You make the Card! Page 39

Started by Kenny_C.002 November 4th, 2004 5:08 PM
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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
Nyu, ACC...you seem to be overestimating the flame emperor. See how it says "Each time a card(s) is removed from play"? That means only 500 burn per effect, regardless of how many cards are removed. The emperor resolves once per effect so Emperor + full power mountain = 1500 burn, not 3500. (I agree that that would be crazy, which is why I gave that specific wording) Also, it only resolves once per chain so if - for instance - you chain something like D.D. Crow to your Melting Mountain (Don't ask me why someone would want to do that. xD) you'd still only get 500 burn out of it. Meh, I think I'll bump him out of the turtle range since he still combos so well with Melting Mountain's protection effect. xP

As for the imp: it's pulling a Marie except that it strikes from the removed from play pile rather than the graveyard, so every card that is removed from play while the imp is in your removed from play pile burns for 100. I can't say 'when' since that would only include the cards that are removed at the same time as this one. (Bleh, effects dealing with the removed from plays are such a pain to word xP) Basically, I intended for this to double up as muscle for to keep the field under control while we burn our way down to hydra or - if the imp gets removed - an accelerator for the burn. :3

Can't comment, since I don't know much about Terra other then 'Main Character FTW!!!' with a spellcasting limit break.
Well, it's not really a limit break, actually. You see, in FF VI there are only two limit breaks (Spin Edge for the ladies and Tiger Break for the guys, only the latter of which is any good) and they trigger automatically. However, each character has their own special ability so I've based their limit break spell cards on those. x3

As for Kefka's wandering counterpart...he's already no special summon and is nothing but a subpar vanilla unless you give up two different wanderers. =O But yeah, I removed the burn from his limit all the same. :3

thought there was already a Magma Golem. Was that one a Lava Golem? I can never remember. Anyway, if not for CFE, this card would be quite fair. As is, you're tossing another 1500 at the opponent and basically making it a two-turn battle.
It was lava, so there's no overlap, and the emperor has already been addressed, so... :3

Basically a way of keeping high-attack monsters at bay, huh? I like this one quite a bit, actually. My only regret is that it infinitely summons itself infinitely. I'd say you should only remove it when it gets hit during battle, because as is this thing is rather unkillable in combo with ONE use of melting mountain.
Umm...actually, the current effect means that it only summons itself when five or more cards get removed at the same time (When they get removed, not when they are in your removed from play pile), so you'd have to pull Melting Mountain's effect again and again to keep it in play if your opponent keeps pounding it down. Meh, I'll make it remove only if it's on the field first, but keep in mind that hydras are supposed to be hard to kill. ;D

Why don't you just say "special summon this monster from your hand or graveyard by removing all cards in your hand from play?" This monster is basically recyclable S/T hate, but the hand cost keeps it from brokenness.
There are subtle differences. First off, Soul Absorption gets one more card to enjoy through this. Second, this way it's not viable for Card of Safe Return exploit. Third, this way it's not special summoning from the hand or graveyard, which may become important with certain cards.

So basically, two turns in this becomes CED without the burn effect? Actually, I'd rather keep Melting Mountain in play since my deck doesn't function well without it. I'd say that this is a good emergency escape route, though. xD
It doesn't touch the hand so it's not a true CED. Also, you can keep your mountain, actually, because the mountain's self-protection can safeguard it for the cost of a card from your hand. ;D

Yokai Okami: uhh-huh, screw Terraforming; this is all the field search you'll ever need and then some. Tone-down, please, normal searchers can't touch you graveyard and don't double up as protection. Besides, Oni Yokai is already field searching; does it really need this guy as competition? D=

Inu Yokai: Okay, let me see if I got this effect straight. Is it like, both lose S/Ts equal to the number of the declared cards they have? Mhhmm...I think this has made the transition to Heavy Storm, which is definitely improvement. I see no issues here. ^^

Sleight of Hand: Instant three in decks that need to dig for specific cards because it's a costless self-replacer. Congratulations, you've just screwed Upstart Goblin over big time. Besides, I already made a card called Sleight of Hand like...ages ago. xD

Hidden Spellbook: another candidate for splashing because this makes digging up those key spells ridiculously easy. Just slap this on a recruiter and charge into your opponent's attack position beatstick. Some kind of balancing effect would be in order here. This would so get confused with Hidden Book of Spell. xD


Anyways, I'm sort of short on time right now so I'm only doing one fake:

Different Dimension Gardna

Fiend/Effect
3 Star/Light
300 Atk / 1700 Def

Only once per duel, when this card has been removed from play, you may negate the attack of a monster controlled by your opponent and remove it from play until the end of the Battle Phase.
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In a House
Seen March 20th, 2016
Posted January 22nd, 2010
1,823 posts
16.6 Years
Nyu, ACC...you seem to be overestimating the flame emperor. See how it says "Each time a card(s) is removed from play"? That means only 500 burn per effect, regardless of how many cards are removed. The emperor resolves once per effect so Emperor + full power mountain = 1500 burn, not 3500. (I agree that that would be crazy, which is why I gave that specific wording) Also, it only resolves once per chain so if - for instance - you chain something like D.D. Crow to your Melting Mountain (Don't ask me why someone would want to do that. xD) you'd still only get 500 burn out of it. Meh, I think I'll bump him out of the turtle range since he still combos so well with Melting Mountain's protection effect. xP

Oops. 0_o

As for the imp: it's pulling a Marie except that it strikes from the removed from play pile rather than the graveyard, so every card that is removed from play while the imp is in your removed from play pile burns for 100. I can't say 'when' since that would only include the cards that are removed at the same time as this one. (Bleh, effects dealing with the removed from plays are such a pain to word xP) Basically, I intended for this to double up as muscle for to keep the field under control while we burn our way down to hydra or - if the imp gets removed - an accelerator for the burn. :3

Oh.... I see....

Well, it's not really a limit break, actually. You see, in FF VI there are only two limit breaks (Spin Edge for the ladies and Tiger Break for the guys, only the latter of which is any good) and they trigger automatically. However, each character has their own special ability so I've based their limit break spell cards on those. x3

Once again, ignorance betrays me. :0

As for Kefka's wandering counterpart...he's already no special summon and is nothing but a subpar vanilla unless you give up two different wanderers. =O But yeah, I removed the burn from his limit all the same. :3

Missed the part about specifics, but yeah, the burn was going a little too far. Especially since as I recall it overshadowed Angel Nova. We all know that NOBODY is allowed to overshadow Sephiroth.

It was lava, so there's no overlap, and the emperor has already been addressed, so... :3

I see. Of course, the randomness of giving it a rock typing doesn't really need to be present. It's more card-thematic than an effect that'll be called into play in a given duel.

Umm...actually, the current effect means that it only summons itself when five or more cards get removed at the same time (When they get removed, not when they are in your removed from play pile), so you'd have to pull Melting Mountain's effect again and again to keep it in play if your opponent keeps pounding it down. Meh, I'll make it remove only if it's on the field first, but keep in mind that hydras are supposed to be hard to kill. ;D

Hmm... I'd say clarify the wording a bit in that case. Who knows how many other people will make my mistake? How about just saying "When five or more cards are removed from play at the same time by a card effect..."

There are subtle differences. First off, Soul Absorption gets one more card to enjoy through this. Second, this way it's not viable for Card of Safe Return exploit. Third, this way it's not special summoning from the hand or graveyard, which may become important with certain cards.

Ah....

It doesn't touch the hand so it's not a true CED. Also, you can keep your mountain, actually, because the mountain's self-protection can safeguard it for the cost of a card from your hand. ;D

Forgot about CED's hand screwing capabilities. And this from the guy whose first real deck was Chaos. (Le Gasp)

Yokai Okami: uhh-huh, screw Terraforming; this is all the field search you'll ever need and then some. Tone-down, please, normal searchers can't touch you graveyard and don't double up as protection. Besides, Oni Yokai is already field searching; does it really need this guy as competition? D=

Oni Yokai requires way more setup then most field searches, and your ability to activate his effect is directly dependent on what Karasu tossed during your last use of him. Point taken though, especially considering that Okami ties with Monarch with stat boost. I'll try holding back the effect a bit there.

Inu Yokai: Okay, let me see if I got this effect straight. Is it like, both lose S/Ts equal to the number of the declared cards they have? Mhhmm...I think this has made the transition to Heavy Storm, which is definitely improvement. I see no issues here. ^^

You hit the nail on the head.

Sleight of Hand: Instant three in decks that need to dig for specific cards because it's a costless self-replacer. Congratulations, you've just screwed Upstart Goblin over big time. Besides, I already made a card called Sleight of Hand like...ages ago. xD

You were just using your second sight to predict that I would make one. Yeh, good point there. I forget, is it Upstart Goblin that got limited or was that Good Goblin Housekeeping?

Hidden Spellbook: another candidate for splashing because this makes digging up those key spells ridiculously easy. Just slap this on a recruiter and charge into your opponent's attack position beatstick. Some kind of balancing effect would be in order here. This would so get confused with Hidden Book of Spell. xD

Did I put battle in there? Dang, I'm starting to break my cards in ways I never originally intended. 0_o That was meant to be only card effect destruction. Oopsies...

Anyways, I'm sort of short on time right now so I'm only doing one fake:

Different Dimension Gardna

Fiend/Effect
3 Star/Light
300 Atk / 1700 Def

Only once per duel, when this card has been removed from play, negate the attack of a monster controlled by your opponent and remove it from play until the end of the Battle Phase.
So basically extra fodder for MM burn, right? Remove from play with Melting Mountain, and this guy then turns into a selective negate attack. Not bad, not bad at all. Of course, he's pretty much useless if you draw him except as a temporary shield, but I suppose that's OK. I suppose the removal from the field is to make sure the monster doesn't just declare another attack through replay?

x x x x

In a House
Seen March 20th, 2016
Posted January 22nd, 2010
1,823 posts
16.6 Years
@Haseo: If the cards in the deck are your own invention, then yes, post away.

Anyway, I've edited Okami so it only does the standard field search from deck. In addition, Hidden Spellbook still nets a spell card when your monster gets killed as a result of battle, but now it has to be during your opponent's battle phase. I know, now we're looking at semi-limited I'd guess, but I'd guess this is basically slated to be a "paralysis" card like Sasuke Samurai #4.

Anyway, moving on...

Hymn of the Fayth
Quickplay Spell
Discard one "Wandering Aeon" monster from your hand. Increase the Atk of a "Wandering" monster on your side of the field by half of the discarded monster's Atk points.

And some edited FFX Wanderers:

Wandering Guardian
Monster/Dark/Warrior/Effect/6*
Atk 2400/Def 2000
When this monster destroys a monster in defense position, subtract the difference in this monsters's Atk points and the defending monster's defense points from your opponent's life points. When this monster is summoned by tributing a "Wandering" monster and "Wandering Summoner" or "Wandering Healer" is face-up on your field, you may reduce the original attack or defense of one monster on your opponent's side of the field by half.

