Raigeki Break? Why not? Too bad I don't think this would touch DAD, though, since it says that it cannot be set.

Patron of Harmony
Fairy/Effect
4 Star/Light
1200 Atk / 2000 Def

During each End Phase, if the turn player did not enter their Battle Phase this turn, that player gains 1000 Life Points for each face-up Monster they control.

This kind of ruins part of the point of Martyr, since your opponent will just shrug it off and take their X000 Life Points...but if we have something like Simochi in play, it turns into a choice of either lose LP or give you another 2000. Either way, this also combos well with Vanguard...a bit too well, in fact. 3900+ a turn, and another 3000 for each Vanguard on top of that? You're getting a bit crazy here with the numbers.

Spirit of Harmony
Fairy/Effect
7 Star/Light
0 Atk / 0 Def

When you gain Life Points, you can Special Summon this card from your Hand. You can only control one "Spirit of Harmony" at a time. During each of your End Phases, increase the Def of this card by the amount of Life Points you gained that turn until your next End Phase. Monsters with an Atk lower than or equal to this card's Def can not attack.

Translation: "Summon Harmony's Vanguard and Patron of Harmony to the field, gain 3900 Life Points, summon this monster, and permanently prevent any and all monsters from attacking while you net a cheap 5000 Life Points or more each turn." With these crazy amounts you're running, I would have to call this broken, especially with Hallowed Life Boundary looming over the horizon.

Deity of Harmony
Fairy/Synchro/Effect
8 Star/Light
2000 Atk / 2200 Def

Any Tuner Monster + Any Light Attribute Non-Tuner Monster(s)

During each Battle Phase, increase the Atk and Def of this card by the amount of Life Points you gained this turn until the end of the Battle Phase. When this card would inflict Battle Damage to your opponent, make that damage zero and gain that many Life Points instead. By increasing your opponent's Life Points by 2000, negate the activation and effect of a card your opponent controls that would destroy a card(s) on the Field and return it to the bottom of the owner's Deck. When this card destroys a Monster by Battle, that Monster is returned to the bottom of the owner's Deck instead of being sent to the Graveyard.

...Even not considering the Simochi abuse again, Martyr going to the Graveyard would give you an extra 2000 ATK & DEF to play with for a turn, on top of whatever else you might toss in. With Tryce or something for multiple attacks tacked on, that one-turn base 4000 ATK thanks to Martyr could turn into a completely insane amount of LP gain. Still, this isn't too horrible on its own thanks to how most of these Harmony effects don't activate until the End Phase. The effect for returning any destroyed monster to the Deck also ruins graveyard shenanigans, Zombies in particular.

Empath Song
Normal Spell

This card can only be activated on Main Phase 1 of a turn when you did not destroy any cards. Until your next Standby Phase, neither player can declare attacks and cards on the Field can not be destroyed. On your next Standby Phase, both players gain Life Points equal to the combined Atk of all face-up Monsters they control.

Here's your toy to use with Deity, not to mention making Threatening Roar cry. ...But, once again, this just screams Simochi for one huge finisher. Let your opponent toss out monsters to take advantage of the LP gain, then flip Simochi to make the entire thing backfire. It wouldn't be too hard to reach around 4000 against most decks, either. Then follow up with a second one for game, and there isn't much your opponent will be able to do about it.


Harmonious Healing

Continuos Trap

Whenever your opponent gains Life Points, you gain half that number of Life Points.

I guess it works well with Deity, Empath, or just on its own if you're going the Hallowed route, but not much use outside of that.

More to come, more to come. Comments? =D

Some of the cards would be more suited to cure-burn than the theme itself, and others are too promising. The numbers here are just too large, AE. Even with just Vanguard and Patron you're netting almost 4000 Life Points a turn. You need to cut down on that, especially with Spirit of Harmony there to take full advantage of it.

Warped Mind
DARK/Psychic
3 Stars/1400 ATK/650 DEF

A once-brilliant scientist, now driven insane by his lust for knowledge.

Because every type needs that token vanilla.

Alliance Confusion
Normal Trap
You can only activate this card when your opponent summons a monster while you have at least one monster on your side of the field. Your opponent selects one monster on your side of the field, then control of the selected monster and the summoned monster are switched. If the summoned monster has an effect that activates upon successful summoning, you may activate its effect instead of your opponent.

I know it's a bit too late for the Monarch metagame, but I still felt like tossing this out there.

