You make the Card! Page 30

Started by Kenny_C.002 November 4th, 2004 5:08 PM
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In a House
Seen March 20th, 2016
Posted January 22nd, 2010
1,823 posts
16.6 Years
Alright, this monster is wimped. Five cards is your entire hand, so discarding it is basically only for monsters or spell cards that have effects to back them up, like elemental blast. Volcanic Dragon is weak because he's vulnerable to card effects, so Monarch and Lightning Vortex run him over, and he can't be summoned without a specific spell card. Five hundred is a wimpy attack bonus: go for gusto and give him seven hundred. Let me try to "Un-Wimp" these cards.

Volcano Dragon
9 Stars
FIRE/Dragon/Effect
ATK: 3500 / DEF: 3000

When this monster is normal summoned, tribute summoned, special summoned, flip summoned, or flipped face-up you may destroy two cards on the opponent's side of the field. Inflict five hundred points of damage for each card destroyed in this way.

Draconic Eruption (I'm fairly sure there's already an anime "Volcanic Eruption" card.)
Normal Spell
Activate this card only when there are no monsters on your side of the field and at least one on the opponent's side of the field. Discard one card in order to special summon one "Volcanic Dragon" from your hand. A "Volcanic Dragon" summoned in this way gains five hundred attack points, and becomes immune to card effects on the turn it is summoned.

There, that should do it.

And now for something completely different: A "Snatch Steal" replacement.

Slash Steal
Equip Spell
A monster equipped with this spell card switches control to this card's controller. During your standby phase, you must pay eight hundred life points to keep this card in play. If you do not, this card is destroyed. The monster equipped with this card may not be offered as tribute for a tribute summon.

x x x x

Frostweaver

Ancient + Prehistoric

Age 34
Male
Canada
Seen September 11th, 2016
Posted July 30th, 2016
8,246 posts
19.7 Years
Monsters above 9 stars need to be specified on how it is normal summoned, because it is not a "standard" star level. It is understood that it needs 3 monsters to be tribute summoned, but it is always written down.

To be tribute summoned, you have to be normal summoned, so those two are redundant, but normal summoned is not necessarily tribute summon (square vs rectangle argument.) This is the same for flipping face-up and flipped summon, so you only need to say flipped face up. Since you have to destroy 2 cards on the field, you might as well say "... and inflict 1000 damage to your opponent's life points" to make it simple.

and not to mention, "Volcanic Eruption" mistakens people for a support card for Volcanic deck.



Slash Steal- it helps a bit, but I personally always regard monster stealing to be highly dangerous at all times... don't forget, I can normal summon Zenji, special summon grandmaster, activate double summon to get out another samurai and/or pull out Shien all on the same turn already (this is what the people predicts this new banlist to be.) Any method to get rid of the opponent's defense (be it smashing ground, fissure or slash steal) is bound to be end game unless you got the almighty mirror force to save your butt.

However, I honestly don't know if it's broken or not... dangerously high potential though.


Coffin Crawler is just a gemini monster. Its effect is that you discard a monster card from your hand to special summon a monster... I personally don't think it's too wordy, is it? o_O;

Alter Ego

that evil mod from hell

Age 35
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Seen August 8th, 2010
Posted June 4th, 2010
5,751 posts
18 Years
Cybernetic Vampire: Ehh...'or' rather than 'and' on that first effect; no given card can be in the graveyard and on the field at the same time. =O Anyways, the ability to spring this out of the deck already makes it well worth considering. Playing with Rope of Life ftw! Suicide slam something, bring it back stronger, then pull three vampires out of your deck. =O Seriously, though, I'm not sure what kind of deck would really make the most of this, except, of course, for some roguish one built on Sky Scourge Norleras or the like. :3

Coffin Crawler: So it's basically like Zombie Master except for that pesky level limit? The gemini nature and different stats balance it out nicely, so I see no issues here. :3

Volcano Dragon: Actually, there's a difference between 500 each and lump sum. If you play this while there's only one card on your opponent's field then it wouldn't amount to 1000 damage in total. It's not a very smart move, but it can be done and it would make a difference.

Draconic Eruption: Careful, the wording of this says "Volcanic Dragon" but the monster in questions is called "Volcano Dragon". As it stands, this card has nothing to summon. =O Anyway, I'm not too wild about this since you have to put that bothersomely large monster into your hand first and have to conserve a hand of three to get it out. The one-turn effect protection is a nice boost, though.

Slash Steal: Well, it certainly looks like 'limited' material, but at least the tribute restriction keeps it from turning into another toy for monarchs.


Aaaanyway, taking a break from the marionettes. xD

Polymer Burst
Normal Spell

Send one Fusion Monster from your Fusion Deck to the Graveyard. Then, inflict damage to both players equal to 100 x the level stars of the Fusion Monster sent to your Graveyard by this effect.

Genesis Dragon
Dragon/Effect
2 Star/Earth
800 Atk / 600 Def

Remove this card and Fusion-Material Monsters in your Graveyard from play to Special Summon one Dragon Type Fusion Monster from your Fusion Deck (This is treated as a Fusion Summon).

Descent of Giant Dragon
Normal Spell

Destroy all monsters on your Field then Special Summon one level 5 or higher Dragon Type monster from your Hand.
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Gabri

m8

Age 29
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Seen April 2nd, 2023
Posted July 2nd, 2022
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Polymer Burst
Normal Spell

Send one Fusion Monster from your Fusion Deck to the Graveyard. Then, inflict damage to both players equal to 100 x the level stars of the Fusion Monster sent to your Graveyard by this effect.

If I send Blue-Eyes Ultimate Dragon to the Graveyard, I'd inflict 1200 damage.

Genesis Dragon
Dragon/Effect
2 Star/Earth
800 Atk / 600 Def

Remove this card and Fusion-Material Monsters in your Graveyard from play to Special Summon one Dragon Type Fusion Monster from your Fusion Deck (This is treated as a Fusion Summon).

Ok, a "monsterized" Polymerization.

Descent of Giant Dragon
Normal Spell

Destroy all monsters on your Field then Special Summon one level 5 or higher Dragon Type monster from your Hand.

A Flute of Summoning Dragon without need of Lord Of D. but with limited summon. You can only Sp.Summon one Dragon with this one and it must be higher than 5 Stars, so I'd easily summon Blue-Eyes White Dragon with this one.
Ok, my new cards:

Blue-Eyes Cyber Dragon
9 Stars
LIGHT/Dragon/Fusion
ATK: 3400 / DEF: 2700

Fusion: "Blue-Eyes White Dragon" + "Cyber Dragon"
-----------------------------------------------------------------------
Cyber Lightning Blast
Normal Magic Card

You can only activate this card if you have a "Blue-Eyes Cyber Dragon" or a "Cyber Dragon" in your side of the field. Destroy two monsters or less on the opponent's field.

Alter Ego

that evil mod from hell

Age 35
Touhou land, grazing danmaku all the way
Seen August 8th, 2010
Posted June 4th, 2010
5,751 posts
18 Years
If I send Blue-Eyes Ultimate Dragon to the Graveyard, I'd inflict 1200 damage.
And you'd take as much damage too. =O But yeah, this card has something besides the burn damage in mind, which I'm sure the more insidious members of the audience will spot.
Ok, a "monsterized" Polymerization.
Actually, it's a Dragon's Mirror. :3


Blue-Eyes Cyber Dragon: So not worth it, even though you can basically drop this down on the field by special summoning Cyber Dragon and then normal summoning hex-sealed. It takes more than attack points to make a fusion worthwhile.

Cyber Lightning Blast: Eww...situational. Cards that require a specific monster (especially a fusion monster) to be used should really have a pretty hefty payoff; this just doesn't.



Thundercloud Dragon
Dragon/Effect
7 Star/Light
2600 Atk / 1700 Def

Whenever this card is sent from the Field to your Graveyard, send one Thunder type monster from your Hand or Field to the Graveyard to Special Summon this card. Whenever this card is Special Summoned, inflict 600 damage to your opponent.

