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Leo's Yu-Gi-Oh! CCG


.Leo

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|Changing Flag|x|xxx|Spell Card|Spell||Continuous Spell|||Pay 1000 Life Points to activate this card. Declare an Attribute, Attributes of all monsters on the field are treated as the declared Attribute.

 

|Exalted Claiohm Connector|x|xxx|Machine/Tuner|LIGHT|7||2200|1600|If you control at least 2 face-up "Claiohm" monsters, you can Tribute Summon this card by Tributing only 1 monstr. This card cannot be used as a Synchro Material Monster except for the Synchro Summon of a "Claiohm" monster. You can remove from play this card from your Graveyard to have 1 "Claiohm" monster you control gain 700 ATK until the end of the turn.

 

|Claiomh Salamander|x|xxx|Dragon/Effect|LIGHT|3||500|1100|If you control no monsters, you can Special Summon this card from your hand. When this card is Normal Summoned you can send 1 "Claiomh Salamander" in your hand or Deck to the Graveyard to have this card gain 2000 ATK until your next Standby Phase.

 

|Claiohm Solais Dian Cecht|x|xxx|Warrior/Synchro/Effect|10||3600|2700|1 "Exalted Claiohm" Tuner + 1 or more non-Tuner monster(s). When a monster your opponent controls destroys a monster you control by battle, you gain Life Points equal to your opponent's monster's ATK. When this card is destroyed, you can Special Summon 1 Level 4 or lower monster from your hand.

 

not sure about the OCG on changing flag though.

 

@LeoMence: i like them, just i would add the "discard 1 card" cost to Card of great reward, i know it may sound stupid but it gives a chance to get rid of cards stuck in hand and getting new ones, also it balances the effect a bit.

 

@WereLord: kinda cofusing effect, i suggest you make it like this:

"During each player's End Phase, the turn player must send 3 cards from their field and/or hand to the Graveyard, if they cannot they send all cards on their field and hand to the Graveyard, this effect cannot be negated. During each player's Standby Phase, the turn player can pay 500 Life Points to draw 1 card."

(in the last effect, since it doesnt say once/twice/... per turn, you can do it as much as you can/want.

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ah got it (:

 

|Exalted Claiohm Launcher|x|xxx|Machine/Tuner|LIGHT|6||2000|2600|This card cannot be used as a Synchro Material Monster except for the Synchro Summon of a "Claiohm" monster. Once per duel, you can Special Summon up to 3 Level 2 or lower monsters from your Graveyard. You cannot Synchro Summon during the turn you activate this effect.

 

|Exalted Claiohm Gear|x|xxx|Machine/Tuner|LIGHT|1|0|0|If there a re less than 4 monsters on the field you can Special Summon this card from your hand. When this card is used as Synchro Material Monster for the Synchro Summon of a "Claiohm" monster, you can Special Summon 1 Level 2 or lower monster from your Graveyard.

 

|Exalted Claiohm Arsenal|x|xxx|Machine/Synchro/Tuner|8||2500|1800|"Exalted Claiohm Gear" + 1 or more non-Tuner monster(s). During your opponent's Main Phase, you can Synchro Summon if you use this face-up card as a Synchro Material Monster.

 

|Claiohm Solais Aes Sidhe|x|xxx|Warrior/Synchro/Effect|10||4600|2300|1 Synchro Tuner + 1 or more non-Tuner monster(s). When this card is Synchro Summoned destroy all Spell and Trap Card on the field and reduce this card's ATK by the number of cards destroyed this way x200. Once per turn, you can remove 1 "Exalted Claiohm" monster in your Graveyard to draw 2 cards.

 

|Claiohm Bomber|x|xxx|Warrior/Effect|4||1500|1300|When this card is Summoned inflict damage to your opponent equal to the number of Level 4 or lower monsters in your Graveyrard x100.

 

i'm gonna end this mini-archtype soon, i'll just add other low level monsters. you can just splash this in any low level deck.

