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Newb Defense League III [locked because remake]


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@Lexadin: I won't post it until I get the first 3 chapter's done and reviewed by someone else, its in a play format like thing. I know, its probably sounding very interesting and I haven't used your cards yet, they will come in play here soon. But I guess I have to go fencing today, :( ............I so hate it................

 

Reason for not posting b/c some people like to read stuff and hate it when they have to wait a few days to read more.....

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@Lex: If I tried that, it would be changed so much it wouldn't be mine anymore, all I need help with is grammar issues and maybe spelling errors.

 

B/c the enemy has so many powerful cards that Konami wouldn't even touch. Like Celestial Eagle, a 2000 ATK/DEF monster with these 2 effects.

 

You can banish 3 cards from your deck and your opponent cannot activate Spell or Trap cards when you declare an attack. Once per turn, you can banish 2 monsters on the field to negate an attack and banish the attacking monster.

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@Max: B/c you are writing a fan-fic, i'm sure you'd be able to answer this question if you would please....

 

If I used an card effect and Special Summon Formula Synchron, would I get his effect? What about the Second one?

 

"Formula Synchrons'" first effect only triggers when Synchro Summoned. And since its second effect is Continuous, you will be able to Synch during your opponent's turn.

 

 

It is probably too powerful, but I could say 4 or 5....

 

My card

 

Quick Play Spell

 

You can banish 3 cards from your Extra Deck to Special Summon 1 Synchro Monster from your Extra Deck whose levels are 5 or lower in face-up Defense Position. It is destroyed at the End Phase.

 

Wow...losing four, then five cards from your Extra Deck... I'd rather summon "Formula" the turn before in the standard way, Synch it away and then use "Limit Reverse" to bring it back during my opponent's Main Phase.

 

Unless you're playing an RPF Deck and you're willing to increase your number of RFPed cards at the cost of future options, this is a horrible waste of Synchros/Fusions.

 

 

Would Max do that? Well, that would be cool, I guess I'll try asking later, but for now, sorry to leave you, but I g2g and fence...

 

The good team cards are weak and barely provide resistance and I'll have them lose 3 times before they kick it in gear....

 

Once my exams end, I'll have enough time to.

 

The problem with that strategy is that yuo try to get the audience to sympathise with the main characters, but they end up hating them and supporting the opponents. Think Yuma in Zexal. He's weak, and the fans despise him for it. But if you go too far the other way, like Yusei, the fans dislike him because he's too good and there's no jeapordy in the cliffhangers.

 

Also, make sure your character's Decks are consistant. If they change every duel, again the hating will commence. Think of Yusei, who never used the same cards in two duels. It was horrible to watch since every move was so obviously scripted.

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@Max: And there are no problems, b/c there is a plot in wanting them to hate the good team, as there is a surprise, but the team hasn't even formed yet, so I can't really say team yet, but there will be....

 

Oh, my Synchro Release Spell Card will be a +0 to a -1 by making it a minus 1 in your Synchro deck....

 

 

 

In the mean time, which one sounds better?

 

Yugioh, Sky Titan's

Yugioh, The Titan Project

or

Yugioh, The Titan's Onsluaght?

 

@Lexadin: If your okay with it, Yes, it will be the Main Character's Deck, well, some of them will be in there....

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@Max: And there are no problems, b/c there is a plot in wanting them to hate the good team, as there is a surprise, but the team hasn't even formed yet, so I can't really say team yet, but there will be....

 

If you say so.

 

 

In the mean time, which one sounds better?

 

Yugioh, Sky Titan's

Yugioh, The Titan Project

or

Yugioh, The Titan's Onsluaght?

 

"Project Titan"?

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Commented. And in response to your reposte, I still think it's too powerful, because this makes it so easy to endlessly return "Plaguespreader", "D.D. Survivor" and any DARK monster.

 

 

In other news, today I looked round a house I might be living in next year.

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Lex, something you might want to consider for your "Fabled"/"Dark World" Deck. The cards "Rising Energy" and "Miracle Locus". Both require a discard, and have effects that can save your low-ATK monsters. Another pair for a more tactical side are "Damage Condenser" and especially "Non Aggression Area".

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@Max: In this current game format, how would you Synchro just using Spell//Trap Cards?

 

Starlight Road

Synchro Change

Synchro Control

 

I was thinking 2 ways to make this work.

 

Starlight Road----Stardust Dragon----Synchro Change----Red Dragon Archfiend

Synhro Control----Steak Opponents Synchro----Synchro Change----For Different Synchro.....

 

Any other methods? Just using Spell/Trap cards?

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[spoiler=Yes, the OCG nut needs help.]Activate only when you or your opponent attempts a Synchro Summon. Banish all the Synchro Material Monsters. During you or your opponent's Standby Phase (depending on who attempted the Synchro Summon), Synchro Summon the appropriate Synchro Monster with the banished Synchro Material Monsters. During your Standby Phase, discard 1 Effect Monster from your hand. If you do not, destroy this card.