Ball Lightning
Thunder/Effect
3 Star/Light
1000 Atk/ 0 Def

Whenever this monster battles with a monster controlled by your opponent, destroy both monsters without applying Damage Calculation then inflict 1000 damage to both players.

Gathering Storm
Continuous Spell

For each Thunder type monster that is sent to your Graveyard, place one Ionization Counter on this card (Maximum 7). Tribute this card with 7 Ionization Counters on it to Special Summon one "Thundercloud Dragon" from your Hand, Deck, or Graveyard. If this card is destroyed as the result of a card effect, inflict 200 damage to the controller of the card for each Ionization Counter on this card.


Aaand yeah, I'll be making more thunder monsters to actually give these two cards some playability later on. x3

Oh, and just as an aside:

Royal Double
Spellcaster/Effect
3 Star/Light
1200 Atk / 1000 Def

Whenever a "Curran" or "Pikeru" monster on your Field would be destroyed, you may destroy this card instead. If this card is summoned successfully (Including Flip Summon) while "Court of Nobles" is on your Field, select one "Curran' or 'Pikeru" monster from your Field or Graveyard. For as long as this card and "Court of Nobles" remain on the Field, this card is considered to have the selected monster's Name, Attribute, Level, and Special Abilities.

Wildfang
Equip Spell

This card can only be equipped to a Beast, Beast Warrior, or Winged Beast type monster. Whenever the equipped monster attacks with an Atk that is higher than the Def of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent. When this card is sent from the Field to the Graveyard other than as the result of a card effect, add this card to your Hand.
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Phanima

That servant of the evil one

Seen October 11th, 2011
Posted February 12th, 2010
1,566 posts
17.3 Years
*Cracks fingers.

Thundercloud Dragon: Forced Special Summon effect. It's situational but the card's almost indestructible. Being sent to the Graveyard without any restrictions helps, and the discard counter balances it well. The extra damage is an added perk too.

Ball Lightning: I have to admit, I have a soft spot for inanimate objects that are small but powerful; Mega Thunderball being a very nice example. Of course, I have no idea what this looks like (*imagines a yellow ball of light) but it sounds cute, heh. Explosive, and damaging, even though it's shared, but you can pretty much take out anything with this card. Useful.

Gathering Storm: Geez, seven counters? That's a bit much, especially since you have to kill off seven of your own cards to satisfy its greedy needs. But, I'm assuming you're intertwining each counter for each star level of Thundercloud, so I suppose it makes some poetic sense. Yes, it allows you to bring out Thundercloud willy-nilly, but the after destruction effect seems redundant. This card is quite disadvantageous to whoever's using it, since it costs seven Thunder-Types to kick the bucket and risks dealing 1200-1400 damage before your opponent wipes it out. It's very Yu-Gi-Oh!-ish though; drawing out for the super duper summon in the last turn to annihilate the opponent with the sexy thunder sky dragon...so, super plus points for that!

Royal Double: Healthy support and decent stats (due to its effect). The one star level just puts me off. Seems kind of...good, for level one?

Wildfang: Helpful. Restricted to the furrier and feathery cards of the game, so no real gripe there. It's revival effect is nice, but also situational. Personally, I'm reluctant in building up one of my own monsters just to take out an Equip monster, I'd rather destroy the Equip first and take care of the monster later. But I guess the effect makes sense from my point of view.

*Breaks fingers - first official criticism resume...

I also revamped the 'Mechanicore' gen for one of my NPCs in CG.

Monster Cards

Name: Mechanicore LV3
Attribute: EARTH
Type: Machine/Effect
Level: 3
ATK: 1200
DEF: 0
Effect: If there are 1 or less Spell and Trap Cards on your opponent’s side of the field, this card can attack your opponent directly. During your next Standby Phase after this card attacks your opponent directly, by sending this card to the Graveyard, Special Summon 1 “Mechanicore LV5” from your hand or Deck.

Name: Mechanicore LV5
Attribute: EARTH
Type: Machine/Effect
Level: 5
ATK: 1850
DEF: 0
Effect: If there are 3 or less Spell and Trap Cards on your opponent’s side of the field, this card can attack your opponent directly. During your next Standby Phase after this card attacks your opponent directly, by sending this card to the Graveyard, Special Summon 1 “Mechanicore LV7” from your hand or Deck.

Name: Trap Mechanicore
Attribute: DARK
Type: Warrior/Effect
Level: 4
ATK: 900
DEF: 1400
Effect: For every face-up Machine-Type monster on your side of the field, you can activate 1 Trap Card from your hand.

Name: Mechanicore Deflector
Attribute: EARTH
Type: Machine/Effect
Level: 4
ATK: 1700
DEF: 1100
Effect: As long as this card remains face-up on the field, your opponent cannot select another Machine-Type monster as an attack target.

Name: Revival Mechanicore
Attribute: EARTH
Type: Warrior/Effect
Level: 4
ATK: 1500
DEF: 1200
Effect: When this card is Flip Summoned successfully, you can Special Summon 1 Machine-Type monster from your Graveyard.

Name: Mechanicore Compressor
Attribute: DARK
Type: Machine/Effect
Level: 4
ATK: 1300
DEF: 2100
Effect: As long as this card remains face-up on the field, all Battle Damage to this card’s controller that he/she takes from a battle involving a “Mechanicore” monster becomes 0.

Name: Mechanicore LV7
Attribute: EARTH
Type: Machine/Effect
Level: 7
ATK: 2500
DEF: 0
Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of “Mechanicore LV5”. If there are 5 or less Spell and Trap Cards on your opponent’s side of the field, this card can attack your opponent directly.

Spell Cards

Name: Triple Power Surge
Type: Quick-Play
Effect: During a Battle Phase, when 3 or more “Mechanicore” monsters are destroyed by battle and sent to the Graveyard, Special Summon the destroyed monsters in Attack Position during the next Standby Phase.

EDIT: Damn, I just actually read over my cards and I completely over exaggerated their effects. They're like nuclear bombs wrapped up in Kinder Surprises...I'm going to have to beat them down, but I'll wait for some professional critique.
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Gabri

m8

Age 29
Male
Portugal
Seen April 2nd, 2023
Posted July 2nd, 2022
3,937 posts
16.6 Years
Mechanicores: A bit broken... Not that some of my cards aren't...

My new cards:

Aerial Ace
Equip Magic Card

You can only equip this card to "Robot Hawk". Increase its ATK by 1000.
-------------------------------------------------------------------------------
Robot Hawk
5 Stars
WIND/Machine/Effect
ATK: 1900 / DEF: 1500

Effect: If you have "Robot Hawk" on your side of the field equipped with "Aerial Ace", you can Special Summon "Robot Hawk #2" from your hand or deck to your side of the field.
------------------------------------------------------------------------------
Robot Hawk #2
3 Stars
WIND/Machine/Effect
ATK: 1000 / DEF: 750

Effect: This card can only be Special Summoned by the effect of "Robot Hawk". Increase "Robot Hawk"'s ATK by 500.

Frostweaver

Ancient + Prehistoric

Age 34
Male
Canada
Seen September 11th, 2016
Posted July 30th, 2016
8,246 posts
19.7 Years
Mechanicore Lv3- I can almost always attack directly, because it's not very often (especially with breaker coming back) will people play 2 or more cards in the backrow with the exception of field card oriented decks. Royal Decree and a quick spell is probably the only obstacle to stop this thing from doing a quick 1200... I'll personally suggest that Lv 3 is forced to use its original attack power to hit directly, or else I'll make OTK decks with this card (don't forget, Limiter Removal and this thing with equip card attacking directly is end game.)

Mechanicore Lv5- Except Crystal Beasts, nobody in their right mind will play 3 or more spell/trap cards... unless heavy storm is gone already or something. The terror of -2 in CA is just too great. At least this thing's attack power is still in the bearable range for direct attack.

