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Newb Defense League III [locked because remake]


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Something interesting; there are no Flip Effect Monsters in the Starter Deck. Clearly they don't think beginner's should know about them, since they're not in the guide either. Nor are Ritual, Fusion, Synchro, Union, Gemini, Spirit or Tuner Monsters. You would have thought that a beginner guide, albeit one lashed in with an Exceed Deck would tell players how to play the game in an appendix or final section.

 

That is messed up. lolnami should build off what they already got. They cannot just dump certain types of cards for others.

 

Well, maybe they've never actually played the game...

 

That is the main reason RC has such a bad reputation now. People only know the rules, they don't understand the meta.

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That is messed up. lolnami should build off what they already got. They cannot just dump certain types of cards for others.

 

Well, that's one of the reasons the ZeXal anime is so terrible. If you wished to Exceed Summon a Rank 5 Exceed, your primary thoughts would involve three sets of monsters: "Cyber Dragon"/"The Tricky", Level 5 Fusions Summoned with "Instant Fusion", or Level 5 Synchros, using Tuner effects to get what you need. For Ranks 6 and above, the Synchro method is more prominant, unless you have a dedicated Fusion build (like "Dark Gaia"/"E-Heroes" for Ranks 6, 7 and 8 ) or high-Level Ritual Deck ("Advance Ritual Art"/"Djinn"-fuelled for example). However, because Konami doesn't backtrack in its anime, the characters in ZeXal are not 'allowed' to use RItuals, Fusions or Synchros for climbing up the Levels/Ranks.

 

Thus, they've began producing a raft of high-Level, low ATK and DEF monsters designed to either Special Summon themselves or get on the field without Tributes. The pinnacle is "Rainbow Shaman" (Level 7, 0 ATK/DEF, Special Summons itself if your opponent controls an Exceed and you control no monsters); useless in any other situation, and pretty useless in most cases if we're frank. So, for the rest of the anime, a huge number of Level-changing and low-stat monsters that can Special Summon themselves will become the norm.

 

Clearly no-one will realise you can use cards like "Dark World Dealings"/"Hand Destruction" to discard a Level 7/8 and use "Monster Reborn"/"Call of the Haunted" to get it onto the field...

 

 

 

That is the main reason RC has such a bad reputation now. People only know the rules, they don't understand the meta.

 

Hence why I've gone down my route of producing cards that side-step the current game; to avoid any meta crossfire.

 

 

 

Also, here's a revamp of an older card. Thoughts?

 

1416xvt.png

 

Effect: "Dark Malevolence"

When this card is Ritual Summoned: Draw cards equal to the number of "Seven Sins" Ritual Monsters you control. Monsters your opponent controls can only target this card for an attack. If this card destroys a monster by battle: During your next Battle Phase, except while this effect is applied, after this card destroys a monster by battle, it can attack once again.

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Well, that's one of the reasons the ZeXal anime is so terrible. If you wished to Exceed Summon a Rank 5 Exceed, your primary thoughts would involve three sets of monsters: "Cyber Dragon"/"The Tricky", Level 5 Fusions Summoned with "Instant Fusion", or Level 5 Synchros, using Tuner effects to get what you need. For Ranks 6 and above, the Synchro method is more prominant, unless you have a dedicated Fusion build (like "Dark Gaia"/"E-Heroes" for Ranks 6, 7 and 8 ) or high-Level Ritual Deck ("Advance Ritual Art"/"Djinn"-fuelled for example). However, because Konami doesn't backtrack in its anime, the characters in ZeXal are not 'allowed' to use RItuals, Fusions or Synchros for climbing up the Levels/Ranks.

 

Thus, they've began producing a raft of high-Level, low ATK and DEF monsters designed to either Special Summon themselves or get on the field without Tributes. The pinnacle is "Rainbow Shaman" (Level 7, 0 ATK/DEF, Special Summons itself if your opponent controls an Exceed and you control no monsters); useless in any other situation, and pretty useless in most cases if we're frank. So, for the rest of the anime, a huge number of Level-changing and low-stat monsters that can Special Summon themselves will become the norm.

 

Clearly no-one will realise you can use cards like "Dark World Dealings"/"Hand Destruction" to discard a Level 7/8 and use "Monster Reborn"/"Call of the Haunted" to get it onto the field...

 

 

 

 

 

Hence why I've gone down my route of producing cards that side-step the current game; to avoid any meta crossfire.

 

 

 

Also, here's a revamp of an older card. Thoughts?

 

1416xvt.png

 

 

Effect: "Dark Malevolence"

When this card is Ritual Summoned: Draw cards equal to the number of "Seven Sins" Ritual Monsters you control. Monsters your opponent controls can only target this card for an attack. If this card destroys a monster by battle: During your next Battle Phase, except while this effect is applied, after this card destroys a monster by battle, it can attack once again.

 

Elaborate on bold please.

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Elaborate on bold please.

 

I've just read it through and I've realised it makes little or no sense.

 

16aelmw.png

 

Effect: "Dark Malevolence"

When this card is Ritual Summoned: Draw cards equal to the number of "Seven Sins" Ritual Monsters you control. Monsters your opponent controls can only target this card for an attack. If this card destroys a monster by battle: During your next Battle Phase, after this card destroys a monster by battle, it can attack once again. (You cannot apply this card's effect during that turn.)

 

 

I may need some time to perfect the wording you highlighted. In essence, if it destroys a monster; it can attack twice during the next Battle Phase if it destroys another monster, but you cannot then use the effect again (as in, giving you a second attempt to double-attack during your third Battle Phase).