Alter Ego December 4th, 2008 2:20 PM

Quote:

Originally Posted by Ichaste Pekoni (Post 4169929)
Some of the cards would be more suited to cure-burn than the theme itself, and others are too promising. The numbers here are just too large, AE. Even with just Vanguard and Patron you're netting almost 4000 Life Points a turn. You need to cut down on that, especially with Spirit of Harmony there to take full advantage of it.

Haihai, forgot the blatant Simochi abuse. >.< Hoo...patching up time. But first. :x

Warped Mind: Well it could at least have been a good token vanilla. D:

Alliance Confusion: Yeah, not much to give against monarch right now, but stealing Dark Armed or Judgment Dragon like this seems kind of...cheap. :x Or heck, why not Gorz if the situation is right. Turn that would-be surprise buttkicking into a simple bigger beatstick for you.


Aaaanyways...

Harmony's Martyr
Fairy/Tuner/Effect
1 Star/Light
0 Atk / 0 Def

When your opponent declares an attack, you can send this face-up card on the Field to the Graveyard to negate the attack and end the Battle Phase. When this card is sent to the Graveyard other than by being destroyed, gain 1000 Life Points.

Harmony Vanguard
Fairy/Effect
4 Star/Light
1900 Atk / 2000 Def

During your End phase, if this card did not attack this turn, gain 1000 Life Points.

Preserver of Harmony

Fairy/Effect
3 Star/Light
900 Atk / 2100 Def

Once per turn, if "Hallowed Life Boundary" is on the Field, you can increase your opponent's Life Points by 1500 to negate the activation and effect of a card your opponent controls that would destroy a Monster(s) on the Field and return that card to your opponent's Hand. A card returned to your opponent's Hand by this effect can not be summoned or activated until the end of the turn.

Patron of Harmony
Fairy/Tuner/Effect
2 Star/Light
800 Atk / 1800 Def

At the beginning of your Battle Phase, send this face-up card on your Field to the Graveyard. During each of your End Phases, gain 1000 Life Points. Then, if "Hallowed Life Boundary" is on the Field, gain 1000 more Life Points.

Spirit of Harmony
Fairy/Effect
7 Star/Light
0 Atk / 0 Def

You can only control one "Spirit of Harmony" at a time. When you gain Life Points, you can Special Summon this card from your Hand. Its Def then becomes the amount of Life Points you gained. Monsters with an Atk lower than or equal to this card's Def can not attack.


Empath Song
Normal Spell

This card can only be activated on Main Phase 1 of a turn when you did not destroy any cards. Until your next Standby Phase, neither player can declare attacks and cards on the Field can not be destroyed. On your next Standby Phase, your opponent can choose to gain 1000 Life Points for each Monster they control.


And new stuffs for the theme,

Redeemer of Harmony
Fairy/Effect
7 Star/Light
1600 Atk / 2500 Def

On a turn when the amount of Life Points you gained is greater than or equal to the Def of this card, this card can be Normal Summoned without tribute. When this card would destroy a Monster by Battle, you can negate the destruction of that Monster to Special Summon one LIGHT Monster with a Def higher than its Atk from your Deck in Defense Position. Then, your opponent gains Life Points equal to the Atk of the Special Summoned Monster.

Pulse of Life
Continuous Spell

Once per turn, instead of conducting your Normal Summon, you can Special Summon one Monster with an Atk lower than or equal to the amount of Life Points you gained this turn from your Graveyard. When a Monster Special Summoned this way is removed from the Field, send this card to the Graveyard.

Forci Stikane December 4th, 2008 3:10 PM

Quote:

Originally Posted by Alter Ego (Post 4170210)
Haihai, forgot the blatant Simochi abuse. >.< Hoo...patching up time. But first. :x

Warped Mind: Well it could at least have been a good token vanilla. D:

...Eh, OK.

Alliance Confusion: Yeah, not much to give against monarch right now, but stealing Dark Armed or Judgment Dragon like this seems kind of...cheap. :x Or heck, why not Gorz if the situation is right. Turn that would-be surprise buttkicking into a simple bigger beatstick for you.

At least it only triggers on summoning, like Torrential.

Aaaanyways...

Harmony's Martyr
Fairy/Tuner/Effect
1 Star/Light
0 Atk / 0 Def

When your opponent declares an attack, you can send this face-up card on the Field to the Graveyard to negate the attack and end the Battle Phase. When this card is sent to the Graveyard other than by being destroyed, gain 1000 Life Points.