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|Red Rose Ninja|x|xxxx|Plant/Effect|Earth|3||1400|1200|If you control 3 or more "Rose" monsters, Special Summon this card. If this card attacks, send 1 "Rose" monster from your Deck to the graveyard. When this card is destroyed, destroy all "Rose" monsters on the Field and destroy 2 cards on the Field. If no "Rose" monsters were destroyed by this effect, pay 1500 Life Points and destroy 2 cards on the Field instead.|

 

|Orange Rose Solar|x|xxxx|Plant/Effect|Earth|4||1700|1100|Once per turn, you can send 2 "Rose" monsters from your Deck to the Graveyard to Special Summon 1 Level-3 or lower "Rose" monster in your Graveyard.|

 

|Yellow Rose Flare|x|xxxx|Plant/Effect|Earth|5||2000|1500|You can Normal Summon this card without tributing if you have exactly 3 "Rose" monsters in your Graveyard. Once per turn, send 1 "Rose" monster in your Deck to the Graveyard and draw 1 card.|

 

|Green Rose Root|x|xxxx|Plant/Effect|Earth|2||1050|100|Each time a "Rose" monster is sent to the Graveyard by the effect of a "Rose" monster, both players draw 1 card and Special Summon 1 Level-4 or lower monster in their Graveyard.|

 

|Blue Rose Trap|x|xxxx|Plant/Effect|Earth|1||150|900|You can tribute this card and send 1 "Rose" monster from your Deck to the Graveyard to negate an attack. This card cannot be Special Summoned from the Graveyard.|

 

|Violet Rose Cell|x|xxxx|Plant/Effect|Earth|6||2300|2100|If your opponent controls 2 cards, send 3 "Rose" monsters from your Deck to the Graveyard to remove from play 1 card on the Field. Then halve this card's ATK until the End Phase.|

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All be epic, how be my Rose archtype which isnt completed [planning to release 7 cards for them per set for 3 sets]

 

Im thinking next set Red, Orange, Yellow, Shining Red [below], and 2 spells and a trap [eventually 14 monsters and 7 spells/traps]

 

|Shining Red Rose|x|xxxx|Plant/Effect|Light|4||1700|1500|This card cannot be Normal Summoned or Set. This card can only be Special Summoned by tributing 1 "Red Rose Ninja". Once per turn, you can send 1 "Rose" monster from your Deck to the Graveyard and return 2 "Rose" monsters in your Graveyard to your Deck. Then draw 1 card.|

 

|Petal Change|x|xxxx|Spell Card|Spell|||||Select 1 "Rose" monster you control and send 1 "Rose" monster from your Deck to the Graveyard. That card's name is treated the sent monster's name.|

 

|Rose Garden|x|xxxx|Spell Card|Spell||Continuous|||Once per turn, Send 4 "Rose" monsters from you Deck tot eh Graveyard and add 2 "Rose" monsters from your Graveyard to your Hand. Then discard 1 card for every Plant-type "Shinning" monster in your Hand.|

 

|Vine of Thorns|x|xxxx|Trap Card|Trap|||||Tribute 2 "Rose" monsters you control and equip this card to a card your opponent controls. That monster loses 300 ATK and cannot declare an attack. When that monster is destroyed, destroy this card.|

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Oh dang. I got work to do

 

Name-Ancient Shadow Fiend

Attribute-Dark

Level-10

Type-Fiend

Atk-3500

Def-3000

Effect-This card cannot be Special Summoned. Neither player can Special Summon monsters. You must Tribute 3 monsters to Normal Summon this card (you cannot Set this card). During the End Phase of the turn players turn they must send 3 cards they control to they Graveyard this effect cannot be negated. If the player cannot send three cards from their side of the field to the Graveyard then they send all cards on their field and in their hand to the Graveyard for a combind total of three cards. During the Standby Phase of the turn players turn the can pay any multiple of 500 Life Points [max 1500], to draw one card per 500 points paid.

 

Love it Hate it Fear it

Note: I would fear it.

