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Frostweaver

Ancient + Prehistoric
8,246
Posts
20
Years
/pif picky picky people

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

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

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

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


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

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

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

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

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

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



Dark Seraph theme- the problem: the effect is very outdated for a lot of these monster...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

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

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

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

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

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

that evil mod from hell
5,751
Posts
18
Years
Well, the philosophy behind Hallowed Life Boundary is to take the standard magic number of 8000 and toss it out the window. A lot of decks, particularly burn and OTKO, are geared for '8000-damage nao! Screw everything else!' so I figured it would be fun to have something that throws them off their gameplan. You'd only really be running the boundary in an LP gain deck to begin with, so the self-protection should last pretty much as long as you have in-hand cards. Plus, those Solemns get more and more painful the more 'damage' they're pounding through while this card is in play.

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

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

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

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

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

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

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


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


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

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

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

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

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

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

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


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

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

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

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

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

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

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

Preserver of Harmony

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

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

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

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

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

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

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

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

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

Empath Song
Normal Spell

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

Harmonious Healing

Continuos Trap

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


More to come, more to come. Comments? =D
 
Last edited:
4,227
Posts
19
Years
  • Seen Aug 11, 2009
Anywho...because I now do have my heart set on making a focused LP gain set. <3

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

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

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

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

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

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

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

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

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


Preserver of Harmony

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

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

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

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

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

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

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

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

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

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

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

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

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

Empath Song
Normal Spell

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

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


Harmonious Healing

Continuos Trap

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

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

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

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

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

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

Because every type needs that token vanilla.

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

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

Alter Ego

that evil mod from hell
5,751
Posts
18
Years
Some of the cards would be more suited to cure-burn than the theme itself, and others are too promising. The numbers here are just too large, AE. Even with just Vanguard and Patron you're netting almost 4000 Life Points a turn. You need to cut down on that, especially with Spirit of Harmony there to take full advantage of it.

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

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

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


Aaaanyways...

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

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

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

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

Preserver of Harmony

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

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

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

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

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

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


Empath Song
Normal Spell

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


And new stuffs for the theme,

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

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

Pulse of Life
Continuous Spell

Once per turn, instead of conducting your Normal Summon, you can Special Summon one Monster with an Atk lower than or equal to the amount of Life Points you gained this turn from your Graveyard. When a Monster Special Summoned this way is removed from the Field, send this card to the Graveyard.
 
Last edited:
4,227
Posts
19
Years
  • Seen Aug 11, 2009
Haihai, forgot the blatant Simochi abuse. >.< Hoo...patching up time. But first. :x

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

...Eh, OK.

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

At least it only triggers on summoning, like Torrential.

Aaaanyways...

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

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

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

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

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

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


Preserver of Harmony

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

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

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

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

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

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

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

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

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

Empath Song
Normal Spell

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

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

And new stuffs for the theme,

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

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

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

Pulse of Life
Continuous Spell

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

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

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

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

There, now it matches Archfiend Soldier.
 

Gundam-Fighter

Look at the ickle Rhydon!
35
Posts
16
Years
  • Age 30
  • Seen Sep 1, 2009
Whoah! Where'd this come from?
Trap

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

Gymnotide

8377 | Scorpaeniform
3,597
Posts
16
Years
Get Out of Jail Free Card
Quick-Play Spell
Get out of jail. For free.

[WOW]

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

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

that evil mod from hell
5,751
Posts
18
Years
Warped Mind: Was thinking more of Hunter Dragon standard with three stars, but whatever floats your boat.

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

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

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

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

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

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

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

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

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

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

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

Ancient + Prehistoric
8,246
Posts
20
Years
Chanter and Patron- honestly I really don't have much to say. Not like this deck will really try to battle anyway so they just gain life points, and give you access to synchrons (which, thought ruler will be quite ideal for this deck since you can then battle and still gain some life points to reach to hallow, but then for these tuners that we're given and unfriendliness to monsters outside of supreme deck dedication, kind of hard to reach 8 star)

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


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

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

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

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


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

Rebirth of Legends
Continuous Spell Card

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

Awakening of True Legend
Normal Spell Card

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

8377 | Scorpaeniform
3,597
Posts
16
Years
Eh, brainstorming.

