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Newb Defense League III [locked because remake]


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MAn, those are a lot. I presume they easily Swarm or stall?

 

Oh yes. Most can be Special Summoned from your hand by removing FIRE monsters that are one or more Levels higher in the Graveyard from play. Also, the Lv.2 and Lv.3 Synchros have decent ATK and can combine their ATK to stall your opponent, since using that effect doesn't destroy any monsters and negates any battle damage.

 

 

 

Seeing as those are the most common Decks around, not counting Frogs and X-Sabers (who aren't hurt by Mill), it ussually doesn't.

But for all other Decks (meaning people who actually try to be creative), a 2+ mill hurts badly.

 

It's a modern thought, because both "Gladiator Beasts" and "Froggy Monarchs" (ie the old meta) are both hurt by milling.

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Oh yes. Most can be Special Summoned from your hand by removing FIRE monsters that are one or more Levels higher in the Graveyard from play. Also, the Lv.2 and Lv.3 Synchros have decent ATK and can combine their ATK to stall your opponent, since using that effect doesn't destroy any monsters and negates any battle damage.

 

Nice, I'd like to see it when it's finished.

 

It's a modern thought, because both "Gladiator Beasts" and "Froggy Monarchs" (ie the old meta) are both hurt by milling.

 

*sigh* I miss the good old times, when ALO Beatdown was actually treatening. (Though I easily beat some downloaded CPU's with it in '10.)

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Nice, I'd like to see it when it's finished.

 

It'll be postponed for a while since I'm still in exam season, but it'll be completed eventually.

 

 

*sigh* I miss the good old times, when ALO Beatdown was actually treatening. (Though I easily beat some downloaded CPU's with it in '10.)

 

I miss the old times when Konami didn't keep pumping out overpowered Synchro support...

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It'll be postponed for a while since I'm still in exam season, but it'll be completed eventually.

 

Ok, tell me when you do post them though.

 

I miss the old times when Konami didn't keep pumping out overpowered Synchro support...

 

Yeah, the time when facing a Burn Deck meant: "you're screwed". *sighs again*

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I made a card! Again! im just not sure if it's okay..

 

[spoiler=Grim Princess]290639.jpg

 

When this monster is destroyed and sent to the Graveyard, select 1 monster in either player's Graveyard and Special Summon it to your side of the field. Equip this card to that monster and increase it's ATK by 1000 points. If this monster is destroyed, destroy the equiped monster aswell.

 

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I'd make it a non-Special Summon except by its own effect, since "Mezuki" or "Book of Moon" could retrieve it if it was sent there by "Dark World Dealings", "Card Destruction" and "Foolish Burial" and get an easy 2200 DEF. And there are a large number of destruction effects to get rid of your opponent's monsters or you can wait for them to tune a relatively powerful monster and then destroy this to gain control of it. Because this adds 1000 ATK, even a 2000 ATK monster becomes pretty powerful.

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To get used to this place?

 

I suppose that's a good a reason as any. Accepted.

 

 

@ Anyone interested: Would you consider an archetype's lower-Level monsters being able to summon themselves from the hand by removing a monster in the Graveyard with a higher Level than their own overpowered? As in, a Level 1 can remove a Level 2 to Special Summon itself. Bear in mind they need to be FIRE monsters, and the monsters in question are Winged Beasts and Beast-Warriors (undersupported types). I'm not sure. I think it's balanced, because of the Attribute and Typing and since any restriction on summoning will kill them and if your opponent blasts the Synchro Monster they then summon you're dead in the water.

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Hi Mandy.

 

Just replayed through "Stardust Accelerator" (a whole 4 hours it took...) and am still recovering from the stupidity of it all...

