.Leo Posted January 23, 2010 Report Share Posted January 23, 2010 Yes. Here is the new version. |Test Cat|0|YCCG|Beast/Effect|Earth|1||300|300|Remove from play this card to activate 1 of the following effects: ● Add 1 "Test" monster from your Deck to your hand. ● Draw 1 card. If a level 4 or lower "Test" monster, you can Special Summon it. ● Destroy 1 card on the field. It's effect(s) is negated.| Link to comment Share on other sites More sharing options...
-Griffin Posted January 23, 2010 Author Report Share Posted January 23, 2010 ...That just made it more powerful.I'm asking for the last effect to be removed or weakened to only (effectively) work in a Test Deck. Link to comment Share on other sites More sharing options...
.Leo Posted January 23, 2010 Report Share Posted January 23, 2010 Remove the last effect. Best thing I can think of tbh.... Link to comment Share on other sites More sharing options...
-Griffin Posted January 23, 2010 Author Report Share Posted January 23, 2010 Okay. Archtype is up for being accepted, depending on what else is posted. Link to comment Share on other sites More sharing options...
.Leo Posted January 23, 2010 Report Share Posted January 23, 2010 |Test Tube|0|YCCG|Spell Card|Spell||None|||Remove from play 1 "Test" monster in your Graveyard. Special Summon 2 "Test Tube Tokens" in face up attack position (Machine-Type/EARTH/Level 2/ATK: 400/DEF: 400).| Link to comment Share on other sites More sharing options...
-Griffin Posted January 23, 2010 Author Report Share Posted January 23, 2010 I meant what other archtypes are posted, for now, I think that's enough Test Cards - I want the archtypes reasonably small. Link to comment Share on other sites More sharing options...
Great Unclean One: VK Posted January 24, 2010 Report Share Posted January 24, 2010 Alright, I've just made some moar cards for Rock support. Is there anything I should do to improve? [spoiler= Moar cards][spoiler= Crystal Core Support] Crystal Core CannonSpellContinuousEffect:Once per turn, you can send 1 Rock type monster from your deck to your graveyard. Inflict damage equal to the level of the monster x500. When this card is destroyed or removed from the field, select up to 3 monsters in your graveyard and add them to your hand. Crystal Core TransfusionSpellContinuousDuring your stand by phase, you can add 1 spell card from your graveyard to your hand. At your end phase, you can change the type of 1 monster in your hand. When it is your draw phase, send 1 Rock Type monster from your deck to your graveyard. Crystal Storm!TrapContinuousWhen your opponent activates a card effect or attacks, you can remove from play 1 Rock-Type monster from your graveyard to flip all Rock-Type monsters on the field into face down position. Crystal EruptionTrapWhen your opponent attacks and you control no monsters, special summon as many level 4 or lower Rock-Type monsters from your deck in face down defense position. When your opponent's turn is over, destroy those monsters. Crystal CatapultTrapTribute 1 Rock-Type monster on your side of the field. Inflict damage equal to the monster's defense points. When this card is chained to another card, you can tribute another Rock-Type monster and inflict damage equal to it's attack points. Crystal DefenderMonsterLevel 4EarthEffect:FLIP: Special summon 1 level 4 or lower Rock-Type monster from your hand in face down defense position. If this card is sent to the graveyard, you can add 1 Rock-Type monster with 1900 or lower attack points.0/1900 Crystal OverLoadTrapIf a level 8 or lower Rock-Type monster is destroyed, special summon it ignoring it's summoning requirements. It's defense points are doubled and it cannot be destroyed by battle. When the turn this card is activated, destroy the monster. Crystal EncasementTrapContinuousSend 1 Level 8 Rock-Type monster from the field to your hand. Any monsters on your opponent side of the field cannot be destroyed and cannot attacked or tributed as long as this card is on the field. Crystal GiftSpellEquipEquip this card to a Rock-Type monster only. When the equipped monster would be destroyed, destroy this card instead and flip it into face down defense position. [spoiler= Random] Magma PressureSpellQuick PlayDouble the ATK of all face up Rock-Type monsters on your side of the field. During your end phase, destroy all monsters you control. Diamond ArmorSpellEquipYou can only equip this card to a Rock-Type monster. The