Nishi-chan Posted December 10, 2009 Report Share Posted December 10, 2009 [align=center] [spoiler=[color=brown]Monsters[/color] (16)]Mytherian SoldierWarrior / Effect - FIRE - 4 *'sIf this card battles an Effect Monster, it cannot be destroyed by battle.1600 / 1400 Mytherian RogueWarrior / Effect - DARK - 4 *'sWhen this card is Normal Summoned, place one Mytheria Counter on it(max.1). By removing a Mytheria Counter from this card, you can destroy one face-down monster your opponent controls.1800 / 900 Mytherian CommanderWarrior / Effect - EARTH - 6 *'sThis card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 1 "Mytherian" monster, or by "Promotion". This card gains 300 ATK and 500 DEF for every "Mytherian" monster in both player's Graveyards.2300 / 1500 Mytherian WolvesBeast / Tuner - DARK - 3 *'sThis card can attack your opponent directly.1100 / 300 Mytherian KnightWarrior / Effect - EARTH - 4 *'sWhile "Mytheria" is face-up on the field, this card can attack twice in the same Battle Phase.1500 / 1600 Mytherian MagicianSpellcaster / Effect - WIND - 5 *'sWhen this card is Summoned, place a Mytheria Counter on it(max.1). This card gains 300 ATK for every Mytheria Counter on it. You can remove 1 Mytheria Counter from this card to draw 2 cards.1800 / 1900 Mytherian BlockerBeast-Warrior / Effect - EARTH - 4 *'sThis card cannot be destroyed as a result of battle while in Attack Position(damage calculation is applied normally).300 / 2100 Mytherian QueenAqua / Synchro - WATER - 7 *'s1 WATER "Mytherian" Tuner + 1 or more non-TunersThis card cannot be Special Summoned, except by Synchro Summon. Once per turn, you can place a Mytherian Counter on a face-up monster that you can put a Mytherian Counter on.2700 / 2300 Mytherian PrincessWarrior / Tuner - WATER - 3 *'sIf this card is sent to the graveyard for a Synchro Summon of a WATER Synchro Monster, your opponent cannot activate Trap Cards until your next End Phase.900 / 1000 Mytherian PrinceWarrior / Tuner - FIRE - 4 *'sIf this card is sent to the graveyard for a Synchro Summon of a FIRE Synchro Monster, monsters destroyed by the card Synchro Summoned with this card's effects are negated.1300 / 1100 Mytherian KingWarrior / Synchro - FIRE - 8 *'s1 FIRE "Mytherian" Tuner + 1 or more non-TunersThis card cannot be Special Summoned, except by Synchro Summon. If this card is Synchro Summoned with "Mytherian Prince", your opponent cannot activate Trap Cards this turn. This card gains 200 ATK for every FIRE monster in both player's graveyards.2800 / 2450 Mytherian PreistSpellcaster / Effect - EARTH - 5 *'sOnce per turn, during your Main Phase, you can pay 800 Life Points to Special Summon 1 Level 6 or lower "Mytherian" monster from your hand or Deck. It cannot be Tributed, and it's effect is negated.1100 / 1700 Mytherian GodFairy / Fusion / Effect - LIGHT - 11 *'sMytherian King + Mytherian Queen + Mytherian PreistThis card cannot be Special Summoned except by Fusion Summon. This card is unaffected by other card's card effects. This card gains 1000 ATK and DEF for every other "Mytherian" monster on the field. If this card's ATK or DEF reaches 0, it is destroyed.0 / 0 Mytheiran AncestorsBeast-Warrior / Effect - EARTH - 6 *'sThis card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play "Mytheria Wasn't Built in a Day" from your Graveyard. This card cannot be destroyed by battle. This card gains 800 ATK for every removed from play "Mytherian" card.2200 / 2500 Mytherian High PreistWarrior / Ritual / Effect - LIGHT - 7 *'sThis card can only be Ritual Summoned with the Ritual Spell Card, "Your Highness". You must also pay the correct Tributes. Once per turn, during your Main Phase 2, you can pay 1500 Life Points to Special Summon "Mytherian Ancsestors" from your hand or deck, disregarding the summoning conditions. Also, once per turn, by paying 100 Life Points, you can remove from play 1 "Mytherian" monster from your Graveyard.2600 / 2300 Mytherian NinjaWarrior / Effect - WIND - 4 *'sThis card cannot be Special Summoned. This card can attack directly. Negate the effects of Trap and Effect Monster's effects that target this card and destroy them.1300 / 1300 [spoiler=[color=blue]Spells[/color] (11)]Signal FlareEquip SpellThe equipped card cannot be Tributed. When the equipped card is sent to