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- Seen Aug 11, 2009
...They specifically say "cards" to keep the Ojama abuse away. Of course, that also means Trap Monsters and stuff like Dandylion is perfect for the theme...
...I knew I forgot something:
Striker's Draw
Normal Spell
You can only activate this card if you have 3 or more cards on your side of the field. If the number of cards on your opponent's side of the field is greater than the number of cards on your side of the field, you may draw a number of cards equal to the difference. Ignore the effect of "Striker's Miscount" for the purpose of this effect.
Striker's Reunion
Quick-Play Spell
If the number of cards on your opponent's side of the field is greater than the number of cards on your side of the field, you may Special Summon 1 "Striker" monster from your Graveyard whose effect lists a number equal to or less than the difference +1. Treat the monster summoned by this effect as having been summoned by its own effect.
Note to self: never post new cards less than an hour before midnight. >.<
Anyway, you are right about some of the other cards. After all, they were posted last stage, so I guess I should give them a bit of a tweak. Let's see here...
Nightmare Striker
7 Stars/DARK/Fiend
ATK: 2800 DEF: 2000
When the number of cards on your opponent's side of the field is at least 5 more than the number of cards on your side of the field, you may Special Summon this card from your hand. When this card is summoned, inflict 1000 points of damage to your opponent. Increase this damage by 2000 if it was Special Summoned by its own effect.
Striker's Trick
Quick-Play Spell
Until the end of the turn, you may move two face-down cards on your side of the field to your opponent's side. Your opponent cannot look at or activate/Flip Summon any cards you switch control of.
Striker's Trap
Continuous Trap
After activation, place this card in an open Spell/Trap Card zone on your opponent's side of the field. As long as this card is face-up on your opponent's side of the field, inflict 400 points of damage to your opponent during each of your Standby Phases. This face-up card counts as two cards being present on the field.
Striker Force
3 Stars/DARK/Fiend
ATK 1400/DEF 800
If the number of cards on your opponent's side of the field is 1 or more greater than the number of cards on your side of the field, you may Special Summon this card from your hand. When this card is destroyed and sent to the Graveyard, add 1 card with "Striker" in its card name from your Deck to your Hand.
Dark World Striker
5 Stars/DARK/Fiend
ATK 2200/DEF 1500
When this card is discarded from your hand to the Graveyard by a card effect, Special Summon this card to your side of the field. At that time, if this card was discarded by your opponent's card effect and your opponent has more cards in his/her hand than you do, look at your opponent's hand and discard cards from it until the number of cards in each player's hand is the same.
...The whole problem I see with your set is that it seals you off from playing more cards when you need to. Most skilled players could take advantage of that by leaving stuff like an abused Valkyrie or Tundra Wolf out, and you cannot rely on Frost Seal to block off your opponent. Also, once again, there is a serious Ojama Trio weakness here, since you're already sealing off your own field.
Now to toss out a couple more...
Speed Striker
2 Stars/DARK/Fiend
ATK 1200/DEF 900
If the number of cards on your opponent's side of the field is 4 or more greater than the number of cards on your side of the field, you may Special Summon this card and 1 additional "Striker" monster from your hand. When this card is summoned by this effect, draw 1 card for every other face-up "Striker" monster on the field.
Striker's Alliance
Continuous Spell
When this card is activated, place 3 "Alliance Tokens" on it. Once per turn, you may pay 1000 Life Points to remove 1 "Alliance Token" from this card and discard 1 "Striker" monster from your hand. Treat the number of cards on your opponent's side of the field as increased by a number equal to half the discarded monster's Level (rounded down). If this card has no Alliance Tokens on it, destroy this card.
Striker's Draw: Again, Miscount turns this absolutely crazy. Ojama Trio suddenly began increasing your draw power by three too...six with Miscount. x.O
...I knew I forgot something:
Striker's Draw
Normal Spell
You can only activate this card if you have 3 or more cards on your side of the field. If the number of cards on your opponent's side of the field is greater than the number of cards on your side of the field, you may draw a number of cards equal to the difference. Ignore the effect of "Striker's Miscount" for the purpose of this effect.
