13rats Posted September 28, 2009 Report Share Posted September 28, 2009 Hope you enjoy :). If there are any issues, please don't just rate the cards low, but let me know how to improve them. [spoiler=EN001 Alien Blaster]Equip SpellRemove 2 A-Counters from a monster(s) you control to equip this to an "Alien" monster. The monster equipped with this card gains 300 ATK. If an "Alien" monster is equipped with both this card and "MPLX Novasurge", it inflicts Piercing damage. [spoiler=EN002 Alien Constructor]LIGHTLv. 4Reptile/TunerOnce per turn, you can equip this to a Machine-type monster you control, OR unequip it to Special Summon it in face-up Attack Position. A monster equipped with this gains 300 DEF. In addition, the equipped card can be tributed for a Synchro Summon as if it were a Tuner. When this is done, it is treated as both itself and "Alien Constructor" and its level is increased by 2.ATK/400 DEF/400 [spoiler=EN003 Alien Gunslinger]LIGHTLv. 5Reptile/EffectThis monster cannot be Summoned except by tributing a Level 3 or higher "Alien" monster equipped with "Alien Blaster" or "MPLX Novasurge". You can remove 2 A-Counters from any monster(s) you control to have this card attack directly this turn. ATK/1900 DEF/1600 [spoiler=EN004 Alien Parasites]Quick-Play SpellMove up to 2 A-Counters from any monsters on your side of the field to any face-up monsters on your opponent's side of the field. [spoiler=EN005 Alien Mothership]LIGHTLv. 8Machine/Synchro/Effect"Alien Constructor" + 1 or more non-Tuner "Alien" monstersOnce per turn, you can remove any amount of A-Counters from anywhere on the field to Special Summon a monster whose level is equal to the number of A-Counters removed.ATK/2600 DEF/2800 [spoiler=EN006 Alien Scout Ship]LIGHTLv. 4Machine/EffectWhen this monster is Normal Summoned, you can distribute 2 A-Counters among your opponent's face-up monsters. ATK/1000 DEF/1500 [spoiler=EN007 Alien Spaceship]LIGHTLv. 6Machine/EffectNew effect pending...ATK/1700 DEF/2200 [spoiler=EN008 Alien Stealth Unit]LIGHTLv. 4Reptile/EffectFLIP: Place 2 A-Counters on this card. You can move A-Counters from this card to other face up monsters on the Field at any time. During your Main Phase, you can flip this card face down.ATK/900 DEF/1000 [spoiler=EN009 Alien Transport]LIGHTLv. 4 Machine/EffectWhen this card is Summoned, put 2 A-Counters on it. Once per turn you can remove from play 1 "Alien" monster you control to add A-Counters to this card equal to the removed monster's Level. You can remove A-Counters from this card to add 1 "Alien" monster from your deck to your hand whose level is equal to the number of A-Counters removed.ATK/1000 DEF/1400 [spoiler=EN010 Dark Matter Forcefield]Continuous TrapRemove 3 A-Counters from anywhere on the field to activate this card, and activate it only when an opponent Summons a monster. After that monster is Summoned, they can only Normal Summon, Set, and Special Summon any monsters while this card remains face up on the field. [spoiler=EN011 Energy-Converting Tank]LIGHTLv. 6Synchro/Effect1 "Magnetized Robot" + 1 or more non-Tuner "Alien" monstersWhen this card is Summoned, place 4 A-Counters on it. Once per turn, during your Standby Phase, you can tribute 1 monster to place A-Counters equal to that monster's level on this card. When you use this effect, pay life points equal to the tributed monster's level x200. This monster's DEF is equal to the amount of A-Counters on it x400. This monster is treated as an "Alien" monster.ATK/1600 DEF/? [spoiler=EN012 Evolving Technology]Continuous SpellChoose a monster type. All monsters of that type on your opponent's side of the field lose 300 ATK and DEF. [spoiler=EN013 Inertia Suppression Field]TrapYou must pay 1000 life points to activate this card. This card can only be activated when an "Alien" monster you control would be destroyed by battle. The monster is not destroyed and damage calculation is not applied. [spoiler=EN014 Magnetized Robot]LIGHTLv. 2Machine/TunerThis card can be Special Summoned in attack position from your hand when you Normal Summon a monster. This monster is treated as an "Alien" monster.ATK/500 DEF/600 [spoiler=EN015 Mothership Zeta]LIGHTLV. 