the Graveyard, return it to your hand instead. MytheriaField SpellAll "Mytherian" monsters gain 600 ATK and DEF. Once per turn, you can discard a Spell Card to add a card with "Mytherian" in it's name or "Mytherianization" from your Graveyard to your hand. If it was a Monster Card, it cannot be Normal Summoned this turn. Also, if this card would to be destroyed, you can Tribute 1 "Mytherian" monster on your field to have it not be destroyed. For Mytheria!Quick-Play SpellDuring the turn this card was activated, all "Mytherian" monsters on your field gain 500 ATK and DEF. During your Main Phase 2, you can pay 800 Life Points to add this card from your Graveyard to your hand. Defense ManeuversContinuous SpellAll "Mytherian" monsters on your field are switched to Defense Position. Monsters Summoned after this card's activation are excluded. Monsters effected by this card gain 700 DEF, and cannot change their battle positions. MytherianizationEquip SpellThe equipped card is treated as a "Mytherian" monster. If this equipped card would be destroyed as a result of battle, you can pay 300 Life Points to have it not be destroyed. Mytherian TributeNormal SpellTribute 1 "Mytherian" monster you control. Gain Life Points equal to the Tributed monster's Level x400. Mytheria Wasn't Built in a DayContinuous SpellDuring each of your Standby Phases, add 1 "Mytherian Counter" on this card(max.5). You can Tribute this card with 5 Mytherian Counters on it to add 1 "Mytherian" from your Graveyard or Deck to your hand. Silent SummonNormal SpellSpecial Summon 1 "Mytherian" monster from your hand. You cannot Summon this turn. Your HighnessRitual SpellActivate only by sending 1 "Mytherian Preist" from your field to your Graveyard. This card is used to Ritual Summon, "Mytherian High Preist". You must also Tribute monsters who's total Level is 7 or more. By removing this card from play from your Graveyard, negate the activation of a Trap Card and destroy it. The Future is NearQuick-Play SpellActvate only when a "Mytherian" monster was destroyed by battle this turn, and your opponent is declaring a direct attack. Special Summon 1 "Future Mytherian Token"(Warrior-Type/LIGHT/Level 3/ATK/0/DEF/0). This token cannot be destroyed by battle, any battle damage involving this token is reduced to 0, and the effects of Effect Monsters attacking this token are negated until the end of the Damage Step. The token is destroyed at the End Phase. You can only activate 1 "The Future is Near" every 2 Turns. Mytherian Energy BoostNormal SpellIncrease the ATK of all "Mytherian" monsters on your field by the number of "Mytherian" monsters on your field, excluding themselves, x300. [spoiler=[color=purple]Traps[/color] (7)]Mytherian Trap HoleQuick-Play TrapActivate only when you control 2 or more "Mytherian" monsters, and you opponent Summons a monster. Destroy the Summoned monster. Your opponent takes damage equal to the monster's ATK. Reinforcements of MytheriaNormal TrapActivate only when a Level 5 or higher "Mytherian" monster is destroyed as a result of battle. Special Summon 2 Level 4 or lower "Mytherian" monsters from your hand. PromotionNormal TrapTribute 1 "Mytherian Soldier" on your field. Special Summon 1 "Mytherian Commander" in face-up Attack Position. Offensive ManeuversContinuous TrapAll "Mytherian" monsters on your field are switched to Attack Position. Monsters Summoned after this card's activation are excluded. All monsters effected by this card gain 700 ATK, and cannot change their battle positions. Mytherian Training CenterContinuous TrapOnce per turn, by paying 600 Life Points, you can Special Summon 1 Level 4 or lower "Mytherian" monster from your hand or Deck. You cannot Special Summon "Mytherian" monsters the turn you use the effect. Mytherian CustomsNormal TrapActivate only when your opponent activates a Spell or Trap Card. Discard 1 "Mytherian" monster from your hand to the Graveyard. Negate the activation of the Spell or Trap Card. Mytherian MagicContinuous TrapSelect 1 monster on your opponent's field. Remove it from play. If this card is removed from the field, Special Summon the removed from play monster in the same position. More to come....And yes, there are some cards here that I wasn't so sure on the OCG, so help out!Also, I'm putting Mytheria and Mytherian in all the card names for the field spell "Mytheria"'s sake.[/align] Link to comment
