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Newb Defense League III [locked because remake]


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Seems ballanced enough to me.

 

Excellent.

 

 

 

How would a "Glad Beast" burn work? Well they did summon them in my duel (Jose only had them + 2 other cards in his hand!) but "DAD", "AoJ Decisive Armor" and "Chaos Sorcerer" took care of them. Lol they couldn't even steal my Synchros. The only one there was Jack's. Which I stole and use myself anyway.

 

Busy getting all packs now. So I can FINALLY use my "Worm" Deck.

 

It uses "Magic Cylinder", "Speed Booster" and a few other Burn Traps alongside the standard "Glad Beast" build (due to the lack of useable Spells) to deal the damage that can finish your opponent off, or in some cases, do a fair amount to them regardless. ("Magic Cylinder" against Placido's "Wisel" equipped with "Red Nova" = 6000 damage on the first turn; followed by "Gyzarus" on the next to finish him)

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Mhh, sounds interesting. Mind if I try 1 out myself?

 

It only really works for a Turbo Deck build since you can balance out the lack of Spells, and it is simply a "Glad Beasts" Deck with a couple of different Traps. This is one I used:

 

Monsters (18):

E-Hero Prisma x 2

Bestiari

Darius x 2

Dimacari x 3

Equeste x 2

Hoplomus x 2

Laquari x 2

Murmillo

Samnite

Guldfaxe of the Nordic Beasts

Magic Hole Golem

 

Spells (7):

Speed Spell-Shield Crush

Speed Spell-Shrink

Speed Spell-Silver Contrails

Speed Spell-Smashing Ground

Speed Spell-Speed Force

Speed Spell-Speed Storm x 2

 

Traps (18):

Bottomless Trap Hole x 2

Call of the Haunted

Dark Bribe x 2

Dimensional Prison x 2

Divine Wrath

Dust Tornado x 2

GB War Chariot

Just Desserts/Chain Detonation

Magic Cylinder x 2

Mirror Force

Speed Booster

Waboku x 2

 

Extra Deck (>8):

 

Gyzarus x 3

Heraklinos x 2

Crimson Mefist x 2

Iron Chain Dragon

etc

 

 

Also how do you unlock the "Gladiators Assualt" Booster?

 

You need to defeat (3 times) Randsborg, Hunter Pace, Lenny, Larry and Lug.

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It only really works for a Turbo Deck build since you can balance out the lack of Spells, and it is simply a "Glad Beasts" Deck with a couple of different Traps. This is one I used:

 

Monsters (18):

E-Hero Prisma x 2

Bestiari

Darius x 2

Dimacari x 3

Equeste x 2

Hoplomus x 2

Laquari x 2

Murmillo

Samnite

Guldfaxe of the Nordic Beasts

Magic Hole Golem

 

Spells (7):

Speed Spell-Shield Crush

Speed Spell-Shrink

Speed Spell-Silver Contrails

Speed Spell-Smashing Ground

Speed Spell-Speed Force

Speed Spell-Speed Storm x 2

 

Traps (18):

Bottomless Trap Hole x 2

Call of the Haunted

Dark Bribe x 2

Dimensional Prison x 2

Divine Wrath

Dust Tornado x 2

GB War Chariot

Just Desserts/Chain Detonation

Magic Cylinder x 2

Mirror Force

Speed Booster

Waboku x 2

 

Extra Deck (>8):

 

Gyzarus x 3

Heraklinos x 2

Crimson Mefist x 2

Iron Chain Dragon

etc

 

 

 

 

You need to defeat (3 times) Randsborg, Hunter Pace, Lenny, Larry and Lug.

 

K thanks. Both things are noted.

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I think there are to many of those to put in 1 list.

 

Well, they have a list of cards that use a discard for cost, and those that discard through their effects; but there are a few problems. 'Discard for cost' includes 'send' cards, so it's not as many options as I thought I had. Next, 'Discard for effect' does include those that make you discard cards, but are mainly those that force your opponent to discard, so that's a hassle to search through. Also, there is no actual 'You discard cards' (as in, all effects that make you discard, via cost or a backlash effect) list, so I need to plow through the first two (rather large) lists to find anything. It's really annoying.