Wandering Blitzer
Monster/Water/Warrior/Effect/5*
Atk 1600/ Def 1400
When another face-up "Wandering" monster is on your side of the field when this monster is tribute summoned, select and activate one of the following effects:
-Your opponent cannot activate spell cards during their next main phase.
-Your opponent must flip a coin when attacking a "Wandering" monster on your side of the field. If the coin is tails, your opponent may not attack that "Wandering" monster this turn.
-Your opponent cannot activate trap cards until their next battle phase.

And the limit breaks...

Limit Break-Banishing Blade
Normal Spell
Pay half your life points and select one face-up "Wandering Guardian" on your side of the field. When the selected "Wandering Guardian" declares an attack this turn, reduce the original attack and defense of all face-up monsters on your opponent's side of the field by half. If "Wandering Guardian" is the only monster on your side of the field, you do not need to pay life points to activate this card. You may only activate one "Limit Break" spell per turn.

Limit Break-Attack Reels
Normal Spell
Pay half your life points and select one "Wandering Blitzer" on your side of the field. The selected "Wandering Blitzer" gains five hundred attack points until the end of the turn. Then flip one coin for each monster on your opponent's side of the field and one coin for your opponent. The selected "Wandering Blitzer" may attack each monster for which the coin landed heads. In addition to its normal attack, if the coin for your opponent is heads, the selected "Wandering Blitzer" may attack your opponent's life points directly. If "Wandering Blitzer" is the only monster on your side of the field, you do not need to pay life points to activate this card. You may only activate one "Limit Break" spell per turn.

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
Mmmhmm...I'm pretty sure that both of the goblin cards have spent their time on the semi-limited side due to Exodia and the like, but Housekeeping is the regular semi-limited since three chained copies finished off with Emergency Provisions results in a combined effect of "Gain 3000 Life Points, draw 12 cards, then return 3 cards from your Hand to the bottom of your Deck". Needless to say, that's a lucrative prospect that puts the old Mirage/Provisions combo to shame in terms of sheer replenishing and deck cycling power.

Aaand...I'll see about getting a clearer wording for the hydra. As for Gardna; well, there would be no replay since it's not summoning anything to your field, but this way it blocks multi-attackers, nets another go for CFE and Soul Absorption and does some fun stuff with permanent effect monsters like Jinzo and Command Knight. (Come to think of it, it's especially mean to Sunset Phoenix since the poor thing gets tossed back into the deck by its own effect) Besides, removing from play ties in with the D.D. thematic. ;D

Anyways...

Hymn of the Fayth: so..basically a way to beef up the wanderers? Seeing as how this wording makes the boost permanent, this might well be worth the investment.

Wandering Guardian: umm...if we're conducting damage calculation as if the target was in attack position then modifying the Def won't matter since we're going by Atk anyway. Interesting effects, but remove one of the two parts from the first effect to prevent them for circumventing each other.

Wandering Blitzer: No-one in their right mind would go for the attack negation. Seeing as how it's only one monster, I think you could extend it to no attacks for two battle phases without a coin flip. Not much muscle to bring, but because of its paralytic ability this still has its uses, I think. But you know...you could lift the ban on special summons and just make it so that it doesn't get its effect unless it's tribute summoned (monarch style ftw). x3 I think you could also safely raise the stats a bit. (maybe like 1800-1900 range in Atk)

Limit Break-Banishing Blade: ouch, permanent Dark Dreadroute on everything your opponent has? x.O I'd say limit that to only the turn this effect is activated, or possibly until your next Standby Phase.

Limit Break-Attack Reels: gambling style limit, eh? Well, the permanent Atk boost sort of clashes with the limit break flair, but that aside, fair enough I suppose. One problem, though, using the current wording the blitzer would go chimeraish, that is: either attack the monsters or the player but not both. Adding an "in addition to its normal attack" and that problem should be solved. (After all, the current wording of that part just gives it direct attacking ability; not an extra attack)

Now for the revised ones:

Yokai Okami: Better, but I still think it's too large when you take the field boost into account. Considering how this is still more flexible than your average searcher I'd say make it something like 1800 or 1700 base Atk. Being able to butt heads with Jinzo and monarchs is certainly taking it too far. (incidentally; that 0 Def is a merit in many cases since it means that this thing is the last in line for Smashing Ground)

Hidden Spellbook: if we ignore the fact that your opponent has a 50/50 chance of getting away with attacking Samurai and can play monster removal with impunity. With this, you basically can't win as - at the very least - you'll have to give up a piece of S/T removal to get rid of the spell, making it a one-for-one unless it's Heavy Storm time; just imagine this on Sasuke Samurai #4. o.o I'd say make it either the battle destruction or effect destruction, because the only way I can see getting out of this is to Phoenix Wing or Raiza the equipped monster.


Unless...>D

Neo Cyber Dragon
Machine/Gemini
4 Star/Light
1800 Atk / 1300 Def

While this card is on your Field or in your Graveyard, it is treated as a Normal Monster. While this card is face-up on your Field, you may Normal Summon it in order to have it treated as an Effect Monster with the following effect:

- This card is treated as "Cyber Dragon".

Cyber Disruptor Dragon
Machine/Effect
7 Star/Light
2300 Atk / 2800 Def

This card can not be Special Summoned except by the effect of "Disruption Unit". Whenever a player activates the effect of a card from his/her Hand while this card is in face-up Attack Position, negate the activation and effect of that card and send it to the Graveyard, then reduce the original Atk of this card by 400. Whenever a player activates the effect of a card on his/her Field while this card is in face-up Defense Position, negate the activation and effect of that card and destroy it, then reduce the original Def of this card by 600. If the Atk or Def of this card is lower than the amount it would be reduced by, the effect(s) of this card can not be activated.

Disruption Unit
Quick-Play Spell

Tribute two "Cyber Dragon"s from your Field then Special Summon one "Cyber Disruptor Dragon" from your Hand, Deck, or Graveyard.


Yay for Light and Darkness Dragon rip-offs. xD Oh, and one card inspired by the latest development in CARD GAMES:

Hereditary Title
Normal Trap

This card can only be activated on the End Phase of a turn when a "Curran", "Pikeru" or "Royal" monster(s) on your Field was destroyed. Select one Effect Monster of a lower level than one of the destroyed monsters from your Hand or Deck and Special Summon it to your Field. A monster Special Summoned by this effect is treated as a "Royal" monster. Any effect(s) of the monster summoned by this effect that designate a monster(s) with a specific name are treated as designating "Royal" monsters and any effect(s) of the monster summoned by this effect that designate a specific Field Spell are treated as designating "Court of Nobles". In addition, any effect(s) of the monster Special Summoned by this effect that would be activated by Normal Summon or Flip Summon are activated when the monster is Special Summoned by this effect.

xD
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In a House
Seen March 20th, 2016
Posted January 22nd, 2010
1,823 posts
16.6 Years
Your card design is horrible, AE. Back to grade school with you. >.<

Disruptor Dragon: Kind of a more inclusive LaDD, huh? Except you can't spam Treeborn, since if memory serves right Treeborn's effect resolves in the graveyard. Question-would this thing hurt Yokai, since their effects resolve in the same manner?

Neo Cyber Dragon: Oh really now, didn't Cyber Dragon get enough love with the original cards? >.< Nevertheless, better then proto dragon.

Hereditary Title: Oh, I just can't wait to see you use this in CARD GAMES. Miseres+Court of Nobles FTW!!!! Of course, maybe you should say that any effects of the selected monster designating normal or flip summon are treated as designating special summon, since Miseres only resolves its effects through one of those two effects.

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
Good question that. Since Cyber Disruptor Dragon specifically attacks the activation of the effect (as opposed to the resolution, like Skill Drain does) I believe that Exiled and yokais would indeed be negated as they need to be on the field to activate. Treeborn and recruiters don't, so the little wretches get off the hook.

And I was actually looking for a way to make that second effect play out without creating a huge loophole for other monsters. Mmhmm...I think I'll go with your suggestion, though that makes pulling Guardian Sphinx with this a real blast. xD

Aaand Cyber Dragon is only really played for its own splashability and crazy fusions; the nomis got no love, so I'm aiming at them. D=

Which reminds me...

Cybernetic Evolution

Normal Spell

Tribute one "Cyber Dragon" from your Field and discard one Spell Card that designates "Cyber Dragon" in its card effect from your Hand or Deck in order to select one monster from your Hand, Deck or Graveyard other than "Cyber Dragon" that is designated in the card effect of the Spell Card you discarded and Special Summon it to your Field, ignoring summoning conditions.

^
Basically, a fancy way to say: summon your favorite Cyber Dragon nomi.

Chimeratech Debiliator Dragon
Machine/Effect
10 Star/Dark
? Atk / ? Def

Cyber Disruptor Dragon + any number of Machine Type monsters

When this card is Fusion Summoned successfully, destroy all other cards on your Field. The original Atk of this card becomes 600 x the number of monsters used in the Fusion Summon and the original Def of this card becomes 800 x the number of monsters used in the Fusion Summon. Whenever a player activates the effect of a card from his/her Hand, negate the activation and effect of that card and send it to the Graveyard, then reduce the original Atk of this card by 400. Whenever a player activates the effect of a card from his/her Field, negate the activation and effect of that card and destroy it, then reduce the original Def of this card by 600. If the Atk or Def of this card is lower than the amount it would be reduced by, the effect(s) of this card can not be activated and this card is destroyed. When this card is destroyed by its own effect, draw a card.


Inspired by a certain Chimeratech monster featured in the anime. Okay, I'm done with Cyber Dragons now. :3


And, I'm working on my CARD GAMES IC on the side here, in case you were wondering. xD
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Eon-Rider

An &quot;Original&quot; PC Supporter

Age 29
Male
Sydney
Seen July 5th, 2011
Posted March 31st, 2011
7,498 posts
18.5 Years
I suck at rating cards but I just have to say that the text of Chimeratech Debiliator Dragon is way too long. :P
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In a House
Seen March 20th, 2016
Posted January 22nd, 2010
1,823 posts
16.6 Years
Multiple effects=long text. Do you know how you would go about changing this text to be shorter?

Lessee....

Wandering Dark Mage Girl
Monster/Dark/Spellcaster/Effect/6*
Atk 1900/ Def 1900
This monster cannot be special summoned. When this monster battles with a Fire, Water, or Light attribute monster, destroy that monster without applying damage calculation. By discarding one spell card from your hand while a "Wandering" monster is on the field, you may change this card's effect to one of the following.
-This monster's original attack becomes 2400.
-Destroy all Earth, Wind, and Dark attribute monsters that this card battles with without applying damage calculation.

