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Leo's Yu-Gi-Oh! CCG


.Leo

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Tech issuses are hopefully over all right now what I ment to say to Sea

 

Sea the Hunter of Dragons may seam cheating but, it's not. Remember how I said the "Monsters" or in my terms the Hunt is like Lava Golem but even more fun to deal with? Well here is an example the name is Copy Righted I think but for now it will work.

 

Name-Fatalis

Attribute-Dark

Level-10

Type-Dragon

Atk-3500

Def-3000

Effect-This card cannot be Normal Summoned or set this card cannot be Special Summoned except by the effect of "Initating the Hunt". This monster cannot be destroyed by battle or by a card effect except by "Hunter of Dragons". This card is uneffected by the effects of all Spell Cards and Trap Cards on the field. Once per turn you can select one card in your deck and add it to your hand.

 

Note opponet gets I think any monster summoned by Initating the Hunt. Also can only be destroyed by one monster now Sea NOW TELL ME IT'S EXCESSIVE NOW. for Hunter of Dragons effect.

 

Repost

 

Name-Hunter of Dragons

Attribute-Earth

Level-4

Type-Warrior

Atk-1900

Def-1500

Effect-This is the only monster you can control. When this card is Summoned, put 3 counters on it (max 3). If this card would be destroyed by battle you can remove one counter from this card instead. When this card is summoned you can add one of each on the following cards from your deck to your hand. One "Wepon Class" named card, one "Initating the Hunt", and one Dragon-type monster that cannot be Normal Summoned. When this card destroys a Dragon-type monster and sends it to the Graveyard you can add "Wepon Class Dragon" named card from your deck to your hand.

 

anyways I don't have an example of every card but you should get the point.

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I almost finished my Rose archtype

all i need are S/T and i devoloped a system so that now we wont have as much of a mass overload of my archtype specific and more generics [for the set number, i put the set number the card will be released in the LCCG]

[spoiler=Roses]

|Red Rose Spark|x|9|Plant/Effect|Earth|3||1400|1200|If you control 3 or more "Rose" monsters, Special Summon this card from your Hand. If this card attacks, send 1 "Rose" monster from your Deck to the graveyard. When this card is destroyed, destroy 1 monster you control and destroy 1 card 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|9|Plant/Effect|Earth|4||1700|1100|Once per turn, you can send 1 "Rose" monster from your Deck to the Graveyard to Special Summon 1 Level-3 or lower "Rose" monster in your Graveyard.|

 

|Yellow Rose Flare|x|9|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 Blast|x|9|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 Nova|x|10|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 Sun|x|10|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.|

 

|Shining Red Rose|x|10|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 Spark". 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.|

 

|Shining Orange Rose|x|11|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 Yellow Rose|x|11|Plant/Effect|Light|6|2300|1500|This card cannot be Normal Summoned or Set. This card can only be Special Summoned by tributing 1 "Yellow Rose Flare". One per turn, you can send 2 "Rose" monsters from your Deck to the Graveyard to Normal Summon 1 extra time this turn. You cannot activate this card's effect if you control another "Shining" monster. You cannot Special Summon a card this turn.|

 

|Shining Green Rose|x|11|Plant/Effect|Light|3|1350|400|This card cannot be Normal Summoned or Set. This card can only be Special Summoned by tributing 1 "Green Rose Blast". Each time you send a "Rose" monster from your Deck to the Graveyard, both players can Special Summon 1 Level-5 or lower monster from their Deck, then discard 1 card from their Hand.|

 

|Shining Blue Rose|x|12|Plant/Effect|Light|2||450|1200|This card cannot be Normal Summoned or Set. This card can only be Special Summoned by tributing 1 "Blue Rose Nova". You can tribute this card to Special Summon 1 Level-4 or lower "Rose" monster in your Hand and return 2 "Rose" monsters from your Graveyard to your Deck. Skip your next Draw Phase, and during your next Standby Phase, destroy 1 card you control.|

 

|Shining Violet Rose|x|12|Plant/Effect|Light|7||2600|2400|This card cannot be Normal Summoned or Set. This card can only be Special Summoned by tributing 1 "Violet Rose Sun" and 1 other "Rose" monster you control. Once per turn, if your opponent controls 2 monsters and this is the only card you control, return 1 "Rose" monster from your Graveyard to your Deck and destroy 1 monster with equal or less ATK than the returned monster.|

 

|Shining Rose Dragon|x|13|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.|

 

|Petal Change|x|9|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|10|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|12|Trap Card|Trap|||||Tribute 2 "Rose" monsters you control and equip this card to a card your opponent controls. That monster loses 1000 ATK and cannot declare an attack. When that monster is destroyed, destroy this card. You can skip your Draw Phase to add this card from your Graveyard to your Hand. This card cannot be Set the turn you activate this effect.|

 

 

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Ok, ok. I see the complete concept now. Good.

Sorry about the snap but been having tech problems all day & I was frustrated [had to copy and past every F***ing letter just to say something.]

 

Note-ANYONE WHO THINKS IT'S NOT THAT HARD UNPLUG YOUR KEY BOARD AND COPY AND PASTE EVERY LETTER JUST TO SAY A SENTENCE IT'S REDICOLOUS!!!

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Sorry about the snap but been having tech problems all day & I was frustrated [had to copy and past every F***ing letter just to say something.]

 

Note-ANYONE WHO THINKS IT'S NOT THAT HARD UNPLUG YOUR KEY BOARD AND COPY AND PASTE EVERY LETTER JUST TO SAY A SENTENCE IT'S REDICOLOUS!!!

 

 

That sucks man. I understand.

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I understand the current meta (from when I last checked) is:

 

Tier 1:

 

Escroc Synchro FTK

Mirrors

Supremes

 

Tier 2:

 

WereLords

Type-specific decks

Attribute-specific decks

etc.

 

But never mind that, I was thinking about releasing a CCG version of Trap Stun. Would that be okay?

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I was thinking about releasing a CCG version of Trap Stun. Would that be okay?

Yes and no. My thought is that there are very few traps in CCG and those are useually type-archtype-attribute specific. you should make a card that does that for spell cards [last time I checked on my counting there are almost as many spells as monsters. :blink: ]

So why not make one for traps & spells as seperate cards or the same card. and most important if you make both [just a thought but] make the trap one a Quick play spell and the spell one a trap card.[both can't be activated in the same turn then without negating the other.]

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Ok. Maybe next set will get called Hornet's Judgement (I think the CCG could use more insect support next set). What are the cards biased via type or category in this set (I can come up with a set name if I know what the cards focus on.)?

 

I don't think, anything in particular, just regular generic support.

 

The only decktype i can think of that might possibly need support is Rocks. But other than that it will probably be mostly generic cards you can sprinkle in decks here and there.

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