DeckCreater722 Posted December 10, 2009 Report Share Posted December 10, 2009 These cards are not bad, 7.5/10 Link to comment
Nishi-chan Posted December 10, 2009 Author Report Share Posted December 10, 2009 waithanku. Added Mytherian Trap Hole Link to comment
DeckCreater722 Posted December 10, 2009 Report Share Posted December 10, 2009 Now that is a good trap hole!!!!!!! 9.5/10 Link to comment
Nishi-chan Posted December 10, 2009 Author Report Share Posted December 10, 2009 Thnx >_>Added Mytherian Blocker Link to comment
DeckCreater722 Posted December 10, 2009 Report Share Posted December 10, 2009 good, but how about giving it a effect that increases attack Link to comment
Nishi-chan Posted December 10, 2009 Author Report Share Posted December 10, 2009 It's a defense monster...it doesn't need ATK <_ Link to comment
DeckCreater722 Posted December 10, 2009 Report Share Posted December 10, 2009 I still give it a 9.5/10 Link to comment
Nishi-chan Posted December 10, 2009 Author Report Share Posted December 10, 2009 Added Mytherian Queen...why aren't I getting lotsa views o_o" Link to comment
DeckCreater722 Posted December 10, 2009 Report Share Posted December 10, 2009 gota go, heres a thought, if your monster is targeted by your opponents spell, trap, or monster effect, remove one counter. Link to comment
Nishi-chan Posted December 10, 2009 Author Report Share Posted December 10, 2009 Uh-huh <_< noob Hopez I get more people... EDIT: Added a couple more, put into spoilers. Link to comment
Nishi-chan Posted December 10, 2009 Author Report Share Posted December 10, 2009 Buuuuump Link to comment
Nishi-chan Posted December 11, 2009 Author Report Share Posted December 11, 2009 T_T bump Link to comment
Ririkun Posted December 12, 2009 Report Share Posted December 12, 2009 Interesting cards, and I like how the concept is easy to read and understand.But I kind of think these cards are under-powered and have a wierd stragetybecause the synchros rely on an attribute and they're all different attributes...like Mytherian Queen, there are no Mytherian water monsters so it cannot be broughtout unless in a wierd water hybrid deck. Mytherian Soldier is too good because everything nowadays is an effect monster,and basicially is a buffed up spirit reaper, blocker has no point since soldierdoes the exact same thing but it works also in defense position. I don't understandthe point of signal flare. This archetype lacks synergy and some are too splashable, like magician and rogue, u can put that in any deck and it still works. So 4/10.Sorry if I sounded a bit mean, but that's the honest truth. Check for OCG fixes below. OCG fix: Mytheria Soldier (Change it to this)"If this card battles an Effect Monster, this card cannot be destroyed by battle." Mytheria: Change the last sentence to: "If it was a monster card, it cannot be NormalSummoned this turn." Link to comment
Nishi-chan Posted December 15, 2009 Author Report Share Posted December 15, 2009 Interesting cards' date=' and I like how the concept is easy to read and understand.[/quote']Thanks ^_^ OCG fix: Mytheria Soldier (Change it to this)"If this card battles an Effect Monster' date=' this card cannot be destroyed by battle." Mytheria: Change the last sentence to: "If it was a monster card, it cannot be NormalSummoned this turn."[/quote']Gotz it =D Link to comment
Ririkun Posted December 17, 2009 Report Share Posted December 17, 2009 Interesting cards' date=' and I like how the concept is easy to read and understand.[/quote']Thanks ^_^ OCG fix: Mytheria Soldier (Change it to this)"If this card battles an Effect Monster' date=' this card cannot be destroyed by battle." Mytheria: Change the last sentence to: "If it was a monster card, it cannot be NormalSummoned this turn."[/quote']Gotz it =D Lol I hope you can understand the other things I mentioned too, to add more synergy in the cards, or in your next set you make. ;) Link to comment
Nishi-chan Posted December 18, 2009 Author Report Share Posted December 18, 2009 Bump Link to comment
Nishi-chan Posted December 19, 2009 Author Report Share Posted December 19, 2009 T_T nobody luvs me... Link to comment