 

An interesting boss monster. One thing I don't get though is the Underlined text?

 

Hi. Hi

 

|Apprentice Controller|0|XXXX|Spellcaster/Effect|Dark|4||1900|1600|As long as this card remains face-up on the field, neither players can Special Summon a Level 8 or higher monster.|

 

Nice anti-synchro card.

 

|Thunder Baboon|1|XXXX|Thunder/Effect|Light|4||1900|0|If your opponent Special Summons a monster, you can remove from play this card to negate the Special Summon and remove from play the monster.|

 

Ehhh, a little worried this will become like Thunder king. Plus it makes Book of Countercurses Useless. Lower the ATK?

 

|Card of Great Reward|2|XXXX|Spell Card|Spell||Quick-Play|||Negate the activation of a Trap Card. Then, draw 1 card.|

 

Negate the activation? Not the effect? I will have to get an answer on how this works before I can comment on it.

 

|Changing Flag|x|xxx|Spell Card|Spell||Continuous Spell|||Pay 1000 Life Points to activate this card. Declare an Attribute, Attributes of all monsters on the field are treated as the declared Attribute.

 

Good, but I'm thinking this might be weaker than DNA transplant. Maybe throwout the cost and instead put in "are ALSO treated as the declared attribute". That way it is faster but still useful for, whatever combos you have.

 

|Exalted Claiohm Connector|x|xxx|Machine/Tuner|LIGHT|7||2200|1600|If you control at least 2 face-up "Claiohm" monsters, you can Tribute Summon this card by Tributing only 1 monstr. This card cannot be used as a Synchro Material Monster except for the Synchro Summon of a "Claiohm" monster. You can remove from play this card from your Graveyard to have 1 "Claiohm" monster you control gain 700 ATK until the end of the turn.

 

Interesting.

 

|Claiomh Salamander|x|xxx|Dragon/Effect|LIGHT|3||500|1100|If you control no monsters, you can Special Summon this card from your hand. When this card is Normal Summoned you can send 1 "Claiomh Salamander" in your hand or Deck to the Graveyard to have this card gain 2000 ATK until your next Standby Phase.

 

Very interesting.

 

|Claiohm Solais Dian Cecht|x|xxx|Warrior/Synchro/Effect|10||3600|2700|1 "Exalted Claiohm" Tuner + 1 or more non-Tuner monster(s). When a monster your opponent controls destroys a monster you control by battle, you gain Life Points equal to your opponent's monster's ATK. When this card is destroyed, you can Special Summon 1 Level 4 or lower monster from your hand.

 

Good + Balanced.

 

not sure about the OCG on changing flag though. It's right ;)

 

ah got it (:

 

|Exalted Claiohm Launcher|x|xxx|Machine/Tuner|LIGHT|6||2000|2600|This card cannot be used as a Synchro Material Monster except for the Synchro Summon of a "Claiohm" monster. Once per duel, you can Special Summon up to 3 Level 2 or lower monsters from your Graveyard. You cannot Synchro Summon during the turn you activate this effect.

 

Hmm, i suppose this is balanced because one would rarely run so many level 2's. I could use this nicely in a Last Stand deck.

 

|Exalted Claiohm Gear|x|xxx|Machine/Tuner|LIGHT|1|0|0|If there a re less than 4 monsters on the field you can Special Summon this card from your hand. When this card is used as Synchro Material Monster for the Synchro Summon of a "Claiohm" monster, you can Special Summon 1 Level 2 or lower monster from your Graveyard.

 

Might want to add that the summoned monster is a non-tuner. So you don't chain synchro. Otherwise your first synchro would be really easy to get out.

 

|Exalted Claiohm Arsenal|x|xxx|Machine/Synchro/Tuner|8||2500|1800|"Exalted Claiohm Gear" + 1 or more non-Tuner monster(s). During your opponent's Main Phase, you can Synchro Summon if you use this face-up card as a Synchro Material Monster.