Better. Now we're not going as crazy with the Tributes.

Harmony Vanguard
Fairy/Effect
4 Star/Light
1900 Atk / 2000 Def

During your End phase, if this card did not attack this turn, gain 1000 Life Points.

Better. Now it's down to a souped-up Dancing Fairy. It's still somewhat splashable by the stats alone, but at least it isn't as crazy in the theme itself.


Preserver of Harmony

Fairy/Effect
3 Star/Light
900 Atk / 2100 Def

Once per turn, if "Hallowed Life Boundary" is on the Field, you can increase your opponent's Life Points by 1500 to negate the activation and effect of a card your opponent controls that would destroy a Monster(s) on the Field and return that card to your opponent's Hand. A card returned to your opponent's Hand by this effect can not be summoned or activated until the end of the turn.

At least it definitely works on Dark Armed and temporarily gets rid of troublesome monsters now.

Patron of Harmony
Fairy/Tuner/Effect
2 Star/Light
800 Atk / 1800 Def

At the beginning of your Battle Phase, send this face-up card on your Field to the Graveyard. During each of your End Phases, gain 1000 Life Points. Then, if "Hallowed Life Boundary" is on the Field, gain 1000 more Life Points.

No more Life Points for the opponent in exchange for no attacking and a cap. Much better.

Spirit of Harmony
Fairy/Effect
7 Star/Light
0 Atk / 0 Def

You can only control one "Spirit of Harmony" at a time. When you gain Life Points, you can Special Summon this card from your Hand. Its Def then becomes the amount of Life Points you gained. Monsters with an Atk lower than or equal to this card's Def can not attack.

...Eh...It's good that it requires one chunk LP gain now as opposed to soaking up the entire turn, but...Aegis of Gaia, anyone? It still becomes an average Wall of Revealing Light without the payment.

Empath Song
Normal Spell

This card can only be activated on Main Phase 1 of a turn when you did not destroy any cards. Until your next Standby Phase, neither player can declare attacks and cards on the Field can not be destroyed. On your next Standby Phase, your opponent can choose to gain 1000 Life Points for each Monster they control.

Alright, but the Simochi threat is still there if you wait until your opponent chooses to activate it. At least that'll only work once, but that's still a good chunk of damage and then leaves this card as pure field paralysis.

And new stuffs for the theme,

Redeemer of Harmony
Fairy/Effect
7 Star/Light
1600 Atk / 2500 Def

On a turn when the amount of Life Points you gained is greater than or equal to the Def of this card, this card can be Normal Summoned without tribute. When this card would destroy a Monster by Battle, you can negate the destruction of that Monster to Special Summon one LIGHT Monster with a Def higher than its Atk from your Deck in Defense Position. Then, your opponent gains Life Points equal to the Atk of the Special Summoned Monster.

......So, you run into Sangan or something but cancel the battle to toss out Patron for a quick 2000 or Preserver for protection, in both cases only giving your opponent less than 1000 LP?

Pulse of Life
Continuous Spell

Once per turn, instead of conducting your Normal Summon, you can Special Summon one Monster with an Atk lower than or equal to the amount of Life Points you gained this turn from your Graveyard. When a Monster Special Summoned this way is removed from the Field, send this card to the Graveyard.

And the rest stay put? The biggest problem I see here is how most of the healing effects of the set happen during the End Phase, so like with Deity, you're getting your Life Points too late to fully utilize this card.

Warped Mind
DARK/Psychic
4 Stars/1900 ATK/1500 DEF

A once-brilliant scientist, now driven insane by his lust for knowledge.

There, now it matches Archfiend Soldier.

Gundam-Fighter December 4th, 2008 3:54 PM

Whoah! Where'd this come from?
Trap

Whoever activates this trap card has legally accepted to have a £5000000 bounty to be placed on their head which can be collected by anyone. This card cannot be void even if card is damaged.

Gymnotide December 4th, 2008 4:49 PM

Get Out of Jail Free Card
Quick-Play Spell
Get out of jail. For free.

[WOW]

Shadowmend (4)
Priest / Shadow / Enhancement Ability
Remove all damage from target ally. During the beginning of each of your turns, damage the targeted ally for an amount equal to the amount of damage healed by this ability.

