The Great Wolf Sif Posted October 25, 2010 Report Share Posted October 25, 2010 Set 8: Will Include: Supreme Support (5 Cards by me.)Reversed and Dark Hero (8 cards each by me.)Aquean Support (5 cards by ???)Escroc Support (3 cards by ???)Ritual Support (5 cards by ???)Staple Trap Cards (5-8 Cards by me and ???)Cards that counter decks in the game (??? by ???)All the other random stuff that you guys like to post. No archetypes though. THOUGHTS BOYZ?Yah ****you Link to comment Share on other sites More sharing options...
Brinolovania Posted October 25, 2010 Report Share Posted October 25, 2010 Be polite, Were. Link to comment Share on other sites More sharing options...
The Great Wolf Sif Posted October 25, 2010 Report Share Posted October 25, 2010 Sorry Link to comment Share on other sites More sharing options...
Brinolovania Posted October 25, 2010 Report Share Posted October 25, 2010 It's OK...I might not hold it against you. Link to comment Share on other sites More sharing options...
The Great Wolf Sif Posted October 25, 2010 Report Share Posted October 25, 2010 Just a joke a bit rough but a Joke....ok not really but still Link to comment Share on other sites More sharing options...
Brinolovania Posted October 25, 2010 Report Share Posted October 25, 2010 Eh..whatever. I don't really care. Link to comment Share on other sites More sharing options...
Insert_Name_Here Posted October 25, 2010 Report Share Posted October 25, 2010 Set 8: Will Include: Supreme Support (5 Cards by me.)Reversed and Dark Hero (8 cards each by me.)Aquean Support (5 cards by ???)Escroc Support (3 cards by ???)Ritual Support (5 cards by ???)Staple Trap Cards (5-8 Cards by me and Insert Name Here)Cards that counter decks in the game (??? by Insert Name Here)All the other random stuff that you guys like to post. No archetypes though. THOUGHTS BOYZ?There we go. I can do counters to decks and Staple Trap cards. Merry Christmas Link to comment Share on other sites More sharing options...
Brinolovania Posted October 25, 2010 Report Share Posted October 25, 2010 I call ritual support! Link to comment Share on other sites More sharing options...
seattleite Posted October 25, 2010 Report Share Posted October 25, 2010 Set 8: Will Include: Supreme Support (5 Cards by me.)Reversed and Dark Hero (8 cards each by me.)Aquean Support (5 cards by ???)Escroc Support (3 cards by ???)Ritual Support (5 cards by ???)Staple Trap Cards (5-8 Cards by me and ???)Cards that counter decks in the game (??? by ???)All the other random stuff that you guys like to post. No archetypes though. THOUGHTS BOYZ? I have an idea based on my previous rantings. I would like as much feedback as possible. Please tell me if you love it or hate it. If you absolutely hate it then that's ok, tell me why and I can fix it/ trash the whole idea if it sucks. Archetypes are going to be based on certain themes right? So when we submit more cards let's follow that theme, and if it has certain "drawbacks" then leave that open to be filled with Generic Cards, Attribute support, type support, etc. etc. as to encourage more creativity and make each archetype unique. Supremes - focus on heavy synchroing, with the drawback of relatively low ATK (with the exception of Forest Cat) Aqueans - have field control , but with the drawback of using up your hand. Escrocs - are an OTK archetype, with the drawback of limiting other options (like some of them say you can't normal summon this turn). P.S. I call "random stuff" Link to comment Share on other sites More sharing options...
Brinolovania Posted October 25, 2010 Report Share Posted October 25, 2010 I get some random stuff..I already made Pick and Choose...anyhoo, I gtg. Bye, guize. Link to comment Share on other sites More sharing options...
seattleite Posted October 25, 2010 Report Share Posted October 25, 2010 See ya Pacman Link to comment Share on other sites More sharing options...