Striker's Reunion
Quick-Play Spell
If the number of cards on your opponent's side of the field is greater than the number of cards on your side of the field, you may Special Summon 1 "Striker" monster from your Graveyard whose effect lists a number equal to or less than the difference +1. Treat the monster summoned by this effect as having been summoned by its own effect.
Note to self: never post new cards less than an hour before midnight. >.<
Anyway, you are right about some of the other cards. After all, they were posted last stage, so I guess I should give them a bit of a tweak. Let's see here...
Nightmare Striker
7 Stars/DARK/Fiend
ATK: 2800 DEF: 2000
When the number of cards on your opponent's side of the field is at least 5 more than the number of cards on your side of the field, you may Special Summon this card from your hand. When this card is summoned, inflict 1000 points of damage to your opponent. Increase this damage by 2000 if it was Special Summoned by its own effect.
Striker's Trick
Quick-Play Spell
Until the end of the turn, you may move two face-down cards on your side of the field to your opponent's side. Your opponent cannot look at or activate/Flip Summon any cards you switch control of.
Striker's Trap
Continuous Trap
After activation, place this card in an open Spell/Trap Card zone on your opponent's side of the field. As long as this card is face-up on your opponent's side of the field, inflict 400 points of damage to your opponent during each of your Standby Phases. This face-up card counts as two cards being present on the field.
Striker Force
3 Stars/DARK/Fiend
ATK 1400/DEF 800
If the number of cards on your opponent's side of the field is 1 or more greater than the number of cards on your side of the field, you may Special Summon this card from your hand. When this card is destroyed and sent to the Graveyard, add 1 card with "Striker" in its card name from your Deck to your Hand.
Dark World Striker
5 Stars/DARK/Fiend
ATK 2200/DEF 1500
When this card is discarded from your hand to the Graveyard by a card effect, Special Summon this card to your side of the field. At that time, if this card was discarded by your opponent's card effect and your opponent has more cards in his/her hand than you do, look at your opponent's hand and discard cards from it until the number of cards in each player's hand is the same.
Funny thing you should revisit these at the same time when I came up with something hauntingly resemblant of an anti-theme to them. XD
Frost Gigas
Aqua/Effect
4 Star/Water
1150 Atk / 1550 Def
When this card is Summoned successfully, you may select one unoccupied Monster Card Zone on your Field and treat it as occupied for as long this card remains on the Field. If you do, the original Atk of this card is doubled.
Self-sealing, eh? Not sure I can say that I like it, since it limits your own options. Of course, it also completely prevents overextending, which is good. You just need to make sure the effect is worth it...which this one might be. GAF-level ATK without Tributing is good, yes, but without the extra space...
Oh, and let's not forget about Ojama Trio. That's a quick way to get locked.
Protector of the Ice Boundary
Aqua/Effect
4 Star/Water
1300 Atk / 1900 Def
By selecting an unoccupied Spell or Trap Card Zone on your Field, negate the destruction of a WATER Attribute Monster you control once. (Damage Calculation, if any, is applied normally) The Spell or Trap Card Zone you selected is treated as occupied until your second Standby Phase after this effect was activated.
Hmm...useful for recruiter-summoning and certainly helpful in a pinch, but DaD will just go right through you anyway. Still...that's a rather decent DEF, and with the extra protection, you might be able to wall out for a little bit (as in, a turn or two).
Ice Valkyrie
Aqua/Effect
6 Star/Water
2300 Atk / 2600 Def
When this card is Special Summoned, select one unoccupied Monster Card Zone on your Field and the selected Monster Card Zone is treated as occupied for as long as this card remains on the Field. Once per turn, by selecting one unoccupied Monster Card Zone on your Field, Special Summon one WATER Attribute Monster from your Graveyard to a Monster Card Zone on your Field other than the one you selected. The selected Monster Card Zone is then treated as occupied for as long as this card remains on the Field.