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To be honest I find the 'destroyed by battle' part a lot fairer for discarding your hand.

 

I suppose. But it also makes it almost un-useable, since you're much more likely to use an effect on something nowadays.

 

Perhaps I need to make a selection of discarding cards...

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I gues leaves the field should be good anyway.

 

I suppose 'sent to the Graveyard during the Battle Phase' might work, changing the final effect to only trigger if the monster was destroyed by battle.

 

 

Maybe you should.

 

Hm...

 

 

EDIT:

 

Thrown to the Dark / Normal Spell

Effect: Discard 1 card. Send 1 card your opponent controls to the Graveyard, until the End Phase. That card cannot leave the Graveyard while this effect is applied.

 

Draining Field / Normal Trap

Effect: Discard 1 card. Negate the effect of 1 face-up card on the field of the same kind (Monster, Spell, or Trap Card) as the discarded card, while it remains face-up on the field.

 

 

Strangely, these cards were actually quite difficult to design, given their simplicity. It's also a minefield of avoiding effects that have already been done with different, or no, costs.

 

And a third, more specific, card:

 

Tainted Luster / Quick-Play Spell

Effect: Activate only while you control a "Fabled" Synchro Monster. Discard 1 "Fabled" monster. When this card is discarded to the Graveyard, select 1 "Fabled" monster in your Deck, and send it to the Graveyard.

 

 

What do you think?

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@Max: Well, I was wanting to make a whole new Ice Barrier Archetype, like a second set, that uses a different theme of effects, Normal Monsters pretty much, but they become effect monsters through Spell and Trap Cards and I was wondering if you'd like to help. I'd just post the effects ask for a NEW OCG effect fix on them, if you would help me. Secondly, I'll be multi-tasking sets, so it may take awhile, so I was wondering if you'd help me out......

 

Basically, this is the idea so far. Just an example

 

Ice Lord Mystica

 

Effect/Normal Monster:

 

This card is also treated as an "Normal Ice Barrier" monster.

 

--------

 

Basically the condition is this on all the effect version of the Ice Lord monsters: This card is also treated as an "Normal Ice Barrier" monster. Which means its treated as a Normal Monster. Then the Spells and Traps will have the effects for the Ice Lord monsters. And some of them will be Specific to the Ice Lord.

 

Equip Spell Card:

 

Ice Lord's Mischief - Just an Example

 

You can equip this to an Normal Ice Barrier Monster you control. While equipped: Its treated as an effect monster with this effect; Once per turn, you can discard 1 card to destroy 1 card on the field equal to the number of Ice Barrier monsters on the field. If you do: Inflict 200 damage to your Life Points for each card destroyed by this effect.

 

------------

 

Also, I got 4 packs of Extreme Victory and got:

 

Secret Rares:

Trishula, Dragon of the Ice Barrier

Genex Ally Triforce - I'm wondering if they go well with Ally of Justice Cards?

Naturia Exterio - I'm also wondering if Naturia Beast in the req. means that it must be a Naturia and its type is a Beast or is it an card?

Neo Flamvell Sabre

 

Super Rares:

 

Neo Flamvell Shaman

Jurrac Herra

Dragunity Partisan

Jurrac Gallum

Genex Ally Solid

Genex Ally Crusher

Naturia Mantis

Genex Ally BellFlame

Neo Flamvell Origin*2

Jurrac Dino

The Fabled Chawa*2

The Fabled Kokkator*2

Jurrac Dino

 

Was the pulls worth the 20 dollars or was it bad?

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@Max: Well, I was wanting to make a whole new Ice Barrier Archetype, like a second set, that uses a different theme of effects, Normal Monsters pretty much, but they become effect monsters through Spell and Trap Cards and I was wondering if you'd like to help. I'd just post the effects ask for a NEW OCG effect fix on them, if you would help me. Secondly, I'll be multi-tasking sets, so it may take awhile, so I was wondering if you'd help me out......

 

Basically, this is the idea so far. Just an example

 

Ice Lord Mystica

 

Effect/Normal Monster:

 

This card is also treated as an "Normal Ice Barrier" monster.