7Machine/Synchro/Effect1 "Alien Constructor" + 1 or more non-Tuner "Alien" monstersOnce per turn during your Standby Phase, you can distribute A-Counters equal to the amount of monsters you have in play. This card's ATK is equal to the amount of A-Counters in play x500. Each time this card attacks, after Damage Calculation, remove half of the A-Counters in play. This card is treated as an "Alien" monster. ATK/? DEF/3000 [spoiler=EN016 MLPX Novasurge]Equip SpellWhen an "Alien" monster equipped with this card battles, you can remove 2 "A Counters" from anywhere on the field to destroy your opponent's monster after damage calculation. If an "Alien" monster is equipped with this card and "Alien Blaster", it inflicts piercing damage. [spoiler=EN017 Overseer Zeta (I'll probably edit this one's effect more)]LIGHTLv. 7Reptile/Synchro/Effect"Alien Ammonite" + 1 or more non-Tuner "Alien" monsters When this card comes into play, put as many A-Counters on it as there are "Alien" monsters in your Graveyard. Once per turn, you can remove A-Counters from this card to Special Summon monster(s) from the Graveyard whose Level(s) is equal to the amount of A-Counters you removed. This card's ATK and DEF are equal to the amount of A-Counters on it x500. This card is treated as an "Alien".ATK/? DEF/? [spoiler=EN018 Planetary Defense System]Continuous SpellWhen this card is activated, place 1 A-Counter on it. Once per turn, you can either add 1 A-Counter to this card. Once per turn, you can remove 2 A-Counters from this card to negate an attack. This card is destroyed if it has no A-Counters on it. [spoiler=EN019 Unstable Warp Field]TrapWhen an "Alien" monster you control is declared as an attack target remove from play the attacking monster. [spoiler=EN020 Intergalactic Space Warp]SpellRemove any amount of A-Counters from monsters on your side of the field and Special Summon a monster from your deck with a Level equal to the amount of A-Counters removed. [spoiler=EN021 Code A Energy Cell]Continuous SpellWhen you Normal Summon or Flip Summon an "Alien" monster, place 1 A-Counter on this card. You can remove 2 A-Counters from this card to Special Summon 1 Level 4 or lower "Alien" monster from your hand or Graveyard. [spoiler=EN022 Alien Bomber]DARKLv. 5Reptile/EffectThis card cannot be Normal Summoned or Set. This card can only be Special Summoned by returning "Alien Warrior" and "Alien Stealth Unit" from your field or hand to your Deck. When this card is Summoned, you can remove 4 A-Counters from anywhere on the field to destroy all monsters on the field except for one. During your End Phase, this card is destroyed.ATK/2000 DEF/1200 [spoiler=EN023 Information Archive]Quick-Play SpellWhenever you play a Spell Card, place 1 A-Counter on this card. You can remove 2 A-Counters from this card to add 1 Spell Card from your Graveyard to your hand. [spoiler=NEW EN024 "A" Cell Energy Burner]Continuous SpellWhen a monster that does not have "Alien" in its name and that has 1 or more A-Counter(s) on it is destroyed by battle, the player who controls that monster takes direct damage equal to the amount of A-Counters that was on that monster x200. [spoiler=NEW EN025 "A" Cell Information Integrator]SpellRemove up to 2 A-Counters from anywhere on the field. Draw a number of cards equal to the amount of A-Counters you removed. Link to comment
hollowmaster999 Posted September 28, 2009 Report Share Posted September 28, 2009 Alien abduction is confusing... Does it stay on the field? If so, say so. Alien Constructor= Needs cleaner OCG, ->Sacrifice=Tribute. Are you trying to say that it counts as both monsters for the synchro summon? Please clear up, but looks alright. Alien Gunslinger -> Good, just change-> "You can remove 2 A counters from a monster(s) you control to have this card attack directly this turn" Very nice. Alien Injection-> A card like this already exists. Maybe make it something like "Destroy an "Alien" Monster you control. Place 1 "A Counter" on each face up monster your opponent controls" Also, take away the part about their monsters gaining ATK, A counters are supposed to Decrease ATK, m'kay? Alien