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


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

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


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

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

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

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

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


This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 2 "Earthbound" monsters you control. When this card attacks, increase the ATK of this card by 800 for every Field Spell Card in your Graveyard during the damage step only.
 
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4,227
Posts
19
Years
  • Seen Aug 11, 2009
...you really won't give up until the poor thing is totally useless, will you? ~~ It's not Wall of Revealing because the no attacks penalty applies to both players rather than just your opponent, an even slightly graveyard-buffed Collossal Fighter hits over it, and it's still completely vulnerable to all forms of spin and effect destruction, not to mention theft and good old Book of Moon (which turns it into a permanent 0/0 chump). Spirit is not a weapon of mass destruction nor an unassailable fortress, so I don't see the problem here, really.

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

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


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

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

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

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

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

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

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

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

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

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

Rebirth of Legends
Continuous Spell Card

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

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

Awakening of True Legend
Normal Spell Card

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

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

Eh, brainstorming.

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


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

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

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


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

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

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

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

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

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

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

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

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


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

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

Gymnotide

8377 | Scorpaeniform
3,597
Posts
16
Years
Uhh...I don't see this getting a horrible amount of use outside of Sandstone Monument, mostly because of the lack of useful Field Spells out there right now.

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

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

No flavor text available.
 
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Alter Ego

that evil mod from hell
5,751
Posts
18
Years
I'm not trying to make it completely useless, but...I was admittedly going by WC08, where practically every Wall goes for 3000. With this, you could achieve that with a Life Point gain instead of a decrease, and the self-freeze part isn't even that much of a problem because you wouldn't be attacking with most of the Harmony monsters, anyway. Wall of Revealing Light also has that same weakness to big beaters and effect destruction, only losing a Wall means that you're out a good number of Life Points along with it.

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

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

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

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

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

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

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

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

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


Aaaanywho...


Aegis of Spirit

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

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

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

Once per turn, when a Monster you control would be destroyed by Battle while this card is in your Graveyard, you can negate the destruction of that Monster. (Damage Calculation is still applied)
 
4,227
Posts
19
Years
  • Seen Aug 11, 2009
Except Wall works solo whereas with Spirit you have to team it up with Aegis of Gaia, Immortal of Thunder, or some other obscure high-gain LP booster which you also have to commit deckspace to. Plus, you actually have to have access to both Spirit and said LP booster to pull it off. That's a buttload of setup to compensate for not costing you 3000 points. ~~ Seriously, drop the assumption that a two-card combination and a single card should be directly comparable in utility. If they were; no-one would be stupid enough to go with the two-card combination. Seriously.

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

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

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

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

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


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

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

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

Machine is an attribute now?? *gasp*

Fine, my mistake.


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

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


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

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

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

Gymnotide

8377 | Scorpaeniform
3,597
Posts
16
Years
Ritual of Summoning (8)
Warlock / Demonology / Ability
Exhaust your hero and two allies you control. Select 1 ally from your deck and add it to your hand.

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

Alter Ego

that evil mod from hell
5,751
Posts
18
Years
Except both Wall and Aegis are Continuous Traps and have the exact same support cards. That makes the only real difference searching out a Level 7 0/0 monster for saving yourself some health and getting a "free" monster out at the same time, which yes, I do see some worth in. That's the comparison I was getting at.

Except, again, Wall works on its own, whereas Aegis is just an icky draw on its own. Your "free life points" are also on loan because the moment that trap takes its leave, the 3000 it gave goes with it. On top of that, Wall is only vulnerable to S/T destruction whereas the alleged killer combo can be broken by Royal Oppression, Book of Moon, Skill Drain, any piece of monster removal you can think of and goodness knows what else and both monster removal and effect negation are all the rage in the current format. You have only established that the card can make itself useful thus far; how about providing that reason why it's so ridiculously overpowered that it needs to be toned down? Again, you are not looking at Judgment Dragon or DaD here; the big gain is only open on any reliable basis if you commit your deck to LP gain, and we all know how great committed LP gain has been doing.


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

Well, you said 'all of them' and I was too lazy to check if either the ring or raregold had some additional effect that made the combination better a single one of them. Even so, that's four cards wasted on an 'OTKO' that's still entirely dependent on your opponent being dumb enough to declare an attack against our elaborate setup, because - hey, we have no way to force that between all our effects. Unless you want to throw Battle Mania in there too? Yeaaah...I think I'll stick to Exodia for my five-card OTKO needs. At least then there's style points involved.