 

 

It is the wording of the bold part that I need help on. It is a Continuous Trap BTW.

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@Max: In this current game format, how would you Synchro just using Spell//Trap Cards?

 

Starlight Road

Synchro Change

Synchro Control

 

I was thinking 2 ways to make this work.

 

Starlight Road----Stardust Dragon----Synchro Change----Red Dragon Archfiend

Synhro Control----Steak Opponents Synchro----Synchro Change----For Different Synchro.....

 

Any other methods? Just using Spell/Trap cards?

 

"Synchro Control" only works when you have no Synchro Monsters on your field or in your Graveyard, so in a Synchro Deck, will probably have no chance to be activated. "Tuner's Scheme" is a good way to take control of an opponent's Synchro Monster, while "Mind Control" is a way to get hold of your opponent's Tuner/non-Tuner, depending on what you need. "Battle Waltz" can also be used to give a token with the same Level and name as the original, facilitating duplicate Synchro Summons.

 

The problem with that is that when you use "Starlight Road" (which is harder to use now due to "Heavy Storm's" banning) and "Synchro Change", you Special Summon the Synchro Monster, and don't Synchro Summon it, meaning you can't revive it; which is the key to all Synchro Decks. They recycle their monsters endlessly. Synchro Spell and Trap Support (and indeed anti-Support) rely on using monsters to Synchro Summon first.

 

 

[spoiler=Yes, the OCG nut needs help.]Activate only when you or your opponent attempts a Synchro Summon. Banish all the Synchro Material Monsters. During you or your opponent's Standby Phase (depending on who attempted the Synchro Summon), Synchro Summon the appropriate Synchro Monster with the banished Synchro Material Monsters. During your Standby Phase, discard 1 Effect Monster from your hand. If you do not, destroy this card.

 

 

It is the wording of the bold part that I need help on. It is a Continuous Trap BTW.

 

Activate only when either player sends Synchro Material Monsters from their field to the Graveyard. Negate that Synchro Summon and remove the Synchro Material Monsters in that player's Graveyard from play. During that player's next Standby Phase, they Special Summon 1 appropriate Synchro Monster from their Extra Deck to their side of the field. (This Special Summon is treated as a Synchro Summon.)

 

OR

 

Activate only when either player Synchro Summons a Synchro Monster. Negate that Synchro Summon, return the Synchro Monster to the Extra Deck, and remove the Synchro Material Monsters in that player's Graveyard from play. During that player's next Standby Phase, they Special Summon the Synchro Monster returned by this card's effect to their side of the field. (This Special Summon is treated as a Synchro Summon.)

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"Synchro Control" only works when you have no Synchro Monsters on your field or in your Graveyard, so in a Synchro Deck, will probably have no chance to be activated. "Tuner's Scheme" is a good way to take control of an opponent's Synchro Monster, while "Mind Control" is a way to get hold of your opponent's Tuner/non-Tuner, depending on what you need. "Battle Waltz" can also be used to give a token with the same Level and name as the original, facilitating duplicate Synchro Summons.

 

The problem with that is that when you use "Starlight Road" (which is harder to use now due to "Heavy Storm's" banning) and "Synchro Change", you Special Summon the Synchro Monster, and don't Synchro Summon it, meaning you can't revive it; which is the key to all Synchro Decks. They recycle their monsters endlessly. Synchro Spell and Trap Support (and indeed anti-Support) rely on using monsters to Synchro Summon first.

 

That is true about Synchro Control except she won't have any monsters on the field until she uses an card to get a Synchro Monster. But it will still be hard, so I'll probably take that card out and I was wondering about that when you got a synchro out just using Spell and Traps, you can't Special Summon it. So, I was more of thinking of returning the cards to my deck, via pot of avarice. Well, this is for my fan-fic deck, so I can make more cards if needed.

 

 

Activate only when either player sends Synchro Material Monsters from their field to the Graveyard. Negate that Synchro Summon and remove the Synchro Material Monsters in that player's Graveyard from play. During that player's next Standby Phase, they Special Summon 1 appropriate Synchro Monster from their Extra Deck to their side of the field. (This Special Summon is treated as a Synchro Summon.)

 

OR

 

Activate only when either player Synchro Summons a Synchro Monster. Negate that Synchro Summon, return the Synchro Monster to the Extra Deck, and remove the Synchro Material Monsters in that player's Graveyard from play. During that player's next Standby Phase, they Special Summon the Synchro Monster returned by this card's effect to their side of the field. (This Special Summon is treated as a Synchro Summon.)

 

@Max: I was thinking he met if they tried but failed or succeeded, the he could activate it. So, the opponent Synchro for Gaia, he negates it with bottomless or torrential, the he could activate his Spell card.

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