 

One small bit really caught my attention though. Once you've finished the story, you can return to Satellite. There, you can talk with Rally and co., who ask you how the City was. Now in the game, you don't reply, but my obvious answer probably would have been:

 

"Not bad. Found out I was a clone created to summon an ancient deity. Standard really. I then had to fight four clones of myself, and due to my artificial Signer powers, I killed all of them during the course of the ritual; you know, as you do. And since the ritual failed, I’ve been abandoned on the street with no home, family or anyway of supporting myself. So yeah, pretty average. How was your day?"

finally someone else who thinks it was retarded! (by that i do not wish to be offensive)

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I'd make it a non-Special Summon except by its own effect, since "Mezuki" or "Book of Moon" could retrieve it if it was sent there by "Dark World Dealings", "Card Destruction" and "Foolish Burial" and get an easy 2200 DEF. And there are a large number of destruction effects to get rid of your opponent's monsters or you can wait for them to tune a relatively powerful monster and then destroy this to gain control of it. Because this adds 1000 ATK, even a 2000 ATK monster becomes pretty powerful.

 

 

So, it's alrightish? or horrible?

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So, it's alrightish? or horrible?

 

It's overpowered at the moment. It's not terrible, but it's not good either.

 

 

Well, WC10 isn't bad, but the good packs are annoyingly hard to unlock.

 

The one where they just copied the anime? And that's what AR is for.

 

 

'Solaris'

 

A part of my newest creation; the Delta Accel Archetype 'Solaris'; designed to swarm and then survive before summoning their game-winners.

 

solarisalgethi.png

 

Effect: You can Special Summon this card from your hand by removing a Level 2 or higher FIRE monster in your Graveyard from play. When this card is Normal Summoned, you can select and activate 1 of the following effects:

* Special Summon 1 Level 2 or lower non-Synchro "Solaris" monster from your Graveyard. * Discard 1 Spell or Trap Card. Special Summon 1 Level 2 or lower "Solaris" monster from your hand.

 

The 'Junk Synchron' of this set, it can instantly set up a Level 2 or Level 3 Synchro Summon. Balance comes from the fact it needs to discard a Spell or Trap Card from the hand (ie not allowing another Special Summon) and the prime target for its effect 'Solaris Rigel' is also a Tuner.

 

 

solarisrigel.png

 

Effect: This card can only be used for the Synchro Summon of a FIRE Synchro Monster. You can Special Summon this card from your hand by removing a Level 3 or higher FIRE monster in your Graveyard from play. When this card is used as a Synchro Material Monster, you can draw 1 card.

 

The non-Synchro key card of this archetype.

 

 

solarissirius.png

 

Effect: You can Special Summon this card from your hand by removing a Level 2 or higher FIRE monster in your Graveyard from play.

 

The generic, extra needed Level for the Tuners.

 

 

solarispegasi.png

 

Effect: 1 Tuner + 1 or non-Tuner monster

If this card is attacked, you can select 1 other Level 4 or lower Attack Position "Solaris" monster you control to have this card gain ATK equal to the selected monster, until the end of the Battle Phase. If you use this effect, monsters cannot be destroyed by battle and any Battle Damage is reduced to 0. If you use this effect, during your next turn, you cannot Special Summon except Synchro Summon. During your opponent's Main Phase, you can Synchro Summon using this face-up card you control as a Synchro Material Monster.

 

All 'Solaris' Level 4 or lower Synchro monsters have the first effect; which allows them to survive a turn, although it locks you down for the next turn.

 

 

solarisarcturus.png

 

Effect: 1 Tuner + 1 or more non-Tuner monsters

If this card is attacked, you can select 1 other Level 4 or lower Attack Position "Solaris" monster you control to have this card gain ATK equal to the selected monster, until the end of the Battle Phase. If you use this effect, monsters cannot be destroyed by battle and any Battle Damage is reduced to 0. If you use this effect, during your next turn, you cannot Special Summon except Synchro Summon. If this card destroys a monster by battle, you can send 1 FIRE monster in your Deck to the Graveyard.

 

 

solarisguese.png

 

Effect: 1 FIRE Synchro Tuner + 1 or more non-Tuner Synchro Monsters

If your opponent activates a Spell or Trap Card, you can remove 2 FIRE monsters in your Graveyard from play to negate the activation and destroy that card. During the End Phase of a turn this effect was activated, inflict damage to your opponent equal to the number of FIRE monsters in your Graveyard x 200. During your opponent's turn, when you Synchro Summon a "Solaris" Synchro Monster, you can destroy 1 card your opponent controls.

