Balaxe Posted September 13, 2009 Report Share Posted September 13, 2009 These are all my written cards because its easier to post cards in one thread instead of than having multiple threads, i'll be updating this thread as much as possible so enjoy. I'm trying to balance/improve these cards so any way to balance/improve the effects or names, also if you think any of my cards should be a different type or attribute just tell me. UPDATE: Primitive Beasts Added. Last Updated on 28/9/09 (D/M/Y) I don't need comments on all my cards so heres some quick descrptions about each set, to see which ones you want to read.About The CardsGraveyard: These guys look like zombies wearing bandages like they were killed in a car crash, all of the graveyard monsters are dark attribute zombie types. They focus around Tomb Counters. Hive: These are wind attribute insects which are based off bees, wasps and hornets, they swarm the field and activate there abilities when they are special summoned. Nuclear: These monsters are half machine, and half mutant with a glowing orange-yellow orb somewhere on there bodies with the orb turing dull grey when there "reactor counters" are gone. There all machine/EARTH with powerful effects with deadly side effects. Primitives: These are primapes covered in tribal markings that live in a great forest. They force there opponent on the defencive before giving the final blow. They dont have a specific archtype but named them roughly the same. [spoiler=Graveyard Archtype + Support]Name: Graveyard FighterType: Zombie/effectAttribute: DARKLevel 4ATK: 1600DEF: 1400Lore: During battle against your opponent's monster, decrease your opponent's monster's ATK and DEF by the number of Tomb Counters (Max.5) on this card X 200. Each time this card destroys a monster in battle remove 1 Tomb Counter from it. Name: Graveyard BrawlerType: Zombie/effectAttribute: DARKLevel 4ATK: 1400DEF: 1600Lore: During either players Battle Phase you can remove 1 Tomb Counter (Max.5) from this card to active the following effects, until the end of the Battle Phase this card cannot be destroyed by battle (damage calculated normaly) and any monster that battles with this card is destroyed after damage calculation. Name: Graveyard ThrasherType: Zombie/effectAttribute: DARKLevel 4ATK: 1800DEF: 1200Lore: If this card declares an attack and your opponent activates a spell or trap card you can remove 1 Tomb Counter (Max.3) from this card to negate and destroy the card. Name: Graveyard ScavengerType: Zombie/effectAttribute: DARKLevel 4ATK: 1000DEF: 1800Lore: During each Standby Phase place 1 Tomb Counter on "Graveyard" Monsters for every Zombie-Type monster in your Graveyard. By removing 3 Tomb Counters (Max.3) from this card select 1 "Graveyard" Monster in your Graveyard and add it to your hand. Name: Graveyard AssassinType: Zombie/effectAttribute: DARKLevel 5ATK: 2200DEF: 2400Lore: Remove 2 Tomb Counter (Max.2) from this card to destroy 1 of your opponent monsters whose DEF is lower than this cards ATK. Name: Graveyard GuardType: Zombie/effectAttribute: DARKLevel 6ATK: 1600DEF: 2800Lore: During each of your End Phases that this card is in defence position remove 1 Tomb Counter (Max.5) from it, if you do not switch this card to attack position. No other "Graveyard" monster can be selected as an attack target while this card is on the Field. Name: Graveyard LordType: Zombie/effectAttribute: DARKLevel 8ATK: 2000DEF: 2100Lore: This card gains 200 ATK for every Tomb Counter on the field (excluding this card). During you End Phase Place 1 Tomb Counter (Max.6) on this card for every Tomb Counter on the Field. Special summon 1 "Graveyard" monster from your Deck, Hand or Graveyard by removing Tomb Counters from this card equal to that monster's level. Name: Offerings To The DepartedCard: Spell/Quick-playLore: Discard 1 Monster Card from your hand, place Tomb Counters on "Graveyard" Monsters equal to the discarded monster's level. Name: Graveyard CryptCard: Spell/ContinuesLore: During each of your Standby Phases place 1 Tomb Counter on this card. By removing 1 Tomb Counter from this card you can place 1 tomb Counter on a "Graveyard" Monster you control. You can remove all Tomb Counters on this card to Special Summon 1 "Graveyard" Monster from your Deck, Hand or Graveyard whose level is equal or lower then the removed Tomb Counters. Name: The Bone YardCard: Spell/ContinuesLore: During each of your Stanby Phase, place 1 Tomb Counter on each "Graveyard" monster you control. Pay 500 Life Points during each of your End Phases. If you do not, destroy this card. [spoiler=Hive Archtype + Support]Name: Hive SwiftType: Insect/effectAttribute: WINDLevel 3ATK: 800DEF: 1200Lore: This card can be Special Summoned from your Hand on the same turn you Normal Summoned a Monster. Name: Hive StingType: Insect/effectAttribute: WINDLevel 4ATK: 1200DEF: 1500Lore: If this card was Special Summoned to the Field double its ATK. Name: Hive SoldierType: Insect/effectAttribute: WINDLevel 4ATK: 1800DEF: 1400Lore: Each time this card destroys a Monster in battle either, select a level 4 or lower Insect-Type Monster in your Deck and add it to your Hand then shuffle OR select 1 "Hive" Monster in your Graveyard add it to your Deck then shuffle. Name: Hive KnightType: Insect/effectAttribute: WINDLevel 5ATK: 2100DEF: 1700Lore: When this card is Special Summoned to the Field Inflict 1000 damage to your opponent. Name: Hive GuardianType: Insect/effectAttribute: WINDLevel 6ATK: 2500DEF: 1500Lore: If a "Hive" Monster you controll is selected as an attack target Special Summon this card from your Hand and change the target to this card. Also, return this card to the owner's Hand during the End Phase it was Special Summoned by its own effect. Name: Hive QueenType: Insect/effectAttribute: WINDLevel 8ATK: 2400DEF: 2500Lore: Each time you Special Summon a "Hive" Monster inflict 500 damage to your opponent. Also, when you Special Summon a Monster increase this card's ATK by 600 until the end of the turn. Name: Busy Little BeesCard: Spell/continuesLore: Once per turn return 1 Monster you control to your Hand, then Special Summon 1 "Hive" Monster from your Hand. Name: Great WindCard: Spell/Quick-playLore: Return all Monsters you control to your Hand, then Special Summon "Hive" monster for every WIND attribute monster that returned to your Hand. Name: Gathering The HiveCard: Spell/Quick-playLore: Add all cards in your Hand to the Deck and shuffle it. Then draw the same number of cards you added to the Deck. Special Summon all "Hive" monsters drawn by this effect, then discard your Hand. Name: Drone SupportCard: Spell/ContinuesLore: Each time a "Hive" monster is Special Summoned you can Special Summon 1 "Hive Drone" (Insect-Type/WIND/Level 1/ATK 500/DEF 100). This card is not activated to the effect of "Drone Support". [spoiler=Nuclear Archtype + Support]Name: Nuclear ReactorType: Machine/effectAttribute: EARTHLevel 1ATK: 300DEF: 0Lore: When this card is summoned to the Field place 1 Reactor Counter (Max.1) on it. Remove 1 Reactor Counter from this card to Special 1 "Nuclear" Monster from your Hand. If there is'nt a Reactor Counter on this card during the End Phase destroy it. Name: Nuclear ChargerType: Machine/effectAttribute: EARTHLevel 2ATK: 500DEF: 300Lore: When this card is summoned to the Field place 1 Reactor Counter (Max.1) on it. Remove 1 Reactor Counter from this card to place 1 Reactor Counter on 1 "Nuclear" Monster you control (excluding "Nuclear Reactor"). If there is'nt a Reactor Counter on this card during the End Phase destroy it. Name: Nuclear KillerType: Machine/effectAttribute: EARTHLevel 3ATK: 1300DEF: 600Lore: When this card is summoned to the Field place 1 Reactor Counter (Max.1) on it. Remove 1 Reactor Counter from this card to double its ATK for this turn only. If there is'nt a Reactor Counter on this card during the End Phase destroy it. Name: Nuclear DestroyerType: Machine/effectAttribute: EARTHLevel 4ATK: 1800DEF: 900Lore: When this card is summoned to the Field place 1 Reactor Counter (Max.1) on it. By remove 1 Reactor Counter from this card until the end of the turn whenever this card destroys a monster by battle, inflict damage to your opponent equal to the ATK of the destroyed monster. If there is'nt a Reactor Counter on this card during the End Phase destroy it. Name: Nuclear HolocaustType: Machine/effectAttribute: EARTHLevel 5ATK: 2000DEF: 1200Lore: When this card is summoned to the Field place 1 Reactor Counter (Max.1) on it. Remove 1 Reactor Counter from this card to destroy all Face-Up Attack Position Monsters your opponent controls. If there is'nt a Reactor Counter on this card during the End Phase destroy it. Name: Nuclear JuggernautType: Machine/effectAttribute: EARTHLevel 6ATK: 2400DEF: 1500Lore: When this card is summoned to the Field place 1 Reactor Counter (Max.1) on it. By remove 1 Reactor Counter from this card it can attack all monsters on your opponent's side of the field once each for this turn only. If there is'nt a Reactor Counter on this card during the End Phase destroy it. Name: Nuclear PsycoType: Machine/effectAttribute: EARTHLevel 7ATK: 2700DEF: 1800Lore: When this card is summoned to the Field place 1 Reactor Counter (Max.1) on it. Remove 1 Reactor Counter from this card to return all Spell and Trap Cards on you opponent's field to their hand, then check your opponent's hand and your opponent must discard all Trap cards. If there is'nt a Reactor Counter on this card during the End Phase destroy it. Name: Nuclear BehemothType: Machine/effectAttribute: EARTHLevel 8ATK: 3000DEF: 2100Lore: When this card is summoned to the Field place 1 Reactor Counter (Max.1) on it. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. By removing 1 Reactor Counter from this card for this turn only any Monster that battles with this card has its ATK and DEF reduced to 0. If there is'nt a Reactor Counter on this card during the End Phase destroy it. Name: Portable ReactorCard: Spell/EquipmentLore: Equip on to a "Nuclear" Monster. The Equiped Monster cannot be destroyed by its own effect. During each Standby Phase you can pay 1000 to place 1 Reactor Counter on the Equiped Monster. Name: Total MeltdownCard: Spell/Quick-playLore: You can only activate this card by removing 5 Reactor Counters from "Nuclear" monsters on your side of the field. Destroy all cards on your opponent's side of the field and in there Hand. Name: Faulty Equipment RecallCard: Spell/Quick-playLore: Return all "Nuclear" Monsters that don't have Reactor Counters placed on them to your Hand. Name: Nuclear Power StationCard: Spell/ContinuesLore: Each time a “Nuclear” Monster you control is destroyed by its own effect place 1 Reactor Counter (Max.5) on this card. Remove 1 Reactor Counter from this card for every “Nuclear” Monster you control to active each of there effects that normaly activate by removing Reactor Counters. Name: Critical Overload!!!Card: SpellLore: Select 1 “Nuclear” Monster you control, remove all Reactor Counters from monsters you control. Place 1 Reactor Counter on the selected monster for every removed Reactor Counter (ignoring the selected monster's effect). Then destroy all monsters you control except the selected monster. [spoiler=Primitive Beasts]Name: Carefree Monkey Type: Beast/effectAttribute: EARTHLevel 1ATK: 100DEF: 0Lore: If this monster would be sent to the Graveyard instead place it in your Deck, then shuffle. By tributing this monster you can either Special Summon 1 Level 5 or lower Beast-Type monster from your Hand OR add 2 "Carefree Monkey" from your Deck to your Hand, then shuffle. Name: Forest Hunter Type: Beast/effectAttribute: EARTHLevel 3ATK: 1200DEF: 400Lore: If this card attacks a defence position monster, destroy that monster without applying Battle Damage. Then inflict damage to your opponent equal to the destroyed monster's DEF. Name: Forest KillerType: Beast/effectAttribute: EARTHLevel 4ATK: 1500DEF: 600Lore: At the begining of your Battle Phase, increase the ATK of this monster by 300 for each defence position monster your opponent controls until the End Phase. Name: Savage Forest OrangutanType: Beast/effectAttribute: EARTHLevel 5ATK: 2000DEF: 700Lore: Each time your opponent swithes a monster into attack position, decrease that monster's ATK and DEF by 600 until your End Phase. Name: Vicious Forest Ape Type: Beast/effectAttribute: EARTHLevel 5ATK: 2100DEF: 500Lore: Your Opponent cannot activate Set Spell and Trap cards during either player's Battle Phase while they control a defence position monster. Name: Destructive Forest Gorilla Type: Beast/effectAttribute: EARTHLevel 5ATK: 2200DEF: 300Lore: If this card destroys your opponent's defence position monster by battle, it can attack once again in a row. Name: Furious Forest Baboon Type: Beast/effectAttribute: EARTHLevel 5ATK: 2300DEF: 100Lore: If your opponent attacks a Beast-Type monster you control, after Damage Calculation switch your opponent's monster to defence position. Name: Primitive Forest King DurusType: Beast/effectAttribute: EARTHLevel 7ATK: 2400DEF: 800Lore: Once per turn you can pay 1000 Life Points to switch all monsters your opponent controls into defence position. Name: Durus' WardrumCard: Spell/Quick-PlayLore: Switch all monsters to defence position, except Beast-Type monsters. This card cannot be activated in your Opponent's Battle Phase. Name: Beastly AmbushCard: TrapLore: Change monster's your Opponent controls to defence position up to the number of Beast-Type monsters you control. They cannot change their Battle Position until the 2nd turn after activation. Name: Primal StrengthCard: Spell/continuesLore: Downgrade all Beast-Type Monster Cards in both players hands by 1 Level. Increase the ATK of all Beast-Type monsters by the number of defence position monster your Opponent controls X 