The Great Wolf Sif Posted October 25, 2010 Report Share Posted October 25, 2010 Here are some of my deck lists use them Well. If you need pointers PM me. [spoiler=WereLords]Monsters-18 3x Tuner Wolf3x Werelord-The Destroyer3x Werelord-The Healer3x WereLord-The Protector3x WereLord-The Summoner3x Greed Jar Spells-162x Blood Moon 3x Call of the WereLord2x Hunters Night2x Perma Frost2x Sword of Space2x Sword of Time3x WereLords Rage Traps-103x Attack Barrier2x Dark Moon Rebirth1x Force Breaker3x WereLords Protection1x WereLords Last Resort Extra Deck All of their Synchros 3x [spoiler=Pain]Monsters-293x Book of countercurses3x Cosmic Prophet3x Exploding Divebomber3x Thanatos the Horror3x Wall of Pain3x Turtle from the Sky3x Swarm Horn2x Speed Tripwire3x Reinforced Ruby Dragon3x Escroc le Diamant Spells-93x Tarot Card Reading2x Soulcore1x Refueling3x Ice Cube Traps-71x WereLords Last Resort 2x Survivor2x Supreme Decloration2x Soul Shield Extra Deck-143x WereLord-The Hunter3x Supreme Queen - Fairy of Heart3x Reinforced Crystal Dragon1x Rainbow Tail1x Hercules Manta3x 1000 Flames Dragon The rest I'll hafe to recreate cause their at my moms house & I'm at my dads.>_> Anyways enjoy[just oppion but WereLords Last Resort shoud be a Staple in any deck]psychic=Broken through church windows Sea. Link to comment Share on other sites More sharing options...
Insert_Name_Here Posted October 25, 2010 Report Share Posted October 25, 2010 I still got staple traps and Counter cards Link to comment Share on other sites More sharing options...
The Great Wolf Sif Posted October 25, 2010 Report Share Posted October 25, 2010 Wow I be a nice guy and nobody Thx me......yah Thx your welcome Link to comment Share on other sites More sharing options...
seattleite Posted October 25, 2010 Report Share Posted October 25, 2010 Sry WereLord.. I was off working on the project again ^^' Anyway cool decks. I like the use of Wall of Pain. Which Psychic are you talking about that's broken? Maybe thanatos? Link to comment Share on other sites More sharing options...
Insert_Name_Here Posted October 25, 2010 Report Share Posted October 25, 2010 Sry WereLord.. I was off working on the project again ^^' Anyway cool decks. I like the use of Wall of Pain. Which Psychic are you talking about that's broken? Maybe thanatos?I dunno but i do know this, what im submitting for staples. Link to comment Share on other sites More sharing options...
The Great Wolf Sif Posted October 25, 2010 Report Share Posted October 25, 2010 ........ Sea I ment WereLords Last Resort would be broken in the Psychic deck you played aginst me with yesterday cause you PAY all of your life points but 50 to activate it. Link to comment Share on other sites More sharing options...
Mehmani Posted October 25, 2010 Report Share Posted October 25, 2010 I missed all the fun. That chat took place at what was 1am in the morning here in England. I am mostly Irish and English, but my "English" relatives were all actually Irish immigrants to Liverpool. I've also got German and Jewish in there somewhere, but I'm almost entirely Irish with little bits of Welsh (my Great-Great Grandfather - my Dad's Dad's Dad's Dad) and English (all Liverpudlians). So, who wants to foight? I'll take you all, for sure! Link to comment Share on other sites More sharing options...
The Great Wolf Sif Posted October 25, 2010 Report Share Posted October 25, 2010 So, who wants to foight? I'll take you all, for sure![hic]The man whose 1/4 Irish Will [hic] Has the strategy page been made yet or am I to make it? [LONG night & day so far] :( Made these in Study Hall today *for the record WereLord calls anything he feals is worth submiting* Fusion Eater/ Lv 4/Dark/Fiend/Atk 1600/Def 1600effect-If this card battles a Fusion monster destroy it and remove it from play. Synchro Eater/Lv 4/Dark/Fiend/Atk 1900/Def 1300effect-If this card battles a Synchro monster destroy it and remove it from play. Ritual Eater/Lv 4/Dark/Fiend/Atk 1700/Def 1500effect-If this card battles a Ritual monster destroy it and remove it from play. Counter Fusion/ Counter TrapEffect-Activate only when your oppnet summons a Fusion monster, Negate the summon and return it to the Extra Deck. Inflict half of the sent monsters Atk to your opponets life points. Counter Ritual/ Counter TrapEffect-Activate only when your oppnet summons a Ritual monster, Negate the summon and return it to the Extra Deck. Inflict half of the sent monsters Atk to your opponets life points. Counter Synchro/ Counter TrapEffect-Activate only when your oppnet summons a Synchro monster, Negate the summon and return it to the Extra Deck. Inflict half of the sent monsters Atk to your opponets life points. Blizard/oo TrapEffect- Players can only Summon or Set one monster per turn. When this card is activated you can add one Counter Trap card from your deck to your hand. don't fell like typing the rest right now. maybe latter Link to comment Share on other sites More sharing options...