Snakes? Why'd it Have to be Snakes?!
Resource (Quest)
Pay (7) and exhaust 5 allies or heroes you control to complete this quest. During the turn this quest is completed, you can play up to 3 resources.

Alter Ego December 5th, 2008 4:13 PM

Warped Mind: Was thinking more of Hunter Dragon standard with three stars, but whatever floats your boat.

Quote:

Originally Posted by Ichaste Pekoni (Post 4170386)
...Eh...It's good that it requires one chunk LP gain now as opposed to soaking up the entire turn, but...Aegis of Gaia, anyone? It still becomes an average Wall of Revealing Light without the payment.

...you really won't give up until the poor thing is totally useless, will you? ~~ It's not Wall of Revealing because the no attacks penalty applies to both players rather than just your opponent, an even slightly graveyard-buffed Collossal Fighter hits over it, and it's still completely vulnerable to all forms of spin and effect destruction, not to mention theft and good old Book of Moon (which turns it into a permanent 0/0 chump). Spirit is not a weapon of mass destruction nor an unassailable fortress, so I don't see the problem here, really.

Quote:

Originally Posted by Ichaste Pekoni (Post 4170386)
And the rest stay put? The biggest problem I see here is how most of the healing effects of the set happen during the End Phase, so like with Deity, you're getting your Life Points too late to fully utilize this card.

True. Oh me oh my, time for more edits and additions nao?

Chanter of Harmony
Fairy/Tuner/Effect
3 Star/Light
1000 Atk / 1700 Def

Once per turn, you can gain 800 Life Points for each Monster you control. If you do, you can not enter your Battle Phase this turn.

Patron of Harmony
Fairy/Tuner/Effect
2 Star/Light
800 Atk / 1800 Def

At the beginning of your Battle Phase, send this face-up card on your Field to the Graveyard. During each of your Standby Phases, gain 1000 Life Points. During each of your End Phases, if "Hallowed Life Boundary" is on the Field, gain 1000 Life Points.

Chorus Master of Harmony
Fairy/Synchro/Effect
7 Star/Light
2500 Atk / 2600 Def

Chanter of Harmony + Any Non-Tuner Light Monster(s)

This card can attack once for each Monster used to Synchro Summon it. When this card would destroy a Monster by Battle, you can negate the destruction of that Monster to gain Life Points equal to its Atk or Def instead, whichever is higher. Whenever a "Harmony" Monster you control would inflict Damage to your opponent, make that damage zero to gain that many Life Points instead.

Frostweaver December 6th, 2008 1:06 AM

Chanter and Patron- honestly I really don't have much to say. Not like this deck will really try to battle anyway so they just gain life points, and give you access to synchrons (which, thought ruler will be quite ideal for this deck since you can then battle and still gain some life points to reach to hallow, but then for these tuners that we're given and unfriendliness to monsters outside of supreme deck dedication, kind of hard to reach 8 star)

Chorus Master- a fine synchron, finally some muscle but we still got some general trouble...


General problem with this deck is 2 things:
-without hallowed life barrier, this deck can do *nothing*
-just like any other burn card in today's environment: rely on spell/trap protection, which sadly synchrons either negate or outright blow them all up in one go.

1st isn't really a problem, just don't play it until you are that close to winning with it, or the moment you play it, it's game. Luckily most of these monsters don't need the field card to be on the field (unlike some other LP related fairies) so you can really just save it and not play it until way later, or you are trying to threaten your enemy to waste destruction or play DAD/Judgment too early while you are fully prepared using Hallowed as lure.

2nd one is the problem though... you can't solemn judgment with this deck obviously, so we lose out big time on methods to stop DAD, Judgment Dragon, Black Rose and Stardust Dragon/Thought Ruler. This deck is Oppression Friendly and is an answer, but seeing how no Oppression anti-meta game made to Day 2, sadly probably not solid enough or fast enough... These guys got high def, but not enough to wall out synchron's attack, and even then very vulnerable to destruction. Decks that can't kill monsters sadly got little room to stand in this meta unless you are *that fast* at it. Reaching 20000 LP while fetching a specific field, relying on monster purely in defense mode is very difficult to do.