200. [spoiler=Miscellaneous Cards]Name: Dusk Hound Lv4Type: Beast/effectAttribute: DARKLevel 4ATK: 1000DEF: 500Lore: Each time this card destroys a monster in battle place 1 counter (Max.2) on it, this card gains 500 ATK for each counter on it. By removing 2 counters on this card it can attack your opponent directly for this turn only. Tribute this card with 2 counters on it to Special Summon 1 Dusk Hound Lv6. Name: Dusk Hound Lv6Type: Beast/effectAttribute: DARKLevel 4ATK: 2000DEF: 1000Lore: Each time this card destroys a monster in battle place 1 counter (Max.3) on it, this card gains 300 ATK for each counter on it. By removing 3 counters on this card it can attack your opponent directly for this turn only. Remove 1 counter from this card to negate the activation of a Trap Card a targeting this card and destroy it. Tribute this card with 3 counters on it to Special Summon 1 Dusk Hound Lv8. Name: Dusk Hound Lv8Type: Beast/effectAttribute: DARKLevel 4ATK: 3000DEF: 1500Lore: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of Dusk Hound Lv6. Each time this card destroys a monster in battle place 1 counter (Max.4) on it, this card gains 250 ATK for each counter on it. By removing 4 counters on this card it can attack your opponent for this turn only. This card is uneffect by your opponent's Trap Cards. Name: Wandering SoulType: Zombie/effectAttribute: DARKLevel 1ATK: 0DEF: 0Lore: During your Stanby Phase you can pay 500 Life Points to Special Summon this card from your Graveyard to you side of the Field.Destroy this card during the End Phase. Name: Mortuus-resType: Zombie/effectAttribute: DARKLevel 5ATK: 2100DEF: 0Lore: Tribute 1 Monster on your Field to Special Summon this card from your Graveyard. This card cannot used as a Tribute. So Rate/Hate/Comment. My OCG is'nt perfect so any fixes would be good. Link to comment
Balaxe Posted September 16, 2009 Author Report Share Posted September 16, 2009 Even though no one has commented ='( i'm still going to be posting new cards. So heres the Nuclear Archtype. Link to comment
Lightning Bagon Posted September 16, 2009 Report Share Posted September 16, 2009 wow these are great Link to comment
skyshadow Posted September 22, 2009 Report Share Posted September 22, 2009 these are interesting effects. i like how each card works w/in its own attribute. except the nukes and misc. cards. two monsters that i think are over powered are nuclear holocaust and mortuus-res, simply cause when you combine nuclear holocaust w/ critical overload!!! it becomes a monster that can destroy your opponents monsters each turn. and also mortuus-res (thank god card of safe return is banned) can release a mortuus-res on the field to summon itself and create an infinite loop.<--- this is a bad thing contrary to anyone's thoughts. though i have those problems these are excelent monsters and archetypes 9/10 Link to comment
Balaxe Posted September 28, 2009 Author Report Share Posted September 28, 2009 I've been meaning to post for a week but ive had friends over for the last few days. So anyway.... I've added the Primative Beasts, they're not an archtype but I did get lazy when naming them. They work by forcing opponent's monsters into defence position using support cards then use effects on defence position monsters.I also made minor changes like Mortuus-res can no longer be tributed and limited N. Holocaust powers slightly Link to comment
YU-GI-OH 3600 Posted September 28, 2009 Report Share Posted September 28, 2009 Yo, do you want me to make some of these cards and pm them to you.I am kinda bored and i want something fun to do.Here is an example: Link to comment
Dark Dealer Posted September 28, 2009 Report Share Posted September 28, 2009 nice i like them could you give me some ideas plz Link to comment
Balaxe Posted September 29, 2009 Author Report Share Posted September 29, 2009 @YU-GI-OH 3600I prefer posting in Written Cards not becuase I can't find picture but because the amount of cards I post would use to much of my time to mske each card. @Dark DealerNo, if I gave you ideas than they would'nt be your cards really. I'll post another set in < a week Link to comment
YU-GI-OH 3600 Posted September 29, 2009 Report Share Posted September 29, 2009 @YU-GI-OH 3600I prefer posting in Written Cards not becuase I can't find picture but because the amount of cards I post would use to much of my time to mske each card. @Dark DealerNo' date=' if I gave you ideas than they would'nt be your cards really. I'll post another set in < a week[/quote'] No probs, i understand, sorry for asking Link to comment
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