Mothership-> LV 8 synchro with only 1600ATK? Change it to at least 2800, it should be strong! OCG Fix-> "Once per turn, you can remove any amount of A-Counters from anywhere on the field to Special Summon a monster whose level is equal to the number of A counters removed." This is a little more balanced, only being to summon 1 monster. Also removing from anywhere on the field is much more convenient. It's a very good concept, though! Alien Scout ship-> Okay, looks good. Alien Spaceship-> OCG fix-> "You can remove 2 "A counters" from this card to add 1 "Alien Abduction" from your deck to your hand. You can tribute this card to add 1 "Alien Abduction" from your Graveyard to your hand." Balanced, looks alright. Raise the DEF a bit? Alien Stealth Unit-> Instead of decreasing ATK and DEF, it should do more with some A counters. Here's a suggestion-> "FLIP: Place 1 "A Counter" on a face up monster your opponent controls. You can move "A Counter"s from this card to other face up monsters on the Field. When this card is flipped face up, place 2 "A counter"s on it. During your Main Phase, you can flip this card face down." That should work better. Also, I don't think cards can have counters on them while face down, because they don't have effects while face down... Anyway, that's a good idea... and a good A cell engine... Alien Transport-> Slight Fix-> "When this card is Summoned, put 2 "A Counter"s on it. Once per turn you can remove from play 1 "Alien" monster you control to add "A counters" to this card equal to the removed monster's level. You can remove "A Counters" from this card to add 1 "Alien" monster from your deck to your hand whose level is equal to the number of "A Counters" Removed." This card has a Beautiful effect. Very nice work! Dark Matter Forcefield-> Very nice effect, but is overpowered. The only thing to change is instead of "they cannot Summon any monsters while this card remains on the field" make it "they can only Normal Summon, Set or Special Summon once per turn while this card is face up on the field." Really cool effect, though! Energy Converting Tank-> Level? Okay, this is getting to me now! "Comes into play" is "When this card is Summoned" m'kay? "Once per turn during your Standby phase..." Besides OCG is very nice DEF wall you got there! Evolving Technology-> Only thing is OCG-> "Choose a monster type. All monsters of that type on your opponent's side of the field lose 300 ATK and DEF" Flawless other than that. Inertia Suppersion Field-> OCG fix "You must pay 1000 life points to activate this card. This card can only be activated when an "Alien" monster you control would be destroyed by battle. The monster is not destroyed and damage calculation is not applied" Great effect! Intergalactic Space Manipulation-> This is REALLY costly, and Alien's shouldn't run Rituals, because you have to wait to have both cards in your hand... Magnetized Robot-> OCG fix -> "This card can be Special Summoned in attack position from your hand when you Normal Summon a monster. This monster is treated as an "Alien" monster. Good effect, easy to summon and instant synchro. Mothership Zeta-> Extremely hard to summon, effect is not really worth it, I think. I say stick to synchroes and effect monsters, their simpler, huh. MLPX Novasurge-> Fix-> When an "Alien" monster equipped with this card battles, you can remove 2 "A Counters" from anywhere on the field to destroy your opponent's monster after damage calculation. If an "Alien" monster is equipped with this card and "Alien Blaster", it inflicts (not does) piercing damage. Good effect, good combo with Gol'Gar to return to hand as well. Overseer Zeta-> Comes into play=When this card is Synchro Summoned. -> Lower the LV first, it is unrealistically high. -> This card counts = This card is treated as. -> Otherwise, very nice card. A little rough, and the effect to special summon monsters from the grave should be once per turn... Powerful none the less... Unstable Warp Field-> OCG fix-> "When an "Alien" monster you control is declared as an attack target remove from play the attacking monster" You can leave it at that. Almost exactly like a card that already exists, but since it's only for Aliens, it's okay. Alright, I reviewed every card 1 by 1, and hopefully you will take my comments into consideration. Very nice set, with the fixes I give it a 9/10 because they are very creative, and a little too good for a beginner. Keep up the great work, James!! Link to comment