Nishi-chan Posted December 19, 2009 Author Report Share Posted December 19, 2009 Added a bunch more... Link to comment
Nishi-chan Posted December 21, 2009 Author Report Share Posted December 21, 2009 Buuuuuuump!Friggin... Link to comment
-Griffin Posted December 21, 2009 Report Share Posted December 21, 2009 I'll underline some OCG fixes.[align=center][spoiler=[color=brown]Monsters[/color]]Mytherian SoldierWarrior / Effect - FIRE - 4 *'sIf this card battles an Effect Monster' date=' it cannot be destroyed by battle.1600 / 1400 [b']Strong, but not game breaking.[/b] Mytherian RogueWarrior / Effect - DARK - 4 *'sWhen this card is Normal Summoned, place one Mytheria Counter on it(max.1). By removing a Mytheria Counter from this card, you can destroy one face-down monster your opponent controls.1800 / 900 A 1800 ATK Breaker for face-down monsters, DARK too? x-x Sorry, but I feel that's too powerful. As a Warrior Set, this has a lot of support as it is and this card just screams nerf me. Mytherian CommanderWarrior / Effect - EARTH - 6 *'sThis card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 1 "Mytherian" monster, or by "Promotion". This card gains 300 ATK and 500 DEF for every "Mytherian" monster in both player's Graveyards.2300 / 1500 Large ATK/DEF monsters aren't very popular right now, but this guy is fairly easy to Summon, aright card. Mytherian WolvesBeast / Tuner - DARK - 3 *'sThis card can attack your opponent directly.1100 / 300 Yay for probably one of the best Rescue Cat targets yet. Seems to be a fine card. Mytherian KnightWarrior / Effect - EARTH - 4 *'sWhile "Mytheria" is face-up on the field, this card can attack twice in the same Battle Phase.1800 / 1500 Might be a bit high ATK for a double hitter, but probably fine x) Mytherian MagicianSpellcaster / Effect - WIND - 5 *'sWhen this card is Summoned, place 3 Mytheria Counters on it(max.3). This card gains 300 ATK for every Mytheria Counter on it. Once per turn, you can remove 1 Mytheria Counter from this card to draw 2 cards.1200 / 1900 This feels extremely broken, but I can't think what other Deck could abuse this. I suppose it's actually really nice support good job. Mytherian BlockerBeast-Warrior / Effect - EARTH - 4 *'sThis card cannot be destroyed as a result of battle while in Attack Position.300 / 2100 Interesting, but I'm not sure if it's useful =s Mytherian QueenAqua / Synchro - WATER - 7 *'s1 "Mytherian" Tuner + 1 or more WATER non-TunersThis card cannot be Special Summoned, except by Synchro Summon. Once per turn, you can place a Mytherian Counter on a face-up monster that you can put a Mytherian Counter on.2700 / 2300 Looks solid, it's a draw or killing a face-down, maybe, until you nerf that >_>;; Mytherian PrincessWarrior / Tuner - WATER - 3 *'sIf this card is sent to the Graveyard for a Synchro Summon of a WATER Synchro Monster, your opponent cannot activate Trap Cards until your next End Phase.900 / 1000 I just noticed, you need some WATER non-tuner to make Queen possible. This card is fine. Mytherian PrinceWarrior / Tuner - FIRE - 4 *'sIf this card is sent to the Graveyard for a Synchro Summon of a FIRE Synchro Monster, monsters destroyed by the card Synchro Summoned with this card's effects are negated.1300 / 1100 I like it. Mytherian KingWarrior / Synchro - FIRE - 8 *'s1 "Mytherian" Tuner + 1 or more FIRE non-TunersThis card cannot be Special Summoned, except by Synchro Summon. If this card is Synchro Summoned with "Mytherian Prince", your opponent cannot activate Trap Cards this turn. This card gains 200 ATK for every FIRE monster in both player's graveyards.2850 / 2450 Nice boss monster. And one you can actually summon. Mytherian PreistSpellcaster / Effect - EARTH - 5 *'sOnce per turn, during your Main Phase, you can pay 800 Life Points to Special Summon 1 Level 6 or lower "Mytherian" monster from your hand or Deck. It cannot be Tributed, and it's effect is negated.1100 / 1700 I like it, good for getting the synchros and the effect negate should stop it being broken. That and the low ATK. Mytherian GodDivine-Beast / Fusion / Effect - DIVINE - 11 *'sMytherian King + Mytherian Queen + Mytherian PreistThis card cannot be Special Summoned except by Fusion Summon. This card is unaffected by other card's card effects. This card gains 1000 ATK and DEF for every "Mytherian" monster on the field. If