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Leo's Yu-Gi-Oh! CCG


.Leo

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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.

 

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

 

It can only be activated in Main Phase 1 or 2 of your turn, everyone should be running some kind of S/T removal anyway. The furthest I will allow it to be nerfed is for it to activate after the second Standby Phase it was played. That gives 2 turns for it to be destroyed.

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It can only be activated in Main Phase 1 or 2 of your turn, everyone should be running some kind of S/T removal anyway.

Well, yes.. and I agree. But making S/T destruction absolutely necessary so that you don't get totally screwed by these cards is bad.

 

The furthest I will allow it to be nerfed is for it to activate after the second Standby Phase it was played. That gives 2 turns for it to be destroyed.

What did you think of InH's fix?

 

Um Sea with the Asylum cards I'm making YOU WILL NEED S/T removal. or you will lose that simple.

:(

 

5 day weekend bishes.

 

I will be on tonight for duelling and discussion.

 

Only 3 day weekend in the US of A. Also looking forward to discussing and dueling :P

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We only have 2 day breaks for thanksgiving and a halloween one doesn't exist :( . Our school board is so stupid....

Our school is epic [Too bad Freshman days off arent as often as Senior days off it seems they get breaks for anything]

 

anyway, i started a Genetic archtype. They change attributes and gain effects for it. Ruling, you cant change its attribute if its the same as it is currently [EX WIND cannot change to WIND, only EARTH, FIRE, WATER, DARK, or LIGHT and vice versa for every thing else]

 

 

|Genetic Guardian|x|xxxx|Warrior/Effect|Earth|4||1000|2000|Once per turn, you can change this card's Attribute. This card gains 1 of the following effects: -WIND: Return 2 cards you control to your Deck and destroy 1 card on the field. -EARTH: Switch all cards you control to face-up defense position. All "Genetic" monsters gain 500 DEF until your next Standby Phase. -FIRE: Inflict 300 damage to your opponent. Both players draw 1 card. -WATER: Switch the ATK and DEF of this card. This card cannot attack a Level-4 or lower monster this turn. -DARK: Remove from play 2 cards in your graveyard and discard 1 card and draw 2 cards. -LIGHT: Send the top 3 cards of your Deck to the Graveyard and Special Summon 1 Level-4 or lower monster from your Graveyard.|

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@seattleite: i'd make the wind effect once per turn, other than that, i like the idea even if i'm not too fond of long effects, but that cannot really matter (:

 

btw i was thinking, given that sea's new program is gonna be totally awesome, and more people could start playing this ccg, what if we prepare some structure deck for those who want to play but aren't great strategist?

 

new:

 

|Instant Clipeus|x|xxx|Spell Card|Spell||Quick Spell|||When you activate this card it is Special Summoned to your Monster Card Zone and is treated as a Normal Monster Card (Warrior-Type/EARTH/Level 1/ATK 0/DEF 0). This card cannot be used as a Tribute for a Tribute Summon

 

|Lights On!|x|xxx|Trap Card|Trap|||||Flip face-up all face-down monsters on the field. (Their effects are negated.) During your next Standby Phase, flip face-down all face-up cards on the field and discard cards equal to the number of cards flipped this way, if you cannot, you take 2000 damage.

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Sea - InH's fix destroyed all chances of it being worthy of a place in a deck. I think that the RFP after destruction is good, but the fact that Special Summoning is banned for a turn and that it only destroys 2 cards kills it dead. There is easily enough generic S/T removal in the CCG to cover it and when it does resolve, your cards are destroyed on your opponent's turn, giving them a free pop at you directly.

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thanks but that's not the problem, i copy/pasted the link you posted and went there, where i should have entered my nickname there was already another name that i never saw, i could log in with that but not with mine.

 

|Instant Clipeus|x|xxx|Spell Card|Spell||Quick Spell|||When you activate this card it is Special Summoned to your Monster Card Zone and is treated as a Normal Monster Card (Warrior-Type/EARTH/Level 2/ATK 0/DEF 0). This card cannot be used as a Tribute for a Tribute Summon.

 

|Cross Despair|x|xxx|Trap Card|Trap|||||You can activate this card when you take 4000 damage or less, inflict the same damage you took to your opponent. You opponent draws 1 card. When a card you control is destroyed by the effect of a card your opponent controls, you can remove from play this card from your Graveyard to destroye another card on the field.

 

|Lights On!|x|xxx|Trap Card|Trap|||||Flip face-up all face-down monsters on the field. (Their effects are negated.) During your next Standby Phase, flip face-down all face-up cards on the field and discard cards equal to the number of cards flipped this way, if you cannot, you take 2000 damage.