equipped monster cannot be destroyed. During your end phase, send a Rock-Type monster from your deck to your graveyard for each time the equipped monster would be destroyed, if not, destroy the equipped monster and this card. Desert WastelandsSpellFieldWhen it is the end phase for any player, change all face up level 4 or lower Rock-Type monsters on the field into face down defense position. For each monster effected this card, put 1 "Dune" counter on this card. You can remove 3 "Dune" counters to normal summon again this turn. If this card would be destroyed, remove 1 "Dune" counter instead. Desert HeatTrapAll none Rock-Type monsters on the field cannot attack and is switched to defense position. Boulder!SpellQuick PlayWhen a Rock-Type monster is attacked or attacks, increase the attack points of it by it's defense points. Mother GaiaAttribute: EarthRockLevel: 8Effect:This card cannot be Normal Summoned or Set. This card cannot be special summoned except by removing from play 4 Rock-Type monsters in your graveyard. This card's attack and defense points is equal to the number of Rock-Type monsters in your graveyard x600. Whenever a Rock-Type monster is flipped up, inflict damage to your opponent equal to the monster's defense points. If this card would be destroyed, remove from play 1 Rock-Type monster from your graveyard instead.600/1000 Fine SandTrapTribute 1 Rock-Type monster on the field, destroy all Machine-Type monsters on the field, and decrease the attack points of none Rock-Type monsters by 1000. Secrets of the DesertSpellQuick PlayTribute 1 Rock-Type monster on the field and remove from play a Rock-Tye monster from your graveyard. Draw 3 cards. Link to comment Share on other sites More sharing options...
seattleite Posted January 24, 2010 Report Share Posted January 24, 2010 Test of time seems really UP'd. Wait 6 turns for it to gain 1000 ATK only until the end phase. Link to comment Share on other sites More sharing options...
-Griffin Posted January 24, 2010 Author Report Share Posted January 24, 2010 VK, that's way too much. I said around 5 cards that support a Deck type. Link to comment Share on other sites More sharing options...
Nightmarian Posted January 24, 2010 Report Share Posted January 24, 2010 Ok , can i add 1 Theme? Since u ask for low number of cards i imagine Theme that can be merged with other decks? And obv that kinda theme shouldn't be overpowered to stop easy abusing...So here is my try : Goblin TrooperFiend Wind Lv4 1500/1800FLIP: Return 1 monster on the field to its owners hand. When this card inflicts Battle Damage, flip it to face-down Defense Position at end of Damage Step. Goblin ParagliderFiend Wind Lv3 800/1400FLIP: You can return all Spells and Traps on the field to its owner's hand. When this card inflicts Battle Damage to your opponent, flip it to face-down Defense Position at end of Damage Step. Goblin ExplorerFiend Earth Lv3 1000/1500FLIP: You can discard 1 card to Special Summon 1 Level 4 or less Goblin monster from your Deck in Defense Position. When this card inflicts Battle Damage, flip this card to face-down Defense Position at end of Damage Step. Goblin GeneralFiend Earth Lv5 2100/1400This card can be Special Summoned by flipping 1 face-up "Goblin" monster on your side of the field to face-down Defense Position. When this card destroys opponents monster as result of battle, you can flip 1 monster on the field to face-up Attack Position. Goblin OverlordFiend Dark Lv8 2600/2000This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except when Flip Effect is activated. Negate that monster's Flip Effect activation, effect and destroy it. This card gains 100 ATK for each face-down card on the field. When this card inflicts Battle Damage, you can remove from play 1 Flip Effect monster in your Graveyard to activate its Flip Effect. Life TradeNormal SpellFlip 1 face-up "Goblin" monster to face-down Defense Position. Draw 2 cards. Next time that monster is flipped face-up, its destroyed. Shield PeepQuick-Play SpellFlip 1 face-down monster to face-up Attack Position. Until End Phase its ATK becomes equal to its DEF. TapdownCounter TrapFlip all face-up monsters on the field to face-down Defense Position. Link to comment Share on other sites More sharing options...
.Leo Posted January 24, 2010 Report Share Posted January 24, 2010 When are we going to be able to try these out? Link to comment Share on other sites More sharing options...