Trap Mechanicore- I'm pretty sure this thing is banned, but I don't remember what's the problem... whatever the reason Temple of Kings/Cathedral of Nobles remain on the banlist, is the same reason why this thing should go to the banlist as well. There is something severely wrong with activating trap cards on your own turn without setting it, but I don't remember...

Mechanicore Deflector- A bit clearer wordings on who it protects will help... right now, I am not too sure of its effect.

Revival Mechanicore- broken. Reason? Resurrecting Cyber Twin, Cyber Dragon, or Jinzo over and over and over again... Specialize it to machine Mechanicores only will be nice, or put a level cap on the target.

Mechanicore Compressor- fair enough, though 2100 and 1300 is sort of breaking the "atk/def/level" boundary a bit... then again, Konami breaks it time after time themselves.

Mechanicore Lv7- you can almost might as well say this thing can always attack directly. Either way, not too useful because Lv5 can almost always attack directly, and the attack power boost is not persuading me to use yet another nomi in my deck. Equip cards and Limiter Removal on the Lv5 will do the same for OTK purposes as Lv7 can.

Triple Power Surge- situational, because I see some difficulty in getting 3 mechanicores to the field to begin with except with some Jaden Yuki style of playing.


Keep in mind that you can get away with some Jaden Yuki moments in a roleplay for situational cards~ However, if your characters, at their very best, decide to play cards (be it real or fake) in a way that is less effective than what the readers can do with in the same situation, the readers/other roleplayers may get slightly upset. So yeah, just to keep that in mind.


EDIT: It really doesn't help if you just walk in and say "broken" to other people's fake cards... not to mention, in most of your suggestions, I personally don't think that you see as many strategies/situations to utilize existing and fake cards (or both together) to truly access if they are fine, underpowered or broken...


Aerial Ace- axe of despair sucks enough. Situational axe of despair sucks more >>;

Robot Hawk- Cyber Dragon, gg? Cyber Dragon has more attack power, and far easier to summon out... I really don't see why.

Robot Hawk 2- any card whose only effect is to boost attack power by a little is not worth using. Add situational to it, and I wonder why don't I just play mechanicalchaser...
In a House
Seen March 20th, 2016
Posted January 22nd, 2010
1,823 posts
16.6 Years
"I summon Dea Ex Machina, which I have conveniently drawn this turn!"

"Aw, man, Jaden wins again! Seriously, this guy's luckier then Joey Wheeler!"

"In America!"

(Forget that conversation. 0_o)

Wildfang: Wait... Big Bang Shot and Fairy Meteor Crush that's type specific? Still, it makes me remember my old fusion beasts idea... if only fusion was more viable...

x x x x

Frostweaver

Ancient + Prehistoric

Age 34
Male
Canada
Seen September 11th, 2016
Posted July 30th, 2016
8,246 posts
19.7 Years
Fusion is more viable than rituals, at least >>; Right now rituals have absolutely no way to do anything but Advanced Ritual Arts. It's a great start but still a bit lacking to push Rituals to be a consistent deck (Advanced Ritual Art is always a OTK or fail). Fusions have plenty of ways to be special summoned, or there is more than just one fusion methods (hex seals, power bond, dragon's mirror, future fusion and overload fusion).


Either way, going back to Cyber Lightning Blast ("You can only activate this card if you have a "Blue-Eyes Cyber Dragon" or a "Cyber Dragon" in your side of the field. Destroy two monsters or less on the opponent's field.") I think Alter Ego missed the "Cyber Dragon" part. Well well, Proto Cyber Dragon counts too. Cyber Dragon is in 80% of all decks anyway. It's actually a pretty solid support if the specific monster is the key monster in the entire freakin' deck anyway, and in this case, a true cyber dragon deck.

Special summon cyber dragon, wipe out the field with cyber laser blast, preferably somewhere flip the royal decree or revive the Jinzo, and then normal summon light hexseal. Pwnage :3

Really not a problem when there's 6 of that "conditional" monster, and the 6 are actually very usable (unlike some other "heroes" out there.) Make it 9 if you're desperate and run panthers, but only if you dare.


Cyber Demodulator Dragon
Machine / Effect
7 Star / Light
2200 Atk / 2500 Def

You can special summon this card from your hand by tributing a "Cyber Dragon" on your side of the field. When your opponent draws a card as a result of a card effect, lower the Def of this card by 500 to negate the effect and you draw a card. When the Def of this card is 0, destroy this card.

Alter Ego

that evil mod from hell

Age 35
Touhou land, grazing danmaku all the way
Seen August 8th, 2010
Posted June 4th, 2010
5,751 posts
18 Years
Ball Lightning: I have to admit, I have a soft spot for inanimate objects that are small but powerful; Mega Thunderball being a very nice example. Of course, I have no idea what this looks like (*imagines a yellow ball of light) but it sounds cute, heh. Explosive, and damaging, even though it's shared, but you can pretty much take out anything with this card. Useful.
Yeppers, it's a prettyful shiny energy ball-thingie that goes boom. :3
Gathering Storm: Geez, seven counters? That's a bit much, especially since you have to kill off seven of your own cards to satisfy its greedy needs. But, I'm assuming you're intertwining each counter for each star level of Thundercloud, so I suppose it makes some poetic sense. Yes, it allows you to bring out Thundercloud willy-nilly, but the after destruction effect seems redundant. This card is quite disadvantageous to whoever's using it, since it costs seven Thunder-Types to kick the bucket and risks dealing 1200-1400 damage before your opponent wipes it out. It's very Yu-Gi-Oh!-ish though; drawing out for the super duper summon in the last turn to annihilate the opponent with the sexy thunder sky dragon...so, super plus points for that!
Yeah, I figured seven was pretty hefty when I wrote that effect too, but - as you correctly surmised - I had a star level to account for and I couldn't think of any convenient other number to throw in. Might make it so that the counters accumulate faster, though. Although technically, you could spam up plenty of counters by tossing Thunder Dragon (Thus fetching two more by its effect), then discarding one of them and playing Pot of Avarice or The Transmigration Prophecy to shuffle the two discarded dragons back into your deck and then use Thunder Dragon's effect again. (That's already 5 counters right there :3) As for the damage...it's more of a style thing since it would be sort of weird for the whole energy buildup to just disappear when a random piece of spell/trap removal comes along. Plus, it's partly there to discourage casual removal effects.
Royal Double: Healthy support and decent stats (due to its effect). The one star level just puts me off. Seems kind of...good, for level one?
Ahh...the level is residue from the original version which copied everything (stats included) from a Curran or Pikeru. Might change that to three, although using it without the doppleganger effect is sort of pointless. x3


As for Wildfang, well ACC: there's a certain line of made-up monsters that thrives on it. And here I thought the Wildfang-Wildkin connection was blatantly obvious. This card suits them down to a T since getting destroyed when the equipped monster leaves the field doesn't count as being destroyed by a card effect. x3 But yeah, it does carry the casual advantage of forcing your opponent to actually spend a piece of S/T removal if they want to get rid of it rather than just disposing of the equipped monster, so I figured I'd extend the favor to our furry friends in general. ^^

Now then...

Mechanicore LV line: Yeah, adding a Submarineroid-style limitation of "When it does, any Battle Damage this card inflicts to your opponent becomes the original ATK of this card. You can change this card to Defense Position at the end of the Damage Step." to the end of the direct attack would patch the otherwise temptingly easy Limiter Removal/AN Gauge exploit. :3

Trap Mechanicore: Erm...yeah, this kind of effect is what got Makyura the Destructor banlisted. Maybe if you made it so you could activate the trap cards only on your opponent's turn or something? Say..."If your opponent declares an attack while there is a face-up Machine type monster on your Field, you may select one Trap Card from your Hand and activate it (Activation Requirements must still be met)". Eh...just as a thought, although honestly: like Frostweaver I can't seem to find the breaktacular aspect of activating trap cards without a set in between. Presumably it's out there somewhere, though. =O

Mechanicore Deflector: A respectably sized beatstick that forms a field lock in multiples. Cool, although in all fairness you should probably change that to "your opponent cannot select a Machine-type monster other than "Mechanicore Deflector" as an attack target" so they have a fair shot at breaking the very formidable lock two of these form in combination with Cyber Phoenix. :3

Revival Mechanicore: Sneaky, but unlike most Flip Summon monsters it can't flip itself face-down again, so fair enough.