 

|Half Core|x|xxx|Spell Card|Spell||Continuous Spell|||All damage you take is halved. When you take damage discard 1 card.

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Our school is epic [Too bad Freshman days off arent as often as Senior days off it seems they get breaks for anything]

You got that right *smiles* caus a Senior

anyway, i started a Genetic archtype. They change attributes and gain effects for it. Ruling, you cant change its attribute if its the same as it is currently [EX WIND cannot change to WIND, only EARTH, FIRE, WATER, DARK, or LIGHT and vice versa for every thing else]Must exclude Divine(just saying it) and I look forward to seeing it.

 

 

|Genetic Guardian|x|xxxx|Warrior/Effect|Earth|4||1000|2000|Once per turn, you can change this card's Attribute. This card gains 1 of the following effects: -WIND: Return 2 cards you control to your Deck and destroy 1 card on the field. -EARTH: Switch all cards you control to face-up defense position. All "Genetic" monsters gain 500 DEF until your next Standby Phase. -FIRE: Inflict 300 damage to your opponent. Both players draw 1 card. -WATER: Switch the ATK and DEF of this card. This card cannot attack a Level-4 or lower monster this turn. -DARK: Remove from play 2 cards in your graveyard and discard 1 card and draw 2 cards. -LIGHT: Send the top 3 cards of your Deck to the Graveyard and Special Summon 1 Level-4 or lower monster from your Graveyard.|All right I'm surprised "Generic" effects for those types of monsters at one point or another in TCG. But it needs a cost.

 

Been a while 0-Chill welcome back

 

Yu-Gi-Oh 5D'S there is no reason why you shouldn't be accepted so Welcome (still upto Leo & Sea though)

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Great. I am excited to see the program. Also Insert Name Here, I will do r3 (I marked "Draw" on our match so far though).

Same here on both things.

 

and Werelord: Currently in process of adding costs to it. but I think il just have them pay from 500-1000 LP to change its attribute [the higher level, the more lp used to do that]

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|Dreamweaver - Cornelius, the Seafoam|x|xxx|Psychic/Effect|WATER|3||800|1400|During your Draw Phase, after you drawn, if you have only 1 card in your hand, you can skip your Standby Phase, if you do, put 1 Dream Counter on this card. When this card is destroyed, both players take damage equal to the number of Dream Counters on this card x200.

 

I'm quite sure i'll make an archtype about dreamweavers, even if they could have different effect from this card. should i put a drawback for skipping your standby phase? after all a lot of effects activate in the SP (in real TCG, think of Archfiends).

 

p.s. also "cornelius the seafoam" doesn't sound great to me, maybe i'll change that later...

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Yugioh 5d's is accepted.

 

thanks but that's not the problem, i copy/pasted the link you posted and went there, where i should have entered my nickname there was already another name that i never saw, i could log in with that but not with mine.

 

|Instant Clipeus|x|xxx|Spell Card|Spell||Quick Spell|||When you activate this card it is Special Summoned to your Monster Card Zone and is treated as a Normal Monster Card (Warrior-Type/EARTH/Level 2/ATK 0/DEF 0). This card cannot be used as a Tribute for a Tribute Summon.

 

Good I guess.

 

|Cross Despair|x|xxx|Trap Card|Trap|||||You can activate this card when you take 4000 damage or less, inflict the same damage you took to your opponent. You opponent draws 1 card. When a card you control is destroyed by the effect of a card your opponent controls, you can remove from play this card from your Graveyard to destroye another card on the field.

 

Cool defensive card. Definately going to find a deck to use this in.

 

|Lights On!|x|xxx|Trap Card|Trap|||||Flip face-up all face-down monsters on the field. (Their effects are negated.) During your next Standby Phase, flip face-down all face-up cards on the field and discard cards equal to the number of cards flipped this way, if you cannot, you take 2000 damage.

 

Quite a steep cost for just a sort of "Dark-piercing Light" styled card.

 

|Half Core|x|xxx|Spell Card|Spell||Continuous Spell|||All damage you take is halved. When you take damage discard 1 card.

 

Gonna need the clause "If you cannot discard this card is destroyed". Or something similar. Multiple copies can make a solid wall, dividing the damage by 4 or something.

 

@ Alfred-Kun - Alright I'll take your fix. Will be keeping a close eye on it though.

 

@ InH - WereLord is right. The genetics are acting like an upgraded Darklight (Pacman's Archetype). Needs a cost like them too.

 

@ Everyone - Ok, we're getting lots of archetypes. I think there have been at least 7 of them :blink: . Let's focus on cards that are already in the CCG?

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