 

Wow..."Ice Barriers" plus Equip Cards...you're thinking just like Konami (and that isn't a good thing)

 

The problem with that is that it would probably be easier to simply make them a related archetype of solely Normal Monsters, and have the Equip Cards specify "Ice Lord" monsters.

 

 

Basically the condition is this on all the effect version of the Ice Lord monsters: This card is also treated as an "Normal Ice Barrier" monster. Which means its treated as a Normal Monster. Then the Spells and Traps will have the effects for the Ice Lord monsters. And some of them will be Specific to the Ice Lord.

 

Equip Spell Card:

 

Ice Lord's Mischief - Just an Example

 

You can equip this to an Normal Ice Barrier Monster you control. While equipped: Its treated as an effect monster with this effect; Once per turn, you can discard 1 card to destroy 1 card on the field equal to the number of Ice Barrier monsters on the field. If you do: Inflict 200 damage to your Life Points for each card destroyed by this effect.

 

Well that's broken.

 

 

Also, I got 4 packs of Hidden Arsenal 4 and got:

 

Secret Rares:

Trishula, Dragon of the Ice Barrier

Genex Ally Triforce - I'm wondering if they go well with Ally of Justice Cards?

Naturia Exterio - I'm also wondering if Naturia Beast in the req. means that it must be a Naturia and its type is a Beast or is it an card?

Neo Flamvell Sabre

 

Super Rares:

 

Neo Flamvell Shaman

Jurrac Herra

Dragunity Partisan

Jurrac Gallum

Genex Ally Solid

Genex Ally Crusher

Naturia Mantis

Genex Ally BellFlame

Neo Flamvell Origin*2

Jurrac Dino

The Fabled Chawa*2

The Fabled Kokkator*2

Jurrac Dino

 

Was the pulls worth the 20 dollars or was it bad?

 

"Trishula" certainly is. "Genx Allies" don't really go with "Allies of Justice" because the latter is such a weak archetype. It's better just to put them in a "Genex"/"R-Genex" build. "Naturia Beast" came out in HA02.

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Thrown to the Dark / Normal Spell

Effect: Discard 1 card. Send 1 card your opponent controls to the Graveyard, until the End Phase. That card cannot leave the Graveyard while this effect is applied.

 

Draining Field / Normal Trap

Effect: Discard 1 card. Negate the effect of 1 face-up card on the field of the same kind (Monster, Spell, or Trap Card) as the discarded card, while it remains face-up on the field.

 

 

Strangely, these cards were actually quite difficult to design, given their simplicity. It's also a minefield of avoiding effects that have already been done with different, or no, costs.

 

And a third, more specific, card:

 

Tainted Luster / Quick-Play Spell

Effect: Activate only while you control a "Fabled" Synchro Monster. Discard 1 "Fabled" monster. When this card is discarded to the Graveyard, select 1 "Fabled" monster in your Deck, and send it to the Graveyard.

 

 

What do you think?

 

Sounds good. The last one is especially effective with "Kruss".

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@Max: Oh, so Naturia Beast is an actual card, I might have it then somewhere, might....Trsihula was the first card out of the last pack that I bought yesterday, I was actually thinking I wasn't going to get it, I was debating that pack over Extreme Victory, but I'm glad I got Hidden Arsenal 4.

 

Well, the examples are broken, I know, it was an example....not actually using it. Well, I was thinking of making them solely target them, but I'm just wanting them to be aided by the Ice Barrier monsters, but not them aid the Ice Barrier monsters, I'll figure it out I guess.....

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Well, the Fableds are pretty much supported by themselfs to be honest. But I do agree, Worms need somekind of "Miracle Fusion". Though that would probebly make them Tier.

 

The problem is that a lot of the underused "Fabled's" ("Dyf", "Miztoji", "Oltro", "Topi" and "Kokkator") effects would be much better as Spells and Traps. And I don't think it would break them, considering they aren't that strong.

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Well if you put it that way, it should be fine.

 

I might make some of the useless "Fableds" into Spells and Traps in my fan-fic. (Suddenly the Deck is actually quite useable...)

