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Leo's Yu-Gi-Oh! CCG


.Leo

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Effect-Once per turn Select one monster you and your opponet control. The selected monsters cannot be selected by this card agin as long as this card remains on the field. The selected monsters cannot Atk or be attacked. If a monster is removed from the field that is selected by this card inflict the Atk of that monster to the player who removed that monster from the field. During your opponets End Phase you can destroy this card and add one level 4 or lower monster from your Graveyard to your hand.

 

 

I'm talking about this.

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example

You have Red Dragon Archfiend and I have Red Eyes Black Dragon I select both of them as the targets of this card then niether one can Atk or be attacked.

note I said this wont be it's effect it's just an example.

 

But to answer your question directly no you don't share monsters you just target them with this cards effect and niether one can atk or be attacked.

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Degeneration (Normal Spell Card)

 

When this card is activated, it remains face-up on the field. If the card is face-up on the field during the next Standby Phase after this card was activated, destroy all cards on the field. This card is removed from play instead of being sent to the Graveyard.

 

Rate, hate etc.

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Degeneration (Normal Spell Card)

 

When this card is activated, it remains face-up on the field. If the card is face-up on the field during the next Standby Phase after this card was activated, destroy all cards on the field. This card is removed from play instead of being sent to the Graveyard.

 

Rate, hate etc.

 

That's not going to work. This is a super-crazed version of Psychic Demolition, which destroys only Attack position Monsters. This is just too much destruction, for just a one-turn wait, and makes Psychic Demolition obsolete. Needs to be nerfed.

 

Anyways, we don't want a meta where the only way to survive is to run massive S/T removal.

 

@ WereLord - If that's your final effect ( I was unsure the way you worded it), then this will, only after 1 turn, cause massive stalling, since neither can be attacked there is no way to really get to your opponent's LP (and also the burn effect too) There's got to be some way out.

 

@ 2Dual - Alfred already said what I was going to say for the other cards. Favoured target is cool, and useful. Wide range doesn't really make sense to me. If it can only be a "selectable target" you redirect it to why don't you just target that one in the first place? Sorry but I don't see the way this card could be used.

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That's not going to work. This is a super-crazed version of Psychic Demolition, which destroys only Attack position Monsters. This is just too much destruction, for just a one-turn wait, and makes Psychic Demolition obsolete. Needs to be nerfed. Summon clause needed aswell, plus only destroys 2 monsters on the Field.

 

Anyways, we don't want a meta where the only way to survive is to run massive S/T removal.

 

@ WereLord - If that's your final effect ( I was unsure the way you worded it), then this will, only after 1 turn, cause massive stalling, since neither can be attacked there is no way to really get to your opponent's LP (and also the burn effect too) There's got to be some way out.

 

@ 2Dual - Alfred already said what I was going to say for the other cards. Favoured target is cool, and useful. Wide range doesn't really make sense to me. If it can only be a "selectable target" you redirect it to why don't you just target that one in the first place? Sorry but I don't see the way this card could be used.

I think i balance it nao

Degeneration (Normal Spell Card)

 

When this card is activated, it remains face-up on the field. If the card is face-up on the field during the next Standby Phase after this card was activated, destroy 2 cards on the Field, You cannot Special Summon until your next End Phase. This card is removed from play instead of being sent to the Graveyard.

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I suppose Inh's fix will work.

 

Alright guys, tell me if this would be an acceptable spell re-user

 

Recursive Spellcasting

Normal Spell card

Remove from play 1 Spell card in your graveyard. Add 1 card from your graveyard to your hand with the same name as that spell card.

 

And here are some random cards:

 

Goetia Conjuror

Spellcaster/LIGHT/Lv1/200/800

Once per turn, you can tribute 1 monster on your side of the field to Special Summon 1 Fiend-type monster from your deck with the same level as the tributed monster.

 

 

Biacas

Beast-Warrior/WIND/Lv4/1600/1700

FLIP: See 1 Face-down card on the field. If it is a Trap card, force it's activation. If the timing is not correct, destroy it. No cards can be chained to this card's effect.

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I suppose Inh's fix will work.

 

Alright guys, tell me if this would be an acceptable spell re-user

 

Recursive Spellcasting

Normal Spell card

Remove from play 1 Spell card in your graveyard. Add 1 card from your graveyard to your hand with the same name as that spell card.

 

And here are some random cards:

 

Goetia Conjuror

Spellcaster/LIGHT/Lv1/200/800

Once per turn, you can tribute 1 monster on your side of the field to Special Summon 1 Fiend-type monster from your deck with the same level as the tributed monster.

 

 

Biacas

Beast-Warrior/WIND/Lv4/1600/1700

FLIP: See 1 Face-down card on the field. If it is a Trap card, force it's activation. If the timing is not correct, destroy it. No cards can be chained to this card's effect.

All cards be good.

Nuff said.

 

|Vapor, The Raven|x|xxxx|Winged Beast/Effect|Wind|2||1100|0|During each of your End Phases, if this is the only card you control, Draw 1 card.|

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All cards be good.

Nuff said.