-Griffin Posted January 25, 2010 Author Report Share Posted January 25, 2010 Same time as ever - when the set's done Link to comment Share on other sites More sharing options...
seattleite Posted January 25, 2010 Report Share Posted January 25, 2010 |Inferno Incarnate|2|YCCG|Pyro/Fusion/Effect|Fire|7||2800|1900|"Flame Elemental" + "Eva Taka Tumi" Once per turn, you can remove from play 1 FIRE monster in your Graveyard to Destroy 1 Spell or Trap card and Inflict 500 damage.| |Option Defender|4|YCCG|Trap Card|Trap||Normal|||The next 2 times you take Damage, decrease the damage to 0.| |Phaethon, Driver of the Sun|5|YCCG|Beast-Warrior/Fusion/Effect|Fire|8||3000|1600|"Sun Flare Flayer" + "Chariot of Helios" This card is unaffected by all Trap cards. This card's Fusion Summon is not treated as a Special Summon. Once per turn, you can Special Summon 1 FIRE monster from your Deck. It cannot be Tributed or used as Synchro material, and during your End Phase, it is destroyed and you take damage equal to it's ATK. | |Acidic Hermit Crab|7|YCCG|Fish/Fusion/Effect|Water|5||1900|2000|"Iodium Hammerfish" + "Speed Turtle" When this card is Fusion Summoned, until your next Standby Phase, WATER monsters you control cannot be Destroyed. When this card attacks a Defense Position monster, it is automatically destroyed without damage calculation, and Inflict damage equal to it's level x500.| |Magician of Banishment|8|YCCG|Spellcaster/Fusion/Effect|Light|6||2300|2100|"D.D. Guardian" + "Book of Countercurses" Once per turn, Remove the top card on your opponent's Deck from play. During either player's Turn, you can Remove this face-up card from play to negate the activation of a Spell or Trap card and Remove it from Play.| Link to comment Share on other sites More sharing options...
Nightmarian Posted January 25, 2010 Report Share Posted January 25, 2010 A little Tuner and Synchro support since they are so bad right now.. This are not staple Tuners and Snychro since i don't like ones like that, but this will be useful in some decks i guess =) Dark MedicianAttrib: DarkType: Fairy/Tuner/EffectLevel:3Atk: ?Def: 1000When any Player's Life Points are increased with card effect, you can Special Summon this card from your Graveyard to negate that increase. Original ATK of this card becomes equal to negated amount. When this card Summoned this way is removed from the field , it is removed from play. Shadow NecromebaDark ( or LIGHT ) Fiend Tuner Lv1 800/800When monster you control inflicts Battle Damage to your opponent, you can reduce that damage to 0 to increase your Life Points by same amount. If this card is sent to the Graveyard during turn you use this effect, you can Special Summon it from your Graveyard at start of your next Standby Phase. Honey BearEarth Beast Tuner Lv4 1300/1900This creature is formed from a sacred honey and have ability to combine with any material in the world to increase its power. -be free to change the description, but please leave the main idea.. I want he is made from honey and that he can merge with other thingies =)- its normal Tuner monster if u didn't notice and being Lv4 at same time is teh key why i am posting this card =) Ocean Wave MasterAttrib: WaterType: Fish/Synchro/EffectLevel:6Atk: 2400Def: 21001 Tuner + 1 or more non-Tuner monsters Your opponent's monsters cannot change their battle positions except by a card effect. When your opponent's monster declares an attack, you can change this card to Defense Position to flip the attacking monster into face-down Defense Position. Link to comment Share on other sites More sharing options...