Brinolovania Posted October 25, 2010 Report Share Posted October 25, 2010 The Pac is back! (LOLOLOLOLOLOLOL-*is shot*) [spoiler=Thought up all of these last night...teh ritual support]Ritual Booster***DARKMachine/EffectLore:You can remove from play this card in your Graveyard to have one Ritual monster you control gain 1000 ATK. That monster loses 500 ATK during the End PhaseATK/1000 DEF/1000(No, its effect cannot be used during your opponents turn) Ritual Defender***DARKMachine/EffectLore:You can remove this card from play from your Graveyard. If you do, Ritual monsters you control cannot be destroyed by battle this turn, and you take no damage from battles involving Ritual monsters. This effect can be activated during either players turn.ATK/1000 DEF/1000 Ultimate RitualRitual SpellLore:Tribute at least 3 monsters from your Field or Hand whose combined levels equal 12 or more. Special Summon one Ritual monster from your Deck. This is counted as a Ritual Summon. You can only activate one "Ultimate Ritual" per turn. Ritual RevivalNormal SpellLore:Remove from play one Ritual Spell card from your Graveyard, and select one Ritual monster in your Graveyard that is mentioned in the text of that card. Tribute monsters from your Field or Hand equal to the cost on the Ritual Spell card, and Special Summon that Ritual monster. This is counted as a Ritual Summon. You can only activate one "Ritual Revival" per turn. Game End RitualNormal SpellLore:Activate only if your Life Points are 2000 or lower. Special Summon one Ritual monster from your Hand, Deck, Graveyard, or Removed from Play Zone. During your End Phase, remove from play that Ritual monster. If the Ritual monster is removed from the field, take damage equal to its original ATK. [spoiler=And a bunch of attack stopping traps...(plus a random Spell)]Attack Redirection Unit-ANormal TrapLore:Activate only when your opponent declares an attack. Negate that attack, and discard a random card from your opponent's Hand. Attack Redirection Unit-BNormal TrapLore:Activate only when your opponent declares an attack. Negate that attack, and remove from play 2 cards from your opponents Graveyard. Attack Redirection Unit-CNormal TrapLore:Activate only when your opponent declares an attack. Negate that attack, and gain Life Points equal to the level of the attacking monster x300. Attack Redirection Unit-DNormal TrapLore:Activate only when your opponent declares an attack. Negate that attack, and inflict damage to your opponent equal to the level of the attacking monster x300. Attack Redirection Unit-ENormal TrapLore:Activate only when your opponent declares an attack. Negate that attack, and destroy one Spell or Trap Card your opponent controls. Attack Redirection Unit-FNormal TrapLore:Activate only when your opponent declares an attack. Negate that attack, and send the top 3 cards of your opponents Deck to the Graveyard. Attack Redirection Unit-GNormal TrapLore:Activate only when your opponent declares an attack. Negate that attack, and send 2 random cards from your opponents Extra Deck to the Graveyard. RotationNormal SpellSelect one monster on the field, and change its battle position. I don't expect all of the Attack Redirection Units will get made...I'll edit the letter of the ones that do... Link to comment Share on other sites More sharing options...