13rats Posted September 28, 2009 Author Report Share Posted September 28, 2009 Thanks for the help. I'm editing them right now. Oh yeah, and I bet you know why I started off with Aliens :P Link to comment
hollowmaster999 Posted September 28, 2009 Report Share Posted September 28, 2009 Hm... I wonder? Also, try changing the title to something more epic like "INCREDIBLE INVASION OF WORLDS SET!!!" or something, lol. :D Keep up the good work dude. Link to comment
hollowmaster999 Posted September 29, 2009 Report Share Posted September 29, 2009 Good job editting them, keep working on them, and make some more, huh! Link to comment
13rats Posted October 4, 2009 Author Report Share Posted October 4, 2009 2 new cards-Alien Bomber and Planetary Defense System. Link to comment
hollowmaster999 Posted October 5, 2009 Report Share Posted October 5, 2009 Planetary defense: is confusing... Do you mean "Once per turn, you can add 1 A Counter to this card. Once per turn, you can remove 2 A Counters from this card to negate an attack." Also, "comes into play" = bad OCG. "When this card is activated put 1 A Counter on it" = Good OCG. Alien Bomber: Has a pretty good effect, but the Draw Back is kind of big, 6 counters quite a bit, but I think that could be managed anyway. It was very low stats, especially since you're giving up Overlord and Stealth for it. Bump it up to at least 2000ATK since it gets destroyed anyway... Good work Yaimes, I'm proud of you!! Keep up the good work! Link to comment
13rats Posted October 8, 2009 Author Report Share Posted October 8, 2009 Thanks again! Cards edited, and I changed the layout so they're organized by Set ID. That way, new cards will always be at the bottom. Also, added 2 new cards: Code A Energy Cell and Information Archive. Link to comment
Bringerofcake Posted October 8, 2009 Report Share Posted October 8, 2009 Inertia Suppression Field OCG fix:"You can only activate this card if an "Alien" monster battles. Pay 1000 Life Points. That monster cannot be destroyed by this battle, and you do not take damage from this battle." I thought the Archive was going to be a draw engine... Aliens could use that. Otherwise, interesting direction for the Aliens to take. I'd like to see some Cosmic support, if you could manage it. Otherwise, halfway decent.8/10 Link to comment
13rats Posted October 10, 2009 Author Report Share Posted October 10, 2009 Inertia Suppression Field OCG fix:"You can only activate this card if an "Alien" monster battles. Pay 1000 Life Points. That monster cannot be destroyed by this battle' date=' and you do not take damage from this battle." I thought the Archive was going to be a draw engine... Aliens could use that. Otherwise, interesting direction for the Aliens to take. I'd like to see some Cosmic support, if you could manage it. Otherwise, halfway decent.8/10[/quote'] Thanks for the help, and for the idea of a draw engine, I'm definitely going to make one of those. Are you sure about "if an 'Alien' monster battles"? For some reason it doesn't sound right to me, so I just want to make sure. Also, what do you mean by "Cosmic support"? I might make some if I know what you mean by it. Link to comment
13rats Posted October 13, 2009 Author Report Share Posted October 13, 2009 2 new cards! I'm unsure of the OCG on "A" Cell Energy Burner, so let me know if there's an error, and if you see anything wrong with the others let me know about that also. Link to comment
Bringerofcake Posted October 13, 2009 Report Share Posted October 13, 2009 For A cell energy burner... When a non-"Alien" monster that has A-Counter(s) on it is destroyed by battle, that monster's controller takes damage equal to the amount of A-Counters that was on that monster x200. And information integrator is insanely broken. Link to comment
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