Nightmarian Posted January 27, 2010 Report Share Posted January 27, 2010 Protector of TempleLight Fairy Tuner Lv2 1200/800When this card is attacked, you can negate that attack by returning 1 Spell/Trap on your side of the field to your hand. Red MouseFire Beast Lv1 800/0When this card is attacked remove it from play until your next Standby Phase. This card accumulates effects if there is specific monster on your side of the field :*Blue Mouse : When "Mouse" monster inflicts Damage to your opponent, inflict 500 Damage to your opponent's Life Points.*Green Mouse : This card can attack your opponent's Life Points directly. Green MouseWind Beast Lv1 800/0When this card is attacked remove it from play until your next Standby Phase.This card accumulates effects if there is specific monster on your side of the field :*Blue Mouse : This card can attack twice per turn.*Red Mouse : Increase ATK of this card by 1000. Blue MouseWater Beast Lv1 800/0When this card is attacked remove it from play until your next Standby Phase.This card accumulates effects if there is specific monster on your side of the field :*Red Mouse : Tribute 1 "Mouse" monster except this card to destroy 1 card on the field.*Green Mouse : Your opponent cannot target "Mouse" monsters with card effects. Dark PrinceDark Warrior Lv4 1700/1900Negate effects of monster that is in same column as this card and that monster cannot declare attack. Link to comment Share on other sites More sharing options...
seattleite Posted January 27, 2010 Report Share Posted January 27, 2010 nightmarian he didn't want senet cards yet (dark prince) Link to comment Share on other sites More sharing options...
Chaos Flame Posted January 27, 2010 Report Share Posted January 27, 2010 What's wrong with senet cards?moar fire guyzFlame KnightFIRE level 3Warrior / EffectWhen this card is destroyed by battle and sent to the Graveyard, you can add 1 Level 4 or Lower FIRE monster from your Deck to your hand and inflict 500 damage to your opponentATK 1500 / DEF 1000 Flame BarrierTrap CardTribute 1 FIRE monster to activate this card. This turn, all of your opponent's monsters must attack, if possible. During this turn, if an opponent's monster declares an attack, destroy that monster after damage calculation and inflict 500 damage to its controller. Link to comment Share on other sites More sharing options...
seattleite Posted January 28, 2010 Report Share Posted January 28, 2010 Don't ask me, ask him. Speaking of which where is he? Its been 3 days Link to comment Share on other sites More sharing options...
werewolfjedi Posted January 28, 2010 Report Share Posted January 28, 2010 I'll join, and add in my Einherjar set. Can you make cards/reword OCG/balance cards well in your opinion?: I do a fairly good job at it, I think about possiblitlies, abuse, and how the effects can backfire.Do you have YVD: yes, but I'm not that good at using it yet. anyway, here's my set. more cards latter soon. Link to comment Share on other sites More sharing options...
-Griffin Posted January 28, 2010 Author Report Share Posted January 28, 2010 Those cards as a whole are OP'd for the YCCG and I said ~5 cards in a set, it's far too big. Link to comment Share on other sites More sharing options...
Nightmarian Posted January 28, 2010 Report Share Posted January 28, 2010 Omega XIIILight Machine Lv4 1600/1200When your opponent Special Summons monster(s) this card's ATK becomes 3000. Meteopolitan's Shield Earth Rock Lv4 1400/2000When your opponent Special Summons monster(s) this card's DEF becomes 4000. Power LeechFire Insect 1500/1200Each time your opponent Special Summons monster(s) increase this card's ATK by 1000. Soul NitrogenFire Pyro Lv3 1400/1100Tribute this face-up card. Destroy all Special Summoned monsters on the field. Counter TrapYou can activate this card when monster is Special Summoned. Remove from play all Special Summoned monsters on the field. - not just monsters that was special summoned right now! EmoDark Plant Lv1 0/0This card cannot be used for Synchro Summon. At start of your Main Phase 2, Special Summon 2 "Emo Tear" Tokens ( Aqua/Dark/Tuner/Lv1/0/0). During End Phase this face-up card is sent to the Graveyard. The TickerFire Machine Lv2 1000/1800When Player Summons monster(s) place 1 "Tick" Counter on this card. When there is 4 or more "Tick" Counters on this carddestroy all monsters on the field and inflict 500 Damage to your opponent for each monster destroyed by this card effect. Rotten EggEarth Zombie Lv2 800/800This card cannot be destroyed as result of battle. During your Standby Phase, place 2 "Time" Counters on this card. You can send this card to the Graveyard to Special Summon 1 monster from your Graveyard that have Level equal to or less then number of "Time" Counters on this card. Link to comment Share on other sites More sharing options...
