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Sounds better.

 

Mhh, I'm not shure, perhaps a LP cost while controling a (semi-)specific card?

 

Something along the lines of...

 

'While you control a FIRE Effect Gemini Monster: Pay 800 Life Points and target 1 Spell or Trap Card in your Graveyard that was equipped to a Gemini Monster while face-up on the field; Add that target to your hand.'

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Something along the lines of...

'While you control a FIRE Effect Gemini Monster: Pay 800 Life Points and target 1 Spell or Trap Card in your Graveyard that was equipped to a Gemini Monster while face-up on the field; Add that target to your hand.'

 

Yeah, that sounds about right.

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Yeah, that sounds about right.

 

Okay. That's the Equip support sorted out.

 

One thing that's often come up with my "Horus" Deck is that I can start with a hand that has one, or many two, of "Horus LV6" or "Horus LV8"; and I have to wait until I can activate "Card Trader" to get them back to my Deck. And since my 'Scarlet Geminis' have a fair number of Main Deck Level 5s and 8s, I'll need a way to make sure I can get something to the field. Hence...

 

Fanning the Flames (Normal Spell)

Reveal and return 1 Level 5 or higher FIRE Gemini Monster in your hand to your Deck: Special Summon 1 Level 3 or lower FIRE Gemini Monster from your Deck; It cannot be used for a Summon from your Extra Deck.

 

I'm not sure if that last clause balances it out.

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Okay. That's the Equip support sorted out.

One thing that's often come up with my "Horus" Deck is that I can start with a hand that has one, or many two, of "Horus LV6" or "Horus LV8"; and I have to wait until I can activate "Card Trader" to get them back to my Deck. And since my 'Scarlet Geminis' have a fair number of Main Deck Level 5s and 8s, I'll need a way to make sure I can get something to the field. Hence...

Fanning the Flames (Normal Spell)

Reveal and return 1 Level 5 or higher FIRE Gemini Monster in your hand to your Deck: Special Summon 1 Level 3 or lower FIRE Gemini Monster from your Deck; It cannot be used for a Summon from your Extra Deck.

I'm not sure if that last clause balances it out.

 

Well the only real reason why the SS of a lvl 3 or lower is OP is that it could be used for a Synchro/Xyz Summon, so I'd say it does ballance that out rather well.

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Well the only real reason why the SS of a lvl 3 or lower is OP is that it could be used for a Synchro/Xyz Summon, so I'd say it does ballance that out rather well.

 

Excellent. I just need to update my Level 3 and 4 Geminis to make them powerful enough to counter the meta.

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Well I'm suddenly in a cardmaking mood, so I'll finaly make my Normal Archetype I always wanted to make.

 

So here's the Field Spell I had planned for them.

 

p1PML.jpg

While you control no Field Spell Card: discard 1 "Illucian" card from your hand; activate this card from your Deck. You must control this many "Illucian" monsters to activate and resolve these effects: - 1+: This card cannot be destroyed by card effects. -2+: Increase the ATK and DEF of "Illucian" monsters by 250 x the amount of "Illucian" monsters you control. 3+: Once per turn: draw 1 card. 4+: Once per turn: banish 1 card your opponent controls. 5+: Negate the effects of all Effect Monsters on the field, in their owners hands, Graveyards and Banished Zones.

 

All "Illucian" monsters will be Normal Monsters. So don't worry about that.

So what do you guys think? OP/UP?

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Well I'm suddenly in a cardmaking mood, so I'll finaly make my Normal Archetype I always wanted to make.

 

So here's the Field Spell I had planned for them.

 

 

 

p1PML.jpg

While you control no Field Spell Card: discard 1 "Illucian" card from your hand; activate this card from your Deck. You must control this many "Illucian" monsters to activate and resolve these effects: - 1+: This card cannot be destroyed by card effects. -2+: Increase the ATK and DEF of "Illucian" monsters by 250 x the amount of "Illucian" monsters you control. 3+: Once per turn: draw 1 card. 4+: Once per turn: banish 1 card your opponent controls. 5+: Negate the effects of all Effect Monsters on the field, in their owners hands, Graveyards and Banished Zones.