What the deck need is not more monsters as the monster line up and effect are solid. What we need is some support spells and traps. Empath Song is only 3 out of 40 and really can't do everything. Even with magical stone excavation, Empath Song only last so long (if you can survive the brutal assault to get there to draw it. You can fake an empty field to threaten a Gorz but that only works so much)


Anyway, while custom theme can be fun, sometimes we need to trace Yugioh back to its roots ;D

Rebirth of Legends
Continuous Spell Card

During your standby phase, if there are no monsters on your side of the field, special summon one "Blue Eyes White Dragon" on your side of the field from your graveyard. If this card is destroyed, send all "Blue Eyes White Dragon" from the field and your graveyard back to your deck.

Awakening of True Legend
Normal Spell Card

You can only play this card in Main Phase 1. Tribute 1 "Blue Eyes White Dragon" on your side of the field to destroy all monsters on the field and special summon 1 "Blue Eyes Ultimate Dragon" (this counts as a Fusion Summon.) "Blue Eyes Ultimate Dragon" cannot attack on the turn that it is special summoned.

Gymnotide December 6th, 2008 12:28 PM

Eh, brainstorming.

Earthbound Geomancer
( 4 Stars / EARTH / Rock / Effect Monster )
0 / 1500


FLIP: Select and activate 1 Field-Spell Card from your Deck.

Earthbound Warder
( 4 Stars / EARTH / Rock / Effect )
0 / 2200


As long as this card remains face-up on the field, Field Spell Cards you control cannot be destroyed.

Petrify
Continuous Spell
Switch 1 face-up monster to Defense-position and place 1 Stone Counter on it. A monster with a Stone Counter on it is treated as Rock-type, has double its DEF, and cannot change its battle position as long as it is on the field. When this card is removed from the field, destroy the selected monster.

Petrified Lake
Field Spell
Defense Position monsters are not affected by Spell or Trap cards, except "Petrified Lake." When this card is sent from the field to the Graveyard, select 1 Field Spell card, other than "Petrified Lake," and add it to your Hand.

Sandstone Monument
Field Spell
The ATK of all attack-position Rock-type monsters is equal to their DEF.

Lord of Sardon
( 8 Stars / EARTH / Rock / Effect )
0 / 3000


This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 2 "Earthbound" monsters you control. When this card attacks, increase the ATK of this card by 800 for every Field Spell Card in your Graveyard during the damage step only.

Forci Stikane December 7th, 2008 1:32 PM

Quote:

Originally Posted by Alter Ego (Post 4172632)
...you really won't give up until the poor thing is totally useless, will you? ~~ It's not Wall of Revealing because the no attacks penalty applies to both players rather than just your opponent, an even slightly graveyard-buffed Collossal Fighter hits over it, and it's still completely vulnerable to all forms of spin and effect destruction, not to mention theft and good old Book of Moon (which turns it into a permanent 0/0 chump). Spirit is not a weapon of mass destruction nor an unassailable fortress, so I don't see the problem here, really.

I'm not trying to make it completely useless, but...I was admittedly going by WC08, where practically every Wall goes for 3000. With this, you could achieve that with a Life Point gain instead of a decrease, and the self-freeze part isn't even that much of a problem because you wouldn't be attacking with most of the Harmony monsters, anyway. Wall of Revealing Light also has that same weakness to big beaters and effect destruction, only losing a Wall means that you're out a good number of Life Points along with it.

...Come to think of it, even without the DEF boost, being able to just plunk down a Level 7 is dangerous by itself. All you would need to do is Teleport in Mind Master and that's a quick 8 stars for Stardust, Thought Ruler, or whatever. Or, better yet, drop Spirit and Martyr to Synchro into Deity, then use the 1000 from Martyr to bring out another Spirit then Teleport Mind Master. That might be pushing it chance-wise, but one is a 6/40 shot and three of them are searchable. Malicious can do the trick better with Krebons, yes, but at least this doesn't have the same weakness to the Imperial Iron Wall that'll be popping up thanks to Plaguespreader.


Chanter of Harmony
Fairy/Tuner/Effect
3 Star/Light
1000 Atk / 1700 Def

Once per turn, you can gain 800 Life Points for each Monster you control. If you do, you can not enter your Battle Phase this turn.

Case-in-point: who cares about not being able to attack if your monster effects are making you skip your Battle Phase, anyway? The LP gain is the same as Princess Pikeru's and this is easier to summon (not counting Tacey and her kingdom, of course), but the smaller body and Battle Phase skip balances it out.