 

A synchro tuner, haven't seen one of those in a while ;). It's fair and balanced. Just remember to add /effect next time.

 

|Claiohm Solais Aes Sidhe|x|xxx|Warrior/Synchro/Effect|10||4600|2300|1 Synchro Tuner + 1 or more non-Tuner monster(s). When this card is Synchro Summoned destroy all Spell and Trap Card on the field and reduce this card's ATK by the number of cards destroyed this way x200. Once per turn, you can remove 1 "Exalted Claiohm" monster in your Graveyard to draw 2 cards.

 

It dwarfs your first synchro. 4600 even with the ATK reduce effect or requirement is crazy. Tone down the ATK to maybe 4000.

 

|Claiohm Bomber|x|xxx|Warrior/Effect|4||1500|1300|When this card is Summoned inflict damage to your opponent equal to the number of Level 4 or lower monsters in your Graveyrard x100.

 

Nice.

 

i'm gonna end this mini-archtype soon, i'll just add other low level monsters. you can just splash this in any low level deck.

 

|Red Rose Ninja|x|xxxx|Plant/Effect|Earth|3||1400|1200|If you control 3 or more "Rose" monsters, Special Summon this card. If this card attacks, send 1 "Rose" monster from your Deck to the graveyard. When this card is destroyed, destroy all "Rose" monsters on the Field and destroy 2 cards on the Field. If no "Rose" monsters were destroyed by this effect, pay 1500 Life Points and destroy 2 cards on the Field instead.|

 

Woah. You might want to tone down that destruction effect. Just for a level 3 monster. Maybe destroy 1 card if it was the only one, and destroy 2 if you destroyed multiple rose monsters.

 

|Orange Rose Solar|x|xxxx|Plant/Effect|Earth|4||1700|1100|Once per turn, you can send 2 "Rose" monsters from your Deck to the Graveyard to Special Summon 1 Level-3 or lower "Rose" monster in your Graveyard.|

 

Uh-oh. Very fast dumping. 1 Rose monster is sufficient.

 

|Yellow Rose Flare|x|xxxx|Plant/Effect|Earth|5||2000|1500|You can Normal Summon this card without tributing if you have exactly 3 "Rose" monsters in your Graveyard. Once per turn, send 1 "Rose" monster in your Deck to the Graveyard and draw 1 card.|

 

Well, alright. This one is a little better.

 

|Green Rose Root|x|xxxx|Plant/Effect|Earth|2||1050|100|Each time a "Rose" monster is sent to the Graveyard by the effect of a "Rose" monster, both players draw 1 card and Special Summon 1 Level-4 or lower monster in their Graveyard.|

 

I had to rethink this one. This is going to obviously be a very fast archetype but might run out of steam later in the game.

 

|Blue Rose Trap|x|xxxx|Plant/Effect|Earth|1||150|900|You can tribute this card and send 1 "Rose" monster from your Deck to the Graveyard to negate an attack. This card cannot be Special Summoned from the Graveyard.|

 

Good.

 

|Violet Rose Cell|x|xxxx|Plant/Effect|Earth|6||2300|2100|If your opponent controls 2 cards, send 3 "Rose" monsters from your Deck to the Graveyard to remove from play 1 card on the Field. Then halve this card's ATK until the End Phase.|

 

Hmm. 3 rose monsters could either be super broken or a massive cost. I'll keep my eye on this one.

 

 

And will get to 0-Chill's cards soon. PHEW

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|Orange Rose Solar|x|xxxx|Plant/Effect|Earth|4||1700|1100|Once per turn, you can send 2 "Rose" monsters from your Deck to the Graveyard to Special Summon 1 Level-3 or lower "Rose" monster in your Graveyard.|

I think it doesn't need such a cost, sending 1 card is enough to me, since once you sent it you can SS it immediately, it's a bit like summoning from the deck, which is often at no costs from high-level swarmers, while this card will be wiped out in no time.