 

The shared effect of the Level 5 or higher 'Solaris' Synchro Monsters, which increases in prowess with Level. Due to the fact they're removing both Special Summon fuel and fodder for their own burn effects, it seems like a balanced mix. Also, this is the 'stand-alone' Synchro of the group; usually only summoned when you were not able to get everything needed to summon the Level 8 or 10 Delta Accels and were forced to use the Level 4 or lower Synchros' effect.

 

 

solarisreigis.png

 

Effect: 1 FIRE Synchro Tuner + 2 or more non-Tuner Synchro Monsters

If your opponent activates a card effect, you can remove 2 FIRE monsters in your Graveyard from play to negate the activation and destroy that card. (This effect is treated as Spell Speed 3) During the End Phase of a turn this effect was activated, inflict damage to your opponent equal to the number of FIRE monsters in your Graveyard x 200. Each time a monster is Summoned, inflict damage to your opponent equal to that monster's Level x 100.

 

A sneak peak at the power of the 'Solaris' Delta Accels.

 

 

The Balance Issue: With the addition of "Tech Genus Catapult Dragon" and "Tech Genus Werewolf", it is now possible for the "Tech Genus" monsters to Special Summon "Tech Genus Blade Blaster" in their first turn, and then have two shots for its effect. The "Solaris" monsters can swarm voraciously, helped by their support cards, but their Delta Accels have incredible power. I justify this as the fact the "Solaris" monsters are using much more difficult Levels, mainly Levels 1 and 2, while the "Tech Genus" use Levels 2 and 3. Any thoughts?

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I made a card! Again! im just not sure if it's okay..

 

[spoiler=Grim Princess]290639.jpg

 

When this monster is destroyed and sent to the Graveyard, select 1 monster in either player's Graveyard and Special Summon it to your side of the field. Equip this card to that monster and increase it's ATK by 1000 points. If this monster is destroyed, destroy the equiped monster aswell.

 

 

It might not be of as much help as Max already did. But the img is awesome.

 

'Solaris'

 

A part of my newest creation; the Delta Accel Archetype 'Solaris'; designed to swarm and then survive before summoning their game-winners.

 

solarisalgethi.png

 

Effect: You can Special Summon this card from your hand by removing a Level 2 or higher FIRE monster in your Graveyard from play. When this card is Normal Summoned, you can select and activate 1 of the following effects:

* Special Summon 1 Level 2 or lower non-Synchro "Solaris" monster from your Graveyard. * Discard 1 Spell or Trap Card. Special Summon 1 Level 2 or lower "Solaris" monster from your hand.

 

The 'Junk Synchron' of this set, it can instantly set up a Level 2 or Level 3 Synchro Summon. Balance comes from the fact it needs to discard a Spell or Trap Card from the hand (ie not allowing another Special Summon) and the prime target for its effect 'Solaris Rigel' is also a Tuner.

 

 

solarisrigel.png

 

Effect: This card can only be used for the Synchro Summon of a FIRE Synchro Monster. You can Special Summon this card from your hand by removing a Level 3 or higher FIRE monster in your Graveyard from play. When this card is used as a Synchro Material Monster, you can draw 1 card.

 

The non-Synchro key card of this archetype.

 

 

solarissirius.png

 

Effect: You can Special Summon this card from your hand by removing a Level 2 or higher FIRE monster in your Graveyard from play.

 

The generic, extra needed Level for the Tuners.

 

 

solarispegasi.png

 

Effect: 1 Tuner + 1 or non-Tuner monster

If this card is attacked, you can select 1 other Level 4 or lower Attack Position "Solaris" monster you control to have this card gain ATK equal to the selected monster, until the end of the Battle Phase. If you use this effect, monsters cannot be destroyed by battle and any Battle Damage is reduced to 0. If you use this effect, during your next turn, you cannot Special Summon except Synchro Summon. During your opponent's Main Phase, you can Synchro Summon using this face-up card you control as a Synchro Material Monster.