Heh, Lulu is harder to convert because her purpose is basically to nuke Elemental fiends and deal heavy hits with Doublecast.

Wandering Machina Thief
Monster/Wind/Warrior/Effect/4*
Atk 1300/ Def 1300
Destroy any machine-type monsters that this monster battles with without applying damage calculation. When this monster destroys an opponent's monster as a result of battle, draw a card OR discard a card from your opponent's hand. (Your opponent chooses which effect is activated.)

Wandering Ronso
Monster/Earth/Beast-Warrior/Effect/6*
Atk 1700/Def 1500
This monster gains the effect of any monster on the field when it is summoned. If "Wandering Summoner" or "Wandering Healer" is face up on your side of the field, during your standby phase you may remove this monster from play. If you do so, special summon this monster during your next standby phase. When this monster is special summoned in this way, destroy one monster OR one face-up spell or trap card on your opponent's side of the field. This effect can only be used once for every copy of "Wandering Ronso" in your deck.

Wandering Aeon-Namia
Monster/Dark/Fiend/Effect/12*
Atk ????/Def ????
This monster can only be summoned through the effect of "Wandering Summoner". This monster's original attack and defense points are equal to the number of cards in both player's graveyards x300. This monster cannot be destroyed by monster, spell, or trap effects.

Heheh, would be broken if not for Summoner's little removal clause. (I hope...)

Limit Break time!

Limit Break-Fury
Normal Spell
Pay half your life points and select one face-up "Wandering Black Mage Girl" on your side of the field. Place up to fourteen cards from your deck face-down in front of you while your opponent times you (All cards used in this effect are returned to the deck after this card's effect has resolved.) Deal damage to your opponent equal to the number of cards you flip over in three seconds x400. If "Wandering Black Mage Girl" is the only monster on your side of the field you do not need to pay life points to activate this card. You may only activate one "Limit Break" spell card per turn.

I need to revise this one, but Fury is a hard break to translate. -_-

Limit Break-Ronso Rage
Normal Spell
Pay half your life points and select one "Wandering Ronso" on your side of the field. The selected "Wandering Ronso" gains the effect(s) of any monster on the field or in both player's graveyards for this turn only. The selected "Wandering Ronso" may activate any effects that require a successful normal summon or tribute summon as if they did not once during the turn this card is played. If "Wandering Ronso" is the only monster on your side of the field, you do not need to pay life points to activate this card. You may only activate one "Limit Break" spell per turn.

Limit Break-Oblivion
Normal Spell
Pay half your life points and select one "Wandering Aeon-Namia" on your side of the field. Destroy all face-up monsters on your opponent's side of the field. If "Wandering Summoner" and "Wandering Aeon-Namia" are the only monsters on your side of the field, you do not need to pay life points to activate this card. You may only activate one "Limit Break" spell card per turn.

Limit Break-Mix
Normal Spell
Pay half your life points and select one "Wandering Machina Thief" on your side of the field. Send two spell cards from your hand to the graveyard. If "Wandering Machina Thief" is the only monster on your side of the field, you do not need to pay life points to activate this card. You may only activate one "Limit Break" spell card per turn. If both spell cards discarded by this card's effect have one of the effects listed below, select and activate the appropriate effect:
-Destruction of monsters: Destroy two face-up monsters on the opponent's side of the field.
-Drawing from the deck/Removing cards from the hand: You and your opponent each draw four cards OR your opponent discards two cards from their hand.
-Destruction of spell or trap cards: Destroy spell cards on your opponent's side of the field equal to the number of cards in their hand OR the number of monsters on their field.
-Searching for cards in the deck: Select any card from your deck and add it to your hand.
-Any combination of the above listed effects or none of the above: The selected "Wandering Machina Thief" destroys any monster it battles with without applying damage calculation for this turn only.

Hmm... maybe a little overkill for that last one, but I suppose one of you could come up with something better to represent Mix, eh?

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
Wander Dark Mage Girl: one problem, since the effect specifies that the card's whole effect is changed, wouldn't that also override the effect changer effect? You might want to reword that somehow. x3 Other than that, fair enough.

Wandering Machina Thief: I think I'll stick with the rogue. Without some serious help it won't be destroying much beyond its machine destruction effect, which won't let the CA-generating effect activate. D=

Wandering Ronso: ahh...this would be the weird blue mage character of the game, yes? Fair enough, I suppose, though wouldn't that last provision imply that each Ronso can use its effect once plus once more for each other Ronso you have? (Meaning that each would get three shots if you have three in your deck) Maybe change that to something like "This card may only use this effect once per Duel.".

Wandering Aeon-Namia: I see no brokenness, really. It can still be blasted by higher Atk monsters and the buildup is very slow unless you have a seriously dedicated mill deck. (I mean, it needs more than half a deck's worth of cards to have been ditched just to pound down Cyber Dragon) Phoenix Wing and suchlike blow it off the field too. =O

Limit Break-Fury: heh, this effect is so wacky that I love it. In all fairness, though, I think the opponent should time it. Also, you need provisions for where the cards come from and where they go when you're done. Maybe restrict that to a maximum of 10 cards and 400 burn per card too? 4000 points of burn from a single card (provided that you can flip fast) is still pretty freakin' crazy, 7000 is completely out there. =O

Limit Break-Ronso Rage: ow, just ow. With Monarchs and Card Tropper all over the place, I shudder to think what this thing can do. x.O Anyway, to begin with you have to do something about those summon effects. Since they're 'on summon only' they don't have any restrictions on how many times they can be used, so that leaves room for major breaktacularity here. This still has some crazy exploit opportunities, though. Maybe restrict that to one 'on summon' effect to be at least sort of fair about it?

Limit Break-Oblivion: situational Lightning Vortex. Fine, why not? Heck, you could even extend it to all of your opponent's monsters in lieu with Burst Stream of Destruction.

Limit Break-Mix: broken to the max. (Come on, anything capable of drawing eight cards (or discarding four) at the cost of one, or pulling a no-wait Gold Sarcophagus in duplicate, is instantly broken) Just...tone down those abilities. A lot. xP The S/T removal one could be strengthened, though, since being able to destroy nothing but spell cards is pretty feeble.


Can we say crazy limit breaks? And you complained about Light of Punishment. x.O

Anyways, I think I've finally come up with some cards that would suit a certain NPC of mine. x3

True Power's Release
Normal Spell

Tribute one Level 2 or lower Normal Monster on your Field then Special Summon one "Unsealed" Fusion Monster of the same type as the tributed monster from your Fusion Deck. Send two level 2 or lower Normal Monsters from your Hand or Field to the Graveyard to add this card from your Graveyard to your Hand.

Gift of the Underdog
Normal Spell

Draw a number of cards equal to the number of Level 2 or lower Normal Monsters on your Field.

Power Limit
Continuous Spell

During each of your Standby Phases, pay 500 Life Points. If you do not, this card is destroyed. If a Level 4 or higher monster is summoned successfully (Including Flip Summon) while this card is face-up on the Field, reduce the Atk and Def of that monster by half until the end of the turn.

Unsealed Cat Fiend
Beast/Fusion/Effect
2 Star/Fire
800 Atk / 900 Def

This card only be Special Summoned by the effect of "True Power's Release". When this card is Special Summoned successfully, place 9 Life Counters on this card. Each time this card would be destroyed, remove one Life Counter from this card instead. (Damage Calculation, if any, is applied normally) If this card battles without a Life Counter, it is destroyed at the end of the Damage Step. Whenever this card attacks monster controlled by your opponent, destroy the attacked monster at the end of the Damage Step then inflict damage to your opponent equal to 100 x the level stars of the destroyed monster.

Unsealed Dragonette
Dragon/Fusion/Effect
2 Star/Wind
1400 Atk / 800 Def

This card can only be Special Summoned by the effect of "True Power's Release". Once per turn, you may select a number of cards from your opponent's Field up to the number of Level 2 or lower monsters on your Field and return them to their owner's Hand(s). On the turn this effect is activated, this card can not attack. When this card attacks or is attacked, by discarding one level 2 or lower Normal Monster from your Hand, return the monster this card battles with to its owner's Hand without applying Damage Calculation.

Unsealed Graveshuffler
Zombie/Fusion/Effect
2 Star/Dark
? Atk / ? Def

This card can only be Special Summoned by the effect of "True Power's Release". The Original Atk and Def of this card becomes the combined number of Level 2 or lower Normal Monsters in both players' Graveyards x 500. When this card is destroyed, add one Level 2 or lower Normal Monster from your Graveyard to your Hand.

Unsealed Hero
Warrior/Fusion/Effect
2 Star/Light
1200 Atk / 700 Def

This card can only be Special Summoned by the effect of "True Power's Release". This card can not be destroyed in Battle with a level 5 or higher monster. Once per turn, when this card attacks a monster on your opponent's Field, you may discard one card from your Hand. If you do, destroy the attacked monster with this card's effect without applying Damage Calculation. If the target monster is face-down, it is not flipped face-up by this effect.

Unsealed Hydra

Reptile/Effect
2 Star/Water
800 Atk / 1000 Def

When this card would be destroyed, you may destroy one Level 2 or lower Normal Monster on your Field instead. (A monster destroyed by this effect is treated as having been destroyed by Battle) For each Level 2 or lower monster on your Field, increase the original Atk of this card by 400. In addition to its normal attack, this card may attack a number of your opponent's monsters up to the number of Level 2 or lower Normal Monsters on your Field. On the turn this effect is activated, Level 2 or lower Normal Monsters on your Field may not attack.

Unsealed Illusionist
Spellcaster/Fusion/Effect
1 Star/Dark
800 Atk / 1200 Def

This card can only be Special Summoned by the effect of "True Power's Release". While there is another Level 2 or lower monster on your Field, this card can not be selected as an attack target. Once per turn, during your Main Phase, you may select one monster from either player's Graveyard and Special Summon it to your Field. Any Battle Damage inflicted by a monster Special Summoned by this effect becomes zero and when the monster battles, it is destroyed at the end of the Damage Step.

Unsealed Poltergeist
Fiend/Fusion/Effect
1 Star/Dark
700 Atk / 200 Def

This card can only be Special Summoned by the effect of "True Power's Release". During your Main Phase, you may tribute one Level 2 or lower monster on your Field. If you do, this card can attack your opponent directly this turn. Whenever this card inflicts Battle Damage to your opponent as the result of a Direct Attack, discard a number of cards from your opponent's Hand up to to the number of Level 2 or lower monsters on your Field.