 

|Violet Rose Cell|x|xxxx|Plant/Effect|Earth|6||2300|2100|If your opponent controls 2 cards, send 3 "Rose" monsters from your Deck to the Graveyard to remove from play 1 card on the Field. Then halve this card's ATK until the End Phase.|

exactly, up to or at least 2 cards? it actually makes quite the difference

 

|Shining Red Rose|x|xxxx|Plant/Effect|Light|4||1700|1500|This card cannot be Normal Summoned or Set. This card can only be Special Summoned by tributing 1 "Red Rose Ninja". Once per turn, you can send 1 "Rose" monster from your Deck to the Graveyard and return 2 "Rose" monsters in your Graveyard to your Deck. Then draw 1 card.|

i'd make the stats higher since the summoning cost is quite restrictive, at least make it worth it.

 

|Petal Change|x|xxxx|Spell Card|Spell|||||Select 1 "Rose" monster you control and send 1 "Rose" monster from your Deck to the Graveyard. That card's name is treated the sent monster's name.|

makes the above one more playable, i like it.

 

|Vine of Thorns|x|xxxx|Trap Card|Trap|||||Tribute 2 "Rose" monsters you control and equip this card to a card your opponent controls. That monster loses 300 ATK and cannot declare an attack. When that monster is destroyed, destroy this card.|

1 tribute is more than enough imo.

the ones i didnt mention are fine as they are.

i guess you should make some back-up cards to prevent deck-out, really a lot of deck thinning, also i cant figure out how to use all of them in a single rose deck, since it would need too many monsters for the Roses effects to activate, if you have too put less spells and traps at least add some removal power and such to the monsters.

anyway, i like it.

 

i'm reading 0-Chill's now.

 

thanks for the review Sea! i'm gonna fix what you pointed out (:

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Name-Ancient Shadow Fiend

Attribute-Dark

Level-10

Type-Fiend

Atk-3500

Def-3000

Effect-This card cannot be Special Summoned. Neither player can Special Summon monsters. You must Tribute 3 monsters to Normal Summon this card (you cannot Set this card). During the End Phase of the turn players turn they must send 3 cards they control to they Graveyard this effect cannot be negated. If the player cannot send three cards from their side of the field to the Graveyard then they send 3 cards from their field or their hand to the Graveyard. During the Standby Phase of the turn players turn they can pay any multiple of 500 Life Points [max 1500], to draw one card per 500 points paid.

 

Love it Hate it Fear it

Note: I would Fear it.

 

My bad Sea I was thinking of something else while wording the effect. I fixed it.

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|Honey Queen|X|XXXX|Insect/Effect|Wind|8||2700|2400|While you control 3 "Honey" monsters, you can Special Summon this card from your hand. Once per turn, you can tribute 1 Level 4 or lower monster you control to Special Summon 1 Level 4 or lower "Honey" monster from your Deck.|

you mean "exactly 3" right? if not you could just pull out 3 of these in a turn and that would be bad.

 

|Pollination Strike|0|XXXX|Spell Card|Spell||Continuous|||When a "Honey" monster you control battles an opponent's monster, you can add Pollination Counters on this card equal to the Level of the "Honey" monster that entered battle. You can remove any number of Pollination Counters from this card to reduce the ATK of 1 monster your opponent by the number of Pollination Counters removed x200.|

i kinda like this, too bad it's honey-specific (even though that quite balances it, since most honey monsters are low-level)

 

|Honey Force|0|XXXX|Trap Card|Trap||Normal|||Activate when your opponent declares an attack. Remove 2 Pollination Counters from your side of the field to destroy all face-up Attack Position monsters your opponent controls.|

this is too powerful imo, getting pollination counter is too easy, espacially thanks to pollination strike.

 

|The Honey Queen's Judgement|0|XXXX|Trap Card|Trap||Counter|||While there are 3 "Honey" monsters in your Graveyard, negate the activation of an opponent's Spell, Trap or Monster Effect and destroy it.|

again, add the exactly clause, or even with "up to" it would be fine.