Patron of Harmony
Fairy/Tuner/Effect
2 Star/Light
800 Atk / 1800 Def

At the beginning of your Battle Phase, send this face-up card on your Field to the Graveyard. During each of your Standby Phases, gain 1000 Life Points. During each of your End Phases, if "Hallowed Life Boundary" is on the Field, gain 1000 Life Points.

Less instant gratification in return for being compatible with some of the other monster effects? Eh, pretty much the same as far as being even.

Chorus Master of Harmony
Fairy/Synchro/Effect
7 Star/Light
2500 Atk / 2600 Def

Chanter of Harmony + Any Non-Tuner Light Monster(s)

This card can attack once for each Monster used to Synchro Summon it. When this card would destroy a Monster by Battle, you can negate the destruction of that Monster to gain Life Points equal to its Atk or Def instead, whichever is higher. Whenever a "Harmony" Monster you control would inflict Damage to your opponent, make that damage zero to gain that many Life Points instead.

Hmm...so, at least two attacks each turn, which means a minimum of 2500 Life Points a turn until your opponent drops DAD/Judgment/a Synchro of their own. Not too bad, but as Frostweaver said, there isn't much to do with this without Boundary. Even damage from attacks is out now.

Quote:

Originally Posted by Frostweaver (Post 4173524)
Rebirth of Legends
Continuous Spell Card

During your standby phase, if there are no monsters on your side of the field, special summon one "Blue Eyes White Dragon" on your side of the field from your graveyard. If this card is destroyed, send all "Blue Eyes White Dragon" from the field and your graveyard back to your deck.

...So we just toss Blue-Eyes at our opponent as much as we want, with some support on the side? Best friends with Foolish Burial, that's for sure, but straight summoning is still better in the long run.

Awakening of True Legend
Normal Spell Card

You can only play this card in Main Phase 1. Tribute 1 "Blue Eyes White Dragon" on your side of the field to destroy all monsters on the field and special summon 1 "Blue Eyes Ultimate Dragon" (this counts as a Fusion Summon.) "Blue Eyes Ultimate Dragon" cannot attack on the turn that it is special summoned.

...A free BEUD AND monster clearing? So much for Burst Stream of Destruction getting play. This would almost be worthwhile to play with the dragon.

Quote:

Originally Posted by Gymnotide (Post 4174735)
Eh, brainstorming.

Earthbound Geomancer
( 4 Stars / EARTH / Rock / Effect Monster )
0 / 1500


FLIP: Select and activate 1 Field-Spell Card from your Deck.

Meh. Really, that's all I've got here.

Earthbound Warder
( 4 Stars / EARTH / Rock / Effect )
0 / 2200


As long as this card remains face-up on the field, Field Spell Cards you control cannot be destroyed.

Field Barrier in a wall body. Alright for the DEF, at least, as the effect depends on the Spell.

Petrify
Continuous Spell
Switch 1 face-up monster to Defense-position and place 1 Stone Counter on it. A monster with a Stone Counter on it is treated as Rock-type, has double its DEF, and cannot change its battle position as long as it is on the field. When this card is removed from the field, destroy the selected monster.

This would be fun for using on your opponent's monsters (especially Dark Armed), but the particular evilness of this card is when you toss in a way to force battle targets, like Ring of Magnetism or Raregold Armor. Just toss them both on a Stone Statue of the Aztecs with a Canyon out and that would be an OTK if it were attacked.

Petrified Lake
Field Spell
Defense Position monsters are not affected by Spell or Trap cards, except "Petrified Lake." When this card is sent from the field to the Graveyard, select 1 Field Spell card, other than "Petrified Lake," and add it to your Hand.

Marshmallon comes to mind here, getting free protection from the backrow on top of battle protection. Other than that and Nobleman, though...hmm, not too much in particular comes to mind.

Sandstone Monument
Field Spell
The ATK of all attack-position Rock-type monsters is equal to their DEF.

Broken due to Gear Golem alone. 800 Life Points for a direct 2200 ATK? Yes, please.

Lord of Sardon
( 8 Stars / EARTH / Rock / Effect )
0 / 3000


This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 2 "Earthbound" monsters you control. When this card attacks, increase the ATK of this card by 800 for every Field Spell Card in your Graveyard during the damage step only.

Uhh...I don't see this getting a horrible amount of use outside of Sandstone Monument, mostly because of the lack of useful Field Spells out there right now.