Mechanicore Compressor: Cyber Dragon-proof wall with an added protective effect to it and even a decent Atk to boot. Good card all around.

Triple Power Surge: Yeah, very situational because of the hefty requirement. Also, it doesn't quite seem to fit in with the general theme of 'lock the field and direct attack your opponent silly' that these other Mechanicores have going on. Well, I guess it's a safeguard against a random Mirror Force, Torrential Tribute, or Lightning Vortex at least.

Cyber Demodulator Dragon: Heh, I see some serious hate against the card drawing spree that the competitive decks these days are so engaged in. The ability to drop this down on the field by sacrificing Cyber Proto Dragon is a nice bonus too. :3

Anyways, I'm going to revamp Gathering Storm for a wider audience:

Gathering Storm

Continuous Spell

For each Thunder type monster that is sent to your Graveyard, place a number of Ionization Counters on this card (Maximum 15) equal to half the level stars of the monster that was sent to your Graveyard (Rounded down to the nearest whole). Tribute this card with 5 or more Ionization Counters on it to Special Summon one "Thundercloud Dragon" from your Hand, Deck, or Graveyard. If this card is destroyed as the result of a card effect, inflict 200 damage to the controller of the card for each Ionization Counter on this card.

Cumulonimbus Dragon
Dragon/Effect
3 Star/Wind
800 Atk / 1900 Def

Whenever a Thunder type monster is summoned successfully, Including Flip Summon, place one Ionization counter on this card. This card accumulates effects according to the number of Ionization counters on it:

1 or more: During each of your Main Phases, you may move any number of Ionization counters from a card on your Field to another card on the Field.
2 or more: When this card is destroyed, inflict 200 damage to your opponent for each Ionization Counter on this card.
3 or more: This card can not be selected as an attack target.

Ion Cloud
Thunder/Effect
1 Star/Light
0 Atk / 0 Def

This Attack Position card can not be destroyed by Battle. When this card attacks, all Battle Damage from the battle becomes zero. Whenever this card battles with a monster controlled by your opponent, place a number of Ionization Counters on this card equal to the level stars of the monster it battles with. When this card is destroyed or removed from the Field, distribute all Ionization counters on this card amongst the cards on the Field.

Plasma Wisp
Thunder/Effect
3 Star/Light
? Atk / 0 Def

During each of your Standby Phases, select one monster on the Field and place one Ionization Counter on it. The Atk of this card becomes the number of Ionization Counters on the Field x 300.

Tempest Fairy
Thunder/Effect
4 Star/Light
1600 Atk / 0 Def

Once per turn, during your Main Phase, remove two Ionization Counters from your Field to select one card on your opponent's Field and destroy it.

Thunder Steed
Thunder/Effect
4 Star/Light
1400 Atk / 800 Def

When this card is Normal Summoned successfully, place one Ionization Counter on this card. Whenever this card battles, you may remove one Ionization Counter from this card to increase the Atk of this card by 800 until the end of the Damage Step.

Stormwing Pegasus
Thunder/Effect
5 Star/Light
2300 Atk / 1200 Def

When this card is Normal Summoned successfully, place one Ionization Counter on this card. Once per turn, remove one Ionization Counter from this card to select one Spell or Trap card on the Field and destroy it.

Chain Lightning
Normal Spell

All monsters on the Field that have Ionization Counters on them (Excluding Thunder Type monsters) are destroyed. For each monster destroyed by this card's effect, inflict 400 damage to the controller of the monster.

Ion Storm
Normal Spell

Pay 800 Life Points. Place one Ionization counter on every face-up monster on the Field.
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Forci Stikane

..

Seen August 11th, 2009
Posted August 11th, 2009
4,227 posts
18.2 Years
Anyways, I'm going to revamp Gathering Storm for a wider audience:

Gathering Storm

Continuous Spell

For each Thunder type monster that is sent to your Graveyard, place a number of Ionization Counters on this card (Maximum 15) equal to half the level stars of the monster that was sent to your Graveyard (Rounded down to the nearest whole). Tribute this card with 5 or more Ionization Counters on it to Special Summon one "Thundercloud Dragon" from your Hand, Deck, or Graveyard. If this card is destroyed as the result of a card effect, inflict 200 damage to the controller of the card for each Ionization Counter on this card.

I would like to see some sort of distribution effect for the counters on this thing, but still alright.

Cumulonimbus Dragon
Dragon/Effect
3 Star/Wind
800 Atk / 1900 Def

Whenever a Thunder type monster is summoned successfully, Including Flip Summon, place one Ionization counter on this card. This card accumulates effects according to the number of Ionization counters on it:

1 or more: During each of your Main Phases, you may move any number of Ionization counters from a card on your Field to another card on the Field.
2 or more: When this card is destroyed, inflict 200 damage to your opponent for each Ionization Counter on this card.
3 or more: This card can not be selected as an attack target.

Ah, nevermind. You just stuck the effect on a monster. Very nice combination here.

Ion Cloud
Thunder/Effect
1 Star/Light
0 Atk / 0 Def

This Attack Position card can not be destroyed by Battle. When this card attacks, all Battle Damage from the battle becomes zero. Whenever this card battles with a monster controlled by your opponent, place a number of Ionization Counters on this card equal to the level stars of the monster it battles with. When this card is destroyed or removed from the Field, distribute all Ionization counters on this card amongst the cards on the Field.

Dangerous...four counters on average (six if hitting a Monarch/Jinzo), then blow it up somehow...

Plasma Wisp
Thunder/Effect
3 Star/Light
? Atk / 0 Def

During each of your Standby Phases, select one monster on the Field and place one Ionization Counter on it. The Atk of this card becomes the number of Ionization Counters on the Field x 500.

THIS IS EVIL. Between Gathering Storm & Ion Cloud ALONE, you're looking at at least around 5 or 6 counters per turn. That makes a 3000-ATK boost each round and an OTKO after three of them.

Tempest Fairy
Thunder/Effect
4 Star/Light
1600 Atk / 0 Def

Once per turn, during your Main Phase, remove two Ionization Counters from your Field to select one card on your opponent's Field and destroy it.

Painful. With the speed at which the other cards gather counters, you'll have enough each turn without losing too much. At least it's only ONCE per turn...

Thunder Steed
Thunder/Effect
4 Star/Light
1400 Atk / 800 Def

When this card is Normal Summoned successfully, place one Ionization Counter on this card. Whenever this card battles, you may remove one Ionization Counter from this card to increase the Atk of this card by 800 until the end of the Damage Step.

Plan B for Plasma Wisp: keep it in defense and power this thing up each battle. A pretty cheap way to take out Cyber Dragon.

Stormwing Pegasus
Thunder/Effect
5 Star/Light
2300 Atk / 1200 Def

When this card is Normal Summoned successfully, place one Ionization Counter on this card. Remove one Ionization Counter from this card to select one Spell or Trap card on the Field and destroy it.

Oh geez...now we've got a Heavy Storm on our hands. As I keep saying, the counters are really fast to gather up, so with this thing, you can easily be looking at the equivalent of a Harpie's Feather Duster each turn. Perhaps limit this one to once per turn like Fairy...?

Chain Lightning
Normal Spell

All monsters on the Field that have Ionization Counters on them (Excluding Thunder Type monsters) are destroyed. For each monster destroyed by this card's effect, inflict 400 damage to the controller of the monster.

And the combo is complete...even though it's kind of counterproductive with Cumulonimbus. It's still a painful effect, combined with damage on top.

Ion Storm
Normal Spell

Place one Ionization counter on every face-up monster on the Field.