 

[spoiler=Strange that]"Ashenveil's Wing" (Quick-Play Spell): Activate only when a "Fabled" monster you control battles. Discard 1 card to have that monster gain 600 ATK, during damage calculation only.

 

"Dyf's Energy" (Quick-Play Spell): Activate only when a "Fabled" monster is discarded to the Graveyard. Negate its effect, and Special Summon it from the Graveyard.

 

"Gallabas' Hammer" (Continuous Spell): Once per turn, you can select 1 Level 4 or lower non-Synchro "Fabled" monster you control. You can discard 1 card to the Graveyard to destroy 1 face-up monster your opponent controls with DEF lower than the selected monster's ATK.

 

"Kokkator's Beak" (Equip Spell): Equip only to a "Fabled" monster. When the equipped monster destroys a monster by battle, you can discard 1 "Fabled" monster to draw 1 card. If the equipped monster is used for the Synchro Summon of a "Fabled" Synchro Monster, and this card is destroyed and sent to the Graveyard, you can return this card to your Deck.

 

"Miztoji's Wisdom" (Normal Spell): Discard this card to the Graveyard to activate this card's effect. Select 1 face-up "Fabled" monster you control. It is treated as a Tuner Monster while it is face-up on the field.

 

"Oltro's Howling" (Continuous Trap): If you do not control a "Fabled" monster, send this card to the Graveyard. Once per turn, you can discard 1 card to Special Summon 1 Level 3 or lower "Fabled" monster from your hand. (The discarded card's effect(s) is negated)

 

"Soulkius' Revival" (Normal Trap): Select 1 Level 5 or higher "Fabled" monster in your Graveyard and discard 2 cards from your hand. Special Summon the selected monster from your Graveyard. You cannot Special Summon other monsters during the turn you activate this card.

 

"Topi's Manipulations" (Normal Trap): Activate by revealing 1 "Fabled" monster in your hand while your opponent has 2 or more cards in their hand than you do. Select 2 Spell or Trap Cards your opponent controls, and destroy them.

 

 

 

I'm also thinking of giving the other support cards (Spells and Traps) a common effect if they are discarded while you control a "Fabled" monster. But it can't be too powerful. So I was thinking about a delayed hand-return or something similar.

 

 

 

EDIT:

 

@ Lex: I've realised something worrying about "ZeXal". Because Konami always thinks that watchers of its animes cannot remember to the previous series, it always creates all-new cards for the new series. Now, that in itself is not too bad. Except of course, when they've run out of ideas, which is the case at the moment.

 

No, the thing that worries me about "ZeXal" is the fact that the characters won't be allowed to use Synchros or Fusions a great deal, because that would detract from the Exceeds. It's happened before. Rituals were used a few times in "YuGiOh!", and once I think, in "GX". Fusions were used endlessly in "GX", once in "5D's". Synchros were staples in "5Ds", so will probably only appear a couple of times in "ZeXal".

 

Now you as a Synchro-hater might think that's a good thing, but it's not. Synchros and Fusions are both easy ways of getting through the Levels. But since "ZeXal" characters can't use them, it means Konami will produce a surge of low-stat, almost useless Level 5s, 6s, 7s, and 8s for the sole purpose of using them in Exceed Summons.

 

That's bad enough in the TCG, where you can simply not use them; but it means that in the anime, you'll be forced to watch duel after duel where characters use really situational cards to Special Summon Level 5s or 6s from their Deck, then Exceed Summon with them. Which I can assure you will be badly written. Konami needs to understand that Exceeds are only truly useful when combined with the other Extra-Deck-world-destroyers of Fusions and Synchros.

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I might make some of the useless "Fableds" into Spells and Traps in my fan-fic. (Suddenly the Deck is actually quite useable...)

 

[spoiler=Strange that]"Ashenveil's Wing" (Quick-Play Spell): Activate only when a "Fabled" monster you control battles. Discard 1 card to have that monster gain 600 ATK, during damage calculation only.

 

"Dyf's Energy" (Quick-Play Spell): Activate only when a "Fabled" monster is discarded to the Graveyard. Negate its effect, and Special Summon it from the Graveyard.