 

again, the ones i didnt comment were just fine.

this set is really balanced and we needed more insects.

too bad that we're making too many swarm archtypes imo.

 

@WereLord: don't know if you noticed it, but my fixes were exactly the same as yours, just you didnt say what happens if you don't have 3 cards to send to the Graveyard, and my version of the last effect was just a better OCG version.

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the ones i didnt mention are fine as they are.

i guess you should make some back-up cards to prevent deck-out, really a lot of deck thinning, also i cant figure out how to use all of them in a single rose deck, since it would need too many monsters for the Roses effects to activate, if you have too put less spells and traps at least add some removal power and such to the monsters.

anyway, i like it.

 

i'm reading 0-Chill's now.

 

thanks for the review Sea! i'm gonna fix what you pointed out (:

The Shining Roses are 1 level higher than their counterpart, 300 more ATK and DEF points, and more powerful effects, but must tribute a rose of the same color. They'll get more powerful and will become MAJOR life support.

 

|Shining Orange Rose|x|xxxx|Plant/Effect|Light|5||2000|1400|This card cannot be Normal Summoned or Set. This card can only be Special Summoned by tributing 1 "Orange Rose Solar". Once per turn, send 1 "Rose" monster from your Deck to the Graveyard and Special Summon 1 Level-5 or lower "Rose" monster in your Graveyard. Then draw 1 card.|

 

|Shining Rose Dragon|x|xxxx|Plant/Effect|Light|12||4500|0|This card cannot be Normal Summoned or Set. This card can only be Special Summoned from the Hand by removing from play 10 Plant-type "Shining" monsters and 1 "Rose" monster in your Graveyard. Neither player can Special Summon the turn this card is Special Summoned. Once per turn, remove from play 2 cards in your Graveyard and destroy 2 cards on the Field and 1 card you control. When this card is destroyed, remove it from play and add all cards in your removed from play pile to your Deck except this card.||

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|Honey Soldier|X|XXXX|Insect/Effect|Wind|2||700|500|While you control a "Honey" monster other than "Honey Soldier", you can Special Summon this card. A monster that battles this monster is destroyed after Damage Calculation is applied.|

 

I s'pose it's fair.

 

|Honey Worker|X|XXXX|Insect/Effect|Wind|1||500|300|You can discard this card to add 1 Spell Card with "Honey" in it's name or description.|

 

Interesting. I like.

 

|Honey Agent|X|XXXX|Insect/Effect|Wind|4||1500|900|Once per turn, you can discard 1 "Honey" card to destroy 1 card your opponent controls.|

 

Fair enough.

 

|Honey Gatherer|X|XXXX|Insect/Tuner/Effect|Wind|3||900|600|Once per turn, you can remove from play 2 "Honey" monsters in your Graveyard to draw 2 cards.|

 

Cool draw.

 

|Honey Queen|X|XXXX|Insect/Effect|Wind|8||2700|2400|While you control 3 "Honey" monsters, you can Special Summon this card from your hand. Once per turn, you can tribute 1 Level 4 or lower monster you control to Special Summon 1 Level 4 or lower "Honey" monster from your Deck.|

 

Good and balanced.

 

|Honey Striker|X|XXXX|Insect/Synchro/Effect|Wind|4||2200|1200|1 Insect-Type Tuner + 1 or more non-Tuners Your opponent cannot select a face-up "Honey Queen" as an attack target. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent.|

 

Interesting synergy..

 

|Pollen Collection|X|XXXX|Spell Card|Spell||Normal|||Reduce the ATK of all non-"Honey" monsters on the field by 700 until the End Phase.|

 

Good, and probably needed for your archetype.

 

|Honey Generator|X|XXXX|Spell Card|Spell||Normal|||You can add 1 Level 3 or lower "Honey" monster from your Deck to your hand.|

 

Good, but you don't really need the "you can" clause in there.

