Voltagenic
got djent?
- 343
- Posts
- 17
- Years
- Seen Oct 15, 2011
I've been to a special site, and here's my card:
![[PokeCommunity.com] You make the Card! [PokeCommunity.com] You make the Card!](https://i189.photobucket.com/albums/z230/Beaver_Idiot/createcard.php.jpg)
MysticManyula said:Do you like 'em?
Rise of the Twin Queens
Normal Spell
This card can only be activated by discarding your Hand and tributing "Princess Curran" and "Princess Pikeru" from your Field while "Court of Nobles" is on your Field. Special Summon one "Queen Curran" and one "Queen Pikeru" from your Deck, ignoring summoning conditions.
Um...one-card hand to bring out both at once? Okay...but there's still getting both Princesses out at once
Bio-Tech Vampire
Machine/Fusion/Effect
10 Star/Dark
1400 Atk / 1200 Def
Bio-Tech Leech + Any level 5 or higher Plant, Insect, or Zombie Type monster
This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. This card gains 300 Atk for each card on your opponent's Field and in his/her Hand. This card can attack your opponent directly. If it attacks using this effect, any Battle Damage inflicted by the attack is reduced by half. Whenever this card deals Battle Damage to your opponent as a result of a direct attack, select a card at random from your opponent's Hand and place it face-down in his/her Spell and Trap card zone. A card set by this effect can not be flipped face-up. When a card placed on your opponent's Field by this effect is destroyed, it is returned to its owner's Hand. When this card is removed from the Field, all cards placed on your opponent's Field by this card's effect are returned to their owner's Hand.
S/T lock while, at the same time, dealing a hefty amount of damage...not bad for a Bio-Tech.
Bio-Tech Twincore
Machine/Fusion/Effect
10 Star / Light
2000 Atk / 1500 Def
Bio-Tech Liquid Core + Bio-Tech Plasma Core
This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. This card can not be destroyed or removed from the Field by any card effects except "Bio-Tech Polymer"'s. Once per turn, when this card would be destroyed by battle it is not destroyed. All Battle Damage from battles involving this card is doubled and inflicted to your opponent.
Shrink, anyone? That effect really is quite painful. At least its only 100 below Cyber Dragon...
Bio-Tech Overdragon
Machine/Fusion/Effect
10 Star/Fire
1800 Atk / 1600 Def
Bio-Tech Battlewyrm + Any level 5 or higher Dinosaur, Dragon, or Reptile Type monster
This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. Whenever this card destroys your opponent's monster by battle, select and activate one of the following:
- This card can attack once again in a row.
- Increase the Atk of this card by 700 for as long as it remains on the Field.
Sweep your opponent then finish it up by increasing its ATK. Gets stumped by the higher-ATK beatsticks, though.
Bio-Tech Juggernaught
Machine/Fusion/Effect
10 Star/Earth
2600 Atk / 1300 Def
Bio-Tech Automaton + Any level 5 or higher Machine or Rock Type monster
This card can not be Special Summoned except by the effect of "Bio-Tech Polymer". Whenever this card would be sent to the Graveyard, it is returned to your Fusion Deck instead. This card can attack all your opponent's Attack Position monsters on the same Battle Phase. On the End Phase of a turn when this card destroyed your opponent's monster by battle and sent it to the Graveyard, all Defense Position monsters on your opponent's Field are switched into Attack Position (Card effects are not activated) and may not be switched back until your next turn.
MysticManyula said:The Bio-Techs are a bit confusing... And I don't think a 2600 ATK monster would have 10 stars if Blue-Eyes White Dragon has 3000 ATK and has 8 stars. The Princesses are god, but a bit confusing too... anways, here's my card:
Name: Diablo Dragon
Card Type: Effect Monster
Level/Type/Attribute: 9 Stars/Dragon/Dark
Effect: No more Spell/Trap Cards can be played.
ATK/DEF: 3950/2800
Rarity: Ultra-Rare
(I'll not repeat that phrase because it is getting annoying.)
Another ones:
Name: Blow Bomb
Card Type: Effect Monster
Level/Type/Attribute: 3 Stars/Machine/Fire
Effect: Offer this card as a Tribute to destroy all the cards on the opponent's field.
ATK/DEF: 500/500
Rarity: Ultra-Rare
Name: Metamorphosis Crystal
Card Type: Ritual Magic Card
Effect: Summons a Warrio-Gon with tributes. You must offer a "Celtic Guardian" and any Dragon-type monster to summon that card.
Rarity: Rare
Name: Warrio-Gon
Card Type: Ritual/Effect Monster
Level/Type/Attribute: 7 Stars/Dragon/Earth
Ritual: You may only summon this card by activating "Metamorphosis Crystal" and offering a "Celtic Guardian" and a Dragon-type monster as tributes.
Effect: This monster has ATK/DEF points equal to the number of monsters on your Graveyard x 1000.
ATK/DEF: ?/?
Rarity: Rare
The last one may look strange, but it is a Dragonized man, like a man and a dragon merged.