 

"Gallabas' Hammer" (Continuous Spell): Once per turn, you can select 1 Level 4 or lower non-Synchro "Fabled" monster you control. You can discard 1 card to the Graveyard to destroy 1 face-up monster your opponent controls with DEF lower than the selected monster's ATK.

 

"Kokkator's Beak" (Equip Spell): Equip only to a "Fabled" monster. When the equipped monster destroys a monster by battle, you can discard 1 "Fabled" monster to draw 1 card. If the equipped monster is used for the Synchro Summon of a "Fabled" Synchro Monster, and this card is destroyed and sent to the Graveyard, you can return this card to your Deck.

 

"Miztoji's Wisdom" (Normal Spell): Discard this card to the Graveyard to activate this card's effect. Select 1 face-up "Fabled" monster you control. It is treated as a Tuner Monster while it is face-up on the field.

 

"Oltro's Howling" (Continuous Trap): If you do not control a "Fabled" monster, send this card to the Graveyard. Once per turn, you can discard 1 card to Special Summon 1 Level 3 or lower "Fabled" monster from your hand. (The discarded card's effect(s) is negated)

 

"Soulkius' Revival" (Normal Trap): Select 1 Level 5 or higher "Fabled" monster in your Graveyard and discard 2 cards from your hand. Special Summon the selected monster from your Graveyard. You cannot Special Summon other monsters during the turn you activate this card.

 

"Topi's Manipulations" (Normal Trap): Activate by revealing 1 "Fabled" monster in your hand while your opponent has 2 or more cards in their hand than you do. Select 2 Spell or Trap Cards your opponent controls, and destroy them.

 

 

 

I'm also thinking of giving the other support cards (Spells and Traps) a common effect if they are discarded while you control a "Fabled" monster. But it can't be too powerful. So I was thinking about a delayed hand-return or something similar.

 

I must say, those are some pretty nice named cards. They have my seal of aproval. *stamps seal onto them*

 

EDIT:

 

@ Lex: I've realised something worrying about "ZeXal". Because Konami always thinks that watchers of its animes cannot remember to the previous series, it always creates all-new cards for the new series. Now, that in itself is not too bad. Except of course, when they've run out of ideas, which is the case at the moment.

 

No, the thing that worries me about "ZeXal" is the fact that the characters won't be allowed to use Synchros or Fusions a great deal, because that would detract from the Exceeds. It's happened before. Rituals were used a few times in "YuGiOh!", and once I think, in "GX". Fusions were used endlessly in "GX", once in "5D's". Synchros were staples in "5Ds", so will probably only appear a couple of times in "ZeXal".

 

Now you as a Synchro-hater might think that's a good thing, but it's not. Synchros and Fusions are both easy ways of getting through the Levels. But since "ZeXal" characters can't use them, it means Konami will produce a surge of low-stat, almost useless Level 5s, 6s, 7s, and 8s for the sole purpose of using them in Exceed Summons.

 

That's bad enough in the TCG, where you can simply not use them; but it means that in the anime, you'll be forced to watch duel after duel where characters use really situational cards to Special Summon Level 5s or 6s from their Deck, then Exceed Summon with them. Which I can assure you will be badly written. Konami needs to understand that Exceeds are only truly useful when combined with the other Extra-Deck-world-destroyers of Fusions and Synchros.

 

:blink: OMG YOU'RE RIGHT!!! This will be the downfall for YGO. IF they keep up with the tradition. What they'll probebly will do.

Luckily there are always the fan-fics.

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I must say, those are some pretty nice named cards. They have my seal of aproval. *stamps seal onto them*

 

Thanks.

 

 

:blink: OMG YOU'RE RIGHT!!! This will be the downfall for YGO. IF they keep up with the tradition. What they'll probebly will do.

Luckily there are always the fan-fics.

 

They might make a break with tradition and reintroduce Fusions, Synchros and Rituals, given there is at least one Exceed Monster associated with an archetype that thrives on that ("Gemknight Pearl", "Vylon Disigma" and the "Gishki" one). However, since those three are all Rank 4, you might only see the fodder monsters rather than the actual trumps.

 

Exactly.

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