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Newb Defense League III [locked because remake]


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Lol, that kinda sucks Max. @least you found 1. And a pretty good one aswell.

 

If Konami release any Level 5 or 6 LIGHT Fairy Synchros (unlikely since the most recent LIGHT Fairy Synchro is the Illegal Match Winner "Stardust Divinity"), then I'm stuffed. But for "Avenging Knight Parshath" and "Ancient Sacred Wyvern" it's perfect. Especially for "Wyvern", since a 400 ATK loss when it has 6000 ATK doesn't really trouble it. "Parshath" to a degree can use it, since surviving a turn will give it a chance to switch the monster that attacked it to Defense Position and get rid of it.

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New thing from me. Considering there are Accel Synchro Monsters, 'Super Fusion Monsters' (eg. "E-Hero Shining Flare Wingman") and specific-material Nomi Effect Monsters, here are Ritual Monsters' counterpart, the Advance Ritual Monsters. They can only be Ritual Summoned by tributing at least 1 Ritual monster for their summon.

 

But there is a dilemma. Since they would be incredibly difficult to get out, even in a dedicated Deck, if they were in the Main Deck; I thought they could still be balanced if they were stored in the Extra Deck, as you would still need to get the Ritual Spell and the Ritual materials either onto the field or into your hand. As such, the prototype "Yin Dragon" is a slightly different colour, to represent its status as an alternative Ritual monster.

 

Thoughts and comments?

 

 

6h10jq.png

 

Effect: This card is used to Advance Ritual Summon "Yin Dragon" or "Yang Dragon".

* "Yin Dragon": You must also Tribute DARK monsters whose total Levels equal 10 or more from the field or your hand, including at least 1 Ritual Monster.

* "Yang Dragon": You must also Tribute LIGHT monsters whose total Levels equal 10 or more from the field or your hand, including at least 1 Ritual Monster.

 

 

29qnza1.png

 

Effect: This card can only be Advance Ritual Summoned with the Ritual Spell Card "Eternal Taijitu". This card cannot be destroyed or removed from play by card effects. When this card is destroyed, your opponent removes from play a number of cards in their Deck equal to the number of monsters remove from play by this card’s effect. Each time a Trap Card is activated, put 1 Yin Counter on this card. During your Main Phase or Battle Phase, you can remove any number of Yin Counters from this card to select and activate 1 of the following effects:

* Your opponent removes from play 1 monster in their Deck whose Level is equal to the number of removed counters.

* Remove from play 1 monster your opponent controls whose Level is equal to half the number of removed counters.

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Mhh, interesting new type you got there Max.

 

About the Advanced Ritual prototype you made there, I think it could be stored in the Extra Deck seeing that its effect is powerfull, but not that destructive. But if it has to go to the main Deck, I'd expect to see some more juice pumped into it.

 

PS. I thought that Yin was LIGHT?

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Mhh, interesting new type you got there Max.

 

About the Advanced Ritual prototype you made there, I think it could be stored in the Extra Deck seeing that its effect is powerfull, but not that destructive. But if it has to go to the main Deck, I'd expect to see some more juice pumped into it.

 

PS. I thought that Yin was LIGHT?

 

It's a small problem because keeping it in the Main Deck would make it incredibly difficult to summon, while keeping in the Extra Deck would make it possibly too easy to get out, considering how easy modern Ritual support would be able to summon the Ritual materials. So, I think I'll have to think some more about it, and make some more prototypes.

 

And Yin is the passive darkness.

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