Unsealed Soot Spirit
Pyro/Fusion/Effect
1 Star/Fire
500 Atk / 1700 Def

This card can only be Special Summoned by the effect of "True Power's Release". This card can not be destroyed by card effects. During each of your End Phases, if this card is face-up on the Field, you may Special Summon one Soot Token (Pyro Type/Earth Attribute/1 Star/0 Atk/0 Def) to your Field in Defense Position. Soot Tokens are treated as Normal Monsters. Also, while there is a face-up Soot Token(s) on your Field, your opponent may not declare an attack against any monster on your Field except Soot Token. (If there are multiple tokens, your opponent may choose which one to attack) During each of your Standby Phases, inflict 200 damage to your opponent for each Level 2 or lower Normal Monster on your Field.

Unsealed Storm Fiend
Thunder/Fusion/Effect
1 Star/Light
0 Atk / 1500 Def

This card can only be Special Summoned by the effect of "True Power's Release". This Attack Position card can not be destroyed by Battle. During each of your Standby Phases, if this card is face-up on the Field, select one card on your opponent's Field and destroy it. When this card battles, by discarding one level 2 or lower Normal Monster from your Hand, you may inflict all Battle Damage from that battle to your opponent.
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In a House
Seen March 20th, 2016
Posted January 22nd, 2010
1,823 posts
16.6 Years
Yay, I have Wi-fi out here so I can post!

Mix: You can only activate the effect once for both cards mixed, so you would only be able to draw four or discard two, not draw eight and discard four. You also have to have those cards in your deck in the first place in order to use Mix, and they have to be spells. Still, I'll revise to say that they must be in the hand, if that'll make you feel better.

Fury: Edited to suit your requests, but I'm keeping it at fourteen as you could be paying half your life points to deal this burn damage so there has to be SOME kind of huge payoff for the gamble you're taking.

Ronso Rage: Edited.

Wandering Ronso: Kimahri is also a Dragoon, hence the secondary effect. I'll edit later, as I'm short on time.

Unsealed: Interesting.... interesting. So, how do you plan to keep the normal monsters on the field long enough to draw into True Power's Release? Mist Body?

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
><; It's painful to review cards when there's like, "IT'S OVER 9000!!!" of them per post.


True Power Release- depends on the others... so

Gift of the Underdog- there's only one way to do this: we better pull off an Ojama swarm somehow...

Power Limit- more lv 3 weenie rush support, but too bad GBind and LLAB is still needed and they're rather missing... still, it only lasts on the turn they're summoned, so the Mad Lobster still got no hopes to run over the Cyber Dragon.

Unsealed Cat... Fiend- thou shall not mention the D word in a children's card game for adults. More reason to use ojama for this, as the closest other candidate is volcanic monsters... it's not a bad effect at all for stalling which is what Ojama is supposed to do. It can suicide ram itself and destroy plenty of cards at the cost of LP. It gives offensive Waboku another new meaning. Spirit Barrier (or whatever that trap was called, no LP damage if you have a monster) is the obvious choice.

Unsealed Dragonette- I won't bother trying to think of a normal lv 2 dragon monsters... let alone, extremely subpar :|

Unsealed Graveshuffler- actually plausible, because it's not that hard to dump things in the graveyard. However, there's still better power boosting monsters, and even then...

Unsealed Hero- too bad he's worse than Mystic Swordsman Lv 2 >>;

Unsealed Hydra- let's not even try to imagine just how difficult it is to swarm lv 2 or lower normal monsters, let alone get some reptiles in there (because they are obviously numerous even if we include the effect monsters) to use the Hydra to begin with. OTK material if you insist on using it

Unsealed Illusionist- actually funny, because special summoning disc commander is reasonably plausible and not too situational to do. Stealing dead Il Blud allows you to steal more zombies from the graveyard. Still not that good, but potential to be very funny XD

Unsealed Poltergeist- insanely hard to use... counter productive that it needs the direct attack, but the cost of that is tributing a normal lv 2 monster. Its effect depends on how many of them are out there...?

Unsealed Soot Spirit- the most plausible one to play because it can't ever die without asura priest or trample. As long as it's up, you can't stop this thing. It really doesn't die. Attacking tokens take forever without over committing the field, which is just asking for the tokens to justibreak you. It has some slow burn damage too which is never too bad. It may serve as a decent new method to build up volcanic decks too.

Unsealed Storm... Fiend- AHHHH THE D WORD! The way I see this is a most costly version of the cat at the cost of attacking back row as well. Not as good because higher cost is never nice, plus thunder normal monster? What do I do, run mega thunderball in my deck?
In a House
Seen March 20th, 2016
Posted January 22nd, 2010
1,823 posts
16.6 Years
Ultima End
Normal Spell
Send all cards on the field to the graveyard. You may not conduct your battle phase on the turn that this card is played.

Denial of Passage
Continuous Trap
Neither player can declare a direct attack.

Stop, Thief!
Counter Trap
When your opponent draws by using a card effect, negate the effect of that card and destroy it. Then, draw a card.

The Skies Above
Field Spell
All "Wandering" monsters gain one thousand attack points when they battle a monster with higher Atk.

Wrath of the King
Counter Trap
When your opponent activates a trap card, negate the activation of that card and destroy it, then discard one card from their hand.

And now for something completely different....

The Airship Celsius
Monster/Wind/Machine/Effect/7*
Atk 2700/ Def 500
You may normal summon this monster without tribute. If you do, its original attack becomes 1700. When this monster is tribute summoned successfully, destroy all spell and trap cards on your opponent's side of the field.

Pyroclasm
Quickplay Spell
If you have three or more "Limit Break" spell cards in your hand and the corresponding "Wandering" monsters are on your side of the field, you may activate more then one "Limit Break" spell this turn.

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
On the normal monster swarm: remember Enchanting Fitting Room. That's up to four normal monsters summoned in one go. Also, Human Wave Tactics has the whole replacement thing, unless your opponent really wants to spend monster removal on level 2 or 1 vanillas. xD

And um...there's Petit Dragon for Dragonette and Gigobyte for Hydra? And you could, uh...use Conger Eel for the storm critter? xD Yeah, revamping Dragonette for something cooler. Also, changed hero for any discard and added a little something for Storm Fiend.

Aaaand I can't believe I forgot about that convention. >.< *Edits names* There, all better.

And fine, I'll admit it: the Soot Spirit is creator's pet. Blame Spirited Away for that. xD


Ultima End: Broken, skipping your Battle Phase only amounts to an effect of the same value as Soul Exchange. At least Magma Burst has the whole trap shtick, only works on Standby Phase, and requires you to remove one fourth of your deck from play first. I say make it end your turn immediately when you use it. x3

Denial of Passage: Basically, the card that all stall decks will run in threes because it's free prevention against all and they don't intend to attack anyway. Tone-down, please, the closest equivalent to this is D.D. Borderline, which demands that you don't have a single spell card in your Graveyard in order to work.

Stop, Thief!: Um, this needs rewording. Make that "When your opponent activates the effect of card that would allow him/her to draw a card(s)". Fair enough, I suppose, screws over Disc Commander and pals, though sadly not in repeat.

The Skies Above: Meh, improved Skyscraper for wanderers.

Wrath of the King: Wow, you just totally killed Trap Jammer and Seven Tools. Free trap negation and discard benefit? I'm looking in vain for a serious activation cost or requirement here.

The Airship Celsius: And we're not running Muthaba instead of this because..? Well, fine, it becomes a decent beatstick even with the no tributes summon. Sort of really overshadows Fusilier Dragon while it's at it too.

Pyroclasm: the 'corresponding' bit needs rewording, I think. Anyway, it's fine I suppose, though I don't really get the name. o.O

Anyways, since I'm feeling sort of lazy:

Unsealed Frost Dragon
Aqua/Fusion/Effect
2 Star/Water
800 Atk / 1900 Def

This card can only be Special Summoned by the effect of "True Power's Release". While this card is face-up on the Field, your opponent may not activate any Spell Cards from his/her Hand and Spell or Trap cards can not be activated until their owner's next turn after setting them.


Aaand something completely different:

Glass Cannon

Rock/Effect
4 Star/Light
2600 Atk / 0 Def

When this card 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 battles, it is destroyed at the end of the Damage Step. (Damage Calculation is applied normally)
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Frostweaver

Ancient + Prehistoric

Age 34
Male
Canada
Seen September 11th, 2016
Posted July 30th, 2016
8,246 posts
19.7 Years
Unsealed Frost Dragon- is it just me or did Snowhorn/Frosty monsters get permanently tagged on for any effects known as 'screw those spells over'? :3 fair card. Actually destructive enough to almost tempt me to use a lv 3 normal aqua monster in ALO... almost.

Glass Cannon- aka, don't use spear dragon. Use this. Fun stuff for skill drain burn actually because its damage is pretty destructive, decent stall with 2600 atk power while skill drain is out, and definite must have for rock decks.


Magic Eye
Spellcaster/Effect
2 Star/Wind
300 Atk / 300 Def

Whenever a spell card is played, put one Spell Counter on this card. Increase the Atk and Def of this card by 300 for each Spell Counter on your side of the field. Once per turn, during your main phase, you may remove one Spell Counter from this card in order to look at your opponent's hand.


While we're on the endless FF craze... let's see some *true* FF history.

Four Fiends- Lich
Zombie/Effect
8 Star/Earth
2400 Atk / 2000 Def

If this card is tribute summoned, as long as this card is in face up on your side of the field, you may destroy 1 card on your opponent's side of the field for each monster on your side of the field (excluding tokens) during your your end phase. As long as this card is face up on your side of the field, each time a card is destroyed by a card effect, deal 800 damage to your opponent's Life Points.

Four Fiends- Kary
Fiend/Effect
8 Star/Fire
2500 Atk / 2000 Def

If this card is tribute summoned, as long as this card remains face up on your side of the field, check all cards in your opponent's hand, field and cards they draw and destroy ny monster with a star level of 5 or higher. As long as this card is face up on your side of the field, all monsters must be in face up Atk position (flip effects are activated.)

Four Fiends- Kraken
Fish/Effect
8 Star/Water
500 Atk / 2500 Def

If this card is tribute summoned, this card may attack eight times during the same battle phase. Any battle damage this card inflicts to your opponent's Life Points becomes the original Atk of this card. Whenever this card inflicts battle damage to your opponent's Life Points, increase your Life Points by 500.

Four Fiends- Tiamet
Dragon/Effect
8 Star/Wind
2700 Atk / 1400 Def

If this card is tribute summoned and if this card is destroyed by your opponent's effect monster's effect, remove this card from play and special summon this card during your next standby phase. If this card is special summoned this way, destroy all cards on your opponent's side of the field.
In a House
Seen March 20th, 2016
Posted January 22nd, 2010
1,823 posts
16.6 Years
Nyu, Frosty, they have to be Wandering Four Fiends or it doesn't count. Celsius didn't get the Wandering title because it's intended as a splasher, and because FFX-2 doesn't follow the pattern of most FF games.