>.>; Ion Storm + Chain Lightning = free Lightning Vortex w/ damage AND a power-up to pretty much every monster you've got.
Fear the storm...

By the way, for those of you wondering, the "activate Traps from your hand" effect was useful for using cards like Rope of Life on your turn and avoiding S/T destroyers. Oh, and a simple two-card OTKO: Dark Scorpion-Chick the Yellow and Call of the Haunted.
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Alter Ego

that evil mod from hell

Age 35
Touhou land, grazing danmaku all the way
Seen August 8th, 2010
Posted June 4th, 2010
5,751 posts
18 Years
Awwright, for the greater balance I cut down the Wisp's power accumulation to 300 per counter, reduced Stormwing Pegasus' effect to once per turn and added a symbolic 800 LP cost to Ion Storm. Better? :3

Also to throw a very YGOish game-ender into the mix:

Cloudbreak Dragon
Dragon/Fusion/Effect
12 Star/Light
? Atk / ? Def

This card can not be Special Summoned except by the effect of "Eye of the Storm". When this card is summoned successfully, all other cards on the Field are sent to the Graveyard. The Atk and Def of this card becomes 400 x the number of cards sent to the Graveyard by this effect. On the turn this card is Special Summoned, you may discard your Hand. If you do, increase the Atk of this card by 200 x the number of cards you discarded until the end of the turn.

Eye of the Storm
Normal Trap

This card can only be activated when Thundercloud Dragon is destroyed while there are 15 or more Ionization Counters on the Field. Remove "Thundercloud Dragon" from play then Special Summon one "Cloudbreak Dragon" from your Fusion Deck.
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Seen August 11th, 2009
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Awwright, for the greater balance I cut down the Wisp's power accumulation to 300 per counter, reduced Stormwing Pegasus' effect to once per turn and added a symbolic 800 LP cost to Ion Storm. Better? :3

Yes. Plasma Wisp is still the undoubted game-ender of the set, but at least it won't end the game so quickly.

Also to throw a very YGOish game-ender into the mix:

Cloudbreak Dragon
Dragon/Fusion/Effect
12 Star/Light
? Atk / ? Def

Thundercloud Dragon

This card can not be Special Summoned except by the effect of "Eye of the Storm". When this card is summoned successfully, all other cards on the Field are sent to the Graveyard. The Atk and Def of this card becomes 500 x the number of cards sent to the Graveyard by this effect. On the turn this card is Special Summoned, you may discard your Hand. If you do, increase the Atk of this card by 500 x the number of cards you discarded.

And as soon as I said that...THIS thing shows up. Instant field wiper, then discard your hand (leaving DW abuse open...as if you could fit it into the deck, though) and direct attack for GG. ...Not quite sure why it's a Fusion monster, though, with only one "fusion-material" listed. You might as well make it an Effect monster and make it have to be Special Summoned from the hand.

Eye of the Storm
Normal Trap

This card can only be activated when Thundercloud Dragon is destroyed while there are 15 or more Ionization Counters on the Field. Remove "Thundercloud Dragon" from play then Special Summon one "Cloudbreak Dragon" from your Fusion Deck.
Well...with the speed of gathering counters, the "15 or more" part shouldn't be a problem.

I was inspired for another card, though:

Summon Calling
Normal Spell
When this card is discarded from your hand to the Graveyard by a card effect, you may add up to 3 Normal Monsters with an ATK of 1000 or less from your Deck to your hand. If this card is discarded from your hand to the Graveyard by an opponent's card effect, you may instead search your deck for up to 3 Effect Monsters with either 0 or ? (undecided) ATK and add them to your hand.

A DW-style card, I know...but can come in handy for certain decks.
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In a House
Seen March 20th, 2016
Posted January 22nd, 2010
1,823 posts
16.6 Years
Summon Calling: Well, all I can see it being used for is Normalcy "Human Wave Tactics" deck, since an opponent's ability can't be relied on. The "must be discarded" effect never really works as well for spell cards, IMO.

Moon Phase
Normal Spell
Pay eight hundred life points. Special summon one "Lycanthrope" monster from your hand that has four stars or fewer.

Full Moon Power
Normal Trap
You may activate this card when your opponent declares an attack against any "Lycanthrope" monster on your side of the field. Double the attack of all "Lycanthrope" monsters on your side of the field.

Dormant Lycanthrope
Monster/Earth/Beast/Effect/4*
Atk 1200/ Def 1200
When this monster on your side of the field is attacked, you may discard one card from your hand in order to negate the attack. During your main phase, you may tribute this monster in order to special summon any "Lycanthrope" monster from your deck with four stars or fewer. You may not normal summon during the turn this effect is activated.

Dark Lycanthrope
Monster/Beast/Dark/Effect/4*
Atk 1700/ Def 1000
When this monster on your side of the field inflicts battle damage on the opponent's life points, discard card(s) from the opponent's deck equal to the number of "Lycanthrope" monsters on your side of the field.

Plains Lycanthrope
Monster/Beast/Light/4*/Effect
Atk 1600/ Def 1000
Negate the effects of all effect monsters this monster battles with, and destroy all defense-position monsters this monster attacks without applying damage calculation.

Tundra Lycanthrope
Monster/Beast/Water/4*/Effect
Atk 1500/ Def 1000
Destroy any monster that battles with this monster at the end of the damage step (damage calculation is applied normally).

Lycanthrope Vulcan
Monster/Beast/Fire/Effect/4*
Atk 2000/ Def 0
When this monster destroys an opponent's monster as a result of battle, you may reduce all battle damage to zero in order to discard one card from the opponent's hand.

More little wolves to follow, hopefully. :3

x x x x

Gabri

m8

Age 29
Male
Portugal
Seen April 2nd, 2023
Posted July 2nd, 2022
3,937 posts
16.6 Years

Moon Phase
Normal Spell
Pay eight hundred life points. Special summon one "Lycanthrope" monster from your hand that has four stars or fewer.

That was a fair price if it was to Special Summon a 5-6 star monster.

Full Moon Power
Normal Trap
You may activate this card when your opponent declares an attack against any "Lycanthrope" monster on your side of the field. Double the attack of all "Lycanthrope" monsters on your side of the field.

Just like terror movies :P When a lycan looks to the full moon, its power increases.

Dormant Lycanthrope
Monster/Earth/Beast/Effect/4*
Atk 1200/ Def 1200
When this monster on your side of the field is attacked, you may discard one card from your hand in order to negate the attack. During your main phase, you may tribute this monster in order to special summon any "Lycanthrope" monster from your deck with four stars or fewer. You may not normal summon during the turn this effect is activated.

Nothing to say...

Dark Lycanthrope
Monster/Beast/Dark/Effect/4*
Atk 1700/ Def 1000
When this monster on your side of the field inflicts battle damage on the opponent's life points, discard card(s) from the opponent's deck equal to the number of "Lycanthrope" monsters on your side of the field.

Beware! I think these cards will be the opponent's aims!

Plains Lycanthrope
Monster/Beast/Light/4*/Effect
Atk 1600/ Def 1000
Negate the effects of all effect monsters this monster battles with, and destroy all defense-position monsters this monster attacks without applying damage calculation.

So, this card and Dragon Capture Jar would be useful if the opponent had many Dragon-types on his deck.

Tundra Lycanthrope
Monster/Beast/Water/4*/Effect
Atk 1500/ Def 1000
Destroy any monster that battles with this monster at the end of the damage step (damage calculation is applied normally).

I must be careful with this one :P

Lycanthrope Vulcan
Monster/Beast/Fire/Effect/4*
Atk 2000/ Def 0
When this monster destroys an opponent's monster as a result of battle, you may reduce all battle damage to zero in order to discard one card from the opponent's hand.

I'd never activate this effect, and if the opponent has Shield & Sword this card is easily destroyed.
My cards:

Lightning Altar
Continous Magic Card

You can Special Summon one Thunder-type monster from your hand, Deck or Graveyard to your side of the field every turn as long as this card remains face-up on the field.
------------------------------------------------------------------------
Electric Eel
6 Stars
WATER/Fish/Effect
ATK: 2300 / DEF: 1800

Effect: The effect of "Lightning Altar" may be applied on this monster.