Mehmani Posted October 25, 2010 Report Share Posted October 25, 2010 [hic]The man whose 1/4 Irish Will [hic] Has the strategy page been made yet or am I to make it? [LONG night & day so far] :( Made these in Study Hall today *for the record WereLord calls anything he feals is worth submiting* Fusion Eater/ Lv 4/Dark/Fiend/Atk 1600/Def 1600effect-If this card battles a Fusion monster destroy it and remove it from play. Synchro Eater/Lv 4/Dark/Fiend/Atk 1900/Def 1300effect-If this card battles a Synchro monster destroy it and remove it from play. Ritual Eater/Lv 4/Dark/Fiend/Atk 1700/Def 1500effect-If this card battles a Ritual monster destroy it and remove it from play. Counter Fusion/ Counter TrapEffect-Activate only when your oppnet summons a Fusion monster, Negate the summon and return it to the Extra Deck. Inflict half of the sent monsters Atk to your opponets life points. Counter Ritual/ Counter TrapEffect-Activate only when your oppnet summons a Ritual monster, Negate the summon and return it to the Extra Deck. Inflict half of the sent monsters Atk to your opponets life points. Counter Synchro/ Counter TrapEffect-Activate only when your oppnet summons a Synchro monster, Negate the summon and return it to the Extra Deck. Inflict half of the sent monsters Atk to your opponets life points. SandStorm/oo TrapEffect- Players can only Summon or Set one monster per turn. When this card is activated you can add one Counter Trap card from your deck to your hand. don't fell like typing the rest right now. maybe latter All completely fine, splashable and harmless.The Pac is back! (LOLOLOLOLOLOLOL-*is shot*) [spoiler=Thought up all of these last night...teh ritual support]Ritual Booster***DARKMachine/EffectLore:You can remove from play this card in your Graveyard to have one Ritual monster you control gain 1000 ATK. That monster loses 500 ATK during the End PhaseATK/1000 DEF/1000(No, its effect cannot be used during your opponents turn) Ritual Defender***DARKMachine/EffectLore:You can remove this card from play from your Graveyard. If you do, Ritual monsters you control cannot be destroyed by battle this turn, and you take no damage from battles involving Ritual monsters. This effect can be activated during either players turn. Ultimate RitualRitual SpellLore:Tribute at least 3 monsters from your Field or Hand whose combined levels equal 12 or more. Special Summon one Ritual monster from your Deck. This is counted as a Ritual Summon. You can only activate one "Ultimate Ritual" per turn. Ritual RevivalNormal SpellLore:Remove from play one Ritual Spell card from your Graveyard, and select one Ritual monster in your Graveyard that is mentioned in the text of that card. Tribute monsters from your Field or Hand equal to the cost on the Ritual Spell card, and Special Summon that Ritual monster. This is counted as a Ritual Summon. You can only activate one "Ritual Revival" per turn. Game End RitualNormal SpellLore:Activate only if your Life Points are 2000 or lower. Special Summon one Ritual monster from your Hand, Deck, Graveyard, or Removed from Play Zone. During your End Phase, remove from play that Ritual monster. If the Ritual monster is removed from the field, take damage equal to its original ATK. [spoiler=And a bunch of attack stopping traps...(plus a random Spell)]Attack Redirection Unit-ANormal TrapLore:Activate only when your opponent declares an attack. Negate that attack, and discard a random card from your opponent's Hand. Attack Redirection Unit-BNormal TrapLore:Activate only when your opponent declares an attack. Negate that attack, and remove from play 2 cards from your opponents Graveyard. Attack Redirection Unit-CNormal TrapLore:Activate only when your opponent declares an attack. Negate that attack, and gain Life Points equal to the level of the attacking monster x300. Attack Redirection Unit-DNormal TrapLore:Activate only when your opponent declares an attack. Negate that attack, and inflict damage to your opponent equal to the level of the attacking monster x300. Attack Redirection Unit-ENormal TrapLore:Activate only when your opponent declares an attack. Negate that attack, and destroy one Spell or Trap Card your opponent controls. Attack Redirection Unit-FNormal TrapLore:Activate only when your opponent declares an attack. Negate that attack, and send the top 3 cards of your opponents Deck to the Graveyard. Attack Redirection Unit-GNormal TrapLore:Activate only when your opponent declares an attack. Negate that attack, and send 2 random cards from your opponents Extra Deck to the Graveyard. RotationNormal SpellSelect one monster on the field, and change its battle position. I don't expect all of the Attack Redirection Units will get made...I'll edit the letter of the ones that do... Again, all fine. Rotation will really only be used as a Book of Moon-style card. Link to comment Share on other sites More sharing options...