 

All 'Solaris' Level 4 or lower Synchro monsters have the first effect; which allows them to survive a turn, although it locks you down for the next turn.

 

 

solarisarcturus.png

 

Effect: 1 Tuner + 1 or more non-Tuner monsters

If this card is attacked, you can select 1 other Level 4 or lower Attack Position "Solaris" monster you control to have this card gain ATK equal to the selected monster, until the end of the Battle Phase. If you use this effect, monsters cannot be destroyed by battle and any Battle Damage is reduced to 0. If you use this effect, during your next turn, you cannot Special Summon except Synchro Summon. If this card destroys a monster by battle, you can send 1 FIRE monster in your Deck to the Graveyard.

 

 

solarisguese.png

 

Effect: 1 FIRE Synchro Tuner + 1 or more non-Tuner Synchro Monsters

If your opponent activates a Spell or Trap Card, you can remove 2 FIRE monsters in your Graveyard from play to negate the activation and destroy that card. During the End Phase of a turn this effect was activated, inflict damage to your opponent equal to the number of FIRE monsters in your Graveyard x 200. During your opponent's turn, when you Synchro Summon a "Solaris" Synchro Monster, you can destroy 1 card your opponent controls.

 

The shared effect of the Level 5 or higher 'Solaris' Synchro Monsters, which increases in prowess with Level. Due to the fact they're removing both Special Summon fuel and fodder for their own burn effects, it seems like a balanced mix. Also, this is the 'stand-alone' Synchro of the group; usually only summoned when you were not able to get everything needed to summon the Level 8 or 10 Delta Accels and were forced to use the Level 4 or lower Synchros' effect.

 

 

solarisreigis.png

 

Effect: 1 FIRE Synchro Tuner + 2 or more non-Tuner Synchro Monsters

If your opponent activates a card effect, you can remove 2 FIRE monsters in your Graveyard from play to negate the activation and destroy that card. (This effect is treated as Spell Speed 3) During the End Phase of a turn this effect was activated, inflict damage to your opponent equal to the number of FIRE monsters in your Graveyard x 200. Each time a monster is Summoned, inflict damage to your opponent equal to that monster's Level x 100.

 

A sneak peak at the power of the 'Solaris' Delta Accels.

 

 

The Balance Issue: With the addition of "Tech Genus Catapult Dragon" and "Tech Genus Werewolf", it is now possible for the "Tech Genus" monsters to Special Summon "Tech Genus Blade Blaster" in their first turn, and then have two shots for its effect. The "Solaris" monsters can swarm voraciously, helped by their support cards, but their Delta Accels have incredible power. I justify this as the fact the "Solaris" monsters are using much more difficult Levels, mainly Levels 1 and 2, while the "Tech Genus" use Levels 2 and 3. Any thoughts?

 

Well it shure looks ballanced enough. Even though it can Synchro at incredible speeds.

It would shurely be an interesting duel, when dueling against this deck.

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Flame & Frost might be easyer then you think.

 

Though the Solaris probebly will take you to Lvl 5ish.

 

Well, a pair of low-level searchers I made flood the Graveyard with the right materials. And a good Synchro Deck can put FIRE and WATER monsters in the Graveyard.

 

With a good hand, I've managed to get up to Lv.10; but the new support cards might allow me to get to Lv.12.

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True, therefore imo "Frost and Flame Dragon's" OP.

 

Really? Huh, those must be quite the thing.

 

It was balanced when it was released (in "Tactical Evolution"), because there was no way to mesh FIRE and WATER monsters. Now, with the "Ice Barrier" and "Flamvell" monsters, you can use either's Tuner and non-Tuner for a Synchro Summon (potential throwing one FIRE and one WATER monster to the Graveyard per summon).

 

It mainly revolves around re-using "Solaris Rigel's" effect and the support cards that can both throw monsters to the Graveyard and draw more cards.

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