Frostweaver

Ancient + Prehistoric

Age 34
Male
Canada
Seen September 11th, 2016
Posted July 30th, 2016
8,246 posts
19.7 Years
Ion Cloud is far more dangerous than given credit for. It is at least at 1, if not banned. Marshmellon is either in defense mode (NoC or Shield Crush), or it suffers LP damage in attack position. Reaper is rarer. Gellen Duo has 1700 atk if it hace to go to attack mode to dodge shiled crush, but it's gone if controller takes LP damage in anyway. Ion Cloud can be summoned in attack position, and it will never die *at all* and not take any damage too... that's broken if you ask me. Summoning Zaborg to get rid of it is sort of just making more counters for storm deck too. The lone fissure is not reliable enough (Raiza just delays the problem. That thing will come down next turn.)

Am I the only one who thinks that "getting 7 lv 4 thunder monsters in the graveyard is not that easy to do in one turn, because if I give the opponent even one turn, the gathering storm will be totally wiped out?" There is no high level thunder monster. Zaborg and Thunder Dragon are both 2 counters because it's rounded down. Ion Cloud's indestruible effect is counter-inuitive (the spell will die long before ion cloud dies. If anyone has a brain, they will let ion cloud sit there until they can breaker the storm.) The steed is really weak for the tight deckspace, so you're left with the fairy and other existing thunder monsters (ha, ha, ha.)

Plasma Wisp specifies a monster, so it really takes effort to use it decently...

Brb for more cards =o
In a House
Seen March 20th, 2016
Posted January 22nd, 2010
1,823 posts
16.6 Years
Umm... Fraky, you have a lot to learn about how competitive YGO works. 0_o

Lycanthrope Vulcan is probably a little bit broken, actually. He can wipe out a card from the opponent's hand every single turn, plus his attack is unusually high for a four-star monster. In YGO, wiping out an opponent's life points isn't the only strategy. You've also got to consider card advantage: Keeping the number of cards you have available in your hand and on the field to pummel the opponent with higher then the number of cards in his hand and on his side of the field. With that in mind, Vulcan's effect pretty much allows you to wipe out one card from the opponent's hand every turn that he attacks presuming they don't drop Cyber Dragon or tribute summon Monarch. Endless-1 for the opponent is a very good thing.

Dark Lycanthrope has the same thing in mind: drop a massive number of werewolves and then start burning the opponent's deck as quickly as possible before they drop a beatstick and wipe you out. Plains Lycanthrope isn't just good for capture jar, btw, since it also negates the effects of any flip monsters it battles. Not that flip effects are all that huge with Shield Crush being at three, but it still helps to have somebody who runs them over. Tundra Lycanthrope is there for taking care of heavy beatsticks.

As for Moon Phase, its current effect is still pretty deadly since you can still normal summon on the turn you play it. This means that, in effect, you're can summon two Lycanthropes in one turn when you play it.

x x x x

Frostweaver

Ancient + Prehistoric

Age 34
Male
Canada
Seen September 11th, 2016
Posted July 30th, 2016
8,246 posts
19.7 Years
Cloudbreak Dragon- seriously it needs a 2nd component... because it's not "fusing" anything. o_O; Right now I think you're trying to avoid nomi even though it is a nomi monster. I'll rather make it a nomi monster, but add in the effect that "by showing this card to your opponent, you may return this card to your deck to draw a card. Shuffle your deck afterward." sort of thing (all credit to I forgot who in pojo for suggesting that for nomi monsters.)

Eye of the Storm- works if it's nomi, heh... the monster right now is really really weird...

Summon Calling- really situational... not that many cards will have good ? or 0 atk cards (those that are good *cough*venom*cough* got their own reliable support cards)

Moon Phase- not that useful, because Double Summon will essentially do the same thing except it got no cost and it's not specific. Unless there are cards that emphasize special summoning, Double Summon will do swarming better.

Full Moon Power- Defensive Limiter Removal, which has won its fair share of games. It's nice to see "better" version of Sakuretsu Armor/Widespread Ruins that are theme specific.

Dormant Lycanthrope- I guess that you have to run Moon Phase if you feel like searching... fair enough I guess. (you made this card before with very similar effects haven't you)

Dark Lycanthrope- overpower? maybe... darn powerful? definitely o_O; Double successful Dark Lycanthrope hit is gg... Good stats, very good effect for swarming... usable alone away from the others. Another one of those borderline to banlist card.

Plains Lycanthrope- fair enough I guess, but it's definitely replacing Drillroid.

Tundra Lycanthrope- finally water decks can ditch Yomi Ship, and this is not too bad of a Lycanthrope to have. It can go on the offensive and still work its magic against Gravekeeper Spy. (so much hate for defense position monsters, even in fake cards, awww)

Lycanthrope Vulcan- banned. Why you will ever not activate its effect, unless the damage is like 1500+, game winning or if the hand is *already* destroyed, is totally beyond me. It's also the highest attack power for effect monster, once again breaking all threshold... Bye bye gene warped werewolf, you are replaced already by something that everyone will play in 3 if they possibly can. Hopefully they can't.



Invincible Fortress
Rock / Effect
5 Star / Earth
0 Atk / 2000 Def

While this card is in face-up defense position, it is unaffected by your opponent's spells or effect monsters.


With everyone making their own themes, I really should make my own someday :P
In a House
Seen March 20th, 2016
Posted January 22nd, 2010
1,823 posts
16.6 Years
Heh. I've always wanted a werewolf-centric deck, so yes, I invented "Dormant Werewolf" a while back. Heh, me likes the new Lycanthropes so much better, though. Besides, has anyone besides me noticed that outside of Chibi Dragon I create only swarmers? I think that's about all that I'm good at. XD The main difference between these guys and the Wanderers are the more destruction-centric effects, whereas the Wanderers were basically spell and card advantage support.

Alright, time for a quick redux:

Lycanthrope Vulcan
Monster/Beast/Fire/Effect/4*
Atk 1700/ Def 0
When this monster destroys an opponent's monster as a result of battle, you may reduce all battle damage to zero in order to discard one card from the opponent's hand.

Eh, now I feel like it's a thematic Don Zaloog. Meh.

x x x x

Alter Ego

that evil mod from hell

Age 35
Touhou land, grazing danmaku all the way
Seen August 8th, 2010
Posted June 4th, 2010
5,751 posts
18 Years
With everyone making their own themes, I really should make my own someday :P
Yeah, better make one quick before all the good ideas are taken. xD

Heh. I've always wanted a werewolf-centric deck, so yes, I invented "Dormant Werewolf" a while back. Heh, me likes the new Lycanthropes so much better, though. Besides, has anyone besides me noticed that outside of Chibi Dragon I create only swarmers? I think that's about all that I'm good at. XD The main difference between these guys and the Wanderers are the more destruction-centric effects, whereas the Wanderers were basically spell and card advantage support.
To each their own. Most of the sets I create tend to be based on some new form of loopy playing style (Prime examples being Parasite Demon and Wildkin which both leave you sitting with an empty field) and a whole bunch of effect-over-stats stuff (Marionettes, Bio-Tech, Royal line etc.). Oh, and speaking of the parasites...I should revamp them one of these days. :3 Aaaanywho...