Kraken: So wipe out a massive chunk of the opponent's life points while bolstering your own? Meh, it needs a lot of support to set up so fair enough, I suppose. Skill Drain and LaDD LOL at this card, though.

Tiamet: So Zaborg and Exiled Force get bit, but this thing is still vulnerable to Raiza, Phoenix Wing Wind Blast, Sakuretsu Armor, and Lightning Vortex. Compared to the others, not quite as impressive.

Lich: Ouch. Just Ouch. I'd like to tell you to drop the attack to 2300 to make it Monarch-killable, but I suppose that as is it is pretty balanced. I can see this guy being run in Six Samurai, though. Just imagine: Summon this, call of the haunted on a monster in the graveyard, summon Shien, summon the Shogun, GG. This is an insane destruction engine. The burn effect is icing on the cake.

Kary: The days of Monarch and Cyber Dragon are over forever once this thing exists. Not only do you see everything your opponent has, but you have a permanent crush card virus too? At least make a restriction to Wanderer tributes or slap a special summoning ban. This thing is just too much ouch.

Wandering Red Mage
Monster/Earth/Spellcaster/Effect/4*
Atk 1700/ Def 1600
When this monster destroys an opponent's monster as a result of battle, inflict eight hundred points of direct damage to your opponent in addition to normal battle damage or increase your own life points by eight hundred. If there are two or more "Wandering" monsters on your side of the field, you may use both effects.

Limit Break-Requiem
Normal Spell
Pay half your life points and select one "Wandering Red Mage" on your side of the field. The selected "Wandering Red Mage" gains five hundred attack points during this turn. The Atk of all monsters on your opponent's field becomes zero for this turn only. If "Wandering Red Mage" is the only monster on your side of the field, you do not have to pay any life points to activate this card. You may only activate one "Limit Break" spell card per turn.

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
None of the Fiends get their special effect unless it's tribute summoned, you know o_o; All the fiends have 2 effect except Tiamet, and it's always the most destructive one that needs to be tribute summoned. Basically, if you try to book of life Lich, you only get the burn, not the destruction (so good luck using this in samurai deck.) If you try to special summon kary, you only get the attack position force ability, and so on.

Lich needs its own zombie cards to get the Lich out (goodie, Double Coston is also zombie), then special summon to get the destruction engine going. However, Lich itself is really not worth special summoning for... Il Bud is a better choice there.

Kary... because no such thing as fire support exist, just had to make the card strong by itself, and most likely splashed in the same way for LaDD, because they both need strong tribute fodder. LaDD got built in protection and special summon at the end, and since LaDD is now the standard double tribute monster to compare to along with DMoC, I thought that new form of a virus is worth the shot for Kary. Plenty of effect monsters that are lv 4 and lower got monster destruction, though, especially with gladiator beasts and their rampart destruction engine at the lower levels with test tigers and stuff x.x;

Tiamet- yeah i had difficulty because Tiamet doesn't do anything in particular in the game x.x; the funny thing is you fight Tiamet 2 times. The first time he has an ironic weakness to Death spells to kill him in one hit, and 2nd time he doesn't... hence the effect. It's Raigeki + Harpy Feather Duster though if his effect ever works, somehow.

Kraken- hey potential 4000 damage in one turn by itself if it ever works out and hits the clear field, with 4000 LP to you :x

You can special summon them, but most of them lose half or all of their effects.

I didn't put wandering because wandering cards... I don't know, gigantic melting pot of all FFs without any apparently theme together that it reminds me of monarchs? o_o


Red Mage- fair enough besides some wording problems... not sure if this is a reference to any particular character, or just red mages.

Requiem- It's all about summoning Red Mage, or hopefully have a lone Red Mage from the previous turn. Use Requiem, then get the asura priest for gg. If you don' thave the lone Red Mage, a resurrected Hydroggedon or Overload the Game Overdragon works too. Not too useful because really, the only thing about it is the lowered attack power to 0, which is not outstanding too much for a nomi spell. Opponent is laughing if you Requiem and Mirror Force is there, yet you can't get rid of it.


Since we got the "e" word known as evil added to our vocabulary, I introduce...

Embodiment of Evil- Chaos
Fiend/Effect
10 Star/Dark
? Atk / ? Def

This monster cannot be normal summoned or set. This monster can only be special summoned by tributing a "Four Fiends" Monster on your side of the field. The Atk and Def of this card is equal to the total number of cards in play and in each player's hand x 200. Whenever your opponent draws a card, deal 1000 damage to his or her Life Points. If this card is to be removed from the field, select a "Four Fiends" Monster from your graveyard and add it to your hand.

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
Kraken + Robbin' Goblin = hand massacre. Too bad it ain't a beast. If it were, that + Poison Fangs would be an OTKO. xD

Anyways...

Magic Eye: Cool little thing, but the initial attack power is so weak that you'd have to spam a lot of spell cards after summoning it just to keep it from getting wiped out immediately. The hand peek can be very useful, though, although Kary probably handles that better. xD

Lich: now that stings, but considering that it's two-tribute and Ryu Kokki can but heads with it for a draw battle, I don't really see an issue here.

Kary: Big brother is watching. O.O Seriously, I would play this just for the insane amount of information it gathers. Being able to know precisely what your opponent has set (and where) is already a tremendous advantage, and given that this thing wipes out Raiza and other monarchs before they even hit the field, it's pretty much lose every monster you get (either by battle or to the effect) until you manage to topdeck Exiled, D.D. Warrior Lady or some form of spell or trap based monster removal. Worst thing is that your opponent will know precisely what traps you set too, so they can nail them with Dust Tornado or MST as well. I dunno'...this is looking a bit too strong, to be honest.

Kraken: Tee-hee...Kraken is fun. And just imagine what it does in combo with Underdog Power. (Unless your monsters have got less than 500 Atk, they're all dead meat xD) Too bad you can't get the multi-attack if you Damage Condensor this. :3

Tiamet: the only one of these who gets nothing from usual special summon. The effect is strong, but it only gets to use it once, since after that it hasn't been normal summoned to the field but special summoned. Still, the sheer strength of this thing makes it worthy of consideration.

Wandering Red Mage: Fair enough, I suppose, embodies the whole black magic/white magic combo thing, though personally I'd say make the LP gain bigger than the burn since own LP is so low in value.

Limit Break-Requiem: Potential OTKO, potential nothing. Eh...dunno' about this one, but it does have a bit of the reversal flair to it.


Embodiment of Evil- Chaos: oww...just ow. 1000 burn per draw? Drop this down then start spamming those re-draw effects. x3 Oh well, there needs to be quite a bit of cards around to keep this safe from battle, so fair enough I guess.


Anyways...

Vice Mask - Cowardice
Fiend/Effect
4 Star/Light
1300 Atk / 1700 Def

On the End Phase of a turn when you summoned a monster in Attack Position, remove this card in your Graveyard from play. While this card is in your Graveyard, all monsters your opponent summons (Including Flip Summon) are switched into Defense Position.

Vice Mask - Envy

Fiend/Effect
4 Star/Wind
1200 Atk / 900 Def

On the End Phase of a turn when you have more cards on the Field than your opponent, remove this card in your Graveyard from play. During each Standby Phase, if this card is in your Graveyard, select one card on your opponent's Field and destroy it.

Vice Mask - Fury
Fiend/Effect
4 Star/Fire
2000 Atk / 0 Def

This card is forced into Attack Position and can not be switched into Defense Position by any other card effects. During your Standby Phase, you may Special Summon this card from your Graveyard. During the End Phase of your turn, if you did not perform a successful attack that turn, remove this card on your Field or in your Graveyard from play.

Vice Mask - Greed
Fiend/Effect
4 Star/Dark
1300 Atk / 800 Def

On a Standby Phase when you have less than five cards in your Hand, remove this card in your Graveyard from play. While this card is in your Graveyard, you may draw an additional card during each of your Draw Phases. You may only activate the effect of one "Vice Mask - Greed" each turn.

Vice Mask - Malice
Fiend/Effect
4 Star/Fire
1600 Atk / 1200 Def

During the End Phase of your turn, if you did not lose any Life Points this turn, remove this card in your Graveyard from play. During each of your Standby Phases, if this card is in your Graveyard, inflict 800 damage to your opponent.

Vice Mask - Sloth
Fiend/Effect
4 Star/Water
0 Atk / 2200 Def

On the End Phase of a turn when you played more than one card from your Hand, remove this card in your Graveyard from play. While this card is in your Graveyard, your opponent may only play one card from his/her Hand each turn.

Avatar of Vice
Fiend/Effect
12 Star/Dark
? Atk / ? Def

This card can not be Normal Summoned or Set. This card can not be Special Summoned except when there are three or more differently named "Vice Mask" monsters in your Graveyard and this card is in your Hand. You may only have one "Avtar of Vice" on your Field at any given time. The original Atk and Def of this card becomes the number of differently named "Vice Mask" monsters in your Graveyard x 800. This card accumulates effects depending on the names of monsters in your Graveyard:
Vice Mask - Cowardice - When this card would be destroyed or removed from the Field, remove from play one "Vice Mask" monster in your Graveyard in order to return this card to your Hand instead.
Vice Mask - Envy - For each card on your opponent's Field, increase the Atk of this card by 300.
Vice Mask - Fury - All of your opponent's monsters are forced into Attack Position and must attack this card each turn if able.
Vice Mask - Greed - Whenever this card destroys a monster by battle, draw a card.
Vice Mask - Malice - During each of your Standby Phases, inflict damage to your opponent equal to 200 x the number of cards in his/her Hand.
Vice Mask - Sloth - When this card attacks, your opponent may not activate any Spell or Trap cards until the end of the Damage Step.


And yes, putting that last one into an actual card would be murder on the eyesight of anyone reading it. xD
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In a House
Seen March 20th, 2016
Posted January 22nd, 2010
1,823 posts
16.6 Years
Cowardice: So basically this set thrives on Foolish Burial, correct? Nice. I like the fact that it makes Monarchs suddenly vulnerable to Shield Crush, and it works wonders with NoC.

Envy: Behold, the great Equalizer! Now this is pretty balanced, but still powerful. I'd say for thematic purposes, trigger the removal when you've got the same number of cards or more on your side of the field. That should do it.

Fury: I'm not sure about the wording on that first line. Anywayz, ouch. Beatstick that keeps coming back to pound the opponent is a definite pain in the butt. Not to mention, this thing makes LaDD mad and LoLs at skill drain like the rest of the set.

Greed: Foolish Burial becomes continuous Jar of Greed? Wowza.

Malice: Most useless one in the set. Your opponent LoLz at eight hundred point burn if he's already swinging for big damage, and if he isn't he just waits a turn to attack. Ho-hum.