Gymnotide December 7th, 2008 3:37 PM

Quote:

Originally Posted by Ichaste Pekoni (Post 4177797)
Uhh...I don't see this getting a horrible amount of use outside of Sandstone Monument, mostly because of the lack of useful Field Spells out there right now.

I was gonna make a set that was based on defense and changing the terrain over and over, but Field-Spells are so useless most of the time. Ancient Fairy Dragon!

Fallen Inspiration
( 2 Stars / DARK / Fairy / Normal Monster )
1850 / 0

No flavor text available.

Alter Ego December 8th, 2008 11:36 AM

Quote:

Originally Posted by Ichaste Pekoni (Post 4177797)
I'm not trying to make it completely useless, but...I was admittedly going by WC08, where practically every Wall goes for 3000. With this, you could achieve that with a Life Point gain instead of a decrease, and the self-freeze part isn't even that much of a problem because you wouldn't be attacking with most of the Harmony monsters, anyway. Wall of Revealing Light also has that same weakness to big beaters and effect destruction, only losing a Wall means that you're out a good number of Life Points along with it.

Except Wall works solo whereas with Spirit you have to team it up with Aegis of Gaia, Immortal of Thunder, or some other obscure high-gain LP booster which you also have to commit deckspace to. Plus, you actually have to have access to both Spirit and said LP booster to pull it off. That's a buttload of setup to compensate for not costing you 3000 points. ~~ Seriously, drop the assumption that a two-card combination and a single card should be directly comparable in utility. If they were; no-one would be stupid enough to go with the two-card combination. Seriously.

Quote:

Originally Posted by Ichaste Pekoni (Post 4177797)
...Come to think of it, even without the DEF boost, being able to just plunk down a Level 7 is dangerous by itself. All you would need to do is Teleport in Mind Master and that's a quick 8 stars for Stardust, Thought Ruler, or whatever. Or, better yet, drop Spirit and Martyr to Synchro into Deity, then use the 1000 from Martyr to bring out another Spirit then Teleport Mind Master. That might be pushing it chance-wise, but one is a 6/40 shot and three of them are searchable. Malicious can do the trick better with Krebons, yes, but at least this doesn't have the same weakness to the Imperial Iron Wall that'll be popping up thanks to Plaguespreader.

Oh yes, what a smashing idea, let's do what Tele-DaD does except we do our central combo at the cost of three in-hand cards instead of two, substitute our draw effect-friendly Malicious for a 7-star light fairy, switch out those sucky, attack-blocking Krebonses for that oh-so-sexy Mind Master who does simply amazing work in a non-psychic dedicated deck, throw in that uberly teleport-friendly fairy tuner, get rid of some of our supports to make room for LP gain to have these 7-star fairies actually do something outside of the one, specific combo. Oh, and drop the dragon. I never liked the whole DaD thing in Tele-DaD. All worth it because...drumroll, please, Imperial Iron Wall can do nothing to me.

...seriously, Icha. What were you on when this sounded like an even remotely good idea to you? D:

Quote:

Originally Posted by Ichaste Pekoni (Post 4177797)
This would be fun for using on your opponent's monsters (especially Dark Armed), but the particular evilness of this card is when you toss in a way to force battle targets, like Ring of Magnetism or Raregold Armor. Just toss them both on a Stone Statue of the Aztecs with a Canyon out and that would be an OTK if it were attacked.

...wait, five-card uber-situational OTK combo? Once again, Icha, I must ask: WHAT? I'll save that for targeting opponents, tyvm.

Quote:

Originally Posted by Ichaste Pekoni (Post 4177797)
Broken due to Gear Golem alone. 800 Life Points for a direct 2200 ATK? Yes, please.

Don't forget: you need to get out that DNA Transplant first to make your machine type gear golem compatible with this. :\

And broken...wut? Is Shield and Sword broken? Def boost for all and probably crippling opposing beatsticks to boot. Is Weapon Change broken? Not even close. This is just a more complicated way of getting a couple of 2000+ point beatsticks to the table; not like x amount of existing non-broken cards can't manage that feat already.


Aaaanywho...


Aegis of Spirit

Rock/Effect
5 Star/Light
700 Atk / 2100 Def

Once per turn, when a Monster you control would be destroyed by a card effect while this card is in your Graveyard, you can negate the destruction of that Monster.