On Cloudbreak Dragon: it's made to imitate the 'grown' Neo-Spacians from Tactical Evolution (Which, as you will note, also sit snuggly in the fusion deck without having any fusion materials at all =O). The 'nothing fused' is not really an issue since it disallows all conceivable forms of fusion summoning anyway. And Icha, there's no DW abuse since discarding your hand would be treated as an activation cost for the power-up effect. Anyways, I cut it down to 400 per card from the field and 200 per card from your hand to make it require some more setup. If it doesn't kill on the turn it arrives, it's probably dead anyway. =P

Ion Cloud: Actually, if you look closer at the card the 'damage off' effect only applies if Ion Cloud is the one attacking (Same as with Exploder Dragon); if your opponent declared the attack you take damage normally. Also, last I checked Exploder Dragon, Exiled Force, and D.D. Warrior Lady (or if you want to be all rogue about it, Frost and Flame Dragon) were still perfectly viable ways to dispose of the pesky little cloud, either that or Enemy Controller it to defense and run it over. =O

Concerning Gathering Storm; even if your opponent does wipe it out they'll probably be eating a fair bit of burn damage in the process, so it's sort of serving a purpose either way. Also, what's with the magical number of fourteen counters? o.O

Moon Phase: That should be 'One level four or lower "Lycanthrope" monster'. But yeah, fair enough, especially considering all the stuff that Double Summon already does. :3

Full Moon Power: Ooookay, this might be a problem. With the current wording, the Atk boost is permanent, meaning that a single attack from your opponent would leave you with a field full of 2400 to 3400 Atk beatsticks. Ouch, just ouch...x.O Please put some kind of time restriction on the Atk boost and/or the lifespan of the affected monsters.

Dormant Lycanthrope: A new take on the recruiters, I see. Fair enough.

Dark Lycanthrope: W00T, outdecking. :3 Well, it's pretty efficient at what it does (Imagine rushing with a full field containing three of these, then throw Robbin' Zombie on top. Half the deck discarded in one go. =O). The beatstick-class Atk makes it usable and considering how eagerly most people deplete their decks these days, outdecking fast and hard could even win. ^-^

Plains Lycanthrope: Erm...yeah, let's just say that Dragon Capture Jar was not the first card that came to mind when I saw this. Anyway, it's sort of overkill. Negating monster effects alone is awesome, but trampling defenders too? With that Atk, I'd say pick one or the other for the greater balance.

Tundra Lycanthrope: Pretty nasty in its own right, but it's not like it's treading a path that D.D. Assailant hasn't trodden before. Fair enough.

Lycanthrope Vulcan: It wasn't really half as broken as you thought. Sure, a hand discard is a powerful effect, but giving up all that hard-earned battle damage is a pretty big cost too. I'd say raise it up to 1800 Atk; as it stands it's just inferior to the Don.


Lightning Altar: Whoa, with the storm line this would spell out 'Breaktacular' in big, shiny capital letters. x3 For fairness' sake I'd say limit the Special Summon to hand only, because a card that lets Zaborg rebound to the field more persistently than Treeborn Frog is a bit too much. =O

Electric Eel: Sort of a redundant effect. You could just have made it a thunder type monster to begin with.


Invincible Fortress: Heh, this looks like something fun to drop down with Giant Rat or possibly even Damage Condensor (Still think bapping me with your flipped Magician of Faith is fun, huh? HUH? >O), although personally I'm still too fond of the ridiculously impractical Satellite Cannon to give its place up (Big, shiny laser-thingie in the sky, I <3 yeeew! *Clings*). Too bad Cyber Dragon runs this 'Invincible' fortress over, though. =P

Thunderbark Hound
Thunder/Effect
6 Star/Light
2100 Atk / 1400 Def

When this card is Normal Summoned successfully, select a face-up monster on your opponent's Field and place one Ionization Counter on it. When this card attacks a monster with an Ionization Counter on it, remove one Ionization Counter from the target monster and change its Battle Position before applying Damage Calculation. (Card effects are not activated)

Storm Sentinel
Thunder/Effect
2 Star/Light
400 Atk / 2000 Def

When this card is Normal Summoned successfully, select a face-up monster on your opponent's Field and place one Ionization counter on it. When your opponent declares an attack with a monster that has an Ionization Counter on it, remove one Ionization Counter from the attacking monster to negate the attack.

Storm Warrior
Thunder/Effect
4 Star/Light
1600 Atk / 1200 Def

Whenever this card destroys your opponent's monster by Battle, place one Ionization Counter on this card (Maximum three). For each Ionization Counter on this card, increase the Atk of this card by 200. When this card attacks your opponent directly, remove one Ionization Counter (if any) from this card at the end of the Damage Step.

Storm Summoner
Thunder/Effect
4 Star/Light
1400 Atk / 1200 Def

Whenever a Thunder type monster is summoned successfully (Including Flip Summon), place one Ionization Counter on this card. Tribute this face-up card on the Field to Special Summon one Thunder type monster or "Thundercloud Dragon" from your Deck whose level stars are less than or equal to the number of Ionization Counters on this card.

Spell Disruption
Continuous Trap

Remove four Ionization Counters from your Field to negate the activation and effect of a Spell Card controlled by your opponent and destroy it.

Violent Discharge
Normal Trap

Remove all Ionization Counters from the Field then inflict damage to both players equal to 200 x the number of counters removed by this effect.
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Estranged Ex: The RP Section Rules
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Forci Stikane

..

Seen August 11th, 2009
Posted August 11th, 2009
4,227 posts
18.2 Years
My computer mouse is acting up, so I'll be brief for now.

And Icha, there's no DW abuse since discarding your hand would be treated as an activation cost for the power-up effect.

The way it was worded at the time, it wasn't like that. Like I said, though, you wouldn't be able to fit DW into the deck, anyway.

Thunderbark Hound
Thunder/Effect
6 Star/Light
2100 Atk / 1400 Def

When this card is Normal Summoned successfully, select a face-up monster on your opponent's Field and place one Ionization Counter on it. When this card attacks a monster with an Ionization Counter on it, remove one Ionization Counter from the target monster and change its Battle Position before applying Damage Calculation. (Card effects are not activated)

Hmm...I think I would rather go with Enemy Controller, to be honest. On the other hand, using this on a pre-countered Magician of Faith would be evil...

Storm Sentinel
Thunder/Effect
2 Star/Light
400 Atk / 2000 Def

When this card is Normal Summoned successfully, select a face-up monster on your opponent's Field and place one Ionization counter on it. When your opponent declares an attack with a monster that has an Ionization Counter on it, remove one Ionization Counter from the attacking monster to negate the attack.

Very pesky. There are lots of ways to move the counters to your opponent, so each monster would pretty much just get one attack (when they're summoned) and that's it. ...Of course, add in Vengeful Bog Spirit, and...

Monarchs will still get around it, though.


Storm Warrior
Thunder/Effect
4 Star/Light
1600 Atk / 1200 Def

Whenever this card destroys your opponent's monster by Battle, place one Ionization Counter on this card (Maximum three). For each Ionization Counter on this card, increase the Atk of this card by 200. When this card attacks your opponent directly, remove one Ionization Counter (if any) from this card at the end of the Damage Step.

Not too bad. Kind of like Armor Exe without the self-destruction.

Storm Summoner
Thunder/Effect
4 Star/Light
1400 Atk / 1200 Def

Whenever a Thunder type monster is summoned successfully (Including Flip Summon), place one Ionization Counter on this card. Tribute this face-up card on the Field to Special Summon one Thunder type monster or "Thundercloud Dragon" from your Deck whose level stars are less than or equal to the number of Ionization Counters on this card.

Another counter engine. Enough said.

Spell Disruption
Continuous Trap

Remove four Ionization Counters from your Field to negate the activation and effect of a Spell Card controlled by your opponent and destroy it.

Really?? Four counters is hefty, but you'll have plenty of them anyway.