 

|Pollination Strike|0|XXXX|Spell Card|Spell||Continuous|||When a "Honey" monster you control battles an opponent's monster, you can add Pollination Counters on this card equal to the Level of the "Honey" monster that entered battle. You can remove any number of Pollination Counters from this card to reduce the ATK of 1 monster your opponent by the number of Pollination Counters removed x200.|

 

Niceness. I love these kind of cards.

 

|The Big Flower|0|XXXX|Spell Card|Spell||Continuous|||When a "Honey" monster you control is destroyed, add 1 Pollination Counter on this card. You can destroy this card and 2 "Honey" cards to draw cards equal to the number of Pollination Counters on this card.|

 

Great.

 

|Honey Stinger|0|XXXX|Spell Card|Spell||Quick-Play|||Tribute 1 "Honey" monster you control. Destroy 2 cards your opponent controls.|

 

With all the swarm, might need to be a trap.

 

|The Beehive|0|XXXX|Spell Card|Spell||Field|||When a "Honey" monster is summoned, add 1 Pollination Counter on this card. Increase the ATK of all "Honey" monsters on the field equal to the number of Pollination Counters on this card x100. When a face-up Spell Card would be destroyed, you can remove 2 Pollination Counters from the field to negate that card's destruction.|

 

Vastly superior to Shaman Hut. I think it should be when a honey monster is Normal summoned.

 

|Honey Force|0|XXXX|Trap Card|Trap||Normal|||Activate when your opponent declares an attack. Remove 2 Pollination Counters from your side of the field to destroy all face-up Attack Position monsters your opponent controls.|

 

Good.

 

|The Honey Queen's Judgement|0|XXXX|Trap Card|Trap||Counter|||While there are 3 "Honey" monsters in your Graveyard, negate the activation of an opponent's Spell, Trap or Monster Effect and destroy it.|

 

Ehh, maybe remove them from play. If we go that route 2 monsters may be sufficient. I really want any Solemn Judgment counterpart to have a cost.

 

 

The Shining Roses are 1 level higher than their counterpart, 300 more ATK and DEF points, and more powerful effects, but must tribute a rose of the same color. They'll get more powerful and will become MAJOR life support.

 

|Shining Orange Rose|x|xxxx|Plant/Effect|Light|5||2000|1400|This card cannot be Normal Summoned or Set. This card can only be Special Summoned by tributing 1 "Orange Rose Solar". Once per turn, send 1 "Rose" monster from your Deck to the Graveyard and Special Summon 1 Level-5 or lower "Rose" monster in your Graveyard. Then draw 1 card.|

 

Good.

 

|Shining Rose Dragon|x|xxxx|Plant/Effect|Light|12||4500|0|This card cannot be Normal Summoned or Set. This card can only be Special Summoned from the Hand by removing from play 10 Plant-type "Shining" monsters and 1 "Rose" monster in your Graveyard. Neither player can Special Summon the turn this card is Special Summoned. Once per turn, remove from play 2 cards in your Graveyard and destroy 2 cards on the Field and 1 card you control. When this card is destroyed, remove it from play and add all cards in your removed from play pile to your Deck except this card.||

 

Crazy effect but suprisingly balanced.

 

Can I get some more Feedback on these 3 cards? (Thanks though, Inh)

 

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.

 

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/Lv4/1600/1800

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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Biacas is a pretty interesting card. Goetia is amazing Fiend-Type support. With Recursive Spellcasting, some of the OP'ed spells may need to be limited. Overall, pretty good. Also, I will make it Normal Summon and remove from play.

 

Yeah, you're right. I will include it in testing.

 

Hey, need some ideas. I'm trying to make a name for the project. The best I can come up with is "LCCG Duel Academy", and that's not very catchy or anything. Anyone got ideas?

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Depending on how lucky I am, a matter of 1 - 3 weeks. I got approxiamtely 48/100 cards coded and worked a ton on more advanced concepts like counters, battle damage, costs and negating effects.

 

First release will probably be so we can all test it first, which will probably be followed by a second one after we have all found out the bugs. Then after that I will add in the newer sets, and include other stuff as well ;)

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