 

|Vapor, The Raven|x|xxxx|Winged Beast/Effect|Wind|2||1100|0|During each of your End Phases, if this is the only card you control, Draw 1 card.|

 

LOVE IT :lol:

 

 

Try this on for size (best used with Brittle Field):

 

Elastic Field

Field Spell Card

When an Attack-position monster would be destroyed in battle by a monster with less ATK than that monster's DEF, once per turn, it is not destroyed.

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LOVE IT :lol:

 

 

Try this on for size (best used with Brittle Field):

 

Elastic Field

Field Spell Card

When an Attack-position monster would be destroyed in battle by a monster with less ATK than that monster's DEF, once per turn, it is not destroyed.

good thing it can has 1100 aTK so its atleast kinda playable

Isnt Brittle Field a Field Spell bad memory lolol

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@ WereLord - If that's your final effect ( I was unsure the way you worded it), then this will, only after 1 turn, cause massive stalling, since neither can be attacked there is no way to really get to your opponent's LP (and also the burn effect too) There's got to be some way out.

Like I said before I wont have that effect most likely. + the effect idea was to resembal an Asylum after all. Thats the lock part I don't know I'll work on it some more but the will not be an "Archtype".

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@ 2Dual - Alfred already said what I was going to say for the other cards. Favoured target is cool, and useful. Wide range doesn't really make sense to me. If it can only be a "selectable target" you redirect it to why don't you just target that one in the first place? Sorry but I don't see the way this card could be used.

i mean another card that can be destroyed by that effect. let's say that a Spell destroys only DARK monsters, you activate it, activate wide range, then destroy 1 DARK monster, if there is another DARK monster you can destroy it with the effect of wide range, if not the effect isn't activate and you wasted a trap, cause you cannot destroy a LIGHT monster if the effect says DARK. thanks anyway (:

 

 

 

card protection + remove from play:

 

|Emergency Supply|x|xxx|Trap Card|Trap||Continuous Trap|||Pay 1000 Life Points to activate this card. Whenever a card(s) you control would be destroyed, you can put 1 Emergency Counter on it instead. A monster with an Emergency Counter on it has its DEF reduced to 0. A Spell or Trap Card with an Emergency Counter on it cannot be activated until your next turn. If a card has 2 Emergency Counter on it, it is removed from play.

 

@WereLord: I think your card can be quite strong, but i wouldn't say broken, if all your opponent's monsters cannot be attacked, you can direct attack, and the same goes for your opponent, even if this will be a bit too good for swarm-decks, since your monsters will be more than your opponent's, so you mass-direct attack and get no damage, while burning also.

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card protection + remove from play:

 

|Emergency Supply|x|xxx|Trap Card|Trap||Continuous Trap|||Pay 1000 Life Points to activate this card. Whenever a card(s) you control would be destroyed, you can put 1 Emergency Counter on it instead. A monster with an Emergency Counter on it has its DEF reduced to 0. A Spell or Trap Card with an Emergency Counter on it cannot be activated until your next turn. If a card has 2 Emergency Counter on it, it is removed from play. Deccent but it should be any card with more thanone counter should be destroyed or some thing because just a gusse but this card WILL BE limited in some way.

 

@WereLord: I think your card can be quite strong, but i wouldn't say broken, if all your opponent's monsters cannot be attacked, you can direct attack, and the same goes for your opponent, even if this will be a bit too good for swarm-decks, since your monsters will be more than your opponent's, so you mass-direct attack and get no damage, while burning also.

All right I'll say this in a nice way

1. The monsters affected cannot atk or be attacked. Their is no hey I can't atk your monster so I'll atk you bussiness because you can't [see rulings in direct atk's]

2. The burn from the cards effect go's to the player whom removes the monster effected by this card to the Graveyard.

3. I allready said that this effect wasn't going to last.

4. it was just an example so I wouldn't be asked 2,000,000 Q's about what I'll be doing or asked for an example like in the past.

 

Note: can be quite blunt

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thanks (:

anyway i just liked your card, so i tried to fix it, but in the end is yours, so you do what you like more with it (:

 

|Escape Tunnel|x|xxx|Trap Card|Trap|||||You can activate this card when a monster your opponent controls attacks a monster you control. Remove your monster from play and decrease all Battle Damage you would take by the removed monster's DEF (Max 0)until the end of the turn. During your next Standby Phase, Special Summon the removed monster to your field.

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thanks (:Welcome

anyway i just liked your card, so i tried to fix it, but in the end is yours, so you do what you like more with it (:

like I said before just an example didn't mean to be rude but you know.

|Escape Tunnel|x|xxx|Trap Card|Trap|||||You can activate this card when a monster your opponent controls attacks a monster you control. Remove your monster from play and decrease all Battle Damage you would take by the removed monster's DEF (Max 0)until the end of the turn. During your next Standby Phase, Special Summon the removed monster to your field.just a suggestion but you should make it once per turn.

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I guess you're right about emergency supply, applying the effect to both players is fine to me, but in that case I think semi-limited is enough, since i'd never run in x3 (and i'd never in x1 also, but that's personal) acard that just help both in the same way.

thanks anyway :)

 

@seattleite: i like elastic field, but i haven't seen a lot of monsters with DEF higher than ATK that could make a good deck, we should add an archtype based more on DEF :)

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