Violent Discharge
Normal Trap

Remove all Ionization Counters from the Field then inflict damage to both players equal to 200 x the number of counters removed by this effect.

o_0 Hello, BbtD. Goodbye, opponent.
I'm going to revive an old card set of mine, then log off to try to fix my computer:

Striker Master
12 Stars
DIVINE/Warrior/Effect
ATK 4400/DEF 4000
This card may only be Normal Summoned by offering 3 "Striker" monsters on your side of the field that were Special Summoned by their own effects as a tribute. This card cannot be Special Summoned except from your hand when the total number of cards in your opponent's hand & on his/her side of the field is at least 20 more than the total number of cards in your hand & on your side of the field (excluding this card). If this card is successfully Special Summoned in this way, you win the Match.
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Evolution Chain:
Ichapokemr -----2000 Posts-----> Ichaste Pekoni (5/8/2007) -----3500 Posts (12/29/08) -----> Forci Stikane
In a House
Seen March 20th, 2016
Posted January 22nd, 2010
1,823 posts
16.6 Years
Striker Master: Fair enough, since getting twenty cards on the opponent's field once they realize that you're playing Striker is hard enough... but how are they going to? You can only have six cards in the hand, max, so no matter how many monsters or spells they have in play, you can't win with Master. Cut it down to fifteen cards, so you can only win with an empty field and hand with the exception of this monster.

Alright, redux Lycanthrope summoner.

Moon Phase
Normal Spell
Special summon one level four or lower "Lycanthrope" monster from your hand, deck, or graveyard.

And now for something completely different: A game show.

Choose your Prize!
Normal Spell
Flip a coin. If heads, control of one monster on the opponent's side of the field switches to yours until the selected monster is removed from the field. If tails, discard one card from your hand.

x x x x

Alter Ego

that evil mod from hell

Age 35
Touhou land, grazing danmaku all the way
Seen August 8th, 2010
Posted June 4th, 2010
5,751 posts
18 Years
o_0 Hello, BbtD. Goodbye, opponent.
Yeah, thanks to the oh-so-convenient 20-counter kill. =P Seriously, even with barrel exploit that's how many it would take to deal, and at that point I think I'd sooner go for the kill with Cloudbreak Dragon.

Striker Master: I do believe that this one is meant to be played together with Miscount, eh? Ah well, a 10-card difference isn't that easy to build either. Yay for super special awesome situational win conditions. x3

Moon Phase: Fine now.

Choose Your Prize!: Lawl, I have this mental picture of the dude from the Reversal Quiz and Quesion! illustrations choosing between doors A and B now. xD *Shot* Anyway, this is blatantly abused by Dark World since they turn it into a win/win and it's generally a case of big profit versus relatively small loss. Try making the loss a bit more painful. :3

Aaanyhow, back to the good old parasites. For those who weren't around back then, the originals can be found on page 19 of this thread. I've done some wording revisions and altered a lot of the effects. Lookie:

Cleansing Seal
Field Spell

All "Parasite Demon" monsters on the Field have their Atk and Def reduced by half and may not attack or change their Battle Positions.

Demonic Summoning Flute
Quick-Play Spell

Select one "Parasite Demon" monster from your Hand and Special Summon it to your opponent's Field, ignoring summoning conditions. Then, pay a number of life points equal to 800 x the number of tribute(s) mentioned in the card's effect. On the turn this card is activated you may not summon any other monsters (Including Flip Summon).

Blood Pact
Normal Spell

Select one "Parasite Demon" monster from your Graveyard then pay a number of life points equal to 200 x the level stars of the target monster and Special Summon it to your Field, ignoring summoning conditions.

Excorcism
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 half the original Atk of the destroyed monster.

Poltergeist
Normal Spell

Destroy one "Parasite Demon" monster on your opponent's Field to look at your opponent's Hand, then select one card from your opponent's Hand and discard it.

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 card(s).

Demon Symbiosis
Continuous Trap

During each of your Standby Phases, if this card is face-up on your Field, pay 500 Life Points, otherwise this card is destroyed. While this card is face-up on your field, you may discard one "Parasite Demon" monster from your deck in order to negate an attack from one of your opponent's monsters.

Parasite Demon Karasu
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. Each time a card controlled by the controller of this card is sent to the graveyard, the controller of this card pays 200 life points. (This is not optional)

Parasite Demon Searinox

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 pays 300 life points for every monster card on his/her field. (This is not optional)

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.

Parasite Demon Nefreeti
Fiend/Effect
4 Star/Fire
2000 Atk / 1300 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. Discard this card from your hand in order to add 'Cleansing Seal' from your deck to your hand. If there is no face-up Field Spell on the controller's Field, the controller of this card tributes one card on his/her Field during each of his/her Standby Phases. (This is not optional) If there are no cards to tribute, the controller of this card pays 800 Life Points instead.

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. During each of the controller's Standby Phases, if the controller of this card has more than three cards in his/her Hand, the controller of this card discards cards from his/her Hand until he/she has three cards in his/her Hand. (This is treated as an activation cost)

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. While this card is face-up on the Field, the controller of this card must pay 600 Life Points to activate a Spell Card.

Parasite Demon Sherincal
Fiend/Effect
6 Star/Fire
2400 Atk / 1400 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. While this card is face-up on the Field, the controller of this card must pay 600 Life Points to activate a Trap Card.

Parasite Demon Severash
Fiend/Effect
8 Star/Dark
2900 Atk / 2300 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" monsters. The controller of this card must discard one card from his/her Hand in order to set a card from his/her Hand.

Parasite Demon Shamishra
Fiend/Effect
6 Star/Fire
2300 Atk / 600 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. Each time the controller of this card discards a card(s) from his/her Deck (Other than by the effect of "Parasite Demon Shamishra"), he/she discards twice as many cards.

Parasite Demon Ihtafeer
Fiend/Effect
7 Star/Earth
2700 Atk/2200

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. The controller of this card may only activate one Spell or Trap card each turn.

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, Special Summon one Parasitic Token (Fiend, 2 star, water, 550 Atk/650 Def) to the controller's side of the field in attack position. If there are no empty creature zones on the controller's side of the field, ignore this effect. While this card is face-up on the field, destroy all tokens on the controller's field that aren't named "Parasitic Token".

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 except to Special Summon a "Parasite Demon" monster. 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 pays 1000 life points instead. (This is not optional)


Also, two brand new ones for good measure:

Parasite Demon Ferdeuce
Fiend/Gemini
4 Star/Dark
1700 Atk / 1200 Def

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:

-When this card is Normal Summoned successfully, control of this card is switched to your opponent. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each of the controller's End Phases, the controller of this card must select and activate one of the following:

* Tribute one card on your Field.
* Discard one card from your Hand. (This is considered to be an activation cost)


Parasite Infestation
Continuous Trap

Discard one "Parasite Demon" monster from your Hand to activate this card. Select one face-up monster on your opponent's Field and equip it with this card. A monster equipped with this card can not be offered as tribute under any circumstances and is considered to have "Parasite Demon" in its name. During each of his her Standby Phases, the controller of the equipped monster pays Life Points equal to 100 x the level stars of the equipped monster.

Oh, and something that isn't a parasite:

Hands of Mischief
Normal Spell

This card can only be activated while there are three or more cards in your opponent's Hand. Select a card at random from your opponent's Hand and shuffle it into his/her Deck.
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In a House
Seen March 20th, 2016
Posted January 22nd, 2010
1,823 posts
16.6 Years
Hooboy. The mass outbreak of Parasites begins again. I have my own opinions on them (namely WHY DOES ALTER EGO GET ALL THE FUN IDEAS!?!?) but for now, I'll just talk about the overall strategy.

It occurs to me that with current wording, Parasite Demon can't be sacrificed for another Parasite Demon. With that in mind, the bigger ones aren't going to be easy to drop down on the opponent's side of the field (Karashah comes to mind... jeez, these names are hard to transcribe.) With that in mind, wouldn't the smarter strategy just be to fill the opponent's field with multiple low-level Parasite Demons? Well, then again, Summoning Flute would help, but I'm not too crazy about the LP cost.

Anywayz, something a Parasite player can put in their deck that won't bite them in the butt when they put it on their side of the field.

Spirit Healer
Monster/Spellcaster/Dark/Effect/4*
Atk 1500/ Def 1000
As long as this monster remains face-up on the field, "Parasite Demon" monsters cannot declare an attack. Once per turn, if you are able, destroy one "Parasite Demon" monster on the opponent's side of the field (this effect is not optional).

x x x x