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

And Insect Barrier + DNA Surgey is theoretically the shizz for locking down battle phases but a practical dud. Seriously, if we're going to be taking two cards that only really do anything useful in a combo and wrapping our deck around them we had better A) have a damn good search and draw engine to fetch them with, and B) be netting a huge payoff to justify the investment of comitting deckspace to those cards, all the cards we need to search said cards out reliably, and - in this case - the fundamental change to our monster lineup that makes running the combo worthwhile for us in the first place. Getting a few glorified Gene-Warped Warwolves (anything beside Gear Golem and Big Shield Gardna that would be worth our troubles?) just doesn't cut it, and even with the beastick crippling on top (which, you know, we could just handle with a single-card answer known as Burden of the Mighty) the concept as a whole hardly even reaches the level of usable, let alone broken. Seriously, even Iron Wall decks struggle to establish their favored setup, and in that decktype each of the combo pieces is a useful card in its own right and the payoff is either infinite burn loop or a huge Synchro rush, unlike in this one where we're liable to be stuck drawing useless copies of DNA Surgery and holding handfulls of high-def monsters while the opponent is having a blast tagging their gladiators in and out.

Also, what precisely are these 2000+ hunks we would be getting out of rock type alone? Stone Statue of the Aztecs? Moai Interceptor Cannons? Seriously, there isn't a single low-level rock that exceeds the 2000-point mark in defense and the useful ones within type tend to be on the weaker end of the Def spectrum to boot.

Oh, and as an aside? Warrior and Machine bring Big Shield Gardna and Gear Golem to the table; the two star players of Shield & Sword decks (high-def, self-protecting low level monster and only compatible direct attacker respectively) as well as Throwstone Unit and Destiny Hero - Defender; all superior options to any low-level rocks save the possible exception of Jujitsu Master. (who would only get in through his effect, because that def is kind of puny) I like Shield & Sword, you know; I've done my research on the monster base, and seriously: the only rock I'd seriously consider for that kind of deck besides Juji is Guardian Sphinx for the bounce and the sphinx is already icky on account of being a tribute monster.


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

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

Oh, I understand musing, but what I don't understand is taking musings over extremely unlikely/situational conditions, ignoring the 'unlikely' part and the using them to argue how something is disbalanced. :O


Wave Warrior: Alas, poor Rose, I knew thee well. 100 more actual Atk power and light attribute already make this superior to Rose on account of honest. No idea what those wave counters do, obviously, but somehow I picture them being more useful than 300 extra damage on a successful attack.


Anywho, cards will be cards, and because my muse is being uncooperative about the LP gain supports. :x

Machina Scavenger
Machine/Effect
4 Star/Dark
1500 Atk / 1600 Def

When this card inflicts Battle Damage to your opponent, you can discard the top card of your Deck to select one "Machina" Card from your Graveyard and place it at the top of your Deck.

Machina Sniper
Machine/Effect
4 Star/Wind
1700 Atk / 1400 Def

Once per turn, you can select one card your opponent controls and reveal the top card of your Deck. If the selected card is face-down, flip it face-up, ignoring card effects. If the card you selected is of the same type (Monster, Spell, or Trap) as the card you revealed, destroy it and discard the top card of your Deck. Otherwise, return the card to its original position and the card you revealed is returned to the top of your Deck.

Machina Varier
Machine/Effect
4 Star/Light
? Atk / ? Def

This card can be Normal Summoned in Defense Position. When this card is summoned or flipped face-up, reveal the top card of your Deck and discard it. This card gains an effect depending on the type of the card you revealed:
Monster: The original Atk of this card becomes 2300. When this card attacks, it is switched into Defense Position at the end of the Damage Step.
Spell: The original Atk and Def of this card become 1800. This card inflicts piercing Damage.
Trap: The original Def of this card becomes 2100. Your opponent can not select any "Machina" Monster you control except for "Machina Varier" as the target of an attack or card effect.

Machina Battle Tuning
Quick-Play Spell

Increase the Atk of one "Machina" Monster you control by 600 until the end of this turn. During the End Phase, if this card is in your Graveyard, you can return it to the top of your Deck.