Sloth: Okay, this is way too powerful in combination with Greed. Drop Greed the first turn, get Sloth into the graveyard during your next turn, and you get endless two card draws with your opponent limited to one-card moves. Too strong.

Avatar of Vice: But the question remains: What kind of car? XD

Anyway, fair enough I suppose since its attack maxes at 1500 and its a specific summon.

Bounty Hunter-Madog
Monster/Dark/Warrior/Effect/4*
Atk 1700/ Def 500
When this monster destroys an opponent's monster as a result of battle, return this monster to your hand. When this monster is returned from the field to the hand, draw a card.

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
Car? I see no car. xD *Prods post* You must be imagining things. ;D

Bounty Hunter-Madog: Dunno' really, it sort of has that spirit monster vibe to it without being a spirit, and I'm not too fond of leaving the field bare like that, even if it does give me a draw. I think I'd sooner go with Yamata Dragon for the cool factor. Maybe give it enough Atk run over Zombie Master at least?

Anyways, you seem to be forgetting about Sloth's maintenance costs ACC. The issue with Sloth + Greed is that you draw two cards each turn, but unless you want to break your own lock you can only play one of them each turn so unless you've somehow fit in an OTKO combo between the masks then you'll just be sitting there with a bunch of cards you can't play until your hand gets too big and you have to start discarding them. (A handy way to drop masks, mind you, but still...)

Also, just because you only get to play one card from your hand each turn, that doesn't mean that's all you get to do. Anything you activate from your field, graveyard or even removed from play pile bypasses the limit, so - for instance - a monarch player could bring back Treeborn and Summon Raiza to bounce something off your field and swing. Zombie could play Premature Burial to bring back Zombie Master, drawing a card with Card of Safe Return then use Zombie Master's ability to discard it - especially if it's a low-level zombie - and pull another zombie from their graveyard for another draw and Big City still suicide-slams and revives with impunity and Demise OTKO can still blast you with Demise, even if they can't follow it up with Dozer. It's not half as solid a lock as it looks since all your opponent has to do is force you into a position where it's play more than one card or die. Besides, every competitive-level deck needs a method for dealing with cards in the graveyard. If they don't have that covered, that's their oversight.

Dunno' is it really that broken? o.o Fine, I'll change it to only count spell and trap cards.

And on Malice: note how it specifies your turn? That means you can keep this in play with something like Messenger of Peace or a similar LP payment effect while sending the bigger damage to your opponent. Still, I think I'll swap this for a more prominent vice. x3


Aaand the avatar's maximal Atk is actually 8100 (all differently named masks in the graveyard and 11 cards on your opponent's field ) but establishing that situation is nothing short of crazy. It starts out at at least monarch-size when you summon it. Hmm...maybe I need to rebalance that, and I've found a way to spread out the effects too. Behold the revamp. :3

Vice Mask - Cowardice
Fiend/Effect
4 Star/Light
1300 Atk / 1700 Def

On the End Phase of a turn when you summoned a monster in Attack Position, remove this card in your Graveyard from play. While this card is in your Graveyard, all monsters your opponent summons (Including Flip Summon) are switched into Defense Position. While this card is in your Graveyard, "Avatar of Vice" on your Field gains the following effect:

- When this card would be destroyed or removed from the Field, remove from play one "Vice Mask" monster in your Graveyard in order to return this card to your Hand instead.

Vice Mask - Envy

Fiend/Effect
4 Star/Wind
1200 Atk / 900 Def

On the End Phase of a turn when the combined number of cards on your Field and in your Hand is greater than or equal to the combined number of cards on your opponent's Field and in his/her Hand, remove this card in your Graveyard from play. During each Standby Phase, if this card is in your Graveyard, inflict damage to your opponent equal to 300 x the number of card in his/her Hand OR on his/her Field. While this card is in your Graveyard, "Avatar of Vice" on your Field gains the following effect:

- Once per turn, after this card has destroyed a monster by battle, if there are more cards on your opponent's Field than there are on yours, this card can attack once again in a row. Whenever this card attacks, increase the Atk of this card by 400 x the number of cards in your opponent's Hand until the end of the Damage Step.

Vice Mask - Fury
Fiend/Effect
4 Star/Fire
2000 Atk / 0 Def

If this card is in Defense Position, it is removed from play immediately. During your Standby Phase, you may Special Summon this card from your Graveyard. During the End Phase of your turn, if you did not perform a successful attack that turn, remove this card on your Field or in your Graveyard from play. While this card is in your Graveyard, "Avatar of Vice" on your Field gains the following effect:

- All of your opponent's monsters are forced into Attack Position and must attack this card each turn if able.

Vice Mask - Greed
Fiend/Effect
4 Star/Dark
1300 Atk / 800 Def

On a Standby Phase when you have less than four cards in your Hand, remove this card in your Graveyard from play. While this card is in your Graveyard, you may draw an additional card during each of your Draw Phases. You may only activate the effect of one "Vice Mask - Greed" each turn. While this card is in your Graveyard, "Avatar of Vice" on your Field gains the following effect:

- Whenever this card destroys your opponent's monster by battle, draw a card.

Vice Mask - Pride
Fiend/Effect
4 Star/Light
1700 Atk / 1200 Def

During the End Phase of a turn when you offered a card(s) as tribute, remove this card in your Graveyard from play. While this card is in your Graveyard, your opponent may not offer any cards on their Field as tribute. While this card is in your Graveyard, "Avatar of Vice" on your Field gains the following effect:

- Once per turn, when this card on the Field would be destroyed, it is not destroyed.

Vice Mask - Sloth
Fiend/Effect
4 Star/Water
0 Atk / 2200 Def

On the End Phase of a turn when you played more than one Spell or Trap card from your Hand (Including Set), remove this card in your Graveyard from play. While this card is in your Graveyard, your opponent may only play one Spell or Trap card from his/her Hand each turn (Including Set). While this card is in your Graveyard, "Avatar of Vice" on your Field gains the following effect:

- When this card attacks, your opponent may not activate any Spell or Trap cards until the end of the Damage Step.

Avatar of Vice
Fiend/Effect
12 Star/Dark
? Atk / ? Def

This card can not be Normal Summoned or Set. This card can not be Special Summoned except when there are four or more differently named "Vice Mask" monsters in your Graveyard and this card is in your Hand. You may only have one "Avatar of Vice" on your Field at any given time. The original Atk and Def of this card becomes the number of differently named "Vice Mask" monsters in your Graveyard x 500.


Aaand...actually, I think I'm throwing in two more for the road. x3

Vice Mask - Lust
Fiend/Effect
4 Star/Fire
800 Atk / 1400 Def

On the End Phase of a turn when there are no monsters on your opponent's Field, remove this card in your Graveyard from play. Once per turn, during your Standby Phase, you may select one face-up monster on your opponent's Field and control it until the end of your turn. A monster controlled by this effect may not be offered as tribute and you may only activate the effect of one "Vice Mask - Lust" each turn. While this card is in your Graveyard, "Avatar of Vice" on your Field gains the following effect:

- Increase the Atk of this card by half the original Atk of each monster on your Field that you control as the result of a card effect. (An original Atk of ? is treated as zero)

Vice Mask - Gluttony
Fiend/Effect
4 Star/Earth
1300 Atk / 1800 Def

During each of your End Phases, if you did not send a card(s) to the Graveyard this turn, remove this card in your Graveyard from play. During each of your Standby Phases, if this card is in your Graveyard, select a card at random from your opponent's Hand and discard it. You may only activate the effect of one "Vice Mask - Gluttony" each turn. While this card is in your Graveyard, "Avatar of Vice" on your Field gains the following effect:

- When this card destroys your opponent's monster by Battle, select a card at random from your opponent's Hand and discard it.


And yes, I know that technically there should only be seven sins, but eight creates a neater number. xP
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...I don't know. How sad.
Seen April 2nd, 2008
Posted March 22nd, 2008
66 posts
15.6 Years
Fine then, I'll give it what I've got. ...although... Hmm... I'm going to be putting a deck with these cards into my fanfic I'm writing, but I need cards that can support it. Can anyone help me?

It's based off of Kingdom Hearts, mainly CoM/Chain of Memories.)

Fairytale Hero (Sora)
LV.4
1600/1000
Normal Monster

Princess of Heart (Kairi)
LV.3
600/1400
Effect: If "Fairytale Hero" is on your side of the field, it cannot be removed from the field by your opponent's spell and trap cards.

Half Hero (Roxas)
LV.4
1600/1000
Normal Monster

Princess of Memories (Namine)
LV.3
600/1400
Effect: If "Half Hero" is on your side of the field, it cannot be removed from the field by your opponent's spell and trap cards.

[Name still in progress] (Riku)
LV.4
1800/500
Effect: If "Fairytale Hero" or "Princess of Heart" is on your side of the field, increase this cards ATK by 200.

False Friend (Riku Replica)
LV.4
1800/500
Effect: If "[Name in progress]" is on your side of the field, increase this card's ATK by 200.

Amnesia
Spell Card
Effect: Double the ATK of one "Fairytale Hero" on your side of the field if "Princess of Memories" is on your side of the field. At the end of the turn, shuffle this card's target back into your deck.

Sketchbook
Equip Spell
Effect: This card may only be equipped to 'Princess of Memories". Once per turn, instead of conducting your draw phase, you may add one "Amnesia" from your deck to your hand.

Castle Oblivion
Field Spell
Effect: If "Princess of Heart" is on your side of the field, remove it from the game. All cards that include "Princess of Heart" in their card text are changed to "Princess of Memories". When "Princess of Memories" is on the field, "Fairytale Hero" cannot be removed from the field by the effcet of your opponent's spell or trap cards. At the cost of 500LP, you may choose not to shuffle "Fairytale Hero" into your deck by the effect of "Amnesia".

Chain of Memories
Continuous Spell
Effect: Increase the ATK of all "Fairytale Hero" and "False Friend" on the field by 500. You may negate the destrouction of a card listed in this card's text by discarding a card from your hand. This card is destroyed and sent to the raveyard if "Amnesia" is activated, and you lose 1000LP.

Hero's Call
Trap Card
Effect: Special Summon one "Fairytale Hero" from your Hand, Deck, or Graveyard.

Hero's Duty
Continuous Trap
Effect: You may redirect any attack on one one "Prioncess of Heart" to one "Fairytale Hero" on your side of the field. You may also redirect an attack on one "Princess of Memories" to one "Half Hero".

(Any suggestions on how to improve this? I haven't finished building the deck, but I'd like to see if anyone else has any ideas for it.)
(Anyway, thanks for reading - because i'm not quite sure what exactly we're doing here.)