 

All "Illucian" monsters will be Normal Monsters. So don't worry about that.

So what do you guys think? OP/UP?

 

Thoughts:

For the Activate-from-the-Deck effect, I think it should be a monster for the cost (as Normals thrive in the Graveyard) and you should add in a clause that allows your opponent to draw a card if they controlled a Field Spell, like in "Last Resort". It's mainly a pseudo-balancing, because from-the-Deck activations/summons should always have a sting IMO. Concerning the on-field effects, I would first is swap the first and second effects, since ATK gain is, in a way, the basic Field Spell effect, while defense against destruction is more complex. The once-per-turn draw is fine, but I think you should negate any other effects for the turn if you do (think that "Worm Zero" needs to empty your Deck/demolish your hand to get a similar effect). In the same vein, perhaps only limit it to face-up cards being banished (otherwise we're looking at "BLS" territory), or add an additional cost. I say this because while you have enough monsters to gain that effect: this card is immune to destruction, those monsters are each gaining 1000 ATK and DEF, and you've got a draw out of it. And as for the last effect, you should have to give up something to gain blanket negation, because with the amount of Normal swarm support, you could flood your field and stuff your opponent there and then.

 

As such, I would suggest this. Make the first effects: 1 - 3 monsters, 2 - 4 monsters, and 3 - 5 monsters, so that you lose the more useful (in a sense) effects for the more devastating ones as you build up your field. You could also make it so that each effect should be activated during your Draw Phase as a Continuous Effect, and that the other effects be lost for the turn(s) that you use one effect. I say this mainly because you can't use the 'this card cannot attack this turn' restriction, nor 'destroy this card/banish this card/return this card to the hand during the End Phase' clauses since this card is designed to stay on the field.

 

Suggested Effect:

If you do not control a Field Spell Card: You can discard 1 "Illucian" monster; Activate this card (from your Deck). If your opponent controlled a Field Spell Card when this effect was activated: They can draw 1 card. During your Draw Phase, before you draw, you can select and apply 1 of the following effects, based on the number of "Illucian" monsters you control, until your opponent's End Phase:

* 1-3: All "Illucian" monsters gain ATK and DEF equal to the number of "Illucian" monsters you control x 250.

* 2-4: This card cannot be destroyed by card effects.

* 3-5: Once during your Main Phase 1: You can draw 1 card.

* 4+: At the start of your Battle Phase: You can target 1 card your opponent controls and 2 "Illucian" monsters you control; Banish your opponent's target, and your targets cannot attack this turn.

* 5+: You cannot activate other effects while this effect is applied: When your opponent activates an Effect Monster's effect; You can negate that effect's activation and effect.

 

^ Something like that. Feel free to pick-and-mix from your effect and mine, or ignore it completely.

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@Max: Well I've changed it a bit, took over some of your suggestions, added some things insipred from your suggestions and some just ignoring your suggestions.

 

QszHS.jpg

If you do not control a Field Spell Card: You can discard 1 "Illucian" monster; Activate this card (from your Deck). If your opponent controlled a Field Spell Card when this effect was activated: They can draw 1 card. You must control this many "Illucian" monsters to activate and resolve these effects: - 1-3: Increase the ATK and DEF of "Illucian" monsters by 250 x the amount of "Illucian" monsters you control. - 2-4: This card cannot be destroyed by card effects. 3+: Once during your Main Phase 1: banish 1 "Illucian" monster in your Graveyard; draw 1 card. If you control a Psychic-Type "Illucian" monster, you do not have to banish a monster to activate this effect. 4+: Once per turn, if you control a Level 6 or higher "Illucian" monster; banish 1 card your opponent controls. 5+: Negate the effects of all Effect Monsters on the field, in their owners hands, Graveyards and Banished Zones.

