Quzo Posted July 21, 2010 Report Share Posted July 21, 2010 All monsters with Pirate in their name are Warrior Type Water Attribute monsters and are all effect monsters unless otherwise specified. There are only 16 cards in this Archetype at the moment so I'm not sure if it is supported enough yet. Please also check my wording. I want to make sure the cards are as realistic as possible. The fact that many can still be partialy used by their owner even when controlled by your opponet reflects how Pirates try to take over enemy waters and will fight to the death. 1. Pirate Cannonier Lv4 1600ATK 1100DEFUp to twice per turn you can pay 200 of your life points to inflict 400 points of damage to your oppoents Life Points. 2. Pirate Black Beard LV4 1700ATK 1200DEFWhen this card destroys an opponents' monster by battle inflict 200 points of damage for each face-up "Pirate" monster or "Skull Mariner" you own. 3. Pirate Boatswain LV4 1500ATK 1900DEFIf there is a face-up "Pirate" monster you own on the field you can Special Summon this card from your hand. 4. Pirate Captain Lv3 1000ATK 1850DEFIf the field spell card "Rough Seas" is face-up on the field increase the ATK of this card by 500 points. If this face-up card would be removed from the field by battle you can select another face-up "Pirate" monster you own to remove instead. 5. Pirate Cutlass Weilder LV4 1800ATK 1400DEF (normal monster)A vicious pirate that you wouldn't want to meet when out at sea. 6. Pirate Master-at-arms Lv4 1200ATK 2050DEFYou can tribute this face-up card to inflict 1200 points of Damage to your opponent's Life Points. This card's owner chooses when to activate this effect. 7. Pirate Quartermaster Lv3 1000ATK 1200DEFIf there is a face-up "Pirate" monster or "Skull Mariner" you own on the field this card can attack your opponents Life Pionts directly. 8. The Flying Dutchman Lv5 2300ATK 1400DEF (Ghost type for fan fic [may change to Warrior])This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 2 "Pirate" monsters and 1 "Skull Mariner" from your graveyard. Increase the ATK of this card by 400 points for each face-up "Pirate" monster or "Skull Mariner" that you own. 9. Queen Anne's Revenge Lv6 2700ATK 1000DEF (Fusion)"Pirate Black Beard" + "Skull Mariner"Each time this card inflicts battle damage to your opponents Life Points inflict 500 points of Damage for each face-up "Pirate" monster or "Skull Mariner" that you own. 10. Digging for Treasure (Normal Trap)Special Summon 1 "Pirate" monster or "Skull Mariner" from either players graveyard in face-up Attack or Defense Position. 11. Treasure Chest (Normal Trap)Increase your Life Points by 500 points for each face-up "Pirate" monster or "Skull Mariner" on the field that you own. 12. Walking the Plank (Quick Play Spell)Activate this card only if there is a face-up "Pirate" monster or "Skull Mariner" that you own on the field. Send to the graveyard 1 face-up monster on the field that your opponent owns. 13. Rough Seas (Field Spell)Increase the ATK of all "Pirate" monsters and "Skull Mariner" by 300 points for each other face-up "Skull Mariner" and "Pirate" monster. This effect is only applied when a face-up monster is on its owner's side of the field. Tokens are excluded. 14. Skull Mariner (Offical card, related) Lv4 Warrior 1600ATK 900DEF (normal monster) Set ID: PSV-EN092A pirate ship that appears out of the mist and sinks any seagoing vessels. 15. Black Beard's Wraith (Quick Play Spell)Send to the graveyard from either side of the field, your hand or your deck 1 "Pirate Black Beard" and 1 "Skull Mariner" that you own to Special Summon 1 "Queen Anne's Revenage" from your Extra Deck. (This Special Summon is treated as a Fusion Summon). 16. Steadfast Defenders (Continuos Spell)Activate this card only if there is a face-up "Skull Mariner" that you own on the field. (If there are any face-up cards that you own on your opponent's side of the field when this card is activated return them to your side of the field). Once per turn you can equip a face-up "Pirate" monster you own to a face-up "Skull Mariner" that you control to have it treated as an Equip Spell card. If a "Skull Mariner" that you control would be removed from the field you can remove a "Pirate" monster equipped to it instead. When a "Pirate" monster equipped to a "Skull Mariner" by this card's effect would be removed from the field you can Special Summon it in face-up attack position. In additon, control of face-up cards you control cannot switch and any "Skull Mariners" on your side of the field can attack your opponents Life Points directly and gain 500 ATK. When this card is removed from the field Special Summon all "Pirate" monsters equipped by this card's effect in face-up attack position to your side of the field. 17. Pirate Ace (Equip Spell)Equip this card only face-up "Pirate" monster that you own. (If the monster this card would be equipped to is on your opponent's side of the field return them to your side of the field). Control of the equipped monster cannot switch and once per turn when the equipped monster would be removed from the field it is not removed. In addition if the equipped monster battles another monster and that monster would be removed from the field you can take control of it. If the monster this card is equipped to is removed from the field destroy this card. If this card would be removed from the field your opponent can choose to gain control of the equiped monster. Link to comment