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
First of all, these monsters of yours need types and attributes. Normal monsters should also have a flavor description to go with them. Follow the format, please. D=

Sora: Crappy vanilla, and it doesn't even hit under Gravity Bind or Level Limit either. At least make it 3-star. >.<

Kairi: Tries to turn the aforementioned crappy vanilla useful, but unfortunately fails because this card is so frail that keeping it alive on the field is not worth the bother. Lord of D. had way more usefulness than this, and that card sucks too. :\

Roxas: A clone of the crappy vanilla. Fitting, I suppose, but not useful.

Naminé: And a clone of the crappy vanilla's failing support monster. 'Nuff said.

Riku: And we are not just running Gene-Warped Warwolf (2000 Atk, 4 star normal monster) instead of this because..? It's a mediocre vanilla that doesn't enjoy vanilla support.

False Friend: we love our copy monsters, yes we do. Does each and every one of thse pairs have to be identical? It's not like they were perfect copies of each other in the games. -.-

Amnesia: Reword that, please: "This card can only be activated by selecting a face-up "Fairytale Hero" on your Field while "Princess of Memories" is face-up on your Field. Double the Atk of the selected monster. On the end of the turn this card is activated, shuffle the selected monster into your Deck." Bleah, it tries to turn Sora useful but fails at it because we still need to assemble two wimpy monsters on the field at the same time. I'd sooner go for Oppressed People, People Running About, and United Resistance to get my hands on Great Revolution. And those cards bite. D=

Sketchbook: Still doesn't change the fact that we have to keep that sucky monster on the field and this card alive for a whole turn if we even want anything out of this, and even then it's a -1 because you have to give up your Draw Phase. Just...no.

Castle Oblivion: So basically we want to spam three Amnesia and have Sora sit around on the Field with 12800 Atk. I honestly can't decide whether to go for the crappy aspect or the broken one. I'll just say 'disbalanced' and leave it at that.

Chain of Memories: Wording issues, again. "If 'Amnesia' is activated while this card is face-up on the Field, this card is destroyed and you lose 1000 Life Points". Also, you're missing a 'G' in 'Graveyard'. What's with this thematic? All the cards are picking on each other. x.O

Hero's Call: pointless. There are far easier ways to summon our sucky vanilla monsters already.

Hero's Duty: Now why does this remind me of Jam Defender? Oh yeah, effect that's basically meant to be useful but is way too selective to ever be worth it. No way am I wasting a backrow slot on this.


Just...way too weak cards, except for the Oblivion + Amnesia combo which is just plain disbalanced. These could use some serious revision and a unifying theme, not to mention a clearer link to their KH counterparts ability-wise. Besides, where's Donald and Goofy? =O

Anyways, just a loose card:

Martyr Guard
Continuous Trap

Once per turn, during your opponent's Battle Phase, by tributing one monster on your Field you may negate the attack of a monster controlled by your opponent and end the Battle Phase immediately.
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Frostweaver

Ancient + Prehistoric

Age 34
Male
Canada
Seen September 11th, 2016
Posted July 30th, 2016
8,246 posts
19.7 Years
Cowardice- interesting i guess... decent for stall to certain extents, and more fun for D. D. Crow XD;

Envy- Avatar will basically never get to use its effect, since avatar is meant to destroy things with destructive number of effects, and this card almost always remove itself after blowing up one thing. You need Ojama Trio to use this decently.

Fury- except what is a successful attack?

Greed- impossible to use... you'll probably be easier to win when you have 6 cards in your hand and use them all, instead of holding on to it.

Pride- We got a winner! Any deck that doesn't use tributes (so monarchs) should think about this. Stops all virus. Stops monarchs. Good attack power. It's splashable too. Even burn deck can use this as a decent beatstick with more protection against monarchs against the back row in case if your defense aren't up yet (if you got space.)

Sloth- Shien's effect for everyone... i can see potential but i can't think of anything yet right now.

Lust- tokens for the win! Ojama trio will always ensure that there is something out there =x and we all know that brain control is strong. Lust can't tribute, but still we can use it to remove defenses (since it can steal facedown too.) Flipping stolen monsters is evil... this is really insane, to be honest x.x;

Gluttony- the difficulty of sending a card to the graveyard each turn on a consistent basis is beyond difficult...

Avatar of Vice- can't use cowardice (avatar WILL be in atk mode), envy is such a meh ability, not sure about fury cause what is a successful attack, can't use greed, and can't use gluttony... so we're really down to 3 vice masks that are usable with avatar in the end, o_x; and we need 4... Hmmm.

Matyr Guard- i think that I like Ordeal of a Traveler more... this is some expensive stuff just to negate battle phase, and it's continuous trap (worse kind out there, easiest to be destroyed.)



The KH monsters... yes they need attribute, type and so on... like what Alter Ego said.


Sora- >>;

Kairi- stats are beyond horrible... and even the effect is really meh. It doesn't stop destroyed effects, so we're only stopping phoenix wing wind blast to be honest. No...

Roxas- they aren't THAT identical... I mean, Roxas has a more popular fanbase and more fanservice than Sora can ever imagine in fanfics :3

Naminé- darn it no one ever uses the accent ;_; and for making my absolute favorite char in any game with such craptastic effect, I'll call this a fail. Not to mention, she is not a princess in any way shape or form.

Riku- yeah... gene warped warwolf is better, and een that card is considered failure.

Riku Replica- a weak card that relies on another weak card to get a weak effect... weak.

Amnesia + Sketchbook + Castle Oblivion- we're again looking at 4-5 (the 5th card being double summon or else you can't get out Naminé and Sora out at the same time... except Shining Angel on the previous turn. Thus, 4-5 cards) card combos just to pull off OTK, and there are faster ones to do it. Strangely enough, Naminé offers protection to Roxas yet not Sora, and the OTK uses Sora... so Naminé is just sitting there as activation requirement. In theory, this is actually even slower than Ultimate Tyranno, Ojama Trio and Final Attack Orders, and when did that OTK ever worked?

Chain of Memories- we're missing the point of CoM here ><; if anything, Chain of Memories should stay on the field if there is amnesia, because it's how Naminé makes Sora forget about Kairi and replaces Kairi with herself that served as a chain to bound Sora down...

Hero's Call- alternate to double summon in the OTK, guess moderately faster... but a trap, ew.

Hero's Duty- and it's not like the princesses stop destruction effects >_<;


And now you tempted me to join the fanservice to make KH cards o_o But more FF6 stuff to go through first!


Magitek Armored Soldier
Machine/Effect
4 Star/Dark
1700 Atk / 1800 Def

Whenever a spell card is played, put 1 Spell Counter on this card. Increase the Atk power of this card by 200 for each Spell Counter on this card. Remove 2 Spell Counter from this card to destroy 1 monster whose Def is lower than the original Atk of this card.
In a House
Seen March 20th, 2016
Posted January 22nd, 2010
1,823 posts
16.6 Years
Let's see if I can't turn the Kingdom Hearts problem around. I mean, I did come up with the whole "Wandering" concept, and it can't be too much harder...

Oh, and I'll be changing the names around a bit.

Wielder of the Key
Monster/Light/Warrior/Effect/4*
Atk 1600/ Def 1500
When this monster is normal summoned or set, look at the top card of your deck. If that card includes the word "Heart" in its name or that is named "Wielder of the Key-X", you may special summon it. A monster summoned in this way cannot attack on the turn it is summoned or be offered as a tribute, and is sent to the graveyard when this monster is destroyed.

Princess of Heart
Monster/Water/Spellcaster/Effect/4*
Atk 1000/Def 1000
If this monster is special summoned, "Wielder of the Key" cannot be removed from the field by card effects. Once per turn, discard one card from your hand in order to place one "Heart Counter" on a monster on your opponent's side of the field. Monsters with "Heart Counters" cannot destroy this monster as a result of battle.

Guardian of Heart
Monster/Earth/Beast-Warrior/Effect/4*
Atk 1550/ Def 1700
When this monster is face-up on the field, you may change the target of one of your opponent's attacks to this monster. If "Wielder of the Key" is on the field while this monster is face-up on the field, increase the attack of "Wielder of the Key" by five hundred points until this monster is removed from the field.

Royal Magician of Heart
Monster/Water/Spellcaster/Effect/4*
Atk 1700/Def 1500
If "Wielder of the Key" is face-up on the field when this monster inflicts battle damage to your opponent's life points, you may place one spell card from your graveyard on the top of your deck.

Blade of Heart-Key
Equip Spell
If "Wielder of the Key", "Wielder of the Key-X" or "Twilight Warrior of Heart" is face-up on your side of the field, you may add this card from your deck to your hand instead of conducting your normal draw phase. This card may only be equipped to "Wielder of the Key", "Wielder of the Key-X", or "Twilight Warrior of Heart". Increase the equipped monster's attack by eight hundred points. If the equipped monster would be destroyed as a result of battle, destroy this card instead.

The King of the Key
Monster/Light/Beast-Warrior/Effect/6*
Atk 2400/Def 2000
This monster's name is treated as "Wielder of the Key" for the purpose of determining card effects. While this monster is face-up on the field, increase the attack of all monsters with "Heart" in their names by five hundred points.

Wielder of the Key-X
Monster/Dark/Warrior/Effect/4*
Atk 1600/Def 1500
If this monster and "Wielder of the Key" are face-up on your side of the field, you may tribute both monsters in order to draw two cards from your deck. By paying five hundred life points, this card may attack twice during the same battle phase.

Witch of Memory
Monster/Light/Spellcaster/4*
Atk 1000/Def ????
This monster's original Def becomes half the combined Def of all "Heart" monsters and "Key" monsters on your side of the field. This monster may be normal summoned in defense position. Your opponent may only select this monster as an attack target or as a target for spell cards. When this monster would be destroyed, you may destroy a "Wielder of the Key" or "Wielder of the Key-X" that you control instead.

Hmm... Namine (since I can't do the accent, period) is just nomi wall of doom, but I'm not too clear on her role in CoM anyway, having only played I and II. Oh, and I suppose I should work on Wandering crossovers now that I'm on this theme. XD

More Kingdom Hearts monster to follow, I guess, specifically because support spells and Riku still don't exist.

Twilight Warrior of Heart
Monster/Dark/Warrior/Effect/4*
Atk 1900/Def 1200
This monster's attribute is also considered to be "Light". If "Wielder of the Key" or "Princess of Heart" is face-up on the field when this monster is normal summoned, destroy one monster card OR one spell or trap card that your opponent controls.

Castle of the King
Field Spell
Increase the attack of all "Heart" and "Key" monsters by three hundred points. Once per turn, by paying eight hundred life points you may place one "Heart" or "Key" monster on top of your deck.

Shadow Corridor
Counter Trap
When your opponent declares an attack on a "Key" or "Heart" monster you control, negate the attack and discard one card from the opponent's hand to the graveyard.

Unlocking of Heart
Normal Spell
Activate only while "Blade of Heart-Key" is equipped to a monster on your side of the field. Special summon one "Heart" or "Key" monster from your deck.