 

Change:(my orignal comment saying this was deleted so I hope you don't mind me going a tad less in detail.)

I liked your 'activate from Deck' idea, so I copied that one.

My original idea was that the effects could 'stack', so I did not use the 'choice' part.

I did, however liked that the effects didn't completely cover all the above, so I did keep that with no 1 and 2. And I also switched the gain with the destruction saver. Also as you suggested.

As the 'choice' was not implemented, I gave the drawing eff a nerving and it now requires a banishment, but that can be avoided if you control a specific type of "Illucian" monster (I only plan on making 1 Psychic-Type "Illucian" btw).

I kept the 'BLS' kind of banishment, but nerved it by making it require a lvl 6.

The final effect, I kept the same, as though Vanilla's indeed have great swarming powers, a full field is still somewhat hard to get. Expecially if it's all from 1 effectless archetype. And also considering the protection effect no longer is in effect when you control 5 of them, it becomes fulnirable for Traps and Spells again. Thus giving the opp a chance for getting rid of it and return its effects.

 

I also changed the 2011 part with 2012 in the copyrights (as I forgot to do that before).

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Change:(my orignal comment saying this was deleted so I hope you don't mind me going a tad less in detail.)

I liked your 'activate from Deck' idea, so I copied that one.

My original idea was that the effects could 'stack', so I did not use the 'choice' part.

I did, however liked that the effects didn't completely cover all the above, so I did keep that with no 1 and 2. And I also switched the gain with the destruction saver. Also as you suggested.

As the 'choice' was not implemented, I gave the drawing eff a nerving and it now requires a banishment, but that can be avoided if you control a specific type of "Illucian" monster (I only plan on making 1 Psychic-Type "Illucian" btw).

I kept the 'BLS' kind of banishment, but nerved it by making it require a lvl 6.

The final effect, I kept the same, as though Vanilla's indeed have great swarming powers, a full field is still somewhat hard to get. Expecially if it's all from 1 effectless archetype. And also considering the protection effect no longer is in effect when you control 5 of them, it becomes fulnirable for Traps and Spells again. Thus giving the opp a chance for getting rid of it and return its effects.

 

I also changed the 2011 part with 2012 in the copyrights (as I forgot to do that before).

 

They're all good changes. And I suppose I was over-optimistic about you getting a full field.

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http://abclocal.go.c...alth&id=8700025 is my news for the day, someone actually had stuff coming from her nose because the tanning salons didn't tell them to cover up. How dumb can you be. Plus, if it harms your insides, it really probably does harm your skin in a way.....

 

There's a reason your parents tell you to put suntan cream on when you go to the beach. And yet, people wear nothing when they expose themselves to a machine that can give you more than three times as much UV-A radiation as the sun. And UV-A radiation? That's the one that causes skin cancer...

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True Max, but I think in the story its the chemical that cuases the dna damage, which is still very bad. But meh, I guess, like the thing that everyone says, Everything is bad for unless its in moderation.....Water can be bad for you if you drink to much, Food is bad for you if you eat to much, you get fat. lol. Veggies can be bad for you if you eat to much. Only difference is what is extremely bad for you vs what can be good for you. Spray Tan should not be used at all in my personal person.

 

What really stinks is I can't eat or drink food with red dye #40, as which is found in lots of fruit pucnh and artifically colored foods. Sometimes even meat. I found it out when I was drinking grape flavored koolaid, I had terrible stomach ake and cuased alot of problems for a day. Then I found out again when my cousin in-law made burriotes with pace picante sauce with the same die in it. I couldn't eat anything but a cinnamon roll and felt sick to my stomach. So, in other words, for me Red Dye #40 and sulfur pills.

 

About the only to things I'm allergic to. but I got to go to work, so toodles..

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Spray Tan should not be used at all in my personal person.

 

I misunderstood. I thought you were talking about a tanning bed. The entire tanning industry is built on ignorance and vanity, so it's never going to be done in moderation...