DOOMSaveMaster88 Posted July 22, 2010 Report Share Posted July 22, 2010 some what broken you need to look at the support it can use. Also what type are they and what are their attributes. With out that they cant be properly judged. Link to comment
Quzo Posted July 22, 2010 Author Report Share Posted July 22, 2010 some what broken you need to look at the support it can use. Also what type are they and what are their attributes. With out that they cant be properly judged.I did say at the very top that they are all Warrior type and Water attibute unless otherwise specified. Link to comment
Blackstone Dresden Posted July 22, 2010 Report Share Posted July 22, 2010 1. I think it's supposed to say "400 points of damage" not "400 damage"2. See above but subtract 1003. See a ton of them, though the fact that you have to own the Pirate is a decent touch4. "If this card would be destroyed as a result of battle, you can destroy another "Pirate" monster you control instead." It's the standard Six Samurai effect.5. Vanilla, really nothing to say.6. Same as 1 and 2, and it's card's not cards7. Should probably have a little more ATK, but that's just me, maybe 1000/1000?8. Ghost isn't a type, you're thinking Zombie. You forgot to add Skull Mariner, same problem as 1, 2, and 69. Same problems as 810. Misspelled either, forgot Skull Mariner11. Forgot Skull Mariner, it's "that you own" not just "you own"12. Forgot Skull Mariner again13. Nothing to correct14. TCG card Link to comment
Quzo Posted July 22, 2010 Author Report Share Posted July 22, 2010 1. I think it's supposed to say "400 points of damage" not "400 damage"2. See above but subtract 1003. See a ton of them' date=' though the fact that you have to own the Pirate is a decent touch4. "If this card would be destroyed as a result of battle, you can destroy another "Pirate" monster you control instead." It's the standard Six Samurai effect.5. Vanilla, really nothing to say.6. Same as 1 and 2, and it's card's not cards7. Should probably have a little more ATK, but that's just me, maybe 1000/1000?8. Ghost isn't a type, you're thinking Zombie. You forgot to add Skull Mariner, same problem as 1, 2, and 69. Same problems as 810. Misspelled either, forgot Skull Mariner11. Forgot Skull Mariner, it's "that you own" not just "you own"12. Forgot Skull Mariner again13. Nothing to correct14. TCG card[/quote'] I have made all of the modifications except to #4 because if it is written that way it also works agaisnt cards like "Wall of Illusion" where by it would be retured to the hand and "Legendary Jujitsu Master where by it would be returned to the top of 3. The fact that many can still be partialy used by their owner even when controlled by your opponet reflects how Pirates try to take over enemy waters and will fight to the death. 13. Open Ocean Field Spell has been renamed to "Rough Seas" as it makes more sense since it relates to sterotypical Pirates. 7. Increaed the ATK and DEF of Pirate Quartermaster by 200 Points. 8. I have also amended "The Flying Dutchman" so it has to be Special Summoned" as opposed to tribute summoned. I think it makes more sense given what The Flying Dutchman is supposed to be (a ghost ship). The Ghost type was something I had in mind for my fan-fiction. 14. Just giving an old never used card some relavent support. Added a new support cards too. #15 & #16. Link to comment
Blackstone Dresden Posted July 22, 2010 Report Share Posted July 22, 2010 15. IDK about a Fusion Summon coming straight from the Deck, maybe a Graveyard Fusion would work better given the Archetype? 16. Shouldn't Skull Mariner be equipped since it's a ship? Also, how about this one: ImpressionContinuous SpellOnce per turn, when a Pirate Monster or Skull Mariner you own would destroy an opponent's Monster by Battle or by the effect of a "Pirate" Spell or Trap Card. It is not destroyed. At the end of the Battle Phase, take control of that Monster. It is treated as a Pirate Monster while it is face-up on your side of the field. Link to comment
Quzo Posted July 23, 2010 Author Report Share Posted July 23, 2010 15. IDK about a Fusion Summon coming straight from the Deck' date=' maybe a Graveyard Fusion would work better given the Archetype? 16. Shouldn't Skull Mariner be equipped since it's a ship? Also, how about this one: ImpressionContinuous SpellOnce per turn, when a Pirate Monster or Skull Mariner you own would destroy an opponent's Monster by Battle or by the effect of a "Pirate" Spell or Trap Card. It is not destroyed. At the end of the Battle Phase, take control of that Monster. It is treated as a Pirate Monster while it is face-up on your side of the field.[/quote']#15: Fusions rarley appear in today's metagame unless they are in a Gladiator Beast deck so people need all the encouragement they can to use Fusions. #16: Changed it to a different card Your idea: #17: Turned it into a similar card because your version was a bit out. For example, if it's a "Pirate" monster I won the opponent can use its effect too. Also, how could a "Pirate" spell or trap card be defined? I think it should have a continous spell card like your though but this is early stages still. Link to comment
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