Combo Limit-Eternal Session
Normal Spell
Pay half your life points and select one face-up "Wielder of the Key" and "Twilight Warrior of Heart". Increase the attack points of both monsters by five hundred until the end of the battle phase. The effected monsters may attack your opponent's life points directly. If "Wielder of the Key" and "Twilight Warrior of Heart" are the only monsters on your side of the field, you do not need to pay life points to activate this card. You may only activate one "Combo Limit" spell per turn.

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
*Cough* I use the accent, you know. But yes, poor Naminé suffers a lot of abuse from uneducated people who don't have consideration for accents. D=

Anyways, a successful attack is an attack where Damage Calculation is applied. (meaning that it's not negated by any effect shenanigans) Unless there's some better term for that? :3

Aaand, I'll cut down on greed's requirement. Let's make that four cards, even though that basically means that you only have to conserve two in your hand because Draw Phase comes around before Standby. And...my Soil Erosion Continuous Trap (remember, the one you knocked for being redundant? xD) makes Gluttony's maintenance about as painless as it can be. Anyways, I revamped Envy. Better now? :3

Magitek Armored Soldier: Yaaay! Magitek, Magitek, Magitek! ^0^ Whaaat...I liked using those armors, alright? Especially Terra's with the whole X-Fering my opponents to oblivion bit. >D Anyways, definitely useful. Two counters is already enough for it to be on par with Cyber Dragon and wipe it out by the destruction effect and unlike Magical Marionette you don't need to tribute for this. It's also big enough to wall most non-tributes if it comes to that.

Wielder of the Key: Ehh...so our extra muscle goes bye-bye with this? Oh well, it's a quick boost in field presence that doesn't hurt the hand, so fair enough, I suppose. Certainly beats the sucky vanilla. :3

Princess of Heart: Kairi is still all weak in stats. D= The heart counter thing isn't really helping since your opponent will just summon a new monster next turn and squash this. Let's give her something a bit more substantial in the way of defensive abilities, shall we? And like, maybe some actual usfeulness too?

Guardian of Heart: The last effect is needlessly complicated. Just say, "While this card is face-up on the Field, increase the Atk of each "Wielder of the Key" on your Field by 500.". Anyway, Goofy is being pretty weak on the defensive, but then again he's not that useful in the games either, so...well, at least give him 1800 Def to wall Zombie Master/Stratos.

Royal Magician of Heart: Is it just me or is Donald being waaay too useful compared to his ingame counterpart? xD I dunno', I think this is a bit too strong. Yes, it's placing on the top of the deck, but that basically translates to infinite monster or S/T removal for you (ensuring that you get that battle damage done each turn) and this is already quite strong in its own right. Maybe make it destruction by battle at least?

Blade of Heart-Key: only protection from battle destruction and a mediocre Atk boost? Seems sort of weak, but at least it self-searches. *Shrug*

The King of the Key: Mickey is a more troublesome-to-summon Command Knight for his buddies without self-protection? Again, this sort of isn't mirroring his role as the person who keeps mysteriously vanishing after telling people what they should be doing, but whatever.

Wielder of the Key-X: Well, at least it's got Roxas' whole crazy speed thing implemented somehow, though you'd have to be pretty desperate to sacrifice two cards on your field for two from your deck.

Witch of Memory: Actually, her defenses suck since it would take at least three monsters just to bump her over the Zombie Master/Stratos threshold. A monster that needs three others on the field to wall isn't really a wall. D= Anyway, this...just doesn't really look like Naminé to me. :\ I mean, her big thing is her ability to manipulate people's memories, so I'd like to see that reflected in the effect somehow. Maybe a Mind Wipe style effect (Make your opponent shuffle their hand into the deck and draw a new one)? Eh...I'll just leave this one for Frostweaver to figure out. xD

Twilight Warrior of Heart: And why don't you just say "Select one card on your opponent's Field and destroy it."? It amounts to precisely the same thing. Anyway, fair enough, though I'd like to see his whole "protecting Kairi" shtick in here somewhere.

Castle of the King: Place a card from where on the top of your deck? Specify, please. Anyways, obvious synergy with Sora here, but I really see no other reason to consider this.

Shadow Corridor: No need for that 'to the graveyard' bit. By default, that's where it goes when you're discarding. You should also specify if it's chosen at random or by either player. Makes quite the difference.

Unlocking of Heart: More swarming, and more purpose for the keyblade.

Combo Limit-Eternal Session: "Selected" rather than "Effected". Fair enough, I suppose, though given all the flash of that limit break I was expecting something a bit more grandiose from the effect. x3 But you know, you could just have added a line saying "This card is treated as a "Limit Break" Spell Card" and used the regular Limit Break wording.


Anyways, adding a little something to this

Combo Limit - Trinity Limit
Normal Spell

This card is treated as a "Limit Break" Spell Card. Pay half your life points and select one face-up "Wielder of the Key", one face-up "Guardian of Heart" and one face-up "Royal Magician of Heart" on your Field. Until the end of the turn this effects is activated, the Atk of each of the selected monsters becomes half the combined original Atk of the selected monsters and each of the selected monsters can attack three times in the same Battle Phase. Whenever one of the selected monsters inflicts Battle Damage this turn, that Battle Damage becomes 500. If the selected monsters are the only monsters on your Field, you do not need to pay any Life Points to activate this card. You may only activate one "Limit Break" Spell Card each turn.

Limit Break - Dark Aura
Normal Spell

Pay half your life points and select one face-up "Twilight Warrior of Heart" on your Field. On the turn this card is activated, the selected monster may attack all monsters on your opponent's Field.When the selected monster attacks a monster on the turn this effect is activated, you may switch the Battle Position of the attacked monster before applying Damage Calculation. (Card effects are not activated) If "Twilight Warrior of Heart" is the only monster on your Field, you do not need to pay any Life Points to activate this card. You may only activate one "Limit Break" Spell Card each turn.

Charm of Memories
Equip Spell

This card can only be equipped to "Wielder of the Key". All effects or attacks that would target "Princess of Heart" target the equipped monster instead. On the End Phase of a turn when a monster was destroyed while equipped with this card, Special Summon the destroyed monster to your Field then equip this card from your Graveyard to that monster. You may only have one face-up "Charm of Memories" on your Field at any given time.

Charm of False Memories
Equip Spell

This card can only be equipped to "Wielder of the Key" or "Twilight Warrior of the Heart". Once per turn, when the equipped monster would be removed from the Field it is not removed from the Field. While this cards is face-up on the Field, all attacks or card effects that would target "Witch of Memories" target the equipped monster instead. If "Charm of Memories" is on your Field, this card is removed from play.

Aaaand because they're so darn fuzzy-wuzzy cutesy:

Heartless - Green Requiem
Fiend/Effect
3 Star/Earth
1000 Atk / 1800 Def

This card is not affected by Spell Cards. Each time a Spell Card is activated while this card is face-up on the Field, gain 500 Life Points.

Heartless - Blue Rhapsody
Fiend/Effect
3 Star/Water
1300 Atk / 1600 Def

Whenever this card Battles with a Water Attribute monster, this card is not destroyed and all Battle Damage you would receive from the battle becomes zero. Then, you gain a number of Life Points equal to the amount of damage you would have received. Once per turn, you may select a number face-down cards on your opponent's Field up to half the number of "Heartless" monsters on your Field (rounded up to the nearest whole). Your opponent may not activate any effects of the selected card(s) until the end of the turn this effect is activated.

Heartless - Red Nocturne
Fiend/Effect
3 Star/Fire
1500 Atk / 1300 Def

Whenever this card Battles with a Fire Attribute monster, this card is not destroyed and all Battle Damage you would receive from the battle becomes zero. Then, you gain a number of Life Points equal to the amount of damage you would have received. Once per turn, inflict 300 damage to your opponent for each "Heartless" monster on your Field.

Heartless - Yellow Opera
Fiend/Effect
3 Star/Light
1600 Atk / 800 Def

Whenever this card Battles with a Light Attribute monster, this card is not destroyed and all Battle Damage you would receive from the battle becomes zero. Then, you gain a number of Life Points equal to the amount of damage you would have received. If a "Heartless" monster on your Field destroys a monster by Battle while this card is face-up on the Field, inflict 800 damage to your opponent.

Heartless - Crescendo
Fiend/Effect
2 Star/Dark
700 Atk / 1500 Def

During each of your Standby Phases, if this card is face-up on your Field you may Special Summon one level 3 or lower "Heartless" monster from your Deck.

Heartless - Darkball
Fiend/Effect
5 Star/Dark
0 Atk / 2300 Def

During each of your Standby Phases, increase the Atk of this card by 500 for each "Heartless" monster on your Field. When this card attacks, the Atk of this card is reduced to zero at the end of the Damage Step. Then, you may switch this card into Defense Position.

Heartless - Pirate
Fiend/Effect
4 Star/Dark
1650 Atk / 800 Def

When this card attacks, all Battle Damage you would receive from the battle becomes zero and this card is not destroyed. A monster that battle with this card can not attack or change its Battle Position until its controller's third Battle Phase after this effect's activation.

Heartless - Shadow
Fiend/Effect
1 Star/Dark
700 Atk / 500 Def

When this card is summoned successfully (Including Flip Summon) you may Special Summon a number of Heartless Shadow Tokens (Dark Attribute/Fiend Type/1 Star/700 Atk/500 Def) to your Field up to the number of monsters on your opponent's Field. Heartless Shadow Tokens may not be offered as tribute except for the tribute summon or effects of "Heartless" monsters.

Heartless - Tornado Step
Fiend/Effect
3 Star/Wind
1700 Atk / 1300 Def

When this card attacks, roll a six-sided die once. Treat your opponent's Monster Card Zone as #'s 1-5, counting from your right. This card attacks the monster that is in the same Monster Card Zone as the die result. If the result is six or there is no monster in the same Monster Card Zone as the die result, this card attacks your opponent directly instead.

Heartless - Large Body
Fiend/Effect
5 Star/Dark
2000 Atk / 2400 Def

Once per turn, when this Attack Position card would be destroyed by battle, it is not destroyed and the monster this card battled with is switched into Defense Position instead.

Heartless - Darkside
Fiend/Effect
10 Star/Dark
? Atk /? Def

This card can not be Normal Summoned or Set. This card can only be Special Summoned by tributing all "Heartless" monsters on your Field while this card is in your Hand. The original Atk and Def of this card becomes the combined original Atk of all monsters tributed for this effect. While this card is on the Field, it can use the effects of all Effect Monsters tributed for this card's effect.


Erm...yeah. xD Some of these effects are inspired by CoM, such as Darkside's effect copy and Pirate's stun effect (Gawd, I hate that attack >_<).
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