Alright, let's try something a little interesting:
Heart of the Cards
Normal Spell
Pay life point until you have one hundred remaining and discard your hand. Select the same number of cards you discarded from your deck and add them to your hand.
Limited to one per deck. :3
So refresh my memory: why isn't Warrio-gon a fusion monster when it specifies tributes not in terms of combined star level but by monster type and name? That's not how rituals work. xP At any rate, see Icha's comments for the effect bit.[/Lazy]
Heart of the Cards: Rofflecakes, Yami's ability has been cardified. Yeah, this would be pretty awesome to play. Too bad we have something called 'game balance' to think about. xD
Under Barrier: Ehh...sort of dubious usefulness since it uses specific LP values as opposed to a certain LP difference, meaning that using the lockdown to slap some direct damage on your opponent is pretty much out of the question. I think I'd sooner use my own Lifeforce Barrier card. That one thrives on burn. xD This one...eh, I guess it's sort of a backup plan for high-risk decks like Reversal Quiz OTKO but the requirements are so...strict. xP
And now for something completely different. Instead of making another card set, I shall add something to an existing one. =O
Venom Distill
Continuous Spell
For each of your "Venom" monsters that is sent to the Graveyard while this card is face-up on the Field, place a Venom Counter on this card. Whenever a "Venom" monster on your Field attacks a monster on your opponent's Field, you may move one Venom Counter from this card to the target monster before applying Damage Calculation.
Ouch... Venom monsters are evil. There aren't many of them, but they are evil. As for this card, I see nothing wrong with it.
EDITNESS: ZOMG LUL, Final Fantasy meets YGO. xD Awwright...let's take a look at these:
FFVII, to be precise. :3
Beat Rush: Oh my...the rogue is apparently Tifa's apprentice. xD Anyways, fair enough. However, that should be 'Until the end of the turn this card is activated the selected monster can attack all monsters on your opponent's Field'. It's a bit on the weak side considering the rogue's weak Atk. Maybe augment that just a bit too? Something like 500 extra would make this a lot cooler.
Wanderer deck needs equip cards anyway for hero, so there's no reason you can't just toss "United We Stand" or something to Rogue. Besides, if this thing pulls off you could end up drawing an entirely new hand.
Beastialize: Isn't this supposed to be the beast's limit? o.O Anyways, I see no issues here. Blue-Eyes' strength FTW.
Allow me to explain my placement of this limit break with two words: Vincent Valentine.
Cosmos Eterna: Yeah, this sounds more like the Mage's limit. Depends on whether you wanted the effects to be the other way around too, but I see nothing directly wrong with a single direct attacker. The wording at the end is off, though, which is weird since you got it right before. With stuff like this, you should just copy-paste that last provision to get it right each time.
The beast was a mix of Nanaki and a couple of made-up monsters I'd been toying around with, so I thought it was fair that I gave him a limit break similar to Cosmo Memory. And I can't copy paste the whole thing, since each one is monster-specific.
Shuriken Blaze: Ehh...I'm not too wild about the bit that requires you to reveal your hand (you know, to show that you have wanderers there). Anyways, this is basically a slightly less reliable Dark Magic Attack with a more useful requirement monster. I think you could throw in a bit of burn damage (Like, say, 400 damage per destroyed card) for that limit break flair. ;D
Done and doner.
Grand Healing: This sort of reminds me of the White Wind Enemy Skill. Ahh...nostalgia. It's a bit on the weak side, though. Maybe give it something else that's also healerish like returning a wanderer or two from your graveyard to your hand. :3 Optionally, you could just let it double your LP. Life Points are cheap these days, anyway.
Well, Great Gospel was hard to translate into a spell card...
Ability Clone: For practical reasons, make that 'any "Limit Break" Spell Card in your Graveyard'. The last provision is also unnecessary since activating the effect of the card - as opposed to the card itself - already circumvents any activation requirements.
But I want the card to still have the activation requirements in play- like, Vampire can't just activate a card for free. He has to pay half life-points first unless he's out there solo. I suppose I'll just give ability leech an LP cost...
Braver: Sissy....at least throw in a bit of burn damage or some other neat side-effect. As it is, it's too expensive if you have others on the field and not enough to turn the game around if you don't. =O
It's his initial Limit Break (as opposed to a translated Final limit break for the others). It was supposed to be fairly weak. I guess I could buff it a bit...
Omnislash: Who does this 'Hero' think he is? Cloud? xD Again, use '"Limit Break" Spell card(s) in your Graveyard' instead of cards that have been played. It saves a lot of hassle. This requires quite a bit of setup to really pay off, so again; consider additional effects.
The Hero isn't Cloud, I'll say that much. The other Wanderers are easier to identify, but Hero isn't Cloud. The Hero does get Cloud's limit break skills though. Alright, I'll give it something a bit more massive.
Overall, I see no serious balance issues. If anything, they could use a bit of buffing since they are rather situational, maybe some sneaky way to search them from your deck too. Cool concept, though; got to love those flashy reversals. x3