Great Unclean One: VK Posted January 28, 2010 Report Share Posted January 28, 2010 Alright, here's 4 Rock Support cards. [spoiler= Supports] Crystal Core BarrierSpellQuick PlayFlip all monsters on the field into face down defense position. For each monster affected by this effect, your opponent takes 500 damage. Crystal Core ShieldSpellEquipEquip this card only to a Rock-Type monster. When it is destroyed, flip it into Face-Down defense position instead. If this card was to be destroyed by a card effect, return it to your hand instead of sending it to the graveyard. Crystal Core ExplosionTrapCounterWhen your opponent's card effect destroys more then 2 cards on your side of the field, discard 2 Rock-Type monsters from your hand to negate it and destroy all cards on their side of their field. Crystal core WarriorLightRockLevel: 4When this monster attack a face down monster, destroy it with this card's effect. When this card inflicts battle damage to your opponent, select 1 Rock-Type monster in your deck and add it to your hand then shuffle your deck.1800/1900 Link to comment Share on other sites More sharing options...
Chaos Flame Posted January 28, 2010 Report Share Posted January 28, 2010 I'm likin mah fires, so heres more:The Flame AvatarFIRE Lvl 3Pyro / EffectWhen an effect inflicts damage to your opponent's Life Points, you can tribute this card to Special Summon 1 Level 4 or lower FIRE monster from your hand, and add "Ancient Flame Lord, Xanax" from your Deck to your handATK 1000 / DEF 1000 Ancient Flame Lord, XanaxFIRE Lvl 9Pyro / EffectThis card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 3 FIRE monsters in your Graveyard. As long as this card remains face-up on the field, you can Tribute a FIRE monster to inflict 1500 damage to your opponent. If this card would be destroyed by a card's effect, you can Tribute a FIRE monster you control to negate that card's activation and destroy it.ATK 3000 / DEF 1000 Link to comment Share on other sites More sharing options...
seattleite Posted January 29, 2010 Report Share Posted January 29, 2010 FIRE, WATER and WIND has been supported, now for EARTH. |Desert Bandit|0|YCCG|Warrior/Effect|Earth|3||1600|1300|When this card destroys a monster in battle, draw 1 card. If the drawn card is not an EARTH monster, send it to the graveyard.| |Mud Mole|1|YCCG|Beast/Effect|Earth|3||700|700|Remove this card from your graveyard. Target EARTH monster gains 700 ATK and DEF, until the end of the turn. This can be activated during either player's turn.| |Desert Traveler|2|YCCG|Warrior/Effect|Earth|3||800|1100|FLIP: Change all EARTH monsters you control to face-down DEF position. When this face-down card is destroyed in battle, you can special summon 1 "Desert Traveler" from your deck in face-up Defense position.| |Naturalist|3|YCCG|Winged Beast/Effect|Earth|8||0|3000|You can Flip this card into Face-down Defense Position once per turn during your main phase. When this card is Flip Summoned, equip 1 EARTH monster from your graveyard to this card. It has the following effect: "The equipped monster gains the ATK and Effect(s) of this card." When the Equip Spell card would be destroyed because the equipped monster is Face-Down, Equip it to 1 other EARTH monster instead. By sending 1 Equip Spell Card you control to the Graveyard, negate a Spell or Trap card that targets this card and destroy it.| |Roar of Nature|5|YCCG|Spell Card|Spell||Quick-Play|||All EARTH monsters gain 800 DEF. During your opponent's next end phase, by destroying all monsters affected by this card, Special Summon 1 EARTH monster from your deck in face-up or face-down DEF position.| |Sand Pillar|6|YCCG|Trap Card|Trap||Continuous|||When you Set this card, Reveal it to your opponent, then Special Summon this card face-down as a Monster (Rock/EARTH/Lv4/300/2000). If this card is face-up, place it in your Spell/Trap zone (If this card was attacked face-down, put it in your Spell/Trap zone after damage calculation.) Once per turn, you can flip this face-up card Face-down. | these effects are certainly.. unique lol. Link to comment Share on other sites More sharing options...
-Griffin Posted January 29, 2010 Author Report Share Posted January 29, 2010 Stop doing the support people - I said I'm only accepting in 5-7 archtypes/types/attribute support sets. I'll get back to this thread tomorrow. Link to comment Share on other sites More sharing options...
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