Machina Counter
Counter Trap

This card can only be activated when your opponent activates a card effect while you control at least one face-up "Machina" Monster. Discard the top card of your Deck. Then, if the card you discarded is of the same type (Monster, Spell, or Trap) as the card your opponent activated, negate the activation and effect of that card and destroy it.
 
4,227
Posts
19
Years
  • Seen Aug 11, 2009
Oh, I understand musing, but what I don't understand is taking musings over extremely unlikely/situational conditions, ignoring the 'unlikely' part and the using them to argue how something is disbalanced. :O

...But I wasn't using the Synchro bit to argue anything. If I was, I would have added at least some sort of suggestion there while I was at it. It was just a thought, nothing more.

But, I apologize for dragging this on for so long. Moving on~


Machina Scavenger
Machine/Effect
4 Star/Dark
1500 Atk / 1600 Def

When this card inflicts Battle Damage to your opponent, you can discard the top card of your Deck to select one "Machina" Card from your Graveyard and place it at the top of your Deck.

A thematic...that I can't really say much on until the set's finished. The effect is a virtual staple for those much-needed setups, but with only 1500 ATK it isn't likely to get that effect off unless you expend resources to give it a clear shot at your opponent.

Machina Sniper
Machine/Effect
4 Star/Wind
1700 Atk / 1400 Def

Once per turn, you can select one card your opponent controls and reveal the top card of your Deck. If the selected card is face-down, flip it face-up, ignoring card effects. If the card you selected is of the same type (Monster, Spell, or Trap) as the card you revealed, destroy it and discard the top card of your Deck. Otherwise, return the card to its original position and the card you revealed is returned to the top of your Deck.

So you at least get to check your opponent's face-down cards for showing off your next draw, which he/she probably knows already from other effects, and at best destroy that card for a single discard. For getting to check sets with this and the semi-respectable ATK it already has a nice little niche over Machine GunSnipe Hunter, but just getting to see cards on the field isn't as useful in the long run and you only get a 33% chance at destroying things without Scavenger, A Feather of the Phoenix, or something else to set what your next draw is.

...


Machina Varier
Machine/Effect
4 Star/Light
? Atk / ? Def

This card can be Normal Summoned in Defense Position. When this card is summoned or flipped face-up, reveal the top card of your Deck and discard it. This card gains an effect depending on the type of the card you revealed:
Monster: The original Atk of this card becomes 2300. When this card attacks, it is switched into Defense Position at the end of the Damage Step.
Spell: The original Atk and Def of this card become 1800. This card inflicts piercing Damage.
Trap: The original Def of this card becomes 2100. Your opponent can not select any "Machina" Monster you control except for "Machina Varier" as the target of an attack or card effect.

If you don't set up the card early with Scavenger, Feather, or something similar then you could end up with a 0-positioned monster if you're unlucky, but you can also end up with a GAF-style beatstick, a 2100-target-absorbing defender, or a more balanced dual-1800 piercer. Good choices, but having to rely on a 1500-ATK monster dealing damage, a negative-sum Spell, or a Continuous Spell to keep from getting an unfavorable effect weakens it a bit. At least you can play it in face-up Defense just in case.

Machina Battle Tuning
Quick-Play Spell

Increase the Atk of one "Machina" Monster you control by 600 until the end of this turn. During the End Phase, if this card is in your Graveyard, you can return it to the top of your Deck.

Recyclable, thematic Rush Recklessly that helps prevent decking out. Not at all common, yes, but decks that can't finish off the opponent before decking out (if it ever happens) could like to see it as a tech, and it's a quick answer to pure mill. [/musing] In the set itself, it at least works with Sniper and Varier, but you would probably want to go with a Monster or Trap for those two most of the time.

Machina Counter
Counter Trap

This card can only be activated when your opponent activates a card effect while you control at least one face-up "Machina" Monster. Discard the top card of your Deck. Then, if the card you discarded is of the same type (Monster, Spell, or Trap) as the card your opponent activated, negate the activation and effect of that card and destroy it.

So a 1/3 chance of negating the effect unless you preset the card, in which case your opponent will probably know what it is, too (although I'm admittedly not sure how that could help here unless they know you have this set). Still, it is thematic and works with the other Machina cards, so fair enough.

...Hasn't this already been done? I could swear that I've seen some of these effects before...

And, as for those Wave Counters...