this card's ATK or DEF reaches 0, it is destroyed.0 / 0 GAH, DIVINE, BIAS AGAINST IT! BAD ATTRIBUTE/TYPE! RAEG! Sorry, had to get that out of my system. It seems like a fine card with amazing protection if you can ever summon it. Unlikely. It gets 1000ATK for itself though, so the last effect won't ever activate. I'd make it need only 2 of those requirements, and get 2000 for every OTHER Mytherian. ..phew... note to you: don't make archtypes so big in the future, it isn't needed xD! [spoiler=[color=blue]Spells[/color]]Signal FlareEquip SpellWhen this equipped card is sent to the graveyard as a Tribute, return it to your hand instead. I wouldn't run it, you don't tribute that much =s MytheriaField SpellAll "Mytherian" monsters gain 400 ATK and DEF. Once per turn, you can discard a Spell Card to add a "Mytherian" card from your Graveyard to your hand. If it was a Monster Card, it cannot be Normal Summoned this turn. Seems nice For Mytheria!Quick-Play SpellDuring the turn this card was activated, all "Mytherian" monsters on your field gain 500 ATK and DEF. You can pay 800 Life Points to add this card from your Graveyard to your hand. That last clause makes this abused with FTKs like there's no tomorrow. Fix that and it'll be fine. Defense ManeuversContinuous SpellAll "Mytherian" monsters on your field are switched to Defense Position. Monsters Summoned after this card's activation are excluded. Monsters effected by this card gain 700 DEF, and cannot change their battle positions. MytherianizationEquip SpellThe equipped card is treated as a "Mytherian" monster. Pay 300 Life Points during each of your Standby Phases. If you do not, destroy this card. Eh... I would never run it... just doesn't seem needed Getting there... [spoiler=[color=purple]Traps[/color]]Mytherian Trap HoleQuick-Play TrapActivate only when you control 2 or more "Mytherian" monsters, and you opponent Summons a monster. Destroy the Summoned monster. Your opponent takes damage equal to the monster's ATK. Nice. It's a good trap, don't see much of that. Reinforcements of MytheriaNormal TrapActivate only when a "Mytherian" monster is destroyed as a result of battle. Special Summon 2 Level 4 or lower "Mytherian" monsters from your hand. They are destroyed during the End Phase. Feels like a bit of a loss to me, you have to lose a monster, so it would rarely activate before being destroyed, and you lose 2 monsters from your hand? Activating this is suicide. PromotionNormal TrapTribute 1 "Mytherian Soldier" on your field. Special Summon 1 "Mytherian Commander" in face-up Attack Position. It's effect is negated. Really doesn't need the negation. The situational-ness is enough of a drawback. Offensive ManeuversContinuous TrapAll "Mytherian" monsters on your field are switched to Attack Position. Monsters Summoned after this card's activation are excluded. All monsters effected by this card gain 500 ATK, and cannot change their battle positions. I'd rather run Reinforcements or something, it's a situational bad boost and not runnable >< Mytherian Training CenterContinuous TrapOnce per turn, by paying 500 Life Points, you can Special Summon 1 Level 4 or lower "Mytherian" monster from your hand or Deck. You cannot Special Summon other "Mytherian" monsters the turn you use the effect. Am I right in thinking you can use that on your opponent's turn? Might be overpowered, but it definitely helps an otherwise "okay" archtype to really get some ground. More to come....[/align] The archtype lacks working together in many places and in others, has just cards that aren't usable. Work on that and it should be fine. Really now, if you want me to look over any set in Written Cards, PM me, I'm happy to help. Link to comment
Nishi-chan Posted December 21, 2009 Author Report Share Posted December 21, 2009 o-o"lulz thanks... All updated ^_^ Link to comment
Nishi-chan Posted December 23, 2009 Author Report Share Posted December 23, 2009 Bump Link to comment
Nishi-chan Posted December 25, 2009 Author Report Share Posted December 25, 2009 Le Bumpe- Are written cards becoming less popular?!owiat they were never popular ^_^" Link to comment
Nishi-chan Posted December 25, 2009 Author Report Share Posted December 25, 2009 Bump T_T Link to comment
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