seattleite Posted October 25, 2010 Report Share Posted October 25, 2010 [hic]The man whose 1/4 Irish Will [hic] Has the strategy page been made yet or am I to make it? [LONG night & day so far] :( Probably going to be included on the forum, once it's made Made these in Study Hall today :D Most of my ideas come while i'm in school too*for the record WereLord calls anything he feals is worth submiting* Fusion Eater/ Lv 4/Dark/Fiend/Atk 1600/Def 1600effect-If this card battles a Fusion monster destroy it and remove it from play. Synchro Eater/Lv 4/Dark/Fiend/Atk 1900/Def 1300effect-If this card battles a Synchro monster destroy it and remove it from play. Ritual Eater/Lv 4/Dark/Fiend/Atk 1700/Def 1500effect-If this card battles a Ritual monster destroy it and remove it from play. Counter Fusion/ Counter TrapEffect-Activate only when your oppnet summons a Fusion monster, Negate the summon and return it to the Extra Deck. Inflict half of the sent monsters Atk to your opponets life points. Counter Ritual/ Counter TrapEffect-Activate only when your oppnet summons a Ritual monster, Negate the summon and return it to the Extra Deck. Inflict half of the sent monsters Atk to your opponets life points. Counter Synchro/ Counter TrapEffect-Activate only when your oppnet summons a Synchro monster, Negate the summon and return it to the Extra Deck. Inflict half of the sent monsters Atk to your opponets life points. SandStorm/oo TrapEffect- Players can only Summon or Set one monster per turn. When this card is activated you can add one Counter Trap card from your deck to your hand. don't fell like typing the rest right now. maybe latter All good. But We already have a card named SandStorm (Back from ENIL) needs re-naming The Pac is back! (LOLOLOLOLOLOLOL-*is shot*) [spoiler=Thought up all of these last night...teh ritual support]Ritual Booster***DARKMachine/EffectLore:You can remove from play this card in your Graveyard to have one Ritual monster you control gain 1000 ATK. That monster loses 500 ATK during the End PhaseATK/1000 DEF/1000(No, its effect cannot be used during your opponents turn) Ritual Defender***DARKMachine/EffectLore:You can remove this card from play from your Graveyard. If you do, Ritual monsters you control cannot be destroyed by battle this turn, and you take no damage from battles involving Ritual monsters. This effect can be activated during either players turn. Ultimate RitualRitual SpellLore:Tribute at least 3 monsters from your Field or Hand whose combined levels equal 12 or more. Special Summon one Ritual monster from your Deck. This is counted as a Ritual Summon. You can only activate one "Ultimate Ritual" per turn. Ritual RevivalNormal SpellLore:Remove from play one Ritual Spell card from your Graveyard, and select one Ritual monster in your Graveyard that is mentioned in the text of that card. Tribute monsters from your Field or Hand equal to the cost on the Ritual Spell card, and Special Summon that Ritual monster. This is counted as a Ritual Summon. You can only activate one "Ritual Revival" per turn. Game End RitualNormal SpellLore:Activate only if your Life Points are 2000 or lower. Special Summon one Ritual monster from your Hand, Deck, Graveyard, or Removed from Play Zone. During your End Phase, remove from play that Ritual monster. If the Ritual monster is removed from the field, take damage equal to its original ATK. [spoiler=And a bunch of attack stopping traps...(plus a random Spell)]Attack Redirection Unit-ANormal TrapLore:Activate only when your opponent declares an attack. Negate that attack, and discard a random card from your opponent's Hand. Attack Redirection Unit-BNormal TrapLore:Activate only when your opponent declares an attack. Negate that attack, and remove from play 2 cards from your opponents Graveyard. Attack Redirection Unit-CNormal TrapLore:Activate only when your opponent declares an attack. Negate that attack, and gain Life Points equal to the level of the attacking monster x300. Attack Redirection Unit-DNormal TrapLore:Activate only when your opponent declares an attack. Negate that attack, and inflict damage to your opponent equal to the level of the attacking monster x300. Attack Redirection Unit-ENormal TrapLore:Activate only when your opponent declares an attack. Negate that attack, and destroy one Spell or Trap Card your opponent controls. Attack Redirection Unit-FNormal TrapLore:Activate only when your opponent declares an attack. Negate that attack, and send the top 3 cards of your opponents Deck to the Graveyard. Attack Redirection Unit-GNormal TrapLore:Activate only when your opponent declares an attack. Negate that attack, and send 2 random cards from your opponents Extra Deck to the Graveyard. RotationNormal SpellSelect one monster on the field, and change its battle position. I don't expect all of the Attack Redirection Units will get made...I'll edit the letter of the ones that do... ALL ARE AWESOME :D Now THIS is what i'm talking about when I say generic S/T, which fit better in some decks than others. (But, Ritual Defender needs ATK/DEF) Link to comment Share on other sites More sharing options...
Brinolovania Posted October 25, 2010 Report Share Posted October 25, 2010 *Bows* Thank you, thank you, thank you very much. Link to comment Share on other sites More sharing options...
seattleite Posted October 25, 2010 Report Share Posted October 25, 2010 So if we're submitting cards let's put them in YVD format. The set is Darkstrike assault which I interpret to be DSAT . also Idk whether LeoMence wants us to submit cards right now but anyway I will compile all the cards you've posted for set 8. Link to comment Share on other sites More sharing options...
Brinolovania Posted October 25, 2010 Report Share Posted October 25, 2010 kk...I can't get the YVD format thingys to work tho... Link to comment Share on other sites More sharing options...
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