Ligh
 
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Gymnotide

8377 | Scorpaeniform
3,597
Posts
16
Years
Overclocked Databank
( 3 Stars / FIRE / Machine / Effect Monster )
0 / 2300


When this card is Summoned, switch it to Defense Position. When you have the following number of cards in your hand, this card gains the corresponding effects (these effects are not cumulative):
- 3 or more: Once per turn, you can select 1 card in your Graveyard and shuffle it into your Deck, then discard 2 cards.
- 2 or fewer: Once per turn, you can draw 1 card.
- 0: Destroy this card immediately.

Overclocked Processor
( 3 Stars / FIRE / Machine / Effect Monster )
900 / 1500


When you have the following number of cards in your hand, this card gains the corresponding effects (these effects are not cumulative):
- 3 or more: Increase the ATK of this card by 700 until the End Phase, then discard 1 card.
- 2: Once per turn, you can switch this card to Defense Position.
- 1: The original ATK of this card becomes 2400.
- 0: Destroy this card immediately.

Overclocked Coil
( 4 Stars / FIRE / Machine / Effect Monster )
1700 / 0


When you have the following number of cards in your hand, this card gains the corresponding effects (these effects are not cumulative):
- 3 or more: During each of your Standby Phases, draw 1 card. if you drew a card by this card's effect, discard 1 card during the End Phase.
- 2: Once per turn, you can discard 1 card.
- 1: Once per turn, select 1 "Overclocked" monster from your Graveyard and Special Summon it.
- 0: Destroy this card immediately.

Overclocked Satellite
( 2 Stars / FIRE / Machine / Effect Monster )
0 / 0


When you have the following number of cards in your hand, this card gains the corresponding effects (these effects are not cumulative):
- 4 or more: Switch this card to Attack Position. It cannot change battle positions except with a card effect.
- 3: You take no battle damage from a battle involving this monster. When this card is destroyed and sent to the Graveyard as a result of battle, Special Summon 1 "Overclocked" monster from your Deck.
- 2 or fewer: Tribute this face-up monster to Special Summon 1 "Overclocked" monster from your Deck.
- 0: Destroy this card immediately.

Overclocked Ward
( 4 Stars / FIRE / Machine / Effect Monster )
1200 / 1200


When you have the following number of cards in your hand, this card gains the corresponding effects (these effects are not cumulative):
- 3 or more: Once per turn, you can select 1 "Overclocked" monster from your Deck and add it to your Hand.
- 2: Increase the DEF of all monsters you control by 400.
- 1: Increase the ATK of all monsters you control by 600.
- 0: Destroy this card immediately.

Overclocked Facility
Continuous Spell
When you have the following number of cards in your hand, this card gains the corresponding effects (these effects are not cumulative):
- 3 or more: Destroy this card immediately.
- 2: Increase the DEF of all monsters you control by 600.
- 1: Once per turn, you can draw 1 card.
- 0: Once per turn, you can select 1 "Overclocked" monster in your Deck and add it to your Hand.

Overclocked Tenacity
Equip Spell
You can equip this to a face-up "Overclocked" monster you control. If the equipped monster would be destroyed by its own effect, this card is destroyed instead. Then, draw 2 cards.

Unrequited Love
Continuous Trap
Neither player can draw cards due to a card effect controlled by their opponent.

Midnight Oil
Equip Spell
When the equipped monster is removed from the field, shuffle this card into your Deck. The equipped monster gains the corresponding effect(s) based on the number of cards in their owner's hand:
- 2 or more: Negate this card's effect(s).
- 1: Increase this card's ATK by 800.
- 0: Destroy this card immediately.
 

Alter Ego

that evil mod from hell
5,751
Posts
18
Years
So a 1/3 chance of negating the effect unless you preset the card, in which case your opponent will probably know what it is, too (although I'm admittedly not sure how that could help here unless they know you have this set). Still, it is thematic and works with the other Machina cards, so fair enough.

...Hasn't this already been done? I could swear that I've seen some of these effects before...

Hurr...Machina Counter does bear a resemblance to Undertow (except Undertow deals with the bottom and no discard), but beyond that...ehh, can't recall any particularly striking resemblance, no.

And, as for those Wave Counters...

Ligh

...is this what they call a cliffhanger? XD

*Shot*

Ahem, focusing on the cards that are here in their entirety.