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I've just read it through and I've realised it makes little or no sense.

 

16aelmw.png

 

 

Effect: "Dark Malevolence"

When this card is Ritual Summoned: Draw cards equal to the number of "Seven Sins" Ritual Monsters you control. Monsters your opponent controls can only target this card for an attack. If this card destroys a monster by battle: During your next Battle Phase, after this card destroys a monster by battle, it can attack once again. (You cannot apply this card's effect during that turn.)

 

 

I may need some time to perfect the wording you highlighted. In essence, if it destroys a monster; it can attack twice during the next Battle Phase if it destroys another monster, but you cannot then use the effect again (as in, giving you a second attempt to double-attack during your third Battle Phase).

 

So basically, you only get the effect once per turn.

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@ Striker: That'll have to wait, given it's 1 in the morning here.

 

@ White: Do it when you can.

 

@ Anyone: This me attempting to trim down the effects of both Ritual Monsters and Ritual Spell Cards. Tell me what you think.

xmqwdt.png

 

 

Effect: "Volcanic Incantation"

Each time your opponent Summons a monster from their Extra Deck: Inflict damage to your opponent equal to the number of Material Monsters used to Summon that monster x 500. Once per duel: If a card effect you control that inflicts damage to your opponent would be negated; You can negate that effect and send it to the Graveyard. (This effect is treated as Spell Speed 3.)

 

657cqq.png

 

 

Effect: Tribute monsters from your field or hand whose total Levels equal 6 or more: Ritual Summon 1 "Phlogistonic Calderan" from your hand. During the turn this card is activated: You can banish this card in your Graveyard to target a number of monsters in your opponent's Graveyard that were used for the Summon of a monster(s) from your opponent's Extra Deck equal to the number of monsters Tributed to activate this card: Inflict damage to your opponent equal to those monster(s) combined Level(s) x 200.

 

 

 

 

 

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@Max: Well, here it is... On one of my computers, its brighter and nicer, and the other one, it veiws darker, so it just depends on the person's brightness to see, but I'm sure it looks good, I hope....

 

Here it is.....

archaicsample.png

 

Do you want it? Its just a picture, so you'd have to use an editor of somesort....

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@Daemon: Again, like I said, I can't fix it b/c of one thing, its the brightness on any computer. I could try to brighten it, but then each time I'd see the card, it would look all white and nothing would be there, so maybe its just the computers around the world see things differently....It may be my comp, but it may be your comp, it just all depends on the computer's brightness.....

 

@Max: Yea, I kind of wanted it to look a little more like Exceeds, only an Ritual Version as just a thing to say they should have done the lue marks to rituals instead, it looks better IMO then stupid Exceed Template....

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@ White: It seems darker than actual Rituals, and the frame does look a little Exceed-y for my tastes. And since I don't have any image-manipulation programmes, I'll stick to MSE for the time being.

 

 

@ Striker: I remember YCM V2...

 

I was talking about NDL V2. The one you made after you were given NDL.

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@Mr.Striker: I remember all 3 versions of each, YCM1,2, and 3, and I remember the 3 NDL, and I must say, I thought about joining the 1st NDL, but I'm not sure If I joined then or not.....

 

I was around YCM MYBB and YCM IP.Board. Only a select few were around on Invisionfree. Also, you saw my reason for not joining NDL V1.

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@ Anyone interested:

 

I'm trying to streamline Ritual Spell Card text. At the moment, I've got it down to:

 

'Tribute monsters from your field or hand whose total Levels equal [x] or more: Ritual Summon 1 "[X]" from your hand.'

 

But considering we all know what a Ritual Summon is, and how to perform one, could it not just say:

 

'Used to Ritual Summon "[X]".' ? (Since the rest of the text is just superficial)

 

 

I'm in a mood where I feel that with a lot of effects becoming overburded with the new OCG, some effects could be rewritten with a lot less text, due to the rules surrounding their card type. For example:

 

"Chthonian Emperor Dragon" : [Dragon/Gemini] : This card can attack twice during each Battle Phase.

(Since the whole 'This card is treated as a Normal Monster...' is an integral part of being a Gemini Monster, why does it need to be on the card?)

 

Also:

 

"Heavy Mech Support Platform" : [Machine/Union] : The equipped monster gains 500 ATK and DEF.

(Again, the Union rules are part of being a Union Monster, in the same way Synchros have the unwritten text 'This card can only be Synchro Summoned from the Extra Deck.')

 

 

I think it's time for a lot of effects to be taken as read, compared to having to be written on the cards themselves. By now, we know that Spirit Monsters cannot be Special Summoned and return to your hand at the End Phase, so why does it need to be spelled out for us? If Konami wants to make Monster Effects simpler, then they should cut out as much as they can.

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Max, they keep the long explanation texts for the new players.

 

That may be the case, but shouldn't the Beginners Guides and Playing Guides outline the rules associated with each monster kind, so it can remain unwritten on the cards themselves? If you're going to start playing a card game, you should know the basics surrounding what you're going to be using. Also, considering you could just look at the older prints, there's already a large archive to derive effects, and to learn the specific rules, from.

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That may be the case, but shouldn't the Beginners Guides and Playing Guides outline the rules associated with each monster kind, so it can remain unwritten on the cards themselves? If you're going to start playing a card game, you should know the basics surrounding what you're going to be using. Also, considering you could just look at the older prints, there's already a large archive to derive effects, and to learn the specific rules, from.

 

That's true, but we are talking about lolnami here.

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