Aegis of Vitality
Rock/Effect
5 Star/Dark
700 Atk / 2100 Def

Once per turn, when a Monster you control would be destroyed by Battle while this card is in your Graveyard, you can negate the destruction of that Monster. (Damage Calculation is still applied)

Forci Stikane December 8th, 2008 1:10 PM

Quote:

Originally Posted by Alter Ego (Post 4179923)
Except Wall works solo whereas with Spirit you have to team it up with Aegis of Gaia, Immortal of Thunder, or some other obscure high-gain LP booster which you also have to commit deckspace to. Plus, you actually have to have access to both Spirit and said LP booster to pull it off. That's a buttload of setup to compensate for not costing you 3000 points. ~~ Seriously, drop the assumption that a two-card combination and a single card should be directly comparable in utility. If they were; no-one would be stupid enough to go with the two-card combination. Seriously.

Except both Wall and Aegis are Continuous Traps and have the exact same support cards. That makes the only real difference searching out a Level 7 0/0 monster for saving yourself some health and getting a "free" monster out at the same time, which yes, I do see some worth in. That's the comparison I was getting at.

Oh yes, what a smashing idea, let's do what Tele-DaD does except we do our central combo at the cost of three in-hand cards instead of two, substitute our draw effect-friendly Malicious for a 7-star light fairy, switch out those sucky, attack-blocking Krebonses for that oh-so-sexy Mind Master who does simply amazing work in a non-psychic dedicated deck, throw in that uberly teleport-friendly fairy tuner, get rid of some of our supports to make room for LP gain to have these 7-star fairies actually do something outside of the one, specific combo. Oh, and drop the dragon. I never liked the whole DaD thing in Tele-DaD. All worth it because...drumroll, please, Imperial Iron Wall can do nothing to me.

...seriously, Icha. What were you on when this sounded like an even remotely good idea to you? D:

...I never said that Martyr was Teleport-friendly. >.>;;

It was only brainstorming, AE. I never specifically said it was a good idea, and I definitely never mentioned using it in Tele-DAD over Malicious & Krebons. Sometimes it just helps to get random thoughts out of your head and onto paper or a computer screen, regardless of how crazy they might be, you know? I thought you would understand that.


...wait, five-card uber-situational OTK combo? Once again, Icha, I must ask: WHAT? I'll save that for targeting opponents, tyvm.

...Five cards? Petrify, Statue, Canyon, Ring/Armor...I only count four, unless you wanted to add both equips for some reason. You don't even need Canyon that much, either: just Statue and Petrify alone is enough to make most monsters think twice before attacking, including pretty much every Synchro that sees play.

Don't forget: you need to get out that DNA Transplant first to make your machine type gear golem compatible with this. :\

Machine is an attribute now?? *gasp*

Fine, my mistake.


And broken...wut? Is Shield and Sword broken? Def boost for all and probably crippling opposing beatsticks to boot. Is Weapon Change broken? Not even close. This is just a more complicated way of getting a couple of 2000+ point beatsticks to the table; not like x amount of existing non-broken cards can't manage that feat already.

Except it also affects the entire field, so a two-card investment (this and DNA Surgery) means almost every monster your opponent has drops significantly in ATK permanently while you get to toss out 2000+ beaters each turn. Yes, one of those isn't searchable and they're both weak to any and all S/T destruction while the one-shot Shield & Sword isn't, but how many Traps are easily searchable and how many specific S/T destroyers are seeing play outside of MST and Storm (and maybe Jinzo/Decree, if you count them)? Even without DNA Surgery, you're still running high-ATK beatsticks each turn, but unlike with Shield & Sword or Weapon Change (which doesn't even touch Rock-types, anyway, which need it more than any Warrior or Machine that comes to mind), that high ATK stays in place for all of those monsters so your opponent can't as easily turn around and mow them over.


..............I might as well go ahead and leave this here:

Wave Warrior
LIGHT/Warrior/Tuner
4 Stars/1700 ATK/1200 DEF

Each time this card inflicts Battle Damage, place 1 Wave Counter on this card (max: 3).

Gymnotide December 8th, 2008 3:31 PM

Ritual of Summoning (8)
Warlock / Demonology / Ability
Exhaust your hero and two allies you control. Select 1 ally from your deck and add it to your hand.

Blessing of Protection (2)
Paladin / Protection / Instant Ability
Exhaust target ally you control. During this turn, prevent all damage taken by that ally.


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