Overclocked Databank: Ehh...being 2300-point wall is already a consideration in itself and the low-cards hand effect is good, but with 3+ the only reason you'd want to activate that effect is to drop back down to the low card count effect. Ehh...I dunno'.

Overclocked Processor: The 3+ effect is a bit problematic, wording-wise. As it currently stands, it will forcefully chop down your hand size until you're down to two cards, so unless that was your plan I'd suggest a rewording there. Ehh...1-card effect is really the only clearly useful one here.

Overclocked Coil: Potential chain summon here: Coil into Coil into Coil into Processor for a buttload of Atk on the table. Second effect works to set up that summon by discarding another overclocked and dropping the in-hand count to one at the same time. The deck thinning effect is also worthwhile, so they all serve a purpose. A 1700-atk body is nothing to scoff at either.

Overclocked Satellite: This would be the recruiter guy of the set? Eeeh...not to wild about how it becomes useless with 4+, but otherwise fair enough.

Overclocked Ward: Constant free monster search? That already provides some options in its own right, especially given coil's last effect (just buff the hand with this to compensate for the discards), but the puny stats do balance out a bit.

Overclocked Facility: Umm...no. I love my free cards as much as the next person, but self-destructing at three plus cards? Not going to stick around long, and that def boost is nothing to call home about either. :\

Overclocked Tenacity: Good recovery if you burn out your hand, I suppose, but with these guys you wouldn't really want to drop down there in the first place.

Unrequited Love: ...no relation to the theme, really, but certainly something nasty to flip after your Card Destruction/Morphing Jar/Distraction Strategy since the 'no activation' thing that would block out the effect altogether, same as with a CoH'd Protector of the Sanctuary.

Midnight Oil: I see no point. 800-Atk equip is nothing to call home about, especially if it has a tendency to blow itself up, and none of the monsters have the stats to really make them worthwhile without their effects.


That aside...

Machina Excavator
Machine/Effect
3 Star/Earth
1200 Atk / 1800 Def

When this card is Normal Summoned successfully, add one "Machina" Monster from your Graveyard to the top of your Deck. When this card is destroyed by a card your opponent controls, reveal the top card of your Deck. If the card that you revealed is of the same type (Monster, Spell, or Trap) as the one that destroyed this card, add it to your Hand. Otherwise, discard it.

Machina Scout

Machine/Tuner/Effect
3 Star/Light
1400 Atk / 1300 Def

Once per turn, you can reveal the top card of your Deck. If it is a "Machina" Monster, add it to your Hand. Otherwise, discard it.

Machina Sonar
Machine/Effect
2 Star/Water
1000 Atk / 1700 Def

Once per turn, you can pick up the top two cards of your Deck and look at them, then discard one of the cards and return the other to the top of your Deck. When this card is destroyed by a card your opponent controls, reveal cards from the top of your opponent's Deck until you find a card of the same type (Monster, Spell, or Trap) as the one that destroyed this card, then return all of the revealed cards to the top of your opponent's Deck in any order.

Machina Conversion Factory
Continuous Spell

Once per turn, you can reveal the top card of your Deck. Then, if you have any "Machina" cards of the same type as the revealed card (Monster, Spell, or Trap) in your Hand, you can add the revealed card to your Hand and place one of those cards at the top of your Deck instead.

Machina Salvage Crane
Normal Spell

Select two "Machina" cards from your Graveyard and return them to the top of your Deck.
 
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Gymnotide

8377 | Scorpaeniform
3,597
Posts
16
Years
Midnight Oil
Equip Spell
When the equipped monster is removed from the field, shuffle this card into your Deck. The equipped monster gains the corresponding effect(s) based on the number of cards in their owner's hand:
- 2 or more: Negate this card's effect(s).
- 1: Increase this card's ATK by 800.
- 0: Destroy this card immediately.
I kind of want this card to be more like this:

Midnight Oil
Equip Spell
When the equipped monster is removed from the field, except by the effect of this card, shuffle this card into its owner's Deck. The equipped monster gains the corresponding effect(s) based on the number of cards in their owner's hand:
- 2 or more: Negate this card's effect(s) and reduce its ATK by 500.
- 1: Increase this card's ATK by 1000.
- 0: Destroy this card and the equipped monster immediately.
 
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