Okay, I suppose. Just Normal Summon it and it becomes a Il Blud/Doom Shaman-type situation for your monsters. There's too much of a chance for backfiring, though...
Tundra Seer
Spellcaster/Effect
3 Star/Water
1100 Atk / 1600 Def
Whenever the effect of a Normal, Quick-Play, or Ritual Spell Card is resolved, the Spell or Trap Card Zone that the card was in becomes occupied until your second End Phase after the card's activation.
Now THIS card...this I can see getting splashed into several decks. Hello Monster Reborn, MST, Fissure, Smashing Ground, and all of your staple friends! Recruiter-searchable, too, which certainly helps.
Tundra Wolf
Beast/Effect
3 Star/Water
1000 Atk / 600 Def
This card gains 400 Atk for each "Tundra Wolf" you control. Once per turn, you may Special Summon up to two "Tundra Wolf"s from your Deck. A Monster Special Summoned by this effect can not be offered as Tribute for a Tribute Summon or attack your opponent directly. At the End of the turn when this effect was activated, return all Monsters Special Summoned by this effect to your Deck and shuffle it. The Monster Card Zone(s) occupied by Monster(s) Special Summoned by this effect remain occupied until your third End Phase after this effect was activated.
So...recruiter hatred? Or you just clear the field with the other two and swing directly with the third for 2200 damage? Eh, good for a 1-turn swarm, but that backfire is still a problem.
Frost Seal
Continuous Spell
For each of your Spell and Trap Card Zones that is occupied when this card is activated, select an unoccupied Monster, Spell or Trap Card Zone on your opponent's Field. The selected zone(s) are treated as occupied for as long as this card remains on the Field.
I see. So the idea is to block up your field in order to block off your opponent, eh? Not bad, but I doubt a lot of people would be masochistic enough to actually make real use of this card.
Glory Snow
Normal Spell
Select two of your unoccupied Monster or Spell and Trap Card Zones to activate this card. For the remainder of the Duel, the selected zones are treated as occupied. Draw two cards.
...Even with Frost Seal, this really feels like a -1 card (+2 for the draws, but sort of -2 on field advantage), so I would avoid it. Seriously, this self-destruction style is going a bit too far.
Frozen Grave
Continuous Trap
This card can only be activated when your opponent Tribute Summons a Monster. Negate all effects of the Tribute Summoned Monster and destroy it then select a number of unoccupied Monster or Spell and Trap Card Zones on your opponent's Field up to the number of Monsters tributed for the Monster destroyed by this effect. For as long as this card remains on the Field, the Zones you selected are treated as occupied and your opponent may not Special Summon any Monsters from his/her Graveyard.
I sense recursion & Monarch hatred. ...So Monster Reborn & Premature Burial are gone, but...who really goes for Tribute Summoning lately other than the random Monarchs?
...The whole problem I see with your set is that it seals you off from playing more cards when you need to. Most skilled players could take advantage of that by leaving stuff like an abused Valkyrie or Tundra Wolf out, and you cannot rely on Frost Seal to block off your opponent. Also, once again, there is a serious Ojama Trio weakness here, since you're already sealing off your own field.
Now to toss out a couple more...
Speed Striker
2 Stars/DARK/Fiend
ATK 1200/DEF 900
If the number of cards on your opponent's side of the field is 4 or more greater than the number of cards on your side of the field, you may Special Summon this card and 1 additional "Striker" monster from your hand. When this card is summoned by this effect, draw 1 card for every other face-up "Striker" monster on the field.
Striker's Alliance
Continuous Spell
When this card is activated, place 3 "Alliance Tokens" on it. Once per turn, you may pay 1000 Life Points to remove 1 "Alliance Token" from this card and discard 1 "Striker" monster from your hand. Treat the number of cards on your opponent's side of the field as increased by a number equal to half the discarded monster's Level (rounded down). If this card has no Alliance Tokens on it, destroy this card.
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