 

 

In other news, I really annoyed a friend recently when we decided to dust off our "Pokemon Red" games, and I beat his Rhydon using my Raichu that knows Petal Dance...

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Lol, good job Max. I prefer pokemon yellow pikachu edition, for the mew glitch. I actually made an army of mews with on of the saves and also used the glitch to get lots of rare candies, and I'll tell you what, I loved my mews. I tried leveling up all 6 mews without rare candies and made it to level 40 with them all and it just got terribly slow at leveling them up. The glitch of mew works on other treainers if you have a pokemon that can fly. Gotta becareful though, some of the trainers cause an evil missingno and you need to turn off/on the game quickly before it erases the save data.

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Lol, good job Max. I prefer pokemon yellow pikachu edition, for the mew glitch. I actually made an army of mews with on of the saves and also used the glitch to get lots of rare candies, and I'll tell you what, I loved my mews. I tried leveling up all 6 mews without rare candies and made it to level 40 with them all and it just got terribly slow at leveling them up. The glitch of mew works on other treainers if you have a pokemon that can fly. Gotta becareful though, some of the trainers cause an evil missingno and you need to turn off/on the game quickly before it erases the save data.

 

And the funny thing? That Raichu is completely legit...

 

I only ever used the Mew glitch (in Red) to get Mew, and then trade it to Gold, and start cloning it, since in Gen II it's a stable code.

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@Max: Yea, but it would be funny if you could program the game to have a generation 3 pokemon inside pokemon yellow, that'd be funny. And make it stable so it'd wouldn't glitch....But not possible that I know of....Oh well...

 

@Anyone Interested: Well, I decided that I'm going to gain muscle and make myself run faster. I want to get the muscle to defy the laws of physics and run as fast as possible...A saying said if humans were only possible to run 35-40 mph if they knew how to make it happen and work at it. But it was only that for sprinting. So, tomorrow in the morning, I'm going to follow the speed trainings I found to make it happen. I hope I can do so. I already surprise people with a person weighing 247 lbs running up to 16 mph and stopping. I also learned how to speed myself with a slip-n-slide technique, handy when your about to trip. I learned it from the movie Cars, watch Doc Hudsons Wheels when racing around the dirt in the wheel, and apply that to your feet. It really works....

 

And they say you can't learn on TV when i learn a lot from it, from the silly shows to the action shows and all of the above, the only things I don't watch are drama, romance, or Teen Vampire Romance with sci-fi cuties....lol....referring to twilight.....lol.

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You all are hard at work per usual. I'm just here to place in some...ideas I suppose. Love the field spell btw.

 

:D

 

Gemini thread is up:

http://forum.yugiohcardmaker.net/topic/284522-scarlet-geminis-back-in-the-red/

I'd like your opinion on whether they're actually useable.

 

K, I'll go and comment on it. Asap.

 

@Anyone Interested: Well, I decided that I'm going to gain muscle and make myself run faster. I want to get the muscle to defy the laws of physics and run as fast as possible...A saying said if humans were only possible to run 35-40 mph if they knew how to make it happen and work at it. But it was only that for sprinting. So, tomorrow in the morning, I'm going to follow the speed trainings I found to make it happen. I hope I can do so. I already surprise people with a person weighing 247 lbs running up to 16 mph and stopping. I also learned how to speed myself with a slip-n-slide technique, handy when your about to trip. I learned it from the movie Cars, watch Doc Hudsons Wheels when racing around the dirt in the wheel, and apply that to your feet. It really works....

And they say you can't learn on TV when i learn a lot from it, from the silly shows to the action shows and all of the above, the only things I don't watch are drama, romance, or Teen Vampire Romance with sci-fi cuties....lol....referring to twilight.....lol.

 

Running mostly makes you gain muscles in your legs, and we humans are not made for running really fast. We are made for running/jogging long periods of time without stopping, or at least we used to be. But good luck in your training.

I'd had to hurt you if you did watch 'Twilight' and enjoyed it. ;)

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